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		<updated>2026-05-13T04:58:49Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=List_of_rods&amp;diff=42573</id>
		<title>List of rods</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=List_of_rods&amp;diff=42573"/>
				<updated>2016-07-06T02:22:11Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
The following is a list of all [[rod]]s and the spells which can be evoked from them:&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;
! Rod || Spell&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Rod of clouds]]''' || [[Cloud Cone]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Lightning rod]]''' || [[Thunderbolt]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Rod of ignition]]''' || [[Explosive Bolt]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Rod of inaccuracy]]''' || [[Bolt of Inaccuracy]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Rod of shadows]]''' || [[Weave Shadows]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Iron rod]]''' || [[Scattershot]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Obsolete Rods===&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;
! Rod || Removed in || Spell A || Spell B || Spell C || Spell D&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Rod of demonology]]''' || [[0.14]] || [[Call Imp]] || [[Abjuration]] || [[Summon Demon]] || -&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Rod of Discovery]]''' || [[0.8]] || [[Detect Secret Doors]] || [[Detect Traps]] || [[Detect Items]] || [[Magic Mapping]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Rod of fiery destruction]]''' || [[0.14]] || [[Throw Flame]] || [[Bolt of Fire]] || [[Fireball]] || -&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Rod of frigid destruction]]''' || [[0.14]] || [[Throw Frost]] || [[Throw Icicle]] || [[Freezing Cloud]] || -&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Rod of Smiting]]''' || [[0.11]] || [[Smiting]] || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Rod of Striking]]''' || [[0.16]] || [[Striking]] || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Rod of Summoning]]''' || [[0.12]] || [[Recall]] || [[Call Canine Familiar]] || [[Summon Swarm]] || -&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Rod of Destruction]] (fire)''' || [[0.13]] || [[Throw Flame]] || [[Bolt of Fire]] || Fireball || -&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Rod of Destruction]] (ice)''' || [[0.13]] || [[Throw Frost]] || [[Throw Icicle]] || [[Freezing Cloud]] || -&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Rod of Destruction]] (inacc, magma, cold)''' || [[0.13]] || [[Bolt of Inaccuracy]] || [[Bolt of Magma]] || [[Bolt of Cold]] || -&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Rod of destruction]]''' || [[0.14]] || [[Lightning Bolt]] || [[Iron Shot]] || [[Fireball]] || -&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Rod of destruction]]''' || [[0.18]] || [[Random Bolt]] || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Rod of the swarm]]''' || [[0.18]] || [[Summon Swarm]] || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Rod of Venom]]''' || [[0.14]] || [[Olgreb's Toxic Radiance]] || [[Poison Arrow]] || [[Poisonous Cloud]] || -&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Rod of warding]]''' || [[0.14]] || [[Abjuration]] || [[Condensation Shield]] || [[Cause Fear]] || [[Deflect Missiles]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The rods of destruction and the swarm were removed in [[0.18]].&lt;br /&gt;
&lt;br /&gt;
The [[rod of striking]] was replaced by the [[iron rod]] in [[0.16]]. &lt;br /&gt;
&lt;br /&gt;
The rod of shadows and rod of clouds were both added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
[[Category:List]] &lt;br /&gt;
[[Category:Evocable items]] &lt;br /&gt;
[[Category:Rod]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Evasion&amp;diff=42572</id>
		<title>Evasion</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Evasion&amp;diff=42572"/>
				<updated>2016-07-06T01:49:41Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}} &lt;br /&gt;
''This page is about the character trait. For the brand, see the article [[Evasion (brand)]]''&lt;br /&gt;
&lt;br /&gt;
'''Evasion''' (often abbreviated to '''EV''') is a number that measures the ability of a character or of a [[monster]] to avoid melee, ranged, and magical beam attacks. When an attack is resolved, a target's current EV is rolled and compared to the attack's [[to-hit]] roll, factoring in any relevant situational modifiers. Only if the to-hit roll matches or beats the EV roll does the attack succeed.&lt;br /&gt;
&lt;br /&gt;
== Player EV ==&lt;br /&gt;
&lt;br /&gt;
The calculation to determine a character's total EV is complex and factors in many different skills and attributes.&lt;br /&gt;
&lt;br /&gt;
===Base EV===&lt;br /&gt;
&lt;br /&gt;
The player's base EV is calculated as follows:&lt;br /&gt;
  10 + size_factor&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Size factor&amp;quot; is the number of steps away from &amp;quot;medium&amp;quot; (i.e. [[Human]]) size. Larger [[species]] ([[Troll]]s, [[Ogre]]s, [[Centaur]]s, [[Naga]]s) have a negative size factor while smaller species ([[Kobold]]s, [[Halfling]]s, [[Spriggan]]s) have a positive size factor.&lt;br /&gt;
{|class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! Species !! Size factor&lt;br /&gt;
|-&lt;br /&gt;
| [[Troll]], [[Ogre]], [[Centaur]], [[Naga]] || -2&lt;br /&gt;
|-&lt;br /&gt;
| [[Kobold]], [[Halfling]] || +2&lt;br /&gt;
|-&lt;br /&gt;
| [[Spriggan]], [[Felid]] || +4&lt;br /&gt;
|-&lt;br /&gt;
| Otherwise || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some transformations override the racial size factor:&lt;br /&gt;
{|class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! Form !! Size factor&lt;br /&gt;
|-&lt;br /&gt;
| [[Spider Form]], [[Bat Form]], [[Porcupine Form]], [[Wisp Form]], [[Fungus Form]] || +4&lt;br /&gt;
|-&lt;br /&gt;
| [[Pig Form]] || +2&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice Form]] || -2&lt;br /&gt;
|-&lt;br /&gt;
| [[Hydra Form]] || -4&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon Form]] || -6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However, if you are paralysed, petrified, in [[tree form]], or your [[dexterity]] is below 1, your EV is reduced to:&lt;br /&gt;
&lt;br /&gt;
  2 + size_factor/2 + ([[repulsion field]] bonus)&lt;br /&gt;
&lt;br /&gt;
In this case, minimum EV is 1. No other factors apply.&lt;br /&gt;
&lt;br /&gt;
=== Dodging ===&lt;br /&gt;
&lt;br /&gt;
The [[Dodging]] skill provides a bonus to your EV as follows:&lt;br /&gt;
&lt;br /&gt;
 dodge_bonus = (7 + Dodging × ev_Dex) / (20 - size)&lt;br /&gt;
 ABAEVP= body_armour_encumbrance_rating - body_armour_encumbrance_rating*size_factor/8&lt;br /&gt;
 dodge_penalty = max(0, (10*ABAEVP - 30)/str)&lt;br /&gt;
 final_dodge_bonus = max(0, dodge_bonus - dodge_penalty)&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*&amp;quot;[[ABAEVP]]&amp;quot; stands for Adjusted Body Armour EVasion Penalty.&lt;br /&gt;
*Dexterity is passed through a stepdown function, that compresses any value above 24.&lt;br /&gt;
&lt;br /&gt;
=== Armour and shield EV penalties ===&lt;br /&gt;
&lt;br /&gt;
After adding base EV and Dodging's bonus together, the EV penalties from armour and shields are then subtracted.&lt;br /&gt;
&lt;br /&gt;
The armour penalty is equal to your [[AEVP]]. Only body armour and bardings (both for Nagas and Centaurs) have any penalties. &amp;quot;AEVP&amp;quot; (which stands for Adjusted EVasion Penalty for armour) is a complex value based on your Strength, your Armour skill, and the Evasion penalties of the armour pieces you wear.&lt;br /&gt;
&lt;br /&gt;
 AEVP = barding_encumbrance_rating/3 + 2 × body_armour_encumbrance_rating^2 × (45 - armour_skill) / (5 × (STR + 3) × 45)&lt;br /&gt;
&lt;br /&gt;
For shields, a value called &amp;quot;ASP&amp;quot; (which stands for Adjusted Shields Penalty) is calculated based on the cumbersomeness of your shield (less for bucklers, more for large shields), your Shields skill, and your species's size.&lt;br /&gt;
 ASP = max(0, base_penalty  - shield_skill/(5 + size_factor))&lt;br /&gt;
&lt;br /&gt;
==Stepdown==&lt;br /&gt;
Finally, if you have the [[vertigo]] effect, a -5 modifier to your EV is applied.&lt;br /&gt;
&lt;br /&gt;
Before adding other modifiers, a stepdown function is applied to your evasion. This function reduces your evasion a bit if it is more than 30.&lt;br /&gt;
 EV = (EV&amp;lt;30? EV : 10 + 20*log(1 + (EV-10)/20)/log(2))&lt;br /&gt;
[[Image:evasion_stepdown.png]]&lt;br /&gt;
&lt;br /&gt;
===Post-stepdown modifiers===&lt;br /&gt;
&lt;br /&gt;
Various effects can modify EV after the stepdown is applied. These are added directly to your EV total after the above calculations.&lt;br /&gt;
&lt;br /&gt;
* [[Potion of agility]]: +5 EV.&lt;br /&gt;
* Weapons with the [[evasion_(brand)|evasion]] ego: +5 EV.&lt;br /&gt;
* [[ring of evasion|Rings of evasion]] provide their exact bonus or penalty to your EV.&lt;br /&gt;
* Some [[list of unrands|unrand]]s provide a bonus or penalty to your EV, as well as randart rings with a ring of EV as the base type.&lt;br /&gt;
* [[Demonspawn_mutations#Icy_Blue_Scales|Icy blue scales]] or [[Demonspawn_mutations#Molten Scales|molten scales]] mutations: -1 EV.&lt;br /&gt;
* [[Jiyva_mutations#Gelatinous_Body|Gelatinous body]] mutation: +1 at level 2, +2 at level 3.&lt;br /&gt;
* The [[Repulsion Field]] [[mutation]] grants an EV bonus even when you are paralysed.&lt;br /&gt;
* [[Ru]] worshippers who sacrifice health to reduce EV are penalised by -3, -6, or -9 depending on degree.&lt;br /&gt;
* Being [[web|entangled]] or [[petrify]]ing halves your evasion.&lt;br /&gt;
* Being affected by a [[shambling mangrove]]'s grasping roots multiplies evasion by 2/3.&lt;br /&gt;
&lt;br /&gt;
=== Other racial modifiers ===&lt;br /&gt;
&lt;br /&gt;
After all of the above factors have been considered:&lt;br /&gt;
&lt;br /&gt;
* Swimming [[Merfolk]] get a 25% bonus to EV (minimum +2, maximum +9)&lt;br /&gt;
* Flying [[Tengu]] get a 20% bonus to EV (minimum +1, maximum +9)&lt;br /&gt;
&lt;br /&gt;
=== Final situational modifiers ===&lt;br /&gt;
&lt;br /&gt;
Against melee attacks:&lt;br /&gt;
* If are being [[constricted]], you suffer a -3 EV penalty.&lt;br /&gt;
* If you cannot see your attacker (i.e. they are [[invisible]] and you cannot [[see invisible]]), you suffer a -10 EV penalty against that attacker.&lt;br /&gt;
* If you are going down [[stairs]] while being attacked, you suffer a -5 EV penalty.&lt;br /&gt;
&lt;br /&gt;
== Monster EV ==&lt;br /&gt;
&lt;br /&gt;
A monster's base EV is a fixed number dependent on monster type. This base can be modified by armour, jewellery, and various status effects.&lt;br /&gt;
&lt;br /&gt;
== To-hit versus EV ==&lt;br /&gt;
&lt;br /&gt;
If an attack's [[to-hit]] number is 1500 (the magic number AUTOMATIC_HIT) or greater (e.g. [[Magic Dart]]), it automatically hits. &lt;br /&gt;
&lt;br /&gt;
Otherwise, the following procedure is used.&lt;br /&gt;
* 2.5% of the time, the attack misses regardless of the attack's to-hit or the defender's EV.&lt;br /&gt;
* 2.5% of the time, the attack hits regardless of the attack's to-hit or the defender's EV.&lt;br /&gt;
* A uniformly distributed random number between zero and the to-hit number (inclusive) is generated.&lt;br /&gt;
* Two uniformly distributed random numbers between zero and ((2 * (target EV)) - 1) inclusive are averaged together.&lt;br /&gt;
* If the to-hit roll is greater than or equal to the EV roll, the attack hits. Otherwise, it misses.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Enchantress&amp;diff=42570</id>
		<title>The Enchantress</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Enchantress&amp;diff=42570"/>
				<updated>2016-07-05T21:13:22Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Use new templates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{list of|spriggans}}&lt;br /&gt;
{{monster info|the Enchantress}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''The Enchantress''' is a rare [[list of spriggans|spriggan]] [[unique]] who leads a band of [[spriggan defender]]s, [[spriggan berserker|berserkers]], and [[spriggan air mage|air mages]]. She spawns with a powerful weapon (16% chance of [[distortion]]) and a suit of [[faerie dragon armour]] (essentially a randomly enchanted [[artifact]] [[mottled dragon armour]]), has an innate [[Deflect Missiles]] effect up at all times, is incredibly [[ev]]asive, and knows several dangerous [[Hexes]]. &lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Depths]]&lt;br /&gt;
&lt;br /&gt;
{{monster spells|the Enchantress}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*The Enchantress and her band of allies can be devastating if faced all at once, and are very difficult to escape. If you see spriggans, try to lure them away a few at a time; even if the Enchantress isn't part of the band, it's still a good habit.&lt;br /&gt;
*You'll want massive amounts of [[magic resistance]] to reduce the impact of her hexes, and high [[AC]]/[[GDR]] will reduce the sting of her demon whip.&lt;br /&gt;
*Avoid [[fly]]ing during this fight; her air mages will tear flying characters to shreds with [[Airstrike]]. As for the defenders and berserkers, you can neutralize them best by fighting in a hallway and only allowing one opponent to reach you at a time.&lt;br /&gt;
*As she can deny you the ability to teleport, try to have another means of escape at your disposal, such as [[Haste]] plus a timely [[Swiftness]].&lt;br /&gt;
*Actually hitting her can be a huge pain, especially for ranged weapon users. If possible, use spells like [[Airstrike]], [[Fireball]], [[Poisonous Cloud]], or anything else that bypasses [[EV]].&lt;br /&gt;
*Be sure to check out the faerie dragon armour she drops. Its usefulness can vary wildly, but has the potential to be extremely worthwhile.&lt;br /&gt;
*You can also find the Enchantress in [[Dungeon Sprint]] IV: [[Fedhas' Mad Dash]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], she would only appear in massive spriggan-themed vaults that would rarely generate in the lower floors of [[the Dungeon]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], she knew [[Banishment]] in place of Dimension Anchor, Strip Resistance, and Mass Confusion.&lt;br /&gt;
&lt;br /&gt;
In [[0.7]], she could be generated in [[Wizard mode]]. She was added into the standard game in [[0.8]].&lt;br /&gt;
&lt;br /&gt;
During the short period in which the [[Enchanted Forest]] generated in [[trunk]], the Enchantress was guaranteed to spawn on the lowest floor.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spriggan]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dimension_Anchor&amp;diff=42569</id>
		<title>Dimension Anchor</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dimension_Anchor&amp;diff=42569"/>
				<updated>2016-07-05T20:17:33Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
&lt;br /&gt;
'''Dimension Anchor''' is a monsters-only spell that attempts to temporarily afflict you with the -Tele [[status effect]], preventing you from [[blink]]ing or [[teleport]]ing. This spell's effect can also occur as a result of a high level [[Translocation]] [[miscast]].&lt;br /&gt;
&lt;br /&gt;
Attempting to blink or teleport results in the following message:&lt;br /&gt;
{{crawlquote|You cannot teleport because you are locked down by Dimension Anchor.}}&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
This spell was added in [[0.13]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stat_zero&amp;diff=42555</id>
		<title>Stat zero</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stat_zero&amp;diff=42555"/>
				<updated>2016-07-05T08:15:14Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
&lt;br /&gt;
When one of a character's primary [[attributes]] ([[strength]], [[intelligence]], or [[dexterity]]) is lowered to 0 or below, the character suffers crippling penalties until that attribute is restored and stays above 0 for a period of time equal to: 10 + 1d10 + the number of turns it was below 0 (Max: 200 turns).&lt;br /&gt;
&lt;br /&gt;
==Causes==&lt;br /&gt;
The following can all drain your attributes:&lt;br /&gt;
*By 1 at a time, and thus blocked by [[sustain attributes]]:&lt;br /&gt;
**The [[bad mutations#Deterioration|Deterioration]] mutation.&lt;br /&gt;
**[[Sickness]].&lt;br /&gt;
**The melee attacks of certain monsters:&lt;br /&gt;
***{{monsterlink|Quasit}} (dexterity only)&lt;br /&gt;
***{{monsterlink|Ghost moth}}&lt;br /&gt;
***{{monsterlink|Eidolon}}&lt;br /&gt;
**Decomposition (not to be confused with [[rotting]]) from attempted [[mutation]] of an undead character.&lt;br /&gt;
*By more than 1 at a time, but damage can be halved by [[sustain attributes]]:&lt;br /&gt;
**[[Brain Feed]].&lt;br /&gt;
**Spell [[miscast effect]]s, as caused by actual miscasts, [[Hell]] effects, and mummy [[death curse]]s.&lt;br /&gt;
**Evoking certain items, such as a [[crystal ball of energy]] or the [[staff of Wucad Mu]].&lt;br /&gt;
**Stepping on or being in view of a monster stepping on [[Zot trap]]s.&lt;br /&gt;
&lt;br /&gt;
As you gain experience, you regain stats lost through any of these means.&lt;br /&gt;
&lt;br /&gt;
Stats can be more permanently lowered by the following means:&lt;br /&gt;
*[[Mutations]] which affect attributes (this lasts until the mutation is removed [[potion of cure mutation|somehow]]).&lt;br /&gt;
*Equipment with negative stat modifiers (but you can remove the equipment to restore the stat).&lt;br /&gt;
*The [[Deck of wonders#Focus Card|Focus]] card.&lt;br /&gt;
*[[Jiyva]]'s stat shuffling.&lt;br /&gt;
&lt;br /&gt;
The last two never lower a base stat to zero. Sustain attributes provides no help with any of these, and the stat does not restore naturally.&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
When any stat reaches 0, you immediately suffer 2-4 turns of [[paralysis]] which ignores [[stasis]]. Stat zero also inflicts various penalties for each stat reduced to zero:&lt;br /&gt;
&lt;br /&gt;
===Collapse (Strength)===&lt;br /&gt;
*The speed of all your actions is halved (stacks with other stats' speed penalties)&lt;br /&gt;
*Your [[regeneration rate]] is divided by 4&lt;br /&gt;
&lt;br /&gt;
===Brainless (Intelligence)===&lt;br /&gt;
*The speed of all your actions is halved (stacks with other stats' speed penalties)&lt;br /&gt;
*You can't read [[book]]s&lt;br /&gt;
*You can't cast [[spell]]s&lt;br /&gt;
*You fail to read [[scroll]]s 4 of every 5 times&lt;br /&gt;
&lt;br /&gt;
===Clumsy (Dexterity)===&lt;br /&gt;
*The speed of all your actions is halved (stacks with other stats' speed penalties)&lt;br /&gt;
*Your [[evasion]] is set to 2 + size_bonus + [[Repulsion field]] bonus&lt;br /&gt;
*Your [[stealth]] is set to 0&lt;br /&gt;
*You can't [[stab]] monsters&lt;br /&gt;
&lt;br /&gt;
==Precautions==&lt;br /&gt;
Any character with a particularly low attribute should be aware of the dangers involved. Any attribute below 8 could conceivably be reduced to 0 by a single unfortunate effect, some of which are common, some less so.&lt;br /&gt;
*Cursed artefact equipment can reduce an attribute by up to 6 for as long as it's equipped, so be cautious about wearing unidentified items if you're at risk.&lt;br /&gt;
*Miscast effects, Hell effects, [[Zot trap]]s, and [[mummy]] [[death curse]]s can temporarily reduce an attribute by up to 7. You may wish to bring all of your attributes up to a minimum of 8 to guarantee that you can survive a single worst-case scenario shot from either one.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.17]], taking further stat damage after a stat reaches 0 no longer inflicts HP damage.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], items had [[aum|mass]], and strength determined your carrying capacity. The &amp;quot;collapse&amp;quot; status effect serious reduced this.&lt;br /&gt;
&lt;br /&gt;
Stat zero was added in [[0.13]], replacing [[stat death]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ozocubu%27s_Armour&amp;diff=42540</id>
		<title>Ozocubu's Armour</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ozocubu%27s_Armour&amp;diff=42540"/>
				<updated>2016-07-01T23:21:24Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Remove reference to stoneskin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Ozocubu's Armour&lt;br /&gt;
|level=3&lt;br /&gt;
|school1={{Charms}}&lt;br /&gt;
|school2={{Ice Magic}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Frost]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=3&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Envelops the caster's body in a protective layer of ice. The caster will not suffer cold from this layer, yet can be affected by other sources of cold normally. The spell will not function for casters already wearing heavy armour (any body armour with an encumbrance rating of 5 or more).}}&lt;br /&gt;
&lt;br /&gt;
'''Ozocubu's Armour''' is a level 3 [[Charms]]/[[Ice Magic]] spell which increases your [[AC]] by a significant amount, but increases your [[movement]] delay by 1 while active. The duration and size of this AC boost is dependent upon your spellpower, as shown below:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''Normal AC Boost''': 5 + 4 * (Spellpower/50) AC. (Max 13)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration''': 20 + 2d(Spellpower) turns.}}&lt;br /&gt;
&lt;br /&gt;
This AC boost stacks with the bonus given by [[Ice Form]].&lt;br /&gt;
&lt;br /&gt;
Ozocubu's Armour does have certain restrictions, however. The spell will fail if cast while wearing armour with an [[encumbrance rating]] of 5 or more, limiting the caster to [[robe]]s, [[leather armour]], [[troll leather armour]], or [[steam dragon armour]]. Taking fire damage reduces its duration significantly. The spell also conflicts with [[Cigotuvi's Embrace]], [[Statue Form]], and [[Ring of Flames]], and cannot be used if any of these is currently in effect.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ozocubu's Armour is a game-changing spell, providing a massive AC boost to any character who can manage the minimal skill investment required to cast it, and who doesn't intend to wear heavy armour. Even at its lowest spellpower, it's still equivalent to wearing an additional full strength [[ring of protection]]. [[Species]] with no body armour slot ([[felid]]s, [[octopode]]s, and [[draconian]]s) can (and likely should) keep an eye out for this spell by default. Other species that happen to find it can usually afford to drop down to a lighter class of gear; a fully enchanted robe of [[resistance (ego)|resistance]] or [[troll leather armour]] can prove extremely effective in conjunction with OA, and that's assuming you don't find a [[salamander hide armour|useful]] [[moon troll leather armour|artefact]] option. Just be prepared to recast it on occasion when facing opponents which deal heavy fire damage; the damage it helps soak is usually worth the time spent refreshing mid-combat.&lt;br /&gt;
&lt;br /&gt;
Ozocubu's Armour is not a particularly loud spell, but casting it is [[noise|noisy]] enough to usually catch the attention of everything in [[line of sight]]. Any character who relies upon [[stealth]] and [[stabbing]] should avoid casting it while sneaking up on prey. Of course, if you're trying to catch the attention of a wandering monster without [[shout]]ing and alerting everyone nearby, this spell is ideal.&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;
&lt;br /&gt;
Prior to [[0.17]], the effects of this spell were boosted in Ice Form and used the formula was 6 + 7 * (Spellpower/50) AC. (Max 20)&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], the bonus AC calculation was link to your Ice Magic skill, not your spellpower:&lt;br /&gt;
*'''Normal AC Boost''' - 4 + (Ice Magic/3)&lt;br /&gt;
*'''Ice Form AC Boost''' - 5 + (Ice Magic * (7/12))&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], the encumbrance rating limit for this spell was 6, allowing it to work with [[mottled dragon armour]].&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=42539</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=42539"/>
				<updated>2016-07-01T23:21:02Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Remove reference to stoneskin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Acute Vision]]: Vampires can [[see invisible]].&lt;br /&gt;
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, Vampires can restore a small amount of HP every time they successfully bite a living foe. &lt;br /&gt;
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, and by (q)uaffing [[potions of blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that Vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (''see chart below'').&lt;br /&gt;
*Vampires can use [[vampiricism|vampiric weapons]] more effectively; the brand always triggers and they gain twice the normal amount of HP per attack against enemies upon whom the vampiric normally works. &lt;br /&gt;
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]].&lt;br /&gt;
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. &lt;br /&gt;
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].  Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Beastly Appendage]], [[Blade Hands]], [[Sublimation of Blood]], [[Cure Poison]].&lt;br /&gt;
*Vampires cannot [[berserk]] when their satiation level is satiated or lower.&lt;br /&gt;
&lt;br /&gt;
Vampires have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers) and have normal base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
