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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Exodus</id>
		<title>CrawlWiki - User contributions [en]</title>
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		<updated>2026-05-07T08:21:38Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_paralysis&amp;diff=25869</id>
		<title>Potion of paralysis</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_paralysis&amp;diff=25869"/>
				<updated>2014-03-27T16:13:35Z</updated>
		
		<summary type="html">&lt;p&gt;Exodus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Potion&lt;br /&gt;
 |name = Potion of paralysis&lt;br /&gt;
 |cost = 1&lt;br /&gt;
 |weight = 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A potion which eliminates your control over your own body.}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of paralysis''' [[Paralysis|paralyzes]] your character for 1d6 + 1 turns. Using it in the middle of a fight (because you've run out of options and are resorting to unidentified potion roulette) will turn you into a punching bag for monsters.&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|''You suddenly lose the ability to move!''}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.12]], potions of paralysis were not entirely useless. When combined with the [[Evaporate]] spell, they would create [[Mephitic Cloud]]s.&lt;/div&gt;</summary>
		<author><name>Exodus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_degeneration&amp;diff=25867</id>
		<title>Potion of degeneration</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_degeneration&amp;diff=25867"/>
				<updated>2014-03-27T15:31:29Z</updated>
		
		<summary type="html">&lt;p&gt;Exodus: Updated to refer to stat zero rather than stat death&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Potion&lt;br /&gt;
 |name = Potion of Degeneration&lt;br /&gt;
 |cost = 1&lt;br /&gt;
 |weight = 4.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A noxious concoction which can do terrible things to your body, brain and reflexes}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of degeneration''' temporarily reduces a random stat ([[strength]], [[dexterity]], or [[intelligence]]) by 1-4 points. This can be dangerous (although not directly fatal) for [[species]] with very low stats, since reaching zero or less in a stat will cause [[stat zero]] penalties. For most species, the lost stats will recover over time, but you can immediately restore them by quaffing a [[potion of restore abilities]] or eating a [[royal jelly]]. [[Xom]] is somewhat amused if you quaff an unidentified potion of degeneration, but this is almost impossible to do intentionally.&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|There was something very wrong with that liquid!}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.13]], having a stat reduced to 0 could cause [[stat death]]. This was replaced by the [[stat zero]] penalties.&lt;/div&gt;</summary>
		<author><name>Exodus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Triple_sword&amp;diff=25852</id>
		<title>Triple sword</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Triple_sword&amp;diff=25852"/>
				<updated>2014-03-26T16:58:26Z</updated>
		
		<summary type="html">&lt;p&gt;Exodus: Removed reference to changing stats in 0.14&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{weapon&lt;br /&gt;
 |name      = Triple sword&lt;br /&gt;
 |cost      = ?&lt;br /&gt;
 |weight    = 26.0&lt;br /&gt;
 |skill     = Long Blades&lt;br /&gt;
 |damage    = 19&lt;br /&gt;
 |accuracy  = -4&lt;br /&gt;
 |basedelay = 19 (190%)&lt;br /&gt;
 |mindelay  = 7 at skill 24&lt;br /&gt;
 |hands     = 2H&lt;br /&gt;
 |size      = Large&lt;br /&gt;
 |damtype   = Slicing&lt;br /&gt;
 |ranged    = No&lt;br /&gt;
 |acquirement = 2&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A magical weapon with three great razor-sharp blades. According to legend, a master forger created a sword with two blades at the facetious suggestion of a knight, who, finding that the resulting blade was quite functional, jovially quipped, &amp;quot;Ah, very good, but could you make a *triple* sword?&amp;quot; When the answer turned out to be yes, the knight was too shocked to ask about the possibilities of a quadruple sword.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Quemadmodum gladius neminem occidit: occidentus telum est.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;A sword by itself does not slay; it is merely the weapon used by the slayer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Lucius Annaeus Seneca, _Epistulae Morales ad Lucilium_, Letter LXXXVII: Some arguments in favor of the simple life, l. 30. ca. 65 A.D.&amp;lt;br&amp;gt;&lt;br /&gt;
trans. Richard Mott Gummere, 1917.}}&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|This weapon falls into the '[[Long Blades]]' category. It is a two handed weapon.}}&lt;br /&gt;
&lt;br /&gt;
'''Triple swords''' are the most powerful [[Long Blades]] in the game. While they are extremely rare and require considerable skill to use effectively, they are nonetheless excellent for slicing through enemies of all sorts. They have the highest base damage of any weapon wieldable by normal-sized races, but they lack the special abilities of an [[executioner's axe]] or a [[bardiche]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! Triple sword || [[Plutonium Sword]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Triple sword.png]] || [[File:Plutonium sword.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
In [[0.14]], these will be replaced with [[claymore]]s. This change will be purely cosmetic.&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;/div&gt;</summary>
		<author><name>Exodus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stair_dancing&amp;diff=25810</id>
		<title>Stair dancing</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stair_dancing&amp;diff=25810"/>
				<updated>2014-03-25T15:59:34Z</updated>
		
		<summary type="html">&lt;p&gt;Exodus: Redirected page to Escaping from (and avoiding) trouble#Leading them up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Escaping_from_(and_avoiding)_trouble#Leading_them_up]]&lt;/div&gt;</summary>
		<author><name>Exodus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=To_hit&amp;diff=25809</id>
		<title>To hit</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=To_hit&amp;diff=25809"/>
				<updated>2014-03-25T15:21:41Z</updated>
		
		<summary type="html">&lt;p&gt;Exodus: Fixed link for Elven weapons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''To hit''' (short for 'chance to hit') is the probability that an attack will hit a target. It is one of the two key factors in determining the success of an attack, the other being damage.&lt;br /&gt;
&lt;br /&gt;
The to hit can be calculated for melee and ranged attacks, and is calculated differently for players and monsters.&lt;br /&gt;
&lt;br /&gt;
==Player To Hit (Melee)==&lt;br /&gt;
The player's to-hit in melee is determined by the following factors:&lt;br /&gt;
&lt;br /&gt;
====Base Value====&lt;br /&gt;
The base of the calculation is determined by the player's [[dexterity]] AND their [[strength]], and is somewhere around the average of the two. It is weighted toward either STR or DEX, depending on the [[strength weight]] of the weapon. Weapons with a low strength weight will benefit more from DEX for its to hit value, while weapons with a high strength weighting rely more on STR. A half-handed weapon will rely even further on STR if used without a shield. Unarmed attacks are weighted slightly toward DEX. For the sake of completeness, the base to-hit is something like&lt;br /&gt;
&lt;br /&gt;
15 + (Weighted Average of STR &amp;amp; DEX)&lt;br /&gt;
&lt;br /&gt;
with the weighting determined by the weapon's strength weight.&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
*If not wielding a weapon, the player gets:&lt;br /&gt;
**Between +0 and +[[Unarmed Combat]]&lt;br /&gt;
***+4 if a [[troll]], [[felid]] or [[ghoul]]&lt;br /&gt;
***+2 if any other species&lt;br /&gt;
*If wielding a weapon, the player gets that weapon's intrinsic accuracy, plus any accuracy enchantment (the first plus on the weapon).&lt;br /&gt;
*If the player is elven and is wielding an [[Weapon#Race_variants|elven]] weapon, they get +1d2.&lt;br /&gt;
*If the player is an orcish worshipper of [[Beogh]] (and not under [[penance]]) and is wielding an [[orcish]] weapon, they get +1.&lt;br /&gt;
&lt;br /&gt;
====Jewellery====&lt;br /&gt;
*If the player is wearing an [[amulet of inaccuracy]], they get a random penalty ranging from -0 to -5.&lt;br /&gt;
