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		<title>CrawlWiki - User contributions [en]</title>
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		<updated>2026-05-06T16:30:52Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Maces_%26_Flails&amp;diff=29209</id>
		<title>Maces &amp; Flails</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Maces_%26_Flails&amp;diff=29209"/>
				<updated>2014-05-27T11:07:23Z</updated>
		
		<summary type="html">&lt;p&gt;Eimhin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version014}}&lt;br /&gt;
&lt;br /&gt;
The '''Maces &amp;amp; Flails''' skill denotes how powerful your character is with bludgeoning and bashing instruments, including [[rod]]s. These weapons are some of the most damaging in the game. It [[crosstrain]]s with the [[Axes]] skill and the [[Staves]] skill. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Mass || Str weight || Skill || Hands || Size || Missile || Throw || Dam Type || Prob&lt;br /&gt;
|-&lt;br /&gt;
| [[Whip]] || 6 || +2 || 11 || 30 || 20% || Mace/Flail || One || Medium || None || No || Slashing || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Club]], [[Rod]] || 5 || +3 || 13 || 50 || 70% || Mace/Flail || One || Small || None || No || Crushing || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Hammer]] || 7 || +3 || 13 || 90 || 70% || Mace/Flail || One || Small || None || No || Crushing || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Mace]] || 8 || +3 || 14 || 120 || 80% || Mace/Flail || One || Small || None || No || Crushing || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Flail]] || 10 || 0 || 14 || 130 || 80% || Mace/Flail || One || Small || None || No || Crushing || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Morningstar]] || 13 || -2 || 15 || 140 || 80% || Mace/Flail || One || Medium || None || No || Piercing (Bludgeoning) || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Demon whip]] || 11 || +1 || 11 || 30 || 20% || Mace/Flail || One || Medium || None || No || Slashing || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Sacred scourge]] || 12 || +0 || 11 || 30 || 20% || Mace/Flail || One || Medium || None || No || Slashing || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Dire flail]] || 13 || -3 || 13 || 240 || 90% || Mace/Flail || Two || Large|| None || No || Piercing (Bludgeoning) || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Eveningstar]] || 15 || -1 || 15 || 180 || 80% || Mace/Flail || One || Medium || None || No || Piercing (Bludgeoning) || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Great mace]] || 17 || -4 || 17|| 270 || 90% || Mace/Flail || Two || Large || None || No || Crushing || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant club]] || 20 || -6 || 17 || 330 || 100% || Mace/Flail || Two || Big || None || No || Crushing || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant spiked club]] || 22 || -7 || 18 || 350 || 100% || Mace/Flail || Two || Big || None || No || Piercing (Bludgeoning) || 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[weapon#Maces &amp;amp; Flails|List of maces &amp;amp; flails]]&lt;br /&gt;
*[[Species#Melee_.26_Ranged_Combat|Table of species aptitudes]]&lt;br /&gt;
*[[Weapon_selection#Maces_and_Flails|Mace &amp;amp; flail selection strategy]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Weapon skills]]&lt;br /&gt;
[[Category:Maces &amp;amp; Flails|*]]&lt;/div&gt;</summary>
		<author><name>Eimhin</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Naga&amp;diff=7774</id>
		<title>Naga</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Naga&amp;diff=7774"/>
				<updated>2013-02-08T09:36:56Z</updated>
		
		<summary type="html">&lt;p&gt;Eimhin: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for monster}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Nagas''' are a hybrid species, [[Human]]-like from the waist up but with a large [[snake]] tail instead of legs.&lt;br /&gt;
&lt;br /&gt;
They have reasonable [[aptitude]]s in most skills and advance in [[experience|level]] at a decent rate. They are naturally immune to [[poison]]s, amazingly stealthy, can see [[invisible]] creatures, and have tough skin that only gets tougher as they rise in level. They are further blessed with a natural weapon in the form of poisonous spit, the power of which also increases with level. A Naga's awkward body causes them a few problems, however. They gain less protection from armor and cannot wear [[boots]] at all (though the former problem is somewhat mitigated by their tough scales). Their movement rate is also much slower than average, so they cannot cover ground quickly. Thankfully, all their other actions are performed at normal speed.&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*You cannot wear [[boots]].&lt;br /&gt;
*You can [[Spit Poison|spit poison]].&lt;br /&gt;
*Your serpentine skin is tough (you gain 1 AC every 3 levels starting at level 3).&lt;br /&gt;
*You have [[See Invisible|supernaturally acute eyesight]].&lt;br /&gt;
*[[Bad mutations#Deformed Body|Armour fits poorly on your serpentine body]].&lt;br /&gt;
*Your system is resistant to [[poison]]s.&lt;br /&gt;
*You cover ground very slowly during [[movement]] ([[Bad_mutations#Slowness|Slowness 2]]).&lt;br /&gt;
*You are the only species that can equip [[naga barding]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Preferred Classes==&lt;br /&gt;
Nagas prefer to become [[Berserker]]s, [[Abyssal Knight]]s, [[Death Knight]]s, [[Healer]]s, [[Skald]]s, [[Transmuter]]s, [[Warper]]s, [[Enchanter]]s, [[Stalker]]s, [[Wizard]]s, [[Conjurer]]s, [[Necromancer]]s, [[Fire Elementalist]]s, [[Ice Elementalist]]s, [[Air Elementalist]]s, [[Earth Elementalist]]s, and [[Venom Mage]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*Nagas gain a random stat increase every 4 levels starting at level 4.&lt;br /&gt;
*Nagas have 20% more HP than average.&lt;br /&gt;
*Nagas have average MP.&lt;br /&gt;
*Nagas gain 5 magic resistance per level.&lt;br /&gt;
*[[Constriction]] at level 13.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Nagas are a moderately difficult race to play because of the low AC bonus they receive from armor and their poor movement speed. Their low aptitudes for defensive skills don't help, either. However, Nagas are good fighters, have extremely high HP, decent magic resistance, the ability to see invisible, poison immunity, a ranged poison attack, and a passive AC boost that increases with level. They are also extremely stealthy and adept at [[Poison Magic]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.10]], nagas were given constriction from level 1.&lt;br /&gt;
&lt;br /&gt;
As of [[0.11]], nagas only get constriction upon reaching level 13.&lt;br /&gt;
&lt;br /&gt;
{{aptitudes&lt;br /&gt;
|arm = -2&lt;br /&gt;
|ddg = -2&lt;br /&gt;
|sth = +5&lt;br /&gt;
|stb = 0&lt;br /&gt;
|shd = -2&lt;br /&gt;
|t&amp;amp;d = 0&lt;br /&gt;
|inv = 0&lt;br /&gt;
|evo = 0&lt;br /&gt;
|exp = 120&lt;br /&gt;
|fgt = 0&lt;br /&gt;
|sbl = 0&lt;br /&gt;
|lbl = 0&lt;br /&gt;
|axs = 0&lt;br /&gt;
|m&amp;amp;f = 0&lt;br /&gt;
|pla = 0&lt;br /&gt;
|stv = -1&lt;br /&gt;
|u_c = 0&lt;br /&gt;
|thr = -1&lt;br /&gt;
|slg = -1&lt;br /&gt;
|bws = -1&lt;br /&gt;
|crb = -1&lt;br /&gt;
|spc = 0&lt;br /&gt;
|coj = 0&lt;br /&gt;
|hex = 0&lt;br /&gt;
|cha = 0&lt;br /&gt;
|sum = 0&lt;br /&gt;
|nec = 0&lt;br /&gt;
|trl = 0&lt;br /&gt;
|trm = 0&lt;br /&gt;
|fir = 0&lt;br /&gt;
|ice = 0&lt;br /&gt;
|air = 0&lt;br /&gt;
|ear = 0&lt;br /&gt;
|poi = +3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Moved to [[Naga strategy]]&amp;lt;/s&amp;gt;. Check [[Character_guides|the character guides]] section&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]] [[Category:Naga]]&lt;/div&gt;</summary>
		<author><name>Eimhin</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Suppression&amp;diff=7521</id>
		<title>Suppression</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Suppression&amp;diff=7521"/>
				<updated>2013-01-31T23:55:05Z</updated>
		
