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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Chikinn</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=Chikinn"/>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/Special:Contributions/Chikinn"/>
		<updated>2026-05-06T20:22:33Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Blind&amp;diff=83587</id>
		<title>Blind</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Blind&amp;diff=83587"/>
				<updated>2025-06-16T05:15:26Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* Blindness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
&lt;br /&gt;
'''Blind''' is a [[status effect]] which causes the victim to treat the player and all other creatures as if they were [[invisible]], whether or not they actually are. [[See invisible]] is rendered useless while blinded. '''Dazzled''' is a similar effect which causes all the same debuffs, but with a shorter duration.&lt;br /&gt;
&lt;br /&gt;
==Blindness==&lt;br /&gt;
The effects of blindness vary if the victim is a monster or player:&lt;br /&gt;
&lt;br /&gt;
'''Monsters:'''&lt;br /&gt;
Monster behavior is the same as if the player goes [[invisible]] and the monster cannot [[see invisible]].&lt;br /&gt;
*Blind attackers receive a -35% penalty to [[to-hit]] rolls&lt;br /&gt;
*Blind enemies cannot perform [[attacks of opportunity]].&lt;br /&gt;
*Blind ranged attackers will often target the wrong tile, potentially hitting other targets or missing entirely.&lt;br /&gt;
*Anything with animal [[intelligence]] or worse will occasionally move as though confused, rather than pursuing or attacking you. Anything of human intelligence can still track you normally, however.&lt;br /&gt;
*Blind enemies are susceptible to low-tier [[stabbing]] attacks.&lt;br /&gt;
&lt;br /&gt;
'''Players:'''&lt;br /&gt;
*Players suffer a &amp;lt;code&amp;gt;15 * (distance + 1)&amp;lt;/code&amp;gt;% miss chance penalty to all attacks that check EV, where &amp;lt;code&amp;gt;distance&amp;lt;/code&amp;gt; is how many tiles away the target is.&lt;br /&gt;
**The maximum miss chance from this penalty is 90%&lt;br /&gt;
*The screen gains a filter depending on the source.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
'''Player and monster:'''&lt;br /&gt;
*[[Atropa]] [[dart]]s&lt;br /&gt;
*[[Wand of light]]&lt;br /&gt;
*The [[Dazzling Flash]] spell ([[player ghost]]s can use it)&lt;br /&gt;
*[[Chaos]] weapons&lt;br /&gt;
&lt;br /&gt;
'''Players only:'''&lt;br /&gt;
*Wearing the [[Cloak of Starlight]]&lt;br /&gt;
*[[Ru]]'s Aura of Power and Apocalypse&lt;br /&gt;
*[[Zin]]'s Recite (when used against heretics)&lt;br /&gt;
*[[The Shining One]]'s Divine Shield ability&lt;br /&gt;
&lt;br /&gt;
'''Against the player:'''&lt;br /&gt;
*[[Gozag]] wrath (chance to trigger when seeing gold)&lt;br /&gt;
*Zin wrath&lt;br /&gt;
*[[Throw Klown Pie]]&lt;br /&gt;
*Being hit by a melee attack after being afflicted with the [[Black Mark]]&lt;br /&gt;
&lt;br /&gt;
[[:Category:Unblindable|Some monsters]], e.g., [[warg]]s and [[bat]]s, cannot be blinded by any means. Only monsters of [[natural]], [[demonic]], and [[holy]] [[holiness]] can be blinded ([[non-living]] and [[plant]] creatures are immune). On the other hand, only [[undead]] players (not counting living [[vampire]]s) are unblindable and undazzleable.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], blindness against players simply caused [[confusion]]. Many new sources of player blindness were added in this version.&lt;br /&gt;
*Prior to [[0.31]], creatures with non-living and plant holiness could be blinded by wands of light.&lt;br /&gt;
*Wands of light were added in [[0.29]].&lt;br /&gt;
*The cloak of Starlight gained *Dazzle in [[0.26]].&lt;br /&gt;
*Prior to [[0.16]], the [[sense invisible]] monster intrinsic would stop blindness.&lt;br /&gt;
*During the brief period in which [[jester]]s existed, you could also temporarily blind monsters by hitting them with [[pie]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Octopode&amp;diff=80050</id>
		<title>Octopode</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Octopode&amp;diff=80050"/>
				<updated>2024-03-20T16:12:24Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* Melee combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
{{flavour|These land-capable relatives of common octopuses can move about as fast as humans and yet retain the ability to swim underwater, although their dual adaptation is not as good as that of the shapechanging merfolk.&lt;br /&gt;
&lt;br /&gt;
Octopodes have eight tentacle-shaped legs, and need four of them to move. While a tentacle lacks fingers, two tentacles are a rough equivalent of a human's arm where item manipulation is concerned - including wielding two-handed weapons with four. They can use no armour other than loose hats, but can handle shields just fine. Another peculiarity they have is the ability to wear eight rings, one on each tentacle.&lt;br /&gt;
&lt;br /&gt;
Their natural camouflage makes them excel at stealth, and they have good knowledge of poisons as well. They are also able to use their tentacles to constrict enemies - potentially several at a time!}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Octopodes cannot use any type of armour other than [[shields]] and [[hat]]s, nor can they cast [[Animate Armour]].&lt;br /&gt;
*Octopodes can wear up to eight [[ring]]s at the same time.&lt;br /&gt;
*'''[[Jiyva mutations#Gelatinous Body|Gelatinous Body 1]]''': Octopodes have +1 AC and EV.&lt;br /&gt;
*'''[[Good mutations#Camouflage|Camouflage 1]]''': Octopodes have +40 Stealth.&lt;br /&gt;
*'''Tentacles''': Octopodes have eight tentacles, which grant a few [[auxiliary attack]]s.&lt;br /&gt;
**'''[[Constrict]]:''' Octopodes may constrict enemies in combat (see below for details).&lt;br /&gt;
**'''Tentacle Squeeze:''' Octopodes have an auxiliary squeeze attack (damage = 12).&lt;br /&gt;
**'''Tentacle Slap:''' Octopodes replace their [[auxiliary attack|offhand punch]] with a tentacle slap. Tentacle slaps are mostly identical to offhand punches, but can be done when wielding a two-handed weapon or shield.&lt;br /&gt;
*'''Nimble Swimmer''': Octopodes are [[amphibious]]. While in water, they can swim with no penalties, and gain +50 [[stealth]]. (Unlike [[Merfolk]], they don't get any bonuses to [[ev]]asion or movement speed.) They are also immune to [[Engulf]] and [[drowning]] damage.&lt;br /&gt;
&lt;br /&gt;
Octopodes have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 7 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
===Constriction===&lt;br /&gt;
Whenever you make a melee attack, you automatically attempt to [[constrict]] an enemy.&lt;br /&gt;
*You must have a free tentacle to constrict with, each constriction takes one. Octopodes start with 8, but lose 2 per hand occupied (2 per one-handed weapon/shield, 4 if two-handed weapon). &lt;br /&gt;
*The enemy must be the same [[size]] as you (medium) or smaller.&lt;br /&gt;
&lt;br /&gt;
Constriction greatly reduces enemy [[EV]] and causes passive damage over time. Once it's successful, you'll continue as long as you remain on your current tile, even when waiting/casting spells. If you attack a new target, you constrict if you have a free tentacle. It ends if you move or if the enemy escapes. In general, enemies won't intentionally escape constriction; [[batty]] enemies will, and properties like [[trample]] and the [[Blink]] spell can move you/them.&lt;br /&gt;
&lt;br /&gt;
Attempting to constrict 8 enemies at once is generally considered [[YASD|unwise]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Brigand]]&lt;br /&gt;
*'''Warrior-mages:''' [[Shapeshifter]]&lt;br /&gt;
*'''Mages:''' [[Hedge Wizard]], [[Conjurer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Earth Elementalist]], [[Alchemist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 to a random [[stat]] every 5th level.&lt;br /&gt;
*10% less HP than [[average]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+3 [[willpower]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Octopodes receive the skills and equipment listed for their background, save for the following restrictions:&lt;br /&gt;
*Octopodes receive no body armour. Any [[helmet]]s are replaced with [[hat]]s.&lt;br /&gt;
*Any skill points in Armour are placed in Dodging instead.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
Octopodes are a difficult race to play. The prospect of wearing eight amazing rings is appealing... but getting there is another matter. As a species with reduced health and almost no armour, Octopodes are very frail; combat can turn bad at the drop of a hat. Without the speed of a [[Spriggan]] or aptitudes of a [[Deep Elf]], they are just plain difficult. You can eventually compensate: [[shield]]s, [[talisman]] forms, and rings can boister your defense, but these all take time to develop.&lt;br /&gt;
&lt;br /&gt;
Otherwise, they are a versatile species, with average-or-better aptitudes across the board. Don't think melee is unfeasible: Octopodes' constriction is very powerful. In the early Dungeon, even casters can find melee a useful backup option.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Octopode}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
===Skill breadth vs depth===&lt;br /&gt;
Octopodes have roughly the same aptitudes as a [[Human]], so they lend well to a broad use of skills. Since they can't wear armour, spells are rarely encumbered. Melee constriction, meanwhile, is a useful tool to have. This is evident in the early game, where your survival strategy may adapt itself on what useful item you get. For example, a mage start may find a [[dagger]] of [[venom]], and clear enemies using that (and constriction). As you progress through the game, you may find yourself split between many different skills.&lt;br /&gt;
&lt;br /&gt;
===Item usage===&lt;br /&gt;
Almost any source of [[AC]] should be considered. [[Ring of protection|Rings of protection]] are usually the main source, but weapons of [[protection]] are worth a little more than normal. &lt;br /&gt;
&lt;br /&gt;
Given that shields are one of only two types of armour an Octopode can use, many players will want to wear a shield, regardless of starting [[background]].&lt;br /&gt;
&lt;br /&gt;
===Melee combat===&lt;br /&gt;
Armed with an octet of squeezing tentacles, Octopodes' morphology allows them to excel at melee. With sufficient defense, most often achieved in the mid &amp;amp; late game, tackling multiple foes at once becomes a much more viable (read: less suicidal) option. &lt;br /&gt;
&lt;br /&gt;
It's important to note that you cannot constrict targets that are large, giant, [[insubstantial]], or [[list of jellies|gelatinous]].&lt;br /&gt;
&lt;br /&gt;
===Shapeshifting===&lt;br /&gt;
[[Talisman]] forms can be an attractive option: they can increase your AC and melee capabilities. As a bonus, you get to keep all 8 ring slots no matter which form you may be in. Therefore, Shapeshifting is a reasonably common choice for melee Octopodes. Even casters may want to invest in Shapeshifting in the late game.&lt;br /&gt;
&lt;br /&gt;
[[Statue Form]] is a reasonable end goal, giving you AC on par with a character in heavy armour, while maintaining your unencumbered [[EV]], constriction, and hat/shield slot. Both [[Dragon Form]] and [[Storm Form]], however, are strong alternatives. (Note that Dragon Form and Storm Form prevent constriction, but all other forms let you constrict.)&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The octopode may have been loosely based upon the [http://zapatopi.net/treeoctopus/ pacific northwest tree octopus] (''Octopus paxarbolis'').&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.16]], assuming Ice, Dragon, Tree, and Fungus forms would disable 6 of your 8 ring slots.&lt;br /&gt;
*For a brief time in [[0.11]]-trunk, Octopodes' squeeze was octupled - it dealt 96 base damage instead of 12 due to a bug.&lt;br /&gt;
*Octopodes were introduced in [[0.10]].&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Tartarus&amp;diff=67185</id>
		<title>Tartarus</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Tartarus&amp;diff=67185"/>
				<updated>2022-10-24T00:44:46Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* Useful Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version028}}&lt;br /&gt;
{{flavour|Tartarus is a decaying netherworld. Over time, the undead, demons and devils of this place drain all life from all who care to enter.&lt;br /&gt;
&lt;br /&gt;
The all-prevading rot saps vistiors' willpower.&lt;br /&gt;
&lt;br /&gt;
Tartarus is seven levels deep and contains the bone rune. It can be accessed via the Vestibule of Hell.}}&lt;br /&gt;
{{flavour|A gateway to the decaying netherworld of Tartarus. This place seems to radiate negative energy.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Tartarus entry.png]] '''Tartarus''' is the undead branch of [[Hell]], accessible from the [[Vestibule of Hell]].&lt;br /&gt;
&lt;br /&gt;
==Denizens==&lt;br /&gt;
&lt;br /&gt;
===General Hell monsters===&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;
| {{monsterlink|Hellion}}&lt;br /&gt;
| {{monsterlink|Tormentor}}&lt;br /&gt;
| {{monsterlink|Ancient lich}}&lt;br /&gt;
| {{monsterlink|Dread lich}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Branch specific===&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;
| {{monsterlink|Spectral thing}}&lt;br /&gt;
| {{monsterlink|Shadow wraith}}&lt;br /&gt;
| {{monsterlink|Eidolon}}&lt;br /&gt;
| {{monsterlink|Profane servitor}}&lt;br /&gt;
| {{monsterlink|Bone dragon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Doom hound}}&lt;br /&gt;
| {{monsterlink|Putrid mouth}}&lt;br /&gt;
| {{monsterlink|Silent spectre}}&lt;br /&gt;
| {{monsterlink|Tainted leviathan}}&lt;br /&gt;
| {{monsterlink|Tzitzimitl}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Lord===&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;
| {{monsterlink|Ereshkigal}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Tartarus is 7 levels deep and populated by various kinds of undead and shadowy demons. [[Tzitzimitl|Tzitzimimeh]] and [[Tormentor]]s are quite dangerous denizens: living characters will get pelted with [[Bolt of Draining]] and [[Symbol of Torment]], undead and [[lichform]] characters will be torn apart with [[Dispel Undead]]. [[Tainted leviathan]]'s take advantage of the reduced willpower by [[mesmerise|mesmerising]] you into a large miasma ring, while [[putrid mouth]]s shoot said miasma at you. You'll also bump into [[bone dragon]]s, [[shadow dragon]]s, [[reaper]]s, [[soul eater]]s, [[lich]]es, [[silent spectre]]s and the odd [[Executioner]]. [[Doom hound]]s can inflict the [[Doom_Howl|Howl]] status condition on you, quickly bringing in packs of monsters to your location.&lt;br /&gt;
&lt;br /&gt;
Like every other hell, the first six levels contain one exit, one staircase down, and are drastically shorter.&lt;br /&gt;
&lt;br /&gt;
The last level contains the bone [[rune of Zot]], guarded by the fearsome arch-fiend [[Ereshkigal]].&lt;br /&gt;
&lt;br /&gt;
===Hell Effects===&lt;br /&gt;
In addition to the universal [[Hell#Hell's Mystical Force|forces of hell]], Tartarus' oppressive rot cuts your [[willpower]] in half.&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
Difficulty-wise, Tartarus is a mixed bag. On the one hand, rN+++ confers complete immunity to negative energy, unlike other resistances.. On the other hand, the demons you meet here are varied and dangerous. &lt;br /&gt;
&lt;br /&gt;
The last level of Tartarus is often deceptive. In some layouts you'll have to excavate rock walls or search for doors to reach treasure vaults, including the one in which the rune is hidden, near where you encounter [[Ereshkigal]].&lt;br /&gt;
&lt;br /&gt;
If you are a magic user, make sure you have a strategy for the inevitable [[Silence]] auras you will encounter, both from silent spectres and Ereshkigal herself. Ereshkigal's silence range is 5 tiles, much more manageable than the silent spectres' permanent 12-tile aura. Note that if you do not natively have rN+++ and are relying on [[Necromutation]], this will be difficult to cast when you are silenced. And this can happen with no warning, should a silent spectre generate nearby, care of a Hell Effect.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
In ancient Greek mythology, [http://en.wikipedia.org/wiki/Tartarus Tartarus] is a deep, gloomy place, a pit, or an abyss used as a dungeon of torment and suffering that resides beneath the underworld. Where Hades was the afterlife for common humans (and failed heroes), Tartarus was the prison for the Titans, the overthrown parents to the Olympian gods.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Branches]] [[Category:Hells]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.28]], Tartarus did not halve vistors' willpower, had regular sized floors, an overall weaker set of monsters, and a miscast-based set of unique hell effects.&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hell&amp;diff=67184</id>
		<title>Hell</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hell&amp;diff=67184"/>
				<updated>2022-10-23T22:41:49Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* Recommendations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version029}}&lt;br /&gt;
{{flavour|This gateway leads to the Vestibule of Hell. Few would go there voluntarily.&lt;br /&gt;
&lt;br /&gt;
The hallway to the four hells is guarded by Geryon, along with various denizens of the hells themselves.&lt;br /&gt;
&lt;br /&gt;
Portals to the Vestibule of Hell are found abundantly in the Depths.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lasciate ogne speranza, voi ch'intrate.&amp;quot; -Dante Alighieri, Divina Commedia, &amp;quot;L'Inferno&amp;quot;, Canto III. Circa 1315&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Welcome to Hell! Please enjoy your stay.}}&lt;br /&gt;
&lt;br /&gt;
'''Hell''' is a forbidding domain crawling with demonic entities of all shapes and sizes. It is actually comprised of five separate branches: [[The Vestibule of Hell]] and its four subbranches. From the main dungeon, all Hell portals lead to the Vestibule; it is from there that one ventures into Hell's branches.&lt;br /&gt;
&lt;br /&gt;
===The Vestibule of Hell===&lt;br /&gt;
[[File:Hell entry.png]] You're guaranteed to find multiple portals to the Vestibule throughout the [[Depths]] (though there is a [[Lair]]:6 vault that also has a portal to Hell). The Vestibule's most famous denizen is [[Geryon]], the three-headed gatekeeper of the Hells; he is accompanied by flocks of demons and [[hell knight]]s. The unique [[curse skull]] [[Murray]] will also be there 25% of the time.&lt;br /&gt;
&lt;br /&gt;
The Vestibule is generally safe to clear if you've finished exploring the Dungeon and are hardy enough to have cleared the [[Elven Halls]] and [[the Vaults]] (see [[The Vestibule of Hell|the article]] for further strategy tips).&lt;br /&gt;
&lt;br /&gt;
===Hell's branches===&lt;br /&gt;
It is not necessary to kill Geryon to enter the branches of Hell, but given the endless minions that he will spawn when using his [[Horn of Geryon|horn]], it is highly advisable. Also, if you can't kill Geryon, you probably aren't ready for any of the Hells.&lt;br /&gt;
&lt;br /&gt;
There are four branches accessible from the Vestibule of Hell:&lt;br /&gt;
*[[File:Gehenna entry.png]] [[Gehenna]], the [[fire]] branch, contains the obsidian rune of Zot.&lt;br /&gt;
*[[File:Cocytus entry.png]] [[Cocytus]], the [[cold]] branch, contains the icy rune of Zot.&lt;br /&gt;
*[[File:Tartarus entry.png]] [[Tartarus]], the [[undead]] branch containing [[negative energy]] damage, contains the bone rune of Zot.&lt;br /&gt;
*[[File:Dis entry.png]] [[The Iron City of Dis]], the iron branch containing physical damage, contains the iron rune of Zot.&lt;br /&gt;
&lt;br /&gt;
Each branch of Hell is 7 levels deep. Floors 1-6 are all about a quarter the size of a regular floor, containing only one gateway out and downstair. Notice that there isn't an ''upstair'' - instead, they are portals leading directly back to the Vestibule. While this makes [[stair dancing]] harder, it makes escape considerably easier. Should you take a nasty beating or realize you're under-prepared, simply take a portal back to the Vestibule, keeping whatever map knowledge you've had.&lt;br /&gt;
&lt;br /&gt;
The final level of each houses a [[unique]], named [[demon]] lord protecting several treasure vaults, a [[rune of Zot]], and in some cases an [[unrandart]] weapon. These floors are often very large in comparison, even to regular dungeon floors.&lt;br /&gt;
&lt;br /&gt;
===Hell Effects===&lt;br /&gt;
Each Hell will inflict a persistent effect on any who dare venture into them. &lt;br /&gt;
*'''Gehenna''' prevents [[scroll]] use,&lt;br /&gt;
*'''Cocytus''' prevents [[potion]] use, &lt;br /&gt;
*'''Tartarus''' halves [[willpower]], &lt;br /&gt;
*'''Dis''' inflicts two ranks of [[corrosion]]. &lt;br /&gt;
&lt;br /&gt;
These effects last for as long as you remain in their respective Hell.&lt;br /&gt;
&lt;br /&gt;
===Hell's Mystical Force===&lt;br /&gt;
In Hell's branches, every time you go down a staircase, Hell's &amp;quot;mystical force&amp;quot; will lash out at you. Potential effects include:&amp;lt;ref&amp;gt;{{source ref|0.29.0|stairs.cc|468}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
*25% - A transient bad [[mutation]]&lt;br /&gt;
*25% - Temporary [[stat drain]] (1-5 points of a random [[stat]])&lt;br /&gt;
*25% - Temporary [[Drain|HP drain]] (~13.3% max HP)&lt;br /&gt;
*16.67% - [[Noise]] (loudness 15)&lt;br /&gt;
*8.33% - Nothing&lt;br /&gt;
&lt;br /&gt;
[[Zin]] will sometimes protect you from the forces of Hell. The chance to prevent an effect scales linearly, up to a 50% chance at maximum (200) piety. In addition, Zin's mutation protection will work as normal, even if the initial prevention fails; this leads to a true rate of 62.5% to prevent an effect at max piety.&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
The safest strategy of acquiring Hell's runes is to ignore as many monsters as possible and dive to the next level. Every upward staircase in Hell's branches returns you straight to the Vestibule. However, beware of crowding the staircase; it's your only way back down, after all.&lt;br /&gt;
&lt;br /&gt;
Fighting with monsters to get experience may be tempting, but in Hell these seeming benefits are often negated by the actions of the mystical force. It's all fun and games until your maximum HP is [[drain]]ed in half or you recieve [[berserkitis]] right next to monsters.&lt;br /&gt;
&lt;br /&gt;
If you do plan on fighting or even staying in Hell - a pastime for powerful characters only - make sure you have high resistances to counteract each branch's element: rF+++ for Gehenna, rC+++ for Cocytus, rN+++ for Tartarus, and a little bit of everything for Dis. In addition, you'll want a means of [[flying]] and a means of [[blink]]ing if you get surrounded by summoned demons. &lt;br /&gt;
&lt;br /&gt;
Weapons with the [[holy wrath]] brand are effective against all manners of demons and undead too. Also, at high piety, [[Zin]] will frequently block the effects of Hell's mystical force, making Zin worshippers particularly well-suited to plumbing Hell's depths.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.29]], Hell's Mystical Force happened over time, rather than when descending stairs.&lt;br /&gt;
*The Hells recieved a rework in [[0.28]]; introducing many new monsters and the unique branch-wide forces of each Hell. Prior to this version, Hell's Mystical Force was slower, but more varied, with miscasts and monster spawns. In addition, Hell's floors were normal sized, with 3 stairs in each direction.&lt;br /&gt;
*Prior to [[0.14]], players needed to evoke Geryon's horn to access the branches of Hell.&lt;br /&gt;
*Prior to [[0.9]], a frequent Hell effect was banishment.  This was replaced with Malign Gateway, mostly to reduce annoyance to the player.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Abyss&amp;diff=67183</id>
		<title>The Abyss</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Abyss&amp;diff=67183"/>
				<updated>2022-10-23T21:39:10Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* Rune */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version029}}&lt;br /&gt;
{{flavour|The Abyss is a truly bizarre place, ever-changing and twisted. It is filled with all sorts of monsters, mostly of demonic nature, whose common aim is to feast on intruders. It is also the garbage dump for many sorcerers, who delight in sending would-be champions like you to these proving grounds of madness. Reportedly, there is some structure to the chaos, as Lugonu seems to concoct schemes around this place and its denizens.&lt;br /&gt;
&lt;br /&gt;
Portals to the Abyss are found abundantly in the Depths.&lt;br /&gt;
&lt;br /&gt;
The Abyss consists of seven infinite levels. The abyssal rune of Zot can be found from the third level onwards, and is more common at greater depths. Portals back to the dungeon are scattered throughout the Abyss, and are found more commonly at greater depths or while carrying the abyssal rune.&lt;br /&gt;
&lt;br /&gt;
Adventurers who linger in the Abyss will find themselves drawn irresistibly deeper. Killing monsters will warp the substance of the Abyss, eventually generating a gateway out. Further persistence will wear holes in the Abyss, allowing descent into deeper layers. The Abyss remembers its visitors - once an adventurer has entered a level, future visits to the Abyss will always take them at least that far down.}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A one-way gate to a demon-haunted realm, riven by chaos, its very substance impermanent and whimsical, filled with creatures out of nightmare.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Abyss entry.png]] '''The Abyss''' is an extra-dimensional chaotic plane without definite shape or form, inhabited by unholy horrors and ruled by [[Lugonu]] the Unformed. Whether you end up in this horrible place intentionally or as the result of sheer bad luck, dedicated explorers who manage to survive will eventually find the [[abyssal rune]] of Zot, and perhaps even a way out!&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The Abyss is an unorthodox seven-floor [[branch]], with each &amp;quot;floor&amp;quot; an endless plane of constantly shifting terrain. Travel within or between levels of the Abyss is made difficult by several permanent branch features:&lt;br /&gt;
*Mapping the Abyss is impossible. Its terrain constantly changes out of sight; anything that leaves your sight is quickly forgotten.&lt;br /&gt;
*Teleports from a [[scroll of teleport]] are delayed by an extra &amp;lt;code&amp;gt;5+1d9&amp;lt;/code&amp;gt; turns&amp;lt;ref&amp;gt;{{source ref|0.29.0|spl-transloc.cc|797}}&amp;lt;/ref&amp;gt;.&lt;br /&gt;
*The player will be [[teleport]]ed at random intervals. 20% of the time, this teleport will reset the entire map. &lt;br /&gt;
**When teleporting, sometimes players will be forcefully sent deeper into the abyss, at a &amp;lt;code&amp;gt;3 * (XL - Depth)^2 / 27^2 &amp;lt;/code&amp;gt; chance.&amp;lt;ref&amp;gt;{{source ref|0.29.0|abyss.cc|1726}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Instead of regular stairs, [[abyssal stair]]s and branch exits appear randomly or after getting enough XP. You can't ever go up a floor; just down or out. Even when you re-enter the Abyss, you'll end up at the last floor you were on.&lt;br /&gt;
*You may occasionally see orderly structures in the Abyss. These hand-crafted [[vault]]s often contain powerful monsters, abyssal stairs, the [[Abyssal rune]], or even a way out. Approach these with caution, as they are usually well-guarded.&lt;br /&gt;
*No items randomly spawn, excepting the rune or a vault.&lt;br /&gt;
&lt;br /&gt;
===Monster Spawning===&lt;br /&gt;
[[Monster generation|Monsters spawn]] every 5 turns while you're in the Abyss, no matter what level you're on.&amp;lt;ref&amp;gt;{{source ref|0.29.0|mon-place.cc|284}}&amp;lt;/ref&amp;gt; Levels of the Abyss from Abyss:1 to Abyss:5 have a &amp;lt;code&amp;gt;Floor/5&amp;lt;/code&amp;gt; chance to spawn another monster.&amp;lt;ref&amp;gt;{{source ref|0.29.0|timed-effects.cc|293}}&amp;lt;/ref&amp;gt; Abyss:6 will always spawn 3 monsters every 5 turns, and Abyss:7, 4 monsters. &lt;br /&gt;
&lt;br /&gt;
Both A:6 and A:7 may explicitly spawn monsters near you, with a &amp;lt;code&amp;gt;(Floor-5)/10&amp;lt;/code&amp;gt; chance per monster.&amp;lt;ref&amp;gt;{{source ref|0.29.0|mon-place.cc|344}}&amp;lt;/ref&amp;gt; Other spawns may randomly spawn close by, but could also generate on the other side of the map.&lt;br /&gt;
&lt;br /&gt;
The Abyss disables the usual spawns while holding the [[Orb of Zot]]. [[Cheibriados]] gives a 50% chance for each spawn to fail.&lt;br /&gt;
&lt;br /&gt;
==Entering the Abyss==&lt;br /&gt;
There are several ways to enter the Abyss; some are voluntary, most are not. [[Abyssal Knight]]s begin the game in Abyss:1, but always spawn on an exit. Otherwise, you can:&lt;br /&gt;
&lt;br /&gt;
*Enter a [[portal]] in [[Pandemonium]] or [[the Depths]].&lt;br /&gt;
*Get [[Banishment|banished]] by the monster spell.&lt;br /&gt;
*Unwield a [[distortion]] weapon (25% chance).&lt;br /&gt;
*Get hit by a [[distortion]] weapon (5% chance) or [[chaotic]] effects (1% chance).&lt;br /&gt;
*Use [[Lugonu]]'s Enter the Abyss ability (available at 5* piety and at a large cost)&lt;br /&gt;
*Earn [[Lugonu]]'s wrath.&lt;br /&gt;
&lt;br /&gt;
When entering the Abyss, you will always enter the lowest level you've been so far. Involuntary banishment (i.e. not entering a portal or using Lugonu ability) will occasionally send you deeper. The higher your [[XL]], the higher chance for a deeper level.&lt;br /&gt;
&lt;br /&gt;
Being banished while in the Abyss will drive you down a floor.&lt;br /&gt;
&lt;br /&gt;
==Exploration==&lt;br /&gt;
Your main objectives are to either get out, or get the rune. You shouldn't wander around much; higher level (~XL20) characters might survive Abyss:3 easily, but the deep Abyss (A:6-7) is threatening to even 15-rune characters. Any exploration also puts you at risk of being [[malmutate]]d by its inhabitants.&lt;br /&gt;
&lt;br /&gt;
===Rune===&lt;br /&gt;
The Abyssal rune may generate from Abyss:3 onwards, always in a [[vault]]. It spawns at increased frequency at lower levels (maximum of A:5), but the greatly increased monster generation rate gives players little incentive to go further. Going deeper also increases the spawn of Abyssal stairs out and down. [[Lugonu]] worshipers of 5* or 6* piety are treated as one floor deeper than normal for rune generation. &lt;br /&gt;
&lt;br /&gt;
If the rune has spawned, you will see its location on the minimap.  When you approach the rune’s location, it'll be logged in message log.&lt;br /&gt;
&lt;br /&gt;
[[File:Runelight0.png]][[File:Runelight1.png]][[File:Runelight2.png]][[File:Runelight3.png]] Runelight tiles indicate the presence of a rune nearby.&lt;br /&gt;
&lt;br /&gt;
===Exit===&lt;br /&gt;
Delving deeper will increase the chance of an exit, and holding the Abyssal rune will cause exits to spawn much faster:&lt;br /&gt;
*A:1 = 1/7250 revealed tiles&lt;br /&gt;
*A:2 = 1/6000&lt;br /&gt;
*A:3 = 1/4750&lt;br /&gt;
*A:4 = 1/3500&lt;br /&gt;
*A:5-7 = 1/2250&lt;br /&gt;
*Holding Abyssal rune: 1/1000&lt;br /&gt;
&lt;br /&gt;
You may also kill monsters to eventually create a gateway out; higher XP contributes more. However, going deeper than A:5 gives a &amp;lt;code&amp;gt;(Floor-4)&amp;lt;/code&amp;gt;x XP penalty for purposes of stair creation.&lt;br /&gt;
&lt;br /&gt;
Finally, altars of [[Lugonu]] are scattered throughout the Abyss, who offers worshippers an immediate way out. Most [[god]]s will inflict [[divine retribution]] for leaving them, but it may be the only option.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
*The [[undead]] and nearly all non-fiend [[demon]]s, including [[derived undead]] of late-game monsters.&lt;br /&gt;
*Almost all [[List of eyeballs|eyeballs]], [[list of draconians|draconians]]&lt;br /&gt;
*Any [[unique]]s you banished to the Abyss&lt;br /&gt;
*Humanoid casters, such as [[Wizard (monster)|wizards]] and [[lich]]es&lt;br /&gt;
&lt;br /&gt;
*Several monsters unique to the Abyss:&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;
|-&lt;br /&gt;
| {{monsterlink|Apocalypse crab}} || {{monsterlink|Thrashing horror}} || {{monsterlink|Starcursed mass}} || {{monsterlink|Tentacled starspawn}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Ancient zyme}} || {{monsterlink|Lurking horror}} || {{monsterlink|Spatial maelstrom}} || {{monsterlink|Wretched star}} || {{monsterlink|Starflower}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As you go deeper, more threatening monsters will spawn. Tier-1 [[demons]] go from extremely rare to quite common, both [[angel]]s and [[profane servitor]]s start spawning...&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*The enemies found here are not much weaker than those found in [[Hell]], so a full complement of resistances (particularly [[mutation resistance]]) is recommended. Getting surrounded here can be deadly, but if you can run away for long enough the level will reset, saving you from your pursuers. Having [[stealth]] may be useful, which can let you walk away from fights you just don't want to deal with.&lt;br /&gt;
*Getting sent to the Abyss early (usually through Banishment) is often a death sentence, but you may be able to survive long enough to find a gate out. For almost any player, surviving the Abyss is about mobility first. Use every speed advantage you can muster to avoid every combat you can; even if you can defeat some of the weaker foes, you want to spend every possible turn exploring new tiles and generating new chances of escape. When you see a monster, you should head in the opposite direction.&lt;br /&gt;
**A means of [[flying]] over lava or deep water and a [[wand of digging]] will help manufacture avenues of escape when you're seemingly trapped. Since teleports take a while to kick in, consider teleporting ''on sight'' when you see speedy, lethal monsters like [[executioner]]s or ranged threats like [[hell sentinel]]s. [[Blink]]ing can get you out of a nasty corner. Summons can slow/entangle pursuers. Use quiet dead ends to regenerate HP/MP. Then, get moving.&lt;br /&gt;
*The smartest way to survive the Abyss is to only enter it on your own terms. Read the page on [[Banishment]] for tips on avoiding one of ''Crawl'''s deadliest spells.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.29]], the anti-scumming measures of 0.28 were mostly reverted:&lt;br /&gt;
**The Abyss gives XP and piety again (but not items); the rune no longer gives XP, and [[wretched star]]s were unnerfed.&lt;br /&gt;
**You will always travel to (at least) the deepest level you have visited so far. The branch is now 7 levels deep, with new floors ramping up in difficulty.&lt;br /&gt;
**Players will sense the rune's location on the map, including when it shifts or disappears. In addition, a 'runelight' will prompt you whenever you get near the rune's location.&lt;br /&gt;
*In [[0.28]], anti-[[scumming]] measures were implemented:&lt;br /&gt;
**The Abyss no longer randomly generates items. They may still spawn as part of a [[vault]].&lt;br /&gt;
**XP and piety cannot be earned normally; XP is still used to open gateways, but doesn't contribute to anything else. Instead, collecting the [[rune]] provides  2 XL's worth of experience and some skill points. &lt;br /&gt;
**To compensate, gateways (both), rune vaults, and plunges are more common, and wretched stars were nerfed.&lt;br /&gt;
*Prior to [[0.25]], if you spawned an Abyss exit without leaving/descending, you would always spawn stairs deeper by getting XP.&lt;br /&gt;
*Prior to [[0.23]], players could find portals to the Abyss in the [[Labyrinth]].&lt;br /&gt;
