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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cragspyder</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=Cragspyder"/>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/Special:Contributions/Cragspyder"/>
		<updated>2026-04-30T08:26:34Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wanderer&amp;diff=35286</id>
		<title>Wanderer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wanderer&amp;diff=35286"/>
				<updated>2015-03-26T19:00:51Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{flavour|Wanderers are people who have not learned a specific trade. Instead, they've travelled around becoming &amp;quot;jacks-of-all-trades, masters of none&amp;quot;. They start the game with a large assortment of skills and maybe some small items they picked up along the way, but, other than that, they're pretty much on their own.}}&lt;br /&gt;
The '''wanderer''' is an adventurer who has tried multiple professions without devoting himself to any particular discipline. The items in a wanderer's starting inventory usually (but not always) relate to his starting skills.  &lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
If you feel you must play a Wanderer, the game recommends you play as a [[Human]], [[Hill Orc]], [[Spriggan]], [[Centaur]], [[Merfolk]], [[Draconian]] or [[Demonspawn]]. &lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Wanderers start with 1-2 random weapons (weighted towards those you have good [[aptitude]]s for) that may be enchanted up to +3, random armor, various miscellaneous items, and sometimes a random starting-level [[spell book]]. You will also sometimes start with a level 1 spell memorized, though it may not have any relation to your race's aptitudes or your starting spell book (if you have one).&lt;br /&gt;
&lt;br /&gt;
Possibilities include any of these:&lt;br /&gt;
&lt;br /&gt;
* Melee Weapons - Club, Mace, Dagger, Short Sword, Falchion, Hand Axe, Spear, or Quarterstaff, possibly enchanted up to +3.&lt;br /&gt;
* Ranged Weapons - Sling, Bow, Crossbow or Blowgun, with ammo but often not a lot, and also possibly enchanted up to +3. &lt;br /&gt;
* Occasionally a second weapon (melee or ranged) which will always be +0&lt;br /&gt;
* Shields: Buckler or (normal) Shield, always +0&lt;br /&gt;
* Armour: Robe, Leather, Ring or Scale Mail, possibly enchanted up to +2&lt;br /&gt;
* Default Spellbooks: 1st level spellbooks including Book of Air, Battle, Callings, Maledictions, Changes, Translocations, Minor Magic, Conjurations, Necromancy, Fire, Ice, Earth, or the Young Poisoner's Handbook&lt;br /&gt;
* Randart Spellbooks: &amp;quot;Beginner&amp;quot; spellbooks that contain two low level spells of a particular theme.&lt;br /&gt;
* A second Randart Spellbook, as per the above. &lt;br /&gt;
* Scrolls: Blinking, Teleportation or Fear&lt;br /&gt;
* Wands: Magic Darts, Frost, Flame, Random Effects, possibly Slowing.&lt;br /&gt;
* Evokables: Box of Beasts, Fan of Gales, Stone of Tremors, Lamp of Fire, Phial of Floods&lt;br /&gt;
&lt;br /&gt;
You will always get 1 Melee Weapon or 1 Ranged Weapon and at least a Robe for armour. If you get a Ranged Weapon you may not get a Melee weapon. This leads to the worst-case scenario of getting a Blowgun with 1 Curare needle and nothing else.&lt;br /&gt;
&lt;br /&gt;
==Starting Stats==&lt;br /&gt;
Wanderers receive 12 stat points distributed at random when they start the game, with a 50% less chance to increase a stat if it is already 17 or higher when a point is assigned by the algorithm.&lt;br /&gt;
It is not correlated to their starting equipment, so it is possible for a Wanderer to start with little more than a robe and spellbook, yet still have an [[Intelligence]] of 10. This does not affect racial modifiers, of course; a DEWn will still have a higher intelligence than a TrWn on average.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills==&lt;br /&gt;
You may receive 1-5 levels in the Weapon skill of your default weapon (but not always), [[Fighting]], [[Armour]], [[Unarmed Combat]], [[Dodging]], [[Stealth]], [[Invocations]], [[Evocations]], [[Spellcasting]], and various schools of magic, not necessarily relevant to any starting spell book or memorized spell you may have.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In 0.16 wanderers will start with a randart spellbook instead of starting with a level one spell memorized. they will also have a chance to spawn with a [[box of beasts]] or an elemental evoker instead of a wand. The starting equipment your character receives will also be recorded in the game log.     &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], wanderers began with [[scrolls of teleportation]] recognised. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wanderer&amp;diff=34706</id>
		<title>Wanderer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wanderer&amp;diff=34706"/>
				<updated>2015-03-23T18:18:38Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{flavour|Wanderers are people who have not learned a specific trade. Instead, they've travelled around becoming &amp;quot;jacks-of-all-trades, masters of none&amp;quot;. They start the game with a large assortment of skills and maybe some small items they picked up along the way, but, other than that, they're pretty much on their own.}}&lt;br /&gt;
The '''wanderer''' is an adventurer who has tried multiple professions without devoting himself to any particular discipline. The items in a wanderer's starting inventory usually (but not always) relate to his starting skills.  &lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
If you feel you must play a Wanderer, the game recommends you play as a [[Human]], [[Hill Orc]], [[Spriggan]], [[Centaur]], [[Merfolk]], [[Draconian]] or [[Demonspawn]]. &lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Wanderers start with 1-2 random weapons (weighted towards those you have good [[aptitude]]s for) that may be enchanted up to +3, random armor, various miscellaneous items, and sometimes a random starting-level [[spell book]]. You will also sometimes start with a level 1 spell memorized, though it may not have any relation to your race's aptitudes or your starting spell book (if you have one).&lt;br /&gt;
&lt;br /&gt;
Possibilities include any of these:&lt;br /&gt;
&lt;br /&gt;
* Melee Weapons - Club, Mace, Dagger, Short Sword, Falchion, Hand Axe, Spear, or Quarterstaff, possibly enchanted up to +3.&lt;br /&gt;
* Ranged Weapons - Sling, Bow, Crossbow or Blowgun, with ammo but often not a lot, and also possibly enchanted up to +3. &lt;br /&gt;
* Occasionally a second weapon (melee or ranged) which will always be +0&lt;br /&gt;
* Shields: Buckler or (normal) Shield, always +0&lt;br /&gt;
* Armour: Robe, Leather, Ring or Scale Mail, possibly enchanted up to +2&lt;br /&gt;
* Default Spellbooks: 1st level spellbooks including Book of Air, Battle, Callings, Maledictions, Changes, Translocations, Minor Magic, Conjurations, Necromancy, Fire, Ice, Earth, or the Young Poisoner's Handbook&lt;br /&gt;
* Randart Spellbooks: &amp;quot;Beginner&amp;quot; spellbooks that contain two low level spells of a particular school. &lt;br /&gt;
* Scrolls: Blinking, Teleportation or Fear&lt;br /&gt;
* Wands: Magic Darts, Frost, Flame, Random Effects, possibly Slowing.&lt;br /&gt;
* Evokables: Box of Beasts, Fan of Gales, Stone of Tremors, Lamp of Fire, Phial of Floods&lt;br /&gt;
&lt;br /&gt;
You will always get 1 Melee Weapon or 1 Ranged Weapon and at least a Robe for armour. If you get a Ranged Weapon you may not get a Melee weapon. This leads to the worst-case scenario of getting a Blowgun with 1 Curare needle and nothing else.&lt;br /&gt;
&lt;br /&gt;
==Starting Stats==&lt;br /&gt;
Wanderers receive 12 stat points distributed at random when they start the game, with a 50% less chance to increase a stat if it is already 17 or higher when a point is assigned by the algorithm.&lt;br /&gt;
It is not correlated to their starting equipment, so it is possible for a Wanderer to start with little more than a robe and spellbook, yet still have an [[Intelligence]] of 10. This does not affect racial modifiers, of course; a DEWn will still have a higher intelligence than a TrWn on average.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills==&lt;br /&gt;
You may receive 1-5 levels in the Weapon skill of your default weapon (but not always), [[Fighting]], [[Armour]], [[Unarmed Combat]], [[Dodging]], [[Stealth]], [[Invocations]], [[Evocations]], [[Spellcasting]], and various schools of magic, not necessarily relevant to any starting spell book or memorized spell you may have.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In 0.16 wanderers will start with a randart spellbook instead of starting with a level one spell memorized. they will also have a chance to spawn with a [[box of beasts]] or an elemental evoker instead of a wand. The starting equipment your character receives will also be recorded in the game log.     &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], wanderers began with [[scrolls of teleportation]] recognised. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wanderer&amp;diff=34648</id>
		<title>Wanderer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wanderer&amp;diff=34648"/>
				<updated>2015-03-20T19:41:28Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{flavour|Wanderers are people who have not learned a specific trade. Instead, they've travelled around becoming &amp;quot;jacks-of-all-trades, masters of none&amp;quot;. They start the game with a large assortment of skills and maybe some small items they picked up along the way, but, other than that, they're pretty much on their own.}}&lt;br /&gt;
The '''wanderer''' is an adventurer who has tried multiple professions without devoting himself to any particular discipline. The items in a wanderer's starting inventory usually (but not always) relate to his starting skills.  &lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
If you feel you must play a Wanderer, the game recommends you play as a [[Human]], [[Hill Orc]], [[Spriggan]], [[Centaur]], [[Merfolk]], [[Draconian]] or [[Demonspawn]]. &lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Wanderers start with 1-2 random weapons (weighted towards those you have good [[aptitude]]s for) that may be enchanted up to +3, random armor, various miscellaneous items, and sometimes a random starting-level [[spell book]]. You will also sometimes start with a level 1 spell memorized, though it may not have any relation to your race's aptitudes or your starting spell book (if you have one).&lt;br /&gt;
&lt;br /&gt;
Possibilities include any of these:&lt;br /&gt;
&lt;br /&gt;
* Melee Weapons - Club, Mace, Dagger, Short Sword, Falchion, Hand Axe, Spear, or Quarterstaff, possibly enchanted up to +3.&lt;br /&gt;
* Ranged Weapons - Sling, Bow, Crossbow or Blowgun, with ammo but often not a lot, and also possibly enchanted up to +3. &lt;br /&gt;
* Occasionally a second weapon (melee or ranged) which will always be +0&lt;br /&gt;
* Shields: Buckler or (normal) Shield, always +0&lt;br /&gt;
* Armour: Robe, Leather, Ring or Scale Mail, always +0&lt;br /&gt;
* Default Spellbooks: 1st level spellbooks including Book of Air, Battle, Callings, Maledictions, Changes, Translocations, Minor Magic, Conjurations, Necromancy, Fire, Ice, Earth, or the Young Poisoner's Handbook&lt;br /&gt;
* Randart Spellbooks: &amp;quot;Beginner&amp;quot; spellbooks that contain two low level spells of a particular school. &lt;br /&gt;
* Scrolls: Blinking, Teleportation or Fear&lt;br /&gt;
* Wands: Magic Darts, Frost, Flame, Random Effects, possibly Slowing.&lt;br /&gt;
* Evokables: Box of Beasts, Fan of Gales, Stone of Tremors, Lamp of Fire, Phial of Floods&lt;br /&gt;
&lt;br /&gt;
You will always get 1 Melee Weapon or 1 Ranged Weapon and at least a Robe for armour. If you get a Ranged Weapon you may not get a Melee weapon. This leads to the worst-case scenario of getting a Blowgun with 1 Curare needle and nothing else.&lt;br /&gt;
&lt;br /&gt;
==Starting Stats==&lt;br /&gt;
Wanderers receive 12 stat points distributed at random when they start the game, with a 50% less chance to increase a stat if it is already 17 or higher when a point is assigned by the algorithm.&lt;br /&gt;
It is not correlated to their starting equipment, so it is possible for a Wanderer to start with little more than a robe and spellbook, yet still have an [[Intelligence]] of 10. This does not affect racial modifiers, of course; a DEWn will still have a higher intelligence than a TrWn on average.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills==&lt;br /&gt;
You may receive 1-5 levels in the Weapon skill of your default weapon (but not always), [[Fighting]], [[Armour]], [[Unarmed Combat]], [[Dodging]], [[Stealth]], [[Invocations]], [[Evocations]], [[Spellcasting]], and various schools of magic, not necessarily relevant to any starting spell book or memorized spell you may have.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In 0.16 wanderers will start with a randart spellbook instead of starting with a level one spell memorized. they will also have a chance to spawn with a [[box of beasts]] or an elemental evoker instead of a wand. The starting equipment your character receives will also be recorded in the game log.     &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], wanderers began with [[scrolls of teleportation]] recognised. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wanderer&amp;diff=34084</id>
		<title>Wanderer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wanderer&amp;diff=34084"/>
				<updated>2015-02-17T22:10:36Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{flavour|Wanderers are people who have not learned a specific trade. Instead, they've travelled around becoming &amp;quot;jacks-of-all-trades, masters of none&amp;quot;. They start the game with a large assortment of skills and maybe some small items they picked up along the way, but, other than that, they're pretty much on their own.}}&lt;br /&gt;
The '''wanderer''' is an adventurer who has tried multiple professions without devoting himself to any particular discipline. The items in a wanderer's starting inventory usually (but not always) relate to his starting skills.  &lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
If you feel you must play a Wanderer, the game recommends you play as a [[Human]], [[Hill Orc]], [[Spriggan]], [[Centaur]], [[Merfolk]], [[Draconian]] or [[Demonspawn]]. &lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Wanderers start with 1-2 random weapons (weighted towards those you have good [[aptitude]]s for) that may be enchanted up to +3, random armor, various miscellaneous items, and sometimes a random starting-level [[spell book]]. You will also sometimes start with a level 1 spell memorized, though it may not have any relation to your race's aptitudes or your starting spell book (if you have one).&lt;br /&gt;
&lt;br /&gt;
Possibilities include any of these:&lt;br /&gt;
&lt;br /&gt;
* Melee Weapons - Club, Mace, Dagger, Short Sword, Falchion, Hand Axe, Spear, or Quarterstaff, possibly enchanted up to +3.&lt;br /&gt;
* Ranged Weapons - Sling, Bow, Crossbow or Blowgun, with ammo but often not a lot, and also possibly enchanted up to +3. &lt;br /&gt;
* Occasionally a second weapon (melee or ranged) which will always be +0&lt;br /&gt;
* Shields: Buckler or (normal) Shield, always +0&lt;br /&gt;
* Armour: Robe, Leather, Ring or Scale Mail, always +0&lt;br /&gt;
* Spellbooks: 1st level spellbooks including Book of Air, Battle, Callings, Maledictions, Changes, Translocations, Minor Magic, Conjurations, Necromancy, Fire, Ice, Earth, or the Young Poisoner's Handbook&lt;br /&gt;
* Spells: Any first level spell including Freeze, Magic Dart, Apportation, Beastly Appendage, Shock, Sandblast, Corona, Pain, Flame Tongue, Sting and Summon Small Mammals. &lt;br /&gt;
* Scrolls: Blinking, Teleportation or Fear&lt;br /&gt;
* Wands: Magic Darts, Frost, Flame, Random Effects, possibly Slowing.&lt;br /&gt;
&lt;br /&gt;
You will always get 1 Melee Weapon or 1 Ranged Weapon and at least a Robe for armour. If you get a Ranged Weapon you may not get a Melee weapon. This leads to the worst-case scenario of getting a Blowgun with 1 Curare needle and nothing else.&lt;br /&gt;
&lt;br /&gt;
==Starting Stats==&lt;br /&gt;
Wanderers receive 12 stat points distributed at random when they start the game, with a 50% less chance to increase a stat if it is already 17 or higher when a point is assigned by the algorithm.&lt;br /&gt;
It is not correlated to their starting equipment, so it is possible for a Wanderer to start with little more than a robe and spellbook, yet still have an [[Intelligence]] of 10. This does not affect racial modifiers, of course; a DEWn will still have a higher intelligence than a TrWn on average.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills==&lt;br /&gt;
You may receive 1-5 levels in the Weapon skill of your default weapon (but not always), [[Fighting]], [[Armour]], [[Unarmed Combat]], [[Dodging]], [[Stealth]], [[Invocations]], [[Evocations]], [[Spellcasting]], and various schools of magic, not necessarily relevant to any starting spell book or memorized spell you may have.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In 0.16 wanderers will start with a randart spellbook instead of starting with a level one spell memorized. they will also have a chance to spawn with a [[box of beasts]] or an elemental evoker instead of a wand. The starting equipment your character receives will also be recorded in the game log.     &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], wanderers began with [[scrolls of teleportation]] recognised. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wanderer&amp;diff=34083</id>
		<title>Wanderer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wanderer&amp;diff=34083"/>
				<updated>2015-02-17T22:10:04Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{flavour|Wanderers are people who have not learned a specific trade. Instead, they've travelled around becoming &amp;quot;jacks-of-all-trades, masters of none&amp;quot;. They start the game with a large assortment of skills and maybe some small items they picked up along the way, but, other than that, they're pretty much on their own.}}&lt;br /&gt;
The '''wanderer''' is an adventurer who has tried multiple professions without devoting himself to any particular discipline. The items in a wanderer's starting inventory usually (but not always) relate to his starting skills.  &lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
If you feel you must play a Wanderer, the game recommends you play as a [[Human]], [[Hill Orc]], [[Spriggan]], [[Centaur]], [[Merfolk]], [[Draconian]] or [[Demonspawn]]. &lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Wanderers start with 1-2 random weapons (weighted towards those you have good [[aptitude]]s for) that may be enchanted up to +3, random armor, various miscellaneous items, and sometimes a random starting-level [[spell book]]. You will also sometimes start with a level 1 spell memorized, though it may not have any relation to your race's aptitudes or your starting spell book (if you have one).&lt;br /&gt;
&lt;br /&gt;
Possibilities include any of these:&lt;br /&gt;
&lt;br /&gt;
* Melee Weapons - Club, Mace, Dagger, Short Sword, Falchion, Hand Axe, Spear, or Quarterstaff, possibly enchanted up to +3.&lt;br /&gt;
* Ranged Weapons - Sling, Bow, Crossbow or Blowgun, with ammo but often not a lot, and also possibly enchanted up to +3. &lt;br /&gt;
* Occasionally a second weapon (melee or ranged) which will always be +0/+0&lt;br /&gt;
* Shields: Buckler or (normal) Shield, always +0&lt;br /&gt;
* Armour: Robe, Leather, Ring or Scale Mail, always +0&lt;br /&gt;
* Spellbooks: 1st level spellbooks including Book of Air, Battle, Callings, Maledictions, Changes, Translocations, Minor Magic, Conjurations, Necromancy, Fire, Ice, Earth, or the Young Poisoner's Handbook&lt;br /&gt;
* Spells: Any first level spell including Freeze, Magic Dart, Apportation, Beastly Appendage, Shock, Sandblast, Corona, Pain, Flame Tongue, Sting and Summon Small Mammals. &lt;br /&gt;
* Scrolls: Blinking, Teleportation or Fear&lt;br /&gt;
* Wands: Magic Darts, Frost, Flame, Random Effects, possibly Slowing.&lt;br /&gt;
&lt;br /&gt;
You will always get 1 Melee Weapon or 1 Ranged Weapon and at least a Robe for armour. If you get a Ranged Weapon you may not get a Melee weapon. This leads to the worst-case scenario of getting a Blowgun with 1 Curare needle and nothing else.&lt;br /&gt;
&lt;br /&gt;
==Starting Stats==&lt;br /&gt;
Wanderers receive 12 stat points distributed at random when they start the game, with a 50% less chance to increase a stat if it is already 17 or higher when a point is assigned by the algorithm.&lt;br /&gt;
It is not correlated to their starting equipment, so it is possible for a Wanderer to start with little more than a robe and spellbook, yet still have an [[Intelligence]] of 10. This does not affect racial modifiers, of course; a DEWn will still have a higher intelligence than a TrWn on average.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills==&lt;br /&gt;
You may receive 1-5 levels in the Weapon skill of your default weapon (but not always), [[Fighting]], [[Armour]], [[Unarmed Combat]], [[Dodging]], [[Stealth]], [[Invocations]], [[Evocations]], [[Spellcasting]], and various schools of magic, not necessarily relevant to any starting spell book or memorized spell you may have.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In 0.16 wanderers will start with a randart spellbook instead of starting with a level one spell memorized. they will also have a chance to spawn with a [[box of beasts]] or an elemental evoker instead of a wand. The starting equipment your character receives will also be recorded in the game log.     &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], wanderers began with [[scrolls of teleportation]] recognised. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wanderer&amp;diff=34082</id>
		<title>Wanderer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wanderer&amp;diff=34082"/>
				<updated>2015-02-17T22:09:46Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{flavour|Wanderers are people who have not learned a specific trade. Instead, they've travelled around becoming &amp;quot;jacks-of-all-trades, masters of none&amp;quot;. They start the game with a large assortment of skills and maybe some small items they picked up along the way, but, other than that, they're pretty much on their own.}}&lt;br /&gt;
The '''wanderer''' is an adventurer who has tried multiple professions without devoting himself to any particular discipline. The items in a wanderer's starting inventory usually (but not always) relate to his starting skills.  &lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
