<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Alex</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=Alex"/>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/Special:Contributions/Alex"/>
		<updated>2026-05-07T02:43:26Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spider_Form_(spell)&amp;diff=33092</id>
		<title>Spider Form (spell)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spider_Form_(spell)&amp;diff=33092"/>
				<updated>2014-10-20T01:31:06Z</updated>
		
		<summary type="html">&lt;p&gt;Alex: No antitraining in 0.15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Spider Form&lt;br /&gt;
|level=3&lt;br /&gt;
|school1={{Transmutations}}&lt;br /&gt;
|school2={{Poison Magic}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Changes]]&lt;br /&gt;
*[[Book of Envenomations]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=3&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|This spell temporarily transforms the caster into a venomous, spider-like creature. Spellcasting is slightly more difficult in this form. While in this form, you can cling to walls.}}&lt;br /&gt;
&lt;br /&gt;
In '''Spider Form''' you are granted:&lt;br /&gt;
*A [[venom]]-branded [[Unarmed Combat|unarmed]] attack with base damage 5&lt;br /&gt;
*A +5 bonus to [[dexterity]]&lt;br /&gt;
*Tiny [[size]] (improves [[EV]])&lt;br /&gt;
*A large bonus to [[stealth]]: the racial modifier is set to 21 (15 is normal for humans)&lt;br /&gt;
*[[AC]] of 2&lt;br /&gt;
*-10% to [[spell success]]&lt;br /&gt;
*A [[to hit]] bonus&lt;br /&gt;
*Vulnerability to [[poison]]. Any amount of poison is doubled. Can be negated with a source of [[poison resistance]], but it's impossible to be resistant to poison.&lt;br /&gt;
*Corpses cannot be butchered by hand&lt;br /&gt;
&lt;br /&gt;
In spider form, you cannot wield a weapon, throw projectiles, or use wands, and you are only allowed to wear jewelry (other worn items will meld with your new form). The duration of the transformation is 10 + random2(power) + random2(power), capped at 60 turns.&lt;br /&gt;
&lt;br /&gt;
[[Mummies]] and [[ghouls]] cannot memorize this spell. [[Vampires]] can memorize this spell, but cannot cast it if they are satiated or less.&lt;br /&gt;
&lt;br /&gt;
As with all transformations, you lose all effects from melded armour and weapons, including any helpful resistances they may have granted you. [[Octopode]]s keep their 8 ring slots.&lt;br /&gt;
&lt;br /&gt;
[[The Shining One]] doesn't seem to mind if you cast this spell, but you will incur penance if you poison a sentient, non-evil monster. Using it against animals, undead, or demons works just fine (though the latter two are immune to poison).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This spell is quite useful for low level [[Transmuter]]s. Although the base damage is low, most monsters you encounter early in the dungeon are not poison resistant. Monsters will also have a harder time hitting you because of the evasion bonuses, but be aware that when they ''do'' manage to land a hit, you'll have very low [[AC]] to reduce it. &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;
! Spider Form&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spider transform.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], spider form provided a boost in speed and clinging.&lt;br /&gt;
&lt;br /&gt;
[[Category:Status effects]]&lt;br /&gt;
[[Category:Transformation]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hedge_Wizard&amp;diff=32926</id>
		<title>Hedge Wizard</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hedge_Wizard&amp;diff=32926"/>
				<updated>2014-09-15T20:50:14Z</updated>
		
		<summary type="html">&lt;p&gt;Alex: Updating to 0.15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
''This page is about the player [[background]]. For the monster, see [[{{PAGENAME}} (monster)]]. For the playing mode, see [[{{PAGENAME}} mode]].''&lt;br /&gt;
{{flavour|A Wizard is a magician who does not specialise in any area of magic. Wizards start with a variety of magical skills and with Magic Dart memorised. Their book allows them to progress in many different branches of the arcane arts.}}&lt;br /&gt;
'''Wizards''' are magicians who do not specialize in any area of magic, making them a jack of all trades, master of none when compared to more focused spellcasters. Wizards enter the [[Dungeon]] with the [[Magic Dart]] [[spell]] in memory.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Human]], [[High Elf]], [[Deep Elf]], [[Naga]], [[Draconian]], [[Mummy]] and [[Octopode]] are the recommended races if you pick a Wizard Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*+0 [[hat]]&lt;br /&gt;
*[[Book of Minor Magic]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
*[[Spellcasting]]: 3&lt;br /&gt;
*[[Conjurations]]: 1&lt;br /&gt;
*[[Summonings]]: 1&lt;br /&gt;
*[[Translocations]]: 1&lt;br /&gt;
&lt;br /&gt;
Choosing Wizard adds 10 to your starting [[Intelligence]] and 3 to your starting [[Dexterity]], but reduces your starting [[Strength]] by 1.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The Wizard is one of the best spellcaster backgrounds. What they lack in initial firepower, they more than make up for with high Spellcasting and access to some of the best utility spells ([[Blink]], [[Mephitic Cloud]], [[Conjure Flame]], [[Repel Missiles]]). On the downside, Wizards are forced to invest heavily in [[Conjurations]] and elemental magic to boost their offensive repertoire.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], wizards started with 20 [[gold]].&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://www.youtube.com/watch?v=i9WnSqXwy5g Video Tutorial (Part 1)]&lt;br /&gt;
[http://www.youtube.com/watch?v=GUdr-W48UgA&amp;amp;feature=related (Part 2)]&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=M4lclhJ-3jQ Video Tutorial With Actual Speech (Part 1)]&lt;br /&gt;
[http://www.youtube.com/watch?v=oP7tNhskOSA (Part 2)]&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Warper&amp;diff=32924</id>
		<title>Warper</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Warper&amp;diff=32924"/>
				<updated>2014-09-15T20:48:01Z</updated>
		
