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		<title>CrawlWiki - User contributions [en]</title>
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		<updated>2026-05-08T11:58:30Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_cancellation&amp;diff=33073</id>
		<title>Potion of cancellation</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_cancellation&amp;diff=33073"/>
				<updated>2014-10-14T02:13:21Z</updated>
		
		<summary type="html">&lt;p&gt;And into: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Potion&lt;br /&gt;
 |name = Potion of cancellation&lt;br /&gt;
 |cost = ?&lt;br /&gt;
 |weight = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A potion which ends most magical effects, good or bad, affecting you.}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of cancellation''' immediately ends any of the following negative [[status effect]]s you may be suffering from:&lt;br /&gt;
confused, paralyzed, slow, silenced, petrifying/petrified, liquefying, sentinel's mark, [[Sap Magic]], fire/poison vulnerability, dimension anchor, antimagic, and corona. It also removes some [[magical contamination]], if you have any. (Note that you cannot quaff the potion if you are paralyzed or fully petrified, but technically these effects would also be removed by the potion, according to the code.) &lt;br /&gt;
&lt;br /&gt;
It also cancels teleport control, imminent teleport, haste, swiftness, might, agility, brilliance, phase shift,&lt;br /&gt;
invisible, stealth, darkness, repel missiles, deflect missiles, fire shield, icy armour, condensation shield, stoneskin, resistance, magic shield, shroud of golubria, confusing touch, sure blade, branded weapon, charged [[Delayed Fireball]], [[Olgreb's Toxic Radiance]], [[Portal Projectile]], death channel, disjunction, and regeneration.&lt;br /&gt;
&lt;br /&gt;
After one turn, the potion additionally cancels flight and all transformations not listed above.&lt;br /&gt;
&lt;br /&gt;
Notably, it does ''not'' affect [[Death's Door]], lowered MR, [[Thunderdome#Quad damage|Quad Damage]], [[Tornado]], [[Infusion]], [[Song of Slaying]], the Elixir Card, [[Dragon's Call]], [[Aura of Abjuration]], or [[Powered By Death]]. It also ignores poison and liquid flames, berserk, sleeping, and fortitude, and god-specific effects. It has no effect on stat drain. It will remove the slow status caused by miasma and curare, but it will have no effect on the other ailments caused (rotted HP and poison in case of miasma, asphyxiation and poison in the case of curare). &lt;br /&gt;
&lt;br /&gt;
The same cancellation effect occurs when you are hit by a [[Quicksilver Bolt]] or sometimes by [[Sif Muna]]'s punishment.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Confusion can be removed with the far more common [[potion of curing]], which lets one save potions of cancellation for more obscure, but no less dangerous, status effects, such as petrification, slow, and Sentinel's Mark. Its ability to cancel Mark makes it particularly useful for Vaults, especially on a character that has had poor luck in finding gear that increases resistance to magic. Finally, if you find yourself with dangerous levels of contamination, one or two of these potions may bring you back to safe levels while avoiding the usual bad effects. However, unless there are many cancellation potions on hand, one should be wary of using cancellation potions simply for the purpose of glow removal outside of combat, as getting hit with an ill-timed Mark or Slow tends to be more dangerous than suffering one or two contamination effects with no monsters around. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Potions of cancellation were added in [[0.15]], partially taking the role of [[scrolls of vulnerability]].&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sludge_Elf&amp;diff=27230</id>
		<title>Sludge Elf</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sludge_Elf&amp;diff=27230"/>
				<updated>2014-04-16T23:02:09Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
{{flavour|This is a somewhat degenerate species of Elves. They are mirror images of High Elves in some respects: they have no special proficiency with bows or swords (long or short), nor do they have any aptitude in the traditional areas of High Elven magic (charms and conjurations). On the other hand, they are superlative transmuters, and are comfortable dabbling in necromantic, poison and elemental magic. As fighters, they are often more dangerous unarmed than armed. They advance in levels slightly slower than Humans, but faster than all other Elves.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Sludge Elves get a small bonus when using elven weapons and armor. For Sludge Elves, elven armour impedes spellcasting less than other armours and improves their effective [[Armour skill]]. They are slightly more accurate with elven weapons.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Hunter]], [[Assassin]]&lt;br /&gt;
*'''Zealots:''' [[Healer]]&lt;br /&gt;
*'''Warrior-mages:''' [[Transmuter]]&lt;br /&gt;
*'''Mages:''' [[Wizard]], [[Summoner]], [[Necromancer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]], [[Earth Elementalist]], [[Venom Mage]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[intelligence]] or [[dexterity]] (equal chance) every 4th level.&lt;br /&gt;
*10% less [[HP]] than average.&lt;br /&gt;
*10% more [[MP]] than average.&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment and Skills==&lt;br /&gt;
Sludge Elves start with the equipment and skills listed for their background, with the following exceptions:&lt;br /&gt;
*All equipment is &amp;quot;elven&amp;quot; in quality, where such variants exist.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Sludge Elves are a moderately difficult species to play, because of the complexity of the most effective playstyles. Sludge Elves are excellent fighters with Unarmed Combat, but they lack the Unarmed damage bonuses that other specialists like Trolls and Ghouls have. However, their excellent aptitude for Transmutations remedies this, due to its many Unarmed Combat boosting spells ([[Blade Hands]], [[Statue Form]], [[Dragon Form]], [[Necromutation]], etc).&lt;br /&gt;
&lt;br /&gt;
{{aptitudes&lt;br /&gt;
|arm = -2&lt;br /&gt;
|ddg = 2&lt;br /&gt;
|sth = 2&lt;br /&gt;
|stb = 0&lt;br /&gt;
|shd = -2&lt;br /&gt;
|t&amp;amp;d = 0&lt;br /&gt;
|inv = 1&lt;br /&gt;
|evo = 1&lt;br /&gt;
|exp = 0&lt;br /&gt;
|fgt = 1&lt;br /&gt;
|sbl = -1&lt;br /&gt;
|lbl = -1&lt;br /&gt;
|axs = -2&lt;br /&gt;
|m&amp;amp;f = -2&lt;br /&gt;
|pla = -2&lt;br /&gt;
|stv = 0&lt;br /&gt;
|u_c = 1&lt;br /&gt;
|thr = 2&lt;br /&gt;
|slg = 0&lt;br /&gt;
|bws = 0&lt;br /&gt;
|crb = 0&lt;br /&gt;
|spc = 1&lt;br /&gt;
|coj = -2&lt;br /&gt;
|hex = 0&lt;br /&gt;
|cha = -2&lt;br /&gt;
|sum = 1&lt;br /&gt;
|nec = 1&lt;br /&gt;
|trl = 0&lt;br /&gt;
|trm = 3&lt;br /&gt;
|fir = 1&lt;br /&gt;
|ice = 1&lt;br /&gt;
|air = 1&lt;br /&gt;
|ear = 1&lt;br /&gt;
|poi = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Sludge Elves were removed in [[0.13]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Cheibriados&amp;diff=26375</id>
		<title>Cheibriados</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Cheibriados&amp;diff=26375"/>
				<updated>2014-04-08T16:37:51Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Cheibriados altar.png]] ''&amp;quot;Take it easy.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Cheibriados the Contemplative''' is a god who meditates on the mystery of time. Those who choose to follow this god's path will learn to eschew unnecessary haste, slow down both themselves and others, and hurt those who refuse to slow down. Especially devoted followers may even temporarily abandon the flow of time and its needless disturbances. Cheibriados rewards worshipers who slay creatures who are faster than they are.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Killing creatures that are faster than you, with a chance of a large piety increase for much faster creatures and ones with high [[HD]] (&amp;quot;''Cheibriados (thoroughly) appreciates the change of pace''&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Increasing your speed by any means: this includes [[Haste]], going [[berserk]], [[Swiftness]], weapons with the [[speed (brand)|speed brand]], [[quick blade]]s, and [[boots of running]]. You may not haste enemies, either. If the item causing haste, berserk, etc. was unidentified, or you were berserked/hasted against your will (moth of wrath, berserk mutation), Cheibriados will block the haste and not punish you for it. The message will say the protection was &amp;quot;just this once,&amp;quot; but there is no actual limit on it. Do note that an identified wand of random effects will be punished by Chei if you use it and it produces one of the forbidden effects.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety Level -]]''': &amp;quot;Timekeeper&amp;quot;&lt;br /&gt;
*'''Raises the support of your attributes''': Cheibriados increases your Strength, Dexterity, and Intelligence as your piety increases. Each stat increase comes with an incremental decrease in your movement speed. Further stat increases occur at higher ranks of piety. At maximum piety you receive +15 to all stats, and your movement delay is doubled.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *]]''': &amp;quot;Righteous Timekeeper&amp;quot;&lt;br /&gt;
*'''Slows and strengthens your metabolism''': Reduces food cost by 1 per action (identical to [[good mutations#Slow Metabolism|Slow Metabolism 1]]), halves the effect of [[poison]] and [[sickness]]. This also doubles its duration. (Passive)&lt;br /&gt;
*'''Bend Time''': Slows everything adjacent to you. Monsters resist based on their [[HD]] rather than their [[Magic resistance]], which means that it can affect magic immune enemies. (Costs 3 MP, 50-100 Food, and 1-2 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level **]]''': &amp;quot;Chronographer&amp;quot;&lt;br /&gt;
*No new Abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ***]]''': &amp;quot;Splendid Chronographer&amp;quot;&lt;br /&gt;
*'''Temporal Distortion''': Moves nearby monsters forward through time, relative to you. In effect, this forces ranged opponents to move adjacent to you. (Instant, 4 MP, 200-400 Food, 3-5 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ****]]''': &amp;quot;Chronicler&amp;quot;&lt;br /&gt;
*'''Slouch''': Damages everything in [[LOS]] (including [[invisible]] enemies) that's faster than you (Damage = [Speed Difference] × 4d3 / 2). Only monsters that have detected you take damage from Slouch. (Costs 5 MP, 100-200 Food, and 8-12 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *****]]''': &amp;quot;Eternal Chronicler&amp;quot;&lt;br /&gt;
*'''Step From Time''': Moves you to nowhere and lets time pass. During that time, monsters wander away and may even go to sleep. Monsters that end up in your LOS must perform a fresh check against your stealth to notice you. (Costs 10 MP, 200-400 Food, and 10-15 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ******]]''': &amp;quot;Ticktocktomancer&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
In addition, Cheibriados does the following:&lt;br /&gt;
*Dramatically reduces the monster spawn rate and map morphing rate in the [[Abyss]]. (Passive)&lt;br /&gt;
*Prevent the speed bonus from going berserk through the [[Bad mutations#Berserk|Berserk]] mutation. (Passive)&lt;br /&gt;
*Reduces the Orb run monster spawn rate.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
*80%: Sleep for 4-8 turns. (Irresistible)&lt;br /&gt;
*20%: [[Slow]] + No berserk for 100 turns. (Irresistible)&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Unlike the other gods, successfully worshiping Cheibriados greatly magnifies the deadliness of your mistakes. Remember to always use shift-direction key or auto-explore while exploring, as that will automatically stop you when you spot an enemy. One careless step while worshiping Cheibriados could translate to two or three needless enemy attacks, which could very well be lethal.&lt;br /&gt;
*Those who worship Cheibriados should try to take advantage of their stat boosts as much as possible. Ranged combat gets a large boost from high stats; a well-enchanted [[longbow]] or [[crossbow]] in particular will deal high damage to your enemies. Devotees of Cheibriados should cast spells, can wear protective heavy armor (the penalty of which will be reduced by their high strength), and get high EV by training dodging thanks to their dexterity. If you are using [[Unarmed Combat]] and [[Transmutations]], the damage output of many forms (particularly [[Blade Hands]]) will be increased greatly from the boost in stats. &lt;br /&gt;
*All the above notwithstanding, it is worth noting that a character without Chei's stat boosts, but with access to [[Haste]], would in many cases get greater damage output per turn than a character that forgoes haste in order to worship Chei. &lt;br /&gt;
*You can use [[Transmutations]] spells that increase your movement speed (such as [[Spider Form]]) without offending Cheibriados. However, you will still be slower than the average monster, so this is not particularly useful for escapes.&lt;br /&gt;
*[[Translocations]] spells can help you get around quickly, as can [[Passwall]].&lt;br /&gt;
*Training your [[Invocations]] skill is important as well, as Cheibriados offers several excellent abilities:&lt;br /&gt;
**Bend Time can reliably slow even the strongest enemies for very little piety, reducing their attack speed while yours remains the same. Skill level 7.0 in Invocations will give 4% or lower failure for Bend Time at all relevant piety levels. &lt;br /&gt;
**Temporal distortion is an instantaneous ability that &amp;quot;jumps forward&amp;quot; in time. It has a number of powerful tactical uses which may not be obvious at first. Skill level 7.0 in Invocations will give 4% or lower failure for Temporal Distortion at all relevant piety levels. &lt;br /&gt;
***The most direct use of temporal distortion is to pull in ranged attackers so that melee characters can fight without having to walk towards monsters or take damage while waiting for an approach. It can also be used for the opposite effect: if you are resting on stairs and monsters are in melee range, distortion can be used to possibly move them away from you so that you can escape up the stairs without being followed. &lt;br /&gt;
***Temporal distortion can be used to dodge enemy orbs of destruction, which will pass through you; this is particularly helpful against orb spiders. You can use it to dissipate clouds (especially low duration clouds, such as the flames produced by [[fire crab]]s) and split up [[slime creature]]s that have merged. &lt;br /&gt;
***Temporal Distortion also works well with [[poison]]; apply a few levels of poison, then warp time forward to when your foes are more damaged. [[Sticky flame]] can also be used in this manner. &lt;br /&gt;
**Slouch's piety cost is not cheap, but it is an effective irresistible attack against everything in sight, even invisible enemies (this is a quick way to take out [[unseen horror]]s, among other things). Slouch's damage is based on the difference between your speed and the target's, so particularly fast or hasted enemies will take a high damage. Areas filled with fast enemies such as [[Spider's Nest]] are especially ripe for Slouching. Note that Invocations does not affect Slouch's damage, only its success. Around 9.0 skill in Invocations will give you 4% or less failure with Slouch at all relevant piety levels. &lt;br /&gt;
**Don't forget you have Step From Time. It can spare you from certain-death situations; by the time you return, most enemies will have wandered off and summoned enemies will have run out of time. Enemies that haven't wandered off might not even notice your return if you have a high [[Stealth]] skill as well. &lt;br /&gt;
**Step From Time is much more effective in open levels with lots of space for monsters to redistribute themselves. In constrained areas like [[the Shoals]] or small portal levels, it is less effective, so beware. Unlike Slouch the ''strength'' of Step From Time, and not just the success chance, depends on Invocations skill. Skill level 14.0 in Invocations will give less than 4% failure in Step From Time at all relevant piety levels.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] '''Bend Time''' will be available as soon as the player joins this religion.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], Cheibriados would only give you bonus stats if you wore equipment with the [[ponderousness]] ego (and he offered an ability which allowed you to convert your gear into ponderous artifacts). He would also offer various resistances as well. These benefits increased with each equipment slot you made ponderous.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], species with equipment restrictions were unable to get the full ponderous benefits from Cheibriados, and each new ponderous item gave a larger benefit than the last.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=ARCHIVED_Tasonir%27s_Melee_Naga_Guide&amp;diff=25978</id>
		<title>ARCHIVED Tasonir's Melee Naga Guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=ARCHIVED_Tasonir%27s_Melee_Naga_Guide&amp;diff=25978"/>
				<updated>2014-04-01T03:55:04Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Background and Weapon Choice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version014}}&lt;br /&gt;
{{Advice}}&lt;br /&gt;
&lt;br /&gt;
==Warnings and Scope of this guide==&lt;br /&gt;
This is not intended to be a guide for new players. It is assumed that you have already decided to worship Cheibriados - Cheibriados requires significant conducts in that you cannot walk at normal speed, or use any haste or speed weapons. This makes Cheibriados a challenge god - this guide is how to cope with the challenge and become as strong as possible; NOT to compare directly to a build with haste.&lt;br /&gt;
&lt;br /&gt;
Much of the guide focuses on a hybrid character who follows Cheibriados. It is NOT necessary to play as [[Naga]]. It is NOT necessary to be melee! Ranged weapons work fine, casters are probably strongest - I am simply less fond of them. Remember this is a guide written by one person, and above all else, adapt it to your needs.&lt;br /&gt;
&lt;br /&gt;
==Melee Nagas of Cheibriados==&lt;br /&gt;
Melee [[Naga]]s of [[Cheibriados]] are powerful fighters with high health, very strong AC by the mid game, and several useful intrinsics like poison spit, poison resistance, and see invisible. They pay for these benefits with slow movement; and cheibriados makes you twice as slow. In return you will gain very powerful god abilities and a passive +15 to all stats, which allows you to hybridize and fight very effectively if managed properly. Your extra slow movement speed will increase slouch damage, but is still worse than a flat 2.0 turn move speed on other Cheibriados races. Most typical builds will want to end up in a medium armor such as fire or ice dragon armor, and learn a fairly wide range of the standard support spells: regeneration, blink/Cblink, repel/deflect missiles, transmutations if you are using unarmed, abjuration, etc. You obviously cannot learn haste, a significant drawback.&lt;br /&gt;
&lt;br /&gt;
[[Cheibriados]] is a fairly straightforward god - you refuse haste and move slowly in exchange for +15 to all stats and powerful abilities. See the god page for more details on them. Due to the lack of speed a lot of players consider Cheibriados to be a weak god. Learning to deal with the conduct will take patience, and the early game can have some deaths which are extremely difficult to avoid. You will become slower before you become significantly stronger; but eventually it will smooth out.&lt;br /&gt;
&lt;br /&gt;
==Background and Weapon Choice==&lt;br /&gt;
Many [[background]]s can be made to fit this guide. Naga [[Fighter]]s, [[Gladiator]]s, [[Skald]]s, [[Monk]]s, [[Hunters]] or [[Transmuter]]s all work well with this build. A main decision is what weapon/shield you will be using: I personally prefer using unarmed, shields, and statue form; but many players prefer weapons like polearms. Feel free to experiment with the background that suits you best; very little of this guide changes based on your background, just train your weapon skill instead of unarmed and the choice of shield vs two-handed weapon is up to you. Of weapon skills, polearms are generally favored for the innate reaching ability. No, hunters was not a mistake - they play fairly similar to melee except removing the need to move during combat entirely can make the early game smoother. Just train your launcher skill early on, and you can either stay with it all game long or hybridize into melee depending on how your game progresses.&lt;br /&gt;
&lt;br /&gt;
In short, whatever you put in your hand slots can be made to work - Nagas have fairly flat aptitudes and work well with basically any weapon type. I personally love unarmed and transmutations, but do not feel forced into picking this style. It is extremely powerful, but comes at a cost of very high experience requirements to get it performing well.&lt;br /&gt;
&lt;br /&gt;
Note that since Nagas are large, they have slightly lowered EV and they require less skill to learn to use shields without penalty. They can eliminate the penalty for bucklers at 3 levels in shields skill, for shields at 9 levels, and for large shields at 15. It is still important to train dodging and you will eventually be able to have high EV. See the [[Naga]] page for more details on the race.&lt;br /&gt;
&lt;br /&gt;
==Skill Training==&lt;br /&gt;
&lt;br /&gt;
Skill training is not that different from most characters, although hybrids tend to need a fair bit more experience and can be tougher as you’ll want to cast magic with your +15 int, while also training fighting skills. Start with your weapon skill until either min delay, or a reasonable amount of skill for a ranged weapon. With Chei’s stat boosts, reaching min delay is typically possible at around 13-15 skill, making ranged weapons a very cheap investment and an excellent way to deal with the early game, provided that you have enough ammo to use them. Slings and bows tend to have more early ammunition. If you are using unarmed, around 10-15 skill before you branch into other skills is a good stopping point. When you join Cheibriados, train invocations to ~10 for slouch to reach 1% fail, and then get some defenses started. Keep balancing your offensive skill with defenses and when you are comfortable train whatever magic schools you need for spells you have found. Avoid training magic schools for spells you haven’t found yet - you always need more damage and more dodging. Around mid game get invocations to 14 for 1% fail step from time. When you have the time for it, raise fighting for the health - you can somewhat afford to delay this since nagas have +20% health, but more always helps. As you can see, hybrids can be very demanding on skill training order. Dodging is your best overall defense, but you will eventually want high armor as well, and shields if you are using them. Stealth and evocations can be reasonable options depending on what you have found, but are not required. Try to only train the least amount of skills that you can to survive until you’re through lair and orc at least.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting Hybrid==&lt;br /&gt;
While your damage may be primarily physical, support magic is an important part of any character who doesn't worship Trog; Cheibriados worshippers should use all the standard utility spells with an emphasis on blink and controlled blink if available. Common utility spells to look out for include repel/deflect missiles, regeneration, abjuration, blink/controlled blink, control teleport, phase shift, stoneskin, abjuration, etc. If you are using unarmed, blade hands is an excellent spell, although you can't also use a shield. Statue form is an all around useful form that can be used with melee or ranged weapons, including shields, and won't slow down your movement very much since you're nearly as slow as a statue already (2.8 vs 3.0). Keep in mind that the slow also applies to non-movement, so all your combat and potions etc are 50% slower too. Still, it is worth using if that's the setup you're interested in; the 50% reduction to torment is particularly useful in the extended game with high regeneration. If you do learn statue form, picking up several other earth spells is practically free: stone arrow or even iron shot can be affordable, LRD is single school, and if you have enough, shatter is also single school. It is unlikely you'll ever need that much firepower, though, and the massive noise generated can make it quite risky. Watch out for wasting experience training too much armor skill/wearing medium armor if you intend to go statue form - it will be melded and not factor into your strength. It isn't necessarily a complete waste though, as you will not want to be slowed at all times.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
At various phases in the game, you'll have different incentives to switch between working on AC and working on EV. Early game, avoid heavy armor because of your deformed body mutation. A +0 plate mail with 0 skill is generally bad even on d:1; but by the time you're in lair a +4 plate with 5-10 skill may be worth wearing. Early on it will be much easier to raise EV quickly through dodging because of the +15 dex; you should generally train this first unless you find a highly enchanted body armor. When you can finally afford to train armor somewhat, a medium armor such as troll leather, ring mail, scale mail, or chain mail are reasonable options, generally if they have some enchantment. It's perfectly fine to stay in light armor until you can find a dragon armor; if you are using unarmed combat, you especially need to stay in light (encumbrance 11 or lower, the lower the better) armor because heavy armor can slow unarmed attacks. If you do wear medium armor and use unarmed, training armor will reduce this penalty significantly, but don't neglect your offense. The delay is determined by rolling 1d10 + 2d(EV Penalty) - 10; if the result is positive, that amount is added to your attack delay.&lt;br /&gt;
&lt;br /&gt;
Aside from the body slot, nagas wear bardings instead of boots, which provide significantly more AC, with only a minor EV penalty. This is a large benefit, but they are much less common and you may not find one until the late game. If you are still having trouble finding one late game they can be commonly generated from scrolls of acquirement, so pick armor until you get one. This does make getting non-barding armor slots less likely, so beware if you have a barding you already like. Consider jewelry, rods, or wands. You cannot generate a wand of hasting, so you have a slightly better chance of getting a wand of heal wounds. It's still far from certain, however.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
With the +15 to all stats, you have all you need of the three. Dex will boost your EV slightly, int will help with casting and strength will raise your damage slightly. I generally go with int, but when you already have 30 of each, it isn't as critical as other builds.&lt;br /&gt;
&lt;br /&gt;
==Survival Advice ==&lt;br /&gt;
&lt;br /&gt;
Make sure you are familiar with how to explore safely; this generally means autoexplore, but also using shift+ direction will stop as soon as a monster is noticed. Never take more than one manual step at a time - this is true for any character, but will be extremely deadly when worshipping Chei.&lt;br /&gt;
Use poison spit very frequently in the early game - macroing af. to a convenient key will make it easy to use and remember.&lt;br /&gt;
It is possible for mobs who just come into your LOS to notice you and then get 1-2 additional turns before your next turn. You may take two hits; this is uncommon and you should have plenty of health to absorb such damage, but make sure not to exaggerate the problem by moving several steps at a time. Auto-explore is much safer; like every character holding down movement keys is deadly. It's just three times as deadly with Chei!&lt;br /&gt;
While uncommon, there are times where you may wish to split up your constriction attack and melee attacks. If you are fighting something with high health that cannot be constricted, spare an attack to hit something smaller in order to constrict it. Then you can continue to melee the larger target while the small target will be constricted to death.&lt;br /&gt;
Wands of Invisibility and teleport are excellent escape options, especially when running is not possible. Raising stealth is also an effective way to prevent swarms of monsters from noticing you, and nagas have the highest aptitude in the game for it, +5.&lt;br /&gt;
Expect non-ranged monsters to move roughly 3 tiles each time you take a step; monsters who are 2 tiles away can be engaged by taking a step back, 4 tiles away can be walked towards, 3 tiles away you can move sideways or rest (resting will only burn 1 turn). It is always a viable choice to simply rest on the tile where you are and let them come to you. Casting buffs on yourself while you wait is a great way to kill time. Methods for closing to melee range against powerful ranged mobs:&lt;br /&gt;
Controlled blink to melee range. Probably the best choice and one you won't have for a very long time. When and if you finally do, use it.&lt;br /&gt;
Temporal distortion. Fairly cheap, and instantaneous. This means that after you use it and the mobs have moved towards you, you still get to attack before they do.&lt;br /&gt;
Retreat around a nearby wall or door. Depending on how the dungeon layout is this may bring them all the way to melee or at least two to three tiles away.&lt;br /&gt;
Scroll of Fog. They'll have to come inside the fog to see you.&lt;br /&gt;
Block their LOS with another mob. Most monsters won't shoot through other mobs and will follow the melee monster right along to you. Note that a few monsters are more than happy to roast their fellow dungeon dwellers, so this isn't universal. Dragons and demons in the late game are generally willing to shoot through each other, so this is more useful for Centaurs/Yaktaurs in the mid game.&lt;br /&gt;
Fight back with ranged attacks. Similar to resting for mobs that will come closer to you, you can just use a few turns attacking with spit poison, wands, slings, or throwing weapons. Against stronger mobs you'll probably only soften them up, but they'll get closer to you on any turns they don't use their ranged abilities and then they're faster to kill in range.&lt;br /&gt;
&lt;br /&gt;
==Sample Morgue Files==&lt;br /&gt;
'''15 rune Statue Form Hybrid'''&lt;br /&gt;
&lt;br /&gt;
Morgue: [http://crawl.develz.org/morgues/0.10/Tasonir/morgue-Tasonir-20120418-062739.txt]&lt;br /&gt;
&lt;br /&gt;
YAVP: [https://crawl.develz.org/tavern/viewtopic.php?f=12&amp;amp;t=4340]&lt;br /&gt;
&lt;br /&gt;
This is the best example of the build, using my now preferred statue form as the main transmutation. Note that this game never generated a book of the warp so I had no controlled blink - it was not skipped intentionally. I also never found a cloak of preservation, which I would have worn instead. The berserk potion at the end was just to experiment with max health records, so I don't have Chei's boosted stats in the log file.&lt;br /&gt;
&lt;br /&gt;
'''5 rune pure melee in Crystal Plate Mail'''&lt;br /&gt;
&lt;br /&gt;
Morgue: [http://crawl.develz.org/morgues/0.10/Tasonir/morgue-Tasonir-20120310-013421.txt]&lt;br /&gt;
&lt;br /&gt;
YAVP: [https://crawl.develz.org/tavern/viewtopic.php?f=12&amp;amp;t=4047]&lt;br /&gt;
&lt;br /&gt;
This build is recommended for people who have not won any games yet - you will avoid spellcasting and just focus on melee power. Statue form is not very important for the regular game, as you will rarely be tormented. Skip going to slime if you have never done it before, I included it in this run as I'm very familiar with the area. Remember you only need 3 runes to win!&lt;br /&gt;
&lt;br /&gt;
'''7 Rune ranged combat (bows)'''&lt;br /&gt;
&lt;br /&gt;
Morgue: [http://dobrazupa.org/morgue/tasonir/morgue-tasonir-20121101-052133.txt]&lt;br /&gt;
&lt;br /&gt;
Ranged combat is very powerful in the early game, and an excellent way to start since the loss of constriction. Conserve ammunition with melee once you have time to develop it, but use ranged combat for anything dangerous. This can allow you to drop transmutations, which will free up a lot of experience for other skills.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character guides]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=ARCHIVED_Tasonir%27s_Melee_Naga_Guide&amp;diff=25977</id>
		<title>ARCHIVED Tasonir's Melee Naga Guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=ARCHIVED_Tasonir%27s_Melee_Naga_Guide&amp;diff=25977"/>
				<updated>2014-04-01T03:13:06Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Background and Weapon Choice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version014}}&lt;br /&gt;
{{Advice}}&lt;br /&gt;
&lt;br /&gt;
==Warnings and Scope of this guide==&lt;br /&gt;
This is not intended to be a guide for new players. It is assumed that you have already decided to worship Cheibriados - Cheibriados requires significant conducts in that you cannot walk at normal speed, or use any haste or speed weapons. This makes Cheibriados a challenge god - this guide is how to cope with the challenge and become as strong as possible; NOT to compare directly to a build with haste.&lt;br /&gt;
&lt;br /&gt;
Much of the guide focuses on a hybrid character who follows Cheibriados. It is NOT necessary to play as [[Naga]]. It is NOT necessary to be melee! Ranged weapons work fine, casters are probably strongest - I am simply less fond of them. Remember this is a guide written by one person, and above all else, adapt it to your needs.&lt;br /&gt;
&lt;br /&gt;
==Melee Nagas of Cheibriados==&lt;br /&gt;
Melee [[Naga]]s of [[Cheibriados]] are powerful fighters with high health, very strong AC by the mid game, and several useful intrinsics like poison spit, poison resistance, and see invisible. They pay for these benefits with slow movement; and cheibriados makes you twice as slow. In return you will gain very powerful god abilities and a passive +15 to all stats, which allows you to hybridize and fight very effectively if managed properly. Your extra slow movement speed will increase slouch damage, but is still worse than a flat 2.0 turn move speed on other Cheibriados races. Most typical builds will want to end up in a medium armor such as fire or ice dragon armor, and learn a fairly wide range of the standard support spells: regeneration, blink/Cblink, repel/deflect missiles, transmutations if you are using unarmed, abjuration, etc. You obviously cannot learn haste, a significant drawback.&lt;br /&gt;
&lt;br /&gt;
[[Cheibriados]] is a fairly straightforward god - you refuse haste and move slowly in exchange for +15 to all stats and powerful abilities. See the god page for more details on them. Due to the lack of speed a lot of players consider Cheibriados to be a weak god. Learning to deal with the conduct will take patience, and the early game can have some deaths which are extremely difficult to avoid. You will become slower before you become significantly stronger; but eventually it will smooth out.&lt;br /&gt;
&lt;br /&gt;
==Background and Weapon Choice==&lt;br /&gt;
Many [[background]]s can be made to fit this guide. Naga [[Fighter]]s, [[Gladiator]]s, [[Skald]]s, [[Monk]]s, [[Hunters]] or [[Transmuter]]s all work well with this build. A main decision is what weapon/shield you will be using: I personally prefer using unarmed, shields, and statue form; but many players prefer weapons like polearms. Feel free to experiment with the background that suits you best; very little of this guide changes based on your background, just train your weapon skill instead of unarmed and the choice of shield vs two-handed weapon is up to you. Of weapon skills, polearms are generally favored for the innate reaching ability. No, hunters was not a mistake - they play fairly similar to melee except removing the need to move during combat entirely can make the early game smoother. Just train your launcher skill early on, and you can either stay with it all game long or hybridize into melee depending on how your game progresses.&lt;br /&gt;
&lt;br /&gt;
In short, whatever you put in your hand slots can be made to work - Nagas have fairly flat aptitudes and work well with basically any weapon type. I personally love unarmed and transmutations, but do not feel forced into picking this style. It is extremely powerful, but comes at a cost of very high experience requirements to get it performing well.&lt;br /&gt;
&lt;br /&gt;
Note that since Nagas are large, they have slightly lowered EV and they require less skill to learn to use shields without penalty. They cannot use bucklers, but shields have no penalties at skill 9, and large shields at 15. It is still important to train dodging and you will eventually be able to have high EV. See the [[Naga]] page for more details on the race.&lt;br /&gt;
&lt;br /&gt;
==Skill Training==&lt;br /&gt;
&lt;br /&gt;
Skill training is not that different from most characters, although hybrids tend to need a fair bit more experience and can be tougher as you’ll want to cast magic with your +15 int, while also training fighting skills. Start with your weapon skill until either min delay, or a reasonable amount of skill for a ranged weapon. With Chei’s stat boosts, reaching min delay is typically possible at around 13-15 skill, making ranged weapons a very cheap investment and an excellent way to deal with the early game, provided that you have enough ammo to use them. Slings and bows tend to have more early ammunition. If you are using unarmed, around 10-15 skill before you branch into other skills is a good stopping point. When you join Cheibriados, train invocations to ~10 for slouch to reach 1% fail, and then get some defenses started. Keep balancing your offensive skill with defenses and when you are comfortable train whatever magic schools you need for spells you have found. Avoid training magic schools for spells you haven’t found yet - you always need more damage and more dodging. Around mid game get invocations to 14 for 1% fail step from time. When you have the time for it, raise fighting for the health - you can somewhat afford to delay this since nagas have +20% health, but more always helps. As you can see, hybrids can be very demanding on skill training order. Dodging is your best overall defense, but you will eventually want high armor as well, and shields if you are using them. Stealth and evocations can be reasonable options depending on what you have found, but are not required. Try to only train the least amount of skills that you can to survive until you’re through lair and orc at least.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting Hybrid==&lt;br /&gt;
While your damage may be primarily physical, support magic is an important part of any character who doesn't worship Trog; Cheibriados worshippers should use all the standard utility spells with an emphasis on blink and controlled blink if available. Common utility spells to look out for include repel/deflect missiles, regeneration, abjuration, blink/controlled blink, control teleport, phase shift, stoneskin, abjuration, etc. If you are using unarmed, blade hands is an excellent spell, although you can't also use a shield. Statue form is an all around useful form that can be used with melee or ranged weapons, including shields, and won't slow down your movement very much since you're nearly as slow as a statue already (2.8 vs 3.0). Keep in mind that the slow also applies to non-movement, so all your combat and potions etc are 50% slower too. Still, it is worth using if that's the setup you're interested in; the 50% reduction to torment is particularly useful in the extended game with high regeneration. If you do learn statue form, picking up several other earth spells is practically free: stone arrow or even iron shot can be affordable, LRD is single school, and if you have enough, shatter is also single school. It is unlikely you'll ever need that much firepower, though, and the massive noise generated can make it quite risky. Watch out for wasting experience training too much armor skill/wearing medium armor if you intend to go statue form - it will be melded and not factor into your strength. It isn't necessarily a complete waste though, as you will not want to be slowed at all times.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
At various phases in the game, you'll have different incentives to switch between working on AC and working on EV. Early game, avoid heavy armor because of your deformed body mutation. A +0 plate mail with 0 skill is generally bad even on d:1; but by the time you're in lair a +4 plate with 5-10 skill may be worth wearing. Early on it will be much easier to raise EV quickly through dodging because of the +15 dex; you should generally train this first unless you find a highly enchanted body armor. When you can finally afford to train armor somewhat, a medium armor such as troll leather, ring mail, scale mail, or chain mail are reasonable options, generally if they have some enchantment. It's perfectly fine to stay in light armor until you can find a dragon armor; if you are using unarmed combat, you especially need to stay in light (encumbrance 11 or lower, the lower the better) armor because heavy armor can slow unarmed attacks. If you do wear medium armor and use unarmed, training armor will reduce this penalty significantly, but don't neglect your offense. The delay is determined by rolling 1d10 + 2d(EV Penalty) - 10; if the result is positive, that amount is added to your attack delay.&lt;br /&gt;
&lt;br /&gt;
Aside from the body slot, nagas wear bardings instead of boots, which provide significantly more AC, with only a minor EV penalty. This is a large benefit, but they are much less common and you may not find one until the late game. If you are still having trouble finding one late game they can be commonly generated from scrolls of acquirement, so pick armor until you get one. This does make getting non-barding armor slots less likely, so beware if you have a barding you already like. Consider jewelry, rods, or wands. You cannot generate a wand of hasting, so you have a slightly better chance of getting a wand of heal wounds. It's still far from certain, however.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
With the +15 to all stats, you have all you need of the three. Dex will boost your EV slightly, int will help with casting and strength will raise your damage slightly. I generally go with int, but when you already have 30 of each, it isn't as critical as other builds.&lt;br /&gt;
&lt;br /&gt;
==Survival Advice ==&lt;br /&gt;
&lt;br /&gt;
Make sure you are familiar with how to explore safely; this generally means autoexplore, but also using shift+ direction will stop as soon as a monster is noticed. Never take more than one manual step at a time - this is true for any character, but will be extremely deadly when worshipping Chei.&lt;br /&gt;
Use poison spit very frequently in the early game - macroing af. to a convenient key will make it easy to use and remember.&lt;br /&gt;
It is possible for mobs who just come into your LOS to notice you and then get 1-2 additional turns before your next turn. You may take two hits; this is uncommon and you should have plenty of health to absorb such damage, but make sure not to exaggerate the problem by moving several steps at a time. Auto-explore is much safer; like every character holding down movement keys is deadly. It's just three times as deadly with Chei!&lt;br /&gt;
While uncommon, there are times where you may wish to split up your constriction attack and melee attacks. If you are fighting something with high health that cannot be constricted, spare an attack to hit something smaller in order to constrict it. Then you can continue to melee the larger target while the small target will be constricted to death.&lt;br /&gt;
Wands of Invisibility and teleport are excellent escape options, especially when running is not possible. Raising stealth is also an effective way to prevent swarms of monsters from noticing you, and nagas have the highest aptitude in the game for it, +5.&lt;br /&gt;
Expect non-ranged monsters to move roughly 3 tiles each time you take a step; monsters who are 2 tiles away can be engaged by taking a step back, 4 tiles away can be walked towards, 3 tiles away you can move sideways or rest (resting will only burn 1 turn). It is always a viable choice to simply rest on the tile where you are and let them come to you. Casting buffs on yourself while you wait is a great way to kill time. Methods for closing to melee range against powerful ranged mobs:&lt;br /&gt;
Controlled blink to melee range. Probably the best choice and one you won't have for a very long time. When and if you finally do, use it.&lt;br /&gt;
Temporal distortion. Fairly cheap, and instantaneous. This means that after you use it and the mobs have moved towards you, you still get to attack before they do.&lt;br /&gt;
Retreat around a nearby wall or door. Depending on how the dungeon layout is this may bring them all the way to melee or at least two to three tiles away.&lt;br /&gt;
Scroll of Fog. They'll have to come inside the fog to see you.&lt;br /&gt;
Block their LOS with another mob. Most monsters won't shoot through other mobs and will follow the melee monster right along to you. Note that a few monsters are more than happy to roast their fellow dungeon dwellers, so this isn't universal. Dragons and demons in the late game are generally willing to shoot through each other, so this is more useful for Centaurs/Yaktaurs in the mid game.&lt;br /&gt;
Fight back with ranged attacks. Similar to resting for mobs that will come closer to you, you can just use a few turns attacking with spit poison, wands, slings, or throwing weapons. Against stronger mobs you'll probably only soften them up, but they'll get closer to you on any turns they don't use their ranged abilities and then they're faster to kill in range.&lt;br /&gt;
&lt;br /&gt;
==Sample Morgue Files==&lt;br /&gt;
'''15 rune Statue Form Hybrid'''&lt;br /&gt;
&lt;br /&gt;
Morgue: [http://crawl.develz.org/morgues/0.10/Tasonir/morgue-Tasonir-20120418-062739.txt]&lt;br /&gt;
&lt;br /&gt;
YAVP: [https://crawl.develz.org/tavern/viewtopic.php?f=12&amp;amp;t=4340]&lt;br /&gt;
&lt;br /&gt;
This is the best example of the build, using my now preferred statue form as the main transmutation. Note that this game never generated a book of the warp so I had no controlled blink - it was not skipped intentionally. I also never found a cloak of preservation, which I would have worn instead. The berserk potion at the end was just to experiment with max health records, so I don't have Chei's boosted stats in the log file.&lt;br /&gt;
&lt;br /&gt;
'''5 rune pure melee in Crystal Plate Mail'''&lt;br /&gt;
&lt;br /&gt;
Morgue: [http://crawl.develz.org/morgues/0.10/Tasonir/morgue-Tasonir-20120310-013421.txt]&lt;br /&gt;
&lt;br /&gt;
YAVP: [https://crawl.develz.org/tavern/viewtopic.php?f=12&amp;amp;t=4047]&lt;br /&gt;
&lt;br /&gt;
This build is recommended for people who have not won any games yet - you will avoid spellcasting and just focus on melee power. Statue form is not very important for the regular game, as you will rarely be tormented. Skip going to slime if you have never done it before, I included it in this run as I'm very familiar with the area. Remember you only need 3 runes to win!&lt;br /&gt;
&lt;br /&gt;
'''7 Rune ranged combat (bows)'''&lt;br /&gt;
&lt;br /&gt;
Morgue: [http://dobrazupa.org/morgue/tasonir/morgue-tasonir-20121101-052133.txt]&lt;br /&gt;
&lt;br /&gt;
Ranged combat is very powerful in the early game, and an excellent way to start since the loss of constriction. Conserve ammunition with melee once you have time to develop it, but use ranged combat for anything dangerous. This can allow you to drop transmutations, which will free up a lot of experience for other skills.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character guides]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=ARCHIVED_Tasonir%27s_Melee_Naga_Guide&amp;diff=25963</id>
		<title>ARCHIVED Tasonir's Melee Naga Guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=ARCHIVED_Tasonir%27s_Melee_Naga_Guide&amp;diff=25963"/>
				<updated>2014-03-30T18:50:02Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Sample Morgue Files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version014}}&lt;br /&gt;
{{Advice}}&lt;br /&gt;
&lt;br /&gt;
==Warnings and Scope of this guide==&lt;br /&gt;
This is not intended to be a guide for new players. It is assumed that you have already decided to worship Cheibriados - Cheibriados requires significant conducts in that you cannot walk at normal speed, or use any haste or speed weapons. This makes Cheibriados a challenge god - this guide is how to cope with the challenge and become as strong as possible; NOT to compare directly to a build with haste.&lt;br /&gt;
&lt;br /&gt;
Much of the guide focuses on a hybrid character who follows Cheibriados. It is NOT necessary to play as [[Naga]]. It is NOT necessary to be melee! Ranged weapons work fine, casters are probably strongest - I am simply less fond of them. Remember this is a guide written by one person, and above all else, adapt it to your needs.&lt;br /&gt;
&lt;br /&gt;
==Melee Nagas of Cheibriados==&lt;br /&gt;
Melee [[Naga]]s of [[Cheibriados]] are powerful fighters with high health, very strong AC by the mid game, and several useful intrinsics like poison spit, poison resistance, and see invisible. They pay for these benefits with slow movement; and cheibriados makes you twice as slow. In return you will gain very powerful god abilities and a passive +15 to all stats, which allows you to hybridize and fight very effectively if managed properly. Your extra slow movement speed will increase slouch damage, but is still worse than a flat 2.0 turn move speed on other Cheibriados races. Most typical builds will want to end up in a medium armor such as fire or ice dragon armor, and learn a fairly wide range of the standard support spells: regeneration, blink/Cblink, repel/deflect missiles, transmutations if you are using unarmed, abjuration, etc. You obviously cannot learn haste, a significant drawback.&lt;br /&gt;
&lt;br /&gt;
[[Cheibriados]] is a fairly straightforward god - you refuse haste and move slowly in exchange for +15 to all stats and powerful abilities. See the god page for more details on them. Due to the lack of speed a lot of players consider Cheibriados to be a weak god. Learning to deal with the conduct will take patience, and the early game can have some deaths which are extremely difficult to avoid. You will become slower before you become significantly stronger; but eventually it will smooth out.&lt;br /&gt;
&lt;br /&gt;
==Background and Weapon Choice==&lt;br /&gt;
Many [[background]]s can be made to fit this guide. Naga [[Fighter]]s, [[Gladiator]]s, [[Skald]]s, [[Monk]]s, [[Hunters]] or [[Transmuter]]s all work well with this build. A main decision is what weapon/shield you will be using: I personally prefer using unarmed, shields, and statue form; but many players prefer weapons like polearms. Feel free to experiment with the background that suits you best; very little of this guide changes based on your background, just train your weapon skill instead of unarmed and the choice of shield vs two-handed weapon is up to you. Of weapon skills, polearms are generally favored for the innate reaching ability. No, hunters was not a mistake - they play fairly similar to melee except removing the need to move during combat entirely can make the early game smoother. Just train your launcher skill early on, and you can either stay with it all game long or hybridize into melee depending on how your game progresses.&lt;br /&gt;
&lt;br /&gt;
In short, whatever you put in your hand slots can be made to work - Nagas have fairly flat aptitudes and work well with basically any weapon type. I personally love unarmed and transmutations, but do not feel forced into picking this style. It is extremely powerful, but comes at a cost of very high experience requirements to get it performing well.&lt;br /&gt;
&lt;br /&gt;
See the [[Naga]] page for more details on the race.&lt;br /&gt;
&lt;br /&gt;
==Skill Training==&lt;br /&gt;
&lt;br /&gt;
Skill training is not that different from most characters, although hybrids tend to need a fair bit more experience and can be tougher as you’ll want to cast magic with your +15 int, while also training fighting skills. Start with your weapon skill until either min delay, or a reasonable amount of skill for a ranged weapon. With Chei’s stat boosts, reaching min delay is typically possible at around 13-15 skill, making ranged weapons a very cheap investment and an excellent way to deal with the early game, provided that you have enough ammo to use them. Slings and bows tend to have more early ammunition. If you are using unarmed, around 10-15 skill before you branch into other skills is a good stopping point. When you join Cheibriados, train invocations to ~10 for slouch to reach 1% fail, and then get some defenses started. Keep balancing your offensive skill with defenses and when you are comfortable train whatever magic schools you need for spells you have found. Avoid training magic schools for spells you haven’t found yet - you always need more damage and more dodging. Around mid game get invocations to 14 for 1% fail step from time. When you have the time for it, raise fighting for the health - you can somewhat afford to delay this since nagas have +20% health, but more always helps. As you can see, hybrids can be very demanding on skill training order. Dodging is your best overall defense, but you will eventually want high armor as well, and shields if you are using them. Stealth and evocations can be reasonable options depending on what you have found, but are not required. Try to only train the least amount of skills that you can to survive until you’re through lair and orc at least.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting Hybrid==&lt;br /&gt;
While your damage may be primarily physical, support magic is an important part of any character who doesn't worship Trog; Cheibriados worshippers should use all the standard utility spells with an emphasis on blink and controlled blink if available. Common utility spells to look out for include repel/deflect missiles, regeneration, abjuration, blink/controlled blink, control teleport, phase shift, stoneskin, abjuration, etc. If you are using unarmed, blade hands is an excellent spell, although you can't also use a shield. Statue form is an all around useful form that can be used with melee or ranged weapons, including shields, and won't slow down your movement very much since you're nearly as slow as a statue already (2.8 vs 3.0). Keep in mind that the slow also applies to non-movement, so all your combat and potions etc are 50% slower too. Still, it is worth using if that's the setup you're interested in; the 50% reduction to torment is particularly useful in the extended game with high regeneration. If you do learn statue form, picking up several other earth spells is practically free: stone arrow or even iron shot can be affordable, LRD is single school, and if you have enough, shatter is also single school. It is unlikely you'll ever need that much firepower, though, and the massive noise generated can make it quite risky. Watch out for wasting experience training too much armor skill/wearing medium armor if you intend to go statue form - it will be melded and not factor into your strength. It isn't necessarily a complete waste though, as you will not want to be slowed at all times.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
At various phases in the game, you'll have different incentives to switch between working on AC and working on EV. Early game, avoid heavy armor because of your deformed body mutation. A +0 plate mail with 0 skill is generally bad even on d:1; but by the time you're in lair a +4 plate with 5-10 skill may be worth wearing. Early on it will be much easier to raise EV quickly through dodging because of the +15 dex; you should generally train this first unless you find a highly enchanted body armor. When you can finally afford to train armor somewhat, a medium armor such as troll leather, ring mail, scale mail, or chain mail are reasonable options, generally if they have some enchantment. It's perfectly fine to stay in light armor until you can find a dragon armor; if you are using unarmed combat, you especially need to stay in light (encumbrance 11 or lower, the lower the better) armor because heavy armor can slow unarmed attacks. If you do wear medium armor and use unarmed, training armor will reduce this penalty significantly, but don't neglect your offense. The delay is determined by rolling 1d10 + 2d(EV Penalty) - 10; if the result is positive, that amount is added to your attack delay.&lt;br /&gt;