*Prior to [[0.22]], you could not be dragged deeper into the Abyss when being teleported.&lt;br /&gt;
*Prior to [[0.18]], killing monsters in the Abyss couldn't eventually spawn exits and down-stairs.&lt;br /&gt;
*Prior to [[0.15]], the Abyss would often cancel any attempt at [[blink]]ing.&lt;br /&gt;
*Prior to [[0.12]], the Abyss had only one floor, and finding the rune was simply a matter of wandering it for long enough. [[Lava]] and [[deep water]] terrain could be generated.&lt;br /&gt;
*Prior to [[0.10]], the Abyss' terrain shifting would happen at a much slower pace, and only when you weren't looking directly at it.&lt;br /&gt;
*In earlier versions, the Abyss would wrap around on itself if you went too far in one direction. Also, banishment to the Abyss was one of the possible results of [[Hell's mystical force]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Antennae&amp;diff=66575</id>
		<title>Antennae</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Antennae&amp;diff=66575"/>
				<updated>2022-10-08T16:24:17Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: &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||Shows the location of all invisible enemies in [[line of sight]]. Detects all monsters within 3 tiles, even through [[wall]]s or opaque [[cloud]]s. Prohibits [[helmet]]s.||You have a pair of small antennae on your head.&lt;br /&gt;
|-&lt;br /&gt;
|2||Range increases to 5 tiles. Prohibits helmets.||You have a pair of antennae on your head.&lt;br /&gt;
|-&lt;br /&gt;
|3||Range increases to 7 tiles. Grants [[see invisible]]. Prohibits all headgear.||You have a pair of large antennae on your head.&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
When playing in console mode, creatures not in line of sight are revealed as {{Red|{}} or {{Green|{}} glyphs, depending on whether the entity is hostile or friendly. In tile mode, they appear as icons which similarly indicate hostility. [[Mimic]]s will be identified as soon as they enter your antennae range.&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
'''Species notes:''' [[Formicid]]s start with rank 3. [[Demonspawn]] can gain antennae as a body slot option.&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]], [[Demonspawn mutation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mutations]]&lt;br /&gt;
[[Category:Good Mutations]]&lt;br /&gt;
[[Category:Demonspawn Mutations]]&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Attacks_of_opportunity&amp;diff=66346</id>
		<title>Attacks of opportunity</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Attacks_of_opportunity&amp;diff=66346"/>
				<updated>2022-09-26T00:33:59Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version029}}&lt;br /&gt;
{{crawlquote|When you move away from an enemy, they have a small (1/3) chance of taking advantage and launching a free attack. Repositioning and retreating is often still good, but keep an eye out for those extra attacks.}}&lt;br /&gt;
&lt;br /&gt;
Adjacent enemies may trigger an '''attack of opportunity''' ('''AoO''') whenever you move; capable enemies of same or faster movement speed will have a 1/3 chance to get a free attack&amp;lt;ref&amp;gt;Slow attacking monsters lose a turn after an attack of opportunity, so you can get a tile after an [[ogre (monster)|ogre]] swings at you.&amp;lt;/ref&amp;gt; when you do so. &lt;br /&gt;
&lt;br /&gt;
Attacks of opportunity are for most intents and purposes equal to a regular melee attack, though many movement related [[attack flavour]]s (engulf, ensnare, constriction, trample, certain [[distortion]] effects&amp;lt;ref&amp;gt;Although distortion-branded attacks of opportunity cannot [[blink]] or [[banish]] you, their chance to add extra damage rises in compensation. Compared to regular attacks, the chance of adding 1-7 damage rises from 35% to 47%, the chance of extra 3-26 damage goes up from 25% to 33%.&amp;lt;/ref&amp;gt;, [[phantom]]'s ''blink with'', and [[blink frog]]'s ''blink'') don't trigger, and self-destructing enemies like [[lurking horror]]s and [[creeping inferno]]s won't blow up.&lt;br /&gt;
&lt;br /&gt;
==Avoiding==&lt;br /&gt;
There are several situations when monsters won't be able to get free attacks on you:&lt;br /&gt;
&lt;br /&gt;
*Monsters that are slower than you don't get a free attack.&lt;br /&gt;
*[[Confused]], [[fear|fleeing]], or incapacitated ([[asleep]], [[constrict]]ed, caught in a [[web]] or [[net]]) monsters are unable to chase you.&lt;br /&gt;
*Monsters that [[blind|cannot]] [[invisibility|see you]] cannot perform attacks of opportunity.&lt;br /&gt;
*[[Zin]]'s Sanctuary prevents attacks for players inside it - including if you're just stepping into its area.&lt;br /&gt;
*When swapping places with an [[disposition#Allied|allied]] monster, which gets in the way.&lt;br /&gt;
*Even monsters with reaching attacks must be right next to you to launch a free attack. You can [[kite]] a [[gnoll (monster)|gnoll]] with a [[polearm]] or a [[snapping turtle]] absolutely safely as long as you have at least a tile of distance from them.&lt;br /&gt;
*The player becomes immune to attacks of opportunity while performing [[Wu Jian|martial attacks]] or [[rampaging]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Watch out! Enemies will gain the same amount of free attacks as a [[centaur (monster)|centaur]] chasing you from afar, and that is if they are the same speed as you. Always try to resposition (say, to a [[stair dancing|upstairs]]) ''before'' you get adjacent to them.&lt;br /&gt;
&lt;br /&gt;
Should the player need to kite a dangerous monster, a variety of disengagement tools are at their disposal. Speed-enhancing effects like [[Swiftness]] (note that once it runs out, it slows you) or a [[potion of haste]] will negate the effects of opportunity attacks, and various Translocations like [[Blink]], [[Iskenderun's Mystic Blast]] or [[Dispersal]] act as an instant way of removing oneself from melee combat. Items like [[curare|curare darts]], [[scroll of butterflies]], or a [[phial of floods]] should also be considered for their disabling or displacing effects.&lt;br /&gt;
&lt;br /&gt;
Players with access to summons or allies, like followers of [[Hepliaklqana]], can swap places with their companion to create a one-tile gap with the monster.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Attacks of opportunity were introduced in [[0.29]], as a replacement for [[energy randomisation]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Jiyva&amp;diff=52085</id>
		<title>Jiyva</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Jiyva&amp;diff=52085"/>
				<updated>2020-06-01T05:53:44Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* Given Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
[[File:Jiyva altar.png]] ''Slime for the Slime God!''&lt;br /&gt;
{{flavour|Jiyva is the ancient deity of the slimes. Followers are expected to support the spread and satiation of their fellow slimes by allowing them to consume items, and are forbidden from harming any slimes. Especially favoured followers will become as shapeless as their god, as their attributes and mutations shift around under Jiyva's influence.&lt;br /&gt;
&lt;br /&gt;
Jiyva's followers can request jellies, which will consume nearby items and provide sustenance to the follower in doing so. Jiyva will also consume items left elsewhere in the dungeon. Followers will later become able to turn monsters to slime, and eventually to reshape themselves to remove harmful mutations. As their piety grows, Jiyva will, with increasing frequency, drop jellies into the dungeon; rearrange followers' attributes based on their skills and armour; and mutate followers to better reflect Jiyva's image.&lt;br /&gt;
&lt;br /&gt;
Jiyva likes it when you sacrifice items by allowing slimes to consume them.&lt;br /&gt;
&lt;br /&gt;
Jiyva strongly dislikes it when you attack fellow slimes or you kill slimes.&lt;br /&gt;
&lt;br /&gt;
Jiyva's powers are based on piety instead of Invocations skill.}}&lt;br /&gt;
&lt;br /&gt;
As Jiyva is the amorphous god, its name is also shapeless and will be slightly different in each game: Jiyva Juub, Jiyva Jichodgh, Jiyva Jojaun...&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Allowing slimes to devour items.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Attacking and killing slimes.&lt;br /&gt;
*Inactivity (loses about 1 [[Piety]] every 400 turns).&lt;br /&gt;
&lt;br /&gt;
==Altar==&lt;br /&gt;
Unlike most altars, Jiyva's isn't guaranteed to be found in the [[Ecumenical Temple]] or [[the Dungeon]]. It is possible for the altar to be found at these locations, but only very rarely, and generally as part of a slime-related [[vault]]. The most common location for an easily accessible altar is in [[Lair]] levels 5 to 6, next to the entrance to [[the Slime Pits]].&lt;br /&gt;
&lt;br /&gt;
There is a guaranteed altar in the main vault in the final level of [[the Slime Pits]], as well as a chance for further altars to show up on the earlier levels. Altars to Jiyva can also be randomly generated in [[the Abyss]].&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Squelcher&amp;quot;&lt;br /&gt;
*All [[List of jellies|slime]] and [[List of eyeballs|eyeball]] monsters turn neutral. (Passive)&lt;br /&gt;
*Jiyva protects you from the effects of slime-covered walls unless you are undergoing [[penance]]. (Passive)&lt;br /&gt;
*If there are no slimes on the current floor, Jiyva will spawn a [[jelly]] after some time has passed. (Passive)&lt;br /&gt;
*Slimes will now eat items they find on the floor, granting [[piety]] depending on the value of the item; regular [[jelly|jellies]] will split after consuming enough items. Only [[artefact]]s are inedible. (Passive)&lt;br /&gt;
*'''Stat shuffling''': Your stats are modified depending on your skills and the [[encumbrance rating]] of your body armour. The sum of all your stats does not change. (Passive)&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Ooze&amp;quot;&lt;br /&gt;
*'''Request jelly''': Summons a [[jelly]] to devour items. (2 MP, 20-40 Food, 1-2 Piety)&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Jelly&amp;quot;&lt;br /&gt;
*When your fellow slimes consume an item, you receive a [[piety]]/200 chance of increasing your satiation by 70 (a little over 1/20th of a [[chunk]] of flesh). (Passive)&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Slime Creature&amp;quot;&lt;br /&gt;
*You are shielded from [[corrosive]] effects. This functions exactly like wearing a [[ring of resist corrosion]]. (Passive)&lt;br /&gt;
*'''Gain random mutations''': Jiyva gives mutations as gifts, including rare [[Jiyva mutations|mutations unique to Jiyva]]. This occurs only if you can safely mutate: [[mummies]], [[ghoul]]s, or [[lich form]] characters are not eligible.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Dissolving [Species]&amp;quot;&lt;br /&gt;
*'''Slimify''': Coats your weapon with slime for a few turns, which turns the next enemy you hit with it into a slime. This only works against monsters with [[natural]] holiness or that are [[undead]] and not [[insubstantial]] (i.e. not [[Undead#Ghosts and Wraiths|ghosts]]). Natural monsters turn into slimes based on their HD (stronger monsters make stronger slimes), corporeal undead become [[death ooze]]s, and [[derived undead]] simply turn neutral. In any case, the effect ends after it has converted one monster. Monsters converted in this way do not grant experience. (4 MP, 100-200 Food, 8-12 Piety)&lt;br /&gt;
*When your fellow slimes consume an item, you receive a [[piety]]/200 chance of recovering some [[MP]]. The amount depends on the price of the item. (Passive)&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Blob&amp;quot;&lt;br /&gt;
*'''Cure Bad Mutations''': Removes a randomly selected bad mutation. (8 MP, 200-400 Food, 15-23 Piety)&lt;br /&gt;
*When your fellow slimes consume an item, you receive a [[piety]]/200 chance of recovering some [[HP]]. The amount depends on the price of the item. (Passive)&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Royal Jelly&amp;quot;&lt;br /&gt;
*Hits that take 25% or more of your maximum [[HP]] (including [[Symbol of Torment]]) will generate friendly, high-end jellies, similar to the effect of [[The Royal Jelly]]. (Passive)&lt;br /&gt;
*'''Unlock the Slime Pits vaults''': The walls that block access to the slimy [[rune]] and other goodies will be removed. (Passive)&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Jiyva does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Jiyva's vengeance is swift and gurgling. All slimes turn against those who offend Jiyva, and Jiyva ensures a plentiful supply of further slimes. Victims, too, will find their own bodies becoming unstable; regularly transmuting into strange forms and acquiring debilitating mutations, as well as having any gifts of slime mutations stripped away from them.&lt;br /&gt;
&lt;br /&gt;
Jiyva's wrath lasts for a relatively short duration.}}&lt;br /&gt;
&lt;br /&gt;
Upon abandonment, all slimes will immediately turn hostile, and Jiyva will occasionally punish you with one of the following forms of [[divine retribution]]:&lt;br /&gt;
&lt;br /&gt;
*You receive a few [[bad mutation]]s. These mutations bypass all forms of mutation resistance except for [[Zin]]'s protection.&lt;br /&gt;
*[[Polymorph]]s you into a [[Bat Form|bat]], [[Fungus Form|fungus]], [[Pig Form|pig]], [[Tree Form|tree]], or [[Wisp Form|wisp]].&lt;br /&gt;
*Floods you with [[Glow|mutagenic radiation]].&lt;br /&gt;
*Sends a number of [[durably summoned]] high level slimes and eyeballs to attack you.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Jiyva is best used by a high level, late game player character. More than the other gods, Jiyva can be inconvenient for an early game character; slimes getting in the way of your spells, slimes eating items, and slimes running over levels and killing monsters (thus consuming XP) justify Jiyva's placement far from the [[Ecumenical Temple]]. High level PCs tend to acquire two things; lots of bad mutations, and lots of junk laying around the dungeon. It is easy for someone who has already cleared the main dungeon to rapidly max out their piety score and remove all negative mutations, while retaining any positive ones and gaining plenty of new ones.&lt;br /&gt;
*This doesn't mean that Jiyva cannot be used by an early game character, though. Strong characters who can clear floors quickly without much rest will have fewer items consumed by slimes. Or one can be stealthy; kill things quietly, lure enemies around one by one, and pick up as many items as you can before the slimes wake up. Do not be concerned about the potentially lost XP from early floors; those ogre kills would have been but a drop in the bucket, and if you were planning to go Jiyva eventually it would save you dealing with [[divine retribution]] or the handicap of godlessness until you reach the Slime Pits.&lt;br /&gt;
*Although you can (and will) freely mutate and filter out the bad ones with the appropriate invocation, don't expect to become a superhero. Jiyva will change your mutations unpredictably, and you may get [[horns]], [[antennae]], a [[beak]], [[claws]], [[talons]], or [[hooves]] which may restrict your choice of armor. If you're a race who ignores most equipment slots (e.g. [[ogre]], [[troll]], [[felid]], [[octopode]]), these are very welcome.&lt;br /&gt;
*Jiyva's stat shuffling will focus your stats depending on numerous factors; mostly to make the best use of your current skills, but also to accommodate your body armor better.&lt;br /&gt;
*Eye monsters summoned by [[Mnoleg]] or [[Pan lord]]s will be neutral. [[Shapeshifter]]s transformed into slime or eye monsters will turn neutral, too.&lt;br /&gt;
*Jiyva is one of the few gods you can abandon while keeping permanent benefits granted via worship (desirable mutations). However these may be offset by the bad mutations imposed upon leaving.&lt;br /&gt;
*Note that even a god can die! If you kill The Royal Jelly without first converting to (or being penanced by) Jiyva, you will have killed its last worshiper, thereby killing the god itself! You will get a message about &amp;quot;the power ruling this place&amp;quot; vanishing, with all of Jiyva's altars being removed from the game at that point.&lt;br /&gt;
&lt;br /&gt;
==Guides==&lt;br /&gt;
*[[Buddy23Lee's Troll monk of Jiyva (&amp;quot;slime troll&amp;quot;) guide]] (0.12)&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.24]], Jiyva's Slimify ability didn't work properly on derived undead and Torment damage would not trigger the slime-spawning ability.&lt;br /&gt;
*Prior to [[0.19]], Jiyva's jelly prayer paralysis was removed. Additionally, the Slime Pits were found on Lair:6-8 before the branch was shortened.&lt;br /&gt;
*Prior to [[0.14]], Jiyva's abilities were based off of your [[Invocations]] skill.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Chaotic Gods]]&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=0.23&amp;diff=50402</id>
		<title>0.23</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=0.23&amp;diff=50402"/>
				<updated>2019-05-12T19:51:33Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* Gods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version023}}&lt;br /&gt;
&lt;br /&gt;
'''0.23''' is the most recent version of ''Dungeon Crawl Stone Soup''. It was released on February 7th, 2019.&lt;br /&gt;
&lt;br /&gt;
==Highlights==&lt;br /&gt;
* [[Trap]] system overhaul&lt;br /&gt;
* New [[Gauntlet]] portal to replace Labyrinths&lt;br /&gt;
* [[Nemelex Xobeh]] rework&lt;br /&gt;
* Nine [[unrandart]]s reworked and the new &amp;quot;[[Rift]]&amp;quot; unrandart added&lt;br /&gt;
* Support for [[seed]]ed dungeon play&lt;br /&gt;
&lt;br /&gt;
==Branches, Environment==&lt;br /&gt;
* [[Trap]]s have been overhauled:&lt;br /&gt;
** Traps that generate on the ground are always revealed.&lt;br /&gt;
** Exploration has a chance to trigger a &amp;quot;trap effect&amp;quot; independent from terrain traps. The possible effects are [[alarm trap|alarm]], [[shaft]], and [[teleport trap|teleport]] near monsters.&lt;br /&gt;
** Monsters only trigger traps in sight of the player.&lt;br /&gt;
** Alarm traps now always Mark the player whenever they are triggered in LOS.&lt;br /&gt;
** [[Net trap]]s now try to net the player whenever they are triggered in LOS.&lt;br /&gt;
** New trap: [[dispersal trap]]. When triggered, every actor in sight of the trap is blinked.&lt;br /&gt;
** Trap placement in Ossuaries, Zot:5, and Tomb has been overhauled. In Zot:5 and Tomb, all mechanical traps save for net traps have been removed.&lt;br /&gt;
** Grate traps (triggered by [[pressure plate]]s) have been removed.&lt;br /&gt;
* A new [[Gauntlet]] portal that replaces [[Labyrinth]]s:&lt;br /&gt;
** Gauntlets have the player choose a path through several combat arenas, each of which contains (sometimes exotic) monsters and loot.&lt;br /&gt;
** Access to each arena is one-way using [[transporter]]s. Teleports and the [[Passage of Golubria]] spell are disabled.&lt;br /&gt;
** All paths lead to the [[minotaur]] who guards the exit and a pile of treasure.&lt;br /&gt;
** Gauntlets are found where Labyrinths previously generated.&lt;br /&gt;
* Support for seeded play:&lt;br /&gt;
** A new option for pregenerating the entire connected dungeon based on a fixed seed has been added. This takes a bit of time, but ensures that any playthroughs of a particular seed will use the same dungeon.&lt;br /&gt;
** This option is not yet available for online play, but can be used offline. See the manual section &amp;quot;Seeded play&amp;quot; for details.&lt;br /&gt;
** The dungeon RNG has been separated from the gameplay RNG to allow this feature to work.&lt;br /&gt;
** Each game seed generates a unique dungeon (including layout and monster and item placement) that is always the same for the same version of Crawl, as long as levels are generated in the same order.&lt;br /&gt;
** If you see that two games with the same seed generate a different dungeon, please report this as a bug!&lt;br /&gt;
* New early [[vault]]s featuring thematic item shops and monsters guarding manuals, as well as new ghost vaults for many branches.&lt;br /&gt;
* Two new dungeon layouts enabled, one for Dungeon and one for Lair.&lt;br /&gt;
* Translucent doors that can be seen through when closed have been added and are now used in some Elf layouts and some vaults, including most [[runed door]] vaults.&lt;br /&gt;
&lt;br /&gt;
==Character==&lt;br /&gt;
* The player can no longer be put to sleep when [[paralyse]]d or [[petrify|petrified]].&lt;br /&gt;
* Tengu Permanent Flight becomes immediately available at XL 5.&lt;br /&gt;
* [[Tengu]] EV bonuses are no longer applied to +EV from equipment.&lt;br /&gt;
* [[Wanderer]] starting [[spell library|spell libraries]] are announced along with equipment.&lt;br /&gt;
* Wanderers that start with exactly one level 1 spell start with it memorized.&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
* [[Nemelex Xobeh]] has been reworked:&lt;br /&gt;
** Decks are accessed through abilities and no longer exist as items.&lt;br /&gt;
** Nemelex offers three abilities: &amp;quot;Draw Escape&amp;quot;, &amp;quot;Draw Destruction&amp;quot;, and &amp;quot;Draw Summoning&amp;quot;, which provide card effects.&lt;br /&gt;
** The deck abilities do not have rarities; card power levels are determined by invocations and piety alone.&lt;br /&gt;
** Nemelex periodically adds cards to the three abstract decks.&lt;br /&gt;
** Triple Draw works on the three decks as before, offering a choice of three cards. The piety cost is increased.&lt;br /&gt;
** Deal Four deals four cards from a deck and has a reduced piety cost.&lt;br /&gt;
** Stack Five constructs a player-ordered stack of five cards drawn from any of the three decks to be drawn later. Creating a new stack discards the old. The piety cost is the same as old stack five.&lt;br /&gt;
** The [[Velocity card]] no longer hastes enemies, instead always slowing them with a chance proportional to power.&lt;br /&gt;
** The [[Storm card]] has been revised. It now performs a wind blast followed by one to nine electrical explosions.&lt;br /&gt;
* [[Elyvilon]]'s Heal Other is adjusted:&lt;br /&gt;
** The formula depends only on monster type, not specific monster max HP.&lt;br /&gt;
** [[Player ghost]]s and [[Pandemonium lord]]s are now immune.&lt;br /&gt;
** The targeter displays the pacification chance.&lt;br /&gt;
* [[Ashenzari]] protects followers from exploration based trap effects.&lt;br /&gt;
* [[Qazlal]]'s cloud immunity is extended to elementals created with Elemental Force.&lt;br /&gt;
* [[Fedhas]]' protection of plants from player spells is extended to LOS-wide attack spells.&lt;br /&gt;
* The acid damage from [[Makhleb]]'s Minor Destruction has been reduced.&lt;br /&gt;
* Exploration-based piety is no longer granted for the [[Temple]], deep [[water]], or [[lava]].&lt;br /&gt;
* Monster conversion for [[Beogh]], [[Gozag]]'s Bribe Branch, and [[Jiyva]] is attempted upon sight instead of on the turn after the monster enters LOS.&lt;br /&gt;
&lt;br /&gt;
==Interface==&lt;br /&gt;
* Spell damage message punctuation has been adjusted to reflect damage done using the same scale as melee damage.&lt;br /&gt;
* Damage brand message punctuation has been similarly adjusted.&lt;br /&gt;
* [[Monster]] descriptions in '[[x]]v' display spell ranges.&lt;br /&gt;
* The Religion screen '[[^]]' gains a fourth pane for gods that need Extra information:&lt;br /&gt;
** [[Ashenzari]] displays information about bondage status.&lt;br /&gt;
** [[Beogh]] displays a list of named followers, with gifts.&lt;br /&gt;
** [[Gozag]] displays bribe information.&lt;br /&gt;
** [[Hepliaklqana]] displays ancestor upgrades.&lt;br /&gt;
** [[Nemelex Xobeh]] displays deck information.&lt;br /&gt;
** [[Wu Jian]] displays information about martial attacks.&lt;br /&gt;
* The [[Hepliaklqana]] ancestor reaching full health interrupts resting. The exact behavior of this interrupt can be configured by rest_wait_ancestor.&lt;br /&gt;
* The new display_chars cloud_weak, cloud_fading, and cloud_terminal indicate remaining cloud duration in console.&lt;br /&gt;
* [[WebTiles]] users can use a &amp;quot;Forgot Password&amp;quot; link to reset their password via a link sent to their registration email address. This feature is not yet enabled on most official servers.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* [[Unrandart]] changes:&lt;br /&gt;
** New Unrand: the +8 demon trident &amp;quot;[[Rift]]&amp;quot; {distort, reach+}. A [[distortion]] [[demon trident]] with a reaching range of 3 and smite targeted attack.&lt;br /&gt;
** The [[Singing Sword]]'s sonic damage effect is stronger, can trigger at low tension, and triggers only on-hit. It also gains the vorpal brand.&lt;br /&gt;
** The [[Spriggan's Knife]] converts all stabs to sleep-tier stabs and loses Dex+4 and MR+.&lt;br /&gt;
** The [[robe of Misfortune]] is +5 {*Contam *Corrode *Drain Harm *Slow EV+5} and is now always identified.&lt;br /&gt;
** The [[sceptre of Torment]] is now a +7 eveningstar of pain, and its torment does not affect the wielder.&lt;br /&gt;
** The [[arc blade]]'s effect now casts static discharge only once, but at very high spellpower. The weapon's enchantment is now +8.&lt;br /&gt;
** [[Finisher]] loses Str+3 and gains a chance to instant-explode the target.&lt;br /&gt;
** The [[robe of Clouds]] is now +3 {+Thunder rCloud rElec}, providing evocable storm clouds in place of its old mist.&lt;br /&gt;
** The [[storm bow]] no longer occasionally creates rain clouds.&lt;br /&gt;
** The [[skin of Zhor]] gains SInv and a passive Metabolic Englaciation effect.&lt;br /&gt;
** Unrandarts with melee effects that could anger nearby allies give a proper warning.&lt;br /&gt;
* [[Wand]] charges for wands of [[wand of digging|digging]], [[wand of enslavement|enslavement]], [[wand of flame|flame]], [[wand of paralysis|paralysis]], [[wand of polymorph|polymorph]], and [[wand of random effects|random effects]] have been reduced.&lt;br /&gt;
* [[Butchering]] a [[corpse]] always leaves a skeleton.&lt;br /&gt;
* The [[blowgun]] targeter now displays the chance to affect the target.&lt;br /&gt;
* Stash search can now search by handedness.&lt;br /&gt;
&lt;br /&gt;
==Lua==&lt;br /&gt;
* The custom `require` used in clua and dlua has been renamed `crawl_require`.&lt;br /&gt;
* A new function `spells.path` has been added to the `spells` module to provide access to the targeter from clua.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
* [[Monster]] [[weapon]]s, [[armour]], and [[wand]]s are [[identification|identified]] and revealed to the player when the monster is first seen.&lt;br /&gt;
* The [[shambling mangrove]] [[Grasping Roots]] ability now performs smite-targeted [[constriction]] instead of applying a 'Roots' status.&lt;br /&gt;
* [[Jorgrun]] gains the [[Grasping Roots]] spell and can now spawn in [[Swamp]].&lt;br /&gt;
* [[Killer Klown]]s now have a pie throwing ability that damages the player and affects them with one of [[Vertigo]], [[Silence]], [[Status_effects#No_Potions|-Potion]], [[Stat drain]], rF-, or [[polymorph]] to [[bat form|bat]], [[pig form|pig]], or [[wisp form|wisp]] [[bad form|form]].&lt;br /&gt;
* Killer Klowns have highly enchanted, branded [[club]]s instead of the Klown melee flavor, and no longer have fast [[regen]].&lt;br /&gt;
* [[Orb run]] spawns are more frequently near the player and more dangerous.&lt;br /&gt;
* [[Pandemonium lord]]s' spell sets and attack brands are revealed.&lt;br /&gt;
* Monster summons disappear whenever the summoner changes alignment from being charmed/uncharmed, pacified, or slimified.&lt;br /&gt;
* [[Confuse]]d monsters now get a 1 in 3 chance to move normally, like players do.&lt;br /&gt;
* [[Giant]] monsters no longer tear through [[web]]s.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
* [[Confusing Touch]] works with a weapon wielded.&lt;br /&gt;
&lt;br /&gt;
==0.23.1==&lt;br /&gt;
The bugfix release of 0.23.1 was released on February 28th, 2019.&lt;br /&gt;
* [[Vampiric]] attacks by the player against allies created from Sticks to Snakes and the Ratskin Cloak no longer restore HP or give vampires satiation.&lt;br /&gt;
* Damage from [[Ozocubu's Refrigeration]] has been increased to the correct amount.&lt;br /&gt;
* Placement for the uniques [[Aizul]], [[Bai Suzhen]], [[Donald]], [[Jorgrun]], and [[Mara]] has been fixed so they can place throughout their intended level ranges.&lt;br /&gt;
* The chance of [[Boris]] to respawn has been lowered to match previous rates.&lt;br /&gt;
* Yellow [[draconian]]s now correctly receive their rCorr mutation at XL 7.&lt;br /&gt;
* 45 bugfixes, adjustments, and cleanups in total.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crawl Versions]]&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=0.23&amp;diff=50401</id>
		<title>0.23</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=0.23&amp;diff=50401"/>
				<updated>2019-05-12T19:50:09Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* Branches, Environment */ Remove or consolidate redundant bullets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version023}}&lt;br /&gt;
&lt;br /&gt;
'''0.23''' is the most recent version of ''Dungeon Crawl Stone Soup''. It was released on February 7th, 2019.&lt;br /&gt;
&lt;br /&gt;
==Highlights==&lt;br /&gt;
* [[Trap]] system overhaul&lt;br /&gt;
* New [[Gauntlet]] portal to replace Labyrinths&lt;br /&gt;
* [[Nemelex Xobeh]] rework&lt;br /&gt;
* Nine [[unrandart]]s reworked and the new &amp;quot;[[Rift]]&amp;quot; unrandart added&lt;br /&gt;
* Support for [[seed]]ed dungeon play&lt;br /&gt;
&lt;br /&gt;
==Branches, Environment==&lt;br /&gt;
* [[Trap]]s have been overhauled:&lt;br /&gt;
** Traps that generate on the ground are always revealed.&lt;br /&gt;
** Exploration has a chance to trigger a &amp;quot;trap effect&amp;quot; independent from terrain traps. The possible effects are [[alarm trap|alarm]], [[shaft]], and [[teleport trap|teleport]] near monsters.&lt;br /&gt;
** Monsters only trigger traps in sight of the player.&lt;br /&gt;
** Alarm traps now always Mark the player whenever they are triggered in LOS.&lt;br /&gt;
** [[Net trap]]s now try to net the player whenever they are triggered in LOS.&lt;br /&gt;
** New trap: [[dispersal trap]]. When triggered, every actor in sight of the trap is blinked.&lt;br /&gt;
** Trap placement in Ossuaries, Zot:5, and Tomb has been overhauled. In Zot:5 and Tomb, all mechanical traps save for net traps have been removed.&lt;br /&gt;
** Grate traps (triggered by [[pressure plate]]s) have been removed.&lt;br /&gt;
* A new [[Gauntlet]] portal that replaces [[Labyrinth]]s:&lt;br /&gt;
** Gauntlets have the player choose a path through several combat arenas, each of which contains (sometimes exotic) monsters and loot.&lt;br /&gt;
** Access to each arena is one-way using [[transporter]]s. Teleports and the [[Passage of Golubria]] spell are disabled.&lt;br /&gt;
** All paths lead to the [[minotaur]] who guards the exit and a pile of treasure.&lt;br /&gt;
** Gauntlets are found where Labyrinths previously generated.&lt;br /&gt;
* Support for seeded play:&lt;br /&gt;
** A new option for pregenerating the entire connected dungeon based on a fixed seed has been added. This takes a bit of time, but ensures that any playthroughs of a particular seed will use the same dungeon.&lt;br /&gt;
** This option is not yet available for online play, but can be used offline. See the manual section &amp;quot;Seeded play&amp;quot; for details.&lt;br /&gt;
** The dungeon RNG has been separated from the gameplay RNG to allow this feature to work.&lt;br /&gt;
** Each game seed generates a unique dungeon (including layout and monster and item placement) that is always the same for the same version of Crawl, as long as levels are generated in the same order.&lt;br /&gt;
** If you see that two games with the same seed generate a different dungeon, please report this as a bug!&lt;br /&gt;
* New early [[vault]]s featuring thematic item shops and monsters guarding manuals, as well as new ghost vaults for many branches.&lt;br /&gt;
* Two new dungeon layouts enabled, one for Dungeon and one for Lair.&lt;br /&gt;
* Translucent doors that can be seen through when closed have been added and are now used in some Elf layouts and some vaults, including most [[runed door]] vaults.&lt;br /&gt;
&lt;br /&gt;
==Character==&lt;br /&gt;
* The player can no longer be put to sleep when [[paralyse]]d or [[petrify|petrified]].&lt;br /&gt;
* Tengu Permanent Flight becomes immediately available at XL 5.&lt;br /&gt;
* [[Tengu]] EV bonuses are no longer applied to +EV from equipment.&lt;br /&gt;
* [[Wanderer]] starting [[spell library|spell libraries]] are announced along with equipment.&lt;br /&gt;
* Wanderers that start with exactly one level 1 spell start with it memorized.&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
* [[Nemelex Xobeh]] has been reworked:&lt;br /&gt;
** Decks are are accessed through abilities and no longer exist as items.&lt;br /&gt;
** Nemelex offers three abilities: &amp;quot;Draw Escape&amp;quot;, &amp;quot;Draw Destruction&amp;quot;, and &amp;quot;Draw Summoning&amp;quot;, which provide card effects.&lt;br /&gt;
** The deck abilities do not have rarities; card power levels are determined by invocations and piety alone.&lt;br /&gt;
** Nemelex periodically adds cards to the three abstract decks.&lt;br /&gt;
** Triple Draw works on the three decks as before, offering a choice of three cards. The piety cost is increased.&lt;br /&gt;
** Deal Four deals four cards from a deck and has a reduced piety cost.&lt;br /&gt;
** Stack Five constructs a player-ordered stack of five cards drawn from any of the three decks to be drawn later. Creating a new stack discards the old. The piety cost is the same as old stack five.&lt;br /&gt;
** The [[Velocity card]] no longer hastes enemies, instead always slowing them with a chance proportional to power.&lt;br /&gt;
** The [[Storm card]] has been revised. It now performs a wind blast followed by one to nine electrical explosions.&lt;br /&gt;
* [[Elyvilon]]'s Heal Other is adjusted:&lt;br /&gt;
** The formula depends only on monster type, not specific monster max HP.&lt;br /&gt;
** [[Player ghost]]s and [[Pandemonium lord]]s are now immune.&lt;br /&gt;
** The targeter displays the pacification chance.&lt;br /&gt;
* [[Ashenzari]] protects followers from exploration based trap effects.&lt;br /&gt;
* [[Qazlal]]'s cloud immunity is extended to elementals created with Elemental Force.&lt;br /&gt;
* [[Fedhas]]' protection of plants from player spells is extended to LOS-wide attack spells.&lt;br /&gt;
* The acid damage from [[Makhleb]]'s Minor Destruction has been reduced.&lt;br /&gt;
* Exploration-based piety is no longer granted for the [[Temple]], deep [[water]], or [[lava]].&lt;br /&gt;
* Monster conversion for [[Beogh]], [[Gozag]]'s Bribe Branch, and [[Jiyva]] is attempted upon sight instead of on the turn after the monster enters LOS.&lt;br /&gt;
&lt;br /&gt;
==Interface==&lt;br /&gt;
* Spell damage message punctuation has been adjusted to reflect damage done using the same scale as melee damage.&lt;br /&gt;
* Damage brand message punctuation has been similarly adjusted.&lt;br /&gt;
* [[Monster]] descriptions in '[[x]]v' display spell ranges.&lt;br /&gt;
* The Religion screen '[[^]]' gains a fourth pane for gods that need Extra information:&lt;br /&gt;
** [[Ashenzari]] displays information about bondage status.&lt;br /&gt;
** [[Beogh]] displays a list of named followers, with gifts.&lt;br /&gt;
** [[Gozag]] displays bribe information.&lt;br /&gt;
** [[Hepliaklqana]] displays ancestor upgrades.&lt;br /&gt;
** [[Nemelex Xobeh]] displays deck information.&lt;br /&gt;
** [[Wu Jian]] displays information about martial attacks.&lt;br /&gt;
* The [[Hepliaklqana]] ancestor reaching full health interrupts resting. The exact behavior of this interrupt can be configured by rest_wait_ancestor.&lt;br /&gt;
