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		<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=Eagle0600"/>
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		<updated>2026-05-07T22:23:01Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vulnerability_(status_effect)&amp;diff=75832</id>
		<title>Vulnerability (status effect)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vulnerability_(status_effect)&amp;diff=75832"/>
				<updated>2023-10-27T09:37:50Z</updated>
		
		<summary type="html">&lt;p&gt;Eagle0600: /* Sources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version026}}&lt;br /&gt;
{{flavour|Your willpower is weaker, making you vulnerable to many magical effects.}}&lt;br /&gt;
&lt;br /&gt;
'''Vulnerability''' (displayed as '''Will/2''') is a [[status effect]] which temporarily halves the [[willpower]] of its victim, making them more susceptible to many [[Hexes]] and similar effects. Although player-available sources of it are rare, hexers can make good use of it to aid in disabling certain strong-willed opponents. Just be aware that monsters with exceptionally strong will may still be fairly resistant afterwards, and that opponents with unshakeable will are entirely unaffected.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
*Reading a [[scroll of vulnerability]] (affects everything in [[line of sight]], yourself included)&lt;br /&gt;
*[[The Enchantress]]'s [[Strip Willpower]] spell&lt;br /&gt;
*The [[:Category:Vuln flavour|melee attacks]] of [[phantasmal warrior]]s and [[imperial myrmidon]]s. (Players may gain allied phantasmal warriors by worshiping [[Yredelemnul]] or casting the [[Haunt]] spell.)&lt;br /&gt;
*The [[Demonspawn mutations#Demonic Touch|Demonic Touch]] mutation at three ranks.&lt;br /&gt;
&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Eagle0600</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Auxiliary_attack&amp;diff=75831</id>
		<title>Auxiliary attack</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Auxiliary_attack&amp;diff=75831"/>
				<updated>2023-10-27T09:36:54Z</updated>
		
		<summary type="html">&lt;p&gt;Eagle0600: The same effect as a scroll of vulnerability.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
'''Auxiliary attacks''' ('''aux attacks''') are additional attacks that you can perform in melee combat.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Whenever you make a melee attack, you have a chance to perform an auxiliary attack, taking no time in the process. If your character has multiple valid attacks, each has a separate chance to trigger. &lt;br /&gt;
&lt;br /&gt;
Aux attacks have a base damage dependent on the aux attack and its relevant [[mutation]]s; e.g. higher levels of [[Talons]] increases kick damage. They are affected by [[strength]], [[slaying]] and the [[Might]] effect as normal. They do not scale with weapon damage (though swinging faster means you perform aux attacks more often). Other than the &amp;quot;offhand punch&amp;quot; or equivalent, [[Unarmed Combat]] skill has no influence on them.&lt;br /&gt;
&lt;br /&gt;
[[Reaching]] weapons don't make aux attacks when attacking from a distance. When [[cleaving]], you only make aux attacks on the main target. [[Gyre and Gimble]] only make 1 round of auxiliary attacks per action (despite &amp;quot;swinging&amp;quot; twice).&lt;br /&gt;
&lt;br /&gt;
===Chance to Trigger===&lt;br /&gt;
In order to make an auxiliary attack, you must succeed 2 separate chances ''at the same time'':&lt;br /&gt;
&lt;br /&gt;
:'''1.''' A chance based on [[XL]]; specifically, the chance that &amp;lt;code&amp;gt;31 + XL &amp;gt; 1d60&amp;lt;/code&amp;gt;. This is equal to to 51.6% at XL 1, and 95% at XL 27. A few attacks ignore this check:&lt;br /&gt;
:*Constriction completely ignores this check.&lt;br /&gt;
:*The off-hand punch replaces it with chance = &amp;lt;code&amp;gt;(3 + [[UC]]_skill) / 60 &amp;lt;/code&amp;gt;. That's 5% at 0 skill, and 50% at 27 skill.&lt;br /&gt;
:'''2.''' A % chance based on the auxiliary attack itself. For example, Bite has a 40% chance to pass only if the XL-based check above succeeds. See below for a list of attacks and their chances of success.&lt;br /&gt;
&lt;br /&gt;
In addition, the body part related to the attack must be free. You must have your offhand free (no [[shield]] or two-handed weapon) to make an offhand punch, you cannot be wearing [[boots]] to kick with [[Talons]], and so on.&lt;br /&gt;
&lt;br /&gt;
==List of Auxiliary Attacks==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
! Condition || Damage || Chance ||Special&lt;br /&gt;
|-&lt;br /&gt;
| '''Offhand Punch''' || 5 + UC/2 || 100% || Wielding a shield / two-handed weapon negates this.&lt;br /&gt;
|-&lt;br /&gt;
| Offhand Punch w/ [[Claws]] || {5 + UC/2} +1d3 × (Claws ranks) || 100% ||Negated by Blade Hands or by wearing [[gloves]]&lt;br /&gt;
|-&lt;br /&gt;
| Offhand Punch w/ [[Blade Hands]] || {5 + UC/2} + 6 || 100% || Negates claws&lt;br /&gt;
|-&lt;br /&gt;
| '''Headbutt''' || 5 + 3 × (Horns ranks) || 66% ||[[Minotaur]]s occasionally counter enemy attacks that miss with this.&lt;br /&gt;
|-&lt;br /&gt;
| '''Peck''' || 6 || 66% || -&lt;br /&gt;
|-&lt;br /&gt;
| '''Kick''' w/ [[Hooves]] || 5 + (5/3) × (Hooves ranks) || 100% ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Kick''' w/ [[Talons]] || 6 + (Talons ranks) || 100% || Wearing boots negates this&lt;br /&gt;
|-&lt;br /&gt;
| '''Tail Slap''' || 6 || 50% || Grey draconians in deep water can push back their enemies&lt;br /&gt;
|-&lt;br /&gt;
| Tail Slap w/ [[Stinger]] || (Stinger ranks) - 1 || 50% || [[Venom]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Bite''' w/ [[Fangs]] || 2 × (Fangs ranks) + 1 || 40% || Bloodless [[Vampire]]s have a [[vampiric]] bite&lt;br /&gt;
|-&lt;br /&gt;
| '''Bite''' w/ [[Acidic Bite]] || {2 × (Fangs ranks)} + 5 + 2d4 acid splash || 40% || [[Corrosion]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Bite''' w/ [[Antimagic]] Bite || {2 × (Fangs ranks) + 1} + XL/3|| 100% || [[Antimagic]], [[Vine Stalker]] only&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Pseudopods]]''' || 4 × (Pseudopods rank) || 66% || -&lt;br /&gt;
|-&lt;br /&gt;
| '''Tentacle spike''' || 5 + (Tentacle Spike rank) || 100% || -&lt;br /&gt;
|-&lt;br /&gt;
| '''Tentacle Slap''' || 5 + UC/2 || 100% || Octopodes' equivalent to the offhand punch&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Can be done even if offhand is occupied&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Tentacles (squeeze)''' || 12 || 66% || -&lt;br /&gt;
|-&lt;br /&gt;
| '''Constriction''' || 0 || 100% || [[Constriction]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Touch''' w/ [[Demonspawn_mutations#Demonic_Touch|Demonic touch]] || 6 + 4 × (Demonic Touch ranks) || 40% || Wielding a shield / two-handed weapon negates this. At three ranks, applies [[Vulnerability (status effect)|Vulnerability]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.28]], aux attacks other than the offhand punch required an initial pass of &amp;lt;code&amp;gt;1 + str + dex &amp;gt; 1d50&amp;lt;/code&amp;gt;, and the offhand punch required to pass all three of &amp;lt;code&amp;gt;UC &amp;gt;= 1d20&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;2 &amp;gt;= 1dAdjusted Body Armour Penalty&amp;lt;/code&amp;gt;, and a 33% chance. Octopodes also had an extra chance to do an offhand tentacle slap. Also, Bite had an extra +1 damage for every 5 STR beyond 10.&lt;br /&gt;
*Prior to [[0.17]], headbutts had a chance to stun, hooves partially bypassed AC, and claws caused [[bleeding]].&lt;br /&gt;
*In earlier versions of ''Crawl'', all auxiliary attacks were more effective if you had a high Unarmed Combat skill, making it a valuable skill for any character designed for melee combat.&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>Eagle0600</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Auxiliary_attack&amp;diff=75795</id>
		<title>Auxiliary attack</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Auxiliary_attack&amp;diff=75795"/>
				<updated>2023-10-26T04:24:54Z</updated>
		
