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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BlueCrake</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=BlueCrake"/>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/Special:Contributions/BlueCrake"/>
		<updated>2026-05-08T08:54:20Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User:BlueCrake&amp;diff=33134</id>
		<title>User:BlueCrake</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User:BlueCrake&amp;diff=33134"/>
				<updated>2014-10-30T14:56:14Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Notable wins:'''&lt;br /&gt;
&lt;br /&gt;
DDEE Makhleb (when he still gifted Mana) 15 runes and a full Ziggurat ''Worldshattering!!''&lt;br /&gt;
&lt;br /&gt;
VSMo Ashenzari 15 runes ''Kinda hard to play, kinda easy to play''&lt;br /&gt;
&lt;br /&gt;
DsAr Dithmenos 15 runes ''Be creative, be bold''&lt;br /&gt;
&lt;br /&gt;
DDEE Makhleb 15 runes ''Notably harder, still shattering though.''&lt;br /&gt;
&lt;br /&gt;
DgAr --- 15 runes ''Divine Englaciation and Channeling''&lt;br /&gt;
&lt;br /&gt;
DENe Kikubaaqudgha 5 runes ''Haunt, Haste, Servitor and Airstrikes''&lt;br /&gt;
&lt;br /&gt;
HoFi Beogh 4 runes, with 5:26 faster than usual. ''Stop thinking as a loner, start thinking as a trainer''&lt;br /&gt;
&lt;br /&gt;
DsWn Fedhas Madash 4 runes ''Fire and Acid!''&lt;br /&gt;
&lt;br /&gt;
MiFi Okawaru 4 runes ''Just avoid berserk Orb Guardians.''&lt;br /&gt;
&lt;br /&gt;
MiFi Cheibriados 4 runes ''Just walk by stuff, let counterattack do the rest.''&lt;br /&gt;
&lt;br /&gt;
DeFe Vehumet 4 runes ''Let it all end in Firestorms!''&lt;br /&gt;
&lt;br /&gt;
DrTr Sif Muna 3 runes ''The teleporting, hasted Dragon awakes!'' &lt;br /&gt;
&lt;br /&gt;
KoBe Trog 3 runes ''Even if it takes 100 attacks, the sabre of antimagic is mightier than the orb of fire!''&lt;br /&gt;
&lt;br /&gt;
DsWn Qazlal 3 runes, one of my few games played online ''Magic dart to polearms to hybrid with painweapon is legit.''&lt;br /&gt;
&lt;br /&gt;
OgDk Yredelemnul 3 runes ''Legion of the dead''&lt;br /&gt;
&lt;br /&gt;
'''ToDo:'''&lt;br /&gt;
&lt;br /&gt;
Zin (Depths)&lt;br /&gt;
&lt;br /&gt;
TSO (Orb touched)&lt;br /&gt;
&lt;br /&gt;
Nemelex Xobeh (Hell)&lt;br /&gt;
&lt;br /&gt;
Eliyvion&lt;br /&gt;
&lt;br /&gt;
Lugonu&lt;br /&gt;
&lt;br /&gt;
(Xom)&lt;br /&gt;
&lt;br /&gt;
'''Stuff I`wanna do (given time):'''&lt;br /&gt;
&lt;br /&gt;
Character Guides for some of my favorite builds&lt;br /&gt;
&lt;br /&gt;
The guide on vampiric enchanting&lt;br /&gt;
&lt;br /&gt;
The guide on dwarven destruction&lt;br /&gt;
&lt;br /&gt;
The guide on orcish order&lt;br /&gt;
&lt;br /&gt;
[[BlueCrake`s VSTr of Ash guide|A Guide on Transmutive Stalkers and the Curse]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Why can't the Undead worship Fedhas Madash? Well they can, but think about what will happen when they pray the first time..&lt;br /&gt;
&amp;quot;Why would you want to do that?&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
! XL || Fighting || HP|| Delta&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 || 38&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 1 || 66&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 1 || 160&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 45 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 10 || 85 || 19&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 27 || 250 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 1|| 27 || 56 || 40&lt;br /&gt;
|}&lt;br /&gt;
Note that this works for having a multplier of 1.0; having a higher multiplier will make fighting worth more hp.&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Crown_of_Dyrovepreva&amp;diff=33025</id>
		<title>Crown of Dyrovepreva</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Crown_of_Dyrovepreva&amp;diff=33025"/>
				<updated>2014-10-02T13:53:08Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|A large crown of dull bronze, set with a dazzling array of gemstones.}}&lt;br /&gt;
[[File:Crown_of_dyrovepreva.png]] '''''the +3 crown of Dyrovepreva'''''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+3 crown (0 base AC)&lt;br /&gt;
&lt;br /&gt;
+2 INT&amp;lt;br&amp;gt;&lt;br /&gt;
rElec&amp;lt;br&amp;gt;&lt;br /&gt;
See Invisible&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''crown of Dyrovepreva''' combines decent [[AC]], a boost to [[intelligence]], and two occasionally critical intrinsics ([[electricity]] resistance and [[see invisible]]) into one handy piece of equipment. Although there are better artefact hats, this is still a better item overall than any non-artefact headgear you can acquire, perhaps barring a [[hat]] of [[magic resistance]]; definitely consider using it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to 0.15 this item had +1 hunger, making it slightly less desireable.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Headgear]]&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Summon_Forest&amp;diff=32724</id>
		<title>Summon Forest</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Summon_Forest&amp;diff=32724"/>
				<updated>2014-09-06T12:08:26Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Summon Forest&lt;br /&gt;
|level=5&lt;br /&gt;
|school1={{Summonings}}&lt;br /&gt;
|school2={{Translocations}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of the Warp]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=4&lt;br /&gt;
|spellnoise=&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|This spell finds a forested plane and forcefully intersects it with this world; however, it requires open space to succeed. While the spell holds, some of its terrain and spirit inhabitants may be trapped here.}}&lt;br /&gt;
&lt;br /&gt;
'''Summon Forest''' summons a section of forest with a friendly [[dryad]] in the caster's LOS, occasionally with a small pond in the center. The size and density of the forest depends on the caster's spell power. This spell requires a certain amount of space around the caster to function. Nearby walls may be replaced by [[tree]]s; should any of the trees be destroyed, the walls they replaced will not return.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*The dryad itself isn't very impressive, but the forest and the snaplasher vines will deal good damage to any monster in the area while the dryad is alive. Note that she has no resistances and is vulnerable to fire. This spell works well with other summons which delay the enemy, while the forest deals damage.&lt;br /&gt;
*If you really need to dig a space and lack better methods, you can hope that it'll turn into a tree and then burn it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Summon Forest was added in [[0.14]].&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Chaotic_Mirror&amp;diff=32723</id>
		<title>Chaotic Mirror</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Chaotic_Mirror&amp;diff=32723"/>
				<updated>2014-09-06T10:19:07Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: Resisted it with MR&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{flavour|This spell mirrors a wild and unpredictable effect onto both the target and the caster.}}&lt;br /&gt;
&lt;br /&gt;
'''Chaotic Mirror''' is a [[Smite#Smite-targeting|smite-targeted]] monster-only spell that inflicts a random spell effect on both the caster and the target. Most of the negative buffs check MR (like the normal spell would). Each casting has a flat 40% chance of inflicting one of the following:&lt;br /&gt;
&lt;br /&gt;
'''8.2% Chance'''&lt;br /&gt;
*[[Status_effects#Slow|Slow]]&lt;br /&gt;
*[[Status_effects#Haste|Haste]]&lt;br /&gt;
*[[Might]]&lt;br /&gt;
*[[Berserk]]&lt;br /&gt;
*[[Paralysis]]&lt;br /&gt;
*[[Confusion]]&lt;br /&gt;
*[[Wand of disintegration|Disintegration]]&lt;br /&gt;
*[[Petrify|Petrification]]&lt;br /&gt;
*[[Potion of agility|Agility]]&lt;br /&gt;
*[[Sleep]]&lt;br /&gt;
*[[Vulnerability (status effect)|Vulnerability]]&lt;br /&gt;
*An uncontrolled [[blink]]&lt;br /&gt;
&lt;br /&gt;
'''1.64% Chance'''&lt;br /&gt;
*[[Web]] trap&lt;br /&gt;
&lt;br /&gt;
This leads to a 24.6% and 75.4% chance for a positive and negative effect, respectively, or a 9.83% and 30.16% chance per cast.&lt;br /&gt;
&lt;br /&gt;
The following monsters can cast Chaotic Mirror:&lt;br /&gt;
*{{monsterlink|Chaos champion}}&lt;br /&gt;
&lt;br /&gt;
[[category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vashnia&amp;diff=32629</id>
		<title>Vashnia</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vashnia&amp;diff=32629"/>
				<updated>2014-09-06T00:52:27Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: she has shroud&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=Vashnia&lt;br /&gt;
|glyph={{LightCyan|N}}&lt;br /&gt;
|tile=[[File:Vashnia.png]]&lt;br /&gt;
|flags={{Actual spells flag}}&amp;lt;br&amp;gt;{{Archer flag}}&amp;lt;br&amp;gt;{{Phase shift flag}}&amp;lt;br&amp;gt;{{See invisible flag}}&amp;lt;br&amp;gt;{{Speaks flag}}&amp;lt;br&amp;gt;{{Spellcaster flag}}&amp;lt;br&amp;gt;{{Unique flag}}&amp;lt;br&amp;gt;{{Warm blood flag}}&lt;br /&gt;
|resistances={{Poison resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=5&lt;br /&gt;
|meat={{Poisonous corpse}}&lt;br /&gt;
|xp=2810&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=128&lt;br /&gt;
|hp_range=160&lt;br /&gt;
|avg_hp=160&lt;br /&gt;
|armour_class=6&lt;br /&gt;
|evasion=18&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 10 (move: 140%)&lt;br /&gt;
|size={{Large}}&lt;br /&gt;
|item_use={{Weapons armour}}&amp;lt;br&amp;gt;{{Starting equipment}}&amp;lt;br&amp;gt;{{Open doors}}&lt;br /&gt;
|attack1=25 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=7 ({{Constrict type}}: {{Crush flavour}})&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=16&lt;br /&gt;
|base_hp=0&lt;br /&gt;
|extra_hp=0&lt;br /&gt;
|fixed_hp=160&lt;br /&gt;
|intelligence={{Normal intelligence}}&lt;br /&gt;
|genus=naga&lt;br /&gt;
|species=naga&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|An elite marksnaga who leads a skilled team of sharpshooters. She is particularly skilled in translocation magic.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Vashnia''' is a unique [[naga sharpshooter]] who leads a band of her fellow naga archers. She is deadlier and more durable than her allies, and she uses her [[Translocations]] magic to move units around the battlefield, forcing you out of melee range or putting her allies in perfect position to snipe you. Along with the standard [[longbow]] or [[crossbow]], she also always generates with a [[naga barding]]. Although not written in her spell list she is permanently under the effect of [[shroud of golubria]].&lt;br /&gt;
 &lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Snake Pit]]: 2-5&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Spellcaster&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Portal Projectile]]&lt;br /&gt;
|slot2=[[Blink Allies Away]]&lt;br /&gt;
|slot3=[[Blink Away]]&lt;br /&gt;
|slot4=[[Portal Projectile]]&lt;br /&gt;
|slot5=[[Blink Allies Away]]&lt;br /&gt;
|slot6=[[Blink Other]]&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!--spl-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Vashnia was added in [[0.14]].&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ignite_Poison&amp;diff=32628</id>
		<title>Ignite Poison</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ignite_Poison&amp;diff=32628"/>
				<updated>2014-09-06T00:28:29Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: Ignite and TSO&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Ignite Poison&lt;br /&gt;
|level=5&lt;br /&gt;
|school1={{Fire Magic}}&lt;br /&gt;
|school2={{Transmutations}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Fire]] &lt;br /&gt;
*[[Book of Alchemy]] &lt;br /&gt;
&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 attempts to convert all nearby poison into liquid flame, burning poisoned creatures from within. It is very effective against innately poisonous creatures. The caster is not affected.}}&lt;br /&gt;
&lt;br /&gt;
'''Ignite Poison''' is a level 5 [[Fire Magic]]/[[Transmutations]] spell which causes all nearby poisonous things in line of sight to burst into flames (excluding the caster). Any monster which leaves a poisonous [[corpse]], is [[poisoned]], or (in some cases) has a poisonous attack takes fire damage (and is cured of any poison in its system). Ignoring the player's inventory, all poisonous corpses and chunks, all [[potions of poison]], [[potion of strong poison|strong poison]], or [[potion of degeneration|degeneration]], all poisonous ammo, and all poison or noxious [[cloud]]s burst into flame clouds.&lt;br /&gt;
&lt;br /&gt;
Ignite Poison has no effect on either the [[staff of poison]] or [[staff of Olgreb]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ignite Flame deals unavoidable heavy fire damage to every susceptible thing in sight. This makes it extremely effective in certain situations, such as [[killer bee]] or [[kobold (monster)|kobold]] [[vault]]s, or pretty much any part of the [[Spider's Nest]] or [[Snake Pit]]. Just make sure to watch your MP, avoid overconfidence, and be aware that there are dangerous [[invisible]] opponents in the Spider's Nest which will not be affected unless you can [[see invisible]]. While these are obvious areas for its use, you can increase its deadliness in other areas with a little creativity.&lt;br /&gt;
&lt;br /&gt;
*Ignite Flame works great when used together with [[Mephitic Cloud]]; the noxious clouds generated by the former spell turn into clouds of fire. First confuse them with Mephitic Cloud, possibly casting it a few times to cover a larger area, then (once the monsters are confused) cast Ignite Poison and let the poor guys stumble through the flames. Casting Ignite Poison after casting [[Poisonous Cloud]] creates the &amp;quot;fire version&amp;quot; of [[Freezing Cloud]].&lt;br /&gt;
&lt;br /&gt;
*Also note that monsters which are immune to Mephitic Cloud will happily walk through its noxious clouds to reach you. If you cast Ignite Poison at the right moment you can blast them as well.&lt;br /&gt;
&lt;br /&gt;
*It is possible to throw a chunk of poisonous meat and ignite it afterwards to place a cloud of fire at a certain location (f.e. under a monster).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Using Ignite poison on intelligent, poisonous monster (e.g. Naga) which haven't noticed you yet will not incur penance for worshippers of the Shining One. This is likely a bug (or TSO just assumes that burning them from within is a legitimate way of getting peopel's attention).&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
Although no monsters are able to cast Ignite Poison, there is an equivalent spell ([[Localized Ignite Poison]]) which has the same effect but can only target one opponent. The following monsters can cast Localized Ignite Poison:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Salamander mystic}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Ignite Poison used to be an amazingly painful way to eliminate poison from one's own system, but as of [[0.8]] it no longer affects the caster or his inventory.&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Shining_One&amp;diff=32627</id>
		<title>The Shining One</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Shining_One&amp;diff=32627"/>
				<updated>2014-09-06T00:07:50Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: preventing penance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
[[File:The shining one altar.png]] ''&amp;quot;Lead the forces of light to victory!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Followers of the Shining One are bound to the code of the honourable warrior, soldiers in their god's eternal crusade against evil. For forsaking dark magic and underhanded tactics, the Shining One rewards them and their allies with the power they need to slay demons and the undead. Especially devout warriors can even call upon angels in times of need. The Shining One's followers can convert to Elyvilon or Zin while keeping some piety.&lt;br /&gt;
&lt;br /&gt;
Followers of the Shining One are surrounded by a halo that reveals their enemies to them. Followers will gain power by killing evil beings, and with growing piety their life force will be protected. The Shining One will keep summoned and charmed allies on their side longer, should the allies prove worthy of the crusade. Followers will gain use of a divine shield to protect them in battle. Later, they can channel blasts of cleansing flame that are particularly damaging to unholy beings, and can call upon powerful divine beings as temporary allies. Highly pious followers may request the Shining One's blessing upon a weapon. The Shining One may occasionally directly intervene to save a follower's life.&lt;br /&gt;
&lt;br /&gt;
The Shining One likes it when you meet creatures to determine whether they need to be eradicated, you or your allies kill living unholy or evil beings, you or your allies kill the undead and you or your allies kill demons.&lt;br /&gt;
&lt;br /&gt;
The Shining One strongly dislikes it when you perform cannibalism, you desecrate holy remains, you drink blood, you use necromancy, you use unholy magic or items, you attack non-hostile holy beings, you or your allies kill non-hostile holy beings, you attack neutral beings, you attack allies, you poison monsters or you attack intelligent monsters in an unchivalric manner.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
As usual, [[Demigod]]s cannot worship the Shining One (or anyone else). The Shining One also refuses [[Demonspawn]] and [[undead]] species ([[Ghoul]]s, [[Mummies]], or [[Vampire]]s) as worshipers.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing the undead, demons, or evil creatures (such as followers of evil gods). Chance of +1 [[piety]], higher chance for creatures with high [[HD]].&lt;br /&gt;
*Encountering non-evil monsters you've never encountered before.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
The Shining One strongly dislikes it (i.e. [[penance]]) when:&lt;br /&gt;
*You perform [[cannibalism]].&lt;br /&gt;
*You desecrate holy remains.&lt;br /&gt;
*You drink blood from a [[potion of blood]] or a [[potion of coagulated blood]].&lt;br /&gt;
*You use [[Necromancy]]. Casting [[Necromutation]] instead causes excommunication.&lt;br /&gt;
*You use [[unholy]] magic or items.&lt;br /&gt;
*You attack non-hostile holy beings.&lt;br /&gt;
*You or your allies kill non-hostile holy beings.&lt;br /&gt;
*You attack neutral beings.&lt;br /&gt;
*You attack allies.&lt;br /&gt;
*You [[poison]] monsters.&lt;br /&gt;
**[[Naga]]s and [[draconian]]s with the [[Stinger]] mutation will have this [[auxiliary attack]] disabled to prevent accidentally poisoning opponents.&lt;br /&gt;
*You attack intelligent monsters in an unchivalric manner. This includes attacking a fleeing, confused, distracted, held, petrifying, petrified, paralysed, or sleeping monster, or any monster while you're invisible. This restriction is lifted against demons, undead, evil creatures (spellcasters mostly), and low intelligence monsters (animals and insects mostly).&lt;br /&gt;
&lt;br /&gt;
Note that equipment that violates the Shining One's commandments will be labeled as such in its (in-game) description, so inexperienced players can check there if they're not sure an item is kosher. They will also have their names printed in red in your inventory or stash. Lastly, you'll receive a warning when you equip a weapon you shouldn't be using. Also, the Shining One will forgive accidental transgressions (i.e. performing a forbidden action via an unidentified item) but only once.&lt;br /&gt;
&lt;br /&gt;
On average, your piety will decay naturally by 1 every 700 turns.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Acolyte&amp;quot;&lt;br /&gt;
*'''Protection from harm''' - If you receive lethal damage, there's a piety-based chance that the Shining One may nullify the damage (at the cost of reducing your piety). This is possible even if you're under penance. (Passive)&lt;br /&gt;
*'''Protection from negative energy''' - The Shining One provides [[negative energy]] resistance. This improves as piety rises, up to rN+++ at full piety. (Passive)&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Righteous&amp;quot;&lt;br /&gt;
*'''Gain power from killing''' - You sometimes gain HP and MP whenever you kill demons, the undead, and evil creatures. The amount recovered depends on the slain creature's HD. This effect is similar to the healing and MP recovery provided by [[Makhleb]] and [[Vehumet]], except that it only triggers on certain monsters, and while it restores both HP and MP at once, the gains to each are smaller on average. As piety rises, so does the chance of this effect triggering. (Passive)&lt;br /&gt;
*'''Divine Halo''' - You are surrounded by a halo (up to your line of sight or Piety/20 tiles). You receive an accuracy bonus when fighting creatures inside your halo, and neither they nor you can be invisible. The halo will also reveal the presence of monsters hiding in water. Monsters are twice as likely to notice you when they are inside the halo, which is actually good because the Shining One doesn't appreciate [[Stabbing|sneak attacks]]. (Passive)&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Unflinching&amp;quot;&lt;br /&gt;
*&amp;lt;span id=&amp;quot;divine_shield&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;'''Divine Shield''' - Grants a divine shield whose duration depends on your [[Invocations]] skill, and whose blocking value depends on your [[Shields_(skill)|Shields]] skill. This shield is controlled by The Shining One himself, and thus won't interfere with your wielding of a two-handed weapon, for example. The shield will stack with other physical and magical shields. (Costs 3 MP, 50-100 food, and 2-3 piety)&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Holy Warrior&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Exorcist&amp;quot;&lt;br /&gt;
*&amp;lt;span id=&amp;quot;cleansing_flame&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;'''Cleansing Flame''' - Creates a large burst of holy energy centered on yourself, dealing unavoidable holy damage to all monsters around you. This affects all monsters within two spaces of you, except for the corners. Your Invocations skill increases damage dealt and your chance of success. Because this ability emits holy energy, it does double damage to demons and undead, normal damage to other evil creatures, half damage to other monsters, and no damage to holy beings, neutral creatures, or allies. (Costs 5 MP, 100-200 food, and 2-3 piety)&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Demon Slayer&amp;quot;&lt;br /&gt;
*'''Summon Divine Warrior''' - Summons a friendly [[Angel]] or [[Daeva]]. (Costs 8 MP, 150-300 food, and 6-9 piety)&lt;br /&gt;
&lt;br /&gt;
In addition, the Shining One provides the following:&lt;br /&gt;
*'''Protection against abjuration''' - When [[abjuration]] is cast against your summoned servants, the power (duration reduction) is reduced, depending on your servant's HD. (Passive)&lt;br /&gt;
*'''Bless Allies''' - The Shining One may bless one of your allies when it kills an enemy or gains experience. The chance for this rises with your piety. The following blessings are possible:&lt;br /&gt;
**10%: Give the ally's weapon increased accuracy, damage, and the [[holy wrath]] brand OR give the ally's armour increased [[AC]] and [[negative energy resistance]].&lt;br /&gt;
**90%: Increase the duration of your ally's stay, with a 50% chance to remove [[poison]], [[sickness]], [[confusion]], [[rot]]ting, [[slow]]ing, or [[exhaustion]]. If none apply, heals 25% of its HP.&lt;br /&gt;
*'''Bless Weapon''' - If you [[pray]] on the Shining One's [[altar]] while your Piety is &amp;gt;= 160 and you are wielding a non-artifact weapon, the Shining One can bless it. This will un-curse it, apply a [[scroll of enchant weapon III]], and add the [[holy wrath]] brand (replacing any existing brand). If it is a [[Long Blades|long blade]], it will become a [[Blessed blade|blessed blade]]. [[Demon whip]]s will become [[sacred scourge]]s, [[demon blade]]s will become [[eudemon blade]]s, and [[demon trident]]s will become [[trishula]]s. [[Holy Word]] is cast when you bless a weapon. Doing this has no cost, but it can only be invoked once per game.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Bringer of Light&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
*Summons hostile [[angel]]s or [[daeva]]s.&lt;br /&gt;
*Triggers a Cleansing Flame against you.&lt;br /&gt;
*Makes a loud [[noise]] at your location.&lt;br /&gt;
*[[Silence]]s you for 10-35 turns.&lt;br /&gt;
&lt;br /&gt;
Note that the Shining One will never actively punish you while you're under penance, even if you left the religion, unless you converted to an evil religion ([[Kikubaaqudgha]], [[Makhleb]], [[Yredelemnul]], [[Beogh]], or [[Lugonu]]) or if you kill a friendly [[angel]] or a [[daeva]] (even through an ally). TSO doesn't care if you kill hostile angels or daevas.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The Shining One is a useful god in both the early and late game, although for different reasons. In the early game, player accuracy is generally much lower, making his aura extremely desirable. His shield enhancer is also useful for surviving fights with heavy hitting melee opponents. By the time you reach Lair, you should have enough piety and Invocations to safely summon his divine warriors, which are effective even against non-evil opponents. Unfortunately, he also prevents you from taking advantage of evil, poisonous, and [[stabbing]] attacks, all of which can be extremely helpful in the early game.&lt;br /&gt;
&lt;br /&gt;
By the late and extended game, you'll be facing far more evil, undead, and demonic opponents than natural ones. At this point, his healing on kills, Cleansing Flame, rN+++, and holy wrath branded weapon gift will become much more useful, so much so that it isn't uncommon for players to switch to TSO specifically for clearing [[the Tomb]], [[Pandemonium]], and [[Hell]]. Some of the more popular gods to switch to TSO from include:&lt;br /&gt;
*[[Elyvilon]] or [[Zin]]: Both encourage training Invocations and you won't suffer divine retribution after switching to the Shining One. Their code of conduct is also similar, preparing you for life as a crusading zealot.&lt;br /&gt;
*[[Okawaru]]: Trains Invocations and gifts you weapons and armour you'll be able to continue using after switching. His wrath isn't too difficult to deal with (learn Blink and be prepared for assassination attempts).&lt;br /&gt;
*[[Makhleb]]: Trains Invocations by letting you fire magical bolts and summon demons, and heals you on kills. His wrath is pretty weak, considering you'll now be following a god who specializes in dispatching demons.&lt;br /&gt;
*[[Yredelemnul]]: Along with all the reasons you'd switch from Makhleb, Yredelemnul followers will almost need to switch to another god for the extended game, as he grants almost no piety in these areas.&lt;br /&gt;
*[[Trog]]: Doesn't train Invocations, but is ''the'' early-game god for melee characters, letting you go [[berserk]] and summon similarly irate monsters. He'll also gift you weapons. Wrath is manageable.&lt;br /&gt;
&lt;br /&gt;
You should train Invocations to 8-10 in the last levels before you do [[Crypt]] (if your skill isn't already that high), then switch to the Shining One and go to maximum piety in the Crypt. Once you can summon divine warriors to your aid you should be set for the rest of the game; just keep an eye out for good weapons to bless (see below).&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
When worshipping the Shining One, keep the following in mind:&lt;br /&gt;
*Make sure you bless a weapon before taking on the [[Hells]] or [[Pandemonium]]. The best choice is usually either a [[broad axe]], [[executioner's axe]], [[bardiche]], [[demon trident]], [[demon whip]], [[eveningstar]], or [[demon blade]]. A blessed demon whip ([[holy scourge]]) is the best one-handed weapon in the game against demons (though weapons of speed are close). If you are playing an [[ogre]], bless a [[giant spiked club]] instead. Ranged weapon users can do quite well by blessing [[longbow]]s/[[arbalest]]s.&lt;br /&gt;
*Don't underestimate the Cleansing Flame ability; it can deal very respectable area-of-effect damage once you reach high Invocations. When surrounded by demons, one or two uses will quickly clear out the weaker pests, provide quick healing, pay for its own MP/piety cost, and deal significant unavoidable damage to any [[Fiend]]s or worse that are in range. A [[haste]]d TSO worshiper spamming full power Cleansing Flames can take down all but the hardiest end-game bosses.&lt;br /&gt;
*TSO's Bless Allies effect doesn't just affect the angels and daevas he sends your way; ''any'' ally will be protected from Abjuration and blessed when it gets kills. He doesn't mind if your summoned forces die at the hands of an enemy.&lt;br /&gt;
*Stealthy characters who switch to TSO will suddenly find themselves much less capable of reaching an enemy in time for a one-hit stealth kill. If you have access to [[throwing net]]s, however, you can still put your stabbing expertise to good use. They're a little hard to come by, and they're by no means subtle, but they still allow you to land devastating blows against all but the [[size|largest]] powerful end-game bosses.&lt;br /&gt;
*One of the more annoying aspects of being a worshiper of the Shining One is fighting in a chivalric manner. Any number of unintended actions may incur penance. Keep the following in mind:&lt;br /&gt;
**[[Miscast effects]] can sometimes harm your allies or poison your enemies. [[Air Magic]] miscasts can generate poisonous gas clouds that will happily ruin your day in the middle of a big battle.&lt;br /&gt;
**Trying to act while confused may cause you to attack an ally (or an enemy in an unchivalric manner). Wait out the confusion, remove it with a [[potion of curing]], or prevent it entirely with an [[amulet of clarity]].&lt;br /&gt;
**Area of effect spells can damage unaware or sleeping enemies unintentionally.&lt;br /&gt;
**While fighting with [[angel]]s and [[daeva]]s at your side, they will sometimes &amp;quot;aggro&amp;quot; monsters, causing them to ignore you: in this state attacking them is considered unchivalric. While the Shining One won't mind if you attack a demon distracted by your heavenly brothers in arms, he'll be ticked off if it's a mere orc.&lt;br /&gt;
**Note that poison by shield of reflection is not held against you. Additionally, if you have gotten the [[Stinger]] mutation, your character will not use that auxiliary attack, preventing you from using poison this way.&lt;br /&gt;
**When using ranged weapons or spells un unsuspecting monsters you will be warned. However if there is an unsuspecting monster behind your target no warning will be issued by the game and you will get penance if your attack misses the main target and hits the other monster. (You can prevent this by shooting at the floor with the . command. f. will fire your quivered projectile at its target and no further.)&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], followers of the Shining One were occasionally seen as allies by [[:Category:Holy holiness|holy monsters]]. The chance of this recognition rose with piety.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], followers of the Shining One gained piety passively, up to a limit, and piety did not decay.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], the [[paladin]] background started the game worshiping the Shining One.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.4]], TSO would occasionally gift permanent allies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods|Shining One, The]][[Category:Good Gods]]&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Holy&amp;diff=32498</id>
		<title>Talk:Holy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Holy&amp;diff=32498"/>
				<updated>2014-09-02T16:58:05Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: Holy damage?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Holy Pain==&lt;br /&gt;
When and how exactly do I get Holy resistance from TSO/Zin/Ely? And is it 100% (never took damage from cleansing flame..)&lt;br /&gt;
&lt;br /&gt;
If I worship Lugonu (or some other Evil god) does my character count as evil for purposes of holy? --[[User:BlueCrake|BlueCrake]] ([[User talk:BlueCrake|talk]]) 18:58, 2 September 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Polymorph&amp;diff=32490</id>
		<title>Polymorph</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Polymorph&amp;diff=32490"/>
				<updated>2014-09-02T16:18:03Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: dont polymorph mennas&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Polymorph&lt;br /&gt;
|level=4&lt;br /&gt;
|school1={{Transmutations}}&lt;br /&gt;
|school2={{Hexes}}&lt;br /&gt;
|school3=&lt;br /&gt;
|castingnoise=3&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
* [[Book of Transfigurations]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|This spell randomly alters the form of another creature.}}&lt;br /&gt;
