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		<updated>2026-05-07T16:44:15Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Slow_(spell)&amp;diff=82767</id>
		<title>Slow (spell)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Slow_(spell)&amp;diff=82767"/>
				<updated>2025-03-17T12:53:59Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: /*Strategy*/ Fixed broken English, added more tips.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
:''This article is about the spell. For the status condition, see [[Slow]].''&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{spell info|Slow}}&lt;br /&gt;
&lt;br /&gt;
'''Slow''' is a level 1 [[Hexes]] spell that makes the target slower.  If the target fails a [[willpower]] check, they will be [[Slow|slowed]]. At higher [[spell power]], the target is slowed for a longer period of time.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Slow is a level 1 spell, which makes it really cheap and easy to train into. Even heavily armored players should be able to cast it with a little bit of investment. Given the vast range of applications, it can be considered once more important skills are adequately trained.&lt;br /&gt;
*Note that Slow doesn't only reduce movement, it slows ALL actions by 50%. This can be game-changing against enemies who already attack slow, such as [[Ogre_(monster)|Ogre]]s. Just make sure to cast it before going into melee range.&lt;br /&gt;
*It can prove really useful in corridors should you need to escape; Slow the enemy in front and enjoy your disengage having impaired an entire group of enemies for 1MP.&lt;br /&gt;
*Slowing any [[Haste|hasted]] or [[Berserk]] enemies will return them their normal speed for as long the debuff lasts.&lt;br /&gt;
&lt;br /&gt;
==Monster Spell==&lt;br /&gt;
The monster version of this spell functions similarly to the player version, but is much harder to resist.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell|Slow}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], [[Hedge Wizard]]s started with this spell.&lt;br /&gt;
*Prior to [[0.31]], [[Hexslinger]]s started with this spell.&lt;br /&gt;
*Prior to [[0.30]], the Slow spell had an [[enchantment power]] multiplier of x1.5, making it more likely to succeed.&lt;br /&gt;
*Prior to [[0.28]], the Slow spell was a level 2 Hexes spell, with a power cap of 200.&lt;br /&gt;
*Prior to [[0.18]], an [[amulet of stasis]] could protect you from Slow.&lt;br /&gt;
*Prior to [[0.10]], the Slow spell did not have an enchantment power boost.&lt;br /&gt;
*Prior to [[0.8]], slowing made every action take twice as long.&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;br /&gt;
[[Category:Status effects]]&lt;br /&gt;
[[Category:Movement]]&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Slow_(spell)&amp;diff=82766</id>
		<title>Slow (spell)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Slow_(spell)&amp;diff=82766"/>
				<updated>2025-03-17T12:46:06Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Added Strategy section - Basic stuff, nothing too fancy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
:''This article is about the spell. For the status condition, see [[Slow]].''&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{spell info|Slow}}&lt;br /&gt;
&lt;br /&gt;
'''Slow''' is a level 1 [[Hexes]] spell that makes the target slower.  If the target fails a [[willpower]] check, they will be [[Slow|slowed]]. At higher [[spell power]], the target is slowed for a longer period of time.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Slow is a level 1 spell, which makes it really cheap and easy to train into. Even more heavily armored players should be able to cast it with a little bit of investment. Given the vast range of applications, it can be considered once more important skills are decently trained.&lt;br /&gt;
*Note that Slow doesn't only reduce movement, it slows ALL actions by 50%. This can be game-changing against enemies who already attack slow, such as [[Ogre_(monster)|Ogre]]s. Just make sure to cast it before going into melee range.&lt;br /&gt;
*It can prove really useful in corridors should you need to escape; Slow the enemy in front and enjoy your disengage having impaired an entire group of enemies for 1MP.&lt;br /&gt;
&lt;br /&gt;
==Monster Spell==&lt;br /&gt;
The monster version of this spell functions similarly to the player version, but is much harder to resist.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell|Slow}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], [[Hedge Wizard]]s started with this spell.&lt;br /&gt;
*Prior to [[0.31]], [[Hexslinger]]s started with this spell.&lt;br /&gt;
*Prior to [[0.30]], the Slow spell had an [[enchantment power]] multiplier of x1.5, making it more likely to succeed.&lt;br /&gt;
*Prior to [[0.28]], the Slow spell was a level 2 Hexes spell, with a power cap of 200.&lt;br /&gt;
*Prior to [[0.18]], an [[amulet of stasis]] could protect you from Slow.&lt;br /&gt;
*Prior to [[0.10]], the Slow spell did not have an enchantment power boost.&lt;br /&gt;
*Prior to [[0.8]], slowing made every action take twice as long.&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;br /&gt;
[[Category:Status effects]]&lt;br /&gt;
[[Category:Movement]]&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Slow&amp;diff=82765</id>
		<title>Slow</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Slow&amp;diff=82765"/>
				<updated>2025-03-17T12:27:34Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Formatting. Moved trunk stuff to CBA, Added more sources of Slow, Added info about Slow+Fast. Fixed link to Mutations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
:''This article is about the status condition. For the spell, see [[Slow (spell)]].''&lt;br /&gt;
&lt;br /&gt;
[[Slow]] is a status effect that makes all actions take 150% their normal duration in [[decaAut]]s.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
Slowed creatures take 50% longer for [[movement]] and all other actions. This can seriously reduce the damage output of affected creatures, and it is much easier to escape slowed pursurers (but much harder to escape when slowed).&lt;br /&gt;
&lt;br /&gt;
It can be removed by [[Quicksilver Bolt|quicksilver]] attacks or a [[potion of cancellation]]. A source of [[Haste]] (Such as a [[Potion of haste]] or [[Berserk]]) can also negate Slow, returning you to normal speed without rounding error. Note that this doesn't remove the Slow status, just negate it temporarily.&lt;br /&gt;
&lt;br /&gt;
[[Formicid]]s are completely immune to the effect due to their [[stasis]]. &lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
*The [[Slow (spell)|Slow]] [[spell]]&lt;br /&gt;
{{monsters with spell|Slow}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional sources of Slow include:&lt;br /&gt;
*[[Metabolic Englaciation]] and the [[Skin of Zhor]]&lt;br /&gt;
*[[Miasma]] clouds&lt;br /&gt;
*[[Curare]]-tipped [[dart]]s&lt;br /&gt;
*[[Cheibriados]]' Temporal Distortion&lt;br /&gt;
*[[Chaotic]] effects&lt;br /&gt;
*Mummy [[death curse]]s&lt;br /&gt;
*[[Torpor snail]]s while they're in [[LOS]]&lt;br /&gt;
*[[Miscasting]] a [[Hexes]] spell&lt;br /&gt;
*Taking [[cold]] damage while [[cold-blooded]]&lt;br /&gt;
*Overwhelming [[divine retribution]]&lt;br /&gt;
*[[Berserk]] running out and by extension the effect of a [[Datura]]-tipped dart.&lt;br /&gt;
&lt;br /&gt;
Note that [[Swiftness]] applies -Swift at the end of it's duration, which unlike a normal Slow only reduces movement speed.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.33| there will be additional sources of Slow - namely the level 2 [[Bad mutations#Reduced Attributes|Poor Constitution]] mutation and [[Stat zero]]}}&lt;br /&gt;
*Prior to [[0.14]], you could be slowed by drinking a [[potion of slowing]].&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Auxiliary_attack&amp;diff=82701</id>
		<title>Auxiliary attack</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Auxiliary_attack&amp;diff=82701"/>
				<updated>2025-03-14T13:04:04Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Updated references to point at 0.32 code (All of them!)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
'''Auxiliary attacks''' ('''aux attacks''') are additional attacks that you can perform in melee combat.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Whenever you make a melee attack, you have a chance to perform an auxiliary attack, taking no time in the process. If your character has multiple valid attacks, each has a separate chance to trigger. &lt;br /&gt;
&lt;br /&gt;
Aux attacks have a base damage dependent on the aux attack and its relevant [[mutation]]s; e.g. higher levels of [[Talons]] increases kick damage. They are affected by [[strength]], [[slaying]] and the [[Might]] effect as normal. [[Fighting]] affects aux attacks, but at a reduced effectiveness.&amp;lt;ref&amp;gt;For auxiliary attacks, Fighting skill multiplies damage by &amp;lt;code&amp;gt;1 + uniform(Fighting)/40&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;uniform(x) = 1d(x+1)-1&amp;lt;/code&amp;gt;, or a roll from 0 to x, inclusive; see {{source ref|0.32.0|fight.cc|1587}}&amp;lt;/ref&amp;gt; They do not scale with weapon damage (though swinging faster means you perform aux attacks more often). Other than the &amp;quot;offhand punch&amp;quot; or equivalent, [[Unarmed Combat]] skill has no influence on them.&lt;br /&gt;
&lt;br /&gt;
[[Reaching]] weapons don't make aux attacks when attacking from a distance. When [[cleaving]], you only make aux attacks on the main target. [[Quick blade]]s make 2 sets of aux attacks per action, but [[Gyre and Gimble]] still only make 2 sets of aux attacks (despite attacking four times).&lt;br /&gt;
&lt;br /&gt;
===Chance to Trigger===&lt;br /&gt;
In order to make an auxiliary attack, you must succeed 2 separate chances ''at the same time'':&lt;br /&gt;
&lt;br /&gt;
:'''1.''' A chance based on [[XL]], &amp;lt;code&amp;gt;(30 + XL) / 59&amp;lt;/code&amp;gt;.&amp;lt;ref&amp;gt;{{source ref|0.32.0|melee-attack.cc|1425}}&amp;lt;/ref&amp;gt; This is equal to to 52.5% at XL 1, and 96.6% at XL 27. A few attacks ignore this check:&lt;br /&gt;
:*Constriction, Demonic Touch, and Maw Form bite completely ignore this check.&lt;br /&gt;
:*The off-hand punch replaces it with chance = &amp;lt;code&amp;gt;(3 + [[UC]]_skill) / 60 &amp;lt;/code&amp;gt;.&amp;lt;ref&amp;gt;{{source ref|0.32.0|melee-attack.cc|1619}}&amp;lt;/ref&amp;gt; That's 5% at 0 skill, and 50% at 27 skill.&lt;br /&gt;
:'''2.''' A % chance based on the auxiliary attack itself. For example, Bite has a 40% chance to pass only if the XL-based check above succeeds. See below for a list of attacks and their chances of success.&lt;br /&gt;
&lt;br /&gt;
In addition, the body part related to the attack must be free. You must have no weapon to make an offhand punch, you cannot be wearing [[boots]] to kick with [[Talons]], and so on.&lt;br /&gt;
&lt;br /&gt;
==List of Auxiliary Attacks==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
! Condition || Damage || Chance ||Special&lt;br /&gt;
|-&lt;br /&gt;
| '''Offhand Punch''' || 5 + UC/2 || 100% || Negated by wielding any shield / weapon, or being in [[Flux Form|Flux]] / [[Serpent Form]]&lt;br /&gt;
|-&lt;br /&gt;
| Offhand Punch w/ [[Claws]] || {5 + UC/2} + 1d3 × (Claws ranks) || 100% ||Also negated by Blade Hands or by wearing [[gloves]]&lt;br /&gt;
|-&lt;br /&gt;
| Offhand Punch w/ [[Blade Hands]] || {5 + UC/2} + 6 || 100% || Negates claws&lt;br /&gt;
|-&lt;br /&gt;
| '''Headbutt''' || 5 + 3 × (Horns ranks) || 66% ||[[Minotaur]]s occasionally counter enemy attacks that miss with this&lt;br /&gt;
|-&lt;br /&gt;
| '''Peck''' || 6 || 66% || -&lt;br /&gt;
|-&lt;br /&gt;
| '''Kick''' w/ [[Hooves]] || 5 + (5/3) × (Hooves ranks) || 100% || -&lt;br /&gt;
|-&lt;br /&gt;
| '''Kick''' w/ [[Talons]] || 6 + (Talons ranks) || 100% || Wearing boots negates this&lt;br /&gt;
|-&lt;br /&gt;
| '''Tail Slap''' || 6 || 50% || Grey Draconians in deep water can push back their enemies&lt;br /&gt;
|-&lt;br /&gt;
| Tail Slap w/ [[Armoured Tail]] || 10 || 50% || -&lt;br /&gt;
|-&lt;br /&gt;
| Tail Slap w/ [[Stinger]] || {6 or 10} + (2 * Stinger ranks) - 1 || 50% || [[Venom]]. 6 base damage, or 10 w. Armoured Tail&lt;br /&gt;
|-&lt;br /&gt;
| '''Bite''' w/ [[Fangs]] || 2 × (Fangs ranks) + 1 || 40% || Bloodless [[Vampire]]s have a [[vampiric]] bite&lt;br /&gt;
|-&lt;br /&gt;