		<summary type="html">&lt;p&gt;Eagle0600: Added demonic touch auxiliary, https://github.com/crawl/crawl/blob/8a8ce12e040e71d77263aca0d9906178d37beae4/crawl-ref/source/melee-attack.cc#L1342 and #L3808&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
'''Auxiliary attacks''' ('''aux attacks''') are additional attacks that you can perform in melee combat.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Whenever you make a melee attack, you have a chance to perform an auxiliary attack, taking no time in the process. If your character has multiple valid attacks, each has a separate chance to trigger. &lt;br /&gt;
&lt;br /&gt;
Aux attacks have a base damage dependent on the aux attack and its relevant [[mutation]]s; e.g. higher levels of [[Talons]] increases kick damage. They are affected by [[strength]], [[slaying]] and the [[Might]] effect as normal. They do not scale with weapon damage (though swinging faster means you perform aux attacks more often). Other than the &amp;quot;offhand punch&amp;quot; or equivalent, [[Unarmed Combat]] skill has no influence on them.&lt;br /&gt;
&lt;br /&gt;
[[Reaching]] weapons don't make aux attacks when attacking from a distance. When [[cleaving]], you only make aux attacks on the main target. [[Gyre and Gimble]] only make 1 round of auxiliary attacks per action (despite &amp;quot;swinging&amp;quot; twice).&lt;br /&gt;
&lt;br /&gt;
===Chance to Trigger===&lt;br /&gt;
In order to make an auxiliary attack, you must succeed 2 separate chances ''at the same time'':&lt;br /&gt;
&lt;br /&gt;
:'''1.''' A chance based on [[XL]]; specifically, the chance that &amp;lt;code&amp;gt;31 + XL &amp;gt; 1d60&amp;lt;/code&amp;gt;. This is equal to to 51.6% at XL 1, and 95% at XL 27. A few attacks ignore this check:&lt;br /&gt;
:*Constriction completely ignores this check.&lt;br /&gt;
:*The off-hand punch replaces it with chance = &amp;lt;code&amp;gt;(3 + [[UC]]_skill) / 60 &amp;lt;/code&amp;gt;. That's 5% at 0 skill, and 50% at 27 skill.&lt;br /&gt;
:'''2.''' A % chance based on the auxiliary attack itself. For example, Bite has a 40% chance to pass only if the XL-based check above succeeds. See below for a list of attacks and their chances of success.&lt;br /&gt;
&lt;br /&gt;
In addition, the body part related to the attack must be free. You must have your offhand free (no [[shield]] or two-handed weapon) to make an offhand punch, you cannot be wearing [[boots]] to kick with [[Talons]], and so on.&lt;br /&gt;
&lt;br /&gt;
==List of Auxiliary Attacks==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
! Condition || Damage || Chance ||Special&lt;br /&gt;
|-&lt;br /&gt;
| '''Offhand Punch''' || 5 + UC/2 || 100% || Wielding a shield / two-handed weapon negates this.&lt;br /&gt;
|-&lt;br /&gt;
| Offhand Punch w/ [[Claws]] || {5 + UC/2} +1d3 × (Claws ranks) || 100% ||Negated by Blade Hands or by wearing [[gloves]]&lt;br /&gt;
|-&lt;br /&gt;
| Offhand Punch w/ [[Blade Hands]] || {5 + UC/2} + 6 || 100% || Negates claws&lt;br /&gt;
|-&lt;br /&gt;
| '''Headbutt''' || 5 + 3 × (Horns ranks) || 66% ||[[Minotaur]]s occasionally counter enemy attacks that miss with this.&lt;br /&gt;
|-&lt;br /&gt;
| '''Peck''' || 6 || 66% || -&lt;br /&gt;
|-&lt;br /&gt;
| '''Kick''' w/ [[Hooves]] || 5 + (5/3) × (Hooves ranks) || 100% ||&lt;br /&gt;
|-&lt;br /&gt;
| '''Kick''' w/ [[Talons]] || 6 + (Talons ranks) || 100% || Wearing boots negates this&lt;br /&gt;
|-&lt;br /&gt;
| '''Tail Slap''' || 6 || 50% || Grey draconians in deep water can push back their enemies&lt;br /&gt;
|-&lt;br /&gt;
| Tail Slap w/ [[Stinger]] || (Stinger ranks) - 1 || 50% || [[Venom]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Bite''' w/ [[Fangs]] || 2 × (Fangs ranks) + 1 || 40% || Bloodless [[Vampire]]s have a [[vampiric]] bite&lt;br /&gt;
|-&lt;br /&gt;
| '''Bite''' w/ [[Acidic Bite]] || {2 × (Fangs ranks)} + 5 + 2d4 acid splash || 40% || [[Corrosion]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Bite''' w/ [[Antimagic]] Bite || {2 × (Fangs ranks) + 1} + XL/3|| 100% || [[Antimagic]], [[Vine Stalker]] only&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Pseudopods]]''' || 4 × (Pseudopods rank) || 66% || -&lt;br /&gt;
|-&lt;br /&gt;
| '''Tentacle spike''' || 5 + (Tentacle Spike rank) || 100% || -&lt;br /&gt;
|-&lt;br /&gt;
| '''Tentacle Slap''' || 5 + UC/2 || 100% || Octopodes' equivalent to the offhand punch&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Can be done even if offhand is occupied&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Tentacles (squeeze)''' || 12 || 66% || -&lt;br /&gt;
|-&lt;br /&gt;
| '''Constriction''' || 0 || 100% || [[Constriction]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Touch''' w/ [[Demonspawn_mutations#Demonic_Touch|Demonic touch]] || 6 + 4 × (Demonic Touch ranks) || 40% || Wielding a shield / two-handed weapon negates this. At three ranks, saps willpower.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.28]], aux attacks other than the offhand punch required an initial pass of &amp;lt;code&amp;gt;1 + str + dex &amp;gt; 1d50&amp;lt;/code&amp;gt;, and the offhand punch required to pass all three of &amp;lt;code&amp;gt;UC &amp;gt;= 1d20&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;2 &amp;gt;= 1dAdjusted Body Armour Penalty&amp;lt;/code&amp;gt;, and a 33% chance. Octopodes also had an extra chance to do an offhand tentacle slap. Also, Bite had an extra +1 damage for every 5 STR beyond 10.&lt;br /&gt;
*Prior to [[0.17]], headbutts had a chance to stun, hooves partially bypassed AC, and claws caused [[bleeding]].&lt;br /&gt;
*In earlier versions of ''Crawl'', all auxiliary attacks were more effective if you had a high Unarmed Combat skill, making it a valuable skill for any character designed for melee combat.&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>Eagle0600</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Intelligence&amp;diff=58703</id>
		<title>Intelligence</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Intelligence&amp;diff=58703"/>
				<updated>2022-03-10T12:13:31Z</updated>
		