&lt;br /&gt;
'''Polymorph''' is a [[Transmutations]] spell which, if used on a [[:Category:Natural_holiness|natural]], [[:Category:Holy_holiness|holy]], [[:Category:Demonic_holiness|demonic]], or [[:Category:Plant_holiness|plant]] monster, will transmute it into another monster of the same category, usually with the same or slightly higher [[HD]]. Some chaotic creatures are special cases: [[ugly thing]]s simply change their color, while [[shapeshifter]]s and [[glowing shapeshifter]]s will heal some [[HP]] and change form. The resulting monster can't be a [[unique]], [[undead]], [[pandemonium lord]], [[statue]], derived monster (those with different values for their monster type and species fields: non-base orcs, non-base draconians, etc), a [[:Category:No exp gain|monster]] that doesn't provide any experience, or a monster that belongs to the [[:Category:No poly|no poly category]].&lt;br /&gt;
&lt;br /&gt;
If Polymorph is used by an enemy on a player who fails to resist, the player will suffer a temporary [[bad form]] transformation. [[Mutation resistance]] is useless against this, but [[magic resistance]] and worshiping [[Zin]] may protect you.&lt;br /&gt;
&lt;br /&gt;
Followers of [[Zin]] incur a piety loss and a penance if they cast this spell.&lt;br /&gt;
&lt;br /&gt;
Similar effects can be achieved with a [[wand of polymorph]], the attack of a [[chaos]] weapon, the [[Plutonium Sword]], and some [[Transmutations]] miscast effects.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
===Good Targets===&lt;br /&gt;
This is a partial list of good targets for spells, wands or clouds of polymorph other - that is, monsters which are unlikely to become more powerful when polymorphed, i.e. monsters which are low-HD, high-threat.&lt;br /&gt;
*[[Electric eel]] - They'll turn into a less dangerous flying or water-capable creature.&lt;br /&gt;
*[[Red wasp]]s and [[yellow wasp]]s - If you lack poison resistance these can be very nasty.&lt;br /&gt;
*[[Moth of Wrath]] - They can turn a crowd of weaklings into a [[berserk]] mob.&lt;br /&gt;
*[[Boggart]]s (and other low-HD summoners) - Although fragile, summoners can bring lethal reinforcements into play. Fortunately they have low enough HD that the  polymorph results are usually pretty pathetic.&lt;br /&gt;
*[[Jelly]] - Polymorphing is an effective means of avoiding their corrosive attacks.&lt;br /&gt;
*[[Harpy]] - An option if you have issues dealing with very fast monsters.&lt;br /&gt;
*[[Oklob plant]] - Usually turns into a [[wandering mushroom]].&lt;br /&gt;
*[[Sigmund]] (and other well-armed uniques) - If he turns into anything but a humanoid, his branded [[scythe]], [[spell]]s, and [[wand]]s will be useless.&lt;br /&gt;
&lt;br /&gt;
===Bad Targets===&lt;br /&gt;
These are monsters that are actually considerably less threatening than monsters of similar or slightly higher HD.&lt;br /&gt;
&lt;br /&gt;
*[[Hydra]] - These often become [[storm dragon]]s or [[guardian serpent]]s. Even if you have problems with hydras, these alternatives are worse.&lt;br /&gt;
*Slugs - They have very high HD. An [[elephant slug]] has the same HD as a [[titan]]. The results will not be pretty.&lt;br /&gt;
*[[Adder]]s or other inoffensive creatures - you'd really rather have a boggart?&lt;br /&gt;
*[[Worm]]s - They may hit hard early on, but they're slow and you'll soon outgrow them. But they do have fairly high HD, and a [[human (monster)|human]] hits harder and is much faster.&lt;br /&gt;
*[[Slime creature]]s - A single one can turn into a [[giant orange brain]] or a [[storm dragon]]. Larger versions can turn into '''multiple''' such creatures.&lt;br /&gt;
*[[Grinder]] - He has unusually high HD for such an early [[unique]], and many of potential polymorph forms are quite dangerous, up to some tier-2 demons.  Grinder the [[hellion]] or Grinder the [[tormenter]] is much worse than Grinder.&lt;br /&gt;
*[[Mennas]] - High HD and being holy give him a near guaranteed chance of turning into an extra deadly Pearl Dragon. Roasting you on holy flames will offset the loss of his equipment.&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] it will become a monster-only spell.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], this spell was called [[Polymorph Other]]. When used on the player by a monster, it had the same effects as [[Malmutate]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stinger&amp;diff=32489</id>
		<title>Stinger</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stinger&amp;diff=32489"/>
				<updated>2014-09-02T15:50:33Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: TSO&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-style:italic;&amp;quot; &lt;br /&gt;
|Rank||Effect||Flavor&lt;br /&gt;
|-&lt;br /&gt;
|1||Adds damage and [[Venom]] to [[auxiliary]] tail slap.|| Your tail ends in a poisonous barb.&lt;br /&gt;
|-&lt;br /&gt;
|2||Adds more damage and more [[Venom]] to [[auxiliary]] tail slap.||Your tail ends in a sharp poisonous barb.&lt;br /&gt;
|-&lt;br /&gt;
|3||Adds most damage and most [[Venom]] to [[auxiliary]] tail slap.||Your tail ends in a wickedly sharp and poisonous barb.&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
'''Species notes:''' Exclusive to [[naga]]s and green [[draconian]]s.  Green draconians gain rank 1 at XL14 (and may gain more via mutation).&lt;br /&gt;
&lt;br /&gt;
'''Religion''' Followers of TSO will not attack monsters with their stinger, thus preventing the use of their poison (and incurring penance).&lt;br /&gt;
|- style=&amp;quot;font-style:italic;&amp;quot; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
[[Good_mutations|Good mutation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mutations]]&lt;br /&gt;
[[Category:Good Mutations]]&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Shining_One&amp;diff=32488</id>
		<title>The Shining One</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Shining_One&amp;diff=32488"/>
				<updated>2014-09-02T15:48:41Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: reflect and stinger&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
[[File:The shining one altar.png]] ''&amp;quot;Lead the forces of light to victory!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Followers of the Shining One are bound to the code of the honourable warrior, soldiers in their god's eternal crusade against evil. For forsaking dark magic and underhanded tactics, the Shining One rewards them and their allies with the power they need to slay demons and the undead. Especially devout warriors can even call upon angels in times of need. The Shining One's followers can convert to Elyvilon or Zin while keeping some piety.&lt;br /&gt;
&lt;br /&gt;
Followers of the Shining One are surrounded by a halo that reveals their enemies to them. Followers will gain power by killing evil beings, and with growing piety their life force will be protected. The Shining One will keep summoned and charmed allies on their side longer, should the allies prove worthy of the crusade. Followers will gain use of a divine shield to protect them in battle. Later, they can channel blasts of cleansing flame that are particularly damaging to unholy beings, and can call upon powerful divine beings as temporary allies. Highly pious followers may request the Shining One's blessing upon a weapon. The Shining One may occasionally directly intervene to save a follower's life.&lt;br /&gt;
&lt;br /&gt;
The Shining One likes it when you meet creatures to determine whether they need to be eradicated, you or your allies kill living unholy or evil beings, you or your allies kill the undead and you or your allies kill demons.&lt;br /&gt;
&lt;br /&gt;
The Shining One strongly dislikes it when you perform cannibalism, you desecrate holy remains, you drink blood, you use necromancy, you use unholy magic or items, you attack non-hostile holy beings, you or your allies kill non-hostile holy beings, you attack neutral beings, you attack allies, you poison monsters or you attack intelligent monsters in an unchivalric manner.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
As usual, [[Demigod]]s cannot worship the Shining One (or anyone else). The Shining One also refuses [[Demonspawn]] and [[undead]] species ([[Ghoul]]s, [[Mummies]], or [[Vampire]]s) as worshipers.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing the undead, demons, or evil creatures (such as followers of evil gods). Chance of +1 [[piety]], higher chance for creatures with high [[HD]].&lt;br /&gt;
*Spotting non-evil monsters you've never encountered before.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
The Shining One strongly dislikes it (i.e. [[penance]]) when:&lt;br /&gt;
*You perform [[cannibalism]].&lt;br /&gt;
*You desecrate holy remains.&lt;br /&gt;
*You drink blood from a [[potion of blood]] or a [[potion of coagulated blood]].&lt;br /&gt;
*You use [[Necromancy]]. Casting [[Necromutation]] instead causes excommunication.&lt;br /&gt;
*You use [[unholy]] magic or items.&lt;br /&gt;
*You attack non-hostile holy beings.&lt;br /&gt;
*You or your allies kill non-hostile holy beings.&lt;br /&gt;
*You attack neutral beings.&lt;br /&gt;
*You attack allies.&lt;br /&gt;
*You [[poison]] monsters.&lt;br /&gt;
*You attack intelligent monsters in an unchivalric manner. This includes attacking a fleeing, confused, distracted, held, petrifying, petrified, paralysed, or sleeping monster, or any monster while you're invisible. This restriction is lifted against demons, undead, evil creatures (spellcasters mostly), and low intelligence monsters (animals and insects mostly).&lt;br /&gt;
&lt;br /&gt;
Note that equipment that violates the Shining One's commandments will be labeled as such in its (in-game) description, so inexperienced players can check there if they're not sure an item is kosher. They will also have their names printed in red in your inventory or stash. Lastly, you'll receive a warning when you equip a weapon you shouldn't be using. Also, the Shining One will forgive accidental transgressions (i.e. performing a forbidden action via an unidentified item) but only once.&lt;br /&gt;
&lt;br /&gt;
On average, your piety will decay naturally by 1 every 700 turns.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Acolyte&amp;quot;&lt;br /&gt;
*'''Protection from harm''' - If you receive lethal damage, there's a piety-based chance that the Shining One may nullify the damage (at the cost of reducing your piety). This is possible even if you're under penance. (Passive)&lt;br /&gt;
*'''Protection from negative energy''' - The Shining One provides [[negative energy]] resistance. This improves as piety rises, up to rN+++ at full piety. (Passive)&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Righteous&amp;quot;&lt;br /&gt;
*'''Gain power from killing''' - You sometimes gain HP and MP whenever you kill demons, the undead, and evil creatures. The amount recovered depends on the slain creature's HD. This effect is similar to the healing and MP recovery provided by [[Makhleb]] and [[Vehumet]], except that it only triggers on certain monsters, and while it restores both HP and MP at once, the gains to each are smaller on average. As piety rises, so does the chance of this effect triggering. (Passive)&lt;br /&gt;
*'''Divine Halo''' - You are surrounded by a halo (up to your line of sight or Piety/20 tiles). You receive an accuracy bonus when fighting creatures inside your halo, and neither they nor you can be invisible. The halo will also reveal the presence of monsters hiding in water. Monsters are twice as likely to notice you when they are inside the halo, which is actually good because the Shining One doesn't appreciate [[Stabbing|sneak attacks]]. (Passive)&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Unflinching&amp;quot;&lt;br /&gt;
*&amp;lt;span id=&amp;quot;divine_shield&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;'''Divine Shield''' - Grants a divine shield whose duration depends on your [[Invocations]] skill, and whose blocking value depends on your [[Shields_(skill)|Shields]] skill. This shield is controlled by The Shining One himself, and thus won't interfere with your wielding of a two-handed weapon, for example. The shield will stack with other physical and magical shields. (Costs 3 MP, 50-100 food, and 2-3 piety)&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Holy Warrior&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Exorcist&amp;quot;&lt;br /&gt;
*&amp;lt;span id=&amp;quot;cleansing_flame&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;'''Cleansing Flame''' - Creates a large burst of holy energy centered on yourself, dealing unavoidable holy damage to all monsters around you. This affects all monsters within two spaces of you, except for the corners. Your Invocations skill increases damage dealt and your chance of success. Because this ability emits holy energy, it does double damage to demons and undead, normal damage to other evil creatures, half damage to other monsters, and no damage to holy beings, neutral creatures, or allies. (Costs 5 MP, 100-200 food, and 2-3 piety)&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Demon Slayer&amp;quot;&lt;br /&gt;
*'''Summon Divine Warrior''' - Summons a friendly [[Angel]] or [[Daeva]]. (Costs 8 MP, 150-300 food, and 6-9 piety)&lt;br /&gt;
&lt;br /&gt;
In addition, the Shining One provides the following:&lt;br /&gt;
*'''Protection against abjuration''' - When [[abjuration]] is cast against your summoned servants, the power (duration reduction) is reduced, depending on your servant's HD. (Passive)&lt;br /&gt;
*'''Bless Allies''' - The Shining One may bless one of your allies when it kills an enemy or gains experience. The chance for this rises with your piety. The following blessings are possible:&lt;br /&gt;
**10%: Give the ally's weapon increased accuracy, damage, and the [[holy wrath]] brand OR give the ally's armour increased [[AC]] and [[negative energy resistance]].&lt;br /&gt;
**90%: Increase the duration of your ally's stay, with a 50% chance to remove [[poison]], [[sickness]], [[confusion]], [[rot]]ting, [[slow]]ing, or [[exhaustion]]. If none apply, heals 25% of its HP.&lt;br /&gt;
*'''Bless Weapon''' - If you [[pray]] on the Shining One's [[altar]] while your Piety is &amp;gt;= 160 and you are wielding a non-artifact weapon, the Shining One can bless it. This will un-curse it, apply a [[scroll of enchant weapon III]], and add the [[holy wrath]] brand (replacing any existing brand). If it is a [[Long Blades|long blade]], it will become a [[Blessed blade|blessed blade]]. [[Demon whip]]s will become [[sacred scourge]]s, [[demon blade]]s will become [[eudemon blade]]s, and [[demon trident]]s will become [[trishula]]s. [[Holy Word]] is cast when you bless a weapon. Doing this has no cost, but it can only be invoked once per game.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Bringer of Light&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
*Summons hostile [[angel]]s or [[daeva]]s.&lt;br /&gt;
*Triggers a Cleansing Flame against you.&lt;br /&gt;
*Makes a loud [[noise]] at your location.&lt;br /&gt;
*[[Silence]]s you for 10-35 turns.&lt;br /&gt;
&lt;br /&gt;
Note that the Shining One will never actively punish you while you're under penance, even if you left the religion, unless you converted to an evil religion ([[Kikubaaqudgha]], [[Makhleb]], [[Yredelemnul]], [[Beogh]], or [[Lugonu]]) or if you kill a friendly [[angel]] or a [[daeva]] (even through an ally). TSO doesn't care if you kill hostile angels or daevas.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The Shining One is a useful god in both the early and late game, although for different reasons. In the early game, player accuracy is generally much lower, making his aura extremely desirable. His shield enhancer is also useful for surviving fights with heavy hitting melee opponents. By the time you reach Lair, you should have enough piety and Invocations to safely summon his divine warriors, which are extremely powerful even against non-evil opponents. Unfortunately, he also prevents you from taking advantage of evil, poisonous, and [[stabbing]] attacks, all of which can be extremely helpful in the early game.&lt;br /&gt;
&lt;br /&gt;
By the late and extended game, you'll be facing far more evil, undead, and demonic opponents than natural ones. At this point, his healing on kills, Cleansing Flame, rN+++, and holy wrath branded weapon gift will become much more useful, so much so that it isn't uncommon for players to switch to TSO specifically for clearing [[the Tomb]], [[Pandemonium]], and [[Hell]]. Some of the more popular gods to switch to TSO from include:&lt;br /&gt;
*[[Elyvilon]] or [[Zin]]: Both encourage training Invocations and you won't suffer divine retribution after switching to the Shining One. Their code of conduct is also similar, preparing you for life as a crusading zealot.&lt;br /&gt;
*[[Okawaru]]: Trains Invocations and gifts you weapons and armour you'll be able to continue using after switching. His wrath isn't too difficult to deal with (learn Blink and be prepared for assassination attempts).&lt;br /&gt;
*[[Makhleb]]: Trains Invocations by letting you fire magical bolts and summon demons, and heals you on kills. His wrath is pretty weak, considering you'll now be following a god who specializes in dispatching demons.&lt;br /&gt;
*[[Yredelemnul]]: Along with all the reasons you'd switch from Makhleb, Yredelemnul followers will almost need to switch to another god for the extended game, as he grants almost no piety in these areas.&lt;br /&gt;
*[[Trog]]: Doesn't train Invocations, but is ''the'' early-game god for melee characters, letting you go [[berserk]] and summon similarly irate monsters. He'll also gift you weapons. Wrath is manageable.&lt;br /&gt;
&lt;br /&gt;
You should train Invocations to 8-10 in the last levels before you do [[Crypt]] (if your skill isn't already that high), then switch to the Shining One and go to maximum piety in the Crypt. Once you can summon divine warriors to your aid you should be set for the rest of the game; just keep an eye out for good weapons to bless (see below).&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
When worshipping the Shining One, keep the following in mind:&lt;br /&gt;
*Make sure you bless a weapon before taking on the [[Hells]] or [[Pandemonium]]. The best choice is usually either a [[broad axe]], [[executioner's axe]], [[bardiche]], [[demon trident]], [[demon whip]], [[eveningstar]], or [[demon blade]]. A blessed demon whip ([[holy scourge]]) is the best one-handed weapon in the game against demons (though weapons of speed are close). If you are playing an [[ogre]], bless a [[giant spiked club]] instead. Ranged weapon users can do quite well by blessing [[longbow]]s/[[crossbow]]s.&lt;br /&gt;
*Don't underestimate the Cleansing Flame ability; it can deal very respectable area-of-effect damage once you reach high Invocations. When surrounded by demons, one or two uses will quickly clear out the weaker pests, provide quick healing, pay for its own MP/piety cost, and deal significant unavoidable damage to any [[Fiend]]s or worse that are in range. A [[haste]]d TSO worshiper spamming full power Cleansing Flames can take down all but the hardiest end-game bosses.&lt;br /&gt;
*TSO's Bless Allies effect doesn't just affect the angels and daevas he sends your way; ''any'' ally will be protected from Abjuration and blessed when it gets kills. He doesn't mind if your summoned forces die at the hands of an enemy.&lt;br /&gt;
*Stealthy characters who switch to TSO will suddenly find themselves much less capable of reaching an enemy in time for a one-hit stealth kill. If you have access to [[throwing net]]s, however, you can still put your stabbing expertise to good use. They're a little hard to come by, and they're by no means subtle, but they still allow you to land devastating blows against all but the [[size|largest]] powerful end-game bosses.&lt;br /&gt;
*One of the more annoying aspects of being a worshiper of the Shining One is fighting in a chivalric manner. Any number of unintended actions may incur penance. Keep the following in mind:&lt;br /&gt;
**[[Miscast effects]] can sometimes harm your allies or poison your enemies. [[Air Magic]] miscasts can generate poisonous gas clouds that will happily ruin your day in the middle of a big battle.&lt;br /&gt;
**Trying to act while confused may cause you to attack an ally (or an enemy in an unchivalric manner). Wait out the confusion, remove it with a [[potion of curing]], or prevent it entirely with an [[amulet of clarity]].&lt;br /&gt;
**Area of effect spells can damage unaware or sleeping enemies unintentionally.&lt;br /&gt;
**While fighting with [[angel]]s and [[daeva]]s at your side, they will sometimes &amp;quot;aggro&amp;quot; monsters, causing them to ignore you: in this state attacking them is considered unchivalric. While the Shining One won't mind if you attack a demon distracted by your heavenly brothers in arms, he'll be ticked off if it's a mere orc.&lt;br /&gt;
**Note that poison by shield of reflection is not held against you. Additionally if you have gotten the [[stinger]] mutation, your character will not use the stinger preventing you from using poison this way.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], followers of the Shining One were occasionally seen as allies by [[:Category:Holy holiness|holy monsters]]. The chance of this recognition rose with piety.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], followers of the Shining One gained piety passively, up to a limit, and piety did not decay.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], the [[paladin]] background started the game worshiping the Shining One.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.4]], TSO would occasionally gift permanent allies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods|Shining One, The]][[Category:Good Gods]]&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gozag_Ym_Sagoz&amp;diff=32487</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=32487"/>
				<updated>2014-09-02T15:44:08Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: Bribe targets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&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. Gozag will also duplicate any one non-artifact item for a servant.&lt;br /&gt;
&lt;br /&gt;
Gozag likes it when you collect gold.}}&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 50 [[gold]] and rises with the amount of gold generated in the game:&lt;br /&gt;
 Service fee = 50 + (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.&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.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
As Gozag Ym Sagoz has no piety system, all of its granted 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: Corpses left by defeated enemies turn into piles of gold (the amount of gold varies; bigger, stronger monsters tend to generate more). These gold piles have a temporary 1-tile aura which may distract nearby creatures, occasionally making them skip a turn. (Passive)&lt;br /&gt;
&lt;br /&gt;
*Detect Gold and shops: You map the location of gold on the floor in a medium area around you and map the location of shops you have funded on your current dungeon level. (Passive)&lt;br /&gt;
&lt;br /&gt;
*Potion Petition: Purchase one set of potion effects. You immediately get the effects of one of 4 sets of potions:&lt;br /&gt;
1 is always a single [[potion of porridge]], the other 3 contain 2-6 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. (100 Gold for the first potion of porridge, +4 per use, any other set costs more)&lt;br /&gt;
&lt;br /&gt;
*Call Merchant: Fund a merchant to set up a new [[shop]] somewhere near to areas of the dungeon you have explored.&lt;br /&gt;
You choose one out of three different Merchants (based on the name of the shop) (1000 Gold for the first shop, +200 per use, though most shops are actually much cheaper)&lt;br /&gt;
&lt;br /&gt;
*Bribe Branch: Send money to the humanoid and demonic inhabitants of a branch to turn them temporarily neutral or incite them to join you. [[Unique]]s and all other enemy types are unaffected. (Costs 3000 Gold)&lt;br /&gt;
**You must be in the branch 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 will take from the fund when fighting, but not over time.&lt;br /&gt;
**Attacking one of these pacified monsters will result in turning any pacified monster in sight hostile.&lt;br /&gt;
** This power can be used on the [[Orcish Mines]] (affects Orcs), [[Elven Halls]] (Elfs), [[Vaults]] (Humans), [[Iron City of Dis]] (Demons), [[Gehenna]] (Demons), [[Cocytus]] (Demons), [[Tartarus]] (Demons), and [[Realm of Zot]] (Draconians).&lt;br /&gt;
&lt;br /&gt;
*Duplication: One non-artefact item can be duplicated at an altar by praying. (Costs nothing, the item must be dropped on the altar)&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 will 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: [[Haste]]s an enemy.&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;
Characters that rely heavily on [[corpse]]s, such as [[Necromancer]]s, [[ghoul]]s, [[vampire]]s, and [[troll]]s, should think twice before choosing to follow Gozag, as you'll be turning everything you kill into gold. For the same reason, Gozag is an appealing choice for [[spriggan]]s; as [[herbivore]]s, they have less use for corpses than most species (barring [[Necromancy]] or blood sacrifice-accepting gods), and more gold means more access to shop equipment, Gozag's abilities, and (if hunger actually becomes an issue) edible food items.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Gozag Ym Sagoz will be added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:The_Shining_One&amp;diff=32480</id>
		<title>Talk:The Shining One</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:The_Shining_One&amp;diff=32480"/>
				<updated>2014-09-02T15:09:07Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: Poison stinger?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Spotting non-evil monsters===&lt;br /&gt;
What does this mean? [[User:Syneil|Syneil]] 09:28, 20 March 2013 (CET)&lt;br /&gt;
===Stingers===&lt;br /&gt;
I read in an earlier version of the wiki, that naga and draconians with poisonous auxiliary attacks would withhold them to not offend TSO. Is that still true? --[[User:BlueCrake|BlueCrake]] ([[User talk:BlueCrake|talk]]) 17:09, 2 September 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Qazlal_Stormbringer&amp;diff=32472</id>
		<title>Qazlal Stormbringer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Qazlal_Stormbringer&amp;diff=32472"/>
				<updated>2014-09-02T14:40:12Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: Air has the airstrike special (if it wasnt silently removed)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&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 they generate, regardless of source. Naturally-occurring and enemy-generated clouds will harm you as normal, however. (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).&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]], 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, 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 last 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. Costs 7 MP, 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;
Upon abandoning Qazlal, you are given 25 penance. Every so often, he will afflict you with one of the following:&lt;br /&gt;
*33.3%: Summons hostile [[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%: Temporarily convert all terrain around you to [[lava]].&lt;br /&gt;
*33.3%: Give you one of the following temporary mutations: rF--, rC--, rElec-, or [[Deformed]]. These are removed as you gain XP.&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;
==History==&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;
[[Category:Gods]]&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Polymorph&amp;diff=32471</id>
		<title>Talk:Polymorph</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Polymorph&amp;diff=32471"/>
				<updated>2014-09-02T14:26:38Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: Holy polymorphing?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Valid forms==&lt;br /&gt;
&lt;br /&gt;
We should probably say somewhere what forms monsters can be polymorphed into.  For example, I've certainly never seen anything polymorph into an orc wizard - I'm guessing that only the base monster is a valid target, but it'd be nice to get all the rules for it. -[[User:Ion frigate|Ion frigate]] ([[User talk:Ion frigate|talk]]) 02:25, 5 March 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
:The function monster_polymorph (in mon-stuff.cc) calls _valid_morph (in the same file) which contains the list of requisites that must be met. --[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 00:10, 6 March 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
==Valid Targets==&lt;br /&gt;
I just used my Plutonium sword to kill myself. I did this by turning Mennas into a Pearl Dragon. So i guess holy monsters are valid polymorph targets? (Or is plutonium a special case?) If so I`d edit in some warnings, as there are not that many other holy monsters that match Mennas` HD. --[[User:BlueCrake|BlueCrake]] ([[User talk:BlueCrake|talk]]) 16:26, 2 September 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Background_and_race_combinations_for_beginners&amp;diff=32141</id>
		<title>Background and race combinations for beginners</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Background_and_race_combinations_for_beginners&amp;diff=32141"/>
				<updated>2014-08-31T10:01:10Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: Corrected link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Crawl allows you to play using widely different play styles, depending on your character and god choice. The wide variety of choices offered might intimidate or even overwhelm new players. These are a selection of strong combos from the main character archetypes in the game. &lt;br /&gt;
&lt;br /&gt;
*'''([[Minotaur]]/[[Hill Orc]]) ([[Berserker]]/[[Fighter]])''' ([[Vigrid's Hill Orc Fighter Guide|strategy guide]]): Pure melee builds. Find a big weapon and the heaviest armour, worship [[Trog]] or [[Okawaru]] and beat things to death.&lt;br /&gt;
&lt;br /&gt;
*'''[[Centaur]] [[Hunter]]''': A typical ranged character. Centaur speed and HP increase survivability. Worship [[Trog]] or [[Okawaru]] for weapon, armour as well as ammo gifts. &lt;br /&gt;
&lt;br /&gt;
*'''[[Deep Elf]] [[Conjurer]]''' ([[MistyMan's Deep Elf Conjurer of Vehumet guide|strategy guide]]): Offensive caster.  Your damage dealing capability is your best defense; with [[Iskenderun's Battlesphere]] you rip through dangerous enemies that many other characters would have to avoid.  Worship [[Vehumet]] for even more punch and a steady supply of mana.&lt;br /&gt;
&lt;br /&gt;
*'''[[Merfolk]] [[Ice Elementalist]]''' ([[Nabalzbhf's Merfolk Ice Elementalist Guide|strategy guide)]]: A good hybrid (melee and magic) build. Great aptitudes for [[Charms]], [[Dodging]], [[Fighting]], [[Polearms]], and [[Ice Magic]].&lt;br /&gt;
&lt;br /&gt;
*'''[[Spriggan]] [[Enchanter]]''' ([[Huggz's Spriggan Enchanter guide|strategy guide]]): The classic stealth and stab build. Spriggans are a great stealth class for new players since their high speed lets them flee when stealth fails. [[Ensorcelled Hibernation]] makes stabbing things really easy. &lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy Guides]]&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gozag_Ym_Sagoz&amp;diff=31759</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=31759"/>
				<updated>2014-08-29T22:14:13Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: Updated, by testing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&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. Gozag will also duplicate any one non-artifact item for a servant.&lt;br /&gt;
&lt;br /&gt;
Gozag likes it when you collect gold.}}&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 50 [[gold]] and rises with the amount of gold generated in the game:&lt;br /&gt;
 Service fee = 50 + (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 without previous gods are exempt from this fee.&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.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
As Gozag Ym Sagoz has no piety system, all of its granted abilities are available upon joining.&lt;br /&gt;
You will be notified when you have gathered enough gold to use the next given ability.&lt;br /&gt;
&lt;br /&gt;
*Golden touch: Defeated enemies, which would have left a corpse turn to piles of gold (the amount of gold varies, bigger, meaner monsters tend to generate more); these gold piles have a temporary 1 field shine which may distract nearby creatures, causing them to sometimes not act. (Passive)&lt;br /&gt;
&lt;br /&gt;
*Detect Gold and shops: You map the location of gold on the floor in a medium area around you and map the location of shops you set up on your current dungeon level. (Passive)&lt;br /&gt;
&lt;br /&gt;
*Potion Petition: Purchase one set of potion effects.&lt;br /&gt;
