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** The Lair, depending on your build. While it contains some powerful threats of its own, a character that hasn't been too fond of DungeonBypass typically has no problem clearing the branch as soon as they find it. The Lair's sub-branches are far from being easy, though.

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** The Lair, depending on your build. While it contains some powerful threats of its own, a character that hasn't been too fond of DungeonBypass typically has no problem clearing the branch as soon as they find it. The Lair's sub-branches are far from being easy, though.



** Orc priests. They are the extremely painful introduction to smiting. Smiting is instant, undodgeable, unblockable, and usually shaves off 10-15 health with every cast. They can show up as early as the second level of the dungeon, where having 30 HP is a huge luxury. Even worse; they tend to travel with packs of orcs and orc wizards, which means that you might have to fight through a pack of reasonably tough enemies just to ''get'' to them. And they can smite you while you're doing that!
** Hydras. Decent speed especially in water, good HP and it's the most damaging monster in the midgame. It becomes so bad that if you can't kill them reliably, you've better avoid the deeper Lair and Swamp entirely before you can.

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** Orc priests. They are the extremely painful introduction to smiting. Smiting is instant, undodgeable, unblockable, and usually shaves off 10-15 health with every cast. They can show up as early as the second level of the dungeon, where having 30 HP is a huge luxury. Even worse; worse, they tend to travel with packs of orcs and orc wizards, which means that you might have to fight through a pack of reasonably tough enemies just to ''get'' to them. And they can smite you while you're doing that!
** Hydras. Decent speed especially in water, good HP and it's they're the most damaging monster monsters in the midgame. It becomes so bad They're dangerous enough that if you can't kill them reliably, you've you'd better avoid the deeper parts of the Lair and the Swamp entirely before you can.



*** Executioners are tier 1 demons (marked in the ASCII version of the game by the number "1") with super speed, which they like to boost even further with the haste spell. Once that's done they'll zip into melee combat and proceed to hit you like a freight train, often multiple times in a single turn.

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*** Executioners are tier 1 demons (marked in the ASCII version of the game by the number "1") with super speed, which they like to boost even further with the haste Haste spell. Once that's done they'll zip into melee combat and proceed to hit you like a freight train, often multiple times in a single turn.



*** The tier 3 demon Neqoxec also qualifies. Though somewhat weak, neqoxecs know (and love to spam) the spell Polymorph Other which, when used against the player always gives negative mutations. It's possible to resist this effect with certain equipment, but the neqoxec's status as a mid-level summon means players may end up facing them before they're ready.
** Many EnemySummoner foes are considered demonic spiders as well, including deep elf summoners,mummy priests, and orc sorcerers, all of which rarely do battle without first calling in a dozen or so various demons. Vampires used fit in this category as well thanks to their tendency to flood the room with rats and bats until version 0.12.
** Before they got nerfed, [[PsychoElectricEel electric eels]] were this. They would appear in large schools in every body of water, fire painful bolts of lightning at you from across the room, and then dive underwater as soon as you got close. Fortunately they got a nerf at some point (the Crawl Wiki doesn't have the version number); they still fire bolts of lightning, but those bolts are much less damaging, the eels themselves are much less common, and they now only dive underwater if at critical health.

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*** The tier 3 demon Neqoxec also qualifies. Though somewhat weak, neqoxecs know (and love to spam) the spell Polymorph Other Other, which, when used against the player player, always gives negative mutations. It's possible to resist this effect with certain equipment, but the neqoxec's status as a mid-level summon means players may end up facing them before they're ready.
** Many EnemySummoner foes are considered demonic spiders as well, including deep elf summoners,mummy summoners, mummy priests, and orc sorcerers, all of which rarely do battle without first calling in a dozen or so various demons. Vampires used fit in this category as well thanks to their tendency to flood the room with rats and bats until version 0.12.
** Before they got nerfed, [[PsychoElectricEel electric eels]] were this. They would appear in large schools in every body of water, fire painful bolts of lightning at you from across the room, and then dive underwater as soon as you got close. Fortunately they got a nerf at some point (the Crawl Wiki doesn't have the version number); they still fire bolts of lightning, but those bolts are much less damaging, the eels themselves are much less common, and they now only no longer dive underwater if at critical health.underwater.



** Caustic Shrikes. All the worst parts of stronger jellies, stapled to bees, with disproportionately high HP to match. And they come in ''packs''. They cause a disproportionately high amount of deaths at high levels just because of the sheer damage output from them, especially if caught out in the open.
* FridgeBrilliance: If you kill the Royal Jelly, [[spoiler: Jiyva the Slime God dies, supposedly due to the Royal Jelly being its only intelligent follower... except that's not true. Jiyva has one more intelligent follower: Dissolution the High Priest of Jiyva. So why doesn't Dissolution keep Jiyva alive too? ''Because Dissolution hates Jiyva.'' Dissolution was formerly the high priest of an ancient civilization that was destroyed by Jiyva, and he was forced to convert or die. He ''wants'' Jiyva to die for this, and as such will abandon the god if its other intelligent follower is defeated.]]

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** Caustic Shrikes. All the worst parts of stronger jellies, stapled to bees, with disproportionately high HP to match. And they come in ''packs''. They cause a disproportionately high amount of deaths at high levels just because of the sheer damage output from them, especially if you're caught out in the open.
* FridgeBrilliance: If you kill the Royal Jelly, [[spoiler: Jiyva the Slime God dies, supposedly due to the Royal Jelly being its only intelligent follower... except that's not true. Jiyva has one more intelligent follower: Dissolution Dissolution, the High Priest of Jiyva. So why doesn't Dissolution keep Jiyva alive too? ''Because Dissolution hates Jiyva.'' Dissolution was formerly the high priest of an ancient civilization that was destroyed by Jiyva, and he was forced to convert or die. He ''wants'' Jiyva to die for this, and as such will abandon the god if its other intelligent follower is defeated.]]



** Singularity basically creates a black hole that sucks everything nearby into it, dealing very high damage in the process. You can add insult to injury by casting other spells at things while they're getting sucked in.
** Nemelex Xobeh also qualifies if you know what you are doing. The legendary versions of their decks, along with high piety, a decent evocation skill, and liberal use of their gifted abilities essentially turn any PC (even purely melee focused characters) into an epic level mage. Capable of summoning dozens of creatures, in combat, with a zero chance of being hostile for a paltry 2 mana or blasting several of the strongest spells in the game better than an equal level wizard could. Plus powers possessed no where else in the game, such as the ability to create food out of nothing. On top of all this old Nemelex has a grand total of one real rule (using combat oriented cards when there's no one hostile around), meaning the only real way to get excommunicated is to stand around for tens of thousands of turns with out sacrificing anything to them or using cards in combat. Something a player is never going to do.