		<summary type="html">&lt;p&gt;Eimhin: /* List of Related Monsters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Magical Suppression==&lt;br /&gt;
&lt;br /&gt;
While under this effect, all of your magical items are reduced to their mundane counterparts. Magical staves act as nonmagical lengths of wood; magical swords act as nonmagical (but sharp!) hunks of metal; magical armors act as nonmagical strips of leather and hide.&lt;br /&gt;
&lt;br /&gt;
Suppression blocks all worn and wielded magical item properties (resists, brands, etc.), as well as the evocation of magical items. The base properties of weapons and armor (dam, AC, etc.) are unaffected. Effects that occur when items are equipped/unequipped (vampirism, distortion) happen as usual.&lt;br /&gt;
&lt;br /&gt;
A player will receive the green status text &amp;quot;Suppress&amp;quot; when afflicted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== List of Related Monsters ==&lt;br /&gt;
[[Moth of Suppression]] -  Functionally similar to a [[Silent spectre|Silent Spectre]] except emanating an aura of suppression rather than an aura of [[silence]].&lt;/div&gt;</summary>
		<author><name>Eimhin</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Suppression&amp;diff=7520</id>
		<title>Suppression</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Suppression&amp;diff=7520"/>
				<updated>2013-01-31T23:54:35Z</updated>
		
		<summary type="html">&lt;p&gt;Eimhin: /* Magical Suppression */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Magical Suppression==&lt;br /&gt;
&lt;br /&gt;
While under this effect, all of your magical items are reduced to their mundane counterparts. Magical staves act as nonmagical lengths of wood; magical swords act as nonmagical (but sharp!) hunks of metal; magical armors act as nonmagical strips of leather and hide.&lt;br /&gt;
&lt;br /&gt;
Suppression blocks all worn and wielded magical item properties (resists, brands, etc.), as well as the evocation of magical items. The base properties of weapons and armor (dam, AC, etc.) are unaffected. Effects that occur when items are equipped/unequipped (vampirism, distortion) happen as usual.&lt;br /&gt;
&lt;br /&gt;
A player will receive the green status text &amp;quot;Suppress&amp;quot; when afflicted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== List of Related Monsters ==&lt;br /&gt;
[[Moth of Suppression]] -  Functionally similar to a [[Silent Spectre]] except emanating an aura of suppression rather than an aura of [[silence]].&lt;/div&gt;</summary>
		<author><name>Eimhin</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Suppression&amp;diff=7519</id>
		<title>Suppression</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Suppression&amp;diff=7519"/>
				<updated>2013-01-31T23:50:42Z</updated>
		
		<summary type="html">&lt;p&gt;Eimhin: /* Magical Suppression */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magical Suppression ==&lt;br /&gt;
&lt;br /&gt;
While under this effect, all of your magical items are reduced to their mundane counterparts. Magical staves act as nonmagical lengths of wood; magical swords act as nonmagical (but sharp!) hunks of metal; magical armors act as nonmagical strips of leather and hide.&lt;br /&gt;
&lt;br /&gt;
Suppression blocks all worn and wielded magical item properties (resists, brands, etc.), as well as the evocation of magical items. The base properties of weapons and armor (dam, AC, etc.) are unaffected. Effects that occur when items are equipped/unequipped (vampirism, distortion) happen as usual.&lt;br /&gt;
&lt;br /&gt;
A player will receive the green status text &amp;quot;Suppress&amp;quot; when afflicted.&lt;/div&gt;</summary>
		<author><name>Eimhin</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Suppression&amp;diff=7518</id>
		<title>Suppression</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Suppression&amp;diff=7518"/>
				<updated>2013-01-31T23:48:51Z</updated>
		
		<summary type="html">&lt;p&gt;Eimhin: /* Suppression */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magical Suppression ==&lt;br /&gt;
&lt;br /&gt;
While under this effect, all of your magical items are reduced to their mundane counterparts. Magical staves act as nonmagical lengths of wood; magical swords act as nonmagical (but sharp!) hunks of metal; magical armors act as nonmagical strips of leather and hide.&lt;br /&gt;
&lt;br /&gt;
Suppression blocks all worn and wielded magical item properties (resists, brands, etc.), as well as the evocation of magical items. The base properties of weapons and armor (dam, AC, etc.) are unaffected. Effects that occur when items are equipped/unequipped (vampirism, distortion) happen as usual.&lt;br /&gt;
&lt;br /&gt;
It is displayed with the green status text &amp;quot;Suppress&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Eimhin</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Suppression&amp;diff=7517</id>
		<title>Suppression</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Suppression&amp;diff=7517"/>
				<updated>2013-01-31T23:48:21Z</updated>
		
		<summary type="html">&lt;p&gt;Eimhin: Created page with &amp;quot;== Suppression ==  While under this effect, all of your magical items are reduced to their mundane counterparts. Magical staves act as nonmagical lengths of wood; magical swords ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Suppression ==&lt;br /&gt;
&lt;br /&gt;
While under this effect, all of your magical items are reduced to their mundane counterparts. Magical staves act as nonmagical lengths of wood; magical swords act as nonmagical (but sharp!) hunks of metal; magical armors act as nonmagical strips of leather and hide.&lt;br /&gt;
&lt;br /&gt;
Suppression blocks all worn and wielded magical item properties (resists, brands, etc.), as well as the evocation of magical items. The base properties of weapons and armor (dam, AC, etc.) are unaffected. Effects that occur when items are equipped/unequipped (vampirism, distortion) happen as usual.&lt;br /&gt;
&lt;br /&gt;
It is displayed with the green status text &amp;quot;Suppress&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Eimhin</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Saint_Roka&amp;diff=7508</id>
		<title>Saint Roka</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Saint_Roka&amp;diff=7508"/>
				<updated>2013-01-31T19:32:33Z</updated>
		
		<summary type="html">&lt;p&gt;Eimhin: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{monster&lt;br /&gt;
|name=Saint Roka&lt;br /&gt;
|glyph={{LightBlue|o}}&lt;br /&gt;
|flags={{Unique flag}}&amp;lt;br&amp;gt;{{Fighter  flag}}&amp;lt;br&amp;gt;{{Warm blood flag}}&amp;lt;br&amp;gt;{{Spellcaster flag}}&amp;lt;br&amp;gt;{{Priest flag}}&amp;lt;br&amp;gt;{{Evil flag}}&amp;lt;br&amp;gt;{{Speaks flag}}&lt;br /&gt;
|resistances=None&lt;br /&gt;
|vulnerabilities={{Holy vulnerability}}, {{Orc slaying vulnerability}}&lt;br /&gt;
|max_chunks=4&lt;br /&gt;
|meat={{Contaminated corpse}}&lt;br /&gt;
|xp=8385&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=72&lt;br /&gt;
|hp_range=200&lt;br /&gt;
|avg_hp=200&lt;br /&gt;
|armour_class=3&lt;br /&gt;
|evasion=10&lt;br /&gt;
|habitat=land&lt;br /&gt;
|speed=10&lt;br /&gt;
|size={{Medium}}&lt;br /&gt;
|item_use={{Weapons armour}}&lt;br /&gt;
|attack1=35 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=18&lt;br /&gt;
|base_hp=4&lt;br /&gt;
|extra_hp=7&lt;br /&gt;
|fixed_hp=20&lt;br /&gt;
|intelligence={{Normal intelligence}}&lt;br /&gt;
|genus=orc&lt;br /&gt;
|species=orc&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A mighty warlord. Some orcs even say he is the Chosen One of Beogh.}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Saint Roka''' is a [[unique]] [[orc warlord]] of [[Beogh]] who leads a band of fellow [[list of orcs|orcs]] on a crusade for his god. He is a very powerful melee fighter, usually found wielding a powerful two-handed weapon and wearing a heavily enchanted [[plate armour]], but is a threat at range as well due to his smiting and the [[crossbow]] he occasionally spawns with.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Dungeon]]:21-27&lt;br /&gt;
*The [[Elven Halls]]:2-5&lt;br /&gt;
*[[The Swamp]]:2-5&lt;br /&gt;
*[[The Snake Pit]]:2-5&lt;br /&gt;
*[[The Shoals]]:2-5&lt;br /&gt;
*[[The Vaults]]&lt;br /&gt;
*[[The Crypt]]&lt;br /&gt;
*The [[Hall of Blades]]&lt;br /&gt;
*[[The Tomb]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
{{Spellcaster&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Smiting]] (7-17)&lt;br /&gt;
|slot2=''none''&lt;br /&gt;
|slot3=''none''&lt;br /&gt;
|slot4=[[Smiting]] (7-17)&lt;br /&gt;
|slot5=[[Smiting]] (7-17)&lt;br /&gt;
|slot6=''none''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!--spl-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*His [[smite]] hurts a lot less than his glaive, so tackling him from range is less dangerous.&lt;br /&gt;
*Facing his entire force at once is often suicidal. Don't be afraid to show up, blast a few of his allies, and then flee to safety.&lt;br /&gt;
*Followers of [[Beogh]] may be able to convert Saint Roka to their cause, giving them an incredibly powerful permanent ally.&lt;br /&gt;
&lt;br /&gt;
[[Category:Orc]]&lt;/div&gt;</summary>
		<author><name>Eimhin</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Saint_Roka&amp;diff=7507</id>
		<title>Saint Roka</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Saint_Roka&amp;diff=7507"/>
				<updated>2013-01-31T19:32:15Z</updated>
		
