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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BGRAS0</id>
		<title>CrawlWiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BGRAS0"/>
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		<updated>2026-05-06T02:36:47Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Doom_hound&amp;diff=53602</id>
		<title>Doom hound</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Doom_hound&amp;diff=53602"/>
				<updated>2020-10-23T03:59:06Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: /* Useful Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version024}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Doom hounds''' are [[demon]]ic canines that roam the realm of [[Tartarus]]. Each doom hound can howl once, which gives you the Howl status condition. For the next several turns, other denizens of Tartarus (such as [[bone dragon]]s, [[shadow dragon]]s, [[tormentor]]s, or even [[Tzitzimimeh]]) will be called in to near your location. These reinforcements do not count as summons, and are therefore not susceptible to [[Aura of Abjuration]] - they are normal monsters that leave corpses when killed (if they normally have them) and grant XP. Doom hounds will not summon more doom hounds.&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*They have very low MR, especially for the Hells. A simple [[wand of paralysis]] will shut them down long enough to smash them.&lt;br /&gt;
*If you can't kill them before they get a howl off, try to retreat to an area where you can duck out of sight of any particularly nasty summons.&lt;br /&gt;
*A [[potion of cancellation]] will remove the Howl status, if you're in a pinch.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Doom hounds were introduced in [[0.18]].&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Amulet_of_guardian_spirit&amp;diff=53535</id>
		<title>Amulet of guardian spirit</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Amulet_of_guardian_spirit&amp;diff=53535"/>
				<updated>2020-10-13T18:40:47Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: /* Strategy */ Corrected a lot of the misinformation about G spirit and updated it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version023}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Jewellery&lt;br /&gt;
 |name=Amulet of guardian spirit&lt;br /&gt;
 |cost= ?&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|An amulet containing a protective spirit which will cause any damage taken to be divided between the wearer's reserves of health and magic.}}&lt;br /&gt;
Wearing an '''amulet of guardian spirit''' links your [[HP]] and [[MP]], causing all damage you take to be split proportionally between your HP and MP pools, as per the [[spirit shield]] ego.&lt;br /&gt;
&lt;br /&gt;
Equipping this amulet will immediately set your MP to zero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*[[Vine Stalker]]s have this amulet's effect as an innate ability, and do not further benefit from wearing one. Since this amulet links with health, [[deep dwarves]] will stop regenerating their mana (and drain all of it upon equipping the amulet) until they remove it again.&lt;br /&gt;
*This amulet is best suited for spellcasters and races with a very low HP-to-MP ratio, for whom it provides the greatest increase in survivability. While these characters will sometimes be reduced to low MP and be unable to kill enemies, this is better than being reduced to 0 HP and being dead. Conversely, it offers little benefit to [[berserker]]s and other characters with little to no HP.&lt;br /&gt;
*If you plan to wear this amulet long-term, consider training your [[Spellcasting]], [[Invocations]], or [[Evocations]] ability to increase your mana pool and give you some additional durability. Training Spellcasting will grant you the most MP, but training [[Invocations]] or [[Evocations]] may or may not be more practical options depending on your character specs and/or skill [[aptitude]]s.&lt;br /&gt;
*When combined with some sort of [[channeling]] ability, it can serve as a limited form of on-demand healing. This is great for [[mummies]] or [[lichform]] casters, who can channel constantly without feeling hunger, and is worth considering for spellcasters in [[chunk]]-rich areas.&lt;br /&gt;
*[[Deep elves]] and [[felid]]s have low enough HP that they can be one-shotted by [[Lehudib's Crystal Spear]] and similar dangers. Losing a large chunk of your MP from a hard hit is still preferable to losing all your HP.&lt;br /&gt;
*Remember to re-assess the priority for killing magic point draining monsters (such as the [[eye of draining]] or [[ghost moth]]) while wearing this amulet, as their ability to drain your MP is often rapid and irresistible.&lt;br /&gt;
*Guardian Spirit has no effect on poison damage over time. As such, if you are lethally poisoned, you will need to drink a curing potion or otherwise avoid your death.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.10]], the amulet used only MP to shield the wearer, making it less useful for casters.&lt;br /&gt;
&lt;br /&gt;
{{jewellery}}&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Uskayaw&amp;diff=53462</id>
		<title>Uskayaw</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Uskayaw&amp;diff=53462"/>
				<updated>2020-09-30T23:26:20Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: /* Deprecates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|025}}&lt;br /&gt;
[[File:Uskayaw altar.png]] ''&amp;quot;Surrender yourself to the rhythm!&amp;quot;''&lt;br /&gt;
{{flavour|Uskayaw the Reveler is a god of ecstatic dance. On the surface, Uskayaw appreciates many forms of worship, but in the dungeon most worshippers stick to the dance of combat. Uskayaw appreciates the passion and rhythm of combat, rewarding followers for each strike they deliver and for the damage they deal their foes. The longer the dance continues, the greater powers Uskayaw offers. When the dance ends, Uskayaw quickly loses interest.&lt;br /&gt;
&lt;br /&gt;
Uskayaw offers powers that help worshippers continue the dance. Worshippers can stomp to damage foes around them and rapidly move through a line of creatures while confusing them. When a worshipper's dance reaches a certain point, Uskayaw will freeze all foes so that the dancer may take a solo. If the dance continues, Uskayaw will link the emotions of foes, forcing them to share their pain. If the dance continues, Uskayaw allows you to end it by melding with and then violently exploding a foe, killing it instantly.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Uskayaw (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Uskayaw especially likes it when you hurt your foes. Piety increases with damage dealt.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Abandonment.&lt;br /&gt;
* Inactivity (loses [[Piety]] quickly when not attacking foes, to a minimum of 1*).&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
Uniquely, Uskayaw's awarded titles are based on Invocations skill, not piety. They are &amp;quot;Wallflower&amp;quot;, &amp;quot;Party-goer&amp;quot;, &amp;quot;Dancer&amp;quot;, &amp;quot;Impassioned&amp;quot;, &amp;quot;Rapturous&amp;quot;, &amp;quot;Estatic&amp;quot;, and &amp;quot;Rhythm of Life and Death&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level -]]&lt;br /&gt;
*Uskayaw offers no abilities at this level.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *]]&lt;br /&gt;
*'''Stomp''' - Stomps down in time with the rhythm of the dance, sending a shockwave through all adjacent creatures. (Damage = monstercurrenthp/6 + 2d[2 + Invocations/2]). Does more damage to monsters with more health. Costs 20 [[piety]] and 3 [[MP]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level **]]&lt;br /&gt;
*'''Line Pass''' - Passes through a contiguous line of creatures at superhuman speed, ending up in a new location. Any creatures passed through in this way will be confused, with duration based on Invocations and monster HD. Costs 20 piety and 4 [[MP]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ***]]&lt;br /&gt;
*'''Solo Time''' - Upon reaching this piety level, Uskayaw briefly paralyzes all enemies in your line of sight, with duration based on Invocations.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ****]]&lt;br /&gt;
*'''Pain Bond''' - Triggers automatically upon hitting the required piety. It gives all monsters in your line of sight the pain bond status for an amount of time that increases with Invocations skill. While the status is active, affected creatures deal a portion of the damage they receive to nearby creatures with the same status -- which can trigger the status again in a chain reaction. The damage shared decreases with distance, dealing 80%/60%/40%/0% at one/two/three/four tiles away, respectively.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *****]]&lt;br /&gt;
* '''Grand Finale''' - This power lets you blink to a monster's location and kill the monster, potentially sending flying chunks everywhere. Any targetable monster is instantly killed by this ability. The flavor is that you merge your emotions and body with the target, then violently separate. Success rate increases with additional piety over 5* (120) as well as Invocations. Using this ability will reduce your piety back to *. Costs 8 [[MP]]&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ******]]&lt;br /&gt;
* Uskayaw offers no new abilites.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|&lt;br /&gt;
Uskayaw's wrath turns the powers of the dance against the offender. The prude will find their foes going berserk and will be forced to helplessly watch as foes execute their own solos. When the dance is getting too slow, Uskayaw will attempt to bring more revelers.}} &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Uskayaw provides some very strong abilities that require you to stay in a fight for longer. While they can be used against a single opponent, they truly shine when engaging multiple opponents, thus considerably increasing the risk. &lt;br /&gt;
&lt;br /&gt;
Uskayaw's fast piety gain can be further increased by wearing an [[amulet of faith]] which, unlike with other gods, can be removed with impunity. The playstyle fits very well with the cleaving attacks of various [[axes]] or ripostes of long blades, and, for entirely different reasons, with [[stab|stabber]] characters. In the first case, [[cleaving]] accelerates the piety gain by hitting multiple opponents. The latter benefits from irresistible confusion, pain bond to apply stabbing damage to multiple monsters at once and then finally Grand Finale allows them to deal with highly-threatening enemies without being resisted, evaded or mitigated by AC and affects even the most threatening of enemies like [[pandemonium lord|pandemonium lords]], rune guardians in [[Hell]] or [[orb of fire|orbs of fire]].&lt;br /&gt;
&lt;br /&gt;
Worshippers should remember that as powerful as Uskayaw's abilities are in battle, they can also be used to flee. Both Line Pass and Grand Finale are effective against friendly and neutral targets, including plants. Act quickly, though, as piety will start to fall after three turns without doing damage.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Uskayaw was added in [[0.19]]. Originally, it was called Ukayaw, making it too similar with the shortened version of Okawaru (Oka vs Uka).&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gozag_Ym_Sagoz&amp;diff=53461</id>
		<title>Gozag Ym Sagoz</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Gozag_Ym_Sagoz&amp;diff=53461"/>
				<updated>2020-09-30T23:14:49Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: /* Given Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|022}}&lt;br /&gt;
[[File:Gozag altar.png]] ''&amp;quot;Greed is good.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Gozag Ym Sagoz the Greedy teaches that the world belongs to the rich. Those accepting this principle may exchange their gold for divine assistance. Followers of Gozag do not earn piety; the only way to impress this god is by amassing a fortune, and worshippers may request as much assistance as they can afford. Fortunately, Gozag's worshippers are said to have the touch of gold.&lt;br /&gt;
&lt;br /&gt;
For Gozag, both flesh and food are inferior to wealth, and therefore all corpses are turned into gold piles. These piles of gold may briefly distract nearby monsters. Stalwarts can order immediate help in the form of potions, with prices dictated by the Greedy. Particularly well-off adherents may attract shopkeepers into the dungeon, and even bribe entire branches of the dungeon.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s may not worship Gozag Ym Sagoz or any other deity.&lt;br /&gt;
&lt;br /&gt;
===Additional Restrictions===&lt;br /&gt;
Gozag requires a service fee for joining; this starts at 0 [[gold]] and rises with the amount of gold generated in the game:&lt;br /&gt;
 Service fee = (Generated gold - Generated gold/log10(Generated gold+10))/2&lt;br /&gt;
&lt;br /&gt;
Characters without enough gold receive the message, &amp;quot;Gozag does not accept service from beggars like you!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Monk]]s who have not yet chosen a god are exempt from this fee, as are those who join Gozag through a [[faded altar]].&lt;br /&gt;
&lt;br /&gt;
==Appreciates/Deprecates==&lt;br /&gt;
Gozag Ym Sagoz is a reasonable businessgod, and does not allow personal feelings to affect its behavior one way or another. All interactions with Gozag Ym Sagoz revolve purely around gold. This also means that amulets of faith have no effect, since Gozag doesn't care about piety.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
As Gozag Ym Sagoz has no piety system, all divine abilities are available upon joining. Players are notified when they have gathered enough gold to use the next given ability.&lt;br /&gt;
&lt;br /&gt;
*'''Golden touch''': Defeated enemies turn into piles of gold (the amount of gold varies; bigger, stronger monsters tend to generate more), but never leave corpses.  Gold piles on the ground have a chance to distract monsters, causing brief confusion. (Passive)&lt;br /&gt;
&lt;br /&gt;
*'''Detect Gold''': You map the location of all gold on the floor. (Passive)&lt;br /&gt;
&lt;br /&gt;
*'''Potion Petition''': Purchase one set of potion effects. You immediately get the effects of one of three sets of potions, each containing 1-6 random, different potions. Sets containing more and/or better potions are more expensive to purchase. Once you activate the ability, you must choose and pay for one of the sets. The first use of Potion Petition is free, but each additional use costs 400 gold. If your species cannot be hasted or go berserk, Gozag will not offer hasting or berserk effects.&lt;br /&gt;
&lt;br /&gt;
*'''Call Merchant''': Fund a merchant to set up a new [[shop]].  You choose one out of four different Merchants with different shop types, one of which is a food shop (Mummies and vampires are not offered the food shop, thus receive only three choices).  The first use of Call Merchant costs at most 800 gold for the best shop, increasing by 200 gold per use (though most shops are actually much cheaper). The chosen shop is placed at your feet.&lt;br /&gt;
&lt;br /&gt;
*'''Bribe Branch''': Send money to the inhabitants of a branch to turn them temporarily neutral or incite them to join you. [[Unique]] [[Hell]] and [[Pan]] lords are unaffected. (Costs 3000 Gold)&lt;br /&gt;
**You must be in the branch (or standing on the entrance) to use this ability. Adds 3000 gold to this branch's bribe fund. Monsters have a chance based on their HD (stronger monsters have a higher chance) to either become peaceful (for some gold from the bribe fund) or become your permanent allies (for more gold from the fund). The chance is rolled when they first notice you.&lt;br /&gt;
**Allied monsters take from the fund when fighting, but not over time.&lt;br /&gt;
**Attacking one of these pacified monsters result in turning all pacified monsters in sight hostile.&lt;br /&gt;
** This power can be incredibly useful in branches with dangerous enemies. Having a few [[Orb of fire|Orbs of fire]] or [[Ancient lich]]es on your side can make a big difference.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Upon leaving Gozag Ym Sagoz, any funded stores close, as they are unable to pay their debts without your funds. Any bribed monsters turn hostile. In addition:&lt;br /&gt;
*Petition for your drink to fail: When quaffing potions, there is a high chance that you will lose a turn (but not the potion).&lt;br /&gt;
*Turn to gold: When buying from shops, there is a chance your purchase will turn into 1 piece of gold.&lt;br /&gt;
*Incite: Permanently buffs an enemy with a potion effect.&lt;br /&gt;
*Claim gold: Gozag claims about 10% of any gold you pick up (much like [[Zin]]).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Gozag's most obvious drawback, the lack of corpses, is not as bad as it sounds for most characters. Spellcasters may want to train more [[spellcasting]] than usual to reduce [[spell hunger]]. As long as you're not spamming high-level spells there's plenty of food in the game to keep you from starving, even without creating extra food shops. Note that it will be much more difficult to get dragon scales since dragons won't leave corpses.&lt;br /&gt;
&lt;br /&gt;
The most dangerous drawback of worshiping Gozag is the lack of a reliable panic button. While Potion Petition's gold cost is almost nothing compared to the gold dropped by monsters, there's no promise that any of the offered potions will be useful in a given situation. Even then, these are generally only buffs--the only form of escape Gozag can offer is haste. This means that planning ahead, and preparing for the future by stocking up on escape options, is even more important when worshiping Gozag. This is aided by funding potion and scroll shops, and buying useful scrolls and potions to provide safer panic buttons. &lt;br /&gt;
&lt;br /&gt;
In exchange, Gozag offers a large amount of power to those who plan ahead to use it. Funding armour and weapon shops can quickly result in a Gozag worshipper having much better gear throughout the mid-game, and even late-game, than the average player would have. Similarly, by funding potion and scroll shops, players can get ahold of many more consumables than others might. However, Gozag's true power lies in the third ability. Bribing a branch, while expensive, can drastically reduce the difficulty of a level, by making potentially dangerous enemies become neutral, or even friendly. Few things simplify the [[Realm of Zot]] like an allied [[orb of fire]]. If your bribery fund begins to run low, you can put an extra 3000 gold towards it by using the ability again. This can be used to ensure the final floor of a branch is fully bribed. Similarly, you can bribe the [[Dungeon]], [[Depths]], and the Realm of Zot ahead of time to simplify the orb run, once you've cleared the monsters guarding the [[Orb of Zot]].&lt;br /&gt;
&lt;br /&gt;
Because Gozag's benefits are primarily oriented towards the late-game, and the god offers little before players have had time to build up a gold supply to purchase aid with, characters who have little trouble in the early game can best take advantage of Gozag. Conveniently, this primarily means pure physical characters. Such characters don't have the food issues that tend to plague casters, making the removal of corpses a fairly painless drawback.&lt;br /&gt;
&lt;br /&gt;
Characters that rely heavily on [[corpse]]s, such as [[Necromancer]]s, [[ghoul]]s, and [[troll]]s, should think twice before choosing to follow Gozag, as you'll be turning everything you kill into gold. [[Felid]]s and [[kobold]]s also suffer to a lesser extent. [[Dancing weapon]]s turn to gold too, so don't bother with the [[hall of blades]].&lt;br /&gt;
&lt;br /&gt;
Gozag is an especially appealing choice for [[spriggan]]s, [[vampire]]s, and [[mummies]]; they have less use for corpses than most species (barring [[Necromancy]]). Spriggan worshippers can actually get access to ''more'' food than they usually would by calling in extra food shops, and Potion Petition helps make up for the fact that mummies can't normally drink potions.&lt;br /&gt;
&lt;br /&gt;
Gozag is one of the few gods you can abandon while keeping permanent benefits granted via worship (items from Called Merchants).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.21]], Gozag could offer haste or berserk via potion petition to species that couldn't be hasted or go berserk.&lt;br /&gt;
&lt;br /&gt;
Several aspects of Gozag were different prior to [[0.17]]:&lt;br /&gt;
* Service fee was higher&lt;br /&gt;
* Gold distraction was centered on the generated gold, rather than the player.&lt;br /&gt;
* The cost of Potion Petition increased with use&lt;br /&gt;
* Only monsters that normally left corpses dropped gold.&lt;br /&gt;
* Bribes only worked on humanoid and demonic enemies.&lt;br /&gt;
* Call Merchant placed shops on unexplored floors in [[Dungeon]], [[Depths]], [[Vaults]], and only at your feet when those branches were fully explored.&lt;br /&gt;
&lt;br /&gt;
Gozag Ym Sagoz was added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=53460</id>
		<title>Hepliaklqana</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=53460"/>
				<updated>2020-09-30T23:11:58Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: /* Ancestor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
[[File:Hepliaklqana altar.png]] &amp;quot;Through your memory, the past survives and persists.&amp;quot;&lt;br /&gt;
{{flavour|Hepliaklqana the Forgotten accepts the worship of those who would remember their forebears, and fight alongside the greatest of them all. Hepliaklqana demands only that followers explore and form new experiences; as they advance in this service, they will find themselves able to shape and control their ancestor's memory, eventually bringing them into the ranks of the mythical heroes.&lt;br /&gt;
&lt;br /&gt;
Hepliaklqana's worshippers are served by a guardian formed from their memories of their greatest ancestor. This ancestor is at first remembered as they were at the start of their fabled adventures, but will advance in skill as their descendant does. Hepliaklqana always allows followers to recall their ancestor to their side, and, even if the ancestor is destroyed, Hepliaklqana will call it forth again not long after. Further advancement in Hepliaklqana's service allows worshippers to restore and strengthen their ancestor, to swap them with other creatures, and to choose how to remember their life's talents.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Hepliaklqana (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Hepliaklqana likes it when you explore the world.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Abandonment.&lt;br /&gt;
* Inactivity (on average, you lose 1 Piety about every 500 turns).&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
While worshipping Hepliaklqana, your maximum HP is reduced by 10%. You also gain the presence of an ancestor, a permanent ally that fights alongside you.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level -]]:''' &amp;quot;Hazy&amp;quot;&lt;br /&gt;
*'''Recall''' - Recalls your ancestor from anywhere in the dungeon to your immediate surroundings. Costs 2 MP.&lt;br /&gt;
*'''Ancestor Identity''' - Allows you to choose your ancestor's name and gender. This does not take any time.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *]]:''' &amp;quot;[Species] Child&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level **]]:''' &amp;quot;Storyteller&amp;quot;&lt;br /&gt;
*'''Ancestor Life''' - You may choose one of three backgrounds for your ancestor. This choice is permanent, and cannot be undone; even abandoning Hepliaklqana and rejoining won't alter your choice.&lt;br /&gt;
**'''Knights''' gain increased [[AC]], a [[shield]], and eventually get the ability to [[cleave]] through foes.&lt;br /&gt;
**'''Battlemages''' gain an increase to melee damage and an assortment of damaging [[Conjurations]].&lt;br /&gt;
**'''Hexers''' gain a branded [[short blade]] and an assortment of [[Hexes]].&lt;br /&gt;
&lt;br /&gt;
See the [[Hepliaklqana#Ancestor|Ancestor]] section below for more details.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ***]]:''' &amp;quot;Brooding&amp;quot;&lt;br /&gt;
*'''Transference''' - Swaps one creature with your ancestor. Costs 2 MP and a small amount of piety.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ****]]:''' &amp;quot;Anamnesiscian&amp;quot;&lt;br /&gt;
*'''Idealise''' - Heals your ancestor, gives them an extra 4+(HD/3) AC, and temporarily doubles their damage and spell power. The quality of the healing and duration of the idealisation granted are both improved by the [[Invocations]] skill. Costs 4 MP and a small amount of piety.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *****]]:''' &amp;quot;Grand Scion&amp;quot;&lt;br /&gt;
*When using '''Transference''', creatures next to your target (i.e. the monster you swap your ancestor with) will be drained for a duration depending on Invocations skill.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ******]]:''' &amp;quot;Unforgettable&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
==Ancestor==&lt;br /&gt;
The player can choose from 3 types: battlemage, knight, and hexer. The ancestor's abilities scale off your XL and affect their HP, AC/EV, attack damage, magic resistance and spell list. Concrete formulas are as follows:&lt;br /&gt;
&lt;br /&gt;
*'''HD''' (XL - 1)*2/3 +1&lt;br /&gt;
*'''HP:''' HD * 5 + max(0, (HD - 12) * 5)&lt;br /&gt;
*'''MR:''' HD*HD/2&lt;br /&gt;
*'''Base damage:''' HD + 3, * 2 for the battlemage;&lt;br /&gt;
*'''Base AC:''' HD&lt;br /&gt;
**Knight gets 5+HD/2 additional AC, described as [[chain mail]] to the player&lt;br /&gt;
*'''Resistances:''' [[Fire resistance|rF+]], [[Cold resistance|rC+]], [[Negative energy]] immunity, [[Poison]] immunity&lt;br /&gt;
*[[Fly|Flies]], [[See invisible|sees invisible]], and regenerates quickly&lt;br /&gt;
&lt;br /&gt;
Ancestors do not time out, can follow you up &amp;amp; down stairs, and cannot be dispelled. If destroyed, your ancestor will reform after a few dozen turns. The normal ally XP penalty does not apply to your ancestor.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Ancestor powers&lt;br /&gt;
|-&lt;br /&gt;
!XL&lt;br /&gt;
!Knight&lt;br /&gt;
!Battlemage&lt;br /&gt;
!Hexer&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Flail]], [[kite shield]], and [[chain mail]] (bonus AC above)&lt;br /&gt;
|[[Quarterstaff]], bonus base melee damage, [[Throw Frost]], [[Stone Arrow]]&lt;br /&gt;
|[[Dagger]] of [[draining (brand)|draining]], [[Slow]], [[Confuse]]&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|[[Broad axe]] of [[flaming]]&lt;br /&gt;
|[[Bolt of Magma]]&lt;br /&gt;
|[[Paralyse]]&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|[[Tower shield]] of [[reflection]], haste self&lt;br /&gt;
|[[Lajatang]] of [[freezing]], haste self&lt;br /&gt;
|[[Mass Confusion]], haste self&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|[[Broad axe]] of [[speed (brand)|speed]]&lt;br /&gt;
|[[Lehudib's Crystal Spear]]&lt;br /&gt;
|[[Antimagic]] [[quick blade]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Hepliaklqana believes that the only reasonable punishment for turning one's back on the path of memory is to be denied its use. All new experience is denied to the unfortunate apostate, until Hepliaklqana decides they have been punished enough. This will not be quick: unlike some, Hepliaklqana has a long memory...}} &lt;br /&gt;
&lt;br /&gt;
Your ancestor immediately leaves (though the decrease to your maximum HP remains until your punishment is over) and you are unable to earn any experience until Hepliaklqana decides it's taken enough; this takes approximately 2 experience levels worth of XP. The XP is permanently gone.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The ancestor can be chosen to complement your background, e.g. wizards can choose knights to provide defense while they are casting spells from afar, but at the moment there is noticeable power difference that makes this way of choosing less appealing.&lt;br /&gt;
&lt;br /&gt;
Hexer is generally considered to be stronger than the other two ancestor types since they can get [[Mass Confusion]] and an [[antimagic]] [[quick blade]]. Battlemage usually tapers off in power around [[Lair]] and has problems due to requiring a clear line of sight to the target.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Characters with ranged weapons or ranged [[Conjurations]] should be wary -- the moment you attack an enemy at range, your ancestor will happily charge towards your target and potentially get in the way of your attacks. [[Searing Ray]] in particular is tricky to use without your ancestor moving into the line of fire.&lt;br /&gt;
*Characters with fast movement speed ([[centaur]]s, [[spriggan]]s, [[felid]]s, and any character with [[boots of running]]) should be aware that their ancestor will still move at normal speed, making it quite likely that you'll leave them behind unless you deliberately slow down (you may set your autoexplore speed to theirs by hitting '''Ctrl+e'''). The recall ability is available from the start and only takes 1 turn to bring your ancestor to you should you have need of them -- it is up to you whether that is worth either the extra hassle of slowing down or the risk of leaving your ancestor alone with possible threats.&lt;br /&gt;
*[[Inner Flame]] or [[scrolls of immolation]] work well for followers of Hepliaklqana; target your ancestor, send them at your enemies, and watch them explode! They'll even come back no worse for the wear after the battle! Of course, you might make enough noise to attract attention to you while your ancestor is out of commission...&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Hepliaklqana was added in [[0.19]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=53459</id>
		<title>Hepliaklqana</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=53459"/>
				<updated>2020-09-30T23:10:41Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: /* Punishments */ Add a concrete number&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
[[File:Hepliaklqana altar.png]] &amp;quot;Through your memory, the past survives and persists.&amp;quot;&lt;br /&gt;
{{flavour|Hepliaklqana the Forgotten accepts the worship of those who would remember their forebears, and fight alongside the greatest of them all. Hepliaklqana demands only that followers explore and form new experiences; as they advance in this service, they will find themselves able to shape and control their ancestor's memory, eventually bringing them into the ranks of the mythical heroes.&lt;br /&gt;
&lt;br /&gt;
Hepliaklqana's worshippers are served by a guardian formed from their memories of their greatest ancestor. This ancestor is at first remembered as they were at the start of their fabled adventures, but will advance in skill as their descendant does. Hepliaklqana always allows followers to recall their ancestor to their side, and, even if the ancestor is destroyed, Hepliaklqana will call it forth again not long after. Further advancement in Hepliaklqana's service allows worshippers to restore and strengthen their ancestor, to swap them with other creatures, and to choose how to remember their life's talents.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Hepliaklqana (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Hepliaklqana likes it when you explore the world.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Abandonment.&lt;br /&gt;
* Inactivity (on average, you lose 1 Piety about every 500 turns).&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
While worshipping Hepliaklqana, your maximum HP is reduced by 10%. You also gain the presence of an ancestor, a permanent ally that fights alongside you.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level -]]:''' &amp;quot;Hazy&amp;quot;&lt;br /&gt;
*'''Recall''' - Recalls your ancestor from anywhere in the dungeon to your immediate surroundings. Costs 2 MP.&lt;br /&gt;
*'''Ancestor Identity''' - Allows you to choose your ancestor's name and gender. This does not take any time.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *]]:''' &amp;quot;[Species] Child&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level **]]:''' &amp;quot;Storyteller&amp;quot;&lt;br /&gt;
*'''Ancestor Life''' - You may choose one of three backgrounds for your ancestor. This choice is permanent, and cannot be undone; even abandoning Hepliaklqana and rejoining won't alter your choice.&lt;br /&gt;
**'''Knights''' gain increased [[AC]], a [[shield]], and eventually get the ability to [[cleave]] through foes.&lt;br /&gt;
**'''Battlemages''' gain an increase to melee damage and an assortment of damaging [[Conjurations]].&lt;br /&gt;
**'''Hexers''' gain a branded [[short blade]] and an assortment of [[Hexes]].&lt;br /&gt;
&lt;br /&gt;
See the [[Hepliaklqana#Ancestor|Ancestor]] section below for more details.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ***]]:''' &amp;quot;Brooding&amp;quot;&lt;br /&gt;
*'''Transference''' - Swaps one creature with your ancestor. Costs 2 MP and a small amount of piety.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ****]]:''' &amp;quot;Anamnesiscian&amp;quot;&lt;br /&gt;
*'''Idealise''' - Heals your ancestor, gives them an extra 4+(HD/3) AC, and temporarily doubles their damage and spell power. The quality of the healing and duration of the idealisation granted are both improved by the [[Invocations]] skill. Costs 4 MP and a small amount of piety.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *****]]:''' &amp;quot;Grand Scion&amp;quot;&lt;br /&gt;
*When using '''Transference''', creatures next to your target (i.e. the monster you swap your ancestor with) will be drained for a duration depending on Invocations skill.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ******]]:''' &amp;quot;Unforgettable&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
==Ancestor==&lt;br /&gt;
The player can choose from 3 types: battlemage, knight, and hexer. The ancestor's abilities scale off your XL and affect their HP, AC/EV, attack damage, magic resistance and spell list. Concrete formulas are as follows:&lt;br /&gt;
&lt;br /&gt;
*'''HD''' (XL - 1)*2/3 +1&lt;br /&gt;
*'''HP:''' HD * 5 + max(0, (HD - 12) * 5)&lt;br /&gt;
*'''MR:''' HD*HD/2&lt;br /&gt;
*'''Base damage:''' HD + 3, * 2 for the battlemage;&lt;br /&gt;
*'''Base AC:''' HD&lt;br /&gt;
**Knight gets 5+HD/2 additional AC, described as [[chain mail]] to the player&lt;br /&gt;
*'''Resistances:''' [[Fire resistance|rF+]], [[Cold resistance|rC+]], [[Negative energy]] immunity, [[Poison]] immunity&lt;br /&gt;
*[[Fly|Flies]], [[See invisible|sees invisible]], and regenerates quickly&lt;br /&gt;
&lt;br /&gt;
Ancestors do not time out, can follow you up &amp;amp; down stairs, and cannot be dispelled. If destroyed, your ancestor will reform after a few dozen turns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+Ancestor powers&lt;br /&gt;
|-&lt;br /&gt;
!XL&lt;br /&gt;
!Knight&lt;br /&gt;
!Battlemage&lt;br /&gt;
!Hexer&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Flail]], [[kite shield]], and [[chain mail]] (bonus AC above)&lt;br /&gt;
|[[Quarterstaff]], bonus base melee damage, [[Throw Frost]], [[Stone Arrow]]&lt;br /&gt;
|[[Dagger]] of [[draining (brand)|draining]], [[Slow]], [[Confuse]]&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|[[Broad axe]] of [[flaming]]&lt;br /&gt;
|[[Bolt of Magma]]&lt;br /&gt;
|[[Paralyse]]&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|[[Tower shield]] of [[reflection]], haste self&lt;br /&gt;
|[[Lajatang]] of [[freezing]], haste self&lt;br /&gt;