You immediately get the effects of one of 4 sets of potions:&lt;br /&gt;
1 will be a potion of poridge for the ability cost. The other 3 are 2-6 random, different potions. The better and the more effects, the more they cost. Once you activate the ability there is no going back, you have to choose and pay for one of the sets. (100 Gold for the first potion of poridge, +4 per use, any other set costs more)&lt;br /&gt;
&lt;br /&gt;
*Call Merchant: Fund a merchant to set up a new [[shop]] somewhere near to areas of the dungeon you have explored.&lt;br /&gt;
You choose one out of three different Merchants (based on the name of the shop) (1000 Gold for the first shop, +200 per use, though most shops are much actually cheaper)&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.&lt;br /&gt;
You must be in the branch to use this ability. Adds 3000 gold to this branch's bribe fund. Monsters have a chance based on their HD (higher 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 will take from the fund when fighting, but not over time.&lt;br /&gt;
Attacking one of these pacified monsters will result in turning any pacified monster in sight hostile. &lt;br /&gt;
(Costs 3000 Gold)&lt;br /&gt;
** This power can be used on the [[Orcish Mines]], [[Elven Halls]], [[Vaults]], [[Iron City of Dis]], [[Gehenna]], [[Cocytus]], [[Tartarus]], and [[Realm of Zot]].&lt;br /&gt;
*Duplication: One non-artefact item can be duplicated at an altar by praying. (Costs nothing, the weapon must be dropped on the altar)&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Upon leaving Gozag Ym Sagoz any funded stores close unable to pay their debts without your funds. Any bribed monsters will turn hostile. &lt;br /&gt;
*Petition for your drink to fail: When quaffing potions there is a high chance, that you will loose ther turn (but not the potion).&lt;br /&gt;
*Turn to gold: When buying from shops there is a chance that your goods will turn into 1 piece of gold.&lt;br /&gt;
*Incite: A chance to incite your opponent granting it haste. &lt;br /&gt;
*Claim gold: Gozag Ym Sagoz claims about 10% of any gold you pick up (like a reverse Zin).&lt;br /&gt;
==Strategy==&lt;br /&gt;
Characters that rely heavily on [[corpse]]s, such as [[Necromancer]]s, [[ghoul]]s, [[vampire]]s, and [[troll]]s, should think twice before choosing to follow Gozag, as you'll be turning everything you kill into gold. For the same reason, Gozag is an appealing choice for [[spriggan]]s; as [[herbivore]]s, they have less use for corpses than most species (barring [[Necromancy]] or blood sacrifice-accepting gods), and more gold means more access to shop equipment, Gozag's abilities, and (if hunger actually becomes an issue) edible food items.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Gozag Ym Sagoz will be added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_porridge&amp;diff=31179</id>
		<title>Potion of porridge</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_porridge&amp;diff=31179"/>
				<updated>2014-08-29T21:09:13Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: No item destruct&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Potion&lt;br /&gt;
 |name = Potion of porridge&lt;br /&gt;
 |cost = 10&lt;br /&gt;
 |weight = 4.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A filling potion of sludge, high in cereal fibre.}}&lt;br /&gt;
&lt;br /&gt;
[[Quaff]]ing a '''potion of porridge''' increases your [[satiation]] level by 6,040 points. This is regardless of dietary preferences, with the one exception being that pure carnivores ([[ghoul]]s, [[kobold]]s, and anything else with the [[Carnivore]] 3 [[mutation]]) receive no benefit from them whatsoever. Unlike other [[potion]]s, potions of porridge are always identified on sight.&lt;br /&gt;
&lt;br /&gt;
Potions of porridge are rare, but [[spriggan]]s start with one instead of a [[bread ration]].&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|That potion was really gluggy!}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], potions of porridge were identified on sight, but could be guessed at because they would always be described as &amp;quot;gluggy white&amp;quot; or &amp;quot;gluggy brown&amp;quot; potions. Also, they only gave 6,000 nutrition (though all potions gave a base 40 nutrition at the time, making it add up to the same benefit).&lt;br /&gt;
&lt;br /&gt;
[[Category:Comestible]]&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:ARCHIVED_BlueCrake%60s_VSTr_of_Ash_guide&amp;diff=31164</id>
		<title>Talk:ARCHIVED BlueCrake`s VSTr of Ash guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:ARCHIVED_BlueCrake%60s_VSTr_of_Ash_guide&amp;diff=31164"/>
				<updated>2014-08-29T20:40:28Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: Answer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Considering VS aptitudes and the UC tendency to wear light armour, I'm amazed you emphasize Armour skill at all here. I might get 2 or 3 levels to negate the measly penalty from my leather, troll leather, or swamp dragon armour, but I'd turn it off and focus Dodging beyond that, especially since most serious fights would be in a Transmutations form. Thoughts? --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 15:27, 29 August 2014 (CEST)&lt;br /&gt;
:VS is equally bad at both skills, but with medium Armour Ash will add his blessing to both (if you skilled them). In general you should have more than enough spell-skill (being on your way to higher forms), so you can take the encumbrance. Fights will be mostly with Blade Hands during midgame so body armour becomes an important line of defense. Don`t worry about the UC penalty.&lt;br /&gt;
:Once Dragonform is reached, your defenses will turn kinda horrible, but more dodge won't improve EV much here. In Lichform the stacking AC from and your Armour can make you rather tanky.--[[User:BlueCrake|BlueCrake]] ([[User talk:BlueCrake|talk]]) 22:40, 29 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
Oh, and you might want to drop the reference to Hall of Blades, as that place is gone in 0.15. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 15:41, 29 August 2014 (CEST)&lt;br /&gt;
:Done, ty :) --[[User:BlueCrake|BlueCrake]] ([[User talk:BlueCrake|talk]]) 22:40, 29 August 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=ARCHIVED_BlueCrake%60s_VSTr_of_Ash_guide&amp;diff=31163</id>
		<title>ARCHIVED BlueCrake`s VSTr of Ash guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=ARCHIVED_BlueCrake%60s_VSTr_of_Ash_guide&amp;diff=31163"/>
				<updated>2014-08-29T20:17:23Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: Minor Edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&lt;br /&gt;
{{Advice}}&lt;br /&gt;
&lt;br /&gt;
'''A Guide on Transmutive Stalkers and the Curse'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This is a guide for [[Vine Stalker]] [[Transmuter]]s going for [[Ashenzari]] as a god. Other options will be discussed, but the guide mainly focuses on the peculiar details of this specific build.&lt;br /&gt;
&lt;br /&gt;
''I was going to shorten it drastically, but cannot find it in me to remove anything from the guide. So I guess it stays bloated and wordy.'' --[[User:BlueCrake|BlueCrake]] ([[User talk:BlueCrake|talk]]) 13:52, 29 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
=Starting Options=&lt;br /&gt;
You can skip this part if you just want to follow the guide. Read it if you want to learn about similar options.&lt;br /&gt;
==Races==&lt;br /&gt;
===Merfolk===&lt;br /&gt;
Great aptitude for transmuting, UC and Dodging, the ability to cross water and balanced stats make merfolk one of the easiest picks with a transmuter.&lt;br /&gt;
===Draconians===&lt;br /&gt;
Biting and Tailslapping opponents around is generally awesome for UC. A strong breath attack later on helps with problematic situations during the midgame. Draconians also have high AC through their scales and enjoy a slightly greater Dragon Form.&lt;br /&gt;
===Demonspawn===&lt;br /&gt;
Despite their lack of aptitudes Demonspawn make great transmuters during the mid and engame, when their own mutations start to stack up. Most of these mutations are not supressed by changes in form gaining them some unique advantages.&lt;br /&gt;
===Other===&lt;br /&gt;
Spriggan have good aptitudes but lack hp. One can always play a human. Vampires have nice aptitudes but have problems staying well-fed enough for transmutations. Naga are slow and already have See Invisible so they`ll be better off with cheibriados. &lt;br /&gt;
===Vine Stalkers===&lt;br /&gt;
Mediocre Aptitudes and a lack of HP make [[Vine Stalker]]s seem like an even worse choice than spriggans. But this race has some unique advantages&lt;br /&gt;
&lt;br /&gt;
*''Regeneration'' 1 (upgrade to [[Regeneration]] 2 at level 6 and Regeneration 3 at level 12.); the effect is noticeable from the start, but at level 12 you will gain around 1 HP per action. This makes attrition from groups of enemies (orc and yaks in the beginning draconians and demonspawn later) much less of a problem.&lt;br /&gt;
&lt;br /&gt;
*Permanent ''Spirit shield'' helps to offset your low HP; What were you going to do with that MP anyway? During a usual fight you won`t need more than one or two forms. (MP regenerate in addition to your normal hitpoints meaning your effective regeneration is even higher.)&lt;br /&gt;
&lt;br /&gt;
*''Fangs'' 2 (upgrade to 3 at level 8) an auxilary attack that starts on par with draconian tail-slaps and only gets stronger. Can be used to kill even Tier-2 demons, though you shouldn`t try this.&lt;br /&gt;
&lt;br /&gt;
*And an ''Antimagic Bite'' that gains you MP. The more damage your bite dealt and the more MP you were missing the more you gain. Vine stalkers are the true vampires of crawl! Gaining life by biting things is nice in general, but do not rely on it to get you out of bad situations. &lt;br /&gt;
&lt;br /&gt;
*Also the bite works like it has the ''[[antimagic]]'' brand. Those high end casters just lost a lot of their deadliness, even if they falter only once or twice that will net you time to land those important hits.&lt;br /&gt;
&lt;br /&gt;
*''Rotting resistance''; kind of a niche, but makes fighting ghouls and plaque shamblers easier. Also prevents you from loosing max HP (Which is good cause you can`t use normal means to regain them)&lt;br /&gt;
&lt;br /&gt;
*''No HP from potions or wands''; kind of bad, but usually you should avoid situations where you have to rely on these anyway. (Barring the very early game where your regeneration achives much of to the sam effect) Potions of Magic will add as much to your resilence as a potion of heal wounds for other characters. Keep one or more on your person if possible.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
===Transmuter===&lt;br /&gt;
The obvious choice start with your book and all the forms you need for the dungeon, lair and orc. If you have particularly bad luck Blade hands and Ice form can carry you all the way through Zot.&lt;br /&gt;
===Monk===&lt;br /&gt;
Gain a headstart in killing things barehanded (or is is bare-vined?) and in Ashenzari piety, but you have to rely on luck to find the transmutations that are vital for your build. Though you can just go for an unarmed medium-heavy armour fighter if no suitable books turn up.&lt;br /&gt;
===Other===&lt;br /&gt;
One can build a Transmuter out of most backgrounds as you will generally need all stats and all skills aside from the weapon skills. It is generally a waste of XP to start as something else as monk or transmuter for this build, but should your wizard happen upon some early book of changes and no conjurations at all by all means turn your build around and go with it. (Use your own judgement) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
===Okawaru===&lt;br /&gt;
Heroism and Finesse are great. Gifts are mostly useless as they`ll be either weapons or (mostly) useless armour. Not that Heroism and Haste won`t stack with UC on highest levels, though this will be more of a luxus issue by the time you are able to get both.&lt;br /&gt;
===Makhleb===&lt;br /&gt;
Gain ranged attacks and demonic reinforcements, also health on kills. Very nice for all those midgame branch ends. The HP on kills is a bit overkill, Vine Stalkers have problems with max HP and being one shot-ed, not with attrition.&lt;br /&gt;
===TSO===&lt;br /&gt;
Gain effectively See invis, more Accuracy and protection from negative energy. Also Cleansing Flame and Holy allys for your extended killing sprees. On the downside you will lose most of your stealth as well as the option to use such nice things as Necromutation and Regeneration. Makes for a nice switch from Makhleb or Oka as noted in his/her page.&lt;br /&gt;
===Cheibriados===&lt;br /&gt;
Great Invocations including slowing opponent, irresistible damage on every opponent in LOS and a ok escape ability. Also adds lots of stats to your character, which will translate into easier spellcasting, monstrous damage and better evasion. The slowed movement and the ban on being hasty is quite detrimental to this build though. If you find yourself with acess to reliable translocations early (Teleport control+blink/teleport rings; Controlled blink) you might want to give chei a try.&lt;br /&gt;
===Jiyva===&lt;br /&gt;
Theoretically '''the''' god of transmuting, but his/her altar appears much to late and unreliable.&lt;br /&gt;
===Other===&lt;br /&gt;
Many of the other gods can be quite useful for a transmuter; do not pick Trog or Zin though.&lt;br /&gt;
===Ashenzari===&lt;br /&gt;
Ash has some major and some minor things going for her/him:&lt;br /&gt;
*Skill boosts for cursed gear (Awesome)&lt;br /&gt;
*See invis and Clarity (Great)&lt;br /&gt;
*Identify Foo (Nice but more of a luxury)&lt;br /&gt;
*Detect Opponents at range (Huge)&lt;br /&gt;
*Scrying (seldom usefull, but when it is, it`s generally life-saving.)&lt;br /&gt;
*Transfer knowledge (I can not see any real use for this with the new XP-system.) &lt;br /&gt;
Ash is rather passive in his/her demands as well as in her/his boosts. No need (or option) to train Invocations, no restrictions in behaviour.&lt;br /&gt;
&lt;br /&gt;
The idea behind picking Ash was, the general magical boost one gains by being fully bound in jewellery. This allows to have a skill trained to 5 be effectively at 10 on high piety. This allows you to spread your experience over all the magical skills you will need as an Transmuter and still get enough out of that levelwise. (The skillboost is retained when the equipment is melded)&lt;br /&gt;
&lt;br /&gt;
Detecting opponents will allow you to recover in dangerous areas by avoiding opponents (mostly). Knowing the exact location and number of your opponent before the battle starts will also allow you to position yourself much better for the ensuing slaughter.&lt;br /&gt;
&lt;br /&gt;
Add 2 free and important intrinsics (both of wich Vine Stalkers lack) and pile the free identification on top and you have a great deity to worship.&lt;br /&gt;
&lt;br /&gt;
=Walkthrough=&lt;br /&gt;
This part will tell you what to do, but as always you still have to think for yourself. &lt;br /&gt;
&lt;br /&gt;
''Stuff formatted like this is meant with a &amp;quot;if possible&amp;quot;.''&lt;br /&gt;
==Skills==&lt;br /&gt;
Early:&lt;br /&gt;
*Focus your learning on [[transmutation]], and whatever spellschool you need to get your next form-spell castable reliable. &lt;br /&gt;
*Spend the rest on [[unarmed combat]]. &lt;br /&gt;
*Only learn spellcasting when you need spell-levels. (But plan ahead, you want all of the spells from your [[Book of Changes]] castable asap.&lt;br /&gt;
Middle:&lt;br /&gt;
*Focus on UC!&lt;br /&gt;
*Get Fighting, Dodging and some Armour until you can stay in fight without losing to much life.&lt;br /&gt;
*Pick up Evocations to around 10.&lt;br /&gt;
*You can pick up stealth but dont really need to.&lt;br /&gt;
*Also crank up your spellskills any time you find a new spell you want to learn.&lt;br /&gt;
Late:&lt;br /&gt;
*Get UC high (Think 23+)&lt;br /&gt;
*Pour a lot XP into Fighting and Spellcasting to get your max HP up.&lt;br /&gt;
*Keep on skilling Dodging and Armour &lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
'''Get at any price:'''&lt;br /&gt;
&lt;br /&gt;
'''Forms are most important:'''&lt;br /&gt;
&lt;br /&gt;
[[Beastly Appendage]] use very early, unlearn in midgame&lt;br /&gt;
&lt;br /&gt;
[[Sticks to Snakes]] use for meatshields, unlearn in midgame&lt;br /&gt;
&lt;br /&gt;
[[Spider Form]] use for running, poisoning&lt;br /&gt;
&lt;br /&gt;
[[Ice Form]] use versus hydras, to float or against ice+poison attacks&lt;br /&gt;
&lt;br /&gt;
[[Blade Hands]] main (defensive) combat form, use in every fight where no form-resistances are needed.&lt;br /&gt;
&lt;br /&gt;
[[Dragon Form]] killer combat form, use when you need fire resistance, flight and whenever you want maximised offensive. (Typically in tight corridors or versus uniques)&lt;br /&gt;
&lt;br /&gt;
[[Necromutation]] extended combat form '''(Not part of the standart build)''', use when you want to do Hell and Tomb. Uncurse and unequip your weapon to fight in this form.&lt;br /&gt;
&lt;br /&gt;
'''Other must-haves:'''&lt;br /&gt;
&lt;br /&gt;
[[Confusing Touch]]&lt;br /&gt;
&lt;br /&gt;
[[Haste]] use sparringly and with a form for dangerous fights, rest afterwards to give contamination time to disperse&lt;br /&gt;
&lt;br /&gt;
[[Repel Missiles]] keep always up, unlearn when you get Deflect&lt;br /&gt;
&lt;br /&gt;
[[Deflect Missiles]] keep always up&lt;br /&gt;
&lt;br /&gt;
[[Swiftness]]&lt;br /&gt;
&lt;br /&gt;
[[Ozocubu's Armour]] super with Ice Form, nice with Spider Form and Dragon Form, for Blade Hands you`ll want heavier armour &lt;br /&gt;
&lt;br /&gt;
[[Regeneration]]&lt;br /&gt;
&lt;br /&gt;
[[Summon Butterflies]] can buy you time to flee or distract summoners.&lt;br /&gt;
&lt;br /&gt;
[[Blink]] not that good, but cheap, unlear when you can control it.&lt;br /&gt;
&lt;br /&gt;
[[Controlled Blink]] the ultimate escape spell, always play so that you can use blink to run if things go wrong.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Get if you can spare the expense:'''&lt;br /&gt;
&lt;br /&gt;
[[Apportation]]&lt;br /&gt;
&lt;br /&gt;
[[Abjuration]] unlearn when you can manage the Aura of Abjuration&lt;br /&gt;
&lt;br /&gt;
[[Aura of Abjuration]]&lt;br /&gt;
&lt;br /&gt;
[[Cure Poison]]&lt;br /&gt;
&lt;br /&gt;
[[Phase Shift]]&lt;br /&gt;
&lt;br /&gt;
Mid-High level [[Summonings]]&lt;br /&gt;
&lt;br /&gt;
'''Get if you have spell levels to spare:'''&lt;br /&gt;
&lt;br /&gt;
[[Silence]]&lt;br /&gt;
&lt;br /&gt;
[[Flight]]&lt;br /&gt;
&lt;br /&gt;
[[Shroud of Golubria]]&lt;br /&gt;
&lt;br /&gt;
[[Statue Form]] get this if you must do extended and have not found Necromutation&lt;br /&gt;
&lt;br /&gt;
[[Stoneskin]]&lt;br /&gt;
&lt;br /&gt;
[[Passwall]]&lt;br /&gt;
&lt;br /&gt;
[[Petrify]]&lt;br /&gt;
&lt;br /&gt;
[[Ignite Poison]]&lt;br /&gt;
&lt;br /&gt;
[[Death's Door]]&lt;br /&gt;
&lt;br /&gt;
[[Dispel Undead]]&lt;br /&gt;
&lt;br /&gt;
[[Dispersal]]&lt;br /&gt;
&lt;br /&gt;
==Early Dungeon==&lt;br /&gt;
*Kill things with your hands and use [[Beastly Appendage]]. &lt;br /&gt;
*''Grab a good branded weapon if you find one (think: [[venom]] or [[electrocution]] short sword, artefacts or unrands). &lt;br /&gt;
*''Grab stuff you can [[throw]] to soften enemies up at range. (If you got lots use them every occasion, but you might want to save javelins for dangerous stuff like [[Ogre]]s.&lt;br /&gt;
*''Grab poisoned [[needle]]s and [[curare]] and a [[blowgun]]. (Use on vulnerable monsters like [[goliath beetle]]s and [[killer bee]]s)&lt;br /&gt;
*''Pick up some extra arrows for [[Sticks to Snakes]].&lt;br /&gt;
*Learn [[Sticks to Snakes]] on lvl 2, use this spell, when you meet a dangerous monster and want to overwhelm or flee from it.&lt;br /&gt;
*Learn [[Spider Form]] on lvl 3 and get some [[Poison Magic]]. This will be your main combat form until you can cast [[Blade Hands]], but the movement speed is also great for fleeing during your whole game.&lt;br /&gt;
*Learn [[Ice Form]] next, but get Spider Form reliable first. You`ll need it versus hydras, poisonous stuff (if you miss that resistance)(do remember that you can eat poisonous corpses in this form), float over water and ignore freezing clouds (for taht ice cave later). &lt;br /&gt;
*Get [[Ozocubu's Armour]] for [[Ice Form]] as it will make fighting those hydras easier. (Also good for spider form)&lt;br /&gt;
*Learn [[Blade Hands]] as soon as possible. This will be your main combat form. slaughter anything that is not a living hydra with it.&lt;br /&gt;
*Get to the temple or an Ash altar when you find it. Worship her/him. Drop some scrolls of remove curse and pray on them. Curse your non-bad jewellery and any better than average armour.&lt;br /&gt;
*Curse a weapon as soon as you can cast Blade Hands reliably and comfortably.&lt;br /&gt;
*Earn piety and enjoy the benefits of increased magic skills and all the other stuff mentioned above.&lt;br /&gt;
*Later you`ll want to use one scroll of remove curse to swap several pieces of equip at once.&lt;br /&gt;
&lt;br /&gt;
==Early Branches==&lt;br /&gt;
*Enter the Lair when you find it, kill stuff carefully. Beware of the Death Yak packs and Hydras if you cannot take them on. (Try wands or power-up potions to take them out) When you feel stuff gets to dangerous here, take out Orc:1-3 and D:-12 and return then.&lt;br /&gt;
*After Lair, do Orc:1-3. If this felt easy, do Orc:4; else save it for after D:14. Avoid attacks from [[distortion]] wielding orcs. Browse the shops for equipment and spellbooks.&lt;br /&gt;
*Do D:-14, then do D:15 very carefully.&lt;br /&gt;
*Do the 2 easy Lair-branches: Use your Ashenzari-Monster-Detector to avoid getting overwhelmed. Make an effort to have poison resistance in your unmelded equipment, else use Ice Form here mostly. &lt;br /&gt;
*For Snake:5 and Swamp:5: Use shouting and preplanned running to lure the the monsters away from the runevaults and take them out in smaller packs.&lt;br /&gt;
*For Spider:5: Clear the level carefully and silently. Lure monsters by throwing stuff, retreat a bit then splatter over the ground.&lt;br /&gt;
*For Shoals:5: The most dangerous featuring fast, deadly and intelligent packs of opponents. Make it a priority to always have an escape route! Explore carefully and rather silently. Skip if you don`t fell safe.&lt;br /&gt;
==Midgame==&lt;br /&gt;
*Do Elf:1-2, by now you should be a killing machine when using your &amp;quot;scythe like hands&amp;quot;.&lt;br /&gt;
*Do Elf:3 avoiding the vault. Do not try the vault without some magic resistance. Dig a narrow, bending passage at the vault entrance. Made correctly this will force the elfs into melee combat without allowing them sight of you during their approach. Draw the Elfs out of the vault, retreat to your passage when you feel in the least threatened. It might be necessary to withdraw further if things go wrong. Loot the remains of the now extinct elves and their vualt.&lt;br /&gt;
*Do Vaults:1-4 carefully.&lt;br /&gt;
*Do the Depths:1-5.&lt;br /&gt;
*Do the Crypt, but be very careful if you have no life protection.&lt;br /&gt;
*Enter Vaults:5 with Haste, Spider Form and Repel Missiles up. Blink (with a scroll if you have to) to a corridor, read a scroll of fog and run away from the Vault Guards. Usually activating Blade Hands now and switching beetween killing whatever stands in your way, killing some of the vault guards that follow you and running further works, but stay sharp. Use Scrolls of blinking, Potions of Magic, Potions of Haste, Might and Agility when you feel things spiraling out of control. Also do not forget to use your monster detection to plan ahead.&lt;br /&gt;
==Endgame==&lt;br /&gt;
''*If you are planning on extended and feel powerful enough, enter Abyss through one of the portals, descend into Abyss:3 and wander around till you find the rune. Bring food, buff-spells and some resistances.''&lt;br /&gt;
''*If you are planning on extended and feel powerful enough goto one of the portals into Hell. Activate Dragon Form, Haste, Swiftness and Repel Missiles; enter and shred Geryon asap. Leave if you atracted to much attention and kill things by carefull stairdances. Clear the vestibules.''&lt;br /&gt;
*Do Zot:1-5 exempting the Orb vault. You want mutation resistance, poison resistance and insulation in your active gear, or pain (and death) will ensue. By this time Draconians and Dragons should have nothing on you, kill them quietly. Orb of Fires always are trouble, but Dragon Form+Haste+Repel Missiles (again) will do the job against a single one or two. If you cannot reach the Orb of Fire or if several show up, hide and/or make a run for the stairs. In general explore very carefully here, retreat ''(behind a corner)'' when you find enemies and kill them one by one. Do not enter the vault chambers until you have drawn most of the resistance out and killed it.&lt;br /&gt;
*Decide for or against extended. Pick the Orb up and run for the surface or leave it and pick whichever rune seems the easiest to you to get next from the article below.&lt;br /&gt;
==Extended==&lt;br /&gt;
*Extended isn`t actually a bad choice with this character. My recommendation is that you avoid ziggurats, but try to go for all runes, if you have already won a game.&lt;br /&gt;
&lt;br /&gt;
*Pan-Lord strategy (worked very well for all of the Rune-guarding Uniques): &lt;br /&gt;
**Find the important enemy with monster detect, clear stuff surrounding it as silent as possible.&lt;br /&gt;
**Read a scroll of fog if you are in the open, else hide around a corner. Get your buffs up. All of them! Drink Might and Agility if you can. Turn either into a Dragon (Dispater, Asmodeus, Antaeus only if you got enough rC, and all Pan-Lords) or into a Lich (Ereshkigal) and attract the enemy by shouting.&lt;br /&gt;
**Wait for him/her/it to close the distance. (read another scroll of fog if needed) Close the distance if needed and start mauling ahead.&lt;br /&gt;
**This is needed because you usually can not do controlled blinks to close the distance. If you already got the rune by some strange stroke of luck, feel free to just use controlled blink to get near your target.&lt;br /&gt;
**Having Aura of Abjuration active and strong is a must versus any of the summoning Archdemons. (You might make it without, but that`s not at all recommended.)&lt;br /&gt;
*Slime is rather easy if your defenses are good. Enter, explore, clear carefully. When you reach the Vault at the bottom (and cleared the surroundings) walk into and get your back to a stone wall (so only 3-4 jellys can attack you). Usually this should`ve attracted the royal jelly already, else shout and move closer. Kill it using all your buffs (My suggestion is to use lich form as it provides rN+++ and rC+), ignoring his spawns. Deal with the spawned jellys now or blink/haste run away and take them out, when they have scattered.&lt;br /&gt;
*Enter Pan with some extra food and spare carrying capacity. Always enter Portals in a combat form and at least hasted (more buffs are better) use the Pan-Lord strategy mentioned above. As soon as you have the demonic rune (and are not one of the Unique realms) you`ll want to just search your way to the nearest next portal and move on.&lt;br /&gt;
*Enter and explore the Hells in Lichform, clear the bottom level, and use the Pan-Lord strategy mentioned above. (You ca wander around Pan or Abyss if you lack Necromutation and search for it, though there are games where the Necronomicon just will not spawn.)&lt;br /&gt;
*Tomb becomes rather trivial in permanent Necromutation (+Aura of Abjuration, Sustain Abilities and Haste). Clear level 1 by slowly killing the groups of enemies (beware of attracting too many sphinxes). Enter level 2 fully buffed, read a scroll of teleport (or more if the first places you badly) and retreat into one of the rooms at the edge of the map. Use this place as a place to retreat to and lure mummies into. Clear the level, clear the route to level 3, then clear level 3 by repeated stairdances. Greater Mummies can only smite you and will spend many turns summoning monster, which will immediately be abjured by your aura.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Slice, bite, enjoy and walk away with 15 runes.''&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In 0.15 Item destruction is gone and autoidentification has been added for all items, thus greatly reducing the charm of &amp;quot;Identify foo&amp;quot; as scrolls of Identify are more than common after the early game.&lt;br /&gt;
In 0.13 Traps was removed as a skill. Now only Ash offers significant boni for not running into traps.&lt;br /&gt;
In 0.9 The XP-system was changed, severly weakening Ash's Transfer Knowledge skill.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character guides]]&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=ARCHIVED_BlueCrake%60s_VSTr_of_Ash_guide&amp;diff=31162</id>
		<title>ARCHIVED BlueCrake`s VSTr of Ash guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=ARCHIVED_BlueCrake%60s_VSTr_of_Ash_guide&amp;diff=31162"/>
				<updated>2014-08-29T20:02:18Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: typos, blade is gone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&lt;br /&gt;
{{Advice}}&lt;br /&gt;
&lt;br /&gt;
'''A Guide on Transmutive Stalkers and the Curse'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This is a guide for [[Vine Stalker]] [[Transmuter]]s going for [[Ashenzari]] as a god. Other options will be discussed, but the guide mainly focuses on the peculiar details of this specific build.&lt;br /&gt;
&lt;br /&gt;
''I was going to shorten it drastically, but cannot find it in me to remove anything from the guide. So I guess it stays bloated and wordy.'' --[[User:BlueCrake|BlueCrake]] ([[User talk:BlueCrake|talk]]) 13:52, 29 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
=Starting Options=&lt;br /&gt;
You can skip this part if you just want to follow the guide. Read it if you want to learn about similar options.&lt;br /&gt;
==Races==&lt;br /&gt;
===Merfolk===&lt;br /&gt;
Great aptitude for transmuting, UC and Dodging, the ability to cross water and balanced stats make merfolk one of the easiest picks with a transmuter.&lt;br /&gt;
===Draconians===&lt;br /&gt;
Biting and Tailslapping opponents around is generally awesome for UC. A strong breath attack later on helps with problematic situations during the midgame. Draconians also have high AC through their scales and enjoy a slightly greater Dragon Form.&lt;br /&gt;
===Demonspawn===&lt;br /&gt;
Despite their lack of aptitudes Demonspawn make great transmuters during the mid and engame, when their own mutations start to stack up. Most of these mutations are not supressed by changes in form gaining them some unique advantages.&lt;br /&gt;
===Other===&lt;br /&gt;
Spriggan have good aptitudes but lack hp. One can always play a human. Vampires have nice aptitudes but have problems staying well-fed enough for transmutations. Naga are slow and already have See Invisible so they`ll be better off with cheibriados. &lt;br /&gt;
===Vine Stalkers===&lt;br /&gt;
Mediocre Aptitudes and a lack of HP make [[Vine Stalker]]s seem like an even worse choice than spriggans. But this race has some unique advantages&lt;br /&gt;
&lt;br /&gt;
*''Regeneration'' 1 (upgrade to [[Regeneration]] 2 at level 6 and Regeneration 3 at level 12.); the effect is noticeable from the start, but at level 12 you will gain around 1 HP per action. This makes attrition from groups of enemies (orc and yaks in the beginning draconians and demonspawn later) much less of a problem.&lt;br /&gt;
&lt;br /&gt;
*Permanent ''Spirit shield'' helps to offset your low HP; What were you going to do with that MP anyway? During a usual fight you won`t need more than one or two forms. (MP regenerate in addition to your normal hitpoints meaning your effective regeneration is even higher.)&lt;br /&gt;
&lt;br /&gt;
*''Fangs'' 2 (upgrade to 3 at level 8) an auxilary attack that starts on par with draconian tail-slaps and only gets stronger. Can be used to kill even Tier-2 demons, though you shouldn`t try this.&lt;br /&gt;
&lt;br /&gt;
*And an ''Antimagic Bite'' that gains you MP. The more damage your bite dealt and the more MP you were missing the more you gain. Vine stalkers are the true vampires of crawl! Gaining life by biting things is nice in general, but do not rely on it to get you out of bad situations. &lt;br /&gt;
&lt;br /&gt;
*Also the bite works like it has the ''[[antimagic]]'' brand. Those high end casters just lost a lot of their deadliness, even if they falter only once or twice that will net you time to land those important hits.&lt;br /&gt;
&lt;br /&gt;
*''Rotting resistance''; kind of a niche, but makes fighting ghouls and plaque shamblers easier. Also prevents you from loosing max HP (Which is good cause you can`t use normal means to regain them)&lt;br /&gt;
&lt;br /&gt;
*''No HP from potions or wands''; kind of bad, but usually you should avoid situations where you have to rely on these anyway. (Barring the very early game where your regeneration achives much of to the sam effect) Potions of Magic will add as much to your resilence as a potion of heal wounds for other characters. Keep one or more on your person if possible.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
