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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Aargxl</id>
		<title>CrawlWiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Aargxl"/>
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		<updated>2026-05-09T16:37:20Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Iskenderun%27s_Mystic_Blast&amp;diff=65592</id>
		<title>Iskenderun's Mystic Blast</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Iskenderun%27s_Mystic_Blast&amp;diff=65592"/>
				<updated>2022-09-08T20:05:44Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: Added &amp;quot;/Translocations&amp;quot; to initial description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version028}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
{{AttackSpell&lt;br /&gt;
|name=Iskenderun's Mystic Blast&lt;br /&gt;
|formula = 2d(3+Power/6)&lt;br /&gt;
|maxdmg = 2d19&lt;br /&gt;
|maxsp = 100&lt;br /&gt;
|range = 2&lt;br /&gt;
|tohit = 10+Power/7&lt;br /&gt;
|special = Knockback&lt;br /&gt;
|hit_type = normal&lt;br /&gt;
|hit_adder = 10&lt;br /&gt;
|hit_num = 1&lt;br /&gt;
|hit_denom = 7&lt;br /&gt;
|dam_calculator = calcdice&lt;br /&gt;
|dam_numdice = 2&lt;br /&gt;
|dam_adder = 6&lt;br /&gt;
|dam_num = 1&lt;br /&gt;
|dam_denom = 3}}&lt;br /&gt;
&lt;br /&gt;
'''Iskenderun's Mystic Blast''' (or '''IMB''') is a level 4 [[Conjurations]]/[[Translocations]] spell which generates an explosion centered around the caster, striking all targets within two tiles with destructive energy and dealing moderate physical damage. It can also knock all targets back up to four spaces (depending on [[spell power]] and enemy [[size]]) and briefly stun them (4-9 auts). If this movement would push a creature into impassable terrain ([[wall]]s, [[deep water]], or [[lava]]) or another creature, it will instead deal additional impact damage (2d11 at max power). This spell cannot move stationary monsters like [[statue]]s or [[oklob plant]]s.&lt;br /&gt;
&lt;br /&gt;
[[Conjurer]]s begin with this spell available.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
IMB is an excellent jack-of-all-trades combat spell. It is fairly cheap to cast, can damage multiple targets regardless of resistances, and can knock enemies out of melee (staircase) range. The damage output suffers against durable, high [[AC]] opponents in the late game, but the knockback effect remains useful. Remember that enemy size matters, though - the [[:Category:Giant monsters|largest enemies]] have a ~25% chance of not being pushed at all by a full-power blast.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*IMB is a noisy spell and will attract attention from beyond your [[line of sight]]. If you want to avoid this, pull enemies back to explored areas before fighting them.&lt;br /&gt;
*You can add extra damage by positioning yourself to repeatedly bounce your opponents off the walls.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.25]], Iskenderun's Mystic Blast was a range 6 single-target [[Conjurations]] spell with a chance to explode on impact, damaging a starburst-shaped area.&lt;br /&gt;
*Prior to [[0.17]], the range was 7 instead of 6.&lt;br /&gt;
*Prior to [[0.11]], IMB dealt more damage, but did not explode. Also, its range was 5 instead of 7.&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Ego&amp;diff=53675</id>
		<title>Talk:Ego</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Ego&amp;diff=53675"/>
				<updated>2020-11-06T12:03:26Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Negative impact egos ==&lt;br /&gt;
--[[User:Aargxl|Aargxl]] ([[User talk:Aargxl|talk]]) 13:02, 6 November 2020 (CET)&lt;br /&gt;
Shouldn't stuff like *Corrode, *Drain or *Contam also be added? As I lack the knowledge on how exactly they trigger (how much dmg/how hard a hit taken), I don't edit myself.&lt;br /&gt;
&lt;br /&gt;
Not sure, but isn't archery in version o.15 just a +4 Slay for ranged combat instead of +5+3? [[User:Aargxl|Aargxl]] ([[User talk:Aargxl|talk]]) 15:06, 6 February 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
:That sounds pretty likely. Next time I stumble upon one, I'll confirm (unless someone else beats me to it). --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 15:14, 6 February 2015 (CET)&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Brand&amp;diff=53674</id>
		<title>Talk:Brand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Brand&amp;diff=53674"/>
				<updated>2020-11-06T12:03:03Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Negative impact brands ==&lt;br /&gt;
--[[User:Aargxl|Aargxl]] ([[User talk:Aargxl|talk]]) 13:02, 6 November 2020 (CET)&lt;br /&gt;
Shouldn't stuff like *Corrode, *Drain or *Contam also be added? As I lack the knowledge on how exactly they trigger (how much dmg/how hard a hit taken), I don't edit myself.&lt;br /&gt;
&lt;br /&gt;
== Slaying/enchantment on brands? ==&lt;br /&gt;
I didn't find anything related to if(and how) those enchantments are multiplied with percentual brands like flaming, I guess I'd look it up here first...anyone able to help?&lt;br /&gt;
--[[User:Aargxl|Aargxl]] ([[User talk:Aargxl|talk]]) 17:53, 16 July 2019 (CEST)&lt;br /&gt;
:If I'm reading [[Weapon damage|this page]] right, I think brand damage is calculated using total weapon damage (i.e. after enchantment/slaying has been applied). So slaying bonuses would help you deal more damage, which makes stuff like flaming/freezing/etc. hit harder. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 05:15, 18 July 2019 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Monsters and brands? ==&lt;br /&gt;
&lt;br /&gt;
how often do monsters activate the brands on weapons--[[User:Orecros|Orecros]] ([[User talk:Orecros|talk]]) 01:07, 4 March 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
: I believe that they activate just as often in monster hands as they do in player hands. A lot of the brands that inflict an additional chunk of damage require the attack to deal physical damage before they can add on elemental damage, so characters with high AC and good resistances may perceive fewer attacks triggering than those with low AC, but technically the brand triggers every time. The one big exception would be the pain brand, which activates based on skill. I forget how monster skill level is calculated, but basically the higher the monster's HD, the more often it activates (unless they're mindless, in which case it never does). --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 04:23, 4 March 2015 (CET)&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Brand&amp;diff=53673</id>
		<title>Talk:Brand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Brand&amp;diff=53673"/>
				<updated>2020-11-06T12:02:34Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: /* Negative impact brands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Negative impact brands == --[[User:Aargxl|Aargxl]] ([[User talk:Aargxl|talk]]) 13:02, 6 November 2020 (CET)&lt;br /&gt;
Shouldn't stuff like *Corrode, *Drain or *Contam also be added? As I lack the knowledge on how exactly they trigger (how much dmg/how hard a hit taken), I don't edit myself.&lt;br /&gt;
&lt;br /&gt;
== Slaying/enchantment on brands? ==&lt;br /&gt;
I didn't find anything related to if(and how) those enchantments are multiplied with percentual brands like flaming, I guess I'd look it up here first...anyone able to help?&lt;br /&gt;
--[[User:Aargxl|Aargxl]] ([[User talk:Aargxl|talk]]) 17:53, 16 July 2019 (CEST)&lt;br /&gt;
:If I'm reading [[Weapon damage|this page]] right, I think brand damage is calculated using total weapon damage (i.e. after enchantment/slaying has been applied). So slaying bonuses would help you deal more damage, which makes stuff like flaming/freezing/etc. hit harder. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 05:15, 18 July 2019 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Monsters and brands? ==&lt;br /&gt;
&lt;br /&gt;
how often do monsters activate the brands on weapons--[[User:Orecros|Orecros]] ([[User talk:Orecros|talk]]) 01:07, 4 March 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
: I believe that they activate just as often in monster hands as they do in player hands. A lot of the brands that inflict an additional chunk of damage require the attack to deal physical damage before they can add on elemental damage, so characters with high AC and good resistances may perceive fewer attacks triggering than those with low AC, but technically the brand triggers every time. The one big exception would be the pain brand, which activates based on skill. I forget how monster skill level is calculated, but basically the higher the monster's HD, the more often it activates (unless they're mindless, in which case it never does). --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 04:23, 4 March 2015 (CET)&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Ego&amp;diff=53672</id>
		<title>Talk:Ego</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Ego&amp;diff=53672"/>
				<updated>2020-11-06T12:02:02Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Negative impact egos == --[[User:Aargxl|Aargxl]] ([[User talk:Aargxl|talk]]) 13:02, 6 November 2020 (CET)&lt;br /&gt;
Shouldn't stuff like *Corrode, *Drain or *Contam also be added? As I lack the knowledge on how exactly they trigger (how much dmg/how hard a hit taken), I don't edit myself.&lt;br /&gt;
&lt;br /&gt;
Not sure, but isn't archery in version o.15 just a +4 Slay for ranged combat instead of +5+3? [[User:Aargxl|Aargxl]] ([[User talk:Aargxl|talk]]) 15:06, 6 February 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
:That sounds pretty likely. Next time I stumble upon one, I'll confirm (unless someone else beats me to it). --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 15:14, 6 February 2015 (CET)&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Brand&amp;diff=53671</id>
		<title>Talk:Brand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Brand&amp;diff=53671"/>
				<updated>2020-11-06T12:01:12Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Negative impact brands ==&lt;br /&gt;
Shouldn't stuff like *Corrode, *Drain or *Contam also be added? As I lack the knowledge on how exactly they trigger (how much dmg/how hard a hit taken), I don't edit myself.&lt;br /&gt;
&lt;br /&gt;
== Slaying/enchantment on brands? ==&lt;br /&gt;
I didn't find anything related to if(and how) those enchantments are multiplied with percentual brands like flaming, I guess I'd look it up here first...anyone able to help?&lt;br /&gt;
--[[User:Aargxl|Aargxl]] ([[User talk:Aargxl|talk]]) 17:53, 16 July 2019 (CEST)&lt;br /&gt;
:If I'm reading [[Weapon damage|this page]] right, I think brand damage is calculated using total weapon damage (i.e. after enchantment/slaying has been applied). So slaying bonuses would help you deal more damage, which makes stuff like flaming/freezing/etc. hit harder. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 05:15, 18 July 2019 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Monsters and brands? ==&lt;br /&gt;
&lt;br /&gt;
how often do monsters activate the brands on weapons--[[User:Orecros|Orecros]] ([[User talk:Orecros|talk]]) 01:07, 4 March 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
: I believe that they activate just as often in monster hands as they do in player hands. A lot of the brands that inflict an additional chunk of damage require the attack to deal physical damage before they can add on elemental damage, so characters with high AC and good resistances may perceive fewer attacks triggering than those with low AC, but technically the brand triggers every time. The one big exception would be the pain brand, which activates based on skill. I forget how monster skill level is calculated, but basically the higher the monster's HD, the more often it activates (unless they're mindless, in which case it never does). --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 04:23, 4 March 2015 (CET)&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Summon_Mana_Viper&amp;diff=50623</id>
		<title>Summon Mana Viper</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Summon_Mana_Viper&amp;diff=50623"/>
				<updated>2019-07-22T04:17:56Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|0.23}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Summon Mana Viper''' is a level 5 [[Hexes]]/[[Summonings|Summoning]] spell which summons a single [[mana viper]].&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
A mana viper is summoned. Higher [[spell power]] increases the strength of the creature.&lt;br /&gt;
&lt;br /&gt;
The [[hit dice]] of the mana viper is ''5 + &amp;lt;power&amp;gt; / 12'', randomly rounded. In this case [[hit points]] are not increased based on the hit dice.&amp;lt;ref&amp;gt;{{source ref|0.19.0|spl-summoning.cc|593}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Duration of the summon is around 18 turns, it does not depend on the spell power.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This is a moderately durable creature with a decent melee attack, but it shines when used against enemy casters; its bite is [[antimagic]] [[brand]]ed, giving its victim a significant chance of failing any spells they attempt to cast.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
Creates multiple mana vipers based on the spell power, their hit dice is not adjusted. Duration is the same as in the player version.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Summon Mana Viper was added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Freeze&amp;diff=50620</id>
		<title>Freeze</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Freeze&amp;diff=50620"/>
				<updated>2019-07-21T19:40:49Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version023}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Freeze&lt;br /&gt;
|level=1&lt;br /&gt;
|school1={{Ice Magic}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Frost]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=1&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|Freezes an adjacent creature, dealing damage that bypasses any armour the target may have. This may temporarily slow cold-blooded creatures.}}&lt;br /&gt;
{{AttackSpell&lt;br /&gt;
|name=Freeze&lt;br /&gt;
|formula = 1d(3+Power/3) [[cold]]&lt;br /&gt;
|maxdmg = 1d11&lt;br /&gt;
|maxsp =25&lt;br /&gt;
|range = 1&lt;br /&gt;
|target = Beam&lt;br /&gt;
|special = Unavoidable, ignores [[AC]]}}&lt;br /&gt;
&lt;br /&gt;
'''Freeze''' is a level 1 [[Ice Magic]] spell which deals unavoidable cold damage (1d11 at max [[spell power]]) to an adjacent target and may [[slow]] [[Cold_blooded|cold-blooded]] enemies. It ignores [[AC]], but enemies with [[cold resistance]] will take significantly less damage.&lt;br /&gt;
&lt;br /&gt;
[[Ice Elementalist]]s begin with this memorized.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*This spell's comparatively high damage and the fact that it ignores both AC and EV make it useful for far longer than most level 1 spells. Ice elementalists will virtually always prefer Freeze to Throw Frost for monsters in melee range, and may even choose to let wimpy monsters into melee range in order to use it on them.&lt;br /&gt;
*Freeze is an excellent spell for taking out [[out-of-depth]] [[bullfrog]]s.&lt;br /&gt;
*While freeze can slow a [[hydra]], giving you an opportunity to run away, it's usually not a good idea to let a hydra attack you, and it may resist the slow effect. Don't rely on this.&lt;br /&gt;
*[[Demonspawn]] may gain a passive version of this spell which counters all melee attacks for free as a result of one of their [[demonspawn mutations]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], Freeze delayed enemies without cold resistance for 0-6 auts.&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dexterity&amp;diff=50615</id>
		<title>Dexterity</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dexterity&amp;diff=50615"/>
				<updated>2019-07-21T16:21:52Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|023}}&lt;br /&gt;
&lt;br /&gt;
'''Dexterity''' (or DEX) is one of a character's three main [[attributes]], along with [[strength]] and [[intelligence]]. It is important if you want to have high evasion.&lt;br /&gt;
&lt;br /&gt;
Dexterity affects the following:&lt;br /&gt;
*Very slightly increases accuracy in combat.&lt;br /&gt;
*Increases the effect of [[Dodging]] skill on evasion.&lt;br /&gt;
*Increases the chances to stab monsters.&lt;br /&gt;
*Slightly increases [[stealth]] (3 per point - for comparison, boots of stealth give 50).&lt;br /&gt;
*Slightly increases your [[SH]] bonus with [[buckler]]s, [[shield]]s or [[large shield]]s.&lt;br /&gt;
*Increases the chance of doing [[auxiliary attack]]s.&lt;br /&gt;
*Increases the chance of doing retaliatory headbutts when you are a [[minotaur]].&lt;br /&gt;
&lt;br /&gt;
If you are casting spells, intelligence is nearly always better than dexterity. Strength gives greater damage benefits than dexterity but does not give [[ev]]asion benefits except inasmuch as it reduces armour penalties.&lt;br /&gt;
&lt;br /&gt;
If your dexterity is ever reduced to 0 or lower, you will suffer [[stat zero]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.18]], each weapon type had a strength weight that determined how much dexterity contributed to damage and accuracy. Now dexterity increases accuracy equally for all weapons, and does not affect damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Intelligence&amp;diff=50614</id>
		<title>Intelligence</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Intelligence&amp;diff=50614"/>
				<updated>2019-07-21T16:20:22Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|023}}&lt;br /&gt;
&lt;br /&gt;
'''Intelligence''' (or INT) is one of a character's three main [[attributes]], along with [[strength]] and [[dexterity]]. Characters who plan on using any of the various schools of magic will benefit greatly from having a high intelligence score.&lt;br /&gt;
&lt;br /&gt;
Intelligence affects the following:&lt;br /&gt;
*Increases chance of [[spell success]].&lt;br /&gt;
*Reduces [[spell hunger]] per casting by (INT × [[Spellcasting]]).&lt;br /&gt;
*Increases [[spell power]].&lt;br /&gt;
&lt;br /&gt;
If your intelligence is ever reduced to 0 or lower, you will suffer [[stat zero]] effects.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Strength&amp;diff=50613</id>
		<title>Strength</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Strength&amp;diff=50613"/>
				<updated>2019-07-21T16:16:45Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version023}}&lt;br /&gt;
&lt;br /&gt;
'''Strength''' (or STR) is one of a character's three main [[attributes]], along with [[dexterity]] and [[intelligence]].&lt;br /&gt;
&lt;br /&gt;
Strength affects the following:&lt;br /&gt;
*Increases [[weapon damage| weapon]] and [[unarmed combat]] damage. &lt;br /&gt;
*Reduces the impact your armour's [[encumbrance rating]] has upon your accuracy, [[ev]]asion, and spellcasting success rate.&lt;br /&gt;
*Slightly increases your [[SH]] bonus with [[shield]]s or [[large shield]]s.&lt;br /&gt;
*Increases the chance of doing [[auxiliary attack]]s.&lt;br /&gt;
*Increases [[constriction]] damage.&lt;br /&gt;
*Increases the chance of doing retaliatory headbutts when you are a [[minotaur]].&lt;br /&gt;
&lt;br /&gt;
A high strength score can go a long way toward allowing you to cast spells or dodge attacks while wearing heavy armour, and significant boosts to strength (e.g. an artefact with +10 strength) will boost melee damage considerably. However, the [[ev]]asion from [[dexterity]] is helpful for any character.&lt;br /&gt;
&lt;br /&gt;
If your strength is ever reduced to 0 or lower, you will suffer [[stat zero]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.18]], each weapon type had a strength weight that determined how much strength contributed to damage and accuracy. Now strength increases damage equally for all weapons, and does not affect accuracy.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], characters could only carry a certain weight of gear at any given time, measured in [[aum]]s. Strength increased your carrying capacity by 25 aum per point. Also, ranged combat was significantly more complicated, and strength played a role in determining your attack delay with ranged weapons (see [[weapon damage]] and [[ranged combat]] for details).&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], the weapon damage bonus from strength was half as large. Strength also played a role in the now-obsolete Armour EV-Penalty system, which was replaced with [[encumbrance rating]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Wand&amp;diff=50611</id>
		<title>Talk:Wand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Wand&amp;diff=50611"/>
				<updated>2019-07-21T14:42:32Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: /* Spell power?!? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Spell power?!? ==&lt;br /&gt;
So, I read that wands have a may spell power - where can I find this?--[[User:Aargxl|Aargxl]] ([[User talk:Aargxl|talk]]) 18:45, 20 July 2019 (CEST)&lt;br /&gt;
:It's in the article -- 2.5*Evocations + 15 for players, 30+HD for monsters. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 21:57, 20 July 2019 (CEST)&lt;br /&gt;
Oh sorry I mistyped - by &amp;quot;may spell power&amp;quot; I meant &amp;quot;max spell power&amp;quot;, as in maximum. THere is a max per wand mentioned in the article but I have no clue where to find it, as the referred &amp;quot;spell&amp;quot; should be in the wand's description page itself - there is no spell-page for a spell called &amp;quot;enslavement&amp;quot; for example, and I was searching to find out how far I'd have to train evocations to get the different wands to their maximum value.. also, thanks for the help and lots of replies (this, if percieved as spam, can safely be removed - I hope after spud read it)--[[User:Aargxl|Aargxl]] ([[User talk:Aargxl|talk]]) 16:42, 21 July 2019 (CEST)&lt;br /&gt;
&lt;br /&gt;
== problems w. item picts and charges table ==&lt;br /&gt;
&lt;br /&gt;
I've tried to upload the git deposited wand picts. Regrettably the result was not fully fine because the normal git (see my upload source ref) didn't contain better. The same about the charges table of wands. I have no reliable source available to put it right at once. So feel free to correct the [[0.18]] max charges. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 13:20, 11 June 2016 (CEST)&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Wand&amp;diff=50609</id>
		<title>Talk:Wand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Wand&amp;diff=50609"/>
				<updated>2019-07-20T16:45:10Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Spell power?!? ==&lt;br /&gt;
So, I read that wands have a may spell power - where can I find this?--[[User:Aargxl|Aargxl]] ([[User talk:Aargxl|talk]]) 18:45, 20 July 2019 (CEST)&lt;br /&gt;
&lt;br /&gt;
== problems w. item picts and charges table ==&lt;br /&gt;
&lt;br /&gt;
I've tried to upload the git deposited wand picts. Regrettably the result was not fully fine because the normal git (see my upload source ref) didn't contain better. The same about the charges table of wands. I have no reliable source available to put it right at once. So feel free to correct the [[0.18]] max charges. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 13:20, 11 June 2016 (CEST)&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sticks_to_Snakes&amp;diff=50608</id>
		<title>Sticks to Snakes</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sticks_to_Snakes&amp;diff=50608"/>
				<updated>2019-07-20T16:31:54Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version023}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Sticks to Snakes''' is a level 2 [[Transmutations|Transmutation]] spell which turns [[arrow]]s from inventory into [[list of snakes|snake]]s.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
Turns arrows into allied snakes. Higher [[spell power]] may increase the number of creatures created, create stronger snakes and increase their duration. One arrow from inventory is consumed for each snake created.&lt;br /&gt;
&lt;br /&gt;
Possible monsters are:&lt;br /&gt;
:{{monsterlink|Ball python}}&lt;br /&gt;
:{{monsterlink|Adder}}&lt;br /&gt;
:{{monsterlink|Water moccasin}}&lt;br /&gt;
&lt;br /&gt;
These snakes are not real summons, and can not be [[abjuration|abjured]]. They will wither away after a while though.&lt;br /&gt;
&lt;br /&gt;
Number of snakes created is ''1 + (1d&amp;lt;power&amp;gt; - 1) / 15'', capped at 7.&amp;lt;ref&amp;gt;{{source ref|0.19.0|spl-summoning.cc|171}}&amp;lt;/ref&amp;gt; But of course limited to the amount of arrows in the inventory.&lt;br /&gt;
&lt;br /&gt;
[[Summonings#Duration|Duration class]] ranges from 3 (around 27 turns) to 5 (around 81 turns). The formula is ''3 + (1d&amp;lt;power&amp;gt; - 1) / 20'', capped at 5.&amp;lt;ref&amp;gt;{{source ref|0.19.0|spl-summoning.cc|172}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], Sticks to Snakes required arrows to be wielded.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], Transmutations skill was used instead of spell power for some formulas.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], this spell worked on melee weapons, like [[club]]s and [[polearm]]s and could create [[black mamba]]s or even [[anaconda]]s, making it much more useful for non-felids.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Iron_Shot&amp;diff=50607</id>
		<title>Talk:Iron Shot</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Iron_Shot&amp;diff=50607"/>
				<updated>2019-07-20T05:23:03Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: Jorgrun Iron SHot dmg?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't know how/where to look up how much dmg a monster does with a skill/spell, otherwise I'd look it up to fit Jorgrun into the monsters with iron shot list - could someone tell me how? plus sort the monster list by either the respective dmg(which despite iron giants seems to fit so far) or monster HD if that is the case right now.&lt;br /&gt;
--[[User:Aargxl|Aargxl]] ([[User talk:Aargxl|talk]]) 07:20, 20 July 2019 (CEST)&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Iron_Shot&amp;diff=50606</id>
		<title>Talk:Iron Shot</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Iron_Shot&amp;diff=50606"/>
				<updated>2019-07-20T05:20:34Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: Created page with &amp;quot;I don't know how/where to look up how much dmg a monster does with a skill/spell, otherwise I'd look it up to fit Jorgrun into the monsters with iron shot list - could someone...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't know how/where to look up how much dmg a monster does with a skill/spell, otherwise I'd look it up to fit Jorgrun into the monsters with iron shot list - could someone tell me how?&lt;br /&gt;
--[[User:Aargxl|Aargxl]] ([[User talk:Aargxl|talk]]) 07:20, 20 July 2019 (CEST)&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Xom&amp;diff=50598</id>
		<title>Xom</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Xom&amp;diff=50598"/>
				<updated>2019-07-19T23:49:22Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: /* History */  added history of removed potions/mut. chunks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|021}}&lt;br /&gt;
&lt;br /&gt;
''This page is about the [[Religion|god]]. For the card, see [[Xom card]]''&lt;br /&gt;
&lt;br /&gt;
[[File:Xom altar.png]] ''&amp;quot;A new plaything!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Xom is a wild and unpredictable god of chaos, who seeks not worshippers but playthings with which to toy. Many choose to follow Xom in the hope of receiving fabulous rewards and mighty powers, but Xom is nothing if not capricious. There is nothing a follower can do to influence Xom's mood.&lt;br /&gt;
&lt;br /&gt;
To worship Xom is to live riskily. In a good mood Xom may shower you with gifts, while at other times this capricious god could decide to “spice things up a little” and send you to your doom. If you prove yourself the stronger, so much the better; if not, well, there'll be other playthings...}}&lt;br /&gt;
&lt;br /&gt;
[[Chaos Knight]]s begin play worshiping Xom.&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Xom (or any other [[god]]).&lt;br /&gt;
&lt;br /&gt;
==Piety==&lt;br /&gt;
Unlike other gods, there is no way to change your piety; it is instead randomly changed.  &lt;br /&gt;
&lt;br /&gt;
For Xom, Piety's only use is to determine the niceness and strength of its actions. Xom's niceness depends on your Piety: the chance to perform a &amp;quot;good&amp;quot; action is approximately equal to Piety/2 % (this probability is increased during [[tension|dangerous situations]], like combat, up to 95%). The strength of Xom's actions will depend on how far you are from 100 Piety (in either direction).&lt;br /&gt;
&lt;br /&gt;
Piety starts at 100 and changes by 1 point roughly every 20 turns (about 49% chance to move towards 100 and 51% chance to move away). When Xom acts, there is a 20% chance that your piety will be set to a random amount. Piety can be observed in the ^ screen by watching your favour status, as well as observing the [[piety]] meter.&lt;br /&gt;
&lt;br /&gt;
Depending on your piety, it displays the following messages:&lt;br /&gt;
*0 - 20: A very special plaything of Xom.&lt;br /&gt;
*21 - 50: A special plaything of Xom.&lt;br /&gt;
*51 - 80: A plaything of Xom.&lt;br /&gt;
*81 - 120: A toy of Xom.&lt;br /&gt;
*121 - 150: A favourite toy of Xom.&lt;br /&gt;
*151 - 180: A beloved toy of Xom.&lt;br /&gt;
*181 - 200: Xom's teddy bear.&lt;br /&gt;
&lt;br /&gt;
==Amusement==&lt;br /&gt;
Another important aspect of Xom is that it really, really hates being bored. When Xom is bored, Xom will act more often, and his/her actions will almost always be bad (excluding most harmless miscast effects). This is reflected by an &amp;quot;amusement&amp;quot; value, which ranges between 0 and 255.&lt;br /&gt;
&lt;br /&gt;
When you start worshiping Xom, its amusement is set to between 2 and 80. Every 20 turns, there's a 50% chance that Xom's amusement will be decreased by one, until it reaches 0. When that happens, you'll get a message &amp;quot;Xom is BORED&amp;quot;, and the bad stuff will start. You'll get a warning when the amusement gets down to 1 (at least 20 turns before it reaches 0): &amp;quot;Xom is getting BORED&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If your interest reaches zero, your title will always be &amp;quot;A BORING thing&amp;quot;, regardless of your piety level.&lt;br /&gt;
&lt;br /&gt;
To avoid boring Xom, you should always try to keep it interested in you. Unfortunately, Xom is mostly amused by things you can't control (like being teleported away in the Abyss when the exit or a rune was in sight) or if you waste useful resources. When Xom finds something funny, its amusement may be rise to a random point depending on how much it enjoyed the event and if the new amusement is higher than its current amusement. You can guess how high the amusement was set by the message provided:&lt;br /&gt;
&lt;br /&gt;
*Xom is interested: 12 - 25   &lt;br /&gt;
*Xom is mildly amused: 26 - 50&lt;br /&gt;
*Xom is amused: 51 - 75&lt;br /&gt;