|[[Mass Confusion]], haste self&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|[[Broad axe]] of [[speed (brand)|speed]]&lt;br /&gt;
|[[Lehudib's Crystal Spear]]&lt;br /&gt;
|[[Antimagic]] [[quick blade]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Hepliaklqana believes that the only reasonable punishment for turning one's back on the path of memory is to be denied its use. All new experience is denied to the unfortunate apostate, until Hepliaklqana decides they have been punished enough. This will not be quick: unlike some, Hepliaklqana has a long memory...}} &lt;br /&gt;
&lt;br /&gt;
Your ancestor immediately leaves (though the decrease to your maximum HP remains until your punishment is over) and you are unable to earn any experience until Hepliaklqana decides it's taken enough; this takes approximately 2 experience levels worth of XP. The XP is permanently gone.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The ancestor can be chosen to complement your background, e.g. wizards can choose knights to provide defense while they are casting spells from afar, but at the moment there is noticeable power difference that makes this way of choosing less appealing.&lt;br /&gt;
&lt;br /&gt;
Hexer is generally considered to be stronger than the other two ancestor types since they can get [[Mass Confusion]] and an [[antimagic]] [[quick blade]]. Battlemage usually tapers off in power around [[Lair]] and has problems due to requiring a clear line of sight to the target.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Characters with ranged weapons or ranged [[Conjurations]] should be wary -- the moment you attack an enemy at range, your ancestor will happily charge towards your target and potentially get in the way of your attacks. [[Searing Ray]] in particular is tricky to use without your ancestor moving into the line of fire.&lt;br /&gt;
*Characters with fast movement speed ([[centaur]]s, [[spriggan]]s, [[felid]]s, and any character with [[boots of running]]) should be aware that their ancestor will still move at normal speed, making it quite likely that you'll leave them behind unless you deliberately slow down (you may set your autoexplore speed to theirs by hitting '''Ctrl+e'''). The recall ability is available from the start and only takes 1 turn to bring your ancestor to you should you have need of them -- it is up to you whether that is worth either the extra hassle of slowing down or the risk of leaving your ancestor alone with possible threats.&lt;br /&gt;
*[[Inner Flame]] or [[scrolls of immolation]] work well for followers of Hepliaklqana; target your ancestor, send them at your enemies, and watch them explode! They'll even come back no worse for the wear after the battle! Of course, you might make enough noise to attract attention to you while your ancestor is out of commission...&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Hepliaklqana was added in [[0.19]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ru&amp;diff=53458</id>
		<title>Ru</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ru&amp;diff=53458"/>
				<updated>2020-09-30T23:05:43Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: /* Strategy */ Abandon ru more you dolts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
&lt;br /&gt;
[[File:Ru altar.png]] ''&amp;quot;Cut away your false body!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Of all the gods, only Ru opposed creation. Not as folly, but as distraction. Initiates of Ru can open channels to the powers underlying the visible world by renouncing the fetters that bind them here. These sacrifices are not made to Ru, but rather given up freely and permanently. Initiates can redirect would-be attackers and retaliate against their enemies, replenish their health and magic, perform a mighty leap, and unleash a massive wave of power against foes.&lt;br /&gt;
&lt;br /&gt;
Ru leads you to gain immense power which initially will cause foes to falter and become stricken with maladies if they harm you. As you make further sacrifices, you will be able to draw on this power to restore your health and magic and make a lightning-fast explosive leap. Exceptional sacrificiants can unleash their power in a massive strike against all their foes.&lt;br /&gt;
&lt;br /&gt;
Once you begin worship, Ru will monitor your progress as you explore the dungeon and defeat its inhabitants. Ru will, on judging you ready, offer you three sacrifices which you can make in order to achieve greater power.&lt;br /&gt;
&lt;br /&gt;
Ru likes it when you make personal sacrifices.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s are prohibited from worshiping Ru.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Making sacrifices. The amount of piety granted per sacrifice varies depending on the significance of the sacrifice (sacrificing a hand grants much more piety than sacrificing purity by gaining dopiness).&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Nothing. You can't offend Ru, Ru has no penance, and inflicts no wrath for leaving. However, you lose the benefits of worshiping Ru while retaining all the drawbacks of your sacrifices (they are not undone).&lt;br /&gt;
&lt;br /&gt;
*Piety with Ru does not decrease.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Questioner&amp;quot;&lt;br /&gt;
:*'''Make Sacrifice''' - Ru gives you no powers initially, but as you explore will periodically offer you a batch of three sacrifice options to make. These will be available from the Abilities screen. Making a sacrifice will ''permanently'' handicap your character in a dramatic way, but will grant you piety, which unlocks new abilities and makes them more powerful. New sacrifices will be offered periodically, and will refresh faster after you accept one than if you simply let a set of three sit unused. You can reject offered sacrifices, which will result in a new set being offered after a similar delay to accepting one. &lt;br /&gt;
&lt;br /&gt;
::The exact amount of piety received varies depending on how serious the effect is on your character. See '''Sacrifices''' below for more details. Note that Monks do not get their initial starting piety with Ru as they would with other gods, but do get offered an immediate choice of sacrifices upon joining if Ru is their first god.&lt;br /&gt;
&lt;br /&gt;
::Once you've made sufficient sacrifices to reach full piety, Ru will stop offering new ones. If you abandon and return to the god, however, new sacrifices will be made available.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Initiate&amp;quot;&lt;br /&gt;
:*'''Aura of Power''' - Any enemy that attacks you may instead falter or redirect its attack to itself or another target. The chance of this rises linearly with piety, reaching a 10% chance of faltering and 5% chance of redirecting at max piety.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Seeker of Truth&amp;quot;&lt;br /&gt;
:*Your Aura of Power is strengthened. Enemies that inflict damage upon you receive various detrimental [[status effect]]s. The chance of this rises linearly with piety, reaching 33% at max piety. The specific status effect applied is randomly chosen from the following list: [[Corona]], [[Silence]], [[Blind]], [[Slow]], or [[Paralysis]]. The chance of inflicting a more severe status effect rises with damage sustained and falls based on the attacker's [[HD]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Walker of the Path&amp;quot;&lt;br /&gt;
:*'''Draw Out Power''' - When used, you regain [[HP]] and [[MP]], free yourself from nets, webs and constriction, and cure petrification, slow, and confusion. Cost: [[exhaustion]], moderate [[draining]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Lifter of the Veil&amp;quot;&lt;br /&gt;
:*'''Power Leap''' - Allows you to leap three tiles and creates a damaging 3x3 explosion wherever you land. Explosion damage scales with piety and experience level. Cost: 5 [[MP]], [[exhaustion]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Transcendent&amp;quot;&lt;br /&gt;
:*'''Apocalypse''' - Deals heavy damage and random status effects to every enemy within your [[line of sight]]. Cost: 8 [[MP]], [[exhaustion]], heavy [[draining]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Drop of Water&amp;quot;&lt;br /&gt;
:*No new abilities. Please note that unlike other gods, Ru's piety caps at 160. That means that as soon as you reach ****** piety, you are maxed out.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Ru does not punish followers who leave Ru's service; however, their piety will be lost even upon rejoining, and their sacrifices remain forever.}}&lt;br /&gt;
Ru cannot be offended in any way, and will never deliver punishments upon your character. However, all sacrifices made while worshiping Ru are permanent, and the abilities Ru grants are lost upon abandonment.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ru encourages focused characters by rewarding the sacrifice of anything that lies outside one's planned build, granting extremely powerful abilities and buffs in return. Wearing an [[amulet of faith]] does not increase the piety gained per sacrifice. Instead, it simply hastens the rate at which new sacrifices are offered. Unlike with most other gods, removing an amulet of faith does not damage piety. One simply gains an extra delay before the next set of sacrifices is offered. As such, a max piety Ru-worshiper gains nothing from wearing an amulet of faith and loses nothing for removing it.&lt;br /&gt;
&lt;br /&gt;
Be aware that any sacrifices you take up are permanent. You will never get back that arm, or your dodging skill, or the ability to have allies. Thus, it is rarely a good idea to switch to another god from Ru.&lt;br /&gt;
&lt;br /&gt;
Try to sacrifice such that it does not interfere heavily with your strategy. For example, in a 3 rune game, where you wouldn't expect a lot of torment or hellfire, Sacrifice Drink would be more doable than for a 15 rune game where both are commonplace and will frequently deny you your potions. Sacrifice Arcana would be fine for 3 rune games where you could do without some spells, but may be regrettable should you wish to go for 15 and find yourself unable to cast [[Statue Form]], [[Controlled Blink]], or [[Regeneration]]. Contrariwise, Sacrifice Essence may be dangerous and difficult to cope with in a 3 rune game, but can be easily made up for in equipment by the extended game.&lt;br /&gt;
&lt;br /&gt;
That said, Ru does offer many useful powers. Though it may not feel substantial, Aura of Power will give you a decent edge in fights, it also has the added benefit of aiding in kiting enemies, as the chance for Aura of Power to distract an enemy occurs on ''any'' action taken by that enemy, including walking towards you, meaning characters of average speed may eventually out run enemies that lose turns to Aura of Power without the need for haste or swiftness. Draw out Power is straightforward - instantly regain HP and MP at the cost of slight draining. Power Leap is a highly versatile tool for both positioning yourself and damaging enemies. Finally, Apocalypse will incapacitate foes everywhere while dealing considerable damage. It can wipe out most of your ordinary foes and tough ones will be significantly weakened.&lt;br /&gt;
&lt;br /&gt;
All of Ru's abilities [[exhausted|exhaust]] the user for a short while. Choose when to use your abilities wisely.&lt;br /&gt;
&lt;br /&gt;
If Ru is your first altar and you aren't a monk, you should join Ru 100% of the time, then abandon Ru if your first set of sacrifices is poor. Because Ru has no wrath, you can simply abandon Ru if your first set of sacrifices are either unpalatable or give minuscule amounts of piety.&lt;br /&gt;
&lt;br /&gt;
==Sacrifices==&lt;br /&gt;
Ru will offer you a randomly selected batch of three sacrifices every so often. Choosing a sacrifice will permanently handicap your character as described, and you will not be able to make a new sacrifice until a new batch is offered. Unlike other gods, Ru's piety maxes at 160 rather than 200, so as soon as you hit ******, you have maximum piety and Ru will no longer offer sacrifices. Note that you start with 15 piety on first worshipping Ru, like most other gods.&lt;br /&gt;
&lt;br /&gt;
Where a given sacrifice (eg Essence) has more than one row in the table, you will be told before making the sacrifice which specific effect you will receive. Each row in this table can only be taken once, except where indicated otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 6em&amp;quot; | Sacrifice &lt;br /&gt;
! Mutation(s) &lt;br /&gt;
! Description &lt;br /&gt;
! style=&amp;quot;width: 22em;&amp;quot; | Piety*&lt;br /&gt;
|-&lt;br /&gt;
| '''Arcana'''&lt;br /&gt;
| 3 x No [magic school] magic&lt;br /&gt;
| Permanently lose three randomly selected magic skills and access to all spells in those schools. One school is chosen from each of the following groups:&lt;br /&gt;
*[[Charms]]/[[Conjurations]]/[[Summonings]]/[[Translocations]]&lt;br /&gt;
*[[Transmutations]]/[[Necromancy]]/[[Hexes]]&lt;br /&gt;
*[[Air Magic]]/[[Earth Magic]]/[[Fire Magic]]/[[Ice Magic]]/[[Poison Magic]].&lt;br /&gt;
| 25 + piety from skill in affected magic schools &lt;br /&gt;
|-&lt;br /&gt;
| '''Artifice''' &lt;br /&gt;
| Inability to use devices&lt;br /&gt;
| Permanently lose the [[Evocations]] skill. Your character can no longer activate any [[wand]]s or other [[evocable items]] (except the [[figurine of a ziggurat]]). This includes evocable invisibility, blink, flight, etc. from rings, cloaks, or artefacts. Boots and barding of [[fly]]ing no longer permit ending flight at will with this sacrifice.&lt;br /&gt;
| 55 &amp;lt;br&amp;gt; + piety from Evocations skill &amp;lt;br&amp;gt; - [10 if sacrificed Love]&lt;br /&gt;
|-&lt;br /&gt;
| '''Courage'''&lt;br /&gt;
| Cowardly&lt;br /&gt;
| Suffer a [[slaying]] and [[spellpower]] penalty which scales with the number and strength of opponents in your [[line of sight]]. The severity of this penalty is indicated on the status bar by the '''Horr(-X)''' status, where X is the slaying penalty. Penalties begin when more than one tough monster or a single nasty monster is visible, and becomes more pronounced as more opponents appear.&lt;br /&gt;
| 25 + [15 if sacrificed Experience]&lt;br /&gt;
|-&lt;br /&gt;
|'''Drink'''&lt;br /&gt;
| Inability to drink while threatened&lt;br /&gt;
| Any time you are severely injured or suffer a significantly strong attack, you lose the ability to [[quaff]] [[potion]]s for 1d(damage) turns (maximum 30 turns). Any attack that reduces you below 30% of max HP will trigger this, as can heavy attacks regardless of your current HP; such attacks must deal damage equal to at least 4% of your max HP for a chance of triggering the ability loss, and the chance rises with higher damage, guaranteed at 20% max HP.&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| '''Durability'''&lt;br /&gt;
| Inability to train armour&lt;br /&gt;
| Permanently lose the [[Armour skill]]. Any experience you've invested in it will be converted to additional piety. Worth bonus piety if you've also used '''Sacrifice Nimbleness'''.&lt;br /&gt;
| 30 &amp;lt;br&amp;gt; + piety from Armour skill &amp;lt;br&amp;gt; + [20 if sacrificed Nimbleness]&lt;br /&gt;
|-&lt;br /&gt;
| '''Essence'''&amp;lt;br&amp;gt;(50% chance) &lt;br /&gt;
| Magic vulnerability&lt;br /&gt;
| Permanently reduce your MR by 40 (the equivalent of an artefact with the MR- property).&lt;br /&gt;
| 28&lt;br /&gt;
|-&lt;br /&gt;
| '''Essence'''&amp;lt;br&amp;gt;(25% chance)&lt;br /&gt;
| Low MP&lt;br /&gt;
| Permanently lose 10% of your maximum MP. Repeatable.&lt;br /&gt;
| 10 + half the value of maximum skill out of [[Spellcasting]], [[Invocations]] and [[Evocations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Essence'''&amp;lt;br&amp;gt;(25% chance)&lt;br /&gt;
| Disrupted magic&lt;br /&gt;
| Permanently suffer a penalty to spellcasting success chance equivalent to 1 negative rank of [[wizardry]]. Repeatable.&lt;br /&gt;
| 20 - 6 * number of stats greater than your [[Intelligence]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Experience'''&lt;br /&gt;
| Inexperienced&lt;br /&gt;
| Immediately lose two [[experience level]]s and reduce your maximum level to 25.&lt;br /&gt;
| 50 &amp;lt;br&amp;gt; + [15 if sacrificed Courage] &amp;lt;br&amp;gt; + [28 if you are a [[demonspawn]]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Eye'''&lt;br /&gt;
| Missing an eye&lt;br /&gt;
| Reduces your to-hit of melee and ranged weapons, and spells, as if you were wearing an [[amulet of inaccuracy]].&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
|'''Hand'''&lt;br /&gt;
| Missing a hand&lt;br /&gt;
| Permanently lose one hand (or set of hands in the case of [[formicid]]s) and all associated benefits of two-handedness. You can only wield weapons which are one-handed for your [[species]], lose the ability to deliver [[auxiliary attack|offhand punches]], can never wear [[shields]], and lose one [[ring]] slot. You also lose access to the [[Shields skill]] and (unless you are a [[Formicid]]) the [[Bows]] skill, and any experience invested in them will be converted to additional piety. Small races ([[Halfling|Halflings]], [[Kobold|Kobolds]], and [[Spriggan|Spriggans]]) also lose access to, and gain additional piety for, the [[Staves]] skill.&lt;br /&gt;
| 65 &amp;lt;br&amp;gt; + piety from Shields skill &amp;lt;br&amp;gt; + [piety from Bows skill if you are not a formicid] &amp;lt;br&amp;gt; + [piety from Staves skill if you are a small race]&lt;br /&gt;
|-&lt;br /&gt;
|'''Health'''&amp;lt;br&amp;gt;(33% chance)&lt;br /&gt;
| Frail&lt;br /&gt;
| Permanently lose 10% of your maximum HP.&lt;br /&gt;
| 45&lt;br /&gt;
|-&lt;br /&gt;
|'''Health'''&amp;lt;br&amp;gt;(33% chance)&lt;br /&gt;
| Reduced AC&lt;br /&gt;
| Permanently lose 5 AC (as if wearing a -5 [[ring of protection]]).&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
|'''Health'''&amp;lt;br&amp;gt;(33% chance)&lt;br /&gt;
| Reduced EV&lt;br /&gt;
| Permanently lose 5 EV (as if wearing a -5 [[ring of evasion]]).&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
|'''Love'''&lt;br /&gt;
| Hated by all&lt;br /&gt;
| Permanently make almost all monsters you encounter hostile to you. This includes any [[derived undead]] that you create and temporary monsters which you summon or create through evocable items. The only unaffected monsters are [[orbs of destruction]], [[ball lightning]], [[battlesphere]]s, [[spectral weapon]]s, and [[fulminant prism]]s.&lt;br /&gt;
&lt;br /&gt;
All [[Summonings]] spells except [[Aura of Abjuration]], as well as [[Animate Skeleton]], [[Animate Dead]], [[Simulacrum]], [[Death Channel]] and [[Infestation]] can no longer be cast after this sacrifice. [[Sticks to Snakes]] and [[Tukima's Dance]] can still be cast but the snakes/weapons created will be hostile. Similarly, [[Fire Storm]] will create hostile [[fire vortex|fire vortices]]. Also, [[wands of enslavement]], [[box of beasts|boxes of beasts]], [[sack of spiders|sacks of spiders]] and [[phantom mirror]]s will no longer function. [[Phial of floods|Phials of floods]] are still usable but any [[water elemental]]s created will be hostile.&lt;br /&gt;
| 35, &amp;lt;br&amp;gt; 17 if sacrificed Summonings magic or Artifice, &amp;lt;br&amp;gt; 1 if sacrificed both Summonings and Artifice&lt;br /&gt;
|-&lt;br /&gt;
| '''Nimbleness'''&lt;br /&gt;
| Inability to train dodging&lt;br /&gt;
| Permanently lose the [[Dodging]] skill. Any experience you've invested in it will be converted to additional piety. Worth bonus piety if you've also used '''Sacrifice Durability'''.&lt;br /&gt;
| 30 &amp;lt;br&amp;gt; + piety from Dodging skill &amp;lt;br&amp;gt; + [20 if sacrificed Durability] &amp;lt;br&amp;gt; + [28 if your species cannot train Armour]&lt;br /&gt;
|-&lt;br /&gt;
| '''Purity'''&amp;lt;br&amp;gt;(50% chance)&lt;br /&gt;
| Reduced Attributes&lt;br /&gt;
| Permanently reduce your [[strength]], [[intelligence]] or [[dexterity]] by 2. (This sacrifice can be taken up to 2 times per stat.)&lt;br /&gt;
| 16 &amp;lt;br&amp;gt; - 4 * number of stats greater than the chosen stat&lt;br /&gt;
|-&lt;br /&gt;
|'''Purity'''&amp;lt;br&amp;gt;(17% chance)&lt;br /&gt;
| Scream&lt;br /&gt;
| Gain one rank of the [[Scream]] mutation, causing you to occasionally [[shout]] when meeting monsters. (This sacrifice can be taken up to 3 times.)&lt;br /&gt;
| 7, &amp;lt;br&amp;gt; 10 if you already have Scream 1, &amp;lt;br&amp;gt; 14 if you already have Scream 2&lt;br /&gt;
|-&lt;br /&gt;
|'''Purity'''&amp;lt;br&amp;gt;(17% chance)&lt;br /&gt;
| No potion heal&lt;br /&gt;
| Gain one rank of the [[No Potion Heal]] mutation, reducing the benefit of healing potions. (This sacrifice can be taken up to 3 times.)&lt;br /&gt;
| 14 &amp;lt;br&amp;gt; + 7 per rank of the mutation you already have&lt;br /&gt;
|-&lt;br /&gt;
|'''Purity'''&amp;lt;br&amp;gt;(17% chance)&lt;br /&gt;
| Inhibited regeneration&lt;br /&gt;
| Gain the [[Inhibited Regeneration]] mutation, stopping you from regenerating when in line of sight of enemies.&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
|'''Resistance'''&lt;br /&gt;
| Temperature sensitive&lt;br /&gt;
| Permanently acquire fire and cold vulnerability (rF- rC-).&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
|'''Skill'''&lt;br /&gt;
| Unskilled&lt;br /&gt;
| Reduce all skill aptitudes by 1, retroactively decreasing your skill level in all skills you have already trained.&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
|'''Stealth'''&lt;br /&gt;
| No stealth&lt;br /&gt;
| Set your [[stealth]] score to 0, making all monsters notice you on the first turn they spend in your line of sight. This does not mean you produce additional [[noise]], however, so you will not be waking up things beyond your line of sight any more than normal.  You also permanently lose the [[Stealth]] skill, and any experience you've invested in it will be converted to additional piety.&lt;br /&gt;
| 15 + piety from Stealth skill&lt;br /&gt;
|-&lt;br /&gt;
|'''Words'''&lt;br /&gt;
| Inability to read while threatened&lt;br /&gt;
| Any time you are severely injured or suffer a significantly strong attack, you lose the ability to read [[scroll]]s for 1d(damage) turns (maximum 30 turns). Any attack that reduces you below 30% of max HP will trigger this, as can heavy attacks regardless of your current HP; such attacks must deal damage equal to at least 4% of your max HP for a chance of triggering the ability loss, and the chance rises with higher damage, guaranteed at 20% max HP.&lt;br /&gt;
| 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The piety count contains square brackets [] where a preset amount of piety is added (or subtracted) when a condition is true.&lt;br /&gt;
&lt;br /&gt;
Some sacrifices are worth additional piety based on the amount of skill levels you have in the skill being lost. The amount of additional piety is (required raw experience points to reach your skill level)/500. See the [[Skill]] article for the number of experience points required to reach a particular skill level. Note that this takes into account fractional skill levels.&lt;br /&gt;
&lt;br /&gt;
The piety granted by sacrifice in this table is the raw piety. This is then fuzzed by a random amount up to the smaller value of plus or minus 10% of the piety value and plus or minus 5 piety, to prevent players from accurately counting piety.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Ru was added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
For a time during development, Ru was named Iashol.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Pearl_dragon_scales&amp;diff=53442</id>
		<title>Pearl dragon scales</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Pearl_dragon_scales&amp;diff=53442"/>
				<updated>2020-09-28T23:48:57Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
{{armour&lt;br /&gt;
 |name = Pearl dragon scales&lt;br /&gt;
 |cost = 1605&lt;br /&gt;
 |weight = 40.0&lt;br /&gt;
 |AC = 10&lt;br /&gt;
 |EV = 11&lt;br /&gt;
 |maxenc = +10&lt;br /&gt;
 |size = Any &lt;br /&gt;
 |grants = rN+&lt;br /&gt;
 |GDR      = 39%&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|The nacreous scales of a pearl dragon. It grants its wearer resistance from negative energies.}}&lt;br /&gt;
&lt;br /&gt;
'''Pearl dragon scales''' are an excellent body [[armour]] choice, providing the same [[AC]] and [[GDR]] as [[plate armour]] but with a bearable [[encumbrance rating]] of -11. They also provide one rank of [[life protection]].&lt;br /&gt;
&lt;br /&gt;
Unfortunately, these scales are rarely found randomly, and [[pearl dragon]]s can only be found on the [[holy]] [[Pandemonium]] floor, [[Ziggurat]]s and a few special [[Depths]] [[vault]]s. You can occasionally find them randomly strewn throughout the dungeon floors.&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
These scales are often considered the ultimate armour for a caster or EV character, providing the same protection as plate armour with an encumbrance rating that won't badly impact [[Dodging]] or [[Spellcasting]].  Unfortunately, they are far too rare to rely on finding.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], this item was known as pearl dragon armour in-game and was obtained by using a [[scroll of enchant armour]] on a [[pearl dragon hide]].&lt;br /&gt;
*Prior to [[0.10]], this armour was impossible to [[curse]] by any means. This was changed, the rationale being that pearl dragon armour is created by mutilating a holy creature's corpse, as opposed to being an item blessed by [[the Shining One]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || Image&lt;br /&gt;
|-&lt;br /&gt;
| '''Pearl dragon scales''' || [[File:Pearl dragon armour.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{armours}}&lt;br /&gt;
[[Category:Body armour]]&lt;br /&gt;
[[Category:Dragon armour]]&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fencer%27s_gloves&amp;diff=53441</id>
		<title>Fencer's gloves</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fencer%27s_gloves&amp;diff=53441"/>
				<updated>2020-09-28T22:25:08Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|025}}&lt;br /&gt;
{{flavour|A pair of gloves made of white silk. They have a natural affinity with the riposte, allowing their wielder to retaliate against some missed attacks with any weapon, or to retaliate against all attacks when using a long blade.}}&lt;br /&gt;
[[File:Fencer's_gloves.png]] '''''the +0 pair of fencer's gloves'''''&lt;br /&gt;
&lt;br /&gt;
+0 [[gloves]]&lt;br /&gt;
&lt;br /&gt;
+3 [[dexterity]]&amp;lt;br&amp;gt;&lt;br /&gt;
Allows [[riposte]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
Thirty-three percent chance of a free hit with any [[melee weapon]] when a monster misses is quite novel, especially with highly enchanted or vampiric weapons. On the other hand, monster miss chance largely depends on [[EV]], and blocking attacks doesn't count as a miss, so high-EV characters will find themselves landing free hits often while heavily armoured and/or shield-proficient characters will find that the riposte triggering very infrequently.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], Fencer's gloves gave +4 boosts to [[Long Blades]] and [[Short Blades]] skills and increased [[EV]] by 3. They were also +2 gloves.&lt;br /&gt;
*Prior to [[0.17]], these gloves gave +2 [[slaying]] instead of the skill bonuses.&lt;br /&gt;
*Prior to [[0.15]], these gloves gave only +3 to dexterity, and added +8 to [[accuracy]] rather than +2 slaying.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Gloves]]&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=List_of_unrands&amp;diff=53440</id>
		<title>List of unrands</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=List_of_unrands&amp;diff=53440"/>
				<updated>2020-09-28T22:24:45Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: /* Gloves */ Gloves were nerfed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
An '''unrand''' (or '''unrandart''') is short for &amp;quot;unrandom artefact,&amp;quot; which is an [[artefact]] with a set appearance and properties (as opposed to a [[randart]], or &amp;quot;random artefact&amp;quot;. There's no such thing as a &amp;quot;List of Randarts&amp;quot; because they're, well, random). An unrandart that is specialized to have unique, hardcoded properties is sometimes referred to as a ''fixedart'', although this distinction has become increasingly blurred with time.&lt;br /&gt;
&lt;br /&gt;
Only one instance of any particular unrand may generate per game, even if you should accidentally destroy one by dumping it into [[lava]]. However, any unrand in the possession of a monster you [[banish]] to [[the Abyss]] will eventually generate in the Abyss (though this may take a very, very long time).&lt;br /&gt;
&lt;br /&gt;
Although you are almost guaranteed to find several unrands over the course of any given game, there is no guarantee that any particular unrand will generate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--'''NOTE: Before adding something to this list, go into [[wizard mode]] and use the command &amp;quot;create all unrandart items&amp;quot; (inputting | in wizard mode console). If the item you want to add is not generated by that command, then it's just a randart so don't add it.'''--&amp;gt;&lt;br /&gt;
==Rings==&lt;br /&gt;
[[File:Ring_of_the_mage.png]] [[ring of the Mage]] {Wiz MR++ Int+3}&lt;br /&gt;
&lt;br /&gt;
[[File:Ring_of_robustness.png]] [[ring of Robustness]] {AC+8}&lt;br /&gt;
&lt;br /&gt;
[[File:Ring_of_phasing.png]] [[ring of Phasing]] {EV+8}&lt;br /&gt;
&lt;br /&gt;
[[File:Ring_of_shadows.png]] [[ring of Shadows]] {Umbra +Inv SInv}&lt;br /&gt;
&lt;br /&gt;
[[File:Ring_of_the_octopus_king.png]] [[rings of the Octopus King]] {&amp;lt;random property&amp;gt; AC+1 EV+1 Str+1 Int+1 Dex+1}&lt;br /&gt;
&lt;br /&gt;
==Amulets==&lt;br /&gt;
[[File:Brooch_of_shielding.png]] [[brooch of Shielding]] {Spirit SH+8}&lt;br /&gt;
&lt;br /&gt;
[[File:Necklace_of_bloodlust.png]] [[necklace of Bloodlust]] {*Rage +Rage MR++ Int-3 Slay+6 Curse}&lt;br /&gt;
&lt;br /&gt;
[[File:Amulet_of_the_four_winds.png]] [[amulet of the Four Winds]] {Clar rN+ MR+++}&lt;br /&gt;
&lt;br /&gt;
[[File:Amulet_of_the_air.png]] [[amulet of the Air]] {Inacc +Fly rElec EV+5 RMsl}&lt;br /&gt;
&lt;br /&gt;
[[File:Macabre finger necklace.png]] [[macabre finger necklace]] {rN+}&lt;br /&gt;
&lt;br /&gt;
[[File:Amulet_of_vitality.png]] [[amulet of Vitality]] {Regen+ HP+15}&lt;br /&gt;
&lt;br /&gt;
==Short Blades==&lt;br /&gt;
[[File:Vampire's_tooth.png]] +12 [[Vampire's Tooth]] {vamp}&lt;br /&gt;
&lt;br /&gt;
[[File:Dagger_morg.png]] +4 dagger &amp;quot;[[Morg]]&amp;quot; {pain, MR+ Int+5}&lt;br /&gt;
&lt;br /&gt;
[[File:Spriggan's_knife.png]] +7 [[Spriggan's Knife]] {stab, EV+4 Stlth+}&lt;br /&gt;
&lt;br /&gt;
[[File:Arc blade.png]] +4 [[arc blade]] {discharge, rElec}&lt;br /&gt;
&lt;br /&gt;
[[File:Captain's_cutlass.png]] +7 [[captain's cutlass]] {speed, disarm}&lt;br /&gt;
&lt;br /&gt;
[[File:Gyre and Gimble.png]] +7 quick blades [[Gyre and Gimble|&amp;quot;Gyre&amp;quot; and &amp;quot;Gimble&amp;quot;]] {protect}&lt;br /&gt;
&lt;br /&gt;
==Long Blades==&lt;br /&gt;
[[File:Singing_sword.png]] +7 [[Singing Sword]] {vorpal, sonic wave}&lt;br /&gt;
&lt;br /&gt;
[[File:Sword_of_zonguldrok.png]] +9 [[Sword of Zonguldrok]] {reap}&lt;br /&gt;
&lt;br /&gt;
[[File:Maxwells thermic engine.png]] +2 [[Maxwell's Thermic Engine]] {flame, freeze}&lt;br /&gt;
&lt;br /&gt;
[[File:Autumn_katana.png]] +8 [[autumn katana]] {vorpal, Clar}&lt;br /&gt;
&lt;br /&gt;
[[File:Demon_blade_leech.png]] +8 demon blade &amp;quot;[[Leech]]&amp;quot; {vamp, *Rage +Rage rN+}&lt;br /&gt;
&lt;br /&gt;
[[File:Zealot's sword.png]] +10 [[zealot's sword]] {holy, *Rage rN+ EV+3}&lt;br /&gt;
&lt;br /&gt;
[[File:Sword_of_power.png]] (+0 to +27) [[sword of Power]]&lt;br /&gt;
&lt;br /&gt;
[[File:Sword_of_cerebov.png]] +6 [[sword of Cerebov]] {flame}&lt;br /&gt;
&lt;br /&gt;
[[File:Plutonium_sword.png]] +11 [[plutonium sword]] {*Contam Stlth-}&lt;br /&gt;
&lt;br /&gt;
==Staves==&lt;br /&gt;
[[File:Staff_of_dispater.png]] +4 [[staff of Dispater]]&lt;br /&gt;
&lt;br /&gt;
[[File:Sceptre_of_asmodeus.png]] +7 [[sceptre of Asmodeus]]&lt;br /&gt;
&lt;br /&gt;
[[File:Staff_of_olgreb.png]] +9 [[staff of Olgreb]] {rPois∞}&lt;br /&gt;
&lt;br /&gt;
[[File:Elemental_staff.png]] +3 [[Elemental Staff]] {rElec rF++ rC++ MR++ AC+5}&lt;br /&gt;
&lt;br /&gt;
[[File:Staff_of_wucad_mu.png]] +9 [[staff of Wucad Mu]] {channel}&lt;br /&gt;
&lt;br /&gt;
[[File:Staff of battle.png]] +0 [[staff of Battle]]&lt;br /&gt;
&lt;br /&gt;
[[File:Majin-bo.png]] +6 [[Majin-Bo]] {vamp, Archmagi MP+6 Int+6}&lt;br /&gt;
&lt;br /&gt;
[[File:Lajatang of Order.png]] +7 [[lajatang of Order]] {silver, rMut}&lt;br /&gt;
&lt;br /&gt;
==Axes==&lt;br /&gt;
[[File:Mithril_axe_arga.png]] +8 mithril axe &amp;quot;[[Arga]]&amp;quot; {speed, MR+}&lt;br /&gt;
&lt;br /&gt;
[[File:Obsidian_axe.png]] +14 [[obsidian axe]] {vorpal, +Fly SInv Curse}&lt;br /&gt;
&lt;br /&gt;
[[File:Axe_wrath_of_trog.png]] +8 [[Wrath of Trog]] {antimagic, *Rage}&lt;br /&gt;
&lt;br /&gt;
[[File:frostbite.png]] +8 frozen axe &amp;quot;[[Frostbite]]&amp;quot; {freezing cloud, *Noise +Fly rC+}&lt;br /&gt;
&lt;br /&gt;
[[File:urand_axe_of_woe.png]] +∞ [[Axe of Woe]]&lt;br /&gt;
&lt;br /&gt;
==Polearms==&lt;br /&gt;
[[File:Wyrmbane.png]] +8 lance &amp;quot;[[Wyrmbane]]&amp;quot; {slay drac, rPois rF+ rC+ AC+3}&lt;br /&gt;
&lt;br /&gt;
[[File:Trident_of_the_octopus_king.png]] +8 [[trident of the Octopus King]] {venom, rElec rPois MR+}&lt;br /&gt;
&lt;br /&gt;
[[File:Rift.png]] +8 demon trident &amp;quot;[[Rift]]&amp;quot; {distort, reach+}&lt;br /&gt;
&lt;br /&gt;
[[File:Glaive_of_the_guard.png]] +8 [[glaive of the Guard]] {elec, +Rage AC+5 SInv}&lt;br /&gt;
&lt;br /&gt;
[[File:Glaive_of_prune.png]] +12 [[glaive of Prune]] {vorpal}&lt;br /&gt;
&lt;br /&gt;
[[File:Scythe_of_curses.png]] +13 [[scythe of Curses]] {drain, *Curse}&lt;br /&gt;
&lt;br /&gt;
[[File:Scythe_finisher.png]] +5 scythe &amp;quot;[[Finisher]]&amp;quot; {speed, eviscerate}&lt;br /&gt;
&lt;br /&gt;
==Maces &amp;amp; Flails==&lt;br /&gt;
[[File:Shillelagh_devastator.png]] +6 shillelagh &amp;quot;[[Devastator]]&amp;quot; {shatter}&lt;br /&gt;
&lt;br /&gt;
[[File:Whip_snakebite.png]] +8 whip &amp;quot;[[Snakebite]]&amp;quot; {curare, rPois}&lt;br /&gt;
&lt;br /&gt;
[[File:Morningstar_eos.png]] +10 morningstar &amp;quot;[[Eos]]&amp;quot; {elec, Halo rElec}&lt;br /&gt;
&lt;br /&gt;
[[File:Spellbinder.png]] +5 demon whip &amp;quot;[[Spellbinder]]&amp;quot; {antimagic, MR+}&lt;br /&gt;
&lt;br /&gt;
[[File:Sceptre_of_torment.png]] +7 [[sceptre of Torment]] {pain, torment}&lt;br /&gt;
&lt;br /&gt;
[[File:Great_mace_undeadhunter.png]] +7 great mace &amp;quot;[[Undeadhunter]]&amp;quot; {disrupt, rN+}&lt;br /&gt;
&lt;br /&gt;
[[File:Firestarter.png]] +7 great mace &amp;quot;[[Firestarter]]&amp;quot; {inner flame, rF++}&lt;br /&gt;
&lt;br /&gt;
[[File:Mace_of_variability.png]] +7 [[mace of Variability]] {chain chaos}&lt;br /&gt;
&lt;br /&gt;
[[File:Giant_club_skullcrusher.png]] +3 giant club &amp;quot;[[Skullcrusher]]&amp;quot; {speed, Str+7}&lt;br /&gt;
&lt;br /&gt;
[[File:Dark maul.png]] +10 [[dark maul]] {vorpal}&lt;br /&gt;
&lt;br /&gt;
==Ranged Weapons==&lt;br /&gt;
[[File:Urand punk.png]] +3 fustibalus &amp;quot;[[Punk]]&amp;quot; {acid, rCorr} &lt;br /&gt;
&lt;br /&gt;
[[File:Bow_of_zephyr.png]] +8 longbow &amp;quot;[[Zephyr]]&amp;quot; {speed, Dex+3 SInv}&lt;br /&gt;
&lt;br /&gt;
[[File:Longbow_storm_bow.png]] +8 [[storm bow]] {elec, penet}&lt;br /&gt;
&lt;br /&gt;
[[File:Urand damnation.png]] +6 arbalest &amp;quot;[[Damnation (unrand)|Damnation]]&amp;quot; {[[damnation]]}&lt;br /&gt;
&lt;br /&gt;
[[File:Crossbow_sniper.png]] +15 heavy crossbow &amp;quot;[[Sniper]]&amp;quot; {vorpal, Acc+∞ SInv}&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