		<summary type="html">&lt;p&gt;Eimhin: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{monster&lt;br /&gt;
|name=Saint Roka&lt;br /&gt;
|glyph={{LightBlue|o}}&lt;br /&gt;
|flags={{Unique flag}}&amp;lt;br&amp;gt;{{Fighter  flag}}&amp;lt;br&amp;gt;{{Warm blood flag}}&amp;lt;br&amp;gt;{{Spellcaster flag}}&amp;lt;br&amp;gt;{{Priest flag}}&amp;lt;br&amp;gt;{{Evil flag}}&amp;lt;br&amp;gt;{{Speaks flag}}&lt;br /&gt;
|resistances=None&lt;br /&gt;
|vulnerabilities={{Holy vulnerability}}, {{Orc slaying vulnerability}}&lt;br /&gt;
|max_chunks=4&lt;br /&gt;
|meat={{Contaminated corpse}}&lt;br /&gt;
|xp=8385&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=72&lt;br /&gt;
|hp_range=200&lt;br /&gt;
|avg_hp=200&lt;br /&gt;
|armour_class=3&lt;br /&gt;
|evasion=10&lt;br /&gt;
|habitat=land&lt;br /&gt;
|speed=10&lt;br /&gt;
|size={{Medium}}&lt;br /&gt;
|item_use={{Weapons armour}}&lt;br /&gt;
|attack1=35 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=18&lt;br /&gt;
|base_hp=4&lt;br /&gt;
|extra_hp=7&lt;br /&gt;
|fixed_hp=20&lt;br /&gt;
|intelligence={{Normal intelligence}}&lt;br /&gt;
|genus=orc&lt;br /&gt;
|species=orc&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A mighty warlord. Some orcs even say he is the Chosen One of Beogh.}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Saint Roka''' is a [[unique]] [[orc warlord]] of [[Beogh]] who leads a band of fellow [[list of orcs|orcs]] on a crusade for his god. He is a very powerful melee fighter, usually found wielding a powerful two-handed weapon and wearing a heavily enchanted [[plate armour]], but is a threat at range as well due to his smiting and the [[crossbow]] he occasionally spawns with.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Dungeon]]:21-27&lt;br /&gt;
*The [[Elven Halls]]:2-5&lt;br /&gt;
*[[The Swamp]]:2-5&lt;br /&gt;
*[[The Snake Pit]]:2-5&lt;br /&gt;
*[[The Shoals]]:2-5&lt;br /&gt;
*[[The Vaults]]&lt;br /&gt;
*[[The Crypt]]&lt;br /&gt;
*The [[Hall of Blades]]&lt;br /&gt;
*[[The Tomb]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
{{Spellcaster&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Smiting]] (7-17)&lt;br /&gt;
|slot2=''none''&lt;br /&gt;
|slot3=''none''&lt;br /&gt;
|slot4=[[Smiting]] (7-17)&lt;br /&gt;
|slot5=[[Smiting]] (7-17)&lt;br /&gt;
|slot6=''none''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!--spl-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*His smite hurts a lot less than his glaive, so tackling him from range is less dangerous.&lt;br /&gt;
*Facing his entire force at once is often suicidal. Don't be afraid to show up, blast a few of his allies, and then flee to safety.&lt;br /&gt;
*Followers of [[Beogh]] may be able to convert Saint Roka to their cause, giving them an incredibly powerful permanent ally.&lt;br /&gt;
&lt;br /&gt;
[[Category:Orc]]&lt;/div&gt;</summary>
		<author><name>Eimhin</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Elyvilon&amp;diff=7475</id>
		<title>Elyvilon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Elyvilon&amp;diff=7475"/>
				<updated>2013-01-30T15:40:41Z</updated>
		