| Bite w/ [[Acidic Bite]] || {2 × (Fangs ranks) + 1} + 4 + 2d4 acid splash || 40% || [[Corrosion]]&lt;br /&gt;
|-&lt;br /&gt;
| Bite w/ [[Antimagic]] Bite || {2 × (Fangs ranks) + 1} + XL/3|| 100% || [[Antimagic]], [[Vine Stalker]] only&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Pseudopods]]''' || 4 × (Pseudopods rank) || 66% || -&lt;br /&gt;
|-&lt;br /&gt;
| '''Tentacle Spike''' || 5 + (Tentacle Spike rank) || 100% || -&lt;br /&gt;
|-&lt;br /&gt;
| '''Tentacle Slap''' || 5 + UC/2 || 100% || Octopodes' equivalent to the offhand punch &amp;lt;small&amp;gt;(can be done even if offhand is occupied, as long as you're not wielding a weapon)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Tentacles (squeeze)''' || 12 || 66% || -&lt;br /&gt;
|-&lt;br /&gt;
| '''Constriction''' || 0 || 100% || [[Constriction]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Touch''' w/ [[Demonspawn_mutations#Demonic_Touch|Demonic touch]] || 6 + 4 × (Demonic Touch ranks) || 40% || Negated by wielding a shield / two-handed weapon. At three ranks, applies [[Vulnerability (status effect)|Vulnerability]]. Deals a minimum of 6 damage and does not benefit from Str, slay, or any skill or buff. Ignores AC. &amp;lt;small&amp;gt;(This can activate even if you're wielding a weapon in your main hand, unlike Offhand Punches.)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], offhand punches were allowed with a one-handed weapon, if your offhand was free.&lt;br /&gt;
*Prior to [[0.28]], aux attacks other than the offhand punch required an initial pass of &amp;lt;code&amp;gt;1 + str + dex &amp;gt; 1d50&amp;lt;/code&amp;gt;, and the offhand punch required to pass all three of &amp;lt;code&amp;gt;UC &amp;gt;= 1d20&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;2 &amp;gt;= 1dAdjusted Body Armour Penalty&amp;lt;/code&amp;gt;, and a 33% chance. Octopodes also had an extra chance to do an offhand tentacle slap. Also, Bite had an extra +1 damage for every 5 STR beyond 10.&lt;br /&gt;
*Prior to [[0.17]], headbutts had a chance to stun, hooves partially bypassed AC, and claws caused [[bleeding]].&lt;br /&gt;
*In earlier versions of ''Crawl'', all auxiliary attacks were more effective if you had a high Unarmed Combat skill, making it a valuable skill for any character designed for melee combat.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Auxiliary_attack&amp;diff=82700</id>
		<title>Auxiliary attack</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Auxiliary_attack&amp;diff=82700"/>
				<updated>2025-03-14T11:44:12Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Changed wording to make it lighter to read.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
'''Auxiliary attacks''' ('''aux attacks''') are additional attacks that you can perform in melee combat.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Whenever you make a melee attack, you have a chance to perform an auxiliary attack, taking no time in the process. If your character has multiple valid attacks, each has a separate chance to trigger. &lt;br /&gt;
&lt;br /&gt;
Aux attacks have a base damage dependent on the aux attack and its relevant [[mutation]]s; e.g. higher levels of [[Talons]] increases kick damage. They are affected by [[strength]], [[slaying]] and the [[Might]] effect as normal. [[Fighting]] affects aux attacks, but at a reduced effectiveness.&amp;lt;ref&amp;gt;For auxiliary attacks, Fighting skill multiplies damage by &amp;lt;code&amp;gt;1 + uniform(Fighting)/40&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;uniform(x) = 1d(x+1)-1&amp;lt;/code&amp;gt;, or a roll from 0 to x, inclusive; see {{source ref|0.31.0|fight.cc|1355}}&amp;lt;/ref&amp;gt; They do not scale with weapon damage (though swinging faster means you perform aux attacks more often). Other than the &amp;quot;offhand punch&amp;quot; or equivalent, [[Unarmed Combat]] skill has no influence on them.&lt;br /&gt;
&lt;br /&gt;
[[Reaching]] weapons don't make aux attacks when attacking from a distance. When [[cleaving]], you only make aux attacks on the main target. [[Quick blade]]s make 2 sets of aux attacks per action, but [[Gyre and Gimble]] still only make 2 sets of aux attacks (despite attacking four times).&lt;br /&gt;
&lt;br /&gt;
===Chance to Trigger===&lt;br /&gt;
In order to make an auxiliary attack, you must succeed 2 separate chances ''at the same time'':&lt;br /&gt;
&lt;br /&gt;
:'''1.''' A chance based on [[XL]], &amp;lt;code&amp;gt;(30 + XL) / 59&amp;lt;/code&amp;gt;.&amp;lt;ref&amp;gt;{{source ref|0.31.0|melee-attack.cc|1181}}&amp;lt;/ref&amp;gt; This is equal to to 52.5% at XL 1, and 96.6% at XL 27. A few attacks ignore this check:&lt;br /&gt;
:*Constriction, Demonic Touch, and Maw Form bite completely ignore this check.&lt;br /&gt;
:*The off-hand punch replaces it with chance = &amp;lt;code&amp;gt;(3 + [[UC]]_skill) / 60 &amp;lt;/code&amp;gt;.&amp;lt;ref&amp;gt;{{source ref|0.31.0|melee-attack.cc|1330}}&amp;lt;/ref&amp;gt; That's 5% at 0 skill, and 50% at 27 skill.&lt;br /&gt;
:'''2.''' A % chance based on the auxiliary attack itself. For example, Bite has a 40% chance to pass only if the XL-based check above succeeds. See below for a list of attacks and their chances of success.&lt;br /&gt;
&lt;br /&gt;
In addition, the body part related to the attack must be free. You must have no weapon to make an offhand punch, you cannot be wearing [[boots]] to kick with [[Talons]], and so on.&lt;br /&gt;
&lt;br /&gt;
==List of Auxiliary Attacks==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
! Condition || Damage || Chance ||Special&lt;br /&gt;
|-&lt;br /&gt;
| '''Offhand Punch''' || 5 + UC/2 || 100% || Negated by wielding any shield / weapon, or being in [[Flux Form|Flux]] / [[Serpent Form]]&lt;br /&gt;
|-&lt;br /&gt;
| Offhand Punch w/ [[Claws]] || {5 + UC/2} + 1d3 × (Claws ranks) || 100% ||Also negated by Blade Hands or by wearing [[gloves]]&lt;br /&gt;
|-&lt;br /&gt;
| Offhand Punch w/ [[Blade Hands]] || {5 + UC/2} + 6 || 100% || Negates claws&lt;br /&gt;
|-&lt;br /&gt;
| '''Headbutt''' || 5 + 3 × (Horns ranks) || 66% ||[[Minotaur]]s occasionally counter enemy attacks that miss with this&lt;br /&gt;
|-&lt;br /&gt;
| '''Peck''' || 6 || 66% || -&lt;br /&gt;
|-&lt;br /&gt;
| '''Kick''' w/ [[Hooves]] || 5 + (5/3) × (Hooves ranks) || 100% || -&lt;br /&gt;
|-&lt;br /&gt;
| '''Kick''' w/ [[Talons]] || 6 + (Talons ranks) || 100% || Wearing boots negates this&lt;br /&gt;
|-&lt;br /&gt;
| '''Tail Slap''' || 6 || 50% || Grey Draconians in deep water can push back their enemies&lt;br /&gt;
|-&lt;br /&gt;
| Tail Slap w/ [[Armoured Tail]] || 10 || 50% || -&lt;br /&gt;
|-&lt;br /&gt;
| Tail Slap w/ [[Stinger]] || {6 or 10} + (2 * Stinger ranks) - 1 || 50% || [[Venom]]. 6 base damage, or 10 w. Armoured Tail&lt;br /&gt;
|-&lt;br /&gt;
| '''Bite''' w/ [[Fangs]] || 2 × (Fangs ranks) + 1 || 40% || Bloodless [[Vampire]]s have a [[vampiric]] bite&lt;br /&gt;
|-&lt;br /&gt;
| Bite w/ [[Acidic Bite]] || {2 × (Fangs ranks) + 1} + 4 + 2d4 acid splash || 40% || [[Corrosion]]&lt;br /&gt;
|-&lt;br /&gt;
| Bite w/ [[Antimagic]] Bite || {2 × (Fangs ranks) + 1} + XL/3|| 100% || [[Antimagic]], [[Vine Stalker]] only&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Pseudopods]]''' || 4 × (Pseudopods rank) || 66% || -&lt;br /&gt;
|-&lt;br /&gt;
| '''Tentacle Spike''' || 5 + (Tentacle Spike rank) || 100% || -&lt;br /&gt;
|-&lt;br /&gt;
| '''Tentacle Slap''' || 5 + UC/2 || 100% || Octopodes' equivalent to the offhand punch &amp;lt;small&amp;gt;(can be done even if offhand is occupied, as long as you're not wielding a weapon)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Tentacles (squeeze)''' || 12 || 66% || -&lt;br /&gt;
|-&lt;br /&gt;
| '''Constriction''' || 0 || 100% || [[Constriction]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Touch''' w/ [[Demonspawn_mutations#Demonic_Touch|Demonic touch]] || 6 + 4 × (Demonic Touch ranks) || 40% || Negated by wielding a shield / two-handed weapon. At three ranks, applies [[Vulnerability (status effect)|Vulnerability]]. Deals a minimum of 6 damage and does not benefit from Str, slay, or any skill or buff. Ignores AC. &amp;lt;small&amp;gt;(This can activate even if you're wielding a weapon in your main hand, unlike Offhand Punches.)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], offhand punches were allowed with a one-handed weapon, if your offhand was free.&lt;br /&gt;
*Prior to [[0.28]], aux attacks other than the offhand punch required an initial pass of &amp;lt;code&amp;gt;1 + str + dex &amp;gt; 1d50&amp;lt;/code&amp;gt;, and the offhand punch required to pass all three of &amp;lt;code&amp;gt;UC &amp;gt;= 1d20&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;2 &amp;gt;= 1dAdjusted Body Armour Penalty&amp;lt;/code&amp;gt;, and a 33% chance. Octopodes also had an extra chance to do an offhand tentacle slap. Also, Bite had an extra +1 damage for every 5 STR beyond 10.&lt;br /&gt;
*Prior to [[0.17]], headbutts had a chance to stun, hooves partially bypassed AC, and claws caused [[bleeding]].&lt;br /&gt;
*In earlier versions of ''Crawl'', all auxiliary attacks were more effective if you had a high Unarmed Combat skill, making it a valuable skill for any character designed for melee combat.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Auxiliary_attack&amp;diff=82699</id>
		<title>Auxiliary attack</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Auxiliary_attack&amp;diff=82699"/>
				<updated>2025-03-14T11:43:21Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Changed outdated info about offhand punches, they now require you to wield no weapons. Data obtained by reading source code.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
'''Auxiliary attacks''' ('''aux attacks''') are additional attacks that you can perform in melee combat.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Whenever you make a melee attack, you have a chance to perform an auxiliary attack, taking no time in the process. If your character has multiple valid attacks, each has a separate chance to trigger. &lt;br /&gt;
&lt;br /&gt;
Aux attacks have a base damage dependent on the aux attack and its relevant [[mutation]]s; e.g. higher levels of [[Talons]] increases kick damage. They are affected by [[strength]], [[slaying]] and the [[Might]] effect as normal. [[Fighting]] affects aux attacks, but at a reduced effectiveness.&amp;lt;ref&amp;gt;For auxiliary attacks, Fighting skill multiplies damage by &amp;lt;code&amp;gt;1 + uniform(Fighting)/40&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;uniform(x) = 1d(x+1)-1&amp;lt;/code&amp;gt;, or a roll from 0 to x, inclusive; see {{source ref|0.31.0|fight.cc|1355}}&amp;lt;/ref&amp;gt; They do not scale with weapon damage (though swinging faster means you perform aux attacks more often). Other than the &amp;quot;offhand punch&amp;quot; or equivalent, [[Unarmed Combat]] skill has no influence on them.&lt;br /&gt;
&lt;br /&gt;
[[Reaching]] weapons don't make aux attacks when attacking from a distance. When [[cleaving]], you only make aux attacks on the main target. [[Quick blade]]s make 2 sets of aux attacks per action, but [[Gyre and Gimble]] still only make 2 sets of aux attacks (despite attacking four times).&lt;br /&gt;
&lt;br /&gt;
===Chance to Trigger===&lt;br /&gt;
In order to make an auxiliary attack, you must succeed 2 separate chances ''at the same time'':&lt;br /&gt;
&lt;br /&gt;
:'''1.''' A chance based on [[XL]], &amp;lt;code&amp;gt;(30 + XL) / 59&amp;lt;/code&amp;gt;.&amp;lt;ref&amp;gt;{{source ref|0.31.0|melee-attack.cc|1181}}&amp;lt;/ref&amp;gt; This is equal to to 52.5% at XL 1, and 96.6% at XL 27. A few attacks ignore this check:&lt;br /&gt;
:*Constriction, Demonic Touch, and Maw Form bite completely ignore this check.&lt;br /&gt;
:*The off-hand punch replaces it with chance = &amp;lt;code&amp;gt;(3 + [[UC]]_skill) / 60 &amp;lt;/code&amp;gt;.&amp;lt;ref&amp;gt;{{source ref|0.31.0|melee-attack.cc|1330}}&amp;lt;/ref&amp;gt; That's 5% at 0 skill, and 50% at 27 skill.&lt;br /&gt;
:'''2.''' A % chance based on the auxiliary attack itself. For example, Bite has a 40% chance to pass only if the XL-based check above succeeds. See below for a list of attacks and their chances of success.&lt;br /&gt;
&lt;br /&gt;
In addition, the body part related to the attack must be free. You must have no weapon to make an offhand punch, you cannot be wearing [[boots]] to kick with [[Talons]], and so on.&lt;br /&gt;
&lt;br /&gt;