* The new display_chars cloud_weak, cloud_fading, and cloud_terminal indicate remaining cloud duration in console.&lt;br /&gt;
* [[WebTiles]] users can use a &amp;quot;Forgot Password&amp;quot; link to reset their password via a link sent to their registration email address. This feature is not yet enabled on most official servers.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* [[Unrandart]] changes:&lt;br /&gt;
** New Unrand: the +8 demon trident &amp;quot;[[Rift]]&amp;quot; {distort, reach+}. A [[distortion]] [[demon trident]] with a reaching range of 3 and smite targeted attack.&lt;br /&gt;
** The [[Singing Sword]]'s sonic damage effect is stronger, can trigger at low tension, and triggers only on-hit. It also gains the vorpal brand.&lt;br /&gt;
** The [[Spriggan's Knife]] converts all stabs to sleep-tier stabs and loses Dex+4 and MR+.&lt;br /&gt;
** The [[robe of Misfortune]] is +5 {*Contam *Corrode *Drain Harm *Slow EV+5} and is now always identified.&lt;br /&gt;
** The [[sceptre of Torment]] is now a +7 eveningstar of pain, and its torment does not affect the wielder.&lt;br /&gt;
** The [[arc blade]]'s effect now casts static discharge only once, but at very high spellpower. The weapon's enchantment is now +8.&lt;br /&gt;
** [[Finisher]] loses Str+3 and gains a chance to instant-explode the target.&lt;br /&gt;
** The [[robe of Clouds]] is now +3 {+Thunder rCloud rElec}, providing evocable storm clouds in place of its old mist.&lt;br /&gt;
** The [[storm bow]] no longer occasionally creates rain clouds.&lt;br /&gt;
** The [[skin of Zhor]] gains SInv and a passive Metabolic Englaciation effect.&lt;br /&gt;
** Unrandarts with melee effects that could anger nearby allies give a proper warning.&lt;br /&gt;
* [[Wand]] charges for wands of [[wand of digging|digging]], [[wand of enslavement|enslavement]], [[wand of flame|flame]], [[wand of paralysis|paralysis]], [[wand of polymorph|polymorph]], and [[wand of random effects|random effects]] have been reduced.&lt;br /&gt;
* [[Butchering]] a [[corpse]] always leaves a skeleton.&lt;br /&gt;
* The [[blowgun]] targeter now displays the chance to affect the target.&lt;br /&gt;
* Stash search can now search by handedness.&lt;br /&gt;
&lt;br /&gt;
==Lua==&lt;br /&gt;
* The custom `require` used in clua and dlua has been renamed `crawl_require`.&lt;br /&gt;
* A new function `spells.path` has been added to the `spells` module to provide access to the targeter from clua.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
* [[Monster]] [[weapon]]s, [[armour]], and [[wand]]s are [[identification|identified]] and revealed to the player when the monster is first seen.&lt;br /&gt;
* The [[shambling mangrove]] [[Grasping Roots]] ability now performs smite-targeted [[constriction]] instead of applying a 'Roots' status.&lt;br /&gt;
* [[Jorgrun]] gains the [[Grasping Roots]] spell and can now spawn in [[Swamp]].&lt;br /&gt;
* [[Killer Klown]]s now have a pie throwing ability that damages the player and affects them with one of [[Vertigo]], [[Silence]], [[Status_effects#No_Potions|-Potion]], [[Stat drain]], rF-, or [[polymorph]] to [[bat form|bat]], [[pig form|pig]], or [[wisp form|wisp]] [[bad form|form]].&lt;br /&gt;
* Killer Klowns have highly enchanted, branded [[club]]s instead of the Klown melee flavor, and no longer have fast [[regen]].&lt;br /&gt;
* [[Orb run]] spawns are more frequently near the player and more dangerous.&lt;br /&gt;
* [[Pandemonium lord]]s' spell sets and attack brands are revealed.&lt;br /&gt;
* Monster summons disappear whenever the summoner changes alignment from being charmed/uncharmed, pacified, or slimified.&lt;br /&gt;
* [[Confuse]]d monsters now get a 1 in 3 chance to move normally, like players do.&lt;br /&gt;
* [[Giant]] monsters no longer tear through [[web]]s.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
* [[Confusing Touch]] works with a weapon wielded.&lt;br /&gt;
&lt;br /&gt;
==0.23.1==&lt;br /&gt;
The bugfix release of 0.23.1 was released on February 28th, 2019.&lt;br /&gt;
* [[Vampiric]] attacks by the player against allies created from Sticks to Snakes and the Ratskin Cloak no longer restore HP or give vampires satiation.&lt;br /&gt;
* Damage from [[Ozocubu's Refrigeration]] has been increased to the correct amount.&lt;br /&gt;
* Placement for the uniques [[Aizul]], [[Bai Suzhen]], [[Donald]], [[Jorgrun]], and [[Mara]] has been fixed so they can place throughout their intended level ranges.&lt;br /&gt;
* The chance of [[Boris]] to respawn has been lowered to match previous rates.&lt;br /&gt;
* Yellow [[draconian]]s now correctly receive their rCorr mutation at XL 7.&lt;br /&gt;
* 45 bugfixes, adjustments, and cleanups in total.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crawl Versions]]&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Barachi&amp;diff=45470</id>
		<title>Barachi</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Barachi&amp;diff=45470"/>
				<updated>2017-06-25T17:05:53Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* Innate Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|020}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Barachians are an amphibious humanoid race, said to be distantly related to the Elves. Spawned in great numbers beneath the southern ice, their Mother-Father sends them forth to destroy and pillage the civilized lands. Barachians' most remarkable trait is their grossly overmuscled legs, which allow them to leap remarkable distances. When not leaping, they are somewhat slow-moving, but they do have considerable flexibility in skill choice.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
&lt;br /&gt;
* Swims&lt;br /&gt;
* [[Bad mutations#Slow|Slow 1]]: Barachians move slowly.&lt;br /&gt;
* Strong Legs 1: Can hop short distances, but without complete accuracy.  '''Hopping''' requires a [[LOS]] unobstructed by any physical obstacles; however, one can hop over interposed monsters, plants, [[statue]]s. Hopping can be used to reliably free oneself from [[net]]s and [[web]]s. Hopping is not [[blink]]ing, so it continues to function when one is affected by [[teleport]] restrictions or [[Dimension Anchor]]. After hopping, you will be unable to use this ability again until you have spent some time not moving. (Other actions, such as casting spells and attacking, are fine.)&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
* Strong Legs 2, at level 13: the hopping range is increased.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Barachians receive the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Barachian}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Barachians were added in [[0.20]].&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Barachi&amp;diff=45469</id>
		<title>Barachi</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Barachi&amp;diff=45469"/>
				<updated>2017-06-25T17:05:09Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* Innate Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|020}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Barachians are an amphibious humanoid race, said to be distantly related to the Elves. Spawned in great numbers beneath the southern ice, their Mother-Father sends them forth to destroy and pillage the civilized lands. Barachians' most remarkable trait is their grossly overmuscled legs, which allow them to leap remarkable distances. When not leaping, they are somewhat slow-moving, but they do have considerable flexibility in skill choice.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
&lt;br /&gt;
* Swims&lt;br /&gt;
* [[Bad mutations#Slow|Slow 1]]: Barachians move slowly.&lt;br /&gt;
* Strong Legs 1: Can hop short distances, but without complete accuracy.  '''Hopping''' requires a [[LOS]] unobstructed by any physical obstacles; however, one can hop over interposed monsters, plants, [[statue]]s. Hopping can be used to reliably free oneself from [[net]]s and [[web]]s. Hopping is not [[Blink]]ing, so it continues to function when one is affected by [[teleport]] restrictions or [[Dimension Anchor]]. After hopping, you will be unable to use this ability again until you have spent some time not moving. (Other actions, such as casting spells and attacking, are fine.)&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
* Strong Legs 2, at level 13: the hopping range is increased.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Barachians receive the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Barachian}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Barachians were added in [[0.20]].&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Barachim&amp;diff=45468</id>
		<title>Talk:Barachim</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Barachim&amp;diff=45468"/>
				<updated>2017-06-25T17:04:25Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Someone of the programmers among us should run the fitting script to remove once and for all the bleeding script error messages of the character's table. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 20:14, 4 June 2017 (CEST)&lt;br /&gt;
&lt;br /&gt;
Is it Barachian (as shown here) or Barachi (as shown on the character selection screen)?  --[[User:Chikinn|Chikinn]] ([[User talk:Chikinn|talk]]) 19:04, 25 June 2017 (CEST)&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=45452</id>
		<title>Hepliaklqana</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=45452"/>
				<updated>2017-06-18T20:06:28Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* Ancestor */ Consolidate redundant text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
[[File:Hepliaklqana altar.png]]&lt;br /&gt;
{{flavour|Hepliaklqana the Forgotten accepts the worship of those who would remember their forebears, and fight alongside the greatest of them all. Hepliaklqana demands only that followers explore and form new experiences; as they advance in this service, they will find themselves able to shape and control their ancestor's memory, eventually bringing them into the ranks of the mythical heroes.&lt;br /&gt;
&lt;br /&gt;
Hepliaklqana's worshippers are served by a guardian formed from their memories of their greatest ancestor. This ancestor is at first remembered as they were at the start of their fabled adventures, but will advance in skill as their descendant does. Hepliaklqana always allows followers to recall their ancestor to their side, and, even if the ancestor is destroyed, Hepliaklqana will call it forth again not long after. Further advancement in Hepliaklqana's service allows worshippers to restore and strengthen their ancestor, to swap them with other creatures, and to choose how to remember their life's talents.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Hepliaklqana (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Hepliaklqana likes it when you explore the world.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Abandonment.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
While worshipping Hepliaklqana, you are given the rank 1 frail mutation for -10% hp.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level -]]:''' &amp;quot;Hazy&amp;quot;&lt;br /&gt;
*'''Recall''' - Recalls your ancestor from anywhere in the dungeon to your immediate surroundings. Takes 1 turn and costs 2 MP.&lt;br /&gt;
*'''Ancestor Identity''' - Recalls who your ancestor preferred to be known as, correcting their name and gender. This does not take any time.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *]]:''' &amp;quot;Foo Child&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level **]]:''' &amp;quot;Storyteller&amp;quot;&lt;br /&gt;
*'''Ancestor Life: Knight''' - Choose to remember your ancestor as a knight, a strong melee combatant with superior defenses. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*'''Ancestor Life: Battlemage''' - Choose to remember your ancestor as a battlemage, a warrior equipped with powerful conjurations. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*'''Ancestor Life: Hexer''' - Choose to remember your ancestor as a hexer, a cunning rogue capable of skilled knifework and debilitating spellcasting. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ***]]:''' &amp;quot;Brooding&amp;quot;&lt;br /&gt;
*'''Transference''' - Forces a targeted creature to pass through the realms of memory and exchange places with your ancestor. &lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ****]]:''' &amp;quot;Anamnesiscian&amp;quot;&lt;br /&gt;
*'''Idealise''' - Restores your ancestor to an idyllic vision of their best self. Their wounds are forgotten, harmful effects are wiped away, and a glow of perfection infuses them, giving them a short-lived but dramatic increase in strength, spellcasting, and armour. The quality of the healing and duration of the idealisation granted are both improved by the Invocations skill.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *****]]:''' &amp;quot;Grand Scion&amp;quot;&lt;br /&gt;
*Those near the target of your '''Transference''' will be drained for a duration depending on Invocations skill.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ******]]:''' &amp;quot;Unforgettable&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|&lt;br /&gt;
Hepliaklqana believes that the only reasonable punishment for turning one's back on the path of memory is to be denied its use. All new experience is denied to the unfortunate apostate, until Hepliaklqana decides they have been punished enough. This will not be quick: unlike some, Hepliaklqana has a long memory...}} &lt;br /&gt;
&lt;br /&gt;
Your ancestor immediately leaves, and you are unable to earn any experience until Hepliaklqana decides it's taken enough; this takes about as much XP as ending [[Ashenzari]] wrath. The XP is permanently gone.&lt;br /&gt;
&lt;br /&gt;
==Ancestor==&lt;br /&gt;
The player can choose from 3 types: battlemage, knight, and hexer. The ancestor's abilities scale of your XL and affect their HP, AC/EV, attack damage, magic resistance and spell list. Concrete formulas are as follows:&lt;br /&gt;
&lt;br /&gt;
*HD = (Xl - 1)*2/3 +1&lt;br /&gt;
*HP = HD * 5 + max(0, (HD - 12) * 5)&lt;br /&gt;
*MR = HD*HD/2&lt;br /&gt;
*Base damage = HD + 3;&lt;br /&gt;
*Base AC = HD&lt;br /&gt;
**(knight gets 5+HD/2 bonus AC)&lt;br /&gt;
&lt;br /&gt;
Ancestors do not time out, can follow you up &amp;amp; down stairs and cannot be dispelled.&lt;br /&gt;
&lt;br /&gt;
Hexer is generally considered to be stronger than the other two ancestor types since they can get [[Mass Confusion]] and [[antimagic]] [[quick blade]]. Battlemage usually tapers off in power around lair and has problems with having a clear line of sight to the target.  They learn iceblast (similar to the projectile from [[wand of iceblast]]) or [[bolt of magma]], and they get a [[lajatang]] of [[freezing]] and [[Lehudib's crystal spear]] later. Knight gets a [[broad axe]] or [[demon trident]] that gets later branded with the [[speed]] ego and [[large shield]] of [[reflection]]. All ancestor types get [[haste]].&lt;br /&gt;
&lt;br /&gt;
The choices are presented as abilities upon reaching XL 15 (the choice is permanent and cannot be undone):&lt;br /&gt;
&lt;br /&gt;
*Knight: Demon Trident&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as wielding an enchanted [[demon trident]], a weapon&lt;br /&gt;
capable of [[reaching]] past allies (such as yourself) to attack foes.&lt;br /&gt;
&lt;br /&gt;
*Knight: Broad Axe&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as wielding an enchanted [[broad axe]], a weapon capable of&lt;br /&gt;
cleaving through many surrounding foes with each blow.&lt;br /&gt;
&lt;br /&gt;
*Battlemage: Iceblast&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as casting Iceblast, which conjures a noisy explosion&lt;br /&gt;
of cold and physical damage. The blast radius can often hit multiple foes, but&lt;br /&gt;
may be ineffective if you are in melee yourself, since your ancestor will avoid&lt;br /&gt;
affecting you with the blast.&lt;br /&gt;
&lt;br /&gt;
*Battlemage: Bolt of Magma&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as casting [[Bolt of Magma]], which conjures a penetrating&lt;br /&gt;
beam of fire and physical damage.&lt;br /&gt;
&lt;br /&gt;
*Hexer: Paralyse&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as casting [[Paralyse]], which targets single enemies and,&lt;br /&gt;
if they fail to resist, leaves them completely helpless for the next several&lt;br /&gt;
turns.&lt;br /&gt;
&lt;br /&gt;
*Hexer: Englaciation&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as casting [[Metabolic Englaciation]], which slows all&lt;br /&gt;
non-cold-resistant nearby foes for several turns.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The ancestor can be chosen to complement your background, e.g. wizards can choose knights to provide defense while they are casting spells from afar, but at the moment there is noticeable power difference that makes this way of choosing less appealing.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Hepliaklqana was added in [[0.19]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Jiyva&amp;diff=42987</id>
		<title>Jiyva</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Jiyva&amp;diff=42987"/>
				<updated>2016-09-19T07:35:21Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
[[File:Jiyva altar.png]] ''Slime for the Slime God!''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Jiyva is the ancient deity of the slimes. Followers are expected to support the spread and satiation of their fellow slimes by allowing them to consume items, and are forbidden from harming any slimes. Jiyva will even occasionally consume items left elsewhere in the dungeon by followers. Especially favoured followers will become as shapeless as their god, as their attributes and mutations shift around under Jiyva's influence.&lt;br /&gt;
&lt;br /&gt;
Jiyva's followers can request jellies, turn monsters to slime, and eventually remove their harmful mutations. Followers of Jiyva may also pray alongside visible slimes, preventing items from being eaten for a while. As their piety grows, Jiyva will, with increasing frequency, drop jellies into the dungeon; rearrange followers' attributes based on their skills and armour; and grant mutation gifts. Slimes will never harm a follower of Jiyva, and Jiyva demands the same conduct in return.&lt;br /&gt;
&lt;br /&gt;
Jiyva likes it when you sacrifice items by allowing slimes to consume them.&lt;br /&gt;
&lt;br /&gt;
Jiyva strongly dislikes it when you attack fellow slimes or you kill slimes.&lt;br /&gt;
&lt;br /&gt;
Note that Jiyva does not demand training of the Invocations skill. All abilities are purely based on piety.}}&lt;br /&gt;
&lt;br /&gt;
As Jiyva is the amorphous god, its name is also shapeless and will be slightly different in each game: Jiyva Juub, Jiyva Jichodgh, Jiyva Jojaun...&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Allowing slimes to devour items.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Attacking and killing slimes.&lt;br /&gt;
*Inactivity (loses about 1 [[Piety]] every 400 turns).&lt;br /&gt;
&lt;br /&gt;
==Altar==&lt;br /&gt;
Unlike most altars, Jiyva's isn't guaranteed to be found in the [[Ecumenical Temple]] or [[the Dungeon]]. It is possible for the altar to be found at these locations, but very rare. The most common location for easily accessible altar is in [[Lair]] levels 6 to 8, next to entrance to the Slime Pits.&lt;br /&gt;
&lt;br /&gt;
There is a guaranteed altar at the final level of [[the Slime Pits]] and a chance for it to show up on the earlier levels. It can also be randomly generated in [[the Abyss]].&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Squelcher&amp;quot;&lt;br /&gt;
*All slime and eye monsters turn neutral. (Passive)&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Ooze&amp;quot;&lt;br /&gt;
*'''Request jelly''': Summons a neutral [[jelly]] to devour items. (2 MP, 20-40 Food, 1-2 Piety)&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Jelly&amp;quot;&lt;br /&gt;
*When your fellow slimes consume an item, you receive a [[piety]]/200 chance of increasing you satiation by 70 (a [[sultana]]). (Passive)&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Slime Creature&amp;quot;&lt;br /&gt;
*You are shielded from [[corrosive]] effects. This functions exactly like wearing an [[amulet of resist corrosion]]. (Passive)&lt;br /&gt;
*'''Paralyze Jelly''': You can [[pray]] to temporarily halt all jellies from devouring items. (Piety)&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Dissolving [Species]&amp;quot;&lt;br /&gt;
*'''Slimify''': Coats your weapon with slime for a few turns, which turns enemies into slimes. This only works against monsters with [[undead]] or [[natural]] holiness. (4 MP, 100-200 Food, 8-12 Piety)&lt;br /&gt;
*When your fellow slimes consume an item, you receive a [[piety]]/200 chance of recovering some [[MP]]. The amount depends on the price of the item. (Passive)&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Blob&amp;quot;&lt;br /&gt;
*'''Cure Bad Mutations''': Removes a randomly selected bad mutation. (8 MP, 200-400 Food, 15-23 Piety)&lt;br /&gt;
*When your fellow slimes consume an item, you receive a [[piety]]/200 chance of recovering some [[HP]]. The amount depends on the price of the item. (Passive)&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Royal Jelly&amp;quot;&lt;br /&gt;
*Hits that take 25% or more of your maximum [[HP]] will generate friendly, high-end jellies, similar to the effect of [[the royal jelly]]. [[Symbol of Torment]] doesn't count. (Passive)&lt;br /&gt;
*'''Unlock the Slime Pits vaults''': The walls that block access to the slimy [[rune]] and other goodies will be removed. (Passive)&lt;br /&gt;
&lt;br /&gt;
In addition, Jiyva will do the following:&lt;br /&gt;
*'''Gain random mutations''': Jiyva gives mutations as gifts, including rare [[Jiyva mutations|mutations unique to Jiyva]]. This occurs only if you can safely mutate: [[mummies]], [[ghoul]]s, [[vampire]]s below satiated, or [[lich form]] characters are not eligible.&lt;br /&gt;
*'''Stat shuffling''': Your stats are modified depending on your skills and the [[encumbrance rating]] of your body armour. The sum of all your stats does not change.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Jiyva does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Jiyva's vengeance is swift and gurgling. All slimes turn against those who offend Jiyva, and Jiyva ensures a plentiful supply of slimes, both by calling jellies to ooze from the cracks in the walls and floor, and turning other nearby enemies into dangerous slimes. Victims, too, will find their own bodies becoming unstable; regularly transmuting into strange forms and acquiring debilitating mutations.}}&lt;br /&gt;
&lt;br /&gt;
Upon abandonment, all slimes will immediately turn hostile, and Jiyva will occasionally punish you with one of the following forms of [[divine retribution]]:&lt;br /&gt;
&lt;br /&gt;
You receive a few [[bad mutation]]s. These mutations bypass all forms of mutation resistance except for [[Zin]]'s protection.&lt;br /&gt;
*[[Polymorph]]s you into a bat, spider, or statue.&lt;br /&gt;
*Floods you with [[Glow|mutagenic radiation]]&lt;br /&gt;
*Sends a number of [[durably summoned]] high level slimes, eyeballs, and spores to attack you.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Jiyva is utilized best by a high level, late game player character. Moreso compared to the other gods, Jiyva can pose inconveniences to the early game character; slimes getting in the way of your spells, slimes eating items, and slimes running over levels and killing dudes justify Jiyva's placement far from the [[Ecumenical Temple]]. High level PCs tend to acquire two things; lots of bad mutations, and lots of junk laying around the dungeon. It is easy for someone who has already cleared the main dungeon to rapidly max out his piety score and remove all negative mutations, while retaining any positive ones and gaining plenty of new ones.&lt;br /&gt;
*This doesn't mean that Jiyva cannot be utilized by an early game character, though. Strong characters who can clear floors quickly without much rest will have fewer items consumed by slimes. Or go stealthily; kill things quietly, lure enemies around one by one, and pick up as many items as you care to before the slimes wake up. Do not be concerned about the potentially lost EXP from early floors; those ogre kills would have been a drop in the bucket for leveling, and if you were planning to go Jiyva eventually it would save you some god wrath later, or the handicap of godlessness until you reach the Slime Pits. The mutations you gain, though random, are usually biased in favor of good ones (so do not expect to keep your auxiliary armor for long).&lt;br /&gt;
*Although you can (and will) freely mutate and filter out the bad ones with the appropriate invocation, don't expect to become a superhero. Jiyva will change your mutations unpredictably, and you may get [[horns]], [[antennae]], a [[beak]], [[claws]], [[talons]], or [[hooves]] which may restrict your choice of armor. If you're a race who ignores most equipment slots (e.g. [[ogre]], [[troll]], [[felid]], [[octopode]]), these are very welcome.&lt;br /&gt;
*Your [[stash]] will be put at risk by Jiyva's slimes, but there are ways to safeguard it. Putting your ''entire'' cache of items on an up-staircase, and being extremely quick to grab what you need will maximize the chance that Jiyva ''won't'' have time to spawn a slime on that level. Even better, so long as you have [[stasis]], you can put your stash on a teleport trap and it'll be untouchable. However, Jiyva will randomly eat items throughout the Dungeon, so the only way to keep something completely safe is to carry it with you.&lt;br /&gt;
*Jiyva's stat shuffling will focus your stats depending on numerous factors; mostly to make the best use of your current skilling, but also to accomodate your body armor better.&lt;br /&gt;
*Be forewarned that eye monsters summoned by [[Mnoleg]] or [[Pan lord]]s will be hostile. Jiyva won't be offended if you kill them. [[Shapeshifter]]s transformed into slime or eye monsters are also safe to kill.&lt;br /&gt;
&lt;br /&gt;
==Guides==&lt;br /&gt;
*[[Buddy23Lee's Troll monk of Jiyva (&amp;quot;slime troll&amp;quot;) guide]] (0.12)&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Chaotic Gods]]&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Troll&amp;diff=42986</id>
		<title>Troll</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Troll&amp;diff=42986"/>
				<updated>2016-09-19T07:15:38Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
:''If you were looking for monstrous trolls in general, see [[List of trolls]].''&lt;br /&gt;
{{flavour|Trolls are like Ogres, but even nastier. They have thick, knobbly skins of any colour from putrid green to mucky brown, which are covered in patches of thick fur, and their mouths are full of ichor-dripping fangs.&lt;br /&gt;
&lt;br /&gt;
They can rip creatures apart with their claws, and regenerate very quickly from even the most terrible wounds. They learn slowly indeed - as slowly as High Elves - and need a great amount of food to survive.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Good mutations#Shaggy Fur|Shaggy Fur]] 1 and [[Good_mutations#Tough_Skin|Tough Skin]] 2: Trolls get +3 [[AC]].&lt;br /&gt;
*[[Good_mutations#Claws|Claws 3]]: Trolls have claws for hands. Can decapitate [[hydra]]s.&lt;br /&gt;
*[[Gourmand]]: Trolls can eat [[chunk]]s at any time.&lt;br /&gt;
*[[Good_mutations#Regeneration|Regeneration 2]]: Trolls heal very quickly.&lt;br /&gt;
*[[Bad_mutations#Fast_Metabolism|Fast Metabolism 3]]: On top of the +3 hunger penalty from this mutation, trolls receive an additional +3 racial penalty, for an unmatched base metabolism of 9 food/turn.&lt;br /&gt;
*Trolls are [[Size#Player Sizes|large]] and can use [[giant club]]s and [[giant spiked club]]s (unlike smaller species), but their bodies do not fit into [[boots]], [[gloves]], [[helmet]]s, or most body armour. [[Buckler]]s are too small for them to use, but they can handle [[shield]]s and [[large shield]]s easily.&lt;br /&gt;
*Trolls are large enough to attack normally while standing in [[shallow water]], but they still move slowly in it.&lt;br /&gt;
&lt;br /&gt;
Trolls have a base [[Strength]] of 15, [[Intelligence]] of 4 and [[Dexterity]] of 5 (before Background modifiers) and one less base [[magic points|magic point]] than normal.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Fighter]], [[Monk]], [[Hunter]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]]&lt;br /&gt;
*'''Warrior-Mages:''' [[Warper]]&lt;br /&gt;
*'''Mages:''' [[Wizard]], [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] every 3rd level.&lt;br /&gt;
*30% more [[hit points]] than average.&lt;br /&gt;
*+3 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Trolls start with the skills and equipment listed for their background, with these exceptions:&lt;br /&gt;
*Incompatible body armour is replaced with an [[animal skin]] or [[robe]].&lt;br /&gt;
*[[Helmet]]s are replaced with [[hat]]s.&lt;br /&gt;
*[[Meat ration]]s replace [[bread ration]]s, and trolls receive an extra ration.&lt;br /&gt;
*Any [[Armour]] skill is replaced with [[Dodging]].&lt;br /&gt;
*Troll [[hunter]]s are offered a choice of [[large rock]]s instead of [[javelin]]s.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Easy}}&lt;br /&gt;
&lt;br /&gt;
Despite terrible aptitudes in many skills, Trolls are a very easy species. They have extremely high health and regenerate quickly, and they excel in [[Unarmed Combat]]. Specifically, Trolls enjoy +6 damage (and extra +2 to hit) in unarmed melee combat (from the Claws 3 mutation). Thanks to their large size, Trolls can also throw [[large rock]]s. With very high damage, even at low (or no) skill in [[Throwing]], large rocks are easily the most damaging thrown weapons in the game. Trolls' have a very fast metabolism, but their Gourmand intrinsic allows them to eat everything, at any time. Assuming you stick to eating corpses whenever possible, you can generally stay at full or above for the majority of the game and still have more than enough [[permafood]] to survive some of the optional corpse-less branches, should you choose to do them. &lt;br /&gt;
&lt;br /&gt;
While they have a huge health pool, Trolls do tend to have a harder time than most species when it comes to getting good AC and EV. Trolls can only wear hats and cloaks in their peripheral armour slots, and can only wear robes, animal skins, troll leather armour, and the various dragon armours on their torso. &lt;br /&gt;
&lt;br /&gt;
Trolls' large size gives a small, direct malus to [[ev]]asion, which is also hindered by their low [[dexterity]] and, to a lesser extent, by their poor dodging aptitude. Nonetheless, it may be necessary to train [[Dodging]] on Trolls if one is having trouble attaining decent AC. Just expect higher experience investments to reach good levels of EV. Putting one's stat up points into dexterity every three levels is recommended, unless you are actively relying on casting spells—and not just planning to cast spells at some point down the line—in which case going for either dexterity or intelligence would be wise.  &lt;br /&gt;
&lt;br /&gt;
Trolls are too large to use bucklers, but Trolls are still extremely lethal in unarmed combat, even when wielding a [[shield]], and the added damage mitigation from shields is generally worth it on Trolls using their claws.  &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Troll}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
First, a quick note: Trolls should not use unarmed combat against [[hydra]]s, as your claws will count as non-flaming, bladed weapons against them. Large rocks, powerful attack wands, god abilities, or simply retreating are all good ways for UC Trolls to deal with hydras.&lt;br /&gt;
&lt;br /&gt;
As for skill development strategy, Trolls' [[intelligence]] and magic aptitudes are some of the worst in the game. This doesn't rule out magic, however; it simply means that Trolls will require a higher investment of experience compared to (almost) any other species. However, many level 1 and level 2 spells, such as [[Swiftness]], [[Repel Missiles]], [[Apportation]], [[Blink]], [[Summon Butterflies]], and the like, provide a lot of return for their skill investment. [[Confusing Touch]] is particularly useful to Trolls, since they will nearly always be fighting unarmed. Even higher level spells are often worth the investment on Trolls, after you have gotten your offense and basic defenses up to snuff; again, bad aptitudes mean that it just takes more experience and a bit more time. &lt;br /&gt;
&lt;br /&gt;
As with many species, [[Evocations]] can be a great resource. If and when you have access to some of the items such as [[sack of spiders]], [[rods]], [[wands]], and the [[elemental evocables]], evocations can provide a lot versatility and power from a single skill. &lt;br /&gt;
&lt;br /&gt;
Also, trolls should not be afraid to run from fights, as their regeneration will help them get back in the green while pillar dancing.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
[[God]] choice tends to be a major factor in rounding out one's character, and Trolls are no exception. A few recommendations are below; note that this list is by no means comprehensive or exhaustive. &lt;br /&gt;
&lt;br /&gt;
*[[Okawaru]]'s Heroism is cheap in piety cost (so use it liberally), comes online extremely fast, and the temporary +5 to skill level is a greater boon to Unarmed Combat than to other melee. Finesse uses more piety and can't be spammed, but it more or less doubles your melee damage output when active. One should not hang too much hope on Okawaru's random gifts, but at least any armour he gives you is guaranteed to be something that your species can wear (though this does not by any means guarantee it will be something you will ''want'' to wear). &lt;br /&gt;
*[[Trog]]'s abilities require no skill training to activate, and provide [[berserk]], [[magic resistance]], even greater health regeneration, and very strong summons.&lt;br /&gt;
*[[Elyvilon]]'s normal hunger restraints are less of a concern for the voracious troll, who benefits immensely from excellent panic buttons and the ability to pacify most dangerous opponents with smite targeting.&lt;br /&gt;
*[[Jiyva]] can be a powerful and interesting god choice for Trolls, as for many other characters. Early altars are very rare, but if you see one, consider giving Jiyva a spin. However, if you cannot access Jiyva in the early dungeon, passing up on any god choices until late Lair will dramatically hurt your chances to win the game. &lt;br /&gt;
*[[Ashenzari]] provides sizable boosts to your skills through cursed equipment. Scry is a powerful ability, and the other passive bonuses one enjoys from worshiping Ashenzari are nice. For unarmed trolls, the lack of a weapon to [[curse]] may make it harder to gain [[piety]], however, especially in early game.&lt;br /&gt;
*[[Kikubaaqudgha]] guarantees an easy means to branch out into [[Necromancy]], a spell school that gives a lot of utility and power within a single skill. Additionally, her Receive Corpses ability can help Trolls manage their hunger in the lategame areas like [[Pandemonium|Pan]] and [[Hell]] with few corpse-leaving enemies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.17]], only races with innate claws mutation had extra +2 to hit bonus. That bonus now applies to anyone with the mutation.&lt;br /&gt;
&lt;br /&gt;
*Prior to [[0.16]], trolls started with the [[Saprovore]] 2 mutation.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Spider_Form_(spell)&amp;diff=42837</id>
		<title>Talk:Spider Form (spell)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Spider_Form_(spell)&amp;diff=42837"/>