*Xom is highly amused!: 76 - 100&lt;br /&gt;
*Xom thinks this is hilarious!: 101 - 200&lt;br /&gt;
*Xom roars with laughter!: 201 - 255&lt;br /&gt;
&lt;br /&gt;
==Interest==&lt;br /&gt;
When you do an X-interesting thing, a number between 0 and X-1 is randomly generated. This becomes Xom's interest level, if and only if it is greater than the old value. Xom interest decays at an average of 0.5 points every 20 turns. If Xom's interest reaches 0, Xom will become bored and make your life miserable.&lt;br /&gt;
&lt;br /&gt;
You can help make Xom more interested in you by doing or being affected by the following things:&lt;br /&gt;
&lt;br /&gt;
*Extreme (255): Tomes exploding or summoning things against you, using random effects in dangerous combat, randomly teleporting into a dangerous situation, being banished to [[the Abyss]], being hit by a vulnerable element (200), or teleporting in the [[Labyrinth]].&lt;br /&gt;
*High (128): Wearing cursed jewellery or armor, mutating (depends on the mutation), undead rotting, or having a corpse decay as you butcher it.&lt;br /&gt;
*Medium (64): Drinking potions of degeneration or berserk rage, wearing a cursed weapon, having your intellect devoured (50), gear corroding, or when hostile monsters accidentally hit each other.&lt;br /&gt;
*Low(16): Tomes smoking, successful use of a box of beasts (14), enchanting things, gaining levels, anyone in sight fumbling in shallow water (14), or being drained (20).&lt;br /&gt;
*Minor: Spell miscasts (the level), becoming confused (duration), or sustaining serious injury (varies).&lt;br /&gt;
&lt;br /&gt;
Xom is also interested by dangerous and high '''[[tension]]''' situations and is more likely to intervene or act when these occur. Some examples include fighting many monsters at once, battling a high [[HD]] monster when your [[XL]] is low, and being [[slow]]ed or [[paralyzed]].&lt;br /&gt;
&lt;br /&gt;
==Acts==&lt;br /&gt;
Every 20 turns (for a character with normal speed), Xom will turn its attention towards you, and depending on the situation (from 7% of the time if there are no monsters in view to 33% in the middle of a big fight) may decide to perform either a &amp;quot;good&amp;quot; action or a &amp;quot;bad&amp;quot; action.&lt;br /&gt;
&lt;br /&gt;
Xom's actions will often be in context (i.e. turning you berserk if there's no one around), although nothing is guaranteed. Good actions are more likely if your Piety is high (see below).&lt;br /&gt;
&lt;br /&gt;
Below is an incomplete list of actions that Xom may perform.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Good&amp;quot; Actions===&lt;br /&gt;
*Affect you with a random potion effect among [[Potion of curing|Curing]], [[potion of heal wounds|Heal Wounds]], [[potion of magic|Magic]], [[potion of haste|Haste]], [[potion of might|Might]], [[potion of invisibility|Invisibility]], [[potion of berserk rage|Berserk Rage]], and [[potion of experience|Experience]] (rarely). Only potions that will have an effect are picked (for example, no Magic if you're at max MP). These are more likely to occur during combat.&lt;br /&gt;
*Make you cast a random spell.&lt;br /&gt;
*Confuse monsters around you.&lt;br /&gt;
*Summon one or more allies to help you.&lt;br /&gt;
*Gift you an item.&lt;br /&gt;
*Polymorph a random monster around you into a weaker monster (-3 [[HD]]).&lt;br /&gt;
*Swap the position of you and at least one monster near you (confuses the monster 50% of the time).&lt;br /&gt;
*Instantly teleport several times, likely up to a relatively safe place.&lt;br /&gt;
*Give you a random good mutation, or many random good mutations. This will reduce your current HP (but no lower than 50% of your max HP), but they can also restore your health to 50% of your max HP if you are below that amount. These go through [[mutation resistance]].&lt;br /&gt;
*Throw a bolt of divine lightning, which explodes around you. There's a chance based on your HP (the lower, the better) that Xom will protect you against it.&lt;br /&gt;
*Prevent you from being banished.&lt;br /&gt;
*Provide you with vision of the current floor. This can range in power.&lt;br /&gt;
*Detect items on the floor for you.&lt;br /&gt;
*Detect monsters.&lt;br /&gt;
*Change the scenery around you. Fountains may begin to gush blood, walls in your line of sight may be vitrified (allowing both you and monsters to see through), or doors may randomly burst open and slam shut.&lt;br /&gt;
*You start spewing a harmless trail of magical condensation behind you. This does not block [[line of sight]].&lt;br /&gt;
*Polymorph you into a &amp;quot;good&amp;quot; form, such as an [[Ice Form|ice beast]] or [[Dragon Form|dragon]].&lt;br /&gt;
*Summon friendly monsters to defend you.&lt;br /&gt;
*Cast [[Tukima's Dance]] on a random monster's weapon.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bad&amp;quot; Actions===&lt;br /&gt;
*Suffer a random [[miscast]]. These are usually harmless, but can range in power.&lt;br /&gt;
*Instantly teleport several times, likely up to a relatively dangerous place.&lt;br /&gt;
*Add a [[Chaos]] brand and several [[slaying]] increases to a random nearby creature's weapons and ammunitions.&lt;br /&gt;
*Give you or random/bad mutations or removes them. This will reduce your current HP (but no lower than 50% of your max HP), but they can also restore your health to 50% of your max HP if you are below that amount. These go through [[mutation resistance]].&lt;br /&gt;
*Polymorph a random monster around you into a stronger monster (+2 HD).&lt;br /&gt;
*If stairs (or escape hatches) are in view, they are moved toward you or away from you. For several turns, when you move on a stair or climb up or down a stair, there's a chance that it will slide away from you.&lt;br /&gt;
*Poison you.&lt;br /&gt;
*Confuse you.&lt;br /&gt;
*Weaken you, as if you drank a [[potion of degeneration]].&lt;br /&gt;
*Make loud [[noise]]s at your location.&lt;br /&gt;
*Inflict you with [[draining]].&lt;br /&gt;
*Cast [[Symbol of Torment]].&lt;br /&gt;
*Summon hostile zombies, demons, or dancing weapons to fight you.&lt;br /&gt;
*Banish you to the [[Abyss]].&lt;br /&gt;
*Open a [[Malign Gateway]] near you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Xom's actions and gifts will often be in the spirit of what Xom (with its particularly capricious sense of humor) finds funny: if you are stuck with a [[cursed]] [[weapon]] or piece of [[armour]], there is a good chance that Xom will give you an item with that cursed slot. If you are training one specific type of weapon, Xom will probably give you a different kind.&lt;br /&gt;
&lt;br /&gt;
In any case, Xom's actions will never directly kill you unless Xom is bored or you are under penance (a mutation or effect that would reduce a stat to 0 is cancelled, HP damage that would have killed you is cancelled, etc.).  However, anything Xom summons is more than capable of killing you.&lt;br /&gt;
&lt;br /&gt;
====Revival====&lt;br /&gt;
Rarely, upon death, Xom may intervene and save your life. This seems to be more likely with higher piety. Being revived merely negates the damage from the action that would have killed you; it doesn't restore you to full health, just leaves you at the point you would be if the killing blow had not happened.&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
Xom will occasionally give you gifts as one of his actions. These are delivered purely at random, not based on any Gift Timeout. Xom's gifts can be normal, useful items, but are usually chosen for maximum annoyance. Items range from excellent randarts to large piles of [[gold]] to utter trash ([[wand of frost]] {god gift}). [[Randarts]] will sometimes have titles with Xom's name in them (e.g. leather armour of Xom's Amusement).&lt;br /&gt;
&lt;br /&gt;
==Penance==&lt;br /&gt;
{{flavour|Unfaithful ex-followers will find themselves suffering through Xom's bad moods for so long as Xom can be bothered to remember about them. Still, Xom's caprice remains; the unfaithful are rewarded just as the faithful are punished.}}&lt;br /&gt;
&lt;br /&gt;
If you leave Xom (voluntarily or not), your penance counter will be set to 50 (quite high!).&lt;br /&gt;
&lt;br /&gt;
While under penance, Xom will occasionally punish you by performing a &amp;quot;bad&amp;quot; action from the list above. As a true god of chaos, however, there is a 10% chance that Xom will do a &amp;quot;good&amp;quot; action instead.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
When using a QWERTY keyboard layout, the name &amp;quot;Xom&amp;quot; is simply &amp;quot;[[Zin]],&amp;quot; but with all letters mistyped one key to the right.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.21]], eating mutated chunks could grant Xom's interest&lt;br /&gt;
*Prior to [[0.18]], Xom branded weapon gifts with [[chaos]] less often and didn't chaos brand ranged weapons. Drinking potions of poison could also award Xom's interest,&lt;br /&gt;
*Prior to [[0.23]], drinking potions of decay could award Xoms interest.&lt;br /&gt;
*In [[0.16]], Xom gained a 'mood' meter on the Crawl interface, in the same place other gods have piety meters.&lt;br /&gt;
*Prior to [[0.14]], Xom's confusion could surpass 20 turns; this has been capped to 20. Xom's abilities also did not respect [[clarity]] and [[sustain abilities]] at all, although Xom may still bypass these abilities if his mood meter is particularly low.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Chaotic Gods]]&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Xom&amp;diff=50597</id>
		<title>Talk:Xom</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Xom&amp;diff=50597"/>
				<updated>2019-07-19T23:45:35Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wait... what's the difference between interest and amusement? --[[User:Lokkij|Lokkij]] 18:00, 13 May 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
Apparently the latter is a basic description of the mechanic (I assume it's called amusement), while the first explains how we can get/lose interest, thus also changing Xom's amusement. Granted, there is some double-mentioning, but I feel too much of a noob to merge those articles just by my hearsay.&lt;br /&gt;
Secondly, in the interest-part there are tomes mentioned - I guess it's meaning this old stuff which was there for some versions but can now be found only as obsolete articles? If so, we can remove them from the list (seems vaguely outdated anyway)--[[User:Aargxl|Aargxl]] ([[User talk:Aargxl|talk]]) 01:45, 20 July 2019 (CEST)&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Xom&amp;diff=50596</id>
		<title>Xom</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Xom&amp;diff=50596"/>
				<updated>2019-07-19T23:39:20Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: /* Interest */  - removed mentionings of potions of poison, decay and eating mutagenic chunks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|021}}&lt;br /&gt;
&lt;br /&gt;
''This page is about the [[Religion|god]]. For the card, see [[Xom card]]''&lt;br /&gt;
&lt;br /&gt;
[[File:Xom altar.png]] ''&amp;quot;A new plaything!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Xom is a wild and unpredictable god of chaos, who seeks not worshippers but playthings with which to toy. Many choose to follow Xom in the hope of receiving fabulous rewards and mighty powers, but Xom is nothing if not capricious. There is nothing a follower can do to influence Xom's mood.&lt;br /&gt;
&lt;br /&gt;
To worship Xom is to live riskily. In a good mood Xom may shower you with gifts, while at other times this capricious god could decide to “spice things up a little” and send you to your doom. If you prove yourself the stronger, so much the better; if not, well, there'll be other playthings...}}&lt;br /&gt;
&lt;br /&gt;
[[Chaos Knight]]s begin play worshiping Xom.&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Xom (or any other [[god]]).&lt;br /&gt;
&lt;br /&gt;
==Piety==&lt;br /&gt;
Unlike other gods, there is no way to change your piety; it is instead randomly changed.  &lt;br /&gt;
&lt;br /&gt;
For Xom, Piety's only use is to determine the niceness and strength of its actions. Xom's niceness depends on your Piety: the chance to perform a &amp;quot;good&amp;quot; action is approximately equal to Piety/2 % (this probability is increased during [[tension|dangerous situations]], like combat, up to 95%). The strength of Xom's actions will depend on how far you are from 100 Piety (in either direction).&lt;br /&gt;
&lt;br /&gt;
Piety starts at 100 and changes by 1 point roughly every 20 turns (about 49% chance to move towards 100 and 51% chance to move away). When Xom acts, there is a 20% chance that your piety will be set to a random amount. Piety can be observed in the ^ screen by watching your favour status, as well as observing the [[piety]] meter.&lt;br /&gt;
&lt;br /&gt;
Depending on your piety, it displays the following messages:&lt;br /&gt;
*0 - 20: A very special plaything of Xom.&lt;br /&gt;
*21 - 50: A special plaything of Xom.&lt;br /&gt;
*51 - 80: A plaything of Xom.&lt;br /&gt;
*81 - 120: A toy of Xom.&lt;br /&gt;
*121 - 150: A favourite toy of Xom.&lt;br /&gt;
*151 - 180: A beloved toy of Xom.&lt;br /&gt;
*181 - 200: Xom's teddy bear.&lt;br /&gt;
&lt;br /&gt;
==Amusement==&lt;br /&gt;
Another important aspect of Xom is that it really, really hates being bored. When Xom is bored, Xom will act more often, and his/her actions will almost always be bad (excluding most harmless miscast effects). This is reflected by an &amp;quot;amusement&amp;quot; value, which ranges between 0 and 255.&lt;br /&gt;
&lt;br /&gt;
When you start worshiping Xom, its amusement is set to between 2 and 80. Every 20 turns, there's a 50% chance that Xom's amusement will be decreased by one, until it reaches 0. When that happens, you'll get a message &amp;quot;Xom is BORED&amp;quot;, and the bad stuff will start. You'll get a warning when the amusement gets down to 1 (at least 20 turns before it reaches 0): &amp;quot;Xom is getting BORED&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If your interest reaches zero, your title will always be &amp;quot;A BORING thing&amp;quot;, regardless of your piety level.&lt;br /&gt;
&lt;br /&gt;
To avoid boring Xom, you should always try to keep it interested in you. Unfortunately, Xom is mostly amused by things you can't control (like being teleported away in the Abyss when the exit or a rune was in sight) or if you waste useful resources. When Xom finds something funny, its amusement may be rise to a random point depending on how much it enjoyed the event and if the new amusement is higher than its current amusement. You can guess how high the amusement was set by the message provided:&lt;br /&gt;
&lt;br /&gt;
*Xom is interested: 12 - 25   &lt;br /&gt;
*Xom is mildly amused: 26 - 50&lt;br /&gt;
*Xom is amused: 51 - 75&lt;br /&gt;
*Xom is highly amused!: 76 - 100&lt;br /&gt;
*Xom thinks this is hilarious!: 101 - 200&lt;br /&gt;
*Xom roars with laughter!: 201 - 255&lt;br /&gt;
&lt;br /&gt;
==Interest==&lt;br /&gt;
When you do an X-interesting thing, a number between 0 and X-1 is randomly generated. This becomes Xom's interest level, if and only if it is greater than the old value. Xom interest decays at an average of 0.5 points every 20 turns. If Xom's interest reaches 0, Xom will become bored and make your life miserable.&lt;br /&gt;
&lt;br /&gt;
You can help make Xom more interested in you by doing or being affected by the following things:&lt;br /&gt;
&lt;br /&gt;
*Extreme (255): Tomes exploding or summoning things against you, using random effects in dangerous combat, randomly teleporting into a dangerous situation, being banished to [[the Abyss]], being hit by a vulnerable element (200), or teleporting in the [[Labyrinth]].&lt;br /&gt;
*High (128): Wearing cursed jewellery or armor, mutating (depends on the mutation), undead rotting, or having a corpse decay as you butcher it.&lt;br /&gt;
*Medium (64): Drinking potions of degeneration or berserk rage, wearing a cursed weapon, having your intellect devoured (50), gear corroding, or when hostile monsters accidentally hit each other.&lt;br /&gt;
*Low(16): Tomes smoking, successful use of a box of beasts (14), enchanting things, gaining levels, anyone in sight fumbling in shallow water (14), or being drained (20).&lt;br /&gt;
*Minor: Spell miscasts (the level), becoming confused (duration), or sustaining serious injury (varies).&lt;br /&gt;
&lt;br /&gt;
Xom is also interested by dangerous and high '''[[tension]]''' situations and is more likely to intervene or act when these occur. Some examples include fighting many monsters at once, battling a high [[HD]] monster when your [[XL]] is low, and being [[slow]]ed or [[paralyzed]].&lt;br /&gt;
&lt;br /&gt;
==Acts==&lt;br /&gt;
Every 20 turns (for a character with normal speed), Xom will turn its attention towards you, and depending on the situation (from 7% of the time if there are no monsters in view to 33% in the middle of a big fight) may decide to perform either a &amp;quot;good&amp;quot; action or a &amp;quot;bad&amp;quot; action.&lt;br /&gt;
&lt;br /&gt;
Xom's actions will often be in context (i.e. turning you berserk if there's no one around), although nothing is guaranteed. Good actions are more likely if your Piety is high (see below).&lt;br /&gt;
&lt;br /&gt;
Below is an incomplete list of actions that Xom may perform.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Good&amp;quot; Actions===&lt;br /&gt;
*Affect you with a random potion effect among [[Potion of curing|Curing]], [[potion of heal wounds|Heal Wounds]], [[potion of magic|Magic]], [[potion of haste|Haste]], [[potion of might|Might]], [[potion of invisibility|Invisibility]], [[potion of berserk rage|Berserk Rage]], and [[potion of experience|Experience]] (rarely). Only potions that will have an effect are picked (for example, no Magic if you're at max MP). These are more likely to occur during combat.&lt;br /&gt;
*Make you cast a random spell.&lt;br /&gt;
*Confuse monsters around you.&lt;br /&gt;
*Summon one or more allies to help you.&lt;br /&gt;
*Gift you an item.&lt;br /&gt;
*Polymorph a random monster around you into a weaker monster (-3 [[HD]]).&lt;br /&gt;
*Swap the position of you and at least one monster near you (confuses the monster 50% of the time).&lt;br /&gt;
*Instantly teleport several times, likely up to a relatively safe place.&lt;br /&gt;
*Give you a random good mutation, or many random good mutations. This will reduce your current HP (but no lower than 50% of your max HP), but they can also restore your health to 50% of your max HP if you are below that amount. These go through [[mutation resistance]].&lt;br /&gt;
*Throw a bolt of divine lightning, which explodes around you. There's a chance based on your HP (the lower, the better) that Xom will protect you against it.&lt;br /&gt;
*Prevent you from being banished.&lt;br /&gt;
*Provide you with vision of the current floor. This can range in power.&lt;br /&gt;
*Detect items on the floor for you.&lt;br /&gt;
*Detect monsters.&lt;br /&gt;
*Change the scenery around you. Fountains may begin to gush blood, walls in your line of sight may be vitrified (allowing both you and monsters to see through), or doors may randomly burst open and slam shut.&lt;br /&gt;
*You start spewing a harmless trail of magical condensation behind you. This does not block [[line of sight]].&lt;br /&gt;
*Polymorph you into a &amp;quot;good&amp;quot; form, such as an [[Ice Form|ice beast]] or [[Dragon Form|dragon]].&lt;br /&gt;
*Summon friendly monsters to defend you.&lt;br /&gt;
*Cast [[Tukima's Dance]] on a random monster's weapon.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bad&amp;quot; Actions===&lt;br /&gt;
*Suffer a random [[miscast]]. These are usually harmless, but can range in power.&lt;br /&gt;
*Instantly teleport several times, likely up to a relatively dangerous place.&lt;br /&gt;
*Add a [[Chaos]] brand and several [[slaying]] increases to a random nearby creature's weapons and ammunitions.&lt;br /&gt;
*Give you or random/bad mutations or removes them. This will reduce your current HP (but no lower than 50% of your max HP), but they can also restore your health to 50% of your max HP if you are below that amount. These go through [[mutation resistance]].&lt;br /&gt;
*Polymorph a random monster around you into a stronger monster (+2 HD).&lt;br /&gt;
*If stairs (or escape hatches) are in view, they are moved toward you or away from you. For several turns, when you move on a stair or climb up or down a stair, there's a chance that it will slide away from you.&lt;br /&gt;
*Poison you.&lt;br /&gt;
*Confuse you.&lt;br /&gt;
*Weaken you, as if you drank a [[potion of degeneration]].&lt;br /&gt;
*Make loud [[noise]]s at your location.&lt;br /&gt;
*Inflict you with [[draining]].&lt;br /&gt;
*Cast [[Symbol of Torment]].&lt;br /&gt;
*Summon hostile zombies, demons, or dancing weapons to fight you.&lt;br /&gt;
*Banish you to the [[Abyss]].&lt;br /&gt;
*Open a [[Malign Gateway]] near you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Xom's actions and gifts will often be in the spirit of what Xom (with its particularly capricious sense of humor) finds funny: if you are stuck with a [[cursed]] [[weapon]] or piece of [[armour]], there is a good chance that Xom will give you an item with that cursed slot. If you are training one specific type of weapon, Xom will probably give you a different kind.&lt;br /&gt;
&lt;br /&gt;
In any case, Xom's actions will never directly kill you unless Xom is bored or you are under penance (a mutation or effect that would reduce a stat to 0 is cancelled, HP damage that would have killed you is cancelled, etc.).  However, anything Xom summons is more than capable of killing you.&lt;br /&gt;
&lt;br /&gt;
====Revival====&lt;br /&gt;
Rarely, upon death, Xom may intervene and save your life. This seems to be more likely with higher piety. Being revived merely negates the damage from the action that would have killed you; it doesn't restore you to full health, just leaves you at the point you would be if the killing blow had not happened.&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
Xom will occasionally give you gifts as one of his actions. These are delivered purely at random, not based on any Gift Timeout. Xom's gifts can be normal, useful items, but are usually chosen for maximum annoyance. Items range from excellent randarts to large piles of [[gold]] to utter trash ([[wand of frost]] {god gift}). [[Randarts]] will sometimes have titles with Xom's name in them (e.g. leather armour of Xom's Amusement).&lt;br /&gt;
&lt;br /&gt;
==Penance==&lt;br /&gt;
{{flavour|Unfaithful ex-followers will find themselves suffering through Xom's bad moods for so long as Xom can be bothered to remember about them. Still, Xom's caprice remains; the unfaithful are rewarded just as the faithful are punished.}}&lt;br /&gt;
&lt;br /&gt;
If you leave Xom (voluntarily or not), your penance counter will be set to 50 (quite high!).&lt;br /&gt;
&lt;br /&gt;
While under penance, Xom will occasionally punish you by performing a &amp;quot;bad&amp;quot; action from the list above. As a true god of chaos, however, there is a 10% chance that Xom will do a &amp;quot;good&amp;quot; action instead.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
When using a QWERTY keyboard layout, the name &amp;quot;Xom&amp;quot; is simply &amp;quot;[[Zin]],&amp;quot; but with all letters mistyped one key to the right.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.18]], Xom branded weapon gifts with [[chaos]] less often and didn't chaos brand ranged weapons. &lt;br /&gt;
*In [[0.16]], Xom gained a 'mood' meter on the Crawl interface, in the same place other gods have piety meters.&lt;br /&gt;
*Prior to [[0.14]], Xom's confusion could surpass 20 turns; this has been capped to 20. Xom's abilities also did not respect [[clarity]] and [[sustain abilities]] at all, although Xom may still bypass these abilities if his mood meter is particularly low.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Chaotic Gods]]&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wand&amp;diff=50595</id>
		<title>Wand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wand&amp;diff=50595"/>
				<updated>2019-07-19T23:29:31Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: -&amp;gt;v0.23 &amp;amp; monster-wielded wands identification upon seeing added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version023}}&lt;br /&gt;
{{flavour|An unusually magical sort of stick.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[The principle of selection] is the magician's wand, by means of which he may summon into life whatever form and mould he pleases.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-William Youatt, _Sheep: their breeds, management, and diseases; to which is added the Mountain Shepherd's Manual_, ch. III. 1837.}}&lt;br /&gt;
&lt;br /&gt;
A '''wand''' is a magical device that contains several charges of a specific spell or effect.&lt;br /&gt;
&lt;br /&gt;
A player may zap a wand in the inventory with the '''[[V]]''' key (that is, e'''V'''oking it). This releases its magical effect at a target of the player's choice and expends one charge. The number of charges on a wand is always known, and wands of the same type will merge when picked up, taking up only one inventory slot and having the combined number of charges that the two previous wands had.&lt;br /&gt;
&lt;br /&gt;
Once a wand's charges are used up, the wand is destroyed.&lt;br /&gt;
&lt;br /&gt;
A wand's [[spell power]] equals 15+2.5×[[Evocations]], though this is still limited by the spell power caps for the spell cast. For monsters zapping wands, the power is normally 30+[[hit dice]], although this can vary greatly depending on the type of wand. Some monsters, particularly [[unique]]s, may start with wands in their inventory, which are identified upon seeing a particular monster for the first time.&lt;br /&gt;
&lt;br /&gt;
[[Xom]] is greatly entertained (200) when you use a wand of random effects on yourself or others.&lt;br /&gt;
&lt;br /&gt;
==List of wands==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:1px solid #000000;&amp;quot;&lt;br /&gt;
! Image !! Wand !! Description !! Max charges per&amp;lt;br&amp;gt; individual wand on pickup !! Usable by monsters&amp;lt;ref&amp;gt;{{source ref|0.20.0|mon-act.cc|1065}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of acid.png]]&lt;br /&gt;
 | [[Wand of acid|Acid]]&lt;br /&gt;
 | [[Corrode]]s the target temporarily&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 15&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of clouds.png]]&lt;br /&gt;
 | [[Wand of clouds|Clouds]]&lt;br /&gt;
 | Blasts a cone-shaped area with various destructive clouds&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 9&lt;br /&gt;
 | No&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of digging.png]]&lt;br /&gt;
 | [[Wand of digging|Digging]]&lt;br /&gt;
 | Creates a tunnel through the targeted wall tile&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 24&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of disintegration.png]]&lt;br /&gt;
 | [[Wand of disintegration|Disintegration]]&lt;br /&gt;
 | Disintegrates the target or object&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 24&lt;br /&gt;
 | Yes, but damage is reduced to 2/3 of normal&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of enslavement.png]]&lt;br /&gt;
 | [[Wand of enslavement|Enslavement]]&lt;br /&gt;
 | Charms the target temporarily&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 24&lt;br /&gt;
 | Yes, [[confuse]]s the player&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of flame.png]]&lt;br /&gt;
 | [[Wand of flame|Flame]]&lt;br /&gt;
 | Shoots a [[Throw Flame|puff of flame]] at the target&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 48&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of iceblast.png]]&lt;br /&gt;
 | [[Wand of iceblast|Iceblast]]&lt;br /&gt;
 | Casts a field explosion of [[cold]]&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 15&lt;br /&gt;
 | No&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of paralysis.png]]&lt;br /&gt;
 | [[Wand of paralysis|Paralysis]]&lt;br /&gt;
 | [[Paralyze]]s the target temporarily&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 24&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of polymorph.png]]&lt;br /&gt;
 | [[Wand of polymorph|Polymorph]]&lt;br /&gt;
 | Target reforms as a random creature &lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 24&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of random effects.png]]&lt;br /&gt;
 | [[Wand of random effects|Random effects]]&lt;br /&gt;
 | Randomly selects one of several effects&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 48&lt;br /&gt;
 | No&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of scattershot.png]]&lt;br /&gt;
 | [[Wand of scattershot|Scattershot]]&lt;br /&gt;
 | Fires powerful blasts of metallic shrapnel&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 9&lt;br /&gt;
 | No&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- sources for wand max charges/recharges: &lt;br /&gt;
     makeitem.cc:_wand_max_initial_charges(), &lt;br /&gt;
     itemprop.cc:wand_charge_value(), wand_max_charges()&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Images===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
| [[File:Wand bone.png]] || [[File:Wand brass.png]] || [[File:Wand bronze.png]] || [[File:Wand copper.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Wand glass.png]] || [[File:Wand gold.png]] || [[File:Wand iron.png]] || [[File:Wand ivory.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Wand lead.png]] || [[File:Wand plastic.png]] || [[File:Wand silver.png]] || [[File:Wand wood.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==High-tier wands==&lt;br /&gt;
Some wands are considered too dangerous to be generated in the inventory of monsters with HD less than 5. Monsters with the [[:Category:No high tier wand flag|No high tier wand flag]] are also excluded. [[Ijyb]] is the exception to this rule.&lt;br /&gt;
&lt;br /&gt;
*[[Wand of acid]]&lt;br /&gt;
*[[Wand of iceblast]]&lt;br /&gt;
*[[Wand of paralysis]]&lt;br /&gt;
*[[Wand of disintegration]]&lt;br /&gt;
*[[Wand of enslavement]]&lt;br /&gt;
*[[Wand of clouds]]&lt;br /&gt;
*[[Wand of scattershot]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.22]], wands couldn't be used in many [[transformation]]s.&lt;br /&gt;
*Prior to [[0.21]], wands did not merge on pickup and had a maximum charge limit, though you could have multiple wands of the same type in your inventory. Wands had an unknown number of charges on pickup, and zapping the wand in this state would waste charges. The current number of charges could be discovered by identifying the wand, either by using a [[scroll of identify]] or by zapping the wand with Evocations skill (higher skill increased the chances of identifying the remaining charges). Wands were not destroyed upon reaching 0 charges, instead remaining inert in your inventory; [[scrolls of recharging]] existed, which would recharge on average about half a wand's charges. 0.21 removed [[wand of confusion|wands of confusion]] and [[wand of lightning|lightning]].&lt;br /&gt;