&lt;br /&gt;
Aside from the body slot, nagas wear bardings instead of boots, which provide significantly more AC, with only a minor EV penalty. This is a large benefit, but they are much less common and you may not find one until the late game. If you are still having trouble finding one late game they can be commonly generated from scrolls of acquirement, so pick armor until you get one. This does make getting non-barding armor slots less likely, so beware if you have a barding you already like. Consider jewelry, rods, or wands. You cannot generate a wand of hasting, so you have a slightly better chance of getting a wand of heal wounds. It's still far from certain, however.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
With the +15 to all stats, you have all you need of the three. Dex will boost your EV slightly, int will help with casting and strength will raise your damage slightly. I generally go with int, but when you already have 30 of each, it isn't as critical as other builds.&lt;br /&gt;
&lt;br /&gt;
==Survival Advice ==&lt;br /&gt;
&lt;br /&gt;
Make sure you are familiar with how to explore safely; this generally means autoexplore, but also using shift+ direction will stop as soon as a monster is noticed. Never take more than one manual step at a time - this is true for any character, but will be extremely deadly when worshipping Chei.&lt;br /&gt;
Use poison spit very frequently in the early game - macroing af. to a convenient key will make it easy to use and remember.&lt;br /&gt;
It is possible for mobs who just come into your LOS to notice you and then get 1-2 additional turns before your next turn. You may take two hits; this is uncommon and you should have plenty of health to absorb such damage, but make sure not to exaggerate the problem by moving several steps at a time. Auto-explore is much safer; like every character holding down movement keys is deadly. It's just three times as deadly with Chei!&lt;br /&gt;
While uncommon, there are times where you may wish to split up your constriction attack and melee attacks. If you are fighting something with high health that cannot be constricted, spare an attack to hit something smaller in order to constrict it. Then you can continue to melee the larger target while the small target will be constricted to death.&lt;br /&gt;
Wands of Invisibility and teleport are excellent escape options, especially when running is not possible. Raising stealth is also an effective way to prevent swarms of monsters from noticing you, and nagas have the highest aptitude in the game for it, +5.&lt;br /&gt;
Expect non-ranged monsters to move roughly 3 tiles each time you take a step; monsters who are 2 tiles away can be engaged by taking a step back, 4 tiles away can be walked towards, 3 tiles away you can move sideways or rest (resting will only burn 1 turn). It is always a viable choice to simply rest on the tile where you are and let them come to you. Casting buffs on yourself while you wait is a great way to kill time. Methods for closing to melee range against powerful ranged mobs:&lt;br /&gt;
Controlled blink to melee range. Probably the best choice and one you won't have for a very long time. When and if you finally do, use it.&lt;br /&gt;
Temporal distortion. Fairly cheap, and instantaneous. This means that after you use it and the mobs have moved towards you, you still get to attack before they do.&lt;br /&gt;
Retreat around a nearby wall or door. Depending on how the dungeon layout is this may bring them all the way to melee or at least two to three tiles away.&lt;br /&gt;
Scroll of Fog. They'll have to come inside the fog to see you.&lt;br /&gt;
Block their LOS with another mob. Most monsters won't shoot through other mobs and will follow the melee monster right along to you. Note that a few monsters are more than happy to roast their fellow dungeon dwellers, so this isn't universal. Dragons and demons in the late game are generally willing to shoot through each other, so this is more useful for Centaurs/Yaktaurs in the mid game.&lt;br /&gt;
Fight back with ranged attacks. Similar to resting for mobs that will come closer to you, you can just use a few turns attacking with spit poison, wands, slings, or throwing weapons. Against stronger mobs you'll probably only soften them up, but they'll get closer to you on any turns they don't use their ranged abilities and then they're faster to kill in range.&lt;br /&gt;
&lt;br /&gt;
==Sample Morgue Files==&lt;br /&gt;
'''15 rune Statue Form Hybrid'''&lt;br /&gt;
&lt;br /&gt;
Morgue: [http://crawl.develz.org/morgues/0.10/Tasonir/morgue-Tasonir-20120418-062739.txt]&lt;br /&gt;
&lt;br /&gt;
YAVP: [https://crawl.develz.org/tavern/viewtopic.php?f=12&amp;amp;t=4340]&lt;br /&gt;
&lt;br /&gt;
This is the best example of the build, using my now preferred statue form as the main transmutation. Note that this game never generated a book of the warp so I had no controlled blink - it was not skipped intentionally. I also never found a cloak of preservation, which I would have worn instead. The berserk potion at the end was just to experiment with max health records, so I don't have Chei's boosted stats in the log file.&lt;br /&gt;
&lt;br /&gt;
'''5 rune pure melee in Crystal Plate Mail'''&lt;br /&gt;
&lt;br /&gt;
Morgue: [http://crawl.develz.org/morgues/0.10/Tasonir/morgue-Tasonir-20120310-013421.txt]&lt;br /&gt;
&lt;br /&gt;
YAVP: [https://crawl.develz.org/tavern/viewtopic.php?f=12&amp;amp;t=4047]&lt;br /&gt;
&lt;br /&gt;
This build is recommended for people who have not won any games yet - you will avoid spellcasting and just focus on melee power. Statue form is not very important for the regular game, as you will rarely be tormented. Skip going to slime if you have never done it before, I included it in this run as I'm very familiar with the area. Remember you only need 3 runes to win!&lt;br /&gt;
&lt;br /&gt;
'''7 Rune ranged combat (bows)'''&lt;br /&gt;
&lt;br /&gt;
Morgue: [http://dobrazupa.org/morgue/tasonir/morgue-tasonir-20121101-052133.txt]&lt;br /&gt;
&lt;br /&gt;
Ranged combat is very powerful in the early game, and an excellent way to start since the loss of constriction. Conserve ammunition with melee once you have time to develop it, but use ranged combat for anything dangerous. This can allow you to drop transmutations, which will free up a lot of experience for other skills.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character guides]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=ARCHIVED_Tasonir%27s_Melee_Naga_Guide&amp;diff=25962</id>
		<title>ARCHIVED Tasonir's Melee Naga Guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=ARCHIVED_Tasonir%27s_Melee_Naga_Guide&amp;diff=25962"/>
				<updated>2014-03-30T18:49:18Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Sample Morgue Files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version014}}&lt;br /&gt;
{{Advice}}&lt;br /&gt;
&lt;br /&gt;
==Warnings and Scope of this guide==&lt;br /&gt;
This is not intended to be a guide for new players. It is assumed that you have already decided to worship Cheibriados - Cheibriados requires significant conducts in that you cannot walk at normal speed, or use any haste or speed weapons. This makes Cheibriados a challenge god - this guide is how to cope with the challenge and become as strong as possible; NOT to compare directly to a build with haste.&lt;br /&gt;
&lt;br /&gt;
Much of the guide focuses on a hybrid character who follows Cheibriados. It is NOT necessary to play as [[Naga]]. It is NOT necessary to be melee! Ranged weapons work fine, casters are probably strongest - I am simply less fond of them. Remember this is a guide written by one person, and above all else, adapt it to your needs.&lt;br /&gt;
&lt;br /&gt;
==Melee Nagas of Cheibriados==&lt;br /&gt;
Melee [[Naga]]s of [[Cheibriados]] are powerful fighters with high health, very strong AC by the mid game, and several useful intrinsics like poison spit, poison resistance, and see invisible. They pay for these benefits with slow movement; and cheibriados makes you twice as slow. In return you will gain very powerful god abilities and a passive +15 to all stats, which allows you to hybridize and fight very effectively if managed properly. Your extra slow movement speed will increase slouch damage, but is still worse than a flat 2.0 turn move speed on other Cheibriados races. Most typical builds will want to end up in a medium armor such as fire or ice dragon armor, and learn a fairly wide range of the standard support spells: regeneration, blink/Cblink, repel/deflect missiles, transmutations if you are using unarmed, abjuration, etc. You obviously cannot learn haste, a significant drawback.&lt;br /&gt;
&lt;br /&gt;
[[Cheibriados]] is a fairly straightforward god - you refuse haste and move slowly in exchange for +15 to all stats and powerful abilities. See the god page for more details on them. Due to the lack of speed a lot of players consider Cheibriados to be a weak god. Learning to deal with the conduct will take patience, and the early game can have some deaths which are extremely difficult to avoid. You will become slower before you become significantly stronger; but eventually it will smooth out.&lt;br /&gt;
&lt;br /&gt;
==Background and Weapon Choice==&lt;br /&gt;
Many [[background]]s can be made to fit this guide. Naga [[Fighter]]s, [[Gladiator]]s, [[Skald]]s, [[Monk]]s, [[Hunters]] or [[Transmuter]]s all work well with this build. A main decision is what weapon/shield you will be using: I personally prefer using unarmed, shields, and statue form; but many players prefer weapons like polearms. Feel free to experiment with the background that suits you best; very little of this guide changes based on your background, just train your weapon skill instead of unarmed and the choice of shield vs two-handed weapon is up to you. Of weapon skills, polearms are generally favored for the innate reaching ability. No, hunters was not a mistake - they play fairly similar to melee except removing the need to move during combat entirely can make the early game smoother. Just train your launcher skill early on, and you can either stay with it all game long or hybridize into melee depending on how your game progresses.&lt;br /&gt;
&lt;br /&gt;
In short, whatever you put in your hand slots can be made to work - Nagas have fairly flat aptitudes and work well with basically any weapon type. I personally love unarmed and transmutations, but do not feel forced into picking this style. It is extremely powerful, but comes at a cost of very high experience requirements to get it performing well.&lt;br /&gt;
&lt;br /&gt;
See the [[Naga]] page for more details on the race.&lt;br /&gt;
&lt;br /&gt;
==Skill Training==&lt;br /&gt;
&lt;br /&gt;
Skill training is not that different from most characters, although hybrids tend to need a fair bit more experience and can be tougher as you’ll want to cast magic with your +15 int, while also training fighting skills. Start with your weapon skill until either min delay, or a reasonable amount of skill for a ranged weapon. With Chei’s stat boosts, reaching min delay is typically possible at around 13-15 skill, making ranged weapons a very cheap investment and an excellent way to deal with the early game, provided that you have enough ammo to use them. Slings and bows tend to have more early ammunition. If you are using unarmed, around 10-15 skill before you branch into other skills is a good stopping point. When you join Cheibriados, train invocations to ~10 for slouch to reach 1% fail, and then get some defenses started. Keep balancing your offensive skill with defenses and when you are comfortable train whatever magic schools you need for spells you have found. Avoid training magic schools for spells you haven’t found yet - you always need more damage and more dodging. Around mid game get invocations to 14 for 1% fail step from time. When you have the time for it, raise fighting for the health - you can somewhat afford to delay this since nagas have +20% health, but more always helps. As you can see, hybrids can be very demanding on skill training order. Dodging is your best overall defense, but you will eventually want high armor as well, and shields if you are using them. Stealth and evocations can be reasonable options depending on what you have found, but are not required. Try to only train the least amount of skills that you can to survive until you’re through lair and orc at least.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting Hybrid==&lt;br /&gt;
While your damage may be primarily physical, support magic is an important part of any character who doesn't worship Trog; Cheibriados worshippers should use all the standard utility spells with an emphasis on blink and controlled blink if available. Common utility spells to look out for include repel/deflect missiles, regeneration, abjuration, blink/controlled blink, control teleport, phase shift, stoneskin, abjuration, etc. If you are using unarmed, blade hands is an excellent spell, although you can't also use a shield. Statue form is an all around useful form that can be used with melee or ranged weapons, including shields, and won't slow down your movement very much since you're nearly as slow as a statue already (2.8 vs 3.0). Keep in mind that the slow also applies to non-movement, so all your combat and potions etc are 50% slower too. Still, it is worth using if that's the setup you're interested in; the 50% reduction to torment is particularly useful in the extended game with high regeneration. If you do learn statue form, picking up several other earth spells is practically free: stone arrow or even iron shot can be affordable, LRD is single school, and if you have enough, shatter is also single school. It is unlikely you'll ever need that much firepower, though, and the massive noise generated can make it quite risky. Watch out for wasting experience training too much armor skill/wearing medium armor if you intend to go statue form - it will be melded and not factor into your strength. It isn't necessarily a complete waste though, as you will not want to be slowed at all times.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
At various phases in the game, you'll have different incentives to switch between working on AC and working on EV. Early game, avoid heavy armor because of your deformed body mutation. A +0 plate mail with 0 skill is generally bad even on d:1; but by the time you're in lair a +4 plate with 5-10 skill may be worth wearing. Early on it will be much easier to raise EV quickly through dodging because of the +15 dex; you should generally train this first unless you find a highly enchanted body armor. When you can finally afford to train armor somewhat, a medium armor such as troll leather, ring mail, scale mail, or chain mail are reasonable options, generally if they have some enchantment. It's perfectly fine to stay in light armor until you can find a dragon armor; if you are using unarmed combat, you especially need to stay in light (encumbrance 11 or lower, the lower the better) armor because heavy armor can slow unarmed attacks. If you do wear medium armor and use unarmed, training armor will reduce this penalty significantly, but don't neglect your offense. The delay is determined by rolling 1d10 + 2d(EV Penalty) - 10; if the result is positive, that amount is added to your attack delay.&lt;br /&gt;
&lt;br /&gt;
Aside from the body slot, nagas wear bardings instead of boots, which provide significantly more AC, with only a minor EV penalty. This is a large benefit, but they are much less common and you may not find one until the late game. If you are still having trouble finding one late game they can be commonly generated from scrolls of acquirement, so pick armor until you get one. This does make getting non-barding armor slots less likely, so beware if you have a barding you already like. Consider jewelry, rods, or wands. You cannot generate a wand of hasting, so you have a slightly better chance of getting a wand of heal wounds. It's still far from certain, however.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
With the +15 to all stats, you have all you need of the three. Dex will boost your EV slightly, int will help with casting and strength will raise your damage slightly. I generally go with int, but when you already have 30 of each, it isn't as critical as other builds.&lt;br /&gt;
&lt;br /&gt;
==Survival Advice ==&lt;br /&gt;
&lt;br /&gt;
Make sure you are familiar with how to explore safely; this generally means autoexplore, but also using shift+ direction will stop as soon as a monster is noticed. Never take more than one manual step at a time - this is true for any character, but will be extremely deadly when worshipping Chei.&lt;br /&gt;
Use poison spit very frequently in the early game - macroing af. to a convenient key will make it easy to use and remember.&lt;br /&gt;
It is possible for mobs who just come into your LOS to notice you and then get 1-2 additional turns before your next turn. You may take two hits; this is uncommon and you should have plenty of health to absorb such damage, but make sure not to exaggerate the problem by moving several steps at a time. Auto-explore is much safer; like every character holding down movement keys is deadly. It's just three times as deadly with Chei!&lt;br /&gt;
While uncommon, there are times where you may wish to split up your constriction attack and melee attacks. If you are fighting something with high health that cannot be constricted, spare an attack to hit something smaller in order to constrict it. Then you can continue to melee the larger target while the small target will be constricted to death.&lt;br /&gt;
Wands of Invisibility and teleport are excellent escape options, especially when running is not possible. Raising stealth is also an effective way to prevent swarms of monsters from noticing you, and nagas have the highest aptitude in the game for it, +5.&lt;br /&gt;
Expect non-ranged monsters to move roughly 3 tiles each time you take a step; monsters who are 2 tiles away can be engaged by taking a step back, 4 tiles away can be walked towards, 3 tiles away you can move sideways or rest (resting will only burn 1 turn). It is always a viable choice to simply rest on the tile where you are and let them come to you. Casting buffs on yourself while you wait is a great way to kill time. Methods for closing to melee range against powerful ranged mobs:&lt;br /&gt;
Controlled blink to melee range. Probably the best choice and one you won't have for a very long time. When and if you finally do, use it.&lt;br /&gt;
Temporal distortion. Fairly cheap, and instantaneous. This means that after you use it and the mobs have moved towards you, you still get to attack before they do.&lt;br /&gt;
Retreat around a nearby wall or door. Depending on how the dungeon layout is this may bring them all the way to melee or at least two to three tiles away.&lt;br /&gt;
Scroll of Fog. They'll have to come inside the fog to see you.&lt;br /&gt;
Block their LOS with another mob. Most monsters won't shoot through other mobs and will follow the melee monster right along to you. Note that a few monsters are more than happy to roast their fellow dungeon dwellers, so this isn't universal. Dragons and demons in the late game are generally willing to shoot through each other, so this is more useful for Centaurs/Yaktaurs in the mid game.&lt;br /&gt;
Fight back with ranged attacks. Similar to resting for mobs that will come closer to you, you can just use a few turns attacking with spit poison, wands, slings, or throwing weapons. Against stronger mobs you'll probably only soften them up, but they'll get closer to you on any turns they don't use their ranged abilities and then they're faster to kill in range.&lt;br /&gt;
&lt;br /&gt;
==Sample Morgue Files==&lt;br /&gt;
'''15 rune Statue Form Hybrid'''&lt;br /&gt;
&lt;br /&gt;
Morgue: [http://crawl.develz.org/morgues/0.10/Tasonir/morgue-Tasonir-20120418-062739.txt]&lt;br /&gt;
&lt;br /&gt;
YAVP: [https://crawl.develz.org/tavern/viewtopic.php?f=12&amp;amp;t=4340]&lt;br /&gt;
&lt;br /&gt;
This is the best example of the build, using my now preferred statue form as the main transmutation. Note that this game never generated a book of the warp so I had no controlled blink - it was not skipped intentionally. I also never found a cloak of preservation, which I would have worn instead. The berserk potion at the end was just to experiment with max health records, so I don't have Chei's boosted stats in the log file.&lt;br /&gt;
&lt;br /&gt;
'''5 rune pure melee in Crystal Plate Mail'''&lt;br /&gt;
&lt;br /&gt;
Morgue: [http://crawl.develz.org/morgues/0.10/Tasonir/morgue-Tasonir-20120310-013421.txt]&lt;br /&gt;
&lt;br /&gt;
YAVP: [https://crawl.develz.org/tavern/viewtopic.php?f=12&amp;amp;t=4047&amp;amp;p=51846#p51846]&lt;br /&gt;
&lt;br /&gt;
This build is recommended for people who have not won any games yet - you will avoid spellcasting and just focus on melee power. Statue form is not very important for the regular game, as you will rarely be tormented. Skip going to slime if you have never done it before, I included it in this run as I'm very familiar with the area. Remember you only need 3 runes to win!&lt;br /&gt;
&lt;br /&gt;
'''7 Rune ranged combat (bows)'''&lt;br /&gt;
&lt;br /&gt;
Morgue: [http://dobrazupa.org/morgue/tasonir/morgue-tasonir-20121101-052133.txt]&lt;br /&gt;
&lt;br /&gt;
Ranged combat is very powerful in the early game, and an excellent way to start since the loss of constriction. Conserve ammunition with melee once you have time to develop it, but use ranged combat for anything dangerous. This can allow you to drop transmutations, which will free up a lot of experience for other skills.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character guides]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=ARCHIVED_Tasonir%27s_Melee_Naga_Guide&amp;diff=25961</id>
		<title>ARCHIVED Tasonir's Melee Naga Guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=ARCHIVED_Tasonir%27s_Melee_Naga_Guide&amp;diff=25961"/>
				<updated>2014-03-30T18:37:55Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Sample Morgue Files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version014}}&lt;br /&gt;
{{Advice}}&lt;br /&gt;
&lt;br /&gt;
==Warnings and Scope of this guide==&lt;br /&gt;
This is not intended to be a guide for new players. It is assumed that you have already decided to worship Cheibriados - Cheibriados requires significant conducts in that you cannot walk at normal speed, or use any haste or speed weapons. This makes Cheibriados a challenge god - this guide is how to cope with the challenge and become as strong as possible; NOT to compare directly to a build with haste.&lt;br /&gt;
&lt;br /&gt;
Much of the guide focuses on a hybrid character who follows Cheibriados. It is NOT necessary to play as [[Naga]]. It is NOT necessary to be melee! Ranged weapons work fine, casters are probably strongest - I am simply less fond of them. Remember this is a guide written by one person, and above all else, adapt it to your needs.&lt;br /&gt;
&lt;br /&gt;
==Melee Nagas of Cheibriados==&lt;br /&gt;
Melee [[Naga]]s of [[Cheibriados]] are powerful fighters with high health, very strong AC by the mid game, and several useful intrinsics like poison spit, poison resistance, and see invisible. They pay for these benefits with slow movement; and cheibriados makes you twice as slow. In return you will gain very powerful god abilities and a passive +15 to all stats, which allows you to hybridize and fight very effectively if managed properly. Your extra slow movement speed will increase slouch damage, but is still worse than a flat 2.0 turn move speed on other Cheibriados races. Most typical builds will want to end up in a medium armor such as fire or ice dragon armor, and learn a fairly wide range of the standard support spells: regeneration, blink/Cblink, repel/deflect missiles, transmutations if you are using unarmed, abjuration, etc. You obviously cannot learn haste, a significant drawback.&lt;br /&gt;
&lt;br /&gt;
[[Cheibriados]] is a fairly straightforward god - you refuse haste and move slowly in exchange for +15 to all stats and powerful abilities. See the god page for more details on them. Due to the lack of speed a lot of players consider Cheibriados to be a weak god. Learning to deal with the conduct will take patience, and the early game can have some deaths which are extremely difficult to avoid. You will become slower before you become significantly stronger; but eventually it will smooth out.&lt;br /&gt;
&lt;br /&gt;
==Background and Weapon Choice==&lt;br /&gt;
Many [[background]]s can be made to fit this guide. Naga [[Fighter]]s, [[Gladiator]]s, [[Skald]]s, [[Monk]]s, [[Hunters]] or [[Transmuter]]s all work well with this build. A main decision is what weapon/shield you will be using: I personally prefer using unarmed, shields, and statue form; but many players prefer weapons like polearms. Feel free to experiment with the background that suits you best; very little of this guide changes based on your background, just train your weapon skill instead of unarmed and the choice of shield vs two-handed weapon is up to you. Of weapon skills, polearms are generally favored for the innate reaching ability. No, hunters was not a mistake - they play fairly similar to melee except removing the need to move during combat entirely can make the early game smoother. Just train your launcher skill early on, and you can either stay with it all game long or hybridize into melee depending on how your game progresses.&lt;br /&gt;
&lt;br /&gt;
In short, whatever you put in your hand slots can be made to work - Nagas have fairly flat aptitudes and work well with basically any weapon type. I personally love unarmed and transmutations, but do not feel forced into picking this style. It is extremely powerful, but comes at a cost of very high experience requirements to get it performing well.&lt;br /&gt;
&lt;br /&gt;
See the [[Naga]] page for more details on the race.&lt;br /&gt;
&lt;br /&gt;
==Skill Training==&lt;br /&gt;
&lt;br /&gt;
Skill training is not that different from most characters, although hybrids tend to need a fair bit more experience and can be tougher as you’ll want to cast magic with your +15 int, while also training fighting skills. Start with your weapon skill until either min delay, or a reasonable amount of skill for a ranged weapon. With Chei’s stat boosts, reaching min delay is typically possible at around 13-15 skill, making ranged weapons a very cheap investment and an excellent way to deal with the early game, provided that you have enough ammo to use them. Slings and bows tend to have more early ammunition. If you are using unarmed, around 10-15 skill before you branch into other skills is a good stopping point. When you join Cheibriados, train invocations to ~10 for slouch to reach 1% fail, and then get some defenses started. Keep balancing your offensive skill with defenses and when you are comfortable train whatever magic schools you need for spells you have found. Avoid training magic schools for spells you haven’t found yet - you always need more damage and more dodging. Around mid game get invocations to 14 for 1% fail step from time. When you have the time for it, raise fighting for the health - you can somewhat afford to delay this since nagas have +20% health, but more always helps. As you can see, hybrids can be very demanding on skill training order. Dodging is your best overall defense, but you will eventually want high armor as well, and shields if you are using them. Stealth and evocations can be reasonable options depending on what you have found, but are not required. Try to only train the least amount of skills that you can to survive until you’re through lair and orc at least.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting Hybrid==&lt;br /&gt;
While your damage may be primarily physical, support magic is an important part of any character who doesn't worship Trog; Cheibriados worshippers should use all the standard utility spells with an emphasis on blink and controlled blink if available. Common utility spells to look out for include repel/deflect missiles, regeneration, abjuration, blink/controlled blink, control teleport, phase shift, stoneskin, abjuration, etc. If you are using unarmed, blade hands is an excellent spell, although you can't also use a shield. Statue form is an all around useful form that can be used with melee or ranged weapons, including shields, and won't slow down your movement very much since you're nearly as slow as a statue already (2.8 vs 3.0). Keep in mind that the slow also applies to non-movement, so all your combat and potions etc are 50% slower too. Still, it is worth using if that's the setup you're interested in; the 50% reduction to torment is particularly useful in the extended game with high regeneration. If you do learn statue form, picking up several other earth spells is practically free: stone arrow or even iron shot can be affordable, LRD is single school, and if you have enough, shatter is also single school. It is unlikely you'll ever need that much firepower, though, and the massive noise generated can make it quite risky. Watch out for wasting experience training too much armor skill/wearing medium armor if you intend to go statue form - it will be melded and not factor into your strength. It isn't necessarily a complete waste though, as you will not want to be slowed at all times.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
At various phases in the game, you'll have different incentives to switch between working on AC and working on EV. Early game, avoid heavy armor because of your deformed body mutation. A +0 plate mail with 0 skill is generally bad even on d:1; but by the time you're in lair a +4 plate with 5-10 skill may be worth wearing. Early on it will be much easier to raise EV quickly through dodging because of the +15 dex; you should generally train this first unless you find a highly enchanted body armor. When you can finally afford to train armor somewhat, a medium armor such as troll leather, ring mail, scale mail, or chain mail are reasonable options, generally if they have some enchantment. It's perfectly fine to stay in light armor until you can find a dragon armor; if you are using unarmed combat, you especially need to stay in light (encumbrance 11 or lower, the lower the better) armor because heavy armor can slow unarmed attacks. If you do wear medium armor and use unarmed, training armor will reduce this penalty significantly, but don't neglect your offense. The delay is determined by rolling 1d10 + 2d(EV Penalty) - 10; if the result is positive, that amount is added to your attack delay.&lt;br /&gt;
&lt;br /&gt;
Aside from the body slot, nagas wear bardings instead of boots, which provide significantly more AC, with only a minor EV penalty. This is a large benefit, but they are much less common and you may not find one until the late game. If you are still having trouble finding one late game they can be commonly generated from scrolls of acquirement, so pick armor until you get one. This does make getting non-barding armor slots less likely, so beware if you have a barding you already like. Consider jewelry, rods, or wands. You cannot generate a wand of hasting, so you have a slightly better chance of getting a wand of heal wounds. It's still far from certain, however.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
With the +15 to all stats, you have all you need of the three. Dex will boost your EV slightly, int will help with casting and strength will raise your damage slightly. I generally go with int, but when you already have 30 of each, it isn't as critical as other builds.&lt;br /&gt;
&lt;br /&gt;
==Survival Advice ==&lt;br /&gt;
&lt;br /&gt;
Make sure you are familiar with how to explore safely; this generally means autoexplore, but also using shift+ direction will stop as soon as a monster is noticed. Never take more than one manual step at a time - this is true for any character, but will be extremely deadly when worshipping Chei.&lt;br /&gt;
Use poison spit very frequently in the early game - macroing af. to a convenient key will make it easy to use and remember.&lt;br /&gt;
It is possible for mobs who just come into your LOS to notice you and then get 1-2 additional turns before your next turn. You may take two hits; this is uncommon and you should have plenty of health to absorb such damage, but make sure not to exaggerate the problem by moving several steps at a time. Auto-explore is much safer; like every character holding down movement keys is deadly. It's just three times as deadly with Chei!&lt;br /&gt;
While uncommon, there are times where you may wish to split up your constriction attack and melee attacks. If you are fighting something with high health that cannot be constricted, spare an attack to hit something smaller in order to constrict it. Then you can continue to melee the larger target while the small target will be constricted to death.&lt;br /&gt;
Wands of Invisibility and teleport are excellent escape options, especially when running is not possible. Raising stealth is also an effective way to prevent swarms of monsters from noticing you, and nagas have the highest aptitude in the game for it, +5.&lt;br /&gt;
Expect non-ranged monsters to move roughly 3 tiles each time you take a step; monsters who are 2 tiles away can be engaged by taking a step back, 4 tiles away can be walked towards, 3 tiles away you can move sideways or rest (resting will only burn 1 turn). It is always a viable choice to simply rest on the tile where you are and let them come to you. Casting buffs on yourself while you wait is a great way to kill time. Methods for closing to melee range against powerful ranged mobs:&lt;br /&gt;
Controlled blink to melee range. Probably the best choice and one you won't have for a very long time. When and if you finally do, use it.&lt;br /&gt;
Temporal distortion. Fairly cheap, and instantaneous. This means that after you use it and the mobs have moved towards you, you still get to attack before they do.&lt;br /&gt;
Retreat around a nearby wall or door. Depending on how the dungeon layout is this may bring them all the way to melee or at least two to three tiles away.&lt;br /&gt;
Scroll of Fog. They'll have to come inside the fog to see you.&lt;br /&gt;
Block their LOS with another mob. Most monsters won't shoot through other mobs and will follow the melee monster right along to you. Note that a few monsters are more than happy to roast their fellow dungeon dwellers, so this isn't universal. Dragons and demons in the late game are generally willing to shoot through each other, so this is more useful for Centaurs/Yaktaurs in the mid game.&lt;br /&gt;
Fight back with ranged attacks. Similar to resting for mobs that will come closer to you, you can just use a few turns attacking with spit poison, wands, slings, or throwing weapons. Against stronger mobs you'll probably only soften them up, but they'll get closer to you on any turns they don't use their ranged abilities and then they're faster to kill in range.&lt;br /&gt;
&lt;br /&gt;
==Sample Morgue Files==&lt;br /&gt;
'''15 rune Statue Form Hybrid'''&lt;br /&gt;
&lt;br /&gt;
Morgue: [http://crawl.develz.org/morgues/0.10/Tasonir/morgue-Tasonir-20120418-062739.txt]&lt;br /&gt;
&lt;br /&gt;
YAVP: [viewtopic.php?f=12&amp;amp;t=4340]&lt;br /&gt;
&lt;br /&gt;
This is the best example of the build, using my now preferred statue form as the main transmutation. Note that this game never generated a book of the warp so I had no controlled blink - it was not skipped intentionally. I also never found a cloak of preservation, which I would have worn instead. The berserk potion at the end was just to experiment with max health records, so I don't have Chei's boosted stats in the log file.&lt;br /&gt;
&lt;br /&gt;
'''5 rune pure melee in Crystal Plate Mail'''&lt;br /&gt;
&lt;br /&gt;
Morgue: [http://crawl.develz.org/morgues/0.10/Tasonir/morgue-Tasonir-20120310-013421.txt]&lt;br /&gt;
&lt;br /&gt;
YAVP: [viewtopic.php?f=12&amp;amp;t=4047&amp;amp;p=51846#p51846]&lt;br /&gt;
&lt;br /&gt;
This build is recommended for people who have not won any games yet - you will avoid spellcasting and just focus on melee power. Statue form is not very important for the regular game, as you will rarely be tormented. Skip going to slime if you have never done it before, I included it in this run as I'm very familiar with the area. Remember you only need 3 runes to win!&lt;br /&gt;
&lt;br /&gt;
'''7 Rune ranged combat (bows)'''&lt;br /&gt;
&lt;br /&gt;
Morgue: [http://dobrazupa.org/morgue/tasonir/morgue-tasonir-20121101-052133.txt]&lt;br /&gt;
&lt;br /&gt;
Ranged combat is very powerful in the early game, and an excellent way to start since the loss of constriction. Conserve ammunition with melee once you have time to develop it, but use ranged combat for anything dangerous. This can allow you to drop transmutations, which will free up a lot of experience for other skills.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character guides]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=ARCHIVED_Tasonir%27s_Melee_Naga_Guide&amp;diff=25960</id>
		<title>ARCHIVED Tasonir's Melee Naga Guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=ARCHIVED_Tasonir%27s_Melee_Naga_Guide&amp;diff=25960"/>
				<updated>2014-03-30T17:43:35Z</updated>
		
		<summary type="html">&lt;p&gt;And into: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version014}}&lt;br /&gt;
{{Advice}}&lt;br /&gt;
&lt;br /&gt;
==Warnings and Scope of this guide==&lt;br /&gt;
This is not intended to be a guide for new players. It is assumed that you have already decided to worship Cheibriados - Cheibriados requires significant conducts in that you cannot walk at normal speed, or use any haste or speed weapons. This makes Cheibriados a challenge god - this guide is how to cope with the challenge and become as strong as possible; NOT to compare directly to a build with haste.&lt;br /&gt;
&lt;br /&gt;
Much of the guide focuses on a hybrid character who follows Cheibriados. It is NOT necessary to play as [[Naga]]. It is NOT necessary to be melee! Ranged weapons work fine, casters are probably strongest - I am simply less fond of them. Remember this is a guide written by one person, and above all else, adapt it to your needs.&lt;br /&gt;
&lt;br /&gt;
==Melee Nagas of Cheibriados==&lt;br /&gt;
Melee [[Naga]]s of [[Cheibriados]] are powerful fighters with high health, very strong AC by the mid game, and several useful intrinsics like poison spit, poison resistance, and see invisible. They pay for these benefits with slow movement; and cheibriados makes you twice as slow. In return you will gain very powerful god abilities and a passive +15 to all stats, which allows you to hybridize and fight very effectively if managed properly. Your extra slow movement speed will increase slouch damage, but is still worse than a flat 2.0 turn move speed on other Cheibriados races. Most typical builds will want to end up in a medium armor such as fire or ice dragon armor, and learn a fairly wide range of the standard support spells: regeneration, blink/Cblink, repel/deflect missiles, transmutations if you are using unarmed, abjuration, etc. You obviously cannot learn haste, a significant drawback.&lt;br /&gt;
&lt;br /&gt;
[[Cheibriados]] is a fairly straightforward god - you refuse haste and move slowly in exchange for +15 to all stats and powerful abilities. See the god page for more details on them. Due to the lack of speed a lot of players consider Cheibriados to be a weak god. Learning to deal with the conduct will take patience, and the early game can have some deaths which are extremely difficult to avoid. You will become slower before you become significantly stronger; but eventually it will smooth out.&lt;br /&gt;
&lt;br /&gt;
==Background and Weapon Choice==&lt;br /&gt;
Many [[background]]s can be made to fit this guide. Naga [[Fighter]]s, [[Gladiator]]s, [[Skald]]s, [[Monk]]s, [[Hunters]] or [[Transmuter]]s all work well with this build. A main decision is what weapon/shield you will be using: I personally prefer using unarmed, shields, and statue form; but many players prefer weapons like polearms. Feel free to experiment with the background that suits you best; very little of this guide changes based on your background, just train your weapon skill instead of unarmed and the choice of shield vs two-handed weapon is up to you. Of weapon skills, polearms are generally favored for the innate reaching ability. No, hunters was not a mistake - they play fairly similar to melee except removing the need to move during combat entirely can make the early game smoother. Just train your launcher skill early on, and you can either stay with it all game long or hybridize into melee depending on how your game progresses.&lt;br /&gt;
&lt;br /&gt;
In short, whatever you put in your hand slots can be made to work - Nagas have fairly flat aptitudes and work well with basically any weapon type. I personally love unarmed and transmutations, but do not feel forced into picking this style. It is extremely powerful, but comes at a cost of very high experience requirements to get it performing well.&lt;br /&gt;
&lt;br /&gt;
See the [[Naga]] page for more details on the race.&lt;br /&gt;
&lt;br /&gt;
==Skill Training==&lt;br /&gt;
&lt;br /&gt;
Skill training is not that different from most characters, although hybrids tend to need a fair bit more experience and can be tougher as you’ll want to cast magic with your +15 int, while also training fighting skills. Start with your weapon skill until either min delay, or a reasonable amount of skill for a ranged weapon. With Chei’s stat boosts, reaching min delay is typically possible at around 13-15 skill, making ranged weapons a very cheap investment and an excellent way to deal with the early game, provided that you have enough ammo to use them. Slings and bows tend to have more early ammunition. If you are using unarmed, around 10-15 skill before you branch into other skills is a good stopping point. When you join Cheibriados, train invocations to ~10 for slouch to reach 1% fail, and then get some defenses started. Keep balancing your offensive skill with defenses and when you are comfortable train whatever magic schools you need for spells you have found. Avoid training magic schools for spells you haven’t found yet - you always need more damage and more dodging. Around mid game get invocations to 14 for 1% fail step from time. When you have the time for it, raise fighting for the health - you can somewhat afford to delay this since nagas have +20% health, but more always helps. As you can see, hybrids can be very demanding on skill training order. Dodging is your best overall defense, but you will eventually want high armor as well, and shields if you are using them. Stealth and evocations can be reasonable options depending on what you have found, but are not required. Try to only train the least amount of skills that you can to survive until you’re through lair and orc at least.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting Hybrid==&lt;br /&gt;
While your damage may be primarily physical, support magic is an important part of any character who doesn't worship Trog; Cheibriados worshippers should use all the standard utility spells with an emphasis on blink and controlled blink if available. Common utility spells to look out for include repel/deflect missiles, regeneration, abjuration, blink/controlled blink, control teleport, phase shift, stoneskin, abjuration, etc. If you are using unarmed, blade hands is an excellent spell, although you can't also use a shield. Statue form is an all around useful form that can be used with melee or ranged weapons, including shields, and won't slow down your movement very much since you're nearly as slow as a statue already (2.8 vs 3.0). Keep in mind that the slow also applies to non-movement, so all your combat and potions etc are 50% slower too. Still, it is worth using if that's the setup you're interested in; the 50% reduction to torment is particularly useful in the extended game with high regeneration. If you do learn statue form, picking up several other earth spells is practically free: stone arrow or even iron shot can be affordable, LRD is single school, and if you have enough, shatter is also single school. It is unlikely you'll ever need that much firepower, though, and the massive noise generated can make it quite risky. Watch out for wasting experience training too much armor skill/wearing medium armor if you intend to go statue form - it will be melded and not factor into your strength. It isn't necessarily a complete waste though, as you will not want to be slowed at all times.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
At various phases in the game, you'll have different incentives to switch between working on AC and working on EV. Early game, avoid heavy armor because of your deformed body mutation. A +0 plate mail with 0 skill is generally bad even on d:1; but by the time you're in lair a +4 plate with 5-10 skill may be worth wearing. Early on it will be much easier to raise EV quickly through dodging because of the +15 dex; you should generally train this first unless you find a highly enchanted body armor. When you can finally afford to train armor somewhat, a medium armor such as troll leather, ring mail, scale mail, or chain mail are reasonable options, generally if they have some enchantment. It's perfectly fine to stay in light armor until you can find a dragon armor; if you are using unarmed combat, you especially need to stay in light (encumbrance 11 or lower, the lower the better) armor because heavy armor can slow unarmed attacks. If you do wear medium armor and use unarmed, training armor will reduce this penalty significantly, but don't neglect your offense. The delay is determined by rolling 1d10 + 2d(EV Penalty) - 10; if the result is positive, that amount is added to your attack delay.&lt;br /&gt;
&lt;br /&gt;
Aside from the body slot, nagas wear bardings instead of boots, which provide significantly more AC, with only a minor EV penalty. This is a large benefit, but they are much less common and you may not find one until the late game. If you are still having trouble finding one late game they can be commonly generated from scrolls of acquirement, so pick armor until you get one. This does make getting non-barding armor slots less likely, so beware if you have a barding you already like. Consider jewelry, rods, or wands. You cannot generate a wand of hasting, so you have a slightly better chance of getting a wand of heal wounds. It's still far from certain, however.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
With the +15 to all stats, you have all you need of the three. Dex will boost your EV slightly, int will help with casting and strength will raise your damage slightly. I generally go with int, but when you already have 30 of each, it isn't as critical as other builds.&lt;br /&gt;
&lt;br /&gt;
==Survival Advice ==&lt;br /&gt;
&lt;br /&gt;
Make sure you are familiar with how to explore safely; this generally means autoexplore, but also using shift+ direction will stop as soon as a monster is noticed. Never take more than one manual step at a time - this is true for any character, but will be extremely deadly when worshipping Chei.&lt;br /&gt;
Use poison spit very frequently in the early game - macroing af. to a convenient key will make it easy to use and remember.&lt;br /&gt;
It is possible for mobs who just come into your LOS to notice you and then get 1-2 additional turns before your next turn. You may take two hits; this is uncommon and you should have plenty of health to absorb such damage, but make sure not to exaggerate the problem by moving several steps at a time. Auto-explore is much safer; like every character holding down movement keys is deadly. It's just three times as deadly with Chei!&lt;br /&gt;
While uncommon, there are times where you may wish to split up your constriction attack and melee attacks. If you are fighting something with high health that cannot be constricted, spare an attack to hit something smaller in order to constrict it. Then you can continue to melee the larger target while the small target will be constricted to death.&lt;br /&gt;
Wands of Invisibility and teleport are excellent escape options, especially when running is not possible. Raising stealth is also an effective way to prevent swarms of monsters from noticing you, and nagas have the highest aptitude in the game for it, +5.&lt;br /&gt;
Expect non-ranged monsters to move roughly 3 tiles each time you take a step; monsters who are 2 tiles away can be engaged by taking a step back, 4 tiles away can be walked towards, 3 tiles away you can move sideways or rest (resting will only burn 1 turn). It is always a viable choice to simply rest on the tile where you are and let them come to you. Casting buffs on yourself while you wait is a great way to kill time. Methods for closing to melee range against powerful ranged mobs:&lt;br /&gt;
Controlled blink to melee range. Probably the best choice and one you won't have for a very long time. When and if you finally do, use it.&lt;br /&gt;
Temporal distortion. Fairly cheap, and instantaneous. This means that after you use it and the mobs have moved towards you, you still get to attack before they do.&lt;br /&gt;
Retreat around a nearby wall or door. Depending on how the dungeon layout is this may bring them all the way to melee or at least two to three tiles away.&lt;br /&gt;
Scroll of Fog. They'll have to come inside the fog to see you.&lt;br /&gt;
Block their LOS with another mob. Most monsters won't shoot through other mobs and will follow the melee monster right along to you. Note that a few monsters are more than happy to roast their fellow dungeon dwellers, so this isn't universal. Dragons and demons in the late game are generally willing to shoot through each other, so this is more useful for Centaurs/Yaktaurs in the mid game.&lt;br /&gt;
Fight back with ranged attacks. Similar to resting for mobs that will come closer to you, you can just use a few turns attacking with spit poison, wands, slings, or throwing weapons. Against stronger mobs you'll probably only soften them up, but they'll get closer to you on any turns they don't use their ranged abilities and then they're faster to kill in range.&lt;br /&gt;
&lt;br /&gt;
==Sample Morgue Files==&lt;br /&gt;
'''15 rune Statue Form Hybrid'''&lt;br /&gt;
&lt;br /&gt;
Morgue: http://crawl.develz.org/morgues/0.10/Ta ... 062739.txt&lt;br /&gt;
&lt;br /&gt;
YAVP: viewtopic.php?f=12&amp;amp;t=4340&lt;br /&gt;
&lt;br /&gt;
This is the best example of the build, using my now preferred statue form as the main transmutation. Note that this game never generated a book of the warp so I had no controlled blink - it was not skipped intentionally. I also never found a cloak of preservation, which I would have worn instead. The berserk potion at the end was just to experiment with max health records, so I don't have Chei's boosted stats in the log file.&lt;br /&gt;
&lt;br /&gt;
'''5 rune pure melee in Crystal Plate Mail'''&lt;br /&gt;
&lt;br /&gt;
Morgue: http://crawl.develz.org/morgues/0.10/Ta ... 013421.txt&lt;br /&gt;
&lt;br /&gt;
YAVP: viewtopic.php?f=12&amp;amp;t=4047&amp;amp;p=51846#p51846&lt;br /&gt;
&lt;br /&gt;
This build is recommended for people who have not won any games yet - you will avoid spellcasting and just focus on melee power. Statue form is not very important for the regular game, as you will rarely be tormented. Skip going to slime if you have never done it before, I included it in this run as I'm very familiar with the area. Remember you only need 3 runes to win!&lt;br /&gt;
&lt;br /&gt;
'''7 Rune ranged combat (bows)'''&lt;br /&gt;
&lt;br /&gt;
Morgue: http://dobrazupa.org/morgue/tasonir/mor ... 052133.txt&lt;br /&gt;
&lt;br /&gt;
Ranged combat is very powerful in the early game, and an excellent way to start since the loss of constriction. Conserve ammunition with melee once you have time to develop it, but use ranged combat for anything dangerous. This can allow you to drop transmutations, which will free up a lot of experience for other skills.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character guides]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:ARCHIVED_Tasonir%27s_Melee_Naga_Guide&amp;diff=25959</id>
		<title>Talk:ARCHIVED Tasonir's Melee Naga Guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:ARCHIVED_Tasonir%27s_Melee_Naga_Guide&amp;diff=25959"/>
				<updated>2014-03-30T17:42:45Z</updated>
		
		<summary type="html">&lt;p&gt;And into: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Written by Tasonir, and I'll keep this updated as time passes.  Feel free to make any minor edits if needed, or talk here if you think something should be changed.  --[[User:Tasonir|Tasonir]] 2012/3/27&lt;br /&gt;
&lt;br /&gt;
Stats section: &amp;quot;you will can branch&amp;quot;.  I didn't change it since I'm not sure if you meant &amp;quot;you can&amp;quot; or &amp;quot;you can and will&amp;quot; or something else. [[User:Rchandra|Rchandra]] 21:35, 29 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Appreciated, it's fixed, with some other wording changes to hopefully be more well written :) --[[User:Tasonir|Tasonir]] 22:55, 6 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just a few suggestions, you suggest javelins and slings to train throwing, however you might find that a decent blowgun and needles you find have more utility, and just use a sling or simply throw rocks at things that can't be affected by needles.  This is also a good way to get the attention of one mob rather than shouting.  I also tend to have 6-8 empty low level wands by the time I hit lair as well, so when you get one, don't bother trying to save it for later.  You may need it now.  However save scrolls of recharging for those wands that you plan to continually use, i.e. healing, invisibility (a great escape for even the slowest naga), and teleport (when combined with the afformentioned invisibility, it's a perfect getaway).  Using these tools you can then start raising stealth by mid game and then you really get the chance to pick when and where your fights are, even if there are enemies everywhere, they just won't notice you to attack.  Finally, with the Naga of Chei's great strength and your high unarmed skill, you can fight at a doorway and enemies that normally move to let others through cannot.  It's not perfect, but it can make a fight managable.--[[User:Chthon|Chthon]] 21:57, 29 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Updated the guide for .11, made some minor changes to mention the invis/teleport wands and make stealth seem a bit more useful, although I'm still not a huge fan of it, mostly because it's frustrating to try to approach monsters who haven't noticed you when you move so slowly.  You end up shouting a lot and it just slows things down a lot :)  But the wands are a great suggestion.  I didn't mention needles specifically when I said throwing, but I also don't mention any other thrown object at all.  When I talk about throwing I generally mean all throwing, although I think javelins are probably best for a naga. --[[User:Tasonir|Tasonir]] 18:36, 18 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay pasted in a new version updating this page, as per Tasonir's request: &lt;br /&gt;
&lt;br /&gt;
https://crawl.develz.org/tavern/viewtopic.php?f=5&amp;amp;t=11552&lt;br /&gt;
&lt;br /&gt;
--[[User:and into|and into]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=25937</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=25937"/>
				<updated>2014-03-29T17:43:52Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats and, later, how to draw potions of blood from fresh corpses.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Acute Vision]]: Vampires can [[see invisible]].&lt;br /&gt;
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, Vampires can restore a small amount of HP every time they successfully bite a living foe. &lt;br /&gt;
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, and by (q)uaffing [[potions of blood]] or [[potions of coagulated blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that Vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (''see chart below'').&lt;br /&gt;
*Vampires can use [[vampiricism|vampiric weapons]] more effectively; the brand always triggers and they gain twice the normal amount of HP per attack against enemies upon whom the vampiric normally works. &lt;br /&gt;