==List of Auxiliary Attacks==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
! Condition || Damage || Chance ||Special&lt;br /&gt;
|-&lt;br /&gt;
| '''Offhand Punch''' || 5 + UC/2 || 100% || Negated by wielding any shield / weapon, or being in [[Flux Form|Flux]] / [[Serpent Form]]&lt;br /&gt;
|-&lt;br /&gt;
| Offhand Punch w/ [[Claws]] || {5 + UC/2} + 1d3 × (Claws ranks) || 100% ||Also negated by Blade Hands or by wearing [[gloves]]&lt;br /&gt;
|-&lt;br /&gt;
| Offhand Punch w/ [[Blade Hands]] || {5 + UC/2} + 6 || 100% || Negates claws&lt;br /&gt;
|-&lt;br /&gt;
| '''Headbutt''' || 5 + 3 × (Horns ranks) || 66% ||[[Minotaur]]s occasionally counter enemy attacks that miss with this&lt;br /&gt;
|-&lt;br /&gt;
| '''Peck''' || 6 || 66% || -&lt;br /&gt;
|-&lt;br /&gt;
| '''Kick''' w/ [[Hooves]] || 5 + (5/3) × (Hooves ranks) || 100% || -&lt;br /&gt;
|-&lt;br /&gt;
| '''Kick''' w/ [[Talons]] || 6 + (Talons ranks) || 100% || Wearing boots negates this&lt;br /&gt;
|-&lt;br /&gt;
| '''Tail Slap''' || 6 || 50% || Grey Draconians in deep water can push back their enemies&lt;br /&gt;
|-&lt;br /&gt;
| Tail Slap w/ [[Armoured Tail]] || 10 || 50% || -&lt;br /&gt;
|-&lt;br /&gt;
| Tail Slap w/ [[Stinger]] || {6 or 10} + (2 * Stinger ranks) - 1 || 50% || [[Venom]]. 6 base damage, or 10 w. Armoured Tail&lt;br /&gt;
|-&lt;br /&gt;
| '''Bite''' w/ [[Fangs]] || 2 × (Fangs ranks) + 1 || 40% || Bloodless [[Vampire]]s have a [[vampiric]] bite&lt;br /&gt;
|-&lt;br /&gt;
| Bite w/ [[Acidic Bite]] || {2 × (Fangs ranks) + 1} + 4 + 2d4 acid splash || 40% || [[Corrosion]]&lt;br /&gt;
|-&lt;br /&gt;
| Bite w/ [[Antimagic]] Bite || {2 × (Fangs ranks) + 1} + XL/3|| 100% || [[Antimagic]], [[Vine Stalker]] only&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Pseudopods]]''' || 4 × (Pseudopods rank) || 66% || -&lt;br /&gt;
|-&lt;br /&gt;
| '''Tentacle Spike''' || 5 + (Tentacle Spike rank) || 100% || -&lt;br /&gt;
|-&lt;br /&gt;
| '''Tentacle Slap''' || 5 + UC/2 || 100% || Octopodes' equivalent to the offhand punch &amp;lt;small&amp;gt;(can be done even if offhand is occupied, as long as you're not wielding a weapon)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Tentacles (squeeze)''' || 12 || 66% || -&lt;br /&gt;
|-&lt;br /&gt;
| '''Constriction''' || 0 || 100% || [[Constriction]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Touch''' w/ [[Demonspawn_mutations#Demonic_Touch|Demonic touch]] || 6 + 4 × (Demonic Touch ranks) || 40% || Negated by wielding a shield / two-handed weapon. At three ranks, applies [[Vulnerability (status effect)|Vulnerability]]. Deals a minimum of 6 damage and does not benefit from Str, slay, or any skill or buff. Ignores AC. &amp;lt;small&amp;gt;(This can activate even if you're wielding a weapon in your main hand, unlike Offhand Punches.)&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], offhand punches were allowed with a one-handed weapon, as long as your offhand was free.&lt;br /&gt;
*Prior to [[0.28]], aux attacks other than the offhand punch required an initial pass of &amp;lt;code&amp;gt;1 + str + dex &amp;gt; 1d50&amp;lt;/code&amp;gt;, and the offhand punch required to pass all three of &amp;lt;code&amp;gt;UC &amp;gt;= 1d20&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;2 &amp;gt;= 1dAdjusted Body Armour Penalty&amp;lt;/code&amp;gt;, and a 33% chance. Octopodes also had an extra chance to do an offhand tentacle slap. Also, Bite had an extra +1 damage for every 5 STR beyond 10.&lt;br /&gt;
*Prior to [[0.17]], headbutts had a chance to stun, hooves partially bypassed AC, and claws caused [[bleeding]].&lt;br /&gt;
*In earlier versions of ''Crawl'', all auxiliary attacks were more effective if you had a high Unarmed Combat skill, making it a valuable skill for any character designed for melee combat.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Artefact&amp;diff=82693</id>
		<title>Artefact</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Artefact&amp;diff=82693"/>
				<updated>2025-03-12T12:32:49Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Bump, changed accuracy/damage malus to Slay, added note about Mountain Dwarves being able to enchant randarts.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
&lt;br /&gt;
An '''artefact''' is a unique item that can posses a wide variety of properties, making them different from &amp;quot;normal&amp;quot; magical equipment. Unidentified artefacts always carry unusual names, such as &amp;quot;a ''golden'' sword&amp;quot; or &amp;quot;a ''shimmering'' scale mail&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Types of Artefacts==&lt;br /&gt;
Artefacts come in two distinct (and potentially hard to distinguish) flavours:&lt;br /&gt;
*'''[[randart]]s''' - randomly created artefacts.&lt;br /&gt;
*'''[[unrandart]]s''' - predefined artefacts. &lt;br /&gt;
**Historically, '''[[fixedart]]s''' refered to artefacts with unique properties (e.g. [[Damnation (unrand)|Damnation]]'s ability to fire [[Damnation]]).&lt;br /&gt;
&lt;br /&gt;
==Properties of Artefacts==&lt;br /&gt;
Artifacts have ego properties or brands depending on their type. Randart jewelry always has a random base piece of jewelry, which may be a useful or harmful type. Randart weapons always have a brand, and in addition may carry brands not normally generated on that type of weapon (e.g. a [[speed (brand)|speed brand]]ed axe or a [[vampiric|vampiric brand]] whip). Randart armours do not have an ego, although both randart and unrandart dragon armours exist.&lt;br /&gt;
&lt;br /&gt;
Randarts can have, in addition, other beneficial properties:&lt;br /&gt;
*Any amount of [[resistance]]s or [[willpower]]&lt;br /&gt;
*Bonuses to [[slaying]], [[attributes]], [[stealth]], or [[willpower]]&lt;br /&gt;
*Evokable powers such as [[invisibility]] or [[blink]]&lt;br /&gt;
*[[See invisible]]&lt;br /&gt;
*[[Flight]]&lt;br /&gt;
&lt;br /&gt;
Unfortunately, they can also have some negative properties:&lt;br /&gt;
*One level of fire or cold vulnerability&lt;br /&gt;
*Penalties to slaying, attributes, stealth, or willpower&lt;br /&gt;
*Making noise while wielded&lt;br /&gt;
*Preventing teleportation&lt;br /&gt;
*Preventing spellcasting&lt;br /&gt;
*Causing [[magic contamination]] when unwielded/unequipped&lt;br /&gt;
*Causing [[draining]] when unwielded/unequipped&lt;br /&gt;
*Causing you to go berserk when attacking enemies&lt;br /&gt;
*Causing you to sometimes be [[corrosion|corroded]] or slowed when taking damage&lt;br /&gt;
*Fragility - if unequipped, the item is destroyed&lt;br /&gt;
&lt;br /&gt;
The game will auto-inscribe all of an artefact's properties when identified, allowing you to reference them at a glance.&lt;br /&gt;
&lt;br /&gt;
For most races, artefacts cannot be modified by regular means. Scrolls of enchant weapon/armour won't work on them.&lt;br /&gt;
The only exception is [[Mountain Dwarf]], which may use enchantment scrolls on random artefacts. Unrands are still unable to be modified.&lt;br /&gt;
&lt;br /&gt;
==Sources of Artefacts==&lt;br /&gt;
Artefacts can come from many sources:&lt;br /&gt;
&lt;br /&gt;
*[[Ashenzari]] will turn regular items into artefacts by [[curse|cursing]] them. They gain whatever stat bonuses the god offers, as well as an effective Fragility.&lt;br /&gt;
*Some [[god]]s bestow upon favored followers gifts from time to time, including artefacts. &lt;br /&gt;
*[[Shop]]s may carry artefacts (identified or not). &amp;quot;Antique&amp;quot; shops are most likely to carry artefacts.&lt;br /&gt;
*A [[scroll of acquirement]] may create an artefact for you.&lt;br /&gt;
*Every so often you'll find an artefact lying around the [[Dungeon]], or used by a monster.&lt;br /&gt;
*Many pregenerated treasure [[vault]]s, such as in [[Elf]]:3, [[Vaults]]:5, or a [[trove]], are weighted to produce 'high-value' items (including artefacts).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
It is easy to recognize an artefact. Randarts have their names in white, and unrands have their names in cyan. All artefacts come with an [[inscription]], such as {freezing, Int+4}. For reference, regular magical items have names in blue, and do not have inscriptions unless you add one.&lt;br /&gt;
&lt;br /&gt;
Artefacts are somewhat common. You'll find them in various treasure vaults, such as in [[Elven Halls|Elf]]:3, [[Vaults]]:5 and [[Slime Pits|Slime]]:5. They can appear throughout the game, or be gifted by gods like [[Trog]] and [[Okawaru]]. [[Scrolls of acquirement]] generate high-value items, which often include artefacts.&lt;br /&gt;
&lt;br /&gt;
Artefacts are not necessarily more powerful than a regular [[brand]]ed item. For example, the +3 hand axe &amp;quot;Yendor&amp;quot; {flaming, rC+, Int +5, *Corrode} would have the same damage output as a +3 [[flaming]] [[hand axe]], which isn't very much beyond the early game. While rC+ or Int +5 may be useful for some characters, it's worse as an ''axe'' than a +3 flaming [[war axe]].&lt;br /&gt;
&lt;br /&gt;
For more details, see [[Randart#Strategy]] or [[List of unrands|the specific unrand's page]], depending on the type of artefact in question.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.33|-Cast will be replaced with *Silence. [[Mad Mage's Maulers]] will keep -Cast, though.}}&lt;br /&gt;
*Prior to [[0.28]], artefacts could come with evocable [[berserk]], but *Rage generally inflicted berserk less often.&lt;br /&gt;
*Prior to [[0.27]], artefacts could come with *[[Curse]], cursing when they are equipped. They also had evocable temporary flight instead of permanent flight.&lt;br /&gt;
*Prior to [[0.19]], randarts could have the *Confuse ego, randomly causing the wielder to become [[confusion|confused]] when taking damage. Each equipped randart with *Confuse would increase the chance of confusion by 1%. [[0.19]] replaced it with the *Slow ego.&lt;br /&gt;
*In [[0.18]], the *Fragile intrinsic was added.&lt;br /&gt;
*Prior to [[0.15]], artefacts were able to resist the permanent effects of [[corrosion]].&lt;br /&gt;
*Prior to [[0.12]], artefacts with the &amp;quot;Contam&amp;quot; property caused glow over time instead of a higher amount on unwielding them. That made artefact weapons much more useful as a situational weapon and much less useful as primary weapon.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Artefacts]]&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vex&amp;diff=82690</id>
		<title>Vex</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vex&amp;diff=82690"/>
				<updated>2025-03-11T07:45:21Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Added info about possible Trog divine retribution&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version-trunk}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{flavour|Attempts to cloud the target's mind with thoughtless frustration, forcing them to spend several turns doing nothing but attacking nearby spaces (whether those spaces are empty or even contain their allies).}}&lt;br /&gt;
&lt;br /&gt;
'''Vex''' is a monsters-only spell that gives the target Vexed status. This status effect causes the target to uncontrollably attack nearby spaces for the next 3-6 turns. They are 7 times more likely to attack spaces with creatures in them (but can still attack empty spaces) and do not suffer any defensive penalties during this, but cannot do anything else.&lt;br /&gt;
&lt;br /&gt;
Having enough [[willpower]] makes you resistant to the spell, while having [[Clarity]] gives you immunity to it. [[Stun immunity]] makes you temporarily immune to vexing.&lt;br /&gt;
&lt;br /&gt;
[[Trog|Trog's]] wrath can inflict Vexed, depending on current [[tension]].&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.33|this spell will be added to the game.}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Monster spells]]&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Necromancer&amp;diff=82618</id>
		<title>Necromancer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Necromancer&amp;diff=82618"/>
				<updated>2025-02-27T15:07:47Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Updated to 0.32 - Mostly cleaning up old spells and gear&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
''This page is about the player [[background]]. For the monster, see [[Necromancer (monster)]].'' &lt;br /&gt;
{{flavour|The Necromancer is a magician who specialises in the less pleasant side of magic. Necromantic spells are a varied bunch, but many involve some degree of risk or harm to the caster.}}&lt;br /&gt;
