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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Fambida</id>
		<title>CrawlWiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Fambida"/>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/Special:Contributions/Fambida"/>
		<updated>2026-05-06T16:30:53Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire%27s_Tooth&amp;diff=49201</id>
		<title>Vampire's Tooth</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire%27s_Tooth&amp;diff=49201"/>
				<updated>2018-08-10T21:40:32Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: updated vampire's tooth to +12 quick blade&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{flavour|An ivory-like quick blade that looks like it could have been crafted from the tooth of some enormous predatory creature. It is lethally vampiric, and restores a greater portion of life to its user than other vampiric weapons.}}&lt;br /&gt;
[[File:Vampire's_tooth.png]] '''''the +12 Vampire's Tooth'''''&amp;lt;br&amp;gt;&lt;br /&gt;
+12 [[quick blade]]&lt;br /&gt;
&lt;br /&gt;
[[Vampiric]] brand&lt;br /&gt;
&lt;br /&gt;
This weapon always heals its wielder for the full damage it does when the vampiric effect is triggered against a susceptible target. &lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
Previously the Vampire's Tooth was a +4 dagger, making it less than amazing, especially for end game. However, with version .22 Vampire's Tooth was upgraded to a +12 quick blade, making it the most highly enchanted quick blade possible, and worthwhile even when not fighting enemies affected by vampirism. Of note, it can also appear in an early vault that makes it the earliest available quick blade as well.&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Short blades]]&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User:Ge0ff&amp;diff=46109</id>
		<title>User:Ge0ff</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User:Ge0ff&amp;diff=46109"/>
				<updated>2018-01-23T23:40:45Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: some thanks and a request for help&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey Ge0ff, thank you very much for adding the aptitudes for gnolls to the http://crawl.chaosforge.org/Module:Table_of_species page. I wasn't sure how to find that and edit it in myself. If you have any suggestions for improving the strategy section or difficulty of play section I'd appreciate 'em.  [[User:Fambida|Fambida]] ([[User talk:Fambida|talk]]) 00:40, 24 January 2018 (CET)&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Species&amp;diff=46107</id>
		<title>Species</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Species&amp;diff=46107"/>
				<updated>2018-01-21T23:42:39Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: added gnoll&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|0.19}}&lt;br /&gt;
&lt;br /&gt;
In ''Dungeon Crawl'', species selection determines a character's stats, background choices, skill aptitudes, special abilities and equipment options.&lt;br /&gt;
&lt;br /&gt;
The game offers 27 different playable '''species'''. Most are essentially humanoid, although some are human-animal hybrids and a few are even stranger.&lt;br /&gt;
&lt;br /&gt;
==Species List==&lt;br /&gt;
&lt;br /&gt;
*'''[[Barachian]]''' (Ba): An amphibious humanoid with an exceptionally vicious disposition. They can hop long distances, though their movement is otherwise somewhat slow.&lt;br /&gt;
*'''[[Centaur]]''' (Ce): A humanoid with a horse's lower half. Its four hooves allow it to run very quickly, but it is poor at most things apart from ranged combat.&lt;br /&gt;
*'''[[Deep Dwarf]]''' (DD): A cousin of the (now obsolete) [[mountain dwarf]], unable to regenerate but with a strong empathy for the earth and the ability to intrinsically resist small doses of damage.&lt;br /&gt;
*'''[[Deep Elf]]''' (DE): A cave-dwelling species of elf, smaller and weaker than others, but with incredible magical ability. A very good choice for [[spellcaster]]s.&lt;br /&gt;
*'''[[Demigod]]''' (Dg): A human with divine heritage that prevents them from worshipping any god. They have excellent statistics, but need more experience for both their skills and their leveling.&lt;br /&gt;
*'''[[Demonspawn]]''' (Ds): A person with a demonic heritage. Unlike Demigods, they may lend their services to all gods except the good ones. They acquire [[Demonspawn mutations|powerful mutations]] as they mature.&lt;br /&gt;
*'''[[Draconian]]''' (Dr): A humanoid dragon that eventually matures into a random adult form, with different aptitudes based on its colour.&lt;br /&gt;
*'''[[Felid]]''' (Fe): A sentient house cat that is incapable of using almost all forms of equipment and many items, but is fast, stealthy, and has multiple lives.&lt;br /&gt;
*'''[[Formicid]]''' (Fo): A humanoid ant with four powerful arms. They can dig through walls, but have permanent stasis.&lt;br /&gt;
*'''[[Gargoyle]]''' (Gr): A humanoid with stone-like skin and a large set of intrinsic characteristics. &lt;br /&gt;
*'''[[Ghoul]]''' (Gh): A terrible undead corpse which must eat the flesh of others to maintain its life force. Has manageable (if below-average) aptitudes for magic and is fairly skilled with its claws.&lt;br /&gt;
*'''[[Gnoll]]''' (Gn): A doglike race that trains all skill at all times, but has excellent aptitudes.&lt;br /&gt;
*'''[[Halfling]]''' (Ha): A small humanoid that cannot use large weapons and is poor with most magic, but is otherwise quite hardy and stealthy. They excel with [[Slings]].&lt;br /&gt;
*'''[[High Elf]]''' (HE): A species of tall, long-lived elf, with many enhanced aptitudes. They advance in levels very slowly.&lt;br /&gt;
*'''[[Hill Orc]]''' (HO): A brutish species, related to the cave [[orc]]s who can be found all over the [[Dungeon]] and in the [[Orcish Mines]]. They make excellent warriors and have [[Beogh|their own god]].&lt;br /&gt;
*'''[[Human]]''' (Hu): The basic species against which all others are measured. They have average [[aptitude]]s across the board and no special abilities, but gain levels at the fastest possible rate.&lt;br /&gt;
*'''[[Kobold]]''' (Ko): A tiny, hateful lizard-like being with a powerful stomach. They level quickly and are quite good as sneaky assassins.&lt;br /&gt;
*'''[[Merfolk]]''' (Mf): An aquatic, magical race of half-humanoids, half-fish that thrive in the water. Great aptitudes for Transmutations, [[Polearms]], and [[Ice Magic]].&lt;br /&gt;
*'''[[Minotaur]]''' (Mi): A brawny, bipedal bovine species. Great at all forms of physical combat (both ranged and up close), but horrible with all forms of magic.&lt;br /&gt;
*'''[[Mummy]]''' (Mu): Animated by an unholy magic, this dry and bandaged corpse needs no food to survive. However, their skills advance slowly and they fear [[fire]] above all else.&lt;br /&gt;
*'''[[Naga]]''' (Na): A humanoid with a serpentine lower half. Exceptionally stealthy and skilled with [[Poison Magic]], but moves very slowly.&lt;br /&gt;
*'''[[Octopode]]''' (Op): An amphibious squid-like creature with eight tentacles. Cannot wear most types of armour (only hats), but can wear eight rings and is at home in water.&lt;br /&gt;
*'''[[Ogre]]''' (Og): Enormous and bloodthirsty, its interests include hitting things and throwing things.&lt;br /&gt;
*'''[[Spriggan]]''' (Sp): A very small fairy-like humanoid. They move swiftly and have high aptitudes for many schools of magic, but cannot eat meat or wear most forms of armour.&lt;br /&gt;
*'''[[Tengu]]''' (Te): A somewhat fragile bird-like species with a beak, talons, and a propensity for violence, both physical and magical. They eventually learn to fly.&lt;br /&gt;
*'''[[Troll]]''' (Tr): Even larger and stronger than the ogre, with huge claws, incredible regeneration and a near-infinite hunger.&lt;br /&gt;
*'''[[Vampire]]''' (Vp): A sneaky, undead humanoid which can become alive by drinking fresh blood. Exceptional at disabling foes, then stabbing them in the back.&lt;br /&gt;
*'''[[Vine Stalker]]''' (VS): A fragile creature made of vines. They have a powerful bite attack and regenerate swiftly.&lt;br /&gt;
&lt;br /&gt;
==Table of Aptitudes==&lt;br /&gt;
Your species choice determines [[aptitudes]], the speed at which you learn different [[skills]].&lt;br /&gt;
&lt;br /&gt;
The following tables list aptitudes for each species and skill combination.&lt;br /&gt;
&lt;br /&gt;
===General Skills===&lt;br /&gt;
&lt;br /&gt;
{{#invoke:Apt|aptitude_chart_general}}&lt;br /&gt;
&lt;br /&gt;
===Melee &amp;amp; Ranged Combat===&lt;br /&gt;
&lt;br /&gt;
{{#invoke:Apt|aptitude_chart_combat}}&lt;br /&gt;
&lt;br /&gt;
===Spellcasting and Magic===&lt;br /&gt;
&lt;br /&gt;
{{#invoke:Apt|aptitude_chart_magic}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The following races were added/removed in the given versions.  If not otherwise specified, a race was present in the first version of DCSS.&lt;br /&gt;
&lt;br /&gt;
===Removed races===&lt;br /&gt;
* [[Elf (race)|Elf]] (El) - Removed in [[0.3]]&lt;br /&gt;
* [[Hill Dwarf]] (HD) - Removed in [[0.3]]&lt;br /&gt;
* [[Grey Elf]] (GE) - Removed in [[0.5]]&lt;br /&gt;
* [[Ogre-mage]] (OM) - Removed/merged with [[Ogre]] in [[0.5]]&lt;br /&gt;
* [[Gnome]] (Gn) - Removed in [[0.5]]&lt;br /&gt;
* [[Mountain Dwarf]] (MD) - Removed in [[0.10]]&lt;br /&gt;
* [[Sludge Elf]] (SE) - Removed in [[0.13]]&lt;br /&gt;
&lt;br /&gt;
===Added===&lt;br /&gt;
* [[Vampire]] (Vp) - Added in [[0.4]]&lt;br /&gt;
* [[Deep Dwarf]] (DD) - Added in [[0.5]]&lt;br /&gt;
* [[Felid]] (Fe) - Added in [[0.8]]&lt;br /&gt;
* [[Octopode]] (Op) - Added in [[0.10]]&lt;br /&gt;
* [[Gargoyle]] (Gr) - Added in [[0.13]]&lt;br /&gt;
* [[Formicid]] (Fo) - Added in [[0.14]]&lt;br /&gt;
* [[Vine Stalker]] (VS) - Added in [[0.14]]&lt;br /&gt;
* [[Barachian]] (Ba) - Added in [[0.20]]&lt;br /&gt;
&lt;br /&gt;
===Renamed===&lt;br /&gt;
* [[Tengu]] (Te) - Known as [[Kenku]] (Ke) prior to [[0.10]]&lt;br /&gt;
&lt;br /&gt;
===Never included in a stable version===&lt;br /&gt;
* [[Djinn]] (Dj) - Originally planned for 0.13 or 0.14&lt;br /&gt;
* [[Lava Orc]] (LO) - Originally planned for 0.13, 0.14, or 0.15&lt;br /&gt;
&lt;br /&gt;
[[Category:Species|*]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gnoll&amp;diff=46106</id>
		<title>Gnoll</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Gnoll&amp;diff=46106"/>
				<updated>2018-01-21T23:37:56Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version021}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Gnoll (monster)]]. For a list of all monstrous gnolls, see [[List of gnolls]].''&lt;br /&gt;
{{flavour| Gnolls are canine-like humanoids. They have incredible proficiency and excellent physical attributes but must learn all skills at once}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
&lt;br /&gt;
*Gnoll's experience applies equally to ALL skills&lt;br /&gt;
*Gnolls have very sharp teeth ([[fangs]] 1)&lt;br /&gt;
*Gnolls uncanny sense of smell can sniff out nearby items ([[strong nose]])&lt;br /&gt;
&lt;br /&gt;
Gnolls have a base [[Strength]] of 10, [[Intelligence]] of 10 and [[Dexterity]] of 10 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Adventurer:'''  [[Wanderer]]&lt;br /&gt;
*'''Warrior-mages:''' [[Skald]], [[Transmuter]], [[Warper]], [[Arcane Marksman]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
&lt;br /&gt;
*1 [[strength]], [[intelligence]], or [[dexterity]] every 4 levels&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Medium}}&lt;br /&gt;
&lt;br /&gt;
Gnolls are a jack of all trades, but master of none, so using what the game provides you as far as items and spells is essential. On the other hand, you will always have skill in any great weapons you find, which makes gearing easier. Gnolls also have less difficulty with triple school spells than most other races due to training all the schools at once.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Gnoll}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Given that gnoll's skills will be at around 16 at character level 27, going for level 9 spells will be a challenge and min delay with heavier weapons will not be possible without boosts from [[Okawaru]] or [[Ashenzari]]. This leads to a a hybrid character that should soften up targets with ranged weapons/spells before engaging in melee. You will also be able to use most buffing spells on yourself to enhance your combat. [[Okawaru]] is a popular god choice for gnolls because of his gifts and skill boosts. Since gnolls can use every weapon equally well, Oka's gifts are easier to use and never require retraining when you getting something absurdly powerful.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Added in [[.21]]&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gnoll&amp;diff=46105</id>
		<title>Gnoll</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Gnoll&amp;diff=46105"/>
				<updated>2018-01-21T23:37:27Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: flushed out some more. Need more/better stuff for the strategy section, but I haven't played enough gnoll to properly fill it myself.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version021}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Gnoll (monster)]]. For a list of all monstrous gnolls, see [[List of gnolls]].''&lt;br /&gt;
{{flavour| Gnolls are canine-like humanoids. They have incredible proficiency and excellent physical attributes but must learn all skills at once}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
&lt;br /&gt;
*Gnoll's experience applies equally to ALL skills&lt;br /&gt;
*Gnolls have very sharp teeth [[fangs]] 1&lt;br /&gt;
*Gnolls uncanny sense of smell can sniff out nearby items [[strong nose]]&lt;br /&gt;
&lt;br /&gt;
Gnolls have a base [[Strength]] of 10, [[Intelligence]] of 10 and [[Dexterity]] of 10 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Adventurer:'''  [[Wanderer]]&lt;br /&gt;
*'''Warrior-mages:''' [[Skald]], [[Transmuter]], [[Warper]], [[Arcane Marksman]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
&lt;br /&gt;
*1 [[strength]], [[intelligence]], or [[dexterity]] every 4 levels&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Medium}}&lt;br /&gt;
&lt;br /&gt;
Gnolls are a jack of all trades, but master of none, so using what the game provides you as far as items and spells is essential. On the other hand, you will always have skill in any great weapons you find, which makes gearing easier. Gnolls also have less difficulty with triple school spells than most other races due to training all the schools at once.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Gnoll}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Given that gnoll's skills will be at around 16 at character level 27, going for level 9 spells will be a challenge and min delay with heavier weapons will not be possible without boosts from [[Okawaru]] or [[Ashenzari]]. This leads to a a hybrid character that should soften up targets with ranged weapons/spells before engaging in melee. You will also be able to use most buffing spells on yourself to enhance your combat. [[Okawaru]] is a popular god choice for gnolls because of his gifts and skill boosts. Since gnolls can use every weapon equally well, Oka's gifts are easier to use and never require retraining when you getting something absurdly powerful.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Added in [[.21]]&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gnoll&amp;diff=46104</id>
		<title>Gnoll</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Gnoll&amp;diff=46104"/>
				<updated>2018-01-21T23:14:38Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: Started basic page for player gnolls. Will flush out more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version021}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Gnoll (monster)]]. For a list of all monstrous gnolls, see [[List of gnolls]].''&lt;br /&gt;
{{flavour| Gnolls are canine-like humanoids. They have incredible proficiency and excellent physical attributes but must learn all skills at once}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Adventurer:'''  [[Wanderer]]&lt;br /&gt;
*'''Warrior-mages:''' [[Skald]] [[Transmuter]] [[Warper]] [[Arcane Marksman]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Medium}}&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Gnoll}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Added in [[.21]]&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gnoll_(monster)&amp;diff=46102</id>
		<title>Gnoll (monster)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Gnoll_(monster)&amp;diff=46102"/>
				<updated>2018-01-21T23:06:09Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: Fambida moved page Gnoll to Gnoll (monster): moved to keep file name consistent with the draconian species vs monster pages since gnolls are a playable race now and need a page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=gnoll&lt;br /&gt;
|glyph={{Yellow|g}}&lt;br /&gt;
|tile=[[File:Gnoll.png]]&lt;br /&gt;
|flags={{Speaks flag}}&amp;lt;br&amp;gt;{{Warm blood flag}}&lt;br /&gt;
|resistances=None&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=4&lt;br /&gt;
|meat={{Clean corpse}}&lt;br /&gt;
|xp=14&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=10&lt;br /&gt;
|hp_range=8-18&lt;br /&gt;
|avg_hp=13&lt;br /&gt;
|armour_class=2&lt;br /&gt;
|evasion=9&lt;br /&gt;
|habitat=Land&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=9 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=2&lt;br /&gt;
|base_hp=4&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Normal intelligence}}&lt;br /&gt;
|genus=gnoll&lt;br /&gt;
|species=gnoll&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A taller and better-equipped relative of goblins and orcs, somewhat doglike in appearance.&lt;br /&gt;
----&lt;br /&gt;
“Then he descended softly and beckoned to Nuth. But the gnoles had watched him through knavish holes that they bore in trunks of the trees, and the unearthly silence gave way, as it were with a grace, to the rapid screams of Tonker as they picked him up from behind — screams that came faster and faster until they were incoherent. And where they took him it is not good to ask, and what they did with him I shall not say.”&amp;lt;br&amp;gt;&lt;br /&gt;
-Lord Dunsany, “How Nuth Would Have Practised His Art Upon the Gnoles”. 1912.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
{{list of | gnolls}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful info==&lt;br /&gt;
'''Gnolls''' are brutish monsters found early in the game. They are usually found in groups and often wield dangerous weapons, particularly [[polearm]]s. New adventurers should be wary of them, since they can hit for much harder than most enemies at a comparable depth. Sometimes they carry [[javelin]]s for attacking at range or [[throwing net]]s to pin you in place.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Unless you're still on the first floor, seeing one gnoll almost guarantees there are at least three more behind him.&lt;br /&gt;
*Divide and conquer. Gnolls are typically asleep in packs when you first meet them. Don't let them all see you at once, or you'll have to fight all of them at once, or one after the other. Both ways are dangerous. Lure them away one at a time.&lt;br /&gt;
*Using a corridor tactic with a gnoll pack can be dangerous as some spawn with polearms. Stair dancing is safe, however, though you may have difficulty luring the polearm-wielding ones up the stairs.&lt;br /&gt;
*If you see them wielding halberds, expect high damage in melee combat.&lt;br /&gt;
*Struggling free from nets might not be something you have time for. You can quickly free yourself from nets by [[blink]]ing or teleporting away. Alternatively, Conjurers and Elementalists can blast enemies through nets and escape once they're safe (though this does not get you out of the net any faster).&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gnoll&amp;diff=46103</id>
		<title>Gnoll</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Gnoll&amp;diff=46103"/>
				<updated>2018-01-21T23:06:09Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: Fambida moved page Gnoll to Gnoll (monster): moved to keep file name consistent with the draconian species vs monster pages since gnolls are a playable race now and need a page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Gnoll (monster)]]&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Repel_Missiles&amp;diff=45998</id>
		<title>Repel Missiles</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Repel_Missiles&amp;diff=45998"/>
				<updated>2017-11-28T18:15:05Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: Clarified that other sources exist still.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Repel Missiles''' is a level 2 [[Air Magic|Air]]/[[Charms]] spell which moderately protects the caster from ranged attacks.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
When the spell is cast repelling missiles (Repel) status is gained. This status will not time out, instead on each successful deflection there is one in ''2 + &amp;lt;power&amp;gt; / 8''&amp;lt;ref&amp;gt;{{source ref|0.19.0|player.cc|5746}}&amp;lt;/ref&amp;gt; chance of losing the status. The status can also be lost by magic-dispelling effects (like [[potion of cancellation]] or [[Quicksilver Bolt]]) or forgetting the spell.&lt;br /&gt;
&lt;br /&gt;
While active Repel Missiles reduces the [[to-hit]] of ranged attacks against the caster to a random value between:&lt;br /&gt;
*vs single-target beams: 0% - 100% of its normal value&lt;br /&gt;
*vs penetrating bolts: 50% - 100% of its normal value&amp;lt;ref&amp;gt;{{source ref|0.19.0|beam.cc|3084}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
This spell only helps you to [[ev]]ade ranged attacks; it has no effect on your ability to [[SH|block]] them.&lt;br /&gt;
&lt;br /&gt;
[[Deflect Missiles]] is a more advanced version of Repel Missiles and its effect overrides Repel Missiles' effect.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Although this spell is inferior to [[Deflect Missiles]], it's still much better than nothing, especially in the early [[Dungeon]] when Deflect Missiles isn't available and you might encounter [[centaur (monster)|centaur]]s (who have made pincushions of many a low-level player). It's also easier to cast, making it useful for hybrid-style casters who might not be ready for Deflect Missiles yet. Knowing either of the two spells is very useful while exploring [[the Shoals]], the [[Elven Halls]], and other areas infested with enemies who love to shoot at you.&lt;br /&gt;
&lt;br /&gt;
==Other sources==&lt;br /&gt;
*The [[Amulet of the Air]] is an unrandart amulet that produces a permanent repel missiles effect.&lt;br /&gt;
*[[Demonspawn]] with the Repulsion Field will eventually develop a permanent repel missiles effect as well.&lt;br /&gt;
*Worshipers of [[Qazlal]] will eventually acquire a permanent Repel Missiles effect with enough [[piety]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Repel Missiles was removed as a spell in [[0.20]]. However, other sources still exist.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], repelling missiles status expired based on a timer.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Obsolete spells]]&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Sif_Muna&amp;diff=44258</id>
		<title>Talk:Sif Muna</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Sif_Muna&amp;diff=44258"/>
				<updated>2016-11-28T22:02:33Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: random2avg question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page has never had a version tag applied to it, and it's one of the pages I've been least confident about updating (I'm a much bigger fan of Vehumet's style, TBH). I have no idea how out-of-date and inaccurate this page actually is. Can anyone who honestly feels confident about Sif Muna's behavior update this page for 0.14 or 0.15? If you can fill in a History section as well, that'd be even better. Code diving for specific mechanics behavior welcome. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 21:07, 20 August 2014 (CEST)&lt;br /&gt;
:As far as I can tell Sif hasn`t been changed much: the skills (channel, amnesia and miscast protect) and spellbook-gifts are still there for 0.15 as well as not accepting the ignorant. I can`t say anything about the specific numbers, but I didn`t notice any changes in the average amount of MP channeled and when Sif starts to gift books. There wasn't any mention of Sif in the changelogs, so I think Sif is unchanged. --[[User:BlueCrake|BlueCrake]] ([[User talk:BlueCrake|talk]]) 13:26, 21 August 2014 (CEST)&lt;br /&gt;
