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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Barberik</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=Barberik"/>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/Special:Contributions/Barberik"/>
		<updated>2026-05-07T02:43:23Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Antimagic&amp;diff=42522</id>
		<title>Antimagic</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Antimagic&amp;diff=42522"/>
				<updated>2016-06-28T18:06:21Z</updated>
		
		<summary type="html">&lt;p&gt;Barberik: Organized it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{flavour|It disrupts the flow of magical energy around spellcasters and certain magical creatures (including the wielder).}}&lt;br /&gt;
&lt;br /&gt;
The '''antimagic''' [[brand]] causes [[weapon]]s to interfere with the [[spellcasting]] of anything wounded by them.&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
Monsters struck by these weapons gain a temporary spell failure rate (this rises as they take antimagic damage but falls over time), while players simply lose [[MP]] with each strike. This effect works on anything that uses magic, including [[silence]]-proof targets such as [[demon]]s and [[orbs of fire]]. The effect on monsters is treated as a status effect with increasing duration with increasing damage dealt to the target.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, so long as you are wielding this weapon, your max MP will be reduced by 2/3, making it something that caster characters should be cautious about wielding carelessly. However, a character who has already exhausted his MP pool is free to switch to it mid-combat, and in some cases the effect may be worth the sudden loss of the majority of your casting capacity.&lt;br /&gt;
&lt;br /&gt;
==Occurrence==&lt;br /&gt;
The antimagic brand is [[Trog]]'s special brand. His weapon gifts often (but not always) carry this brand. [[Vine stalker]]s also possess a unique antimagic [[auxiliary attack|bite attack]] which functions similarly.&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
In spite of its inability to deal extra damage, antimagic weapons are extremely useful, at least in certain situations. A well-enchanted weapon in the hands of a capable fighter will be able to cause most of an enemy's spells to fail, which amounts to semi-[[paralysis]]. As such, antimagic weapons can reduce the threat posed by powerful end-game opponents such as the lords of [[Hell]] or [[orbs of fire]] dramatically; you just have to get into melee range with the enemy first.&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Barberik</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Bardiche&amp;diff=42521</id>
		<title>Bardiche</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Bardiche&amp;diff=42521"/>
				<updated>2016-06-28T17:56:29Z</updated>
		
		<summary type="html">&lt;p&gt;Barberik: actually changed the version number this time.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{weapon&lt;br /&gt;
 |name      = Bardiche&lt;br /&gt;
 |cost      = ?&lt;br /&gt;
 |weight    = 20.0&lt;br /&gt;
 |skill     = Polearms&lt;br /&gt;
 |damage    = 18&lt;br /&gt;
 |accuracy  = -6&lt;br /&gt;
 |basedelay = 20 (200%)&lt;br /&gt;
 |mindelay  = 7 at skill 26&lt;br /&gt;
 |hands     = 2H&lt;br /&gt;
 |size      = Large&lt;br /&gt;
 |damtype   = Chopping&lt;br /&gt;
 |ranged    = No&lt;br /&gt;
 |acquirement = 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A long pole with an enormous, cleaving blade on one end.}}&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|This weapon falls into the '[[Polearms]]' category. It is a two handed weapon.}}&lt;br /&gt;
&lt;br /&gt;
The '''bardiche''' is the largest, slowest, and most powerful polearm available. Due to their massive base damage, they perform particularly well with [[freezing]], [[speed]], or [[holy wrath]] [[brand]]s. Unfortunately, they require two hands to wield and a whopping 26 Polearms skill to attack at min delay, so many players will get better performance throughout much of the game wielding a [[glaive]] or [[demon trident]] and [[shields|shield]] instead. If you have plenty of [[experience]] to spare, you may wish to upgrade to a bardiche later in the game, particularly if you're playing a [[merfolk]] and wish to take advantage of their phenomenal Polearms aptitudes, but doing so is by no means necessary to create a character capable of winning.&lt;br /&gt;
&lt;br /&gt;
Although extremely rare, bardiches occasionally generate in the possession of the [[list of demonspawn|demonspawn]] opponents in [[Pandemonium]]. Like all polearms, bardiches are capable of [[reaching]] attacks.&lt;br /&gt;
&lt;br /&gt;
Since bardiches are chopping weapons, they are liable to chop off hydra heads.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || Image&lt;br /&gt;
|-&lt;br /&gt;
| '''Mundane''' || [[File:Bardiche1.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical''' || [[File:Bardiche2.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Artifact''' || [[File:Bardiche3.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.10]], these lacked innate reaching.&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Polearms]]&lt;/div&gt;</summary>
		<author><name>Barberik</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Bardiche&amp;diff=42520</id>
		<title>Bardiche</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Bardiche&amp;diff=42520"/>
				<updated>2016-06-28T17:56:05Z</updated>
		
