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		<updated>2026-05-08T17:50:45Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Bolt_spells&amp;diff=51572</id>
		<title>Bolt spells</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Bolt_spells&amp;diff=51572"/>
				<updated>2020-01-29T00:37:41Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: Bolt of draining was incorrectly mentioned to be l6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
The '''Bolt spells''' are a series of mid-level [[Conjurations]] spells which all function similarly, hitting multiple targets along their line of effect. Although there is some variance in their damage output, range, and spell level, they all behave in nearly the same fashion.&lt;br /&gt;
&lt;br /&gt;
===[[Bolt of Fire]]===&lt;br /&gt;
*Level 6, [[Fire Magic]]/[[Conjurations]]&lt;br /&gt;
*Deals [[fire]] damage&lt;br /&gt;
*Range 7&lt;br /&gt;
&lt;br /&gt;
===[[Bolt of Magma]]===&lt;br /&gt;
*Level 5, [[Fire Magic]]/[[Earth Magic]]/[[Conjurations]]&lt;br /&gt;
*Deals partially irresistible [[fire]] damage&lt;br /&gt;
*Range 5&lt;br /&gt;
&lt;br /&gt;
===[[Bolt of Cold]]===&lt;br /&gt;
*Level 6, [[Ice Magic]]/[[Conjurations]]&lt;br /&gt;
*Deals [[cold]] damage&lt;br /&gt;
*Range 6&lt;br /&gt;
&lt;br /&gt;
===[[Lightning Bolt]]===&lt;br /&gt;
*Level 5, [[Air Magic]]/[[Conjurations]]&lt;br /&gt;
*Deals [[electricity]] damage&lt;br /&gt;
*[[Multizap]]s&lt;br /&gt;
*Range 5-12 (depending on [[spell power]]), undiminished by hitting targets&lt;br /&gt;
&lt;br /&gt;
===[[Shock]]===&lt;br /&gt;
*Level 1, [[Air Magic]]/[[Conjurations]]&lt;br /&gt;
*Deals [[electricity]] damage&lt;br /&gt;
*[[Multizap]]s&lt;br /&gt;
*Range 8, undiminished by hitting targets&lt;br /&gt;
*Essentially a very cheap, very weak [[Lightning Bolt]]&lt;br /&gt;
&lt;br /&gt;
===[[Venom Bolt]]===&lt;br /&gt;
*Level 5, [[Poison Magic]]/[[Conjurations]]&lt;br /&gt;
*Deals [[poison]] damage&lt;br /&gt;
*Inflicts [[poison]]&lt;br /&gt;
*Range 6&lt;br /&gt;
&lt;br /&gt;
===[[Bolt of Draining]]===&lt;br /&gt;
*Level 5, [[Necromancy]]/[[Conjurations]]&lt;br /&gt;
*Deals [[negative energy]] damage&lt;br /&gt;
*Inflicts [[draining]]&lt;br /&gt;
*Range 6&lt;br /&gt;
&lt;br /&gt;
===[[Thunderbolt]]===&lt;br /&gt;
*Power determined by [[Evocations]]&lt;br /&gt;
*Only available through a [[lightning rod]]&lt;br /&gt;
*Zapping consecutively changes the behavior of the bolt; aiming for a different target creates a wide spray that covers the area between the previous bolt and the current bolt&lt;br /&gt;
*Deals [[electricity]] damage; deals less damage when spread over a wide area&lt;br /&gt;
*Does not bounce off walls&lt;br /&gt;
*Range 6, undiminished by hitting targets&lt;br /&gt;
&lt;br /&gt;
===[[Corrosive Bolt]]===&lt;br /&gt;
*Only available through a [[Wand of acid|wand of acid]].&lt;br /&gt;
*Power determined by [[Evocations]].&lt;br /&gt;
*Deals [[Acid|acid]] damage.&lt;br /&gt;
*Inflicts [[Acid#Corrosion|corrosion]].&lt;br /&gt;
*Range 5.&lt;br /&gt;
&lt;br /&gt;
==History/Trivia==&lt;br /&gt;
Before [[0.21]], there was a [[Wand of lightning|wand version]] of [[Lightning Bolt]] that used [[Evocations]] to determine spell power.&lt;br /&gt;
&lt;br /&gt;
Before [[0.20]], there were special evocable items called [[Rod|rods]], one of which, the [[Rod of inaccuracy]], could fire a powerful but highly inaccurate bolt spell called [[Bolt of Inaccuracy]]. There was also a [[Rod of ignition]] could fire a special version of Bolt of Fire named [[Explosive Bolt]].&lt;br /&gt;
&lt;br /&gt;
[[0.18]] added a player-usable version of [[Corrosive Bolt]] in the form of [[Wand of acid|wands of acid]].&lt;br /&gt;
&lt;br /&gt;
Before [[0.18]], there were [[Wand of fire|wands of fire]], [[Wand of cold|cold]], and [[Wand of draining|draining]] that were like their corresponding elemental bolt spells, but used [[Evocations]] to determine spell power. There was also another evocable item called a [[Rod of destruction]], which had a special bolt spell called [[Random Bolt]].&lt;br /&gt;
&lt;br /&gt;
[[0.17]] added [[Corrosive Bolt]].&lt;br /&gt;
&lt;br /&gt;
Before [[0.16]], there was an evocable item called a [[Tome of destruction]], which could fire a number of these bolt spells.&lt;br /&gt;
&lt;br /&gt;
[[Random Bolt]] was added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
The term 'bolt' did not always refer only to spells which can hit multiple targets in a line. Notably, the spell [[Iron Shot]] went through the names Bolt of Iron and Iron Bolt before being renamed Iron Shot to avoid confusion. Also, [[Throw Icicle]] was renamed from Ice Bolt for the same reason.&lt;br /&gt;
&lt;br /&gt;
Note that although the spell from a pre-[[0.13]] [[rod of striking]] is described as a 'force bolt', it is not a bolt spell and does not penetrate.&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Eos&amp;diff=49597</id>
		<title>Eos</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Eos&amp;diff=49597"/>
				<updated>2019-01-02T13:15:43Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: /* Tips &amp;amp; Tricks */ corrected the missed word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{flavour|A jewelled morningstar, glowing brightly with the light of the dawn. It illuminates the dungeon's recesses, revealing the machinations of those who would prefer to stay invisible.}}&lt;br /&gt;
[[File:Morningstar_eos.png]] '''''the +11 morningstar &amp;quot;Eos&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
+11 [[morningstar]]&lt;br /&gt;
&lt;br /&gt;
Three-tile [[Halo]] aura&amp;lt;br&amp;gt;&lt;br /&gt;
[[Electrocution]] brand&amp;lt;br&amp;gt;&lt;br /&gt;
[[Electricity#Electricity_Resistance|rElec]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
'''Eos''' has a decent base type, an excellent enchantment level, and a powerful [[brand]].&lt;br /&gt;
&lt;br /&gt;
Note that, though the halo of the [[Corona]] provides a handy [[see invisible]] effect, it also drastically reduces your [[Stealth]] and makes you easier to be hit. Overall, it's a desirable weapon for low- and mid-level characters.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
When Stealth is at a premium (say, for lower-level characters entering a new level), unwield Eos when exploring, and wield when you actually go into melee.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], Eos granted See Invisible but disabled teleporting.&lt;br /&gt;
*Prior to [[0.15]], &amp;quot;Eos&amp;quot; had a +11, +11 enchantment.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Maces &amp;amp; Flails]]&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=45176</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=45176"/>
				<updated>2017-05-12T11:58:13Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: /* Hunger-Dependent Stats */ updated the changes to the stealth in 0,19&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Acute Vision]]: Vampires can [[see invisible]].&lt;br /&gt;
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, Vampires can restore a small amount of HP every time they successfully bite a living foe. &lt;br /&gt;
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, and by (q)uaffing [[potions of blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that Vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (''see chart below'').&lt;br /&gt;
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]], nor can they wield [[holy wrath]] weapons.&lt;br /&gt;
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. &lt;br /&gt;
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].  Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Beastly Appendage]], [[Blade Hands]], [[Sublimation of Blood]], [[Cure Poison]].&lt;br /&gt;
*Vampires cannot [[berserk]] when their satiation level is satiated or lower.&lt;br /&gt;
&lt;br /&gt;
Vampires have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers) and have normal base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
==Hunger-Dependent Stats==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || '''Full''' || '''Satiated''' || '''Thirsty''' ||  '''Bloodless'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Metabolism''' ||  Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Regeneration''' ||  Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth Boost''' ||  None  || None || +50 to [[Stealth#Stealth Score|Stealth Score]]|| +100 to [[Stealth#Stealth Score|Stealth Score]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Hunger Costs''' || Full || Full || Halved ||None&lt;br /&gt;
|-&lt;br /&gt;
| ''Resistances'' || ||  || || &lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Resistance''' ||No || No || Yes || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''Cold Resistance''' || None || None || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Negative Energy Resistance''' || None || 1 || 2 ||3&lt;br /&gt;
|-&lt;br /&gt;
| '''Rot Resistance''' || No || No || Yes ||  Yes&lt;br /&gt;
|- &lt;br /&gt;
| '''Torment Resistance''' || No || No || No ||  Yes&lt;br /&gt;
|- &lt;br /&gt;
| ''Transformations'' || ||  || || &lt;br /&gt;
|-&lt;br /&gt;
| '''Bat Form''' || No || Yes || Yes ||  Yes&lt;br /&gt;
|- &lt;br /&gt;
| '''Other Forms and Berserk''' || Yes || Yes || No ||  No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Satiated or below, vampires:&lt;br /&gt;
*Can use the [[Bat Form]] ability.&lt;br /&gt;
&lt;br /&gt;
When Thirsty or below, vampires:&lt;br /&gt;
*Cannot go [[berserk]].&lt;br /&gt;
*Cannot transform, limiting the usefulness of their +1 [[Transmutations]] aptitude.&lt;br /&gt;
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.&lt;br /&gt;
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.&lt;br /&gt;
&lt;br /&gt;
When completely Bloodless, vampires:&lt;br /&gt;
*Cannot regenerate HP, naturally or through magical means (amulet, spell, etc.), though other methods of healing are available.&lt;br /&gt;
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[dexterity]] or [[intelligence]] every 5th level.&lt;br /&gt;
*Average [[hit points]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
*[[File:Bottle Blood.png]] From the first level vampires can create potions of blood from viable corpses, allowing you to save snacks for later.&lt;br /&gt;
*[[File:Bat form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks.  While in [[Bat Form]] Dexterity is increased and Strength is reduced. Entering bat form costs 2 MP.&lt;br /&gt;
{{flavour|Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low. The flight is magically augmented, so you will stay in the air even if the weight of your possessions or some disability would normally drag you down.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with all the skills and equipment listed for their background, with the following exception:&lt;br /&gt;
*Vampires start with a potion of blood instead of a ration.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Not having a real [[food clock]] allows you to play cautiously or abuse powerful spells without fear of starvation. On the other hand, being unable to use permafood can be a problem in lategame, where corpses are less frequent. As long as you play according to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it comes online at level 3 (but it is only available with satiation level Satiated and below). Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency, coupled with their exceptional Stealth aptitude and stealth bonus when Near Bloodless or Bloodless, means that Vampires are particularly well suited to the [[Enchanter]] background. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Exactly how to use your variable hunger states will depend on a number of things. At Thirsty and Near Bloodless, you suffer slow regeneration (bad) in exchange for Bat Form (good), stealth (depends), and some resistances (helpful, but mostly unnecessary). Usually keeping around Thirsty for bat form is a good place to be, and gives option to quaff a bottle of blood to push you into satiated. Near Bloodless or Bloodless have stronger drawbacks, but may be worth the trade off once your character is established, depending on your build and where you are in the game. (The Torment immunity vampires get at Bloodless is just next to worthless in a standard 3 to 5 rune game, for instance.) &lt;br /&gt;
&lt;br /&gt;
Beyond that, the lack of a food clock means that you can exploit channeling, via items or [[Sif Muna]], to refill MP. However, be careful with managing your blood bottles while doing this, unless your character is at a point in the game at which it wants to stay mostly at Bloodless, and you have built your late game strategy around this fact. &lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less. &lt;br /&gt;
&lt;br /&gt;
In corpseless branches you will have to work around lack of permafood for satiation. Note that all corpseless and mostly corpseless branches are completely optional; all the following advice deals with areas of the game that one shouldn't enter in a 3 to 5 rune game.  &lt;br /&gt;
&lt;br /&gt;
You can cope with no HP regeneration while Bloodless, or else get around lack of corpses, in a number of ways. &lt;br /&gt;
&lt;br /&gt;
*Reusable options available regardless of god choice include stabbing corpse-providing enemies, casting the Vampiric Draining spell, or wielding a vampiricism branded weapon. While these can help you stay at Bloodless throughout much of the game, they will be of almost no use in corpseless areas of the game, which are dominated by unholy creatures that provide no health via the above listed means. &lt;br /&gt;
*A [[wand of healing]] is nice for emergency healing, and [[potion]]s can still be used.&lt;br /&gt;
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand and can help one fine-tune your satiation level regardless of the branch.  &lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
Fun Fact: Unlike most other attack options, many combat-oriented [[Invocations]] are not disabled while in Bat Form. This has sometimes been the basis of various self-imposed challenges that center around staying in Bat Form as much as possible by, for instance, worshiping Makhleb and using his destruction and summoning abilities to dispatch enemies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], vampires had six distinct satiation states instead of four.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], vampires did not gain a stat every 5th level.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.16]] vampire characters couldn't bottle up blood from the beginning.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]] thirsty vampires received only half the effect from most potions. Also, vampires wouldn't mutate and would lose the effect of mutations at or below near bloodless.&lt;br /&gt;
&lt;br /&gt;
As of [[0.13]] vampires are able to cast [[Cure Poison]] whenever they have blood.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Slow_Metabolism&amp;diff=42744</id>
		<title>Slow Metabolism</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Slow_Metabolism&amp;diff=42744"/>
				<updated>2016-08-14T08:46:04Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: Added Nagas as a specie, that has slow metabolism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-style:italic;&amp;quot; &lt;br /&gt;
|Rank||Effect||Flavor&lt;br /&gt;
|-&lt;br /&gt;
|1||Base nutrition consumption -1||You have a slow metabolism.&lt;br /&gt;
|-&lt;br /&gt;
|2||Base nutrition consumption -2||You need consume almost no food.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
Excludes [[Regeneration (mutation)]].&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
'''Species notes:''' [[Felid]]s and [[Naga]]s start at rank 1, [[spriggan]]s start at rank 2.&lt;br /&gt;
|- style=&amp;quot;font-style:italic;&amp;quot; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
[[Good_mutations|Good mutation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mutations]]&lt;br /&gt;
[[Category:Good Mutations]]&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Clarity&amp;diff=42721</id>
		<title>Clarity</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Clarity&amp;diff=42721"/>
				<updated>2016-08-11T12:48:09Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: adding Zin as an option to get confusion immunity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|018}}&lt;br /&gt;
&lt;br /&gt;
'''Clarity''' is an [[intrinsic]] which protects you from most sources of [[confusion]] and [[mesmerise]], and from going [[berserk]] unwillingly (though you may still intentionally go berserk as normal). Clarity shields you from the confusion effects of [[Mephitic Cloud]] and other sources of noxious clouds.&lt;br /&gt;
&lt;br /&gt;
Clarity does '''not''' protect you from the following:&lt;br /&gt;
*Mesmerisation caused by the [[obsidian axe]]&lt;br /&gt;
*Confusion inflicted by [[Xom]]&lt;br /&gt;
*Confusion caused by [[potion of ambrosia|potions of ambrosia]]&lt;br /&gt;
&lt;br /&gt;
You can acquire it from the following sources:&lt;br /&gt;
*The [[Autumn katana]] [[unrandart]]&lt;br /&gt;
*[[Good_mutations#Clarity|Clarity]] [[mutation]]&lt;br /&gt;
*[[Ashenzari]] grants it at ***... [[piety]]&lt;br /&gt;
*[[Zin]]'s Vitalisation at **.... [[piety]] provides confusion immunity, but does not protect from [[mesmerise]] and [[berserk]] &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Avoiding confusion is critical in certain portions of the game. Confusion caused by enemies like [[golden eye]]s and [[swamp drake]]s can be extremely fatal if it hits at the wrong time. Mummies in particular should value clarity, as they are the only species incapable of quaffing a [[potion of curing]] to remove confusion. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.18]], clarity made potions of ambrosia useless. The [[amulet of clarity]] was also removed.&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vine_Stalker&amp;diff=38232</id>
		<title>Vine Stalker</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vine_Stalker&amp;diff=38232"/>
				<updated>2015-09-19T21:32:45Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: VSs are immune to rotting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Limber in shape, Vine Stalkers are anthropomorphic masses of thick vines. They possess a once-humanoid core, parasitized moments before death by the magical vines. Lacking any other discernible features, their faces are dominated by their disproportionate, vicious maw with which they disrupt and devour the magical energies of their foes.&lt;br /&gt;
&lt;br /&gt;
Magic courses freely through their bodies, and they can not only share any damage taken with their magical reserves, but in fact physically regenerate at an alarming rate. However these traits come at a price: the dual nature of their bodies makes them frail to the extreme and they cannot benefit from potions or wands to heal their wounds.&lt;br /&gt;
&lt;br /&gt;
Living examples of adaptation, Vine Stalkers level up quickly and lend well to an all-out offensive style; trusting their stealth to choose their prey and then their regenerating capabilities to power through the wounds they may sustain in battle. Many members of the species however, are seen wielding magic quite competently and then switching to a hybrid style when their reserves start to run low, thus replenishing their shroud of magic and their spells' fuel with each voracious bite.&lt;br /&gt;
&lt;br /&gt;
Their great offensive capabilities and intrinsic regeneration lead some Vine Stalkers to eschew more traditional defenses such as armour and dodging, although this proves fatally unwise often times when their judgement of their prey fails and they bite more than they can possibly chew.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Fangs]] 2, improving to [[Fangs]] 3 at level 8.&lt;br /&gt;
**[[Antimagic]] bite: A Vine Stalker's [[auxiliary attack|bite]] disrupts enemy spellcasting capabilities as though it had the [[antimagic]] [[brand]] (but does not reduce your maximum MP capacity). Each bite also has a chance to restore some [[MP]] depending on how much damage was inflicted and your current MP percentage.&lt;br /&gt;
{{crawlquote|'''Damage done''': Fangs_level×2 + XL/3&amp;lt;br&amp;gt;'''Drained MP''': 1dDamage_done × (1.25 - MP/MaxMP)}}&lt;br /&gt;
*Vine Stalkers cannot restore HP with [[potion]]s or [[wand]]s. This does not prevent the [[status effect]] removal provided by [[potions of curing]].&lt;br /&gt;
*[[Good_mutations#Regeneration|Regeneration]] 1. This increases at XL 6, and again at 12.&lt;br /&gt;
*[[Spirit shield]]&lt;br /&gt;
*[[Rotting]] immunity&lt;br /&gt;
&lt;br /&gt;
Vine Stalkers have a base [[Strength]] of 8, [[Intelligence]] of 6 and [[Dexterity]] of 7 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Conjurer]], [[Necromancer]], [[Ice Elementalist]], [[Air Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] or [[dexterity]] every 4th level.&lt;br /&gt;
*-30% less [[HP]] than average.&lt;br /&gt;
*+10% more [[MP]] than average, before stepdowns.&lt;br /&gt;
*+5 [[magic resistance]] per level.&lt;br /&gt;
*Upgrade to [[Fangs]] 3 at level 8.&lt;br /&gt;
*Upgrade to [[Regeneration (mutation)|Regeneration]] 2 at level 6 and Regeneration 3 at level 12.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vine Stalkers receive the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Easy}}&lt;br /&gt;
&lt;br /&gt;
In spite of their reduced HP and inability to heal from potions or wands, the Vine Stalker's inherent [[spirit shield]] and excellent regeneration keeps them fairly durable for much of the mid- to late-game. Their high [[Stealth]] aptitude makes them formidable stabbers and, while their [[Intelligence]] is mediocre, their all-around average Magic aptitudes allow for a versatile hybrid build.&lt;br /&gt;
{{species_aptitudes|Vine Stalker}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
'''Vine stalkers''' are a surprisingly durable species. In spite of their [[spriggan]]-sized [[HP]] pools and unimpressive defensive skill [[aptitude]]s, their innate [[spirit shield]] intrinsic means that a portion of all incoming damage is redirected to their [[MP]]; the larger the character's MP pool, the more damage will be redirected to it. On top of that, they have better HP regeneration than [[troll]]s, and each time they bite in melee, there's a chance that they'll recover a chunk of MP as well. Coupled with their full access to all forms of armour, this gives them an excellent capacity both to avoid serious injury and to recover from it after the fact. Just be ready for the appearance of [[eyes of draining]], [[ghost moth]]s, or other threats to your MP - these threats will chew through your supernatural defenses with lightning speed, leaving you significantly less hardy than normal.&lt;br /&gt;
&lt;br /&gt;
In spite of their excellent regeneration, they are even less capable of immediate healing than [[mummies]], unable to benefit from [[potions of heal wounds]] or [[wands of heal wounds]], and only receiving the [[status effect]] recovery aspect of [[potions of curing]]. This weakness is felt most powerfully in the early game, when a potion of heal wounds can completely restore your HP, but is still a significant penalty in the late game. Even so, their vastly enhanced regen is an excellent replacement, and all other sources of [[healing]] still function as normal.&lt;br /&gt;
&lt;br /&gt;
Apart from a knack for [[Stealth]] and a general weakness in defensive skills, vine stalkers have no real aptitude issues, and can easily be built for any role, excelling perhaps as sneaky [[stab]]bers.&lt;br /&gt;
Their mediocre [[intelligence]] makes them less than optimal for dedicated casters; they do make good [[Transmuter]]s, though, as Blade Hands lets them keep their bonus bite attack and their only non-negative combat skill is Unarmed Combat.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Vine Stalkers were added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=38120</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=38120"/>