If you feel you must play a Wanderer, the game recommends you play as a [[Human]], [[Hill Orc]], [[Spriggan]], [[Centaur]], [[Merfolk]], [[Draconian]] or [[Demonspawn]]. &lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Wanderers start with 1-2 random weapons (weighted towards those you have good [[aptitude]]s for) that may be enchanted up to +3, random armor, various miscellaneous items, and sometimes a random starting-level [[spell book]]. You will also sometimes start with a level 1 spell memorized, though it may not have any relation to your race's aptitudes or your starting spell book (if you have one).&lt;br /&gt;
&lt;br /&gt;
Possibilities include any of these:&lt;br /&gt;
&lt;br /&gt;
* Melee Weapons - Club, Mace, Dagger, Short Sword, Falchion, Hand Axe, Spear, or Quarterstaff, possibly enchanted up to +3/+3.&lt;br /&gt;
* Ranged Weapons - Sling, Bow, Crossbow or Blowgun, with ammo but often not a lot, and also possibly enchanted up to +3/+3. &lt;br /&gt;
* Occasionally a second weapon (melee or ranged) which will always be +0/+0&lt;br /&gt;
* Shields: Buckler or (normal) Shield, always +0&lt;br /&gt;
* Armour: Robe, Leather, Ring or Scale Mail, always +0&lt;br /&gt;
* Spellbooks: 1st level spellbooks including Book of Air, Battle, Callings, Maledictions, Changes, Translocations, Minor Magic, Conjurations, Necromancy, Fire, Ice, Earth, or the Young Poisoner's Handbook&lt;br /&gt;
* Spells: Any first level spell including Freeze, Magic Dart, Apportation, Beastly Appendage, Shock, Sandblast, Corona, Pain, Flame Tongue, Sting and Summon Small Mammals. &lt;br /&gt;
* Scrolls: Blinking, Teleportation or Fear&lt;br /&gt;
* Wands: Magic Darts, Frost, Flame, Random Effects, possibly Slowing.&lt;br /&gt;
&lt;br /&gt;
You will always get 1 Melee Weapon or 1 Ranged Weapon and at least a Robe for armour. If you get a Ranged Weapon you may not get a Melee weapon. This leads to the worst-case scenario of getting a Blowgun with 1 Curare needle and nothing else.&lt;br /&gt;
&lt;br /&gt;
==Starting Stats==&lt;br /&gt;
Wanderers receive 12 stat points distributed at random when they start the game, with a 50% less chance to increase a stat if it is already 17 or higher when a point is assigned by the algorithm.&lt;br /&gt;
It is not correlated to their starting equipment, so it is possible for a Wanderer to start with little more than a robe and spellbook, yet still have an [[Intelligence]] of 10. This does not affect racial modifiers, of course; a DEWn will still have a higher intelligence than a TrWn on average.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills==&lt;br /&gt;
You may receive 1-5 levels in the Weapon skill of your default weapon (but not always), [[Fighting]], [[Armour]], [[Unarmed Combat]], [[Dodging]], [[Stealth]], [[Invocations]], [[Evocations]], [[Spellcasting]], and various schools of magic, not necessarily relevant to any starting spell book or memorized spell you may have.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In 0.16 wanderers will start with a randart spellbook instead of starting with a level one spell memorized. they will also have a chance to spawn with a [[box of beasts]] or an elemental evoker instead of a wand. The starting equipment your character receives will also be recorded in the game log.     &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], wanderers began with [[scrolls of teleportation]] recognised. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stats&amp;diff=34057</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stats&amp;diff=34057"/>
				<updated>2015-02-15T06:54:25Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Gaining Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
Your character's basic '''stats''' are [[Strength]] (Str),  [[Intelligence]] (Int) and [[Dexterity]] (Dex). These are determined by your [[species]] and [[background]] and grow as you gain [[experience]], equipment, [[intrinsic]] abilities, and [[mutations]]. They may be damaged by [[sickness]] or certain monster abilities, and if one of them reaches 0, you will suffer some [[Stat zero|penalties]].&lt;br /&gt;
&lt;br /&gt;
The three defensive stats are your [[armour class]] (AC), your [[evasion]] (EV), and your blocking ability ([[SH]]). &lt;br /&gt;
&lt;br /&gt;
Your character also has a limited reserve of [[hit points]] (HP) and [[magic points]] (Magic or MP).&lt;br /&gt;
&lt;br /&gt;
==Starting Stats==&lt;br /&gt;
Your '''starting stats''' are determined by two things: your [[species]] and your [[class]]. While they do not by any means define your character, it is easier to build your character in a way that is compatible with your stats.&lt;br /&gt;
&lt;br /&gt;
Each starting stat is equal to:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''2 + Species Contribution + Class Contribution'''}}&lt;br /&gt;
&lt;br /&gt;
===Species Contributions===&lt;br /&gt;
Not all species are created equal; some have higher total stats than others, with [[High Elves]] and [[Demigod]]s having the highest, and [[Ghoul]]s having the lowest. The &amp;quot;gain&amp;quot; column describes how the race gains stats as they level up: a letter indicates the stat beginning with that letter can be chosen, and the number before the colon indicates the frequency of stat gains. So a Demigod, who would gain one Str, Int, or Dex every 2 levels, is represented by 2:SID. See &amp;quot;Gaining Attributes&amp;quot; below for further details.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:75%&amp;quot; border=1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Species&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Strength]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Intelligence]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Dexterity]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Sum&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Gain&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Centaur&lt;br /&gt;
||8&lt;br /&gt;
||5&lt;br /&gt;
||2&lt;br /&gt;
||15&lt;br /&gt;
||4:SD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Deep Dwarf&lt;br /&gt;
||9&lt;br /&gt;
||6&lt;br /&gt;
||6&lt;br /&gt;
||21&lt;br /&gt;
||4:SI&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Deep Elf&lt;br /&gt;
||3&lt;br /&gt;
||10&lt;br /&gt;
||8&lt;br /&gt;
||21&lt;br /&gt;
||4:I&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Demigod&lt;br /&gt;
||9&lt;br /&gt;
||10&lt;br /&gt;
||9&lt;br /&gt;
||28&lt;br /&gt;
||2:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Demonspawn&lt;br /&gt;
||6&lt;br /&gt;
||7&lt;br /&gt;
||6&lt;br /&gt;
||19&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Draconian&lt;br /&gt;
||8&lt;br /&gt;
||6&lt;br /&gt;
||4&lt;br /&gt;
||18&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Formicid&lt;br /&gt;
||10&lt;br /&gt;
||5&lt;br /&gt;
||4&lt;br /&gt;
||19&lt;br /&gt;
||4:SI&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Felid&lt;br /&gt;
||2&lt;br /&gt;
||7&lt;br /&gt;
||9&lt;br /&gt;
||18&lt;br /&gt;
||5:ID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Gargoyle&lt;br /&gt;
||9&lt;br /&gt;
||6&lt;br /&gt;
||3&lt;br /&gt;
||18&lt;br /&gt;
||4:SI&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Ghoul&lt;br /&gt;
||9&lt;br /&gt;
||1&lt;br /&gt;
||2&lt;br /&gt;
||12&lt;br /&gt;
||5:S&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Halfling&lt;br /&gt;
||3&lt;br /&gt;
||6&lt;br /&gt;
||9&lt;br /&gt;
||18&lt;br /&gt;
||5:D&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;High Elf&lt;br /&gt;
||5&lt;br /&gt;
||9&lt;br /&gt;
||8&lt;br /&gt;
||22&lt;br /&gt;
||3:ID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Hill Orc&lt;br /&gt;
||8&lt;br /&gt;
||6&lt;br /&gt;
||4&lt;br /&gt;
||18&lt;br /&gt;
||5:S&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Human&lt;br /&gt;
||6&lt;br /&gt;
||6&lt;br /&gt;
||6&lt;br /&gt;
||18&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Kobold&lt;br /&gt;
||5&lt;br /&gt;
||4&lt;br /&gt;
||8&lt;br /&gt;
||17&lt;br /&gt;
||5:SD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Merfolk&lt;br /&gt;
||6&lt;br /&gt;
||5&lt;br /&gt;
||7&lt;br /&gt;
||18&lt;br /&gt;
||5:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Minotaur&lt;br /&gt;
||10&lt;br /&gt;
||3&lt;br /&gt;
||3&lt;br /&gt;
||16&lt;br /&gt;
||4:SD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Mummy&lt;br /&gt;
||9&lt;br /&gt;
||5&lt;br /&gt;
||5&lt;br /&gt;
||19&lt;br /&gt;
||''none''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Naga&lt;br /&gt;
||8&lt;br /&gt;
||6&lt;br /&gt;
||4&lt;br /&gt;
||18&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Octopode&lt;br /&gt;
||5&lt;br /&gt;
||8&lt;br /&gt;
||5&lt;br /&gt;
||18&lt;br /&gt;
||5:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Ogre&lt;br /&gt;
||10&lt;br /&gt;
||5&lt;br /&gt;
||3&lt;br /&gt;
||18&lt;br /&gt;
||3:S&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Spriggan&lt;br /&gt;
||2&lt;br /&gt;
||7&lt;br /&gt;
||9&lt;br /&gt;
||18&lt;br /&gt;
||5:ID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Tengu&lt;br /&gt;
||6&lt;br /&gt;
||6&lt;br /&gt;
||7&lt;br /&gt;
||19&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Troll&lt;br /&gt;
||13&lt;br /&gt;
||2&lt;br /&gt;
||3&lt;br /&gt;
||18&lt;br /&gt;
||3:S&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Vampire&lt;br /&gt;
||5&lt;br /&gt;
||8&lt;br /&gt;
||7&lt;br /&gt;
||20&lt;br /&gt;
||''none''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Vine Stalker&lt;br /&gt;
||8&lt;br /&gt;
||6&lt;br /&gt;
||7&lt;br /&gt;
||21&lt;br /&gt;
||4:SD&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Class Contribution===&lt;br /&gt;
Your class also contributes to your starting stats, although to a lesser degree than your species. Unlike with species, the sum of the starting stats is the same across all classes (12).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:75%&amp;quot; border=1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Class&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Strength]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Intelligence]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Dexterity]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Abyssal Knight&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Air Elementalist&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Arcane Marksman&lt;br /&gt;
||3&lt;br /&gt;
||5&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Artificer&lt;br /&gt;
||3&lt;br /&gt;
||4&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Assassin&lt;br /&gt;
||3&lt;br /&gt;
||3&lt;br /&gt;
||6&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Berserker&lt;br /&gt;
||9&lt;br /&gt;
||-1&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Chaos Knight&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Conjurer&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Death Knight&lt;br /&gt;
||5&lt;br /&gt;
||3&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Earth Elementalist&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Enchanter&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Fighter&lt;br /&gt;
||8&lt;br /&gt;
||0&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Fire Elementalist&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Gladiator&lt;br /&gt;
||7&lt;br /&gt;
||0&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Healer&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Hunter&lt;br /&gt;
||4&lt;br /&gt;
||3&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Ice Elementalist&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Monk&lt;br /&gt;
||3&lt;br /&gt;
||2&lt;br /&gt;
||7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Necromancer&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Skald&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Summoner&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Transmuter&lt;br /&gt;
||2&lt;br /&gt;
||5&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Venom Mage&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Wanderer&lt;br /&gt;
||*&lt;br /&gt;
||*&lt;br /&gt;
||*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Warper&lt;br /&gt;
||3&lt;br /&gt;
||5&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Wizard&lt;br /&gt;
||-1&lt;br /&gt;
||10&lt;br /&gt;
||3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;A wanderer's starting stats are random, but will also total 12. However, if a stat is greater than 17, it is 50% less likely to be increased.&lt;br /&gt;
&lt;br /&gt;
Your initial strength, intelligence and dexterity cannot be less than 3. In any case where a class/species combo causes a value to be less than three, it is increased and random other stat decreased until it reaches 3.&lt;br /&gt;
&lt;br /&gt;
72 is the absolute maximum value for strength, dexterity, and intelligence. Theses ability scores can never go above 72, regardless of racial bonuses, equipment, mutations, or any other bonuses.&lt;br /&gt;
&lt;br /&gt;
==Gaining Attributes==&lt;br /&gt;
All characters get to increase an attribute of their choice every three levels; in addition, there is a level-based increase based on species.&lt;br /&gt;
*[[Centaur]]s - Str or Dex every 4 levels.&lt;br /&gt;
*[[Deep Dwarves]] - Str or Int every 4 levels.&lt;br /&gt;
*[[Deep Elves]] - Int every 4 levels.&lt;br /&gt;
*[[Demigod]]s - A random stat every 2 levels.&lt;br /&gt;
*[[Demonspawn]] - A random stat every 4 levels.&lt;br /&gt;
*[[Draconian]]s - A random stat every 4 levels.&lt;br /&gt;
*[[Formicid]]s - Str of Int every 4 levels. &lt;br /&gt;
*[[Felid]]s - Dex or Int every 5 levels.&lt;br /&gt;
*[[Gargoyle]]s - Str or Int every 4 levels.&lt;br /&gt;
*[[Ghoul]]s - Str every 5 levels.&lt;br /&gt;
*[[Halfling]]s - Dex every 5 levels.&lt;br /&gt;
*[[High Elves]] - Int or Dex every 3 levels.&lt;br /&gt;
*[[Hill Orc]]s - Str every 5 levels.&lt;br /&gt;
*[[Human]]s - A random stat every 4 levels.&lt;br /&gt;
*[[Kobold]]s - Str or Dex every 5 levels.&lt;br /&gt;
*[[Merfolk]] - A random stat every 5 levels.&lt;br /&gt;
*[[Minotaur]]s - Str or Dex every 4 levels.&lt;br /&gt;
*[[Mummy|Mummies]] - No extra stats.&lt;br /&gt;
*[[Naga]]s - A random stat every 4 levels.&lt;br /&gt;
*[[Octopode]]s - A random stat every 5 levels.&lt;br /&gt;
*[[Ogre]]s - Str every 3 levels.&lt;br /&gt;
*[[Spriggan]]s - Dex or Int every 5 levels.&lt;br /&gt;
*[[Tengu]] - A random stat every 4 levels.&lt;br /&gt;
*[[Troll]]s - Str every 3 levels.&lt;br /&gt;
*[[Vampire]]s - No extra stats.&lt;br /&gt;
*[[Vine Stalker]]s - Str or Dex every 4 levels.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The extra 2 that all characters get to all their stats is a holdover from when stats were randomized: previously there were eight stat points that would be allocated randomly, with a slight tendency to raise lower stats in preference to higher ones; the remaining two were added to the class stat points, which used to total 10 instead of 12.&lt;br /&gt;
&lt;br /&gt;
Additionally, Wanderers' stats used to total only 6, making the class considerably more difficult. Artificers' totaled 9, although that difference was less significant. As for species, numerous small changes have been made over the years, but one of the more significant ones is to Mummies: they have gone from having some of the worst starting stats (7/3/3, or 13 total) to being among the higher-stat races (though still extremely difficult to play).&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wanderer&amp;diff=29237</id>
		<title>Wanderer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wanderer&amp;diff=29237"/>
				<updated>2014-05-28T19:55:56Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{flavour|Wanderers are people who have not learned a specific trade. Instead, they've travelled around becoming &amp;quot;jacks-of-all-trades, masters of none&amp;quot;. They start the game with a large assortment of skills and maybe some small items they picked up along the way, but, other than that, they're pretty much on their own.}}&lt;br /&gt;
The '''wanderer''' is an adventurer who has tried multiple professions without devoting himself to any particular discipline. The items in a wanderer's starting inventory usually (but not always) relate to his starting skills.  &lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
If you feel you must play a Wanderer, the game recommends you play as a [[Human]], [[Hill Orc]], [[Spriggan]], [[Centaur]], [[Merfolk]], [[Draconian]] or [[Demonspawn]]. &lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Wanderers start with 1-2 random weapons (weighted towards those you have good [[aptitude]]s for) that may be enchanted up to +3, random armor, various miscellaneous items, and sometimes a random starting-level [[spell book]]. You will also sometimes start with a level 1 spell memorized, though it may not have any relation to your race's aptitudes or your starting spell book (if you have one).&lt;br /&gt;
&lt;br /&gt;
Possibilities include any of these:&lt;br /&gt;
&lt;br /&gt;
* Melee Weapons - Club, Mace, Dagger, Short Sword, Falchion, Hand Axe, Spear, or Quarterstaff, possibly enchanted up to +3/+3.&lt;br /&gt;
* Ranged Weapons - Sling, Bow, Crossbow or Blowgun, with ammo but often not a lot, and also possibly enchanted up to +3/+3. &lt;br /&gt;
* Occasionally a second weapon which will always be +0/+0&lt;br /&gt;
* Shields: Buckler or (normal) Shield, always +0&lt;br /&gt;
* Armour: Robe, Leather, Ring or Scale Mail, always +0&lt;br /&gt;
* Spellbooks: 1st level spellbooks including Book of Air, Battle, Callings, Maledictions, Changes, Translocations, Minor Magic, Conjurations, Necromancy, Fire, Ice, Earth, or the Young Poisoner's Handbook&lt;br /&gt;
* Spells: Any first level spell including Freeze, Magic Dart, Apportation, Beastly Appendage, Shock, Sandblast, Corona, Pain, Flame Tongue, Sting and Summon Small Mammals. &lt;br /&gt;
* Scrolls: Blinking, Teleportation or Fear&lt;br /&gt;
* Wands: Magic Darts, Frost, Flame, possibly Slowing.&lt;br /&gt;
&lt;br /&gt;
You will always get 1 Melee Weapon or 1 Ranged Weapon and at least a Robe for armour. If you get a Ranged Weapon you may not get a Melee weapon. This leads to the worst-case scenario of getting a Blowgun with 1 Curare needle and nothing else.&lt;br /&gt;
&lt;br /&gt;
==Starting Stats==&lt;br /&gt;
Wanderers receive 12 stat points distributed at random when they start the game, with a 50% less chance to increase a stat if it is already 17 or higher when a point is assigned by the algorithm.&lt;br /&gt;
It is not correlated to their starting equipment, so it is possible for a Wanderer to start with little more than a robe and spellbook, yet still have an [[Intelligence]] of 10. This does not affect racial modifiers, of course; a DEWn will still have a higher intelligence than a TrWn on average.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills==&lt;br /&gt;
You may receive 1-5 levels in the Weapon skill of your default weapon (but not always), [[Fighting]], [[Armour]], [[Unarmed Combat]], [[Dodging]], [[Stealth]], [[Invocations]], [[Evocations]], [[Spellcasting]], and various schools of magic, not necessarily relevant to any starting spell book or memorized spell you may have.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], wanderers began with [[scrolls of teleportation]] recognised. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Current_projects&amp;diff=27439</id>
		<title>Current projects</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Current_projects&amp;diff=27439"/>
				<updated>2014-04-25T18:36:58Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: Updated my progress on adding stats to background and species pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Community}}&lt;br /&gt;
&lt;br /&gt;
CrawlWiki is growing in size with about [[Special:Statistics|100 registered users]]. To track what we are doing, we have created this list of current projects.&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Current Projects ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! Project !! Goal !! Contributor(s) !! Status&lt;br /&gt;
|-&lt;br /&gt;
| '''0.14 Update Project'''&lt;br /&gt;
| See [[Current_projects/0.14_update_project]]&lt;br /&gt;
| &lt;br /&gt;
|Active&lt;br /&gt;
|-&lt;br /&gt;
| ''Missing pages''&lt;br /&gt;
| [[Special:WantedPages]], [[Special:WantedTemplates]], [[Special:WantedFiles]], [[Special:WantedCategories]].  Usually these require some simple redirects or imports from the old wiki.&lt;br /&gt;
| Anyone&lt;br /&gt;
| Ongoing&lt;br /&gt;
|- &amp;lt;!--&lt;br /&gt;
 Keep 'under review' and 'stubs' at the top&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
| ''Weigh in''&lt;br /&gt;
| Go to [[:Category:Under Review]] and give us your thoughts on what should be done.  Any input is appreciated!&lt;br /&gt;
| Anyone&lt;br /&gt;
| Ongoing, as long as there are pages in the category&lt;br /&gt;
|-&lt;br /&gt;
| Game Mechanics Pages&lt;br /&gt;
| Creating a more comprehensible and comprehensive collection of pages on fundamental game concepts. Started with [[Movement]], now progressing to [[Actions]]. Ideally, this project will lead to a series of macro-level pages that provide a portal to more detailed pages (e.g. [[Spellcasting]] should introduce all the topics, but link to [[Spells]], [[Spell Schools]], [[spell power]], [[Spell hunger]], [[Spell success]], [[Damage type]], etc.)&lt;br /&gt;
| Jk, more contributors appreciated.&lt;br /&gt;
| In progress&lt;br /&gt;
|-&lt;br /&gt;
| ''Racial &amp;amp; background attributes''&lt;br /&gt;
| Add racial [[stats]] to each [[species]] page and stat modifiers to each [[background]] page.  Note that the tables on the stats and [[class attribute modifiers]] pages are badly out of date and should be updated first. (Cragspyder - &amp;quot;I checked the stats against the in-game values and they seem to be correct to me, I even checked Vine Stalker and Formicid myself and added them to the list.&amp;quot;&lt;br /&gt;
| Cragspyder&lt;br /&gt;
| I'm pretty sure this is now done. &lt;br /&gt;
|-&lt;br /&gt;
| ''Renames''&lt;br /&gt;
| Change the link of everything that has been renamed: for instance [[Special:WhatLinksHere/Dragon armour]] and [[Special:WhatLinksHere/Potion of healing]] -- the  pages listed there should have their links changed to [[Fire dragon armour]] and [[Potion of curing]].  This is optional, as there are redirects from the old terms, but it would be nice if the wiki used up-to-date terminology on all pages.&lt;br /&gt;
| [[User:spudwalt]]&lt;br /&gt;
| Finished potions of curing; will take care of dragon armor soon&lt;br /&gt;
|-&lt;br /&gt;
| ''Updating''&lt;br /&gt;
| Go through http://git.develz.org/?p=crawl.git;a=log (2/14/2012 and earlier) to see what parts of the code have changed and update the wiki accordingly.  This can be done even without code-reading skills as the summaries are plain English; make a list of clearly important changes and leave it to code readers to figure out and fill in the specifics.&lt;br /&gt;
| vacant&lt;br /&gt;
| not started&lt;br /&gt;
|-&lt;br /&gt;
| ''Unstub-a-dub-dub''&lt;br /&gt;
| Add anything you can to any of the pages in [[:Category:Stubs]].  If you add a lot of stuff, remove &amp;lt;nowiki&amp;gt;{{stub}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