*If the player is wearing a [[ring of slaying]], they get the ring's hit bonus/penalty.&lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
*[[Fighting]] gives you a bonus of +0 to +Fighting.&lt;br /&gt;
*Weapon skills give you a bonus of +0 to +Your Skill (if you are wielding the matching weapon).&lt;br /&gt;
&lt;br /&gt;
====Environmental====&lt;br /&gt;
*When both combatants are in water and only the player is capable of swimming, the player get a +5 bonus.&lt;br /&gt;
&lt;br /&gt;
====Status Effects====&lt;br /&gt;
*If the player is starving, they get a -3 penalty.&lt;br /&gt;
*If the player is invisible but cannot [[see invisible]], they get a -5 penalty (because they cannot see what they are doing).&lt;br /&gt;
&lt;br /&gt;
====Shield Penalty====&lt;br /&gt;
*The player's shield penalty is -1d(ASP) where ASP is the Adjusted Shield Penalty. It is ASP = (Shield EV penalty) - (Shields skill)/(5 + (Size factor)) as explained in the [[Shields]] page. This penalty can be removed completely with enough skill levels in Shields.&lt;br /&gt;
&lt;br /&gt;
====Armour Penalty====&lt;br /&gt;
*The player's [[armour]] penalty is then calculated: -1d(ABAP) where ABAP is the Adjusted Body Armour Penalty. &lt;br /&gt;
 ABAP = (body_armour_base_penalty + max(0, 3*body_armour_base_penalty - str)) * (45 - armour_skill)/45&lt;br /&gt;
&lt;br /&gt;
[[Barding]] does not affect the to hit penalty despite having an evasion modifier.&lt;br /&gt;
&lt;br /&gt;
====Mutation bonus====&lt;br /&gt;
*If the player has the [[Jiyva_mutations#Eyeballs|Eyeballs]] mutation they get a +3/+5/+7 bonus.&lt;br /&gt;
&lt;br /&gt;
===The Roll===&lt;br /&gt;
This completes the to hit calculation. The value is now 'rolled' (ie. a number from 0 to ''to hit''-1 is randomly generated). If this number exceeds the evasion value of the monster they are attacking, they hit lands.&lt;br /&gt;
&lt;br /&gt;
====Post-Roll====&lt;br /&gt;
There are additional effects which can modify the to hit score AFTER it has been rolled:&lt;br /&gt;
*If the player is bonded to their weapon with the [[Sure Blade]] spell, they get +(5 + remaining duration of Sure Blade (MAX: +15)).&lt;br /&gt;
*If the player is not wielding a weapon:&lt;br /&gt;
**The [[Confusing Touch]] spell grants +0 to +(DEX-1).&lt;br /&gt;
**Being in the following forms grant bonuses:&lt;br /&gt;
***[[Statue Form]]: 0 to +8&lt;br /&gt;
***[[Dragon Form]]: 0 to +9&lt;br /&gt;
***[[Necromutation|Lich form]]: 0 to +9&lt;br /&gt;
***[[Ice Form]]: 0 to +9&lt;br /&gt;
***[[Spider Form]]: 0 to +9&lt;br /&gt;
***[[Bat Form]]: 0 to +11&lt;br /&gt;
***[[Blade Hands]]: 0 to +11&lt;br /&gt;
***[[Fungus Form]]: 0 to +9&lt;br /&gt;
***[[Tree Form]]: 0 to +9&lt;br /&gt;
***[[Wisp Form]]: 0 to +9&lt;br /&gt;
&lt;br /&gt;
*Attacking a target under the effects of the [[Corona]] spell grants +2 to +9.&lt;br /&gt;
*Attacking an invisible monster without being able to see invisible gives you -6.&lt;br /&gt;
&lt;br /&gt;
==Monster To Hit (Melee)==&lt;br /&gt;
A monster's to hit is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
===Base Value===&lt;br /&gt;
The base value is 18.&lt;br /&gt;
&lt;br /&gt;
===Hit Dice===&lt;br /&gt;
Monsters with the Fighter class flag get a bonus of +(2.5 * [[HD]]). Other monsters get +(1.5 * HD). Decimals are rounded down.&lt;br /&gt;
&lt;br /&gt;
===Situational Modifiers===&lt;br /&gt;
*An aquatic monster &amp;quot;using the terrain to its advantage&amp;quot; gets +5.&lt;br /&gt;
*A monster wielding a weapon receives that weapon's inherent and magical to hit modifiers.&lt;br /&gt;
*A [[confused]] monster gets -5.&lt;br /&gt;
*A monster attacking a [[backlit]] defender gets +2 to +9.&lt;br /&gt;
*A monster attacking an invisible target suffers a 35% penalty to its to hit number.&lt;br /&gt;
&lt;br /&gt;
==Monster To Hit (Ranged)==&lt;br /&gt;
Ranged attacks (&amp;quot;beams&amp;quot;, to use the game's internal terminology) have a to hit number, just like melee attacks do. This is modified as follows:&lt;br /&gt;
*If you are invisible and the attacker can't see invisible, the to hit number is halved.&lt;br /&gt;
*If you have [[Deflect Missiles]] running, the to hit number is reduced to a random number between 0 and 2/3 of its value.&lt;br /&gt;
*If you don't have Deflect Missiles running, but do have [[Repel Missiles]] running or the Repulsion Field mutation at level 3, the to hit number is reduced ''by'' a random number between 0 and 1/2 of its value (rounded down).&lt;br /&gt;
&lt;br /&gt;
[[Category:Game_mechanics]]&lt;/div&gt;</summary>
		<author><name>Exodus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Cloak_of_stealth&amp;diff=25808</id>
		<title>Cloak of stealth</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Cloak_of_stealth&amp;diff=25808"/>
				<updated>2014-03-25T15:16:45Z</updated>
		
		<summary type="html">&lt;p&gt;Exodus: Fixed link for Elven armour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
&lt;br /&gt;
{{armour&lt;br /&gt;
 |name        = Cloak of stealth&lt;br /&gt;
 |cost        = 102&lt;br /&gt;
 |weight      = 4&lt;br /&gt;
 |skill       = Dodging&lt;br /&gt;
 |skill2      = &lt;br /&gt;
 |AC          = 1&lt;br /&gt;
 |EV          = +0&lt;br /&gt;
 |SV          = n/a&lt;br /&gt;
 |maxenc      = +2&lt;br /&gt;
 |size        = any&lt;br /&gt;
 |grants      = +50 [[stealth]]&lt;br /&gt;
 |acquirement =&lt;br /&gt;
 |weartime = 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''cloak of stealth''' is a cloak which grants a +50 bonus to your [[stealth]] score.  Note that this stacks with the stealth bonus for [[Armour#Elven_Armour|elven]] cloaks, so such a cloak provides 70 stealth.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
It's better than no ego, but stealth isn't particularly useful except to stabbers.  It's generally superior to a [[cloak of darkness]], but worse than one of [[cloak of preservation|preservation]] or [[poison resistance]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Cloaks]][[Category:Egos]]&lt;/div&gt;</summary>
		<author><name>Exodus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Escaping_from_(and_avoiding)_trouble&amp;diff=25806</id>
		<title>Escaping from (and avoiding) trouble</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Escaping_from_(and_avoiding)_trouble&amp;diff=25806"/>
				<updated>2014-03-25T14:50:02Z</updated>
		
		<summary type="html">&lt;p&gt;Exodus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Sometimes you can't win a fight, and the best thing to do is to run. Knowing how to escape from a deadly situation (such as an unexpected monster wandering into view when you're low on [[HP]], or a situation that has spiralled out of control (such as an enemy caster summoning a large number of deadly [[demon|demons]]) is a vital skill to survival in Dungeon Crawl.&lt;br /&gt;
&lt;br /&gt;
Crawl offers a number of escape options, as well as means of healing, disabling monsters, and many other things which just might save your life.&lt;br /&gt;
&lt;br /&gt;
==Options when in immediate danger==&lt;br /&gt;
&lt;br /&gt;
The following are varying escape options, roughly in order of how common they are&lt;br /&gt;
&lt;br /&gt;
* Teleport, which is however delayed and may be risky if uncontrolled. This can be combined by other means, such as teleport, then healing until it kicks in, blink+teleport, or teleport+control teleport, ring or spell.  Controlled teleports will cause glow.&lt;br /&gt;
* Heal wounds/wand of healing, which will heal but only around 25 HP.  Many monsters can deal more damage than that in one turn.  Wands are lighter and more durable, but unreliable if you're confused.&lt;br /&gt;
* [[Potion of curing]], only heals for a few HP but removes most negative status effects, which may be critical to escape.&lt;br /&gt;
* Scroll of blinking/controlled blink, which (on teleport-controllable levels) can allow you to instantly blink to any visible square.  Causes glow.&lt;br /&gt;
* Uncontrolled blink, which moves you to a random visible square. Beware of spell/evocation failure!  Can make the situation worse; generally, only try it if you can do so several times in a row.&lt;br /&gt;
* Semi-controlled blink, which comes from having teleport control and casting the blink spell, or casting controlled blink on a non teleport control level.  Lets you choose the general direction of your blink.  Causes glow.&lt;br /&gt;
* Speed, possibly from potion of speed, wand of hasting, Haste spell, Swiftness spell (better if combined with Flight), or Tengu flight. This will let you run away but you will be subject to ranged attacks in the mean time. The wand of hasting and Haste spell cause glow.&lt;br /&gt;