		<summary type="html">&lt;p&gt;Eagle0600: Moved spell hunger reduction to History. I believe the rest of it is still correct and up-to-date.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|028}}&lt;br /&gt;
&lt;br /&gt;
'''Intelligence''' (or INT) is one of a character's three main [[attributes]], along with [[strength]] and [[dexterity]]. Characters who plan on using any of the various schools of magic will benefit greatly from having a high intelligence score.&lt;br /&gt;
&lt;br /&gt;
Intelligence affects the following:&lt;br /&gt;
*Increases chance of [[spell success]].&lt;br /&gt;
*Increases [[spell power]].&lt;br /&gt;
&lt;br /&gt;
If your intelligence is ever reduced to 0 or lower, you will suffer [[stat zero]] effects.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.26]], Intelligence reduced [[spell hunger]] per casting by (INT × [[Spellcasting]]).&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;/div&gt;</summary>
		<author><name>Eagle0600</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Book_of_Burglary&amp;diff=58395</id>
		<title>Book of Burglary</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Book_of_Burglary&amp;diff=58395"/>
				<updated>2022-02-28T22:33:49Z</updated>
		
		<summary type="html">&lt;p&gt;Eagle0600: Added history for Invisibility's removal.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version028}}&lt;br /&gt;
{{spellbook info}}&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
{{spellbook|Book of Burglary}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.28]], this book contained [[Invisibility]].&lt;br /&gt;
*Prior to [[0.27]], this book contained [[Passage of Golubria]] and [[Lee's Rapid Deconstruction]].&lt;br /&gt;
*Prior to [[0.26]], this book contained [[Darkness]].&lt;br /&gt;
*Prior to [[0.15]], this book contained [[Apportation]] instead of [[Invisibility]].&lt;br /&gt;
*Prior to [[0.12]], this book contained [[Control Teleport]].&lt;br /&gt;
*Prior to [[0.8]], this book did not contain Passage of Golubria or Darkness.&lt;/div&gt;</summary>
		<author><name>Eagle0600</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Inscriptions&amp;diff=58326</id>
		<title>Inscriptions</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Inscriptions&amp;diff=58326"/>
				<updated>2022-02-27T02:57:20Z</updated>
		
		<summary type="html">&lt;p&gt;Eagle0600: Added =R inscription&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
&lt;br /&gt;
You can use the &amp;lt;code&amp;gt;{&amp;lt;/code&amp;gt; command to manually inscribe items; alternatively, you can also inscribe when viewing items from the inventory (done by pressing the item's letter followed by &amp;lt;code&amp;gt;i&amp;lt;/code&amp;gt;). This adds a note in curly braces to the item description. Besides simply allowing you to make comments about items, there are several further uses. &lt;br /&gt;
&lt;br /&gt;
==Automatic Inscriptions==&lt;br /&gt;
&lt;br /&gt;
These are generated for artefacts only, and list the artefact's properties and weapon brand if it is a weapon.&lt;br /&gt;
&lt;br /&gt;
For example, a +6 falchion of freezing with the [[Blink]] property that grants +2 [[intelligence]] and one rank of [[fire resistance]] is inscribed like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;the +6 falchion &amp;quot;Name&amp;quot; {freeze, +Blink Int+2 rF+}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Custom Inscriptions==&lt;br /&gt;
&lt;br /&gt;
When you inspect an item in your inventory, or press the { key, you can set an inscription on the item. There are certain special keywords that will perform various functions. Custom inscriptions are helpful for protecting special items, or when automatically set on very powerful items. &lt;br /&gt;
&lt;br /&gt;
Example of protecting a stone for an Earth elemental caster:&lt;br /&gt;
&amp;lt;pre&amp;gt;!w =f !D My Stone&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, if in 'a' and identified as +0, the stone will then appear as:&lt;br /&gt;
&amp;lt;pre&amp;gt;a) +0 stone {!w =f !D My Stone}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These options will prompt you if you attempt to unwield it, will not quiver it, and will prompt you before anything that can destroy it, as well as give it a 'name'. A list of these inscriptions and their effects are given below.&lt;br /&gt;
&lt;br /&gt;
===Special Inscriptions===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Inscription&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| !*&lt;br /&gt;
| Will prompt before any action with this item.&lt;br /&gt;
|-&lt;br /&gt;
| !a&lt;br /&gt;
| Will prompt before attacking with this item.&lt;br /&gt;
|-&lt;br /&gt;
| !w&lt;br /&gt;
| Will prompt before wielding or unwielding this item.&lt;br /&gt;
|-&lt;br /&gt;
| !e&lt;br /&gt;
| Will prompt before eating.&lt;br /&gt;
|-&lt;br /&gt;
| !q&lt;br /&gt;
| Will prompt before quaffing.&lt;br /&gt;
|-&lt;br /&gt;
| !r&lt;br /&gt;
| Will prompt before reading.&lt;br /&gt;
|-&lt;br /&gt;
| !f&lt;br /&gt;
| Will prompt before throwing or firing.&lt;br /&gt;
|-&lt;br /&gt;
| !W&lt;br /&gt;
| Will prompt before wearing armour.&lt;br /&gt;
|-&lt;br /&gt;
| !T&lt;br /&gt;
| Will prompt before taking off armour.&lt;br /&gt;
|-&lt;br /&gt;
| !P&lt;br /&gt;
| Will prompt before putting on jewellry.&lt;br /&gt;
|-&lt;br /&gt;
| !R&lt;br /&gt;
| Will prompt before removing jewellry.&lt;br /&gt;
|-&lt;br /&gt;
| !v&lt;br /&gt;
| Will prompt before evoking an item.&lt;br /&gt;
|-&lt;br /&gt;
| !Q&lt;br /&gt;
| Will prompt before quivering an item.&lt;br /&gt;
|-&lt;br /&gt;
| !p&lt;br /&gt;
| Will prompt before sacrificing a anything in a stack containing this item. &lt;br /&gt;
|-&lt;br /&gt;
| =p&lt;br /&gt;
| Will prompt before sacrificing this item, but allows stack to be sacrificed.&lt;br /&gt;
|-&lt;br /&gt;
| =g&lt;br /&gt;
| Will automatically pick this item up if autopickup is on.&lt;br /&gt;
|-&lt;br /&gt;
| =k&lt;br /&gt;
| Will be ignored in listings on the ground.&lt;br /&gt;
|-&lt;br /&gt;
| =s&lt;br /&gt;
| If stash tracking is explicit, dropping this marks a stash to be tracked. &lt;br /&gt;
|-&lt;br /&gt;
| =f&lt;br /&gt;
| This item will be excluded with cycling ammunition and in automatic quivering.&lt;br /&gt;
|-&lt;br /&gt;
| =R&lt;br /&gt;
| When putting on a ring with two rings equipped, automatically keep this ring equipped rather than prompting which to remove.&lt;br /&gt;
|-&lt;br /&gt;
| +f&lt;br /&gt;
| This item is included in cycling ammunition and automatic quivering.&lt;br /&gt;
|-&lt;br /&gt;
| !D&lt;br /&gt;
| Will prompt before performing any action that might destroy this item. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Autoinscribe===&lt;br /&gt;
&lt;br /&gt;
The .rc file allows items to be automatically inscribed, using the format:&lt;br /&gt;
&amp;lt;pre&amp;gt;autoinscribe = [string to match]:[what to inscribe]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To always pickup royal jelly:&lt;br /&gt;
&amp;lt;pre&amp;gt;autoinscribe = royal jell:=g&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To prompt before evoking a wand of healing:&lt;br /&gt;
&amp;lt;pre&amp;gt;autoinscribe = wand of healing:!v&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
The [[randart]] article has a list of artefact properties in the form they appear in inscriptions.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In the past, there have been other automatic inscriptions—for example, before wands were pre-identified, if they were zapped without being first identified with a scroll of identify, they would be inscribed with e.g. {zapped: 3} where the number represented the number of charges lost.&lt;/div&gt;</summary>
		<author><name>Eagle0600</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Movement&amp;diff=58201</id>
		<title>Movement</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Movement&amp;diff=58201"/>
				<updated>2022-02-24T23:34:47Z</updated>
		