==Hunger-Dependent Stats==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || '''Alive''' || '''Full''' || '''Satiated''' || '''Thirsty''' || '''Near Bloodless''' || '''Bloodless'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Metabolism''' || Very fast || Fast || Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Regeneration''' || Very fast || Fast || Normal || Slow || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth Boost''' || None (18) || None (18) || None (18) || Minor (19) || Major (20) || Large (21)&lt;br /&gt;
|-&lt;br /&gt;
| '''Spell Hunger''' || Full || Full || Full || Halved || None || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Resistance''' || No || No || No || Yes || Yes || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''Cold Resistance''' || None || None || None || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Negative Energy Resistance''' || None || None || 1 || 2 || 3 || 3 + Torment&lt;br /&gt;
|-&lt;br /&gt;
| '''Rot Resistance''' || No || No || No || Yes || Yes || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Satiated or below, vampires:&lt;br /&gt;
*Cannot go [[berserk]].&lt;br /&gt;
*Cannot transform, limiting the usefulness of their +1 [[Transmutations]] aptitude.&lt;br /&gt;
*Can use the [[Bat Form]] ability.&lt;br /&gt;
&lt;br /&gt;
When Thirsty or below, vampires:&lt;br /&gt;
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.&lt;br /&gt;
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.&lt;br /&gt;
&lt;br /&gt;
When completely Bloodless, vampires:&lt;br /&gt;
*Cannot regenerate HP, naturally or through magical means (amulet, spell, etc.), though other methods of healing are available.&lt;br /&gt;
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[dexterity]] or [[intelligence]] every 5th level.&lt;br /&gt;
*Average [[hit points]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
*[[File:Bottle Blood.png]] From the first level vampires can create potions of blood from viable corpses, allowing you to save snacks for later.&lt;br /&gt;
*[[File:Bat form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks.  While in [[Bat Form]] Dexterity is increased and Strength is reduced. Entering bat form costs 2 MP.&lt;br /&gt;
{{flavour|Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low. The flight is magically augmented, so you will stay in the air even if the weight of your possessions or some disability would normally drag you down.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with all the skills and equipment listed for their background, with the following exception:&lt;br /&gt;
*Vampires start with a potion of blood instead of a ration.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Not having a real [[food clock]] allows you to play cautiously or abuse powerful spells without fear of starvation. On the other hand, being unable to use permafood can be a problem in lategame, where corpses are less frequent. As long as you play according to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it comes online at level 3 (but it is only available with satiation level Satiated and below). Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency, coupled with their exceptional Stealth aptitude and stealth bonus when Near Bloodless or Bloodless, means that Vampires are particularly well suited to the [[Enchanter]] background. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Exactly how to use your variable hunger states will depend on a number of things. At Thirsty and Near Bloodless, you suffer slow regeneration (bad) in exchange for Bat Form (good), stealth (depends), and some resistances (helpful, but mostly unnecessary). Usually keeping around Thirsty for bat form is a good place to be, and gives option to quaff a bottle of blood to push you into satiated. Near Bloodless or Bloodless have stronger drawbacks, but may be worth the trade off once your character is established, depending on your build and where you are in the game. (The Torment immunity vampires get at Bloodless is just next to worthless in a standard 3 to 5 rune game, for instance.) &lt;br /&gt;
&lt;br /&gt;
Beyond that, the lack of a food clock means that you can exploit channeling, via items or [[Sif Muna]], to refill MP. However, be careful with managing your blood bottles while doing this, unless your character is at a point in the game at which it wants to stay mostly at Bloodless, and you have built your late game strategy around this fact. &lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less. &lt;br /&gt;
&lt;br /&gt;
In corpseless branches you will have to work around lack of permafood for satiation. Note that all corpseless and mostly corpseless branches are completely optional; all the following advice deals with areas of the game that one shouldn't enter in a 3 to 5 rune game.  &lt;br /&gt;
&lt;br /&gt;
You can cope with no HP regeneration while Bloodless, or else get around lack of corpses, in a number of ways. &lt;br /&gt;
&lt;br /&gt;
*Reusable options available regardless of god choice include stabbing corpse-providing enemies, casting the Vampiric Draining spell, or wielding a vampiricism branded weapon. While these can help you stay at Bloodless throughout much of the game, they will be of almost no use in corpseless areas of the game, which are dominated by unholy creatures that provide no health via the above listed means. &lt;br /&gt;
*A [[wand of healing]] is nice for emergency healing, and [[potion]]s can still be used.&lt;br /&gt;
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand and can help one fine-tune your satiation level regardless of the branch.  &lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. Since you likely won't be consuming as many corpses as other characters, you can send him plenty of blood sacrifices (though if you do need to take a drink every now and then, save the larger corpses for yourself and send him the smaller ones).  One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
Fun Fact: Unlike most other attack options, many combat-oriented [[Invocations]] are not disabled while in Bat Form. This has sometimes been the basis of various self-imposed challenges that center around staying in Bat Form as much as possible by, for instance, worshiping Makhleb and using his destruction and summoning abilities to dispatch enemies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], vampires did not gain a stat every 5th level.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.16]] vampire characters couldn't bottle up blood from the beginning.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]] thirsty vampires received only half the effect from most potions.&lt;br /&gt;
&lt;br /&gt;
As of [[0.13]] vampires are able to cast [[Cure Poison]] whenever they have blood.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ghoul&amp;diff=42538</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ghoul&amp;diff=42538"/>
				<updated>2016-07-01T23:20:37Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Remove reference to stoneskin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
{{flavour|They are horrible undead creatures, slowly rotting away. Although Ghouls can sleep in their graves for years on end, when they rise to walk among the living, they must eat flesh to survive. Raw flesh is preferred, and Ghouls heal and reverse the effects of their eternal rotting by consuming it.&lt;br /&gt;
&lt;br /&gt;
They aren't very good at doing most things, although they make decent unarmed fighters with their claws and, due to their contact with the grave, can use ice, earth and death magic without too many difficulties.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Ghouls have the following innate resistances and immunities: [[Cold resistance|Cold Resistance 1]], [[Life Protection 3]], [[Poison Resistance]], [[Rot Resistance]], and immunity to [[Torment]]. Ghouls will [[rot]] instead of [[mutate]]. &lt;br /&gt;
*Ghouls are vulnerable to [[Dispel Undead]] and holy damage, including [[Holy wrath]] brand.&lt;br /&gt;
*Ghouls cannot go [[berserk]], willingly or unwillingly.&lt;br /&gt;
*Ghouls cannot worship the &amp;quot;good gods,&amp;quot; [[The Shining One]], [[Elyvilon]], or [[Zin]]. Nor can Ghouls worship [[Fedhas]].  &lt;br /&gt;
*Ghouls cannot be polymorphed or change form, but they ''can'' be petrified. &lt;br /&gt;
*Ghouls cannot use or memorize the following spells: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Beastly Appendage]], [[Blade Hands]], [[Necromutation]], [[Death's Door]], [[Borgnjor's Revivification]], [[Cure Poison]].&lt;br /&gt;
*[[Claws|Claws 1]]: Ghouls have claws on their hands and receive a bonus to [[unarmed combat]] damage.&lt;br /&gt;
*[[Carnivorous|Carnivorous 3]]: Ghouls can eat [[chunk]]s at any time, but cannot eat anything but meat.&lt;br /&gt;
*[[Bad mutations#Slow Healing|Slow Healing 1]]: Ghouls heal more slowly than usual.&lt;br /&gt;
*Ghouls [[rot]] randomly and continuously, but more quickly when hungry or starving. Happily, they can heal [[rot]] and [[HP]] loss by eating chunks.&lt;br /&gt;
*Ghouls can eat any amount of meat without ever becoming &amp;quot;full&amp;quot; or &amp;quot;engorged&amp;quot;. However, they can only ''retain'' up to 6999 points of nutrition, as compared to the usual 12000.&lt;br /&gt;
*Ghouls do not leave [[Player ghost]]s.&lt;br /&gt;
&lt;br /&gt;
Ghouls have a base [[Strength]] of 11, [[Intelligence]] of 3 and [[Dexterity]] of 4 (before Background modifiers). They have -1 to their base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Gladiator]], [[Monk]]&lt;br /&gt;
*'''Warrior-Mages:''' [[Warper]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]], [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
Ghouls are prohibited from becoming [[Transmuter]]s.&lt;br /&gt;
&lt;br /&gt;
==Nutrition==&lt;br /&gt;
Like other undead, ghoul nutrition is a special case. Ghouls can eat all chunks, even those that are inedible to all other races. Along with its nutritional value, eating chunks of meat can heal HP, and rot damage. Regardless of the kind of chunk involved, the amount healed is 1d5 - 1 + 1d(1+XP level).&lt;br /&gt;
&lt;br /&gt;
It's worth noting that while you will never be told you're too full to eat more, you ''cannot'' accumulate a &amp;quot;life-time supply&amp;quot; of nutrition by devouring everything you come across, as a ghoul's satiation never increases beyond 7/12 of the maximum amount other species can hold. Even if you could, you'd still need to regularly eat meat to heal rotting.&lt;br /&gt;
&lt;br /&gt;
In addition to chunks, Ghouls can also eat [[meat ration]]s, [[beef jerky]], [[pizza]], and [[royal jelly]]. These foods have no healing or restorative effects, but by raising a ghoul's overall satiation level they slow the onset of rot.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] every 5th level.&lt;br /&gt;
*10% more [[HP]] than average.&lt;br /&gt;
*+3 magic resistance per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Ghouls start with the skills and equipment listed for their background, but they never start with food of any kind.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Ghouls have a unique—and rather fiddly—relationship to food. However, if one is willing to put up with that, in Ghouls one finds a fairly durable undead species that can enjoy the full effect of potions and has decent aptitudes. Ghouls naturally tend to have very poor dexterity and intelligence, though this can eventually be offset by the chosen stat ups that one receives every three levels. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Ghoul}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The most obvious way to play a Ghoul is to use your claws, which give Ghouls a +2 bonus to [[unarmed combat]] damage that is helpful in the early game, when bare-handed combat struggles to keep apace of weapons. This play style is further supported by a good aptitude in unarmed combat. However, Ghouls' weapon aptitudes are reasonable, and a weapon-wielding Ghoul is perfectly viable.&lt;br /&gt;
&lt;br /&gt;
Ghouls can also make for competent casters. Their aptitudes for it are not as bad as they first appear: they are good at Ice and Earth Magic, and generally passable at most other things.  They are, however, held back by their low intelligence: those who want to make a serious Ghoul caster will want to pick a spellcasting background and devote their stat increases to nothing but Int.  However, their ability to eat any and all corpses makes hunger costs less of an issue (partially offsetting the low Int), while their good HP and unarmed abilities give them better resilience than most casters.&lt;br /&gt;
  &lt;br /&gt;
As far as gods go, [[Makhleb]] is a popular choice for Ghouls. Aside from the usual benefits, Ghouls enjoy Makhleb's HP-for-kills because this translates into less time they must spend resting, and thus helps limit the extent of their rotting. Another good option is [[Kikubaaqudgha]]: This option gives Ghouls an easy way to branch into [[Necromancy]], and they can use his receive corpses ability not only for necromantic purposes, but also to heal and restore rot (including in normally corpseless or corpse-light branches). Unarmed fighters should, as usual, consider [[Okawaru]], as his Heroism ability is even more powerful for Unarmed Combat than it is for other weapon skills. &lt;br /&gt;
&lt;br /&gt;
Any of the other typically strong gods, such as [[Nemelex]], [[Ashenzari]], [[Vehumet]] (if planning to make use of [[conjuration]]s), and so on, are likewise strong for Ghouls. Do note, however, that Ghouls cannot [[berserk]], and thus do not benefit nearly as much as most other species from worship of [[Trog]].&lt;br /&gt;
&lt;br /&gt;
==Appetite and Corpses==&lt;br /&gt;
&lt;br /&gt;
Ghouls' relationship to satiation and corpses is one of the most involved in the game ([[Vampire]]s being the only serious competition), and thus deserves some further clarification. &lt;br /&gt;
&lt;br /&gt;
Even though you can eat meat at any time, Ghouls should handle chunks differently than [[Troll]]s and [[Kobold]]s do. As a Ghoul, you should eat [[chunk]]s when you want to recover from injuries quickly ''after'' combat (when enemies are out of sight), when you have accumulated too much rot and need to restore it now, and whenever you have actually become ''hungry''. Also remember that while the game will let you eat all the meat you want, you don't actually ''accumulate'' nutrition beyond Satiated. Going from the top of &amp;quot;Hungry&amp;quot; to the top of &amp;quot;Satiated&amp;quot; (which is as full as Ghouls can get) requires less than five chunks. &lt;br /&gt;
&lt;br /&gt;
Until you are comfortable with how the Ghoul's hunger mechanics work, you should simply try to keep a good number of chunks on hand as often as you can, although you should not hesitate to use corpses for purposes other than eating, when appropriate (e.g., to make a good zombie via [[Necromancy]]). Some gods give piety or have other effects upon corpse sacrifices; you should not hesitate to sacrifice corpses any time you have a decent number of chunks on hand.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mummy&amp;diff=42537</id>
		<title>Mummy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mummy&amp;diff=42537"/>
				<updated>2016-07-01T23:20:25Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Remove reference to stoneskin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
''This page covers the player [[species]]. For the monster, see [[Mummy (monster)]]. For a list of all monstrous mummies, see [[List of mummies]].''&lt;br /&gt;
{{flavour|These are undead creatures who travel into the depths in search of revenge, redemption, or just because they want to.&lt;br /&gt;
&lt;br /&gt;
Mummies progress slowly in levels, half again as slowly as Humans in all skills except fighting, spellcasting and necromancy. As they increase in levels, they become increasingly in touch with the powers of death, but cannot use some types of necromancy which only affect living creatures. The side effects of necromantic magic tend to be relatively harmless to Mummies. However, their desiccated bodies are highly flammable. They also do not need to eat or drink and, in any case, are incapable of doing so.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Mummies have many assorted resistances and weaknesses:&lt;br /&gt;
**Benefits: [[Cold Resistance 1]], [[Life Protection 3]], [[Poison Resistance]], [[Rot Resistance]], [[Torment Immunity]], cannot be [[mutation|mutated]].&lt;br /&gt;
**Penalties: Vulnerable to [[Dispel Undead]] and [[holy wrath]]-[[brand]]ed weapons (which they cannot wield); cannot go [[berserk]]; will [[rot]] instead of [[mutate]]. &lt;br /&gt;
**Mummies have one level of [[fire#Fire Vulnerability|fire vulnerability]].&lt;br /&gt;
*Mummies suffer rot (max HP damage) in lieu of mutation&lt;br /&gt;
*Mummies cannot memorize any self-transformation spells, nor can they memorize spells that only affect the living: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Beastly Appendage]], [[Blade Hands]], [[Necromutation]], [[Regeneration]], [[Sublimation of Blood]], [[Death's Door]], [[Borgnjor's Revivification]], [[Alistair's Intoxication]], [[Cure Poison]].&lt;br /&gt;
*Mummies cannot and do not need to eat: they have no [[food clock]] at all. As such, they have no [[spell hunger]] nor concern over sustenance costs associated with [[vampiric]] weapons, item-granted boosts to HP regeneration ([[rings of regeneration]] or [[troll leather armour]]), using [[rods]],  [[Sif Muna]]'s [[Channel energy|Channel Energy]] ability, and the like.&lt;br /&gt;
*Mummies are incapable of drinking potions of any kind. They can cure rot only with a [[wand of healing]] (when at full health) or by sacrificing 1 permanent MP using Self-Restoration ''(see below)''.&lt;br /&gt;
*Mummies do not breathe, and thus cannot [[asphyxiation|asphyxiate]] (deep water remains fatal, causing unraveling rather than drowning).&lt;br /&gt;
*Being undead, mummies may not worship [[The Shining One]], [[Zin]], [[Elyvilon]], or [[Fedhas Madash]].&lt;br /&gt;
&lt;br /&gt;
Mummies have a base [[Strength]] of 11, [[Intelligence]] of 7 and [[Dexterity]] of 7 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Mages:''' [[Wizard]], [[Conjurer]], [[Summoner]], [[Necromancer]], [[Fire Elementalist]], [[Ice Elementalist]]&lt;br /&gt;
&lt;br /&gt;
Like [[Ghoul]]s, mummies are prohibited from becoming [[Transmuter]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 to a random [[stat]] every 5th level.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+5 [[magic resistance]] per level.&lt;br /&gt;
*Gain boosts to [[Necromancy]] spell power at levels 13 and 26.&lt;br /&gt;
*[[File:Self restoration.png]] Mummies receive a Self-Restoration ability at level 13: at the cost of losing one point of max MP ''permanently'', all [[strength]], [[dexterity]], [[intelligence]], and some [[rot]]ted HP are restored.&lt;br /&gt;
{{flavour|At the permanent loss of one magic point restore your Strength, Dexterity, and Intelligence, and heal a large amount of rotted hit points.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Mummies receive the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Mummies start with no [[food]] or [[potion]]s of any kind.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
Mummies are a very difficult species to play. First and foremost, they cannot quaff [[potions]]. This knocks out several survival tools, some of which are especially critical in the early going. Among other things, lack of potion use also means that [[confusion]] is in effect as bad as [[paralysis]] for Mummies. Beyond this major liability, Mummies also level up very slowly, their intrinsic rF- can cause unexpected (and lethal) spikes in damage until it is offset, and their aptitudes are bad in almost everything. They cannot use many useful spells, nor helpful tools such as [[berserk]] and the various forms one can access through [[Transmutations]]. &lt;br /&gt;
&lt;br /&gt;
Mummies gain intrinsic spellpower enhancements to [[Necromancy]] spells at level 13, and another stacking enhancement at level 26. In addition, Mummies never hunger and can ignore all nutrition costs (and gain). Unfortunately, these advantages usually provide little or no benefit in the early parts of the game, when characters are not yet well established, and thus most vulnerable. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Mummy}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Mummies should be considered a challenge species, but there are ways to play to their advantages (such as they are).&lt;br /&gt;
&lt;br /&gt;
One way is by starting as one of the &amp;quot;mage&amp;quot; backgrounds and worshiping [[Sif Muna]], as this guarantees the opportunity to make good on a Mummy's lack of hunger by exploiting Sif's [[channeling]] as quickly as possible. This can work with summoning spells in particular, as a Mummy can constantly keep a large number of summons surrounding him while still having max, or near max, MP. This type of strategy is easiest to set up with Mummies that start as [[Wizard]]s, [[Summoner]]s, or [[Ice elementalist]]s. So long as one constantly keeps summons around—a task that Mummies reduce simply to an exercise in the player's patience—then once this strategy gets going, it can be extremely strong.&lt;br /&gt;
&lt;br /&gt;
[[Gozag]] is also a good god choice, since mummies aren't bothered by the lack of corpses and Gozag gives them a way to get potion effects in emergencies. Call Merchant provides a good selection of equipment, which can help compensate for poor skill aptitudes.&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]] is not a bad start for Mummies, either, and it gives you allies that do not require continually recasting one's summoning spells. Mummies are also immune to many of the side effects and miscast effects of Necromancy. Do note however that mummies unfortunately cannot use one spell that appears in the necromancer's starting book, [[regeneration]]. &lt;br /&gt;
&lt;br /&gt;
Assuming you have managed to offset their rF-, high level Mummies fare well in the optional extended endgame. However, one has to survive all the non-optional parts first, during which time torment immunity does not help, and yet all the disadvantages of Mummies are as salient as ever, if not more so.&lt;br /&gt;
&lt;br /&gt;
Mummies must always be careful of sources of [[confusion]]: they have absolutely no way to cure it except to let it wear off naturally, which can make confusion almost as bad for them as [[paralysis]] is for all species. While confused, you cannot use spells or scrolls, and cannot accurately or effectively use melee, ranged weapons, wands, or movement. Thus, Mummy characters should value extrinsic MR even more highly than other species.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], mummies did not gain a stat every 5th level.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], mummies gained 3 MR every level instead of 5.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mummy]]&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Large_rock&amp;diff=42536</id>
		<title>Talk:Large rock</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Large_rock&amp;diff=42536"/>
				<updated>2016-07-01T02:47:51Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With the removal of strength weights in .18 is strength still the best stat for large rocks? [[User:Fambida|Fambida]] ([[User talk:Fambida|talk]]) 04:22, 28 June 2016 (CEST)&lt;br /&gt;
:I'm pretty sure large rocks are the same as any other weapon. Strength increases damage; dexterity increases accuracy. So what's best depends on what you want to improve. [[User:Edsrzf|Edsrzf]] ([[User talk:Edsrzf|talk]]) 04:47, 1 July 2016 (CEST)&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Jewellery&amp;diff=42534</id>
		<title>Jewellery</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Jewellery&amp;diff=42534"/>
				<updated>2016-06-30T01:48:50Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
'''Jewellery''' is a category of equipment that consists of [[ring]]s and [[amulet]]s. They are always magical, but not necessarily in a beneficial way.&lt;br /&gt;
&lt;br /&gt;
Most [[species]] can equip one amulet and two rings, although [[octopode]]s are able to wear eight rings at a time. Wearers of the [[unrandart]] [[macabre finger necklace]] can wear an extra ring. Worshippers of [[Ru]] who have sacrificed a hand have one less ring slot than normal. Some [[bad form]]s restrict your jewellery options. Rings and amulets are equipped with the '''P''' key and removed with the '''R''' key. You cannot change your jewellery while [[berserk]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
One important quality of jewellery is that it can be changed very quickly. It only requires 1 turn to remove a ring or amulet and equip another (specifically, 0.5 turns for each individual action). In contrast, removing and equipping another piece of armour requires 10 turns (or 5 turns for each individual action), making it far less versatile.&lt;br /&gt;
&lt;br /&gt;
That being said, it is wise to keep extra pieces of jewellery in your inventory for situational encounters, such as a [[ring of resist corrosion]] for a monster that can [[corrode]] you, or a ring that offers an elemental resistance versus a specific monster.&lt;br /&gt;
&lt;br /&gt;
Note, however, that some amulets have properties that should make you think twice before swapping:&lt;br /&gt;
&lt;br /&gt;
* An [[amulet of dismissal]] causes a few turns of [[vertigo]] when put on&lt;br /&gt;
* An [[amulet of faith]] decreases your piety by one third when removed&lt;br /&gt;