[[File:Robe_of_folly.png]] +3 [[robe of Folly]] {Archmagi, MR-- Int+5 Curse}&lt;br /&gt;
&lt;br /&gt;
[[File:Robe_of_misfortune.png]] +5 [[robe of Misfortune]] {*Contam Harm *Corrode *Drain *Slow EV+5}&lt;br /&gt;
&lt;br /&gt;
[[File:Robe_of_augmentation.png]] +4 [[robe of Augmentation]] {Str+4 Int+4 Dex+4}&lt;br /&gt;
&lt;br /&gt;
[[File:Robe_of_night.png]] +4 [[robe of Night]] {Dark MR+ SInv}&lt;br /&gt;
&lt;br /&gt;
[[File:Robe_of_clouds.png]] +3 [[robe of Clouds]] {+Thunder rCloud rElec}&lt;br /&gt;
&lt;br /&gt;
[[File:Robe of vines.png]] +5 [[robe of Vines]] {NoPotionHeal Regen+7}&lt;br /&gt;
&lt;br /&gt;
[[File:Skin_of_zhor.png]] +4 [[skin of Zhor]] {Hibernate rC+++ SInv}&lt;br /&gt;
&lt;br /&gt;
[[File:Salamander_hide_armour.png]] +3 [[salamander hide armour]] {+Rage rF++}&lt;br /&gt;
&lt;br /&gt;
[[File:Cigotuvi's embrace urand.png]] +4 [[Cigotuvi's embrace]] {rRot *Drain rN+}&lt;br /&gt;
&lt;br /&gt;
[[File:Moon_troll_leather_armour.png]] +4 [[moon troll leather armour]] {Spirit, Regen++ MP+5}&lt;br /&gt;
&lt;br /&gt;
[[File:Kryia's mail coal.png]] +7 [[Kryia's mail coat]] {PotionHeal*2 rC+}&lt;br /&gt;
&lt;br /&gt;
[[File:Faerie_dragon_armour.png]] [[faerie dragon scales]] (randomised properties)&lt;br /&gt;
&lt;br /&gt;
[[File:Lear's_hauberk.png]] +27 [[Lear's hauberk]]&lt;br /&gt;
&lt;br /&gt;
[[File:Maxwell's_patent_armour.png]] +15 [[Maxwell's patent armour]] {-Cast -Tele rElec MR+ rCorr}&lt;br /&gt;
&lt;br /&gt;
[[File:Armour_of_the_dragon_king.png]] +9 [[scales of the Dragon King]] {rPois rF+ rC+ MR}&lt;br /&gt;
&lt;br /&gt;
[[File:Orange crystal plate armour.png]] +8 [[orange crystal plate armour]] {Archmagi, Int+3 Clar}&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
[[File:warlock.png]] +3 [[warlock's mirror]] {reflect}&lt;br /&gt;
&lt;br /&gt;
[[File:Shield_of_resistance.png]] +2 [[shield of Resistance]] {rF+ rC+ MR+}&lt;br /&gt;
&lt;br /&gt;
[[File:Shield_of_the_Gong.png]] +18 [[shield of the Gong]] {rElec rN+ MR+ EV-5}&lt;br /&gt;
&lt;br /&gt;
[[File:Shield_of_ignorance.png]] +10 [[tower shield of Ignorance]] {rN+ Int-4}&lt;br /&gt;
&lt;br /&gt;
==Cloaks==&lt;br /&gt;
[[File:Cloak_of_the_thief.png]] +2 [[cloak of the Thief]] {+Fog Slay-2 SInv Stlth+}&lt;br /&gt;
&lt;br /&gt;
[[File:Ratskin_cloak.png]] +2 [[ratskin cloak]] {+Rats rPois rN+ Str-1 Int-1 Dex+1}&lt;br /&gt;
&lt;br /&gt;
[[File:Cloak_of_starlight.png]] +2 [[cloak of Starlight]] {rElec rC+ EV+4 Stlth--}&lt;br /&gt;
&lt;br /&gt;
[[File:Dragonskin_cloak.png]] +4 [[dragonskin cloak]]&lt;br /&gt;
&lt;br /&gt;
==Headgear==&lt;br /&gt;
[[File:Hat_of_the_bear_spirit.png]] +2 [[hat of the Bear Spirit]] {Spirit, +Rage rN+ MR++}&lt;br /&gt;
&lt;br /&gt;
[[File:Crown_of_dyrovepreva.png]] +3 [[crown of Dyrovepreva]] {rElec Int+2 SInv}   &lt;br /&gt;
&lt;br /&gt;
[[File:Mask_of_the_dragon.png]] +0 [[mask of the Dragon]] {MR+ Slay+3 SInv}&lt;br /&gt;
&lt;br /&gt;
[[File:Hat_of_the_alchemist.png]] -2 [[hat of the Alchemist]] {rElec rPois rF+ rC+ rN+ MR+ rMut rCorr}&lt;br /&gt;
&lt;br /&gt;
[[File:Hat_of_pondering.png]] +3 [[hat of Pondering]] {ponderous, MR+ MP+10 Int+5}&lt;br /&gt;
&lt;br /&gt;
[[File:Hood of the assassin.png]] +2 [[hood of the Assassin]] {Detection Stab+ Stlth++}&lt;br /&gt;
&lt;br /&gt;
==Gloves==&lt;br /&gt;
[[File:Gauntlets_of_war.png]] +3 [[gauntlets of War]] {Slay+5}&lt;br /&gt;
&lt;br /&gt;
[[File:Fencer's_gloves.png]] +0 [[fencer's gloves]] {+Riposte Dex+3}&lt;br /&gt;
&lt;br /&gt;
==Bardings==&lt;br /&gt;
[[File:Black_knight_barding.png]] +10 [[Black Knight's horse barding]] {ponderous, rPois rN+}&lt;br /&gt;
&lt;br /&gt;
[[File:Lightning_scales.png]] +6 [[lightning scales]] {run, rElec}&lt;br /&gt;
&lt;br /&gt;
==Retired==&lt;br /&gt;
[[File:Knife_of_accuracy.png]] +27, -1 [[knife of Accuracy]]&lt;br /&gt;
&lt;br /&gt;
[[File:Lehudib's_crystal_spear_(weapon).png]] +6, +6 [[Lehudib's crystal spear (unrand)|Lehudib's crystal spear]] {return, Int+3}&lt;br /&gt;
&lt;br /&gt;
[[File:Shield_Bullseye.png]] +15 shield &amp;quot;[[Bullseye]]&amp;quot; {EV-5}&lt;br /&gt;
&lt;br /&gt;
[[File:Boots of the spider.png]] +3 pair of [[boots of the spider]] {+Jump, Stlth+}&lt;br /&gt;
&lt;br /&gt;
[[File:Spear_of_the_botono.png]] +6 [[spear of the Botono]] {reap, rPois rN+ HP-6}&lt;br /&gt;
&lt;br /&gt;
[[File:Blowgun_of_the_assassin.png]] +6 [[blowgun of the Assassin]] {+Inv Stlth++}&lt;br /&gt;
&lt;br /&gt;
[[File:Ring_of_vitality.png]] [[ring of Vitality]] {Regen HP+15}&lt;br /&gt;
&lt;br /&gt;
[[File:Cloak_of_flash.png]] +3 [[cloak of Flash]] {+Fly EV+4}&lt;br /&gt;
&lt;br /&gt;
[[File:Crown of eternal torment.png]] +3 [[crown of Eternal Torment]] {rTorment HP-- rN+++ SInv *Curse}&lt;br /&gt;
&lt;br /&gt;
[[File:Sword_of_the_doom_knight.png]] +13 [[sword of the Doom Knight]] {pain, -Cast MR+}&lt;br /&gt;
&lt;br /&gt;
[[File:Amulet_of_cekugob.png]] [[amulet of Cekugob]] {Dismiss -Tele rElec rPois rN++ AC+1 EV+1}&lt;br /&gt;
&lt;br /&gt;
[[File:urand_talos.png]] +12 [[Armour of Talos]] {ponderous, rF+}&lt;br /&gt;
&lt;br /&gt;
[[File:Mace_of_brilliance.png]] +1 eveningstar [[Brilliance]] {holy, rN+ AC+5 Int+5}&lt;br /&gt;
&lt;br /&gt;
[[File:Scimitar_of_flaming_death.png]] +6 [[scimitar of Flaming Death]] {flame, rPois rF++ rC- MR+}&lt;br /&gt;
&lt;br /&gt;
[[File:Dagger_of_chilly_death.png]] +9 [[dagger of Chilly Death]] {flash freeze, rPois rF- rC++ MR+}&lt;br /&gt;
&lt;br /&gt;
[[File:Hat of the High Council.png]] +2 [[hat of the High Council]] {Archmagi, Wiz- Stlth-}&lt;br /&gt;
&lt;br /&gt;
[[File:Longbow_piercer.png]] +7 longbow &amp;quot;[[Piercer]]&amp;quot; {penet, EV-2}&lt;br /&gt;
&lt;br /&gt;
[[File:Demon_blade_bloodbane.png]] +8 demon blade &amp;quot;[[Bloodbane]]&amp;quot; {slice, *Rage +Rage Stlth-}&lt;br /&gt;
&lt;br /&gt;
[[File:Maxwell's etheric cage.png]] +0 [[Maxwell's etheric cage]] {RegenMP *Contam rElec MP+4}&lt;br /&gt;
&lt;br /&gt;
[[File:Boots of the assassin.png]] +2 pair of [[boots of the Assassin]] {Detection Stab+ Stlth++}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*'''[[0.25]]:''' Added [[Cigotuvi's embrace]], merged &amp;quot;[[Bloodbane]]&amp;quot; into &amp;quot;[[Leech]]&amp;quot;, reworked the [[boots of the Assassin]] into the [[hood of the Assassin]], reworked [[Scythe of Curses]] and [[brooch of Shielding]], and removed [[Maxwell's Etheric Cage]].&lt;br /&gt;
*'''[[0.24]]:''' Added the [[staff of Battle]], reworked the [[Storm Bow]] and [[Gyre and Gimble]], and removed [[Piercer]].&lt;br /&gt;
*'''[[0.23]]:''' Added the demon trident &amp;quot;[[Rift]]&amp;quot;, and reworked the [[Singing Sword]], [[Spriggan's Knife]], [[robe of Misfortune]], [[sceptre of Torment]], [[Finisher]], [[robe of Clouds]] and [[skin of Zhor]]. Tweaked the [[arc blade]] and [[storm bow]].&lt;br /&gt;
*'''[[0.22]]:''' Reworked [[mace of Variability]], [[Vampire's Tooth]], and removed the rF-, rC- properties from [[Maxwell's Thermic Engine]].&lt;br /&gt;
*'''[[0.20]]:''' Added the double sword [[Maxwell's Thermic Engine]]; removed [[scimitar of Flaming Death]], [[dagger of Chilly Death]] and [[hat of the High Council]]. Renamed sword of Jihad into [[zealot's sword]]. The ring of Shaolin is renamed to [[ring of Phasing]], and the bow of Krishna &amp;quot;Sharnga&amp;quot; is renamed to longbow &amp;quot;[[Zephyr]]&amp;quot;. The [[necklace of Bloodlust]], [[large shield of Ignorance]], [[sceptre of Torment]] and the [[ratskin cloak]] were reworked.&lt;br /&gt;
*'''[[0.19]]:''' Added new versions of [[Punk]], [[Firestarter]], [[Frostbite]], [[trident of the Octopus King]], [[staff of Olgreb]], [[sword of Zonguldrok]], [[Damnation]], [[Eos]], [[fencer's gloves]], and [[Wyrmbane]] and removed [[Brilliance]], [[amulet of Cekugob]], and [[sword of the Doom Knight]].&lt;br /&gt;
*'''[[0.18]]:''' Added the frozen axe [[Frostbite]] and the [[warlock's mirror]]. [[Hellfire (unrand)|Hellfire]] was renamed into [[Damnation (unrand)|Damnation]]. The [[armour of Talos]] was added and subsequently removed after a short time in [[trunk]].&lt;br /&gt;
*'''[[0.17]]:''' Added the [[robe of Vines]], [[Maxwell's etheric cage]], and [[Kryia's mail coat]]; removed the [[cloak of Flash]]; the [[crown of Eternal Torment]] was considered for inclusion, but discarded.&lt;br /&gt;
*'''[[0.16]]:''' Added [[Gyre and Gimble]]; replaced the [[ring of Vitality]] with the [[amulet of Vitality]]; removed the [[spear of the Botono]] and [[blowgun of the Assassin]]&lt;br /&gt;
*'''[[0.15]]:''' Removed the [[boots of the spider]]; added the [[orange crystal plate armour]], the [[Majin-Bo]], and a new version of the [[Blowgun of the Assassin]].&lt;br /&gt;
*'''[[0.14]]:''' Removed the [[blowgun of the Assassin]], [[Bullseye]], and [[Lehudib's crystal spear (unrand)|Lehudib's crystal spear]]; added [[dark maul]], [[arc blade]], [[Spellbinder]], [[lajatang of Order]], [[boots of the spider]], [[macabre finger necklace]], [[hat of the High Council]], [[Firestarter]] and a new version of the [[boots of the Assassin]].&lt;br /&gt;
*'''[[0.13]]:''' Removed [[knife of Accuracy]] and [[boots of the Assassin]]; added [[Moon troll leather armour]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Artefacts]]&lt;br /&gt;
[[Category:Unrands|!]]&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Trog&amp;diff=52893</id>
		<title>Trog</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Trog&amp;diff=52893"/>
				<updated>2020-08-11T02:27:49Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: /* Gifts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
[[File:Trog altar.png]] ''&amp;quot;Kill them all!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Trog is an ancient god of anger and violence. Followers are expected to kill in Trog's name, and especially to slay wizards. In return, worshippers of Trog gain the ability to go berserk at will in combat, and will be granted assistance in the form of powerful weapons and mighty allies. Followers are absolutely forbidden the use of spell magic.&lt;br /&gt;
&lt;br /&gt;
Trog offers various powers to help followers in battle. Followers will gain the ability to go berserk at will, and to rapidly heal their wounds while increasing resistance to hostile enchantments. Later, followers may call in powerful raging allies. Eventually, Trog will gift followers with weapons focused on damage.&lt;br /&gt;
&lt;br /&gt;
Trog likes it when you kill living beings, you destroy the undead, you kill demons, you kill holy beings and you destroy nonliving beings. Trog especially likes it when you kill wizards and other users of magic.&lt;br /&gt;
&lt;br /&gt;
Trog's powers are based on piety instead of Invocations skill.&lt;br /&gt;
&lt;br /&gt;
Trog strongly dislikes it when you memorise spells, you attempt to cast spells or you train magic skills.&lt;br /&gt;
&lt;br /&gt;
Trog does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Trog's wrath at betrayers is incandescent. Offenders find themselves swarmed by berserkers - from packs of bears to, for the most powerful, mobs of giants and trolls. The bodies of those who anger Trog begin to decay, slow, and collapse, and Trog may simply smite them directly with fiery rage.&lt;br /&gt;
&lt;br /&gt;
Trog's wrath lasts for a relatively long duration.}}&lt;br /&gt;
&lt;br /&gt;
[[Berserker]]s begin play worshiping Trog.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Trog (or any other deity). &lt;br /&gt;
&lt;br /&gt;
The [[undead]] are not banned from worship, but do suffer certain limitations. [[Mummies]] and [[ghoul]]s cannot go [[berserk]] and thus lose much of the benefit of this religion. [[Vampire]]s also cannot go berserk while in their undead state.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing living, [[demonic]], [[holy]], [[undead]], or [[nonliving]] monsters, especially [[Spell slot flags#Wizard flag|spellcaster]]s.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity. [[Piety]] decreases with time (about once every 280 turns), and you will be excommunicated if it falls to 0.&lt;br /&gt;
*Memorizing or casting spells.&lt;br /&gt;
*Devoting skill points to magic skills, including [[Spellcasting]] (be careful with auto-training enabled!).&lt;br /&gt;
*Abandonment.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Troglodyte&amp;quot;&lt;br /&gt;
:*'''Protection From Abjuration''' - [[Abjuration]]s cast against your servants are 20% less effective. (Passive)&lt;br /&gt;
:*'''Berserk Bonus''' - If you kill a monster while berserk, you have a Piety/10% chance of adding 4-13 more turns to your rage. After berserking, if you fail the check to pass out from exhaustion (10% chance in normal conditions), there's a Piety/160 chance of negating that. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]:''' &amp;quot;Angry Troglodyte&amp;quot;&lt;br /&gt;
:*'''Berserk''' - Go [[berserk]]. You cannot go berserk if you are [[hungry|near starving]] or still -Berserk from a previous rage. (Costs 200-400 Food)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]:''' &amp;quot;Frenzied&amp;quot;&lt;br /&gt;
:*'''Trog's Hand''' - Provides 1 HP/turn [[regeneration rate|regeneration]] and 80 [[magic resistance]] for a number of turns depending on piety. (Costs 50-100 Food and 2-3 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]:''' &amp;quot;[Species Name] of Prey&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]:''' &amp;quot;Rampant&amp;quot;&lt;br /&gt;
:*'''Brothers In Arms''' - Summons a powerful berserking ally, the species of which depends on piety. At low piety levels (****), you get [[ogre (monster)|ogre]]s, [[two-headed ogre]]s, [[black bear]]s, and [[polar bear]]s, while at high levels (***** or ******) you get [[troll (monster)|troll]]s, [[iron troll]]s, [[deep troll]]s, [[ettin]]s and [[stone giant]]s. They are always friendly. Their berserk can expire, although this usually occurs only shortly before they time out. Brothers In Arms has a high rate of failure, but this falls as piety rises. If it fails, nothing happens: you don't lose piety or food. (Costs 100-200 Food and 5-6 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]:''' &amp;quot;Wild [Species Name]&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]:''' &amp;quot;Bane of Scribes&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
Unlike most other gods, Trog's powers do not require the [[Invocations]] skill. Their chance of success is determined solely by your piety.&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
:*'''Weapons''' - The weapon created will be enchanted, similar to using a [[scroll of acquirement]], and possibly an [[artefact]]. Trog will only gift weapons with the [[anti-magic]], [[flaming]], [[vorpal]], or [[speed brand|speed]] brands. The weapon chosen is weighted based on your weapon skills, though there is always a chance of receiving a weapon for which you have no skill. The [[Gift Timeout|gift timeout]] for each weapon ranges from 31 to 49.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
During penance or following desertion, you'll occasionally experience one of the following forms of [[divine retribution]]:&lt;br /&gt;
* 50% - Summons multiple hostile, berserked Brothers In Arms against you. Note that these are [[durably summoned]], so you cannot escape them by using stairs, and they will not disappear after time. However, their berserk rage will eventually expire, and they will briefly slow down as normal. They do not re-berserk unless they are already capable of doing so (e.g. [[black bear]]s or [[polar bear]]s).&lt;br /&gt;
**If there is no room for Trog's minions to spawn, a message will appear saying &amp;quot;Trog has no time to punish you...now.&amp;quot;&lt;br /&gt;
* 33% - Gives you a weakening effect, which can take the form of rot, stat decay, [[slowing]], or [[paralysis]].&lt;br /&gt;
* 16% - Trog casts [[Fireball]] at you.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Trog is one of the best gods for pure melee warriors, especially if they are [[minotaur]]s, [[troll]]s, or other monstrous [[species]] who won't miss their pathetic spellcasting abilities. Kobolds ironically enough also make fantastic berserkers, as their ability to stay constantly engorged without a hunger penalty basically ensures they can go berserk every fight.&lt;br /&gt;
&lt;br /&gt;
[[Berserk]]ing is handy for pulverizing enemies, but don't forget that the [[Haste]] it provides can be used to ''get away'' from trouble, too. Be very careful using this without a staircase in sight; you don't want to end up slowed next to the very thing you were trying to escape from.&lt;br /&gt;
&lt;br /&gt;
Trog's Hand grants regeneration that can be used to counteract the effects of poison should you be near death with no other ability to heal available. The [[magic resistance]] it provides can be useful should you find yourself without enough MR near a monster with a dangerous enchantment (such as [[Banishment]], [[Sentinel's Mark]], or [[Petrify]]).&lt;br /&gt;
&lt;br /&gt;
Trog's berserk summons are quite worthy (and do not have any risk of spawning hostile like [[Makhleb]]'s demons), but remember that you cannot invoke that while you are raging. If you need help for a big battle, remember to call your friends first, ''then'' start the party! Like other [[summon]]s, Trog's Brother in Arms summons will not follow you up or down stairs, so be sure to use them when enemies are in sight.&lt;br /&gt;
&lt;br /&gt;
Never abandon Trog in a 3 rune game. Just don't do it.&lt;br /&gt;
&lt;br /&gt;
Trog's wrath summons are dangerous, but by the time you come to abandoning him, you should be strong enough to take the berserked monsters on, or have the resources to get away quickly. &lt;br /&gt;
&lt;br /&gt;
Generous Trog is one of the few gods you can abandon while keeping permanent benefits granted via worship (gifted weapons), though for this reason the wrath is particularly nasty.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*One of Trog's altar [[vault]]s contains a [[spellbook]], but it will always be an artefact spellbook containing only the [[Apportation]] spell. As Apportation is the only way to obtain this spellbook (Trog ignites the book if you approach physically), there's no point in trying to grab it.&lt;br /&gt;
*Although Trog dislikes spell-casting, they don't mind when you use [[evocable items]] like [[wands]]. These items can be particularly useful for Trog worshippers.&lt;br /&gt;
*If you plan to leave Trog, a way to gain invisibility can make the hostile summons a lot less threatening: only [[deep troll]]s have see invisible.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.25]], Trog would gift weapons of any brand, and would also gift ammunition. He would also inflict fire miscast effects as part of his wrath.&lt;br /&gt;
*Prior to [[0.22]], Trog granted the ability to burn books for piety and to create [[cloud]]s of flames.&lt;br /&gt;
*In [[0.17]], even Trog no longer appreciates sacrificing corpses (by standing over them and [[praying]]).&lt;br /&gt;
*Prior to [[0.16]], Trog's wrath summons weren't permanent.&lt;br /&gt;
*Prior to [[0.15]], Trog's weapon gifts tended to have higher damage enchantments than accuracy.&lt;br /&gt;
*Prior to [[0.12]], burning unidentified books gave more piety, and [[Rock troll]]s were in the list of possible Brothers in Arms.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Trog&amp;diff=52892</id>
		<title>Trog</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Trog&amp;diff=52892"/>
				<updated>2020-08-11T02:26:32Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
[[File:Trog altar.png]] ''&amp;quot;Kill them all!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Trog is an ancient god of anger and violence. Followers are expected to kill in Trog's name, and especially to slay wizards. In return, worshippers of Trog gain the ability to go berserk at will in combat, and will be granted assistance in the form of powerful weapons and mighty allies. Followers are absolutely forbidden the use of spell magic.&lt;br /&gt;
&lt;br /&gt;
Trog offers various powers to help followers in battle. Followers will gain the ability to go berserk at will, and to rapidly heal their wounds while increasing resistance to hostile enchantments. Later, followers may call in powerful raging allies. Eventually, Trog will gift followers with weapons focused on damage.&lt;br /&gt;
&lt;br /&gt;
Trog likes it when you kill living beings, you destroy the undead, you kill demons, you kill holy beings and you destroy nonliving beings. Trog especially likes it when you kill wizards and other users of magic.&lt;br /&gt;
&lt;br /&gt;
Trog's powers are based on piety instead of Invocations skill.&lt;br /&gt;
&lt;br /&gt;
Trog strongly dislikes it when you memorise spells, you attempt to cast spells or you train magic skills.&lt;br /&gt;
&lt;br /&gt;
Trog does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Trog's wrath at betrayers is incandescent. Offenders find themselves swarmed by berserkers - from packs of bears to, for the most powerful, mobs of giants and trolls. The bodies of those who anger Trog begin to decay, slow, and collapse, and Trog may simply smite them directly with fiery rage.&lt;br /&gt;
&lt;br /&gt;
Trog's wrath lasts for a relatively long duration.}}&lt;br /&gt;
&lt;br /&gt;
[[Berserker]]s begin play worshiping Trog.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Trog (or any other deity). &lt;br /&gt;
&lt;br /&gt;
The [[undead]] are not banned from worship, but do suffer certain limitations. [[Mummies]] and [[ghoul]]s cannot go [[berserk]] and thus lose much of the benefit of this religion. [[Vampire]]s also cannot go berserk while in their undead state.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing living, [[demonic]], [[holy]], [[undead]], or [[nonliving]] monsters, especially [[Spell slot flags#Wizard flag|spellcaster]]s.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity. [[Piety]] decreases with time (about once every 280 turns), and you will be excommunicated if it falls to 0.&lt;br /&gt;
*Memorizing or casting spells.&lt;br /&gt;
*Devoting skill points to magic skills, including [[Spellcasting]] (be careful with auto-training enabled!).&lt;br /&gt;
*Abandonment.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Troglodyte&amp;quot;&lt;br /&gt;
:*'''Protection From Abjuration''' - [[Abjuration]]s cast against your servants are 20% less effective. (Passive)&lt;br /&gt;
:*'''Berserk Bonus''' - If you kill a monster while berserk, you have a Piety/10% chance of adding 4-13 more turns to your rage. After berserking, if you fail the check to pass out from exhaustion (10% chance in normal conditions), there's a Piety/160 chance of negating that. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]:''' &amp;quot;Angry Troglodyte&amp;quot;&lt;br /&gt;
:*'''Berserk''' - Go [[berserk]]. You cannot go berserk if you are [[hungry|near starving]] or still -Berserk from a previous rage. (Costs 200-400 Food)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]:''' &amp;quot;Frenzied&amp;quot;&lt;br /&gt;
:*'''Trog's Hand''' - Provides 1 HP/turn [[regeneration rate|regeneration]] and 80 [[magic resistance]] for a number of turns depending on piety. (Costs 50-100 Food and 2-3 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]:''' &amp;quot;[Species Name] of Prey&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]:''' &amp;quot;Rampant&amp;quot;&lt;br /&gt;
:*'''Brothers In Arms''' - Summons a powerful berserking ally, the species of which depends on piety. At low piety levels (****), you get [[ogre (monster)|ogre]]s, [[two-headed ogre]]s, [[black bear]]s, and [[polar bear]]s, while at high levels (***** or ******) you get [[troll (monster)|troll]]s, [[iron troll]]s, [[deep troll]]s, [[ettin]]s and [[stone giant]]s. They are always friendly. Their berserk can expire, although this usually occurs only shortly before they time out. Brothers In Arms has a high rate of failure, but this falls as piety rises. If it fails, nothing happens: you don't lose piety or food. (Costs 100-200 Food and 5-6 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]:''' &amp;quot;Wild [Species Name]&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]:''' &amp;quot;Bane of Scribes&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
Unlike most other gods, Trog's powers do not require the [[Invocations]] skill. Their chance of success is determined solely by your piety.&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
:*'''Weapons''' - The weapon created will be enchanted, similar to using a [[scroll of acquirement]], and possibly an [[artefact]]. Trog will only gift weapons with the [[anti-magic]], [[flaming]], [[vorpal]], or [[speed]] brands. The weapon chosen is weighted based on your weapon skills, though there is always a chance of receiving a weapon for which you have no skill. The [[Gift Timeout|gift timeout]] for each weapon ranges from 31 to 49.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
During penance or following desertion, you'll occasionally experience one of the following forms of [[divine retribution]]:&lt;br /&gt;
* 50% - Summons multiple hostile, berserked Brothers In Arms against you. Note that these are [[durably summoned]], so you cannot escape them by using stairs, and they will not disappear after time. However, their berserk rage will eventually expire, and they will briefly slow down as normal. They do not re-berserk unless they are already capable of doing so (e.g. [[black bear]]s or [[polar bear]]s).&lt;br /&gt;
**If there is no room for Trog's minions to spawn, a message will appear saying &amp;quot;Trog has no time to punish you...now.&amp;quot;&lt;br /&gt;
* 33% - Gives you a weakening effect, which can take the form of rot, stat decay, [[slowing]], or [[paralysis]].&lt;br /&gt;
* 16% - Trog casts [[Fireball]] at you.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Trog is one of the best gods for pure melee warriors, especially if they are [[minotaur]]s, [[troll]]s, or other monstrous [[species]] who won't miss their pathetic spellcasting abilities. Kobolds ironically enough also make fantastic berserkers, as their ability to stay constantly engorged without a hunger penalty basically ensures they can go berserk every fight.&lt;br /&gt;
&lt;br /&gt;
[[Berserk]]ing is handy for pulverizing enemies, but don't forget that the [[Haste]] it provides can be used to ''get away'' from trouble, too. Be very careful using this without a staircase in sight; you don't want to end up slowed next to the very thing you were trying to escape from.&lt;br /&gt;
&lt;br /&gt;
Trog's Hand grants regeneration that can be used to counteract the effects of poison should you be near death with no other ability to heal available. The [[magic resistance]] it provides can be useful should you find yourself without enough MR near a monster with a dangerous enchantment (such as [[Banishment]], [[Sentinel's Mark]], or [[Petrify]]).&lt;br /&gt;
&lt;br /&gt;
Trog's berserk summons are quite worthy (and do not have any risk of spawning hostile like [[Makhleb]]'s demons), but remember that you cannot invoke that while you are raging. If you need help for a big battle, remember to call your friends first, ''then'' start the party! Like other [[summon]]s, Trog's Brother in Arms summons will not follow you up or down stairs, so be sure to use them when enemies are in sight.&lt;br /&gt;
&lt;br /&gt;
Never abandon Trog in a 3 rune game. Just don't do it.&lt;br /&gt;
&lt;br /&gt;
Trog's wrath summons are dangerous, but by the time you come to abandoning him, you should be strong enough to take the berserked monsters on, or have the resources to get away quickly. &lt;br /&gt;
&lt;br /&gt;
Generous Trog is one of the few gods you can abandon while keeping permanent benefits granted via worship (gifted weapons), though for this reason the wrath is particularly nasty.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*One of Trog's altar [[vault]]s contains a [[spellbook]], but it will always be an artefact spellbook containing only the [[Apportation]] spell. As Apportation is the only way to obtain this spellbook (Trog ignites the book if you approach physically), there's no point in trying to grab it.&lt;br /&gt;
*Although Trog dislikes spell-casting, they don't mind when you use [[evocable items]] like [[wands]]. These items can be particularly useful for Trog worshippers.&lt;br /&gt;
*If you plan to leave Trog, a way to gain invisibility can make the hostile summons a lot less threatening: only [[deep troll]]s have see invisible.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.25]], Trog would gift weapons of any brand, and would also gift ammunition. He would also inflict fire miscast effects as part of his wrath.&lt;br /&gt;
*Prior to [[0.22]], Trog granted the ability to burn books for piety and to create [[cloud]]s of flames.&lt;br /&gt;
*In [[0.17]], even Trog no longer appreciates sacrificing corpses (by standing over them and [[praying]]).&lt;br /&gt;
*Prior to [[0.16]], Trog's wrath summons weren't permanent.&lt;br /&gt;
*Prior to [[0.15]], Trog's weapon gifts tended to have higher damage enchantments than accuracy.&lt;br /&gt;
*Prior to [[0.12]], burning unidentified books gave more piety, and [[Rock troll]]s were in the list of possible Brothers in Arms.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Trog&amp;diff=52891</id>
		<title>Trog</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Trog&amp;diff=52891"/>
				<updated>2020-08-11T02:26:12Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
[[File:Trog altar.png]] ''&amp;quot;Kill them all!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Trog is an ancient god of anger and violence. Followers are expected to kill in Trog's name, and especially to slay wizards. In return, worshippers of Trog gain the ability to go berserk at will in combat, and will be granted assistance in the form of powerful weapons and mighty allies. Followers are absolutely forbidden the use of spell magic.&lt;br /&gt;
&lt;br /&gt;
Trog offers various powers to help followers in battle. Followers will gain the ability to go berserk at will, and to rapidly heal their wounds while increasing resistance to hostile enchantments. Later, followers may call in powerful raging allies. Eventually, Trog will gift followers with weapons focused on damage.&lt;br /&gt;
&lt;br /&gt;
Trog likes it when you kill living beings, you destroy the undead, you kill demons, you kill holy beings and you destroy nonliving beings. Trog especially likes it when you kill wizards and other users of magic.&lt;br /&gt;
&lt;br /&gt;
Trog's powers are based on piety instead of Invocations skill.&lt;br /&gt;
&lt;br /&gt;
Trog strongly dislikes it when you memorise spells, you attempt to cast spells or you train magic skills.&lt;br /&gt;
&lt;br /&gt;
Trog does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Trog's wrath at betrayers is incandescent. Offenders find themselves swarmed by berserkers - from packs of bears to, for the most powerful, mobs of giants and trolls. The bodies of those who anger Trog begin to decay, slow, and collapse, and Trog may simply smite them directly with fiery rage.&lt;br /&gt;
&lt;br /&gt;
Trog's wrath lasts for a relatively long duration.}}&lt;br /&gt;
&lt;br /&gt;
[[Berserker]]s begin play worshiping Trog.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Trog (or any other deity). &lt;br /&gt;
&lt;br /&gt;
The [[undead]] are not banned from worship, but do suffer certain limitations. [[Mummies]] and [[ghoul]]s cannot go [[berserk]] and thus lose much of the benefit of this religion. [[Vampire]]s also cannot go berserk while in their undead state.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing living, [[demonic]], [[holy]], [[undead]], or [[nonliving]] monsters, especially [[Spell slot flags#Wizard flag|spellcaster]]s.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity. [[Piety]] decreases with time (about once every 280 turns), and you will be excommunicated if it falls to 0.&lt;br /&gt;
*Memorizing or casting spells.&lt;br /&gt;
*Devoting skill points to magic skills, including [[Spellcasting]] (be careful with auto-training enabled!).&lt;br /&gt;
*Abandonment.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Troglodyte&amp;quot;&lt;br /&gt;
:*'''Protection From Abjuration''' - [[Abjuration]]s cast against your servants are 20% less effective. (Passive)&lt;br /&gt;
:*'''Berserk Bonus''' - If you kill a monster while berserk, you have a Piety/10% chance of adding 4-13 more turns to your rage. After berserking, if you fail the check to pass out from exhaustion (10% chance in normal conditions), there's a Piety/160 chance of negating that. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]:''' &amp;quot;Angry Troglodyte&amp;quot;&lt;br /&gt;
:*'''Berserk''' - Go [[berserk]]. You cannot go berserk if you are [[hungry|near starving]] or still -Berserk from a previous rage. (Costs 200-400 Food)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]:''' &amp;quot;Frenzied&amp;quot;&lt;br /&gt;
:*'''Trog's Hand''' - Provides 1 HP/turn [[regeneration rate|regeneration]] and 80 [[magic resistance]] for a number of turns depending on piety. (Costs 50-100 Food and 2-3 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]:''' &amp;quot;[Species Name] of Prey&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]:''' &amp;quot;Rampant&amp;quot;&lt;br /&gt;
:*'''Brothers In Arms''' - Summons a powerful berserking ally, the species of which depends on piety. At low piety levels (****), you get [[ogre (monster)|ogre]]s, [[two-headed ogre]]s, [[black bear]]s, and [[polar bear]]s, while at high levels (***** or ******) you get [[troll (monster)|troll]]s, [[iron troll]]s, [[deep troll]]s, [[ettin]]s and [[stone giant]]s. They are always friendly. Their berserk can expire, although this usually occurs only shortly before they time out. Brothers In Arms has a high rate of failure, but this falls as piety rises. If it fails, nothing happens: you don't lose piety or food. (Costs 100-200 Food and 5-6 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]:''' &amp;quot;Wild [Species Name]&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]:''' &amp;quot;Bane of Scribes&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
Unlike most other gods, Trog's powers do not require the [[Invocations]] skill. Their chance of success is determined solely by your piety.&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
:*'''Weapons''' - The weapon created will be enchanted, similar to using a [[scroll of acquirement]], and possibly an [[artefact]]. Trog will only gift weapons with the [[anti-magic]], [[flaming]], [[vorpal]], or [[speed]] brands. The weapon chosen is weighted based on your weapon skills, though there is always a chance of receiving a weapon for which you have no skill. The [[Gift Timeout|gift timeout]] for each weapon ranges from 31 to 49.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
During penance or following desertion, you'll occasionally experience one of the following forms of [[divine retribution]]:&lt;br /&gt;
* 50% - Summons multiple hostile, berserked Brothers In Arms against you. Note that these are [[durably summoned]], so you cannot escape them by using stairs, and they will not disappear after time. However, their berserk rage will eventually expire, and they will briefly slow down as normal. They do not re-berserk unless they are already capable of doing so (e.g. [[black bear]]s or [[polar bear]]s).&lt;br /&gt;
**If there is no room for Trog's minions to spawn, a message will appear saying &amp;quot;Trog has no time to punish you...now.&amp;quot;&lt;br /&gt;
* 33% - Gives you a weakening effect, which can take the form of rot, stat decay, [[slowing]], or [[paralysis]].&lt;br /&gt;