* Berserk, which will haste you and add 50% temporary HP... but when it runs out, you will be ''slowed'' instead, and you won't be able to berserk again for a while!  It can be used either to kill the monsters or run away. To run away or if you are not sure about the outcome, only use when near stairs.&lt;br /&gt;
* [[Spider Form]] speeds up most races (although spriggans actually get slower), improves evasion greatly so ranged attacks are more likely to miss, plus you can cling to walls for escaping over lava or deep water.&lt;br /&gt;
* Lugonu's banishment. This will save your life immediately but reduce your max HP.&lt;br /&gt;
* Borgnjor's Revivification spell. This will fully heal you but reduce your max HP.&lt;br /&gt;
* Zin's sanctuary. This will protect you but prevents attacking. Combine with another method to get away.&lt;br /&gt;
* Elyvilon's healing powers.  They are much more powerful than even a wand of healing, but use piety and a lot of food.&lt;br /&gt;
* Death's Door spell. This will make you invulnerable but leave you with very little HP. Tradeoff like berserk, but you can act and you are much more likely to die if it expires in a dangerous place.&lt;br /&gt;
* Paralyze/confuse/slow/fear at the enemy. This will be effective in the early game, but in the late game, most dangerous monsters will resist them. Outside of the early game, it's best to act on yourself.&lt;br /&gt;
&lt;br /&gt;
==Magic - Useful Escape Spells==&lt;br /&gt;
&lt;br /&gt;
===[[Blink]]===&lt;br /&gt;
&lt;br /&gt;
Blinking can also be used to give you time to teleport: blink, activate a teleport and then start running away -- even if the monsters are faster than you, they can only gain one square a turn if you're running, giving teleport time to kick in.&lt;br /&gt;
&lt;br /&gt;
It is also useful to remember that [[Lugonu]] grants you the ability to 'Bend space around yourself' which is effectively the blink spell.&lt;br /&gt;
&lt;br /&gt;
===[[Mephitic Cloud]]===&lt;br /&gt;
&lt;br /&gt;
Mephitic cloud is very effective for keeping most low-level creatures from pursuing or harming you.  Creatures with poison resistance are immune to its effects, and creatures with 100+ HP tend to shrug its effects off as well.&lt;br /&gt;
&lt;br /&gt;
If you are poison resistant or are wearing an [[amulet of clarity]], you can use it anywhere without fear of affecting yourself.  Even if you're not poison resistant, mephitic cloud can be used against an adjacent enemy in most cases (aim at the *):&lt;br /&gt;
&lt;br /&gt;
 .........  .........&lt;br /&gt;
 ...###...  ....###..&lt;br /&gt;
 ...#*#...  ....#*#..&lt;br /&gt;
 ...##Y...  ....Y##..&lt;br /&gt;
 ....@....  ....@....&lt;br /&gt;
 .........  .........&lt;br /&gt;
&lt;br /&gt;
By targeting diagonally beyond the yak, you can catch it in the cloud radius without catching yourself.&lt;br /&gt;
&lt;br /&gt;
Also note that risking self-[[confusion]] is sometimes worth it. If worse comes to worst, you can always drink a [[potion of curing]] (which you might have been wanting to do anyway). Most enemies can't, and even humanoids are unlikely to be carrying more than one potion.&lt;br /&gt;
&lt;br /&gt;
===[[Conjure Flame]]===&lt;br /&gt;
&lt;br /&gt;
Conjure flame is very, very situational. At best, it's irreplaceable. At worst, it's a waste of slots and of the turns spent casting it. Experiment with it and get a feel for it and when (if ever) you wish to invest in it. Understanding who fears flame and who doesn't is important here. Practice when you're *not* in a crisis.  It works best when you can hold a stupid enemy in the flame, by either meleeing them yourself, blocking them with servants (or their buddies), or confusing them in tight quarters (so they repeatedly wander through the cloud).&lt;br /&gt;
&lt;br /&gt;
===[[Swiftness]]===&lt;br /&gt;
&lt;br /&gt;
Cheap at twice the price. &amp;lt;strike&amp;gt;Note that levitation, which handily is present right alongside it in the Book of Air, doubles its effect.&amp;lt;/strike&amp;gt; Levitation or Flight used to double its effect.&lt;br /&gt;
&lt;br /&gt;
===[[Passwall]]===&lt;br /&gt;
&lt;br /&gt;
A spell people love to underestimate (though for good reason -- it *looks* at first glance to be a crap spell). If you notice your trouble early enough, though, and you've mapped out your area beforehand (deep dwarves!) and found a 1-thickness wall to pass through towards safety, this is like a controlled teleport, thousands of turns before you could cast controlled teleport.&lt;br /&gt;
&lt;br /&gt;
===[[Slow]], [[Confuse]], and [[Enslavement]]===&lt;br /&gt;
&lt;br /&gt;
These take a big investment in [[Hexes]] to be worth the turns and MP it takes to cast them.  Worthwhile only if you can do that, or are already doing so ([[Enchanter]]s).&lt;br /&gt;
&lt;br /&gt;
===Summoning===&lt;br /&gt;
&lt;br /&gt;
Several summoning spells are great for defensive purposes even if they're useless for offense.  You can exchange places with allies automatically, but an enemy will have to fight through or walk around them to get to you.  This means that even a lowly rat can open up that vital one-square space for a stair escape!&lt;br /&gt;
&lt;br /&gt;
The best spell for defensive purposes is [[Summon Butterflies]].  It instantly surrounds you with a two-tile thick layer of butterflies that interfere with your enemies' travel and ranged attacks.&lt;br /&gt;
&lt;br /&gt;
==Cards==&lt;br /&gt;
&lt;br /&gt;
Whether you use melee or magic, don't forget your [[decks]] of cards! Even an unidentified one can occasionally be the least risk*expense solution for a problem.  Note: this should be a last resort for those not following Nemelex, as a [[shuffle]] or [[damnation]] card can be much worse than whatever is threatening you.&lt;br /&gt;
&lt;br /&gt;
==Escaping Trouble==&lt;br /&gt;
&lt;br /&gt;
===Monsters with a slow weapon===&lt;br /&gt;
&lt;br /&gt;
At first you can use the rule-of-thumb &amp;quot;hard-hitting = slow&amp;quot; (or refer to the [[weapon]] page and check its speed); later you can fine-tune this perception based on your own knowledge of weapon speeds. Monsters are affected by these just like you are, so it can happen that they take significantly more than 100% of a round to take a swing. Thus if you're lucky and if you judged right, you can take a quick action (like a weapon swap) while giving that e.g. [[halberd]]-wielding gnoll a chance to swing, then step back, and open up that vital one space of distance on the next turn, so you can flee up a staircase unfollowed. It helps to be relatively close to the stairs by this point, so you can be fairly sure that nothing else will come up during the trip. Don't be too close, though, as sometimes this method can take a couple of tries.&lt;br /&gt;
&lt;br /&gt;
Note that clubs qualify -- just barely -- as weapons slow enough for this trick.&lt;br /&gt;
&lt;br /&gt;
===Weird stairs continuum===&lt;br /&gt;
&lt;br /&gt;
As of b26, it was possible to use the weapon-speed trick even against fast-weapon monsters by heading upstairs, some of the time. I never got a hang of what made the difference. Not sure it still applies in Stone Soup either.&lt;br /&gt;
&lt;br /&gt;
===Traffic control===&lt;br /&gt;
&lt;br /&gt;
With some maneuvering, you can sometimes influence which monster is next to you, so you're adjacent to a [[rat]], and not an [[orc warrior]]. It's hard to explain; just practice. In some cases, you can even do this while pillar dancing (see below).&lt;br /&gt;
&lt;br /&gt;
===Pillar dancing===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The escape without having to escape.&amp;quot; Sadly, pillar dancing is still powerful and often even necessary in Crawl, though both facts apply only in the early game. Find a &amp;quot;circular&amp;quot; path to follow, trying to make a wise compromise/choice between closeness of the path's start to where you are, its unobservability, and escape routes in case something wanders in in the opposite direction (which tends to conflict with unobservability), and ring around that rosie.&lt;br /&gt;
&lt;br /&gt;
===Poison and pillar dancing===&lt;br /&gt;
&lt;br /&gt;
Keep on the lookout for a way to poison your enemies early on, even if it's a weapon you know you will not be using in the long term. In just a few turns of melee, or even none ([[blowgun]]s), you can cause enough poisoning to kill that nasty foe. (Go for one level of &amp;quot;even sicker&amp;quot;; renew if the enemy &amp;quot;seems more healthy.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
