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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Aliksy</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=Aliksy"/>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/Special:Contributions/Aliksy"/>
		<updated>2026-04-28T10:33:24Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Great_sword&amp;diff=42353</id>
		<title>Great sword</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Great_sword&amp;diff=42353"/>
				<updated>2016-06-11T23:30:04Z</updated>
		
		<summary type="html">&lt;p&gt;Aliksy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{weapon&lt;br /&gt;
 |name      = Great sword&lt;br /&gt;
 |cost      = ?&lt;br /&gt;
 |weight    = 25.0 &lt;br /&gt;
 |skill     = Long Blades&lt;br /&gt;
 |damage    = 16&lt;br /&gt;
 |accuracy  = -3&lt;br /&gt;
 |basedelay = 16 (160%)&lt;br /&gt;
 |mindelay  = 7 at skill 18&lt;br /&gt;
 |hands     = 2H&lt;br /&gt;
 |size      = Large&lt;br /&gt;
 |damtype   = Slicing&lt;br /&gt;
 |ranged    = No&lt;br /&gt;
 |acquirement = 10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A sword with a very long, heavy blade and a long handle.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Quemadmodum gladius neminem occidit: occidentis telum est.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(&amp;quot;A sword by itself does not slay: it is merely the weapon used by the slayer.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
-Lucius Annaeus Seneca, _Epistulae Morales ad Lucilium_, Letter LXXXVII: Some arguments in favor of the simple life, 1. 30. ca. 65 A.D.&lt;br /&gt;
&lt;br /&gt;
trans. Richard Mott Gummere, 1917.}}&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|This weapon falls into the '[[Long Blades]]' category. It is a two handed weapon.}}&lt;br /&gt;
&lt;br /&gt;
'''Great swords''' are large, two-handed [[Long Blades]] that deal heavy damage, though they require a significant amount of Long Blades skill to reach min delay. Characters with experience to spare may eventually wish to upgrade to a [[triple sword]], though this requires an immense experience investment that may be put elsewhere to greater effect. Alternatively, wielding a [[demon blade]]/[[eudemon blade]] instead will allow you to carry a [[shields|shield]] in exchange for a slight penalty to damage.&lt;br /&gt;
&lt;br /&gt;
Great swords are uncommon items to find lying around the Dungeon, but occasionally generate on enemy [[wight]]s and [[orc warrior]]s early on.&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:Greatsword1.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical/Artifact''' || [[File:Greatsword2.png]]&lt;br /&gt;
|}&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;
! || [[Unrandarts|Unrandart]]&amp;lt;br&amp;gt;Great Swords&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Sword of Power]]''' || [[File:Sword of power.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Sword of Cerebov]]''' || [[File:Sword of cerebov.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Sword of the Doom Knight]]''' || [[File:Sword of the doom knight.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In very early versions of ''Crawl'', these (and triple swords) were governed by [[Great swords|their own skill]].&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
[[Category:Long blades]]&lt;/div&gt;</summary>
		<author><name>Aliksy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Death_scarab&amp;diff=42336</id>
		<title>Death scarab</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Death_scarab&amp;diff=42336"/>
				<updated>2016-06-06T02:51:52Z</updated>
		
		<summary type="html">&lt;p&gt;Aliksy: /* Tips &amp;amp; Tricks */ added link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{list of | arthropods}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Death scarabs''' are debilitating undead pests that assault intruders in packs, afflicting their foes with a variety of unpleasant effects. Their bites are [[vampiric]] and also [[slow]] you down. They leave clouds of [[miasma]] in their wake wherever they go. Groups of death scarabs can be found throughout [[the Tomb]], and they may be summoned by [[greater mummies]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*On their own, death scarabs are unlikely to kill a character capable of reaching the Tomb. However, their presence makes combat with any of the Tomb's other inhabitants significantly more dangerous. rN- makes almost all other enemies found here much deadlier, [[slow]] magnifies the number of actions enemies get between your actions, and throwing another source of [[rot]] into the mix just makes the branch even more aggravating to fight your way through. When possible, kill them at range before they get a chance to affect you, and give yourself time to recover after a fight so you don't find yourself getting blasted while slow and vulnerable.&lt;br /&gt;