		<summary type="html">&lt;p&gt;Barberik: Verified up-to-date with 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{weapon&lt;br /&gt;
 |name      = Bardiche&lt;br /&gt;
 |cost      = ?&lt;br /&gt;
 |weight    = 20.0&lt;br /&gt;
 |skill     = Polearms&lt;br /&gt;
 |damage    = 18&lt;br /&gt;
 |accuracy  = -6&lt;br /&gt;
 |basedelay = 20 (200%)&lt;br /&gt;
 |mindelay  = 7 at skill 26&lt;br /&gt;
 |hands     = 2H&lt;br /&gt;
 |size      = Large&lt;br /&gt;
 |damtype   = Chopping&lt;br /&gt;
 |ranged    = No&lt;br /&gt;
 |acquirement = 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A long pole with an enormous, cleaving blade on one end.}}&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|This weapon falls into the '[[Polearms]]' category. It is a two handed weapon.}}&lt;br /&gt;
&lt;br /&gt;
The '''bardiche''' is the largest, slowest, and most powerful polearm available. Due to their massive base damage, they perform particularly well with [[freezing]], [[speed]], or [[holy wrath]] [[brand]]s. Unfortunately, they require two hands to wield and a whopping 26 Polearms skill to attack at min delay, so many players will get better performance throughout much of the game wielding a [[glaive]] or [[demon trident]] and [[shields|shield]] instead. If you have plenty of [[experience]] to spare, you may wish to upgrade to a bardiche later in the game, particularly if you're playing a [[merfolk]] and wish to take advantage of their phenomenal Polearms aptitudes, but doing so is by no means necessary to create a character capable of winning.&lt;br /&gt;
&lt;br /&gt;
Although extremely rare, bardiches occasionally generate in the possession of the [[list of demonspawn|demonspawn]] opponents in [[Pandemonium]]. Like all polearms, bardiches are capable of [[reaching]] attacks.&lt;br /&gt;
&lt;br /&gt;
Since bardiches are chopping weapons, they are liable to chop off hydra heads.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || Image&lt;br /&gt;
|-&lt;br /&gt;
| '''Mundane''' || [[File:Bardiche1.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical''' || [[File:Bardiche2.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Artifact''' || [[File:Bardiche3.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.10]], these lacked innate reaching.&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Polearms]]&lt;/div&gt;</summary>
		<author><name>Barberik</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Chaos_Knight&amp;diff=42519</id>
		<title>Chaos Knight</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Chaos_Knight&amp;diff=42519"/>
				<updated>2016-06-28T17:53:35Z</updated>
		
		<summary type="html">&lt;p&gt;Barberik: Verified it is up-to-date for 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{flavour|The Chaos Knight is a plaything of Xom. Xom is a very unpredictable (and possibly psychotic) entity who rewards or punishes according to whim.}}&lt;br /&gt;
'''Chaos Knights''' are warriors who serve [[Xom]], the unpredictable and psychotic God of Chaos. This is not a religion for the faint of heart, for Xom is a fickle, capricious deity who sees his chosen as his personal playthings. He takes delight in their risks and misfortunes, and he is quick to punish those who bore him. Chaos Knights who can keep Xom entertained (and survive) will find themselves showered with his blessings... but their lives are more often painful and short.&lt;br /&gt;
&lt;br /&gt;
Chaos Knights start with 100 '[[piety]]', meaning that Xom is currently neutral towards them.  This will quickly change, though.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
If you simply must play a Chaos Knight, the game recommends [[Hill Orc]], [[Troll]], [[Centaur]], [[Merfolk]], [[Minotaur]], [[Draconian]] or [[Demonspawn]] as your race. &lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s cannot be Chaos Knights (or any other religious class).&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 [[chaos]] [[weapon of choice]] ([[short sword]], [[mace]], [[hand axe]], [[spear]], or [[falchion]]) or [[Unarmed Combat|unarmed]].&lt;br /&gt;
*+2 [[leather armour]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 3&lt;br /&gt;
*Chosen Weapon's Skill: 3&lt;br /&gt;
*[[Armour]]: 1 (+1 if Armour aptitude &amp;gt;= Dodging aptitude)&lt;br /&gt;
*[[Dodging]]: 1 (+1 if Dodging aptitude &amp;gt; Armour aptitude)&lt;br /&gt;
&lt;br /&gt;
Choosing Chaos Knight adds 4 to your starting [[Strength]], [[Intelligence]] and [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This is in many ways a challenge class, as dealing with Xom makes your run through the [[Dungeon]] even more of a crapshoot than it already is, especially if you choose not to spoil yourself by reading the Xom page!&lt;br /&gt;
&lt;br /&gt;
Unlike other [[god]]s, Xom's feelings about you don't progress in an entirely predictable or fair manner. You ''do'' get feedback when you've done something to please him, but if you're used to the &amp;quot;follow the Appreciates list, score piety, be rewarded&amp;quot; logic of other gods, you'll have to abandon it here. Even if you do everything &amp;quot;right&amp;quot; by Xom, his 'rewards' are still random, just somewhat better on average.  For Xom fans, of course, that's all part of the fun!&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], Chaos Knights started with 20 [[gold]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], Chaos Knights started with a +2, +2 normal weapon of choice ([[short sword]], [[mace]], [[hand axe]], or [[spear]]).&lt;br /&gt;
&lt;br /&gt;
In [[0.7]] and prior versions, Chaos Knights could worship Xom, [[Makhleb]], or [[Lugonu]]. CK of Makhleb was particularly easy, and therefore was removed; CK of Lugonu was split off into [[Abyssal Knight]].&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Barberik</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Brigand&amp;diff=42518</id>
		<title>Brigand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Brigand&amp;diff=42518"/>
				<updated>2016-06-28T17:49:44Z</updated>
		
		<summary type="html">&lt;p&gt;Barberik: Verified it is all up-to-date for 0.18. No changes made&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{flavour|An Assassin is a stealthy character who is especially good at killing, using daggers or blowguns.}}&lt;br /&gt;
'''Assassins''' are operatives who specialize in stealth and the killing of unsuspecting victims. They are often the servants of criminal syndicates, dark lords, and other villains, but they can also be simply mercenary in their outlook, or even antiheroic, striking terror in the hearts of evildoers. They start with the tools to silently and quickly take down the living.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
[[Halfling]], [[Spriggan]], [[Troll]], [[Vine Stalker]], [[Demonspawn]], and [[Vampire]] are the recommended races if you pick an Assassin 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;
*+2 [[dagger]]&lt;br /&gt;
*+0 [[blowgun]]&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*+0 [[cloak]]&lt;br /&gt;
*10 [[needle]]s (8 [[poisoned]], 2 [[curare]])&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 2&lt;br /&gt;
*[[Short Blades]]: 2&lt;br /&gt;
*[[Throwing]]: 2&lt;br /&gt;
*[[Dodging]]: 1&lt;br /&gt;
*[[Stealth]]: 4&lt;br /&gt;
&lt;br /&gt;
Choosing Assassin adds 3 to your starting [[Strength]], 3 to your starting [[Intelligence]] and 6 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Assassins are a good general starting background for stealthy types; the enchanted dagger handles early-game monsters very well, while the curare and poisoned needles are excellent for taking down tougher targets. It is also a fairly versatile background: they start with more neutral stats than a [[Fighter]] or a [[Wizard]], which means they can easily choose to take up magic, fighting, or a hybrid style.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], the starting dagger had an enchantment of +2, +2.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Assassins began with [[potions of poison]] identified, and had 50 [[gold]].&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Barberik</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hexslinger&amp;diff=42517</id>
		<title>Hexslinger</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hexslinger&amp;diff=42517"/>
				<updated>2016-06-28T17:36:22Z</updated>
		