		<summary type="html">&lt;p&gt;Alex: Updating to 0.15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|Warpers specialise in translocation magic, and are experts in traveling long distances and positioning themselves precisely and use this to their advantage in melee or missile combat.}}&lt;br /&gt;
'''Warpers''' specialize in [[Translocations]]. While their school of magic lacks destructive power, they enter the [[Dungeon]] with a bit more combat training than most mages.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[High Elf]], [[Deep Dwarf]], [[Halfling]], [[Spriggan]], [[Centaur]], and [[Draconian]] are the recommended races if you pick a Warper Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[weapon of choice]] ([[hand axe]], [[spear]], [[short sword]], [[falchion]], or [[mace]])&lt;br /&gt;
*5 [[tomahawk]]s of [[dispersal (brand)|dispersal]]&lt;br /&gt;
*+0 [[leather armour]]&lt;br /&gt;
*[[Book of Spatial Translocations]]&lt;br /&gt;
*[[Scroll of blinking]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 2&lt;br /&gt;
*Chosen Weapon's Skill: 2&lt;br /&gt;
*[[Throwing]]: 1&lt;br /&gt;
*[[Armour]]: 1&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Spellcasting]]: 2&lt;br /&gt;
*[[Translocations]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Warper adds 3 to your starting [[Strength]], 5 to your starting [[Intelligence]] and 4 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
While Warpers lack the focus of other classes like [[Fighter]]s or [[Conjurer]]s, starting with a book of [[Translocations]] magic is extremely helpful in the long run, especially since finding Translocations spellbooks on your own can take quite a while. Your starting spellbook is a good one: [[Apportation]] and [[Blink]] remain useful for the entire game, [[Shroud of Golubria]] helps with your defense, [[Portal Projectile]] is handy for ranged weapon users and combos well with your starting [[tomahawk]]s, [[Teleport Other]] can help you avoid or delay dangerous fights, and [[Passage of Golubria]] functions as a poor man's [[Controlled Blink]], even through [[stasis]].&lt;br /&gt;
&lt;br /&gt;
At first, focus more on being able to kill foes reliably, as spell power isn't as important for your starting spells as it is for others. Dangerous early monsters like [[ogre]]s can be softened up from a distance with your tomahawks or any heavier [[Throwing]] weapons you've found; if they get too close, you can [[Blink]] away or use your weapons of dispersal. If you find a good ranged weapon early on, you could switch to that instead of Throwing. Once you've found some decent equipment, then you can focus on higher-level spells or branch out into other kinds of magic.&lt;br /&gt;
&lt;br /&gt;
Starting as a Warper is a good choice for players who wish to worship [[Cheibriados]] later, since you'll likely have an alternate means of running away online by the time Cheibriados starts slowing you down. Being a Warper also works well for characters who wanted to use medium or heavy armor, since most of their spells are simple enough that even big dumb bruisers can cast them well if they work at it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], warpers started with a stack of darts, a stack of darts of dispersal, and 50 [[gold]].&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hexslinger&amp;diff=32923</id>
		<title>Hexslinger</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hexslinger&amp;diff=32923"/>
				<updated>2014-09-15T19:12:19Z</updated>
		
		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|Arcane Marksmen are Hunters who use debilitating spells to assist their ranged attacks. They are particularly good at keeping their enemies at a distance.}}&lt;br /&gt;
'''Arcane Marksmen''' are ranged combat specialists who complement their attacks with [[Hexes]] magic. What the [[Skald]] is to the [[Fighter]], the Arcane Marksman is to the [[Hunter]]. Arcane Marksmen enter the Dungeon with the [[Corona]] spell in memory.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
[[High Elf]], [[Deep Elf]], [[Kobold]], [[Spriggan]], [[Troll]], and [[Centaur]] are the recommended races if you pick an Arcane Marksman Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*[[javelin]]s, [[sling]], [[bow]] or [[crossbow]] of your choice&lt;br /&gt;
** Those starting with a launcher start with 20 of the appropriate ammo ([[sling bullet]]s, [[arrow]]s, or [[bolt]]s).  Those starting with javelins start with 5 of them, as well as 2 [[throwing net]]s.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Book of Debilitation]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 1&lt;br /&gt;
*Chosen Weapon's Skill: 2&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Spellcasting]]: 1&lt;br /&gt;
*[[Hexes]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Arcane Marksman adds 3 to your starting [[Strength]], 5 to your starting [[Intelligence]] and 4 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Arcane Marksmen are fragile and dependent on a limited ammo supply to get them through tough fights. The most effective strategy is to grab a decent melee weapon and use it in place of your ranged weapon in easy fights to save ammo, while you keep training your ranged combat skill. [[Bow]]s may be the most reliable of the ranged weapon choices early on, as their ammo is easy to find while still doing respectable damage. Reserve your ammo for nastier stuff like [[gnoll]]s and [[adder]]s.&lt;br /&gt;
&lt;br /&gt;
[[Corona]] everything you don't overpower, regardless of whether you're shooting or going hand-to-hand. [[Slow]] often takes several castings to apply but can enable a kiting strategy for things you can't melee safely. [[Inner Flame]] can be tricky to pull off but is very effective against groups, especially if you can combine it with [[Portal Projectile]]. [[Cause Fear]] is both a great panic button and offensive tool, but doesn't work on undead or demons, so have fun with it in the Lair branches!&lt;br /&gt;
&lt;br /&gt;
Look for [[Blink]] combined with [[Control Teleport]], and [[Summon Butterflies]] with [[Portal Projectile]] -- those are fantastic utilities for a ranged player throughout the entire game. Eventually, you'll want to be able to cast [[Haste]] and [[Deflect Missiles]] as well. That's really all you need to sweep through most branches. An enchanted bow, a big stack of arrows, and a handful of spells. You'll have a lot of experience left over, so pour it into [[Fighting]], [[Armour]]/[[Dodging]], and [[Stealth]].&lt;br /&gt;
&lt;br /&gt;
[[Okawaru]] is a decent choice for playing it safe since his ammo gifts will help ease the strain on you until you build up a big surplus, and he'll eventually give you a well-enchanted [[longbow]] too. If you find yourself running low on ammo, dive deeper into the main [[Dungeon]] or head for [[the Vaults]]. [[Centaur]]s and [[yaktaur]]s are eager to help you reload.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], Arcane Marksmen starting with javelins didn't get any throwing nets.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Arcane Marksmen started with 2 levels of Spellcasting.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category: Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hexslinger&amp;diff=32922</id>
		<title>Hexslinger</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hexslinger&amp;diff=32922"/>
				<updated>2014-09-15T19:11:54Z</updated>
		