				<updated>2016-08-19T22:10:53Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: Created page with &amp;quot;Ambiguous wording: what does this mean?  Can it be improved? &amp;quot;Can be negated with a source of poison resistance, but it's impossible to be resistant to poison.&amp;quot; --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ambiguous wording: what does this mean?  Can it be improved?&lt;br /&gt;
&amp;quot;Can be negated with a source of poison resistance, but it's impossible to be resistant to poison.&amp;quot;&lt;br /&gt;
--[[User:Chikinn|Chikinn]] ([[User talk:Chikinn|talk]]) 00:10, 20 August 2016 (CEST)&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gehenna&amp;diff=42806</id>
		<title>Gehenna</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Gehenna&amp;diff=42806"/>
				<updated>2016-08-18T16:28:18Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: Remove deprecated reference to &amp;quot;restore abilities&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{flavour|The fires of Gehenna have burnt many a confident hero, and they will burn evermore.&lt;br /&gt;
&lt;br /&gt;
Gehenna is seven levels deep and contains the obsidian rune. It can be accessed via the Vestibule of Hell.}}&lt;br /&gt;
{{flavour|A gateway to Gehenna. You can feel the heat. Gehenna seems to be made out of nothing but flames, lava and hellfire.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Gehenna entry.png]] '''Gehenna''' is the [[fire]] branch of [[Hell]], accessible from [[the Vestibule of Hell]].&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Gehenna is 7 levels deep and populated by fire-themed monsters. You'll meet many [[hellion]]s and [[brimstone fiend]]s, but weaker monsters such as [[red devil]]s can be found. All the while a mystical Hellish force will assault you as is usual for all Hell branches, causing multiple nasty effects.&lt;br /&gt;
&lt;br /&gt;
Gehenna's layout is fairly open, with streams of lava that may hide [[lava snake]]s or [[salamander]]s. You may also run into small sections of permanent flame [[cloud]]s.&lt;br /&gt;
&lt;br /&gt;
The last level of Gehenna contains the obsidian [[rune of Zot]], guarded by [[Asmodeus]].&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
The first six levels of Gehenna are not too tough, provided you have rF+++ (rF++ at the minimum) to reduce the damage of most attacks (including being periodically covered in [[Sticky Flame|sticky flames]] from Hell's mystical force) as well as a way to kill the fire-resistant monsters you meet - [[Ice Magic|Ice]] or [[Earth Magic]] will make your travels much smoother. Gehenna:7, on the other hand, can be brutal if you manage to wake up too many enemies at once while inside [[Asmodeus]]' chambers: having several hellions all hellfire you at once is always a risk. Proceed with caution. Asmodeus himself is a tough customer, a weaker version of [[Cerebov]] if you will.&lt;br /&gt;
&lt;br /&gt;
Some means of sustaining abilities is recommended, since the effects of Hell can cause severe stat draining. It's also wise to carry some potions of healing to prevent your body from [[rot]]ting away, which may happen occasionally by the effects of Hell. [[Fly]]ing or teleportation may be necessary to traverse lava ponds blocking the way, and may be required on the final level to access Asmodeus's vault.&lt;br /&gt;
&lt;br /&gt;
==Hell effects==&lt;br /&gt;
*[[Miscast_effect#Necromancy|Necromancy]] miscast: 16.66%&lt;br /&gt;
*[[Miscast_effect#Summoning|Summoning]] miscast: 8.33%&lt;br /&gt;
*[[Miscast_effect#Conjurations|Conjurations]] miscast: 4.16%&lt;br /&gt;
*[[Miscast_effect#Charms|Charms]] miscast: 2.08%&lt;br /&gt;
*[[Miscast_effect#Hexes|Hexes]] miscast: 2.08%&lt;br /&gt;
*[[Miscast_effect#Fire_magic|Fire magic]] miscast: 22.22%&lt;br /&gt;
*[[Brimstone fiend]]: 14.15%&lt;br /&gt;
*Summon 1-5 Gehenna monsters: 9.88%&lt;br /&gt;
*Nothing happens: 19.75%&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[http://en.wikipedia.org/wiki/Gehenna Gehenna] is a term derived from a geographical site in Jerusalem known as the Valley of Hinnom. According to parts of the Bible, the site was initially where followers of various Ba'als, including Moloch, sacrificed their children by fire. The valley later became the common wasteyard for all the refuse of Jerusalem. Here the corpses and ashes of animals and people, as well as wastes and garbage were cast and, according to legend, consumed by a constant fire. In time it became deemed to be accursed and an image of the place of destruction in Jewish folklore. Gehenna is cited in the New Testament and in early Christian writing to represent the final place where the wicked will be punished or destroyed after resurrection.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Branches]] [[Category:Hells]]&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stealth&amp;diff=42711</id>
		<title>Stealth</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stealth&amp;diff=42711"/>
				<updated>2016-08-06T08:30:18Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* Positive Factors */ Removing redundant item (see 1st item)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
''This page refers to the Stealth skill. You may have been looking for the Stealth armour [[ego]].''&lt;br /&gt;
&lt;br /&gt;
The '''Stealth''' [[skill]] is a representation of how well your character understands the art of moving silently. Until your adventurer blunders into the [[Dungeon]] and starts killing everything, most monsters spend their time sleeping or wandering about peacefully. It's only after they've caught sight of you that they try to kill you, and by taking precautions to remain unseen, you can avoid dangerous opponents or sneak up on the enemy and initiate combat by [[stabbing]] them for incredible amounts of damage. However, understanding the art of stealth is not the only factor in being stealthy; a nimble [[spriggan]] dressed in [[robe]]s will almost always make less noise than a lumbering [[troll]] in [[gold dragon armour]]. A high Stealth skill would help minimize these handicaps, but in the end knights make terrible ninjas no matter what. As such, most character builds that involve wearing heavy armour ignore stealth entirely, but any other character type can benefit from avoiding fights that aren't in their favor.&lt;br /&gt;
&lt;br /&gt;
Different characters will have different Stealth Scores, based on a wide variety of factors. Likewise, each monster has a Monster Awareness Score. Each time you move or perform an action, all monsters in your [[line of sight]] have a (Monster Awareness + 1) / (Your Stealth) chance of spotting you. Once they've spotted you, they'll only lose track of you once you've left their line of sight for a while; this occurs much sooner for mindless enemies than for intelligent ones.&lt;br /&gt;
&lt;br /&gt;
==Stealth Score==&lt;br /&gt;
The measure of a character's stealthiness is its Stealth Score. This is determined by taking your character's Base Stealth Score (which is easily calculated), and then tacking on several modifiers to determine its final Stealth Score.&lt;br /&gt;
&lt;br /&gt;
Your Base Stealth Score equals &lt;br /&gt;
&lt;br /&gt;
{{crawlquote|(3 × [[Dexterity]]) + (Stealth skill × Stealth Factor)}}&lt;br /&gt;
&lt;br /&gt;
While your Stealth Skill is your character's understanding of stealth, your Stealth Factor is how naturally stealthy your character's [[species]] is:&lt;br /&gt;
*[[Dragon Form]]: 6&lt;br /&gt;
*[[Troll]]s, [[ogre]]s, [[centaur]]s, [[Pig Form]]: 9&lt;br /&gt;
*[[Minotaur]]s, non-Grey [[draconian]]s, [[Porcupine Form]]: 12&lt;br /&gt;
*Non-[[vampire]]s in [[Bat Form]]: 17&lt;br /&gt;
*[[Halfling]]s, [[kobold]]s, [[spriggan]]s, [[naga]]s, [[felid]]s, [[octopode]]s, grey [[draconian]]s: 18&lt;br /&gt;
*[[Spider Form]], [[Wisp Form]]: 21&lt;br /&gt;
*Satiated+ / Thirsty or Very Thirsty / Near Bloodless or Bat Form / Bloodless [[vampire]]s: 18 / 19 / 20 / 21&lt;br /&gt;
*[[Tree Form]]: 27&lt;br /&gt;
*[[Fungus Form]]: 30&lt;br /&gt;
*All other forms: 15&lt;br /&gt;
&lt;br /&gt;
Your Stealth Factor is then modified by the following:&lt;br /&gt;
*[[Statue Form]]: -3&lt;br /&gt;
&lt;br /&gt;
Once you've calculated your Base Stealth Score, two adjustments are made for special cases:&lt;br /&gt;
*Non-[[fly]]ing [[felid]]s under the effects of [[Blade Hands]]: -50 (You have to walk on those hands, after all)&lt;br /&gt;
*If you are [[confused]]: Divide by 3&lt;br /&gt;
&lt;br /&gt;
Finally, the following flat modifiers are applied. Some of these factors may look much larger numerically than the components of the Base Stealth Score, but the interaction between a high [[dexterity]] score, high Stealth skill level, and a good Stealth Factor can result in very large Base Stealth Scores before any modifiers get involved:&lt;br /&gt;
&lt;br /&gt;
===Positive Factors===&lt;br /&gt;
*[[Boots]]/[[barding]]/[[ring of stealth]]: +50&lt;br /&gt;
*[[Randart]]s that enhance stealth: +50 per +&lt;br /&gt;
*[[Boots of the Assassin]]: +80 (Fixedart) &lt;br /&gt;
*The [[Shadow card]]: +80&lt;br /&gt;
*Playing a [[felid]] : +20&lt;br /&gt;
*[[Demonspawn mutations#Nightstalker|Nightstalker mutation]]: +50 per rank&lt;br /&gt;
*[[Good mutations#Thin Skeletal Structure|Thin Skeletal Structure mutation]]: +25 per rank&lt;br /&gt;
*[[Good mutations#Camouflage|Camouflage mutation]]: +50 per rank&lt;br /&gt;
*[[Jiyva mutations#Translucent Skin|Translucent Skin mutation]]: +15 per rank&lt;br /&gt;
*Playing a [[merfolk]] or [[octopode]] while in [[water]]: +50&lt;br /&gt;
*When under the effect of [[Umbra]]: Multiply by roughly 2 (The source affects this. If gained through [[Yredelemnul]] or [[Dithmenos]], the exact amount is dependent on piety.)&lt;br /&gt;
&lt;br /&gt;
===Negative Factors===&lt;br /&gt;
*Wearing armour: -2 × ([[Encumbrance rating]])&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3&lt;br /&gt;
*Traveling through [[shallow water]] (unless [[fly]]ing): Divide by 2&lt;br /&gt;
**[[Merfolk]], [[octopode]]s, [[naga]]s, [[ogre]]s, [[troll]]s and grey [[draconian]]s receive no water penalty.&lt;br /&gt;
*[[Good mutations#Hooves|Hooves mutation]]: -(5 + 5 per rank) when not [[flying]] nor wearing boots.&lt;br /&gt;
*When under the effect of [[Silence]]: -50, plus an additional penalty based on the ambient [[noise]] of your current [[branch]] (louder areas penalize you more when silenced than quiet areas)&lt;br /&gt;
*When under the effect of [[Corona]] or a [[The Shining One#Given Abilities|divine halo]]: Divide by roughly 2.5&lt;br /&gt;
*Carrying the [[Orb of Zot]]: Divide by 3&lt;br /&gt;
*When berserking or wielding a [[lantern of shadows]]: Stealth = 0&lt;br /&gt;
*Wearing a [[ring of loudness]]: -50&lt;br /&gt;
*Randarts that reduce stealth: -50 per -&lt;br /&gt;
*Worshipping [[Qazlal]]: Stealth is multiplied by (200 - min(piety, 160)) / 170, so at piety 160 or higher your stealth is roughly divided by 4.&lt;br /&gt;
&lt;br /&gt;
If your Stealth score is &amp;lt; 0, it is treated as though it were 0.&lt;br /&gt;
&lt;br /&gt;
===In-Game Display===&lt;br /&gt;
Although you cannot display your exact Stealth Score, you can get an idea of it by pressing the '''%''' or '''@''' buttons. You'll see a description of your stealthiness which correlates to the following Stealth Scores:&lt;br /&gt;
*0- 9: &amp;quot;Extremely unstealthy&amp;quot;&lt;br /&gt;
*10-29: &amp;quot;Very unstealthy&amp;quot;&lt;br /&gt;
*30-59: &amp;quot;Unstealthy&amp;quot;&lt;br /&gt;
*60-89: &amp;quot;Fairly stealthy&amp;quot;&lt;br /&gt;
*90-119: &amp;quot;Stealthy&amp;quot;&lt;br /&gt;
*120-159: &amp;quot;Quite stealthy&amp;quot;&lt;br /&gt;
*160-219: &amp;quot;Very stealthy&amp;quot;&lt;br /&gt;
*220-299: &amp;quot;Extremely stealthy&amp;quot;&lt;br /&gt;
*300-399: &amp;quot;Extraordinarily stealthy&amp;quot;&lt;br /&gt;
*400-519: &amp;quot;Incredibly stealthy&amp;quot;&lt;br /&gt;
*520+: &amp;quot;Uncannily stealthy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Monster Awareness==&lt;br /&gt;
Your chance of going unseen is a ratio between your Stealth Score and each monster's Monster Awareness Score + 1. Monster Awareness is equal to 10, modified as follows:&lt;br /&gt;
&lt;br /&gt;
===Positive Factors===&lt;br /&gt;
*[[Monster intelligence]]: +0 for plants/jellies/zombies, +4 for insects, +8 for animals, +12 for humanoids, +16 for highly intelligent monsters&lt;br /&gt;
*[[Hit dice]]: +1 per HD&lt;br /&gt;
*[[Sense invisible]]: +5&lt;br /&gt;
*If the monster is wandering instead of sleeping: +15&lt;br /&gt;
*Demons, the undead, holy beings, golems, and plants: +10&lt;br /&gt;
&lt;br /&gt;
===Negative Factors===&lt;br /&gt;
*Monsters under the effects of [[Ensorcelled Hibernation]]: -10&lt;br /&gt;
*If the player is [[invisible]] and the monster can't see invisible, or can sense invisible and the distance between the monster and the player is greater than 4: -75&lt;br /&gt;
&lt;br /&gt;
If Monster Awareness is &amp;lt; 0, it is treated as though it were 0.&lt;br /&gt;
&lt;br /&gt;
==Other Uses of the Stealth Skill==&lt;br /&gt;
The most important additional effect of your Stealth skill is the role it plays in the calculations of [[stabbing]] bonuses. See the [[stabbing]] page for more information.&lt;br /&gt;
&lt;br /&gt;
A high Stealth skill also contributes to your ability to open [[door]]s soundlessly. Each time you open a door, the chance of it making noise is:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|1 in ([[Dexterity]] + [[Stealth]])}}&lt;br /&gt;
&lt;br /&gt;
Therefore, characters with skill in Stealth and high dexterity are much less likely to alert enemies while opening doors than those only skilled in Stealth.&lt;br /&gt;
&lt;br /&gt;
==Stealth Aptitudes==&lt;br /&gt;
{{#invoke:Apt|skill_table|Stealth}}&lt;br /&gt;
Grey [[draconian]]s get +2.&lt;br /&gt;
&lt;br /&gt;
The average stealth aptitude of all species, excluding coloured draconian, is +1.538. This value is highest among all skills.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Shields&amp;diff=42710</id>
		<title>Talk:Shields</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Shields&amp;diff=42710"/>
				<updated>2016-08-06T08:15:23Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* Shield penalty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Shield with bows? ==&lt;br /&gt;
Is it actually possible to use a shield with a two-handed bow?  Or perhaps the attack speed penalty shown on the page applies only to formicids? --[[User:Chikinn|Chikinn]] ([[User talk:Chikinn|talk]]) 10:15, 6 August 2016 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Shield penalty ==&lt;br /&gt;
&lt;br /&gt;
Everywhere on this wiki, it says that the necessary shields skill values to remove penalties are 5/15/25 for normal-sized races, but it says here that they only need a skill of 4 to remove penalties for bucklers. Is this info wrong, or has everyone always been raising their skill 1 more than necessary? --[[User:Fingolfin|Fingolfin]] ([[User talk:Fingolfin|talk]]) 10:20, 14 August 2015 (CEST)&lt;br /&gt;
:According to here: http://crawl.develz.org/wordpress/trunk-updates-23-january-2015, they did slightly reduce the encumbrance for bucklers in the latest version. So I guess that's probably accurate, but only as of version 0.16. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 11:49, 14 August 2015 (CEST)&lt;br /&gt;
&lt;br /&gt;
::Thanks I know 1 more skill level isn't much of an investment, but still, crawl is hard enough as it is. --[[User:Fingolfin|Fingolfin]] ([[User talk:Fingolfin|talk]]) 21:15, 14 August 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Dexterity&amp;diff=41990</id>
		<title>Talk:Dexterity</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Dexterity&amp;diff=41990"/>
				<updated>2016-05-18T03:41:10Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* &amp;quot;Best&amp;quot; stat for most characters */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;quot;Best&amp;quot; stat for most characters ==&lt;br /&gt;
&lt;br /&gt;
With the recent dex/str rebalance, is dex still the clear choice for combat characters?  If not, perhaps we should reword the article.  (Just throwing it out there; have only read the 0.18 changelog, not played much yet.) [[User:Chikinn|Chikinn]] ([[User talk:Chikinn|talk]]) 05:41, 18 May 2016 (CEST)&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Brand&amp;diff=38789</id>
		<title>Brand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Brand&amp;diff=38789"/>
				<updated>2015-10-28T05:22:34Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* Melee Weapons */ Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
''[[Armour]] brands are also called egos. See the [[ego]] page for armour brands.''&lt;br /&gt;
&lt;br /&gt;
A '''brand''' is a special enhancement that [[weapon]]s can have, granting them additional effects. Usually, these effects amount to increasing the damage they deal, but other effects do exist.&lt;br /&gt;
&lt;br /&gt;
These are separate from [[scroll of enchant weapon|enchantment]] levels (the -X or +X before a weapon's name), and much harder to modify. While you can increase a weapon's enchantment level by reading a [[scroll of enchant weapon]], you can only add or modify a weapon's brand through the following methods:&lt;br /&gt;
*Reading a [[scroll of brand weapon]] will give a weapon a randomly selected brand, replacing any existing brand if there is one.&lt;br /&gt;
*Casting [[Excruciating Wounds]] or [[Warp Weapon]] will temporarily give your currently wielded non-artefact weapon the [[pain (brand)|pain]] or [[distortion]] brands.&lt;br /&gt;
*Worshipers of [[the Shining One]], [[Kikubaaqudgha]], and [[Lugonu]] can have one weapon &amp;quot;blessed&amp;quot; per game, resulting in a permanently branded weapon of [[holy wrath]], [[Pain (brand)|pain]], or [[distortion]].&lt;br /&gt;
*Worshipers of [[Xom]] may randomly &amp;quot;receive&amp;quot; [[chaos]]-branded weapons. However, they usually arrive in the hands of enemies in your [[line of sight]].&lt;br /&gt;
&lt;br /&gt;
Under no circumstances can a weapon can have more than one brand, though some monsters have attacks that seem to break this rule. All [[randart]]s are guaranteed to have a brand, as do most [[unrandart]]s. Brands are always identified as soon as you wield a weapon.&lt;br /&gt;
&lt;br /&gt;
Brands are one of the biggest differences between [[unarmed combat]] and armed combat: an unarmed fighter can never benefit from brands (although certain [[mutation]]s may augment them).&lt;br /&gt;
&lt;br /&gt;
In most cases, if you use branded [[ammo]] with a branded ranged weapon, only the ammo brand will take effect. Exceptions include launchers with the [[vorpal]] or [[speed]] brands, which stack with their ammo's brands, and launchers of [[flaming]] and missiles of [[frost]] (or vice versa) will cancel each other out, resulting in an unbranded missile.&lt;br /&gt;
&lt;br /&gt;
==List of Brands==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Antimagic]] || Causes monster spell failure and temporarily reduces the player's maximum MP.&lt;br /&gt;
|-&lt;br /&gt;
| [[Chaos]] || [[Xom]]'s special brand; can inflict different brand effects with each attack.&lt;br /&gt;
|-&lt;br /&gt;
| [[Disruption]] || Inflicts extra damage to undead. Found only on the artifact [[great mace]], [[Undeadhunter]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Distortion]] || [[Lugonu]]'s special brand. Can have multiple damaging and [[Translocations]]-related effects upon a successful hit, including [[Banishment]] to [[the Abyss]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon slaying]] || Inflicts extra damage to dragons and dragon-like monsters. Found only on the artefact lance, [[Wyrmbane]].&lt;br /&gt;
|-&lt;br /&gt;
| [[draining (brand)|Draining]] || Adds an average 25% extra [[negative energy]] damage per attack, as well as [[draining]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Electrocution]] || Inflicts additional [[electricity]] damage upon a successful attack.&lt;br /&gt;
|-&lt;br /&gt;
| [[Flaming]] || Adds an average 25% extra [[fire]] damage per attack. Good vs. [[hydra]]s.&lt;br /&gt;
|-&lt;br /&gt;
| [[Freezing]] || Adds an average 25% extra [[cold]] damage per attack. Can temporarily slow [[cold-blooded]] monsters.&lt;br /&gt;
|-&lt;br /&gt;
| [[Holy wrath]] || [[The Shining One]]'s special brand. Inflicts an average of 75% extra damage to [[demon]]ic and [[undead]] monsters.&lt;br /&gt;
|-&lt;br /&gt;
| [[pain (brand)|Pain]] || [[Kikubaaqudgha]]'s special brand. Inflicts additional [[negative energy]] damage based on the player's [[Necromancy]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Protection]] || +5 [[AC]] when wielded.&lt;br /&gt;
|-&lt;br /&gt;
| [[Reaping]] || Raises an allied [[zombie]] of slain creature if it produces a [[corpse]]. Found only on the [[Sword of Zonguldrok]].&lt;br /&gt;
|-&lt;br /&gt;
| [[speed (brand)|Speed]] || Reduces weapon attack delay. Found only on [[Short Blades|short blades]], [[staves]], and some artefacts.&lt;br /&gt;
|-&lt;br /&gt;
| [[Vampiricism]] || When attacking enemies that bleed, heals the player for a portion of his or her inflicted damage.&lt;br /&gt;
|-&lt;br /&gt;
| [[Venom]] || Inflicts [[poison]] damage over time to affected monsters.&lt;br /&gt;
|-&lt;br /&gt;
| [[Vorpal]] || Adds an average 16.67% untyped extra damage per attack. Described as Chopping, Slicing, Piercing, Crushing, Slashing, or Piercing, depending on the branded weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some brands are more desirable on certain melee weapons than others. For example, brands such as [[flaming]] or [[freezing]] add a percentage damage bonus dependent on the weapon's base damage. Others add a special effect that triggers on a successful attack, such as [[distortion]], [[electrocution]], or [[pain]]. As such, a flaming [[executioner's axe]] is generally superior to a flaming [[dagger]] because of its high base damage, while electrocution triggers far more often on a  [[quickblade]] than a [[bardiche]] because of its low base delay. Choose branded weapons accordingly.&lt;br /&gt;
&lt;br /&gt;
All added brand damage is calculated after AC reduction, and does not get further reduced by AC.&lt;br /&gt;
&lt;br /&gt;
===Launchers===&lt;br /&gt;
*[[Electrocution]]&lt;br /&gt;
*[[evasion (brand)|Evasion]]&lt;br /&gt;
*[[Flame]]&lt;br /&gt;
*[[frost (brand)|Frost]]&lt;br /&gt;
*[[Penetration]]&lt;br /&gt;
*[[Speed (brand)|Speed]]&lt;br /&gt;
*[[Venom]]&lt;br /&gt;
*[[Vorpal]] (&amp;quot;Velocity&amp;quot;)&lt;br /&gt;
*[[Chaos]]&lt;br /&gt;
&lt;br /&gt;
Crossbows can have flame, frost, evasion, chaos and vorpal. Artifact crossbows can also have penetration, electrocution, venom and speed.&lt;br /&gt;
&lt;br /&gt;
Bows, longbows and slings can have flame, frost, evasion and vorpal. Speed and venom are possible on artifacts (the Bow of Krishna &amp;quot;[[Sharnga]]&amp;quot; has the speed brand).&lt;br /&gt;
&lt;br /&gt;
Blowguns can only be generated with evasion. Artifact blowguns can have speed.&lt;br /&gt;
&lt;br /&gt;
===Missiles===&lt;br /&gt;
*[[dispersal (brand)|Dispersal]]&lt;br /&gt;
*[[Exploding]]&lt;br /&gt;
*[[Flame]]&lt;br /&gt;
*[[frost (brand)|Frost]]&lt;br /&gt;
*[[Penetration]]&lt;br /&gt;
*[[Poisoned]] &lt;br /&gt;
*[[Returning]]&lt;br /&gt;
*[[Silver]] &lt;br /&gt;
*[[Steel]]&lt;br /&gt;
&lt;br /&gt;
Flame, frost, and poisoned can all be found on arrows and crossbow bolts. Poisoned javelins are also possible. Silver and steel can be found on crossbow bolts, sling bullets, tomahawks, and javelins. Dispersal can be found on arrows and tomahawks. Exploding can be found only on sling bullets. Penetration can be found on crossbow bolts or javelins. Returning can be found on tomahawks and javelins. Stones, large rocks, and nets are never generated with a brand, though branded large rocks may occasionally be found in ammo shops. (Exception: one of the [[Dungeon Sprint]] maps offers a large rock of returning. Naturally, it's being used ''against'' you.).&lt;br /&gt;
&lt;br /&gt;
==== Needles====&lt;br /&gt;
[[Needle]]s have their own brand selection; most often poisoned, but they can instead bear one of the following unique brands:&lt;br /&gt;
*[[confusion (brand)|Confusion]]&lt;br /&gt;
*[[Curare]]&lt;br /&gt;
*[[frenzy (brand)|Frenzy]]&lt;br /&gt;
*[[paralysis (brand)|Paralysis]]&lt;br /&gt;
*[[sleep (brand)|Sleep]]&lt;br /&gt;
*[[slowing (brand)|Slowing]]&lt;br /&gt;
&lt;br /&gt;
==Needle brands==&lt;br /&gt;
All needle types except &amp;quot;poisoned&amp;quot; were introduced in version [[0.6]]. There's a saving throw for monsters: if 1 + 1d(4 + your throwing skill + your blowgun’s enchantment) is greater than the monster’s hit dice, the effect will be applied. You also have a straight 2% chance of succeeding for monsters with a [[hit dice]] of 14 or below.&lt;br /&gt;
&lt;br /&gt;
Some statistics: with no skill you’re still at 100% to succeed on HD1 or HD2 (gnoll, D1 monsters), 75% on HD3 (Sigmund), 50% on HD4 (Duvessa), and 25% on HD5 (ogre). With 4 skill as an early Assassin, you’re up to 56% on an Ogre, or 33% on a Yak.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], drawing a [[Blade card]] would apply one of several temporary brands to your weapon.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], there was a [[reaching]] brand for [[whip]]s and [[demon whip]]s, allowing them to make reaching attacks.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], [[polearms]] needed the reaching brand to make reaching attacks.&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Item]] [[Category:Weapons]] [[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Abyss&amp;diff=38788</id>
		<title>The Abyss</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Abyss&amp;diff=38788"/>
				<updated>2015-10-28T00:12:12Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* Monsters */ Fixing capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{flavour|The Abyss is a truly bizarre place, ever-changing and twisted. It is filled with all sorts of monsters, mostly of demonic nature, whose common aim is to feast on intruders. It is also the garbage dump for many sorcerers, who delight in sending would-be champions like you to these proving grounds of madness. Reportedly, there is some structure to the chaos, as Lugonu seems to concoct schemes around this place and its denizens.&lt;br /&gt;
&lt;br /&gt;
The Abyss consists of five infinite levels. The abyssal rune can be found from the third level onwards, and is more common at greater depths. The Abyss can be purposefully reached through portals in the Depths. Portals back to the dungeon are scattered throughout the Abyss, and are found more commonly at greater depths or while carrying the abyssal rune.}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A one-way gate to a demon-haunted realm, riven by chaos, its very substance impermanent and whimsical, filled with creatures out of nightmare.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Abyss entry.png]] '''The Abyss''' is an extra-dimensional chaotic plane without definite shape or form, inhabited by unholy horrors and ruled by [[Lugonu]] the Unformed. Whether you end up in this horrible place intentionally or as the result of sheer bad luck, dedicated explorers who manage to survive will eventually find the [[abyssal rune]] of Zot, and perhaps even a way out!&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The Abyss is an unorthodox five-floor [[branch]], with each &amp;quot;floor&amp;quot; an endless plane of constantly shifting terrain. Travel within or between levels of the Abyss is made difficult by several permanent branch features:&lt;br /&gt;
*[[Abyssal stair]]s and branch exits appear rarely and at random. Once you've descended further into the Abyss, it's impossible to travel back to a higher level. There are only descending staircases and portals leading out of the Abyss entirely.&lt;br /&gt;
*The terrain constantly changes, with individual wall tiles or large patches of wall appearing and disappearing from time to time. Your immediate surroundings will mostly retain their shape from turn to turn, however.&lt;br /&gt;
*Mapping the Abyss is impossible. Only tiles recently or currently in your line of sight are shown, and anything that leaves your sight is quickly forgotten.&lt;br /&gt;
*The player will be [[teleport]]ed at random intervals. 20% of the time, this teleport will reset the entire map.&lt;br /&gt;
*Manual [[teleport]]s have an 80% chance of being delayed. [[Blink]]ing will always be random, regardless of source, and [[teleport control]] is suppressed.&lt;br /&gt;
*You may occasionally see orderly structures in the Abyss. These [[vault]]s often contain powerful monsters, [[Abyssal stair]]s, the [[Abyssal rune]], or even a way out. Approach these with caution as they are usually well-guarded.&lt;br /&gt;
&lt;br /&gt;
==Entering the Abyss==&lt;br /&gt;
There are several ways to enter the Abyss; some are voluntary, most are not. [[Abyssal knight]]s begin the game in Abyss:1, but can leave at will to Dungeon:1 with [[Lugonu]]'s Depart the Abyss ability or risk searching for an exit. [[Lugonu]] worshipers can also travel to the Abyss at any time once they reach piety level *****.&lt;br /&gt;
&lt;br /&gt;
Other players must:&lt;br /&gt;
*Enter a [[portal]] in [[Pandemonium]], a [[Labyrinth]], or [[the Depths]].&lt;br /&gt;
*Get [[Banishment|banished]] by a monster spell.&lt;br /&gt;
*Unwield a [[distortion]] weapon (25% chance).&lt;br /&gt;
*Get hit by a [[distortion]] weapon (9.9% chance).&lt;br /&gt;
*Severely [[miscast effects|miscast]] a [[Translocations]] or [[Summonings]] spell.&lt;br /&gt;
*Earn [[Lugonu]]'s wrath.&lt;br /&gt;
*Draw the [[Damnation card]] from the [[deck of escape]] (may banish enemies instead).&lt;br /&gt;
*Step on a [[Zot trap]] (3.33% chance).&lt;br /&gt;
&lt;br /&gt;
==Exploration and Exit==&lt;br /&gt;
Exploration of the Abyss is not something to be attempted lightly. The branch is fairly dangerous; while higher level characters can easily survive extended trips here, characters under level 20 or so are usually underpowered to deal with the Abyss' inhabitants for very long, and extremely powerful enemies occasionally generate here. Also, unless your character has 100% mutation resistance, exploration of the Abyss puts you at risk of being [[malmutate]]d by its inhabitants.&lt;br /&gt;
&lt;br /&gt;
That being said, exploration has its rewards. There is an infinite amount of [[experience]] available in the Abyss. Training here is by no means necessary or even suggested to complete the game, and it is much less efficient to train in the Abyss than to do so in [[Pandemonium]] or the finite end-game branches, but for high level characters it can also be significantly safer. It is also an excellent place for generating piety for [[the Shining One]] and [[Zin]]; if you've lost large amounts of piety in the end game, taking a brief detour into the Abyss can help top you off. Finally, although most items found here are fairly common, almost any item in the game can be randomly generated. This is useful when trying to acquire enough common consumable items to pay a [[treasure trove]]'s entry fee.&lt;br /&gt;
&lt;br /&gt;
As you wander, you will eventually find Abyssal stairs leading further down. These deeper regions of the Abyss are significantly deadlier than the ones before, cranking up the [[monster generation]] rate. The [[Abyssal rune]] will eventually appear in A:3 and beyond, always in a vault, with higher odds at the deeper levels, but the greatly increased threat involved leaves players with little incentive to ever go any further than A:3. [[Lugonu]] worshipers with at least 5 stars of piety enjoy a significant boost to rune placement chance - they are treated as though they are exploring one floor deeper than normal. Be wary around any opponent capable of banishing you that you encounter in the Abyss, as being banished again will drive you down a floor.&lt;br /&gt;
&lt;br /&gt;
If the rune has not been placed, the game makes a roll each time it places a new item. Any rune on the floor prevents the abyssal rune from being generated again. Rune placement probabilities:&lt;br /&gt;
*A:3 = 10 in 200 = 5% per item (10% with Lugonu)&lt;br /&gt;
*A:4 = 21 in 200 = 10% per item (23% with Lugonu)&lt;br /&gt;
*A:5 = 46 in 200 = 23% per item (50% with Lugonu)&lt;br /&gt;
&lt;br /&gt;
Once you have the rune, exits will be discovered at a much faster rate. Branch exit spawning:&lt;br /&gt;
*A:1 = 1/7500 revealed tiles&lt;br /&gt;
*A:2 = 1/6250&lt;br /&gt;
*A:3 = 1/5000&lt;br /&gt;
*A:4 = 1/3750&lt;br /&gt;
*A:5 = 1/2500&lt;br /&gt;
*Holding Abyssal rune: 1/1250&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*The enemies found here are only slightly weaker than those found in [[Hell]], so a full complement of resistances (particularly [[mutation resistance]]) is recommended. Getting surrounded here can be deadly, but if you can run away for long enough the level will reset, saving you from your pursuers. [[Boots]] of [[running]] are especially useful to speed up exploration, as is [[stealth]] which can let you walk away from fights you just don't want to deal with.&lt;br /&gt;
*You may be in the Abyss for a long time, and few of its inhabitants leave corpses, so a supply of permafood is also highly recommended.&lt;br /&gt;
*Getting sent to the Abyss early (usually through Banishment) is often a death sentence, but you may be able to survive long enough to find a gate out. Use every speed advantage you can muster to avoid every combat you can; even if you can defeat some of the weaker foes, you want to spend every possible turn exploring new tiles and generating new chances of escape.&lt;br /&gt;
*For weaker players, surviving the Abyss is about mobility and not about XP or treasure. To this end, when you see a monster, you should head in the opposite direction. A means of [[flying]] over lava or deep water and a [[wand of digging]] will help manufacture avenues of escape when you're seemingly trapped. [[Teleport]] scrolls are for when a horde has accumulated and you're trapped. Since teleports take a while to kick in, consider teleporting ''on sight'' when you see speedy, lethal monsters like [[executioner]]s or ranged threats like [[hell sentinel]]s. [[Blink]]ing can get you out of a nasty corner, but without control it's less useful as an escape tool than it might be elsewhere. Relatively few monsters can fly: use lava and deep water to strand pursuers. Spawn summons to slow/entangle pursuers. Use quiet dead ends to regenerate HP/MP. Then, get moving.&lt;br /&gt;
*When you're actually searching for the rune, consider sticking to Abyss:3 or 4 rather than delving all the way to Abyss:5. It may take a little longer, but the difference in monster spawn rate becomes dramatic once you hit bottom.&lt;br /&gt;
*The smartest way to survive the Abyss is to only enter it on your own terms. Read the page on [[Banishment]] for tips on avoiding one of ''Crawl'''s deadliest spells.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
*Almost any [[zombie]] or [[skeleton]], usually of late-game monsters&lt;br /&gt;
*Almost any [[undead]] or non-[[fiend]] [[demon]] (though tier-1 demons are very rare)&lt;br /&gt;
*Rare player species monsters, such as [[tengu]], [[octopode]]s, and [[deep dwarf (monster)|deep dwarves]]&lt;br /&gt;
*Humanoid casters, such as [[Wizard (monster)|wizards]] and [[Necromancer (monster)|necromancers]]&lt;br /&gt;
*Almost any [[List of eyeballs|eyeball]]&lt;br /&gt;
*Any kind of [[Draconian (monster)|draconian]]&lt;br /&gt;
*Any [[unique]]s you banished to the Abyss&lt;br /&gt;
*Several monsters unique to the Abyss:&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;
|-&lt;br /&gt;