*Undead characters are immune to death scarab's additional attacks, reducing them to annoying pests.&lt;br /&gt;
*Their undead nature makes them immune to [[poison]]. They lack any [[fire]] or [[cold]] resistance, however, making [[Freezing Cloud]] and [[Fireball]] excellent (if noisy) methods for defeating them from a distance.&lt;br /&gt;
*They are very, very effective allies when raised with [[Animate Dead]].  A small pack will murder greater mummies without breaking a sweat.  (It helps that they focus on murdering instead of zipping around like they do when alive.)&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Death scarabs were added in [[0.16]].&lt;/div&gt;</summary>
		<author><name>Aliksy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Death_scarab&amp;diff=42335</id>
		<title>Death scarab</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Death_scarab&amp;diff=42335"/>
				<updated>2016-06-06T02:50:54Z</updated>
		
		<summary type="html">&lt;p&gt;Aliksy: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{list of | arthropods}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Death scarabs''' are debilitating undead pests that assault intruders in packs, afflicting their foes with a variety of unpleasant effects. Their bites are [[vampiric]] and also [[slow]] you down. They leave clouds of [[miasma]] in their wake wherever they go. Groups of death scarabs can be found throughout [[the Tomb]], and they may be summoned by [[greater mummies]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*On their own, death scarabs are unlikely to kill a character capable of reaching the Tomb. However, their presence makes combat with any of the Tomb's other inhabitants significantly more dangerous. rN- makes almost all other enemies found here much deadlier, [[slow]] magnifies the number of actions enemies get between your actions, and throwing another source of [[rot]] into the mix just makes the branch even more aggravating to fight your way through. When possible, kill them at range before they get a chance to affect you, and give yourself time to recover after a fight so you don't find yourself getting blasted while slow and vulnerable.&lt;br /&gt;
*Undead characters are immune to death scarab's additional attacks, reducing them to annoying pests.&lt;br /&gt;
*Their undead nature makes them immune to [[poison]]. They lack any [[fire]] or [[cold]] resistance, however, making [[Freezing Cloud]] and [[Fireball]] excellent (if noisy) methods for defeating them from a distance.&lt;br /&gt;
*They are very, very effective allies when raised with Animate Dead.  A small pack will murder greater mummies without breaking a sweat.  (It helps that they focus on murdering instead of zipping around like they do when alive.)&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Death scarabs were added in [[0.16]].&lt;/div&gt;</summary>
		<author><name>Aliksy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Phantom_mirror&amp;diff=42181</id>
		<title>Phantom mirror</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Phantom_mirror&amp;diff=42181"/>
				<updated>2016-05-29T18:12:54Z</updated>
		
		<summary type="html">&lt;p&gt;Aliksy: &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.&lt;br /&gt;
&lt;br /&gt;
You can use it on some very powerful creatures, such as [[Cerebov]].&lt;br /&gt;
==History==&lt;br /&gt;
Phantom mirrors will be added in [[0.16]].&lt;/div&gt;</summary>
		<author><name>Aliksy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hydra&amp;diff=42134</id>
		<title>Hydra</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hydra&amp;diff=42134"/>
				<updated>2016-05-29T01:37:52Z</updated>
		
		<summary type="html">&lt;p&gt;Aliksy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
''For a list of all dragon-like creatures, see [[list of dragons#Dragon-like creatures|list of dragons]].''&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
[[Hydra]]s are notoriously dangerous melee monsters found most often in [[the Lair]] and [[the Swamp]]. They begin life with 4-8 heads, but grow two more and heal significantly whenever they lose one. This usually happens when a player or trap deals slashing damage to it.  Careless use of [[claws]], [[axes]], and [[long blades]] can result in prolonged and deadly combat. Any such attack that deals 1-3 damage has a 50% chance of removing a head, while 4+ will always do so.&lt;br /&gt;
&lt;br /&gt;