				<updated>2015-09-13T11:47:34Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: /* Difficulty of Play */ changed the incorrect inforamation about when vampires can use bat form&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Acute Vision]]: Vampires can [[see invisible]].&lt;br /&gt;
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, Vampires can restore a small amount of HP every time they successfully bite a living foe. &lt;br /&gt;
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, and by (q)uaffing [[potions of blood]] or [[potions of coagulated blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that Vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (''see chart below'').&lt;br /&gt;
*Vampires can use [[vampiricism|vampiric weapons]] more effectively; the brand always triggers and they gain twice the normal amount of HP per attack against enemies upon whom the vampiric normally works. &lt;br /&gt;
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]].&lt;br /&gt;
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. They also take extra damage from [[Sunray]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. &lt;br /&gt;
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].  Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Sublimation of blood]], [[Cure Poison]].&lt;br /&gt;
*Vampires cannot [[berserk]] when their satiation level is thirsty or lower.&lt;br /&gt;
&lt;br /&gt;
Vampires have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Hunger-Dependent Stats==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || '''Alive''' || '''Full''' || '''Satiated''' || '''Thirsty''' || '''Near Bloodless''' || '''Bloodless'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Metabolism''' || Very fast || Fast || Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Regeneration''' || Very fast || Fast || Normal || Slow || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth Boost''' || None (18) || None (18) || None (18) || Minor (19) || Major (20) || Large (21)&lt;br /&gt;
|-&lt;br /&gt;
| '''Spell Hunger''' || Full || Full || Full || Halved || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Resistance''' || No || No || No || Yes || Yes || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''Cold Resistance''' || None || None || None || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Negative Energy Resistance''' || None || None || 1 || 2 || 3 || 3 + Torment&lt;br /&gt;
|-&lt;br /&gt;
| '''Rot Resistance''' || No || No || No || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| '''Mutation Chance''' || Always || Always || Always || Always || Always || Always&lt;br /&gt;
|-&lt;br /&gt;
| '''Non-Physical Mutation Effects''' || Full || Capped || Capped || None || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Potion Effects''' || Full || Full || Full || Halved || Halved || Halved &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Satiated or below, vampires:&lt;br /&gt;
*Cannot go [[berserk]].&lt;br /&gt;
*Cannot transform, limiting the usefulness of their +1 [[Transmutations]] aptitude.&lt;br /&gt;
*Can use the [[Bat Form]] ability.&lt;br /&gt;
&lt;br /&gt;
When Thirsty or below, vampires:&lt;br /&gt;
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.&lt;br /&gt;
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When completely Bloodless, vampires:&lt;br /&gt;
*Cannot regenerate HP, naturally or through magical means (ring or spell), though other methods of healing are available.&lt;br /&gt;
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*No additional [[stat]] gain.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
*[[File:Bottle Blood.png]] From the first level vampires can create potions of blood from viable corpses, allowing you to save snacks for later.&lt;br /&gt;
*[[File:Bat Form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks.  While in [[Bat Form]] Dexterity is increased and Strength is reduced. Entering bat form costs 2 MP.&lt;br /&gt;
{{flavour|Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low. The flight is magically augmented, so you will stay in the air even if the weight of your possessions or some disability would normally drag you down.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Vampires start with a potion of blood instead of a ration.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Not having a real [[food clock]] allows you to play cautiously or abuse powerful spells without fear of starvation. On the other hand, being unable to use permafood can be a problem in lategame, where corpses are less frequent. As long as you play according to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it comes online at level 3 (but it is only available with satiation level Satiated and below). Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency, coupled with their exceptional Stealth aptitude and stealth bonus when Near Bloodless or Bloodless, means that Vampires are particularly well suited to the [[Enchanter]] background. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Exactly how to use your variable hunger states will depend on a number of things. At Thirsty and Near Bloodless, you suffer slow regeneration (bad) in exchange for Bat Form (good), stealth (depends), and some resistances (helpful, but mostly unnecessary). Usually keeping around Thirsty for bat form is a good place to be, and gives option to quaff a bottle of blood to push you into satiated for full strength potions. Near Bloodless or Bloodless have stronger drawbacks, but may be worth the trade off once your character is established, depending on your build and where you are in the game. (The Torment immunity vampires get at Bloodless is just next to worthless in a standard 3 to 5 rune game, for instance.) &lt;br /&gt;
&lt;br /&gt;
Beyond that, the lack of a food clock means that you can exploit channeling, via items or [[Sif Muna]], to refill MP. However, be careful with managing your blood bottles while doing this, unless your character is at a point in the game at which it wants to stay mostly at Bloodless, and you have built your late game strategy around this fact. &lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less. &lt;br /&gt;
&lt;br /&gt;
In corpseless branches you will have to work around lack of permafood for satiation. Note that all corpseless and mostly corpseless branches are completely optional; all the following advice deals with areas of the game that one shouldn't enter in a 3 to 5 rune game.  &lt;br /&gt;
&lt;br /&gt;
You can cope with no HP regeneration while Bloodless, or else get around lack of corpses, in a number of ways. &lt;br /&gt;
&lt;br /&gt;
*Reusable options available regardless of god choice include Stabbing corpse-providing enemies, casting the Vampiric Draining spell, or wielding a vampiricism branded weapon. While these can help you stay at Bloodless throughout much of the game, they will be of almost no use in corpseless areas of the game, which are dominated by unholy creatures that provide no health via the above listed means. &lt;br /&gt;
*A [[wand of healing]] is nice for emergency healing, and [[potion]]s can still be used.&lt;br /&gt;
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand and can help one fine-tune your satiation level regardless of the branch.  &lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. Since you likely won't be consuming as many corpses as other characters, you can send him plenty of blood sacrifices (though if you do need to take a drink every now and then, save the larger corpses for yourself and send him the smaller ones).  One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
Fun Fact: Unlike most other attack options, many combat-oriented [[Invocations]] are not disabled while in Bat Form. This has sometimes been the basis of various self-imposed challenges that center around staying in Bat Form as much as possible by, for instance, worshiping Makhleb and using his destruction and summoning abilities to dispatch enemies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]] vampire characters couldn't bottle up blood from the beginning. &lt;br /&gt;
&lt;br /&gt;
As of [[0.13]] Vampires are able to cast [[Cure Poison]] whenever they have blood.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Condensation_Shield&amp;diff=38119</id>
		<title>Condensation Shield</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Condensation_Shield&amp;diff=38119"/>
				<updated>2015-09-13T11:36:19Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: removed the obsolete info about condensation shield being unable to block ranged attacks. I am not sure if that was removed in 0.16 or before though&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Condensation Shield&lt;br /&gt;
|level=4&lt;br /&gt;
|school1={{Ice Magic}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Alchemy]]&lt;br /&gt;
*[[Book of Frost]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=3&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|This spell causes a disc of dense vapour to condense out of the air surrounding the caster. It acts like a normal shield, but its stopping power depends solely on the power of the spell, not on the Shields skill. The disc is controlled by the caster's mind and thus will not conflict with the wielding of a two-handed weapon.}}&lt;br /&gt;
&lt;br /&gt;
'''Condensation Shield''' is a level 4 [[Ice Magic]] spell which creates a floating disc of icy vapour. This functions like shield without requiring a free hand, adding (3 + Spellpower*0.08) to your [[SH]] value (max: 19). This is unaffected by your [[Shields skill]]. You cannot cast it while wearing an actual shield, but it does stack with the SH-boosting effects of a [[Helm card]] and [[the Shining One]]'s Divine Shield ability. Condensation Shield's effects will end immediately if you are hit with [[Fire Magic]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], Condensation Shield was dependent on Ice Magic skill and added  (8 + 0.6*[[Ice Magic]]) to your [[SH]] value (max: 24). If you character was vulnerable to cold (rC-), Condensation Shield would additionally deal 2-14 cold damage to you per turn. It was also unable unable to block any ranged attacks.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], Condensation Shield was affected by the Shields skill and it allowed to train this skill. Its SH value was 3 + Ice Magic/4.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.5]], Condensation Shield's SH value was 2 + Ice Magic/6.&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Condensation_Shield&amp;diff=38118</id>
		<title>Condensation Shield</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Condensation_Shield&amp;diff=38118"/>
				<updated>2015-09-13T11:31:58Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: Corrrected the spellpower dependency of the shield and numerical values. moved obsolete info to history&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Condensation Shield&lt;br /&gt;
|level=4&lt;br /&gt;
|school1={{Ice Magic}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Alchemy]]&lt;br /&gt;
*[[Book of Frost]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=3&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|This spell causes a disc of dense vapour to condense out of the air surrounding the caster. It acts like a normal shield, but its stopping power depends solely on the power of the spell, not on the Shields skill. The disc is controlled by the caster's mind and thus will not conflict with the wielding of a two-handed weapon.}}&lt;br /&gt;
&lt;br /&gt;
'''Condensation Shield''' is a level 4 [[Ice Magic]] spell which creates a floating disc of icy vapour. This functions like shield without requiring a free hand, adding (3 + Spellpower*0.08) to your [[SH]] value (max: 19). This is unaffected by your [[Shields skill]], and has the additional limitation of being unable to block any ranged attacks. You cannot cast it while wearing an actual shield, but it does stack with the SH-boosting effects of a [[Helm card]] and [[the Shining One]]'s Divine Shield ability. Condensation Shield's effects will end immediately if you are hit with [[Fire Magic]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], Condensation Shield was dependent on Ice Magic skill and added  (8 + 0.6*[[Ice Magic]]) to your [[SH]] value (max: 24). If you character was vulnerable to cold (rC-), Condensation Shield would additionally deal 2-14 cold damage to you per turn.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], Condensation Shield was affected by the Shields skill and it allowed to train this skill. Its SH value was 3 + Ice Magic/4.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.5]], Condensation Shield's SH value was 2 + Ice Magic/6.&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Staff_of_Wucad_Mu&amp;diff=38031</id>
		<title>Staff of Wucad Mu</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Staff_of_Wucad_Mu&amp;diff=38031"/>
				<updated>2015-09-08T19:46:47Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: zins effect clarified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Magical staves&lt;br /&gt;
 |name=staff of Wucad Mu&lt;br /&gt;
 |cost=&lt;br /&gt;
 |weight=15&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|This staff can be evoked to restore large amounts of magical energy, but at the risk of damaging the user's mind. Its power depends on the wielder's Evocations skill.}}&lt;br /&gt;
&lt;br /&gt;
The '''staff of Wucad Mu''' is a rare [[magical staff]] which can be used to channel [[MP]] like an improved [[staff of energy]].&lt;br /&gt;
&lt;br /&gt;
The staff can be used in combat, functioning as a +9 [[staff]]. It can also be evoked to restore a large amount of MP, but successfully doing so comes with an unavoidable chance of causing [[Divinations]] [[miscast effect]]s. These effects are, at best, nothing, and at worst: 3-24 MP drain, temporary 1-5 INT loss, or [[confusion]] for 10 turns. Even a &amp;quot;nothing&amp;quot; miscast effect, however, will prevent you from gaining MP.&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''Success Rate''': 4% + ([[Evocations]] × 4%) '''&amp;amp;mdash;''' 100% at 24 Evocations&amp;lt;br&amp;gt;'''MP Gained''': 3-7MP + (Evocations/3) '''&amp;amp;mdash;''' 3-7MP at 0 Evocations, 12-16MP at 27 Evocations&amp;lt;br&amp;gt;'''Divinations Miscast Effect Rate''': 25% after a ''successful'' evocation&amp;lt;br&amp;gt;'''Cost''': 50 [[food]]}}&lt;br /&gt;
&lt;br /&gt;
You can improve your melee performance with this staff by training [[Fighting]] and [[Staves]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
While the odds of miscast effects occurring are intimidatingly high, not every miscast effect is a severe miscast. The amount of MP you can channel in a single turn is truly impressive when you get your Evocations skill into the double digits. You can avoid confusion by having [[clarity]], and wearing a [[ring of sustain abilities]] prevent some of the intelligence damage. Even so, a number of [[potions of restore abilities]] will be necessary if this item is to be used consistently. Zin's vitalisation prevents both confusion and int loss, but not the MP loss.&lt;br /&gt;
&lt;br /&gt;
This weapon is primarily useful for its channeling effects, as it fares rather poorly as a bludgeoning tool, despite its high enchantment. It does work better as a melee weapon than most magical staves, however, and it can finish off weakened, lightly armoured opponents. This may allow a hard-pressed mage to save MP for more dangerous threats, or to avoid an unnecessary mid-fight channel.&lt;br /&gt;
&lt;br /&gt;
As tempting as this item might be, magic users may just choose to stick with the [[Sublimation of Blood]] and [[Regeneration]] spells, which give comparable benefits with fewer liabilities.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.12]], the enchantments on this weapon depended on intelligence and were capable of reaching up to +22/+13.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], this item appeared as an '''ephemeral quarterstaff''' when unidentified.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], this staff would occasionally cause miscast effects simply by attacking with it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Staves]]&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Summonings&amp;diff=38030</id>
		<title>Talk:Summonings</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Summonings&amp;diff=38030"/>
				<updated>2015-09-08T19:44:39Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: Dragon call summoning limit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can anyone with time and the ability to code dive update the Summoning Limits and Summonings Aptitudes sections of this page? Those seem to be the only things holding us back from 0.14 tagging the sumbitch. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 13:53, 11 June 2014 (CEST)&lt;br /&gt;
:I dont know if this was done, but the value for dragons call is definitely incorrect since you can have more then 2 dragons [[User:Arcanist|Arcanist]] ([[User talk:Arcanist|talk]]) 21:44, 8 September 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wyrmbane&amp;diff=38029</id>
		<title>Wyrmbane</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wyrmbane&amp;diff=38029"/>
				<updated>2015-09-08T04:56:58Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: /* Desirability */ added kobolds as a race who need to wield wyrmbane as a two handed weapon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{flavour|An enchanted lance deadly to all dragonkind. It grows more powerful every time it inflicts a killing blow on a strong dragon. The more powerful it grows, the harder it will be to find a worthy opponent.}}&lt;br /&gt;
[[File:Wyrmbane.png]] '''''the +8 lance &amp;quot;Wyrmbane&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
+8 lance (8 damage, +4 accuracy, 110% speed)&lt;br /&gt;
&lt;br /&gt;
[[Dragon slaying]] brand&amp;lt;br&amp;gt;&lt;br /&gt;
+5 AC&amp;lt;br&amp;gt;&lt;br /&gt;
rF+&amp;lt;br&amp;gt;&lt;br /&gt;
rPois&amp;lt;br&amp;gt;&lt;br /&gt;
Allows [[berserk]]&amp;lt;br&amp;gt;&lt;br /&gt;
Enchantment level rises when you kill dragons&lt;br /&gt;
&lt;br /&gt;
===Enchantment Mechanics===&lt;br /&gt;
If a dragon slaying-vulnerable target is killed by the base damage of this weapon, it will gain +1 enchantment up to the HD of the dragon killed.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
*If you kill a [[fire dragon]] (HD 12) with the basic +8 Wyrmbane, it will become +9&lt;br /&gt;
*If you then use Wyrmbane to kill a [[swamp dragon]] (HD 9), Wyrmbane's enchantment will not change (the dragon was too weak to boost the enchantment).&lt;br /&gt;
&lt;br /&gt;
The maximum enchantment Wyrmbane can gain this way is +18, though there are draconic monsters with higher HD. Even if you manage to kill something like the [[Serpent of Hell]] (HD 20) or [[Tiamat]] (HD 22) with Wyrmbane, its enchantment won't increase past +18.&lt;br /&gt;
&lt;br /&gt;
The following creatures can raise the enchantment of Wyrmbane when slain, assuming its enchantment is not already greater than or equal to their HD. Any dragon slaying-vulnerable creature not listed here ([[steam dragon]], [[fire drake]], etc.) is too weak to affect even the base enchantment of Wyrmbane.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tile || Name || HD&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lindwurm.png]] || [[Lindwurm]] || 9&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Death drake.png]] || [[Death drake]] || 9&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Swamp dragon.png]] || [[Swamp dragon]] || 9&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fire dragon.png]] || [[Fire dragon]] || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ice dragon.png]] || [[Ice dragon]] || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Red draconian.png]] || [[List of draconians|Any adult draconian]] || 14&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Storm dragon.png]] || [[Storm dragon]] || 14&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Draconian knight.png]] || [[List of draconians#Draconian Occupations|Any professional draconian]] || 16&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Quicksilver dragon.png]] || [[Quicksilver dragon]] || 16&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Shadow dragon.png]] || [[Shadow dragon]] || 17&lt;br /&gt;
|-&lt;br /&gt;
|  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Iron dragon.png]] || [[Iron dragon]] || 18&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pearl dragon.png]] || [[Pearl dragon]] || 18&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Golden dragon.png]] || [[Golden dragon]] || 18&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Xtahua.png]] || [[Xtahua]] || 19&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bone dragon.png]] || [[Bone dragon]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Serpent of Hell.png]] || The [[Serpent of Hell]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tiamat.png]] || [[Tiamat]] || 22&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
Extremely high. In almost all cases, a fully empowered '''&amp;quot;Wyrmbane&amp;quot;''' is the most powerful weapon in the game, given that it provides a high amount of irresistible damage coupled with excellent speed (5 min delay), the ability to wield a shield (in most cases; [[spriggan]]s and [[kobold]]s must wield it with both hands, though they may still find it worth using), and four useful intrinsics which help your survivability immensely. Be aware that the [[dragon slaying]] brand has little to do with its excellent performance; &amp;quot;Wyrmbane&amp;quot; works just fine against any opponent you may encounter in ''Crawl'', particularly with [[haste]], [[might]], other [[slaying]] bonuses, or while [[berserk]]. Characters who are lucky enough to find this weapon should definitely consider switching to [[polearms]]; for a weapon as good as &amp;quot;Wyrmbane&amp;quot;, 12 ranks of Polearms (all that is required to reach minimum delay) is very reasonable, even for those with abysmal aptitude for it.&lt;br /&gt;
&lt;br /&gt;
Its base enchantment level of +8 does not keep it from being an extremely effective weapon, but in order to make the best use of Wyrmbane, one must first kill many dragons with it. Fortunately, this is an easier task than it might seem. Getting Wyrmbane up to +12 can be accomplished by hunting [[fire dragon|fire]] and [[ice dragon]]s, which can be found throughout [[the Depths]] easily enough. [[Storm dragon]]s, [[shadow dragon]]s, [[gold dragon]]s, and [[bone dragon]]s will take you further, but are less commonly encountered. You can either dip into [[the Realm of Zot]] to hunt there (the [[list of draconians|draconians]] can also help you get a bit closer to maxed out), or into [[the Crypt]], where [[skeleton (monster)|skeletal]] or [[zombie|zombified]] dragons of very high HD tend to occur. The [[iron dragon]]s of [[Dis]] are also viable targets, and you'll find more undead dragons in [[Hell]], but exploring there is significantly more dangerous than the other options.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], Wyrmbane had a +9,+6 enchantment bonus.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Polearms]]&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Stabbing&amp;diff=38008</id>
		<title>Talk:Stabbing</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Stabbing&amp;diff=38008"/>
				<updated>2015-09-06T16:29:21Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: /* no more special handling of long blades */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== no more special handling of long blades ==&lt;br /&gt;
&lt;br /&gt;