===Transmuter===&lt;br /&gt;
The obvious choice start with your book and all the forms you need for the dungeon, lair and orc. If you have particularly bad luck Blade hands and Ice form can carry you all the way through Zot.&lt;br /&gt;
===Monk===&lt;br /&gt;
Gain a headstart in killing things barehanded (or is is bare-vined?) and in Ashenzari piety, but you have to rely on luck to find the transmutations that are vital for your build. Though you can just go for an unarmed medium-heavy armour fighter if no suitable books turn up.&lt;br /&gt;
===Other===&lt;br /&gt;
One can build a Transmuter out of most backgrounds as you will generally need all stats and all skills aside from the weapon skills. It is generally a waste of XP to start as something else as monk or transmuter for this build, but should your wizard happen upon some early book of changes and no conjurations at all by all means turn your build around and go with it. (Use your own judgement) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
===Okawaru===&lt;br /&gt;
Heroism and Finesse are great. Gifts are mostly useless as they`ll be either weapons or (mostly) useless armour. Not that Heroism and Haste won`t stack with UC on highest levels, though this will be more of a luxus issue by the time you are able to get both.&lt;br /&gt;
===Makhleb===&lt;br /&gt;
Gain ranged attacks and demonic reinforcements, also health on kills. Very nice for all those midgame branch ends. The HP on kills is a bit overkill, Vine Stalkers have problems with max HP and being one shot-ed, not with attrition.&lt;br /&gt;
===TSO===&lt;br /&gt;
Gain effectively See invis, more Accuracy and protection from negative energy. Also Cleansing Flame and Holy allys for your extended killing sprees. On the downside you will lose most of your stealth as well as the option to use such nice things as Necromutation and Regeneration. Makes for a nice switch from Makhleb or Oka as noted in his/her page.&lt;br /&gt;
===Cheibriados===&lt;br /&gt;
Great Invocations including slowing opponent, irresistible damage on every opponent in LOS and a ok escape ability. Also adds lots of stats to your character, which will translate into easier spellcasting, monstrous damage and better evasion. The slowed movement and the ban on being hasty is quite detrimental to this build though. If you find yourself with acess to reliable translocations early (Teleport control+blink/teleport rings; Controlled blink) you might want to give chei a try.&lt;br /&gt;
===Jiyva===&lt;br /&gt;
Theoretically '''the''' god of transmuting, but his/her altar appears much to late and unreliable.&lt;br /&gt;
===Other===&lt;br /&gt;
Many of the other gods can be quite useful for a transmuter; do not pick Trog or Zin though.&lt;br /&gt;
===Ashenzari===&lt;br /&gt;
Ash has some major and some minor things going for her/him:&lt;br /&gt;
*Skill boosts for cursed gear (Awesome)&lt;br /&gt;
*See invis and Clarity (Great)&lt;br /&gt;
*Identify Foo (Nice but more of a luxury)&lt;br /&gt;
*Detect Opponents at range (Huge)&lt;br /&gt;
*Scrying (seldom usefull, but when it is, it`s generally life-saving.)&lt;br /&gt;
*Transfer knowledge (I can not see any real use for this with the new XP-system.) &lt;br /&gt;
Ash is rather passive in his/her demands as well as in her/his boosts. No need (or option) to train Invocations, no restrictions in behaviour.&lt;br /&gt;
&lt;br /&gt;
The idea behind picking Ash was, the general magical boost one gains by being fully bound in jewellery. This allows to have a skill trained to 5 be effectively at 10 on high piety. This allows you to spread your experience over all the magical skills you will need as an Transmuter and still get enough out of that levelwise. (The skillboost is retained when the equipment is melded)&lt;br /&gt;
&lt;br /&gt;
Detecting opponents will allow you to recover in dangerous areas by avoiding opponents (mostly). Knowing the exact location and number of your opponent before the battle starts will also allow you to position yourself much better for the ensuing slaughter.&lt;br /&gt;
&lt;br /&gt;
Add 2 free and important intrinsics (both of wich Vine Stalkers lack) and pile the free identification on top and you have a great deity to worship.&lt;br /&gt;
&lt;br /&gt;
=Walkthrough=&lt;br /&gt;
This part will tell you what to do, but as always you still have to think for yourself. &lt;br /&gt;
&lt;br /&gt;
''Stuff formatted like this is meant with a &amp;quot;if possible&amp;quot;.''&lt;br /&gt;
==Skills==&lt;br /&gt;
Early:&lt;br /&gt;
*Focus your learning on [[transmutation]], and whatever spellschool you need to get your next form-spell castable reliable. &lt;br /&gt;
*Spend the rest on [[unarmed combat]]. &lt;br /&gt;
*Only learn spellcasting when you need spell-levels. (But plan ahead, you want all of the spells from your [[Book of Changes]] castable asap.&lt;br /&gt;
Middle:&lt;br /&gt;
*Focus on UC!&lt;br /&gt;
*Get Dodging and some Armour until you can stay in fight without loosing to much life.&lt;br /&gt;
*Pick up Evocations to around 10.&lt;br /&gt;
*You can pick up stealth but dont really need to.&lt;br /&gt;
*Also crank up your spellskills any time you find a new spell you want to learn.&lt;br /&gt;
Late:&lt;br /&gt;
*Get UC high (Think 23+)&lt;br /&gt;
*Pour a lot XP into Fighting and Spellcasting to get your max HP up.&lt;br /&gt;
*Keep on skilling Dodging and Armour &lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
'''Get at any price:'''&lt;br /&gt;
&lt;br /&gt;
'''Forms are most important:'''&lt;br /&gt;
&lt;br /&gt;
[[Beastly Appendage]] use very early, unlearn in midgame&lt;br /&gt;
&lt;br /&gt;
[[Sticks to Snakes]] use for meatshields, unlearn in midgame&lt;br /&gt;
&lt;br /&gt;
[[Spider Form]] use for running, poisoning&lt;br /&gt;
&lt;br /&gt;
[[Ice Form]] use versus hydras, to float or against ice+poison attacks&lt;br /&gt;
&lt;br /&gt;
[[Blade Hands]] main (defensive) combat form, use in every fight where no form-resistances are needed.&lt;br /&gt;
&lt;br /&gt;
[[Dragon Form]] killer combat form, use when you need fire resistance, flight and whenever you want maximised offensive. (Typically in tight corridors or versus uniques)&lt;br /&gt;
&lt;br /&gt;
[[Necromutation]] extended combat form '''(Not part of the standart build)''', use when you want to do Hell and Tomb. Uncurse and unequip your weapon to fight in this form.&lt;br /&gt;
&lt;br /&gt;
'''Other must-haves:'''&lt;br /&gt;
&lt;br /&gt;
[[Confusing Touch]]&lt;br /&gt;
&lt;br /&gt;
[[Haste]] use sparringly and with a form for dangerous fights, rest afterwards to give contamination time to disperse&lt;br /&gt;
&lt;br /&gt;
[[Repel Missiles]] keep always up, unlearn when you get Deflect&lt;br /&gt;
&lt;br /&gt;
[[Deflect Missiles]] keep always up&lt;br /&gt;
&lt;br /&gt;
[[Swiftness]]&lt;br /&gt;
&lt;br /&gt;
[[Ozocubu's Armour]] super with Ice Form, nice with Spider Form and Dragon Form, for Blade Hands you`ll want heavier armour &lt;br /&gt;
&lt;br /&gt;
[[Regeneration]]&lt;br /&gt;
&lt;br /&gt;
[[Summon Butterflies]] can buy you time to flee or distract summoners.&lt;br /&gt;
&lt;br /&gt;
[[Blink]] not that good, but cheap, unlear when you can control it.&lt;br /&gt;
&lt;br /&gt;
[[Controlled Blink]] the ultimate escape spell, always play so that you can use blink to run if things go wrong.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Get if you can spare the expense:'''&lt;br /&gt;
&lt;br /&gt;
[[Apportation]]&lt;br /&gt;
&lt;br /&gt;
[[Abjuration]] unlearn when you can manage the Aura of Abjuration&lt;br /&gt;
&lt;br /&gt;
[[Aura of Abjuration]]&lt;br /&gt;
&lt;br /&gt;
[[Cure Poison]]&lt;br /&gt;
&lt;br /&gt;
[[Phase Shift]]&lt;br /&gt;
&lt;br /&gt;
Mid-High level [[Summonings]]&lt;br /&gt;
&lt;br /&gt;
'''Get if you have spell levels to spare:'''&lt;br /&gt;
&lt;br /&gt;
[[Silence]]&lt;br /&gt;
&lt;br /&gt;
[[Flight]]&lt;br /&gt;
&lt;br /&gt;
[[Shroud of Golubria]]&lt;br /&gt;
&lt;br /&gt;
[[Statue Form]] get this if you must do extended and have not found Necromutation&lt;br /&gt;
&lt;br /&gt;
[[Stoneskin]]&lt;br /&gt;
&lt;br /&gt;
[[Passwall]]&lt;br /&gt;
&lt;br /&gt;
[[Petrify]]&lt;br /&gt;
&lt;br /&gt;
[[Ignite Poison]]&lt;br /&gt;
&lt;br /&gt;
[[Death's Door]]&lt;br /&gt;
&lt;br /&gt;
[[Dispel Undead]]&lt;br /&gt;
&lt;br /&gt;
[[Dispersal]]&lt;br /&gt;
&lt;br /&gt;
==Early Dungeon==&lt;br /&gt;
*Kill things with your hands and use [[Beastly Appendage]]. &lt;br /&gt;
*''Grab a good branded weapon if you find one (think: [[venom]] or [[electrocution]] short sword, artefacts or unrands). &lt;br /&gt;
*''Grab stuff you can [[throw]] to soften enemies up at range. (If you got lots use them every occasion, but you might want to save javelins for dangerous stuff like [[Ogre]]s.&lt;br /&gt;
*''Grab poisoned [[needle]]s and [[curare]] and a [[blowgun]]. (Use on vulnerable monsters like [[goliath beetle]]s and [[killer bee]]s)&lt;br /&gt;
*''Pick up some extra arrows for [[Sticks to Snakes]].&lt;br /&gt;
*Learn [[Sticks to Snakes]] on lvl 2, use this spell, when you meet a dangerous monster and want to overwhelm or flee from it.&lt;br /&gt;
*Learn [[Spider Form]] on lvl 3 and get some [[Poison Magic]]. This will be your main combat form until you can cast [[Blade Hands]], but the movement speed is also great for fleeing during your whole game.&lt;br /&gt;
*Learn [[Ice Form]] next, but get Spider Form reliable first. You`ll need it versus hydras, poisonous stuff (if you miss that resistance)(do remember that you can eat poisonous corpses in this form), float over water and ignore freezing clouds (for taht ice cave later). &lt;br /&gt;
*Get [[Ozocubu's Armour]] for [[Ice Form]] as it will make fighting those hydras easier. (Also good for spider form)&lt;br /&gt;
*Learn [[Blade Hands]] as soon as possible. This will be your main combat form. slaughter anything that is not a living hydra with it.&lt;br /&gt;
*Get to the temple or an Ash altar when you find it. Worship her/him. Drop some scrolls of remove curse and pray on them. Curse your non-bad jewellery and any better than average armour.&lt;br /&gt;
*Curse a weapon as soon as you can cast Blade Hands reliably and comfortably.&lt;br /&gt;
*Earn piety and enjoy the benefits of increased magic skills and all the other stuff mentioned above.&lt;br /&gt;
*Later you`ll want to use one scroll of remove curse to swap several pieces of equip at once.&lt;br /&gt;
&lt;br /&gt;
==Early Branches==&lt;br /&gt;
*Enter the Lair when you find it, kill stuff carefully. Beware of the Death Yak packs and Hydras if you cannot take them on. (Try wands or power-up potions to take them out) When you feel stuff gets to dangerous here, take out Orc:1-3 and D:-12 and return then.&lt;br /&gt;
*After Lair, do Orc:1-3. If this felt easy, do Orc:4; else save it for after D:14. Avoid attacks from [[distortion]] wielding orcs. Browse the shops for equipment and spellbooks.&lt;br /&gt;
*Do D:-14, then do D:15 very carefully.&lt;br /&gt;
*Do the 2 easy Lair-branches: Use your Ashenzari-Monster-Detector to avoid getting overwhelmed. Make an effort to have poison resistance in your unmelded equipment, else use Ice Form here mostly. &lt;br /&gt;
*For Snake:5 and Swamp:5: Use shouting and preplanned running to lure the the monsters away from the runevaults and take them out in smaller packs.&lt;br /&gt;
*For Spider:5: Clear the level carefully and silently. Lure monsters by throwing stuff, retreat a bit then splatter over the ground.&lt;br /&gt;
*For Shoals:5: The most dangerous featuring fast, deadly and intelligent packs of opponents. Make it a priority to always have an escape route! Explore carefully and rather silently. Skip if you don`t fell safe.&lt;br /&gt;
==Midgame==&lt;br /&gt;
*Do Elf:1-2, by now you should be a killing machine when using your &amp;quot;scythe like hands&amp;quot;.&lt;br /&gt;
*Do Elf:3 avoiding the vault. Do not try the vault without some magic resistance. Dig a narrow, bending passage at the vault entrance. Made correctly this will force the elfs into melee combat without allowing them sight of you during their approach. Draw the Elfs out of the vault, retreat to your passage when you feel in the least threatened. It might be necessary to withdraw further if things go wrong. Loot the remains of the now extinct elves and their vualt.&lt;br /&gt;
*Do Vaults:1-4 carefully.&lt;br /&gt;
*Do the Depths:1-5.&lt;br /&gt;
*Do the Crypt, but be very careful if you have no life protection.&lt;br /&gt;
*Enter Vaults:5 with Haste, Spider Form and Repel Missiles up. Blink (with a scroll if you have to) to a corridor, read a scroll of fog and run away from the Vault Guards. Usually activating Blade Hands now and switching beetween killing whatever stands in your way, killing some of the vault guards that follow you and running further works, but stay sharp. Use Scrolls of blinking, Potions of Magic, Potions of Haste, Might and Agility when you feel things spiraling out of control. Also do not forget to use your monster detection to plan ahead.&lt;br /&gt;
==Endgame==&lt;br /&gt;
''*If you are planning on extended and feel powerful enough, enter Abyss through one of the portals, descend into Abyss:3 and wander around till you find the rune. Bring food, buff-spells and some resistances.''&lt;br /&gt;
''*If you are planning on extended and feel powerful enough goto one of the portals into Hell. Activate Dragon Form, Haste, Swiftness and Repel Missiles; enter and shred Geryon asap. Leave if you atracted to much attention and kill things by carefull stairdances. Clear the vestibules.''&lt;br /&gt;
*Do Zot:1-5 exempting the Orb vault. You want mutation resistance, poison resistance and insulation in your active gear, or pain (and death) will ensue. By this time Draconians and Dragons should have nothing on you, kill them quietly. Orb of Fires always are trouble, but Dragon Form+Haste+Repel Missiles (again) will do the job against a single one or two. If you cannot reach the Orb of Fire or if several show up, hide and/or make a run for the stairs. In general explore very carefully here, retreat ''(behind a corner)'' when you find enemies and kill them one by one. Do not enter the vault chambers until you have drawn most of the resistance out and killed it.&lt;br /&gt;
*Decide for or against extended. Pick the Orb up and run for the surface or leave it and pick whichever rune seems the easiest to you to get next from the article below.&lt;br /&gt;
==Extended==&lt;br /&gt;
*Extended isn`t actually a bad choice with this character. My recommendation is that you avoid ziggurats, but try to go for all runes, if you have already won a game.&lt;br /&gt;
&lt;br /&gt;
*Pan-Lord strategy (worked very well for all of the Rune-guarding Uniques): &lt;br /&gt;
**Find the important enemy with monster detect, clear stuff surrounding it as silent as possible.&lt;br /&gt;
**Read a scroll of fog if you are in the open, else hide around a corner. Get your buffs up. All of them! Drink Might and Agility if you can. Turn either into a Dragon (Dispater, Asmodeus, Antaeus only if you got enough rC, and all Pan-Lords) or into a Lich (Ereshkigal) and attract the enemy by shouting.&lt;br /&gt;
**Wait for him/her/it to close the distance. (read another scroll of fog if needed) Close the distance if needed and start mauling ahead.&lt;br /&gt;
**This is needed because you usually can not do controlled blinks to close the distance. If you already got the rune by some strange stroke of luck, feel free to just use controlled blink to get near your target.&lt;br /&gt;
**Having Aura of Abjuration active and strong is a must versus any of the summoning Archdemons. (You might make it without, but that`s not at all recommended.)&lt;br /&gt;
*Slime is rather easy if your defenses are good. Enter, explore, clear carefully. When you reach the Vault at the bottom (and cleared the surroundings) walk into and get your back to a stone wall (so only 3-4 jellys can attack you). Usually this should`ve attracted the royal jelly already, else shout and move closer. Kill it using all your buffs (My suggestion is to use lich form as it provides rN+++ and rC+), ignoring his spawns. Deal with the spawned jellys now or blink/haste run away and take them out, when they have scattered.&lt;br /&gt;
*Enter Pan with some extra food and spare carrying capacity. Always enter Portals in a combat form and at least hasted (more buffs are better) use the Pan-Lord strategy mentioned above. As soon as you have the demonic rune (and are not one of the Unique realms) you`ll want to just search your way to the nearest next portal and move on.&lt;br /&gt;
*Enter and explore the Hells in Lichform, clear the bottom level, and use the Pan-Lord strategy mentioned above. (You ca wander around Pan or Abyss if you lack Necromutation and search for it, though there are games where the Necronomicon just will not spawn.)&lt;br /&gt;
*Tomb becomes rather trivial in permanent Necromutation (+Aura of Abjuration, Sustain Abilities and Haste). Clear level 1 by slowly killing the groups of enemies (beware of attracting too many sphinxes). Enter level 2 fully buffed, read a scroll of teleport (or more if the first places you badly) and retreat into one of the rooms at the edge of the map. Use this place as a place to retreat to and lure mummies into. Clear the level, clear the route to level 3, then clear level 3 by repeated stairdances. Greater Mummies can only smite you and will spend many turns summoning monster, which will immediately be abjured by your aura.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Slice, bite, enjoy and walk away with 15 runes.''&lt;br /&gt;
[[Category:Character guides]]&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User:BlueCrake&amp;diff=31106</id>
		<title>User:BlueCrake</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User:BlueCrake&amp;diff=31106"/>
				<updated>2014-08-29T12:01:17Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Notable wins:'''&lt;br /&gt;
&lt;br /&gt;
DDEE Makhleb (when he still gifted Mana) 15 runes and a full Ziggurat ''Worldshattering!!''&lt;br /&gt;
&lt;br /&gt;
VSMo Ashenzari 15 runes ''Kinda hard to play, kinda easy to play''&lt;br /&gt;
&lt;br /&gt;
DsAr Dithmenos 15 runes ''Be creative, be bold''&lt;br /&gt;
&lt;br /&gt;
DDEE Makhleb 15 runes ''Notably harder, still shattering though.''&lt;br /&gt;
&lt;br /&gt;
DENe Kikubaaqudgha 5 runes ''Haunt, Haste, Servitor and Airstrikes''&lt;br /&gt;
&lt;br /&gt;
HoFi Beogh 4 runes, with 5:26 faster than usual. ''Stop thinking as a loner, start thinking as a trainer''&lt;br /&gt;
&lt;br /&gt;
DsWn Fedhas Madash 4 runes ''Fire and Acid!''&lt;br /&gt;
&lt;br /&gt;
MiFi Okawaru 4 runes ''Just avoid berserk Orb Guardians.''&lt;br /&gt;
&lt;br /&gt;
MiFi Cheibriados 4 runes ''Just walk by stuff, let counterattack do the rest.''&lt;br /&gt;
&lt;br /&gt;
DeFe Vehumet 4 runes ''Let it all end in Firestorms!''&lt;br /&gt;
&lt;br /&gt;
DrTr Sif Muna 3 runes ''The teleporting, hasted Dragon awakes!'' &lt;br /&gt;
&lt;br /&gt;
KoBe Trog 3 runes ''Even if it takes 100 attacks, the sabre of antimagic is mightier than the orb of fire!''&lt;br /&gt;
&lt;br /&gt;
DsWn Qazlal 3 runes, one of my few games played online ''Magic dart to polearms to hybrid with painweapon is legit.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''ToDo:'''&lt;br /&gt;
&lt;br /&gt;
Yredelemnul (Extended)&lt;br /&gt;
&lt;br /&gt;
Zin (Depths)&lt;br /&gt;
&lt;br /&gt;
TSO (Orb touched)&lt;br /&gt;
&lt;br /&gt;
Nemelex Xobeh (Hell)&lt;br /&gt;
&lt;br /&gt;
No God (Ziggurat)&lt;br /&gt;
&lt;br /&gt;
Eliyvion&lt;br /&gt;
&lt;br /&gt;
Lugonu&lt;br /&gt;
&lt;br /&gt;
(Xom)&lt;br /&gt;
&lt;br /&gt;
'''Stuff I`wanna do (given time):'''&lt;br /&gt;
&lt;br /&gt;
Character Guides for some of my favorite builds&lt;br /&gt;
&lt;br /&gt;
The guide on vampiric enchanting&lt;br /&gt;
&lt;br /&gt;
The guide on dwarven destruction&lt;br /&gt;
&lt;br /&gt;
The guide on orcish order&lt;br /&gt;
&lt;br /&gt;
[[BlueCrake`s VSTr of Ash guide|A Guide on Transmutive Stalkers and the Curse]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Why can't the Undead worship Fedhas Madash? Well they can, but think about what will happen when they pray the first time..&lt;br /&gt;
&amp;quot;Why would you want to do that?&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
! XL || Fighting || HP|| Delta&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 || 38&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 1 || 66&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 1 || 160&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 45 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 10 || 85 || 19&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 27 || 250 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 1|| 27 || 56 || 40&lt;br /&gt;
|}&lt;br /&gt;
Note that this works for having a multplier of 1.0; having a higher multiplier will make fighting worth more hp.&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=ARCHIVED_BlueCrake%60s_VSTr_of_Ash_guide&amp;diff=31104</id>
		<title>ARCHIVED BlueCrake`s VSTr of Ash guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=ARCHIVED_BlueCrake%60s_VSTr_of_Ash_guide&amp;diff=31104"/>
				<updated>2014-08-29T11:52:53Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: Minor Edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&lt;br /&gt;
{{Advice}}&lt;br /&gt;
&lt;br /&gt;
'''A Guide on Transmutive Stalkers and the Curse'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This is a guide for [[Vine Stalker]] [[Transmuter]]s going for [[Ashenzari]] as a god. Other options will be discussed, but the guide mainly focuses on the peculiar details of this specific build.&lt;br /&gt;
&lt;br /&gt;
''I was going to shorten it drastically, but cannot find it in me to remove anything from the guide. So I guess it stays bloated and wordy.'' --[[User:BlueCrake|BlueCrake]] ([[User talk:BlueCrake|talk]]) 13:52, 29 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
=Starting Options=&lt;br /&gt;
You can skip this part if you just want to follow the guide. Read it if you want to learn about similar options.&lt;br /&gt;
==Races==&lt;br /&gt;
===Merfolk===&lt;br /&gt;
Great aptitude for transmuting, UC and Dodging, the ability to cross water and balanced stats make merfolk one of the easiest picks with a transmuter.&lt;br /&gt;
===Draconians===&lt;br /&gt;
Biting and Tailslapping opponents around is generally awesome for UC. A strong breath attack later on helps with problematic situations during the midgame. Draconians also have high AC through their scales and enjoy a slightly greater Dragon Form.&lt;br /&gt;
===Demonspawn===&lt;br /&gt;
Despite their lack of aptitudes Demonspawn make great transmuters during the mid and engame, when their own mutations start to stack up. Most of these mutations are not supressed by changes in form gaining them some unique advantages.&lt;br /&gt;
===Other===&lt;br /&gt;
Spriggan have good aptitudes but lack hp. One can always play a human. Vampires have nice aptitudes but have problems staying well-fed enough for transmutations. Naga are slow and already have See Invisible so they`ll be better off with cheibriados. &lt;br /&gt;
===Vine Stalkers===&lt;br /&gt;
Mediocre Aptitudes and a lack of HP make [[Vine Stalker]]s seem like an even worse choice than spriggans. But this race has some unique advantages&lt;br /&gt;
&lt;br /&gt;
*''Regeneration'' 1 (upgrade to [[Regeneration]] 2 at level 6 and Regeneration 3 at level 12.); the effect is noticeable from the start, but at level 12 you will gain around 1 HP per action. This makes attrition from groups of enemies (orc and yaks in the beginning draconians and demonspawn later) much less of a problem.&lt;br /&gt;
&lt;br /&gt;
*Permanent ''Spirit shield'' helps to offset your low HP; What were you going to do with that MP anyway? During a usual fight you won`t need more than one or two forms. (MP regenerate in addition to your normal hitpoints meaning your effective regeneration is even higher.)&lt;br /&gt;
&lt;br /&gt;
*''Fangs'' 2 (upgrade to 3 at level 8) an auxilary attack that starts on par with draconian tail-slaps and only gets stronger. Can be used to kill even Tier-2 demons, though you shouldn`t try this.&lt;br /&gt;
&lt;br /&gt;
*And an ''Antimagic Bite'' that gains you MP. The more damage your bite dealt and the more MP you were missing the more you gain. Vine stalkers are the true vampires of crawl! Gaining life by biting things is nice in general, but do not rely on it to get you out of bad situations. &lt;br /&gt;
&lt;br /&gt;
*Also the bite works like it has the ''[[antimagic]]'' brand. Those high end casters just lost a lot of their deadliness, even if they falter only once or twice that will net you time to land those important hits.&lt;br /&gt;
&lt;br /&gt;
*''Rotting resistance''; kind of a niche, but makes fighting ghouls and plaque shamblers easier. Also prevents you from loosing max HP (Which is good cause you can`t use normal means to regain them)&lt;br /&gt;
&lt;br /&gt;
*''No HP from potions or wands''; kind of bad, but usually you should avoid situations where you have to rely on these anyway. (Barring the very early game where your regeneration achives much of to the sam effect) Potions of Magic will add as much to your resilence as a potion of heal wounds for other characters. Keep one or more on your person if possible.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
===Transmuter===&lt;br /&gt;
The obvious choice start with your book and all the forms you need for the dungeon, lair and orc. If you have particularly bad luck Blade hands and Ice form can carry you all the way through Zot.&lt;br /&gt;
===Monk===&lt;br /&gt;
Gain a headstart in killing things barehanded (or is is bare-vined?) and in Ashenzari piety, but you have to rely on luck to find the transmutations that are vital for your build. Though you can just go for an unarmed medium-heavy armour fighter if no suitable books turn up.&lt;br /&gt;
===Other===&lt;br /&gt;
One can build a Transmuter out of most backgrounds as you will generally need all stats and all skills aside from the weapon skills. It is generally a waste of XP to start as something else as monk or transmuter for this build, but should your wizard happen upon some early book of changes and no conjurations at all by all means turn your build around and go with it. (Use your own judgement) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
===Okawaru===&lt;br /&gt;
Heroism and Finesse are great. Gifts are mostly useless as they`ll be either weapons or (mostly) useless armour. Not that Heroism and Haste won`t stack with UC on highest levels, though this will be more of a luxus issue by the time you are able to get both.&lt;br /&gt;
===Makhleb===&lt;br /&gt;
Gain ranged attacks and demonic reinforcements, also health on kills. Very nice for all those midgame branch ends. The HP on kills is a bit overkill, Vine Stalkers have problems with max HP and being one shot-ed, not with attrition.&lt;br /&gt;
===TSO===&lt;br /&gt;
Gain effectively See invis, more Accuracy and protection from negative energy. Also Cleansing Flame and Holy allys for your extended killing sprees. On the downside you will lose most of your stealth as well as the option to use such nice things as Necromutation and Regeneration. Makes for a nice switch from Makhleb or Oka as noted in his/her page.&lt;br /&gt;
===Cheibriados===&lt;br /&gt;
Great Invocations including slowing opponent, irresistible damage on every opponent in LOS and a ok escape ability. Also adds lots of stats to your character, which will translate into easier spellcasting, monstrous damage and better evasion. The slowed movement and the ban on being hasty is quite detrimental to this build though. If you find yourself with acess to reliable translocations early (Teleport control+blink/teleport rings; Controlled blink) you might want to give chei a try.&lt;br /&gt;
===Jiyva===&lt;br /&gt;
Theoretically '''the''' god of transmuting, but his/her altar appears much to late and unreliable.&lt;br /&gt;
===Other===&lt;br /&gt;
Many of the other gods can be quite useful for a transmuter; do not pick Trog or Zin though.&lt;br /&gt;
===Ashenzari===&lt;br /&gt;
Ash has some major and some minor things going for her/him:&lt;br /&gt;
*Skill boosts for cursed gear (Awesome)&lt;br /&gt;
*See invis and Clarity (Great)&lt;br /&gt;
*Identify Foo (Nice but more of a luxury)&lt;br /&gt;
*Detect Opponents at range (Huge)&lt;br /&gt;
*Scrying (seldom usefull, but when it is, it`s generally life-saving.)&lt;br /&gt;
*Transfer knowledge (I can not see any real use for this with the new XP-system.) &lt;br /&gt;
Ash is rather passive in his/her demands as well as in her/his boosts. No need (or option) to train Invocations, no restrictions in behaviour.&lt;br /&gt;
&lt;br /&gt;
The idea behind picking Ash was, the general magical boost one gains by being fully bound in jewellery. This allows to have a skill trained to 5 be effectively at 10 on high piety. This allows you to spread your experience over all the magical skills you will need as an Transmuter and still get enough out of that levelwise. (The skillboost is retained when the equipment is melded)&lt;br /&gt;
&lt;br /&gt;
Detecting opponents will allow you to recover in dangerous areas by avoiding opponents (mostly). Knowing the exact location and number of your opponent before the battle starts will also allow you to position yourself much better for the ensuing slaughter.&lt;br /&gt;
&lt;br /&gt;
Add 2 free and important intrinsics (both of wich Vine Stalkers lack) and pile the free identification on top and you have a great deity to worship.&lt;br /&gt;
&lt;br /&gt;
=Walkthrough=&lt;br /&gt;
This part will tell you what to do, but as always you still have to think for yourself. &lt;br /&gt;
&lt;br /&gt;
''Stuff formatted like this is meant with a &amp;quot;if possible&amp;quot;.''&lt;br /&gt;
==Skills==&lt;br /&gt;
Early:&lt;br /&gt;
*Focus your learning on [[transmutation]], and whatever spellschool you need to get your next form-spell castable reliable. &lt;br /&gt;
*Spend the rest on [[unarmed combat]]. &lt;br /&gt;
*Only learn spellcasting when you need spell-levels. (But plan ahead, you want all of the spells from your [[Book of Changes]] castable asap.&lt;br /&gt;
Middle:&lt;br /&gt;
*Focus on UC!&lt;br /&gt;
*Get Dodging and some Armour until you can stay in fight without loosing to muhc life.&lt;br /&gt;
*Pick up Evocations to around 10.&lt;br /&gt;
*You can pick up stealth but dont really need to.&lt;br /&gt;
*Also crank up your spellskills any time you find a new spell you want to learn.&lt;br /&gt;
Late:&lt;br /&gt;
*Get UC high (Think 23+)&lt;br /&gt;
*Pour a lot XP into Fighting and Spellcasting to get your max HP up.&lt;br /&gt;
*Keep on skilling Dodging and Armour &lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
'''Get at any price:'''&lt;br /&gt;
&lt;br /&gt;
'''Forms are most important:'''&lt;br /&gt;
&lt;br /&gt;
[[Beastly Appendage]] use very early, unlearn in midgame&lt;br /&gt;
&lt;br /&gt;
[[Sticks to Snakes]] use for meatshields, unlearn in midgame&lt;br /&gt;
&lt;br /&gt;
[[Spider Form]] use for running, poisoning&lt;br /&gt;
&lt;br /&gt;
[[Ice Form]] use versus hydras, to float or against ice+poison attacks&lt;br /&gt;
&lt;br /&gt;
[[Blade Hands]] main (defensive) combat form, use in every fight where no form-resistances are needed.&lt;br /&gt;
&lt;br /&gt;
[[Dragon Form]] killer combat form, use when you need fire resistance, flight and whenever you want maximised offensive. (Typically in tight corridors or versus uniques)&lt;br /&gt;
&lt;br /&gt;
[[Necromutation]] extended combat form '''(Not part of the standart build)''', use when you want to do Hell and Tomb. Uncurse and unequip your weapon to fight in this form.&lt;br /&gt;
&lt;br /&gt;
'''Other must-haves:'''&lt;br /&gt;
&lt;br /&gt;
[[Confusing Touch]]&lt;br /&gt;
&lt;br /&gt;
[[Haste]] use sparringly and with a form for dangerous fights, rest afterwards to give contamination time to disperse&lt;br /&gt;
&lt;br /&gt;
[[Repel Missiles]] keep always up, unlearn when you get Deflect&lt;br /&gt;
&lt;br /&gt;
[[Deflect Missiles]] keep always up&lt;br /&gt;
&lt;br /&gt;
[[Swiftness]]&lt;br /&gt;
&lt;br /&gt;
[[Ozocubu's Armour]] super with Ice Form, nice with Spider Form and Dragon Form, for Blade Hands you`ll want heavier armour &lt;br /&gt;
&lt;br /&gt;
[[Regeneration]]&lt;br /&gt;
&lt;br /&gt;
[[Summon Butterflies]] can buy you time to flee or distract summoners.&lt;br /&gt;
&lt;br /&gt;
[[Blink]] not that good, but cheap, unlear when you can control it.&lt;br /&gt;
&lt;br /&gt;
[[Controlled Blink]] the ultimate escape spell, always play so that you can use blink to run if things go wrong.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Get if you can spare the expense:'''&lt;br /&gt;
&lt;br /&gt;
[[Apportation]]&lt;br /&gt;
&lt;br /&gt;
[[Abjuration]] unlearn when you can manage the Aura of Abjuration&lt;br /&gt;
&lt;br /&gt;
[[Aura of Abjuration]]&lt;br /&gt;
&lt;br /&gt;
[[Cure Poison]]&lt;br /&gt;
&lt;br /&gt;
[[Phase Shift]]&lt;br /&gt;
&lt;br /&gt;
Mid-High level [[Summonings]]&lt;br /&gt;
&lt;br /&gt;
'''Get if you have spell levels to spare:'''&lt;br /&gt;