*Prior to [[0.20]], another type of evocable item called [[rod]]s was available, and [[rod of clouds|rods of clouds]] and [[iron rod|iron]] took the place of wands of clouds and scattershot, respectively. Also, [[Deep dwarves]] had an innate ability to recharge wands. 0.20 also removed the &amp;quot;big three&amp;quot; wands ([[wand of heal wounds|heal wounds]], [[wand of hasting|hasting]], and [[wand of teleportation|teleportation]]), three highly valued helpful wands.&lt;br /&gt;
*Prior to [[0.18]], wands did not display the maximum charges possible when identified. 0.18 also removed the [[wand of cold]], [[Wand of draining|draining]], [[Wand of fire|fire]], [[Wand of fireball|fireball]], [[Wand of frost|frost]], [[Wand of invisibility|invisibility]], and [[Wand of magic darts|magic darts]], but introduced [[Wand of acid|wands of acid]] and [[Wand of iceblast|iceblast]]. Wands of fire, cold and draining were considered high-tier wands.&lt;br /&gt;
*Prior to [[0.16]], wands were not automatically identified when picked up. However, zapping a wand with an unknown number of charges did not waste any charges.&lt;br /&gt;
*Prior to [[0.15]], wands weighed 10.0 [[aum]] each.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Wand|*]]&lt;br /&gt;
&lt;br /&gt;
{{wands}}&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Maxwell%27s_etheric_cage&amp;diff=50594</id>
		<title>Maxwell's etheric cage</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Maxwell%27s_etheric_cage&amp;diff=50594"/>
				<updated>2019-07-19T23:20:15Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: -&amp;gt;v0.23&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version023}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{flavour|A fine mesh cage designed to capture magical energy. Experimental notes suggest research was abandoned when the cage began to capture magical contamination almost as effectively. Perhaps you could wear it on your head?}}&lt;br /&gt;
[[File:Maxwell's etheric cage.png]] '''''the +0 Maxwell's etheric cage'''''&lt;br /&gt;
&lt;br /&gt;
+0 cage (1 base AC)&lt;br /&gt;
&lt;br /&gt;
There is a 50% chance that you will recover 1 extra MP every turn.  This shows up as an extra 0.5 MPregen/turn on the character sheet however you will notice some variance in the actual regeneration.&amp;lt;br&amp;gt;&lt;br /&gt;
Increases maximum MP by 4&amp;lt;br&amp;gt;&lt;br /&gt;
[[electricity|rElec]]&amp;lt;br&amp;gt;&lt;br /&gt;
Doubles all [[magical contamination]] while worn&amp;lt;br&amp;gt;&lt;br /&gt;
Causes heavy [[magical contamination]] when removed&amp;lt;br&amp;gt;&lt;br /&gt;
[[Chaotic]]&lt;br /&gt;
&lt;br /&gt;
==Desirablility==&lt;br /&gt;
This hat synergizes reasonably well with [[Guardian spirit]], so [[Vine Stalker]]s and [[Demonspawn]] with the Mana Shield mutation may find this hat beneficial to survivability. Casters without a source of [[channeling]] may also find some utility in it. Otherwise, for most characters, an [[amulet of magic regeneration]] will provide some magic regeneration without the nasty effects of contamination. &lt;br /&gt;
==History==&lt;br /&gt;
Prior to version [[0.18]], Maxwell's Etheric Cage did not double contamination.&lt;br /&gt;
&lt;br /&gt;
Maxwell's etheric cage was introduced in version [[0.17]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Headgear]]&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Miasma_Breath&amp;diff=50590</id>
		<title>Miasma Breath</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Miasma_Breath&amp;diff=50590"/>
				<updated>2019-07-19T17:56:42Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: -&amp;gt;v0.23&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version023}}&lt;br /&gt;
'''Miasma Breath''' is a monster-only spell which creates a large [[cloud]] of [[miasma]]. This [[slow]]s, [[poison]]s, and [[rot]]s the target all at once. Poison resistance and [[stasis]] can negate the poison and slow portions of this, respectively, while rot resistance negates all effects.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
*{{monsterlink|Serpent of Hell (Tartarus)}} (3d13 damage)&lt;br /&gt;
&lt;br /&gt;
*{{monsterlink|Master Blaster}} (3d20 damage)&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Summon_Small_Mammal&amp;diff=50589</id>
		<title>Summon Small Mammal</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Summon_Small_Mammal&amp;diff=50589"/>
				<updated>2019-07-19T17:44:26Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: -&amp;gt;v0.23&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version023}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Summon Small Mammal''' is a [[Summonings|Summoning]] spell which summons one weak monster. Summoners start with this spell memorized.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
One small mammal is summoned. Higher [[spell power]] can result in a stronger mammal.&lt;br /&gt;
&lt;br /&gt;
Possible summons:&lt;br /&gt;
:{{monsterlink|Rat}} - Low damage and fragile with no redeeming features.&lt;br /&gt;
:{{monsterlink|Bat}} - Extremely fast and evasive but does virtually no damage.&lt;br /&gt;
:{{monsterlink|Quokka}} - Decent damage and HP. Good all-round.&lt;br /&gt;
&lt;br /&gt;
There is ''1 - 10 / &amp;lt;power&amp;gt;'' chance of a quokka. If quokka was not summoned, there is an equal chance for either a rat or a bat.&amp;lt;ref&amp;gt;{{source ref|0.19.0|spl-summoning.cc|121}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Duration of the summon is around 27 turns; it does not depend on the spell power.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Summon Small Mammal is only a level 1 spell, but it stays useful for a short while in the early-game. Packs of mammals can quite handily defeat most normal threats in the dungeon up until the [[Ecumenical Temple]]. Even after the spell loses its killing power, it is still a cheap and useful alternative to [[Summon Butterflies]] for escape if you haven't found that yet.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
Single cast will summon 1 to 3 creatures, with duration of around 81 turns. Each summoned creature has 33% chance of being a bat, otherwise it will be either a rat, a [[river rat]] or a quokka with equal chances.&amp;lt;ref&amp;gt;{{source ref|0.19.0|mon-cast.cc|5896}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], this spell could also summon [[grey rat]]s, and had a summon cap of three.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], this spell could summon multiple creatures, and was known as 'Summon Small Mammals'.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], a more powerful version of the spell known as [[Vampire Summon]] was used by [[vampire (monster)|vampires]], [[vampire knight]]s, and [[deep elf summoner]]s. It summoned 3-5 mammals (with [[orange rat]]s in place of quokkas).&lt;br /&gt;
&lt;br /&gt;
Prior to to [[0.4.3]], this spell was affectionately called 'Spammals' for its easy ability to flood your surroundings with allied monsters. The spell was nerfed somewhat for balance reasons. In [[0.6]], it was [[nerf]]ed again, limiting the effect to at most two summoned creatures, and [[green rat]]s and [[orange rat]]s were removed from the spell's possible results.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sandblast&amp;diff=50588</id>
		<title>Sandblast</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sandblast&amp;diff=50588"/>
				<updated>2019-07-19T17:43:11Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: -&amp;gt;v0.23&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version023}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Sandblast&lt;br /&gt;
|level=1&lt;br /&gt;
|school1={{Earth Magic}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Geomancy]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=1&lt;br /&gt;
|spellnoise=2&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|Consumes a stone to create a short blast of high-velocity rock shards. Its damage is strongly reduced by armour.}}&lt;br /&gt;
&lt;br /&gt;
{{AttackSpell&lt;br /&gt;
 |name=Sandblast (rocky blast)&lt;br /&gt;
 |formula = 2d(4+Power/3)&lt;br /&gt;
 |maxdmg = 2d(20.67)&lt;br /&gt;
 |maxsp = 50&lt;br /&gt;
 |range = 3&lt;br /&gt;
 |target = Beam&lt;br /&gt;
 |tohit = 13+Power/10&lt;br /&gt;
 |special = AC applied thrice, requires [[stone]]s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Sandblast]] is a level 1 [[Earth Magic]] spell which fires shrapnel from a stone in your inventory with a range of 3. Sandblast maxes out at 2d20 damage, which is impressive for a level 1 spell. However, damage reduction from enemy AC is applied thrice instead of once, making it much worse against armoured opponents. The stone gets destroyed by casting the spell.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Though stones are plentiful, [[earth elementalist]] characters will quickly run out if they overuse this spell. Before [[Stone Arrow]] becomes available or more stones are found, easy targets should be destroyed by use of a weapon.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.20]], Sandblast could be used without stones, with reduced damage. To use the stronger version, the stone had to be wielded. Ogres and trolls could also use large rocks, for even bigger damage.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], AC was only applied twice instead of thrice, making the spell a little more viable against armoured targets.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], Sandblast had a range of 1, but using stones changed it to range 2. Using large rocks did not increase damage.&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Call_Imp&amp;diff=50587</id>
		<title>Call Imp</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Call_Imp&amp;diff=50587"/>
				<updated>2019-07-19T17:42:05Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: -&amp;gt;v0.23&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version023}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Call Imp''' is a level 2 [[Summonings|Summoning]] spell which summons an imp.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
Summons a single friendly imp. Higher [[spell power]] can result in a better imp and more duration.&lt;br /&gt;
&lt;br /&gt;
Possible summons:&lt;br /&gt;
:{{monsterlink|Crimson imp}} - [[Blink]]s, [[regeneration|regenerates]] quickly&lt;br /&gt;
:{{monsterlink|White imp}} - Deals melee and ranged [[cold]] damage&lt;br /&gt;
:{{monsterlink|Shadow imp}} - Casts [[Pain]], [[see invisible|sees invisible]]&lt;br /&gt;
:{{monsterlink|Iron imp}} - Strong but slow, multi-resistant&lt;br /&gt;
&lt;br /&gt;
There is always 27.8% chance of a White imp. With increase in spell power the probability of a Crimson imp decreases and the probability of getting Shadow or Iron imp increases. It's only possible to get a Shadow or Iron imp once spell power reaches 47.&amp;lt;ref&amp;gt;{{source ref|0.19.0|spl-summoning.cc|1016}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Summonings#Duration|Duration class]] ranges from 2 (around 18 turns) to 6 (around 171 turns). The formula is ''2 + (1d&amp;lt;power&amp;gt; - 1) / 4'' (capped at 6).&amp;lt;ref&amp;gt;{{source ref|0.19.0|spl-summoning.cc|1053}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Call Imp is a versatile and powerful spell that is also cheap and easy to cast. It can be spammed as early as D:2 to quickly defeat early threats such as uniques, [[ogre (monster)|ogre]]s, and [[worm]]s. You only get one imp per cast, but they can be any of four types with varied and useful abilities.&lt;br /&gt;
&lt;br /&gt;
Standard [[crimson imp]]s are difficult to kill, but they blink around so are less effective at blocking line of sight. They also do less damage to other imps. [[White imp]]s are useful for slowing cold-blooded foes, and have strong distance attacks and cold-based melee attacks. [[Shadow imp]]s can see invisible creatures like [[orc wizard]]s and can hit things with [[negative energy]]. [[Iron imp]]s are slow, but hit as hard as [[warg]]s and are tough to take down.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
Works much like the player version. Odds for different imps are fixed at 44.4% [[crimson imp]], 22.2% [[shadow imp]], 22.2% [[white imp]] and 11.1% [[iron imp]].&amp;lt;ref&amp;gt;{{source ref|0.19.0|mon-cast.cc|6024}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.12]], summoned [[shadow imp]]s could give you permanent undead allies by casting [[Animate Dead]], allowing characters without [[Necromancy]] to create undead armies.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.7]], was level 3 spell and could not summon Iron imps.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Armour_class&amp;diff=50586</id>
		<title>Talk:Armour class</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Armour_class&amp;diff=50586"/>
				<updated>2019-07-19T17:28:55Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: Created page with &amp;quot;Hey, does anyone know if AC can get into the negatives (via corrosion, for example), and if so, is it calculated normally (i.e. bonus damage), or will it be set to 0 for the d...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, does anyone know if AC can get into the negatives (via corrosion, for example), and if so, is it calculated normally (i.e. bonus damage), or will it be set to 0 for the damage calc?&lt;br /&gt;
This is actually being two quesetions, the second one being does it work on monsters? (reason: I'm quite sure with evocations 5 to not be able to kill &amp;quot;lerny&amp;quot; with a wand of scattershot with a tile distance between us when it still had about 90% of its HP, but I did - although I corroded it beforehand) --[[User:Aargxl|Aargxl]] ([[User talk:Aargxl|talk]]) 19:28, 19 July 2019 (CEST)&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Archmagi_(ego)&amp;diff=50585</id>
		<title>Archmagi (ego)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Archmagi_(ego)&amp;diff=50585"/>
				<updated>2019-07-19T17:17:45Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: Version info actualised (-&amp;gt;023 since nothing changed)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version023}}&lt;br /&gt;
{{flavour|It increases the power of its wearer's magical spells.}}&lt;br /&gt;
&lt;br /&gt;
The '''Archmagi''' [[ego]] acts as an enhancer for all spells, increasing your [[spell power]]. It does not make spells any easier to cast, nor does it reduce your [[spell hunger]].&lt;br /&gt;
&lt;br /&gt;
It can appear naturally on [[robe]]s, but it can also generate on a few rare [[unrandart]]s.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This ego is useful to help maximize spellpower, although it serves no purpose on spells where you have already reached your spellpower cap. Additionally, spellpower is calculated on a diminishing-returns basis; hence, if you already have very high spellpower, Archmagi will grant less than it would on top of a lower spellpower.&lt;br /&gt;
&lt;br /&gt;
The spell enhancing effects of Archmagi are particularly useful for binary schools of magic, such as [[Hexes]]. Conjurers and other direct damage dealers might simply deal a little more damage per hit, but for [[Enchanter]]s, this ego can make the difference between the spell succeeding or failing entirely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The archmagi ego can be found on:&lt;br /&gt;
*robes, including the unrandart [[Robe of Folly]]&lt;br /&gt;
*the [[Majin-Bo]] &lt;br /&gt;
*the [[orange crystal plate armour]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In ancient versions of ''Crawl'', before [[0.8]], this ego reduced spell failure rates in addition to increasing spell power, but it also reduced XP gain to 1/4 of normal, providing a serious threat of undertraining to most characters.&lt;br /&gt;
&lt;br /&gt;
[[Category:Egos]]&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Lernaean_hydra&amp;diff=50583</id>
		<title>The Lernaean hydra</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Lernaean_hydra&amp;diff=50583"/>
				<updated>2019-07-18T18:22:58Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: Added wands/evocation way to the strategies/hints&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=the Lernaean hydra&lt;br /&gt;
|glyph={{Yellow|D}}&lt;br /&gt;
|tile=[[File:The Lernaean hydra.png]]&lt;br /&gt;
|flags={{Cold blood flag}}&amp;lt;br&amp;gt;{{Regenerates flag}}&amp;lt;br&amp;gt;{{Unique flag}}&lt;br /&gt;
|resistances={{Poison resistance}}, {{Drown resistance}}, &amp;lt;br&amp;gt;{{Water resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=8&lt;br /&gt;
|meat={{Poisonous corpse}}&lt;br /&gt;
|xp=5233&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=120&lt;br /&gt;
|hp_range=150&lt;br /&gt;
|avg_hp=150&lt;br /&gt;
|armour_class=0&lt;br /&gt;
|evasion=5&lt;br /&gt;
|habitat=Amphibious&lt;br /&gt;
|speed= 10 (swim: 60%)&lt;br /&gt;
|size={{Giant}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=18 ({{Bite type}}: {{Plain flavour}}) per head&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=30&lt;br /&gt;
|base_hp=0&lt;br /&gt;
|extra_hp=0&lt;br /&gt;
|fixed_hp=150&lt;br /&gt;
|intelligence={{Reptile intelligence}}&lt;br /&gt;
|genus=hydra&lt;br /&gt;
|species=hydra&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A huge beast, mightiest of hydras, infamous in myth and legend. It flows through the water faster than a human can run, swatting aside trees as though they were matchsticks. Its many heads slaver and gnash constantly as it hunts for prey to slake its bottomless appetite.&lt;br /&gt;
----&lt;br /&gt;
“The second Labour which he undertook was the slaying of the Lernaian Hydra,&amp;lt;br&amp;gt;&lt;br /&gt;
springing from whose single body were fashioned a hundred necks, each bearing&amp;lt;br&amp;gt;&lt;br /&gt;
the head of a serpent. And when one head was cut off, the place where it was&amp;lt;br&amp;gt;&lt;br /&gt;
severed put forth two others; for this reason it was considered to be&amp;lt;br&amp;gt;&lt;br /&gt;
invincible, and with good reason, since the part of it which was subdued sent&amp;lt;br&amp;gt;&lt;br /&gt;
forth a two-fold assistance in its place. Against a thing so difficult to&amp;lt;br&amp;gt;&lt;br /&gt;
manage as this Herakles devised an ingenious scheme and commanded Iolaos to&amp;lt;br&amp;gt;&lt;br /&gt;
sear with a burning brand the part which had been severed, in order to check&amp;lt;br&amp;gt;&lt;br /&gt;
the flow of the blood.”&amp;lt;br&amp;gt;&lt;br /&gt;
-Diodorus Siculus, _Bibliotheca Historica_. [4. 11. 5.]. c. 100.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
''For a list of all dragon-like creatures, see [[list of dragons#Dragon-like creatures|list of dragons]].''&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''The Lernaean hydra''' (abbreviated as '''Lerny''') is a unique [[hydra]] with [[27]] heads (each head does up to 18 dmg - total: 486, but very strongly biased around the average of 260 or so) that appears in an alternate branch end of [[the Swamp]]. It has about twice the HP of a regular hydra, has 30 [[HD]], can knock down [[Wall#Mangrove|trees]] by simply moving through them, swims as fast as any hydra, and regenerates quickly.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
This monster ''is'' a threat, and perhaps ranks among the more dangerous monsters in the game, but to a careful, reasonably well-prepared player, it is much less dangerous than it first appears:&lt;br /&gt;
*It presents only a very modest threat to characters with very high AC. AC functions best against many small attacks, and the Lernaean Hydra is just that. A character with high [[Armour skill]] wearing [[gold dragon armour]] or [[crystal plate armour]] can expect to take at most 20-30 damage/turn from this monster. Not trivial, but considering that most characters with high AC will likely also have high HP, this makes Lerny manageable.&lt;br /&gt;
*To an EV-based character, it presents a threat, but still less of one than might initially appear. A character with an AC of 18 and an EV of 35 can expect to evade half its attacks, and reduce the damage from the rest by about 1/2. This translates to an average of about 60-65 damage/turn. This is definitely more of a threat than against an AC character, but still unlikely to be an instadeath. Such characters will likely want to avoid engaging Lerny in melee, or at the very least soften it up with wands and spells before [[Haste|hasting]]/[[quaff]]ing a [[potion of might]] or [[berserk]]ing to attack it.&lt;br /&gt;
*It presents the greatest threat to low-HP spellcasters who have chosen not to train much in the way of defensive skills. These characters will absolutely want to avoid engaging Lerny in melee, but luckily, they are also the ones best equipped to do so. Use [[Haste]] and (careful use of) [[Swiftness]] to maintain distance, activating [[Flight]] to deal with the water, and repeatedly pelt it with your most powerful attack spells. Note that summons work rather poorly against it as it is able to redirect its remaining attacks once it kills one monster, chewing through your armies with alacrity.&lt;br /&gt;
*It also presents a threat to characters that are simply low-level. However, there is generally little reason to explore Swamp:4 before you've found [[the Vaults]] and need to pass the [[rune lock]]. It's not a horribly dangerous area, but it provides little in the way of loot and only modest XP for such a large branch. If you don't have a good suite of escape spells or good AC, you may want to delay going for the Swamp rune until you're more experienced, although Lerny doesn't actually show up that often.&lt;br /&gt;
*Lerny has several crucial weaknesses that are easily overlooked:&lt;br /&gt;
**It has no resistances other than poison. Conjurers and elementalists of all stripes will easily be able to inflict damage on it.&lt;br /&gt;
**It actually has fairly low HP for such a powerful unique. Unlike nasties such as [[Cerebov]] or [[Antaeus]], spellcasters are unlikely to need a source of channeling to kill it in one go.&lt;br /&gt;
**Its defenses are terrible. It literally has no AC, and its EV is negligible for all but the most inaccurate spells. As with the other weaknesses mentioned, this means that it generally doesn't take long to kill.&lt;br /&gt;
**It has no ranged abilities. Thus, it is technically possible to kite it to death, or at the very least take off much of its health before it gets in melee range. Just be sure not to forget that it can plow through the Swamp's many trees, making them useless for kiting around.&lt;br /&gt;
** It cannot see invisible beings.&lt;br /&gt;
*Flaming edged weapons will still burn off heads like normal, but given that Lerny has 27 heads the impact is less noticeable. It will let you take it out slowly however; if you can't stand up to it for more than a few turns, you can escape, and the next time you fight it it'll have fewer heads to start with. Just make sure you have sufficient means of escaping that you won't be wasting too many critical resources ([[scrolls of blinking]], [[potions of haste]]) doing so.&lt;br /&gt;
*Considering it is already maxed out at 27 heads, even edged freezing brand weapons may be a good idea since Lerny is coold blooded and will be slowed down.&lt;br /&gt;
*A [[phantom mirror]] could help vanquish Lerny or greatly reduce its health but considering it is worth the equivalent of about 5 hydras, it might be wiser to just let it survive if you can still find a way to capture the rune.&lt;br /&gt;
*A [[wand of scattershot]] does the job quite well at only evocations 5, if you are worried surviving a turn or two in melee, you can use a [[wand of acid]] until it reaches you to dampen the attacks greatly.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lernaean_Hydra Lernaean Hydra] was a monster in Greek mythology that was killed by [https://en.wikipedia.org/wiki/Hercules Hercules] as one of his Twelve Labors.&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Brand&amp;diff=50567</id>
		<title>Talk:Brand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Brand&amp;diff=50567"/>
				<updated>2019-07-16T15:53:37Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Slaying/enchantment on brands? ==&lt;br /&gt;
I didn't find anything related to if(and how) those enchantments are multiplied with percentual brands like flaming, I guess I'd look it up here first...anyone able to help?&lt;br /&gt;
--[[User:Aargxl|Aargxl]] ([[User talk:Aargxl|talk]]) 17:53, 16 July 2019 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Monsters and brands? ==&lt;br /&gt;
&lt;br /&gt;
how often do monsters activate the brands on weapons--[[User:Orecros|Orecros]] ([[User talk:Orecros|talk]]) 01:07, 4 March 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
: I believe that they activate just as often in monster hands as they do in player hands. A lot of the brands that inflict an additional chunk of damage require the attack to deal physical damage before they can add on elemental damage, so characters with high AC and good resistances may perceive fewer attacks triggering than those with low AC, but technically the brand triggers every time. The one big exception would be the pain brand, which activates based on skill. I forget how monster skill level is calculated, but basically the higher the monster's HD, the more often it activates (unless they're mindless, in which case it never does). --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 04:23, 4 March 2015 (CET)&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Stone&amp;diff=50566</id>
		<title>Talk:Stone</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Stone&amp;diff=50566"/>
				<updated>2019-07-16T15:41:54Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not only are stones throwing missiles with a base and min delay for throwing, but they're also sling ammo. What's the best way to make this clear? Include both a the standard missile and throwing missile template? Add the info in the text? Create a special table? - [[User:Cacophonie|Cacophonie]] ([[User talk:Cacophonie|talk]]) 07:26, 1 July 2018 (CEST)&lt;br /&gt;
:I'd say probably just the standard Throwing weapon template with a note about using them with slings is fine. The base damage listed on each of the sling pages is using stones, and both pages have a note about increased damage when using bullets.&lt;br /&gt;
:That said, I'm not opposed to, say, adding the extra code for launcher2 and launcher3 to the ThrowingMissile template -- it doesn't appear if it's not called, so it won't change anything for any of the other throwing weapons. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 05:01, 2 July 2018 (CEST)&lt;br /&gt;
Anyone knows &amp;amp; cares to implement a note of the mulch rate? I know there are plenty, I ask because of consistency with other thrown weapons--[[User:Aargxl|Aargxl]] ([[User talk:Aargxl|talk]]) 17:41, 16 July 2019 (CEST)&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Damage_Type&amp;diff=43342</id>
		<title>Damage Type</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Damage_Type&amp;diff=43342"/>
				<updated>2016-10-28T17:00:23Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: /* Acid */  Was still pre-0.15 explanation of corrosion (permanent downgrade of gear).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version}}&lt;br /&gt;
&lt;br /&gt;
While all attacks deal damage, not all attacks do so in the same way. Each attack deals specific kinds of damage, and although [[EV]] and [[SH]] allow you to avoid or deflect attacks entirely, different defenses are required to protect against attacks that actually hit you.&lt;br /&gt;
&lt;br /&gt;
==Physical==&lt;br /&gt;
Physical damage is the most common kind of damage in the game. Almost every monster deals it with their base attacks, and many [[Earth Magic]] spells deal it as well. Physical damage is reduced by an amount ranging from 0 to the target's [[AC]], and is further reduced by the target's [[GDR]] if the source of the damage is melee combat.&lt;br /&gt;
&lt;br /&gt;
==Fire==&lt;br /&gt;
Fire damage is usually caused by spells and abilities, but certain weapon [[brand]]s also cause it. Along with dealing damage, fire may also destroy [[scroll]]s in your inventory. [[Fire resistance]] protects against it, while [[conservation]] reduces the chance of scroll loss by 90%.  Note that melee attacks that deal fire damage (either from a branded weapon or a monster with a natural fire attack) are an exception to the chart below: the fire component of the attack deals 200% damage to vulnerable foes, instead of 150%.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 &lt;br /&gt;
!Fire Resist!!'''Vuln'''!!'''0'''!!'''1'''!!'''2'''!!'''3'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Players'''||align=&amp;quot;center&amp;quot;|'''150%'''||align=&amp;quot;center&amp;quot;|'''100%'''||align=&amp;quot;center&amp;quot;|'''50%'''||align=&amp;quot;center&amp;quot;|'''33%'''||align=&amp;quot;center&amp;quot;|'''20%'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monsters'''||align=&amp;quot;center&amp;quot;|'''150%'''||align=&amp;quot;center&amp;quot;|'''100%'''||align=&amp;quot;center&amp;quot;|'''50%'''||align=&amp;quot;center&amp;quot;|'''20%'''||align=&amp;quot;center&amp;quot;|'''0%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example Sources:&lt;br /&gt;
*[[Fireball]]&lt;br /&gt;
*[[Sticky Flame]]&lt;br /&gt;
&lt;br /&gt;
===Lava===&lt;br /&gt;
A few spells deal lava damage, a hybrid of fire (55%) and physical (45%) damage. It burns scrolls just like normal fire attacks. Fire resistance and AC both affect the damage.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 &lt;br /&gt;
!Fire Resist!!'''Vuln'''!!'''0'''!!'''1'''!!'''2'''!!'''3'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Players'''||align=&amp;quot;center&amp;quot;|'''127.5%'''||align=&amp;quot;center&amp;quot;|'''100%'''||align=&amp;quot;center&amp;quot;|'''72.5%'''||align=&amp;quot;center&amp;quot;|'''63.2%'''||align=&amp;quot;center&amp;quot;|'''56%'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monsters'''||align=&amp;quot;center&amp;quot;|'''127.5%'''||align=&amp;quot;center&amp;quot;|'''100%'''||align=&amp;quot;center&amp;quot;|'''72.5%'''||align=&amp;quot;center&amp;quot;|'''56%'''||align=&amp;quot;center&amp;quot;|'''45%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example Sources:&lt;br /&gt;
*[[Bolt of Magma]]&lt;br /&gt;
*[[Fire Storm]]&lt;br /&gt;
*[[Lava]]&lt;br /&gt;
&lt;br /&gt;
==Cold==&lt;br /&gt;
Cold damage is usually caused by spells and abilities, but certain weapon [[brand]]s also cause it. Along with dealing damage, cold may also destroy [[potion]]s in your inventory. [[Cold resistance]] protects against it, while conservation reduces the chance of potion loss by 90%.  As with fiery melee attacks, cold melee attacks are also an exception: their cold damage component deals 200% damage to vulnerable foes, instead of 150%.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 &lt;br /&gt;
!Cold Resist!!'''Vuln'''!!'''0'''!!'''1'''!!'''2'''!!'''3'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Players'''||align=&amp;quot;center&amp;quot;|'''150%'''||align=&amp;quot;center&amp;quot;|'''100%'''||align=&amp;quot;center&amp;quot;|'''50%'''||align=&amp;quot;center&amp;quot;|'''33%'''||align=&amp;quot;center&amp;quot;|'''20%'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monsters'''||align=&amp;quot;center&amp;quot;|'''150%'''||align=&amp;quot;center&amp;quot;|'''100%'''||align=&amp;quot;center&amp;quot;|'''50%'''||align=&amp;quot;center&amp;quot;|'''20%'''||align=&amp;quot;center&amp;quot;|'''0%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example Sources:&lt;br /&gt;