		<summary type="html">&lt;p&gt;Alex: Updating to 0.15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{flavour|Arcane Marksmen are Hunters who use debilitating spells to assist their ranged attacks. They are particularly good at keeping their enemies at a distance.}}&lt;br /&gt;
'''Arcane Marksmen''' are ranged combat specialists who complement their attacks with [[Hexes]] magic. What the [[Skald]] is to the [[Fighter]], the Arcane Marksman is to the [[Hunter]]. Arcane Marksmen enter the Dungeon with the [[Corona]] spell in memory.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
[[High Elf]], [[Deep Elf]], [[Kobold]], [[Spriggan]], [[Troll]], and [[Centaur]] are the recommended races if you pick an Arcane Marksman Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*[[javelin]]s, [[sling]], [[bow]] or [[crossbow]] of your choice&lt;br /&gt;
** Those starting with a launcher start with 20 of the appropriate ammo ([[sling bullet]]s, [[arrow]]s, or [[bolt]]s).  Those starting with javelins start with 5 of them, as well as 2 [[throwing net]]s.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Book of Debilitation]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 1&lt;br /&gt;
*Chosen Weapon's Skill: 2&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Spellcasting]]: 1&lt;br /&gt;
*[[Hexes]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Arcane Marksman adds 3 to your starting [[Strength]], 5 to your starting [[Intelligence]] and 4 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Arcane Marksmen are fragile and dependent on a limited ammo supply to get them through tough fights. The most effective strategy is to grab a decent melee weapon and use it in place of your ranged weapon in easy fights to save ammo, while you keep training your ranged combat skill. [[Bow]]s may be the most reliable of the ranged weapon choices early on, as their ammo is easy to find while still doing respectable damage. Reserve your ammo for nastier stuff like [[gnoll]]s and [[adder]]s.&lt;br /&gt;
&lt;br /&gt;
[[Corona]] everything you don't overpower, regardless of whether you're shooting or going hand-to-hand. [[Slow]] often takes several castings to apply but can enable a kiting strategy for things you can't melee safely. [[Inner Flame]] can be tricky to pull off but is very effective against groups, especially if you can combine it with [[Portal Projectile]]. [[Cause Fear]] is both a great panic button and offensive tool, but doesn't work on undead or demons, so have fun with it in the Lair branches!&lt;br /&gt;
&lt;br /&gt;
Look for [[Blink]] combined with [[Control Teleport]], and [[Summon Butterflies]] with [[Portal Projectile]] -- those are fantastic utilities for a ranged player throughout the entire game. Eventually, you'll want to be able to cast [[Haste]] and [[Deflect Missiles]] as well. That's really all you need to sweep through most branches. An enchanted bow, a big stack of arrows, and a handful of spells. You'll have a lot of experience left over, so pour it into [[Fighting]], [[Armour]]/[[Dodging]], and [[Stealth]].&lt;br /&gt;
&lt;br /&gt;
[[Okawaru]] is a decent choice for playing it safe since his ammo gifts will help ease the strain on you until you build up a big surplus, and he'll eventually give you a well-enchanted [[longbow]] too. If you find yourself running low on ammo, dive deeper into the main [[Dungeon]] or head for [[the Vaults]]. [[Centaur]]s and [[yaktaur]]s are eager to help you reload.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], Arcane Marksmen starting with javelins didn't get any throwing nets.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Arcane Marksmen started with 2 levels of Spellcasting.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category: Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Transmuter&amp;diff=32921</id>
		<title>Transmuter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Transmuter&amp;diff=32921"/>
				<updated>2014-09-15T16:06:54Z</updated>
		
		<summary type="html">&lt;p&gt;Alex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|Transmuters specialise in transmutation magic, and can cause strange changes in themselves and others. They deal damage primarily in unarmed combat, often using transformations to enhance their defensive and offensive capabilities.}}&lt;br /&gt;
'''Transmuters''' are magicians who specialise in [[Transmutations]] magic. They are best described as kung-fu mad scientists, but initial survival is quite a challenge for them. &lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Troll]], [[Naga]], [[Merfolk]], [[Draconian]], [[Demigod]] and [[Demonspawn]] are the recommended races if you pick a Transmuter Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*12 [[arrow]]s&lt;br /&gt;
*[[Book of Changes]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 1&lt;br /&gt;
*[[Unarmed Combat]]: 3&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Spellcasting]]: 2&lt;br /&gt;
*[[Transmutations]]: 2&lt;br /&gt;
&lt;br /&gt;
Choosing Transmuter adds 2 to your starting [[Strength]], 5 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
See the following guides:&lt;br /&gt;
*[[Elynae's Sludge Elf/Merfolk Transmuter guide]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], transmuters started with 20 [[gold]].&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Transmuter&amp;diff=32920</id>
		<title>Transmuter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Transmuter&amp;diff=32920"/>
				<updated>2014-09-15T16:06:39Z</updated>
		
