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		<title>CrawlWiki - User contributions [en]</title>
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		<updated>2026-04-24T11:49:25Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Leech&amp;diff=55851</id>
		<title>Leech</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Leech&amp;diff=55851"/>
				<updated>2021-08-08T03:14:00Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Updated to 0.27 page. Checked in wizmode and changelog, no apparent changes from older versions. Updated flavour text trimming. Added reference.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{flavour|A blade forged in Hell by the sacrifice of countless tortured souls. It fills its wielder with the rage and suffering of those souls, and gorges itself further on drained life force every time it strikes, leaving behind a mess of blood and gore.}}&lt;br /&gt;
[[File:Demon_blade_leech.png]] '''''the +8 demon blade &amp;quot;Leech&amp;quot;'''''&amp;lt;br&amp;gt;&amp;lt;ref&amp;gt;{{source ref|0.27.0|art-data.txt|420}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+8 [[demon blade]]&lt;br /&gt;
&lt;br /&gt;
[[Vampiric]] brand effect, activated on every hit&amp;lt;br&amp;gt;&lt;br /&gt;
Allows evoking [[berserk]]&amp;lt;br&amp;gt;&lt;br /&gt;
Forces berserk while attacking (5% chance)&amp;lt;br&amp;gt;&lt;br /&gt;
rN+&amp;lt;br&amp;gt;&lt;br /&gt;
Creates sprays of blood when striking opponents that bleed&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
'''Leech''', like any well-enchanted vampiric demon blade, is a very nice thing to have, though it does carry the risk of sending you berserk at an inopportune moment. Still, the vampiricism does activate on every hit unlike most vampiric weapons, so you'll steadily regain HP in fights with living opponents. You may wish to use a different weapon when facing especially dangerous [[undead]], [[demon]]ic, or [[nonliving]] foes, however.&lt;br /&gt;
&lt;br /&gt;
Undead characters and those who have managed to find a source of [[clarity]] can safely ignore this sword's negative side effects. [[Demonspawn]] with the [[Ignite Blood]] mutation will appreciate how Leech constantly sprays burning blood everywhere.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.25]], Leech had -3 AC and EV instead of its berserking properties.&lt;br /&gt;
*Prior to [[0.19]], Leech's AC and EV costs were only -2, and it had -2 Strength, Intelligence, and Dexterity.&lt;br /&gt;
*Prior to [[0.15]], Leech's stat, AC and EV costs were only -1.&lt;br /&gt;
*Prior to [[0.14]], Leech's vampiric effect was only activated on 60% of all attacks, like all other [[vampiric]] weapons.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Long blades]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Maxwell%27s_thermic_engine&amp;diff=55848</id>
		<title>Maxwell's thermic engine</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Maxwell%27s_thermic_engine&amp;diff=55848"/>
				<updated>2021-08-08T03:09:59Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Updated to 0.27 page. Checked in wizmode and changelog, no apparent changes from older versions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{flavour|A strange sword, one blade blistering hot and the other icy cold. When it hits its target the thermal gradient increases. What causes this effect is unknown but it is rumored that otherworldly forces are involved.&lt;br /&gt;
&lt;br /&gt;
It becomes more effective when it hits something. This effect fades over time.}}&lt;br /&gt;
[[File:Maxwells thermic engine.png]] '''the +2 Maxwell's thermic engine'''&amp;lt;ref&amp;gt;{{source ref|0.27.0|art-data.txt|1515}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+2 [[double sword]]&lt;br /&gt;
&lt;br /&gt;
Simultaneous [[Flaming]] and [[Freezing]] brands (applies both)&amp;lt;br&amp;gt;&lt;br /&gt;
Enchantment increases as you land hits and decreases over time&lt;br /&gt;
&lt;br /&gt;
===Enchantment mechanics===&lt;br /&gt;
The engine's enchantment increases by 1 or 2 each time its wielder lands a hit (including those from ripostes), up to a maximum of +14.&lt;br /&gt;
&lt;br /&gt;
The enchantment decreases by 1 for each turn spent not hitting a creature (i.e. not attacking, moving, waiting, missed swings, etc.), but will not decrease past the base level of +2. The enchantment immediately drops to +2 if the engine is unwielded.&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
Fairly high. Double swords are already one of the best one-handed [[Long Blades]], and flaming and freezing are among the best brands available for them. A double sword that can make use of both brands at once and has the potential for a very high enchantment is an excellent choice for any aspiring swordsman.&lt;br /&gt;
&lt;br /&gt;
Do note that increasing the thermic engine's enchantment requires actually hitting your foes. If you're facing one or more highly evasive creatures from a cold start, it may take you a while to really get the sword going; a more conventionally-enchanted sword might perform better in this circumstance.&lt;br /&gt;
&lt;br /&gt;
Don't worry about fighting [[hydra]]s with this weapon; it will cauterize their heads like any other weapon of flaming.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.22]], Maxwell's thermic engine gave its wielder rF- and rC-.&lt;br /&gt;
*Maxwell's thermic engine was added in [[0.20]], replacing both the [[Dagger of Chilly Death]] and [[Scimitar of Flaming Death]].&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sword_of_Zonguldrok&amp;diff=55846</id>
		<title>Sword of Zonguldrok</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sword_of_Zonguldrok&amp;diff=55846"/>
				<updated>2021-08-08T03:07:13Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Updated to 0.27 page. Removed mention of using it of holding it being enough to reap. I'm not sure if that was ever the case, but it certainly isn't in 0.27. Cleared a whole floor while holding it in wizmode and throwing stones, and no allies.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{flavour|A blade imbued with the essence of a legendary necromancer. Those slain in its presence are reanimated by its power and forced to fight on.&lt;br /&gt;
&lt;br /&gt;
Any living foe damaged by it may be reanimated upon death as a zombie friendly to the wielder, with an increasing chance as more damage is dealt}}&lt;br /&gt;
[[File:Sword_of_zonguldrok.png]] '''''the +9 Sword of Zonguldrok'''''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+9 [[double sword]]&lt;br /&gt;
&lt;br /&gt;
[[Reaping]] brand&amp;lt;br&amp;gt;&lt;br /&gt;
[[Evil]]&lt;br /&gt;
&lt;br /&gt;
The sword of Zonguldrok can always be found in [[Zonguldrok's Shrine]] if it has not already generated elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''sword of Zonguldrok'''&amp;lt;ref&amp;gt;{{source ref|0.27.0|art-data.txt|319}}&amp;lt;/ref&amp;gt; is a good weapon, but not a great one. Even with its high enchantment level, its lack of a damaging brand makes its damage output noticeably worse than a well-enchanted branded [[demon blade]] or [[double sword]]. Still, friendly zombies can be useful, particularly if you can clear the majority of a floor before using your army to storm a particularly nasty vault, but the sword doesn't do anything that casting [[Animate Dead]] or even [[Animate Skeleton]] doesn't do. Use this weapon if you have nothing better yet and don't have anything better to use those corpses for.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that it passively uses a [[Necromancy|necromantic]] effect each turn, even wielding it is enough to offend the [[good god]]s.&lt;br /&gt;
&lt;br /&gt;
== References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.26]] and the removal of the food/hunger system, having all slain monsters turned into zombies could create food problems.&lt;br /&gt;
*Prior to [[0.19]], the sword created hostile undead in your LOS, was [[cursed]], and would recurse itself when wielded (33.3% chance). &lt;br /&gt;
*Prior to [[0.9]], this artefact was a [[long sword]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Long blades]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Singing_Sword&amp;diff=55845</id>
		<title>Singing Sword</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Singing_Sword&amp;diff=55845"/>
				<updated>2021-08-08T02:59:10Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: forgot to update version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|027}}&lt;br /&gt;
{{flavour|An enchanted blade which loves nothing more than to sing to its owner, whether they want it to or not. &lt;br /&gt;
&lt;br /&gt;
It radiates damaging sonic waves as you strike, especially in combat involving dangerous or numerous foes.}}&lt;br /&gt;
[[File:Singing_sword.png]] '''''the +7 Singing Sword'''''&lt;br /&gt;
&lt;br /&gt;
+7 [[double sword]]&lt;br /&gt;
&lt;br /&gt;
[[Vorpal]] brand&amp;lt;br&amp;gt;&lt;br /&gt;
Makes noise&amp;lt;br&amp;gt;&lt;br /&gt;
Damages everything (excluding the user) in [[LOS]]&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''Singing Sword'''&amp;lt;ref&amp;gt;{{source ref|0.27.0|art-data.txt|189}}&amp;lt;/ref&amp;gt; is, admittedly, a fairly powerful weapon; a +7 vorpal [[double sword]] is quite effective in the hands of a skilled [[Long Blades]]-user, though perhaps not end-game quality. Its [[noise]]-generating properties are also not so terrible. When the sword hits an enemy, it may begin singing with both noise and chances to happen raising with [[tension]]. This makes it a dreadful choice for a [[stabber]], and may result in enemies nearby waking up and joining the fight on occasion, but it by no means rules the weapon out as dangerously unusable.&lt;br /&gt;
&lt;br /&gt;
Every time the sword sings, it deals a small amount of irresistible damage to all monsters in your [[line of sight]] (including allies!), softening up hordes and potentially helping you take down powerful foes. The damage also raises with tension, reaching the maximum in irresponsibly dangerous situations, and thus shouldn't be a major deciding factor in whether or not you wield this artefact, but it bears mentioning.&lt;br /&gt;
&lt;br /&gt;
At the highest singing effect, the sword's name changes to the Screaming Sword. When [[silence]]d, the sword's name instead changes to the Sulking Sword and no noise or damage are produced.&lt;br /&gt;
&lt;br /&gt;
===Screaming Mechanics===&lt;br /&gt;
The Singing Sword has tiers derived from tension to determine the chance to cast its Sonic Wave spell. If the character wearing the weapon is not the player, then only the first tier applies.&amp;lt;ref&amp;gt;{{source ref|0.27.0|art-func.h|428}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier&lt;br /&gt;
!Tension&lt;br /&gt;
!Noise&lt;br /&gt;
!Chance to cast Sonic Wave&lt;br /&gt;
!Damage&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|0+&lt;br /&gt;
|0&lt;br /&gt;
|1/4&lt;br /&gt;
|2d15&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|20+&lt;br /&gt;
|20&lt;br /&gt;
|3/8&lt;br /&gt;
|2d16&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|40+&lt;br /&gt;
|30&lt;br /&gt;
|1/2&lt;br /&gt;
|2d18&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|60+&lt;br /&gt;
|40&lt;br /&gt;
|1/2&lt;br /&gt;
|2d23&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Damage is calculated as follows:&lt;br /&gt;
*&amp;lt;code&amp;gt;2d(5 + (100 + 13 * (tier - 1) + 36) / 10)&amp;lt;/code&amp;gt; if the tier is 4,&lt;br /&gt;
*&amp;lt;code&amp;gt;2d(5 + (100 + 13 * (tier - 1)) / 10)&amp;lt;/code&amp;gt; otherwise.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*The Singing Sword's sonic damage effect is stronger, can trigger at low tension, and triggers only on-hit. It also gains the vorpal brand in [[0.23]].&lt;br /&gt;
*Prior to [[0.14]], this weapon was significantly worse; its base type was a [[long sword]] and it generated significant amounts of noise regardless of the presence of monsters.&lt;br /&gt;
*[[0.9]] added the LOS damage during high tension.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Long blades]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Singing_Sword&amp;diff=55844</id>
		<title>Singing Sword</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Singing_Sword&amp;diff=55844"/>
				<updated>2021-08-08T02:58:51Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Updated to 0.27 page. Checked in wizmode and changelog, no apparent changes from older versions outside of flavour text trimming.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|025}}&lt;br /&gt;
{{flavour|An enchanted blade which loves nothing more than to sing to its owner, whether they want it to or not. &lt;br /&gt;
&lt;br /&gt;
It radiates damaging sonic waves as you strike, especially in combat involving dangerous or numerous foes.}}&lt;br /&gt;
[[File:Singing_sword.png]] '''''the +7 Singing Sword'''''&lt;br /&gt;
&lt;br /&gt;
+7 [[double sword]]&lt;br /&gt;
&lt;br /&gt;
[[Vorpal]] brand&amp;lt;br&amp;gt;&lt;br /&gt;
Makes noise&amp;lt;br&amp;gt;&lt;br /&gt;
Damages everything (excluding the user) in [[LOS]]&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''Singing Sword'''&amp;lt;ref&amp;gt;{{source ref|0.27.0|art-data.txt|189}}&amp;lt;/ref&amp;gt; is, admittedly, a fairly powerful weapon; a +7 vorpal [[double sword]] is quite effective in the hands of a skilled [[Long Blades]]-user, though perhaps not end-game quality. Its [[noise]]-generating properties are also not so terrible. When the sword hits an enemy, it may begin singing with both noise and chances to happen raising with [[tension]]. This makes it a dreadful choice for a [[stabber]], and may result in enemies nearby waking up and joining the fight on occasion, but it by no means rules the weapon out as dangerously unusable.&lt;br /&gt;
&lt;br /&gt;
Every time the sword sings, it deals a small amount of irresistible damage to all monsters in your [[line of sight]] (including allies!), softening up hordes and potentially helping you take down powerful foes. The damage also raises with tension, reaching the maximum in irresponsibly dangerous situations, and thus shouldn't be a major deciding factor in whether or not you wield this artefact, but it bears mentioning.&lt;br /&gt;
&lt;br /&gt;
At the highest singing effect, the sword's name changes to the Screaming Sword. When [[silence]]d, the sword's name instead changes to the Sulking Sword and no noise or damage are produced.&lt;br /&gt;
&lt;br /&gt;
===Screaming Mechanics===&lt;br /&gt;
The Singing Sword has tiers derived from tension to determine the chance to cast its Sonic Wave spell. If the character wearing the weapon is not the player, then only the first tier applies.&amp;lt;ref&amp;gt;{{source ref|0.27.0|art-func.h|428}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier&lt;br /&gt;
!Tension&lt;br /&gt;
!Noise&lt;br /&gt;
!Chance to cast Sonic Wave&lt;br /&gt;
!Damage&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|0+&lt;br /&gt;
|0&lt;br /&gt;
|1/4&lt;br /&gt;
|2d15&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|20+&lt;br /&gt;
|20&lt;br /&gt;
|3/8&lt;br /&gt;
|2d16&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|40+&lt;br /&gt;
|30&lt;br /&gt;
|1/2&lt;br /&gt;
|2d18&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|60+&lt;br /&gt;
|40&lt;br /&gt;
|1/2&lt;br /&gt;
|2d23&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Damage is calculated as follows:&lt;br /&gt;
*&amp;lt;code&amp;gt;2d(5 + (100 + 13 * (tier - 1) + 36) / 10)&amp;lt;/code&amp;gt; if the tier is 4,&lt;br /&gt;
*&amp;lt;code&amp;gt;2d(5 + (100 + 13 * (tier - 1)) / 10)&amp;lt;/code&amp;gt; otherwise.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*The Singing Sword's sonic damage effect is stronger, can trigger at low tension, and triggers only on-hit. It also gains the vorpal brand in [[0.23]].&lt;br /&gt;
*Prior to [[0.14]], this weapon was significantly worse; its base type was a [[long sword]] and it generated significant amounts of noise regardless of the presence of monsters.&lt;br /&gt;
*[[0.9]] added the LOS damage during high tension.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Long blades]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gyre_and_Gimble&amp;diff=55843</id>
		<title>Gyre and Gimble</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Gyre_and_Gimble&amp;diff=55843"/>
				<updated>2021-08-08T02:54:36Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Updated to 0.27 page. Checked in wizmode and changelog, no apparent changes from older versions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{flavour|Two quick blades joined by a chain. Swinging one compels the wielder to swing the other, as if they have minds of their own.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Gyre and Gimble.png]] '''''the +7 quick blades &amp;quot;Gyre&amp;quot; and &amp;quot;Gimble&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
+7 [[quick blade]]&lt;br /&gt;
&lt;br /&gt;
[[Protection]] [[brand]]&amp;lt;br&amp;gt;&lt;br /&gt;
Each swing attacks twice&amp;lt;br&amp;gt;&lt;br /&gt;
Always [[handedness|two-handed]] (Except for [[formicid]]s)&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
'''Gyre and Gimble'''&amp;lt;ref&amp;gt;{{source ref|0.27.0|art-data.txt|1404}}&amp;lt;/ref&amp;gt; are an unusual weapon - thematically two separate weapons, they are treated in game as a single two-handed weapon that just so happens to get twice as many attacks as a normal quick blade would. As quick blades already attack extraordinarily fast, this amounts to an ''absurd'' number of hits before the enemy can react to you. At minimum delay (requires a paltry 8 [[Short Blades]] skill), you'll essentially be getting in an attack every 1.5 auts. When [[potion of haste|haste]]d, this goes up to an attack every aut.&lt;br /&gt;
&lt;br /&gt;
However, the actual effectiveness of these attacks depends on two things: your [[slaying]] bonuses and the enemy's [[AC]]. A quick blade doesn't deal very much damage per hit unless it has a set damage brand, like [[distortion]], [[electrocution]], or [[pain]]; though the [[protection]] brand helps increase your survivability (particularly if you have low AC), it does absolutely nothing to increase your damage output.&lt;br /&gt;
&lt;br /&gt;
Gyre and Gimble's rapid-fire weak attacks work just fine on low-AC opponents, as you'll simply spread your damage out over multiple hits, but you'll barely be able to scratch high-AC opponents. Enough slaying bonuses, liberal use of [[potions of might]], and easy access to [[berserk]]ing will overcome this issue, allowing Gyre and Gimble to be effective against armoured foes and absolutely devastating against the unarmoured. Good luck finding those slaying sources, however.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you happen to have a reliable, renewable source of [[invisibility]] (or [[Dazzling Flash|enemy blindness]]), Gyre and Gimble function as a phenomenally deadly source of [[stab]]bing damage. When invisi-stabbing your way through a pack of enemies that can't [[see invisible]], you'll be delivering lethal blows at terrifying speed regardless of AC. [[Confusion|Confusing]] enemies works just as well, though it's more useful for fighting single, powerful foes than for wading through a horde; [[Confusing Touch]] in particular synergizes well with Gyre and Gimble's high attack speed.&lt;br /&gt;
&lt;br /&gt;
Do note that most tactics that make the best use of Gyre and Gimble can also work adequately with any other type of short blade -- Gyre and Gimble's main advantage is simply their exceptional attack speed. Whether or not it's worth sacrificing use of your off-hand is up to you, but a well-branded, fully-enchanted quick blade and [[buckler]] of [[resistance]] may be the smarter choice in some cases. [[Formicid]]s, of course, don't have to worry about losing their shield slot.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Gyre and Gimble are a reference to the poem &amp;quot;Jabberwocky&amp;quot; by Lewis Carrol.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.24]], Gyre and Gimble had a +5 enchantment, the [[vorpal]] brand, and a -3 penalty to [[Dexterity]].&lt;br /&gt;
*Gyre and Gimble were added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Short blades]]&lt;br /&gt;
[[Category:Unrands]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Captain%27s_cutlass&amp;diff=55842</id>
		<title>Captain's cutlass</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Captain%27s_cutlass&amp;diff=55842"/>
				<updated>2021-08-08T02:52:21Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Updated to 0.27 page. Checked in wizmode and changelog, no apparent changes from older versions aside from updated flavour text.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{flavour|An infamous weapon, once used by a vile pirate captain to slaughter countless innocents. He finally met his destiny when a kraken swallowed his ship, and the cutlass was thought to be lost with him. &lt;br /&gt;
&lt;br /&gt;
It may disarm weapon-wielding foes when striking them, dealing extra damage in the process.}}&lt;br /&gt;
[[File:Captain's_cutlass.png]] ''''' the +7 captain's cutlass'''''&lt;br /&gt;
&lt;br /&gt;
+7 [[rapier]]&lt;br /&gt;
&lt;br /&gt;
[[Speed brand]]&amp;lt;br&amp;gt;&lt;br /&gt;
disarm&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