		<summary type="html">&lt;p&gt;Barberik: Verified information is up to date with 0.18. Removed reference to control teleport.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{flavour|Arcane Marksmen are Hunters who use debilitating spells to assist their ranged attacks. They are particularly good at keeping their enemies at a distance.}}&lt;br /&gt;
'''Arcane Marksmen''' are ranged combat specialists who complement their attacks with [[Hexes]] magic. What the [[Skald]] is to the [[Fighter]], the Arcane Marksman is to the [[Hunter]]. Arcane Marksmen enter the Dungeon with the [[Corona]] spell in memory.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
[[High Elf]], [[Deep Elf]], [[Kobold]], [[Spriggan]], [[Troll]], and [[Centaur]] are the recommended races if you pick an Arcane Marksman 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;
*[[javelin]]s, [[sling]], [[bow]] or [[crossbow]] of your choice&lt;br /&gt;
** Those starting with a launcher start with 20 of the appropriate ammo ([[sling bullet]]s, [[arrow]]s, or [[bolt]]s).  Those starting with javelins start with 5 of them, as well as 2 [[throwing net]]s.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Book of Debilitation]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 1&lt;br /&gt;
*Chosen Weapon's Skill: 2&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Spellcasting]]: 1&lt;br /&gt;
*[[Hexes]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Arcane Marksman adds 3 to your starting [[Strength]], 5 to your starting [[Intelligence]] and 4 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Arcane Marksmen are fragile and dependent on a limited ammo supply to get them through tough fights. The first floors of the dungeon often have extra ammunition lying around, make sure to look for it. If you're low on ammo, the most effective strategy is to grab a decent melee weapon and use it in place of your ranged weapon in easy fight, while you keep training your ranged combat skill. Reserve your ammo for nastier stuff like [[gnoll]]s and [[adder]]s.&lt;br /&gt;
&lt;br /&gt;
[[Corona]] everything you don't overpower, regardless of whether you're shooting or going hand-to-hand. [[Slow]] often takes several castings to apply but can enable a kiting strategy for things you can't melee safely. [[Inner Flame]] can be tricky to pull off but is very effective against groups, especially if you can combine it with [[Portal Projectile]]. [[Cause Fear]] is both a great panic button and offensive tool, but doesn't work on undead or demons, so have fun with it in the Lair branches!&lt;br /&gt;
&lt;br /&gt;
Look for [[Blink]], and [[Summon Butterflies]] with [[Portal Projectile]] -- those are fantastic utilities for a ranged player throughout the entire game. Eventually, you'll want to be able to cast [[Haste]] and [[Deflect Missiles]] as well. That's really all you need to sweep through most branches. An enchanted bow, a big stack of arrows, and a handful of spells. You'll have a lot of experience left over, so pour it into [[Fighting]], [[Armour]]/[[Dodging]], and [[Stealth]].&lt;br /&gt;
&lt;br /&gt;
[[Okawaru]] is a decent choice for playing it safe since his ammo gifts will help ease the strain on you until you build up a big surplus, and he'll eventually give you a well-enchanted [[longbow]] too. If you find yourself running low on ammo, dive deeper into the main [[Dungeon]] or head for [[the Vaults]]. [[Centaur]]s and [[yaktaur]]s are eager to help you reload.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In earlier versions of the game, ammunition for launchers was much less common in the early game. This required careful ammo management until supplies were found deeper in the dungeon.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], [[Control Teleport|teleport control]] combined with the blink spell allowed for semi-controlled blinks which was super useful for kiting even fast enemies.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], Arcane Marksmen starting with javelins didn't get any throwing nets.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Arcane Marksmen started with 2 levels of Spellcasting.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category: Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Barberik</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Antimagic&amp;diff=42516</id>
		<title>Antimagic</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Antimagic&amp;diff=42516"/>
				<updated>2016-06-28T17:17:05Z</updated>
		
		<summary type="html">&lt;p&gt;Barberik: Marked as up-to-date. I reviewed the source and don't see anything wrong. No drastic changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{flavour|It disrupts the flow of magical energy around spellcasters and certain magical creatures (including the wielder).}}&lt;br /&gt;
&lt;br /&gt;
The '''antimagic''' [[brand]] causes [[weapon]]s to interfere with the [[spellcasting]] of anything wounded by them. Monsters struck by these weapons gain a temporary spell failure rate (this rises as they take antimagic damage but falls over time), while players simply lose [[MP]] with each strike. This effect works on anything that uses magic, including [[silence]]-proof targets such as [[demon]]s and [[orbs of fire]].&lt;br /&gt;
&lt;br /&gt;
Unfortunately, so long as you are wielding this weapon, your max MP will be reduced by 2/3, making it something that caster characters should be cautious about wielding carelessly. However, a character who has already exhausted his MP pool is free to switch to it mid-combat, and in some cases the effect may be worth the sudden loss of the majority of your casting capacity.&lt;br /&gt;
&lt;br /&gt;
The antimagic brand is [[Trog]]'s special brand. His weapon gifts often (but not always) carry this brand. [[Vine stalker]]s also possess a unique antimagic [[auxiliary attack|bite attack]] which functions similarly.&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
In spite of its inability to deal extra damage, antimagic weapons are extremely useful, at least in certain situations. A well-enchanted weapon in the hands of a capable fighter will be able to cause most of an enemy's spells to fail, which amounts to semi-[[paralysis]]. As such, antimagic weapons can reduce the threat posed by powerful end-game opponents such as the lords of [[Hell]] or [[orbs of fire]] dramatically; you just have to get into melee range with the enemy first.&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Barberik</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Chaos&amp;diff=42515</id>
		<title>Chaos</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Chaos&amp;diff=42515"/>
				<updated>2016-06-28T16:55:59Z</updated>
		