		<summary type="html">&lt;p&gt;Alex: Updating to 0.15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|Transmuters specialise in transmutation magic, and can cause strange changes in themselves and others. They deal damage primarily in unarmed combat, often using transformations to enhance their defensive and offensive capabilities.}}&lt;br /&gt;
'''Transmuters''' are magicians who specialise in [[Transmutations]] magic. They are best described as kung-fu mad scientists, but initial survival is quite a challenge for them. &lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Troll]], [[Naga]], [[Merfolk]], [[Draconian]], [[Demigod]] and [[Demonspawn]] are the recommended races if you pick a Transmuter Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*12 [[arrow]]s&lt;br /&gt;
*[[Book of Changes]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 1&lt;br /&gt;
*[[Unarmed Combat]]: 3&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Spellcasting]]: 2&lt;br /&gt;
*[[Transmutations]]: 2&lt;br /&gt;
&lt;br /&gt;
Choosing Transmuter adds 2 to your starting [[Strength]], 5 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
See the following guides:&lt;br /&gt;
*[[Elynae's Sludge Elf/Merfolk Transmuter guide]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], transmuters started with 20 [[gold]].&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Skald&amp;diff=32917</id>
		<title>Skald</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Skald&amp;diff=32917"/>
				<updated>2014-09-15T02:33:40Z</updated>
		
		<summary type="html">&lt;p&gt;Alex: Updating to 0.15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|Formidable warriors in their own rights, Skalds practice a form of augmenting battle magic that is either chanted or sung. Unique to the highlands in which they originate, these spells and formulae are second nature: they can either inspire greatness in themselves and their allies, or fear in the hearts of their enemies.}}&lt;br /&gt;
'''Skald''' are warriors who use [[Charms]] magic to bolster their fighting skills. Because heavy armor hinders spellcasting, many of them prefer lighter armor than more traditional [[Fighter]]s.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[High Elf]], [[Halfling]], [[Centaur]], [[Merfolk]], [[Draconian]], and [[Vampire]] are the recommended races if you pick a Skald Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+1 [[weapon of choice]] ([[hand axe]], [[spear]], [[short sword]], [[falchion]], or [[mace]])&lt;br /&gt;
*+0 [[leather armour]]&lt;br /&gt;
*[[Book of Battle]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 2&lt;br /&gt;
*Chosen Weapon's Skill: 2&lt;br /&gt;
*[[Armour]]: 1&lt;br /&gt;
*[[Dodging]]: 1&lt;br /&gt;
*[[Spellcasting]]: 2&lt;br /&gt;
*[[Charms]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Skald adds 4 to your starting [[Strength]], [[Intelligence]] and [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Although useful, the spells in your starting book should be used with care. [[Infusion]] is an excellent spell for taking out early unarmoured threats such as [[adder]]s, [[gnoll]]s, and [[ogre (monster)|ogres]] quickly, but don't expect it to have much effect against armoured opponents. [[Shroud of Golubria]] is a useful defensive spell to keep up whenever you enter into dangerous melee, but be careful not to overuse Infusion and find yourself suddenly out of [[MP]]. [[Song of Slaying]] can add significant bonuses to your combat performance, but be aware that it's a very loud spell; you'll be generating enough [[noise]] that enemy reinforcements will be likely to show up from unexplored parts of the floor.&lt;br /&gt;
&lt;br /&gt;
Once it becomes available, [[Spectral Weapon]] gives an immense boost to your attack power, nearly doubling your damage output. This is particularly useful for [[polearms]]-wielders; you can keep the vulnerable spectral weapon safely behind you while you both get to attack. [[Regeneration]] is also tremendously useful; faster [[HP]] regeneration greatly increases your survival rate and is absolutely worth using if you aren't worshiping a [[good god]].&lt;br /&gt;
&lt;br /&gt;
[[Merfolk]] are a very strong species to play as a skald. They have excellent aptitudes for play as a nimble, lightly armoured spear-fighter, letting them cast all starting spells with ease and make the most of Spectral Weapon. [[High elves]] and [[vampire]]s also work well in this role, given their solid aptitudes; high elves can branch into more spellcasting-heavy gameplay, while vampires tend toward sneaky [[stealth]] play supplemented by magically enhanced melee. Solid [[god]] selections include [[Okawaru]] (simple, straightforward combat boosts that require minimal [[Invocations]] training, and the weapon and armour gifts are always appreciated), [[Fedhas]] ([[wandering mushroom]]s are very powerful, rain is more useful to merfolk) or [[Kiku]] (allows you to branch into [[Necromancy]], particularly useful to vampires for blood on demand). The only gods not recommended are [[Trog]] (if you want to play a magic-free character, there are much better choices than skald) and [[the Shining One]] (forbids Regeneration and works badly with Spectral Weapon).&lt;br /&gt;
&lt;br /&gt;
Keep an eye out for books with further Charms spells, as there are several extremely useful low-level ones available. [[Repel Missiles]] and [[Swiftness]] are both tremendously helpful if you don't mind dabbling in [[Air Magic]]. [[Freezing Aura]], [[Fire Brand]], or other temporary weapon brand spells will magnify your damage in a much more useful and cost-effective way than Infusion (though they do stack if you feel like burning all your MP to help something die just a little faster). [[Ozocubu's Armour]] is excellent, especially for merfolk as they can boost their Ice Magic quickly, possibly unlocking useful attack magic in the process. In the mid-game, consider getting [[Haste]] online as quickly as possible; it may burn through your food supply a bit, but it's one of the best spells in the game and one of the main attractions of the Charms school of magic.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], skalds started with 20 [[gold]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], skalds started with +0 weapons, a [[book of War Chants]], and couldn't select falchions.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], skalds were known as '''crusaders'''.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], crusaders used the [[Enchantments]] school of magic.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Healer&amp;diff=32916</id>
		<title>Healer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Healer&amp;diff=32916"/>
				<updated>2014-09-15T02:31:26Z</updated>
		