'''Necromancers''' are magicians who specialise in the less pleasant side of magic - that involving death and the [[undead]]. &lt;br /&gt;
&lt;br /&gt;
==Preferred Species==&lt;br /&gt;
[[Djinni]], [[Demonspawn]], [[Deep Elf]], [[Vampire]], and [[Mummy]] are the recommended species if you pick a Necromancer 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 [[dagger]]&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Potion of magic]]&lt;br /&gt;
&lt;br /&gt;
'''Available Spells:'''&lt;br /&gt;
*[[Soul Splinter]]&lt;br /&gt;
*[[Grave Claw]]&lt;br /&gt;
*[[Vampiric Draining]]&lt;br /&gt;
*[[Animate Dead]]&lt;br /&gt;
*[[Curse of Agony]]&lt;br /&gt;
&lt;br /&gt;
Necromancers start with [[Soul Splinter]] memorised.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
*[[Spellcasting]]: 2&lt;br /&gt;
*[[Necromancy]]: 4&lt;br /&gt;
&lt;br /&gt;
Choosing Necromancer adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Necromancers have the fairly useful ability to create allies with [[Soul Splinter]], and later [[Animate Dead]]. They have a few conventionally offensive spells, but they aren't the main focus.&lt;br /&gt;
&lt;br /&gt;
===Spell Details===&lt;br /&gt;
[[Soul Splinter]] is a nice utility spell; one that checks for [[willpower]] rather than [[evasion]]. It will provide an extra body to take some heat as well as weakening the target, reducing their damage output by 33%. Remember the wisp will always focus the original target first - this can come in handy to put pressure on backline enemies such as [[orc priest|orc priests]].&lt;br /&gt;
&lt;br /&gt;
[[Grave Claw]] is a powerful, smite-targeted spell that blocks enemies in place. It has limited uses, up to 3, which are recharged by killing living beings. The damage is good, even better it cannot be avoided or blocked. Particularly useful to keep fast or high willpower enemies far away from you.&lt;br /&gt;
&lt;br /&gt;
[[Vampiric Draining]] is most known for its ability to steal [[HP]]. The damage is respectable on its own, at least when you first get the spell.&lt;br /&gt;
&lt;br /&gt;
[[Animate Dead]] is the Necromancer’s first real snowballing spell, letting them gather up a swarm of allies to assist them in the next encounter they may face. While the damage of most early game zombified monsters is unimpressive, having an [[out of depth]] [[wyvern]] or [[hydra]] at your side can even the odds quite a bit. Recasting Animate Dead will crumble all existing zombies.&lt;br /&gt;
&lt;br /&gt;
[[Curse of Agony]] greatly softens targets by [[torment|halving their HP]], though it requires a willpower check to succeed, as well as a melee attack to apply. It's one of the few level 5 spells left in a starting kit, so it’s a heavy commitment for potentially not a huge reward. Necromancers who found the tools to hone in on their craft (such as [[Borgnjor's Vile Clutch]] or [[Anguish]]) don't need to rely on [[Curse of Agony]], but those who find themselves engaging in melee combat often may appreciate a way to soften very high HP monsters.&lt;br /&gt;
&lt;br /&gt;
===Tips and Tricks===&lt;br /&gt;
*[[Pain brand]]ed weapons rely on necromancy to deal damage; Necromancers will find them quite attractive.&lt;br /&gt;
*Necromancers are somewhat restricted in religious choice, as all three [[good gods|good-aligned gods]] (and [[Trog]]) punish the use of Necromancy. Luckily, none of the three major &amp;quot;magic&amp;quot; gods ([[Sif Muna]], [[Vehumet]], and [[Kikubaaqudgha]]) are among them.&lt;br /&gt;
**Kiku is an extremely obvious choice for Necromancers. Kiku relies on Necromancy skill, with Ne having a head start in said school. In turn, the god provides on-demand fodder to use necromantic magic on (countering one of the biggest weaknesses of Necromancy), along with a variety of higher level spells. However, both the god and background provide a few redundant spells. Kiku isn't necessary for Necromancers, and picking Necromancer isn't necessary for Kiku, but they have great synergy.&lt;br /&gt;
*While their available spells work well enough for dealing damage, there always persists some need to &amp;quot;get the ball rolling&amp;quot; to actually start rising the undead, even as Necromancy's offensive spells dwindle. Therefore, Necromancers are encouraged to develop other means of killing. Most often, this will be a simple weapon skill, but low-level ally-sparing damage spells like [[Frozen Ramparts]] or [[Scorch]] are also excellent.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], Necromancers didn't start with a [[dagger]] and had [[Necrotise]] instead of [[Soul Splinter]]. They also didn't start with [[Grave Claw]].&lt;br /&gt;
*In [[0.29]], most backgrounds were buffed; all Mage backgrounds gained a [[potion of magic]]. [[Pain]] and [[Animate Skeleton]] were removed and merged into [[Necrotise]], and [[Animate Dead]] was reworked to no longer demand corpses and to generate infinite duration allies.&lt;br /&gt;
*Prior to [[0.27]], Necromancers started with the [[Book of Necromancy]]; Necromancers received no change to their spell lists.&lt;br /&gt;
*Prior to [[0.26]], Necromancers started with [[Regeneration]]. In addition, the removal of [[food]] made [[Animate Dead]] less punishing to cast. However, both necromancy spells now create much shorter lived zombies.&lt;br /&gt;
*Prior to [[0.25]], [[Agony]] was able to target enemies from afar.&lt;br /&gt;
*Prior to [[0.21]], the [[Book of Necromancy]] had [[Control Undead]]. 0.21 also introduced [[Borgnjor's Vile Clutch]], which was nerfed and removed from the Necromancer start in the following update. The removal of both spells gave Necromancers no way to deal with incorporeal undead using starting spells alone.&lt;br /&gt;
*Prior to [[0.14]], Necromancers started with only 1 level of Spellcasting.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Poltergeist&amp;diff=82572</id>
		<title>Poltergeist</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Poltergeist&amp;diff=82572"/>
				<updated>2025-02-21T13:23:59Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Removed double &amp;quot;Skill Aptitudes&amp;quot; header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version033}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{flavour|Poltergeists are undead spirits who delight in causing trouble for the living. Completely incorporeal, they interact with the physical world by possessing small objects and making them fly through the air. They can use this to fight with weapons as well as the living do, as well as gain the protective benefits of many different hats, boots, gloves, and cloaks at once, though body armour is too large for them to manipulate in this fashion. At higher levels of experience, they can even control these possessed objects at a distance from time to time, harassing their foes with a barrage of unruly armour.&lt;br /&gt;
&lt;br /&gt;
Their superlative aptitude for both stealth and hexes make them powerful enchanters, and they are adequate at most other forms of magic, though they struggle with conjurations. They are adept with short blades, if a little below average with heavier weapons, and their lack of a physical body makes them terrible at unarmed combat. The same power they used to possess objects makes them natural experts at throwing.&lt;br /&gt;
&lt;br /&gt;
Finally, their nature as spirits of bad luck also grants them temporary AC whenever they inflict maladies upon their enemies.}}&lt;br /&gt;
'''Poltergeists''' are an insubstantial undead species with interchangeable auxiliary armour.&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Poltergeists are '''[[undead]]''' creatures, and have the following innate traits:&lt;br /&gt;
**'''[[Cold Resistance 1]]''': Poltergeists are resistant to cold.&lt;br /&gt;
**'''[[Life Protection 3]]''': Poltergeists are resistant to [[negative energy]].&lt;br /&gt;
**'''[[Poison Resistance|Poison Immunity]]''': Poltergeists are immune to poison.&lt;br /&gt;
**'''[[Torment Immunity]]''': Poltergeists cannot be tormented.&lt;br /&gt;
**Poltergeists cannot gain [[mutation]]s, use [[talisman]]s, or be [[polymorph]]ed. When mutated, they [[drain|temporarily lose max HP]] instead.&lt;br /&gt;
**Poltergeists are [[unbreathing]], cannot be put to [[sleep]], cannot go [[berserk]], and do not have [[blood]].&lt;br /&gt;
**Poltergeists are vulnerable to [[Dispel Undead]], [[holy]] damage, and [[holy wrath]]-[[brand]]ed weapons. They may not worship the [[good god]]s ([[The Shining One]], [[Zin]], or [[Elyvilon]]). The holy wrath brand will not function on weapons they wield.&lt;br /&gt;
**Poltergeists cannot use the spells [[Borgnjor's Revivification]], [[Death's Door]], or [[Sublimation of Blood]].&lt;br /&gt;
*Poltergeists are [[insubstantial]], granting immunity to [[throwing net]]s, [[web]]s, [[constriction]], [[petrification]], and [[sticky flame]].&lt;br /&gt;
*'''[[Floating]]''': Poltergeists' insubstantial bodies float through the air, flying permanently.&lt;br /&gt;
*'''[[Formless]]:''' Poltergeists may equip any combination of six items of auxiliary armour ([[hat]]s, [[helmet]]s, [[gloves]], [[boots]], [[cloak]]s, and [[scarf|scarves]]). They cannot wear body armour, and cannot train the [[Armour]] skill.&lt;br /&gt;
*'''[[Trickster]]''': Poltergeists gain &amp;lt;code&amp;gt;3 + XL / 6&amp;lt;/code&amp;gt; AC when an nearby monster is debuffed (not counting poison or constriction), then 1 AC for every following monster, capped at &amp;lt;code&amp;gt;6 + XL * 4/5&amp;lt;/code&amp;gt;. (Past +15 AC, the chance to get +1 AC is 50%).&lt;br /&gt;
&lt;br /&gt;
Poltergeists have a base [[Strength]] of 4, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers) and have normal base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Zealots:''' [[Chaos Knight]]&lt;br /&gt;
*'''Warrior-mages:''' [[Enchanter]], [[Hexslinger]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]], [[Alchemist]]&lt;br /&gt;
Poltergeists are forbidden from becoming [[Shapeshifter]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[dexterity]] or [[intelligence]] every 5th level.&lt;br /&gt;
*10% less [[hit points]] than average.&lt;br /&gt;
*+4 [[willpower]] per level.&lt;br /&gt;
*At XL 13, they gain the second rank of the '''[[Formless]]''' mutation, which grants them the '''Cacophony''' ability to animate their equipped auxiliary armour into '''haunted armour''' allies (one for each piece of auxiliary armour). These allies will not stray more than 2 tiles from the player, and their attacks may daze, drain or confuse their targets. The ability has an experience-based cooldown longer than most other comparable effects, and is very noisy for its full duration.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Poltergeists start with all the skills and equipment listed for their background, with the following exception:&lt;br /&gt;
*Body armour is replaced with a [[cloak]].&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
While poltergeists have a large amount of built-in resistances and immunities, their inability to wear body armour makes their AC fairly bad early on, and even when their slots are filled they will still lag behind other species without finding large amounts of [[scroll of enchant armour|enchant armour scrolls]] for each of their pieces of armour. As such, they tend to need to lean heavily into inflicting debuffs to get AC from their [[Trickster]] passive:&lt;br /&gt;
* Caster backgrounds can apply a variety of debuffs, especially if avoiding their rough -3 [[Conjurations]] apt. Their superlative [[Hexes]] aptitude makes [[Enchanter]]s rather straightforward, though they still have good +1 apts for [[Necromancy]] and [[Alchemy]] that can both debuff and either provide allies or deal direct damage.&lt;br /&gt;
** As with other Hexes users, their spellpower will fall off eventually versus many lategame enemies' [[Willpower]] without an [[guile|orb of guile]], and infinite-Willpower enemies present threats regardless. Branching out between spell schools is still quite cheap due to how little experience the +4 Hexes aptitude needs.&lt;br /&gt;
* Weapons of [[Draining_(brand)|draining]] and [[chaos]] are much stronger for them than other species. The former combines extra damage with gaining AC and lowering monster accuracy / Willpower, while the latter has over a 15% chance to apply a debuff against living enemies and can set up a large number of potent [[stab]]s (even if it comes with its own risks of applying [[Haste]], [[Might]], or [[Frenzy]]).&lt;br /&gt;