		<summary type="html">&lt;p&gt;Eagle0600: Haste multiplies movement delay by 2/3rds (50% faster), resulting in exactly 4 from a base of 6. I've even stepped through the code to make sure.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
&lt;br /&gt;
'''Movement''' is the primary means of getting around the [[dungeon]]. Although you may [[Blink]], [[Teleport]], and even create a [[Passage of Golubria]], the majority of your movement will be directional movement between tiles or changing floors with [[stairs]] and [[escape hatch]]es. A character's movement speed determines your ability to escape from danger and the number of enemy actions that will occur while you move.&lt;br /&gt;
&lt;br /&gt;
==Controls==&lt;br /&gt;
If you are playing a version with mouse compatibility, you can click on a tile to send your character there by the fastest means possible, avoiding areas marked for travel exclusion. Pressing '''[[o]]''' on your keyboard auto-explores the level, stopping when you find a monster, item, or dungeon feature of interest.&lt;br /&gt;
&lt;br /&gt;
You can also move in all 8 directions with the number pad on your keyboard, or with h-j-k-l-b-n-y-u:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|&amp;lt;tt&amp;gt;7 8 9 &amp;lt;--&amp;gt; y k u&amp;lt;br&amp;gt;&lt;br /&gt;
4 * 6 &amp;lt;--&amp;gt; h * l&amp;lt;br&amp;gt;&lt;br /&gt;
1 2 3 &amp;lt;--&amp;gt; b j n&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
You can also move up or down stairs or escape hatches by standing on them and pressing '''&amp;lt;''' (upstairs) or '''&amp;gt;''' (downstairs). To head up or down a floor by the fastest means possible, press '''[[G]]''' to bring up the autotravel menu, followed by '''&amp;lt;''' or '''&amp;gt;'''. You can also auto-travel this way to any [[branch]] or distant level of the dungeon you've already discovered.&lt;br /&gt;
&lt;br /&gt;
==Character Speed==&lt;br /&gt;
The '''@''' command displays your character status.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Description || Delay&lt;br /&gt;
|-&lt;br /&gt;
| Very quick || 6 - 7&lt;br /&gt;
|-&lt;br /&gt;
| Quick || 8 - 9&lt;br /&gt;
|-&lt;br /&gt;
| Average || 10&lt;br /&gt;
|-&lt;br /&gt;
| Slow || 11 - 12&lt;br /&gt;
|-&lt;br /&gt;
| Very slow || 13 +&lt;br /&gt;
|}&lt;br /&gt;
'''Notes on movement speed:'''&lt;br /&gt;
* Regardless of any modifiers, a player's movement delay can never be lower than 6 except while [[haste]]d.&lt;br /&gt;
* There is no cap for slowest speed (such a blasphemy might anger [[Cheibriados]]).&lt;br /&gt;
* The relationship between speed and delay is: Speed = 100 / Delay ; Delay = 100 / Speed&lt;br /&gt;
&lt;br /&gt;
==Effect in Combat==&lt;br /&gt;
While every [[Actions|Action]] you take counts as a single game turn, your action speed determines how many enemy actions take place (or how many fractions of an action they accumulate) during that turn. If your movement speed is slower than a dangerous enemy, such as a [[hydra]], you may find yourself taking severe melee damage even as you flee.&lt;br /&gt;
&lt;br /&gt;
==Calculating Speed==&lt;br /&gt;
&lt;br /&gt;
All player [[species]] start with movement delay 10, with the following exceptions:&lt;br /&gt;
&lt;br /&gt;
* [[Naga]]s start with Slow 2 (delay 14).&lt;br /&gt;
* [[Felid]]s start with Fast 1 (delay 8).&lt;br /&gt;
* [[Centaur]]s start with Fast 2 (delay 7).&lt;br /&gt;
* [[Spriggan]]s start with Fast 3 (delay 6).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Terrain&lt;br /&gt;
|-&lt;br /&gt;
| [[Shallow water|Swimming]] || + 3&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Transformations &amp;amp; Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Swiftness]] ||&lt;br /&gt;
*-25%/+33.3% (if mv. delay &amp;gt; 7)&amp;lt;br&amp;gt;&lt;br /&gt;
*-14.28%/+20% (if mv. delay = 7)&amp;lt;br&amp;gt;&lt;br /&gt;
*-0%/+0% (if mv. delay &amp;lt; 7)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ozocubu's Armour]] || + 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Tengu|Flying Tengu]] || - 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Spider Form]], [[Wisp Form]], [[Porcupine Form]] || = 8&lt;br /&gt;
|-&lt;br /&gt;
| [[Merfolk|Merfolk Fishtail in Water]] || = 6&lt;br /&gt;
|-&lt;br /&gt;
| [[Bat Form]] || = 6&lt;br /&gt;
|-&lt;br /&gt;
| [[Pig Form]] || = 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Statue Form]] || All actions are 50% slower&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Equipment&lt;br /&gt;
|-&lt;br /&gt;
| [[Running|Running ego]] || - 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Ponderousness|Ponderousness ego]] || + 1&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Religion&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheibriados]] || Variable with piety (between +2 and +10)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Enchantments&lt;br /&gt;
|-&lt;br /&gt;
| [[Frozen]] || +4&lt;br /&gt;
|-&lt;br /&gt;
| [[Grasping Roots]] || +3&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Special&lt;br /&gt;
|-&lt;br /&gt;
| [[Haste]] || All actions are 50% faster&lt;br /&gt;
|-&lt;br /&gt;
| [[Slow]] || All actions are 50% slower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes on minimum delay and haste:'''&lt;br /&gt;
* Minimum delay is always 6, even after all the modifiers above have been calculated.&lt;br /&gt;
* However, [[Haste]]d characters have every action occur 50% faster, including movement. This can result in a hasted character with movement delay 6 behaving as if movement delay were 4, even though movement delay itself is technically unchanged.&lt;br /&gt;
'''Notes on swimming:'''&lt;br /&gt;
* The swimming penalty does not affect [[Octopodes]] or [[Merfolk]]. Instead, Merfolk grow a fishtail and swim faster while Octopodes retain their normal speed while swimming.&lt;br /&gt;
* The swimming penalty also does not affect characters who are [[levitation|levitating]], [[fly]]ing, or [[Beogh|walking on water]].&lt;br /&gt;
* Swimming negates both the Fast and Slow mutations.&lt;br /&gt;
* Swimming negates swiftness, unless you're [[levitation|levitating]], [[fly]]ing, or [[Beogh|walking on water]].&lt;br /&gt;
'''Miscellaneous notes:'''&lt;br /&gt;
*The only multiplicative effect, the [[Slow (mutation)|Slow mutation]], is applied after adding all the additive effects except the burden modifiers.&lt;br /&gt;
* Transformation into another form negates the effect of mutations and any equipment incorporated into the form.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to 0.18, Ozocubu's Armour did not come with a speed penalty. &lt;br /&gt;
*In [[0.15]], the [[encumbered]] and [[overloaded]] [[status effects]] (and item weight in general) were removed.&lt;br /&gt;
*Prior to [[0.14]], the [[Ponderousness|Ponderousness ego]] increased movement delay by 2 aut; and the swiftness decreased it by 2 auts, without any kind of penalization to your movement delay at all.&lt;br /&gt;
*Prior to [[0.13]], the running ego reduced movement delay by two auts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Movement|*]]&lt;/div&gt;</summary>
		<author><name>Eagle0600</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spriggan&amp;diff=58154</id>
		<title>Spriggan</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spriggan&amp;diff=58154"/>
				<updated>2022-02-21T01:48:52Z</updated>
		