*[[Throw Frost]]&lt;br /&gt;
*[[Bolt of Cold]]&lt;br /&gt;
&lt;br /&gt;
===Ice===&lt;br /&gt;
A few spells deal ice damage, a hybrid of cold (40%) and physical (60%) damage. It shatters potions just like normal cold attacks. Cold resistance and AC both affect the damage.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 &lt;br /&gt;
!Cold Resist!!'''Vuln'''!!'''0'''!!'''1'''!!'''2'''!!'''3'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Players'''||align=&amp;quot;center&amp;quot;|'''120%'''||align=&amp;quot;center&amp;quot;|'''100%'''||align=&amp;quot;center&amp;quot;|'''80%'''||align=&amp;quot;center&amp;quot;|'''73.6%'''||align=&amp;quot;center&amp;quot;|'''68%'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monsters'''||align=&amp;quot;center&amp;quot;|'''120%'''||align=&amp;quot;center&amp;quot;|'''100%'''||align=&amp;quot;center&amp;quot;|'''80%'''||align=&amp;quot;center&amp;quot;|'''68%'''||align=&amp;quot;center&amp;quot;|'''60%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example Sources:&lt;br /&gt;
*[[Throw Icicle]]&lt;br /&gt;
*[[Ice Storm]]&lt;br /&gt;
&lt;br /&gt;
==Negative Energy==&lt;br /&gt;
Negative energy damage is the result of many [[Necromancy]] spells, some [[undead]] monster attacks, and certain weapon brands. Some of these attacks have an additional [[draining]] effect, reducing a player's [[experience]] or a monster's [[HD]]. [[Life protection]] resists both the damage dealt and the XP loss. Undead and demonic monsters are naturally immune to it, as are undead players.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 &lt;br /&gt;
!Life Protection!!'''Vuln'''!!'''0'''!!'''1'''!!'''2'''!!'''3'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Players'''||align=&amp;quot;center&amp;quot;|'''100%'''||align=&amp;quot;center&amp;quot;|'''100%'''||align=&amp;quot;center&amp;quot;|'''66%'''||align=&amp;quot;center&amp;quot;|'''33%'''||align=&amp;quot;center&amp;quot;|'''0%'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monsters'''||align=&amp;quot;center&amp;quot;|'''100%'''||align=&amp;quot;center&amp;quot;|'''100%'''||align=&amp;quot;center&amp;quot;|'''0%'''||align=&amp;quot;center&amp;quot;|'''0%'''||align=&amp;quot;center&amp;quot;|'''0%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example Sources:&lt;br /&gt;
*[[Draining]] brand&lt;br /&gt;
*[[Pain]]&lt;br /&gt;
*[[Bolt of Draining]]&lt;br /&gt;
&lt;br /&gt;
==Torment==&lt;br /&gt;
Torment damage is a particularly devastating kind of negative energy, caused through a wide variety of evil sources. It normally deals damage equal to half the HP of the target, but this percentage can be reduced in a number of ways. See the [[torment]] article for details.&lt;br /&gt;
&lt;br /&gt;
==Acid==&lt;br /&gt;
Acid damage is caused by the attacks of certain monsters and a few abilities. The amount of acid damage dealt by acid attacks is affected by two things: the [[acid resistance]] of the target and the number of [[armour]] equipment slots the target is wearing something in. Every open equipment slot magnifies the damage dealt by acid attacks (but wearing a [[cloak]] gives each slot a 50% chance to be considered full). Acid damage also may cause [[corrosion]] of your weapons and armour, temporarily reducing their effectiveness (either AC or Slaying as factors) by a value of 4 per stack.&lt;br /&gt;
&lt;br /&gt;
==Poison==&lt;br /&gt;
Poison damage is normally caused by being [[poison]]ed, though some poison attacks also deal immediate poison damage on their own. Poison usually occurs as the result of a monster attack, though many [[Poison Magic]] spells, certain brands, and poisonous [[chunk]]s can also cause the condition. [[Poison resistance]] makes it nearly impossible to become poisoned, and reduces damage taken immediately from poison attacks as well as the damage over time the poison condition causes. Undead and demonic monsters are naturally immune to it, as are undead players.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 &lt;br /&gt;
!Poison Resistance!!'''Vuln'''!!'''0'''!!'''1'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Players'''||align=&amp;quot;center&amp;quot;|'''150%'''||align=&amp;quot;center&amp;quot;|'''100%'''||align=&amp;quot;center&amp;quot;|'''50%'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monsters'''||align=&amp;quot;center&amp;quot;|'''150%'''||align=&amp;quot;center&amp;quot;|'''100%'''||align=&amp;quot;center&amp;quot;|'''33%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example Sources:&lt;br /&gt;
* [[Sting]]&lt;br /&gt;
* [[Venom Bolt]]&lt;br /&gt;
* [[Poisonous Cloud]]&lt;br /&gt;
&lt;br /&gt;
===Poison Arrow===&lt;br /&gt;
The [[Poison Arrow]] spell causes hybrid damage, dealing both poison (70%) and physical (30%) damage. Unlike normal poison attacks, it can override poison resistance and still inflict the poison condition on anything but the undead or demons. Poison resistance and AC both affect the damage.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 &lt;br /&gt;
!Poison Resistance!!'''Vuln'''!!'''0'''!!'''1'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Players'''||align=&amp;quot;center&amp;quot;|'''135%'''||align=&amp;quot;center&amp;quot;|'''100%'''||align=&amp;quot;center&amp;quot;|'''65%'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Monsters'''||align=&amp;quot;center&amp;quot;|'''135%'''||align=&amp;quot;center&amp;quot;|'''100%'''||align=&amp;quot;center&amp;quot;|'''53.1%'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Steam==&lt;br /&gt;
Steam damage is caused by a variety of monster abilities and spells, as well as steam [[cloud]]s. [[Steam resistance]] provides complete immunity to steam damage, but the clouds will still block your [[line of sight]].&lt;br /&gt;
&lt;br /&gt;
==Smite Damage==&lt;br /&gt;
Smiting attacks are the result of divine or infernal wrath directed against the target. They don't do much damage, but they are completely unavoidable and there is very little one can do about it; at present, only the unique damage reduction granted to [[deep dwarf]] characters can reduce smite damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Status_effects&amp;diff=43341</id>
		<title>Status effects</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Status_effects&amp;diff=43341"/>
				<updated>2016-10-28T16:53:17Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: Added Corrosion (which was before only found in history section)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
'''Status effects''' are temporary enhancements and ailments that both you and the inhabitants of [[the Dungeon]] can benefit or suffer from. Most status effects will display a colored (often abbreviated) word in your character information for as long as they last. Unlike [[mutation]]s, status effects will run their course after enough time has passed or after you escape whatever's inflicting the effect. Many status effects can be cured or prevented in a variety of ways; see their individual pages for details.&lt;br /&gt;
&lt;br /&gt;
==Beneficial Status Effects==&lt;br /&gt;
===Agile===&lt;br /&gt;
[[Quaff]]ing a [[potion of agility]] will give you a bonus to [[dexterity]] and [[evasion]].&lt;br /&gt;
&lt;br /&gt;
===Augmentation===&lt;br /&gt;
{{Blue|Aug}} {{LightBlue|Aug}} {{White|Aug}}&lt;br /&gt;
&lt;br /&gt;
[[Demonspawn]] with the Augmentation [[demonspawn mutation]] gain [[slaying]] and [[spell power]] bonuses as their HP rises. The brighter the color of the effect, the larger the bonus.&lt;br /&gt;
&lt;br /&gt;
===Berserk===&lt;br /&gt;
{{Blue|Berserk}}&lt;br /&gt;
&lt;br /&gt;
You have gone [[berserk]], gaining a huge boost to [[HP]], [[Might|melee damage]], and [[Haste|speed]]. Just watch out for the crash afterward.&lt;br /&gt;
&lt;br /&gt;
===Breath===&lt;br /&gt;
{{Yellow|Breath}}&lt;br /&gt;
&lt;br /&gt;
You can't [[Recite]] or use any [[draconian breath attacks]] for a while.&lt;br /&gt;
&lt;br /&gt;
===Brilliant===&lt;br /&gt;
Quaffing a [[potion of brilliance]] will give you a bonus to [[intelligence]] and [[spell power]].&lt;br /&gt;
&lt;br /&gt;
===Confusing Touch===&lt;br /&gt;
{{Blue|Touch}}&lt;br /&gt;
&lt;br /&gt;
Casting [[Confusing Touch]] will imbue your hands with strange energy, causing your unarmed attacks to [[confuse]] the enemy.&lt;br /&gt;
&lt;br /&gt;
===Corona===&lt;br /&gt;
{{Yellow|Corona}}&lt;br /&gt;
&lt;br /&gt;
The [[Corona]] spell will render its target much easier to hit, reducing [[evasion]] and inducing [[glow]].&lt;br /&gt;
&lt;br /&gt;
===Darkness===&lt;br /&gt;
{{Blue|Dark}}&lt;br /&gt;
&lt;br /&gt;
Casting [[Darkness]] will reduce your [[line of sight]], making it easier to avoid detection by monsters.&lt;br /&gt;
&lt;br /&gt;
===Death Channel===&lt;br /&gt;
{{Magenta|DChan}}&lt;br /&gt;
&lt;br /&gt;
Anything you kill while under the effect of [[Death Channel]] will rise as a [[spectral thing]] to serve you.&lt;br /&gt;
&lt;br /&gt;
===Death's Door===&lt;br /&gt;
{{LightGrey|DDoor}}&lt;br /&gt;
&lt;br /&gt;
Casting [[Death's Door]] will render you temporarily invulnerable, but reduces your [[HP]] to almost nothing and leaves you [[exhausted]] afterwards.&lt;br /&gt;
&lt;br /&gt;
===Deflect Missiles===&lt;br /&gt;
{{Magenta|DMsl}}&lt;br /&gt;
&lt;br /&gt;
Casting [[Deflect Missiles]] will cause you to strongly repulse almost all ranged attacks fired at you.&lt;br /&gt;
&lt;br /&gt;
===Delayed Fireball===&lt;br /&gt;
{{LightMagenta|Fball}}&lt;br /&gt;
&lt;br /&gt;
Casting [[Delayed Fireball]] will give you this status effect until you decide to use your stored [[Fireball]].&lt;br /&gt;
&lt;br /&gt;
===Disjunction===&lt;br /&gt;
{{Blue|Disjoin}}&lt;br /&gt;
&lt;br /&gt;
Casting [[Disjunction]] causes all enemies around you to [[blink]] away, with a success rate that rises as they approach you.&lt;br /&gt;
&lt;br /&gt;
===Divine Protection===&lt;br /&gt;
{{LightGrey|Prot}}&lt;br /&gt;
&lt;br /&gt;
[[Elyvilon]]'s Divine Protection ability will render you unable to be hit by any attack that would otherwise kill you, though at a significant cost to [[piety]] each time it triggers.&lt;br /&gt;
&lt;br /&gt;
===Divine Shield===&lt;br /&gt;
[[The Shining One]] is protecting you from attacks, boosting your [[Shield stat]] for a brief time.&lt;br /&gt;
&lt;br /&gt;
===Finesse===&lt;br /&gt;
{{LightBlue|Finesse}}&lt;br /&gt;
&lt;br /&gt;
[[Okawaru]]'s Finesse ability doubles the speed of all of your physical attacks.&lt;br /&gt;
&lt;br /&gt;
===Flight===&lt;br /&gt;
{{Blue|Fly}}&lt;br /&gt;
&lt;br /&gt;
You're airborne! You can travel over impassable terrain, take less damage from certain [[electricity]] attacks and [[Shatter]], and take more damage from [[Airstrike]].&lt;br /&gt;
&lt;br /&gt;
{{LightBlue|Fly}}&lt;br /&gt;
&lt;br /&gt;
Your flight is nearly over, but can be extended.&lt;br /&gt;
&lt;br /&gt;
{{White|Fly}}&lt;br /&gt;
&lt;br /&gt;
Your flight is limitless! End it whenever you want.&lt;br /&gt;
&lt;br /&gt;
{{Magenta|Fly}}&lt;br /&gt;
&lt;br /&gt;
You're flying through a source that cannot be extended the same way it started. Beware of [[deep water]]!&lt;br /&gt;
&lt;br /&gt;
{{LightMagenta|Fly}}&lt;br /&gt;
&lt;br /&gt;
Your flight is nearly over and can't be extended! Get to land!&lt;br /&gt;
&lt;br /&gt;
===Full/Very Full===&lt;br /&gt;
{{Green|Full/Very Full}}&lt;br /&gt;
&lt;br /&gt;
You are [[comestibles and satiation|well fed]]! You won't be going hungry any time soon.&lt;br /&gt;
&lt;br /&gt;
===Haste===&lt;br /&gt;
{{Blue|Fast}}&lt;br /&gt;
&lt;br /&gt;
All actions performed by a [[haste]]d creature take 66% as long as normal to complete.&lt;br /&gt;
&lt;br /&gt;
===Heroism===&lt;br /&gt;
{{LightBlue|Hero}}&lt;br /&gt;
&lt;br /&gt;
[[Okawaru]]'s Heroism ability gives you a +5 bonus to all non-magical skills.&lt;br /&gt;
&lt;br /&gt;
===Invisibility===&lt;br /&gt;
{{Blue|Invis}}&lt;br /&gt;
&lt;br /&gt;
Invisible characters are given bonuses in combat when fighting monsters that can't [[see invisible]]. Invisible monsters are difficult to detect and gain similar bonuses when attacking you.&lt;br /&gt;
&lt;br /&gt;
{{Magenta|Invis}}&lt;br /&gt;
&lt;br /&gt;
This color is used when your invisible state can be cancelled at will.&lt;br /&gt;
&lt;br /&gt;
{{DarkGrey|Invis}}&lt;br /&gt;
&lt;br /&gt;
This color is used when your invisibility is negated due to you standing in [[shallow water]] or [[cloud]]s.&lt;br /&gt;
&lt;br /&gt;
===Leda's Liquefaction===&lt;br /&gt;
{{LightBlue|Liquid}}&lt;br /&gt;
&lt;br /&gt;
Casting [[Leda's Liquefaction]] will convert the ground all around you into a soupy mess. This reduces the movement rate and attack success rate of anything stuck in it.&lt;br /&gt;
&lt;br /&gt;
===Might===&lt;br /&gt;
Quaffing a [[potion of might]] will give you a bonus to [[strength]] and melee damage.&lt;br /&gt;
&lt;br /&gt;
===Mirror Damage===&lt;br /&gt;
{{White|Mirror}}&lt;br /&gt;
&lt;br /&gt;
[[Yredelemnul]]'s Mirror Damage ability causes anyone attacking you to take an equal amount of damage themselves. Be warned; certain monsters can also use this power!&lt;br /&gt;
&lt;br /&gt;
===Ozocubu's Armour===&lt;br /&gt;
Casting [[Ozocubu's Armour]] will cover you in a sheet of protective ice, boosting [[AC]].&lt;br /&gt;
&lt;br /&gt;
===Powered by Death===&lt;br /&gt;
{{LightMagenta|Regen+}}&lt;br /&gt;
&lt;br /&gt;
[[Demonspawn]] with the Powered by Death [[demonspawn mutation]] will recover [[HP]] faster when near [[corpse]]s.&lt;br /&gt;
&lt;br /&gt;
===Praying===&lt;br /&gt;
{{White|Pray}}&lt;br /&gt;
&lt;br /&gt;
[[Pray]]ing to [[Jiyva]] will keep its [[list of jellies|jellies]] from devouring items, giving you time to save valuables.&lt;br /&gt;
&lt;br /&gt;
===Quad Damage===&lt;br /&gt;
{{Blue|Quad}}&lt;br /&gt;
&lt;br /&gt;
Using a [[quad damage]] will multiply your damage output by 4. Only found in [[Dungeon Sprint]].&lt;br /&gt;
&lt;br /&gt;
===Recall===&lt;br /&gt;
{{White|Recall}}&lt;br /&gt;
&lt;br /&gt;
Casting the [[Recall]] spell will cause allied units to [[teleport]] to your location over time.&lt;br /&gt;
&lt;br /&gt;
===Repel Missiles===&lt;br /&gt;
{{Blue|RMsl}}&lt;br /&gt;
&lt;br /&gt;
Casting [[Repel Missiles]] will reduce the accuracy of most ranged attacks fired at you.&lt;br /&gt;
&lt;br /&gt;
{{White|RMsl}}&lt;br /&gt;
&lt;br /&gt;
The effect is permanent, usually due to wearing an [[amulet of the Air]].&lt;br /&gt;
&lt;br /&gt;
===Resistance===&lt;br /&gt;
{{LightBlue|Resist}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a [[potion of resistance]] will grant you resistance to [[fire]], [[cold]], [[electricity]], and [[poison]].&lt;br /&gt;
&lt;br /&gt;
===Ring of Flames===&lt;br /&gt;
{{Blue|RoF}}&lt;br /&gt;
&lt;br /&gt;
Casting [[Ring of Flames]] will surround you with [[fire]] [[cloud]]s, boost your fire resistance, and enhance the [[spell power]] of your [[Fire Magic]], but renders you very vulnerable to [[cold]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Scrying===&lt;br /&gt;
{{LightBlue|Scry}}&lt;br /&gt;
&lt;br /&gt;
[[Ashenzari]]'s Scrying power allows you to see through [[wall]]s as though they were transparent. This does not stop them from blocking your attacks and spells, however.&lt;br /&gt;
&lt;br /&gt;
===Searing Ray===&lt;br /&gt;
{{White|Ray}}&lt;br /&gt;
&lt;br /&gt;
You're casting [[Searing Ray]], and still have more turns of laser to dish out. Press . to keep it coming.&lt;br /&gt;
&lt;br /&gt;
===Shroud of Golubria===&lt;br /&gt;
{{Blue|Shroud}}&lt;br /&gt;
&lt;br /&gt;
Casting [[Shroud of Golubria]] will cover you in a sheath of distorted space that occasionally turns away melee attacks.&lt;br /&gt;
&lt;br /&gt;
===Silence===&lt;br /&gt;
{{Blue|Sil}}&lt;br /&gt;
&lt;br /&gt;
While you are emitting a [[silence]] [[aura]], all creatures (including you) caught in its effect will be unable to cast spells, read [[scroll]]s, or use divine abilities.&lt;br /&gt;
&lt;br /&gt;
===Slimify===&lt;br /&gt;
{{Green|Slime}}&lt;br /&gt;
&lt;br /&gt;
[[Jiyva]]'s Slimify ability will give your melee attacks the power to turn your opponents into [[list of jellies|jellies]].&lt;br /&gt;
&lt;br /&gt;
===Stealthy===&lt;br /&gt;
{{Blue|Stlth}}&lt;br /&gt;
&lt;br /&gt;
Drawing a high power [[Shadow card]] will give you a boost to your [[stealth]].&lt;br /&gt;
&lt;br /&gt;
===Sure Blade===&lt;br /&gt;
{{Blue|Blade}}&lt;br /&gt;
&lt;br /&gt;
Casting the [[Sure Blade]] spell will give you a boost to your accuracy when wielding [[Short Blades]].&lt;br /&gt;
&lt;br /&gt;
===Swiftness===&lt;br /&gt;
{{Blue|Swift}} &lt;br /&gt;
&lt;br /&gt;
The [[Swiftness]] spell causes you to move with reckless speed, increasing movement speed while reducing [[stealth]] and your ability to detect [[trap]]s.&lt;br /&gt;
&lt;br /&gt;
{{LightBlue|Swift}}&lt;br /&gt;
&lt;br /&gt;
The effect is nearly ended.&lt;br /&gt;
&lt;br /&gt;
{{DarkGrey|Swift}}&lt;br /&gt;
&lt;br /&gt;
You are knee deep in water and slow down.&lt;br /&gt;
&lt;br /&gt;
===Telepathy===&lt;br /&gt;
{{LightBlue|Emp}}&lt;br /&gt;
&lt;br /&gt;
Drawing a [[Dowsing card]] may give you the ability to detect monsters beyond your [[line of sight]], along with a general assessment of their strength and attitude (but no details beyond that).&lt;br /&gt;
&lt;br /&gt;
===Teleport===&lt;br /&gt;
{{LightBlue|Tele}}&lt;br /&gt;
&lt;br /&gt;
You are going to [[teleport]] in the next few turns. Generate another teleport before this one goes off to negate it. Or wear an artefact that negates all teleporting.&lt;br /&gt;
&lt;br /&gt;
{{DarkGrey|cTele}}&lt;br /&gt;
&lt;br /&gt;
You are on a floor that prevents [[teleport control]].&lt;br /&gt;
&lt;br /&gt;
===Tornado===&lt;br /&gt;
{{LightGrey|Tornado}}&lt;br /&gt;
&lt;br /&gt;
Casting [[Tornado]] will create a raging storm around you, granting you [[flight]], penalizing your spell success rate, and brutalizing everything within its reach, damaging them and tossing them around.&lt;br /&gt;
&lt;br /&gt;
===Transmutations===&lt;br /&gt;
There are a number of useful alternative forms you can assume:&lt;br /&gt;
&lt;br /&gt;
{{Green|App}}&lt;br /&gt;
&lt;br /&gt;
[[Beastly Appendage]]&lt;br /&gt;
&lt;br /&gt;
{{Green|Blades}}&lt;br /&gt;
&lt;br /&gt;
[[Blade Hands]]&lt;br /&gt;
&lt;br /&gt;
{{Green|Bat}}&lt;br /&gt;
&lt;br /&gt;
[[Bat Form]]&lt;br /&gt;
&lt;br /&gt;
{{Green|Spider}}&lt;br /&gt;
&lt;br /&gt;
[[Spider Form]]&lt;br /&gt;
&lt;br /&gt;
{{Green|Ice}}&lt;br /&gt;
&lt;br /&gt;
[[Ice Form]]&lt;br /&gt;
&lt;br /&gt;
{{Green|Statue}}&lt;br /&gt;
&lt;br /&gt;
[[Statue Form]]&lt;br /&gt;
&lt;br /&gt;
{{Green|Dragon}}&lt;br /&gt;
&lt;br /&gt;
[[Dragon Form]]&lt;br /&gt;
&lt;br /&gt;
{{Green|Lich}}&lt;br /&gt;
&lt;br /&gt;
[[Necromutation]]&lt;br /&gt;
&lt;br /&gt;
===Vitalisation===&lt;br /&gt;
{{White|Vit}}&lt;br /&gt;
&lt;br /&gt;
[[Zin]] is filling you with divine health, protecting you from [[stat]] damage and multiple negative status effects while simultaneously boosting your stats and giving you some [[satiation]].&lt;br /&gt;
&lt;br /&gt;
==Detrimental Status Effects==&lt;br /&gt;
===Bad Forms===&lt;br /&gt;
Getting hit by an enemy's [[Polymorph Other]] spell will temporarily force you into one of several less-than-ideal forms:&lt;br /&gt;
&lt;br /&gt;
{{Green|Pig}} [[Pig Form]]&lt;br /&gt;
&lt;br /&gt;
{{Green|Fungus}} [[Fungus Form]]&lt;br /&gt;
&lt;br /&gt;
{{Green|Tree}} [[Tree Form]]&lt;br /&gt;
&lt;br /&gt;
{{Green|Porc}} [[Porcupine Form]]&lt;br /&gt;
&lt;br /&gt;
{{Green|Wisp}} [[Wisp Form]]&lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
A monster that begins [[bleeding]] will lose a fixed percentage of its current [[HP]] each turn, as well as splattering the area with blood splotches.&lt;br /&gt;
&lt;br /&gt;
===Blind===&lt;br /&gt;
[[Blind]] monsters will treat your character as though it were [[invisible]]. This negates any [[see invisible]] it may have.&lt;br /&gt;
&lt;br /&gt;
===Charm===&lt;br /&gt;
[[Charm]]ed monsters will ally with you and fight on your side... for a while.&lt;br /&gt;
&lt;br /&gt;
===Confusion===&lt;br /&gt;
{{Red|Conf}}&lt;br /&gt;
&lt;br /&gt;
You are so [[confused]] that you can't choose which direction you move or attack, and many actions are disabled.&lt;br /&gt;
&lt;br /&gt;
===Constriction===&lt;br /&gt;
{{Yellow|Constr}}&lt;br /&gt;
&lt;br /&gt;
Being [[constricted]] means that an enemy is crushing you each turn, dealing damage and preventing you from moving away. Kill it or break free by attempting to move away!&lt;br /&gt;
&lt;br /&gt;
===Corrosion===&lt;br /&gt;
{{Yellow|Corr}}&lt;br /&gt;
&lt;br /&gt;
Corrosion is a temporary status effect which gives a stackable -4 to [[slaying]] and [[AC]] for as long as it lasts. Corrosion will be repaired after enough turns have passed.&lt;br /&gt;
&lt;br /&gt;
===Dazed===&lt;br /&gt;
Monsters may become [[dazed]] after you recite the word of [[Zin]] at them, causing them to waste their turns as they recover their senses.&lt;br /&gt;
&lt;br /&gt;
===Drain===&lt;br /&gt;
{{Yellow|Drain}} {{LightRed|Drain}} {{Red|Drain}}&lt;br /&gt;
&lt;br /&gt;
Negative energy has withered you, reducing all of your effective skill levels. Gain XP to counter it.&lt;br /&gt;
&lt;br /&gt;
===Engorged===&lt;br /&gt;
{{LightGreen|Engorged}}&lt;br /&gt;
&lt;br /&gt;
You're so full you can't eat another bite! This prevents you from eating any [[food]] items while active.&lt;br /&gt;
&lt;br /&gt;
{{LightGreen|Alive}}&lt;br /&gt;
&lt;br /&gt;
[[Vampire]]s get &amp;quot;alive&amp;quot; status instead. This has a very different set of effects.&lt;br /&gt;
&lt;br /&gt;
===Exhaustion===&lt;br /&gt;
{{Yellow|Exh}}&lt;br /&gt;
&lt;br /&gt;
You are too tired to go [[berserk]] or cast [[Death's Door]] right now.&lt;br /&gt;
&lt;br /&gt;
===Fast+Slow===&lt;br /&gt;
{{Magenta|Fast+Slow}}&lt;br /&gt;
&lt;br /&gt;
You are both magically [[slow]]ed and [[haste]]ned, and thus act at normal speed.&lt;br /&gt;
&lt;br /&gt;
===Fear===&lt;br /&gt;
{{Red|Fear}}&lt;br /&gt;
&lt;br /&gt;
Characters suffering from [[fear]] will be unable to move toward the source of their terror (but can still attack it as normal), and will be unable to [[berserk]]. Monsters suffering from fear will flee from you until they hit a dead end or enough time passes.&lt;br /&gt;
&amp;lt;div id=&amp;quot;frozen&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flayed===&lt;br /&gt;
{{Red|Flay}}&lt;br /&gt;
&lt;br /&gt;
You're suffering from the illusory wounds of a [[flayed ghost]]. Kill the ghost or escape from its [[line of sight]] for a while to have the illusion fade and recover the HP you've &amp;quot;lost.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[Frozen]]===&lt;br /&gt;
{{Yellow|Frozen}}&lt;br /&gt;
&lt;br /&gt;
Frozen characters are partially encased in ice, increasing their [[movement delay]] by 4 [[actions|auts]] for the duration of the effect.&lt;br /&gt;
&lt;br /&gt;
===Hungry/Very Hungry/Near Starving===&lt;br /&gt;
{{Yellow|Hungry}} {{Yellow|Very Hungry}} {{Yellow|Near Starving}}&lt;br /&gt;
&lt;br /&gt;
You're [[hunger|hungry]]! Find something to eat before you start starving!&lt;br /&gt;
&lt;br /&gt;
===Inner Flame===&lt;br /&gt;
Casting [[Inner Flame]] on an enemy will cause it to explode violently upon death.&lt;br /&gt;
&lt;br /&gt;
===Lava===&lt;br /&gt;
{{Red|Lava}}&lt;br /&gt;
&lt;br /&gt;
You're flying over [[lava]]. Try not to fall in.&lt;br /&gt;
&lt;br /&gt;
===Leda's Liquefaction===&lt;br /&gt;
{{Brown|SlowM}}&lt;br /&gt;
&lt;br /&gt;
You'll see this if you are affected by an enemy's [[Leda's Liquefaction]].&lt;br /&gt;
&lt;br /&gt;
===Magic Contamination===&lt;br /&gt;
{{DarkGrey|Contam}} {{Yellow|Contam}} {{LightRed|Contam}} {{Red|Contam}}&lt;br /&gt;
&lt;br /&gt;
Using certain beneficial status effects, miscasting spells, or stepping in [[Zot trap]]s can induce [[magic contamination]]. While a low (dark grey) dose of this is harmless, higher amounts can inflict dangerous [[miscast effect]]s and [[bad mutations]] on you. See the [[Magic contamination]] page for more details.&lt;br /&gt;
&lt;br /&gt;
===Mark===&lt;br /&gt;
{{Magenta|Mark}}&lt;br /&gt;
&lt;br /&gt;
A marked character's location is known by all conscious monsters on the floor until it wears off. This can be very dangerous on unexplored floors. You can get this effect from [[alarm trap]]s and [[vault sentinel]]s.&lt;br /&gt;
&lt;br /&gt;
===Mesmerised===&lt;br /&gt;
{{Red|Mesm}}&lt;br /&gt;
&lt;br /&gt;
When [[mesmerise]]d, you will be unable to move away from the source of your mesmerisation until you've killed it or broken the effect some other way.&lt;br /&gt;
&lt;br /&gt;
===Net===&lt;br /&gt;
{{Red|Held}}&lt;br /&gt;
&lt;br /&gt;
Anything caught in a [[throwing net]], [[net trap]], or [[web]] will be unable to move or attack with most weapons until they've broken free.&lt;br /&gt;
&lt;br /&gt;
===Paralysis===&lt;br /&gt;
{{Red|Para}}&lt;br /&gt;
&lt;br /&gt;
Anything suffering from [[paralysis]] will be unable to act for several turns, and loses almost all ability to [[Evasion|dodge]] attacks.&lt;br /&gt;
&lt;br /&gt;
===Petrifying/Petrified===&lt;br /&gt;
{{Magenta|Petr}} {{Red|Stone}}&lt;br /&gt;
&lt;br /&gt;
[[Petrification]] is a two-stage status effect. While petrifying, the victim is [[slow]]ed. Once fully petrified, the target is rendered incapable of acting or [[Evasion|dodging]] attacks, gains large bonuses to [[AC]] and [[GDR]], stops [[fly]]ing, and becomes vulnerable to [[Lee's Rapid Deconstruction]] and [[stabbing]] for several turns.&lt;br /&gt;
&lt;br /&gt;
===Poison===&lt;br /&gt;
{{Yellow|Pois}} {{LightRed|Pois}} {{Red|Pois}}&lt;br /&gt;
&lt;br /&gt;
[[Poison]] causes you to take damage as time progresses. The darker the color, the more rapidly you'll take damage and the more you'll take overall.&lt;br /&gt;
&lt;br /&gt;
{{DarkGrey|Pois}}&lt;br /&gt;
&lt;br /&gt;
Characters who go [[lich form]] or vampire &amp;quot;bloodless&amp;quot; while poisoned will delay the progress of the poison until the transformation ends.&lt;br /&gt;
&lt;br /&gt;
===Rot===&lt;br /&gt;
{{Yellow|Rot}} {{LightRed|Rot}} {{Red|Rot}}&lt;br /&gt;
&lt;br /&gt;
[[Rot]] functions similarly to poison, except that instead of reducing your [[HP]] over time, it affects your max HP. Very dangerous, especially in strong doses.&lt;br /&gt;
&lt;br /&gt;
===Sapped Magic===&lt;br /&gt;
{{Red|Sap}} caused by [[Warmonger]]s.&lt;br /&gt;
{{Yellow|-Wiz}}&lt;br /&gt;
&lt;br /&gt;
===Sickness===&lt;br /&gt;
{{Red|Sick}}&lt;br /&gt;
&lt;br /&gt;
Sickness causes you to stop regenerating [[HP]] and may occasionally inflict [[stat]] damage on you. Certain enemy attacks inflict sickness, as does eating while nauseous.&lt;br /&gt;
&lt;br /&gt;
===Silence===&lt;br /&gt;
{{LightMagenta|Sil}}&lt;br /&gt;
&lt;br /&gt;
Being under an enemy's [[silence]] [[aura]] renders you unable to cast spells, read [[scrolls]], or use divine abilities.&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
[[Sleep]]ing creatures are unable to act and are almost incapable of [[Evasion|dodging]] attacks. However, they will eventually wake up on their own, and may wake up early if they hear loud [[noise]]s or get injured.&lt;br /&gt;
&lt;br /&gt;
===Slow===&lt;br /&gt;
{{Red|Slow}}&lt;br /&gt;
&lt;br /&gt;
Slow creatures take 150% as long as normal to perform actions.&lt;br /&gt;
&lt;br /&gt;
===Starving===&lt;br /&gt;
{{Red|Starving}}&lt;br /&gt;
&lt;br /&gt;
You're starving to death! Eat some [[food]] soon or you'll start passing out randomly and eventually die.&lt;br /&gt;
&lt;br /&gt;
{{Red|Bloodless}}&lt;br /&gt;
&lt;br /&gt;
[[Vampire]]s get &amp;quot;bloodless&amp;quot; status instead. This has a very different set of effects.&lt;br /&gt;
&lt;br /&gt;
===Stat Zero===&lt;br /&gt;
{{Red|Collapse}} {{Red|Clumsy}} {{Red|Brainless}}&lt;br /&gt;
&lt;br /&gt;
At least one of your [[stats]] has hit [[stat zero|zero]] or less. This immediately causes 2-5 turns of [[paralysis]], inflicts you with an array of debilitating effects dependent on the stat involved, and deals HP damage each time your stat is further reduced.&lt;br /&gt;
&lt;br /&gt;
===Sticky Flame===&lt;br /&gt;
{{Red|Fire}}&lt;br /&gt;
&lt;br /&gt;
Casting [[Sticky Flame]] will cover the target in napalm, causing them to take [[fire]] damage each turn and making them [[glow]].&lt;br /&gt;
&lt;br /&gt;
===Teleport Prevention===&lt;br /&gt;
{{Red|-Tele}}&lt;br /&gt;
&lt;br /&gt;
Certain monsters can cast [[Dimension Anchor]], which will prevent you from [[blink]]ing or [[teleport]]ing for a few turns. Rare [[artefact]] weapons may confer this status. This can also occur from high level [[Translocation]] miscasts.&lt;br /&gt;
&lt;br /&gt;
===Umbra===&lt;br /&gt;
{{Magenta|Umbra}}&lt;br /&gt;
&lt;br /&gt;
[[Profane servitor]]s emit an umbra [[aura]] which reduces the accuracy of all attacks by non-[[evil]] creatures.&lt;br /&gt;
&lt;br /&gt;
===Vulnerable===&lt;br /&gt;
{{Red|-MR}}&lt;br /&gt;
&lt;br /&gt;
Reading a [[scroll of vulnerability]] will reduce the [[magic resistance]] of everything in your [[line of sight]] by half. It also removes many other status effects and reduces [[magic contamination]].&lt;br /&gt;
&lt;br /&gt;
===Water===&lt;br /&gt;
{{LightBlue|Water}} {{Blue|Water}}&lt;br /&gt;
&lt;br /&gt;
You're either standing in or flying over [[shallow water]] or [[deep water]].&lt;br /&gt;
&lt;br /&gt;
===Weak===&lt;br /&gt;
{{Red|Weak}}&lt;br /&gt;
&lt;br /&gt;
Physical weakness reduces the damage of your melee attacks by 25% (or 33% for monsters).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.18]], a s(T)atus effect lookup has been added to ?/. Prior to 0.18, there were also [[Stoneskin]], [[Condensation Shield]], and [[Phase Shift]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], the [[teleport control]] status existed, either through a [[Control Teleport|spell]] or a [[ring of teleport control|ring]]. There were also areas which would prevent controlled teleports.&lt;br /&gt;
&lt;br /&gt;
[[Corrosion]] was added in [[0.15]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ring&amp;diff=43340</id>
		<title>Ring</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ring&amp;diff=43340"/>
				<updated>2016-10-27T16:45:36Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: advanced to v.0.18 while only adding the Ring of invisibility to the list of obsolete ones&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{flavour|A talisman charged with arcane forces of unknown provenance, to be worn as jewellery on a finger.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A ring of gold and a milk-white dove&amp;lt;br&amp;gt;Are goodly gifts for thee,&amp;lt;br&amp;gt;And a hempen rope for your own love&amp;lt;br&amp;gt;To hang upon a tree.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Oscar Wilde, &amp;quot;Chanson&amp;quot;. 1881.}}&lt;br /&gt;
&lt;br /&gt;
A '''ring''' is a type of [[jewellery]]. Most characters may wear one ring on each hand, paw, or tentacle. This usually limits you to two rings at a time, but [[octopode]]s may wear eight, and anyone wearing a [[macabre finger necklace]] gets one extra slot. In spite of their additional limbs, [[formicid]]s are still limited to two ring slots.&lt;br /&gt;
&lt;br /&gt;