In the hands of a skilled [[Short Blades]] specialist, the '''captain's cutlass'''&amp;lt;ref&amp;gt;{{source ref|0.27.0|art-data.txt|752}}&amp;lt;/ref&amp;gt; is as good as any [[quick blade]], if not better. It can deal excellent amounts of damage quickly, both in open combat and when [[stabbing]]. Like all short blades, it benefits greatly from any [[slaying]] bonuses you can give it, especially when dealing with high-[[AC]] targets in the late game. If you manage to disarm a foe you even get bonus damage. All in all it's a very respectable weapon.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.20]], the captain's cutlass would behead hydras.&lt;br /&gt;
*Prior to [[0.18]], the captain's cutlass didn't cause bonus damage when disarming. &lt;br /&gt;
*In [[0.16]], the captain's cutlass got its enchantment bonus reduced to +5, but it gained a chance of disarming your opponent each attack.&lt;br /&gt;
*Prior to [[0.15]], the captain's cutlass had an enchantment bonus of +5, +10.&lt;br /&gt;
*Prior to [[0.10]] this weapon carried a slaying bonus as a property (its base type was a [[sabre]]); in later versions this was incorporated into its base damage, and in [[0.14]], into its enchantment.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Short blades]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Arc_Blade&amp;diff=55841</id>
		<title>Arc Blade</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Arc_Blade&amp;diff=55841"/>
				<updated>2021-08-08T02:50:04Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Updated to 0.27 page. Checked in wizmode and changelog, no apparent changes from older versions outside of updated flavour text.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|027}}&lt;br /&gt;
{{flavour|A blade somehow crafted from pure electricity. It arcs wildly between the wielder and their foes as it strikes.&lt;br /&gt;
&lt;br /&gt;
It occasionally unleashes powerful arcs of lightning upon striking a foe. These may arc to other adjacent creatures (including the wielder, but dealing reduced damage to them) before grounding out.}}&lt;br /&gt;
[[File:Arc_blade.png]] '''''the +8 arc blade'''''&lt;br /&gt;
&lt;br /&gt;
+8 [[rapier]]&lt;br /&gt;
&lt;br /&gt;
33.3% chance: Casts [[Static Discharge]] on the target with [[spellpower]] that's on-average 50% higher than the usual spellpower cap.&amp;lt;br&amp;gt;&lt;br /&gt;
{{Electricity resistance}}&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''arc blade'''&amp;lt;ref&amp;gt;{{source ref|0.27.0|art-data.txt|1319}}&amp;lt;/ref&amp;gt; has damage output that's a bit higher than a fully enchanted [[demon blade]] of electrocution, making it a strong weapon versus monsters without [[electricity]] resistance. It is particularly effective against crowds, as the discharge damage tends to spreads out, a useful effect if you can fight foes in a bottleneck.&lt;br /&gt;
&lt;br /&gt;
Against electricity-resistant targets, however, this weapon is far less useful. Versus electricity-immune monsters, it's no better than a +8 rapier that happens to grant rElec. Carrying an alternate weapon is strongly advised, as electricity resistance is common later on.&lt;br /&gt;
&lt;br /&gt;
Additionally, this weapon is not good to use near allies that aren't themselves immune to electricity, since they are not exempt from the weapon's discharges. You will at least receive a warning prompt if your attack could harm one of your allies.&lt;br /&gt;
&lt;br /&gt;
Compared to the Static Discharge spell, the arcs from this weapon do more damage and arc more often to adjacent monsters due to the high spellpower used.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.23]], the arc blade would cast Static Discharge multiple times but at much lower spellpower. The weapon's enchantment was +4.&lt;br /&gt;
*Prior to [[0.16]], it was a [[cutlass]].&lt;br /&gt;
*Prior to [[0.15]], it was a +3, +5 weapon.&lt;br /&gt;
*The arc blade was introduced in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
[[category:unrands]]&lt;br /&gt;
[[category:short blades]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spriggan%27s_Knife&amp;diff=55840</id>
		<title>Spriggan's Knife</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spriggan%27s_Knife&amp;diff=55840"/>
				<updated>2021-08-08T02:46:02Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Updated to 0.27 page. The flavour text seems to be shortened in 0.27&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{flavour|A dainty little knife which was made by Spriggans, or for Spriggans, or possibly from Spriggans. Anyway, it's in some way associated with those fey folk.}}&lt;br /&gt;
[[File:Spriggan's_knife.png]] '''''the +7 Spriggan's Knife'''''&lt;br /&gt;
&lt;br /&gt;
+7 [[dagger]]&lt;br /&gt;
&lt;br /&gt;
Converts all [[stabbing|stabs]] to [[sleep]]-tier stabs.&amp;lt;br&amp;gt;&lt;br /&gt;
+4 EV&amp;lt;br&amp;gt;&lt;br /&gt;
+50 [[Stealth]]&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''Spriggan's Knife'''&amp;lt;ref&amp;gt;{{source ref|0.27.0|art-data.txt|677}}&amp;lt;/ref&amp;gt; is very useful to [[Stabbing|stabbers]], especially those relying on spells such as [[Confusing Touch]] or [[Mephitic Cloud]] instead of [[Ensorcelled Hibernation]]. It is also very useful for summoners due to the distraction effect of summons granting free tier-1 stabs independent of MR or HD. Unfortunately, it isn't much use to other characters unless you find it very early on, since an unbranded dagger is a poor weapon for general combat.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.23]], the Spriggan's Knife also had Dex+4 and MR+, but did not convert stabs to sleep-tier stabs.&lt;br /&gt;
*Prior to [[0.15]], the Spriggan's Knife had a +4, +10 enchantment.&lt;br /&gt;
*Prior to [[0.14]], the provided MR was only +20.&lt;br /&gt;
*This weapon was upgraded from a [[knife]] to a dagger with the removal of knives in [[0.9]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Short blades]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Morg&amp;diff=55839</id>
		<title>Morg</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Morg&amp;diff=55839"/>
				<updated>2021-08-08T02:43:26Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Updated to 0.27 page. Checked in wizmode and changelog, no apparent changes from older versions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{flavour|An ugly rusty dagger. Many years ago it was the property of a powerful mage called Boris. He got lost in the Dungeon while seeking the Orb.}}&lt;br /&gt;
[[File:Dagger_morg.png]] '''''the +4 dagger &amp;quot;Morg&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
+4 [[dagger]]&lt;br /&gt;
&lt;br /&gt;
[[Pain (brand)|Pain]] brand&amp;lt;br&amp;gt;&lt;br /&gt;
+5 INT&amp;lt;br&amp;gt;&lt;br /&gt;
+40 [[willpower]]&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The [[artefact]] [[dagger]] '''Morg'''&amp;lt;ref&amp;gt;{{source ref|0.27.0|art-data.txt|449}}&amp;lt;/ref&amp;gt; is an excellent weapon for anyone skilled in [[Necromancy]]. With even a small amount of training in [[Short Blades]], its [[Pain brand]] can wreak havoc in melee very quickly, and the [[intelligence]] and [[willpower]] boosts it provides are useful as well. Other spellcasters may want it simply for the intelligence bonus, but without skill in Necromancy, you really won't get much combat use out of it. Even with Necromancy skill, don't expect this little dagger to be of use against anything with [[negative energy]] resistance.&lt;br /&gt;
&lt;br /&gt;
Although once owned by the [[unique]] [[lich]] [[Boris]], Morg can now only be found as random loot; he will never drop it when killed. Bringing it to him has no special effect.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Short blades]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Magic_points&amp;diff=55662</id>
		<title>Magic points</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Magic_points&amp;diff=55662"/>
				<updated>2021-08-05T19:28:10Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: I don't know enough about MP to update this page properly, but adding info to summary alongside the note in the changes at the bottom to reflect Evo not giving max mana in later versions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
'''Magic points''' or '''Mana points''' (usually abbreviated to MP) is the amount of magical energy which a given character has. It is used for spellcasting, for invoking divine powers (with the exception of [[Trog]]) and for evoking abilities granted by worn items, mutations, and intrinsic abilities.&lt;br /&gt;
&lt;br /&gt;
Having your MP fall to zero is not directly lethal, but can be very hazardous for a spellcaster. MP will regenerate up to your maximum with time, and it is often recommended that spellcasters should rest up to full MP after every fight.&lt;br /&gt;
&lt;br /&gt;
Some items like [[ring of magical power|rings of magical power]] or [[staff of power|staves of power]] can increase a given character's reserves of magical power.&lt;br /&gt;
&lt;br /&gt;
Your maximum MP without benefit of items is a function of your experience level, your race, and whichever of your [[Spellcasting]], [[Evocations]] (not in 0.26+), and [[Invocations]] skill is higher. Training Spellcasting provides twice as much MP as Invocations or Evocations. Depending on your character, though, this may not be a concern.&lt;br /&gt;
&lt;br /&gt;
A typical character starts with 0-7 MP (e.g. 0 for a Minotaur Fighter, 6 for Deep Elf Conjurer, 7 for Deep Elf Wizard) and eventually grows to many times that (30-40 for a level 20 Mummy Necromancer, or 50-60 when using extra items).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
MP is a very important stat for spellcasters. Early or mid game rings of magical power are extremely useful, since MP costs are low and your base mana pool is small. However, as your MP hits around the 40+ mark, the efficiency of this stat gets drastically lower. Perhaps the only source of MP that you should use at this point is a staff of magical power, but even that could be replaced by an enhancer staff if you find one appropriate for you.&lt;br /&gt;
&lt;br /&gt;
Methods of MP restoration:&lt;br /&gt;
&lt;br /&gt;
*Resting.&lt;br /&gt;
*Consumables: The [[potion of magic]] recovers a decent amount of magic with no downsides. [[Potion of ambrosia|Potions of ambrosia]] offer significant HP and MP regen for a duration but confuses you for the entirety of it; if you cure the confusion, the ambrosia will end too.&lt;br /&gt;
*Casting [[sublimation of blood]], which restores your MP at the cost of your own health. (Remember to save 2 MP for this!)&lt;br /&gt;
*Wearing an [[Amulet of magic regeneration]].&lt;br /&gt;
*God abilities: [[Ru]], [[Sif Muna]], [[Gozag]], and [[Nemelex]] offer ways to actively recover your mana, with varying degrees of reliability.&lt;br /&gt;
*God passives: [[Vehumet]] lets you recover MP when killing monsters. [[The Shining One]] offers a similar power that only works against unholy and demonic enemies. Worshipers of [[Jiyva]] can recover MP when slimes consume items.&lt;br /&gt;
*Evocable items. [[Staff of energy|Staves of energy]] can be evoked for a chance to regenerate a little MP. [[Crystal ball of energy|Crystal balls of energy]] and the [[Staff of Wucad Mu]] can let you recover significant amounts of MP per turn, but with a chance of backfiring.&lt;br /&gt;
*Biting an enemy as a [[Vine Stalker]].&lt;br /&gt;
*Being a [[demonspawn]] can grant you access to the spirit shield mutation series, which will grant you improved MP regeneration, especially when you are low on MP (at the cost of your health regeneration), or can grant you the powered by pain mutation which could restore some MP when you take damage. Or you could get both.&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
* Highest Skill = max(Spellcasting, Invocations/2, Evocations/2)&lt;br /&gt;
* MP = Scale*(min(XL, 23) + Highest Skill + min(8, Highest Skill, XL)/2) + Species Modifier&lt;br /&gt;
* Sources of MP scaling:&lt;br /&gt;
**[[Good_mutations#High MP|High MP mutation]]: +10% per level&lt;br /&gt;
**[[Bad_mutations#Low_MP|Low MP mutation]]: -10% per level&lt;br /&gt;
**[[Elyvilon]]'s [[Divine vigour]]: +50%&lt;br /&gt;
* Sources of flat MP bonuses (applied after scaling):&lt;br /&gt;
**[[ring of magical power|Rings of magical power]]: +9 MP&lt;br /&gt;
**[[Maxwell's etheric cage]]: +4 MP&lt;br /&gt;
**[[staff of power|Staves of power]]: +15 MP&lt;br /&gt;
*Wielding a weapon of [[antimagic]] divides MP by 3. This is applied after all other modifiers.&lt;br /&gt;
&lt;br /&gt;
==MP modifiers==&lt;br /&gt;
&lt;br /&gt;
From [[Dungeon Crawl]] [[Stone Soup]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Magic Points}}&lt;br /&gt;
&lt;br /&gt;
[[Demigod]]s additionally start with the [[High MP]] mutation.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.26]], [[Evocations]] increased max MP.&lt;br /&gt;
*[[0.17]] simplified MP calculations. The base formula was:&lt;br /&gt;
 XL + Permanent MP + (XL*Species modifier + 1)/3 + (XL*Species modifier + 1)/3 + max(Spellcasting*XL*3/14 + Spellcasting, Invocations*XL/6.5 + Invocations/3, Evocations*XL/6)&lt;br /&gt;
&lt;br /&gt;
Then a stepdown function was applied and MP was capped at 50. Species aptitudes used to be multiplicative, but are now additive.&lt;br /&gt;
&lt;br /&gt;
*Before [[0.14]], the formula was:&lt;br /&gt;
 Unscaled MP = XL + Permanent MP + (XL*Species modifier + 1)/3 +&lt;br /&gt;
 max(Spellcasting*XL/4, Invocations*XL/6, Evocations*XL/6)&lt;br /&gt;
where ''Permanent MP '' was a constant determined by the player's background and species.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Amulet_of_Vitality&amp;diff=55661</id>
		<title>Amulet of Vitality</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Amulet_of_Vitality&amp;diff=55661"/>
				<updated>2021-08-05T17:26:05Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Updated to 0.27 page. Checked in wizmode and changelog, no apparent changes from older versions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|027}}&lt;br /&gt;
{{flavour|A jewelled amulet famed for its powers of resilience and recuperation. Its greatest notoriety came from its use by the dread necromancer Borgnjor, who relied upon it to maintain her slender hold on life. After her final demise, the amulet vanished from the pages of history.}}&lt;br /&gt;
[[File:Amulet_of_vitality.png]] '''''the amulet of Vitality'''''&lt;br /&gt;
&lt;br /&gt;
[[Amulet of regeneration|Regeneration]] [[ego]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[HP]] +15&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''amulet of Vitality'''&amp;lt;ref&amp;gt;{{source ref|0.27|art-data.txt|1076}}&amp;lt;/ref&amp;gt; is quite useful, as it has an excellent base type (regeneration) coupled with a hard-to-find bonus property (extra HP). Most characters will want to wear this if they find it, particularly early in the game where an additional 15 HP increases your max health by a very significant margin.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The amulet of Vitality was added in [[0.16]], replacing the [[ring of Vitality]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Amulets]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Macabre_finger_necklace&amp;diff=55660</id>
		<title>Macabre finger necklace</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Macabre_finger_necklace&amp;diff=55660"/>
				<updated>2021-08-05T17:24:01Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Updated to 0.27 page. Checked in wizmode and changelog, no apparent changes from older versions. Added small bit to tip on curses relating to lack of curses outside of Ash.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{flavour|An ugly dangling finger on a string. It would look better with a ring on it.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Macabre_finger_necklace.png]] '''''the macabre finger necklace'''''&lt;br /&gt;
&lt;br /&gt;
[[Negative energy|rN+]]&amp;lt;br&amp;gt;&lt;br /&gt;
+1 [[ring]] slot&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''macabre finger necklace'''&amp;lt;ref&amp;gt;{{source ref|0.27|art-data.txt|1271}}&amp;lt;/ref&amp;gt; is a mediocre [[amulet]] on its own, but the additional ring slot may well be worth it, as it is very rare for a player to not have at least three rings they'd like to be wearing simultaneously. Just be sure to swap out for a more practical amulet should a situation that calls for one arise, and make sure to put your least critical ring in the last ring slot, as that will be the one to unequip when you remove the necklace.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*If your third ring is [[cursed]], you will not be able to remove the macabre finger necklace. In 0.27, this will only come up if you are using Ashenzari.&lt;br /&gt;
*If eight rings are not enough for your [[octopode]], this amulet allows you to wear '''nine''' rings.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*The warding ego was removed from amulets in [[0.18]], leaving the macabre finger necklace as just an extra ring slot with rN+.&lt;br /&gt;
*The macabre finger necklace was added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Amulets]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Amulet_of_the_Air&amp;diff=55659</id>
		<title>Amulet of the Air</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Amulet_of_the_Air&amp;diff=55659"/>
				<updated>2021-08-05T17:19:56Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: left out an &amp;quot;s&amp;quot; in the history&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{flavour|A sky-blue amulet, suffused with enchantments that protect the wearer and make their Air spells more powerful. Its creator lacked just one thing: a steady hand.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Amulet_of_the_air.png]] '''''the amulet of the Air'''''&lt;br /&gt;
&lt;br /&gt;
[[Amulet of inaccuracy|Inaccuracy]] ego&amp;lt;br&amp;gt;&lt;br /&gt;
[[Air]] spell enhancer&amp;lt;br&amp;gt;&lt;br /&gt;
allows [[Flight]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Electricity resistance|rElec]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Repel Missiles]] ego&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''amulet of the Air'''&amp;lt;ref&amp;gt;{{source ref|0.27|art-data.txt|1055}}&amp;lt;/ref&amp;gt; has a poor base type, but its benefits outweigh the [[Amulet of inaccuracy|Inaccuracy]] ego. Permanent [[repel missiles]] is normally only on scarves and spell enhancers outside of staves are hard to come by, while [[electricity resistance]] and on-demand [[flight]] are very useful from time to time. Any character that has seriously developed its weapon skills throughout the game will barely notice the accuracy drop, making this an excellent amulet to swap in on occasion or even wear regularly.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.27]], this artefact boosts the spell power of [[Air]] Magic, but no longer gives +5 EV.&lt;br /&gt;
*Prior to [[0.12]], this artefact's base type was an [[amulet of controlled flight]]. When this [[intrinsic]] was removed in 0.12, the base type was changed to an [[amulet of inaccuracy]] and it received the permanent [[Repel Missiles]] effect to make up for that penalty.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Amulets]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Amulet_of_the_Air&amp;diff=55658</id>
		<title>Amulet of the Air</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Amulet_of_the_Air&amp;diff=55658"/>
				<updated>2021-08-05T17:19:28Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Updated to 0.27. Updated flavour text and changes to function. Reference pointed at new line.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{flavour|A sky-blue amulet, suffused with enchantments that protect the wearer and make their Air spells more powerful. Its creator lacked just one thing: a steady hand.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Amulet_of_the_air.png]] '''''the amulet of the Air'''''&lt;br /&gt;
&lt;br /&gt;
[[Amulet of inaccuracy|Inaccuracy]] ego&amp;lt;br&amp;gt;&lt;br /&gt;
[[Air]] spell enhancer&amp;lt;br&amp;gt;&lt;br /&gt;
allows [[Flight]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Electricity resistance|rElec]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Repel Missiles]] ego&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''amulet of the Air'''&amp;lt;ref&amp;gt;{{source ref|0.27|art-data.txt|1055}}&amp;lt;/ref&amp;gt; has a poor base type, but its benefits outweigh the [[Amulet of inaccuracy|Inaccuracy]] ego. Permanent [[repel missiles]] is normally only on scarves and spell enhancers outside of staves are hard to come by, while [[electricity resistance]] and on-demand [[flight]] are very useful from time to time. Any character that has seriously developed its weapon skills throughout the game will barely notice the accuracy drop, making this an excellent amulet to swap in on occasion or even wear regularly.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.27]], this artefact boosts the spell power of [[Air]] Magic, but no longer give +5 EV.&lt;br /&gt;
*Prior to [[0.12]], this artefact's base type was an [[amulet of controlled flight]]. When this [[intrinsic]] was removed in 0.12, the base type was changed to an [[amulet of inaccuracy]] and it received the permanent [[Repel Missiles]] effect to make up for that penalty.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Amulets]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Amulet_of_the_Four_Winds&amp;diff=55657</id>
		<title>Amulet of the Four Winds</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Amulet_of_the_Four_Winds&amp;diff=55657"/>
				<updated>2021-08-05T17:10:50Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: updated the reference point to be correct for 0.27&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{flavour|A pendant made of purest jade. It grants its wearer immense willpower and mental fortitude.}}&lt;br /&gt;