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** Before its removal, Singularity basically creates created a black hole that sucks sucked everything nearby into it, dealing very high damage in the process. You can could add insult to injury by casting other spells at things while they're they were getting sucked in.
** Nemelex Xobeh also qualifies if you know what you are doing. The legendary versions of their decks, along with high piety, a decent evocation skill, and liberal use of their gifted abilities essentially turn any PC (even purely melee focused characters) into an epic level mage. Capable mage capable of summoning dozens of creatures, creatures in combat, combat with a zero chance of being hostile for a paltry 2 mana or blasting several of the strongest spells in the game better than an equal level wizard could. Plus Plus, you get powers possessed no where present nowhere else in the game, such as the ability to create food out of nothing. On top of all this this, old Nemelex has a grand total of one real rule (using combat oriented cards when there's no one hostile around), meaning the only real way to get excommunicated is to stand around for tens of thousands of turns with out sacrificing anything to them or using cards in combat. Something combat, something a player is never going to do.



** Ugly things and slime creatures later on in the Dungeon. Both always appear in packs, absorb a good chunk of damage before dying and flee when wounded. Ugly things also are slightly faster than most [=PCs=] and have randomly branded attacks (including acid -- see Jellies under DemonicSpiders for how that works -- and one that stops you from healing for a while) and resistances which randomly shift while in a group. Slime creatures, meanwhile have an incredibly annoying habit of fleeing and coming back within seconds, having completely regenerated in the process, and will merge into much more powerful brutes if you try to fight them one at a time in a corridor.

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** Ugly things and slime creatures later on in the Dungeon. Both always appear in packs, absorb a good chunk of damage before dying and flee when wounded. Ugly things also are slightly faster than most [=PCs=] and have randomly branded attacks (including acid -- see Jellies under DemonicSpiders for how that works -- and one that stops you from healing for a while) and resistances which randomly shift while in a group. Slime creatures, meanwhile meanwhile, have an incredibly annoying habit of fleeing and coming back within seconds, having completely regenerated in the process, and will merge into much more powerful brutes if you try to fight them one at a time in a corridor.



* ScrappyMechanic: Shadow traps, introduced in 0.16. Stepping on a shadow trap casts a hostile Shadow Creatures against you, and temporarily shuts down the trap. Shadow traps, unlike most other traps, can never be permanently disabled, and their cooldown time after being triggered is ridiculously short. They often show up early in the game, in which case it's very difficult to find them at all. Even worse, if an enemy steps on a shadow trap, the summoned creatures ''still go after you''. It's so bad that one of the first changes to the 0.17 trunk game was the removal of shadow traps.

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* ScrappyMechanic: Shadow traps, introduced in 0.16. Stepping on a shadow trap casts a hostile Shadow Creatures against you, and temporarily shuts down the trap. Shadow traps, unlike most other traps, can never be permanently disabled, and their cooldown time after being triggered is ridiculously short. They often show up early in the game, in which case it's very difficult to find them at all. Even worse, if an enemy steps on a shadow trap, the summoned creatures ''still go after you''. It's It was so bad that one of the first changes to the 0.17 trunk game was the removal of shadow traps.



** Sigmund was ''Crawl'''s original ThatOneBoss. He's a human wizard-warrior who gained a notorious reputation for killing off early-level characters. As a mage, he isn't well-armored or particularly resilient, but... he can turn invisible, which thwarts ranged attacks. He can cast Confuse, which thwarts melee. He can throw flames, which is doubly troublesome if he's already turned invisible or confused you. And, he wields a scythe, which is a fairly damaging weapon at this point in the game. Most players will want to avoid or escape him if they meet him, unless they have something that will help in taking him down, like a powerful attack wand or a potion of berserk rage. Even then, you might still need to take him by surprise.
** Grinder is another early game ThatOneBoss. He's a shadow imp who can paralyze the player and cast a nasty pain attack. Grinder typically appears just a bit later than Sigmund, and a popular joke among fans is that the two have a rivalry going on to see who can claim the lives of more newbies.

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** Sigmund was ''Crawl'''s original ThatOneBoss. He's a human wizard-warrior who gained a notorious reputation for killing off early-level characters. As a mage, he isn't well-armored or particularly resilient, but... he can turn invisible, which thwarts ranged attacks. He can cast Confuse, which thwarts melee. He can throw flames, which is doubly troublesome if he's already turned invisible or confused you. And, And he wields a scythe, which is a fairly damaging weapon at this point in the game. Most players will want to avoid or escape him if they meet him, unless they have something that will help in taking him down, like a powerful attack wand or a potion of berserk rage. Even then, you might still need to take him by surprise.
** Grinder is another early game ThatOneBoss. He's She's a shadow imp who can paralyze the player and cast a nasty pain attack. Grinder typically appears just a bit later than Sigmund, and a popular joke among fans is that the two have a rivalry going on to see who can claim the lives of more newbies.



** Nessos the centaur. Even normal centaurs are fairly bad because of their speed and ranged attack, but Nessos is even worse thanks to his unique ability. Ordinarily if an arrow has an enchantment it overrides that of the bow that fires it. Nessos ignores this rule, gaining the ability to fire ''flaming toxic arrows''. Couple that with his liberal use of the spell Blink (which makes luring him into melee all but impossible) and he's easily one of the most dangerous mid-game uniques.
** Mennas the ReligiousBruiser is a late-game boss, and it will KILL your spellcaster (or even hybrid build) very dead if you don't escape in time. The worst part about him is his ability to silence his surroundings, making spellcasting impossible, and preventing the most common means of teleporting away (by reading Teleportation scrolls). He's also [[LightningBruiser very fast and very strong in melee]].
** Mara is another late-game threat, appearing around the same time as Mennas. Not only does he have a dangerous spell list and the tendency to spawn with a decent weapon, he can conjure up illusions of himself, which are just as nasty, blink and teleport around, [[MirrorBoss and create an illusion of the player]], which is just as dangerous as the player is. Are you powerful enough to casually sling Fire Storms around? Your illusory self will be too!

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** Nessos the centaur. Even normal centaurs are fairly bad because of their speed and ranged attack, but Nessos is even worse thanks to his unique ability. Ordinarily if an arrow has an enchantment it overrides that of the bow that fires it. Nessos ignores this rule, gaining the ability to fire ''flaming toxic arrows''. Couple that with his liberal use of the Blink spell Blink (which makes luring him into melee all but impossible) and he's easily one of the most dangerous mid-game uniques.
** Mennas the ReligiousBruiser is a late-game boss, and it he will KILL your spellcaster (or even hybrid build) very dead if you don't escape in time. The worst part about him is his ability to silence his surroundings, making spellcasting impossible, impossible and preventing the most common means of teleporting away (by reading Teleportation scrolls). He's also [[LightningBruiser very fast and very strong in melee]].
** Mara is another late-game threat, appearing around the same time as Mennas. Not only does he have a dangerous spell list and the tendency to spawn with a decent weapon, he can conjure up illusions of himself, which himself (which are just as nasty, nasty), blink and teleport around, [[MirrorBoss and create an illusion of the player]], which is just as dangerous as the player is. Are you powerful enough to casually sling Fire Storms around? Your illusory self will be too!



*** Followers of the god of order, Zin, will be granted (not infallible) protection against Hell's mystical force which makes them among the most suited to taking on this level, but even they have to be very careful of the demons and other monsters here.

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*** Followers of the god of order, Zin, will be granted (not infallible) protection against Hell's mystical force force, which makes them among the most suited to taking on this level, but even they have to be very careful of the demons and other monsters here.