===Zapping and pillar dancing===&lt;br /&gt;
&lt;br /&gt;
The best way to zap down a monster with a wand or a spell that is not stopped by hitting the monster (e.g. [[wand of lightning]]) is to zap at it at the corner of a pillar with a wall behind the monster. Due to reflection the monster can be hit at least two times. The [[Multizap]] page has information on how best to to double and triple zap enemies.&lt;br /&gt;
&lt;br /&gt;
===Leading them up===&lt;br /&gt;
&lt;br /&gt;
Just because heading up staircases while followed is not a full escape doesn't mean it's not useful. Dealing with a nasty on a &amp;quot;cleared&amp;quot; level is much less troublesome than on one where your escape routes will often lead into unexplored territory, or wake up monsters lurking within it who can leap out to block your retreat. And teleporting on an unexplored level, that can be nasty!&lt;br /&gt;
&lt;br /&gt;
Some monsters can even be fully abandoned this way at little resource cost: [[imp]]s and [[phantom]]s. You may want to lead them two levels up&lt;br /&gt;
instead of one, so they're not in the way in case you need to lead something else up afterwards. Can be tedious, though.&lt;br /&gt;
&lt;br /&gt;
===Triple visitation===&lt;br /&gt;
&lt;br /&gt;
Triple visitation means entering a level by all three staircases before you start exploring it in earnest.  This is only really worth the tedium on the first few levels (or if the three down stairs are close together), but it ''can'' be a lifesaver.  That way, if you get into trouble far from where you last entered the level, you may see a closer staircase to retreat to than your staircase of last entry.  On the other hand, whenever you go down stairs there is a risk of being put adjacent to a very dangerous creature, making this technique best for stealthy, swift, or invisible adventurers.&lt;br /&gt;
&lt;br /&gt;
===Run early===&lt;br /&gt;
&lt;br /&gt;
Once you've learned from experience that a certain monster type or monster-pack type is dangerous, run before it gets into melee, and reenter the level from another place.&lt;br /&gt;
&lt;br /&gt;
===Bypass===&lt;br /&gt;
&lt;br /&gt;
(This relates to the last item, and sort of segues into the next section.) Just because it's generally advantageous to clear a&lt;br /&gt;
level completely before descending -- see &amp;quot;leading things upstairs&amp;quot; above -- doesn't mean it's universally the right way to go. Sigmund is the classic example here. If you use auto-exploration -- which you should -- then you can block off &amp;quot;trouble here!&amp;quot; areas using&lt;br /&gt;
excludes: visit the level map, cursor to the epicentre of the trouble, and hit 'e', making sure you are really on the level map. Hit 'e' while cursored-onto an exclude to cycle among three exclude sizes. (In older versions than Stone Soup 0.5, use 'Ctrl-x' and 'x' instead of 'e'.)&lt;br /&gt;
&lt;br /&gt;
===Use your abilities===&lt;br /&gt;
&lt;br /&gt;
This is an obvious one that's normally forgotten. Are you a [[berserker]]? A berserk rage gives you speed, which is just as useful for clearing the 5 or 6 squares to the stairs as anything else. Worship [[Okawaru]]? Use your heroism and finesse powers, and try to kill that monster before it kills you. Got any [[artifact]] weapons or armour? Check to see if any of them have invokable teleport or blink abilities - a sling that lets you blink is often an incredibly useful artifact, as it takes one turn to equip and then one turn to blink, rapidly getting you out of melee and giving you enough time to teleport. Using bows? Arrows of [[Dispersal (brand) | dispersal]] can send an enemy just far enough away for you to finish it or flee from it.&lt;br /&gt;
&lt;br /&gt;
It's astonishing how many characters worshipping [[Cheibriados]] forget to use Slouch or Step from Time when they're in trouble.  Use it or lose it.&lt;br /&gt;
&lt;br /&gt;
==Keeping out of trouble==&lt;br /&gt;
&lt;br /&gt;
The best way to survive a troublesome predicament is keeping out of trouble in the first place. Let's see...&lt;br /&gt;
&lt;br /&gt;
===Engaging ranged attackers around corners===&lt;br /&gt;
&lt;br /&gt;
Ranged attackers will merrily follow you around a corner where you can merrily melee them - the idea being that rather than them being 10 squares away, each one of which gives them a chance to fire at you, you take two steps to hide in a corridor nearby, wait for them to appear, then take a step or two to reach them - thus drastically reducing the number of turns they get to fire at you before you reach melee distance.&lt;br /&gt;
&lt;br /&gt;
===Engaging fast monsters by retreating===&lt;br /&gt;
&lt;br /&gt;
Doing this will keep them from getting a free hit.&lt;br /&gt;
&lt;br /&gt;
===Softening things up===&lt;br /&gt;
&lt;br /&gt;
On the first few levels, collect [[dart]]s, [[sling]]s, and throwables ([[Throwing net|net]]s, [[javelin]]s, [[dagger]]s, [[spear]]s and [[hand axe]]s), even if you don't plan to go with them in the long run (and indeed, you usually shouldn't). Turn off the relevant skills when they reach level 1 if you must, but soften the tough things up! Note that often an early retreat followed by re-approach from another staircase will be precisely what makes this feasible.&lt;br /&gt;
&lt;br /&gt;
===Don't get surrounded===&lt;br /&gt;
&lt;br /&gt;
Duh, but it still bears mentioning. Especially important against packs of fast enemies. Don't forget the ability of your [[Wand of digging|wands of digging]] and [[Wand of disintegration|disintegration]] to create a corridor for you on the fly!&lt;br /&gt;
&lt;br /&gt;
===Retreat towards the known===&lt;br /&gt;
&lt;br /&gt;
It's often tactically tempting, because of the enemy's angle of approach, to flee &amp;quot;into the black.&amp;quot; Try to resist the urge, and retreat towards a known area, even at the cost of taking a free hit or two. Retreating towards a known staircase or escape hatch is also wise, especially one in a tight corridor if you're being chased by multiple enemies - only enemies on squares directly next to you can go down stairs with you, so in a tight corridor only one of a group of monsters can follow you down a flight of stairs.&lt;br /&gt;
&lt;br /&gt;
Also, if you are fighting a quick enemy, fight the urge to chase after them into an unexplored area if they flee.  If you can spare a hit or two from an enemy you know will run (usually non-intelligent foes), maneuvering yourself into a position that will cause them to run into known areas is useful.&lt;br /&gt;
&lt;br /&gt;
===Fight as far from the black as is feasible===&lt;br /&gt;
&lt;br /&gt;
This is a corollary to the previous rule. Just as you should flee through known areas, don't advance upon unknown areas to start a fight. As you are exploring new territory, new enemies will appear 'out of the black'. Let them notice you and move into known territory, instead of automatically moving forward to attack. You don't know what's behind them, and are running the risk of getting swarmed and overwhelmed if your new foe has undetected friends. &lt;br /&gt;
&lt;br /&gt;
The farther back from the black you are when the fight starts, the fewer surprises you must wrestle. You really want to avoid both the 800 lb gorilla and the attrition battle.&lt;br /&gt;
&lt;br /&gt;
The 800 lb gorilla is the overwhelming out of depth monster who wanders over as you are beating up his little rat buddy. You might have seen the gorilla in normal exploration and decided to slink away without waking him up. But if you pick a fight next door to his lair, you will probably wake up the gorilla without ever knowing he was there. Assume Godzilla lurks in each unknown square, and you'll keep yourself much safer.&lt;br /&gt;
&lt;br /&gt;
The attrition battle is the fight that just doesn't end. A steady stream of monsters keep jumping into the fight, so you don't get a chance to rest and replenish your fighting capabilities. There's nothing more agonizing than dying to an 'easy' monster who came upon you in an depleted state.&lt;br /&gt;
&lt;br /&gt;
So it's smart to lead new opponents away from the black before engaging. Be doubly smart. Always head directly towards the the nearest stairwell when choosing your path. If you find yourself facing either a gorilla or a losing attrition fight, you are already heading in the right direction.&lt;br /&gt;
&lt;br /&gt;
===Noise is never your friend===&lt;br /&gt;
&lt;br /&gt;
There are two places where noise happens. The first is where you are standing when you launch a noisy attack. The second is your target's location, as the attack hits home and/or the enemy shouts, roars or squeaks. &lt;br /&gt;