* An [[amulet of guardian spirit]] depletes all your MP when put on&lt;br /&gt;
* An [[amulet of the gourmand]] activates gradually over time&lt;br /&gt;
* An [[amulet of harm]] [[drain]]s you when removed&lt;br /&gt;
* An [[amulet of regeneration]] or [[amulet of magic regeneration|magic regeneration]] only activates once your HP or MP (respectively) is full, meaning that you can't swap them on between fights to regenerate faster.&lt;br /&gt;
&lt;br /&gt;
==Curses==&lt;br /&gt;
Jewellery is sometimes cursed, most often when it has a negative effect. This makes trying on unidentified jewellery without a [[scroll of remove curse]] somewhat risky.&lt;br /&gt;
&lt;br /&gt;
[[Rings of slaying|ring of slaying]], [[ring of evasion|evasion]], [[ring of protection|protection]], [[ring of strength|strength]], [[ring of dexterity|dexterity]], and [[ring of intelligence|intelligence]] are always cursed when they have a negative modifier, which happens 20% of the time.&lt;br /&gt;
&lt;br /&gt;
A [[ring of teleportation]], [[ring of loudness]], or [[amulet of inaccuracy]] is always cursed.&lt;br /&gt;
&lt;br /&gt;
Otherwise unidentified jewellery has a 2% chance of being cursed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_beneficial_mutation&amp;diff=42533</id>
		<title>Potion of beneficial mutation</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_beneficial_mutation&amp;diff=42533"/>
				<updated>2016-06-29T22:43:56Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Potion&lt;br /&gt;
 |name=Potion of beneficial mutation&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A potion which gives you a supposedly good mutation.}}&lt;br /&gt;
&lt;br /&gt;
[[Quaff]]ing a '''potion of beneficial mutation''' immediately gives you a single [[mutation]] from the list of [[good mutations]]. This can include a boost to one of your stats, free [[resistance]]s, and many more things that are (usually) helpful. Beware that some good mutations come with negative aspects, that piles of good mutations may make curing [[bad mutations]] much more difficult, and that each mutation you add on renders you slightly more vulnerable to [[silver]] damage.&lt;br /&gt;
&lt;br /&gt;
Note that [[ghoul]]s cannot mutate and [[rot]] instead, reducing maximum [[HP]] and possibly taking a temporary hit to [[stats]] as well.&lt;br /&gt;
&lt;br /&gt;
This potion's effect may fail due to sources of [[mutation resistance]] that are not from equipment (such as being a [[halfling]]) or physiological conflicts (attempting to give [[naga]]s talons or [[tengu]] fangs, for example). Followers of [[Zin]] lose 10 [[piety]] if they knowingly drink this potion, even if Zin (or another source) blocks the mutation.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.16]], Zin followers would only lose piety if they gained a mutation.&lt;br /&gt;
*Prior to [[0.14]], [[Vampire]]s below satiated got rotted by the potion.&lt;br /&gt;
*Added in [[0.13]], replacing the [[potions of gain strength]], [[potion of gain dexterity|dexterity]], and [[potion of gain intelligence|intelligence]].&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Autopickup&amp;diff=42359</id>
		<title>Autopickup</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Autopickup&amp;diff=42359"/>
				<updated>2016-06-12T22:01:14Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18; change Gitorious links to GitHub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
&lt;br /&gt;
When '''autopickup''' is active, your character will automatically pick up any useful items in a tile you've entered so long as there are no monsters within your [[line of sight]]. You can see the list of items set to autopickup by pressing the '''\''' button (backslash), and can adjust which items will be affected by scrolling through the list and pressing the corresponding letters.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that autopickup does not reduce the amount of time it takes to pick up items, and it has no beneficial effect on turncount; the game simply assumes you wish to pick up all items on the list that it comes across. In fact, leaving useless items active on your autopickup list may negatively affect your turncount, as your character will go out of its way to grab junk items during autoexplore. As such, you should deactivate any items you will not need any more.&lt;br /&gt;
&lt;br /&gt;
You can toggle autopickup on or off by pressing '''CTRL''' + '''A'''. Each time you encounter an [[invisible]] monster, autopickup will immediately toggle off until you either reactivate it manually or you ''defeat'' the threat; merely escaping to another floor does not reactivate it.&lt;br /&gt;
&lt;br /&gt;
==Editing your default autopickup list==&lt;br /&gt;
To add an item to the autopickup list, add an &amp;lt;tt&amp;gt;autopickup_exceptions&amp;lt;/tt&amp;gt; line to your &amp;lt;tt&amp;gt;init.txt&amp;lt;/tt&amp;gt;. For example:&lt;br /&gt;
&lt;br /&gt;
  autopickup_exceptions = &amp;lt;stone, &amp;lt;artefact&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;tt&amp;gt;&amp;amp;lt;&amp;lt;/tt&amp;gt; character specifies an &amp;quot;inclusion&amp;quot; (matching objects should be picked up). Besides object names, you can also match against a number of [https://github.com/crawl/crawl/blob/master/crawl-ref/docs/options_guide.txt prefixes], such as &amp;quot;artefact&amp;quot; (seen above), &amp;quot;emergency_item&amp;quot;, and &amp;quot;unidentified&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The default configuration includes a number of such autopickup exceptions in the file &amp;lt;tt&amp;gt;autopickup_exceptions.txt&amp;lt;/tt&amp;gt;. Note that exclusions override inclusions, so if your exception doesn't work make sure the object isn't matched by an exclusion in that file (&amp;lt;tt&amp;gt;useless_item&amp;lt;/tt&amp;gt; is a likely culprit).&lt;br /&gt;
&lt;br /&gt;
See the [https://github.com/crawl/crawl/blob/master/crawl-ref/docs/options_guide.txt Picking up and Dropping] section of the options guide for more details.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sigmund&amp;diff=42345</id>
		<title>Sigmund</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sigmund&amp;diff=42345"/>
				<updated>2016-06-09T22:20:40Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Also update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Sigmund the Dreaded''' is a deadly [[unique]] [[human]], and one of the earliest uniques you can encounter. He is always generated with a powerful [[scythe]], a [[robe]], and several brutal spells. Sigmund is notorious for being one of the deadliest uniques in all of ''DCSS''.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Dungeon]]:2-6&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Sigmund's damage output in melee is devastating for low-level characters, but his biggest threats are in his spell list. An invisible Sigmund is almost unbeatable in early-game melee, his Throw Flame lets him brutalize you at range, and expect a swift end if he confuses you and you're out of [[potions of curing]].&lt;br /&gt;
*Avoiding Sigmund is usually the wisest thing you can do. If you find him sleeping early on, just walk away and return once you've gained a few levels and found some better gear.&lt;br /&gt;
*There are some options for low-level characters who want to take him out immediately. [[Mephitic Cloud]] leaves him unable to use magic and almost hopeless in melee, while a few zaps from a good wand will annihilate him. A [[wand of polymorph]] may also turn him into a less deadly form and will probably make him drop his scythe, but it's less of a safe bet; Sigmund the [[centaur (monster)|centaur]] is ''much'' deadlier than normal.&lt;br /&gt;
*If all else fails and you have no choice but to engage him early, don't be afraid to use any useful potions you've identified. [[Berserk]], [[haste]], or [[might]] go a long way toward helping you take him down, and a few [[potions of heal wounds]] can keep you in the fight longer than you'd otherwise last.&lt;br /&gt;
&lt;br /&gt;
[[Category:Human]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sigmund&amp;diff=42344</id>
		<title>Sigmund</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sigmund&amp;diff=42344"/>
				<updated>2016-06-09T22:20:10Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Don't mention wands; almost every unique can generate with a wand and Sigmund isn't special in this regard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Sigmund the Dreaded''' is a deadly [[unique]] [[human]], and one of the earliest uniques you can encounter. He is always generated with a powerful [[scythe]], a [[robe]], and several brutal spells. Sigmund is notorious for being one of the deadliest uniques in all of ''DCSS''.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Dungeon]]:2-6&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Sigmund's damage output in melee is devastating for low-level characters, but his biggest threats are in his spell list. An invisible Sigmund is almost unbeatable in early-game melee, his Throw Flame lets him brutalize you at range, and expect a swift end if he confuses you and you're out of [[potions of curing]].&lt;br /&gt;
*Avoiding Sigmund is usually the wisest thing you can do. If you find him sleeping early on, just walk away and return once you've gained a few levels and found some better gear.&lt;br /&gt;
*There are some options for low-level characters who want to take him out immediately. [[Mephitic Cloud]] leaves him unable to use magic and almost hopeless in melee, while a few zaps from a good wand will annihilate him. A [[wand of polymorph]] may also turn him into a less deadly form and will probably make him drop his scythe, but it's less of a safe bet; Sigmund the [[centaur (monster)|centaur]] is ''much'' deadlier than normal.&lt;br /&gt;
*If all else fails and you have no choice but to engage him early, don't be afraid to use any useful potions you've identified. [[Berserk]], [[haste]], or [[might]] go a long way toward helping you take him down, and a few [[potions of heal wounds]] can keep you in the fight longer than you'd otherwise last.&lt;br /&gt;
&lt;br /&gt;
[[Category:Human]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Faded_altar&amp;diff=42343</id>
		<title>Faded altar</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Faded_altar&amp;diff=42343"/>
				<updated>2016-06-09T21:55:51Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18; strategy section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
[[Pray]]ing at a '''faded altar''' allows the player to convert to a randomly selected [[god]]. There is no way to know which god the altar will select for you, but it will be one your character is normally eligible to worship. Selecting a god at random is far from optimal, but doing so via a faded altar rewards you with a bonus +20 [[piety]]. After use, the altar will become a normal altar of the given god, allowing the player to perform any related altar-based actions ([[gold]] donations, weapon blessing, etc.).&lt;br /&gt;
&lt;br /&gt;
If you already worship a god, using a faded altar will most likely result in you angering your former god when you convert. However, the conversion allowances offered by the [[good gods]] still apply as normal, and it is possible (though unlikely) that the randomly selected god will be the one you currently worship, in which case the only effect of your actions is the immediate gain of 20 piety. &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
If you want a good chance of winning your game, praying at a faded altar is nearly always a bad idea. For any given character, there are usually two or three gods that will make life very difficult. A caster will not do well worshipping [[Trog]] or [[Pakellas]], a [[troll]] worshipping [[Gozag]] will likely starve, and so on.&lt;br /&gt;
&lt;br /&gt;
However, if you're optimizing for fun and not too worried about the possibility of dying or being severely inconvenienced, faded altars can provide you with an early power boost or at least create a very interesting situation to deal with.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Faded altars were added in [[0.17]]. They were called &amp;quot;ecumenical&amp;quot; altars during development.&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gozag_Ym_Sagoz&amp;diff=42282</id>
		<title>Gozag Ym Sagoz</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Gozag_Ym_Sagoz&amp;diff=42282"/>
				<updated>2016-06-01T21:32:34Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18; flesh out strategy a bit more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
[[File:Gozag altar.png]] ''&amp;quot;Greed is good.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Gozag Ym Sagoz the Greedy teaches that the world belongs to the rich. Those accepting this principle may exchange their gold for divine assistance. Followers of Gozag do not earn piety; the only way to impress this god is by amassing a fortune, and worshippers may request as much assistance as they can afford. Fortunately, Gozag's worshippers are said to have the touch of gold.&lt;br /&gt;
&lt;br /&gt;
For Gozag, both flesh and food are inferior to wealth, and therefore all corpses are turned into gold piles. These piles of gold may briefly distract nearby monsters. Stalwarts can order immediate help in the form of potions, with prices dictated by the Greedy. Particularly well-off adherents may attract shopkeepers into the dungeon, and even bribe entire branches of the dungeon. Gozag will also duplicate any one non-artifact item for a servant.&lt;br /&gt;
&lt;br /&gt;
Gozag likes it when you collect gold.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s may not worship Gozag Ym Sagoz or any other deity.&lt;br /&gt;
&lt;br /&gt;
===Additional Restrictions===&lt;br /&gt;
Gozag requires a service fee for joining; this starts at 0 [[gold]] and rises with the amount of gold generated in the game:&lt;br /&gt;
 Service fee = (Generated gold - Generated gold/log10(Generated gold+10))/2&lt;br /&gt;
&lt;br /&gt;
Characters without enough gold receive the message, &amp;quot;Gozag does not accept service from beggars like you!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Monk]]s who have not yet chosen a god are exempt from this fee, as are those who join Gozag through a [[faded altar]].&lt;br /&gt;
&lt;br /&gt;
==Appreciates/Deprecates==&lt;br /&gt;
Gozag Ym Sagoz is a reasonable businessgod, and does not allow personal feelings to affect its behavior one way or another. All interactions with Gozag Ym Sagoz revolve purely around gold. This also means that amulets of faith have no effect, since Gozag doesn't care about piety.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
As Gozag Ym Sagoz has no piety system, all of its granted abilities are available upon joining. Players are notified when they have gathered enough gold to use the next given ability.&lt;br /&gt;
&lt;br /&gt;
*'''Golden touch''': Defeated enemies turn into piles of gold (the amount of gold varies; bigger, stronger monsters tend to generate more), but never leave corpses. Killing monsters creates a temporary effect which may distract nearby creatures, making them forget about you. (Passive)&lt;br /&gt;
&lt;br /&gt;
*'''Detect Gold and shops''': You map the location of gold on the floor in a medium area around you and map the location of shops you have funded on your current dungeon level. (Passive)&lt;br /&gt;
&lt;br /&gt;
*'''Potion Petition''': Purchase one set of potion effects. You immediately get the effects of one of three sets of potions, each containing 1-6 random, different potions. Sets containing more and/or better potions are more expensive to purchase. Once you activate the ability, you must choose and pay for one of the sets. The first use of Potion Petition is free, but each additional use costs 400 gold.&lt;br /&gt;
&lt;br /&gt;
*'''Call Merchant''': Fund a merchant to set up a new [[shop]] somewhere near to areas of the dungeon you have explored.  You choose one out of four different Merchants with different shop types, one of which is a food shop (Mummies and vampires are not offered the food shop, thus receive only three choices).  The first use of Call Merchant costs at most 800 gold for the best shop, increasing by 200 gold per use (though most shops are actually much cheaper). The chosen shop is placed at your feet.&lt;br /&gt;
&lt;br /&gt;
*'''Bribe Branch''': Send money to the inhabitants of a branch to turn them temporarily neutral or incite them to join you. [[Unique]] [[Hell]] and [[Pan]] lords are unaffected. (Costs 3000 Gold)&lt;br /&gt;
**You must be in the branch to use this ability. Adds 3000 gold to this branch's bribe fund. Monsters have a chance based on their HD (stronger monsters have a higher chance) to either become peaceful (for some gold from the bribe fund) or become your permanent allies (for more gold from the fund). The chance is rolled when they first notice you.&lt;br /&gt;
**Allied monsters take from the fund when fighting, but not over time.&lt;br /&gt;
**Attacking one of these pacified monsters result in turning all pacified monsters in sight hostile.&lt;br /&gt;
** This power can be incredibly useful in branches with dangerous enemies. Having a few [[Orb of fire|Orbs of fire]] or [[Ancient lich]]es on your side can make a big difference.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Upon leaving Gozag Ym Sagoz, any funded stores close, as they are unable to pay their debts without your funds. Any bribed monsters turn hostile. In addition:&lt;br /&gt;
*Petition for your drink to fail: When quaffing potions, there is a high chance that you will lose a turn (but not the potion).&lt;br /&gt;
*Turn to gold: When buying from shops, there is a chance your purchase will turn into 1 piece of gold.&lt;br /&gt;
*Incite: Permanently buffs an enemy with a potion effect.&lt;br /&gt;
*Claim gold: Gozag claims about 10% of any gold you pick up (much like [[Zin]]).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Gozag's drawback, the lack of corpses, is not as bad as it sounds for most characters. Spellcasters may want to train more [[spellcasting]] than usual to reduce [[spell hunger]], but as long as you're not spamming high-level spells or [[rod]]s, there's plenty of food in the game to keep you from starving, even without creating extra food shops.&lt;br /&gt;
&lt;br /&gt;
However, characters that rely heavily on [[corpse]]s, such as [[Necromancer]]s, [[ghoul]]s, [[vampire]]s, and [[troll]]s, should think twice before choosing to follow Gozag, as you'll be turning everything you kill into gold. [[Felid]]s and [[kobold]]s also suffer to a lesser extent. You will have a harder time getting dragon armour, since dragons leave no corpses to butcher. [[Dancing weapon]]s turn to gold too, so don't bother with the [[hall of blades]].&lt;br /&gt;
&lt;br /&gt;
Gozag is an especially appealing choice for [[spriggan]]s and [[mummies]]; they have less use for corpses than most species (barring [[Necromancy]]). Spriggan worshippers can actually get access to ''more'' food than they usually would by calling in extra food shops, and Potion Petition helps make up for the fact that mummies can't normally drink potions.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Several aspects of Gozag were different prior to [[0.17]]:&lt;br /&gt;
* Service fee was higher&lt;br /&gt;
* Gold distraction was centered on the generated gold, rather than the player.&lt;br /&gt;
* The cost of Potion Petition increased with use&lt;br /&gt;
* Only monsters that normally left corpses dropped gold.&lt;br /&gt;
* Bribes only worked on humanoid and demonic enemies.&lt;br /&gt;
* Call Merchant placed shops on unexplored floors in [[Dungeon]], [[Depths]], [[Vaults]], and only at your feet when those branches were fully explored.&lt;br /&gt;
&lt;br /&gt;
Gozag Ym Sagoz was added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Deep_Dwarf&amp;diff=42278</id>
		<title>Deep Dwarf</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Deep_Dwarf&amp;diff=42278"/>
				<updated>2016-06-01T06:00:41Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: /* Strategy */ Update to include newer gods and a few other changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
''This article is about the player [[species]]. For the monster, see [[Deep Dwarf (monster)]]. For a list of all monstrous deep dwarves, see [[List of deep dwarves]].''&lt;br /&gt;
{{flavour|Deep Dwarves are short, hardy people who, unlike their extinct surface relatives, never left the underground homelands. Living there for countless generations made them turn pale and lose all ability to regenerate on their own (nor are they receptive to any effects which merely hasten regeneration), as well as all ability to recover from losses to their primary attributes over time. On the other hand, Deep Dwarves have developed the ability to instantly counteract small doses of damage. Their empathy with the earth makes them sense their surroundings; this ability increases in power as they gain experience levels.&lt;br /&gt;
&lt;br /&gt;
Given their lack of innate healing, few Deep Dwarves venture out for adventures or even combat. Those who do bring a wand of heal wounds, or rely on divine assistance.&lt;br /&gt;
&lt;br /&gt;
Naturally, Deep Dwarves are quite adept with all arts of avoiding blows and damage. Offensively, they are skilled users of axes, crossbows, and slings. Deep Dwarves are highly spiritual beings, often portrayed as actual spirits by outsiders; because of this, their skill with invocations is great. They are most at home with the magic of earth and death, eventually gaining some resistance to the dark powers of necromancy.&lt;br /&gt;
&lt;br /&gt;
Deep Dwarves can tinker with wands so as to recharge them. However, each time they do so, they lose a bit of their magical essence.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Bad mutations#Slow Healing|Slow Healing 3]]: Deep Dwarves cannot [[heal]] lost HP naturally, nor benefit from any non-divine form of regeneration (including the [[Regeneration]] spell).&lt;br /&gt;
**Deep Dwarves will not passively regain MP if wearing an [[amulet of guardian spirit]].&lt;br /&gt;
*[[Good_mutations#Passive Mapping|Passive Mapping 1]]: Deep Dwarves can sense parts of the layout of the dungeon around them.&lt;br /&gt;
*Damage Reduction (also known as &amp;quot;damage shaving&amp;quot;): Deep Dwarves suffer less damage from every source. This applies separately to every source of damage, every time it is dealt; thus, for instance, damage shaving generally negates the effects of all but the worst cases of being [[poison]]ed.&lt;br /&gt;
*[[File:Device recharge.png]] Device Recharging: Deep Dwarves can recharge wands and rods at the cost of 1 permanent MP.&lt;br /&gt;
{{flavour|Recharges a wand or rod, at the permanent cost of one magic point.}}&lt;br /&gt;
&lt;br /&gt;
Deep Dwarves have a base [[Strength]] of 11, [[Intelligence]] of 8 and [[Dexterity]] of 8 (before Background modifiers) and normal base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Fighter]], [[Hunter]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] or [[intelligence]] (equal chance) every 4th level.&lt;br /&gt;
*20% more [[hit points]] than average.&lt;br /&gt;
*+6 [[magic resistance]] per level.&lt;br /&gt;
*At level 14, gain [[Life Protection|Life Protection 1]].&lt;br /&gt;
*At levels 9 and 18, your [[Good mutations#Passive Mapping|Passive Mapping]] is upgraded to ranks 2 and 3, respectively.&lt;br /&gt;
&lt;br /&gt;
===Damage Reduction===&lt;br /&gt;
The formula for Deep Dwarves' damage reduction is ''1d(1 + 1d(1 + floor(XL / 3)))''. This is applied against all damage they receive, even against attacks that are normally irresistible like [[smiting]] or [[damnation]]. It is not applied to damage from spell activation sources, such as [[Makhleb]]'s abilities. The reduction is improved every three [[experience level]]s as per table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
!Level !! Maximum !! Average&lt;br /&gt;
|-&lt;br /&gt;
|1  || 2 || 1.5&lt;br /&gt;
|-&lt;br /&gt;
|3  || 3 || 1.75&lt;br /&gt;
|-&lt;br /&gt;
|6  || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
|9  || 5 || 2.25&lt;br /&gt;
|-&lt;br /&gt;
|12 || 6 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
|15 || 7 || 2.75&lt;br /&gt;
|-&lt;br /&gt;
|18 || 8 || 3&lt;br /&gt;
|-&lt;br /&gt;
|21 || 9 || 3.25&lt;br /&gt;
|-&lt;br /&gt;
|24 || 10 || 3.5&lt;br /&gt;
|-&lt;br /&gt;
|27|| 11 || 3.75&lt;br /&gt;
|}&lt;br /&gt;
Minimum reduction is always 1 point of damage.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Deep Dwarves start with all the skills and equipment listed for their background, with the following exception:&lt;br /&gt;
* Additional [[wand of heal wounds]] with 5 charges.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
&lt;br /&gt;
{{Beginner}}&lt;br /&gt;
&lt;br /&gt;
Deep Dwarves are an easy species to play, so long as you work around their lack of natural HP regeneration. They start the game with a wand of heal wounds, one of the most powerful items in the game, and also have the ability to recharge it or any other wand or rod at the cost of 1 permanent point of their maximum magic. Deep Dwarves also have powerful damage shaving that scales up with their character level. However, one should take into account Deep Dwarves' lack of natural regeneration when choosing his or her [[god]] and background. Some strategies for how to offset this disadvantage can be found below.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Deep Dwarf}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Initially, you start with a wand of healing, and the ability to recharge at the cost of one max MP. Use it. You're not going to regain that lost health naturally, so whenever your HP is at least 20 points or so below maximum, heal. Don't be afraid to use the recharging ability - it is better to end with 45 max MP instead of 50 than it is to die.  Save [[potions of curing]] for situations where you have a negative status effect, such as [[rot]] or [[confusion]] - using them to simply heal HP is wasteful. Use the wand instead, charging it if necessary.&lt;br /&gt;