* 16% - Trog casts [[Fireball]] at you.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Trog is one of the best gods for pure melee warriors, especially if they are [[minotaur]]s, [[troll]]s, or other monstrous [[species]] who won't miss their pathetic spellcasting abilities. Kobolds ironically enough also make fantastic berserkers, as their ability to stay constantly engorged without a hunger penalty basically ensures they can go berserk every fight.&lt;br /&gt;
&lt;br /&gt;
[[Berserk]]ing is handy for pulverizing enemies, but don't forget that the [[Haste]] it provides can be used to ''get away'' from trouble, too. Be very careful using this without a staircase in sight; you don't want to end up slowed next to the very thing you were trying to escape from.&lt;br /&gt;
&lt;br /&gt;
Trog's Hand grants regeneration that can be used to counteract the effects of poison should you be near death with no other ability to heal available. The [[magic resistance]] it provides can be useful should you find yourself without enough MR near a monster with a dangerous enchantment (such as [[Banishment]], [[Sentinel's Mark]], or [[Petrify]]).&lt;br /&gt;
&lt;br /&gt;
Trog's berserk summons are quite worthy (and do not have any risk of spawning hostile like [[Makhleb]]'s demons), but remember that you cannot invoke that while you are raging. If you need help for a big battle, remember to call your friends first, ''then'' start the party! Like other [[summon]]s, Trog's Brother in Arms summons will not follow you up or down stairs, so be sure to use them when enemies are in sight.&lt;br /&gt;
&lt;br /&gt;
Never abandon Trog in a 3 rune game. Just don't do it.&lt;br /&gt;
&lt;br /&gt;
Trog's wrath summons are dangerous, but by the time you come to abandoning him, you should be strong enough to take the berserked monsters on, or have the resources to get away quickly. &lt;br /&gt;
&lt;br /&gt;
Generous Trog is one of the few gods you can abandon while keeping permanent benefits granted via worship (gifted weapons), though for this reason the wrath is particularly nasty.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*One of Trog's altar [[vault]]s contains a [[spellbook]], but it will always be an artefact spellbook containing only the [[Apportation]] spell. As Apportation is the only way to obtain this spellbook (Trog ignites the book if you approach physically), there's no point in trying to grab it.&lt;br /&gt;
*Although Trog dislikes spell-casting, they don't mind when you use [[evocable items]] like [[wands]]. These items can be particularly useful for Trog worshippers.&lt;br /&gt;
*If you plan to leave Trog, a way to gain invisibility can make the hostile summons a lot less threatening: only [[deep troll]]s have see invisible.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.25]], Trog would gift weapons of any brand, and would also gift ammunition. He would also inflict fire miscast effects as part of his wrath.&lt;br /&gt;
*Prior to [[0.22]], Trog granted the ability to burn books for piety and to create [[cloud]]s of flames.&lt;br /&gt;
*In [[0.17]], even Trog no longer appreciates sacrificing corpses (by standing over them and [[praying]]).&lt;br /&gt;
*Prior to [[0.16]], Trog's wrath summons weren't permanent.&lt;br /&gt;
*Prior to [[0.15]], Trog's weapon gifts tended to have higher damage enchantments than accuracy.&lt;br /&gt;
*Prior to [[0.12]], burning unidentified books gave more piety, and [[Rock troll]]s were in the list of possible Brothers in Arms.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Trog&amp;diff=52890</id>
		<title>Trog</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Trog&amp;diff=52890"/>
				<updated>2020-08-11T02:24:21Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: /* Deprecates */ a fair warning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
[[File:Trog altar.png]] ''&amp;quot;Kill them all!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Trog is an ancient god of anger and violence. Followers are expected to kill in Trog's name, and especially to slay wizards. In return, worshippers of Trog gain the ability to go berserk at will in combat, and will be granted assistance in the form of powerful weapons and mighty allies. Followers are absolutely forbidden the use of spell magic.&lt;br /&gt;
&lt;br /&gt;
Trog offers various powers to help followers in battle. Followers will gain the ability to go berserk at will, and to rapidly heal their wounds while increasing resistance to hostile enchantments. Later, followers may call in powerful raging allies. Eventually, Trog will gift followers with weapons focused on damage.&lt;br /&gt;
&lt;br /&gt;
Trog likes it when you kill living beings, you destroy the undead, you kill demons, you kill holy beings and you destroy nonliving beings. Trog especially likes it when you kill wizards and other users of magic.&lt;br /&gt;
&lt;br /&gt;
Trog's powers are based on piety instead of Invocations skill.&lt;br /&gt;
&lt;br /&gt;
Trog strongly dislikes it when you memorise spells, you attempt to cast spells or you train magic skills.&lt;br /&gt;
&lt;br /&gt;
Trog does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Trog's wrath at betrayers is incandescent. Offenders find themselves swarmed by berserkers - from packs of bears to, for the most powerful, mobs of giants and trolls. The bodies of those who anger Trog begin to decay, slow, and collapse, and Trog may simply smite them directly with fiery rage.&lt;br /&gt;
&lt;br /&gt;
Trog's wrath lasts for a relatively long duration.}}&lt;br /&gt;
&lt;br /&gt;
[[Berserker]]s begin play worshiping Trog.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Trog (or any other deity). &lt;br /&gt;
&lt;br /&gt;
The [[undead]] are not banned from worship, but do suffer certain limitations. [[Mummies]] and [[ghoul]]s cannot go [[berserk]] and thus lose much of the benefit of this religion. [[Vampire]]s also cannot go berserk while in their undead state.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing living, [[demonic]], [[holy]], [[undead]], or [[nonliving]] monsters, especially [[Spell slot flags#Wizard flag|spellcaster]]s.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity. [[Piety]] decreases with time (about once every 280 turns), and you will be excommunicated if it falls to 0.&lt;br /&gt;
*Memorizing or casting spells.&lt;br /&gt;
*Devoting skill points to magic skills, including [[Spellcasting]] (be careful with auto-training enabled!).&lt;br /&gt;
*Abandonment.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Troglodyte&amp;quot;&lt;br /&gt;
:*'''Protection From Abjuration''' - [[Abjuration]]s cast against your servants are 20% less effective. (Passive)&lt;br /&gt;
:*'''Berserk Bonus''' - If you kill a monster while berserk, you have a Piety/10% chance of adding 4-13 more turns to your rage. After berserking, if you fail the check to pass out from exhaustion (10% chance in normal conditions), there's a Piety/160 chance of negating that. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]:''' &amp;quot;Angry Troglodyte&amp;quot;&lt;br /&gt;
:*'''Berserk''' - Go [[berserk]]. You cannot go berserk if you are [[hungry|near starving]] or still -Berserk from a previous rage. (Costs 200-400 Food)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]:''' &amp;quot;Frenzied&amp;quot;&lt;br /&gt;
:*'''Trog's Hand''' - Provides 1 HP/turn [[regeneration rate|regeneration]] and 80 [[magic resistance]] for a number of turns depending on piety. (Costs 50-100 Food and 2-3 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]:''' &amp;quot;[Species Name] of Prey&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]:''' &amp;quot;Rampant&amp;quot;&lt;br /&gt;
:*'''Brothers In Arms''' - Summons a powerful berserking ally, the species of which depends on piety. At low piety levels (****), you get [[ogre (monster)|ogre]]s, [[two-headed ogre]]s, [[black bear]]s, and [[polar bear]]s, while at high levels (***** or ******) you get [[troll (monster)|troll]]s, [[iron troll]]s, [[deep troll]]s, [[ettin]]s and [[stone giant]]s. They are always friendly. Their berserk can expire, although this usually occurs only shortly before they time out. Brothers In Arms has a high rate of failure, but this falls as piety rises. If it fails, nothing happens: you don't lose piety or food. (Costs 100-200 Food and 5-6 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]:''' &amp;quot;Wild [Species Name]&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]:''' &amp;quot;Bane of Scribes&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
Unlike most other gods, Trog's powers do not require the [[Invocations]] skill. Their chance of success is determined solely by your piety.&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
:*'''Weapons''' - The weapon created will be enchanted, similar to using a [[scroll of acquirement]], and possibly an [[artefact]]. Trog will only gift weapons with the [[anti-magic]], [[flaming]], [[vorpal]], or [[speed]] brands. The weapon chosen is weighted based on your weapon skills, though there is always a chance of receiving a weapon for which you have no skill. The [[Gift Timeout|gift timeout]] for each weapon ranges from 31 to 49.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
During penance or following desertion, you'll occasionally experience one of the following forms of [[divine retribution]]:&lt;br /&gt;
* 50% - Summons multiple hostile, berserked Brothers In Arms against you. Note that these are [[durably summoned]], so you cannot escape them by using stairs, and they will not disappear after time. However, their berserk rage will eventually expire, and they will briefly slow down as normal. They do not re-berserk unless they are already capable of doing so (e.g. [[black bear]]s or [[polar bear]]s).&lt;br /&gt;
**If there is no room for Trog's minions to spawn, a message will appear saying &amp;quot;Trog has no time to punish you...now.&amp;quot;&lt;br /&gt;
* 33% - Gives you a weakening effect, which can take the form of rot, stat decay, [[slowing]], or [[paralysis]].&lt;br /&gt;
* 16% - Trog casts [[Fireball]] at you.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Trog is one of the best gods for pure melee warriors, especially if they are [[minotaur]]s, [[troll]]s, or other monstrous [[species]] who won't miss their pathetic spellcasting abilities. Kobolds ironically enough also make fantastic berserkers, as their ability to stay constantly engorged without a hunger penalty basically ensures they can go berserk every fight.&lt;br /&gt;
&lt;br /&gt;
[[Berserk]]ing is handy for pulverizing enemies, but don't forget that the [[Haste]] it provides can be used to ''get away'' from trouble, too. Be very careful using this without a staircase in sight; you don't want to end up slowed next to the very thing you were trying to escape from.&lt;br /&gt;
&lt;br /&gt;
Trog's Hand grants regeneration that can be used to counteract the effects of poison should you be near death with no other ability to heal available. The [[magic resistance]] it provides can be useful should you find yourself without enough MR near a monster with a dangerous enchantment (such as [[Banishment]], [[Sentinel's Mark]], or [[Petrify]]).&lt;br /&gt;
&lt;br /&gt;
Trog's berserk summons are quite worthy (and do not have any risk of spawning hostile like [[Makhleb]]'s demons), but remember that you cannot invoke that while you are raging. If you need help for a big battle, remember to call your friends first, ''then'' start the party! Like other [[summon]]s, Trog's Brother in Arms summons will not follow you up or down stairs, so be sure to use them when enemies are in sight.&lt;br /&gt;
&lt;br /&gt;
Never abandon Trog in a 3 rune game. Just don't do it.&lt;br /&gt;
&lt;br /&gt;
Trog's wrath summons are dangerous, but by the time you come to abandoning him, you should be strong enough to take the berserked monsters on, or have the resources to get away quickly. &lt;br /&gt;
&lt;br /&gt;
Generous Trog is one of the few gods you can abandon while keeping permanent benefits granted via worship (gifted weapons), though for this reason the wrath is particularly nasty.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*One of Trog's altar [[vault]]s contains a [[spellbook]], but it will always be an artefact spellbook containing only the [[Apportation]] spell. As Apportation is the only way to obtain this spellbook (Trog ignites the book if you approach physically), there's no point in trying to grab it.&lt;br /&gt;
*Although Trog dislikes spell-casting, they don't mind when you use [[evocable items]] like [[wands]]. These items can be particularly useful for Trog worshippers.&lt;br /&gt;
*If you plan to leave Trog, a way to gain invisibility can make the hostile summons a lot less threatening: only [[deep troll]]s have see invisible.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.22]], Trog granted the ability to burn books for piety and to create [[cloud]]s of flames.&lt;br /&gt;
*In [[0.17]], even Trog no longer appreciates sacrificing corpses (by standing over them and [[praying]]).&lt;br /&gt;
*Prior to [[0.16]], Trog's wrath summons weren't permanent.&lt;br /&gt;
*Prior to [[0.15]], Trog's weapon gifts tended to have higher damage enchantments than accuracy.&lt;br /&gt;
*Prior to [[0.12]], burning unidentified books gave more piety, and [[Rock troll]]s were in the list of possible Brothers in Arms.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Trog&amp;diff=52889</id>
		<title>Trog</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Trog&amp;diff=52889"/>
				<updated>2020-08-11T02:22:53Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: /* Strategy */ Updates for .25 and clarity on abandonment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
[[File:Trog altar.png]] ''&amp;quot;Kill them all!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Trog is an ancient god of anger and violence. Followers are expected to kill in Trog's name, and especially to slay wizards. In return, worshippers of Trog gain the ability to go berserk at will in combat, and will be granted assistance in the form of powerful weapons and mighty allies. Followers are absolutely forbidden the use of spell magic.&lt;br /&gt;
&lt;br /&gt;
Trog offers various powers to help followers in battle. Followers will gain the ability to go berserk at will, and to rapidly heal their wounds while increasing resistance to hostile enchantments. Later, followers may call in powerful raging allies. Eventually, Trog will gift followers with weapons focused on damage.&lt;br /&gt;
&lt;br /&gt;
Trog likes it when you kill living beings, you destroy the undead, you kill demons, you kill holy beings and you destroy nonliving beings. Trog especially likes it when you kill wizards and other users of magic.&lt;br /&gt;
&lt;br /&gt;
Trog's powers are based on piety instead of Invocations skill.&lt;br /&gt;
&lt;br /&gt;
Trog strongly dislikes it when you memorise spells, you attempt to cast spells or you train magic skills.&lt;br /&gt;
&lt;br /&gt;
Trog does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Trog's wrath at betrayers is incandescent. Offenders find themselves swarmed by berserkers - from packs of bears to, for the most powerful, mobs of giants and trolls. The bodies of those who anger Trog begin to decay, slow, and collapse, and Trog may simply smite them directly with fiery rage.&lt;br /&gt;
&lt;br /&gt;
Trog's wrath lasts for a relatively long duration.}}&lt;br /&gt;
&lt;br /&gt;
[[Berserker]]s begin play worshiping Trog.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Trog (or any other deity). &lt;br /&gt;
&lt;br /&gt;
The [[undead]] are not banned from worship, but do suffer certain limitations. [[Mummies]] and [[ghoul]]s cannot go [[berserk]] and thus lose much of the benefit of this religion. [[Vampire]]s also cannot go berserk while in their undead state.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing living, [[demonic]], [[holy]], [[undead]], or [[nonliving]] monsters, especially [[Spell slot flags#Wizard flag|spellcaster]]s.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity. [[Piety]] decreases with time (about once every 280 turns), and you will be excommunicated if it falls to 0.&lt;br /&gt;
*Memorizing or casting spells.&lt;br /&gt;
*Devoting skill points to magic skills, including [[Spellcasting]].&lt;br /&gt;
*Abandonment.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Troglodyte&amp;quot;&lt;br /&gt;
:*'''Protection From Abjuration''' - [[Abjuration]]s cast against your servants are 20% less effective. (Passive)&lt;br /&gt;
:*'''Berserk Bonus''' - If you kill a monster while berserk, you have a Piety/10% chance of adding 4-13 more turns to your rage. After berserking, if you fail the check to pass out from exhaustion (10% chance in normal conditions), there's a Piety/160 chance of negating that. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]:''' &amp;quot;Angry Troglodyte&amp;quot;&lt;br /&gt;
:*'''Berserk''' - Go [[berserk]]. You cannot go berserk if you are [[hungry|near starving]] or still -Berserk from a previous rage. (Costs 200-400 Food)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]:''' &amp;quot;Frenzied&amp;quot;&lt;br /&gt;
:*'''Trog's Hand''' - Provides 1 HP/turn [[regeneration rate|regeneration]] and 80 [[magic resistance]] for a number of turns depending on piety. (Costs 50-100 Food and 2-3 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]:''' &amp;quot;[Species Name] of Prey&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]:''' &amp;quot;Rampant&amp;quot;&lt;br /&gt;
:*'''Brothers In Arms''' - Summons a powerful berserking ally, the species of which depends on piety. At low piety levels (****), you get [[ogre (monster)|ogre]]s, [[two-headed ogre]]s, [[black bear]]s, and [[polar bear]]s, while at high levels (***** or ******) you get [[troll (monster)|troll]]s, [[iron troll]]s, [[deep troll]]s, [[ettin]]s and [[stone giant]]s. They are always friendly. Their berserk can expire, although this usually occurs only shortly before they time out. Brothers In Arms has a high rate of failure, but this falls as piety rises. If it fails, nothing happens: you don't lose piety or food. (Costs 100-200 Food and 5-6 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]:''' &amp;quot;Wild [Species Name]&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]:''' &amp;quot;Bane of Scribes&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
Unlike most other gods, Trog's powers do not require the [[Invocations]] skill. Their chance of success is determined solely by your piety.&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
:*'''Weapons''' - The weapon created will be enchanted, similar to using a [[scroll of acquirement]], and possibly an [[artefact]]. Trog will only gift weapons with the [[anti-magic]], [[flaming]], [[vorpal]], or [[speed]] brands. The weapon chosen is weighted based on your weapon skills, though there is always a chance of receiving a weapon for which you have no skill. The [[Gift Timeout|gift timeout]] for each weapon ranges from 31 to 49.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
During penance or following desertion, you'll occasionally experience one of the following forms of [[divine retribution]]:&lt;br /&gt;
* 50% - Summons multiple hostile, berserked Brothers In Arms against you. Note that these are [[durably summoned]], so you cannot escape them by using stairs, and they will not disappear after time. However, their berserk rage will eventually expire, and they will briefly slow down as normal. They do not re-berserk unless they are already capable of doing so (e.g. [[black bear]]s or [[polar bear]]s).&lt;br /&gt;
**If there is no room for Trog's minions to spawn, a message will appear saying &amp;quot;Trog has no time to punish you...now.&amp;quot;&lt;br /&gt;
* 33% - Gives you a weakening effect, which can take the form of rot, stat decay, [[slowing]], or [[paralysis]].&lt;br /&gt;
* 16% - Trog casts [[Fireball]] at you.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Trog is one of the best gods for pure melee warriors, especially if they are [[minotaur]]s, [[troll]]s, or other monstrous [[species]] who won't miss their pathetic spellcasting abilities. Kobolds ironically enough also make fantastic berserkers, as their ability to stay constantly engorged without a hunger penalty basically ensures they can go berserk every fight.&lt;br /&gt;
&lt;br /&gt;
[[Berserk]]ing is handy for pulverizing enemies, but don't forget that the [[Haste]] it provides can be used to ''get away'' from trouble, too. Be very careful using this without a staircase in sight; you don't want to end up slowed next to the very thing you were trying to escape from.&lt;br /&gt;
&lt;br /&gt;
Trog's Hand grants regeneration that can be used to counteract the effects of poison should you be near death with no other ability to heal available. The [[magic resistance]] it provides can be useful should you find yourself without enough MR near a monster with a dangerous enchantment (such as [[Banishment]], [[Sentinel's Mark]], or [[Petrify]]).&lt;br /&gt;
&lt;br /&gt;
Trog's berserk summons are quite worthy (and do not have any risk of spawning hostile like [[Makhleb]]'s demons), but remember that you cannot invoke that while you are raging. If you need help for a big battle, remember to call your friends first, ''then'' start the party! Like other [[summon]]s, Trog's Brother in Arms summons will not follow you up or down stairs, so be sure to use them when enemies are in sight.&lt;br /&gt;
&lt;br /&gt;
Never abandon Trog in a 3 rune game. Just don't do it.&lt;br /&gt;
&lt;br /&gt;
Trog's wrath summons are dangerous, but by the time you come to abandoning him, you should be strong enough to take the berserked monsters on, or have the resources to get away quickly. &lt;br /&gt;
&lt;br /&gt;
Generous Trog is one of the few gods you can abandon while keeping permanent benefits granted via worship (gifted weapons), though for this reason the wrath is particularly nasty.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*One of Trog's altar [[vault]]s contains a [[spellbook]], but it will always be an artefact spellbook containing only the [[Apportation]] spell. As Apportation is the only way to obtain this spellbook (Trog ignites the book if you approach physically), there's no point in trying to grab it.&lt;br /&gt;
*Although Trog dislikes spell-casting, they don't mind when you use [[evocable items]] like [[wands]]. These items can be particularly useful for Trog worshippers.&lt;br /&gt;
*If you plan to leave Trog, a way to gain invisibility can make the hostile summons a lot less threatening: only [[deep troll]]s have see invisible.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.22]], Trog granted the ability to burn books for piety and to create [[cloud]]s of flames.&lt;br /&gt;
*In [[0.17]], even Trog no longer appreciates sacrificing corpses (by standing over them and [[praying]]).&lt;br /&gt;
*Prior to [[0.16]], Trog's wrath summons weren't permanent.&lt;br /&gt;
*Prior to [[0.15]], Trog's weapon gifts tended to have higher damage enchantments than accuracy.&lt;br /&gt;
*Prior to [[0.12]], burning unidentified books gave more piety, and [[Rock troll]]s were in the list of possible Brothers in Arms.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Trog&amp;diff=52888</id>
		<title>Trog</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Trog&amp;diff=52888"/>
				<updated>2020-08-11T02:18:40Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: /* Racial Restrictions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
[[File:Trog altar.png]] ''&amp;quot;Kill them all!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Trog is an ancient god of anger and violence. Followers are expected to kill in Trog's name, and especially to slay wizards. In return, worshippers of Trog gain the ability to go berserk at will in combat, and will be granted assistance in the form of powerful weapons and mighty allies. Followers are absolutely forbidden the use of spell magic.&lt;br /&gt;
&lt;br /&gt;
Trog offers various powers to help followers in battle. Followers will gain the ability to go berserk at will, and to rapidly heal their wounds while increasing resistance to hostile enchantments. Later, followers may call in powerful raging allies. Eventually, Trog will gift followers with weapons focused on damage.&lt;br /&gt;
&lt;br /&gt;
Trog likes it when you kill living beings, you destroy the undead, you kill demons, you kill holy beings and you destroy nonliving beings. Trog especially likes it when you kill wizards and other users of magic.&lt;br /&gt;
&lt;br /&gt;
Trog's powers are based on piety instead of Invocations skill.&lt;br /&gt;
&lt;br /&gt;
Trog strongly dislikes it when you memorise spells, you attempt to cast spells or you train magic skills.&lt;br /&gt;
&lt;br /&gt;
Trog does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Trog's wrath at betrayers is incandescent. Offenders find themselves swarmed by berserkers - from packs of bears to, for the most powerful, mobs of giants and trolls. The bodies of those who anger Trog begin to decay, slow, and collapse, and Trog may simply smite them directly with fiery rage.&lt;br /&gt;
&lt;br /&gt;
Trog's wrath lasts for a relatively long duration.}}&lt;br /&gt;
&lt;br /&gt;
[[Berserker]]s begin play worshiping Trog.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Trog (or any other deity). &lt;br /&gt;
&lt;br /&gt;
The [[undead]] are not banned from worship, but do suffer certain limitations. [[Mummies]] and [[ghoul]]s cannot go [[berserk]] and thus lose much of the benefit of this religion. [[Vampire]]s also cannot go berserk while in their undead state.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing living, [[demonic]], [[holy]], [[undead]], or [[nonliving]] monsters, especially [[Spell slot flags#Wizard flag|spellcaster]]s.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity. [[Piety]] decreases with time (about once every 280 turns), and you will be excommunicated if it falls to 0.&lt;br /&gt;
*Memorizing or casting spells.&lt;br /&gt;
*Devoting skill points to magic skills, including [[Spellcasting]].&lt;br /&gt;
*Abandonment.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Troglodyte&amp;quot;&lt;br /&gt;
:*'''Protection From Abjuration''' - [[Abjuration]]s cast against your servants are 20% less effective. (Passive)&lt;br /&gt;
:*'''Berserk Bonus''' - If you kill a monster while berserk, you have a Piety/10% chance of adding 4-13 more turns to your rage. After berserking, if you fail the check to pass out from exhaustion (10% chance in normal conditions), there's a Piety/160 chance of negating that. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]:''' &amp;quot;Angry Troglodyte&amp;quot;&lt;br /&gt;
:*'''Berserk''' - Go [[berserk]]. You cannot go berserk if you are [[hungry|near starving]] or still -Berserk from a previous rage. (Costs 200-400 Food)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]:''' &amp;quot;Frenzied&amp;quot;&lt;br /&gt;
:*'''Trog's Hand''' - Provides 1 HP/turn [[regeneration rate|regeneration]] and 80 [[magic resistance]] for a number of turns depending on piety. (Costs 50-100 Food and 2-3 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]:''' &amp;quot;[Species Name] of Prey&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]:''' &amp;quot;Rampant&amp;quot;&lt;br /&gt;
:*'''Brothers In Arms''' - Summons a powerful berserking ally, the species of which depends on piety. At low piety levels (****), you get [[ogre (monster)|ogre]]s, [[two-headed ogre]]s, [[black bear]]s, and [[polar bear]]s, while at high levels (***** or ******) you get [[troll (monster)|troll]]s, [[iron troll]]s, [[deep troll]]s, [[ettin]]s and [[stone giant]]s. They are always friendly. Their berserk can expire, although this usually occurs only shortly before they time out. Brothers In Arms has a high rate of failure, but this falls as piety rises. If it fails, nothing happens: you don't lose piety or food. (Costs 100-200 Food and 5-6 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]:''' &amp;quot;Wild [Species Name]&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]:''' &amp;quot;Bane of Scribes&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
Unlike most other gods, Trog's powers do not require the [[Invocations]] skill. Their chance of success is determined solely by your piety.&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
:*'''Weapons''' - The weapon created will be enchanted, similar to using a [[scroll of acquirement]], and possibly an [[artefact]]. Trog will only gift weapons with the [[anti-magic]], [[flaming]], [[vorpal]], or [[speed]] brands. The weapon chosen is weighted based on your weapon skills, though there is always a chance of receiving a weapon for which you have no skill. The [[Gift Timeout|gift timeout]] for each weapon ranges from 31 to 49.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
During penance or following desertion, you'll occasionally experience one of the following forms of [[divine retribution]]:&lt;br /&gt;
* 50% - Summons multiple hostile, berserked Brothers In Arms against you. Note that these are [[durably summoned]], so you cannot escape them by using stairs, and they will not disappear after time. However, their berserk rage will eventually expire, and they will briefly slow down as normal. They do not re-berserk unless they are already capable of doing so (e.g. [[black bear]]s or [[polar bear]]s).&lt;br /&gt;
**If there is no room for Trog's minions to spawn, a message will appear saying &amp;quot;Trog has no time to punish you...now.&amp;quot;&lt;br /&gt;
* 33% - Gives you a weakening effect, which can take the form of rot, stat decay, [[slowing]], or [[paralysis]].&lt;br /&gt;
* 16% - Trog casts [[Fireball]] at you.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Trog is one of the best gods for pure melee warriors, especially if they are [[minotaur]]s, [[troll]]s, or other monstrous [[species]] who won't miss their pathetic spellcasting abilities. Kobolds ironically enough also make fantastic berserkers, as their ability to stay constantly engorged without a hunger penalty basically ensures they can go berserk every fight. Also, don't forget that Trog also gifts ammunition, making it a good choice for hunters.&lt;br /&gt;
&lt;br /&gt;
[[Berserk]]ing is handy for pulverizing enemies, but don't forget that the [[Haste]] it provides can be used to ''get away'' from trouble, too. Be very careful using this without a staircase in sight; you don't want to end up slowed next to the very thing you were trying to escape from.&lt;br /&gt;
&lt;br /&gt;
Trog's Hand grants regeneration that can be used to counteract the effects of poison should you be near death with no other ability to heal available. The [[magic resistance]] it provides can be useful should you find yourself without enough MR near a monster with a dangerous enchantment (such as [[Banishment]], [[Sentinel's Mark]], or [[Petrify]]).&lt;br /&gt;
&lt;br /&gt;
Trog's berserk summons are quite worthy (and do not have any risk of spawning hostile like [[Makhleb]]'s demons), but remember that you cannot invoke that while you are raging. If you need help for a big battle, remember to call your friends first, ''then'' start the party! Like other [[summon]]s, Trog's Brother in Arms summons will not follow you up or down stairs, so be sure to use them when enemies are in sight.&lt;br /&gt;
&lt;br /&gt;
Trog's wrath summons are dangerous, but by the time you come to abandoning him, you should be strong enough to take the berserked monsters on, or have the resources to get away quickly.&lt;br /&gt;
&lt;br /&gt;
Generous Trog is one of the few gods you can abandon while keeping permanent benefits granted via worship (gifted weapons), though for this reason the wrath is particularly nasty.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*One of Trog's altar [[vault]]s contains a [[spellbook]], but it will always be an artefact spellbook containing only the [[Apportation]] spell. As Apportation is the only way to obtain this spellbook (Trog ignites the book if you approach physically), there's no point in trying to grab it.&lt;br /&gt;
*Although Trog dislikes spell-casting, they don't mind when you use [[evocable items]] like [[wands]]. These items can be particularly useful for Trog worshippers.&lt;br /&gt;
*If you plan to leave Trog, a way to gain invisibility can make the hostile summons a lot less threatening: only [[deep troll]]s have see invisible.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.22]], Trog granted the ability to burn books for piety and to create [[cloud]]s of flames.&lt;br /&gt;
*In [[0.17]], even Trog no longer appreciates sacrificing corpses (by standing over them and [[praying]]).&lt;br /&gt;
*Prior to [[0.16]], Trog's wrath summons weren't permanent.&lt;br /&gt;
*Prior to [[0.15]], Trog's weapon gifts tended to have higher damage enchantments than accuracy.&lt;br /&gt;
*Prior to [[0.12]], burning unidentified books gave more piety, and [[Rock troll]]s were in the list of possible Brothers in Arms.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Trog&amp;diff=52887</id>
		<title>Trog</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Trog&amp;diff=52887"/>
				<updated>2020-08-11T02:16:59Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: /* Punishments */ Update for .25&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
[[File:Trog altar.png]] ''&amp;quot;Kill them all!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Trog is an ancient god of anger and violence. Followers are expected to kill in Trog's name, and especially to slay wizards. In return, worshippers of Trog gain the ability to go berserk at will in combat, and will be granted assistance in the form of powerful weapons and mighty allies. Followers are absolutely forbidden the use of spell magic.&lt;br /&gt;
&lt;br /&gt;
Trog offers various powers to help followers in battle. Followers will gain the ability to go berserk at will, and to rapidly heal their wounds while increasing resistance to hostile enchantments. Later, followers may call in powerful raging allies. Eventually, Trog will gift followers with weapons focused on damage.&lt;br /&gt;
&lt;br /&gt;
Trog likes it when you kill living beings, you destroy the undead, you kill demons, you kill holy beings and you destroy nonliving beings. Trog especially likes it when you kill wizards and other users of magic.&lt;br /&gt;
&lt;br /&gt;
Trog's powers are based on piety instead of Invocations skill.&lt;br /&gt;
&lt;br /&gt;
Trog strongly dislikes it when you memorise spells, you attempt to cast spells or you train magic skills.&lt;br /&gt;
&lt;br /&gt;
Trog does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Trog's wrath at betrayers is incandescent. Offenders find themselves swarmed by berserkers - from packs of bears to, for the most powerful, mobs of giants and trolls. The bodies of those who anger Trog begin to decay, slow, and collapse, and Trog may simply smite them directly with fiery rage.&lt;br /&gt;
&lt;br /&gt;
Trog's wrath lasts for a relatively long duration.}}&lt;br /&gt;
&lt;br /&gt;
[[Berserker]]s begin play worshiping Trog.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Trog (or any other deity). &lt;br /&gt;
&lt;br /&gt;
The [[undead]] are not banned from worship, but do suffer certain limitations. [[Mummies]] and [[ghoul]]s cannot go [[berserk]] and thus lose much of the benefit of this religion. [[Vampire]]s also cannot go berserk when their [[satiation]] falls to Thirsty or below.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing living, [[demonic]], [[holy]], [[undead]], or [[nonliving]] monsters, especially [[Spell slot flags#Wizard flag|spellcaster]]s.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity. [[Piety]] decreases with time (about once every 280 turns), and you will be excommunicated if it falls to 0.&lt;br /&gt;
*Memorizing or casting spells.&lt;br /&gt;
*Devoting skill points to magic skills, including [[Spellcasting]].&lt;br /&gt;