		<summary type="html">&lt;p&gt;Barberik: /* History */ updated when ranged ammo could have brands.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
'''Chaos''' is a [[brand]] that [[weapon]]s may have. It imitates other brands with each attack producing a random effect.&lt;br /&gt;
&lt;br /&gt;
==Possible effects==&lt;br /&gt;
*[[Flaming]] (13.5%)&lt;br /&gt;
*[[Freezing]] (13.5%)&lt;br /&gt;
*[[Electrocution]] (13.5%)&lt;br /&gt;
*[[Venom]] (13.5%)&lt;br /&gt;
*[[Draining]] (6.75%)&lt;br /&gt;
*[[Vampiricism]] (6.75%)&lt;br /&gt;
*[[Holy wrath]] (6.75%)&lt;br /&gt;
*[[Antimagic]] (6.75%)&lt;br /&gt;
*[[Confusion]] (2.70%) (normally only found on [[needle]]s)&lt;br /&gt;
*[[Distortion]] (2.70%)&lt;br /&gt;
*Or &amp;quot;true&amp;quot; chaos, which can cause one of the following effects on the defender:&lt;br /&gt;
**A random [[miscast effect]] (3.2%)&lt;br /&gt;
**[[Heal|Healing]] (1.6%)&lt;br /&gt;
**[[Slow]] (1.6%)&lt;br /&gt;
**[[Haste]] (1.6%)&lt;br /&gt;
**[[Invisible|Invisibility]] (1.6%)&lt;br /&gt;
**[[Petrify]] (1.6%)&lt;br /&gt;
**[[Berserk]] (0.8%)&lt;br /&gt;
**[[Paralyze|Paralysis]] (0.8%)&lt;br /&gt;
**Or rarely...&lt;br /&gt;
**Duplicated - If the defender is an ally, then the copy is treated as a summon and will time out eventually.&lt;br /&gt;
**Turned into a [[shapeshifter]] or [[glowing shapeshifter]]&lt;br /&gt;
**[[Polymorph|Polymorphed]] into similar or higher HD monster&lt;br /&gt;
&lt;br /&gt;
Note that hexes produced by this brand don't check [[MR]]. The Chaos brand tries to pick a useful effect for the target: if the brand would have no effect (e.g. flaming brand on a fire elemental), then there is a 2/3 chance to roll a different effect.&lt;br /&gt;
&lt;br /&gt;
==Occurance==&lt;br /&gt;
The brand is gifted by [[Xom]] at random intervals (though not necessarily to the player), and is wielded by Xom's vault guards and the [[unique]]s [[Crazy Yiuf]] and (sometimes) [[Psyche]]. Some [[Pandemonium lord]]s and others have this for a base attack, and the [[Killer Klown|killer klown]]s have an even more chaotic version. Taking this brand (usually through Yiuf's quarterstaff or by playing as a [[chaos knight]]) will give you access to extremely powerful effects very early on that will overwhelm most low level monsters. Just understand that chaos is a fickle mistress, and it is only a matter of time before you [[berserk]] an eight headed [[hydra]]. Dropping this in favor of a more reliable brand is recommended as soon as possible.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Early game, the possible effects that may be caused by this weapon make it undesirable, due to the inability of early game characters to handle such a situation. However, late game, the brand is extremely powerful; the potential to paralyze, slow, petrify, banish, confuse, etc. can make it quite handy in long battles. The hexes it produces don't check magic resistance; you will be even be able to affect demon lords and other normally magic immune monsters, giving it a fantastic synergy with stabbers. Of course, chaos is a fickle mistress; you may be unlucky and end up hasting the foe or healing it. (Fortunately, many monsters in the late game are hasted anyway, can't berserk, or are physically incapable of polymorphing, improving its viability a little.)&lt;br /&gt;
&lt;br /&gt;
Of course, that's if you can get your hands on the brand itself. Xom grants it occasionally, but to whom and when is variable. Scrolls of brand weapon have an impressive 3/148 (2%) chance of granting the chaos brand (better chance if your previous brand was more common). Chaos branded weapons are not generated on the floor randomly, and will only be found in the possession of a few uniques and Xom's vault/altar guards.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], chaos weapons could [[shaft]] or [[polymorph]] the attacker.&lt;br /&gt;
&lt;br /&gt;
Prior to 0.18, ranged weapon ammo could have brands, including chaos brand.&lt;br /&gt;
&lt;br /&gt;
Between [[0.16]] and [[0.18]], chaos brand could imitate the [[reaping]] brand or move nearby stairs.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
List of brands: attack.cc - Line 1520 - attack_flavour attack::random_chaos_attack_flavour()&lt;br /&gt;
&lt;br /&gt;
Results of brands: melee_attack.cc - Line 2601 - melee_attack::mons_apply_attack_flavour()&lt;br /&gt;
&lt;br /&gt;
Affect of Chaos flavor: attack.cc - Line 599 - void attack::chaos_affects_defender()&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Barberik</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Air_Elementalist&amp;diff=42514</id>
		<title>Air Elementalist</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Air_Elementalist&amp;diff=42514"/>
				<updated>2016-06-28T16:49:44Z</updated>
		