::Actually, do a CTRL+F on the change log. She's in there. It says that she no longer inflicts amnesia. I'm not sure if that was suggesting that she no longer allows you to forget spells at will (which would be a weird nerf to add), or that she no longer blasts your memorized spells in her wrath (the phrasing makes this sound more likely, in which case we're doubly screwed because we never even had that listed in her wraths in the first place). I think she's probably ''mostly'' the same nerdy bookish library goddess we've always known and loved, but I want specifics, dammit. What's the point of a wiki that can't provide needlessly in-depth calculations??!? --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 13:50, 21 August 2014 (CEST)&lt;br /&gt;
:::As always, CC, fantastic work! --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 15:55, 21 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Channelling success rate ==&lt;br /&gt;
&lt;br /&gt;
The channelling success rate this page indicates seemed strange to me, so I went to see the code for myself. I found out the failure chance of this ability is : &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;failure = 40 - (you.piety / 20) - you.skill(SK_INVOCATIONS, 2);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, I can't find the definition of the &amp;quot;skill&amp;quot; method so I don't know what the &amp;quot;2&amp;quot; means and it bothers me. If anyone knows about this I would be very grateful. (btw this is in ability.cc) -- [[User:Fingolfin|Fingolfin]] ([[User talk:Fingolfin|talk]]) 11:53, 21 December 2015 (CET)&lt;br /&gt;
:https://github.com/crawl/crawl/blob/17fe93d936f541b5247af637ffcb8acd5f7d4e42/crawl-ref/source/player.cc#l5833&lt;br /&gt;
:It's the scale parameter, if it's higher than 1 then progress towards the next skill level matters too (1.5 invo results in 3 here). -- [[User:Medar|Medar]] ([[User talk:Medar|talk]]) 12:40, 22 December 2015 (CET)&lt;br /&gt;
::Thanks for the answer ! However I'm not sure that I get it, does it mean the formula is &amp;lt;code&amp;gt;failure = 40 - piety/20 - ceil(Invocations skill)&amp;lt;/code&amp;gt; ? -- [[User:Fingolfin|Fingolfin]] ([[User talk:Fingolfin|talk]]) 21:50, 22 December 2015 (CET)&lt;br /&gt;
:::The return value is skill (including progress toward next level) multiplied by the scale parameter (as an integer). So it should work out to: &amp;lt;code&amp;gt;failure = 40 - piety/20 - floor(Invocations skill * 2.0)&amp;lt;/code&amp;gt; -- [[User:Medar|Medar]] ([[User talk:Medar|talk]]) 10:10, 23 December 2015 (CET)&lt;br /&gt;
::::Thanks a lot! I'll update it. -- [[User:Fingolfin|Fingolfin]] ([[User talk:Fingolfin|talk]]) 15:04, 24 December 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
== random2avg ==&lt;br /&gt;
How exactly does it work in the formula here given that no max roll or number of rolls are listed? If it's just one roll of 1d (2/3*Invocations) it seems like we should just say that instead, because the function name just causes confusion (and most readers don't keep a copy of the source to grep through). If I'm wrong in how it works, we should expand on how it's being used/how it works, because it's causing me confusion! [[User:Fambida|Fambida]] ([[User talk:Fambida|talk]]) 23:02, 28 November 2016 (CET)&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Uskayaw&amp;diff=44228</id>
		<title>Uskayaw</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Uskayaw&amp;diff=44228"/>
				<updated>2016-11-25T10:55:10Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: added mention of riposting for quick piety&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
[[File:Uskayaw altar.png]]&lt;br /&gt;
{{flavour|Uskayaw the Reveler is a god of ecstatic dance. On the surface, Uskayaw appreciates many forms of worship, but in the dungeon most worshippers stick to the dance of combat. Uskayaw appreciates the passion and rhythm of combat, rewarding followers for each strike they deliver and for the damage they deal their foes. The longer the dance continues, the greater powers Uskayaw offers. When the dance ends, Uskayaw quickly loses interest.&lt;br /&gt;
&lt;br /&gt;
Uskayaw offers powers that help worshippers continue the dance. Worshippers can stomp to damage foes around them and rapidly move through a line of creatures while confusing them. When a worshipper's dance reaches a certain point, Uskayaw will freeze all foes so that the dancer may take a solo. If the dance continues, Uskayaw will link the emotions of foes, forcing them to share their pain. If the dance continues, Uskayaw allows you to end it by melding with and then violently exploding a foe, killing it instantly.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Uskayaw (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Uskayaw especially likes it when you hurt your foes.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Abandonment.&lt;br /&gt;
* Inactivity (loses [[Piety]] quickly when not attacking foes).&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety Level -]]:''' &amp;quot;Wallflower&amp;quot;&lt;br /&gt;
*Uskayaw offers no abilities at this level.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *]]:''' &amp;quot;Party-goer&amp;quot;&lt;br /&gt;
*'''Stomp''' - Stomps down in time with the rhythm of the dance, sending a shockwave through all adjacent creatures. The shockwave deals damages to the creatures it passes through in proportion to the creature's maximum health and the reveler's Invocations skill. Costs 20 piety.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level **]]:''' &amp;quot;Dancer&amp;quot;&lt;br /&gt;
*'''Line Pass''' - Passes through a contiguous line of creatures at superhuman speed, ending up in a new location. Any creatures passed through in this way will confused, with duration based on Invocations and monster HD. Costs 20 piety.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ***]]:''' &amp;quot;Impassioned&amp;quot;&lt;br /&gt;
*'''Solo Time''' - Upon reaching this piety level, Uskayaw briefly paralyzes all enemies in your line of sight, with duration based on Invocations.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ****]]:''' &amp;quot;Rapturous&amp;quot;&lt;br /&gt;
*'''Pain Bond''' - Triggers automatically upon hitting the required piety. It gives all monsters in your line of sight the pain bond status for an amount of time that increases with Invocations skill. While the status is active, affected creatures deal a portion of the damage they receive to nearby creatures with the same status -- which can trigger the status again in a chain reaction. The damage shared decreases with distance, dealing 80%/60%/40%/0% at one/two/three/four tiles away, respectively.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *****]]:''' &amp;quot;Ecstatic&amp;quot;&lt;br /&gt;
* '''Grand Finale''' - This power lets you blink to a monster's location and kill the monster, potentially sending flying chunks everywhere. Any targetable monster (one with emotions) is instantly killed by this ability. The flavor is that you merge your emotions and body with the target, then violently separate. Using this ability will reduce your piety back to *.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ******]]:''' &amp;quot;Rhythm of Life and Death&amp;quot;&lt;br /&gt;
* Uskayaw offers no new abilites.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|&lt;br /&gt;
Uskayaw's wrath turns the powers of the dance against the offender. The prude will find their foes going berserk and will be forced to helplessly watch as foes execute their own solos. When the dance is getting too slow, Uskayaw will attempt to bring more revelers.}} &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Uskayaw provides some very strong abilities that require you to stay in a fight for longer. While they can be used against a single opponent, they truly shine when engaging multiple opponents, thus considerably increasing the risk.&lt;br /&gt;
&lt;br /&gt;
Uskayaw's fast piety gain can be further increased by wearing [[amulet of faith]]. The playstyle fits very well with the cleaving attacks of various [[axes]] or ripostes of long blades, and, for entirely different reasons, with [[stab|stabber]] characters. In the first case, [[cleaving]] accelerates the piety gain by hitting multiple opponents. The latter benefits from irresistible confusion, pain bond to apply stabbing damage to multiple monsters at once and then finally Grand Finale allows them to deal with highly-threatening enemies without being resisted, evaded or mitigated by AC and affects even the most threatening of enemies like [[pandemonium lord|pandemonium lords]], rune guardians in [[Hell]] or [[orb of fire|orbs of fire]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Uskayaw was added in [[0.19]]. Originally, it was called Ukayaw, making it too similar with the shortened version of Okawaru (Oka vs Uka).&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vine_Stalker&amp;diff=44227</id>
		<title>Vine Stalker</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vine_Stalker&amp;diff=44227"/>
				<updated>2016-11-25T10:47:43Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: regen update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Limber in shape, Vine Stalkers are anthropomorphic masses of thick vines. They possess a once-humanoid core, parasitized moments before death by the magical vines. Lacking any other discernible features, their faces are dominated by their disproportionate, vicious maw with which they disrupt and devour the magical energies of their foes.&lt;br /&gt;
&lt;br /&gt;
Magic courses freely through their bodies, and they can not only share any damage taken with their magical reserves, but in fact physically regenerate at an alarming rate. However these traits come at a price: the dual nature of their bodies makes them frail to the extreme and they cannot benefit from potions or wands to heal their wounds.&lt;br /&gt;
&lt;br /&gt;
Living examples of adaptation, Vine Stalkers level up quickly and lend well to an all-out offensive style; trusting their stealth to choose their prey and then their regenerating capabilities to power through the wounds they may sustain in battle. Many members of the species however, are seen wielding magic quite competently and then switching to a hybrid style when their reserves start to run low, thus replenishing their shroud of magic and their spells' fuel with each voracious bite.&lt;br /&gt;
&lt;br /&gt;
Their great offensive capabilities and intrinsic regeneration lead some Vine Stalkers to eschew more traditional defenses such as armour and dodging, although this proves fatally unwise often times when their judgement of their prey fails and they bite more than they can possibly chew.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Fangs]] 2, improving to [[Fangs]] 3 at level 8.&lt;br /&gt;
**[[Antimagic]] bite: A Vine Stalker's [[auxiliary attack|bite]] disrupts enemy spellcasting capabilities as though it had the [[antimagic]] [[brand]] (but does not reduce your maximum MP capacity). Each bite also has a chance to restore some [[MP]] depending on how much damage was inflicted and your current MP percentage.&lt;br /&gt;
{{crawlquote|'''Damage done''': Fangs_level×2 + XL/3&amp;lt;br&amp;gt;'''Drained MP''': 1dDamage_done × (1.25 - MP/MaxMP)}}&lt;br /&gt;
*Vine Stalkers cannot restore HP with [[potion]]s or [[wand]]s. This does not prevent the [[status effect]] removal provided by [[potions of curing]].&lt;br /&gt;
*[[Spirit shield]]&lt;br /&gt;
*[[Rotting]] immunity&lt;br /&gt;
&lt;br /&gt;
Vine Stalkers have a base [[Strength]] of 10, [[Intelligence]] of 8 and [[Dexterity]] of 9 (before Background modifiers). They have +1 base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Fighter]], [[Assassin]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]]&lt;br /&gt;
*'''Warrior-mages:''' [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Conjurer]], [[Necromancer]], [[Ice Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] or [[dexterity]] every 4th level.&lt;br /&gt;
*-30% less [[HP]] than average.&lt;br /&gt;
*+5 [[magic resistance]] per level.&lt;br /&gt;
*Upgrade to [[Fangs]] 3 at level 8.&lt;br /&gt;
*Upgrade to [[Regeneration (mutation)|Regeneration]] 1 at level 4 and Regeneration 2 at level 12.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vine Stalkers receive the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Easy}}&lt;br /&gt;
&lt;br /&gt;
In spite of their reduced HP and inability to heal from potions or wands, the Vine Stalker's inherent [[spirit shield]] and excellent regeneration keeps them fairly durable for much of the mid- to late-game. Their high [[Stealth]] aptitude makes them formidable stabbers and, while their [[Intelligence]] is mediocre, their all-around average Magic aptitudes allow for a versatile hybrid build.&lt;br /&gt;
{{species_aptitudes|Vine Stalker}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
'''Vine stalkers''' are a surprisingly durable species. In spite of their [[spriggan]]-sized [[HP]] pools and unimpressive defensive skill [[aptitude]]s, their innate [[spirit shield]] intrinsic means that a portion of all incoming damage is redirected to their [[MP]]; the larger the character's MP pool, the more damage will be redirected to it. On top of that, they have better HP regeneration than [[troll]]s, and each time they bite in melee, there's a chance that they'll recover a chunk of MP as well. Coupled with their full access to all forms of armour, this gives them an excellent capacity both to avoid serious injury and to recover from it after the fact. Just be ready for the appearance of [[eyes of draining]], [[ghost moth]]s, or other threats to your MP - these threats will chew through your supernatural defenses with lightning speed, leaving you significantly less hardy than normal.&lt;br /&gt;
&lt;br /&gt;
In spite of their excellent regeneration, they are even less capable of immediate healing than [[mummies]], unable to benefit from [[potions of heal wounds]] or [[wands of heal wounds]], and only receiving the [[status effect]] recovery aspect of [[potions of curing]]. This weakness is felt most powerfully in the early game, when a potion of heal wounds can completely restore your HP, but is still a significant penalty in the late game. Even so, their vastly enhanced regen is an excellent replacement, and all other sources of [[healing]] still function as normal.&lt;br /&gt;
&lt;br /&gt;
Apart from a knack for [[Stealth]] and a general weakness in defensive skills, vine stalkers have no real aptitude issues, and can easily be built for any role, excelling perhaps as sneaky [[stab]]bers.&lt;br /&gt;
Their mediocre [[intelligence]] makes them less than optimal for dedicated casters; they do make good [[Transmuter]]s, though, as Blade Hands lets them keep their bonus bite attack and their only non-negative combat skill is Unarmed Combat.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Vine Stalkers were added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Troll&amp;diff=44226</id>
		<title>Troll</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Troll&amp;diff=44226"/>
				<updated>2016-11-25T10:45:53Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: regen update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
:''If you were looking for monstrous trolls in general, see [[List of trolls]].''&lt;br /&gt;
{{flavour|Trolls are like Ogres, but even nastier. They have thick, knobbly skins of any colour from putrid green to mucky brown, which are covered in patches of thick fur, and their mouths are full of ichor-dripping fangs.&lt;br /&gt;
&lt;br /&gt;
They can rip creatures apart with their claws, and regenerate very quickly from even the most terrible wounds. They learn slowly indeed - as slowly as High Elves - and need a great amount of food to survive.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Good mutations#Shaggy Fur|Shaggy Fur]] 1 and [[Good_mutations#Tough_Skin|Tough Skin]] 2: Trolls get +3 [[AC]].&lt;br /&gt;
*[[Good_mutations#Claws|Claws 3]]: Trolls have claws for hands. Can decapitate [[hydra]]s.&lt;br /&gt;
*[[Gourmand]]: Trolls can eat [[chunk]]s at any time.&lt;br /&gt;
*[[Good_mutations#Regeneration|Regeneration 1]]: Trolls heal very quickly.&lt;br /&gt;
*[[Bad_mutations#Fast_Metabolism|Fast Metabolism 3]]: On top of the +3 hunger penalty from this mutation, trolls receive an additional +3 racial penalty, for an unmatched base metabolism of 9 food/turn.&lt;br /&gt;
*Trolls are [[Size#Player Sizes|large]] and can use [[giant club]]s and [[giant spiked club]]s (unlike smaller species), but their bodies do not fit into [[boots]], [[gloves]], [[helmet]]s, or most body armour. [[Buckler]]s are too small for them to use, but they can handle [[shield]]s and [[large shield]]s easily.&lt;br /&gt;
*Trolls are large enough to attack normally while standing in [[shallow water]], but they still move slowly in it.&lt;br /&gt;
&lt;br /&gt;
Trolls have a base [[Strength]] of 15, [[Intelligence]] of 4 and [[Dexterity]] of 5 (before Background modifiers) and one less base [[magic points|magic point]] than normal.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Fighter]], [[Monk]], [[Hunter]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]]&lt;br /&gt;
*'''Warrior-Mages:''' [[Warper]]&lt;br /&gt;
*'''Mages:''' [[Wizard]], [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] every 3rd level.&lt;br /&gt;
*30% more [[hit points]] than average.&lt;br /&gt;
*+3 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Trolls start with the skills and equipment listed for their background, with these exceptions:&lt;br /&gt;
*Incompatible body armour is replaced with an [[animal skin]] or [[robe]].&lt;br /&gt;
*[[Helmet]]s are replaced with [[hat]]s.&lt;br /&gt;
*[[Meat ration]]s replace [[bread ration]]s, and trolls receive an extra ration.&lt;br /&gt;
*Any [[Armour]] skill is replaced with [[Dodging]].&lt;br /&gt;
*Troll [[hunter]]s are offered a choice of [[large rock]]s instead of [[javelin]]s.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Easy}}&lt;br /&gt;
&lt;br /&gt;
Despite terrible aptitudes in many skills, Trolls are a very easy species. They have extremely high health and regenerate quickly, and they excel in [[Unarmed Combat]]. Specifically, Trolls enjoy +6 damage (and extra +2 to hit) in unarmed melee combat (from the Claws 3 mutation). Thanks to their large size, Trolls can also throw [[large rock]]s. With very high damage, even at low (or no) skill in [[Throwing]], large rocks are easily the most damaging thrown weapons in the game. Trolls' have a very fast metabolism, but their Gourmand intrinsic allows them to eat everything, at any time. Assuming you stick to eating corpses whenever possible, you can generally stay at full or above for the majority of the game and still have more than enough [[permafood]] to survive some of the optional corpse-less branches, should you choose to do them. &lt;br /&gt;
&lt;br /&gt;
While they have a huge health pool, Trolls do tend to have a harder time than most species when it comes to getting good AC and EV. Trolls can only wear hats and cloaks in their peripheral armour slots, and can only wear robes, animal skins, troll leather armour, and the various dragon armours on their torso. &lt;br /&gt;
&lt;br /&gt;
Trolls' large size gives a small, direct malus to [[ev]]asion, which is also hindered by their low [[dexterity]] and, to a lesser extent, by their poor dodging aptitude. Nonetheless, it may be necessary to train [[Dodging]] on Trolls if one is having trouble attaining decent AC. Just expect higher experience investments to reach good levels of EV. Putting one's stat up points into dexterity every three levels is recommended, unless you are actively relying on casting spells—and not just planning to cast spells at some point down the line—in which case going for either dexterity or intelligence would be wise.  &lt;br /&gt;
&lt;br /&gt;
Trolls are too large to use bucklers, but Trolls are still extremely lethal in unarmed combat, even when wielding a [[shield]], and the added damage mitigation from shields is generally worth it on Trolls using their claws.  &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Troll}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
First, a quick note: Trolls should not use unarmed combat against [[hydra]]s, as your claws will count as non-flaming, bladed weapons against them. Large rocks, powerful attack wands, god abilities, or simply retreating are all good ways for UC Trolls to deal with hydras.&lt;br /&gt;
&lt;br /&gt;
As for skill development strategy, Trolls' [[intelligence]] and magic aptitudes are some of the worst in the game. This doesn't rule out magic, however; it simply means that Trolls will require a higher investment of experience compared to (almost) any other species. However, many level 1 and level 2 spells, such as [[Swiftness]], [[Repel Missiles]], [[Apportation]], [[Blink]], [[Summon Butterflies]], and the like, provide a lot of return for their skill investment. [[Confusing Touch]] is particularly useful to Trolls, since they will nearly always be fighting unarmed. Even higher level spells are often worth the investment on Trolls, after you have gotten your offense and basic defenses up to snuff; again, bad aptitudes mean that it just takes more experience and a bit more time. &lt;br /&gt;
&lt;br /&gt;
As with many species, [[Evocations]] can be a great resource. If and when you have access to some of the items such as [[sack of spiders]], [[rods]], [[wands]], and the [[elemental evocables]], evocations can provide a lot versatility and power from a single skill. &lt;br /&gt;
&lt;br /&gt;
Also, trolls should not be afraid to run from fights, as their regeneration will help them get back in the green while pillar dancing.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
[[God]] choice tends to be a major factor in rounding out one's character, and Trolls are no exception. A few recommendations are below; note that this list is by no means comprehensive or exhaustive. &lt;br /&gt;
&lt;br /&gt;
*[[Okawaru]]'s Heroism is cheap in piety cost (so use it liberally), comes online extremely fast, and the temporary +5 to skill level is a greater boon to Unarmed Combat than to other melee. Finesse uses more piety and can't be spammed, but it more or less doubles your melee damage output when active. One should not hang too much hope on Okawaru's random gifts, but at least any armour he gives you is guaranteed to be something that your species can wear (though this does not by any means guarantee it will be something you will ''want'' to wear). &lt;br /&gt;
*[[Trog]]'s abilities require no skill training to activate, and provide [[berserk]], [[magic resistance]], even greater health regeneration, and very strong summons.&lt;br /&gt;
*[[Elyvilon]]'s normal hunger restraints are less of a concern for the voracious troll, who benefits immensely from excellent panic buttons and the ability to pacify most dangerous opponents with smite targeting.&lt;br /&gt;
*[[Jiyva]] can be a powerful and interesting god choice for Trolls, as for many other characters. Early altars are very rare, but if you see one, consider giving Jiyva a spin. However, if you cannot access Jiyva in the early dungeon, passing up on any god choices until late Lair will dramatically hurt your chances to win the game. &lt;br /&gt;
*[[Ashenzari]] provides sizable boosts to your skills through cursed equipment. Scry is a powerful ability, and the other passive bonuses one enjoys from worshiping Ashenzari are nice. For unarmed trolls, the lack of a weapon to [[curse]] may make it harder to gain [[piety]], however, especially in early game.&lt;br /&gt;
*[[Kikubaaqudgha]] guarantees an easy means to branch out into [[Necromancy]], a spell school that gives a lot of utility and power within a single skill. Additionally, her Receive Corpses ability can help Trolls manage their hunger in the lategame areas like [[Pandemonium|Pan]] and [[Hell]] with few corpse-leaving enemies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.17]], only races with innate claws mutation had extra +2 to hit bonus. That bonus now applies to anyone with the mutation.&lt;br /&gt;
