Implied Abilities/Facts/Things of note


If it doesn't fit anywhere else, it belongs here. Also, come here if you just need to get hammered.

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Shoals Surfer

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Post Friday, 15th April 2016, 13:13

Implied Abilities/Facts/Things of note

Things that aren't documented in game, but can be inferred by system messages, god attributes, items, and so on and so forth. Race should be noted and treated as a general gauge, so, no generalizations like "we all have hands and feet" "we are incapable of swimming", or, some of the less specific ones like "we are all alive" and "gods generally view us equally".

Pertaining to the player characters as a whole:

- We are literate. We come to the dungeon with the ability to read.
- We are able to understand, manipulate, and evoke magical wands and decks.
- We are particularly courageous for our species. Even near death, we fight at our best and are undeterred by adversity.
- We can all theoretically cast the vast majority of all of the spells in the world with enough knowledge, time, and experience.
- We are average for our kind, even if our kind isn't average.
- Our gender and sex mean nothing to the dungeon.
- We burn in lava.
- We lead a functioning life before entering the dungeon, and we are youths of our kind. Our gain in level coincides with our age as well as our experience as a dungeoneer.
- We come to the dungeon of our own free will.
- We move at a brisk pace (for our race) to keep our speed consistent, even in mortal danger.
- We have the ability to speak. We are not silent protagonists.

Zooty wrote:Also, our complete disregard for pants.

We won't grow feeble from age and could survive until apocalypse if it were not for our violent lifestyle.


Sprucery wrote:Our physical characteristics don't make any sense. Doesn't matter if we're small or large, strong or weak, we can always carry 52 plate mails but still not more than 52 daggers.


Pertaining to the dungeon as a whole:

swoonis wrote:The Spriggan Baker is a cold blooded murderer.


duvessa wrote:that elves are pretty


pubby wrote:That orcs and elves are a georgist metaphor for the struggles of the working class.


WingedEspeon wrote:Every adventure enter a dungeon in a parallel universe, and the consumables in each parallel universe have different appearances.



Post more. They will be added.
Last edited by Elitist on Sunday, 17th April 2016, 10:48, edited 7 times in total.
duvessa wrote:teleportitis is annoying but i dont think you could ever convince me it is dangerous, let alone crippling


duvessa wrote:DCSS Go: jump down the nearest manhole and fully explore the sewers before you go back out

Cocytus Succeeder

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Post Friday, 15th April 2016, 14:19

Re: Implied Abilities/Facts/Things of note

We are most probably outcast by our society for our insatiable blood-lust and love to kill anything.
screw it I hate this character I'm gonna go melee Gastronok
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Shoals Surfer

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Post Friday, 15th April 2016, 15:21

Re: Implied Abilities/Facts/Things of note

nago wrote:We are most probably outcast by our society for our insatiable blood-lust and love to kill anything.

We need facts! Like, undeniable things. Who knows!
duvessa wrote:teleportitis is annoying but i dont think you could ever convince me it is dangerous, let alone crippling


duvessa wrote:DCSS Go: jump down the nearest manhole and fully explore the sewers before you go back out

Spider Stomper

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Post Friday, 15th April 2016, 15:38

Re: Implied Abilities/Facts/Things of note

nago wrote:We are most probably outcast by our society for our insatiable blood-lust and love to kill anything.

Also, our complete disregard for pants.

We won't grow feeble from age and could survive until apocalypse if it were not for our violent lifestyle.

Lair Larrikin

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Post Friday, 15th April 2016, 15:43

Re: Implied Abilities/Facts/Things of note

The Spriggan Baker is a cold blooded murderer.
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Barkeep

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Post Friday, 15th April 2016, 21:34

Re: Implied Abilities/Facts/Things of note

Elitist wrote:- We are average for our kind, even if our kind isn't average.
...
- We lead a functioning life before entering the dungeon, and we are youths of our kind. Our gain in level coincides with our age as well as our experience as a dungeoneer.
- We come to the dungeon of our own free will.

What evidence do you have for these in particular?

Ziggurat Zagger

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Post Friday, 15th April 2016, 22:06

Re: Implied Abilities/Facts/Things of note

"Average for our kind" is strongly implied since the manual entry for your species always reflects its attributes.
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Ziggurat Zagger

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Post Friday, 15th April 2016, 23:44

Re: Implied Abilities/Facts/Things of note

Our physical characteristics don't make any sense. Doesn't matter if we're small or large, strong or weak, we can always carry 52 plate mails but still not more than 52 daggers.
DCSS: 79: ...{OgGlTrMo}{CeWnMfBeMiSk}DrEE{GrFiFoGl}DgEnFeNe{OpGlHuSu}DDArHaCK
SpAEGrTmDgFEDsCjGhMoHuVM{HaAMBaEn}{HuMoHOWn}DsWzDDHu{DgWnGnBe}FeIE
{MiEnMfCj}SpNeBaEEGrFE{HaAKTrCK}DsFESpHu{FoArNaBe}FeEE{HOIEMiAE}GrGlHuWrGnWrNaAK
Bloat: 4: RaRoPrPh{GuStGnCa
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Crypt Cleanser

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Post Saturday, 16th April 2016, 00:28

Re: Implied Abilities/Facts/Things of note

That orcs and elves are a georgist metaphor for the struggles of the working class.
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Ziggurat Zagger

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Post Saturday, 16th April 2016, 01:28

Re: Implied Abilities/Facts/Things of note

that elves are pretty

Slime Squisher

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Post Saturday, 16th April 2016, 03:36

Re: Implied Abilities/Facts/Things of note

How about the fact that } lists Orbs of Power. Plural. I like to think the Disco Pan Ball is just as powerful as the Orb of Zot.