[[File:Amulet_of_the_four_winds.png]] '''''the amulet of the Four Winds'''''&lt;br /&gt;
&lt;br /&gt;
[[Clarity]] ego&amp;lt;br&amp;gt;&lt;br /&gt;
rN+&amp;lt;br&amp;gt;&lt;br /&gt;
+120 [[willpower]] (Will+++)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''amulet of the Four Winds'''&amp;lt;ref&amp;gt;{{source ref|0.27|art-data.txt|1085}}&amp;lt;/ref&amp;gt; provides all the [[willpower]] you will ever need, in addition to two other useful properties. It's definitely worth keeping, at the very least as a swap item for areas with threats that high willpower and [[clarity]] can help with.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.14]] the MR bonus was increased from +100 to +120.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Amulets]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Amulet_of_the_Four_Winds&amp;diff=55656</id>
		<title>Amulet of the Four Winds</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Amulet_of_the_Four_Winds&amp;diff=55656"/>
				<updated>2021-08-05T17:09:51Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Updated to 0.27 page. Checked in wizmode and changelog, no apparent changes from older versions. Updated flavour text.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{flavour|A pendant made of purest jade. It grants its wearer immense willpower and mental fortitude.}}&lt;br /&gt;
[[File:Amulet_of_the_four_winds.png]] '''''the amulet of the Four Winds'''''&lt;br /&gt;
&lt;br /&gt;
[[Clarity]] ego&amp;lt;br&amp;gt;&lt;br /&gt;
rN+&amp;lt;br&amp;gt;&lt;br /&gt;
+120 [[willpower]] (Will+++)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''amulet of the Four Winds'''&amp;lt;ref&amp;gt;{{source ref|0.26.1|art-data.txt|981}}&amp;lt;/ref&amp;gt; provides all the [[willpower]] you will ever need, in addition to two other useful properties. It's definitely worth keeping, at the very least as a swap item for areas with threats that high willpower and [[clarity]] can help with.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.14]] the MR bonus was increased from +100 to +120.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Amulets]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Necklace_of_Bloodlust&amp;diff=55655</id>
		<title>Necklace of Bloodlust</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Necklace_of_Bloodlust&amp;diff=55655"/>
				<updated>2021-08-05T17:08:24Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Updated to 0.27. Updated to reflect lack of curses on gear.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{flavour|A necklace made of bloodstained human and animal teeth, and something that appears to be a piece of spine.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Necklace_of_bloodlust.png]] '''''the necklace of Bloodlust'''''&lt;br /&gt;
&lt;br /&gt;
[[Amulet of rage]]&amp;lt;br&amp;gt;&lt;br /&gt;
Forces [[berserk]] (on 5% of melee attacks)&amp;lt;br&amp;gt;&lt;br /&gt;
-3 [[intelligence]]&amp;lt;br&amp;gt;&lt;br /&gt;
+80 [[willpower]] (Will++)&amp;lt;br&amp;gt;&lt;br /&gt;
+6 [[slaying]]&amp;lt;br&amp;gt;&lt;br /&gt;
Extends berserk on 50% of kills for (1 + 1d4) / 2 turns&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''necklace of Bloodlust'''&amp;lt;ref&amp;gt;{{source ref|0.27|art-data.txt|1093}}&amp;lt;/ref&amp;gt; is definitely not the sort of item you'd want to use regularly, but it can still be situationally useful. Although +6 slaying and +80 willpower on an amulet are both excellent properties, the berserkitis makes it a risky piece of gear for any character who isn't [[undead]] or doesn't have [[clarity]] to wear for any extended period of time. However, it may be useful for characters who find themselves facing a particularly nasty lone melee threat: the slaying bonus will be quite helpful, and moreover, going berserk would likely be useful in this situation instead of harmful. However, at a 5% chance per attack, it is not a good idea to rely on the berserkitis from this item to start a rage; fortunately, the amulet can also be evoked like a mundane [[amulet of rage]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*The berserk effect won't trigger with ranged attacks. This makes the necklace an interesting proposition for characters primarily relying on ranged combat, giving them easy access to berserk rage while always providing a bonus to slaying and willpower.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.27]] curses were removed from all items outside of Ashenzari curses, including unrands such as this one.&lt;br /&gt;
*In [[0.20]] the slaying was increased from +3 to +6 and the magic resistance increased from +40 to +80 (MR+ to MR++).&lt;br /&gt;
*In [[0.19]] the +2 strength buff was removed and the -2 intelligence became -3.&lt;br /&gt;
*In [[0.18]] the forced berserk chances were decreased from 9% to 5%.&lt;br /&gt;
*In [[0.15]] the stealth penalty of -20 was removed.&lt;br /&gt;
*In [[0.14]] the amount of MR given was increased from 30 to 40.&lt;br /&gt;
*In [[0.12]] the odds of the amulet causing berserk were changed.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Amulets]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Brooch_of_Shielding&amp;diff=55654</id>
		<title>Brooch of Shielding</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Brooch_of_Shielding&amp;diff=55654"/>
				<updated>2021-08-05T17:03:28Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Updated to 0.27 page. Checked in wizmode and changelog, no apparent changes from older versions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{flavour|A brooch with an intricate inlaid design, providing a range of magical protections. Back in the good old days, every adventurer had one of these handy devices. That, and a pony.}}&lt;br /&gt;
[[File:Brooch_of_shielding.png]] '''''the brooch of Shielding'''''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spirit shield]] ego&amp;lt;br&amp;gt;&lt;br /&gt;
[[SH]]+8&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''brooch of Shielding''' is basically an [[amulet of guardian spirit]] that also happens to provide some SH value. Like other amulets of guardian spirit, it is somewhat risky for spellcasters to use. Characters that weren't going to use their MP anyway will find it better than nothing, especially if they're already using a [[shield]] or other source of SH. Still, you might prefer some other artefact amulet with resistances or other properties.&lt;br /&gt;
&lt;br /&gt;
The brooch of Shielding is the shield equivalent of the [[ring of the Tortoise|rings of the Tortoise]] and [[ring of the Hare|Hare]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.25]], the brooch of Shielding was an [[amulet of reflection]].&lt;br /&gt;
*Prior to [[0.18]], the brooch of Shielding was an [[amulet of warding]] with AC+4 and EV+4.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Amulets]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ring_of_the_Octopus_King&amp;diff=55653</id>
		<title>Ring of the Octopus King</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ring_of_the_Octopus_King&amp;diff=55653"/>
				<updated>2021-08-05T17:00:08Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Updated to 0.27 page. Ring of Stealth version was replaced with a Fly ring in 0.27. Updated both reference points and new line on reference 2.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{flavour|One of the eight rings once worn by the Octopus King and now scattered across the land. Each has its own unique enchantment.&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A mermaid who fancied to sing,&amp;lt;br&amp;gt;&lt;br /&gt;
Roused lust in the Octopus King.&amp;lt;br&amp;gt;&lt;br /&gt;
Her squiggly suitor,&amp;lt;br&amp;gt;&lt;br /&gt;
Tried hard to woo her,&amp;lt;br&amp;gt;&lt;br /&gt;
But she couldn't wear all his rings.&amp;quot;}}&lt;br /&gt;
[[File:Ring_of_the_octopus_king.png]] '''''a ring of the Octopus King'''''&amp;lt;br&amp;gt;&lt;br /&gt;
+1 [[AC]]&amp;lt;br&amp;gt;&lt;br /&gt;
+1 [[EV]]&amp;lt;br&amp;gt;&lt;br /&gt;
+1 [[Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
+1 [[Intelligence]]&amp;lt;br&amp;gt;&lt;br /&gt;
+1 [[Dexterity]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the following properties: [[ring of protection from fire|rF+]], [[ring of protection from cold|rC+]], [[ring of positive energy|rN+]], [[ring of resist corrosion|rCorr]], [[ring of magical power|MP +9]], [[ring of wizardry|Wizardry]], [[ring of see invisible|SInv]], or [[ring of flight|Fly]]&amp;lt;ref&amp;gt;{{source ref|0.27.0|artefact.cc|1730}}&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Each ring worn also adds a +2 enchantment to the [[trident of the Octopus King]].&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
There are technically eight different '''rings of the Octopus King'''&amp;lt;ref&amp;gt;{{source ref|0.27.0|art-data.txt|1238}}&amp;lt;/ref&amp;gt;. It is possible to find more than one in a single game, but finding all eight is extraordinarily unlikely. These rings are obviously more desirable than their mundane counterparts, but the additional effects these rings offer are very minor; it's not uncommon to find superior [[randart]] rings.&lt;br /&gt;
&lt;br /&gt;
Only an [[Octopode]] (with their ability to wear eight rings at once) can take full advantage of the rings' synergy with the Trident, and they will still need lots of luck to complete the set.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.27]], rings generated with [[ring of stealth|Stealth]] instead of Flight.&lt;br /&gt;
*Prior to [[0.19]], the rings' bonus to the trident of the Octopus King was +1 each. Also, one ring granted [[sustain attributes]] instead of [[corrosion resistance]].&lt;br /&gt;
*Prior to [[0.16]], rings generated with [[ring of regeneration|Regen]] instead of SInv.&lt;br /&gt;
*Prior to [[0.15]], rings generated with [[ring of sustenance|Hunger-]] instead of Stealth+. Also, the rings did not increase the enchantment level of the trident of the Octopus King.&lt;br /&gt;
*The rings of the Octopus King were added in [[0.10]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Ring]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ring_of_Shadows&amp;diff=55652</id>
		<title>Ring of Shadows</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ring_of_Shadows&amp;diff=55652"/>
				<updated>2021-08-05T16:51:05Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Updated to 0.27 page. Checked in wizmode and changelog, no apparent changes from older versions. Fixed flavour text to be accurate to ingame. LearnDB states that umbra is a double to stealth, not x1.5, updating to reflect that unless otherwise noted.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{flavour|A black ring that can make its wearer one with the shadows. It surrounds you with an aura of shadow, increasing your stealth and reducing the accuracy of all within it (including the wearer).}}&lt;br /&gt;
&lt;br /&gt;
[[File:Ring_of_shadows.png]] '''''the ring of Shadows'''''&amp;lt;br&amp;gt;&lt;br /&gt;
Generates a 3-tile [[umbra]]&amp;lt;br&amp;gt;&lt;br /&gt;
Allows the wearer to turn [[Invisibility (ego)|invisible]]&amp;lt;br&amp;gt;&lt;br /&gt;
+50 [[Stealth]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The ring's [[umbra]] reduces both player and monster accuracy and doubles the player's stealth (in addition to the +50 bonus). Very nice for stealthy characters and still good for most others. The accuracy penalty from umbra is mostly negligible.&lt;br /&gt;
&lt;br /&gt;
Followers of [[Yredelemnul]] and [[Dithmenos]] don't suffer from the umbra's accuracy penalty (though followers of Dithmenos generate their own umbra that eventually becomes larger than the ring's at higher piety levels).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], it had See Invisible and rN+ instead of a +50 Stealth bonus.&lt;br /&gt;
*Prior to [[0.14]], it had +4 EV and -4 accuracy instead of umbra.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Ring]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ring_of_the_Hare&amp;diff=55651</id>
		<title>Ring of the Hare</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ring_of_the_Hare&amp;diff=55651"/>
				<updated>2021-08-05T16:46:45Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Updated to 0.27 page. Checked in wizmode and changelog, no apparent changes from older versions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{flavour|An unadorned malachite ring, half of an ancient pair. Its wearer is exceptionally difficult to catch.}}&lt;br /&gt;
[[File:Ring of the Hare.png]] '''''the ring of the Hare'''''&amp;lt;br&amp;gt;&lt;br /&gt;
+8 EV&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
Strangely, the '''ring of the Hare'''&amp;lt;ref&amp;gt;{{source ref|0.26.1|art-data.txt|999}}&amp;lt;/ref&amp;gt; is actually best for low-EV characters. There's not a world of difference between 42 EV and 50, but the difference between 10 and 18 is considerable. Even so, most characters can benefit tremendously from such a large boost in evasion, making this an excellent ring for general wear.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.26]], this ring was called the '''ring of Phasing'''.&lt;br /&gt;
*Prior to [[0.20]], this was known as the '''ring of Shaolin'''.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Ring]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ring_of_the_Tortoise&amp;diff=55650</id>
		<title>Ring of the Tortoise</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ring_of_the_Tortoise&amp;diff=55650"/>
				<updated>2021-08-05T16:46:02Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Updated to 0.27 page. Checked in wizmode and changelog, no apparent changes from older versions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{flavour|A rough-hewn aquamarine ring, half of an ancient pair. Its wearer is exceptionally difficult to harm.}}&lt;br /&gt;
[[File:Ring_of_the_Tortoise.png]] '''''the ring of the Tortoise'''''&amp;lt;br&amp;gt;&lt;br /&gt;
+8 AC&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''ring of the Tortoise''' offers a massive amount of general defense, plain and simple. Finding one early on can do amazing things for the survivability of your character, and will remain a helpful aid into the late game. Don't be afraid to swap it out if you need some crucial resistance for a fight, but most characters would be wise to wear this whenever possible.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.26]], this ring was called the '''ring of Robustness'''.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Ring]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ring_of_the_Mage&amp;diff=55649</id>
		<title>Ring of the Mage</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ring_of_the_Mage&amp;diff=55649"/>
				<updated>2021-08-05T16:45:18Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Updated to 0.27 page. Checked in wizmode and changelog, no apparent changes from older versions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{flavour|An enchanted sapphire, inset into a ring. It aids the spellcasting of its wearer.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Ring_of_the_mage.png]] '''''the ring of the Mage'''''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wizardry]] ego&amp;lt;br&amp;gt;&lt;br /&gt;
+3 intelligence&amp;lt;br&amp;gt;&lt;br /&gt;
+80 [[Will]]&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''ring of the Mage'''&amp;lt;ref&amp;gt;{{source ref|0.26.1|art-data.txt|1011}}&amp;lt;/ref&amp;gt; is an excellent [[ring]] for most casters, greatly increasing the wearer's spell success rate while providing a modest boost to spell power and a hefty dose of willpower. Admittedly, a character who already has their spell success rates reliably low may prefer to wear a simple [[ring of intelligence]], but most characters will appreciate suddenly gaining access to higher level spells and/or heavier body armour. Even purely physical characters should consider keeping this ring around, as it provides more willpower than a mundane [[ring of willpower]] would.&lt;br /&gt;
&lt;br /&gt;
==Referencs==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.14]] provided MR was increased from +50 to +80.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Ring]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire%27s_Tooth&amp;diff=55648</id>
		<title>Vampire's Tooth</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire%27s_Tooth&amp;diff=55648"/>
				<updated>2021-08-05T16:44:00Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Weapon description wasn't updated for new enchantment level&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{flavour|An ivory-like quick blade that looks like it could have been crafted from the tooth of some enormous predatory creature. It is lethally vampiric, and restores a greater portion of life to its user than other vampiric weapons.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Vampire's_tooth.png]] '''''the +8 Vampire's Tooth'''''&lt;br /&gt;
&lt;br /&gt;
+8 [[quick blade]]&lt;br /&gt;
&lt;br /&gt;
[[Vampiric]] brand&amp;lt;br&amp;gt;&lt;br /&gt;
This weapon always heals its wielder for the full damage it does when the vampiric effect is triggered against a susceptible target.&amp;lt;ref&amp;gt;{{source ref|0.26.1|attack.cc|1493}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''Vampire's Tooth'''&amp;lt;ref&amp;gt;{{source ref|0.26.1|art-data.txt|280}}&amp;lt;/ref&amp;gt; is a highly enchanted quick blade. Of course, it shines when used in areas full of natural creatures that it can suck HP from. Like all [[Short Blade]]s, it can fall short when used against enemies with particularly high [[AC]] even with its prodigious enchantment, though a [[potion of might]] or a source of [[slaying]] can help it punch through even the toughest armour.&lt;br /&gt;
&lt;br /&gt;
[[Stabbing]] specialists in particular can make excellent use of this weapon, as not only will it deal grievous damage to stab-able enemies, but it will also heal you for the full stab damage whenever the vampirism triggers. This can work particularly well if you have a means of setting up a stab mid-fight ([[throwing net]]s, a [[wand of paralysis]], [[Hexes]], [[Invisibility]], etc.), allowing you to quickly heal up from any beatings you've taken thus far.&lt;br /&gt;
&lt;br /&gt;
The Vampire's Tooth can sometimes be found in a [[vault]] guarded by depth-dependent vampiric monsters (ranging from [[vampire bat]]s to [[tyrant leech]]es to [[vampire (monster)|vampires]] and [[vampire knight]]s). This vault can appear early in the [[Dungeon]], potentially giving players access to a quick blade well before they would normally begin to appear.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.27]], the enchantment of the Vampire's Tooth was +12.&lt;br /&gt;
*Prior to [[0.22]], the Vampire's Tooth was a +4 dagger.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Short blades]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ring_of_the_Hare&amp;diff=55644</id>
		<title>Ring of the Hare</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ring_of_the_Hare&amp;diff=55644"/>
				<updated>2021-08-05T11:07:34Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: missing space in description of ring&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version026}}&lt;br /&gt;
{{flavour|An unadorned malachite ring, half of an ancient pair. Its wearer is exceptionally difficult to catch.}}&lt;br /&gt;
[[File:Ring of the Hare.png]] '''''the ring of the Hare'''''&amp;lt;br&amp;gt;&lt;br /&gt;
+8 EV&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
Strangely, the '''ring of the Hare'''&amp;lt;ref&amp;gt;{{source ref|0.26.1|art-data.txt|999}}&amp;lt;/ref&amp;gt; is actually best for low-EV characters. There's not a world of difference between 42 EV and 50, but the difference between 10 and 18 is considerable. Even so, most characters can benefit tremendously from such a large boost in evasion, making this an excellent ring for general wear.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.26]], this ring was called the '''ring of Phasing'''.&lt;br /&gt;
*Prior to [[0.20]], this was known as the '''ring of Shaolin'''.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Ring]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Cloud&amp;diff=49848</id>
		<title>Cloud</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Cloud&amp;diff=49848"/>
				<updated>2019-02-09T22:34:38Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: /* Miasma */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
'''Clouds''' are temporary dungeon features which occupy tiles. They usually cause damage or status effects to anything which occupies the tiles they are in, though some of them do nothing more than block [[LOS]]. They come in a variety of elemental flavors, can be created in many different ways, and can be potent weapons if handled properly. Clouds will dissipate on their own in time, but some areas will perpetually generate new clouds. Regardless of the type of cloud, player-generated clouds cannot be placed outside of LOS and will dissipate instantly should the player move away from them. Additionally, no clouds can be placed on tiles where a cloud already exists; players may make use of this by, for example, casting [[Freezing Cloud]] near themselves while standing in a cloud of smoke.&lt;br /&gt;
&lt;br /&gt;
Regardless of other properties, players that follow [[Qazlal]] or wear a [[scarf]] of [[cloud immunity]] are immune to the harmful effects of all clouds.&lt;br /&gt;
&lt;br /&gt;
==Cloud Varieties==&lt;br /&gt;
===Atmospheric===&lt;br /&gt;