&lt;br /&gt;
*Prior to [[0.16]], trolls started with the [[Saprovore]] 2 mutation.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Regeneration_rate&amp;diff=44225</id>
		<title>Regeneration rate</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Regeneration_rate&amp;diff=44225"/>
				<updated>2016-11-25T10:44:44Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: updated regen mutation value. I think Vampire stuff needs more correcting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
Your '''regeneration rate''' is the speed at which your character recovers [[HP]]. It is affected by many things, almost all of which stack.&lt;br /&gt;
&lt;br /&gt;
===Rate Math===&lt;br /&gt;
Your base regeneration rate (BRR) follows one of the following formulas:&lt;br /&gt;
*If below 60 max HP (MHP)&lt;br /&gt;
::&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&amp;lt;code&amp;gt;MHP / 3&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
*If 60 MHP or higher&lt;br /&gt;
::&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&amp;lt;code&amp;gt;MHP / 6 + 10&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Total regeneration rate (TRR) is modified as follows:&lt;br /&gt;
*The [[amulet of regeneration]] (or [[amulet of Vitality]]) adds 40&lt;br /&gt;
*A [[troll leather armour]] adds 40, ''unless you are playing as a [[troll]]''&lt;br /&gt;
*The [[moon troll leather armour]] [[unrandart]] adds 40 in addition to the previous bonus&lt;br /&gt;
*The [[Good_mutations#regeneration|regeneration mutation]] adds 40 per level&lt;br /&gt;
*The [[Regeneration]] spell adds 100&lt;br /&gt;
*[[Trog|Trog's Hand]] adds 100. Unlike other sources, this amount is added ''after'' calculating the effects of the Slow Healing mutation, [[sickness]], and vampire hunger levels.&lt;br /&gt;
*The [[demonspawn]] mutation [[demonspawn mutations#Powered by Death|Powered by Death]] adds 100 for every [[corpse]] within a radius of 3 tiles per rank, up to a maximum of 700. However, the additional regeneration only triggers when you kill a monster, and lasts 2d8 + 8 per rank turns.&lt;br /&gt;
*If you are a [[vampire]], your regeneration rate is modified as follows:&lt;br /&gt;
**Alive: +20&lt;br /&gt;
**Full/Very full: +10&lt;br /&gt;
**Normal: +0&lt;br /&gt;
**Thirsty/Very Thirsty: ÷2&lt;br /&gt;
**Bloodless: Set the rate to 0.&lt;br /&gt;
*If you have the [[Bad_mutations#Slow_Healing|Slow Healing]] mutation:&lt;br /&gt;
**Rank 1: Halve your rate if there are monsters in your LoS.&lt;br /&gt;
**Rank 2: Set your rate to 0 if there are monsters in your LoS.&lt;br /&gt;
**Rank 3: Set your rate to 0.&lt;br /&gt;
*If your current [[strength]] is equal or less than 0, divide by 4.&lt;br /&gt;
*If you are [[sick]], set the rate to 0.&lt;br /&gt;
&lt;br /&gt;
Every turn of 10 auts you accumulate regeneration points equal to your TRR. When 100 are gained you heal 1 HP, and excess regeneration points are carried over to the next turn.&lt;br /&gt;
&lt;br /&gt;
If your last action didn't last 10 auts, the amount of regeneration points you gain is scaled with the amount of time taken. But, there is an exception to this rule: walking with delay greater than 10 auts is treated as if it only was 10 auts. This way, [[naga]]s and [[Cheibriados]]' followers won't regenerate/hunger faster than normal while they explore the dungeon.&lt;br /&gt;
&lt;br /&gt;
At 100 MHP your BRR is 26. In order to get 100 BRR you would need 540 MHP. For 50 BRR, 240 MHP. As can be expected, regeneration items are far more efficient at raising your TRR than stacking HP.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
*You have 30 MHP so you use the first formula. Your BRR is 30/3 =&amp;gt; 10. It will take 10 turns to accumulate 100 regeneration points and heal by 1 HP. Your healing rate is 1 HP for every 10 turns.&lt;br /&gt;
&lt;br /&gt;
*Same as above, except you have a [[troll leather armour]], which adds 40 to this rate. Your TRR is 10+40 =&amp;gt; 50. It will take 2 turns to accumulate 100 regeneration points and heal by 1 HP. Your healing rate is 1 HP for every 2 turns.&lt;br /&gt;
&lt;br /&gt;
*You have 90 MHP which is over 60 so you use the second formula. Your BRR is 90/6 =&amp;gt; 15+10 =&amp;gt; 25. It will take 4 turns to accumulate 100 regeneration points and heal by 1 HP. Your healing rate is 1 HP for every 4 turns.&lt;br /&gt;
&lt;br /&gt;
*Same as above, except you have the regeneration 1 [[mutation]], which increases your RR by 20. Your TRR is 25+20 =&amp;gt; 45. It will take 2.2 turns to accumulate 100 regeneration points and heal by 1 HP. Your healing rate is 1 HP for every 2.2 turns.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Regeneration_(mutation)&amp;diff=44224</id>
		<title>Regeneration (mutation)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Regeneration_(mutation)&amp;diff=44224"/>
				<updated>2016-11-25T10:43:28Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: updated regen species info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-style:italic;&amp;quot; &lt;br /&gt;
|Rank||Effect||Flavor&lt;br /&gt;
|-&lt;br /&gt;
|1||HP recovery rate +||Your natural rate of healing is unusually fast.&lt;br /&gt;
|-&lt;br /&gt;
|2||HP recovery rate ++||You heal very quickly.&lt;br /&gt;
|-&lt;br /&gt;
|3||HP recovery rate +++||You regenerate.&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
Excludes [[Slow Metabolism]].&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
'''Species notes:''' [[Troll]]s start at rank 1. [[Vampire]]s gain rank 1 at Full satiation. [[Vine Stalker]]s gain rank 1 at XL 4 rank 2 at XL 12.&lt;br /&gt;
|- style=&amp;quot;font-style:italic;&amp;quot; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
[[Good_mutations|Good mutation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mutations]]&lt;br /&gt;
[[Category:Good Mutations]]&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Ashenzari&amp;diff=42594</id>
		<title>Talk:Ashenzari</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Ashenzari&amp;diff=42594"/>
				<updated>2016-07-19T09:19:02Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: EVP to ER question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Some observations ==&lt;br /&gt;
For a long time I used to hesitate and never chose Ashenzari. The concept is not attractive at first sight. Too restricted in case to case choice of weapons, no bows nor rods possible. - Now in [[0.12]] (Ashenzari Archivists being the tournament team name) I've tried it out, weighting the info and stats boosts on the other hand. Very interesting. But I found also some flaws. a) Ash is not too happy if you don't carry a doublehanded weapon. But more than two thirds of the possible avatars/backgrounds won't favour doublehanded. b) The changing of scolls of remove curse into curse scrolls by praying is completely hazard. My Summoner XL12 never(!) found any scrolls of curse armour nor got them by praying. That's not okay! 0.13 should offer you a choice which scrolls you want. Or at least give you the most missing/needed type. Why do I constantly get more scrolls of curse weapon when I've got five of them spare? c) And [[blowgun]]s and [[rod]]s should be made possible for Ashenzarists too. You can wield them with your shield hand. -- [[User:Bwijn|Bwijn]] 09:55, 31 May 2013 (CEST)&lt;br /&gt;
:Under most circumstances, those curse scrolls are common enough that it's not a MAJOR issue. Admittedly it does make it very unwise to have a melee and a ranged weapon that you switch between, but there are several builds that are content with one. I'm not sure what you mean about Ash not liking one-handed weapons though; he gives equal piety for a cursed 1H or 2H weapon. But the few times I've made good progress with an Ash character, I've tried to stick to a single weapon the entire game and did pretty well that way. --[[User:MoogleDan|MoogleDan]] 14:31, 31 May 2013 (CEST)&lt;br /&gt;
::Well look it up: cursed doublehanded weapon grants &amp;quot;high&amp;quot; bonus instead of medium. That's what I pointed to. Quite a difference in advancing. True, best for an Ashenzarite is to find a decent high damage weapon early on and stick to it longtime. But if you don't find anything better than a short sword of speed (so as it happened to my KoSu XL12 while exploring up to D:11 and Lair:8) that must be sufficient. Provides a good compromise between a mere dagger for stabbing and a melee fighting weapon (supported by summoned ice beasts). And I actually found 11 scrolls of curse weapon (3 by praying), 4 curse jewellery and no curse armour at all! Just bad luck?? - Stupefied I am by what numbers of common [[Lair]] monsters (crocodiles, yaks, frogs, snakes) it takes in [[0.12]] to get very slowly nearer to XL13. -- [[User:Bwijn|Bwijn]] 17:34, 31 May 2013 (CEST)&lt;br /&gt;
:::Ohhhh, I understand. Yes, you get a smaller boost to your weapon skill for using a cursed 1H weapon than a cursed 2H. That's balanced, however, by the boost to your shields skill you get when wearing a cursed shield. As for the complete lack of curse armour, yeah, that's just very bad luck. All of those scrolls have equal odds of generating. --[[User:MoogleDan|MoogleDan]] 18:46, 31 May 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== buggy features of Ash 0.12 ==&lt;br /&gt;
I've decided to explore Ash a bit. Two massive flaws I found up to now that the developers should correct.&lt;br /&gt;
*A) Draconians are constitutionally unable to wear body armour. But the Ash concept doesn't reflect that. My DrMo wears a cursed cap+2 and a cursed cloak of darkness+0 - all that he possibly can (shields are separate) - but the religios status display tells me: &amp;quot;You are not bound in armour.&amp;quot; Clearly a bug! To be corrected ASAP, even before 0.13, because it seems not too complicated.&lt;br /&gt;
*B) The random number generator produces irritating results with reference to Ashenzari. To build up piety and get stats boosts you definitely need scrolls of curse (w,a,j). In several games I've observed that the game doesn't provide those scrolls in 0.12. Even the scrolls of uncurse which can be converted by praying have become much more rare than in former versions. You can nowadays easily achieve XL12 without finding the necessary scrolls to fulfil the Ash rules. Don't tell me that this could only happen extremely rare. Because it isn't that seldom. In three games now I've not found those scrolls in D:1-11 and Lair:1-3, sometimes one type of them missing completely, sometimes even all three.&lt;br /&gt;
:While I can't explain B), A) is easy to explain - you forgot boots. --[[User:MoogleDan|MoogleDan]] 15:29, 2 June 2013 (CEST)&lt;br /&gt;
::You also missed gloves for A). As for the lack of curse scrolls, it's unusual to not find any for three games in a row, but I've had games where common items haven't shown up for quite a while. Curse scrolls also tend to be pretty rare in the early game, at least -- I've never paid attention to how common they are later on because I almost never worship Ashenzari, but I still run across them occasionally in the mid-to-late game. I think you can still put it down to bad luck -- if you keep not finding them over the course of your next twenty games, ''then'' I'd say it's a bug. [[User:Spudwalt|--spudwalt]] 21:26, 2 June 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
:::Okay hombres, in (A) cursed gloves and boots have missed indeed. I' ve even tested it now: one more cursed armour piece gives &amp;quot;partial bound&amp;quot; and two more gives &amp;quot;fully bound in armour&amp;quot; and the desireable stats boost in Dodging and Stealth. It's that *easy*. Nevertheless I'm not happy that cursing two armour components (which is not at all easy to get the scrolls for &amp;amp; reduces flexibility strongly) gives NOTHING - not even a feedback message of orientation. - Just by the way: I had no chance to wear gloves or shoes because I never found any piece up to Lair:4 (a plain gloves). I've seen hundreds of games even in 0.12 now and know quite well that a pair of gloves is *normally* not a rare finding. &lt;br /&gt;
Well, that's the quintessence: the random number generator (RNG) in 0.12 is producing level objects that hazardous that you can't reasonably advance with certain characters/gods like Ash. I'd really like to know if any RNG code fine tuning for 0.12 has caused those bottlenecks. -- [[User:Bwijn|Bwijn]] 13:44, 3 June 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== What armours are light/medium/heavy now? ==&lt;br /&gt;
With EVP having been replaced with ER several versions ago, what armours count as what weight for Ash's skill boosts? [[User:Fambida|Fambida]] ([[User talk:Fambida|talk]])&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Kobold&amp;diff=42593</id>
		<title>Kobold</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Kobold&amp;diff=42593"/>
				<updated>2016-07-19T08:46:14Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: added pakellas to evocations bit in strategy section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
{{flavour|Kobolds are small, ugly creatures with few redeeming features. They are not the sort of people you would want to spend much time with, unless you happened to be a Kobold yourself.&lt;br /&gt;
&lt;br /&gt;
They tend to be stronger and less agile than Halflings, and are slightly more talented at using most types of magic, particularly necromancy. They are competent in combat, especially with short blades, maces or crossbows, and are also very adept at using magical devices. They often live as scavengers, surviving on carrion (which they can eat even when not hungry), but are carnivorous and can only eat meat. Kobolds advance in levels as quickly as Humans. Like Halflings, Kobolds cannot wield large weapons.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Good_mutations#Carnivorous|Carnivorous 3]]: Kobolds gain more sustenance from meat and can eat [[chunk]]s at any time, but cannot eat fruit, vegetables, or bread rations.&lt;br /&gt;
*Kobolds are [[Size#Player Sizes|small]] creatures, unable to wield [[large shield]]s, [[bardiche]]s, [[battleaxe]]s, [[dire flail]]s, [[executioner's axe]]s, [[glaive]]s, [[great mace]]s, [[great sword]]s, [[halberd]]s, [[longbow]]s, [[scythe]]s, [[claymore]]s, [[giant club]]s, [[giant spiked club]]s, and [[javelin]]s. One-handed weapons like [[magical staves]], [[broad axe]]s, [[trident]]s, [[demon trident]]s and [[bastard sword]]s are two-handed weapons to them.&lt;br /&gt;
&lt;br /&gt;
Kobolds have a base [[Strength]] of 6, [[Intelligence]] of 6 and [[Dexterity]] of 11 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Hunter]], [[Assassin]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]]&lt;br /&gt;
*'''Warrior-mages:''' [[Arcane Marksman]], [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Fire Elementalist]], [[Ice Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] or [[dexterity]] (equal chance) every 5th level.&lt;br /&gt;
*20% less [[HP]] than average.&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+3 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Kobolds receive the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
* [[Meat ration]]s replace [[bread ration]]s.&lt;br /&gt;
* [[Javelin]]s are replaced with [[tomahawk]]s.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Beginner}}&lt;br /&gt;
&lt;br /&gt;
Kobolds are a straightforward race to play because of their excellent aptitudes in many skills and their size bonus to EV. They have good magic aptitudes overall and advance quickly in experience, and they can eat meat (including chunks) at any time, not just when hungry. This makes eating less of a hassle, which is usually just a convenience, although it can be leveraged to strong effect with certain abilities, such as [[Sif Muna]]'s channeling or repeatable [[berserk]]ing, as offered by [[Trog]] or via an evocable source of berserk (e.g., [[amulet of rage]]). Their excellent aptitude for [[evocations]] points to [[Nemelex]] or [[Pakellas]].&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Kobold}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[http://en.wikipedia.org/wiki/Kobold Kobolds] were originally creatures from Germanic mythology, but they are well known to gamers as low-level monsters in ''Dungeons &amp;amp; Dragons'' and as creatures in ''Nethack''.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], kobolds had 2 ranks of [[Saprovore]] and would recover from [[sickness]] faster than normal.&lt;br /&gt;
&lt;br /&gt;
[[Category:Kobold]]&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fighter&amp;diff=42586</id>
		<title>Fighter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fighter&amp;diff=42586"/>
				<updated>2016-07-11T07:50:25Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: fixed weapon choice to be current&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
'''Fighters''' usually start with a decent weapon, a suit of heavy armour and a shield. They have a good general grounding in the arts of fighting.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Deep Dwarf]], [[Hill Orc]], [[Troll]], [[Centaur]], [[Minotaur]], and [[Gargoyle]] are the recommended races if you pick a Fighter Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[weapon of choice]] ([[rapier]], [[flail]], [[war axe]], [[trident]], [[long sword]], or [[unarmed]])&lt;br /&gt;
*+0 [[scale mail]]&lt;br /&gt;
*+0 [[shield]]&lt;br /&gt;
*[[Potion of might]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
Adjusted for your species' aptitudes:&lt;br /&gt;
*[[Fighting]]: 3&lt;br /&gt;
*Chosen Weapon's Skill: 2&lt;br /&gt;
*[[Armour (skill)|Armour]]: 3&lt;br /&gt;
*[[Shields]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Fighter adds 8 to your starting [[Strength]] and 4 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
While Fighters may seem weak or &amp;quot;generic&amp;quot; compared to the more exotic [[backgrounds]], remember that your background is only your starting package. Unlike, say, [[Berserker]]s or [[Chaos Knight]]s, Fighters are free to choose any god they like, including those you cannot start the game with!&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], fighters did not start with a potion of might and most starting weapons were of a lower tier: short sword instead of cutlass, mace instead of flail, hand axe instead of war axe, and falchion instead of long sword. They also started with 20 gold.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Elven_Halls&amp;diff=42542</id>
		<title>Elven Halls</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Elven_Halls&amp;diff=42542"/>
				<updated>2016-07-04T03:34:25Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: changed entrance location for new orc mines size&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{flavour|Whereas most elven folk would never move into a dark subterranean complex like this, the deep elves did. Their halls are filled with riches, but any passers-by should be aware of the legendary magical prowess of this species.&lt;br /&gt;
&lt;br /&gt;
The Elven Halls are three levels deep.}}&lt;br /&gt;
{{flavour|A wide stair down to the murky depths of the halls of the deep elves, skilled warriors with blades and bows, and fearsome sorcerers and magicians.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Elf entry.png]] The '''Elven Halls''' is a mid-to-late game [[branch]] whose entrance is located on the second floor of the [[Orcish Mines]]. It is home to the [[list of deep elves|deep elves]], a subterranean race that is frail but versed in all types of magic, as well as the occasional [[shapeshifter]] and a few of the orcs from the mines above. Although it has no [[rune]], the Halls occasionally house shops, and are littered with decent bows, blades, bucklers, and light armour. Elf:2 is made up partially of the [[Hall of Blades]], a chamber filled with deadly [[dancing weapon]]s with randomized [[brand]]s. The deepest floor, Elf:3, contains well-stocked and fiercely guarded treasure [[vault]]s.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
The Halls are one of the least variable branches, full of small rooms connected by narrow corridors, though wide open spaces may make up large portions of certain floors. The second floor will always have an area locked off by sealed [[door]]s which contains several [[dancing weapon]]s and a smattering of elves (including a [[deep elf blademaster]]). The value of this room lies in the chance of finding an excellent branded weapon - every dancing weapon carries a brand, and you are guaranteed to find two rare and powerful weapons ([[quickblade]]s, [[bardiche]]s, [[triple sword]]s, [[lajatang]]s, [[executioner's axe]]s, or [[eveningstar]]s, though which you'll encounter is impossible to know ahead of time). The third and final floor is guaranteed to have a very well guarded treasure vault taking up a significant amount of the map.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Although the entrance is located in an early branch, it is not advisable to enter the Elven Halls right away. Characters below level 15 should probably steer clear, although it is possible to explore the first few floors in relative safety if you bring the right preparations and flee when clearly outmatched. The Halls are filled with packs of dangerous ranged casters and archers, so be sure to avoid getting surrounded in an open area. Instead, lure them into the long hallways to prevent most of them from getting a clear shot at you, and use Bolt or Cloud spells to eradicate long lines of them all at once. Also be prepared for summoned [[demon]]s, [[smite]]-happy priests, and the possibility of being [[banish]]ed to [[the Abyss]].&lt;br /&gt;
&lt;br /&gt;
===Elf:2 - The Hall of Blades===&lt;br /&gt;
This rectangular chamber can be quite dangerous for the poorly prepared. It is very easy to identify: the entrance is a sealed two-tile [[door]], and there will be a handful of weak dancing weapons resting just outside of it. You'll find sleeping dancing weapons scattered throughout the place, with several clustered near the ends. If you're a character capable of [[stealth]]y [[stab]]bing, bring a source of [[invisibility]] and try to take them out that way; dancing weapons (as well as most deep elves) can't [[see invisible]], so you'll be able to safely dispose of most of them. Noisy melee brutes should proceed cautiously, luring weapons back to previously explored areas one at a time and taking them out in relative safety. Casters should attempt the same if possible, though without [[haste]] it will be difficult for most casters to avoid getting assaulted in melee as they retreat. If possible, avoid dealing elemental damage, and don't even attempt [[Hexes]]; the weapons are largely resistant to elemental damage and have infinite [[magic resistance]]. They can most easily be taken out with [[Earth Magic]] or pure [[Conjurations]] spells. Weapons with the [[draining]] brand can inflict huge amounts of draining if allowed to live for long, while weapons of distortion can easily send a player hurtling into [[the Abyss]], and the standard elemental branded weapons will make you regret forgetting your resistances; as such, it helps to come here with as wide a spectrum of resistances as you can muster.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Dancing weapon}}&lt;br /&gt;
&lt;br /&gt;
===Elf:3===&lt;br /&gt;
The last floor of the Elven Halls is especially dangerous, but its treasure vaults make it worth looting. Most of the floor should be similar to the floors above it, but the treasure vault itself will be filled with many extremely dangerous advanced deep elves, capable of hitting you with such devastating spells as [[Lehudib's Crystal Spear]], [[Summon Greater Demon]], and [[Hellfire]]. The treasure vault is large enough that random [[teleportation]] is in no way a safe escape plan - there is a good chance you'll find yourself surrounded by very powerful hostiles, though if teleporting is your only hope of survival, it's a gamble worth taking.&lt;br /&gt;
&lt;br /&gt;
