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* Re-enable Swamp, randomly disable one of the Swamp, Snake Pit, or Shoals ↵Darshan Shaligram2010-01-161-9/+13
| | | | instead of flipping between Swamp and Shoals only (rob, dpeg).
* Sort potions alphabetically.Eino Keskitalo2010-01-161-10/+10
| | | | Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Make Wayne a dwarf once again.Adam Borowski2010-01-151-1/+1
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* Update Chei's ability being called Slouch rather than Ruinous Time.Johanna Ploog2010-01-121-1/+2
| | | | This fixes part of BR 2909126, someone please review the descriptions!
* Tweak ring of regeneration's description.Johanna Ploog2010-01-121-1/+2
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* Move Ely's white altar description back into alphabetic order.Johanna Ploog2010-01-111-4/+4
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* Add a perfunctory shaft description.Johanna Ploog2010-01-111-0/+4
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* Amulet of stasis, first cut.Darshan Shaligram2010-01-111-0/+9
| | | | | | | | | | | | | | | Amulets of stasis blocks: - Teleport self - Blink in all forms - Slowing - Hasting - Paralysis - Petrify - Berserker rage The amulet auto-ids the first time it triggers. The amulet does not affect existing conditions (such as an existing Haste spell or an existing post-berserk Slow).
* Amulet of Faith, mark I.Darshan Shaligram2010-01-101-6/+7
| | | | | | | | | | | | | | Amulets of faith have these effects: - Piety gain is 1/3 faster. - Gods that protect from harm are more likely to do so (your piety is 1/3rd higher for such checks). - Xom piety walk is 1/3 faster. - Xom is more likely to act. - Removing the amulet leaches away some piety, but will never cause excommunication, or drop piety too close to excommunication. Amulets auto-id if the player already has a religion, or when the player acquires a religion while wearing the amulet.
* Anacondas are not pythons.Adam Borowski2010-01-081-1/+1
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* Unwrap monster descriptions (Zaba).Darshan Shaligram2010-01-081-4/+2
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* Add snapping turtles, alligator snapping turtles and sea snakes to the ↵Darshan Shaligram2010-01-081-1/+15
| | | | | | Shoals, remove yaktaurs, centaurs and stone giants. Snapping turtles get reaching attacks. Sea snakes get strong venom.
* Tweak sling bullet description. (Vandal)Eino Keskitalo2010-01-031-1/+1
| | | | | | It's now a bit more informative about the bullets being better than stones. Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Desc fix: Chei rewards only being full+, not merely satiated.Adam Borowski2010-01-031-1/+1
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* Don't refer to Cheibriados as "he". (Mu)Jude Brown2010-01-031-1/+1
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* Describe red wasp attack (dpeg)Stefan O'Rear2010-01-021-1/+1
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* Change badly worded description (doy)Jude Brown2010-01-021-1/+1
| | | | "Tummy" (and "tummies") are inappropriate in this context.
* Continuation of the range combat overhaul: branding spells.Jude Brown2010-01-012-13/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | As outlined in dpeg's ranged combat overhaul, branding spells should no longer be permanant, nor apply directly to the ammunition. This commit removes all previous "<X> Ammunition" spells, including the original "Poison Ammunition" spell. Instead, branding ammunition is now done via the launcher and the currently existent weapon branding spells. Currently, those that can be applied to a launcher are: Fire Brand, Freezing Aura and Poison Weapon. There is the capacity of Excruciating Wounds to also be applied, but this would require the addition of the Pain ego for missiles, of which the mechanics would need to be decided upon first. Like temporary brands on weapons currently, these brands on launchers are permanantly affixable by using a scroll of vorpalise weapon. This commit also overhauls the Arcane Marksman class. It began by removing the non-existent ammunition spells; this left Devastating Missiles with two spells: haste and deflect missiles. On reflection, I decided to delete the book instead. The Book of Elemental Missiles was easily adjusted by replacing the three branding spells by the existent (and aforementioned) branding spells. As there are no (according to the 0.6 ranged combat overhaul spec) spells intended for use with translocation effects on missiles, this left The Book of Warped Missiles rather empty. Attempts were made (with discussion with Eronarn on IRC) to work out something else to fill up the Book of Warped Missiles with, but I made the decision to get rid it instead, as the only good suggestions basically made it the Book of Spatial Translocations, and in that case, the player may as