| Anyone&lt;br /&gt;
| Ongoing&lt;br /&gt;
|-&lt;br /&gt;
| ''Habitat-tat''&lt;br /&gt;
| Rewrite [[habitat]] to properly describe the habitats LAND, WATER, AMPHIBIOUS, LAVA, and &amp;quot;fake amphibious&amp;quot;.&lt;br /&gt;
| vacant&lt;br /&gt;
| not started&lt;br /&gt;
|-&lt;br /&gt;
| ''Half staff''&lt;br /&gt;
| Add [[Template:Item]], [[Template:Flavour]] to the [[:Category:Magical staves]] pages.  Some [[:Category:Wand]] pages are lacking flavour too.&lt;br /&gt;
| [[User:Seriser6]]&lt;br /&gt;
| Done - most of this was already done, I only had to flavour up a few wands&lt;br /&gt;
|-&lt;br /&gt;
| ''Splitsville''&lt;br /&gt;
| Split all items on the [[evocable items]] page onto their own pages, leave behind overviews and links to the individual pages.&lt;br /&gt;
| [[User:MoogleDan]], though help is welcome&lt;br /&gt;
| Started&lt;br /&gt;
|-&lt;br /&gt;
| ''Practical magic resistance''&lt;br /&gt;
| Add a chart of what the bell curve for random2(100) + random2(101) is to the [[MR]] page.  The scale would be spell power minus MR, with the low bound being -100 (0% success); midpoint -1 (I think?) (50% success); and high bound 100 (100% success).  Could just be a table of values in increments of 10, not a graph, though the latter would be fancy.&lt;br /&gt;
| vacant&lt;br /&gt;
| not started&lt;br /&gt;
|-&lt;br /&gt;
| ''Update/expand portal and vault pages''&lt;br /&gt;
| Go through the [http://git.develz.org/?p=crawl.git;a=tree;f=crawl-ref/source/dat/des/portals;h=9e10d9a155f11176301498aa37de2847b493ef75;hb=HEAD portal] and [http://git.develz.org/?p=crawl.git;a=tree;f=crawl-ref/source/dat/des/variable;h=11076c55fdb8ab29193aee32649733cbc27b55f1;hb=HEAD vault] source pages to update/expand our coverage of said dungeon features.&lt;br /&gt;
| vacant&lt;br /&gt;
| not started&lt;br /&gt;
|-&lt;br /&gt;
| ''Merge portal pages''&lt;br /&gt;
| [[Portal]] and [[Dungeon_branches#Miscellaneous_Portals]] overlap heavily; merge any useful info from the branches page into the specialized portal page.&lt;br /&gt;
| vacant&lt;br /&gt;
| not started&lt;br /&gt;
|-&lt;br /&gt;
| ''Add spell info''&lt;br /&gt;
| Peruse the [https://docs.google.com/spreadsheet/ccc?key=0AhvL_CFCw7ajdEZ5Q3JoOS1tdUxta1NaWTZ1MVNqbXc#gid=6 DCSS spell lab] -- click on the &amp;quot;Spells&amp;quot; tab -- to add basic stats about spells to our spell pages.  Especially damage figures.&lt;br /&gt;
| vacant&lt;br /&gt;
| not started&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Resistances]]''&lt;br /&gt;
| Edit the [[resistances]] page to broaden it to mention monster resistances.  Currently it is totally player-centric.&lt;br /&gt;
| vacant&lt;br /&gt;
| not started&lt;br /&gt;
|-&lt;br /&gt;
| ''Import info''&lt;br /&gt;
| Go through [http://crawl.akrasiac.org/learndb.html Henzell's learndb] and copy any useful info to appropriate pages (or create new ones).&lt;br /&gt;
| vacant&lt;br /&gt;
| not started&lt;br /&gt;
|-&lt;br /&gt;
| ''Resistible enchantments''&lt;br /&gt;
| Create a list of things (spells, wands, scrolls, etc.) that are resisted by monster [[magic resistance]].  Give the formula for how effective a given amount of resistance is vs. each thing so you know when to give up on using that wand of confusion &amp;amp; suchlike.&lt;br /&gt;
| vacant; may need some [[source diving]] skills&lt;br /&gt;
| not started&lt;br /&gt;
|-&lt;br /&gt;
| ''Merge candidates''&lt;br /&gt;
| Consolidate [[Multizap]] and [[The Multizapper's Handbook]].  Unnecessary to have two pages on the same basic subject, even if one is more technical and the other more strategic.&lt;br /&gt;
| vacant&lt;br /&gt;
| probably done?&lt;br /&gt;
|-&lt;br /&gt;
| ''A template in every pot''&lt;br /&gt;
| Make sure all [[:Category:Spells]] are using [[Template:Spell]], all [[:Category:Items]] are using [[Template:Item]].&lt;br /&gt;
| vacant&lt;br /&gt;
| Checked the spells, didn't get to the items&lt;br /&gt;
|-&lt;br /&gt;
| ''Establish new version update procedures''&lt;br /&gt;
| We need some sort of routine in place -- at the very least, a checklist -- to follow when a new version is released, so we can keep the wiki up-to-date.  This should include rerunning our autogeneration scripts and uploading the results.  Potentially tricky, since the scripts may need updating from version to version and people don't hang around for years.  So we need a plan of succession for our script maintainers/guru(s).&lt;br /&gt;
| vacant&lt;br /&gt;
| not started&lt;br /&gt;
|-&lt;br /&gt;
| ''Update spell table pages''&lt;br /&gt;
| [[List of spells/parse-spl-data]] was used to generate the following pages: &lt;br /&gt;
* [[List of spells]]&lt;br /&gt;
* [[List of spells by level]]&lt;br /&gt;
* [[List of spells by school]]&lt;br /&gt;
* [[List of spells by flag]]&lt;br /&gt;
* [[List of spells by book]]&lt;br /&gt;
We could try extending it to update all our spell-related pages, including individual spells and spell books.&lt;br /&gt;
| [[User:CommanderC]]&lt;br /&gt;
| not started&lt;br /&gt;
|-&lt;br /&gt;
| ''Outdated spell table pages''&lt;br /&gt;
| [[List of attack spells and beams by maximum damage]] and [[Table of attack spells and beams by maximum range]] need updating.  Maybe Neil's script can be extended to redo them.&lt;br /&gt;
| vacant&lt;br /&gt;
| not started&lt;br /&gt;
|-&lt;br /&gt;
| ''Fill in spell damages''&lt;br /&gt;
| Someone needs to do some source diving to fill in what the damage, duration, etc. are for several different spells: [[Tornado]], [[Ice Storm]], [[Fire Storm]], [[Freezing Cloud]], etc.  We could potentially grab some of this from [[List of attack spells and beams by maximum damage]], provided the figures haven't changed too radically.&lt;br /&gt;
| vacant&lt;br /&gt;
| not started&lt;br /&gt;
|-&lt;br /&gt;
| ''Merge community, community portal pages''&lt;br /&gt;
| [[Community]] and [[CrawlWiki:Community Portal]] pages have overlapping purpose.  Merge community to community portal and update the [[CrawlWiki|main page]] to reflect the updated community page and its content.&lt;br /&gt;
| vacant&lt;br /&gt;
| not started&lt;br /&gt;
|-&lt;br /&gt;
| ''Review categories''&lt;br /&gt;
| Rename any obtuse or long names, merge duplicates&lt;br /&gt;
| [[User:Flun | Flun]]&lt;br /&gt;
| DONE! There is still some stuff to do with the categories (i.e. placing categories into appropriate parent categories, but that will be for another time)&lt;br /&gt;
|-&lt;br /&gt;
| ''Fix some redundancies''&lt;br /&gt;
| Consolidate redundant/out-of-date tables &amp;amp; info in [[stats]], [[species attributes]], and [[player]].  Current stats can be found in http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/ng-setup.cc -- bearing in mind that you must add 2 to all those figures.  Also note that that page is from [[trunk]]; MD has been removed and Op is in.&lt;br /&gt;
| Vacant!&lt;br /&gt;
| Not started&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Past Projects == &lt;br /&gt;
{|class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! Project !! Goal !! Status&lt;br /&gt;
|-&lt;br /&gt;
| ''A template in every book''&lt;br /&gt;
| Create a [[Template:Spellbook]] and convert all [[:Category:book|spellbook pages]] to use it, for ease of maintenance and consistency of styling.&lt;br /&gt;
| {{Done}}&lt;br /&gt;
|-&lt;br /&gt;
| 0.11 Update Project&lt;br /&gt;
| See [[Current_projects/0.11_update_project]]&lt;br /&gt;
| {{Done}}&lt;br /&gt;
|-&lt;br /&gt;
| ''Update info on monster pages''&lt;br /&gt;
| The monster stats were extracted from the source and uploaded in bulk a couple of years ago.  Update the extracting script ([[User:Wideshanks/monsterparse.rb]]) to handle changes to the source; expand its functionality as much as possible to include stuff like what spells monsters have (and how much damage they do) and to reflect resistances not in mon-data.h (like negative energy, torment, confusion, etc.).  Also figure out way to automate upload of new data to the wiki.&lt;br /&gt;
&lt;br /&gt;
The source code of the program we are currently using can be found [https://gitorious.org/crawl-wiki-monster-bot/crawl-wiki-monster-bot here]. Based on the same program used by the IRC bots.&lt;br /&gt;
| {{Done}}&lt;br /&gt;
|-&lt;br /&gt;
| Monster Group Pages&lt;br /&gt;
| Create separate pages for a monster, the group of monsters, and if needed, the player race. For example, see  [[Spriggan (monster)]], [[List of spriggans]], and [[Spriggan]]. In the list page, make sure to add the [[:Category:Lists of monsters]] at the bottom. We should also add reference links to the list page to every monster on that list. For example, [[Spriggan (monster)]] has a link to [[List of spriggans]], we should do it for [[Spriggan druid]] etc... Other pages that need to be done included [[Merfolk]], [[Gnoll]], [[Deep elf]].&lt;br /&gt;
| {{Done}}&lt;br /&gt;
|-&lt;br /&gt;
| ''What was that?''&lt;br /&gt;
| Update [[spell noise]] with the info on [[Talk:spell noise]].  Optional: add detailed spell noise info to individual spell pages (via an expanded [[Template:Spell]]?).&lt;br /&gt;
| {{Done}}&lt;br /&gt;
|-&lt;br /&gt;
| 0.10 Update Project&lt;br /&gt;
| See [[Current_projects/0.10_update_project]] &lt;br /&gt;
| {{Done}}&lt;br /&gt;
|-&lt;br /&gt;
| ''Expand attack flavour''&lt;br /&gt;
| [[Attack flavour]] needs filling in.&lt;br /&gt;
| Done.&lt;br /&gt;
|-&lt;br /&gt;
| ''Attack types''&lt;br /&gt;
| Do some source diving to figure out what all the different [[attack type]]s do (sting, butt, shoot, etc.).  See http://crawl.chaosforge.org/index.php?title=Special%3AWhatLinksHere&amp;amp;target=Attack+type&amp;amp;namespace=10 for a list of the wiki's attack type templates.&lt;br /&gt;
| Done.&lt;br /&gt;
|-&lt;br /&gt;
| ''Armour time-to-wear''&lt;br /&gt;
| All body armour takes AC+1 turns to wear or remove; see [[Armour#Wear_and_remove_times]].  Add the weartime parameter to all armour templates.&lt;br /&gt;
| Done.&lt;br /&gt;
|-&lt;br /&gt;
| ''Monster zapper''&lt;br /&gt;
| Add the formula for what spell power monsters get when they use wands to the [[wand]] page.  Old formula was &amp;quot;30 + 2d([[hit dice]]).  The part over 40 is halved (a power of 80 thus becomes a power of 60). Final power is capped at 70.&amp;quot;  Is it still correct?&lt;br /&gt;
| Done; current formula seems to be 30+[[hit dice]], although it's not clear what value is used for most enchantments.&lt;br /&gt;
|-&lt;br /&gt;
| ''0.9.2''&lt;br /&gt;
| Add info about the [[0.9.2]] release to the wiki. See [http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/docs/changelog.txt;h=b3cef7b43014f705443ce9d636bfadd6302a3b78;hb=33895e9a0446bc438a5dec2b39a335824ce23bf6].&lt;br /&gt;
| Done.&lt;br /&gt;
|-&lt;br /&gt;
| ''Merge [[megabat]] and [[bat]]''&lt;br /&gt;
| [[Template:Monster]] is a complication here; the uploader of all our current tiles changed it to ignore the &amp;quot;tile&amp;quot; parameter and instead automatically use pagename.  The monster page updates, below, should clear the way for fixing the tile parameter.&lt;br /&gt;
| Done.&lt;br /&gt;
|-&lt;br /&gt;
| '' Fix size templates ''&lt;br /&gt;
| Move the templates in [[:Category:Size]] to [[:Category:Size templates]]. Also edit these templates so that they add the category &amp;quot;Foo monsters&amp;quot; instead of just &amp;quot;Foo&amp;quot; to the page. For example, Template:big will categorize monster pages with this flag to &amp;quot;Big monsters&amp;quot; instead of just &amp;quot;Big&amp;quot;. Finally, verify the old category (i.e. [[:Category:Big]]) to see if there are any monsters that were not using the template and fix them.  &lt;br /&gt;
| Done!&lt;br /&gt;
|-&lt;br /&gt;
| ''Add flavour to pages''&lt;br /&gt;
| See [[:Category:Articles_Without_Flavour]]&lt;br /&gt;
| Done.&lt;br /&gt;
|- 	&lt;br /&gt;
| ''Crawl graphics''&lt;br /&gt;
| Upload Dungeon Crawl's graphical tiles and place them in the relevant articles.&lt;br /&gt;
| Done.&lt;br /&gt;
|-	&lt;br /&gt;
| ''Style guide''&lt;br /&gt;
| Create a style guide.&lt;br /&gt;
| Done.&lt;br /&gt;
|-&lt;br /&gt;
| ''Redirect messages''&lt;br /&gt;
| Redirect all in-game messages to appropriate articles.&lt;br /&gt;
| Not completed / Do we want to do this?&lt;br /&gt;
|-&lt;br /&gt;
| ''Crawl documents''	&lt;br /&gt;
| Create pages for all Dungeon Crawl documents.&lt;br /&gt;
| Finished for Stone Soup, original Crawl versions are needed.&lt;br /&gt;
|-&lt;br /&gt;
| ''Source code''&lt;br /&gt;
| Upload wikified source code for all major versions.&lt;br /&gt;
| Hell no, that's what the git repository is for.&lt;br /&gt;
|-&lt;br /&gt;
| ''Items''&lt;br /&gt;
| Represent every Dungeon Crawl item with its own article, including an infobox.&lt;br /&gt;
| Done.&lt;br /&gt;
|-&lt;br /&gt;
| ''0.7.0''&lt;br /&gt;
| Create articles on 0.7.0's new features.&lt;br /&gt;
| Done.&lt;br /&gt;
|-&lt;br /&gt;
| ''Categories''&lt;br /&gt;
| Separate categories and articles.&lt;br /&gt;
| Done.&lt;br /&gt;
|-&lt;br /&gt;
| ''Crawl versions''&lt;br /&gt;
| Create an article for every version of Crawl.&lt;br /&gt;
| Finished for Stone Soup, original Crawl versions are needed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Community]]&lt;br /&gt;
[[Category:Maintenance]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vine_Stalker&amp;diff=27438</id>
		<title>Vine Stalker</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vine_Stalker&amp;diff=27438"/>
				<updated>2014-04-25T18:33:16Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Innate Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Limber in shape, Vine Stalkers are anthropomorphic masses of thick vines. They possess a once-humanoid core, parasitized moments before death by the magical vines. Lacking any other discernible features, their faces are dominated by their disproportionate, vicious maw with which they disrupt and devour the magical energies of their foes.&lt;br /&gt;
&lt;br /&gt;
Magic courses freely through their bodies, and they can not only share any damage taken with their magical reserves, but in fact physically regenerate at an alarming rate. However these traits come at a price: the dual nature of their bodies makes them frail to the extreme and they cannot benefit from potions or wands to heal their wounds.&lt;br /&gt;
&lt;br /&gt;
Living examples of adaptation, Vine Stalkers level up quickly and lend well to an all-out offensive style; trusting their stealth to choose their prey and then their regenerating capabilities to power through the wounds they may sustain in battle. Many members of the species however, are seen wielding magic quite competently and then switching to a hybrid style when their reserves start to run low, thus replenishing their shroud of magic and their spells' fuel with each voracious bite.&lt;br /&gt;
&lt;br /&gt;
Their great offensive capabilities and intrinsic regeneration lead some Vine Stalkers to eschew more traditional defenses such as armour and dodging, although this proves fatally unwise often times when their judgement of their prey fails and they bite more than they can possibly chew.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Fangs]] 2, improving to [[Fangs]] 3 at level 8.&lt;br /&gt;
**[[Antimagic]] bite: A Vine Stalker's [[auxiliary attack|bite]] disrupts enemy spellcasting capabilities as though it had the [[antimagic]] [[brand]] (but does not reduce your maximum MP capacity). Each bite also has a chance to restore some [[MP]] depending on how much damage was inflicted and your current MP percentage.&lt;br /&gt;
{{crawlquote|'''Damage done''': Fangs_level×2 + 2×XL/3&amp;lt;br&amp;gt;'''Drained MP''': 1dDamage_done × (1.25 - MP/MaxMP)}}&lt;br /&gt;
*Vine Stalkers cannot restore HP with [[potion]]s or [[wand]]s. This does not prevent the [[status effect]] removal provided by [[potions of curing]].&lt;br /&gt;
*[[Regeneration]] 1. This increases at XL 6, and again at 12.&lt;br /&gt;
*[[Spirit shield]]&lt;br /&gt;
*[[Rotting]] resistance&lt;br /&gt;
&lt;br /&gt;
Vine Stalkers have a base [[Strength]] of 8, [[Intelligence]] of 6 and [[Dexterity]] of 7 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Conjurer]], [[Necromancer]], [[Ice Elementalist]], [[Air Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] or [[dexterity]] every 4th level.&lt;br /&gt;
*-30% less [[HP]] than average.&lt;br /&gt;
*+10% more [[MP]] than average, before stepdowns.&lt;br /&gt;
*+5 [[magic resistance]] per level.&lt;br /&gt;
*Upgrade to [[Fangs]] 3 at level 8.&lt;br /&gt;
*Upgrade to [[Regeneration]] 2 at level 6 and Regeneration 3 at level 12.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vine Stalkers receive the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Easy}}&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vine Stalker}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
'''Vine stalkers''' are a surprisingly durable species. In spite of their [[spriggan]]-sized [[HP]] pools and unimpressive defensive skill [[aptitude]]s, their innate [[spirit shield]] intrinsic means that a portion of all incoming damage is redirected to their [[MP]]; the larger the character's MP pool, the more damage will be redirected to it. On top of that, they have better HP regeneration than [[troll]]s, and each time they bite in melee, there's a chance that they'll recover a chunk of MP as well. Coupled with their full access to all forms of armour, this gives them an excellent capacity both to avoid serious injury and to recover from it after the fact. Just be ready for the appearance of [[eyes of draining]], [[ghost moth]]s, or other threats to your MP - these threats will chew through your supernatural defenses with lightning speed, leaving you significantly less hardy than normal.&lt;br /&gt;
&lt;br /&gt;
In spite of their excellent regeneration, they are even less capable of immediate healing than [[mummies]], unable to benefit from [[potions of heal wounds]] or [[wands of heal wounds]], and only receiving the [[status effect]] recovery aspect of [[potions of curing]]. This weakness is felt most powerfully in the early game, when a potion of heal wounds can completely restore your HP, but is still a significant penalty in the late game. Even so, their vastly enhanced regen is an excellent replacement, and all other sources of [[healing]] still function as normal.&lt;br /&gt;
&lt;br /&gt;
Apart from a knack for [[Stealth]] and a general weakness in defensive skills, vine stalkers have no real aptitude issues, and can easily be built for any role, excelling perhaps as sneaky [[stab]]bers.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Vine Stalkers were added in [[0.14]].&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vine_Stalker&amp;diff=27437</id>
		<title>Vine Stalker</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vine_Stalker&amp;diff=27437"/>
				<updated>2014-04-25T18:33:00Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Innate Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Limber in shape, Vine Stalkers are anthropomorphic masses of thick vines. They possess a once-humanoid core, parasitized moments before death by the magical vines. Lacking any other discernible features, their faces are dominated by their disproportionate, vicious maw with which they disrupt and devour the magical energies of their foes.&lt;br /&gt;
&lt;br /&gt;
Magic courses freely through their bodies, and they can not only share any damage taken with their magical reserves, but in fact physically regenerate at an alarming rate. However these traits come at a price: the dual nature of their bodies makes them frail to the extreme and they cannot benefit from potions or wands to heal their wounds.&lt;br /&gt;
&lt;br /&gt;
Living examples of adaptation, Vine Stalkers level up quickly and lend well to an all-out offensive style; trusting their stealth to choose their prey and then their regenerating capabilities to power through the wounds they may sustain in battle. Many members of the species however, are seen wielding magic quite competently and then switching to a hybrid style when their reserves start to run low, thus replenishing their shroud of magic and their spells' fuel with each voracious bite.&lt;br /&gt;
&lt;br /&gt;
Their great offensive capabilities and intrinsic regeneration lead some Vine Stalkers to eschew more traditional defenses such as armour and dodging, although this proves fatally unwise often times when their judgement of their prey fails and they bite more than they can possibly chew.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Fangs]] 2, improving to [[Fangs]] 3 at level 8.&lt;br /&gt;
**[[Antimagic]] bite: A Vine Stalker's [[auxiliary attack|bite]] disrupts enemy spellcasting capabilities as though it had the [[antimagic]] [[brand]] (but does not reduce your maximum MP capacity). Each bite also has a chance to restore some [[MP]] depending on how much damage was inflicted and your current MP percentage.&lt;br /&gt;
{{crawlquote|'''Damage done''': Fangs_level×2 + 2×XL/3&amp;lt;br&amp;gt;'''Drained MP''': 1dDamage_done × (1.25 - MP/MaxMP)}}&lt;br /&gt;
*Vine Stalkers cannot restore HP with [[potion]]s or [[wand]]s. This does not prevent the [[status effect]] removal provided by [[potions of curing]].&lt;br /&gt;
*[[Regeneration]] 1. This increases at XL 6, and again at 12.&lt;br /&gt;
*[[Spirit shield]]&lt;br /&gt;
*[[Rotting]] resistance&lt;br /&gt;
&lt;br /&gt;
Vine Stalkers have a base Strength of 8, Intelligence of 6 and Dexterity of 7 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Conjurer]], [[Necromancer]], [[Ice Elementalist]], [[Air Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] or [[dexterity]] every 4th level.&lt;br /&gt;
*-30% less [[HP]] than average.&lt;br /&gt;
*+10% more [[MP]] than average, before stepdowns.&lt;br /&gt;
*+5 [[magic resistance]] per level.&lt;br /&gt;
*Upgrade to [[Fangs]] 3 at level 8.&lt;br /&gt;
*Upgrade to [[Regeneration]] 2 at level 6 and Regeneration 3 at level 12.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vine Stalkers receive the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Easy}}&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vine Stalker}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
'''Vine stalkers''' are a surprisingly durable species. In spite of their [[spriggan]]-sized [[HP]] pools and unimpressive defensive skill [[aptitude]]s, their innate [[spirit shield]] intrinsic means that a portion of all incoming damage is redirected to their [[MP]]; the larger the character's MP pool, the more damage will be redirected to it. On top of that, they have better HP regeneration than [[troll]]s, and each time they bite in melee, there's a chance that they'll recover a chunk of MP as well. Coupled with their full access to all forms of armour, this gives them an excellent capacity both to avoid serious injury and to recover from it after the fact. Just be ready for the appearance of [[eyes of draining]], [[ghost moth]]s, or other threats to your MP - these threats will chew through your supernatural defenses with lightning speed, leaving you significantly less hardy than normal.&lt;br /&gt;