&lt;br /&gt;
[[Silence]]&lt;br /&gt;
&lt;br /&gt;
[[Flight]]&lt;br /&gt;
&lt;br /&gt;
[[Shroud of Golubria]]&lt;br /&gt;
&lt;br /&gt;
[[Statue Form]] get this if you must do extended and have not found Necromutation&lt;br /&gt;
&lt;br /&gt;
[[Stoneskin]]&lt;br /&gt;
&lt;br /&gt;
[[Passwall]]&lt;br /&gt;
&lt;br /&gt;
[[Petrify]]&lt;br /&gt;
&lt;br /&gt;
[[Ignite Poison]]&lt;br /&gt;
&lt;br /&gt;
[[Death's Door]]&lt;br /&gt;
&lt;br /&gt;
[[Dispel Undead]]&lt;br /&gt;
&lt;br /&gt;
[[Dispersal]]&lt;br /&gt;
&lt;br /&gt;
==Early Dungeon==&lt;br /&gt;
*Kill things with your hands and use [[Beastly Appendage]]. &lt;br /&gt;
*''Grab a good branded weapon if you find one (think: [[venom]] or [[electrocution]] short sword, artefacts or unrands). &lt;br /&gt;
*''Grab stuff you can [[throw]] to soften enemies up at range. (If you got lots use them every occasion, but you might want to save javelins for dangerous stuff like [[Ogre]]s.&lt;br /&gt;
*''Grab poisoned [[needle]]s and [[curare]] and a [[blowgun]]. (Use on vulnerable monsters like [[goliath beetle]]s and [[killer bee]]s)&lt;br /&gt;
*''Pick up some extra arrows for [[Sticks to Snakes]].&lt;br /&gt;
*Learn [[Sticks to Snakes]] on lvl 2, use this spell, when you meet a dangerous monster and want to overwhelm or flee from it.&lt;br /&gt;
*Learn [[Spider Form]] on lvl 3 and get some [[Poison Magic]]. This will be your main combat form until you can cast [[Blade Hands]], but the movement speed is also great for fleeing during your whole game.&lt;br /&gt;
*Learn [[Ice Form]] next, but get Spider Form reliable first. You`ll need it versus hydras, poisonous stuff (if you miss that resistance)(do remember that you can eat poisonous corpses in this form), float over water and ignore freezing clouds (for taht ice cave later). &lt;br /&gt;
*Get [[Ozocubu's Armour]] for [[Ice Form]] as it will make fighting those hydras easier. (Also good for spider form)&lt;br /&gt;
*Learn [[Blade Hands]] as soon as possible. This will be your main combat form. slaughter anything that is not a living hydra with it.&lt;br /&gt;
*Get to the temple or an Ash altar when you find it. Worship her/him. Drop some scrolls of remove curse and pray on them. Curse your non-bad jewellery and any better than average armour.&lt;br /&gt;
*Curse a weapon as soon as you can cast Blade Hands reliably and comfortably.&lt;br /&gt;
*Earn piety and enjoy the benefits of increased magic skills and all the other stuff mentioned above.&lt;br /&gt;
*Later you`ll want to use one scroll of remove curse to swap several pieces of equip at once.&lt;br /&gt;
&lt;br /&gt;
==Early Branches==&lt;br /&gt;
*Enter the Lair when you find it, kill stuff carefully. Beware of the Death Yak packs and Hydras if you cannot take them on. (Try wands or power-up potions to take them out) When you feel stuff gets to dangerous here, take out Orc:1-3 and D:-12 and return then.&lt;br /&gt;
*After Lair, do Orc:1-3. If this felt easy, do Orc:4; else save it for after D:14. Avoid attacks from [[distortion]] wielding orcs. Browse the shops for equipment and spellbooks.&lt;br /&gt;
*Do D:-14, then do D:15 very carefully.&lt;br /&gt;
*Do the 2 easy Lair-branches: Use your Ashenzari-Monster-Detector to avoid getting overwhelmed. Make an effort to have poison resistance in your unmelded equipment, else use Ice Form here mostly. &lt;br /&gt;
*For Snake:5 and Swamp:5: Use shouting and preplanned running to lure the the monsters away from the runevaults and take them out in smaller packs.&lt;br /&gt;
*For Spider:5: Clear the level carefully and silently. Lure monsters by throwing stuff, retreat a bit then splatter over the ground.&lt;br /&gt;
*For Shoals:5: The most dangerous featuring fast, deadly and intelligent packs of opponents. Make it a priority to always have an escape route! Explore carefully and rather silently. Skip if you don`t fell safe.&lt;br /&gt;
==Midgame==&lt;br /&gt;
*Do Elf:1-2, by now you should be a killing machine when using your &amp;quot;scythe like hands&amp;quot;.&lt;br /&gt;
*Do Elf:3 avoiding the vault. Do not try the vault without some magic resistance. Dig a narrow, bending passage at the vault entrance. Made correctly this will force the elfs into melee combat without allowing them sight of you during their approach. Draw the Elfs out of the vault, retreat to your passage when you feel in the least threatened. It might be necessary to withdraw further if things go wrong. Loot the remains of the now extinct elves and their vualt.&lt;br /&gt;
*Do Vaults:1-4 carefully.&lt;br /&gt;
*Do the Depths:1-5 and clear Blade.&lt;br /&gt;
*Do the Crypt, but be very carefull if you have no life protection.&lt;br /&gt;
*Enter Vaults:5 with Haste, Spider Form and Repel Missiles up. Blink (with a scroll if you have to) to a corridor, read a scroll of fog and run away from the Vault Guards. Usually activating Blade Hands now and switching beetween killing whatever stands in your way, killing some of the vault guards that follow you and running further works, but stay sharp. Use Scrolls of blinking, Potions of Magic, Potions of Haste, Might and Agility when you feel things spiraling out of control. Also do not forget to use your monster detection to plan ahead.&lt;br /&gt;
==Endgame==&lt;br /&gt;
''*If you are planning on extended and feel powerful enough, enter Abyss through one of the portals, descend into Abyss:3 and wander around till you find the rune. Bring food, buff-spells and some resistances.''&lt;br /&gt;
''*If you are planning on extended and feel powerful enough goto one of the portals into Hell. Activate Dragon Form, Haste, Swiftness and Repel Missiles; enter and shred Geryon asap. Leave if you atracted to much attention and kill things by carefull stairdances. Clear the vestibules.''&lt;br /&gt;
*Do Zot:1-5 exempting the Orb vault. You want mutation resistance, poison resistance and insulation in your active gear, or pain (and death) will ensue. By this time Draconians and Dragons should have nothing on you, kill them quietly. Orb of Fires always are trouble, but Dragon Form+Haste+Repel Missiles (again) will do the job against a single one or two. If you cannot reach the Orb of Fire or if several show up, hide and/or make a run for the stairs. In general explore very carefully here, retreat ''(behind a corner)'' when you find enemies and kill them one by one. Do not enter the vault chambers until you have drawn most of the resistance out and killed it.&lt;br /&gt;
*Decide for or against extended. Pick the Orb up and run for the surface or leave it and pick whichever rune seems the easiest to you to get next from the article below.&lt;br /&gt;
==Extended==&lt;br /&gt;
*Extended isn`t actually a bad choice with this character. My recommendation is that you avoid ziggurats, but try to go for all runes, if you have already won a game.&lt;br /&gt;
&lt;br /&gt;
*Pan-Lord strategy (worked very well for all of the Rune-guarding Uniques): &lt;br /&gt;
**Find the important enemy with monster detect, clear stuff surrounding it as silent as possible.&lt;br /&gt;
**Read a scroll of fog if you are in the open, else hide around a corner. Get your buffs up. All of them! Drink Might and Agility if you can. Turn either into a Dragon (Dispater, Asmodeus, Antaeus only if you got enough rC, and all Pan-Lords) or into a Lich (Ereshkigal) and attract the enemy by shouting.&lt;br /&gt;
**Wait for him/her/it to close the distance. (read another scroll of fog if needed) Close the distance if needed and start mauling ahead.&lt;br /&gt;
**This is needed because you usually can not do controlled blinks to close the distance. If you already got the rune by some strange stroke of luck, feel free to just use controlled blink to get near your target.&lt;br /&gt;
**Having Aura of Abjuration active and strong is a must versus any of the summoning Archdemons. (You might make it without, but that`s not at all recommended.)&lt;br /&gt;
*Slime is rather easy if your defenses are good. Enter, explore, clear carefully. When you reach the Vault at the bottom (and cleared the surroundings) walk into and get your back to a stone wall (so only 3-4 jellys can attack you). Usually this should`ve attracted the royal jelly already, else shout and move closer. Kill it using all your buffs (My suggestion is to use lich form as it provides rN+++ and rC+), ignoring his spawns. Deal with the spawned jellys now or blink/haste run away and take them out, when they have scattered.&lt;br /&gt;
*Enter Pan with some extra food and spare carrying capacity. Always enter Portals in a combat form and at least hasted (more buffs are better) use the Pan-Lord strategy mentioned above. As soon as you have the demonic rune (and are not one of the Unique realms) you`ll want to just search your way to the nearest next portal and move on.&lt;br /&gt;
*Enter and explore the Hells in Lichform, clear the bottom level, and use the Pan-Lord strategy mentioned above. (You ca wander around Pan or Abyss if you lack Necromutation and search for it, though there are games where the Necronomicon just will not spawn.)&lt;br /&gt;
*Tomb becomes rather trivial in permanent Necromutation (+Aura of Abjuration, Sustain Abilities and Haste). Clear level 1 by slowly killing the groups of enemies (beware of attracting too many sphinxes). Enter level 2 fully buffed, read a scroll of teleport (or more if the first places you badly) and retreat into one of the rooms at the edge of the map. Use this place as a place to retreat to and lure mummies into. Clear the level, clear the route to level 3, then clear level 3 by repeated stairdances. Greater Mummies can only smite you and will spend many turns summoning monster, which will immediately be abjured by your aura.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Slice, bite, enjoy and walk away with 15 runes.''&lt;br /&gt;
[[Category:Character guides]]&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Shining_One&amp;diff=31041</id>
		<title>The Shining One</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Shining_One&amp;diff=31041"/>
				<updated>2014-08-28T23:18:10Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: TSO doesn`t care bout reflected poison darts.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
[[File:The shining one altar.png]] ''&amp;quot;Lead the forces of light to victory!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Followers of the Shining One are bound to the code of the honourable warrior, soldiers in their god's eternal crusade against evil. For forsaking dark magic and underhanded tactics, the Shining One rewards them and their allies with the power they need to slay demons and the undead. Especially devout warriors can even call upon angels in times of need. The Shining One's followers can convert to Elyvilon or Zin while keeping some piety.&lt;br /&gt;
&lt;br /&gt;
Followers of the Shining One are surrounded by a halo that reveals their enemies to them. Followers will gain power by killing evil beings, and with growing piety their life force will be protected. The Shining One will keep summoned and charmed allies on their side longer, should the allies prove worthy of the crusade. Followers will gain use of a divine shield to protect them in battle. Later, they can channel blasts of cleansing flame that are particularly damaging to unholy beings, and can call upon powerful divine beings as temporary allies. Highly pious followers may request the Shining One's blessing upon a weapon. The Shining One may occasionally directly intervene to save a follower's life.&lt;br /&gt;
&lt;br /&gt;
The Shining One likes it when you meet creatures to determine whether they need to be eradicated, you or your allies kill living unholy or evil beings, you or your allies kill the undead and you or your allies kill demons.&lt;br /&gt;
&lt;br /&gt;
The Shining One strongly dislikes it when you perform cannibalism, you desecrate holy remains, you drink blood, you use necromancy, you use unholy magic or items, you attack non-hostile holy beings, you or your allies kill non-hostile holy beings, you attack neutral beings, you attack allies, you poison monsters or you attack intelligent monsters in an unchivalric manner.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
As usual, [[Demigod]]s cannot worship the Shining One (or anyone else). The Shining One also refuses [[Demonspawn]] and [[undead]] species ([[Ghoul]]s, [[Mummies]], or [[Vampire]]s) as worshipers.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing the undead, demons, or evil creatures (such as followers of evil gods). Chance of +1 [[piety]], higher chance for creatures with high [[HD]].&lt;br /&gt;
*Spotting non-evil monsters you've never encountered before.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
The Shining One strongly dislikes it (i.e. [[penance]]) when:&lt;br /&gt;
*You perform [[cannibalism]].&lt;br /&gt;
*You desecrate holy remains.&lt;br /&gt;
*You drink blood from a [[potion of blood]] or a [[potion of coagulated blood]].&lt;br /&gt;
*You use [[Necromancy]]. Casting [[Necromutation]] instead causes excommunication.&lt;br /&gt;
*You use [[unholy]] magic or items.&lt;br /&gt;
*You attack non-hostile holy beings.&lt;br /&gt;
*You or your allies kill non-hostile holy beings.&lt;br /&gt;
*You attack neutral beings.&lt;br /&gt;
*You attack allies.&lt;br /&gt;
*You [[poison]] monsters.&lt;br /&gt;
*You attack intelligent monsters in an unchivalric manner. This includes attacking a fleeing, confused, distracted, held, petrifying, petrified, paralysed, or sleeping monster, or any monster while you're invisible. This restriction is lifted against demons, undead, evil creatures (spellcasters mostly), and low intelligence monsters (animals and insects mostly).&lt;br /&gt;
&lt;br /&gt;
Note that equipment that violates the Shining One's commandments will be labeled as such in its (in-game) description, so inexperienced players can check there if they're not sure an item is kosher. They will also have their names printed in red in your inventory or stash. Lastly, you'll receive a warning when you equip a weapon you shouldn't be using. Also, the Shining One will forgive accidental transgressions (i.e. performing a forbidden action via an unidentified item) but only once.&lt;br /&gt;
&lt;br /&gt;
On average, your piety will decay naturally by 1 every 700 turns.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Acolyte&amp;quot;&lt;br /&gt;
*'''Protection from harm''' - If you receive lethal damage, there's a piety-based chance that the Shining One may nullify the damage (at the cost of reducing your piety). This is possible even if you're under penance. (Passive)&lt;br /&gt;
*'''Protection from negative energy''' - The Shining One provides [[negative energy]] resistance. This improves as piety rises, up to rN+++ at full piety. (Passive)&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Righteous&amp;quot;&lt;br /&gt;
*'''Gain power from killing''' - You sometimes gain HP and MP whenever you kill demons, the undead, and evil creatures. The amount recovered depends on the slain creature's HD. This effect is similar to the healing and MP recovery provided by [[Makhleb]] and [[Vehumet]], except that it only triggers on certain monsters, and while it restores both HP and MP at once, the gains to each are smaller on average. As piety rises, so does the chance of this effect triggering. (Passive)&lt;br /&gt;
*'''Divine Halo''' - You are surrounded by a halo (up to your line of sight or Piety/20 tiles). You receive an accuracy bonus when fighting creatures inside your halo, and neither they nor you can be invisible. The halo will also reveal the presence of monsters hiding in water. Monsters are twice as likely to notice you when they are inside the halo, which is actually good because the Shining One doesn't appreciate [[Stabbing|sneak attacks]]. (Passive)&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Unflinching&amp;quot;&lt;br /&gt;
*&amp;lt;span id=&amp;quot;divine_shield&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;'''Divine Shield''' - Grants a divine shield whose duration depends on your [[Invocations]] skill, and whose blocking value depends on your [[Shields_(skill)|Shields]] skill. This shield is controlled by The Shining One himself, and thus won't interfere with your wielding of a two-handed weapon, for example. The shield will stack with other physical and magical shields. (Costs 3 MP, 50-100 food, and 2-3 piety)&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Holy Warrior&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Exorcist&amp;quot;&lt;br /&gt;
*&amp;lt;span id=&amp;quot;cleansing_flame&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;'''Cleansing Flame''' - Creates a large burst of holy energy centered on yourself, dealing unavoidable holy damage to all monsters around you. This affects all monsters within two spaces of you, except for the corners. Your Invocations skill increases damage dealt and your chance of success. Because this ability emits holy energy, it does double damage to demons and undead, normal damage to other evil creatures, half damage to other monsters, and no damage to holy beings, neutral creatures, or allies. (Costs 5 MP, 100-200 food, and 2-3 piety)&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Demon Slayer&amp;quot;&lt;br /&gt;
*'''Summon Divine Warrior''' - Summons a friendly [[Angel]] or [[Daeva]]. (Costs 8 MP, 150-300 food, and 6-9 piety)&lt;br /&gt;
&lt;br /&gt;
In addition, the Shining One provides the following:&lt;br /&gt;
*'''Protection against abjuration''' - When [[abjuration]] is cast against your summoned servants, the power (duration reduction) is reduced, depending on your servant's HD. (Passive)&lt;br /&gt;
*'''Bless Allies''' - The Shining One may bless one of your allies when it kills an enemy or gains experience. The chance for this rises with your piety. The following blessings are possible:&lt;br /&gt;
**10%: Give the ally's weapon increased accuracy, damage, and the [[holy wrath]] brand OR give the ally's armour increased [[AC]] and [[negative energy resistance]].&lt;br /&gt;
**90%: Increase the duration of your ally's stay, with a 50% chance to remove [[poison]], [[sickness]], [[confusion]], [[rot]]ting, [[slow]]ing, or [[exhaustion]]. If none apply, heals 25% of its HP.&lt;br /&gt;
*'''Bless Weapon''' - If you [[pray]] on the Shining One's [[altar]] while your Piety is &amp;gt;= 160 and you are wielding a non-artifact weapon, the Shining One can bless it. This will un-curse it, apply a [[scroll of enchant weapon III]], and add the [[holy wrath]] brand (replacing any existing brand). If it is a [[Long Blades|long blade]], it will become a [[Blessed blade|blessed blade]]. [[Demon whip]]s will become [[sacred scourge]]s, [[demon blade]]s will become [[eudemon blade]]s, and [[demon trident]]s will become [[trishula]]s. [[Holy Word]] is cast when you bless a weapon. Doing this has no cost, but it can only be invoked once per game.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Bringer of Light&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
*Summons hostile [[angel]]s or [[daeva]]s.&lt;br /&gt;
*Triggers a Cleansing Flame against you.&lt;br /&gt;
*Makes a loud [[noise]] at your location.&lt;br /&gt;
*[[Silence]]s you for 10-35 turns.&lt;br /&gt;
&lt;br /&gt;
Note that the Shining One will never actively punish you while you're under penance, even if you left the religion, unless you converted to an evil religion ([[Kikubaaqudgha]], [[Makhleb]], [[Yredelemnul]], [[Beogh]], or [[Lugonu]]) or if you kill a friendly [[angel]] or a [[daeva]] (even through an ally). TSO doesn't care if you kill hostile angels or daevas.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The Shining One is a useful god in both the early and late game, although for different reasons. In the early game, player accuracy is generally much lower, making his aura extremely desirable. His shield enhancer is also useful for surviving fights with heavy hitting melee opponents. By the time you reach Lair, you should have enough piety and Invocations to safely summon his divine warriors, which are extremely powerful even against non-evil opponents. Unfortunately, he also prevents you from taking advantage of evil, poisonous, and [[stabbing]] attacks, all of which can be extremely helpful in the early game.&lt;br /&gt;
&lt;br /&gt;
By the late and extended game, you'll be facing far more evil, undead, and demonic opponents than natural ones. At this point, his healing on kills, Cleansing Flame, rN+++, and holy wrath branded weapon gift will become much more useful, so much so that it isn't uncommon for players to switch to TSO specifically for clearing [[the Tomb]], [[Pandemonium]], and [[Hell]]. Some of the more popular gods to switch to TSO from include:&lt;br /&gt;
*[[Elyvilon]] or [[Zin]]: Both encourage training Invocations and you won't suffer divine retribution after switching to the Shining One. Their code of conduct is also similar, preparing you for life as a crusading zealot.&lt;br /&gt;
*[[Okawaru]]: Trains Invocations and gifts you weapons and armour you'll be able to continue using after switching. His wrath isn't too difficult to deal with (learn Blink and be prepared for assassination attempts).&lt;br /&gt;
*[[Makhleb]]: Trains Invocations by letting you fire magical bolts and summon demons, and heals you on kills. His wrath is pretty weak, considering you'll now be following a god who specializes in dispatching demons.&lt;br /&gt;
*[[Yredelemnul]]: Along with all the reasons you'd switch from Makhleb, Yredelemnul followers will almost need to switch to another god for the extended game, as he grants almost no piety in these areas.&lt;br /&gt;
*[[Trog]]: Doesn't train Invocations, but is ''the'' early-game god for melee characters, letting you go [[berserk]] and summon similarly irate monsters. He'll also gift you weapons. Wrath is manageable.&lt;br /&gt;
&lt;br /&gt;
You should train Invocations to 8-10 in the last levels before you do [[Crypt]] (if your skill isn't already that high), then switch to the Shining One and go to maximum piety in the Crypt. Once you can summon divine warriors to your aid you should be set for the rest of the game; just keep an eye out for good weapons to bless (see below).&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
When worshipping the Shining One, keep the following in mind:&lt;br /&gt;
*Make sure you bless a weapon before taking on the [[Hells]] or [[Pandemonium]]. The best choice is usually either a [[broad axe]], [[executioner's axe]], [[bardiche]], [[demon trident]], [[demon whip]], [[eveningstar]], or [[demon blade]]. A blessed demon whip ([[holy scourge]]) is the best one-handed weapon in the game against demons (though weapons of speed are close). If you are playing an [[ogre]], bless a [[giant spiked club]] instead. Ranged weapon users can do quite well by blessing [[longbow]]s/[[crossbow]]s.&lt;br /&gt;
*Don't underestimate the Cleansing Flame ability; it can deal very respectable area-of-effect damage once you reach high Invocations. When surrounded by demons, one or two uses will quickly clear out the weaker pests, provide quick healing, pay for its own MP/piety cost, and deal significant unavoidable damage to any [[Fiend]]s or worse that are in range. A [[haste]]d TSO worshiper spamming full power Cleansing Flames can take down all but the hardiest end-game bosses.&lt;br /&gt;
*TSO's Bless Allies effect doesn't just affect the angels and daevas he sends your way; ''any'' ally will be protected from Abjuration and blessed when it gets kills. He doesn't mind if your summoned forces die at the hands of an enemy.&lt;br /&gt;
*Stealthy characters who switch to TSO will suddenly find themselves much less capable of reaching an enemy in time for a one-hit stealth kill. If you have access to [[throwing net]]s, however, you can still put your stabbing expertise to good use. They're a little hard to come by, and they're by no means subtle, but they still allow you to land devastating blows against all but the [[size|largest]] powerful end-game bosses.&lt;br /&gt;
*One of the more annoying aspects of being a worshiper of the Shining One is fighting in a chivalric manner. Any number of unintended actions may incur penance. Keep the following in mind:&lt;br /&gt;
**[[Miscast effects]] can sometimes harm your allies or poison your enemies. [[Air Magic]] miscasts can generate poisonous gas clouds that will happily ruin your day in the middle of a big battle.&lt;br /&gt;
**Trying to act while confused may cause you to attack an ally (or an enemy in an unchivalric manner). Wait out the confusion, remove it with a [[potion of curing]], or prevent it entirely with an [[amulet of clarity]].&lt;br /&gt;
**Area of effect spells can damage unaware or sleeping enemies unintentionally.&lt;br /&gt;
**While fighting with [[angel]]s and [[daeva]]s at your side, they will sometimes &amp;quot;aggro&amp;quot; monsters, causing them to ignore you: in this state attacking them is considered unchivalric. While the Shining One won't mind if you attack a demon distracted by your heavenly brothers in arms, he'll be ticked off if it's a mere orc.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], followers of the Shining One were occasionally seen as allies by [[:Category:Holy holiness|holy monsters]]. The chance of this recognition rose with piety.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], followers of the Shining One gained piety passively, up to a limit, and piety did not decay.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], the [[paladin]] background started the game worshiping the Shining One.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.4]], TSO would occasionally gift permanent allies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods|Shining One, The]][[Category:Good Gods]]&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Torpor_snail&amp;diff=30867</id>
		<title>Torpor snail</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Torpor_snail&amp;diff=30867"/>
				<updated>2014-08-28T01:03:42Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: Charming one will not slow your opponents&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=torpor snail&lt;br /&gt;
|glyph={{Green|w}}&lt;br /&gt;
|tile=[[File:Torpor snail.png]]&lt;br /&gt;
|flags={{No skeleton flag}}&lt;br /&gt;
|resistances={{Drown resistance}}, {{Water resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=6&lt;br /&gt;
|meat={{Poisonous corpse}}&lt;br /&gt;
|xp=424&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=40&lt;br /&gt;
|hp_range=51-67&lt;br /&gt;
|avg_hp=59&lt;br /&gt;
|armour_class=8&lt;br /&gt;
|evasion=1&lt;br /&gt;
|habitat=Amphibious&lt;br /&gt;
|speed= 7&lt;br /&gt;
|size={{Large}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=25 ({{Bite type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=10&lt;br /&gt;
|base_hp=5&lt;br /&gt;
|extra_hp=2&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Insect intelligence}}&lt;br /&gt;
|genus=elephant slug&lt;br /&gt;
|species=torpor snail&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A huge gastropod with a lime-green shell. Torpor snails are said to be in some way connected with the god Cheibriados; just being near them is enough to slow the movements of unwary adventurers, leaving them easy prey for the snails' terrifying, ever-gnashing radulae.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Torpor snails''' are massive gastropods which slowly drag themselves toward their prey, pounding you for moderate damage when in melee. While almost any character could easily outrun a torpor snail under ordinary circumstances, they naturally inflict the [[slow]] [[status effect]] on you and your allies. Torpor snails can be found in [[the Lair]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Barring a source of [[stasis]] to counter their passive slow, you'll want to dispatch these foes quickly when they're encountered along with other opponents. Treat them like a milder version of [[giant eyeball]]s; while slow is less deadly than [[paralysis]], it still greatly increases the danger of any encounter, and it ignores your [[magic resistance]].&lt;br /&gt;
*Enslave them or kill them quickly to end the effect immediately. Note that enslaving one will stop the effect while it is charmed, but not slow your enemies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Torpor snails were added in [[0.15]].&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Raven&amp;diff=30860</id>
		<title>Raven</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Raven&amp;diff=30860"/>
				<updated>2014-08-28T00:04:07Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: Ravens appear in Depths not Elf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=raven&lt;br /&gt;
|glyph={{Blue|b}}&lt;br /&gt;
|tile=[[File:Raven.png]]&lt;br /&gt;
|flags={{Flying flag}}&amp;lt;br&amp;gt;{{Sense invisible flag}}&amp;lt;br&amp;gt;{{Warm blood flag}}&lt;br /&gt;
|resistances={{Drown resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=1&lt;br /&gt;
|meat={{Contaminated corpse}}&lt;br /&gt;
|xp=262&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=16&lt;br /&gt;
|hp_range=25-42&lt;br /&gt;
|avg_hp=33&lt;br /&gt;
|armour_class=1&lt;br /&gt;
|evasion=10&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 20&lt;br /&gt;
|size={{tiny}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=14 ({{Peck type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=11 ({{Claw type}}: {{Plain flavour}})&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=6&lt;br /&gt;
|base_hp=4&lt;br /&gt;
|extra_hp=3&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Animal intelligence}}&lt;br /&gt;
|genus=raven&lt;br /&gt;
|species=raven&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|An opportunistic scavenger bird that is quite proactive in the production of carrion. It has a particularly unhealthy fascination with eyeballs and things resembling eyeballs, such as pickled onions, walnuts and olives.&lt;br /&gt;
----&lt;br /&gt;
“The Hatter opened his eyes very wide on hearing this; but all he said was ‘Why is a raven like a writing-desk?’”&amp;lt;br&amp;gt;&lt;br /&gt;
-Lewis Carroll, Alice’s Adventures in Wonderland}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Ravens''' are fast, flying pests that deal little damage. They are occasionally a welcome sight, as they sometimes spawn in a small [[vault]] that contains a few pieces of shiny [[jewellery]] they've collected, but they also appear as rare random spawns in the [[Depths]], as an accompaniment to various [[list of tengu|tengu]], or in defense of a [[shambling mangrove]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*None needed, they're mostly harmless. Focus on their deadlier allies.&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Infusion_(spell)&amp;diff=30859</id>
		<title>Infusion (spell)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Infusion_(spell)&amp;diff=30859"/>
				<updated>2014-08-28T00:00:07Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: typo fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Infusion&lt;br /&gt;
|level=1&lt;br /&gt;
|school1={{Charms}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Battle]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=1&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|This spell infuses the caster's melee attacks with magic, drawing from their reserves of magical energy to deal additional damage whenever an enemy is hit. It has no effect when the caster's magic is depleted.}}&lt;br /&gt;
&lt;br /&gt;
'''Infusion''' is a level 1 [[Charms]] spell which temporarily causes your melee attacks to deal 2-4 more damage at a cost of 1 [[MP]] per hit. This additional damage is reduced by [[AC]] separately from your normal attack. Infusion will not activate as long as you have 0 MP remaining, but will resume its effect once you've regenerated at least 1 MP.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
While it's nice to have a level 1 spell that gives you a pseudo-[[slaying]] bonus, be aware that it can chew through your MP reserves quickly, and that the additional damage will have little impact against enemies with even modest [[AC]]. It can help you deal quick damage to threats in the early game, but don't expect it to help much against [[orc warrior]]s and the like.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Infusion was added in 0.13.&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dragon%27s_Call&amp;diff=30814</id>
		<title>Dragon's Call</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dragon%27s_Call&amp;diff=30814"/>
				<updated>2014-08-26T17:56:04Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: it has a timeout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Dragon's Call&lt;br /&gt;
|level=9&lt;br /&gt;
|school1={{Summonings}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
* [[Book of the Dragon]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=7&lt;br /&gt;
|spellnoise=15&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|This spell issues a powerful call to a draconic realm, beckoning forth dragon after dragon to engage the summoner's enemies. The spell is taxing to maintain, and each new dragon which answers the call will further drain the summoner's magical reserves.}}&lt;br /&gt;