Fortunately, there are ways to hurt them without them growing stronger. Blunt and piercing weapons injure them as normal, and [[flaming]] edged weapons will remove heads and cauterize the wound, preventing the normal regrowth. Ranged weapons and spells also function without issue.&lt;br /&gt;
&lt;br /&gt;
Hydras cannot [[fly]], but they swim quickly through water. Lava will effectively stop them, however.&lt;br /&gt;
&lt;br /&gt;
While exploring the bottom floor of the Swamp, beware [[the Lernaean hydra]]. This [[unique]] hydra is much more lethal than normal.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Hydras with additional heads only get more attacks per turn, not more [[HD]], [[XP]], or [[MR]].&lt;br /&gt;
*Hydras max out at 20 heads, at which point they get 20 individual melee attacks per turn. Don't let this happen.&lt;br /&gt;
*If you manage to get a hydra to 0 heads, it dies instantly regardless of how much HP it had left.&lt;br /&gt;
*The [[Summon Hydra]] spell lets you call a friendly 4-9 headed hydra to fight for you, but only for a brief time.&lt;br /&gt;
*They have [[poison resistance]], so [[poison]] and [[Mephitic Cloud]] won't work.&lt;br /&gt;
*If attempting to escape, remember that hydras cannot open doors nor [[see invisible]].&lt;br /&gt;
*Here are some tips for edged-weapon users:&lt;br /&gt;
**Use a flaming weapon to not only avoid regrowth and healing, but to reduce the hydra's damage output with each hit. Generally, faster weapons work better for this purpose, as they give they hydra less time to gnaw on you between swings. However, most characters are unlikely to have found multiple flaming weapons by the time they reach the Lair -- use whatever you have.&lt;br /&gt;
**Use a non-edged weapon of the same skill, such as:&lt;br /&gt;
***[[Maces and Flails]]: Not an issue.&lt;br /&gt;
***[[Short Blades]]: All short blades deal piercing damage except for the [[Captain's Cutlass]]. Fighting a hydra with a dagger is still not recommended unless you have [[Stabbing]] bonuses. [[Invisibility]] is quite useful here, since they neither see nor sense it.&lt;br /&gt;
***[[Polearms]]: Use a [[spear]], [[trident]], or [[demon trident]].&lt;br /&gt;
***[[Staves]]: Use a [[quarterstaff]] or enhancer staff.&lt;br /&gt;
***[[Axes]] and [[Long Blades]]: There are no safe options. Use spells, [[wand]]s, or a weapon type you've [[crosstrain]]ed with. (High [[AC]], [[berserk]]ing, and other buffs also help.)&lt;br /&gt;
***[[Unarmed Combat]]: Only characters with [[claws|Claws 3]] are at risk of severing heads. [[Ghoul]]s and [[Felid]]s only have one level of claws, but [[Troll]]s will have to find another way. A [[potion of lignification]] can work well.&lt;br /&gt;
**[[Invocations]]:&lt;br /&gt;
***[[Makhleb]]: Greater Servants can easily kill hydras.&lt;br /&gt;
***[[Beogh]]: [[Smite]] works, but at a high [[piety]] cost.&lt;br /&gt;
***[[Elyvilon]]: Hydras are natural beasts, and can be pacified easily.&lt;br /&gt;
***[[Lugonu]]: With high Invocations, you may be able to send hydras to [[the Abyss]].&lt;br /&gt;
***[[Qazlal]]: Blasting hydras with Upheaval works, though it chews through piety quickly.&lt;br /&gt;
***[[Trog]]/[[Berserker]]: Summoning a few Ogres to pound them to a pulp is a perfectly viable option, and even the high [[HD]] Trolls can usually kill them in a few shots regardless of their heads.&lt;br /&gt;
**[[Spell]]s:&lt;br /&gt;
***[[Conjurations]]: Most level 3+ Conjurations can kill a hydra in 3-6 hits, and even level 2's can soften them up significantly with enough time.&lt;br /&gt;
***[[Summonings]]: 4-7 [[ice beast]]s can easily kill a hydra, though a hydra with a high number of heads may require more.&lt;br /&gt;
***[[Transmutations]]: Use [[Ice Form]] or unarmed [[Statue Form]]. [[Spider Form]] does not remove heads, but is generally less effective than Ice or Statue Form.&lt;br /&gt;
**Wands: Even at low [[Evocations]], a [[wand of fire]], [[wand of cold]], [[wand of draining]], or [[wand of fireball]] can usually kill a hydra in 2-5 hits. This is a safe course of action for most characters.&lt;br /&gt;
&lt;br /&gt;
The following methods do not work:&lt;br /&gt;
*[[wand of polymorph|Polymorph]]: Hydras have high HD, and often turn into even tougher monsters. [[Storm dragon]]s are a particularly common result.&lt;br /&gt;
*Low-Skill Archery: Hydras regenerate quickly; any method which relies on whittling down its HP will likely fail.&lt;br /&gt;
*[[Escaping_from_(and_avoiding)_trouble#Leading_them_up|Stair dancing]]: Climbing up or down stairs next to a hydra will give it a few free hits, which is possibly all it needs to kill you.&lt;br /&gt;