		<summary type="html">&lt;p&gt;Barberik: Updated for 0.18. Removed Flight spell, the 20 gold starting and updated history.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{flavour|Air Elementalists are magicians who have specialised in air, one of the four types of elemental magic. Air Magic provides many useful charms in addition to some unique destructive capabilities.}}&lt;br /&gt;
'''Air Elementalists''' are mages who have chosen [[Air Magic]] for their specialization. Air Magic is not as purely destructive as [[Fire Magic]], but offers a variety of other useful effects for [[Dungeon]]-delvers.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
[[High Elf]], [[Deep Elf]], [[Naga]], [[Tengu]], [[Draconian]], and [[Vine Stalker]] are the recommended races if you pick an Air Elementalist 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 Air]]&lt;br /&gt;
*[[Bread ration]]&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;
*[[Conjurations]]: 1&lt;br /&gt;
*[[Air Magic]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Air Elementalist adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Air Elementalists have very good early-game survivability due to the large number of defensive spells in their starting spellbook, the [[Book of Air]]. Memorize these spells quickly and use them aggressively: &lt;br /&gt;
*[[Swiftness]] allows you to [[kite]] monsters of average [[speed]]&lt;br /&gt;
*[[Repel Missiles]] helps a lot against [[ranged attack]]ers&lt;br /&gt;
&lt;br /&gt;
Remember to [[doublezap]] by aiming shock and lightning bolt at walls. In Tiles, the aiming tracer will be bright yellow if the square will be affected by a doublezap.&lt;br /&gt;
&lt;br /&gt;
[[Sif Muna]] or [[Vehumet]] are recommended god choices that will help with magic.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.19]], [[multizap]] will now be automatically calculated for the player. When aiming a bounceable spell (shock or lightning bolt) it will automatically target the walls to get a bounce.&lt;br /&gt;
&lt;br /&gt;
The starting book, [[Book of Air]] used to contain the [[Flight_(spell)|flight]] spell, but was removed in 0.17.&lt;br /&gt;
&lt;br /&gt;
It used to be possible to triplezap and even quadrizap, but zapping was limited to twice in some earlier version of the game.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Air Elementalists started with only 1 level of Spellcasting and 20 gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Barberik</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Abyssal_Knight&amp;diff=42513</id>
		<title>Abyssal Knight</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Abyssal_Knight&amp;diff=42513"/>
				<updated>2016-06-28T16:40:52Z</updated>
		
		<summary type="html">&lt;p&gt;Barberik: /* History */ corrected history about removal of starting gold.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{flavour|The Abyssal Knight is a fighter serving Lugonu the Unformed, ruler of the Abyss. They are granted some power over the Abyss, and must spread death and disorder in return.}}&lt;br /&gt;
'''Abyssal Knights''' are warriors sent from [[the Abyss]] by [[Lugonu]], the god of corruption and chaos. Their purpose is to spread bloodshed and disorder in the [[Dungeon]], and must do so unflaggingly to earn Lugonu's favour. &lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
[[Hill Orc]], [[Spriggan]], [[Troll]], [[Merfolk]], [[Draconian]] and [[Demonspawn]] are the recommended races if you pick an Abyssal Knight Background.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s cannot be Abyssal Knights, as they cannot worship Lugonu (or any other god).&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;
*+1 [[weapon of choice]] ([[unarmed combat|unarmed]], [[hand axe]], [[spear]], [[short sword]], [[falchion]], or [[mace]])&lt;br /&gt;
*+0 [[leather armour]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 3&lt;br /&gt;
*Chosen Weapon's Skill: 2&lt;br /&gt;
*[[Armour]]: 1 (+1 if Armour Apt. &amp;gt;= Dodging Apt.)&lt;br /&gt;
*[[Dodging]]: 1 (+1 if Dodging Apt. &amp;gt; Armour Apt.)&lt;br /&gt;
*[[Invocations]]: 2&lt;br /&gt;
&lt;br /&gt;
Choosing Abyssal Knight adds 4 to your starting [[Strength]], [[Intelligence]] and [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
Abyssal Knights start with 38 [[piety]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Abyssal Knights start their game in the the Abyss with enough [[piety]] to use Lugonu's Depart the Abyss ability. There is little benefit to wandering the Abyss before leaving, as the items generated for you are of the same value and rarity as you will find on [[Dungeon]]:1, while the monsters are far, far worse. That being said, the piety cost of this ability is somewhat high. There is usually an exit located near your starting area, but don't risk fighting anything found here at level 1.&lt;br /&gt;
&lt;br /&gt;
Abyssal Knights begin with melee-oriented skills, supplemented by Lugonu's invocations (as they are earned). These powers include a [[blink]]-like ability, [[banishment]] of enemies, corruption of levels, and easy travel to and from the Abyss. These are mainly defensive abilities, and help an otherwise melee character out of tight spots. Of course, your Abyssal Knight is free to branch into ranged combat or magic should you wish to, and doing so eventually is strongly advised. Lugonu does not have any stringent requirements, and awards piety for both killing and corpse sacrifices, making it easy to play an Abyssal Knight in any way you like.&lt;br /&gt;
&lt;br /&gt;
Serving Lugonu has the advantage of making the [[abyssal rune]] easier to acquire; the rune is generated earlier for Lugonu worshippers and they can escape the Abyss ''much'' more easily than anyone else. Getting ''banished'' to the Abyss is also not the death sentence for Abyssal Knights that it is for low-level characters of other backgrounds. Also, the corruption ability makes it easy to disrupt well-guarded vaults, making it very useful when coupled with [[Apportation]] for grabbing runes without actually fighting its guardians.&lt;br /&gt;
&lt;br /&gt;
See also [[IonFrigate's guide to Abyssal Knights]] and [http://pastebin.com/QnHCvEVv Pacra's Abyssal Knight guide].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], abyssal knights started with +2, +2 weapons instead of +1.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], abyssal knights started with 20 gold.&lt;br /&gt;
&lt;br /&gt;
This background was added in [[0.8]], but it was essentially available in earlier versions by selecting a [[Chaos Knight]] of Lugonu. Now Chaos Knights can only be of [[Xom]].&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Barberik</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Abyssal_Knight&amp;diff=42508</id>
		<title>Abyssal Knight</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Abyssal_Knight&amp;diff=42508"/>
				<updated>2016-06-28T09:56:28Z</updated>
		