		<summary type="html">&lt;p&gt;Eimhin: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Elyvilon altar.png]] ''&amp;quot;Go forth and aid the weak!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Elyvilon the Healer welcomes all good souls who are prepared for long worship and devotion. Those individuals can expect to gain powerful healing abilities. The Healer prefers a creed of pacifism, and helps worshipers avoid bloodshed. Elyvilon appreciates the destruction of [[Weapon]]s.&lt;br /&gt;
&lt;br /&gt;
[[Healer]]s start with this religion.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Healing an injured creature: 12.5% chance of +1 Piety&lt;br /&gt;
*Pacifying a monster: +1d(HD/(2 + Piety/20)) Piety where HD is the number of HD of the creature pacified. You get half exp for pacifying a monster.&lt;br /&gt;
*Destroying a weapon or ammunition: chance of +1 Piety (depending on the value of items destroyed). Destroying a weapon of pain or draining yields the message:&lt;br /&gt;
{{crawlquote|Elyvilon welcomes the destruction of this evil weapon.}}&lt;br /&gt;
Destroying a weapon of holy wrath yields the message:&lt;br /&gt;
{{crawlquote|The Shining One reclaims the {weapon name}.}}&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Casting any [[Necromancy]] or [[List of spells by flag#Unholy|unholy]] spell (Penance)&lt;br /&gt;
*Hitting monsters with a weapon of [[draining]] or [[vampirism]] (Penance)&lt;br /&gt;
*Attacking or killing a [[holy]] being (Penance)&lt;br /&gt;
*Attacking a neutral being&lt;br /&gt;
*Letting your friends kill a holy being (Penance)&lt;br /&gt;
*Killing your friends (Penance)&lt;br /&gt;
*Letting your friends die (Piety loss)&lt;br /&gt;
*Drinking a [[potion of blood]]&lt;br /&gt;
*[[Cannibalism]]&lt;br /&gt;
*Killing living monsters while Divine Protection is active (Penance)&lt;br /&gt;
*Casting [[Necromutation]] (Excommunication)&lt;br /&gt;
*Inactivity (-1 piety every 1,000 turns)&lt;br /&gt;
*Elyvion will forgive your inadvertent reading of an unknown scroll of torment.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Comforter&amp;quot;&lt;br /&gt;
*Evil weapons will be identified on sight.&lt;br /&gt;
*'''Destroy Weapons''' - You can sacrifice weapons and ammunition to Elyvilon through prayer, much like more militant gods accept blood sacrifices. In exchange, you may receive piety. The lower your current piety and the more valuable the weapon offered, the better the odds of gaining piety. Artifacts almost always grant piety, and evil weapons always do. Weapons you've inscribed with {!D} will not be affected. Note that no piety will be granted for non-evil weapons after passing ***, even if you drop below it later!&lt;br /&gt;
*'''Protection from Harm''' - Elyvilon may negate an attack that would otherwise kill you. This activates 10+(Piety/10)% of the time and costs 20+1d20 piety. This can activate even if you're under penance.&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Caregiver&amp;quot;&lt;br /&gt;
*'''Lesser Self-Healing''' - You gain 2d((Invocation/6)+3)+(Invocation/6)+1 HP. (Costs 1 MP, 100-200 Food, and 0-1 Piety)&lt;br /&gt;
*'''Lesser Healing''' - The target monster gains 2d((Invocation/6)+3)+(Invocation/6)+1 HP. (Costs 1 MP and 100-200 Food)&lt;br /&gt;
&lt;br /&gt;
Using this ability on a hostile monster may pacify it, earning you piety and half the XP you'd gain for killing it. Every time you attempt this, the game compares your healing factor against the creature's max HP; if you beat this test, the creature is pacified and leaves via the nearest staircase up.&lt;br /&gt;
&lt;br /&gt;
Healing Factor = A random number between 0 and ((Invocations+1)×{HP healed))/3&lt;br /&gt;
&lt;br /&gt;
Piety Earned = 1d(Monster's HD/(2+(Your Piety/20))&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;
! Monster || Factor Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Insects &amp;amp; Animals || ×3&lt;br /&gt;
|-&lt;br /&gt;
| Same Species || ×2&lt;br /&gt;
|-&lt;br /&gt;
| Holy || ×1.5&lt;br /&gt;
|-&lt;br /&gt;
| Other Humanoids || ×1&lt;br /&gt;
|-&lt;br /&gt;
| Undead || ×0.75&lt;br /&gt;
|-&lt;br /&gt;
| Demon || ×0.6&lt;br /&gt;
|-&lt;br /&gt;
| Mindless || ×0 (Impossible)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following chart shows the max HP of monsters you can conceivably pacify, based on your Invocations skill:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Invocations'''&lt;br /&gt;
|'''Max HP: Other Humanoids'''&lt;br /&gt;
|'''Max HP: Your Species'''&lt;br /&gt;
|'''Max HP: Insects/Animals'''&lt;br /&gt;
|-&lt;br /&gt;
|0||1||2||3&lt;br /&gt;
|-&lt;br /&gt;
|6||8||16||24&lt;br /&gt;
|-&lt;br /&gt;
|12||19||39||58&lt;br /&gt;
|-&lt;br /&gt;
|18||35||70||104&lt;br /&gt;
|-&lt;br /&gt;
|27||65||131||196&lt;br /&gt;
|}&lt;br /&gt;
*'''Divine Protection''' - For a brief time after using this ability, if you receive damage that should kill you, you cancel all damage and your Piety is reduced by 20 + 1d20. This is possible even if you're under penance. (No cost, perfect success rate)&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Practitioner&amp;quot;&lt;br /&gt;
*'''Purification''' - The following conditions are removed: [[Sick]]ness, [[Rot]]ting, [[Poison]], [[Confusion]], [[Slow]], and [[Petrify]]. Cures all rot, restores all stats to maximum. (Costs 3 MP, 300-600 Food, and 3-5 Piety)&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Pacifier&amp;quot;&lt;br /&gt;
*'''Greater Self-Healing''' - You gain 2d((Invocations/3)+10) + (Invocations/3)+8 HP. (Costs 2 MP, 250-500 Food, and 2-3 Piety)&lt;br /&gt;
*'''Greater Healing''' - The target monster gains 2d((Invocations/3)+10)+((Invocations)/3)+8 HP. (Costs 2 MP, 250-500 Food, and 2-3 Piety)&lt;br /&gt;
&lt;br /&gt;
As with Lesser Healing, this ability may pacify monsters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Invocations'''&lt;br /&gt;
|'''Max HP: Other Humanoids'''&lt;br /&gt;
|'''Max HP: Your Species'''&lt;br /&gt;
|'''Max HP: Insects/Animals'''&lt;br /&gt;
|-&lt;br /&gt;
|0||3||6||9&lt;br /&gt;
|-&lt;br /&gt;
|6||27||54||81&lt;br /&gt;
|-&lt;br /&gt;
|12||58||117||175&lt;br /&gt;
|-&lt;br /&gt;
|18||98||196||294&lt;br /&gt;
|-&lt;br /&gt;
|27||173||345||518&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Purifying [Species Name]&amp;quot;&lt;br /&gt;
* No new abilities.&lt;br /&gt;
&amp;lt;!-- *'''Restoration''' - Cures all rot, restores all stats to maximum. (Costs 3 MP, 400 Food, and 3 Piety) --&amp;gt;&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Faith Healer&amp;quot;&lt;br /&gt;
*'''Divine Vigour''' - Increases your max HP and MP by (Invocations/6)+1 for 40+(2.5×Invocations) turns. (Costs 600-1200 Food and 6-9 Piety)&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Bringer of Life&amp;quot;&lt;br /&gt;
* No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Elyvilon will [[divine retribution|punish]] you if you convert to another god. The possible punishments are:&lt;br /&gt;
*40%: Confusion for 3-12 turns.&lt;br /&gt;
*20%: Suffer a random [[Poison Magic]] miscast.&lt;br /&gt;
*40%: Each non-artifact weapon or ammunition in your inventory has a 33% chance of getting a -1,-1 enchantment (cannot reduce anything below -1,-1). If anything is successfully penalized, your penance score may be reduced by 1 (Chance = 50+(0.02×Gold Cost of Items Penalized)%).&lt;br /&gt;
*Elyvilon will occasionally heal or block attacks against enemies as a punishment&lt;br /&gt;
&lt;br /&gt;
Elyvilon's punishments are always potentially [[divine retribution#Overwhelming retribution|overwhelming]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Pacification is a great way to deal with troublesome monsters. Elyvilon's healing abilities are smite-targeting and can affect anything in LOS that isn't asleep, so you can pacify monsters with annoying breath weapons before they even notice you. Also, pacified enemies will fight against hostile monsters, so you can pacify half of a swarm of bees or horde of orcs and let the two sides wipe each other out. You ''can'' pacify uniques. &lt;br /&gt;
&lt;br /&gt;
However, pacified enemies are '''not''' &amp;quot;friendly&amp;quot;. You can't swap places with them, and if you stand where they're trying to walk they'll attack you, so keep your distance when you can. Also, keep in mind that you cannot pacify mindless enemies.&lt;br /&gt;
&lt;br /&gt;
A disadvantage of pacification is that it gives less experience than killing. It may be desirable to kill monsters normally when you can, and try pacification when you cannot. For example hydras usually succumb to a few shots of greater healing (even if your Invocations skill is low). You can still build up piety quickly by destroying all weapons you don't plan to use, and then spend it on self-healing and purification when you're caught in a tight spot. These abilities work well even if you don't train Invocations much, although once you get greater self-healing it may be worth it to train it up to 6 (and then maybe even higher later on). Elyvilon can be fun because self-healing and purification allow you to play less cautiously than you otherwise have to.&lt;br /&gt;
&lt;br /&gt;
Pacification does not work on [[:Category:Plant_intelligence | mindless]] and [[:Category:Nonliving_holiness | non-living]] creatures, notably [[orb of fire | orbs of fire]]. You must come up with alternate means of defeating or avoiding these creatures. &lt;br /&gt;
&lt;br /&gt;
If you plan to pick Elyvilon as your god but don't want to start as a healer, collect all weapons and missiles as you encounter them, and then sacrifice them all (except for the ones you plan to use later of course) in a giant pile once you find an altar. If they get too heavy, leave them in stashes on cleared levels, and then go back to them once you join the religion (you can find them quickly using ctrl-f and typing &amp;quot;weapon&amp;quot; or &amp;quot;missile&amp;quot;). Then you will have lesser healing and maybe even purification right away.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.9]], Elyvilon did not mind conversion to [[Zin]] or [[the Shining One]], and used to grant piety over time (+1 every 240 turns, up to 150).&lt;br /&gt;
In [[0.10]] Purification and Restoration (cure rotting) were merged.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]][[Category:Good Gods]]&lt;/div&gt;</summary>
		<author><name>Eimhin</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mummy&amp;diff=7393</id>
		<title>Mummy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mummy&amp;diff=7393"/>
				<updated>2013-01-27T20:23:15Z</updated>
		