*Abandonment.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Troglodyte&amp;quot;&lt;br /&gt;
:*'''Protection From Abjuration''' - [[Abjuration]]s cast against your servants are 20% less effective. (Passive)&lt;br /&gt;
:*'''Berserk Bonus''' - If you kill a monster while berserk, you have a Piety/10% chance of adding 4-13 more turns to your rage. After berserking, if you fail the check to pass out from exhaustion (10% chance in normal conditions), there's a Piety/160 chance of negating that. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]:''' &amp;quot;Angry Troglodyte&amp;quot;&lt;br /&gt;
:*'''Berserk''' - Go [[berserk]]. You cannot go berserk if you are [[hungry|near starving]] or still -Berserk from a previous rage. (Costs 200-400 Food)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]:''' &amp;quot;Frenzied&amp;quot;&lt;br /&gt;
:*'''Trog's Hand''' - Provides 1 HP/turn [[regeneration rate|regeneration]] and 80 [[magic resistance]] for a number of turns depending on piety. (Costs 50-100 Food and 2-3 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]:''' &amp;quot;[Species Name] of Prey&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]:''' &amp;quot;Rampant&amp;quot;&lt;br /&gt;
:*'''Brothers In Arms''' - Summons a powerful berserking ally, the species of which depends on piety. At low piety levels (****), you get [[ogre (monster)|ogre]]s, [[two-headed ogre]]s, [[black bear]]s, and [[polar bear]]s, while at high levels (***** or ******) you get [[troll (monster)|troll]]s, [[iron troll]]s, [[deep troll]]s, [[ettin]]s and [[stone giant]]s. They are always friendly. Their berserk can expire, although this usually occurs only shortly before they time out. Brothers In Arms has a high rate of failure, but this falls as piety rises. If it fails, nothing happens: you don't lose piety or food. (Costs 100-200 Food and 5-6 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]:''' &amp;quot;Wild [Species Name]&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]:''' &amp;quot;Bane of Scribes&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
Unlike most other gods, Trog's powers do not require the [[Invocations]] skill. Their chance of success is determined solely by your piety.&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
:*'''Weapons''' - The weapon created will be enchanted, similar to using a [[scroll of acquirement]], and possibly an [[artefact]]. Trog will only gift weapons with the [[anti-magic]], [[flaming]], [[vorpal]], or [[speed]] brands. The weapon chosen is weighted based on your weapon skills, though there is always a chance of receiving a weapon for which you have no skill. The [[Gift Timeout|gift timeout]] for each weapon ranges from 31 to 49.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
During penance or following desertion, you'll occasionally experience one of the following forms of [[divine retribution]]:&lt;br /&gt;
* 50% - Summons multiple hostile, berserked Brothers In Arms against you. Note that these are [[durably summoned]], so you cannot escape them by using stairs, and they will not disappear after time. However, their berserk rage will eventually expire, and they will briefly slow down as normal. They do not re-berserk unless they are already capable of doing so (e.g. [[black bear]]s or [[polar bear]]s).&lt;br /&gt;
**If there is no room for Trog's minions to spawn, a message will appear saying &amp;quot;Trog has no time to punish you...now.&amp;quot;&lt;br /&gt;
* 33% - Gives you a weakening effect, which can take the form of rot, stat decay, [[slowing]], or [[paralysis]].&lt;br /&gt;
* 16% - Trog casts [[Fireball]] at you.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Trog is one of the best gods for pure melee warriors, especially if they are [[minotaur]]s, [[troll]]s, or other monstrous [[species]] who won't miss their pathetic spellcasting abilities. Kobolds ironically enough also make fantastic berserkers, as their ability to stay constantly engorged without a hunger penalty basically ensures they can go berserk every fight. Also, don't forget that Trog also gifts ammunition, making it a good choice for hunters.&lt;br /&gt;
&lt;br /&gt;
[[Berserk]]ing is handy for pulverizing enemies, but don't forget that the [[Haste]] it provides can be used to ''get away'' from trouble, too. Be very careful using this without a staircase in sight; you don't want to end up slowed next to the very thing you were trying to escape from.&lt;br /&gt;
&lt;br /&gt;
Trog's Hand grants regeneration that can be used to counteract the effects of poison should you be near death with no other ability to heal available. The [[magic resistance]] it provides can be useful should you find yourself without enough MR near a monster with a dangerous enchantment (such as [[Banishment]], [[Sentinel's Mark]], or [[Petrify]]).&lt;br /&gt;
&lt;br /&gt;
Trog's berserk summons are quite worthy (and do not have any risk of spawning hostile like [[Makhleb]]'s demons), but remember that you cannot invoke that while you are raging. If you need help for a big battle, remember to call your friends first, ''then'' start the party! Like other [[summon]]s, Trog's Brother in Arms summons will not follow you up or down stairs, so be sure to use them when enemies are in sight.&lt;br /&gt;
&lt;br /&gt;
Trog's wrath summons are dangerous, but by the time you come to abandoning him, you should be strong enough to take the berserked monsters on, or have the resources to get away quickly.&lt;br /&gt;
&lt;br /&gt;
Generous Trog is one of the few gods you can abandon while keeping permanent benefits granted via worship (gifted weapons), though for this reason the wrath is particularly nasty.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*One of Trog's altar [[vault]]s contains a [[spellbook]], but it will always be an artefact spellbook containing only the [[Apportation]] spell. As Apportation is the only way to obtain this spellbook (Trog ignites the book if you approach physically), there's no point in trying to grab it.&lt;br /&gt;
*Although Trog dislikes spell-casting, they don't mind when you use [[evocable items]] like [[wands]]. These items can be particularly useful for Trog worshippers.&lt;br /&gt;
*If you plan to leave Trog, a way to gain invisibility can make the hostile summons a lot less threatening: only [[deep troll]]s have see invisible.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.22]], Trog granted the ability to burn books for piety and to create [[cloud]]s of flames.&lt;br /&gt;
*In [[0.17]], even Trog no longer appreciates sacrificing corpses (by standing over them and [[praying]]).&lt;br /&gt;
*Prior to [[0.16]], Trog's wrath summons weren't permanent.&lt;br /&gt;
*Prior to [[0.15]], Trog's weapon gifts tended to have higher damage enchantments than accuracy.&lt;br /&gt;
*Prior to [[0.12]], burning unidentified books gave more piety, and [[Rock troll]]s were in the list of possible Brothers in Arms.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Trog&amp;diff=52886</id>
		<title>Trog</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Trog&amp;diff=52886"/>
				<updated>2020-08-11T02:11:49Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: /* Gifts */ Update for .25&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
[[File:Trog altar.png]] ''&amp;quot;Kill them all!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Trog is an ancient god of anger and violence. Followers are expected to kill in Trog's name, and especially to slay wizards. In return, worshippers of Trog gain the ability to go berserk at will in combat, and will be granted assistance in the form of powerful weapons and mighty allies. Followers are absolutely forbidden the use of spell magic.&lt;br /&gt;
&lt;br /&gt;
Trog offers various powers to help followers in battle. Followers will gain the ability to go berserk at will, and to rapidly heal their wounds while increasing resistance to hostile enchantments. Later, followers may call in powerful raging allies. Eventually, Trog will gift followers with weapons focused on damage.&lt;br /&gt;
&lt;br /&gt;
Trog likes it when you kill living beings, you destroy the undead, you kill demons, you kill holy beings and you destroy nonliving beings. Trog especially likes it when you kill wizards and other users of magic.&lt;br /&gt;
&lt;br /&gt;
Trog's powers are based on piety instead of Invocations skill.&lt;br /&gt;
&lt;br /&gt;
Trog strongly dislikes it when you memorise spells, you attempt to cast spells or you train magic skills.&lt;br /&gt;
&lt;br /&gt;
Trog does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Trog's wrath at betrayers is incandescent. Offenders find themselves swarmed by berserkers - from packs of bears to, for the most powerful, mobs of giants and trolls. The bodies of those who anger Trog begin to decay, slow, and collapse, and Trog may simply smite them directly with fiery rage.&lt;br /&gt;
&lt;br /&gt;
Trog's wrath lasts for a relatively long duration.}}&lt;br /&gt;
&lt;br /&gt;
[[Berserker]]s begin play worshiping Trog.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Trog (or any other deity). &lt;br /&gt;
&lt;br /&gt;
The [[undead]] are not banned from worship, but do suffer certain limitations. [[Mummies]] and [[ghoul]]s cannot go [[berserk]] and thus lose much of the benefit of this religion. [[Vampire]]s also cannot go berserk when their [[satiation]] falls to Thirsty or below.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing living, [[demonic]], [[holy]], [[undead]], or [[nonliving]] monsters, especially [[Spell slot flags#Wizard flag|spellcaster]]s.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity. [[Piety]] decreases with time (about once every 280 turns), and you will be excommunicated if it falls to 0.&lt;br /&gt;
*Memorizing or casting spells.&lt;br /&gt;
*Devoting skill points to magic skills, including [[Spellcasting]].&lt;br /&gt;
*Abandonment.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Troglodyte&amp;quot;&lt;br /&gt;
:*'''Protection From Abjuration''' - [[Abjuration]]s cast against your servants are 20% less effective. (Passive)&lt;br /&gt;
:*'''Berserk Bonus''' - If you kill a monster while berserk, you have a Piety/10% chance of adding 4-13 more turns to your rage. After berserking, if you fail the check to pass out from exhaustion (10% chance in normal conditions), there's a Piety/160 chance of negating that. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]:''' &amp;quot;Angry Troglodyte&amp;quot;&lt;br /&gt;
:*'''Berserk''' - Go [[berserk]]. You cannot go berserk if you are [[hungry|near starving]] or still -Berserk from a previous rage. (Costs 200-400 Food)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]:''' &amp;quot;Frenzied&amp;quot;&lt;br /&gt;
:*'''Trog's Hand''' - Provides 1 HP/turn [[regeneration rate|regeneration]] and 80 [[magic resistance]] for a number of turns depending on piety. (Costs 50-100 Food and 2-3 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]:''' &amp;quot;[Species Name] of Prey&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]:''' &amp;quot;Rampant&amp;quot;&lt;br /&gt;
:*'''Brothers In Arms''' - Summons a powerful berserking ally, the species of which depends on piety. At low piety levels (****), you get [[ogre (monster)|ogre]]s, [[two-headed ogre]]s, [[black bear]]s, and [[polar bear]]s, while at high levels (***** or ******) you get [[troll (monster)|troll]]s, [[iron troll]]s, [[deep troll]]s, [[ettin]]s and [[stone giant]]s. They are always friendly. Their berserk can expire, although this usually occurs only shortly before they time out. Brothers In Arms has a high rate of failure, but this falls as piety rises. If it fails, nothing happens: you don't lose piety or food. (Costs 100-200 Food and 5-6 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]:''' &amp;quot;Wild [Species Name]&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]:''' &amp;quot;Bane of Scribes&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
Unlike most other gods, Trog's powers do not require the [[Invocations]] skill. Their chance of success is determined solely by your piety.&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
:*'''Weapons''' - The weapon created will be enchanted, similar to using a [[scroll of acquirement]], and possibly an [[artefact]]. Trog will only gift weapons with the [[anti-magic]], [[flaming]], [[vorpal]], or [[speed]] brands. The weapon chosen is weighted based on your weapon skills, though there is always a chance of receiving a weapon for which you have no skill. The [[Gift Timeout|gift timeout]] for each weapon ranges from 31 to 49.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
During penance or following desertion, you'll occasionally experience one of the following forms of [[divine retribution]]:&lt;br /&gt;
*Summons multiple hostile, berserked Brothers In Arms against you. Note that these are [[durably summoned]], so you cannot escape them by using stairs, and they will not disappear after time. However, their berserk rage will eventually expire, and they will briefly slow down as normal. They do not re-berserk unless they are already capable of doing so (e.g. [[black bear]]s or [[polar bear]]s).&lt;br /&gt;
**If there is no room for Trog's minions to spawn, a message will appear saying &amp;quot;Trog has no time to punish you...now.&amp;quot;&lt;br /&gt;
*Inflicts [[rot]] on you. Note that this sometimes causes the [[sickness]] status effect.&lt;br /&gt;
*Reduces your [[stat]]s, as if you [[quaff]]ed a [[potion of degeneration]].&lt;br /&gt;
*Inflicts a prolonged [[Slow]] and [[Exhaustion]] [[status effect]] on you. This can last close to 150 turns. &lt;br /&gt;
*Causes you to pass out (as if you had berserked). &lt;br /&gt;
*Inflicts a random high level Fire Magic [[Miscast#Fire_Magic|miscast]] effect on you. This can include fireballs, [[sticky flame]]s, and searing flames that temporarily reduce your [[fire resistance]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Trog is one of the best gods for pure melee warriors, especially if they are [[minotaur]]s, [[troll]]s, or other monstrous [[species]] who won't miss their pathetic spellcasting abilities. Kobolds ironically enough also make fantastic berserkers, as their ability to stay constantly engorged without a hunger penalty basically ensures they can go berserk every fight. Also, don't forget that Trog also gifts ammunition, making it a good choice for hunters.&lt;br /&gt;
&lt;br /&gt;
[[Berserk]]ing is handy for pulverizing enemies, but don't forget that the [[Haste]] it provides can be used to ''get away'' from trouble, too. Be very careful using this without a staircase in sight; you don't want to end up slowed next to the very thing you were trying to escape from.&lt;br /&gt;
&lt;br /&gt;
Trog's Hand grants regeneration that can be used to counteract the effects of poison should you be near death with no other ability to heal available. The [[magic resistance]] it provides can be useful should you find yourself without enough MR near a monster with a dangerous enchantment (such as [[Banishment]], [[Sentinel's Mark]], or [[Petrify]]).&lt;br /&gt;
&lt;br /&gt;
Trog's berserk summons are quite worthy (and do not have any risk of spawning hostile like [[Makhleb]]'s demons), but remember that you cannot invoke that while you are raging. If you need help for a big battle, remember to call your friends first, ''then'' start the party! Like other [[summon]]s, Trog's Brother in Arms summons will not follow you up or down stairs, so be sure to use them when enemies are in sight.&lt;br /&gt;
&lt;br /&gt;
Trog's wrath summons are dangerous, but by the time you come to abandoning him, you should be strong enough to take the berserked monsters on, or have the resources to get away quickly.&lt;br /&gt;
&lt;br /&gt;
Generous Trog is one of the few gods you can abandon while keeping permanent benefits granted via worship (gifted weapons), though for this reason the wrath is particularly nasty.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*One of Trog's altar [[vault]]s contains a [[spellbook]], but it will always be an artefact spellbook containing only the [[Apportation]] spell. As Apportation is the only way to obtain this spellbook (Trog ignites the book if you approach physically), there's no point in trying to grab it.&lt;br /&gt;
*Although Trog dislikes spell-casting, they don't mind when you use [[evocable items]] like [[wands]]. These items can be particularly useful for Trog worshippers.&lt;br /&gt;
*If you plan to leave Trog, a way to gain invisibility can make the hostile summons a lot less threatening: only [[deep troll]]s have see invisible.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.22]], Trog granted the ability to burn books for piety and to create [[cloud]]s of flames.&lt;br /&gt;
*In [[0.17]], even Trog no longer appreciates sacrificing corpses (by standing over them and [[praying]]).&lt;br /&gt;
*Prior to [[0.16]], Trog's wrath summons weren't permanent.&lt;br /&gt;
*Prior to [[0.15]], Trog's weapon gifts tended to have higher damage enchantments than accuracy.&lt;br /&gt;
*Prior to [[0.12]], burning unidentified books gave more piety, and [[Rock troll]]s were in the list of possible Brothers in Arms.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Trog&amp;diff=52885</id>
		<title>Trog</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Trog&amp;diff=52885"/>
				<updated>2020-08-11T02:10:00Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: /* Given Abilities */ Update info on berserk to be more accurate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
[[File:Trog altar.png]] ''&amp;quot;Kill them all!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Trog is an ancient god of anger and violence. Followers are expected to kill in Trog's name, and especially to slay wizards. In return, worshippers of Trog gain the ability to go berserk at will in combat, and will be granted assistance in the form of powerful weapons and mighty allies. Followers are absolutely forbidden the use of spell magic.&lt;br /&gt;
&lt;br /&gt;
Trog offers various powers to help followers in battle. Followers will gain the ability to go berserk at will, and to rapidly heal their wounds while increasing resistance to hostile enchantments. Later, followers may call in powerful raging allies. Eventually, Trog will gift followers with weapons focused on damage.&lt;br /&gt;
&lt;br /&gt;
Trog likes it when you kill living beings, you destroy the undead, you kill demons, you kill holy beings and you destroy nonliving beings. Trog especially likes it when you kill wizards and other users of magic.&lt;br /&gt;
&lt;br /&gt;
Trog's powers are based on piety instead of Invocations skill.&lt;br /&gt;
&lt;br /&gt;
Trog strongly dislikes it when you memorise spells, you attempt to cast spells or you train magic skills.&lt;br /&gt;
&lt;br /&gt;
Trog does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Trog's wrath at betrayers is incandescent. Offenders find themselves swarmed by berserkers - from packs of bears to, for the most powerful, mobs of giants and trolls. The bodies of those who anger Trog begin to decay, slow, and collapse, and Trog may simply smite them directly with fiery rage.&lt;br /&gt;
&lt;br /&gt;
Trog's wrath lasts for a relatively long duration.}}&lt;br /&gt;
&lt;br /&gt;
[[Berserker]]s begin play worshiping Trog.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Trog (or any other deity). &lt;br /&gt;
&lt;br /&gt;
The [[undead]] are not banned from worship, but do suffer certain limitations. [[Mummies]] and [[ghoul]]s cannot go [[berserk]] and thus lose much of the benefit of this religion. [[Vampire]]s also cannot go berserk when their [[satiation]] falls to Thirsty or below.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing living, [[demonic]], [[holy]], [[undead]], or [[nonliving]] monsters, especially [[Spell slot flags#Wizard flag|spellcaster]]s.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity. [[Piety]] decreases with time (about once every 280 turns), and you will be excommunicated if it falls to 0.&lt;br /&gt;
*Memorizing or casting spells.&lt;br /&gt;
*Devoting skill points to magic skills, including [[Spellcasting]].&lt;br /&gt;
*Abandonment.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Troglodyte&amp;quot;&lt;br /&gt;
:*'''Protection From Abjuration''' - [[Abjuration]]s cast against your servants are 20% less effective. (Passive)&lt;br /&gt;
:*'''Berserk Bonus''' - If you kill a monster while berserk, you have a Piety/10% chance of adding 4-13 more turns to your rage. After berserking, if you fail the check to pass out from exhaustion (10% chance in normal conditions), there's a Piety/160 chance of negating that. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]:''' &amp;quot;Angry Troglodyte&amp;quot;&lt;br /&gt;
:*'''Berserk''' - Go [[berserk]]. You cannot go berserk if you are [[hungry|near starving]] or still -Berserk from a previous rage. (Costs 200-400 Food)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]:''' &amp;quot;Frenzied&amp;quot;&lt;br /&gt;
:*'''Trog's Hand''' - Provides 1 HP/turn [[regeneration rate|regeneration]] and 80 [[magic resistance]] for a number of turns depending on piety. (Costs 50-100 Food and 2-3 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]:''' &amp;quot;[Species Name] of Prey&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]:''' &amp;quot;Rampant&amp;quot;&lt;br /&gt;
:*'''Brothers In Arms''' - Summons a powerful berserking ally, the species of which depends on piety. At low piety levels (****), you get [[ogre (monster)|ogre]]s, [[two-headed ogre]]s, [[black bear]]s, and [[polar bear]]s, while at high levels (***** or ******) you get [[troll (monster)|troll]]s, [[iron troll]]s, [[deep troll]]s, [[ettin]]s and [[stone giant]]s. They are always friendly. Their berserk can expire, although this usually occurs only shortly before they time out. Brothers In Arms has a high rate of failure, but this falls as piety rises. If it fails, nothing happens: you don't lose piety or food. (Costs 100-200 Food and 5-6 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]:''' &amp;quot;Wild [Species Name]&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]:''' &amp;quot;Bane of Scribes&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
Unlike most other gods, Trog's powers do not require the [[Invocations]] skill. Their chance of success is determined solely by your piety.&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
'''Piety 81+'''&lt;br /&gt;
:*'''Ammunition''' - The ammunition is often enchanted. If you are not holding a launcher, the gift will be a [[throwing]] weapon(s).  The gift timeout for ammo is 2d4 + 4.&lt;br /&gt;
'''Piety 130+'''&lt;br /&gt;
:*'''Weapons''' - The weapon created will be enchanted, similar to using a [[scroll of acquirement]], and possibly an [[artefact]]. Trog is particularly fond of gifting weapons with the [[anti-magic]] brand, though Trog will gift other types as well. The weapon chosen is weighted based on your weapon skills, though there is always a chance of receiving a weapon for which you have no skill. The [[Gift Timeout|gift timeout]] for each weapon ranges from 31 to 49.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
During penance or following desertion, you'll occasionally experience one of the following forms of [[divine retribution]]:&lt;br /&gt;
*Summons multiple hostile, berserked Brothers In Arms against you. Note that these are [[durably summoned]], so you cannot escape them by using stairs, and they will not disappear after time. However, their berserk rage will eventually expire, and they will briefly slow down as normal. They do not re-berserk unless they are already capable of doing so (e.g. [[black bear]]s or [[polar bear]]s).&lt;br /&gt;
**If there is no room for Trog's minions to spawn, a message will appear saying &amp;quot;Trog has no time to punish you...now.&amp;quot;&lt;br /&gt;
*Inflicts [[rot]] on you. Note that this sometimes causes the [[sickness]] status effect.&lt;br /&gt;
*Reduces your [[stat]]s, as if you [[quaff]]ed a [[potion of degeneration]].&lt;br /&gt;
*Inflicts a prolonged [[Slow]] and [[Exhaustion]] [[status effect]] on you. This can last close to 150 turns. &lt;br /&gt;
*Causes you to pass out (as if you had berserked). &lt;br /&gt;
*Inflicts a random high level Fire Magic [[Miscast#Fire_Magic|miscast]] effect on you. This can include fireballs, [[sticky flame]]s, and searing flames that temporarily reduce your [[fire resistance]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Trog is one of the best gods for pure melee warriors, especially if they are [[minotaur]]s, [[troll]]s, or other monstrous [[species]] who won't miss their pathetic spellcasting abilities. Kobolds ironically enough also make fantastic berserkers, as their ability to stay constantly engorged without a hunger penalty basically ensures they can go berserk every fight. Also, don't forget that Trog also gifts ammunition, making it a good choice for hunters.&lt;br /&gt;
&lt;br /&gt;
[[Berserk]]ing is handy for pulverizing enemies, but don't forget that the [[Haste]] it provides can be used to ''get away'' from trouble, too. Be very careful using this without a staircase in sight; you don't want to end up slowed next to the very thing you were trying to escape from.&lt;br /&gt;
&lt;br /&gt;
Trog's Hand grants regeneration that can be used to counteract the effects of poison should you be near death with no other ability to heal available. The [[magic resistance]] it provides can be useful should you find yourself without enough MR near a monster with a dangerous enchantment (such as [[Banishment]], [[Sentinel's Mark]], or [[Petrify]]).&lt;br /&gt;
&lt;br /&gt;
Trog's berserk summons are quite worthy (and do not have any risk of spawning hostile like [[Makhleb]]'s demons), but remember that you cannot invoke that while you are raging. If you need help for a big battle, remember to call your friends first, ''then'' start the party! Like other [[summon]]s, Trog's Brother in Arms summons will not follow you up or down stairs, so be sure to use them when enemies are in sight.&lt;br /&gt;
&lt;br /&gt;
Trog's wrath summons are dangerous, but by the time you come to abandoning him, you should be strong enough to take the berserked monsters on, or have the resources to get away quickly.&lt;br /&gt;
&lt;br /&gt;
Generous Trog is one of the few gods you can abandon while keeping permanent benefits granted via worship (gifted weapons), though for this reason the wrath is particularly nasty.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*One of Trog's altar [[vault]]s contains a [[spellbook]], but it will always be an artefact spellbook containing only the [[Apportation]] spell. As Apportation is the only way to obtain this spellbook (Trog ignites the book if you approach physically), there's no point in trying to grab it.&lt;br /&gt;
*Although Trog dislikes spell-casting, they don't mind when you use [[evocable items]] like [[wands]]. These items can be particularly useful for Trog worshippers.&lt;br /&gt;
*If you plan to leave Trog, a way to gain invisibility can make the hostile summons a lot less threatening: only [[deep troll]]s have see invisible.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.22]], Trog granted the ability to burn books for piety and to create [[cloud]]s of flames.&lt;br /&gt;
*In [[0.17]], even Trog no longer appreciates sacrificing corpses (by standing over them and [[praying]]).&lt;br /&gt;
*Prior to [[0.16]], Trog's wrath summons weren't permanent.&lt;br /&gt;
*Prior to [[0.15]], Trog's weapon gifts tended to have higher damage enchantments than accuracy.&lt;br /&gt;
*Prior to [[0.12]], burning unidentified books gave more piety, and [[Rock troll]]s were in the list of possible Brothers in Arms.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Malmutate&amp;diff=52212</id>
		<title>Malmutate</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Malmutate&amp;diff=52212"/>
				<updated>2020-06-20T02:47:29Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version024}}&lt;br /&gt;
'''Malmutate''' is a level 6 [[Transmutation]]/[[Hexes]] monsters-only spell which attempts to mutate its target. If Malmutate is used by an enemy on a player there is an 80% chance that it will cause a [[bad mutation]], and a 20% chance it will cause a [[random mutation]]. Magic resistance is useless against this, but [[mutation resistance]] functions normally.&lt;br /&gt;
&lt;br /&gt;
When used on a monster the victim gets the Wretched enchantment, unless the monster is an [[abomination]] or an [[ugly thing]]. This enchantment has the following effects:&lt;br /&gt;
* -8 [[AC]]&lt;br /&gt;
* -25% [[HD]]&lt;br /&gt;
&lt;br /&gt;
Abominations change their tile in and ugly things change colour instead of aforementioned effects.&lt;br /&gt;
&lt;br /&gt;
[[Undead]] and [[nonliving]] monsters are immune. Undead characters are immune from mutations, but they will decompose and take [[stat]] damage. [[Ugly thing]]s and [[Very ugly thing]]s will change their color.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
Similar effects can be achieved from attacking with the [[Plutonium Sword]]. [[Wretched star]]s can also cause temporary bad mutations, which disappear fairly quickly as the player gains experience.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Malmutate is a [[line of sight]] targeted spell, rather than smite targeted. If you do not have adequate [[mutation resistance]], you can use [[summon]]s or other monsters as temporary cover until you can get away to safety.&lt;br /&gt;
*Good ways to prevent being malmutated involve summoning butterflies, casting and maneuvering around [[lightning spires|summon lightning spire]], reading or evoking fog, getting around a corner to block line of sight, getting a random monster between you and the malmutator, or even miscasting an impossible to cast summoning spell in order to get a [[nameless horror]] between you and the monster.&lt;br /&gt;
*[[Irradiate]] can malmutate adjacent monsters.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
This spell was added in [[0.12]], replacing the monster version of [[Polymorph Other]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Malmutate&amp;diff=52211</id>
		<title>Malmutate</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Malmutate&amp;diff=52211"/>
				<updated>2020-06-20T02:47:17Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
'''Malmutate''' is a level 6 [[Transmutation]]/[[Hexes]] monsters-only spell which attempts to mutate its target. If Malmutate is used by an enemy on a player there is an 80% chance that it will cause a [[bad mutation]], and a 20% chance it will cause a [[random mutation]]. Magic resistance is useless against this, but [[mutation resistance]] functions normally.&lt;br /&gt;
&lt;br /&gt;
When used on a monster the victim gets the Wretched enchantment, unless the monster is an [[abomination]] or an [[ugly thing]]. This enchantment has the following effects:&lt;br /&gt;
* -8 [[AC]]&lt;br /&gt;
* -25% [[HD]]&lt;br /&gt;
&lt;br /&gt;
Abominations change their tile in and ugly things change colour instead of aforementioned effects.&lt;br /&gt;
&lt;br /&gt;
[[Undead]] and [[nonliving]] monsters are immune. Undead characters are immune from mutations, but they will decompose and take [[stat]] damage. [[Ugly thing]]s and [[Very ugly thing]]s will change their color.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
Similar effects can be achieved from attacking with the [[Plutonium Sword]]. [[Wretched star]]s can also cause temporary bad mutations, which disappear fairly quickly as the player gains experience.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Malmutate is a [[line of sight]] targeted spell, rather than smite targeted. If you do not have adequate [[mutation resistance]], you can use [[summon]]s or other monsters as temporary cover until you can get away to safety.&lt;br /&gt;
*Good ways to prevent being malmutated involve summoning butterflies, casting and maneuvering around [[lightning spires|summon lightning spire]], reading or evoking fog, getting around a corner to block line of sight, getting a random monster between you and the malmutator, or even miscasting an impossible to cast summoning spell in order to get a [[nameless horror]] between you and the monster.&lt;br /&gt;
*[[Irradiate]] can malmutate adjacent monsters.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
This spell was added in [[0.12]], replacing the monster version of [[Polymorph Other]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Malmutate&amp;diff=52210</id>
		<title>Malmutate</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Malmutate&amp;diff=52210"/>
				<updated>2020-06-20T02:47:02Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: /* Tips &amp;amp; Tricks */ Added antimutate tactics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
'''Malmutate''' is a level 6 [[Transmutation]]/[[Hexes]] monsters-only spell which attempts to mutate its target. If Malmutate is used by an enemy on a player there is an 80% chance that it will cause a [[bad mutation]], and a 20% chance it will cause a [[random mutation]]. Magic resistance is useless against this, but [[mutation resistance]] functions normally.&lt;br /&gt;
&lt;br /&gt;
When used on a monster the victim gets the Wretched enchantment, unless the monster is an [[abomination]] or an [[ugly thing]]. This enchantment has the following effects:&lt;br /&gt;
* -8 [[AC]]&lt;br /&gt;
* -25% [[HD]]&lt;br /&gt;
&lt;br /&gt;
Abominations change their tile in and ugly things change colour instead of aforementioned effects.&lt;br /&gt;
&lt;br /&gt;
[[Undead]] and [[nonliving]] monsters are immune. Undead characters are immune from mutations, but they will decompose and take [[stat]] damage. [[Ugly thing]]s and [[Very ugly thing]]s will change their color.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
Similar effects can be achieved from attacking with the [[Plutonium Sword]]. [[Wretched star]]s can also cause temporary bad mutations, which disappear fairly quickly as the player gains experience.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Malmutate is a [[line of sight]] targeted spell, rather than smite targeted. If you do not have adequate [[mutation resistance]], you can use [[summon]]s or other monsters as temporary cover until you can get away to safety.&lt;br /&gt;
*Good ways to prevent being malmutated involve summoning butterflies, casting and maneuvering around [[lightning spires|summon lightning spire]], reading or evoking fog, getting around a corner to block line of sight, getting a random monster between you and the malmutator, or even miscasting an impossible to cast summoning spell in order to get a [[nameless horror]] between you and the monster.&lt;br /&gt;
*[[Irradiate]] can malmutate adjacent monsters.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
This spell was added in [[0.12]], replacing the monster version of [[Polymorph Other]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Quasit&amp;diff=52209</id>
		<title>Quasit</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Quasit&amp;diff=52209"/>
				<updated>2020-06-20T02:41:43Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: /* Useful Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version024}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Quasits''' are fast and annoying [[tier-5 demon]]s whose attacks drain your [[dexterity]]. They've got high [[ev]]asion and a wide variety of resistances, making it difficult for low-level characters to defeat them without taking some stat damage. They are one of the few [[demon]]s you can encounter naturally in the upper floors of the [[Dungeon]]. While their Dexterity draining attack can be annoying, it is very rarely dangerous.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*[[Iskenderun's Mystic Blast]] ignores resistances, so it's perfect for the quasit, and [[Magic Dart]] is an option if you don't have Mystic Blast yet (though their AC will make it a slow process). [[Earth Magic]] like [[Stone Arrow]] or [[Sandblast]] can also work. If you only have [[fire]] and [[cold]] damage at your disposal, use the biggest spells you've got; their resistances aren't insurmountable.&lt;br /&gt;