		<summary type="html">&lt;p&gt;Barberik: Updated and verified all information. 38 piety and starting equipment is all right.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{flavour|The Abyssal Knight is a fighter serving Lugonu the Unformed, ruler of the Abyss. They are granted some power over the Abyss, and must spread death and disorder in return.}}&lt;br /&gt;
'''Abyssal Knights''' are warriors sent from [[the Abyss]] by [[Lugonu]], the god of corruption and chaos. Their purpose is to spread bloodshed and disorder in the [[Dungeon]], and must do so unflaggingly to earn Lugonu's favour. &lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
[[Hill Orc]], [[Spriggan]], [[Troll]], [[Merfolk]], [[Draconian]] and [[Demonspawn]] are the recommended races if you pick an Abyssal Knight Background.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s cannot be Abyssal Knights, as they cannot worship Lugonu (or any other god).&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;
*+1 [[weapon of choice]] ([[unarmed combat|unarmed]], [[hand axe]], [[spear]], [[short sword]], [[falchion]], or [[mace]])&lt;br /&gt;
*+0 [[leather armour]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 3&lt;br /&gt;
*Chosen Weapon's Skill: 2&lt;br /&gt;
*[[Armour]]: 1 (+1 if Armour Apt. &amp;gt;= Dodging Apt.)&lt;br /&gt;
*[[Dodging]]: 1 (+1 if Dodging Apt. &amp;gt; Armour Apt.)&lt;br /&gt;
*[[Invocations]]: 2&lt;br /&gt;
&lt;br /&gt;
Choosing Abyssal Knight adds 4 to your starting [[Strength]], [[Intelligence]] and [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
Abyssal Knights start with 38 [[piety]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Abyssal Knights start their game in the the Abyss with enough [[piety]] to use Lugonu's Depart the Abyss ability. There is little benefit to wandering the Abyss before leaving, as the items generated for you are of the same value and rarity as you will find on [[Dungeon]]:1, while the monsters are far, far worse. That being said, the piety cost of this ability is somewhat high. There is usually an exit located near your starting area, but don't risk fighting anything found here at level 1.&lt;br /&gt;
&lt;br /&gt;
Abyssal Knights begin with melee-oriented skills, supplemented by Lugonu's invocations (as they are earned). These powers include a [[blink]]-like ability, [[banishment]] of enemies, corruption of levels, and easy travel to and from the Abyss. These are mainly defensive abilities, and help an otherwise melee character out of tight spots. Of course, your Abyssal Knight is free to branch into ranged combat or magic should you wish to, and doing so eventually is strongly advised. Lugonu does not have any stringent requirements, and awards piety for both killing and corpse sacrifices, making it easy to play an Abyssal Knight in any way you like.&lt;br /&gt;
&lt;br /&gt;
Serving Lugonu has the advantage of making the [[abyssal rune]] easier to acquire; the rune is generated earlier for Lugonu worshippers and they can escape the Abyss ''much'' more easily than anyone else. Getting ''banished'' to the Abyss is also not the death sentence for Abyssal Knights that it is for low-level characters of other backgrounds. Also, the corruption ability makes it easy to disrupt well-guarded vaults, making it very useful when coupled with [[Apportation]] for grabbing runes without actually fighting its guardians.&lt;br /&gt;
&lt;br /&gt;
See also [[IonFrigate's guide to Abyssal Knights]] and [http://pastebin.com/QnHCvEVv Pacra's Abyssal Knight guide].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], abyssal knights started with +2, +2 weapons instead of +1.&lt;br /&gt;
In [[0.16]] or [[0.17]] all backgrounds start with 0 gold.&lt;br /&gt;
&lt;br /&gt;
This background was added in [[0.8]], but it was essentially available in earlier versions by selecting a [[Chaos Knight]] of Lugonu. Now Chaos Knights can only be of [[Xom]].&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Barberik</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Chaos&amp;diff=42507</id>
		<title>Chaos</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Chaos&amp;diff=42507"/>
				<updated>2016-06-28T09:34:22Z</updated>
		