&lt;br /&gt;
In spite of their excellent regeneration, they are even less capable of immediate healing than [[mummies]], unable to benefit from [[potions of heal wounds]] or [[wands of heal wounds]], and only receiving the [[status effect]] recovery aspect of [[potions of curing]]. This weakness is felt most powerfully in the early game, when a potion of heal wounds can completely restore your HP, but is still a significant penalty in the late game. Even so, their vastly enhanced regen is an excellent replacement, and all other sources of [[healing]] still function as normal.&lt;br /&gt;
&lt;br /&gt;
Apart from a knack for [[Stealth]] and a general weakness in defensive skills, vine stalkers have no real aptitude issues, and can easily be built for any role, excelling perhaps as sneaky [[stab]]bers.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Vine Stalkers were added in [[0.14]].&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Formicid&amp;diff=27436</id>
		<title>Formicid</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Formicid&amp;diff=27436"/>
				<updated>2014-04-25T18:28:07Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Innate Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Formicids are a species of humanoid ants. Just like their tiny insect ancestors, the Formicids are well adept at earth work, both on the physical and magical sides. Their abilities have been used to tunnel immense underground communities and structures, many of which are tens of thousands of years old.&lt;br /&gt;
&lt;br /&gt;
Perhaps unfortunately, their strong ties to earth have left them completely impervious to being teleported or hasted; Formicids are tied to the Earth with a complete sense of stasis. While this is seemingly a bad effect for a dungeon adventurer, stasis has the beneficial effect of preventing many types of nasty hexes and maledictions.&lt;br /&gt;
&lt;br /&gt;
With the ability to lift ten times their own weight, the Formicids have strength rivaling that of ogres. This, along with the fact that they have four arms, allows Formicid warriors to carry both a shield and a two-handed weapon at the same time.&lt;br /&gt;
&lt;br /&gt;
Formicids make good earth and venom mages, but are quite capable at both melee and ranged combat too, albeit a bit flimsy. They are naturally bad at air magic and conjurations.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Antennae]] 3: Formicids can sense monsters within 7 tiles (even through walls) and can also [[see invisible]].&lt;br /&gt;
**Formicids cannot wear any form of headgear.&lt;br /&gt;
*Formicids have four arms, and can treat most melee and ranged weapons as one-handed. They can throw [[large rock]]s, but [[giant club]]s and [[giant spiked club]]s are still too large for them to wield.  However, their multiple limbs allow them to use shields with the same reduced penalties as large races.&lt;br /&gt;
*Formicids can [[dig]] through walls as an innate ability. First, they have to extend their mandibles, and then move into a [[rock wall]] or [[iron grate]] to start making the tunnel. Digging takes 2+[[movement delay]] [[aut]]s per square, makes some noise, and has a hefty food cost.&lt;br /&gt;
*Formicids can create a [[shaft]] under themselves as an innate ability, allowing them to escape downwards, but at the cost of making a great deal of noise.&lt;br /&gt;
*Formicids have permanent [[stasis]], rendering them unable to take advantage of translocative effects, [[Haste]], and [[berserk]], but also granting immunity to [[paralysis]] and [[slow]]ing (but ''not'' [[petrify|petrification]]). [[Lugonu]]'s Bend Space ability and the [[Passage of Golubria]] spell work as normal, however.&lt;br /&gt;
&lt;br /&gt;
Formicids have a base [[Strength]] of 10, [[Intelligence]] of 5 and [[Dexterity]] of 4 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Fighter]], [[Hunter]]&lt;br /&gt;
*'''Zealots:''' [[Abyssal Knight]], [[Healer]]&lt;br /&gt;
*'''Warrior-mages:''' [[Arcane Marksman]]&lt;br /&gt;
*'''Mages:''' [[Earth Elementalist]], [[Venom Mage]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] or [[intelligence]] every 4th level.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*10% more [[MP]] than average, before stepdowns.&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Formicids receive the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Formicid}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Formicids are blessed and cursed with some of the most dramatic species mutations in ''Crawl'', resulting in a very unique play experience. Their ability to wield 2-handed weapons and shields simultaneously, coupled with their high Armour skill aptitude and access to almost all armour, allows them to deal stupendous amounts of damage without sacrificing anything from their defenses. Although they still can't wield [[giant club]]s, wielding any 2-handed weapon in one hand is still a massive advantage, making a formicid with end-game quality equipment far deadlier than most.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, they also come with one of the heaviest handicaps of any species, making it difficult to survive dangerous encounters that others can simply bail on. While permanent [[stasis]] does protect you from [[slow]] and [[paralysis]] effects, it also disables a wide variety of incredibly useful panic buttons; [[teleport]]s and [[blink]]s are the most obvious, but all sources of [[haste]] and [[berserk]]ing are also rendered useless, as well as [[Okawaru]]'s Finesse. Where some characters can simply buff up and plow their way through dangerous foes or crowds of attackers, disappearing if a fight starts looking unwinnable, a formicid must play more cautiously. &lt;br /&gt;
&lt;br /&gt;
Take advantage of the resources formicids have at their disposal. Your innate [[Dig]] ability allows you to create choke points, making it much safer to fight large bands of enemies. As it is fairly slow to use, you may want to create tunnels in advance, near areas where there are multiple enemies. Assuming you aren't at the bottom floor of a branch, your [[Shaft]] ability is a guaranteed escape from any fight, but consider using it ''before'' you're at the brink of death; it takes a few turns to kick in, and it's much easier to survive on an unexplored, dangerous floor when you're relatively unscathed. Spells that disable enemies ([[Slow]], [[Petrify]], [[Cause Fear]], and other [[Hexes]]) are excellent for making getaways. While formicids can't blink normally, [[boots]] of [[jumping]] and [[Dithmenos]]' Shadow Step both provide an effect similar to [[Controlled Blink]], although they require a target. Likewise, [[Passage of Golubria]] and [[Lugonu]]'s Bend Space ability cause space to bend, not you, and thus still function as normal for you.&lt;br /&gt;
&lt;br /&gt;
Your antennae and high Stealth aptitude allow you to see large bands and dangerous opponents before engaging them, making it much easier for you to lure individuals away from a group or simply avoid the fight entirely. Access to [[large rock]]s means that even low-level characters can deal very heavy ranged damage (assuming you're lucky enough to find them). When pursued by enemies you can't outrun or hex, sprinting over a [[teleport trap]] is a great way to lose them, so keep an eye out for those. Most importantly, don't forget that simply walking away before an impossible fight begins is sometimes the best option you've got.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Formicids were added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
During much of their development, formicids were known as '''dwants''' (or '''dwarf-ants''').  During much of their development, they had less HP but leveled even faster than humans.  In addition, they were particularly vulnerable to poison.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
[http://git.develz.org/?p=crawl.git;a=shortlog;h=refs/heads/dwants Formicid development branch]&lt;br /&gt;
&lt;br /&gt;
[https://crawl.develz.org/tavern/viewtopic.php?f=8&amp;amp;t=8298 Tavern discussion]&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Formicid&amp;diff=27435</id>
		<title>Formicid</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Formicid&amp;diff=27435"/>
				<updated>2014-04-25T18:27:47Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Innate Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Formicids are a species of humanoid ants. Just like their tiny insect ancestors, the Formicids are well adept at earth work, both on the physical and magical sides. Their abilities have been used to tunnel immense underground communities and structures, many of which are tens of thousands of years old.&lt;br /&gt;
&lt;br /&gt;
Perhaps unfortunately, their strong ties to earth have left them completely impervious to being teleported or hasted; Formicids are tied to the Earth with a complete sense of stasis. While this is seemingly a bad effect for a dungeon adventurer, stasis has the beneficial effect of preventing many types of nasty hexes and maledictions.&lt;br /&gt;
&lt;br /&gt;
With the ability to lift ten times their own weight, the Formicids have strength rivaling that of ogres. This, along with the fact that they have four arms, allows Formicid warriors to carry both a shield and a two-handed weapon at the same time.&lt;br /&gt;
&lt;br /&gt;
Formicids make good earth and venom mages, but are quite capable at both melee and ranged combat too, albeit a bit flimsy. They are naturally bad at air magic and conjurations.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Antennae]] 3: Formicids can sense monsters within 7 tiles (even through walls) and can also [[see invisible]].&lt;br /&gt;
**Formicids cannot wear any form of headgear.&lt;br /&gt;
*Formicids have four arms, and can treat most melee and ranged weapons as one-handed. They can throw [[large rock]]s, but [[giant club]]s and [[giant spiked club]]s are still too large for them to wield.  However, their multiple limbs allow them to use shields with the same reduced penalties as large races.&lt;br /&gt;
*Formicids can [[dig]] through walls as an innate ability. First, they have to extend their mandibles, and then move into a [[rock wall]] or [[iron grate]] to start making the tunnel. Digging takes 2+[[movement delay]] [[aut]]s per square, makes some noise, and has a hefty food cost.&lt;br /&gt;
*Formicids can create a [[shaft]] under themselves as an innate ability, allowing them to escape downwards, but at the cost of making a great deal of noise.&lt;br /&gt;
*Formicids have permanent [[stasis]], rendering them unable to take advantage of translocative effects, [[Haste]], and [[berserk]], but also granting immunity to [[paralysis]] and [[slow]]ing (but ''not'' [[petrify|petrification]]). [[Lugonu]]'s Bend Space ability and the [[Passage of Golubria]] spell work as normal, however.&lt;br /&gt;
&lt;br /&gt;
Formicids have a base Strength of 10, Intelligence of 5 and Dexterity of 4 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Fighter]], [[Hunter]]&lt;br /&gt;
*'''Zealots:''' [[Abyssal Knight]], [[Healer]]&lt;br /&gt;
*'''Warrior-mages:''' [[Arcane Marksman]]&lt;br /&gt;
*'''Mages:''' [[Earth Elementalist]], [[Venom Mage]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] or [[intelligence]] every 4th level.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*10% more [[MP]] than average, before stepdowns.&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Formicids receive the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Formicid}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Formicids are blessed and cursed with some of the most dramatic species mutations in ''Crawl'', resulting in a very unique play experience. Their ability to wield 2-handed weapons and shields simultaneously, coupled with their high Armour skill aptitude and access to almost all armour, allows them to deal stupendous amounts of damage without sacrificing anything from their defenses. Although they still can't wield [[giant club]]s, wielding any 2-handed weapon in one hand is still a massive advantage, making a formicid with end-game quality equipment far deadlier than most.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, they also come with one of the heaviest handicaps of any species, making it difficult to survive dangerous encounters that others can simply bail on. While permanent [[stasis]] does protect you from [[slow]] and [[paralysis]] effects, it also disables a wide variety of incredibly useful panic buttons; [[teleport]]s and [[blink]]s are the most obvious, but all sources of [[haste]] and [[berserk]]ing are also rendered useless, as well as [[Okawaru]]'s Finesse. Where some characters can simply buff up and plow their way through dangerous foes or crowds of attackers, disappearing if a fight starts looking unwinnable, a formicid must play more cautiously. &lt;br /&gt;
&lt;br /&gt;
Take advantage of the resources formicids have at their disposal. Your innate [[Dig]] ability allows you to create choke points, making it much safer to fight large bands of enemies. As it is fairly slow to use, you may want to create tunnels in advance, near areas where there are multiple enemies. Assuming you aren't at the bottom floor of a branch, your [[Shaft]] ability is a guaranteed escape from any fight, but consider using it ''before'' you're at the brink of death; it takes a few turns to kick in, and it's much easier to survive on an unexplored, dangerous floor when you're relatively unscathed. Spells that disable enemies ([[Slow]], [[Petrify]], [[Cause Fear]], and other [[Hexes]]) are excellent for making getaways. While formicids can't blink normally, [[boots]] of [[jumping]] and [[Dithmenos]]' Shadow Step both provide an effect similar to [[Controlled Blink]], although they require a target. Likewise, [[Passage of Golubria]] and [[Lugonu]]'s Bend Space ability cause space to bend, not you, and thus still function as normal for you.&lt;br /&gt;
&lt;br /&gt;
Your antennae and high Stealth aptitude allow you to see large bands and dangerous opponents before engaging them, making it much easier for you to lure individuals away from a group or simply avoid the fight entirely. Access to [[large rock]]s means that even low-level characters can deal very heavy ranged damage (assuming you're lucky enough to find them). When pursued by enemies you can't outrun or hex, sprinting over a [[teleport trap]] is a great way to lose them, so keep an eye out for those. Most importantly, don't forget that simply walking away before an impossible fight begins is sometimes the best option you've got.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Formicids were added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
During much of their development, formicids were known as '''dwants''' (or '''dwarf-ants''').  During much of their development, they had less HP but leveled even faster than humans.  In addition, they were particularly vulnerable to poison.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
[http://git.develz.org/?p=crawl.git;a=shortlog;h=refs/heads/dwants Formicid development branch]&lt;br /&gt;
&lt;br /&gt;
[https://crawl.develz.org/tavern/viewtopic.php?f=8&amp;amp;t=8298 Tavern discussion]&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stats&amp;diff=27434</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stats&amp;diff=27434"/>
				<updated>2014-04-25T18:24:09Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: Addition of Formicid and Vine Stalker Stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
Your character's basic '''stats''' are [[Strength]] (Str),  [[Intelligence]] (Int) and [[Dexterity]] (Dex). These are determined by your [[species]] and [[background]] and grow as you gain [[experience]], equipment, [[intrinsic]] abilities, and [[mutations]]. They may be damaged by [[sickness]] or certain monster abilities, and if one of them reaches 0, you will suffer some [[Stat zero|penalties]].&lt;br /&gt;
&lt;br /&gt;
The three defensive stats are your [[armour class]] (AC), your [[evasion]] (EV), and your blocking ability ([[SH]]). &lt;br /&gt;
&lt;br /&gt;
Your character also has a limited reserve of [[hit points]] (HP) and [[magic points]] (Magic or MP).&lt;br /&gt;
&lt;br /&gt;
==Starting Stats==&lt;br /&gt;
Your '''starting stats''' are determined by two things: your [[species]] and your [[class]]. While they do not by any means define your character, it is easier to build your character in a way that is compatible with your stats.&lt;br /&gt;
&lt;br /&gt;
Each starting stat is equal to:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''2 + Species Contribution + Class Contribution'''}}&lt;br /&gt;
&lt;br /&gt;
===Species Contributions===&lt;br /&gt;
Not all species are created equal; some have higher total stats than others, with [[High Elves]] and [[Demigod]]s having the highest, and [[Ghoul]]s having the lowest. The &amp;quot;gain&amp;quot; column describes how the race gains stats as they level up: a letter indicates the stat beginning with that letter can be chosen, and the number before the colon indicates the frequency of stat gains. So a Demigod, who would gain one Str, Int, or Dex every 2 levels, is represented by 2:SID. See &amp;quot;Gaining Attributes&amp;quot; below for further details.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:75%&amp;quot; border=1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Species&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Strength]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Intelligence]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Dexterity]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Sum&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Gain&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Centaur&lt;br /&gt;
||8&lt;br /&gt;
||5&lt;br /&gt;
||2&lt;br /&gt;
||15&lt;br /&gt;
||4:SD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Deep Dwarf&lt;br /&gt;
||9&lt;br /&gt;
||6&lt;br /&gt;
||6&lt;br /&gt;
||21&lt;br /&gt;
||4:SI&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Deep Elf&lt;br /&gt;
||3&lt;br /&gt;
||10&lt;br /&gt;
||8&lt;br /&gt;
||21&lt;br /&gt;
||4:I&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Demigod&lt;br /&gt;
||9&lt;br /&gt;
||10&lt;br /&gt;
||9&lt;br /&gt;
||28&lt;br /&gt;
||2:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Demonspawn&lt;br /&gt;
||6&lt;br /&gt;
||7&lt;br /&gt;
||6&lt;br /&gt;
||19&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Draconian&lt;br /&gt;
||8&lt;br /&gt;
||6&lt;br /&gt;
||4&lt;br /&gt;
||18&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Formicid&lt;br /&gt;
||10&lt;br /&gt;
||5&lt;br /&gt;
||4&lt;br /&gt;
||19&lt;br /&gt;
||4:SI&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Felid&lt;br /&gt;
||2&lt;br /&gt;
||7&lt;br /&gt;
||9&lt;br /&gt;
||18&lt;br /&gt;
||4:ID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Gargoyle&lt;br /&gt;
||9&lt;br /&gt;
||6&lt;br /&gt;
||3&lt;br /&gt;
||18&lt;br /&gt;
||4:SI&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Ghoul&lt;br /&gt;
||9&lt;br /&gt;
||1&lt;br /&gt;
||2&lt;br /&gt;
||12&lt;br /&gt;
||5:S&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Halfling&lt;br /&gt;
||3&lt;br /&gt;
||6&lt;br /&gt;
||9&lt;br /&gt;
||18&lt;br /&gt;
||5:D&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;High Elf&lt;br /&gt;
||5&lt;br /&gt;
||9&lt;br /&gt;
||8&lt;br /&gt;
||22&lt;br /&gt;
||3:ID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Hill Orc&lt;br /&gt;
||9&lt;br /&gt;
||3&lt;br /&gt;
||4&lt;br /&gt;
||16&lt;br /&gt;
||5:S&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Human&lt;br /&gt;
||6&lt;br /&gt;
||6&lt;br /&gt;
||6&lt;br /&gt;
||18&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Kobold&lt;br /&gt;
||5&lt;br /&gt;
||4&lt;br /&gt;
||8&lt;br /&gt;
||17&lt;br /&gt;
||5:SD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Merfolk&lt;br /&gt;
||6&lt;br /&gt;
||5&lt;br /&gt;
||7&lt;br /&gt;
||18&lt;br /&gt;
||5:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Minotaur&lt;br /&gt;
||10&lt;br /&gt;
||3&lt;br /&gt;
||3&lt;br /&gt;
||16&lt;br /&gt;
||4:SD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Mummy&lt;br /&gt;
||9&lt;br /&gt;
||5&lt;br /&gt;
||5&lt;br /&gt;
||19&lt;br /&gt;
||''none''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Naga&lt;br /&gt;
||8&lt;br /&gt;
||6&lt;br /&gt;
||4&lt;br /&gt;
||18&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Octopode&lt;br /&gt;
||5&lt;br /&gt;
||8&lt;br /&gt;
||5&lt;br /&gt;
||18&lt;br /&gt;
||5:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Ogre&lt;br /&gt;
||10&lt;br /&gt;
||5&lt;br /&gt;
||3&lt;br /&gt;
||18&lt;br /&gt;
||3:S&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Spriggan&lt;br /&gt;
||2&lt;br /&gt;
||7&lt;br /&gt;
||9&lt;br /&gt;
||18&lt;br /&gt;
||5:ID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Tengu&lt;br /&gt;
||6&lt;br /&gt;
||6&lt;br /&gt;
||7&lt;br /&gt;
||19&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Troll&lt;br /&gt;
||13&lt;br /&gt;
||2&lt;br /&gt;
||3&lt;br /&gt;
||18&lt;br /&gt;
||3:S&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Vampire&lt;br /&gt;
||5&lt;br /&gt;
||8&lt;br /&gt;
||7&lt;br /&gt;
||20&lt;br /&gt;
||''none''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Vine Stalker&lt;br /&gt;
||8&lt;br /&gt;
||6&lt;br /&gt;
||7&lt;br /&gt;
||21&lt;br /&gt;
||4:SD&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Class Contribution===&lt;br /&gt;
Your class also contributes to your starting stats, although to a lesser degree than your species. Unlike with species, the sum of the starting stats is the same across all classes (12).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:75%&amp;quot; border=1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Class&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Strength]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Intelligence]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Dexterity]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Abyssal Knight&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Air Elementalist&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Arcane Marksman&lt;br /&gt;
||3&lt;br /&gt;
||5&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Artificer&lt;br /&gt;
||3&lt;br /&gt;
||4&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Assassin&lt;br /&gt;
||3&lt;br /&gt;
||3&lt;br /&gt;
||6&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Berserker&lt;br /&gt;
||9&lt;br /&gt;
||-1&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Chaos Knight&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Conjurer&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Death Knight&lt;br /&gt;
||5&lt;br /&gt;
||3&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Earth Elementalist&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Enchanter&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Fighter&lt;br /&gt;
||8&lt;br /&gt;