Always attempt to lure enemies out of the treasure vaults out one by one, and be ready to run (preferably while [[haste]]d) if too many elves notice you at once. Large scale [[Hexes]] can be useful for disabling large groups of elves, though most of the threatening varieties are likely to resist. [[Invisibility]] is also of limited use; the only dangerous ones which won't be able to see you are the archers and blademasters, though it also disables most lesser elves. If all else fails, digging out a [[killhole]] and luring opponents in one at a time is one of the safest approaches, particularly if you also know [[Silence]], but be aware this may lead to you being stuck in a fight to the death with an angry [[deep elf blademaster]].&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
*Round out your elemental resistances for at least [[fire]] and [[cold]]. [[Negative energy]] resistance will help out against the [[Bolts of Draining]], though these are somewhat less common.&lt;br /&gt;
*A good amount of [[magic resistance]]; around +++.. will help you resist [[banish]]ment quite frequently (&amp;gt;95%), and additional pips will make it nearly impossible.&lt;br /&gt;
*Good defenses, and lots of HP. Despite the shallow depth, the monsters in Elf:3 are just a notch under [[The Vaults|Vaults:5]] in terms of damage; [[smiting]], [[hellfire]], [[LCS]], [[Bolt spells|bolts of everything]], and major melee and ranged physical damage are all present. [[Repel Missiles|Repel]]/[[Deflect Missiles]] will be quite helpful here, though it won't help against greater demons or hellfire.&lt;br /&gt;
*A good way of killing elves fast. If you are a fighter type, with a good weapon and solid weapon skill, you'll probably kill them quickly enough so long as you don't take on too many high-tier elves at once. The level 6 [[Bolt of Fire]]/[[Bolt of Cold|Cold]] spells work well, as do [[Poisonous Cloud]] and [[Freezing Cloud]]. Corridors are plenty, so simply shout for attention, let a couple enemies see you, walk down the corridor, and fill the halls with your deadly mist of choice.&lt;br /&gt;
*The danger level in Elven Halls is volatile, and you should bring as many emergency items as you can. On Elf:3, a massive section of the map is filled with very deadly opponents, so [[scrolls of teleportation]] have a good chance landing you in danger, but [[scrolls of blinking]] remain effective. If you are not fully prepared to face the dangers there, do not enter; you can always come back later once you're a higher level.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
*{{monsterlink|Deep elf fighter}}&lt;br /&gt;
*{{monsterlink|Deep elf knight}}&lt;br /&gt;
*{{monsterlink|Deep elf mage}}&lt;br /&gt;
*{{monsterlink|Deep elf conjurer}}&lt;br /&gt;
*{{monsterlink|Deep elf summoner}}&lt;br /&gt;
*{{monsterlink|Deep elf priest}}&lt;br /&gt;
*{{monsterlink|Orc knight}}&lt;br /&gt;
*{{monsterlink|Orc high priest}}&lt;br /&gt;
*{{monsterlink|Orc sorcerer}}&lt;br /&gt;
&lt;br /&gt;
===Elf: 3===&lt;br /&gt;
These monsters are most commonly found in the vault of Elf:3, but can rarely generate elsewhere.&lt;br /&gt;
*{{monsterlink|Deep elf blademaster}}&lt;br /&gt;
*{{monsterlink|Deep elf master archer}}&lt;br /&gt;
*{{monsterlink|Deep elf annihilator}}&lt;br /&gt;
*{{monsterlink|Deep elf sorcerer}}&lt;br /&gt;
*{{monsterlink|Deep elf death mage}}&lt;br /&gt;
*{{monsterlink|Deep elf demonologist}}&lt;br /&gt;
*{{monsterlink|Deep elf high priest}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.18]], the Elven Halls contain elementals and dancing weapons (in addition to the ones normally found in the Hall of Blades). &lt;br /&gt;
&lt;br /&gt;
Priot to [[0.17]], the final level of Elf prevented [[Teleport control]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], the [[Hall of Blades]] was a separate branch entirely, located in [[the Vaults]]. It was moved to Elf:2 as a compromise; the branch was popular with the player base, but served little purpose from a game design standpoint.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], lower-tier orcs would generate here, and high tier elves were almost never seen outside of the Elf:3 vault.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], the Elven Halls were 5 floors deep, not 3. Prior to [[0.8]], they were 7 levels deep.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], you could restore teleport control to Elf:5 by drinking all of the sparkling [[fountain]]s dry.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Branches]]&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vine_Stalker&amp;diff=42541</id>
		<title>Vine Stalker</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vine_Stalker&amp;diff=42541"/>
				<updated>2016-07-02T22:44:03Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: updated preferred backgrounds to current&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Limber in shape, Vine Stalkers are anthropomorphic masses of thick vines. They possess a once-humanoid core, parasitized moments before death by the magical vines. Lacking any other discernible features, their faces are dominated by their disproportionate, vicious maw with which they disrupt and devour the magical energies of their foes.&lt;br /&gt;
&lt;br /&gt;
Magic courses freely through their bodies, and they can not only share any damage taken with their magical reserves, but in fact physically regenerate at an alarming rate. However these traits come at a price: the dual nature of their bodies makes them frail to the extreme and they cannot benefit from potions or wands to heal their wounds.&lt;br /&gt;
&lt;br /&gt;
Living examples of adaptation, Vine Stalkers level up quickly and lend well to an all-out offensive style; trusting their stealth to choose their prey and then their regenerating capabilities to power through the wounds they may sustain in battle. Many members of the species however, are seen wielding magic quite competently and then switching to a hybrid style when their reserves start to run low, thus replenishing their shroud of magic and their spells' fuel with each voracious bite.&lt;br /&gt;
&lt;br /&gt;
Their great offensive capabilities and intrinsic regeneration lead some Vine Stalkers to eschew more traditional defenses such as armour and dodging, although this proves fatally unwise often times when their judgement of their prey fails and they bite more than they can possibly chew.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Fangs]] 2, improving to [[Fangs]] 3 at level 8.&lt;br /&gt;
**[[Antimagic]] bite: A Vine Stalker's [[auxiliary attack|bite]] disrupts enemy spellcasting capabilities as though it had the [[antimagic]] [[brand]] (but does not reduce your maximum MP capacity). Each bite also has a chance to restore some [[MP]] depending on how much damage was inflicted and your current MP percentage.&lt;br /&gt;
{{crawlquote|'''Damage done''': Fangs_level×2 + XL/3&amp;lt;br&amp;gt;'''Drained MP''': 1dDamage_done × (1.25 - MP/MaxMP)}}&lt;br /&gt;
*Vine Stalkers cannot restore HP with [[potion]]s or [[wand]]s. This does not prevent the [[status effect]] removal provided by [[potions of curing]].&lt;br /&gt;
*[[Good_mutations#Regeneration|Regeneration]] 1. This increases at XL 6, and again at 12.&lt;br /&gt;
*[[Spirit shield]]&lt;br /&gt;
*[[Rotting]] immunity&lt;br /&gt;
&lt;br /&gt;
Vine Stalkers have a base [[Strength]] of 10, [[Intelligence]] of 8 and [[Dexterity]] of 9 (before Background modifiers). They have +1 base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Fighter]], [[Assassin]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]]&lt;br /&gt;
*'''Warrior-mages:''' [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Conjurer]], [[Necromancer]], [[Ice Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] or [[dexterity]] every 4th level.&lt;br /&gt;
*-30% less [[HP]] than average.&lt;br /&gt;
*+5 [[magic resistance]] per level.&lt;br /&gt;
*Upgrade to [[Fangs]] 3 at level 8.&lt;br /&gt;
*Upgrade to [[Regeneration (mutation)|Regeneration]] 2 at level 6 and Regeneration 3 at level 12.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vine Stalkers receive the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Easy}}&lt;br /&gt;
&lt;br /&gt;
In spite of their reduced HP and inability to heal from potions or wands, the Vine Stalker's inherent [[spirit shield]] and excellent regeneration keeps them fairly durable for much of the mid- to late-game. Their high [[Stealth]] aptitude makes them formidable stabbers and, while their [[Intelligence]] is mediocre, their all-around average Magic aptitudes allow for a versatile hybrid build.&lt;br /&gt;
{{species_aptitudes|Vine Stalker}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
'''Vine stalkers''' are a surprisingly durable species. In spite of their [[spriggan]]-sized [[HP]] pools and unimpressive defensive skill [[aptitude]]s, their innate [[spirit shield]] intrinsic means that a portion of all incoming damage is redirected to their [[MP]]; the larger the character's MP pool, the more damage will be redirected to it. On top of that, they have better HP regeneration than [[troll]]s, and each time they bite in melee, there's a chance that they'll recover a chunk of MP as well. Coupled with their full access to all forms of armour, this gives them an excellent capacity both to avoid serious injury and to recover from it after the fact. Just be ready for the appearance of [[eyes of draining]], [[ghost moth]]s, or other threats to your MP - these threats will chew through your supernatural defenses with lightning speed, leaving you significantly less hardy than normal.&lt;br /&gt;
&lt;br /&gt;
In spite of their excellent regeneration, they are even less capable of immediate healing than [[mummies]], unable to benefit from [[potions of heal wounds]] or [[wands of heal wounds]], and only receiving the [[status effect]] recovery aspect of [[potions of curing]]. This weakness is felt most powerfully in the early game, when a potion of heal wounds can completely restore your HP, but is still a significant penalty in the late game. Even so, their vastly enhanced regen is an excellent replacement, and all other sources of [[healing]] still function as normal.&lt;br /&gt;
&lt;br /&gt;
Apart from a knack for [[Stealth]] and a general weakness in defensive skills, vine stalkers have no real aptitude issues, and can easily be built for any role, excelling perhaps as sneaky [[stab]]bers.&lt;br /&gt;
Their mediocre [[intelligence]] makes them less than optimal for dedicated casters; they do make good [[Transmuter]]s, though, as Blade Hands lets them keep their bonus bite attack and their only non-negative combat skill is Unarmed Combat.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Vine Stalkers were added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Magic_points&amp;diff=42523</id>
		<title>Magic points</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Magic_points&amp;diff=42523"/>
				<updated>2016-06-28T18:36:03Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: added ring of magic regen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
'''Magic points''' or '''Mana points''' (usually abbreviated to MP) is the amount of magical energy which a given character has. It is used for spellcasting, for invoking divine powers (with the exception of [[Trog]]) and for evoking abilities granted by worn items, mutations, and intrinsic abilities.&lt;br /&gt;
&lt;br /&gt;
Having your MP fall to zero is not directly lethal, but can be very hazardous for a spellcaster. MP will regenerate up to your maximum with time, and it is often recommended that spellcasters should rest up to full MP after every fight.&lt;br /&gt;
&lt;br /&gt;
Some items like [[ring of magical power|rings of magical power]] or [[staff of power|staves of power]] can increase a given person's reserves of magical power.&lt;br /&gt;
&lt;br /&gt;
Your maximum MP without benefit of items is a function of your experience level, your race, and whichever of your [[Spellcasting]], [[Evocations]], and [[Invocations]] skill is higher. Training Spellcasting provides twice as much MP as Invocations or Evocations. Depending on your character, though, this may not be a concern.&lt;br /&gt;
&lt;br /&gt;
A typical character starts with 1-6 MP (e.g. 1 for a Minotaur Fighter, 5 for Deep Elf Conjurer, 6 for Deep Elf Wizard) and eventually grows to many times that (30-40 for a level 20 Mummy Necromancer, or 50-60 when using extra items).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
MP is a very important stat for spellcasters. Early or mid game rings of magical power are extremely useful, since MP costs are low and your base mana pool is small. However, as your MP hits around the 40+ mark, the efficiency of this stat gets drastically lower. Perhaps the only source of MP that you should use at this point is a staff of magical power, but even that could be replaced by an enhancer staff if you find one appropriate for you.&lt;br /&gt;
&lt;br /&gt;
Methods of MP restoration:&lt;br /&gt;
&lt;br /&gt;
====Convenient====&lt;br /&gt;
*Killing monsters while worshipping [[Vehumet]]. Monsters give MP in proportion to their HD. Very nice since you'll be able to kill more with the MP you got, which you can use to kill more etc.&lt;br /&gt;
*[[The Shining One]] also offers MP on kills, but that only applies to unholy creatures (demons, undead, and evil).&lt;br /&gt;
*Channeling the [[Staff of Wucad Mu]]. The MP restoration is fantastic, if you can deal with the side effects afterwards. Being an artifact though, it is quite rare.&lt;br /&gt;
*Drinking a [[potion of magic]]. They are rare and far between but they don't fail to give you a shot of MP.&lt;br /&gt;
*A [[crystal ball of energy]] gives you a massive shot of MP, but is a little complicated to use and comes with its own risks. See its page for details.&lt;br /&gt;
*Biting an enemy as a [[Vine Stalker]].&lt;br /&gt;
*Casting [[sublimation of blood]], which restores your MP at the cost of your own health. (Remember to save 2 MP for this!)&lt;br /&gt;
*Being a [[demonspawn]] can grant you access to the spirit shield mutation series, which will grant you improved MP regeneration, especially when you are low on MP (at the cost of your health regeneration), or can grant you the powered by pain mutation which could restore some MP when you take damage. Or you could get both.&lt;br /&gt;
*Wearing an [[Amulet of magic regeneration]]&lt;br /&gt;
&lt;br /&gt;
====Less convenient====&lt;br /&gt;
*Channeling [[Sif Muna]]'s power. The MP restoration is not fantastic, and the hunger cost is considerable, but its success rate is excellent and there are no side effects. This ability is much more useful in battle if you have summons or can disable your foes for a few turns.&lt;br /&gt;
*Channeling a [[staff of energy]]. The success rate is dismal without high investment in [[evocation|evocations]] but at least you can swap into it and spam it for faster recovery after a battle.&lt;br /&gt;
*Following [[Jiyva]] lets you sometimes gain MP when a [[jelly]] eats something on the level (chance depends on piety). It is fairly random unless you actively feed your jellies however.&lt;br /&gt;
*Waiting. Your MP will come back on its own after a while. Having higher MP will grant you proportionately improved mana regeneration.&lt;br /&gt;
&lt;br /&gt;
=Formula=&lt;br /&gt;
* Highest Skill = max(Spellcasting, Invocations/2, Evocations/2)&lt;br /&gt;
* MP = Scale*(min(XL, 23) + Highest Skill + min(8, Highest Skill, XL)/2) + Species Modifier&lt;br /&gt;
* Sources of MP scaling:&lt;br /&gt;
**[[Good_mutations#High MP|High MP mutation]]: +10% per level&lt;br /&gt;
**[[Bad_mutations#Low_MP|Low MP mutation]]: -10% per level&lt;br /&gt;
**[[Elyvilon]]'s [[Divine vigour]]: +50%&lt;br /&gt;
* Sources of flat MP bonuses (applied after scaling):&lt;br /&gt;
**[[ring of magical power|Rings of magical power]]: +9 MP&lt;br /&gt;
**[[Maxwell's etheric cage]]: +4 MP&lt;br /&gt;
**[[staff of power|Staves of power]]: +15 MP&lt;br /&gt;
*Wielding a weapon of [[antimagic]] divides MP by 3. This is applied after all other modifiers.&lt;br /&gt;
&lt;br /&gt;
==MP modifiers==&lt;br /&gt;
&lt;br /&gt;
From [[Dungeon Crawl]] [[Stone Soup]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Magic Points}}&lt;br /&gt;
&lt;br /&gt;
[[Demigod]]s additionally start with the [[High MP]] mutation.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[0.17]] simplified MP calculations. The base formula was:&lt;br /&gt;
 XL + Permanent MP + (XL*Species modifier + 1)/3 + (XL*Species modifier + 1)/3 + max(Spellcasting*XL*3/14 + Spellcasting, Invocations*XL/6.5 + Invocations/3, Evocations*XL/6)&lt;br /&gt;
&lt;br /&gt;
Then a stepdown function was applied and MP was capped at 50. Species aptitudes used to be multiplicative, but are now additive.&lt;br /&gt;
&lt;br /&gt;
Before [[0.14]], the formula was:&lt;br /&gt;
 Unscaled MP = XL + Permanent MP + (XL*Species modifier + 1)/3 +&lt;br /&gt;
 max(Spellcasting*XL/4, Invocations*XL/6, Evocations*XL/6)&lt;br /&gt;
where ''Permanent MP '' was a constant determined by the player's background and species.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Large_rock&amp;diff=42499</id>
		<title>Talk:Large rock</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Large_rock&amp;diff=42499"/>
				<updated>2016-06-28T02:22:22Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: strength weight clarification question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With the removal of strength weights in .18 is strength still the best stat for large rocks? [[User:Fambida|Fambida]] ([[User talk:Fambida|talk]]) 04:22, 28 June 2016 (CEST)&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shields&amp;diff=42496</id>
		<title>Shields</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shields&amp;diff=42496"/>
				<updated>2016-06-27T21:01:53Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: removed condensation shield, added qazlal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{flavour|“Let who will boast their courage in the field,&amp;lt;br&amp;gt;&lt;br /&gt;
I find but little safety from my shield.&amp;lt;br&amp;gt;&lt;br /&gt;
Nature's, not honour's, law we must obey:&amp;lt;br&amp;gt;&lt;br /&gt;
This made me cast my useless shield away,&amp;lt;br&amp;gt;&lt;br /&gt;
And by a prudent flight and cunning save&amp;lt;br&amp;gt;&lt;br /&gt;
A life, which valour could not, from the grave.&amp;lt;br&amp;gt;&lt;br /&gt;
A better buckler I can soon regain;&amp;lt;br&amp;gt;&lt;br /&gt;
But who can get another life again?”&amp;lt;br&amp;gt;&lt;br /&gt;
-Archilochos. 7th cent. B.C. trans. William H. Goodwin, 1878.}}&lt;br /&gt;
&lt;br /&gt;
[[Shields]] are a kind of armour worn in one hand, preventing the use of two handed weapons, which use the [[Shields skill]]. Unlike other armour, shields increase a character's [[SH]] defense, giving you a chance at blocking physical (and some magical) attacks entirely. Certain spells can also grant you an SH score.&lt;br /&gt;
&lt;br /&gt;
==Shield Penalties==&lt;br /&gt;
Wearing a shield also gives penalties to attack speed, attack damage, and spellcasting, along with EV penalties of -0.8 ([[buckler]]), -3 ([[shield]]), or -5 ([[large shield]]). While the penalty for wearing a small [[buckler]] is almost negligible, a [[large shield]] can seriously slow your attacks and make spellcasting unreliable. Sufficient Shields skill will reduce or even negate these penalties, but the amount needed varies by race:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Size !! Races !! Buckler !! Shield !! Large shield&lt;br /&gt;
|-&lt;br /&gt;
|Little || [[Spriggan]] || 7.2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Small || [[Kobold]], [[Halfling]] || 5.6 || 21 || -&lt;br /&gt;
|-&lt;br /&gt;
|Normal || most races || 4 || 15 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Large&amp;lt;br&amp;gt;(normal torso) &amp;amp; Formicids || [[Centaur]], [[Naga]], [[Formicid]] || 2.4 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Large || [[Ogre]], [[Troll]] || - || 9 || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your Shield penalty is (Shield EV penalty) - (Shields skill)/(5 + (Size factor)). Shield EV penalty and Size factor can be looked up in these tables:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Shield type !! Shield EV penalty&lt;br /&gt;
|-&lt;br /&gt;
|Buckler || -0.8&lt;br /&gt;
|-&lt;br /&gt;
|Shield || -3&lt;br /&gt;
|-&lt;br /&gt;
|Large shield || -5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Size !! Races !! Size factor&lt;br /&gt;
|-&lt;br /&gt;
|Little || [[Spriggan]] || +4 &lt;br /&gt;
|-&lt;br /&gt;
|Small || [[Kobold]], [[Halfling]] || +2&lt;br /&gt;
|-&lt;br /&gt;
|Normal || most races || 0&lt;br /&gt;
|-&lt;br /&gt;
|Large&amp;lt;br&amp;gt;(normal torso) &amp;amp; Formicids || [[Centaur]], [[Naga]], [[Formicid]] || -2&lt;br /&gt;
|-&lt;br /&gt;
|Large || [[Ogre]], [[Troll]] || -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you are wearing a shield, wielding a one-handed weapon, and your Shield penalty is greater than zero, the game throws two dice with (Shield penalty) sides. The smaller one is added to your delay.&lt;br /&gt;
&lt;br /&gt;
The penalty for [[unarmed combat]] is like the penalty for one-handed weapons, but your delay is increased by one [[aut]], 50% of the time, regardless of your Shield penalty.&lt;br /&gt;
&lt;br /&gt;
The penalty for using a shield with a [[bow]], [[longbow]] and [[crossbow]] is an increased attack delay: +25% for bucklers / +50% for shields / +100% for large shields. This penalty can be halved with 27 levels in the [[Shields skill]] becoming: +12.5%/+25%/+50%. [[Sling]]s and [[throwing]] don't suffer any kind of penalty.&lt;br /&gt;
&lt;br /&gt;
If you are wearing a 0 EVP armour, you need less shield skill to eliminate just the casting penalties:&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Size !! Races !! Buckler !! Shield !! Large shield&lt;br /&gt;
|-&lt;br /&gt;
|Little || [[Spriggan]] || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Small || [[Kobold]], [[Halfling]] || 0 || 15.19 || -&lt;br /&gt;
|-&lt;br /&gt;
|Normal || most races || 0 || 10.85 || 20.85&lt;br /&gt;
|-&lt;br /&gt;
|Large&amp;lt;br&amp;gt;(normal torso) &amp;amp; Formicids || [[Centaur]], [[Naga]], [[Formicid]] || 0 || 6.51 || 12.51&lt;br /&gt;
|-&lt;br /&gt;
|Large || [[Ogre]], [[Troll]] || - || 6.51 || 12.51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Blocking==&lt;br /&gt;
===Effect===&lt;br /&gt;
It's possible to block a melee attack if you wear a shield of some kind or are under the effect of a magical shield (the [[Helm card]]'s Magic Shield, [[Qazlal]]'s Storm Shield, or [[the Shining One]]'s Divine Shield). Ranged attacks can be blocked only with physical shields, like bucklers, shields, large shields or the [[Good_mutations#Large_Bone_Plates|Large Bones Plates]] mutation. [[The Shining One]]'s Divine Shield will only help you block missiles if you already have a physical shield of some kind. Your ability to block missiles doesn't benefit from spells like [[Repel Missiles]] or [[Deflect Missiles]]. If the attacker's pierce value is less than the defender's blocking value, the attack does no damage. Shield blocking is done before rolling your [[evasion]] or your [[AC]], but if you have already blocked some attacks in that turn, your blocking ability will be decreased greatly. &lt;br /&gt;
&lt;br /&gt;
All melee attacks can be blocked (except a successful stabbing), but many ranged attacks are unblockable:&lt;br /&gt;
&lt;br /&gt;
*Bolt spells: [[Bolt of Fire]], [[Bolt of Cold]], [[Lightning Bolt]], [[Bolt of Draining]], [[Venom Bolt]], [[Bolt of Magma]], [[Bolt of Inaccuracy]], [[Shock]]&lt;br /&gt;
*Explosions: [[Fireball]], [[Hellfire]], [[Fire Storm]], [[Ice Storm]], [[Conjure Ball Lightning]], [[Lee's Rapid Deconstruction]], [[exploding (brand)|exploding]]-branded weapons&lt;br /&gt;
*Other electricity-based beams: [[Chain Lightning]]&lt;br /&gt;
*Enchantments: [[Agony]], [[Pain]], etc&lt;br /&gt;
*Beams with perfect accuracy: [[Magic Dart]], [[Sticky Flame]] (only the player's version)&lt;br /&gt;
*Other ranged attacks that are not beams: [[Shatter]], [[Tornado]], [[Airstrike]], [[Smite]], [[Ozocubu's Refrigeration]], [[Freeze]], etc&lt;br /&gt;
&lt;br /&gt;
Some examples of ranged attacks that can be blocked: [[Iron shot]], [[Poison Arrow]], [[Orb of Destruction]], [[Lehudib's Crystal Spear]], [[Iskenderun's Mystic Blast]] (the explosion is special), [[Throw Icicle]], [[Stone Arrow]], [[Throw Flame]], [[Throw Frost]], [[Flame Tongue]], [[Sting]], [[Sandblast]]&lt;br /&gt;
&lt;br /&gt;
===Calculation===&lt;br /&gt;
The defender's blocking value depends on the nature of the shield:&lt;br /&gt;
