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Plant

From Ashenzari's Archive
Revision as of 11:01, 30 March 2025 by imported>Ge0ff (bump v and cba 3b93c1ba9)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Version 0.32: This article may not be up to date for the latest stable release of Crawl.

For a list of all plants, see list of plants.

A plant that has adapted to grow in the unpleasant dungeon environment, somehow thriving even underground in the absence of the sun.

Useful Info

Plants are harmless impediments which are worth no XP. They can be found almost anywhere, but are extremely common in the Lair, the Swamp, and the Shoals. Ranged attacks and single-target beam-type spells cannot pass through them.

If a plant is damaged, it will begin to wither, dying automatically once 3-5 turns have passed.

Variant Plants

There are several alternate versions of plants. Although they have different names and appearances, they have identical stats.

Withered plants are a common sight on undead-themed floors and near some Yredelemnul altars.

A plant whose life has been drained away, but with its physical form still intact. It looks like it died many centuries ago.

Demonic plants are found in a few demon-themed vaults, most notably the Lugonu-corrupted Ecumenical Temple.

A demonic mockery of a plant, covered with mysterious appendages and writhing tentacles. It appears to be harmless.

Petrified plants can be found near catoblepas dens in Lair:6.

An ordinary plant that has been turned to stone.

Tips & Tricks

  • Worshipers of Fedhas Madash have a very different relationship with plants than all other characters. They can step and fire through them as though their tiles were empty. With more piety, they can summon plant allies and transform dungeon walls into plants.

History

  • In 0.33, petrified plants will be replaced with petrified flowers.
  • In 0.28, all plants lost their negative energy immunity (except for withered plants).
  • Prior to 0.26, plants didn't wither when damaged; getting past them required either worshiping Fedhas or destroying them entirely. They were much easier to kill, however.
  • Prior to 0.24, followers of Fedhas Madash could grow ordinary plants into oklob plants.
  • Prior to 0.11, plants were frequently used as targets of unidentified weapons, as one could identify weapon enchantments by repeatedly hitting monsters. In 0.11, skill-based enchantment identification was changed to be instantaneous, making them little more than obstacles to non-Fedhas worshipers.
  • Prior to 0.9's XP system-overhaul, plants made excellent targets for victory dancing.

See also