||0&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Fire Elementalist&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Gladiator&lt;br /&gt;
||7&lt;br /&gt;
||0&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Healer&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Hunter&lt;br /&gt;
||4&lt;br /&gt;
||3&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Ice Elementalist&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Monk&lt;br /&gt;
||3&lt;br /&gt;
||2&lt;br /&gt;
||7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Necromancer&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Skald&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Summoner&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Transmuter&lt;br /&gt;
||2&lt;br /&gt;
||5&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Venom Mage&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Wanderer&lt;br /&gt;
||*&lt;br /&gt;
||*&lt;br /&gt;
||*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Warper&lt;br /&gt;
||3&lt;br /&gt;
||5&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Wizard&lt;br /&gt;
||-1&lt;br /&gt;
||10&lt;br /&gt;
||3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;A wanderer's starting stats are random, but will also total 12. However, if a stat is greater than 17, it is 50% less likely to be increased.&lt;br /&gt;
&lt;br /&gt;
Your initial strength, intelligence and dexterity cannot be less than 3. In any case where a class/species combo causes a value to be less than three, it is increased and random other stat decreased until it reaches 3.&lt;br /&gt;
&lt;br /&gt;
72 is the absolute maximum value for strength, dexterity, and intelligence. Theses ability scores can never go above 72, regardless of racial bonuses, equipment, mutations, or any other bonuses.&lt;br /&gt;
&lt;br /&gt;
==Gaining Attributes==&lt;br /&gt;
All characters get to increase an attribute of their choice every three levels; in addition, there is a level-based increase based on species.&lt;br /&gt;
*[[Centaur]]s - Str or Dex every 4 levels.&lt;br /&gt;
*[[Deep Dwarves]] - Str or Int every 4 levels.&lt;br /&gt;
*[[Deep Elves]] - Int every 4 levels.&lt;br /&gt;
*[[Demigod]]s - A random stat every 2 levels.&lt;br /&gt;
*[[Demonspawn]] - A random stat every 4 levels.&lt;br /&gt;
*[[Draconian]]s - A random stat every 4 levels.&lt;br /&gt;
*[[Ghoul]]s - Str every 5 levels.&lt;br /&gt;
*[[Felid]]s gain Dex or Int every 5 levels.&lt;br /&gt;
*[[Gargoyle]]s - Str or Int every 4 levels.&lt;br /&gt;
*[[Halfling]]s - Dex every 5 levels.&lt;br /&gt;
*[[High Elves]] - Int or Dex every 3 levels.&lt;br /&gt;
*[[Hill Orc]]s - Str every 5 levels.&lt;br /&gt;
*[[Human]]s - A random stat every 4 levels.&lt;br /&gt;
*[[Kobold]]s - Str or Dex every 5 levels.&lt;br /&gt;
*[[Merfolk]] - A random stat every 5 levels.&lt;br /&gt;
*[[Minotaur]]s - Str or Dex every 4 levels.&lt;br /&gt;
*[[Mummy|Mummies]] - No extra stats.&lt;br /&gt;
*[[Naga]]s - A random stat every 4 levels.&lt;br /&gt;
*[[Ogre]]s - Str every 3 levels.&lt;br /&gt;
*[[Octopode]]s - A random stat every 5 levels.&lt;br /&gt;
*[[Spriggan]]s - Dex or Int every 5 levels.&lt;br /&gt;
*[[Tengu]] - A random stat every 4 levels.&lt;br /&gt;
*[[Troll]]s - Str every 3 levels.&lt;br /&gt;
*[[Vampire]]s - No extra stats.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The extra 2 that all characters get to all their stats is a holdover from when stats were randomized: previously there were eight stat points that would be allocated randomly, with a slight tendency to raise lower stats in preference to higher ones; the remaining two were added to the class stat points, which used to total 10 instead of 12.&lt;br /&gt;
&lt;br /&gt;
Additionally, Wanderers' stats used to total only 6, making the class considerably more difficult. Artificers' totaled 9, although that difference was less significant. As for species, numerous small changes have been made over the years, but one of the more significant ones is to Mummies: they have gone from having some of the worst starting stats (7/3/3, or 13 total) to being among the higher-stat races (though still extremely difficult to play).&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wanderer&amp;diff=27409</id>
		<title>Wanderer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wanderer&amp;diff=27409"/>
				<updated>2014-04-22T21:53:11Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|Wanderers are people who have not learned a specific trade. Instead, they've travelled around becoming &amp;quot;jacks-of-all-trades, masters of none&amp;quot;. They start the game with a large assortment of skills and maybe some small items they picked up along the way, but, other than that, they're pretty much on their own.}}&lt;br /&gt;
The '''wanderer''' is an adventurer who has tried multiple professions without devoting himself to any particular discipline. The items in a wanderer's starting inventory usually (but not always) relate to his starting skills.  &lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
If you feel you must play a Wanderer, the game recommends you play as a [[Human]], [[Hill Orc]], [[Spriggan]], [[Centaur]], [[Merfolk]], [[Draconian]] or [[Demonspawn]]. &lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Wanderers start with 1-2 random weapons (weighted towards those you have good [[aptitude]]s for) that may be enchanted up to +3, random armor, various miscellaneous items, and sometimes a random starting-level [[spell book]]. Even though you may not start with one, [[scroll of teleportation]] is recognized at default along with any other items you may be carrying. You will also sometimes start with a level 1 spell memorized, though it may not have any relation to your race's aptitudes or your starting spell book (if you have one).&lt;br /&gt;
&lt;br /&gt;
Possibilities include any of these:&lt;br /&gt;
&lt;br /&gt;
* Melee Weapons - Club, Mace, Dagger, Short Sword, Falchion, Hand Axe, Spear, or Quarterstaff, possibly enchanted up to +3/+3.&lt;br /&gt;
* Ranged Weapons - Sling, Bow, Crossbow or Blowgun, with ammo but often not a lot, and also possibly enchanted up to +3/+3. &lt;br /&gt;
* Occasionally a second weapon which will always be +0/+0&lt;br /&gt;
* Shields: Buckler or (normal) Shield, always +0&lt;br /&gt;
* Armour: Robe, Leather, Ring or Scale Mail, always +0&lt;br /&gt;
* Spellbooks: 1st level spellbooks including Book of Air, Battle, Callings, Maledictions, Changes, Translocations, Minor Magic, Conjurations, Necromancy, Fire, Ice, Earth, or the Young Poisoner's Handbook&lt;br /&gt;
* Spells: Any first level spell including Freeze, Magic Dart, Apportation, Beastly Appendage, Shock, Sandblast, Corona, Pain, Flame Tongue, Sting and Summon Small Mammals. &lt;br /&gt;
* Scrolls: Blinking, Teleportation or Fear&lt;br /&gt;
* Wands: Magic Darts, Frost, Flame, possibly Slowing.&lt;br /&gt;
&lt;br /&gt;
==Starting Stats==&lt;br /&gt;
Wanderers receive 12 stat points distributed at random when they start the game, with a 50% less chance to increase a stat if it is already 17 or higher when a point is assigned by the algorithm.&lt;br /&gt;
It is not correlated to their starting equipment, so it is possible for a Wanderer to start with little more than a robe and spellbook, yet still have an [[Intelligence]] of 10. This does not affect racial modifiers, of course; a DEWn will still have a higher intelligence than a TrWn on average.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills==&lt;br /&gt;
You may receive 1-5 levels in the Weapon skill of your default weapon (but not always), [[Fighting]], [[Armour]], [[Unarmed Combat]], [[Dodging]], [[Stealth]], [[Invocations]], [[Evocations]], [[Spellcasting]], and various schools of magic, not necessarily relevant to any starting spell book or memorized spell you may have.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wanderer&amp;diff=27395</id>
		<title>Wanderer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wanderer&amp;diff=27395"/>
				<updated>2014-04-21T06:14:52Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|Wanderers are people who have not learned a specific trade. Instead, they've travelled around becoming &amp;quot;jacks-of-all-trades, masters of none&amp;quot;. They start the game with a large assortment of skills and maybe some small items they picked up along the way, but, other than that, they're pretty much on their own.}}&lt;br /&gt;
The '''wanderer''' is an adventurer who has tried multiple professions without devoting himself to any particular discipline. The items in a wanderer's starting inventory usually (but not always) relate to his starting skills.  &lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
If you feel you must play a Wanderer, the game recommends you play as a [[Human]], [[Hill Orc]], [[Spriggan]], [[Centaur]], [[Merfolk]], [[Draconian]] or [[Demonspawn]]. &lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Wanderers start with 1-2 random weapons (weighted towards those you have good [[aptitude]]s for) that may be enchanted up to +3, random armor, various miscellaneous items, and sometimes a random starting-level [[spell book]]. Even though you may not start with one, [[scroll of teleportation]] is recognized at default along with any other items you may be carrying. You will also sometimes start with a level 1 spell memorized, though it may not have any relation to your race's aptitudes or your starting spell book (if you have one).&lt;br /&gt;
&lt;br /&gt;
Possibilities include any of these:&lt;br /&gt;
&lt;br /&gt;
* Melee Weapons - Club, Mace, Dagger, Short Sword, Falchion, Hand Axe, Spear, or Quarterstaff, possibly enchanted up to +3/+3.&lt;br /&gt;
* Ranged Weapons - Sling, Bow, Crossbow or Blowgun, with ammo but often not a lot, and also possibly enchanted up to +3/+3. &lt;br /&gt;
* Occasionally a second weapon which will always be +0/+0&lt;br /&gt;
* Shields: Buckler or (normal) Shield, always +0&lt;br /&gt;
* Armour: Robe, Leather, Ring or Scale Mail, always +0&lt;br /&gt;
* Spellbooks: 1st level spellbooks including Book of Air, Battle, Callings, Maledictions, Changes, Translocations, Minor Magic, Conjurations, Necromancy, Fire, Ice, Earth, or the Young Poisoner's Handbook&lt;br /&gt;
* Spells: Any first level spell including Freeze, Magic Dart, Apportation, Beastly Appendage, Shock, Sandblast, Corona, Pain, Flame Tongue, Sting and Summon Small Mammals. &lt;br /&gt;
* Scrolls: Blinking, Teleportation or Fear&lt;br /&gt;
* Wands: Magic Darts, possibly Slowing.&lt;br /&gt;
&lt;br /&gt;
==Starting Stats==&lt;br /&gt;
Wanderers receive 12 stat points distributed at random when they start the game, with a 50% less chance to increase a stat if it is already 17 or higher when a point is assigned by the algorithm.&lt;br /&gt;
It is not correlated to their starting equipment, so it is possible for a Wanderer to start with little more than a robe and spellbook, yet still have an [[Intelligence]] of 10. This does not affect racial modifiers, of course; a DEWn will still have a higher intelligence than a TrWn on average.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills==&lt;br /&gt;
You may receive 1-5 levels in the Weapon skill of your default weapon (but not always), [[Fighting]], [[Armour]], [[Unarmed Combat]], [[Dodging]], [[Stealth]], [[Invocations]], [[Evocations]], [[Spellcasting]], and various schools of magic, not necessarily relevant to any starting spell book or memorized spell you may have.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Artificer&amp;diff=27394</id>
		<title>Artificer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Artificer&amp;diff=27394"/>
				<updated>2014-04-21T06:11:15Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&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. They also have some prior experience with scrolls of recharging.}}&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 that that of a [[wanderer]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&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;
*Artificers begin with [[scrolls of recharging]] identified.&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 [[0.10]], 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>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Artificer&amp;diff=27393</id>
		<title>Artificer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Artificer&amp;diff=27393"/>
				<updated>2014-04-21T06:11:05Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&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. They also have some prior experience with scrolls of recharging.}}&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 that that of a [[wanderer]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&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;
*Artificers begin with [[scrolls of recharging]] identified.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills==&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 [[0.10]], 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>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Earth_Elementalist&amp;diff=27392</id>
		<title>Earth Elementalist</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Earth_Elementalist&amp;diff=27392"/>
				<updated>2014-04-21T06:10:29Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|Earth Elementalists are magicians who have specialised in earth, one of the four types of elemental magic. Earth Magic is a mixed bag, with destructive, defensive and utility spells available.}}&lt;br /&gt;
'''Earth Elementalists''' are mages with a preference for [[Earth Magic]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Deep Elf]], [[Deep Dwarf]], [[Spriggan]], [[Gargoyle]], [[Demigod]], [[Ghoul]] and [[Octopode]] are the recommended races if you pick an Earth Elementalist Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*20 [[stone]]s&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Book of Geomancy]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
*[[Spellcasting]]: 1&lt;br /&gt;
*[[Transmutations]]: 1&lt;br /&gt;
*[[Earth Magic]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Earth Elementalist adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
An Earth Elementalist carries a [[book of Geomancy]], which contains many types of spells. They enter the [[Dungeon]] with the level 1 spell [[Sandblast]] already in memory.&lt;br /&gt;
&lt;br /&gt;
As with other elemental magic, remember that devoting yourself to Earth Magic will make it harder to develop [[Air Magic]].&lt;br /&gt;
&lt;br /&gt;
An Earth Elementalist begins the game without a religion.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]], they will begin with 2 Spellcasting.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Venom_Mage&amp;diff=27391</id>
		<title>Venom Mage</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Venom_Mage&amp;diff=27391"/>
				<updated>2014-04-21T06:10:15Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|Venom Mages specialise in poison magic, which is extremely useful in the shallower levels of the dungeon where few creatures are immune to it. Poison is especially effective when used against insects, damaging their tracheae quite effectively.}}&lt;br /&gt;
'''Venom Mage''' are spellcasters who specialize in [[Poison Magic]]. Their toxic spells are effective against [[list of arthropods|insects and spiders]], but they are more than capable of exterminating warm-blooded creatures, too. However, they will probably have to branch out into other schools once they start facing [[demon]]s and the undead.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Deep Elf]], [[Spriggan]], [[Naga]], [[Merfolk]], [[Tengu]], [[Demonspawn]] and [[Felid]] are the recommended races if you pick a Venom Mage Background. &lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Young Poisoner's Handbook]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
*[[Spellcasting]]: 1&lt;br /&gt;
*[[Poison Magic]]: 4&lt;br /&gt;
&lt;br /&gt;
Choosing Venom Mage adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Your [[Sting]] spell gives you an edge over other starter attack spells, as it also has a chance to [[poison]], which few early monsters can resist. Sting your enemies and stay out of reach until the poison kills them. Learn [[Mephitic Cloud]] the instant you hit level 3, too. [[Spriggan]]s are particularly recommended, as they are extremely fast, playing well with poison/keep-away tactics.&lt;br /&gt;
&lt;br /&gt;
Physically gifted [[species]] also benefit from this background. Even the dopiest character can manage to scrape enough [[experience]] together to get [[Sting]] and [[Cure Poison]] functioning well, and those two spells can make a huge difference for an otherwise melee-based thug.&lt;br /&gt;
&lt;br /&gt;
Like most mages, Venom Mages begin the game without a religion, but you may choose a god at the [[Ecumenical Temple]] (unless you're a [[Demigod]]). Either [[Sif Muna]] or [[Vehumet]] will help with your magic.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]], they will start with 2 Spellcasting.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Earth_Elementalist&amp;diff=27390</id>
		<title>Earth Elementalist</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Earth_Elementalist&amp;diff=27390"/>
				<updated>2014-04-21T06:09:48Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|Earth Elementalists are magicians who have specialised in earth, one of the four types of elemental magic. Earth Magic is a mixed bag, with destructive, defensive and utility spells available.}}&lt;br /&gt;
'''Earth Elementalists''' are mages with a preference for [[Earth Magic]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Deep Elf]], [[Deep Dwarf]], [[Spriggan]], [[Gargoyle]], [[Demigod]], [[Ghoul]] and [[Octopode]] are the recommended races if you pick an Earth Elementalist Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*20 [[stone]]s&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Book of Geomancy]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
*[[Spellcasting]]: 1&lt;br /&gt;
*[[Transmutations]]: 1&lt;br /&gt;
*[[Earth Magic]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Earth Elementalist adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
An Earth Elementalist carries a [[book of Geomancy]], which contains many types of spells. They enter the [[Dungeon]] with the level 1 spell [[Sandblast]] already in memory.&lt;br /&gt;
&lt;br /&gt;
As with other elemental magic, remember that devoting yourself to Earth Magic will make it harder to develop [[Air Magic]].&lt;br /&gt;
&lt;br /&gt;
An Earth Elementalist begins the game without a religion.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]], they will begin with 2 Spellcasting.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Air_Elementalist&amp;diff=27389</id>
		<title>Air Elementalist</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Air_Elementalist&amp;diff=27389"/>
				<updated>2014-04-21T06:09:24Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|Air Elementalists are magicians who have specialised in air, one of the four types of elemental magic. Air Magic provides many useful charms in addition to some unique destructive capabilities.}}&lt;br /&gt;
'''Air Elementalists''' are mages who have chosen [[Air Magic]] for their specialization. Air Magic is not as purely destructive as [[Fire Magic]], but offers a variety of other useful effects for [[Dungeon]]-delvers.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[High Elf]], [[Deep Elf]], [[Naga]], [[Tengu]], [[Draconian]], and [[Vine Stalker]] are the recommended races if you pick an Air Elementalist Background. &lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Book of Air]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
*[[Spellcasting]]: 1&lt;br /&gt;
*[[Conjurations]]: 1&lt;br /&gt;
*[[Air Magic]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Air Elementalist adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Air Elementalists have very good early-game survivability due to the large number of defensive spells in their starting spellbook, the [[Book of Air]]. Memorize these spells quickly and use them aggressively: &lt;br /&gt;
*[[Swiftness]] allows you to [[kite]] monsters of average [[speed]]&lt;br /&gt;
*[[Repel Missiles]] helps a lot against [[ranged attack]]ers&lt;br /&gt;
*[[Flight]] is useful in some vaults and [[Sewer]]s. It will make several branches such as [[The Shoals]] less dangerous.&lt;br /&gt;
&lt;br /&gt;
Study the science of the [[multizap]] and apply it well in the early game.&lt;br /&gt;
&lt;br /&gt;
As with other elemental mages, remember that building up your Air Magic will make it harder to develop the opposing [[element]]al magic skill (in this case, [[Earth Magic]]). &lt;br /&gt;
&lt;br /&gt;
Air Elementalists begin the game without a religion, but may choose a god at the [[Ecumenical Temple]] or anywhere else they can find an appropriate [[altar]] (unless their [[species]] is [[Demigod]]). Either [[Sif Muna]] or [[Vehumet]] will help with magic.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] they will start off with 2 Spellcasting.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ice_Elementalist&amp;diff=27388</id>
		<title>Ice Elementalist</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ice_Elementalist&amp;diff=27388"/>
				<updated>2014-04-21T06:08:55Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|Ice Elementalists are magicians who have specialised in ice, one of the four types of elemental magic. Ice Magic offers a balance between destructive conjurations and protective charms.}}&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[High Elf]], [[Deep Elf]], [[Naga]], [[Merfolk]], [[Draconian]], [[Gargoyle]] and [[Demigod]] are the recommended races if you pick an Ice Elementalist Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Book of Frost]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
*[[Spellcasting]]: 1&lt;br /&gt;
*[[Conjurations]]: 1&lt;br /&gt;
*[[Ice Magic]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Ice Elementalist adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
As with other elemental mages, remember that building up your Ice Magic will make it harder to develop the opposing [[element]]al magic skill (in this case, [[Fire Magic]]).&lt;br /&gt;
&lt;br /&gt;
An Ice Elementalist begins the game without a religion, but may choose a god at the [[Ecumenical Temple]] or any appropriate [[altar]] (unless their race is [[Demigod]]). Either [[Sif Muna]] or [[Vehumet]] might help with magic.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]], their starting Spellcasting will be 2.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Conjurer&amp;diff=27387</id>
		<title>Conjurer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Conjurer&amp;diff=27387"/>
				<updated>2014-04-21T06:08:22Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|The Conjurer specialises in the violent and destructive magic of conjuration spells. Like Wizards, the Conjurer starts with the Magic Dart spell.}}&lt;br /&gt;