According to the 0.16 change log, all weapons except for the short blades are equal in stabbing. Does it mean that the long blades special damage modifier is not longer there? [[User:Arcanist|Arcanist]] ([[User talk:Arcanist|talk]]) 18:29, 6 September 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ice_Form&amp;diff=37987</id>
		<title>Ice Form</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ice_Form&amp;diff=37987"/>
				<updated>2015-09-03T08:15:09Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Ice Form&lt;br /&gt;
|level=4&lt;br /&gt;
|school1={{Ice Magic}}&lt;br /&gt;
|school2={{Transmutations}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Changes]]&lt;br /&gt;
*[[Book of Transfigurations]]&lt;br /&gt;
*[[Book of Beasts]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=3&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|This spell temporarily transforms the caster's body into a frozen ice-creature, light enough to float on water.}}&lt;br /&gt;
&lt;br /&gt;
'''Ice Form''' is a level 4 [[Ice Magic]]/[[Transmutations]] spell which transforms you, giving you a body made of ice. You gain the following:&lt;br /&gt;
&lt;br /&gt;
'''PROS'''&lt;br /&gt;
*[[Cold resistance]]: 3 ranks&lt;br /&gt;
*[[Poison resistance]]&lt;br /&gt;
*+5-12 [[AC]] (amount dependent on Ice Magic)&lt;br /&gt;
*+20% max [[HP]]&lt;br /&gt;
*Increases the AC bonus from [[Ozocubu's Armour]]&lt;br /&gt;
*Gain [[freezing]]-[[brand]]ed [[Unarmed Combat]] attacks&lt;br /&gt;
**[[Unarmed Combat]] attacks are more powerful (base damage goes from 3 (in most cases) to 12)&lt;br /&gt;
*Can swim through [[deep water]]&lt;br /&gt;
*Resistance to [[Primal Wave]]&lt;br /&gt;
&lt;br /&gt;
'''CONS'''&lt;br /&gt;
*[[Fire]] and [[silver]] [[vulnerability]]&lt;br /&gt;
*All equipment except for [[ring]]s and [[amulet]]s meld into you, losing all effect&lt;br /&gt;
*You cannot use wands, weapons, or throw projectiles.&lt;br /&gt;
&lt;br /&gt;
'''RESTRICTIONS'''&lt;br /&gt;
*[[Mummies]] and [[ghoul]]s cannot use this spell, while [[vampire]]s must be at Full [[hunger]] or higher.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*With bonuses to HP, AC, and multiple [[resistance]]s, Ice Form can make a flimsy caster significantly more durable (so long as he watches out for fire attacks). The loss of weapons and armour is not too terrible for [[transmuter]]s, since they often focus on Unarmed Combat and [[Dodge]] anyway, and an [[ice elementalist]]'s spellcasting will not be impeded.&lt;br /&gt;
*The resistances provided make the caster capable of using [[Mephitic Cloud]], [[Freezing Cloud]], and [[Poisonous Cloud]] without fear of injuring himself.&lt;br /&gt;
*Ice Form is useful in [[the Swamp]] and other waterlogged areas for travelling through deep water and ignoring poison and confusion effects. Just be careful not to accidentally drown when the spell wears off. It is less useful in [[the Shoals]]; although the rC+++ and Primal Wave resistance helps against [[merfolk aquamancer]]s and [[Ilsuiw]], a [[merfolk javelineer]] armed with silver [[javelin]]s will be a serious threat.&lt;br /&gt;
*Since Ice Form provides rPois, you can use it to eat poisonous meat from [[kobold (monster)|kobolds]] and the like. Just make sure you do so before you hit Starving and become incapable of casting.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.12]], the player could butcher the corpse by transforming to Ice Form (in case they could not do it due to, for example, to wearing cursed blunt weapon)&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], Ice Form also provided [[conservation]] for the player's currently held [[potion]]s.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.6]], Ice Form did not allow you to butcher while unarmed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! Ice Form&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ice transform.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Status effects]]&lt;br /&gt;
[[Category:Transformation]]&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Ice_Form&amp;diff=37986</id>
		<title>Talk:Ice Form</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Ice_Form&amp;diff=37986"/>
				<updated>2015-09-03T07:56:43Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I wonder if the AC bonus is still dependent on Ice magic or on spellpower [[User:Arcanist|Arcanist]] ([[User talk:Arcanist|talk]]) 09:56, 3 September 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Ice_Form&amp;diff=37985</id>
		<title>Talk:Ice Form</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Ice_Form&amp;diff=37985"/>
				<updated>2015-09-03T07:56:33Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: Created page with &amp;quot;I wonder if the AC bonus is still dependent on Ice magic or on spellpower&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I wonder if the AC bonus is still dependent on Ice magic or on spellpower&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ice_Form&amp;diff=37984</id>
		<title>Ice Form</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ice_Form&amp;diff=37984"/>
				<updated>2015-09-03T07:54:16Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: corpse butchering by hands is irrelevant in the current status of the game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Ice Form&lt;br /&gt;
|level=4&lt;br /&gt;
|school1={{Ice Magic}}&lt;br /&gt;
|school2={{Transmutations}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Changes]]&lt;br /&gt;
*[[Book of Transfigurations]]&lt;br /&gt;
*[[Book of Beasts]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=3&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|This spell temporarily transforms the caster's body into a frozen ice-creature, light enough to float on water.}}&lt;br /&gt;
&lt;br /&gt;
'''Ice Form''' is a level 4 [[Ice Magic]]/[[Transmutations]] spell which transforms you, giving you a body made of ice. You gain the following:&lt;br /&gt;
&lt;br /&gt;
'''PROS'''&lt;br /&gt;
*[[Cold resistance]]: 3 ranks&lt;br /&gt;
*[[Poison resistance]]&lt;br /&gt;
*+5-12 [[AC]] (amount dependent on Ice Magic)&lt;br /&gt;
*+20% max [[HP]]&lt;br /&gt;
*Increases the AC bonus from [[Ozocubu's Armour]]&lt;br /&gt;
*Gain [[freezing]]-[[brand]]ed [[Unarmed Combat]] attacks&lt;br /&gt;
**[[Unarmed Combat]] attacks are more powerful (base damage goes from 3 (in most cases) to 12)&lt;br /&gt;
*Can swim through [[deep water]]&lt;br /&gt;
*Resistance to [[Primal Wave]]&lt;br /&gt;
&lt;br /&gt;
'''CONS'''&lt;br /&gt;
*[[Fire]] and [[silver]] [[vulnerability]]&lt;br /&gt;
*All equipment except for [[ring]]s and [[amulet]]s meld into you, losing all effect&lt;br /&gt;
*You cannot use wands, weapons, or throw projectiles.&lt;br /&gt;
&lt;br /&gt;
'''RESTRICTIONS'''&lt;br /&gt;
*[[Mummies]] and [[ghoul]]s cannot use this spell, while [[vampire]]s must be at Full [[hunger]] or higher.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*With bonuses to HP, AC, and multiple [[resistance]]s, Ice Form can make a flimsy caster significantly more durable (so long as he watches out for fire attacks). The loss of weapons and armour is not too terrible for [[transmuter]]s, since they often focus on Unarmed Combat and [[Dodge]] anyway, and an [[ice elementalist]]'s spellcasting will not be impeded.&lt;br /&gt;
*The resistances provided make the caster capable of using [[Mephitic Cloud]], [[Freezing Cloud]], and [[Poisonous Cloud]] without fear of injuring himself.&lt;br /&gt;
*Ice Form is useful in [[the Swamp]] and other waterlogged areas for travelling through deep water and ignoring poison and confusion effects. Just be careful not to accidentally drown when the spell wears off. It is less useful in [[the Shoals]]; although the rC+++ and Primal Wave resistance helps against [[merfolk aquamancer]]s and [[Ilsuiw]], a [[merfolk javelineer]] armed with silver [[javelin]]s will be a serious threat.&lt;br /&gt;
*Since Ice Form provides rPois, you can use it to eat poisonous meat from [[kobold (monster)|kobolds]] and the like. Just make sure you do so before you hit Starving and become incapable of casting.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.9]], Ice Form also provided [[conservation]] for the player's currently held [[potion]]s.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.6]], Ice Form did not allow you to butcher while unarmed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! Ice Form&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ice transform.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Status effects]]&lt;br /&gt;
[[Category:Transformation]]&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Spellspark_Servitor&amp;diff=37962</id>
		<title>Talk:Spellspark Servitor</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Spellspark_Servitor&amp;diff=37962"/>
				<updated>2015-08-30T10:03:37Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We appear to be running into some problems with the tile for Spellforged Servitor. It's probably because both the spell and the monster it summons have the same name. Any ideas on how to fix it? [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 01:07, 11 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
:I think the closest thing we have to a precedent would be the player species / monster conflicts, and in those cases we add (monster) to the monster pages. Sound reasonable? --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 15:08, 11 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
::That was what I was thinking. And, since I'm an admin now... BAMF. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 18:56, 11 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
Controlling the Servitor&lt;br /&gt;
&lt;br /&gt;
* Does the Servitor only attack creatures you specifically tell it to attack, via &amp;quot;t&amp;quot; ? I was using one recently and it seemed passive until I would tell it to attack.[[User:Sifmole|Sifmole]] ([[User talk:Sifmole|talk]]) 20:48, 11 April 2015 (CEST)&lt;br /&gt;
&lt;br /&gt;
Experience from the servitor&lt;br /&gt;
&lt;br /&gt;
*Does the experience from the kills that servitor makes divided by 2 as in case of other summons?  Or is it more like a battlesphere? [[User:Arcanist|Arcanist]] ([[User talk:Arcanist|talk]]) 12:03, 30 August 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=37958</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=37958"/>
				<updated>2015-08-29T21:24:32Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: /* Strategy */ removed the comment about the halved potion effect since not relevant anymore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Acute Vision]]: Vampires can [[see invisible]].&lt;br /&gt;
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, Vampires can restore a small amount of HP every time they successfully bite a living foe. &lt;br /&gt;
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, and by (q)uaffing [[potions of blood]] or [[potions of coagulated blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that Vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (''see chart below'').&lt;br /&gt;
*Vampires can use [[vampiricism|vampiric weapons]] more effectively; the brand always triggers and they gain twice the normal amount of HP per attack against enemies upon whom the vampiric normally works. &lt;br /&gt;
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]].&lt;br /&gt;
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. They also take extra damage from [[Sunray]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. &lt;br /&gt;
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].  Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Sublimation of blood]], [[Cure Poison]].&lt;br /&gt;
*Vampires cannot [[berserk]] when their satiation level is thirsty or lower.&lt;br /&gt;
&lt;br /&gt;
Vampires have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Hunger-Dependent Stats==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || '''Alive''' || '''Full''' || '''Satiated''' || '''Thirsty''' || '''Near Bloodless''' || '''Bloodless'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Metabolism''' || Very fast || Fast || Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Regeneration''' || Very fast || Fast || Normal || Slow || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth Boost''' || None (18) || None (18) || None (18) || Minor (19) || Major (20) || Large (21)&lt;br /&gt;
|-&lt;br /&gt;
| '''Spell Hunger''' || Full || Full || Full || Halved || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Resistance''' || No || No || No || Yes || Yes || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''Cold Resistance''' || None || None || None || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Negative Energy Resistance''' || None || None || 1 || 2 || 3 || 3 + Torment&lt;br /&gt;
|-&lt;br /&gt;
| '''Rot Resistance''' || No || No || No || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| '''Mutation Chance''' || Always || Always || Always || Always || Always || Always&lt;br /&gt;
|-&lt;br /&gt;
| '''Non-Physical Mutation Effects''' || Full || Capped || Capped || None || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Potion Effects''' || Full || Full || Full || Halved || Halved || Halved &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Satiated or below, vampires:&lt;br /&gt;
*Cannot go [[berserk]].&lt;br /&gt;
*Cannot transform, limiting the usefulness of their +1 [[Transmutations]] aptitude.&lt;br /&gt;
*Can use the [[Bat Form]] ability.&lt;br /&gt;
&lt;br /&gt;
When Thirsty or below, vampires:&lt;br /&gt;
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.&lt;br /&gt;
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When completely Bloodless, vampires:&lt;br /&gt;
*Cannot regenerate HP, naturally or through magical means (ring or spell), though other methods of healing are available.&lt;br /&gt;
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*No additional [[stat]] gain.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
*[[File:Bottle Blood.png]] From the first level vampires can create potions of blood from viable corpses, allowing you to save snacks for later.&lt;br /&gt;
*[[File:Bat Form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks.  While in [[Bat Form]] Dexterity is increased and Strength is reduced. Entering bat form costs 2 MP.&lt;br /&gt;
{{flavour|Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low. The flight is magically augmented, so you will stay in the air even if the weight of your possessions or some disability would normally drag you down.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Vampires start with a potion of blood instead of a ration.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Not having a real [[food clock]] allows you to play cautiously or abuse powerful spells without fear of starvation. On the other hand, being unable to use permafood can be a problem in lategame, where corpses are less frequent. As long as you play according to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it comes online at level 3 (but it is only available with satiation level thirsty and below). Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency, coupled with their exceptional Stealth aptitude and stealth bonus when Near Bloodless or Bloodless, means that Vampires are particularly well suited to the [[Enchanter]] background. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Exactly how to use your variable hunger states will depend on a number of things. At Thirsty and Near Bloodless, you suffer slow regeneration (bad) in exchange for Bat Form (good), stealth (depends), and some resistances (helpful, but mostly unnecessary). Usually keeping around Thirsty for bat form is a good place to be, and gives option to quaff a bottle of blood to push you into satiated for full strength potions. Near Bloodless or Bloodless have stronger drawbacks, but may be worth the trade off once your character is established, depending on your build and where you are in the game. (The Torment immunity vampires get at Bloodless is just next to worthless in a standard 3 to 5 rune game, for instance.) &lt;br /&gt;
&lt;br /&gt;
Beyond that, the lack of a food clock means that you can exploit channeling, via items or [[Sif Muna]], to refill MP. However, be careful with managing your blood bottles while doing this, unless your character is at a point in the game at which it wants to stay mostly at Bloodless, and you have built your late game strategy around this fact. &lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less. &lt;br /&gt;
&lt;br /&gt;
In corpseless branches you will have to work around lack of permafood for satiation. Note that all corpseless and mostly corpseless branches are completely optional; all the following advice deals with areas of the game that one shouldn't enter in a 3 to 5 rune game.  &lt;br /&gt;
&lt;br /&gt;
You can cope with no HP regeneration while Bloodless, or else get around lack of corpses, in a number of ways. &lt;br /&gt;
&lt;br /&gt;
*Reusable options available regardless of god choice include Stabbing corpse-providing enemies, casting the Vampiric Draining spell, or wielding a vampiricism branded weapon. While these can help you stay at Bloodless throughout much of the game, they will be of almost no use in corpseless areas of the game, which are dominated by unholy creatures that provide no health via the above listed means. &lt;br /&gt;
*A [[wand of healing]] is nice for emergency healing, and [[potion]]s can still be used.&lt;br /&gt;
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand and can help one fine-tune your satiation level regardless of the branch.  &lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. Since you likely won't be consuming as many corpses as other characters, you can send him plenty of blood sacrifices (though if you do need to take a drink every now and then, save the larger corpses for yourself and send him the smaller ones).  One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
Fun Fact: Unlike most other attack options, many combat-oriented [[Invocations]] are not disabled while in Bat Form. This has sometimes been the basis of various self-imposed challenges that center around staying in Bat Form as much as possible by, for instance, worshiping Makhleb and using his destruction and summoning abilities to dispatch enemies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]] vampire characters couldn't bottle up blood from the beginning. &lt;br /&gt;
&lt;br /&gt;
As of [[0.13]] Vampires are able to cast [[Cure Poison]] whenever they have blood.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Beogh&amp;diff=37956</id>
		<title>Beogh</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Beogh&amp;diff=37956"/>
				<updated>2015-08-29T18:38:53Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: You cannot use sublimation of blood on corpses anymore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
[[File:Beogh altar.png]] ''&amp;quot;Drown the unbelievers in a sea of blood!&amp;quot;''&lt;br /&gt;
{{flavour|Beogh is an evil deity, worshipped by the cave orcs native to the dungeon. Only orcs may devote their service to Beogh, and they must prove their devotion with bloodshed. Especially fervent devotees of Beogh will find orcish followers flocking to their banner: it is an age of signs and portents, and the orcs have become increasingly certain that the coming of their Messiah is nigh.&lt;br /&gt;
&lt;br /&gt;
Followers of Beogh can smite their foes, and will even gain orcish followers of their own, who may be blessed by Beogh in battle and can be recalled as needed. Eventually, followers will gain the power to walk on water. Beogh will sometimes directly intervene to save a follower's life.&lt;br /&gt;
&lt;br /&gt;
Beogh likes it when you bless dead orcs (by standing over their remains and '''p'''raying), you or your allied orcs kill living beings, you or your allied orcs kill the undead, you or your allied orcs kill demons and you or your allied orcs kill holy beings. Beogh especially likes it when you kill the priests of other religions.&lt;br /&gt;
&lt;br /&gt;
Beogh strongly dislikes it when you perform cannibalism, you attack allied orcs, you desecrate orcish remains or you destroy orcish idols.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Beogh the Brigand''' is a deity worshiped by the [[Orc|cave orc]]s native to the [[Dungeon]]. Only orcs may devote their service to Beogh, and must prove their devotion by bloodshed and sacrifice. Devout followers of Beogh can smite their foes, and especially fervent devotees of Beogh may even gain followers of their own, for the orcs still await their Messiah. There is no [[altar]] to Beogh in the [[Ecumenical Temple]], but [[orc priest]]s, [[orc high priest]]s, and [[Saint Roka]] will offer [[hill orc]] characters the opportunity to convert. Altars to him can often be found in the [[Orcish Mines]].&lt;br /&gt;
&lt;br /&gt;
Beogh is considered an [[Evil#Evil_gods|evil]] god.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
Beogh only tolerates [[hill orc]]s as worshipers.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing a living, holy, undead, or demonic creature.&lt;br /&gt;
*You killing a hostile priest.&lt;br /&gt;
*Blessing the corpse of an orc ([[pray]]ing while standing on an orc corpse).&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
Regardless of your behavior, you lose on average 1 [[piety]] every 320 turns. If you drop to 0 piety, you'll be excommunicated. You will also lose piety (or incur [[penance]]) for the following:&lt;br /&gt;
*Desecrating orcish remains (using orc corpses for any purpose, like [[Animate Dead]] or [[Animate Skeleton]]).&lt;br /&gt;
*Butchering an orc corpse or cannibalism (eating chunks from orc corpses).&lt;br /&gt;
*Destroying an [[Statue#Inanimate Statues|Orcish Idol]].&lt;br /&gt;
*Attacking an orcish ally. (Be careful if you are confused!)&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Messenger&amp;quot;&lt;br /&gt;
*'''Protection from harm''' -  If you receive damage that should kill you, there's a 10 + (Piety/10) % chance to cancel all damage (instead, your Piety is reduced by 20 + 1d20). Unlike with good gods, this protection is canceled if you are under penance.&lt;br /&gt;
*'''Spread experience''' - Each time you gain some experience, Beogh will give an additional half of that amount among the orcish followers in your [[line of sight]]. Those experience points are not taken from those you would be receiving: the player doesn't lose any XP points.&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Proselytiser&amp;quot;&lt;br /&gt;
*'''Bonuses to armour''' - The [[AC]] bonus of your armour and the [[SH]] of your shield is increased by an amount based on your piety. The larger the equipment's base AC or SH, the greater the bonus.&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Priest&amp;quot;&lt;br /&gt;
*'''Smiting''' - You can [[smite]] any monster in view for around 6 + 1d(5 + Invocation Skill) HP. This is unavoidable, and cannot be reduced by any factor except [[deep dwarf]] damage shaving. (3 MP, 80-160 Food, 3 Piety)&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Missionary&amp;quot;&lt;br /&gt;
*'''Gain orcish followers''' - Non-summoned, shapeshifted, sleeping, confused or paralyzed orcs (even uniques, eg. [[Blork]]) around you may recognize you as their Messiah and turn friendly. The chance depends on your piety and experience level (the higher, the better) and the hit dice of the orc (the lower, the better). Conversions may happen when:&lt;br /&gt;
**A hostile orc notices you for the first time (including because you hit it or cast a spell on it)&lt;br /&gt;
**A hostile orc becomes significantly wounded (best not use poison!)&lt;br /&gt;
**You or one of your allies kill a non-ordinary orc (in this case, the monster will survive the killing blow, unless it was reduced under its max HP in negative). This works best on higher level orcs.&lt;br /&gt;
*'''Bless your orcish followers''' - Beogh may bless one of your followers when it kills an enemy or otherwise gains experience. The chance is 1d(Piety) &amp;gt;= 30, or one at random when ''you'' kill an enemy (10% chance). The blessing has one of the following effects:&lt;br /&gt;