Sar

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Ziggurat Zagger

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Post Saturday, 16th April 2016, 03:41

Re: Implied Abilities/Facts/Things of note

I always liked that detail, it really is pretty funny.
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Abyss Ambulator

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Post Saturday, 16th April 2016, 07:09

Re: Implied Abilities/Facts/Things of note

cerealjynx wrote:How about the fact that } lists Orbs of Power. Plural. I like to think the Disco Pan Ball is just as powerful as the Orb of Zot.


Apparently some of Linley's old code references other orbs besides Zot, there was just never anything done with any of them.

Tartarus Sorceror

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Post Saturday, 16th April 2016, 11:27

Re: Implied Abilities/Facts/Things of note

There is a huge pile of discarded orbs of zot at the side of the dungeon's entrance.
You shall never see my color again.

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Pandemonium Purger

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Post Saturday, 16th April 2016, 21:47

Re: Implied Abilities/Facts/Things of note

Every adventure enter a dungeon in a parallel universe, and the consumables in each parallel universe have different appearances.
http://crawl.akrasiac.org/scoring/playe ... speon.html. I started playing in 0.16.1
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Shoals Surfer

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Post Sunday, 17th April 2016, 10:48

Re: Implied Abilities/Facts/Things of note

WingedEspeon wrote:Every adventure enter a dungeon in a parallel universe, and the consumables in each parallel universe have different appearances.


That's always messed me up omg.
duvessa wrote:teleportitis is annoying but i dont think you could ever convince me it is dangerous, let alone crippling


duvessa wrote:DCSS Go: jump down the nearest manhole and fully explore the sewers before you go back out
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Swamp Slogger

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Post Wednesday, 20th April 2016, 18:48

Re: Implied Abilities/Facts/Things of note

WingedEspeon wrote:Every adventure enter a dungeon in a parallel universe, and the consumables in each parallel universe have different appearances.


I always imagined it as being like Castlevania. The dungeon is alive and changes. Or the Orb of Zot influences the dungeon.
"Crawl is cruel. But we keep coming back to it like an abusive boyfriend. It keeps telling us how it will be different this time by giving us early robes of the archmagi and staves of fire. Then it backhands you with a Centaur on D4." ~Me

Tomb Titivator

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Post Thursday, 21st April 2016, 03:55

Re: Implied Abilities/Facts/Things of note

Experienced adventurers never enter the dungeon, because...

  • ...they're all experienced enough to know better.
  • ...the concept of training doesn't exist in the surface world.
  • ...crawling the dungeon is a rite of passage for which you're allowed only minimal preparation.
  • ...our "newly created" characters have already traveled the surface world gathering the best equipment available and training as hard as they can, but even the lowliest creatures and floor trash of the dungeon make everything else look like weaksauce.


Also, and kind of related: Once you leave the dungeon (with or without the Orb), you can never return.
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Blades Runner

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Post Thursday, 21st April 2016, 23:50

Re: Implied Abilities/Facts/Things of note

Elitist wrote:- We come to the dungeon of our own free will.


I sure don't. My buddies just LOVE the "Let's lock Repti in the Dungeon and run away" game.

Slime Squisher

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Post Saturday, 23rd April 2016, 00:18

Re: Implied Abilities/Facts/Things of note

tedric wrote:Experienced adventurers never enter the dungeon, because...

  • ...they're all experienced enough to know better.
  • ...the concept of training doesn't exist in the surface world.
  • ...crawling the dungeon is a rite of passage for which you're allowed only minimal preparation.
  • ...our "newly created" characters have already traveled the surface world gathering the best equipment available and training as hard as they can, but even the lowliest creatures and floor trash of the dungeon make everything else look like weaksauce.


Also, and kind of related: Once you leave the dungeon (with or without the Orb), you can never return.


Judging by dungeon trolls/ghouls/deep elves versus the player characters, the fourth one at least can't be true.
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Barkeep

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Post Sunday, 24th April 2016, 14:53

Re: Implied Abilities/Facts/Things of note

imo when you exit the dungeon some old man comes up and is like, "Well that was just great," and he gives you a friendly punch on the shoulder and says, "Look, the villagers are coming to celebrate your victory," and while you're distracted by the peasants' cheering he takes the orb and pushes you toward them with a single motion, so that by the time you realize you don't have the orb you're already chugging beer while being carried on the shoulders of villagers. And then he walks to the entrance, opens a little door, and sends the orb down a chute that lands it directly in its spot in Zot:5, resetting the entire dungeon in the process.

Not much money in victories, but he gets to split the belongings of all the corpses with the Lords of Pan, so it's pretty lucrative.

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