'''Conjurer'''s are offensive spellcasters who specialize in violent and volatile [[Conjurations]]. Relative to other magical backgrounds (such as the [[Wizard]]), they begin the game with a lower general [[Spellcasting]] skill, but have a higher Conjurations skill to compensate. &lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[High Elf]], [[Deep Elf]], [[Naga]], [[Tengu]], [[Draconian]], and [[Demigod]] are the recommended races if you pick a Conjurer Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Book of Conjurations]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
*[[Spellcasting]]: 1&lt;br /&gt;
*[[Conjurations]]: 4&lt;br /&gt;
&lt;br /&gt;
Choosing Conjurer adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Conjurers enter the [[Dungeon]] with the [[Magic Dart]] spell in memory. &lt;br /&gt;
&lt;br /&gt;
The Conjurer starting book contains a variety of unusual, pure [[Conjurations]] attack spells. [[Searing Ray]] is an excellent follow up to [[Magic Dart]], very MP efficient. [[Dazzling Spray]] is a weak area of effect spell, but [[blind]]ing enemies does reduce their ranged attack abilities significantly. All of the later spells are useful in their own ways for an offensive caster.&lt;br /&gt;
&lt;br /&gt;
While these spells are all effective, they tend to deal less damage than their elemental counterparts. Still, the fact that they affect all opponents, regardless of resistances, makes them reliable and saves you from suddenly encountering a foe you just can't deal with. When you ''do'' find some elemental magic sources, your early training in Conjurations will help you get those spells online quickly.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]], they will start with 2 Spellcasting instead of 1.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], their starting spell book included a variety of elemental spells, plus [[Magic Dart]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], their starting spell book was different, most notably lacking Mephitic Cloud.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Summoner&amp;diff=27386</id>
		<title>Summoner</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Summoner&amp;diff=27386"/>
				<updated>2014-04-21T06:08:10Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|The Summoner specialises in calling creatures from this and other worlds to give assistance. Although they can at first summon only very wimpy creatures, the more advanced summoning spells allow summoners to call on such powers as elementals and demons.}}&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Deep Elf]], [[Hill Orc]], [[Merfolk]], [[Tengu]], [[Vine Stalker]] and [[Vampire]] are the recommended races if you pick a Summoner Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Book of Callings]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
*[[Spellcasting]]: 1&lt;br /&gt;
*[[Summonings]]: 4&lt;br /&gt;
&lt;br /&gt;
Choosing Summoner adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Relying on summoned creatures to kill opponents for you does reduce your gained XP somewhat. Don't be afraid to get your hands a little dirty when dealing with generally harmless foes.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] they will start with 2 Spellcasting.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Necromancer&amp;diff=27385</id>
		<title>Necromancer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Necromancer&amp;diff=27385"/>
				<updated>2014-04-21T06:07:59Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
''This page is about the player [[background]]. For the monster, see [[Necromancer (monster)]].'' &lt;br /&gt;
{{flavour|The Necromancer is a magician who specialises in the less pleasant side of magic. Necromantic spells are a varied bunch, but many involve some degree of risk or harm to the caster.}}&lt;br /&gt;
'''Necromancers''' are magicians who specialise in the less pleasant side of magic - that involving death and the [[undead]]. Since many enemies later in the game have some form of [[life protection]], a Necromancer will probably have to branch out into other schools before they start facing demons.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Deep Elf]], [[Deep Dwarf]], [[Hill Orc]], [[Demonspawn]], [[Mummy]], and [[Vampire]] are the recommended races if you pick a Necromancer Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Book of Necromancy]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
*[[Spellcasting]]: 1&lt;br /&gt;
*[[Necromancy]]: 4&lt;br /&gt;
&lt;br /&gt;
Choosing Necromancer adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Necromancers have some extremely useful spells in their starter spellbook, including [[Regeneration]]. They are also the only background who start with the skills to make [[pain brand]] weapons useful.&lt;br /&gt;
&lt;br /&gt;
Necromancers are more limited in their religious options than other non-religious backgrounds, as all the good-aligned gods (plus [[Trog]] and [[Fedhas Madash]]) punish the use of Necromancy severely. Luckily, none of the three major &amp;quot;magic&amp;quot; gods ([[Sif Muna]], [[Vehumet]], and [[Kikubaaqudgha]]) are among them. Kiku, in fact, offers powers and gifts designed especially for Necromancers, and is a solid choice for capitalizing on their strong start with the Necromancy skill; on the other hand, Kiku offers all 4 Necromancy books in an easy to learn order and therefore any Kiku worshipper capable of Spellcasting could learn Necromancy without having to use their background pick / starting spell book on it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] they will start with 2 Spellcasting.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fire_Elementalist&amp;diff=27384</id>
		<title>Fire Elementalist</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fire_Elementalist&amp;diff=27384"/>
				<updated>2014-04-21T06:07:46Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|Fire Elementalists are magicians who have specialised in fire, one of the four types of elemental magic. Fire Magic tends towards destructive conjurations.}}&lt;br /&gt;
'''Fire Elementalists''' are mages who have specialized in [[Fire Magic]]. This sets them up for greater destructive power than most spellcasters, particularly in the realm of [[Conjurations]], but leaves them without any sort of support or defensive magic in the early game.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[High Elf]], [[Deep Elf]], [[Hill Orc]], [[Naga]], [[Tengu]], [[Gargoyle]] and [[Demigod]] are the recommended races if you pick a Fire Elementalist Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Book of Flames]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
*[[Spellcasting]]: 1&lt;br /&gt;
*[[Conjurations]]: 1&lt;br /&gt;
*[[Fire Magic]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Fire Elementalist adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
As with other elemental mages, remember that building up your Fire Magic will make it harder to develop the opposing [[element]]al magic skill (in this case, [[Ice Magic]]).&lt;br /&gt;
&lt;br /&gt;
See the [[Book of Flames]] for starting spellbook tips.&lt;br /&gt;
&lt;br /&gt;
See the following guides for more information:&lt;br /&gt;
*[[Mr. K's Deep Elf Fire Elementalist guide]]&lt;br /&gt;
*[[Elynae's Fire Elementalist guide]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] they will start with 2 Spellcasting.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Necromancer&amp;diff=27383</id>
		<title>Necromancer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Necromancer&amp;diff=27383"/>
				<updated>2014-04-21T06:07:17Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
''This page is about the player [[background]]. For the monster, see [[Necromancer (monster)]].'' &lt;br /&gt;
{{flavour|The Necromancer is a magician who specialises in the less pleasant side of magic. Necromantic spells are a varied bunch, but many involve some degree of risk or harm to the caster.}}&lt;br /&gt;
'''Necromancers''' are magicians who specialise in the less pleasant side of magic - that involving death and the [[undead]]. Since many enemies later in the game have some form of [[life protection]], a Necromancer will probably have to branch out into other schools before they start facing demons.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Deep Elf]], [[Deep Dwarf]], [[Hill Orc]], [[Demonspawn]], [[Mummy]], and [[Vampire]] are the recommended races if you pick a Necromancer Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Book of Necromancy]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
*[[Spellcasting]]: 1&lt;br /&gt;
*[[Necromancy]]: 4&lt;br /&gt;
&lt;br /&gt;
Choosing Necromancer adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Necromancers have some extremely useful spells in their starter spellbook, including [[Regeneration]]. They are also the only background who start with the skills to make [[pain brand]] weapons useful.&lt;br /&gt;
&lt;br /&gt;
Necromancers are more limited in their religious options than other non-religious backgrounds, as all the good-aligned gods (plus [[Trog]] and [[Fedhas Madash]]) punish the use of Necromancy severely. Luckily, none of the three major &amp;quot;magic&amp;quot; gods ([[Sif Muna]], [[Vehumet]], and [[Kikubaaqudgha]]) are among them. Kiku, in fact, offers powers and gifts designed especially for Necromancers, and is a solid choice for capitalizing on their strong start with the Necromancy skill; on the other hand, Kiku offers all 4 Necromancy books in an easy to learn order and therefore any Kiku worshipper capable of Spellcasting could learn Necromancy without having to use their background pick / starting spell book on it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] they will start with 2 Spellcasting.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Summoner&amp;diff=27382</id>
		<title>Summoner</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Summoner&amp;diff=27382"/>
				<updated>2014-04-21T06:06:50Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|The Summoner specialises in calling creatures from this and other worlds to give assistance. Although they can at first summon only very wimpy creatures, the more advanced summoning spells allow summoners to call on such powers as elementals and demons.}}&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Deep Elf]], [[Hill Orc]], [[Merfolk]], [[Tengu]], [[Vine Stalker]] and [[Vampire]] are the recommended races if you pick a Summoner Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Book of Callings]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
*[[Spellcasting]]: 1&lt;br /&gt;
*[[Summonings]]: 4&lt;br /&gt;
&lt;br /&gt;
Choosing Summoner adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Relying on summoned creatures to kill opponents for you does reduce your gained XP somewhat. Don't be afraid to get your hands a little dirty when dealing with generally harmless foes.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] they will start with 2 Spellcasting.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Conjurer&amp;diff=27381</id>
		<title>Conjurer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Conjurer&amp;diff=27381"/>
				<updated>2014-04-21T06:06:21Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|The Conjurer specialises in the violent and destructive magic of conjuration spells. Like Wizards, the Conjurer starts with the Magic Dart spell.}}&lt;br /&gt;
'''Conjurer'''s are offensive spellcasters who specialize in violent and volatile [[Conjurations]]. Relative to other magical backgrounds (such as the [[Wizard]]), they begin the game with a lower general [[Spellcasting]] skill, but have a higher Conjurations skill to compensate. &lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[High Elf]], [[Deep Elf]], [[Naga]], [[Tengu]], [[Draconian]], and [[Demigod]] are the recommended races if you pick a Conjurer Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Book of Conjurations]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
*[[Spellcasting]]: 1&lt;br /&gt;
*[[Conjurations]]: 4&lt;br /&gt;
&lt;br /&gt;
Choosing Conjurer adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Conjurers enter the [[Dungeon]] with the [[Magic Dart]] spell in memory. &lt;br /&gt;
&lt;br /&gt;
The Conjurer starting book contains a variety of unusual, pure [[Conjurations]] attack spells. [[Searing Ray]] is an excellent follow up to [[Magic Dart]], very MP efficient. [[Dazzling Spray]] is a weak area of effect spell, but [[blind]]ing enemies does reduce their ranged attack abilities significantly. All of the later spells are useful in their own ways for an offensive caster.&lt;br /&gt;
&lt;br /&gt;
While these spells are all effective, they tend to deal less damage than their elemental counterparts. Still, the fact that they affect all opponents, regardless of resistances, makes them reliable and saves you from suddenly encountering a foe you just can't deal with. When you ''do'' find some elemental magic sources, your early training in Conjurations will help you get those spells online quickly.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]], they will start with 2 Spellcasting instead of 1.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], their starting spell book included a variety of elemental spells, plus [[Magic Dart]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], their starting spell book was different, most notably lacking Mephitic Cloud.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hedge_Wizard&amp;diff=27380</id>
		<title>Hedge Wizard</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hedge_Wizard&amp;diff=27380"/>
				<updated>2014-04-21T06:05:39Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
''This page is about the player [[background]]. For the monster, see [[{{PAGENAME}} (monster)]]. For the playing mode, see [[{{PAGENAME}} mode]].''&lt;br /&gt;
{{flavour|A Wizard is a magician who does not specialise in any area of magic. Wizards start with a variety of magical skills and with Magic Dart memorised. Their book allows them to progress in many different branches of the arcane arts.}}&lt;br /&gt;
'''Wizards''' are magicians who do not specialize in any area of magic, making them a jack of all trades, master of none when compared to more focused spellcasters. Wizards enter the [[Dungeon]] with the [[Magic Dart]] [[spell]] in memory.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Human]], [[High Elf]], [[Deep Elf]], [[Naga]], [[Draconian]], [[Mummy]] and [[Octopode]] are the recommended races if you pick a Wizard Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*+0 [[wizard hat]]&lt;br /&gt;
*[[Book of Minor Magic]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
*[[Spellcasting]]: 3&lt;br /&gt;
*[[Conjurations]]: 1&lt;br /&gt;
*[[Summonings]]: 1&lt;br /&gt;
*[[Translocations]]: 1&lt;br /&gt;
&lt;br /&gt;
Choosing Wizard adds 10 to your starting [[Intelligence]] and 3 to your starting [[Dexterity]], but reduces your starting [[Strength]] by 1.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The Wizard is one of the best spellcaster backgrounds. What they lack in initial firepower, they more than make up for with high Spellcasting and access to some of the best utility spells ([[Blink]], [[Mephitic Cloud]], [[Conjure Flame]], [[Repel Missiles]]). On the downside, Wizards are forced to invest heavily in [[Conjurations]] and elemental magic to boost their offensive repertoire.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://www.youtube.com/watch?v=i9WnSqXwy5g Video Tutorial (Part 1)]&lt;br /&gt;
[http://www.youtube.com/watch?v=GUdr-W48UgA&amp;amp;feature=related (Part 2)]&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=M4lclhJ-3jQ Video Tutorial With Actual Speech (Part 1)]&lt;br /&gt;
[http://www.youtube.com/watch?v=oP7tNhskOSA (Part 2)]&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Warper&amp;diff=27379</id>
		<title>Warper</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Warper&amp;diff=27379"/>
				<updated>2014-04-21T06:04:50Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|Warpers specialise in translocation magic, and are experts in traveling long distances and positioning themselves precisely and use this to their advantage in melee or missile combat.}}&lt;br /&gt;
'''Warpers''' specialize in [[Translocations]]. While their school of magic lacks destructive power, they enter the [[Dungeon]] with a bit more combat training than most mages.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[High Elf]], [[Deep Dwarf]], [[Halfling]], [[Spriggan]], [[Centaur]], and [[Draconian]] are the recommended races if you pick a Warper 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 [[weapon of choice]] ([[hand axe]], [[spear]], [[short sword]], [[falchion]], or [[mace]])&lt;br /&gt;
*15 [[dart]]s&lt;br /&gt;
*10 [[dispersal (brand)|darts of dispersal]]&lt;br /&gt;
*+0 [[leather armour]]&lt;br /&gt;
*[[Book of Spatial Translocations]]&lt;br /&gt;
*[[Scroll of blinking]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*50 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 2&lt;br /&gt;
*Chosen Weapon's Skill: 2&lt;br /&gt;
*[[Throwing]]: 1&lt;br /&gt;
*[[Armour]]: 1&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Spellcasting]]: 2&lt;br /&gt;
*[[Translocations]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Warper adds 3 to your starting [[Strength]], 5 to your starting [[Intelligence]] and 4 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
While Warpers lack the focus of other classes like [[Fighter]]s or [[Conjurer]]s, starting with a book of [[Translocations]] magic is extremely helpful in the long run, especially since finding Translocations spellbooks on your own can take quite a while. Your starting spellbook is a good one: [[Apportation]] and [[Blink]] remain useful for the entire game, [[Shroud of Golubria]] helps with your defense, [[Portal Projectile]] is handy for ranged weapon users and combos well with your starting [[dart]]s, [[Teleport Other]] can help you avoid or delay dangerous fights, and [[Passage of Golubria]] functions as a poor man's [[Controlled Blink]], even through [[stasis]].&lt;br /&gt;
&lt;br /&gt;
At first, focus more on being able to kill foes reliably, as spell power isn't as important for your starting spells as it is for others. Dangerous early monsters like [[ogre]]s can be softened up from a distance with your darts or any heavier [[Throwing]] weapons you've found; if they get too close, you can [[Blink]] away or use your darts of dispersal. If you find a good ranged weapon early on, you could switch to that instead of Throwing. Once you've found some decent equipment, then you can focus on higher-level spells or branch out into other kinds of magic.&lt;br /&gt;
&lt;br /&gt;
Starting as a Warper is a good choice for players who wish to worship [[Cheibriados]] later, since you'll likely have an alternate means of running away online by the time Cheibriados starts slowing you down. Being a Warper also works well for characters who wanted to use medium or heavy armor, since most of their spells are simple enough that even big dumb bruisers can cast them well if they work at it.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hexslinger&amp;diff=27378</id>
		<title>Hexslinger</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hexslinger&amp;diff=27378"/>
				<updated>2014-04-21T06:04:21Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|Arcane Marksmen are Hunters who use debilitating spells to assist their ranged attacks. They are particularly good at keeping their enemies at a distance.}}&lt;br /&gt;
'''Arcane Marksmen''' are ranged combat specialists who complement their attacks with [[Hexes]] magic. What the [[Skald]] is to the [[Fighter]], the Arcane Marksman is to the [[Hunter]]. Arcane Marksmen enter the Dungeon with the [[Corona]] spell in memory.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[High Elf]], [[Deep Elf]], [[Kobold]], [[Spriggan]], [[Troll]], and [[Centaur]] are the recommended races if you pick an Arcane Marksman Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*[[javelin]]s, [[sling]], [[bow]] or [[crossbow]] of your choice&lt;br /&gt;
** Those starting with a launcher start with 20 of the appropriate ammo ([[sling bullet]]s, [[arrow]]s, or [[bolt]]s).  Those starting with javelins start with 5 of them.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Book of Debilitation]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*50 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 1&lt;br /&gt;
*Chosen Weapon's Skill: 2&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Spellcasting]]: 2&lt;br /&gt;
*[[Hexes]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Arcane Marksman adds 3 to your starting [[Strength]], 5 to your starting [[Intelligence]] and 4 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Arcane Marksmen are fragile and dependent on a limited ammo supply to get them through tough fights. The most effective strategy is to grab a decent melee weapon and use it in place of your ranged weapon in easy fights to save ammo, while you keep training your ranged combat skill. [[Bow]]s may be the most reliable of the ranged weapon choices early on, as their ammo is easy to find while still doing respectable damage. Reserve your ammo for nastier stuff like [[gnoll]]s and [[adder]]s.&lt;br /&gt;
&lt;br /&gt;
[[Corona]] everything you don't overpower, regardless of whether you're shooting or going hand-to-hand. [[Slow]] often takes several castings to apply but can enable a kiting strategy for things you can't melee safely. [[Inner Flame]] can be tricky to pull off but is very effective against groups, especially if you can combine it with [[Portal Projectile]]. [[Cause Fear]] is both a great panic button and offensive tool, but doesn't work on undead or demons, so have fun with it in the Lair branches!&lt;br /&gt;
&lt;br /&gt;
Look for [[Blink]] combined with [[Control Teleport]], and [[Summon Butterflies]] with [[Portal Projectile]] -- those are fantastic utilities for a ranged player throughout the entire game. Eventually, you'll want to be able to cast [[Haste]] and [[Deflect Missiles]] as well. That's really all you need to sweep through most branches. An enchanted bow, a big stack of arrows, and a handful of spells. You'll have a lot of experience left over, so pour it into [[Fighting]], [[Armour]], and [[Stealth]].&lt;br /&gt;
&lt;br /&gt;
[[Okawaru]] is a decent choice for playing it safe since his ammo gifts will help ease the strain on you until you build up a big stack to enchant. He might eventually give you an enchanted [[longbow]] too. If you find yourself running low on ammo, dive deeper into the main [[Dungeon]] or head for [[the Vaults]]. [[Centaur]]s and [[yaktaur]]s are eager to help you reload.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category: Backgrounds]]&lt;br /&gt;