** The endgame, after collecting the Orb of Zot and you're ascending back toward the surface. You'd expect an easy return since you've already cleared all the floors, right? Wrong! First, while holding the Orb of Zot your stealth is decreased drastically, which can be very damaging for certain characters. Add to that, teleportation takes a lot longer to take effect, and the duration of [[TheCorruption magical contamination]] is greatly extended. What's more, the game will spawn all new enemies to attack you, drawn from the Hell and Pandemonium lists. This includes Pandemonium Lords, which are the strongest non-unique enemies in the game and ordinarily only appear at a rate of one or less per floor in the demon plane of Pandemonium, but during the ascent you can fight multiples per floor, or even 2 or more at once.
*** In keeping with the apparently masochistic nature of Crawl players, one somewhat popular SelfImposedChallenge involves waiting until the ascent to clear the Tomb, thereby having to deal with all of the Tomb's normal hazards, as well as the massively powerful demons summoned by the Orb. (The challenge would involve clearing the four regions of Hell, but once the Orb is picked up all of the branches of Hell are sealed.)

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** The endgame, after collecting the Orb of Zot and you're ascending back toward the surface. You'd expect an easy return since you've already cleared all the floors, right? Wrong! First, while holding the Orb of Zot your stealth is decreased drastically, which can be very damaging for certain characters. Add to that, teleportation takes a lot longer to take effect, and the duration of [[TheCorruption magical contamination]] is greatly extended. What's more, the game will constantly spawn all new enemies to attack you, drawn from the Hell and Pandemonium lists. This includes Pandemonium Lords, which are the strongest non-unique enemies in the game and ordinarily only appear at a rate of one or less per floor in the demon plane of Pandemonium, but during the ascent you can fight multiples per floor, or even 2 or more at once.
*** In keeping with the apparently masochistic nature of Crawl players, one somewhat popular SelfImposedChallenge involves waiting until the ascent to clear the Tomb, thereby having to deal with all of the Tomb's normal hazards, as well as the massively powerful demons summoned by the Orb. (The challenge would also involve clearing the four regions of Hell, but once the Orb is picked up up, all of the branches of portals to Hell are sealed.)
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*** Made even worse in Elyvilon's case. Pacifying monsters makes them neutral not just to you but to other monsters, and they will attack other monsters that are in their way. Manipulating enemies into attacking each other is actually the most efficient way to "fight" as a follower of Elyvilon, as it not only helps you train your invocations, it also doesn't count as a kill on your part and so won't earn you penance if you do it while under Divine Protection. So a typical follower of the pacifist healer god goes around brainwashing everyone they see and tricking people into murdering their friends.
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** Caustic Shrikes. All the worst parts of stronger jellies, stapled to bees, with disproportionately high HP to match. And they come in ''packs''. They cause a disproportionately high amount of deaths at high levels just because of the sheer damage output from them, especially if caught out in the open.
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Potions of poison are no longer in the game


** Another common killer of early characters is the not-so-humble adder, which can appear on the ''second level'' of the dungeon. They're much faster than you, are fairly evasive, have more health than most monsters during the first few levels, but worst of all is their poisonous bite. Poison can be seriously hazardous for an early player, who won't have much HP at that point, and also likely won't have identified the potion of curing yet either, or any escape items. If you get poisoned more than once by the same adder, you'll likely be forced to start trying out random potions to survive (and that's dangerous too; one of your unidentified potions might ''be'' poison).

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** Another common killer of early characters is the not-so-humble adder, which can appear on the ''second level'' of the dungeon. They're much faster than you, are fairly evasive, have more health than most monsters during the first few levels, but worst of all is their poisonous bite. Poison can be seriously hazardous for an early player, who won't have much HP at that point, and also likely won't have identified the potion of curing yet either, or any escape items. If you get poisoned more than once by the same adder, you'll likely be forced to start trying out random potions to survive (and that's dangerous too; one of your unidentified potions in itself, since you might ''be'' poison).down a potion of degeneration or ambrosia).
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* ThatOneBoss: Crawl has enough for all stages of gameplay. Lucky characters may even live to encounter them all!

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* ThatOneBoss: Crawl ''Crawl'' has enough for all stages of gameplay. Lucky characters may even live to encounter them all!
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** Sigmund is a human wizard-warrior notorious for killing off a lot of early level characters; he wields a scythe, which at this point in the game is a powerful weapon, can become invisible, casts confuse on the player and throws fire. Most players will want to avoid or escape him if they meet him, unless they have an edge, like a wand or potion. Or Mephitic Cloud.

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** Sigmund is was ''Crawl'''s original ThatOneBoss. He's a human wizard-warrior who gained a notorious reputation for killing off early-level characters. As a lot of early level characters; mage, he isn't well-armored or particularly resilient, but... he can turn invisible, which thwarts ranged attacks. He can cast Confuse, which thwarts melee. He can throw flames, which is doubly troublesome if he's already turned invisible or confused you. And, he wields a scythe, which is a fairly damaging weapon at this point in the game is a powerful weapon, can become invisible, casts confuse on the player and throws fire. game. Most players will want to avoid or escape him if they meet him, unless they have an edge, something that will help in taking him down, like a powerful attack wand or potion. Or Mephitic Cloud.a potion of berserk rage. Even then, you might still need to take him by surprise.
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** Another common killer of early characters is the not-so-humble adder. They're much faster than you, poisonous, have more health than most monsters during the first few levels and can appear on the ''second level'' of the dungeon. By that point you're unlikely to have a potion of curing identified, or any items that can help you escape, and usually have so little health that you'll be forced to start trying out random potions to survive if bitten more than once.

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** Another common killer of early characters is the not-so-humble adder. They're much faster than you, poisonous, have more health than most monsters during the first few levels and adder, which can appear on the ''second level'' of the dungeon. By They're much faster than you, are fairly evasive, have more health than most monsters during the first few levels, but worst of all is their poisonous bite. Poison can be seriously hazardous for an early player, who won't have much HP at that point you're unlikely to point, and also likely won't have a identified the potion of curing identified, yet either, or any items that can help escape items. If you escape, and usually have so little health that get poisoned more than once by the same adder, you'll likely be forced to start trying out random potions to survive if bitten more than once.(and that's dangerous too; one of your unidentified potions might ''be'' poison).
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I don't remember centaurs being troublesome for quite a long while. I suspect they were nerfed.


** Centaurs. Combine their powerful bows with their high speed and you have an enemy that deals high damage from a distance and is almost impossible to escape from. You can hide behind a corner to lure them into melee, but get caught in the open (without the Repel Missiles spell) and you're toast.
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** Orc priests. They are the extremely painful introduction to smiting. Smiting is instant, undodgeable, unblockable, and usually shaves off 10-15 health with every cast. They can show up as early as the second level of the dungeon, where having 30 HP is a huge luxury. Also, they tend to come with packs of simple orcs and orc wizards, which are themselves not to be underestimated.