Atmospheric clouds are merely decorative and have no other effect, though no other clouds may be generated on top of them. Several varieties of atmospheric clouds exist, such as sparse dust, thin mist, or magical condensation.&lt;br /&gt;
&lt;br /&gt;
Atmospheric clouds are largely created by the dungeon level around you or as part of a vault; the [[Swamp]], for example, constantly generates clouds of thin mist. Certain other effects may make atmospheric clouds, such as the clouds of dust left behind by [[jumping spider]]s or trails of magical condensation left in the wake of worshipers of [[Xom]].&lt;br /&gt;
&lt;br /&gt;
===Opaque===&lt;br /&gt;
Opaque clouds partially block [[line of sight]]; your LOS stops after two opaque clouds in any direction. Other than potentially blocking your view, opaque clouds have no other effect. Like atmospheric clouds, there are multiple varieties of opaque clouds, including several colours of smoke, translocational energy, golden dust, salt, white fluffiness, and ink.&lt;br /&gt;
&lt;br /&gt;
Opaque clouds are somewhat rarer than atmospheric clouds, but may still be generated by the dungeon or certain vaults (pools of lava and altars to [[Dithmenos]] commonly have black smoke around them). You can generate clouds of smoke by reading a [[scroll of fog]], using the [[Cloak of the Thief]] or with Dithmenos's Bleed Smoke trait, and any creature will leave behind a cloud of translocational energy when it [[blink]]s, [[teleport]]s, or is [[banish]]ed. Followers in good standing with the [[Wu Jian Council]] create clouds of golden dust when using their Heavenly Storm ability. Multiple areas in the [[Desolation of Salt]] and [[Cloud Mages' Chambers]] constantly generate clouds of salt and white fluffiness, respectively, and [[kraken]]s may release a cloud of ink when injured.&lt;br /&gt;
&lt;br /&gt;
===Calcifying dust===&lt;br /&gt;
Clouds of calcifying dust are another variety of opaque cloud that blocks LOS, but they are far more dangerous than mere smoke or fog. Any creature that stands in calcifying dust begins to [[petrify]], gradually turning into a helpless statue for several turns. Fortunately, players are only affected by these clouds if you end your turn in them; if you move out of the clouds as soon as they appear, you'll be fine (though this may make it hard to fight back).&lt;br /&gt;
&lt;br /&gt;
[[Catoblepas|Catoblepae]] can belch forth clouds of calcifying dust at their prey, affecting friend and foe alike.&lt;br /&gt;
&lt;br /&gt;
===Steam===&lt;br /&gt;
[[Steam]] clouds are tiles full of scaldingly hot mist. These are opaque and block LOS, but will also deal small amounts of damage to anything that does not have resistance to steam or [[fire]].&lt;br /&gt;
&lt;br /&gt;
Any area that has lava exposed to water will emit an endless amount of steam. You can create steam yourself by using [[Fire Magic]] over water, [[Ice Magic]] over lava, or with a pale [[draconian]]'s breath attack.&lt;br /&gt;
*Damage per turn: (3d16)/3 (affected by steam resistance and/or [[fire resistance]])&lt;br /&gt;
&lt;br /&gt;
===Flame===&lt;br /&gt;
Clouds of flame are tiles which have caught on fire, dealing fire damage to anything standing in them. Firing some [[Ice Magic]] spells ([[Throw Frost]], [[Bolt of Cold]]) through them will put them out. [[Demonspawn]] with 2 ranks of fire-themed [[demonspawn mutations|mutations]] ([[Ignite Blood]] and [[Hurl Hellfire]]) become immune to flame clouds.&lt;br /&gt;
&lt;br /&gt;
Clouds of flame can be created by using the spells [[Conjure Flame]], [[Ignite Poison]] (when poison clouds are present), and [[Fire Storm]], a [[wand of clouds]], a red [[draconian]]'s breath attack, being a [[demonspawn]] with [[Ignite Blood]] 3, being a worshiper of [[Qazlal]], and by igniting [[bush]]es or [[tree]]s with powerful [[Fire Magic]].&lt;br /&gt;
*Damage per turn: 10 + (3d23)/3 to the player; 6 + (3d16)/3 to monsters (affected by [[fire resistance]])&lt;br /&gt;
&lt;br /&gt;
====Spreading flames====&lt;br /&gt;
Spreading flames are a special type of flame cloud created when trees catch fire from powerful Fire Magic or bolts of lightning. They act much like regular flames, but periodically create new flames in tiles next to them; if any trees are in these tiles, they may also catch fire, continuing the cycle until the fires eventually burn out.&lt;br /&gt;
&lt;br /&gt;
===Freezing vapour===&lt;br /&gt;
Freezing clouds are tiles filled with brutally cold mist. They function almost identically to flame clouds, except that they deal [[cold]] damage and they don't have any effects on trees. [[Demonspawn]] with 2 ranks of ice-themed [[demonspawn mutations|mutations]] ([[Icemail]] and [[Passive Freeze]]) become immune to freezing vapour.&lt;br /&gt;
&lt;br /&gt;
They can be created with a [[wand of clouds]], the [[Freezing Cloud]] and [[Glaciate]] spells, by using powerful Ice Magic over a body of water, or by destroying a [[simulacrum]]. Miscasting some [[Ice Magic]] spells can also create clouds of freezing vapour.&lt;br /&gt;
*Damage per turn: 10 + (3d23)/3 to the player; 6 + (3d16)/3 to monsters (affected by [[cold resistance]])&lt;br /&gt;
&lt;br /&gt;
===Noxious fumes===&lt;br /&gt;
Clouds of noxious fumes (also known as mephitic clouds) are composed of mildly toxic and foul-smelling gases. Anything caught in one takes minor [[poison]] damage and is [[confusion|confused]] for several turns; creatures with more [[HD]] are less likely to be confused.&lt;br /&gt;
&lt;br /&gt;
The most common sources are the [[Mephitic Cloud]] spell and the breath attacks of [[swamp drake]]s and green [[draconian]]s, although they can also be created by some miscast effects.&lt;br /&gt;
*Damage per turn: (3d3)/3 ([[poison resistance]] gives immunity to all effects)&lt;br /&gt;
&lt;br /&gt;
===Poison===&lt;br /&gt;
Poison clouds are tiles filled with highly [[poison]]ous gas. Anything caught in one will take damage and be poisoned, though poison resistance renders creatures immune. For even more damage, use the [[Ignite Poison]] spell to immediately convert these into flame clouds!&lt;br /&gt;
&lt;br /&gt;
Players can create a single, extremely short-lived cloud with the [[Poisonous Vapours]] spell, although some miscasts can also create them. [[Swamp dragon]]s, [[gold dragon]]s, enemy [[green draconian]]s, and [[green death]]s breathe these, as can player [[naga]]s with the appropriate [[Poison Breath|mutation]].&lt;br /&gt;
*Damage per turn: (3d10)/3 ([[poison resistance]] gives immunity)&lt;br /&gt;
&lt;br /&gt;
===Miasma===&lt;br /&gt;
Miasma (also known as foul pestilence) clouds are extremely dangerous banks of corrupt fog. Anything caught in one will take damage, [[rot]], and become [[slow]]ed and poisoned. If you can create them, they are extremely useful in combat so long as you don't catch yourself by accident.&lt;br /&gt;
&lt;br /&gt;
Miasma clouds appear in some vaults, including the undead version of [[Swamp]]:4. You can create them with the [[Corpse Rot]] spell or the [[Foul Stench]] demonspawn mutation, and [[death drake]]s and [[ushabti]]u will breathe them at you.&lt;br /&gt;
*Damage per turn: (3d12)/3 ([[rotting resistance]] gives complete immunity, [[poison resistance]] stops you from being poisoned, and [[stasis]] prevents you from being slowed; [[Zin]]'s Vitalisation protects you from everything but the damage)&lt;br /&gt;
&lt;br /&gt;
===Spectral flames===&lt;br /&gt;
Spectral flames burn with the chill fires of undeath. They deal partially-irresistible [[negative energy]] damage (though the [[undead]] are entirely immune) and occasionally summon [[spectral thing]]s that immediately attack creatures hostile to their creator.&lt;br /&gt;
&lt;br /&gt;
Spectral flames are only ever created by monsters: [[ghost crab]]s and [[revenant]]s can both create banks of spectral fire.&lt;br /&gt;
*Damage per turn: 4 + (3d14)/3 (partially affected by [[negative energy resistance]]; undead are immune)&lt;br /&gt;
&lt;br /&gt;
===Negative energy===&lt;br /&gt;
Clouds of negative energy are charged with dangerous soul-sapping forces. They deal large amounts of negative energy damage to creatures unfortunate enough to be caught in them as well as inflicting the [[drain]]ed condition. Of course, creatures that are immune to the effects of negative energies (such as [[list of plants|plants]], [[demon]]s, and the undead) may safely ignore these clouds.&lt;br /&gt;
&lt;br /&gt;
Players may create negative energy clouds with a [[wand of clouds]] at moderate power (at least 6 [[Evocations]]).&lt;br /&gt;
&lt;br /&gt;
*Damage per turn: 10 + (3d23)/3 to the player; 6 + (3d16)/3 to monsters (affected by negative energy resistance)&lt;br /&gt;
&lt;br /&gt;
===Acidic fog===&lt;br /&gt;
Acidic fog is a hideously dangerous type of cloud; made of corrosive [[acid]], it swiftly dissolves anything caught in it, though monsters that resist acid are immune. Fortunately, these creatures are few and far between, making it an effective weapon virtually anywhere outside of the [[Slime Pits]].&lt;br /&gt;
&lt;br /&gt;
Acidic fog can only be created with a [[wand of clouds]] at high power (requires at least 14 [[Evocations]]).&lt;br /&gt;
*Damage per turn: 10 + (3d23)/3 to the player; 6 + (3d16)/3 to monsters (affected by [[corrosion resistance]])&lt;br /&gt;
&lt;br /&gt;
===Blessed fire===&lt;br /&gt;
Clouds of blessed fire burn with [[holy]], cleansing light. They are opaque and block LOS, and are particularly deadly to forces of evil such as [[demon]]s and the [[undead]] (more mundane mortals still burn, but to a lesser degree). Only creatures consecrated by or in service to the [[good gods]] are immune to their effects.&lt;br /&gt;
&lt;br /&gt;
Clouds of blessed fire are extremely rare, only naturally appearing in a very few vaults. Certain powerful [[list of holy monsters|holy creatures]] may create blessed flames to hinder their foes, however.&lt;br /&gt;
*Damage per turn: 8 + (3d19)/3 to the player; 4 + (3d12)/3 to monsters (affected by [[:Category:Holy resistance|holy resistance]])&lt;br /&gt;
&lt;br /&gt;
===Mutagenic fog===&lt;br /&gt;
Mutagenic fog is clouds of raw, uncontrolled magic. Stepping in these clouds will inflict heavy [[magical contamination]] upon a player which, if left unchecked, will likely cause [[bad mutation]]s and possibly even damaging explosions. Monsters which enter the clouds are instead [[polymorph]]ed each turn they spend in the fog.&lt;br /&gt;
&lt;br /&gt;
These clouds are usually only found in vaults. [[Cigotuvi's Fleshworks]] in particular has several rooms filled with mutagenic fog.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;chaoscloud&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Seething Chaos===&lt;br /&gt;
Formed from the unpredictable forces of pure chaos, clouds of seething chaos produce effects similar to being hit with a weapon of [[chaos]] on any creature that enters them.&lt;br /&gt;
&lt;br /&gt;
Clouds of chaos are generally only seen when destroying a [[chaos spawn]] or as the breath weapon of [[apocalypse crab]]s.&lt;br /&gt;
&lt;br /&gt;
===Rain===&lt;br /&gt;
Rain clouds will create water over time on their tiles. Solid ground becomes shallow water, and shallow water becomes deep water. However, this extra water is short-lived and will evaporate soon, returning the floor to its normal state. Creatures made entirely of fire such as [[fire elemental]]s or [[efreet]] will also take damage from the rainfall.&lt;br /&gt;
&lt;br /&gt;
[[Sky beast]]s may create rain when turning invisible or becoming visible again, and players wearing the [[Robe of Clouds]] generate rain around themselves. Followers of [[Fedhas Madash]], however, may use its Rain ability to permanently create pools of water.&lt;br /&gt;
*Damage per turn: (3d9)/3 (only applies to fiery monsters)&lt;br /&gt;
&lt;br /&gt;
===Thunder===&lt;br /&gt;
Thunder clouds are somewhat unusual in that they only occasionally deal damage. Every so often, lightning will strike the ground beneath a cloud of thunder, dealing heavy lightning damage and making a great deal of [[noise]]. Much like rain clouds, thunder clouds produce enough rain to damage fiery creatures beneath them, though they never make enough to leave pools of water on the floor.&lt;br /&gt;
&lt;br /&gt;
Thunder clouds can be created with a [[wand of clouds]] at medium power (at least 10 [[Evocations]]). They also periodically generate around worshipers of [[Qazlal]].&lt;br /&gt;
*Damage per turn: (3d9)/3 (only applies to fiery monsters)&lt;br /&gt;
*Damage per lightning strike:  (affected by [[electricity resistance]])&lt;br /&gt;
&lt;br /&gt;
===Raging winds===&lt;br /&gt;
Clouds of raging winds are created by [[Tornado|tornadoes]], whether from a player casting the spell or the presence of an [[air elemental]], [[twister]], or [[diamond obelisk]]. They deal heavy physical damage to creatures caught in them (damage increases as creatures approach the eye of the storm) as well as lifting them into the air and moving them in a circle around the caster. Additionally, most tornadoes are capable of blowing down [[tree]]s (though an air elemental's [[Vortex]] is too weak to do so).&lt;br /&gt;
&lt;br /&gt;
*Damage per turn:  (creatures with [[Category:Tornado resistance|tornado resistance]] are immune)&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.15]], clouds of mutagenic fog directly caused mutations rather than causing heavy [[magical contamination]].&lt;br /&gt;
*Prior to [[0.14]], clouds could be placed outside of the caster's [[line of sight|LOS]] and dissipated slower outside of LOS. 0.14 also added clouds of negative energy, thunder, and acid.&lt;br /&gt;
*[[0.13]] added spectral flames.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Features]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Category:Giant_monsters&amp;diff=47537</id>
		<title>Category:Giant monsters</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Category:Giant_monsters&amp;diff=47537"/>
				<updated>2018-04-21T19:16:40Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cat main|size}}&lt;br /&gt;
&lt;br /&gt;
'''Giant monsters''', unsurprisingly, include all of the [[list of giants|giants]], a few exceptional beasts and demons, and the larger members of the [[list of dragons|dragon]] family. They are larger than [[:Category: Big monsters|big]] monsters.&lt;br /&gt;
&lt;br /&gt;
[[Category:Monsters by size]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Category:Giant_monsters&amp;diff=47536</id>
		<title>Category:Giant monsters</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Category:Giant_monsters&amp;diff=47536"/>
				<updated>2018-04-21T19:16:20Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Removal of references to Huge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cat main|size}}&lt;br /&gt;
&lt;br /&gt;
'''Giant monsters''', unsurprisingly, include all of the [[list of giants|giants]], a few exceptional beasts and demons, and the larger members of the [[list of dragons|dragon]] family. They are larger than [[:Category: Big monsters|big]] monsters.&lt;br /&gt;
&lt;br /&gt;
Giants and larger dragons.&lt;br /&gt;
[[Category:Monsters by size]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Size&amp;diff=47535</id>
		<title>Size</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Size&amp;diff=47535"/>
				<updated>2018-04-21T19:15:50Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
&lt;br /&gt;
Crawl uses a discrete system of [[size]]s to decide how large or small a [[monster]] is. There are seven categories, as follows from smallest to largest:&lt;br /&gt;
&lt;br /&gt;
*{{tiny}} ([[bat]]-sized)&lt;br /&gt;
*{{little}} ([[spriggan]]-sized)&lt;br /&gt;
*{{small}} ([[kobold]]-sized)&lt;br /&gt;
*{{medium}} ([[human]]-sized)&lt;br /&gt;
*{{large}} ([[ogre]]-sized)&lt;br /&gt;
*{{big}} ([[yaktaur]]-sized)&lt;br /&gt;
*{{giant}} ([[giant]]/[[dragon]]-sized)&lt;br /&gt;
&lt;br /&gt;
==Player Sizes==&lt;br /&gt;
Player size mostly affects which weapons and armour can be used, how bad the penalties are for using shields, and how [[evasion|evasive]] you are. Less dramatically, it also affects your odds of falling down shafts accidentally, being pushed around by monsters with [[trample]] attacks, and being captured by monsters with [[constriction]] attacks. While monsters also use these sizes, it is best to treat them separately as player species tend to differ a little from monster species of the same kind.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that some species have specific restrictions above and beyond those listed below, and that certain species ([[felid]]s and [[octopode]]s) simply cannot wear armour at all.&lt;br /&gt;
&lt;br /&gt;
===Medium===&lt;br /&gt;
The majority of player species are medium, and can wear almost any item. Only [[giant club]]s, [[giant spiked club]]s, and species-specific [[barding]] are not available.&lt;br /&gt;
*[[Barachi]]&lt;br /&gt;
*[[Deep dwarf]]&lt;br /&gt;
*[[Deep elf]]&lt;br /&gt;
*[[Demigod]]&lt;br /&gt;
*[[Demonspawn]]&lt;br /&gt;
*[[Draconian]]&lt;br /&gt;
*[[Formicid]]&lt;br /&gt;
*[[Gargoyle]]&lt;br /&gt;
*[[Ghoul]]&lt;br /&gt;
*[[Hill orc]]&lt;br /&gt;
*[[Human]]&lt;br /&gt;
*[[Merfolk]]&lt;br /&gt;
*[[Minotaur]]&lt;br /&gt;
*[[Mummy]]&lt;br /&gt;
*[[Octopode]]&lt;br /&gt;
*[[Tengu]]&lt;br /&gt;
*[[Vampire]]&lt;br /&gt;
*[[Vine Stalker]]&lt;br /&gt;
&lt;br /&gt;
===Small===&lt;br /&gt;
Along with the item restrictions medium species face, small characters cannot use the following: [[bardiche]]s, [[battleaxe]]s, [[dire flail]]s, [[executioner's axe]]s, [[glaive]]s, [[great mace]]s, [[great sword]]s, [[halberd]]s, [[large shield]]s, [[longbow]]s, [[scythe]]s, or [[triple sword]]s. Furthermore, [[broad axe]]s, [[double sword]]s, [[magical staves]], [[trident]]s, and [[demon trident]]s are treated as two-handed weapons, all shield penalties are harder to overcome, and [[javelin]]s are only usable with significant penalties (&amp;quot;Unfortunately, it is too long and awkward for you to use&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Two player species are small:&lt;br /&gt;
*[[Halfling]]&lt;br /&gt;
*[[Kobold]]&lt;br /&gt;
&lt;br /&gt;
===Little===&lt;br /&gt;
Little players cannot wield anything that small players cannot, and are also prevented from wearing the following:&lt;br /&gt;
*Any body armour but [[robe]]s, hides, [[troll leather armour]], or any kind of [[dragon armour]]&lt;br /&gt;
*Any [[gloves]]&lt;br /&gt;
*Any [[boots]]&lt;br /&gt;
*[[Helmet]]s&lt;br /&gt;
*[[Shield]]s&lt;br /&gt;
&lt;br /&gt;
Two player species are little:&lt;br /&gt;
*[[Felid]]&lt;br /&gt;
*[[Spriggan]]&lt;br /&gt;
&lt;br /&gt;
===Hybrids===&lt;br /&gt;
The hybrid races have large bodies but medium torsos, and may wear anything medium-sized characters wear except for boots. Instead, they may wear their species' bardings. Their larger-than-average mass lets them carry shields more easily, but their [[bad mutations#Deformed|unusual frames]] cause body armour to grant half the normal base AC bonus. Additionally, they don't suffer from melee penalties while wading through [[shallow water]], although they still get the normal movement penalties.&lt;br /&gt;
*[[Centaur]]&lt;br /&gt;
*[[Naga]]&lt;br /&gt;
&lt;br /&gt;
===Large===&lt;br /&gt;
Large species are subject to all the same restrictions as little species, except that they can use shields and large shields but can't use [[buckler]]s. They have a much easier time with weapons, however. They can use any weapon they find, including [[giant club]]s and [[giant spiked club]]s, two of the most devastating weapons in the game. Like hybrids, they have an easier time wielding shields than medium or smaller races, and they can melee without a penalty when in shallow water.&lt;br /&gt;
*[[Ogre]]&lt;br /&gt;
*[[Troll]]&lt;br /&gt;
&lt;br /&gt;
===Giant===&lt;br /&gt;
There are no giant races, but [[Dragon Form]] will make you this size. Giant creatures have a quality known as &amp;quot;fake amphibious&amp;quot;: they can move through [[deep water]] without drowning.  (Apparently, they are tall enough that their heads stay above water.)  Unlike creatures that are truly amphibious or native to water, they get penalties to fighting when standing in water. They are also too large to be trapped in [[throwing net]]s or [[web]]s.&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Size&amp;diff=47534</id>
		<title>Size</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Size&amp;diff=47534"/>
				<updated>2018-04-21T19:15:26Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
&lt;br /&gt;
Crawl uses a discrete system of [[size]]s to decide how large or small a [[monster]] is. There are seven categories, as follows from smallest to largest:&lt;br /&gt;
&lt;br /&gt;
*{{tiny}} ([[bat]]-sized)&lt;br /&gt;
*{{little}} ([[spriggan]]-sized)&lt;br /&gt;
*{{small}} ([[kobold]]-sized)&lt;br /&gt;
*{{medium}} ([[human]]-sized)&lt;br /&gt;
*{{large}} ([[ogre]]-sized)&lt;br /&gt;
*{{big}} ([[yaktaur]]-sized)&lt;br /&gt;
*{{giant}} ([[giant]]/[[dragon]]-sized)&lt;br /&gt;
&lt;br /&gt;
==Player Sizes==&lt;br /&gt;
Player size mostly affects which weapons and armour can be used, how bad the penalties are for using shields, and how [[evasion|evasive]] you are. Less dramatically, it also affects your odds of falling down shafts accidentally, being pushed around by monsters with [[trample]] attacks, and being captured by monsters with [[constriction]] attacks. While monsters also use these sizes, it is best to treat them separately as player species tend to differ a little from monster species of the same kind.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that some species have specific restrictions above and beyond those listed below, and that certain species ([[felid]]s and [[octopode]]s) simply cannot wear armour at all.&lt;br /&gt;