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]].&lt;br /&gt;
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. They also take extra damage from [[Sunray]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. &lt;br /&gt;
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].  Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Cure Poison]].&lt;br /&gt;
*Vampires cannot [[berserk]] when their satiation level is thirsty or lower.&lt;br /&gt;
&lt;br /&gt;
==Hunger-Dependent Stats==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || '''Alive''' || '''Full''' || '''Satiated''' || '''Thirsty''' || '''Near Bloodless''' || '''Bloodless'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Metabolism''' || Very fast || Fast || Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Regeneration''' || Very fast || Fast || Normal || Slow || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth Boost''' || None (18) || None (18) || None (18) || Minor (19) || Major (20) || Large (21)&lt;br /&gt;
|-&lt;br /&gt;
| '''Spell Hunger''' || Full || Full || Full || Halved || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Resistance''' || No || No || No || Yes || Yes || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''Cold Resistance''' || None || None || None || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Negative Energy Resistance''' || None || None || 1 || 2 || 3 || 3 + Torment&lt;br /&gt;
|-&lt;br /&gt;
| '''Rot Resistance''' || No || No || No || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| '''Mutation Chance''' || Always || Often || Sometimes || Never || Never || Never&lt;br /&gt;
|-&lt;br /&gt;
| '''Non-Physical Mutation Effects''' || Full || Capped || Capped || None || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Potion Effects''' || Full || Full || Full || Halved || Halved || Halved &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Satiated or below, vampires:&lt;br /&gt;
*Cannot go [[berserk]].&lt;br /&gt;
*Cannot transform, limiting the usefulness of their +1 [[Transmutations]] aptitude.&lt;br /&gt;
&lt;br /&gt;
When Thirsty or below, vampires:&lt;br /&gt;
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.&lt;br /&gt;
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.&lt;br /&gt;
*Can use the [[Bat Form]] ability.&lt;br /&gt;
&lt;br /&gt;
When completely Bloodless, vampires:&lt;br /&gt;
*Cannot regenerate HP, naturally or through magical means (ring or spell), though other methods of healing are available.&lt;br /&gt;
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Skald]], [[Arcane Marksman]], [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Summoner]], [[Necromancer]], [[Ice Elementalist]]&lt;br /&gt;
&lt;br /&gt;
Due to their undead nature, vampires are prohibited from becoming [[Healer]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*No additional [[stat]] gain.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
*[[File:Bat Form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks.  While in [[Bat Form]] Dexterity is increased and Strength is reduced. Entering bat form costs 2 MP.&lt;br /&gt;
{{flavour|Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low. The flight is magically augmented, so you will stay in the air even if the weight of your possessions or some disability would normally drag you down.}}&lt;br /&gt;
*[[File:Bottle Blood.png]] At level 6, vampires can create potions of blood from viable corpses, allowing you to save snacks for later.&lt;br /&gt;
{{flavour|At experience level 6 and higher, Vampires can bottle the blood from non-rotten and blood-containing corpses they are standing on.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Vampires start with a potion of blood instead of a ration.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
The Vampire's fiddly [[food clock]] makes them somewhat less straightforward than most species. Beyond that, so long as you play to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it comes online at level 3. Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency, coupled with their exceptional Stealth aptitude and stealth bonus when Near Bloodless or Bloodless, means that Vampires are particularly well suited to the [[Enchanter]] background. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Exactly how to use your variable hunger states will depend on a number of things. At Thirsty and Near Bloodless you suffer slow regeneration (bad) and halved potion strength (worse) in exchange for Bat Form (good), stealth (depends), and some resistances (helpful but mostly unnecessary). Usually keeping around Thirsty for bat form is a good place to be, and gives option to quaff a bottle of blood to push you into satiated for full strength potions. Near Bloodless or Bloodless have stronger drawbacks, but may be worth the trade off once your character is established, depending on your build and where you are in the game. (The Torment immunity vampries get at Bloodless is just next to worthless in a standard 3 to 5 rune game, for instance.) &lt;br /&gt;
&lt;br /&gt;
Beyond that, the lack of a food clock means that you can exploit channeling, via items or [[Sif Muna]], to refill MP. However be careful with managing your blood bottles while doing this, unless your character is at a point in the game at which it wants to stay mostly at Bloodless, and you have built your late game strategy around this fact. &lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less. Experiment with it in safety to find out how much it reduces your carrying capacity. An [[Overloaded]] bat is not going to escape anything.  Raise strength or limit the weight of what you carry as needed.&lt;br /&gt;
&lt;br /&gt;
In corpseless branches you will have to work around lack of permafood for satiation. Note that all corpseless and mostly corpseless branches are completely optional; all the following advice deals with areas of the game that one shouldn't enter in a 3 to 5 rune game.  &lt;br /&gt;
&lt;br /&gt;
You can cope with no HP regeneration while Bloodless, or else get around lack of corpses, in a number of ways. &lt;br /&gt;
&lt;br /&gt;
*Reusable options available regardless of god choice include Stabbing corpse-providing enemies, casting the Vampiric Draining spell, or wielding a vampiricism branded weapon. While these can help you stay at Bloodless throughout much of the game, they will be of almost no use in corpseless areas of the game, which are dominated by unholy creatures that provide no health via the above listed means. &lt;br /&gt;
*A [[wand of healing]] is nice for emergency healing, and [[potion]]s can still be used, albeit only at half their usual power. &lt;br /&gt;
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand and can help one fine-tune your satiation level regardless of the branch.  &lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. Since you likely won't be consuming as many corpses as other characters, you can send him plenty of blood sacrifices (though if you do need to take a drink every now and then, save the larger corpses for yourself and send him the smaller ones).  One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
Fun Fact: Unlike most other attack options, many combat-oriented [[Invocations]] are not disabled while in Bat Form. This has sometimes been the basis of various self-imposed challenges that center around staying in Bat Form as much as possible by, for instance, worshiping Makhleb and using his destruction and summoning abilities to dispatch enemies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
As of [[0.13]] Vampires are able to cast [[Cure Poison]] whenever they have blood.&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=25936</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=25936"/>
				<updated>2014-03-29T17:43:18Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats and, later, how to draw potions of blood from fresh corpses.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Acute Vision]]: Vampires can [[see invisible]].&lt;br /&gt;
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, Vampires can restore a small amount of HP every time they successfully bite a living foe. &lt;br /&gt;
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, and by (q)uaffing [[potions of blood]] or [[potions of coagulated blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that Vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (''see chart below'').&lt;br /&gt;
*Vampires can use [[vampiricism|vampiric weapons]] more effectively; the brand always triggers and they gain twice the normal amount of HP per attack against enemies upon whom the vampiric normally works. &lt;br /&gt;
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]].&lt;br /&gt;
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. They also take extra damage from [[Sunray]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. &lt;br /&gt;
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].  Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Cure Poison]].&lt;br /&gt;
*Vampires cannot [[berserk]] when their satiation level is thirsty or lower.&lt;br /&gt;
&lt;br /&gt;
==Hunger-Dependent Stats==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || '''Alive''' || '''Full''' || '''Satiated''' || '''Thirsty''' || '''Near Bloodless''' || '''Bloodless'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Metabolism''' || Very fast || Fast || Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Regeneration''' || Very fast || Fast || Normal || Slow || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth Boost''' || None (18) || None (18) || None (18) || Minor (19) || Major (20) || Large (21)&lt;br /&gt;
|-&lt;br /&gt;
| '''Spell Hunger''' || Full || Full || Full || Halved || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Resistance''' || No || No || No || Yes || Yes || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''Cold Resistance''' || None || None || None || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Negative Energy Resistance''' || None || None || 1 || 2 || 3 || 3 + Torment&lt;br /&gt;
|-&lt;br /&gt;
| '''Rot Resistance''' || No || No || No || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| '''Mutation Chance''' || Always || Often || Sometimes || Never || Never || Never&lt;br /&gt;
|-&lt;br /&gt;
| '''Non-Physical Mutation Effects''' || Full || Capped || Capped || None || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Potion Effects''' || Full || Full || Full || Halved || Halved || Halved &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Satiated or below, vampires:&lt;br /&gt;
*Cannot go [[berserk]].&lt;br /&gt;
*Cannot transform, limiting the usefulness of their +1 [[Transmutations]] aptitude.&lt;br /&gt;
&lt;br /&gt;
When Thirsty or below, vampires:&lt;br /&gt;
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.&lt;br /&gt;
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.&lt;br /&gt;
*Can use the [[Bat Form]] ability.&lt;br /&gt;
&lt;br /&gt;
When completely Bloodless, vampires:&lt;br /&gt;
*Cannot regenerate HP, naturally or through magical means (ring or spell), though other methods of healing are available.&lt;br /&gt;
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Skald]], [[Arcane Marksman]], [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Summoner]], [[Necromancer]], [[Ice Elementalist]]&lt;br /&gt;
&lt;br /&gt;
Due to their undead nature, vampires are prohibited from becoming [[Healer]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*No additional [[stat]] gain.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
*[[File:Bat Form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks.  While in [[Bat Form]] Dexterity is increased and Strength is reduced. Entering bat form costs 2 MP.&lt;br /&gt;
{{flavour|Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low. The flight is magically augmented, so you will stay in the air even if the weight of your possessions or some disability would normally drag you down.}}&lt;br /&gt;
*[[File:Bottle Blood.png]] At level 6, vampires can create potions of blood from viable corpses, allowing you to save snacks for later.&lt;br /&gt;
{{flavour|At experience level 6 and higher, Vampires can bottle the blood from non-rotten and blood-containing corpses they are standing on.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Vampires start with a potion of blood instead of a ration.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
The Vampire's fiddly [[food clock]] makes them somewhat less straightforward than most species. Beyond that, so long as you play to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it comes online at level 3. Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency, coupled with their exceptional Stealth aptitude and stealth bonus when Near Bloodless or Bloodless, means that Vampires are particularly well suited to the [[Enchanter]] background. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Exactly how to use your variable hunger states will depend on a number of things. At Thirsty and Near Bloodless you suffer slow regeneration (bad) and halved potion strength (worse) in exchange for Bat Form (good), stealth (depends), and some resistances (helpful but mostly unnecessary). Usually keeping around Thirsty for bat form is a good place to be, and gives option to quaff a bottle of blood to push you into satiated for full strength potions. Near Bloodless or Bloodless have stronger drawbacks, but may be worth the trade off once your character is established, depending on your build and where you are in the game. (The Torment immunity vampries get at Bloodless is just next to worthless in a standard 3 to 5 rune game, for instance.) &lt;br /&gt;
&lt;br /&gt;
Beyond that, the lack of a food clock means that you can exploit channeling, via items or [[Sif Muna]], to refill MP. However be careful with managing your blood bottles while doing this, unless your character is at a point in the game at which it wants to stay mostly at Bloodless, and you have built your late game strategy around this fact. &lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less. Experiment with it in safety to find out how much it reduces your carrying capacity. An [[Overloaded]] bat is not going to escape anything.  Raise strength or limit the weight of what you carry as needed.&lt;br /&gt;
&lt;br /&gt;
In corpseless branches you will have to work around lack of permafood for satiation. Note that all corpseless and mostly corpseless branches are completely optional; all the following advice deals with areas of the game that one shouldn't enter in a 3 to 5 rune game.  &lt;br /&gt;
&lt;br /&gt;
You can cope with no HP regeneration while Bloodless, or else get around lack of corpses, in a number of ways. &lt;br /&gt;
&lt;br /&gt;
*Reusable options available regardless of god choice include Stabbing corpse-providing enemies, casting the Vampiric Draining spell, or wielding a vampiricism branded weapon. While these can help you stay at Bloodless throughout much of the game, they will be of almost no use in corpseless areas of the game, which are dominated by unholy creatures that provide no health via the above listed means. &lt;br /&gt;
*A [[wand of healing]] is nice for emergency healing, and [[potion]]s can still be used, albeit only at half their usual power. &lt;br /&gt;
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand and can help one fine-tune your satiation level regardless of the branch.  &lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. Since you likely won't be consuming as many corpses as other characters, you can send him plenty of blood sacrifices (though if you do need to take a drink every now and then, save the larger corpses for yourself and send him the smaller ones).  One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
Fun Fact: Unlike most other attack options, many combat-oriented [[Invocations]] are not disabled while in Bat Form. This has sometimes been the basis of various self-imposed challenges that center around staying in Bat Form as much as possible.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
As of [[0.13]] Vampires are able to cast [[Cure Poison]] whenever they have blood.&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=25935</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=25935"/>
				<updated>2014-03-29T17:42:12Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats and, later, how to draw potions of blood from fresh corpses.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Acute Vision]]: Vampires can [[see invisible]].&lt;br /&gt;
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, Vampires can restore a small amount of HP every time they successfully bite a living foe. &lt;br /&gt;
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, and by (q)uaffing [[potions of blood]] or [[potions of coagulated blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that Vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (''see chart below'').&lt;br /&gt;
*Vampires can use [[vampiricism|vampiric weapons]] more effectively; the brand always triggers and they gain twice the normal amount of HP per attack against enemies upon whom the vampiric normally works. &lt;br /&gt;
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]].&lt;br /&gt;
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. They also take extra damage from [[Sunray]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. &lt;br /&gt;
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].  Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Cure Poison]].&lt;br /&gt;
*Vampires cannot [[berserk]] when their satiation level is thirsty or lower.&lt;br /&gt;
&lt;br /&gt;
==Hunger-Dependent Stats==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || '''Alive''' || '''Full''' || '''Satiated''' || '''Thirsty''' || '''Near Bloodless''' || '''Bloodless'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Metabolism''' || Very fast || Fast || Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Regeneration''' || Very fast || Fast || Normal || Slow || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth Boost''' || None (18) || None (18) || None (18) || Minor (19) || Major (20) || Large (21)&lt;br /&gt;
|-&lt;br /&gt;
| '''Spell Hunger''' || Full || Full || Full || Halved || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Resistance''' || No || No || No || Yes || Yes || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''Cold Resistance''' || None || None || None || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Negative Energy Resistance''' || None || None || 1 || 2 || 3 || 3 + Torment&lt;br /&gt;
|-&lt;br /&gt;
| '''Rot Resistance''' || No || No || No || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| '''Mutation Chance''' || Always || Often || Sometimes || Never || Never || Never&lt;br /&gt;
|-&lt;br /&gt;
| '''Non-Physical Mutation Effects''' || Full || Capped || Capped || None || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Potion Effects''' || Full || Full || Full || Halved || Halved || Halved &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Satiated or below, vampires:&lt;br /&gt;
*Cannot go [[berserk]].&lt;br /&gt;
*Cannot transform, limiting the usefulness of their +1 [[Transmutations]] aptitude.&lt;br /&gt;
&lt;br /&gt;
When Thirsty or below, vampires:&lt;br /&gt;
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.&lt;br /&gt;
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.&lt;br /&gt;
*Can use the [[Bat Form]] ability.&lt;br /&gt;
&lt;br /&gt;
When completely Bloodless, vampires:&lt;br /&gt;
*Cannot regenerate HP, naturally or through magical means (ring or spell), though other methods of healing are available.&lt;br /&gt;
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Skald]], [[Arcane Marksman]], [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Summoner]], [[Necromancer]], [[Ice Elementalist]]&lt;br /&gt;
&lt;br /&gt;
Due to their undead nature, vampires are prohibited from becoming [[Healer]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*No additional [[stat]] gain.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
*[[File:Bat Form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks.  While in [[Bat Form]] Dexterity is increased and Strength is reduced. Entering bat form costs 2 MP.&lt;br /&gt;
{{flavour|Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low. The flight is magically augmented, so you will stay in the air even if the weight of your possessions or some disability would normally drag you down.}}&lt;br /&gt;
*[[File:Bottle Blood.png]] At level 6, vampires can create potions of blood from viable corpses, allowing you to save snacks for later.&lt;br /&gt;
{{flavour|At experience level 6 and higher, Vampires can bottle the blood from non-rotten and blood-containing corpses they are standing on.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Vampires start with a potion of blood instead of a ration.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
The Vampire's fiddly [[food clock]] makes them somewhat less straightforward than most species. Beyond that, so long as you play to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it comes online at level 3. Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency, coupled with their exceptional Stealth aptitude and stealth bonus when Near Bloodless or Bloodless, means that Vampires are particularly well suited to the [[Enchanter]] background. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Exactly how to use your variable hunger states will depend on a number of things. At Thirsty and Near Bloodless you suffer slow regeneration (bad) and halved potion strength (worse) in exchange for Bat Form (good), stealth (depends), and some resistances (helpful but mostly unnecessary). Usually keeping around Thirsty for bat form is a good place to be, and gives option to quaff a bottle of blood to push you into satiated for full strength potions. Near Bloodless or Bloodless have stronger drawbacks, but may be worth the trade off once your character is established, depending on your build and where you are in the game. (The Torment immunity vampries get at Bloodless is just next to worthless in a standard 3 to 5 rune game, for instance.) &lt;br /&gt;
&lt;br /&gt;
Beyond that, the lack of a food clock means that you can exploit channeling, via items or [[Sif Muna]], to refill MP. However be careful with managing your blood bottles while doing this, unless your character is at a point in the game at which it wants to stay mostly at Bloodless, and you have built your late game strategy around this fact. &lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less. Experiment with it in safety to find out how much it reduces your carrying capacity. An [[Overloaded]] bat is not going to escape anything.  Raise strength or limit the weight of what you carry as needed.&lt;br /&gt;
&lt;br /&gt;
In corpseless branches you will have to work around lack of permafood for satiation. Note that all corpseless and mostly corpseless branches are completely optional; all the following advice deals with areas of the game that one shouldn't enter in a 3 to 5 rune game.  &lt;br /&gt;
&lt;br /&gt;
You can cope with no HP regeneration while Bloodless, or else get around lack of corpses, in a number of ways. &lt;br /&gt;
&lt;br /&gt;
*Reusable options available regardless of god choice include Stabbing corpse-providing enemies, casting the Vampiric Draining spell, or wielding a vampiricism branded weapon. While these can help you stay at Bloodless throughout much of the game, they will be of almost no use in corpseless areas of the game, which are dominated by unholy creatures that provide no health via the above listed means. &lt;br /&gt;
*A [[wand of healing]] is nice for emergency healing, and [[potion]]s can still be used, albeit only at half their usual power. &lt;br /&gt;
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand and can help one fine-tune your satiation level regardless of the branch.  &lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. Since you likely won't be consuming as many corpses as other characters, you can send him plenty of blood sacrifices (though if you do need to take a drink every now and then, save the larger corpses for yourself and send him the smaller ones).  One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
Fun Fact: Unlike most forms of magic, many combat-oriented [[Invocations]] are not disabled while in Bat Form. This has sometimes been the basis of various self-imposed challenges that center around staying in Bat Form as much as possible.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
As of [[0.13]] Vampires are able to cast [[Cure Poison]] whenever they have blood.&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Zin&amp;diff=25934</id>
		<title>Zin</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Zin&amp;diff=25934"/>
				<updated>2014-03-29T17:21:56Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Given Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
[[File:Zin altar.png]] ''&amp;quot;Spread the light, my child.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Zin the Lawgiver''' is a God for those focused on inner strength. Followers must remain pure of body and soul, refraining from unholy, evil, unclean or chaotic magic; the use of mutations and the consumption of intelligent beings' flesh. They may preach to or imprison the unenlightened, and can ultimately gain a divine refuge. Zin values selflessness, demanding a tithe of 1/10 of all gold gained, preferably followed by donations of more. Zin's followers can safely convert to Elyvilon and the Shining One.&lt;br /&gt;
&lt;br /&gt;
Along with [[Elyvilon]] and [[the Shining One]], '''Zin is''' considered a [[good god]]. No backgrounds start the game following this religion.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
Zin does not accept [[demonspawn]] or undead species ([[ghoul]]s, [[vampire]]s, or [[mummies]]) as followers. [[Demigod]]s may not worship Zin or any other deity.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Zin takes a 10% tithe every time you pick up gold, unless you're already at max piety. This tithe counts remainders (e.g., if you pick up two piles of 15 gold one after the other, Zin will take 1 gold piece from the first and 2 from the second). However, Zin knows if you try to save gold piles before converting to him (&amp;quot;Zin is a bit unhappy you did not bring this gold earlier.&amp;quot;), and the tithe has a reduced effect in the [[Orcish Mines]] and on gold [[scroll of acquirement|acquired]]. Paying a tithe has a chance to increase piety based on its size.&lt;br /&gt;
*Similarly, [[praying]] at Zin's [[altar]] will donate half your gold, granting a chunk of piety which will be distributed as you gain [[experience]]. You'll also receive an indication of what Zin's opinion towards you will be once the piety is fully distributed.&lt;br /&gt;
*Upon conversion, Zin takes some gold, but this provides more piety than a regular donation.&lt;br /&gt;
*Killing the spawn of chaos has a chance to grant piety. See the list of [[chaotic]] monsters and abilities for more details.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
Zin dislikes it (i.e. [[piety]] loss) when:&lt;br /&gt;
*You drink blood from a [[potion of blood]] or a [[potion of coagulated blood]].&lt;br /&gt;
*You attack neutral monsters.&lt;br /&gt;
*You allow sentient allies to die.&lt;br /&gt;
*You deliberately mutate yourself. This includes deliberately making yourself [[glow]] and drinking [[potions of beneficial mutation]]. &lt;br /&gt;
*You or your allies attack monsters in a sanctuary.&lt;br /&gt;
&lt;br /&gt;
Zin strongly dislikes it (i.e. [[penance]]) when:&lt;br /&gt;
*You perform [[cannibalism]].&lt;br /&gt;
*You desecrate holy remains.&lt;br /&gt;
*You use [[Necromancy]]. Casting [[Necromutation]] instead causes excommunication.&lt;br /&gt;
*You use [[unholy]] magic or items.&lt;br /&gt;
*You attack non-hostile holy beings.&lt;br /&gt;
*You or your allies kill non-hostile holy beings.&lt;br /&gt;
*You attack allies.&lt;br /&gt;
*You [[polymorph]] monsters.&lt;br /&gt;
*You use unclean or [[chaotic]] magic or items.&lt;br /&gt;
*You eat the flesh of sentient beings.&lt;br /&gt;
&lt;br /&gt;
Zin will forgive accidental transgressions, i.e. performing a forbidden action via an unidentified item.&lt;br /&gt;
&lt;br /&gt;
On average, your piety will decay naturally by 1 every 340 turns.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Anchorite&amp;quot;&lt;br /&gt;
*Zin may protect you from a fatal instance of damage. The chance increases with Piety. Passive. No piety cost.&lt;br /&gt;
*Zin may protect you from the effects of [[Hell]]'s mystical force. The chance also increases with Piety. Passive. No piety cost. &lt;br /&gt;
*Zin may protect you from mutation at a (Piety/2)% chance. Passive. No piety cost. &lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Apologist&amp;quot;&lt;br /&gt;
*'''Recite''' - Preaches a verse from one of the four books of the Axioms of Law:&lt;br /&gt;
**''Abominations'', which harshly deals with chaotic monsters: Chance to cause [[bleeding]], to [[smite]], to [[Corona|illuminate]], to sear their flesh, or to turn them into [[pillar of salt|pillars of salt]].&lt;br /&gt;
**''Ablutions'', which punishes unclean monsters and walking corpses: Chance to cause bleeding, to smite, to cause [[rot]], to illuminate, to cast [[holy word]], or to turn them into pillars of salt.&lt;br /&gt;
**''Apostates'', which applies to unbelievers and heretics (i.e. monsters who worship a god other than Zin, such as orcs of Beogh): Chance to put to [[sleep]], to daze, to [[confuse]], to [[Cause Fear|fear]], and to [[paralyze]] unbelievers, while heretics may suffer bleeding, smiting, blindness, muteness, illumination, [[paralysis]], madness, and dumbness.&lt;br /&gt;
**''Anathema'', which combats demons and undead: chance to daze, to confuse, to fear, to illuminate, to cast [[holy word]], or to turn them into pillars of salt.&lt;br /&gt;
If multiple books could apply, you are allowed to choose which to read from (e.g. whether to use Ablutions or Anathema on a skeleton). Recite takes three turns, during which you can move, fight, and evoke; anything that interrupts your speaking (potions, scrolls, spells, shouting, using other Zin abilities, or using a breath weapon) will cancel the Recite status. The effect of Recite is more powerful with higher [[piety]] and [[Invocations]]; stronger effects only occur at high power, but there's always a chance of weaker effects (or even no effect at all). Costs Breath.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Pious&amp;quot;&lt;br /&gt;
*'''Vitalisation''' - Temporarily gives you the Vit status, which, while active, protects you from sickness, poisoning, confusion, petrification, rot, and stat drain, and boosts all your stats by [[Invocations]]/3. Also protects against the status effects caused by [[curare]] and the stings of [[red wasp]]s and [[yellow wasp]]s, while active. Gives a small amount of nutrition, but won't go past Full. Costs 1-2 Piety.&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Devout&amp;quot;&lt;br /&gt;
*'''Imprison''' - Temporarily creates a silver-walled prison around an enemy, pushing away monsters adjacent to the target (if applicable). Duration depends on [[Invocations]] skill. Strong monsters may break themselves out before the effect ends on its own (chance of doing so depends on monster's HD). Costs 5 MP, 125-250 Food, and 4-6 Piety.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Orthodox&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Immaculate&amp;quot;&lt;br /&gt;
*'''Sanctuary''' - Creates a stationary Sanctuary with a radius and duration dependent on your [[Invocations]] skill, centered on yourself. Its radius will decrease as its duration runs out. So long as you remain within the radius of Sanctuary, no enemies can attack you (this protection extends to your allies, as well). If you or one of your allies attacks, Sanctuary is instantly dispelled and Zin considers it an evil act. Costs 7 MP, 150-300 Food, and 15-23 Piety.&lt;br /&gt;
In addition to preventing enemy attacks, you enjoy the following effects from Sanctuary:  &lt;br /&gt;
**[[Trap]]s are revealed.&lt;br /&gt;
**[[Cloud]]s dissipate.&lt;br /&gt;
**Your allies are recalled and protected against [[Abjuration]].&lt;br /&gt;
**Monsters may be scared away.&lt;br /&gt;
**Undead and demons are subject to [[Holy Word]], which slows, damages, and scares them.&lt;br /&gt;
**Magical contamination discharges are greatly reduced.&lt;br /&gt;
**[[Hell]]'s mystical force will not strike you; any previous effects will linger, however.&lt;br /&gt;
**Blood is cleaned from tiles.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Bringer of Law&amp;quot;&lt;br /&gt;
*'''Cure All Mutations''' - Immediately removes all mutations from your character, both good and bad. Can only be used once per game. No piety cost.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Zin will only dispense punishments to those who enter the service of an [[evil gods|evil]] or [[chaotic]] god.&lt;br /&gt;
&lt;br /&gt;
*20% chance: If possible, remove 1-7 random good mutations. Otherwise, reroll from the remaining options.&lt;br /&gt;
*30% chance: Summons either (1d3 + XL/10) hostile angels (more likely if you are high level) or a swarm of &amp;quot;creeping doom&amp;quot; (i.e. random [[list of insects|insects]], [[list of arachnids|arachnids]], and [[list of worms|worms]]).&lt;br /&gt;
*20% chance: Recites the Axioms of Law at you, inflicting confusion, sleep or paralysis (equal chance of each).&lt;br /&gt;
*20% chance: Halves your current nutrition level.&lt;br /&gt;
*10% chance: Makes an extremely loud noise at your current position.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Zin works through somewhat more subtle means than most other gods. Rather than directly killing, Zin empowers you to disable monsters with Imprison and various status effects (via recite) while protecting you from various kinds of harm.&lt;br /&gt;
&lt;br /&gt;
In terms of overall god strategy, remember that you can switch amongst Zin, [[Elyvilon]], and [[the Shining One]] without incurring wrath, and you even get some starting piety with your new god choice. All three of these gods use [[Invocations]] skill. Also, so long as you do not worship an evil or chaotic god at any point later on in the game, you will not incur wrath if you leave any of these three gods. &lt;br /&gt;
&lt;br /&gt;
In spite of the fact that Zin abhors chaos, Recite produces a variety of random effects. Recite's list of effects grows along with your [[Invocations]] skill and your [[piety]], but weak effects are always possible. Monsters resist it based on their [[hit dice]], not their [[magic resistance]]. Do note that reading scrolls, using other Zin abilities, casting spells, drinking potions, using a breath weapon, and shouting or commanding allies via the (t)ell command will interrupt recite. &lt;br /&gt;
&lt;br /&gt;
Vitalisation boosts all your stats for a low piety cost, and while active makes you immune to sickness, poisoning, confusion, petrification, rot, and stat drain, but it won't ''cure'' these ailments if you already have them, so activate it preemptively upon encountering an enemy that can inflict such effects on you. (Something of a niche case, but Vitalisation does prevent the status effects that [[curare]], [[yellow wasp]]s and [[red wasp]]s cause via their poison.) Also note that Vitalisation prevents the poisoning status but does not actually provide rPois, and thus does not lower the damage from the impact of spells like [[Poison Arrow]] or [[Venom Bolt]]. &lt;br /&gt;
&lt;br /&gt;
Sanctuary is one of the most powerful emergency abilities in the game. Use it when you're surrounded and the situation is quickly going pear-shaped, though make sure you have an escape route too, lest Sanctuary only delay rather than prevent your death. Note that you can't recast Sanctuary while you already have one still active, and that it costs a hefty 15 piety to invoke.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] Vitalisation will grant poison resistance, and Zin won't mind when you allow your sentient allies to die.&lt;br /&gt;
&lt;br /&gt;
Before [[0.13]], Recite had a 3-turn delay instead of a 3-turn duration, essentially paralyzing the player while he hoped Zin did something. Also, the [[priest]] background was removed.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], Vitalisation did not protect from the paralysing attacks of [[yellow wasp]]s and [[red wasp]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]][[Category:Good Gods]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Zin&amp;diff=25933</id>
		<title>Zin</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Zin&amp;diff=25933"/>
				<updated>2014-03-29T17:21:23Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
[[File:Zin altar.png]] ''&amp;quot;Spread the light, my child.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Zin the Lawgiver''' is a God for those focused on inner strength. Followers must remain pure of body and soul, refraining from unholy, evil, unclean or chaotic magic; the use of mutations and the consumption of intelligent beings' flesh. They may preach to or imprison the unenlightened, and can ultimately gain a divine refuge. Zin values selflessness, demanding a tithe of 1/10 of all gold gained, preferably followed by donations of more. Zin's followers can safely convert to Elyvilon and the Shining One.&lt;br /&gt;
&lt;br /&gt;
Along with [[Elyvilon]] and [[the Shining One]], '''Zin is''' considered a [[good god]]. No backgrounds start the game following this religion.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
Zin does not accept [[demonspawn]] or undead species ([[ghoul]]s, [[vampire]]s, or [[mummies]]) as followers. [[Demigod]]s may not worship Zin or any other deity.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Zin takes a 10% tithe every time you pick up gold, unless you're already at max piety. This tithe counts remainders (e.g., if you pick up two piles of 15 gold one after the other, Zin will take 1 gold piece from the first and 2 from the second). However, Zin knows if you try to save gold piles before converting to him (&amp;quot;Zin is a bit unhappy you did not bring this gold earlier.&amp;quot;), and the tithe has a reduced effect in the [[Orcish Mines]] and on gold [[scroll of acquirement|acquired]]. Paying a tithe has a chance to increase piety based on its size.&lt;br /&gt;
*Similarly, [[praying]] at Zin's [[altar]] will donate half your gold, granting a chunk of piety which will be distributed as you gain [[experience]]. You'll also receive an indication of what Zin's opinion towards you will be once the piety is fully distributed.&lt;br /&gt;
*Upon conversion, Zin takes some gold, but this provides more piety than a regular donation.&lt;br /&gt;
*Killing the spawn of chaos has a chance to grant piety. See the list of [[chaotic]] monsters and abilities for more details.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
Zin dislikes it (i.e. [[piety]] loss) when:&lt;br /&gt;
*You drink blood from a [[potion of blood]] or a [[potion of coagulated blood]].&lt;br /&gt;
*You attack neutral monsters.&lt;br /&gt;
*You allow sentient allies to die.&lt;br /&gt;
*You deliberately mutate yourself. This includes deliberately making yourself [[glow]] and drinking [[potions of beneficial mutation]]. &lt;br /&gt;
*You or your allies attack monsters in a sanctuary.&lt;br /&gt;
&lt;br /&gt;
Zin strongly dislikes it (i.e. [[penance]]) when:&lt;br /&gt;
*You perform [[cannibalism]].&lt;br /&gt;
*You desecrate holy remains.&lt;br /&gt;
*You use [[Necromancy]]. Casting [[Necromutation]] instead causes excommunication.&lt;br /&gt;
*You use [[unholy]] magic or items.&lt;br /&gt;
*You attack non-hostile holy beings.&lt;br /&gt;
*You or your allies kill non-hostile holy beings.&lt;br /&gt;
*You attack allies.&lt;br /&gt;
*You [[polymorph]] monsters.&lt;br /&gt;
*You use unclean or [[chaotic]] magic or items.&lt;br /&gt;
*You eat the flesh of sentient beings.&lt;br /&gt;
&lt;br /&gt;
Zin will forgive accidental transgressions, i.e. performing a forbidden action via an unidentified item.&lt;br /&gt;
&lt;br /&gt;
On average, your piety will decay naturally by 1 every 340 turns.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Anchorite&amp;quot;&lt;br /&gt;
*Zin may protect you from a fatal instance of damage. The chance increases with Piety. Passive. No piety cost.&lt;br /&gt;
*Zin may protect you from the effects of [[Hell]]'s mystical force. The chance also increases with Piety. Passive. No piety cost. &lt;br /&gt;
*Zin may protect you from mutation at a (Piety/2)% chance. Passive. No piety cost. &lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Apologist&amp;quot;&lt;br /&gt;
*'''Recite''' - Preaches a verse from one of the four books of the Axioms of Law:&lt;br /&gt;
**''Abominations'', which harshly deals with chaotic monsters: Chance to cause [[bleeding]], to [[smite]], to [[Corona|illuminate]], to sear their flesh, or to turn them into [[pillar of salt|pillars of salt]].&lt;br /&gt;
**''Ablutions'', which punishes unclean monsters and walking corpses: Chance to cause bleeding, to smite, to cause [[rot]], to illuminate, to cast [[holy word]], or to turn them into pillars of salt.&lt;br /&gt;
**''Apostates'', which applies to unbelievers and heretics (i.e. monsters who worship a god other than Zin, such as orcs of Beogh): Chance to put to [[sleep]], to daze, to [[confuse]], to [[Cause Fear|fear]], and to [[paralyze]] unbelievers, while heretics may suffer bleeding, smiting, blindness, muteness, illumination, [[paralysis]], madness, and dumbness.&lt;br /&gt;
**''Anathema'', which combats demons and undead: chance to daze, to confuse, to fear, to illuminate, to cast [[holy word]], or to turn them into pillars of salt.&lt;br /&gt;
If multiple books could apply, you are allowed to choose which to read from (e.g. whether to use Ablutions or Anathema on a skeleton). Recite takes three turns, during which you can move, fight, and evoke; anything that interrupts your speaking (potions, scrolls, spells, shouting, or using a breath weapon) will cancel the Recite status. The effect of Recite is more powerful with higher [[piety]] and [[Invocations]]; stronger effects only occur at high power, but there's always a chance of weaker effects (or even no effect at all). Costs Breath.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Pious&amp;quot;&lt;br /&gt;
*'''Vitalisation''' - Temporarily gives you the Vit status, which, while active, protects you from sickness, poisoning, confusion, petrification, rot, and stat drain, and boosts all your stats by [[Invocations]]/3. Also protects against the status effects caused by [[curare]] and the stings of [[red wasp]]s and [[yellow wasp]]s, while active. Gives a small amount of nutrition, but won't go past Full. Costs 1-2 Piety.&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Devout&amp;quot;&lt;br /&gt;
*'''Imprison''' - Temporarily creates a silver-walled prison around an enemy, pushing away monsters adjacent to the target (if applicable). Duration depends on [[Invocations]] skill. Strong monsters may break themselves out before the effect ends on its own (chance of doing so depends on monster's HD). Costs 5 MP, 125-250 Food, and 4-6 Piety.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Orthodox&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Immaculate&amp;quot;&lt;br /&gt;
*'''Sanctuary''' - Creates a stationary Sanctuary with a radius and duration dependent on your [[Invocations]] skill, centered on yourself. Its radius will decrease as its duration runs out. So long as you remain within the radius of Sanctuary, no enemies can attack you (this protection extends to your allies, as well). If you or one of your allies attacks, Sanctuary is instantly dispelled and Zin considers it an evil act. Costs 7 MP, 150-300 Food, and 15-23 Piety.&lt;br /&gt;
In addition to preventing enemy attacks, you enjoy the following effects from Sanctuary:  &lt;br /&gt;
**[[Trap]]s are revealed.&lt;br /&gt;
**[[Cloud]]s dissipate.&lt;br /&gt;
**Your allies are recalled and protected against [[Abjuration]].&lt;br /&gt;
**Monsters may be scared away.&lt;br /&gt;
**Undead and demons are subject to [[Holy Word]], which slows, damages, and scares them.&lt;br /&gt;
**Magical contamination discharges are greatly reduced.&lt;br /&gt;
**[[Hell]]'s mystical force will not strike you; any previous effects will linger, however.&lt;br /&gt;
**Blood is cleaned from tiles.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Bringer of Law&amp;quot;&lt;br /&gt;
*'''Cure All Mutations''' - Immediately removes all mutations from your character, both good and bad. Can only be used once per game. No piety cost.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Zin will only dispense punishments to those who enter the service of an [[evil gods|evil]] or [[chaotic]] god.&lt;br /&gt;
&lt;br /&gt;
*20% chance: If possible, remove 1-7 random good mutations. Otherwise, reroll from the remaining options.&lt;br /&gt;
*30% chance: Summons either (1d3 + XL/10) hostile angels (more likely if you are high level) or a swarm of &amp;quot;creeping doom&amp;quot; (i.e. random [[list of insects|insects]], [[list of arachnids|arachnids]], and [[list of worms|worms]]).&lt;br /&gt;
*20% chance: Recites the Axioms of Law at you, inflicting confusion, sleep or paralysis (equal chance of each).&lt;br /&gt;
*20% chance: Halves your current nutrition level.&lt;br /&gt;
*10% chance: Makes an extremely loud noise at your current position.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Zin works through somewhat more subtle means than most other gods. Rather than directly killing, Zin empowers you to disable monsters with Imprison and various status effects (via recite) while protecting you from various kinds of harm.&lt;br /&gt;
&lt;br /&gt;
In terms of overall god strategy, remember that you can switch amongst Zin, [[Elyvilon]], and [[the Shining One]] without incurring wrath, and you even get some starting piety with your new god choice. All three of these gods use [[Invocations]] skill. Also, so long as you do not worship an evil or chaotic god at any point later on in the game, you will not incur wrath if you leave any of these three gods. &lt;br /&gt;
&lt;br /&gt;
In spite of the fact that Zin abhors chaos, Recite produces a variety of random effects. Recite's list of effects grows along with your [[Invocations]] skill and your [[piety]], but weak effects are always possible. Monsters resist it based on their [[hit dice]], not their [[magic resistance]]. Do note that reading scrolls, using other Zin abilities, casting spells, drinking potions, using a breath weapon, and shouting or commanding allies via the (t)ell command will interrupt recite. &lt;br /&gt;
&lt;br /&gt;
Vitalisation boosts all your stats for a low piety cost, and while active makes you immune to sickness, poisoning, confusion, petrification, rot, and stat drain, but it won't ''cure'' these ailments if you already have them, so activate it preemptively upon encountering an enemy that can inflict such effects on you. (Something of a niche case, but Vitalisation does prevent the status effects that [[curare]], [[yellow wasp]]s and [[red wasp]]s cause via their poison.) Also note that Vitalisation prevents the poisoning status but does not actually provide rPois, and thus does not lower the damage from the impact of spells like [[Poison Arrow]] or [[Venom Bolt]]. &lt;br /&gt;
&lt;br /&gt;
Sanctuary is one of the most powerful emergency abilities in the game. Use it when you're surrounded and the situation is quickly going pear-shaped, though make sure you have an escape route too, lest Sanctuary only delay rather than prevent your death. Note that you can't recast Sanctuary while you already have one still active, and that it costs a hefty 15 piety to invoke.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] Vitalisation will grant poison resistance, and Zin won't mind when you allow your sentient allies to die.&lt;br /&gt;
&lt;br /&gt;
Before [[0.13]], Recite had a 3-turn delay instead of a 3-turn duration, essentially paralyzing the player while he hoped Zin did something. Also, the [[priest]] background was removed.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], Vitalisation did not protect from the paralysing attacks of [[yellow wasp]]s and [[red wasp]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]][[Category:Good Gods]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=25927</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=25927"/>
				<updated>2014-03-29T05:49:51Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Innate Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats and, later, how to draw potions of blood from fresh corpses.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Acute Vision]]: Vampires can [[see invisible]].&lt;br /&gt;
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, Vampires can restore a small amount of HP every time they successfully bite a living foe. &lt;br /&gt;
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, and by (q)uaffing [[potions of blood]] or [[potions of coagulated blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that Vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (''see chart below'').&lt;br /&gt;
*Vampires can use [[vampiricism|vampiric weapons]] more effectively; the brand always triggers and they gain twice the normal amount of HP per attack against enemies upon whom the vampiric normally works. &lt;br /&gt;
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]].&lt;br /&gt;
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. They also take extra damage from [[Sunray]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. &lt;br /&gt;
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].  Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Cure Poison]].&lt;br /&gt;
*Vampires cannot [[berserk]] when their satiation level is thirsty or lower.&lt;br /&gt;
&lt;br /&gt;
==Hunger-Dependent Stats==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || '''Alive''' || '''Full''' || '''Satiated''' || '''Thirsty''' || '''Near Bloodless''' || '''Bloodless'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Metabolism''' || Very fast || Fast || Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Regeneration''' || Very fast || Fast || Normal || Slow || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth Boost''' || None (18) || None (18) || None (18) || Minor (19) || Major (20) || Large (21)&lt;br /&gt;
|-&lt;br /&gt;
| '''Spell Hunger''' || Full || Full || Full || Halved || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Resistance''' || No || No || No || Yes || Yes || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''Cold Resistance''' || None || None || None || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Negative Energy Resistance''' || None || None || 1 || 2 || 3 || 3 + Torment&lt;br /&gt;
|-&lt;br /&gt;
| '''Rot Resistance''' || No || No || No || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| '''Mutation Chance''' || Always || Often || Sometimes || Never || Never || Never&lt;br /&gt;
|-&lt;br /&gt;
| '''Non-Physical Mutation Effects''' || Full || Capped || Capped || None || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Potion Effects''' || Full || Full || Full || Halved || Halved || Halved &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Satiated or below, vampires:&lt;br /&gt;
*Cannot go [[berserk]].&lt;br /&gt;
*Cannot transform, limiting the usefulness of their +1 [[Transmutations]] aptitude.&lt;br /&gt;
&lt;br /&gt;
When Thirsty or below, vampires:&lt;br /&gt;
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.&lt;br /&gt;
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.&lt;br /&gt;
*Can use the [[Bat Form]] ability.&lt;br /&gt;
&lt;br /&gt;
When completely Bloodless, vampires:&lt;br /&gt;
*Cannot regenerate HP, naturally or through magical means (ring or spell), though other methods of healing are available.&lt;br /&gt;
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Skald]], [[Arcane Marksman]], [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Summoner]], [[Necromancer]], [[Ice Elementalist]]&lt;br /&gt;
&lt;br /&gt;
Due to their undead nature, vampires are prohibited from becoming [[Healer]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*No additional [[stat]] gain.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
*[[File:Bat Form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks.  While in [[Bat Form]] Dexterity is increased and Strength is reduced. Entering bat form costs 2 MP.&lt;br /&gt;
{{flavour|Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low. The flight is magically augmented, so you will stay in the air even if the weight of your possessions or some disability would normally drag you down.}}&lt;br /&gt;
*[[File:Bottle Blood.png]] At level 6, vampires can create potions of blood from viable corpses, allowing you to save snacks for later.&lt;br /&gt;
{{flavour|At experience level 6 and higher, Vampires can bottle the blood from non-rotten and blood-containing corpses they are standing on.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Vampires start with a potion of blood instead of a ration.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
The Vampire's fiddly [[food clock]] makes them somewhat less straightforward than most species. Beyond that, so long as you play to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it comes online at level 3. Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency, coupled with their exceptional Stealth aptitude and stealth bonus when Near Bloodless or Bloodless, means that Vampires are particularly well suited to the [[Enchanter]] background. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Exactly how to use your variable hunger states will depend on a number of things. At Thirsty and Near Bloodless you suffer slow regeneration (bad) and halved potion strength (worse) in exchange for Bat Form (good), stealth (depends), and some resistances (helpful but mostly unnecessary). Usually keeping around Thirsty for bat form is a good place to be, and gives option to quaff a bottle of blood to push you into satiated for full strength potions. Near Bloodless or Bloodless have stronger drawbacks, but may be worth the trade off once your character is established, depending on your build and where you are in the game. (The Torment immunity vampries get at Bloodless is just next to worthless in a standard 3 to 5 rune game, for instance.) &lt;br /&gt;
&lt;br /&gt;
Beyond that, the lack of a food clock means that you can exploit channeling, via items or [[Sif Muna]], to refill MP. However be careful with managing your blood bottles while doing this, unless your character is at a point and has been built such that it wants to stay mostly at Bloodless. &lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less.  Experiment with it in safety to find out how much it reduces your carrying capacity.  An [[Overloaded]] bat is not going to escape anything.  Raise strength or limit the weight of what you carry as needed.&lt;br /&gt;
&lt;br /&gt;
In corpseless branches you will have to work around lack of permafood for satiation. Note that all corpseless and mostly corpseless branches are completely optional; all the following advice deals with areas of the game that one shouldn't enter in a 3 to 5 rune game.  &lt;br /&gt;
&lt;br /&gt;
You can cope with no HP regeneration while Bloodless, or else get around lack of corpses, in a number of ways. &lt;br /&gt;
*Reusable options available regardless of god choice include Stabbing corpse-providing enemies, casting the Vampiric Draining spell, or wielding a vampiricism branded weapon. While these can help you stay at Bloodless throughout much of the game, they will be of almost no use in corpseless areas of the game, which are dominated by unholy creatures that provide no health via the above listed means. &lt;br /&gt;
*A [[wand of healing]] is nice for emergency healing, and [[potion]]s can still be used, albeit only at half their usual power. &lt;br /&gt;
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand and can help one fine-tune your satiation level regardless of the branch.  &lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. Since you likely won't be consuming as many corpses as other characters, you can send him plenty of blood sacrifices (though if you do need to take a drink every now and then, save the larger corpses for yourself and send him the smaller ones).  One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
Fun Fact: Unlike most forms of magic, combat [[Invocations]] are not disabled while in Bat Form. This has sometimes been the basis of various self-imposed challenges that center around staying in Bat Form as much as possible.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