* Among other items, [[wand]]s can still do significant damage and inflict debuffs despite their reasonable -1 [[Evocations]] aptitude (especially in games with early wands of [[wand of acid|acid]] or [[wand of light|light]], and while their base Strength and Strength gain are both quite weak, their +2 Throwing apt can still be put to good use with non-poisoned [[dart]]s.&lt;br /&gt;
* [[God|God choice]] can help out significantly when early item luck runs dry.&lt;br /&gt;
** Some gods innately provide constant debuff effects. [[Hepliaklqana]]'s hexer ancestor choice will constantly give their worshippers AC with both attacks and spells. [[Uskayaw]] allows repeated confusion with Line Pass and eventually provides a regular burst of both offense and defense each fight between Solo Time and Pain Bond. [[Ru]]'s retaliatory aura and Apocalypse effects can apply irresistable devastating effects, though the sacrifices can be extra burdensome for weaker poltergeist starts.&lt;br /&gt;
** In less direct assistance, [[Sif Muna]] can sometimes help with finding debuff spells, [[Kikubaaqudgha]] helps with Necromancy debuffs and ally spells while also providing the devastating Sign of Ruin, [[Dithmenos]]'s shadow mimic can spread many debuffs to amplify one's starting spells, and three out of four of [[Makhleb]]'s flavours of freely-usable Destruction have a 50% chance to inflict a debuff.&lt;br /&gt;
** [[Xom]] inherently always present some degree of risk, but can regularly defeat monsters for free, spreads around a variety of debuffs even when attempting to endangering worshippers, and can guarantee some strong chaos weapons in the unique bazaar.&lt;br /&gt;
** [[Gozag]]'s gold distraction aura '''does not''' count as a debuff, and is thus worse off for Poltergeists than most other species.&lt;br /&gt;
&lt;br /&gt;
The unlucky XL 13 grants poltergeists a strong (if infrequently-available) ability in Cacophony, which immediately surrounds them in allies that can inflict debuffs. This can help substantially with covering an escape to a staircase or to overwhelm individual foes, but should be used with a fair bit of caution on unknown floors or floors with known vaults due to being extremely loud for the entire duration.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Poltergeist}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.33|Poltergeists will be added as a replacement for [[Vampire]]s.}}&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Obsidian_statue&amp;diff=82553</id>
		<title>Obsidian statue</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Obsidian_statue&amp;diff=82553"/>
				<updated>2025-02-20T07:44:47Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Aura of Abjuration doesn't exist anymore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version023}}&lt;br /&gt;
&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Obsidian statues''' are stationary monsters that attack by summoning [[Tier-3 demon|3]], [[Tier-4 demon|4]] and [[Tier-5 demon|5]] [[demon]]s when you enter their [[LOS]]. They are highly resistant to most forms of attack, but can be quickly dispatched through use of the spells [[Shatter]] or [[Lee's Rapid Deconstruction]]. Their ability to summon demons is unaffected by [[silence]]. Fortunately, they are very rare, appearing only to guard the occasional treasure vault.&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Although obsidian statues are very resistant to elemental magic, powerful Earth Magic spells can take them out quickly. [[Iron Shot]] and [[Lee's Rapid Deconstruction]] are especially effective.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], obsidian statues could not cast [[Mesmerise]], nor could they [[See Invisible]].&lt;br /&gt;
*Obsidian statues were added in [[0.16]], replacing [[silver statue]]s.&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Noise&amp;diff=82551</id>
		<title>Noise</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Noise&amp;diff=82551"/>
				<updated>2025-02-19T07:11:19Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Updated info about creaking doors, Traps skill doesn't exist anymore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
*Note: ''Severely'' outdated. Noise now spreads in a square, many branches have been changed, noise meter added&lt;br /&gt;
&lt;br /&gt;
'''Noise''' in the dungeon can wake [[sleep]]ing monsters.  Monsters that hear a sound will generally wander toward it; if you get involved in a fight, monsters can come from all different directions to see what the fuss is about, potentially overwhelming you.&lt;br /&gt;
&lt;br /&gt;
== Noise propagation ==&lt;br /&gt;
When a noisy action happens at a position, the noise will propagate to all the adjacent cells. Each time it advances a cell, the intensity suffers an attenuation. When the intensity reaches a value less than 1, the noise is inaudible and it won't propagate further.&lt;br /&gt;
&lt;br /&gt;
The attenuation depends on the following factors:&lt;br /&gt;
* The cell type:&lt;br /&gt;
    {|class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0; text-align:left&amp;quot; &lt;br /&gt;
    ! Cell type !! Attenuation&lt;br /&gt;
    |-&lt;br /&gt;
    | Empty || -0.85&lt;br /&gt;
    |-&lt;br /&gt;
    | Statue or Idol || -1.70&lt;br /&gt;
    |-&lt;br /&gt;
    | Tree or Mangrove || -2.55&lt;br /&gt;
    |-&lt;br /&gt;
    | Closed/Secret door || -6.80&lt;br /&gt;
    |-&lt;br /&gt;
    | Wall || -10.20&lt;br /&gt;
    |-&lt;br /&gt;
    | Permanent wall || -infinity&lt;br /&gt;
    |}&lt;br /&gt;
&lt;br /&gt;
This means that in open areas the radius of the area affected by a noise is: loudness/0.85 = loudness*1.176.&lt;br /&gt;
&lt;br /&gt;
The following picture was generated by compiling the game with the option DEBUG_NOISE_PROPAGATION enabled. It shows which squares are affected by a simple shout. In this case, the intensity was 12 and the ambient noise was 0.&lt;br /&gt;
&lt;br /&gt;
Beware that this picture is based on the old noise model where noise propagates less far on diagonals. Now, the area would be approximately square.&lt;br /&gt;
&lt;br /&gt;
[[ File:Noise_grid_example.png]]&lt;br /&gt;
&lt;br /&gt;
==Ambient noise==&lt;br /&gt;
Ambient noise makes sounds harder to hear. This idea is implemented in the game by adding, or subtracting, a branch-specific amount to ''loudness''. The effective loudness is:&lt;br /&gt;
 effective_loudness = loudness - sgn(ambient_noise)×{3d(abs(ambient_noise))/3 - 1}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! Branch !! Ambient noise&lt;br /&gt;
|-&lt;br /&gt;
| [[The Dungeon]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| The [[Temple]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| The [[Orcish Mines]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| The [[Elven Halls]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lair]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[The Snake Pit]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[The Swamp]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[The Shoals]] || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[The Spider's Nest]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[The Slime Pits]] || -5&lt;br /&gt;
|-&lt;br /&gt;
| [[The Depths]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[The Vaults]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Hall of Blades]] || -7&lt;br /&gt;
|-&lt;br /&gt;
| [[The Crypt]] || -3&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tomb]] || -10&lt;br /&gt;
|-&lt;br /&gt;
| [[Hell|The Hells]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[The Realm of Zot]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Pandemonium]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Portals]] || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In most branches, this effect is minimal. Certain branches, however (the [[Tomb]] in particular), greatly amplify even the slightest noise. While characters in heavy armour probably won't care, stealthy characters that are used to sneaking around will find that even the noise generated by their attacks attracts attention.&lt;br /&gt;
&lt;br /&gt;
==Sources of noise==&lt;br /&gt;
&lt;br /&gt;
===Melee combat===&lt;br /&gt;
A successful stabbing is always silent, otherwise the loudness is:&lt;br /&gt;
  noise_factor * damage_done / 400&lt;br /&gt;
This value is capped at 12. Noise is generated even if you miss your attack (in that case loudness is 1). &lt;br /&gt;
&lt;br /&gt;
Other sources of noise in melee combat:&lt;br /&gt;
* [[#Auxiliary_attacks|Auxiliary attacks]]&lt;br /&gt;
* Noisy [[randart]]s: 20 (1 chance in 20)&lt;br /&gt;
* Attacking with a weapon of [[chaos]]: 15 (1 chance in 200)&lt;br /&gt;
&lt;br /&gt;
====Calculation of noise_factor====&lt;br /&gt;
The base value of noise_factor depends on the damage type of your weapon: 150 for [[unarmed combat]]; 125 for slashing or crushing; 100 for slicing or chopping; 75 for piercing or stabbing. If your weapon has multiple damage types, the game will chose one of them randomly (you can look up the damage types of any weapon [[Weapon#Weapon_details|here]]).&lt;br /&gt;
&lt;br /&gt;
====Auxiliary attacks====&lt;br /&gt;
If you get an [[auxiliary attack]], that attack also makes noise and its noise factor is:&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0; width:18em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Auxiliary Attack !! noise_factor&lt;br /&gt;
|-&lt;br /&gt;
| Constriction || 10&lt;br /&gt;
|-&lt;br /&gt;
| Kick || 100&lt;br /&gt;
|-&lt;br /&gt;
| Headbutt || 100&lt;br /&gt;
|-&lt;br /&gt;
| Beak || 75&lt;br /&gt;
|-&lt;br /&gt;
| Tail Slap, Stinger || 125&lt;br /&gt;
|-&lt;br /&gt;
| Punch, Claws || 100 (75 if [[Blade Hands]] is active; 125 if you have tentacles)&lt;br /&gt;
|-&lt;br /&gt;
| Bite || 75&lt;br /&gt;
|-&lt;br /&gt;
| Pseudopods || 125&lt;br /&gt;
|-&lt;br /&gt;
| Tentacles || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ranged combat===&lt;br /&gt;
There are two sources of noise when you shoot a projectile: the launcher and the missile.&lt;br /&gt;
&lt;br /&gt;
The noise generated by the launcher is always made at your position even if you miss the shot.&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0; width:18em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Launcher !! Loudness&lt;br /&gt;
|-&lt;br /&gt;
| None (i.e. [[Throwing]])|| 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Blowgun]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Hunting sling]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Greatsling]] || 3&lt;br /&gt;
|- &lt;br /&gt;
| [[Shortbow]] || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Longbow]] || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[Hand crossbow]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Arbalest]] || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Triple crossbow]] || 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The noise generated by the missile itself depends on the base damage of the item. It is damage/3, rounded down. It is generated at the last square it reached, even if doesn't hit anything.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0; width:18em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Missile !! Loudness&lt;br /&gt;
|-&lt;br /&gt;
| [[Tomahawk]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Javelin]] || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Large rock]] || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Throwing net]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Needle]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Sling bullet]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Arrow]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Bolt]] || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example: A character with a bow shoots an arrow. The destination is an empty cell.&lt;br /&gt;
(Note that this image is out of date. The arrow would make 1 more noise in recent versions.)&lt;br /&gt;
&lt;br /&gt;
[[File:Noise-grid-ranged-combat.png]]&lt;br /&gt;
&lt;br /&gt;
===Spell noise===&lt;br /&gt;
See [[spell noise]].&lt;br /&gt;
&lt;br /&gt;
===Player shouts===&lt;br /&gt;
* 12 in normal conditions.&lt;br /&gt;
* 18 in [[Dragon Form]].&lt;br /&gt;
* 8 in [[Spider Form]]&lt;br /&gt;
* 4 in [[Bat Form]]&lt;br /&gt;
* 14 if you have level 2 of the [[Bad_mutations#Scream|scream]] mutation.&lt;br /&gt;