**10%: An ordinary orc becomes an orc priest, otherwise 25% chance to add +1 to their weapon's accuracy, 25% chance to add +1 to their weapon's damage, 50% chance to add +1 to their armour's AC.&lt;br /&gt;
**90%: 50% chance to remove poison, sickness, confusion, rotting, slowing, or exhaustion (if they are so afflicted), otherwise heals 25% of the follower's HP.&lt;br /&gt;
**Beogh may also improve your followers' equipment and gift weapons, armour, and ammo to those who lack them.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Evangelist&amp;quot;&lt;br /&gt;
*'''Recall your orcish followers''' -  You can recall your orcish allies, as per the [[Recall]] spell (but only for orcs): all your orcish followers in the dungeon are teleported close to you over a number of turns. (2 MP, 50-100 Food)&lt;br /&gt;
&lt;br /&gt;
*'''Orc reinforcements''' - If you have no followers on this level, there's a small chance that Beogh will give several permanent, friendly orcs to you.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Apostle&amp;quot;&lt;br /&gt;
*'''Walk on water''' -  You can cross [[deep water]] as if it was normal floor. Be careful not to let your piety drop under 120 or incur penance while you're walking over deep water!&lt;br /&gt;
*'''Give Item to Named Follower''': You have the ability to provide a one-time gift to a named follower of your choice. This will not work for unnamed orc followers, and once they receive a gift, it cannot be relinquished unless they die.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Messiah&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Beogh does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Blasphemers against the word of Beogh find themselves confronted with direct and physical opposition. Those who still worship Beogh find their followers regularly deserting them; they, and others, are further assaulted by waves of orcish warriors. When working through intermediaries fails, Beogh hurls dancing electric weapons at offenders, or simply smites them - and when smiting true sinners, Beogh has a heavy hand indeed!}}&lt;br /&gt;
&lt;br /&gt;
During penance or following desertion, you'll occasionally experience one of the following forms of [[divine retribution]]:&lt;br /&gt;
&lt;br /&gt;
*25%: Beogh smites you, potentially dealing very significant damage. If you are worshiping another god at this point, there is a piety/4 % chance that the new god will protect you from this.&lt;br /&gt;
*13%: [[Durable summon|Durably summons]] 1d2 hostile [[dancing weapon]]s. These weapon will be +1d3-1/+1d3-1 and [[brand]]ed with [[electrocution]]. They will vanish when defeated.&lt;br /&gt;
*25%: Followers around you have a chance to turn hostile (only if you're still a follower of Beogh).&lt;br /&gt;
*37% (62% if you changed religion): Sends forth an army of [[durably summoned]] orcs, led by a stronger, occasionally named orc, whose type depends on your experience level.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Your orc recall ability tends to recall your strongest orcs first, gradually followed by your weaker orcs. You can effectively use this to summon a small band of elite reinforcements and quickly cancel the recall through the abilities menu, saving the fodder for particularly dangerous battles.&lt;br /&gt;
*Hang on to any particularly powerful randarts that you may find, as they are potentially very useful gifts for your stronger followers. Remember that you can only ever gift one item, and that item can only be obtained again by picking it off your dead follower's corpse!&lt;br /&gt;
*Strangely enough, he greatly appreciates it when you kill hostile orc priests. Take advantage of this for piety.&lt;br /&gt;
*Since conversions happen based on piety and XL, Beogh worshippers may want to delay clearing the [[Orcish Mines]] until they have maxed out their piety and gained some experience.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
In very ancient versions of ''Crawl'', comments in the code referring to orc priest smiting stated that they were channeling the wrath of B.O.G. (Brian's Orc God). This eventually evolved into the name, &amp;quot;Beogh.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], players could not gift equipment to followers, and Beogh did not gift random gear to followers with empty equipment slots.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], orcish versions of gear existed, and Beogh only granted bonuses for wearing orcish armour (as well as wielding orcish melee weapons).&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], hill orc [[priest]]s started with this religion.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], recalling orcish followers did not have any delay, but it was not able to recall orcish followers from other levels. Shared experience was added in 0.12.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Evil Gods]]&lt;br /&gt;
[[Category:Orc]]&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Large_abomination&amp;diff=37943</id>
		<title>Talk:Large abomination</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Large_abomination&amp;diff=37943"/>
				<updated>2015-08-28T20:26:33Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: Created page with &amp;quot;Somehow i cannot fix the numbers format in the description of the monster. If someone can do it  - you are welcome. ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Somehow i cannot fix the numbers format in the description of the monster. If someone can do it  - you are welcome. [[User:Arcanist|Arcanist]] ([[User talk:Arcanist|talk]]) 22:26, 28 August 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Large_abomination&amp;diff=37942</id>
		<title>Large abomination</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Large_abomination&amp;diff=37942"/>
				<updated>2015-08-28T20:25:42Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=large abomination&lt;br /&gt;
|glyph={{LightRed|X}}&lt;br /&gt;
|tile=[[File:large abomination.png]]&lt;br /&gt;
|flags={{Evil flag}}&lt;br /&gt;
|resistances={{Poison resistance}}, {{Negative energy resistance}}, {{Torment resistance}}, {{Rot resistance}}&lt;br /&gt;
|vulnerabilities={{Holy vulnerability}}, {{Silver vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=725&lt;br /&gt;
|holiness={{Demonic}}, {{Undead}}&lt;br /&gt;
|magic_resistance=102&lt;br /&gt;
|hp_range=32 - 67&lt;br /&gt;
|avg_hp=48&lt;br /&gt;
|armour_class=5 - 13&lt;br /&gt;
|evasion=3 - 7&lt;br /&gt;
|habitat=land&lt;br /&gt;
|speed=6-12&lt;br /&gt;
|size={{Big}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=40 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=11&lt;br /&gt;
|base_hp=2&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=abomination small&lt;br /&gt;
|species=abomination large&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A large and hideous conglomeration of mangled body parts, demonically possessed and altered in ways that challenge your sanity.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Large abominations''' are enormous piles of roughly connected humanoid body parts, animated by necromantic and [[demonic]] forces. Because of the random approach to their creation, they have variable capabilities, with speed, [[AC]], [[EV]], and [[HP]] being different for each abomination. Even so, they always deal significant damage in melee, much more than [[small abomination]]s are capable of, and the fact that they may have above average speed can make them difficult to escape. They are commonly found in [[the Abyss]], and some monsters may create them if they have access to sufficient corpses and the [[Twisted Resurrection]] spell. Large Abominations do not heal naturally, instead they regain hitpoints by fusing with [[small abomination]]s, [[crawling corpse]]s and [[macabre mass]]es. &lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*One stat that isn't randomized is their [[magic resistance]].  Unfortunately, at 102, it is moderately high: don't expect wands to do much if you haven't trained [[Evocation]]s.  Similarly, those using [[Hexes]] at lower-than-average spell power may find they have some trouble affecting large abominations as well.&lt;br /&gt;
&lt;br /&gt;
==Alternate Tiles==&lt;br /&gt;
Being haphazard collections of random body parts, large abominations can take many forms:&lt;br /&gt;
&lt;br /&gt;
[[Image:Abomination large.png]] [[Image:Abomination large2.png]] [[Image:Abomination large3.png]] [[Image:Abomination large4.png]] [[Image:Abomination large5.png]] [[Image:Abomination large6.png]] [[Image:Abomination large1.png]]&lt;br /&gt;
&lt;br /&gt;
In console, they can be any manner of colors.  Neither the alternate tiles nor colors indicate anything about their stats.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], you could create your own Abominations by the means of [[Necromancy]] spell [[Twisted Resurrection]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Abominations could heal naturally.&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Large_abomination&amp;diff=37941</id>
		<title>Large abomination</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Large_abomination&amp;diff=37941"/>
				<updated>2015-08-28T20:25:13Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=large abomination&lt;br /&gt;
|glyph={{LightRed|X}}&lt;br /&gt;
|tile=[[File:large abomination.png]]&lt;br /&gt;
|flags={{Evil flag}}&lt;br /&gt;
|resistances={{Poison resistance}}, {{Negative energy resistance}}, {{Torment resistance}}, {{Rot resistance}}&lt;br /&gt;
|vulnerabilities={{Holy vulnerability}}, {{Silver vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=725&lt;br /&gt;
|holiness={{Demonic}}, {{Undead}}&lt;br /&gt;
|magic_resistance=102&lt;br /&gt;
|hp_range=32 - 67&lt;br /&gt;
|avg_hp=48&lt;br /&gt;
|armour_class= 5 - 13&lt;br /&gt;
|evasion= 3 - 7&lt;br /&gt;
|habitat=land&lt;br /&gt;
|speed=6-12&lt;br /&gt;
|size={{Big}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=40 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=11&lt;br /&gt;
|base_hp=2&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=abomination small&lt;br /&gt;
|species=abomination large&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A large and hideous conglomeration of mangled body parts, demonically possessed and altered in ways that challenge your sanity.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Large abominations''' are enormous piles of roughly connected humanoid body parts, animated by necromantic and [[demonic]] forces. Because of the random approach to their creation, they have variable capabilities, with speed, [[AC]], [[EV]], and [[HP]] being different for each abomination. Even so, they always deal significant damage in melee, much more than [[small abomination]]s are capable of, and the fact that they may have above average speed can make them difficult to escape. They are commonly found in [[the Abyss]], and some monsters may create them if they have access to sufficient corpses and the [[Twisted Resurrection]] spell. Large Abominations do not heal naturally, instead they regain hitpoints by fusing with [[small abomination]]s, [[crawling corpse]]s and [[macabre mass]]es. &lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*One stat that isn't randomized is their [[magic resistance]].  Unfortunately, at 102, it is moderately high: don't expect wands to do much if you haven't trained [[Evocation]]s.  Similarly, those using [[Hexes]] at lower-than-average spell power may find they have some trouble affecting large abominations as well.&lt;br /&gt;
&lt;br /&gt;
==Alternate Tiles==&lt;br /&gt;
Being haphazard collections of random body parts, large abominations can take many forms:&lt;br /&gt;
&lt;br /&gt;
[[Image:Abomination large.png]] [[Image:Abomination large2.png]] [[Image:Abomination large3.png]] [[Image:Abomination large4.png]] [[Image:Abomination large5.png]] [[Image:Abomination large6.png]] [[Image:Abomination large1.png]]&lt;br /&gt;
&lt;br /&gt;
In console, they can be any manner of colors.  Neither the alternate tiles nor colors indicate anything about their stats.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], you could create your own Abominations by the means of [[Necromancy]] spell [[Twisted Resurrection]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Abominations could heal naturally.&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Large_abomination&amp;diff=37940</id>
		<title>Large abomination</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Large_abomination&amp;diff=37940"/>
				<updated>2015-08-28T20:24:50Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=large abomination&lt;br /&gt;
|glyph={{LightRed|X}}&lt;br /&gt;
|tile=[[File:large abomination.png]]&lt;br /&gt;
|flags={{Evil flag}}&lt;br /&gt;
|resistances={{Poison resistance}}, {{Negative energy resistance}}, {{Torment resistance}}, {{Rot resistance}}&lt;br /&gt;
|vulnerabilities={{Holy vulnerability}}, {{Silver vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=725&lt;br /&gt;
|holiness={{Demonic}}, {{Undead}}&lt;br /&gt;
|magic_resistance=102&lt;br /&gt;
|hp_range=32 - 67&lt;br /&gt;
|avg_hp=48&lt;br /&gt;
|armour_class=5 - 13&lt;br /&gt;
|evasion=3 - 7&lt;br /&gt;
|habitat=land&lt;br /&gt;
|speed=6-12&lt;br /&gt;
|size={{Big}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=40 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=11&lt;br /&gt;
|base_hp=2&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=abomination small&lt;br /&gt;
|species=abomination large&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A large and hideous conglomeration of mangled body parts, demonically possessed and altered in ways that challenge your sanity.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Large abominations''' are enormous piles of roughly connected humanoid body parts, animated by necromantic and [[demonic]] forces. Because of the random approach to their creation, they have variable capabilities, with speed, [[AC]], [[EV]], and [[HP]] being different for each abomination. Even so, they always deal significant damage in melee, much more than [[small abomination]]s are capable of, and the fact that they may have above average speed can make them difficult to escape. They are commonly found in [[the Abyss]], and some monsters may create them if they have access to sufficient corpses and the [[Twisted Resurrection]] spell. Large Abominations do not heal naturally, instead they regain hitpoints by fusing with [[small abomination]]s, [[crawling corpse]]s and [[macabre mass]]es. &lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*One stat that isn't randomized is their [[magic resistance]].  Unfortunately, at 102, it is moderately high: don't expect wands to do much if you haven't trained [[Evocation]]s.  Similarly, those using [[Hexes]] at lower-than-average spell power may find they have some trouble affecting large abominations as well.&lt;br /&gt;
&lt;br /&gt;
==Alternate Tiles==&lt;br /&gt;
Being haphazard collections of random body parts, large abominations can take many forms:&lt;br /&gt;
&lt;br /&gt;
[[Image:Abomination large.png]] [[Image:Abomination large2.png]] [[Image:Abomination large3.png]] [[Image:Abomination large4.png]] [[Image:Abomination large5.png]] [[Image:Abomination large6.png]] [[Image:Abomination large1.png]]&lt;br /&gt;
&lt;br /&gt;
In console, they can be any manner of colors.  Neither the alternate tiles nor colors indicate anything about their stats.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], you could create your own Abominations by the means of [[Necromancy]] spell [[Twisted Resurrection]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Abominations could heal naturally.&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Large_abomination&amp;diff=37939</id>
		<title>Large abomination</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Large_abomination&amp;diff=37939"/>
				<updated>2015-08-28T20:24:16Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=large abomination&lt;br /&gt;
|glyph={{LightRed|X}}&lt;br /&gt;
|tile=[[File:large abomination.png]]&lt;br /&gt;
|flags={{Evil flag}}&lt;br /&gt;
|resistances={{Poison resistance}}, {{Negative energy resistance}}, {{Torment resistance}}, {{Rot resistance}}&lt;br /&gt;
|vulnerabilities={{Holy vulnerability}}, {{Silver vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=725&lt;br /&gt;
|holiness={{Demonic}}, {{Undead}}&lt;br /&gt;
|magic_resistance=102&lt;br /&gt;
|hp_range=32-67&lt;br /&gt;
|avg_hp=48&lt;br /&gt;
|armour_class=5-13&lt;br /&gt;
|evasion=3-7&lt;br /&gt;
|habitat=land&lt;br /&gt;
|speed=6-12&lt;br /&gt;
|size={{Big}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=40 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=11&lt;br /&gt;
|base_hp=2&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=abomination small&lt;br /&gt;
|species=abomination large&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A large and hideous conglomeration of mangled body parts, demonically possessed and altered in ways that challenge your sanity.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Large abominations''' are enormous piles of roughly connected humanoid body parts, animated by necromantic and [[demonic]] forces. Because of the random approach to their creation, they have variable capabilities, with speed, [[AC]], [[EV]], and [[HP]] being different for each abomination. Even so, they always deal significant damage in melee, much more than [[small abomination]]s are capable of, and the fact that they may have above average speed can make them difficult to escape. They are commonly found in [[the Abyss]], and some monsters may create them if they have access to sufficient corpses and the [[Twisted Resurrection]] spell. Large Abominations do not heal naturally, instead they regain hitpoints by fusing with [[small abomination]]s, [[crawling corpse]]s and [[macabre mass]]es. &lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*One stat that isn't randomized is their [[magic resistance]].  Unfortunately, at 102, it is moderately high: don't expect wands to do much if you haven't trained [[Evocation]]s.  Similarly, those using [[Hexes]] at lower-than-average spell power may find they have some trouble affecting large abominations as well.&lt;br /&gt;
&lt;br /&gt;
==Alternate Tiles==&lt;br /&gt;
Being haphazard collections of random body parts, large abominations can take many forms:&lt;br /&gt;
&lt;br /&gt;
[[Image:Abomination large.png]] [[Image:Abomination large2.png]] [[Image:Abomination large3.png]] [[Image:Abomination large4.png]] [[Image:Abomination large5.png]] [[Image:Abomination large6.png]] [[Image:Abomination large1.png]]&lt;br /&gt;
&lt;br /&gt;
In console, they can be any manner of colors.  Neither the alternate tiles nor colors indicate anything about their stats.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], you could create your own Abominations by the means of [[Necromancy]] spell [[Twisted Resurrection]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Abominations could heal naturally.&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Large_abomination&amp;diff=37938</id>
		<title>Large abomination</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Large_abomination&amp;diff=37938"/>
				<updated>2015-08-28T20:24:03Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=large abomination&lt;br /&gt;
|glyph={{LightRed|X}}&lt;br /&gt;
|tile=[[File:large abomination.png]]&lt;br /&gt;
|flags={{Evil flag}}&lt;br /&gt;
|resistances={{Poison resistance}}, {{Negative energy resistance}}, {{Torment resistance}}, {{Rot resistance}}&lt;br /&gt;
|vulnerabilities={{Holy vulnerability}}, {{Silver vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=725&lt;br /&gt;
|holiness={{Demonic}}, {{Undead}}&lt;br /&gt;
|magic_resistance=102&lt;br /&gt;
|hp_range=32-67&lt;br /&gt;
|avg_hp=48&lt;br /&gt;
|armour_class=5-13&lt;br /&gt;
|evasion=3-7&lt;br /&gt;
|habitat=land&lt;br /&gt;
|speed=6-12&lt;br /&gt;
|size={{Big}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=40 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=11&lt;br /&gt;
|base_hp=2&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=abomination small&lt;br /&gt;
|species=abomination large&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A large and hideous conglomeration of mangled body parts, demonically possessed and altered in ways that challenge your sanity.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Large abominations''' are enormous piles of roughly connected humanoid body parts, animated by necromantic and [[demonic]] forces. Because of the random approach to their creation, they have variable capabilities, with speed, [[AC]], [[EV]], and [[HP]] being different for each abomination. Even so, they always deal significant damage in melee, much more than [[small abomination]]s are capable of, and the fact that they may have above average speed can make them difficult to escape. They are commonly found in [[the Abyss]], and some monsters may create them if they have access to sufficient corpses and the [[Twisted Resurrection]] spell. Large Abominations do not heal naturally, instead they regain hitpoints by fusing with [[small abomination]]s, [[crawling corpse]]s and [[macabre mass]]es. &lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*One stat that isn't randomized is their [[magic resistance]].  Unfortunately, at 102, it is moderately high: don't expect wands to do much if you haven't trained [[Evocation]]s.  Similarly, those using [[Hexes]] at lower-than-average spell power may find they have some trouble affecting large abominations as well.&lt;br /&gt;
&lt;br /&gt;
==Alternate Tiles==&lt;br /&gt;
Being haphazard collections of random body parts, large abominations can take many forms:&lt;br /&gt;
&lt;br /&gt;
[[Image:Abomination large.png]] [[Image:Abomination large2.png]] [[Image:Abomination large3.png]] [[Image:Abomination large4.png]] [[Image:Abomination large5.png]] [[Image:Abomination large6.png]] [[Image:Abomination large1.png]]&lt;br /&gt;
&lt;br /&gt;
In console, they can be any manner of colors.  Neither the alternate tiles nor colors indicate anything about their stats.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], you could create your own Abominations by the means of [[Necromancy]] spell [[Twisted Resurrection]].&lt;br /&gt;
Prior to [[0.14]], Abominations could heal naturally.&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Large_abomination&amp;diff=37937</id>
		<title>Large abomination</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Large_abomination&amp;diff=37937"/>
				<updated>2015-08-28T20:17:31Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{no-bot-monster&lt;br /&gt;
|name=large abomination&lt;br /&gt;
|glyph={{LightRed|X}}&lt;br /&gt;
|tile=[[File:large abomination.png]]&lt;br /&gt;
|flags={{Evil flag}}&lt;br /&gt;
|resistances={{Poison resistance}}, {{Negative energy resistance}}, {{Torment resistance}}, {{Rot resistance}}&lt;br /&gt;
|vulnerabilities={{Holy vulnerability}}, {{Silver vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=725&lt;br /&gt;
|holiness={{Demonic}}, {{Undead}}&lt;br /&gt;
|magic_resistance=102&lt;br /&gt;
|hp_range=32 - 67&lt;br /&gt;
|avg_hp=48&lt;br /&gt;
|armour_class=5 - 13&lt;br /&gt;
|evasion=3 - 7&lt;br /&gt;
|habitat=land&lt;br /&gt;
|speed=6 - 12&lt;br /&gt;
|size={{Big}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=40 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=11&lt;br /&gt;
|base_hp=2&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=abomination small&lt;br /&gt;