*Quasits have low [[magic resistance]], which makes them good targets for wands of [[wand of paralysis|paralysis]] and [[wand of disintegration|disintegration]] or [[Hexes]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Demon]]&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Quasit&amp;diff=52208</id>
		<title>Quasit</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Quasit&amp;diff=52208"/>
				<updated>2020-06-20T02:41:06Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version024}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Quasits''' are fast and annoying [[tier-5 demon]]s whose attacks drain your [[dexterity]]. They've got high [[ev]]asion and a wide variety of resistances, making it difficult for low-level characters to defeat them without taking some stat damage. They are one of the few [[demon]]s you can encounter naturally in the upper floors of the [[Dungeon]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*[[Iskenderun's Mystic Blast]] ignores resistances, so it's perfect for the quasit, and [[Magic Dart]] is an option if you don't have Mystic Blast yet (though their AC will make it a slow process). [[Earth Magic]] like [[Stone Arrow]] or [[Sandblast]] can also work. If you only have [[fire]] and [[cold]] damage at your disposal, use the biggest spells you've got; their resistances aren't insurmountable.&lt;br /&gt;
*Quasits have low [[magic resistance]], which makes them good targets for wands of [[wand of paralysis|paralysis]] and [[wand of disintegration|disintegration]] or [[Hexes]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Demon]]&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Steel&amp;diff=52084</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Steel&amp;diff=52084"/>
				<updated>2020-05-31T23:36:12Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
{{flavour|It deals increased damage compared to normal ammo.}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an throwing weapon [[brand]] that can found on [[tomahawk]]s and [[javelin]]s. Ammo with this brand deals 30% more damage.&lt;br /&gt;
&lt;br /&gt;
Although it lacks any special abilities, steel ammo is a good choice for general use. However, it is less effective than [[silver]] when attacking vulnerable enemies. It is a rare find outside of [[god]] gifts and certain high-level monsters.&lt;br /&gt;
&lt;br /&gt;
Note that while steel is a material in real life, in ''Crawl'', it and [[silver]] are implemented as brands, so you can't have a [[poisoned]] steel javelin or a silver [[exploding]] tomahawk.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.24]], steel was merged with the [[silver]] brand.&lt;br /&gt;
*Prior to [[0.18]], this brand could be found on [[sling bullet]]s and [[bolt]]s.&lt;br /&gt;
*Prior to [[0.16]], steel ammunition would [[mulch]] 10% as often as normal.&lt;br /&gt;
*Prior to [[0.15]], steel ammunition weighed 300% as much as normal.&lt;br /&gt;
*Prior to [[0.9.0]], steel ammunition dealt 50% more damage.&lt;br /&gt;
*The steel brand was added in [[0.6.0]].&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
&lt;br /&gt;
[[category:brands]]&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Necromancer&amp;diff=47371</id>
		<title>Necromancer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Necromancer&amp;diff=47371"/>
				<updated>2018-04-14T17:22:12Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: /* History */ Cleaned up some formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
''This page is about the player [[background]]. For the monster, see [[Necromancer (monster)]].'' &lt;br /&gt;
{{flavour|The Necromancer is a magician who specialises in the less pleasant side of magic. Necromantic spells are a varied bunch, but many involve some degree of risk or harm to the caster.}}&lt;br /&gt;
'''Necromancers''' are magicians who specialise in the less pleasant side of magic - that involving death and the [[undead]]. Since many enemies later in the game have some form of [[life protection]], a Necromancer will probably have to branch out into other schools before they start facing demons.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Deep Elf]], [[Deep Dwarf]], [[Hill Orc]], [[Demonspawn]], [[Mummy]], and [[Vampire]] are the recommended races if you pick a Necromancer Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Book of Necromancy]]&lt;br /&gt;
*[[Ration]]&lt;br /&gt;
&lt;br /&gt;
Necromancers start with the [[Pain]] spell memorised, and can also memorise [[Animate Skeleton]] from turn 1.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
*[[Spellcasting]]: 2&lt;br /&gt;
*[[Necromancy]]: 4&lt;br /&gt;
&lt;br /&gt;
Choosing Necromancer adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Necromancers have some extremely useful spells in their starter spellbook, including [[Regeneration]]. They are also the only background who start with the skills to make [[pain brand]] weapons useful.&lt;br /&gt;
&lt;br /&gt;
Necromancers are more limited in their religious options than other non-religious backgrounds, as all the good-aligned gods (plus [[Trog]] and [[Fedhas Madash]]) punish the use of Necromancy severely. Luckily, none of the three major &amp;quot;magic&amp;quot; gods ([[Sif Muna]], [[Vehumet]], and [[Kikubaaqudgha]]) are among them. Kiku, in fact, offers powers and gifts designed especially for Necromancers, and is a solid choice for capitalizing on their strong start with the Necromancy skill, especially given that worshipping Kiku is likely to give you much more powerful offensive spells from his book gifts, as well as providing on-demand corpses which cover necromancy's biggest weakness.&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.21]], the [[book of Necromancy]] had [[Control Undead]]. The removal of this spell gives Necromancers no way to deal with incorporeal undead using its starting spells. It also lacked [[Borgnjor's Vile Clutch]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Necromancers started with only 1 level of Spellcasting.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Trog&amp;diff=47007</id>
		<title>Trog</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Trog&amp;diff=47007"/>
				<updated>2018-04-07T02:35:31Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: /* Strategy */ Reason why you can keep trog's stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
[[File:Trog altar.png]] ''&amp;quot;Kill them all!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Trog is an ancient god of anger and violence. Followers are expected to kill in Trog's name and burn books containing spells. Trog hates all wizards, and loves to see their spellbooks burn. In return, worshippers of Trog gain the ability to go berserk at will in combat, and will be granted gifts of powerful weapons. Followers are absolutely forbidden the use of spell magic.&lt;br /&gt;
&lt;br /&gt;
Trog offers various powers to help followers in battle. Followers will gain the ability to go berserk at will, and to rapidly heal their wounds while increasing resistance to hostile enchantments. Later, followers may call in powerful raging allies. Eventually, Trog will gift followers with weapons focused on damage.&lt;br /&gt;
&lt;br /&gt;
Trog likes it when you destroy spellbooks via the '''a''' command, you or your god-given allies kill living beings, you or your god-given allies kill demons and you or your god-given allies kill holy beings. Trog especially likes it when you kill wizards and other users of magic.&lt;br /&gt;
&lt;br /&gt;
Note that Trog does not demand training of the Invocations skill. All abilities are purely based on piety.&lt;br /&gt;
&lt;br /&gt;
Trog strongly dislikes it when you memorise spells, you attempt to cast spells or you train magic skills.&lt;br /&gt;
&lt;br /&gt;
Trog does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Trog's wrath at betrayers is incandescent. Offenders find themselves swarmed by berserkers - from packs of bears to, for the most powerful, mobs of giants and trolls. Their bodies decay, slow, and collapse - and sometimes, they're just blasted by Trog's fiery rage directly.}}&lt;br /&gt;
&lt;br /&gt;
[[Berserker]]s begin play worshipping Trog.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Trog (or any other deity). &lt;br /&gt;
&lt;br /&gt;
The [[undead]] are not banned from worship, but do suffer certain limitations. [[Mummies]] and [[ghoul]]s cannot [[berserk]] and thus lose much of the benefit of this religion. [[Vampire]]s also cannot berserk when their [[satiation]] falls below Full.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing the living, especially [[actual spells|spellcaster]]s.&lt;br /&gt;
*You or your allies killing demons or holy monsters.&lt;br /&gt;
*Burning spellbooks.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity. [[Piety]] decreases with time (about once every 280 turns), and you will be excommunicated if it falls to 0.&lt;br /&gt;
*Memorizing or casting spells.&lt;br /&gt;
*Devoting skill points to magic skills, including [[Spellcasting]].&lt;br /&gt;
*Abandoning him/her.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Troglodyte&amp;quot;&lt;br /&gt;
:*'''Burn Book''' - Turns a spellbook into a cloud of flame, granting you piety in exchange. The rarer the book, the longer the cloud will remain. (Costs 10-20 Food)&lt;br /&gt;
:*'''Protection From Abjuration''' - [[Abjuration]]s cast against your servants are 20% less effective. (Passive)&lt;br /&gt;
:*'''Berserk Bonus''' - If you kill a monster while berserk, you have a Piety/10% chance of adding 4-13 more turns to your rage. After berserking, if you fail the check to pass out from exhaustion (10% chance in normal conditions), there's a Piety/1.5% chance of negating that. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]:''' &amp;quot;Angry Troglodyte&amp;quot;&lt;br /&gt;
:*'''Berserk''' - Go [[berserk]].  You cannot berserk if you are [[hungry]] or still [[exhausted]] from previous berserking. (Costs 200-400 Food)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]:''' &amp;quot;Frenzied&amp;quot;&lt;br /&gt;
:*'''Trog's Hand''' - Provides 1 HP/turn regeneration and increased [[magic resistance]] for a number of turns depending on piety. (Costs 50-100 Food and 2-3 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]:''' &amp;quot;[Species Name] of Prey&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]:''' &amp;quot;Rampant&amp;quot;&lt;br /&gt;
:*'''Brothers In Arms''' - Summons a powerful berserking ally, the species of which depends on piety. At low piety levels (****), you get  [[ogre (monster)|ogre]]s, [[two-headed ogre]]s, [[black bear]]s, and [[grizzly bear]]s, while at high levels (***** or ******) you get [[troll (monster)|troll]]s, [[iron troll]]s, [[deep troll]]s, [[hill giant]]s and [[stone giant]]s. They are always friendly.  Their berserk can expire, although this usually occurs only shortly before they time out.  It has a high rate of failure, but this falls as piety rises. If it fails, nothing happens: you don't lose piety or food. (Costs 100-200 Food and 5-6 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]:''' &amp;quot;Wild [Species Name]&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]:''' &amp;quot;Bane of Scribes&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
Unlike other gods, Trog's powers do not require the [[Invocations]] skill. Their chance of success is determined solely by your piety.&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
'''Piety 81+'''&lt;br /&gt;
:*'''Ammunition''' - The ammunition is often enchanted. If you are not holding a launcher, the gift will be a [[throwing]] weapon(s).  The gift timeout for ammo is 2d4 + 4.&lt;br /&gt;
'''Piety 130+'''&lt;br /&gt;
:*'''Weapons''' - The weapon created will be enchanted, similar to using a [[scroll of acquirement]], and possibly an [[artefact]]. Trog is particularly fond of gifting weapons with the [[anti-magic]] brand, though Trog will gift other types as well.  The weapon chosen is weighted based on your weapon skills, though there is always a chance of receiving a weapon for which you have no skill. The [[Gift Timeout|gift timeout]] for each weapon ranges from 31 to 49.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
During penance or following desertion, you'll occasionally experience one of the following forms of [[divine retribution]]:&lt;br /&gt;
*Summons multiple hostile, berserked Brothers In Arms against you. Note that these are [[durably summoned]], so you cannot escape them by using stairs, and they will not disappear after time. However, their berserk rage will eventually expire, and they will briefly slow down as normal. They do not re-berserk unless they are already capable of doing so (e.g. fleeing [[black bear]]s or [[polar bear]]s).&lt;br /&gt;
**If there is no room for Trog's minions to spawn, a message will appear saying &amp;quot;Trog has no time to punish you...now.&amp;quot;&lt;br /&gt;
*Inflicts direct [[rotting]] damage upon you, as if you [[quaff]]ed a [[potion of decay]]. Note that this sometimes causes the [[sickness]] status effect.&lt;br /&gt;
*Weakens you, as if you [[quaff]]ed a [[potion of degeneration]].&lt;br /&gt;
*Inflicts a prolonged [[Slow]] and [[Exhaustion]] [[status effect]] on you. This can last close to 150 turns. &lt;br /&gt;
*Causes you to pass out (as if you had berserked). &lt;br /&gt;
*Inflicts a random high level Fire Magic [[Miscast#Fire_Magic|miscast]] effect on you. This can include fireballs, [[sticky flame]]s, and searing flames that temporarily reduce your [[fire resistance]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Trog is one of the best gods for pure melee warriors, especially if they are [[ogre]]s, [[minotaur]]s, [[troll]]s, or other monstrous [[species]] who won't miss their pathetic spellcasting abilities. Kobolds ironically enough also make fantastic berserkers, their ability to stay constantly engorged without a hunger penalty basically ensures they can berserk every fight. Also, don't forget Trog also gifts ammo so Trog can be a good choice for hunters. &lt;br /&gt;
&lt;br /&gt;
[[Berserk]]ing is handy for pulverizing enemies, but don't forget that the [[Haste]] it provides can be used to ''get away'' from trouble, too.  Be very careful using this without a staircase in view though: you don't want to end up slowed next to the very thing you were trying to escape from.&lt;br /&gt;
&lt;br /&gt;
Trog's Hand has regeneration that can be used to counteract the effects of poison should you be near death with no other ability to heal available.  The magic resistance it provides can be useful should you find yourself near a [[banish|banishing monster]] with no MR items to swap in.&lt;br /&gt;
&lt;br /&gt;
Trog's berserk summons are quite worthy (and do not have any risk of spawning hostile like [[Makhleb]]'s demons), but remember that you cannot invoke that while you are berserking. If you need help for a big battle, remember to call your friends first, ''then'' start the party! Like other [[summon]]s, Trog's Brother in Arms summons will not follow you up or down stairs, so be sure to use them when enemies are in sight.&lt;br /&gt;
 &lt;br /&gt;
The Burn Books ability can be used to create a single use &amp;quot;landmine&amp;quot;. The best position to use is in a single tile hallway, drop the book as you run, to block your opponents progress, set it off before they step over it. To weaken your opponent before a counter-berserk charge, set it off when they step over it. The only downside is that this technique requires at least a 3 tile gap between you and your enemy.&lt;br /&gt;
&lt;br /&gt;
Alternatively you may either drop a book and step back or throw one (with 'F' and then '.' to force it to stay on desired square even if it misses) on your enemy's square and then set it ablaze. Keep your opponent in the flames to greatly enhance your damage output.&lt;br /&gt;
&lt;br /&gt;
Trog's wrath summons are dangerous, but by the time you come to abandoning him, you should be strong enough to take the berserked monsters on, or have the resources to get away quickly.&lt;br /&gt;
&lt;br /&gt;
Generous Trog is one of the few gods you can abandon while keeping permanent benefits granted via worship (gifted weapons), though for this reason his wrath is particularly nasty.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
Trog's altar often has a spellbook placed near it, but it will always be an artefact spellbook containing only the [[Apportation]] spell.  If you still want the spellbook, ''don't'' approach it; if you do, Trog will incinerate it. Ironically, the [[Apportation]] spell seems to be the only way to retain this spellbook. If you are a Trog worshipper, you can burn the book yourself first for some extra piety.&lt;br /&gt;
&lt;br /&gt;
Although Trog dislikes spell-casting, they don't mind when you use [[evocable items]] (like [[rods]] and [[wands]]). These items can be particularly useful for Trog worshippers.&lt;br /&gt;
&lt;br /&gt;
If you plan to leave Trog, a way to gain invisibility can make his hostile summons a lot less threatening: only [[deep troll]]s have see invisible.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.17]] even Trog no longer appreciates sacrificing corpses (by standing over them and [[praying]]).&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.16]], Trog's wrath summons weren't permanent.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], Trog's weapon gifts tended to have higher damage enchantments than accuracy.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], burning unidentified books gave more piety, and [[Rock troll]]s were in the list of possible BiA.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Experience&amp;diff=46904</id>
		<title>Experience</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Experience&amp;diff=46904"/>
				<updated>2018-03-30T05:19:06Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: /* Maturity */ Add gargoyles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
''This page is about the character trait. For the card, see the article [[Experience card]]. For the potion, see the article [[Potion of experience]].''&lt;br /&gt;
&lt;br /&gt;
[[Experience]] is a rating of how much your character has learned in their quest, particularly their ability to survive the [[Dungeon]]'s many hazards. For some [[species]], it is also a rating of your character's maturity. Like most video game RPGs, experience is measured in experience points (or XP) and awarded for defeating [[monster]]s, with more difficult monsters being worth more XP. &lt;br /&gt;
&lt;br /&gt;
In ''Crawl'', XP rewards your character in two ways: raising your experience level, and giving you skill experience.&lt;br /&gt;
&lt;br /&gt;
==Gaining Experience Points==&lt;br /&gt;
Each monster is assigned a value in experience points. Normally, you gain that many experience points when you defeat the monster. &lt;br /&gt;
&lt;br /&gt;
If you have an ally aiding you, however, the XP may be split between the two of you. If you do none of the work and allow the ally to kill the monster, you get a 50% share. If your ally does nothing and you kill a monster, you receive 100%. If you worked together to defeat the monster, the XP will be split to reflect the amount of damage you each dealt. Giving allies XP is a waste for summoned creatures which disappear or undead minions that can never be healed, but can result in very powerful allies for a priest of [[Beogh]].&lt;br /&gt;
&lt;br /&gt;
==Experience Level==&lt;br /&gt;
When you have gained enough XP, your character rises to the next experience level and receives various benefits. Leveling up increases the following:&lt;br /&gt;
*Total [[hit points]].&lt;br /&gt;
*Total [[magic points]].&lt;br /&gt;
*Total number of [[spell]]s that can be memorised.&lt;br /&gt;
*The maximum spell level that can be learned (no character can memorize a spell whose level is higher than their own).&lt;br /&gt;
*Stats. Every three levels, the character may add 1 point to their [[strength]], [[intelligence]], or [[dexterity]], as they choose. Most characters gain additional stat bonuses every few levels (which stats increase and how often depends on their [[species]]).&lt;br /&gt;
*Magic resistance. Characters gain points of magic resistance at each level, the number depending on their race.&lt;br /&gt;
*Characters of certain races will gain special abilities (see Maturity below).&lt;br /&gt;
&lt;br /&gt;
Every character starts at experience level 1 with no XP, reflecting a total lack of knowledge of the Dungeon. The maximum level is 27, but characters who have reached this can still use XP to improve their [[score|final score]] and their skills.&lt;br /&gt;
&lt;br /&gt;
Different species require proportionally more or less experience to gain experience levels, as shown in the [[Dungeon Crawl]] [[Stone Soup]] [[0.12.0]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Experience}}&lt;br /&gt;
&lt;br /&gt;
Note that a higher score translates into faster levelings; Humans, Halflings, Formicids and Kobolds level the fastest (with an experience aptitude of 1).&lt;br /&gt;
&lt;br /&gt;
===Experience Required===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;15%&amp;quot; | Level &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;25%&amp;quot; | XP&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;25%&amp;quot; | Diff.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;35%&amp;quot; | Increase in diff.&lt;br /&gt;
|-&lt;br /&gt;
| 1     ||      0   ||     0   ||    0&lt;br /&gt;
|-&lt;br /&gt;
| 2     ||     10   ||    10   ||   10&lt;br /&gt;
|-&lt;br /&gt;
| 3     ||     30   ||    20   ||   10&lt;br /&gt;
|-&lt;br /&gt;
| 4     ||     70   ||    40   ||   20&lt;br /&gt;
|-&lt;br /&gt;
| 5     ||    140   ||    70   ||   30&lt;br /&gt;
|-&lt;br /&gt;
| 6     ||    270   ||   130   ||   60&lt;br /&gt;
|-&lt;br /&gt;
| 7     ||    520   ||   250   ||  120&lt;br /&gt;
|-&lt;br /&gt;
| 8     ||   1010   ||   490   ||  240&lt;br /&gt;
|-&lt;br /&gt;
| 9     ||   1980   ||   970   ||  480&lt;br /&gt;
|-&lt;br /&gt;
| 10    ||   3910   ||  1930   ||  960&lt;br /&gt;
|-&lt;br /&gt;
| 11    ||   7760   ||  3850   || 1920&lt;br /&gt;
|-&lt;br /&gt;
| 12    ||  15450   ||  7690   || 3840&lt;br /&gt;
|-&lt;br /&gt;
| 13    ||  29000   || 13550   || 5860&lt;br /&gt;
|-&lt;br /&gt;
| 14    ||  48500   || 19500   || 5950&lt;br /&gt;
|-&lt;br /&gt;
| 15    ||  74000   || 25500   || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 16    || 105500   || 31500   || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 17    || 143000   || 37500   || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 18    || 186500   || 43500   || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 19    || 236000   || 49500   || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 20    || 291500   || 55500   || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 21    || 353000   || 61500   || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 22    || 420500   || 67500   || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 23    || 494000   || 73500   || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 24    || 573500   || 79500   || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 25    || 659000   || 85500   || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 26    || 750500   || 91500   || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 27    || 848000   || 97500   || 6000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These figures are multiplied by racial modifiers, above, which should be treated as percentages (i.e., human = 100%).&lt;br /&gt;
&lt;br /&gt;
==Maturity==&lt;br /&gt;
Certain species 'mature' as they gain experience, gaining special bonuses or abilities:&lt;br /&gt;
&lt;br /&gt;
*[[Draconian]]s begin as juveniles, and become adults at level 7. Some colors also gain further benefits at level 14. See the species page for more details.&lt;br /&gt;
*[[Naga]]s and [[Draconian]]s get tougher scales every 3 levels, increasing their AC.&lt;br /&gt;
*[[Felid]]s get thicker fur at levels 6 and 12, increasing their AC and giving them cold resistance (rC+) at level 12.&lt;br /&gt;
**[[Felid]]s also gain an extra life every three levels, but can hold no more than two at once. After losing one of those two, they can get one of the &amp;quot;overflow&amp;quot; lives upon gaining a level which would not otherwise have awarded an extra life. Note that each death also costs them an experience level.&lt;br /&gt;
*[[Demonspawn]] acquire more of their [[demonspawn mutations|demonic ancestry]] as they level up. This comes in the form of [[mutation]]s, and Demonspawn can acquire special mutations unavailable to other species.&lt;br /&gt;
*[[Tengu]] gain the ability to fly at level 5. At 15, they may fly continuously.&lt;br /&gt;
*[[Mummies]] gain a bonus to [[Necromancy]] [[spell power]] at levels 13 and 26 and the ability to restore themselves at level 13.&lt;br /&gt;
*[[Vampire]]s may transform into bats at level 3 and can create [[potions of blood]] from [[corpse]]s at level 6.&lt;br /&gt;
*[[Deep Dwarves]] upgrade their [[Good mutations#Passive Mapping|Passive Mapping]] ability to rank 2 at level 9 and rank 3 at level 18. They also gain life protection (rN+) at level 14.&lt;br /&gt;
*[[Gargoyles]] gain incremental AC bonuses, and also gain the ability to fly permanently at level 14.&lt;br /&gt;
&lt;br /&gt;
==Skill Experience==&lt;br /&gt;
On top of contributing to your character level, any XP gain also contributes to your skill levels. There are two methods available to control distribution: Standard or Manual. In standard mode, every time you gain experience, it is distributed between all the skills which you have used lately, with the most commonly used ones getting proportionally bigger shares. On top of that, you can set skills to &amp;quot;Disabled&amp;quot; (they receive no XP), &amp;quot;Enabled&amp;quot; (no change), or &amp;quot;Focused&amp;quot; (the skill gets a guaranteed share of the XP on top of what it receives through practice).&lt;br /&gt;
&lt;br /&gt;
Alternatively, there is Manual mode. Here, XP is divided into equal shares between all skills. Again, you can set skills to be Disabled for no growth or Focused for double ordinary growth.&lt;br /&gt;
&lt;br /&gt;
The maximum level for each skill is 27, but many skills suffer from diminishing returns, so it may not be worth raising your skill to its maximum allowable level.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
Prior to [[0.13]] [[draining]] reduced the player's experience level, and most high level monsters gave much more experience points when killed.&lt;br /&gt;
&lt;br /&gt;
In version [[0.9]], new skills (before they reached level 1) had to be actively used (casting a spell, hitting something, etc.) to start applying experience to it. Once the skill had reached 1.0, it could thenceforth be disabled or focused manually.&lt;br /&gt;
&lt;br /&gt;
In version [[0.8]] and earlier, skill experience was dumped into an &amp;quot;experience pool&amp;quot; until assigned to a skill. This was done in small increments by repeatedly performing actions relating to the skill. This led to the custom of &amp;quot;victory dancing&amp;quot; after fights to guarantee the XP went to the desired skill. Skills could be &amp;quot;disabled&amp;quot; to reduce their growth to 25% of normal.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]] [[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Qazlal_Stormbringer&amp;diff=43483</id>
		<title>Qazlal Stormbringer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Qazlal_Stormbringer&amp;diff=43483"/>
				<updated>2016-11-06T02:46:13Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: Whoever edited this obviously forgot to edit cloud immunity in the powers section. Oops.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:Qazlal altar.png]] ''&amp;quot;Let the forces of nature tear it all down!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Qazlal Stormbringer is a violent god of tempests, who delights in unleashing the forces of nature against the unsuspecting. Those who invite Qazlal's gaze will find themselves the eye in a storm of elemental destruction, from which only their god can protect them. Pious worshippers of Qazlal will gain the ability to direct and control the destructive might of the storm.&lt;br /&gt;
&lt;br /&gt;
Followers of Qazlal are protected from the clouds they create. As a follower of Qazlal gains divine favour, they are slowly surrounded by a loud storm, causing elemental clouds to appear near them, blocking attacks, and (for the particularly devout) deflecting incoming projectiles. Qazlal allows followers to incite nature against their foes, causing a localised natural disturbance or, for particularly devout followers, a more widespread disaster. Followers of Qazlal can give life to elemental clouds, turning them into elementals whose loyalty depends on the origin of the cloud. Followers can gain temporary resistances against the elements on taking damage from that element. Qazlal will eventually offer more permanent protection against an element of the devotee's choosing.&lt;br /&gt;
&lt;br /&gt;
Qazlal likes it when you or your allies kill living beings, you or your allies kill the undead, you or your allies kill demons and you or your allies kill holy beings.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s may not worship Qazlal Stormbringer (or any other deity).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing natural, undead, demonic, or holy beings. The higher the enemy's [[HD]], and the lower your [[experience level]], the better the odds of you gaining [[piety]].&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Forgetting him (Your piety will slowly decrease over time).&lt;br /&gt;
*Abandoning him.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;[Your Species] Mishap&amp;quot;&lt;br /&gt;
*All worshipers are immune to the negative effects of any [[cloud]]s (Passive)&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Lightning Rod&amp;quot;&lt;br /&gt;
*Storm Shield: You passively generate randomly selected elemental clouds within two tiles of your location. Possible clouds include [[Conjure Flame|flaming clouds]], [[Freezing Cloud|clouds of freezing vapour]], clouds of thunder, and clouds of sparse dust. These deal their corresponding elemental damage to enemies which stand in them, provide you with a bonus to [[SH]], and generate significant amounts of [[noise]] at all times, greatly reducing your ability to be [[stealth]]y. The frequency with which these clouds generates, as well as the amount of noise they generate, rises with piety. This skill is upgraded further at **** piety (see below).  Note that Storm Shield clouds do not spawn in corridors (clouds only generate when a selected tile has no more than 3 adjacent walls), though the associated [[SH]] remains in effect.&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;[Your Species] Disaster&amp;quot;&lt;br /&gt;
*Upheaval: Blast a small [[smite]]-targeted area with elemental forces, dealing either [[fire]], [[cold]], [[electricity]], or earth (physical damage. Three of the elements also have an associated additional effect: fire creates temporary [[lava]] tiles nearby (shoving items aside), cold will [[Frozen|freeze]] the targets, while electricity will deal bonus damage to flying monsters. Raising [[Invocations]] increases this ability's damage, as well as its success rate and the area of effect (ranging from a single tile to a 2-radius burst). Costs 4 [[MP]], 3-5 piety.&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Eye of the Storm&amp;quot;&lt;br /&gt;
*Elemental Force: Convert nearby clouds into [[list of elementals|elementals]]. Clouds you've created will produce friendly elementals, naturally occurring clouds will create neutrals, and clouds created by monsters will create hostiles (worth no XP). Invocations determines its success rate and the number of clouds affected per use. Costs 6 MP, 6-9 piety.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;[Your Species] Catastrophe&amp;quot;&lt;br /&gt;
*Upgraded Storm Shield: At **** piety, Storm Shield also grants you a permanent [[Repel Missiles]] effect and grants a small amount of [[SH]].&lt;br /&gt;
*Elemental Adaptation: Taking elemental damage occasionally grants you a single rank of resistance to the element of the damage. The following elements can be affected:&lt;br /&gt;
**[[Fire]]&lt;br /&gt;
**[[Cold]]&lt;br /&gt;
**Earth (this equates to physical attacks, granting you a small boost to [[AC]] and [[SH]])&lt;br /&gt;
**[[Electricity]]&lt;br /&gt;
*This resistance lasts for '''X''' turns. Passive, no cost.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;[Your Species] Cataclysm&amp;quot;&lt;br /&gt;
*Disaster Area: Unleash several uncontrollably aimed Upheavals at locations within your [[line of sight]]. Invocations increases damage dealt, success rate, and number of Upheavals. No square adjacent to you is affected.  Costs 7 MP, 10-15 piety.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;End of an Era&amp;quot;&lt;br /&gt;
*No new abilities&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Qazlal does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Qazlal's wrath is swift and unmistakable. Sinners are stripped of their resistances, assaulted by furious elementals, and surrounded by waves of molten lava.}}&lt;br /&gt;
Upon abandoning Qazlal, you are given 25 penance. Every so often, he will afflict you with one of the following forms of [[divine retribution]]:&lt;br /&gt;
*33.3%: Summons hostile, [[durably summoned]] [[fire elemental|fire]], [[water elemental|water]], [[earth elemental|earth]], or [[air elemental]]s near you, upgraded with [[HD]] equal to your [[experience level]]. These are far more dangerous than normal elementals.&lt;br /&gt;
*33.3%: Causes a mighty clap of thunder at your location, generating significant levels of [[noise]].&lt;br /&gt;
*33.3%: Give you one of the following temporary mutations: rF--, rC--, rElec-. These are transient [[mutation]]s similar to those caused by [[wretched star]]s, and are removed as you gain XP.&lt;br /&gt;
All the time it will cause noise 50% of the time before other possible actions.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
True to his name, Qazlal Stormbringer brings an unparalleled amount of elemental devastation to bear for his worshipers. Even without training [[Invocations]], he greatly increases your damage output by blasting random tiles near your character with elemental fury. At low piety, this will rarely have much effect, but at high piety you will regularly see enemies take massive damage as the storm around you rages. This awesome devastation comes at a price, however - as your piety rises, you will generate more and more passive [[noise]] each turn. This eventually winds up being louder than if you [[t|shouted]] each and every turn, matching a [[Fireball]] spell in volume. As such, expect wandering monsters to find you wherever you go, particularly in quiet areas such as [[the Crypt]] and [[the Tomb]], and don't bother with the [[Stealth]] skill. Try to pull difficult enemies back to already-cleared areas to mitigate the threat of reinforcements.&lt;br /&gt;
&lt;br /&gt;