| {{monsterlink|Apocalypse crab}} || {{monsterlink|Thrashing horror}} || {{monsterlink|Starcursed mass}} || {{monsterlink|Tentacled starspawn}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Ancient zyme}} || {{monsterlink|Lurking horror}} || {{monsterlink|Spatial maelstrom}} || {{monsterlink|Wretched star}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], the Abyss would often cancel any attempt at [[blink]]ing.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], the Abyss had only one floor, and finding the rune was simply a matter of wandering it for long enough. [[Lava]] and [[deep water]] terrain could be generated.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], the Abyss' terrain shifting would happen at a much slower pace, and only when you weren't looking directly at it.&lt;br /&gt;
&lt;br /&gt;
In earlier versions, the Abyss would wrap around on itself if you went too far in one direction. Also, banishment to the Abyss was one of the possible results of [[Hell's mystical force]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Abyss&amp;diff=38787</id>
		<title>The Abyss</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Abyss&amp;diff=38787"/>
				<updated>2015-10-28T00:11:34Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* Monsters */ Consolidating categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{flavour|The Abyss is a truly bizarre place, ever-changing and twisted. It is filled with all sorts of monsters, mostly of demonic nature, whose common aim is to feast on intruders. It is also the garbage dump for many sorcerers, who delight in sending would-be champions like you to these proving grounds of madness. Reportedly, there is some structure to the chaos, as Lugonu seems to concoct schemes around this place and its denizens.&lt;br /&gt;
&lt;br /&gt;
The Abyss consists of five infinite levels. The abyssal rune can be found from the third level onwards, and is more common at greater depths. The Abyss can be purposefully reached through portals in the Depths. Portals back to the dungeon are scattered throughout the Abyss, and are found more commonly at greater depths or while carrying the abyssal rune.}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A one-way gate to a demon-haunted realm, riven by chaos, its very substance impermanent and whimsical, filled with creatures out of nightmare.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Abyss entry.png]] '''The Abyss''' is an extra-dimensional chaotic plane without definite shape or form, inhabited by unholy horrors and ruled by [[Lugonu]] the Unformed. Whether you end up in this horrible place intentionally or as the result of sheer bad luck, dedicated explorers who manage to survive will eventually find the [[abyssal rune]] of Zot, and perhaps even a way out!&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The Abyss is an unorthodox five-floor [[branch]], with each &amp;quot;floor&amp;quot; an endless plane of constantly shifting terrain. Travel within or between levels of the Abyss is made difficult by several permanent branch features:&lt;br /&gt;
*[[Abyssal stair]]s and branch exits appear rarely and at random. Once you've descended further into the Abyss, it's impossible to travel back to a higher level. There are only descending staircases and portals leading out of the Abyss entirely.&lt;br /&gt;
*The terrain constantly changes, with individual wall tiles or large patches of wall appearing and disappearing from time to time. Your immediate surroundings will mostly retain their shape from turn to turn, however.&lt;br /&gt;
*Mapping the Abyss is impossible. Only tiles recently or currently in your line of sight are shown, and anything that leaves your sight is quickly forgotten.&lt;br /&gt;
*The player will be [[teleport]]ed at random intervals. 20% of the time, this teleport will reset the entire map.&lt;br /&gt;
*Manual [[teleport]]s have an 80% chance of being delayed. [[Blink]]ing will always be random, regardless of source, and [[teleport control]] is suppressed.&lt;br /&gt;
*You may occasionally see orderly structures in the Abyss. These [[vault]]s often contain powerful monsters, [[Abyssal stair]]s, the [[Abyssal rune]], or even a way out. Approach these with caution as they are usually well-guarded.&lt;br /&gt;
&lt;br /&gt;
==Entering the Abyss==&lt;br /&gt;
There are several ways to enter the Abyss; some are voluntary, most are not. [[Abyssal knight]]s begin the game in Abyss:1, but can leave at will to Dungeon:1 with [[Lugonu]]'s Depart the Abyss ability or risk searching for an exit. [[Lugonu]] worshipers can also travel to the Abyss at any time once they reach piety level *****.&lt;br /&gt;
&lt;br /&gt;
Other players must:&lt;br /&gt;
*Enter a [[portal]] in [[Pandemonium]], a [[Labyrinth]], or [[the Depths]].&lt;br /&gt;
*Get [[Banishment|banished]] by a monster spell.&lt;br /&gt;
*Unwield a [[distortion]] weapon (25% chance).&lt;br /&gt;
*Get hit by a [[distortion]] weapon (9.9% chance).&lt;br /&gt;
*Severely [[miscast effects|miscast]] a [[Translocations]] or [[Summonings]] spell.&lt;br /&gt;
*Earn [[Lugonu]]'s wrath.&lt;br /&gt;
*Draw the [[Damnation card]] from the [[deck of escape]] (may banish enemies instead).&lt;br /&gt;
*Step on a [[Zot trap]] (3.33% chance).&lt;br /&gt;
&lt;br /&gt;
==Exploration and Exit==&lt;br /&gt;
Exploration of the Abyss is not something to be attempted lightly. The branch is fairly dangerous; while higher level characters can easily survive extended trips here, characters under level 20 or so are usually underpowered to deal with the Abyss' inhabitants for very long, and extremely powerful enemies occasionally generate here. Also, unless your character has 100% mutation resistance, exploration of the Abyss puts you at risk of being [[malmutate]]d by its inhabitants.&lt;br /&gt;
&lt;br /&gt;
That being said, exploration has its rewards. There is an infinite amount of [[experience]] available in the Abyss. Training here is by no means necessary or even suggested to complete the game, and it is much less efficient to train in the Abyss than to do so in [[Pandemonium]] or the finite end-game branches, but for high level characters it can also be significantly safer. It is also an excellent place for generating piety for [[the Shining One]] and [[Zin]]; if you've lost large amounts of piety in the end game, taking a brief detour into the Abyss can help top you off. Finally, although most items found here are fairly common, almost any item in the game can be randomly generated. This is useful when trying to acquire enough common consumable items to pay a [[treasure trove]]'s entry fee.&lt;br /&gt;
&lt;br /&gt;
As you wander, you will eventually find Abyssal stairs leading further down. These deeper regions of the Abyss are significantly deadlier than the ones before, cranking up the [[monster generation]] rate. The [[Abyssal rune]] will eventually appear in A:3 and beyond, always in a vault, with higher odds at the deeper levels, but the greatly increased threat involved leaves players with little incentive to ever go any further than A:3. [[Lugonu]] worshipers with at least 5 stars of piety enjoy a significant boost to rune placement chance - they are treated as though they are exploring one floor deeper than normal. Be wary around any opponent capable of banishing you that you encounter in the Abyss, as being banished again will drive you down a floor.&lt;br /&gt;
&lt;br /&gt;
If the rune has not been placed, the game makes a roll each time it places a new item. Any rune on the floor prevents the abyssal rune from being generated again. Rune placement probabilities:&lt;br /&gt;
*A:3 = 10 in 200 = 5% per item (10% with Lugonu)&lt;br /&gt;
*A:4 = 21 in 200 = 10% per item (23% with Lugonu)&lt;br /&gt;
*A:5 = 46 in 200 = 23% per item (50% with Lugonu)&lt;br /&gt;
&lt;br /&gt;
Once you have the rune, exits will be discovered at a much faster rate. Branch exit spawning:&lt;br /&gt;
*A:1 = 1/7500 revealed tiles&lt;br /&gt;
*A:2 = 1/6250&lt;br /&gt;
*A:3 = 1/5000&lt;br /&gt;
*A:4 = 1/3750&lt;br /&gt;
*A:5 = 1/2500&lt;br /&gt;
*Holding Abyssal rune: 1/1250&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*The enemies found here are only slightly weaker than those found in [[Hell]], so a full complement of resistances (particularly [[mutation resistance]]) is recommended. Getting surrounded here can be deadly, but if you can run away for long enough the level will reset, saving you from your pursuers. [[Boots]] of [[running]] are especially useful to speed up exploration, as is [[stealth]] which can let you walk away from fights you just don't want to deal with.&lt;br /&gt;
*You may be in the Abyss for a long time, and few of its inhabitants leave corpses, so a supply of permafood is also highly recommended.&lt;br /&gt;
*Getting sent to the Abyss early (usually through Banishment) is often a death sentence, but you may be able to survive long enough to find a gate out. Use every speed advantage you can muster to avoid every combat you can; even if you can defeat some of the weaker foes, you want to spend every possible turn exploring new tiles and generating new chances of escape.&lt;br /&gt;
*For weaker players, surviving the Abyss is about mobility and not about XP or treasure. To this end, when you see a monster, you should head in the opposite direction. A means of [[flying]] over lava or deep water and a [[wand of digging]] will help manufacture avenues of escape when you're seemingly trapped. [[Teleport]] scrolls are for when a horde has accumulated and you're trapped. Since teleports take a while to kick in, consider teleporting ''on sight'' when you see speedy, lethal monsters like [[executioner]]s or ranged threats like [[hell sentinel]]s. [[Blink]]ing can get you out of a nasty corner, but without control it's less useful as an escape tool than it might be elsewhere. Relatively few monsters can fly: use lava and deep water to strand pursuers. Spawn summons to slow/entangle pursuers. Use quiet dead ends to regenerate HP/MP. Then, get moving.&lt;br /&gt;
*When you're actually searching for the rune, consider sticking to Abyss:3 or 4 rather than delving all the way to Abyss:5. It may take a little longer, but the difference in monster spawn rate becomes dramatic once you hit bottom.&lt;br /&gt;
*The smartest way to survive the Abyss is to only enter it on your own terms. Read the page on [[Banishment]] for tips on avoiding one of ''Crawl'''s deadliest spells.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
*Almost any [[zombie]] or [[skeleton]], usually of late-game monsters&lt;br /&gt;
*Almost any [[undead]] or non-[[fiend]] [[demon]] (though tier-1 demons are very rare)&lt;br /&gt;
*Rare player species monsters, such as [[tengu]], [[octopode]]s, and [[deep dwarf (monster)|Deep dwarves]]&lt;br /&gt;
*Humanoid casters, such as [[Wizard (monster)|wizards]] and [[Necromancer (monster)|necromancers]]&lt;br /&gt;
*Almost any [[List of eyeballs|eyeball]]&lt;br /&gt;
*Any kind of [[Draconian (monster)|draconian]]&lt;br /&gt;
*Any [[unique]]s you banished to the Abyss&lt;br /&gt;
*Several monsters unique to the Abyss:&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;
|-&lt;br /&gt;
| {{monsterlink|Apocalypse crab}} || {{monsterlink|Thrashing horror}} || {{monsterlink|Starcursed mass}} || {{monsterlink|Tentacled starspawn}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Ancient zyme}} || {{monsterlink|Lurking horror}} || {{monsterlink|Spatial maelstrom}} || {{monsterlink|Wretched star}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], the Abyss would often cancel any attempt at [[blink]]ing.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], the Abyss had only one floor, and finding the rune was simply a matter of wandering it for long enough. [[Lava]] and [[deep water]] terrain could be generated.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], the Abyss' terrain shifting would happen at a much slower pace, and only when you weren't looking directly at it.&lt;br /&gt;
&lt;br /&gt;
In earlier versions, the Abyss would wrap around on itself if you went too far in one direction. Also, banishment to the Abyss was one of the possible results of [[Hell's mystical force]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Abyss&amp;diff=38786</id>
		<title>The Abyss</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Abyss&amp;diff=38786"/>
				<updated>2015-10-28T00:10:07Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* Monsters */ Removed an implied reference to deprecated non-vanilla deep dwarves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{flavour|The Abyss is a truly bizarre place, ever-changing and twisted. It is filled with all sorts of monsters, mostly of demonic nature, whose common aim is to feast on intruders. It is also the garbage dump for many sorcerers, who delight in sending would-be champions like you to these proving grounds of madness. Reportedly, there is some structure to the chaos, as Lugonu seems to concoct schemes around this place and its denizens.&lt;br /&gt;
&lt;br /&gt;
The Abyss consists of five infinite levels. The abyssal rune can be found from the third level onwards, and is more common at greater depths. The Abyss can be purposefully reached through portals in the Depths. Portals back to the dungeon are scattered throughout the Abyss, and are found more commonly at greater depths or while carrying the abyssal rune.}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A one-way gate to a demon-haunted realm, riven by chaos, its very substance impermanent and whimsical, filled with creatures out of nightmare.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Abyss entry.png]] '''The Abyss''' is an extra-dimensional chaotic plane without definite shape or form, inhabited by unholy horrors and ruled by [[Lugonu]] the Unformed. Whether you end up in this horrible place intentionally or as the result of sheer bad luck, dedicated explorers who manage to survive will eventually find the [[abyssal rune]] of Zot, and perhaps even a way out!&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The Abyss is an unorthodox five-floor [[branch]], with each &amp;quot;floor&amp;quot; an endless plane of constantly shifting terrain. Travel within or between levels of the Abyss is made difficult by several permanent branch features:&lt;br /&gt;
*[[Abyssal stair]]s and branch exits appear rarely and at random. Once you've descended further into the Abyss, it's impossible to travel back to a higher level. There are only descending staircases and portals leading out of the Abyss entirely.&lt;br /&gt;
*The terrain constantly changes, with individual wall tiles or large patches of wall appearing and disappearing from time to time. Your immediate surroundings will mostly retain their shape from turn to turn, however.&lt;br /&gt;
*Mapping the Abyss is impossible. Only tiles recently or currently in your line of sight are shown, and anything that leaves your sight is quickly forgotten.&lt;br /&gt;
*The player will be [[teleport]]ed at random intervals. 20% of the time, this teleport will reset the entire map.&lt;br /&gt;
*Manual [[teleport]]s have an 80% chance of being delayed. [[Blink]]ing will always be random, regardless of source, and [[teleport control]] is suppressed.&lt;br /&gt;
*You may occasionally see orderly structures in the Abyss. These [[vault]]s often contain powerful monsters, [[Abyssal stair]]s, the [[Abyssal rune]], or even a way out. Approach these with caution as they are usually well-guarded.&lt;br /&gt;
&lt;br /&gt;
==Entering the Abyss==&lt;br /&gt;
There are several ways to enter the Abyss; some are voluntary, most are not. [[Abyssal knight]]s begin the game in Abyss:1, but can leave at will to Dungeon:1 with [[Lugonu]]'s Depart the Abyss ability or risk searching for an exit. [[Lugonu]] worshipers can also travel to the Abyss at any time once they reach piety level *****.&lt;br /&gt;
&lt;br /&gt;
Other players must:&lt;br /&gt;
*Enter a [[portal]] in [[Pandemonium]], a [[Labyrinth]], or [[the Depths]].&lt;br /&gt;
*Get [[Banishment|banished]] by a monster spell.&lt;br /&gt;
*Unwield a [[distortion]] weapon (25% chance).&lt;br /&gt;
*Get hit by a [[distortion]] weapon (9.9% chance).&lt;br /&gt;
*Severely [[miscast effects|miscast]] a [[Translocations]] or [[Summonings]] spell.&lt;br /&gt;
*Earn [[Lugonu]]'s wrath.&lt;br /&gt;
*Draw the [[Damnation card]] from the [[deck of escape]] (may banish enemies instead).&lt;br /&gt;
*Step on a [[Zot trap]] (3.33% chance).&lt;br /&gt;
&lt;br /&gt;
==Exploration and Exit==&lt;br /&gt;
Exploration of the Abyss is not something to be attempted lightly. The branch is fairly dangerous; while higher level characters can easily survive extended trips here, characters under level 20 or so are usually underpowered to deal with the Abyss' inhabitants for very long, and extremely powerful enemies occasionally generate here. Also, unless your character has 100% mutation resistance, exploration of the Abyss puts you at risk of being [[malmutate]]d by its inhabitants.&lt;br /&gt;
&lt;br /&gt;
That being said, exploration has its rewards. There is an infinite amount of [[experience]] available in the Abyss. Training here is by no means necessary or even suggested to complete the game, and it is much less efficient to train in the Abyss than to do so in [[Pandemonium]] or the finite end-game branches, but for high level characters it can also be significantly safer. It is also an excellent place for generating piety for [[the Shining One]] and [[Zin]]; if you've lost large amounts of piety in the end game, taking a brief detour into the Abyss can help top you off. Finally, although most items found here are fairly common, almost any item in the game can be randomly generated. This is useful when trying to acquire enough common consumable items to pay a [[treasure trove]]'s entry fee.&lt;br /&gt;
&lt;br /&gt;
As you wander, you will eventually find Abyssal stairs leading further down. These deeper regions of the Abyss are significantly deadlier than the ones before, cranking up the [[monster generation]] rate. The [[Abyssal rune]] will eventually appear in A:3 and beyond, always in a vault, with higher odds at the deeper levels, but the greatly increased threat involved leaves players with little incentive to ever go any further than A:3. [[Lugonu]] worshipers with at least 5 stars of piety enjoy a significant boost to rune placement chance - they are treated as though they are exploring one floor deeper than normal. Be wary around any opponent capable of banishing you that you encounter in the Abyss, as being banished again will drive you down a floor.&lt;br /&gt;
&lt;br /&gt;
If the rune has not been placed, the game makes a roll each time it places a new item. Any rune on the floor prevents the abyssal rune from being generated again. Rune placement probabilities:&lt;br /&gt;
*A:3 = 10 in 200 = 5% per item (10% with Lugonu)&lt;br /&gt;
*A:4 = 21 in 200 = 10% per item (23% with Lugonu)&lt;br /&gt;
*A:5 = 46 in 200 = 23% per item (50% with Lugonu)&lt;br /&gt;
&lt;br /&gt;
Once you have the rune, exits will be discovered at a much faster rate. Branch exit spawning:&lt;br /&gt;
*A:1 = 1/7500 revealed tiles&lt;br /&gt;
*A:2 = 1/6250&lt;br /&gt;
*A:3 = 1/5000&lt;br /&gt;
*A:4 = 1/3750&lt;br /&gt;
*A:5 = 1/2500&lt;br /&gt;
*Holding Abyssal rune: 1/1250&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*The enemies found here are only slightly weaker than those found in [[Hell]], so a full complement of resistances (particularly [[mutation resistance]]) is recommended. Getting surrounded here can be deadly, but if you can run away for long enough the level will reset, saving you from your pursuers. [[Boots]] of [[running]] are especially useful to speed up exploration, as is [[stealth]] which can let you walk away from fights you just don't want to deal with.&lt;br /&gt;
*You may be in the Abyss for a long time, and few of its inhabitants leave corpses, so a supply of permafood is also highly recommended.&lt;br /&gt;
*Getting sent to the Abyss early (usually through Banishment) is often a death sentence, but you may be able to survive long enough to find a gate out. Use every speed advantage you can muster to avoid every combat you can; even if you can defeat some of the weaker foes, you want to spend every possible turn exploring new tiles and generating new chances of escape.&lt;br /&gt;
*For weaker players, surviving the Abyss is about mobility and not about XP or treasure. To this end, when you see a monster, you should head in the opposite direction. A means of [[flying]] over lava or deep water and a [[wand of digging]] will help manufacture avenues of escape when you're seemingly trapped. [[Teleport]] scrolls are for when a horde has accumulated and you're trapped. Since teleports take a while to kick in, consider teleporting ''on sight'' when you see speedy, lethal monsters like [[executioner]]s or ranged threats like [[hell sentinel]]s. [[Blink]]ing can get you out of a nasty corner, but without control it's less useful as an escape tool than it might be elsewhere. Relatively few monsters can fly: use lava and deep water to strand pursuers. Spawn summons to slow/entangle pursuers. Use quiet dead ends to regenerate HP/MP. Then, get moving.&lt;br /&gt;
*When you're actually searching for the rune, consider sticking to Abyss:3 or 4 rather than delving all the way to Abyss:5. It may take a little longer, but the difference in monster spawn rate becomes dramatic once you hit bottom.&lt;br /&gt;
*The smartest way to survive the Abyss is to only enter it on your own terms. Read the page on [[Banishment]] for tips on avoiding one of ''Crawl'''s deadliest spells.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
*Almost any [[zombie]] or [[skeleton]], usually of late-game monsters&lt;br /&gt;
*Almost any [[undead]] or non-[[fiend]] [[demon]] (though tier-1 demons are very rare)&lt;br /&gt;
*Rare player species monsters, such as [[tengu]] and [[octopode]]s&lt;br /&gt;
*Humanoid casters, such as [[Wizard (monster)|wizards]] and [[Necromancer (monster)|necromancers]]&lt;br /&gt;
*Almost any [[List of eyeballs|eyeball]]&lt;br /&gt;
*Any kind of [[Draconian (monster)|draconian]]&lt;br /&gt;
*[[Deep dwarf (monster)|Deep dwarves]]&lt;br /&gt;
*Any [[unique]]s you banished to the Abyss&lt;br /&gt;
*Several monsters unique to the Abyss:&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;
|-&lt;br /&gt;
| {{monsterlink|Apocalypse crab}} || {{monsterlink|Thrashing horror}} || {{monsterlink|Starcursed mass}} || {{monsterlink|Tentacled starspawn}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Ancient zyme}} || {{monsterlink|Lurking horror}} || {{monsterlink|Spatial maelstrom}} || {{monsterlink|Wretched star}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], the Abyss would often cancel any attempt at [[blink]]ing.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], the Abyss had only one floor, and finding the rune was simply a matter of wandering it for long enough. [[Lava]] and [[deep water]] terrain could be generated.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], the Abyss' terrain shifting would happen at a much slower pace, and only when you weren't looking directly at it.&lt;br /&gt;
&lt;br /&gt;
In earlier versions, the Abyss would wrap around on itself if you went too far in one direction. Also, banishment to the Abyss was one of the possible results of [[Hell's mystical force]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Deep_Dwarf&amp;diff=38755</id>
		<title>Talk:Deep Dwarf</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Deep_Dwarf&amp;diff=38755"/>
				<updated>2015-10-26T00:20:23Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;More species page clean up. Removed some redundant or obvious points, cut out some fluff, corrected a few bits of misinformation. (e.g., Deep Dwarves do not get a reduced spell casting penalty from dwarven armor—confirmed in Wizard Mode myself.) &lt;br /&gt;
&lt;br /&gt;
Yours, &lt;br /&gt;
and into&lt;br /&gt;
&lt;br /&gt;
:I was wondering about that; I was reading over your changes, noticed that that detail got cut, checked the Knowledge Bot, and was about to ask you about that excision here until I read your explanation. Thanks for the Wiz check! --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 14:36, 31 January 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
==Easy Species?==&lt;br /&gt;
&lt;br /&gt;
I'm fairly new to DCSS and not very good, and of course species difficulty is subjective, but are deep dwarves really an easy species? The lack of regen alone seems like it would put them in &amp;quot;moderate&amp;quot; if not &amp;quot;difficult&amp;quot;. I've tried a few games and have quite a bit of trouble even getting past the temple. [[User:Edsrzf|Edsrzf]] ([[User talk:Edsrzf|talk]]) 01:59, 8 April 2015 (CEST)&lt;br /&gt;
:Deep dwarves are a weird species, and not very balanced, but in the grand scheme of things they definitely qualify as easy. They're pretty much forced to stick to gods that provide healing (or to cast [[Vampiric Draining]] on everything in sight), but the fact that they begin the game with a massive stockpile of very good healing items means they have a very easy time surviving the early game once you get some experience under your belt. The early part of the game is generally considered to be the hardest and deadliest, as you have so few tools to deal with the random deadliness the game throws at you, so having tons of healing items there is an amazing advantage. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 13:50, 8 April 2015 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Possible to get Elixir from Nemelex? ==&lt;br /&gt;
&lt;br /&gt;
I'm seeing conflicting information.  The Nemelex page says (s)he gifts Destruction, Escape, and War decks.  The Elixir page says the card can be found in Changes/Defense/Escape/War.  But the Non-Renewable Healing section of this page says Elixirs are found in Changes/Defense/War (not Escape?), and claims that thus it is not possible to get an Elixir from Nemelex.  But it seems it should be possible, since Nemelex gifts at least War decks (even setting aside the matter of Escape).  Which is correct?  --[[User:Chikinn|Chikinn]] ([[User talk:Chikinn|talk]]) 03:20, 24 October 2015 (CEST)&lt;br /&gt;
:I've removed two sentences with AFAIK obsolete contents. As a matter of fact you can find elixir cards in Nemelex gifts if you are lucky! But be aware that elixir is only a temporary boost of xp not healing. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 20:27, 25 October 2015 (CET)&lt;br /&gt;
::Wait, really?  I thought it was a temporary boost for allies but regular healing for the player.  Elixir page still says it heals :O --[[User:Chikinn|Chikinn]] ([[User talk:Chikinn|talk]]) 01:20, 26 October 2015 (CET)&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Artificer&amp;diff=38754</id>
		<title>Artificer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Artificer&amp;diff=38754"/>
				<updated>2015-10-25T23:29:44Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: Fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{flavour|Artificers are attuned to gadgets, mechanics and magic elicited from arcane items, as opposed to casting magic themselves. As a consequence, they enter the Dungeon with an assortment of wands. Artificers are skilled at evoking magical items and finding traps, and also understand the basics of melee combat.}}&lt;br /&gt;
An '''Artificer''' is an [[Evocations]] specialist. [[Wands]] and [[rods]] are their tool of choice, and they bring some of the former with them to the [[Dungeon]].&lt;br /&gt;
&lt;br /&gt;
Because of the limited usefulness of Evocations to a character without advanced evocable items, Artificer can be considered a challenge class, even if their survivability is far more than that of a [[wanderer]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
[[Deep Dwarf]], [[Halfling]], [[Kobold]], [[Spriggan]], [[Draconian]], and [[Demonspawn]] are the recommended races if you pick an Artificer Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[short sword]]&lt;br /&gt;
*+0 [[leather armour]]&lt;br /&gt;
*3 15-charge wands ([[wand of flame]], [[wand of enslavement]], [[wand of random effects]])&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 1&lt;br /&gt;
*[[Short Blades]]: 1&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 1&lt;br /&gt;
*[[Evocations]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Artificer adds 3 to your starting [[Strength]], 4 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Although it's possible to branch away from Evocations early on, artificers who wish to focus on this skill will benefit greatly from [[Nemelex Xobeh]], as his abilities are only affected by the Evocations skill and his deck gifts greatly expand the abilities an artificer will have access to.&lt;br /&gt;
*Although the game does not suggest them as a race, [[troll]]s make for an interesting alternative kind of artificer. Their innate attributes allow them to claw their way through most early-game situations, and as they ignore almost all weapons and armour, they can gain [[piety]] with Nemelex quickly. Their Evocations skill proficiency is a lousy -2, but that's standard for trolls, and selecting artificer gives you some skill right from the start. Getting a wide array of powers through a single skill is an excellent bargain for trolls.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], artificers began with [[scrolls of recharging]] identified.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], artificers could start off the game with a +0 leather armour, a bread ration, and either a [[rod of Striking]] (8 charges) or their choice of a wand from Magic Darts, Frost, Flame, Confusion, or Enslavement (15 charges each). If they chose a wand, they also started with a wand of random effects (15 charges). If they chose a non-damaging device (wand of enslavement or wand of confusion), they started with a +0,+0 dagger.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Deep_Dwarf&amp;diff=38748</id>
		<title>Talk:Deep Dwarf</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Deep_Dwarf&amp;diff=38748"/>
				<updated>2015-10-24T01:20:24Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* Possible to get Elixir from Nemelex? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;More species page clean up. Removed some redundant or obvious points, cut out some fluff, corrected a few bits of misinformation. (e.g., Deep Dwarves do not get a reduced spell casting penalty from dwarven armor—confirmed in Wizard Mode myself.) &lt;br /&gt;
&lt;br /&gt;
Yours, &lt;br /&gt;
and into&lt;br /&gt;
&lt;br /&gt;
:I was wondering about that; I was reading over your changes, noticed that that detail got cut, checked the Knowledge Bot, and was about to ask you about that excision here until I read your explanation. Thanks for the Wiz check! --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 14:36, 31 January 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
==Easy Species?==&lt;br /&gt;
&lt;br /&gt;
I'm fairly new to DCSS and not very good, and of course species difficulty is subjective, but are deep dwarves really an easy species? The lack of regen alone seems like it would put them in &amp;quot;moderate&amp;quot; if not &amp;quot;difficult&amp;quot;. I've tried a few games and have quite a bit of trouble even getting past the temple. [[User:Edsrzf|Edsrzf]] ([[User talk:Edsrzf|talk]]) 01:59, 8 April 2015 (CEST)&lt;br /&gt;
:Deep dwarves are a weird species, and not very balanced, but in the grand scheme of things they definitely qualify as easy. They're pretty much forced to stick to gods that provide healing (or to cast [[Vampiric Draining]] on everything in sight), but the fact that they begin the game with a massive stockpile of very good healing items means they have a very easy time surviving the early game once you get some experience under your belt. The early part of the game is generally considered to be the hardest and deadliest, as you have so few tools to deal with the random deadliness the game throws at you, so having tons of healing items there is an amazing advantage. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 13:50, 8 April 2015 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Possible to get Elixir from Nemelex? ==&lt;br /&gt;
&lt;br /&gt;
I'm seeing conflicting information.  The Nemelex page says (s)he gifts Destruction, Escape, and War decks.  The Elixir page says the card can be found in Changes/Defense/Escape/War.  But the Non-Renewable Healing section of this page says Elixirs are found in Changes/Defense/War (not Escape?), and claims that thus it is not possible to get an Elixir from Nemelex.  But it seems it should be possible, since Nemelex gifts at least War decks (even setting aside the matter of Escape).  Which is correct?  --[[User:Chikinn|Chikinn]] ([[User talk:Chikinn|talk]]) 03:20, 24 October 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Trog&amp;diff=38747</id>
		<title>Trog</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Trog&amp;diff=38747"/>
				<updated>2015-10-24T01:08:02Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* Gifts */ Fixing incorrect plural (ignore other edits)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
[[File:Trog altar.png]] ''&amp;quot;Kill them all!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Trog is an ancient god of anger and violence. Followers are expected to kill in Trog's name and sacrifice the dead. In return, worshippers of Trog gain the ability to go berserk at will in combat, and will be granted gifts of powerful weapons. Trog hates all wizards, and loves to see their spellbooks burn. Followers are absolutely forbidden the use of spell magic.&lt;br /&gt;
&lt;br /&gt;
Trog offers various powers to help followers in battle. Followers will gain the ability to go berserk at will, and to rapidly heal their wounds while increasing resistance to hostile enchantments. Later, followers may call in powerful raging allies. Eventually, Trog will gift followers with weapons focused on damage.&lt;br /&gt;
&lt;br /&gt;
Trog likes it when you destroy spellbooks via the '''a''' command, you sacrifice fresh corpses (by standing over them and [[pray]]ing), you or your god-given allies kill living beings, you or your god-given allies kill demons and you or your god-given allies kill holy beings. Trog especially likes it when you kill wizards and other users of magic.&lt;br /&gt;
&lt;br /&gt;
Trog strongly dislikes it when you memorise spells, you attempt to cast spells or you train magic skills.&lt;br /&gt;
&lt;br /&gt;
Note that Trog does not demand training of the Invocations skill. All abilities are purely based on piety.}}&lt;br /&gt;
&lt;br /&gt;
[[Berserker]]s begin play worshipping Trog.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Trog (or any other deity). &lt;br /&gt;
&lt;br /&gt;
Unlike many gods, the [[undead]] are not banned from worship. However, they do suffer certain limitations. [[Mummies]] and [[ghoul]]s cannot [[berserk]] and thus lose much of the benefit of this religion. [[Vampire]]s will also be unable to berserk if their [[satiation]] falls below full.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing the living, especially [[actual spells|spellcaster]]s.&lt;br /&gt;
*You or your allies killing demons or holy monsters.&lt;br /&gt;
*Sacrificing corpses (by standing over them and [[praying]]). Trog only accepts fresh corpses, not skeletons or chunks, but doesn't care whether you're the one who actually killed the creature.&lt;br /&gt;
*Burning spellbooks.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity. [[Piety]] decreases with time (about once every 280 turns), and you will be excommunicated if it falls to 0.&lt;br /&gt;
*Memorizing or casting spells.&lt;br /&gt;
*Devoting skill points to magic skills, including [[Spellcasting]].&lt;br /&gt;
*Abandoning him/her.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Troglodyte&amp;quot;&lt;br /&gt;