		<summary type="html">&lt;p&gt;Alex: Updating to 0.15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|The Healer is a priest of Elyvilon. Healers begin with minor healing powers, but can gain far greater abilities in the long run. They are able to persuade monsters to abstain from bloodshed, gaining both piety and experience that way.}}&lt;br /&gt;
&lt;br /&gt;
'''Healers''' are followers of [[Elyvilon]] the Healer. Elyvilon's creed is one of pacifism, and her worshipers can actually pacify monsters by healing them. However, they are forbidden from harming non-hostile monsters, letting their allies die, or using any form of evil magic or weapons.&lt;br /&gt;
&lt;br /&gt;
Healers start the game with 55 [[piety]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
[[Deep Dwarf]], [[Hill Orc]], [[Naga]], [[Minotaur]], [[Draconian]] and [[Gargoyle]] are the recommended races if you pick a Healer Background.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s, [[Demonspawn]], [[Ghoul]]s, [[Mummies]], and [[Vampire]]s may not be Healers, as they are banned from worshipping Elyvilon.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+1 [[robe]]&lt;br /&gt;
*[[Potion of curing]]&lt;br /&gt;
*[[Potion of heal wounds]]&lt;br /&gt;
*2 [[bread ration]]s&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 1&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Invocations]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Healer adds 4 to your starting [[Strength]], [[Intelligence]] and [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Stategy==&lt;br /&gt;
Pacification is a more powerful ability than it may seem at first, allowing you to [[smite]]-target dangerous beasts and remove them from the fight entirely. Just be aware that doing so grants you less XP than killing the thing.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], Healers started with 100 [[gold]], 2 levels of fighting, and only one bread ration.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Healers started with 4 levels of Invocations.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Death_Knight_(background)&amp;diff=32915</id>
		<title>Death Knight (background)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Death_Knight_(background)&amp;diff=32915"/>
				<updated>2014-09-15T02:03:23Z</updated>
		
		<summary type="html">&lt;p&gt;Alex: Updating to 0.15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|The Death Knight is a fighter who aligns him or herself with the powers of death and worships Yredelemnul the Dark, who will soon grant the ability to re-animate the dead.}}&lt;br /&gt;
'''Death knights''' are unholy warriors who worship [[Yredelemnul]], the god of Death. They are charged with opposing all things [[holy]], but in return they gain power over death and the [[undead]].&lt;br /&gt;
&lt;br /&gt;
Death knights start with 35 [[piety]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Human]], [[Hill Orc]], [[Troll]], [[Merfolk]], [[Minotaur]], and [[Demonspawn]] are the recommended races if you pick a Death Knight Background.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
Neither [[demigod]]s nor [[gargoyle]]s can be death knights, as neither can worship Yredelemnul.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+1 [[weapon of choice]] ([[hand axe]], [[spear]], [[short sword]], [[mace]], or [[falchion]])&lt;br /&gt;
*+0 [[leather armour]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 2&lt;br /&gt;
*Chosen Weapon's Skill: 2&lt;br /&gt;
*[[Armour]]: 1&lt;br /&gt;
*[[Dodging]]: 1&lt;br /&gt;
*[[Invocations]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Death Knight adds 5 to your starting [[Strength]], 3 to your starting [[Intelligence]] and 4 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
[[Yredelemnul]]'s powers are primarily for the creation and enslavement of [[undead]], so this background plays a little like a [[summoner]] with decent melee ability. Like many religious backgrounds, the role of death knight suits less magical species who need an alternate source of power. Although costly, [[Yredelemnul]]'s Mirror Damage ability allows you to make specific dangerous encounters dramatically easier, while Life Drain is an excellent panic button when dealing with the living. Later in the game, his ability to enslave souls can make worthy slaves even of [[unique]]s.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], death knights started with 20 [[gold]].&lt;br /&gt;
&lt;br /&gt;
Originally, death knights had a choice between starting with a [[book of Necromancy]] or worshiping Yredelemnul. In [[0.7]], the background was removed entirely, and [[priest]]s were given the option to start with Yred. The ability to start with a book of Necromancy was deemed redundant to and also weaker than a plain [[necromancer]], and thus removed; [[reaver]]s were removed for a similar reason a version later. In [[0.8]], death knights were restored, this time only worshiping Yred (with priests correspondingly losing that option).&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Chaos_Knight&amp;diff=32914</id>
		<title>Chaos Knight</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Chaos_Knight&amp;diff=32914"/>
				<updated>2014-09-15T02:00:05Z</updated>
		