well select the warper class. We also discussed whether or not to remove Poison Weapon from the Elemental starting book; I decided it was best to leave it now, but increase its level from 2 to 3, to give the book more of a range of levels (starting a Spriggan Arcane Marksman had all the spells listed as "excellent" or "very good"; more on this shortly). I also decided that Repel Missiles is over-used in this context, and upon Eronarn's suggestion and sorear's agreement, have replaced it with Cause Fear. I think this will provide for interesting game play, and that the level of the spell is suitably high enough for it to not be abused. I also made the executive decision that "Elemental Missiles" was no longer an appropriate title, as it didn't contain any ammunition-specific spells any longer, and have renamed the book to the "Book of Brands". It is now: Book of Brands Level 1, Corona Level 2, Swiftness Level 2, Fire Brand Level 2, Freezing Aura Level 3, Poison Weapon Level 5, Cause Fear As the Arcane Marksmen class is now launcher-specific, rather than ammunition-specific, I have adjusted it to no longer give Hill Orcs, Sludge Elves and Merfolk javelins and throwing nets (they get bows like everyone else), and made the decision to ban Trolls and Ogres from the class altogether. The reasoning here is that they have bad launcher aptitudes, and as they are described as "marksmen", it makes no sense to give them a book full of launcher-specific spells and some large rocks and throwing nets. This change could, of course, be reverted, and they could simply be given bows, crossbows or slings as relevant, in line with all other races being given launchers and ammunition. I have adjusted the starting skill levels for enchantments, spell- casting and dodging to that of Crusaders. I have also removed Poison Ammunition from the Book of Envenomations, and replaced it with Poison Weapon instead. Finally, I have increased TAG_MAJOR_VERSION to 14.
* Merge branch 'iood'Adam Borowski2009-12-311-0/+6
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| * Merge branch 'master' into ioodAdam Borowski2009-12-303-3/+16
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| * | Spell description for [i]ood.Adam Borowski2009-12-271-0/+6
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* | | Remove hand crossbows.Jude Brown2009-12-311-5/+1
| |/ |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This involves a lot of changes, and also increments TAG_MAJOR_VERSION to 13. The unrand "Sniper" is now a crossbow (hopefully its current title is still suitable for this task), and thieves no longer start with hand crossbows (but still retain darts). Wanderers with crossbow skills will now get a crossbow and bolts. This may be overpowered, but I didn't want to change the code here too much. It can always be adjusted. This removes the "quiver_type" enum from enum.h, and uses NUM_AMMO in the player.h quiver vector instead. Random elves that generated with hand crossbows before no longer do so, and this has not been replaced by normal crossbows. I hope that's everything!
* | Merge branch 'shoals++'Darshan Shaligram2009-12-291-1/+13
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| * | Add merfolk javelineers to the Shoals, add descriptions for the three new ↵Darshan Shaligram2009-12-291-1/+13
| |/ | | | | | | merfolk types.
* | Make clarity allow intentional berserk.Adam Borowski2009-12-291-1/+2
| | | | | | | | | | | | Unknown potions of rage override it as well. This is a debatable thing, but since other sources of involuntary berserk are caused by "being angry", it makes sense a drug is not affected by merely being calm.
* | Update Fulsome descriptionStefan O'Rear2009-12-281-1/+1
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* New (rakshasa) unique: Mara, Lord of Ilusions.Jude Brown2009-12-241-0/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | This re-uses several ideas from the Emerald Eye FR, and implements the spell "Mislead": this grants the "Misled" status effect to the player, and causes on-level monsters to appear (glyph, name and tile) to be other monsters. Only their appearance is changed. Healing potions and rain remove this status effect. Mara also has a beefed-up version of the Rakshasa clone spell: it instead creates an "exact" clone (slightly altered spells list, and non-unique status for his clones). Only two will ever be created at once. Finally, he has the spell "Summon Player Ghost". This spell creates a ghost of the player (though marked as a summon, meaning that it (shouldn't) register a milestone, though it will be treated as a self-ghost kill) that is hostile. Only one of these should be existant at any one point in time. I'm pretty sure that I haven't broken anything, but would definitely appreciate someone sanity-checking this commit. Known minor issue: Kirke's summon ugly things being cast while having the Misled status causes them to show up with no glyph.