		<summary type="html">&lt;p&gt;Eimhin: /* Most Suitable Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for monster}}&lt;br /&gt;
&lt;br /&gt;
'''Mummies''' are [[undead]] creatures who travel into the depths in search of revenge, redemption, or just because they want to. They are immortal, and immune to the ravages of both time and [[hunger]] (but not physical violence).&lt;br /&gt;
&lt;br /&gt;
Mummies progress very slowly in level, almost half again as slowly as [[Human]]s in all [[skill]]s except [[Fighting]], [[Spellcasting]] and [[Necromancy]]. As they increase in level, 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 dessicated bodies are highly flammable. They also do not need to eat or drink, and in any case are incapable of doing so. This last is a double-edged sword, as they cannot starve, but they also lose the many benefits of [[potion]]s.&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Undead Immunities: [[Life Protection 3]], [[Poison Resistance]], [[Torment Immunity]]. Like the other playable undead species, they also have [[Cold Resistance]].&lt;br /&gt;
*Undead Penalties: Vulnerable to [[Dispel Undead]] and [[holy wrath]]-[[brand]]ed weapons (which they cannot wield); will [[rot]] instead of [[mutate]]; cannot go [[berserk]]. Mummies also have one level of [[fire#Fire Vulnerability|fire vulnerability]].&lt;br /&gt;
*Spell Restrictions (self-transformation and spells that only affect the living): [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Necromutation]], [[Regeneration]], [[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, [[Troll leather armour|regenerating armor]], 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 are unbreathing, and thus invulnerable to asphyxiation (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;
==Preferred Backgrounds==&lt;br /&gt;
Mummies prefer to become [[Wizard]]s, [[Conjurer]]s, [[Summoner]]s, [[Necromancer]]s, and [[Ice Elementalist]]s.&lt;br /&gt;
&lt;br /&gt;
Due to their undead nature, mummies are prohibited from becoming [[Priest]]s or [[Healer]]s. Like [[Ghoul]]s, they are also prohibited from becoming [[Transmuter]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*Mummies do not gain additional stat increases.&lt;br /&gt;
*Mummies have average HP and MP.&lt;br /&gt;
*Mummies gain 3 magic resistance per level.&lt;br /&gt;
*Intrinsic gain to [[Necromancy]] at levels 13 and 26.&lt;br /&gt;
*Receive Self-Restoration ability at level 13: at the cost of a ''permanent'' MP, all Strength, Dexterity and Intelligence, and some rotted HP are restored.&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 never start with food or potions of any kind.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Mummies are a difficult species to play. They level up very slowly and have poor and unspecialized aptitudes. They also lack many survival lines available to other species, including [[potions of healing]] and [[potion of speed|speed]]; [[berserk]]ing (from any source); and the spells [[Death's Door]], [[Borgnjor's Revivification]], [[Alistair's Intoxication]], and [[Regeneration]].&lt;br /&gt;
&lt;br /&gt;
However, they are unique amongst the playable races in not having a [[food clock]]. ([[Vampire]]s can also survive at &amp;quot;bloodless&amp;quot; indefinitely, but at the cost of no [[regeneration]].)&lt;br /&gt;
&lt;br /&gt;
By not having to eat, mummies have no obligation to press forward into ever more dangerous areas in search of food. In earlier versions of the game, this made absurd levels of [[scumming]] possible. As an example, [http://crawl.akrasiac.org/rawdata/KiloByte/morgue-KiloByte-20081203-232352.txt this mummy] spent over a million turns on D:1 alone.&lt;br /&gt;
&lt;br /&gt;
In current versions, scumming is still a viable mummy strategy, but only up to a point: spending a very long time on a level generates [[out-of-depth]] monsters. After a while, monsters stop showing up altogether, and after an extremely long time, the world will [[scumming|cease to exist]].&lt;br /&gt;
&lt;br /&gt;
Lack of [[spell hunger]] combined with hunger-free [[channeling]] allows mummies to [[spam]] powerful spells. This makes them very potent in the late game.&lt;br /&gt;
&lt;br /&gt;
{{aptitudes&lt;br /&gt;
|arm = -2&lt;br /&gt;
|ddg = -2&lt;br /&gt;
|sth = -2&lt;br /&gt;
|stb = -2&lt;br /&gt;
|shd = -2&lt;br /&gt;
|t&amp;amp;d = -2&lt;br /&gt;
|inv = -2&lt;br /&gt;
|evo = -2&lt;br /&gt;
|exp = 140&lt;br /&gt;
|fgt = 0&lt;br /&gt;
|sbl = -2&lt;br /&gt;
|lbl = -2&lt;br /&gt;
|axs = -2&lt;br /&gt;
|m&amp;amp;f = -2&lt;br /&gt;
|pla = -2&lt;br /&gt;
|stv = -2&lt;br /&gt;
|u_c = -2&lt;br /&gt;
|thr = -2&lt;br /&gt;
|slg = -2&lt;br /&gt;
|bws = -2&lt;br /&gt;
|crb = -2&lt;br /&gt;
|spc = 0&lt;br /&gt;
|coj = -2&lt;br /&gt;
|hex = -1&lt;br /&gt;
|cha = -2&lt;br /&gt;
|sum = -2&lt;br /&gt;
|nec = 0&lt;br /&gt;
|trl = -2&lt;br /&gt;
|trm = -2&lt;br /&gt;
|fir = -2&lt;br /&gt;
|ice = -2&lt;br /&gt;
|air = -2&lt;br /&gt;
|ear = -2&lt;br /&gt;
|poi = -2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Mummies can ignore [[spell hunger]], allowing them to [[spam]] high-level spells that would normally cause another species to starve, and to [[channeling|channel energy]] without restraint. In effect, mummies get the most sought-after advantages of the spell [[Necromutation]] right at the start of the game.&lt;br /&gt;
&lt;br /&gt;
Their innate poison resistance allows them to cast [[Mephitic Cloud]] on themselves directly without any repercussions. This shuts down most monsters in the early dungeon except for the [[Orcish Mines]]' [[warg]]s and the occasional [[jelly]]. Their resistance to disease makes [[Haunt]] very effective in the later game.&lt;br /&gt;
&lt;br /&gt;
Never travel in the dungeon without being fully rested first! (5 or Shift-Numpad5 to rest)&lt;br /&gt;
&lt;br /&gt;
===Scumming===&lt;br /&gt;
[[Scumming]] is the practice of spending lots of time on low levels of the dungeon and racking up [[experience]] by killing lots of low-level monsters.&lt;br /&gt;
&lt;br /&gt;
Scumming used to be central to the strategy for playing mummies. However, starting in [[0.6]], the devs changed the game's behavior so that progressively fewer monsters spawn on a level over time, with a larger percentage of them being moderately to extremely [[out-of-depth]]. See [[scumming]] for the full details.&lt;br /&gt;
&lt;br /&gt;
This means that scumming is no longer an unlimited resource for mummies. A limited amount of scumming (up to 3000 turns) is still relatively safe, however, and you might wish to do more than that if you're feeling confident about your ability to escape really nasty encounters.&lt;br /&gt;
&lt;br /&gt;
===Most Suitable Classes===&lt;br /&gt;
Mummies are fragile and have poor attributes, so their choice of background should reflect this. In particular, mummies benefit the most from playing [[Wizard]]s, [[Summoner]]s, and [[Necromancer]]s. [[Venom Mage]] and [[Conjurer]] are also potent choices due to [[Mephitic Cloud]] being in their starting spellbooks.&lt;br /&gt;
&lt;br /&gt;
The [[Mummy Wizard guide]] gives one tested route to the [[Orb_of_Zot|Orb]] which leans heavily upon the mummy's special abilities, notably the ability to wait out the wrath of certain gods (in this case, [[Kikubaaqudgha|Kiku]]).&lt;br /&gt;
&lt;br /&gt;
===Gods===&lt;br /&gt;
[[Sif Muna]] is a popular choice for mummies; lacking hunger, Sif Muna's [[channeling]] ability allows them to generate free MP with no downside other than having to train the [[Invocations]] skill. Sif Muna also loses [[Piety]] very slowly over time, befitting mummies' slow playstyle.&lt;br /&gt;
&lt;br /&gt;
As for other gods, mummies have no need to butcher corpses, so they can get a lot of mileage out of [[Yredelemnul]]'s undead-creating invocations, or from gods who allow blood sacrifice - [[Makhleb]], [[Nemelex Xobeh]], [[Lugonu]], or [[Okawaru]]. Nemelex has the extra advantage of being able to sacrifice all potions and permafood (for decks of wonders), plus a fair amount of jewelry beyond the usual surplus items.  Also, decks of destruction are a fair bit safer when you're immune to poison and torment. [[Trog]] also takes blood sacrifice, but mummies cannot use the power of [[berserk]] that he grants, and worse still, Trog shuns most spellcasting. However, Trog's Hand still works for mummies, and is one of the few ways for them to heal quickly.&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]] [[Category:Mummy]]&lt;/div&gt;</summary>
		<author><name>Eimhin</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mummy&amp;diff=7392</id>
		<title>Mummy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mummy&amp;diff=7392"/>
				<updated>2013-01-27T20:21:58Z</updated>
		