With Invocations, Qazlal becomes an extraordinarily powerful offensive force, in particular due to Upheaval and Disaster Area. Upheaval is a powerful smite-targeted ability which grows in area as your Invocations rises, eventually becoming a smaller, cheaper, random element [[Fire Storm]]. Blasting threatening enemies from the edge of your [[line of sight]] is easy, but mind your [[piety]] - spamming it can quickly cost you a * or two. Disaster Area is similarly devastating, but on a much larger scale; bursts of Upheaval will strike random locations within your line of sight, eradicating everything it strikes (at sufficiently high Invocations levels anyway). Even more expensive than Upheaval, this should only be used when you are facing plenty of enemies and want to wipe them out quickly. Also, be aware that it will never affect your tile or any tile adjacent to you.&lt;br /&gt;
&lt;br /&gt;
Elemental Force is less dramatic, but still has its uses. Quickly creating a small army of elementals can greatly increase your damage output, and will help distract dangerous opponents. Use it to call in some quick allies or to create a diversion, allowing you to flee to a nearby staircase.&lt;br /&gt;
&lt;br /&gt;
It is not recommended to summon mercenaries using the [[Mercenary card]] while worshiping Qazlal, as they will not be immune to your storm clouds.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], Qazlal's cloud immunity didn't apply to all clouds, just comprehended the player's ones.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], Qazlal's wrath didn't cause noise 50% of the time before other possible actions, and could inflict bad mutation [[Deformed]] body. &lt;br /&gt;
&lt;br /&gt;
Qazlal Stormbringer was added in [[0.15]].&lt;br /&gt;
&lt;br /&gt;
During Qazlal's original development, its final gift at maximum piety was to permanently grant the player a single rank of any elemental resistance. This was removed before release, however.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Clarity&amp;diff=42978</id>
		<title>Clarity</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Clarity&amp;diff=42978"/>
				<updated>2016-09-07T15:21:52Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: fix syntax&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;
*The [[Orange crystal plate armour]] [[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>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Clarity&amp;diff=42977</id>
		<title>Clarity</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Clarity&amp;diff=42977"/>
				<updated>2016-09-07T15:21:22Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: OCPA grants clarity&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;
*The [[Orange Crystal Plate Armour]] [[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>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Worm&amp;diff=42970</id>
		<title>Worm</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Worm&amp;diff=42970"/>
				<updated>2016-09-04T14:55:01Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: Nagas cannot kite worms.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{list of|worms}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Worms''' are early-game monsters that are durable and powerful. Though they are quite slow, their fast regeneration can make them difficult to [[kite]] unless you can deal enough damage quickly enough. They can be found as early as [[Dungeon]]:1 and are an excellent food source.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Worms have high damage and HP for their level, so don't be afraid to take a few steps back and pelt them from afar if they're getting the better of you in melee.&lt;br /&gt;
*[[Poison]]ing a worm, then backing up while the poison works its magic, is one of the safer ways to deal with them. You may have to poison it a few times to counter its regeneration.&lt;br /&gt;
*Any non-naga character can kill them easily by kiting them with a spear, even with no training (though it may take a while).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Worm HP regeneration was increased in [[0.17]].&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Majang%27s_Caster_Walk-Through&amp;diff=42438</id>
		<title>Talk:Majang's Caster Walk-Through</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Majang%27s_Caster_Walk-Through&amp;diff=42438"/>
				<updated>2016-06-20T00:43:50Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: Amulet of faith OP OP?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Go ahead, make changes!==&lt;br /&gt;
I have created this walk-through with the idea to provide a start-to-end guide for a first time caster-victory. Once version 0.16 is official, I intend to put a link on the strategic guides page.&lt;br /&gt;
&lt;br /&gt;
Since I am not an English mother-tongue speaker, and also because I may have gotten some things wrong, and even may have given bad advice, I'd appreciate if others are not bashful about improving this guide in any possible way. At least let me know, here on this page, how this guide could be improved, but you are all welcome to do edits yourself. [[User:Majang|Majang]] ([[User talk:Majang|talk]]) 07:47, 7 February 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
==You're awesome!==&lt;br /&gt;
I would like to thank you for making this amazingly detailed and complete walkthrough, you are single-handedly responsible for my first 3-rune victory and I finally learnt how to manage my skills well enough to build a decent caster, which I never did before. I also borrowed some advice from your other gargoyle walkthrough, but most of the credit goes to this one. You've done some amazing work and I wanted you to know it.--[[User:Fingolfin|Fingolfin]] ([[User talk:Fingolfin|talk]]) 11:03, 18 April 2015 (CEST)&lt;br /&gt;
:Thanks, I'm glad to hear it works for others, too. [[User:Majang|Majang]] ([[User talk:Majang|talk]]) 21:06, 25 April 2015 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Majin-Bo ==&lt;br /&gt;
&lt;br /&gt;
While following this walkthrough I found the +6 [[Majin-Bo]] {vamp, Archmagi, MP+6 Int+6} around D:10, rught before Lair. Of course I love it, but the HP cost is really scary, especially considering the Gargoyle's low HP.. So my question (to anyone who might read this) : should I use it? Until when? In terms of firepower it is clearly superior to a staff of earth or fire, since its spellpower bonus is universal, and the huge Int boost... And it also holds its ground as a melee weapon... Decisions, decisions... -- [[User:Fingolfin|Fingolfin]] ([[User talk:Fingolfin|talk]]) 13:45, 5 December 2015 (CET)&lt;br /&gt;
:Many special items ([[randart]] and [[unrandart]]) have awesome characteristics, paired with really undesirable drawbacks. This is one of them, and personally, I keep my hands off [[vampiric]] weapons. The main reason for this is the hunger of cost wielding them, which means you are really tied to this. I have not tried the Majin-Bo, and its HP penalty for casting. But it sounds scary enough to me that I would not use it. [[User:Majang|Majang]] ([[User talk:Majang|talk]]) 18:33, 5 December 2015 (CET)&lt;br /&gt;
::Thanks for the quick answer! Well abandoning the Majin-Bo was probably the best thing to do, but it still didn't save my poor gargoyle... Oh well I'll just start again ! -- [[User:Fingolfin|Fingolfin]] ([[User talk:Fingolfin|talk]]) 22:11, 7 December 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
==Amulet of Faith==&lt;br /&gt;
Correct me If I'm wrong, but it seems that an amulet of faith would be really good on this character. You get to max piety really fast, meaning that you get your top-tier destructive spells. When you remove it, you don't lose much because he doesn't take back the spells and you keep your range extension. Also, if you don't have enough levels for bolt of magma or Iron shot, you can remove it to buy more time.&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Sack_of_spiders&amp;diff=42341</id>
		<title>Talk:Sack of spiders</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Sack_of_spiders&amp;diff=42341"/>
				<updated>2016-06-08T15:56:30Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: Offered some insight to the table, if anyone wants to try and crank out the calculations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I found the data used to calculate each insect's chance to appear, but I can't seem to understand the picking algorithm ([https://github.com/crawl/crawl/blob/master/crawl-ref/source/random-pick.h#L48]) so if anyone understands it, feel free to fill in the blanks. If anyone feels lucky, here's the data :&lt;br /&gt;
static const pop_entry pop_spiders[] =&lt;br /&gt;
{ // Sack of Spiders&lt;br /&gt;
  {  0,  13,   40, FALL, MONS_WORKER_ANT },&lt;br /&gt;
  {  0,  13,   80, FALL, MONS_SOLDIER_ANT },&lt;br /&gt;
  {  6,  19,   80, PEAK, MONS_REDBACK},&lt;br /&gt;
  {  8,  27,   90, PEAK, MONS_REDBACK },&lt;br /&gt;
  { 10,  27,   10, SEMI, MONS_ORB_SPIDER },&lt;br /&gt;
  { 12,  29,  100, PEAK, MONS_JUMPING_SPIDER },&lt;br /&gt;
  { 13,  29,  110, PEAK, MONS_TARANTELLA },&lt;br /&gt;
  { 15,  29,  120, PEAK, MONS_WOLF_SPIDER },&lt;br /&gt;
  { 21,  27,   18, RISE, MONS_GHOST_MOTH },&lt;br /&gt;
  { 0,0,0,FLAT,MONS_0 }&lt;br /&gt;
};&lt;br /&gt;
Good Luck !&lt;br /&gt;
-- [[User:Fingolfin|Fingolfin]] ([[User talk:Fingolfin|talk]]) 14:49, 6 June 2016 (CEST)&lt;br /&gt;
&lt;br /&gt;
I think I know what this means. So for worker ant, You can get it at level 0, and it has a score of 40, meaning that for every generated insect, there is a (score)/(total score) chance of it being a worker ant. Because it says FALL, that means that the chance falls from 0 evocations to 13.&lt;br /&gt;
Peak probably means that it peaks in the middle of the 2 skills and goes up/down linearly until it hits the peak. &lt;br /&gt;
&lt;br /&gt;
Rise on the ghost moth probably means that the chance starts at 21 and then goes up to a peak of 18.&lt;br /&gt;
Not sure what Semi is, someone should look into that.&lt;br /&gt;
&lt;br /&gt;
Also the Flat Mons_0 at the end should have no impact and is probably there as a placeholder if they wanted to add a new insect.&lt;br /&gt;
&lt;br /&gt;
Hope this helps!&lt;br /&gt;
--[[User:BGRAS0|BGRAS0]] ([[User talk:BGRAS0|talk]]) 17:56, 8 June 2016 (CEST)&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Nergalle&amp;diff=42334</id>
		<title>Nergalle</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Nergalle&amp;diff=42334"/>
				<updated>2016-06-05T15:54:26Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: Removed the reference to the 3rd floor of the mines&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Nergalle the Soulbinder''' is a [[unique]] [[orc]] [[necromancer]]. Although capable of inflicting [[negative energy]] damage and [[draining]] you, her biggest threat lies in the [[spectral orc]]s she constantly summons and [[haste]]s. On top of that, when near death she can activate a temporary invulnerability.&lt;br /&gt;
&lt;br /&gt;
If you are a worshiper of [[Beogh]], it is possible to convert Nergalle to your cause.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Dungeon]]:10-12&lt;br /&gt;
*[[The Lair]]:1-4&lt;br /&gt;
*The [[Orcish Mines]]&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Because she only casts Death's Door in an emergency, try to finish her off quickly once you have her heavily wounded.&lt;br /&gt;
*If she does get Death's Door off, do something productive while you wait for it to wear off (re-cast buffs, attack other creatures, etc.). If you don't have anything better to do, pillar-dancing will at least keep her from pelting you with more spells. [[Teleport]]ing away works well, as the time spent returning to her should un-summon her orcs and end her Death's Door, but won't give her too much time to heal.&lt;br /&gt;
*The threat level of her spectral orcs varies tremendously based on what gets summoned; a spectral [[orc warrior]] may not be too threatening, but a spectral [[orc warlord]] can be devastating. It may be a hassle, but examine her summons to know just how afraid you should be.&lt;br /&gt;
*Nergalle is actually one of the better orc allies you can acquire through Beogh. She has a decent direct damage spell, regularly surrounds enemies with powerful summoned allies, hastes your other allies, and can become invincible when near death, turning her from a soon-to-be casualty into an amazing tank. Give her the best armour you can spare and try not to let her die.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.13]], Nergalle could not appear in [[the Lair]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], she could not summon spectral orcs and simply pelted you with spells.&lt;br /&gt;
&lt;br /&gt;
[[Category:Orc]]&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Bread_swinging&amp;diff=42333</id>
		<title>Bread swinging</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Bread_swinging&amp;diff=42333"/>
				<updated>2016-06-05T15:07:41Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: Added the bread swinging strat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Bread swinging is a strategy designed to lower your turn count. Because It takes 15 auts to swing a bread ration, you can attack with the bread to lower the number of actions taken, thus lowering your turn count.&lt;br /&gt;
&lt;br /&gt;
This strategy has little impact on the number of turns taken and is extremely tedious.&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sack_of_spiders&amp;diff=42329</id>
		<title>Sack of spiders</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sack_of_spiders&amp;diff=42329"/>
				<updated>2016-06-04T02:00:26Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: This is clearly not 0.18 because It includes giant mites as one of the results (0.18 to 0.16)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|016}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Miscellaneous item&lt;br /&gt;
 |name=sack of spiders&lt;br /&gt;
 |cost=&lt;br /&gt;
 |weight=10&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A woven silk bag. Something appears to be moving inside...&lt;br /&gt;
&lt;br /&gt;
Opening this bag will release a number of spiders friendly to your cause. You might need to dust off the cobwebs after, however.}}&lt;br /&gt;
&lt;br /&gt;
A '''sack of spiders''' is an evokable item which, when used, generates a [[Spider's Nest]]-themed group of friendly monsters, and also generates multiple [[web]] [[trap]]s in the area. [[Evocations]] skill affects both the strength and number of summoned allies, but ''not'' the success rate - that is set at 80% regardless of your character's stats and skills. Each sack generates with 5-15 charges, and cannot be recharged in any way.&lt;br /&gt;
&lt;br /&gt;
==Potential Results==&lt;br /&gt;
Each successful use of a sack of spiders is guaranteed to produce at least 1-3 allies, plus an additional 1d(Evocations / 4) - 1.&lt;br /&gt;
&lt;br /&gt;
A table of potential results versus example amounts of Evocations skill:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|Monster||Min. Skill||Max. Skill||&lt;br /&gt;
|Skill 0||Skill 3||Skill 6||Skill 9||Skill 12&lt;br /&gt;
|Skill 15||Skill 18||Skill 21||Skill 24||Skill 27&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|{{Monsterlink|Giant mite}}||0||10&lt;br /&gt;
|||16.67%||15.18%||7.66%||1.79%||0%||0%||0%||0%||0%||0%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|{{Monsterlink|Spider}}||0||15&lt;br /&gt;
|||83.33%||84.82%||52.68%||21.54%||7.53%||1.48%||0%||0%||0%||0%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|{{Monsterlink|Trapdoor spider}}||5||20&lt;br /&gt;
|||0%||0%||39.66%||57.92%||56.7%||33.41%||12.25%||0%||0%||0%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|{{Monsterlink|Redback}}||8||27&lt;br /&gt;
|||0%||0%||0%||18.75%||28.69%||36.07%||33.04%||18.21%||12.53%||11.76%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|{{Monsterlink|Jumping spider}}||12||27&lt;br /&gt;
|||0%||0%||0%||0%||7.09%||22.28%||28.57%||22.49%||15.48%||14.53%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|{{Monsterlink|Orb spider}}||15||27&lt;br /&gt;
|||0%||0%||0%||0%||0%||6.76%||19.83%||27.31%||18.8%||17.64%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|{{Monsterlink|Tarantella}}||18||27&lt;br /&gt;
|||0%||0%||0%||0%||0%||0%||6.31%||19.86%||23.93%||22.45%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|{{Monsterlink|Wolf spider}}||20||27&lt;br /&gt;
|||0%||0%||0%||0%||0%||0%||0%||12.14%||29.25%||27.44%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left;&amp;quot;|{{Monsterlink|Ghost moth}}||25||27&lt;br /&gt;
|||0%||0%||0%||0%||0%||0%||0%||0%||0%||6.17%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*A sack of spiders is nearly useless without at least 8 or so levels of Evocations. If you haven't put in the training, don't expect any results from this beyond a couple of quickly destroyed meat shields.&lt;br /&gt;
*Be careful where you move after using a sack of spiders. Stepping into one of your own generated web traps is a good way to earn yourself [[YASD]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.15]], the webs created when evoking a sack of spiders will target enemies, rather than being placed randomly.&lt;br /&gt;
&lt;br /&gt;
Sacks of spiders were added in [[0.13]].&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hydra_Form&amp;diff=42301</id>
		<title>Hydra Form</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hydra_Form&amp;diff=42301"/>
				<updated>2016-06-02T17:21:26Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: Vaults 5 happens to be very tasty&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Hydra Form&lt;br /&gt;
|level=6&lt;br /&gt;
|school1={{Transmutations}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Transfigurations]] &lt;br /&gt;
*[[Fen Folio]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=?&lt;br /&gt;
|spellnoise=?&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|This spell very briefly transforms the caster into a many-headed hydra. Its many heads strike in all directions. Edible foes slain by the gnashing teeth are instantly devoured, reinvigorating the caster in their reptilian rampage.&lt;br /&gt;
&lt;br /&gt;
Like real hydras, the caster will sprout new heads when decapitated, unless the wound is cauterized by flame. If all of the caster's heads are lopped off, the form will end.}}&lt;br /&gt;
&lt;br /&gt;
'''Hydra Form''' is a level 6 [[Transmutations]] spell which briefly turns the caster into a rampaging [[hydra]], gaining the following:&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*+30% [[HP]]&lt;br /&gt;
*[[Poison]] resistance&lt;br /&gt;
*Gain multiple heads, granting you [[cleaving]] and increased [[Unarmed Combat]] base damage (2 + (3 per head up to 10 heads) + (1.5 for each head after the tenth)&lt;br /&gt;
*Grow new heads each time you have one lopped off (see [[Hydra]] article for details)&lt;br /&gt;
*Immediately devour any edible monster smaller than you upon kill, gaining satiation and healing (amount healed based on monster HD)&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*All equipment slots except for [[ring]]s and [[amulet]]s meld into the new form&lt;br /&gt;
*Size penalizes [[ev]]asion&lt;br /&gt;
*Very short transformation duration (7 turns minimum, rises with [[spell power]])&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Hydra Form provides the caster with some rather extreme strengths and weaknesses for its duration. First and foremost, it should be emphasized that entering hydra form drastically reduces the caster's defensive stats: no armour or defensive [[mutation]]s means that the caster's [[AC]] will drop dramatically, and the increase in size will make all but the most nimble and well-trained [[Dodging|dodgers]] into sitting ducks for its duration.&lt;br /&gt;
&lt;br /&gt;
To make up for this, the caster is given a significant boost to HP, a massive increase in damage output (assuming many heads), and a significant amount of healing each time you defeat a monster which leaves an edible corpse. At its best, this amounts to an extraordinarily powerful [[vampiric]]-branded [[Unarmed Combat]] attack that specializes in taking out large groups of enemies. Also, the cleaving effect is superior to that provided by [[axes]] (secondary opponents do not take reduced damage), and unlike with natural hydras, you only make a single attack against your target, allowing Hydra Form to devastate even high-AC opponents. Unfortunately, these factors only come together in niche circumstances.&lt;br /&gt;
&lt;br /&gt;
Getting enough heads for Hydra Form to become truly devastating is difficult. Your initial headcount is based on your [[spell power]], and there are very few spell enhancers for the Transmutations school of magic. You gain an additional two heads each time one gets lopped off by an enemy's bladed attack, but the spell has a duration so short that it's impossible to build up a healthy bouquet of heads before a big battle. Also, as with real hydras, bladed attacks with the [[flaming]] brand will reduce your headcount. If you should be reduced to 0 heads, the spell instantly ends.&lt;br /&gt;
&lt;br /&gt;
The pseudo-vampiric cleaving effect is very impressive under the right circumstances (Vaults 5 is very delicious, for example...), but bear in mind that areas without edible corpses suddenly render the powerful healing effect completely useless. Effortlessly plowing through swarms of weak, tasty humanoids may be fun, but attempting to do so against [[demon]]s or the [[undead]] will likely leave you severely injured. On top of that, the healing effect only kicks in once you've killed an opponent; until that point, it does nothing. A string of unlucky misses or an encounter with a powerful, durable [[unique]] may get you killed, no matter how delicious your opponent may be.&lt;br /&gt;
&lt;br /&gt;
Finally, bear in mind that the significant damage output of Hydra Form is nearly matched (at least against a single opponent) by the level 5 spell [[Blade Hands]], particularly for characters with high [[strength]] and [[dexterity]]. This alternative leaves your defenses largely untouched, and is much easier to get up and running in almost all circumstances. It does have the downside of reducing your spell success rates, but this may not be much of an issue if you only planned on punching your opponents for the next dozen turns anyway.&lt;br /&gt;
&lt;br /&gt;
As with its bigger brother [[Dragon Form]], Hydra Form benefits greatly from support magic such as [[Ozocubu's Armour]], [[Repel Missiles|Repel]]/[[Deflect Missiles]], and [[Haste]].&lt;br /&gt;
==History==&lt;br /&gt;
Hydra Form was added in [[0.16]].&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Iskenderun%27s_Battlesphere&amp;diff=42103</id>
		<title>Iskenderun's Battlesphere</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Iskenderun%27s_Battlesphere&amp;diff=42103"/>
				<updated>2016-05-25T14:36:57Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Iskenderun's Battlesphere&lt;br /&gt;
|level=5&lt;br /&gt;
|school1={{Conjurations}}&lt;br /&gt;
|school2={{Charms}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Conjurations]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=4&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|This spell conjures a small globe of magical energy linked to the caster's own reserves of power, which will hover alongside its creator and augment their destructive might. While the battlesphere cannot take independent action, it will fire volleys of energy at the caster's enemies in near-perfect sync with its creator's own destructive conjurations. With increasing spell power, the battlesphere lasts longer and deals more damage per volley.}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A small globe of magical energy that follows a spellcaster. It cannot operate on its own, yet it will provide fire support, assaulting whatever its conjurer casts at with magical missiles that never miss.}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Iskenderun's Battlesphere''' is a level 5 [[Conjurations]]/[[Charms]] spell which conjures a friendly [[battlesphere]] to support your magical attacks. This construct will shoot a burst of perfectly accurate, irresistible energy each time you cast a Conjurations spell, aimed at the same target you attacked (assuming it has a clear line of fire), but will eventually dissipate after running out of magical charges or timing out. The battlesphere can be targeted and destroyed by enemy attacks, but will not block your own beam spells from passing through it to strike the enemy. You may only summon one battlesphere at a time; casting it while one already exists will recall it to your location and increase both its duration and number of charges (max 20). Battlespheres die immediately when left alone on a different level. &lt;br /&gt;
&lt;br /&gt;
The only conjurations that battlespheres won't support are: [[Static Discharge]], [[Conjure Flame]], [[Mephitic Cloud]], Iskenderun's Battlesphere (obviously), [[Fulminant Prism]], [[Poisonous Cloud]], [[Freezing Cloud]], [[Orb of Destruction]],  [[Conjure Ball Lightning]], [[Delayed Fireball]], [[Chain Lightning]] and [[Fire Storm]].&lt;br /&gt;
&lt;br /&gt;
The following spells trigger battlesphere despite not being conjurations: [[Sandblast]], [[Freeze]] and [[Airstrike]].&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|&lt;br /&gt;
Damage formula: 2d(6 + Power/11)&amp;lt;br&amp;gt;&lt;br /&gt;
Number of charges: 4 + (1d(Power + 10)-1)/10&amp;lt;br&amp;gt;&lt;br /&gt;
Max. spellpower: 100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
Battlespheres created by monsters function identically to your own. The following monsters can cast Iskenderun's Battlesphere:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Tengu reaver}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Tengu conjurer}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Deep elf mage}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Iskenderun's Battlesphere was added in [[0.12]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], this was a level 4 spell.&lt;br /&gt;
&lt;br /&gt;
In [[0.18]], The battlesphere supports mephitic cloud, and probably more spells also.&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Troll&amp;diff=42043</id>
		<title>Troll</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Troll&amp;diff=42043"/>
				<updated>2016-05-20T16:58:03Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: Added a trick with pillar dancing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
:''If you were looking for monstrous trolls in general, see [[List of trolls]].''&lt;br /&gt;
{{flavour|Trolls are like Ogres, but even nastier. They have thick, knobbly skins of any colour from putrid green to mucky brown, which are covered in patches of thick fur, and their mouths are full of ichor-dripping fangs.&lt;br /&gt;
&lt;br /&gt;
They can rip creatures apart with their claws, and regenerate very quickly from even the most terrible wounds. They learn slowly indeed - as slowly as High Elves - and need a great amount of food to survive.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Good mutations#Shaggy Fur|Shaggy Fur]] 1 and [[Good_mutations#Tough_Skin|Tough Skin]] 2: Trolls get +3 [[AC]].&lt;br /&gt;
*[[Good_mutations#Claws|Claws 3]]: Trolls have claws for hands. Can decapitate [[hydra]]s.&lt;br /&gt;
*[[Gourmand]]: Trolls can eat [[chunk]]s at any time.&lt;br /&gt;
*[[Good_mutations#Regeneration|Regeneration 2]]: Trolls heal very quickly.&lt;br /&gt;
*[[Bad_mutations#Fast_Metabolism|Fast Metabolism 3]]: On top of the +3 hunger penalty from this mutation, trolls receive an additional +3 racial penalty, for an unmatched base metabolism of 9 food/turn.&lt;br /&gt;
*Trolls are [[Size#Player Sizes|large]] and can use [[giant club]]s and [[giant spiked club]]s (unlike smaller species), but their bodies do not fit into [[boots]], [[gloves]], [[helmet]]s, or most body armour. [[Buckler]]s are too small for them to use, but they can handle [[shield]]s and [[large shield]]s easily.&lt;br /&gt;
*Trolls are large enough to attack normally while standing in [[shallow water]], but they still move slowly in it.&lt;br /&gt;
&lt;br /&gt;
Trolls have a base [[Strength]] of 15, [[Intelligence]] of 4 and [[Dexterity]] of 5 (before Background modifiers) and one less base [[magic points|magic point]] than normal.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Fighter]], [[Monk]], [[Hunter]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]]&lt;br /&gt;
*'''Warrior-Mages:''' [[Warper]]&lt;br /&gt;
*'''Mages:''' [[Wizard]], [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] every 3rd level.&lt;br /&gt;
*30% more [[hit points]] than average.&lt;br /&gt;
*+3 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Trolls start with the skills and equipment listed for their background, with these exceptions:&lt;br /&gt;
*Incompatible body armour is replaced with an [[animal skin]] or [[robe]].&lt;br /&gt;
*[[Helmet]]s are replaced with [[hat]]s.&lt;br /&gt;
*[[Meat ration]]s replace [[bread ration]]s, and trolls receive an extra ration.&lt;br /&gt;
*Any [[Armour]] skill is replaced with [[Dodging]].&lt;br /&gt;
*Troll [[hunter]]s are offered a choice of [[large rock]]s instead of [[javelin]]s.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Easy}}&lt;br /&gt;
&lt;br /&gt;
Despite terrible aptitudes in many skills, Trolls are a very easy species. They have extremely high health and regenerate quickly, and they excel in [[Unarmed Combat]]. Specifically, Trolls enjoy +6 damage (and extra +2 to hit) in unarmed melee combat (from the Claws 3 mutation). Thanks to their large size, Trolls can also throw [[large rock]]s. With very high damage, even at low (or no) skill in [[Throwing]], large rocks are easily the most damaging thrown weapons in the game. Trolls' have a very fast metabolism, but their Gourmand intrinsic allows them to eat everything, at any time. Assuming you stick to eating corpses whenever possible, you can generally stay at full or above for the majority of the game and still have more than enough [[permafood]] to survive some of the optional corpse-less branches, should you choose to do them. &lt;br /&gt;
&lt;br /&gt;
While they have a huge health pool, Trolls do tend to have a harder time than most species when it comes to getting good AC and EV. Trolls can only wear hats and cloaks in their peripheral armour slots, and can only wear robes, animal skins, troll leather armour, and the various dragon armours on their torso. &lt;br /&gt;
&lt;br /&gt;
Trolls' large size gives a small, direct malus to [[ev]]asion, which is also hindered by their low [[dexterity]] and, to a lesser extent, by their poor dodging aptitude. Nonetheless, it may be necessary to train [[Dodging]] on Trolls if one is having trouble attaining decent AC. Just expect higher experience investments to reach good levels of EV. Putting one's stat up points into dexterity every three levels is recommended, unless you are actively relying on casting spells—and not just planning to cast spells at some point down the line—in which case going for either dexterity or intelligence would be wise.  &lt;br /&gt;
&lt;br /&gt;
Trolls are too large to use bucklers, but Trolls are still extremely lethal in unarmed combat, even when wielding a [[shield]], and the added damage mitigation from shields is generally worth it on Trolls using their claws.  &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Troll}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
First, a quick note: Trolls should not use unarmed combat against [[hydra]]s, as your claws will count as non-flaming, bladed weapons against them. Large rocks, powerful attack wands, god abilities, or simply retreating are all good ways for UC Trolls to deal with hydras.&lt;br /&gt;
&lt;br /&gt;
As for skill development strategy, Trolls' [[intelligence]] and magic aptitudes are some of the worst in the game. This doesn't rule out magic, however; it simply means that Trolls will require a higher investment of experience compared to (almost) any other species. However, many level 1 and level 2 spells, such as [[Swiftness]], [[Repel Missiles]], [[Apportation]], [[Blink]], [[Summon Butterflies]], and the like, provide a lot of return for their skill investment. [[Confusing Touch]] is particularly useful to Trolls, since they will nearly always being fighting unarmed. Even higher level spells are often worth the investment on Trolls, after you have gotten your offense and basic defenses up to snuff; again, bad aptitudes mean that it just takes more experience and a bit more time. &lt;br /&gt;
&lt;br /&gt;
As with many species, [[Evocations]] can be a great resource. If and when you have access to some of the items such as [[sack of spiders]], [[rods]], [[wands]], and the [[elemental evocables]], evocations can provide a lot versatility and power from a single skill. &lt;br /&gt;
&lt;br /&gt;
Also, trolls should not be afraid to run from fights, as their regeneration will help them get back in the green while pillar dancing.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
[[God]] choice tends to be a major factor in rounding out one's character, and Trolls are no exception. A few recommendations are below; note that this list is by no means comprehensive or exhaustive. &lt;br /&gt;
&lt;br /&gt;
*[[Okawaru]]'s Heroism is cheap in piety cost (so use it liberally), comes online extremely fast, and the temporary +5 to skill level is a greater boon to Unarmed Combat than to other melee. Finesse uses more piety and can't be spammed, but it more or less doubles your melee damage output when active. One should not hang too much hope on Okawaru's random gifts, but at least any armour he gives you is guaranteed to be something that your species can wear (though this does not by any means guarantee it will be something you will ''want'' to wear). &lt;br /&gt;
*[[Trog]]'s abilities require no skill training to activate, and provide [[berserk]], [[magic resistance]], even greater health regeneration, and very strong summons.&lt;br /&gt;
*[[Elyvilon]]'s normal hunger restraints are less of a concern for the voracious troll, who benefits immensely from excellent panic buttons and the ability to pacify most dangerous opponents with smite targeting.&lt;br /&gt;
*[[Jiyva]] can be a powerful and interesting god choice for Trolls, as for many other characters. Early altars are very rare, but if you see one, consider giving Jiyva a spin. However, if you cannot access Jiyva in the early dungeon, passing up on any god choices until late Lair will dramatically hurt your chances to win the game. &lt;br /&gt;
*[[Ashenzari]] provides sizable boosts to your skills through cursed equipment. Scry is a powerful ability, and the other passive bonuses one enjoys from worshiping Ashenzari are nice. For unarmed trolls, the lack of a weapon to [[curse]] may make it harder to gain [[piety]], however, especially in early game.&lt;br /&gt;
*[[Kikubaaqudgha]] guarantees an easy means to branch out into [[Necromancy]], a spell school that gives a lot of utility and power within a single skill. Additionally, her Receive Corpses ability can help Trolls manage their hunger in the lategame areas like [[Pandemonium|Pan]] and [[Hell]] with few corpse-leaving enemies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.17]], only races with innate claws mutation had extra +2 to hit bonus. That bonus now applies to anyone with the mutation.&lt;br /&gt;
&lt;br /&gt;
*Prior to [[0.16]], trolls started with the [[Saprovore]] 2 mutation.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Duvessa&amp;diff=41944</id>
		<title>Duvessa</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Duvessa&amp;diff=41944"/>
				<updated>2016-05-16T15:24:40Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: Added a tip to dealing with the twins&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