* 16 if you have level 3 of the [[Bad_mutations#Scream|scream]] mutation.&lt;br /&gt;
&lt;br /&gt;
===Other sources===&lt;br /&gt;
*[[Qazlal]] worshipper at piety ******: 16&lt;br /&gt;
*[[Scroll of noise]]: 25&lt;br /&gt;
*The [[Singing Sword]]: 0-35 depending on [[tension]].&lt;br /&gt;
*Blocking an attack with the [[Shield of the Gong]]: 40&lt;br /&gt;
*Monster shouts&lt;br /&gt;
*Monster spells with the [[Spell slot flag|Noisy flag]]&lt;br /&gt;
*Creaking doors: 10 (1 in &amp;lt;code&amp;gt;8 + 4 * [[Stealth]] / 3&amp;lt;/code&amp;gt;); &amp;quot;As you open/close the door, it creaks loudly!&amp;quot;)&lt;br /&gt;
*[[Alarm trap]]s: 40&lt;br /&gt;
*Using the [[Horn of Geryon]]: 15&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], the Lair's ambient noise was 4, and the Orcish Mines's was 3&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], the Crypt's ambient noise was -20.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Evocable_items&amp;diff=82538</id>
		<title>Evocable items</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Evocable_items&amp;diff=82538"/>
				<updated>2025-02-18T10:38:42Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Specified that in 0.33 you can find multiple of the same evocable and they will upgrade.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
&lt;br /&gt;
'''Evocable items''' are magical items, with abilities that are [[evoke]]d using the '''V''' key. Evocables generally use the [[Evocations]] skill to determine strength.&lt;br /&gt;
&lt;br /&gt;
Many evocable items are comparable to spells, with some sharing a similar effect. Unlike spells, evocables do not have a failure rate (though some may check [[willpower]] to cause an effect), can be cast during [[Silence]], usually have no MP cost, and are allowed by [[Trog]]. However, most evocables are limited by charges. You'll need to gain XP, or find more of the same item, in order to use them again. So instead of being a primary means of attack, Evocations tends to be used sparingly, in order to solve sketchy situations.&lt;br /&gt;
&lt;br /&gt;
==Staves==&lt;br /&gt;
Magical staves deal extra elemental damage in melee, scaling with skill in both their respective magic school and [[Evocations]]. Staves are not proper evokers, so are the exception to a few rules. They are ''magical'', and forbidden by Trog. Staves do not have charges. Artefacts may have directly evoked abilities, but they must be wielded and use MP or some other cost in order to cast.&lt;br /&gt;
&lt;br /&gt;
*[[File:Magic staff 1.png]] [[Magical staff|List of magical staves]]&lt;br /&gt;
*[[File:Elemental staff.png]] The [[Elemental Staff]] is boosted by Evocations skill, similar to, but distinct from, other magical staves.&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
Two [[unrandart]] items provide an ability, which scales with [[Evocations]] skill and can be activated from the [[a]]bilities menu:&lt;br /&gt;
*[[File:Staff of olgreb.png]] [[Staff of Olgreb]]: Casts [[Olgreb's Toxic Radiance]] and also acts as a somewhat more powerful [[staff of poison|staff of alchemy]].&lt;br /&gt;
*[[File:Orb of Dispater.png]] [[Orb of Dispater]]: Hurls [[damnation]], but costs 10% HP.&lt;br /&gt;
&lt;br /&gt;
==Wands==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding-left: 2em&amp;quot;&amp;gt;''Main article: [[Wands]]''&amp;lt;/div&amp;gt;&lt;br /&gt;
A wand is a magical device that contains several charges of a specific spell. It does not need to be wielded to be used.&lt;br /&gt;
*[[File:Wand_wood.png]] [[Wands#List of wands|List of Wands]]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Evokers==&lt;br /&gt;
These items can be used to evoke effects. Each miscellaneous evocable can appear once per game, except for figurines of a ziggurat. They cannot be eaten by [[Jiyva]] slimes.&lt;br /&gt;
&lt;br /&gt;
===Elemental===&lt;br /&gt;
The higher the user's [[Evocations]] skill, the more powerful the effect will be. Once used, all items of that type will become inert until you have gained enough experience.&lt;br /&gt;
&lt;br /&gt;
*[[File:Phial of floods.png]] [[Phial of floods]]: Launches a damaging wave of water, creating a pool of shallow water and waterlogging creatures caught in the wave.&lt;br /&gt;
*[[File:Lightning rod.png]] [[Lightning rod]]: Fires a bolt of electricity; evoking it in successive turns strengthens the bolt and lets you sweep it over an area&lt;br /&gt;
&lt;br /&gt;
Only one of these two items will appear in a given game:&lt;br /&gt;
*[[File:Tin of tremorstones.png]] [[Tin of tremorstones]]: Creates multiple explosions of shrapnel near the player; always risks hitting yourself, but damage is greatly reduced by armour.&lt;br /&gt;
*[[File:Condenser vane.png]] [[Condenser vane]]: Creates harmful [[cloud]]s around every enemy in sight.&lt;br /&gt;
&lt;br /&gt;
===Summoning===&lt;br /&gt;
&amp;lt;div id=&amp;quot;summoningitems&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
These items can be used to summon a creature or two, possibly along with other effects. In most cases, their power depends upon your Evocations skill. Like elemental evokers, they are rendered inert until you gain more experience.&lt;br /&gt;
&lt;br /&gt;
*[[File:Phantom mirror.png]] [[Phantom mirror]]: Creates a short-lived copy of a single monster&lt;br /&gt;
*[[File:Horn of geryon.png]] [[Horn of Geryon]]: Summons a few [[hell beast]]s, some of which may be hostile.&lt;br /&gt;
&lt;br /&gt;
Only one of these two items will appear in a given game:&lt;br /&gt;
*[[File:Box of beasts.png]] [[Box of beasts]]: Summons a randomly-generated [[mutant beast]]&lt;br /&gt;
*[[File:Sack of spiders.png]] [[Sack of spiders]]: Summons multiple spiders, and has a chance to [[web]] nearby monsters.&lt;br /&gt;
&lt;br /&gt;
===Other Evocables===&lt;br /&gt;
*[[File:Figurine of a ziggurat.png]] [[Figurine of a ziggurat]]: Creates an entrance to a [[ziggurat]].&lt;br /&gt;
&lt;br /&gt;
==Other Items==&lt;br /&gt;
*[[Artefact]]s may come with evocable [[Blink]].&lt;br /&gt;
*[[File:Scarf2a.png]] [[Scarves]] and [[artefact]]s of [[invisibility (ego)|invisibility]] can be evoked to turn you [[invisible]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.33|misc evocables will be able to stack up to +5. Multiple copies of the same evocable will be able to spawn, and finding duplicates will merge them to increase their enchantment level. The higher the level, the lower the XP required to recharge them.}}&lt;br /&gt;
:The recharging formula - the amount of XP credited against the evokers XP debt - will change from&lt;br /&gt;
:&amp;lt;code&amp;gt;(G * x / n) * (3 + (2 * Evocations) / 13))&amp;lt;/code&amp;gt; to&lt;br /&gt;
:&amp;lt;code&amp;gt;(G * x / n) *  (3 + Evocations / 9) * ((5 + evoker_plus) / 5))&amp;lt;/code&amp;gt;,&lt;br /&gt;
:where &amp;lt;code&amp;gt;G&amp;lt;/code&amp;gt; is the Gadgeteer Bonus = 1.3 (from either [[Gloves of the gadgeteer]] or the corresponding [[Coglin]] gizmo, which don't stack),&lt;br /&gt;
:&amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt; is monster XP, and &amp;lt;code&amp;gt;n = max(100, 1/5 xp needed to reach next XL)&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Prior to [[0.30]], miscellaneous evocables were not unique: you could find multiple in 1 game, and they could be eaten by [[Jiyva]] slimes. Also, the [[condenser vane]] and [[tin of tremorstones]] were not [[item set|mutually exclusive]] with each other.&lt;br /&gt;
&lt;br /&gt;
===Added Evocables===&lt;br /&gt;
*[[0.31]] - [[Sack of spiders]]&lt;br /&gt;
*[[0.27]] - [[Piece from Xom's chessboard]]&lt;br /&gt;
*[[0.26]] - [[Condenser vane]]&lt;br /&gt;
*[[0.25]] - [[Tin of tremorstones]]&lt;br /&gt;
*[[0.16]] - [[Phantom mirror]]&lt;br /&gt;
*[[0.13]] - [[Phial of floods]]&lt;br /&gt;
*[[0.11]] - [[Lightning rod]]&lt;br /&gt;
&lt;br /&gt;
===Removed Evocables===&lt;br /&gt;
*[[0.31]] - [[Piece from Xom's chessboard]]&lt;br /&gt;
*[[0.25]] - [[Crystal ball of energy]], [[fan of gales]], [[lamp of fire]], [[sack of spiders]]&lt;br /&gt;
*[[0.20]] - [[Disc of storms]], [[rod]]s&lt;br /&gt;
*[[0.19]] - [[Stone of tremors]]&lt;br /&gt;
*[[0.18]] - [[Lantern of shadows]]&lt;br /&gt;
*[[0.16]] - [[Tome of destruction]]&lt;br /&gt;
*[[0.14]] - [[Bottled efreet]]s&lt;br /&gt;
*[[0.10]] - [[Crystal ball of seeing]]&lt;br /&gt;
*[[0.8]] - [[Crystal ball of fixation]]&lt;br /&gt;
&lt;br /&gt;
===Removed Evocations Scaling===&lt;br /&gt;
These items remained in the game, but lost their Evocations component.&lt;br /&gt;
*[[0.30]] - [[Sceptre of Asmodeus]], [[energy|orb of energy]]&lt;br /&gt;
*[[0.19]] - [[Deck]]s&lt;br /&gt;
&lt;br /&gt;
{{Evocables}}&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fungal_fisticloak&amp;diff=82536</id>
		<title>Fungal fisticloak</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fungal_fisticloak&amp;diff=82536"/>
				<updated>2025-02-18T07:42:34Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Added the entire &amp;quot;Desirability&amp;quot; section with some general tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version-trunk}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{flavour|The handiwork of a mad mycologist who once attempted to overcome the genetic anxiety of wandering mushrooms by cultivating a species that could be easily transported without disturbing them. The result is as much a living organism as it is a piece of clothing, every linen fibre twined together with fungal mycelia that draw both nutrients and confidence from whoever wears it. And in exchange for such trifles as blood or peptides, the colony will instinctively lash out to defend its wearer from whatever they perceive as a threat.&lt;br /&gt;
&lt;br /&gt;
It's like wearing a thousand tiny friends at once! And the humming they fill your mind with in the dark is actually quite lulling....&lt;br /&gt;
&lt;br /&gt;
(This item also occupies your helmet slot.)}}&lt;br /&gt;
&lt;br /&gt;
[[File:Urand fungal fisticloak.png]] '''''the +3 fungal fisticloak'''''&lt;br /&gt;
&lt;br /&gt;
+3 [[cloak]]&amp;lt;br&amp;gt;&lt;br /&gt;
The cloak sometimes lashes out at its wearer's enemies, inflicting [[confusion]] with its spores. Each turn there's a 1/4 chance to launch a special [[aux attack]] at a random adjacent enemy, which has a 1/3 chance to confuse the opponent.&amp;lt;br&amp;gt;&lt;br /&gt;
+1 [[gloves]] slot&amp;lt;br&amp;gt;&lt;br /&gt;
-1 [[helmet]] slot&amp;lt;br&amp;gt;&lt;br /&gt;
[[HP]] -10&amp;lt;br&amp;gt;&lt;br /&gt;
[[Strength]] -2&amp;lt;br&amp;gt;&lt;br /&gt;
[[Intelligence]] -2&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
&lt;br /&gt;
*The aux attack is very useful for fast attacking characters, such as [[Short blades]] users. Even if the chance to activate is relatively low, confusing nearby enemies remains powerful through the entire game and help plenty with mass control.&lt;br /&gt;
*The -10HP penalty becomes less harsh the higher [[XL]] you are, even more so on increased HP classes. For others such as [[Spriggan|Spriggans]] it may still be too much to bear until at a very high level.&lt;br /&gt;
*If you ignore all the other effects, this is still an overenchanted cloak. However the -10HP makes it harder to justify wearing for just the AC, and the lack of an helmet still leaves you with lower AC unless two pairs of gloves are found.&lt;br /&gt;
*Even if this cloak occupies the helmet slot, it doesn't prevent any [[auxiliary attacks]] from the head, eg. [[Tengu|Tengu's]] [[Beak]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.33|this unrand will be added to the game.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Cloak&amp;diff=82499</id>
		<title>Cloak</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Cloak&amp;diff=82499"/>
				<updated>2025-02-16T04:53:31Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Added 0.33 note about Fungal Fisticloak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
{{armour&lt;br /&gt;
 |name        = Cloak&lt;br /&gt;
 |cost        = ?&lt;br /&gt;
 |weight      = 4&lt;br /&gt;
 |AC          = 1&lt;br /&gt;
 |EV          = +0&lt;br /&gt;
 |SV          = n/a&lt;br /&gt;
 |maxenc      = +2&lt;br /&gt;
 |size        = Any&lt;br /&gt;
 |acquirement =&lt;br /&gt;
 |weartime    = 2&lt;br /&gt;
 |GDR = 0%&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A cloth cloak.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;O Bell my wife, why dost thou flyte?&amp;lt;br&amp;gt;&lt;br /&gt;