&lt;br /&gt;
Later on, you will need a source of renewable healing, in addition to the usual means of non-renewable (consumable) healing. Consumable healing will quickly be exhausted if you don't find another way to heal. There are only a few ways to go about this:&lt;br /&gt;
&lt;br /&gt;
===Healing Through [[Necromancy]]===&lt;br /&gt;
Deep Dwarves cannot use the [[Regeneration]] spell, but they can use [[Vampiric Draining]]. This spell requires a living target in melee range to be effective; luckily, the game provides plenty of these. It is only found in the [[Book of Necromancy]] or in randart spellbooks. Vampiric Draining can be obtained in three ways:&lt;br /&gt;
*By starting as a [[Necromancer]]&lt;br /&gt;
*By finding it randomly &lt;br /&gt;
*While [[Kikubaaqudgha]] worshipers normally only have a 50% shot at getting Vampiric Draining, the fact that they can't cast Regeneration means that Deep Dwarves always receive it at * piety.&lt;br /&gt;
&lt;br /&gt;
Gifted necromancers can also use [[Borgnjor's Revivification]] to heal, but this is as much of an emergency spell for Deep Dwarves as it is for any other character, given its cost in max HP.&lt;br /&gt;
&lt;br /&gt;
===Passive Divine Healing===&lt;br /&gt;
Two gods passively give HP for kills: &lt;br /&gt;
*[[Makhleb]] gives HP for killing most enemies. He is by far the more common choice, since his healing is useful everywhere, and his other abilities are useful to just about any character build. &lt;br /&gt;
*[[The Shining One]] gives HP on killing &amp;quot;evil&amp;quot; enemies (namely demons, undead, and many spellcasters). This alone is not sufficient in most areas of the game, however; only in certain optional areas of the game this is likely to be a reliable, consistent source of healing. Also note that worshiping The Shining One precludes necromancy and vampiric weapons as means of healing.&lt;br /&gt;
&lt;br /&gt;
===Active Divine Healing===&lt;br /&gt;
Five gods have abilities which can heal Deep Dwarves. All of these abilities cost piety, although to varying degrees.&lt;br /&gt;
*[[Elyvilon]] gives two healing abilities, Lesser and Greater Healing. Both cost piety, but they are gained reasonably early on (at * and **** piety, respectively), so most players are unlikely to lose them. While piety is only gained through exploration, accomplishing this is aided by the Deep Dwarves [[Passive Mapping]] ability. Training [[Invocations]] skill increases the effectiveness of Lesser and Greater Healing.&lt;br /&gt;
*[[Trog]] gives a regeneration ability at ** piety, Trog's Hand. Unlike all other forms of regeneration, this works on Deep Dwarves. The ability does not require Invocations to be effective - rather, it becomes more effective with increasing piety. Moreover, because worshipers of Trog are punished for training or casting spells anyway, one can lean on the Deep Dwarves' recharge ability more liberally, as the loss of max magic points is of no concern. Training [[Evocations]] under Trog for (among other things) greater max MP, and using a combination of the wand of heal wounds as well as Trog's Hand, can be an effective means of negating Deep Dwarves' liabilities. Note that Trog does not allow any forms of healing that involve spellcasting, and that too much use of Trog's Hand may diminish how often one can use the powerful Brothers in Arms ability.&lt;br /&gt;
*[[Yredelemnul]] gives worshipers the ability to drain ambient lifeforce at **** piety. This ability is quite expensive, requires considerable Invocations investment (the max it can heal you is Invocation*2), and only works on living monsters. Taking Yred for the sole purpose of this ability is inadvisable.&lt;br /&gt;
*[[Ru]] lets you use Draw Our Power at *** piety. This ability also has a cost attached to it, giving you slight drain upon using it. In a similar vein to Yredelemnul, taking Ru solely for this ability may not be wise.&lt;br /&gt;
*[[Gozag]]'s Potion Petition ability usually offers at least one option that includes a potion of healing or curing. However, it's unreliable and expensive, so is more suited for emergencies.&lt;br /&gt;
&lt;br /&gt;
Additionally, two gods turn normally non-renewable sources of healing into renewable ones.&lt;br /&gt;
*[[Pakellas]] gives a Quick Charge ability at * piety that can recharge your wand of heal wounds. Its piety cost is fairly small, though it also costs MP, which does not regenerate normally under Pakellas.&lt;br /&gt;
*[[Nemelex]] gifts decks of [[deck of war|war]] and [[deck of escape|escape]], which contain cards that can heal you. Decks are a fairly unreliable way to heal in combat, though they can be made more reliable through judicious use of Nemelex's abilities. You may also burn through lots of useful cards looking for healing. Nemelex worshippers should try to have some other options at their disposal.&lt;br /&gt;
&lt;br /&gt;
===Vampiric Weapons===&lt;br /&gt;
Vampiric weapons heal Deep Dwarves when they hit a living target. Unfortunately, they are quite rare, and there is no way to guarantee that they will be on a useful weapon. An early vampiric weapon may give a Deep Dwarf more flexibility in god choice, however.&lt;br /&gt;
&lt;br /&gt;
===Non-Renewable Healing===&lt;br /&gt;
Deep Dwarves can also heal themselves through the following consumable means:&lt;br /&gt;
*Quaffing a [[potion of curing]] or [[potion of heal wounds]]. You can use [[potion of ambrosia|potions of ambrosia]] to heal yourself a reasonable amount between fights.&lt;br /&gt;
*Zapping a [[wand of heal wounds]].&lt;br /&gt;
*The [[Elixir card]].&lt;br /&gt;
*The [[Potion card]] has a chance for curing or heal wounds effect, depending on the power.&lt;br /&gt;
*The [[Alchemist card]] is the only card guaranteed at all power levels to give a healing effect that works on Deep Dwarves. The healing costs you [[gold]], however.&lt;br /&gt;
*Xom occasionally heals worshipers.&lt;br /&gt;
&lt;br /&gt;
===So What Does All This Mean?===&lt;br /&gt;
All of this essentially means that Deep Dwarves who wish to maximize their chances for success are fairly limited in their choice of god. Necromancers have the most flexibility; since they start with Vampiric Draining, they can do reasonably well with any &amp;quot;non-good&amp;quot; god they desire, although it may still be advisable to pick one who gives renewable healing. All others, with the exception of those who get lucky and find a Book of Necromancy early on, are strongly incentivized to choose between Makhleb, Elyvilon, Trog, Pakellas, and Kikubaaqudgha. Yredelemnul is a very iffy option, while The Shining One is only effective for the purposes of Deep Dwarf healing in specific, optional areas of the game.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.17]], deep dwarf [[player ghost]]s now regenerate normally.&lt;br /&gt;
&lt;br /&gt;
[[category: Dwarf]]&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Zot_(mythical_wizard)&amp;diff=42276</id>
		<title>Talk:Zot (mythical wizard)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Zot_(mythical_wizard)&amp;diff=42276"/>
				<updated>2016-05-31T21:50:30Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: /* Obsolete? */ Sounds good&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Obsolete?==&lt;br /&gt;
&lt;br /&gt;
Is this page obsolete? I can't find any reference to Zot as a person in 0.18. There's the Realm of Zot, Orb of Zot, Zot trap, and that's it. - [[User:Edsrzf|Edsrzf]] ([[User talk:Edsrzf|talk]]) 01:04, 27 May 2016 (CEST)&lt;br /&gt;
:I'd say it's just like [[Dungeon Crawl]], pointing to the origins, a myth without any real reference to a version. BTW it's reminding of nethack's wizard myth. The funny picture is very, very histo (1980s), black-white screen. IMHO we should let it stay as a reminder of the humble beginnings when Dungeon Crawl was born. And no version necessary. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 11:46, 27 May 2016 (CEST)&lt;br /&gt;
::Sounds good to me. - [[User:Edsrzf|Edsrzf]] ([[User talk:Edsrzf|talk]]) 23:50, 31 May 2016 (CEST)&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Zot_(mythical_wizard)&amp;diff=42118</id>
		<title>Talk:Zot (mythical wizard)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Zot_(mythical_wizard)&amp;diff=42118"/>
				<updated>2016-05-26T23:04:16Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Obsolete?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Obsolete?==&lt;br /&gt;
&lt;br /&gt;
Is this page obsolete? I can't find any reference to Zot as a person in 0.18. There's the Realm of Zot, Orb of Zot, Zot trap, and that's it. - [[User:Edsrzf|Edsrzf]] ([[User talk:Edsrzf|talk]]) 01:04, 27 May 2016 (CEST)&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Randart&amp;diff=42117</id>
		<title>Randart</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Randart&amp;diff=42117"/>
				<updated>2016-05-26T22:54:00Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
&lt;br /&gt;
'''Randarts''', or '''random artefacts''', are randomly or purposefully generated weapons, jewellery, armour, or spellbooks that can have any number of enchantments, egos, and brands, which are randomly selected from a pool of each of those attributes. They are also given names.&lt;br /&gt;
&lt;br /&gt;
==How Randarts Occur==&lt;br /&gt;
In the Dungeon, randarts appear randomly starting on D:3. While a randart of any individual type is difficult to find (i.e., you cannot rely on finding a randart plate mail), randarts themselves are not particularly rare: a typical game will produce around 10 to 20 without divine intervention.&lt;br /&gt;
&lt;br /&gt;
Three gods can also gift their followers randarts: [[Okawaru]], [[Trog]], and [[Xom]]. Okawaru gifts weapons and armour to high-piety followers; Trog gifts weapons (although usually of a higher quality than Oka's), while Xom can gift anything to any worshiper at any time, though with absolutely no degree of reliability.&lt;br /&gt;
&lt;br /&gt;
==Identifying A Randart==&lt;br /&gt;
Discovering a randart is quite simple. they will look like any other item of the same type, most of the time, but the thing to look for is in the text description. Randarts will have a strange title in white text, like &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span style=&amp;quot;background: black;&amp;quot;&amp;gt;&amp;lt;font color=white&amp;gt;&amp;lt;tt&amp;gt;a smoking dagger&amp;lt;/tt&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that randart spellbooks do not have their names in white text. However, they do bear descriptions different from those of mundane books. Reading them once fully identifies them.&lt;br /&gt;
&lt;br /&gt;
Randarts are always fully identified when you wear them, but doing so is not without risk. As any other equipment, they can be cursed, but they may carry other negative properties as well. (See below for details.) Cautious players will spare a [[scroll of identify]] for interesting-looking randarts. However, in the early game, when identify scrolls are not so plentiful, the upsides of wear-identifying a randart generally outweigh the downsides.&lt;br /&gt;
&lt;br /&gt;
==Enchantments==&lt;br /&gt;
Enchantments only apply to weapons and armour. They appear as the +foo value before the name of the equipment. Randarts tend to have these in good amounts, although they cannot be changed with a [[scroll of enchant weapon]], due to their artefact status.&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
Randart weapons always have a [[brand]], while randart jewellery always have a base type which gives the first in the list of auto inscription properties. Conversely, randart armour never inherently bears an [[ego]]: there are no randart boots of [[running]]. In addition, randarts can have any of the following properties.&lt;br /&gt;
&lt;br /&gt;
Note that these describe the properties that can appear above and beyond the artefact's base type; if you see properties on your randart not listed below, they are a result of that base type, most often in the case of randart jewellery.&lt;br /&gt;
&lt;br /&gt;
Note also that a randart cannot receive properties that modify the intrinsic properties of its base item. For example, randart [[fire dragon armour]] always has rF++ and rC-; it can never have, say, rF+ or rC+.&lt;br /&gt;
&lt;br /&gt;
Positive or negative properties:&lt;br /&gt;
* ±Str, Dex, or Int. Self-explanatory. The range is -5 to +12 inclusive.&lt;br /&gt;
* ±Slay. Works identically to a [[ring of slaying]]. The range is -9 to +8 inclusive. Never found on weapons.&lt;br /&gt;
* Fire resistance: ranges from rF- to rF+++.&lt;br /&gt;
* Cold resistance: ranges from rC- to rC+++.&lt;br /&gt;
* Magic resistance: ranges from MR- to MR+++. Note that if the base type of a ring is a ring of protection from magic, it always gives 40 MR. This means that the randart property almost always gives more MR than the base property.&lt;br /&gt;
* Stlth±: Increases or decreases your intrinsic stealth.&lt;br /&gt;
* MP±9: Increases or decreases your maximum [[MP]] by 9. Never found on [[antimagic]] weapons.&lt;br /&gt;
&lt;br /&gt;
Positive properties:&lt;br /&gt;
* Negative energy resistance: ranges from rN+ to rN+++. Vulnerability does not exist.&lt;br /&gt;
* Poison resistance: only exists as one level, rPois. Vulnerability is not found on artefacts, and multiple sources do not stack. Never found on [[naga barding]].&lt;br /&gt;
* Electricity resistance: only exists as one level, rElec. Vulnerability does not exist, and multiple sources do not stack.&lt;br /&gt;
* Corrosion resistance: only exists as one level, rCorr. Vulnerability does not exist, and multiple sources do not stack.&lt;br /&gt;
* SInv: Lets you [[see invisible]]. Never found on naga barding.&lt;br /&gt;
* +Blink: Can evoke a [[blink]] for a small cost in MP and food. Never found on randarts with -Tele.&lt;br /&gt;
* +Rage: Can be evoked to send the wearer [[berserk]]. Only found on melee weapons.&lt;br /&gt;
* +Fly: Allows the wearer to [[fly]].&lt;br /&gt;
* +Inv: Allows the wearer to [[Evoke Invisibility]]. Evocation is not particularly easy and costs a fair amount of food and MP.&lt;br /&gt;
* Regen: Improves regeneration, as an [[amulet of regeneration]]. Only appears on armour.&lt;br /&gt;
&lt;br /&gt;
Negative properties:&lt;br /&gt;
* Fragile: The artefact can only be equipped once. After unequipping it, it is destroyed.&lt;br /&gt;
* Noisy: Makes noise when attacking, waking and alerting nearby monsters. The noise is somewhat louder than simply shouting. Only found on melee weapons.&lt;br /&gt;
* *Rage: Causes the wearer to randomly go berserk, similar to the berserkitis mutation. Only found on melee weapons.&lt;br /&gt;
* *Tele: Causes the wearer to randomly teleport, similar to the teleportitis mutation. Never found on weapons or with -Tele.&lt;br /&gt;
* *Contam: Causes a large amount of [[magical contamination]] when unwielded/unworn, likely to cause bad mutations that may bypass [[mutation resistance]].&lt;br /&gt;
* *Corrode: Causes the wearer to randomly [[corrode]] when taking damage. Each worn randart with this property increases the chance. Never appears with rCorr.&lt;br /&gt;
* *Confuse: Causes the wearer to randomly become [[confuse]]d when taking damage. Each worn randart with this property increases the chance by 1%.&lt;br /&gt;
* *Drain: Causes the player to be [[drain]]ed when this randart is unwielded/unworn.&lt;br /&gt;
* -Cast: Inhibits all spellcasting. Only found on armour.&lt;br /&gt;
* -Tele: Blocks all forms of teleportation and blinking. Does not prevent banishment and does not have any of the other effects of [[stasis]]. Never appears with +Blink or +Tele.&lt;br /&gt;
&lt;br /&gt;
Randart spellbooks are different from other randarts in that they do not have any sort of special properties. Instead, they simply have semi-random collections of spells, which will be grouped around one or more themes. Themes can include specific magical schools, general spell types such as &amp;quot;offensive spell&amp;quot;, &amp;quot;defensive spell&amp;quot;, &amp;quot;disabling spell&amp;quot;, and specific levels of spells. The randbook's name will usually be a description of its theme (for example, the &amp;quot;Compendium of Boosts and Feathers&amp;quot; will contain various [[Charms]] and [[Air Magic]] spells).&lt;br /&gt;
&lt;br /&gt;
==Names==&lt;br /&gt;
Randarts have randomly generated names - either a name generated from Crawl's database files, or from the name generator (which also names Pan lords, shopkeepers, and a few other things). They are always unusual and sometimes entertaining. The name of a randart is mostly irrelevant; however, randarts that are named for gods (like the +6 broad axe of Okawaru's Hope) are forbidden from having properties that contradict the god's flavour. Thus, [[Cheibriados]] will not have weapons of [[speed (brand)|speed]] named after him, nor will one find a ring dedicated to [[Sif Muna]] that prevents spellcasting.  This does not result in any information leak, however, since it is impossible to know the name of an artefact without already knowing all of its properties.&lt;br /&gt;
&lt;br /&gt;
Randarts can occasionally be named after the player. While rare, this is not an amazing coincidence or anything: artefacts simply have a small chance of being named after the player. While amusing, these names are just as irrelevant as any others.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
While randarts can be very powerful, always have a [[scroll of remove curse]] handy when use-identifying them. Also, keep a sense of perspective about your randarts. One can very broadly divide them into six categories; these definitions, of course, change from character to character:&lt;br /&gt;
&lt;br /&gt;
* Nice to Uber: These include the so-called &amp;quot;uber-randarts&amp;quot;, but also some that don't quite qualify for that distinction but are still things you'd always want to use. Things like the ring of Amarra {Regen rF++ rPois Slay+3} or the +4 large shield of Okawaru's Hope {rF+ rN+ SInv} would fall into this category.&lt;br /&gt;
* Good for a while: Most of the time, these are weapons with high enchantments and neutral to useful properties, but poor base types.  Such an example might be the +6 [[scimitar]] of Fun {chop, rC+ SInv}. A nice weapon, but outclassed by any [[demon blade]], [[double sword]] or [[triple sword]] when it comes to the end game.&lt;br /&gt;
* Swaps: These are the mixed randarts that give a tactically useful property, but things you would not want to wear all the time. A good example would be the amulet of Plog {Inacc, rElec rN+}. You might use this as a swap for rElec or rN+, but the inaccuracy and occupation of the amulet slot make it highly undesirable to wear constantly.&lt;br /&gt;
* Not useful to you: Randarts you can't wear or wield fall into this category, as do those that you could in theory but can't really use in practice: an executioner's axe of speed is an awesome weapon, but outside of doing [[ziggurat]]s, a deep elf wizard is unlikely to be able to use it. Ditto for a randart gold dragon armour. However, super-heavy weapons with useful resistances can be useful to casters who don't plan on using melee that much.&lt;br /&gt;
* Dross: These are randarts that are just boring; usually, branded mundane items will fill the slot better. The ring of the Moon {Ice Dex+1} for a non-ice caster, or +0 helmet of Xizic {Dex-2 Int+1 +Fly}. Unfortunately, far too many randarts fall into this category. This is where it is most important to keep a sense of perspective: it would be a bad idea to wear the randart helmet given above in place of a [[hat]] of magic resistance, for example. Only wear this type of randart if you have nothing better to put in that slot.&lt;br /&gt;
* Bad: These are generally quite obvious. They range from &amp;quot;mixed but mostly bad&amp;quot; things like the amulet of Torgh {clarity, Dex+1 rC- *Tele} to truly spectacular failures like the -7 hat of a Thousand Suns {Dex-2 Slay-2} or the ring of the Sun {Slay-5 rF- *Rage}. Usually there is absolutely no reason to prefer randarts like these to a unbranded mundane item of the same type.&lt;br /&gt;
&lt;br /&gt;
A factor that goes into what category a randart falls into, one that is often overlooked, is the slot and base type the randart itself is. The +6 plate mail of Wixzils {Dex+3 Slay+1 rN+} is ''probably'' inferior to a +10 plate mail of fire resistance. But the the +3 pair of gauntlets of Wizzils {Dex+3 Slay+1 rN+} is actually quite good, since it's superior to any mundane gauntlets you can get. Basically, be sure to consider what normal items you could substitute for your randart when considering how good it is.&lt;br /&gt;
&lt;br /&gt;
Most randarts are not actually that useful, due to the sheer randomness of their properties. Pick out the best of them, and discard the rest. Don't carry or stash randarts because you might use them &amp;quot;at some point.&amp;quot; Chances are, if you're not using it now and can't think of any specific situation in which it'll be useful, it's probably junk (i.e., in the last three categories given above).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Fragile randarts were added in [[0.18]].&lt;br /&gt;
&lt;br /&gt;
In [[0.14]], noisy randarts only generate additional noise when being used to attack.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Artefacts]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Evoke_Invisibility&amp;diff=42116</id>
		<title>Evoke Invisibility</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Evoke_Invisibility&amp;diff=42116"/>
				<updated>2016-05-26T22:49:45Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
'''Evoke Invisibility''' is an [[ability]] granted from a [[cloak]] of [[invisibility (ego)|invisibility]] and some [[artefact]]s. Using it turns your currently visible character [[invisible]]. You cannot use it to extend an existing state of invisibility, but you can become visible again at will in order to limit [[hunger]] costs and [[contamination]].&lt;br /&gt;
&lt;br /&gt;
Success rate rises with [[evocations]] skill:&lt;br /&gt;
&lt;br /&gt;
{{#invoke:Failure rate table|table|Evocations|60|2}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Abilities]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dodging&amp;diff=42098</id>
		<title>Dodging</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dodging&amp;diff=42098"/>
				<updated>2016-05-25T02:51:36Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{flavour|The Dodging skill will affect your chance of dodging an attack, be it melee, ranged or magical. Certain types of attack cannot be dodged, however, such as enchantments (which must be resisted) and explosions.}}&lt;br /&gt;
&lt;br /&gt;
The [[Dodging]] skill determines how well your character can avoid blows, beams and missiles fired by monsters and traps.&lt;br /&gt;
&lt;br /&gt;
== Number crunching ==&lt;br /&gt;
&lt;br /&gt;
In addition to base EV (10 + Size), Dodging skill provides an [[evasion|EV]] bonus calculated as follows:&lt;br /&gt;
&lt;br /&gt;
  (7 + Dodging × ev_Dex) / (20 - size)&lt;br /&gt;
&lt;br /&gt;
* '''Size''' is a factor of your species's body size, which varies from 4 (tiny, such as a [[Spriggan]]); to -8 (huge, such as being in [[Dragon Form]]). See [[Evasion]] for more details.&lt;br /&gt;
&lt;br /&gt;
* '''ev_Dex''' is a stepped down value of your Dex. If Dex is greater than 24, it is reduced according to this formula: ev_Dex = 14 + 10 * log2(1 + (dex - 14)/10). (Condensed: ev_Dex = Dex &amp;lt; 24 ? Dex : 14 + 10 * log2(1 + (dex - 14)/10) )&lt;br /&gt;
&lt;br /&gt;
The Dodging bonus is penalized by wearing heavy armour. The penalty from armour is:&lt;br /&gt;
 (body_armour_encumbrance_rating*size_factor - 3)×10/[[strength|STR]]&lt;br /&gt;
&lt;br /&gt;
This penalty cannot be negative, so it is not applied when wearing [[robe]]s or [[animal skin]]s. Size_factor is 0.75 for large species: [[Troll]], [[Ogre]], [[Centaur]], and [[Naga]]; 1 for normal species; 1.25 for small species: [[Kobold]] and [[Halfling]]; and 1.5 for tiny species: [[Spriggan]] ([[Felid]]s can't wear armour).&lt;br /&gt;
&lt;br /&gt;
For a normal-sized character, the amount of dodging required to start increasing his evasion is:&lt;br /&gt;
 (body_armour_encumbrance_rating-3)×200/(Str*ev_Dex) - 7/ev_Dex&lt;br /&gt;
&lt;br /&gt;
If you are [[paralyse]]d, your Dodging skill is completely ineffective. The only thing that contributes to EV in this case is repulsion field mutation.&lt;br /&gt;
&lt;br /&gt;
== Tricks and tips ==&lt;br /&gt;
&lt;br /&gt;
Adventurers should train first and foremost in order to deliver damage. Since Dodging does not help you in killing your opponents faster and offers slight returns at first, it is perfectly reasonable to turn Dodging off at the start, then turn it back on later on when you feel skilled enough at killing stuff.&lt;br /&gt;
&lt;br /&gt;
{{skill aptitudes}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Evasion]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to 0.6, characters could only train Dodging when wearing [[light armour]] and would train [[Armour (skill)|Armour]] only when wearing [[heavy armour]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Melee_spell&amp;diff=42097</id>