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** Orc priests. They are the extremely painful introduction to smiting. Smiting is instant, undodgeable, unblockable, and usually shaves off 10-15 health with every cast. They can show up as early as the second level of the dungeon, where having 30 HP is a huge luxury. Also, Even worse; they tend to come travel with packs of simple orcs and orc wizards, which are themselves not means that you might have to be underestimated.fight through a pack of reasonably tough enemies just to ''get'' to them. And they can smite you while you're doing that!
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** Tiamat. Ye gods, ''Tiamat''. First of all, she spawns in the [[TheVeryDefinitelyFinalDungeon Realm of Zot]], accompanied by a pack of draconians, which are already nasty enemies. Even if you manage to kill off or lure away her draconian retinue, you still have to deal with Tiamat. She has a ''mountain'' of HP and HD, hits like a freight train and tends to come with a good weapon, and worst of all, her scale colors shift - which changes up her elemental resistances and breath weapon.
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* FridgeBrilliance: If you kill the Royal Jelly, [[spoiler: Jiyva the Slime God dies, supposedly due to the Royal Jelly being its only intelligent follower... except that's not true. Jiyva has one more intelligent follower: Dissolution the High Priest of Jiyva. So why doesn't Dissolution keep Jiyva alive too? ''Because Dissolution hates Jiyva.'' Dissolution was formerly the high priest of an ancient civilization that was destroyed by Jiyva, and he was forced to convert or die. He ''wants'' Jiyva to die for this, and as such will abandon the god if its other intelligent follower is defeated.]]
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Detail on Tornado


** Tornado doesn't hit quite as hard as the previous spells, but it swirls everything that gets caught in its area of effect around and has a long duration.

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** Tornado doesn't hit have quite as hard much raw power as the previous spells, spells do, but it swirls everything that gets cannot be resisted and its long duration makes it very MP-efficient. You can also continue to attack while the Tornado is blasting the area, and anything caught in its area of effect around and has a long duration.within it is thrown about the room.

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Moving to Trivia tab.


* FanNickname:
** "Orc Jesus" for Priests of Beogh. (Alternately called “Orcus Christ” by some of the more irreverent players.)
** Some of the names in the game are notoriously difficult to spell properly, effectively forcing nicknames into existence. (Seriously, it takes a while to learn how to spell "[[TheUnpronounceable Kikubaaqudgha]]", let alone figure out how to say it. As a result, most call them "Kiku".)
** Okawaru's role as a generic melee god is referenced by an occasionally used nickname: "Default".
** Lugonu was named "[[TomTheDarkLord Lucy]]" during its earliest development stages, and is still sometimes nicknamed that.
** Somewhat cryptically for new players, fans often use abbreviated forms of the races and classes. [=MiBe=] is a minotaur berserker, [=MfIE=] is a merfolk ice elementalist, and so on.
*** Fans will also use abbreviations for other aspects of the game, such as some of the wordier spells ([=LRD=] is Lee's Rapid Deconstruction, etc). [=IOOD=] stands for Iskenderun's Orb of Destruction, which is particularly problematic as the spell's name was eventually shortened to just Orb of Destruction.

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* AlternateCharacterInterpretation: The three [[GodOfGood Gods Of Good]] get a bit of this, due primarily to the EverythingTryingToKillYou nature of the game. A game played as a follower of one of the good gods (even Elyvilon, the supposedly pacifist god of healing) will see the player committing wholesale slaughter just as they would as a follower of a neutral or even evil god. This has led some players to question whether the good gods are really so good after all.

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* AlternateCharacterInterpretation: AlternateCharacterInterpretation:
**
The three [[GodOfGood Gods Of Good]] get a bit of this, due primarily to the EverythingTryingToKillYou nature of the game. A game played as a follower of one of the good gods (even Elyvilon, the supposedly pacifist god of healing) will see the player committing wholesale slaughter just as they would as a follower of a neutral or even evil god. This has led some players to question whether the good gods are really so good after all.all.
** Some of the [[GodOfEvil Evil Gods]] also get this, due to some of them not really seeming that much worse than many of the neutral or even good gods. Mahkleb and Kikubaquudgha promote death and destruction, but then again so do neutral deities like Vehumet and Qazlal. For that matter, Beogh might be a {{Fantastic Racis|m}}t but other deities like Trog the MageKiller or the demon-hating good gods could be accused of the same thing and at the very least Beogh is very good to its chosen people, the orcs.

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** Dragon's Call summons dragons. Lots of them.

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** Dragon's Call summons dragons. [[InstantAwesomeJustAddDragons dragons]]. [[ZergRush Lots of them.]]
** Singularity basically creates a black hole that sucks everything nearby into it, dealing very high damage in the process. You can add insult to injury by casting other spells at things while they're getting sucked in.



** Qazlal Stormbringer also applies. At high piety, he surrounds you with a swirling elemental storm that hits anything that walks into it for huge damage. It also grants you a boost to your SH stat and permanent Repel Missiles (one of the most useful buffs in the game). At high Invocations, their abilities also provide a powerful substitute for elemental magic. Upheaval basically becomes a cheaper, random element Fire Storm, and can be spammed to destroy most anything within your line of sight. Disaster Area, while not as spammable as Upheaval, is even more devastating, dropping well over a dozen random Upheavals throughout your line of sight. The only downside is that the storm generates a tremendous amount of noise, although since you don't have to worry so much about the effects of heavy armor, feel free to kit yourself out in the heaviest stuff you can find.

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** Qazlal Stormbringer also applies. At high piety, he surrounds they surround you with a swirling elemental storm that hits anything that walks into it for huge damage. It also grants you a boost to your SH stat and permanent Repel Missiles (one of the most useful buffs in the game). At high Invocations, their abilities also provide a powerful substitute for elemental magic. Upheaval basically becomes a cheaper, random element Fire Storm, and can be spammed to destroy most anything within your line of sight. Disaster Area, while not as spammable as Upheaval, is even more devastating, dropping well over a dozen random Upheavals throughout your line of sight. The only downside is that the storm generates a tremendous amount of noise, although since you don't have to worry so much about the effects of heavy armor, feel free to kit yourself out in the heaviest stuff you can find.



** True of Crawl's bats. They barely even hurt you, but can hit multiple times in a turn, and have so much evasion they're hard to kill. Most annoying is that they're so fast they can move toward you, hit you, and move out of reach in one turn, meaning that you can't melee them unless you make some odd moves. Potentially deadly in the early game if you're unlucky, mildly irritating afterwards. Humourously, the game will sometimes generate vaults full of various unique types of bats, which is referred to in the source code as a "goddamned_bats" vault.

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** True of Crawl's bats. They barely even hurt you, but can hit multiple times in a turn, and have so much evasion they're hard to kill. Most annoying is that they're so fast they can move toward you, hit you, and move out of reach in one turn, meaning that you can't melee them unless you make some odd moves. Potentially deadly in the early game if you're unlucky, mildly irritating afterwards. Humourously, Humorously, the game will sometimes generate vaults full of various unique types of bats, which is referred to in the source code as a "goddamned_bats" vault.