&lt;br /&gt;
Physical shields:&lt;br /&gt;
 SH = Block × (1 + Shield skill/40 + Beogh bonus/60)&lt;br /&gt;
 + Enchantment bonus + Stat bonus &lt;br /&gt;
 + min(0.38×Shield skill, .57 + 0.19×Shield skill)&lt;br /&gt;
&lt;br /&gt;
or [[Helm card]] (this does not stack with a physical shield):&lt;br /&gt;
 SH = 4.5 + 0.375×[[Evocations]]&lt;br /&gt;
&lt;br /&gt;
and then on top of either of those:&lt;br /&gt;
 + Divine shield bonus&lt;br /&gt;
 + Qazlal shield bonus&lt;br /&gt;
 + Mutation bonus&lt;br /&gt;
 + Cigotuvi's Embrace bonus&lt;br /&gt;
 + Amulet of reflection bonus&lt;br /&gt;
 + Any SH bonus from artifacts&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
For a physical shield (Buckler, Shield and Large Shield), '''Block''' is the shield's blocking value, equal to the base shield bonus (3 for Buckler, 8 for Shield, 13 for Large Shield), modified by a size factor:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Size !! Races !! Buckler !! Shield !! Large shield&lt;br /&gt;
|-&lt;br /&gt;
|Little || [[Spriggan]] || +2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Small || [[Kobold]], [[Halfling]] || +1 || +0.5 || -&lt;br /&gt;
|-&lt;br /&gt;
|Normal || most races || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Large&amp;lt;br&amp;gt;(normal torso) &amp;amp; Formicids || [[Centaur]], [[Naga]], Formicid || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Large || [[Ogre]], [[Troll]] || - || -0.5 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*'''Beogh bonus''' increases with [[Piety]]. This additional bonus maxes out at +10 when you reach 160 Piety. &lt;br /&gt;
&lt;br /&gt;
*'''Stat bonus''' is 38×DEX for bucklers, 19×STR + 19×DEX for shields, or 26×STR + 12×DEX for large shields. Then this value is multiplied by (block + 13)/26, and by 100.&lt;br /&gt;
&lt;br /&gt;
*The Shinining One's '''Divine shield bonus''' is 4.5 + 0.3×Shield skill. Your stat bonus will be increased to (9 + 0.6×Shield skill) if it was smaller.&lt;br /&gt;
&lt;br /&gt;
*'''Mutation bonus''' is +2/3/4 SH depending on your level of the [[Good_mutations#Large_Bone_Plates|Large Bones Plates]] mutation.&lt;br /&gt;
&lt;br /&gt;
The resulting value is rounded to the nearest integer and displayed as the player's SH value.&lt;br /&gt;
&lt;br /&gt;
For reference, a 15-Dex, 15-Str character wearing a buckler has an average blocking value of:&lt;br /&gt;
*3 with a Shield Skill of 0&lt;br /&gt;
*6 with a Shield Skill of 8&lt;br /&gt;
*8 with a Shield skill of 15&lt;br /&gt;
*11 with a Shield skill of 27&lt;br /&gt;
&lt;br /&gt;
With a large shield, it becomes:&lt;br /&gt;
*11 with a Shield Skill of 0&lt;br /&gt;
*15 with a Shield Skill of 8&lt;br /&gt;
*19 with a Shield skill of 15&lt;br /&gt;
*25 with a Shield skill of 27&lt;br /&gt;
&lt;br /&gt;
The attacker's pierce value is equal to:&lt;br /&gt;
&lt;br /&gt;
 1d(15 + to hit/2 + 5×past_blocks^2) - 1 (melee attacks)&lt;br /&gt;
&lt;br /&gt;
 1d(1.3×to hit    + 5×past_blocks^2) - 1 (ranged attacks)   &lt;br /&gt;
&lt;br /&gt;
&amp;quot;To hit&amp;quot; is the monster's [[To hit]] value (based primarily on the monster's [[HD]], type, and weapon accuracy) and &amp;quot;past_blocks&amp;quot; is the number of attacks already successfully blocked in the current turn.&lt;br /&gt;
&lt;br /&gt;
The defender's blocking value is equal to:&lt;br /&gt;
  2d(2×SH)/6 - 1.3 (Divided by 3 against melee attacks from invisible opponents)&lt;br /&gt;
&lt;br /&gt;
If this value is greater or equal than the attacker's pierce value, the attack is blocked.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.16]], the amount of skill required to negate penalties for wearing a shield will be simplified.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Shields]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Pakellas&amp;diff=42437</id>
		<title>Pakellas</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Pakellas&amp;diff=42437"/>
				<updated>2016-06-19T21:07:40Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: added demonspawn's mana shield as a bad thing to have with pakellas&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
&lt;br /&gt;
[[File:Pakellas altar.png]] ''&amp;quot;Time to continue the experiment.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Pakellas the Inventive believes in the supremacy of devices, magical or otherwise, over spells and other forms of magic. Followers, although cut off from ambient magical power, are provided with magical energy to empower their devices so long as they use them to assert Pakellas' supremacy. Pakellas will grant devout worshippers access to increasingly powerful devices.&lt;br /&gt;
&lt;br /&gt;
Followers of Pakellas do not regenerate their magic power naturally, and are forbidden from using external means to do so; instead, they are granted&lt;br /&gt;
magical energy on killing beings. They may use increasing amounts of magical energy to strengthen their devices, temporarily granting them additional&lt;br /&gt;
power, and can also use their magical energy to recharge their devices. Sufficiently devout followers will receive new devices from Pakellas, and may eventually petition Pakellas to personally charge one of their devices beyond its normal limits.&lt;br /&gt;
&lt;br /&gt;
Pakellas likes it when you kill living beings, you kill the undead, you kill demons and you kill holy beings.&lt;br /&gt;
&lt;br /&gt;
The power of Pakellas' abilities is governed by Evocations skill instead of Invocations.&lt;br /&gt;
&lt;br /&gt;
Pakellas strongly dislikes it when you channel magical energy.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s are prohibited from worshiping Pakellas.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
* Killing living, undead, demonic, or holy creatures.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Channeling magic via a [[crystal ball of energy]], [[sublimation of blood]], or [[staff of energy]].&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Apprentice&amp;quot;&lt;br /&gt;
* '''No MP Regen''' - You no longer regenerate MP naturally.&lt;br /&gt;
* '''Gain power from killing''' - When you kill a monster, you gain 1d(2 + HD/6)-1 MP. Note that because of the -1, you don't always gain MP after a kill.&lt;br /&gt;
* '''Identify wands''' - All wands are fully identified when you pick them up.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Inquisitive&amp;quot;&lt;br /&gt;
:*'''Quick Charge''' - Recharges a wand. The amount of charges gained increases with your MP, piety, and evocations skill. Costs 2/3 of your MP (at least 1), 0-100 food, and 1-2 piety, &lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Experimenter&amp;quot;&lt;br /&gt;
:*'''Collect MP''' - When you kill with full MP, Pakellas will collect the extra MP. Once this extra MP builds up enough, Pakellas will gift you a [[potion of magic]]. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Inventor&amp;quot;&lt;br /&gt;
:*'''Device Surge''' - Makes your next evocation action stronger, similar to a [[spell power]] enhancer. Costs piety-dependent MP (at least 9), 0-100 food, 1 piety.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Pioneer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Brilliant&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Grand Gadgeteer&amp;quot;&lt;br /&gt;
:*'''Supercharge''' - Once per game, you may &amp;quot;supercharge&amp;quot; a [[wand]] or [[rod]]. Supercharging a rod sets the maximum charges to 18 and the enchantment to +10. Supercharging a wand sets the maximum charges to 4.5 times the normal amount for the wand's type, rounded down. For example, a supercharged [[wand of hasting]] gets 4.5*9 = 40 charges. The wand is also fully recharged.&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
At each piety breakpoint, Pakellas gives you an evocable gift.&lt;br /&gt;
&lt;br /&gt;
* At 1 star, you receive a [[wand of flame]], [[wand of slowing|slowing]], [[wand of confusion|confusion]], [[wand of polymorph|polymorph]], or [[wand of random effects|random effects]].&lt;br /&gt;
* At 2 stars, you receive a [[box of beasts]], [[sack of spiders]], or [[phantom mirror]].&lt;br /&gt;
* At 3 stars, you receive a [[wand of paralysis]], [[wand of iceblast|iceblast]], [[wand of acid|acid]], or [[wand of enslavement|enslavement]].&lt;br /&gt;
* At 4 stars, you receive an elemental evocable.&lt;br /&gt;
* At 5 stars, you receive a [[rod]]. ([[Felid]]s receive another 3- or 4-star gift.)&lt;br /&gt;
&lt;br /&gt;
Pakellas also gifts potions of magic after 2 piety stars, once enough MP is collected.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Those that offend Pakellas will find their magical devices drained of their power, their magic reserves emptied, and even their very life force fed into the ever-hungry engine that is progress on Pakellas' behalf. Those who abandon Pakellas altogether will further find themselves unable to regenerate their magical power so long as Pakellas' attention remains on them, and that their devices fail to work as intended – though they still have their intended effects, they will also harm the user in their use.}}&lt;br /&gt;
&lt;br /&gt;
After you abandon Pakellas, your MP will not start to regenerate again until wrath has ended. Any evocables you use backfire, causing you to be hit with the effect in addition to the evocable's usual effect.&lt;br /&gt;
&lt;br /&gt;
Additionally, Pakellas will periodically punish you:&lt;br /&gt;
&lt;br /&gt;
* 60% of the time, Pakellas will try to drain evocables. The order in which they're tried is random.&lt;br /&gt;
** Drain charges from your wands. This fails if you're carrying no wands or have no wands with charges.&lt;br /&gt;
** Drain charges, max charges, and enchantments from your rods. This fails if you're carrying no rods or have no rods with charges.&lt;br /&gt;
** Drain evocables that are recharged with experience, such as [[lamp of fire]]. This fails if you're carrying no such items or all the ones you're carrying are already drained.&lt;br /&gt;
* If the above failed or wasn't tried in the first place, there's a 50% chance for Pakellas to drain all your MP. This fails if you already have 0 MP.&lt;br /&gt;
* Otherwise, Pakellas [[drain]]s you.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Pakellas supplies you with a guaranteed source of early-game evocables and a lets you make the most of other evocables you happen to find on the floor. However, the lack of MP regeneration means that you will only be casting spells occasionally, if at all.&lt;br /&gt;
&lt;br /&gt;
Backgrounds that don't rely on spellcasting make the best Pakellas worshippers, since they won't miss natural MP regeneration. Evocables add several tactical options:&lt;br /&gt;
* Ranged attacks with various wands and rods&lt;br /&gt;
* Confusing or paralysing enemies with wands and then [[stab]]bing them&lt;br /&gt;
* Summon allies with miscellaneous evocables or a [[rod of shadows]]&lt;br /&gt;
&lt;br /&gt;
Nearly any species can benefit from worshipping Pakellas. [[Deep dwarves]] in particular have a high evocations aptitude and enjoy being able to recharge their [[wands of healing]] without spending max MP. [[Vine Stalker]]s may be the worst choice, since lack of MP regeneration makes their innate [[guardian spirit]] much less useful; however, their anti-magic bite still restores MP. Demonspawn with the mana shield mutation suffer the same issue.[[Spriggan]]s may not be a good choice, because their lack of a renewable food supply means they cannot take full advantage of [[rods]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Pakellas was added in [[0.18]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Snake_Pit&amp;diff=41366</id>
		<title>Snake Pit</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Snake_Pit&amp;diff=41366"/>
				<updated>2016-04-08T05:44:38Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: updated 4 floors instead of 5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|The corridors of the Snake Pit are home to all varieties of serpent, and are inhabited by a society of powerful nagas and salamanders.&lt;br /&gt;
&lt;br /&gt;
The Snake Pit is four levels deep and contains the serpentine rune. A dungeon features only one of the Snake Pit 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;
[[File:Snake entry.png]] The '''Snake Pit''' is one of the five [[branch]]es accessible through [[the Lair]]. Those who explore it are rewarded with the serpentine [[rune of Zot]], but must deal with the many [[list of snakes|snakes]], [[list of nagas|nagas, and salamanders]] that call these halls home. 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 four 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 [[door]]ed 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, making [[wand of digging|digging]] easy. It most closely resembles a collection of generic floors from [[the Dungeon]], though it cannot host some of the more exotic Dungeon vaults and layouts. Like [[the Shoals]], this branch occasionally generates [[shop]]s, though this is by no means guaranteed.&lt;br /&gt;
&lt;br /&gt;
Snake:4 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:4, but the rest of the floor will generally be made up of simple rooms and hallways.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
As with all rune branches, entering the Snake Pit when you first encounter it is not recommended; few characters will be ready for the many threats found within so early in the game. Survival here requires preparation for a fairly wide variety of damage types. First and foremost, all nagas and nearly all snakes will be capable of [[poison]]ing you, making poison resistance strongly recommended if you don't want to be constantly losing [[HP]] or burning through your [[potions of curing]]. The [[Cure Poison]] spell is certainly helpful, but wastes time and [[MP]] to use, and does nothing against direct poison damage, which a few monsters here are capable of dishing out. Strongly consider delaying entry until you've acquired a reliable source of this resistance. It's not technically required, but it makes things much easier.&lt;br /&gt;
&lt;br /&gt;
[[Fire]] and [[electricity]] resistance are also surprisingly helpful. The many salamanders you encounter are capable of dealing fire damage with their standard melee attacks, and some come with fiery ranged attacks as well. Keeping up at least rF+ at all times is recommended. Even worse are the [[shock serpent]]s. Left unchecked, these pests are deadlier than [[electric eel]]s at range, and are even worse when handled in melee, countering your melee attacks with unavoidable electricity damage. Although they aren't especially common, having a piece of rElec [[jewellery]] to swap in as needed is very useful.&lt;br /&gt;
&lt;br /&gt;
By far the most dangerous opponents you'll encounter here are the various naga bands wandering each floor. All are capable of hitting you with [[Spit Poison]] at range, and can [[constrict]] you in melee (making them extremely dangerous for low-AC characters to tangle with), but each type has its own unique strengths that must be taken into account. They also come with a wide variety of weapons, ranging from measly [[club]]s to heavy 2-handed [[polearms]]. Read up on their individual pages for strategies, and pay attention to the exact composition of the band you face before acting. Also, when encountering naga mages and greater nagas, feel free to let them [[haste]] themselves and then lure them away from their allies. It's much easier to take them out in waves than all at once.&lt;br /&gt;
&lt;br /&gt;
Beyond the nagas, salamander bands can be a serious threat if you lack fire resistance, and the various snakes, while easy individually, can complicate fights with other foes. When facing both snakes and nagas, take advantage of their speed difference to lure the snakes into battle somewhere safe while the nagas slowly catch up. This may not be an option when dealing with guardian serpents, however. When these opponents are present, expect enemies to be blinking into melee range with you regularly.&lt;br /&gt;
&lt;br /&gt;
===Snake Pit:4===&lt;br /&gt;
The bottom floor of the Snake Pit will always contain a large, heavily-guarded rune vault. There are seven possibilities:&lt;br /&gt;
*'''Three Stairways''' (snake_hunt): One of the nastier rune vaults, this vault's entrance chamber is filled with a variety of nagas, including greater nagas and [[guardian serpent]]s, as well as three upward [[stairs|staircases]] and some known, permanent [[teleport trap]]s. Because of this, players often find themselves out in the open facing several dangerous enemies as soon as they enter the floor (though due to the fact that one of these staircases may be an escape hatch, there may also be a normal staircase leading to another part of the floor). After clearing this chamber, there are several narrow hallways and small chambers densely packed with further guards, with the rune located all the way in the back.&lt;br /&gt;
*'''Serpent's Egg''' (snake_pit): A large rectangular chamber with an oval stone chamber in the middle, open at the top. The entire chamber is heavily populated with nagas of all sorts, and the rune can be found resting against the inner wall of the &amp;quot;egg.&amp;quot; This is a particularly easy vault to ninja with [[teleport control]].&lt;br /&gt;
*'''Caduceus''' (minmay_snake_end_coiled): This vault consists of a large rectangular block with a straight hallway running through the middle and a winding hallway weaving back and forth over the central. All along these paths, nagas of various sorts will be waiting. The winding hallway eventually ends in a narrow, heavily-guarded chamber containing the rune, as well as several [[greater naga]]s. This is by far the easiest rune vault, as almost any character can lure the guards out one or two at a time, eventually clearing their way to the end.&lt;br /&gt;
*'''Naga Fortress''' (snake_pit_salamanders_mu): The most elaborate of the Snake:4 vaults, this consists of a large trapezoidal stone structure taking up roughly half of the floor. Accessed from either the right or left corner of the structure, it consists of a series of hallways weaving back and forth over each other, eventually ending in the rune chamber. Each chamber contains a variety of nagas, and most also contain some lava with a few [[salamander mystic]]s or [[lindwurm]]s. However, the wide door to the final chamber instead hides anacondas and many other snakes, including [[shock serpent]]s. To avoid being immediately swarmed, disintegrate the door from a distance and take them out as they approach.&lt;br /&gt;
*'''Spirals''' (grunt_snake_rune_spirals): A large corridor with two spirals branching off in each direction, guarded by various nagas and some guardian serpents. There are no chokepoints or sharp corners, but if you're stealthy you can pick off one or two nagas at a time. One spiral will contain the rune and the other will contain an acquirement-level item (or occasionally a rune mimic!)&lt;br /&gt;
*'''Pools''' (grunt_snake_rune_pools): This vault is filled with pools and [[sea snake]]s. Open opening a wide door you will find a small chamber with various snakes and a few nagas. Beyond this is another chamber with more nagas and sea snakes, and the final, larger chamber which contains similar threats.&lt;br /&gt;
*'''Serpentine Throne''' (grunt_snake_rune_serpentine_throne): A well-guarded snaking corridor leads to a large throne room filled with nagas. The rune is at the very back.&lt;br /&gt;
Note that salamanders are uncommon in these vaults, with the exception of the fortress.&lt;br /&gt;
&lt;br /&gt;
===Useful Traits===&lt;br /&gt;
*High [[AC]] and [[EV]]&lt;br /&gt;
*[[Poison]] and [[fire]] resistance at all times, [[electricity]] resistance as needed&lt;br /&gt;
*[[Blink]] or [[teleport]] (to escape constriction easily)&lt;br /&gt;
*[[Teleport control]] (for safe escapes and stealing the rune)&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Water moccasin}} || {{monsterlink|Black mamba}} || {{monsterlink|Shock serpent}} || {{monsterlink|Anaconda}} || {{monsterlink|Mana viper}} || {{monsterlink|Guardian serpent}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Naga (monster)}} || {{monsterlink|Naga mage}} || {{monsterlink|Naga warrior}} || {{monsterlink|Naga sharpshooter}} || {{monsterlink|Naga ritualist}} || {{monsterlink|Greater naga}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Salamander}} || {{monsterlink|Salamander mystic}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Electric eel}} || {{monsterlink|Sea snake}} || {{monsterlink|Lava snake}} || {{monsterlink|Salamander firebrand}} || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Vashnia}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.15]], [[ball python]]s and [[adder]]s were removed, though they still appear in the rest of the dungeon.&lt;br /&gt;
&lt;br /&gt;
The monster set for the Snake Pit was greatly expanded in [[0.14]], adding [[salamander]]s, [[salamander mystic]]s, [[naga sharpshooter]]s, [[naga ritualist]]s, [[shock serpent]]s, [[mana viper]]s, and [[Vashnia]]. [[Lamia]] was also removed.&lt;br /&gt;
&lt;br /&gt;
Lamia was first introduced to the Snake Pit in [[0.12]].&lt;br /&gt;
&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]]&lt;br /&gt;
[[Category:Naga]]&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ring&amp;diff=38333</id>
		<title>Ring</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ring&amp;diff=38333"/>
				<updated>2015-09-29T11:10:21Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: added ring of regen to obsoletes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{flavour|A talisman charged with arcane forces of unknown provenance, to be worn as jewellery on a finger.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A ring of gold and a milk-white dove&amp;lt;br&amp;gt;Are goodly gifts for thee,&amp;lt;br&amp;gt;And a hempen rope for your own love&amp;lt;br&amp;gt;To hang upon a tree.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Oscar Wilde, &amp;quot;Chanson&amp;quot;. 1881.}}&lt;br /&gt;
&lt;br /&gt;
A '''ring''' is a type of [[jewellery]]. Most characters may wear one ring on each hand, paw, or tentacle. This usually limits you to two rings at a time, but [[octopode]]s may wear eight, and anyone wearing a [[macabre finger necklace]] gets one extra slot. In spite of their additional limbs, [[formicid]]s are still limited to two ring slots.&lt;br /&gt;
&lt;br /&gt;
There are several base types of rings, in addition to [[artifact]] rings.&lt;br /&gt;
&lt;br /&gt;
==Complete list of ring base types==&lt;br /&gt;
*[[ring of dexterity]]&lt;br /&gt;
*[[ring of evasion]]&lt;br /&gt;
*[[ring of fire]]&lt;br /&gt;
*[[ring of flight]]&lt;br /&gt;
*[[ring of ice]]&lt;br /&gt;
*[[ring of intelligence]]&lt;br /&gt;
*[[ring of invisibility]]&lt;br /&gt;
*[[ring of loudness]]&lt;br /&gt;
*[[ring of magical power]]&lt;br /&gt;
*[[ring of poison resistance]]&lt;br /&gt;
*[[ring of positive energy]]&lt;br /&gt;
*[[ring of protection]]&lt;br /&gt;
*[[ring of protection from cold]]&lt;br /&gt;
*[[ring of protection from fire]]&lt;br /&gt;
*[[ring of protection from magic]]&lt;br /&gt;
*[[ring of see invisible]]&lt;br /&gt;
*[[ring of slaying]]&lt;br /&gt;
*[[ring of stealth]]&lt;br /&gt;
*[[ring of strength]]&lt;br /&gt;
*[[ring of sustain abilities]]&lt;br /&gt;
*[[ring of teleport control]]&lt;br /&gt;
*[[ring of teleportation]]&lt;br /&gt;
*[[ring of wizardry]]&lt;br /&gt;
&lt;br /&gt;
==Obsolete Rings==&lt;br /&gt;
*[[Ring of hunger]] (Removed in [[0.15]])&lt;br /&gt;
*[[Ring of levitation]] (Removed in [[0.12]])&lt;br /&gt;
*[[Ring of life protection]] (Replaced with the ring of positive energy in [[0.13]])&lt;br /&gt;
*[[Ring of sustenance]] (Removed in [[0.15]])&lt;br /&gt;
*[[Ring of regeneration]] (Base type changed to amulet in [[0.16]])&lt;br /&gt;
&lt;br /&gt;
[[Category:Ring]]&lt;br /&gt;
[[Category:Jewellery]]&lt;br /&gt;
[[Category:Item]]&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Magic_points&amp;diff=38325</id>
		<title>Magic points</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Magic_points&amp;diff=38325"/>
				<updated>2015-09-25T11:49:15Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: removed obsolete sublimation stuff. moved jiyva to less convenient.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