As of [[0.13]] Vampires are able to cast [[Cure Poison]] whenever they have blood.&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=25926</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=25926"/>
				<updated>2014-03-29T05:16:03Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats and, later, how to draw potions of blood from fresh corpses.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Acute Vision]]: Vampires can [[see invisible]].&lt;br /&gt;
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, Vampires can restore a small amount of HP every time they successfully bite a living foe. &lt;br /&gt;
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, [[potions of blood]], and [[potions of coagulated blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that Vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (see chart below).&lt;br /&gt;
*Vampires can use [[vampiricism|vampiric weapons]] more effectively; the brand always triggers and they gain twice the normal amount of HP per attack against enemies upon whom the vampiric normally works. &lt;br /&gt;
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]].&lt;br /&gt;
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. They also take extra damage from [[Sunray]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. &lt;br /&gt;
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].  Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Cure Poison]].&lt;br /&gt;
*Vampires cannot [[berserk]] when their satiation level is thirsty or lower.&lt;br /&gt;
&lt;br /&gt;
==Hunger-Dependent Stats==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || '''Alive''' || '''Full''' || '''Satiated''' || '''Thirsty''' || '''Near Bloodless''' || '''Bloodless'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Metabolism''' || Very fast || Fast || Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Regeneration''' || Very fast || Fast || Normal || Slow || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth Boost''' || None (18) || None (18) || None (18) || Minor (19) || Major (20) || Large (21)&lt;br /&gt;
|-&lt;br /&gt;
| '''Spell Hunger''' || Full || Full || Full || Halved || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Resistance''' || No || No || No || Yes || Yes || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''Cold Resistance''' || None || None || None || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Negative Energy Resistance''' || None || None || 1 || 2 || 3 || 3 + Torment&lt;br /&gt;
|-&lt;br /&gt;
| '''Rot Resistance''' || No || No || No || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| '''Mutation Chance''' || Always || Often || Sometimes || Never || Never || Never&lt;br /&gt;
|-&lt;br /&gt;
| '''Non-Physical Mutation Effects''' || Full || Capped || Capped || None || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Potion Effects''' || Full || Full || Full || Halved || Halved || Halved &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Satiated or below, vampires:&lt;br /&gt;
*Cannot go [[berserk]].&lt;br /&gt;
*Cannot transform, limiting the usefulness of their +1 [[Transmutations]] aptitude.&lt;br /&gt;
&lt;br /&gt;
When Thirsty or below, vampires:&lt;br /&gt;
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.&lt;br /&gt;
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.&lt;br /&gt;
*Can use the [[Bat Form]] ability.&lt;br /&gt;
&lt;br /&gt;
When completely Bloodless, vampires:&lt;br /&gt;
*Cannot regenerate HP, naturally or through magical means (ring or spell), though other methods of healing are available.&lt;br /&gt;
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Skald]], [[Arcane Marksman]], [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Summoner]], [[Necromancer]], [[Ice Elementalist]]&lt;br /&gt;
&lt;br /&gt;
Due to their undead nature, vampires are prohibited from becoming [[Healer]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*No additional [[stat]] gain.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
*[[File:Bat Form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks.  While in [[Bat Form]] Dexterity is increased and Strength is reduced. Entering bat form costs 2 MP.&lt;br /&gt;
{{flavour|Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low. The flight is magically augmented, so you will stay in the air even if the weight of your possessions or some disability would normally drag you down.}}&lt;br /&gt;
*[[File:Bottle Blood.png]] At level 6, vampires can create potions of blood from viable corpses, allowing you to save snacks for later.&lt;br /&gt;
{{flavour|At experience level 6 and higher, Vampires can bottle the blood from non-rotten and blood-containing corpses they are standing on.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Vampires start with a potion of blood instead of a ration.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
The Vampire's fiddly [[food clock]] makes them somewhat less straightforward than most species. Beyond that, so long as you play to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it comes online at level 3. Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency, coupled with their exceptional Stealth aptitude and stealth bonus when Near Bloodless or Bloodless, means that Vampires are particularly well suited to the [[Enchanter]] background. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Exactly how to use your variable hunger states will depend on a number of things. At Thirsty and Near Bloodless you suffer slow regeneration (bad) and halved potion strength (worse) in exchange for Bat Form (good), stealth (depends), and some resistances (helpful but mostly unnecessary). Usually keeping around Thirsty for bat form is a good place to be, and gives option to quaff a bottle of blood to push you into satiated for full strength potions. Near Bloodless or Bloodless have stronger drawbacks, but may be worth the trade off once your character is established, depending on your build and where you are in the game. (The Torment immunity vampries get at Bloodless is just next to worthless in a standard 3 to 5 rune game, for instance.) &lt;br /&gt;
&lt;br /&gt;
Beyond that, the lack of a food clock means that you can exploit channeling, via items or [[Sif Muna]], to refill MP. However be careful with managing your blood bottles while doing this, unless your character is at a point and has been built such that it wants to stay mostly at Bloodless. &lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less.  Experiment with it in safety to find out how much it reduces your carrying capacity.  An [[Overloaded]] bat is not going to escape anything.  Raise strength or limit the weight of what you carry as needed.&lt;br /&gt;
&lt;br /&gt;
In corpseless branches you will have to work around lack of permafood for satiation. Note that all corpseless and mostly corpseless branches are completely optional; all the following advice deals with areas of the game that one shouldn't enter in a 3 to 5 rune game.  &lt;br /&gt;
&lt;br /&gt;
You can cope with no HP regeneration while Bloodless, or else get around lack of corpses, in a number of ways. &lt;br /&gt;
*Reusable options available regardless of god choice include Stabbing corpse-providing enemies, casting the Vampiric Draining spell, or wielding a vampiricism branded weapon. While these can help you stay at Bloodless throughout much of the game, they will be of almost no use in corpseless areas of the game, which are dominated by unholy creatures that provide no health via the above listed means. &lt;br /&gt;
*A [[wand of healing]] is nice for emergency healing, and [[potion]]s can still be used, albeit only at half their usual power. &lt;br /&gt;
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand and can help one fine-tune your satiation level regardless of the branch.  &lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. Since you likely won't be consuming as many corpses as other characters, you can send him plenty of blood sacrifices (though if you do need to take a drink every now and then, save the larger corpses for yourself and send him the smaller ones).  One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
Fun Fact: Unlike most forms of magic, combat [[Invocations]] are not disabled while in Bat Form. This has sometimes been the basis of various self-imposed challenges that center around staying in Bat Form as much as possible.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
As of [[0.13]] Vampires are able to cast [[Cure Poison]] whenever they have blood.&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=25925</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=25925"/>
				<updated>2014-03-29T05:14:54Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats and, later, how to draw potions of blood from fresh corpses.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Acute Vision]]: Vampires can [[see invisible]].&lt;br /&gt;
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, Vampires can restore a small amount of HP every time they successfully bite a living foe. &lt;br /&gt;
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, [[potions of blood]], and [[potions of coagulated blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that Vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (see chart below).&lt;br /&gt;
*Vampires can use [[vampiricism|vampiric weapons]] more effectively; the brand always triggers and they gain twice the normal amount of HP per attack against enemies upon whom the vampiric normally works. &lt;br /&gt;
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]].&lt;br /&gt;
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. They also take extra damage from [[Sunray]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. &lt;br /&gt;
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].  Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Cure Poison]].&lt;br /&gt;
*Vampires cannot [[berserk]] when their satiation level is thirsty or lower.&lt;br /&gt;
&lt;br /&gt;
==Hunger-Dependent Stats==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || '''Alive''' || '''Full''' || '''Satiated''' || '''Thirsty''' || '''Near Bloodless''' || '''Bloodless'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Metabolism''' || Very fast || Fast || Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Regeneration''' || Very fast || Fast || Normal || Slow || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth Boost''' || None (18) || None (18) || None (18) || Minor (19) || Major (20) || Large (21)&lt;br /&gt;
|-&lt;br /&gt;
| '''Spell Hunger''' || Full || Full || Full || Halved || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Resistance''' || No || No || No || Yes || Yes || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''Cold Resistance''' || None || None || None || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Negative Energy Resistance''' || None || None || 1 || 2 || 3 || 3 + Torment&lt;br /&gt;
|-&lt;br /&gt;
| '''Rot Resistance''' || No || No || No || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| '''Mutation Chance''' || Always || Often || Sometimes || Never || Never || Never&lt;br /&gt;
|-&lt;br /&gt;
| '''Non-Physical Mutation Effects''' || Full || Capped || Capped || None || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Potion Effects''' || Full || Full || Full || Halved || Halved || Halved &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Satiated or below, vampires:&lt;br /&gt;
*Cannot go [[berserk]].&lt;br /&gt;
*Cannot transform, limiting the usefulness of their +1 [[Transmutations]] aptitude.&lt;br /&gt;
&lt;br /&gt;
When Thirsty or below, vampires:&lt;br /&gt;
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.&lt;br /&gt;
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.&lt;br /&gt;
*Can use the [[Bat Form]] ability.&lt;br /&gt;
&lt;br /&gt;
When completely Bloodless, vampires:&lt;br /&gt;
*Cannot regenerate HP, naturally or through magical means (ring or spell), though other methods of healing are available.&lt;br /&gt;
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Skald]], [[Arcane Marksman]], [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Summoner]], [[Necromancer]], [[Ice Elementalist]]&lt;br /&gt;
&lt;br /&gt;
Due to their undead nature, vampires are prohibited from becoming [[Healer]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*No additional [[stat]] gain.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
*[[File:Bat Form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks.  While in [[Bat Form]] Dexterity is increased and Strength is reduced. Entering bat form costs 2 MP.&lt;br /&gt;
{{flavour|Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low. The flight is magically augmented, so you will stay in the air even if the weight of your possessions or some disability would normally drag you down.}}&lt;br /&gt;
*[[File:Bottle Blood.png]] At level 6, vampires can create potions of blood from viable corpses, allowing you to save snacks for later.&lt;br /&gt;
{{flavour|At experience level 6 and higher, Vampires can bottle the blood from non-rotten and blood-containing corpses they are standing on.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Vampires start with a potion of blood instead of a ration.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
The Vampire's fiddly [[food clock]] makes them somewhat less straightforward than most species. Beyond that, so long as you play to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it comes online at level 3. Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency, coupled with their exceptional Stealth aptitude and stealth bonus when Near Bloodless or Bloodless, means that Vampires are particularly well suited to the [[Enchanter]] background. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Exactly how to use your variable hunger states will depend on a number of things. At Thirsty and Near Bloodless you suffer slow regeneration (bad) and halved potion strength (worse) in exchange for Bat Form (good), stealth (depends), and some resistances (helpful but mostly unnecessary). Usually keeping around Thirsty for bat form is a good place to be, and gives option to quaff a bottle of blood to push you into satiated for full strength potions. Near Bloodless or Bloodless have stronger drawbacks, but may be worth the trade off once your character is established, depending on your build and where you are in the game. (The Torment immunity vampries get at Bloodless is just next to worthless in a standard 3 to 5 rune game, for instance.) &lt;br /&gt;
&lt;br /&gt;
Beyond that, the lack of a food clock means that you can exploit channeling, via items or [[Sif Muna]], to refill MP. However be careful with managing your blood bottles while doing this, unless your character is at a point and has been built such that it wants to stay mostly at Bloodless. &lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less.  Experiment with it in safety to find out how much it reduces your carrying capacity.  An [[Overloaded]] bat is not going to escape anything.  Raise strength or limit the weight of what you carry as needed.&lt;br /&gt;
&lt;br /&gt;
In corpseless branches you will have to work around lack of permafood for satiation. Note that all corpseless and mostly corpseless branches are completely optional; all the following advice deals with areas of the game that one shouldn't enter in a 3 to 5 rune game.  &lt;br /&gt;
&lt;br /&gt;
You can cope with no HP regeneration while Bloodless, or else get around lack of corpses, in a number of ways. &lt;br /&gt;
*Reusable options available regardless of god choice include Stabbing corpse-providing enemies, casting the Vampiric Draining spell, or wielding a vampiricism branded weapon. While these can help you stay at Bloodless throughout much of the game, they will be of almost no use in corpseless areas of the game, which are dominated by unholy creatures that provide no health via the above listed means. &lt;br /&gt;
*A [[wand of healing]] is nice for emergency healing, and [[potion]]s can still be used, albeit only at half their usual power. &lt;br /&gt;
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand and can help one fine-tune your satiation level regardless of the branch.  &lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. Since you likely won't be consuming as many corpses as other characters, you can send him plenty of blood sacrifices (though if you do need to take a drink every now and then, save the larger corpses for yourself and send him the smaller ones).  One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
Fun Fact: Unlike most forms of magic, combat [[Invocations]] are not disabled while in Bat Form. This has sometimes been the basis of various self-imposed challenges that center around staying in Bat Form as much as possible.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
As in [[0.13]] Vampires are able to cast [[Cure Poison]] whenever they have blood.&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=25924</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=25924"/>
				<updated>2014-03-29T05:12:35Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats and, later, how to draw potions of blood from fresh corpses.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Acute Vision]]: Vampires can [[see invisible]].&lt;br /&gt;
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, Vampires can restore a small amount of HP every time they successfully bite a living foe. &lt;br /&gt;
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, [[potions of blood]], and [[potions of coagulated blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that Vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (see chart below).&lt;br /&gt;
*Vampires can use [[vampiricism|vampiric weapons]] more effectively; the brand always triggers and they gain twice the normal amount of HP per attack against enemies upon whom the vampiric normally works. &lt;br /&gt;
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]].&lt;br /&gt;
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. They also take extra damage from [[Sunray]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. &lt;br /&gt;
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].  Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Cure Poison]].&lt;br /&gt;
*Vampires cannot [[berserk]] when their satiation level is thirsty or lower.&lt;br /&gt;
&lt;br /&gt;
==Hunger-Dependent Stats==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || '''Alive''' || '''Full''' || '''Satiated''' || '''Thirsty''' || '''Near Bloodless''' || '''Bloodless'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Metabolism''' || Very fast || Fast || Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Regeneration''' || Very fast || Fast || Normal || Slow || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth Boost''' || None (18) || None (18) || None (18) || Minor (19) || Major (20) || Large (21)&lt;br /&gt;
|-&lt;br /&gt;
| '''Spell Hunger''' || Full || Full || Full || Halved || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Resistance''' || No || No || No || Yes || Yes || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''Cold Resistance''' || None || None || None || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Negative Energy Resistance''' || None || None || 1 || 2 || 3 || 3 + Torment&lt;br /&gt;
|-&lt;br /&gt;
| '''Rot Resistance''' || No || No || No || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| '''Mutation Chance''' || Always || Often || Sometimes || Never || Never || Never&lt;br /&gt;
|-&lt;br /&gt;
| '''Non-Physical Mutation Effects''' || Full || Capped || Capped || None || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Potion Effects''' || Full || Full || Full || Halved || Halved || Halved &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Satiated or below, vampires:&lt;br /&gt;
*Cannot go [[berserk]].&lt;br /&gt;
*Cannot transform, limiting the usefulness of their +1 [[Transmutations]] aptitude.&lt;br /&gt;
&lt;br /&gt;
When Thirsty or below, vampires:&lt;br /&gt;
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.&lt;br /&gt;
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.&lt;br /&gt;
*Can use the [[Bat Form]] ability.&lt;br /&gt;
&lt;br /&gt;
When completely Bloodless, vampires:&lt;br /&gt;
*Cannot regenerate HP, naturally or through magical means (ring or spell), though other methods of healing are available.&lt;br /&gt;
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Skald]], [[Arcane Marksman]], [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Summoner]], [[Necromancer]], [[Ice Elementalist]]&lt;br /&gt;
&lt;br /&gt;
Due to their undead nature, vampires are prohibited from becoming [[Healer]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*No additional [[stat]] gain.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
*[[File:Bat Form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks.  While in [[Bat Form]] Dexterity is increased and Strength is reduced. Entering bat form costs 2 MP.&lt;br /&gt;
{{flavour|Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low. The flight is magically augmented, so you will stay in the air even if the weight of your possessions or some disability would normally drag you down.}}&lt;br /&gt;
*[[File:Bottle Blood.png]] At level 6, vampires can create potions of blood from viable corpses, allowing you to save snacks for later.&lt;br /&gt;
{{flavour|At experience level 6 and higher, Vampires can bottle the blood from non-rotten and blood-containing corpses they are standing on.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Vampires start with a potion of blood instead of a ration.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
The Vampire's fiddly [[food clock]] makes them somewhat less straightforward than most species. Beyond that, so long as you play to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it comes online at level 3. Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency, coupled with their exceptional Stealth aptitude and stealth bonus when Near Bloodless or Bloodless, means that Vampires are particularly well suited to the [[Enchanter]] background. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Exactly how to use your variable hunger states will depend on a number of things. At Thirsty and Near Bloodless you suffer slow regeneration (bad) and halved potion strength (worse) in exchange for Bat Form (good), stealth (depends), and some resistances (helpful but mostly unnecessary). Usually keeping around Thirsty for bat form is a good place to be, and gives option to quaff a bottle of blood to push you into satiated for full strength potions. Near Bloodless or Bloodless have stronger drawbacks, but may be worth the trade off once your character is established, depending on your build and where you are in the game. (The Torment immunity vampries get at Bloodless is just next to worthless in a standard 3 to 5 rune game, for instance.) &lt;br /&gt;
&lt;br /&gt;
Beyond that, the lack of a food clock means that you can exploit channeling, via items or [[Sif Muna]], to refill MP. However be careful with managing your blood bottles while doing this, unless your character is at a point and has been built such that it wants to stay mostly at Bloodless. &lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less.  Experiment with it in safety to find out how much it reduces your carrying capacity.  An [[Overloaded]] bat is not going to escape anything.  Raise strength or limit the weight of what you carry as needed.&lt;br /&gt;
&lt;br /&gt;
In corpseless branches you will have to work around lack of permafood for satiation. Note that all corpseless and mostly corpseless branches are completely optional; all the following advice deals with areas of the game that one shouldn't enter in a 3 to 5 rune game.  &lt;br /&gt;
&lt;br /&gt;
You can cope with no HP regeneration while Bloodless, or else get around lack of corpses, in a number of ways. &lt;br /&gt;
*A [[wand of healing]] is nice for emergency healing, and [[potion]]s can still be used, albeit only at half their usual power. &lt;br /&gt;
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand and can help one fine-tune your satiation level regardless of the branch.  &lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. Since you likely won't be consuming as many corpses as other characters, you can send him plenty of blood sacrifices (though if you do need to take a drink every now and then, save the larger corpses for yourself and send him the smaller ones).  One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
Fun Fact: Unlike most forms of magic, combat [[Invocations]] are not disabled while in Bat Form. This has sometimes been the basis of various self-imposed challenges that center around staying in Bat Form as much as possible.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
As in [[0.13]] Vampires are able to cast [[Cure Poison]] whenever they have blood.&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=25923</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=25923"/>
				<updated>2014-03-29T04:46:44Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Difficulty of Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats and, later, how to draw potions of blood from fresh corpses.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Acute Vision]]: Vampires can [[see invisible]].&lt;br /&gt;
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, Vampires can restore a small amount of HP every time they successfully bite a living foe. &lt;br /&gt;
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, [[potions of blood]], and [[potions of coagulated blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that Vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (see chart below).&lt;br /&gt;
*Vampires can use [[vampiricism|vampiric weapons]] more effectively; the brand always triggers and they gain twice the normal amount of HP per attack against enemies upon whom the vampiric normally works. &lt;br /&gt;
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]].&lt;br /&gt;
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. They also take extra damage from [[Sunray]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. &lt;br /&gt;
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].  Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Cure Poison]].&lt;br /&gt;
*Vampires cannot [[berserk]] when their satiation level is thirsty or lower.&lt;br /&gt;
&lt;br /&gt;
==Hunger-Dependent Stats==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || '''Alive''' || '''Full''' || '''Satiated''' || '''Thirsty''' || '''Near Bloodless''' || '''Bloodless'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Metabolism''' || Very fast || Fast || Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Regeneration''' || Very fast || Fast || Normal || Slow || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth Boost''' || None (18) || None (18) || None (18) || Minor (19) || Major (20) || Large (21)&lt;br /&gt;
|-&lt;br /&gt;
| '''Spell Hunger''' || Full || Full || Full || Halved || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Resistance''' || No || No || No || Yes || Yes || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''Cold Resistance''' || None || None || None || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Negative Energy Resistance''' || None || None || 1 || 2 || 3 || 3 + Torment&lt;br /&gt;
|-&lt;br /&gt;
| '''Rot Resistance''' || No || No || No || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| '''Mutation Chance''' || Always || Often || Sometimes || Never || Never || Never&lt;br /&gt;
|-&lt;br /&gt;
| '''Non-Physical Mutation Effects''' || Full || Capped || Capped || None || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Potion Effects''' || Full || Full || Full || Halved || Halved || Halved &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Satiated or below, vampires:&lt;br /&gt;
*Cannot go [[berserk]].&lt;br /&gt;
*Cannot transform, limiting the usefulness of their +1 [[Transmutations]] aptitude.&lt;br /&gt;
&lt;br /&gt;
When Thirsty or below, vampires:&lt;br /&gt;
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.&lt;br /&gt;
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.&lt;br /&gt;
*Can use the [[Bat Form]] ability.&lt;br /&gt;
&lt;br /&gt;
When completely Bloodless, vampires:&lt;br /&gt;
*Cannot regenerate HP, naturally or through magical means (ring or spell), though other methods of healing are available.&lt;br /&gt;
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Skald]], [[Arcane Marksman]], [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Summoner]], [[Necromancer]], [[Ice Elementalist]]&lt;br /&gt;
&lt;br /&gt;
Due to their undead nature, vampires are prohibited from becoming [[Healer]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*No additional [[stat]] gain.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
*[[File:Bat Form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks.  While in [[Bat Form]] Dexterity is increased and Strength is reduced. Entering bat form costs 2 MP.&lt;br /&gt;
{{flavour|Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low. The flight is magically augmented, so you will stay in the air even if the weight of your possessions or some disability would normally drag you down.}}&lt;br /&gt;
*[[File:Bottle Blood.png]] At level 6, vampires can create potions of blood from viable corpses, allowing you to save snacks for later.&lt;br /&gt;
{{flavour|At experience level 6 and higher, Vampires can bottle the blood from non-rotten and blood-containing corpses they are standing on.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Vampires start with a potion of blood instead of a ration.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
The Vampire's fiddly [[food clock]] makes them somewhat less straightforward than most species. Beyond that, so long as you play to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it comes online at level 3. Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency, coupled with their exceptional Stealth aptitude and stealth bonus when Near Bloodless or Bloodless, means that Vampires are particularly well suited to the [[Enchanter]] background. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Used wisely, your adjustable undead nature can give you a wide variety of crucial immunities as you need them; used poorly, you end up unable to heal and get eaten by [[yak]]s. Early on you'll likely want to keep your levels high enough to maintain your faster-than-average HP regeneration, dipping into Thirsty for [[poison resistance]] and the boost to Stealth as needed. Depending on your skill selection and the branches you explore, you may find these undead advantages become more and more desirable the deeper you get. A Bloodless vampire is one of the stealthiest characters possible, letting you stab your way through most challenges. [[The Lair]] is much easier when you're poison resistant and stealthy, and provides significant [[XP]] and loot early on. Immunity to negative energy and [[torment]] can make [[the Tomb]] and [[the Crypt]] much more manageable. Exploration of the [[Hell]]s also benefits here, even moreso when braving [[Cocytus]] thanks to your two ranks of [[cold resistance]].&lt;br /&gt;
&lt;br /&gt;
Beyond that, the lack of a food clock means that you can spam high-level spells, hunger-inducing [[MP]] [[channeling]], and powerful [[rod]]s without fear. Since your Spellcasting aptitude isn't anything special, this makes playing a caster much more affordable. The exception to this is vampire [[transmuter]]s, who will have to keep themselves at least satiated in order to cast much of anything.&lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less.  Experiment with it in safety to find out how much it reduces your carrying capacity.  An [[Overloaded]] bat is not going to escape anything.  Raise strength or limit the weight of what you carry as needed.&lt;br /&gt;
&lt;br /&gt;
You can cope with the loss of HP regeneration while Bloodless in a number of ways. &lt;br /&gt;
*Reusable options available regardless of god choice include [[Stabbing]] corpse-providing enemies, casting the [[Vampiric Draining]] spell, or wielding a [[vampiricism]] branded weapon. A [[wand of healing]] is nice for emergency healing, as are [[potion]]s (though these only function at half power). &lt;br /&gt;
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered almost anywhere to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand (as opposed to most of the other options that all require the presence of enemies), and the disadvantage of wasting time as you hunger back down to an undead state. &lt;br /&gt;
*Worshipers of [[Yredelemnul]] can use his Drain Life ability to steal HP from all enemies in your [[line of sight]], but this doesn't effect demons, the undead, plants, constructs, or holy opponents. &lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. Since you likely won't be consuming as many corpses as other characters, you can send him plenty of blood sacrifices (though if you do need to take a drink every now and then, save the larger corpses for yourself and send him the smaller ones).  One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
Fun Fact: Makhleb also provides another benefit for vampires. Unlike most forms of magic, combat [[Invocations]] are not disabled while in Bat Form. While Bat Form is normally only used to escape dangerous situations, this allows you to [[kite]] opponents, spamming them with summoned demons or blasting them with bolts of random destructive energy. Just bear in mind that your [[AC]] is minimal in this form, and ranged or [[smiting]] enemies will still take shots at you.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
As in [[0.13]] Vampires are able to cast [[Cure Poison]] whenever they have blood.&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=25922</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=25922"/>
				<updated>2014-03-29T04:38:20Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Starting Skills and Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats and, later, how to draw potions of blood from fresh corpses.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Acute Vision]]: Vampires can [[see invisible]].&lt;br /&gt;
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, Vampires can restore a small amount of HP every time they successfully bite a living foe. &lt;br /&gt;
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, [[potions of blood]], and [[potions of coagulated blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that Vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (see chart below).&lt;br /&gt;
*Vampires can use [[vampiricism|vampiric weapons]] more effectively; the brand always triggers and they gain twice the normal amount of HP per attack against enemies upon whom the vampiric normally works. &lt;br /&gt;
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]].&lt;br /&gt;
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. They also take extra damage from [[Sunray]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. &lt;br /&gt;
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].  Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Cure Poison]].&lt;br /&gt;
*Vampires cannot [[berserk]] when their satiation level is thirsty or lower.&lt;br /&gt;
&lt;br /&gt;
==Hunger-Dependent Stats==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || '''Alive''' || '''Full''' || '''Satiated''' || '''Thirsty''' || '''Near Bloodless''' || '''Bloodless'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Metabolism''' || Very fast || Fast || Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Regeneration''' || Very fast || Fast || Normal || Slow || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth Boost''' || None (18) || None (18) || None (18) || Minor (19) || Major (20) || Large (21)&lt;br /&gt;
|-&lt;br /&gt;
| '''Spell Hunger''' || Full || Full || Full || Halved || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Resistance''' || No || No || No || Yes || Yes || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''Cold Resistance''' || None || None || None || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Negative Energy Resistance''' || None || None || 1 || 2 || 3 || 3 + Torment&lt;br /&gt;
|-&lt;br /&gt;
| '''Rot Resistance''' || No || No || No || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| '''Mutation Chance''' || Always || Often || Sometimes || Never || Never || Never&lt;br /&gt;
|-&lt;br /&gt;
| '''Non-Physical Mutation Effects''' || Full || Capped || Capped || None || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Potion Effects''' || Full || Full || Full || Halved || Halved || Halved &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Satiated or below, vampires:&lt;br /&gt;
*Cannot go [[berserk]].&lt;br /&gt;
*Cannot transform, limiting the usefulness of their +1 [[Transmutations]] aptitude.&lt;br /&gt;
&lt;br /&gt;
When Thirsty or below, vampires:&lt;br /&gt;
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.&lt;br /&gt;
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.&lt;br /&gt;
*Can use the [[Bat Form]] ability.&lt;br /&gt;
&lt;br /&gt;
When completely Bloodless, vampires:&lt;br /&gt;
*Cannot regenerate HP, naturally or through magical means (ring or spell), though other methods of healing are available.&lt;br /&gt;
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Skald]], [[Arcane Marksman]], [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Summoner]], [[Necromancer]], [[Ice Elementalist]]&lt;br /&gt;
&lt;br /&gt;
Due to their undead nature, vampires are prohibited from becoming [[Healer]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*No additional [[stat]] gain.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
*[[File:Bat Form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks.  While in [[Bat Form]] Dexterity is increased and Strength is reduced. Entering bat form costs 2 MP.&lt;br /&gt;
{{flavour|Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low. The flight is magically augmented, so you will stay in the air even if the weight of your possessions or some disability would normally drag you down.}}&lt;br /&gt;
*[[File:Bottle Blood.png]] At level 6, vampires can create potions of blood from viable corpses, allowing you to save snacks for later.&lt;br /&gt;
{{flavour|At experience level 6 and higher, Vampires can bottle the blood from non-rotten and blood-containing corpses they are standing on.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Vampires start with a potion of blood instead of a ration.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Not having a real [[food clock]] allows you to play cautiously or abuse powerful spells without fear of starvation. Beyond that, so long as you play to your aptitudes and take advantage of your special abilities, you can do very well. Bat Form is a decent means of escape when dealing with melee opponents, and while a vampire's Spellcasting aptitude is nothing special, they are outstanding at Hexes and do well with Necromancy, Charms, and Transmutations (though this last one requires careful hunger management and use of bottled blood). Couple their Hexes proficiency with their exceptional Stealth (especially when Bloodless) and you have an unparalleled sneaky stabber.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Used wisely, your adjustable undead nature can give you a wide variety of crucial immunities as you need them; used poorly, you end up unable to heal and get eaten by [[yak]]s. Early on you'll likely want to keep your levels high enough to maintain your faster-than-average HP regeneration, dipping into Thirsty for [[poison resistance]] and the boost to Stealth as needed. Depending on your skill selection and the branches you explore, you may find these undead advantages become more and more desirable the deeper you get. A Bloodless vampire is one of the stealthiest characters possible, letting you stab your way through most challenges. [[The Lair]] is much easier when you're poison resistant and stealthy, and provides significant [[XP]] and loot early on. Immunity to negative energy and [[torment]] can make [[the Tomb]] and [[the Crypt]] much more manageable. Exploration of the [[Hell]]s also benefits here, even moreso when braving [[Cocytus]] thanks to your two ranks of [[cold resistance]].&lt;br /&gt;
&lt;br /&gt;
Beyond that, the lack of a food clock means that you can spam high-level spells, hunger-inducing [[MP]] [[channeling]], and powerful [[rod]]s without fear. Since your Spellcasting aptitude isn't anything special, this makes playing a caster much more affordable. The exception to this is vampire [[transmuter]]s, who will have to keep themselves at least satiated in order to cast much of anything.&lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less.  Experiment with it in safety to find out how much it reduces your carrying capacity.  An [[Overloaded]] bat is not going to escape anything.  Raise strength or limit the weight of what you carry as needed.&lt;br /&gt;
&lt;br /&gt;
You can cope with the loss of HP regeneration while Bloodless in a number of ways. &lt;br /&gt;
*Reusable options available regardless of god choice include [[Stabbing]] corpse-providing enemies, casting the [[Vampiric Draining]] spell, or wielding a [[vampiricism]] branded weapon. A [[wand of healing]] is nice for emergency healing, as are [[potion]]s (though these only function at half power). &lt;br /&gt;
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered almost anywhere to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand (as opposed to most of the other options that all require the presence of enemies), and the disadvantage of wasting time as you hunger back down to an undead state. &lt;br /&gt;
*Worshipers of [[Yredelemnul]] can use his Drain Life ability to steal HP from all enemies in your [[line of sight]], but this doesn't effect demons, the undead, plants, constructs, or holy opponents. &lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. Since you likely won't be consuming as many corpses as other characters, you can send him plenty of blood sacrifices (though if you do need to take a drink every now and then, save the larger corpses for yourself and send him the smaller ones).  One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
Fun Fact: Makhleb also provides another benefit for vampires. Unlike most forms of magic, combat [[Invocations]] are not disabled while in Bat Form. While Bat Form is normally only used to escape dangerous situations, this allows you to [[kite]] opponents, spamming them with summoned demons or blasting them with bolts of random destructive energy. Just bear in mind that your [[AC]] is minimal in this form, and ranged or [[smiting]] enemies will still take shots at you.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
As in [[0.13]] Vampires are able to cast [[Cure Poison]] whenever they have blood.&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=25921</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=25921"/>
				<updated>2014-03-29T04:33:58Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats and, later, how to draw potions of blood from fresh corpses.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Acute Vision]]: Vampires can [[see invisible]].&lt;br /&gt;
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, Vampires can restore a small amount of HP every time they successfully bite a living foe. &lt;br /&gt;
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, [[potions of blood]], and [[potions of coagulated blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that Vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (see chart below).&lt;br /&gt;
*Vampires can use [[vampiricism|vampiric weapons]] more effectively; the brand always triggers and they gain twice the normal amount of HP per attack against enemies upon whom the vampiric normally works. &lt;br /&gt;
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]].&lt;br /&gt;
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. They also take extra damage from [[Sunray]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. &lt;br /&gt;
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].  Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Cure Poison]].&lt;br /&gt;
*Vampires cannot [[berserk]] when their satiation level is thirsty or lower.&lt;br /&gt;
&lt;br /&gt;
==Hunger-Dependent Stats==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || '''Alive''' || '''Full''' || '''Satiated''' || '''Thirsty''' || '''Near Bloodless''' || '''Bloodless'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Metabolism''' || Very fast || Fast || Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Regeneration''' || Very fast || Fast || Normal || Slow || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth Boost''' || None (18) || None (18) || None (18) || Minor (19) || Major (20) || Large (21)&lt;br /&gt;
|-&lt;br /&gt;
| '''Spell Hunger''' || Full || Full || Full || Halved || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Resistance''' || No || No || No || Yes || Yes || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''Cold Resistance''' || None || None || None || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Negative Energy Resistance''' || None || None || 1 || 2 || 3 || 3 + Torment&lt;br /&gt;
|-&lt;br /&gt;
| '''Rot Resistance''' || No || No || No || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| '''Mutation Chance''' || Always || Often || Sometimes || Never || Never || Never&lt;br /&gt;
|-&lt;br /&gt;
| '''Non-Physical Mutation Effects''' || Full || Capped || Capped || None || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Potion Effects''' || Full || Full || Full || Halved || Halved || Halved &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Satiated or below, vampires:&lt;br /&gt;
*Cannot go [[berserk]].&lt;br /&gt;
*Cannot transform, limiting the usefulness of their +1 [[Transmutations]] aptitude.&lt;br /&gt;
&lt;br /&gt;
When Thirsty or below, vampires:&lt;br /&gt;
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.&lt;br /&gt;
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.&lt;br /&gt;
*Can use the [[Bat Form]] ability.&lt;br /&gt;
&lt;br /&gt;
When completely Bloodless, vampires:&lt;br /&gt;
*Cannot regenerate HP, naturally or through magical means (ring or spell), though other methods of healing are available.&lt;br /&gt;
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Skald]], [[Arcane Marksman]], [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Summoner]], [[Necromancer]], [[Ice Elementalist]]&lt;br /&gt;
&lt;br /&gt;
Due to their undead nature, vampires are prohibited from becoming [[Healer]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*No additional [[stat]] gain.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
*[[File:Bat Form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks.  While in [[Bat Form]] Dexterity is increased and Strength is reduced. Entering bat form costs 2 MP.&lt;br /&gt;
{{flavour|Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low. The flight is magically augmented, so you will stay in the air even if the weight of your possessions or some disability would normally drag you down.}}&lt;br /&gt;
*[[File:Bottle Blood.png]] At level 6, vampires can create potions of blood from viable corpses, allowing you to save snacks for later.&lt;br /&gt;
{{flavour|At experience level 6 and higher, Vampires can bottle the blood from non-rotten and blood-containing corpses they are standing on.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Vampires start with potions of blood instead of rations.&lt;br /&gt;
*Vampires start with 1 level of [[Unarmed Combat]] if their background does not normally include that skill.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Not having a real [[food clock]] allows you to play cautiously or abuse powerful spells without fear of starvation. Beyond that, so long as you play to your aptitudes and take advantage of your special abilities, you can do very well. Bat Form is a decent means of escape when dealing with melee opponents, and while a vampire's Spellcasting aptitude is nothing special, they are outstanding at Hexes and do well with Necromancy, Charms, and Transmutations (though this last one requires careful hunger management and use of bottled blood). Couple their Hexes proficiency with their exceptional Stealth (especially when Bloodless) and you have an unparalleled sneaky stabber.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Used wisely, your adjustable undead nature can give you a wide variety of crucial immunities as you need them; used poorly, you end up unable to heal and get eaten by [[yak]]s. Early on you'll likely want to keep your levels high enough to maintain your faster-than-average HP regeneration, dipping into Thirsty for [[poison resistance]] and the boost to Stealth as needed. Depending on your skill selection and the branches you explore, you may find these undead advantages become more and more desirable the deeper you get. A Bloodless vampire is one of the stealthiest characters possible, letting you stab your way through most challenges. [[The Lair]] is much easier when you're poison resistant and stealthy, and provides significant [[XP]] and loot early on. Immunity to negative energy and [[torment]] can make [[the Tomb]] and [[the Crypt]] much more manageable. Exploration of the [[Hell]]s also benefits here, even moreso when braving [[Cocytus]] thanks to your two ranks of [[cold resistance]].&lt;br /&gt;
&lt;br /&gt;
Beyond that, the lack of a food clock means that you can spam high-level spells, hunger-inducing [[MP]] [[channeling]], and powerful [[rod]]s without fear. Since your Spellcasting aptitude isn't anything special, this makes playing a caster much more affordable. The exception to this is vampire [[transmuter]]s, who will have to keep themselves at least satiated in order to cast much of anything.&lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less.  Experiment with it in safety to find out how much it reduces your carrying capacity.  An [[Overloaded]] bat is not going to escape anything.  Raise strength or limit the weight of what you carry as needed.&lt;br /&gt;
&lt;br /&gt;
You can cope with the loss of HP regeneration while Bloodless in a number of ways. &lt;br /&gt;
*Reusable options available regardless of god choice include [[Stabbing]] corpse-providing enemies, casting the [[Vampiric Draining]] spell, or wielding a [[vampiricism]] branded weapon. A [[wand of healing]] is nice for emergency healing, as are [[potion]]s (though these only function at half power). &lt;br /&gt;
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered almost anywhere to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand (as opposed to most of the other options that all require the presence of enemies), and the disadvantage of wasting time as you hunger back down to an undead state. &lt;br /&gt;
*Worshipers of [[Yredelemnul]] can use his Drain Life ability to steal HP from all enemies in your [[line of sight]], but this doesn't effect demons, the undead, plants, constructs, or holy opponents. &lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. Since you likely won't be consuming as many corpses as other characters, you can send him plenty of blood sacrifices (though if you do need to take a drink every now and then, save the larger corpses for yourself and send him the smaller ones).  One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
Fun Fact: Makhleb also provides another benefit for vampires. Unlike most forms of magic, combat [[Invocations]] are not disabled while in Bat Form. While Bat Form is normally only used to escape dangerous situations, this allows you to [[kite]] opponents, spamming them with summoned demons or blasting them with bolts of random destructive energy. Just bear in mind that your [[AC]] is minimal in this form, and ranged or [[smiting]] enemies will still take shots at you.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
As in [[0.13]] Vampires are able to cast [[Cure Poison]] whenever they have blood.&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=25920</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=25920"/>
				<updated>2014-03-29T04:33:31Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Level Bonuses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats and, later, how to draw potions of blood from fresh corpses.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Acute Vision]]: Vampires can [[see invisible]].&lt;br /&gt;
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, Vampires can restore a small amount of HP every time they successfully bite a living foe. &lt;br /&gt;
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, [[potions of blood]], and [[potions of coagulated blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that Vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (see chart below).&lt;br /&gt;
*Vampires can use [[vampiricism|vampiric weapons]] more effectively; the brand always triggers and they gain twice the normal amount of HP per attack against enemies upon whom the vampiric normally works. &lt;br /&gt;
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]].&lt;br /&gt;
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. They also take extra damage from [[Sunray]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. &lt;br /&gt;
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].  Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Cure Poison]].&lt;br /&gt;
*Vampires cannot [[berserk]] when their satiation level is thirsty or lower.&lt;br /&gt;
&lt;br /&gt;
==Hunger-Dependent Stats==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || '''Alive''' || '''Full''' || '''Satiated''' || '''Thirsty''' || '''Near Bloodless''' || '''Bloodless'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Metabolism''' || Very fast || Fast || Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Regeneration''' || Very fast || Fast || Normal || Slow || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth Boost''' || None (18) || None (18) || None (18) || Minor (19) || Major (20) || Large (21)&lt;br /&gt;
|-&lt;br /&gt;
| '''Spell Hunger''' || Full || Full || Full || Halved || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Resistance''' || No || No || No || Yes || Yes || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''Cold Resistance''' || None || None || None || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Negative Energy Resistance''' || None || None || 1 || 2 || 3 || 3 + Torment&lt;br /&gt;
|-&lt;br /&gt;
| '''Rot Resistance''' || No || No || No || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| '''Mutation Chance''' || Always || Often || Sometimes || Never || Never || Never&lt;br /&gt;
|-&lt;br /&gt;
| '''Non-Physical Mutation Effects''' || Full || Capped || Capped || None || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Potion Effects''' || Full || Full || Full || Halved || Halved || Halved &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Satiated or below, vampires:&lt;br /&gt;
*Cannot go [[berserk]].&lt;br /&gt;
*Cannot transform, limiting the usefulness of their +1 [[Transmutations]] aptitude.&lt;br /&gt;
&lt;br /&gt;
When Thirsty or below, vampires:&lt;br /&gt;
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.&lt;br /&gt;
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.&lt;br /&gt;
*Can use the [[Bat Form]] ability.&lt;br /&gt;
&lt;br /&gt;
When completely Bloodless, vampires:&lt;br /&gt;
*Cannot regenerate HP, naturally or through magical means (ring or spell), though other methods of healing are available.&lt;br /&gt;
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Skald]], [[Arcane Marksman]], [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Summoner]], [[Necromancer]], [[Ice Elementalist]]&lt;br /&gt;
&lt;br /&gt;
Due to their undead nature, vampires are prohibited from becoming [[Healer]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*No additional [[stat]] gain.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
*[[File:Bat Form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks.  While in [[Bat Form]] Dexterity is increased and Strength is reduced. Entering bat form costs 2 MP.&lt;br /&gt;
{{flavour|Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low. The flight is magically augmented, so you will stay in the air even if the weight of your possessions or some disability would normally drag you down.}}&lt;br /&gt;
*[[File:Bottle Blood.png]] At level 6, vampires can create potions of blood from viable corpses, allowing you to save snacks for later.&lt;br /&gt;