** Ugly things and slime creatures later on in the Dungeon. Both always appear in packs, absorb a good chunk of damage before dying and flee when wounded. Ugly things also are slightly faster than most [=PCs=] and have randomly branded attacks (including all three brands that are capable of damage equipment and one that stops you from healing for a while) and resistances which randomly shift while in a group. Slime creatures, meanwhile have an incredibly annoying habit of fleeing and coming back within seconds, having completely regenerated in the process, and will merge into much more powerful brutes if you try to fight them one at a time in a corridor.
** Crimson Imps (or just "Imps" in earlier versions) have three really nasty abilities: high evasion which makes them difficult to hit, the tendency to blink (short range teleport) a lot, and ''lightning-fast regeneration''. Add to that they resist damage just like other demons while appearing at a point in the game before the player is likely to have strong enough weapons to overcome said resistance. Fortunately they deal very little damage, meaning they're generally a minor annoyance to distract you from more dangerous enemies. Unfortunately, they can pick up and use weapons on the ground just like you can. If they pick up something dangerous enough (like a good enchanted sword or a wand, or the bow left behind by a centaur) they can become DemonicSpiders with ease.

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** Ugly things and slime creatures later on in the Dungeon. Both always appear in packs, absorb a good chunk of damage before dying and flee when wounded. Ugly things also are slightly faster than most [=PCs=] and have randomly branded attacks (including all three brands acid -- see Jellies under DemonicSpiders for how that are capable of damage equipment works -- and one that stops you from healing for a while) and resistances which randomly shift while in a group. Slime creatures, meanwhile have an incredibly annoying habit of fleeing and coming back within seconds, having completely regenerated in the process, and will merge into much more powerful brutes if you try to fight them one at a time in a corridor.
** Crimson Imps (or just "Imps" in earlier versions) have three really nasty annoying abilities: high evasion which makes them difficult to hit, the tendency to blink (short range teleport) a lot, and ''lightning-fast regeneration''. Add to that they resist damage just like other demons while appearing at a point in the game before the player is likely to have strong enough weapons to overcome said resistance. Fortunately they deal very little damage, meaning they're generally a minor annoyance to distract you from more dangerous enemies. Unfortunately, they can pick up and use weapons on the ground just like you can. If they pick up something dangerous enough (like a good enchanted sword or a wand, or the bow left behind by a centaur) they can become DemonicSpiders with ease.



** Grinder is another early game ThatOneBoss. He's a shadow imp who can paralyze the player and cast a nasty pain attack. And he's fast, and he flies. Grinder typically appears just a bit later than Sigmund, and a popular joke among fans is that the two have a rivalry going on to see who can claim the lives of more newbies.
** Coming after Grinder is Gastronok, a giant slug who became a mage after [[CannibalismSuperpower eating a wizard]]. Unlike most mage characters, Gastronok is surprisingly tough having more HP than even equal-level melee threats like orc knights. He also has the [[BlowYouAway Airstike]] spell which deals a ton of damage and hits with 100% accuracy, plus it's smite-targeted, meaning it can hit you even if he doesn't have a clear line of fire to you. Add to that his ability to [[EnemySummoner summon swarms of rats]] on you. His one disadvantage is an inherently slow movement speed thanks to being a giant slug, but he can even overcome that by casting slow spells on the player and haste on himself.
** Nessos the centaur. Even normal centaurs are fairly bad because of their speed and ranged attack, but Nessos is even worse thanks to his unique ability. Ordinarily if an arrow has an enchantment it overrides that of the bow that fires it. Nessos ignores this rule, gaining the ability to fire ''flaming toxic arrows''. Couple that with his liberal use of the spell Blink (which makes luring him into melee all but impossible) and he's easily one of the most dangerous mid-game uniques.
** Mennas the ReligiousBruiser is a late-game boss, and it will KILL your spellcaster (or even hybrid build) very dead if you don't escape in time. The worst part about him is his ability to silence his surroundings, making spellcasting impossible, and preventing the most common means of teleporting away (by reading Teleportation scrolls). He's also [[LightningBruiser very fast and very strong in melee]].

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** Grinder is another early game ThatOneBoss. He's a shadow imp who can paralyze the player and cast a nasty pain attack. And he's fast, and he flies. Grinder typically appears just a bit later than Sigmund, and a popular joke among fans is that the two have a rivalry going on to see who can claim the lives of more newbies.
** Coming after Grinder is Gastronok, a giant slug who became a mage after [[CannibalismSuperpower eating a wizard]]. Unlike most mage characters, Gastronok is surprisingly tough having more HP than even equal-level melee threats like orc knights. He also has the [[BlowYouAway Airstike]] spell which deals a ton of damage and hits with 100% accuracy, plus it's smite-targeted, meaning it can hit you even if he doesn't have a clear line of fire to you. Add to that his ability to [[EnemySummoner summon swarms of rats]] on you. His one disadvantage is an inherently slow movement speed thanks to being a giant slug, but he can even overcome that by casting slow spells on the player and haste on himself.
** Nessos the centaur. Even normal centaurs are fairly bad because of their speed and ranged attack, but Nessos is even worse thanks to his unique ability. Ordinarily if an arrow has an enchantment it overrides that of the bow that fires it. Nessos ignores this rule, gaining the ability to fire ''flaming toxic arrows''. Couple that with his liberal use of the spell Blink (which makes luring him into melee all but impossible) and he's easily one of the most dangerous mid-game uniques.
** Mennas the ReligiousBruiser is a late-game boss, and it will KILL your spellcaster (or even hybrid build) very dead if you don't escape in time. The worst part about him is his ability to silence his surroundings, making spellcasting impossible, and preventing the most common means of teleporting away (by reading Teleportation scrolls). He's also [[LightningBruiser very fast and very strong in melee]].
newbies.



** Then there's Gastronok, a giant slug who became a mage after [[CannibalismSuperpower eating a wizard]]. Unlike most mage characters, Gastronok is surprisingly tough, having more HP than even equal-level melee threats like orc knights. He also has the [[BlowYouAway Airstike]] spell which deals a ton of damage and hits with 100% accuracy, plus it's smite-targeted, meaning it can hit you even if he doesn't have a clear line of fire to you. Add to that his ability to [[EnemySummoner summon swarms of rats]] on you. His one disadvantage is an inherently slow movement speed thanks to being a giant slug, but he can even overcome that by casting slow spells on the player and haste on himself.
** Nessos the centaur. Even normal centaurs are fairly bad because of their speed and ranged attack, but Nessos is even worse thanks to his unique ability. Ordinarily if an arrow has an enchantment it overrides that of the bow that fires it. Nessos ignores this rule, gaining the ability to fire ''flaming toxic arrows''. Couple that with his liberal use of the spell Blink (which makes luring him into melee all but impossible) and he's easily one of the most dangerous mid-game uniques.
** Mennas the ReligiousBruiser is a late-game boss, and it will KILL your spellcaster (or even hybrid build) very dead if you don't escape in time. The worst part about him is his ability to silence his surroundings, making spellcasting impossible, and preventing the most common means of teleporting away (by reading Teleportation scrolls). He's also [[LightningBruiser very fast and very strong in melee]].



** The last levels of several branches. Elf:3 (Hint: Kill the high level casters first). Vaults:5 (also known as Crawl: ZergRush Edition). Even the Swamp can be this.