There are several base types of rings, in addition to [[artefact]] rings. For a list of unrandart artefect rings see [[List of unrands#Rings|List of unrands]].&lt;br /&gt;
&lt;br /&gt;
==Obsolete Rings==&lt;br /&gt;
*[[Ring of invisibility]] (Removed in [[0.18]])&lt;br /&gt;
*[[Ring of hunger]] (Removed in [[0.15]])&lt;br /&gt;
*[[Ring of levitation]] (Removed in [[0.12]])&lt;br /&gt;
*[[Ring of life protection]] (Replaced with the ring of positive energy in [[0.13]])&lt;br /&gt;
*[[Ring of sustenance]] (Removed in [[0.15]])&lt;br /&gt;
*[[Ring of regeneration]] (Base type changed to amulet in [[0.16]])&lt;br /&gt;
*[[Ring of teleport control]] (Removed in [[0.17]])&lt;br /&gt;
&lt;br /&gt;
[[Category:Jewellery]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
&lt;br /&gt;
{{jewellery}}&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Aargxl%27s_mutilating_Formicid_of_antcrapping_onto_%27em&amp;diff=43339</id>
		<title>Aargxl's mutilating Formicid of antcrapping onto 'em</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Aargxl%27s_mutilating_Formicid_of_antcrapping_onto_%27em&amp;diff=43339"/>
				<updated>2016-10-27T15:15:26Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{diary}}&lt;br /&gt;
{{version018}}&lt;br /&gt;
Foreword: Despite my older diarie(s?) trying not to get OOC, this one is rather inspired by how Majang did his diaries - which I quite liked. The idea is to go for maximum (positive) mutations while also getting great equipment and since I will try to go for 15 runes, I will need to switch to becoming a mage at some point. The plan is to abandon Xom once I can survive it, switch to Gozag and buy upgrades, while working on my intelligence in advance. So it is three set long-term-stages to go through. I like the plan and it is actually made by a friend of mine with whom I often play crawl together, but he certainly won't write any diary about this. His most used player name is MAX POWA, btw! A better player than me, imo.&lt;br /&gt;
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Exiled for my erratic behaviour from our tribe's traditional inhabitated underground area, I dug around randomly for months, until this voice in my head calling itself Xom, told me to dig to above ground - he says there is some kind of dungeon, insulated from the outside underground by thick walls. I shall listen to it and enter from the top entrance or suffer the concequences. As a sentient insectoid being my fellows saw me as danger, since it seems only me has this strange connection to this deity.&lt;br /&gt;
They said I would bring too much risk with me. I accept my fate.&lt;br /&gt;
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As for Xom, he often seems to alter my body and surroundings often, while he cannot teleport me as he does with other worshippers. Over the years, I've got to know his behaviour quite well and I feel prepared. While he saiys we will start out as if we have not known for long in this dungeon, I will use my hand axe to apply his madness to as many enemies as possible.&lt;br /&gt;
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==Dungeon 1==&lt;br /&gt;
First thing I do is to turn on autopickup on evocables, magical staves and all ammo except for stones and throwing axes. Chances are, I will find some good (normally) two handed ranged weapon so I'd like to be prepared, while having some javelins and throwing nets is never wrong.&lt;br /&gt;
My starting attributes are S 19, I 11 and D 10. I level my axes, since it is on 3 and by 4 i will hit slightly faster.&lt;br /&gt;
Once this is done, I switch on fighting instead. I don't want to specialize too much until I find a worthy weapon. Basically I keep track of my skill levels and only turn on one at a time.&lt;br /&gt;
I get to XL3 by finishing it, mainly using autpfight (which the axe is also nice for, cleaving all enemies instead of me having to choose or even retreat into corridors for weak foes).&lt;br /&gt;
I also found a glowing mace on the ground, which I will not yet try out for it might be cursed.&lt;br /&gt;
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==Dungeon 2==&lt;br /&gt;
I find a small vault with altars of Elyvillon and TSO - crap gods imo, at least at this stage.&lt;br /&gt;
After a rather risky fight with two goblins, a worm, three jackals and a gnoll, I got a dagger of draining, which might come in handy as a swap at times. Next to the corpses I find a ring lying around, which I wear-identify as protection from cold. While resting up, Xom grants me insight so I can see an adder about a screen away - well thanks, I could do without this since I got antennae! As if he knew and just wanted to mock me, he smiles, declares me a beloved toy and throws 27 gold pieces at me - I guess we get an understanding.&lt;br /&gt;
I throw one of my 3 javelins at a sleeping adder but only scratch it - then cleaving it in two whilst doing some random shit with it. A Sif Muna altar? That's like the opposite of what I stand for. Go preach to some monks.&lt;br /&gt;
Yes! a wand of acid. These are quite helpful if shot multiple times since every shot severly cripples my enemies in both defense and offense. My fighting just reached 4, so I take a turn on some armour (will get it to 4, too) and then switch to evocations to failsafe myself a bit - with stasis I will get most of my panic buttons out of evocables.&lt;br /&gt;
After finishing, I take a closer look at the map and see a closed structure of stone walls and only two stairs leading down. Interesting!&lt;br /&gt;
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==Dungeon 3==&lt;br /&gt;
Cool, I find the missing stairs almost next to my descending place, go up aand... its a smirking altar of Xom. I pray and earn my right to pick up the throwing net and two unidentified potions lying around, while getting labeled as Xoms ugly child. Most other races consider me ugly, anyway.&lt;br /&gt;
Suddenly I find a ring in my posession, must have been this now dead hobgoblin. Teleportation and cursed? No matter.&lt;br /&gt;
Aw god/Xom! I am already becoming reckless - I almost dies in an encounter of gnolls and orcs, hasting the first gnoll with my axe of chaos. Xom opens a gate while we're at it and seems rather excited as I speed up my most dangerous enemy. Good thing about this stuff is, the risky fights actally tend to please Xom. He also thinks it is hilarious that I save my sorry butt by drink-identifying a potion of agility and one curing me. Before I forget, Xom sent me a crimson imp as backup, which also took part in making this encounter non-lethal. In the middle of this fight I get my evocations to level 2, reminding me: I pile them up in a corridor and go for it until my imo blinks out, then I shoot them retards. Now corroded, they are easy to deal with even with my leftover HP - I think! The gnoll succumbs, leveling me up to sex, err.. Xom stop it! Level six is what I mean and this encounter sure made me a bigger brain. Just when I think it should be easy to whack these critters now, the orc wizard confuses and nearly kills me. Thank god I had a second potion of curing! As my agility-inducing drug liquor runs out, I start to feel hungry, but this fight is over and survived.&lt;br /&gt;
I rest, knowing I made a leap to the better in Xoms opinion.&lt;br /&gt;
I learned my lesson and lure out single enemies if they look strong, while Xom seems to point out it is no use, summoning me about ten friendly critters making noise, but also swashbuckling my opposition away. He then decides this was too easy and sends a second mob trying to kill me, but this one is nothing compared to me and my army. They don't give no experience either, though.&lt;br /&gt;
By the end of D3, I still got only mediocre equipment, notably I only get to wear this cold protection ring and a cloak adding to my starting gear. BUT I got a load of unidentified potions and scrolls. Maybe I should start tactically identifying some of them with higher quantities once I face some random enemies - this pleases Xom most of the time and we don't want him to get bored.&lt;br /&gt;
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==Dungeon 4==&lt;br /&gt;
I can't bring myself to do it - even after a berserked worker ant nearly killing me and a mob of orcs (with a warrior) plus the occational centaur skeleton, I had two close quarters fights and did not make use of those potions. That second fight went rather easy in the end after Xom mass confused my enemies.&lt;br /&gt;
Now while finding a (+0) Ring Mail of magic resistance on the ground which matches my +2 leather armour of Xom while giving some higher GDR, I notice XOm already gave me a bunch of mutations!! I scroll up the log and find out it happened in midfight, while I did not pay much attention - thinking the two hounds hit me down to 50% of my health (that's basically what happens when Xom mutates me).&lt;br /&gt;
Let's have a look at this goodies:&lt;br /&gt;
+2 AC from thin metallic scales - nice early game boost!&lt;br /&gt;
Tier 1 mutation resistance - I actually don't like this because it rules out the evolve mutation which is actually my most desired mutation. But as long as I stay/survive with Xom by my side it doesn't matter much - he bypasses this kind of resistance anyway and is likely to take it away at some point anyway. I'll just hope it won't take forever.&lt;br /&gt;
Regeneration 1! Now that one is certainly one of the most useful things for an ant like me, since I can even try to heal while fleeing a fight or just survive until I reach some stairs.&lt;br /&gt;
As a bonus, Xom altered my strength by two points.&lt;br /&gt;
Well, thanks, Xom!&lt;br /&gt;
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I will now gladly take this escape hatch to please you, my master.&lt;br /&gt;
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==Dungeon 5-7==&lt;br /&gt;
I land near to a lone iguana and Xom is not noticing this. I take the escape hatch back up next to me and shaft myself, maybe to some better effect.&lt;br /&gt;
Ooops! I just fell down 3 floors and find myself on D7 now, in sight: a centaur, a necrophage and a howler monkey skeleton. Luckily, the centaur is quite near to me (one square away). I switch to my draining dagger and walk up to drain this centaur while closing in to a narrow passage. Xom briefly asks Quazlal for help and the area engulfs in a massive cloudburst - sadly nothing damagind my enemies.&lt;br /&gt;
Now I got the necro, should I risk the rot? Well, sure! Xom will be happy! I drink-identify my now three potions of haste, which have no effect whatsoever but make Xom roar with laughter. Then I axe this phage and level up! On lvl 8 I now feel stronger, having one of my 65 HP rotted away I charge at the centaur, petrifiying him with my hand axe of chaos while the skeleton gets cleaved to death. This +2 shortbow of freezing could pack a punch, but I'd rather get my fighting up to 10 (it is now at 7).&lt;br /&gt;
I rest and while Xom happily spawns altars of his truly around me I notice it seems to be a hint: My fight took place about next to the entrance to the ecumenical temple. I quick-check it but of course it got nothing to offer.&lt;br /&gt;
Until I find the stairs up I can get a hold of a wand of iceblast and a flail of draining, which I trade in my dagger of same for.&lt;br /&gt;
On D6 I collect some small stuff and whack my way through small fries, while Xom and my axe do their random things. The last enemy before I can approach the stairs to D5 is a giant frog, which first gets berserked by my axe and then, almost dead, gets transmuted into a crocodile by XOm. Nearly killing me, I use-identify a potion of degeneration, a potion of brilliance, resistance and one of magic without impressing Xom at all. Then I get my heal wounds and he laughs - probably because I wasted some precious stuff. While I kill the crocodile he almost notices me.&lt;br /&gt;
Back to 5, here I should be able to beat everything to death!&lt;br /&gt;
Doing that Xom touches me (balls) and gives me cancer! No wait, it is actually rugged brown scales he grew me and the sensation of feeling my balls touched goes away as he also grants me clarity - well NOW I feel well mutated.&lt;br /&gt;
I go bashing some orcs, knowing those stupid wizards will not confuse me again, and as for compensation Xom turns me into a spider midfight! Good thing I am now fast enough to maneuver the band around while applying some poison from time to time.&lt;br /&gt;
Fight still became a hard one because one of the orcs went berserk by chance, but then was luckily confused by Xom.&lt;br /&gt;
I almost die again when Xom turns a harmless hound into a grey wolf which hits me down fast, until I give him two charges of my wand of corrosion. Fighting turns to 10 and I see the point in now turning my attention to evocations again.&lt;br /&gt;
After being back to D6 I find a shield, which I plan on using excessively, so I switch off evocations again to level it simultaneously with shields. Next to it is a jewelery shop containing three different rings of strength (+2, +5 &amp;amp; +6), three rings of evasion (+2, +3 &amp;amp; +3), a ring of fire, a +4 ring of protection, magic protection and +2 dexterity. Strange compilation imo. It also has an amulet of berserk rage which I cannot use and a unique one, giving spirit shield and MR++, but at the cost of 3 INT. I got merely 372 gold pieces with me and will not afford any of these right now, since I can only pay for the weaker ones anyway. I do not see a significant increase from those I can buy and thus rather save my money for the real shit (I plan on saving a lot for later converting to Gozag, too).&lt;br /&gt;
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So, I head back to D7 where I fleed from not too long ago.&lt;br /&gt;
As the enemies around here are more numerous and strong, I switch to my +2 bow of freezing for a change - after overusing my axe that much, it does not seem to impress Xom anymore anyway. I plow arrows into wargs and centaurs and they fall easily, even without having leveled bows (got to admid, that Xom threw in some confusion again). One even drops a +2 bow of chaos, which I think is rather funny. I will try that one and only resort to melee if I feel it is safe, so I do not waste too many arrows. Shields just jumped up to 5, btw. That +2 aptitude pays off fast.&lt;br /&gt;
That mod didn't come from a lair entrance, rather I find a fortress here in D7 - Xom bless I didn't shaft myself into that, seeing it got quite the experience in it I prever to check the surroundings first:&lt;br /&gt;
Surrounded by water but I can walk around it. Xom throws me a brown potion while I'm at it. Wargs on the backyard cannot swim and I shoot at them, not calculating their &amp;quot;intelligence&amp;quot;: they flee to the west and come back on my side, severly punching me. As my wand of acid turns out to be empty, I use the newly acquired potion which happens to be might. I swap my bow for the flail of draining and bash the remaining three, using a potion of heal wounds but reaching lvl 10 and raising my shields to 7 in the process.&lt;br /&gt;
As I check out the rest of the dungeon I stumple about a band of kobolds, dropping an enchanted blowgun and a +2 dagger of protection. I am gonna keep the latter in case I need an AC boost while fleeing. I use my four scrolls of identify to check for remove curse and don't find it - this blowgun will remain unchecked for the time being.&lt;br /&gt;
I got magic mapping, enchant armour/weapon and recharging ready to use now.&lt;br /&gt;
My first found amulet is inaccuracy, so I try my last set of 2 unidentified scrolls, wasting a scroll of fear. Two single scrolls left, I sure hope one is remove curse since otherwise this fortress will be a pain... phew! First one was it. I was even reckless enough to test out those unidentified weapons before I used the scroll, now getting rid of the dagger, mace and amulet, along with my axe of chaos (now that I got the bow).&lt;br /&gt;
Cool, I just wasted a sky beast and it dropped mutagenic meat. To get hungry I dig around a bit and then feel odd by the meat not doing anything. Xom punishes me with a sarcastic line: &amp;quot;You need some minor improvements, mortal.&amp;quot; and gives me a bad mutation in place of the meat: -10% MP, which luckily is not a problem for me at this stage of the game.&lt;br /&gt;
As I approach the fortress, a horde of orcs comes rushing at me, leaded by an orc knight. I lure them into hallways while making use of my +3 blowgun to massivly poison this knight, while Xom simultaneously petrifies him. I pour more needles into him, until he moves again, charges at me with about half of his HP left. But I took my safe distance and continue the game. Next hallway I wait for his damage while further poisoning him, when Xom &amp;quot;Ka-Booom!&amp;quot; explodes his lessers waiting behind him. And such, my shields reached 10. Now onto evocations again.&lt;br /&gt;
As I lure out the next batch of orcs, Xom gives me Death channel and summons an iron imp to my aid - but those warriors got glaives, and there is an enchanted one in front. I continue the poisoning in good faith I will get this guy as a spectral thing of my cause.&lt;br /&gt;
Okay, I got 4 of them now but they dropped their equipment before joining my cause - what a shame.&lt;br /&gt;
It is a +2 glaive of venom and I seriously consider putting some training into polearms now, but not before 10-ing my evocations.&lt;br /&gt;
As I charge onto the fortress again with my army of four spectral orcs, in sight of the gate Xoms power touches me another time - gawd this is so creepy. I turn out to be more clever and two times more agile afterwards (+2INT and +4DEX mutations).&lt;br /&gt;
My stats are now 20 16 14.&lt;br /&gt;
With my spectral meatshields I use my glaive to put those stronger armoured orcs from safe distance, letting only enemies near to me while they have to stand in shallow water. Works well, but my servants are more or less destroyed afterwards.&lt;br /&gt;
A +2 hand axe of electrocution is found in the remains.&lt;br /&gt;
With my small arsenal to compensate for any well trained weapon choice I go through the remains of the fortress. I find a book of unlife, which I don't see coming to great use, and a book of the tempests, with fireball and tornado inside - this one got quite some lategame potential! I could start swapping to magic at any time now since I still lack a nice main weapon. I also got hold of a cloak of invisibility, and in the last room is a boggard &amp;quot;locked in&amp;quot; behind some iron grates. I thought about freeing it and if still hostile, then killing it before it starts the summoning, but actually it just blinked out of his so called &amp;quot;prison&amp;quot;, saving me the work.&lt;br /&gt;
After I exit the fortress via autoexplore I stumble upn an orc warlord. This ain't no fun at my level, I've got to check options... one scroll of fear is a good chance of getting rid of him when stuck in melee. Okay, I will try becoming invisible via my newly acquired cloak, since those brutes cannot see insivible foes. My failure chance at 8.6 evocations is 34% but he is a solid 6 steps away from me, plenty of time. Then I will go on poisoning him using the blowgun and glaive I've got. Let's just hope Xom doesn't do something fucked up in the middle of it!&lt;br /&gt;
I manage to become invisible on my first try and the +3 blowgun does its job pretty well! The orc is stupid enough not even to figure out his way in melee range for three rounds. I switch to the glaive as soon as he comes into polearms reaching range and try to keep this one space of distance between us - because even one or two hits of this guy can maybe put me to sleep forever. And then there it is; as the tension rises through the warlords approaching Xom makes his entrance: &amp;quot;Go forth and cause havoc, mortal!&amp;quot; - well okay, that doesn't sound too b... wait what?! He gave me brilliance? For the heck of it then lets live up to it! Well, now this guy stays in my back, but my glaive seems to damage him more than he hits me. Xom again moans and gives me the thick fur (AC+1) and passive mapping mutations - so this warlord didnt hurt me, but Xom did? Then again, the warlord seems to get the upper hand. We are in a corridor and I am thinking shit, if I turn visible now this guy just needs one rush to beat me down. Once he hits me into critical state, three butterflies erupt from me - perfect! I swap the space with the one behind me and the ort kills it in one go. But now I got this free space between us to try and hit him with my glaive, further damaging and/or poisoning him. I repeat this a second time, while the third butterfly successfully flees and run away, when the warlord finally collapses. 10/93 HP left, level 11 reached and evocations leapt from 8 to ten. Luckily he only had a dire flail and a chain mail, otherwise he'd hav had me for dinner.&lt;br /&gt;
I am lucky not to be malmutated by the yellow contamination I now got from staying invisible for so long, and as I rest, three gnolls show up - those are no match for my blowgun and serve as exchanging my +0 flail of draining with a +2 one of the same kind.&lt;br /&gt;
After the action I autoexplore the rest of this dungeon level, to find out that I have displeased Xom somehow and now feel weaker (only stat loss though, I've still got the +2STR mutation).&lt;br /&gt;
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I am taking a break for now, so here are my stats:&lt;br /&gt;
Str 19(20), Int 16, Dex 14&lt;br /&gt;
AC 11, EV 11, SH 12&lt;br /&gt;
XL 11, and a surprisingly good tradeoff in mutations.&lt;br /&gt;
My four innate ones, &lt;br /&gt;
Rugged brown scales 1 (AC+1, +3%HP)&lt;br /&gt;
Thin metallic scales (AC+2)&lt;br /&gt;
Dex 2 (+4)&lt;br /&gt;
Clarity&lt;br /&gt;
Int 1 (+2)&lt;br /&gt;
Less MP 1 (-10%)&lt;br /&gt;
Mutation resistance 1&lt;br /&gt;
Passive mapping 1 (deep dwarf style formicid!)&lt;br /&gt;
Regeneration 1&lt;br /&gt;
Fur 1 (+1AC)&lt;br /&gt;
Str 1 (+2)&lt;br /&gt;
Skills: Fighting 10, Axes 4, Armour 4, Shields 10, Evocations 10.&lt;br /&gt;
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This would basically be a good time to abandon Xom, but I think I wouldn't survive hiw wrath yet, so I'd rather hope his mood doesn't turn bad and that he maybe, on top of that, gives me the evolve mutation instead of resistance to further mutation. If this happens the mutations will go on by themselves for quite a while, mainly giving upgrades. At my point right now those Xom mutations actually save my ass, because the loot I found couldn't carry me through the game at this point.&lt;br /&gt;
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==Dungeon 8==&lt;br /&gt;
Okay now that I take another look at my stuff I see that I could only bash Hydras with my wand of iceblast. This is not nearly enough, since I'd like to save up my scrolls of recharging for later. I happen to have innate SeeInv on the other hand, so I should be able to go a little deeper in the normal dungeon once I find the lair entrance. To prepare for the lair, I will try to get the fireball spell from my book of the tempests usable for the lair. My aptitudes for conjurations and fire are -1 and 0 so it could become a hard time doing so, and I will need to sacrifice training in spellcasting first, becoming partly dependent on permafood to even stand a chance to pull this off. Luckily, I only wear a ring mail right now, so I won't have to focus on armour training.&lt;br /&gt;
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On my first entrance on D8, a big pack of orcs with at least one priest, a hungry ghost, a black bear and joseph with them awaits me, and I only manage to lure out one orc safely by stairdancing. I will now try some other stairs.&lt;br /&gt;
Not too far, but about a screen away. That's good since I can weed them out with my blowgun like this.&lt;br /&gt;
I manage to take the black bear with me on the second try while blowing enough poison to kill into two orcs, still avoiding that annoying hungry ghost. Back to the first stairs. What, only the hungry ghost is left over? Well then, it shall be next. It will taste my +2 axe of electrocution, since I can hit it pretty well with it and it got no Relec. As I lure it to my stairs, throwing my remaining two javelins at it, both Joseph and the orc priest make their re-entry but don't deal damage. I pull the ghost up and it manages to bring me to near starving status before it dies and I do not find any chunks on D7 in time so I have to eat a meat ration. Joseph himself then doest not hit me well with his sling bullets, so I manage to poison him almost to death, until the orc priest arrives before me and I pull it up, quickly killing it with my axe. Back down, I deal the lethal last hit on Joseph with his same axe, too. But as I want to check his remains, Psyche emerges! She has got her dagger of distortion (scary) and a runed robe (quite nice if it is well enchanted for me, since it could make fireball usable even earlier. I shoot at her with some poison, until she stands only one square away from me, when I switch to my axe. She still has lots of HP left and I sure don't want to be banished into the abyss, so I am happy she wastes her time throwing frost and flames at me for two turns, in which I give her a shot of my wand of iceblast, bringing her down to about 1/4 HP. I get to shoot once more with my wand of flames, until she charges in melee. I hit her once and electrocute her to death, while she hits me with her dagger before she dies... phew, only a teleport attempt blocked by my stasis.&lt;br /&gt;
Fire magic advanced to 4 over all this and I pick up Josephs quaterstaff of crushing, which is unluckily only +0. An ogre with giant spiked club enters the scene and I lose a turn to change to my blowgun (and then back, after he reaches me), electrocuting him. Still, this guy hit me only twice to bring me below 50% of my HP.&lt;br /&gt;
I try on the robe and... surprise! It is a (+0, but we can work on that) robe of the archmagi, which will boost my fireball to compensate for my lack of Int. Just not now yet.&lt;br /&gt;
I further find a minivault with a worm, a worker ant and two wasps, which is quite the weak defense for a loot consisting of a scroll of enchant weapon, 9 royal jellies and 6 fruits - this looks as it is in favor of my fireball plans.&lt;br /&gt;
I find an entrance to the lair on this dungeon, but skip it for now. I won't take those escape hatches anymore, since the dungeon starts to become too dangerous for me.&lt;br /&gt;
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==Dungeon 9==&lt;br /&gt;
Wow, I manage to whack a troll and an ogre without too many problems!&lt;br /&gt;
A player ghost of a demigod transmuter awaits me next... it says extremely dangerous but I know better: His spells and unarmed suck, but he got this artifact +1 battleaxe netting him mainly good resistances (but I don't see either cold or electricity safety). I lure him and his fellow worker ant to the stairs and whack them twice with the wand of iceblast, which brings him down to about 50% HP and kills the ant. Still, I forgot about his base stats as half a god and he hits me down to 50% too, before I disturb the ghostly electric signals he is composed of enough to make him disappear - still without the iceblasts he could have easily killed me.&lt;br /&gt;
While I slowly bring up my fireball, I find a randart amulet lying around - how unexpected, I don't even have an amulet at all!&lt;br /&gt;
It's base is an amulet of berserk, which I cannot make use of. It also grands SInv, which is useless to me. It is still quite useful, since it provides both poison and one level of fire resistance, both of witch I lack completely.&lt;br /&gt;
I stumble upon some orcs, a black bear and a steam dragon in a corridor. WHile I poison this polearm wielding ord warrior, Xom turns me into spider form. I manage to apply poison once more and retreat around the corner, backwards to not get hit by steam clouds all the way back. Still, in the process I get beaten down badly and once I am out and try to poison this drake, having only 27 of my 93 HP left, a killer bee emerges - dang! Where one is, almost always more follow. Now I need Xoms help badly! Okay, my scroll of fear scared most of them off and I manage to retreat enough so only the black bear and one killer bee are dangerously near me. While the steam dragon is still visible and not scared anymore, I can only hope the poison will kill him. Since in spider form I cannot use wands and supposedly won't stand a chance against even a single killer bee (my poison resistance gets nullified by this transmutation and my HP are still low), I drink one of my two potions of invisibility (in earlygame those are quite the winner-potions but starting around the elven halls most enemies will not be fooled anymore). I manage to hit and poison the killer bee now, while the steam dragon actually helps me and shoots steam through bee and bear, which Xom finds is hilarious. Then I turn back to my original form, still invisible. Now I feel a bit greedy about using my invisibility, even though the killer bee seems to flee and the black bear is nearly dead already I am not sure if I should go on or rather retreat and heal up.&lt;br /&gt;
I manage to kill the bear with my blowgun, as a howler monkey and a gian frog emerge. No big deal by themselves but I am scared that (especially the monkey) will attract the other killer bees and retreat. A safe spot is the escape hatch upwards where I place myself on, getting an adder to the kill list. I will axe them now har har. Time to heal.&lt;br /&gt;
As I explore again I get brilliance from Xom and guess what? A moment later there are four of them killer bees piled up together with an orc wizard. I try my 21% failure chance on fireball out on them and manage to shoot all three of them without miscasting. Well, that was nice, thanks, Xom! The orcs were easy with the axe, of course.&lt;br /&gt;
In comparison; after brilliance runs out I have a 97% failure rate on fireball with spellcasting, conjurations and fire magic at 4 each (I went on with the idea I wil need them all at least at 5 and want spellcasting to get the hunger cost down to 5 or 4 just so I don't regularly have to loose turns eating in midfight, and some MP ar nice too, of course).&lt;br /&gt;
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Okay, that's it with dungeon 9! I will now try out a potion of mutation I just identified. Chances are it won't do much about mutations in general, since I've already got so many, but chances are also that XOm will be pleased. Okay I got the wand-linking to MP mutation. This is okay right now, but later on makes me choose between them and casting an actual spell. At least Xom finds this hilarious : )&lt;br /&gt;
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&lt;br /&gt;
==Dungeon 10==&lt;br /&gt;
A Two headed ogre awaits me merely two spaces away... i guess I will try him on, because of my earlier easy whipping of a troll.&lt;br /&gt;
It works out, I electrocute him right away and kill him fast, leveling fire magic to 5. I kill another sky beast emerging from behind the wall. As I see that he was indeed a big danger because of his giant club of chaos, Xom does not approve my gaining mutations all by myself. He halves my HP and removes the newly gained mutation.&lt;br /&gt;