&lt;br /&gt;
It's not enough to consider just where YOU are when the fight starts. To avoid adding additional monsters to a fight, you want your target far away from the black, too.&lt;br /&gt;
&lt;br /&gt;
When launching noisy ranged attacks, try to do so near a corner where you can duck out of sight. You would greatly prefer that new monsters attracted to the scene are standing around, thinking &amp;quot;I thought I heard something, but apparently I was mistaken.&amp;quot; Much better than new monsters saying, &amp;quot;Oh, it was that fellow over there who disturbed my sleep, I'm rather cross with him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Specialize before you generalize===&lt;br /&gt;
&lt;br /&gt;
It's often said, but untrue in the long run, that Crawl penalizes generalists. It *is* true in the opening, though. Make sure that your skills of choice have power to spare before investing in any others. Many troublesome situations are simply due to not having enough killing power; this will make that problem less frequent. Turn skills off to this end if you must... though don't forget to turn them back on again once your engine's running, if they're useful in the long run -- e.g. dodging and stealth for a conjurer.&lt;br /&gt;
&lt;br /&gt;
===Learn to use marginal tools to non-marginal effect===&lt;br /&gt;
&lt;br /&gt;
Scrolls of fear and immolation are often pooh-poohed, yet they can save your life. Don't toss them until you're sailing smoothly! A situation solved with one of these means you've saved an instance of your simpler-to-use tools for later. You may likewise be tempted to ignore resistible wands or wands of random effects, and the same goes here, but even more strongly; these are on the contrary useful until well into the mid-game. Afterwards, much less so; all the more reason to burn them early, so you're not left with depleted stocks of top-tier wands (and scroll/potion stocks) and unused resistibles right when the latter start being useless.&lt;br /&gt;
&lt;br /&gt;
===Explore only when at safe levels of HP and MP, even if it costs food===&lt;br /&gt;
&lt;br /&gt;
One of the most important lessons in becoming a good novice Crawler is learning to conserve resources. One of the most important lessons in becoming an intermediate Crawler is learning to &amp;quot;waste&amp;quot; resources. Start with food: Burn food to keep your hit points (HPs) and magic points (MPs) at safe levels before exploring new areas. &lt;br /&gt;
&lt;br /&gt;
So what's a safe level for HP? Using extreme caution, always rest until you get to full HP before exploring. &lt;br /&gt;
&lt;br /&gt;
If you find you are too impatient to heal completely before exploring, at least follow some simple guidelines. By default, the game colors your HP stat to give you simple advice. &amp;quot;Green is pretty safe, but don't explore or pick a new fight in yellow status, and leave combat and start running for safety at red.&amp;quot; However, the game thinks below 50% HP is yellow, and below 25% is red. In practice, most players will be happier with yellow at 75% (or higher), and red at 50% (or higher). Edit your .rc file appropriately, and never explore unless your HP stat is colored green.&lt;br /&gt;
&lt;br /&gt;
Note that the quickest way to trade HP for food is via regeneration, as long as you aren't tied to a crippling food clock. If your build is not heavy AC, a simple [[troll hide]] turned into [[troll leather armour]] is the most reliable way to obtain regeneration. A [[ring of sustenance]] or an [[amulet of the gourmand]] can make constant regeneration viable even for races with major food concerns.&lt;br /&gt;
&lt;br /&gt;
Of course, having HP without MP is tantamount to suicide for many classes: A wizard without MP is generally a pretty crappy melee fighter. Again, the game thinks MP levels are unsafe at a pretty low level. Update your .rc to warn you when MP drops below 50% (or more), and never explore unless your MP level is also green.&lt;br /&gt;
&lt;br /&gt;
===Play online and engage in ##crawl IRC===&lt;br /&gt;
&lt;br /&gt;
If your game's online (crawl.akrasiac.org or crawl.develz.org) and you're on chat, it's usually no problem to find someone experienced who's in the mood to advise you when you're in a tight spot. &lt;br /&gt;
&lt;br /&gt;
===Using corners on large pillars===&lt;br /&gt;
&lt;br /&gt;
Even when you don't have corridors at your disposal, you still may have *corners*, a.k.a. corridors lite. Consider the lowly octagon-level bigpillar:&lt;br /&gt;
&lt;br /&gt;
 ...@..&lt;br /&gt;
 .XXXY.&lt;br /&gt;
 .XXXY.&lt;br /&gt;
 .XXX..&lt;br /&gt;
 ......&lt;br /&gt;
&lt;br /&gt;
Not only will fighting in this position give you a free round of fighting only one of the yaks in this example at a time, but also the&lt;br /&gt;
mechanics of monster movement are such that you can repeat this once for every corner of the bigpillar until you're down to one-on-one.&lt;br /&gt;
&lt;br /&gt;
===Keep your buffs on===&lt;br /&gt;
You won't have time to cast [[Repel Missiles]] when that centaur appears out of nowhere -- keep it on in the first place.  Keeping [[levitation]] on (or better still, [[flight]]) will keep you from falling into [[shaft]]s.  &lt;br /&gt;
&lt;br /&gt;
Wear a [[ring of teleport control]] or keep [[control Teleport]] on at all times -- if you need a controlled blink in a hurry, you'll have it, and if you hit a teleport trap, you won't be dumped into the middle of a bloodthirsty horde.&lt;br /&gt;
&lt;br /&gt;
==The Lantern of shadows==&lt;br /&gt;
&lt;br /&gt;
The [[Lantern of shadows]] is an unholy device that can be very useful to escape from trouble. When wielded, it soaks up the light of the dungeon and cloaks the user in a field of darkness. In addition, friendly [[shadow]]s keep spawning from it as the lantern is indeed a direct connection to the eternal darkness. These shadows are mindlessly attracted to their source during their limited lifespan.&lt;br /&gt;
&lt;br /&gt;
In practice, this means if you just keep on running away while wielding the lantern, the friendly shadows will become your rearguard, blocking off and fighting the pursuing monsters. The Lantern of shadows is especially useful for adventurers trying to escape [[the Abyss]], as the allied shadows can at least stall quite a number of enemies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy Guides]]&lt;/div&gt;</summary>
		<author><name>Exodus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Donald&amp;diff=25804</id>
		<title>Donald</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Donald&amp;diff=25804"/>
				<updated>2014-03-25T14:41:30Z</updated>
		
		<summary type="html">&lt;p&gt;Exodus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=Donald&lt;br /&gt;
|glyph={{Blue|@}}&lt;br /&gt;
|tile=[[File:Donald.png]]&lt;br /&gt;
|flags={{Fighter flag}}&amp;lt;br&amp;gt;{{Speaks flag}}&amp;lt;br&amp;gt;{{Unique flag}}&amp;lt;br&amp;gt;{{Warm blood flag}}&lt;br /&gt;
|resistances={{Drown resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=3&lt;br /&gt;
|meat={{Contaminated corpse}}&lt;br /&gt;
|xp=1782&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=93&lt;br /&gt;
|hp_range=84&lt;br /&gt;
|avg_hp=84&lt;br /&gt;
|armour_class=3&lt;br /&gt;
|evasion=10&lt;br /&gt;
|habitat=Amphibious&lt;br /&gt;
|speed= 10&lt;br /&gt;
|size={{Medium}}&lt;br /&gt;
|item_use={{Weapons armour}}&amp;lt;br&amp;gt;{{Starting equipment}}&amp;lt;br&amp;gt;{{Open doors}}&lt;br /&gt;
|attack1=26 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=14&lt;br /&gt;
|base_hp=0&lt;br /&gt;
|extra_hp=0&lt;br /&gt;
|fixed_hp=84&lt;br /&gt;
|intelligence={{Normal intelligence}}&lt;br /&gt;
|genus=human&lt;br /&gt;
|species=human&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|An adventurer just like you, trying to find the Orb. Unlike you, and despite his hatred of it, he takes to water like a fowl.}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Donald''' is an [[unique]] adventurer whose dialogue varies based on your current religion and the [[branch]] you find him in. He is stronger than an [[orc knight]], capable of swimming through [[deep water]], and fairly resistant to magic. You can often find a good [[wand]] on him, and he'll always be carrying a [[shield]] (often one of [[reflection]]).&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Swamp]]&lt;br /&gt;
*[[The Snake Pits]]&lt;br /&gt;
*[[The Shoals]]&lt;br /&gt;
*The [[Spider's Nest]]&lt;br /&gt;
*[[The Slime Pits]]&lt;br /&gt;
*[[The Crypt]]:1-4&lt;br /&gt;