		<summary type="html">&lt;p&gt;Eagle0600: The Fast mutations is no longer listed on the &amp;quot;Good Mutations&amp;quot; page. As I will not question that decision, I will instead link to it directly.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version028}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
{{flavour|Spriggans are small magical creatures distantly related to Elves. They love to frolic and cast mischievous spells.&lt;br /&gt;
&lt;br /&gt;
They are poor fighters and have little physical resilience, though they are incredibly skilled at dodging attacks. They are terrible at destructive magic - conjurations, summonings, necromancy and elemental spells. On the other hand, they are excellent at other forms of magic, and are very good at moving silently and quickly. So great is their speed that a Spriggan can overtake a Centaur. Their size makes them unable to wear most armour. They cannot wield large weapons, and even most smaller weapons require both hands to be wielded by a Spriggan.}}&lt;br /&gt;
&lt;br /&gt;
==Innate abilities==&lt;br /&gt;
*[[Good mutations#Acute Vision|Acute Vision]]: Spriggans can [[see invisible]].&lt;br /&gt;
*[[Fast|Fast 3]]: Spriggans cover ground extremely quickly during [[movement]].&lt;br /&gt;
*Spriggans are [[Size#Player Sizes|little]] and are unable to use [[bardiche]]s, [[battleaxe]]s, [[dire flail]]s, [[executioner's axe]]s, [[glaive]]s, [[great mace]]s, [[great sword]]s, [[halberd]]s, [[longbow]]s, [[scythe]]s, [[triple sword]]s, [[giant club]]s, [[giant spiked club]]s, and [[javelin]]s. One-handed weapons like [[magical staves]], [[broad axe]]s, [[trident]]s, [[demon trident]]s, and [[double sword]]s are two-handed weapons to them.&lt;br /&gt;
**In addition, spriggans are unable to wear the following types of armour: [[kite shield]]s, [[tower shield]]s, [[gloves]], [[boots]], [[helmet]]s, and any type of body armour apart from [[robe]]s, [[troll leather armour]], and [[dragon armour]].&lt;br /&gt;
&lt;br /&gt;
Spriggans have a base [[Strength]] of 4, [[Intelligence]] of 9 and [[Dexterity]] of 10 (before Background modifiers). They have +1 to base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Brigand]]&lt;br /&gt;
*'''Zealots:''' [[Abyssal Knight]]&lt;br /&gt;
*'''Warrior-mages:''' [[Warper]], [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Conjurer]], [[Earth Elementalist]], [[Venom Mage]]&lt;br /&gt;
*'''Adventurers:''' [[Artificer]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[intelligence]] or [[dexterity]] (equal chance) every 5th level.&lt;br /&gt;
*30% less [[HP]] than average.&lt;br /&gt;
*+7 [[willpower]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Spriggans start with the skills and equipment listed for their background, with the following exceptions.&lt;br /&gt;
*Incompatible body armour is replaced with an [[animal skin]] or [[robe]].&lt;br /&gt;
*[[Javelin]]s are replaced with [[boomerang]]s.&lt;br /&gt;
*[[Kite shield]]s are replaced with a [[buckler]].&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Spriggans are a fairly easy race to play, primarily due to their very fast movement speed. They are also the only species with a &amp;quot;tiny&amp;quot; body, giving them high [[evasion]] and [[stealth]] bonuses, complemented by their excellent aptitudes for those skills. Spriggans also have tremendous, albeit uneven, aptitudes in magic skills. &lt;br /&gt;
&lt;br /&gt;
However, spriggans have very low HP. Keep this in mind even when you have huge EV and feel that nothing can touch you; a few bad rolls — or a few evasion-ignoring attacks — can be fatal. Fortunately, Spriggans' high speed makes it easy to remain in control and fight or flee from battles on your own terms.  &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Spriggan}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Spriggans' innate abilities make them well-suited to a few particular classes:&lt;br /&gt;
*[[Enchanter]]s: Spriggans' aptitudes heavily favour [[stabbing]], as they are quite talented in Stealth, [[Short Blades]], and [[Hexes]]. Moreover, their high speed works very well for a stabber: unlike normal speed races, a few bad rolls of the dice will not leave a Spriggan with an angry ogre sticking to them like glue.&lt;br /&gt;
*[[Venom Mage]]s and [[Brigand]]s: Both of these builds rely (early on, at least) upon inflicting high levels of poison on monsters from a distance. Spriggans' speed allows them to maintain that distance, allowing them deal with many threats without ever letting them into melee range.&lt;br /&gt;
*[[Necromancer]]s: Spriggans have passable aptitude with Necromancy, and the ability to raise several meat shields for yourself is always helpfulf.&lt;br /&gt;
*Conjurer and Summoner types in general: Being able to maintain distance while blasting is a great thing. Unfortunately, Spriggans' aptitudes for such magic are rather terrible. The best combos for such characters are the aforementioned SpVM, and also SpAE: their aptitude for Air is not terrible, and there are several useful defensive Air spells.&lt;br /&gt;
&lt;br /&gt;
As for god choice, Spriggans work reasonably well with most gods. A few stand out as somewhat more useful; in no particular order:&lt;br /&gt;
*[[Kikubaaqudgha]]: Goes well with a necromancer build. The torment ability is a bit more useful for Spriggans than most races, since their speed provides a powerful escape option.&lt;br /&gt;
*[[Trog]]: A somewhat paradoxical choice, but actually pretty strong. Spriggans' intrinsic speed makes post-berserk slowing somewhat less dangerous, Trog's Hand helps out with their low HP, and Brothers in Arms is a powerful panic button in general.&lt;br /&gt;
*[[Ashenzari]]: Complements a stabbing build very nicely. The detection and scrying can be good for avoiding danger, particularly around corners.&lt;br /&gt;
*[[Okawaru]]: Armour gifts can occasionally be useful for Spriggans, since they are guaranteed to be wearable for them.&lt;br /&gt;
&lt;br /&gt;
Most other gods will work well, however. [[Cheibriados]] is considerably more difficult, since they remove one of Spriggans' primary advantages.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Spriggans replace starting [[kite shield]]s with [[buckler]]s, but no background in [[0.28]] gives the former.&lt;br /&gt;
*Prior to [[0.27]], Spriggans had a +4 Dodging aptitude and started with base 11 Dexterity. &lt;br /&gt;
*Prior to the removal of the hunger system in [[0.26]], spriggans had [[Slow Metabolism]] 2 and were [[Herbivorous]], meaning they required very little food, but could only eat [[ration]]s.&lt;br /&gt;
*In [[0.20]], [[demon trident]]s became two handed for spriggans again.&lt;br /&gt;
*Prior to [[0.19]], spriggans could not use [[triple crossbow]]s. Also, [[morningstar]]s, [[eveningstar]]s, [[long sword]]s, [[scimitar]]s, [[demon blade]]s, [[war axe]]s, [[spear]]s, [[demon trident]]s, and [[greatsling]]s were two handed for them.&lt;br /&gt;
*Prior to [[0.16]], spriggans began play with a [[potion of porridge]] in place of a bread ration.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spriggan]]&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Eagle0600</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=File:Buckler_3.png&amp;diff=37282</id>
		<title>File:Buckler 3.png</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=File:Buckler_3.png&amp;diff=37282"/>
				<updated>2015-06-10T11:48:03Z</updated>
		