&lt;br /&gt;
'''Dragon's Call''' is a level 9 [[Summonings]] spell which, for its duration, summons [[list of dragons|dragon]]s to attack opponents in your [[line of sight]]. These dragons are summoned close to your enemies and don't need to be told to attack. Along with the spell's base cost, each dragon summoned this way will cost you 2 or 3 additional [[MP]]. After the spell ends there is a short duration (~10 turns) during which you will be unable to recast it.&lt;br /&gt;
&lt;br /&gt;
Possible summons include:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Fire dragon}}&lt;br /&gt;
{{monsterlink|Ice dragon}}&lt;br /&gt;
{{monsterlink|Shadow dragon}}&lt;br /&gt;
{{monsterlink|Storm dragon}}&lt;br /&gt;
{{monsterlink|Iron dragon}}&lt;br /&gt;
{{monsterlink|Quicksilver dragon}}&lt;br /&gt;
{{monsterlink|Golden dragon}}&lt;br /&gt;
&lt;br /&gt;
For worshipers of [[good god]]s, [[shadow dragon]]s (and [[golden dragon]]s in the case of [[TSO]]) are replaced with [[storm dragon]]s or [[iron dragon]]s.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Dragon's Call replaced [[Summon Dragon]] in [[0.14]].&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Death_curse&amp;diff=30813</id>
		<title>Death curse</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Death_curse&amp;diff=30813"/>
				<updated>2014-08-26T17:36:43Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: enslave nets you curses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version011}}&lt;br /&gt;
&lt;br /&gt;
'''Death curses''' fall on any creature who kills a [[mummy (monster)|mummy]], [[guardian mummy]], [[mummy priest]], [[greater mummy]], [[Menkaure]], or [[Khufu]]. This does not apply to killing mummies that have been summoned in any way; only &amp;quot;naturally&amp;quot; occurring mummies have death curses.&lt;br /&gt;
&lt;br /&gt;
The effect (and severity) of the curse mainly depends on the mummy itself, and can include [[death curse#Item curse|item cursing]] and all [[Necromancy]] miscast effects. Followers of [[Kikubaaqudgha]] with enough [[piety]] are resistant to these miscasts and curses.&lt;br /&gt;
&lt;br /&gt;
As many curses only affect the creature that killed the mummy, have an ally strike the final blow if possible. (Note that killing mummys with a Spellforged Servitor will get you a death curse, as well as enslaving a mummy and getting it killed by another monster.)&lt;br /&gt;
&lt;br /&gt;
Also, no curse is cast if a mummy is banished to the [[Abyss]], kills itself while [[confused]], falls down a [[shaft]], or is killed by [[giant spore]]s, [[ball lightning]], or [[trap]]s.&lt;br /&gt;
&lt;br /&gt;
==Curse Selection==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! '''Curse'''&lt;br /&gt;
! '''Mummy, Menkaure'''&lt;br /&gt;
! '''Guardian Mummy'''&lt;br /&gt;
! '''Mummy Priest'''&lt;br /&gt;
! '''Greater Mummy, Khufu'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Item curse'''&lt;br /&gt;
| (*)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| '''Flavour'''&lt;br /&gt;
| 74%&lt;br /&gt;
| 27%&lt;br /&gt;
| 8%&lt;br /&gt;
| 5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Slowing'''&lt;br /&gt;
| 9%&lt;br /&gt;
| 9%&lt;br /&gt;
| 3%&lt;br /&gt;
| 2%&lt;br /&gt;
|-&lt;br /&gt;
| '''Pain (light)'''&lt;br /&gt;
| 9%&lt;br /&gt;
| 9%&lt;br /&gt;
| 3%&lt;br /&gt;
| 2%&lt;br /&gt;
|-&lt;br /&gt;
| '''Pain (strong)'''&lt;br /&gt;
| -&lt;br /&gt;
| 12%&lt;br /&gt;
| 5%&lt;br /&gt;
| 3%&lt;br /&gt;
|-&lt;br /&gt;
| '''Rotting (light)'''&lt;br /&gt;
| 9%&lt;br /&gt;
| 9%&lt;br /&gt;
| 3%&lt;br /&gt;
| 2%&lt;br /&gt;
|-&lt;br /&gt;
| '''Rotting (strong)'''&lt;br /&gt;
| -&lt;br /&gt;
| 4%&lt;br /&gt;
| 13%&lt;br /&gt;
| 14%&lt;br /&gt;
|-&lt;br /&gt;
| '''Torment'''&lt;br /&gt;
| -&lt;br /&gt;
| 4%&lt;br /&gt;
| 13%&lt;br /&gt;
| 14%&lt;br /&gt;
|-&lt;br /&gt;
| '''Draining'''&lt;br /&gt;
| -&lt;br /&gt;
| 6%&lt;br /&gt;
| 13%&lt;br /&gt;
| 14%&lt;br /&gt;
|-&lt;br /&gt;
| '''Stat drain'''&lt;br /&gt;
| -&lt;br /&gt;
| 4%&lt;br /&gt;
| 13%&lt;br /&gt;
| 14%&lt;br /&gt;
|-&lt;br /&gt;
| '''Shadows'''&lt;br /&gt;
| -&lt;br /&gt;
| 7%&lt;br /&gt;
| 3%&lt;br /&gt;
| 2%&lt;br /&gt;
|-&lt;br /&gt;
| '''Demon'''&lt;br /&gt;
| -&lt;br /&gt;
| 8%&lt;br /&gt;
| 25%&lt;br /&gt;
| 28%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*) If you're the killer, item curse will always be selected.&lt;br /&gt;
&lt;br /&gt;
==Item Curse==&lt;br /&gt;
One of your items is [[curse]]d. Any uncursed [[weapon]], [[armour]], or [[jewellery]] in your inventory is a valid target with an equal random chance of selection. &lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You feel nervous for a moment...&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Flavour==&lt;br /&gt;
Flavour curses have no direct effect.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;Nothing happens.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You smell decay.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You hear strange and distant voices.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel homesick.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Pain shoots through your body.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Your bones ache.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;The world around you seems to dim momentarily.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Strange energies run through your body.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You shiver with cold.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You sense a malignant aura.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel very uncomfortable.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Your bandages flutter.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] seems to dim momentarily.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] glows [colour] for a moment.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] shivers with cold.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] scowls horribly.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Slowing==&lt;br /&gt;
The killer is [[slow]]ed for 10-25 turns.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You feel horribly lethargic.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] looks incredibly listless.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Pain (light)==&lt;br /&gt;
If the killer is immune to [[torment]], no effect. Otherwise, 5-19 damage. &lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;Pain shoots through your body!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] convulses with pain!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel weird for a moment.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] has an odd expression for a moment.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Pain (strong)==&lt;br /&gt;
If the killer is immune to [[torment]], no effect. Otherwise, 15-37 damage.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You convulse helplessly as pain tears through your body!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] convulses helplessly with pain!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel weird for a moment.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] has an odd expression for a moment.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Rotting (light)==&lt;br /&gt;
Unless the killer resists [[rot]]ting ([[undead]] mostly), it will gain 1 point of rotting: its max HP will be reduced by 1, until it drinks a [[potion of curing]].&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You smell decay.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel your flesh rotting away!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Your bandages flutter.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Rotting (strong)==&lt;br /&gt;
Unless the killer resists [[rot]]ting ([[undead]] mostly), it will gain 1-7 points of rotting: its max HP will be progressively reduced by this amount within a short time, unless it drinks a [[potion of curing]].&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You feel your flesh rotting away!&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Torment==&lt;br /&gt;
The killer's current HP is halved. Any form of [[torment]] resistance can apply to this.  Unlike most sources of torment, this is not a full-LOS effect.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;Your body is wracked with pain!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel a surge of unholy energy.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] convulses!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Something just walked over your grave. No, really!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] seems frightened for a moment.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Draining==&lt;br /&gt;
You lose between 10 and 20% of the total experience needed to go from your current level to the next one. [[Negative energy resistance]] will reduce this loss by one-third per level.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You are engulfed in negative energy!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] is engulfed in negative energy!&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Stat Drain==&lt;br /&gt;
One of your stats (chosen at random) is temporary decreased by 1-7 points. If the stat is reduced to 0 or less, you will eventually die of [[stat death]] (another reason to keep your stats at 8 or higher).&lt;br /&gt;
&lt;br /&gt;
==Shadows==&lt;br /&gt;
1d3 hostile [[shadow]]s are summoned.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;Flickering shadows surround you.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Flickering shadows surround [the killer].&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Shadows flicker in the thin air.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Demon==&lt;br /&gt;
A hostile [[soul eater]] or [[reaper]] (tier-[[2]] demons, equal chance for each) is summoned.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;Something reaches out for you...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Something reaches out for [the killer]...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Something reaches out from thin air...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Death has come for you...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Death has come for [the killer]...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Death appears from thin air...&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.8]], item curses could affect [[potion]]s, turning them into [[potion of degeneration|potions of degeneration]].&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
[http://r1gm.free.fr/Crawl/crawlSS_052_mummies.txt E. Grasland's excellent spoiler on mummy death curses]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Featured_Article]]&lt;br /&gt;
[[Category:Threats]]&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Majang%27s_Tengu_Wizard_Failure&amp;diff=30801</id>
		<title>Talk:Majang's Tengu Wizard Failure</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Majang%27s_Tengu_Wizard_Failure&amp;diff=30801"/>
				<updated>2014-08-25T16:43:28Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Im not certain on your exact placement, but moving away (taking x1.5 the usual time) from the water elemental stops engulf and prevents it from engulfing you again for 1 turn. As engulf drowning damage goes up every turn, this is usually a very good thing and has allowed many of my casters to survive unluicky welemental encounters. (Though I don`t know whether that would`ve been possible with mesmerize and ranged attackers waiting for a clear line to shoot.) --[[User:BlueCrake|BlueCrake]] ([[User talk:BlueCrake|talk]]) 14:20, 25 August 2014 (CEST)&lt;br /&gt;
:I did not know this. I only attempted to go up those stairs I was standing on, and this I could not do with the mesmerisation going on. A step closer to the siren would have gotten me closer to all the other monsters, but at least I would have been able to engage some of them (particularly that siren). So thanks for that advice! [[User:Majang|Majang]] ([[User talk:Majang|talk]]) 17:46, 25 August 2014 (CEST)&lt;br /&gt;
::&amp;quot;Attacks have a chance of engulfing the target, which continuously deals asphyxiation damage and mimics the effect of silence. Asphyxiation resistance negates both effects. Moving away from the attacker will break the engulf, but takes twice as long as normal, during which time the attacker cannot engulf the target again.&amp;quot; from attack Flavour &lt;br /&gt;
::So it is actually twice the time and not 1.5 --[[User:BlueCrake|BlueCrake]] ([[User talk:BlueCrake|talk]]) 18:43, 25 August 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Tomb&amp;diff=30798</id>
		<title>The Tomb</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Tomb&amp;diff=30798"/>
				<updated>2014-08-25T12:32:46Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: Minor Layout changes in Tomb:1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
''This page is about the [[Dungeon branches|dungeon branch]]. For the card, see [[Deck of emergency#Tomb card|Tomb card]].''&lt;br /&gt;
{{flavour|The Tomb of the Ancients is a place of damnation, of horrors animated by the vilest necromancy. Honest creatures of the surface turn pale at the mere mention of its name. The list of those who have returned from this place of pure death is exceedingly short.&lt;br /&gt;
&lt;br /&gt;
The Tomb is three levels deep and contains the golden rune. Its entry is either on Crypt:2 or Crypt:3.}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A way to the Tomb of Ancients, a place of damnation, of horrors animated by the vilest necromancy.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Tomb entry.png]] '''The Tomb of Ancients''' (usually referred to only as '''the Tomb''') is a [[branch]] located under [[the Crypt]], inhabited by dessicated [[list of mummies|mummies]] of all kinds. Although mostly bare of valuables, it holds the golden [[rune of Zot]] and two massive treasure heaps for those who manage to survive all the way to the end.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Stairs to the Tomb are found on floor 2 or 3 of [[the Crypt]]. It's only 3 levels deep, but don't let that lull you into a false sense of security: it's one of the most dangerous branches in the game, even for powerful characters. You'll meet a wide variety of mummies, which if not carefully dealt with can decimate you with their crippling [[death curse]]s. There is also a greater density of [[traps]] here than you'll find anywhere else, and [[teleport control]] is not permitted until you've acquired the rune..&lt;br /&gt;
&lt;br /&gt;
While it's not as deathly quiet as [[the Crypt]], the Tomb has very little in the way of [[Noise#Ambient noise|ambient noise]]. As a result, every sound (be it from casting a spell, hitting something with a weapon, or attracting the attention of a [[flying skull]]) will carry farther than you're used to. Be extra careful if you wish to avoid attracting attention.&lt;br /&gt;
&lt;br /&gt;
Unlike other areas of the game, the layout of the Tomb is mostly fixed, with only a few insignificant variations possible. Monster composition and placement is also extremely predictable, with a few very rare exceptions. You'll encounter the following, in order of difficulty:&lt;br /&gt;
&lt;br /&gt;
*[[Flying skull]]s: Although not dangerous themselves, these will alert nearby sleeping mummies of your presence.&lt;br /&gt;
*Random inhabitants of [[the Crypt]] may show up on Tomb:1, but they aren't very threatening.&lt;br /&gt;
*[[Mummy (monster)|Mummies]]: Although only a nuisance, their [[death curse]]s will [[curse]] equipment in your inventory, making gear swapping difficult.&lt;br /&gt;
*[[Guardian mummies]]: They hit harder and faster than normal mummies, and their death curses can be quite nasty.&lt;br /&gt;
*[[Mummy priest]]s: Slightly slower than guardian mummies, but tougher. They can cast [[Torment]], [[Smite]], [[Summon Undead]], and [[Summon Demon]], and their death curses are more likely to be unpleasant than those of the guardians.&lt;br /&gt;
*[[Sphinx]]es: Likely the only living things one will find in Tomb, these can paralyze, confuse, smite, or simply beat you to death if you are not careful. Worst of all, They have moderate durability, but no resistances to speak of and no death curses.&lt;br /&gt;
*[[Greater mummies]]: The biggest threat in Tomb, they have the same spells as a mummy priest, but over three times the health, 50% more HD, faster movement, and the highest chance of delivering devastating death curses. These will kill you if you are not prepared. Try not to take on more than one at a time!&lt;br /&gt;
*Random [[unique]]s: Although not guaranteed to show up, there are many dangerous uniques one can encounter in the Tomb at any time. If encountered alone, handle them as you normally would. If encountered along with several high level mummies, be extremely careful; even weak uniques become significantly deadlier when you've been repeatedly smited.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Mummy (monster)}} || {{monsterlink|Guardian mummy}} || {{monsterlink|Mummy priest}} || {{monsterlink|Greater mummy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Flying skull}} || || ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Brown|z}} [[File:Small zombie.png]] '''[[Zombie]]''' || {{LightGrey|z}} [[File:Skeleton small humanoid.png]] '''[[Skeleton (monster)|Skeleton]]''' || {{LightBlue|z}} [[File:Simulacrum small humanoid.png]] '''[[Simulacrum (monster)|Simulacrum]]''' ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Extremely Rare Monsters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Trapdoor spider}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Lich}} || {{monsterlink|Ancient lich}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Placed by Vault Syntax on Tomb:1 (Never Generated Randomly)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Sphinx}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
#Upon entering Tomb:1, you'll find yourself in an open hallway that boxes in the Tomb proper. This will contain a handful of mummies and guardian mummies, but nothing particularly dangerous until you've gone halfway around the level. There you'll find a massive [[statue]]-lined hallway leading inwards, guarded by a large pack of sphinxes. Use stasis or very high [[magic resistance]] to keep from getting paralyzed, and try to lure them away a few at a time until you've cleared them out. If at all possible, avoid using a teleport to escape them if things start going badly; outrunning them with [[Swiftness]] or [[Haste]] is a ''much'' safer option here.&lt;br /&gt;
#Past the hallway you'll find a massive courtyard filled with several mummies, guardian mummies, mummy priests, and a greater mummy or two. Be careful upon entering, as the entrance will be heavily trapped. You may wish to lure these mummies to the outer hallway a few at a time to clear it. You'll find two side passages and a small room beyond here; all will be heavily trapped, but one of them will contain a staircase to Tomb:2.&lt;br /&gt;
#As soon as you enter Tomb:2, you'll find yourself in a large open chamber with several mummies of all sorts in sight. This room's inhabitants are nearly identical in composition to those in the Tomb:1 courtyard. If necessary, stairdance to pull them up in manageable numbers until the room is clear.&lt;br /&gt;
#You'll find several doors off to the side of this open chamber, leading to a series of small rooms that envelop half of the map. These will contain mummies, guardians, and priests, as well as many traps. Eventually you'll find a staircase back up to Tomb:1. Go up it to continue exploring normally. Alternatively, at this point it is fairly safe to attempt to skip ahead through random teleportation; doing so lets you avoid one of the more dangerous areas of the Tomb. Keep teleporting (with a [[teleport trap]] if one is available) until you find yourself in a new area (see #6).&lt;br /&gt;
#Heading back up, you'll find yourself in the only unexplored portion of Tomb:1 left, the large horseshoe surrounding the inner courtyard. You will encounter a few guardian mummies and mummy priests here, as well as an unpredictable scattering of traps, but the majority of its inhabitants are greater mummies encountered in the long open hallways. Handled carefully, you should only encounter one or two greater mummies at a time; make too much [[noise]] and you may wind up with a lot more on your hands. Consider luring them back to the nearest corner before engaging them, and remember that a teleport to safety is almost guaranteed to send you back to the now-clear first area of Tomb:1. At the end of the horseshoe, you'll find another staircase to Tomb:2.&lt;br /&gt;
#Remember the small chambers you found on Tomb:2 earlier? Now you get to clear a mirror image of those on the other side. Expect more of the same, and eventually you'll find three staircases leading to Tomb:3.&lt;br /&gt;
#All three staircases leading to Tomb:3 place you in the same area, the start of a short, wide hallway leading to the treasure vaults and rune chamber. You will almost immediately encounter an absurd number of guardian mummies, followed by plenty of reinforcements in the form of flying skulls, mummy priests, and greater mummies (over a dozen of each is not unusual). Eventually the flow of mummies will stop, freeing you to explore and loot the place, but expect to find several mummy stragglers as you go. [[Teleport control]] is restored once you have the rune.&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
If not done correctly, Tomb is one of the deadliest places in the game. A character facing Tomb must tackle these three problems:&lt;br /&gt;
*Greater mummies and mummy priests can torment you, instantly cutting your HP by up to half. They can then smite you to finish the job.&lt;br /&gt;
*Greater mummies and mummy priests can summon a ton of undead and demons, which in addition to mobbing you also means they will frequently abjure your own summons.&lt;br /&gt;
*All mummies cast death curses when killed. The normal mummies only curse your items, but the others can slow you, rot you, torment you, drain you, drain your stats, and even occasionally kill you outright if you are low enough on HP. Since there are so many mummies in the Tomb, these effects can quickly reach debilitating levels.&lt;br /&gt;
&lt;br /&gt;
Some strategies, with their specific strengths and weaknesses, are outlined below. One should mix and match them to fit your character: it is unlikely that one can do Tomb simply by being a Zin or a Kiku worshiper, or simply by having Dispel Undead, but a lichform necromancer of Kiku, or Zinnite with a holy weapon and silence, stands a very good chance of making it. The best general advice is to know your limits. If one encounter with a greater mummy nearly killed you, then the next one may very well finish you off. If you find your HP rotting beyond what you can repair, or that you are burning through all your royal jellies because of stat drain, don't continue - get out. It is by no means necessary to do Tomb to finish the game.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
*[[Rings of sustain abilities]] - Protects you from stat loss death curses.&lt;br /&gt;
*[[Amulet of stasis]] - Protects you from slow death curses (but prevents haste!) and [[teleport trap]]s.&lt;br /&gt;
*[[Ring of regeneration]] - Cuts down on recovery time between waves of mummies.&lt;br /&gt;
*[[Ring of sustenance]] - Cuts down on the hunger cost of that ring of regeneration.&lt;br /&gt;
*Gear with [[negative energy]] resistance - Reduces damage from [[torment]] and [[draining]] death curses.&lt;br /&gt;
*Gear with [[stat]] boosts - Makes any stat damage you take less of an issue, improves your general performance.&lt;br /&gt;
*Apart from the occasional summoned demon or surprising [[unique]], there are no sources of [[fire]], [[cold]], [[poison]], [[acid]], or [[electricity]] damage in this branch, and the only likely source of [[mutation]] is if you accidentally step into a [[Zot trap]].&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*[[Necromutation]] - Provides undead immunity to draining, torment, and [[rot]] (but prevents you from eating [[royal jelly]] or quaffing [[potions of restore abilities]] to recover stat damage!) for living characters.&lt;br /&gt;
*[[Statue Form]] - Provides significant draining, torment, and rot resistance without preventing you from worshiping a [[good god]] or blocking access to food and potions. Slows your actions, however.&lt;br /&gt;
*[[Silence]] - Disables the spells of all mummies within its aura.&lt;br /&gt;
*[[Abjuration]]/[[Mass Abjuration]] - Quickly disposes of dangerous summoned monsters.&lt;br /&gt;
*[[Summonings]] spells - A wide variety of spells from this school produce allies capable of tearing apart common, guardian, and priest mummies. Protects you from death curses.&lt;br /&gt;
*[[Dispel Undead]] - Deals heavy damage to almost everything in the Tomb. Only affects one target at a time though.&lt;br /&gt;
*[[Bolt of Inaccuracy]] - Deals extreme damage to anything it strikes, and mummies are generally clumsy enough to make easy targets.&lt;br /&gt;
*[[Shatter]] - Deals heavy, unavoidable damage to nearly the entire screen. Noisy, but also tears down walls.&lt;br /&gt;
*[[Fire Storm]] - Heavy, smite-targeted damage to a large area of effect.&lt;br /&gt;
*[[Tornado]] - Heavy damage to everything within range of it (though ineffective in hallways).&lt;br /&gt;
*[[Flight]] - Allows you to ignore mechanical [[trap]]s.&lt;br /&gt;
*[[Regeneration]] - Recovers between fights faster.&lt;br /&gt;
&lt;br /&gt;
===Gods===&lt;br /&gt;
*[[Kikubaaqudgha]] - Provides significant torment resistance, negates most death curses, provides access to useful Necromancy spells. Mind your piety, as nothing in Tomb other than the sphinxes grants it.&lt;br /&gt;
*[[The Shining One]] - Provides rN+++, a weapon of holy wrath, powerful [[holy]] burst attacks, HP and MP recovery on each kill, summonable angelic warriors, and general support and Abjuration protection for your summoned allies.&lt;br /&gt;
*[[Zin]] - Provides immunity to stat loss and rot, temporary invulnerability (though at a high piety cost).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.15]] the Tomb got got some minor reworks: There is more variation in the layout of the courtyard in Tomb:1. (Ancient) Lichs, Unborn and Skeletal Warrior bands are more common there.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]] [[Category:Mummy]]&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Majang%27s_Tengu_Wizard_Failure&amp;diff=30797</id>
		<title>Talk:Majang's Tengu Wizard Failure</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Majang%27s_Tengu_Wizard_Failure&amp;diff=30797"/>
				<updated>2014-08-25T12:20:20Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: Created page with &amp;quot;Im not certain on your exact placement, but moving away (taking x1.5 the usual time) from the water elemental stops engulf and prevents it from engulfing you again for 1 turn....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Im not certain on your exact placement, but moving away (taking x1.5 the usual time) from the water elemental stops engulf and prevents it from engulfing you again for 1 turn. As engulf drowning damage goes up every turn, this is usually a very good thing and has allowed many of my casters to survive unluicky welemental encounters. (Though I don`t know whether that would`ve been possible with mesmerize and ranged attackers waiting for a clear line to shoot.) --[[User:BlueCrake|BlueCrake]] ([[User talk:BlueCrake|talk]]) 14:20, 25 August 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Death_curse&amp;diff=30796</id>
		<title>Death curse</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Death_curse&amp;diff=30796"/>
				<updated>2014-08-25T12:12:18Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: Servitor gets you deathcurses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version011}}&lt;br /&gt;
&lt;br /&gt;
'''Death curses''' fall on any creature who kills a [[mummy (monster)|mummy]], [[guardian mummy]], [[mummy priest]], [[greater mummy]], [[Menkaure]], or [[Khufu]]. This does not apply to killing mummies that have been summoned in any way; only &amp;quot;naturally&amp;quot; occurring mummies have death curses.&lt;br /&gt;
&lt;br /&gt;
The effect (and severity) of the curse mainly depends on the mummy itself, and can include [[death curse#Item curse|item cursing]] and all [[Necromancy]] miscast effects. Followers of [[Kikubaaqudgha]] with enough [[piety]] are resistant to these miscasts and curses.&lt;br /&gt;
&lt;br /&gt;
As many curses only affect the creature that killed the mummy, have an ally strike the final blow if possible. (Note that killing mummys with a Spellforged Servitors OOD will get you a death curse.)&lt;br /&gt;
&lt;br /&gt;
Also, no curse is cast if a mummy is banished to the [[Abyss]], kills itself while [[confused]], falls down a [[shaft]], or is killed by [[giant spore]]s, [[ball lightning]], or [[trap]]s.&lt;br /&gt;
&lt;br /&gt;
==Curse Selection==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! '''Curse'''&lt;br /&gt;
! '''Mummy, Menkaure'''&lt;br /&gt;
! '''Guardian Mummy'''&lt;br /&gt;
! '''Mummy Priest'''&lt;br /&gt;
! '''Greater Mummy, Khufu'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Item curse'''&lt;br /&gt;
| (*)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| '''Flavour'''&lt;br /&gt;
| 74%&lt;br /&gt;
| 27%&lt;br /&gt;
| 8%&lt;br /&gt;
| 5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Slowing'''&lt;br /&gt;
| 9%&lt;br /&gt;
| 9%&lt;br /&gt;
| 3%&lt;br /&gt;
| 2%&lt;br /&gt;
|-&lt;br /&gt;
| '''Pain (light)'''&lt;br /&gt;
| 9%&lt;br /&gt;
| 9%&lt;br /&gt;
| 3%&lt;br /&gt;
| 2%&lt;br /&gt;
|-&lt;br /&gt;
| '''Pain (strong)'''&lt;br /&gt;
| -&lt;br /&gt;
| 12%&lt;br /&gt;
| 5%&lt;br /&gt;
| 3%&lt;br /&gt;
|-&lt;br /&gt;
| '''Rotting (light)'''&lt;br /&gt;
| 9%&lt;br /&gt;
| 9%&lt;br /&gt;
| 3%&lt;br /&gt;
| 2%&lt;br /&gt;
|-&lt;br /&gt;
| '''Rotting (strong)'''&lt;br /&gt;
| -&lt;br /&gt;
| 4%&lt;br /&gt;
| 13%&lt;br /&gt;
| 14%&lt;br /&gt;
|-&lt;br /&gt;
| '''Torment'''&lt;br /&gt;
| -&lt;br /&gt;
| 4%&lt;br /&gt;
| 13%&lt;br /&gt;
| 14%&lt;br /&gt;
|-&lt;br /&gt;
| '''Draining'''&lt;br /&gt;
| -&lt;br /&gt;
| 6%&lt;br /&gt;
| 13%&lt;br /&gt;
| 14%&lt;br /&gt;
|-&lt;br /&gt;
| '''Stat drain'''&lt;br /&gt;
| -&lt;br /&gt;
| 4%&lt;br /&gt;
| 13%&lt;br /&gt;
| 14%&lt;br /&gt;
|-&lt;br /&gt;
| '''Shadows'''&lt;br /&gt;
| -&lt;br /&gt;
| 7%&lt;br /&gt;
| 3%&lt;br /&gt;
| 2%&lt;br /&gt;
|-&lt;br /&gt;
| '''Demon'''&lt;br /&gt;
| -&lt;br /&gt;
| 8%&lt;br /&gt;
| 25%&lt;br /&gt;
| 28%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*) If you're the killer, item curse will always be selected.&lt;br /&gt;
&lt;br /&gt;
==Item Curse==&lt;br /&gt;
One of your items is [[curse]]d. Any uncursed [[weapon]], [[armour]], or [[jewellery]] in your inventory is a valid target with an equal random chance of selection. &lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You feel nervous for a moment...&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Flavour==&lt;br /&gt;
Flavour curses have no direct effect.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;Nothing happens.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You smell decay.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You hear strange and distant voices.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel homesick.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Pain shoots through your body.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Your bones ache.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;The world around you seems to dim momentarily.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Strange energies run through your body.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You shiver with cold.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You sense a malignant aura.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel very uncomfortable.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Your bandages flutter.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] seems to dim momentarily.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] glows [colour] for a moment.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] shivers with cold.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] scowls horribly.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Slowing==&lt;br /&gt;
The killer is [[slow]]ed for 10-25 turns.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You feel horribly lethargic.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] looks incredibly listless.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Pain (light)==&lt;br /&gt;