		<summary type="html">&lt;p&gt;Alex: Updating to 0.15, no change.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|The Chaos Knight is a plaything of Xom. Xom is a very unpredictable (and possibly psychotic) entity who rewards or punishes according to whim.}}&lt;br /&gt;
'''Chaos Knights''' are warriors who serve [[Xom]], the unpredictable and psychotic God of Chaos. This is not a religion for the faint of heart, for Xom is a fickle, capricious deity who sees his chosen as his personal playthings. He takes delight in their risks and misfortunes, and he is quick to punish those who bore him. Chaos Knights who can keep Xom entertained (and survive) will find themselves showered with his blessings... but their lives are more often painful and short.&lt;br /&gt;
&lt;br /&gt;
Chaos Knights start with 100 '[[piety]]', meaning that Xom is currently neutral towards them.  This will quickly change, though.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
If you simply must play a Chaos Knight, the game recommends [[Hill Orc]], [[Troll]], [[Centaur]], [[Merfolk]], [[Minotaur]], [[Draconian]] or [[Demonspawn]] as your race. &lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s cannot be Chaos Knights (or any other religious class).&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[chaos]] [[weapon of choice]] ([[short sword]], [[mace]], [[hand axe]], [[spear]], or [[falchion]])&lt;br /&gt;
*+2 [[leather armour]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 3&lt;br /&gt;
*Chosen Weapon's Skill: 3&lt;br /&gt;
*[[Armour]]: 1 (+1 if Armour aptitude &amp;gt;= Dodging aptitude)&lt;br /&gt;
*[[Dodging]]: 1 (+1 if Dodging aptitude &amp;gt; Armour aptitude)&lt;br /&gt;
&lt;br /&gt;
Choosing Chaos Knight adds 4 to your starting [[Strength]], [[Intelligence]] and [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This is in many ways a challenge class, as dealing with Xom makes your run through the [[Dungeon]] even more of a crapshoot than it already is, especially if you choose not to spoil yourself by reading the Xom page!&lt;br /&gt;
&lt;br /&gt;
Unlike other [[god]]s, Xom's feelings about you don't progress in an entirely predictable or fair manner. You ''do'' get feedback when you've done something to please him, but if you're used to the &amp;quot;follow the Appreciates list, score piety, be rewarded&amp;quot; logic of other gods, you'll have to abandon it here. Even if you do everything &amp;quot;right&amp;quot; by Xom, his 'rewards' are still random, just somewhat better on average.  For Xom fans, of course, that's all part of the fun!&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], Chaos Knights started with 20 [[gold]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], Chaos Knights started with a +2, +2 normal weapon of choice ([[short sword]], [[mace]], [[hand axe]], or [[spear]]).&lt;br /&gt;
&lt;br /&gt;
In [[0.7]] and prior versions, Chaos Knights could worship Xom, [[Makhleb]], or [[Lugonu]]. CK of Makhleb was particularly easy, and therefore was removed; CK of Lugonu was split off into [[Abyssal Knight]].&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Berserker&amp;diff=32913</id>
		<title>Berserker</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Berserker&amp;diff=32913"/>
				<updated>2014-09-15T01:56:02Z</updated>
		
		<summary type="html">&lt;p&gt;Alex: Updating to 0.15, no change.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|Berserkers are hardy warriors who worship Trog the Wrathful, from whom they get the power to go berserk (as well as a number of other powers, should they prove worthy), but who forbids the use of spell magic. They enter the dungeon with a weapon of their choice, and dressed in animal skins.}}&lt;br /&gt;
'''Berserkers''' are savage warriors who worship [[Trog|Trog the Wrathful]]. Like other gods, Trog offers further powers and gifts to those who prove worthy before him. Berserkers can thus be seen as a kind of holy warrior, albeit of a faith that values carnage for its own sake rather than a devotion to good (or evil, for that matter). They are forbidden to learn or use spells.&lt;br /&gt;
&lt;br /&gt;
Berserkers start with 35 [[piety]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Hill Orc]], [[Halfling]], [[Ogre]], [[Merfolk]], [[Minotaur]], [[Gargoyle]] and [[Demonspawn]] are the recommended races if you pick a Berserker Background.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s may not become Berserkers (or any other religious background). &lt;br /&gt;
&lt;br /&gt;
While [[Ghoul]]s and [[Mummy|Mummies]] are not banned, their lifeless bodies cannot go berserk, robbing them of this background's main benefit. &lt;br /&gt;
&lt;br /&gt;
[[Vampire]]s also face difficulty as Berserkers, as they cannot berserk if they are at less than full [[satiation]]. They will also stop berserking (and be slowed) if their satiation falls below this level - and berserking has a high satiation cost. Thus, the &amp;quot;window&amp;quot; in which Vampires can safely berserk is much smaller than with other species.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[weapon of choice]] ([[short sword]], [[mace]], [[hand axe]], [[falchion]], or [[spear]])&lt;br /&gt;
*+0 [[animal skin]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 3&lt;br /&gt;
*Starting Weapon's Skill: 3&lt;br /&gt;
*[[Armour]]: 2&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
&lt;br /&gt;
Choosing Berserker adds 9 to your starting [[Strength]], and 4 to your starting [[Dexterity]], but reduces your starting [[Intelligence]] by 1.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ironically, Berserkers actually need to be played with ''more'' restraint than other warrior backgrounds. With their [[berserk]] ability, they may seem much more powerful than plain old [[Fighter]]s, but many a careless Berserker has perished because they fell out of berserking (and got [[slow|exhausted]]) while still surrounded by enemies. Remember that Trog may extend your berserk rage with every kill - when fighting a really tough monster, it may be worth sparing a turn whacking a weak monster next to it. Once you score enough piety to summon allies, they too can block for you if you get caught exhausted.&lt;br /&gt;
&lt;br /&gt;
Berserkers also need to be careful about their food situation, as berserking has a high satiation cost. Most species can eat chunks only when hungry, and those who do will only be able to berserk once before they're hungry again. Finding enough permafood will free you from this, but don't berserk so often that you burn through it all! &lt;br /&gt;
&lt;br /&gt;
For this reason, novice players might want to pick [[Troll]] for species, as they can eat chunks (and thus berserk) much more casually than other species. A Troll's high HP and [[regeneration]] makes them even more forgiving to new players. More advanced players may prefer a less voracious species, one who will have to berserk more carefully, but (unlike Trolls) has the aptitudes to make the most of Trog's weapon gifts.&lt;br /&gt;
&lt;br /&gt;
[[Kobold]]s are another great species for this background. Like Trolls, they can eat chunks at any time and berserk almost at will (which goes a long way towards making up for their small size), but they level much faster and have fewer equipment issues.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], Berserkers started with 20 [[gold]].&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Brigand&amp;diff=32912</id>
		<title>Brigand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Brigand&amp;diff=32912"/>
				<updated>2014-09-15T01:52:54Z</updated>
		