*Berserk With an Edged Weapon: While you may be able to deal more damage than the hydra can heal per hit, its damage output will be growing, and ending your berserk slowed and wounded next to an even stronger hydra than you started with is not ideal.&lt;br /&gt;
*[[Haste]], when in the Swamps: Hydras' speed advantage in water will mean you probably cannot outrun them.&lt;br /&gt;
&lt;br /&gt;
==Undead Hydras==&lt;br /&gt;
Hydra corpses that are raised as [[zombie]]s or [[skeleton]]s will have the same number of heads as the corpse; zero-headed corpses cannot be raised this way. Hydra [[simulacrum (monster)|simulacra]] may have more or less heads. In either case, you can slice their heads off as with normal hydras, but they will never grow back, even if a non-flaming weapon is used. Note that hydra simulacra can have horrifyingly high damage output if you lack cold resistance: +13-38 cold damage per head.&lt;br /&gt;
&lt;br /&gt;
Spectral hydras created with [[Death Channel]] will have the same number of heads as the hydra when it died, but these can't be cut off.&lt;br /&gt;
&lt;br /&gt;
Any of these undead hydras can be found as enemies throughout the dungeon, especially in the pestilence ending of [[the Swamp]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.16]], short swords and rapiers deal piercing damage, meaning they no longer remove heads.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]] hydras were not [[cold-blooded]] creatures, except [[the Lernaean hydra]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Hydra Form]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Featured_Article]]&lt;/div&gt;</summary>
		<author><name>Aliksy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Confusing_Touch&amp;diff=41606</id>
		<title>Confusing Touch</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Confusing_Touch&amp;diff=41606"/>
				<updated>2016-05-04T02:12:07Z</updated>
		
		<summary type="html">&lt;p&gt;Aliksy: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Confusing Touch&lt;br /&gt;
|level=2&lt;br /&gt;
|school1={{Hexes}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Hinderance]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=1&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|This spell enchants the caster's hands with magical energy. This energy is released when the caster touches a monster with their bare hands, and may induce a state of confusion in the monster.}}&lt;br /&gt;
&lt;br /&gt;
'''Confusing Touch''' is a level 2 [[Hexes]] spell which causes your [[Unarmed Combat]] attacks to inflict [[confusion]] along with damage. Because you are more concerned with making contact with the enemy than injuring it, your base damage is reduced by 3 while your [[to-hit]] is increased by 1d([[Dexterity]]). Wearing [[gloves]] has no impact on the spell's effects.&lt;br /&gt;
&lt;br /&gt;
The save against this spell is based on the victim's [[HD]] instead of its [[MR]], making Confusing Touch surprisingly useful in the late game. Its chance of success is:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''Vs. Natural Monsters''': (30-HD) / 30&amp;lt;br&amp;gt;'''Vs. Demons and the Undead''': (22-HD) / 22&amp;lt;br&amp;gt;'''Vs. Plants, Non-Living, or Magic Immune Monsters''': No effect}}&lt;br /&gt;
&lt;br /&gt;
You can cast the spell multiple times to increase its duration (duration is maxed once the status indicator is bright red). Each time you attack while under the effect of this spell, its duration is reduced by a random amount; while this makes it hard to gauge how many attacks you have left, having a greater duration makes it more likely to last.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*This spell stacks with most [[Transmutations]] spells. Mix it with [[Spider Form]] to leave your opponents both confused ''and'' poisoned!&lt;br /&gt;
*Although [[troll]]s are normally hopeless with magic, this level 2 spell may work for them. It's simple enough that they can master it with relative ease, allowing them to quickly disable dangerous opponents (so long as they can close to melee). Their spell power with it will usually be dismally low; while this results in a very short window in which to attack the enemy, it also means the spell wears off faster, allowing you to resume dealing full damage to the now-confused and semi-helpless opponent.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.10]], Confusing Touch had a higher success rate.&lt;br /&gt;
&lt;br /&gt;
As of [[0.17]], it is a level 2 spell.&lt;/div&gt;</summary>
		<author><name>Aliksy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Confusing_Touch&amp;diff=41605</id>
		<title>Confusing Touch</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Confusing_Touch&amp;diff=41605"/>