If the killer is immune to [[torment]], no effect. Otherwise, 5-19 damage. &lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;Pain shoots through your body!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] convulses with pain!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel weird for a moment.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] has an odd expression for a moment.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Pain (strong)==&lt;br /&gt;
If the killer is immune to [[torment]], no effect. Otherwise, 15-37 damage.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You convulse helplessly as pain tears through your body!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] convulses helplessly with pain!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel weird for a moment.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] has an odd expression for a moment.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Rotting (light)==&lt;br /&gt;
Unless the killer resists [[rot]]ting ([[undead]] mostly), it will gain 1 point of rotting: its max HP will be reduced by 1, until it drinks a [[potion of curing]].&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You smell decay.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel your flesh rotting away!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Your bandages flutter.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Rotting (strong)==&lt;br /&gt;
Unless the killer resists [[rot]]ting ([[undead]] mostly), it will gain 1-7 points of rotting: its max HP will be progressively reduced by this amount within a short time, unless it drinks a [[potion of curing]].&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You feel your flesh rotting away!&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Torment==&lt;br /&gt;
The killer's current HP is halved. Any form of [[torment]] resistance can apply to this.  Unlike most sources of torment, this is not a full-LOS effect.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;Your body is wracked with pain!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel a surge of unholy energy.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] convulses!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Something just walked over your grave. No, really!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] seems frightened for a moment.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Draining==&lt;br /&gt;
You lose between 10 and 20% of the total experience needed to go from your current level to the next one. [[Negative energy resistance]] will reduce this loss by one-third per level.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You are engulfed in negative energy!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] is engulfed in negative energy!&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Stat Drain==&lt;br /&gt;
One of your stats (chosen at random) is temporary decreased by 1-7 points. If the stat is reduced to 0 or less, you will eventually die of [[stat death]] (another reason to keep your stats at 8 or higher).&lt;br /&gt;
&lt;br /&gt;
==Shadows==&lt;br /&gt;
1d3 hostile [[shadow]]s are summoned.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;Flickering shadows surround you.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Flickering shadows surround [the killer].&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Shadows flicker in the thin air.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Demon==&lt;br /&gt;
A hostile [[soul eater]] or [[reaper]] (tier-[[2]] demons, equal chance for each) is summoned.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;Something reaches out for you...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Something reaches out for [the killer]...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Something reaches out from thin air...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Death has come for you...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Death has come for [the killer]...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Death appears from thin air...&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.8]], item curses could affect [[potion]]s, turning them into [[potion of degeneration|potions of degeneration]].&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
[http://r1gm.free.fr/Crawl/crawlSS_052_mummies.txt E. Grasland's excellent spoiler on mummy death curses]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Featured_Article]]&lt;br /&gt;
[[Category:Threats]]&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Discord&amp;diff=30787</id>
		<title>Discord</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Discord&amp;diff=30787"/>
				<updated>2014-08-21T22:06:36Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: No effect on sleeping monsters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Discord&lt;br /&gt;
|level=8&lt;br /&gt;
|school1={{Hexes}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Enchantments]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=6&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|This spell drives nearby creatures into an insane frenzy, mercilessly attacking anything and everything nearby with great strength and speed.}}&lt;br /&gt;
&lt;br /&gt;
'''Discord''' is a level 8 [[Hexes]] spell that tries to [[frenzy]] all monsters with at least animal intelligence in your line of sight. Creatures with lower intelligence are completely unaffected. Frenzied creatures will attack anything (including you) and will also go berserk if they have [[natural]] holiness. Sleeping creatures are not affected by this spell.&lt;br /&gt;
&lt;br /&gt;
Since power limit of the spell is 200, it can affect even late game monsters. &lt;br /&gt;
&lt;br /&gt;
This spell is hated by [[Cheibriados]], who will impose [[penance]] on any player casting it.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Affected monsters are [[neutral]] while under the duration of the spell. Note that most spells will not automatically target a neutral target, though this is more of a comfort issue.&lt;br /&gt;
&lt;br /&gt;
*This spell is especially usefull against groups of living enemies. Even if some of them resist, they will usually be torn apart by their [[berserk]] former allies. (You do get experience for kills done by affected monsters.) Ogre groups, Deep Troll packs and the Draconians in Zot all make good targets.&lt;br /&gt;
&lt;br /&gt;
*After using this spell you`ll usually want to get out of sight fast, to prevent accidentally being swarmed by several berserk opponents. (The duration of this spell is not dependent on your LOS.)&lt;br /&gt;
&lt;br /&gt;
*Very, very usefull on Vaults:5 entry if you can get away from the ensuing bloodbath.&lt;br /&gt;
&lt;br /&gt;
*Unaffected monsters will usually not target their former allies unless they themselves get attacked by them. Coupled with the increased damage and speed from berserk it is possible for a frenzied [[Vault guard]] to walk up to several mighty dragons and slaughter them one by one.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Discord was added in [[0.13]]&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Berder%27s_Deep_Elf_Enchanter_of_Sif_Muna_guide&amp;diff=30775</id>
		<title>Talk:Berder's Deep Elf Enchanter of Sif Muna guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Berder%27s_Deep_Elf_Enchanter_of_Sif_Muna_guide&amp;diff=30775"/>
				<updated>2014-08-21T11:37:04Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: great guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Great Guide, very fun to play! (Though xl 1 and 2 are really hard, though not frustratingly so.) --[[User:BlueCrake|BlueCrake]] ([[User talk:BlueCrake|talk]]) 13:37, 21 August 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Sif_Muna&amp;diff=30774</id>
		<title>Talk:Sif Muna</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Sif_Muna&amp;diff=30774"/>
				<updated>2014-08-21T11:26:00Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: Feels like the old Sif to me&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page has never had a version tag applied to it, and it's one of the pages I've been least confident about updating (I'm a much bigger fan of Vehumet's style, TBH). I have no idea how out-of-date and inaccurate this page actually is. Can anyone who honestly feels confident about Sif Muna's behavior update this page for 0.14 or 0.15? If you can fill in a History section as well, that'd be even better. Code diving for specific mechanics behavior welcome. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 21:07, 20 August 2014 (CEST)&lt;br /&gt;
:As far as I can tell Sif hasn`t been changed much: the skills (channel, amnesia and miscast protect) and spellbook-gifts are still there for 0.15 as well as not accepting the ignorant. I can`t say anything about the specific numbers, but I didn`t notice any changes in the average amount of MP channeled and when Sif starts to gift books. There wasn't any mention of Sif in the changelogs, so I think Sif is unchanged. --[[User:BlueCrake|BlueCrake]] ([[User talk:BlueCrake|talk]]) 13:26, 21 August 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sif_Muna&amp;diff=30773</id>
		<title>Sif Muna</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sif_Muna&amp;diff=30773"/>
				<updated>2014-08-21T11:20:58Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: Restrictions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sif muna.png]] ''&amp;quot;I know many secrets...&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Sif Muna the Loreminder''' is a contemplative but powerful deity, served by those who seek magical knowledge. Sif Muna appreciates the training of spell casting skills. &lt;br /&gt;
&lt;br /&gt;
No background starts with this religion. &lt;br /&gt;
&lt;br /&gt;
==Restrictions==&lt;br /&gt;
Sif Muna will not accept worshipers who don't know any spells.&lt;br /&gt;
[[Demigod]]s may not worship Sif Muna or any other deity.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Training your magic skills. The exact amount of [[XP]] required to gain piety is variable (increases as your level increases) and hard to evaluate precisely, but it doesn't depend on your aptitudes, or how you have distributed your skill points. Note that [[Evocations]] and [[Invocations]] don't count.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Forgetting her. Piety falls slowly over time (about 1 every 2,000 turns) and you are excommunicated if it falls to 0.&lt;br /&gt;
*Abandoning her.&lt;br /&gt;
*Destroying books.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Disciple&amp;quot;&lt;br /&gt;
*No abilities.&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Student&amp;quot;&lt;br /&gt;
*'''[[Channel energy]]''': You immediately gain d(2+[Invocations/4]) MP. Success: (60+INT+Invocations)%. (Costs 100-200 hunger)&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Adept&amp;quot;&lt;br /&gt;
*'''Forget spells at will''': Works as a [[scroll of amnesia]]. (Costs 5 MP, 8-12 piety)&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Scribe&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Scholar&amp;quot;&lt;br /&gt;
*'''Protection from [[miscast effect]]s''': You gain a (Piety/1.5)% chance to negate miscast effects due to spells you cast. Miscast effects from other sources ignore Sif's protection.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Sage&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Genius of the Arcane&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
Piety 160+ (just before reaching ******):&lt;br /&gt;
:* '''[[Spell book]]s.''' Each spell book is either an ordinary spell book (24%), a Theme artifact spell book (73%) or a Level artifact spell book (2%).&lt;br /&gt;
&lt;br /&gt;
Ordinary spell books are the kind you find lying around the dungeon, and are weighted toward ones with spells you don't have in your other spell books. Theme artifact spell books will contain several spells on a given theme (not necessarily a magic school). Level artifact spell books will contain several spells with a given level (up to your experience level). A high Spellcasting skill will grant better artifact spellbooks. Note that Sif Muna will not give you any [[manual]]s, the [[Tome of Destruction]], the [[Necronomicon]] ([[Kikubaaqudgha]]'s special), a [[Book of Annihilations]] or a [[Grand Grimoire]], although it's possible to get some of the spells they contain in artifact spell books.&lt;br /&gt;
&lt;br /&gt;
Sif Muna's [[Gift Timeout|gift timeout]] is between 41 and 59.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
If you leave Sif Muna (voluntarily or not), your penance counter will be set to 50 (quite high!), but no immediate negative events will happen. While under penance, Sif Muna will punish you about once every 2,000 turns. Possible punishments are:&lt;br /&gt;
*20%: Temporary decrease in Intelligence by up to 20%&lt;br /&gt;
*30%: Confusion for 1d10+2 turns&lt;br /&gt;
*20%: A random divination miscast effect&lt;br /&gt;
*20%: All MP drained&lt;br /&gt;
*10%: Reduction of the remaining duration of all magic enchantments affecting you to 1 turn (2 turns for [[Levitation]]).&lt;br /&gt;
&lt;br /&gt;
Every time you cast a spell, there's a 5% chance that the failure rate will be increased by a percentage equal to your current penance.  This is in addition to normal punishments, and will not reduce your penance.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Sif Muna is the default &amp;quot;magic god&amp;quot;, favored by characters who want to pursue that path without focusing on the destructive (Vehumet) or necromantic (Kikubaaqudgha) sides of magic. Instead, Sif Muna is much more versatile. Her protection from miscasts covers more magical realms than Kiku's protection, and her spell book gifts are weighted to contain spells you don't already have, allowing you to eventually gain access to every spell in the game. The Channel Energy and Selective Amnesia abilities also come early, and are very useful for any caster. &lt;br /&gt;
&lt;br /&gt;
Channel Energy is of particular interest to [[undead]] players who don't have a food clock ([[Mummies]], bloodless [[Vampire]]s, casters in [[Necromutation|lich form]]). For them, it's essentially free MP. This is also true for other races with versatile diets, such as [[kobold]]s, [[ghoul]]s, or anyone with an [[amulet of the gourmand]].&lt;br /&gt;
&lt;br /&gt;
Channel Energy is also of particular interest to Deep Dwarves, who can combine it with an [[amulet of guardian spirit]] to effectively provide a way to trade food for partial healing.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
When Sif Muna's altar is missing from the [[Ecumenical Temple]], keep a look out for wide hallways with blue floor tiles; when Sif's altar is not in Temple, it often has such a hallway preceding the altar proper.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]]&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ignite_Poison&amp;diff=30724</id>
		<title>Ignite Poison</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ignite_Poison&amp;diff=30724"/>
				<updated>2014-08-18T17:00:54Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: Throw poison chunks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Ignite Poison&lt;br /&gt;
|level=5&lt;br /&gt;
|school1={{Fire Magic}}&lt;br /&gt;
|school2={{Transmutations}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Fire]] &lt;br /&gt;
*[[Book of Alchemy]] &lt;br /&gt;
&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 attempts to convert all nearby poison into liquid flame, burning poisoned creatures from within. It is very effective against innately poisonous creatures. The caster is not affected.}}&lt;br /&gt;
&lt;br /&gt;
'''Ignite Poison''' is a level 5 [[Fire Magic]]/[[Transmutations]] spell which causes all nearby poisonous things in line of sight to burst into flames (excluding the caster). Any monster which leaves a poisonous [[corpse]], is [[poisoned]], or (in some cases) has a poisonous attack takes fire damage (and is cured of any poison in its system). Ignoring the player's inventory, all poisonous corpses and chunks, all [[potions of poison]], [[potion of strong poison|strong poison]], or [[potion of degeneration|degeneration]], all poisonous ammo, and all poison or noxious [[cloud]]s burst into flame clouds.&lt;br /&gt;
&lt;br /&gt;
Ignite Poison has no effect on either the [[staff of poison]] or [[staff of Olgreb]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ignite Flame deals unavoidable heavy fire damage to every susceptible thing in sight. This makes it extremely effective in certain situations, such as [[killer bee]] or [[kobold (monster)|kobold]] [[vault]]s, or pretty much any part of the [[Spider's Nest]] or [[Snake Pit]]. Just make sure to watch your MP, avoid overconfidence, and be aware that there are dangerous [[invisible]] opponents in the Spider's Nest which will not be affected unless you can [[see invisible]]. While these are obvious areas for its use, you can increase its deadliness in other areas with a little creativity.&lt;br /&gt;
&lt;br /&gt;
Ignite Flame works great when used together with [[Mephitic Cloud]]; the noxious clouds generated by the former spell turn into clouds of fire. First confuse them with Mephitic Cloud, possibly casting it a few times to cover a larger area, then (once the monsters are confused) cast Ignite Poison and let the poor guys stumble through the flames. Casting Ignite Poison after casting [[Poisonous Cloud]] creates the &amp;quot;fire version&amp;quot; of [[Freezing Cloud]].&lt;br /&gt;
&lt;br /&gt;
Also note that monsters which are immune to Mephitic Cloud will happily walk through its noxious clouds to reach you. If you cast Ignite Poison at the right moment you can blast them as well.&lt;br /&gt;
&lt;br /&gt;
It is possible to throw a chunk of poisonous meat and ignite it afterwards to place a cloud of fire at a certain location (f.e. under a monster).&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
Although no monsters are able to cast Ignite Poison, there is an equivalent spell ([[Localized Ignite Poison]]) which has the same effect but can only target one opponent. The following monsters can cast Localized Ignite Poison:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Salamander mystic}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Ignite Poison used to be an amazingly painful way to eliminate poison from one's own system, but as of [[0.8]] it no longer affects the caster or his inventory.&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User:BlueCrake&amp;diff=30675</id>
		<title>User:BlueCrake</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User:BlueCrake&amp;diff=30675"/>
				<updated>2014-08-15T11:30:15Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Wins:'''&lt;br /&gt;
&lt;br /&gt;
DDEE Makhleb (when he still gifted Mana) 15 runes and a full Ziggurat ''Worldshattering!!''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
VSMo Ashenzari 15 runes ''Kinda hard to play, kinda easy to play''&lt;br /&gt;
&lt;br /&gt;
DsAr Dithmenos 15 runes ''Be creative, be bold''&lt;br /&gt;
&lt;br /&gt;
DDEE Makhleb 15 runes ''Notably harder, still shattering though.''&lt;br /&gt;
&lt;br /&gt;
DENe Kikubaaqudgha 5 runes ''Haunt, Haste, Servitor and Airstrikes''&lt;br /&gt;
&lt;br /&gt;
HoFi Beogh 4 runes, with 5:26 faster than usual. ''Stop thinking as a loner, start thinking as a trainer''&lt;br /&gt;
&lt;br /&gt;
DsWn Fedhas Madash 4 runes ''Fire and Acid!''&lt;br /&gt;
&lt;br /&gt;
MiFi Okawaru 4 runes ''Just avoid berserk Orb Guardians.''&lt;br /&gt;
&lt;br /&gt;
MiFi Cheibriados 4 runes ''Just walk by stuff, let counterattack do the rest.''&lt;br /&gt;
&lt;br /&gt;
DeFe Vehumet 4 runes ''Let it all end in Firestorms!''&lt;br /&gt;
&lt;br /&gt;
DrTr Sif Muna 3 runes ''The teleporting, hasted Dragon awakes!'' &lt;br /&gt;
&lt;br /&gt;
KoBe Trog 3 runes ''Even if it takes 100 attacks, the sabre of antimagic is mightier than the orb of fire!''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''ToDo:'''&lt;br /&gt;
&lt;br /&gt;
Yredelemnul (Extended)&lt;br /&gt;
&lt;br /&gt;
Zin (Depths)&lt;br /&gt;
&lt;br /&gt;
TSO (Orb touched)&lt;br /&gt;
&lt;br /&gt;
Nemelex Xobeh (Hell)&lt;br /&gt;
&lt;br /&gt;
No God (Ziggurat)&lt;br /&gt;
&lt;br /&gt;
Eliyvion&lt;br /&gt;
&lt;br /&gt;
Lugonu&lt;br /&gt;
&lt;br /&gt;
(Xom)&lt;br /&gt;
&lt;br /&gt;
Quatzlal&lt;br /&gt;
&lt;br /&gt;
'''Stuff I`wanna do (given time):'''&lt;br /&gt;
&lt;br /&gt;
Character Guides for some of my favorite builds&lt;br /&gt;
&lt;br /&gt;
The guide on vampiric enchanting&lt;br /&gt;
The guide on dwarven destruction&lt;br /&gt;
The guide on orcish order&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Why can't the Undead worship Fedhas Madash? Well they can, but think about what will happen when they pray the first time..&lt;br /&gt;
&amp;quot;Why would you want to do that?&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
! XL || Fighting || HP|| Delta&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 || 38&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 1 || 66&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 1 || 160&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 45 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 10 || 85 || 19&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 27 || 250 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 1|| 27 || 56 || 40&lt;br /&gt;
|}&lt;br /&gt;
Note that this works for having a multplier of 1.0; having a higher multiplier will make fighting worth more hp.&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Wand_of_random_effects&amp;diff=30583</id>
		<title>Talk:Wand of random effects</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Wand_of_random_effects&amp;diff=30583"/>
				<updated>2014-08-12T18:33:52Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: No Heal Wounds?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It cannot heal? I could swear, that I have seen Heal Wounds happen; though that has been some versions ago. Can someone confirm the info? --[[User:BlueCrake|BlueCrake]] ([[User talk:BlueCrake|talk]]) 20:33, 12 August 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wand&amp;diff=30582</id>
		<title>Wand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wand&amp;diff=30582"/>
				<updated>2014-08-12T18:31:58Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: random effects can disintegrate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flavour|A stick. Maybe it's magical.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[The principle of selection] is the magician's wand, by means of which he may summon into life whatever form and mould he pleases.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-William Youatt, _Sheep: their breeds, management, and diseases; to which is added the Mountain Shepherd's Manual_, ch. III. 1837.}}&lt;br /&gt;
&lt;br /&gt;
A '''wand''' is a magical device that contains several charges of a specific spell or effect. Each wand weighs 10.0 aum.&lt;br /&gt;
&lt;br /&gt;
A player may zap a wand in the inventory with the '''v''' key (that is, e'''v'''oking it). This releases its magical effect at a target of the player's choice, and one charge of the wand will be depleted. A wand does not normally show how many charges it has left; this information can be gathered either by [[identification]] or by using a wand with sufficient [[Evocations]] skill. However, the game will record wand usage, so that the player can see how many times a wand has been zapped. Unlike [[rod]]s, a wand does not have to be [[wield]]ed to be used, and can even be used while the player's wielded [[weapon]] is [[curse]]d.&lt;br /&gt;
&lt;br /&gt;
A wand with no charges left is empty, and will not function (but will still waste a turn as you discover this). Wands can be recharged using a [[scroll of recharging]], even if not emptied. [[Deep Dwarf]] characters possess a racial ability that also lets them recharge wands, though at a permanent MP cost.&lt;br /&gt;
&lt;br /&gt;
Zapping a wand will very often identify it, so long as the effect isn't resisted and it has unambiguously revealed its nature (zapping a [[wand of digging]] into empty space, for example, will not identify it).&lt;br /&gt;
&lt;br /&gt;
A wand's [[spell power]] equals 15+2.5×[[Evocations]], though this is still limited by the spell power caps for the spell cast. For monsters zapping wands, the power is normally 30+[[hit dice]], although this can vary greatly depending on the type of wand.&lt;br /&gt;
&lt;br /&gt;
Monsters that can [[:Category:Weapons_armour|pick up items]] will often pick up wands and zap them at you.  A few monsters may start with wands in their inventory.  Monsters above 13 [[hit dice]] will not bother with them.&lt;br /&gt;
&lt;br /&gt;
[[Xom]] is greatly entertained (200) when you: use an unidentified wand near a monster; or, use a wand of random effects on yourself or others.&lt;br /&gt;
&lt;br /&gt;
==List of wands==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:1px solid #000000;&amp;quot;&lt;br /&gt;
! Image !! Wand !! Description !! Max charges:&amp;lt;br&amp;gt;initial / upon [[scroll of recharging|recharge]] !! Usable by monster&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of cold.png]]&lt;br /&gt;
 | [[Wand of cold|Cold]]&lt;br /&gt;
 | Shoots a [[bolt of cold]]&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 16 / 15&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of confusion.png]]&lt;br /&gt;
 | [[Wand of confusion|Confusion]]&lt;br /&gt;
 | [[Confuse]]s the target temporarily&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 16 / 24&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of digging.png]]&lt;br /&gt;
 | [[Wand of digging|Digging]]&lt;br /&gt;
 | Creates a tunnel through the targeted wall tile&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 16 / 24&lt;br /&gt;
 | No&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of disintegration.png]]&lt;br /&gt;
 | [[Wand of disintegration|Disintegration]]&lt;br /&gt;
 | Disintegrates the target or object&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 16 / 24&lt;br /&gt;
 | Yes, but damage is reduced to 2/3 of normal&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of draining.png]]&lt;br /&gt;
 | [[Wand of draining|Draining]]&lt;br /&gt;
 | Shoots a [[draining|bolt of negative energy]], reducing target's [[HD]] (and [[XP]])&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 16 / 12&lt;br /&gt;
 | Yes, reduces player's XP only&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of enslavement.png]]&lt;br /&gt;
 | [[Wand of enslavement|Enslavement]]&lt;br /&gt;
 | Charms the target temporarily&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 16 / 24&lt;br /&gt;
 | No&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of fire.png]]&lt;br /&gt;
 | [[Wand of fire|Fire]]&lt;br /&gt;
 | Shoots a [[bolt of fire]] at the target&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 16 / 15&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of fireball.png]]&lt;br /&gt;
 | [[Wand of fireball|Fireball]]&lt;br /&gt;
 | Sends a [[Fireball|ball of fire]] at the target, which explodes into a 3x3 region of fire when it hits something&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 16 / 9&lt;br /&gt;
 | No&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of flame.png]]&lt;br /&gt;
 | [[Wand of flame|Flame]]&lt;br /&gt;
 | Shoots a [[Throw Flame|puff of flame]] at the target&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 28 / 24&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of frost.png]]&lt;br /&gt;
 | [[Wand of frost|Frost]]&lt;br /&gt;
 | Shoots a [[Throw Frost|puff of frost]] at the target&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 28 / 24&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of hasting.png]]&lt;br /&gt;
 | [[Wand of hasting|Hasting]]&lt;br /&gt;
 | [[Haste|Speeds up]] the target's movement and actions temporarily&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 8 / 9&lt;br /&gt;
 | Yes, on self&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of heal wounds.png]]&lt;br /&gt;
 | [[Wand of heal wounds|Heal wounds]]&lt;br /&gt;
 | Significantly heals the target&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 8 / 9&lt;br /&gt;
 | Yes, on self&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of invisibility.png]]&lt;br /&gt;
 | [[Wand of invisibility|Invisibility]]&lt;br /&gt;
 | Turns the target invisible temporarily&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 8 / 9&lt;br /&gt;
 | Yes, on self&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of lightning.png]]&lt;br /&gt;
 | [[Wand of lightning|Lightning]]&lt;br /&gt;
 | Shoots a [[lightning bolt]] at the target&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 16 / 12&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of magic darts.png]]&lt;br /&gt;
 | [[Wand of magic darts|Magic Darts]]&lt;br /&gt;
 | Shoots a [[magic dart]] at the target&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 28 / 24&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of paralysis.png]]&lt;br /&gt;
 | [[Wand of paralysis|Paralysis]]&lt;br /&gt;
 | [[Paralyze]]s the target temporarily&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 16 / 24&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of polymorph.png]]&lt;br /&gt;
 | [[Wand of polymorph|Polymorph]]&lt;br /&gt;
 | Target reforms as a random creature &lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 16 / 24&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of random effects.png]]&lt;br /&gt;
 | [[Wand of random effects|Random effects]]&lt;br /&gt;
 | Randomly selects any other wand and duplicates its effect&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 28 / 24&lt;br /&gt;
 | No&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of slowing.png]]&lt;br /&gt;
 | [[Wand of slowing|Slowing]]&lt;br /&gt;
 | [[Slow]]s the target temporarily&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 16 / 24&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of teleportation.png]]&lt;br /&gt;
 | [[Wand of teleportation|Teleportation]]&lt;br /&gt;
 | [[Teleport]]s the target after a few turns&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 16 / 9&lt;br /&gt;
 | Yes, on self and player&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- sources for wand max charges/recharges: &lt;br /&gt;
     makeitem.cc:_wand_max_initial_charges(), &lt;br /&gt;
     itemprop.cc:wand_charge_value(), wand_max_charges()&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Images===&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;
| [[File:Wand bone.png]] || [[File:Wand brass.png]] || [[File:Wand bronze.png]] || [[File:Wand copper.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Wand glass.png]] || [[File:Wand gold.png]] || [[File:Wand iron.png]] || [[File:Wand ivory.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Wand lead.png]] || [[File:Wand plastic.png]] || [[File:Wand silver.png]] || [[File:Wand wood.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==High-tier wands==&lt;br /&gt;
Some wands are considered too dangerous to be generated in the inventory of monsters with HD less than 5. Monsters with the [[:Category:No HT wand|No HT wand]] flag are also excluded. [[Ijyb]] is the exception to this rule.&lt;br /&gt;
&lt;br /&gt;
*[[Wand of paralysis]]&lt;br /&gt;
*[[Wand of fire]]&lt;br /&gt;
*[[Wand of cold]]&lt;br /&gt;
*[[Wand of lightning]]&lt;br /&gt;
*[[Wand of draining]]&lt;br /&gt;
*[[Wand of disintegration]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
[http://r1gm.free.fr/Crawl/crawlSS_052_wands.txt E. Grasland's excellent spoiler on wands] (now out of date)&lt;br /&gt;
&lt;br /&gt;
[[Category:Wand|*]]&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Zin&amp;diff=30416</id>
		<title>Zin</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Zin&amp;diff=30416"/>
				<updated>2014-08-03T19:06:58Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: Vitalise blocks rot, but not miasma damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
[[File:Zin altar.png]] ''&amp;quot;Spread the light, my child.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Zin is a god of discipline. Followers must remain pure of body and soul, refraining from dark magic and chaotic acts, and never consuming the flesh of intelligent beings. They must also tithe a fraction of all gold gained, preferably followed by donations of more. In exchange, worshippers may invoke Zin's wrath upon sinners, and eventually gain various divine protections. Zin's followers can convert to Elyvilon or the Shining One while keeping some piety.&lt;br /&gt;
&lt;br /&gt;
Zin grants followers the ability to preach to the unenlightened masses, and powers to vitalise their bodies and gain divine stamina, protecting them from various afflictions as well as giving sustenance to the hungry. Later, followers gain the ability to imprison their foes temporarily. Followers can eventually find temporary safety in a divine refuge. As piety grows, followers will be protected from mutation, and Zin may even occasionally directly intervene to save a follower's life.&lt;br /&gt;