He also sends me three spatial vortexes which I just avoid. These guys are less than mindless, they are like permanently confused and don't even charge me.&lt;br /&gt;
I can even bash a hill giant, which nets me lvl 12 and two increases to Int, which is now at 18. Way to go!&lt;br /&gt;
I find a book of beasts of which I learn summon butterflies in the hope of this being able to give me some panic button for fleeing dangerous stuff. A +3 flail of protection is the exchange for my dagger of protection and maybe my new best melee weapon for single opponents.&lt;br /&gt;
Xom takes away my Int mutation and one level of Dex+ mutation.&lt;br /&gt;
He seems not too pleased with me right now and on the next instant I meet another troll, trying my flail of protection against him, we beat each other down to less than 50% when Xom suddenly hastens this guy and he makes short work of me in (i suppose) two lucky hits before I can even drink a potion or do anything about it...&lt;br /&gt;
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&lt;br /&gt;
So long, then! Maybe I will continue this diary with another similar character, since I was just careless and really unlucky with equipment. Together with MAX POWA, we already came to Pandemonium with this kind of character, even though we started magic much later on. Getting nice mutations from Xom and abandoning him for some other god giving new and better acquirements is actually a viable, challenging and fun way to play. Formicid is kind of the &amp;quot;Xom-light&amp;quot;-version since many of Xoms actions which normally really destroy your face are rendered useless while being a formicid.&lt;br /&gt;
&lt;br /&gt;
Well working is&lt;br /&gt;
1. Xom -&amp;gt; Mutations, possibly tons of money and artefact items&lt;br /&gt;
2. Gozag (Abyss is an endless source of money which generates enough permafood) -&amp;gt; nice equipment&lt;br /&gt;
3. (Insert choice) -&amp;gt; destroy ziggurats with dudes who heal or give panic buttons like TSO, Makhleb, Dithmenos or whoever you prefer.&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Aargxl%27s_mutilating_Formicid_of_antcrapping_onto_%27em&amp;diff=43338</id>
		<title>Aargxl's mutilating Formicid of antcrapping onto 'em</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Aargxl%27s_mutilating_Formicid_of_antcrapping_onto_%27em&amp;diff=43338"/>
				<updated>2016-10-27T14:01:44Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{diary}}&lt;br /&gt;
{{version018}}&lt;br /&gt;
Foreword: Despite my older diarie(s?) trying not to get OOC, this one is rather inspired by how Majang did his diaries - which I quite liked. The idea is to go for maximum (positive) mutations while also getting great equipment and since I will try to go for 15 runes, I will need to switch to becoming a mage at some point. The plan is to abandon Xom once I can survive it, switch to Gozag and buy upgrades, while working on my intelligence in advance. So it is three set long-term-stages to go through. I like the plan and it is actually made by a friend of mine with whom I often play crawl together, but he certainly won't write any diary about this. His most used player name is MAX POWA, btw! A better player than me, imo.&lt;br /&gt;
&lt;br /&gt;
Exiled for my erratic behaviour from our tribe's traditional inhabitated underground area, I dug around randomly for months, until this voice in my head calling itself Xom, told me to dig to above ground - he says there is some kind of dungeon, insulated from the outside underground by thick walls. I shall listen to it and enter from the top entrance or suffer the concequences. As a sentient insectoid being my fellows saw me as danger, since it seems only me has this strange connection to this deity.&lt;br /&gt;
They said I would bring too much risk with me. I accept my fate.&lt;br /&gt;
&lt;br /&gt;
As for Xom, he often seems to alter my body and surroundings often, while he cannot teleport me as he does with other worshippers. Over the years, I've got to know his behaviour quite well and I feel prepared. While he saiys we will start out as if we have not known for long in this dungeon, I will use my hand axe to apply his madness to as many enemies as possible.&lt;br /&gt;
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&lt;br /&gt;
==Dungeon 1==&lt;br /&gt;
First thing I do is to turn on autopickup on evocables, magical staves and all ammo except for stones and throwing axes. Chances are, I will find some good (normally) two handed ranged weapon so I'd like to be prepared, while having some javelins and throwing nets is never wrong.&lt;br /&gt;
My starting attributes are S 19, I 11 and D 10. I level my axes, since it is on 3 and by 4 i will hit slightly faster.&lt;br /&gt;
Once this is done, I switch on fighting instead. I don't want to specialize too much until I find a worthy weapon. Basically I keep track of my skill levels and only turn on one at a time.&lt;br /&gt;
I get to XL3 by finishing it, mainly using autpfight (which the axe is also nice for, cleaving all enemies instead of me having to choose or even retreat into corridors for weak foes).&lt;br /&gt;
I also found a glowing mace on the ground, which I will not yet try out for it might be cursed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dungeon 2==&lt;br /&gt;
I find a small vault with altars of Elyvillon and TSO - crap gods imo, at least at this stage.&lt;br /&gt;
After a rather risky fight with two goblins, a worm, three jackals and a gnoll, I got a dagger of draining, which might come in handy as a swap at times. Next to the corpses I find a ring lying around, which I wear-identify as protection from cold. While resting up, Xom grants me insight so I can see an adder about a screen away - well thanks, I could do without this since I got antennae! As if he knew and just wanted to mock me, he smiles, declares me a beloved toy and throws 27 gold pieces at me - I guess we get an understanding.&lt;br /&gt;
I throw one of my 3 javelins at a sleeping adder but only scratch it - then cleaving it in two whilst doing some random shit with it. A Sif Muna altar? That's like the opposite of what I stand for. Go preach to some monks.&lt;br /&gt;
Yes! a wand of acid. These are quite helpful if shot multiple times since every shot severly cripples my enemies in both defense and offense. My fighting just reached 4, so I take a turn on some armour (will get it to 4, too) and then switch to evocations to failsafe myself a bit - with stasis I will get most of my panic buttons out of evocables.&lt;br /&gt;
After finishing, I take a closer look at the map and see a closed structure of stone walls and only two stairs leading down. Interesting!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dungeon 3==&lt;br /&gt;
Cool, I find the missing stairs almost next to my descending place, go up aand... its a smirking altar of Xom. I pray and earn my right to pick up the throwing net and two unidentified potions lying around, while getting labeled as Xoms ugly child. Most other races consider me ugly, anyway.&lt;br /&gt;
Suddenly I find a ring in my posession, must have been this now dead hobgoblin. Teleportation and cursed? No matter.&lt;br /&gt;
Aw god/Xom! I am already becoming reckless - I almost dies in an encounter of gnolls and orcs, hasting the first gnoll with my axe of chaos. Xom opens a gate while we're at it and seems rather excited as I speed up my most dangerous enemy. Good thing about this stuff is, the risky fights actally tend to please Xom. He also thinks it is hilarious that I save my sorry butt by drink-identifying a potion of agility and one curing me. Before I forget, Xom sent me a crimson imp as backup, which also took part in making this encounter non-lethal. In the middle of this fight I get my evocations to level 2, reminding me: I pile them up in a corridor and go for it until my imo blinks out, then I shoot them retards. Now corroded, they are easy to deal with even with my leftover HP - I think! The gnoll succumbs, leveling me up to sex, err.. Xom stop it! Level six is what I mean and this encounter sure made me a bigger brain. Just when I think it should be easy to whack these critters now, the orc wizard confuses and nearly kills me. Thank god I had a second potion of curing! As my agility-inducing drug liquor runs out, I start to feel hungry, but this fight is over and survived.&lt;br /&gt;
I rest, knowing I made a leap to the better in Xoms opinion.&lt;br /&gt;
I learned my lesson and lure out single enemies if they look strong, while Xom seems to point out it is no use, summoning me about ten friendly critters making noise, but also swashbuckling my opposition away. He then decides this was too easy and sends a second mob trying to kill me, but this one is nothing compared to me and my army. They don't give no experience either, though.&lt;br /&gt;
By the end of D3, I still got only mediocre equipment, notably I only get to wear this cold protection ring and a cloak adding to my starting gear. BUT I got a load of unidentified potions and scrolls. Maybe I should start tactically identifying some of them with higher quantities once I face some random enemies - this pleases Xom most of the time and we don't want him to get bored.&lt;br /&gt;
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&lt;br /&gt;
==Dungeon 4==&lt;br /&gt;
I can't bring myself to do it - even after a berserked worker ant nearly killing me and a mob of orcs (with a warrior) plus the occational centaur skeleton, I had two close quarters fights and did not make use of those potions. That second fight went rather easy in the end after Xom mass confused my enemies.&lt;br /&gt;
Now while finding a (+0) Ring Mail of magic resistance on the ground which matches my +2 leather armour of Xom while giving some higher GDR, I notice XOm already gave me a bunch of mutations!! I scroll up the log and find out it happened in midfight, while I did not pay much attention - thinking the two hounds hit me down to 50% of my health (that's basically what happens when Xom mutates me).&lt;br /&gt;
Let's have a look at this goodies:&lt;br /&gt;
+2 AC from thin metallic scales - nice early game boost!&lt;br /&gt;
Tier 1 mutation resistance - I actually don't like this because it rules out the evolve mutation which is actually my most desired mutation. But as long as I stay/survive with Xom by my side it doesn't matter much - he bypasses this kind of resistance anyway and is likely to take it away at some point anyway. I'll just hope it won't take forever.&lt;br /&gt;
Regeneration 1! Now that one is certainly one of the most useful things for an ant like me, since I can even try to heal while fleeing a fight or just survive until I reach some stairs.&lt;br /&gt;
As a bonus, Xom altered my strength by two points.&lt;br /&gt;
Well, thanks, Xom!&lt;br /&gt;
&lt;br /&gt;
I will now gladly take this escape hatch to please you, my master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dungeon 5-7==&lt;br /&gt;
I land near to a lone iguana and Xom is not noticing this. I take the escape hatch back up next to me and shaft myself, maybe to some better effect.&lt;br /&gt;
Ooops! I just fell down 3 floors and find myself on D7 now, in sight: a centaur, a necrophage and a howler monkey skeleton. Luckily, the centaur is quite near to me (one square away). I switch to my draining dagger and walk up to drain this centaur while closing in to a narrow passage. Xom briefly asks Quazlal for help and the area engulfs in a massive cloudburst - sadly nothing damagind my enemies.&lt;br /&gt;
Now I got the necro, should I risk the rot? Well, sure! Xom will be happy! I drink-identify my now three potions of haste, which have no effect whatsoever but make Xom roar with laughter. Then I axe this phage and level up! On lvl 8 I now feel stronger, having one of my 65 HP rotted away I charge at the centaur, petrifiying him with my hand axe of chaos while the skeleton gets cleaved to death. This +2 shortbow of freezing could pack a punch, but I'd rather get my fighting up to 10 (it is now at 7).&lt;br /&gt;
I rest and while Xom happily spawns altars of his truly around me I notice it seems to be a hint: My fight took place about next to the entrance to the ecumenical temple. I quick-check it but of course it got nothing to offer.&lt;br /&gt;
Until I find the stairs up I can get a hold of a wand of iceblast and a flail of draining, which I trade in my dagger of same for.&lt;br /&gt;
On D6 I collect some small stuff and whack my way through small fries, while Xom and my axe do their random things. The last enemy before I can approach the stairs to D5 is a giant frog, which first gets berserked by my axe and then, almost dead, gets transmuted into a crocodile by XOm. Nearly killing me, I use-identify a potion of degeneration, a potion of brilliance, resistance and one of magic without impressing Xom at all. Then I get my heal wounds and he laughs - probably because I wasted some precious stuff. While I kill the crocodile he almost notices me.&lt;br /&gt;
Back to 5, here I should be able to beat everything to death!&lt;br /&gt;
Doing that Xom touches me (balls) and gives me cancer! No wait, it is actually rugged brown scales he grew me and the sensation of feeling my balls touched goes away as he also grants me clarity - well NOW I feel well mutated.&lt;br /&gt;
I go bashing some orcs, knowing those stupid wizards will not confuse me again, and as for compensation Xom turns me into a spider midfight! Good thing I am now fast enough to maneuver the band around while applying some poison from time to time.&lt;br /&gt;
Fight still became a hard one because one of the orcs went berserk by chance, but then was luckily confused by Xom.&lt;br /&gt;
I almost die again when Xom turns a harmless hound into a grey wolf which hits me down fast, until I give him two charges of my wand of corrosion. Fighting turns to 10 and I see the point in now turning my attention to evocations again.&lt;br /&gt;
After being back to D6 I find a shield, which I plan on using excessively, so I switch off evocations again to level it simultaneously with shields. Next to it is a jewelery shop containing three different rings of strength (+2, +5 &amp;amp; +6), three rings of evasion (+2, +3 &amp;amp; +3), a ring of fire, a +4 ring of protection, magic protection and +2 dexterity. Strange compilation imo. It also has an amulet of berserk rage which I cannot use and a unique one, giving spirit shield and MR++, but at the cost of 3 INT. I got merely 372 gold pieces with me and will not afford any of these right now, since I can only pay for the weaker ones anyway. I do not see a significant increase from those I can buy and thus rather save my money for the real shit (I plan on saving a lot for later converting to Gozag, too).&lt;br /&gt;
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So, I head back to D7 where I fleed from not too long ago.&lt;br /&gt;
As the enemies around here are more numerous and strong, I switch to my +2 bow of freezing for a change - after overusing my axe that much, it does not seem to impress Xom anymore anyway. I plow arrows into wargs and centaurs and they fall easily, even without having leveled bows (got to admid, that Xom threw in some confusion again). One even drops a +2 bow of chaos, which I think is rather funny. I will try that one and only resort to melee if I feel it is safe, so I do not waste too many arrows. Shields just jumped up to 5, btw. That +2 aptitude pays off fast.&lt;br /&gt;
That mod didn't come from a lair entrance, rather I find a fortress here in D7 - Xom bless I didn't shaft myself into that, seeing it got quite the experience in it I prever to check the surroundings first:&lt;br /&gt;
Surrounded by water but I can walk around it. Xom throws me a brown potion while I'm at it. Wargs on the backyard cannot swim and I shoot at them, not calculating their &amp;quot;intelligence&amp;quot;: they flee to the west and come back on my side, severly punching me. As my wand of acid turns out to be empty, I use the newly acquired potion which happens to be might. I swap my bow for the flail of draining and bash the remaining three, using a potion of heal wounds but reaching lvl 10 and raising my shields to 7 in the process.&lt;br /&gt;
As I check out the rest of the dungeon I stumple about a band of kobolds, dropping an enchanted blowgun and a +2 dagger of protection. I am gonna keep the latter in case I need an AC boost while fleeing. I use my four scrolls of identify to check for remove curse and don't find it - this blowgun will remain unchecked for the time being.&lt;br /&gt;
I got magic mapping, enchant armour/weapon and recharging ready to use now.&lt;br /&gt;
My first found amulet is inaccuracy, so I try my last set of 2 unidentified scrolls, wasting a scroll of fear. Two single scrolls left, I sure hope one is remove curse since otherwise this fortress will be a pain... phew! First one was it. I was even reckless enough to test out those unidentified weapons before I used the scroll, now getting rid of the dagger, mace and amulet, along with my axe of chaos (now that I got the bow).&lt;br /&gt;
Cool, I just wasted a sky beast and it dropped mutagenic meat. To get hungry I dig around a bit and then feel odd by the meat not doing anything. Xom punishes me with a sarcastic line: &amp;quot;You need some minor improvements, mortal.&amp;quot; and gives me a bad mutation in place of the meat: -10% MP, which luckily is not a problem for me at this stage of the game.&lt;br /&gt;
As I approach the fortress, a horde of orcs comes rushing at me, leaded by an orc knight. I lure them into hallways while making use of my +3 blowgun to massivly poison this knight, while Xom simultaneously petrifies him. I pour more needles into him, until he moves again, charges at me with about half of his HP left. But I took my safe distance and continue the game. Next hallway I wait for his damage while further poisoning him, when Xom &amp;quot;Ka-Booom!&amp;quot; explodes his lessers waiting behind him. And such, my shields reached 10. Now onto evocations again.&lt;br /&gt;
As I lure out the next batch of orcs, Xom gives me Death channel and summons an iron imp to my aid - but those warriors got glaives, and there is an enchanted one in front. I continue the poisoning in good faith I will get this guy as a spectral thing of my cause.&lt;br /&gt;
Okay, I got 4 of them now but they dropped their equipment before joining my cause - what a shame.&lt;br /&gt;
It is a +2 glaive of venom and I seriously consider putting some training into polearms now, but not before 10-ing my evocations.&lt;br /&gt;
As I charge onto the fortress again with my army of four spectral orcs, in sight of the gate Xoms power touches me another time - gawd this is so creepy. I turn out to be more clever and two times more agile afterwards (+2INT and +4DEX mutations).&lt;br /&gt;
My stats are now 20 16 14.&lt;br /&gt;
With my spectral meatshields I use my glaive to put those stronger armoured orcs from safe distance, letting only enemies near to me while they have to stand in shallow water. Works well, but my servants are more or less destroyed afterwards.&lt;br /&gt;
A +2 hand axe of electrocution is found in the remains.&lt;br /&gt;
With my small arsenal to compensate for any well trained weapon choice I go through the remains of the fortress. I find a book of unlife, which I don't see coming to great use, and a book of the tempests, with fireball and tornado inside - this one got quite some lategame potential! I could start swapping to magic at any time now since I still lack a nice main weapon. I also got hold of a cloak of invisibility, and in the last room is a boggard &amp;quot;locked in&amp;quot; behind some iron grates. I thought about freeing it and if still hostile, then killing it before it starts the summoning, but actually it just blinked out of his so called &amp;quot;prison&amp;quot;, saving me the work.&lt;br /&gt;
After I exit the fortress via autoexplore I stumble upn an orc warlord. This ain't no fun at my level, I've got to check options... one scroll of fear is a good chance of getting rid of him when stuck in melee. Okay, I will try becoming invisible via my newly acquired cloak, since those brutes cannot see insivible foes. My failure chance at 8.6 evocations is 34% but he is a solid 6 steps away from me, plenty of time. Then I will go on poisoning him using the blowgun and glaive I've got. Let's just hope Xom doesn't do something fucked up in the middle of it!&lt;br /&gt;
I manage to become invisible on my first try and the +3 blowgun does its job pretty well! The orc is stupid enough not even to figure out his way in melee range for three rounds. I switch to the glaive as soon as he comes into polearms reaching range and try to keep this one space of distance between us - because even one or two hits of this guy can maybe put me to sleep forever. And then there it is; as the tension rises through the warlords approaching Xom makes his entrance: &amp;quot;Go forth and cause havoc, mortal!&amp;quot; - well okay, that doesn't sound too b... wait what?! He gave me brilliance? For the heck of it then lets live up to it! Well, now this guy stays in my back, but my glaive seems to damage him more than he hits me. Xom again moans and gives me the thick fur (AC+1) and passive mapping mutations - so this warlord didnt hurt me, but Xom did? Then again, the warlord seems to get the upper hand. We are in a corridor and I am thinking shit, if I turn visible now this guy just needs one rush to beat me down. Once he hits me into critical state, three butterflies erupt from me - perfect! I swap the space with the one behind me and the ort kills it in one go. But now I got this free space between us to try and hit him with my glaive, further damaging and/or poisoning him. I repeat this a second time, while the third butterfly successfully flees and run away, when the warlord finally collapses. 10/93 HP left, level 11 reached and evocations leapt from 8 to ten. Luckily he only had a dire flail and a chain mail, otherwise he'd hav had me for dinner.&lt;br /&gt;
I am lucky not to be malmutated by the yellow contamination I now got from staying invisible for so long, and as I rest, three gnolls show up - those are no match for my blowgun and serve as exchanging my +0 flail of draining with a +2 one of the same kind.&lt;br /&gt;
After the action I autoexplore the rest of this dungeon level, to find out that I have displeased Xom somehow and now feel weaker (only stat loss though, I've still got the +2STR mutation).&lt;br /&gt;
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&lt;br /&gt;
I am taking a break for now, so here are my stats:&lt;br /&gt;
Str 19(20), Int 16, Dex 14&lt;br /&gt;
AC 11, EV 11, SH 12&lt;br /&gt;
XL 11, and a surprisingly good tradeoff in mutations.&lt;br /&gt;
My four innate ones, &lt;br /&gt;
Rugged brown scales 1 (AC+1, +3%HP)&lt;br /&gt;
Thin metallic scales (AC+2)&lt;br /&gt;
Dex 2 (+4)&lt;br /&gt;
Clarity&lt;br /&gt;
Int 1 (+2)&lt;br /&gt;
Less MP 1 (-10%)&lt;br /&gt;
Mutation resistance 1&lt;br /&gt;
Passive mapping 1 (deep dwarf style formicid!)&lt;br /&gt;
Regeneration 1&lt;br /&gt;
Fur 1 (+1AC)&lt;br /&gt;
Str 1 (+2)&lt;br /&gt;
Skills: Fighting 10, Axes 4, Armour 4, Shields 10, Evocations 10.&lt;br /&gt;
&lt;br /&gt;
This would basically be a good time to abandon Xom, but I think I wouldn't survive hiw wrath yet, so I'd rather hope his mood doesn't turn bad and that he maybe, on top of that, gives me the evolve mutation instead of resistance to further mutation. If this happens the mutations will go on by themselves for quite a while, mainly giving upgrades. At my point right now those Xom mutations actually save my ass, because the loot I found couldn't carry me through the game at this point.&lt;br /&gt;
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==Dungeon 8==&lt;br /&gt;
Okay now that I take another look at my stuff I see that I could only bash Hydras with my wand of iceblast. This is not nearly enough, since I'd like to save up my scrolls of recharging for later. I happen to have innate SeeInv on the other hand, so I should be able to go a little deeper in the normal dungeon once I find the lair entrance. To prepare for the lair, I will try to get the fireball spell from my book of the tempests usable for the lair. My aptitudes for conjurations and fire are -1 and 0 so it could become a hard time doing so, and I will need to sacrifice training in spellcasting first, becoming partly dependent on permafood to even stand a chance to pull this off. Luckily, I only wear a ring mail right now, so I won't have to focus on armour training.&lt;br /&gt;
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On my first entrance on D8, a big pack of orcs with at least one priest, a hungry ghost, a black bear and joseph with them awaits me, and I only manage to lure out one orc safely by stairdancing. I will now try some other stairs.&lt;br /&gt;
Not too far, but about a screen away. That's good since I can weed them out with my blowgun like this.&lt;br /&gt;
I manage to take the black bear with me on the second try while blowing enough poison to kill into two orcs, still avoiding that annoying hungry ghost. Back to the first stairs. What, only the hungry ghost is left over? Well then, it shall be next. It will taste my +2 axe of electrocution, since I can hit it pretty well with it and it got no Relec. As I lure it to my stairs, throwing my remaining two javelins at it, both Joseph and the orc priest make their re-entry but don't deal damage. I pull the ghost up and it manages to bring me to near starving status before it dies and I do not find any chunks on D7 in time so I have to eat a meat ration. Joseph himself then doest not hit me well with his sling bullets, so I manage to poison him almost to death, until the orc priest arrives before me and I pull it up, quickly killing it with my axe. Back down, I deal the lethal last hit on Joseph with his same axe, too. But as I want to check his remains, Psyche emerges! She has got her dagger of distortion (scary) and a runed robe (quite nice if it is well enchanted for me, since it could make fireball usable even earlier. I shoot at her with some poison, until she stands only one square away from me, when I switch to my axe. She still has lots of HP left and I sure don't want to be banished into the abyss, so I am happy she wastes her time throwing frost and flames at me for two turns, in which I give her a shot of my wand of iceblast, bringing her down to about 1/4 HP. I get to shoot once more with my wand of flames, until she charges in melee. I hit her once and electrocute her to death, while she hits me with her dagger before she dies... phew, only a teleport attempt blocked by my stasis.&lt;br /&gt;
Fire magic advanced to 4 over all this and I pick up Josephs quaterstaff of crushing, which is unluckily only +0. An ogre with giant spiked club enters the scene and I lose a turn to change to my blowgun (and then back, after he reaches me), electrocuting him. Still, this guy hit me only twice to bring me below 50% of my HP.&lt;br /&gt;
I try on the robe and... surprise! It is a (+0, but we can work on that) robe of the archmagi, which will boost my fireball to compensate for my lack of Int. Just not now yet.&lt;br /&gt;
I further find a minivault with a worm, a worker ant and two wasps, which is quite the weak defense for a loot consisting of a scroll of enchant weapon, 9 royal jellies and 6 fruits - this looks as it is in favor of my fireball plans.&lt;br /&gt;
I find an entrance to the lair on this dungeon, but skip it for now. I won't take those escape hatches anymore, since the dungeon starts to become too dangerous for me.&lt;br /&gt;
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&lt;br /&gt;
==Dungeon 9==&lt;br /&gt;
Wow, I manage to whack a troll and an ogre without too many problems!&lt;br /&gt;
A player ghost of a demigod transmuter awaits me next... it says extremely dangerous but I know better: His spells and unarmed suck, but he got this artifact +1 battleaxe netting him mainly good resistances (but I don't see either cold or electricity safety). I lure him and his fellow worker ant to the stairs and whack them twice with the wand of iceblast, which brings him down to about 50% HP and kills the ant. Still, I forgot about his base stats as half a god and he hits me down to 50% too, before I disturb the ghostly electric signals he is composed of enough to make him disappear - still without the iceblasts he could have easily killed me.&lt;br /&gt;
While I slowly bring up my fireball, I find a randart amulet lying around - how unexpected, I don't even have an amulet at all!&lt;br /&gt;
It's base is an amulet of berserk, which I cannot make use of. It also grands SInv, which is useless to me. It is still quite useful, since it provides both poison and one level of fire resistance, both of witch I lack completely.&lt;br /&gt;
I stumble upon some orcs, a black bear and a steam dragon in a corridor. WHile I poison this polearm wielding ord warrior, Xom turns me into spider form. I manage to apply poison once more and retreat around the corner, backwards to not get hit by steam clouds all the way back. Still, in the process I get beaten down badly and once I am out and try to poison this drake, having only 27 of my 93 HP left, a killer bee emerges - dang! Where one is, almost always more follow. Now I need Xoms help badly! Okay, my scroll of fear scared most of them off and I manage to retreat enough so only the black bear and one killer bee are dangerously near me. While the steam dragon is still visible and not scared anymore, I can only hope the poison will kill him. Since in spider form I cannot use wands and supposedly won't stand a chance against even a single killer bee (my poison resistance gets nullified by this transmutation and my HP are still low), I drink one of my two potions of invisibility (in earlygame those are quite the winner-potions but starting around the elven halls most enemies will not be fooled anymore). I manage to hit and poison the killer bee now, while the steam dragon actually helps me and shoots steam through bee and bear, which Xom finds is hilarious. Then I turn back to my original form, still invisible. Now I feel a bit greedy about using my invisibility, even though the killer bee seems to flee and the black bear is nearly dead already I am not sure if I should go on or rather retreat and heal up.&lt;br /&gt;
I manage to kill the bear with my blowgun, as a howler monkey and a gian frog emerge. No big deal by themselves but I am scared that (especially the monkey) will attract the other killer bees and retreat. A safe spot is the escape hatch upwards where I place myself on, getting an adder to the kill list. I will axe them now har har. Time to heal.&lt;br /&gt;
As I explore again I get brilliance from Xom and guess what? A moment later there are four of them killer bees piled up together with an orc wizard. I try my 21% failure chance on fireball out on them and manage to shoot all three of them without miscasting. Well, that was nice, thanks, Xom! The orcs were easy with the axe, of course.&lt;br /&gt;