				<updated>2016-05-04T02:11:51Z</updated>
		
		<summary type="html">&lt;p&gt;Aliksy: It's level 2 now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Confusing Touch&lt;br /&gt;
|level=2&lt;br /&gt;
|school1={{Hexes}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Hinderance]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=1&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|This spell enchants the caster's hands with magical energy. This energy is released when the caster touches a monster with their bare hands, and may induce a state of confusion in the monster.}}&lt;br /&gt;
&lt;br /&gt;
'''Confusing Touch''' is a level 2 [[Hexes]] spell which causes your [[Unarmed Combat]] attacks to inflict [[confusion]] along with damage. Because you are more concerned with making contact with the enemy than injuring it, your base damage is reduced by 3 while your [[to-hit]] is increased by 1d([[Dexterity]]). Wearing [[gloves]] has no impact on the spell's effects.&lt;br /&gt;
&lt;br /&gt;
The save against this spell is based on the victim's [[HD]] instead of its [[MR]], making Confusing Touch surprisingly useful in the late game. Its chance of success is:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''Vs. Natural Monsters''': (30-HD) / 30&amp;lt;br&amp;gt;'''Vs. Demons and the Undead''': (22-HD) / 22&amp;lt;br&amp;gt;'''Vs. Plants, Non-Living, or Magic Immune Monsters''': No effect}}&lt;br /&gt;
&lt;br /&gt;
You can cast the spell multiple times to increase its duration (duration is maxed once the status indicator is bright red). Each time you attack while under the effect of this spell, its duration is reduced by a random amount; while this makes it hard to gauge how many attacks you have left, having a greater duration makes it more likely to last.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*This spell stacks with most [[Transmutations]] spells. Mix it with [[Spider Form]] to leave your opponents both confused ''and'' poisoned!&lt;br /&gt;
*Although [[troll]]s are normally hopeless with magic, this level 2 spell may work for them. It's simple enough that they can master it with relative ease, allowing them to quickly disable dangerous opponents (so long as they can close to melee). Their spell power with it will usually be dismally low; while this results in a very short window in which to attack the enemy, it also means the spell wears off faster, allowing you to resume dealing full damage to the now-confused and semi-helpless opponent.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.10]], Confusing Touch had a higher success rate.&lt;br /&gt;
As of [[0.17]], it is a level 2 spell.&lt;/div&gt;</summary>
		<author><name>Aliksy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shining_eye&amp;diff=41274</id>
		<title>Shining eye</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shining_eye&amp;diff=41274"/>
				<updated>2016-03-07T00:23:39Z</updated>
		
		<summary type="html">&lt;p&gt;Aliksy: Remove link to removed spell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{list of | eyeballs}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Shining eyes''' are dangerous floating monsters that deal no damage, but aggressively blast you with [[mutation]]-inflicting gaze attacks. Although these give you [[good mutations]] roughly 5% of the time, [[bad mutations]] are much, much more common. They are found in [[the Slime Pits]], and can be summoned by a few enemies through the [[Summon Eyeballs]] spell.&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Their attack requires a clear path to hit you. Mass [[Summonings]] spells like [[Shadow Creatures]] can shield you while your minions charge in to combat. Even [[Summon Butterflies]] can provide protection.&lt;br /&gt;
**If you lack access to summons, keeping other monsters between you and the shining eye also works, though less effectively (as they'll be attempting to kill you).&lt;br /&gt;
*An [[amulet of resist mutation]] renders them ''almost'' harmless (90% mutation resistance). Try not to have them in [[LOS]] without one.&lt;br /&gt;
*[[Airstrike]] can take them out quickly from behind a meat shield using [[smite]]-targeting, as can [[Portal Projectile]].&lt;/div&gt;</summary>
		<author><name>Aliksy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gozag_Ym_Sagoz&amp;diff=41255</id>
		<title>Gozag Ym Sagoz</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Gozag_Ym_Sagoz&amp;diff=41255"/>
				<updated>2016-02-27T04:29:49Z</updated>
		
		<summary type="html">&lt;p&gt;Aliksy: /* Strategy */  Adding note about how no corpse means no dragon skinning.  Obvious in retrospect, but I didn't realize it when I tried gozag first.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