{{flavour|At experience level 6 and higher, Vampires can bottle the blood from non-rotten and blood-containing corpses they are standing on.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Vampires start with potions of blood instead of rations.&lt;br /&gt;
*Vampires start with 1 level of [[Unarmed Combat]] if their background does not normally include that skill.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Not having a real [[food clock]] allows you to play cautiously or abuse powerful spells without fear of starvation. Beyond that, so long as you play to your aptitudes and take advantage of your special abilities, you can do very well. Bat Form is a decent means of escape when dealing with melee opponents, and while a vampire's Spellcasting aptitude is nothing special, they are outstanding at Hexes and do well with Necromancy, Charms, and Transmutations (though this last one requires careful hunger management and use of bottled blood). Couple their Hexes proficiency with their exceptional Stealth (especially when Bloodless) and you have an unparalleled sneaky stabber.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Used wisely, your adjustable undead nature can give you a wide variety of crucial immunities as you need them; used poorly, you end up unable to heal and get eaten by [[yak]]s. Early on you'll likely want to keep your levels high enough to maintain your faster-than-average HP regeneration, dipping into Thirsty for [[poison resistance]] and the boost to Stealth as needed. Depending on your skill selection and the branches you explore, you may find these undead advantages become more and more desirable the deeper you get. A Bloodless vampire is one of the stealthiest characters possible, letting you stab your way through most challenges. [[The Lair]] is much easier when you're poison resistant and stealthy, and provides significant [[XP]] and loot early on. Immunity to negative energy and [[torment]] can make [[the Tomb]] and [[the Crypt]] much more manageable. Exploration of the [[Hell]]s also benefits here, even moreso when braving [[Cocytus]] thanks to your two ranks of [[cold resistance]].&lt;br /&gt;
&lt;br /&gt;
Beyond that, the lack of a food clock means that you can spam high-level spells, hunger-inducing [[MP]] [[channeling]], and powerful [[rod]]s without fear. Since your Spellcasting aptitude isn't anything special, this makes playing a caster much more affordable. The exception to this is vampire [[transmuter]]s, who will have to keep themselves at least satiated in order to cast much of anything.&lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less.  Experiment with it in safety to find out how much it reduces your carrying capacity.  An [[Overloaded]] bat is not going to escape anything.  Raise strength or limit the weight of what you carry as needed.&lt;br /&gt;
&lt;br /&gt;
You can cope with the loss of HP regeneration while Bloodless in a number of ways. &lt;br /&gt;
*Reusable options available regardless of god choice include [[Stabbing]] corpse-providing enemies, casting the [[Vampiric Draining]] spell, or wielding a [[vampiricism]] branded weapon. A [[wand of healing]] is nice for emergency healing, as are [[potion]]s (though these only function at half power). &lt;br /&gt;
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered almost anywhere to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand (as opposed to most of the other options that all require the presence of enemies), and the disadvantage of wasting time as you hunger back down to an undead state. &lt;br /&gt;
*Worshipers of [[Yredelemnul]] can use his Drain Life ability to steal HP from all enemies in your [[line of sight]], but this doesn't effect demons, the undead, plants, constructs, or holy opponents. &lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. Since you likely won't be consuming as many corpses as other characters, you can send him plenty of blood sacrifices (though if you do need to take a drink every now and then, save the larger corpses for yourself and send him the smaller ones).  One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
Fun Fact: Makhleb also provides another benefit for vampires. Unlike most forms of magic, combat [[Invocations]] are not disabled while in Bat Form. While Bat Form is normally only used to escape dangerous situations, this allows you to [[kite]] opponents, spamming them with summoned demons or blasting them with bolts of random destructive energy. Just bear in mind that your [[AC]] is minimal in this form, and ranged or [[smiting]] enemies will still take shots at you.&lt;br /&gt;
&lt;br /&gt;
==Guides==&lt;br /&gt;
*[[Drwhat's Vampire Conjurer guide]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
As in [[0.13]] Vampires are able to cast [[Cure Poison]] whenever they have blood.&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mummy&amp;diff=25919</id>
		<title>Mummy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mummy&amp;diff=25919"/>
				<updated>2014-03-29T04:18:51Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
''This page covers the player [[species]]. For the monster, see [[Mummy (monster)]]. For a list of all monstrous mummies, see [[List of mummies]].''&lt;br /&gt;
{{flavour|These are undead creatures who travel into the depths in search of revenge, redemption, or just because they want to.&lt;br /&gt;
&lt;br /&gt;
Mummies progress slowly in levels, half again as slowly as Humans in all skills except fighting, spellcasting and necromancy. As they increase in levels, they become increasingly in touch with the powers of death, but cannot use some types of necromancy which only affect living creatures. The side effects of necromantic magic tend to be relatively harmless to Mummies. However, their desiccated bodies are highly flammable. They also do not need to eat or drink and, in any case, are incapable of doing so.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Mummies have many assorted resistances and weaknesses:&lt;br /&gt;
**Benefits: [[Cold Resistance 1]], [[Life Protection 3]], [[Poison Resistance]], [[Rot Resistance]], [[Torment Immunity]], cannot be [[mutation|mutated]].&lt;br /&gt;
**Penalties: Vulnerable to [[Dispel Undead]] and [[holy wrath]]-[[brand]]ed weapons (which they cannot wield); cannot go [[berserk]]; will [[rot]] instead of [[mutate]]. &lt;br /&gt;
**Mummies have one level of [[fire#Fire Vulnerability|fire vulnerability]].&lt;br /&gt;
*Mummies suffer rot (max HP damage) in lieu of mutation&lt;br /&gt;
*Mummies cannot memorize any self-transformation spells, nor can they memorize spells that only affect the living: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Necromutation]], [[Regeneration]], [[Death's Door]], [[Borgnjor's Revivification]], [[Alistair's Intoxication]], [[Cure Poison]].&lt;br /&gt;
*Mummies cannot and do not need to eat: they have no [[food clock]] at all. As such, they have no [[spell hunger]] nor concern over sustenance costs associated with [[vampiric]] weapons, item-granted boosts to HP regeneration ([[ring of regeneration|ring]] or [[troll leather armour]]), using [[rods]],  [[Sif Muna]]'s [[Channel energy|Channel Energy]] ability, and the like.&lt;br /&gt;
*Mummies are incapable of drinking potions of any kind. They can cure rot only with a [[wand of healing]] (when at full health) or by sacrificing 1 permanent MP using Self-Restoration ''(see below)''.&lt;br /&gt;
*Mummies do not breathe, and thus cannot [[asphyxiation|asphyxiate]] (deep water remains fatal, causing unraveling rather than drowning).&lt;br /&gt;
*Being undead, mummies may not worship [[The Shining One]], [[Zin]], [[Elyvilon]], or [[Fedhas Madash]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Mages:''' [[Wizard]], [[Conjurer]], [[Necromancer]], [[Ice Elementalist]]&lt;br /&gt;
&lt;br /&gt;
Due to their undead nature, mummies are prohibited from becoming [[Healer]]s. Like [[Ghoul]]s, they are also prohibited from becoming [[Transmuter]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*No additional [[stat]] gain.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+3 [[magic resistance]] per level.&lt;br /&gt;
*Gain boosts to [[Necromancy]] spell power at levels 13 and 26.&lt;br /&gt;
*[[File:Self restoration.png]] Mummies receive a Self-Restoration ability at level 13: at the cost of losing one point of max MP ''permanently'', all [[strength]], [[dexterity]], [[intelligence]], and some [[rot]]ted HP are restored.&lt;br /&gt;
{{flavour|At the permanent loss of one magic point restore your Strength, Dexterity, and Intelligence, and heal a large amount of rotted hit points.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Mummies receive the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Mummies start with no [[food]] or [[potion]]s of any kind.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
Mummies are a very difficult species to play. First and foremost, they cannot quaff [[potions]]. This knocks out several survival tools, some of which are especially critical in the early going. Among other things, lack of potion use also means that [[confusion]] is in effect as bad as [[paralysis]] for Mummies. Beyond this major liability, Mummies also level up very slowly, their intrinsic rF- can cause unexpected (and lethal) spikes in damage until it is offset, and their aptitudes are bad in almost everything. They cannot use many useful spells, nor helpful tools such as [[berserk]] and the various forms one can access through [[Transmutations]]. &lt;br /&gt;
&lt;br /&gt;
Mummies gain intrinsic spellpower enhancements to [[Necromancy]] spells at level 13, and another stacking enhancement at level 26. In addition, Mummies never hunger and can ignore all nutrition costs (and gain). Unfortunately, these advantages usually provide little or no benefit in the early parts of the game, when characters are not yet well established, and thus most vulnerable. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Mummy}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Mummies should be considered a challenge species. However, if one wants to play to their advantages (such as they are), one way to do so is by starting as one of the &amp;quot;mage&amp;quot; backgrounds and worshiping [[Sif Muna]], as this guarantees the opportunity to make good on a Mummy's lack of hunger by exploiting Sif's [[channeling]] as quickly as possible. This can work with summoning spells in particular, as a Mummy can constantly keep a large number of summons surrounding him while still having max, or near max, MP. This type of strategy is easiest to set up with Mummies that start as [[Wizard]]s, [[Summoner]]s, or [[Ice elementalist]]s. So long as one constantly keeps summons around—a task that Mummies reduce simply to an exercise in the player's patience—then once this strategy gets going, it can be extremely strong. &lt;br /&gt;
&lt;br /&gt;
[[Necromancer]] is not a bad start for Mummies, either, and it gives you allies that do not require continually recasting one's summoning spells. Mummies are also immune to many of the side effects and miscast effects of Necromancy. Do note however that mummies unfortunately cannot use one spell that appears in the necromancer's starting book, [[regeneration]]. &lt;br /&gt;
&lt;br /&gt;
Assuming you have managed to offset their rF-, high level Mummies fare well in the optional extended endgame. However, one has to survive all the non-optional parts first, during which time torment immunity does not help, and yet all the disadvantages of Mummies are as salient as ever, if not more so.&lt;br /&gt;
&lt;br /&gt;
Mummies must always be careful of sources of [[confusion]]: they have absolutely no way to cure it except to let it wear off naturally, which can make confusion almost as bad for them as [[paralysis]] is for all species. While confused, you cannot use spells or scrolls, and cannot accurately or effectively use melee, ranged weapons, wands, or movement. Thus, Mummy characters should value extrinsic MR even more highly than other species, and should keep an eye out for an [[amulet of clarity]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]] [[Category:Mummy]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Mummy&amp;diff=25918</id>
		<title>Talk:Mummy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Mummy&amp;diff=25918"/>
				<updated>2014-03-29T04:15:35Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Mummy Strategy Section */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mummy Strategy Section== &lt;br /&gt;
&lt;br /&gt;
Okay, most of my edits on the species pages thus far have been focused on fairly minor clean up and clarification. However I feel that the strategy section here should be almost, if not entirely, removed. As this is a major edit I wanted to discuss first. &lt;br /&gt;
&lt;br /&gt;
I don't think scumming early levels is a good idea with anyone, even a mummy. Early on, where extra experience would be helpful, you confront the fact that the amount of experience you get from rats and hobgoblins and the like very quickly becomes irrelevant due to the increase in cost of getting to next level with skills and character. The actual benefit you gain is extremely small due to the slow rate of monster (re)spawn in levels, and the OoD timer adds enough of an element of risk to offset whatever small gains you might secure. &lt;br /&gt;
&lt;br /&gt;
As far as spamming high level spells... By the time you can cast high level spells despite a mummy's bad aptitudes, you are late enough into the game that hunger cost won't be an issue, regardless of species. So really a mummy lets you abuse channeling, which is extremely rare in early game unless you worship Sif, and even then channeling isn't really great unless you can leverage that in certain ways (which largely depends on background)—recent nerfs to summoning really hurt the &amp;quot;best&amp;quot; ways to abuse mummy channeling (mummeling?), actually. &lt;br /&gt;
&lt;br /&gt;
Mummies are a challenge species and so maybe it makes sense to have a strategy section here, I don't know, but then I think the strategy section should begin by saying, &amp;quot;Mummies are a challenge species, but if you want to win one, here are the things you have to consider.&amp;quot; But in that case it should also be much shorter and primarily dedicated to drawing attention to the mummy's major disadvantages and how to offset them (rF-, no potions, and as a corollary every type of confusion is basically as bad as paralysis for mummies, and so on).&lt;br /&gt;
&lt;br /&gt;
Yours, and into&lt;br /&gt;
&lt;br /&gt;
:Yeah, the strategy section is an example of where wiki editing isn't as good.  It was originally written in the days when mummies could truly scum indefinitely, before the OOD timers were introduced.  There should probably be a note that scumming *isn't* a good idea - a lot of newer players are likely to think of it.&lt;br /&gt;
:For spamming high-level spells: it's similar to what I said about ghouls, which is that you get L4-L6 spells online a bit sooner, since those tend to become castable at a time when you may not have accumulated a ton of permafood, and do have appreciable hunger costs when they do.  As for abusing channeling - Sif channeling is very handy for mummies.  It's not going to let you defeat Antaeus in one go like a CBoE can, but it's great for ensuring that you're always full on MP between fights, particularly in places like Lair that have a ton of medium-strength monsters and open layouts.&lt;br /&gt;
:Mummies are a challenge species, but a strategy section should also mention that they're pretty good post-endgame: you have torment immunity, and unlike ghouls and vampires you don't have to worry about keeping fed.  You also can pretty well compensate for their weaknesses: rF+ gear isn't hard to find later on, a wand of heal wounds compensates a lot for their inability to drink potions, they have high MR so confusion (and other hexes) becomes less likely, and they actually have decent HP and MP. -[[User:Ion frigate|Ion frigate]] ([[User talk:Ion frigate|talk]]) 02:45, 7 February 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
::Added to your edit: a little less on the scare quotes for the extended endgame (a lot of people, even newer players, try it), and a little bit of expansion on the confusion thing.  Yes, it's kind of obvious, but I think it's worth saying anyway. -[[User:Ion frigate|Ion frigate]] ([[User talk:Ion frigate|talk]]) 07:09, 8 February 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::: Sorry to be scarce for a while. Fiddled a bit more, all minor, but I think improved it a bit. Let me know if there is anything that is unclear or that you'd like to revert. &lt;br /&gt;
&lt;br /&gt;
:::Yours, and into&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Mummy&amp;diff=25917</id>
		<title>Talk:Mummy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Mummy&amp;diff=25917"/>
				<updated>2014-03-29T04:15:22Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Mummy Strategy Section */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mummy Strategy Section== &lt;br /&gt;
&lt;br /&gt;
Okay, most of my edits on the species pages thus far have been focused on fairly minor clean up and clarification. However I feel that the strategy section here should be almost, if not entirely, removed. As this is a major edit I wanted to discuss first. &lt;br /&gt;
&lt;br /&gt;
I don't think scumming early levels is a good idea with anyone, even a mummy. Early on, where extra experience would be helpful, you confront the fact that the amount of experience you get from rats and hobgoblins and the like very quickly becomes irrelevant due to the increase in cost of getting to next level with skills and character. The actual benefit you gain is extremely small due to the slow rate of monster (re)spawn in levels, and the OoD timer adds enough of an element of risk to offset whatever small gains you might secure. &lt;br /&gt;
&lt;br /&gt;
As far as spamming high level spells... By the time you can cast high level spells despite a mummy's bad aptitudes, you are late enough into the game that hunger cost won't be an issue, regardless of species. So really a mummy lets you abuse channeling, which is extremely rare in early game unless you worship Sif, and even then channeling isn't really great unless you can leverage that in certain ways (which largely depends on background)—recent nerfs to summoning really hurt the &amp;quot;best&amp;quot; ways to abuse mummy channeling (mummeling?), actually. &lt;br /&gt;
&lt;br /&gt;
Mummies are a challenge species and so maybe it makes sense to have a strategy section here, I don't know, but then I think the strategy section should begin by saying, &amp;quot;Mummies are a challenge species, but if you want to win one, here are the things you have to consider.&amp;quot; But in that case it should also be much shorter and primarily dedicated to drawing attention to the mummy's major disadvantages and how to offset them (rF-, no potions, and as a corollary every type of confusion is basically as bad as paralysis for mummies, and so on).&lt;br /&gt;
&lt;br /&gt;
Yours, and into&lt;br /&gt;
&lt;br /&gt;
:Yeah, the strategy section is an example of where wiki editing isn't as good.  It was originally written in the days when mummies could truly scum indefinitely, before the OOD timers were introduced.  There should probably be a note that scumming *isn't* a good idea - a lot of newer players are likely to think of it.&lt;br /&gt;
:For spamming high-level spells: it's similar to what I said about ghouls, which is that you get L4-L6 spells online a bit sooner, since those tend to become castable at a time when you may not have accumulated a ton of permafood, and do have appreciable hunger costs when they do.  As for abusing channeling - Sif channeling is very handy for mummies.  It's not going to let you defeat Antaeus in one go like a CBoE can, but it's great for ensuring that you're always full on MP between fights, particularly in places like Lair that have a ton of medium-strength monsters and open layouts.&lt;br /&gt;
:Mummies are a challenge species, but a strategy section should also mention that they're pretty good post-endgame: you have torment immunity, and unlike ghouls and vampires you don't have to worry about keeping fed.  You also can pretty well compensate for their weaknesses: rF+ gear isn't hard to find later on, a wand of heal wounds compensates a lot for their inability to drink potions, they have high MR so confusion (and other hexes) becomes less likely, and they actually have decent HP and MP. -[[User:Ion frigate|Ion frigate]] ([[User talk:Ion frigate|talk]]) 02:45, 7 February 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
::Added to your edit: a little less on the scare quotes for the extended endgame (a lot of people, even newer players, try it), and a little bit of expansion on the confusion thing.  Yes, it's kind of obvious, but I think it's worth saying anyway. -[[User:Ion frigate|Ion frigate]] ([[User talk:Ion frigate|talk]]) 07:09, 8 February 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::: Sorry to be scarce for a while. Fiddled a bit more, all minor, but I think improved it a bit. Let me know if there is anything that is unclear or that you'd like to revert. &lt;br /&gt;
&lt;br /&gt;
::::Yours, and into&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Mummy&amp;diff=25916</id>
		<title>Talk:Mummy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Mummy&amp;diff=25916"/>
				<updated>2014-03-29T04:15:07Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Mummy Strategy Section */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Mummy Strategy Section== &lt;br /&gt;
&lt;br /&gt;
Okay, most of my edits on the species pages thus far have been focused on fairly minor clean up and clarification. However I feel that the strategy section here should be almost, if not entirely, removed. As this is a major edit I wanted to discuss first. &lt;br /&gt;
&lt;br /&gt;
I don't think scumming early levels is a good idea with anyone, even a mummy. Early on, where extra experience would be helpful, you confront the fact that the amount of experience you get from rats and hobgoblins and the like very quickly becomes irrelevant due to the increase in cost of getting to next level with skills and character. The actual benefit you gain is extremely small due to the slow rate of monster (re)spawn in levels, and the OoD timer adds enough of an element of risk to offset whatever small gains you might secure. &lt;br /&gt;
&lt;br /&gt;
As far as spamming high level spells... By the time you can cast high level spells despite a mummy's bad aptitudes, you are late enough into the game that hunger cost won't be an issue, regardless of species. So really a mummy lets you abuse channeling, which is extremely rare in early game unless you worship Sif, and even then channeling isn't really great unless you can leverage that in certain ways (which largely depends on background)—recent nerfs to summoning really hurt the &amp;quot;best&amp;quot; ways to abuse mummy channeling (mummeling?), actually. &lt;br /&gt;
&lt;br /&gt;
Mummies are a challenge species and so maybe it makes sense to have a strategy section here, I don't know, but then I think the strategy section should begin by saying, &amp;quot;Mummies are a challenge species, but if you want to win one, here are the things you have to consider.&amp;quot; But in that case it should also be much shorter and primarily dedicated to drawing attention to the mummy's major disadvantages and how to offset them (rF-, no potions, and as a corollary every type of confusion is basically as bad as paralysis for mummies, and so on).&lt;br /&gt;
&lt;br /&gt;
Yours, and into&lt;br /&gt;
&lt;br /&gt;
:Yeah, the strategy section is an example of where wiki editing isn't as good.  It was originally written in the days when mummies could truly scum indefinitely, before the OOD timers were introduced.  There should probably be a note that scumming *isn't* a good idea - a lot of newer players are likely to think of it.&lt;br /&gt;
:For spamming high-level spells: it's similar to what I said about ghouls, which is that you get L4-L6 spells online a bit sooner, since those tend to become castable at a time when you may not have accumulated a ton of permafood, and do have appreciable hunger costs when they do.  As for abusing channeling - Sif channeling is very handy for mummies.  It's not going to let you defeat Antaeus in one go like a CBoE can, but it's great for ensuring that you're always full on MP between fights, particularly in places like Lair that have a ton of medium-strength monsters and open layouts.&lt;br /&gt;
:Mummies are a challenge species, but a strategy section should also mention that they're pretty good post-endgame: you have torment immunity, and unlike ghouls and vampires you don't have to worry about keeping fed.  You also can pretty well compensate for their weaknesses: rF+ gear isn't hard to find later on, a wand of heal wounds compensates a lot for their inability to drink potions, they have high MR so confusion (and other hexes) becomes less likely, and they actually have decent HP and MP. -[[User:Ion frigate|Ion frigate]] ([[User talk:Ion frigate|talk]]) 02:45, 7 February 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
::Added to your edit: a little less on the scare quotes for the extended endgame (a lot of people, even newer players, try it), and a little bit of expansion on the confusion thing.  Yes, it's kind of obvious, but I think it's worth saying anyway. -[[User:Ion frigate|Ion frigate]] ([[User talk:Ion frigate|talk]]) 07:09, 8 February 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::: Sorry to be scarce for a while. Fiddled a bit more, all minor, but I think improved it a bit. Let me know if there is anything that is unclear or that you'd like to revert. &lt;br /&gt;
&lt;br /&gt;
Yours, and into&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mummy&amp;diff=25915</id>
		<title>Mummy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mummy&amp;diff=25915"/>
				<updated>2014-03-29T04:12:29Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
''This page covers the player [[species]]. For the monster, see [[Mummy (monster)]]. For a list of all monstrous mummies, see [[List of mummies]].''&lt;br /&gt;
{{flavour|These are undead creatures who travel into the depths in search of revenge, redemption, or just because they want to.&lt;br /&gt;
&lt;br /&gt;
Mummies progress slowly in levels, half again as slowly as Humans in all skills except fighting, spellcasting and necromancy. As they increase in levels, they become increasingly in touch with the powers of death, but cannot use some types of necromancy which only affect living creatures. The side effects of necromantic magic tend to be relatively harmless to Mummies. However, their desiccated bodies are highly flammable. They also do not need to eat or drink and, in any case, are incapable of doing so.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Mummies have many assorted resistances and weaknesses:&lt;br /&gt;
**Benefits: [[Cold Resistance 1]], [[Life Protection 3]], [[Poison Resistance]], [[Rot Resistance]], [[Torment Immunity]], cannot be [[mutation|mutated]].&lt;br /&gt;
**Penalties: Vulnerable to [[Dispel Undead]] and [[holy wrath]]-[[brand]]ed weapons (which they cannot wield); cannot go [[berserk]]; will [[rot]] instead of [[mutate]]. &lt;br /&gt;
**Mummies have one level of [[fire#Fire Vulnerability|fire vulnerability]].&lt;br /&gt;
*Mummies suffer rot (max HP damage) in lieu of mutation&lt;br /&gt;
*Mummies cannot memorize any self-transformation spells, nor can they memorize spells that only affect the living: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Necromutation]], [[Regeneration]], [[Death's Door]], [[Borgnjor's Revivification]], [[Alistair's Intoxication]], [[Cure Poison]].&lt;br /&gt;
*Mummies cannot and do not need to eat: they have no [[food clock]] at all. As such, they have no [[spell hunger]] nor concern over sustenance costs associated with [[vampiric]] weapons, item-granted boosts to HP regeneration ([[ring of regeneration|ring]] or [[troll leather armour]]), using [[rods]],  [[Sif Muna]]'s [[Channel energy|Channel Energy]] ability, and the like.&lt;br /&gt;
*Mummies are incapable of drinking potions of any kind. They can cure rot only with a [[wand of healing]] (when at full health) or by sacrificing 1 permanent MP using Self-Restoration ''(see below)''.&lt;br /&gt;
*Mummies do not breathe, and thus cannot [[asphyxiation|asphyxiate]] (deep water remains fatal, causing unraveling rather than drowning).&lt;br /&gt;
*Being undead, mummies may not worship [[The Shining One]], [[Zin]], [[Elyvilon]], or [[Fedhas Madash]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Mages:''' [[Wizard]], [[Conjurer]], [[Necromancer]], [[Ice Elementalist]]&lt;br /&gt;
&lt;br /&gt;
Due to their undead nature, mummies are prohibited from becoming [[Healer]]s. Like [[Ghoul]]s, they are also prohibited from becoming [[Transmuter]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*No additional [[stat]] gain.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+3 [[magic resistance]] per level.&lt;br /&gt;
*Gain boosts to [[Necromancy]] spell power at levels 13 and 26.&lt;br /&gt;
*[[File:Self restoration.png]] Mummies receive a Self-Restoration ability at level 13: at the cost of losing one point of max MP ''permanently'', all [[strength]], [[dexterity]], [[intelligence]], and some [[rot]]ted HP are restored.&lt;br /&gt;
{{flavour|At the permanent loss of one magic point restore your Strength, Dexterity, and Intelligence, and heal a large amount of rotted hit points.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Mummies receive the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Mummies start with no [[food]] or [[potion]]s of any kind.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
Mummies are a very difficult species to play. First and foremost, they cannot quaff [[potions]]. This knocks out several survival tools, some of which are especially critical in the early going. Among other things, lack of potion use also means that [[confusion]] is in effect as bad as [[paralysis]] for Mummies. Beyond this major liability, Mummies also level up very slowly, their intrinsic rF- can cause unexpected (and lethal) spikes in damage until it is offset, and their aptitudes are bad in almost everything. They cannot use many useful spells, nor helpful tools such as [[berserk]] and the various forms one can access through [[Transmutations]]. &lt;br /&gt;
&lt;br /&gt;
Mummies gain intrinsic spellpower enhancements to [[Necromancy]] spells at level 13, and another stacking enhancement at level 26. In addition, Mummies never hunger and can ignore all nutrition costs (and gain). Unfortunately, these advantages usually provide little or no benefit in the early parts of the game, when characters are not yet well established, and thus most vulnerable. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Mummy}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Mummies should be considered a challenge species. However, if one wants to play to their advantages (such as they are), one way to do so is by starting as one of the &amp;quot;mage&amp;quot; backgrounds and worshiping [[Sif Muna]], as this guarantees the opportunity to make good on a Mummy's lack of hunger by exploiting Sif's [[channeling]] as quickly as possible. This can work with summoning spells in particular, as a Mummy can constantly keep a large number of summons surrounding him while still having max, or near max, MP. This type of strategy is easiest to set up with Mummies that start as [[Wizard]]s, [[Summoner]]s, or [[Ice elementalist]]s. So long as one constantly keeps summons around—a task that Mummies reduce simply to an exercise in the player's patience—then once this strategy gets going, it can be extremely strong. &lt;br /&gt;
&lt;br /&gt;
[[Necromancer]] is not a bad start for Mummies, either, and it gives you allies that do not require continually recasting one's summoning spells. Mummies are also immune to many of the side effects and miscast effects of Necromancy. Do note however that mummies unfortunately cannot use one spell that appears in the necromancer's starting book, [[regeneration]]. &lt;br /&gt;
&lt;br /&gt;
Assuming you have managed to offset their rF-, high level Mummies fare well in the optional extended endgame. However, one has to survive all the non-optional parts first, during which time torment immunity does not help, and yet all the disadvantages of Mummies are as salient as ever, if not more so.&lt;br /&gt;
&lt;br /&gt;
Mummies must always be careful of sources of [[confusion]]: they have absolutely no way to cure it, which can make confusion almost as bad for them as [[paralysis]] is for other races: it completely cuts off spells and scrolls, and largely cuts off wands and melee.  Their high innate MR does give them a good degree of protection from confusion, but even so, Mummy characters may want to consider extrinsic MR or potentially an [[amulet of clarity]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]] [[Category:Mummy]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mummy&amp;diff=25914</id>
		<title>Mummy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mummy&amp;diff=25914"/>
				<updated>2014-03-29T03:30:04Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Difficulty of Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
''This page covers the player [[species]]. For the monster, see [[Mummy (monster)]]. For a list of all monstrous mummies, see [[List of mummies]].''&lt;br /&gt;
{{flavour|These are undead creatures who travel into the depths in search of revenge, redemption, or just because they want to.&lt;br /&gt;
&lt;br /&gt;
Mummies progress slowly in levels, half again as slowly as Humans in all skills except fighting, spellcasting and necromancy. As they increase in levels, they become increasingly in touch with the powers of death, but cannot use some types of necromancy which only affect living creatures. The side effects of necromantic magic tend to be relatively harmless to Mummies. However, their desiccated bodies are highly flammable. They also do not need to eat or drink and, in any case, are incapable of doing so.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Mummies have many assorted resistances and weaknesses:&lt;br /&gt;
**Benefits: [[Cold Resistance 1]], [[Life Protection 3]], [[Poison Resistance]], [[Rot Resistance]], [[Torment Immunity]], cannot be [[mutation|mutated]].&lt;br /&gt;
**Penalties: Vulnerable to [[Dispel Undead]] and [[holy wrath]]-[[brand]]ed weapons (which they cannot wield); cannot go [[berserk]]; will [[rot]] instead of [[mutate]]. &lt;br /&gt;
**Mummies have one level of [[fire#Fire Vulnerability|fire vulnerability]].&lt;br /&gt;
*Mummies suffer rot (max HP damage) in lieu of mutation&lt;br /&gt;
*Mummies cannot memorize any self-transformation spells, nor can they memorize spells that only affect the living: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Necromutation]], [[Regeneration]], [[Death's Door]], [[Borgnjor's Revivification]], [[Alistair's Intoxication]], [[Cure Poison]].&lt;br /&gt;
*Mummies cannot and do not need to eat: they have no [[food clock]] at all. As such, they have no [[spell hunger]] nor concern over sustenance costs associated with [[vampiric]] weapons, item-granted boosts to HP regeneration ([[ring of regeneration|ring]] or [[troll leather armour]]), using [[rods]],  [[Sif Muna]]'s [[Channel energy|Channel Energy]] ability, and the like.&lt;br /&gt;
*Mummies are incapable of drinking potions of any kind. They can cure rot only with a [[wand of healing]] (when at full health) or by sacrificing 1 permanent MP using Self-Restoration ''(see below)''.&lt;br /&gt;
*Mummies do not breathe, and thus cannot [[asphyxiation|asphyxiate]] (deep water remains fatal, causing unraveling rather than drowning).&lt;br /&gt;
*Being undead, mummies may not worship [[The Shining One]], [[Zin]], [[Elyvilon]], or [[Fedhas Madash]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Mages:''' [[Wizard]], [[Conjurer]], [[Necromancer]], [[Ice Elementalist]]&lt;br /&gt;
&lt;br /&gt;
Due to their undead nature, mummies are prohibited from becoming [[Healer]]s. Like [[Ghoul]]s, they are also prohibited from becoming [[Transmuter]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*No additional [[stat]] gain.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+3 [[magic resistance]] per level.&lt;br /&gt;
*Gain boosts to [[Necromancy]] spell power at levels 13 and 26.&lt;br /&gt;
*[[File:Self restoration.png]] Mummies receive a Self-Restoration ability at level 13: at the cost of losing one point of max MP ''permanently'', all [[strength]], [[dexterity]], [[intelligence]], and some [[rot]]ted HP are restored.&lt;br /&gt;
{{flavour|At the permanent loss of one magic point restore your Strength, Dexterity, and Intelligence, and heal a large amount of rotted hit points.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Mummies receive the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Mummies start with no [[food]] or [[potion]]s of any kind.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
Mummies are a very difficult species to play. First and foremost, they cannot quaff [[potions]]. This knocks out several survival tools, some of which are especially critical in the early going. Among other things, lack of potion use also means that [[confusion]] is in effect as bad as [[paralysis]] for Mummies. Beyond this major liability, Mummies also level up very slowly, their intrinsic rF- can cause unexpected (and lethal) spikes in damage until it is offset, and their aptitudes are bad in almost everything. They cannot use many useful spells, nor helpful tools such as [[berserk]] and the various forms one can access through [[Transmutations]]. &lt;br /&gt;
&lt;br /&gt;
Mummies gain intrinsic spellpower enhancements to [[Necromancy]] spells at level 13, and another stacking enhancement at level 26. In addition, Mummies never hunger and can ignore all nutrition costs (and gain). Unfortunately, these advantages usually provide little or no benefit in the early parts of the game, when characters are not yet well established, and thus most vulnerable. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Mummy}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Mummies should be considered a challenge species. However, if one wants to play to their advantages (such as they are), one way to do so is by starting as one of the &amp;quot;mage&amp;quot; backgrounds and worshiping [[Sif Muna]], as this guarantees the opportunity to make good on a Mummy's lack of hunger by exploiting Sif's [[channeling]] as quickly as possible. This can work with summoning spells in particular, as a Mummy can constantly keep a large number of summons surrounding him while still having max, or near max, MP. This type of strategy is easiest to set up with Mummies that start as [[Wizard]]s, [[Summoner]]s, or [[Ice elementalist]]s. So long as one constantly keeps summons around—a task that Mummies reduce simply to an exercise in the player's patience—then once this strategy gets going, it can be extremely strong. &lt;br /&gt;
&lt;br /&gt;
[[Necromancer]] is not a bad start for Mummies, either, and it gives you allies that do not require continually recasting one's summoning spells.  They are also immune to many of the side effects and miscast effects of Necromancy.&lt;br /&gt;
&lt;br /&gt;
Assuming you have managed to offset their rF-, high level Mummies fare well in the optional extended endgame. However, one has to survive all the non-optional parts first, during which time torment immunity does not help, and yet all the disadvantages of Mummies are as salient as ever, if not more so.&lt;br /&gt;
&lt;br /&gt;
Mummies must always be careful of sources of [[confusion]]: they have absolutely no way to cure it, which can make confusion almost as bad for them as [[paralysis]] is for other races: it completely cuts off spells and scrolls, and largely cuts off wands and melee.  Their high innate MR does give them a good degree of protection from confusion, but even so, Mummy characters may want to consider extrinsic MR or potentially an [[amulet of clarity]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]] [[Category:Mummy]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mummy&amp;diff=25913</id>
		<title>Mummy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mummy&amp;diff=25913"/>
				<updated>2014-03-29T03:29:51Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Difficulty of Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
''This page covers the player [[species]]. For the monster, see [[Mummy (monster)]]. For a list of all monstrous mummies, see [[List of mummies]].''&lt;br /&gt;
{{flavour|These are undead creatures who travel into the depths in search of revenge, redemption, or just because they want to.&lt;br /&gt;
&lt;br /&gt;
Mummies progress slowly in levels, half again as slowly as Humans in all skills except fighting, spellcasting and necromancy. As they increase in levels, they become increasingly in touch with the powers of death, but cannot use some types of necromancy which only affect living creatures. The side effects of necromantic magic tend to be relatively harmless to Mummies. However, their desiccated bodies are highly flammable. They also do not need to eat or drink and, in any case, are incapable of doing so.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Mummies have many assorted resistances and weaknesses:&lt;br /&gt;
**Benefits: [[Cold Resistance 1]], [[Life Protection 3]], [[Poison Resistance]], [[Rot Resistance]], [[Torment Immunity]], cannot be [[mutation|mutated]].&lt;br /&gt;
**Penalties: Vulnerable to [[Dispel Undead]] and [[holy wrath]]-[[brand]]ed weapons (which they cannot wield); cannot go [[berserk]]; will [[rot]] instead of [[mutate]]. &lt;br /&gt;
**Mummies have one level of [[fire#Fire Vulnerability|fire vulnerability]].&lt;br /&gt;
*Mummies suffer rot (max HP damage) in lieu of mutation&lt;br /&gt;
*Mummies cannot memorize any self-transformation spells, nor can they memorize spells that only affect the living: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Necromutation]], [[Regeneration]], [[Death's Door]], [[Borgnjor's Revivification]], [[Alistair's Intoxication]], [[Cure Poison]].&lt;br /&gt;
*Mummies cannot and do not need to eat: they have no [[food clock]] at all. As such, they have no [[spell hunger]] nor concern over sustenance costs associated with [[vampiric]] weapons, item-granted boosts to HP regeneration ([[ring of regeneration|ring]] or [[troll leather armour]]), using [[rods]],  [[Sif Muna]]'s [[Channel energy|Channel Energy]] ability, and the like.&lt;br /&gt;
*Mummies are incapable of drinking potions of any kind. They can cure rot only with a [[wand of healing]] (when at full health) or by sacrificing 1 permanent MP using Self-Restoration ''(see below)''.&lt;br /&gt;
*Mummies do not breathe, and thus cannot [[asphyxiation|asphyxiate]] (deep water remains fatal, causing unraveling rather than drowning).&lt;br /&gt;
*Being undead, mummies may not worship [[The Shining One]], [[Zin]], [[Elyvilon]], or [[Fedhas Madash]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Mages:''' [[Wizard]], [[Conjurer]], [[Necromancer]], [[Ice Elementalist]]&lt;br /&gt;
&lt;br /&gt;
Due to their undead nature, mummies are prohibited from becoming [[Healer]]s. Like [[Ghoul]]s, they are also prohibited from becoming [[Transmuter]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*No additional [[stat]] gain.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+3 [[magic resistance]] per level.&lt;br /&gt;
*Gain boosts to [[Necromancy]] spell power at levels 13 and 26.&lt;br /&gt;
*[[File:Self restoration.png]] Mummies receive a Self-Restoration ability at level 13: at the cost of losing one point of max MP ''permanently'', all [[strength]], [[dexterity]], [[intelligence]], and some [[rot]]ted HP are restored.&lt;br /&gt;
{{flavour|At the permanent loss of one magic point restore your Strength, Dexterity, and Intelligence, and heal a large amount of rotted hit points.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Mummies receive the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Mummies start with no [[food]] or [[potion]]s of any kind.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
Mummies are a very difficult species to play. First and foremost, they cannot quaff [[potions]]. This knocks out several survival tools, some of which are especially critical in the early going. Among other things, lack of potion use also means that [[confusion]] is in effect as bad as [[paralysis]] for Mummies. Beyond this major liability, Mummies also level up very slowly, their intrinsic rF- can cause unexpected (and lethal) spikes in damage until it is offset, and their aptitudes are bad in almost everything. They cannot use many useful spells, nor helpful tools such as [[berserk]] or the various forms one can access through [[Transmutations]]. &lt;br /&gt;
&lt;br /&gt;
Mummies gain intrinsic spellpower enhancements to [[Necromancy]] spells at level 13, and another stacking enhancement at level 26. In addition, Mummies never hunger and can ignore all nutrition costs (and gain). Unfortunately, these advantages usually provide little or no benefit in the early parts of the game, when characters are not yet well established, and thus most vulnerable. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Mummy}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Mummies should be considered a challenge species. However, if one wants to play to their advantages (such as they are), one way to do so is by starting as one of the &amp;quot;mage&amp;quot; backgrounds and worshiping [[Sif Muna]], as this guarantees the opportunity to make good on a Mummy's lack of hunger by exploiting Sif's [[channeling]] as quickly as possible. This can work with summoning spells in particular, as a Mummy can constantly keep a large number of summons surrounding him while still having max, or near max, MP. This type of strategy is easiest to set up with Mummies that start as [[Wizard]]s, [[Summoner]]s, or [[Ice elementalist]]s. So long as one constantly keeps summons around—a task that Mummies reduce simply to an exercise in the player's patience—then once this strategy gets going, it can be extremely strong. &lt;br /&gt;
&lt;br /&gt;
[[Necromancer]] is not a bad start for Mummies, either, and it gives you allies that do not require continually recasting one's summoning spells.  They are also immune to many of the side effects and miscast effects of Necromancy.&lt;br /&gt;
&lt;br /&gt;
Assuming you have managed to offset their rF-, high level Mummies fare well in the optional extended endgame. However, one has to survive all the non-optional parts first, during which time torment immunity does not help, and yet all the disadvantages of Mummies are as salient as ever, if not more so.&lt;br /&gt;
&lt;br /&gt;
Mummies must always be careful of sources of [[confusion]]: they have absolutely no way to cure it, which can make confusion almost as bad for them as [[paralysis]] is for other races: it completely cuts off spells and scrolls, and largely cuts off wands and melee.  Their high innate MR does give them a good degree of protection from confusion, but even so, Mummy characters may want to consider extrinsic MR or potentially an [[amulet of clarity]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]] [[Category:Mummy]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mummy&amp;diff=25912</id>
		<title>Mummy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mummy&amp;diff=25912"/>
				<updated>2014-03-29T03:28:24Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Level Bonuses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
''This page covers the player [[species]]. For the monster, see [[Mummy (monster)]]. For a list of all monstrous mummies, see [[List of mummies]].''&lt;br /&gt;
{{flavour|These are undead creatures who travel into the depths in search of revenge, redemption, or just because they want to.&lt;br /&gt;
&lt;br /&gt;
Mummies progress slowly in levels, half again as slowly as Humans in all skills except fighting, spellcasting and necromancy. As they increase in levels, they become increasingly in touch with the powers of death, but cannot use some types of necromancy which only affect living creatures. The side effects of necromantic magic tend to be relatively harmless to Mummies. However, their desiccated bodies are highly flammable. They also do not need to eat or drink and, in any case, are incapable of doing so.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Mummies have many assorted resistances and weaknesses:&lt;br /&gt;
**Benefits: [[Cold Resistance 1]], [[Life Protection 3]], [[Poison Resistance]], [[Rot Resistance]], [[Torment Immunity]], cannot be [[mutation|mutated]].&lt;br /&gt;
**Penalties: Vulnerable to [[Dispel Undead]] and [[holy wrath]]-[[brand]]ed weapons (which they cannot wield); cannot go [[berserk]]; will [[rot]] instead of [[mutate]]. &lt;br /&gt;
**Mummies have one level of [[fire#Fire Vulnerability|fire vulnerability]].&lt;br /&gt;
*Mummies suffer rot (max HP damage) in lieu of mutation&lt;br /&gt;
*Mummies cannot memorize any self-transformation spells, nor can they memorize spells that only affect the living: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Necromutation]], [[Regeneration]], [[Death's Door]], [[Borgnjor's Revivification]], [[Alistair's Intoxication]], [[Cure Poison]].&lt;br /&gt;
*Mummies cannot and do not need to eat: they have no [[food clock]] at all. As such, they have no [[spell hunger]] nor concern over sustenance costs associated with [[vampiric]] weapons, item-granted boosts to HP regeneration ([[ring of regeneration|ring]] or [[troll leather armour]]), using [[rods]],  [[Sif Muna]]'s [[Channel energy|Channel Energy]] ability, and the like.&lt;br /&gt;
*Mummies are incapable of drinking potions of any kind. They can cure rot only with a [[wand of healing]] (when at full health) or by sacrificing 1 permanent MP using Self-Restoration ''(see below)''.&lt;br /&gt;
*Mummies do not breathe, and thus cannot [[asphyxiation|asphyxiate]] (deep water remains fatal, causing unraveling rather than drowning).&lt;br /&gt;
*Being undead, mummies may not worship [[The Shining One]], [[Zin]], [[Elyvilon]], or [[Fedhas Madash]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Mages:''' [[Wizard]], [[Conjurer]], [[Necromancer]], [[Ice Elementalist]]&lt;br /&gt;
&lt;br /&gt;
Due to their undead nature, mummies are prohibited from becoming [[Healer]]s. Like [[Ghoul]]s, they are also prohibited from becoming [[Transmuter]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*No additional [[stat]] gain.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+3 [[magic resistance]] per level.&lt;br /&gt;
*Gain boosts to [[Necromancy]] spell power at levels 13 and 26.&lt;br /&gt;
*[[File:Self restoration.png]] Mummies receive a Self-Restoration ability at level 13: at the cost of losing one point of max MP ''permanently'', all [[strength]], [[dexterity]], [[intelligence]], and some [[rot]]ted HP are restored.&lt;br /&gt;
{{flavour|At the permanent loss of one magic point restore your Strength, Dexterity, and Intelligence, and heal a large amount of rotted hit points.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Mummies receive the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Mummies start with no [[food]] or [[potion]]s of any kind.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
Mummies are a very difficult species to play. First and foremost, they cannot quaff [[potions]]. This knocks out several survival tools, some of which are especially critical in the early going. Among other things, lack of potion use also means that [[confusion]] is in effect as bad as [[paralysis]] for Mummies. Beyond this major liability, Mummies also level up very slowly, their intrinsic rF- can cause unexpected (and lethal) spikes in damage until it is offset, and their aptitudes are bad in almost everything. They cannot use many useful spells, nor helpful tools such as [[berserk]] or the various forms. &lt;br /&gt;
&lt;br /&gt;
Mummies gain intrinsic spellpower enhancements to [[Necromancy]] spells at level 13, and another stacking enhancement at level 26. In addition, Mummies never hunger and can ignore all nutrition costs (and gain). Unfortunately, these advantages usually provide little or no benefit in the early parts of the game, when characters are not yet well established, and thus most vulnerable. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Mummy}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Mummies should be considered a challenge species. However, if one wants to play to their advantages (such as they are), one way to do so is by starting as one of the &amp;quot;mage&amp;quot; backgrounds and worshiping [[Sif Muna]], as this guarantees the opportunity to make good on a Mummy's lack of hunger by exploiting Sif's [[channeling]] as quickly as possible. This can work with summoning spells in particular, as a Mummy can constantly keep a large number of summons surrounding him while still having max, or near max, MP. This type of strategy is easiest to set up with Mummies that start as [[Wizard]]s, [[Summoner]]s, or [[Ice elementalist]]s. So long as one constantly keeps summons around—a task that Mummies reduce simply to an exercise in the player's patience—then once this strategy gets going, it can be extremely strong. &lt;br /&gt;
&lt;br /&gt;
[[Necromancer]] is not a bad start for Mummies, either, and it gives you allies that do not require continually recasting one's summoning spells.  They are also immune to many of the side effects and miscast effects of Necromancy.&lt;br /&gt;
&lt;br /&gt;
Assuming you have managed to offset their rF-, high level Mummies fare well in the optional extended endgame. However, one has to survive all the non-optional parts first, during which time torment immunity does not help, and yet all the disadvantages of Mummies are as salient as ever, if not more so.&lt;br /&gt;
&lt;br /&gt;
Mummies must always be careful of sources of [[confusion]]: they have absolutely no way to cure it, which can make confusion almost as bad for them as [[paralysis]] is for other races: it completely cuts off spells and scrolls, and largely cuts off wands and melee.  Their high innate MR does give them a good degree of protection from confusion, but even so, Mummy characters may want to consider extrinsic MR or potentially an [[amulet of clarity]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]] [[Category:Mummy]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mummy&amp;diff=25911</id>
		<title>Mummy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mummy&amp;diff=25911"/>
				<updated>2014-03-29T03:24:04Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Innate Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
''This page covers the player [[species]]. For the monster, see [[Mummy (monster)]]. For a list of all monstrous mummies, see [[List of mummies]].''&lt;br /&gt;
{{flavour|These are undead creatures who travel into the depths in search of revenge, redemption, or just because they want to.&lt;br /&gt;
&lt;br /&gt;
Mummies progress slowly in levels, half again as slowly as Humans in all skills except fighting, spellcasting and necromancy. As they increase in levels, they become increasingly in touch with the powers of death, but cannot use some types of necromancy which only affect living creatures. The side effects of necromantic magic tend to be relatively harmless to Mummies. However, their desiccated bodies are highly flammable. They also do not need to eat or drink and, in any case, are incapable of doing so.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Mummies have many assorted resistances and weaknesses:&lt;br /&gt;
**Benefits: [[Cold Resistance 1]], [[Life Protection 3]], [[Poison Resistance]], [[Rot Resistance]], [[Torment Immunity]], cannot be [[mutation|mutated]].&lt;br /&gt;
**Penalties: Vulnerable to [[Dispel Undead]] and [[holy wrath]]-[[brand]]ed weapons (which they cannot wield); cannot go [[berserk]]; will [[rot]] instead of [[mutate]]. &lt;br /&gt;
**Mummies have one level of [[fire#Fire Vulnerability|fire vulnerability]].&lt;br /&gt;
*Mummies suffer rot (max HP damage) in lieu of mutation&lt;br /&gt;
*Mummies cannot memorize any self-transformation spells, nor can they memorize spells that only affect the living: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Necromutation]], [[Regeneration]], [[Death's Door]], [[Borgnjor's Revivification]], [[Alistair's Intoxication]], [[Cure Poison]].&lt;br /&gt;
*Mummies cannot and do not need to eat: they have no [[food clock]] at all. As such, they have no [[spell hunger]] nor concern over sustenance costs associated with [[vampiric]] weapons, item-granted boosts to HP regeneration ([[ring of regeneration|ring]] or [[troll leather armour]]), using [[rods]],  [[Sif Muna]]'s [[Channel energy|Channel Energy]] ability, and the like.&lt;br /&gt;