&lt;br /&gt;
===Medium===&lt;br /&gt;
The majority of player species are medium, and can wear almost any item. Only [[giant club]]s, [[giant spiked club]]s, and species-specific [[barding]] are not available.&lt;br /&gt;
*[[Barachi]]&lt;br /&gt;
*[[Deep dwarf]]&lt;br /&gt;
*[[Deep elf]]&lt;br /&gt;
*[[Demigod]]&lt;br /&gt;
*[[Demonspawn]]&lt;br /&gt;
*[[Draconian]]&lt;br /&gt;
*[[Formicid]]&lt;br /&gt;
*[[Gargoyle]]&lt;br /&gt;
*[[Ghoul]]&lt;br /&gt;
*[[Hill orc]]&lt;br /&gt;
*[[Human]]&lt;br /&gt;
*[[Merfolk]]&lt;br /&gt;
*[[Minotaur]]&lt;br /&gt;
*[[Mummy]]&lt;br /&gt;
*[[Octopode]]&lt;br /&gt;
*[[Tengu]]&lt;br /&gt;
*[[Vampire]]&lt;br /&gt;
*[[Vine Stalker]]&lt;br /&gt;
&lt;br /&gt;
===Small===&lt;br /&gt;
Along with the item restrictions medium species face, small characters cannot use the following: [[bardiche]]s, [[battleaxe]]s, [[dire flail]]s, [[executioner's axe]]s, [[glaive]]s, [[great mace]]s, [[great sword]]s, [[halberd]]s, [[large shield]]s, [[longbow]]s, [[scythe]]s, or [[triple sword]]s. Furthermore, [[broad axe]]s, [[double sword]]s, [[magical staves]], [[trident]]s, and [[demon trident]]s are treated as two-handed weapons, all shield penalties are harder to overcome, and [[javelin]]s are only usable with significant penalties (&amp;quot;Unfortunately, it is too long and awkward for you to use&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Two player species are small:&lt;br /&gt;
*[[Halfling]]&lt;br /&gt;
*[[Kobold]]&lt;br /&gt;
&lt;br /&gt;
===Little===&lt;br /&gt;
Little players cannot wield anything that small players cannot, and are also prevented from wearing the following:&lt;br /&gt;
*Any body armour but [[robe]]s, hides, [[troll leather armour]], or any kind of [[dragon armour]]&lt;br /&gt;
*Any [[gloves]]&lt;br /&gt;
*Any [[boots]]&lt;br /&gt;
*[[Helmet]]s&lt;br /&gt;
*[[Shield]]s&lt;br /&gt;
&lt;br /&gt;
Two player species are little:&lt;br /&gt;
*[[Felid]]&lt;br /&gt;
*[[Spriggan]]&lt;br /&gt;
&lt;br /&gt;
===Hybrids===&lt;br /&gt;
The hybrid races have large bodies but medium torsos, and may wear anything medium-sized characters wear except for boots. Instead, they may wear their species' bardings. Their larger-than-average mass lets them carry shields more easily, but their [[bad mutations#Deformed|unusual frames]] cause body armour to grant half the normal base AC bonus. Additionally, they don't suffer from melee penalties while wading through [[shallow water]], although they still get the normal movement penalties.&lt;br /&gt;
*[[Centaur]]&lt;br /&gt;
*[[Naga]]&lt;br /&gt;
&lt;br /&gt;
===Large===&lt;br /&gt;
Large species are subject to all the same restrictions as little species, except that they can use shields and large shields but can't use [[buckler]]s. They have a much easier time with weapons, however. They can use any weapon they find, including [[giant club]]s and [[giant spiked club]]s, two of the most devastating weapons in the game. Like hybrids, they have an easier time wielding shields than medium or smaller races, and they can melee without a penalty when in shallow water.&lt;br /&gt;
*[[Ogre]]&lt;br /&gt;
*[[Troll]]&lt;br /&gt;
&lt;br /&gt;
==Giant==&lt;br /&gt;
There are no giant races, but [[Dragon Form]] will make you this size. Giant creatures have a quality known as &amp;quot;fake amphibious&amp;quot;: they can move through [[deep water]] without drowning.  (Apparently, they are tall enough that their heads stay above water.)  Unlike creatures that are truly amphibious or native to water, they get penalties to fighting when standing in water. They are also too large to be trapped in [[throwing net]]s or [[web]]s.&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Size&amp;diff=47533</id>
		<title>Size</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Size&amp;diff=47533"/>
				<updated>2018-04-21T19:02:34Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Added Barachi and removed High Elf from the player species list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
&lt;br /&gt;
Crawl uses a discrete system of [[size]]s to decide how large or small a [[monster]] is. There are seven categories, as follows from smallest to largest:&lt;br /&gt;
&lt;br /&gt;
*{{tiny}} ([[bat]]-sized)&lt;br /&gt;
*{{little}} ([[spriggan]]-sized)&lt;br /&gt;
*{{small}} ([[kobold]]-sized)&lt;br /&gt;
*{{medium}} ([[human]]-sized)&lt;br /&gt;
*{{large}} ([[ogre]]-sized)&lt;br /&gt;
*{{big}} ([[yaktaur]]-sized)&lt;br /&gt;
*{{giant}} ([[giant]]/[[dragon]]-sized)&lt;br /&gt;
&lt;br /&gt;
==Player Sizes==&lt;br /&gt;
Player size mostly affects which weapons and armour can be used, how bad the penalties are for using shields, and how [[evasion|evasive]] you are. Less dramatically, it also affects your odds of falling down shafts accidentally, being pushed around by monsters with [[trample]] attacks, and being captured by monsters with [[constriction]] attacks. While monsters also use these sizes, it is best to treat them separately as player species tend to differ a little from monster species of the same kind.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that some species have specific restrictions above and beyond those listed below, and that certain species ([[felid]]s and [[octopode]]s) simply cannot wear armour at all.&lt;br /&gt;
&lt;br /&gt;
===Medium===&lt;br /&gt;
The majority of player species are medium, and can wear almost any item. Only [[giant club]]s, [[giant spiked club]]s, and species-specific [[barding]] are not available.&lt;br /&gt;
*[[Barachi]]&lt;br /&gt;
*[[Deep dwarf]]&lt;br /&gt;
*[[Deep elf]]&lt;br /&gt;
*[[Demigod]]&lt;br /&gt;
*[[Demonspawn]]&lt;br /&gt;
*[[Draconian]]&lt;br /&gt;
*[[Formicid]]&lt;br /&gt;
*[[Gargoyle]]&lt;br /&gt;
*[[Ghoul]]&lt;br /&gt;
*[[Hill orc]]&lt;br /&gt;
*[[Human]]&lt;br /&gt;
*[[Merfolk]]&lt;br /&gt;
*[[Minotaur]]&lt;br /&gt;
*[[Mummy]]&lt;br /&gt;
*[[Octopode]]&lt;br /&gt;
*[[Tengu]]&lt;br /&gt;
*[[Vampire]]&lt;br /&gt;
*[[Vine Stalker]]&lt;br /&gt;
&lt;br /&gt;
===Small===&lt;br /&gt;
Along with the item restrictions medium species face, small characters cannot use the following: [[bardiche]]s, [[battleaxe]]s, [[dire flail]]s, [[executioner's axe]]s, [[glaive]]s, [[great mace]]s, [[great sword]]s, [[halberd]]s, [[large shield]]s, [[longbow]]s, [[scythe]]s, or [[triple sword]]s. Furthermore, [[broad axe]]s, [[double sword]]s, [[magical staves]], [[trident]]s, and [[demon trident]]s are treated as two-handed weapons, all shield penalties are harder to overcome, and [[javelin]]s are only usable with significant penalties (&amp;quot;Unfortunately, it is too long and awkward for you to use&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Two player species are small:&lt;br /&gt;
*[[Halfling]]&lt;br /&gt;
*[[Kobold]]&lt;br /&gt;
&lt;br /&gt;
===Little===&lt;br /&gt;
Little players cannot wield anything that small players cannot, and are also prevented from wearing the following:&lt;br /&gt;
*Any body armour but [[robe]]s, hides, [[troll leather armour]], or any kind of [[dragon armour]]&lt;br /&gt;
*Any [[gloves]]&lt;br /&gt;
*Any [[boots]]&lt;br /&gt;
*[[Helmet]]s&lt;br /&gt;
*[[Shield]]s&lt;br /&gt;
&lt;br /&gt;
Two player species are little:&lt;br /&gt;
*[[Felid]]&lt;br /&gt;
*[[Spriggan]]&lt;br /&gt;
&lt;br /&gt;
===Hybrids===&lt;br /&gt;
The hybrid races have large bodies but medium torsos, and may wear anything medium-sized characters wear except for boots. Instead, they may wear their species' bardings. Their larger-than-average mass lets them carry shields more easily, but their [[bad mutations#Deformed|unusual frames]] cause body armour to grant half the normal base AC bonus. Additionally, they don't suffer from melee penalties while wading through [[shallow water]], although they still get the normal movement penalties.&lt;br /&gt;
*[[Centaur]]&lt;br /&gt;
*[[Naga]]&lt;br /&gt;
&lt;br /&gt;
===Large===&lt;br /&gt;
Large species are subject to all the same restrictions as little species, except that they can use shields and large shields but can't use [[buckler]]s. They have a much easier time with weapons, however. They can use any weapon they find, including [[giant club]]s and [[giant spiked club]]s, two of the most devastating weapons in the game. Like hybrids, they have an easier time wielding shields than medium or smaller races, and they can melee without a penalty when in shallow water.&lt;br /&gt;
*[[Ogre]]&lt;br /&gt;
*[[Troll]]&lt;br /&gt;
&lt;br /&gt;
==Other sizes==&lt;br /&gt;
Giant and huge creatures have a quality known as &amp;quot;fake amphibious&amp;quot;: they can move through [[deep water]] without drowning.  (Apparently, they are tall enough that their heads stay above water.)  Unlike creatures that are truly amphibious or native to water, they get penalties to fighting when standing in water. They are also too large to be trapped in [[throwing net]]s or [[web]]s.&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Size&amp;diff=47532</id>
		<title>Size</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Size&amp;diff=47532"/>
				<updated>2018-04-21T18:59:37Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Removed the 'huge' category and added dragons to the 'giant' descriptor for more info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
&lt;br /&gt;
Crawl uses a discrete system of [[size]]s to decide how large or small a [[monster]] is. There are seven categories, as follows from smallest to largest:&lt;br /&gt;
&lt;br /&gt;
*{{tiny}} ([[bat]]-sized)&lt;br /&gt;
*{{little}} ([[spriggan]]-sized)&lt;br /&gt;
*{{small}} ([[kobold]]-sized)&lt;br /&gt;
*{{medium}} ([[human]]-sized)&lt;br /&gt;
*{{large}} ([[ogre]]-sized)&lt;br /&gt;
*{{big}} ([[yaktaur]]-sized)&lt;br /&gt;
*{{giant}} ([[giant]]/[[dragon]]-sized)&lt;br /&gt;
&lt;br /&gt;
==Player Sizes==&lt;br /&gt;
Player size mostly affects which weapons and armour can be used, how bad the penalties are for using shields, and how [[evasion|evasive]] you are. Less dramatically, it also affects your odds of falling down shafts accidentally, being pushed around by monsters with [[trample]] attacks, and being captured by monsters with [[constriction]] attacks. While monsters also use these sizes, it is best to treat them separately as player species tend to differ a little from monster species of the same kind.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that some species have specific restrictions above and beyond those listed below, and that certain species ([[felid]]s and [[octopode]]s) simply cannot wear armour at all.&lt;br /&gt;
&lt;br /&gt;
===Medium===&lt;br /&gt;
The majority of player species are medium, and can wear almost any item. Only [[giant club]]s, [[giant spiked club]]s, and species-specific [[barding]] are not available.&lt;br /&gt;
*[[Deep dwarf]]&lt;br /&gt;
*[[Deep elf]]&lt;br /&gt;
*[[Demigod]]&lt;br /&gt;
*[[Demonspawn]]&lt;br /&gt;
*[[Draconian]]&lt;br /&gt;
*[[Formicid]]&lt;br /&gt;
*[[Gargoyle]]&lt;br /&gt;
*[[Ghoul]]&lt;br /&gt;
*[[High elf]]&lt;br /&gt;
*[[Hill orc]]&lt;br /&gt;
*[[Human]]&lt;br /&gt;
*[[Merfolk]]&lt;br /&gt;
*[[Minotaur]]&lt;br /&gt;
*[[Mummy]]&lt;br /&gt;
*[[Octopode]]&lt;br /&gt;
*[[Tengu]]&lt;br /&gt;
*[[Vampire]]&lt;br /&gt;
*[[Vine Stalker]]&lt;br /&gt;
&lt;br /&gt;
===Small===&lt;br /&gt;
Along with the item restrictions medium species face, small characters cannot use the following: [[bardiche]]s, [[battleaxe]]s, [[dire flail]]s, [[executioner's axe]]s, [[glaive]]s, [[great mace]]s, [[great sword]]s, [[halberd]]s, [[large shield]]s, [[longbow]]s, [[scythe]]s, or [[triple sword]]s. Furthermore, [[broad axe]]s, [[double sword]]s, [[magical staves]], [[trident]]s, and [[demon trident]]s are treated as two-handed weapons, all shield penalties are harder to overcome, and [[javelin]]s are only usable with significant penalties (&amp;quot;Unfortunately, it is too long and awkward for you to use&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Two player species are small:&lt;br /&gt;
*[[Halfling]]&lt;br /&gt;
*[[Kobold]]&lt;br /&gt;
&lt;br /&gt;
===Little===&lt;br /&gt;
Little players cannot wield anything that small players cannot, and are also prevented from wearing the following:&lt;br /&gt;
*Any body armour but [[robe]]s, hides, [[troll leather armour]], or any kind of [[dragon armour]]&lt;br /&gt;
*Any [[gloves]]&lt;br /&gt;
*Any [[boots]]&lt;br /&gt;
*[[Helmet]]s&lt;br /&gt;
*[[Shield]]s&lt;br /&gt;
&lt;br /&gt;
Two player species are little:&lt;br /&gt;
*[[Felid]]&lt;br /&gt;
*[[Spriggan]]&lt;br /&gt;
&lt;br /&gt;
===Hybrids===&lt;br /&gt;
The hybrid races have large bodies but medium torsos, and may wear anything medium-sized characters wear except for boots. Instead, they may wear their species' bardings. Their larger-than-average mass lets them carry shields more easily, but their [[bad mutations#Deformed|unusual frames]] cause body armour to grant half the normal base AC bonus. Additionally, they don't suffer from melee penalties while wading through [[shallow water]], although they still get the normal movement penalties.&lt;br /&gt;
*[[Centaur]]&lt;br /&gt;
*[[Naga]]&lt;br /&gt;
&lt;br /&gt;
===Large===&lt;br /&gt;
Large species are subject to all the same restrictions as little species, except that they can use shields and large shields but can't use [[buckler]]s. They have a much easier time with weapons, however. They can use any weapon they find, including [[giant club]]s and [[giant spiked club]]s, two of the most devastating weapons in the game. Like hybrids, they have an easier time wielding shields than medium or smaller races, and they can melee without a penalty when in shallow water.&lt;br /&gt;
*[[Ogre]]&lt;br /&gt;
*[[Troll]]&lt;br /&gt;
&lt;br /&gt;
==Other sizes==&lt;br /&gt;
Giant and huge creatures have a quality known as &amp;quot;fake amphibious&amp;quot;: they can move through [[deep water]] without drowning.  (Apparently, they are tall enough that their heads stay above water.)  Unlike creatures that are truly amphibious or native to water, they get penalties to fighting when standing in water. They are also too large to be trapped in [[throwing net]]s or [[web]]s.&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Category:Huge_monsters&amp;diff=47531</id>
		<title>Category:Huge monsters</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Category:Huge_monsters&amp;diff=47531"/>
				<updated>2018-04-21T18:58:12Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: There are no huge monsters, only giant. Dragons are giant sized as well. Flagging for deletion and will update the Size page as well&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{delete}}&lt;br /&gt;
{{cat main | Size}}&lt;br /&gt;
&lt;br /&gt;
'''Huge monsters''' are the largest monsters in ''Crawl'', and include most of the [[list of dragons|dragons]] and the most massive of the beasts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Monsters by size]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=List_of_unrands&amp;diff=46842</id>
		<title>List of unrands</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=List_of_unrands&amp;diff=46842"/>
				<updated>2018-03-20T13:23:58Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Moved page to current version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|021}}&lt;br /&gt;
An '''unrand''' (or '''unrandart''') is short for &amp;quot;unrandom artefact,&amp;quot; which is an [[artefact]] with a set appearance and properties (as opposed to a [[randart]], or &amp;quot;random artefact&amp;quot;. There's no such thing as a &amp;quot;List of Randarts&amp;quot; because they're, well, random). An unrandart that is specialized to have unique, hardcoded properties is sometimes referred to as a ''fixedart'', although this distinction has become increasingly blurred with time.&lt;br /&gt;
&lt;br /&gt;
Only one instance of any particular unrand may generate per game, even if you should accidentally destroy one by dumping it into [[lava]]. However, any unrand in the possession of a monster you [[banish]] to [[the Abyss]] will eventually generate in the Abyss (though this may take a very, very long time).&lt;br /&gt;
&lt;br /&gt;
Although you are almost guaranteed to find several unrands over the course of any given game, there is no guarantee that any particular unrand will generate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--'''NOTE: Before adding something to this list, go into [[wizard mode]] and use the command &amp;quot;create all unrandart items&amp;quot; (inputting | in wizard mode console). If the item you want to add is not generated by that command, then it's just a randart so don't add it.'''--&amp;gt;&lt;br /&gt;
==Rings==&lt;br /&gt;
[[File:Ring_of_the_mage.png]] [[ring of the Mage]] {Wiz MR++ Int+3}&lt;br /&gt;
&lt;br /&gt;
[[File:Ring_of_robustness.png]] [[ring of Robustness]] {AC+8}&lt;br /&gt;
&lt;br /&gt;
[[File:Ring_of_phasing.png]] [[ring of Phasing]] {EV+8}&lt;br /&gt;
&lt;br /&gt;
[[File:Ring_of_shadows.png]] [[ring of Shadows]] {Umbra +Inv rN+ SInv}&lt;br /&gt;
&lt;br /&gt;
[[File:Ring_of_the_octopus_king.png]] [[rings of the Octopus King]] {&amp;lt;random property&amp;gt; AC+1 EV+1 Str+1 Int+1 Dex+1}&lt;br /&gt;
&lt;br /&gt;
==Amulets==&lt;br /&gt;
[[File:Brooch_of_shielding.png]] [[brooch of Shielding]] {Reflect, SH+8}&lt;br /&gt;
&lt;br /&gt;
[[File:Necklace_of_bloodlust.png]] [[necklace of Bloodlust]] {*Rage +Rage MR++ Int-3 Slay+6 Curse}&lt;br /&gt;
&lt;br /&gt;
[[File:Amulet_of_the_four_winds.png]] [[amulet of the Four Winds]] {Clar rN+ MR+++}&lt;br /&gt;
&lt;br /&gt;
[[File:Amulet_of_the_air.png]] [[amulet of the Air]] {Inacc +Fly rElec EV+5 RMsl}&lt;br /&gt;
&lt;br /&gt;
[[File:Macabre finger necklace.png]] [[macabre finger necklace]] {rN+}&lt;br /&gt;
&lt;br /&gt;
[[File:Amulet_of_vitality.png]] [[amulet of Vitality]] {Regen+ HP+15}&lt;br /&gt;
&lt;br /&gt;
==Short Blades==&lt;br /&gt;
[[File:Vampire's_tooth.png]] +4 [[Vampire's Tooth]] {vamp}&lt;br /&gt;
&lt;br /&gt;
[[File:Dagger_morg.png]] +4 dagger &amp;quot;[[Morg]]&amp;quot; {pain, MR+ Int+5}&lt;br /&gt;
&lt;br /&gt;
[[File:Spriggan's_knife.png]] +7 [[Spriggan's Knife]] {MR+ EV+4 Dex+4 Stlth+}&lt;br /&gt;
&lt;br /&gt;
[[File:Arc blade.png]] +4 [[arc blade]] {discharge, rElec}&lt;br /&gt;
&lt;br /&gt;
[[File:Captain's_cutlass.png]] +7 [[Captain's cutlass]] {speed, disarm}&lt;br /&gt;
&lt;br /&gt;
[[File:Gyre and Gimble.png]] +5 quick blades [[Gyre and Gimble|&amp;quot;Gyre&amp;quot; and &amp;quot;Gimble&amp;quot;]] {pierce, Dex-3}&lt;br /&gt;
&lt;br /&gt;
==Long Blades==&lt;br /&gt;
[[File:Singing_sword.png]] +7 [[Singing Sword]]&lt;br /&gt;
&lt;br /&gt;
[[File:Sword_of_zonguldrok.png]] +9 [[Sword of Zonguldrok]] {reap}&lt;br /&gt;
&lt;br /&gt;
[[File:Maxwells thermic engine.png]] +2 [[Maxwell's Thermic Engine]] {flame, freeze, rF-, rC-}&lt;br /&gt;
&lt;br /&gt;
[[File:Autumn_katana.png]] +8 [[autumn katana]] {slice, Clar}&lt;br /&gt;
&lt;br /&gt;
[[File:Demon_blade_bloodbane.png]] +8 demon blade &amp;quot;[[Bloodbane]]&amp;quot; {slice, *Rage +Rage Stlth-}&lt;br /&gt;
&lt;br /&gt;
[[File:Demon_blade_leech.png]] +8 demon blade &amp;quot;[[Leech]]&amp;quot; {vamp, rN+ AC-3 EV-3}&lt;br /&gt;
&lt;br /&gt;
[[File:Zealot's sword.png]] +10 [[zealot's sword]] {holy, *Rage rN+ EV+3}&lt;br /&gt;
&lt;br /&gt;
[[File:Sword_of_power.png]] (0 to +27) [[Sword of Power]]&lt;br /&gt;
&lt;br /&gt;
[[File:Sword_of_cerebov.png]] +6 [[Sword of Cerebov]] {flame}&lt;br /&gt;
&lt;br /&gt;
[[File:Plutonium_sword.png]] +14 [[plutonium sword]] {Contam Stlth-}&lt;br /&gt;
&lt;br /&gt;
==Staves==&lt;br /&gt;
[[File:Staff_of_dispater.png]] +4 [[Staff of Dispater]]&lt;br /&gt;
&lt;br /&gt;
[[File:Sceptre_of_torment.png]] +7 [[Sceptre of Torment]]&lt;br /&gt;
&lt;br /&gt;
[[File:Sceptre_of_asmodeus.png]] +7 [[Sceptre of Asmodeus]]&lt;br /&gt;
&lt;br /&gt;
[[File:Staff_of_olgreb.png]] +9 [[Staff of Olgreb]] {rPois}&lt;br /&gt;
&lt;br /&gt;
[[File:Elemental_staff.png]] +3 [[Elemental Staff]] {rElec rF++ rC++ MR++ AC+5}&lt;br /&gt;
&lt;br /&gt;
[[File:Staff_of_wucad_mu.png]] +9 [[Staff of Wucad Mu]] {channel}&lt;br /&gt;
&lt;br /&gt;
[[File:Majin-bo.png]] +6 [[Majin-Bo]] {vamp, Archmagi, MP+6 Int+6}&lt;br /&gt;
&lt;br /&gt;
[[File:Lajatang of Order.png]] +7 [[Lajatang of Order]] {silver, rMut}&lt;br /&gt;
&lt;br /&gt;
==Axes==&lt;br /&gt;
[[File:Mithril_axe_arga.png]] +8 mithril axe &amp;quot;[[Arga]]&amp;quot; {speed, MR+}&lt;br /&gt;
&lt;br /&gt;
[[File:Obsidian_axe.png]] +14 [[obsidian axe]] {chop, +Fly SInv Curse}&lt;br /&gt;
&lt;br /&gt;
[[File:Axe_wrath_of_trog.png]] +8 [[Wrath of Trog]] {antimagic, *Rage}&lt;br /&gt;
&lt;br /&gt;
[[File:frostbite.png]] +8 frozen axe [[Frostbite]] {freezing cloud, *Noise +Fly rC+}&lt;br /&gt;
&lt;br /&gt;
[[File:urand_axe_of_woe.png]] +∞ [[Axe of Woe]]&lt;br /&gt;
&lt;br /&gt;
==Polearms==&lt;br /&gt;
[[File:Wyrmbane.png]] +8 [[Wyrmbane]] {slay drac, rPois rF+ rC+ AC+3}&lt;br /&gt;
&lt;br /&gt;
[[File:Trident_of_the_octopus_king.png]] +8 [[trident of the Octopus King]] {venom, rElec rPois MR+}&lt;br /&gt;
&lt;br /&gt;
[[File:Glaive_of_the_guard.png]] +8 [[glaive of the Guard]] {elec, +Rage AC+5 SInv}&lt;br /&gt;
&lt;br /&gt;
[[File:Glaive_of_prune.png]] +12 [[Glaive of Prune]] {chop}&lt;br /&gt;
&lt;br /&gt;
[[File:Scythe_of_curses.png]] +13 [[Scythe of Curses]] {drain, Curse}&lt;br /&gt;
&lt;br /&gt;
[[File:Scythe_finisher.png]] +5 scythe &amp;quot;[[Finisher]]&amp;quot; {speed, Str+3}&lt;br /&gt;
&lt;br /&gt;
==Maces &amp;amp; Flails==&lt;br /&gt;
[[File:Shillelagh_devastator.png]] +6 shillelagh &amp;quot;[[Devastator]]&amp;quot; {shatter}&lt;br /&gt;
&lt;br /&gt;
[[File:Whip_snakebite.png]] +8 whip &amp;quot;[[Snakebite]]&amp;quot; {curare, rPois}&lt;br /&gt;
&lt;br /&gt;
[[File:Morningstar_eos.png]] +10 morningstar &amp;quot;[[Eos]]&amp;quot; {elec,Halo rElec}&lt;br /&gt;