** The last levels of several branches. Elf:3 (Hint: Kill the high level casters first). Vaults:5 (also known as Crawl: ZergRush Edition). Even the Swamp can be this.
** The Tomb isn't quite as bad as Hell, but it's still considered to be by far one of the most hazardous of the game's many side areas. It's an undead-themed branch with an Egyptian flavor to it, meaning lots of traps and lots of mummies, most of which will spend their time either smiting you, spamming [[PercentDamageAttack Torment]], or [[EnemySummoner summoning demons]]. What makes it so deadly is the mummy death curse; whenever you kill a mummy, you get hit with some sort of magical backlash. For basic mummies, this just curses a random item in your inventory, but the more powerful ones can torment you, shave off chunks of your health with Pain spells, rot your flesh, drain your stats, or summon shadows or demons. In short, mummies can hurt you no matter what you do, and since there's lots of them, this adds up very quickly. If you try to brute-force the Tomb, '''you will die'''.
** The endgame, after collecting the Orb of Zot and you're ascending back toward the surface. You'd expect an easy return since you've already cleared all the floors, right? Wrong! First, while holding the Orb of Zot your stealth is decreased drastically which can be very damaging for certain characters. Add to that, teleportation takes a lot longer to take effect, and the duration of [[TheCorruption magical contamination]] is greatly extended. What's more, the game will spawn all new enemies to attack you, drawn from the Hell and Pandemonium lists. This includes Pandemonium Lords, which are the strongest non-unique enemies in the game and ordinarily only appear at a rate of one or less per floor in the demon plane of Pandemonium, but during the ascent you can fight multiples per floor, or even 2 or more at once.

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** The last levels of several branches. Elf:3 (Hint: Kill the high level casters first). Vaults:5 (also known as Crawl: ZergRush Edition). Even the Swamp can be this.
** The Tomb isn't quite as bad as Hell, but it's still considered to be by far one of the most hazardous of the game's many side areas. It's an undead-themed branch with an Egyptian flavor to it, meaning lots of traps and lots of mummies, most of which will spend their time either smiting you, spamming [[PercentDamageAttack Torment]], or [[EnemySummoner summoning demons]]. What makes it so deadly is the mummy death curse; whenever you kill a mummy, you get hit with some sort of magical backlash. For basic mummies, this just curses a random item in your inventory, but the more powerful ones can torment you, shave off chunks of your health with Pain spells, rot your flesh, drain your stats, or summon shadows or demons. In short, mummies can hurt you no matter what you do, and since there's lots of them, this adds up very quickly. If you try to brute-force the Tomb, '''you will die'''.
** The endgame, after collecting the Orb of Zot and you're ascending back toward the surface. You'd expect an easy return since you've already cleared all the floors, right? Wrong! First, while holding the Orb of Zot your stealth is decreased drastically drastically, which can be very damaging for certain characters. Add to that, teleportation takes a lot longer to take effect, and the duration of [[TheCorruption magical contamination]] is greatly extended. What's more, the game will spawn all new enemies to attack you, drawn from the Hell and Pandemonium lists. This includes Pandemonium Lords, which are the strongest non-unique enemies in the game and ordinarily only appear at a rate of one or less per floor in the demon plane of Pandemonium, but during the ascent you can fight multiples per floor, or even 2 or more at once.
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*** Fans will also use abbreviations for other aspects of the game, such as some of the wordier spells. e.g. [=LRD=] is Lee's Rapid Deconstruction, etc). [=IOOD=] stands for Iskenderun's Orb of Destruction, which is particularly problematic as the spell's name was eventually shortened to just Orb of Destruction.

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*** Fans will also use abbreviations for other aspects of the game, such as some of the wordier spells. e.g. [=LRD=] spells ([=LRD=] is Lee's Rapid Deconstruction, etc). [=IOOD=] stands for Iskenderun's Orb of Destruction, which is particularly problematic as the spell's name was eventually shortened to just Orb of Destruction.
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*** Jellies are rather less nasty as of the 0.15 changes to the corrosion mechanic. They still eat items off the floor, deal heavy acid damage, and all that stuff, but corrosion now applies a temporary debuff to all your equipment. Granted, having all your equipment enchantments reduced by 12 is pretty horrible, but at least it's not ''permanent''.
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** Many EnemySummoner foes are considered demonic spiders as well, including deep elf summoners and orc sorcerers, both of which rarely do battle without first calling in a dozen or so various demons. Vampires fit in this category as well (until version 0.12 when this ability will be removed) thanks to their tendency to flood the room with rats and bats the second they spot you.

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** Many EnemySummoner foes are considered demonic spiders as well, including deep elf summoners summoners,mummy priests, and orc sorcerers, both all of which rarely do battle without first calling in a dozen or so various demons. Vampires used fit in this category as well (until version 0.12 when this ability will be removed) thanks to their tendency to flood the room with rats and bats the second they spot you.until version 0.12.
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* ScrappyMechanic: Shadow traps, introduced in 0.16. Stepping on a shadow trap casts a hostile Shadow Creatures against you, and temporarily shuts down the trap. Shadow traps, unlike most other traps, can never be permanently disabled, and their cooldown time after being triggered is ridiculously short. They often show up early in the game, in which case it's very difficult to find them at all. Even worse, if an enemy steps on a shadow trap, the summoned creatures ''still go after you''. It's so bad that one of the first changes to the 0.17 trunk game was the removal of shadow traps.
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** Orc priests. They are the extremely painful introduction to smiting. Smiting is instant, undodgeable, unblockable, and usually shaves off 10-15 health with every cast. They can show up as early as the second level of the dungeon, where having 50 HP is a huge luxury. Also, they tend to come with packs of simple orcs and orc wizards, which are themselves not to be underestimated.

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** Orc priests. They are the extremely painful introduction to smiting. Smiting is instant, undodgeable, unblockable, and usually shaves off 10-15 health with every cast. They can show up as early as the second level of the dungeon, where having 50 30 HP is a huge luxury. Also, they tend to come with packs of simple orcs and orc wizards, which are themselves not to be underestimated.

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** Some of the sacrifices made to Ru, the god of sacrifice in exchange for power, can fall into this category. They range from giving up some of your magic skills to [[AnArmAndALeg chopping off one of your hands]] to ''sacrificing the capacity for '''love''''', which ''permanently'' enforces EverythingTryingToKillYou, even for things that would normally be friendly, like summoned allies.



** The Royal Jelly, boss of the Slime Pits and guardian of the Slimy Rune Of Zot. It's got an impressive amount of HP and hits like a mack truck, plus it has the same ability to corrode your equipment as a regular jelly (though if you're in the Slime Pits you should already have a way of protecting against that). Worst of all, it has a unique defense mechanism whereby it spawns additional high-tier slime monsters like Death Oozes and Azure Jellies every time it gets hit, allowing it to easily swarm any enemy player. Also, it is faster than a CENTAUR ! To be fair, it should be expected for this monster to be so powerful considering [[spoiler:its existence is literally the only thing keeping the Slime God Jiyva alive]].