|species=abomination large&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A large and hideous conglomeration of mangled body parts, demonically possessed and altered in ways that challenge your sanity.}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Large abominations''' are enormous piles of roughly connected humanoid body parts, animated by necromantic and [[demonic]] forces. Because of the random approach to their creation, they have variable capabilities, with speed, [[AC]], [[EV]], and [[HP]] being different for each abomination. Even so, they always deal significant damage in melee, much more than [[small abomination]]s are capable of, and the fact that they may have above average speed can make them difficult to escape. They are commonly found in [[the Abyss]], and some monsters may create them if they have access to sufficient corpses and the [[Twisted Resurrection]] spell. Large Abominations do not heal naturally, instead they regain hitpoints by fusing with [[small abomination]]s, [[crawling corpse]]s and [[macabre mass]]es. &lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*One stat that isn't randomized is their [[magic resistance]].  Unfortunately, at 102, it is moderately high: don't expect wands to do much if you haven't trained [[Evocation]]s.  Similarly, those using [[Hexes]] at lower-than-average spell power may find they have some trouble affecting large abominations as well.&lt;br /&gt;
&lt;br /&gt;
==Alternate Tiles==&lt;br /&gt;
Being haphazard collections of random body parts, large abominations can take many forms:&lt;br /&gt;
&lt;br /&gt;
[[Image:Abomination large.png]] [[Image:Abomination large2.png]] [[Image:Abomination large3.png]] [[Image:Abomination large4.png]] [[Image:Abomination large5.png]] [[Image:Abomination large6.png]] [[Image:Abomination large1.png]]&lt;br /&gt;
&lt;br /&gt;
In console, they can be any manner of colors.  Neither the alternate tiles nor colors indicate anything about their stats.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], you could create your own Abominations by the means of [[Necromancy]] spell [[Twisted Resurrection]].&lt;br /&gt;
Prior to [[0.14]], Abominations could heal naturally.&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Large_abomination&amp;diff=37936</id>
		<title>Large abomination</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Large_abomination&amp;diff=37936"/>
				<updated>2015-08-28T20:17:06Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: removing obsolete data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{no-bot-monster&lt;br /&gt;
|name=large abomination&lt;br /&gt;
|glyph={{LightRed|X}}&lt;br /&gt;
|tile=[[File:large abomination.png]]&lt;br /&gt;
|flags={{Evil flag}}&lt;br /&gt;
|resistances={{Poison resistance}}, {{Negative energy resistance}}, {{Torment resistance}}, {{Rot resistance}}&lt;br /&gt;
|vulnerabilities={{Holy vulnerability}}, {{Silver vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=725&lt;br /&gt;
|holiness={{Demonic}}, {{Undead}}&lt;br /&gt;
|magic_resistance=102&lt;br /&gt;
|hp_range=32 - 67&lt;br /&gt;
|avg_hp=48&lt;br /&gt;
|armour_class=5 - 13&lt;br /&gt;
|evasion=3 - 7&lt;br /&gt;
|habitat=land&lt;br /&gt;
|speed=6 - 12&lt;br /&gt;
|size={{Big}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=40 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=11&lt;br /&gt;
|base_hp=2&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=abomination small&lt;br /&gt;
|species=abomination large&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A large and hideous conglomeration of mangled body parts, demonically possessed and altered in ways that challenge your sanity.}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Large abominations''' are enormous piles of roughly connected humanoid body parts, animated by necromantic and [[demonic]] forces. Because of the random approach to their creation, they have variable capabilities, with speed, [[AC]], [[EV]], and [[HP]] being different for each abomination. Even so, they always deal significant damage in melee, much more than [[small abomination]]s are capable of, and the fact that they may have above average speed can make them difficult to escape. They are commonly found in [[the Abyss]], and some monsters may create them if they have access to sufficient corpses and the [[Twisted Resurrection]] spell. Large Abominations do not heal naturally, instead they regain hitpoints by fusing with [[small abomination]]s, [[crawling corpse]]s and [[macabre mass]]es. &lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*One stat that isn't randomized is their [[magic resistance]].  Unfortunately, at 102, it is moderately high: don't expect wands to do much if you haven't trained [[Evocation]]s.  Similarly, those using [[Hexes]] at lower-than-average spell power may find they have some trouble affecting large abominations as well.&lt;br /&gt;
&lt;br /&gt;
==Alternate Tiles==&lt;br /&gt;
Being haphazard collections of random body parts, large abominations can take many forms:&lt;br /&gt;
&lt;br /&gt;
[[Image:Abomination large.png]] [[Image:Abomination large2.png]] [[Image:Abomination large3.png]] [[Image:Abomination large4.png]] [[Image:Abomination large5.png]] [[Image:Abomination large6.png]] [[Image:Abomination large1.png]]&lt;br /&gt;
&lt;br /&gt;
In console, they can be any manner of colors.  Neither the alternate tiles nor colors indicate anything about their stats.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], you could create your own Abominations by the means of [[Necromancy]] spell [[Twisted Resurrection]].&lt;br /&gt;
Prior to [[0.14]], Abominations could heal naturally.&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Ecumenical_Temple&amp;diff=37927</id>
		<title>Talk:Ecumenical Temple</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Ecumenical_Temple&amp;diff=37927"/>
				<updated>2015-08-27T20:56:05Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Proposal: remove the comment regarding the waiting out the god retribution from the page since no longer valid. POssibly move this to history. [[User:Arcanist|Arcanist]] ([[User talk:Arcanist|talk]]) 22:56, 27 August 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Ecumenical_Temple&amp;diff=37926</id>
		<title>Talk:Ecumenical Temple</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Ecumenical_Temple&amp;diff=37926"/>
				<updated>2015-08-27T20:55:49Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Proposal: remove the comment regarding the waiting out the god retribution from the page since no longer valid. POssibly move this to history.22:55, 27 August 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Ecumenical_Temple&amp;diff=37925</id>
		<title>Talk:Ecumenical Temple</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Ecumenical_Temple&amp;diff=37925"/>
				<updated>2015-08-27T20:55:39Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: Created page with &amp;quot;Proposal: remove the comment regarding the waiting out the god retribution from the page since no longer valid. POssibly move this to history.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Proposal: remove the comment regarding the waiting out the god retribution from the page since no longer valid. POssibly move this to history.&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User:Arcanist&amp;diff=37924</id>
		<title>User:Arcanist</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User:Arcanist&amp;diff=37924"/>
				<updated>2015-08-27T20:09:31Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A stupid player, who thinks that NaWz combination is the best of them all and continiously win with it..&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User:Arcanist&amp;diff=37923</id>
		<title>User:Arcanist</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User:Arcanist&amp;diff=37923"/>
				<updated>2015-08-27T20:09:18Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: Created page with &amp;quot;A stupid player, who thinks that NaWz combination is the best of them all and continiously win it..&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A stupid player, who thinks that NaWz combination is the best of them all and continiously win it..&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User_talk:Bwijn&amp;diff=37922</id>
		<title>User talk:Bwijn</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User_talk:Bwijn&amp;diff=37922"/>
				<updated>2015-08-27T19:54:51Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: /* Ecumenical temple rollback */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New year - new challenge! Alive and kicking (errors &amp;amp; mistakes) anew.&lt;br /&gt;
&lt;br /&gt;
Curiosity killed the cat, sent the minotaur to the abyss and made a human a vegan. - Popular Saying&lt;br /&gt;
[[File:BullshitMinivault.png|thumb|Bullshit Minivault]]&lt;br /&gt;
[[File:VaultLich.png|thumb|Ancient Lich Minivault]]&lt;br /&gt;
&lt;br /&gt;
== The unbelievable incident of the crawler's week ==&lt;br /&gt;
&lt;br /&gt;
A) Just a pesky &amp;quot;vamp mosquito&amp;quot; experience of raven tar black developer's viciousness: You can cast [[Apportation]] to pull items towards yourself that turn out to be item mimics in the very moment they bite you. I had supposed those were just perfect delusions. But no, they have nearly no weight/mass but a powerful biting. - On the other hand I just stumbled upon a [[potion of experience]] lying around at [[The Vaults|Vault]]:2. Which one is the more surprising incident? -- [[User:Bwijn|Bwijn]] 18:51, 24 February 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
B) Which sort of mini [[vault]] could it be if you encounter on D:16 a gang of 5 humans, a wizard and a necromancer? (Each single might not be a bad challenge.) Have you seen anything like that? -- [[User:Bwijn|Bwijn]] 20:33, 18 March 2013 (CET)&lt;br /&gt;
:The gang of five humans isn't too uncommon. I'm pretty sure that they can appear in small packs like that naturally. The wizard and necromancer, I'm not so sure about. Were there any unusual structures nearby? --[[User:MoogleDan|MoogleDan]] 20:38, 18 March 2013 (CET)&lt;br /&gt;
::Yeah, a stone walled 8x4 structure (temple?) to the left and a normal rock walled 3x2 fields chamber (treasure? barracks?) to the right. -- [[User:Bwijn|Bwijn]] 20:44, 18 March 2013 (CET)&lt;br /&gt;
:::That's not reminding me of any PARTICULAR vault, but if you have any scrolls of magic mapping lying around, I'd suggest you use one just to see what's inside. --[[User:MoogleDan|MoogleDan]] 20:49, 18 March 2013 (CET)&lt;br /&gt;
:::: None at hand. By the way the fighting abilities of a band of six humans surpass my SpAK capability to win. -- [[User:Bwijn|Bwijn]] 20:54, 18 March 2013 (CET)&lt;br /&gt;
::::It was just the entry hall to the Vaults staircase. No vault guards but a simple band of &amp;quot;humans&amp;quot; guarding it. And I had never before encountered such a &amp;quot;common&amp;quot; gang. -- [[User:Bwijn|Bwijn]] 10:51, 23 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
C) What a shocking scenery: I come around a corner and see the gateway to a bazaar. On three sides there are stone walls. The only entrance is occupied by a [[silver statue]]. Damned! No [[wand of disintegration]] available because this SpAK despite XL15 never ever found such a wand. If you'd flee the bazaar would be lost. Just by luck a [[ring of teleport control]] and a scroll of blinking and another to teleport are investable. So I've found a solution. *grin* -- [[User:Bwijn|Bwijn]] 10:51, 23 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
D) It never before was as dangerous as in 0.11.2 to explore Orcish Mines:4. I've met lots of simple orcs who carried axes of [[distortion]]. Never in 0.10.3 I saw anything comparable. No, it's not the ever possible one random case, it's sort of a feature to make it &amp;quot;hotter&amp;quot; in the Mines. -- [[User:Bwijn|Bwijn]] 19:02, 27 March 2013 (CET) &lt;br /&gt;
&lt;br /&gt;
E) What a chasm of maliciousness is this BullshitMinivault I found at D:17. [[Wall]]s of green crystal, translucent and normal stone prevent anyone who is not an earth magician (shatter, Lee'S rapid deconstruction) to get the randart double sword inside. Malicious design! -- [[User:Bwijn|Bwijn]] 02:56, 8 April 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
F) Cruel arrangement: a minivault island at D:21. The only door lays behind deep water and - surprise - reveals a [[silver statue]] in the chamber center. Lots and lots of summoned [[demon]]s of all tiers - if you are not happy and smart enough to carry a [[wand of disintegration]]. Secret doors lead to another two silver statues. Alas, wands of disintegration are rare and scrolls of recharging as well. Now the last door: an [[Ancient lich]] (sleeping!) guards the treasure: the [[ring of the Mage]], an unrandart. My MfGl of Makhleb XL18 is very uneasy to battle such an endgame opponent now?. Later. -- [[User:Bwijn|Bwijn]] 23:12, 6 May 2013 (CEST)  &lt;br /&gt;
:I think one of the most important lessons of this game is to not kill every monster that enters your line of sight. Many times, the best decision is to skip a level or vault. In this particular case, you can just lure the lich outside of the vault and steal the ring. --[[User:CommanderC|CommanderC]] 00:33, 7 May 2013 (CEST)&lt;br /&gt;
::Much better solution I found. As I had high stealth of 9,5 and the apportation spell I managed to open the door without wakening the Lich (GOOD luck!) and steal the ring without combat! Got away with it. -- [[User:Bwijn|Bwijn]] 15:50, 7 May 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
G) I played an artificer and thought it harmless to use my base chaos wand in a closed area on a simple worm. But what a surpise: The worm evaporates and reforms as a steam dragon! His breathing brought a quick death. Never had I imagined that a worm could have the same base Dice like a small dragon. So I had to learn it. -- [[User:Bwijn|Bwijn]] 15:39, 20 May 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
H) Began as a Lava Orc Artificer in 0.13a online Aug 2013. Ended XL7 mangled by a shadow (30 damage)! ... on Level 11 of the Dungeon. Hadn't known that the recently boosted trunk [[Shadow]] got such massive damage AND invisiblity at the same time. Some developers seem to have weird imaginations about *balanced* early game playing. BTW I saw in the morgue log: &amp;quot;D:4: uniq_edmund, uniq_sigmund, uniq_eustachio, uniq_menkaure, uniq_grinder&amp;quot;. Some versions ago it was not yet allowed to have more than two uniques in early Dungeeon levels. Nobody can call this seriously &amp;quot;balanced&amp;quot;! Fair play was yesterday. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 15:53, 24 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== how to avoid online game aborts? ==&lt;br /&gt;
&lt;br /&gt;
I've finally done the step to have an account on CDO. Have to try it out, maybe take part on the tournament. Unluckily I've not even found initially the place to config &amp;quot;tiles&amp;quot; session for me and have experienced a series of crashes. Error message: &amp;quot;network error: software caused connection abort&amp;quot;. My antivirus and firewall had been both changed to game modus awhile, so that is not the reason. Does the browser intervene? I need it to use the wiki or database. Any *useful* hints to prevent those crashes? -- [[User:Bwijn|Bwijn]] 21:46, 7 April 2013 (CEST)&lt;br /&gt;
: Are you going to https://tiles.crawl.develz.org/ ? Is it here that you crash? --[[User:Flun|Flun]] 02:18, 8 April 2013 (CEST)&lt;br /&gt;
::I used not openssh but putty, just along the instructions: http://crawl.develz.org/cao_key.ppk (putty) Basic SSH connection to CDO directions for putty: grab the second key mentioned above and putty. On the basic session page, make sure ssh is selected, and put &amp;quot;crawl.develz.org&amp;quot; for the host name (no quotes, of course). The port should default to &amp;quot;22&amp;quot; automatically.&amp;quot; It worked. Nevertheless I suspect that a small &amp;quot;gap&amp;quot; undermines the stability. For example, should I write &amp;quot;tiles.crawl.develz.org&amp;quot; instead of &amp;quot;crawl.develz.org&amp;quot;? Of course I'd prefer https but don't know if putty supports it? Being not familiar with putty I was perplex that I could not change putty to fullscreen. Technically correct or error of mine? -- [[User:Bwijn|Bwijn]] 02:36, 8 April 2013 (CEST)&lt;br /&gt;
::: Are you trying to play tiles through SSH? If you want to play tiles, use your browser (i.e. Internet Explorer, Firefox, etc) and go to https://tiles.crawl.develz.org/ to play. You can only play ASCII through SSH --[[User:Flun|Flun]] 06:06, 8 April 2013 (CEST)&lt;br /&gt;
::::Oops, I'm stupefied. Did I overlook hints (to what you say) or are there none? I've just followed the given instructions at main page (CDO). Had never the intention to use anything but the tiles format. Are those instructions which never lead to tiles obsolete crawl wiki contents? -- [[User:Bwijn|Bwijn]] 20:51, 10 April 2013 (CEST)&lt;br /&gt;
::::: The instructions you were following may be obsolete, but also they were instructions to connect and play through console. Note also that CDO is closing down webtiles for now because they can't handle the load. Unfortunately the other webtiles servers are in America and so you might experience bad lag in the game. For the most up to date instructions on how to connect, you can see this page: http://crawl.develz.org/wordpress/howto --[[User:Flun|Flun]] 22:29, 10 April 2013 (CEST)&lt;br /&gt;
::::::Thank you! It's real bad news that CDO closed webtiles. The US servers will probably produce interruption dropouts like most long distance streamings. Bad luck. But really good to perceive the odds. -- [[User:Bwijn|Bwijn]] 21:46, 12 April 2013 (CEST)&lt;br /&gt;
:::::::I've tried webtiles 0.12 at CZ Pennsylvania - every 4 minutes at least the websocket stream broke. I could several times continue after leaving and reentering. But what a drag to game without a stable flow. Too far away. I did not forget to set my antivirus to gaming modus. And yet: frequent broken streams. -- [[User:Bwijn|Bwijn]] 23:39, 6 May 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
=== Tournament ===&lt;br /&gt;
Hey Bwijn, did you put in the # TEAMCAPTAIN Flun in your .rc file yet? I don't see the line in your CAO .rc file [http://crawl.akrasiac.org/rcfiles/crawl-0.12/Bwijn.rc here]. It should look like [http://crawl.akrasiac.org/rcfiles/crawl-0.12/spudwalt.rc this] --[[User:Flun|Flun]] 19:21, 10 May 2013 (CEST)&lt;br /&gt;
:Oh yes, I copied it in the CAO rc file. But I remember that I put away the &amp;quot;#&amp;quot;. Because I took /mistook it for a comment line character. -- I just controlled the entry: indeed it has disappeared. A minute ago I have put in &amp;quot;# TEAMCAPTAIN Flun&amp;quot; and pushed the Save button. Should be allright now? -- [[User:Bwijn|Bwijn]] 21:59, 10 May 2013 (CEST)&lt;br /&gt;
:: I see the line now, but its on the 3rd line of the file. Can you put it at the top like [http://crawl.akrasiac.org/rcfiles/crawl-0.12/spudwalt.rc this?] --[[User:Flun|Flun]] 22:01, 10 May 2013 (CEST)&lt;br /&gt;
:::Sure I can! Next minute. - Are there any uselful hints to edit the rc file in even more details? -- [[User:Bwijn|Bwijn]] 22:34, 10 May 2013 (CEST)&lt;br /&gt;
:::: The .rc files are highly customizable, take a look at my .rc or commanderC's and see if you get any inspiration. --[[User:Flun|Flun]] 23:14, 10 May 2013 (CEST)&lt;br /&gt;
:::: Also [http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/docs/options_guide.txt this] maybe what you are looking for. --[[User:Flun|Flun]] 23:18, 10 May 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
Hey Bwijn, I looked at the morgue of your MfTm, and I noticed you trained a lot of unnecessary skills. Did you just leave it on auto? This might seem easier at first, but it helps your character tremendously if you set it to manual and only train the most relevant skills, in this case UC, Transmutations and a some spellcasting --[[User:Lokkij|Lokkij]] 18:44, 11 May 2013 (CEST)&lt;br /&gt;
:No, I don't think that most are unnecessary. Stealth and evasion training saves your neck. High stabbing skill (I know that 0.13-trunk has kicked it out) makes sure that you can finish those basilisks and hill giants later on. Traps awareness is vital. To train Spellcasting is necessary to reduce spell hunger. Well, I admit that several weapon proficiencies or spell schools are not necessary. But as the chances what spellbook or highquality weapon you randomly   find are so unpredictible, some trainings are more or less wrong placed. Ashenzari permits to readapt those. - And no, I'm not a fan of the proposed &amp;quot;manual&amp;quot; adjustments. I dislike that philosophy! -- [[User:Bwijn|Bwijn]] 23:22, 11 May 2013 (CEST)&lt;br /&gt;
::I will agree that some of those are quite useful, but you don't have to train them all right from the start. What I usually do is train Stealth up to level 4 or so at the very beginning (that's usually good enough to start with, and you can always add more later); I leave off training Traps until I hit the Lair, where I get it up to around 8-ish and then add more as needed afterwards. Generally, I avoid training Stabbing unless I'm using Short Blades; otherwise, the bonus damage tends not to be worth it unless you get it to really high levels, and the experience is better spent elsewhere for Transmuters. Also, Transmuters really shouldn't do much with weapons -- a MfTm might maybe make use of a flaming short blade to hack off hydra heads, or a weapon of electrocution to deal with heavily armored threats, but that's only if you find either of those things.&lt;br /&gt;
::The bulk of my MfTm's experience always goes into things like Fighting, Unarmed Combat, Dodging, Spellcasting, Transmutations, and whatever other spell schools are necessary (a few levels of Poison Magic for Spider Form, for example). Using manual mode is a really good way of making sure all your experience goes to where you want it to go, and that you don't add more to a skill after you have it high enough. Also, the more skills you train at once, the slower they grow; if you overspecialize too much at the start, you might not be strong enough to handle the bigger threats later on. [[User:Spudwalt|--spudwalt]] 05:48, 12 May 2013 (CEST)&lt;br /&gt;
:::Hey spudwalt, I also looked at the morgue of your [http://crawl.akrasiac.org/rawdata/spudwalt/morgue-spudwalt-20130512-051220.txt XL11 DgEE], and (in my opinion) you also need to focus your skills a bit more :). Spellcaster generally only focus on weapons later in the game, and your focus should always be at your primary magic school. 6 Earth Magic at XL11 is not a lot to be honest, and fighting, dodging and shields aren't necessary until later, so you could've put that XP into earth magic, which would probably make petrify and LRD castable, and increased power on the other earth spells. I understand you also want those spells in those shiny spellbooks you found, but few high-power spells &amp;gt; a lot of low-power spells. Although I will say, blink is really nice to have, and flame tongue for training fire magic isn't bad either. Oh, and more spellcasting would've made stone arrow hungerless (== spammable). But maybe it's just style of play I'm not used to :) --[[User:Lokkij|Lokkij]] 18:34, 12 May 2013 (CEST)&lt;br /&gt;
::::It's more of a play-style thing -- I tend to prefer hybrid characters rather than pure spellcasters, since spellcasters have huge problems when they run out of MP and I ''really'' hate having to run away to recharge MP. And yeah, maybe it's not ideal, but I did manage to get a DgEE to Zot:5 before dying from stupidity (and my skills were even less focused then), so it can work. [[User:Spudwalt|--spudwalt]] 22:30, 19 May 2013 (CEST)&lt;br /&gt;