		<summary type="html">&lt;p&gt;Eimhin: /* Most Suitable Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for monster}}&lt;br /&gt;
&lt;br /&gt;
'''Mummies''' are [[undead]] creatures who travel into the depths in search of revenge, redemption, or just because they want to. They are immortal, and immune to the ravages of both time and [[hunger]] (but not physical violence).&lt;br /&gt;
&lt;br /&gt;
Mummies progress very slowly in level, almost half again as slowly as [[Human]]s in all [[skill]]s except [[Fighting]], [[Spellcasting]] and [[Necromancy]]. As they increase in level, 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 dessicated bodies are highly flammable. They also do not need to eat or drink, and in any case are incapable of doing so. This last is a double-edged sword, as they cannot starve, but they also lose the many benefits of [[potion]]s.&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Undead Immunities: [[Life Protection 3]], [[Poison Resistance]], [[Torment Immunity]]. Like the other playable undead species, they also have [[Cold Resistance]].&lt;br /&gt;
*Undead Penalties: Vulnerable to [[Dispel Undead]] and [[holy wrath]]-[[brand]]ed weapons (which they cannot wield); will [[rot]] instead of [[mutate]]; cannot go [[berserk]]. Mummies also have one level of [[fire#Fire Vulnerability|fire vulnerability]].&lt;br /&gt;
*Spell Restrictions (self-transformation and spells that only affect the living): [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Necromutation]], [[Regeneration]], [[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, [[Troll leather armour|regenerating armor]], 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 are unbreathing, and thus invulnerable to asphyxiation (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;
==Preferred Backgrounds==&lt;br /&gt;
Mummies prefer to become [[Wizard]]s, [[Conjurer]]s, [[Summoner]]s, [[Necromancer]]s, and [[Ice Elementalist]]s.&lt;br /&gt;
&lt;br /&gt;
Due to their undead nature, mummies are prohibited from becoming [[Priest]]s or [[Healer]]s. Like [[Ghoul]]s, they are also prohibited from becoming [[Transmuter]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*Mummies do not gain additional stat increases.&lt;br /&gt;
*Mummies have average HP and MP.&lt;br /&gt;
*Mummies gain 3 magic resistance per level.&lt;br /&gt;
*Intrinsic gain to [[Necromancy]] at levels 13 and 26.&lt;br /&gt;
*Receive Self-Restoration ability at level 13: at the cost of a ''permanent'' MP, all Strength, Dexterity and Intelligence, and some rotted HP are restored.&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 never start with food or potions of any kind.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Mummies are a difficult species to play. They level up very slowly and have poor and unspecialized aptitudes. They also lack many survival lines available to other species, including [[potions of healing]] and [[potion of speed|speed]]; [[berserk]]ing (from any source); and the spells [[Death's Door]], [[Borgnjor's Revivification]], [[Alistair's Intoxication]], and [[Regeneration]].&lt;br /&gt;
&lt;br /&gt;
However, they are unique amongst the playable races in not having a [[food clock]]. ([[Vampire]]s can also survive at &amp;quot;bloodless&amp;quot; indefinitely, but at the cost of no [[regeneration]].)&lt;br /&gt;
&lt;br /&gt;
By not having to eat, mummies have no obligation to press forward into ever more dangerous areas in search of food. In earlier versions of the game, this made absurd levels of [[scumming]] possible. As an example, [http://crawl.akrasiac.org/rawdata/KiloByte/morgue-KiloByte-20081203-232352.txt this mummy] spent over a million turns on D:1 alone.&lt;br /&gt;
&lt;br /&gt;
In current versions, scumming is still a viable mummy strategy, but only up to a point: spending a very long time on a level generates [[out-of-depth]] monsters. After a while, monsters stop showing up altogether, and after an extremely long time, the world will [[scumming|cease to exist]].&lt;br /&gt;
&lt;br /&gt;
Lack of [[spell hunger]] combined with hunger-free [[channeling]] allows mummies to [[spam]] powerful spells. This makes them very potent in the late game.&lt;br /&gt;
&lt;br /&gt;
{{aptitudes&lt;br /&gt;
|arm = -2&lt;br /&gt;
|ddg = -2&lt;br /&gt;
|sth = -2&lt;br /&gt;
|stb = -2&lt;br /&gt;
|shd = -2&lt;br /&gt;
|t&amp;amp;d = -2&lt;br /&gt;
|inv = -2&lt;br /&gt;
|evo = -2&lt;br /&gt;
|exp = 140&lt;br /&gt;
|fgt = 0&lt;br /&gt;
|sbl = -2&lt;br /&gt;
|lbl = -2&lt;br /&gt;
|axs = -2&lt;br /&gt;
|m&amp;amp;f = -2&lt;br /&gt;
|pla = -2&lt;br /&gt;
|stv = -2&lt;br /&gt;
|u_c = -2&lt;br /&gt;
|thr = -2&lt;br /&gt;
|slg = -2&lt;br /&gt;
|bws = -2&lt;br /&gt;
|crb = -2&lt;br /&gt;
|spc = 0&lt;br /&gt;
|coj = -2&lt;br /&gt;
|hex = -1&lt;br /&gt;
|cha = -2&lt;br /&gt;
|sum = -2&lt;br /&gt;
|nec = 0&lt;br /&gt;
|trl = -2&lt;br /&gt;
|trm = -2&lt;br /&gt;
|fir = -2&lt;br /&gt;
|ice = -2&lt;br /&gt;
|air = -2&lt;br /&gt;
|ear = -2&lt;br /&gt;
|poi = -2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Mummies can ignore [[spell hunger]], allowing them to [[spam]] high-level spells that would normally cause another species to starve, and to [[channeling|channel energy]] without restraint. In effect, mummies get the most sought-after advantages of the spell [[Necromutation]] right at the start of the game.&lt;br /&gt;
&lt;br /&gt;
Their innate poison resistance allows them to cast [[Mephitic Cloud]] on themselves directly without any repercussions. This shuts down most monsters in the early dungeon except for the [[Orcish Mines]]' [[warg]]s and the occasional [[jelly]]. Their resistance to disease makes [[Haunt]] very effective in the later game.&lt;br /&gt;
&lt;br /&gt;
Never travel in the dungeon without being fully rested first! (5 or Shift-Numpad5 to rest)&lt;br /&gt;
&lt;br /&gt;
===Scumming===&lt;br /&gt;
[[Scumming]] is the practice of spending lots of time on low levels of the dungeon and racking up [[experience]] by killing lots of low-level monsters.&lt;br /&gt;
&lt;br /&gt;
Scumming used to be central to the strategy for playing mummies. However, starting in [[0.6]], the devs changed the game's behavior so that progressively fewer monsters spawn on a level over time, with a larger percentage of them being moderately to extremely [[out-of-depth]]. See [[scumming]] for the full details.&lt;br /&gt;
&lt;br /&gt;
This means that scumming is no longer an unlimited resource for mummies. A limited amount of scumming (up to 3000 turns) is still relatively safe, however, and you might wish to do more than that if you're feeling confident about your ability to escape really nasty encounters.&lt;br /&gt;
&lt;br /&gt;
===Most Suitable Classes===&lt;br /&gt;
Mummies are fragile and have poor attributes, so their choice of background should reflect this. In particular, mummies benefit the most from playing [[Wizard]]s, [[Summoner]]s, and [[Necromancer]]s. [[Venom Mage]] and [[Conjurer]] are also potent choices due to [[Mephitic Cloud]] being in their starting spellbooks.&lt;br /&gt;
&lt;br /&gt;
The [[Mummy Wizard guide]] gives one tested route to the Orb which leans heavily upon the mummy's special abilities, notably the ability to wait out the wrath of certain gods (in this case, [[Kikubaaqudgha|Kiku]]).&lt;br /&gt;
&lt;br /&gt;
===Gods===&lt;br /&gt;
[[Sif Muna]] is a popular choice for mummies; lacking hunger, Sif Muna's [[channeling]] ability allows them to generate free MP with no downside other than having to train the [[Invocations]] skill. Sif Muna also loses [[Piety]] very slowly over time, befitting mummies' slow playstyle.&lt;br /&gt;
&lt;br /&gt;
As for other gods, mummies have no need to butcher corpses, so they can get a lot of mileage out of [[Yredelemnul]]'s undead-creating invocations, or from gods who allow blood sacrifice - [[Makhleb]], [[Nemelex Xobeh]], [[Lugonu]], or [[Okawaru]]. Nemelex has the extra advantage of being able to sacrifice all potions and permafood (for decks of wonders), plus a fair amount of jewelry beyond the usual surplus items.  Also, decks of destruction are a fair bit safer when you're immune to poison and torment. [[Trog]] also takes blood sacrifice, but mummies cannot use the power of [[berserk]] that he grants, and worse still, Trog shuns most spellcasting. However, Trog's Hand still works for mummies, and is one of the few ways for them to heal quickly.&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]] [[Category:Mummy]]&lt;/div&gt;</summary>
		<author><name>Eimhin</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Snake_Pit&amp;diff=7386</id>
		<title>Snake Pit</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Snake_Pit&amp;diff=7386"/>
				<updated>2013-01-27T13:23:54Z</updated>
		