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** The Royal Jelly, boss of the Slime Pits and guardian of the Slimy Rune Of Zot. It's got an impressive amount of HP and hits like a mack truck, plus it has the same ability to corrode your equipment as a regular jelly (though if you're in the Slime Pits you should already have a way of protecting against that). Worst of all, it has a unique defense mechanism whereby it spawns additional high-tier slime monsters like Death Oozes and Azure Jellies every time it gets hit, allowing it to easily swarm any enemy player. Also, it is it's faster than a CENTAUR ! freaking CENTAUR! To be fair, it should be expected for this monster to be so powerful considering [[spoiler:its existence is literally the only thing keeping the Slime God Jiyva alive]].
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** Nemelex Xobeh also qualifies if you know what you are doing. The legendary versions of his decks, along with high piety, a decent evocation skill, and liberal use of his gifted abilities essentially turn any PC (even purely melee focused characters) into an epic level mage. Capable of summoning dozens of creatures, in combat, with a zero chance of being hostile for a paltry 2 mana or blasting several of the strongest spells in the game better than an equal level wizard could. Plus powers possessed no where else in the game, such as the ability to create food out of nothing. On top of all this old Nemelex has a grand total of one real rule (using combat oriented cards when there's no one hostile around), meaning the only real way to get excommunicated is to stand around for tens of thousands of turns with out sacrificing anything to him or using cards in combat. Something a player is never going to do.
** Qazlal Stormbringer also applies. At high piety, he surrounds you with a swirling elemental storm that hits anything that walks into it for huge damage. It also grants you a boost to your SH stat and permanent Repel Missiles (one of the most useful buffs in the game). At high Invocations, his abilities also provide a powerful substitute for elemental magic. Upheaval basically becomes a cheaper, random element Fire Storm, and can be spammed to destroy most anything within your line of sight. Disaster Area, while not as spammable as Upheaval, is even more devastating, dropping well over a dozen random Upheavals throughout your line of sight. The only downside is that the storm generates a tremendous amount of noise, although since you don't have to worry so much about the effects of heavy armor, feel free to kit yourself out in the heaviest stuff you can find.

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** Nemelex Xobeh also qualifies if you know what you are doing. The legendary versions of his their decks, along with high piety, a decent evocation skill, and liberal use of his their gifted abilities essentially turn any PC (even purely melee focused characters) into an epic level mage. Capable of summoning dozens of creatures, in combat, with a zero chance of being hostile for a paltry 2 mana or blasting several of the strongest spells in the game better than an equal level wizard could. Plus powers possessed no where else in the game, such as the ability to create food out of nothing. On top of all this old Nemelex has a grand total of one real rule (using combat oriented cards when there's no one hostile around), meaning the only real way to get excommunicated is to stand around for tens of thousands of turns with out sacrificing anything to him them or using cards in combat. Something a player is never going to do.
** Qazlal Stormbringer also applies. At high piety, he surrounds you with a swirling elemental storm that hits anything that walks into it for huge damage. It also grants you a boost to your SH stat and permanent Repel Missiles (one of the most useful buffs in the game). At high Invocations, his their abilities also provide a powerful substitute for elemental magic. Upheaval basically becomes a cheaper, random element Fire Storm, and can be spammed to destroy most anything within your line of sight. Disaster Area, while not as spammable as Upheaval, is even more devastating, dropping well over a dozen random Upheavals throughout your line of sight. The only downside is that the storm generates a tremendous amount of noise, although since you don't have to worry so much about the effects of heavy armor, feel free to kit yourself out in the heaviest stuff you can find.
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** Some of the names in the game are notoriously difficult to spell properly, effectively forcing nicknames into existence. (Seriously, it takes a while to learn how to spell "[[TheUnpronounceable Kikubaaqudgha]]", let alone figure out how to say it. As a result, most call him "Kiku".)

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** Some of the names in the game are notoriously difficult to spell properly, effectively forcing nicknames into existence. (Seriously, it takes a while to learn how to spell "[[TheUnpronounceable Kikubaaqudgha]]", let alone figure out how to say it. As a result, most call him them "Kiku".)
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Character Alignment should not be put on a work\'s YMMV page. It can go on the main page if it is explicitly mentioned in the work


* CharacterAlignment: Many gods the player can choose to worship follow a strict alignment, which dictates how the player pleases (or displeases) them. They will often be tagged as such in the game.
** LawfulGood: Zin, the god of law, who abhors evil and chaos. Mutations and other chaotic acts displease him. The Shining One, as well, who wants followers to fight honorably, i.e. not using poison or sneak attacks. Both gods detest the use of evil artifacts such as demon weapons, and evil magic such as Necromancy. Together with Elyvilon, they form the "Good god" alliance.
** NeutralGood: Elyvilon, the god of pacifism. The only god in the game to endorse pacifism, she smiles on followers who pacify monsters rather than murder them. She also detests evil equipment and magic, as well.
** TrueNeutral: Okawaru, god of battle. He doesn't care what you do so long as you continue to battle monsters in his name, but he frowns on killing allied creatures, even accidentally. Also Trog, god of slaughter, who doesn't give a damn what you do, so long as you regularly kill stuff and don't use spells; and Sif Muna, who wants you to seek magical knowledge, but doesn't care what you use it for.
** ChaoticNeutral: Xom, who doesn't give a damn about you other than as a source of entertainment. Jivya, as well, who just wants to devour everything, but appreciates your contribution to that goal. These two gods are explicitly tagged as chaotic in the game. Zin hates them, but they don't seem to care much about him. There's also Nemelex Xobeh, the trickster god who encourages followers to gamble.
** LawfulEvil: Yredelemnul, the dark analogue to the Shining One. He has the most stringent guidelines of the Evil gods, but grants you powerful undead followers if you stick to them.
** NeutralEvil: Beogh, the racist and violent god of the orcs, who is tagged as evil by the game. Kikubaaqudgha, the demon-god of Necromancy, is also tagged as evil.
** ChaoticEvil: Makhleb, the only designated chaotic and evil god in the game, Makhleb revels in indiscriminate destruction, accepting all kills, be they evil or good monsters. He will grant you destructive powers if you further his goal, but the powerful demons he lets you summon may turn on you. Lugonu is this as well, being the god of the chaotic Abyss, tagged as evil in-game, and granting powers dedicated to corrupting the order of the dungeon.
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** True of Crawl's bats. They barely even hurt you, but can hit multiple times in a turn, and have so much evasion they're hard to kill. Most annoying is that they're so fast they can move toward you, hit you, and move out of reach in one turn, meaning that you can't melee them unless you make some odd moves. Potentially deadly in the early game if you're unlucky, mildly irritating afterwards.

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** True of Crawl's bats. They barely even hurt you, but can hit multiple times in a turn, and have so much evasion they're hard to kill. Most annoying is that they're so fast they can move toward you, hit you, and move out of reach in one turn, meaning that you can't melee them unless you make some odd moves. Potentially deadly in the early game if you're unlucky, mildly irritating afterwards. Humourously, the game will sometimes generate vaults full of various unique types of bats, which is referred to in the source code as a "goddamned_bats" vault.
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YMMV items are not to be removed unless they\'re factually inaccurate.