*Mummies are incapable of drinking potions of any kind. They can cure rot only with a [[wand of healing]] (when at full health) or by sacrificing 1 permanent MP using Self-Restoration ''(see below)''.&lt;br /&gt;
*Mummies do not breathe, and thus cannot [[asphyxiation|asphyxiate]] (deep water remains fatal, causing unraveling rather than drowning).&lt;br /&gt;
*Being undead, mummies may not worship [[The Shining One]], [[Zin]], [[Elyvilon]], or [[Fedhas Madash]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Mages:''' [[Wizard]], [[Conjurer]], [[Necromancer]], [[Ice Elementalist]]&lt;br /&gt;
&lt;br /&gt;
Due to their undead nature, mummies are prohibited from becoming [[Healer]]s. Like [[Ghoul]]s, they are also prohibited from becoming [[Transmuter]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*No additional [[stat]] gain.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+3 [[magic resistance]] per level.&lt;br /&gt;
*Gain boosts to [[Necromancy]] spell power at levels 13 and 26.&lt;br /&gt;
*[[File:Self restoration.png]] Mummies receive a Self-Restoration ability at level 13: at the cost of a ''permanent'' MP, all [[strength]], [[dexterity]], [[intelligence]], and some [[rot]]ted HP are restored.&lt;br /&gt;
{{flavour|At the permanent loss of one magic point restore your Strength, Dexterity, and Intelligence, and heal a large amount of rotted hit points.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Mummies receive the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Mummies start with no [[food]] or [[potion]]s of any kind.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
Mummies are a very difficult species to play. First and foremost, they cannot quaff [[potions]]. This knocks out several survival tools, some of which are especially critical in the early going. Among other things, lack of potion use also means that [[confusion]] is in effect as bad as [[paralysis]] for Mummies. Beyond this major liability, Mummies also level up very slowly, their intrinsic rF- can cause unexpected (and lethal) spikes in damage until it is offset, and their aptitudes are bad in almost everything. They cannot use many useful spells, nor helpful tools such as [[berserk]] or the various forms. &lt;br /&gt;
&lt;br /&gt;
Mummies gain intrinsic spellpower enhancements to [[Necromancy]] spells at level 13, and another stacking enhancement at level 26. In addition, Mummies never hunger and can ignore all nutrition costs (and gain). Unfortunately, these advantages usually provide little or no benefit in the early parts of the game, when characters are not yet well established, and thus most vulnerable. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Mummy}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Mummies should be considered a challenge species. However, if one wants to play to their advantages (such as they are), one way to do so is by starting as one of the &amp;quot;mage&amp;quot; backgrounds and worshiping [[Sif Muna]], as this guarantees the opportunity to make good on a Mummy's lack of hunger by exploiting Sif's [[channeling]] as quickly as possible. This can work with summoning spells in particular, as a Mummy can constantly keep a large number of summons surrounding him while still having max, or near max, MP. This type of strategy is easiest to set up with Mummies that start as [[Wizard]]s, [[Summoner]]s, or [[Ice elementalist]]s. So long as one constantly keeps summons around—a task that Mummies reduce simply to an exercise in the player's patience—then once this strategy gets going, it can be extremely strong. &lt;br /&gt;
&lt;br /&gt;
[[Necromancer]] is not a bad start for Mummies, either, and it gives you allies that do not require continually recasting one's summoning spells.  They are also immune to many of the side effects and miscast effects of Necromancy.&lt;br /&gt;
&lt;br /&gt;
Assuming you have managed to offset their rF-, high level Mummies fare well in the optional extended endgame. However, one has to survive all the non-optional parts first, during which time torment immunity does not help, and yet all the disadvantages of Mummies are as salient as ever, if not more so.&lt;br /&gt;
&lt;br /&gt;
Mummies must always be careful of sources of [[confusion]]: they have absolutely no way to cure it, which can make confusion almost as bad for them as [[paralysis]] is for other races: it completely cuts off spells and scrolls, and largely cuts off wands and melee.  Their high innate MR does give them a good degree of protection from confusion, but even so, Mummy characters may want to consider extrinsic MR or potentially an [[amulet of clarity]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]] [[Category:Mummy]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mummy&amp;diff=25910</id>
		<title>Mummy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mummy&amp;diff=25910"/>
				<updated>2014-03-29T03:23:07Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Innate Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
''This page covers the player [[species]]. For the monster, see [[Mummy (monster)]]. For a list of all monstrous mummies, see [[List of mummies]].''&lt;br /&gt;
{{flavour|These are undead creatures who travel into the depths in search of revenge, redemption, or just because they want to.&lt;br /&gt;
&lt;br /&gt;
Mummies progress slowly in levels, half again as slowly as Humans in all skills except fighting, spellcasting and necromancy. As they increase in levels, they become increasingly in touch with the powers of death, but cannot use some types of necromancy which only affect living creatures. The side effects of necromantic magic tend to be relatively harmless to Mummies. However, their desiccated bodies are highly flammable. They also do not need to eat or drink and, in any case, are incapable of doing so.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Mummies have many assorted resistances and weaknesses:&lt;br /&gt;
**Benefits: [[Cold Resistance 1]], [[Life Protection 3]], [[Poison Resistance]], [[Rot Resistance]], [[Torment Immunity]], cannot be [[mutation|mutated]].&lt;br /&gt;
**Penalties: Vulnerable to [[Dispel Undead]] and [[holy wrath]]-[[brand]]ed weapons (which they cannot wield); cannot go [[berserk]]; will [[rot]] instead of [[mutate]]. &lt;br /&gt;
**Mummies have one level of [[fire#Fire Vulnerability|fire vulnerability]].&lt;br /&gt;
*Mummies suffer rot (max HP damage) in lieu of mutation&lt;br /&gt;
*Mummies cannot memorize any self-transformation spells, nor can they memorize spells that only affect the living: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Necromutation]], [[Regeneration]], [[Death's Door]], [[Borgnjor's Revivification]], [[Alistair's Intoxication]], [[Cure Poison]].&lt;br /&gt;
*Mummies cannot and do not need to eat: they have no [[food clock]] at all. As such, they have no [[spell hunger]] nor concern over sustenance costs associated with [[vampiric]] weapons, item-granted boosts to regeneration ([[ring of regeneration|ring]] or [[troll leather armor]]), using [[rods]],  [[Sif Muna]]'s [[Channel energy|Channel Energy]] ability, and the like.&lt;br /&gt;
*Mummies are incapable of drinking potions of any kind. They can cure rot only with a [[wand of healing]] (when at full health) or by sacrificing 1 permanent MP using Self-Restoration ''(see below)''.&lt;br /&gt;
*Mummies do not breathe, and thus cannot [[asphyxiation|asphyxiate]] (deep water remains fatal, causing unraveling rather than drowning).&lt;br /&gt;
*Being undead, mummies may not worship [[The Shining One]], [[Zin]], [[Elyvilon]], or [[Fedhas Madash]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Mages:''' [[Wizard]], [[Conjurer]], [[Necromancer]], [[Ice Elementalist]]&lt;br /&gt;
&lt;br /&gt;
Due to their undead nature, mummies are prohibited from becoming [[Healer]]s. Like [[Ghoul]]s, they are also prohibited from becoming [[Transmuter]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*No additional [[stat]] gain.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+3 [[magic resistance]] per level.&lt;br /&gt;
*Gain boosts to [[Necromancy]] spell power at levels 13 and 26.&lt;br /&gt;
*[[File:Self restoration.png]] Mummies receive a Self-Restoration ability at level 13: at the cost of a ''permanent'' MP, all [[strength]], [[dexterity]], [[intelligence]], and some [[rot]]ted HP are restored.&lt;br /&gt;
{{flavour|At the permanent loss of one magic point restore your Strength, Dexterity, and Intelligence, and heal a large amount of rotted hit points.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Mummies receive the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Mummies start with no [[food]] or [[potion]]s of any kind.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
Mummies are a very difficult species to play. First and foremost, they cannot quaff [[potions]]. This knocks out several survival tools, some of which are especially critical in the early going. Among other things, lack of potion use also means that [[confusion]] is in effect as bad as [[paralysis]] for Mummies. Beyond this major liability, Mummies also level up very slowly, their intrinsic rF- can cause unexpected (and lethal) spikes in damage until it is offset, and their aptitudes are bad in almost everything. They cannot use many useful spells, nor helpful tools such as [[berserk]] or the various forms. &lt;br /&gt;
&lt;br /&gt;
Mummies gain intrinsic spellpower enhancements to [[Necromancy]] spells at level 13, and another stacking enhancement at level 26. In addition, Mummies never hunger and can ignore all nutrition costs (and gain). Unfortunately, these advantages usually provide little or no benefit in the early parts of the game, when characters are not yet well established, and thus most vulnerable. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Mummy}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Mummies should be considered a challenge species. However, if one wants to play to their advantages (such as they are), one way to do so is by starting as one of the &amp;quot;mage&amp;quot; backgrounds and worshiping [[Sif Muna]], as this guarantees the opportunity to make good on a Mummy's lack of hunger by exploiting Sif's [[channeling]] as quickly as possible. This can work with summoning spells in particular, as a Mummy can constantly keep a large number of summons surrounding him while still having max, or near max, MP. This type of strategy is easiest to set up with Mummies that start as [[Wizard]]s, [[Summoner]]s, or [[Ice elementalist]]s. So long as one constantly keeps summons around—a task that Mummies reduce simply to an exercise in the player's patience—then once this strategy gets going, it can be extremely strong. &lt;br /&gt;
&lt;br /&gt;
[[Necromancer]] is not a bad start for Mummies, either, and it gives you allies that do not require continually recasting one's summoning spells.  They are also immune to many of the side effects and miscast effects of Necromancy.&lt;br /&gt;
&lt;br /&gt;
Assuming you have managed to offset their rF-, high level Mummies fare well in the optional extended endgame. However, one has to survive all the non-optional parts first, during which time torment immunity does not help, and yet all the disadvantages of Mummies are as salient as ever, if not more so.&lt;br /&gt;
&lt;br /&gt;
Mummies must always be careful of sources of [[confusion]]: they have absolutely no way to cure it, which can make confusion almost as bad for them as [[paralysis]] is for other races: it completely cuts off spells and scrolls, and largely cuts off wands and melee.  Their high innate MR does give them a good degree of protection from confusion, but even so, Mummy characters may want to consider extrinsic MR or potentially an [[amulet of clarity]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]] [[Category:Mummy]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Merfolk&amp;diff=25909</id>
		<title>Merfolk</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Merfolk&amp;diff=25909"/>
				<updated>2014-03-29T03:16:47Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
''This page is about the player [[species]]. For the monster, see [[Merfolk (monster)]]. For a list of all merfolk monsters, see [[List of merfolk]].''&lt;br /&gt;
{{flavour|The Merfolk are a hybrid species of half-human, half-fish that typically live in the oceans and rivers, seldom venturing toward land. However, Merfolk aren't as limited on land as some myths suggest; their tails will quickly reform into legs once they leave the water (and, likewise, their legs will quickly reform into a tail should they ever enter water). Their agility is often misjudged, and they tend to be surprisingly nimble on land as well as in the water. Experts at swimming, they need not fear drowning and move very quickly through water.&lt;br /&gt;
&lt;br /&gt;
The Merfolk have developed their martial arts strongly on thrusting and grappling, since those are the most efficient ways to fight underwater. They therefore prefer polearms and short swords above all other weapons, though they can also use longer swords quite well.&lt;br /&gt;
&lt;br /&gt;
As spellcasters, they tend to be quite good in specific areas. Their mystical relationship with water makes it easier for them to use poison and ice magic, which use water occasionally as a material component. The legendary water magic of the Merfolk was lost in ancient times, but some of that affinity still remains. The instability of their own morphogenic matrix has made them very accomplished transmuters, but most other magic seems foreign to them.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Merfolk revert to their natural form in water, giving them -4 [[movement delay]], +50 [[stealth]], and +25% [[EV]] (min +2, max +9). Their [[boots]] meld into them (even if [[cursed]]) and stop functioning, however.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Gladiator]], [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]], [[Abyssal Knight]], [[Death Knight]], [[Healer]]&lt;br /&gt;
*'''Warrior-mages:''' [[Skald]], [[Transmuter]], [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Ice Elementalist]], [[Venom Mage]]&lt;br /&gt;
*'''Adventurers:''' [[Artificer]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 to a random [[stat]] every 5th level.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+3 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Beginner}}&lt;br /&gt;
&lt;br /&gt;
Merfolk are a fairly straightforward species due to their well-defined strengths. Their movement speed and EV bonus in water can also come in handy, particularly in [[Shoals]] and [[Swamp]].&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Merfolk}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Merfolk's unstable nature persists not only across space, but apparently across time as well.  In very old versions of the game, cursed boots would prevent them from swimming, as would wearing heavier armour.  On the flip side, they used to have above-average HP, and [[spear]]s would be replaced by [[trident]]s in their starting inventory, generally making their game even easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Merfolk]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Merfolk&amp;diff=25908</id>
		<title>Merfolk</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Merfolk&amp;diff=25908"/>
				<updated>2014-03-29T03:14:32Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Difficulty of Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
''This page is about the player [[species]]. For the monster, see [[Merfolk (monster)]]. For a list of all merfolk monsters, see [[List of merfolk]].''&lt;br /&gt;
{{flavour|The Merfolk are a hybrid species of half-human, half-fish that typically live in the oceans and rivers, seldom venturing toward land. However, Merfolk aren't as limited on land as some myths suggest; their tails will quickly reform into legs once they leave the water (and, likewise, their legs will quickly reform into a tail should they ever enter water). Their agility is often misjudged, and they tend to be surprisingly nimble on land as well as in the water. Experts at swimming, they need not fear drowning and move very quickly through water.&lt;br /&gt;
&lt;br /&gt;
The Merfolk have developed their martial arts strongly on thrusting and grappling, since those are the most efficient ways to fight underwater. They therefore prefer polearms and short swords above all other weapons, though they can also use longer swords quite well.&lt;br /&gt;
&lt;br /&gt;
As spellcasters, they tend to be quite good in specific areas. Their mystical relationship with water makes it easier for them to use poison and ice magic, which use water occasionally as a material component. The legendary water magic of the Merfolk was lost in ancient times, but some of that affinity still remains. The instability of their own morphogenic matrix has made them very accomplished transmuters, but most other magic seems foreign to them.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Merfolk revert to their natural form in water, giving them -4 [[movement delay]], +50 [[stealth]], and +25% [[EV]] (min +2, max +9). Their [[boots]] meld into them (even if [[cursed]]) and stop functioning, however.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Gladiator]], [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]], [[Abyssal Knight]], [[Death Knight]], [[Healer]]&lt;br /&gt;
*'''Warrior-mages:''' [[Skald]], [[Transmuter]], [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Ice Elementalist]], [[Venom Mage]]&lt;br /&gt;
*'''Adventurers:''' [[Artificer]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 to a random [[stat]] every 5th level.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+3 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Beginner}}&lt;br /&gt;
&lt;br /&gt;
Merfolk are a fairly straightforward species due to their well-defined strengths. Their movement speed and EV bonus in water can also come in handy, particularly in [[Shoals]] and [[Swamp]].&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Merfolk}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*[[Lawman's Skald guide|Merfolk Skald guide]]&lt;br /&gt;
*[[Ophanim's Merfolk Death Knight Guide]]&lt;br /&gt;
*[[Elynae's Sludge Elf/Merfolk Transmuter guide]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Merfolk's unstable nature persists not only across space, but apparently across time as well.  In very old versions of the game, cursed boots would prevent them from swimming, as would wearing heavier armour.  On the flip side, they used to have above-average HP, and [[spear]]s would be replaced by [[trident]]s in their starting inventory, generally making their game even easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Merfolk]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Kobold&amp;diff=25907</id>
		<title>Kobold</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Kobold&amp;diff=25907"/>
				<updated>2014-03-29T03:10:41Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
{{flavour|Kobolds are small, ugly creatures with few redeeming features. They are not the sort of people you would want to spend much time with, unless you happened to be a Kobold yourself.&lt;br /&gt;
&lt;br /&gt;
They tend to be stronger and less agile than Halflings, and are slightly more talented at using most types of magic, particularly necromancy. They are competent in combat, especially with short blades, maces or crossbows, and are also very adept at using magical devices. They often live as scavengers, surviving on carrion (which they can eat even when not hungry), but are carnivorous and can only eat meat. Kobolds advance in levels as quickly as Humans. Like Halflings, Kobolds cannot wield large weapons.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Kobolds recover from [[sickness]] quickly.&lt;br /&gt;
*[[Good_mutations#Carnivorous|Carnivorous 3]]: Kobolds gain more sustenance from meat and can eat [[chunk]]s at any time, but cannot eat anything but meat.&lt;br /&gt;
*[[Saprovore|Saprovore 2]]: Kobolds can eat rotten meat, and have a reduced nutrition penalty from eating contaminated meat.&lt;br /&gt;
*Kobolds are [[Size#Player Sizes|small]] creatures, unable to wield [[large shield]]s, [[bardiche]]s, [[battleaxe]]s, [[dire flail]]s, [[executioner's axe]]s, [[glaive]]s, [[great mace]]s, [[great sword]]s, [[halberd]]s, [[longbow]]s, [[scythe]]s, [[triple sword]]s, [[giant club]]s, [[giant spiked club]]s, [[javelin]]s, and [[throwing net]]s. One-handed weapons like [[magical staves]], [[broad axe]]s, [[trident]]s, [[demon trident]]s and [[double sword]]s are two-handed weapons to them.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Hunter]], [[Assassin]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]], [[Healer]]&lt;br /&gt;
*'''Warrior-mages:''' [[Arcane Marksman]], [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Summoner]], [[Necromancer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]], [[Earth Elementalist]], [[Venom Mage]]&lt;br /&gt;
*'''Adventurers:''' [[Artificer]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] or [[dexterity]] (equal chance) every 5th level.&lt;br /&gt;
*20% less [[HP]] than average.&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+3 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Kobolds receive the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*[[Meat ration]]s replace [[bread ration]]s.&lt;br /&gt;
*[[Stone]]s replace [[throwing net]]s.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Beginner}}&lt;br /&gt;
&lt;br /&gt;
Kobolds are a straightforward race to play because of their excellent aptitudes in many skills and their size bonus to EV. They have good magic aptitudes overall and advance quickly in experience, and they can eat meat (including chunks) at any time, not just when hungry. This makes eating less of a hassle, which is usually just a convenience, although it can be leveraged to strong effect with certain abilities, such as [[Sif Muna]]'s channeling or repeatable [[berserk]]ing, as offered by [[Trog]] or via an evocable source of berserk (e.g., [[amulet of rage]]). &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Kobold}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[http://en.wikipedia.org/wiki/Kobold Kobolds] were originally creatures from Germanic mythology, but they are well known to gamers as low-level monsters in ''Dungeons &amp;amp; Dragons'' and as creatures in ''Nethack''.&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Kobold&amp;diff=25906</id>
		<title>Kobold</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Kobold&amp;diff=25906"/>
				<updated>2014-03-29T03:10:01Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
{{flavour|Kobolds are small, ugly creatures with few redeeming features. They are not the sort of people you would want to spend much time with, unless you happened to be a Kobold yourself.&lt;br /&gt;
&lt;br /&gt;
They tend to be stronger and less agile than Halflings, and are slightly more talented at using most types of magic, particularly necromancy. They are competent in combat, especially with short blades, maces or crossbows, and are also very adept at using magical devices. They often live as scavengers, surviving on carrion (which they can eat even when not hungry), but are carnivorous and can only eat meat. Kobolds advance in levels as quickly as Humans. Like Halflings, Kobolds cannot wield large weapons.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Kobolds recover from [[sickness]] quickly.&lt;br /&gt;
*[[Good_mutations#Carnivorous|Carnivorous 3]]: Kobolds gain more sustenance from meat and can eat [[chunk]]s at any time, but cannot eat anything but meat.&lt;br /&gt;
*[[Saprovore|Saprovore 2]]: Kobolds can eat rotten meat, and have a reduced nutrition penalty from eating contaminated meat.&lt;br /&gt;
*Kobolds are [[Size#Player Sizes|small]] creatures, unable to wield [[large shield]]s, [[bardiche]]s, [[battleaxe]]s, [[dire flail]]s, [[executioner's axe]]s, [[glaive]]s, [[great mace]]s, [[great sword]]s, [[halberd]]s, [[longbow]]s, [[scythe]]s, [[triple sword]]s, [[giant club]]s, [[giant spiked club]]s, [[javelin]]s, and [[throwing net]]s. One-handed weapons like [[magical staves]], [[broad axe]]s, [[trident]]s, [[demon trident]]s and [[double sword]]s are two-handed weapons to them.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Hunter]], [[Assassin]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]], [[Healer]]&lt;br /&gt;
*'''Warrior-mages:''' [[Arcane Marksman]], [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Summoner]], [[Necromancer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]], [[Earth Elementalist]], [[Venom Mage]]&lt;br /&gt;
*'''Adventurers:''' [[Artificer]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] or [[dexterity]] (equal chance) every 5th level.&lt;br /&gt;
*20% less [[HP]] than average.&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+3 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Kobolds receive the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*[[Meat ration]]s replace [[bread ration]]s.&lt;br /&gt;
*[[Stone]]s replace [[throwing net]]s.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Beginner}}&lt;br /&gt;
&lt;br /&gt;
Kobolds are a straightforward race to play because of their excellent aptitudes in many skills and their size bonus to EV. They have good magic aptitudes overall and advance quickly in experience, and they can eat meat (including chunks) at any time, not just when hungry. This makes eating less of a hassle, which is usually just a convenience, although it can be leveraged to strong effect with certain abilities, such as [[Sif Muna]]'s channeling or repeatable [[berserk]]ing, as offered by [[Trog]] or via an evocable source of berserk (e.g., [[amulet of rage]]). &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Kobold}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[http://en.wikipedia.org/wiki/Kobold Kobolds] were originally creatures from Germanic mythology, but they are most well-known to gamers as low-level monsters in ''Dungeons &amp;amp; Dragons'' (which their depiction in ''Crawl'' most resembles).&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Kobold&amp;diff=25905</id>
		<title>Kobold</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Kobold&amp;diff=25905"/>
				<updated>2014-03-29T03:09:30Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Difficulty of Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
{{flavour|Kobolds are small, ugly creatures with few redeeming features. They are not the sort of people you would want to spend much time with, unless you happened to be a Kobold yourself.&lt;br /&gt;
&lt;br /&gt;
They tend to be stronger and less agile than Halflings, and are slightly more talented at using most types of magic, particularly necromancy. They are competent in combat, especially with short blades, maces or crossbows, and are also very adept at using magical devices. They often live as scavengers, surviving on carrion (which they can eat even when not hungry), but are carnivorous and can only eat meat. Kobolds advance in levels as quickly as Humans. Like Halflings, Kobolds cannot wield large weapons.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Kobolds recover from [[sickness]] quickly.&lt;br /&gt;
*[[Good_mutations#Carnivorous|Carnivorous 3]]: Kobolds gain more sustenance from meat and can eat [[chunk]]s at any time, but cannot eat anything but meat.&lt;br /&gt;
*[[Saprovore|Saprovore 2]]: Kobolds can eat rotten meat, and have a reduced nutrition penalty from eating contaminated meat.&lt;br /&gt;
*Kobolds are [[Size#Player Sizes|small]] creatures, unable to wield [[large shield]]s, [[bardiche]]s, [[battleaxe]]s, [[dire flail]]s, [[executioner's axe]]s, [[glaive]]s, [[great mace]]s, [[great sword]]s, [[halberd]]s, [[longbow]]s, [[scythe]]s, [[triple sword]]s, [[giant club]]s, [[giant spiked club]]s, [[javelin]]s, and [[throwing net]]s. One-handed weapons like [[magical staves]], [[broad axe]]s, [[trident]]s, [[demon trident]]s and [[double sword]]s are two-handed weapons to them.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Hunter]], [[Assassin]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]], [[Healer]]&lt;br /&gt;
*'''Warrior-mages:''' [[Arcane Marksman]], [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Summoner]], [[Necromancer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]], [[Earth Elementalist]], [[Venom Mage]]&lt;br /&gt;
*'''Adventurers:''' [[Artificer]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] or [[dexterity]] (equal chance) every 5th level.&lt;br /&gt;
*20% less [[HP]] than average.&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+3 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Kobolds receive the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*[[Meat ration]]s replace [[bread ration]]s.&lt;br /&gt;
*[[Stone]]s replace [[throwing net]]s.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Beginner}}&lt;br /&gt;
&lt;br /&gt;
Kobolds are a straightforward race to play because of their excellent aptitudes in many skills and their size bonus to EV. They have good magic aptitudes overall and advance quickly in experience, and they can eat meat (including chunks) at any time, not just when hungry. This makes eating less of a hassle, which is usually just a convenience, although it can be leveraged to strong effect with certain abilities, such as [[Sif Muna]]'s channeling or repeatable [[berserk]]ing, as offered by [[Trog]] or via an evocable source of berserk (e.g., [[amulet of rage]]). &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Kobold}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[http://en.wikipedia.org/wiki/Kobold Kobolds] were originally creatures from Germanic mythology, but they are most well-known to gamers as low-level monsters in ''Dungeons &amp;amp; Dragons'' (which their depiction in ''Crawl'' most resembles).&lt;br /&gt;
&lt;br /&gt;
==Guides==&lt;br /&gt;
*[[Hybrid's Kobold Berserker guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]] [[Category:Kobold]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Kobold&amp;diff=25904</id>
		<title>Kobold</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Kobold&amp;diff=25904"/>
				<updated>2014-03-29T03:08:12Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Difficulty of Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
{{flavour|Kobolds are small, ugly creatures with few redeeming features. They are not the sort of people you would want to spend much time with, unless you happened to be a Kobold yourself.&lt;br /&gt;
&lt;br /&gt;
They tend to be stronger and less agile than Halflings, and are slightly more talented at using most types of magic, particularly necromancy. They are competent in combat, especially with short blades, maces or crossbows, and are also very adept at using magical devices. They often live as scavengers, surviving on carrion (which they can eat even when not hungry), but are carnivorous and can only eat meat. Kobolds advance in levels as quickly as Humans. Like Halflings, Kobolds cannot wield large weapons.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Kobolds recover from [[sickness]] quickly.&lt;br /&gt;
*[[Good_mutations#Carnivorous|Carnivorous 3]]: Kobolds gain more sustenance from meat and can eat [[chunk]]s at any time, but cannot eat anything but meat.&lt;br /&gt;
*[[Saprovore|Saprovore 2]]: Kobolds can eat rotten meat, and have a reduced nutrition penalty from eating contaminated meat.&lt;br /&gt;
*Kobolds are [[Size#Player Sizes|small]] creatures, unable to wield [[large shield]]s, [[bardiche]]s, [[battleaxe]]s, [[dire flail]]s, [[executioner's axe]]s, [[glaive]]s, [[great mace]]s, [[great sword]]s, [[halberd]]s, [[longbow]]s, [[scythe]]s, [[triple sword]]s, [[giant club]]s, [[giant spiked club]]s, [[javelin]]s, and [[throwing net]]s. One-handed weapons like [[magical staves]], [[broad axe]]s, [[trident]]s, [[demon trident]]s and [[double sword]]s are two-handed weapons to them.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Hunter]], [[Assassin]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]], [[Healer]]&lt;br /&gt;
*'''Warrior-mages:''' [[Arcane Marksman]], [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Summoner]], [[Necromancer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]], [[Earth Elementalist]], [[Venom Mage]]&lt;br /&gt;
*'''Adventurers:''' [[Artificer]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] or [[dexterity]] (equal chance) every 5th level.&lt;br /&gt;
*20% less [[HP]] than average.&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+3 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Kobolds receive the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*[[Meat ration]]s replace [[bread ration]]s.&lt;br /&gt;
*[[Stone]]s replace [[throwing net]]s.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Beginner}}&lt;br /&gt;
&lt;br /&gt;
Kobolds are a straightforward race to play because of their excellent aptitudes in many skills and their size bonus to EV. They have good magic aptitudes overall and advance quickly in experience, and they can eat meat (including chunks) at any time, not just when hungry. This makes eating less of a hassle, which is just a convenience; however, it can be leveraged via certain abilities, such as [[Sif Muna]]'s channeling or repeatable [[berserk]]ing, as offered by [[Trog]] or via an evocable source of berserk (e.g., [[amulet of rage]]). &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Kobold}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[http://en.wikipedia.org/wiki/Kobold Kobolds] were originally creatures from Germanic mythology, but they are most well-known to gamers as low-level monsters in ''Dungeons &amp;amp; Dragons'' (which their depiction in ''Crawl'' most resembles).&lt;br /&gt;
&lt;br /&gt;
==Guides==&lt;br /&gt;
*[[Hybrid's Kobold Berserker guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]] [[Category:Kobold]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Zin&amp;diff=25902</id>
		<title>Talk:Zin</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Zin&amp;diff=25902"/>
				<updated>2014-03-28T23:13:24Z</updated>
		
		<summary type="html">&lt;p&gt;And into: Created page with &amp;quot;Okay, corrected lots of misinformation, and drastically cut down on the strategy section, which didn't have much strategy. This section still doesn't have much strategy, but i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Okay, corrected lots of misinformation, and drastically cut down on the strategy section, which didn't have much strategy. This section still doesn't have much strategy, but it has less weird or confusing information in it. Some good low HD targets for recite and imprison might be worth adding back in later. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yours, and into&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Zin&amp;diff=25901</id>
		<title>Zin</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Zin&amp;diff=25901"/>
				<updated>2014-03-28T23:11:41Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Given Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
[[File:Zin altar.png]] ''&amp;quot;Spread the light, my child.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Zin the Lawgiver''' is a God for those focused on inner strength. Followers must remain pure of body and soul, refraining from unholy, evil, unclean or chaotic magic; the use of mutations and the consumption of intelligent beings' flesh. They may preach to or imprison the unenlightened, and can ultimately gain a divine refuge. Zin values selflessness, demanding a tithe of 1/10 of all gold gained, preferably followed by donations of more. Zin's followers can safely convert to Elyvilon and the Shining One.&lt;br /&gt;
&lt;br /&gt;
Along with [[Elyvilon]] and [[the Shining One]], '''Zin is''' considered a [[good god]]. No backgrounds start the game following this religion.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
Zin does not accept [[demonspawn]] or undead species ([[ghoul]]s, [[vampire]]s, or [[mummies]]) as followers. [[Demigod]]s may not worship Zin or any other deity.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Zin takes a 10% tithe every time you pick up gold, unless you're already at max piety. This tithe counts remainders (e.g., if you pick up two piles of 15 gold one after the other, Zin will take 1 gold piece from the first and 2 from the second). However, Zin knows if you try to save gold piles before converting to him (&amp;quot;Zin is a bit unhappy you did not bring this gold earlier.&amp;quot;), and the tithe has a reduced effect in the [[Orcish Mines]] and on gold [[scroll of acquirement|acquired]]. Paying a tithe has a chance to increase piety based on its size.&lt;br /&gt;
*Similarly, [[praying]] at Zin's [[altar]] will donate half your gold, granting a chunk of piety which will be distributed as you gain [[experience]]. You'll also receive an indication of what Zin's opinion towards you will be once the piety is fully distributed.&lt;br /&gt;
*Upon conversion, Zin takes some gold, but this provides more piety than a regular donation.&lt;br /&gt;
*Killing the spawn of chaos has a chance to grant piety. See the list of [[chaotic]] monsters and abilities for more details.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
Zin dislikes it (i.e. [[piety]] loss) when:&lt;br /&gt;
*You drink blood from a [[potion of blood]] or a [[potion of coagulated blood]].&lt;br /&gt;
*You attack neutral monsters.&lt;br /&gt;
*You allow sentient allies to die.&lt;br /&gt;
*You deliberately mutate yourself. This includes deliberately making yourself [[glow]] and drinking [[potions of beneficial mutation]]. &lt;br /&gt;
*You or your allies attack monsters in a sanctuary.&lt;br /&gt;
&lt;br /&gt;
Zin strongly dislikes it (i.e. [[penance]]) when:&lt;br /&gt;
*You perform [[cannibalism]].&lt;br /&gt;
*You desecrate holy remains.&lt;br /&gt;
*You use [[Necromancy]]. Casting [[Necromutation]] instead causes excommunication.&lt;br /&gt;
*You use [[unholy]] magic or items.&lt;br /&gt;
*You attack non-hostile holy beings.&lt;br /&gt;
*You or your allies kill non-hostile holy beings.&lt;br /&gt;
*You attack allies.&lt;br /&gt;
*You [[polymorph]] monsters.&lt;br /&gt;
*You use unclean or [[chaotic]] magic or items.&lt;br /&gt;
*You eat the flesh of sentient beings.&lt;br /&gt;
&lt;br /&gt;
Zin will forgive accidental transgressions, i.e. performing a forbidden action via an unidentified item.&lt;br /&gt;
&lt;br /&gt;
On average, your piety will decay naturally by 1 every 340 turns.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Anchorite&amp;quot;&lt;br /&gt;
*Zin may protect you from a fatal instance of damage. The chance increases with Piety. Passive. No piety cost.&lt;br /&gt;
*Zin may protect you from the effects of [[Hell]]'s mystical force. The chance also increases with Piety. Passive. No piety cost. &lt;br /&gt;
*Zin may protect you from mutation at a (Piety/2)% chance. Passive. No piety cost. &lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Apologist&amp;quot;&lt;br /&gt;
*'''Recite''' - Preaches a verse from one of the four books of the Axioms of Law:&lt;br /&gt;
**''Abominations'', which harshly deals with chaotic monsters: Chance to cause [[bleeding]], to [[smite]], to [[Corona|illuminate]], to sear their flesh, or to turn them into [[pillar of salt|pillars of salt]].&lt;br /&gt;
**''Ablutions'', which punishes unclean monsters and walking corpses: Chance to cause bleeding, to smite, to cause [[rot]], to illuminate, to cast [[holy word]], or to turn them into pillars of salt.&lt;br /&gt;
**''Apostates'', which applies to unbelievers and heretics (i.e. monsters who worship a god other than Zin, such as orcs of Beogh): Chance to put to [[sleep]], to daze, to [[confuse]], to [[Cause Fear|fear]], and to [[paralyze]] unbelievers, while heretics may suffer bleeding, smiting, blindness, muteness, illumination, [[paralysis]], madness, and dumbness.&lt;br /&gt;
**''Anathema'', which combats demons and undead: chance to daze, to confuse, to fear, to illuminate, to cast [[holy word]], or to turn them into pillars of salt.&lt;br /&gt;
If multiple books could apply, you are allowed to choose which to read from (e.g. whether to use Ablutions or Anathema on a skeleton). Recite takes three turns, during which you can move, fight, and evoke; anything that interrupts your speaking (potions, scrolls, spells, shouting, or using a breath weapon) will cancel the Recite status. The effect of Recite is more powerful with higher [[piety]] and [[Invocations]]; stronger effects only occur at high power, but there's always a chance of weaker effects (or even no effect at all). Costs Breath.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Pious&amp;quot;&lt;br /&gt;
*'''Vitalisation''' - Temporarily gives you the Vit status, which, while active, protects you from sickness, poisoning, confusion, petrification, rot, and stat drain, and boosts all your stats by [[Invocations]]/3. Also protects against the status effects caused by [[curare]] and the stings of [[red wasp]]s and [[yellow wasp]]s, while active. Gives a small amount of nutrition, but won't go past Full. Costs 1-2 Piety.&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Devout&amp;quot;&lt;br /&gt;
*'''Imprison''' - Temporarily creates a silver-walled prison around an enemy, pushing away monsters adjacent to the target (if applicable). Duration depends on [[invocations]] skill. Strong monsters may break themselves out (chance for jailbreak depends on monster's HD). Costs 5 MP, 125-250 Food, and 4-6 Piety.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Orthodox&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Immaculate&amp;quot;&lt;br /&gt;
*'''Sanctuary''' - Creates a stationary Sanctuary with a radius and duration dependent on your [[Invocations]] skill, centered on yourself. Its radius will decrease as its duration runs out. So long as you remain within the radius of Sanctuary, no enemies can attack you (this protection extends to your allies, as well). If you or one of your allies attacks, Sanctuary is instantly dispelled and Zin considers it an evil act. Costs 7 MP, 150-300 Food, and 15-23 Piety.&lt;br /&gt;
In addition to preventing enemy attacks, you enjoy the following effects from Sanctuary:  &lt;br /&gt;
**[[Trap]]s are revealed.&lt;br /&gt;
**[[Cloud]]s dissipate.&lt;br /&gt;
**Your allies are recalled and protected against [[Abjuration]].&lt;br /&gt;
**Monsters may be scared away.&lt;br /&gt;
**Undead and demons are subject to [[Holy Word]], which slows, damages, and scares them.&lt;br /&gt;
**Magical contamination discharges are greatly reduced.&lt;br /&gt;
**[[Hell]]'s mystical force will not strike you; any previous effects will linger, however.&lt;br /&gt;
**Blood is cleaned from tiles.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Bringer of Law&amp;quot;&lt;br /&gt;
*'''Cure All Mutations''' - Immediately removes all mutations from your character, both good and bad. Can only be used once per game. No piety cost.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Zin will only dispense punishments to those who enter the service of an [[evil gods|evil]] or [[chaotic]] god.&lt;br /&gt;
&lt;br /&gt;
*20% chance: If possible, remove 1-7 random good mutations. Otherwise, reroll from the remaining options.&lt;br /&gt;
*30% chance: Summons either (1d3 + XL/10) hostile angels (more likely if you are high level) or a swarm of &amp;quot;creeping doom&amp;quot; (i.e. random [[list of insects|insects]], [[list of arachnids|arachnids]], and [[list of worms|worms]]).&lt;br /&gt;
*20% chance: Recites the Axioms of Law at you, inflicting confusion, sleep or paralysis (equal chance of each).&lt;br /&gt;
*20% chance: Halves your current nutrition level.&lt;br /&gt;
*10% chance: Makes an extremely loud noise at your current position.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Zin works through somewhat more subtle means than other gods: giving monsters various status effects (Recite and Imprison) while protecting you from the same and buffing your stats (Vitalisation, protection from chaos).&lt;br /&gt;
&lt;br /&gt;
In terms of overall god strategy, remember that you can switch amongst Zin, [[Elyvilon]], and [[the Shining One]] without incurring wrath, and you even get some starting piety with your new god choice. All three of these gods use [[Invocations]] skill. So long as you do not worship an evil or chaotic god, you can also leave the religion of any of these three gods without incurring penance.  &lt;br /&gt;
&lt;br /&gt;
In spite of the fact that Zin abhors chaos, Recite produces a variety of random effects. Recite's list of effects grows along with your [[Invocations]] skill and your [[piety]], but weak effects are always possible. Monsters resist it based on their [[hit dice]], not their [[magic resistance]]. Do note that reading scrolls, using other Zin abilities, casting spells, and shouting or commanding allies via the (t)ell command will interrupt recite. &lt;br /&gt;
&lt;br /&gt;
Vitalisation boosts all your stats for a low piety cost, and while active makes you immune to sickness, poisoning, confusion, petrification, rot, and stat drain, but it won't ''cure'' these ailments if you already have them, so cast it preemptively as soon as you encounter an enemy that can inflict such effects on you. (Something of a niche case, but vitalisation does prevent the status effects that [[curare]], [[yellow wasp]]s and [[red wasp]]s cause via their poison.) Also note that Vitalisation prevents the poisoning status but does not actually provide rPois, and thus does not lower the damage from the impact of spells like [[Poison Arrow]] or [[Venom Bolt]]. &lt;br /&gt;
&lt;br /&gt;
Sanctuary is one of the most powerful emergency abilities in the game. Use it when you're surrounded and the situation is quickly going pear-shaped, though make sure you have an escape route too, since otherwise Sanctuary will only delay the inevitable. Note that you can't recast Sanctuary while you already have one still active, and that it costs a hefty 15 piety to invoke.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] Vitalisation will grant poison resistance, and Zin won't mind when you allow your sentient allies to die.&lt;br /&gt;
&lt;br /&gt;
Before [[0.13]], Recite had a 3-turn delay instead of a 3-turn duration, essentially paralyzing the player while he hoped Zin did something. Also, the [[priest]] background was removed.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], Vitalisation did not protect from the paralysing attacks of [[yellow wasp]]s and [[red wasp]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]][[Category:Good Gods]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Zin&amp;diff=25900</id>
		<title>Zin</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Zin&amp;diff=25900"/>
				<updated>2014-03-28T23:10:04Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Given Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
[[File:Zin altar.png]] ''&amp;quot;Spread the light, my child.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Zin the Lawgiver''' is a God for those focused on inner strength. Followers must remain pure of body and soul, refraining from unholy, evil, unclean or chaotic magic; the use of mutations and the consumption of intelligent beings' flesh. They may preach to or imprison the unenlightened, and can ultimately gain a divine refuge. Zin values selflessness, demanding a tithe of 1/10 of all gold gained, preferably followed by donations of more. Zin's followers can safely convert to Elyvilon and the Shining One.&lt;br /&gt;
&lt;br /&gt;
Along with [[Elyvilon]] and [[the Shining One]], '''Zin is''' considered a [[good god]]. No backgrounds start the game following this religion.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
Zin does not accept [[demonspawn]] or undead species ([[ghoul]]s, [[vampire]]s, or [[mummies]]) as followers. [[Demigod]]s may not worship Zin or any other deity.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Zin takes a 10% tithe every time you pick up gold, unless you're already at max piety. This tithe counts remainders (e.g., if you pick up two piles of 15 gold one after the other, Zin will take 1 gold piece from the first and 2 from the second). However, Zin knows if you try to save gold piles before converting to him (&amp;quot;Zin is a bit unhappy you did not bring this gold earlier.&amp;quot;), and the tithe has a reduced effect in the [[Orcish Mines]] and on gold [[scroll of acquirement|acquired]]. Paying a tithe has a chance to increase piety based on its size.&lt;br /&gt;
*Similarly, [[praying]] at Zin's [[altar]] will donate half your gold, granting a chunk of piety which will be distributed as you gain [[experience]]. You'll also receive an indication of what Zin's opinion towards you will be once the piety is fully distributed.&lt;br /&gt;
*Upon conversion, Zin takes some gold, but this provides more piety than a regular donation.&lt;br /&gt;
*Killing the spawn of chaos has a chance to grant piety. See the list of [[chaotic]] monsters and abilities for more details.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
Zin dislikes it (i.e. [[piety]] loss) when:&lt;br /&gt;
*You drink blood from a [[potion of blood]] or a [[potion of coagulated blood]].&lt;br /&gt;
*You attack neutral monsters.&lt;br /&gt;
*You allow sentient allies to die.&lt;br /&gt;
*You deliberately mutate yourself. This includes deliberately making yourself [[glow]] and drinking [[potions of beneficial mutation]]. &lt;br /&gt;
*You or your allies attack monsters in a sanctuary.&lt;br /&gt;
&lt;br /&gt;
Zin strongly dislikes it (i.e. [[penance]]) when:&lt;br /&gt;
*You perform [[cannibalism]].&lt;br /&gt;
*You desecrate holy remains.&lt;br /&gt;
*You use [[Necromancy]]. Casting [[Necromutation]] instead causes excommunication.&lt;br /&gt;
*You use [[unholy]] magic or items.&lt;br /&gt;
*You attack non-hostile holy beings.&lt;br /&gt;
*You or your allies kill non-hostile holy beings.&lt;br /&gt;
*You attack allies.&lt;br /&gt;
*You [[polymorph]] monsters.&lt;br /&gt;
*You use unclean or [[chaotic]] magic or items.&lt;br /&gt;
*You eat the flesh of sentient beings.&lt;br /&gt;
&lt;br /&gt;
Zin will forgive accidental transgressions, i.e. performing a forbidden action via an unidentified item.&lt;br /&gt;
&lt;br /&gt;
On average, your piety will decay naturally by 1 every 340 turns.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Anchorite&amp;quot;&lt;br /&gt;
*Zin may protect you from a fatal instance of damage. The chance increases with Piety. Passive. No piety cost.&lt;br /&gt;
*Zin may protect you from the effects of [[Hell]]'s mystical force. The chance also increases with Piety. Passive. No piety cost. &lt;br /&gt;
*Zin may protect you from mutation at a (Piety/2)% chance. Passive. No piety cost. &lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Apologist&amp;quot;&lt;br /&gt;
*'''Recite''' - Preaches a verse from one of the four books of the Axioms of Law:&lt;br /&gt;
**''Abominations'', which harshly deals with chaotic monsters: Chance to cause [[bleeding]], to [[smite]], to [[Corona|illuminate]], to sear their flesh, or to turn them into [[pillar of salt|pillars of salt]].&lt;br /&gt;
**''Ablutions'', which punishes unclean monsters and walking corpses: Chance to cause bleeding, to smite, to cause [[rot]], to illuminate, to cast [[holy word]], or to turn them into pillars of salt.&lt;br /&gt;
**''Apostates'', which applies to unbelievers and heretics (i.e. monsters who worship a god other than Zin, such as orcs of Beogh): Chance to put to [[sleep]], to daze, to [[confuse]], to [[Cause Fear|fear]], and to [[paralyze]] unbelievers, while heretics may suffer bleeding, smiting, blindness, muteness, illumination, [[paralysis]], madness, and dumbness.&lt;br /&gt;
**''Anathema'', which combats demons and undead: chance to daze, to confuse, to fear, to illuminate, to cast [[holy word]], or to turn them into pillars of salt.&lt;br /&gt;
If multiple books could apply, you are allowed to choose which to read from (e.g. whether to use Ablutions or Anathema on a skeleton). Recite takes three turns, during which you can move, fight, and evoke; anything that interrupts your speaking (potions, scrolls, spells, shouting, or using a breath weapon) will cancel the Recite status. The effect of Recite is more powerful with higher [[piety]] and [[Invocations]]; stronger effects only occur at high power, but there's always a chance of weaker effects (or even no effect at all). Costs Breath.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Pious&amp;quot;&lt;br /&gt;
*'''Vitalisation''' - While active, protects you from sickness, poisoning, confusion, petrification, rot, and stat drain, and boosts all your stats by [[Invocations]]/3. Also protects against [[curare]] and the status effects caused by the venom of [[red wasp]]s and [[yellow wasp]]s. Gives a small amount of nutrition, but won't go past Full. Costs 1-2 Piety.&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Devout&amp;quot;&lt;br /&gt;
*'''Imprison''' - Temporarily creates a silver-walled prison around an enemy, pushing away monsters adjacent to the target (if applicable). Duration depends on [[invocations]] skill. Strong monsters may break themselves out (chance for jailbreak depends on monster's HD). Costs 5 MP, 125-250 Food, and 4-6 Piety.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Orthodox&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Immaculate&amp;quot;&lt;br /&gt;
*'''Sanctuary''' - Creates a stationary Sanctuary with a radius and duration dependent on your [[Invocations]] skill, centered on yourself. Its radius will decrease as its duration runs out. So long as you remain within the radius of Sanctuary, no enemies can attack you (this protection extends to your allies, as well). If you or one of your allies attacks, Sanctuary is instantly dispelled and Zin considers it an evil act. Costs 7 MP, 150-300 Food, and 15-23 Piety.&lt;br /&gt;
In addition to preventing enemy attacks, you enjoy the following effects from Sanctuary:  &lt;br /&gt;
**[[Trap]]s are revealed.&lt;br /&gt;
**[[Cloud]]s dissipate.&lt;br /&gt;
**Your allies are recalled and protected against [[Abjuration]].&lt;br /&gt;
**Monsters may be scared away.&lt;br /&gt;
**Undead and demons are subject to [[Holy Word]], which slows, damages, and scares them.&lt;br /&gt;
**Magical contamination discharges are greatly reduced.&lt;br /&gt;
**[[Hell]]'s mystical force will not strike you; any previous effects will linger, however.&lt;br /&gt;
**Blood is cleaned from tiles.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Bringer of Law&amp;quot;&lt;br /&gt;
*'''Cure All Mutations''' - Immediately removes all mutations from your character, both good and bad. Can only be used once per game. No piety cost.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Zin will only dispense punishments to those who enter the service of an [[evil gods|evil]] or [[chaotic]] god.&lt;br /&gt;
&lt;br /&gt;
*20% chance: If possible, remove 1-7 random good mutations. Otherwise, reroll from the remaining options.&lt;br /&gt;
*30% chance: Summons either (1d3 + XL/10) hostile angels (more likely if you are high level) or a swarm of &amp;quot;creeping doom&amp;quot; (i.e. random [[list of insects|insects]], [[list of arachnids|arachnids]], and [[list of worms|worms]]).&lt;br /&gt;
*20% chance: Recites the Axioms of Law at you, inflicting confusion, sleep or paralysis (equal chance of each).&lt;br /&gt;
*20% chance: Halves your current nutrition level.&lt;br /&gt;
*10% chance: Makes an extremely loud noise at your current position.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Zin works through somewhat more subtle means than other gods: giving monsters various status effects (Recite and Imprison) while protecting you from the same and buffing your stats (Vitalisation, protection from chaos).&lt;br /&gt;
&lt;br /&gt;
In terms of overall god strategy, remember that you can switch amongst Zin, [[Elyvilon]], and [[the Shining One]] without incurring wrath, and you even get some starting piety with your new god choice. All three of these gods use [[Invocations]] skill. So long as you do not worship an evil or chaotic god, you can also leave the religion of any of these three gods without incurring penance.  &lt;br /&gt;
&lt;br /&gt;
In spite of the fact that Zin abhors chaos, Recite produces a variety of random effects. Recite's list of effects grows along with your [[Invocations]] skill and your [[piety]], but weak effects are always possible. Monsters resist it based on their [[hit dice]], not their [[magic resistance]]. Do note that reading scrolls, using other Zin abilities, casting spells, and shouting or commanding allies via the (t)ell command will interrupt recite. &lt;br /&gt;