In comparison; after brilliance runs out I have a 97% failure rate on fireball with spellcasting, conjurations and fire magic at 4 each (I went on with the idea I wil need them all at least at 5 and want spellcasting to get the hunger cost down to 5 or 4 just so I don't regularly have to loose turns eating in midfight, and some MP ar nice too, of course).&lt;br /&gt;
&lt;br /&gt;
Okay, that's it with dungeon 9!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dungeon 10==&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Aargxl%27s_mutilating_Formicid_of_antcrapping_onto_%27em&amp;diff=43337</id>
		<title>Aargxl's mutilating Formicid of antcrapping onto 'em</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Aargxl%27s_mutilating_Formicid_of_antcrapping_onto_%27em&amp;diff=43337"/>
				<updated>2016-10-26T23:09:08Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: Created page with &amp;quot;{{diary}} {{version018}} Foreword: Despite my older diarie(s?) trying not to get OOC, this one is rather inspired by how Majang did his diaries - which I quite liked. The idea...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{diary}}&lt;br /&gt;
{{version018}}&lt;br /&gt;
Foreword: Despite my older diarie(s?) trying not to get OOC, this one is rather inspired by how Majang did his diaries - which I quite liked. The idea is to go for maximum (positive) mutations while also getting great equipment and since I will try to go for 15 runes, I will need to switch to becoming a mage at some point. The plan is to abandon Xom once I can survive it, switch to Gozag and buy upgrades, while working on my intelligence in advance. So it is three set long-term-stages to go through. I like the plan and it is actually made by a friend of mine with whom I often play crawl together, but he certainly won't write any diary about this. His most used player name is MAX POWA, btw! A better player than me, imo.&lt;br /&gt;
&lt;br /&gt;
Exiled for my erratic behaviour from our tribe's traditional inhabitated underground area, I dug around randomly for months, until this voice in my head calling itself Xom, told me to dig to above ground - he says there is some kind of dungeon, insulated from the outside underground by thick walls. I shall listen to it and enter from the top entrance or suffer the concequences. As a sentient insectoid being my fellows saw me as danger, since it seems only me has this strange connection to this deity.&lt;br /&gt;
They said I would bring too much risk with me. I accept my fate.&lt;br /&gt;
&lt;br /&gt;
As for Xom, he often seems to alter my body and surroundings often, while he cannot teleport me as he does with other worshippers. Over the years, I've got to know his behaviour quite well and I feel prepared. While he saiys we will start out as if we have not known for long in this dungeon, I will use my hand axe to apply his madness to as many enemies as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dungeon 1==&lt;br /&gt;
First thing I do is to turn on autopickup on evocables, magical staves and all ammo except for stones and throwing axes. Chances are, I will find some good (normally) two handed ranged weapon so I'd like to be prepared, while having some javelins and throwing nets is never wrong.&lt;br /&gt;
My starting attributes are S 19, I 11 and D 10. I level my axes, since it is on 3 and by 4 i will hit slightly faster.&lt;br /&gt;
Once this is done, I switch on fighting instead. I don't want to specialize too much until I find a worthy weapon. Basically I keep track of my skill levels and only turn on one at a time.&lt;br /&gt;
I get to XL3 by finishing it, mainly using autpfight (which the axe is also nice for, cleaving all enemies instead of me having to choose or even retreat into corridors for weak foes).&lt;br /&gt;
I also found a glowing mace on the ground, which I will not yet try out for it might be cursed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dungeon 2==&lt;br /&gt;
I find a small vault with altars of Elyvillon and TSO - crap gods imo, at least at this stage.&lt;br /&gt;
After a rather risky fight with two goblins, a worm, three jackals and a gnoll, I got a dagger of draining, which might come in handy as a swap at times. Next to the corpses I find a ring lying around, which I wear-identify as protection from cold. While resting up, Xom grants me insight so I can see an adder about a screen away - well thanks, I could do without this since I got antennae! As if he knew and just wanted to mock me, he smiles, declares me a beloved toy and throws 27 gold pieces at me - I guess we get an understanding.&lt;br /&gt;
I throw one of my 3 javelins at a sleeping adder but only scratch it - then cleaving it in two whilst doing some random shit with it. A Sif Muna altar? That's like the opposite of what I stand for. Go preach to some monks.&lt;br /&gt;
Yes! a wand of acid. These are quite helpful if shot multiple times since every shot severly cripples my enemies in both defense and offense. My fighting just reached 4, so I take a turn on some armour (will get it to 4, too) and then switch to evocations to failsafe myself a bit - with stasis I will get most of my panic buttons out of evocables.&lt;br /&gt;
After finishing, I take a closer look at the map and see a closed structure of stone walls and only two stairs leading down. Interesting!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dungeon 3==&lt;br /&gt;
Cool, I find the missing stairs almost next to my descending place, go up aand... its a smirking altar of Xom. I pray and earn my right to pick up the throwing net and two unidentified potions lying around, while getting labeled as Xoms ugly child. Most other races consider me ugly, anyway.&lt;br /&gt;
Suddenly I find a ring in my posession, must have been this now dead hobgoblin. Teleportation and cursed? No matter.&lt;br /&gt;
Aw god/Xom! I am already becoming reckless - I almost dies in an encounter of gnolls and orcs, hasting the first gnoll with my axe of chaos. Xom opens a gate while we're at it and seems rather excited as I speed up my most dangerous enemy. Good thing about this stuff is, the risky fights actally tend to please Xom. He also thinks it is hilarious that I save my sorry butt by drink-identifying a potion of agility and one curing me. Before I forget, Xom sent me a crimson imp as backup, which also took part in making this encounter non-lethal. In the middle of this fight I get my evocations to level 2, reminding me: I pile them up in a corridor and go for it until my imo blinks out, then I shoot them retards. Now corroded, they are easy to deal with even with my leftover HP - I think! The gnoll succumbs, leveling me up to sex, err.. Xom stop it! Level six is what I mean and this encounter sure made me a bigger brain. Just when I think it should be easy to whack these critters now, the orc wizard confuses and nearly kills me. Thank god I had a second potion of curing! As my agility-inducing drug liquor runs out, I start to feel hungry, but this fight is over and survived.&lt;br /&gt;
I rest, knowing I made a leap to the better in Xoms opinion.&lt;br /&gt;
I learned my lesson and lure out single enemies if they look strong, while Xom seems to point out it is no use, summoning me about ten friendly critters making noise, but also swashbuckling my opposition away. He then decides this was too easy and sends a second mob trying to kill me, but this one is nothing compared to me and my army. They don't give no experience either, though.&lt;br /&gt;
By the end of D3, I still got only mediocre equipment, notably I only get to wear this cold protection ring and a cloak adding to my starting gear. BUT I got a load of unidentified potions and scrolls. Maybe I should start tactically identifying some of them with higher quantities once I face some random enemies - this pleases Xom most of the time and we don't want him to get bored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dungeon 4==&lt;br /&gt;
I can't bring myself to do it - even after a berserked worker ant nearly killing me and a mob of orcs (with a warrior) plus the occational centaur skeleton, I had two close quarters fights and did not make use of those potions. That second fight went rather easy in the end after Xom mass confused my enemies.&lt;br /&gt;
Now while finding a (+0) Ring Mail of magic resistance on the ground which matches my +2 leather armour of Xom while giving some higher GDR, I notice XOm already gave me a bunch of mutations!! I scroll up the log and find out it happened in midfight, while I did not pay much attention - thinking the two hounds hit me down to 50% of my health (that's basically what happens when Xom mutates me).&lt;br /&gt;
Let's have a look at this goodies:&lt;br /&gt;
+2 AC from thin metallic scales - nice early game boost!&lt;br /&gt;
Tier 1 mutation resistance - I actually don't like this because it rules out the evolve mutation which is actually my most desired mutation. But as long as I stay/survive with Xom by my side it doesn't matter much - he bypasses this kind of resistance anyway and is likely to take it away at some point anyway. I'll just hope it won't take forever.&lt;br /&gt;
Regeneration 1! Now that one is certainly one of the most useful things for an ant like me, since I can even try to heal while fleeing a fight or just survive until I reach some stairs.&lt;br /&gt;
As a bonus, Xom altered my strength by two points.&lt;br /&gt;
Well, thanks, Xom!&lt;br /&gt;
&lt;br /&gt;
I will now gladly take this escape hatch to please you, my master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dungeon 5-7==&lt;br /&gt;
I land near to a lone iguana and Xom is not noticing this. I take the escape hatch back up next to me and shaft myself, maybe to some better effect.&lt;br /&gt;
Ooops! I just fell down 3 floors and find myself on D7 now, in sight: a centaur, a necrophage and a howler monkey skeleton. Luckily, the centaur is quite near to me (one square away). I switch to my draining dagger and walk up to drain this centaur while closing in to a narrow passage. Xom briefly asks Quazlal for help and the area engulfs in a massive cloudburst - sadly nothing damagind my enemies.&lt;br /&gt;
Now I got the necro, should I risk the rot? Well, sure! Xom will be happy! I drink-identify my now three potions of haste, which have no effect whatsoever but make Xom roar with laughter. Then I axe this phage and level up! On lvl 8 I now feel stronger, having one of my 65 HP rotted away I charge at the centaur, petrifiying him with my hand axe of chaos while the skeleton gets cleaved to death. This +2 shortbow of freezing could pack a punch, but I'd rather get my fighting up to 10 (it is now at 7).&lt;br /&gt;
I rest and while Xom happily spawns altars of his truly around me I notice it seems to be a hint: My fight took place about next to the entrance to the ecumenical temple. I quick-check it but of course it got nothing to offer.&lt;br /&gt;
Until I find the stairs up I can get a hold of a wand of iceblast and a flail of draining, which I trade in my dagger of same for.&lt;br /&gt;
On D6 I collect some small stuff and whack my way through small fries, while Xom and my axe do their random things. The last enemy before I can approach the stairs to D5 is a giant frog, which first gets berserked by my axe and then, almost dead, gets transmuted into a crocodile by XOm. Nearly killing me, I use-identify a potion of degeneration, a potion of brilliance, resistance and one of magic without impressing Xom at all. Then I get my heal wounds and he laughs - probably because I wasted some precious stuff. While I kill the crocodile he almost notices me.&lt;br /&gt;
Back to 5, here I should be able to beat everything to death!&lt;br /&gt;
Doing that Xom touches me (balls) and gives me cancer! No wait, it is actually rugged brown scales he grew me and the sensation of feeling my balls touched goes away as he also grants me clarity - well NOW I feel well mutated.&lt;br /&gt;
I go bashing some orcs, knowing those stupid wizards will not confuse me again, and as for compensation Xom turns me into a spider midfight! Good thing I am now fast enough to maneuver the band around while applying some poison from time to time.&lt;br /&gt;
Fight still became a hard one because one of the orcs went berserk by chance, but then was luckily confused by Xom.&lt;br /&gt;
I almost die again when Xom turns a harmless hound into a grey wolf which hits me down fast, until I give him two charges of my wand of corrosion. Fighting turns to 10 and I see the point in now turning my attention to evocations again.&lt;br /&gt;
After being back to D6 I find a shield, which I plan on using excessively, so I switch off evocations again to level it simultaneously with shields. Next to it is a jewelery shop containing three different rings of strength (+2, +5 &amp;amp; +6), three rings of evasion (+2, +3 &amp;amp; +3), a ring of fire, a +4 ring of protection, magic protection and +2 dexterity. Strange compilation imo. It also has an amulet of berserk rage which I cannot use and a unique one, giving spirit shield and MR++, but at the cost of 3 INT. I got merely 372 gold pieces with me and will not afford any of these right now, since I can only pay for the weaker ones anyway. I do not see a significant increase from those I can buy and thus rather save my money for the real shit (I plan on saving a lot for later converting to Gozag, too).&lt;br /&gt;
&lt;br /&gt;
So, I head back to D7 where I fleed from not too long ago.&lt;br /&gt;
As the enemies around here are more numerous and strong, I switch to my +2 bow of freezing for a change - after overusing my axe that much, it does not seem to impress Xom anymore anyway. I plow arrows into wargs and centaurs and they fall easily, even without having leveled bows (got to admid, that Xom threw in some confusion again). One even drops a +2 bow of chaos, which I think is rather funny. I will try that one and only resort to melee if I feel it is safe, so I do not waste too many arrows. Shields just jumped up to 5, btw. That +2 aptitude pays off fast.&lt;br /&gt;
That mod didn't come from a lair entrance, rather I find a fortress here in D7 - Xom bless I didn't shaft myself into that, seeing it got quite the experience in it I prever to check the surroundings first:&lt;br /&gt;
Surrounded by water but I can walk around it. Xom throws me a brown potion while I'm at it. Wargs on the backyard cannot swim and I shoot at them, not calculating their &amp;quot;intelligence&amp;quot;: they flee to the west and come back on my side, severly punching me. As my wand of acid turns out to be empty, I use the newly acquired potion which happens to be might. I swap my bow for the flail of draining and bash the remaining three, using a potion of heal wounds but reaching lvl 10 and raising my shields to 7 in the process.&lt;br /&gt;
As I check out the rest of the dungeon I stumple about a band of kobolds, dropping an enchanted blowgun and a +2 dagger of protection. I am gonna keep the latter in case I need an AC boost while fleeing. I use my four scrolls of identify to check for remove curse and don't find it - this blowgun will remain unchecked for the time being.&lt;br /&gt;
I got magic mapping, enchant armour/weapon and recharging ready to use now.&lt;br /&gt;
My first found amulet is inaccuracy, so I try my last set of 2 unidentified scrolls, wasting a scroll of fear. Two single scrolls left, I sure hope one is remove curse since otherwise this fortress will be a pain... phew! First one was it. I was even reckless enough to test out those unidentified weapons before I used the scroll, now getting rid of the dagger, mace and amulet, along with my axe of chaos (now that I got the bow).&lt;br /&gt;
Cool, I just wasted a sky beast and it dropped mutagenic meat. To get hungry I dig around a bit and then feel odd by the meat not doing anything. Xom punishes me with a sarcastic line: &amp;quot;You need some minor improvements, mortal.&amp;quot; and gives me a bad mutation in place of the meat: -10% MP, which luckily is not a problem for me at this stage of the game.&lt;br /&gt;
As I approach the fortress, a horde of orcs comes rushing at me, leaded by an orc knight. I lure them into hallways while making use of my +3 blowgun to massivly poison this knight, while Xom simultaneously petrifies him. I pour more needles into him, until he moves again, charges at me with about half of his HP left. But I took my safe distance and continue the game. Next hallway I wait for his damage while further poisoning him, when Xom &amp;quot;Ka-Booom!&amp;quot; explodes his lessers waiting behind him. And such, my shields reached 10. Now onto evocations again.&lt;br /&gt;
As I lure out the next batch of orcs, Xom gives me Death channel and summons an iron imp to my aid - but those warriors got glaives, and there is an enchanted one in front. I continue the poisoning in good faith I will get this guy as a spectral thing of my cause.&lt;br /&gt;
Okay, I got 4 of them now but they dropped their equipment before joining my cause - what a shame.&lt;br /&gt;
It is a +2 glaive of venom and I seriously consider putting some training into polearms now, but not before 10-ing my evocations.&lt;br /&gt;
As I charge onto the fortress again with my army of four spectral orcs, in sight of the gate Xoms power touches me another time - gawd this is so creepy. I turn out to be more clever and two times more agile afterwards (+2INT and +4DEX mutations).&lt;br /&gt;
My stats are now 20 16 14.&lt;br /&gt;
With my spectral meatshields I use my glaive to put those stronger armoured orcs from safe distance, letting only enemies near to me while they have to stand in shallow water. Works well, but my servants are more or less destroyed afterwards.&lt;br /&gt;
A +2 hand axe of electrocution is found in the remains.&lt;br /&gt;
With my small arsenal to compensate for any well trained weapon choice I go through the remains of the fortress. I find a book of unlife, which I don't see coming to great use, and a book of the tempests, with fireball and tornado inside - this one got quite some lategame potential! I could start swapping to magic at any time now since I still lack a nice main weapon. I also got hold of a cloak of invisibility, and in the last room is a boggard &amp;quot;locked in&amp;quot; behind some iron grates. I thought about freeing it and if still hostile, then killing it before it starts the summoning, but actually it just blinked out of his so called &amp;quot;prison&amp;quot;, saving me the work.&lt;br /&gt;
After I exit the fortress via autoexplore I stumble upn an orc warlord. This ain't no fun at my level, I've got to check options... one scroll of fear is a good chance of getting rid of him when stuck in melee. Okay, I will try becoming invisible via my newly acquired cloak, since those brutes cannot see insivible foes. My failure chance at 8.6 evocations is 34% but he is a solid 6 steps away from me, plenty of time. Then I will go on poisoning him using the blowgun and glaive I've got. Let's just hope Xom doesn't do something fucked up in the middle of it!&lt;br /&gt;
I manage to become invisible on my first try and the +3 blowgun does its job pretty well! The orc is stupid enough not even to figure out his way in melee range for three rounds. I switch to the glaive as soon as he comes into polearms reaching range and try to keep this one space of distance between us - because even one or two hits of this guy can maybe put me to sleep forever. And then there it is; as the tension rises through the warlords approaching Xom makes his entrance: &amp;quot;Go forth and cause havoc, mortal!&amp;quot; - well okay, that doesn't sound too b... wait what?! He gave me brilliance? For the heck of it then lets live up to it! Well, now this guy stays in my back, but my glaive seems to damage him more than he hits me. Xom again moans and gives me the thick fur (AC+1) and passive mapping mutations - so this warlord didnt hurt me, but Xom did? Then again, the warlord seems to get the upper hand. We are in a corridor and I am thinking shit, if I turn visible now this guy just needs one rush to beat me down. Once he hits me into critical state, three butterflies erupt from me - perfect! I swap the space with the one behind me and the ort kills it in one go. But now I got this free space between us to try and hit him with my glaive, further damaging and/or poisoning him. I repeat this a second time, while the third butterfly successfully flees and run away, when the warlord finally collapses. 10/93 HP left, level 11 reached and evocations leapt from 8 to ten. Luckily he only had a dire flail and a chain mail, otherwise he'd hav had me for dinner.&lt;br /&gt;
I am lucky not to be malmutated by the yellow contamination I now got from staying invisible for so long, and as I rest, three gnolls show up - those are no match for my blowgun and serve as exchanging my +0 flail of draining with a +2 one of the same kind.&lt;br /&gt;
After the action I autoexplore the rest of this dungeon level, to find out that I have displeased Xom somehow and now feel weaker (only stat loss though, I've still got the +2STR mutation).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am taking a break for now, so here are my stats:&lt;br /&gt;
Str 19(20), Int 16, Dex 14&lt;br /&gt;
AC 11, EV 11, SH 12&lt;br /&gt;
XL 11, and a surprisingly good tradeoff in mutations.&lt;br /&gt;
My four innate ones, &lt;br /&gt;
Rugged brown scales 1 (AC+1, +3%HP)&lt;br /&gt;
Thin metallic scales (AC+2)&lt;br /&gt;
Dex 2 (+4)&lt;br /&gt;
Clarity&lt;br /&gt;
Int 1 (+2)&lt;br /&gt;
Less MP 1 (-10%)&lt;br /&gt;
Mutation resistance 1&lt;br /&gt;
Passive mapping 1 (deep dwarf style formicid!)&lt;br /&gt;
Regeneration 1&lt;br /&gt;
Fur 1 (+1AC)&lt;br /&gt;
Str 1 (+2)&lt;br /&gt;
&lt;br /&gt;
This would basically be a good time to abandon Xom, but I think I wouldn't survive hiw wrath yet, so I'd rather hope his mood doesn't turn bad and that he maybe, on top of that, gives me the evolve mutation instead of resistance to further mutation. If this happens the mutations will go on by themselves for quite a while, mainly giving upgrades. At my point right now those Xom mutations actually save my ass, because the loot I found couldn't carry me through the game at this point.&lt;br /&gt;
&lt;br /&gt;
Next in queue: Dungeon 8+&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Lantern_of_shadows&amp;diff=39643</id>
		<title>Lantern of shadows</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Lantern_of_shadows&amp;diff=39643"/>
				<updated>2015-12-16T17:11:05Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: Update to 0.17; Flavour text renewed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Miscellaneous item&lt;br /&gt;
 |name=lantern of shadows&lt;br /&gt;
 |cost=&lt;br /&gt;
 |weight=10&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|An unholy device which calls forth flickering shadows to assist its wielder. It shrouds the wielder in unnatural darkness, making them unstealthy and significantly reducing the power of their spells.}}&lt;br /&gt;
&lt;br /&gt;
== Operation ==&lt;br /&gt;
Unlike most of the miscellaneous items, the '''lantern of shadows''' is not evoked; it is activated whenever it is wielded as a &amp;quot;weapon&amp;quot;. When wielded, this sinister device will dim the natural light of the dungeon around the user, erasing all colours and reducing his or her [[line of sight]] (and the monsters' as well) by 2 tiles. This gives you 6 tiles from the usual 8 tiles. This stacks with other sources of LOS reductions (like Nightstalker mutation or the [[Darkness]] spell).&lt;br /&gt;
&lt;br /&gt;
In addition, neutral [[shadow]]s will begin to spawn from the lantern, and be attracted to flutter around it like moths until they expire. The [[good gods]] take this as Necromancy. [[Okawaru]] does not like it when they are destroyed. The shadows will remain (and stay friendly) for a while after the Lantern is unwielded. The shadows follow you around levels, making this item ideal for exploring new stairs.&lt;br /&gt;
&lt;br /&gt;
The lantern also works as a double negative spell enhancer (&amp;quot;extremely numb sensation&amp;quot; if unenhanced). That is to say, it would cancel the effects of ''two'' rings of fire if you tried to cast a fire spell while wielding it. (Obviously, you can't combine it with a staff!)&lt;br /&gt;
&lt;br /&gt;
[[Stealth]] is set to 0 (extremely unstealthy) if you're wielding a Lantern of Shadows. While in use your MP are drained with every shadow appearing until you run dry.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This item is finnicky, to say the least.  In exchange for reduced LOS and friendly shadows constantly surrounding you, you will have impeded melee combat, impeded spellcasting, and no ability to sneak up on monsters.  Mostly these lanterns can be useful for escape: the reduced LOS will help you leave monsters behind (remember, they can't see you if they're beyond your LOS), while the shadows can help cover your retreat. Don't expect the shadows to kill much - they're outclassed by the later levels of Lair.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Prior to [[0.16]], lantern of shadows didn't drain MP while in use, and didn't cease to function once its wielder runs dry. &lt;br /&gt;
&lt;br /&gt;
[[0.13]] makes the spawn rate of [[shadow]]s scale with [[Evocations]] skill. Also, summoned shadows will be neutral instead of friendly.&lt;br /&gt;
&lt;br /&gt;
Prior [[0.9]], an unidentified lantern of shadows always appeared as a '''bone lantern'''.&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Phantom_mirror&amp;diff=39642</id>
		<title>Phantom mirror</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Phantom_mirror&amp;diff=39642"/>
				<updated>2015-12-16T17:07:19Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: Update to 0.17&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A hand mirror which can create a reflection of a nearby creature, shattering in the process. The reflection's duration increases with Evocations skill and decreases with the magic resistance of the target. It is, invariably, slightly weaker than the creature it mirrors.}}&lt;br /&gt;
&lt;br /&gt;
Evoking a '''phantom mirror''' allows you to summon into existence an exact duplicate of a single non-player, non-magic-immune target. It is a one-use item, and will be destroyed upon a successful use. The chance of it succeeding, as well as the duration of the summon, is dependent upon your [[Evocations]] skill and the target's [[magic resistance]]; high MR targets are much more difficult to duplicate, and magic-immune targets simply cannot be affected.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Phantom mirrors will be added in [[0.16]].&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hunting_sling&amp;diff=39641</id>
		<title>Hunting sling</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hunting_sling&amp;diff=39641"/>
				<updated>2015-12-16T17:04:44Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: Delays adjusted to decimal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{weapon&lt;br /&gt;
 |name      = Hunting sling&lt;br /&gt;
 |weight    = 2.0&lt;br /&gt;
 |skill     = Slings&lt;br /&gt;
 |damage    = 5&lt;br /&gt;
 |accuracy  = +2&lt;br /&gt;
 |basedelay = 1,2 (120%)&lt;br /&gt;
 |mindelay  = 0,6 at skill 12&lt;br /&gt;
 |hands     = 1H&lt;br /&gt;
 |size      = Little&lt;br /&gt;
 |ranged    = Yes&lt;br /&gt;
 |acquirement = 10&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A piece of cloth and leather for launching stones. Does more damage when launching purpose-made projectiles, rather than rocks found on the floor. Adequate for hunting small game, like rabbits or goblins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And David put his hand in his bag, and took thence a stone, and slang it, and smote the Philistine in his forehead, that the stone sank into his forehead; and he fell upon his face to the earth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-KJV Bible, 1 Samuel 17:49.}}&lt;br /&gt;
{{crawlquote|This weapon falls into the 'Slings' category. It is a one-handed weapon.}}&lt;br /&gt;
&lt;br /&gt;
'''Hunting slings''' are one-handed ranged weapons. They accept both [[stone]]s and [[sling bullet]]s as ammunition, but using sling bullets will increase your damage significantly. Although weaker than [[bow]]s or [[crossbow]]s, they only require one hand, making them a good secondary weapon option for characters using [[shield]]s. Most sling-users will want to upgrade to a [[greatsling]] at some point for superior damage while remaining one-handed.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Hunting slings were added in [[0.15]], replacing the simple [[sling]].&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Long_sword&amp;diff=39640</id>
		<title>Long sword</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Long_sword&amp;diff=39640"/>
				<updated>2015-12-16T17:04:09Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: Update to 0.17; Delays adjusted to decimal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{weapon&lt;br /&gt;
 |name      = Long sword&lt;br /&gt;
 |cost      = ?&lt;br /&gt;
 |weight    = 16.0&lt;br /&gt;
 |skill     = Long Blades&lt;br /&gt;
 |damage    = 10&lt;br /&gt;
 |accuracy  = +1&lt;br /&gt;
 |basedelay = 1,4 (140%)&lt;br /&gt;
 |mindelay  = 0,7 at skill 14&lt;br /&gt;
 |hands     = 1H&lt;br /&gt;
 |size      = Medium&lt;br /&gt;
 |damtype   = Slicing&lt;br /&gt;
 |ranged    = No&lt;br /&gt;
 |acquirement = 10&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A sword with a long, slashing blade.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;While we were at grips with this great army and their dreadful broadswords (maquahuitl [made of obsidian]), many of the most powerful among the enemy seem to have decided to capture a horse. They began with a furious attack, and laid hands on a good mare well trained both for sport and battle. Her rider, Pedro de Moron, was a fine horseman; and as he charged with three other horsemen into the enemy ranks-they had been instructed to charge together for mutual support-some of them seized his lance so he could not use it, and others slashed at him with their broadswords (maquahuitl), wounding him severely. Then they slashed at his mare, cutting her head at the neck so that it only hung by the skin. The mare fell dead, and if his mounted comrades had not come to Moron's rescue, he would probably have been killed also.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Bernal Díaz del Castillo, _The Conquest of New Spain_. 1623&amp;lt;br&amp;gt;&lt;br /&gt;
trans. J. M. Cohen, 1963}}&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|This weapon falls into the [[Long Blades]] category. It is a one handed weapon, and it is better for the dexterous.}}&lt;br /&gt;
&lt;br /&gt;
'''Long swords''' are among the weaker [[Long Blades]] in the game. They're good for players who are just branching out into Long Blades, but you should aim to find something better as soon as possible.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || Image&lt;br /&gt;
|-&lt;br /&gt;
| '''Mundane''' || [[File:Long sword1.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical''' || [[File:Long sword2.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Artifact''' || [[File:Long sword 3.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Long blades]]&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Flaming&amp;diff=39639</id>