:*'''Burn Book''' - Turns a spellbook into a cloud of flame, granting you piety in exchange. The rarer the book, the longer the cloud will remain. (Costs 10-20 Food)&lt;br /&gt;
:*'''Protection From Abjuration''' - [[Abjuration]]s cast against your servants are 20% less effective. (Passive)&lt;br /&gt;
:*'''Berserk Bonus''' - If you kill a monster while berserk, you have a Piety/10% chance of adding 4-13 more turns to your rage. After berserking, if you fail the check to pass out from exhaustion (10% chance in normal conditions), there's a Piety/1.5% chance of negating that. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]:''' &amp;quot;Angry Troglodyte&amp;quot;&lt;br /&gt;
:*'''Berserk''' - Go [[berserk]].  You cannot berserk if you are [[hungry]] or still [[exhausted]] from previous berserking. (Costs 200-400 Food)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]:''' &amp;quot;Frenzied&amp;quot;&lt;br /&gt;
:*'''Trog's Hand''' - Provides 1 HP/turn regeneration and increased [[magic resistance]] for a number of turns depending on piety. (Costs 50-100 Food and 2-3 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]:''' &amp;quot;[Species Name] of Prey&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]:''' &amp;quot;Rampant&amp;quot;&lt;br /&gt;
:*'''Brothers In Arms''' - Summons a powerful berserking ally, the species of which depends on piety. At low piety levels (****), you get  [[ogre (monster)|ogre]]s, [[two-headed ogre]]s, [[black bear]]s, and [[grizzly bear]]s, while at high levels (***** or ******) you get [[troll (monster)|troll]]s, [[iron troll]]s, [[deep troll]]s, [[hill giant]]s and [[stone giant]]s. They are always friendly.  Their berserk can expire, although this usually occurs only shortly before they time out.  It has a high rate of failure, but this falls as piety rises. If it fails, nothing happens: you don't lose piety or food. (Costs 100-200 Food and 5-6 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]:''' &amp;quot;Wild [Species Name]&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]:''' &amp;quot;Bane of Scribes&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
Unlike other gods, Trog's powers do not require the [[Invocations]] skill. Their chance of success is determined solely by your piety.&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
'''Piety 81+'''&lt;br /&gt;
:*'''Ammunition''' - The ammunition is often enchanted. If you are not holding a launcher, the gift will be a [[throwing]] weapon(s).  The gift timeout for ammo is 2d4 + 4.&lt;br /&gt;
'''Piety 130+'''&lt;br /&gt;
:*'''Weapons''' - The weapon created will be enchanted, similar to using a [[scroll of acquirement]], and possibly an [[artefact]]. Trog is particularly fond of gifting weapons with the [[anti-magic]] brand, though he will gift other types as well.  The weapon chosen is weighted based on your weapon skills, though there is always a chance of receiving a weapon for which you have no skill. The [[Gift Timeout|gift timeout]] for each weapon ranges from 31 to 49.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
During penance or following desertion, you'll occasionally experience one of the following forms of [[divine retribution]]:&lt;br /&gt;
*Summons multiple hostile, berserked Brothers In Arms against you. Note that these are [[durably summoned]], so you cannot escape them by using stairs, and they will not disappear after time. However, their berserk rage will eventually expire, and they will briefly slow down as normal. They do not re-berserk unless they are already capable of doing so (e.g. fleeing [[black bear]]s or [[polar bear]]s).&lt;br /&gt;
**If there is no room for Trog's minions to spawn, a message will appear saying &amp;quot;Trog has no time to punish you...now.&amp;quot;&lt;br /&gt;
*Inflicts direct [[rotting]] damage upon you, as if you [[quaff]]ed a [[potion of decay]]. Note that this sometimes causes the [[sickness]] status effect.&lt;br /&gt;
*Weakens you, as if you [[quaff]]ed a [[potion of degeneration]]. This effect is somewhat mitigated by a [[ring of sustain abilities]].&lt;br /&gt;
*Inflicts a prolonged [[Slow]] and [[Exhaustion]] [[status effect]] on you. This can last close to 150 turns. An [[amulet of stasis]] will prevent the Slow effect, but ''not'' the Exhaustion.&lt;br /&gt;
*Causes you to pass out (as if you had berserked). Since it is not true paralysis, this effect goes through an [[amulet of stasis]] and thus cannot be avoided.&lt;br /&gt;
*Inflicts a random high level Fire Magic [[Miscast#Fire_Magic|miscast]] effect on you. This can include fireballs, [[sticky flame]]s, and searing flames that temporarily reduce your [[fire resistance]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Trog is one of the best gods for pure melee warriors, especially if they are [[ogre]]s, [[minotaur]]s, [[troll]]s, or other monstrous [[species]] who won't miss their pathetic spellcasting abilities. Kobolds ironically enough also make fantastic berserkers, their ability to stay constantly engorged without a hunger penalty basically ensures they can berserk every fight. Also, don't forget Trog also gifts ammo so Trog can be a good choice for hunters with slow metabolisms, who can spare a few corpses to sacrifice. &lt;br /&gt;
&lt;br /&gt;
[[Berserk]]ing is handy for pulverizing enemies, but don't forget that the [[Haste]] it provides can be used to ''get away'' from trouble, too.  Be very careful using this without a staircase in view though: you don't want to end up slowed next to the very thing you were trying to escape from.&lt;br /&gt;
&lt;br /&gt;
Trog's Hand has regeneration that can be used to counteract the effects of poison should you be near death with no other ability to heal available.  The magic resistance it provides can be useful should you find yourself near a [[banish|banishing monster]] with no MR items to swap in.&lt;br /&gt;
&lt;br /&gt;
Trog's berserk summons are quite worthy (and do not have any risk of spawning hostile like [[Makhleb]]'s demons), but remember that you cannot invoke that while you are berserking. If you need help for a big battle, remember to call your friends first, ''then'' start the party! Like other [[summon]]s, Trog's Brother in Arms summons will not follow you up or down stairs, so be sure to use them when enemies are in sight.&lt;br /&gt;
 &lt;br /&gt;
The Burn Books ability can be used to create a single use &amp;quot;landmine&amp;quot;. The best position to use is in a single tile hallway, drop the book as you run, to block your opponents progress, set it off before they step over it. To weaken your opponent before a counter-berserk charge, set it off when they step over it. The only downside is that this technique requires at least a 3 tile gap between you and your enemy.&lt;br /&gt;
&lt;br /&gt;
Alternatively you may either drop a book and step back or throw one (with 'F' and then '.' to force it to stay on desired square even if it misses) on your enemy's square and then set it ablaze. Keep your enemy in the flames to greatly enhance your damage output.&lt;br /&gt;
&lt;br /&gt;
Trog's wrath summons are dangerous, but by the time you come to abandoning him, you should be strong enough to take the berserked monsters on, or have the resources to get away quickly.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
Trog's altar often has a spellbook placed near it, but it will always be an artefact spellbook containing only the [[Apportation]] spell.  If you still want the spellbook, ''don't'' approach it; if you do, Trog will incinerate it. Ironically, the [[Apportation]] spell seems to be the only way to retain this spellbook. If you are a Trog worshipper, you can burn the book yourself first for some extra piety.&lt;br /&gt;
&lt;br /&gt;
Although Trog dislikes spell-casting, he doesn't mind when you use [[evocable items]] (like [[rods]] and [[wands]]). These items can be particularly useful for Trog worshippers.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.17]] even Trog no longer appreciates sacrificing corpses (by standing over them and [[praying]]). Trog only accepted fresh corpses, not skeletons or chunks, but doesn't care whether you're the one who actually killed the creature.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.16]], Trog's wrath summons weren't permanent.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], Trog's weapon gifts tended to have higher damage enchantments than accuracy.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], burning unidentified books gave more piety, and [[Rock troll]]s were in the list of possible BiA.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Trog&amp;diff=38746</id>
		<title>Trog</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Trog&amp;diff=38746"/>
				<updated>2015-10-24T01:07:03Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: Undo revision 38745 by Chikinn (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
[[File:Trog altar.png]] ''&amp;quot;Kill them all!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Trog is an ancient god of anger and violence. Followers are expected to kill in Trog's name and sacrifice the dead. In return, worshippers of Trog gain the ability to go berserk at will in combat, and will be granted gifts of powerful weapons. Trog hates all wizards, and loves to see their spellbooks burn. Followers are absolutely forbidden the use of spell magic.&lt;br /&gt;
&lt;br /&gt;
Trog offers various powers to help followers in battle. Followers will gain the ability to go berserk at will, and to rapidly heal their wounds while increasing resistance to hostile enchantments. Later, followers may call in powerful raging allies. Eventually, Trog will gift followers with weapons focused on damage.&lt;br /&gt;
&lt;br /&gt;
Trog likes it when you destroy spellbooks via the '''a''' command, you sacrifice fresh corpses (by standing over them and [[pray]]ing), you or your god-given allies kill living beings, you or your god-given allies kill demons and you or your god-given allies kill holy beings. Trog especially likes it when you kill wizards and other users of magic.&lt;br /&gt;
&lt;br /&gt;
Trog strongly dislikes it when you memorise spells, you attempt to cast spells or you train magic skills.&lt;br /&gt;
&lt;br /&gt;
Note that Trog does not demand training of the Invocations skill. All abilities are purely based on piety.}}&lt;br /&gt;
&lt;br /&gt;
[[Berserker]]s begin play worshipping Trog.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Trog (or any other deity). &lt;br /&gt;
&lt;br /&gt;
Unlike many gods, the [[undead]] are not banned from worship. However, they do suffer certain limitations. [[Mummies]] and [[ghoul]]s cannot [[berserk]] and thus lose much of the benefit of this religion. [[Vampire]]s will also be unable to berserk if their [[satiation]] falls below full.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing the living, especially [[actual spells|spellcaster]]s.&lt;br /&gt;
*You or your allies killing demons or holy monsters.&lt;br /&gt;
*Sacrificing corpses (by standing over them and [[praying]]). Trog only accepts fresh corpses, not skeletons or chunks, but doesn't care whether you're the one who actually killed the creature.&lt;br /&gt;
*Burning spellbooks.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity. [[Piety]] decreases with time (about once every 280 turns), and you will be excommunicated if it falls to 0.&lt;br /&gt;
*Memorizing or casting spells.&lt;br /&gt;
*Devoting skill points to magic skills, including [[Spellcasting]].&lt;br /&gt;
*Abandoning him/her.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Troglodyte&amp;quot;&lt;br /&gt;
:*'''Burn Book''' - Turns a spellbook into a cloud of flame, granting you piety in exchange. The rarer the book, the longer the cloud will remain. (Costs 10-20 Food)&lt;br /&gt;
:*'''Protection From Abjuration''' - [[Abjuration]]s cast against your servants are 20% less effective. (Passive)&lt;br /&gt;
:*'''Berserk Bonus''' - If you kill a monster while berserk, you have a Piety/10% chance of adding 4-13 more turns to your rage. After berserking, if you fail the check to pass out from exhaustion (10% chance in normal conditions), there's a Piety/1.5% chance of negating that. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]:''' &amp;quot;Angry Troglodyte&amp;quot;&lt;br /&gt;
:*'''Berserk''' - Go [[berserk]].  You cannot berserk if you are [[hungry]] or still [[exhausted]] from previous berserking. (Costs 200-400 Food)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]:''' &amp;quot;Frenzied&amp;quot;&lt;br /&gt;
:*'''Trog's Hand''' - Provides 1 HP/turn regeneration and increased [[magic resistance]] for a number of turns depending on piety. (Costs 50-100 Food and 2-3 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]:''' &amp;quot;[Species Name] of Prey&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]:''' &amp;quot;Rampant&amp;quot;&lt;br /&gt;
:*'''Brothers In Arms''' - Summons a powerful berserking ally, the species of which depends on piety. At low piety levels (****), you get  [[ogre (monster)|ogre]]s, [[two-headed ogre]]s, [[black bear]]s, and [[grizzly bear]]s, while at high levels (***** or ******) you get [[troll (monster)|troll]]s, [[iron troll]]s, [[deep troll]]s, [[hill giant]]s and [[stone giant]]s. They are always friendly.  Their berserk can expire, although this usually occurs only shortly before they time out.  It has a high rate of failure, but this falls as piety rises. If it fails, nothing happens: you don't lose piety or food. (Costs 100-200 Food and 5-6 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]:''' &amp;quot;Wild [Species Name]&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]:''' &amp;quot;Bane of Scribes&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
Unlike other gods, Trog's powers do not require the [[Invocations]] skill. Their chance of success is determined solely by your piety.&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
'''Piety 81+'''&lt;br /&gt;
:*'''Ammunition''' - The ammunition is often enchanted. If you are not holding a launcher, the gift will be a [[throwing]] weapon(s).  The gift timeout for ammo is 2d4 + 4.&lt;br /&gt;
'''Piety 130+'''&lt;br /&gt;
:*'''Weapons''' - The weapon created will be enchanted, similar to using a [[scroll of acquirement]], and possibly an [[artefact]]s. Trog is particularly fond of gifting weapons with the [[anti-magic]] brand, though he will gift other types as well.  The weapon chosen is weighted based on your weapon skills, though there is always a chance of receiving a weapon for which you have no skill. The [[Gift Timeout|gift timeout]] for each weapon ranges from 31 to 49.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
During penance or following desertion, you'll occasionally experience one of the following forms of [[divine retribution]]:&lt;br /&gt;
*Summons multiple hostile, berserked Brothers In Arms against you. Note that these are [[durably summoned]], so you cannot escape them by using stairs, and they will not disappear after time. However, their berserk rage will eventually expire, and they will briefly slow down as normal. They do not re-berserk unless they are already capable of doing so (e.g. fleeing [[black bear]]s or [[polar bear]]s).&lt;br /&gt;
**If there is no room for Trog's minions to spawn, a message will appear saying &amp;quot;Trog has no time to punish you...now.&amp;quot;&lt;br /&gt;
*Inflicts direct [[rotting]] damage upon you, as if you [[quaff]]ed a [[potion of decay]]. Note that this sometimes causes the [[sickness]] status effect.&lt;br /&gt;
*Weakens you, as if you [[quaff]]ed a [[potion of degeneration]]. This effect is somewhat mitigated by a [[ring of sustain abilities]].&lt;br /&gt;
*Inflicts a prolonged [[Slow]] and [[Exhaustion]] [[status effect]] on you. This can last close to 150 turns. An [[amulet of stasis]] will prevent the Slow effect, but ''not'' the Exhaustion.&lt;br /&gt;
*Causes you to pass out (as if you had berserked). Since it is not true paralysis, this effect goes through an [[amulet of stasis]] and thus cannot be avoided.&lt;br /&gt;
*Inflicts a random high level Fire Magic [[Miscast#Fire_Magic|miscast]] effect on you. This can include fireballs, [[sticky flame]]s, and searing flames that temporarily reduce your [[fire resistance]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Trog is one of the best gods for pure melee warriors, especially if they are [[ogre]]s, [[minotaur]]s, [[troll]]s, or other monstrous [[species]] who won't miss their pathetic spellcasting abilities. Kobolds ironically enough also make fantastic berserkers, their ability to stay constantly engorged without a hunger penalty basically ensures they can berserk every fight. Also, don't forget Trog also gifts ammo so Trog can be a good choice for hunters with slow metabolisms, who can spare a few corpses to sacrifice. &lt;br /&gt;
&lt;br /&gt;
[[Berserk]]ing is handy for pulverizing enemies, but don't forget that the [[Haste]] it provides can be used to ''get away'' from trouble, too.  Be very careful using this without a staircase in view though: you don't want to end up slowed next to the very thing you were trying to escape from.&lt;br /&gt;
&lt;br /&gt;
Trog's Hand has regeneration that can be used to counteract the effects of poison should you be near death with no other ability to heal available.  The magic resistance it provides can be useful should you find yourself near a [[banish|banishing monster]] with no MR items to swap in.&lt;br /&gt;
&lt;br /&gt;
Trog's berserk summons are quite worthy (and do not have any risk of spawning hostile like [[Makhleb]]'s demons), but remember that you cannot invoke that while you are berserking. If you need help for a big battle, remember to call your friends first, ''then'' start the party! Like other [[summon]]s, Trog's Brother in Arms summons will not follow you up or down stairs, so be sure to use them when enemies are in sight.&lt;br /&gt;
 &lt;br /&gt;
The Burn Books ability can be used to create a single use &amp;quot;landmine&amp;quot;. The best position to use is in a single tile hallway, drop the book as you run, to block your opponents progress, set it off before they step over it. To weaken your opponent before a counter-berserk charge, set it off when they step over it. The only downside is that this technique requires at least a 3 tile gap between you and your enemy.&lt;br /&gt;
&lt;br /&gt;
Alternatively you may either drop a book and step back or throw one (with 'F' and then '.' to force it to stay on desired square even if it misses) on your enemy's square and then set it ablaze. Keep your enemy in the flames to greatly enhance your damage output.&lt;br /&gt;
&lt;br /&gt;
Trog's wrath summons are dangerous, but by the time you come to abandoning him, you should be strong enough to take the berserked monsters on, or have the resources to get away quickly.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
Trog's altar often has a spellbook placed near it, but it will always be an artefact spellbook containing only the [[Apportation]] spell.  If you still want the spellbook, ''don't'' approach it; if you do, Trog will incinerate it. Ironically, the [[Apportation]] spell seems to be the only way to retain this spellbook. If you are a Trog worshipper, you can burn the book yourself first for some extra piety.&lt;br /&gt;
&lt;br /&gt;
Although Trog dislikes spell-casting, he doesn't mind when you use [[evocable items]] (like [[rods]] and [[wands]]). These items can be particularly useful for Trog worshippers.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.17]] even Trog no longer appreciates sacrificing corpses (by standing over them and [[praying]]). Trog only accepted fresh corpses, not skeletons or chunks, but doesn't care whether you're the one who actually killed the creature.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.16]], Trog's wrath summons weren't permanent.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], Trog's weapon gifts tended to have higher damage enchantments than accuracy.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], burning unidentified books gave more piety, and [[Rock troll]]s were in the list of possible BiA.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Trog&amp;diff=38745</id>
		<title>Trog</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Trog&amp;diff=38745"/>
				<updated>2015-10-24T01:06:11Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* Gifts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
[[File:Trog altar.png]] ''&amp;quot;Kill them all!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Trog is an ancient god of anger and violence. Followers are expected to kill in Trog's name and sacrifice the dead. In return, worshippers of Trog gain the ability to go berserk at will in combat, and will be granted gifts of powerful weapons. Trog hates all wizards, and loves to see their spellbooks burn. Followers are absolutely forbidden the use of spell magic.&lt;br /&gt;
&lt;br /&gt;
Trog offers various powers to help followers in battle. Followers will gain the ability to go berserk at will, and to rapidly heal their wounds while increasing resistance to hostile enchantments. Later, followers may call in powerful raging allies. Eventually, Trog will gift followers with weapons focused on damage.&lt;br /&gt;
&lt;br /&gt;
Trog likes it when you destroy spellbooks via the '''a''' command, you sacrifice fresh corpses (by standing over them and [[pray]]ing), you or your god-given allies kill living beings, you or your god-given allies kill demons and you or your god-given allies kill holy beings. Trog especially likes it when you kill wizards and other users of magic.&lt;br /&gt;
&lt;br /&gt;
Trog strongly dislikes it when you memorise spells, you attempt to cast spells or you train magic skills.&lt;br /&gt;
&lt;br /&gt;
Note that Trog does not demand training of the Invocations skill. All abilities are purely based on piety.}}&lt;br /&gt;
&lt;br /&gt;
[[Berserker]]s begin play worshipping Trog.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Trog (or any other deity). &lt;br /&gt;
&lt;br /&gt;
Unlike many gods, the [[undead]] are not banned from worship. However, they do suffer certain limitations. [[Mummies]] and [[ghoul]]s cannot [[berserk]] and thus lose much of the benefit of this religion. [[Vampire]]s will also be unable to berserk if their [[satiation]] falls below full.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing the living, especially [[actual spells|spellcaster]]s.&lt;br /&gt;
*You or your allies killing demons or holy monsters.&lt;br /&gt;
*Sacrificing corpses (by standing over them and [[praying]]). Trog only accepts fresh corpses, not skeletons or chunks, but doesn't care whether you're the one who actually killed the creature.&lt;br /&gt;
*Burning spellbooks.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity. [[Piety]] decreases with time (about once every 280 turns), and you will be excommunicated if it falls to 0.&lt;br /&gt;
*Memorizing or casting spells.&lt;br /&gt;
*Devoting skill points to magic skills, including [[Spellcasting]].&lt;br /&gt;
*Abandoning him/her.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Troglodyte&amp;quot;&lt;br /&gt;
:*'''Burn Book''' - Turns a spellbook into a cloud of flame, granting you piety in exchange. The rarer the book, the longer the cloud will remain. (Costs 10-20 Food)&lt;br /&gt;
:*'''Protection From Abjuration''' - [[Abjuration]]s cast against your servants are 20% less effective. (Passive)&lt;br /&gt;
:*'''Berserk Bonus''' - If you kill a monster while berserk, you have a Piety/10% chance of adding 4-13 more turns to your rage. After berserking, if you fail the check to pass out from exhaustion (10% chance in normal conditions), there's a Piety/1.5% chance of negating that. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]:''' &amp;quot;Angry Troglodyte&amp;quot;&lt;br /&gt;
:*'''Berserk''' - Go [[berserk]].  You cannot berserk if you are [[hungry]] or still [[exhausted]] from previous berserking. (Costs 200-400 Food)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]:''' &amp;quot;Frenzied&amp;quot;&lt;br /&gt;
:*'''Trog's Hand''' - Provides 1 HP/turn regeneration and increased [[magic resistance]] for a number of turns depending on piety. (Costs 50-100 Food and 2-3 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]:''' &amp;quot;[Species Name] of Prey&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]:''' &amp;quot;Rampant&amp;quot;&lt;br /&gt;
:*'''Brothers In Arms''' - Summons a powerful berserking ally, the species of which depends on piety. At low piety levels (****), you get  [[ogre (monster)|ogre]]s, [[two-headed ogre]]s, [[black bear]]s, and [[grizzly bear]]s, while at high levels (***** or ******) you get [[troll (monster)|troll]]s, [[iron troll]]s, [[deep troll]]s, [[hill giant]]s and [[stone giant]]s. They are always friendly.  Their berserk can expire, although this usually occurs only shortly before they time out.  It has a high rate of failure, but this falls as piety rises. If it fails, nothing happens: you don't lose piety or food. (Costs 100-200 Food and 5-6 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]:''' &amp;quot;Wild [Species Name]&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]:''' &amp;quot;Bane of Scribes&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
Unlike other gods, Trog's powers do not require the [[Invocations]] skill. Their chance of success is determined solely by your piety.&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
'''Piety 81+'''&lt;br /&gt;
:*'''Ammunition''' - The ammunition is often enchanted. If you are not holding a launcher, the gift will be a [[throwing]] weapon(s).  The gift timeout for ammo is 2d4 + 4.&lt;br /&gt;
'''Piety 130+'''&lt;br /&gt;
:*'''Weapons''' - The weapon created will be enchanted, similar to using a [[scroll of acquirement]], and possibly an [[artefact]]. Trog is particularly fond of gifting weapons with the [[anti-magic]] brand, though he will gift other types as well.  The weapon chosen is weighted based on your weapon skills, though there is always a chance of receiving a weapon for which you have no skill. The [[Gift Timeout|gift timeout]] for each weapon ranges from 31 to 49.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
During penance or following desertion, you'll occasionally experience one of the following forms of [[divine retribution]]:&lt;br /&gt;
*Summons multiple hostile, berserked Brothers In Arms against you. Note that these are [[durably summoned]], so you cannot escape them by using stairs, and they will not disappear after time. However, their berserk rage will eventually expire, and they will briefly slow down as normal. They do not re-berserk unless they are already capable of doing so (e.g. fleeing [[black bear]]s or [[polar bear]]s).&lt;br /&gt;
**If there is no room for Trog's minions to spawn, a message will appear saying &amp;quot;Trog has no time to punish you...now.&amp;quot;&lt;br /&gt;
*Inflicts direct [[rotting]] damage upon you, as if you [[quaff]]ed a [[potion of decay]]. Note that this sometimes causes the [[sickness]] status effect.&lt;br /&gt;
*Weakens you, as if you [[quaff]]ed a [[potion of degeneration]]. This effect is somewhat mitigated by a [[ring of sustain abilities]].&lt;br /&gt;
*Inflicts a prolonged [[Slow]] and [[Exhaustion]] [[status effect]] on you. This can last close to 150 turns. An [[amulet of stasis]] will prevent the Slow effect, but ''not'' the Exhaustion.&lt;br /&gt;
*Causes you to pass out (as if you had berserked). Since it is not true paralysis, this effect goes through an [[amulet of stasis]] and thus cannot be avoided.&lt;br /&gt;
*Inflicts a random high level Fire Magic [[Miscast#Fire_Magic|miscast]] effect on you. This can include fireballs, [[sticky flame]]s, and searing flames that temporarily reduce your [[fire resistance]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Trog is one of the best gods for pure melee warriors, especially if they are [[ogre]]s, [[minotaur]]s, [[troll]]s, or other monstrous [[species]] who won't miss their pathetic spellcasting abilities. Kobolds ironically enough also make fantastic berserkers, their ability to stay constantly engorged without a hunger penalty basically ensures they can berserk every fight. Also, don't forget Trog also gifts ammo so Trog can be a good choice for hunters with slow metabolisms, who can spare a few corpses to sacrifice. &lt;br /&gt;
&lt;br /&gt;
[[Berserk]]ing is handy for pulverizing enemies, but don't forget that the [[Haste]] it provides can be used to ''get away'' from trouble, too.  Be very careful using this without a staircase in view though: you don't want to end up slowed next to the very thing you were trying to escape from.&lt;br /&gt;
&lt;br /&gt;
Trog's Hand has regeneration that can be used to counteract the effects of poison should you be near death with no other ability to heal available.  The magic resistance it provides can be useful should you find yourself near a [[banish|banishing monster]] with no MR items to swap in.&lt;br /&gt;
&lt;br /&gt;
Trog's berserk summons are quite worthy (and do not have any risk of spawning hostile like [[Makhleb]]'s demons), but remember that you cannot invoke that while you are berserking. If you need help for a big battle, remember to call your friends first, ''then'' start the party! Like other [[summon]]s, Trog's Brother in Arms summons will not follow you up or down stairs, so be sure to use them when enemies are in sight.&lt;br /&gt;
 &lt;br /&gt;
The Burn Books ability can be used to create a single use &amp;quot;landmine&amp;quot;. The best position to use is in a single tile hallway, drop the book as you run, to block your opponents progress, set it off before they step over it. To weaken your opponent before a counter-berserk charge, set it off when they step over it. The only downside is that this technique requires at least a 3 tile gap between you and your enemy.&lt;br /&gt;
&lt;br /&gt;
Alternatively you may either drop a book and step back or throw one (with 'F' and then '.' to force it to stay on desired square even if it misses) on your enemy's square and then set it ablaze. Keep your enemy in the flames to greatly enhance your damage output.&lt;br /&gt;
&lt;br /&gt;
Trog's wrath summons are dangerous, but by the time you come to abandoning him, you should be strong enough to take the berserked monsters on, or have the resources to get away quickly.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
Trog's altar often has a spellbook placed near it, but it will always be an artefact spellbook containing only the [[Apportation]] spell.  If you still want the spellbook, ''don't'' approach it; if you do, Trog will incinerate it. Ironically, the [[Apportation]] spell seems to be the only way to retain this spellbook. If you are a Trog worshipper, you can burn the book yourself first for some extra piety.&lt;br /&gt;
&lt;br /&gt;
Although Trog dislikes spell-casting, he doesn't mind when you use [[evocable items]] (like [[rods]] and [[wands]]). These items can be particularly useful for Trog worshippers.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.17]] even Trog no longer appreciates sacrificing corpses (by standing over them and [[praying]]). Trog only accepted fresh corpses, not skeletons or chunks, but doesn't care whether you're the one who actually killed the creature.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.16]], Trog's wrath summons weren't permanent.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], Trog's weapon gifts tended to have higher damage enchantments than accuracy.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], burning unidentified books gave more piety, and [[Rock troll]]s were in the list of possible BiA.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=38732</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=38732"/>
				<updated>2015-10-23T04:38:36Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* Innate Abilities */ Fixing capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Acute Vision]]: Vampires can [[see invisible]].&lt;br /&gt;
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, Vampires can restore a small amount of HP every time they successfully bite a living foe. &lt;br /&gt;
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, and by (q)uaffing [[potions of blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that Vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (''see chart below'').&lt;br /&gt;
*Vampires can use [[vampiricism|vampiric weapons]] more effectively; the brand always triggers and they gain twice the normal amount of HP per attack against enemies upon whom the vampiric normally works. &lt;br /&gt;
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]].&lt;br /&gt;
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. They also take extra damage from [[Sunray]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. &lt;br /&gt;
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].  Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Sublimation of Blood]], [[Cure Poison]].&lt;br /&gt;
*Vampires cannot [[berserk]] when their satiation level is thirsty or lower.&lt;br /&gt;
&lt;br /&gt;
Vampires have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Hunger-Dependent Stats==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || '''Alive''' || '''Full''' || '''Satiated''' || '''Thirsty''' || '''Near Bloodless''' || '''Bloodless'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Metabolism''' || Very fast || Fast || Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Regeneration''' || Very fast || Fast || Normal || Slow || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth Boost''' || None (18) || None (18) || None (18) || Minor (19) || Major (20) || Large (21)&lt;br /&gt;
|-&lt;br /&gt;
| '''Spell Hunger''' || Full || Full || Full || Halved || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Resistance''' || No || No || No || Yes || Yes || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''Cold Resistance''' || None || None || None || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Negative Energy Resistance''' || None || None || 1 || 2 || 3 || 3 + Torment&lt;br /&gt;
|-&lt;br /&gt;
| '''Rot Resistance''' || No || No || No || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| '''Mutation Chance''' || Always || Always || Always || Always || Always || Always&lt;br /&gt;
|-&lt;br /&gt;
| '''Non-Physical Mutation Effects''' || Full || Capped || Capped || None || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Potion Effects''' || Full || Full || Full || Full || Full || Full &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Satiated or below, vampires:&lt;br /&gt;
*Cannot go [[berserk]].&lt;br /&gt;
*Cannot transform, limiting the usefulness of their +1 [[Transmutations]] aptitude.&lt;br /&gt;
*Can use the [[Bat Form]] ability.&lt;br /&gt;
&lt;br /&gt;
When Thirsty or below, vampires:&lt;br /&gt;
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.&lt;br /&gt;
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.&lt;br /&gt;
&lt;br /&gt;
When completely Bloodless, vampires:&lt;br /&gt;
*Cannot regenerate HP, naturally or through magical means (ring or spell), though other methods of healing are available.&lt;br /&gt;
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*No additional [[stat]] gain.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
*[[File:Bottle Blood.png]] From the first level vampires can create potions of blood from viable corpses, allowing you to save snacks for later.&lt;br /&gt;
*[[File:Bat Form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks.  While in [[Bat Form]] Dexterity is increased and Strength is reduced. Entering bat form costs 2 MP.&lt;br /&gt;