		<title>Melee spell</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Melee_spell&amp;diff=42097"/>
				<updated>2016-05-25T02:21:45Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Obsolete&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
The '''Melee spell''', referred to by the knowledge bots simply as &amp;quot;melee&amp;quot;, is a fake spell used to make some particularly dangerous casters simply use their melee attacks instead of casting. In this sense it is somewhat similar to [[Cantrip]], except unlike that spell it does not cause a monster to waste a turn doing nothing; instead, the monster just uses its (usually less dangerous) melee attacks, or, if not in melee range, moves towards the player.&lt;br /&gt;
&lt;br /&gt;
The melee spell is also the spell used by the [[rod of striking]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The melee spell was completely removed in [[0.16]] with the removal of the rod of striking.&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Autoexplore&amp;diff=42096</id>
		<title>Autoexplore</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Autoexplore&amp;diff=42096"/>
				<updated>2016-05-25T02:17:46Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
&lt;br /&gt;
Pressing the [[o]] key causes your character to '''autoexplore''' the current floor, mapping out unexplored territory until something of interest is discovered, such as monsters, items, [[trap]]s, or unusual [[dungeon features]]. This feature is primarily included for convenience's sake, allowing you to rapidly breeze through uneventful areas, but it does offer some unique advantages and disadvantages:&lt;br /&gt;
&lt;br /&gt;
'''Pros:''' Autoexplore's biggest benefit lies in the fact that it forces you to pause after discovering an enemy. Careless manual movement may result in you taking a step or two before reacting to the new threat, wasting your opportunities to attack at range or flee, and possibly giving the enemy free attacks against you. This is especially true when opening doors or turning blind corners. This advantage is meaningless if you're paying careful attention, but fingers do slip on occasion.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' Autoexplore does not explore in a terribly efficient manner. Oftentimes, it leaves the corners of rooms or ends of hallways unseen until after exploring every other part of a floor, forcing you to trudge around the floor once more to explore every tile. Of course if you don't intend to explore every tile in a certain area, or if you don't care about your turn count, autoexplore works fine.&lt;br /&gt;
&lt;br /&gt;
Also, autoexplore hits some technical hurdles in certain [[branch]]es. In particular, the tides in [[the Shoals]] result in erratic behavior, and autoexploring [[the Abyss]] results in a lot of fruitless backtracking as you re-explore areas you just forgot about.&lt;br /&gt;
&lt;br /&gt;
Autoexplore can't be used in the [[Labyrinth]].&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Scroll_of_recharging&amp;diff=42095</id>
		<title>Scroll of recharging</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Scroll_of_recharging&amp;diff=42095"/>
				<updated>2016-05-24T22:47:32Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Scroll&lt;br /&gt;
 |name=Scroll of recharging&lt;br /&gt;
 |appearance=different&lt;br /&gt;
 |cost=?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When read, a '''scroll of recharging''' will prompt you to select an item.&lt;br /&gt;
&lt;br /&gt;
If you select a rod, the rod will be improved in three ways.&lt;br /&gt;
*Its maximum MP capacity will increase by 1-2 (up to a maximum of 17).&lt;br /&gt;
*Its current MP will be completely restored.&lt;br /&gt;
*Its [[enchantment]] level will increase by 1-2 (up to a maximum of +9). This affects its melee capabilities and speeds up its MP regeneration rate.&lt;br /&gt;
&lt;br /&gt;
If you select a wand, the scroll will add charges to that wand, as shown in the following table:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Wand'''&lt;br /&gt;
| '''Charges Added'''&lt;br /&gt;
| '''Max Charges'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Wand of heal wounds|Heal wounds]]&amp;lt;br /&amp;gt;[[Wand of hasting|Hasting]]&amp;lt;br /&amp;gt;[[Wand of teleportation|Teleportation]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| 1 - 7&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| 9&lt;br /&gt;
|-&lt;br /&gt;
| [[Wand of iceblast|Iceblast]]&amp;lt;br /&amp;gt; [[Wand of acid|Acid]]&amp;lt;br /&amp;gt; [[Wand of lightning|Lightning]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| 1 - 13&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Wand of disintegration|Disintegration]]&amp;lt;br /&amp;gt;[[Wand of digging|Digging]]&amp;lt;br /&amp;gt;[[Wand of enslavement|Enslavement]]&amp;lt;br /&amp;gt;[[Wand of paralysis| Paralysis]]&amp;lt;br /&amp;gt;[[Wand of polymorph|Polymorph]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| 1 - 22&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| 24&lt;br /&gt;
|-&lt;br /&gt;
| [[Wand of flame|Flame]]&amp;lt;br /&amp;gt;[[Wand of slowing|Slowing]]&amp;lt;br /&amp;gt;[[Wand of confusion|Confusion]]&amp;lt;br /&amp;gt;[[Wand of random effects|Random Effects]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| 1 - 46&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| 48&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
When to use recharge scrolls, and on what, depends greatly upon a character's needs. If your character needs healing, recharge scrolls are probably best saved for healing wands. If your character has a high evocation skill, improving your permanent rods probably makes more sense than recharging temporary wands. If your character is not doing much with evocations, use the recharge scrolls as tactical recharges as necessary.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.16]] many maximal charges increased.&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User_talk:Edsrzf&amp;diff=42094</id>
		<title>User talk:Edsrzf</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User_talk:Edsrzf&amp;diff=42094"/>
				<updated>2016-05-24T22:26:43Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: /* thanx! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You might be interested in knowing about [http://crawl.akrasiac.org/scoring/players/edsrzf.html this] based on your record keeping.&lt;br /&gt;
&lt;br /&gt;
== no longer obsolete monster files?! ==&lt;br /&gt;
&lt;br /&gt;
Hi Edsrzf,&amp;lt;br&amp;gt;&lt;br /&gt;
you are very busy in automatizing the monster info files by transforming them into template-driven tables. For the moment this works nicely, giving the most recent parameters by interpreting the newest code. But even if we should praise your diligence there are problems to be considered. Will there be no longer obsolete monster files? How should they be constructed when there is no table body left? The templates will always show only the newest code version. I've encountered the same problem with spell set tables for spell books. It was very tedious to reconstruct the necessary obsolete files (which are necessary to play/understand any of the older versions!!) by searching for the wiki version history. Well, but your change will make even that path impossible: there will be no longer version history data produced once the monster info template is set up working. Please tell me and the others what solution you propose to avoid that. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 15:25, 12 December 2015 (CET)&lt;br /&gt;
:I'll crystalize monsters that were removed in [[0.17]] when I update their articles, and I'm happy to do the same before I update [[Module:Table of monsters]] for [[0.18]].&lt;br /&gt;
&lt;br /&gt;
:In my opinion the preservation of obsolete information is a bigger problem across all types of pages in the wiki. If you really want to be able to play old versions of the game using the wiki, there needs to be a version of the wiki for every version of the game. There are not only obsolete things to consider, but things that have changed greatly. For example, [[death cob]]s in [[0.17]] are quite different from death cobs in [[0.16]]. (And there are even bigger differences than that between versions.) And why should we only preserve obsolete pages as they most recently existed?&lt;br /&gt;
&lt;br /&gt;
:Don't get me wrong, I can see the value in preserving obsolete information, but I think the way we do it now doesn't make much sense and actually creates clutter in categories and pages. -- [[User:Edsrzf|Edsrzf]] ([[User talk:Edsrzf|talk]]) 19:15, 12 December 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
::Thank you for answering. I agree that it is a bigger problem as at first sight. I don't consent to your approach that the wiki would need seperate wikis for any new version of the game. I'd like to assure you that *we* (the few really active contributors of this wiki) succeeded quite well to handle and embed the occuring version changes. I've been around here since version 0.10. Cheers to Moogle Dan and the other veterans which disappeared somehow after version 0.16 came up. It seems that there are nearly no willing successors for small wiki team work in these 'head down to your tablet/smartphone' times. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 14:33, 20 December 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
== thanx! ==&lt;br /&gt;
&lt;br /&gt;
Thank you for cleaning up [[teleportation]]. The version 0.13 it had been in is embarassing and only due to the small volunteer manpower we have nowadays in this wiki. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 21:24, 23 May 2016 (CEST)&lt;br /&gt;
:Glad you noticed! I'm trying to slowly work through some of the articles that haven't been updated in a long time, starting with [[:Category:0.13 articles]]. - [[User:Edsrzf|Edsrzf]] ([[User talk:Edsrzf|talk]]) 00:26, 25 May 2016 (CEST)&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Summon_Greater_Demon&amp;diff=42062</id>
		<title>Summon Greater Demon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Summon_Greater_Demon&amp;diff=42062"/>
				<updated>2016-05-22T23:01:43Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Summon Greater Demon&lt;br /&gt;
|level=7&lt;br /&gt;
|school1={{Summonings}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Grand Grimoire]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=6&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Calls forth one of the greater demons of Pandemonium to serve the caster. With high power, the summoned demon will be less likely to be initially hostile — but the strongest demons may eventually turn against their summoner regardless.}}&lt;br /&gt;
&lt;br /&gt;
'''Summon Greater Demon''' is a level 7 [[Summonings]] spell which calls a single [[greater demon]] (i.e. tier [[1]] or [[2]]) into existence. Note that spell power only affects the demon's chance to be hostile and its duration: there is a fixed 40% chance to summon a tier-1 demon and improved spell power does not make it more more likely. &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This spell carries some inherent risks worth being aware of. The demons summoned may arrive hostile, in which case a few shots of [[Abjuration]] will come in handy. Even if they do arrive friendly, however, Tier 1 demons will only arrive [[charm]]ed, with the duration of the charm set such that they ''will'' turn on you before they disappear (higher spellpower will extend this duration, as well as duration of the demon itself). Also, be aware that your demons will use [[hellfire]] (but not [[torment]]) without regard for your safety. In the end, however, having a [[Brimstone fiend]] or [[balrug]] on your side will greatly increase anyone's offensive capabilities. Tier 2 demons never turn hostile.&lt;br /&gt;
&lt;br /&gt;
Try [[Haunt]] if you want a safer option of the same level.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.10]], this spell only summoned Tier 1 demons.  However, at the time the category included many demons that are now classified as Tier 2, such as balrugs and cacodemons.  This meant that every summon would eventually turn hostile.&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Teleportation&amp;diff=42061</id>
		<title>Teleportation</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Teleportation&amp;diff=42061"/>
				<updated>2016-05-22T22:59:19Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
'''Teleportation''' is the act of moving from one place to another instantaneously. Teleports differ from [[blink]]s in two main ways: teleports have no range limit while blinks are limited to visible destinations; and, blinks are instantaneous while teleports generally take some time to kick in.&lt;br /&gt;
&lt;br /&gt;
There are several ways to teleport in ''Crawl'':&lt;br /&gt;
*Reading a [[scroll of teleportation]].&lt;br /&gt;
*Being zapped by a [[wand of teleportation]] (your own or a monster's).&lt;br /&gt;
*Being hit by a monster's [[Teleport Other]] spell.&lt;br /&gt;
*Stepping on a [[Teleport trap]].&lt;br /&gt;
*Being randomly teleported by the [[ring of teleportation]].&lt;br /&gt;
*Being randomly teleported by the [[Bad mutations#Teleport|Teleport]] mutation.&lt;br /&gt;
*Being hit by a [[distortion]] [[brand]]ed weapon, or by the [[Dispersal]] spell.&lt;br /&gt;
*Suffering a [[Miscast effect#Translocation|Translocations miscast]] effect.&lt;br /&gt;
*You occasionally teleport while wandering in [[the Abyss]].&lt;br /&gt;
&lt;br /&gt;
Most teleports have a delay of 3-5 turns between starting the teleport and the teleport taking effect. Because of this, teleportation cannot be completely relied upon to get the player out of trouble. In the Abyss, there is an 80% chance for this delay to be 8-19 turns. If you have the [[Orb of Zot]], this delay is 8-14 turns. &lt;br /&gt;
&lt;br /&gt;
Teleportation as a result of a trap takes place immediately, as do some teleports caused by weapons of distortion. To avoid teleport delays, step onto a [[Teleport trap]]. Potentially only one turn slower, use the [[Warpwright card]] and then step on the newly created teleport trap.&lt;br /&gt;
&lt;br /&gt;
Once a teleport takes effect, the player is instantly teleported to the destination. Like blinks, teleports leave a cloud of translocational energy behind, though this has no game effect other than being a pretty color. &lt;br /&gt;
&lt;br /&gt;
Teleports never place the player over in dangerous [[cloud]]s, and only over [[lava]] or [[deep water]] with a permanent source of flight. [[Amphibious]] characters may also teleport into deep water. Teleports caused by the [[Bad mutations#Teleport|Teleport]] mutation place the player within a region near his current position.&lt;br /&gt;
&lt;br /&gt;
Teleportations due to teleportitis only occur if they would land you in sight of monsters.&lt;br /&gt;
&lt;br /&gt;
[[Formicid]]s cannot teleport except for the occasional automatic shifts which occur in the Abyss. Certain [[artefact]]s also prevent teleportation.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], teleport destination could be controlled with [[teleport control]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], the teleport control [[status effect]] did not delay teleports.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Distortion&amp;diff=42060</id>
		<title>Distortion</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Distortion&amp;diff=42060"/>
				<updated>2016-05-22T22:38:22Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|It warps and distorts space around it. Unwielding it can cause banishment or high damage.}}&lt;br /&gt;
&lt;br /&gt;
'''Distortion''' is a [[brand]] that any melee [[weapon]] may have. Distortion weapons bend and tear the fabric of space-time, and generate a variety of effects when they hit:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Chance&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 33%&lt;br /&gt;
| The target takes an additional 1-7 damage&lt;br /&gt;
|-&lt;br /&gt;
| 22%&lt;br /&gt;
| The target takes an additional 3-26 damage (14.5 on average, low variation)&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| The target [[blink]]s&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| The target [[teleport]]s instantly&lt;br /&gt;
|-&lt;br /&gt;
| 10%&lt;br /&gt;
| The target teleports (effective 2-3 turns after being hit)&lt;br /&gt;
|-&lt;br /&gt;
| 5%&lt;br /&gt;
| The target is [[banish]]ed to [[the Abyss]]&lt;br /&gt;
|-&lt;br /&gt;
| 5%&lt;br /&gt;
| Nothing happens&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The exception to this is the [[blink frog]] (including the unique blink frog [[Prince Ribbit]]), which likes distortion energy; it is immune to all distortion effects, and has a 20% chance of being healed by them instead.&lt;br /&gt;
&lt;br /&gt;
Unwielding a weapon branded with distortion causes '''severe [[Miscast_effect#Translocations|translocation miscast effects]]''', including severe damage or even banishment to the [[Abyss]] (25% chance). This is a very good reason to avoid wield-IDing random magic and [[artifact]] weapons. Note that followers of [[Lugonu]] are protected from this effect.&lt;br /&gt;
&lt;br /&gt;
A weapon given the temporary distortion brand by the [[Warp Weapon]] spell does not suffer this limitation. &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Since the brand's effect is not dependent on the damage your weapon does, it works best on a fast weapon with low base delay. But remember that the nature of the brand prolongs fights by blinking enemies away from you, disperses enemies over the whole floor, and ultimately banishes many stronger foes for decreased experience gains. That being said, if you intend to switch weapons occasionally as a non Lugonu worshipper, you almost certainly don't want to deal with a distortion weapon's guaranteed miscast effects. &lt;br /&gt;
&lt;br /&gt;
*Be careful about the blinking effect. It gives you no message when it occurs, suddenly leaving you with empty space where that monster used to be. If you're attacking by attempting to move into the monster, your next swing will move you instead, and that can be bad when you move out of a choke-point or into unfavorable terrain. Attacking using '''Tab''' lets you avoid this, but you may still move unintentionally if other monsters are within your [[line of sight]].&lt;br /&gt;
&lt;br /&gt;
*Certain [[uniques]] often drop distortion weapons, notably [[Psyche]] and [[Sonja]]. They can also be found as [[dancing weapon]]s the [[Elven Halls]] branch, particularly in the [[Hall of Blades]] on the second floor.&lt;br /&gt;
&lt;br /&gt;
*Pious followers of [[Lugonu]] can have her brand a weapon with distortion once per game, while the [[Warp Weapon]] spell can apply a temporary distortion brand.&lt;br /&gt;
&lt;br /&gt;
*Unwielding a distortion weapon can serve as a last resort to teleport you while confused, but be aware that the consequences of this can be lethal.&lt;br /&gt;
&lt;br /&gt;
*Replacing the brand via a [[scroll of brand weapon]], or [[the Shining One]] or [[Kikubaaqudgha]]'s final abilities lets you to safely unwield it, though it may not be worth the cost of such a valuable resource.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]] any rebranding a distortion weapon (e.g. by a [[Scroll of brand weapon]]) caused a distortion effect. &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], followers of Lugonu were not protected from the effects of unwielding a distortion weapon. &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], this brand was safer when found on sharp weapons, since blunt weapons didn't allow to butcher corpses.&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampiric&amp;diff=42059</id>
		<title>Vampiric</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampiric&amp;diff=42059"/>
				<updated>2016-05-22T22:20:45Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
&lt;br /&gt;
The '''vampiric''' [[brand]] (not to be confused with [[draining (brand)|draining]]) adds a healing effect to your weapon's melee attacks against living monsters ([[:Category:Natural_holiness|natural]] [[holiness]]) who are not resistant to [[negative energy]]. Although it deals no additional damage, its rapid recuperative abilities make it one of the best brands in the game, though using it is not without some drawbacks.&lt;br /&gt;
&lt;br /&gt;
For most wielders, the brand activates on 60% of your attacks against susceptible opponents, healing you for 1d(Damage) [[HP]].&lt;br /&gt;
&lt;br /&gt;
Use of this weapon is considered to be [[Necromancy]], so good [[god]]s forbid its use.&lt;br /&gt;
&lt;br /&gt;
==Hunger==&lt;br /&gt;
The act of initially wielding a weapon of vampiricism has a hunger cost attached. Living characters are unable to wield it unless they have a Full or better satiation level, and they immediately lose a tremendous amount of nutrition upon doing so. Undead characters are not subject to this hunger effect, and can wield or unwield them with impunity.&lt;br /&gt;
&lt;br /&gt;
A vampiric weapon inflicts no further hunger costs after you start wielding it, and it does not increase your metabolism. Unwielding it inflicts no penalties either, but wielding it again will require another large hit to your satiation.&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|Alive, Full+: &amp;quot;You feel a dreadful hunger.&amp;quot;&amp;lt;br&amp;gt;Alive, Not Full: &amp;quot;This weapon is vampiric, and you must be Full or above to equip it.&amp;quot;&amp;lt;br&amp;gt;Undead: &amp;quot;You feel an empty sense of dread.&amp;quot;&amp;lt;br&amp;gt;Vampire: &amp;quot;You feel a bloodthirsty glee!&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Attack Flavour==&lt;br /&gt;
[[:Category:Vampiric_flavour|Certain monsters]] have innate vampiric attacks that are slightly different from the weapon brand. These attacks can heal the attacker only if the defender can bleed. This means that the following player conditions will prevent the monster's vampiric attacks from providing healing:&lt;br /&gt;
*Being a [[mummy]], [[ghoul]] or a [[vampire]] below satiated&lt;br /&gt;
*rN+++&lt;br /&gt;
*Some transmutations: [[Spider Form]], [[Ice Form]], [[Statue Form]], [[Necromutation]]&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Found a nice vampiric weapon but not full enough to wield it? Either make use of an [[amulet of the gourmand]] or chow down on some rations.&lt;br /&gt;
*Vampiricism is usually one of the best brands in the game, but bear in mind that it will provide little benefit when exploring branches with few or no natural monsters ([[the Crypt]], [[the Tomb]], [[Hell]], and [[Pandemonium]] in particular).&lt;br /&gt;
*Vampiricism is an excellent way for [[deep dwarf]] and bloodless [[vampire]] characters to heal.&lt;br /&gt;
*Characters that intend to switch weaponry often will find themselves burning through food rapidly when using a weapon of vampiricism. Don't expect to use a [[rod]] or ranged weapon along with a vampiric weapon.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.13]], this brand was activated on 80% of the attacks.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], this brand was safer when found on sharp weapons, since blunt weapons didn't allow you to butcher corpses.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.6]], vampiric weapons massively increased the hunger cost for all actions (giving an average character the metabolism of a [[troll]]) instead of having a large set hunger cost. Vampires received a smaller hunger penalty. Also, all species received satiation with each attack, although in practice this was never enough to offset the increased hunger without some extremely tedious weapon-switching before and after fights.&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Iron_giant&amp;diff=41943</id>
		<title>Iron giant</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Iron_giant&amp;diff=41943"/>
				<updated>2016-05-15T23:31:48Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Initial article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{list of|giants}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Iron giants are strong, durable humanoids that appear mostly in [[Tartarus]], but can also be occasionally found in [[Depths]]. Their normal attack, iron shot, and throw all deal tremendous damage, especially to characters with low [[AC]]. (Throw deals 1d88.) Being tossed around can further make a bad situation worse.&lt;br /&gt;
&lt;br /&gt;
Fortunately, iron giants move slowly so you usually have ample opportunity to run. They're best taken on solo, if at all.&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Iron giants were added in [[0.18]].&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stone_giant&amp;diff=41942</id>
		<title>Stone giant</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stone_giant&amp;diff=41942"/>
				<updated>2016-05-15T23:31:25Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
{{list of | giants}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Stone giants''' are massive, powerful humanoids who hurl [[large rock]]s at their opponents when at range, then move into melee to smash whatever's left. They hit hard and can take a decent amount of abuse, but have no resistances or defenses to speak of. They can be found throughout [[the Vaults]] and [[the Depths]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*They can hit hard enough in melee that you may not want to let them get too close, but they can also deal heavy damage at range with their large rocks. They only have three or four of those each, however, so if you can survive that initial salvo, it becomes very easy to [[kite]] them. [[Repel Missiles]], [[Deflect Missiles]], and/or a source of [[invisibility]] will help make those few shots much easier to avoid.&lt;br /&gt;