		<title>Flaming</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Flaming&amp;diff=39639"/>
				<updated>2015-12-16T17:01:39Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: Update to 0.17&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
The '''flaming''' [[brand]] causes a [[weapon]] to burn its target, inflicting additional [[fire]] damage. Although less effective against creatures with fire resistance, it can devastate anything vulnerable to fire.&lt;br /&gt;
&lt;br /&gt;
As an added effect, this brand is extremely useful on slicing weapons when fighting [[hydra]]s. Flaming slicing weapons will reduce a hydra's head count by 1 with each hit, and they do not heal in the process.&lt;br /&gt;
&lt;br /&gt;
This brand works best on heavy, high-damage weapons, since the extra fire damage dealt is determined by the amount of normal weapon damage you manage to get past an enemy's [[AC]].&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
Along with simply finding flaming weapons as randomly generated loot, there are a number of sources guaranteed to generate them. [[Efreet]]s, [[fire giant]]s, and the [[unique]] caster [[Erica]] always carry them.&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
*Normal: +0% to +50% fire damage (25% on average)&lt;br /&gt;
*rF+: +0% to +25%&lt;br /&gt;
*rF++: +0% to +10%&lt;br /&gt;
*rF+++: No additional damage&lt;br /&gt;
*rF-: +0% to +75% &lt;br /&gt;
&lt;br /&gt;
The amount of damage dealt by any given attack is reflected by the punctuation at the end of message:&lt;br /&gt;
*1-2 &amp;quot;You burn ... .&amp;quot;&lt;br /&gt;
*3-6 &amp;quot;You burn ... !&amp;quot;&lt;br /&gt;
*7+ &amp;quot;You burn ... !!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hunting_sling&amp;diff=39638</id>
		<title>Hunting sling</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hunting_sling&amp;diff=39638"/>
				<updated>2015-12-16T16:59:41Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: Update to 0.17&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{weapon&lt;br /&gt;
 |name      = Hunting sling&lt;br /&gt;
 |weight    = 2.0&lt;br /&gt;
 |skill     = Slings&lt;br /&gt;
 |damage    = 5&lt;br /&gt;
 |accuracy  = +2&lt;br /&gt;
 |basedelay = 12 (120%)&lt;br /&gt;
 |mindelay  = 6 at skill 12&lt;br /&gt;
 |hands     = 1H&lt;br /&gt;
 |size      = Little&lt;br /&gt;
 |ranged    = Yes&lt;br /&gt;
 |acquirement = 10&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A piece of cloth and leather for launching stones. Does more damage when launching purpose-made projectiles, rather than rocks found on the floor. Adequate for hunting small game, like rabbits or goblins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And David put his hand in his bag, and took thence a stone, and slang it, and smote the Philistine in his forehead, that the stone sank into his forehead; and he fell upon his face to the earth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-KJV Bible, 1 Samuel 17:49.}}&lt;br /&gt;
{{crawlquote|This weapon falls into the 'Slings' category. It is a one-handed weapon.}}&lt;br /&gt;
&lt;br /&gt;
'''Hunting slings''' are one-handed ranged weapons. They accept both [[stone]]s and [[sling bullet]]s as ammunition, but using sling bullets will increase your damage significantly. Although weaker than [[bow]]s or [[crossbow]]s, they only require one hand, making them a good secondary weapon option for characters using [[shield]]s. Most sling-users will want to upgrade to a [[greatsling]] at some point for superior damage while remaining one-handed.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Hunting slings were added in [[0.15]], replacing the simple [[sling]].&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Willpower&amp;diff=39637</id>
		<title>Willpower</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Willpower&amp;diff=39637"/>
				<updated>2015-12-16T16:56:53Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: Update to 0.17; sorted resistible enchantments alphabetically&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
'''Magic resistance''' ('''MR''') is the ability to resist hostile enchantments such as [[slow]], [[confusion]], [[banishment]] to [[the Abyss]] and [[disintegration]].&lt;br /&gt;
&lt;br /&gt;
The higher a being's MR, the less likely that it will be affected by an enchantment cast on it. Beings that are magical in some way (such as elves or sirens), magic-users, and those that are non-[[natural]] tend to have higher MR than other creatures.&lt;br /&gt;
&lt;br /&gt;
Monster MR is partly based on [[hit dice]], so monsters with high hit dice tend to be highly resistant to magic. Most monsters with one hit die have a 50% chance to fail to resist outright, in addition to the normal saving throw. Finally, some monsters are outright immune to magical enchantments - for instance, most [[nonliving]] creatures.&lt;br /&gt;
&lt;br /&gt;
==Resistible Enchantments==&lt;br /&gt;
Some of these effects can come from potions, weapon brands, clouds, or spells that are not considered enchantments.&lt;br /&gt;
&lt;br /&gt;
*[[Agony]]&lt;br /&gt;
*[[Banishment#Monster banishment|Banishment]]&lt;br /&gt;
*[[Banshee card]]&lt;br /&gt;
*[[Blink Other]] (but not [[Blink Other Close]])&lt;br /&gt;
*[[Brain Feed]]&lt;br /&gt;
*[[Cause Fear]]&lt;br /&gt;
*[[Confuse]]&lt;br /&gt;
*[[Control Undead]]&lt;br /&gt;
*[[Corona]]&lt;br /&gt;
*[[Crusade card]]&lt;br /&gt;
*[[Damnation card]]&lt;br /&gt;
*[[Dimension Anchor]]&lt;br /&gt;
*[[Discord]]&lt;br /&gt;
*[[Dispersal]] spell (only teleportation, blink away cannot be resisted)&lt;br /&gt;
*[[Yred#Enslave_soul|Enslave Soul]]&lt;br /&gt;
*[[Enslavement]]&lt;br /&gt;
*[[Ensorcelled Hibernation]]&lt;br /&gt;
*[[Inner Flame]]&lt;br /&gt;
*[[Mass Confusion]]&lt;br /&gt;
*[[Metabolic Englaciation]]&lt;br /&gt;
*[[Pain]]&lt;br /&gt;
*[[Paralyse]]&lt;br /&gt;
*[[Petrify]]&lt;br /&gt;
*[[Porkalator]]&lt;br /&gt;
*[[Scroll of fear]]&lt;br /&gt;
*[[Sentinel's Mark]]&lt;br /&gt;
*[[Sleep]]&lt;br /&gt;
*[[Slow]]&lt;br /&gt;
*[[Strip Resistance]] (ignores its target MR 1 of every 3 times)&lt;br /&gt;
*[[Teleport Other]]&lt;br /&gt;
*[[Virulence]]&lt;br /&gt;
*[[Wand of confusion]]&lt;br /&gt;
*[[Wand of disintegration]]&lt;br /&gt;
*[[Wand of enslavement]]&lt;br /&gt;
*[[Wand of paralysis]]&lt;br /&gt;
*[[Wand of polymorph]]&lt;br /&gt;
*[[Wand of slowing]]&lt;br /&gt;
*[[Wand of teleportation]]&lt;br /&gt;
&lt;br /&gt;
MR does not prevent effects triggered through the spell [[Alistair's Intoxication]].&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*Many of these enchantments can be resisted via other means. For instance, [[life protection]] counters the effects of [[Agony]] (but not the [[Pain]] spell). Undead, nonliving, and plant monsters cannot [[sleep]].&lt;br /&gt;
*[[Polymorph]] will not be resisted by ([[very ugly thing|very]]) [[ugly thing]]s, which will always change color. [[Shapeshifter]]s can only resist it if they are currently in the form of something immune to magic.&lt;br /&gt;
*Effects produced by the [[chaos]] brand don't check MR.&lt;br /&gt;
&lt;br /&gt;
==Saving throws==&lt;br /&gt;
Resisting an enchantment is dependent on the resisting creature's MR and the enchantment power (which is a function of the [[spell power]]) of the enchantment it is resisting. The formula is:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|If 1d100 + 1d101 is less than 102 + MR - the enchantment's power, the enchantment is resisted.}}&lt;br /&gt;
&lt;br /&gt;
This is sometimes referred to as a &amp;quot;[http://en.wiktionary.org/wiki/saving_throw saving throw]&amp;quot;, after the die-based resistance system employed in ''Dungeons &amp;amp; Dragons''.&lt;br /&gt;
&lt;br /&gt;
[[File:magic_resistance_saving_throw.png]]&lt;br /&gt;
&lt;br /&gt;
Enchantment power is your spell's power multiplied by a modifier (usually 1) and then passed through a stepdown function which halves your spell power every 30 points above 40. [[Agony]], [[Pain]], [[Slow]], [[Corona]], [[Teleport Other]] and all the mass enchantments have modifiers greater than 1. [[Ensorcelled Hibernation]] has an additional stepdown.&lt;br /&gt;
&lt;br /&gt;
==Resistance Descriptions==&lt;br /&gt;
Neither the player's nor monster's MR is ever given explicitly, but a rough suggestion of how magic resistant they are can be seen by pressing the [[@]] or [[%]] key for the player, and e'''x'''amining a monster's description.&lt;br /&gt;
&lt;br /&gt;
Magic resistance adjectives are as follows:&lt;br /&gt;
{|- class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
!MR description&lt;br /&gt;
![[%]] screen&lt;br /&gt;
!MR number&lt;br /&gt;
|-&lt;br /&gt;
|not resistant || ..... ||&amp;lt;40&lt;br /&gt;
|-&lt;br /&gt;
|somewhat || +.... ||40-79&lt;br /&gt;
|-&lt;br /&gt;
|very || ++... || 80-119&lt;br /&gt;
|-&lt;br /&gt;
|extremely || +++.. || 120-159 &lt;br /&gt;
|-&lt;br /&gt;
|incredibly || ++++. || 160-199 &lt;br /&gt;
|-&lt;br /&gt;
|almost entirely || +++++ ||&amp;gt;=200 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As a practical matter, a player who is &amp;quot;incredibly resistant&amp;quot; should be able to usually resist the most dangerous enchanters in the game (such as [[Kirke]], [[deep elf demonologist]]s, and even [[ancient lich]]es). More MR will reduce the likelihood of these spells landing even further, but the gains become significantly less important beyond this point.&lt;br /&gt;
&lt;br /&gt;
===Player Resistance===&lt;br /&gt;
Player resistance is determined as below:&lt;br /&gt;
&lt;br /&gt;
Experience level × racial multiplier, plus the following:&lt;br /&gt;
*[[Shadow Form]]: Immune&lt;br /&gt;
*Randart MR (40 for each ''+'')&lt;br /&gt;
*40 for each [[ego|armor of magic resistance]]&lt;br /&gt;
*40 for each [[ring of protection from magic]]&lt;br /&gt;
*Ranks of the [[Good mutations#Magic Resistance|MR mutation]] × 40 &lt;br /&gt;
*50 when [[lichform]]&lt;br /&gt;
*70 when using [[Trog]]'s Hand&lt;br /&gt;
*Everything is then divided by two if the player is under the effect of a [[scroll of vulnerability]], the attack of a [[phantasmal warrior]], or the [[Strip Resistance]] spell.&lt;br /&gt;
&lt;br /&gt;
Racial multipliers are as follows:&lt;br /&gt;
&lt;br /&gt;
*7: [[Spriggan]]&lt;br /&gt;
*6: Purple [[draconian]], [[deep dwarf]], [[felid]]&lt;br /&gt;
*5: [[Naga]], [[mummy]], [[vine stalker]]&lt;br /&gt;
*4: [[High elves]], [[deep elves]], [[demigod]], [[vampire]], [[formicid]], [[ogre]]&lt;br /&gt;
*3: [[Human]]s and every other race&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.13]], [[Blink Other]] was subject to magic resistance.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game_mechanics]]&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gloves&amp;diff=39636</id>
		<title>Gloves</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Gloves&amp;diff=39636"/>
				<updated>2015-12-16T16:43:04Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: Update to 0.17&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{armour&lt;br /&gt;
 |name = Gloves&lt;br /&gt;
 |cost = ?&lt;br /&gt;
 |weight = 2.0&lt;br /&gt;
 |AC = 1&lt;br /&gt;
 |SV = n/a&lt;br /&gt;
 |EV = +0&lt;br /&gt;
 |maxenc = +2&lt;br /&gt;
 |skill = &lt;br /&gt;
 |size = small, medium&lt;br /&gt;
 |acquirement = ?&lt;br /&gt;
 |weartime = 2&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A pair of gloves.}}&lt;br /&gt;
&lt;br /&gt;
'''Gloves''' are the only form of [[armour]] capable of being worn on a character's hand slot, providing +1 base [[AC]] and capable of being [[scroll of enchant armour|enchanted]] for an additional +2 AC. They may generate with the following [[ego]]s:&lt;br /&gt;
*[[Strength]] (+3)&lt;br /&gt;
*[[Dexterity]] (+3)&lt;br /&gt;
*[[Archery]]&lt;br /&gt;
&lt;br /&gt;
==Restrictions==&lt;br /&gt;
Gloves are incompatible with the [[Claws]] [[mutation]]; wearing gloves over a rank 1 or 2 mutation will negate the mutation, and a rank 3 mutation makes gloves unwearable.&lt;br /&gt;
&lt;br /&gt;
[[Ogre]]s and [[troll]]s are too large for gloves, [[spriggan]]s are too small, and [[octopode]]s and [[felid]]s don't have hands to wear them on.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], [[gauntlets]] and [[bracers of archery]] also existed for the hand slot. Also, wearing [[curse]]d gloves made it impossible to change your [[ring]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || Image&lt;br /&gt;
|-&lt;br /&gt;
| '''Mundane''' || [[File:Glove1.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical/Artifact''' || [[File:Glove2.png]] [[File:Glove3.png]] [[File:Glove4.png]] [[File:Glove5.png]]&lt;br /&gt;
|-&lt;br /&gt;
! || [[Unrandart]] gloves&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Fencer's Gloves]]''' || [[File:Fencer's gloves.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Gauntlets of War]]''' || [[File:Gauntlets of war.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{armours}}&lt;br /&gt;
[[Category:Gloves]]&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Cloak&amp;diff=39635</id>
		<title>Cloak</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Cloak&amp;diff=39635"/>
				<updated>2015-12-16T16:41:22Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: Update to 0.17&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{armour&lt;br /&gt;
 |name        = Cloak&lt;br /&gt;
 |cost        = ?&lt;br /&gt;
 |weight      = 4&lt;br /&gt;
 |skill       = Dodging&lt;br /&gt;
 |skill2      = &lt;br /&gt;
 |AC          = 1&lt;br /&gt;
 |EV          = +0&lt;br /&gt;
 |SV          = n/a&lt;br /&gt;
 |maxenc      = +2&lt;br /&gt;
 |size        = Any&lt;br /&gt;
 |acquirement =&lt;br /&gt;
 |weartime    = 2&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A cloth cloak.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;O Bell my wife, why dost thou flyte?&amp;lt;br&amp;gt;&lt;br /&gt;
Now is now, and then was then:&amp;lt;br&amp;gt;&lt;br /&gt;
Seek now all the world throughout,&amp;lt;br&amp;gt;&lt;br /&gt;
Thou kens not clowns from gentlemen:&amp;lt;br&amp;gt;&lt;br /&gt;
They are clad in black, green, yellow and blue,&amp;lt;br&amp;gt;&lt;br /&gt;
So far above their own degree.&amp;lt;br&amp;gt;&lt;br /&gt;
Once in my life I'll take a view;&amp;lt;br&amp;gt;&lt;br /&gt;
For I'll have a new cloak about me.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
-Anonymous, &amp;quot;The Old Cloak&amp;quot;. 16th Century.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cloaks''' are pieces of armour that fill the cloak slot. They take 2 turns to equip or remove, and can be [[scroll of enchant armour|enchanted]] up to +2. Cloaks also provide excellent protection against [[acid]]. Normally when you're splashed with acid, the damage you take increases for every empty equipment slot. A cloak, however, reduces the chance of that happening per slot to 50%.&lt;br /&gt;
&lt;br /&gt;
==Egos==&lt;br /&gt;
Cloaks can normally have the following [[ego]]s: &lt;br /&gt;
*[[Poison resistance]]: Grants poison resistance&lt;br /&gt;
*[[Magic resistance]]: Grants +30 magic resistance&lt;br /&gt;
*[[Invisibility (ego)|Invisibility]]: Evoke to become [[invisible]] (increases metabolism while active)&lt;br /&gt;
&lt;br /&gt;
Only found in some vaults (notably [[Ice Cave]]s):&lt;br /&gt;
*[[Cold resistance]]: Grants cold resistance&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Looking for a cloak early on? If you come across (and can kill) [[Crazy Yiuf]], he's guaranteed to come with a cloak. It might even have an ego!&lt;br /&gt;
&lt;br /&gt;
If you still need a decent cloak in the late game, [[the Realm of Zot]] can be a good place to search. Many [[list of draconians|draconians]] will generate with cloaks which occasionally come with decent enchantment values and egos.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], the invisibility ego was called the Darkness ego.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], the [[preservation]] ego could be found on cloaks. This ego was removed along with [[item destruction]] and permanent [[corrosion]] effects.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], [[racial equipment|racial variant]] cloaks existed. Also, wearing a cloak meant you had to take it off in order to change [[body armour]]; among other things, this meant that wearing a [[curse]]d cloak prevented you from taking off your body armour.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || Image&lt;br /&gt;
|-&lt;br /&gt;
| '''Mundane''' || [[File:Cloak1_leather.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical''' || [[File:Cloak2.png]] or [[File:Cloak3.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Artifact''' || [[File:Cloak4.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{armours}}&lt;br /&gt;
[[Category:Cloaks]]&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ego&amp;diff=39634</id>
		<title>Ego</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ego&amp;diff=39634"/>
				<updated>2015-12-16T16:39:03Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: Update to 0.17; added hats to the See invisible ego&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
'''Egos''' are special abilities and [[intrinsic]]s found on [[weapons]], [[armour]], and other character items. When an item name shows as &amp;quot;+x foo of barring&amp;quot;, the &amp;quot;of barring&amp;quot; is the ego. For example: boots ''of running'', war axe ''of electrocution''. &lt;br /&gt;
&lt;br /&gt;
Egos on [[weapons]] are often referred to as [[brand]]s. Unlike other egos, many weapon brands can be added to normal weapons temporarily through certain spells (or permanently through certain exceptional methods). This page focuses on non-weapon egos; see the [[brand]] page for weapon egos.&lt;br /&gt;
&lt;br /&gt;
==Egos==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Effect&lt;br /&gt;
!Found on&lt;br /&gt;
!Putting On&lt;br /&gt;
!Taking Off&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Resistance (ego)|Resistance]]&lt;br /&gt;
| Gain 1 rank in [[fire resistance]] and [[cold resistance]].&lt;br /&gt;
| Robes, shields&lt;br /&gt;
| You feel resistant to extremes of temperature.&lt;br /&gt;
| You feel hot and cold all over.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Fire resistance]]&lt;br /&gt;
| Gain 1 rank of fire resistance.&lt;br /&gt;
| All body armour, barding, shields, *&lt;br /&gt;
| You feel resistant to fire.&lt;br /&gt;
| Was it this warm in here before?&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Cold resistance]]&lt;br /&gt;
| Gain 1 rank of cold resistance.&lt;br /&gt;
| All body armour, barding, shields, **&lt;br /&gt;
| You feel resistant to cold.&lt;br /&gt;
| You catch a bit of a chill.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Poison resistance]]&lt;br /&gt;
| Gain [[poison resistance]].&lt;br /&gt;
| Shields, cloaks, all body armour other than robes&lt;br /&gt;
| You feel healthy.&lt;br /&gt;
| You feel less healthy.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Positive energy]]&lt;br /&gt;
| Gain 1 level of [[life protection]].&lt;br /&gt;
| All body armour, shields&lt;br /&gt;
| Your life-force is being protected.&lt;br /&gt;
| You feel vulnerable.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Protection]]&lt;br /&gt;
| Gain +5 [[AC]] if on a weapon, +3 if on a shield.&lt;br /&gt;
| Weapons, shields&lt;br /&gt;
| You feel protected.&lt;br /&gt;
| You feel less protected.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Invisibility (ego)|Invisibility]]&lt;br /&gt;
| Can be evoked for [[invisibility]], but costs food to evoke and increases [[hunger]] cost per action.&lt;br /&gt;
| Cloaks&lt;br /&gt;
| You become transparent for a moment.&lt;br /&gt;
| n/a&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|Magic Resistance&lt;br /&gt;
| Gain +30 [[magic resistance]].&lt;br /&gt;
| All body armour, cloaks, wizard hats&lt;br /&gt;
| You feel resistant to magic.&lt;br /&gt;
| You feel less resistant to magic.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|Strength&lt;br /&gt;
| Gain +3 strength.&lt;br /&gt;
| Gloves&lt;br /&gt;
| You feel stronger.&lt;br /&gt;
| You feel weaker.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|Dexterity&lt;br /&gt;
| Gain +3 dexterity.&lt;br /&gt;
| Gloves&lt;br /&gt;
| You feel agile.&lt;br /&gt;
| You feel clumsy.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|Intelligence&lt;br /&gt;
| Gain +3 intelligence.&lt;br /&gt;
| Helmets, hats&lt;br /&gt;
| You feel clever.&lt;br /&gt;
| You feel stupid.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Running (ego)|Running]]&lt;br /&gt;
| Decreases [[movement]] delay by 1 (11% faster, for most [[species]]).&lt;br /&gt;
| Boots&lt;br /&gt;
| You feel quick.&lt;br /&gt;
| You feel rather sluggish.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Flight (ego)|Flight]]&lt;br /&gt;
| Can be evoked for indefinite [[flight]], but costs nutrition to activate.&lt;br /&gt;
| Boots, barding&lt;br /&gt;
| You feel rather light.&lt;br /&gt;
| n/a&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|Stealth&lt;br /&gt;
| Gain +50 [[stealth]].&lt;br /&gt;
| Boots, barding&lt;br /&gt;
| You feel stealthy.&lt;br /&gt;
| You feel less stealthy.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|See invisible&lt;br /&gt;
| Gain [[see invisible]].&lt;br /&gt;
| Helmets, hats&lt;br /&gt;
| You feel perceptive.&lt;br /&gt;
| You feel less perceptive.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Archmagi (ego)|Archmagi]]&lt;br /&gt;
| Boosts [[spell power]] for all spells.&lt;br /&gt;
| Robes&lt;br /&gt;
| You feel powerful.&lt;br /&gt;
| You feel strangely numb.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Ponderousness]]&lt;br /&gt;
| Worsens your movement speed by 1 (10% slower for most species).&lt;br /&gt;
| Plate armours&lt;br /&gt;
| You feel rather ponderous.&lt;br /&gt;
| That put a bit of spring back into your step.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Reflection]]&lt;br /&gt;
| Reflects any blocked physical or magical ranged attacks back at the attacker.&lt;br /&gt;
| Shields&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Spirit shield]]&lt;br /&gt;
| Damage you receive is divided proportionally between HP and MP. Sets MP to 0 when first equipped.&lt;br /&gt;
| Hats&lt;br /&gt;
| You feel spirits watching over you.&lt;br /&gt;
| You feel strangely alone.&lt;br /&gt;
|-style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|[[Archery]]&lt;br /&gt;
| +4 bonus to missile weapons.&lt;br /&gt;
| Gloves&lt;br /&gt;
| You feel that your aim is more steady.&lt;br /&gt;
| Your aim is not that steady any more.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; In [[volcano]]es, can very rarely be found on cloaks, boots, and gloves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; In [[ice cave]]s, can very rarely be found on cloaks, boots, and gloves.&lt;br /&gt;
&lt;br /&gt;
[[Crystal plate armour]]s and [[animal skin]]s are always generated without ego, except in some vaults, like volcanoes.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], the archery ego penalised melee (-1,-1) and gave more accuracy than damage (+5,+3).&lt;br /&gt;
&lt;br /&gt;
The [[preservation]] ego was removed in [[0.15]].&lt;br /&gt;
&lt;br /&gt;
The [[jumping]] ego was added for boots in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Egos]]&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sling_bullet&amp;diff=39633</id>
		<title>Sling bullet</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sling_bullet&amp;diff=39633"/>
				<updated>2015-12-16T16:33:20Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: Update to 0.17&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
&lt;br /&gt;
{{missile&lt;br /&gt;
 |name = Sling bullet&lt;br /&gt;
 |cost = 5&lt;br /&gt;
 |weight = 0.4&lt;br /&gt;
 |launcher = Sling&lt;br /&gt;
 |launcher2 = / [[Greatsling]]&lt;br /&gt;
 |damage = 6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A small, heavy projectile shaped specifically for use with slings. It is more effective as ammunition than simple stones.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For when things are once come to the execution, there is no secrecy comparable to celerity; like the motion of a bullet in the air, which flieth so swift as it outruns the eye.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Francis Bacon, _Essays_, &amp;quot;Of Delays&amp;quot;. 1625.}}&lt;br /&gt;
&lt;br /&gt;
[[Sling bullet]]s are one of the two kinds of [[missile]]s fired from [[hunting sling]]s or [[greatsling]]s using the [[Slings]] skill (the other being [[stone]]s). They deal more damage than stones and can carry [[brand]]s, but cannot simply be thrown and will be eaten by [[jelly|jellies]] and other item-devouring enemies.&lt;br /&gt;
&lt;br /&gt;
Sling bullets can have the following brands:&lt;br /&gt;
*[[Flame]]&lt;br /&gt;
*[[Frost]]&lt;br /&gt;
*[[Venom]]&lt;br /&gt;
*[[Silver]]&lt;br /&gt;
*[[Steel]]&lt;br /&gt;
*[[Exploding]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || Common || Silver || Steel&lt;br /&gt;
|-&lt;br /&gt;
| '''Mundane''' || [[File:Bullet 1.png]] || [[File:Bullet silver 1.png]] || [[File:Bullet steel 1.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical''' || [[File:Bullet 2.png]] || [[File:Bullet silver 2.png]] || [[File:Bullet steel 2.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
[[Category:Slings]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.15]], [[sling]]s were renamed to [[hunting sling]]s and [[greatsling]]s were added as a new weapon.&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Javelin&amp;diff=39632</id>
		<title>Talk:Javelin</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Javelin&amp;diff=39632"/>
				<updated>2015-12-16T16:30:40Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: Changing images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The article is almost up to date, but the pictures of the different javelins are outdated. Any idea how to change them? Somebody could just do it, but I'd also be thankful if I'd get an explanation for doing it myself this or next time.[[User:Aargxl|Aargxl]] ([[User talk:Aargxl|talk]]) 17:30, 16 December 2015 (CET)&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Javelin&amp;diff=39631</id>
		<title>Javelin</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Javelin&amp;diff=39631"/>
				<updated>2015-12-16T16:28:03Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: Tiles changed back, because the pictures stayed the same&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{missile&lt;br /&gt;
 |name = Javelin&lt;br /&gt;
 |cost = 8&lt;br /&gt;
 |weight = 8.0&lt;br /&gt;
 |launcher = Throwing&lt;br /&gt;
 |damage = 10&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|This lightweight spear is designed for throwing and can cause serious injury.}}&lt;br /&gt;
&lt;br /&gt;
'''Javelins''' are one of the most powerful [[Throwing]] weapons in the game. Although they pale in comparison to [[large rock]]s, they can be used effectively by any medium [[size]] or larger species and deal respectable damage.&lt;br /&gt;
&lt;br /&gt;
Javelins can have the following [[brand]]s:&lt;br /&gt;
*[[Penetration]]&lt;br /&gt;
*[[Poisoned]]&lt;br /&gt;
*[[Returning]]&lt;br /&gt;
*[[Silver]]&lt;br /&gt;
*[[Steel]]&lt;br /&gt;
&lt;br /&gt;
Mulch rate: 5%&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*No matter what you're playing as, if you happen to find a stack of javelins in the early game and are large enough to throw them, do so; having a decently accurate, moderate damage ranged attack that can be targeted to the edge of your [[line of sight]] will greatly increase your ability to survive early [[ogre (monster)|ogres]] and the like. If your target is still near full health when it gets close to you, however, consider making a retreat. Javelins can deal heavy damage when they hit, but they're a bit unreliable.&lt;br /&gt;
*Javelins are plentiful in [[the Shoals]]; many [[merfolk (monster)|merfolk]] (particularly [[merfolk javelineer]]s) will carry stacks of them, including useful branded ones. [[Okawaru]] and [[Trog]] will also periodically gift them to followers skilled with [[Throwing]] weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || Common || Silver || Steel&lt;br /&gt;
|-&lt;br /&gt;
| '''Mundane''' || [[File:Javelin 1.png]] || [[File:Javelin silver 1.png]] || [[File:Javelin steel 1.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical''' || [[File:Javelin 2.png]] || [[File:Javelin silver 2.png]] || [[File:Javelin steel 2.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Throwing]]&lt;br /&gt;
[[Category:015 Tiles]]&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Javelin&amp;diff=39630</id>
		<title>Javelin</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Javelin&amp;diff=39630"/>
				<updated>2015-12-16T16:27:27Z</updated>
		
		<summary type="html">&lt;p&gt;Aargxl: Update to 0.17; Flavour text renewed; Category changed to 0.17&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{missile&lt;br /&gt;
 |name = Javelin&lt;br /&gt;
 |cost = 8&lt;br /&gt;
 |weight = 8.0&lt;br /&gt;
 |launcher = Throwing&lt;br /&gt;
 |damage = 10&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|This lightweight spear is designed for throwing and can cause serious injury.}}&lt;br /&gt;
&lt;br /&gt;
'''Javelins''' are one of the most powerful [[Throwing]] weapons in the game. Although they pale in comparison to [[large rock]]s, they can be used effectively by any medium [[size]] or larger species and deal respectable damage.&lt;br /&gt;
&lt;br /&gt;
Javelins can have the following [[brand]]s:&lt;br /&gt;
*[[Penetration]]&lt;br /&gt;
*[[Poisoned]]&lt;br /&gt;
*[[Returning]]&lt;br /&gt;
*[[Silver]]&lt;br /&gt;
*[[Steel]]&lt;br /&gt;
&lt;br /&gt;
Mulch rate: 5%&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*No matter what you're playing as, if you happen to find a stack of javelins in the early game and are large enough to throw them, do so; having a decently accurate, moderate damage ranged attack that can be targeted to the edge of your [[line of sight]] will greatly increase your ability to survive early [[ogre (monster)|ogres]] and the like. If your target is still near full health when it gets close to you, however, consider making a retreat. Javelins can deal heavy damage when they hit, but they're a bit unreliable.&lt;br /&gt;
*Javelins are plentiful in [[the Shoals]]; many [[merfolk (monster)|merfolk]] (particularly [[merfolk javelineer]]s) will carry stacks of them, including useful branded ones. [[Okawaru]] and [[Trog]] will also periodically gift them to followers skilled with [[Throwing]] weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || Common || Silver || Steel&lt;br /&gt;
|-&lt;br /&gt;
| '''Mundane''' || [[File:Javelin 1.png]] || [[File:Javelin silver 1.png]] || [[File:Javelin steel 1.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical''' || [[File:Javelin 2.png]] || [[File:Javelin silver 2.png]] || [[File:Javelin steel 2.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Throwing]]&lt;br /&gt;
[[Category:017 Tiles]]&lt;/div&gt;</summary>
		<author><name>Aargxl</name></author>	</entry>

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