&lt;br /&gt;
[[File:Spellbinder.png]] +5 demon whip &amp;quot;[[Spellbinder]]&amp;quot; {antimagic, MR+}&lt;br /&gt;
&lt;br /&gt;
[[File:Great_mace_undeadhunter.png]] +7 great mace &amp;quot;[[Undeadhunter]]&amp;quot; {disrupt, rN+}&lt;br /&gt;
&lt;br /&gt;
[[File:Firestarter.png]] +7 great mace &amp;quot;[[Firestarter]]&amp;quot; {inner flame, rF++}&lt;br /&gt;
&lt;br /&gt;
[[File:Mace_of_variability.png]] (-4 to +16) [[Mace of Variability]] {chaos}&lt;br /&gt;
&lt;br /&gt;
[[File:Giant_club_skullcrusher.png]] +3 giant club &amp;quot;[[Skullcrusher]]&amp;quot; {speed, Str+7}&lt;br /&gt;
&lt;br /&gt;
[[File:Dark maul.png]] +10 [[dark maul]] {crush}&lt;br /&gt;
&lt;br /&gt;
==Ranged Weapons==&lt;br /&gt;
[[File:Urand punk.png]] +3 fustibalus &amp;quot;[[Punk]]&amp;quot; {acid, rCorr} &lt;br /&gt;
&lt;br /&gt;
[[File:Bow_of_zephyr.png]] +8 longbow &amp;quot;[[Zephyr]]&amp;quot; {speed, Dex+3 SInv}&lt;br /&gt;
&lt;br /&gt;
[[File:Longbow_storm_bow.png]] +8 [[storm bow]] {elec}&lt;br /&gt;
&lt;br /&gt;
[[File:Longbow_piercer.png]] +7 longbow &amp;quot;[[Piercer]]&amp;quot; {penet, EV-2}&lt;br /&gt;
&lt;br /&gt;
[[File:Urand damnation.png]] +6 arbalest &amp;quot;[[Damnation (unrand)|Damnation]]&amp;quot; {[[damnation]]}&lt;br /&gt;
&lt;br /&gt;
[[File:Crossbow_sniper.png]] +15 heavy crossbow &amp;quot;[[Sniper]]&amp;quot; {velocity, nevermiss, SInv}&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
[[File:Robe_of_folly.png]] +3 [[robe of Folly]] {Archmagi, MR-- Int+5 Curse}&lt;br /&gt;
&lt;br /&gt;
[[File:Robe_of_misfortune.png]] -5 [[robe of Misfortune]] {-Cast Contam *Tele EV-5 Stlth-- Curse}&lt;br /&gt;
&lt;br /&gt;
[[File:Robe_of_augmentation.png]] +4 [[robe of Augmentation]] {Str+4 Int+4 Dex+4}&lt;br /&gt;
&lt;br /&gt;
[[File:Robe_of_night.png]] +4 [[robe of Night]] {Dark MR+ SInv }&lt;br /&gt;
&lt;br /&gt;
[[File:Robe_of_clouds.png]] +3 [[robe of Clouds]] {+Fly rElec}&lt;br /&gt;
&lt;br /&gt;
[[File:Robe of vines.png]] +5 [[robe of vines]] {NoDeviceHeal Regen+7}&lt;br /&gt;
&lt;br /&gt;
[[File:Skin_of_zhor.png]] +4 [[skin of Zhor]] {rC+++}&lt;br /&gt;
&lt;br /&gt;
[[File:Salamander_hide_armour.png]] +3 [[salamander hide armour]] {+Rage rF++}&lt;br /&gt;
&lt;br /&gt;
[[File:Moon_troll_leather_armour.png]] +4 [[moon troll leather armour]] {Spirit, Regen++ MP+5}&lt;br /&gt;
&lt;br /&gt;
[[File:Kryia's mail coal.png]] +7 [[Kryia's mail coat]] {DeviceHeal*2 rC+}&lt;br /&gt;
&lt;br /&gt;
[[File:Faerie_dragon_armour.png]] +X [[faerie dragon armour]] {''&amp;lt;random&amp;gt;''}&lt;br /&gt;
&lt;br /&gt;
[[File:Lear's_hauberk.png]] the +27 [[Lear's hauberk]]&lt;br /&gt;
&lt;br /&gt;
[[File:Maxwell's_patent_armour.png]] +15 [[Maxwell's patent armour]] {-Cast -Tele rElec MR+ rCorr}&lt;br /&gt;
&lt;br /&gt;
[[File:Armour_of_the_dragon_king.png]] +9 [[armour of the Dragon King]] {rPois rF+ rC+ MR}&lt;br /&gt;
&lt;br /&gt;
[[File:Orange crystal plate armour.png]] +8 [[orange crystal plate armour]] {Archmagi, Int+3 Clar}&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
[[File:warlock.png]] +3 buckler [[Warlock's Mirror]] {reflect}&lt;br /&gt;
&lt;br /&gt;
[[File:Shield_of_resistance.png]] +2 [[shield of Resistance]] {rF+ rC+ MR+}&lt;br /&gt;
&lt;br /&gt;
[[File:Shield_of_the_Gong.png]] +18 [[shield of the gong]] {rElec rN+ MR+ EV-5}&lt;br /&gt;
&lt;br /&gt;
[[File:Shield_of_ignorance.png]] +10 [[large shield of Ignorance]] {rN+ Int-4}&lt;br /&gt;
&lt;br /&gt;
==Cloaks==&lt;br /&gt;
[[File:Cloak_of_the_thief.png]] +2 [[cloak of the Thief]] {+Fog Slay-2 SInv Stlth+}&lt;br /&gt;
&lt;br /&gt;
[[File:Ratskin_cloak.png]] +2 [[ratskin cloak]] {+Rats rPois rN+ Str-1 Int-1 Dex+1}&lt;br /&gt;
&lt;br /&gt;
[[File:Cloak_of_starlight.png]] +2 [[cloak of Starlight]] {rElec rC+ EV+4 Stlth--}&lt;br /&gt;
&lt;br /&gt;
[[File:Dragonskin_cloak.png]] +4 [[dragonskin cloak]]&lt;br /&gt;
&lt;br /&gt;
==Headgear==&lt;br /&gt;
[[File:Hat_of_the_bear_spirit.png]] +2 [[hat of the Bear Spirit]] {Spirit, +Rage rN+ MR++}&lt;br /&gt;
&lt;br /&gt;
[[File:Crown_of_dyrovepreva.png]] +3 [[crown of Dyrovepreva]] {rElec Int+2 SInv}   &lt;br /&gt;
&lt;br /&gt;
[[File:Mask_of_the_dragon.png]] +0 [[mask of the Dragon]] {MR+ Slay+3 SInv}&lt;br /&gt;
&lt;br /&gt;
[[File:Hat_of_the_alchemist.png]] -2 [[hat of the Alchemist]] {rElec rPois rF+ rC+ rN+ MR+ rMut rCorr}&lt;br /&gt;
&lt;br /&gt;
[[File:Hat_of_pondering.png]] +3 [[hat of Pondering]] {ponderous, MR+ MP+10 Int+5}&lt;br /&gt;
&lt;br /&gt;
[[File:Maxwell's etheric cage.png]] +0 [[Maxwell's etheric cage]] {RegenMP *Contam rElec MP+4}&lt;br /&gt;
&lt;br /&gt;
==Gloves==&lt;br /&gt;
[[File:Gauntlets_of_war.png]] +3 [[gauntlets of War]] {Slay+5}&lt;br /&gt;
&lt;br /&gt;
[[File:Fencer's_gloves.png]] +2 [[fencer's gloves]] {riposte Dex+3}&lt;br /&gt;
&lt;br /&gt;
==Boots==&lt;br /&gt;
[[File:Boots_of_the_assassin.png]] +2 pair of [[boots of the Assassin]] {DetectMon Stab+ Stlth++}&lt;br /&gt;
&lt;br /&gt;
==Bardings==&lt;br /&gt;
[[File:Black_knight_barding.png]] +10 [[Black Knight's horse barding]] {ponderous, rPois rN+}&lt;br /&gt;
&lt;br /&gt;
[[File:Lightning_scales.png]] +6 [[lightning scales]] {run, rElec}&lt;br /&gt;
&lt;br /&gt;
==Retired==&lt;br /&gt;
[[File:urand_talos.png]] +12 [[Armour of Talos]] {ponderous, rF+}&lt;br /&gt;
&lt;br /&gt;
[[File:Knife_of_accuracy.png]] +27, -1 [[knife of Accuracy]]&lt;br /&gt;
&lt;br /&gt;
[[File:Lehudib's_crystal_spear_(weapon).png]] +6, +6 [[Lehudib's crystal spear (unrand)|Lehudib's crystal spear]] {return, Int+3}&lt;br /&gt;
&lt;br /&gt;
[[File:Shield_Bullseye.png]] +15 shield &amp;quot;[[Bullseye]]&amp;quot; {EV-5}&lt;br /&gt;
&lt;br /&gt;
[[File:Boots of the spider.png]] +3 pair of [[boots of the spider]] {+Jump, Stlth+}&lt;br /&gt;
&lt;br /&gt;
[[File:Spear_of_the_botono.png]] +6 [[spear of the Botono]] {reap, rPois rN+ HP-6}&lt;br /&gt;
&lt;br /&gt;
[[File:Blowgun_of_the_assassin.png]] +6 [[blowgun of the Assassin]] {+Inv Stlth++}&lt;br /&gt;
&lt;br /&gt;
[[File:Ring_of_vitality.png]] [[ring of Vitality]] {Regen HP+15}&lt;br /&gt;
&lt;br /&gt;
[[File:Cloak_of_flash.png]] +3 [[cloak of Flash]] {+Fly EV+4}&lt;br /&gt;
&lt;br /&gt;
[[File:Crown of eternal torment.png]] +3 [[crown of Eternal Torment]] {rTorment HP-- rN+++ SInv *Curse}&lt;br /&gt;
&lt;br /&gt;
[[File:Sword_of_the_doom_knight.png]] +13 [[sword of the Doom Knight]] {pain, -Cast MR+}&lt;br /&gt;
&lt;br /&gt;
[[File:Amulet_of_cekugob.png]] [[amulet of Cekugob]] {Dismiss -Tele rElec rPois rN++ AC+1 EV+1}&lt;br /&gt;
&lt;br /&gt;
[[File:Mace_of_brilliance.png]] +1 eveningstar [[Brilliance]] {holy, rN+ AC+5 Int+5}&lt;br /&gt;
&lt;br /&gt;
[[File:Scimitar_of_flaming_death.png]] +6 [[scimitar of Flaming Death]] {flame, rPois rF++ rC- MR+}&lt;br /&gt;
&lt;br /&gt;
[[File:Dagger_of_chilly_death.png]] +9 [[dagger of Chilly Death]] {flash freeze, rPois rF- rC++ MR+}&lt;br /&gt;
&lt;br /&gt;
[[File:Hat of the High Council.png]] +2 [[hat of the High Council]] {Archmagi, Wiz- Stlth-}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
'''[[0.20]]:''' Added double sword Maxwell's Thermic Engine; removed scimitar of Flaming Death, dagger of Chilly Death &amp;amp; hat of the High Council. Renamed sword of Jihad into Zealot's Sword. The Ring of Shaolin is renamed to Ring of Phasing, and the bow of Krishna &amp;quot;Sharnga&amp;quot; is renamed to longbow &amp;quot;Zephyr&amp;quot;. The necklace of Bloodlust, Shield of Ignorance, Sceptre of Torment and the Ratskin cloak were changed into new versions.&lt;br /&gt;
 &lt;br /&gt;
'''[[0.19]]:''' Added new versions of [[Punk]], [[Firestarter]], [[Frostbite]], [[Trident of the Octopus King]], [[Staff of Olgreb]], [[Sword of Zonguldrok]], [[Damnation]], [[Eos]], [[Fencer's Gloves]], and [[Wyrmbane]] and removed [[Brilliance]], [[Amulet of Cekugob]], and [[Sword of the Doom Knight]]&lt;br /&gt;
&lt;br /&gt;
'''[[0.18]]:''' Added [[Frostbite]], the [[Warlock's Mirror]], and the [[Armour of Talos]]. Also removed the [[Armour of Talos]] during its brief time in trunk. [[Hellfire (unrand)|Hellfire]] was renamed into [[Damnation (unrand)|Damnation]].&lt;br /&gt;
&lt;br /&gt;
'''[[0.17]]:''' Added the [[robe of vines]], [[Maxwell's etheric cage]], and [[Kryia's mail coat]]; removed the [[cloak of Flash]]; the [[crown of Eternal Torment]] was considered for inclusion, but discarded.&lt;br /&gt;
&lt;br /&gt;
'''[[0.16]]:''' Added [[Gyre and Gimble]]; replaced the [[ring of vitality]] with the [[amulet of vitality]]; removed the [[spear of the Botono]] and [[blowgun of the Assassin]]&lt;br /&gt;
&lt;br /&gt;
'''[[0.15]]:''' Removed the [[Boots of the spider]]; added the [[orange crystal plate armour]], the [[Majin-Bo]], and a new version of the [[Blowgun of the Assassin]].&lt;br /&gt;
&lt;br /&gt;
'''[[0.14]]:''' Removed the [[Blowgun of the Assassin]], [[Bullseye]], and [[Lehudib's crystal spear (unrand)|Lehudib's crystal spear]]; added [[Dark maul]], [[Arc blade]], [[Spellbinder]], [[Lajatang of Order]], [[Boots of the spider]], [[Macabre finger necklace]], [[Hat of the High Council]], [[Firestarter]] and a new version of the [[Boots of the Assassin]].&lt;br /&gt;
&lt;br /&gt;
'''[[0.13]]:''' Removed [[knife of Accuracy]] and [[boots of the Assassin]]; added [[Moon troll leather armour]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Artefacts]]&lt;br /&gt;
[[Category:Unrands|!]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=List_of_unrands&amp;diff=46841</id>
		<title>List of unrands</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=List_of_unrands&amp;diff=46841"/>
				<updated>2018-03-20T13:16:44Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Moved Armour of Talos to retired, updated entry for history 0.18 on page to reflect this,&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|020}}&lt;br /&gt;
An '''unrand''' (or '''unrandart''') is short for &amp;quot;unrandom artefact,&amp;quot; which is an [[artefact]] with a set appearance and properties (as opposed to a [[randart]], or &amp;quot;random artefact&amp;quot;. There's no such thing as a &amp;quot;List of Randarts&amp;quot; because they're, well, random). An unrandart that is specialized to have unique, hardcoded properties is sometimes referred to as a ''fixedart'', although this distinction has become increasingly blurred with time.&lt;br /&gt;
&lt;br /&gt;
Only one instance of any particular unrand may generate per game, even if you should accidentally destroy one by dumping it into [[lava]]. However, any unrand in the possession of a monster you [[banish]] to [[the Abyss]] will eventually generate in the Abyss (though this may take a very, very long time).&lt;br /&gt;
&lt;br /&gt;
Although you are almost guaranteed to find several unrands over the course of any given game, there is no guarantee that any particular unrand will generate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--'''NOTE: Before adding something to this list, go into [[wizard mode]] and use the command &amp;quot;create all unrandart items&amp;quot; (inputting | in wizard mode console). If the item you want to add is not generated by that command, then it's just a randart so don't add it.'''--&amp;gt;&lt;br /&gt;
==Rings==&lt;br /&gt;
[[File:Ring_of_the_mage.png]] [[ring of the Mage]] {Wiz MR++ Int+3}&lt;br /&gt;
&lt;br /&gt;
[[File:Ring_of_robustness.png]] [[ring of Robustness]] {AC+8}&lt;br /&gt;
&lt;br /&gt;
[[File:Ring_of_phasing.png]] [[ring of Phasing]] {EV+8}&lt;br /&gt;
&lt;br /&gt;
[[File:Ring_of_shadows.png]] [[ring of Shadows]] {Umbra +Inv rN+ SInv}&lt;br /&gt;
&lt;br /&gt;
[[File:Ring_of_the_octopus_king.png]] [[rings of the Octopus King]] {&amp;lt;random property&amp;gt; AC+1 EV+1 Str+1 Int+1 Dex+1}&lt;br /&gt;
&lt;br /&gt;
==Amulets==&lt;br /&gt;
[[File:Brooch_of_shielding.png]] [[brooch of Shielding]] {Reflect, SH+8}&lt;br /&gt;
&lt;br /&gt;
[[File:Necklace_of_bloodlust.png]] [[necklace of Bloodlust]] {*Rage +Rage MR++ Int-3 Slay+6 Curse}&lt;br /&gt;
&lt;br /&gt;
[[File:Amulet_of_the_four_winds.png]] [[amulet of the Four Winds]] {Clar rN+ MR+++}&lt;br /&gt;
&lt;br /&gt;
[[File:Amulet_of_the_air.png]] [[amulet of the Air]] {Inacc +Fly rElec EV+5 RMsl}&lt;br /&gt;
&lt;br /&gt;
[[File:Macabre finger necklace.png]] [[macabre finger necklace]] {rN+}&lt;br /&gt;
&lt;br /&gt;
[[File:Amulet_of_vitality.png]] [[amulet of Vitality]] {Regen+ HP+15}&lt;br /&gt;
&lt;br /&gt;
==Short Blades==&lt;br /&gt;
[[File:Vampire's_tooth.png]] +4 [[Vampire's Tooth]] {vamp}&lt;br /&gt;
&lt;br /&gt;
[[File:Dagger_morg.png]] +4 dagger &amp;quot;[[Morg]]&amp;quot; {pain, MR+ Int+5}&lt;br /&gt;
&lt;br /&gt;
[[File:Spriggan's_knife.png]] +7 [[Spriggan's Knife]] {MR+ EV+4 Dex+4 Stlth+}&lt;br /&gt;
&lt;br /&gt;
[[File:Arc blade.png]] +4 [[arc blade]] {discharge, rElec}&lt;br /&gt;
&lt;br /&gt;
[[File:Captain's_cutlass.png]] +7 [[Captain's cutlass]] {speed, disarm}&lt;br /&gt;
&lt;br /&gt;
[[File:Gyre and Gimble.png]] +5 quick blades [[Gyre and Gimble|&amp;quot;Gyre&amp;quot; and &amp;quot;Gimble&amp;quot;]] {pierce, Dex-3}&lt;br /&gt;
&lt;br /&gt;
==Long Blades==&lt;br /&gt;
[[File:Singing_sword.png]] +7 [[Singing Sword]]&lt;br /&gt;
&lt;br /&gt;
[[File:Sword_of_zonguldrok.png]] +9 [[Sword of Zonguldrok]] {reap}&lt;br /&gt;
&lt;br /&gt;
[[File:Maxwells thermic engine.png]] +2 [[Maxwell's Thermic Engine]] {flame, freeze, rF-, rC-}&lt;br /&gt;
&lt;br /&gt;
[[File:Autumn_katana.png]] +8 [[autumn katana]] {slice, Clar}&lt;br /&gt;
&lt;br /&gt;
[[File:Demon_blade_bloodbane.png]] +8 demon blade &amp;quot;[[Bloodbane]]&amp;quot; {slice, *Rage +Rage Stlth-}&lt;br /&gt;
&lt;br /&gt;
[[File:Demon_blade_leech.png]] +8 demon blade &amp;quot;[[Leech]]&amp;quot; {vamp, rN+ AC-3 EV-3}&lt;br /&gt;
&lt;br /&gt;
[[File:Zealot's sword.png]] +10 [[zealot's sword]] {holy, *Rage rN+ EV+3}&lt;br /&gt;
&lt;br /&gt;
[[File:Sword_of_power.png]] (0 to +27) [[Sword of Power]]&lt;br /&gt;
&lt;br /&gt;
[[File:Sword_of_cerebov.png]] +6 [[Sword of Cerebov]] {flame}&lt;br /&gt;
&lt;br /&gt;
[[File:Plutonium_sword.png]] +14 [[plutonium sword]] {Contam Stlth-}&lt;br /&gt;
&lt;br /&gt;
==Staves==&lt;br /&gt;
[[File:Staff_of_dispater.png]] +4 [[Staff of Dispater]]&lt;br /&gt;
&lt;br /&gt;
[[File:Sceptre_of_torment.png]] +7 [[Sceptre of Torment]]&lt;br /&gt;
&lt;br /&gt;
[[File:Sceptre_of_asmodeus.png]] +7 [[Sceptre of Asmodeus]]&lt;br /&gt;
&lt;br /&gt;
[[File:Staff_of_olgreb.png]] +9 [[Staff of Olgreb]] {rPois}&lt;br /&gt;
&lt;br /&gt;
[[File:Elemental_staff.png]] +3 [[Elemental Staff]] {rElec rF++ rC++ MR++ AC+5}&lt;br /&gt;
&lt;br /&gt;
[[File:Staff_of_wucad_mu.png]] +9 [[Staff of Wucad Mu]] {channel}&lt;br /&gt;
&lt;br /&gt;
[[File:Majin-bo.png]] +6 [[Majin-Bo]] {vamp, Archmagi, MP+6 Int+6}&lt;br /&gt;
&lt;br /&gt;
[[File:Lajatang of Order.png]] +7 [[Lajatang of Order]] {silver, rMut}&lt;br /&gt;
&lt;br /&gt;
==Axes==&lt;br /&gt;
[[File:Mithril_axe_arga.png]] +8 mithril axe &amp;quot;[[Arga]]&amp;quot; {speed, MR+}&lt;br /&gt;
&lt;br /&gt;
[[File:Obsidian_axe.png]] +14 [[obsidian axe]] {chop, +Fly SInv Curse}&lt;br /&gt;
&lt;br /&gt;
[[File:Axe_wrath_of_trog.png]] +8 [[Wrath of Trog]] {antimagic, *Rage}&lt;br /&gt;
&lt;br /&gt;
[[File:frostbite.png]] +8 frozen axe [[Frostbite]] {freezing cloud, *Noise +Fly rC+}&lt;br /&gt;
&lt;br /&gt;
[[File:urand_axe_of_woe.png]] +∞ [[Axe of Woe]]&lt;br /&gt;
&lt;br /&gt;
==Polearms==&lt;br /&gt;
[[File:Wyrmbane.png]] +8 [[Wyrmbane]] {slay drac, rPois rF+ rC+ AC+3}&lt;br /&gt;
&lt;br /&gt;
[[File:Trident_of_the_octopus_king.png]] +8 [[trident of the Octopus King]] {venom, rElec rPois MR+}&lt;br /&gt;
&lt;br /&gt;
[[File:Glaive_of_the_guard.png]] +8 [[glaive of the Guard]] {elec, +Rage AC+5 SInv}&lt;br /&gt;
&lt;br /&gt;
[[File:Glaive_of_prune.png]] +12 [[Glaive of Prune]] {chop}&lt;br /&gt;
&lt;br /&gt;
[[File:Scythe_of_curses.png]] +13 [[Scythe of Curses]] {drain, Curse}&lt;br /&gt;
&lt;br /&gt;
[[File:Scythe_finisher.png]] +5 scythe &amp;quot;[[Finisher]]&amp;quot; {speed, Str+3}&lt;br /&gt;
&lt;br /&gt;
==Maces &amp;amp; Flails==&lt;br /&gt;
[[File:Shillelagh_devastator.png]] +6 shillelagh &amp;quot;[[Devastator]]&amp;quot; {shatter}&lt;br /&gt;
&lt;br /&gt;
[[File:Whip_snakebite.png]] +8 whip &amp;quot;[[Snakebite]]&amp;quot; {curare, rPois}&lt;br /&gt;
&lt;br /&gt;
[[File:Morningstar_eos.png]] +10 morningstar &amp;quot;[[Eos]]&amp;quot; {elec,Halo rElec}&lt;br /&gt;
&lt;br /&gt;
[[File:Spellbinder.png]] +5 demon whip &amp;quot;[[Spellbinder]]&amp;quot; {antimagic, MR+}&lt;br /&gt;
&lt;br /&gt;
[[File:Great_mace_undeadhunter.png]] +7 great mace &amp;quot;[[Undeadhunter]]&amp;quot; {disrupt, rN+}&lt;br /&gt;
&lt;br /&gt;
[[File:Firestarter.png]] +7 great mace &amp;quot;[[Firestarter]]&amp;quot; {inner flame, rF++}&lt;br /&gt;
&lt;br /&gt;
[[File:Mace_of_variability.png]] (-4 to +16) [[Mace of Variability]] {chaos}&lt;br /&gt;
&lt;br /&gt;
[[File:Giant_club_skullcrusher.png]] +3 giant club &amp;quot;[[Skullcrusher]]&amp;quot; {speed, Str+7}&lt;br /&gt;
&lt;br /&gt;
[[File:Dark maul.png]] +10 [[dark maul]] {crush}&lt;br /&gt;
&lt;br /&gt;
==Ranged Weapons==&lt;br /&gt;
[[File:Urand punk.png]] +3 fustibalus &amp;quot;[[Punk]]&amp;quot; {acid, rCorr} &lt;br /&gt;
&lt;br /&gt;
[[File:Bow_of_zephyr.png]] +8 longbow &amp;quot;[[Zephyr]]&amp;quot; {speed, Dex+3 SInv}&lt;br /&gt;
&lt;br /&gt;
[[File:Longbow_storm_bow.png]] +8 [[storm bow]] {elec}&lt;br /&gt;
&lt;br /&gt;
[[File:Longbow_piercer.png]] +7 longbow &amp;quot;[[Piercer]]&amp;quot; {penet, EV-2}&lt;br /&gt;
&lt;br /&gt;
[[File:Urand damnation.png]] +6 arbalest &amp;quot;[[Damnation (unrand)|Damnation]]&amp;quot; {[[damnation]]}&lt;br /&gt;
&lt;br /&gt;
[[File:Crossbow_sniper.png]] +15 heavy crossbow &amp;quot;[[Sniper]]&amp;quot; {velocity, nevermiss, SInv}&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
[[File:Robe_of_folly.png]] +3 [[robe of Folly]] {Archmagi, MR-- Int+5 Curse}&lt;br /&gt;
&lt;br /&gt;
[[File:Robe_of_misfortune.png]] -5 [[robe of Misfortune]] {-Cast Contam *Tele EV-5 Stlth-- Curse}&lt;br /&gt;
&lt;br /&gt;
[[File:Robe_of_augmentation.png]] +4 [[robe of Augmentation]] {Str+4 Int+4 Dex+4}&lt;br /&gt;
&lt;br /&gt;
[[File:Robe_of_night.png]] +4 [[robe of Night]] {Dark MR+ SInv }&lt;br /&gt;
&lt;br /&gt;
[[File:Robe_of_clouds.png]] +3 [[robe of Clouds]] {+Fly rElec}&lt;br /&gt;
&lt;br /&gt;
[[File:Robe of vines.png]] +5 [[robe of vines]] {NoDeviceHeal Regen+7}&lt;br /&gt;
&lt;br /&gt;
[[File:Skin_of_zhor.png]] +4 [[skin of Zhor]] {rC+++}&lt;br /&gt;
&lt;br /&gt;
[[File:Salamander_hide_armour.png]] +3 [[salamander hide armour]] {+Rage rF++}&lt;br /&gt;
&lt;br /&gt;
[[File:Moon_troll_leather_armour.png]] +4 [[moon troll leather armour]] {Spirit, Regen++ MP+5}&lt;br /&gt;
&lt;br /&gt;
[[File:Kryia's mail coal.png]] +7 [[Kryia's mail coat]] {DeviceHeal*2 rC+}&lt;br /&gt;
&lt;br /&gt;
[[File:Faerie_dragon_armour.png]] +X [[faerie dragon armour]] {''&amp;lt;random&amp;gt;''}&lt;br /&gt;
&lt;br /&gt;
[[File:Lear's_hauberk.png]] the +27 [[Lear's hauberk]]&lt;br /&gt;
&lt;br /&gt;
[[File:Maxwell's_patent_armour.png]] +15 [[Maxwell's patent armour]] {-Cast -Tele rElec MR+ rCorr}&lt;br /&gt;
&lt;br /&gt;
[[File:Armour_of_the_dragon_king.png]] +9 [[armour of the Dragon King]] {rPois rF+ rC+ MR}&lt;br /&gt;
&lt;br /&gt;
[[File:Orange crystal plate armour.png]] +8 [[orange crystal plate armour]] {Archmagi, Int+3 Clar}&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
[[File:warlock.png]] +3 buckler [[Warlock's Mirror]] {reflect}&lt;br /&gt;
&lt;br /&gt;
[[File:Shield_of_resistance.png]] +2 [[shield of Resistance]] {rF+ rC+ MR+}&lt;br /&gt;
&lt;br /&gt;
[[File:Shield_of_the_Gong.png]] +18 [[shield of the gong]] {rElec rN+ MR+ EV-5}&lt;br /&gt;
&lt;br /&gt;
[[File:Shield_of_ignorance.png]] +10 [[large shield of Ignorance]] {rN+ Int-4}&lt;br /&gt;
&lt;br /&gt;
==Cloaks==&lt;br /&gt;
[[File:Cloak_of_the_thief.png]] +2 [[cloak of the Thief]] {+Fog Slay-2 SInv Stlth+}&lt;br /&gt;
&lt;br /&gt;
[[File:Ratskin_cloak.png]] +2 [[ratskin cloak]] {+Rats rPois rN+ Str-1 Int-1 Dex+1}&lt;br /&gt;
&lt;br /&gt;
[[File:Cloak_of_starlight.png]] +2 [[cloak of Starlight]] {rElec rC+ EV+4 Stlth--}&lt;br /&gt;
&lt;br /&gt;
[[File:Dragonskin_cloak.png]] +4 [[dragonskin cloak]]&lt;br /&gt;
&lt;br /&gt;
==Headgear==&lt;br /&gt;
[[File:Hat_of_the_bear_spirit.png]] +2 [[hat of the Bear Spirit]] {Spirit, +Rage rN+ MR++}&lt;br /&gt;
&lt;br /&gt;
[[File:Crown_of_dyrovepreva.png]] +3 [[crown of Dyrovepreva]] {rElec Int+2 SInv}   &lt;br /&gt;
&lt;br /&gt;
[[File:Mask_of_the_dragon.png]] +0 [[mask of the Dragon]] {MR+ Slay+3 SInv}&lt;br /&gt;
&lt;br /&gt;
[[File:Hat_of_the_alchemist.png]] -2 [[hat of the Alchemist]] {rElec rPois rF+ rC+ rN+ MR+ rMut rCorr}&lt;br /&gt;
&lt;br /&gt;
[[File:Hat_of_pondering.png]] +3 [[hat of Pondering]] {ponderous, MR+ MP+10 Int+5}&lt;br /&gt;
&lt;br /&gt;
[[File:Maxwell's etheric cage.png]] +0 [[Maxwell's etheric cage]] {RegenMP *Contam rElec MP+4}&lt;br /&gt;
&lt;br /&gt;
==Gloves==&lt;br /&gt;
[[File:Gauntlets_of_war.png]] +3 [[gauntlets of War]] {Slay+5}&lt;br /&gt;
&lt;br /&gt;
[[File:Fencer's_gloves.png]] +2 [[fencer's gloves]] {riposte Dex+3}&lt;br /&gt;
&lt;br /&gt;
==Boots==&lt;br /&gt;
[[File:Boots_of_the_assassin.png]] +2 pair of [[boots of the Assassin]] {DetectMon Stab+ Stlth++}&lt;br /&gt;
&lt;br /&gt;
==Bardings==&lt;br /&gt;
[[File:Black_knight_barding.png]] +10 [[Black Knight's horse barding]] {ponderous, rPois rN+}&lt;br /&gt;
&lt;br /&gt;
[[File:Lightning_scales.png]] +6 [[lightning scales]] {run, rElec}&lt;br /&gt;
&lt;br /&gt;
==Retired==&lt;br /&gt;
[[File:urand_talos.png]] +12 [[Armour of Talos]] {ponderous, rF+}&lt;br /&gt;
&lt;br /&gt;
[[File:Knife_of_accuracy.png]] +27, -1 [[knife of Accuracy]]&lt;br /&gt;
&lt;br /&gt;
[[File:Lehudib's_crystal_spear_(weapon).png]] +6, +6 [[Lehudib's crystal spear (unrand)|Lehudib's crystal spear]] {return, Int+3}&lt;br /&gt;
&lt;br /&gt;
[[File:Shield_Bullseye.png]] +15 shield &amp;quot;[[Bullseye]]&amp;quot; {EV-5}&lt;br /&gt;