* Though their name might suggest it, they are not vulnerable to [[LRD]].&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=0.14&amp;diff=41899</id>
		<title>0.14</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=0.14&amp;diff=41899"/>
				<updated>2016-05-14T03:37:46Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Wikify more (still could make more links)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
&lt;br /&gt;
'''0.14''' is a version of ''Dungeon Crawl Stone Soup''. It was released on Apr. 9th, 2014.&lt;br /&gt;
&lt;br /&gt;
==Highlights==&lt;br /&gt;
* The lower half of D is now a new branch, the [[Depths]].&lt;br /&gt;
* Two new species: [[Formicid]]s and [[Vine Stalker]]s.&lt;br /&gt;
* A new deity: [[Dithmenos]] the Shadowed.&lt;br /&gt;
* Greatly revised monster sets in the [[Lair]] branches.&lt;br /&gt;
* Greatly revised summoning spell sets.&lt;br /&gt;
&lt;br /&gt;
==Branches, environment==&lt;br /&gt;
* The main Dungeon is now fifteen levels.&lt;br /&gt;
* A new branch: the Depths; entered from the end of Dungeon, it is five levels long and contains the entrance to the [[Realm of Zot]].&lt;br /&gt;
* [[The Vaults]] are now entered from D:13-14 and need a rune to enter.&lt;br /&gt;
* [[Abyss]]al stairs appear more frequently, and are fixed with depth.&lt;br /&gt;
* [[Ziggurat]]s require only three runes to enter; an entrance is guaranteed in Depths, but still spawn as normal in [[Pan]].&lt;br /&gt;
* Portals are no longer closed when carrying the [[Orb of Zot]].&lt;br /&gt;
* The [[Horn of Geryon]] is no longer necessary for entering Hell branches.&lt;br /&gt;
* [[Labyrinth]]s contain more enemies, and the [[minotaur]] is normally awake.&lt;br /&gt;
* More Ziggurat enemy sets.&lt;br /&gt;
* [[Crypt]] endings now contain some pieces of thematic loot: draining and/or pain and/or vampiric weapons, rings of positive energy and amulets of warding, one of several unrands, the Necronomicon, or evokers/staves.&lt;br /&gt;
* Easy [[ice cave]] portals now appear only in D, Lair, and Orc; hard ice cave portals appear in Elf and rotating Lair branches.&lt;br /&gt;
* Portal timers have been generally shortened and made more consistent with each other; additionally, the shorter timer started upon first seeing them has been removed.&lt;br /&gt;
* The layout of the last level of the Vaults has been changed, with all four subsections being open at each corner.&lt;br /&gt;
* Gadget [[shop]]s and [[wand]] shops have been merged; the resulting gadget shops now also sell [[rod]]s.&lt;br /&gt;
* The price of items in shops has been recalibrated.&lt;br /&gt;
* Pandemonium exits occur more frequently as the player obtains runes from Pandemonium.&lt;br /&gt;
&lt;br /&gt;
==Character==&lt;br /&gt;
* New species:&lt;br /&gt;
** Formicids possess four strong arms to use large weapons together with [[shield]]s, in addition to strong natural digging abilities and a permanent stasis effect.&lt;br /&gt;
** Vine stalkers regenerate quickly, but cannot heal with wands or potions; they possess innate spirit shield and an anti-magic bite.&lt;br /&gt;
* [[Felid]]s have an innate jump attack ability, allowing them to jump over other monsters and attack their target in a single turn.&lt;br /&gt;
* Felids can use wands.&lt;br /&gt;
* [[Demonspawn]]s' negative energy facet has the second level of rN replaced by &amp;quot;black mark,&amp;quot; which gives melee attacks a chance to heal the player and apply a bad status to the victim.&lt;br /&gt;
* The first two levels of the slow healing mutation only affect rates of healing when enemies are in sight (half and no healing for those levels respectively). Stat regeneration and the third level of the mutation are unchanged.&lt;br /&gt;
* Fast/slow movement mutations no longer occur randomly.&lt;br /&gt;
* Recommended backgrounds and species have been adjusted; in particular, backgrounds can recommend species that don't necessarily recommend that background and vice versa (e.g. CK -&amp;gt; Tr may be recommended whereas Tr -&amp;gt; CK is not).&lt;br /&gt;
* [[Poison]] damage is now deterministic.&lt;br /&gt;
* The antennae mutation gives invisible monster indicators for every invisible enemy in LOS.&lt;br /&gt;
* [[Merfolk]] can now be mesmerised by mermaids and sirens.&lt;br /&gt;
* [[Artificer]]s, [[Wanderer]]s, [[Assassin]]s, and [[Venom Mage]]s no longer start with knowledge of [[potion]]s and [[scroll]]s they don't possess.&lt;br /&gt;
* [[Fighter]]s and [[Gladiator]]s start with higher-tier weapons.&lt;br /&gt;
* Fighers start with a [[potion of might]].&lt;br /&gt;
* Demonspawn icemail now restores all at once, instead of gradually, and is not disrupted by casting fire spells.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
* [[Guardian serpent]]s no longer have [[Teleport Other]]; instead they get [[Blink Allies Encircling]].&lt;br /&gt;
* [[Lom Lobon]] can now cast [[Tornado]].&lt;br /&gt;
* The plain &amp;quot;dragon&amp;quot; is now known as &amp;quot;[[fire dragon]]&amp;quot;.&lt;br /&gt;
* Dragons, drakes, crabs, and acid blobs no longer flee at low health.&lt;br /&gt;
* [[Jellies]] once again split.&lt;br /&gt;
* Monsters are subject to summon caps.&lt;br /&gt;
* Summoned creatures are dismissed upon the death of their summoner.&lt;br /&gt;
* [[Word of Recall]] is now subject to a breath timer, and can be interrupted by causing a breath timeout (with e.g. curare).&lt;br /&gt;
* Minotaurs appearing naturally outside of labyrinths now come with equipment.&lt;br /&gt;
* Abominations don't heal naturally; those created from spells can heal by melding further with crawling corpses and macabre masses.&lt;br /&gt;
* New enemies:&lt;br /&gt;
** [[Faun]]s, who hex the player before attacking from afar, and their larger brethren satyrs, who can empower their nearby allies.&lt;br /&gt;
** [[Wind drake]]s, who can breathe powerful blasts of wind and airstrike the player.&lt;br /&gt;
** Thorn lotuses, plants adrift on the water that pepper the player with thorns fired from afar.&lt;br /&gt;
** [[Thorn hunter]]s, who fire volleys of thorns and create briar patches to impede their foes' movements.&lt;br /&gt;
** Dryads, who turn the forest against you by casting Awaken Forest like spriggan druids and summoning snaplasher vines that pull their enemies around.&lt;br /&gt;
** Water nymphs, who passively form a pool of water around themselves and strike down the player with said water.&lt;br /&gt;
** [[Shambling mangrove]]s, slow-moving, tough plants home to a nest of ravens or wasps.&lt;br /&gt;
** [[Raiju]], which can attack by transforming themselves into a bolt of lightning.&lt;br /&gt;
** [[Worldbinder]]s, abyssal enemies which summon low tier enemies from other branches.&lt;br /&gt;
** [[Shock serpent]]s, who build up electrical energy for a static discharge;&lt;br /&gt;
** [[Mana viper]]s, snakes with an antimagic bite;&lt;br /&gt;
** [[Naga sharpshooter]]s, who snipe at the player with Portal Projectile;&lt;br /&gt;
** [[Naga ritualist]]s, who can amplify poison in enemies and also cast Olgreb's Toxic Radiance;&lt;br /&gt;
** [[Salamander mystic]]s, with Bolt of Magma, Haste Other, a single-target version of Ignite Poison, and Iskenderun's Mystic Blast;&lt;br /&gt;
** [[Salamander firebrand]]s, whose attacks cause a ring of flames to appear around the target.&lt;br /&gt;
** [[Octopode crusher]]s, who can throw both the victims they constrict as well as icicles.&lt;br /&gt;
* A new set of enemies based on demonspawn, appearing in Pan.&lt;br /&gt;
** Base types:&lt;br /&gt;
** monstrous (auxiliary attacks and more HP);&lt;br /&gt;
** gelid (rC++ and icemail - bonus AC which dissipates on fire damage);&lt;br /&gt;
** infernal (rF++ and fire attacks);&lt;br /&gt;
** putrid (rPois, gains HP on nearby kills);&lt;br /&gt;
** torturous (augmentation, powered by pain, and spines).&lt;br /&gt;
** Classes:&lt;br /&gt;
** blood saint (Legendary Destruction, which casts random powerful conjurations, and Ephemeral Infusion, which temporarily heals nearby allies);&lt;br /&gt;
** chaos champions (Chaotic Reflection, which inflicts a random hex-like effect on itself and the target, and Random Bolt as per the rod of destruction);&lt;br /&gt;
** warmongers (Grand Avatar, essentially a hybrid battlesphere and spectral weapon which triggers on sufficiently damaging attacks of nearby allies, and Sap Magic, a hex which hinders spellcasting success progressively as spells are cast);&lt;br /&gt;
** corrupters (Plane Rend, which summons high tier enemies from other branches, and Corrupt Body, which inflicts a small set of temporary mutations);&lt;br /&gt;
** black suns (Black Mark, which empowers nearby allies with various draining attacks that heal on hit, and previously existing spells Bolt of Draining, Malign Offering, and Dispel Undead).&lt;br /&gt;
* Adjustments to lair branch enemies:&lt;br /&gt;
** [[Spriggan druid]]s' Druid's Call now calls 2-3 creatures out of LOS nearby and does not invisibly might creatures; instead, nearby creatures are healed and frenzied on their death. Stone Arrow also replaces Sunray in their spell set.&lt;br /&gt;
** Siren songs' pulling effects are now irresistible if the player is already mesmerised.&lt;br /&gt;
** Siren songs call drowned souls, weak temporary enemies with a drowning attack.&lt;br /&gt;
** [[Manticore]]s' spines now embed themselves in targets, causing damage while moving until a few turns is spent doing nothing to remove them.&lt;br /&gt;
** Harpies no longer steal food or eat food off of the ground.&lt;br /&gt;
** Plain [[salamander]]s have been weakened, and all salamanders can slither around on land.&lt;br /&gt;
* Adjustments to other enemies:&lt;br /&gt;
** [[Quokka]]s are speed 12 (making them effectively identical to grey rats).&lt;br /&gt;
** [[Boggart]]s are more durable.&lt;br /&gt;
** [[Rakshasa]]s gain a monster spell &amp;quot;Phantom Mirror&amp;quot;, which summons a clone of a nearby allied monster with half the hit points, with a 50% chance of swapping the clone for the original; this replaces their previous self-cloning abilities.  They can now also cast [[Iskenderun's Mystic Blast]] and will summon two clones of themselves at 50% HP as a one-time effect.&lt;br /&gt;
** [[Giant orange brain]]s get [[Mass Confusion]] instead of [[Confusion]].&lt;br /&gt;
** [[Spriggan (monster)|Spriggan]]s in general now merely have fast movement speed instead of fast speed in general, more damage and less EV.&lt;br /&gt;
** [[Spriggan air mage]]s have [[Haste]] (replacing Shock).&lt;br /&gt;
** [[Deep elf demonologist]]s summon more greater demons instead of minor demons.&lt;br /&gt;
** [[Draconian knight]]s have fewer but distinct spell sets focusing on ice and necromancy.&lt;br /&gt;
** [[Gargoyle (monster)|Gargoyle]]s and [[molten gargoyle]]s now have [[Stone Arrow]] and [[Bolt of Magma]] respectively, and generate with mace-type weapons.&lt;br /&gt;
** Metal gargoyles are now [[war gargoyle]]s - fast and with the ability to fire metal fragments at targets.&lt;br /&gt;
** Crystal golems are now [[crystal guardian]]s - less health, but with the ability to fire crystal bolts that bounce off of all walls and deal either fire or cold damage on a per-bolt basis.&lt;br /&gt;
** [[Raven]]s and [[eldritch tentacle]]s no longer eat corpses.&lt;br /&gt;
* New uniques:&lt;br /&gt;
** [[Asterion]], a minotaur of [[Makhleb]] who flings [[Major Destruction]] and can employ [[Spectral Weapon]] with his demon weapon;&lt;br /&gt;
** [[Natasha]], a felid ex-familiar with minor spellcasting abilities;&lt;br /&gt;
** [[Vashnia]], leader of a squad of naga sharpshooters with translocational ability to match.&lt;br /&gt;
* Moths of suppression, rock worms, lava fish, lemures, jellyfish, grey rats, spiny worms, giant amoebae, deep dwarf berserkers, agate snails, giant centipedes, rotting devils, clay golems, and stone golems are no more.&lt;br /&gt;
* Ball lightnings are no longer permanently confused, instead seeking out targets like giant spores.&lt;br /&gt;
* [[Killer Klown]]s have a different set of possible damage brands: strong poison, pain, drain speed, fire, cold, electric, and anti-magic.&lt;br /&gt;
* Flying enemies are no longer immune to [[throwing net]]s.&lt;br /&gt;
* [[Geryon]] can fly once again.&lt;br /&gt;
* [[Antaeus]] gains [[Flash Freeze]], an ice conjuration which impedes the target's movement for three turns.&lt;br /&gt;
* Player ghosts can retain and cast [[Dazzling Spray]], which has a chance to cause a confusion effect against the player.&lt;br /&gt;
* All pandemonium lords now see invisible.&lt;br /&gt;
* [[The Enchantress]] now appears as a normal unique in the Depths.&lt;br /&gt;
* [[Josephine]] has a new spell set - Ghostly Fireball, Dispel Undead, Vampiric Draining, and Animate Dead - and rN+++.&lt;br /&gt;
* Lamia has been de-throned.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
* Resisting an enchantment now displays a message showing how difficult in general the target will be to enchant, rather than how well or how poorly they fared on that particular resistance roll.&lt;br /&gt;
* New spells:&lt;br /&gt;
** [[Summon Lightning Spire]] (L4 Summoning/Air), which places a lightning spire up to two squares away from the player; it replaces Summon Scorpions in the book of Callings.&lt;br /&gt;
** [[Summon Guardian Golem]] (L4 Summoning/Charms), which creates a golem that protects the player with Injury Bond and occasionally explodes on death; appears in the book of Callings.&lt;br /&gt;
** [[Summon Forest]] (L5 Summoning/Translocations), which summons a dryad and temporarily converts terrain near the player to forest; it is in the Book of the Warp.&lt;br /&gt;
** [[Summon Mana Viper]] (L5 Summoning/Hexes); it appears in the Book of Beasts.&lt;br /&gt;
** [[Monstrous Menagerie]] (L6 Summoning), which summons a manticore, some harpies, a lindwurm, or a sphinx (at high spellpower); it appears in the book of Beasts and the book of Summonings (replacing Summon Ugly Thing).&lt;br /&gt;
** [[Forceful Dismissal]] (L6 Summoning), which ends all player summons and damages enemies next to them; it appears in the [[Grand Grimoire]].&lt;br /&gt;
** [[Aura of Abjuration]] (L6 Summoning), a less powerful but per-turn mass abjuration effect; it replaces [[Mass Abjuration]] in the Grand Grimoire.&lt;br /&gt;
** [[Spellforged Servitor]] (L7 Conjuration/Summoning), which summons a servitor with a subset of the player's most destructive conjurations; it replaces [[Fireball]] in the book of Wizardry.&lt;br /&gt;
** [[Glaciate]] (L9 Ice/Conjurations), which fires a great blast of ice in a cone, turning slain monsters into blocks of ice and Flash Freezing the survivors; it replaces Ice Storm in the Book of Annihilations.&lt;br /&gt;
** [[Dragon's Call]] (L9 Summoning), which for its duration of effect summons dragons near targets at the end of LOS (at the full spell cost per summon); replaces Summon Dragon in the [[Book of the Dragon]].&lt;br /&gt;
* [[Sticks to Snakes]] only works on missiles ([[arrow]]s and [[javelin]]s) now.&lt;br /&gt;
* [[Conjure Ball Lightning]] has been reduced from level 7 to 6, and the duration of the ball lightning has been lowered.&lt;br /&gt;
* [[Metabolic Englaciation]] has been reduced from level 6 to 5, and the slow duration is cumulative across casts.&lt;br /&gt;
* [[Bolt of Draining]] has been reduced from level 6 to 5.&lt;br /&gt;
* [[Fulminant Prism]] has been reduced from level 5 to 4.&lt;br /&gt;
* [[Iskenderun's Battlesphere]] has been increased from level 4 to 5.&lt;br /&gt;
* [[Ozocubu's Armour]] now has an encumbrance cap of 4, rendering it no longer usable with mottled dragon armour.&lt;br /&gt;
* [[Song of Slaying]] has an increased duration and grants more slaying, but is subject to a lower power cap.&lt;br /&gt;
* [[Swiftness]] now induces a period of sluggishness after it expires, and can't be stacked.&lt;br /&gt;
* Several special cases for [[LRD]] damage types have been removed; ice, bone, stone and rock (including petrified enemies) all result in the same explosion.&lt;br /&gt;
* [[Orb of Destruction]] now only appears in the [[Book of Power]] (was also in Annihilations).&lt;br /&gt;
* [[Call Canine Familiar]] now only summons one canine, and does not summon jackals.&lt;br /&gt;
* [[Repel Missiles|Repel]] and [[Deflect Missiles]] now expire on a per-deflection basis rather than being a duration.&lt;br /&gt;
* Portal Projectile is now a duration, rather than firing individual projectiles.&lt;br /&gt;
* All clouds caused by the player will dissipate much faster outside of your line of sight.&lt;br /&gt;
* Orbs of destruction don't explode if they collide with another orb of destruction before travelling more than a short distance.&lt;br /&gt;
* Removed spells: Dig, Summon Scorpions, Song of Shielding, Polymorph, Ice Storm, Demonic Horde, Summon Ugly Thing, Summon Dragon, Mass Abjuration.&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
* The Orb of Zot no longer takes up an inventory slot.&lt;br /&gt;
* Weapons are identified immediately on wield.&lt;br /&gt;
* Wands are identified immediately on zapping.&lt;br /&gt;
* Elemental evokers now recharge one at a time, with the one closest to full recharging charging first.&lt;br /&gt;
* Items on the ground are no longer subject to item destruction.&lt;br /&gt;
* Mottled dragon armour now has an encumbrance rating of 5 (was 4).&lt;br /&gt;
* The jumping ego (available only on boots) gives a jump attack ability like that of felids.&lt;br /&gt;
* The reaching brand for whips is no more.&lt;br /&gt;
* Enchantment-like effects of chaos projectiles are now irresistible.&lt;br /&gt;
* Spears, daggers, clubs, and hand axes are no longer good for throwing.&lt;br /&gt;
* New &amp;quot;tomahawk&amp;quot; item: a throwing missile, usable by all non-felids, between darts and javelins in damage.&lt;br /&gt;
** Small race hunters and arcane marksmen may select tomahawks.&lt;br /&gt;
* New &amp;quot;potion of lignification&amp;quot; - induces tree form.&lt;br /&gt;
* Small species can use throwing nets.&lt;br /&gt;
* Throwing nets do not degrade: instead, they have a chance to be destroyed like other projectiles.&lt;br /&gt;
* Multiple changes to unrandarts:&lt;br /&gt;
** Piercer gets the penetration brand (was vorpal).&lt;br /&gt;
** Boots of the Assassin return in a new form: they now detect monsters and allow short-blade-quality stabbing with any weapon (or unarmed).&lt;br /&gt;
** Hellfire now shoots hellfire bolts, dealing hellfire-branded damage and exploding.&lt;br /&gt;
** The Elemental Staff is reworked considerably - it grants rElec, rF++, rC++, MR++, AC+5, and randomly deals elemental-branded attacks based on the user's Evocations skill.&lt;br /&gt;
** The skin of Zhor now grants rC+++.&lt;br /&gt;
** Leech drains HP on all hits (instead of 3/5 for other vampiric weapons).&lt;br /&gt;
** Sniper is now a +15 vorpal crossbow with a slower rate of fire.&lt;br /&gt;
** Snakebite is now a +5 venom whip that applies a curare effect on two out of five hits.&lt;br /&gt;
** The Singing Sword is now a bastard sword.&lt;br /&gt;
** The shield of the gong is now +27 with -5 EV.&lt;br /&gt;
** The ring of Shadows now has an umbra instead of +4 EV and -4 Acc.&lt;br /&gt;
** New unrand: &amp;quot;macabre finger necklace&amp;quot; - gives warding and an extra ring slot.&lt;br /&gt;
** New unrand: &amp;quot;boots of the Spider&amp;quot; - gives clinging and jump attack.&lt;br /&gt;
** New unrand: &amp;quot;dark maul&amp;quot; - a very large, very slow two-handed weapon using the Maces and Flails skill.&lt;br /&gt;
** New unrand: &amp;quot;hat of the High Council&amp;quot; - spellpower at the expense of spell success rates.&lt;br /&gt;
** New unrand: &amp;quot;arc blade&amp;quot; - a cutlass which inflicts discharges of static electricity on targets it hits.&lt;br /&gt;
** New unrand: &amp;quot;Spellbinder&amp;quot; - an antimagic demon whip which inflicts miscasts on magic-using targets.&lt;br /&gt;
** New unrand: &amp;quot;lajatang of Order&amp;quot; - does silver damage (like the ammunition brand) and grants resistance to mutation.&lt;br /&gt;
** New unrand: &amp;quot;Firestarter&amp;quot; - a +7 great mace {flame, rF++} which protects scrolls from fire damage and inner flames targets it hits.&lt;br /&gt;
** The blowgun of the Assassin, Bullseye, and Lehudib's Crystal Spear (the unrandart) are gone.&lt;br /&gt;
* Potions with known type that would have no effect can no longer be quaffed at all.&lt;br /&gt;
* Potions other than potions of porridge and blood no longer give nutrition.&lt;br /&gt;
* All gauntlets and bracers are now gloves.&lt;br /&gt;
* All caps and wizard hats are now plain &amp;quot;hats&amp;quot;.&lt;br /&gt;
* Great maces deal slightly less damage and are much less available than before.&lt;br /&gt;
* All scrolls now identify on read.&lt;br /&gt;
* The last healing potion is automatically identified assuming knowledge that it is a healing potion.&lt;br /&gt;
* Magical penetrating projectiles now pierce shields.&lt;br /&gt;
* Ponderous items reduce movement delay by -1 (was -2), to match running items.&lt;br /&gt;
* Electrocution weapons no longer cause discharges on targets in water.&lt;br /&gt;
* Wearing body armour / rings no longer requires removing cloaks / gloves first.&lt;br /&gt;
* Scrolls are destroyed less frequently by sticky flame.&lt;br /&gt;
* Gold dragon armour, crystal plate armour, and plate armour have had their encumbrance ratings reduced (27 -&amp;gt; 25, 24 -&amp;gt; 23, and 19 -&amp;gt; 18 respectively).&lt;br /&gt;
* The speed brand now grants 2/3 weapon delay and no damage reduction (was 1/2 delay and 10% damage reduction for melee weapons).&lt;br /&gt;
* Racial equipment is no more.&lt;br /&gt;
* Many changes to rods:&lt;br /&gt;
** The rod of destruction now fires random bolts instead of having a pre-set selection.&lt;br /&gt;
** New rod: rod of ignition, which fires a bolt that explodes a fireball on every target hit in a line.&lt;br /&gt;
** New rod: rod of shadows, which summons Shadow Creatures from a depth in the dungeon roughly equivalent to the user's skill with Evocations, drawing out-of-depth spawns after 16.&lt;br /&gt;
** New rod: rod of clouds, which creates various clouds based on power, with high skill giving several new types of clouds.&lt;br /&gt;
** The rods of warding, venom, demonology, fiery destruction, and frigid destruction are gone.&lt;br /&gt;
* The Horn of Geryon has been reworked into an XP-charged evokable, summoning 1-4 hell beasts whose friendliness depends on evocations power.&lt;br /&gt;
* Renamed items:&lt;br /&gt;
** Sabres are now cutlasses (and the captain's cutlass has been adjusted to match);&lt;br /&gt;
** Double swords are now bastard swords;&lt;br /&gt;
** Triple swords are now claymores;&lt;br /&gt;
** Potions of speed are now potions of haste.&lt;br /&gt;
* Scrolls of vulnerability are now more common.&lt;br /&gt;
* Curse scrolls and potions of blood no longer randomly generate.&lt;br /&gt;
* All curse scrolls now accept targets (as though the player was worshipping Ashenzari in previous versions).&lt;br /&gt;
* Magic resistance-granting items now grant fixed increments of magic resistance (indicated on the % screen).&lt;br /&gt;
* Removed potions of slowing.&lt;br /&gt;
&lt;br /&gt;
==Cards==&lt;br /&gt;
* The Elixir card now heals over time instead of instantly.&lt;br /&gt;
* The Alchemist card is in decks of escape, but not wonders.&lt;br /&gt;
* The Bargain card has been removed.&lt;br /&gt;
* The Trowel card is in decks of wonder and only creates portals.&lt;br /&gt;
* The Battlelust card now deals primarily in might and agility at high power, with the delayed berserk effect now occurring at lower power.&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
* A new deity: Dithmenos the Shadowed.&lt;br /&gt;
** A temple god; guaranteed an altar in Temple or somewhere on D:2-9.&lt;br /&gt;
** Accepts kills of most dungeon enemies, particularly those associated with fire or light.&lt;br /&gt;
** Dislikes use of fire and light.&lt;br /&gt;
** 1* piety grants an umbra which expands with piety.&lt;br /&gt;
** 2*: Shadow Step - step adjacent to an immobile target creature no further away than your umbra.&lt;br /&gt;
** 3* piety causes the player to occasionally bleed smoke on taking sufficient damage.&lt;br /&gt;
** 4*: Shadow Mimic - the player's shadow sometimes mimics melee and ranged attacks and targeted spells (so long as they're not self-targeted).&lt;br /&gt;
** 5*: Shadow Form - invisibility, resistance to many effects associated with darkness and 50% damage resistance at the expense of skill drain, a 50% reduction in melee damage output and significant reduction in spell power.&lt;br /&gt;
* Gods no longer forgive the player for disliked effects of known wands of random effects and weapons of chaos.&lt;br /&gt;
* Trolls of Cheibriados hunger considerably more slowly.&lt;br /&gt;
* Cheibriados' Bend Time is available to all followers (was 1* ability).&lt;br /&gt;
* Zin and Okawaru no longer care about the deaths of allies.&lt;br /&gt;
* Okawaru no longer suppresses the demonic guardian Ds mutation.&lt;br /&gt;
* Xom effects respect clarity and sustain abilities (as long as Xom is not feeling nasty).&lt;br /&gt;
* Xom's confusion now caps at 20 turns.&lt;br /&gt;
* Zin's Recite shows what will be affected by all of the relevant recitations.&lt;br /&gt;
* Lugonu followers no longer suffer distortion unwield effects.&lt;br /&gt;