* Rename guardian nagas to guardian serpents.Adam Borowski2009-12-111-4/+2
| | | | The tile is left untouched for now.
* Fix a pronoun in Chei's description.Johanna Ploog2009-12-101-1/+1
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* Pre-emptively adjust Aizul. (dpeg)Jude Brown2009-12-101-1/+1
| | | | | In preparation for the guardian naga -> guardian serpent change. A compromise of sorts.
* New monster: giant leech (Eronarn).Jude Brown2009-12-021-0/+4
| | | | | | | | | A blood-sucking amphibious 'w'-glyph. It also submerges, much like swamp worms, but will follow you onto dry land. It has a tile, but after a quick play through of Swamp and using wizard mode to create some, it's quite difficult to see. Hopefully someone can improve the tile for me!
* Rename "firedrake" to "fire drake".Jude Brown2009-12-021-1/+1
| | | | | | This brings it in line with all the other "drake" monsters: "swamp drake", "death drake", etc. I don't believe this change is contentious, and I hopefully haven't broken tiles build.
* Tweak sixfirhy description, as it doesn't actually wield anything.David Lawrence Ramsey2009-11-251-1/+1
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* Un-underpopulate '4's by adding sixfirhy: elec theme, unorthodox timings.Adam Borowski2009-11-261-0/+4
| | | | | | | | | | | | | | | Sixfirhies move in bursts: speed 30, but act only on 4 turns out of 12. They also get a bonus to moving compared to other actions (move cost 60%). Damage brand is AF_ELEC -- it's unproportionately dangerous, so the numbers only look small. Also, electricity heals them! It won't bring the back from over the edge if physical part of damage got them to 0 hp or less, in this case, they'll explode instead. Keeping with the long tradition of Crawl's demon names, the credit for this one goes to timecircuits' cat.
* Mention shield not slowing down rate of fire of slings in the description of ↵Eino Keskitalo2009-11-201-1/+1
| | | | | | slings. Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Reword "Extension" spell description.Robert Vollmert2009-11-201-1/+1
| | | | Fixes BR 2875554, but could use better wording.
* Fix inconsistencies in holy blades' and scourges' descriptions.David Lawrence Ramsey2009-11-191-2/+3
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* Rename blessed eudemon blades to holy eudemon blades.David Lawrence Ramsey2009-11-191-5/+5
| | | | | This is shorter, consistent with the other demon-converted weapon, and consistent with its always getting the holy wrath brand.
* Tweak wording.David Lawrence Ramsey2009-11-191-1/+1
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* Improve demon whips, just like regular ones were upgraded. Let people bless ↵Adam Borowski2009-11-201-0/+4
| | | | them.
* tiles: how to close door with mouseMatthew Cline2009-11-191-1/+6
| | | | | For tiles build, the open door description now notes how to close the door using the mouse.
* Update Zin's and TSO's descriptions to mention which magics they hate.David Lawrence Ramsey2009-11-181-2/+2
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* Mention that all Brand Ammunition spells have permanent effects.Adam Borowski2009-11-171-8/+8
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* Add an attempt at a ballistomycete description.David Lawrence Ramsey2009-11-161-0/+4
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* A few typos.Adam Borowski2009-11-161-1/+1
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* Make Pikel's slaves actually slaves (new monster).Jude Brown2009-11-161-0/+4
| | | | | Identical stats to a normal human, but start with an animal skin and a different description. They should probably spawn with a weapon too.
* Add spacing fixes.David Lawrence Ramsey2009-11-151-2/+2
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* Kikubaaqdgha finetuning.Alex MacDonald2009-11-161-2/+2
| | | | | | | | | | | Kiku corpse invocation now costs less piety and hunger. Kiku accepts all forms of killing, now including demons. Kiku wrath buffed severely; player can expect miasma, titan zombies, and necromantic miscasts. Casting necromantic spells will also incur miscast effects (but not cause the spell to fail). Kiku '?/G' flavor text updated. Signed-off-by: David Ploog <dploog@users.sourceforge.net>
* Change descriptions of *** Ammunition spells to not mention "missile ↵Adam Borowski2009-11-151-7/+7
| | | | | | weapons" but "ammunition". The former would mean these spells work on bows themselves.
* Book descriptions for new Arcane Marskman books.johnny shelley2009-11-151-0/+12
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>