'''Magic points''' or '''Mana points''' (usually abbreviated to MP) is the amount of magical energy which a given character has. It is used for spellcasting, for invoking divine powers (with the exception of [[Trog]]) and for evoking abilities granted by worn items, mutations, and intrinsic abilities.&lt;br /&gt;
&lt;br /&gt;
Having your MP fall to zero is not directly lethal, but can be very hazardous for a spellcaster. MP will regenerate up to your maximum with time, and it is often recommended that spellcasters should rest up to full MP after every fight.&lt;br /&gt;
&lt;br /&gt;
Some items like [[ring of magical power|rings of magical power]] or [[staff of power|staves of power]] can increase a given person's reserves of magical power.&lt;br /&gt;
&lt;br /&gt;
Your maximum MP without benefit of items is a function of your experience level, your race, and whichever of your [[Spellcasting]], [[Evocations]], and [[Invocations]] skill is higher. Training Spellcasting will get you more MP than Invocations, while Evocations is the least efficient for increasing your MP. Depending on your character, though, this may not be a concern.&lt;br /&gt;
&lt;br /&gt;
A typical character starts with 1-6 MP (e.g. 1 for a Minotaur Fighter, 5 for Deep Elf Conjurer, 6 for Deep Elf Wizard) and eventually grows to many times that (30-40 for a level 20 Mummy Necromancer, or 50-60 when using extra items).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
A very important stat for spellcasters. Early or mid game rings of magical power are extremely useful, since MP costs are low and your base mana pool is small. However, as your MP hits around the 40+ mark, the efficiency of this stat gets drastically loewr. Perhaps the only source of MP that you should use at this point is a staff of magical power, but even that could be replaced by an enhancer staff if you find one appropriate for you.&lt;br /&gt;
&lt;br /&gt;
Methods of MP restoration:&lt;br /&gt;
&lt;br /&gt;
====Convenient====&lt;br /&gt;
*Killing monsters while worshipping [[Vehumet]]. Monsters give MP in proportion to their HD. Very nice since you'll be able to kill more with the MP you got, which you can use to kill more etc.&lt;br /&gt;
*[[The Shining One]] also offers MP on kills, but that only applies to unholy creatures (demons, undead, and evil).&lt;br /&gt;
*Channeling the [[Staff of Wucad Mu]]. The MP restoration is fantastic, if you can deal with the side effects afterwards. Being an artifact though, it is quite rare.&lt;br /&gt;
*Drinking a [[potion of magic]]. They are rare and far between but they don't fail to give you a shot of MP.&lt;br /&gt;
*A [[crystal ball of energy]] gives you a massive shot of MP, but is a little complicated to use and comes with its own risks. See its page for details.&lt;br /&gt;
*Biting an enemy as a [[Vine Stalker]].&lt;br /&gt;
*Casting [[sublimation of blood]], which restores your MP at the cost of your own health. (Remember to save 2 MP for this!)&lt;br /&gt;
*Being a [[demonspawn]] can grant you access to the spirit shield mutation series, which will grant you improved MP regeneration, especially when you are low on MP (at the cost of your health regeneration), or can grant you the powered by pain mutation which could restore some MP when you take damage. Or you could get both.&lt;br /&gt;
&lt;br /&gt;
====Less convenient====&lt;br /&gt;
*Channeling [[Sif Muna]]'s power. The MP restoration is not fantastic, and the hunger cost is considerable, but its success rate is excellent and there are no side effects. This ability is much more useful in battle if you have summons or can disable your foes for a few turns.&lt;br /&gt;
*Channeling a [[staff of energy]]. The success rate is dismal without high investment in [[evocation|evocations]] but at least you can swap into it and spam it for faster recovery after a battle.&lt;br /&gt;
*Following [[Jiyva]] lets you sometimes gain MP when a [[jelly]] eats something on the level (chance depends on piety). It is fairly random unless you actively feed your jellies however.&lt;br /&gt;
*Waiting. Your MP will come back on its own after a while. Having higher MP will grant you proportionately improved mana regeneration.&lt;br /&gt;
&lt;br /&gt;
=Formula=&lt;br /&gt;
* Unscaled MP = XL + Permanent MP + (XL*Species modifier + 1)/3 +&lt;br /&gt;
max(Spellcasting*XL*3/14 + Spellcasting, Invocations*XL/6.5 + Invocations/3, Evocations*XL/6)&lt;br /&gt;
* Apply stepdown function&lt;br /&gt;
[[Image:magic_points_stepdown.png]]&lt;br /&gt;
* Add ''Permanent MP'' again&lt;br /&gt;
* Cap to 50.&lt;br /&gt;
* Add magical bonuses/maluses:&lt;br /&gt;
**[[Good_mutations#High MP|High MP mutation]]: +10% per level&lt;br /&gt;
**[[Bad_mutations#Low_MP|Low MP mutation]]: -10% per level&lt;br /&gt;
**[[Elyvilon]]'s [[Divine vigour]]: +50%&lt;br /&gt;
**[[ring of magical power|Rings of magical power]]: +9 MP&lt;br /&gt;
**[[staff of power|Staves of power]]: First a multiplicative bonus +40% MP. And then, an additive one +5 MP.&lt;br /&gt;
*Halve any amount above 50.&lt;br /&gt;
*Wielding a weapon of [[antimagic]]: -66%&lt;br /&gt;
&lt;br /&gt;
*''Permanent MP'' is 2 for a tutorial game, 0 otherwise.&lt;br /&gt;
&lt;br /&gt;
==MP modifiers==&lt;br /&gt;
&lt;br /&gt;
From [[Dungeon Crawl]] [[Stone Soup]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Magic Points}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Before [[0.14]], the formula was:&lt;br /&gt;
 Unscaled MP = XL + Permanent MP + (XL*Species modifier + 1)/3 +&lt;br /&gt;
 max(Spellcasting*XL/4, Invocations*XL/6, Evocations*XL/6)&lt;br /&gt;
where ''Permanent MP '' was a constant determined by the player's background and species.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:The_Swamp&amp;diff=38146</id>
		<title>Talk:The Swamp</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:The_Swamp&amp;diff=38146"/>
				<updated>2015-09-16T12:20:34Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[0.16]] Encountered Fire Crab and Thorn Hunter on Swamp:5 . These are not listed in the &amp;quot;foes&amp;quot; section, should they be added?&lt;br /&gt;
--[[User:Sifmole|Sifmole]] ([[User talk:Sifmole|talk]]) 02:27, 31 March 2015 (CEST)&lt;br /&gt;
&lt;br /&gt;
: Yes, as should [[ghost crab]]s and a few others, I'm sure. That page is still dated back to [[0.12]]... If you'd like to add those monsters in, feel free, and I'll consider what a full overhaul of the page would look like. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 15:40, 31 March 2015 (CEST)&lt;br /&gt;
&lt;br /&gt;
In my current run, the swamp was only four levels deep, not five. Really threw me off to encounter a sudden pack of swamp dragons +Lerny on swamp 4. Is this a change specific to swamp or are all the lair branches being shortened?&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sword_of_Zonguldrok&amp;diff=37377</id>
		<title>Sword of Zonguldrok</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sword_of_Zonguldrok&amp;diff=37377"/>
				<updated>2015-06-24T20:54:14Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: changed &amp;quot;bastard&amp;quot; to &amp;quot;double&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|This dreadful weapon is used at the user's peril. Those slain in its presence are reanimated by its power, and forced to fight on.}}&lt;br /&gt;
[[File:Sword_of_zonguldrok.png]] '''''the +9,+9 Sword of Zonguldrok'''''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+9 [[double sword]]&lt;br /&gt;
&lt;br /&gt;
[[Reaping]] brand&amp;lt;br&amp;gt;&lt;br /&gt;
Cursed, 33% chance to recurse itself on equip&amp;lt;br&amp;gt;&lt;br /&gt;
Evil&amp;lt;br&amp;gt;&lt;br /&gt;
Raises angry dead (Each turn that you wield this sword, random [[corpse]]s in your [[line of sight]] will be raised as hostile dead. They are worth no [[experience]] or [[piety]])&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''sword of Zonguldrok''' is a decent weapon, but not a great one. Even with its high enchantment level, its lack of a damage brand makes its damage output noticeably worse than a well-enchanted branded [[demon blade]] or [[bastard sword]], and it will cause you food problems unless you judiciously unwield it to kill edible, easy monsters. This is a task easier said than done given the sword's tendency to recurse itself. Friendly zombies can be useful, particularly if you can clear the majority of a floor before using your army to storm a particularly nasty vault, but the sword doesn't really do anything that being able to cast [[Animate Dead]] or even [[Animate Skeleton]] doesn't do. Use this weapon if you have nothing better yet and you don't see food problems being an issue.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that it passively uses a [[Necromancy|necromantic]] effect each turn, even wielding it is enough to offend the [[good god]]s.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In earlier versions, the sword of Zonguldrok was only a [[long sword]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Long blades]]&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Snakebite&amp;diff=36542</id>
		<title>Snakebite</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Snakebite&amp;diff=36542"/>
				<updated>2015-04-21T10:34:27Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: updated enchantment and curare effect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{flavour|A double-ended whip made from the cured hides of the Lair of the Beasts' deadly black mambas.}}&lt;br /&gt;
[[File:Whip_snakebite.png]] '''''the +5,+10 whip &amp;quot;Snakebite&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
+8 [[whip]]&lt;br /&gt;
&lt;br /&gt;
[[Venom]] brand&amp;lt;br&amp;gt;&lt;br /&gt;
rPois&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
&amp;quot;'''Snakebite'''&amp;quot; is an extremely useful weapon for most of the game, providing powerful, fast attacks with a unique [[brand]] and a useful resistance. In addition to its regular poison it has a chance to inflict curare poison, slowing and choking affected enemies. However, its base damage is very low, making it a poor choice for handling high-[[AC]] enemies, and its brand proves useless against the many [[demon]]ic and [[undead]] opponents you'll find in the end-game.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Maces &amp;amp; Flails]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Lugonu&amp;diff=36356</id>
		<title>Lugonu</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Lugonu&amp;diff=36356"/>
				<updated>2015-04-17T12:58:04Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: linked distortion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
&lt;br /&gt;
[[File:Lugonu altar.png]] ''&amp;quot;Spread carnage and corruption!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Banished to the chaotic realm of the Abyss, Lugonu the Unformed seeks followers to spread bloodshed and corruption in the overworld. Those who gain Lugonu's favour will be granted some of the power of the Abyss itself, allowing them to call forth eldritch horrors, and even to travel between the overworld and the Abyss at will.&lt;br /&gt;
&lt;br /&gt;
Followers of Lugonu gain powers to depart the Abyss at will, to bend space around themselves, and to banish monsters to the Abyss. Later they will be able to corrupt the ordered world, opening a gate for creatures of the Abyss to pass through, and to gate themselves directly into this realm of chaos. Lugonu will eventually offer to corrupt a follower's weapon, imbuing it with the distorting energies of the Abyss, and will protect the follower from the normally harmful effects of unwielding such a weapon. Lugonu expects followers to spread unceasing chaos in the overworld, and as such does not grant piety to worshippers while they remain in the Abyss itself.&lt;br /&gt;
&lt;br /&gt;
Lugonu likes it when you banish creatures to the Abyss, you sacrifice fresh corpses (by standing over them and praying), you or your allies kill living beings, you or your allies kill the undead, you or your allies kill demons and you or your allies kill holy beings.}}&lt;br /&gt;
&lt;br /&gt;
[[Abyssal Knight]]s begin play worshiping Lugonu.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Killing or having an ally kill a living, holy, undead, or demonic creature. (67% chance of +1 [[Piety]]; higher chance for creatures with high [[HD]], lower as your your experience level rises). You cannot receive piety for killing anything in the Abyss.&lt;br /&gt;
*Banishing any kind of creature (67% chance of +1 [[Piety]]; higher chance for creatures with high [[HD]], lower as your your experience level rises).&lt;br /&gt;
*Offering a fresh corpse by [[pray]]ing while standing over it. (40% chance of +1 Piety, better odds for creatures with high HD)&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity: You lose 1 piety every 320 turns or so&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Abyss-Baptised&amp;quot;&lt;br /&gt;
*You may unwield [[distortion]] [[brand]]ed weapons without suffering any of the normal ill effects. (Passive)&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Unweaver&amp;quot;&lt;br /&gt;
*'''Depart the Abyss''' - You can immediately leave the Abyss, returning to the point you initially entered the Abyss from. (Costs 1 MP, 150-300 Food, and 10-15 Piety)&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Distorting [Species Name]&amp;quot;&lt;br /&gt;
*'''Bend Space''' - You can perform uncontrolled blinks at will, with a chance of causing adjacent monsters to blink as well. All affected targets that fail a coinflip check take damage (Max: 1d6 HP). The chance of affecting adjacent monsters, as well as the damage dealt, increases with [[Invocations]]. This blink cannot be controlled in any way, ignores [[stasis]], and can't be blocked by the power of the Abyss. (Costs 1 MP, 50-100 Food, and 1d4 HP)&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;
! Invocations || Adjacent Monster Blink Chance&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;2 || 0%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 25%&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 47%&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 59%&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 74%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Agent of Entropy&amp;quot;&lt;br /&gt;
*'''Banish''' - You can zap a beam of [[banishment]], sending a single target to the Abyss. The power of the beam scales with your Invocations skill: min(100, 16 + 8 × Invocations). You receive XP proportional to the percentage of the monster's max HP you had already inflicted as damage on it: 50 + 50×(Damage/MaxHP) percent. Banished [[uniques]] and more powerful monsters will appear while exploring the Abyss. Do not use this on [[the royal jelly]] unless you have some means of breaking into the stone vaults in its lair. (Costs 4 MP, 200-400 Food, and 3-4 Piety)&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Schismatic&amp;quot;&lt;br /&gt;
*'''Corrupt''' - You can corrupt the non-Abyss floor you're on, randomly converting the walls and floors of a large area around you to randomly selected other tiles. Altars may become altars to Lugonu. Stairs and portals cannot be changed, and harder walls are more likely to resist. Unnaturally hard walls are immune to this effect. In addition, a pack of abyssal creatures will be summoned, all of them neutral. The higher your Invocations, the higher the amount of monsters. You may only corrupt a floor once. (Costs 7 MP, 5 HP, 500-1000 Food, and 10-14 Piety)&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Envoy of Void&amp;quot;&lt;br /&gt;
*'''Gate yourself to the Abyss''' - You can instantly banish yourself to the Abyss, but at a high price. (Costs a random non-lethal amount of HP, all MP (minimum 9 MP to cast), 500-1000 Food, and 35 Piety) &lt;br /&gt;
&lt;br /&gt;
In addition, Lugonu provides the following:&lt;br /&gt;
*'''Abyssal Rune Attraction''' - While in the Abyss, the chance of a placed item resulting in an Abyssal rune is normally 5% in Abyss:3, 10% in Abyss:4, and 23% in Abyss:5. For followers of Lugonu, it is 10% in Abyss:3, 23% in Abyss:4 and 50% in Abyss:5. (Passive)&lt;br /&gt;
*'''Corrupt Your Weapon''' - If you pray on an altar of Lugonu with piety at 160 or more and while wielding a non-artefact weapon which doesn't have the distortion brand, Lugonu will corrupt your weapon. Corrupting a weapon removes [[curse]]s, applies a [[scroll of enchant weapon]] III effect to its enchantment, and adds the [[distortion]] brand. This is free, but can only be done once per game. Since the piety cost of travelling to the Abyss may easily take you below 160 Piety, the easiest way to use this ability is by corrupting altars in the main dungeon or entering the Abyss through a portal.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Corrupter of Planes&amp;quot;&lt;br /&gt;
* No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
If you leave Lugonu, your penance counter will be increased by 50. Lugonu will not accept you again until your penance counter reaches zero.&lt;br /&gt;
&lt;br /&gt;
While under penance (for leaving him/her), Lugonu will punish you about once every 2,000 turns.&lt;br /&gt;
&lt;br /&gt;
A punishment from Lugonu has two independent components:&lt;br /&gt;
*(1) 50%: Random [[Miscast#Translocation|Translocation miscast]] effect (including banishment!)&lt;br /&gt;
*(1) 17%: You [[teleport]] instantly&lt;br /&gt;
*(1) 8%: You randomly blink&lt;br /&gt;
*(1) 25%: Nothing&lt;br /&gt;
*(2) 1 + experience level/7 hostile [[small abomination]]s, [[large abomination]]s, [[thrashing horror]]s, and [[ancient zyme]]s are summoned to fight you (100% if your experience level is &amp;lt;= 14, less likely as your experience level increases, large abomination rate replacing small abomination rate with experience level, ancient zymes rather unlikely)&lt;br /&gt;
*(2) A hostile [[Tentacled starspawn]], [[Wretched star]], or [[Starcursed mass]] is summoned to fight you, alongside 1 + (1d[experience level/9] - 1) of the previous set.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Worshiping Lugonu offers characters some interesting escape options early on. Bend Space is one of the cheapest means of blinking in the game, and the ability to banish insurmountable obstacles to the Abyss is a useful method of insta-killing foes (though overusing it will burn through piety quickly and leave you underleveled).&lt;br /&gt;
&lt;br /&gt;
Altars to Lugonu are mainly found in [[the Abyss]], quite rarely, a corrupted version of the [[Ecumenical Temple]] is generated. Part of the dungeon may very rarely be corrupted, either containing an altar of [[Xom]] or Lugonu. You can also create your own altars to Lugonu by using the Corrupt ability on a floor with an altar to another god, but this requires you to already be a follower. Because of this, being an Abyssal Knight is the only way to guarantee yourself access to Lugonu in the early game. Alternatively, [[Miscast effect#Translocations|Miscast Effects]] for the [[translocations]] school can send you to the abyss, if you can take up to 43 damage from failed attempts&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[IonFrigate's Abyssal Knight guide]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], Lugonu followers received no protection from distortion weapon unwielding effects. &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], Lugonu's wrath would summon demons instead of Abyss natives.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], banishing enemies provided no experience, and Lugonu gave no piety for demon kills.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], followers of Lugonu had better blinking in the Abyss.&lt;br /&gt;
&lt;br /&gt;
In early versions of ''Crawl'', Lugonu was known as Lucy, but the name was changed to make the god more androgynous.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]][[Category:Evil Gods]][[Category:Chaotic Gods]]&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Singularity&amp;diff=35380</id>
		<title>Singularity</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Singularity&amp;diff=35380"/>
				<updated>2015-03-30T19:25:09Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: added more info and some strategy, casting noise likely still wrong&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Singularity&lt;br /&gt;
|level=9&lt;br /&gt;
|school1={{Translocations}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Akashic Record]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=6&lt;br /&gt;
|spellnoise=20&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|This spell compresses space into a gravitational singularity, pulling nearby enemies of the caster towards it and warping them violently in the process. The caster can only maintain one singularity at a time}}&lt;br /&gt;
&lt;br /&gt;
'''Singularity''' is a level 9 [[Translocations]] spell which creates a friendly singularity on an empty tile. This singularity will pull in enemies and damage them in a radius of 3-5 depending on spell power, and lasts for up to 9 turns at max spell power.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
The singularity is immune to all damage and immobile, making it excellent for blocking off corridors while you escape. The fact that it will severely damage anything chasing you is also handy.&lt;br /&gt;
&lt;br /&gt;
Since it deals high physical damage, it is excellent vs monsters that resist elements, and still reasonably strong vs enemies with high AC.&lt;br /&gt;
&lt;br /&gt;
The warping effect will move monsters around in its AoE, possibly dropping them into lava or water similar to [[tornado]] when the spell ends. However, most monsters will be dead before the spell ends.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Icemail&amp;diff=35363</id>
		<title>Icemail</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Icemail&amp;diff=35363"/>
				<updated>2015-03-28T20:19:49Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: updated for freezing cloud immunity being level 2 instead of part of icemail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-style:italic;&amp;quot; &lt;br /&gt;
|Rank||Effect||Flavor&lt;br /&gt;
|-&lt;br /&gt;
|1||[[Cold Resistance]] 1 (rC+)||You are resistant to cold.&lt;br /&gt;
|-&lt;br /&gt;
|2||[[Freezing cloud]] immunity||You are immune to freezing clouds.&lt;br /&gt;
|-&lt;br /&gt;
|3||Icemail||A meltable icy envelope protects you from harm.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
Icemail: You generate a layer of ice around you, providing up to +10 AC. Melts each time you take [[fire]] damage but regenerates after 300 [[aut]]s has passed.&lt;br /&gt;
|- style=&amp;quot;font-style:italic;&amp;quot; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
[[Good mutation]], [[Demonspawn mutation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mutations]]&lt;br /&gt;
[[Category:Good Mutations]]&lt;br /&gt;
[[Category:Demonspawn Mutations]]&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Faerie_dragon_armour&amp;diff=35362</id>
		<title>Faerie dragon armour</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Faerie_dragon_armour&amp;diff=35362"/>
				<updated>2015-03-28T20:10:44Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: added a couple properties&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|Faerie dragons used to be a race of the same species as mottled ones. Too bad, their vivid colours became their bane, as they alerted potential prey. They are now extinct, and this prized relic is one of the last proofs they ever existed.}}&lt;br /&gt;
[[File:Faerie_dragon_armour.png]] '''''A faerie dragon armour'''''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+X [[mottled dragon armour]] (ranges from +2 to +7)&lt;br /&gt;
&amp;lt;br&amp;gt;r[[Sticky Flame|Sticky]]&lt;br /&gt;
&amp;lt;br&amp;gt;1d3 random properties&lt;br /&gt;
&lt;br /&gt;
These random properties are selected much like the properties on [[randart]] armour, though they are weighted toward being positive, and certain properties have adjusted likelihoods of occurring. The following properties are more likely to appear than average (5% chance of any given property being from this list):&lt;br /&gt;
*[[HP]] bonus (-10 to +11)&lt;br /&gt;
*[[MP]] bonus (+1 to +11)&lt;br /&gt;
*[[Clarity]]&lt;br /&gt;
&lt;br /&gt;
The following properties almost never occur:&lt;br /&gt;
*+[[Berserk|Rage]]&lt;br /&gt;