* Yredelemnul gifts vampires instead of freezing wraiths.&lt;br /&gt;
* Yredelemnul armies have a maximum combined total of three profane servitors and bone dragons.&lt;br /&gt;
* Yredelemnul's servants are no longer angered when read-identifying a scroll of holy word.&lt;br /&gt;
* Nemelex no longer gifts decks of dungeons, and deck gift types are now independent of sacrificed item types.&lt;br /&gt;
* Jiyva's abilities no longer use Invocations.&lt;br /&gt;
* Divine wrath is now contingent on XP gain and cannot be waited out.&lt;br /&gt;
* Okawaru, Trog, Makhleb, Yredelemnul, and Kikubaaqudgha wrath now scales better with player XL.&lt;br /&gt;
* Vehmuet wrath now employs actual conjurations instead of miscasts.&lt;br /&gt;
* Makhleb wrath can now hurl destruction at the player instead of being limited to servant summoning.&lt;br /&gt;
* All skills eventually trainable by divine abilities can be trained immediately on worshipping that god (Invocations for many gods, Evocations for Nemelex, Necromancy for Kiku, and Shields for TSO per Divine Shield).&lt;br /&gt;
* Ashenzari now generates 1-3 curse scrolls per remove curse scroll.&lt;br /&gt;
* Innate abilities hated by your god are now marked as such.&lt;br /&gt;
&lt;br /&gt;
==Interface==&lt;br /&gt;
* &amp;quot;Automagic&amp;quot; functionality similar to autofight has been added through the options automagic_enable, automagic_stop, and automagic_fight; it can be used to automatically cast spells in a specified slot in combat.&lt;br /&gt;
* Different types of magical traps are coloured differently.&lt;br /&gt;
* Unnaturally hard rock walls have a new default glyph.&lt;br /&gt;
* The % screen has a new layout.&lt;br /&gt;
* You are prompted to continue wearing/unwearing armour when a monster comes into view.&lt;br /&gt;
* &amp;quot;pickup_mode = multi|single&amp;quot; is now &amp;quot;pickup_menu = true|false&amp;quot;, with true being the default; &amp;quot;pickup_menu_limit&amp;quot; has been introduced to handle the old &amp;quot;auto:X&amp;quot; settings.&lt;br /&gt;
* The &amp;quot;auto_list&amp;quot; option has been removed.&lt;br /&gt;
* The WebTiles spectator box sorts names and links online player profiles.&lt;br /&gt;
* URLs occurring in WebTiles chat messages are hyperlinked.&lt;br /&gt;
* New default minimap colours.&lt;br /&gt;
* Examining a monster now displays the speeds at which it takes actions if those actions are slower or faster than its normal speed.&lt;br /&gt;
* arena_delay, which controls the speed of arena play and animations, is now available outside of arena mode as view_delay.&lt;br /&gt;
* Monsters get invisible monster indicators for one turn after they become invisible to the player.&lt;br /&gt;
* The shop screen layout has been revised.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Crawl Versions]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Healing&amp;diff=41874</id>
		<title>Talk:Healing</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Healing&amp;diff=41874"/>
				<updated>2016-05-13T04:45:55Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: /* This may be updated enough */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Does healing power stack? ==&lt;br /&gt;
&lt;br /&gt;
As we all know troll leather armor helps healing a little bit. Well, but if your character is himself a troll, will it help him anyhow if he wears a randart hat with {Regen+) attribute? Does healing power stack? Please tell me your insights about that obscure matter. Code diving observations possibly or just game experience. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 14:25, 10 June 2015 (CEST)&lt;br /&gt;
:I'm pretty sure all sources of regeneration stack. According to the [[regeneration rate]] article, the only exception is wearing troll leather armour as a troll, but I think they might have changed that in 0.16. So yes, wearing that hat with Regen on it will help. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 19:14, 10 June 2015 (CEST)&lt;br /&gt;
::Fine if so, thank you! By the way I recently saw a randart troll armor in [[0.16]].1 which still carried the formula '+Regen unless you are a troll'. The dark side of the medal might be: while healing very fast (stacked) increased hunger clock. ;-) -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 22:57, 10 June 2015 (CEST)&lt;br /&gt;
:::Yep, that's the downside of boosting your regeneration rate -- it boosts your metabolism, too. Of course, as a troll you're already eating every other corpse anyway... [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 17:35, 12 June 2015 (CEST)&lt;br /&gt;
&lt;br /&gt;
== This may be updated enough ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure, but with my recent edit, I think this page may be current. Anyone else want to check it over? [[User:Jwoodward48ss|Jwoodward48ss]] ([[User talk:Jwoodward48ss|talk]]) 02:46, 13 May 2016 (CEST)&lt;br /&gt;
:I made some more changes and marked it as 0.18. - [[User:Edsrzf|Edsrzf]] ([[User talk:Edsrzf|talk]]) 06:45, 13 May 2016 (CEST)&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Healing&amp;diff=41873</id>
		<title>Healing</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Healing&amp;diff=41873"/>
				<updated>2016-05-13T04:45:23Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
&lt;br /&gt;
'''Healing''' is the act of restoring lost [[HP]]. All characters need to heal when combat wears them out, preferably in a hurry, but not all methods of healings are suitable for all characters. The following is a list of all means of HP recovery:&lt;br /&gt;
&lt;br /&gt;
==Healing Naturally==&lt;br /&gt;
*Injured characters recover HP over time, allowing you to recover after combat by simply standing around. You can pass a single turn by pressing '''.''' or up to 100 turns by pressing '''5'''. The amount you recover is based upon your character's [[regeneration rate]].&lt;br /&gt;
**Be aware that [[troll]]s, well-fed [[vampire]]s, and [[vine stalker]]s recover HP faster than normal this way, while [[deep dwarves]] and bloodless vampires won't recover HP from resting at all.&lt;br /&gt;
**Wearing an [[amulet of regeneration]], [[troll leather armour]], [[artefact]] with the Regeneration intrinsic, or having the [[Good mutations#Regeneration|Regeneration]] [[mutation]] increase your regeneration rate.&lt;br /&gt;
**By contrast, having the [[Slow Healing]] mutation decrease your regeneration rate whenever monsters are around.&lt;br /&gt;
&lt;br /&gt;
==Healing Through Spells==&lt;br /&gt;
*The [[Regeneration]] spell gives you a temporary but massive boost to your regeneration rate, allowing you to recover quickly.&lt;br /&gt;
*The [[Vampiric Draining]] spell allows you to steal HP from adjacent living enemies.&lt;br /&gt;
*The [[Borgnjor's Revivification]] spell immediately recovers all your HP, but casting it permanently reduces your max HP by a small amount.&lt;br /&gt;
&lt;br /&gt;
==Divine Healing==&lt;br /&gt;
*[[Elyvilon]]'s abilities allow you to directly heal yourself or others.&lt;br /&gt;
*[[Gozag]]'s Potion Petition ability may give you the chance to buy a healing potion.&lt;br /&gt;
*[[Makhleb]]'s followers may recover HP each time they kill a monster.&lt;br /&gt;
*[[Ru]]'s Draw Out Power ability restores some HP at the cost of [[drain]]ing you.&lt;br /&gt;
*[[The Shining One]]'s Followers may regain HP and MP each time they kill a demonic or undead monster.&lt;br /&gt;
*[[Trog]]'s Trog's Hand ability temporarily increases your regeneration rate, along with its other benefits.&lt;br /&gt;
*[[Xom]] occasionally decides to heal you when [[tension]] is high.&lt;br /&gt;
*[[Yredelemnul]]'s Drain Life ability injures all living monsters around you, granting half of the damage dealt as healing to you.&lt;br /&gt;
&lt;br /&gt;
==Healing Through Items==&lt;br /&gt;
*Some attacks against appropriate enemies made with a [[vampiric]] weapon heal the wielder for half the damage dealt.&lt;br /&gt;
*[[Potions]]&lt;br /&gt;
**[[Quaff]]ing a [[potion of curing]] restores 1d7+4 HP, along with its other benefits.&lt;br /&gt;
**Quaffing a [[potion of heal wounds]] restores 3d28/3+9 HP.&lt;br /&gt;
**Quaffing a [[potion of ambrosia]] gives you several turns of increased HP and MP regeneration, but also [[confuse]]s you while you're regenerating.&lt;br /&gt;
***Both of these effects are halved for hungry [[Vampire]]s. [[Mummies]] are unable to quaff potions. [[Vine Stalker]]s cannot heal from potions.&lt;br /&gt;
*[[Decks]]&lt;br /&gt;
**Drawing the [[Potion card]] from a [[deck of changes]], [[deck of war|war]], or [[deck of defence|defence]] has a chance to restore you as though you'd drank a potion of curing or heal wounds.&lt;br /&gt;
**Drawing the [[Elixir card]] from a deck of changes, war, defence, or [[deck of escape|escape]] greatly increases your regeneration for several turns.&lt;br /&gt;
**Drawing the [[Alchemist card]] from a deck of changes, defence, escape, or [[deck of wonders|wonders]] restores HP in exchange for some [[gold]].&lt;br /&gt;
*[[Wands]]&lt;br /&gt;
**Zapping yourself with a [[wand of heal wounds]] restores 3d28/3+9 HP.&lt;br /&gt;
***[[Vine Stalker]]s and characters wearing the [[Robe of Vines]] cannot heal from wands.&lt;br /&gt;
&lt;br /&gt;
==Species-specific Healing==&lt;br /&gt;
*[[Demonspawn]] with the [[Demonspawn mutations#Powered by Death|Powered by Death]] [[mutation]] have a higher regeneration rate when near fresh corpses.&lt;br /&gt;
*[[Ghoul]]s can recover current and max HP by eating [[chunk]]s.&lt;br /&gt;
*Hungry vampires recover some HP and [[satiation]] each time they successfully [[Stabbing|stab]] a living enemy.&lt;br /&gt;
&lt;br /&gt;
==Amulet of Guardian Spirit==&lt;br /&gt;
*[[Guardian spirit]] causes all damage taken by your character to be split between HP and [[MP]] until your MP reaches 0. Characters that don't use MP normally can treat this as additional HP, and enjoy a bonus to regeneration rate because both HP and MP regenerate separately.&lt;br /&gt;
**Quaffing [[potions of magic]] or using [[channeling]] (excellent for mummy or [[lichform]] characters) are effective means of &amp;quot;healing&amp;quot; characters with this amulet.&lt;br /&gt;
**Deep dwarves have difficulty taking advantage of this amulet, as their MP regeneration rate is set to 0 when they equip it. However, any of the above methods of restoring MP still function.&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Torment&amp;diff=41866</id>
		<title>Torment</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Torment&amp;diff=41866"/>
				<updated>2016-05-12T23:19:57Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
&lt;br /&gt;
[[Torment]] is a nearly irresistible effect that cuts the [[HP]] of its targets by half.&lt;br /&gt;
&lt;br /&gt;
==Sources of Torment (Player)==&lt;br /&gt;
You can invoke torment against all living creatures in your line of sight (including you) in the following ways:&lt;br /&gt;
*Reading a [[scroll of torment]]&lt;br /&gt;
*Wielding or attacking with the [[Sceptre of Torment]]&lt;br /&gt;
*Drawing a power 2 [[Pain card|Pain]] card from a [[deck of destruction]] or [[deck of war]]&lt;br /&gt;
*Drawing a [[Torment card|Torment]] card from the [[deck of punishment]]&lt;br /&gt;
*Sacrificing a corpse to [[Kikubaaqudgha]] (requires high piety)&lt;br /&gt;
&lt;br /&gt;
Unless you have torment resistance, the damage you take will make this a dangerous technique. The spell [[Agony]] is a safe alternative: although it only halves the HP of one monster, can't affect monsters with any [[life protection]], and can be blocked by [[magic resistance]], it does not harm you when cast.&lt;br /&gt;
&lt;br /&gt;
You can also accidentally invoke a torment effect against only yourself in the following ways:&lt;br /&gt;
*Incurring Kikubaaqudgha wrath&lt;br /&gt;
*[[Xom]] acting&lt;br /&gt;
*High level [[Necromancy]] miscast effects, as caused by&lt;br /&gt;
**Miscasting Necromancy spells very badly&lt;br /&gt;
**Mummy [[death curse]]s&lt;br /&gt;
**[[Hell]] effects (common in [[Tartarus]], but possible in any branch)&lt;br /&gt;
&lt;br /&gt;
==Sources of Torment (Monsters)==&lt;br /&gt;
{{monsters with spell|Symbol of Torment}}&lt;br /&gt;
&lt;br /&gt;
This monster invoke torment upon its death:&lt;br /&gt;
*{{monsterlink|Lurking horror}}&lt;br /&gt;
&lt;br /&gt;
They won't cast [[Symbol of Torment]] if their target is immune to it. Friendly monsters, like the ones you can get by casting [[Summon Greater Demon]], won't cast symbol of torment while you are in their LOS.&lt;br /&gt;
&lt;br /&gt;
If a monster invokes torment, you will see the message&lt;br /&gt;
{{crawlquote|&amp;quot;The &amp;lt;monster&amp;gt; calls on the powers of darkness!&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Torment Resistance and Immunity==&lt;br /&gt;
There are only a few sources of torment resistance or immunity, but fortunately they all stack. In order of effectiveness:&lt;br /&gt;
*Being [[undead]] ([[mummy]], [[ghoul]], bloodless [[vampire]], or [[lichform]] through [[Necromutation]]) blocks it entirely.&lt;br /&gt;
*The spell [[Death's Door]] negates all damage from torment. It's risky to use around [[smiting]] monsters, but may be worth it.&lt;br /&gt;
*The final level of the [[demonspawn]] [[demonspawn mutation#Negative Energy Resistance|negative energy resistance]] facet completely negates 50% of all torment attempts, but does nothing against those that hit you.&lt;br /&gt;
*[[Kikubaaqudgha]] provides torment protection that rises with piety, reducing it to 1/5 of your HP lost on average at max piety.&lt;br /&gt;
*Being a [[gargoyle]] or in [[Statue Form]] halves torment damage.&lt;br /&gt;
*[[Negative energy]] resistance reduces torment damage by 10% (5% of your max HP) per level (so at rN+++, 35% HP loss). Do not underestimate this protection: over three torments (an unfortunate but not uncommon situation), rN+++ will leave you with over twice as much HP as you would have had without it. When stacked with protection from other sources, this takes a lot of the bite out of torment.&lt;br /&gt;
*[[Deep dwarf]] damage shaving reduces torment damage by 1-11 HP (amount rises with experience level).&lt;br /&gt;
*An [[amulet of guardian spirit]] converts some of the torment HP damage into MP damage.&lt;br /&gt;
&lt;br /&gt;
These sources of torment immunity should be avoided:&lt;br /&gt;
*Having 3 HP or less renders you immune to torment. Not recommended.&lt;br /&gt;
*Several [[bad form]]s also give immunity to torment: [[Tree Form]], [[Fungus Form]] and [[Wisp Form]].&lt;br /&gt;
*Being [[petrified]].&lt;br /&gt;
&lt;br /&gt;
There are also some common-sense methods of avoiding torment which shouldn't be overlooked:&lt;br /&gt;
&lt;br /&gt;
*Removing LOS from monsters - if they can't see you, they can't torment you! A [[scroll of fog]], simply closing a door, retreating at speed or teleporting away can be the wisest option if unprepared to deal with multiple torment-capable enemies, especially if there are [[smiting|smiting-]] or [[damnation|damnation-capable]] monsters around.&lt;br /&gt;
*Fighting torment-capable monsters one at a time - you can only kill one enemy at a time in most situations, so you're just giving the others time to torment you down if you fight multiple enemies.&lt;br /&gt;
*Or, of course, kill the source of the torment! In most situations it's wise to prioritise killing monsters capable of tormenting you, and there's no point in spending a turn casting statue form to avoid torment if you can reliably kill all torment-capable monsters in sight with a [[Fire Storm]].&lt;br /&gt;
*Only a few sources of torment can be [[silence]]d, but if you possess reasonable melee prowess, it's often a good idea if possible. Specifically, silence will only work on mummies: [[mummy priest]]s, [[greater mummies]], [[Menkaure]], and [[Khufu]]. Be careful doing this in [[Tomb]], as more tormenters may show up at the edge of LOS.  Careful use of terrain can minimize this risk. Note that silence does NOT work on other undead, namely [[curse skull]]s, [[curse toe]]s, or [[Murray]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.13]], stepping on a [[Zot trap]] could also invoke torment as a random miscast.  When Zot traps were given their own special set of effects in 0.13, torment was not included.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], players could also cast [[Symbol of Torment]] as a L6 Necromancy spell.  The spell would not work for players immune to torment.&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY: Effects]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Door&amp;diff=41865</id>
		<title>Door</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Door&amp;diff=41865"/>
				<updated>2016-05-12T23:12:59Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{flavour|A wooden door.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Door.png]]&lt;br /&gt;
&lt;br /&gt;
'''Doors''' are [[Dungeon]] features which are usually used to separate rooms from each other, though they may be found standing in the middle of a room as well. Found in the Dungeon and almost all [[branches]], they are set into walls and are usually only 1x1 or 2x1 in size (though some [[vault]]s may contain far more massive doors). Walking into a door will open it, while pressing '''[[C]]''' when adjacent to one will close it. If you know that there are [[monster]]s behind a door, leaving it closed will keep them at bay unless they are aware of you and are [[Item usage|intelligent enough to open the door]], or they are capable of simply [[Jelly|eating the door]], in which case it will do you very little good.&lt;br /&gt;
&lt;br /&gt;
Doors may occasionally [[noise|creak]] when opened, alerting nearby monsters to your presence. This is less of an issue for heavily armoured bruisers than for [[stealth]]y sorts, as they tend to wake up everything no matter what. Fortunately, the chance of this happening is 1 in (8 + 4*[[Stealth]]/3), so stealthy characters are unlikely to cause it anyway. [[Silence]] also prevents creaky doors.&lt;br /&gt;
&lt;br /&gt;
==Runed Door==&lt;br /&gt;
{{flavour|A door, covered in runic writing. It looks like there is something special behind it — perhaps danger, perhaps treasure. You may break the runes by opening it like any other door.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Runed door.png]]&lt;br /&gt;
&lt;br /&gt;
Runed doors are only found in special vaults, are indestructible, and are generally used to contain very powerful monsters and especially valuable treasure. Avoid opening them unless you're confident that you can handle something significantly [[out-of-depth]]. Clearing the rest of the floor first, just to minimize the risk of you running into more trouble as you flee or teleport away, is advisable, and don't forget that you can close the door again if that'll seal away the threat inside!&lt;br /&gt;
&lt;br /&gt;
Note that random teleports and [[escape hatch]]es from adjacent floors can still place you inside areas that are closed off by runed doors.&lt;br /&gt;
&lt;br /&gt;
Runed doors are guaranteed to appear on level 2 of the [[Elven Halls]], sealing the hall of blades.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Closing doors in front of monsters will delay them slightly even if they are able to open the door. If you are trying to buy time for one more [[MP]] or for a [[teleport]] to kick in, this can be a life saver.&lt;br /&gt;
*If you open a door and immediately see out-of-reach enemies capable of [[smiting]] you, [[torment]]ing you, blasting you with [[damnation]], or otherwise dealing heavy damage at range, don't retreat! Running gives them the opportunity to attack you as long as you're in their line of sight. If you [[c]]lose the door first, this forces them to come to you, robbing them of several turns they could otherwise spend blasting you, and almost guarantees that you'll get to act against them first. This is effective against early threats such as [[orc priest]]s, as well as late-game [[fiend]]s and [[lich]]es.&lt;br /&gt;
*Opening a door by hand will immediately reveal everything within that room. Blasting a door with a [[wand of disintegration]] will allow you to slowly bring the room into your [[line of sight]], one step at a time. If you have reason to suspect that a door is hiding a particularly nasty [[vault]], doing this will allow you to take on the contents a little bit at a time, rather than all at once (though it is rather noisy). Alternatively, [[shout]]ing while near a door will awaken the inhabitants of the room beyond, and they may open the door for you a few turns later.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.12]], there were occasionally secret doors that would only be revealed if you were within line of sight of them and succeeded on a check against your [[Traps &amp;amp; Doors]] skill. These were removed, which is why the skill was then renamed to [[Traps]]. These hidden doors used to be found everywhere, but were limited only to special [[vault]]s in [[0.11]].&lt;br /&gt;
&lt;br /&gt;
{{flavour|A wooden door, cunningly hidden. It used to be a secret door, but, at least for you, it's not a secret anymore.}}&lt;br /&gt;
&lt;br /&gt;
Runed doors were added in [[0.12]], although vault-defined warning-covered doors had existed for several versions before that.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Features]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Brooch_of_Shielding&amp;diff=41860</id>
		<title>Brooch of Shielding</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Brooch_of_Shielding&amp;diff=41860"/>
				<updated>2016-05-12T04:54:56Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{flavour|A brooch with an intricate inlaid design, providing a range of magical protections. Back in the good old days, every adventurer had one of these handy devices. That, and a pony.}}&lt;br /&gt;
[[File:Brooch_of_shielding.png]] '''''the brooch of Shielding'''''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Reflection]] ego&amp;lt;br&amp;gt;&lt;br /&gt;
[[SH]]+8&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''brooch of Shielding''' is basically an [[amulet of reflection]] with a higher-than-normal SH value. It's useful, especially with a [[shield]] or other source of SH, but you might prefer some other artefact amulet with resistances or other properties.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.18]], the brooch of Shielding was an [[amulet of warding]] with AC+4 and EV+4.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Amulets]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Lear%27s_hauberk&amp;diff=41859</id>
		<title>Lear's hauberk</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Lear%27s_hauberk&amp;diff=41859"/>
				<updated>2016-05-12T02:17:50Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{flavour|A well-made golden hauberk that covers all of its wearer's body parts. It includes a chainmail coif, chausses and maille gauntlets.}}&lt;br /&gt;
[[File:Lear's_hauberk.png]] '''''the +27 Lear's hauberk'''''&lt;br /&gt;
&lt;br /&gt;
+27 [[chain mail]]&lt;br /&gt;
&lt;br /&gt;
Fills your body, head, hands, and feet armour slots&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
'''Lear's hauberk''' is an extremely unusual piece of equipment, filling four equipment slots in exchange for a massive amount of [[AC]]. To wear it, you must be able to wear chain mail, [[hat]]s, [[boots]], and [[gloves]]. It is by no means an ideal piece of armour; the [[chain mail]] base armour is cumbersome, and losing that much equipment access will rule out many useful intrinsics and resistances. Also, while its AC bonus may look impressive, the loss of any AC from the helmet, boots, and gloves slots offsets a lot of this (assuming +2 versions of each of these items, the hauberk is effectively reduced to +18, or even less once you've got some [[Armour skill]] training under your belt). That being said, a character who finds it early on, possibly before finding equipment to fill the extra slots with anyway, can suddenly find himself absurdly well-protected against the threats of the early game, and if you can find all the resistances you need from your weapon, [[jewellery]], [[cloak]], and [[shields|shield]] slots, it can serve all the way through to [[the Realm of Zot]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Lear's hauberk was added in [[0.13]], replacing [[Lear's chain mail]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Body armour]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Drain_Life&amp;diff=41858</id>
		<title>Drain Life</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Drain_Life&amp;diff=41858"/>
				<updated>2016-05-11T22:31:51Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
&lt;br /&gt;
'''Drain Life''' is a monsters-only spell which functions like [[Yredelemnul]]'s Drain Life ability, dealing [[negative energy]] damage to every enemy in the caster's [[line of sight]] and restoring half the damage dealt to the caster. In effect, this allows the enemy to [[smite]] you and all your allies and heal itself in a single action. [[Negative energy]] resistance reduces its effect, negating it entirely at rN+++.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Drain Life was added in [[0.12]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fly_(Tengu)&amp;diff=41857</id>
		<title>Fly (Tengu)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fly_(Tengu)&amp;diff=41857"/>
				<updated>2016-05-11T22:29:57Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Redirect to fly; tengu ability doesn't merit its own page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Fly]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Intelligence&amp;diff=41856</id>