&lt;br /&gt;
Vitalisation boosts all your stats for a low piety cost, and while active makes you immune to sickness, poisoning, confusion, petrification, rot, and stat drain, but it won't ''cure'' these ailments if you already have them, so cast it preemptively as soon as you encounter an enemy that can inflict such effects on you. (Something of a niche case, but vitalisation does prevent the status effects that [[curare]], [[yellow wasp]]s and [[red wasp]]s cause via their poison.) Also note that Vitalisation prevents the poisoning status but does not actually provide rPois, and thus does not lower the damage from the impact of spells like [[Poison Arrow]] or [[Venom Bolt]]. &lt;br /&gt;
&lt;br /&gt;
Sanctuary is one of the most powerful emergency abilities in the game. Use it when you're surrounded and the situation is quickly going pear-shaped, though make sure you have an escape route too, since otherwise Sanctuary will only delay the inevitable. Note that you can't recast Sanctuary while you already have one still active, and that it costs a hefty 15 piety to invoke.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] Vitalisation will grant poison resistance, and Zin won't mind when you allow your sentient allies to die.&lt;br /&gt;
&lt;br /&gt;
Before [[0.13]], Recite had a 3-turn delay instead of a 3-turn duration, essentially paralyzing the player while he hoped Zin did something. Also, the [[priest]] background was removed.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], Vitalisation did not protect from the paralysing attacks of [[yellow wasp]]s and [[red wasp]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]][[Category:Good Gods]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Zin&amp;diff=25899</id>
		<title>Zin</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Zin&amp;diff=25899"/>
				<updated>2014-03-28T23:08:58Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
[[File:Zin altar.png]] ''&amp;quot;Spread the light, my child.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Zin the Lawgiver''' is a God for those focused on inner strength. Followers must remain pure of body and soul, refraining from unholy, evil, unclean or chaotic magic; the use of mutations and the consumption of intelligent beings' flesh. They may preach to or imprison the unenlightened, and can ultimately gain a divine refuge. Zin values selflessness, demanding a tithe of 1/10 of all gold gained, preferably followed by donations of more. Zin's followers can safely convert to Elyvilon and the Shining One.&lt;br /&gt;
&lt;br /&gt;
Along with [[Elyvilon]] and [[the Shining One]], '''Zin is''' considered a [[good god]]. No backgrounds start the game following this religion.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
Zin does not accept [[demonspawn]] or undead species ([[ghoul]]s, [[vampire]]s, or [[mummies]]) as followers. [[Demigod]]s may not worship Zin or any other deity.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Zin takes a 10% tithe every time you pick up gold, unless you're already at max piety. This tithe counts remainders (e.g., if you pick up two piles of 15 gold one after the other, Zin will take 1 gold piece from the first and 2 from the second). However, Zin knows if you try to save gold piles before converting to him (&amp;quot;Zin is a bit unhappy you did not bring this gold earlier.&amp;quot;), and the tithe has a reduced effect in the [[Orcish Mines]] and on gold [[scroll of acquirement|acquired]]. Paying a tithe has a chance to increase piety based on its size.&lt;br /&gt;
*Similarly, [[praying]] at Zin's [[altar]] will donate half your gold, granting a chunk of piety which will be distributed as you gain [[experience]]. You'll also receive an indication of what Zin's opinion towards you will be once the piety is fully distributed.&lt;br /&gt;
*Upon conversion, Zin takes some gold, but this provides more piety than a regular donation.&lt;br /&gt;
*Killing the spawn of chaos has a chance to grant piety. See the list of [[chaotic]] monsters and abilities for more details.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
Zin dislikes it (i.e. [[piety]] loss) when:&lt;br /&gt;
*You drink blood from a [[potion of blood]] or a [[potion of coagulated blood]].&lt;br /&gt;
*You attack neutral monsters.&lt;br /&gt;
*You allow sentient allies to die.&lt;br /&gt;
*You deliberately mutate yourself. This includes deliberately making yourself [[glow]] and drinking [[potions of beneficial mutation]]. &lt;br /&gt;
*You or your allies attack monsters in a sanctuary.&lt;br /&gt;
&lt;br /&gt;
Zin strongly dislikes it (i.e. [[penance]]) when:&lt;br /&gt;
*You perform [[cannibalism]].&lt;br /&gt;
*You desecrate holy remains.&lt;br /&gt;
*You use [[Necromancy]]. Casting [[Necromutation]] instead causes excommunication.&lt;br /&gt;
*You use [[unholy]] magic or items.&lt;br /&gt;
*You attack non-hostile holy beings.&lt;br /&gt;
*You or your allies kill non-hostile holy beings.&lt;br /&gt;
*You attack allies.&lt;br /&gt;
*You [[polymorph]] monsters.&lt;br /&gt;
*You use unclean or [[chaotic]] magic or items.&lt;br /&gt;
*You eat the flesh of sentient beings.&lt;br /&gt;
&lt;br /&gt;
Zin will forgive accidental transgressions, i.e. performing a forbidden action via an unidentified item.&lt;br /&gt;
&lt;br /&gt;
On average, your piety will decay naturally by 1 every 340 turns.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Anchorite&amp;quot;&lt;br /&gt;
*Zin may protect you from a fatal instance of damage. The chance increases with Piety. Passive. No piety cost.&lt;br /&gt;
*Zin may protect you from the effects of [[Hell]]'s mystical force. The chance also increases with Piety. Passive. No piety cost. &lt;br /&gt;
*Zin may protect you from mutation at a (Piety/2)% chance. Passive. No piety cost. &lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Apologist&amp;quot;&lt;br /&gt;
*'''Recite''' - Preaches a verse from one of the four books of the Axioms of Law:&lt;br /&gt;
**''Abominations'', which harshly deals with chaotic monsters: Chance to cause [[bleeding]], to [[smite]], to [[Corona|illuminate]], to sear their flesh, or to turn them into [[pillar of salt|pillars of salt]].&lt;br /&gt;
**''Ablutions'', which punishes unclean monsters and walking corpses: Chance to cause bleeding, to smite, to cause [[rot]], to illuminate, to cast [[holy word]], or to turn them into pillars of salt.&lt;br /&gt;
**''Apostates'', which applies to unbelievers and heretics (i.e. monsters who worship a god other than Zin, such as orcs of Beogh): Chance to put to [[sleep]], to daze, to [[confuse]], to [[Cause Fear|fear]], and to [[paralyze]] unbelievers, while heretics may suffer bleeding, smiting, blindness, muteness, illumination, [[paralysis]], madness, and dumbness.&lt;br /&gt;
**''Anathema'', which combats demons and undead: chance to daze, to confuse, to fear, to illuminate, to cast [[holy word]], or to turn them into pillars of salt.&lt;br /&gt;
If multiple books could apply, you are allowed to choose which to read from (e.g. whether to use Ablutions or Anathema on a skeleton). Recite takes three turns, during which you can move, fight, and evoke; anything that interrupts your speaking (potions, scrolls, spells, shouting, or using a breath weapon) will cancel the Recite status. The effect of Recite is more powerful with higher [[piety]] and [[Invocations]]; stronger effects only occur at high power, but there's always a chance of weaker effects (or even no effect at all). Costs Breath.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Pious&amp;quot;&lt;br /&gt;
*'''Vitalisation''' - While active, protects you from sickness, poisoning, confusion, petrification, rot, and stat drain, and boosts all your stats by [[Invocations]]/3. Gives a small amount of nutrition, but won't go past Full. Costs 1-2 Piety.&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Devout&amp;quot;&lt;br /&gt;
*'''Imprison''' - Temporarily creates a silver-walled prison around an enemy, pushing away monsters adjacent to the target (if applicable). Duration depends on [[invocations]] skill. Strong monsters may break themselves out (chance for jailbreak depends on monster's HD). Costs 5 MP, 125-250 Food, and 4-6 Piety.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Orthodox&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Immaculate&amp;quot;&lt;br /&gt;
*'''Sanctuary''' - Creates a stationary Sanctuary with a radius and duration dependent on your [[Invocations]] skill, centered on yourself. Its radius will decrease as its duration runs out. So long as you remain within the radius of Sanctuary, no enemies can attack you (this protection extends to your allies, as well). If you or one of your allies attacks, Sanctuary is instantly dispelled and Zin considers it an evil act. Costs 7 MP, 150-300 Food, and 15-23 Piety.&lt;br /&gt;
In addition to preventing enemy attacks, you enjoy the following effects from Sanctuary:  &lt;br /&gt;
**[[Trap]]s are revealed.&lt;br /&gt;
**[[Cloud]]s dissipate.&lt;br /&gt;
**Your allies are recalled and protected against [[Abjuration]].&lt;br /&gt;
**Monsters may be scared away.&lt;br /&gt;
**Undead and demons are subject to [[Holy Word]], which slows, damages, and scares them.&lt;br /&gt;
**Magical contamination discharges are greatly reduced.&lt;br /&gt;
**[[Hell]]'s mystical force will not strike you; any previous effects will linger, however.&lt;br /&gt;
**Blood is cleaned from tiles.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Bringer of Law&amp;quot;&lt;br /&gt;
*'''Cure All Mutations''' - Immediately removes all mutations from your character, both good and bad. Can only be used once per game. No piety cost.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Zin will only dispense punishments to those who enter the service of an [[evil gods|evil]] or [[chaotic]] god.&lt;br /&gt;
&lt;br /&gt;
*20% chance: If possible, remove 1-7 random good mutations. Otherwise, reroll from the remaining options.&lt;br /&gt;
*30% chance: Summons either (1d3 + XL/10) hostile angels (more likely if you are high level) or a swarm of &amp;quot;creeping doom&amp;quot; (i.e. random [[list of insects|insects]], [[list of arachnids|arachnids]], and [[list of worms|worms]]).&lt;br /&gt;
*20% chance: Recites the Axioms of Law at you, inflicting confusion, sleep or paralysis (equal chance of each).&lt;br /&gt;
*20% chance: Halves your current nutrition level.&lt;br /&gt;
*10% chance: Makes an extremely loud noise at your current position.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Zin works through somewhat more subtle means than other gods: giving monsters various status effects (Recite and Imprison) while protecting you from the same and buffing your stats (Vitalisation, protection from chaos).&lt;br /&gt;
&lt;br /&gt;
In terms of overall god strategy, remember that you can switch amongst Zin, [[Elyvilon]], and [[the Shining One]] without incurring wrath, and you even get some starting piety with your new god choice. All three of these gods use [[Invocations]] skill. So long as you do not worship an evil or chaotic god, you can also leave the religion of any of these three gods without incurring penance.  &lt;br /&gt;
&lt;br /&gt;
In spite of the fact that Zin abhors chaos, Recite produces a variety of random effects. Recite's list of effects grows along with your [[Invocations]] skill and your [[piety]], but weak effects are always possible. Monsters resist it based on their [[hit dice]], not their [[magic resistance]]. Do note that reading scrolls, using other Zin abilities, casting spells, and shouting or commanding allies via the (t)ell command will interrupt recite. &lt;br /&gt;
&lt;br /&gt;
Vitalisation boosts all your stats for a low piety cost, and while active makes you immune to sickness, poisoning, confusion, petrification, rot, and stat drain, but it won't ''cure'' these ailments if you already have them, so cast it preemptively as soon as you encounter an enemy that can inflict such effects on you. (Something of a niche case, but vitalisation does prevent the status effects that [[curare]], [[yellow wasp]]s and [[red wasp]]s cause via their poison.) Also note that Vitalisation prevents the poisoning status but does not actually provide rPois, and thus does not lower the damage from the impact of spells like [[Poison Arrow]] or [[Venom Bolt]]. &lt;br /&gt;
&lt;br /&gt;
Sanctuary is one of the most powerful emergency abilities in the game. Use it when you're surrounded and the situation is quickly going pear-shaped, though make sure you have an escape route too, since otherwise Sanctuary will only delay the inevitable. Note that you can't recast Sanctuary while you already have one still active, and that it costs a hefty 15 piety to invoke.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] Vitalisation will grant poison resistance, and Zin won't mind when you allow your sentient allies to die.&lt;br /&gt;
&lt;br /&gt;
Before [[0.13]], Recite had a 3-turn delay instead of a 3-turn duration, essentially paralyzing the player while he hoped Zin did something. Also, the [[priest]] background was removed.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], Vitalisation did not protect from the paralysing attacks of [[yellow wasp]]s and [[red wasp]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]][[Category:Good Gods]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Zin&amp;diff=25898</id>
		<title>Zin</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Zin&amp;diff=25898"/>
				<updated>2014-03-28T23:03:28Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
[[File:Zin altar.png]] ''&amp;quot;Spread the light, my child.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Zin the Lawgiver''' is a God for those focused on inner strength. Followers must remain pure of body and soul, refraining from unholy, evil, unclean or chaotic magic; the use of mutations and the consumption of intelligent beings' flesh. They may preach to or imprison the unenlightened, and can ultimately gain a divine refuge. Zin values selflessness, demanding a tithe of 1/10 of all gold gained, preferably followed by donations of more. Zin's followers can safely convert to Elyvilon and the Shining One.&lt;br /&gt;
&lt;br /&gt;
Along with [[Elyvilon]] and [[the Shining One]], '''Zin is''' considered a [[good god]]. No backgrounds start the game following this religion.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
Zin does not accept [[demonspawn]] or undead species ([[ghoul]]s, [[vampire]]s, or [[mummies]]) as followers. [[Demigod]]s may not worship Zin or any other deity.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Zin takes a 10% tithe every time you pick up gold, unless you're already at max piety. This tithe counts remainders (e.g., if you pick up two piles of 15 gold one after the other, Zin will take 1 gold piece from the first and 2 from the second). However, Zin knows if you try to save gold piles before converting to him (&amp;quot;Zin is a bit unhappy you did not bring this gold earlier.&amp;quot;), and the tithe has a reduced effect in the [[Orcish Mines]] and on gold [[scroll of acquirement|acquired]]. Paying a tithe has a chance to increase piety based on its size.&lt;br /&gt;
*Similarly, [[praying]] at Zin's [[altar]] will donate half your gold, granting a chunk of piety which will be distributed as you gain [[experience]]. You'll also receive an indication of what Zin's opinion towards you will be once the piety is fully distributed.&lt;br /&gt;
*Upon conversion, Zin takes some gold, but this provides more piety than a regular donation.&lt;br /&gt;
*Killing the spawn of chaos has a chance to grant piety. See the list of [[chaotic]] monsters and abilities for more details.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
Zin dislikes it (i.e. [[piety]] loss) when:&lt;br /&gt;
*You drink blood from a [[potion of blood]] or a [[potion of coagulated blood]].&lt;br /&gt;
*You attack neutral monsters.&lt;br /&gt;
*You allow sentient allies to die.&lt;br /&gt;
*You deliberately mutate yourself. This includes deliberately making yourself [[glow]] and drinking [[potions of beneficial mutation]]. &lt;br /&gt;
*You or your allies attack monsters in a sanctuary.&lt;br /&gt;
&lt;br /&gt;
Zin strongly dislikes it (i.e. [[penance]]) when:&lt;br /&gt;
*You perform [[cannibalism]].&lt;br /&gt;
*You desecrate holy remains.&lt;br /&gt;
*You use [[Necromancy]]. Casting [[Necromutation]] instead causes excommunication.&lt;br /&gt;
*You use [[unholy]] magic or items.&lt;br /&gt;
*You attack non-hostile holy beings.&lt;br /&gt;
*You or your allies kill non-hostile holy beings.&lt;br /&gt;
*You attack allies.&lt;br /&gt;
*You [[polymorph]] monsters.&lt;br /&gt;
*You use unclean or [[chaotic]] magic or items.&lt;br /&gt;
*You eat the flesh of sentient beings.&lt;br /&gt;
&lt;br /&gt;
Zin will forgive accidental transgressions, i.e. performing a forbidden action via an unidentified item.&lt;br /&gt;
&lt;br /&gt;
On average, your piety will decay naturally by 1 every 340 turns.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Anchorite&amp;quot;&lt;br /&gt;
*Zin may protect you from a fatal instance of damage. The chance increases with Piety. Passive. No piety cost.&lt;br /&gt;
*Zin may protect you from the effects of [[Hell]]'s mystical force. The chance also increases with Piety. Passive. No piety cost. &lt;br /&gt;
*Zin may protect you from mutation at a (Piety/2)% chance. Passive. No piety cost. &lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Apologist&amp;quot;&lt;br /&gt;
*'''Recite''' - Preaches a verse from one of the four books of the Axioms of Law:&lt;br /&gt;
**''Abominations'', which harshly deals with chaotic monsters: Chance to cause [[bleeding]], to [[smite]], to [[Corona|illuminate]], to sear their flesh, or to turn them into [[pillar of salt|pillars of salt]].&lt;br /&gt;
**''Ablutions'', which punishes unclean monsters and walking corpses: Chance to cause bleeding, to smite, to cause [[rot]], to illuminate, to cast [[holy word]], or to turn them into pillars of salt.&lt;br /&gt;
**''Apostates'', which applies to unbelievers and heretics (i.e. monsters who worship a god other than Zin, such as orcs of Beogh): Chance to put to [[sleep]], to daze, to [[confuse]], to [[Cause Fear|fear]], and to [[paralyze]] unbelievers, while heretics may suffer bleeding, smiting, blindness, muteness, illumination, [[paralysis]], madness, and dumbness.&lt;br /&gt;
**''Anathema'', which combats demons and undead: chance to daze, to confuse, to fear, to illuminate, to cast [[holy word]], or to turn them into pillars of salt.&lt;br /&gt;
If multiple books could apply, you are allowed to choose which to read from (e.g. whether to use Ablutions or Anathema on a skeleton). Recite takes three turns, during which you can move, fight, and evoke; anything that interrupts your speaking (potions, scrolls, spells, shouting, or using a breath weapon) will cancel the Recite status. The effect of Recite is more powerful with higher [[piety]] and [[Invocations]]; stronger effects only occur at high power, but there's always a chance of weaker effects (or even no effect at all). Costs Breath.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Pious&amp;quot;&lt;br /&gt;
*'''Vitalisation''' - While active, protects you from sickness, poisoning, confusion, petrification, rot, and stat drain, and boosts all your stats by [[Invocations]]/3. Gives a small amount of nutrition, but won't go past Full. Costs 1-2 Piety.&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Devout&amp;quot;&lt;br /&gt;
*'''Imprison''' - Temporarily creates a silver-walled prison around an enemy, pushing away monsters adjacent to the target (if applicable). Duration depends on [[invocations]] skill. Strong monsters may break themselves out (chance for jailbreak depends on monster's HD). Costs 5 MP, 125-250 Food, and 4-6 Piety.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Orthodox&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Immaculate&amp;quot;&lt;br /&gt;
*'''Sanctuary''' - Creates a stationary Sanctuary with a radius and duration dependent on your [[Invocations]] skill, centered on yourself. Its radius will decrease as its duration runs out. So long as you remain within the radius of Sanctuary, no enemies can attack you (this protection extends to your allies, as well). If you or one of your allies attacks, Sanctuary is instantly dispelled and Zin considers it an evil act. Costs 7 MP, 150-300 Food, and 15-23 Piety.&lt;br /&gt;
In addition to preventing enemy attacks, you enjoy the following effects from Sanctuary:  &lt;br /&gt;
**[[Trap]]s are revealed.&lt;br /&gt;
**[[Cloud]]s dissipate.&lt;br /&gt;
**Your allies are recalled and protected against [[Abjuration]].&lt;br /&gt;
**Monsters may be scared away.&lt;br /&gt;
**Undead and demons are subject to [[Holy Word]], which slows, damages, and scares them.&lt;br /&gt;
**Magical contamination discharges are greatly reduced.&lt;br /&gt;
**[[Hell]]'s mystical force will not strike you; any previous effects will linger, however.&lt;br /&gt;
**Blood is cleaned from tiles.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Bringer of Law&amp;quot;&lt;br /&gt;
*'''Cure All Mutations''' - Immediately removes all mutations from your character, both good and bad. Can only be used once per game. No piety cost.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Zin will only dispense punishments to those who enter the service of an [[evil gods|evil]] or [[chaotic]] god.&lt;br /&gt;
&lt;br /&gt;
*20% chance: If possible, remove 1-7 random good mutations. Otherwise, reroll from the remaining options.&lt;br /&gt;
*30% chance: Summons either (1d3 + XL/10) hostile angels (more likely if you are high level) or a swarm of &amp;quot;creeping doom&amp;quot; (i.e. random [[list of insects|insects]], [[list of arachnids|arachnids]], and [[list of worms|worms]]).&lt;br /&gt;
*20% chance: Recites the Axioms of Law at you, inflicting confusion, sleep or paralysis (equal chance of each).&lt;br /&gt;
*20% chance: Halves your current nutrition level.&lt;br /&gt;
*10% chance: Makes an extremely loud noise at your current position.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Zin works through somewhat more subtle means than other gods: giving monsters various status effects (Recite and Imprison) while protecting you from the same and buffing your stats (Vitalisation, protection from chaos).&lt;br /&gt;
&lt;br /&gt;
In terms of overall god strategy, remember that you can switch amongst Zin, [[Elyvilon]], and [[the Shining One]] without incurring wrath, and you even get some starting piety with your new god choice. All three of these gods use [[Invocations]] skill. So long as you do not worship an evil or chaotic god, you can also leave the religion of any of these three gods without incurring penance.  &lt;br /&gt;
&lt;br /&gt;
In spite of the fact that Zin abhors chaos, Recite produces a variety of random effects. Recite's list of effects grows along with your [[Invocations]] skill and your [[piety]], but weak effects are always possible. Monsters resist it based on their [[hit dice]], not their [[magic resistance]]. Do note that reading scrolls, shouting via the t command, telling allies your orders via t, or casting spells will interrupt recite.    &lt;br /&gt;
&lt;br /&gt;
Vitalisation boosts all your stats for a low piety cost, and while active makes you immune to sickness, poisoning, confusion, petrification, rot, and stat drain, but it won't ''cure'' these ailments if you already have them, so cast it preemptively as soon as you encounter an enemy that can inflict such effects on you. Also note that Vitalisation prevents the poisoning status but does not actually provide rPois, and thus does not lower the damage from the impact of spells like [[Poison Arrow]] or [[Venom Bolt]]. &lt;br /&gt;
&lt;br /&gt;
Sanctuary is one of the most powerful emergency abilities in the game. Use it when you're surrounded and the situation is quickly going pear-shaped, though make sure you have an escape route too, since otherwise Sanctuary will only delay the inevitable. Note that you can't recast Sanctuary while you already have one still active, and that it costs a hefty 15 piety to invoke.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] Vitalisation will grant poison resistance, and Zin won't mind when you allow your sentient allies to die.&lt;br /&gt;
&lt;br /&gt;
Before [[0.13]], Recite had a 3-turn delay instead of a 3-turn duration, essentially paralyzing the player while he hoped Zin did something. Also, the [[priest]] background was removed.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], Vitalisation did not protect from the paralysing attacks of [[yellow wasp]]s and [[red wasp]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]][[Category:Good Gods]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Zin&amp;diff=25897</id>
		<title>Zin</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Zin&amp;diff=25897"/>
				<updated>2014-03-28T23:02:39Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
[[File:Zin altar.png]] ''&amp;quot;Spread the light, my child.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Zin the Lawgiver''' is a God for those focused on inner strength. Followers must remain pure of body and soul, refraining from unholy, evil, unclean or chaotic magic; the use of mutations and the consumption of intelligent beings' flesh. They may preach to or imprison the unenlightened, and can ultimately gain a divine refuge. Zin values selflessness, demanding a tithe of 1/10 of all gold gained, preferably followed by donations of more. Zin's followers can safely convert to Elyvilon and the Shining One.&lt;br /&gt;
&lt;br /&gt;
Along with [[Elyvilon]] and [[the Shining One]], '''Zin is''' considered a [[good god]]. No backgrounds start the game following this religion.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
Zin does not accept [[demonspawn]] or undead species ([[ghoul]]s, [[vampire]]s, or [[mummies]]) as followers. [[Demigod]]s may not worship Zin or any other deity.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Zin takes a 10% tithe every time you pick up gold, unless you're already at max piety. This tithe counts remainders (e.g., if you pick up two piles of 15 gold one after the other, Zin will take 1 gold piece from the first and 2 from the second). However, Zin knows if you try to save gold piles before converting to him (&amp;quot;Zin is a bit unhappy you did not bring this gold earlier.&amp;quot;), and the tithe has a reduced effect in the [[Orcish Mines]] and on gold [[scroll of acquirement|acquired]]. Paying a tithe has a chance to increase piety based on its size.&lt;br /&gt;
*Similarly, [[praying]] at Zin's [[altar]] will donate half your gold, granting a chunk of piety which will be distributed as you gain [[experience]]. You'll also receive an indication of what Zin's opinion towards you will be once the piety is fully distributed.&lt;br /&gt;
*Upon conversion, Zin takes some gold, but this provides more piety than a regular donation.&lt;br /&gt;
*Killing the spawn of chaos has a chance to grant piety. See the list of [[chaotic]] monsters and abilities for more details.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
Zin dislikes it (i.e. [[piety]] loss) when:&lt;br /&gt;
*You drink blood from a [[potion of blood]] or a [[potion of coagulated blood]].&lt;br /&gt;
*You attack neutral monsters.&lt;br /&gt;
*You allow sentient allies to die.&lt;br /&gt;
*You deliberately mutate yourself. This includes deliberately making yourself [[glow]] and drinking [[potions of beneficial mutation]]. &lt;br /&gt;
*You or your allies attack monsters in a sanctuary.&lt;br /&gt;
&lt;br /&gt;
Zin strongly dislikes it (i.e. [[penance]]) when:&lt;br /&gt;
*You perform [[cannibalism]].&lt;br /&gt;
*You desecrate holy remains.&lt;br /&gt;
*You use [[Necromancy]]. Casting [[Necromutation]] instead causes excommunication.&lt;br /&gt;
*You use [[unholy]] magic or items.&lt;br /&gt;
*You attack non-hostile holy beings.&lt;br /&gt;
*You or your allies kill non-hostile holy beings.&lt;br /&gt;
*You attack allies.&lt;br /&gt;
*You [[polymorph]] monsters.&lt;br /&gt;
*You use unclean or [[chaotic]] magic or items.&lt;br /&gt;
*You eat the flesh of sentient beings.&lt;br /&gt;
&lt;br /&gt;
Zin will forgive accidental transgressions, i.e. performing a forbidden action via an unidentified item.&lt;br /&gt;
&lt;br /&gt;
On average, your piety will decay naturally by 1 every 340 turns.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Anchorite&amp;quot;&lt;br /&gt;
*Zin may protect you from a fatal instance of damage. The chance increases with Piety. Passive. No piety cost.&lt;br /&gt;
*Zin may protect you from the effects of [[Hell]]'s mystical force. The chance also increases with Piety. Passive. No piety cost. &lt;br /&gt;
*Zin may protect you from mutation at a (Piety/2)% chance. Passive. No piety cost. &lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Apologist&amp;quot;&lt;br /&gt;
*'''Recite''' - Preaches a verse from one of the four books of the Axioms of Law:&lt;br /&gt;
**''Abominations'', which harshly deals with chaotic monsters: Chance to cause [[bleeding]], to [[smite]], to [[Corona|illuminate]], to sear their flesh, or to turn them into [[pillar of salt|pillars of salt]].&lt;br /&gt;
**''Ablutions'', which punishes unclean monsters and walking corpses: Chance to cause bleeding, to smite, to cause [[rot]], to illuminate, to cast [[holy word]], or to turn them into pillars of salt.&lt;br /&gt;
**''Apostates'', which applies to unbelievers and heretics (i.e. monsters who worship a god other than Zin, such as orcs of Beogh): Chance to put to [[sleep]], to daze, to [[confuse]], to [[Cause Fear|fear]], and to [[paralyze]] unbelievers, while heretics may suffer bleeding, smiting, blindness, muteness, illumination, [[paralysis]], madness, and dumbness.&lt;br /&gt;
**''Anathema'', which combats demons and undead: chance to daze, to confuse, to fear, to illuminate, to cast [[holy word]], or to turn them into pillars of salt.&lt;br /&gt;
If multiple books could apply, you are allowed to choose which to read from (e.g. whether to use Ablutions or Anathema on a skeleton). Recite takes three turns, during which you can move, fight, and evoke; anything that interrupts your speaking (potions, scrolls, spells, shouting, or using a breath weapon) will cancel the Recite status. The effect of Recite is more powerful with higher [[piety]] and [[Invocations]]; stronger effects only occur at high power, but there's always a chance of weaker effects (or even no effect at all). Costs Breath.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Pious&amp;quot;&lt;br /&gt;
*'''Vitalisation''' - While active, protects you from sickness, poisoning, confusion, petrification, rot, and stat drain, and boosts all your stats by [[Invocations]]/3. Gives a small amount of nutrition, but won't go past Full. Costs 1-2 Piety.&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Devout&amp;quot;&lt;br /&gt;
*'''Imprison''' - Temporarily creates a silver-walled prison around an enemy, pushing away monsters adjacent to the target (if applicable). Duration depends on [[invocations]] skill. Strong monsters may break themselves out (chance for jailbreak depends on monster's HD). Costs 5 MP, 125-250 Food, and 4-6 Piety.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Orthodox&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Immaculate&amp;quot;&lt;br /&gt;
*'''Sanctuary''' - Creates a stationary Sanctuary with a radius and duration dependent on your [[Invocations]] skill, centered on yourself. Its radius will decrease as its duration runs out. So long as you remain within the radius of Sanctuary, no enemies can attack you (this protection extends to your allies, as well). If you or one of your allies attacks, Sanctuary is instantly dispelled and Zin considers it an evil act. Costs 7 MP, 150-300 Food, and 15-23 Piety.&lt;br /&gt;
In addition to preventing enemy attacks, you enjoy the following effects from Sanctuary:  &lt;br /&gt;
**[[Trap]]s are revealed.&lt;br /&gt;
**[[Cloud]]s dissipate.&lt;br /&gt;
**Your allies are recalled and protected against [[Abjuration]].&lt;br /&gt;
**Monsters may be scared away.&lt;br /&gt;
**Undead and demons are subject to [[Holy Word]], which slows, damages, and scares them.&lt;br /&gt;
**Magical contamination discharges are greatly reduced.&lt;br /&gt;
**[[Hell]]'s mystical force will not strike you; any previous effects will linger, however.&lt;br /&gt;
**Blood is cleaned from tiles.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Bringer of Law&amp;quot;&lt;br /&gt;
*'''Cure All Mutations''' - Immediately removes all mutations from your character, both good and bad. Can only be used once per game. No piety cost.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Zin will only dispense punishments to those who enter the service of an [[evil gods|evil]] or [[chaotic]] god.&lt;br /&gt;
&lt;br /&gt;
*20% chance: If possible, remove 1-7 random good mutations. Otherwise, reroll from the remaining options.&lt;br /&gt;
*30% chance: Summons either (1d3 + XL/10) hostile angels (more likely if you are high level) or a swarm of &amp;quot;creeping doom&amp;quot; (i.e. random [[list of insects|insects]], [[list of arachnids|arachnids]], and [[list of worms|worms]]).&lt;br /&gt;
*20% chance: Recites the Axioms of Law at you, inflicting confusion, sleep or paralysis (equal chance of each).&lt;br /&gt;
*20% chance: Halves your current nutrition level.&lt;br /&gt;
*10% chance: Makes an extremely loud noise at your current position.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Zin works through somewhat more subtle means than other gods: giving monsters various status effects (Recite and Imprison) while protecting you from the same and buffing your stats (Vitalisation, protection from chaos).&lt;br /&gt;
&lt;br /&gt;
In terms of overall god strategy, remember that you can switch amongst Zin, [[Elyvilon]], and [[the Shining One]] without incurring wrath, and you even get some starting piety with your new god choice. All three of these gods use [[Invocations]] skill. So long as you do not worship an evil or chaotic god, you can also leave the religion of any of these three gods without incurring penance.  &lt;br /&gt;
&lt;br /&gt;
In spite of the fact that Zin abhors chaos, Recite produces a variety of random effects. Recite's list of effects grows along with your [[Invocations]] skill and your [[piety]], but weak effects are always possible. Monsters resist it based on their [[hit dice]], not their [[magic resistance]]. Do note that reading scrolls, shouting via the t command, telling allies your orders via t, or casting spells will interrupt recite.    &lt;br /&gt;
&lt;br /&gt;
Vitalisation boosts all your stats for a low piety cost, and while active makes you immune to sickness, poisoning, confusion, petrification, rot, and stat drain, but it won't ''cure'' these ailments if you already have them, so cast it preemptively as soon as you encounter an enemy that can inflict such effects on you. Also note that Vitalisation prevents the poisoning status but does not actually provide rPois, and thus does not lower the damage from the impact of spells like [[Poison Arrow]] or [[Venom Bolt]]. &lt;br /&gt;
&lt;br /&gt;
Sanctuary is one of the most powerful emergency abilities in the game. Use it when you're surrounded and the situation is quickly going pear-shaped, though make sure you have an escape route too, since otherwise Sanctuary will only delay the inevitable. Note that you can't recast Sanctuary while you already have one still active, and that it costs a hefty 15 piety to invoke.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] Vitalisation will grant poison resistance, and Zin won't mind when you allow your sentient allies to die.&lt;br /&gt;
&lt;br /&gt;
Before [[0.13]], Recite had a 3-turn delay instead of a 3-turn duration, essentially paralyzing the player while he hoped Zin did something. Also, the [[priest]] background was removed since Zin is not a very appealing god early on.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], Vitalisation did not protect from the paralysing attacks of [[yellow wasp]]s and [[red wasp]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]][[Category:Good Gods]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Zin&amp;diff=25896</id>
		<title>Zin</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Zin&amp;diff=25896"/>
				<updated>2014-03-28T23:02:18Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
[[File:Zin altar.png]] ''&amp;quot;Spread the light, my child.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Zin the Lawgiver''' is a God for those focused on inner strength. Followers must remain pure of body and soul, refraining from unholy, evil, unclean or chaotic magic; the use of mutations and the consumption of intelligent beings' flesh. They may preach to or imprison the unenlightened, and can ultimately gain a divine refuge. Zin values selflessness, demanding a tithe of 1/10 of all gold gained, preferably followed by donations of more. Zin's followers can safely convert to Elyvilon and the Shining One.&lt;br /&gt;
&lt;br /&gt;
Along with [[Elyvilon]] and [[the Shining One]], '''Zin is''' considered a [[good god]]. No backgrounds start the game following this religion.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
Zin does not accept [[demonspawn]] or undead species ([[ghoul]]s, [[vampire]]s, or [[mummies]]) as followers. [[Demigod]]s may not worship Zin or any other deity.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Zin takes a 10% tithe every time you pick up gold, unless you're already at max piety. This tithe counts remainders (e.g., if you pick up two piles of 15 gold one after the other, Zin will take 1 gold piece from the first and 2 from the second). However, Zin knows if you try to save gold piles before converting to him (&amp;quot;Zin is a bit unhappy you did not bring this gold earlier.&amp;quot;), and the tithe has a reduced effect in the [[Orcish Mines]] and on gold [[scroll of acquirement|acquired]]. Paying a tithe has a chance to increase piety based on its size.&lt;br /&gt;
*Similarly, [[praying]] at Zin's [[altar]] will donate half your gold, granting a chunk of piety which will be distributed as you gain [[experience]]. You'll also receive an indication of what Zin's opinion towards you will be once the piety is fully distributed.&lt;br /&gt;
*Upon conversion, Zin takes some gold, but this provides more piety than a regular donation.&lt;br /&gt;
*Killing the spawn of chaos has a chance to grant piety. See the list of [[chaotic]] monsters and abilities for more details.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
Zin dislikes it (i.e. [[piety]] loss) when:&lt;br /&gt;
*You drink blood from a [[potion of blood]] or a [[potion of coagulated blood]].&lt;br /&gt;
*You attack neutral monsters.&lt;br /&gt;
*You allow sentient allies to die.&lt;br /&gt;
*You deliberately mutate yourself. This includes deliberately making yourself [[glow]] and drinking [[potions of beneficial mutation]]. &lt;br /&gt;
*You or your allies attack monsters in a sanctuary.&lt;br /&gt;
&lt;br /&gt;
Zin strongly dislikes it (i.e. [[penance]]) when:&lt;br /&gt;
*You perform [[cannibalism]].&lt;br /&gt;
*You desecrate holy remains.&lt;br /&gt;
*You use [[Necromancy]]. Casting [[Necromutation]] instead causes excommunication.&lt;br /&gt;
*You use [[unholy]] magic or items.&lt;br /&gt;
*You attack non-hostile holy beings.&lt;br /&gt;
*You or your allies kill non-hostile holy beings.&lt;br /&gt;
*You attack allies.&lt;br /&gt;
*You [[polymorph]] monsters.&lt;br /&gt;
*You use unclean or [[chaotic]] magic or items.&lt;br /&gt;
*You eat the flesh of sentient beings.&lt;br /&gt;
&lt;br /&gt;
Zin will forgive accidental transgressions, i.e. performing a forbidden action via an unidentified item.&lt;br /&gt;
&lt;br /&gt;
On average, your piety will decay naturally by 1 every 340 turns.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Anchorite&amp;quot;&lt;br /&gt;
*Zin may protect you from a fatal instance of damage. The chance increases with Piety. Passive. No piety cost.&lt;br /&gt;
*Zin may protect you from the effects of [[Hell]]'s mystical force. The chance also increases with Piety. Passive. No piety cost. &lt;br /&gt;
*Zin may protect you from mutation at a (Piety/2)% chance. Passive. No piety cost. &lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Apologist&amp;quot;&lt;br /&gt;
*'''Recite''' - Preaches a verse from one of the four books of the Axioms of Law:&lt;br /&gt;
**''Abominations'', which harshly deals with chaotic monsters: Chance to cause [[bleeding]], to [[smite]], to [[Corona|illuminate]], to sear their flesh, or to turn them into [[pillar of salt|pillars of salt]].&lt;br /&gt;
**''Ablutions'', which punishes unclean monsters and walking corpses: Chance to cause bleeding, to smite, to cause [[rot]], to illuminate, to cast [[holy word]], or to turn them into pillars of salt.&lt;br /&gt;
**''Apostates'', which applies to unbelievers and heretics (i.e. monsters who worship a god other than Zin, such as orcs of Beogh): Chance to put to [[sleep]], to daze, to [[confuse]], to [[Cause Fear|fear]], and to [[paralyze]] unbelievers, while heretics may suffer bleeding, smiting, blindness, muteness, illumination, [[paralysis]], madness, and dumbness.&lt;br /&gt;
**''Anathema'', which combats demons and undead: chance to daze, to confuse, to fear, to illuminate, to cast [[holy word]], or to turn them into pillars of salt.&lt;br /&gt;
If multiple books could apply, you are allowed to choose which to read from (e.g. whether to use Ablutions or Anathema on a skeleton). Recite takes three turns, during which you can move, fight, and evoke; anything that interrupts your speaking (potions, scrolls, spells, shouting, or using a breath weapon) will cancel the Recite status. The effect of Recite is more powerful with higher [[piety]] and [[Invocations]]; stronger effects only occur at high power, but there's always a chance of weaker effects (or even no effect at all). Costs Breath.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Pious&amp;quot;&lt;br /&gt;
*'''Vitalisation''' - While active, protects you from sickness, poisoning, confusion, petrification, rot, and stat drain, and boosts all your stats by [[Invocations]]/3. Gives a small amount of nutrition, but won't go past Full. Costs 1-2 Piety.&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Devout&amp;quot;&lt;br /&gt;
*'''Imprison''' - Temporarily creates a silver-walled prison around an enemy, pushing away monsters adjacent to the target (if applicable). Duration depends on [[invocations]] skill. Strong monsters may break themselves out (chance for jailbreak depends on monster's HD). Costs 5 MP, 125-250 Food, and 4-6 Piety.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Orthodox&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Immaculate&amp;quot;&lt;br /&gt;
*'''Sanctuary''' - Creates a stationary Sanctuary with a radius and duration dependent on your [[Invocations]] skill, centered on yourself. Its radius will decrease as its duration runs out. So long as you remain within the radius of Sanctuary, no enemies can attack you (this protection extends to your allies, as well). If you or one of your allies attacks, Sanctuary is instantly dispelled and Zin considers it an evil act. Costs 7 MP, 150-300 Food, and 15-23 Piety.&lt;br /&gt;
In addition to preventing enemy attacks, you enjoy the following effects from Sanctuary:  &lt;br /&gt;
**[[Trap]]s are revealed.&lt;br /&gt;
**[[Cloud]]s dissipate.&lt;br /&gt;
**Your allies are recalled and protected against [[Abjuration]].&lt;br /&gt;
**Monsters may be scared away.&lt;br /&gt;
**Undead and demons are subject to [[Holy Word]], which slows, damages, and scares them.&lt;br /&gt;
**Magical contamination discharges are greatly reduced.&lt;br /&gt;
**[[Hell]]'s mystical force will not strike you; any previous effects will linger, however.&lt;br /&gt;
**Blood is cleaned from tiles.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Bringer of Law&amp;quot;&lt;br /&gt;
*'''Cure All Mutations''' - Immediately removes all mutations from your character, both good and bad. Can only be used once per game. No piety cost.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Zin will only dispense punishments to those who enter the service of an [[evil gods|evil]] or [[chaotic]] god.&lt;br /&gt;
&lt;br /&gt;
*20% chance: If possible, remove 1-7 random good mutations. Otherwise, reroll from the remaining options.&lt;br /&gt;
*30% chance: Summons either (1d3 + XL/10) hostile angels (more likely if you are high level) or a swarm of &amp;quot;creeping doom&amp;quot; (i.e. random [[list of insects|insects]], [[list of arachnids|arachnids]], and [[list of worms|worms]]).&lt;br /&gt;
*20% chance: Recites the Axioms of Law at you, inflicting confusion, sleep or paralysis (equal chance of each).&lt;br /&gt;
*20% chance: Halves your current nutrition level.&lt;br /&gt;
*10% chance: Makes an extremely loud noise at your current position.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Zin works through somewhat more subtle means than other gods: giving monsters various status effects (Recite and Imprison) while protecting you from the same and buffing your stats (Vitalisation, protection from chaos).&lt;br /&gt;
&lt;br /&gt;
In terms of overall god strategy, remember that you can switch amongst [[Zin]], [[Elyvilon]], and [[the Shining One]] without incurring wrath, and you even get some starting piety with your new god choice. All three of these gods use [[Invocations]] skill. So long as you do not worship an evil or chaotic god, you can also leave the religion of any of these three gods without incurring penance.  &lt;br /&gt;
&lt;br /&gt;
In spite of the fact that Zin abhors chaos, Recite produces a variety of random effects. Recite's list of effects grows along with your [[Invocations]] skill and your [[piety]], but weak effects are always possible. Monsters resist it based on their [[hit dice]], not their [[magic resistance]]. Do note that reading scrolls, shouting via the t command, telling allies your orders via t, or casting spells will interrupt recite.    &lt;br /&gt;
&lt;br /&gt;
Vitalisation boosts all your stats for a low piety cost, and while active makes you immune to sickness, poisoning, confusion, petrification, rot, and stat drain, but it won't ''cure'' these ailments if you already have them, so cast it preemptively as soon as you encounter an enemy that can inflict such effects on you. Also note that Vitalisation prevents the poisoning status but does not actually provide rPois, and thus does not lower the damage from the impact of spells like [[Poison Arrow]] or [[Venom Bolt]]. &lt;br /&gt;
&lt;br /&gt;
Sanctuary is one of the most powerful emergency abilities in the game. Use it when you're surrounded and the situation is quickly going pear-shaped, though make sure you have an escape route too, since otherwise Sanctuary will only delay the inevitable. Note that you can't recast Sanctuary while you already have one still active, and that it costs a hefty 15 piety to invoke.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] Vitalisation will grant poison resistance, and Zin won't mind when you allow your sentient allies to die.&lt;br /&gt;
&lt;br /&gt;
Before [[0.13]], Recite had a 3-turn delay instead of a 3-turn duration, essentially paralyzing the player while he hoped Zin did something. Also, the [[priest]] background was removed since Zin is not a very appealing god early on.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], Vitalisation did not protect from the paralysing attacks of [[yellow wasp]]s and [[red wasp]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]][[Category:Good Gods]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Zin&amp;diff=25895</id>
		<title>Zin</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Zin&amp;diff=25895"/>
				<updated>2014-03-28T22:55:41Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
[[File:Zin altar.png]] ''&amp;quot;Spread the light, my child.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Zin the Lawgiver''' is a God for those focused on inner strength. Followers must remain pure of body and soul, refraining from unholy, evil, unclean or chaotic magic; the use of mutations and the consumption of intelligent beings' flesh. They may preach to or imprison the unenlightened, and can ultimately gain a divine refuge. Zin values selflessness, demanding a tithe of 1/10 of all gold gained, preferably followed by donations of more. Zin's followers can safely convert to Elyvilon and the Shining One.&lt;br /&gt;
&lt;br /&gt;
Along with [[Elyvilon]] and [[the Shining One]], '''Zin is''' considered a [[good god]]. No backgrounds start the game following this religion.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
Zin does not accept [[demonspawn]] or undead species ([[ghoul]]s, [[vampire]]s, or [[mummies]]) as followers. [[Demigod]]s may not worship Zin or any other deity.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Zin takes a 10% tithe every time you pick up gold, unless you're already at max piety. This tithe counts remainders (e.g., if you pick up two piles of 15 gold one after the other, Zin will take 1 gold piece from the first and 2 from the second). However, Zin knows if you try to save gold piles before converting to him (&amp;quot;Zin is a bit unhappy you did not bring this gold earlier.&amp;quot;), and the tithe has a reduced effect in the [[Orcish Mines]] and on gold [[scroll of acquirement|acquired]]. Paying a tithe has a chance to increase piety based on its size.&lt;br /&gt;
*Similarly, [[praying]] at Zin's [[altar]] will donate half your gold, granting a chunk of piety which will be distributed as you gain [[experience]]. You'll also receive an indication of what Zin's opinion towards you will be once the piety is fully distributed.&lt;br /&gt;
*Upon conversion, Zin takes some gold, but this provides more piety than a regular donation.&lt;br /&gt;
*Killing the spawn of chaos has a chance to grant piety. See the list of [[chaotic]] monsters and abilities for more details.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
Zin dislikes it (i.e. [[piety]] loss) when:&lt;br /&gt;
*You drink blood from a [[potion of blood]] or a [[potion of coagulated blood]].&lt;br /&gt;
*You attack neutral monsters.&lt;br /&gt;
*You allow sentient allies to die.&lt;br /&gt;
*You deliberately mutate yourself. This includes deliberately making yourself [[glow]] and drinking [[potions of beneficial mutation]]. &lt;br /&gt;
*You or your allies attack monsters in a sanctuary.&lt;br /&gt;
&lt;br /&gt;
Zin strongly dislikes it (i.e. [[penance]]) when:&lt;br /&gt;
*You perform [[cannibalism]].&lt;br /&gt;
*You desecrate holy remains.&lt;br /&gt;
*You use [[Necromancy]]. Casting [[Necromutation]] instead causes excommunication.&lt;br /&gt;
*You use [[unholy]] magic or items.&lt;br /&gt;
*You attack non-hostile holy beings.&lt;br /&gt;
*You or your allies kill non-hostile holy beings.&lt;br /&gt;
*You attack allies.&lt;br /&gt;
*You [[polymorph]] monsters.&lt;br /&gt;
*You use unclean or [[chaotic]] magic or items.&lt;br /&gt;
*You eat the flesh of sentient beings.&lt;br /&gt;
&lt;br /&gt;
Zin will forgive accidental transgressions, i.e. performing a forbidden action via an unidentified item.&lt;br /&gt;
&lt;br /&gt;
On average, your piety will decay naturally by 1 every 340 turns.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Anchorite&amp;quot;&lt;br /&gt;
*Zin may protect you from a fatal instance of damage. The chance increases with Piety. Passive. No piety cost.&lt;br /&gt;
*Zin may protect you from the effects of [[Hell]]'s mystical force. The chance also increases with Piety. Passive. No piety cost. &lt;br /&gt;
*Zin may protect you from mutation at a (Piety/2)% chance. Passive. No piety cost. &lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Apologist&amp;quot;&lt;br /&gt;
*'''Recite''' - Preaches a verse from one of the four books of the Axioms of Law:&lt;br /&gt;
**''Abominations'', which harshly deals with chaotic monsters: Chance to cause [[bleeding]], to [[smite]], to [[Corona|illuminate]], to sear their flesh, or to turn them into [[pillar of salt|pillars of salt]].&lt;br /&gt;
**''Ablutions'', which punishes unclean monsters and walking corpses: Chance to cause bleeding, to smite, to cause [[rot]], to illuminate, to cast [[holy word]], or to turn them into pillars of salt.&lt;br /&gt;
**''Apostates'', which applies to unbelievers and heretics (i.e. monsters who worship a god other than Zin, such as orcs of Beogh): Chance to put to [[sleep]], to daze, to [[confuse]], to [[Cause Fear|fear]], and to [[paralyze]] unbelievers, while heretics may suffer bleeding, smiting, blindness, muteness, illumination, [[paralysis]], madness, and dumbness.&lt;br /&gt;
**''Anathema'', which combats demons and undead: chance to daze, to confuse, to fear, to illuminate, to cast [[holy word]], or to turn them into pillars of salt.&lt;br /&gt;
If multiple books could apply, you are allowed to choose which to read from (e.g. whether to use Ablutions or Anathema on a skeleton). Recite takes three turns, during which you can move, fight, and evoke; anything that interrupts your speaking (potions, scrolls, spells, shouting, or using a breath weapon) will cancel the Recite status. The effect of Recite is more powerful with higher [[piety]] and [[Invocations]]; stronger effects only occur at high power, but there's always a chance of weaker effects (or even no effect at all). Costs Breath.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Pious&amp;quot;&lt;br /&gt;
*'''Vitalisation''' - While active, protects you from sickness, poisoning, confusion, petrification, rot, and stat drain, and boosts all your stats by [[Invocations]]/3. Gives a small amount of nutrition, but won't go past Full. Costs 1-2 Piety.&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Devout&amp;quot;&lt;br /&gt;
*'''Imprison''' - Temporarily creates a silver-walled prison around an enemy, pushing away monsters adjacent to the target (if applicable). Duration depends on [[invocations]] skill. Strong monsters may break themselves out (chance for jailbreak depends on monster's HD). Costs 5 MP, 125-250 Food, and 4-6 Piety.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Orthodox&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Immaculate&amp;quot;&lt;br /&gt;
*'''Sanctuary''' - Creates a stationary Sanctuary with a radius and duration dependent on your [[Invocations]] skill, centered on yourself. Its radius will decrease as its duration runs out. So long as you remain within the radius of Sanctuary, no enemies can attack you (this protection extends to your allies, as well). If you or one of your allies attacks, Sanctuary is instantly dispelled and Zin considers it an evil act. Costs 7 MP, 150-300 Food, and 15-23 Piety.&lt;br /&gt;
In addition to preventing enemy attacks, you enjoy the following effects from Sanctuary:  &lt;br /&gt;
**[[Trap]]s are revealed.&lt;br /&gt;
**[[Cloud]]s dissipate.&lt;br /&gt;
**Your allies are recalled and protected against [[Abjuration]].&lt;br /&gt;
**Monsters may be scared away.&lt;br /&gt;
**Undead and demons are subject to [[Holy Word]], which slows, damages, and scares them.&lt;br /&gt;
**Magical contamination discharges are greatly reduced.&lt;br /&gt;
**[[Hell]]'s mystical force will not strike you; any previous effects will linger, however.&lt;br /&gt;
**Blood is cleaned from tiles.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Bringer of Law&amp;quot;&lt;br /&gt;
*'''Cure All Mutations''' - Immediately removes all mutations from your character, both good and bad. Can only be used once per game. No piety cost.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Zin will only dispense punishments to those who enter the service of an [[evil gods|evil]] or [[chaotic]] god.&lt;br /&gt;
&lt;br /&gt;
*20% chance: If possible, remove 1-7 random good mutations. Otherwise, reroll from the remaining options.&lt;br /&gt;
*30% chance: Summons either (1d3 + XL/10) hostile angels (more likely if you are high level) or a swarm of &amp;quot;creeping doom&amp;quot; (i.e. random [[list of insects|insects]], [[list of arachnids|arachnids]], and [[list of worms|worms]]).&lt;br /&gt;
*20% chance: Recites the Axioms of Law at you, inflicting confusion, sleep or paralysis (equal chance of each).&lt;br /&gt;
*20% chance: Halves your current nutrition level.&lt;br /&gt;
*10% chance: Makes an extremely loud noise at your current position.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Zin is not as straightforward as other gods, who often give you tools to help you deal more damage, allies to fight for you, or protection from damage. Zin works through more subtle means: giving monsters various status effects (Recite and Imprison) while protecting you from the same and buffing your stats (Vitalisation, protection from chaos).&lt;br /&gt;