		<summary type="html">&lt;p&gt;Alex: Updating to 0.15, no change.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|An Assassin is a stealthy character who is especially good at killing, using daggers or blowguns.}}&lt;br /&gt;
'''Assassins''' are operatives who specialize in stealth and the killing of unsuspecting victims. They are often the servants of criminal syndicates, dark lords, and other villains, but they can also be simply mercenary in their outlook, or even antiheroic, striking terror in the hearts of evildoers. They start with the tools to silently and quickly take down the living.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
[[Halfling]], [[Spriggan]], [[Troll]], [[Vine Stalker]], [[Demonspawn]], and [[Vampire]] are the recommended races if you pick an Assassin background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+2 [[dagger]]&lt;br /&gt;
*+0 [[blowgun]]&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*+0 [[cloak]]&lt;br /&gt;
*10 [[needle]]s (8 [[poisoned]], 2 [[curare]])&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 2&lt;br /&gt;
*[[Short Blades]]: 2&lt;br /&gt;
*[[Throwing]]: 2&lt;br /&gt;
*[[Dodging]]: 1&lt;br /&gt;
*[[Stealth]]: 4&lt;br /&gt;
&lt;br /&gt;
Choosing Assassin adds 3 to your starting [[Strength]], 3 to your starting [[Intelligence]] and 6 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Assassins are a good general starting background for stealthy types; the enchanted dagger handles early-game monsters very well, while the curare and poisoned needles are excellent for taking down tougher targets. It is also a fairly versatile background: they start with more neutral stats than a Fighter or a Wizard, which means they can easily choose to take up magic, fighting, or a hybrid style.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], the starting dagger had an enchantment of +2, +2.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Assassins began with [[potions of poison]] identified, and had 50 [[gold]].&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hunting_sling&amp;diff=32911</id>
		<title>Hunting sling</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hunting_sling&amp;diff=32911"/>
				<updated>2014-09-15T01:43:08Z</updated>
		
		<summary type="html">&lt;p&gt;Alex: Created page with basic info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&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    = 7&lt;br /&gt;
 |accuracy  = +2&lt;br /&gt;
 |basedelay = 12 (120%)&lt;br /&gt;
 |mindelay  = 6 at skill 14&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. While both ammunitions have the same damage, using sling bullets will increase the base damage from the sling itself to 9. They are weaker than [[bow]]s or [[crossbow]]s, but only require one hand and are stronger than most throwing weapons. This makes them a better secondary weapon for characters using [[shield]]s. Most characters using slings will want to upgrade to [[greatsling]]s at some point for superior damage while remaining one-handed.&lt;/div&gt;</summary>
		<author><name>Alex</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hunter&amp;diff=32910</id>
		<title>Hunter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hunter&amp;diff=32910"/>
				<updated>2014-09-15T00:09:08Z</updated>
		
		<summary type="html">&lt;p&gt;Alex: Updating to 0.15, changes to weapons and starting skills.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|The Hunter is a type of fighter who specialises in missile weapons. A Hunter starts with either some throwing weapons or a ranged weapon and some ammunition, as well as a short sword and a set of leathers.}}&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[High Elf]], [[Hill Orc]], [[Halfling]], [[Kobold]], [[Ogre]], [[Troll]] and [[Centaur]] are the recommended races if you pick a Hunter background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+1 ranged weapon ([[shortbow]], [[hand crossbow]], [[hunting sling]] or [[javelin]]s) &amp;amp; ammo&lt;br /&gt;
**Ranged weapons start with 20 of the appropriate ammo&lt;br /&gt;
**Javelin users start with 6 javelins and 2 throwing nets&lt;br /&gt;
*+0 [[short sword]]&lt;br /&gt;
*+0 [[leather armour]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
&lt;br /&gt;
If you chose a hunting sling, shortbow, or hand crossbow:&lt;br /&gt;
*[[Fighting]]: 1&lt;br /&gt;
*Chosen Weapon's Skill: 4&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 1&lt;br /&gt;
&lt;br /&gt;
If you chose javelins:&lt;br /&gt;
*[[Fighting]]: 2&lt;br /&gt;
*[[Short Blades]]: 1&lt;br /&gt;
*[[Throwing]]: 4&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 1&lt;br /&gt;
&lt;br /&gt;
Choosing Hunter adds 4 to your starting [[Strength]], 3 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Hunters are good for players who either want to play a missile weapon-based fighter, or for those who want to play a melee character but want a useful to way soften up early-game nasties such as [[ogre (monster)|ogre]]s before they get into melee range.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], Hunters that chose javelins started with only 5 and did not have throwing nets. Further, their starting skills were the same as other hunters. All hunters began with 2 levels of Fighting.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Hunters started with 20 [[gold]].&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Monk&amp;diff=32909</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Monk&amp;diff=32909"/>
				<updated>2014-09-14T23:55:43Z</updated>
		