::Really, trust me. It may look stupid/dumb/not fun at first, but it really does help your characters get deeper into the dungeon when you only train your weapon skill/spell schools in the beginning. Just try it for a while, and if you really dislike it, you can always switch back :) --[[User:Lokkij|Lokkij]] 15:31, 12 May 2013 (CEST)&lt;br /&gt;
Oh, and do you usually go down the first staircase you see, or do you clear the whole level first? I saw you killed very little monsters in your recent games. It might be quicker to the bottom to just rush down, but that way you miss out on a lot of valuable XP. Just something to keep in mind. --[[User:Lokkij|Lokkij]] 19:41, 13 May 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Diary and Observations on 0.12.1 online ==&lt;br /&gt;
&lt;br /&gt;
A) More &amp;quot;shafts&amp;quot; needed and less bottlenecks! I've lost several avatars because of the &amp;quot;three stairs at the same place&amp;quot; arrangement feature. If strong monsters or even uniques block the one and only(!) way - as it happended to me much too frequently - this setting is a perfect death-trap. Sometimes you can get around such a bottleneck by using a shaft trap which bypasses whole dungeon-levels. But much too often shafts are completely  missing. Why isn't it possible to produce your own shafts with a wand of digging? - Surely those death-trap bottlenecks are not new in 0.12. But the &amp;quot;randomization&amp;quot; has become fake(!) and much more harsh. In 0.11 and worse even in 0.12 the items to be found are less and less generous. Very few rings in the first levels and those mostly of poorest quality (e.g. ring of evasion+2). But remember: even a cursed ring of teleportation could help you out of a death trap in emergency cases. But even scrolls of teleportation and blinking are much too rare! -- [[User:Bwijn|Bwijn]] 23:01, 11 May 2013 (CEST)&lt;br /&gt;
:I think that's more just a run of bad luck on your part. A great many of your characters will ultimately get killed by bad luck in the early game, such as running into powerful monsters or the game generating dangerous floor layouts. I don't even know how many characters I've run (probably at least 2000 by now), but only '''ONE''' of them ever managed to get out with the Orb. A few more of them might have made it, but all of them died because I made bad choices and didn't run away when I should have. I'm not sure what the success rate of accomplished players is, but I'd be willing to bet even the best players only win with one out of every twenty characters. Like most roguelikes out there, ''Crawl'' is not intended to be anywhere remotely close to easy.&lt;br /&gt;
:In cases of dangerous rooms where all the staircases are in one place, escape hatches down from the previous floor (if they're present, but they tend to be more common than shafts) have a decent chance of getting you around the dangerous area. Then you gradually can lure things away from the stairs and clear them out without getting horribly swarmed.&lt;br /&gt;
:Also, the lack of jewellery and useful scrolls in the early portions of the game sounds about average. Yeah, it's ''possible'' to find a cool ring or multiple scrolls of teleportation and/or blinking on the first few floors, but that's quite rare. Admittedly, I've only been playing since 0.10, but rings and escape scrolls have almost never been really common in the early game. [[User:Spudwalt|--spudwalt]] 06:07, 12 May 2013 (CEST)&lt;br /&gt;
:I haven't encountered ANY bottlenecks yet, although I could've just missed them because of the switch to console --[[User:Lokkij|Lokkij]] 16:51, 12 May 2013 (CEST)&lt;br /&gt;
::Okay, mates, thanks for consolation intentions. I've never played online Crawl before May 2013 and my tournament results up to now were not heart warming. But nevertheless I'm not willing to bore with complaints. - I know quite well, it was a mix of bad luck and wrong decisions. Sometimes I'd wish the game updates to be more open, fair and humorous, less sadistic. E.g. to dig your own shafts when needed even if the downfall costs hitpoints would be great. But sure I'm learning to survive and get better results even while struggling in 0.12 conditions. -- [[User:Bwijn|Bwijn]] 21:07, 12 May 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
=== online disruptions ===&lt;br /&gt;
It's not the number of stupid deaths that speak against online DCSS playing but the constantly high rate of having to reload CAO. Absolutely unnerving! In extreme moments it's 3 times in 2 minutes. Maybe it's more a problem of the tiles and of course the far distance server on the other continent? Do the console artists like Flun and CommanderC have less disruptions and much more flow in their game experience? - If not for the tournament I'd never chosen to try it out. Even if now it's hard sometimes to find out that you're more a beginner than you'd thought. No Save cheating ever makes it another game! The player ghosts are no fun in my eyes. Nevertehless I'll try to learn and make my tournament result less pathetic in the end. -- [[User:Bwijn|Bwijn]] 15:21, 20 May 2013 (CEST)&lt;br /&gt;
:I play in console for the tournament (I'm in Europe and CDO webtiles is offline), and it's fine for me. The only problems I'm having are caused by my own stupidity. On which continent do you live? --[[User:Lokkij|Lokkij]] 15:25, 20 May 2013 (CEST)&lt;br /&gt;
::In Europe like you. But I don't like and don't want to learn the console version where dozends and dozends of monsters are marked only by very slightly different colors. My real life work may be laborious at times but IMHO games shouldn't be alike. Too strenuous! And in DCSS you need to concentrate hard on your decisions, no fun to stumble on unknown glyphs all the time. The frequent online disruptions kill the nerves of my concentration even so. Offline DCSS games are much more fun! -- [[User:Bwijn|Bwijn]] 17:31, 20 May 2013 (CEST)&lt;br /&gt;
:::Yeah, I also tried playing on CSZO (which is closest to Europe, I think), but the latency and disconnects made me learn console anyway. --[[User:Lokkij|Lokkij]] 19:30, 20 May 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== 0.14a observations ==&lt;br /&gt;
&lt;br /&gt;
Downloading some recent trunk version is still preferable to playing trunk online: no nerves-rotting disconnections all the time. Some observations can be collected and logged openly just here.&lt;br /&gt;
&lt;br /&gt;
[[File:FrostCoveredStatue.png|thumb|new frost-covered statue]] A really funny, well-designed new ice statue I did screenshot these days. Will the [[Frost-covered statue]]s replace the [[ice statue]]s we have known?&lt;br /&gt;
&lt;br /&gt;
:Nah, those have been around for a while now. That Vehumet altar vault is pretty much the only place I've seen frost-covered statues, and it's a pretty rare vault. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 23:22, 8 November 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
::Thank you, Spud! As you say those statues are rare. So I never saw one before. Being exploring trunk I'd thought it could be a new feature. Now I know better. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 13:04, 12 November 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
*[[Mennas]] is still a nerve-wrecking opponent. Not even (Ash-enhanced) [[stealth]] of 18 (real 14) is enough to come close and stab him. What a luck that [[Dazzling Spray]] (spell power of 6#) blinds him at 2nd attempt. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 09:45, 5 December 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
* No longer possible for me to play it online. Reason unknown. But if zhe socket fails the servers (just the same on all of them) won't kick out my avatar but count many minutes as *idle*. So I can't reload and contininue playing after any hazard disconnect happened. - Now I'm playing trunk in downloaded versions offline, it's more fun anyway. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 18:07, 16 February 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
* I was astonished that I took the splendid unrandart [[Wyrmbane]] from a slain spriggan but my automatic logged 'Notes' didn't get that entry. All the time any other artifacts had been added though. A bug?? Wyrmbane is special in changing it's hit/dam values. And the character file's 'inventory' at the same time showed the entry. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 20:04, 17 February 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
== 014.1 observations ==&lt;br /&gt;
&lt;br /&gt;
Precious design progresses are to be observed. Even the matter-of-fact runeforgotten Orcish Mines now have some gorgeous new maps. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 23:53, 23 July 2014 (CEST)&lt;br /&gt;
[[File:SharpOrc4design141.png|thumb|sharp Orc4 design]]&lt;br /&gt;
&lt;br /&gt;
== Crawl versions ==&lt;br /&gt;
&lt;br /&gt;
I reverted your changes to the [[0.15]] page, because the purpose of that type of pages is to document the most important changes in the game from one version to the following one. The blog post you used as your source only contains weekly changes to the trunk version. Those weekly changes may not make any sense for someone updating from 0.14 to 0.15. --[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 22:40, 13 August 2014 (CEST)&lt;br /&gt;
:Well, I don't mind too much. OTOH I'd say it was exageration to revert that completely. The list displayed formidably the most uptodate stage of affairs in DCSS 0.15 shortly before the freezing point. And it was accurately marked out to be what is is. I'd expect that many of these feature changes make it into 0.15. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 00:01, 14 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm quite interested in [https://crawl.develz.org/wiki/doku.php?id=dcss:planning:0.16_plans upcoming plannings]. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 13:54, 28 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== 0.15 observations - a bug? ==&lt;br /&gt;
&lt;br /&gt;
I've been playing the 0.15 tournament and observed a damned bug! The [[character dump]] seems no longer to be reporting unrands. While found randarts get their entries as it should be, unrands are missing in the list. It's the recent subversion 0.15.0-12-gccce430 (webtiles) where I acquired an unrand and found only the dump entry &amp;quot;Identified a scroll of acquirement&amp;quot;. Well, it's still theoretically possible that the config file needs a special entry to show unrands? If anyone is wise to give helpful rc file advice or to confirm the bug please tell me. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 16:02, 2 September 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
:Yes, it's a bug. The documentation for the note_items option says that artefacts should always be noted. --[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 17:25, 2 September 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
::Thanks! -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 23:07, 2 September 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Highlights and Downthumbs of  0.16 ==&lt;br /&gt;
&lt;br /&gt;
The taking part in the tournament is indeed a very efficient means to pull people into the next set of changed rules and monsters. Without it I would stay much longer in old versions I'm accustomed to. The [http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/docs/changelog.txt;hb=refs/heads/stone_soup-0.16 0.16 Change list of Neil] gives me easy access lines for a personal listing of the '''Best and Worst Changes in 0.16''':&lt;br /&gt;
&lt;br /&gt;
My thumbs down:&lt;br /&gt;
* 14: Monsters no longer avoid walking on shadow traps. (0.16.1)&lt;br /&gt;
* 28: Every time a player clears a ziggurat (exits from the top floor, Zig:27), all subsequent ziggurats become significantly harder.&lt;br /&gt;
* 112: Player ghosts &amp;amp; spellforged servitors can now have more than six spells.&lt;br /&gt;
* 161: Zapping wands that don't have their charge count identified wastes several charges.&lt;br /&gt;
* 205: Large rocks no longer have randomized range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My favorite changes:&lt;br /&gt;
&lt;br /&gt;
* 27: Ziggurats now only require two runes to enter, down from three.&lt;br /&gt;
* 49: Vampires now bottle blood with 'c', and can do so from the first level.&lt;br /&gt;
* 50: Butchering/bottling now only takes a single turn.&lt;br /&gt;
* 70: Mimics now cackle and vanish (forever) when discovered.&lt;br /&gt;
* 110: The &amp;quot;misshapen and mutated&amp;quot; status (from Malmutate and the new Irradiate spell) is now temporary, but more significant.&lt;br /&gt;
* 113: Player ghosts now have their weapon brands displayed.&lt;br /&gt;
* 144: Dispersal now affects a wider radius &amp;amp; has a chance of confusing its victims.&lt;br /&gt;
* 145: Force Lance is now L4 Translocation/Conjuration, and is more accurate and better at knocking enemies back.&lt;br /&gt;
* 147: Ice, Dragon, Tree and Fungus forms no longer meld octopode rings.&lt;br /&gt;
* 182: Corrosion resistance can now occur on artefact armour.&lt;br /&gt;
* 201: The Box of Beasts and Rod of Shadows are now considerably stronger.&lt;br /&gt;
* 224: All characters can now evoke decks from the inventory.&lt;br /&gt;
* 225: If one's god would disapprove of a card's effects, they will block the blasphemous effects in question as it is drawn. &lt;br /&gt;
&lt;br /&gt;
Unsure about this:&lt;br /&gt;
&lt;br /&gt;
* 148: Spell miscast effects have been hugely revamped.&lt;br /&gt;
&lt;br /&gt;
== Ecumenical temple rollback ==&lt;br /&gt;
&lt;br /&gt;
Thanks for rolling back that edit on the ecumenical temple page, I would have done it myself but I don't know how to do it. How is it done? -- [[User:Fingolfin|Fingolfin]] ([[User talk:Fingolfin|talk]]) 23:23, 26 August 2015 (CEST)&lt;br /&gt;
&lt;br /&gt;
:Am i missing something? I though that you can no longer wait out the divine retribution... [[User:Arcanist|Arcanist]] ([[User talk:Arcanist|talk]]) 21:50, 27 August 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User_talk:Buddy23Lee&amp;diff=37921</id>
		<title>User talk:Buddy23Lee</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User_talk:Buddy23Lee&amp;diff=37921"/>
				<updated>2015-08-27T19:53:55Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: /* regarding that change of eumenical temple */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{welcome}}&lt;br /&gt;
&lt;br /&gt;
== regarding that change of eumenical temple ==&lt;br /&gt;
&lt;br /&gt;
Hi.&lt;br /&gt;
According to the http://crawl.chaosforge.org/Talk:Divine_retribution and the http://crawl.chaosforge.org/Divine_retribution the divine wrath cannot be waited out in Eumenical temple since you will not get experience there. Therefore I propose to remove this statement. Is it ok, if I revert the page to the state I left it last time or you have a better proposal?&lt;br /&gt;
P.S. I completely dont understand how to send a message here. I hope this is not a wrong way to do it.&lt;br /&gt;
P.P.S. Sorry for sending this message to you. It seems that I completely missed who edited what...&lt;br /&gt;
Regards,&lt;br /&gt;
Arcanist&lt;br /&gt;
[[User:Arcanist|Arcanist]] ([[User talk:Arcanist|talk]]) 21:30, 27 August 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User_talk:Bwijn&amp;diff=37920</id>
		<title>User talk:Bwijn</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User_talk:Bwijn&amp;diff=37920"/>
				<updated>2015-08-27T19:50:20Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: /* Ecumenical temple rollback */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New year - new challenge! Alive and kicking (errors &amp;amp; mistakes) anew.&lt;br /&gt;
&lt;br /&gt;
Curiosity killed the cat, sent the minotaur to the abyss and made a human a vegan. - Popular Saying&lt;br /&gt;
[[File:BullshitMinivault.png|thumb|Bullshit Minivault]]&lt;br /&gt;
[[File:VaultLich.png|thumb|Ancient Lich Minivault]]&lt;br /&gt;
&lt;br /&gt;
== The unbelievable incident of the crawler's week ==&lt;br /&gt;
&lt;br /&gt;
A) Just a pesky &amp;quot;vamp mosquito&amp;quot; experience of raven tar black developer's viciousness: You can cast [[Apportation]] to pull items towards yourself that turn out to be item mimics in the very moment they bite you. I had supposed those were just perfect delusions. But no, they have nearly no weight/mass but a powerful biting. - On the other hand I just stumbled upon a [[potion of experience]] lying around at [[The Vaults|Vault]]:2. Which one is the more surprising incident? -- [[User:Bwijn|Bwijn]] 18:51, 24 February 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
B) Which sort of mini [[vault]] could it be if you encounter on D:16 a gang of 5 humans, a wizard and a necromancer? (Each single might not be a bad challenge.) Have you seen anything like that? -- [[User:Bwijn|Bwijn]] 20:33, 18 March 2013 (CET)&lt;br /&gt;
:The gang of five humans isn't too uncommon. I'm pretty sure that they can appear in small packs like that naturally. The wizard and necromancer, I'm not so sure about. Were there any unusual structures nearby? --[[User:MoogleDan|MoogleDan]] 20:38, 18 March 2013 (CET)&lt;br /&gt;
::Yeah, a stone walled 8x4 structure (temple?) to the left and a normal rock walled 3x2 fields chamber (treasure? barracks?) to the right. -- [[User:Bwijn|Bwijn]] 20:44, 18 March 2013 (CET)&lt;br /&gt;
:::That's not reminding me of any PARTICULAR vault, but if you have any scrolls of magic mapping lying around, I'd suggest you use one just to see what's inside. --[[User:MoogleDan|MoogleDan]] 20:49, 18 March 2013 (CET)&lt;br /&gt;
:::: None at hand. By the way the fighting abilities of a band of six humans surpass my SpAK capability to win. -- [[User:Bwijn|Bwijn]] 20:54, 18 March 2013 (CET)&lt;br /&gt;
::::It was just the entry hall to the Vaults staircase. No vault guards but a simple band of &amp;quot;humans&amp;quot; guarding it. And I had never before encountered such a &amp;quot;common&amp;quot; gang. -- [[User:Bwijn|Bwijn]] 10:51, 23 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
C) What a shocking scenery: I come around a corner and see the gateway to a bazaar. On three sides there are stone walls. The only entrance is occupied by a [[silver statue]]. Damned! No [[wand of disintegration]] available because this SpAK despite XL15 never ever found such a wand. If you'd flee the bazaar would be lost. Just by luck a [[ring of teleport control]] and a scroll of blinking and another to teleport are investable. So I've found a solution. *grin* -- [[User:Bwijn|Bwijn]] 10:51, 23 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
D) It never before was as dangerous as in 0.11.2 to explore Orcish Mines:4. I've met lots of simple orcs who carried axes of [[distortion]]. Never in 0.10.3 I saw anything comparable. No, it's not the ever possible one random case, it's sort of a feature to make it &amp;quot;hotter&amp;quot; in the Mines. -- [[User:Bwijn|Bwijn]] 19:02, 27 March 2013 (CET) &lt;br /&gt;
&lt;br /&gt;
E) What a chasm of maliciousness is this BullshitMinivault I found at D:17. [[Wall]]s of green crystal, translucent and normal stone prevent anyone who is not an earth magician (shatter, Lee'S rapid deconstruction) to get the randart double sword inside. Malicious design! -- [[User:Bwijn|Bwijn]] 02:56, 8 April 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
F) Cruel arrangement: a minivault island at D:21. The only door lays behind deep water and - surprise - reveals a [[silver statue]] in the chamber center. Lots and lots of summoned [[demon]]s of all tiers - if you are not happy and smart enough to carry a [[wand of disintegration]]. Secret doors lead to another two silver statues. Alas, wands of disintegration are rare and scrolls of recharging as well. Now the last door: an [[Ancient lich]] (sleeping!) guards the treasure: the [[ring of the Mage]], an unrandart. My MfGl of Makhleb XL18 is very uneasy to battle such an endgame opponent now?. Later. -- [[User:Bwijn|Bwijn]] 23:12, 6 May 2013 (CEST)  &lt;br /&gt;
:I think one of the most important lessons of this game is to not kill every monster that enters your line of sight. Many times, the best decision is to skip a level or vault. In this particular case, you can just lure the lich outside of the vault and steal the ring. --[[User:CommanderC|CommanderC]] 00:33, 7 May 2013 (CEST)&lt;br /&gt;
::Much better solution I found. As I had high stealth of 9,5 and the apportation spell I managed to open the door without wakening the Lich (GOOD luck!) and steal the ring without combat! Got away with it. -- [[User:Bwijn|Bwijn]] 15:50, 7 May 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
G) I played an artificer and thought it harmless to use my base chaos wand in a closed area on a simple worm. But what a surpise: The worm evaporates and reforms as a steam dragon! His breathing brought a quick death. Never had I imagined that a worm could have the same base Dice like a small dragon. So I had to learn it. -- [[User:Bwijn|Bwijn]] 15:39, 20 May 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
H) Began as a Lava Orc Artificer in 0.13a online Aug 2013. Ended XL7 mangled by a shadow (30 damage)! ... on Level 11 of the Dungeon. Hadn't known that the recently boosted trunk [[Shadow]] got such massive damage AND invisiblity at the same time. Some developers seem to have weird imaginations about *balanced* early game playing. BTW I saw in the morgue log: &amp;quot;D:4: uniq_edmund, uniq_sigmund, uniq_eustachio, uniq_menkaure, uniq_grinder&amp;quot;. Some versions ago it was not yet allowed to have more than two uniques in early Dungeeon levels. Nobody can call this seriously &amp;quot;balanced&amp;quot;! Fair play was yesterday. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 15:53, 24 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== how to avoid online game aborts? ==&lt;br /&gt;
&lt;br /&gt;
I've finally done the step to have an account on CDO. Have to try it out, maybe take part on the tournament. Unluckily I've not even found initially the place to config &amp;quot;tiles&amp;quot; session for me and have experienced a series of crashes. Error message: &amp;quot;network error: software caused connection abort&amp;quot;. My antivirus and firewall had been both changed to game modus awhile, so that is not the reason. Does the browser intervene? I need it to use the wiki or database. Any *useful* hints to prevent those crashes? -- [[User:Bwijn|Bwijn]] 21:46, 7 April 2013 (CEST)&lt;br /&gt;
: Are you going to https://tiles.crawl.develz.org/ ? Is it here that you crash? --[[User:Flun|Flun]] 02:18, 8 April 2013 (CEST)&lt;br /&gt;
::I used not openssh but putty, just along the instructions: http://crawl.develz.org/cao_key.ppk (putty) Basic SSH connection to CDO directions for putty: grab the second key mentioned above and putty. On the basic session page, make sure ssh is selected, and put &amp;quot;crawl.develz.org&amp;quot; for the host name (no quotes, of course). The port should default to &amp;quot;22&amp;quot; automatically.&amp;quot; It worked. Nevertheless I suspect that a small &amp;quot;gap&amp;quot; undermines the stability. For example, should I write &amp;quot;tiles.crawl.develz.org&amp;quot; instead of &amp;quot;crawl.develz.org&amp;quot;? Of course I'd prefer https but don't know if putty supports it? Being not familiar with putty I was perplex that I could not change putty to fullscreen. Technically correct or error of mine? -- [[User:Bwijn|Bwijn]] 02:36, 8 April 2013 (CEST)&lt;br /&gt;
::: Are you trying to play tiles through SSH? If you want to play tiles, use your browser (i.e. Internet Explorer, Firefox, etc) and go to https://tiles.crawl.develz.org/ to play. You can only play ASCII through SSH --[[User:Flun|Flun]] 06:06, 8 April 2013 (CEST)&lt;br /&gt;
::::Oops, I'm stupefied. Did I overlook hints (to what you say) or are there none? I've just followed the given instructions at main page (CDO). Had never the intention to use anything but the tiles format. Are those instructions which never lead to tiles obsolete crawl wiki contents? -- [[User:Bwijn|Bwijn]] 20:51, 10 April 2013 (CEST)&lt;br /&gt;