&lt;br /&gt;
[[File:Boots of the spider.png]] +3 pair of [[boots of the spider]] {+Jump, Stlth+}&lt;br /&gt;
&lt;br /&gt;
[[File:Spear_of_the_botono.png]] +6 [[spear of the Botono]] {reap, rPois rN+ HP-6}&lt;br /&gt;
&lt;br /&gt;
[[File:Blowgun_of_the_assassin.png]] +6 [[blowgun of the Assassin]] {+Inv Stlth++}&lt;br /&gt;
&lt;br /&gt;
[[File:Ring_of_vitality.png]] [[ring of Vitality]] {Regen HP+15}&lt;br /&gt;
&lt;br /&gt;
[[File:Cloak_of_flash.png]] +3 [[cloak of Flash]] {+Fly EV+4}&lt;br /&gt;
&lt;br /&gt;
[[File:Crown of eternal torment.png]] +3 [[crown of Eternal Torment]] {rTorment HP-- rN+++ SInv *Curse}&lt;br /&gt;
&lt;br /&gt;
[[File:Sword_of_the_doom_knight.png]] +13 [[sword of the Doom Knight]] {pain, -Cast MR+}&lt;br /&gt;
&lt;br /&gt;
[[File:Amulet_of_cekugob.png]] [[amulet of Cekugob]] {Dismiss -Tele rElec rPois rN++ AC+1 EV+1}&lt;br /&gt;
&lt;br /&gt;
[[File:Mace_of_brilliance.png]] +1 eveningstar [[Brilliance]] {holy, rN+ AC+5 Int+5}&lt;br /&gt;
&lt;br /&gt;
[[File:Scimitar_of_flaming_death.png]] +6 [[scimitar of Flaming Death]] {flame, rPois rF++ rC- MR+}&lt;br /&gt;
&lt;br /&gt;
[[File:Dagger_of_chilly_death.png]] +9 [[dagger of Chilly Death]] {flash freeze, rPois rF- rC++ MR+}&lt;br /&gt;
&lt;br /&gt;
[[File:Hat of the High Council.png]] +2 [[hat of the High Council]] {Archmagi, Wiz- Stlth-}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
'''[[0.20]]:''' Added double sword Maxwell's Thermic Engine; removed scimitar of Flaming Death, dagger of Chilly Death &amp;amp; hat of the High Council. Renamed sword of Jihad into Zealot's Sword. The Ring of Shaolin is renamed to Ring of Phasing, and the bow of Krishna &amp;quot;Sharnga&amp;quot; is renamed to longbow &amp;quot;Zephyr&amp;quot;. The necklace of Bloodlust, Shield of Ignorance, Sceptre of Torment and the Ratskin cloak were changed into new versions.&lt;br /&gt;
 &lt;br /&gt;
'''[[0.19]]:''' Added new versions of [[Punk]], [[Firestarter]], [[Frostbite]], [[Trident of the Octopus King]], [[Staff of Olgreb]], [[Sword of Zonguldrok]], [[Damnation]], [[Eos]], [[Fencer's Gloves]], and [[Wyrmbane]] and removed [[Brilliance]], [[Amulet of Cekugob]], and [[Sword of the Doom Knight]]&lt;br /&gt;
&lt;br /&gt;
'''[[0.18]]:''' Added [[Frostbite]], the [[Warlock's Mirror]], and the [[Armour of Talos]]. Also removed the [[Armour of Talos]] during its brief time in trunk. [[Hellfire (unrand)|Hellfire]] was renamed into [[Damnation (unrand)|Damnation]].&lt;br /&gt;
&lt;br /&gt;
'''[[0.17]]:''' Added the [[robe of vines]], [[Maxwell's etheric cage]], and [[Kryia's mail coat]]; removed the [[cloak of Flash]]; the [[crown of Eternal Torment]] was considered for inclusion, but discarded.&lt;br /&gt;
&lt;br /&gt;
'''[[0.16]]:''' Added [[Gyre and Gimble]]; replaced the [[ring of vitality]] with the [[amulet of vitality]]; removed the [[spear of the Botono]] and [[blowgun of the Assassin]]&lt;br /&gt;
&lt;br /&gt;
'''[[0.15]]:''' Removed the [[Boots of the spider]]; added the [[orange crystal plate armour]], the [[Majin-Bo]], and a new version of the [[Blowgun of the Assassin]].&lt;br /&gt;
&lt;br /&gt;
'''[[0.14]]:''' Removed the [[Blowgun of the Assassin]], [[Bullseye]], and [[Lehudib's crystal spear (unrand)|Lehudib's crystal spear]]; added [[Dark maul]], [[Arc blade]], [[Spellbinder]], [[Lajatang of Order]], [[Boots of the spider]], [[Macabre finger necklace]], [[Hat of the High Council]], [[Firestarter]] and a new version of the [[Boots of the Assassin]].&lt;br /&gt;
&lt;br /&gt;
'''[[0.13]]:''' Removed [[knife of Accuracy]] and [[boots of the Assassin]]; added [[Moon troll leather armour]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Artefacts]]&lt;br /&gt;
[[Category:Unrands|!]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Armour_of_Talos&amp;diff=46840</id>
		<title>Armour of Talos</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Armour_of_Talos&amp;diff=46840"/>
				<updated>2018-03-20T13:14:14Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Not in game, obsolete&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
{{list of | unrands}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{flavour|A huge and weighty suit of bronze plate armour. Only one with a correspondingly huge body can wear it.}}&lt;br /&gt;
[[File:urand_talos.png]] '''''the +12 armour of Talos''''' {ponderous, rF+} &lt;br /&gt;
&lt;br /&gt;
+12 [[plate armour]]&lt;br /&gt;
&lt;br /&gt;
rF+ (fire resistance)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ponderous]]ness ego&amp;lt;br&amp;gt;&lt;br /&gt;
troll/ogre-sized&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''Armour of Talos''' is a set of plate armour sized so [[ogre]] and [[troll]] characters can wear it. It provides hefty amounts of AC and one level of fire resistance, but the ponderous ego can be dangerous. A well-enchanted suit of dragon armour can often give equal or superior defense without the reduction in movement speed.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*The Armour of Talos was introduced and removed in trunk for [[0.18]]. &lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Body armour]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mutant_beast&amp;diff=46020</id>
		<title>Mutant beast</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mutant_beast&amp;diff=46020"/>
				<updated>2017-12-02T21:11:11Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Info is contained within box of beasts already, redirect is more useful&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Box of beasts]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Box_of_beasts&amp;diff=46019</id>
		<title>Box of beasts</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Box_of_beasts&amp;diff=46019"/>
				<updated>2017-12-02T21:06:38Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Added destruction rate.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|020}}&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Miscellaneous item&lt;br /&gt;
 |name=box of beasts&lt;br /&gt;
 |cost=&lt;br /&gt;
 |weight=10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A box filled with the bizarre leftovers of a depraved wizard's magical experimentations. Opening it might set loose a friendly [[mutant beast]]: bizarre creatures, each with their own combination of traits. Increased skill with [[Evocations]] will allow stronger beasts to be released.}}&lt;br /&gt;
&lt;br /&gt;
A '''box of beasts''' is a miscellaneous magic item which can summon an irregular, albeit friendly, monster, classified generally as a [[mutant beast]]. Has a 1/3 chance of destruction after every use.&lt;br /&gt;
&lt;br /&gt;
==Mutant Beast==&lt;br /&gt;
A [[mutant beast]] combines a number of random traits. &lt;br /&gt;
&lt;br /&gt;
Six possible facets. Bat: flying, fast, batty. Sting: reach/poison, rPois. Fire: fire breath, rF. Weird: constrict, sInv. Shock: rElec, blinkbolt. Ox: trample, rC, +5 AC.&lt;br /&gt;
&lt;br /&gt;
Five tiers, corresponding to HD and attack damage. Larval (HD 3), juvenile (HD 9), mature (HD 15), elder (HD 21), primal (HD 27).&lt;br /&gt;
&lt;br /&gt;
HD of mutant beasts from the box of beasts is roughly {{crawlquote|(Evocations skill + 1d7 - 1d7), rounded up to the nearest tier &amp;amp; capped at 27.}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], a Box of Beasts would instead summon a [[chimera]].&lt;br /&gt;
&lt;br /&gt;
In [[0.16]], Box of Beasts became considerably stronger than before. &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]] this item summoned individual (non-chimera) monsters&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], it appeared as a '''small ebony casket''' while unidentified.&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Box_of_beasts&amp;diff=46018</id>
		<title>Box of beasts</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Box_of_beasts&amp;diff=46018"/>
				<updated>2017-12-02T21:05:49Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Pulled info from learndb on mutant beast stats and such.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|020}}&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Miscellaneous item&lt;br /&gt;
 |name=box of beasts&lt;br /&gt;
 |cost=&lt;br /&gt;
 |weight=10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A box filled with the bizarre leftovers of a depraved wizard's magical experimentations. Opening it might set loose a friendly [[mutant beast]]: bizarre creatures, each with their own combination of traits. Increased skill with [[Evocations]] will allow stronger beasts to be released.}}&lt;br /&gt;
&lt;br /&gt;
A '''box of beasts''' is a miscellaneous magic item which can summon an irregular, albeit friendly, monster, classified generally as a [[mutant beast]].&lt;br /&gt;
&lt;br /&gt;
==Mutant Beast==&lt;br /&gt;
A [[mutant beast]] combines a number of random traits. &lt;br /&gt;
&lt;br /&gt;
Six possible facets. Bat: flying, fast, batty. Sting: reach/poison, rPois. Fire: fire breath, rF. Weird: constrict, sInv. Shock: rElec, blinkbolt. Ox: trample, rC, +5 AC.&lt;br /&gt;
&lt;br /&gt;
Five tiers, corresponding to HD and attack damage. Larval (HD 3), juvenile (HD 9), mature (HD 15), elder (HD 21), primal (HD 27).&lt;br /&gt;
&lt;br /&gt;
HD of mutant beasts from the box of beasts is roughly {{crawlquote|(Evocations skill + 1d7 - 1d7), rounded up to the nearest tier &amp;amp; capped at 27.}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], a Box of Beasts would instead summon a [[chimera]].&lt;br /&gt;
&lt;br /&gt;
In [[0.16]], Box of Beasts became considerably stronger than before. &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]] this item summoned individual (non-chimera) monsters&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], it appeared as a '''small ebony casket''' while unidentified.&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Acquirement&amp;diff=46017</id>
		<title>Acquirement</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Acquirement&amp;diff=46017"/>
				<updated>2017-12-02T20:57:46Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
&lt;br /&gt;
An '''acquirement''' is a specific way of generating an item in ''Crawl'' that, unlike most item generation, is based in large part on your character's abilities and possessions. It is guaranteed to be usable or equippable. The item is biased towards being both good and useful to your character, but your luck may still vary. You may be given an item that allows you to win the game, or you may be given useless junk.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
There are only a few sources of acquirements. Most are fairly rare, and those that are more common tend to be not as good. The sources are:&lt;br /&gt;
&lt;br /&gt;
*Reading a [[scroll of acquirement]] gives the player an acquirement, with a choice of item type. These are quite rare and valuable.&lt;br /&gt;
*Three deities can give out acquirements:&lt;br /&gt;
**[[Okawaru]] gives out weapon, armour, and missile acquirements on a fairly regular basis at high piety. His weapons are biased toward worse item types than those created by other sources.&lt;br /&gt;
**[[Trog]] gives out weapons and missiles at high piety, similar to Okawaru. He is more likely to offer  weapons with the [[antimagic]] brand. Similar to Okawaru, his items are biased towards having slightly worse base types than other sources of acquirements.&lt;br /&gt;
**[[Xom]] may occasionally give you acquirements, among all the other junk he throws at you.&lt;br /&gt;
*Items in [[vault]]s may be created using acquirement code; the most notable example of this would be items in [[treasure trove]]s. As these items are placed when the trove is created, the player obviously cannot choose their type, but they generally are biased toward your predominant skills. Not all excellent items found in vaults are necessarily acquirements, though.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
Acquirements are affected by a number of different factors:&lt;br /&gt;
*They are biased towards items that match your skills. For instance, a character who has heavily invested in [[Maces &amp;amp; Flails]] is fairly likely to receive a weapon in that category should they opt for a weapon acquirement. Similarly, a conjurer who uses mainly [[Fire Magic]] will likely find themselves receiving a spellbook with more spells from that school should they choose a spellbook acquirement.&lt;br /&gt;
*They are biased against items that you have already seen, the logic there being that if you have seen it, you're probably either using it or have decided it isn't useful. This usually includes items in shops, but those which are far too expensive for your character to buy at present are excluded from being &amp;quot;seen.&amp;quot;&lt;br /&gt;
*The item is guaranteed to be usable. This means that you will be able to equip it, and using it will not incur penance with your current deity. Note that these guarantees are fairly minimal: acquirement may well give your [[Armour]]-based [[hill orc]] a robe (although it will be biased against doing so if you have invested in the Armour skill).&lt;br /&gt;
*The item will not be [[cursed]] (although it may curse itself upon being equipped, if it possesses that particular [[ego]]). Worshipers of [[Ashenzari]] will always receive cursed items.&lt;br /&gt;
*Your [[species]] and [[god]] may occasionally also cause changes in the items given. For example, the food acquirement will give [[fruit]] to [[Fedhas]] worshipers, and [[Vampire]]s will receive [[potions of blood]] as food.&lt;br /&gt;
&lt;br /&gt;
Note that acquirements are ''not'' directly affected by your current depth or location. However, the bias against items you have already seen means that later acquirements do tend to give out rarer items, as the common ones have already been seen. This can often produce better acquirements later on, although how much better depends on the item type asked for, and saving an acquirement for later runs the risk of you dying due to poor equipment before you get the chance.&lt;br /&gt;
&lt;br /&gt;
==Specific acquirement types==&lt;br /&gt;
=====[a] [[Weapon]]=====&lt;br /&gt;
You receive a [[brand]]ed, [[randart]], or even possibly [[List of unrands|unrandart]] melee or ranged weapon that usually belongs to the weapon schools you are skilled in. It helps if you are skilled only with weapons that you really want to use in combat.&lt;br /&gt;
&lt;br /&gt;
=====[b] [[Armour]]=====&lt;br /&gt;
You receive a good or randart piece of armour or shield, with a small chance of an [[List of unrands|unrandart]]. The creation process does consider your skills and even mutations, but the item is not guaranteed to be useful for you. However, it will always be one that you are capable of wearing.&lt;br /&gt;
&lt;br /&gt;
=====[c] [[Jewellery]]=====&lt;br /&gt;
You receive a random piece of jewellery, sometimes a randart. The game will try to give you something you have not identified yet, but there is no guarantee. The chance for a randart is flat and does not depend on the amount of jewellery you have identified.&lt;br /&gt;
&lt;br /&gt;
=====[d] [[Book]]=====&lt;br /&gt;
You receive a randart [[spell book]] or [[manual]]. Melee/ranged combat players are less likely to receive spellbooks. Worshipers of [[Trog]] will always receive a [[manual]], but never one that trains magic. Randart spellbooks will tend to include spells from the player's most knowledgeable spell school.&lt;br /&gt;
&lt;br /&gt;
=====[e] [[magical staff|Staff]]=====&lt;br /&gt;
You receive a magical staff based on the following conditions:&lt;br /&gt;
*If your best magical skill is [[Fire Magic]], [[Ice Magic]], [[Air Magic]], [[Earth Magic]], [[Poison Magic]], [[Conjurations]], [[Necromancy]] or [[Summonings]] you may receive the matching staff (50%), or a non-enhancer staff (a staff of wizardy, power, or energy).&lt;br /&gt;
*Otherwise you may receive completely random staff (33%) or a non-enhancer staff (i.e. your best skill is Spellcasting, or you already are carrying your best skill's staff).&lt;br /&gt;
&lt;br /&gt;
=====[f] [[Evocable]]=====&lt;br /&gt;
You either receive a random wand with a greater chance of receiving a wand you haven't identified yet or a powerful wand, or you receive a random [[evocable items|evocable]] item with exception of [[Horn of Geryon]]. &lt;br /&gt;
&lt;br /&gt;
=====[h] [[Comestible|Food]]=====&lt;br /&gt;
Worshipers of [[Fedhas]] receive fruit. [[Ghoul]]s receive [[Chunk#Chunks_of_flesh|chunks of flesh]]. [[Vampire]]s receive [[potions of blood]]. All other characters receive some rations or [[royal jellies]]. [[Kobold]]s and [[Felid]]s will never receive [[bread ration]]s, and [[Spriggan]]s will never receive [[meat ration]]s.&lt;br /&gt;
&lt;br /&gt;
=====[i] [[Gold]]=====&lt;br /&gt;
You receive a large amount of gold, ranging from a few hundred to a few thousand. This can help you go on a shopping spree in a [[bazaar]], obtain an expensive [[randart]] in a shop for a [[treasure trove]], or provide you with some opportunities to use [[Gozag]]'s abilities.&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Felid]]s can only choose between: Jewellery, Book, Miscellaneous, Food, and Gold.&lt;br /&gt;
&lt;br /&gt;
[[Mummies]] cannot acquire food.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.20]], wand and misc acquirement were merged into evocables&lt;br /&gt;
&lt;br /&gt;
In [[0.19]], ammo acquirement was removed, and randart jewelry appeared twice as often as before. Prior to [[0.19]], rods were obtained through [e] Staff acquirement rather than [g] Misc Evocable&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Acquirement&amp;diff=46016</id>
		<title>Acquirement</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Acquirement&amp;diff=46016"/>
				<updated>2017-12-02T20:55:50Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Removed channeling from listed staves.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
&lt;br /&gt;
An '''acquirement''' is a specific way of generating an item in ''Crawl'' that, unlike most item generation, is based in large part on your character's abilities and possessions. It is guaranteed to be usable or equippable. The item is biased towards being both good and useful to your character, but your luck may still vary. You may be given an item that allows you to win the game, or you may be given useless junk.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
There are only a few sources of acquirements. Most are fairly rare, and those that are more common tend to be not as good. The sources are:&lt;br /&gt;
&lt;br /&gt;
*Reading a [[scroll of acquirement]] gives the player an acquirement, with a choice of item type. These are quite rare and valuable.&lt;br /&gt;
*Three deities can give out acquirements:&lt;br /&gt;
**[[Okawaru]] gives out weapon, armour, and missile acquirements on a fairly regular basis at high piety. His weapons are biased toward worse item types than those created by other sources.&lt;br /&gt;
**[[Trog]] gives out weapons and missiles at high piety, similar to Okawaru. He is more likely to offer  weapons with the [[antimagic]] brand. Similar to Okawaru, his items are biased towards having slightly worse base types than other sources of acquirements.&lt;br /&gt;
**[[Xom]] may occasionally give you acquirements, among all the other junk he throws at you.&lt;br /&gt;
*Items in [[vault]]s may be created using acquirement code; the most notable example of this would be items in [[treasure trove]]s. As these items are placed when the trove is created, the player obviously cannot choose their type, but they generally are biased toward your predominant skills. Not all excellent items found in vaults are necessarily acquirements, though.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
Acquirements are affected by a number of different factors:&lt;br /&gt;
*They are biased towards items that match your skills. For instance, a character who has heavily invested in [[Maces &amp;amp; Flails]] is fairly likely to receive a weapon in that category should they opt for a weapon acquirement. Similarly, a conjurer who uses mainly [[Fire Magic]] will likely find themselves receiving a spellbook with more spells from that school should they choose a spellbook acquirement.&lt;br /&gt;
*They are biased against items that you have already seen, the logic there being that if you have seen it, you're probably either using it or have decided it isn't useful. This usually includes items in shops, but those which are far too expensive for your character to buy at present are excluded from being &amp;quot;seen.&amp;quot;&lt;br /&gt;
*The item is guaranteed to be usable. This means that you will be able to equip it, and using it will not incur penance with your current deity. Note that these guarantees are fairly minimal: acquirement may well give your [[Armour]]-based [[hill orc]] a robe (although it will be biased against doing so if you have invested in the Armour skill).&lt;br /&gt;
*The item will not be [[cursed]] (although it may curse itself upon being equipped, if it possesses that particular [[ego]]). Worshipers of [[Ashenzari]] will always receive cursed items.&lt;br /&gt;
*Your [[species]] and [[god]] may occasionally also cause changes in the items given. For example, the food acquirement will give [[fruit]] to [[Fedhas]] worshipers, and [[Vampire]]s will receive [[potions of blood]] as food.&lt;br /&gt;
&lt;br /&gt;
Note that acquirements are ''not'' directly affected by your current depth or location. However, the bias against items you have already seen means that later acquirements do tend to give out rarer items, as the common ones have already been seen. This can often produce better acquirements later on, although how much better depends on the item type asked for, and saving an acquirement for later runs the risk of you dying due to poor equipment before you get the chance.&lt;br /&gt;