{{flavour|Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low. The flight is magically augmented, so you will stay in the air even if the weight of your possessions or some disability would normally drag you down.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Vampires start with a potion of blood instead of a ration.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Not having a real [[food clock]] allows you to play cautiously or abuse powerful spells without fear of starvation. On the other hand, being unable to use permafood can be a problem in lategame, where corpses are less frequent. As long as you play according to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it comes online at level 3 (but it is only available with satiation level Satiated and below). Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency, coupled with their exceptional Stealth aptitude and stealth bonus when Near Bloodless or Bloodless, means that Vampires are particularly well suited to the [[Enchanter]] background. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Exactly how to use your variable hunger states will depend on a number of things. At Thirsty and Near Bloodless, you suffer slow regeneration (bad) in exchange for Bat Form (good), stealth (depends), and some resistances (helpful, but mostly unnecessary). Usually keeping around Thirsty for bat form is a good place to be, and gives option to quaff a bottle of blood to push you into satiated. Near Bloodless or Bloodless have stronger drawbacks, but may be worth the trade off once your character is established, depending on your build and where you are in the game. (The Torment immunity vampires get at Bloodless is just next to worthless in a standard 3 to 5 rune game, for instance.) &lt;br /&gt;
&lt;br /&gt;
Beyond that, the lack of a food clock means that you can exploit channeling, via items or [[Sif Muna]], to refill MP. However, be careful with managing your blood bottles while doing this, unless your character is at a point in the game at which it wants to stay mostly at Bloodless, and you have built your late game strategy around this fact. &lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less. &lt;br /&gt;
&lt;br /&gt;
In corpseless branches you will have to work around lack of permafood for satiation. Note that all corpseless and mostly corpseless branches are completely optional; all the following advice deals with areas of the game that one shouldn't enter in a 3 to 5 rune game.  &lt;br /&gt;
&lt;br /&gt;
You can cope with no HP regeneration while Bloodless, or else get around lack of corpses, in a number of ways. &lt;br /&gt;
&lt;br /&gt;
*Reusable options available regardless of god choice include stabbing corpse-providing enemies, casting the Vampiric Draining spell, or wielding a vampiricism branded weapon. While these can help you stay at Bloodless throughout much of the game, they will be of almost no use in corpseless areas of the game, which are dominated by unholy creatures that provide no health via the above listed means. &lt;br /&gt;
*A [[wand of healing]] is nice for emergency healing, and [[potion]]s can still be used.&lt;br /&gt;
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand and can help one fine-tune your satiation level regardless of the branch.  &lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. Since you likely won't be consuming as many corpses as other characters, you can send him plenty of blood sacrifices (though if you do need to take a drink every now and then, save the larger corpses for yourself and send him the smaller ones).  One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
Fun Fact: Unlike most other attack options, many combat-oriented [[Invocations]] are not disabled while in Bat Form. This has sometimes been the basis of various self-imposed challenges that center around staying in Bat Form as much as possible by, for instance, worshiping Makhleb and using his destruction and summoning abilities to dispatch enemies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]] vampire characters couldn't bottle up blood from the beginning.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]] thirsty vampires received only half the effect from most potions.&lt;br /&gt;
&lt;br /&gt;
As of [[0.13]] vampires are able to cast [[Cure Poison]] whenever they have blood.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=38731</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=38731"/>
				<updated>2015-10-23T04:37:42Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* Strategy */ Fixing capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Acute Vision]]: Vampires can [[see invisible]].&lt;br /&gt;
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, Vampires can restore a small amount of HP every time they successfully bite a living foe. &lt;br /&gt;
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, and by (q)uaffing [[potions of blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that Vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (''see chart below'').&lt;br /&gt;
*Vampires can use [[vampiricism|vampiric weapons]] more effectively; the brand always triggers and they gain twice the normal amount of HP per attack against enemies upon whom the vampiric normally works. &lt;br /&gt;
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]].&lt;br /&gt;
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. They also take extra damage from [[Sunray]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. &lt;br /&gt;
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].  Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Sublimation of blood]], [[Cure Poison]].&lt;br /&gt;
*Vampires cannot [[berserk]] when their satiation level is thirsty or lower.&lt;br /&gt;
&lt;br /&gt;
Vampires have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Hunger-Dependent Stats==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || '''Alive''' || '''Full''' || '''Satiated''' || '''Thirsty''' || '''Near Bloodless''' || '''Bloodless'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Metabolism''' || Very fast || Fast || Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Regeneration''' || Very fast || Fast || Normal || Slow || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth Boost''' || None (18) || None (18) || None (18) || Minor (19) || Major (20) || Large (21)&lt;br /&gt;
|-&lt;br /&gt;
| '''Spell Hunger''' || Full || Full || Full || Halved || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Resistance''' || No || No || No || Yes || Yes || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''Cold Resistance''' || None || None || None || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Negative Energy Resistance''' || None || None || 1 || 2 || 3 || 3 + Torment&lt;br /&gt;
|-&lt;br /&gt;
| '''Rot Resistance''' || No || No || No || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| '''Mutation Chance''' || Always || Always || Always || Always || Always || Always&lt;br /&gt;
|-&lt;br /&gt;
| '''Non-Physical Mutation Effects''' || Full || Capped || Capped || None || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Potion Effects''' || Full || Full || Full || Full || Full || Full &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Satiated or below, vampires:&lt;br /&gt;
*Cannot go [[berserk]].&lt;br /&gt;
*Cannot transform, limiting the usefulness of their +1 [[Transmutations]] aptitude.&lt;br /&gt;
*Can use the [[Bat Form]] ability.&lt;br /&gt;
&lt;br /&gt;
When Thirsty or below, vampires:&lt;br /&gt;
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.&lt;br /&gt;
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.&lt;br /&gt;
&lt;br /&gt;
When completely Bloodless, vampires:&lt;br /&gt;
*Cannot regenerate HP, naturally or through magical means (ring or spell), though other methods of healing are available.&lt;br /&gt;
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*No additional [[stat]] gain.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
*[[File:Bottle Blood.png]] From the first level vampires can create potions of blood from viable corpses, allowing you to save snacks for later.&lt;br /&gt;
*[[File:Bat Form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks.  While in [[Bat Form]] Dexterity is increased and Strength is reduced. Entering bat form costs 2 MP.&lt;br /&gt;
{{flavour|Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low. The flight is magically augmented, so you will stay in the air even if the weight of your possessions or some disability would normally drag you down.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Vampires start with a potion of blood instead of a ration.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Not having a real [[food clock]] allows you to play cautiously or abuse powerful spells without fear of starvation. On the other hand, being unable to use permafood can be a problem in lategame, where corpses are less frequent. As long as you play according to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it comes online at level 3 (but it is only available with satiation level Satiated and below). Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency, coupled with their exceptional Stealth aptitude and stealth bonus when Near Bloodless or Bloodless, means that Vampires are particularly well suited to the [[Enchanter]] background. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Exactly how to use your variable hunger states will depend on a number of things. At Thirsty and Near Bloodless, you suffer slow regeneration (bad) in exchange for Bat Form (good), stealth (depends), and some resistances (helpful, but mostly unnecessary). Usually keeping around Thirsty for bat form is a good place to be, and gives option to quaff a bottle of blood to push you into satiated. Near Bloodless or Bloodless have stronger drawbacks, but may be worth the trade off once your character is established, depending on your build and where you are in the game. (The Torment immunity vampires get at Bloodless is just next to worthless in a standard 3 to 5 rune game, for instance.) &lt;br /&gt;
&lt;br /&gt;
Beyond that, the lack of a food clock means that you can exploit channeling, via items or [[Sif Muna]], to refill MP. However, be careful with managing your blood bottles while doing this, unless your character is at a point in the game at which it wants to stay mostly at Bloodless, and you have built your late game strategy around this fact. &lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less. &lt;br /&gt;
&lt;br /&gt;
In corpseless branches you will have to work around lack of permafood for satiation. Note that all corpseless and mostly corpseless branches are completely optional; all the following advice deals with areas of the game that one shouldn't enter in a 3 to 5 rune game.  &lt;br /&gt;
&lt;br /&gt;
You can cope with no HP regeneration while Bloodless, or else get around lack of corpses, in a number of ways. &lt;br /&gt;
&lt;br /&gt;
*Reusable options available regardless of god choice include stabbing corpse-providing enemies, casting the Vampiric Draining spell, or wielding a vampiricism branded weapon. While these can help you stay at Bloodless throughout much of the game, they will be of almost no use in corpseless areas of the game, which are dominated by unholy creatures that provide no health via the above listed means. &lt;br /&gt;
*A [[wand of healing]] is nice for emergency healing, and [[potion]]s can still be used.&lt;br /&gt;
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand and can help one fine-tune your satiation level regardless of the branch.  &lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. Since you likely won't be consuming as many corpses as other characters, you can send him plenty of blood sacrifices (though if you do need to take a drink every now and then, save the larger corpses for yourself and send him the smaller ones).  One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
Fun Fact: Unlike most other attack options, many combat-oriented [[Invocations]] are not disabled while in Bat Form. This has sometimes been the basis of various self-imposed challenges that center around staying in Bat Form as much as possible by, for instance, worshiping Makhleb and using his destruction and summoning abilities to dispatch enemies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]] vampire characters couldn't bottle up blood from the beginning.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]] thirsty vampires received only half the effect from most potions.&lt;br /&gt;
&lt;br /&gt;
As of [[0.13]] vampires are able to cast [[Cure Poison]] whenever they have blood.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=38730</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=38730"/>
				<updated>2015-10-23T04:14:22Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* Hunger-Dependent Stats */ Making spacing consistent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Acute Vision]]: Vampires can [[see invisible]].&lt;br /&gt;
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, Vampires can restore a small amount of HP every time they successfully bite a living foe. &lt;br /&gt;
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, and by (q)uaffing [[potions of blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that Vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (''see chart below'').&lt;br /&gt;
*Vampires can use [[vampiricism|vampiric weapons]] more effectively; the brand always triggers and they gain twice the normal amount of HP per attack against enemies upon whom the vampiric normally works. &lt;br /&gt;
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]].&lt;br /&gt;
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. They also take extra damage from [[Sunray]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. &lt;br /&gt;
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].  Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Sublimation of blood]], [[Cure Poison]].&lt;br /&gt;
*Vampires cannot [[berserk]] when their satiation level is thirsty or lower.&lt;br /&gt;
&lt;br /&gt;
Vampires have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Hunger-Dependent Stats==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || '''Alive''' || '''Full''' || '''Satiated''' || '''Thirsty''' || '''Near Bloodless''' || '''Bloodless'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Metabolism''' || Very fast || Fast || Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Regeneration''' || Very fast || Fast || Normal || Slow || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth Boost''' || None (18) || None (18) || None (18) || Minor (19) || Major (20) || Large (21)&lt;br /&gt;
|-&lt;br /&gt;
| '''Spell Hunger''' || Full || Full || Full || Halved || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Resistance''' || No || No || No || Yes || Yes || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''Cold Resistance''' || None || None || None || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Negative Energy Resistance''' || None || None || 1 || 2 || 3 || 3 + Torment&lt;br /&gt;
|-&lt;br /&gt;
| '''Rot Resistance''' || No || No || No || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| '''Mutation Chance''' || Always || Always || Always || Always || Always || Always&lt;br /&gt;
|-&lt;br /&gt;
| '''Non-Physical Mutation Effects''' || Full || Capped || Capped || None || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Potion Effects''' || Full || Full || Full || Full || Full || Full &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Satiated or below, vampires:&lt;br /&gt;
*Cannot go [[berserk]].&lt;br /&gt;
*Cannot transform, limiting the usefulness of their +1 [[Transmutations]] aptitude.&lt;br /&gt;
*Can use the [[Bat Form]] ability.&lt;br /&gt;
&lt;br /&gt;
When Thirsty or below, vampires:&lt;br /&gt;
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.&lt;br /&gt;
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.&lt;br /&gt;
&lt;br /&gt;
When completely Bloodless, vampires:&lt;br /&gt;
*Cannot regenerate HP, naturally or through magical means (ring or spell), though other methods of healing are available.&lt;br /&gt;
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*No additional [[stat]] gain.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
*[[File:Bottle Blood.png]] From the first level vampires can create potions of blood from viable corpses, allowing you to save snacks for later.&lt;br /&gt;
*[[File:Bat Form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks.  While in [[Bat Form]] Dexterity is increased and Strength is reduced. Entering bat form costs 2 MP.&lt;br /&gt;
{{flavour|Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low. The flight is magically augmented, so you will stay in the air even if the weight of your possessions or some disability would normally drag you down.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Vampires start with a potion of blood instead of a ration.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Not having a real [[food clock]] allows you to play cautiously or abuse powerful spells without fear of starvation. On the other hand, being unable to use permafood can be a problem in lategame, where corpses are less frequent. As long as you play according to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it comes online at level 3 (but it is only available with satiation level Satiated and below). Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency, coupled with their exceptional Stealth aptitude and stealth bonus when Near Bloodless or Bloodless, means that Vampires are particularly well suited to the [[Enchanter]] background. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Exactly how to use your variable hunger states will depend on a number of things. At Thirsty and Near Bloodless, you suffer slow regeneration (bad) in exchange for Bat Form (good), stealth (depends), and some resistances (helpful, but mostly unnecessary). Usually keeping around Thirsty for bat form is a good place to be, and gives option to quaff a bottle of blood to push you into satiated. Near Bloodless or Bloodless have stronger drawbacks, but may be worth the trade off once your character is established, depending on your build and where you are in the game. (The Torment immunity vampires get at Bloodless is just next to worthless in a standard 3 to 5 rune game, for instance.) &lt;br /&gt;
&lt;br /&gt;
Beyond that, the lack of a food clock means that you can exploit channeling, via items or [[Sif Muna]], to refill MP. However, be careful with managing your blood bottles while doing this, unless your character is at a point in the game at which it wants to stay mostly at Bloodless, and you have built your late game strategy around this fact. &lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less. &lt;br /&gt;
&lt;br /&gt;
In corpseless branches you will have to work around lack of permafood for satiation. Note that all corpseless and mostly corpseless branches are completely optional; all the following advice deals with areas of the game that one shouldn't enter in a 3 to 5 rune game.  &lt;br /&gt;
&lt;br /&gt;
You can cope with no HP regeneration while Bloodless, or else get around lack of corpses, in a number of ways. &lt;br /&gt;
&lt;br /&gt;
*Reusable options available regardless of god choice include Stabbing corpse-providing enemies, casting the Vampiric Draining spell, or wielding a vampiricism branded weapon. While these can help you stay at Bloodless throughout much of the game, they will be of almost no use in corpseless areas of the game, which are dominated by unholy creatures that provide no health via the above listed means. &lt;br /&gt;
*A [[wand of healing]] is nice for emergency healing, and [[potion]]s can still be used.&lt;br /&gt;
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand and can help one fine-tune your satiation level regardless of the branch.  &lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. Since you likely won't be consuming as many corpses as other characters, you can send him plenty of blood sacrifices (though if you do need to take a drink every now and then, save the larger corpses for yourself and send him the smaller ones).  One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
Fun Fact: Unlike most other attack options, many combat-oriented [[Invocations]] are not disabled while in Bat Form. This has sometimes been the basis of various self-imposed challenges that center around staying in Bat Form as much as possible by, for instance, worshiping Makhleb and using his destruction and summoning abilities to dispatch enemies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]] vampire characters couldn't bottle up blood from the beginning.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]] thirsty vampires received only half the effect from most potions.&lt;br /&gt;
&lt;br /&gt;
As of [[0.13]] vampires are able to cast [[Cure Poison]] whenever they have blood.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=38729</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=38729"/>
				<updated>2015-10-23T04:12:50Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Acute Vision]]: Vampires can [[see invisible]].&lt;br /&gt;
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, Vampires can restore a small amount of HP every time they successfully bite a living foe. &lt;br /&gt;
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, and by (q)uaffing [[potions of blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that Vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (''see chart below'').&lt;br /&gt;
*Vampires can use [[vampiricism|vampiric weapons]] more effectively; the brand always triggers and they gain twice the normal amount of HP per attack against enemies upon whom the vampiric normally works. &lt;br /&gt;
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]].&lt;br /&gt;
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. They also take extra damage from [[Sunray]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. &lt;br /&gt;
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].  Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Sublimation of blood]], [[Cure Poison]].&lt;br /&gt;
*Vampires cannot [[berserk]] when their satiation level is thirsty or lower.&lt;br /&gt;
&lt;br /&gt;
Vampires have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Hunger-Dependent Stats==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || '''Alive''' || '''Full''' || '''Satiated''' || '''Thirsty''' || '''Near Bloodless''' || '''Bloodless'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Metabolism''' || Very fast || Fast || Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Regeneration''' || Very fast || Fast || Normal || Slow || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth Boost''' || None (18) || None (18) || None (18) || Minor (19) || Major (20) || Large (21)&lt;br /&gt;
|-&lt;br /&gt;
| '''Spell Hunger''' || Full || Full || Full || Halved || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Resistance''' || No || No || No || Yes || Yes || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''Cold Resistance''' || None || None || None || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Negative Energy Resistance''' || None || None || 1 || 2 || 3 || 3 + Torment&lt;br /&gt;
|-&lt;br /&gt;
| '''Rot Resistance''' || No || No || No || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| '''Mutation Chance''' || Always || Always || Always || Always || Always || Always&lt;br /&gt;
|-&lt;br /&gt;
| '''Non-Physical Mutation Effects''' || Full || Capped || Capped || None || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Potion Effects''' || Full || Full || Full || Full || Full || Full &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Satiated or below, vampires:&lt;br /&gt;
*Cannot go [[berserk]].&lt;br /&gt;
*Cannot transform, limiting the usefulness of their +1 [[Transmutations]] aptitude.&lt;br /&gt;
*Can use the [[Bat Form]] ability.&lt;br /&gt;
&lt;br /&gt;
When Thirsty or below, vampires:&lt;br /&gt;
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.&lt;br /&gt;
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When completely Bloodless, vampires:&lt;br /&gt;
*Cannot regenerate HP, naturally or through magical means (ring or spell), though other methods of healing are available.&lt;br /&gt;
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*No additional [[stat]] gain.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
*[[File:Bottle Blood.png]] From the first level vampires can create potions of blood from viable corpses, allowing you to save snacks for later.&lt;br /&gt;
*[[File:Bat Form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks.  While in [[Bat Form]] Dexterity is increased and Strength is reduced. Entering bat form costs 2 MP.&lt;br /&gt;
{{flavour|Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low. The flight is magically augmented, so you will stay in the air even if the weight of your possessions or some disability would normally drag you down.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Vampires start with a potion of blood instead of a ration.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Not having a real [[food clock]] allows you to play cautiously or abuse powerful spells without fear of starvation. On the other hand, being unable to use permafood can be a problem in lategame, where corpses are less frequent. As long as you play according to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it comes online at level 3 (but it is only available with satiation level Satiated and below). Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency, coupled with their exceptional Stealth aptitude and stealth bonus when Near Bloodless or Bloodless, means that Vampires are particularly well suited to the [[Enchanter]] background. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Exactly how to use your variable hunger states will depend on a number of things. At Thirsty and Near Bloodless, you suffer slow regeneration (bad) in exchange for Bat Form (good), stealth (depends), and some resistances (helpful, but mostly unnecessary). Usually keeping around Thirsty for bat form is a good place to be, and gives option to quaff a bottle of blood to push you into satiated. Near Bloodless or Bloodless have stronger drawbacks, but may be worth the trade off once your character is established, depending on your build and where you are in the game. (The Torment immunity vampires get at Bloodless is just next to worthless in a standard 3 to 5 rune game, for instance.) &lt;br /&gt;
&lt;br /&gt;
Beyond that, the lack of a food clock means that you can exploit channeling, via items or [[Sif Muna]], to refill MP. However, be careful with managing your blood bottles while doing this, unless your character is at a point in the game at which it wants to stay mostly at Bloodless, and you have built your late game strategy around this fact. &lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less. &lt;br /&gt;
&lt;br /&gt;
In corpseless branches you will have to work around lack of permafood for satiation. Note that all corpseless and mostly corpseless branches are completely optional; all the following advice deals with areas of the game that one shouldn't enter in a 3 to 5 rune game.  &lt;br /&gt;
&lt;br /&gt;
You can cope with no HP regeneration while Bloodless, or else get around lack of corpses, in a number of ways. &lt;br /&gt;
&lt;br /&gt;
*Reusable options available regardless of god choice include Stabbing corpse-providing enemies, casting the Vampiric Draining spell, or wielding a vampiricism branded weapon. While these can help you stay at Bloodless throughout much of the game, they will be of almost no use in corpseless areas of the game, which are dominated by unholy creatures that provide no health via the above listed means. &lt;br /&gt;
*A [[wand of healing]] is nice for emergency healing, and [[potion]]s can still be used.&lt;br /&gt;
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand and can help one fine-tune your satiation level regardless of the branch.  &lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. Since you likely won't be consuming as many corpses as other characters, you can send him plenty of blood sacrifices (though if you do need to take a drink every now and then, save the larger corpses for yourself and send him the smaller ones).  One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
Fun Fact: Unlike most other attack options, many combat-oriented [[Invocations]] are not disabled while in Bat Form. This has sometimes been the basis of various self-imposed challenges that center around staying in Bat Form as much as possible by, for instance, worshiping Makhleb and using his destruction and summoning abilities to dispatch enemies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]] vampire characters couldn't bottle up blood from the beginning.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]] thirsty vampires received only half the effect from most potions.&lt;br /&gt;
&lt;br /&gt;
As of [[0.13]] vampires are able to cast [[Cure Poison]] whenever they have blood.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=38728</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=38728"/>
				<updated>2015-10-23T04:10:58Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* Hunger-Dependent Stats */ Removing references to half-strength potions, which was removed in 0.15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Acute Vision]]: Vampires can [[see invisible]].&lt;br /&gt;
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, Vampires can restore a small amount of HP every time they successfully bite a living foe. &lt;br /&gt;
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, and by (q)uaffing [[potions of blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that Vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (''see chart below'').&lt;br /&gt;
*Vampires can use [[vampiricism|vampiric weapons]] more effectively; the brand always triggers and they gain twice the normal amount of HP per attack against enemies upon whom the vampiric normally works. &lt;br /&gt;
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]].&lt;br /&gt;
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. They also take extra damage from [[Sunray]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. &lt;br /&gt;
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].  Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Sublimation of blood]], [[Cure Poison]].&lt;br /&gt;
*Vampires cannot [[berserk]] when their satiation level is thirsty or lower.&lt;br /&gt;
&lt;br /&gt;
Vampires have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Hunger-Dependent Stats==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || '''Alive''' || '''Full''' || '''Satiated''' || '''Thirsty''' || '''Near Bloodless''' || '''Bloodless'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Metabolism''' || Very fast || Fast || Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Regeneration''' || Very fast || Fast || Normal || Slow || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth Boost''' || None (18) || None (18) || None (18) || Minor (19) || Major (20) || Large (21)&lt;br /&gt;
|-&lt;br /&gt;
| '''Spell Hunger''' || Full || Full || Full || Halved || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Resistance''' || No || No || No || Yes || Yes || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''Cold Resistance''' || None || None || None || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Negative Energy Resistance''' || None || None || 1 || 2 || 3 || 3 + Torment&lt;br /&gt;
|-&lt;br /&gt;
| '''Rot Resistance''' || No || No || No || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| '''Mutation Chance''' || Always || Always || Always || Always || Always || Always&lt;br /&gt;
|-&lt;br /&gt;
| '''Non-Physical Mutation Effects''' || Full || Capped || Capped || None || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Potion Effects''' || Full || Full || Full || Full || Full || Full &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Satiated or below, vampires:&lt;br /&gt;
*Cannot go [[berserk]].&lt;br /&gt;
*Cannot transform, limiting the usefulness of their +1 [[Transmutations]] aptitude.&lt;br /&gt;
*Can use the [[Bat Form]] ability.&lt;br /&gt;
&lt;br /&gt;
When Thirsty or below, vampires:&lt;br /&gt;
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.&lt;br /&gt;
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When completely Bloodless, vampires:&lt;br /&gt;
*Cannot regenerate HP, naturally or through magical means (ring or spell), though other methods of healing are available.&lt;br /&gt;
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*No additional [[stat]] gain.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
*[[File:Bottle Blood.png]] From the first level vampires can create potions of blood from viable corpses, allowing you to save snacks for later.&lt;br /&gt;
*[[File:Bat Form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks.  While in [[Bat Form]] Dexterity is increased and Strength is reduced. Entering bat form costs 2 MP.&lt;br /&gt;
{{flavour|Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low. The flight is magically augmented, so you will stay in the air even if the weight of your possessions or some disability would normally drag you down.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Vampires start with a potion of blood instead of a ration.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Not having a real [[food clock]] allows you to play cautiously or abuse powerful spells without fear of starvation. On the other hand, being unable to use permafood can be a problem in lategame, where corpses are less frequent. As long as you play according to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it comes online at level 3 (but it is only available with satiation level Satiated and below). Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency, coupled with their exceptional Stealth aptitude and stealth bonus when Near Bloodless or Bloodless, means that Vampires are particularly well suited to the [[Enchanter]] background. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Exactly how to use your variable hunger states will depend on a number of things. At Thirsty and Near Bloodless, you suffer slow regeneration (bad) in exchange for Bat Form (good), stealth (depends), and some resistances (helpful, but mostly unnecessary). Usually keeping around Thirsty for bat form is a good place to be, and gives option to quaff a bottle of blood to push you into satiated. Near Bloodless or Bloodless have stronger drawbacks, but may be worth the trade off once your character is established, depending on your build and where you are in the game. (The Torment immunity vampires get at Bloodless is just next to worthless in a standard 3 to 5 rune game, for instance.) &lt;br /&gt;
&lt;br /&gt;
Beyond that, the lack of a food clock means that you can exploit channeling, via items or [[Sif Muna]], to refill MP. However, be careful with managing your blood bottles while doing this, unless your character is at a point in the game at which it wants to stay mostly at Bloodless, and you have built your late game strategy around this fact. &lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less. &lt;br /&gt;
&lt;br /&gt;
In corpseless branches you will have to work around lack of permafood for satiation. Note that all corpseless and mostly corpseless branches are completely optional; all the following advice deals with areas of the game that one shouldn't enter in a 3 to 5 rune game.  &lt;br /&gt;
&lt;br /&gt;
You can cope with no HP regeneration while Bloodless, or else get around lack of corpses, in a number of ways. &lt;br /&gt;
&lt;br /&gt;