* *[[Berserkitis|RAGE]]&lt;br /&gt;
*-CAST&lt;br /&gt;
* *[[Teleportitis|TELE]]&lt;br /&gt;
*[[Magic contamination#Other|MUT]]+&lt;br /&gt;
*+int&lt;br /&gt;
*+regen&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
Found only by killing [[the Enchantress]], a suit of '''faerie dragon armour''''s usefulness is entirely dependent on what the [[RNG]] decides to generate. As a mundane +6 mottled dragon armour is already a very effective piece of equipment, however, it doesn't take terribly much to make this item worth considering. If you should happen to encounter the Enchantress in a given game, don't overlook this armour until you've actually seen what properties it has to offer. A +7 mottled dragon armour with clarity, rF++, and rElec is nothing to sneeze at.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Body armour]]&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Faerie_dragon_armour&amp;diff=35361</id>
		<title>Talk:Faerie dragon armour</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Faerie_dragon_armour&amp;diff=35361"/>
				<updated>2015-03-28T20:09:25Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: we need to update properties&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We need to update the list of possible properties. I just claimed one of these off the enchantress with +regen int+3 and clarity. I'm going to go ahead and add regen and int+ to the rare list until further info comes in. --[[User:Fambida|Fambida]] ([[User talk:Fambida|talk]]) 21:09, 28 March 2015 (CET)&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hell&amp;diff=35357</id>
		<title>Hell</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hell&amp;diff=35357"/>
				<updated>2015-03-28T09:05:23Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: changed portal appearances to depths&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|The hallway to the four hells is guarded by Geryon. Heroes who prove their worth in the vestibule and blow Geryon's horn may explore the different regions of Hell: Dis, Gehenna, Cocytus and Tartarus.&lt;br /&gt;
&lt;br /&gt;
Portals to the Vestibule of Hell are found abundantly in the depths.}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|This gateway leads to the Vestibule of Hell. Few would go there voluntarily.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Lasciate ogne speranza, voi ch'intrate.&amp;quot; -Dante Alighieri, Divina Commedia, &amp;quot;L'Inferno&amp;quot;, Canto III. Circa 1315}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Welcome to the Vestibule of Hell! Welcome to Hell! Please enjoy your stay.}}&lt;br /&gt;
&lt;br /&gt;
'''Hell''' is a forbidding domain crawling with demonic entities of all shapes and sizes. It is actually comprised of five separate branches: [[The Vestibule of Hell]] and its four subbranches. From the main dungeon, all Hell portals lead to the Vestibule; it is from there that one ventures into Hell's branches.&lt;br /&gt;
&lt;br /&gt;
===The Vestibule of Hell===&lt;br /&gt;
[[File:Hell entry.png]] You'll find multiple portals to the Vestibule in the [[Depths]] (though one possible [[Lair]]:8 layout contains one behind a temple filled with demons). The Vestibule's most famous denizen is [[Geryon]], a cowardly three-headed demon, with whom you'll also find flocks of demons and [[hell knight]]s. The unique [[curse skull]] [[Murray]] will also be there 25% of the time.&lt;br /&gt;
&lt;br /&gt;
The Vestibule is generally safe to clear if you've finished exploring the Dungeon and are hardy enough to have cleared the [[Elven Halls]] and [[the Vaults]] (see [[The Vestibule of Hell|the article]] for further strategy tips). Once the Vestibule has been cleared, it can serve as a [[stash]] location.  Monsters can respawn here, just at a low rate.  Just remember that all portals close when you pick up the [[Orb of Zot]]!&lt;br /&gt;
&lt;br /&gt;
===Hell's branches===&lt;br /&gt;
When Geryon is killed and his [[Horn of Geryon|horn]] is blown (by evoking it), portals to the four branches of Hell become passable:&lt;br /&gt;
*[[File:Gehenna entry.png]] [[Gehenna]], the fire branch, contains the obsidian rune of Zot.&lt;br /&gt;
*[[File:Cocytus entry.png]] [[Cocytus]], the cold branch, contains the icy rune of Zot.&lt;br /&gt;
*[[File:Tartarus entry.png]] [[Tartarus]], the undead branch, contains the bone rune of Zot.&lt;br /&gt;
*[[File:Dis entry.png]] [[The Iron City of Dis]], the iron branch, contains the iron rune of Zot.&lt;br /&gt;
&lt;br /&gt;
Each branch of Hell is 7 levels deep. The final level of each houses a unique, named [[demon]] protecting several treasure vaults, a [[rune of Zot]], and in some cases an [[unrandart]] weapon. A unique feature of the Hell branches is that there are no stairs leading upwards; all exits from a given floor are stairways leading farther down or portals leading directly back to the Vestibule. While this means that you can't make use of [[stair dancing]] like you could in other areas, it makes escape considerably easier. Should you take a nasty beating or realize you're underprepared, simply take a portal back to the Vestibule; once you've recovered, you can resume exploration from the top of the branch. You'll retain the maps of the levels you've made so far, making it easier to find your way back down.&lt;br /&gt;
&lt;br /&gt;
Besides the vaults on the final level, [[item]]s and food in Hell are almost nonexistent, generally only acquired if dropped by a slain monster (e.g. a [[potion of blood]] from a [[vampire]] or weapons from [[red devil]]s or [[skeletal warrior]]s). For the most part, the only thing you'll find to eat will be the occasional pack of [[hell hound]]s or [[hell hog]]s, and those mostly appear in Gehenna. This gives you yet another reason to move through the Hells as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
[[Teleport control]] is disabled on the last level of each branch until their respective runes are acquired.&lt;br /&gt;
&lt;br /&gt;
===Hell's Mystical Force===&lt;br /&gt;
In Hell's branches (but not the Vestibule), resting is hard to do, since there is a chance every 20 turns that a &amp;quot;[[Miscast effects#Hell effects|mystical force]]&amp;quot; may lash out at you.  This usually just selects a random miscast, but may also summon demons or level appropriate monsters.  Potential effects include:&lt;br /&gt;
&lt;br /&gt;
*Random [[miscast]] effects:&lt;br /&gt;
**Slowing you for a few turns&lt;br /&gt;
**Confusing you for a few turns&lt;br /&gt;
**Making you berserk for a few turns&lt;br /&gt;
**1-7 [[stat]] drain&lt;br /&gt;
**Rotting&lt;br /&gt;
**Cursing one or more of your items[http://crawl.chaosforge.org/images/0/01/Curses.jpg]&lt;br /&gt;
**Opening a [[Malign Gateway]] to summon an [[eldritch tentacle]].&lt;br /&gt;
**Blasting you with a branch-specific attack (e.g. clouds of freezing vapour in Cocytus, sticky flame in Gehenna)&lt;br /&gt;
**Blasting you with magical energy -- irresistible damage&lt;br /&gt;
**And assorted other nasty things&lt;br /&gt;
*Spawning demons or other monsters around you, up to and including [[Tier-1_demon#The_Fiends|fiend]]s. These are not summons: they cannot be [[Abjuration|abjured]] and are worth experience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arguably, the first two miscast effects are the most dangerous; being slowed or confused while surrounded by freshly summoned demons (or when fighting one of the demon lords on the last level) can be deadly. However, over a period of time, stat drain can become quite onerous, particularly if the same stat is drained repeatedly.&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
The safest strategy of acquiring Hell's runes is to ignore as many monsters as possible and dive to the next level. Every upward staircase in Hell's branches returns you straight to the Vestibule anyway, so you don't even have to face the monsters twice. Fighting with monsters to get experience may be tempting, but in Hell these seeming benefits are often negated by the actions of the mystical force. It's all fun and games until you're helplessly paralyzed or suffer two successive -7 hits on one of your stats.&lt;br /&gt;
&lt;br /&gt;
If you do plan on fighting in Hell - a pastime for powerful characters only! - make sure you have high resistances to counteract each branch's element: rF+++ for Gehenna, rC+++ for Cocytus, rN+++ for Tartarus, and a little bit of everything for Dis. In addition, you'll want a way to [[sustain abilities|sustain]] or [[potion of restore ability|restore abilities]], a means of [[flight]], [[Abjuration]] or a means of [[blink]]ing if you get surrounded by summoned demons, and plenty of food (unless you're in [[lichform]] or are a [[mummy]]/bloodless [[vampire]]). Weapons with the [[holy wrath]] brand are effective against all manners of demons and undead too. Also, at high piety, [[Zin]] will almost always block the effects of Hell's mystical force, making his worshipers particularly well-suited to plumbing Hell's depths.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]], it will no longer be necessary to blow Geryon's horn to gain access to the branches of Hell.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], a frequent Hell effect was banishment.  This was replaced with Malign Gateway, mostly to reduce annoyance to the player.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sublimation_of_Blood&amp;diff=35355</id>
		<title>Sublimation of Blood</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sublimation_of_Blood&amp;diff=35355"/>
				<updated>2015-03-28T08:12:09Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: updated for .16. We should really include the formula in the article instead of linking to wikipedia.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Sublimation of Blood&lt;br /&gt;
|level=2&lt;br /&gt;
|school1={{Necromancy}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Alchemy]]&lt;br /&gt;
*[[Book of Death]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=2&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|This spell converts flesh, blood and other bodily fluids into magical energy. Casters may focus this spell on their own bodies (which can be dangerous but never directly lethal) or can wield freshly butchered flesh in order to draw power into themselves.}}&lt;br /&gt;
&lt;br /&gt;
'''Sublimation of Blood''' is a level 2 [[Necromancy]] spell which converts your own HP into MP. Doing this inflicts irresistible damage to you, but can never kill you.&lt;br /&gt;
&lt;br /&gt;
When cast on oneself, it returns 1+X MP, where X is a [http://en.wikipedia.org/wiki/Negative_binomial negative binomial] random variable with parameters r=1 and p=1-6/spellpower. The average amount of recovered MP per casting is spellpower/6. Each MP recovered costs you 1 to 4 HP with average 1 + 18/spellpower HP.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
*Sublimation of Blood has great synergy with [[Regeneration]]: draw energy from your own body with Sublimation of Blood to regain some MP, then cast Regeneration to regain the lost health at an accelerated pace.&lt;br /&gt;
*If you're in the heat of battle and intend to use this spell as an emergency MP source, don't let your MP reach 0; you need at least 2 MP to perform the first, hopefully successful, Sublimation spell.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]] Sublimation of Blood could be used to turn chunks and potions of blood into mp.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Singularity&amp;diff=35354</id>
		<title>Singularity</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Singularity&amp;diff=35354"/>
				<updated>2015-03-28T07:37:17Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: added page. spell noise is probably wrong. needs damage info and more info in general.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Singularity&lt;br /&gt;
|level=9&lt;br /&gt;
|school1={{Translocations}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Akashic Record]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=6&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|This spell compresses space into a gravitational singularity, pulling nearby enemies of the caster towards it and warping them violently in the process. The caster can only maintain one singularity at a time}}&lt;br /&gt;
&lt;br /&gt;
'''Singularity''' is a level 9 [[Translocations]] spell which creates a friendly singularity on an empty tile. This singularity will pull in enemies and damage them in a radius of 3. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Blizzard_demon&amp;diff=35350</id>
		<title>Blizzard demon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Blizzard_demon&amp;diff=35350"/>
				<updated>2015-03-27T23:05:34Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: removed potion destruction&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=blizzard demon&lt;br /&gt;
|glyph={{LightBlue|2}}&lt;br /&gt;
|tile=[[File:Blizzard demon.png]]&lt;br /&gt;
|flags={{Levitate flag}}&amp;lt;br&amp;gt;{{See invisible flag}}&lt;br /&gt;
|resistances={{Cold resistance 2}}, {{Electricity resistance 2}}, &amp;lt;br&amp;gt;{{Poison resistance}}, {{Negative energy resistance 3}}, &amp;lt;br&amp;gt;{{Torment resistance}}, {{Rot resistance}}, &amp;lt;br&amp;gt;{{Drown resistance}}&lt;br /&gt;
|vulnerabilities={{Fire vulnerability}}, {{Holy vulnerability 2}}, &amp;lt;br&amp;gt;{{Holy wrath vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=1123&lt;br /&gt;
|holiness={{Demonic}}&lt;br /&gt;
|magic_resistance=140&lt;br /&gt;
|hp_range=46-84&lt;br /&gt;
|avg_hp=65&lt;br /&gt;
|armour_class=10&lt;br /&gt;
|evasion=10&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 10&lt;br /&gt;
|size={{Large}}&lt;br /&gt;
|item_use={{Open doors}}&lt;br /&gt;
|attack1=20 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=20 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=12&lt;br /&gt;
|base_hp=3&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{High intelligence}}&lt;br /&gt;
|genus=blizzard demon&lt;br /&gt;
|species=blizzard demon&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A greater demon, wreathed in snow and lightning.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Blizzard demons''' are cold- and air-themed [[tier-2 demon]]s. Although less dangerous than [[hellion]]s or [[cacodemon]]s, they can still deal significant damage to characters without the proper resistances. They can be found in [[the Abyss]], the [[Hell]]s, and [[Pandemonium]] (particularly in [[Lom Lobon]]'s domain).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Spellcaster4&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Lightning Bolt]] (3d18)&lt;br /&gt;
|flags1={{Demonic slot flag}}&lt;br /&gt;
|slot2=[[Freezing Cloud]] (2d22)&lt;br /&gt;
|flags2={{Demonic slot flag}}&lt;br /&gt;
|slot3=[[Airstrike]] (0-34)&lt;br /&gt;
|flags3={{Demonic slot flag}}&lt;br /&gt;
|slot4=[[Bolt of Cold]] (3d21)&lt;br /&gt;
|flags4={{Demonic slot flag}}&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;
*With rC++, rElec, and [[preservation]], they're fairly harmless.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Blizzard demons were added in [[0.10]], partly as a replacement/reworking of [[Blue Death]]s.&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Spell_Success&amp;diff=35324</id>
		<title>Talk:Spell Success</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Spell_Success&amp;diff=35324"/>
				<updated>2015-03-27T17:17:53Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: Yes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Isn't there also a Placid Magic mutation that can affect spell success? [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 02:59, 27 March 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
Yes there is. Higher spell success but lower spell power. The question is whether to call it a good mutation or a bad one. It's pretty awesome for hybrid characters that need utility spells online, yet it sucks for pure casters who need spell power for damage. --[[User:Fambida|Fambida]] ([[User talk:Fambida|talk]]) 18:17, 27 March 2015 (CET)&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shadow_dragon&amp;diff=35261</id>
		<title>Shadow dragon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shadow_dragon&amp;diff=35261"/>
				<updated>2015-03-25T13:44:46Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: added armour mention&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{list of | dragons}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=shadow dragon&lt;br /&gt;
|glyph={{Magenta|D}}&lt;br /&gt;
|tile=[[File:Shadow dragon.png]]&lt;br /&gt;
|flags={{Cold blood flag}}&amp;lt;br&amp;gt;{{Evil flag}}&amp;lt;br&amp;gt;{{Flying flag}}&amp;lt;br&amp;gt;{{See invisible flag}}&lt;br /&gt;
|resistances={{Cold resistance 2}}, {{Poison resistance}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Drown resistance}}, &amp;lt;br&amp;gt;{{Water resistance}}&lt;br /&gt;
|vulnerabilities={{Holy vulnerability}}, {{Dragon slaying vulnerability}}&lt;br /&gt;
|max_chunks=8&lt;br /&gt;
|meat={{Rot-inducing corpse}}&lt;br /&gt;
|xp=2067&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=120&lt;br /&gt;
|hp_range=102-149&lt;br /&gt;
|avg_hp=125&lt;br /&gt;
|armour_class=15&lt;br /&gt;
|evasion=10&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 10&lt;br /&gt;
|size={{Giant}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=20 ({{Bite type}}: {{Drain experience flavour}})&lt;br /&gt;
|attack2=15 ({{Claw type}}: {{Plain flavour}})&lt;br /&gt;
|attack3=15 ({{Claw type}}: {{Plain flavour}})&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=17&lt;br /&gt;
|base_hp=5&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Animal intelligence}}&lt;br /&gt;
|genus=dragon&lt;br /&gt;
|species=shadow dragon&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A great umbral dragon, radiating evil and death. Its breath reeks of the grave.&lt;br /&gt;
----&lt;br /&gt;
“Crux sacra sit mihi lux / Non draco sit mihi dux&amp;lt;br&amp;gt;&lt;br /&gt;
Vade retro satana / Numquam suade mihi vana&amp;lt;br&amp;gt;&lt;br /&gt;
Sunt mala quae libas / Ipse venena bibas”&amp;lt;br&amp;gt;&lt;br /&gt;
“Let the Holy Cross be my light / Let not the dragon be my guide&amp;lt;br&amp;gt;&lt;br /&gt;
Step back Satan / Never tempt me with vain things&amp;lt;br&amp;gt;&lt;br /&gt;
What you offer me is evil / You drink the poison yourself.”&amp;lt;br&amp;gt;&lt;br /&gt;
-full text of initials on the Saint Benedict Medal, worn to ward off evil spririts. Inscription from 11-15th century, formally approved by pope Benedict XIV in 18th century&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“On the other hand, Confucius is made to say to his disciples, ‘I know how birds can fly, how fishes can swim, and how animals can run. But the runner may be snared, the swimmer may be hooked, and the flyer may be shot by the arrow. But there is the dragon. I cannot tell how he mounts on the wind through the clouds, and rises to heaven. Today I have seen Lao-tsze, and can only compare him to the dragon.’”&amp;lt;br&amp;gt;&lt;br /&gt;
-Life of Confucius&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“This Dragon had Two furious Wings&amp;lt;br&amp;gt;&lt;br /&gt;
Each one upon each Shoulder;&amp;lt;br&amp;gt;&lt;br /&gt;
With a Sting in his Tail as long as a Flail,&amp;lt;br&amp;gt;&lt;br /&gt;
Which made him bolder and bolder.&amp;lt;br&amp;gt;&lt;br /&gt;
He had long Claws, and in his Jaws&amp;lt;br&amp;gt;&lt;br /&gt;
Four and forty Teeth of Iron;&amp;lt;br&amp;gt;&lt;br /&gt;
With a Hide as tough, as any Buff,&amp;lt;br&amp;gt;&lt;br /&gt;
Which did him round environ.”&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
-“An Excellent Ballad of a most dreadful Combat, fought between Moore of Moore-Hall, and the Dragon of Wantley”, retold by Ambrose Philips, _A Collection of Old Ballads. Corrected from the Best and Most Ancient Copies Extant. With Introductions Historical, Critical, Or Humorous_. 1723.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Shadow dragons''' are terrifying [[list of dragons|dragonkind]] whose breath and bite attacks inflict [[draining]]. Unlike some dragons, butchering it produces no special hide; doing so only produces [[rot]]-inducing [[chunk]]s which most characters will want to avoid touching. They are uncommon, usually only found on [[Vaults]]:5, [[the Depths]], and [[the Realm of Zot]], though they may appear elsewhere in certain late-game [[vault]]s. They can drop a [[Shadow dragon hide]] which can be enchanted into a [[Shadow dragon armour]] which provides stabbers with excellent defenses and bonus stealth at the cost of some spellcasting ability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Spellcaster1&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Bolt of Draining]] (3d24)&lt;br /&gt;
|flags1={{Natural slot flag}}&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;
*Each rank of [[life protection]] you have will reduce the effect of their draining by a third, providing complete immunity with three ranks. If you have good reason to suspect a shadow dragon is coming (Vaults:5 is almost a guarantee), it's not a bad idea to come packing [[rings of life protection]], an [[amulet of warding]], or other rN+ sources. Undead characters need not worry, as their physical damage output is none too terrifying.&lt;br /&gt;
**Failing that, high [[ev]]asion, [[Repel Missiles]], or [[Deflect Missiles]] will allow you to dodge many of their breath attacks, although not infallibly. In any case, kill them as quickly as possible to limit their opportunities to drain you.&lt;br /&gt;
*Although they aren't undead, they have the standard undead [[cold resistance]] and immunity to negative energy. Fortunately, they are also [[evil]] and thus vulnerable to [[Cleansing Flame]] (but not weapons of [[holy wrath]]).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], shadow dragons were even more obnoxious. They were special-cased to flee from combat when moderately injured, only returning to drain you further after getting several spaces away from you while you fight other foes.&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=List_of_dragons&amp;diff=35260</id>
		<title>List of dragons</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=List_of_dragons&amp;diff=35260"/>
				<updated>2015-03-25T13:41:38Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: Updated armours with quicksilver and shadow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|&amp;quot;On the other hand, Confucius is made to say to his disciples, 'I know how birds can fly, how fishes can swim, and how animals can run. But the runner may be snared, the swimmer may be hooked, and the flyer may be shot by the arrow. But there is the dragon. I cannot tell how he mounts on the wind through the clouds, and rises to heaven. Today I have seen Lao-tsze, and can only compare him to the dragon.'&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Life of Confucius&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This Dragon had Two furious Wings&amp;lt;br&amp;gt;Each one upon each Shoulder;&amp;lt;br&amp;gt;With a Sting in his Tail as Long as a Flail,&amp;lt;br&amp;gt;Which made him bolder and bolder.&amp;lt;br&amp;gt;He had long Claws, and in his Jaws&amp;lt;br&amp;gt;Four and forty Teeth of Iron;&amp;lt;br&amp;gt;With a Hide as tough, as any Buff,&amp;lt;br&amp;gt;Which did him round environ.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-&amp;quot;An Excellent Ballad of a most dreadful Combat, fought between Moore of Moore-Hall, and the Dragon of Wantley&amp;quot;, retold by Ambrose Philips, _A Collection of Old Ballads. Corrected from the Best and Most Ancient Copies Extant. With Introduction Historical, Critical, or Humorous_. 1723.}}&lt;br /&gt;
&lt;br /&gt;
'''Dragons''' are powerful reptilian monsters which prowl through the dungeon, using their elemental breath attacks to devastate any heroes they come across. The [[draconian]] race is closely related to them, though this genetic similarity does not make these beasts any more amicable. While dragons vary wildly in their strengths and weaknesses, they are all susceptible to weapons of [[dragon slaying]] (currently limited to the artefact lance [[Wyrmbane]]), and some of them have other vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
==Dragon Types==&lt;br /&gt;