Now is now, and then was then:&amp;lt;br&amp;gt;&lt;br /&gt;
Seek now all the world throughout,&amp;lt;br&amp;gt;&lt;br /&gt;
Thou kens not clowns from gentlemen:&amp;lt;br&amp;gt;&lt;br /&gt;
They are clad in black, green, yellow and blue,&amp;lt;br&amp;gt;&lt;br /&gt;
So far above their own degree.&amp;lt;br&amp;gt;&lt;br /&gt;
Once in my life I'll take a view;&amp;lt;br&amp;gt;&lt;br /&gt;
For I'll have a new cloak about me.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
-Anonymous, &amp;quot;The Old Cloak&amp;quot;. 16th Century.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cloaks''' are pieces of armour that fill the cloak slot. They take 5 turns to equip or remove, and can be [[scroll of enchant armour|enchanted]] up to +2. [[Scarves]] take the same slot and have useful properties, but provide less physical protection than a cloak; see their article for more details.&lt;br /&gt;
&lt;br /&gt;
==Egos==&lt;br /&gt;
Cloaks can normally have the following [[ego]]s: &lt;br /&gt;
*'''[[Poison resistance]]:''' Grants poison resistance&lt;br /&gt;
*'''[[Willpower]]:''' Grants +40 willpower&lt;br /&gt;
*'''[[Stealth]]:''' Grants +50 stealth&lt;br /&gt;
*'''[[Preservation]]:''' Grants [[Acid#Corrosion|corrosion resistance]]&lt;br /&gt;
&lt;br /&gt;
These are only found in [[Ice Cave]]s and [[Volcano]]es, respectively:&lt;br /&gt;
*'''[[Cold resistance]]:''' Grants cold resistance&lt;br /&gt;
*'''[[Fire resistance]]:''' Grants fire resistance&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Looking for a cloak early on? If you come across (and can kill) [[Crazy Yiuf]], he's guaranteed to come with a cloak. It might even have an ego! Other uniques, including [[Maurice]] and [[Nikola]], are also guaranteed to wear cloaks.&lt;br /&gt;
&lt;br /&gt;
If you still need a good cloak in the late game, [[the Realm of Zot]] can be a good place to search. Many [[list of draconians|draconians]] will generate with cloaks, increasing your chances of finding one with a decent ego and enchantment. [[Tiamat]] will always have the +4 [[dragonskin cloak]], if you can take her down.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.33|the unrand [[Fungal fisticloak]] will be added to the game.}}&lt;br /&gt;
*Prior to [[0.25]], cloaks could generate with [[invisibility (ego)|invisibility]], but not with [[stealth]] or [[preservation]].&lt;br /&gt;
*[[Scarves]] were added in [[0.20]].&lt;br /&gt;
*Prior to [[0.17]], all cloaks provided some protection against [[acid]].&lt;br /&gt;
*Prior to [[0.16]], the invisibility ego was called the Darkness ego.&lt;br /&gt;
*Prior to [[0.15]], the [[preservation]] ego could be found on cloaks. This ego was removed along with [[item destruction]] and permanent [[corrosion]] effects.&lt;br /&gt;
*Prior to [[0.14]], [[racial equipment|racial variant]] cloaks existed. Also, wearing a cloak meant you had to take it off in order to change [[body armour]]; among other things, this meant that wearing a [[curse]]d cloak prevented you from taking off your body armour.&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;
| '''Mundane''' || [[File:Cloak1_leather.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical''' || [[File:Cloak2.png]] or [[File:Cloak3.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Artifact''' || [[File:Cloak4.png]]&lt;br /&gt;
|-&lt;br /&gt;
! || [[Unrandart]] Cloaks&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Cloak of the Thief]]''' || [[File:Cloak of the thief.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Cloak of Starlight]]''' || [[File:Cloak of starlight.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Dragonskin cloak]]''' || [[File:Dragonskin cloak.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Ratskin cloak]]''' || [[File:Ratskin cloak.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{armours}}&lt;br /&gt;
[[Category:Cloaks]]&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Thermic_dynamo&amp;diff=82489</id>
		<title>Thermic dynamo</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Thermic_dynamo&amp;diff=82489"/>
				<updated>2025-02-13T15:57:10Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Added a tip about early Dynamos, as they are devastating in if found in D:11&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Thermic dynamos''' are fire-and-ice-themed [[nonliving]] monsters. They appear in the [[Elven Halls]] and in some [[vault]]s.&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Their spells can bounce off walls, so you need to be careful about your position to avoid being [[multizap]]ped.&lt;br /&gt;
*While they are immune to most elements, [[electricity]] deals full damage to them, so a [[lightning rod]] is effective against them. [[Arcjolt]] is another good way to take advantage of this, as it ignores EV.&lt;br /&gt;
*Even if rare, they can spawn in some vaults as early as Dungeon:11. If you see one and don't have good resistances (or are not willing to use a [[Potion of resistance]]), consider leaving it for later.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.32]], thermic dynamos were added to the game.&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vertigo&amp;diff=82483</id>
		<title>Vertigo</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vertigo&amp;diff=82483"/>
				<updated>2025-02-10T14:51:32Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Learned how to properly use the tag for Trunk changes, sorry!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
{{flavour|You are disoriented and dizzy, reducing your accuracy, evasion, and spellcasting success rate.}}&lt;br /&gt;
&lt;br /&gt;
'''Vertigo''' is a temporary [[status effect]] that decreases your [[evasion]] (-5 [[EV]]), [[Spell Success|spellcasting success]], and [[To-hit|accuracy]] (-5 to-hit&amp;lt;ref&amp;gt;{{source ref|0.32.1|attack.cc|221}}&amp;lt;/ref&amp;gt;) until it wears off.&lt;br /&gt;
&lt;br /&gt;
Vertigo can be caused when casting [[Alistair's Intoxication]] or as a result of being hit by a plum [[Throw Klown Pie|Killer Klown pie]].&lt;br /&gt;
&lt;br /&gt;
A [[potion of cancellation]] will remove the vertigo status (as well as many other status effects). [[Potions of curing]] have no effect.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.33|potions of moonshine will be added, which will inflict vertigo for 10-25 turns when quaffed.}}&lt;br /&gt;
*Prior to [[0.25]], [[miscast]]ing a [[Hexes]] spell could cause 10-20 turns of vertigo.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vertigo&amp;diff=82482</id>
		<title>Vertigo</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vertigo&amp;diff=82482"/>
				<updated>2025-02-10T14:48:52Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Added note about 0.33 Moonshine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
{{flavour|You are disoriented and dizzy, reducing your accuracy, evasion, and spellcasting success rate.}}&lt;br /&gt;
&lt;br /&gt;
'''Vertigo''' is a temporary [[status effect]] that decreases your [[evasion]] (-5 [[EV]]), [[Spell Success|spellcasting success]], and [[To-hit|accuracy]] (-5 to-hit&amp;lt;ref&amp;gt;{{source ref|0.32.1|attack.cc|221}}&amp;lt;/ref&amp;gt;) until it wears off.&lt;br /&gt;
&lt;br /&gt;
Vertigo can be caused when casting [[Alistair's Intoxication]] or as a result of being hit by a plum [[Throw Klown Pie|Killer Klown pie]].&lt;br /&gt;
&lt;br /&gt;
A [[potion of cancellation]] will remove the vertigo status (as well as many other status effects). [[Potions of curing]] have no effect.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In 0.33, potions of moonshine will be added, which will inflict vertigo for 10-25 turns when quaffed.&lt;br /&gt;
*Prior to [[0.25]], [[miscast]]ing a [[Hexes]] spell could cause 10-20 turns of vertigo.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User:GamerKilroy&amp;diff=82359</id>
		<title>User:GamerKilroy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User:GamerKilroy&amp;diff=82359"/>
				<updated>2025-02-01T09:05:44Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Updated my user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello! Name's GamerKilroy, i'm your typical Traditional Roguelike enjoyer.&lt;br /&gt;
Started with DF Adventure Mode, eventually switched to Cataclysm: Dark Days Ahead, Cogmind and, well, Dungeon Crawl Stone Soup.&lt;br /&gt;
&lt;br /&gt;
There is no satisfaction like snatching victory when everything is stacked against you.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Favourite Starts:&lt;br /&gt;
&lt;br /&gt;
*TeBe Aux Attacks - With the most Slay+ you can get and a solid amount of shapeshifting!&lt;br /&gt;
*BaSu of [[Cheibriados]] - Because having the same agility of a semi-truck is fun. Add a sprinkle of Necromancy and never worry about fighting again!&lt;br /&gt;
*KoHu - No [[LOS]]? No problem! Stay to the shadows, build some stealth, and go hybrid stab/ranged! Get a [[Scarf|Scarf of Shadows]] for even more fun!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Win Counter: 1&lt;br /&gt;
*MiFi - 3 Runes - 1 Gem&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Martyr%27s_Knell&amp;diff=82358</id>
		<title>Martyr's Knell</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Martyr%27s_Knell&amp;diff=82358"/>
				<updated>2025-02-01T08:49:51Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Minor spelling mistakes + Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
'''Martyr's Knell''' is a level 4 [[Summonings]]/[[Necromancy]] spell which summons a Martyred shade, who will protect your allies.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Summons a single [[martyred shade|Martyred Shade]]. Martyred shades do not attack, but have [[Injury Bond]]: half of all damage done to its allies (except the player) will redirect to itself. If the Martyred Shade dies, it turns into a [[flayed ghost|Flayed Ghost]], who will immediately cast [[Flay]] on transformation.&lt;br /&gt;
&lt;br /&gt;
Spell power increases the summon's [[hit dice]], which increases its HP. The Shade's HD is equal to &amp;lt;code&amp;gt;6 + pow/11&amp;lt;/code&amp;gt;.&amp;lt;ref&amp;gt;{{source ref|0.31-b1|spl-summoning.cc|1531}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Duration of the summon is around 18 turns. It is not affected by spell power. If the Shade dies, the resulting Flayed Ghost has its duration renewed to ~18 turns.&lt;br /&gt;
&lt;br /&gt;
There is a summon limit of 1 martyred shade; casting the spell again will cause the old summon to very quickly time out. Flayed ghosts don't count towards this limit.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*This spell is extremely useful to [[Summoner|Summoners]], heavily increasing the survivability of all your other minions. Paired with the healing abilities of [[Call Canine Familiar]], it provides a stable and powerful companion with high damage and HP.&lt;br /&gt;
*While the Shades themselves do not deal any damage, the [[Flayed ghost]] that spawn on their death provides a very powerful attack. Lowering the enemy's HP by 25% (even if temporary) can be life changing against High HP/Low AC enemies such as [[Hydra|Hydras]].&lt;br /&gt;
*The Flayed Ghosts spawned after the Martyr's death do not count towards your summon limit. As such, you can recast Martyr's Knell to get another shade without desummoning your other ghosts and increase their survivability even more.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Martyr's Knell was introduced in [[0.31]], replacing [[Summon Guardian Golem]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Martyr%27s_Knell&amp;diff=82357</id>
		<title>Martyr's Knell</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Martyr%27s_Knell&amp;diff=82357"/>
				<updated>2025-02-01T08:31:51Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Added Strategy section, with tips for Summoners + Bump&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
'''Martyr's Knell''' is a level 4 [[Summonings]]/[[Necromancy]] spell which summons a martyed shade, who will protect your allies.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Summons a single [[martyred shade]]. Martyed shades do not attack, but have [[Injury Bond]]: half of all damage done to its allies (except the player) will redirect to itself. If the martyred shade dies, it turns into a [[flayed ghost]], who will immediately cast [[Flay]] on transformation.&lt;br /&gt;
&lt;br /&gt;