*Reusable options available regardless of god choice include Stabbing corpse-providing enemies, casting the Vampiric Draining spell, or wielding a vampiricism branded weapon. While these can help you stay at Bloodless throughout much of the game, they will be of almost no use in corpseless areas of the game, which are dominated by unholy creatures that provide no health via the above listed means. &lt;br /&gt;
*A [[wand of healing]] is nice for emergency healing, and [[potion]]s can still be used.&lt;br /&gt;
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand and can help one fine-tune your satiation level regardless of the branch.  &lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. Since you likely won't be consuming as many corpses as other characters, you can send him plenty of blood sacrifices (though if you do need to take a drink every now and then, save the larger corpses for yourself and send him the smaller ones).  One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
Fun Fact: Unlike most other attack options, many combat-oriented [[Invocations]] are not disabled while in Bat Form. This has sometimes been the basis of various self-imposed challenges that center around staying in Bat Form as much as possible by, for instance, worshiping Makhleb and using his destruction and summoning abilities to dispatch enemies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]] vampire characters couldn't bottle up blood from the beginning. &lt;br /&gt;
&lt;br /&gt;
As of [[0.13]] Vampires are able to cast [[Cure Poison]] whenever they have blood.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=38727</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=38727"/>
				<updated>2015-10-23T04:09:44Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* Strategy */ Removing references to half-strength potions, which was removed in 0.15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Acute Vision]]: Vampires can [[see invisible]].&lt;br /&gt;
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, Vampires can restore a small amount of HP every time they successfully bite a living foe. &lt;br /&gt;
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, and by (q)uaffing [[potions of blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that Vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (''see chart below'').&lt;br /&gt;
*Vampires can use [[vampiricism|vampiric weapons]] more effectively; the brand always triggers and they gain twice the normal amount of HP per attack against enemies upon whom the vampiric normally works. &lt;br /&gt;
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]].&lt;br /&gt;
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. They also take extra damage from [[Sunray]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. &lt;br /&gt;
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].  Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Sublimation of blood]], [[Cure Poison]].&lt;br /&gt;
*Vampires cannot [[berserk]] when their satiation level is thirsty or lower.&lt;br /&gt;
&lt;br /&gt;
Vampires have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Hunger-Dependent Stats==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || '''Alive''' || '''Full''' || '''Satiated''' || '''Thirsty''' || '''Near Bloodless''' || '''Bloodless'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Metabolism''' || Very fast || Fast || Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Regeneration''' || Very fast || Fast || Normal || Slow || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth Boost''' || None (18) || None (18) || None (18) || Minor (19) || Major (20) || Large (21)&lt;br /&gt;
|-&lt;br /&gt;
| '''Spell Hunger''' || Full || Full || Full || Halved || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Resistance''' || No || No || No || Yes || Yes || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''Cold Resistance''' || None || None || None || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Negative Energy Resistance''' || None || None || 1 || 2 || 3 || 3 + Torment&lt;br /&gt;
|-&lt;br /&gt;
| '''Rot Resistance''' || No || No || No || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| '''Mutation Chance''' || Always || Always || Always || Always || Always || Always&lt;br /&gt;
|-&lt;br /&gt;
| '''Non-Physical Mutation Effects''' || Full || Capped || Capped || None || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Potion Effects''' || Full || Full || Full || Halved || Halved || Halved &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Satiated or below, vampires:&lt;br /&gt;
*Cannot go [[berserk]].&lt;br /&gt;
*Cannot transform, limiting the usefulness of their +1 [[Transmutations]] aptitude.&lt;br /&gt;
*Can use the [[Bat Form]] ability.&lt;br /&gt;
&lt;br /&gt;
When Thirsty or below, vampires:&lt;br /&gt;
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.&lt;br /&gt;
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When completely Bloodless, vampires:&lt;br /&gt;
*Cannot regenerate HP, naturally or through magical means (ring or spell), though other methods of healing are available.&lt;br /&gt;
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*No additional [[stat]] gain.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
*[[File:Bottle Blood.png]] From the first level vampires can create potions of blood from viable corpses, allowing you to save snacks for later.&lt;br /&gt;
*[[File:Bat Form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks.  While in [[Bat Form]] Dexterity is increased and Strength is reduced. Entering bat form costs 2 MP.&lt;br /&gt;
{{flavour|Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low. The flight is magically augmented, so you will stay in the air even if the weight of your possessions or some disability would normally drag you down.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Vampires start with a potion of blood instead of a ration.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Not having a real [[food clock]] allows you to play cautiously or abuse powerful spells without fear of starvation. On the other hand, being unable to use permafood can be a problem in lategame, where corpses are less frequent. As long as you play according to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it comes online at level 3 (but it is only available with satiation level Satiated and below). Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency, coupled with their exceptional Stealth aptitude and stealth bonus when Near Bloodless or Bloodless, means that Vampires are particularly well suited to the [[Enchanter]] background. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Exactly how to use your variable hunger states will depend on a number of things. At Thirsty and Near Bloodless, you suffer slow regeneration (bad) in exchange for Bat Form (good), stealth (depends), and some resistances (helpful, but mostly unnecessary). Usually keeping around Thirsty for bat form is a good place to be, and gives option to quaff a bottle of blood to push you into satiated. Near Bloodless or Bloodless have stronger drawbacks, but may be worth the trade off once your character is established, depending on your build and where you are in the game. (The Torment immunity vampires get at Bloodless is just next to worthless in a standard 3 to 5 rune game, for instance.) &lt;br /&gt;
&lt;br /&gt;
Beyond that, the lack of a food clock means that you can exploit channeling, via items or [[Sif Muna]], to refill MP. However, be careful with managing your blood bottles while doing this, unless your character is at a point in the game at which it wants to stay mostly at Bloodless, and you have built your late game strategy around this fact. &lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less. &lt;br /&gt;
&lt;br /&gt;
In corpseless branches you will have to work around lack of permafood for satiation. Note that all corpseless and mostly corpseless branches are completely optional; all the following advice deals with areas of the game that one shouldn't enter in a 3 to 5 rune game.  &lt;br /&gt;
&lt;br /&gt;
You can cope with no HP regeneration while Bloodless, or else get around lack of corpses, in a number of ways. &lt;br /&gt;
&lt;br /&gt;
*Reusable options available regardless of god choice include Stabbing corpse-providing enemies, casting the Vampiric Draining spell, or wielding a vampiricism branded weapon. While these can help you stay at Bloodless throughout much of the game, they will be of almost no use in corpseless areas of the game, which are dominated by unholy creatures that provide no health via the above listed means. &lt;br /&gt;
*A [[wand of healing]] is nice for emergency healing, and [[potion]]s can still be used.&lt;br /&gt;
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand and can help one fine-tune your satiation level regardless of the branch.  &lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. Since you likely won't be consuming as many corpses as other characters, you can send him plenty of blood sacrifices (though if you do need to take a drink every now and then, save the larger corpses for yourself and send him the smaller ones).  One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
Fun Fact: Unlike most other attack options, many combat-oriented [[Invocations]] are not disabled while in Bat Form. This has sometimes been the basis of various self-imposed challenges that center around staying in Bat Form as much as possible by, for instance, worshiping Makhleb and using his destruction and summoning abilities to dispatch enemies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]] vampire characters couldn't bottle up blood from the beginning. &lt;br /&gt;
&lt;br /&gt;
As of [[0.13]] Vampires are able to cast [[Cure Poison]] whenever they have blood.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=38726</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=38726"/>
				<updated>2015-10-22T18:31:17Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: /* Innate Abilities */  Removed reference to obsolete potions of coagulated blood&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Acute Vision]]: Vampires can [[see invisible]].&lt;br /&gt;
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, Vampires can restore a small amount of HP every time they successfully bite a living foe. &lt;br /&gt;
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, and by (q)uaffing [[potions of blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that Vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (''see chart below'').&lt;br /&gt;
*Vampires can use [[vampiricism|vampiric weapons]] more effectively; the brand always triggers and they gain twice the normal amount of HP per attack against enemies upon whom the vampiric normally works. &lt;br /&gt;
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]].&lt;br /&gt;
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. They also take extra damage from [[Sunray]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. &lt;br /&gt;
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].  Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Sublimation of blood]], [[Cure Poison]].&lt;br /&gt;
*Vampires cannot [[berserk]] when their satiation level is thirsty or lower.&lt;br /&gt;
&lt;br /&gt;
Vampires have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Hunger-Dependent Stats==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || '''Alive''' || '''Full''' || '''Satiated''' || '''Thirsty''' || '''Near Bloodless''' || '''Bloodless'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Metabolism''' || Very fast || Fast || Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Regeneration''' || Very fast || Fast || Normal || Slow || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth Boost''' || None (18) || None (18) || None (18) || Minor (19) || Major (20) || Large (21)&lt;br /&gt;
|-&lt;br /&gt;
| '''Spell Hunger''' || Full || Full || Full || Halved || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Resistance''' || No || No || No || Yes || Yes || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''Cold Resistance''' || None || None || None || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Negative Energy Resistance''' || None || None || 1 || 2 || 3 || 3 + Torment&lt;br /&gt;
|-&lt;br /&gt;
| '''Rot Resistance''' || No || No || No || Yes || Yes || Yes&lt;br /&gt;
|-&lt;br /&gt;
| '''Mutation Chance''' || Always || Always || Always || Always || Always || Always&lt;br /&gt;
|-&lt;br /&gt;
| '''Non-Physical Mutation Effects''' || Full || Capped || Capped || None || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Potion Effects''' || Full || Full || Full || Halved || Halved || Halved &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Satiated or below, vampires:&lt;br /&gt;
*Cannot go [[berserk]].&lt;br /&gt;
*Cannot transform, limiting the usefulness of their +1 [[Transmutations]] aptitude.&lt;br /&gt;
*Can use the [[Bat Form]] ability.&lt;br /&gt;
&lt;br /&gt;
When Thirsty or below, vampires:&lt;br /&gt;
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.&lt;br /&gt;
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When completely Bloodless, vampires:&lt;br /&gt;
*Cannot regenerate HP, naturally or through magical means (ring or spell), though other methods of healing are available.&lt;br /&gt;
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*No additional [[stat]] gain.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
*[[File:Bottle Blood.png]] From the first level vampires can create potions of blood from viable corpses, allowing you to save snacks for later.&lt;br /&gt;
*[[File:Bat Form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks.  While in [[Bat Form]] Dexterity is increased and Strength is reduced. Entering bat form costs 2 MP.&lt;br /&gt;
{{flavour|Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low. The flight is magically augmented, so you will stay in the air even if the weight of your possessions or some disability would normally drag you down.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Vampires start with a potion of blood instead of a ration.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Not having a real [[food clock]] allows you to play cautiously or abuse powerful spells without fear of starvation. On the other hand, being unable to use permafood can be a problem in lategame, where corpses are less frequent. As long as you play according to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it comes online at level 3 (but it is only available with satiation level Satiated and below). Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency, coupled with their exceptional Stealth aptitude and stealth bonus when Near Bloodless or Bloodless, means that Vampires are particularly well suited to the [[Enchanter]] background. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Exactly how to use your variable hunger states will depend on a number of things. At Thirsty and Near Bloodless, you suffer slow regeneration (bad) in exchange for Bat Form (good), stealth (depends), and some resistances (helpful, but mostly unnecessary). Usually keeping around Thirsty for bat form is a good place to be, and gives option to quaff a bottle of blood to push you into satiated for full strength potions. Near Bloodless or Bloodless have stronger drawbacks, but may be worth the trade off once your character is established, depending on your build and where you are in the game. (The Torment immunity vampires get at Bloodless is just next to worthless in a standard 3 to 5 rune game, for instance.) &lt;br /&gt;
&lt;br /&gt;
Beyond that, the lack of a food clock means that you can exploit channeling, via items or [[Sif Muna]], to refill MP. However, be careful with managing your blood bottles while doing this, unless your character is at a point in the game at which it wants to stay mostly at Bloodless, and you have built your late game strategy around this fact. &lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less. &lt;br /&gt;
&lt;br /&gt;
In corpseless branches you will have to work around lack of permafood for satiation. Note that all corpseless and mostly corpseless branches are completely optional; all the following advice deals with areas of the game that one shouldn't enter in a 3 to 5 rune game.  &lt;br /&gt;
&lt;br /&gt;
You can cope with no HP regeneration while Bloodless, or else get around lack of corpses, in a number of ways. &lt;br /&gt;
&lt;br /&gt;
*Reusable options available regardless of god choice include Stabbing corpse-providing enemies, casting the Vampiric Draining spell, or wielding a vampiricism branded weapon. While these can help you stay at Bloodless throughout much of the game, they will be of almost no use in corpseless areas of the game, which are dominated by unholy creatures that provide no health via the above listed means. &lt;br /&gt;
*A [[wand of healing]] is nice for emergency healing, and [[potion]]s can still be used.&lt;br /&gt;
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand and can help one fine-tune your satiation level regardless of the branch.  &lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. Since you likely won't be consuming as many corpses as other characters, you can send him plenty of blood sacrifices (though if you do need to take a drink every now and then, save the larger corpses for yourself and send him the smaller ones).  One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
Fun Fact: Unlike most other attack options, many combat-oriented [[Invocations]] are not disabled while in Bat Form. This has sometimes been the basis of various self-imposed challenges that center around staying in Bat Form as much as possible by, for instance, worshiping Makhleb and using his destruction and summoning abilities to dispatch enemies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]] vampire characters couldn't bottle up blood from the beginning. &lt;br /&gt;
&lt;br /&gt;
As of [[0.13]] Vampires are able to cast [[Cure Poison]] whenever they have blood.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Armour&amp;diff=38690</id>
		<title>Armour</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Armour&amp;diff=38690"/>
				<updated>2015-10-19T00:13:40Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: Updating max enchantment values for shields&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{| style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
| TOC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Nought can Deform the Human race&amp;lt;br&amp;gt;Like to the Armours iron brace&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-William Blake, &amp;quot;Auguries of Innocence&amp;quot;, 99-100. 1803.}}&lt;br /&gt;
&lt;br /&gt;
[[Armour]] encompasses all clothing worn to protect against physical melee and ranged attacks (though some provide benefits against certain magic attacks as well). Armour does this by providing increased [[AC]], [[GDR]], [[SH]] (for [[shields]]), [[resistance]]s (for certain body armours), and whatever benefits their [[ego]]s provide. However, this comes at a cost to your [[EV]] and [[Spellcasting]] ability when using the heavier armours. Increasing your [[Armour (skill)|Armour skill]] improves the benefits and lowers the penalties of most armour. Shields are governed by the [[Shields (skill)|Shields skill]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armour Locations==&lt;br /&gt;
There are six armour locations in ''Crawl'', also known as '''armour slots''' when referring to whether a player is wearing (or can wear) a given type of armour. Some [[species]] have restrictions on the kinds of armour they can wear.&lt;br /&gt;
&lt;br /&gt;
*'''[[Body armour]]''' is worn on a character's torso, and provides both AC and GDR. Its AC bonus is penalized by the [[Deformed]] mutation. Heavier ones provide larger EV penalties.&lt;br /&gt;
*'''[[Gloves]]''' are worn on the hands, and are unusable with rank 3 of the [[Claws]] mutation. Certain [[Transmutations]], such as [[Blade Hands]], will disable them.&lt;br /&gt;
*'''[[Boots]]''' are worn on the feet, and are unusable with rank 3 of either the [[Talons]] or [[Hooves]] mutations.&lt;br /&gt;
**In place of boots, [[centaur]] and [[naga]] characters may wear '''[[barding]]s''' on the rear portions of their bodies, providing more AC and higher potential enchantment than regular boots at the cost of a bit of EV. Centaurs cannot wear naga barding, and nagas cannot wear centaur barding.&lt;br /&gt;
*'''[[:Category:Headgear|Headgear]]''' is worn on the head. The [[Beak]], [[Antennae]], and [[Horns]] mutations all restrict the player's headgear options.&lt;br /&gt;
*'''[[Cloak]]s''' are worn around the shoulders.&lt;br /&gt;
*'''[[Shields]]''' are worn on a character's arm. They provide SH, but impede spellcasting, EV, and the use of certain weapons.&lt;br /&gt;
&lt;br /&gt;
==Encumbrance rating==&lt;br /&gt;
Most body armour has an [[encumbrance rating]] proportional to its AC and GDR. [[Robe]]s, [[animal skin]]s, and [[leather armour]], being lightweight, have no or a very small EV penalty; at the other end of the spectrum you can find [[plate armour]] and [[crystal plate armour]], which are cumbersome but incredibly protective. All shields and bardings also have an EV penalty.&lt;br /&gt;
&lt;br /&gt;
A higher [[encumbrance rating]]:&lt;br /&gt;
*Lowers your evasion chance&lt;br /&gt;
*Makes you less [[stealth]]y&lt;br /&gt;
*Reduces your accuracy&lt;br /&gt;
*Reduces your spellcasting success rate&lt;br /&gt;
*Slows unarmed combat attacks&lt;br /&gt;
&lt;br /&gt;
Increasing your Armour skill decreases the effect of the encumbrance rating (though never completely: -2.2% per level, so at level 27 the reduction is -60%) and boosts the total AC granted by those pieces. High [[strength]] will also help. See the [[encumbrance rating]] page for more details..&lt;br /&gt;
&lt;br /&gt;
==AC Calculations==&lt;br /&gt;
If you're interested in the formulas the game uses to determine the actual AC contributions from a piece of armour, see the [[AC calculations]] page. Otherwise, here's the short version:&lt;br /&gt;
*A piece of armour's base AC is always the minimum you'll receive (assuming it's not negatively enchanted and/or you aren't [[Deformed]]).&lt;br /&gt;
*Improving your [[Armour (skill)|Armour skill]] increases the base AC an armour provides by about 4% per level.&lt;br /&gt;
*Enchanting armour directly adds to your total AC. This AC bonus is not affected by the Armour skill.&lt;br /&gt;
*The maximum enchantment possible on a piece of armour is its base AC (for body armour and barding); between 3 and 8 for shields, depending on the type; and 2 for everything else.&lt;br /&gt;
&lt;br /&gt;
==Guaranteed damage reduction==&lt;br /&gt;
Any piece of armour with a base AC greater than 2 provides you with [[guaranteed damage reduction]]. This is a percentage of damage received from all physical melee attacks that you are guaranteed to ignore. The higher the armour's base AC, the higher the percentage ignored (though it is limited by your total AC). See the article on GDR for more details.&lt;br /&gt;
&lt;br /&gt;
==Wear and remove times==&lt;br /&gt;
All types of armour, including [[shield]]s, require 5 turns to remove or equip. Note that if you are swapping one piece of armour for another, it will take 5 turns to remove the old armour and another 5 turns to equip the new one.&lt;br /&gt;
&lt;br /&gt;
==Tables of Armours==&lt;br /&gt;
===Body Armour===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%&amp;quot; border=1&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Armour&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Base AC&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Encumbrance rating&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | GDR&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Wearable&lt;br /&gt;
|-&lt;br /&gt;
|[[Robe]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 2&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Leather armour]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -4&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 14%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small and medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Ring mail]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 5&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -7&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 24%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small and medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Scale mail]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 6&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -10&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 28%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small and medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Chain mail]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 8&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -15&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 34%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small and medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Plate armour]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 10&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -18&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 39%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small and medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Crystal plate armour]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 14&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -23&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 48%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small and medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Animal skin]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 2&lt;br /&gt;
|align=&amp;quot;right&amp;quot; |  0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Troll hide]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 2&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -4&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Troll leather armour]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 4&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -4&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 19%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Steam dragon hide]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 2&lt;br /&gt;
|align=&amp;quot;right&amp;quot; |  0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Steam dragon armour]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 5&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 24%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Mottled dragon hide]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -5&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 14%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Mottled dragon armour]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 6&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -5&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 28%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Swamp dragon hide]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -7&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 14%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Swamp dragon armour]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 7&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -7&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 31%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Quicksilver dragon hide]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 5&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -7&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 24%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Quicksilver dragon armour]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 10&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -7&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 39%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Fire dragon hide]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -11&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 14%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Fire dragon armour]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 8&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -11&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 34%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice dragon hide]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 4&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -11&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 19%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice dragon armour]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 9&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -11&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 37%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Pearl dragon hide]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -11&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 14%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Pearl dragon armour]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 10&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -11&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 39%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow dragon hide]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 5&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -15&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 24%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow dragon armour]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 10&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -15&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 39%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Storm dragon hide]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 4&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -11&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 19%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Storm dragon armour]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 10&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -17&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 39%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Gold dragon hide]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 4&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -17&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 19%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Gold dragon armour]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 12&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -25&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 44%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:100%&amp;quot; border=1&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Shield&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | SH&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | EVP&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Wearable&lt;br /&gt;
|-&lt;br /&gt;
|[[Buckler]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Tiny to medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Shield]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 8&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -3&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small to giant&lt;br /&gt;
|-&lt;br /&gt;
|[[Large shield]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 13&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -5&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Medium to giant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Headgear===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:100%&amp;quot; border=1&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Headgear&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | AC&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Encumbrance rating&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Wearable&lt;br /&gt;
|-&lt;br /&gt;
|[[Helmet]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small and medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Hat]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%&amp;quot; border=1&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Armour&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | AC&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Encumbrance rating&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Wearable&lt;br /&gt;
|-&lt;br /&gt;
|[[Boots]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small and medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Cloak]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Gloves]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small and medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Centaur barding]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 4&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -6&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Centaur&lt;br /&gt;
|-&lt;br /&gt;
|[[Naga barding]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 4&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -6&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Naga&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Armour Ego==&lt;br /&gt;
Enchanted armour may have an [[ego]], which gives it additional properties.&lt;br /&gt;
&lt;br /&gt;
==Restrictions and Mutations==&lt;br /&gt;
*Beaks, horns, and antennae are incompatible with helmets. Hats are allowed.&lt;br /&gt;
**Horns 3 and Antennae 3 disallow all headgear, however.&lt;br /&gt;
*Hooves 3 and talons 3 are incompatible with boots.&lt;br /&gt;
*Claws and [[Blade Hands]] are incompatible with gloves.&lt;br /&gt;
**Blade Hands is in addition incompatible with all types of shields and weapons.&lt;br /&gt;
*[[Porcupine Form]] and [[Wisp Form]] are incompatible with all armour and jewellery.&lt;br /&gt;
*[[Bat Form]] and [[Pig Form]] are incompatible with all armour (you can only wear amulets).&lt;br /&gt;
*[[Spider Form]], [[Ice Form]], and [[Dragon Form]] are incompatible with all armour (you can only wear jewellery).&lt;br /&gt;
*[[Fungus Form]] is incompatible with all armour except headgear.&lt;br /&gt;
*[[Tree Form]] is incompatible with all armour except headgear and shields.&lt;br /&gt;
*[[Statue Form]] is incompatible with all armour except headgear, shields, and cloaks.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.15]], [[aum|item weight]] was removed from the game and removing/equipping armour was set to a flat 5 turns. Prior to that, doing so wasted AC+1 turns.&lt;br /&gt;
&lt;br /&gt;
In [[0.14]], all [[Racial equipment|racial armour types]] were removed.&lt;br /&gt;
&lt;br /&gt;
In [[0.13]], the evasion penalty system was changed, and the base evasion penalty was renamed as the [[encumbrance rating]] and rescaled for all armours [https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:mutation:stats&amp;amp;#effect_of_strength_on_armour_evp]. Splint mails were removed and chain mails were increased to 8AC.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], you could only train Armour while wearing equipment with an EV penalty of at least -1.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.6]], body armour was divided into Light Armour and Heavy Armour. The former would allow you to train dodging, while the latter trained Armour.&lt;br /&gt;
&lt;br /&gt;
[[Category:Armours]]&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Double_sword&amp;diff=37087</id>
		<title>Talk:Double sword</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Double_sword&amp;diff=37087"/>
				<updated>2015-05-08T13:08:52Z</updated>
		
		<summary type="html">&lt;p&gt;Chikinn: Created page with &amp;quot;TODO: add Singing Sword&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TODO: add Singing Sword&lt;/div&gt;</summary>
		<author><name>Chikinn</name></author>	</entry>

	</feed>