[[File:Gozag altar.png]] ''&amp;quot;Greed is good.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Gozag Ym Sagoz the Greedy teaches that the world belongs to the rich. Those accepting this principle may exchange their gold for divine assistance. Followers of Gozag do not earn piety; the only way to impress this god is by amassing a fortune, and worshippers may request as much assistance as they can afford. Fortunately, Gozag's worshippers are said to have the touch of gold.&lt;br /&gt;
&lt;br /&gt;
For Gozag, both flesh and food are inferior to wealth, and therefore all corpses are turned into gold piles. These piles of gold may briefly distract nearby monsters. Stalwarts can order immediate help in the form of potions, with prices dictated by the Greedy. Particularly well-off adherents may attract shopkeepers into the dungeon, and even bribe entire branches of the dungeon. Gozag will also duplicate any one non-artifact item for a servant.&lt;br /&gt;
&lt;br /&gt;
Gozag likes it when you collect gold.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s may not worship Gozag Ym Sagoz or any other deity.&lt;br /&gt;
&lt;br /&gt;
===Additional Restrictions===&lt;br /&gt;
Gozag requires a service fee for joining; this starts at 50 [[gold]] and rises with the amount of gold generated in the game:&lt;br /&gt;
 Service fee = 50 + (Generated gold - Generated gold/log10(Generated gold-10))/2&lt;br /&gt;
&lt;br /&gt;
Characters without enough gold receive the message, &amp;quot;Gozag does not accept service from beggars like you!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Monk]]s who have not yet chosen a god are exempt from this fee.&lt;br /&gt;
&lt;br /&gt;
==Appreciates/Deprecates==&lt;br /&gt;
Gozag Ym Sagoz is a reasonable businessgod, and does not allow personal feelings to affect its behavior one way or another. All interactions with Gozag Ym Sagoz revolve purely around gold.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
As Gozag Ym Sagoz has no piety system, all of its granted abilities are available upon joining. Players are notified when they have gathered enough gold to use the next given ability.&lt;br /&gt;
&lt;br /&gt;
*'''Golden touch''': Corpses left by defeated enemies turn into piles of gold (the amount of gold varies; bigger, stronger monsters tend to generate more). These gold piles have a temporary 1-tile aura which may distract nearby creatures, occasionally making them skip a turn. (Passive)&lt;br /&gt;
&lt;br /&gt;
*'''Detect Gold and shops''': You map the location of gold on the floor in a medium area around you and map the location of shops you have funded on your current dungeon level. (Passive)&lt;br /&gt;
&lt;br /&gt;
*'''Potion Petition''': Purchase one set of potion effects. You immediately get the effects of one of three sets of potions, each containing 1-6 random, different potions. Sets containing more and/or better potions are more expensive to purchase. Once you activate the ability, you must choose and pay for one of the sets.  The first use of Potion Petition is free.&lt;br /&gt;
&lt;br /&gt;
*'''Call Merchant''': Fund a merchant to set up a new [[shop]] somewhere near to areas of the dungeon you have explored.  You choose one out of four different Merchants with different shop types, one of which is a food shop (Mummies and vampires are not offered the food shop, thus receive only three choices).  The first use of Call Merchant costs at most 800 gold for the best shop, increasing by 200 gold per use (though most shops are actually much cheaper).  Chosen shops place only in unexplored levels of the [[Dungeon]], [[Depths]], and the [[Vaults]], or at your feet if all the unexplored levels in those three branches already have called merchants.&lt;br /&gt;
&lt;br /&gt;
*'''Bribe Branch''': Send money to the humanoid and demonic inhabitants of a branch to turn them temporarily neutral or incite them to join you. [[Unique]]s and all other enemy types are unaffected. (Costs 3000 Gold)&lt;br /&gt;
**You must be in the branch to use this ability. Adds 3000 gold to this branch's bribe fund. Monsters have a chance based on their HD (stronger monsters have a higher chance) to either become peaceful (for some gold from the bribe fund) or become your permanent allies (for more gold from the fund). The chance is rolled when they first notice you.&lt;br /&gt;
**Allied monsters will take from the fund when fighting, but not over time.&lt;br /&gt;
**Attacking one of these pacified monsters will result in turning any pacified monster in sight hostile.&lt;br /&gt;
** This power can be used on the [[Orcish Mines]] (affects orcs), [[Elven Halls]] (elves), [[Vaults]] (humans), [[Iron City of Dis]] (demons), [[Gehenna]] (demons), [[Cocytus]] (demons), [[Tartarus]] (demons), and [[Realm of Zot]] (draconians).  &lt;br /&gt;
** This power can be incredibly useful in branches with dangerous enemies. Having a few [[Orb_of_fire|Orbs of Fire]] or [[Ancient_lich|Ancient Liches]] on your side can make a big difference.&lt;br /&gt;
&lt;br /&gt;