		<summary type="html">&lt;p&gt;Eimhin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version011}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Home of the serpent, lair of the naga.&lt;br /&gt;
&lt;br /&gt;
The Snake Pit is five levels deep and contains the serpentine rune. A dungeon features only two of the Snake Pit, Swamp, Shoals and Spider Nest branches. If the Snake Pit is present, the entrance is located between Lair:3 and Lair:6.}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Here is the way to the home of the serpent, the lair of the naga.}}&lt;br /&gt;
&lt;br /&gt;
The '''Snake Pit''' is a mid-game [[branch]] populated with [[poison]]ous [[list of snakes|snakes]] and [[list of nagas|nagas]] of all varieties. Those who explore it are rewarded with the serpentine [[rune of Zot]]. The Snake Pit and the [[Spider's Nest]] are mutually exclusive; if you come across the Snake Pit, the [[Spider's Nest]] will not generate in your current game.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
The Snake Pit is five floors deep and found between [[Lair]]:3-6. The entrance stairs are guarded by a small group of [[naga (monster)|nagas]], usually in a distinct stone [[wall]]ed [[vault]].&lt;br /&gt;
&lt;br /&gt;
The Snake Pit's layout is very variable; floors can range from collections of small square rooms connected by hallways to wide open areas, occasionally spotted with bodies of water. The [[wall]]s of the Snake Pits are made almost entirely out of rock. It most closely resembles a collection of floors from [[the Dungeon]], though it cannot host some of the more exotic Dungeon vaults and layouts.&lt;br /&gt;
&lt;br /&gt;
Snake:5 will always contain a stone-walled, heavily-guarded rune vault which is drastically different from the rest of the Snake Pits, but the specific design will vary from game to game. This vault will take up a large portion of Snake:5, but the rest of the floor will be made up of simple rooms and hallways.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
The threats of the Snake Pit are cleanly divided between snakes and nagas. The snakes are generally the easier opponents; by the time you've reached this branch, you've already been dealing with the majority of them. Be careful when facing [[anaconda]]s, however, as they deal obscene amounts of [[constriction]] damage and can outrun almost any character. As constriction attacks partially ignore [[AC]], even tank characters should be wary about going into melee with them. [[Guardian serpent]]s are also worth being careful around; these snakes will pelt you with [[Venom Bolt]] and a few other obnoxious spells from a distance. In any case, having poison resistance and good physical defenses will negate a lot of the threat snakes pose to you.&lt;br /&gt;
&lt;br /&gt;
Nagas are by far the bigger threat here. They almost always appear in packs, and all nagas are capable of dealing constriction damage in melee and spitting venom at you from a significant distance away, dealing some damage even to poison-resistant characters. As such, it is very difficult to deal with them in perfect safety. Take advantage of their terrible movement speed and try to split up groups of nagas by luring individuals into already-cleared portions of the floor.&lt;br /&gt;
&lt;br /&gt;
Taking on groups of nagas all at once is risky. Nagas wielding heavy weapons deal significantly more damage than unarmed ones, and the more advanced nagas can be very serious threats. [[Naga warrior]]s are durable if they generate with [[shields]], can land very heavy blows in melee, and often generate with [[polearms]], making it difficult to limit the number of enemies able to reach you. [[Naga mage]]s have access to fairly powerful [[conjurations]] and can effectively harm you regardless of your resistances, plus they can [[Haste]] themselves to increase their speed and damage output. [[Greater naga]]s are the worst of all, combining the traits of both with even greater durability. Several greater nagas are guaranteed to generate within the rune vault, but they can also rarely appear elsewhere. In general, divide-and-conquer strategies are recommended unless you're confident in your ability to wipe them out quickly.&lt;br /&gt;
&lt;br /&gt;
[[Enchanter]]s and others who rely heavily on [[Hexes]] may have a hard time here. Even normal nagas have decent [[magic resistance]], and the more advanced ones are highly resistant or even immune in the case of greater nagas. You may want to hold off on this branch until you've gained some less subtle firepower.&lt;br /&gt;
&lt;br /&gt;
===Useful Traits===&lt;br /&gt;
*High [[AC]] and [[EV]]&lt;br /&gt;
*[[Poison]] resistance&lt;br /&gt;
*[[Blink]] or [[teleport]] (to escape constriction easily)&lt;br /&gt;
*[[Teleport control]] (for safe escapes, stealing the rune, and protecting yourself from enemy [[Teleport Other]] spells)&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
&amp;lt;!-- from mon-pick.cc: monspitsnake_rare --&amp;gt;&lt;br /&gt;
*[[Naga (monster)|Naga]]&lt;br /&gt;
*[[Naga warrior]]&lt;br /&gt;
*[[Naga mage]]&lt;br /&gt;
*[[Greater naga]]&lt;br /&gt;
*[[Guardian serpent]]&lt;br /&gt;
*[[Adder]]&lt;br /&gt;
*[[Ball python]]&lt;br /&gt;
*[[Water moccasin]]&lt;br /&gt;
*[[Black mamba]]&lt;br /&gt;
*[[Anaconda]]&lt;br /&gt;
*[[Big fish]]&lt;br /&gt;
*[[Giant goldfish]]&lt;br /&gt;
*[[Electric eel]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.10]], nagas were unable to constrict you, making the branch much safer for melee characters.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]] [[Category:Naga]]&lt;/div&gt;</summary>
		<author><name>Eimhin</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Brand&amp;diff=7384</id>
		<title>Brand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Brand&amp;diff=7384"/>
				<updated>2013-01-26T19:12:39Z</updated>
		