*The [[Hall of Blades]]&lt;br /&gt;
*The [[Elven Halls]]&lt;br /&gt;
*The [[Orcish Mines]]:3-4&lt;br /&gt;
*[[Labyrinth]]s&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*If his shield is one of reflection, it makes combat significantly more dangerous and restricts your spell set (nothing ruins your day more than a reflected [[Lehudib's Crystal Spear]]). Casters should test his shield for reflection with a weak spell before attempting anything that could potentially kill you. Bear in mind that area of effect attack spells are unreflectable, such as [[Freezing Cloud]], [[Poisonous Cloud]], [[Fireball]], [[Lee's Rapid Deconstruction]], [[Fulminant Prism]], etc.&lt;br /&gt;
*His HD means he's still susceptible to [[Mephitic Cloud]], and when he's confused his blocking ability and reflection powers will be nullified.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Donald received a significant upgrade in [[0.6]].&lt;/div&gt;</summary>
		<author><name>Exodus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fan_of_air_elementals&amp;diff=25803</id>
		<title>Fan of air elementals</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fan_of_air_elementals&amp;diff=25803"/>
				<updated>2014-03-25T14:30:59Z</updated>
		
		<summary type="html">&lt;p&gt;Exodus: Redirected page to Air elemental fan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Air elemental fan]]&lt;/div&gt;</summary>
		<author><name>Exodus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Nemelex_guide&amp;diff=25802</id>
		<title>Nemelex guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Nemelex_guide&amp;diff=25802"/>
				<updated>2014-03-25T14:12:23Z</updated>
		
		<summary type="html">&lt;p&gt;Exodus: Fixed the link for the Pain card&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version}}&lt;br /&gt;
[[Nemelex Xobeh]] is a complicated god who requires a lot of micromanagement, both for obtaining and using appropriate [[decks]]. This guide is meant to help people new to Nemelex.&lt;br /&gt;
&lt;br /&gt;
==Worshiping Nemelex==&lt;br /&gt;
&lt;br /&gt;
What kind of characters should worship Nemelex? Any character that can handle controlled risk.&lt;br /&gt;
&lt;br /&gt;
Here are some popular choices:&lt;br /&gt;
&lt;br /&gt;
* [[Artificer]]s - They start off with high [[evocations]] skill and need evocable items.&lt;br /&gt;
* [[Troll]]s - They're not too terrible at evocations and the added flexibility is pretty useful. The Shuffle card allows them to become decent spell casters.&lt;br /&gt;
* Small [[species]] - The smaller the character the better they are at evocations it seems. [[Spriggan]] [[Enchanter]]s and [[Kobold]] [[Assassin]]s are very good with Nemelex.&lt;br /&gt;
* Undead characters ([[Mummy|Mummies]], [[Ghoul]]s, bloodless [[Vampire]]s, and [[Necromutation|liches]]) can use legendary decks of destruction more safely.&lt;br /&gt;
* [[Felid]]s have lots of stuff to sacrifice, and the decks help cover for some of their limitations.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
===Tips===&lt;br /&gt;
&lt;br /&gt;
Here are some general tips:&lt;br /&gt;
&lt;br /&gt;
# Train Evocations early, but aim for around 10 rather than the high end, unless you have other plans for Evocation that make you want more. Nemelex's piety boost to the outcome of deck draws becomes more significant than Evocations at higher piety levels.&lt;br /&gt;
# Only draw cards from unidentified decks if you're standing on solid ground and a monster is around, but not directly next to you. Damnation will send you to the Abyss without another valid target on screen, and Flame has a 50% chance of casting fireball.&lt;br /&gt;
# A common piece of advice is to attempt to get a deck of Wonders as early as possible by sacrificing a stack of permafood the moment you start worshiping Nemelex. The payoff for doing so is the possibility of drawing an Experience card, giving you a sizable power boost that helps in the early game. The deck also contains Helix cards (which can leave you horribly malmutated), Shuffle cards (which will leave you with stats that are useless for the background you're playing), Wild Magic cards (think of them as playful little mini-[[Zot trap]]s), and Sage cards (which often divert useful experience toward skills you will never use). Unless you're fine with the possibility of losing your character to a gamble, wait until you can use Triple Draw to dig for Experience cards.&lt;br /&gt;
# Sacrifice everything you don't need as soon as you come across it. You'll get plenty of decks after awhile. Be aware that weapons and armor are much more common than other things, so if you don't want your decks heavily biased in favor of Destruction and Escape, stop sacrificing those item types once you've gotten the decks rolling.&lt;br /&gt;
# Use cards as often as possible until your Piety is maxed.&lt;br /&gt;
# Use Draw One and unmarked decks whenever you can handle the consequences (given the deck type) in order to maximize gifts. If you only use Triple Draw and marked decks, you will not gain piety fast enough and you will run out of decks.&lt;br /&gt;
# Nemelex is a great end-game god. You may want to stash away as many valuable items as you can. Then, switch to Nemelex and sacrifice everything at once to gain 100 piety (****) quickly.&lt;br /&gt;
&lt;br /&gt;
===Nemelex's abilities===&lt;br /&gt;
&lt;br /&gt;
* Draw One - It allows you to draw cards without having to wield the deck.&lt;br /&gt;
* Peek at Two - Use it to identify decks, losing one card in the process.&lt;br /&gt;
* Triple Draw - Choose one from the top three cards, discarding the other two. Use it when you want a higher probability of drawing (or '''not''' drawing) a particular card. Be careful of triple drawing when the deck is near done. If there is only one card left, you will immediately play that card. This ability is strongly recommended for dealing with decks of Wonders, and it makes it much more likely to get the life-saver you need need when drawing from a deck of Escape.&lt;br /&gt;
* Deal Four - Draw four cards from an unmarked deck all at once. If there are fewer than four remaining, you draw from the deck of Punishment. Only use it on decks which have been drawn from very little or not at all, as Punishment cards can be very painful. Deal Four-ing a deck of Summoning will give you a wall of monsters to cover your getaway, and using it on a deck of Destruction is useful if something needs to die immediately (&amp;quot;Firing the card cannon&amp;quot;). Just bear in mind that the usual precautions of drawing from Destruction still apply.&lt;br /&gt;
* Stack Five - Stack the deck in your favor! Draw five cards, discard the rest. You get to choose the order of your deck. The only downside to this ability is that you don't gain any piety for using stacked decks.&lt;br /&gt;
&lt;br /&gt;
===Decks===&lt;br /&gt;
&lt;br /&gt;
Nemelex will give you only pure decks, but decks found in the dungeon are likely to be mixed decks, which are generally inferior.&lt;br /&gt;
&lt;br /&gt;
Pure decks:&lt;br /&gt;
&lt;br /&gt;
* [[Deck of destruction]] - A variety of ranged attacks scaling with power level.  This deck has been buffed a good deal since this guide was originally written.  In particular, the Torment card has been removed.  At low power the only risk of self-harm is the 50% chance of [[Olgreb's Toxic Radiance]] on the Venom card.  At power level 2 the [[Deck_of_destruction#Pain_card|Pain card]] casts [[Symbol of Torment]] and the [[Spark card]] casts [[Orb of Electrocution]].  To protect yourself from the latter, be sure to target any draw from a Legendary deck at least 4 squares away on a clear path.&lt;br /&gt;
&lt;br /&gt;
* [[Deck of dungeons]] - Spam plain and ornate versions of these decks to get gifts, but beware of blocking off sections of the dungeon. This deck allows you to alter the terrain around you. It's a pretty well balanced deck in terms of utility. '''Beware: Drawing the Trowel card from a lesser deck may create an [[Orange crystal statue]], so carry a [[wand of disintegration]] around.'''&lt;br /&gt;
&lt;br /&gt;
* [[Deck of escape]] - This deck allows you to escape or avoid danger. It's very useful at higher power. The only &amp;quot;dangerous&amp;quot; cards in this deck are Damnation (if you're alone), and Flight (it might turn you into a bat or spider for a limited time).&lt;br /&gt;
&lt;br /&gt;
* [[Deck of summoning]] -  This is the best deck for difficult battles (and the safest one for a non-Nemelexite). It's also the least dangerous deck at higher power. If you summoned a hostile monster you can keep drawing cards and hope for a Crusade card, or for other summons to kill the renegade.  Alternatively, run away and wait for it to disappear.&lt;br /&gt;