&lt;br /&gt;
This means that the characters best suited for Zin worship are those who have multiple tools at their disposal to deal with monsters and who enjoy a large boost to all stats: in other words, melee hybrids who can fight toe-to-toe and who also use magic, either to attack or disable their foes. On the other hand, Zin is not ideal for pure casters, since he provides no MP regen and spells interrupt Recite. Furthermore, Zin's strict dietary restrictions make the problem of [[spell hunger]] somewhat more difficult in branches with few animals. Pure melee combatants who eschew the use of magic entirely may also get less benefit from Zin than they would with more aggressive gods, and will receive little benefit from his intelligence boost.&lt;br /&gt;
&lt;br /&gt;
As far as species go, a strong aptitude in [[Invocations]], good melee aptitudes, and some way of compensating for Zin's dietary restrictions are optimal, though only [[troll]]s are likely to have difficulty staving off starvation.&lt;br /&gt;
&lt;br /&gt;
That being said, characters who worship the Shining One or [[Elyvilon]] may find it extremely worthwhile to switch to Zin for a brief time in the end game. Switching to Zin from a good god while at full piety will start you at nearly full piety with Zin, meaning that you need only donate half your gold and kill a handful of monsters before unlocking the ability to cure all of your mutations. This is a small price to pay for a character who's had a rough time in the extended end game. You may then immediately switch back to your old god with no penalty and with most of your original piety intact.&lt;br /&gt;
&lt;br /&gt;
===Recite===&lt;br /&gt;
In spite of the fact that Zin abhors chaos, Recite produces a variety of random effects, with results ranging from the spectacular (turning a roomful of monsters into pillars of salt!) to nigh-useless (an illuminated [[brimstone fiend]] is hardly taken care of). Nevertheless, it has no cost to the player, and is able to affect a number of enemies whose magic resistance or outright magic immunity render them normally immune to negative status effects. When used properly, it can severely weaken the opposition, allowing you to mop up in safety. This is particularly true for characters who rely on [[stabbing]], as many of the status effects Zin inflicts render enemies vulnerable to sneak attacks.&lt;br /&gt;
&lt;br /&gt;
Although it's critical that you don't neglect Zin's other abilities, you should make sure to use Recite often. Due to the cooldown which follows each use, however, you may want to hold back on using it if you expect a crowd of victims to enter your line of sight soon. Waking up groups of enemies and luring them to a safe one-tile corridor is often ideal. For stabbers, waiting until you are nearly in melee range to begin reciting may be a good idea, but it really is a matter for your own discretion. Recite often and learn what works. In dire straits, you can [[quaff]] a [[potion of restore abilities]] to reset your breath counter, allowing you to Recite again almost immediately.&lt;br /&gt;
&lt;br /&gt;
When fighting multiple types of opponents, or facing opponents that fall under multiple categories Zin hates, you will be forced to select a book to read from. Choose the book that handles the threat you're most concerned about; ''Apostates'' may not affect the swarm of summoned low-level demons, but it is very capable of disabling the dangerous priest who summoned them.&lt;br /&gt;
&lt;br /&gt;
Recite's list of effects grows along with your [[Invocations]] skill and your [[piety]], but weak effects are always possible. Monsters resist it based on their [[hit dice]]; as such, knowing which dangerous foes have low HD is critical to making intelligent choices with Recite. Monsters with very high HD, such as [[hell sentinel]]s and [[lich]]es, are much less likely to be affected, but will still take the full impact of the Recitation if it should overcome their HD. Surprisingly vulnerable opponents include:&lt;br /&gt;
&lt;br /&gt;
*[[Hellion]] (7 HD)&lt;br /&gt;
*[[Tormentor]] (7 HD)&lt;br /&gt;
*[[Mummy priest]] (10 HD)&lt;br /&gt;
*[[Shadow demon]] (10 HD)&lt;br /&gt;
*[[Executioner]] (12 HD)&lt;br /&gt;
*[[Curse skull]] (13 HD)&lt;br /&gt;
*[[Balrug]] (14 HD)&lt;br /&gt;
*[[Curse toe]] (14 HD)&lt;br /&gt;
*[[Ghoul]] (14 HD)&lt;br /&gt;
*[[Murray]] (14 HD)&lt;br /&gt;
*[[Reaper]] (14 HD)&lt;br /&gt;
*[[Geryon]] (15 HD)&lt;br /&gt;
*[[Greater mummy]] (15 HD)&lt;br /&gt;
*[[Dispater]] (16 HD)&lt;br /&gt;
*[[Gloorx Vloq]] (16 HD)&lt;br /&gt;
*[[Asmodeus]] (17 HD)&lt;br /&gt;
*[[Mnoleg]] (17 HD)&lt;br /&gt;
*[[Ereshkigal]] (18 HD)&lt;br /&gt;
*[[Khufu]] (18 HD)&lt;br /&gt;
*[[Mara]] (18 HD)&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Remember that you can switch amongst [[Zin]], [[Elyvilon]], and [[the Shining One]] without incurring wrath, and you even get some starting piety. All three of these gods use [[Invocations]] skill. So long as you do not worship an evil or (in case of Zin) chaotic god, you can also leave the religion of any of these gods without incurring penance.  &lt;br /&gt;
*Vitalisation boosts all your stats for a low piety cost, and while active makes you immune to sickness, poisoning, confusion, petrification, rot, and stat drain, but it won't ''cure'' these ailments if you already have them, so cast it preemptively as soon as you encounter an enemy that can inflict such effects on you. Also note that Vitalisation prevents the poisoning status but does not actually provide rPois, and thus does not lower the damage from the impact of spells like [[Poison Arrow]] or [[Venom Bolt]]. &lt;br /&gt;
*Sanctuary is one of the most powerful emergency abilities in the game. Use it when you're surrounded and the situation is quickly going pear-shaped, though make sure you have an escape route too, since otherwise Sanctuary will only delay the inevitable. Note that you can't recast Sanctuary while you already have one still active, and that it costs a hefty 15 piety to invoke.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] Vitalisation will grant poison resistance, and Zin won't mind when you allow your sentient allies to die.&lt;br /&gt;
&lt;br /&gt;
Before [[0.13]], Recite had a 3-turn delay instead of a 3-turn duration, essentially paralyzing the player while he hoped Zin did something. Also, the [[priest]] background was removed since Zin is not a very appealing god early on.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], Vitalisation did not protect from the paralysing attacks of [[yellow wasp]]s and [[red wasp]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]][[Category:Good Gods]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Zin&amp;diff=25894</id>
		<title>Zin</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Zin&amp;diff=25894"/>
				<updated>2014-03-28T22:51:08Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Given Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
[[File:Zin altar.png]] ''&amp;quot;Spread the light, my child.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Zin the Lawgiver''' is a God for those focused on inner strength. Followers must remain pure of body and soul, refraining from unholy, evil, unclean or chaotic magic; the use of mutations and the consumption of intelligent beings' flesh. They may preach to or imprison the unenlightened, and can ultimately gain a divine refuge. Zin values selflessness, demanding a tithe of 1/10 of all gold gained, preferably followed by donations of more. Zin's followers can safely convert to Elyvilon and the Shining One.&lt;br /&gt;
&lt;br /&gt;
Along with [[Elyvilon]] and [[the Shining One]], '''Zin is''' considered a [[good god]]. No backgrounds start the game following this religion.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
Zin does not accept [[demonspawn]] or undead species ([[ghoul]]s, [[vampire]]s, or [[mummies]]) as followers. [[Demigod]]s may not worship Zin or any other deity.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Zin takes a 10% tithe every time you pick up gold, unless you're already at max piety. This tithe counts remainders (e.g., if you pick up two piles of 15 gold one after the other, Zin will take 1 gold piece from the first and 2 from the second). However, Zin knows if you try to save gold piles before converting to him (&amp;quot;Zin is a bit unhappy you did not bring this gold earlier.&amp;quot;), and the tithe has a reduced effect in the [[Orcish Mines]] and on gold [[scroll of acquirement|acquired]]. Paying a tithe has a chance to increase piety based on its size.&lt;br /&gt;
*Similarly, [[praying]] at Zin's [[altar]] will donate half your gold, granting a chunk of piety which will be distributed as you gain [[experience]]. You'll also receive an indication of what Zin's opinion towards you will be once the piety is fully distributed.&lt;br /&gt;
*Upon conversion, Zin takes some gold, but this provides more piety than a regular donation.&lt;br /&gt;
*Killing the spawn of chaos has a chance to grant piety. See the list of [[chaotic]] monsters and abilities for more details.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
Zin dislikes it (i.e. [[piety]] loss) when:&lt;br /&gt;
*You drink blood from a [[potion of blood]] or a [[potion of coagulated blood]].&lt;br /&gt;
*You attack neutral monsters.&lt;br /&gt;
*You allow sentient allies to die.&lt;br /&gt;
*You deliberately mutate yourself. This includes deliberately making yourself [[glow]] and drinking [[potions of beneficial mutation]]. &lt;br /&gt;
*You or your allies attack monsters in a sanctuary.&lt;br /&gt;
&lt;br /&gt;
Zin strongly dislikes it (i.e. [[penance]]) when:&lt;br /&gt;
*You perform [[cannibalism]].&lt;br /&gt;
*You desecrate holy remains.&lt;br /&gt;
*You use [[Necromancy]]. Casting [[Necromutation]] instead causes excommunication.&lt;br /&gt;
*You use [[unholy]] magic or items.&lt;br /&gt;
*You attack non-hostile holy beings.&lt;br /&gt;
*You or your allies kill non-hostile holy beings.&lt;br /&gt;
*You attack allies.&lt;br /&gt;
*You [[polymorph]] monsters.&lt;br /&gt;
*You use unclean or [[chaotic]] magic or items.&lt;br /&gt;
*You eat the flesh of sentient beings.&lt;br /&gt;
&lt;br /&gt;
Zin will forgive accidental transgressions, i.e. performing a forbidden action via an unidentified item.&lt;br /&gt;
&lt;br /&gt;
On average, your piety will decay naturally by 1 every 340 turns.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Anchorite&amp;quot;&lt;br /&gt;
*Zin may protect you from a fatal instance of damage. The chance increases with Piety. Passive. No piety cost.&lt;br /&gt;
*Zin may protect you from the effects of [[Hell]]'s mystical force. The chance also increases with Piety. Passive. No piety cost. &lt;br /&gt;
*Zin may protect you from mutation at a (Piety/2)% chance. Passive. No piety cost. &lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Apologist&amp;quot;&lt;br /&gt;
*'''Recite''' - Preaches a verse from one of the four books of the Axioms of Law:&lt;br /&gt;
**''Abominations'', which harshly deals with chaotic monsters: Chance to cause [[bleeding]], to [[smite]], to [[Corona|illuminate]], to sear their flesh, or to turn them into [[pillar of salt|pillars of salt]].&lt;br /&gt;
**''Ablutions'', which punishes unclean monsters and walking corpses: Chance to cause bleeding, to smite, to cause [[rot]], to illuminate, to cast [[holy word]], or to turn them into pillars of salt.&lt;br /&gt;
**''Apostates'', which applies to unbelievers and heretics (i.e. monsters who worship a god other than Zin, such as orcs of Beogh): Chance to put to [[sleep]], to daze, to [[confuse]], to [[Cause Fear|fear]], and to [[paralyze]] unbelievers, while heretics may suffer bleeding, smiting, blindness, muteness, illumination, [[paralysis]], madness, and dumbness.&lt;br /&gt;
**''Anathema'', which combats demons and undead: chance to daze, to confuse, to fear, to illuminate, to cast [[holy word]], or to turn them into pillars of salt.&lt;br /&gt;
If multiple books could apply, you are allowed to choose which to read from (e.g. whether to use Ablutions or Anathema on a skeleton). Recite takes three turns, during which you can move, fight, and evoke; anything that interrupts your speaking (potions, scrolls, spells, shouting, or using a breath weapon) will cancel the Recite status. The effect of Recite is more powerful with higher [[piety]] and [[Invocations]]; stronger effects only occur at high power, but there's always a chance of weaker effects (or even no effect at all). Costs Breath.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Pious&amp;quot;&lt;br /&gt;
*'''Vitalisation''' - While active, protects you from sickness, poisoning, confusion, petrification, rot, and stat drain, and boosts all your stats by [[Invocations]]/3. Gives a small amount of nutrition, but won't go past Full. Costs 1-2 Piety.&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Devout&amp;quot;&lt;br /&gt;
*'''Imprison''' - Temporarily creates a silver-walled prison around an enemy, pushing away monsters adjacent to the target (if applicable). Duration depends on [[invocations]] skill. Strong monsters may break themselves out (chance for jailbreak depends on monster's HD). Costs 5 MP, 125-250 Food, and 4-6 Piety.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Orthodox&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Immaculate&amp;quot;&lt;br /&gt;
*'''Sanctuary''' - Creates a stationary Sanctuary with a radius and duration dependent on your [[Invocations]] skill, centered on yourself. Its radius will decrease as its duration runs out. So long as you remain within the radius of Sanctuary, no enemies can attack you (this protection extends to your allies, as well). If you or one of your allies attacks, Sanctuary is instantly dispelled and Zin considers it an evil act. Costs 7 MP, 150-300 Food, and 15-23 Piety.&lt;br /&gt;
In addition to preventing enemy attacks, you enjoy the following effects from Sanctuary:  &lt;br /&gt;
**[[Trap]]s are revealed.&lt;br /&gt;
**[[Cloud]]s dissipate.&lt;br /&gt;
**Your allies are recalled and protected against [[Abjuration]].&lt;br /&gt;
**Monsters may be scared away.&lt;br /&gt;
**Undead and demons are subject to [[Holy Word]], which slows, damages, and scares them.&lt;br /&gt;
**Magical contamination discharges are greatly reduced.&lt;br /&gt;
**[[Hell]]'s mystical force will not strike you; any previous effects will linger, however.&lt;br /&gt;
**Blood is cleaned from tiles.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Bringer of Law&amp;quot;&lt;br /&gt;
*'''Cure All Mutations''' - Immediately removes all mutations from your character, both good and bad. Can only be used once per game. No piety cost.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Zin will only dispense punishments to those who enter the service of an [[evil gods|evil]] or [[chaotic]] god.&lt;br /&gt;
&lt;br /&gt;
*20% chance: If possible, remove 1-7 random good mutations. Otherwise, reroll from the remaining options.&lt;br /&gt;
*30% chance: Summons either (1d3 + XL/10) hostile angels (more likely if you are high level) or a swarm of &amp;quot;creeping doom&amp;quot; (i.e. random [[list of insects|insects]], [[list of arachnids|arachnids]], and [[list of worms|worms]]).&lt;br /&gt;
*20% chance: Recites the Axioms of Law at you, inflicting confusion, sleep or paralysis (equal chance of each).&lt;br /&gt;
*20% chance: Halves your current nutrition level.&lt;br /&gt;
*10% chance: Makes an extremely loud noise at your current position.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Zin is not as straightforward as other gods, who often give you tools to help you deal more damage, allies to fight for you, or protection from damage. Zin works through more subtle means: giving monsters various status effects (Recite and Imprison) while protecting you from the same and buffing your stats (Vitalisation, protection from chaos).&lt;br /&gt;
&lt;br /&gt;
This means that the characters best suited for Zin worship are those who have multiple tools at their disposal to deal with monsters and who enjoy a large boost to all stats: in other words, melee hybrids who can fight toe-to-toe and who also use magic, either to attack or disable their foes. On the other hand, Zin is not ideal for pure casters, since he provides no MP regen and spells interrupt Recite. Furthermore, Zin's strict dietary restrictions make the problem of [[spell hunger]] somewhat more difficult in branches with few animals. Pure melee combatants who eschew the use of magic entirely may also get less benefit from Zin than they would with more aggressive gods, and will receive little benefit from his intelligence boost.&lt;br /&gt;
&lt;br /&gt;
As far as species go, a strong aptitude in [[Invocations]], good melee aptitudes, and some way of compensating for Zin's dietary restrictions are optimal, though only [[troll]]s are likely to have difficulty staving off starvation.&lt;br /&gt;
&lt;br /&gt;
That being said, characters who worship the Shining One or [[Elyvilon]] may find it extremely worthwhile to switch to Zin for a brief time in the end game. Switching to Zin from a good god while at full piety will start you at nearly full piety with Zin, meaning that you need only donate half your gold and kill a handful of monsters before unlocking the ability to cure all of your mutations. This is a small price to pay for a character who's had a rough time in the extended end game. You may then immediately switch back to your old god with no penalty and with most of your original piety intact.&lt;br /&gt;
&lt;br /&gt;
===Recite===&lt;br /&gt;
In spite of the fact that Zin abhors chaos, Recite produces a variety of random effects, with results ranging from the spectacular (turning a roomful of monsters into pillars of salt!) to nigh-useless (an illuminated [[brimstone fiend]] is hardly taken care of). Nevertheless, it has no cost to the player, and is able to affect a number of enemies whose magic resistance or outright magic immunity render them normally immune to negative status effects. When used properly, it can severely weaken the opposition, allowing you to mop up in safety. This is particularly true for characters who rely on [[stabbing]], as many of the status effects Zin inflicts render enemies vulnerable to sneak attacks.&lt;br /&gt;
&lt;br /&gt;
Although it's critical that you don't neglect Zin's other abilities, you should make sure to use Recite often. Due to the cooldown which follows each use, however, you may want to hold back on using it if you expect a crowd of victims to enter your line of sight soon. Waking up groups of enemies and luring them to a safe one-tile corridor is often ideal. For stabbers, waiting until you are nearly in melee range to begin reciting may be a good idea, but it really is a matter for your own discretion. Recite often and learn what works. In dire straits, you can [[quaff]] a [[potion of restore abilities]] to reset your breath counter, allowing you to Recite again almost immediately.&lt;br /&gt;
&lt;br /&gt;
When fighting multiple types of opponents, or facing opponents that fall under multiple categories Zin hates, you will be forced to select a book to read from. Choose the book that handles the threat you're most concerned about; ''Apostates'' may not affect the swarm of summoned low-level demons, but it is very capable of disabling the dangerous priest who summoned them.&lt;br /&gt;
&lt;br /&gt;
Recite's list of effects grows along with your [[Invocations]] skill and your [[piety]], but weak effects are always possible. Monsters resist it based on their [[hit dice]]; as such, knowing which dangerous foes have low HD is critical to making intelligent choices with Recite. Monsters with very high HD, such as [[hell sentinel]]s and [[lich]]es, are much less likely to be affected, but will still take the full impact of the Recitation if it should overcome their HD. Surprisingly vulnerable opponents include:&lt;br /&gt;
&lt;br /&gt;
*[[Hellion]] (7 HD)&lt;br /&gt;
*[[Tormentor]] (7 HD)&lt;br /&gt;
*[[Mummy priest]] (10 HD)&lt;br /&gt;
*[[Shadow demon]] (10 HD)&lt;br /&gt;
*[[Executioner]] (12 HD)&lt;br /&gt;
*[[Curse skull]] (13 HD)&lt;br /&gt;
*[[Balrug]] (14 HD)&lt;br /&gt;
*[[Curse toe]] (14 HD)&lt;br /&gt;
*[[Ghoul]] (14 HD)&lt;br /&gt;
*[[Murray]] (14 HD)&lt;br /&gt;
*[[Reaper]] (14 HD)&lt;br /&gt;
*[[Geryon]] (15 HD)&lt;br /&gt;
*[[Greater mummy]] (15 HD)&lt;br /&gt;
*[[Dispater]] (16 HD)&lt;br /&gt;
*[[Gloorx Vloq]] (16 HD)&lt;br /&gt;
*[[Asmodeus]] (17 HD)&lt;br /&gt;
*[[Mnoleg]] (17 HD)&lt;br /&gt;
*[[Ereshkigal]] (18 HD)&lt;br /&gt;
*[[Khufu]] (18 HD)&lt;br /&gt;
*[[Mara]] (18 HD)&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*If you plan on worshiping Zin, but find an early altar to [[Elyvilon]] or [[the Shining One]], consider joining their religion: they won't mind the later switch to Zin, give you some starting piety, and may allow you to start training Invocations.&lt;br /&gt;
*Vitalisation boosts all your stats for a low piety cost, and while active makes you immune to sickness, poisoning, confusion, petrification, rot, and stat drain, but it won't ''cure'' these ailments if you already have them, so cast it preemptively as soon as you encounter an enemy that can inflict such effects on you. Also note that Vitalisation prevents the poisoning status but does not actually provide rPois, and thus does not lower the damage from the impact of spells like [[Poison Arrow]] or [[Venom Bolt]]. &lt;br /&gt;
*If you want to identify a bunch of potions by quaffing them, cast Vitalisation first. It will protect you from most negative effects, save mutation (which Zin may shield you from based on your piety).&lt;br /&gt;
*Vitalisation doesn't actually give you the poison resistance you'd need to consume poisonous chunks. It simply prevents you from acquiring the poison [[status effect]]; you will still take full damage from sources of direct poison damage like [[Poison Arrow]] or [[Poisonous Cloud]], but not from [[Venom Bolt]] or [[Sting]].&lt;br /&gt;
*Imprison is best used when you're faced with a couple of powerful monsters at once. Imprison one, then finish off its friend before Imprison is over. Or run.&lt;br /&gt;
*Sanctuary is one of the most powerful emergency abilities in the game (up there with [[Cheibriados]]'s Step From Time and [[Elyvilon]]'s Divine Protection). Use it when you're surrounded and the situation is quickly going pear-shaped, though make sure you have an escape route too, since otherwise Sanctuary will only delay the inevitable. Note that you can't recast Sanctuary while you already have one still active, and that it costs a hefty 15 piety to invoke.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] Vitalisation will grant poison resistance, and Zin won't mind when you allow your sentient allies to die.&lt;br /&gt;
&lt;br /&gt;
Before [[0.13]], Recite had a 3-turn delay instead of a 3-turn duration, essentially paralyzing the player while he hoped Zin did something. Also, the [[priest]] background was removed since Zin is not a very appealing god early on.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], Vitalisation did not protect from the paralysing attacks of [[yellow wasp]]s and [[red wasp]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]][[Category:Good Gods]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Zin&amp;diff=25893</id>
		<title>Zin</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Zin&amp;diff=25893"/>
				<updated>2014-03-28T22:49:17Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
[[File:Zin altar.png]] ''&amp;quot;Spread the light, my child.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Zin the Lawgiver''' is a God for those focused on inner strength. Followers must remain pure of body and soul, refraining from unholy, evil, unclean or chaotic magic; the use of mutations and the consumption of intelligent beings' flesh. They may preach to or imprison the unenlightened, and can ultimately gain a divine refuge. Zin values selflessness, demanding a tithe of 1/10 of all gold gained, preferably followed by donations of more. Zin's followers can safely convert to Elyvilon and the Shining One.&lt;br /&gt;
&lt;br /&gt;
Along with [[Elyvilon]] and [[the Shining One]], '''Zin is''' considered a [[good god]]. No backgrounds start the game following this religion.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
Zin does not accept [[demonspawn]] or undead species ([[ghoul]]s, [[vampire]]s, or [[mummies]]) as followers. [[Demigod]]s may not worship Zin or any other deity.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Zin takes a 10% tithe every time you pick up gold, unless you're already at max piety. This tithe counts remainders (e.g., if you pick up two piles of 15 gold one after the other, Zin will take 1 gold piece from the first and 2 from the second). However, Zin knows if you try to save gold piles before converting to him (&amp;quot;Zin is a bit unhappy you did not bring this gold earlier.&amp;quot;), and the tithe has a reduced effect in the [[Orcish Mines]] and on gold [[scroll of acquirement|acquired]]. Paying a tithe has a chance to increase piety based on its size.&lt;br /&gt;
*Similarly, [[praying]] at Zin's [[altar]] will donate half your gold, granting a chunk of piety which will be distributed as you gain [[experience]]. You'll also receive an indication of what Zin's opinion towards you will be once the piety is fully distributed.&lt;br /&gt;
*Upon conversion, Zin takes some gold, but this provides more piety than a regular donation.&lt;br /&gt;
*Killing the spawn of chaos has a chance to grant piety. See the list of [[chaotic]] monsters and abilities for more details.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
Zin dislikes it (i.e. [[piety]] loss) when:&lt;br /&gt;
*You drink blood from a [[potion of blood]] or a [[potion of coagulated blood]].&lt;br /&gt;
*You attack neutral monsters.&lt;br /&gt;
*You allow sentient allies to die.&lt;br /&gt;
*You deliberately mutate yourself. This includes deliberately making yourself [[glow]] and drinking [[potions of beneficial mutation]]. &lt;br /&gt;
*You or your allies attack monsters in a sanctuary.&lt;br /&gt;
&lt;br /&gt;
Zin strongly dislikes it (i.e. [[penance]]) when:&lt;br /&gt;
*You perform [[cannibalism]].&lt;br /&gt;
*You desecrate holy remains.&lt;br /&gt;
*You use [[Necromancy]]. Casting [[Necromutation]] instead causes excommunication.&lt;br /&gt;
*You use [[unholy]] magic or items.&lt;br /&gt;
*You attack non-hostile holy beings.&lt;br /&gt;
*You or your allies kill non-hostile holy beings.&lt;br /&gt;
*You attack allies.&lt;br /&gt;
*You [[polymorph]] monsters.&lt;br /&gt;
*You use unclean or [[chaotic]] magic or items.&lt;br /&gt;
*You eat the flesh of sentient beings.&lt;br /&gt;
&lt;br /&gt;
Zin will forgive accidental transgressions, i.e. performing a forbidden action via an unidentified item.&lt;br /&gt;
&lt;br /&gt;
On average, your piety will decay naturally by 1 every 340 turns.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Anchorite&amp;quot;&lt;br /&gt;
*Zin may protect you from a fatal instance of damage. The chance increases with Piety. Passive. No piety cost.&lt;br /&gt;
*Zin may protect you from the effects of [[Hell]]'s mystical force. The chance also increases with Piety. Passive. No piety cost. &lt;br /&gt;
*Zin may protect you from mutation at a (Piety/2)% chance. Passive. No piety cost. &lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Apologist&amp;quot;&lt;br /&gt;
*'''Recite''' - Preaches a verse from one of the four books of the Axioms of Law:&lt;br /&gt;
**''Abominations'', which harshly deals with chaotic monsters: Chance to cause [[bleeding]], to [[smite]], to [[Corona|illuminate]], to sear their flesh, or to turn them into [[pillar of salt|pillars of salt]].&lt;br /&gt;
**''Ablutions'', which punishes unclean monsters and walking corpses: Chance to cause bleeding, to smite, to cause [[rot]], to illuminate, to cast [[holy word]], or to turn them into pillars of salt.&lt;br /&gt;
**''Apostates'', which applies to unbelievers and heretics (i.e. monsters who worship a god other than Zin, such as orcs of Beogh): Chance to put to [[sleep]], to daze, to [[confuse]], to [[Cause Fear|fear]], and to [[paralyze]] unbelievers, while heretics may suffer bleeding, smiting, blindness, muteness, illumination, [[paralysis]], madness, and dumbness.&lt;br /&gt;
**''Anathema'', which combats demons and undead: chance to daze, to confuse, to fear, to illuminate, to cast [[holy word]], or to turn them into pillars of salt.&lt;br /&gt;
If multiple books could apply, you are allowed to choose which to read from (e.g. whether to use Ablutions or Anathema on a skeleton). Recite takes three turns, during which you can move, fight, and evoke; anything that interrupts your speaking (potions, scrolls, spells, shouting, or using a breath weapon) will cancel the Recite status. The effect of Recite is more powerful with higher [[piety]] and [[Invocations]]; stronger effects only occur at high power, but there's always a chance of weaker effects (or even no effect at all). Costs Breath.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Pious&amp;quot;&lt;br /&gt;
*'''Vitalisation''' - Protects you from sickness, poisoning, confusion, petrification, rot, and stat drain while active, and boosts all your stats by [[Invocations]]/3. Gives a small amount of nutrition, but won't go past Full. Costs 1-2 Piety.&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Devout&amp;quot;&lt;br /&gt;
*'''Imprison''' - Temporarily creates a silver-walled prison around an enemy, pushing away monsters adjacent to the target (if applicable). Duration depends on [[invocations]] skill. Strong monsters may break themselves out (chance for jailbreak depends on monster's HD). Costs 5 MP, 125-250 Food, and 4-6 Piety.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Orthodox&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Immaculate&amp;quot;&lt;br /&gt;
*'''Sanctuary''' - Creates a stationary Sanctuary with a radius and duration dependent on your [[Invocations]] skill, centered on yourself. Its radius will decrease as its duration runs out. So long as you remain within the radius of Sanctuary, no enemies can attack you (this protection extends to your allies, as well). If you or one of your allies attacks, Sanctuary is instantly dispelled and Zin considers it an evil act. Costs 7 MP, 150-300 Food, and 15-23 Piety.&lt;br /&gt;
In addition to preventing enemy attacks, you enjoy the following effects from Sanctuary:  &lt;br /&gt;
**[[Trap]]s are revealed.&lt;br /&gt;
**[[Cloud]]s dissipate.&lt;br /&gt;
**Your allies are recalled and protected against [[Abjuration]].&lt;br /&gt;
**Monsters may be scared away.&lt;br /&gt;
**Undead and demons are subject to [[Holy Word]], which slows, damages, and scares them.&lt;br /&gt;
**Magical contamination discharges are greatly reduced.&lt;br /&gt;
**[[Hell]]'s mystical force will not strike you; any previous effects will linger, however.&lt;br /&gt;
**Blood is cleaned from tiles.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Bringer of Law&amp;quot;&lt;br /&gt;
*'''Cure All Mutations''' - Immediately removes all mutations from your character, both good and bad. Can only be used once per game. No piety cost.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Zin will only dispense punishments to those who enter the service of an [[evil gods|evil]] or [[chaotic]] god.&lt;br /&gt;
&lt;br /&gt;
*20% chance: If possible, remove 1-7 random good mutations. Otherwise, reroll from the remaining options.&lt;br /&gt;
*30% chance: Summons either (1d3 + XL/10) hostile angels (more likely if you are high level) or a swarm of &amp;quot;creeping doom&amp;quot; (i.e. random [[list of insects|insects]], [[list of arachnids|arachnids]], and [[list of worms|worms]]).&lt;br /&gt;
*20% chance: Recites the Axioms of Law at you, inflicting confusion, sleep or paralysis (equal chance of each).&lt;br /&gt;
*20% chance: Halves your current nutrition level.&lt;br /&gt;
*10% chance: Makes an extremely loud noise at your current position.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Zin is not as straightforward as other gods, who often give you tools to help you deal more damage, allies to fight for you, or protection from damage. Zin works through more subtle means: giving monsters various status effects (Recite and Imprison) while protecting you from the same and buffing your stats (Vitalisation, protection from chaos).&lt;br /&gt;
&lt;br /&gt;
This means that the characters best suited for Zin worship are those who have multiple tools at their disposal to deal with monsters and who enjoy a large boost to all stats: in other words, melee hybrids who can fight toe-to-toe and who also use magic, either to attack or disable their foes. On the other hand, Zin is not ideal for pure casters, since he provides no MP regen and spells interrupt Recite. Furthermore, Zin's strict dietary restrictions make the problem of [[spell hunger]] somewhat more difficult in branches with few animals. Pure melee combatants who eschew the use of magic entirely may also get less benefit from Zin than they would with more aggressive gods, and will receive little benefit from his intelligence boost.&lt;br /&gt;
&lt;br /&gt;
As far as species go, a strong aptitude in [[Invocations]], good melee aptitudes, and some way of compensating for Zin's dietary restrictions are optimal, though only [[troll]]s are likely to have difficulty staving off starvation.&lt;br /&gt;
&lt;br /&gt;
That being said, characters who worship the Shining One or [[Elyvilon]] may find it extremely worthwhile to switch to Zin for a brief time in the end game. Switching to Zin from a good god while at full piety will start you at nearly full piety with Zin, meaning that you need only donate half your gold and kill a handful of monsters before unlocking the ability to cure all of your mutations. This is a small price to pay for a character who's had a rough time in the extended end game. You may then immediately switch back to your old god with no penalty and with most of your original piety intact.&lt;br /&gt;
&lt;br /&gt;
===Recite===&lt;br /&gt;
In spite of the fact that Zin abhors chaos, Recite produces a variety of random effects, with results ranging from the spectacular (turning a roomful of monsters into pillars of salt!) to nigh-useless (an illuminated [[brimstone fiend]] is hardly taken care of). Nevertheless, it has no cost to the player, and is able to affect a number of enemies whose magic resistance or outright magic immunity render them normally immune to negative status effects. When used properly, it can severely weaken the opposition, allowing you to mop up in safety. This is particularly true for characters who rely on [[stabbing]], as many of the status effects Zin inflicts render enemies vulnerable to sneak attacks.&lt;br /&gt;
&lt;br /&gt;
Although it's critical that you don't neglect Zin's other abilities, you should make sure to use Recite often. Due to the cooldown which follows each use, however, you may want to hold back on using it if you expect a crowd of victims to enter your line of sight soon. Waking up groups of enemies and luring them to a safe one-tile corridor is often ideal. For stabbers, waiting until you are nearly in melee range to begin reciting may be a good idea, but it really is a matter for your own discretion. Recite often and learn what works. In dire straits, you can [[quaff]] a [[potion of restore abilities]] to reset your breath counter, allowing you to Recite again almost immediately.&lt;br /&gt;
&lt;br /&gt;
When fighting multiple types of opponents, or facing opponents that fall under multiple categories Zin hates, you will be forced to select a book to read from. Choose the book that handles the threat you're most concerned about; ''Apostates'' may not affect the swarm of summoned low-level demons, but it is very capable of disabling the dangerous priest who summoned them.&lt;br /&gt;
&lt;br /&gt;
Recite's list of effects grows along with your [[Invocations]] skill and your [[piety]], but weak effects are always possible. Monsters resist it based on their [[hit dice]]; as such, knowing which dangerous foes have low HD is critical to making intelligent choices with Recite. Monsters with very high HD, such as [[hell sentinel]]s and [[lich]]es, are much less likely to be affected, but will still take the full impact of the Recitation if it should overcome their HD. Surprisingly vulnerable opponents include:&lt;br /&gt;
&lt;br /&gt;
*[[Hellion]] (7 HD)&lt;br /&gt;
*[[Tormentor]] (7 HD)&lt;br /&gt;
*[[Mummy priest]] (10 HD)&lt;br /&gt;
*[[Shadow demon]] (10 HD)&lt;br /&gt;
*[[Executioner]] (12 HD)&lt;br /&gt;
*[[Curse skull]] (13 HD)&lt;br /&gt;
*[[Balrug]] (14 HD)&lt;br /&gt;
*[[Curse toe]] (14 HD)&lt;br /&gt;
*[[Ghoul]] (14 HD)&lt;br /&gt;
*[[Murray]] (14 HD)&lt;br /&gt;
*[[Reaper]] (14 HD)&lt;br /&gt;
*[[Geryon]] (15 HD)&lt;br /&gt;
*[[Greater mummy]] (15 HD)&lt;br /&gt;
*[[Dispater]] (16 HD)&lt;br /&gt;
*[[Gloorx Vloq]] (16 HD)&lt;br /&gt;
*[[Asmodeus]] (17 HD)&lt;br /&gt;
*[[Mnoleg]] (17 HD)&lt;br /&gt;
*[[Ereshkigal]] (18 HD)&lt;br /&gt;
*[[Khufu]] (18 HD)&lt;br /&gt;
*[[Mara]] (18 HD)&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*If you plan on worshiping Zin, but find an early altar to [[Elyvilon]] or [[the Shining One]], consider joining their religion: they won't mind the later switch to Zin, give you some starting piety, and may allow you to start training Invocations.&lt;br /&gt;
*Vitalisation boosts all your stats for a low piety cost, and while active makes you immune to sickness, poisoning, confusion, petrification, rot, and stat drain, but it won't ''cure'' these ailments if you already have them, so cast it preemptively as soon as you encounter an enemy that can inflict such effects on you. Also note that Vitalisation prevents the poisoning status but does not actually provide rPois, and thus does not lower the damage from the impact of spells like [[Poison Arrow]] or [[Venom Bolt]]. &lt;br /&gt;
*If you want to identify a bunch of potions by quaffing them, cast Vitalisation first. It will protect you from most negative effects, save mutation (which Zin may shield you from based on your piety).&lt;br /&gt;
*Vitalisation doesn't actually give you the poison resistance you'd need to consume poisonous chunks. It simply prevents you from acquiring the poison [[status effect]]; you will still take full damage from sources of direct poison damage like [[Poison Arrow]] or [[Poisonous Cloud]], but not from [[Venom Bolt]] or [[Sting]].&lt;br /&gt;
*Imprison is best used when you're faced with a couple of powerful monsters at once. Imprison one, then finish off its friend before Imprison is over. Or run.&lt;br /&gt;
*Sanctuary is one of the most powerful emergency abilities in the game (up there with [[Cheibriados]]'s Step From Time and [[Elyvilon]]'s Divine Protection). Use it when you're surrounded and the situation is quickly going pear-shaped, though make sure you have an escape route too, since otherwise Sanctuary will only delay the inevitable. Note that you can't recast Sanctuary while you already have one still active, and that it costs a hefty 15 piety to invoke.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] Vitalisation will grant poison resistance, and Zin won't mind when you allow your sentient allies to die.&lt;br /&gt;
&lt;br /&gt;
Before [[0.13]], Recite had a 3-turn delay instead of a 3-turn duration, essentially paralyzing the player while he hoped Zin did something. Also, the [[priest]] background was removed since Zin is not a very appealing god early on.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], Vitalisation did not protect from the paralysing attacks of [[yellow wasp]]s and [[red wasp]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]][[Category:Good Gods]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Zin&amp;diff=25892</id>
		<title>Zin</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Zin&amp;diff=25892"/>
				<updated>2014-03-28T22:42:29Z</updated>
		
		<summary type="html">&lt;p&gt;And into: /* Given Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
[[File:Zin altar.png]] ''&amp;quot;Spread the light, my child.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Zin the Lawgiver''' is a God for those focused on inner strength. Followers must remain pure of body and soul, refraining from unholy, evil, unclean or chaotic magic; the use of mutations and the consumption of intelligent beings' flesh. They may preach to or imprison the unenlightened, and can ultimately gain a divine refuge. Zin values selflessness, demanding a tithe of 1/10 of all gold gained, preferably followed by donations of more. Zin's followers can safely convert to Elyvilon and the Shining One.&lt;br /&gt;
&lt;br /&gt;
Along with [[Elyvilon]] and [[the Shining One]], '''Zin is''' considered a [[good god]]. No backgrounds start the game following this religion.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
Zin does not accept [[demonspawn]] or undead species ([[ghoul]]s, [[vampire]]s, or [[mummies]]) as followers. [[Demigod]]s may not worship Zin or any other deity.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Zin takes a 10% tithe every time you pick up gold, unless you're already at max piety. This tithe counts remainders (e.g., if you pick up two piles of 15 gold one after the other, Zin will take 1 gold piece from the first and 2 from the second). However, Zin knows if you try to save gold piles before converting to him (&amp;quot;Zin is a bit unhappy you did not bring this gold earlier.&amp;quot;), and the tithe has a reduced effect in the [[Orcish Mines]] and on gold [[scroll of acquirement|acquired]]. Paying a tithe has a chance to increase piety based on its size.&lt;br /&gt;
*Similarly, [[praying]] at Zin's [[altar]] will donate half your gold, granting a chunk of piety which will be distributed as you gain [[experience]]. You'll also receive an indication of what Zin's opinion towards you will be once the piety is fully distributed.&lt;br /&gt;
*Upon conversion, Zin takes some gold, but this provides more piety than a regular donation.&lt;br /&gt;
*Killing the spawn of chaos has a chance to grant piety. See the list of [[chaotic]] monsters and abilities for more details.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
Zin dislikes it (i.e. [[piety]] loss) when:&lt;br /&gt;
*You drink blood from a [[potion of blood]] or a [[potion of coagulated blood]].&lt;br /&gt;
*You attack neutral monsters.&lt;br /&gt;
*You allow sentient allies to die.&lt;br /&gt;
*You deliberately mutate yourself. This includes deliberately making yourself [[glow]] and drinking [[potions of beneficial mutation]]. &lt;br /&gt;
*You or your allies attack monsters in a sanctuary.&lt;br /&gt;
&lt;br /&gt;
Zin strongly dislikes it (i.e. [[penance]]) when:&lt;br /&gt;
*You perform [[cannibalism]].&lt;br /&gt;
*You desecrate holy remains.&lt;br /&gt;
*You use [[Necromancy]]. Casting [[Necromutation]] instead causes excommunication.&lt;br /&gt;
*You use [[unholy]] magic or items.&lt;br /&gt;
*You attack non-hostile holy beings.&lt;br /&gt;
*You or your allies kill non-hostile holy beings.&lt;br /&gt;
*You attack allies.&lt;br /&gt;
*You [[polymorph]] monsters.&lt;br /&gt;
*You use unclean or [[chaotic]] magic or items.&lt;br /&gt;
*You eat the flesh of sentient beings.&lt;br /&gt;
&lt;br /&gt;
Zin will forgive accidental transgressions, i.e. performing a forbidden action via an unidentified item.&lt;br /&gt;
&lt;br /&gt;
On average, your piety will decay naturally by 1 every 340 turns.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Anchorite&amp;quot;&lt;br /&gt;
*Zin may protect you from a fatal instance of damage. The chance increases with Piety. Passive. No piety cost.&lt;br /&gt;
*Zin may protect you from the effects of [[Hell]]'s mystical force. The chance also increases with Piety. Passive. No piety cost. &lt;br /&gt;
*Zin may protect you from mutation at a (Piety/2)% chance. Passive. No piety cost. &lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Apologist&amp;quot;&lt;br /&gt;
*'''Recite''' - Preaches a verse from one of the four books of the Axioms of Law:&lt;br /&gt;
**''Abominations'', which harshly deals with chaotic monsters: Chance to cause [[bleeding]], to [[smite]], to [[Corona|illuminate]], to sear their flesh, or to turn them into [[pillar of salt|pillars of salt]].&lt;br /&gt;
**''Ablutions'', which punishes unclean monsters and walking corpses: Chance to cause bleeding, to smite, to cause [[rot]], to illuminate, to cast [[holy word]], or to turn them into pillars of salt.&lt;br /&gt;
**''Apostates'', which applies to unbelievers and heretics (i.e. monsters who worship a god other than Zin, such as orcs of Beogh): Chance to put to [[sleep]], to daze, to [[confuse]], to [[Cause Fear|fear]], and to [[paralyze]] unbelievers, while heretics may suffer bleeding, smiting, blindness, muteness, illumination, [[paralysis]], madness, and dumbness.&lt;br /&gt;
**''Anathema'', which combats demons and undead: chance to daze, to confuse, to fear, to illuminate, to cast [[holy word]], or to turn them into pillars of salt.&lt;br /&gt;
If multiple books could apply, you are allowed to choose which to read from (e.g. whether to use Ablutions or Anathema on a skeleton). Recite takes three turns, during which you can move, fight, and evoke; anything that interrupts your speaking (potions, scrolls, spells, shouting, or using a breath weapon) will cancel the Recite status. The effect of Recite is more powerful with higher [[piety]] and [[Invocations]]; stronger effects only occur at high power, but there's always a chance of weaker effects (or even no effect at all). Costs Breath.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Pious&amp;quot;&lt;br /&gt;
*'''Vitalisation''' - Protects you from sickness, poisoning, confusion, petrification, rot, and stat drain while active, and boosts all your stats by [[Invocations]]/3. Gives a small amount of nutrition, but won't go past Full. Costs 1-2 Piety.&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Devout&amp;quot;&lt;br /&gt;
*'''Imprison''' - Temporarily creates a silver-walled prison around an enemy, pushing away monsters adjacent to the target (if applicable). Duration depends on [[invocations]] skill. Strong monsters may break themselves out (chance for jailbreak depends on monster's HD). Costs 5 MP, 125-250 Food, and 4-6 Piety.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Orthodox&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Immaculate&amp;quot;&lt;br /&gt;
*'''Sanctuary''' - Creates a stationary Sanctuary with a radius and duration dependent on your [[Invocations]] skill, centered on yourself. Its radius will decrease as its duration runs out. So long as you remain within the radius of Sanctuary, no enemies can attack you (this protection extends to your allies, as well). If you or one of your allies attacks, Sanctuary is instantly dispelled and Zin considers it an evil act. Costs 7 MP, 150-300 Food, and 15-23 Piety.&lt;br /&gt;
In addition to preventing enemy attacks, you enjoy the following effects from Sanctuary:  &lt;br /&gt;
**[[Trap]]s are revealed.&lt;br /&gt;
**[[Cloud]]s dissipate.&lt;br /&gt;
**Your allies are recalled and protected against [[Abjuration]].&lt;br /&gt;
**Monsters may be scared away.&lt;br /&gt;
**Undead and demons are subject to [[Holy Word]], which slows, damages, and scares them.&lt;br /&gt;
**Magical contamination discharges are greatly reduced.&lt;br /&gt;
**[[Hell]]'s mystical force will not strike you; any previous effects will linger, however.&lt;br /&gt;
**Blood is cleaned from tiles.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Bringer of Law&amp;quot;&lt;br /&gt;
*'''Cure All Mutations''' - Immediately removes all mutations from your character, both good and bad. Can only be used once per game. No piety cost.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Zin will only dispense punishments to those who enter the service of an [[evil gods|evil]] or [[chaotic]] god.&lt;br /&gt;
&lt;br /&gt;
*20% chance: If possible, remove 1-7 random good mutations. Otherwise, reroll from the remaining options.&lt;br /&gt;
*30% chance: Summons either (1d3 + XL/10) hostile angels (more likely if you are high level) or a swarm of &amp;quot;creeping doom&amp;quot; (i.e. random [[list of insects|insects]], [[list of arachnids|arachnids]], and [[list of worms|worms]]).&lt;br /&gt;
*20% chance: Recites the Axioms of Law at you, inflicting confusion, sleep or paralysis (equal chance of each).&lt;br /&gt;
*20% chance: Halves your current nutrition level.&lt;br /&gt;
*10% chance: Makes an extremely loud noise at your current position.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Zin is not as straightforward as other gods, who often give you tools to help you deal more damage, allies to fight for you, or protection from damage. Zin works through more subtle means: giving monsters various status effects (Recite and Imprison) while protecting you from the same and buffing your stats (Vitalisation, protection from chaos).&lt;br /&gt;
&lt;br /&gt;
This means that the characters best suited for Zin worship are those who have multiple tools at their disposal to deal with monsters and who enjoy a large boost to all stats: in other words, melee hybrids who can fight toe-to-toe and who also use magic, either to attack or disable their foes. On the other hand, Zin is not ideal for pure casters, since he provides no MP regen and spells interrupt Recite. Furthermore, Zin's strict dietary restrictions make the problem of [[spell hunger]] somewhat more difficult in branches with few animals. Pure melee combatants who eschew the use of magic entirely may also get less benefit from Zin than they would with more aggressive gods, and will receive little benefit from his intelligence boost.&lt;br /&gt;
&lt;br /&gt;
As far as species go, a strong aptitude in [[Invocations]], good melee aptitudes, and some way of compensating for Zin's dietary restrictions are optimal, though only [[troll]]s are likely to have difficulty staving off starvation.&lt;br /&gt;
&lt;br /&gt;
That being said, characters who worship the Shining One or [[Elyvilon]] may find it extremely worthwhile to switch to Zin for a brief time in the end game. Switching to Zin from a good god while at full piety will start you at nearly full piety with Zin, meaning that you need only donate half your gold and kill a handful of monsters before unlocking the ability to cure all of your mutations. This is a small price to pay for a character who's had a rough time in the extended end game. You may then immediately switch back to your old god with no penalty and with most of your original piety intact.&lt;br /&gt;
&lt;br /&gt;
===Recite===&lt;br /&gt;
In spite of the fact that Zin abhors chaos, Recite produces a variety of random effects, with results ranging from the spectacular (turning a roomful of monsters into pillars of salt!) to nigh-useless (an illuminated [[brimstone fiend]] is hardly taken care of). Nevertheless, it has no cost to the player, and is able to affect a number of enemies whose magic resistance or outright magic immunity render them normally immune to negative status effects. When used properly, it can severely weaken the opposition, allowing you to mop up in safety. This is particularly true for characters who rely on [[stabbing]], as many of the status effects Zin inflicts render enemies vulnerable to sneak attacks.&lt;br /&gt;
&lt;br /&gt;
Although it's critical that you don't neglect Zin's other abilities, you should make sure to use Recite often. Due to the cooldown which follows each use, however, you may want to hold back on using it if you expect a crowd of victims to enter your line of sight soon. Waking up groups of enemies and luring them to a safe one-tile corridor is often ideal. For stabbers, waiting until you are nearly in melee range to begin reciting may be a good idea, but it really is a matter for your own discretion. Recite often and learn what works. In dire straits, you can [[quaff]] a [[potion of restore abilities]] to reset your breath counter, allowing you to Recite again almost immediately.&lt;br /&gt;
&lt;br /&gt;
When fighting multiple types of opponents, or facing opponents that fall under multiple categories Zin hates, you will be forced to select a book to read from. Choose the book that handles the threat you're most concerned about; ''Apostates'' may not affect the swarm of summoned low-level demons, but it is very capable of disabling the dangerous priest who summoned them.&lt;br /&gt;
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Recite's list of effects grows along with your [[Invocations]] skill and your [[piety]], but weak effects are always possible. Monsters resist it based on their [[hit dice]]; as such, knowing which dangerous foes have low HD is critical to making intelligent choices with Recite. Monsters with very high HD, such as [[hell sentinel]]s and [[lich]]es, are much less likely to be affected, but will still take the full impact of the Recitation if it should overcome their HD. Surprisingly vulnerable opponents include:&lt;br /&gt;
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*[[Hellion]] (7 HD)&lt;br /&gt;
*[[Tormentor]] (7 HD)&lt;br /&gt;
*[[Mummy priest]] (10 HD)&lt;br /&gt;
*[[Shadow demon]] (10 HD)&lt;br /&gt;
*[[Executioner]] (12 HD)&lt;br /&gt;
*[[Curse skull]] (13 HD)&lt;br /&gt;
*[[Balrug]] (14 HD)&lt;br /&gt;
*[[Curse toe]] (14 HD)&lt;br /&gt;
*[[Ghoul]] (14 HD)&lt;br /&gt;
*[[Murray]] (14 HD)&lt;br /&gt;
*[[Reaper]] (14 HD)&lt;br /&gt;
*[[Geryon]] (15 HD)&lt;br /&gt;
*[[Greater mummy]] (15 HD)&lt;br /&gt;
*[[Dispater]] (16 HD)&lt;br /&gt;
*[[Gloorx Vloq]] (16 HD)&lt;br /&gt;
*[[Asmodeus]] (17 HD)&lt;br /&gt;
*[[Mnoleg]] (17 HD)&lt;br /&gt;
*[[Ereshkigal]] (18 HD)&lt;br /&gt;
*[[Khufu]] (18 HD)&lt;br /&gt;
*[[Mara]] (18 HD)&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*If you plan on worshiping Zin, but find an early altar to [[Elyvilon]] or [[the Shining One]], consider joining their religion: they won't mind the later switch to Zin, give you some starting piety, and may allow you to start training Invocations.&lt;br /&gt;
*Vitalisation boosts all your stats and makes you immune to nearly every negative status you could incur, but it won't ''cure'' them, so cast it preemptively as soon as you encounter an enemy that can inflict some nasty effects on you (e.g. early [[adder]]s, [[plague shambler]]s, [[death drake]]s, [[Jorgrun]]). The stat boost also makes you more effective in melee combat and spell casting, much like a universal (but smaller) version of [[Okawaru]]'s Heroism. Just don't expect Vitalisation's slight nutrition gain to keep you well-fed, and although it's cheap, mind your piety.&lt;br /&gt;
*If you want to identify a bunch of potions by quaffing them, cast Vitalisation first. It will protect you from most negative effects, save mutation (which Zin may shield you from based on your piety).&lt;br /&gt;
*Vitalisation doesn't actually give you the poison resistance you'd need to consume poisonous chunks. It simply prevents you from acquiring the poison [[status effect]]; you will still take full damage from sources of direct poison damage like [[Poison Arrow]] or [[Poisonous Cloud]], but not from [[Venom Bolt]] or [[Sting]].&lt;br /&gt;
*Imprison is best used when you're faced with a couple of powerful monsters at once. Imprison one, then finish off its friend before Imprison is over. Or run.&lt;br /&gt;
*Sanctuary is one of the most powerful emergency abilities in the game (up there with [[Cheibriados]]'s Step From Time and [[Elyvilon]]'s Divine Protection). Use it when you're surrounded and the situation is quickly going pear-shaped, though make sure you have an escape route too, since otherwise Sanctuary will only delay the inevitable. Note that you can't recast Sanctuary while you already have one still active, and that it costs a hefty 15 piety to invoke.&lt;br /&gt;
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==History==&lt;br /&gt;
In [[0.14]] Vitalisation will grant poison resistance, and Zin won't mind when you allow your sentient allies to die.&lt;br /&gt;
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Before [[0.13]], Recite had a 3-turn delay instead of a 3-turn duration, essentially paralyzing the player while he hoped Zin did something. Also, the [[priest]] background was removed since Zin is not a very appealing god early on.&lt;br /&gt;
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Prior to [[0.12]], Vitalisation did not protect from the paralysing attacks of [[yellow wasp]]s and [[red wasp]]s.&lt;br /&gt;
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[[Category:Gods]][[Category:Good Gods]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>And into</name></author>	</entry>

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