::::: The instructions you were following may be obsolete, but also they were instructions to connect and play through console. Note also that CDO is closing down webtiles for now because they can't handle the load. Unfortunately the other webtiles servers are in America and so you might experience bad lag in the game. For the most up to date instructions on how to connect, you can see this page: http://crawl.develz.org/wordpress/howto --[[User:Flun|Flun]] 22:29, 10 April 2013 (CEST)&lt;br /&gt;
::::::Thank you! It's real bad news that CDO closed webtiles. The US servers will probably produce interruption dropouts like most long distance streamings. Bad luck. But really good to perceive the odds. -- [[User:Bwijn|Bwijn]] 21:46, 12 April 2013 (CEST)&lt;br /&gt;
:::::::I've tried webtiles 0.12 at CZ Pennsylvania - every 4 minutes at least the websocket stream broke. I could several times continue after leaving and reentering. But what a drag to game without a stable flow. Too far away. I did not forget to set my antivirus to gaming modus. And yet: frequent broken streams. -- [[User:Bwijn|Bwijn]] 23:39, 6 May 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
=== Tournament ===&lt;br /&gt;
Hey Bwijn, did you put in the # TEAMCAPTAIN Flun in your .rc file yet? I don't see the line in your CAO .rc file [http://crawl.akrasiac.org/rcfiles/crawl-0.12/Bwijn.rc here]. It should look like [http://crawl.akrasiac.org/rcfiles/crawl-0.12/spudwalt.rc this] --[[User:Flun|Flun]] 19:21, 10 May 2013 (CEST)&lt;br /&gt;
:Oh yes, I copied it in the CAO rc file. But I remember that I put away the &amp;quot;#&amp;quot;. Because I took /mistook it for a comment line character. -- I just controlled the entry: indeed it has disappeared. A minute ago I have put in &amp;quot;# TEAMCAPTAIN Flun&amp;quot; and pushed the Save button. Should be allright now? -- [[User:Bwijn|Bwijn]] 21:59, 10 May 2013 (CEST)&lt;br /&gt;
:: I see the line now, but its on the 3rd line of the file. Can you put it at the top like [http://crawl.akrasiac.org/rcfiles/crawl-0.12/spudwalt.rc this?] --[[User:Flun|Flun]] 22:01, 10 May 2013 (CEST)&lt;br /&gt;
:::Sure I can! Next minute. - Are there any uselful hints to edit the rc file in even more details? -- [[User:Bwijn|Bwijn]] 22:34, 10 May 2013 (CEST)&lt;br /&gt;
:::: The .rc files are highly customizable, take a look at my .rc or commanderC's and see if you get any inspiration. --[[User:Flun|Flun]] 23:14, 10 May 2013 (CEST)&lt;br /&gt;
:::: Also [http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/docs/options_guide.txt this] maybe what you are looking for. --[[User:Flun|Flun]] 23:18, 10 May 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
Hey Bwijn, I looked at the morgue of your MfTm, and I noticed you trained a lot of unnecessary skills. Did you just leave it on auto? This might seem easier at first, but it helps your character tremendously if you set it to manual and only train the most relevant skills, in this case UC, Transmutations and a some spellcasting --[[User:Lokkij|Lokkij]] 18:44, 11 May 2013 (CEST)&lt;br /&gt;
:No, I don't think that most are unnecessary. Stealth and evasion training saves your neck. High stabbing skill (I know that 0.13-trunk has kicked it out) makes sure that you can finish those basilisks and hill giants later on. Traps awareness is vital. To train Spellcasting is necessary to reduce spell hunger. Well, I admit that several weapon proficiencies or spell schools are not necessary. But as the chances what spellbook or highquality weapon you randomly   find are so unpredictible, some trainings are more or less wrong placed. Ashenzari permits to readapt those. - And no, I'm not a fan of the proposed &amp;quot;manual&amp;quot; adjustments. I dislike that philosophy! -- [[User:Bwijn|Bwijn]] 23:22, 11 May 2013 (CEST)&lt;br /&gt;
::I will agree that some of those are quite useful, but you don't have to train them all right from the start. What I usually do is train Stealth up to level 4 or so at the very beginning (that's usually good enough to start with, and you can always add more later); I leave off training Traps until I hit the Lair, where I get it up to around 8-ish and then add more as needed afterwards. Generally, I avoid training Stabbing unless I'm using Short Blades; otherwise, the bonus damage tends not to be worth it unless you get it to really high levels, and the experience is better spent elsewhere for Transmuters. Also, Transmuters really shouldn't do much with weapons -- a MfTm might maybe make use of a flaming short blade to hack off hydra heads, or a weapon of electrocution to deal with heavily armored threats, but that's only if you find either of those things.&lt;br /&gt;
::The bulk of my MfTm's experience always goes into things like Fighting, Unarmed Combat, Dodging, Spellcasting, Transmutations, and whatever other spell schools are necessary (a few levels of Poison Magic for Spider Form, for example). Using manual mode is a really good way of making sure all your experience goes to where you want it to go, and that you don't add more to a skill after you have it high enough. Also, the more skills you train at once, the slower they grow; if you overspecialize too much at the start, you might not be strong enough to handle the bigger threats later on. [[User:Spudwalt|--spudwalt]] 05:48, 12 May 2013 (CEST)&lt;br /&gt;
:::Hey spudwalt, I also looked at the morgue of your [http://crawl.akrasiac.org/rawdata/spudwalt/morgue-spudwalt-20130512-051220.txt XL11 DgEE], and (in my opinion) you also need to focus your skills a bit more :). Spellcaster generally only focus on weapons later in the game, and your focus should always be at your primary magic school. 6 Earth Magic at XL11 is not a lot to be honest, and fighting, dodging and shields aren't necessary until later, so you could've put that XP into earth magic, which would probably make petrify and LRD castable, and increased power on the other earth spells. I understand you also want those spells in those shiny spellbooks you found, but few high-power spells &amp;gt; a lot of low-power spells. Although I will say, blink is really nice to have, and flame tongue for training fire magic isn't bad either. Oh, and more spellcasting would've made stone arrow hungerless (== spammable). But maybe it's just style of play I'm not used to :) --[[User:Lokkij|Lokkij]] 18:34, 12 May 2013 (CEST)&lt;br /&gt;
::::It's more of a play-style thing -- I tend to prefer hybrid characters rather than pure spellcasters, since spellcasters have huge problems when they run out of MP and I ''really'' hate having to run away to recharge MP. And yeah, maybe it's not ideal, but I did manage to get a DgEE to Zot:5 before dying from stupidity (and my skills were even less focused then), so it can work. [[User:Spudwalt|--spudwalt]] 22:30, 19 May 2013 (CEST)&lt;br /&gt;
::Really, trust me. It may look stupid/dumb/not fun at first, but it really does help your characters get deeper into the dungeon when you only train your weapon skill/spell schools in the beginning. Just try it for a while, and if you really dislike it, you can always switch back :) --[[User:Lokkij|Lokkij]] 15:31, 12 May 2013 (CEST)&lt;br /&gt;
Oh, and do you usually go down the first staircase you see, or do you clear the whole level first? I saw you killed very little monsters in your recent games. It might be quicker to the bottom to just rush down, but that way you miss out on a lot of valuable XP. Just something to keep in mind. --[[User:Lokkij|Lokkij]] 19:41, 13 May 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Diary and Observations on 0.12.1 online ==&lt;br /&gt;
&lt;br /&gt;
A) More &amp;quot;shafts&amp;quot; needed and less bottlenecks! I've lost several avatars because of the &amp;quot;three stairs at the same place&amp;quot; arrangement feature. If strong monsters or even uniques block the one and only(!) way - as it happended to me much too frequently - this setting is a perfect death-trap. Sometimes you can get around such a bottleneck by using a shaft trap which bypasses whole dungeon-levels. But much too often shafts are completely  missing. Why isn't it possible to produce your own shafts with a wand of digging? - Surely those death-trap bottlenecks are not new in 0.12. But the &amp;quot;randomization&amp;quot; has become fake(!) and much more harsh. In 0.11 and worse even in 0.12 the items to be found are less and less generous. Very few rings in the first levels and those mostly of poorest quality (e.g. ring of evasion+2). But remember: even a cursed ring of teleportation could help you out of a death trap in emergency cases. But even scrolls of teleportation and blinking are much too rare! -- [[User:Bwijn|Bwijn]] 23:01, 11 May 2013 (CEST)&lt;br /&gt;
:I think that's more just a run of bad luck on your part. A great many of your characters will ultimately get killed by bad luck in the early game, such as running into powerful monsters or the game generating dangerous floor layouts. I don't even know how many characters I've run (probably at least 2000 by now), but only '''ONE''' of them ever managed to get out with the Orb. A few more of them might have made it, but all of them died because I made bad choices and didn't run away when I should have. I'm not sure what the success rate of accomplished players is, but I'd be willing to bet even the best players only win with one out of every twenty characters. Like most roguelikes out there, ''Crawl'' is not intended to be anywhere remotely close to easy.&lt;br /&gt;
:In cases of dangerous rooms where all the staircases are in one place, escape hatches down from the previous floor (if they're present, but they tend to be more common than shafts) have a decent chance of getting you around the dangerous area. Then you gradually can lure things away from the stairs and clear them out without getting horribly swarmed.&lt;br /&gt;
:Also, the lack of jewellery and useful scrolls in the early portions of the game sounds about average. Yeah, it's ''possible'' to find a cool ring or multiple scrolls of teleportation and/or blinking on the first few floors, but that's quite rare. Admittedly, I've only been playing since 0.10, but rings and escape scrolls have almost never been really common in the early game. [[User:Spudwalt|--spudwalt]] 06:07, 12 May 2013 (CEST)&lt;br /&gt;
:I haven't encountered ANY bottlenecks yet, although I could've just missed them because of the switch to console --[[User:Lokkij|Lokkij]] 16:51, 12 May 2013 (CEST)&lt;br /&gt;
::Okay, mates, thanks for consolation intentions. I've never played online Crawl before May 2013 and my tournament results up to now were not heart warming. But nevertheless I'm not willing to bore with complaints. - I know quite well, it was a mix of bad luck and wrong decisions. Sometimes I'd wish the game updates to be more open, fair and humorous, less sadistic. E.g. to dig your own shafts when needed even if the downfall costs hitpoints would be great. But sure I'm learning to survive and get better results even while struggling in 0.12 conditions. -- [[User:Bwijn|Bwijn]] 21:07, 12 May 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
=== online disruptions ===&lt;br /&gt;
It's not the number of stupid deaths that speak against online DCSS playing but the constantly high rate of having to reload CAO. Absolutely unnerving! In extreme moments it's 3 times in 2 minutes. Maybe it's more a problem of the tiles and of course the far distance server on the other continent? Do the console artists like Flun and CommanderC have less disruptions and much more flow in their game experience? - If not for the tournament I'd never chosen to try it out. Even if now it's hard sometimes to find out that you're more a beginner than you'd thought. No Save cheating ever makes it another game! The player ghosts are no fun in my eyes. Nevertehless I'll try to learn and make my tournament result less pathetic in the end. -- [[User:Bwijn|Bwijn]] 15:21, 20 May 2013 (CEST)&lt;br /&gt;
:I play in console for the tournament (I'm in Europe and CDO webtiles is offline), and it's fine for me. The only problems I'm having are caused by my own stupidity. On which continent do you live? --[[User:Lokkij|Lokkij]] 15:25, 20 May 2013 (CEST)&lt;br /&gt;
::In Europe like you. But I don't like and don't want to learn the console version where dozends and dozends of monsters are marked only by very slightly different colors. My real life work may be laborious at times but IMHO games shouldn't be alike. Too strenuous! And in DCSS you need to concentrate hard on your decisions, no fun to stumble on unknown glyphs all the time. The frequent online disruptions kill the nerves of my concentration even so. Offline DCSS games are much more fun! -- [[User:Bwijn|Bwijn]] 17:31, 20 May 2013 (CEST)&lt;br /&gt;
:::Yeah, I also tried playing on CSZO (which is closest to Europe, I think), but the latency and disconnects made me learn console anyway. --[[User:Lokkij|Lokkij]] 19:30, 20 May 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== 0.14a observations ==&lt;br /&gt;
&lt;br /&gt;
Downloading some recent trunk version is still preferable to playing trunk online: no nerves-rotting disconnections all the time. Some observations can be collected and logged openly just here.&lt;br /&gt;
&lt;br /&gt;
[[File:FrostCoveredStatue.png|thumb|new frost-covered statue]] A really funny, well-designed new ice statue I did screenshot these days. Will the [[Frost-covered statue]]s replace the [[ice statue]]s we have known?&lt;br /&gt;
&lt;br /&gt;
:Nah, those have been around for a while now. That Vehumet altar vault is pretty much the only place I've seen frost-covered statues, and it's a pretty rare vault. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 23:22, 8 November 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
::Thank you, Spud! As you say those statues are rare. So I never saw one before. Being exploring trunk I'd thought it could be a new feature. Now I know better. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 13:04, 12 November 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
*[[Mennas]] is still a nerve-wrecking opponent. Not even (Ash-enhanced) [[stealth]] of 18 (real 14) is enough to come close and stab him. What a luck that [[Dazzling Spray]] (spell power of 6#) blinds him at 2nd attempt. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 09:45, 5 December 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
* No longer possible for me to play it online. Reason unknown. But if zhe socket fails the servers (just the same on all of them) won't kick out my avatar but count many minutes as *idle*. So I can't reload and contininue playing after any hazard disconnect happened. - Now I'm playing trunk in downloaded versions offline, it's more fun anyway. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 18:07, 16 February 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
* I was astonished that I took the splendid unrandart [[Wyrmbane]] from a slain spriggan but my automatic logged 'Notes' didn't get that entry. All the time any other artifacts had been added though. A bug?? Wyrmbane is special in changing it's hit/dam values. And the character file's 'inventory' at the same time showed the entry. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 20:04, 17 February 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
== 014.1 observations ==&lt;br /&gt;
&lt;br /&gt;
Precious design progresses are to be observed. Even the matter-of-fact runeforgotten Orcish Mines now have some gorgeous new maps. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 23:53, 23 July 2014 (CEST)&lt;br /&gt;
[[File:SharpOrc4design141.png|thumb|sharp Orc4 design]]&lt;br /&gt;
&lt;br /&gt;
== Crawl versions ==&lt;br /&gt;
&lt;br /&gt;
I reverted your changes to the [[0.15]] page, because the purpose of that type of pages is to document the most important changes in the game from one version to the following one. The blog post you used as your source only contains weekly changes to the trunk version. Those weekly changes may not make any sense for someone updating from 0.14 to 0.15. --[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 22:40, 13 August 2014 (CEST)&lt;br /&gt;
:Well, I don't mind too much. OTOH I'd say it was exageration to revert that completely. The list displayed formidably the most uptodate stage of affairs in DCSS 0.15 shortly before the freezing point. And it was accurately marked out to be what is is. I'd expect that many of these feature changes make it into 0.15. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 00:01, 14 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm quite interested in [https://crawl.develz.org/wiki/doku.php?id=dcss:planning:0.16_plans upcoming plannings]. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 13:54, 28 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== 0.15 observations - a bug? ==&lt;br /&gt;
&lt;br /&gt;
I've been playing the 0.15 tournament and observed a damned bug! The [[character dump]] seems no longer to be reporting unrands. While found randarts get their entries as it should be, unrands are missing in the list. It's the recent subversion 0.15.0-12-gccce430 (webtiles) where I acquired an unrand and found only the dump entry &amp;quot;Identified a scroll of acquirement&amp;quot;. Well, it's still theoretically possible that the config file needs a special entry to show unrands? If anyone is wise to give helpful rc file advice or to confirm the bug please tell me. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 16:02, 2 September 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
:Yes, it's a bug. The documentation for the note_items option says that artefacts should always be noted. --[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 17:25, 2 September 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
::Thanks! -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 23:07, 2 September 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Highlights and Downthumbs of  0.16 ==&lt;br /&gt;
&lt;br /&gt;
The taking part in the tournament is indeed a very efficient means to pull people into the next set of changed rules and monsters. Without it I would stay much longer in old versions I'm accustomed to. The [http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/docs/changelog.txt;hb=refs/heads/stone_soup-0.16 0.16 Change list of Neil] gives me easy access lines for a personal listing of the '''Best and Worst Changes in 0.16''':&lt;br /&gt;
&lt;br /&gt;
My thumbs down:&lt;br /&gt;
* 14: Monsters no longer avoid walking on shadow traps. (0.16.1)&lt;br /&gt;
* 28: Every time a player clears a ziggurat (exits from the top floor, Zig:27), all subsequent ziggurats become significantly harder.&lt;br /&gt;
* 112: Player ghosts &amp;amp; spellforged servitors can now have more than six spells.&lt;br /&gt;
* 161: Zapping wands that don't have their charge count identified wastes several charges.&lt;br /&gt;
* 205: Large rocks no longer have randomized range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My favorite changes:&lt;br /&gt;
&lt;br /&gt;
* 27: Ziggurats now only require two runes to enter, down from three.&lt;br /&gt;
* 49: Vampires now bottle blood with 'c', and can do so from the first level.&lt;br /&gt;
* 50: Butchering/bottling now only takes a single turn.&lt;br /&gt;
* 70: Mimics now cackle and vanish (forever) when discovered.&lt;br /&gt;
* 110: The &amp;quot;misshapen and mutated&amp;quot; status (from Malmutate and the new Irradiate spell) is now temporary, but more significant.&lt;br /&gt;
* 113: Player ghosts now have their weapon brands displayed.&lt;br /&gt;
* 144: Dispersal now affects a wider radius &amp;amp; has a chance of confusing its victims.&lt;br /&gt;
* 145: Force Lance is now L4 Translocation/Conjuration, and is more accurate and better at knocking enemies back.&lt;br /&gt;
* 147: Ice, Dragon, Tree and Fungus forms no longer meld octopode rings.&lt;br /&gt;
* 182: Corrosion resistance can now occur on artefact armour.&lt;br /&gt;
* 201: The Box of Beasts and Rod of Shadows are now considerably stronger.&lt;br /&gt;
* 224: All characters can now evoke decks from the inventory.&lt;br /&gt;
* 225: If one's god would disapprove of a card's effects, they will block the blasphemous effects in question as it is drawn. &lt;br /&gt;
&lt;br /&gt;
Unsure about this:&lt;br /&gt;
&lt;br /&gt;
* 148: Spell miscast effects have been hugely revamped.&lt;br /&gt;
&lt;br /&gt;
== Ecumenical temple rollback ==&lt;br /&gt;
&lt;br /&gt;
Thanks for rolling back that edit on the ecumenical temple page, I would have done it myself but I don't know how to do it. How is it done? -- [[User:Fingolfin|Fingolfin]] ([[User talk:Fingolfin|talk]]) 23:23, 26 August 2015 (CEST)&lt;br /&gt;
&lt;br /&gt;
Am i missing something? I though that you can no longer wait out the divine retribution... [[User:Arcanist|Arcanist]] ([[User talk:Arcanist|talk]]) 21:50, 27 August 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User_talk:Buddy23Lee&amp;diff=37919</id>
		<title>User talk:Buddy23Lee</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User_talk:Buddy23Lee&amp;diff=37919"/>
				<updated>2015-08-27T19:34:00Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: /* regarding that change of eumenical temple */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{welcome}}&lt;br /&gt;
&lt;br /&gt;
== regarding that change of eumenical temple ==&lt;br /&gt;
&lt;br /&gt;
Hi.&lt;br /&gt;
According to the http://crawl.chaosforge.org/Talk:Divine_retribution and the http://crawl.chaosforge.org/Divine_retribution the divine wrath cannot be waited out in Eumenical temple since you will not get experience there. Therefore I propose to remove this statement. Is it ok, if I revert the page to the state I left it last time or you have a better proposal?&lt;br /&gt;
P.S. I completely dont understand how to send a message here. I hope this is not a wrong way to do it.&lt;br /&gt;
Regards,&lt;br /&gt;
Arcanist&lt;br /&gt;
[[User:Arcanist|Arcanist]] ([[User talk:Arcanist|talk]]) 21:30, 27 August 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User_talk:Buddy23Lee&amp;diff=37918</id>
		<title>User talk:Buddy23Lee</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User_talk:Buddy23Lee&amp;diff=37918"/>
				<updated>2015-08-27T19:33:40Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: /* regarding that change of eumenical temple */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{welcome}}&lt;br /&gt;
&lt;br /&gt;
== regarding that change of eumenical temple ==&lt;br /&gt;
&lt;br /&gt;
Hi.&lt;br /&gt;
According to the http://crawl.chaosforge.org/Talk:Divine_retribution and the http://crawl.chaosforge.org/Divine_retribution the divine wrath cannot be waited out since you will not get experience there. Therefore I propose to remove this statement. Is it ok, if I revert the page to the state I left it last time or you have a better proposal?&lt;br /&gt;
P.S. I completely dont understand how to send a message here. I hope this is not a wrong way to do it.&lt;br /&gt;
Regards,&lt;br /&gt;
Arcanist&lt;br /&gt;
[[User:Arcanist|Arcanist]] ([[User talk:Arcanist|talk]]) 21:30, 27 August 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User_talk:Buddy23Lee&amp;diff=37917</id>
		<title>User talk:Buddy23Lee</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User_talk:Buddy23Lee&amp;diff=37917"/>
				<updated>2015-08-27T19:33:28Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: /* regarding that change of eumenical temple */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{welcome}}&lt;br /&gt;
&lt;br /&gt;
== regarding that change of eumenical temple ==&lt;br /&gt;
&lt;br /&gt;
Hi.&lt;br /&gt;