An [[amulet of faith]] will function differently for a follower of Gozag. All of his abilities will be available at a discount while wearing the amulet, but removing it causes prices to rise to a higher point than they would be normally. The [[Forlorn]] mutation also causes an increase in prices.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Upon leaving Gozag Ym Sagoz, any funded stores close, as they are unable to pay their debts without your funds. Any bribed monsters will turn hostile. In addition:&lt;br /&gt;
*Petition for your drink to fail: When quaffing potions, there is a high chance that you will lose a turn (but not the potion).&lt;br /&gt;
*Turn to gold: When buying from shops, there is a chance your purchase will turn into 1 piece of gold.&lt;br /&gt;
*Incite: [[Haste]]s an enemy.&lt;br /&gt;
*Claim gold: Gozag claims about 10% of any gold you pick up (much like [[Zin]]).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Characters that rely heavily on [[corpse]]s, such as [[Necromancer]]s, [[ghoul]]s, [[vampire]]s, and [[troll]]s, should think twice before choosing to follow Gozag, as you'll be turning everything you kill into gold.  You also will have a harder time getting dragon armour, since the dragons will leave no corpses to butcher.&lt;br /&gt;
&lt;br /&gt;
Gozag is an appealing choice for [[spriggan]]s; as [[herbivore]]s, they have less use for corpses than most species (barring [[Necromancy]] or blood sacrifice-accepting gods), and more gold means more access to shop equipment, Gozag's abilities, and (if hunger actually becomes an issue) edible food items.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Gozag Ym Sagoz was added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Aliksy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gozag_Ym_Sagoz&amp;diff=41254</id>
		<title>Gozag Ym Sagoz</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Gozag_Ym_Sagoz&amp;diff=41254"/>
				<updated>2016-02-27T04:25:02Z</updated>
		
		<summary type="html">&lt;p&gt;Aliksy: /* Given Abilities */   Update bribe branch section to make it more clear Orbs of Fire and other powerful things can be bribed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
[[File:Gozag altar.png]] ''&amp;quot;Greed is good.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Gozag Ym Sagoz the Greedy teaches that the world belongs to the rich. Those accepting this principle may exchange their gold for divine assistance. Followers of Gozag do not earn piety; the only way to impress this god is by amassing a fortune, and worshippers may request as much assistance as they can afford. Fortunately, Gozag's worshippers are said to have the touch of gold.&lt;br /&gt;
&lt;br /&gt;
For Gozag, both flesh and food are inferior to wealth, and therefore all corpses are turned into gold piles. These piles of gold may briefly distract nearby monsters. Stalwarts can order immediate help in the form of potions, with prices dictated by the Greedy. Particularly well-off adherents may attract shopkeepers into the dungeon, and even bribe entire branches of the dungeon. Gozag will also duplicate any one non-artifact item for a servant.&lt;br /&gt;
&lt;br /&gt;
Gozag likes it when you collect gold.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s may not worship Gozag Ym Sagoz or any other deity.&lt;br /&gt;
&lt;br /&gt;
===Additional Restrictions===&lt;br /&gt;
Gozag requires a service fee for joining; this starts at 50 [[gold]] and rises with the amount of gold generated in the game:&lt;br /&gt;
 Service fee = 50 + (Generated gold - Generated gold/log10(Generated gold-10))/2&lt;br /&gt;
&lt;br /&gt;
Characters without enough gold receive the message, &amp;quot;Gozag does not accept service from beggars like you!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Monk]]s who have not yet chosen a god are exempt from this fee.&lt;br /&gt;
&lt;br /&gt;
==Appreciates/Deprecates==&lt;br /&gt;
Gozag Ym Sagoz is a reasonable businessgod, and does not allow personal feelings to affect its behavior one way or another. All interactions with Gozag Ym Sagoz revolve purely around gold.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