[[Category:Crystal Ball Articles]] &amp;lt;!-- 0.14: spellcasting=1 --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Transmuter&amp;diff=27377</id>
		<title>Transmuter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Transmuter&amp;diff=27377"/>
				<updated>2014-04-21T06:03:48Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|Transmuters specialise in transmutation magic, and can cause strange changes in themselves and others. They deal damage primarily in unarmed combat, often using transformations to enhance their defensive and offensive capabilities.}}&lt;br /&gt;
'''Transmuters''' are magicians who specialise in [[Transmutations]] magic. They are best described as kung-fu mad scientists, but initial survival is quite a challenge for them. &lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Troll]], [[Naga]], [[Merfolk]], [[Draconian]], [[Demigod]] and [[Demonspawn]] are the recommended races if you pick a Transmuter Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*12 [[arrow]]s&lt;br /&gt;
*[[Book of Changes]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*20 [[gold]]&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;
*[[Unarmed Combat]]: 3&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Spellcasting]]: 2&lt;br /&gt;
*[[Transmutations]]: 2&lt;br /&gt;
&lt;br /&gt;
Choosing Transmuter adds 2 to your starting [[Strength]], 5 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
See the following guides:&lt;br /&gt;
*[[A.Siochi's Felid Transmuter guide]]&lt;br /&gt;
*[[Elynae's Sludge Elf/Merfolk Transmuter guide]]&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Transmuter&amp;diff=27376</id>
		<title>Transmuter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Transmuter&amp;diff=27376"/>
				<updated>2014-04-21T06:03:29Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|Transmuters specialise in transmutation magic, and can cause strange changes in themselves and others. They deal damage primarily in unarmed combat, often using transformations to enhance their defensive and offensive capabilities.}}&lt;br /&gt;
'''Transmuters''' are magicians who specialise in [[Transmutations]] magic. They are best described as kung-fu mad scientists, but initial survival is quite a challenge for them. &lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Troll]], [[Naga]], [[Merfolk]], [[Draconian]], [[Demigod]] and [[Demonspawn]] are the recommended races if you pick a Transmuter Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*12 [[arrow]]s&lt;br /&gt;
*[[Book of Changes]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 1&lt;br /&gt;
*[[Unarmed Combat]]: 3&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Spellcasting]]: 2&lt;br /&gt;
*[[Transmutations]]: 2&lt;br /&gt;
&lt;br /&gt;
Choosing Transmuter adds 2 to your starting [[Strength]], 5 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
See the following guides:&lt;br /&gt;
*[[A.Siochi's Felid Transmuter guide]]&lt;br /&gt;
*[[Elynae's Sludge Elf/Merfolk Transmuter guide]]&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Enchanter&amp;diff=27375</id>
		<title>Enchanter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Enchanter&amp;diff=27375"/>
				<updated>2014-04-21T06:03:01Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|The Enchanter specialises in the subtle art of hexes. Instead of directly damaging foes, hexes disable and debilitate them, allowing the Enchanter to finish the helpless creatures in combat. The Enchanter begins with lightly enchanted weapons and armour, as well as the Corona spell and some enchanted darts, which should help them out until they can use the higher level hexes.}}&lt;br /&gt;
'''Enchanters''' are mages who have [[Specialization|specialised]] in the more subtle area of [[Hexes]]. Although not as directly powerful as [[Conjurations]], high-level Hexes offer a wide range of very handy effects.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Deep Elf]], [[Halfling]], [[Kobold]], [[Spriggan]], [[Naga]], and [[Vampire]] are the recommended races if you pick an Enchanter 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;
*+1, +1 [[dagger]]&lt;br /&gt;
*12 [[dart]]s&lt;br /&gt;
*+1 [[robe]]&lt;br /&gt;
*[[Book of Maledictions]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Short Blades]]: 1&lt;br /&gt;
*[[Throwing]]: 1&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
*[[Spellcasting]]: 1&lt;br /&gt;
*[[Hexes]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Enchanter adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Enchanters begin play with the [[Corona]] spell memorized.&lt;br /&gt;
&lt;br /&gt;
Their starting focus in short blades and stealth, coupled with their spell book full of debilitating hexes like [[Ensorcelled Hibernation]] and [[Confusion]], makes Enchanters well suited to a career as [[Stabbing|stabbers]], disabling anything that hears them coming with sorcery before striking with lethal results. Just be prepared to branch out, as enemies with magic immunity can cause some serious problems if you don't take them out in one hit!&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] they will start the game with 2 Spellcasting.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Skald&amp;diff=27374</id>
		<title>Skald</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Skald&amp;diff=27374"/>
				<updated>2014-04-21T06:02:08Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|Formidable warriors in their own rights, Skalds practice a form of augmenting battle magic that is either chanted or sung. Unique to the highlands in which they originate, these spells and formulae are second nature: they can either inspire greatness in themselves and their allies, or fear in the hearts of their enemies.}}&lt;br /&gt;
'''Skald''' are warriors who use [[Charms]] magic to bolster their fighting skills. Because heavy armor hinders spellcasting, many of them prefer lighter armor than more traditional [[Fighter]]s.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[High Elf]], [[Halfling]], [[Centaur]], [[Merfolk]], [[Draconian]], and [[Vampire]] are the recommended races if you pick a Skald 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;
*+1 [[weapon of choice]] ([[hand axe]], [[spear]], [[short sword]], [[falchion]], or [[mace]])&lt;br /&gt;
*+0 [[leather armour]]&lt;br /&gt;
*[[Book of Battle]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 2&lt;br /&gt;
*Chosen Weapon's Skill: 2&lt;br /&gt;
*[[Armour]]: 1&lt;br /&gt;
*[[Dodging]]: 1&lt;br /&gt;
*[[Spellcasting]]: 2&lt;br /&gt;
*[[Charms]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Skald adds 4 to your starting [[Strength]], [[Intelligence]] and [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Although useful, the spells in your starting book should be used with care. [[Infusion]] is an excellent spell for taking out early unarmoured threats such as [[adder]]s, [[gnoll]]s, and [[ogre (monster)|ogres]] quickly, but don't expect it to have much effect against armoured opponents. [[Shroud of Golubria]] is a useful defensive spell to keep up whenever you enter into dangerous melee, but be careful not to overuse Infusion and find yourself suddenly out of [[MP]]. [[Song of Slaying]] can add significant bonuses to your combat performance, but be aware that it's a very loud spell; you'll be generating enough [[noise]] that enemy reinforcements will be likely to show up from unexplored parts of the floor.&lt;br /&gt;
&lt;br /&gt;
Once it becomes available, [[Spectral Weapon]] gives an immense boost to your attack power, nearly doubling your damage output. This is particularly useful for [[polearms]]-wielders; you can keep the vulnerable spectral weapon safely behind you while you both get to attack. [[Regeneration]] is also tremendously useful; faster [[HP]] regeneration greatly increases your survival rate and is absolutely worth using if you aren't worshiping a [[good god]].&lt;br /&gt;
&lt;br /&gt;
[[Merfolk]] are a very strong species to play as a skald. They have excellent aptitudes for play as a nimble, lightly armoured spear-fighter, letting them cast all starting spells with ease and make the most of Spectral Weapon. [[High elves]] and [[vampire]]s also work well in this role, given their solid aptitudes; high elves can branch into more spellcasting-heavy gameplay, while vampires tend toward sneaky [[stealth]] play supplemented by magically enhanced melee. Solid [[god]] selections include [[Okawaru]] (simple, straightforward combat boosts that require minimal [[Invocations]] training, and the weapon and armour gifts are always appreciated), [[Fedhas]] ([[wandering mushroom]]s are very powerful, rain is more useful to merfolk) or [[Kiku]] (allows you to branch into [[Necromancy]], particularly useful to vampires for blood on demand). The only gods not recommended are [[Trog]] (if you want to play a magic-free character, there are much better choices than skald) and [[the Shining One]] (forbids Regeneration and works badly with Spectral Weapon).&lt;br /&gt;
&lt;br /&gt;
Keep an eye out for books with further Charms spells, as there are several extremely useful low-level ones available. [[Repel Missiles]] and [[Swiftness]] are both tremendously helpful if you don't mind dabbling in [[Air Magic]]. [[Freezing Aura]], [[Fire Brand]], or other temporary weapon brand spells will magnify your damage in a much more useful and cost-effective way than Infusion (though they do stack if you feel like burning all your MP to help something die just a little faster). [[Ozocubu's Armour]] is excellent, especially for merfolk as they can boost their Ice Magic quickly, possibly unlocking useful attack magic in the process. In the mid-game, consider getting [[Haste]] online as quickly as possible; it may burn through your food supply a bit, but it's one of the best spells in the game and one of the main attractions of the Charms school of magic.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.13]], skalds started with +0 weapons, a [[book of War Chants]], and couldn't select falchions.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], skalds were known as '''crusaders'''.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], crusaders used the [[Enchantments]] school of magic.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Healer&amp;diff=27373</id>
		<title>Healer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Healer&amp;diff=27373"/>
				<updated>2014-04-21T06:01:36Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|The Healer is a priest of Elyvilon. Healers begin with minor healing powers, but can gain far greater abilities in the long run. They are able to persuade monsters to abstain from bloodshed, gaining both piety and experience that way.}}&lt;br /&gt;
'''Healers''' are followers of [[Elyvilon]] the Healer. Elyvilon's creed is one of pacifism, and her worshipers can actually pacify monsters by healing them. However, they are forbidden from harming non-hostile monsters, letting their allies die, or using any form of evil magic or weapons.&lt;br /&gt;
&lt;br /&gt;
Healers start the game with 55 [[piety]].&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Deep Dwarf]], [[Hill Orc]], [[Naga]], [[Minotaur]], [[Draconian]] and [[Gargoyle]] are the recommended races if you pick a Healer Background.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s, [[Demonspawn]], [[Ghoul]]s, [[Mummies]], and [[Vampire]]s may not be Healers, as they are banned from worshipping Elyvilon.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+1 [[robe]]&lt;br /&gt;
*[[Potion of curing]]&lt;br /&gt;
*[[Potion of heal wounds]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*100 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 2&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Invocations]]: 4&lt;br /&gt;
&lt;br /&gt;
Choosing Healer adds 4 to your starting [[Strength]], [[Intelligence]] and [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Stategy==&lt;br /&gt;
Pacification is a more powerful ability than it may seem at first, allowing you to [[smite]]-target dangerous beasts and remove them from the fight entirely. Just be aware that doing so grants you less XP than killing the thing.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] Healers will enter the dungeon with only 3 levels of Invocations.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Death_Knight_(background)&amp;diff=27372</id>
		<title>Death Knight (background)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Death_Knight_(background)&amp;diff=27372"/>
				<updated>2014-04-21T06:00:35Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|The Death Knight is a fighter who aligns him or herself with the powers of death and worships Yredelemnul the Dark, who will soon grant the ability to re-animate the dead.}}&lt;br /&gt;
'''Death knights''' are unholy warriors who worship [[Yredelemnul]], the god of Death. They are charged with opposing all things [[holy]], but in return they gain power over death and the [[undead]].&lt;br /&gt;
&lt;br /&gt;
Death knights start with 35 [[piety]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Human]], [[Hill Orc]], [[Troll]], [[Merfolk]], [[Minotaur]], and [[Demonspawn]] are the recommended races if you pick a Death Knight Background.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
Neither [[demigod]]s nor [[gargoyle]]s can be death knights, as neither can worship Yredelemnul.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+1, +1 [[weapon of choice]] ([[hand axe]], [[spear]], [[short sword]], [[mace]], or [[falchion]])&lt;br /&gt;
*+0 [[leather armour]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 2&lt;br /&gt;
*Chosen Weapon's Skill: 2&lt;br /&gt;
*[[Armour]]: 1&lt;br /&gt;
*[[Dodging]]: 1&lt;br /&gt;
*[[Invocations]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Death Knight adds 5 to your starting [[Strength]], 3 to your starting [[Intelligence]] and 4 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
[[Yredelemnul]]'s powers are primarily for the creation and enslavement of [[undead]], so this background plays a little like a [[summoner]] with decent melee ability. Like many religious backgrounds, the role of death knight suits less magical species who need an alternate source of power. Although costly, [[Yredelemnul]]'s Mirror Damage ability allows you to make specific dangerous encounters dramatically easier, while Life Drain is an excellent panic button when dealing with the living. Later in the game, his ability to enslave souls can make worthy slaves even of [[unique]]s.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Originally, death knights had a choice between starting with a [[book of Necromancy]] or worshiping Yredelemnul. In [[0.7]], the background was removed entirely, and [[priest]]s were given the option to start with Yred. The ability to start with a book of Necromancy was deemed redundant to and also weaker than a plain [[necromancer]], and thus removed; [[reaver]]s were removed for a similar reason a version later. In [[0.8]], death knights were restored, this time only worshiping Yred (with priests correspondingly losing that option).&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Chaos_Knight&amp;diff=27371</id>
		<title>Chaos Knight</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Chaos_Knight&amp;diff=27371"/>
				<updated>2014-04-21T06:00:11Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills and Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|The Chaos Knight is a plaything of Xom. Xom is a very unpredictable (and possibly psychotic) entity who rewards or punishes according to whim.}}&lt;br /&gt;
'''Chaos Knights''' are warriors who serve [[Xom]], the unpredictable and psychotic God of Chaos. This is not a religion for the faint of heart, for Xom is a fickle, capricious deity who sees his chosen as his personal playthings. He takes delight in their risks and misfortunes, and he is quick to punish those who bore him. Chaos Knights who can keep Xom entertained (and survive) will find themselves showered with his blessings... but their lives are more often painful and short.&lt;br /&gt;
&lt;br /&gt;
Chaos Knights start with 100 '[[piety]]', meaning that Xom is currently neutral towards them.  This will quickly change, though.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
If you simply must play a Chaos Knight, the game recommends [[Hill Orc]], [[Troll]], [[Centaur]], [[Merfolk]], [[Minotaur]], [[Draconian]] or [[Demonspawn]] as your race. &lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s cannot be Chaos Knights (or any other religious class).&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[chaos]] [[weapon of choice]] ([[short sword]], [[mace]], [[hand axe]], [[spear]], or [[falchion]])&lt;br /&gt;
*+2 [[leather armour]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 3&lt;br /&gt;
*Chosen Weapon's Skill: 3&lt;br /&gt;
*[[Armour]]: 1&lt;br /&gt;
*[[Dodging]]: 1&lt;br /&gt;
&lt;br /&gt;
Choosing Chaos Knight adds 4 to your starting [[Strength]], [[Intelligence]] and [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This is in many ways a challenge class, as dealing with Xom makes your run through the [[Dungeon]] even more of a crapshoot than it already is, especially if you choose not to spoil yourself by reading the Xom page!&lt;br /&gt;
&lt;br /&gt;
Unlike other [[god]]s, Xom's feelings about you don't progress in an entirely predictable or fair manner. You ''do'' get feedback when you've done something to please him, but if you're used to the &amp;quot;follow the Appreciates list, score piety, be rewarded&amp;quot; logic of other gods, you'll have to abandon it here. Even if you do everything &amp;quot;right&amp;quot; by Xom, his 'rewards' are still random, just somewhat better on average.  For Xom fans, of course, that's all part of the fun!&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.13]], Chaos Knights started with a +2, +2 normal weapon of choice ([[short sword]], [[mace]], [[hand axe]], or [[spear]]).&lt;br /&gt;
&lt;br /&gt;
In [[0.7]] and prior versions, Chaos Knights could worship Xom, [[Makhleb]], or [[Lugonu]]. CK of Makhleb was particularly easy, and therefore was removed; CK of Lugonu was split off into [[Abyssal Knight]].&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Chaos_Knight&amp;diff=27370</id>
		<title>Chaos Knight</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Chaos_Knight&amp;diff=27370"/>
				<updated>2014-04-21T05:59:32Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|The Chaos Knight is a plaything of Xom. Xom is a very unpredictable (and possibly psychotic) entity who rewards or punishes according to whim.}}&lt;br /&gt;
'''Chaos Knights''' are warriors who serve [[Xom]], the unpredictable and psychotic God of Chaos. This is not a religion for the faint of heart, for Xom is a fickle, capricious deity who sees his chosen as his personal playthings. He takes delight in their risks and misfortunes, and he is quick to punish those who bore him. Chaos Knights who can keep Xom entertained (and survive) will find themselves showered with his blessings... but their lives are more often painful and short.&lt;br /&gt;
&lt;br /&gt;
Chaos Knights start with 100 '[[piety]]', meaning that Xom is currently neutral towards them.  This will quickly change, though.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
If you simply must play a Chaos Knight, the game recommends [[Hill Orc]], [[Troll]], [[Centaur]], [[Merfolk]], [[Minotaur]], [[Draconian]] or [[Demonspawn]] as your race. &lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s cannot be Chaos Knights (or any other religious class).&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[chaos]] [[weapon of choice]] ([[short sword]], [[mace]], [[hand axe]], [[spear]], or [[falchion]])&lt;br /&gt;
*+2 [[leather armour]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 3&lt;br /&gt;
*Chosen Weapon's Skill: 3&lt;br /&gt;
*[[Armour]]: 1&lt;br /&gt;
*[[Dodging]]: 1&lt;br /&gt;
&lt;br /&gt;
Choosing Death Knight adds 5 to your starting [[Strength]], 3 to your starting [[Intelligence]] and 4 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This is in many ways a challenge class, as dealing with Xom makes your run through the [[Dungeon]] even more of a crapshoot than it already is, especially if you choose not to spoil yourself by reading the Xom page!&lt;br /&gt;
&lt;br /&gt;
Unlike other [[god]]s, Xom's feelings about you don't progress in an entirely predictable or fair manner. You ''do'' get feedback when you've done something to please him, but if you're used to the &amp;quot;follow the Appreciates list, score piety, be rewarded&amp;quot; logic of other gods, you'll have to abandon it here. Even if you do everything &amp;quot;right&amp;quot; by Xom, his 'rewards' are still random, just somewhat better on average.  For Xom fans, of course, that's all part of the fun!&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.13]], Chaos Knights started with a +2, +2 normal weapon of choice ([[short sword]], [[mace]], [[hand axe]], or [[spear]]).&lt;br /&gt;
&lt;br /&gt;
In [[0.7]] and prior versions, Chaos Knights could worship Xom, [[Makhleb]], or [[Lugonu]]. CK of Makhleb was particularly easy, and therefore was removed; CK of Lugonu was split off into [[Abyssal Knight]].&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Abyssal_Knight&amp;diff=27369</id>
		<title>Abyssal Knight</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Abyssal_Knight&amp;diff=27369"/>
				<updated>2014-04-21T05:58:59Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|The Abyssal Knight is a fighter serving Lugonu the Unformed, ruler of the Abyss. They are granted some power over the Abyss, and must spread death and disorder in return.}}&lt;br /&gt;
'''Abyssal Knights''' are warriors sent from the [[the Abyss]] by [[Lugonu]], the god of corruption and chaos. Their purpose is to spread bloodshed and disorder in the [[Dungeon]], and must do so unflaggingly to earn Lugonu's favour. &lt;br /&gt;
&lt;br /&gt;
Abyssal Knights start with 38 [[piety]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Hill Orc]], [[Spriggan]], [[Troll]], [[Merfolk]], [[Draconian]] and [[Demonspawn]] are the recommended races if you pick an Abyssal Knight Background.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s cannot be Abyssal Knights, as they cannot worship Lugonu (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+2, +2 [[weapon of choice]] ([[hand axe]], [[spear]], [[short sword]], [[falchion]], or [[mace]])&lt;br /&gt;
*+0 [[leather armour]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 3&lt;br /&gt;
*Chosen Weapon's Skill: 2&lt;br /&gt;
*[[Armour]]: 1 (+1 if Armour Apt. &amp;gt;= Dodging Apt.)&lt;br /&gt;
*[[Dodging]]: 1 (+1 if Dodging Apt. &amp;gt; Armour Apt.)&lt;br /&gt;
*[[Invocations]]: 2&lt;br /&gt;
&lt;br /&gt;