''For a list of all elves, see [[list of deep elves]].''&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Duvessa, Sister of [[Dowan]]''' is one of a pair of twin [[elf]] [[unique]]s that hunt through the [[Dungeon]] as a team and are always encountered together. Duvessa has the stats and gear of a [[deep elf fighter]], while her brother is a somewhat competent magician; however, when either one is struck down, their sibling becomes significantly more dangerous. In Duvessa's case, this means going [[berserk]] the moment she sees you.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Dungeon]]:4-7&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Neither Duvessa nor Dowan will follow you up or down [[stairs]] unless their sibling is adjacent to you too (in which case they both will) or their sibling is dead.&lt;br /&gt;
*A berserk Duvessa hits very hard and very fast, but only hurts in melee range and has no ranged attacks, contrary to Dowan who will pelt you with strong magic from a distance.&lt;br /&gt;
*Consider wearing them both down before killing either of them. The survivor's HP will still be fairly low even after finding hidden power.&lt;br /&gt;
*While Dowan will keep his buffs forever, Duvessa gets over it in about 20 turns. If you find Dowan split, you can kill him without fear.&lt;br /&gt;
&lt;br /&gt;
[[category:Elf]]&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Death_cob&amp;diff=41918</id>
		<title>Death cob</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Death_cob&amp;diff=41918"/>
				<updated>2016-05-15T00:46:02Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Death cobs''' are undead monsters found throughout [[the Realm of Zot]]. Their fast attacks deal decent damage and quickly drain your speed.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Avoid engaging them while near other enemies. You will be promptly slowed for the whole fight. That being said, running is quite difficult.&lt;br /&gt;
*Quaffing a potion of haste or speeding up otherwise will nullify the slow effect for the whole fight. You will not be able to move faster while fighting them though.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.18]], they stopped draining satiation but drain speed again.&lt;br /&gt;
&lt;br /&gt;
Death cobs received buffs to HP and attack in [[0.17]]. Their attacks also started draining satiation.&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Death_cob&amp;diff=41917</id>
		<title>Death cob</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Death_cob&amp;diff=41917"/>
				<updated>2016-05-15T00:28:14Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: Removed information no longer relevant about draining satiation (Updated to 0.18)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Death cobs''' are undead monsters found throughout [[the Realm of Zot]]. Their fast attacks deal decent damage and quickly drain your speed.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Avoid engaging them while near other enemies. You will be promptly slowed for the whole fight. That being said, running is quite difficult.&lt;br /&gt;
*Quaffing a potion of haste or speeding up otherwise will nullify the slow effect for the whole fight. You will not be able to move faster while fighting them though.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.18]], they stopped draining satiation but drain speed again.&lt;br /&gt;
Death cobs received buffs to HP and attack in [[0.17]]. Their attacks also started draining satiation.&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Lee%27s_Rapid_Deconstruction&amp;diff=41827</id>
		<title>Lee's Rapid Deconstruction</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Lee%27s_Rapid_Deconstruction&amp;diff=41827"/>
				<updated>2016-05-10T15:55:54Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: Added yourself to list of targets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Lee's Rapid Deconstruction&lt;br /&gt;
|level=5&lt;br /&gt;
|school1={{Earth Magic}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Burglary]]&lt;br /&gt;
*[[Book of Geomancy]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=4&lt;br /&gt;
|spellnoise=15, 20, or 25 (depends on the radius of the explosion)&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|This spell fragments a wall or a suitably brittle visible monster into an explosion of deadly shrapnel. It can be used on monsters made of ice, bone, or any wall-like substance, as well as those turned to stone by petrification.&lt;br /&gt;
&lt;br /&gt;
Targets made from rock, stone, ice or bone will cause a small or medium-sized explosion. Metal targets will cause a small but particularly damaging explosion, and targets made from crystal will cause a large and extremely damaging explosion.&lt;br /&gt;
&lt;br /&gt;
At high power, this spell is capable of destroying some walls: rock, stone or metal walls have a chance of being destroyed with at least 5, 6 or 7 bars of power. Crystal walls are particularly brittle and have a chance of being destroyed at any power level.}}&lt;br /&gt;
{{AttackSpell&lt;br /&gt;
|name=Lee's Rapid Deconstruction&lt;br /&gt;
|formula = Nd(5+Power/5) (see [[#Damage_formula|damage formula]])&lt;br /&gt;
|maxdmg = 4d45&lt;br /&gt;
|maxsp = 200&lt;br /&gt;
|range = LOS&lt;br /&gt;
|target = Smite&lt;br /&gt;
|special = Explosion&amp;lt;br&amp;gt;Triple [[AC]] damage reduction&amp;lt;br&amp;gt;Can destroy walls}}&lt;br /&gt;
&lt;br /&gt;
'''Lee's Rapid Deconstruction''' (or '''LRD''') is a level 5 [[Earth Magic]] spell which causes [[wall]]s and some monsters to explode into a cloud of shrapnel, tearing up nearby enemies and potentially destroying the targeted wall or monster. It has [[smite]]-targeting, and is exceptional in that it allows you to attack enemies hidden from your field of vision.&lt;br /&gt;
&lt;br /&gt;
===The Target===&lt;br /&gt;
If the target is a creature, its potential susceptibility is dependent on its composition. Only hard or brittle creatures may be targeted directly. These include&lt;br /&gt;
*Monsters made of bone: generic [[skeleton (monster)|skeletons]], [[skeletal warrior]]s, [[ancient champion]]s, [[bone dragon]]s, [[revenant]]s, [[flying skull]]s, [[curse skull]]s, [[Murray]]&lt;br /&gt;
**Bone creatures may be killed outright (chance based on [[spell power]]).&lt;br /&gt;
*Monsters made of rock and stone: [[earth elemental]]s, [[gargoyle (monster)|gargoyles]], [[ushabti]], [[obsidian statue]]s, [[Roxanne]], most other [[statue]]s.&lt;br /&gt;
*Monsters made of ice: [[ice beast]]s, [[ice statue]]s, [[simulacrum (monster)|simulacra]], but ''not'' [[ice devil]]s or [[ice fiend]]s.&lt;br /&gt;
**Ice creatures produce [[cold]] damage explosions.&lt;br /&gt;
*Monsters made of crystal: [[orange crystal statue]]s, [[crystal golem]]s. &lt;br /&gt;
*Monsters made of metal: [[iron golem]]s, [[iron elemental]]s, [[war gargoyle]]s, but ''not'' [[iron imp]]s, [[rust devil]]s, or [[iron dragon]]s.&lt;br /&gt;
*Miscellaneous hard monsters: [[toenail golem]]s.&lt;br /&gt;
*Monsters or players that have been [[Petrify|petrified]]. A creature still in the process of petrifying takes somewhat less damage.&lt;br /&gt;
*Player [[gargoyles]], including you if you are a gargoyle (although this is generally ill-advised).&lt;br /&gt;
*Players in [[Statue Form]] or [[Ice Form]].&lt;br /&gt;
 &lt;br /&gt;
While [[Dig]] only works on rock walls and transparent rock walls, LRD can destroy harder materials, although this method requires much more time and energy. Different materials require different minimum spell powers to be destroyed:&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
! Material || Min Spell Power || Success Rate&lt;br /&gt;
|-&lt;br /&gt;
| Door (open, closed, secret) || 0 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Iron grate, granite statue, orcish idol || 0 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| Green crystal || 0 || 50%&lt;br /&gt;
|-&lt;br /&gt;
| Rock, transparent rock || 35 || 33%&lt;br /&gt;
|-&lt;br /&gt;
| Stone, transparent stone || 50 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Metal || 75 || 3% to 8%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shrapnel===&lt;br /&gt;
Assuming the target was a viable wall or Dungeon feature, the spell then causes an explosion of shrapnel against everything in its range (including yourself!). The range of this explosion varies based on target and your spell power. Viable monsters hit by LRD will create a similar burst of shrapnel with range and damage determined by spell power as well as the monster's material and size.&lt;br /&gt;
&lt;br /&gt;
This attack is similar to casting [[Sandblast]] against all monsters in range with perfect accuracy; it deals moderate physical damage, but the target's [[AC]] is counted against it thrice. This makes it excellent for wiping out packs of unarmoured or high-[[EV]] opponents, such as [[kobold]] vaults and swarms of [[killer bee]]s, but less effective against [[orc warrior]]s or other creatures with high AC. Also, because it attacks everything within range of the targeted object, you can cast it on a wall to blast anything lurking on the other side that you don't want to face directly (e.g. [[oklob plant]]s).&lt;br /&gt;
&lt;br /&gt;
==Damage Formula==&lt;br /&gt;
Casting this spell on a dungeon feature (like a wall or a door), generates an explosion that inflicts '''N'''d(5+Power/5) to any monster within the radius. The radius and the number of rolls ('''N''') can be found in the table below.&lt;br /&gt;
&lt;br /&gt;
If the target is a monster, it is directly damaged for Nd(5+Power/5). After this is done, the explosion is generated. If the targeted monster is killed by the spell, the N of the resulting explosion is the one used in the beam of disintegration plus two.&lt;br /&gt;
&lt;br /&gt;
The damage done by the explosion is reduced by [[AC]] 3 times, but the damage done to a monster directly targeted by LRD ignores AC. If the target is made of ice (simulacra), the beam type of the explosion is changed from BEAM_FRAG to BEAM_ICE: this kind of explosion only suffers normal AC reduction, but the damage can be resisted with [[cold resistance]].&lt;br /&gt;
&lt;br /&gt;
Statues and skeletal monsters always have a Power/250 chance of dying instantly when targeted directly.&lt;br /&gt;
&lt;br /&gt;
===Radius and Number of Dice===&lt;br /&gt;
{| cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;left&amp;quot; style=&amp;quot;width:38em;border-bottom:thin solid black;&amp;quot;|Target&lt;br /&gt;
!align=&amp;quot;right&amp;quot; style=&amp;quot;width:3em;border-bottom:thin solid black;&amp;quot;|Radius&lt;br /&gt;
!align=&amp;quot;right&amp;quot; style=&amp;quot;width:3em;border-bottom:thin solid black;padding-left:1em;&amp;quot;|N&lt;br /&gt;
|-&lt;br /&gt;
|[[Toenail golem]]s&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
|[[Iron golem]]s, [[iron elemental]]s, and [[war gargoyle]]s&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 4&lt;br /&gt;
|-&lt;br /&gt;
|[[Earth elemental]]s, [[statue]]s, and [[gargoyle]]s&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
|[[Silver statue]]s, [[orange crystal statue]]s, [[Roxanne]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 2&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 4&lt;br /&gt;
|-&lt;br /&gt;
|Petrifying or petrified monsters&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
|Icy or skeletal monsters&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
|[[Dungeon_features#Rock_wall|Rock wall]]s, [[Dungeon_features#Stone_wall|stone wall]]s, [[granite statue]]s&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1 or 2&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
|[[Iron grate]]s&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
|[[Dungeon_features#Metal_wall|Metal wall]]s&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 4 or 6&lt;br /&gt;
|-&lt;br /&gt;
|[[Dungeon_features#Green_crystal_wall|Green crystal wall]]s&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 2 or 3&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 4&lt;br /&gt;
|-&lt;br /&gt;
|[[Door]]s, stone arches&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
|Petrified or petrifying player, [[Statue Form]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
|[[Gargoyle]] player&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
|Player in [[Ice Form]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Followers of [[the Shining One]] must be careful when using this spell. Hitting an unseen sleeping monster hiding behind the wall you target can earn you swift [[penance]].&lt;br /&gt;
*Should your target not be directly susceptible to LRD, nor near a wall, use [[Petrify]] to make it susceptible.&lt;br /&gt;
*Keep in mind that LRD makes lots of noise, so anything nearby will wake up and come investigate.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.10]], LRD could be cast on an unnaturally hard rock wall to damage monsters on the other side. After [[0.10]], monsters will not be damaged if the wall is not capable of being shattered under any circumstances.&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Book_of_Alchemy&amp;diff=41781</id>
		<title>Book of Alchemy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Book_of_Alchemy&amp;diff=41781"/>
				<updated>2016-05-09T17:12:34Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{item-noicon&lt;br /&gt;
 |itemtype = Book&lt;br /&gt;
 |name = Book of Alchemy&lt;br /&gt;
 |cost = 750&lt;br /&gt;
 |weight = 7&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A book focusing on alchemical processes and their use in magic spells, collecting the wisdom of many ancient alchemists. When the book is opened, the text is revealed as the ink condenses from the air onto the pages.}}&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
{{spellbook|Book of Alchemy}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], this book contained [[Condensation Shield]]&lt;br /&gt;
Prior to [[0.9]], this book was known as the Book of Chemistry.&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dowan&amp;diff=41780</id>
		<title>Dowan</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dowan&amp;diff=41780"/>
				<updated>2016-05-09T17:00:19Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
''For a list of all elves, see [[list of deep elves]].''&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Dowan, Brother of [[Duvessa]]''' is one of a pair of twin [[elf]] [[unique]]s that hunt through the [[Dungeon]] as a team and are always encountered together. Dowan is a mediocre magician, while his sister is a somewhat competent fighter; however, when either one is struck down, their sibling becomes significantly more dangerous. In Dowan's case, this means suddenly replacing his weak attack spells with much stronger ones and being automatically [[haste]]d as soon as he sees you.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Dungeon]]:4-7&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&amp;lt;!-- We can't yet auto-generate Dowan's improved spell set --&amp;gt;&lt;br /&gt;
{{Spellcaster5&lt;br /&gt;
|number=- Upgraded&lt;br /&gt;
|slot1=[[Throw Icicle]]&lt;br /&gt;
|slot2=[[Blink]]&lt;br /&gt;
|slot3=[[Blink]]&lt;br /&gt;
|slot4=[[Stone Arrow]]&lt;br /&gt;
|slot5=[[Haste]]&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Neither Dowan nor Duvessa will follow you up or down [[stairs]] unless their sibling is adjacent to you too (in which case they both will) or their sibling is dead. However, you can drop one of them down a shaft without the other being able to follow.&lt;br /&gt;
*Dowan's upgraded spell list is very dangerous, but he has much less staying power than a berserk Duvessa.&lt;br /&gt;
*Consider wearing them both down before killing either one. The survivor will still be near death even after it becomes more powerful.&lt;br /&gt;
&lt;br /&gt;
[[category:Elf]]&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Manticore&amp;diff=41752</id>
		<title>Manticore</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Manticore&amp;diff=41752"/>
				<updated>2016-05-07T22:30:00Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Manticores''' are natural beasts that can fling volleys of spikes at you from afar. Spikes may become lodged in you, causing you to take damage when you move. Although players can easily outrun manticores, they can deal dangerous amounts of damage to you as you flee. They are found in the mid-[[Dungeon]], [[the Lair]], [[the Shoals]], and [[the Vaults]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Manticores' spikes deal 2d13 physical damage per hit, which is reduced by your [[AC]] and can be blocked or dodged. These spikes are infinite, so manticores don't have to resort to melee. Heavily armoured characters or casters with [[Repel Missiles]]/[[Deflect Missiles]] can usually shrug off these spikes with ease, but other casters may want to keep their distance (6 tiles away is a perfectly safe [[kiting]] distance) to avoid perforation.&lt;br /&gt;
*Once you have the '''barbs''' status, moving inflicts 2d(level+2) damage, where level is the number of times you've acquired the status. This is a small enough amount of damage that it may be worth improving your position if it only takes a movement or two, but be careful if you have low HP. Also note that the game only warns you once about moving with barbs.&lt;br /&gt;
*They have lousy [[magic resistance]], so if you're able to induce [[confusion]], do so. They're completely unable to fire spikes while confused.&lt;br /&gt;
*Barbs is the only status effect in the game that requires you to use 5 to remove it. Don't just waltz around with spikes in you.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], manticores didn't move as fast as the player, and had a finite number of spike volleys.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], manticores had lower HD and attack damage, and the spikes of a manticore didn't inflict the [[Barbs]] [[status effect]]. The player wasn't able to summon manticores with the [[Monstrous Menagerie]] spell.&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Eidolon&amp;diff=41747</id>
		<title>Eidolon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Eidolon&amp;diff=41747"/>
				<updated>2016-05-07T21:53:54Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Eidola''' are insubstantial [[undead]] monsters, similar to [[wraith]]s but stronger. Their melee attacks inflict the [[slow]] [[status effect]] and occasionally cause [[intelligence]] damage, though both effects can be prevented with [[negative energy]] resistance. They can also magically terrify you, making you unable to move closer to the eidolon for some time, and will then blast you with [[Bolt of Draining]]. They are found in [[Tartarus]], [[the Abyss]], [[the Crypt]], and rarely in [[the Vaults]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Pile on the negative energy resistance when dealing with these guys, as [[Cause Fear]] coupled with [[Bolt of Draining]] can result in heavy amounts of [[draining]] very quickly.&lt;br /&gt;
*Cause Fear can be resisted with high [[magic resistance]]. This can be critical if you lack the means to defeat them quickly at range.&lt;br /&gt;
*[[Silence]] doesn't stop these guys from casting, so don't expect that [[silent spectre]] you have following you around to provide any assistance.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.13]], eidola would drain your experience with their melee attacks. This change accompanied the 0.13 overhaul to draining effects. They also gained [[Bolt of Draining]].&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Formicid&amp;diff=41517</id>
		<title>Formicid</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Formicid&amp;diff=41517"/>
				<updated>2016-05-02T13:43:18Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: Updated to 0.17&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
{{flavour|Formicids are a species of humanoid ants. Just like their tiny insect ancestors, the Formicids are well adept at earth work, both on the physical and magical sides. Their abilities have been used to tunnel immense underground communities and structures, many of which are tens of thousands of years old.&lt;br /&gt;
&lt;br /&gt;
Perhaps unfortunately, their strong ties to earth have left them completely impervious to being teleported or hasted; Formicids are tied to the Earth with a complete sense of stasis. While this is seemingly a bad effect for a dungeon adventurer, stasis has the beneficial effect of preventing many types of nasty hexes and maledictions.&lt;br /&gt;
&lt;br /&gt;
With the ability to lift ten times their own weight, the Formicids have strength rivaling that of ogres. This, along with the fact that they have four arms, allows Formicid warriors to carry both a shield and a two-handed weapon at the same time.&lt;br /&gt;
&lt;br /&gt;
Formicids make good earth and venom mages, but are quite capable at both melee and ranged combat too, albeit a bit flimsy. They are naturally bad at air magic and conjurations.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Antennae]] 3: Formicids can sense monsters within 7 tiles (even through walls) and can also [[see invisible]].&lt;br /&gt;
**Formicids cannot wear any form of headgear.&lt;br /&gt;
*Formicids have four arms, and can treat most melee and ranged weapons as one-handed. [[Giant club]]s, [[giant spiked club]]s, and [[large rock]]s are still too large for them to wield, however. Their multiple limbs also allow them to use shields with the same reduced penalties as large races.&lt;br /&gt;
*Formicids can [[dig]] through walls as an innate ability. First, they have to extend their mandibles, and then move into a [[rock wall]] or [[iron grate]] to start making the tunnel. Digging takes 2+[[movement delay]] [[aut]]s per square, makes some noise, and has a hefty food cost.&lt;br /&gt;
*Formicids can create a [[shaft]] under themselves as an innate ability, allowing them to escape downwards, but at the cost of making a great deal of noise. (This ability does not function on the last level of a [[branch]], nor in [[the Abyss]], [[Hell]], [[Pandemonium]], or [[Ziggurat]]s.)&lt;br /&gt;
*Formicids have permanent [[stasis]], rendering them unable to take advantage of translocative effects, [[Haste]], [[Finesse]], and [[berserk]], but also granting immunity to [[paralysis]] and [[slow]]ing (but ''not'' [[petrify|petrification]]). [[Lugonu]]'s Bend Space ability and the [[Passage of Golubria]] spell work as normal, however.&lt;br /&gt;
&lt;br /&gt;
Formicids have a base [[Strength]] of 12, [[Intelligence]] of 7 and [[Dexterity]] of 6 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Fighter]], [[Hunter]]&lt;br /&gt;
*'''Zealots:''' [[Abyssal Knight]], [[Healer]]&lt;br /&gt;
*'''Warrior-mages:''' [[Arcane Marksman]]&lt;br /&gt;
*'''Mages:''' [[Earth Elementalist]], [[Venom Mage]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] or [[intelligence]] every 4th level.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*10% more [[MP]] than average, before stepdowns.&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Formicids receive the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Formicid}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Formicids are blessed and cursed with some of the most dramatic species mutations in ''Crawl'', resulting in a very unique play experience. Their ability to wield 2-handed weapons and shields simultaneously, coupled with their high Armour skill aptitude and access to almost all armour, allows them to deal stupendous amounts of damage without sacrificing anything from their defenses. Although they still can't wield [[giant club]]s, wielding any 2-handed weapon in one hand is still a massive advantage, making a formicid with end-game quality equipment far deadlier than most.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, they also come with one of the heaviest handicaps of any species, making it difficult to survive dangerous encounters that others can simply bail on. While permanent [[stasis]] does protect you from [[slow]] and [[paralysis]] effects, it also disables a wide variety of incredibly useful panic buttons; [[teleport]]s and [[blink]]s are the most obvious, but all sources of [[haste]] and [[berserk]]ing are also rendered useless, as well as [[Okawaru]]'s Finesse. Where some characters can simply buff up and plow their way through dangerous foes or crowds of attackers, disappearing if a fight starts looking unwinnable, a formicid must play more cautiously. &lt;br /&gt;
&lt;br /&gt;
Take advantage of the resources formicids have at their disposal. Your innate [[Dig]] ability allows you to create choke points, making it much safer to fight large bands of enemies. As it is fairly slow to use, you may want to create tunnels in advance, near areas where there are multiple enemies. Assuming you aren't at the bottom floor of a branch, your [[Shaft]] ability is a guaranteed escape from any fight, but consider using it ''before'' you're at the brink of death; it takes a few turns to kick in, and it's much easier to survive on an unexplored, dangerous floor when you're relatively unscathed. Spells that disable enemies ([[Slow]], [[Petrify]], [[Cause Fear]], and other [[Hexes]]) are excellent for making getaways. While formicids can't blink normally, [[Dithmenos]]' Shadow Step provides an effect similar to [[Controlled Blink]], although it requires a sleeping (or otherwise stationary) target. Likewise, [[Passage of Golubria]] and [[Lugonu]]'s Bend Space ability cause space to bend, not you, and thus still function as normal for you. [[Swiftness]] still functions correctly for you, so if you need a quick (but not lengthy) escape, it may be your best option&lt;br /&gt;
&lt;br /&gt;
Your antennae and high Stealth aptitude allow you to see large bands and dangerous opponents before engaging them, making it much easier for you to lure individuals away from a group or simply avoid the fight entirely. When pursued by an enemy you can't outrun or hex, luring it over a [[teleport trap]] is a great way to lose it, so keep an eye out for those. Be careful not to enter the trap yourself though, as it will vanish in spite of your stasis. Most importantly, don't forget that simply walking away before an impossible fight begins is sometimes the best option you've got. This makes [[boots]] of [[running]] particularly desirable; it is one of the only methods a formicid has of outrunning opponents.&lt;br /&gt;
&lt;br /&gt;
When it comes to [[god]] selection for a more [[melee]]-oriented fomicid character, [[Trog]] may seem like a poor choice due to formicids' stasis, but neither should be viewed as entirely out of the question. While Trog's berserk ability will not function, the remainder of his later, more powerful invocations will still function normally. &lt;br /&gt;
&lt;br /&gt;
Another god you might consider is [[Lugonu]], whose Bend Space ability will allow you to blink despite your stasis.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], formicids were unaffected by [[Okawaru]]'s finesse.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], formicids could throw large rocks.&lt;br /&gt;
&lt;br /&gt;
Formicids were added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
During much of their development, formicids were known as '''dwants''' (or '''dwarf-ants'''). They also had less HP but leveled even faster than humans. In addition, they were particularly vulnerable to [[poison]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
[http://git.develz.org/?p=crawl.git;a=shortlog;h=refs/heads/dwants Formicid development branch]&lt;br /&gt;
&lt;br /&gt;
[https://crawl.develz.org/tavern/viewtopic.php?f=8&amp;amp;t=8298 Tavern discussion]&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Altar&amp;diff=37335</id>
		<title>Altar</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Altar&amp;diff=37335"/>
				<updated>2015-06-17T19:08:06Z</updated>
		
		<summary type="html">&lt;p&gt;BGRAS0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
'''Altars''' are religious structures that allow you to interact with the various [[god]]s of ''Crawl''. Each altar is dedicated to a single god. You can [[Choosing a god|convert to a god's religion]] by [[praying]] (command '''p''') at their altar. When you do this, you will be shown a description of the god and asked if you're ''sure'' you want to worship them, just in case.&lt;br /&gt;
&lt;br /&gt;
Worshiping a god will provide you with several useful abilities, but usually comes with an associated cost or set of restricted actions. Failing to follow your god's code of conduct will result in being stripped of your benefits until you've made [[penance]]; you may also have to deal with [[divine retribution]]. As such, make your choice of god carefully.&lt;br /&gt;
&lt;br /&gt;
Altars are usually irrelevant for purposes other than joining a religion.  However, [[Zin]] takes donations of gold at his altars, while [[Lugonu]], [[Kikubaaqudgha]], and [[the Shining One]] all give one-time gifts to high-piety worshipers who pray at theirs.&lt;br /&gt;
&lt;br /&gt;
Altars to most gods can be found at the [[Ecumenical Temple]] (found somewhere between Dungeon 4 and 7). You can find the full set of altars scattered at random throughout the [[Dungeon]] and other branches.&lt;br /&gt;
&lt;br /&gt;
==Ashenzari==&lt;br /&gt;
[[File:Ashenzari altar.png]] {{flavour|A shattered altar of [[Ashenzari]].&lt;br /&gt;
&lt;br /&gt;
This crystal altar shattered to pieces when Ashenzari was cursed. But still, there is power here: a dark aura holds the shards in mid-explosion, suspended in time and space much like the god they herald.}}&lt;br /&gt;
&lt;br /&gt;
==Beogh==&lt;br /&gt;
[[File:Beogh altar.png]] {{flavour|A roughly hewn altar of [[Beogh]].&lt;br /&gt;
&lt;br /&gt;
An altar to Beogh, unmistakably roughly hewn by orcish artisans.}}&lt;br /&gt;
&lt;br /&gt;
==Cheibriados==&lt;br /&gt;
[[File:Cheibriados altar.png]] {{flavour|A snail-covered altar of [[Cheibriados]].&lt;br /&gt;
&lt;br /&gt;
This altar seems somehow more stationary than the others.}}&lt;br /&gt;
&lt;br /&gt;
==Dithmenos==&lt;br /&gt;
[[File:Dithmenos altar.png]] {{flavour|A shadowy altar of [[Dithmenos]].&lt;br /&gt;
&lt;br /&gt;
This altar to Dithmenos the Shadowed seems to absorb light from its surroundings.}}&lt;br /&gt;
&lt;br /&gt;
==Elyvilon==&lt;br /&gt;
[[File:Elyvilon altar.png]] {{flavour|A white marble altar of [[Elyvilon]].&lt;br /&gt;
&lt;br /&gt;
An altar to Elyvilon the Healer, made from purest white marble and topped by a sculpture of the Chalice of Purification.}}&lt;br /&gt;
&lt;br /&gt;
==Fedhas==&lt;br /&gt;
[[File:Fedhas altar.png]] {{flavour|A blossoming altar of [[Fedhas Madash]].&lt;br /&gt;
&lt;br /&gt;
An altar to Fedhas Madash, covered in vibrant and colourful plant life.}}&lt;br /&gt;
&lt;br /&gt;
==Gozag==&lt;br /&gt;
[[File:Gozag altar.png]] {{flavour|An opulent altar of [[Gozag]].&lt;br /&gt;
&lt;br /&gt;
This glittering golden and bejewelled altar to Gozag Ym Sagoz the Greedy gleams brightly, even in the dim dungeon light.}}&lt;br /&gt;
&lt;br /&gt;
==Jiyva==&lt;br /&gt;
[[File:Jiyva altar.png]] {{flavour|A viscous altar of [[Jiyva]].&lt;br /&gt;
&lt;br /&gt;
A slimy, ever-shifting altar to Jiyva. You're not sure what it's made from, and you don't really want to know.}}&lt;br /&gt;
&lt;br /&gt;
==Kikubaaqudgha==&lt;br /&gt;
[[File:Kikubaaqudgha altar.png]] {{flavour|An ancient bone altar of [[Kikubaaqudgha]].&lt;br /&gt;
&lt;br /&gt;
Ancient bones were piled here to form an altar to the terrible Demon-God Kikubaaqudgha.}}&lt;br /&gt;
&lt;br /&gt;
==Lugonu==&lt;br /&gt;
[[File:Lugonu altar.png]] {{flavour|A corrupted altar of [[Lugonu]].&lt;br /&gt;
&lt;br /&gt;
An altar to Lugonu the Unformed, possibly dedicated to some other power before it was irrevocably corrupted.}}&lt;br /&gt;
&lt;br /&gt;
==Makhleb==&lt;br /&gt;
[[File:Makhleb altar.png]] {{flavour|A burning altar of [[Makhleb]].&lt;br /&gt;
&lt;br /&gt;
An ever-burning altar to Makhleb the Destroyer. Strange, twisting shapes are visible in the flames.}}&lt;br /&gt;
&lt;br /&gt;
==Nemelex==&lt;br /&gt;
[[File:Nemelex altar.png]] {{flavour|A sparkling altar of [[Nemelex Xobeh]].&lt;br /&gt;
&lt;br /&gt;
This altar sparkles with a lightshow greater than any gambling den's to attract followers for Nemelex Xobeh.}}&lt;br /&gt;
&lt;br /&gt;
==Okawaru==&lt;br /&gt;
[[File:Okawaru altar.png]] {{flavour|An iron altar of [[Okawaru]].&lt;br /&gt;
&lt;br /&gt;
An altar of iron and steel dedicated to the Warmaster Okawaru. Its edges are surprisingly sharp.}}&lt;br /&gt;
&lt;br /&gt;
==Qazlal==&lt;br /&gt;
[[File:Qazlal altar.png]] {{flavour|A stormy altar of [[Qazlal]].&lt;br /&gt;
&lt;br /&gt;
Fierce winds, electrical discharges, puffs of fire and magma, and the occasional tremor surround this altar to Qazlal Stormbringer.}}&lt;br /&gt;
&lt;br /&gt;
==Ru==&lt;br /&gt;
[[File:Ru altar.png]] {{flavour|A sacrificial altar of [[Ru]].&lt;br /&gt;
&lt;br /&gt;
An altar to Ru the Awakened in the shape of a scales with a heart in one scale and a pictogram representing power and enlightenment in the other.}}&lt;br /&gt;
&lt;br /&gt;
==Sif Muna==&lt;br /&gt;
[[File:Sif muna.png]] {{flavour|A deep blue altar of [[Sif Muna]].&lt;br /&gt;
&lt;br /&gt;
An altar of the deepest blue, covered in intricate patterns and writings in long forgotten scripts, devoted to Sif Muna the Loreminder.}}&lt;br /&gt;
&lt;br /&gt;
==Trog==&lt;br /&gt;
[[File:Trog altar.png]] {{flavour|A bloodstained altar of [[Trog]].&lt;br /&gt;
&lt;br /&gt;
An altar to Trog the Wrathful, crudely made by what seems to be the hands of giants and covered in bloodstains}}&lt;br /&gt;
&lt;br /&gt;
==Vehumet==&lt;br /&gt;
[[File:Vehumet altar.png]] {{flavour|A radiant altar of [[Vehumet]].&lt;br /&gt;
&lt;br /&gt;
An altar, ablaze in the lights of Iskenderun and promising great destructive powers to those who would follow Vehumet.}}&lt;br /&gt;
&lt;br /&gt;
==Xom==&lt;br /&gt;
[[File:Xom altar.png]] {{flavour|A shimmering altar of [[Xom]].&lt;br /&gt;
&lt;br /&gt;
This altar constantly shimmers in all visible colours and probably some invisible ones, too, matching the whims of Xom the Unpredictable, to whom it is dedicated.}}&lt;br /&gt;
&lt;br /&gt;
==Yredelemnul==&lt;br /&gt;
[[File:Yredelemnul altar.png]] {{flavour|A basalt altar of [[Yredelemnul]].&lt;br /&gt;
&lt;br /&gt;
An altar to Yredelemnul the Dark, worked from columnar basalt.}}&lt;br /&gt;
&lt;br /&gt;
==Zin==&lt;br /&gt;
[[File:Zin altar.png]] {{flavour|A glowing silver altar of [[Zin]].&lt;br /&gt;
&lt;br /&gt;
An altar to Zin the Law-Giver, made from silver as pristine as Zin's followers are expected to be, and glowing gently.}}&lt;br /&gt;
&lt;br /&gt;
==The Shining One==&lt;br /&gt;
[[File:The shining one altar.png]] {{flavour|A glowing golden altar of [[The Shining One]].&lt;br /&gt;
&lt;br /&gt;
An altar to the Shining One, made from the purest gold and almost blinding in its radiance.}}&lt;br /&gt;
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==Faded Altar==&lt;br /&gt;
{{flavour|A faded altar to an unknown god.&lt;br /&gt;
&lt;br /&gt;
An ancient altar, stripped of all identifying characteristics by the passage of time. Praying at it will convert you to an unknown god, and the altar's deity will greatly appreciate conversion at so ancient a site of worship.}}&lt;br /&gt;
&lt;br /&gt;
Faded altars exist only in [[0.17]] and will start you off with a chunk of piety. They pose a risk, however, as the god may greatly clash with your strategy (think Sif Muna for a Melee character).&lt;br /&gt;
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[[Category:Religion]]&lt;br /&gt;
[[Category:Dungeon Features]]&lt;/div&gt;</summary>
		<author><name>BGRAS0</name></author>	</entry>

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