According to the http://crawl.chaosforge.org/Talk:Divine_retribution and the http://crawl.chaosforge.org/Divine_retribution the divine wrath cannot be waited out since you will not get experience there. Therefore I propose to remove this statement. Is it ok, if I revert the page to the state I left it last time or you have a better proposal?&lt;br /&gt;
P.S. I completely dont understand how to send a message here. I hope this is not a wrong way to it.&lt;br /&gt;
Regards,&lt;br /&gt;
Arcanist&lt;br /&gt;
[[User:Arcanist|Arcanist]] ([[User talk:Arcanist|talk]]) 21:30, 27 August 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User_talk:Buddy23Lee&amp;diff=37916</id>
		<title>User talk:Buddy23Lee</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User_talk:Buddy23Lee&amp;diff=37916"/>
				<updated>2015-08-27T19:30:03Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{welcome}}&lt;br /&gt;
&lt;br /&gt;
== regarding that change of eumenical temple ==&lt;br /&gt;
&lt;br /&gt;
Hi.&lt;br /&gt;
According to the http://crawl.chaosforge.org/Talk:Divine_retribution and the http://crawl.chaosforge.org/Divine_retribution the divine wrath cannot be waited out since you will not get experience there. Therefore I propose to remove this statement. Is it ok, if I revert the page to the state I left it last time or you have a better proposal?&lt;br /&gt;
Regards,&lt;br /&gt;
Arcanist&lt;br /&gt;
[[User:Arcanist|Arcanist]] ([[User talk:Arcanist|talk]]) 21:30, 27 August 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User_talk:Buddy23Lee&amp;diff=37915</id>
		<title>User talk:Buddy23Lee</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User_talk:Buddy23Lee&amp;diff=37915"/>
				<updated>2015-08-27T19:29:31Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: /* regarding that change of eumenical temple */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{welcome}}&lt;br /&gt;
&lt;br /&gt;
== regarding that change of eumenical temple ==&lt;br /&gt;
&lt;br /&gt;
Hi.&lt;br /&gt;
According to the http://crawl.chaosforge.org/Talk:Divine_retribution and the http://crawl.chaosforge.org/Divine_retribution the divine wrath cannot be waited out since you will not get experience there. Therefore I propose to remove this statement. Is it ok, if I revert the page to the state I left it last time or you have a better proposal?&lt;br /&gt;
Regards,&lt;br /&gt;
Arcanist&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ecumenical_Temple&amp;diff=37898</id>
		<title>Ecumenical Temple</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ecumenical_Temple&amp;diff=37898"/>
				<updated>2015-08-26T18:07:18Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{flavour|A Temple of the Gods, a place of peace and refuge from the insanity of the dungeon. It usually contains altars to most of the known gods. It is located between the levels 4 and 7 of the main dungeon.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Temple entry.png]] The '''Ecumenical Temple''', also known as the Temple of Gods, is the first [[branch]] of [[the Dungeon]] most players will encounter. Located somewhere on Dungeon:4-7, it contains altars to multiple [[god]]s, but nothing else.&lt;br /&gt;
&lt;br /&gt;
Entering the Ecumenical Temple is entirely optional, but if you started the game with a non-religious [[class]], it's a good place for [[choosing a god]]. You can learn more about each god's religion by standing on their altar and [[praying]] (command '''p''').&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
The Temple has a single floor randomly picked from a predetermined pool of layouts. Whichever layout is picked, you'll find altars to at least six gods, but usually more. Any gods who are not represented in the Temple will have an altar somewhere between D:2-9, with three exceptions.&lt;br /&gt;
&lt;br /&gt;
The Temple will never contain altars to [[Beogh]]. It can very rarely contain altars to [[Jyiva]]. It does not normally contain altars to [[Lugonu]] either, but one special layout of the temple is &amp;quot;corrupted&amp;quot; and most of its altars will be to Lugonu. You can find these three gods in certain branches (Beogh in the [[Orcish Mines]], Jiyva in or near the [[Slime Pits]], and Lugonu in [[the Abyss]]), or in rare dungeon vaults.&lt;br /&gt;
&lt;br /&gt;
If the Temple's entrance appears to be unreachable, try to get in via an unused set of [[stairs]] on another floor.&lt;br /&gt;
&lt;br /&gt;
==Overflow Altars==&lt;br /&gt;
Most gods are guaranteed to have an early altar present here. If an altar to a deity other than Lugonu, Jiyva, or Beogh is not found in the Temple, it will be found somewhere between D:2-9. Such altars are called ''overflow altars''. Note that not every altar you see in that range is necessarily an overflow altar, although most are.&lt;br /&gt;
&lt;br /&gt;
Also be aware that while altars to Lugonu, Jiyva, and Beogh are not normally found in the early game, [[hill orc]]s can convert to Beogh upon encountering an [[orc priest]], while any race can start with Lugonu by playing an [[abyssal knight]]. Thus, the only god who is difficult to pick up early on is Jiyva.&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ecumenical_Temple&amp;diff=37897</id>
		<title>Ecumenical Temple</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ecumenical_Temple&amp;diff=37897"/>
				<updated>2015-08-26T18:06:55Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{flavour|A Temple of the Gods, a place of peace and refuge from the insanity of the dungeon. It usually contains altars to most of the known gods. It is located between the levels 4 and 7 of the main dungeon.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Temple entry.png]] The '''Ecumenical Temple''', also known as the Temple of Gods, is the first [[branch]] of [[the Dungeon]] most players will encounter. Located somewhere on Dungeon:4-7, it contains altars to multiple [[god]]s, but nothing else.&lt;br /&gt;
&lt;br /&gt;
Entering the Ecumenical Temple is entirely optional, but if you started the game with a non-religious [[class]], it's a good place for [[choosing a god]]. You can learn more about each god's religion by standing on their altar and [[praying]] (command '''p''').&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
The Temple has a single floor randomly picked from a predetermined pool of layouts. Whichever layout is picked, you'll find altars to at least six gods, but usually more. Any gods who are not represented in the Temple will have an altar somewhere between D:2-9, with three exceptions.&lt;br /&gt;
&lt;br /&gt;
The Temple will never contain altars to [[Beogh]]. It can very rarely contain altars to [[Jyiva]]. It does not normally contain altars to [[Lugonu]] either, but one special layout of the temple is &amp;quot;corrupted&amp;quot; and most of its altars will be to Lugonu. You can find these three gods in certain branches (Beogh in the [[Orcish Mines]], Jiyva in or near the [[Slime Pits]], and Lugonu in [[the Abyss]]), or in rare dungeon vaults.&lt;br /&gt;
&lt;br /&gt;
If the Temple's entrance appears to be unreachable, try to get in via an unused set of [[stairs]] on another floor.&lt;br /&gt;
&lt;br /&gt;
==Overflow Altars==&lt;br /&gt;
Most gods are guaranteed to have an early altar present here. If an altar to a deity other than Lugonu, Jiyva, or Beogh is not found in the Temple, it will be found somewhere between D:2-9. Such altars are called ''overflow altars''. Note that not every altar you see in that range is necessarily an overflow altar, although most are.&lt;br /&gt;
&lt;br /&gt;
Also be aware that while altars to Lugonu, Jiyva, and Beogh are not normally found in the early game, [[hill orc]]s can convert to Beogh upon encountering an [[orc priest]], while any race can start with Lugonu by playing an [[abyssal knight]]. Thus, the only god who is difficult to pick up early on is Jiyva.&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
Monsters never randomly spawn in the Temple, but they can follow you or be created there (via a god's wrath, a miscast effect, or your own spell). &lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:ARCHIVED_Majang%27s_Gargoyle_Wizard_of_Vehumet_Guide&amp;diff=37859</id>
		<title>Talk:ARCHIVED Majang's Gargoyle Wizard of Vehumet Guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:ARCHIVED_Majang%27s_Gargoyle_Wizard_of_Vehumet_Guide&amp;diff=37859"/>
				<updated>2015-08-22T20:48:42Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nice, though I should point out that stat-death is no longer a part of the game. It's now [[stat zero]]. Apart from that, I'd prioritize Fighting a little higher (HP is your only defense against hellfire, smite, Shatter, and LRD after all), but it's your guide :P  --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 15:10, 16 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
:Thanks for those comments - I did not know about the change from stat death to stat zero. [[User:Majang|Majang]] ([[User talk:Majang|talk]]) 23:58, 16 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Air magic is such a waste early on ==&lt;br /&gt;
&lt;br /&gt;
I have to admit that i disagree with the choice to focus Air AND fire magic at the same time. You are dispersing you skills way too much. Also, firestorm is no longer garanteed - you can very well end up with glaciate as a final gift. THerefore I would recommend to train fighting more, and focus conjusration before you will get the final gifts from Vehumet. Then you may choose what school of magic you prefer - but I would take air only in extended - Firestorm will resolve all your possible issues until zot. --[[User:Arcanist|Arcanist]] ([[User talk:Arcanist|talk]]) 22:48 22 August 2015 (CET)&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:ARCHIVED_Majang%27s_Gargoyle_Wizard_of_Vehumet_Guide&amp;diff=37858</id>
		<title>Talk:ARCHIVED Majang's Gargoyle Wizard of Vehumet Guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:ARCHIVED_Majang%27s_Gargoyle_Wizard_of_Vehumet_Guide&amp;diff=37858"/>
				<updated>2015-08-22T20:47:49Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nice, though I should point out that stat-death is no longer a part of the game. It's now [[stat zero]]. Apart from that, I'd prioritize Fighting a little higher (HP is your only defense against hellfire, smite, Shatter, and LRD after all), but it's your guide :P  --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 15:10, 16 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
:Thanks for those comments - I did not know about the change from stat death to stat zero. [[User:Majang|Majang]] ([[User talk:Majang|talk]]) 23:58, 16 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Air magic is such a waste early on ==&lt;br /&gt;
&lt;br /&gt;
I have to admit that i disagree with the choice to focus Air AND fire magic at the same time. You are dispersing you skills way too much. Also, firestorm is no longer garanteed - you can very well end up with glaciate as a final gift. THerefore I would recommend to train fighting more, and focus conjusration before you will get the final gifts from Vehumet. Then you may choose what school of magic you prefer - but I would take air only in extended - Firestorm will resolve all your possible issues until zot. [[User:Arcanist|Arcanist]] ([[User talk:Arcanist|talk]])&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fire_Storm&amp;diff=37851</id>
		<title>Fire Storm</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fire_Storm&amp;diff=37851"/>
				<updated>2015-08-22T19:37:17Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Fire Storm&lt;br /&gt;
|level=9&lt;br /&gt;
|school1={{Conjurations}}&lt;br /&gt;
|school2={{Fire Magic}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Annihilations]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=9&lt;br /&gt;
|spellnoise=20 or 25 (depends on the radius)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Fire_storm.jpg|right|thumb|200px|Casting Fire Storm. Notice the friendly fire vortices.]]&lt;br /&gt;
&lt;br /&gt;
{{flavour|This spell calls forth a mighty storm of roaring flame directly onto the target, dealing partially irresistible fire damage in a large area and leaving behind short-lived fire vortices.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
“Some have said there is no subtlety to destruction. You know what? They're dead.”&lt;br /&gt;
&lt;br /&gt;
-Jaya Ballard, task mage (Magic: the Gathering)}}&lt;br /&gt;
&lt;br /&gt;
{{AttackSpell&lt;br /&gt;
|name=Fire Storm&lt;br /&gt;
|formula = 8d(0.625+Power/8) &lt;br /&gt;
|maxdmg = 8d26&lt;br /&gt;
|maxsp = 200&lt;br /&gt;
|range = 6&lt;br /&gt;
|target = Smite&lt;br /&gt;
|special = AOE, [[Conjure Flame|clouds of fire]], [[fire vortex|fire vortices]]}}&lt;br /&gt;
&lt;br /&gt;
'''Fire Storm''' is a 9th-level [[Fire Magic]]/[[Conjurations]] spell that can be targeted on a visible, open square (occupied or not) in a 6-square range. It creates a fiery conflagration of random size (3-4 tiles in radius including the center tile) and fills it with clouds of fire, similar to those created by [[Conjure Flame]], and summons a handful of [[fire vortex|fire vortices]].&lt;br /&gt;
&lt;br /&gt;
Fire Storm's damage potential is one of the highest in the game (8d((5+[[Spell power]])/8), up to 208 damage per turn at max spellpower), and only 55% resistible: you can blast all kinds of fire-resistant monsters with it (even the dreaded [[orb of fire]]!) and they'll still take damage, though less. Since it uses [[List_of_spells_by_flag#Targeting|smite]]-targeting, you kill monsters that are invisible, around corners, outside of line of sight, and even on the other side of translucent walls.&lt;br /&gt;
&lt;br /&gt;
The [[fire vortex|vortices]] Fire Storm creates are weak and confused friendly monsters that wander around, meleeing enemies for a bit of additional damage. They have low HP and die after scoring a single hit, but can serve as a distraction and even get in the way of projectiles or spells.&lt;br /&gt;
&lt;br /&gt;
On the flip side, Fire Storm is incredibly difficult to learn. It's only found in the [[Book of Annihilations]], and you'll need Fire Magic and Conjurations skills of at least 18, with a staff or ring of wizardry equipped, to be able to learn it and cast it reliably, and its hunger and MP costs are tremendous. Also, casting Fire Storm causes a real ruckus, akin to shouting; you may get swarmed when you really don't want to.&lt;br /&gt;
&lt;br /&gt;
Fire Storm's random radius makes it difficult to target monsters that are close to you without hitting yourself in the process - a bad idea, given that even with rF+++, you'll still be taking about 8d12 or 8d13 damage. [[Blink]], or [[Controlled Blink]] if you can, complements Fire Storm nicely. Keep some single-target damage spells in your repertoire for monsters that don't deserve 9 MP worth of fiery death.&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Staff_of_Wucad_Mu&amp;diff=37850</id>
		<title>Staff of Wucad Mu</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Staff_of_Wucad_Mu&amp;diff=37850"/>
				<updated>2015-08-22T19:09:49Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Magical staves&lt;br /&gt;
 |name=staff of Wucad Mu&lt;br /&gt;
 |cost=&lt;br /&gt;
 |weight=15&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|This staff can be evoked to restore large amounts of magical energy, but at the risk of damaging the user's mind. Its power depends on the wielder's Evocations skill.}}&lt;br /&gt;
&lt;br /&gt;
The '''staff of Wucad Mu''' is a rare [[magical staff]] which can be used to channel [[MP]] like an improved [[staff of channeling]].&lt;br /&gt;
&lt;br /&gt;
The staff can be used in combat, functioning as a +9 [[staff]]. It can also be evoked to restore a large amount of MP, but successfully doing so comes with an unavoidable chance of causing [[Divinations]] [[miscast effect]]s. These effects are, at best, nothing, and at worst: 3-24 MP drain, temporary 1-5 INT loss, or [[confusion]] for 10 turns. Even a &amp;quot;nothing&amp;quot; miscast effect, however, will prevent you from gaining MP.&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''Success Rate''': 4% + ([[Evocations]] × 4%) '''&amp;amp;mdash;''' 100% at 24 Evocations&amp;lt;br&amp;gt;'''MP Gained''': 3-7MP + (Evocations/3) '''&amp;amp;mdash;''' 3-7MP at 0 Evocations, 12-16MP at 27 Evocations&amp;lt;br&amp;gt;'''Divinations Miscast Effect Rate''': 25% after a ''successful'' evocation&amp;lt;br&amp;gt;'''Cost''': 50 [[food]]}}&lt;br /&gt;
&lt;br /&gt;
You can improve your melee performance with this staff by training [[Fighting]] and [[Staves]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
While the odds of miscast effects occurring are intimidatingly high, not every miscast effect is a severe miscast. The amount of MP you can channel in a single turn is truly impressive when you get your Evocations skill into the double digits. You can avoid confusion by having [[clarity]], and wearing a [[ring of sustain abilities]] prevent some of the intelligence damage. Even so, a number of [[potions of restore abilities]] will be necessary if this item is to be used consistently. Zin's vitalisation prevents both confusion and int loss.&lt;br /&gt;
&lt;br /&gt;
This weapon is primarily useful for its channeling effects, as it fares rather poorly as a bludgeoning tool, despite its high enchantment. It does work better as a melee weapon than most magical staves, however, and it can finish off weakened, lightly armoured opponents. This may allow a hard-pressed mage to save MP for more dangerous threats, or to avoid an unnecessary mid-fight channel.&lt;br /&gt;
&lt;br /&gt;
As tempting as this item might be, magic users may just choose to stick with the [[Sublimation of Blood]] and [[Regeneration]] spells, which give comparable benefits with fewer liabilities.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.12]], the enchantments on this weapon depended on intelligence and were capable of reaching up to +22/+13.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], this item appeared as an '''ephemeral quarterstaff''' when unidentified.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], this staff would occasionally cause miscast effects simply by attacking with it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Staves]]&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:ARCHIVED_Majang%27s_Gargoyle_Wizard_of_Vehumet_Guide&amp;diff=37848</id>
		<title>Talk:ARCHIVED Majang's Gargoyle Wizard of Vehumet Guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:ARCHIVED_Majang%27s_Gargoyle_Wizard_of_Vehumet_Guide&amp;diff=37848"/>
				<updated>2015-08-22T11:23:27Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: /* Air magic is such a waste early on */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nice, though I should point out that stat-death is no longer a part of the game. It's now [[stat zero]]. Apart from that, I'd prioritize Fighting a little higher (HP is your only defense against hellfire, smite, Shatter, and LRD after all), but it's your guide :P  --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 15:10, 16 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
:Thanks for those comments - I did not know about the change from stat death to stat zero. [[User:Majang|Majang]] ([[User talk:Majang|talk]]) 23:58, 16 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Air magic is such a waste early on ==&lt;br /&gt;
&lt;br /&gt;
I have to admit that i disagree with the choice to focus Air AND fire magic at the same time. You are dispersing you skills way too much. Also, firestorm is no longer garanteed - you can very well end up with glaciate as a final gift. THerefore I would recommend to train fighting more, and focus conjusration before you will get the final gifts from Vehumet. Then you may choose what school of magic you prefer - but I would take air only in extended - Firestorm will resolve all your possible issues until zot.&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_brilliance&amp;diff=37847</id>
		<title>Potion of brilliance</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_brilliance&amp;diff=37847"/>
				<updated>2015-08-22T10:00:40Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Potion&lt;br /&gt;
 |name = Potion of brilliance&lt;br /&gt;
 |cost = 32&lt;br /&gt;
 |weight = 4.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A magic potion which greatly increases the intelligence and magical power of the one who drinks it.}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of brilliance''' provides you with the following temporary bonuses:&lt;br /&gt;
*+5 [[intelligence]]&lt;br /&gt;
*An increase to [[spell power]]&lt;br /&gt;
*Reduces [[spell success|spell failure]] rates by 1/3&lt;br /&gt;
*+6 [[wizardry]]&lt;br /&gt;
&lt;br /&gt;
Although its effects are only temporary, a potion of brilliance can improve the damage output, accuracy, and casting success rate of a caster's high level spells long enough to make otherwise risky battles manageable.&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fireball&amp;diff=37846</id>
		<title>Fireball</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fireball&amp;diff=37846"/>
				<updated>2015-08-22T09:38:50Z</updated>
		
		<summary type="html">&lt;p&gt;Arcanist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Fireball&lt;br /&gt;
|level=5&lt;br /&gt;
|school1={{Conjurations}}&lt;br /&gt;
|school2={{Fire Magic}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Fire]]&lt;br /&gt;
*[[Book of Flames]]&lt;br /&gt;
*[[Book of the Tempests]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=5&lt;br /&gt;
|spellnoise=15&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|This spell hurls an exploding bolt of fire. This spell does not cost additional spell levels if the learner already knows Delayed Fireball.}}&lt;br /&gt;
&lt;br /&gt;
{{AttackSpell&lt;br /&gt;
|name=Fireball&lt;br /&gt;
|formula = 3d(3.33+Power/6) fire&lt;br /&gt;
|maxdmg = 3d37&lt;br /&gt;
|maxsp = 200&lt;br /&gt;
|range = 6&lt;br /&gt;
|target = Beam&lt;br /&gt;
|special = Explosion&lt;br /&gt;
|hit_type = normal&lt;br /&gt;
|hit_adder = 40&lt;br /&gt;
|hit_num = 0&lt;br /&gt;
|hit_denom = 1&lt;br /&gt;
|dam_calculator = calcdice&lt;br /&gt;
|dam_numdice = 3&lt;br /&gt;
|dam_adder = 10&lt;br /&gt;
|dam_num = 1&lt;br /&gt;
|dam_denom = 2}}&lt;br /&gt;
&lt;br /&gt;
'''Fireball''' is a level 5 [[Conjurations]]/[[Fire Magic]] spell which launches an exploding gout of fire at the targeted tile, dealing '''unavoidable''' [[fire]] damage to everything caught in the ensuing 3×3 explosion. It is an excellent mid-game attack spell, allowing you to rapidly wipe out clusters of enemies.&lt;br /&gt;
&lt;br /&gt;
Player-launched fireballs do&lt;br /&gt;
 calc_dice(3, 10 + power / 2)&lt;br /&gt;
damage, which is less than [[Bolt of Fire]] but still respectable, and at a slightly lower MP cost.&lt;br /&gt;
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Fireball is also unique in that learning it will consume zero spell slots if you already have [[Delayed Fireball]] memorized. This does not let you exceed the hard limit of 20 spells total.&lt;br /&gt;
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===Strategy===&lt;br /&gt;
If you learn the quirks of monster movement, you can potentially hit 8 monsters at a time with a single fireball. If your defenses are up to scratch, you may even want to take a hit or two to maximize your damage output, or to avoid running out of MP midfight.&lt;br /&gt;
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Its unavoidable nature and burst radius and burst radius make it especially good for taking out annoying, hard-to-hit foes, such as bands of [[List of spriggans|spriggans]] or opponents hiding in the back row. Firing it at melee range can be dangerous, however; unless you can aim at a tile behind the foe you're engaged with, you're likely to get caught in your own blast.&lt;/div&gt;</summary>
		<author><name>Arcanist</name></author>	</entry>

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