{{monsterlink|Steam dragon}}- The smallest of the dragons, steam dragons breathe scalding [[steam]] to blind pursuers.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Mottled dragon}}- A tiny dragon with a mouth full of [[Sticky Flame|napalm]].&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Swamp dragon}}- A smaller dragon which bellows [[poison]] fumes at its prey.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Fire dragon}}- The archetypal fire-breathing dragon, these creatures are quite powerful but are also weak to cold.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ice dragon}}- Slightly smaller than their fire-breathing cousins, ice dragons breathe powerful frost breath and are vulnerable to fire.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Storm dragon}}- Fast, strong, and armed with lightning breath, storm dragons are one of the more powerful members of dragonkind.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Quicksilver dragon}}- Slight and swift, these terrors breathe devastating irresistible energies, making them more feared than many of their larger cousins.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Shadow dragon}}- Tremendously strong yet cowardly, shadow dragon breath withers even powerful characters with [[draining]] negative energy.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Iron dragon}}- Made of living iron, these dragons are slow and unable to fly. They make up for it with lethal metal shard breath and immense durability.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Pearl dragon}}- A proud and noble dragon with breath of holy fire. They are a symbol of the undaunted heroic spirit, and an inspiration to young heroes that they ''can'' in fact make it all the way to the [[Orb of Zot]]. That doesn't mean they won't still eat you.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Bone dragon}}- Cobbled together from the skeletons of others, these &amp;quot;dragons&amp;quot; lack most draconic powers but are phenomenally strong all the same.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Golden dragon}}- The kings of all dragons, golden dragons can breathe and resist multiple elements. Despite this, they are hunted for the phenomenal hides they produce.&lt;br /&gt;
&lt;br /&gt;
===Drakes===&lt;br /&gt;
Diminutive cousins of dragons, don't be fooled by drakes' (relatively) small statures: they come with a wide variety of dangerous abilities, and can be just as dangerous as many of their larger cousins.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Fire drake}}- A miniature dragon capable of spitting gouts of fire.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Swamp drake}}- A miniature swamp dragon. Although it lacks the venom of its larger cousins, its noxious breath causes [[confusion]], a deadly condition when near [[deep water]].&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Death drake}}- A miniature shadow dragon, rife with corruption and capable of breathing [[miasma]].&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Lindwurm}}- A strange legless dragon with potent fire breath, though still no match for an actual fire dragon.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Wind drake}}- A sea-dwelling dragon that breathes blasts of piercing winds.&lt;br /&gt;
&lt;br /&gt;
===Dragon-like creatures===&lt;br /&gt;
These creatures superficially resemble dragons, but are not related and thus not affected by [[dragon slaying]].&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Wyvern}}- Extremely fast yet flimsy, they are only a true threat to the very inexperienced.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Hydra}}- Although lacking a breath weapon, these horrors have torn countless heroes to pieces with their many gnashing mouths.&lt;br /&gt;
&lt;br /&gt;
===Unique Dragons===&lt;br /&gt;
{{monsterlink|The Lernaean hydra}}- Adventurers seeking the [[Swamp]]'s [[rune of Zot|rune]] may find themselves facing [[27]] heads of biting fury instead.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Xtahua}}- An ancient and powerful fire dragon who loves to snack on foolhardy adventurers.&lt;br /&gt;
&lt;br /&gt;
{{Red|D}} [[Image:Serpent of Hell Gehenna.png]][[Image:Serpent of Hell Cocytus.png]][[Image:Serpent of Hell Tartarus.png]][[Image:Serpent of Hell Dis.png]] '''[[Serpent of Hell]]''' - A bizarre [[demon]]ic dragon found deep in one of the four [[Hell]]s.&lt;br /&gt;
&lt;br /&gt;
==Dragon Armour==&lt;br /&gt;
{{flavour|&amp;quot;His scales are his pride, shut up together as with a close seal. One is so near to another, that no air can come between them. They are joined one to another, they stick together, that they cannot be sundered.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-KJV Bible, Job 41:15-17.}}&lt;br /&gt;
In spite of the risk involved, slaying certain dragons can prove extremely rewarding. Their hides possess unusual properties that make them exceptionally useful as a material for armour, though to craft it in the Dungeon requires the use of a [[scroll of enchant armour]]. You can also occasionally find this equipment in [[shop]]s, lying around the Dungeon floor, or as a [[god]] gift from [[Okawaru]]. [[Artifact]] dragon armours even exist, and can provide phenomenal benefits.&lt;br /&gt;
*[[File:Steam_dragon_hide.png]] [[File:Steam_dragon_armour.png]] [[Steam dragon hide]]/[[Steam dragon armour]]: An extremely light yet somewhat durable suit of armour, often used by casters or stabbers. Provides rSteam++.&lt;br /&gt;
*[[File:Mottled_dragon_hide.png]] [[File:Mottled_dragon_armour.png]] [[Mottled dragon hide]]/[[Mottled dragon armour]]: Slightly sturdier than steam dragon gear, and with only a minor loss in mobility. Provides rSticky.&lt;br /&gt;
*[[File:Swamp_dragon_hide.png]] [[File:Swamp_dragon_armour.png]] [[Swamp dragon hide]]/[[Swamp dragon armour]]: A balanced defense suitable for nimble close-quarters fighters or casters willing to endure a little burden. Provides rPois.&lt;br /&gt;
*[[File:Quicksilver_dragon_hide.png]] [[File:Quicksilver_dragon_armour.png]] [[Quicksilver dragon hide]]/[[Quicksilver dragon armour]]: An armour with low encumbrance for its AC, and inherent MR+. However, it can't be enchanted.&lt;br /&gt;
*[[File:Fire_dragon_hide.png]] [[File:Fire_dragon_armour.png]] [[Fire dragon hide]]/[[Fire dragon armour]]: Somewhat heavy armour that provides decent defense and stops fire attacks dead, though it handles cold poorly. Provides rF++ and rC-.&lt;br /&gt;
*[[File:Ice_dragon_hide.png]] [[File:Ice_dragon_armour.png]] [[Ice dragon hide]]/[[Ice dragon armour]]: Slightly more durable than fire dragon armour, ice dragon armour provides an inverse set of resistances. Provides rC++ and rF-.&lt;br /&gt;
*[[File:Storm_dragon_hide.png]] [[File:Storm_dragon_armour.png]] [[Storm dragon hide]]/[[Storm dragon armour]]: This armour is undeniably heavy, but provides excellent defense against physical and electric attacks. Provides rElec.&lt;br /&gt;
*[[File:Shadow_dragon_hide.png]] [[File:Shadow_dragon_armour.png]] [[Shadow dragon hide]]/[[Shadow dragon armour]]: Same defenses as Storm dragon armour, while providing Stealth++++. A stabbers best friend.&lt;br /&gt;
*[[File:Pearl_dragon_hide.png]] [[File:Pearl_dragon_armour.png]] [[Pearl dragon hide]]/[[Pearl dragon armour]]: Although harder to come by than most forms of dragon armour, this suit provides an excellent balance of mobility and defense, particularly against the forces of [[evil]]. Provides rN+.&lt;br /&gt;
*[[File:Gold_dragon_hide.png]] [[File:Gold_dragon_armour.png]] [[Gold dragon hide]]/[[Gold dragon armour]]: Staggeringly heavy but nearly unparalleled in defense, the golden dragon's hide creates a very desirable prize for those who engage in pure melee combat. Provides rF+, rC+, and rPois+.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The [[dragon slaying]] brand was available for all [[polearms]] prior to [[0.15]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], fire dragons were simply called '''dragons'''.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists of monsters]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Quicksilver_dragon&amp;diff=35259</id>
		<title>Quicksilver dragon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Quicksilver_dragon&amp;diff=35259"/>
				<updated>2015-03-25T13:33:08Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{list of | dragons}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=quicksilver dragon&lt;br /&gt;
|glyph={{LightCyan|D}}&lt;br /&gt;
|tile=[[File:Quicksilver dragon.png]]&lt;br /&gt;
|flags={{Flying flag}}&amp;lt;br&amp;gt;{{See invisible flag}}&amp;lt;br&amp;gt;{{Warm blood flag}}&lt;br /&gt;
|resistances={{Drown resistance}}, {{Water resistance}}&lt;br /&gt;
|vulnerabilities={{Dragon slaying vulnerability}}&lt;br /&gt;
|max_chunks=12&lt;br /&gt;
|meat={{Clean corpse}}&lt;br /&gt;
|xp=2542&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=140&lt;br /&gt;
|hp_range=63-110&lt;br /&gt;
|avg_hp=86&lt;br /&gt;
|armour_class=10&lt;br /&gt;
|evasion=15&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 15&lt;br /&gt;
|size={{Giant}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=25 ({{Bite type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=20 ({{Claw type}}: {{Plain flavour}})&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=16&lt;br /&gt;
|base_hp=3&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Animal intelligence}}&lt;br /&gt;
|genus=dragon&lt;br /&gt;
|species=quicksilver dragon&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A long and sinuous dragon, seemingly more neck and tail than anything else. Its skin shines like molten mercury, magical energies arc from its pointed snout, and it moves with terrifying swiftness.&lt;br /&gt;
----&lt;br /&gt;
“On the other hand, Confucius is made to say to his disciples, ‘I know how birds can fly, how fishes can swim, and how animals can run. But the runner may be snared, the swimmer may be hooked, and the flyer may be shot by the arrow. But there is the dragon. I cannot tell how he mounts on the wind through the clouds, and rises to heaven. Today I have seen Lao-tsze, and can only compare him to the dragon.’”&amp;lt;br&amp;gt;&lt;br /&gt;
-Life of Confucius&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“This Dragon had Two furious Wings&amp;lt;br&amp;gt;&lt;br /&gt;
Each one upon each Shoulder;&amp;lt;br&amp;gt;&lt;br /&gt;
With a Sting in his Tail as long as a Flail,&amp;lt;br&amp;gt;&lt;br /&gt;
Which made him bolder and bolder.&amp;lt;br&amp;gt;&lt;br /&gt;
He had long Claws, and in his Jaws&amp;lt;br&amp;gt;&lt;br /&gt;
Four and forty Teeth of Iron;&amp;lt;br&amp;gt;&lt;br /&gt;
With a Hide as tough, as any Buff,&amp;lt;br&amp;gt;&lt;br /&gt;
Which did him round environ.”&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
-“An Excellent Ballad of a most dreadful Combat, fought between Moore of Moore-Hall, and the Dragon of Wantley”, retold by Ambrose Philips, _A Collection of Old Ballads. Corrected from the Best and Most Ancient Copies Extant. With Introductions Historical, Critical, Or Humorous_. 1723.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful info==&lt;br /&gt;
'''Quicksilver dragons''' are rare and dangerous [[list of dragons|dragon]]s that move 50% faster than average and breathe irresistible status-dispelling energy bolts. Fortunately, they're extremely rare, appearing almost exclusively in [[The Vaults|Vaults:5]], [[Dis]]:7, and certain [[Dungeon]] vaults. If you see one elsewhere, it's likely a [[shapeshifter]]. They can drop a [[quicksilver dragon hide]], which can be enchanted into a dragon armor with inherent magic resistance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Spellcaster1&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Quicksilver Bolt]] (3d20)&lt;br /&gt;
|flags1={{Natural slot flag}}&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;
*As their damage output is irresistible and considerable, the best defense is a good offense. Take them out quickly, using [[Haste]] or [[berserk]] if those options are available.&lt;br /&gt;
*While the bolts can't be absorbed, they can be avoided or blocked; a shield or [[Repel Missiles|Repel]]/[[Deflect Missiles]] can help keep you safe.&lt;br /&gt;
*Be mindful if you have any active enchantments that you're relying on: unexpectedly losing [[Haste]], or worse, [[Flight]] in the middle of a battle can be devastating, even fatal.&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Quicksilver_dragon_hide&amp;diff=35258</id>
		<title>Quicksilver dragon hide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Quicksilver_dragon_hide&amp;diff=35258"/>
				<updated>2015-03-25T13:32:06Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{armour&lt;br /&gt;
 |name        = Quicksilver dragon armour&lt;br /&gt;
 |cost        = ?&lt;br /&gt;
 |weight      = &lt;br /&gt;
 |skill       = &lt;br /&gt;
 |skill2      = &lt;br /&gt;
 |AC          = &lt;br /&gt;
 |EV          = &lt;br /&gt;
 |SV          =  &lt;br /&gt;
 |maxenc      = &lt;br /&gt;
 |size        = All&lt;br /&gt;
 |grants      = &lt;br /&gt;
 |acquirement =&lt;br /&gt;
 |weartime    = &lt;br /&gt;
 |GDR         = &lt;br /&gt;
}}&lt;br /&gt;
{{flavour|?}}&lt;br /&gt;
&lt;br /&gt;
A '''quicksilver dragon hide''' can be obtained by butchering a [[quicksilver dragon]].&lt;br /&gt;
&lt;br /&gt;
Using a [[scroll of enchant armour]] on it will create a [[quicksilver dragon armour]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Quicksilver dragon hides will be added in [[0.16]].&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;
! || Image&lt;br /&gt;
|-&lt;br /&gt;
| '''Hide''' || [[Image:Quicksilver dragon hide.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Quicksilver dragon armour|Armour]]''' || [[Image:Quicksilver dragon armour.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{armours}}&lt;br /&gt;
[[Category:Body armour]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Quicksilver_dragon&amp;diff=35257</id>
		<title>Quicksilver dragon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Quicksilver_dragon&amp;diff=35257"/>
				<updated>2015-03-25T13:31:00Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: added quicksilver dragon armor mentio&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{list of | dragons}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=quicksilver dragon&lt;br /&gt;
|glyph={{LightCyan|D}}&lt;br /&gt;
|tile=[[File:Quicksilver dragon.png]]&lt;br /&gt;
|flags={{Flying flag}}&amp;lt;br&amp;gt;{{See invisible flag}}&amp;lt;br&amp;gt;{{Warm blood flag}}&lt;br /&gt;
|resistances={{Drown resistance}}, {{Water resistance}}&lt;br /&gt;
|vulnerabilities={{Dragon slaying vulnerability}}&lt;br /&gt;
|max_chunks=12&lt;br /&gt;
|meat={{Clean corpse}}&lt;br /&gt;
|xp=2542&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=140&lt;br /&gt;
|hp_range=63-110&lt;br /&gt;
|avg_hp=86&lt;br /&gt;
|armour_class=10&lt;br /&gt;
|evasion=15&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 15&lt;br /&gt;
|size={{Giant}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=25 ({{Bite type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=20 ({{Claw type}}: {{Plain flavour}})&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=16&lt;br /&gt;
|base_hp=3&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Animal intelligence}}&lt;br /&gt;
|genus=dragon&lt;br /&gt;
|species=quicksilver dragon&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A long and sinuous dragon, seemingly more neck and tail than anything else. Its skin shines like molten mercury, magical energies arc from its pointed snout, and it moves with terrifying swiftness.&lt;br /&gt;
----&lt;br /&gt;
“On the other hand, Confucius is made to say to his disciples, ‘I know how birds can fly, how fishes can swim, and how animals can run. But the runner may be snared, the swimmer may be hooked, and the flyer may be shot by the arrow. But there is the dragon. I cannot tell how he mounts on the wind through the clouds, and rises to heaven. Today I have seen Lao-tsze, and can only compare him to the dragon.’”&amp;lt;br&amp;gt;&lt;br /&gt;
-Life of Confucius&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
“This Dragon had Two furious Wings&amp;lt;br&amp;gt;&lt;br /&gt;
Each one upon each Shoulder;&amp;lt;br&amp;gt;&lt;br /&gt;
With a Sting in his Tail as long as a Flail,&amp;lt;br&amp;gt;&lt;br /&gt;
Which made him bolder and bolder.&amp;lt;br&amp;gt;&lt;br /&gt;
He had long Claws, and in his Jaws&amp;lt;br&amp;gt;&lt;br /&gt;
Four and forty Teeth of Iron;&amp;lt;br&amp;gt;&lt;br /&gt;
With a Hide as tough, as any Buff,&amp;lt;br&amp;gt;&lt;br /&gt;
Which did him round environ.”&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
-“An Excellent Ballad of a most dreadful Combat, fought between Moore of Moore-Hall, and the Dragon of Wantley”, retold by Ambrose Philips, _A Collection of Old Ballads. Corrected from the Best and Most Ancient Copies Extant. With Introductions Historical, Critical, Or Humorous_. 1723.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful info==&lt;br /&gt;
'''Quicksilver dragons''' are rare and dangerous [[list of dragons|dragon]]s that move 50% faster than average and breathe irresistible status-dispelling energy bolts. Fortunately, they're extremely rare, appearing almost exclusively in [[The Vaults|Vaults:5]], [[Dis]]:7, and certain [[Dungeon]] vaults. If you see one elsewhere, it's likely a [[shapeshifter]]. They can drop a quicksilver dragon hide, which can be enchanted into a dragon armor with inherent magic resistance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Spellcaster1&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Quicksilver Bolt]] (3d20)&lt;br /&gt;
|flags1={{Natural slot flag}}&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;
*As their damage output is irresistible and considerable, the best defense is a good offense. Take them out quickly, using [[Haste]] or [[berserk]] if those options are available.&lt;br /&gt;
*While the bolts can't be absorbed, they can be avoided or blocked; a shield or [[Repel Missiles|Repel]]/[[Deflect Missiles]] can help keep you safe.&lt;br /&gt;
*Be mindful if you have any active enchantments that you're relying on: unexpectedly losing [[Haste]], or worse, [[Flight]] in the middle of a battle can be devastating, even fatal.&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Firestarter&amp;diff=34440</id>
		<title>Firestarter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Firestarter&amp;diff=34440"/>
				<updated>2015-03-16T13:29:39Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: removed scroll conservation, unsure about other stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{flavour|Alongside its obvious effects, this weapon protects its owner's inventory from fire, and fills monsters that it hits with an inner flame.}}&lt;br /&gt;
[[File:Firestarter.png]] '''''the +7,+7 great mace &amp;quot;Firestarter&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
+7,+7 [[great mace]]&lt;br /&gt;
&lt;br /&gt;
[[Flaming]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fire resistance|rF++]]&amp;lt;br&amp;gt;&lt;br /&gt;
Adds [[Inner Flame]] enchantment on strike&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
Unless you're facing foes resistant to [[fire]], '''Firestarter''' is an exceptionally powerful weapon, combining a solid and well-enchanted base weapon, a decent [[brand]], an extremely useful defense (any source of rF++ is worth consideration), and one of the most brutal melee crowd-control methods in the game. That being said, its downsides are very significant. Even with rF++, getting caught in a constant stream of explosions will take its toll on your [[HP]], making the weapon best suited for characters with one more source of fire resistance, very high [[AC]], a large HP pool, and a good source of constant HP regeneration (such as [[Makhleb]] worship). On top of that, the amount of [[noise]] you'll be producing in combat will awaken many nearby monsters, so expect reinforcements to be a constant threat. Also, many of the major sources of fire damage in the game are resistant or immune to fire damage themselves, making the weapon a useful defense against them, but not exactly ideal offensively speaking.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Firestarter was added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Maces &amp;amp; Flails]]&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Claymore&amp;diff=34364</id>
		<title>Claymore</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Claymore&amp;diff=34364"/>
				<updated>2015-03-15T11:26:30Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
{{weapon&lt;br /&gt;
 |name      = Claymore&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 massive sword, requiring great skill to use effectively.}}&lt;br /&gt;
&lt;br /&gt;
'''Claymores''' are the ultimate [[long blades|long blade]].  They do more damage than almost any other weapon in the game (barring their [[blessed weapon|blessed counterpart]]s and [[giant spiked club]]s), but require a heavy skill investment to use quickly or accurately.&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;
! Claymore || Ego/Randart Claymore || Blessed Claymore || [[Plutonium Sword]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Claymore.png]] || [[File:Claymore2.png]] || [[File:Claymore3.png]] || [[File:Plutonium sword.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.16]] Claymores were renamed back to triple swords.&lt;br /&gt;
&lt;br /&gt;
Claymores were introduced in [[0.14]], replacing [[triple sword]]s. This change initially involved a slight boost to their base damage, but was changed to simply be a change of flavour (name, description, tiles).&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
[[Category:Long_blades]]&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Template:Version015&amp;diff=34363</id>
		<title>Template:Version015</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Template:Version015&amp;diff=34363"/>
				<updated>2015-03-15T11:24:25Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: .16 TIME! (I don't know how to edit the redirect from current release, so someone else will have to handle that)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;border: 1px solid #33FF66; background-color: #99FF99; border-left: 15px solid #33FF66; margin-bottom: 20px; width: 100%; padding: 4px 10px; line-height: 1.1em; width: auto;&amp;quot;&amp;gt;'''''Version [[0.15]]''': This article may not be up to date for the [[current release|latest stable release]] of Crawl.''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Maintenance Templates]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:0.15 articles]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Template:Version016&amp;diff=34362</id>
		<title>Template:Version016</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Template:Version016&amp;diff=34362"/>
				<updated>2015-03-15T11:22:56Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: .16 TIME!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;border: 1px solid #04A0BF; background-color: #BCEBF5; border-left: 15px solid #04A0BF; margin-bottom: 20px; width: 100%; padding: 4px 10px; line-height: 1.1em; width: auto;&amp;quot;&amp;gt;'''''Version [[0.16]]''': This article is up to date for the latest stable release of ''Dungeon Crawl Stone Soup''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Maintenance Templates]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:0.16 articles]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Triple_sword&amp;diff=34361</id>
		<title>Triple sword</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Triple_sword&amp;diff=34361"/>
				<updated>2015-03-15T11:19:32Z</updated>
		
		<summary type="html">&lt;p&gt;Fambida: &lt;/p&gt;
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&lt;div&gt;{{version016}}&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;
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&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:Old - plutonium sword.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.16]], [[claymore]]s were renamed back to triple swords&lt;br /&gt;
&lt;br /&gt;
In [[0.14]], triple swords were renamed to [[claymore]]s.&lt;br /&gt;
{{weapons}}&lt;/div&gt;</summary>
		<author><name>Fambida</name></author>	</entry>

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