		<summary type="html">&lt;p&gt;Alex: Updating to 0.15, no change.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|The Monk is a member of an ascetic order dedicated to the perfection of one's body and soul through the discipline of the martial arts. Monks start with very little equipment, but can survive without the weighty weapons and spellbooks needed by characters of other backgrounds. When they choose a god for the first time, their spiritual training gives them a piety boost.}}&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
[[Hill Orc]], [[Troll]], [[Merfolk]], [[Minotaur]], [[Gargoyle]], [[Ghoul]] and [[Vampire]] are the recommended races if you pick a Monk Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 3&lt;br /&gt;
*[[Unarmed Combat]]: 4&lt;br /&gt;
*[[Dodging]]: 3&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
&lt;br /&gt;
Choosing Monk adds 3 to your starting [[Strength]], 2 to your starting [[Intelligence]] and 7 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
*Monks do not start with a god, but automatically gain ** [[piety]] when they first convert to a god.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This is a good background for strong monstrous [[species]], especially those with [[claws]] ([[Troll]]s, [[Ghoul]]s, and sometimes [[Demonspawn]]), as those claws increase your [[Unarmed Combat]] base damage. &lt;br /&gt;
&lt;br /&gt;
Unarmed Combat can hold its own damage-wise once the skill is at extremely high levels, especially if you have the aforementioned natural weapons to increase damage output. That it ''needs'' to be at high levels is the downside - at lower skill levels, weapons (especially branded ones) can outperform Unarmed Combat.&lt;br /&gt;
&lt;br /&gt;
Note that heavy armor penalizes Unarmed Combat speed, so unless you develop other weapon skills, keep it light. If you want a heavily armored melee character, you're better off with a [[Fighter]] or one of the religious backgrounds, though massively strong Troll Monks can often manage quite fine in even the heaviest [[dragon armour]]s.&lt;br /&gt;
&lt;br /&gt;
If your species is not horrible with magic, consider branching into [[Transmutations]], as that school contains several spells useful to unarmed combatants, including [[Beastly Appendage]], [[Blade Hands]], and the various &amp;quot;form&amp;quot; spells.&lt;br /&gt;
&lt;br /&gt;
The piety boost you gain upon choosing a god is very handy if you want a god that lacks a starter background, especially [[Okawaru]], [[Makhleb]], and other gods who offer bonuses right at * piety.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.10]], there was no piety bonus gained upon choosing a god.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gladiator&amp;diff=32908</id>
		<title>Gladiator</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Gladiator&amp;diff=32908"/>
				<updated>2014-09-14T23:54:07Z</updated>
		
		<summary type="html">&lt;p&gt;Alex: Updating to 0.15, no change.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|The Gladiator has been trained to fight in the ring, and so is versed in the arts of fighting, but is not so good at anything else. In fact, Gladiators have never learned anything except bashing monsters with heavy things. They start with a nasty weapon, light armour, headgear and some nets or darts.}}&lt;br /&gt;
'''Gladiators''' are combatants who fight monsters and other gladiators in the arena to entertain bloodthirsty spectators. Their fighting style is more mobile (read: flashier) than more straightforward warriors, and they especially enjoy using their [[throwing net]]s to trap hapless opponents. They are thus adept in killing anything - and anyone - that gets in their way, but have little background in anything else.&lt;br /&gt;
&lt;br /&gt;
Gladiators differ from the very similar [[Fighter]] in that they favor mobility (light armour and [[Dodging]] skill) over heavy armor, and are trained in [[Throwing]]. By contrast, Fighters favor heavy armor (and the [[Armour]] skill to use it), but lack any background (or equipment) for ranged combat.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Deep Dwarf]], [[Hill Orc]], [[Centaur]], [[Merfolk]], [[Minotaur]], and [[Gargoyle]] are the recommended races if you pick a Gladiator Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[weapon of choice]] ([[cutlass]], [[flail]], [[war axe]], [[trident]], [[longsword]] or [[quarterstaff]])&lt;br /&gt;
*+0 [[leather armour]]&lt;br /&gt;
*+0 [[helmet]]&lt;br /&gt;
*3 +0 [[throwing net]]s&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
Adjusted for your species' aptitudes:&lt;br /&gt;
*[[Fighting]]: 2&lt;br /&gt;
*Chosen Weapon's Skill: 3&lt;br /&gt;
*[[Throwing]]: 2&lt;br /&gt;
*[[Dodging]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Gladiator adds 7 to your starting [[Strength]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Those [[throwing net]]s are handy for making your enemies helpless, but they may be destroyed before you can reach it - throw them when your enemy is only two tiles away to give it less time to struggle.&lt;br /&gt;
&lt;br /&gt;
Also bear in mind that [[ooze]]s can slide right through nets, [[jelly|jellies]] can eat them, and small monsters (like those [[kobold (monster)|kobolds]] and [[goblin]]s near the surface) can often slip out from under them.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], most gladiator starting weapons were of a lower tier: [[short sword]] instead of cutlass, [[mace]] instead of flail, [[hand axe]] instead of war axe, and [[falchion]] instead of long sword. Also, [[size|small and little]] characters would receive [[stone]]s in place of throwing nets. They also started with 20 gold.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], gladiators could not select a quarterstaff as their starting weapon.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], gladiators started with a buckler.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fighter&amp;diff=32907</id>
		<title>Fighter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fighter&amp;diff=32907"/>
				<updated>2014-09-14T23:52:24Z</updated>
		
		<summary type="html">&lt;p&gt;Alex: Updating to 0.15, no change.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
'''Fighters''' usually start with a decent weapon, a suit of heavy armour and a shield. They have a good general grounding in the arts of fighting.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Deep Dwarf]], [[Hill Orc]], [[Troll]], [[Centaur]], [[Minotaur]], and [[Gargoyle]] are the recommended races if you pick a Fighter Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[weapon of choice]] ([[war axe]], [[long sword]], [[trident]], [[cutlass]], or [[flail]])&lt;br /&gt;
*+0 [[scale mail]]&lt;br /&gt;
*+0 [[shield]]&lt;br /&gt;
*[[Potion of might]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
Adjusted for your species' aptitudes:&lt;br /&gt;
*[[Fighting]]: 3&lt;br /&gt;
*Chosen Weapon's Skill: 2&lt;br /&gt;
*[[Armour (skill)|Armour]]: 3&lt;br /&gt;
*[[Shields]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Fighter adds 8 to your starting [[Strength]] and 4 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
While Fighters may seem weak or &amp;quot;generic&amp;quot; compared to the more exotic [[backgrounds]], remember that your background is only your starting package. Unlike, say, [[Berserker]]s or [[Chaos Knight]]s, Fighters are free to choose any god they like, including those you cannot start the game with!&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], fighters did not start with a potion of might and most starting weapons were of a lower tier: short sword instead of cutlass, mace instead of flail, hand axe instead of war axe, and falchion instead of long sword. They also started with 20 gold.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Alex</name></author>	</entry>

	</feed>