		<summary type="html">&lt;p&gt;Eagle0600: Eagle0600 uploaded a new version of &amp;amp;quot;File:Buckler 3.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eagle0600</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=File:Buckler_2.png&amp;diff=37281</id>
		<title>File:Buckler 2.png</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=File:Buckler_2.png&amp;diff=37281"/>
				<updated>2015-06-10T11:47:44Z</updated>
		
		<summary type="html">&lt;p&gt;Eagle0600: Eagle0600 uploaded a new version of &amp;amp;quot;File:Buckler 2.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eagle0600</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=File:Buckler_1.png&amp;diff=37280</id>
		<title>File:Buckler 1.png</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=File:Buckler_1.png&amp;diff=37280"/>
				<updated>2015-06-10T11:45:14Z</updated>
		
		<summary type="html">&lt;p&gt;Eagle0600: Eagle0600 uploaded a new version of &amp;amp;quot;File:Buckler 1.png&amp;amp;quot;: Reverting no-change edit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eagle0600</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=File:Buckler_1.png&amp;diff=37279</id>
		<title>File:Buckler 1.png</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=File:Buckler_1.png&amp;diff=37279"/>
				<updated>2015-06-10T11:44:42Z</updated>
		
		<summary type="html">&lt;p&gt;Eagle0600: Eagle0600 uploaded a new version of &amp;amp;quot;File:Buckler 1.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eagle0600</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Bad_mutations&amp;diff=37278</id>
		<title>Bad mutations</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Bad_mutations&amp;diff=37278"/>
				<updated>2015-06-10T11:29:19Z</updated>
		
		<summary type="html">&lt;p&gt;Eagle0600: Added Subdued Magic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
Here is a list of all the '''bad mutations''' you can acquire. Although some may have situational uses, they are at best mixed blessings. Any of these can be acquired through any source of bad mutations.&lt;br /&gt;
&lt;br /&gt;
=Offensive=&lt;br /&gt;
===Berserk===&lt;br /&gt;
{{:Berserk (mutation)}}&lt;br /&gt;
&lt;br /&gt;
===MP-Powered Wands===&lt;br /&gt;
{{:MP-Powered Wands}}&lt;br /&gt;
&lt;br /&gt;
=Defensive=&lt;br /&gt;
===Deformed===&lt;br /&gt;
{{:Deformed}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Scream===&lt;br /&gt;
{{:Scream}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Movement=&lt;br /&gt;
===Slow===&lt;br /&gt;
{{:Slow (mutation)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Teleport===&lt;br /&gt;
{{:Teleport (mutation)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Perception=&lt;br /&gt;
===Blurry Vision===&lt;br /&gt;
{{:Blurry Vision}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Diet=&lt;br /&gt;
===Herbivorous===&lt;br /&gt;
{{:Herbivorous}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fast Metabolism===&lt;br /&gt;
{{:Fast Metabolism}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=General=&lt;br /&gt;
===Deterioration===&lt;br /&gt;
{{:Deterioration}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Forlorn===&lt;br /&gt;
{{:Forlorn}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Frail===&lt;br /&gt;
{{:Frail}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Low MP===&lt;br /&gt;
{{:Low MP}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Reduced Attributes===&lt;br /&gt;
{{:Reduced Attributes}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Slow Healing===&lt;br /&gt;
{{:Slow Healing}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Subdued Magic===&lt;br /&gt;
{{:Subdued Magic}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Good mutations]]&lt;br /&gt;
*[[Demonspawn mutations]]&lt;br /&gt;
*[[Jiyva mutations]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]] the Slow mutation occurred randomly and levels 1 and 2 of the Slow Healing mutation cut natural regeneration by 33% and 66% respectively, regardless of enemy presence.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], [[Reduced Attributes]] could be acquired up to 14 times, giving you -1 per rank.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mutations]]&lt;br /&gt;
[[Category:Bad Mutations]]&lt;br /&gt;
[[Category:List]]&lt;/div&gt;</summary>
		<author><name>Eagle0600</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Subdued_Magic&amp;diff=37277</id>
		<title>Subdued Magic</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Subdued_Magic&amp;diff=37277"/>
				<updated>2015-06-10T11:27:47Z</updated>
		
		<summary type="html">&lt;p&gt;Eagle0600: Created page with &amp;quot;{| cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; |- style=&amp;quot;font-style:italic;&amp;quot;  |Rank||Effect||Flavor |- |1||Spell Power-, Spell Success+||Your spells are a little easier...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-style:italic;&amp;quot; &lt;br /&gt;
|Rank||Effect||Flavor&lt;br /&gt;
|-&lt;br /&gt;
|1||[[Spell Power]]-, [[Spell Success]]+||Your spells are a little easier to cast, but a little less powerful.&lt;br /&gt;
|-&lt;br /&gt;
|2||[[Spell Power]]--, [[Spell Success]]++||Your spells are easier to cast, but less powerful.&lt;br /&gt;
|-&lt;br /&gt;
|3||[[Spell Power]]---, [[Spell Success]]+++||Your spells are much easier to cast, but much less powerful.&lt;br /&gt;
|- style=&amp;quot;font-style:italic;&amp;quot; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
[[Bad mutations|Bad mutation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mutations]]&lt;br /&gt;
[[Category:Bad Mutations]]&lt;/div&gt;</summary>
		<author><name>Eagle0600</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shields&amp;diff=37276</id>
		<title>Shields</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shields&amp;diff=37276"/>
				<updated>2015-06-10T11:16:03Z</updated>
		