&lt;br /&gt;
* [[Deck of wonders]] - This deck is very powerful, but the majority of its cards are dangerous. Triple draw from this deck. Alternatively, you may want to triple draw from this deck first, then stack the rest. The best cards are Experience, and if you want mutations, Potion and Helix . Everything else is highly situational.&lt;br /&gt;
&lt;br /&gt;
Other (mixed) decks:&lt;br /&gt;
&lt;br /&gt;
* [[Deck of changes]] - A mix of wonder and battle cards. Spam these decks (against weak enemies) while wearing an [[amulet of resist mutation]], or triple draw with enemies present.&lt;br /&gt;
* [[Deck of war]] - A mix of destruction and escape cards. Spam these decks against weak monsters to gain piety.&lt;br /&gt;
* [[Deck of defence]] - A mix of emergency and battle cards.   Spam plain and ornate versions on weak monsters.  Stack the legendary version of these decks, since they tend to have a lot of Elixir cards.&lt;br /&gt;
&lt;br /&gt;
===Cards===&lt;br /&gt;
&lt;br /&gt;
The comments below are useful if you are using one of Nemelex's abilities to choose which card to evoke. If you are just drawing at random without knowing what is coming out, well, at least this section will tell you what just happened to you.&lt;br /&gt;
&lt;br /&gt;
* [[Deck of destruction]]:&lt;br /&gt;
** '''Vitriol''' - Two-thirds chance of a decent acid attack, one-third of turning a (living) monster into a [[Pulsating lump]], which just sucks.  They're not worth much [[XP]] and their attacks mutate you, though they're extremely slow. Sure, you can turn weak critters (like rodents) into one to gain more experience, but it's a waste of time. &lt;br /&gt;
** '''Flame''' - It's a decent card, just make sure that the target is at least one square away from you, as there's even odds of casting a [[Fireball]].&lt;br /&gt;
** '''Frost''' - It's slightly less random than the Flame card. A good offensive card.&lt;br /&gt;
** '''Hammer''' - This card is kinda worthless in the early-game -- the Striking effect does barely any damage. And Stone Arrow is a pretty weak 1st tier effect compared to the elemental cards. However, it does allow Iron Shot to become available much earlier than normal, and evoking [[Lehudib's Crystal Spear]] later on for free is pretty nice.&lt;br /&gt;
** '''Venom''' - Avoid this card unless you are immune to poison, or you are willing to immediately imbibe a potion of curing. There is an even chance this card will cast [[Olgreb's Toxic Radiance]], which will poison you as well as your enemies.&lt;br /&gt;
** '''Spark''' - Be careful. The [[Orb of Electrocution]] effect can easily kill you, if you have no electricity resistance or below 100 HP. Aim it 4 squares away from you.&lt;br /&gt;
** '''Pain''' - Similar to the Spark card, but it's not nearly as powerful. At power level 2 it casts [[Symbol of Torment]], harming you as well.&lt;br /&gt;
&lt;br /&gt;
* [[Deck of dungeons]]:&lt;br /&gt;
** '''Water''' - Fills the surrounding area with water. At high power, it creates large patches of [[deep water]]. [[Merfolk]] and [[Tengu]] get the most benefit out of this card. Merfolks get an EV boost and gain an axillary attack (tail slap). Tengu can permanently fly once they reach a certain experience level. Monsters incapable of swimming or levitating will have difficulty fighting in the water. Characters with confusion spells can drown masses of enemies at once!&lt;br /&gt;
** '''Vitrification''' - Turns walls transparent. Less useful now that you can't target things through clear walls.&lt;br /&gt;
** '''Dowsing''' - One of the few ways to get divinations effects. [[Detect Secret Doors]], [[Detect Traps]], and temporary telepathy.&lt;br /&gt;
** '''Trowel''' - Creates either a useless statue, a horribly dangerous statue, an altar, or a random portal. Only draw this card from legendary decks to create portals to nice, loot-filled places (i.e labyrinths, troves, etc.).&lt;br /&gt;
** '''Minefield''' - Train your Traps &amp;amp; Doors skill or get killed by a Zot trap! You can also lure monsters over the traps, but I wouldn't recommend it. Monsters tend to activate Zot traps repeatedly to harm you.&lt;br /&gt;
&lt;br /&gt;
* [[Deck of escape]]:&lt;br /&gt;
** '''Portal''' - At high power, it causes controlled teleports. It's useful if a controlled blink can't take you far enough away from danger.&lt;br /&gt;
** '''Warp''' - The best escape spell in card form. At high power, it causes [[Controlled Blink]]. In general, controlled blinks are better than controlled teleports, since you can still control the general direction of your blinks in areas that disable teleport control.&lt;br /&gt;
** '''Swap''' - Switch places with an enemy. It has its uses, such as getting to the stairs or getting out of a blocked corridor.  It does not let you drop monsters in deep water or lava.&lt;br /&gt;
** '''Velocity''' - A nice card that gives you a free speed boost.&lt;br /&gt;
** '''Tomb''' - [[Tomb of Doroklohe]] was a broken spell, so it isn't surprising that this card is overpowered.  Remember that it skips squares that are already occupied, including by plants or fungi.  (That can be useful.)&lt;br /&gt;
** '''Banshee''' - Fear scroll in card form. Nice in the early-game, but it's useless later on due to high monster [[HD]].&lt;br /&gt;
** '''Damnation''' - Banish an enemy or yourself to [[the Abyss]]. It can be used in emergencies to escape if you're desperate.&lt;br /&gt;
** '''Solitude''' - It's [[Dispersal]]. There are several better cards to choose from.&lt;br /&gt;
** '''Warpwright''' - Creates a teleport trap next to you. Use it at the end of a corridor to prevent monsters from coming near you.&lt;br /&gt;
** '''Flight''' - The Velocity card is better.&lt;br /&gt;
&lt;br /&gt;
* [[Deck of summoning]]:&lt;br /&gt;
** '''Crusade''' - Enslavement or Abjuration (sometimes both). Controlling enemies is always fun. :-)&lt;br /&gt;
** '''Herd''' - Summons a lot of natural animals. It's pretty nice.&lt;br /&gt;
** '''Pentagram''' - Summon a [[1]] at high power. It's better than [[Makhleb]]'s Greater Servant invocation, because they're guaranteed to be friendly!&lt;br /&gt;
** '''Dance''' - At high power, it summons either a katana or executioner's axe with a speed/elec brand! Great card.&lt;br /&gt;
** '''Foxfire''' - Pretty broken card in general. Summons tons of wisps and vapours, which are notoriously hard to kill due to their high AC/EV. At high power, it summons a swarm of yellow/red wasps which can ''easily'' clear out 2/3 of a branch end by themselves.&lt;br /&gt;
** '''Bones''' - Decent card. [[Bone dragon]]s are awesome. Remember to [[Haste]] them.&lt;br /&gt;
** '''Repulsiveness''' - It's better than [[Summon Ugly Thing]].&lt;br /&gt;
&lt;br /&gt;
* [[Deck of wonders]]:&lt;br /&gt;
** '''Potion''' - Gives the effect of a random potion among: [[Agility]], [[Brilliance]], [[Might]], [[Curing]], [[Potion of confusion|Confusion]], [[Slowing]], [[Potion of paralysis|Paralysis]].  At higher power, it has a chance of giving [[Potion of magic|Magic]], [[Potion of invisibility|Invisibility]], [[Potion of speed|Speed]] or [[Potion of resistance|Resistance]].&lt;br /&gt;
** '''Focus''' - Reduces your lowest stat by one and raises your highest by one. Do not use it if your stats are dangerously low.&lt;br /&gt;
** '''Shuffle''' - Swaps your stats around. Useful if you want to turn a fighter into a mage.&lt;br /&gt;
** '''Experience''' - This card is wonderful. Always pick it, if you can.&lt;br /&gt;
** '''Wild Magic''' - Avoid this card, unless you like random miscast effects. &lt;br /&gt;
** '''Helix''' - Useful if you want mutations.  At low power it's an equal mix of good and bad outcomes.  At high power it is significantly biased in your favor.&lt;br /&gt;
** '''Sage''' - Redirects half of incoming XP to a particular skill. If you had even the slightest iota of control over what skill starts leeching your experience points, this card would be great. As it is, the Sage card will almost certainly end up leeching points away from desirable skills into other places.&lt;br /&gt;
&lt;br /&gt;
* [[Deck of oddities]]:  ''This is not a distinct deck;  These cards may appear unexpectedly in ''any'' deck, on a 1% chance per draw.  You will get a message of &amp;quot;This doesn't seem to belong here&amp;quot;.''&lt;br /&gt;