Choosing Abyssal Knight adds 4 to your starting [[Strength]], [[Intelligence]] and [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Abyssal Knights start their game in the the Abyss with enough [[piety]] to use Lugonu's Depart the Abyss ability. There is little benefit to wandering the Abyss before leaving, as the items generated for you are of the same value and rarity as you will find on level 1 of the [[Dungeon]], while the monsters are far, far worse. That being said, the piety cost of this ability is somewhat high.  There is usually an exit located near your starting area, but don't risk fighting anything found here at level 1.&lt;br /&gt;
&lt;br /&gt;
Abyssal Knights begin with melee-oriented skills, supplemented by Lugonu's invocations (as they are earned). These powers include a [[blink]]-like ability, [[banishment]] of enemies, corruption of levels, and easy travel to and from the Abyss. These are mainly defensive abilities, and help an otherwise melee character out of tight spots. Of course, your Abyssal Knight is free to branch into ranged combat or magic should you wish to, and doing so eventually is strongly advised. Lugonu does not have any stringent requirements, and awards piety for both killing and corpse sacrifices, making it easy to play an Abyssal Knight in any way you like.&lt;br /&gt;
&lt;br /&gt;
Serving Lugonu has the advantage of making the [[abyssal rune]] easier to acquire; the rune is generated earlier for Lugonu worshippers and they can escape the Abyss ''much'' more easily than anyone else. Getting ''banished'' to the Abyss is also not the death sentence for Abyssal Knights that it is for low-level characters of other backgrounds. Also, the corruption ability makes it easy to disrupt well-guarded vaults, making it very useful when coupled with [[Apportation]] for grabbing runes without actually fighting its guardians.&lt;br /&gt;
&lt;br /&gt;
See also [[IonFrigate's guide to Abyssal Knights]] and [http://pastebin.com/QnHCvEVv Pacra's Abyssal Knight guide].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
This background was added in [[0.8]], but it was essentially available in earlier versions by selecting a [[Chaos Knight]] of Lugonu. Now Chaos Knights can only be of [[Xom]].&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Berserker&amp;diff=27368</id>
		<title>Berserker</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Berserker&amp;diff=27368"/>
				<updated>2014-04-21T05:58:08Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills and Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|Berserkers are hardy warriors who worship Trog the Wrathful, from whom they get the power to go berserk (as well as a number of other powers, should they prove worthy), but who forbids the use of spell magic. They enter the dungeon with a weapon of their choice, and dressed in animal skins.}}&lt;br /&gt;
'''Berserkers''' are savage warriors who worship [[Trog|Trog the Wrathful]]. Like other gods, Trog offers further powers and gifts to those who prove worthy before him. Berserkers can thus be seen as a kind of holy warrior, albeit of a faith that values carnage for its own sake rather than a devotion to good (or evil, for that matter). They are forbidden to learn or use spells.&lt;br /&gt;
&lt;br /&gt;
Berserkers start with 35 [[piety]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Hill Orc]], [[Halfling]], [[Ogre]], [[Merfolk]], [[Minotaur]], [[Gargoyle]] and [[Demonspawn]] are the recommended races if you pick a Berserker Background.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s may not become Berserkers (or any other religious background). &lt;br /&gt;
&lt;br /&gt;
While [[Ghoul]]s and [[Mummy|Mummies]] are not banned, their lifeless bodies cannot go berserk, robbing them of this background's main benefit. &lt;br /&gt;
&lt;br /&gt;
[[Vampire]]s also face difficulty as Berserkers, as they cannot berserk if they are at less than full [[satiation]]. They will also stop berserking (and be slowed) if their satiation falls below this level - and berserking has a high satiation cost. Thus, the &amp;quot;window&amp;quot; in which Vampires can safely berserk is much smaller than with other species.&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 [[weapon of choice]] ([[short sword]], [[mace]], [[hand axe]], [[falchion]], or [[spear]])&lt;br /&gt;
*+0 [[animal skin]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 3&lt;br /&gt;
*Starting Weapon's Skill: 3&lt;br /&gt;
*[[Armour]]: 2&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
&lt;br /&gt;
Choosing Berserker adds 9 to your starting [[Strength]], and 4 to your starting [[Dexterity]], but reduces your starting [[Intelligence]] by 1.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ironically, Berserkers actually need to be played with ''more'' restraint than other warrior backgrounds. With their [[berserk]] ability, they may seem much more powerful than plain old [[Fighter]]s, but many a careless Berserker has perished because they fell out of berserking (and got [[slow|exhausted]]) while still surrounded by enemies. Remember that Trog may extend your berserk rage with every kill - when fighting a really tough monster, it may be worth sparing a turn whacking a weak monster next to it. Once you score enough piety to summon allies, they too can block for you if you get caught exhausted.&lt;br /&gt;
&lt;br /&gt;
Berserkers also need to be careful about their food situation, as berserking has a high satiation cost. Most species can eat chunks only when hungry, and those who do will only be able to berserk once before they're hungry again. Finding enough permafood will free you from this, but don't berserk so often that you burn through it all! &lt;br /&gt;
&lt;br /&gt;
For this reason, novice players might want to pick [[Troll]] for species, as they can eat chunks (and thus berserk) much more casually than other species. A Troll's high HP and [[regeneration]] makes them even more forgiving to new players. More advanced players may prefer a less voracious species, one who will have to berserk more carefully, but (unlike Trolls) has the aptitudes to make the most of Trog's weapon gifts.&lt;br /&gt;
&lt;br /&gt;
[[Kobold]]s are another great species for this background. Like Trolls, they can eat chunks at any time and berserk almost at will (which goes a long way towards making up for their small size), but they level much faster and have fewer equipment issues.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Berserker&amp;diff=27367</id>
		<title>Berserker</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Berserker&amp;diff=27367"/>
				<updated>2014-04-21T05:57:59Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|Berserkers are hardy warriors who worship Trog the Wrathful, from whom they get the power to go berserk (as well as a number of other powers, should they prove worthy), but who forbids the use of spell magic. They enter the dungeon with a weapon of their choice, and dressed in animal skins.}}&lt;br /&gt;
'''Berserkers''' are savage warriors who worship [[Trog|Trog the Wrathful]]. Like other gods, Trog offers further powers and gifts to those who prove worthy before him. Berserkers can thus be seen as a kind of holy warrior, albeit of a faith that values carnage for its own sake rather than a devotion to good (or evil, for that matter). They are forbidden to learn or use spells.&lt;br /&gt;
&lt;br /&gt;
Berserkers start with 35 [[piety]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Hill Orc]], [[Halfling]], [[Ogre]], [[Merfolk]], [[Minotaur]], [[Gargoyle]] and [[Demonspawn]] are the recommended races if you pick a Berserker Background.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s may not become Berserkers (or any other religious background). &lt;br /&gt;
&lt;br /&gt;
While [[Ghoul]]s and [[Mummy|Mummies]] are not banned, their lifeless bodies cannot go berserk, robbing them of this background's main benefit. &lt;br /&gt;
&lt;br /&gt;
[[Vampire]]s also face difficulty as Berserkers, as they cannot berserk if they are at less than full [[satiation]]. They will also stop berserking (and be slowed) if their satiation falls below this level - and berserking has a high satiation cost. Thus, the &amp;quot;window&amp;quot; in which Vampires can safely berserk is much smaller than with other species.&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 [[weapon of choice]] ([[short sword]], [[mace]], [[hand axe]], [[falchion]], or [[spear]])&lt;br /&gt;
*+0 [[animal skin]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 3&lt;br /&gt;
*Starting Weapon's Skill: 3&lt;br /&gt;
*[[Armour]]: 2&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Choosing Berserker adds 9 to your starting [[Strength]], and 4 to your starting [[Dexterity]], but reduces your starting [[Intelligence]] by 1.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ironically, Berserkers actually need to be played with ''more'' restraint than other warrior backgrounds. With their [[berserk]] ability, they may seem much more powerful than plain old [[Fighter]]s, but many a careless Berserker has perished because they fell out of berserking (and got [[slow|exhausted]]) while still surrounded by enemies. Remember that Trog may extend your berserk rage with every kill - when fighting a really tough monster, it may be worth sparing a turn whacking a weak monster next to it. Once you score enough piety to summon allies, they too can block for you if you get caught exhausted.&lt;br /&gt;
&lt;br /&gt;
Berserkers also need to be careful about their food situation, as berserking has a high satiation cost. Most species can eat chunks only when hungry, and those who do will only be able to berserk once before they're hungry again. Finding enough permafood will free you from this, but don't berserk so often that you burn through it all! &lt;br /&gt;
&lt;br /&gt;
For this reason, novice players might want to pick [[Troll]] for species, as they can eat chunks (and thus berserk) much more casually than other species. A Troll's high HP and [[regeneration]] makes them even more forgiving to new players. More advanced players may prefer a less voracious species, one who will have to berserk more carefully, but (unlike Trolls) has the aptitudes to make the most of Trog's weapon gifts.&lt;br /&gt;
&lt;br /&gt;
[[Kobold]]s are another great species for this background. Like Trolls, they can eat chunks at any time and berserk almost at will (which goes a long way towards making up for their small size), but they level much faster and have fewer equipment issues.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Brigand&amp;diff=27366</id>
		<title>Brigand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Brigand&amp;diff=27366"/>
				<updated>2014-04-21T05:56:51Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|An Assassin is a stealthy character who is especially good at killing, using daggers or blowguns.}}&lt;br /&gt;
'''Assassins''' are operatives who specialize in stealth and the killing of unsuspecting victims. They are often the servants of criminal syndicates, dark lords, and other villains, but they can also be simply mercenary in their outlook, or even antiheroic, striking terror in the hearts of evildoers. They start with the tools to silently and quickly take down the living.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Halfling]], [[Spriggan]], [[Troll]], [[Vine Stalker]], [[Demonspawn]], and [[Vampire]] are the recommended races if you pick an Assassin Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+2, +2 [[dagger]]&lt;br /&gt;
*+0 [[blowgun]]&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*+0 [[cloak]]&lt;br /&gt;
*10 [[needle]]s (8 [[poisoned]], 2 [[curare]])&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*50 [[gold]]&lt;br /&gt;
*Assassins begin with [[potion of poison|potions of poison]] identified.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 2&lt;br /&gt;
*[[Short Blades]]: 2&lt;br /&gt;
*[[Throwing]]: 2&lt;br /&gt;
*[[Dodging]]: 1&lt;br /&gt;
*[[Stealth]]: 4&lt;br /&gt;
&lt;br /&gt;
Choosing Assassin adds 3 to your starting [[Strength]], 3 to your starting [[Intelligence]] and 6 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Assassins are a good general starting background for stealthy types; the enchanted dagger handles early-game monsters very well, while the curare and poisoned needles are excellent for taking down tougher targets. It is also a fairly versatile background: they start with more neutral stats than a Fighter or a Wizard, which means they can easily choose to take up magic, fighting, or a hybrid style.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hunter&amp;diff=27365</id>
		<title>Hunter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hunter&amp;diff=27365"/>
				<updated>2014-04-21T05:56:36Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|The Hunter is a type of fighter who specialises in missile weapons. A Hunter starts with either some throwing weapons or a ranged weapon and some ammunition, as well as a short sword and a set of leathers.}}&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[High Elf]], [[Hill Orc]], [[Halfling]], [[Kobold]], [[Ogre]], [[Troll]] and [[Centaur]] are the recommended races if you pick a Monk 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 ranged weapon ([[bow]], [[crossbow]], [[sling]] or [[javelin]]s) &amp;amp; ammo&lt;br /&gt;
** Ranged weapons start with 20 of the appropriate ammo&lt;br /&gt;
** Javelin users start with 5 javelins&lt;br /&gt;
*+0 [[short sword]]&lt;br /&gt;
*+0 [[leather armour]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 2&lt;br /&gt;
*Chosen Weapon's Skill: 4&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 1&lt;br /&gt;
&lt;br /&gt;
Choosing Hunter adds 4 to your starting [[Strength]], 3 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Hunters are good for players who either want to play a missile weapon-based fighter, or for those who want to play a melee character but want a useful to way soften up early-game nasties such as [[ogre (monster)|ogre]]s before they get into melee range.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Monk&amp;diff=27364</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Monk&amp;diff=27364"/>
				<updated>2014-04-21T05:56:23Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|The Monk is a member of an ascetic order dedicated to the perfection of one's body and soul through the discipline of the martial arts. Monks start with very little equipment, but can survive without the weighty weapons and spellbooks needed by characters of other backgrounds. When they choose a god for the first time, their spiritual training gives them a piety boost.}}&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Hill Orc]], [[Troll]], [[Merfolk]], [[Minotaur]], [[Gargoyle]], [[Ghoul]] and [[Vampire]] are the recommended races if you pick a Monk Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 3&lt;br /&gt;
*[[Unarmed Combat]]: 4&lt;br /&gt;
*[[Dodging]]: 3&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
&lt;br /&gt;
Choosing Monk adds 3 to your starting [[Strength]], 2 to your starting [[Intelligence]] and 7 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
*Monks do not start with a god, but automatically gain ** [[piety]] when they first convert to a god.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This is a good background for strong monstrous [[species]], especially those with [[claws]] ([[Troll]]s, [[Ghoul]]s, and sometimes [[Demonspawn]]), as those claws increase your [[Unarmed Combat]] base damage. &lt;br /&gt;
&lt;br /&gt;
Unarmed Combat can hold its own damage-wise once the skill is at extremely high levels, especially if you have the aforementioned natural weapons to increase damage output. That it ''needs'' to be at high levels is the downside - at lower skill levels, weapons (especially branded ones) can outperform Unarmed Combat.&lt;br /&gt;
&lt;br /&gt;
Note that heavy armor penalizes Unarmed Combat speed, so unless you develop other weapon skills, keep it light. If you want a heavily armored melee character, you're better off with a [[Fighter]] or one of the religious backgrounds.&lt;br /&gt;
&lt;br /&gt;
If your species is not horrible with magic, consider branching into [[Transmutations]], as that school contains several spells useful to unarmed combatants, including [[Beastly Appendage]], [[Blade Hands]], and the various &amp;quot;form&amp;quot; spells.&lt;br /&gt;
&lt;br /&gt;
The piety boost you gain upon choosing a god is very handy if you want a god that lacks a starter background, especially [[Okawaru]], [[Makhleb]], and other gods who offer bonuses right at * piety.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.10]], there was no piety bonus gained upon choosing a god.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Brigand&amp;diff=27363</id>
		<title>Brigand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Brigand&amp;diff=27363"/>
				<updated>2014-04-21T05:55:52Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|An Assassin is a stealthy character who is especially good at killing, using daggers or blowguns.}}&lt;br /&gt;
'''Assassins''' are operatives who specialize in stealth and the killing of unsuspecting victims. They are often the servants of criminal syndicates, dark lords, and other villains, but they can also be simply mercenary in their outlook, or even antiheroic, striking terror in the hearts of evildoers. They start with the tools to silently and quickly take down the living.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Halfling]], [[Spriggan]], [[Troll]], [[Vine Stalker]], [[Demonspawn]], and [[Vampire]] are the recommended races if you pick an Assassin Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+2, +2 [[dagger]]&lt;br /&gt;
*+0 [[blowgun]]&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*+0 [[cloak]]&lt;br /&gt;
*10 [[needle]]s (8 [[poisoned]], 2 [[curare]])&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*50 [[gold]]&lt;br /&gt;
*Assassins begin with [[potion of poison|potions of poison]] identified.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 2&lt;br /&gt;
*[[Short Blades]]: 2&lt;br /&gt;
*[[Throwing]]: 2&lt;br /&gt;
*[[Dodging]]: 1&lt;br /&gt;
*[[Stealth]]: 4&lt;br /&gt;
&lt;br /&gt;
Choosing Assassin adds 3 to your starting [[Strength]], 3 to your starting [[Intelligence]] and 6 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Assassins are a good general starting background for stealthy types; the enchanted dagger handles early-game monsters very well, while the curare and poisoned needles are excellent for taking down tougher targets. It is also a fairly versatile background: they start with more neutral stats than a Fighter or a Wizard, which means they can easily choose to take up magic, fighting, or a hybrid style.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hunter&amp;diff=27362</id>
		<title>Hunter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hunter&amp;diff=27362"/>
				<updated>2014-04-21T05:55:14Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|The Hunter is a type of fighter who specialises in missile weapons. A Hunter starts with either some throwing weapons or a ranged weapon and some ammunition, as well as a short sword and a set of leathers.}}&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[High Elf]], [[Hill Orc]], [[Halfling]], [[Kobold]], [[Ogre]], [[Troll]] and [[Centaur]] are the recommended races if you pick a Monk 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 ranged weapon ([[bow]], [[crossbow]], [[sling]] or [[javelin]]s) &amp;amp; ammo&lt;br /&gt;
** Ranged weapons start with 20 of the appropriate ammo&lt;br /&gt;
** Javelin users start with 5 javelins&lt;br /&gt;
*+0 [[short sword]]&lt;br /&gt;
*+0 [[leather armour]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 2&lt;br /&gt;
*Chosen Weapon's Skill: 4&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 1&lt;br /&gt;
&lt;br /&gt;
Choosing Hunter adds 4 to your starting [[Strength]], 3 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Hunters are good for players who either want to play a missile weapon-based fighter, or for those who want to play a melee character but want a useful to way soften up early-game nasties such as [[ogre (monster)|ogre]]s before they get into melee range.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Monk&amp;diff=27361</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Monk&amp;diff=27361"/>
				<updated>2014-04-21T05:54:41Z</updated>
		
		<summary type="html">&lt;p&gt;Cragspyder: /* Starting Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|The Monk is a member of an ascetic order dedicated to the perfection of one's body and soul through the discipline of the martial arts. Monks start with very little equipment, but can survive without the weighty weapons and spellbooks needed by characters of other backgrounds. When they choose a god for the first time, their spiritual training gives them a piety boost.}}&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Hill Orc]], [[Troll]], [[Merfolk]], [[Minotaur]], [[Gargoyle]], [[Ghoul]] and [[Vampire]] are the recommended races if you pick a Monk Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 3&lt;br /&gt;
*[[Unarmed Combat]]: 4&lt;br /&gt;
*[[Dodging]]: 3&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
&lt;br /&gt;
Choosing Monk adds 3 to your starting [[Strength]], 2 to your starting [[Intelligence]] and 7 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
*Monks do not start with a god, but automatically gain ** [[piety]] when they first convert to a god.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This is a good background for strong monstrous [[species]], especially those with [[claws]] ([[Troll]]s, [[Ghoul]]s, and sometimes [[Demonspawn]]), as those claws increase your [[Unarmed Combat]] base damage. &lt;br /&gt;
&lt;br /&gt;
Unarmed Combat can hold its own damage-wise once the skill is at extremely high levels, especially if you have the aforementioned natural weapons to increase damage output. That it ''needs'' to be at high levels is the downside - at lower skill levels, weapons (especially branded ones) can outperform Unarmed Combat.&lt;br /&gt;
&lt;br /&gt;
Note that heavy armor penalizes Unarmed Combat speed, so unless you develop other weapon skills, keep it light. If you want a heavily armored melee character, you're better off with a [[Fighter]] or one of the religious backgrounds.&lt;br /&gt;
&lt;br /&gt;
If your species is not horrible with magic, consider branching into [[Transmutations]], as that school contains several spells useful to unarmed combatants, including [[Beastly Appendage]], [[Blade Hands]], and the various &amp;quot;form&amp;quot; spells.&lt;br /&gt;
&lt;br /&gt;
The piety boost you gain upon choosing a god is very handy if you want a god that lacks a starter background, especially [[Okawaru]], [[Makhleb]], and other gods who offer bonuses right at * piety.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.10]], there was no piety bonus gained upon choosing a god.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Cragspyder</name></author>	</entry>

	</feed>