&lt;br /&gt;
Zin likes it when you donate money (by praying at an altar) and you or your allies kill unclean or chaotic beings.&lt;br /&gt;
&lt;br /&gt;
Zin dislikes it when you drink blood, you attack neutral beings, you deliberately mutate yourself or you or your allies attack monsters in a sanctuary. Zin strongly dislikes it when you perform cannibalism, you desecrate holy remains, you use necromancy, you use unholy magic or items, you attack non-hostile holy beings, you or your allies kill non-hostile holy beings, you attack allies, you transform yourself, you polymorph monsters, you use unclean or chaotic magic or items or you eat the flesh of sentient beings.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
Zin does not accept [[demonspawn]] or undead species ([[ghoul]]s, [[vampire]]s, or [[mummies]]) as followers. [[Demigod]]s may not worship Zin or any other deity.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Zin takes a 10% tithe every time you pick up gold, unless you're already at max piety. This tithe counts remainders (e.g., if you pick up two piles of 15 gold one after the other, Zin will take 1 gold piece from the first and 2 from the second). However, Zin knows if you try to save gold piles before converting to him (&amp;quot;Zin is a bit unhappy you did not bring this gold earlier.&amp;quot;), and the tithe has a reduced effect in the [[Orcish Mines]] and on gold [[scroll of acquirement|acquired]]. Paying a tithe has a chance to increase piety based on its size.&lt;br /&gt;
*Similarly, [[praying]] at Zin's [[altar]] will donate half your gold, granting a chunk of piety which will be distributed as you gain [[experience]]. You'll also receive an indication of what Zin's opinion towards you will be once the piety is fully distributed.&lt;br /&gt;
*Upon conversion, Zin takes some gold, but this provides more piety than a regular donation.&lt;br /&gt;
*Killing the spawn of chaos has a chance to grant piety. See the list of [[chaotic]] monsters and abilities for more details.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
Zin dislikes it (i.e. [[piety]] loss) when:&lt;br /&gt;
*You drink blood from a [[potion of blood]] or a [[potion of coagulated blood]].&lt;br /&gt;
*You attack neutral monsters.&lt;br /&gt;
*You allow sentient allies to die.&lt;br /&gt;
*You deliberately mutate yourself. This includes deliberately making yourself [[glow]] and drinking [[potions of beneficial mutation]]. &lt;br /&gt;
*You or your allies attack monsters in a sanctuary.&lt;br /&gt;
&lt;br /&gt;
Zin strongly dislikes it (i.e. [[penance]]) when:&lt;br /&gt;
*You perform [[cannibalism]].&lt;br /&gt;
*You desecrate holy remains.&lt;br /&gt;
*You use [[Necromancy]]. Casting [[Necromutation]] instead causes excommunication.&lt;br /&gt;
*You use [[unholy]] magic or items.&lt;br /&gt;
*You attack non-hostile holy beings.&lt;br /&gt;
*You or your allies kill non-hostile holy beings.&lt;br /&gt;
*You attack allies.&lt;br /&gt;
*You [[polymorph]] monsters.&lt;br /&gt;
*You use unclean or [[chaotic]] magic or items.&lt;br /&gt;
*You eat the flesh of sentient beings.&lt;br /&gt;
&lt;br /&gt;
Zin will forgive accidental transgressions, i.e. performing a forbidden action via an unidentified item.&lt;br /&gt;
&lt;br /&gt;
On average, your piety will decay naturally by 1 every 340 turns.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Anchorite&amp;quot;&lt;br /&gt;
*Zin may protect you from a fatal instance of damage. The chance increases with Piety. Passive. No piety cost.&lt;br /&gt;
*Zin may protect you from the effects of [[Hell]]'s mystical force. The chance also increases with Piety. Passive. No piety cost. &lt;br /&gt;
*Zin may protect you from mutation at a (Piety/2)% chance. Passive. No piety cost. &lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Apologist&amp;quot;&lt;br /&gt;
*'''Recite''' - Preaches a verse from one of the four books of the Axioms of Law:&lt;br /&gt;
**''Abominations'', which harshly deals with chaotic monsters: Chance to cause [[bleeding]], to [[smite]], to [[Corona|illuminate]], to sear their flesh, or to turn them into [[pillar of salt|pillars of salt]].&lt;br /&gt;
**''Ablutions'', which punishes unclean monsters and walking corpses: Chance to cause bleeding, to smite, to cause [[rot]], to illuminate, to cast [[holy word]], or to turn them into pillars of salt.&lt;br /&gt;
**''Apostates'', which applies to unbelievers and heretics (i.e. monsters who worship a god other than Zin, such as orcs of Beogh): Chance to put to [[sleep]], to daze, to [[confuse]], to [[Cause Fear|fear]], and to [[paralyze]] unbelievers, while heretics may suffer bleeding, smiting, blindness, muteness, illumination, [[paralysis]], madness, and dumbness.&lt;br /&gt;
**''Anathema'', which combats demons and undead: chance to daze, to confuse, to fear, to illuminate, to cast [[holy word]], or to turn them into pillars of salt.&lt;br /&gt;
If multiple books could apply, you are allowed to choose which to read from (e.g. whether to use Ablutions or Anathema on a skeleton). Recite takes three turns, during which you can move, fight, and evoke; anything that interrupts your speaking (potions, scrolls, spells, shouting, using other Zin abilities, or using a breath weapon) will cancel the Recite status. The effect of Recite is more powerful with higher [[piety]] and [[Invocations]]; stronger effects only occur at high power, but there's always a chance of weaker effects (or even no effect at all). Costs Breath.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Pious&amp;quot;&lt;br /&gt;
*'''Vitalisation''' - Temporarily gives you the Vit status, which, while active, protects you from sickness, poisoning, confusion, petrification, rot (but not direct damage from miasma), and stat drain, and boosts all your stats by [[Invocations]]/3. Also protects against the status effects caused by [[curare]] and the stings of [[red wasp]]s and [[yellow wasp]]s, while active. Gives a small amount of nutrition, but won't go past Full. Costs 1-2 Piety.&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Devout&amp;quot;&lt;br /&gt;
*'''Imprison''' - Temporarily creates a silver-walled prison around an enemy, pushing away monsters adjacent to the target (if applicable). Duration depends on [[Invocations]] skill. Strong monsters may break themselves out before the effect ends on its own (chance of doing so depends on monster's HD). Costs 5 MP, 125-250 Food, and 4-6 Piety.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Orthodox&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Immaculate&amp;quot;&lt;br /&gt;
&amp;lt;div id=&amp;quot;Sanctuary&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
*'''Sanctuary''' - Creates a stationary Sanctuary with a radius and duration dependent on your [[Invocations]] skill, centered on yourself. Its radius will decrease as its duration runs out. So long as you remain within the radius of Sanctuary, no enemies can attack you (this protection extends to your allies, as well). If you or one of your allies attacks, Sanctuary is instantly dispelled and Zin considers it an evil act. Costs 7 MP, 150-300 Food, and 15-23 Piety.&lt;br /&gt;
In addition to preventing enemy attacks, you enjoy the following effects from Sanctuary:  &lt;br /&gt;
**[[Trap]]s are revealed.&lt;br /&gt;
**[[Cloud]]s dissipate.&lt;br /&gt;
**Your allies are recalled and protected against [[Abjuration]].&lt;br /&gt;
**Monsters may be scared away.&lt;br /&gt;
**Undead and demons are subject to [[Holy Word]], which slows, damages, and scares them.&lt;br /&gt;
**Magical contamination discharges are greatly reduced.&lt;br /&gt;
**[[Hell]]'s mystical force will not strike you; any previous effects will linger, however.&lt;br /&gt;
**Blood is cleaned from tiles.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Bringer of Law&amp;quot;&lt;br /&gt;
*'''Cure All Mutations''' - Immediately removes all mutations from your character, both good and bad. Can only be used once per game. No piety cost.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Zin will only dispense punishments to those who enter the service of an [[evil gods|evil]] or [[chaotic]] god.&lt;br /&gt;
&lt;br /&gt;
*20% chance: If possible, remove 1-7 random good mutations. Otherwise, reroll from the remaining options.&lt;br /&gt;
*30% chance: Summons either (1d3 + XL/10) hostile angels (more likely if you are high level) or a swarm of &amp;quot;creeping doom&amp;quot; (i.e. random [[list of insects|insects]], [[list of arachnids|arachnids]], and [[list of worms|worms]]).&lt;br /&gt;
*20% chance: Recites the Axioms of Law at you, inflicting confusion, sleep or paralysis (equal chance of each).&lt;br /&gt;
*20% chance: Halves your current nutrition level.&lt;br /&gt;
*10% chance: Makes an extremely loud noise at your current position.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Zin works through somewhat more subtle means than most other gods. Rather than directly killing, Zin empowers you to disable monsters with Imprison and various status effects (via Recite) while protecting you from various kinds of harm.&lt;br /&gt;
&lt;br /&gt;
In terms of overall god strategy, remember that you can switch amongst Zin, [[Elyvilon]], and [[the Shining One]] without incurring wrath, and you even get some starting piety with your new god choice. All three of these gods use [[Invocations]] skill. Also, so long as you do not worship an evil or chaotic god at any point later on in the game, you will not incur wrath if you leave any of these three gods. &lt;br /&gt;
&lt;br /&gt;
In spite of the fact that Zin abhors chaos, Recite produces a variety of random effects. Recite's list of effects grows along with your [[Invocations]] skill and your [[piety]], but weak effects are always possible. Monsters resist it based on their [[hit dice]], not their [[magic resistance]]. Do note that reading scrolls, using other Zin abilities, casting spells, drinking potions, using a breath weapon, and shouting or commanding allies via the (t)ell command will interrupt recite. &lt;br /&gt;
&lt;br /&gt;
Vitalisation boosts all your stats for a low piety cost, and while active makes you immune to sickness, poisoning, confusion, petrification, rot, and stat drain, but it won't ''cure'' these ailments if you already have them, so activate it preemptively upon encountering an enemy that can inflict such effects on you. (Something of a niche case, but Vitalisation does prevent the status effects that [[curare]], [[yellow wasp]]s and [[red wasp]]s cause via their poison.) Also note that Vitalisation prevents the poisoning status but does not actually provide rPois, and thus does not lower the damage from the impact of spells like [[Poison Arrow]] or [[Venom Bolt]]. &lt;br /&gt;
&lt;br /&gt;
Sanctuary is one of the most powerful emergency abilities in the game. Use it when you're surrounded and the situation is quickly going pear-shaped, though make sure you have an escape route too, lest Sanctuary only delay rather than prevent your death. Note that you can't recast Sanctuary while you already have one still active, and that it costs a hefty 15 piety to invoke.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] Vitalisation will grant poison resistance, and Zin won't mind when you allow your sentient allies to die.&lt;br /&gt;
&lt;br /&gt;
Before [[0.13]], Recite had a 3-turn delay instead of a 3-turn duration, essentially paralyzing the player while he hoped Zin did something. Also, the [[priest]] background was removed.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], Vitalisation did not protect from the paralysing attacks of [[yellow wasp]]s and [[red wasp]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]][[Category:Good Gods]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Storm_bow&amp;diff=29832</id>
		<title>Storm bow</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Storm_bow&amp;diff=29832"/>
				<updated>2014-07-26T13:33:18Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: Water tiles revert.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|This bow has the colour of dark rain clouds, and the smell of wet ozone.}}&lt;br /&gt;
[[File:Longbow_storm_bow.png]] '''''the +8,+8 storm bow'''''&lt;br /&gt;
&lt;br /&gt;
+8, +8 [[longbow]]&lt;br /&gt;
&lt;br /&gt;
[[Electrocution]] brand&amp;lt;br&amp;gt;&lt;br /&gt;
Randomly spawns rain clouds&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
Based solely on its base stats, the '''storm bow''' is an excellent weapon; a +8, +8 longbow can inflict massive damage in the right hands. On top of that, its brand is one of the most desirable possible choices for a ranged weapon. Just be mindful of the fact that it occasionally generates rain [[cloud]]s around you, which may turn dry terrain to [[shallow water]] and, eventually, [[deep water]]. This is a rare effect, however, and unlikely to have much impact on your gameplay, as the affected tiles will revert  back to their previous state in less than 100 turns. Just keep an eye out on the rain, to avoid getting slowed or blocked by the water during a critical move.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Bows]]&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Frustrated_Philosophy&amp;diff=29827</id>
		<title>Talk:Frustrated Philosophy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Frustrated_Philosophy&amp;diff=29827"/>
				<updated>2014-07-25T23:12:39Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This... really shouldn't be kept. --[[User:Tower|Tower]] ([[User talk:Tower|talk]]) 22:14, 25 July 2014 (CEST)&lt;br /&gt;
:Good heavens. Not only is this kinda horrible, but it looks like it's pretty old, too. Anybody object to me deleting this? [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 00:12, 26 July 2014 (CEST)&lt;br /&gt;
::I disagree. It's not at all by chance that it has survived so many months. Describes in a very realistic manner the emotions of a DCSS beginner. Indeed the difference between a newbie's skills and sudden deaths and those of an game winner is enormous. DCSS is surely one of the most challenging games. Keeping such a satirical mirror of the unavoidable frustrations in our wiki bears testimony to our awareness of this dark side of the game's aspiration level. Anyone not willing to overcome the unavoidable first weeks/months of frustration will not stay with DCSS. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 00:32, 26 July 2014 (CEST)&lt;br /&gt;
::I really like it --[[User:BlueCrake|BlueCrake]] ([[User talk:BlueCrake|talk]]) 01:12, 26 July 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User:BlueCrake&amp;diff=29793</id>
		<title>User:BlueCrake</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User:BlueCrake&amp;diff=29793"/>
				<updated>2014-07-24T15:42:39Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Wins:'''&lt;br /&gt;
&lt;br /&gt;
DDEE Makhleb (when he still gifted Mana) 15 runes and a full Ziggurat ''Worldshattering!!''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
VSMo Ashenzari 15 runes ''Kinda hard to play, kinda easy to play''&lt;br /&gt;
&lt;br /&gt;
DsAr Dithmenos 15 runes ''Be creative, be bold''&lt;br /&gt;
&lt;br /&gt;
DDEE Makhleb 15 runes ''Notably harder, still shattering though.''&lt;br /&gt;
&lt;br /&gt;
DENe Kikubaaqudgha 5 runes ''Haunt, Haste, Servitor and Airstrikes''&lt;br /&gt;
&lt;br /&gt;
HoFi Beogh 4 runes, with 5:26 faster than usual. ''Stop thinking as a loner, start thinking as a trainer''&lt;br /&gt;
&lt;br /&gt;
DsWn Fedhas Madash 4 runes ''Fire and Acid!''&lt;br /&gt;
&lt;br /&gt;
MiFi Okawaru 4 runes ''Just avoid berserk Orb Guardians.''&lt;br /&gt;
&lt;br /&gt;
MiFi Cheibriados 4 runes ''Just walk by stuff, let counterattack do the rest.''&lt;br /&gt;
&lt;br /&gt;
DeFe Vehumet 4 runes ''Let it all end in Firestorms!''&lt;br /&gt;
&lt;br /&gt;
DrTr Sif Muna 3 runes ''The teleporting, hasted Dragon awakes!'' &lt;br /&gt;
&lt;br /&gt;
KoBe Trog 3 runes ''Even if it takes 100 attacks, the sabre of antimagic is mightier than the orb of fire!''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''ToDo:'''&lt;br /&gt;
&lt;br /&gt;
Yredelemnul (Depths)&lt;br /&gt;
&lt;br /&gt;
Zin (Depths)&lt;br /&gt;
&lt;br /&gt;
TSO (Orb touched)&lt;br /&gt;
&lt;br /&gt;
Nemelex Xobeh (Zot:1)&lt;br /&gt;
&lt;br /&gt;
No God&lt;br /&gt;
&lt;br /&gt;
Eliyvion&lt;br /&gt;
&lt;br /&gt;
Lugonu&lt;br /&gt;
&lt;br /&gt;
'''Stuff I`wanna do (given time):'''&lt;br /&gt;
&lt;br /&gt;
Character Guides for some of my favorite builds&lt;br /&gt;
&lt;br /&gt;
The guide on vampiric enchanting&lt;br /&gt;
The guide on dwarven destruction&lt;br /&gt;
The guide on orcish order&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Why can't the Undead worship Fedhas Madash? Well they can, but think about what will happen when they pray the first time..&lt;br /&gt;
&amp;quot;Why would you want to do that?&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
! XL || Fighting || HP|| Delta&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 || 38&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 1 || 66&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 1 || 160&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 45 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 10 || 85 || 19&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 27 || 250 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 1|| 27 || 56 || 40&lt;br /&gt;
|}&lt;br /&gt;
Note that this works for having a multplier of 1.0; having a higher multiplier will make fighting worth more hp.&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Simulacrum_(spell)&amp;diff=29724</id>
		<title>Simulacrum (spell)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Simulacrum_(spell)&amp;diff=29724"/>
				<updated>2014-07-20T12:07:09Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: Monsters apport corpses!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Simulacrum&lt;br /&gt;
|level=6&lt;br /&gt;
|school1={{Ice Magic}}&lt;br /&gt;
|school2={{Necromancy}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Ice]]&lt;br /&gt;
*[[Book of Unlife]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=6&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''For the monster, see [[Simulacrum (monster)]]''&lt;br /&gt;
&lt;br /&gt;
{{Flavour|This spell uses a piece of flesh in hand to create a replica of the original being out of ice. This magic is unstable so eventually the replica will sublimate into a freezing cloud, if it isn't hacked or melted into a small puddle of water first. Note that simulacra are incapable of leaving the level they were created on.}}&lt;br /&gt;
&lt;br /&gt;
[[Simulacrum]] is a powerful [[Necromancy]]/[[Ice Magic]] spell which converts wielded [[chunk]]s, [[sausage]]s, [[beef jerky]]s, or [[meat ration]]s into undead beings made of ice. These creatures will do additional ice damage on top of the normal damage for their kind, so the damage output of creatures with multiple attacks is greatly increased. When killed, simulacra leave behind only a short-lived freezing [[cloud]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Followers of [[Kikubaaqudgha]], having a reliable source of corpses, can use this spell to great effect. Eight [[titan]] simulacra can bring down even the Hell lords, and combining it with liberal use of [[Sublimation of Blood]] lets you create an endless hordes of snowmen while you stand safely behind them. Haste them for double the fun!&lt;br /&gt;
*Using a food item will create a simulacrum of a fairly boring animal. You'll probably get more mileage out of simply eating the thing.&lt;br /&gt;
*Corpses of [[Shapeshifter]]s and [[Glowing shapeshifter]]s are unaffected by [[Animate Dead]], but it's possible to create simulacra with them.&lt;br /&gt;
==Monster Version==&lt;br /&gt;
*Monsters with access to Simulacrum can use a turn to 'apport' a corpse in sight, pick it up and butcher it. (This may leave a hide on the corpses previous location if applicable.) In subsequent turns the monster can now cast the spell creating several simulacra. (The exact aut needed is unknown, but much faster than the player version.)&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Derived undead]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.11]], Simulacrum could not be cast on wielded food items.&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User:BlueCrake&amp;diff=29687</id>
		<title>User:BlueCrake</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User:BlueCrake&amp;diff=29687"/>
				<updated>2014-07-17T11:48:33Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Wins:'''&lt;br /&gt;
&lt;br /&gt;
DDEE Makhleb (when he still gifted Mana) 15 runes and a full Ziggurat ''Worldshattering!!''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
VSMo Ashenzari 15 runes ''Kinda hard to play, kinda easy to play''&lt;br /&gt;
&lt;br /&gt;
DsAr Dithmenos 15 runes ''Be creative, be bold''&lt;br /&gt;
&lt;br /&gt;
DDEE Makhleb 15 runes ''Notably harder, still shattering though.''&lt;br /&gt;
&lt;br /&gt;
DENe Kikubaaqudgha 5 runes ''Haunt, Haste, Servitor and Airstrikes''&lt;br /&gt;
&lt;br /&gt;
DsWn Fedhas Madash 4 runes ''Fire and Acid!''&lt;br /&gt;
&lt;br /&gt;
MiFi Okawaru 4 runes ''Just avoid berserk Orb Guardians.''&lt;br /&gt;
&lt;br /&gt;
MiFi Cheibriados 4 runes ''Just walk by stuff, let counterattack do the rest.''&lt;br /&gt;
&lt;br /&gt;
DeFe Vehumet 4 runes ''Let it all end in Firestorms!''&lt;br /&gt;
&lt;br /&gt;
DrTr Sif Muna 3 runes ''The teleporting, hasted Dragon awakes!'' &lt;br /&gt;
&lt;br /&gt;
KoBe Trog 3 runes ''Even if it takes 100 attacks, the sabre of antimagic is mightier than the orb of fire!''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''ToDo:'''&lt;br /&gt;
&lt;br /&gt;
Yredelemnul (Depths)&lt;br /&gt;
&lt;br /&gt;
Zin (Depths)&lt;br /&gt;
&lt;br /&gt;
TSO (Orb touched)&lt;br /&gt;
&lt;br /&gt;
Nemelex Xobeh (Zot:1)&lt;br /&gt;
&lt;br /&gt;
No God&lt;br /&gt;
Eliyvion&lt;br /&gt;
Beogh&lt;br /&gt;
Lugonu&lt;br /&gt;
&lt;br /&gt;
'''Stuff I`wanna do (given time):'''&lt;br /&gt;
&lt;br /&gt;
Character Guides for some of my favorite builds&lt;br /&gt;
&lt;br /&gt;
The guide on vampiric enchanting&lt;br /&gt;
The guide on dwarven destruction&lt;br /&gt;
The guide on orcish order&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Why can't the Undead worship Fedhas Madash? Well they can, but think about what will happen when they pray the first time..&lt;br /&gt;
&amp;quot;Why would you want to do that?&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
! XL || Fighting || HP|| Delta&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 || 38&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 1 || 66&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 1 || 160&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 45 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 10 || 85 || 19&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 27 || 250 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 1|| 27 || 56 || 40&lt;br /&gt;
|}&lt;br /&gt;
Note that this works for having a multplier of 1.0; having a higher multiplier will make fighting worth more hp.&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User:BlueCrake&amp;diff=29686</id>
		<title>User:BlueCrake</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User:BlueCrake&amp;diff=29686"/>
				<updated>2014-07-17T11:47:36Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Wins:'''&lt;br /&gt;
&lt;br /&gt;
DDEE Makhleb (when he still gifted Mana) 15 runes and a full Ziggurat ''Worldshattering!!''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
VSMo Ashenzari 15 runes ''Kinda hard to play, kinda easy to play''&lt;br /&gt;
&lt;br /&gt;
DSAr Dithmenos 15 runes ''Be creative, be bold''&lt;br /&gt;
&lt;br /&gt;
DDEE Makhleb 15 runes ''Notably harder, still shattering though.''&lt;br /&gt;
&lt;br /&gt;
DENe Kikubaaqudgha 5 runes ''Haunt, Haste, Servitor and Airstrikes''&lt;br /&gt;
&lt;br /&gt;
DsWn Fedhas Madash 4 runes ''Fire and Acid!''&lt;br /&gt;
&lt;br /&gt;
MiFi Okawaru 4 runes ''Just avoid berserk Orb Guardians.''&lt;br /&gt;
&lt;br /&gt;
MiFi Cheibriados 4 runes ''Just walk by stuff, let counterattack do the rest.''&lt;br /&gt;
&lt;br /&gt;
DeFe Vehumet 4 runes ''Let it all end in Firestorms!''&lt;br /&gt;
&lt;br /&gt;
DrTr Sif Muna 3 runes ''The teleporting, hasted Dragon awakes!'' &lt;br /&gt;
&lt;br /&gt;
KoBe Trog 3 runes ''Even if it takes 100 attacks, the sabre of antimagic is mightier than the orb of fire!''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''ToDo:'''&lt;br /&gt;
&lt;br /&gt;
Yredelemnul (Depths)&lt;br /&gt;
&lt;br /&gt;
Zin (Depths)&lt;br /&gt;
&lt;br /&gt;
TSO (Orb touched)&lt;br /&gt;
&lt;br /&gt;
Nemelex Xobeh (Zot:1)&lt;br /&gt;
&lt;br /&gt;
No God&lt;br /&gt;
Eliyvion&lt;br /&gt;
Beogh&lt;br /&gt;
Lugonu&lt;br /&gt;
&lt;br /&gt;
'''Stuff I`wanna do (given time):'''&lt;br /&gt;
&lt;br /&gt;
Character Guides for some of my favorite builds&lt;br /&gt;
&lt;br /&gt;
The guide on vampiric enchanting&lt;br /&gt;
The guide on dwarven destruction&lt;br /&gt;
The guide on orcish order&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Why can't the Undead worship Fedhas Madash? Well they can, but think about what will happen when they pray the first time..&lt;br /&gt;
&amp;quot;Why would you want to do that?&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
! XL || Fighting || HP|| Delta&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 || 38&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 1 || 66&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 1 || 160&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 45 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 10 || 85 || 19&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 27 || 250 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 1|| 27 || 56 || 40&lt;br /&gt;
|}&lt;br /&gt;
Note that this works for having a multplier of 1.0; having a higher multiplier will make fighting worth more hp.&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User:BlueCrake&amp;diff=29673</id>
		<title>User:BlueCrake</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User:BlueCrake&amp;diff=29673"/>
				<updated>2014-07-16T00:08:09Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: XL/Fighting Calc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Wins:'''&lt;br /&gt;
&lt;br /&gt;
DDEE Makhleb (when he still gifted Mana) 15 runes and a full Ziggurat ''Worldshattering!!''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
VSMo Ashenzari 15 runes ''Kinda hard to play, kinda easy to play''&lt;br /&gt;
&lt;br /&gt;
DSAr Dithmenos 15 runes ''Be creative, be bold''&lt;br /&gt;
&lt;br /&gt;
DDEE Makhleb 15 runes ''Notably harder, still shattering though.''&lt;br /&gt;
&lt;br /&gt;
DENe Kikubaaqudgha 5 runes ''Haunt, Haste, Servitor and Airstrikes''&lt;br /&gt;
&lt;br /&gt;
MiFi Okawaru 4 runes ''Just avoid berserk Orb Guardians.''&lt;br /&gt;
&lt;br /&gt;
MiFi Cheibriados 4 runes ''Just walk by stuff, let counterattack do the rest.''&lt;br /&gt;
&lt;br /&gt;
DeFe Vehumet 4 runes ''Let it all end in Firestorms!''&lt;br /&gt;
&lt;br /&gt;
DrTr Sif Muna 3 runes ''The teleporting, hasted Dragon awakes!'' &lt;br /&gt;
&lt;br /&gt;
KoBe Trog 3 runes ''Even if it takes 100 attacks, the sabre of antimagic is mightier than the orb of fire!''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''ToDo:'''&lt;br /&gt;
&lt;br /&gt;
Fedhas Madash (Zot:1)&lt;br /&gt;
&lt;br /&gt;
Yredelemnul (Depths)&lt;br /&gt;
&lt;br /&gt;
Zin (Depths)&lt;br /&gt;
&lt;br /&gt;
TSO (Orb touched)&lt;br /&gt;
&lt;br /&gt;
Nemelex Xobeh (Zot:1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
No God&lt;br /&gt;
Eliyvion&lt;br /&gt;
Beogh&lt;br /&gt;
Lugono&lt;br /&gt;
&lt;br /&gt;
'''Stuff I`wanna do (given time):'''&lt;br /&gt;
&lt;br /&gt;
Character Guides for some of my favorite builds&lt;br /&gt;
&lt;br /&gt;
The guide on vampiric enchanting&lt;br /&gt;
The guide on dwarven destruction&lt;br /&gt;
The guide on orcish order&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Why can't the Undead worship Fedhas Madash? Well they can, but think about what will happen when they pray the first time..&lt;br /&gt;
&amp;quot;Why would you want to do that?&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
! XL || Fighting || HP|| Delta&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 1 || 38&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 1 || 66&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 1 || 160&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 5 || 45 || 7&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 10 || 85 || 19&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 27 || 250 || 90&lt;br /&gt;
|-&lt;br /&gt;
| 1|| 27 || 56 || 40&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fire_Magic&amp;diff=29672</id>
		<title>Fire Magic</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fire_Magic&amp;diff=29672"/>
				<updated>2014-07-15T11:04:16Z</updated>
		
		<summary type="html">&lt;p&gt;BlueCrake: DForm not Fire magic anymore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version012}}&lt;br /&gt;
&lt;br /&gt;
The '''Fire Magic''' school focuses almost single-mindedly on dealing direct damage to enemies, whether they be single targets or large groups. It is heavily reliant on the [[Conjurations]] skill as well, and practitioners will have no difficulty due to a lack of firepower (except when facing resilient opponents). There are a few spells in the school that offer slightly more subtlety, and Fire Magic also increases the chance of summoning a friendly [[fire elemental]]. Damage from Fire Magic is generally reduced by [[fire resistance]].&lt;br /&gt;
&lt;br /&gt;
==List of Fire Magic Spells==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 1'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flame tongue.png]] || [[Flame Tongue]] || Fire Magic/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 2'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fire brand.png]] || [[Fire Brand]] || Fire Magic/[[Charms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Throw flame.png]] || [[Throw Flame]] || Fire Magic/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 3'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Conjure flame.png]] || [[Conjure Flame]] || Fire Magic/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Inner flame.png]] || [[Inner Flame]] || Fire Magic/[[Hexes]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 4'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sticky flame.png]] || [[Sticky Flame]] || Fire Magic/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 5'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bolt of magma.png]] || [[Bolt of Magma]] || Fire Magic/[[Conjurations]]/[[Earth Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fireball.png]] || [[Fireball]] || Fire Magic/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ignite poison.png]] || [[Ignite Poison]] || Fire Magic/[[Transmutations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 6'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bolt of fire.png]] || [[Bolt of Fire]] || Fire Magic/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 7'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Delayed fireball.png]] || [[Delayed Fireball]] || Fire Magic/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ring of flames.png]] || [[Ring of Flames]] || Fire Magic/[[Charms]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 9'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fire storm.png]] || [[Fire Storm]] || Fire Magic/[[Conjurations]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sources of Fire Magic==&lt;br /&gt;
;Main Texts&lt;br /&gt;
:'''[[Book of Flames]]''' ([[Flame Tongue]], [[Throw Flame]], [[Conjure Flame]], [[Inner Flame]], [[Sticky Flame]], [[Fireball]])&lt;br /&gt;
:'''[[Book of Fire]]''' ([[Fire Brand]], [[Ignite Poison]], [[Fireball]], [[Bolt of Fire]], [[Delayed Fireball]],  [[Ring of Flames]])&lt;br /&gt;
:'''[[Book of Annihilations]]''' ([[Fire Storm]])&lt;br /&gt;
&lt;br /&gt;
;Other Texts&lt;br /&gt;
:'''[[Book of Alchemy]]''' ([[Ignite Poison]])&lt;br /&gt;
:'''[[Book of Clouds]]''' ([[Conjure Flame]], [[Ring of Flames]])&lt;br /&gt;
:'''[[Book of Debilitation]]''' ([[Inner Flame]])&lt;br /&gt;
:'''[[Book of the Dragon]]''' ([[Bolt of Fire]])&lt;br /&gt;
:'''[[Book of Earth]]''' ([[Bolt of Magma]])&lt;br /&gt;
:'''[[Book of Minor Magic]]''' ([[Conjure Flame]])&lt;br /&gt;
:'''[[Book of Power]]''' ([[Bolt of Magma]])&lt;br /&gt;
:'''[[Book of the Tempests]]''' ([[Fireball]])&lt;br /&gt;
:'''[[Book of War Chants]]''' ([[Fire Brand]])&lt;br /&gt;
:'''[[Book of Wizardry]]''' ([[Fireball]])&lt;br /&gt;
&lt;br /&gt;
==Fire Magic Aptitudes==&lt;br /&gt;
From ''[[Dungeon Crawl]] [[Stone Soup]]'' [[0.12]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Fire Magic}}&lt;br /&gt;
(Mottled and Pale [[Draconian]]s have +1, Red have +2, White have -2)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Fire Elementalist]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Fire Magic|*]]&lt;br /&gt;
[[Category:Magic skills]]&lt;/div&gt;</summary>
		<author><name>BlueCrake</name></author>	</entry>

	</feed>