&lt;br /&gt;
==Specific acquirement types==&lt;br /&gt;
=====[a] [[Weapon]]=====&lt;br /&gt;
You receive a [[brand]]ed, [[randart]], or even possibly [[List of unrands|unrandart]] melee or ranged weapon that usually belongs to the weapon schools you are skilled in. It helps if you are skilled only with weapons that you really want to use in combat.&lt;br /&gt;
&lt;br /&gt;
=====[b] [[Armour]]=====&lt;br /&gt;
You receive a good or randart piece of armour or shield, with a small chance of an [[List of unrands|unrandart]]. The creation process does consider your skills and even mutations, but the item is not guaranteed to be useful for you. However, it will always be one that you are capable of wearing.&lt;br /&gt;
&lt;br /&gt;
=====[c] [[Jewellery]]=====&lt;br /&gt;
You receive a random piece of jewellery, sometimes a randart. The game will try to give you something you have not identified yet, but there is no guarantee. The chance for a randart is flat and does not depend on the amount of jewellery you have identified.&lt;br /&gt;
&lt;br /&gt;
=====[d] [[Book]]=====&lt;br /&gt;
You receive a randart [[spell book]] or [[manual]]. Melee/ranged combat players are less likely to receive spellbooks. Worshipers of [[Trog]] will always receive a [[manual]], but never one that trains magic. Randart spellbooks will tend to include spells from the player's most knowledgeable spell school.&lt;br /&gt;
&lt;br /&gt;
=====[e] [[magical staff|Staff]]=====&lt;br /&gt;
You receive a magical staff based on the following conditions:&lt;br /&gt;
*If your best magical skill is [[Fire Magic]], [[Ice Magic]], [[Air Magic]], [[Earth Magic]], [[Poison Magic]], [[Conjurations]], [[Necromancy]] or [[Summonings]] you may receive the matching staff (50%), or a non-enhancer staff (a staff of wizardy, power, or energy).&lt;br /&gt;
*Otherwise you may receive completely random staff (33%) or a non-enhancer staff (i.e. your best skill is Spellcasting, or you already are carrying your best skill's staff).&lt;br /&gt;
&lt;br /&gt;
=====[f] [[Evocable]]=====&lt;br /&gt;
You receive a random wand, with a greater chance of receiving a wand you haven't identified yet or a powerful wand. You receive a random [[evocable items|evocable]] item with exception of [[Horn of Geryon]]. &lt;br /&gt;
&lt;br /&gt;
=====[h] [[Comestible|Food]]=====&lt;br /&gt;
Worshipers of [[Fedhas]] receive fruit. [[Ghoul]]s receive [[Chunk#Chunks_of_flesh|chunks of flesh]]. [[Vampire]]s receive [[potions of blood]]. All other characters receive some rations or [[royal jellies]]. [[Kobold]]s and [[Felid]]s will never receive [[bread ration]]s, and [[Spriggan]]s will never receive [[meat ration]]s.&lt;br /&gt;
&lt;br /&gt;
=====[i] [[Gold]]=====&lt;br /&gt;
You receive a large amount of gold, ranging from a few hundred to a few thousand. This can help you go on a shopping spree in a [[bazaar]], obtain an expensive [[randart]] in a shop for a [[treasure trove]], or provide you with some opportunities to use [[Gozag]]'s abilities.&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Felid]]s can only choose between: Jewellery, Book, Miscellaneous, Food, and Gold.&lt;br /&gt;
&lt;br /&gt;
[[Mummies]] cannot acquire food.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.20]], wand and misc acquirement were merged into evocables&lt;br /&gt;
&lt;br /&gt;
In [[0.19]], ammo acquirement was removed, and randart jewelry appeared twice as often as before. Prior to [[0.19]], rods were obtained through [e] Staff acquirement rather than [g] Misc Evocable&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Acquirement&amp;diff=46015</id>
		<title>Acquirement</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Acquirement&amp;diff=46015"/>
				<updated>2017-12-02T20:54:26Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Removed reference to armor aquirement page, as it does not exist. Removed reference to &amp;quot;powerful wand examples&amp;quot; as all four do not exist anymore. Merged wands and misc evocation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
&lt;br /&gt;
An '''acquirement''' is a specific way of generating an item in ''Crawl'' that, unlike most item generation, is based in large part on your character's abilities and possessions. It is guaranteed to be usable or equippable. The item is biased towards being both good and useful to your character, but your luck may still vary. You may be given an item that allows you to win the game, or you may be given useless junk.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
There are only a few sources of acquirements. Most are fairly rare, and those that are more common tend to be not as good. The sources are:&lt;br /&gt;
&lt;br /&gt;
*Reading a [[scroll of acquirement]] gives the player an acquirement, with a choice of item type. These are quite rare and valuable.&lt;br /&gt;
*Three deities can give out acquirements:&lt;br /&gt;
**[[Okawaru]] gives out weapon, armour, and missile acquirements on a fairly regular basis at high piety. His weapons are biased toward worse item types than those created by other sources.&lt;br /&gt;
**[[Trog]] gives out weapons and missiles at high piety, similar to Okawaru. He is more likely to offer  weapons with the [[antimagic]] brand. Similar to Okawaru, his items are biased towards having slightly worse base types than other sources of acquirements.&lt;br /&gt;
**[[Xom]] may occasionally give you acquirements, among all the other junk he throws at you.&lt;br /&gt;
*Items in [[vault]]s may be created using acquirement code; the most notable example of this would be items in [[treasure trove]]s. As these items are placed when the trove is created, the player obviously cannot choose their type, but they generally are biased toward your predominant skills. Not all excellent items found in vaults are necessarily acquirements, though.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics==&lt;br /&gt;
Acquirements are affected by a number of different factors:&lt;br /&gt;
*They are biased towards items that match your skills. For instance, a character who has heavily invested in [[Maces &amp;amp; Flails]] is fairly likely to receive a weapon in that category should they opt for a weapon acquirement. Similarly, a conjurer who uses mainly [[Fire Magic]] will likely find themselves receiving a spellbook with more spells from that school should they choose a spellbook acquirement.&lt;br /&gt;
*They are biased against items that you have already seen, the logic there being that if you have seen it, you're probably either using it or have decided it isn't useful. This usually includes items in shops, but those which are far too expensive for your character to buy at present are excluded from being &amp;quot;seen.&amp;quot;&lt;br /&gt;
*The item is guaranteed to be usable. This means that you will be able to equip it, and using it will not incur penance with your current deity. Note that these guarantees are fairly minimal: acquirement may well give your [[Armour]]-based [[hill orc]] a robe (although it will be biased against doing so if you have invested in the Armour skill).&lt;br /&gt;
*The item will not be [[cursed]] (although it may curse itself upon being equipped, if it possesses that particular [[ego]]). Worshipers of [[Ashenzari]] will always receive cursed items.&lt;br /&gt;
*Your [[species]] and [[god]] may occasionally also cause changes in the items given. For example, the food acquirement will give [[fruit]] to [[Fedhas]] worshipers, and [[Vampire]]s will receive [[potions of blood]] as food.&lt;br /&gt;
&lt;br /&gt;
Note that acquirements are ''not'' directly affected by your current depth or location. However, the bias against items you have already seen means that later acquirements do tend to give out rarer items, as the common ones have already been seen. This can often produce better acquirements later on, although how much better depends on the item type asked for, and saving an acquirement for later runs the risk of you dying due to poor equipment before you get the chance.&lt;br /&gt;
&lt;br /&gt;
==Specific acquirement types==&lt;br /&gt;
=====[a] [[Weapon]]=====&lt;br /&gt;
You receive a [[brand]]ed, [[randart]], or even possibly [[List of unrands|unrandart]] melee or ranged weapon that usually belongs to the weapon schools you are skilled in. It helps if you are skilled only with weapons that you really want to use in combat.&lt;br /&gt;
&lt;br /&gt;
=====[b] [[Armour]]=====&lt;br /&gt;
You receive a good or randart piece of armour or shield, with a small chance of an [[List of unrands|unrandart]]. The creation process does consider your skills and even mutations, but the item is not guaranteed to be useful for you. However, it will always be one that you are capable of wearing.&lt;br /&gt;
&lt;br /&gt;
=====[c] [[Jewellery]]=====&lt;br /&gt;
You receive a random piece of jewellery, sometimes a randart. The game will try to give you something you have not identified yet, but there is no guarantee. The chance for a randart is flat and does not depend on the amount of jewellery you have identified.&lt;br /&gt;
&lt;br /&gt;
=====[d] [[Book]]=====&lt;br /&gt;
You receive a randart [[spell book]] or [[manual]]. Melee/ranged combat players are less likely to receive spellbooks. Worshipers of [[Trog]] will always receive a [[manual]], but never one that trains magic. Randart spellbooks will tend to include spells from the player's most knowledgeable spell school.&lt;br /&gt;
&lt;br /&gt;
=====[e] [[magical staff|Staff]]=====&lt;br /&gt;
You receive a magical staff based on the following conditions:&lt;br /&gt;
*If your best magical skill is [[Fire Magic]], [[Ice Magic]], [[Air Magic]], [[Earth Magic]], [[Poison Magic]], [[Conjurations]], [[Necromancy]] or [[Summonings]] you may receive the matching staff (50%), or a non-enhancer staff (a staff of wizardy, channeling, power, or energy).&lt;br /&gt;
*Otherwise you may receive completely random staff (33%) or a non-enhancer staff (i.e. your best skill is Spellcasting, or you already are carrying your best skill's staff).&lt;br /&gt;
&lt;br /&gt;
=====[f] [[Evocable]]=====&lt;br /&gt;
You receive a random wand, with a greater chance of receiving a wand you haven't identified yet or a powerful wand. You receive a random [[evocable items|evocable]] item with exception of [[Horn of Geryon]]. &lt;br /&gt;
&lt;br /&gt;
=====[h] [[Comestible|Food]]=====&lt;br /&gt;
Worshipers of [[Fedhas]] receive fruit. [[Ghoul]]s receive [[Chunk#Chunks_of_flesh|chunks of flesh]]. [[Vampire]]s receive [[potions of blood]]. All other characters receive some rations or [[royal jellies]]. [[Kobold]]s and [[Felid]]s will never receive [[bread ration]]s, and [[Spriggan]]s will never receive [[meat ration]]s.&lt;br /&gt;
&lt;br /&gt;
=====[i] [[Gold]]=====&lt;br /&gt;
You receive a large amount of gold, ranging from a few hundred to a few thousand. This can help you go on a shopping spree in a [[bazaar]], obtain an expensive [[randart]] in a shop for a [[treasure trove]], or provide you with some opportunities to use [[Gozag]]'s abilities.&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Felid]]s can only choose between: Jewellery, Book, Miscellaneous, Food, and Gold.&lt;br /&gt;
&lt;br /&gt;
[[Mummies]] cannot acquire food.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.20]], wand and misc acquirement were merged into evocables&lt;br /&gt;
&lt;br /&gt;
In [[0.19]], ammo acquirement was removed, and randart jewelry appeared twice as often as before. Prior to [[0.19]], rods were obtained through [e] Staff acquirement rather than [g] Misc Evocable&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Caustic_shrike&amp;diff=46014</id>
		<title>Caustic shrike</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Caustic_shrike&amp;diff=46014"/>
				<updated>2017-12-02T19:34:29Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Updated to reflect lack of amulet of rCorr, and addition of ring of rCorr, as well as the change to wands of disintegration that does not allow digging with them.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Caustic shrikes''' are devastatingly powerful flying pack hunters that swarm their victims and tear them apart with brutal [[corrosive]] attacks. They can be found in [[the Depths]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Shrikes are justification for carrying a [[ring of resist corrosion]] around while exploring the mid-game. They can prove devastating if you allow several of them to attack you at once; use narrow hallways (of your [[wand of digging|own]] if need be) to prevent this, especially if you lack resistance.&lt;br /&gt;
&lt;br /&gt;
*For those who worship [[Okawaru]], he tends to remain particularly honored by kills of caustic shrikes (even well after you've achieved a fairly routine ability to dispatch them), awarding the maximum amount of piety that he is willing to give for a kill. Keep that in mind if you need a boost to take out one or more - if you invoke ''heroism'' and/or ''finesse'', odds are you'll recover much of the piety you spent upon your victory.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Introduced in [[0.16]].&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=File:Caustic_shrike.png&amp;diff=46013</id>
		<title>File:Caustic shrike.png</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=File:Caustic_shrike.png&amp;diff=46013"/>
				<updated>2017-12-02T19:30:40Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Angani uploaded a new version of &amp;amp;quot;File:Caustic shrike.png&amp;amp;quot;: Trying to update this again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=File:Caustic_shrike.png&amp;diff=46012</id>
		<title>File:Caustic shrike.png</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=File:Caustic_shrike.png&amp;diff=46012"/>
				<updated>2017-12-02T19:27:21Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Angani uploaded a new version of &amp;amp;quot;File:Caustic shrike.png&amp;amp;quot;: Didn't show change at first, thought I made a mistake. reverting my reversion error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=File:Caustic_shrike.png&amp;diff=46011</id>
		<title>File:Caustic shrike.png</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=File:Caustic_shrike.png&amp;diff=46011"/>
				<updated>2017-12-02T19:26:31Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Angani uploaded a new version of &amp;amp;quot;File:Caustic shrike.png&amp;amp;quot;: Reverted to version as of 19:35, 8 April 2015&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=File:Caustic_shrike.png&amp;diff=46010</id>
		<title>File:Caustic shrike.png</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=File:Caustic_shrike.png&amp;diff=46010"/>
				<updated>2017-12-02T19:25:35Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Angani uploaded a new version of &amp;amp;quot;File:Caustic shrike.png&amp;amp;quot;: Replacing old tile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Acid&amp;diff=46009</id>
		<title>Acid</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Acid&amp;diff=46009"/>
				<updated>2017-12-02T19:22:05Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
'''Acid''' is a [[damage type]] most commonly dealt by jelly and yellow draconians, which can be resisted with resist corrosion.  It no longer corrodes your equipment, but instead applies temporary corrosion status, which lowers your AC and slaying.&lt;br /&gt;
&lt;br /&gt;
==Sources of Acid==&lt;br /&gt;
Acidic damage can come from several sources.&lt;br /&gt;
&lt;br /&gt;
===Acidic Flesh===&lt;br /&gt;
Some monsters have acidic flesh:&lt;br /&gt;
*[[Jelly]]&lt;br /&gt;
*[[Brown ooze]]&lt;br /&gt;
*[[Acid blob]]&lt;br /&gt;
*[[The royal jelly]]&lt;br /&gt;
*[[Dissolution]]&lt;br /&gt;
&lt;br /&gt;
===Acid Spit===&lt;br /&gt;
The following monsters can spit acid:&lt;br /&gt;
*[[Yellow draconian]]: 3d7&lt;br /&gt;
*[[Acid blob]] 3d7&lt;br /&gt;
*[[Oklob plant]] 3d7 (3d6)&lt;br /&gt;
*[[Oklob sapling]] 3d7 (3d3)&lt;br /&gt;
&lt;br /&gt;
The above damage bypasses AC and may add corrosion status.  &lt;br /&gt;
&lt;br /&gt;
===Acidic Melee Attacks===&lt;br /&gt;
The following monsters have acidic melee attacks:&lt;br /&gt;
*[[Jelly]]&lt;br /&gt;
*[[Brown ooze]]&lt;br /&gt;
*[[Acid blob]]&lt;br /&gt;
*[[Royal jelly]]&lt;br /&gt;
*[[Dissolution]]&lt;br /&gt;
*[[Caustic shrike]]&lt;br /&gt;
&lt;br /&gt;
===Slime Walls===&lt;br /&gt;
Standing next to the [[wall]]s of [[the Slime Pits]] will cause players and non-jelly monsters to take damage, although it does not cause the corrosion status.&lt;br /&gt;
&lt;br /&gt;
Worshipers of [[Jiyva]] are unaffected by slime walls. &lt;br /&gt;
&lt;br /&gt;
==Corrosion Resistance==&lt;br /&gt;
Corrosion resistance reduces damage taken from acid and reduces the chance of being further corroded.&lt;br /&gt;
&lt;br /&gt;
The sources of Corrosion resistance are:&lt;br /&gt;
*being a yellow [[draconian]]&lt;br /&gt;
*[[Ring of resist corrosion]]&lt;br /&gt;
*[[Tiamat]]'s [[dragonskin cloak]] (50% chance per attack)&lt;br /&gt;
*Having the [[Good_mutations#Yellow_Scales|yellow scales]] mutation at level 3&lt;br /&gt;
&lt;br /&gt;
===Damage Reduction===&lt;br /&gt;
Players with corrosion resistance take 50% damage from acid.  All monsters with any degree of acid resistance are completely immune to acid damage.&lt;br /&gt;
&lt;br /&gt;
==Corrosion==&lt;br /&gt;
Corrosion is a temporary [[status effect]] which gives a stackable -4 to [[slaying]] and [[AC]] for as long as it lasts. Corrosion will be repaired after enough turns have passed. It can also be removed with [[Potion of cancellation]] or [[Draconian#Purple|Purple Draconian's]] breath aimed at yourself.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], corrosion instead caused permanent damage to weapons and armor, reducing their enchantment values, possibly into the negatives. Also, [[potions of resistance]] did not grant rAcid or rCorr.&lt;br /&gt;
There were previously three tiers of acid resistance, each one further reducing acid damage; now there is only one level which is merged with corrosion resistance.&lt;br /&gt;
&lt;br /&gt;
[[Category:Damage types]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Acid&amp;diff=46008</id>
		<title>Acid</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Acid&amp;diff=46008"/>
				<updated>2017-12-02T19:21:15Z</updated>
		
		<summary type="html">&lt;p&gt;Angani: Added caustic shrikes to list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
'''Acid''' is a [[damage type]] most commonly dealt by jelly and yellow draconians, which can be resisted with resist corrosion.  It no longer corrodes your equipment, but instead applies temporary corrosion status, which lowers your AC and slaying.&lt;br /&gt;
&lt;br /&gt;
==Sources of Acid==&lt;br /&gt;
Acidic damage can come from several sources.&lt;br /&gt;
&lt;br /&gt;
===Acidic Flesh===&lt;br /&gt;
Some monsters have acidic flesh:&lt;br /&gt;
*[[Jelly]]&lt;br /&gt;
*[[Brown ooze]]&lt;br /&gt;
*[[Acid blob]]&lt;br /&gt;
*[[The royal jelly]]&lt;br /&gt;
*[[Dissolution]]&lt;br /&gt;
&lt;br /&gt;
===Acid Spit===&lt;br /&gt;
The following monsters can spit acid:&lt;br /&gt;
*[[Yellow draconian]]: 3d7&lt;br /&gt;
*[[Acid blob]] 3d7&lt;br /&gt;
*[[Oklob plant]] 3d7 (3d6)&lt;br /&gt;
*[[Oklob sapling]] 3d7 (3d3)&lt;br /&gt;
&lt;br /&gt;
The above damage bypasses AC and may add corrosion status.  &lt;br /&gt;
&lt;br /&gt;
===Acidic Melee Attacks===&lt;br /&gt;
The following monsters have acidic melee attacks:&lt;br /&gt;
*[[Jelly]]&lt;br /&gt;
*[[Brown ooze]]&lt;br /&gt;
*[[Acid blob]]&lt;br /&gt;
*[[Royal jelly]]&lt;br /&gt;
*[[Dissolution]]&lt;br /&gt;
*[[Caustic Shrike]]&lt;br /&gt;
&lt;br /&gt;
===Slime Walls===&lt;br /&gt;
Standing next to the [[wall]]s of [[the Slime Pits]] will cause players and non-jelly monsters to take damage, although it does not cause the corrosion status.&lt;br /&gt;
&lt;br /&gt;
Worshipers of [[Jiyva]] are unaffected by slime walls. &lt;br /&gt;
&lt;br /&gt;
==Corrosion Resistance==&lt;br /&gt;
Corrosion resistance reduces damage taken from acid and reduces the chance of being further corroded.&lt;br /&gt;
&lt;br /&gt;
The sources of Corrosion resistance are:&lt;br /&gt;
*being a yellow [[draconian]]&lt;br /&gt;
*[[Ring of resist corrosion]]&lt;br /&gt;
*[[Tiamat]]'s [[dragonskin cloak]] (50% chance per attack)&lt;br /&gt;
*Having the [[Good_mutations#Yellow_Scales|yellow scales]] mutation at level 3&lt;br /&gt;
&lt;br /&gt;
===Damage Reduction===&lt;br /&gt;
Players with corrosion resistance take 50% damage from acid.  All monsters with any degree of acid resistance are completely immune to acid damage.&lt;br /&gt;
&lt;br /&gt;
==Corrosion==&lt;br /&gt;
Corrosion is a temporary [[status effect]] which gives a stackable -4 to [[slaying]] and [[AC]] for as long as it lasts. Corrosion will be repaired after enough turns have passed. It can also be removed with [[Potion of cancellation]] or [[Draconian#Purple|Purple Draconian's]] breath aimed at yourself.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], corrosion instead caused permanent damage to weapons and armor, reducing their enchantment values, possibly into the negatives. Also, [[potions of resistance]] did not grant rAcid or rCorr.&lt;br /&gt;
There were previously three tiers of acid resistance, each one further reducing acid damage; now there is only one level which is merged with corrosion resistance.&lt;br /&gt;
&lt;br /&gt;
[[Category:Damage types]]&lt;/div&gt;</summary>
		<author><name>Angani</name></author>	</entry>

	</feed>