		<summary type="html">&lt;p&gt;Barberik: /* Possible effects */ added reroll chance.  https://github.com/crawl/crawl/blob/0ce116621bf348f651a85f0117e9c08d1be16dbd/crawl-ref/source/attack.cc#L1513&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
'''Chaos''' is a [[brand]] that [[weapon]]s may have. It imitates other brands with each attack producing a random effect.&lt;br /&gt;
&lt;br /&gt;
==Possible effects==&lt;br /&gt;
*[[Flaming]] (13.5%)&lt;br /&gt;
*[[Freezing]] (13.5%)&lt;br /&gt;
*[[Electrocution]] (13.5%)&lt;br /&gt;
*[[Venom]] (13.5%)&lt;br /&gt;
*[[Draining]] (6.75%)&lt;br /&gt;
*[[Vampiricism]] (6.75%)&lt;br /&gt;
*[[Holy wrath]] (6.75%)&lt;br /&gt;
*[[Antimagic]] (6.75%)&lt;br /&gt;
*[[Confusion]] (2.70%) (normally only found on [[needle]]s)&lt;br /&gt;
*[[Distortion]] (2.70%)&lt;br /&gt;
*Or &amp;quot;true&amp;quot; chaos, which can cause one of the following effects on the defender:&lt;br /&gt;
**A random [[miscast effect]] (3.2%)&lt;br /&gt;
**[[Heal|Healing]] (1.6%)&lt;br /&gt;
**[[Slow]] (1.6%)&lt;br /&gt;
**[[Haste]] (1.6%)&lt;br /&gt;
**[[Invisible|Invisibility]] (1.6%)&lt;br /&gt;
**[[Petrify]] (1.6%)&lt;br /&gt;
**[[Berserk]] (0.8%)&lt;br /&gt;
**[[Paralyze|Paralysis]] (0.8%)&lt;br /&gt;
**Or rarely...&lt;br /&gt;
**Duplicated - If the defender is an ally, then the copy is treated as a summon and will time out eventually.&lt;br /&gt;
**Turned into a [[shapeshifter]] or [[glowing shapeshifter]]&lt;br /&gt;
**[[Polymorph|Polymorphed]] into similar or higher HD monster&lt;br /&gt;
&lt;br /&gt;
Note that hexes produced by this brand don't check [[MR]]. The Chaos brand tries to pick a useful effect for the target: if the brand would have no effect (e.g. flaming brand on a fire elemental), then there is a 2/3 chance to roll a different effect.&lt;br /&gt;
&lt;br /&gt;
==Occurance==&lt;br /&gt;
The brand is gifted by [[Xom]] at random intervals (though not necessarily to the player), and is wielded by Xom's vault guards and the [[unique]]s [[Crazy Yiuf]] and (sometimes) [[Psyche]]. Some [[Pandemonium lord]]s and others have this for a base attack, and the [[Killer Klown|killer klown]]s have an even more chaotic version. Taking this brand (usually through Yiuf's quarterstaff or by playing as a [[chaos knight]]) will give you access to extremely powerful effects very early on that will overwhelm most low level monsters. Just understand that chaos is a fickle mistress, and it is only a matter of time before you [[berserk]] an eight headed [[hydra]]. Dropping this in favor of a more reliable brand is recommended as soon as possible.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Early game, the possible effects that may be caused by this weapon make it undesirable, due to the inability of early game characters to handle such a situation. However, late game, the brand is extremely powerful; the potential to paralyze, slow, petrify, banish, confuse, etc. can make it quite handy in long battles. The hexes it produces don't check magic resistance; you will be even be able to affect demon lords and other normally magic immune monsters, giving it a fantastic synergy with stabbers. Of course, chaos is a fickle mistress; you may be unlucky and end up hasting the foe or healing it. (Fortunately, many monsters in the late game are hasted anyway, can't berserk, or are physically incapable of polymorphing, improving its viability a little.)&lt;br /&gt;
&lt;br /&gt;
Of course, that's if you can get your hands on the brand itself. Xom grants it occasionally, but to whom and when is variable. Scrolls of brand weapon have an impressive 3/148 (2%) chance of granting the chaos brand (better chance if your previous brand was more common). Chaos branded weapons are not generated on the floor randomly, and will only be found in the possession of a few uniques and Xom's vault/altar guards.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], chaos weapons could [[shaft]] or [[polymorph]] the attacker.&lt;br /&gt;
&lt;br /&gt;
Between [[0.16]] and [[0.18]], chaos brand could appear on missiles, and the brand could imitate the [[reaping]] brand or move nearby stairs.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
List of brands: attack.cc - Line 1520 - attack_flavour attack::random_chaos_attack_flavour()&lt;br /&gt;
&lt;br /&gt;
Results of brands: melee_attack.cc - Line 2601 - melee_attack::mons_apply_attack_flavour()&lt;br /&gt;
&lt;br /&gt;
Affect of Chaos flavor: attack.cc - Line 599 - void attack::chaos_affects_defender()&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Barberik</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Chaos&amp;diff=42506</id>
		<title>Talk:Chaos</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Chaos&amp;diff=42506"/>
				<updated>2016-06-28T09:23:35Z</updated>
		
		<summary type="html">&lt;p&gt;Barberik: /* Launcher of Chaos? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Per the Tavern message boards, chaos weapons can also generate a [[shaft]] beneath you or move the stairs you're standing on a space away. Can any code divers confirm that these are possible? Link [https://crawl.develz.org/tavern/viewtopic.php?f=5&amp;amp;t=170&amp;amp;start=2050 here]. --[[User:MoogleDan|MoogleDan]] 13:52, 22 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just killed a monster with a chaos weapon and it immediately revived as a friendly zombie (no special weapon effect message was displayed).  Should I add this to the chaos effect list?  Or is this just a possible effect of one of the brands already listed?  (I have a screenshot saved if verification is requested.)&lt;br /&gt;
[[User:Zeunysos|Zeunysos]] ([[User talk:Zeunysos|talk]]) 21:26, 27 June 2014 (CEST)&lt;br /&gt;
:Looks like that was a [[reaping]] brand. I'll add it to the list. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 00:33, 28 June 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Launcher of Chaos? ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure if there are any naturally occurring chaos branded launchers. I think The Ten Rune Challenge sprint map has a yaktuar with a chaos branded arbalest. I have never seen a chaos branded launcher in a normal game. But chaos weapons in general are very rare. I also don't worship Xom much, so I don't have much experience.&lt;br /&gt;
&lt;br /&gt;
I'm saying this because I just removed a chunk in the article that talked about chaos branded missiles (bolts/arrows), but missiles are not branded anymore.&lt;br /&gt;
[[User:Barberik|Barberik]] ([[User talk:Barberik|talk]]) 11:23, 28 June 2016 (CEST)&lt;/div&gt;</summary>
		<author><name>Barberik</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Chaos&amp;diff=42505</id>
		<title>Talk:Chaos</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Chaos&amp;diff=42505"/>
				<updated>2016-06-28T09:23:11Z</updated>
		
		<summary type="html">&lt;p&gt;Barberik: /* Launcher of Chaos? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Per the Tavern message boards, chaos weapons can also generate a [[shaft]] beneath you or move the stairs you're standing on a space away. Can any code divers confirm that these are possible? Link [https://crawl.develz.org/tavern/viewtopic.php?f=5&amp;amp;t=170&amp;amp;start=2050 here]. --[[User:MoogleDan|MoogleDan]] 13:52, 22 March 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just killed a monster with a chaos weapon and it immediately revived as a friendly zombie (no special weapon effect message was displayed).  Should I add this to the chaos effect list?  Or is this just a possible effect of one of the brands already listed?  (I have a screenshot saved if verification is requested.)&lt;br /&gt;
[[User:Zeunysos|Zeunysos]] ([[User talk:Zeunysos|talk]]) 21:26, 27 June 2014 (CEST)&lt;br /&gt;
:Looks like that was a [[reaping]] brand. I'll add it to the list. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 00:33, 28 June 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Launcher of Chaos? ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure if there are any naturally occurring chaos branded launchers. I think The Ten Rune Challenge sprint map has a yaktuar with a chaos branded arbalest. I have never seen a chaos branded launcher in a normal game. But chaos weapons in general are very rare. I also don't worship Xom much, so I don't have much experience.&lt;br /&gt;
&lt;br /&gt;
I'm saying this because I just removed a chunk in the article that talked about chaos branded missiles (bolts/arrows), but missiles are not branded anymore.&lt;/div&gt;</summary>
		<author><name>Barberik</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sprint&amp;diff=42504</id>
		<title>Sprint</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sprint&amp;diff=42504"/>
				<updated>2016-06-28T09:20:05Z</updated>
		