		<summary type="html">&lt;p&gt;Eagle0600: Penalty for buckler was reduced in http://crawl.develz.org/wordpress/trunk-updates-23-january-2015&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{flavour|“Let who will boast their courage in the field,&amp;lt;br&amp;gt;&lt;br /&gt;
I find but little safety from my shield.&amp;lt;br&amp;gt;&lt;br /&gt;
Nature's, not honour's, law we must obey:&amp;lt;br&amp;gt;&lt;br /&gt;
This made me cast my useless shield away,&amp;lt;br&amp;gt;&lt;br /&gt;
And by a prudent flight and cunning save&amp;lt;br&amp;gt;&lt;br /&gt;
A life, which valour could not, from the grave.&amp;lt;br&amp;gt;&lt;br /&gt;
A better buckler I can soon regain;&amp;lt;br&amp;gt;&lt;br /&gt;
But who can get another life again?”&amp;lt;br&amp;gt;&lt;br /&gt;
-Archilochos. 7th cent. B.C. trans. William H. Goodwin, 1878.}}&lt;br /&gt;
&lt;br /&gt;
[[Shields]] are a kind of armour worn in one hand, preventing the use of two handed weapons, which use the [[Shields skill]]. Unlike other armour, shields increase a character's [[SH]] defense, giving you a chance at blocking physical (and some magical) attacks entirely. Certain spells can also grant you an SH score.&lt;br /&gt;
&lt;br /&gt;
==Shield Penalties==&lt;br /&gt;
Wearing a shield also gives penalties to attack speed, attack damage, and spellcasting, along with EV penalties of -0.8 ([[buckler]]), -3 ([[shield]]), or -5 ([[large shield]]). While the penalty for wearing a small [[buckler]] is almost negligible, a [[large shield]] can seriously slow your attacks and make spellcasting unreliable. Sufficient Shields skill will reduce or even negate these penalties, but the amount needed varies by race:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Size !! Races !! Buckler !! Shield !! Large shield&lt;br /&gt;
|-&lt;br /&gt;
|Little || [[Spriggan]] || 7.2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Small || [[Kobold]], [[Halfling]] || 5.6 || 21 || -&lt;br /&gt;
|-&lt;br /&gt;
|Normal || most races || 4 || 15 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Large&amp;lt;br&amp;gt;(normal torso) &amp;amp; Formicids || [[Centaur]], [[Naga]], [[Formicid]] || 2.4 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Large || [[Ogre]], [[Troll]] || - || 9 || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your Shield penalty is (Shield EV penalty) - (Shields skill)/(5 + (Size factor)). Shield EV penalty and Size factor can be looked up in these tables:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Shield type !! Shield EV penalty&lt;br /&gt;
|-&lt;br /&gt;
|Buckler || -0.8&lt;br /&gt;
|-&lt;br /&gt;
|Shield || -3&lt;br /&gt;
|-&lt;br /&gt;
|Large shield || -5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Size !! Races !! Size factor&lt;br /&gt;
|-&lt;br /&gt;
|Little || [[Spriggan]] || +4 &lt;br /&gt;
|-&lt;br /&gt;
|Small || [[Kobold]], [[Halfling]] || +2&lt;br /&gt;
|-&lt;br /&gt;
|Normal || most races || 0&lt;br /&gt;
|-&lt;br /&gt;
|Large&amp;lt;br&amp;gt;(normal torso) &amp;amp; Formicids || [[Centaur]], [[Naga]], [[Formicid]] || -2&lt;br /&gt;
|-&lt;br /&gt;
|Large || [[Ogre]], [[Troll]] || -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you are wearing a shield, wielding a one-handed weapon, and your Shield penalty is greater than zero, the game throws two dice with (Shield penalty) sides. The smaller one is added to your delay.&lt;br /&gt;
&lt;br /&gt;
The penalty for [[unarmed combat]] is like the penalty for one-handed weapons, but your delay is increased by one [[aut]], 50% of the time, regardless of your Shield penalty.&lt;br /&gt;
&lt;br /&gt;
The penalty for using a shield with a [[bow]], [[longbow]] and [[crossbow]] is an increased attack delay: +25% for bucklers / +50% for shields / +100% for large shields. This penalty can be halved with 27 levels in the [[Shields skill]] becoming: +12.5%/+25%/+50%. [[Sling]]s and [[throwing]] don't suffer any kind of penalty.&lt;br /&gt;
&lt;br /&gt;
If you are wearing a 0 EVP armour, you need less shield skill to eliminate just the casting penalties:&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Size !! Races !! Buckler !! Shield !! Large shield&lt;br /&gt;
|-&lt;br /&gt;
|Little || [[Spriggan]] || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Small || [[Kobold]], [[Halfling]] || 0 || 15.19 || -&lt;br /&gt;
|-&lt;br /&gt;
|Normal || most races || 0 || 10.85 || 20.85&lt;br /&gt;
|-&lt;br /&gt;
|Large&amp;lt;br&amp;gt;(normal torso) &amp;amp; Formicids || [[Centaur]], [[Naga]], [[Formicid]] || 0 || 6.51 || 12.51&lt;br /&gt;
|-&lt;br /&gt;
|Large || [[Ogre]], [[Troll]] || - || 6.51 || 12.51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Blocking==&lt;br /&gt;
===Effect===&lt;br /&gt;
It's possible to block a melee attack if you wear a shield of some kind or are under the effect of a magical shield (the [[Helm card]]'s Magic Shield, the [[Ice Magic]] spell [[Condensation Shield]], or [[the Shining One]]'s Divine Shield). Ranged attacks can be blocked only with physical shields, like bucklers, shields, large shields or the [[Good_mutations#Large_Bone_Plates|Large Bones Plates]] mutation. [[The Shining One]]'s Divine Shield will only help you block missiles if you already have a physical shield of some kind. Your ability to block missiles doesn't benefit from spells like [[Repel Missiles]] or [[Deflect Missiles]]. If the attacker's pierce value is less than the defender's blocking value, the attack does no damage. Shield blocking is done before rolling your [[evasion]] or your [[AC]], but if you have already blocked some attacks in that turn, your blocking ability will be decreased greatly. &lt;br /&gt;
&lt;br /&gt;
All melee attacks can be blocked (except a successful stabbing), but many ranged attacks are unblockable:&lt;br /&gt;
&lt;br /&gt;
*Bolt spells: [[Bolt of Fire]], [[Bolt of Cold]], [[Lightning Bolt]], [[Bolt of Draining]], [[Venom Bolt]], [[Bolt of Magma]], [[Bolt of Inaccuracy]], [[Shock]]&lt;br /&gt;
*Explosions: [[Fireball]], [[Hellfire]], [[Fire Storm]], [[Ice Storm]], [[Conjure Ball Lightning]], [[Lee's Rapid Deconstruction]], [[exploding (brand)|exploding]]-branded weapons&lt;br /&gt;
*Other electricity-based beams: [[Chain Lightning]]&lt;br /&gt;
*Enchantments: [[Agony]], [[Pain]], etc&lt;br /&gt;
*Beams with perfect accuracy: [[Magic Dart]], [[Sticky Flame]] (only the player's version)&lt;br /&gt;
*Other ranged attacks that are not beams: [[Shatter]], [[Tornado]], [[Airstrike]], [[Smite]], [[Ozocubu's Refrigeration]], [[Freeze]], etc&lt;br /&gt;
&lt;br /&gt;
Some examples of ranged attacks that can be blocked: [[Iron shot]], [[Poison Arrow]], [[Orb of Destruction]], [[Lehudib's Crystal Spear]], [[Iskenderun's Mystic Blast]] (the explosion is special), [[Throw Icicle]], [[Stone Arrow]], [[Throw Flame]], [[Throw Frost]], [[Flame Tongue]], [[Sting]], [[Sandblast]]&lt;br /&gt;
&lt;br /&gt;
===Calculation===&lt;br /&gt;
The defender's blocking value depends on the nature of the shield:&lt;br /&gt;
&lt;br /&gt;
*Physical shields:&lt;br /&gt;
 SH = Block × (1 + Shield skill/20 + Beogh bonus/30)&lt;br /&gt;
 + Enchantment bonus + Stat bonus &lt;br /&gt;
 + Divine shield bonus (this bonus also works without a shield)&lt;br /&gt;
 + min(0.76×Shield skill, 1.14 + 0.38×Shield skill) (added only if the sum of the previous terms is &amp;gt; 0)&lt;br /&gt;
 + Mutation bonus &lt;br /&gt;
&lt;br /&gt;
*[[Helm card]]:&lt;br /&gt;
 SH = 9 + 0.75×[[Evocations]]&lt;br /&gt;
 + Divine shield bonus + Mutation bonus&lt;br /&gt;
 &lt;br /&gt;
*[[Condensation shield]] (stacks with the [[Helm card]])&lt;br /&gt;
 SH = 8 + 0.60×[[Ice magic]]&lt;br /&gt;
 + Divine shield bonus + Mutation bonus&lt;br /&gt;
&lt;br /&gt;
For a physical shield (Buckler, Shield and Large Shield), '''Block''' is the shield's blocking value, equal to the base shield bonus (3 for Buckler, 8 for Shield, 13 for Large Shield), modified by a size factor:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Size !! Races !! Buckler !! Shield !! Large shield&lt;br /&gt;
|-&lt;br /&gt;
|Little || [[Spriggan]] || +2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Small || [[Kobold]], [[Halfling]] || +1 || +0.5 || -&lt;br /&gt;
|-&lt;br /&gt;
|Normal || most races || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Large&amp;lt;br&amp;gt;(normal torso) &amp;amp; Formicids || [[Centaur]], [[Naga]], Formicid || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Large || [[Ogre]], [[Troll]] || - || -0.5 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*'''Beogh bonus''' increases with [[Piety]]. This additional bonus maxes out at +10 when you reach 160 Piety. &lt;br /&gt;
&lt;br /&gt;
*'''Stat bonus''' is 0.38×DEX for bucklers (you get +1SH for every 2.6 points of DEX) , 0.19×STR + 0.19×DEX for shields (you get +1SH for every 5.3 points of DEX or STR), and 0.26×STR + 0.12×DEX for large shields (you get +1SH for every 3.9 points of STR or 8.3 points of DEX).&lt;br /&gt;
&lt;br /&gt;
*The Shinining One's '''Divine shield bonus''' is 4.5 + 0.3×Shield skill. Your stat bonus will be increased to (9 + 0.6×Shield skill) if it was smaller.&lt;br /&gt;
&lt;br /&gt;
*'''Mutation bonus''' is +2 SH per every level of the [[Good_mutations#Large_Bone_Plates|Large Bones Plates]] mutation.&lt;br /&gt;
&lt;br /&gt;
The resulting value is rounded to the nearest integer and displayed as the player's SH value.&lt;br /&gt;
&lt;br /&gt;
For reference, a 15-Dex, 15-Str character wearing a buckler has an average blocking value of:&lt;br /&gt;
*7 with a Shield Skill of 0&lt;br /&gt;
*13 with a Shield Skill of 8&lt;br /&gt;
*16 with a Shield skill of 15&lt;br /&gt;
*23 with a Shield skill of 27&lt;br /&gt;
&lt;br /&gt;
With a large shield, it becomes:&lt;br /&gt;
*22 with a Shield Skill of 0&lt;br /&gt;
*31 with a Shield Skill of 8&lt;br /&gt;
*38 with a Shield skill of 15&lt;br /&gt;
*51 with a Shield skill of 27&lt;br /&gt;
&lt;br /&gt;
The attacker's pierce value is equal to:&lt;br /&gt;
&lt;br /&gt;
 1d(15 + to hit/2 + 5×past_blocks^2) - 1 (melee attacks)&lt;br /&gt;
&lt;br /&gt;
 1d(1.3×to hit    + 5×past_blocks^2) - 1 (ranged attacks)   &lt;br /&gt;
&lt;br /&gt;
&amp;quot;To hit&amp;quot; is the monster's [[To hit]] value (based primarily on the monster's [[HD]], type, and weapon accuracy) and &amp;quot;past_blocks&amp;quot; is the number of attacks already successfully blocked in the current turn.&lt;br /&gt;
&lt;br /&gt;
The defender's blocking value is equal to:&lt;br /&gt;
  2d(2×SH)/6 - 1.3 (Divided by 3 against melee attacks from invisible opponents)&lt;br /&gt;
&lt;br /&gt;
If this value is greater or equal than the attacker's pierce value, the attack is blocked.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.16]], the amount of skill required to negate penalties for wearing a shield will be simplified.&lt;br /&gt;
&lt;br /&gt;
[[Category:Item]]&lt;br /&gt;
[[Category:Shields]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Eagle0600</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Buckler&amp;diff=37275</id>
		<title>Buckler</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Buckler&amp;diff=37275"/>
				<updated>2015-06-10T11:09:04Z</updated>
		