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** Coming after Grinder is Gastronok, a giant slug who became a mage after [[CannibalismSuperpower eating a wizard]]. Unlike most mage characters, Gastronok is surprisingly tough having more HP than even equal-level melee threats like orc knights. He also has the [[BlowYouAway Airstike]] spell which deals a ton of damage and hits with 100% accuracy, plus it's smite-targeted, meaning it can hit you even if he doesn't have a clear line of fire to you. Add to that his ability to [[EnemySummoner summon swarms of rats]] on you. His one disadvantage is an inherently slow movement speed thanks to being a giant slug, but he can even overcome that by casting slow spells on the player and haste on himself.
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** The last levels of several branches. Elf:3 (Hint: Kill the high level casters first). Vaults:5 (also known as Crawl: ZergRush Edition). Even the Swamp can be this.

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Gastronok ? Hard ? Really ?


** Hydras. Decent speed especially in water, good HP and it's the most damaging monster in the midgame. It becomes so bad that if you can't kill them reliably, you've better avoid the deeper Lair and Swamp entirely before you can.



** Sigmund is a human wizard notorious for killing off a lot of early level characters; he wields a scythe, which at this point in the game is a powerful weapon, can become invisible, casts confuse on the player and throws fire. Most players will want to avoid or escape him if they meet him, unless they have an edge, like a wand or potion.
** Grinder is another early game ThatOneBoss. He's a shadow imp who can paralyze the player and cast a nasty pain attack. Grinder typically appears just a bit later than Sigmund, and a popular joke among fans is that the two have a rivalry going on to see who can claim the lives of more newbies.
** Coming after Grinder is Gastronok, a giant slug who became a mage after [[CannibalismSuperpower eating a wizard]]. Unlike most mage characters, Gastronok is surprisingly tough having more HP than even equal-level melee threats like orc knights. He also has the [[BlowYouAway Airstike]] spell which deals a ton of damage and hits with 100% accuracy, plus it's smite-targeted, meaning it can hit you even if he doesn't have a clear line of fire to you. Add to that his ability to [[EnemySummoner summon swarms of rats]] on you. His one disadvantage is an inherently slow movement speed thanks to being a giant slug, but he can even overcome that by casting slow spells on the player and haste on himself.

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** Sigmund is a human wizard wizard-warrior notorious for killing off a lot of early level characters; he wields a scythe, which at this point in the game is a powerful weapon, can become invisible, casts confuse on the player and throws fire. Most players will want to avoid or escape him if they meet him, unless they have an edge, like a wand or potion.
potion. Or Mephitic Cloud.
** Grinder is another early game ThatOneBoss. He's a shadow imp who can paralyze the player and cast a nasty pain attack. And he's fast, and he flies. Grinder typically appears just a bit later than Sigmund, and a popular joke among fans is that the two have a rivalry going on to see who can claim the lives of more newbies.
** Coming after Grinder is Gastronok, a giant slug who became a mage after [[CannibalismSuperpower eating a wizard]]. Unlike most mage characters, Gastronok is surprisingly tough having more HP than even equal-level melee threats like orc knights. He also has the [[BlowYouAway Airstike]] spell which deals a ton of damage and hits with 100% accuracy, plus it's smite-targeted, meaning it can hit you even if he doesn't have a clear line of fire to you. Add to that his ability to [[EnemySummoner summon swarms of rats]] on you. His one disadvantage is an inherently slow movement speed thanks to being a giant slug, but he can even overcome that by casting slow spells on the player and haste on himself.
newbies.



** Mennas the ReligiousBruiser is a late-game ThatOneBoss, particularly against spellcasters. The worst part about him is his ability to silence his surroundings, making spellcasting impossible and preventing the most common means of teleporting away (by reading Teleportation scrolls). He's also [[LightningBruiser very fast and very strong in melee]].

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** Mennas the ReligiousBruiser is a late-game ThatOneBoss, particularly against spellcasters. boss, and it will KILL your spellcaster (or even hybrid build) very dead if you don't escape in time. The worst part about him is his ability to silence his surroundings, making spellcasting impossible impossible, and preventing the most common means of teleporting away (by reading Teleportation scrolls). He's also [[LightningBruiser very fast and very strong in melee]].



** The Royal Jelly, boss of the Slime Pits and guardian of the Slimy Rune Of Zot. It's got an impressive amount of HP and hits like a mack truck, plus it has the same ability to corrode your equipment as a regular jelly (though if you're in the Slime Pits you should already have a way of protecting against that). Worst of all, it has a unique defense mechanism whereby it spawns additional high-tier slime monsters like Death Oozes and Azure Jellies every time it gets hit, allowing it to easily swarm any enemy player. To be fair, it should be expected for this monster to be so powerful considering [[spoiler:its existence is literally the only thing keeping the Slime God Jiyva alive]].

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** The Royal Jelly, boss of the Slime Pits and guardian of the Slimy Rune Of Zot. It's got an impressive amount of HP and hits like a mack truck, plus it has the same ability to corrode your equipment as a regular jelly (though if you're in the Slime Pits you should already have a way of protecting against that). Worst of all, it has a unique defense mechanism whereby it spawns additional high-tier slime monsters like Death Oozes and Azure Jellies every time it gets hit, allowing it to easily swarm any enemy player. Also, it is faster than a CENTAUR ! To be fair, it should be expected for this monster to be so powerful considering [[spoiler:its existence is literally the only thing keeping the Slime God Jiyva alive]].
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** The Tomb isn't quite as bad as Hell, but it's still considered to be by far one of the most hazardous of the game's many side areas. It's an undead-themed branch with an Egyptian flavor to it, meaning lots of traps and lots of mummies, most of which will spend their time either smiting you, spamming [[PercentDamageAttack Torment]], or [[EnemySummoner summoning demons]]. Even characters specifically equipped for fighting undead still have to beware, as killing a mummy provokes a death curse, which might drop your stats, make your flesh rot off, hit you with a Pain spell for massive damage, or even summon powerful tier 2 demons to eat your soul.

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** The Tomb isn't quite as bad as Hell, but it's still considered to be by far one of the most hazardous of the game's many side areas. It's an undead-themed branch with an Egyptian flavor to it, meaning lots of traps and lots of mummies, most of which will spend their time either smiting you, spamming [[PercentDamageAttack Torment]], or [[EnemySummoner summoning demons]]. Even characters specifically equipped for fighting undead still have to beware, as killing a What makes it so deadly is the mummy provokes a death curse, which might drop curse; whenever you kill a mummy, you get hit with some sort of magical backlash. For basic mummies, this just curses a random item in your inventory, but the more powerful ones can torment you, shave off chunks of your health with Pain spells, rot your flesh, drain your stats, make your flesh rot off, hit you with a Pain spell for massive damage, or even summon powerful tier 2 demons shadows or demons. In short, mummies can hurt you no matter what you do, and since there's lots of them, this adds up very quickly. If you try to eat your soul.brute-force the Tomb, '''you will die'''.
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* AlternateCharacterInterpretation: The three [[GodOfGood Gods Of Good]] get a bit of this, due primarily to the EverythingTryingToKillYou nature of the game. A game played as a follower of one of the good gods (even Elyvilon, the supposedly pacifist god of healing) will see the player committing wholesale slaughter just as they would as a follower of a neutral or even evil god. This has led some players to question whether the good gods are really so good after all.

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