		<summary type="html">&lt;p&gt;Barberik: Not to be confused with Dungeon Sprint, an alternate fast-paced version of Crawl.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
&lt;br /&gt;
'''Sprint''' is a monster-only spell. It gives special monsters the equivalent of a [[Haste]] spell.&lt;br /&gt;
&lt;br /&gt;
Not to be confused with [[Dungeon Sprint]], an alternate fast-paced version of Crawl.&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
This spell was added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>Barberik</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Chaos&amp;diff=42503</id>
		<title>Chaos</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Chaos&amp;diff=42503"/>
				<updated>2016-06-28T09:14:06Z</updated>
		
		<summary type="html">&lt;p&gt;Barberik: Updated possible effects for 0.18 from source code. Rest of the article might have some out of date information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
'''Chaos''' is a [[brand]] that [[weapon]]s may have. It imitates other brands with each attack producing a random effect.&lt;br /&gt;
&lt;br /&gt;
==Possible effects==&lt;br /&gt;
*[[Flaming]] (13.5%)&lt;br /&gt;
*[[Freezing]] (13.5%)&lt;br /&gt;
*[[Electrocution]] (13.5%)&lt;br /&gt;
*[[Venom]] (13.5%)&lt;br /&gt;
*[[Draining]] (6.75%)&lt;br /&gt;
*[[Vampiricism]] (6.75%)&lt;br /&gt;
*[[Holy wrath]] (6.75%)&lt;br /&gt;
*[[Antimagic]] (6.75%)&lt;br /&gt;
*[[Confusion]] (2.70%) (normally only found on [[needle]]s)&lt;br /&gt;
*[[Distortion]] (2.70%)&lt;br /&gt;
*Or &amp;quot;true&amp;quot; chaos, which can cause one of the following effects on the defender:&lt;br /&gt;
**A random [[miscast effect]] (3.2%)&lt;br /&gt;
**[[Heal|Healing]] (1.6%)&lt;br /&gt;
**[[Slow]] (1.6%)&lt;br /&gt;
**[[Haste]] (1.6%)&lt;br /&gt;
**[[Invisible|Invisibility]] (1.6%)&lt;br /&gt;
**[[Petrify]] (1.6%)&lt;br /&gt;
**[[Berserk]] (0.8%)&lt;br /&gt;
**[[Paralyze|Paralysis]] (0.8%)&lt;br /&gt;
**Or rarely...&lt;br /&gt;
**Duplicated - If the defender is an ally, then the copy is treated as a summon and will time out eventually.&lt;br /&gt;
**Turned into a [[shapeshifter]] or [[glowing shapeshifter]]&lt;br /&gt;
**[[Polymorph|Polymorphed]] into similar or higher HD monster&lt;br /&gt;
&lt;br /&gt;
Note that hexes produced by this brand don't check [[MR]].&lt;br /&gt;
&lt;br /&gt;
==Occurance==&lt;br /&gt;
The brand is gifted by [[Xom]] at random intervals (though not necessarily to the player), and is wielded by Xom's vault guards and the [[unique]]s [[Crazy Yiuf]] and (sometimes) [[Psyche]]. Some [[Pandemonium lord]]s and others have this for a base attack, and the [[Killer Klown|killer klown]]s have an even more chaotic version. Taking this brand (usually through Yiuf's quarterstaff or by playing as a [[chaos knight]]) will give you access to extremely powerful effects very early on that will overwhelm most low level monsters. Just understand that chaos is a fickle mistress, and it is only a matter of time before you [[berserk]] an eight headed [[hydra]]. Dropping this in favor of a more reliable brand is recommended as soon as possible.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Early game, the possible effects that may be caused by this weapon make it undesirable, due to the inability of early game characters to handle such a situation. However, late game, the brand is extremely powerful; the potential to paralyze, slow, petrify, banish, confuse, etc. can make it quite handy in long battles. The hexes it produces don't check magic resistance; you will be even be able to affect demon lords and other normally magic immune monsters, giving it a fantastic synergy with stabbers. Of course, chaos is a fickle mistress; you may be unlucky and end up hasting the foe or healing it. (Fortunately, many monsters in the late game are hasted anyway, can't berserk, or are physically incapable of polymorphing, improving its viability a little.)&lt;br /&gt;
&lt;br /&gt;
Of course, that's if you can get your hands on the brand itself. Xom grants it occasionally, but to whom and when is variable. Scrolls of brand weapon have an impressive 3/148 (2%) chance of granting the chaos brand (better chance if your previous brand was more common). Chaos branded weapons are not generated on the floor randomly, and will only be found in the possession of a few uniques and Xom's vault/altar guards.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], chaos weapons could [[shaft]] or [[polymorph]] the attacker.&lt;br /&gt;
&lt;br /&gt;
Between [[0.16]] and [[0.18]], chaos brand could appear on missiles, and the brand could imitate the [[reaping]] brand or move nearby stairs.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
List of brands: attack.cc - Line 1520 - attack_flavour attack::random_chaos_attack_flavour()&lt;br /&gt;
&lt;br /&gt;
Results of brands: melee_attack.cc - Line 2601 - melee_attack::mons_apply_attack_flavour()&lt;br /&gt;
&lt;br /&gt;
Affect of Chaos flavor: attack.cc - Line 599 - void attack::chaos_affects_defender()&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Barberik</name></author>	</entry>

	</feed>