** '''Genie''' - Even odds of an [[scroll of acquirement|acquirement]] or nastiness.  Nastiness is even odds of [[potion of decay|decay]] or [[potion of degeneration|degeneration]].&lt;br /&gt;
** '''Bargain''' - Gives you a special temporary buff, which will discount store prices by 20% for the length of its duration.&lt;br /&gt;
** '''Wrath''' - Invokes the wrath of a randomly chosen god against you.&lt;br /&gt;
** '''Xom''' - [[Xom]] acts with a severity of 5 + random2(power / 10).  If you're actually following Xom, he goes to maximum amusement first!&lt;br /&gt;
** '''Feast''' - Sets your current nutrition level to 12000.&lt;br /&gt;
** '''Famine''' - Sets your current nutrition level to 500. One more reason never to walk around without any food on you or nearby.&lt;br /&gt;
** '''Curse''' - Curses one or more items in your inventory.&lt;br /&gt;
&lt;br /&gt;
* Mixed decks:&lt;br /&gt;
** '''Elixir''' - Healing! You'll want to draw this card from a legendary deck to get the full HP and MP heal effect.&lt;br /&gt;
**'''Battlelust''' - Acts like a might potion or a slaying bonus. It's useful if you're a fighter, especially if you use fast weapons.&lt;br /&gt;
** '''Metamorphosis''' - If you specialize in unarmed combat, this card can be nice. (Beware: you lose the benefits of most of your armor, so this is NOT a card to invoke carelessly.) Probably most useful to change forms for a speed boost when running away.&lt;br /&gt;
** '''Helm''' - At low levels, grants [[Phase Shift|phase shift]] or [[Stoneskin|stoneskin]]. At higher levels, can grant both plus a magical shield. At max power, the above effects plus a [[Potion of resistance|potion of resistance]]. It's okay. There are much more useful defensive cards around.&lt;br /&gt;
** '''Blade''' - The Dance card is better for immediate, temporary aid. However, you can use this card in combo with a [[scroll of vorpalize weapon]] to give a permanent brand to a weapon. &lt;br /&gt;
** '''Shadow''' - Invisibility with an added stealth boost. Very nice for stabbers.&lt;br /&gt;
&lt;br /&gt;
==Source information==&lt;br /&gt;
&lt;br /&gt;
This section is for anyone interested in the inner workings of Nemelex. Thanks to '''Pan Et Circenses''' for diving the source code.&lt;br /&gt;
 &lt;br /&gt;
===Piety===&lt;br /&gt;
&lt;br /&gt;
* Every 20 turns there is a 1:35 chance of losing 1 piety.&lt;br /&gt;
* Whenever you sacrifice something, there is a chance of gaining piety depending on the value of the sacrifice and your current piety.&lt;br /&gt;
* Whenever you gain piety, your [[Gift Timeout|gift timeout]] seems to decrease.&lt;br /&gt;
&lt;br /&gt;
===Card countdown===&lt;br /&gt;
&lt;br /&gt;
* Decks are only given with a card countdown of 0.&lt;br /&gt;
* When you receive a deck, your card countdown is set to 10. Note, this is not the same as a gift timer.&lt;br /&gt;
* In 0.10, waiting doesn't decrease the card countdown anymore. You need to use decks or sacrifice, and the former is not enough by itself.&lt;br /&gt;
&lt;br /&gt;
===Sacrifice===&lt;br /&gt;
&lt;br /&gt;
* Every item has a value, which is usually the price it sells for in stores.  &amp;quot;Worthless&amp;quot; consumables, including the [[Fulsome Distillation|distillable]] or [[Vampire|bottleable]] potions, rotten food, and scrolls of Curse Armour/Jewellery/Weapon, Noise, and Random Uselessness, have a value of 1 instead of their shop value.&lt;br /&gt;
* As such, sacrificing things like potions of poison is fairly pointless. This is so that you cannot abuse [[Fulsome Distillation]], turning potential summoning decks into decks of wonder. Note that potions of mutation are an exception to this rule, valued at 30.&lt;br /&gt;
* Whenever you sacrifice an item, there is a VALUE:800 chance of decreasing your card countdown by 1.&lt;br /&gt;
* The value of the item sacrificed is added to the weight of the corresponding type of deck (in the case of corpses, mass is used instead of value, making it relatively easy to bias towards decks of summoning):&lt;br /&gt;
** Escape: Armor&lt;br /&gt;
** Destruction: Weapons, Staves, Ammo&lt;br /&gt;
** Dungeons: Misc. Objects, Jewelry, Books&lt;br /&gt;
** Summoning: Corpses&lt;br /&gt;
** Wonders: Potions, Scrolls, Wands, Food&lt;br /&gt;
* You can toggle the sacrificing of entire classes of items in the detailed religion screen (&amp;lt;tt&amp;gt;^!&amp;lt;/tt&amp;gt;).  This can help reduce micromanagement of piles while you are trying to avoid certain kinds of decks.&lt;br /&gt;
&lt;br /&gt;
===Gift giving===&lt;br /&gt;
&lt;br /&gt;
* Decks are only given with a gift timeout and a card countdown both at 0.&lt;br /&gt;
* Decks are never given if you are over deep water, even for [[Merfolk]].&lt;br /&gt;
* For any action that may give a gift:&lt;br /&gt;
** If you have been given no decks, there is a PIETY+1:50 chance of getting a deck.&lt;br /&gt;
** Otherwise, there is a 1:3 chance of having a PIETY+1:200 chance of getting a deck.&lt;br /&gt;
* The type of deck you get is weighted based on your sacrifices. To put it simply, if you have sacrificed an equal amount of value in every category, there is an equal chance of getting any kind of deck.&lt;br /&gt;
* At 200 piety, your chances of getting a common/uncommon/legendary deck are 5%/60%/35%. It drops off at lower piety.&lt;br /&gt;
* Your card countdown is set to 10&lt;br /&gt;
* Your gift timeout is increased by 5+(random number up to 9)&lt;br /&gt;
* The weighting of the deck type you are given is multiplied by 4/5&lt;br /&gt;
* NO OTHER WEIGHTS DECAY; there doesn't seem to be any reason to hold onto items of a particular type and sacrifice them all at once hoping to get a certain deck. In fact, for rare stuff like jewelry, the sooner you sacrifice it, the longer you'll have it in your weightings for a chance of getting good decks.&lt;br /&gt;
&lt;br /&gt;
===Conclusions===&lt;br /&gt;
&lt;br /&gt;
Sacrificing items can give you piety, and getting piety decreases your gift timeout.  &lt;br /&gt;
&lt;br /&gt;
It looks like you always get piety for drawing from a deck. You can get up to 3 points: 1 point for using up a deck, 1 point for drawing from an unstacked deck, and a 1:3 chance of an extra point for drawing from an unstacked deck. Depending on the number of points you gain, you also have a chance of decreasing your card countdown, up to (40/70/100% chance for 1/2/3 points). I think the number of points is weighted by some kind of normal distribution to determine actual piety gain.&lt;br /&gt;
&lt;br /&gt;
Based on all this, I think the best way to get a specific deck type in the late game is to spend all game sacrificing as much as possible to get a huge number of decks, and after you think you have enough stop sacrificing undesired categories entirely and rely on your decks mostly for piety gain.  &lt;br /&gt;
&lt;br /&gt;
The best advice I can give for gaming the system is never sacrifice anything of a type you don't want more valuable than your current piety+30 (230 at max piety). Everything above that I believe is guaranteed to give you piety, and extra value only goes toward deck weighting.  &lt;br /&gt;
&lt;br /&gt;
If you don't want decks of summoning, don't sacrifice really huge corpses (all corpses give piety at the same rate, but their weight in aum gets added to their deck weighting). Butcher such otherwise useless corpses to convert them to food, and sacrifice the chunks. Chunks don't have a lot of value, but at least you're getting something.&lt;br /&gt;
&lt;br /&gt;
Late game if you have a lot of decks built up, you can use them to get more decks. The benefit of this is that you'll start decaying your more heavily weighted deck types without bumping them back up again.  &lt;br /&gt;
&lt;br /&gt;
Prior to 0.10 it was ideal to wait ~400 turns after receiving a gift before drawing more cards or sacrificing items, as it would only go toward reducing the card countdown (which would go to zero on its own anyway).  In 0.10 the card countdown is only reduced by card use and sacrificing, and it is impossible to get a net gain in decks purely through card-draws.  You must do some sacrificing as well in order to keep up your deck supply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy Guides]]&lt;/div&gt;</summary>
		<author><name>Exodus</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Flay&amp;diff=25801</id>
		<title>Flay</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Flay&amp;diff=25801"/>
				<updated>2014-03-25T13:52:19Z</updated>
		
		<summary type="html">&lt;p&gt;Exodus: Redirected page to Flayed&lt;/p&gt;
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&lt;div&gt;#REDIRECT [[Flayed]]&lt;/div&gt;</summary>
		<author><name>Exodus</name></author>	</entry>

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