		<summary type="html">&lt;p&gt;Eimhin: /* Melee Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version}}&lt;br /&gt;
''[[Armour]] brands are also called egos. See the [[ego]] page for armour brands.''&lt;br /&gt;
&lt;br /&gt;
A [[brand]] is a special enhancement that a [[weapon]] can have, affecting its damage output, giving it a particular [[Damage Types|damage type]], or causing effects. Weapons can have at most one brand, and randarts are guaranteed a brand, although some unrandarts do not have one. Brands are auto-identified when a weapon is wielded or a missile is fired. If you use branded ammo with a branded launcher, only the ammo brand will take effect (however, launchers with the [[vorpal]] or [[speed]] brands stack with their ammo's brands).&lt;br /&gt;
&lt;br /&gt;
Aside from the permanently-branded weapons found in the dungeon, a number of spells provide temporary brands to weapons ([[Fire Brand]], [[Freezing Aura]], [[Lethal Infusion]], [[Poison Weapon]], [[Warp Weapon]], [[Excruciating Wounds]]). The [[Deck of battle#Blade card|Blade card]] likewise provides a (random) temporary brand. None of these will work on a weapon which already has a permanent brand.&lt;br /&gt;
&lt;br /&gt;
There are two ways to '''create''' weapons with a permanent brand: Firstly, while wielding a weapon with one of the temporary brands above, a [[scroll of vorpalise weapon]] can make ''most'' of these temporary brands permanent. Using it without a temporary brand creates a [[vorpal]] brand. Note that the scroll will ''not'' work on temporary distortion, pain, holy wrath, or chaos brands. This relates to the second means of creating a branded weapon: through the act of a [[god]]. [[The Shining One]], [[Lugonu]], and [[Kikubaaqudgha]] will grant especially pious worshipers permanent holy wrath, distortion, and pain brands, respectively. Unlike other means of branding weapons, divine branding will ''replace'' any previous brand the weapon held. Note that this still does not work on artefacts. As for the chaos brand, [[Xom]] may randomly place that on an unbranded weapon, most often one in a monster's inventory.&lt;br /&gt;
&lt;br /&gt;
==Types of Brands==&lt;br /&gt;
&lt;br /&gt;
There are different types of brands, some add a special effect type [[Electrocution]], [[draining (brand)|Draining]], [[Distortion]] for example. Others add a percentage of damage to the attack. [[Flaming]], [[Vorpal]], and [[Freezing]] for example. And others add special qualities just by holding them like [[Protection]]. Some even have multiple effect types, such as draining, which can increase damage, and drain HD.&lt;br /&gt;
&lt;br /&gt;
Brands that add damage to the attack do this after all other effects (such as weapon plusses, weapon skill bonus, ac reduction etc). So high weapon skill, high weapon base damage and high damage plusses add to the damage. In most cases this means, getting a higher base damage weapon is better. (Flaming Executioners axes are better than flaming daggers).&lt;br /&gt;
&lt;br /&gt;
Brands that add special effects [[Distortion]], or bonus damage (such as [[Electrocution]])), have a chance of triggering each time the weapon hits. In this case hitting more ofter (lower base delay is more important). Choose branded weapons accordingly.&lt;br /&gt;
&lt;br /&gt;
All added brand damage is calculated after AC reduction, and does not get further reduced by AC.&lt;br /&gt;
&lt;br /&gt;
==List of Brands==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*[[Antimagic]]&lt;br /&gt;
*[[Chaos]] ([[Xom]]'s special brand)&lt;br /&gt;
*[[Disruption]] (found only on the artifact [[great mace]] [[list of unrands#+7, +7 Great Mace &amp;quot;Undeadhunter&amp;quot;|Undeadhunter]])&lt;br /&gt;
*[[Distortion]] ([[Lugonu]]'s special brand)&lt;br /&gt;
*[[Dragon slaying]] ([[polearms]] only)&lt;br /&gt;
*[[draining (brand)|Draining]]&lt;br /&gt;
*[[Electrocution]] &lt;br /&gt;
*[[Flaming]] &lt;br /&gt;
*[[Freezing]] &lt;br /&gt;
*[[Holy wrath]] ([[The Shining One]]'s special brand)&lt;br /&gt;
*[[Orc slaying]] &lt;br /&gt;
*[[pain (brand)|Pain]] ([[Kikubaaqudgha]]'s special brand)&lt;br /&gt;
*[[Venom]] &lt;br /&gt;
*[[Protection]] &lt;br /&gt;
*[[Reaching]] ([[whip]]s only.)&lt;br /&gt;
*[[Reaping]] ([[scythe]]s, the [[List_of_unrands#+2, +10 Spear of the Botono|Spear of the Botono]] and the [[List_of_unrands#.2B9.2C_.2B9_Sword_of_Zonguldrok|Sword of Zonguldrok]])&lt;br /&gt;
*[[speed (brand)|Speed]] ([[Short Blades|short blades]], [[staves]], and artifacts only)&lt;br /&gt;
*[[Vampiricism]]&lt;br /&gt;
*[[Vorpal]] (named differently depending on weapon; see Vorpal for details)&lt;br /&gt;
&lt;br /&gt;
===Launchers===&lt;br /&gt;
*[[Electrocution]]&lt;br /&gt;
*[[evasion (brand)|Evasion]]&lt;br /&gt;
*[[Flame]]&lt;br /&gt;
*[[frost (brand)|Frost]]&lt;br /&gt;
*[[Penetration]]&lt;br /&gt;
*[[Speed (brand)|Speed]]&lt;br /&gt;
*[[Venom]]&lt;br /&gt;
*[[Vorpal]] (&amp;quot;Velocity&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Crossbows can have flame, frost, evasion and vorpal. Artifact crossbows can also have penetration, electrocution, venom and speed.&lt;br /&gt;
&lt;br /&gt;
Bows, longbows and slings can have flame, frost, evasion and vorpal. Speed and venom are possible on artifacts (the [[List of unrands#Ranged Weapons|Bow of Krishna &amp;quot;Sharnga&amp;quot;]] has the speed brand).&lt;br /&gt;
&lt;br /&gt;
Blowguns can only be generated with evasion. Artifact blowguns can have speed.&lt;br /&gt;
&lt;br /&gt;
===Missiles===&lt;br /&gt;
*[[dispersal (brand)|Dispersal]]&lt;br /&gt;
*[[Exploding]]&lt;br /&gt;
*[[Flame]]&lt;br /&gt;
*[[frost (brand)|Frost]]&lt;br /&gt;
*[[Penetration]]&lt;br /&gt;
*[[Poisoned]] &lt;br /&gt;
*[[Returning]]&lt;br /&gt;
*[[Silver]] &lt;br /&gt;
*[[Steel]]&lt;br /&gt;
&lt;br /&gt;
Flame, frost, and poisoned can all be found on arrows, crossbow bolts, and darts.  Silver and steel can be found on crossbow bolts, darts, and sling bullets, and javelins. Dispersal can be found on arrows and darts. Exploding can be found only on darts and sling bullets.  Penetration can be found on crossbow bolts or javelins.  Returning can be found on javelins and [[Ranged weapons#Throwable Melee Weapons|throwable melee weapons]].  Stones, large rocks, and nets are never generated with a brand. (Exception: one of the [[Dungeon Sprint]] maps offers a &amp;quot;large rock of returning&amp;quot;.  Naturally, it's being used ''against'' you.).&lt;br /&gt;
&lt;br /&gt;
==== Needles====&lt;br /&gt;
[[Needle]]s have their own brand selection; most often poisoned, but they can instead bear one of the following unique brands:&lt;br /&gt;
*[[confusion (brand)|Confusion]]&lt;br /&gt;
*[[Curare]]&lt;br /&gt;
*[[frenzy (brand)|Frenzy]]&lt;br /&gt;
*[[paralysis (brand)|Paralysis]]&lt;br /&gt;
*[[sickness (brand)|Sickness]]&lt;br /&gt;
*[[sleep (brand)|Sleep]]&lt;br /&gt;
*[[slowing (brand)|Slowing]]&lt;br /&gt;
&lt;br /&gt;
==Needle brands==&lt;br /&gt;
All needle types except &amp;quot;poisoned&amp;quot; were introduced in version [[0.6]]. There's a saving throw for monsters: if 1 + 1d(4 + your throwing skill + your blowgun’s to-hit enchantment) is greater than the monster’s hit dice, the effect will be applied. You also have a straight 2% chance of succeeding for monsters with a [[hit dice]] of 14 or below.&lt;br /&gt;
&lt;br /&gt;
Some statistics: with no skill you’re still at 100% to succeed on HD1 or HD2 (gnoll, D1 monsters), 75% on HD3 (Sigmund), 50% on HD4 (Duvessa), and 25% on HD5 (ogre). With 4 skill as an early Assassin, you’re up to 56% on an Ogre, or 33% on a Yak.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
As of [[0.10]] all [[Polearms]] have [[Reaching]].&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Item]] [[Category:Weapons]] [[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Eimhin</name></author>	</entry>

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