As Gozag Ym Sagoz has no piety system, all of its granted abilities are available upon joining. Players are notified when they have gathered enough gold to use the next given ability.&lt;br /&gt;
&lt;br /&gt;
*'''Golden touch''': Corpses left by defeated enemies turn into piles of gold (the amount of gold varies; bigger, stronger monsters tend to generate more). These gold piles have a temporary 1-tile aura which may distract nearby creatures, occasionally making them skip a turn. (Passive)&lt;br /&gt;
&lt;br /&gt;
*'''Detect Gold and shops''': You map the location of gold on the floor in a medium area around you and map the location of shops you have funded on your current dungeon level. (Passive)&lt;br /&gt;
&lt;br /&gt;
*'''Potion Petition''': Purchase one set of potion effects. You immediately get the effects of one of three sets of potions, each containing 1-6 random, different potions. Sets containing more and/or better potions are more expensive to purchase. Once you activate the ability, you must choose and pay for one of the sets.  The first use of Potion Petition is free.&lt;br /&gt;
&lt;br /&gt;
*'''Call Merchant''': Fund a merchant to set up a new [[shop]] somewhere near to areas of the dungeon you have explored.  You choose one out of four different Merchants with different shop types, one of which is a food shop (Mummies and vampires are not offered the food shop, thus receive only three choices).  The first use of Call Merchant costs at most 800 gold for the best shop, increasing by 200 gold per use (though most shops are actually much cheaper).  Chosen shops place only in unexplored levels of the [[Dungeon]], [[Depths]], and the [[Vaults]], or at your feet if all the unexplored levels in those three branches already have called merchants.&lt;br /&gt;
&lt;br /&gt;
*'''Bribe Branch''': Send money to the humanoid and demonic inhabitants of a branch to turn them temporarily neutral or incite them to join you. [[Unique]]s and all other enemy types are unaffected. (Costs 3000 Gold)&lt;br /&gt;
**You must be in the branch to use this ability. Adds 3000 gold to this branch's bribe fund. Monsters have a chance based on their HD (stronger monsters have a higher chance) to either become peaceful (for some gold from the bribe fund) or become your permanent allies (for more gold from the fund). The chance is rolled when they first notice you.&lt;br /&gt;
**Allied monsters will take from the fund when fighting, but not over time.&lt;br /&gt;
**Attacking one of these pacified monsters will result in turning any pacified monster in sight hostile.&lt;br /&gt;
** This power can be used on the [[Orcish Mines]] (affects orcs), [[Elven Halls]] (elves), [[Vaults]] (humans), [[Iron City of Dis]] (demons), [[Gehenna]] (demons), [[Cocytus]] (demons), [[Tartarus]] (demons), and [[Realm of Zot]] (draconians).  &lt;br /&gt;
** This power can be incredibly useful in branches with dangerous enemies. Having a few [[Orb_of_fire|Orbs of Fire]] or [[Ancient_lich|Ancient Liches]] on your side can make a big difference.&lt;br /&gt;
&lt;br /&gt;
An [[amulet of faith]] will function differently for a follower of Gozag. All of his abilities will be available at a discount while wearing the amulet, but removing it causes prices to rise to a higher point than they would be normally. The [[Forlorn]] mutation also causes an increase in prices.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Upon leaving Gozag Ym Sagoz, any funded stores close, as they are unable to pay their debts without your funds. Any bribed monsters will turn hostile. In addition:&lt;br /&gt;
*Petition for your drink to fail: When quaffing potions, there is a high chance that you will lose a turn (but not the potion).&lt;br /&gt;
*Turn to gold: When buying from shops, there is a chance your purchase will turn into 1 piece of gold.&lt;br /&gt;
*Incite: [[Haste]]s an enemy.&lt;br /&gt;
*Claim gold: Gozag claims about 10% of any gold you pick up (much like [[Zin]]).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Characters that rely heavily on [[corpse]]s, such as [[Necromancer]]s, [[ghoul]]s, [[vampire]]s, and [[troll]]s, should think twice before choosing to follow Gozag, as you'll be turning everything you kill into gold. For the same reason, Gozag is an appealing choice for [[spriggan]]s; as [[herbivore]]s, they have less use for corpses than most species (barring [[Necromancy]] or blood sacrifice-accepting gods), and more gold means more access to shop equipment, Gozag's abilities, and (if hunger actually becomes an issue) edible food items.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Gozag Ym Sagoz was added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Aliksy</name></author>	</entry>

	</feed>