		<summary type="html">&lt;p&gt;Eagle0600: Penalty for buckler was reduced in http://crawl.develz.org/wordpress/trunk-updates-23-january-2015&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{shield&lt;br /&gt;
 |name = Buckler&lt;br /&gt;
 |cost = ?&lt;br /&gt;
 |weight = 9.0&lt;br /&gt;
 |SH = 3&lt;br /&gt;
 |EV = -0.8&lt;br /&gt;
 |maxenc = +3&lt;br /&gt;
 |skill = Shields&lt;br /&gt;
 |size = little, small, medium&lt;br /&gt;
 |weartime = 5&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A small piece of wood and metal, to be strapped on one arm for defence. It is somewhat cumbersome to wear, and, without a little training, slightly slows the rate at which a warrior attacks.}}&lt;br /&gt;
&lt;br /&gt;
'''Bucklers''' are the smallest kind of [[shields|shield]]. Although they offer significantly less defense than the larger shields, the attack and spellcasting penalties they cause are negligible. You can also improve their effectiveness by raising your [[Shields skill]], by improving your [[dexterity]], or by [[enchant]]ing them. Bucklers are the only shields that [[spriggan]]s can wield, but [[ogre]]s and [[troll]]s find them too small to handle.&lt;br /&gt;
&lt;br /&gt;
They can be found with the following egos:&lt;br /&gt;
*[[cold resistance]]&lt;br /&gt;
*[[fire resistance]] &lt;br /&gt;
*[[positive energy]]&lt;br /&gt;
*[[protection]]&lt;br /&gt;
*[[Resistance_(ego)|resistance]]&lt;br /&gt;
*[[reflection]]&lt;br /&gt;
&lt;br /&gt;
Egos such as cold and fire resistance are fairly rare, usually only found in mini branches such as the [[Volcano]] or through a [[scroll of acquirement]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || Tile&lt;br /&gt;
|-&lt;br /&gt;
| '''Mundane''' || [[File:Buckler 1.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical''' || [[File:Buckler 2.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Artifact''' || [[File:Buckler 3.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{armours}}&lt;br /&gt;
[[Category:Shields]]&lt;/div&gt;</summary>
		<author><name>Eagle0600</name></author>	</entry>

	</feed>