		<title>Intelligence</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Intelligence&amp;diff=41856"/>
				<updated>2016-05-11T21:21:10Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&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;
*Reduces [[spell hunger]] per casting by (INT × [[Spellcasting]]).&lt;br /&gt;
*Increases [[spell power]].&lt;br /&gt;
&lt;br /&gt;
If your intelligence is ever reduced to 0 or lower, you will eventually suffer [[stat zero]] effects.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dexterity&amp;diff=41854</id>
		<title>Dexterity</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dexterity&amp;diff=41854"/>
				<updated>2016-05-11T21:16:57Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
&lt;br /&gt;
'''Dexterity''' (or DEX) is one of a character's three main [[attributes]], along with [[strength]] and [[intelligence]]. It is important if you want to have high evasion.&lt;br /&gt;
&lt;br /&gt;
Dexterity affects the following:&lt;br /&gt;
*Very slightly increases accuracy in combat.&lt;br /&gt;
*Increases the effect of [[Dodging]] skill on evasion.&lt;br /&gt;
*Increases the chances to stab monsters.&lt;br /&gt;
*Slightly increases [[stealth]] (3 per point - for comparison, boots of stealth give 50).&lt;br /&gt;
*Slightly increases your [[SH]] bonus with [[buckler]]s, [[shield]]s or [[large shield]]s.&lt;br /&gt;
*Increases the chance of doing [[auxiliary attack]]s.&lt;br /&gt;
*Increases the chance of doing retaliatory headbutts when you are a [[minotaur]].&lt;br /&gt;
&lt;br /&gt;
If you are casting spells, intelligence is nearly always better than dexterity, but dexterity is still much better than strength for most characters.&lt;br /&gt;
&lt;br /&gt;
If your dexterity is ever reduced to 0 or lower, you will eventually suffer [[stat zero]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.18]], each weapon type had a strength weight that determined how much dexterity contributed to damage and accuracy. Now dexterity increases accuracy equally for all weapons, and does not affect damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Strength&amp;diff=41853</id>
		<title>Strength</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Strength&amp;diff=41853"/>
				<updated>2016-05-11T21:16:50Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: /* History */ Better wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
&lt;br /&gt;
'''Strength''' (or STR) is one of a character's three main [[attributes]], along with [[dexterity]] and [[intelligence]].&lt;br /&gt;
&lt;br /&gt;
Strength affects the following:&lt;br /&gt;
*Slightly increases damage in combat. &lt;br /&gt;
*Reduces the impact your armour's [[encumbrance rating]] has upon your accuracy, [[ev]]asion, and spellcasting success rate.&lt;br /&gt;
*Slightly increases your [[SH]] bonus with [[shield]]s or [[large shield]]s.&lt;br /&gt;
*Increases the chance of doing [[auxiliary attack]]s.&lt;br /&gt;
*Increases [[constriction]] damage.&lt;br /&gt;
*Increases the chance of doing retaliatory headbutts when you are a [[minotaur]].&lt;br /&gt;
&lt;br /&gt;
[[Dexterity]] is often more useful than strength. The bonus damage from strength is generally very minor in all but the most extreme cases, while boosting your [[ev]]asion is helpful for any character. However, a high strength score can go a long way toward allowing you to cast spells or dodge attacks while wearing heavy armour.&lt;br /&gt;
&lt;br /&gt;
If your strength is ever reduced to 0 or lower, you will eventually suffer [[stat zero]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.18]], each weapon type had a strength weight that determined how much strength contributed to damage and accuracy. Now strength increases damage equally for all weapons, and does not affect accuracy.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], characters could only carry a certain weight of gear at any given time, measured in [[aum]]s. Strength increased your carrying capacity by 25 aum per point. Also, ranged combat was significantly more complicated, and strength played a role in determining your attack delay with ranged weapons (see [[weapon damage]] and [[ranged combat]] for details).&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], the weapon damage bonus from strength was half as large. Strength also played a role in the now-obsolete Armour EV-Penalty system, which was replaced with [[encumbrance rating]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Strength&amp;diff=41852</id>
		<title>Strength</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Strength&amp;diff=41852"/>
				<updated>2016-05-11T20:54:26Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
&lt;br /&gt;
'''Strength''' (or STR) is one of a character's three main [[attributes]], along with [[dexterity]] and [[intelligence]].&lt;br /&gt;
&lt;br /&gt;
Strength affects the following:&lt;br /&gt;
*Slightly increases damage in combat. &lt;br /&gt;
*Reduces the impact your armour's [[encumbrance rating]] has upon your accuracy, [[ev]]asion, and spellcasting success rate.&lt;br /&gt;
*Slightly increases your [[SH]] bonus with [[shield]]s or [[large shield]]s.&lt;br /&gt;
*Increases the chance of doing [[auxiliary attack]]s.&lt;br /&gt;
*Increases [[constriction]] damage.&lt;br /&gt;
*Increases the chance of doing retaliatory headbutts when you are a [[minotaur]].&lt;br /&gt;
&lt;br /&gt;
[[Dexterity]] is often more useful than strength. The bonus damage from strength is generally very minor in all but the most extreme cases, while boosting your [[ev]]asion is helpful for any character. However, a high strength score can go a long way toward allowing you to cast spells or dodge attacks while wearing heavy armour.&lt;br /&gt;
&lt;br /&gt;
If your strength is ever reduced to 0 or lower, you will eventually suffer [[stat zero]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.18]], each weapon type had a strength weight that determined how much strength contributed to damage and accuracy. Now strength contributes to damage equally for all weapons, and not at all to accuracy.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], characters could only carry a certain weight of gear at any given time, measured in [[aum]]s. Strength increased your carrying capacity by 25 aum per point. Also, ranged combat was significantly more complicated, and strength played a role in determining your attack delay with ranged weapons (see [[weapon damage]] and [[ranged combat]] for details).&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], the weapon damage bonus from strength was half as large. Strength also played a role in the now-obsolete Armour EV-Penalty system, which was replaced with [[encumbrance rating]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:0.18&amp;diff=41851</id>
		<title>Talk:0.18</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:0.18&amp;diff=41851"/>
				<updated>2016-05-11T20:28:18Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: /* noticed wrong statements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Remarks on 0.18 developments ==&lt;br /&gt;
&lt;br /&gt;
I'm rather disappointed by the new ideas of the 0.18 developers. For example: random artifacts (BTW very rare) that destruct themselves when put aside ... horrible! The DCSS game takes a self-destructive course IMHO. I'll probably leave it if it comes even more so. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 16:18, 7 April 2016 (CEST)&lt;br /&gt;
&lt;br /&gt;
== noticed wrong statements  ==&lt;br /&gt;
&lt;br /&gt;
The statement &amp;quot;Natasha, deep elf knights, and salamander stormcallers can no longer cast Conjure Flame.&amp;quot; is nonsense. Not even one of the three did have [[Conjure Flame]] in its spellset. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 15:52, 10 May 2016 (CEST)&lt;br /&gt;
:They did, but those articles were automatically updated when [[Module:Table of monsters]] was regenerated for 0.18. That's probably what caused your confusion. - [[User:Edsrzf|Edsrzf]] ([[User talk:Edsrzf|talk]]) 23:26, 10 May 2016 (CEST)&lt;br /&gt;
::It would be nice if content generated from data would include source version somehow. Of course it shouldn't take out much space. -- [[User:Medar|Medar]] ([[User talk:Medar|talk]]) 07:05, 11 May 2016 (CEST)&lt;br /&gt;
:::Yeah, right now we're at this strange sort of in-between stage where most monster articles are actually up to date, but the version tags haven't been updated. I would like to improve the state of things somehow; I'm just not sure of the best approach. - [[User:Edsrzf|Edsrzf]] ([[User talk:Edsrzf|talk]]) 22:28, 11 May 2016 (CEST)&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_ambrosia&amp;diff=41835</id>
		<title>Potion of ambrosia</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_ambrosia&amp;diff=41835"/>
				<updated>2016-05-11T04:20:25Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A strange substance, produced by ghost moths. Consuming it causes regeneration of health and magic, along with total befuddlement. The two effects are fundamentally linked - the regeneration ends the moment the confusion does.}}&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Potion&lt;br /&gt;
 |name=Potion of ambrosia&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of ambrosia''' immediately inflicts you with 3-10 turns of [[confusion]] (bypassing [[clarity]]), during which time you also benefit from a greatly increased [[HP]] and [[MP]] regeneration rate (+3-5 HP and MP per turn on top of standard regeneration). Unlike most sources of regeneration, this effect even functions for [[deep dwarves]] and bloodless [[vampire]]s. Extending your confusion through any means does ''not'' extend the duration of the regenerative effects.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Potions of ambrosia are situational items at best, combining a curious form of healing with near-uselessness in combat. Deep dwarves and vampires will obviously want to collect them for their healing benefits between fights, but others may have difficulty coming up with safe uses for them. In the early game they can be very effective at negating lethal levels of [[poison]] or for recovering health during a long, drawn-out fight with [[phantom]]s and other moderate threats, but later on they may be worth ignoring, particularly for characters relying heavily on [[shields]] for defense.&lt;br /&gt;
&lt;br /&gt;
It is possible to use them in big fights as extra regeneration, if you are for example a two handed axe user who does not care for targeting explicit enemies. Since you don't use a shield anyway, you don't lose the SH value. Still it might be better to go unconfused for taking out ranged enemies.&lt;br /&gt;
&lt;br /&gt;
Useless almost anywhere else, potions of ambrosia are great to have in the [[Abyss]], where you'll never find enough peace to fully heal up and recharge after a fight with normal means. Ambrosia accomplishes that in a few turns between one fight and the next.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.18]], clarity made potions of ambrosia useless.&lt;br /&gt;
&lt;br /&gt;
Potions of ambrosia were added in [[0.16]]. They are based upon the [[ambrosia]] food item found in [[0.14]] and earlier.&lt;br /&gt;
&lt;br /&gt;
[[Category:Potion]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion&amp;diff=41834</id>
		<title>Potion</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion&amp;diff=41834"/>
				<updated>2016-05-11T03:10:57Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
''This page is about the [[Item]]. For the card, see [[Potion card]]''&lt;br /&gt;
{{flavour|An unlabeled flask containing a single dose of unknown liquid.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then gave I her, - so tutor'd by my art, -&amp;lt;br&amp;gt;A sleeping potion, which so took effect&amp;lt;br&amp;gt;As I intended, for it wrought on her&amp;lt;br&amp;gt;The form of death: meantime I writ to Romeo&amp;lt;br&amp;gt;That he should hither come as this dire night,&amp;lt;br&amp;gt;To help to take her from her borrow'd grave,&amp;lt;br&amp;gt;Being the time the potion's force should cease.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-William Shakespeare, _Romeo and Juliet_}}&lt;br /&gt;
&lt;br /&gt;
'''Potions''' are useful consumable items represented by the &amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;'''!'''&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt; character. Every potion has a specific effect (beneficial or harmful!) when [[quaff]]ed. You can't drink potions while [[berserk]], in [[bat form]], [[wisp form]], [[tree form]], [[fungus form]], or [[lich form]], or if you're a [[mummy]].&lt;br /&gt;
&lt;br /&gt;
==Potion Identification==&lt;br /&gt;
Apart from using a [[scroll of identify]], there are several ways to determine the identity of potions you've picked up.&lt;br /&gt;
&lt;br /&gt;
Some race/class combinations begin with potions identified. All characters recognize potions of blood, [[fighter]]s start with a [[potion of might]], and [[wanderer]]s may start with some identified potions in their inventory. Wanderers also have a chance to recognize potions of curing regardless of inventory.&lt;br /&gt;
 &lt;br /&gt;
Quaffing a random potion is the most obvious way to figure out its contents, but may be dangerous. You'll want to be somewhere safe with no monsters in sight, in case of a [[potion of ambrosia]], [[potion of lignification]], or [[potion of berserk rage]]. [[Potions of degeneration]] and [[potions of mutation]] are also harmful, but those effects do not wear off by simply passing turns.&lt;br /&gt;
&lt;br /&gt;
Monsters sometimes drink potions within your [[line of sight]]. This identifies the potion.&lt;br /&gt;
&lt;br /&gt;
You may also guess at a potion's identity by the size of the stacks in your inventory. Potions of curing are the most frequent (about 25% of all potions generated), followed by potions of heal wounds (about 13% of all potions generated). This is very unreliable if your highest potion stack is only 2 or 3 since potions are sometimes generated in batches. On the other hand, [[potions of beneficial mutation]], [[potion of cure mutation|cure mutation]], and [[potion of experience|experience]] are very rare (less than 1% of all generated potions), so you're unlikely to pick one of those if you only drink potions when you have two of the same type.&lt;br /&gt;
&lt;br /&gt;
Some more notes on potion identification:&lt;br /&gt;
*If you find an altar of Cheibriados surrounded by 2 potions and 2 fruits, these potions are either [[potions of lignification]] or [[potions of haste]].&lt;br /&gt;
*A certain entry [[vault]] for the [[Orcish Mines]] has multiple potions scattered about in addition to several placed behind a door. All of these are bad potions (such as poison or degeneration).&lt;br /&gt;
&lt;br /&gt;
==List of potions==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&lt;br /&gt;
! Tile !! Potion of ... !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of agility.png]] || [[Potion of agility|agility]] || Grants the Agile condition for several turns. (+5 Dex, +EV, +Stlth)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of ambrosia.png]] || [[Potion of ambrosia|ambrosia]] || Confuses you, but increases your health and magic regeneration for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of beneficial mutation.png]] || [[Potion of beneficial mutation|beneficial mutation]] || Gives a mutation from the list of [[good mutation]]s.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of berserk rage.png]] || [[Potion of berserk rage|berserk rage]] || Makes you go [[berserk]] for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of blood.png]] || [[Potion of blood|blood]] || Provides satiation for [[Vampires]] and cures a point of rot for [[Ghoul]]s. Can cause [[sickness]] for non-carnivores.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of brilliance.png]] || [[Potion of brilliance|brilliance]] || Grants the Brilliant condition for several turns (+5 Int, +Wizardry, +spell power).&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of cancellation.png]] || [[Potion of cancellation|cancellation]] || Ends many status effects, both good and bad.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of cure mutation.png]] || [[Potion of cure mutation|cure mutation]] || Attempts to remove 1-7 of your mutations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of curing.png]] || [[Potion of curing|curing]] || Removes [[poison]], [[confusion]], [[nausea]], [[sickness]], or [[rotting]]; also heals 5-13 HP or 1-2 [[rot]]ted HP when used at full health.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of degeneration.png]] || [[Potion of degeneration|degeneration]] || Temporarily reduces a random attribute (Str, Int, or Dex) by 1-4 points.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of experience.png]] || [[Potion of experience|experience]] || You immediately gain a level and a large amount of XP to apply to your skills.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of flight.png]] || [[Potion of flight|flight]] || Lets you [[fly]] for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of haste.png]] || [[Potion of haste|haste]] || Grants [[Haste]] for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of heal wounds.png]] || [[Potion of heal wounds|heal wounds]] || Heals 10-37 HP or 2-6 [[rot]]ted HP when used at full health.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of invisibility.png]] || [[Potion of invisibility|invisibility]] || Makes you [[invisible]] for a several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of lignification.png]] || [[Potion of lignification|lignification]] || Grants you [[Tree form]] for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of magic.png]] || [[Potion of magic|magic]] || Recovers 10-37 MP.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of might.png]] || [[Potion of might|might]] || Grants the Might condition for several turns (+5 Str, +Dam)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of mutation.png]] || [[Potion of mutation|mutation]] || Attempts to give 3 random [[mutations]]. Undead characters [[rot]] instead.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of resistance.png]] || [[Potion of resistance|resistance]] || Provides one level each of [[fire]], [[cold]], [[electricity]], [[poison]], and [[corrosion]] [[resistance]] for several turns.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[0.18]] removed [[potion of poison]].&lt;br /&gt;
&lt;br /&gt;
[[0.17]] removed [[potion of decay]] and [[potion of restore abilities]]. It also made any potion able to be found in a stack, so that information can no longer be used to narrow down the possibilities. Monster quaffing always identifies a potion.&lt;br /&gt;
&lt;br /&gt;
[[0.16]] removed [[potion of coagulated blood]], [[potion of confusion]], and [[potion of porridge]]. It added [[potion of ambrosia]].&lt;br /&gt;
&lt;br /&gt;
[[0.15]] removed [[potion of strong poison]] and [[potion of paralysis]]. [[Potion of cancellation]] was added. Prior to this version, thirsty vampires received only half the effect from most potions.&lt;br /&gt;
&lt;br /&gt;
As of [[0.14]], the basic 40 satiation for all potions was removed, and the [[potion of slowing]] was replaced with the [[potion of lignification]]. Potions of speed are known as Potions of haste.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], instead of potions of beneficial mutation, there were the potions of gain stat, which gave (as a mutation) increases to individual stats.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], you could throw potions to generate [[cloud]] attacks against enemies with the [[Evaporate]] spell. You could also identify several unpleasant potions by creating samples of them through [[Fulsome Distillation]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Potion]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Scroll&amp;diff=41833</id>
		<title>Scroll</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Scroll&amp;diff=41833"/>
				<updated>2016-05-11T02:35:11Z</updated>
		
		<summary type="html">&lt;p&gt;Edsrzf: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{flavour|A disposable arcane formula inscribed on parchment by a professional scribe or sorceror. Anyone can evoke the power of the arcane formula by reading it out loud, but the nature of that power is not a priori apparent.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Scroll.png]]'''Scrolls''' are consumable items which, when read (command '''r'''), provide a wide variety of magical effects. They can be found as randomly generated loot or bought in certain [[shop]]s. Unidentified scrolls will have gibberish names until you've [[identified]] them, either by reading them or through use of a [[scroll of identify]]. These names are randomly generated each game, and provide no clues as to the scroll's effect.&lt;br /&gt;
&lt;br /&gt;
Unlike certain other roguelikes, in ''Crawl'' every character is able to read by default. However, you will have difficulty reading scrolls under the following circumstances:&lt;br /&gt;
*The [[Blurry Vision]] mutation will impose a [[time]] penalty upon reading the scroll (similar to equipping or removing [[armour]]), during which you are vulnerable to attack (length increases per rank). This penalty occurs before using the scroll, so if you should cancel the effect before finishing (e.g. targeting a location with a [[scroll of blink]]), the [[time]] will have already passed and the scroll's effect will not take place.&lt;br /&gt;
*The [[Stat zero|brainless]] [[status effect]] gives you a flat 80% failure rate.&lt;br /&gt;
&lt;br /&gt;
The following status effects disable scroll-reading entirely:&lt;br /&gt;
*[[Berserk]]&lt;br /&gt;
*[[Confusion]]&lt;br /&gt;
*[[Silence]]&lt;br /&gt;
*[[Engulf]]&lt;br /&gt;
*Certain [[bad form]]s&lt;br /&gt;
&lt;br /&gt;
Reading an unidentified scroll will always destroy it. If you read an identified scroll with an effect that requires you to make a decision, however, you can safely change your mind by pressing '''Escape''' and without spending any [[time]] doing so. However, you cannot do this with a [[scroll of acquirement]]; you must choose an option after reading it.&lt;br /&gt;
&lt;br /&gt;
==List of Scrolls==&lt;br /&gt;
*[[File:Scroll of acquirement.png]] [[Scroll of acquirement]]&lt;br /&gt;
*[[File:Scroll of amnesia.png]] [[Scroll of amnesia]]&lt;br /&gt;
*[[File:Scroll of blinking.png]] [[Scroll of blinking]]&lt;br /&gt;
*[[File:Scroll of brand weapon.png]] [[Scroll of brand weapon]]&lt;br /&gt;
*[[File:Scroll of enchant armour.png]] [[Scroll of enchant armour]]&lt;br /&gt;
*[[File:Scroll of enchant weapon.png]] [[Scroll of enchant weapon]]&lt;br /&gt;
*[[File:Scroll of fear.png]] [[Scroll of fear]]&lt;br /&gt;
*[[File:Scroll of fog.png]] [[Scroll of fog]]&lt;br /&gt;
*[[File:Scroll of holy word.png]] [[Scroll of holy word]]&lt;br /&gt;
*[[File:Scroll of identify.png]] [[Scroll of identify]]&lt;br /&gt;
*[[File:Scroll of immolation.png]] [[Scroll of immolation]]&lt;br /&gt;
*[[File:Scroll of magic mapping.png]] [[Scroll of magic mapping]]&lt;br /&gt;
*[[File:Scroll of noise.png]] [[Scroll of noise]]&lt;br /&gt;
*[[File:Scroll of random uselessness.png]] [[Scroll of random uselessness]]&lt;br /&gt;
*[[File:Scroll of recharging.png]] [[Scroll of recharging]]&lt;br /&gt;
*[[File:Scroll of remove curse.png]] [[Scroll of remove curse]]&lt;br /&gt;
*[[File:Scroll of silence.png]] [[Scroll of silence]]&lt;br /&gt;
*[[File:Scroll of summoning.png]] [[Scroll of summoning]]&lt;br /&gt;
*[[File:Scroll of teleportation.png]] [[Scroll of teleportation]]&lt;br /&gt;
*[[File:Scroll of torment.png]] [[Scroll of torment]]&lt;br /&gt;
*[[File:Scroll of vulnerability.png]] [[Scroll of vulnerability]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], the [[Blurry Vision]] mutation imposed a flat failure rate upon attempting to read a scroll that increased per rank.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], any time you suffered [[fire]] or [[hellfire]] damage, there was a chance your scrolls would be subject to [[item destruction]]. The [[conservation]] ego reduced the chance of this happening, as did having a high [[AC]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], reading scrolls at inappropriate times (a [[scroll of remove curse]] when you have no cursed items equipped, for example) would waste the scroll without actually identifying it.&lt;br /&gt;
&lt;br /&gt;
*Prior to [[0.10]], reading scrolls was the only way for a character without magical abilities to gain access to them, allowing you to train [[Spellcasting]].&lt;br /&gt;
&lt;br /&gt;
===Obsolete Scrolls===&lt;br /&gt;
*[[Scroll of curse armour]], [[scroll of curse jewellery]], [[Scroll of curse weapon]] - Removed in [[0.18]] when [[Ashenzari]] begain granting the ability to curse items directly&lt;br /&gt;
*[[Scroll of detect curse]] - Removed in [[0.11]].&lt;br /&gt;
*[[Scroll of enchant weapon I]]/[[Scroll of enchant weapon II|II]]/[[Scroll of enchant weapon III|III]] - These were merged into the [[scroll of enchant weapon]] in [[0.15]].&lt;br /&gt;
*[[Scroll of paper]] - Removed in [[0.7]].&lt;br /&gt;
**[[Scroll of old paper]] - Technically never existed in a stable game version.&lt;br /&gt;
*[[Scroll of unholy creation]] - This briefly replaced the [[scroll of summoning]] ([[0.11]] only)&lt;br /&gt;
*[[Scroll of vorpalise weapon]] - Changed to [[scroll of brand weapon]] in [[0.13]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Edsrzf</name></author>	</entry>

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