Spell power increases the summon's [[hit dice]], which increases its HP. The shade's HD is equal to &amp;lt;code&amp;gt;6 + pow/11&amp;lt;/code&amp;gt;.&amp;lt;ref&amp;gt;{{source ref|0.31-b1|spl-summoning.cc|1531}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Duration of the summon is around 18 turns. It is not affected by spell power. If the shade dies, the resulting flayed ghost has its duration renewed to ~18 turns.&lt;br /&gt;
&lt;br /&gt;
There is a summon limit of 1 martyred shade; casting the spell again will cause the old summon to very quickly time out. Flayed ghosts don't count towards this limit.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*This spell is extremely useful to [[Summoner|Summoners]], heavily increasing the survivability of all your other minions. Paired with the healing abilities of [[Call Canine Familiar]], it provides a stable and powerful companion with high damage and HP.&lt;br /&gt;
*While the Shades themselves do not deal any damage, the [[Flayed ghost]] that spawn on their death provides a very powerful attack. Lowering the enemy's HP by 25% (even if temporary) can be life changing against High HP/Low AC enemies such as [[Hydra|Hydras]].&lt;br /&gt;
*The Flayed Ghosts spawned after the Martyr's death do not count towards your summon limit. As such, you can recast Martyr's Knell to get another shade without desummoning your other ghosts and increase their survivability even more.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Martyr's Knell was introduced in [[0.31]], replacing [[Summon Guardian Golem]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sublimation_of_Blood&amp;diff=82356</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=82356"/>
				<updated>2025-02-01T08:20:12Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Added tips about Summoners and the synergy with indirect combat + Martyr's Knell.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Sublimation of Blood''' is a level 2 [[Necromancy]] spell which converts your own [[HP]] into [[MP]].&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
When cast, it returns &amp;lt;code&amp;gt;1 + X&amp;lt;/code&amp;gt; MP, where X is a [http://en.wikipedia.org/wiki/Negative_binomial negative binomial] random variable with parameters &amp;lt;code&amp;gt;r = 1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;p = 1 - 6 / power&amp;lt;/code&amp;gt;. The average amount of recovered MP per casting is &amp;lt;code&amp;gt;power / 6&amp;lt;/code&amp;gt;. Each MP recovered costs you 1 to 4 HP with average &amp;lt;code&amp;gt;1 + 18 / power&amp;lt;/code&amp;gt; HP.&amp;lt;ref&amp;gt;{{source ref|0.30.1|spl-other.cc|27}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The damage caused by this spell can never kill you, and never reduces more than 90% of your current HP at a time.&lt;br /&gt;
&lt;br /&gt;
Sublimation of Blood can't be learned or cast by the [[undead]], the [[nonliving]] ([[Gargoyle]], [[Djinni]], [[Statue Form]]), or when standing in [[Death's Door]]. Bloodless [[Vampire]]s are unable to use this spell until turning alive again.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Sublimation of Blood has good synergy with [[Makhleb]]'s healing from kills. Be sure to use other sources of increasing your [[regeneration rate]] to regain the lost health quicker.&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;
*If you have a source of increased HP [[regeneration]], a moderate power Sublimination of Blood will allow you to rest for less [[turn]]s. This can be very tedious.&lt;br /&gt;
*[[Summoner|Summoners]] can get great value out of this spell. As you are rarely fighting directly, HP becomes a much more usable resource. The abundance in MP this provides can easily allow you to spam summons and keep your [[Call Canine Familiar]] topped off. The training in Necromancy will also allow the use of [[Martyr's Knell]], heavily increasing the survivability of all your other summons. Just be careful of ranged and magic opponents and don't let your HP get too low.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.15]], Sublimation of Blood could be used to turn [[Chunk#Chunks_of_flesh|chunks]] and [[potion of blood|potions of blood]] into [[MP]]. Also, [[Fedhas]] deprecated its use.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User:GamerKilroy&amp;diff=82322</id>
		<title>User:GamerKilroy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User:GamerKilroy&amp;diff=82322"/>
				<updated>2025-01-24T10:11:58Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Changed my user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello! Name's GamerKilroy, i'm your typical Traditional Roguelike enjoyer.&lt;br /&gt;
Started with DF Adventure Mode, eventually switched to Cataclysm: Dark Days Ahead, Cogmind and, well, Dungeon Crawl Stone Soup.&lt;br /&gt;
&lt;br /&gt;
There is no satisfaction like snatching victory when everything is stacked against you.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Win Counter: 1&lt;br /&gt;
*MiFi - 3 Runes - 1 Gem&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Warper&amp;diff=82319</id>
		<title>Warper</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Warper&amp;diff=82319"/>
				<updated>2025-01-24T10:05:14Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Formatting mistake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
{{flavour|Warpers specialise in translocation magic, and are experts in travelling long distances and positioning themselves precisely and use this to their advantage in melee or missile combat. They start with a scroll of blinking, a selection of translocation spells, some dispersal boomerangs, a simple weapon of their choice, and leather armour.}}&lt;br /&gt;
'''Warpers''' specialize in [[Translocations]]. While their school of magic lacks destructive power, they enter the [[Dungeon]] with a bit more combat training than most mages.&lt;br /&gt;
&lt;br /&gt;
==Preferred Species==&lt;br /&gt;
[[Draconian]], [[Armataur]], [[Spriggan]], [[Coglin]], and [[Felid]] are the recommended species if you pick a Warper 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]] ([[hand axe]], [[spear]], [[short sword]], [[falchion]] or [[mace]], or [[unarmed]])&lt;br /&gt;
*7 [[dart]]s of [[dispersal (brand)|dispersal]]&lt;br /&gt;
*+0 [[leather armour]]&lt;br /&gt;
*[[Scroll of blinking]]&lt;br /&gt;
&lt;br /&gt;
'''Available Spells:'''&lt;br /&gt;
*[[Blink]]&lt;br /&gt;
*[[Lesser Beckoning]]&lt;br /&gt;
*[[Teleport Other]]&lt;br /&gt;
*[[Maxwell's Portable Piledriver]]&lt;br /&gt;
*[[Vhi's Electric Charge]]&lt;br /&gt;
&lt;br /&gt;
Warpers do not start with a spell memorised.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 2&lt;br /&gt;
*Chosen Weapon's Skill: 2&lt;br /&gt;
*[[Throwing]]: 1&lt;br /&gt;
*[[Armour]]: 1&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Spellcasting]]: 2&lt;br /&gt;
*[[Translocations]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Warper adds 3 to your starting [[Strength]], 5 to your starting [[Intelligence]] and 4 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Warpers lack the focus of a [[Fighter]] or [[Conjurer]] - they are a melee start with a few utility (Translocations) spells. While none of their spells are usable at XL 1, having these spells available can be helpful in the long run.&lt;br /&gt;
&lt;br /&gt;
At first, focus more on being able to kill foes reliably - beginner Translocations won't help you kill enemies. This means melee skills, or any possibly [[Ranged Weapons]] you find. Warpers should be comfortable with wearing heavier armour, foregoing their mage half until they can comfortably fight things. Warpers don't start with particularly good gear in any one offensive category, but are compensated with a really strong escape item, a scroll of blinking.&lt;br /&gt;
&lt;br /&gt;
Once you get your spells up, dangerous early monsters like [[ogre (monster)|ogres]] can be softened up from a distance with boomerangs or any heavier [[Throwing]] weapons you've found. If they get too close, you can [[Blink]] away or use your weapons of dispersal. Once you've found some decent equipment, then you can focus on higher-level spells or branch out into other kinds of magic.&lt;br /&gt;
&lt;br /&gt;
Starting as a Warper is a good choice for players who wish to worship [[Cheibriados]] later, since you'll likely have an alternate means of escape online by the time Cheibriados starts slowing you down. Being a Warper also works well for characters who wanted to use medium or heavy armour, since most of their spells are simple enough that even big dumb bruisers can cast them well if they work at it.&lt;br /&gt;
&lt;br /&gt;
===Spell Details===&lt;br /&gt;
Warper spells are useful to have, but not essential to start training for immediately.&lt;br /&gt;
&lt;br /&gt;
[[Blink]] remains useful for the entire game. It teleports you to a random location, meaning it most likely will create space from your opponent. Its random nature means it isn't a reliable escape, so use it ''before'' things get hairy. &lt;br /&gt;
&lt;br /&gt;
[[Lesser Beckoning]] is another spell like Blink. With enough Translocations investment, you can drag enemies back into melee range. This can be especially useful against ranged enemies such as [[orc priest]]s and [[centaur]]s. &lt;br /&gt;
&lt;br /&gt;
[[Vhi's Electric Charge]] allows you to charge up to enemies. For every tile you travel (up to 4), you'll get an attack boost.&lt;br /&gt;
&lt;br /&gt;
[[Teleport Other]] can help you avoid or delay dangerous fights. Like [[Hexes]], it checks [[willpower]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], Warpers started with [[Manifold Assault]], which was level 4, instead of [[Maxwell's Portable Piledriver]]. Also, [[Gell's Gravitas]] has been removed and transformed into [[Gell's gravitambourine]].&lt;br /&gt;
*In [[0.31]], boomerangs of dispersal became [[dart]]s of [[dispersal]].&lt;br /&gt;
*Prior to [[0.30]], Warpers had [[Gell's Gravitas]] rather than [[Vhi's Electric Charge]].&lt;br /&gt;
*In [[0.29]], Warpers gained 2 more [[boomerang]]s of [[dispersal]].&lt;br /&gt;
*Prior to [[0.27]], Warpers started with the [[book of Spatial Translocations]], which had [[Passage of Golubria]] instead of [[Manifold Assault]]. &lt;br /&gt;
*Prior to [[0.19]], the [[book of Spatial Translocations]] had [[Apportation]], a level 1 spell that Warpers would start with memorised.&lt;br /&gt;
*Prior to [[0.15]], warpers started with a stack of darts, a stack of darts of dispersal, and 50 [[gold]].&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Warper&amp;diff=82318</id>
		<title>Warper</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Warper&amp;diff=82318"/>
				<updated>2025-01-24T10:04:35Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Removed outdated info about Gell's Gravitas, changed formatting in the Spell Details section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
{{flavour|Warpers specialise in translocation magic, and are experts in travelling long distances and positioning themselves precisely and use this to their advantage in melee or missile combat. They start with a scroll of blinking, a selection of translocation spells, some dispersal boomerangs, a simple weapon of their choice, and leather armour.}}&lt;br /&gt;
'''Warpers''' specialize in [[Translocations]]. While their school of magic lacks destructive power, they enter the [[Dungeon]] with a bit more combat training than most mages.&lt;br /&gt;
&lt;br /&gt;
==Preferred Species==&lt;br /&gt;
[[Draconian]], [[Armataur]], [[Spriggan]], [[Coglin]], and [[Felid]] are the recommended species if you pick a Warper 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]] ([[hand axe]], [[spear]], [[short sword]], [[falchion]] or [[mace]], or [[unarmed]])&lt;br /&gt;
*7 [[dart]]s of [[dispersal (brand)|dispersal]]&lt;br /&gt;
*+0 [[leather armour]]&lt;br /&gt;
*[[Scroll of blinking]]&lt;br /&gt;
&lt;br /&gt;
'''Available Spells:'''&lt;br /&gt;
*[[Blink]]&lt;br /&gt;
*[[Lesser Beckoning]]&lt;br /&gt;
*[[Teleport Other]]&lt;br /&gt;
*[[Maxwell's Portable Piledriver]]&lt;br /&gt;
*[[Vhi's Electric Charge]]&lt;br /&gt;
&lt;br /&gt;
Warpers do not start with a spell memorised.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 2&lt;br /&gt;
*Chosen Weapon's Skill: 2&lt;br /&gt;
*[[Throwing]]: 1&lt;br /&gt;
*[[Armour]]: 1&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Spellcasting]]: 2&lt;br /&gt;
*[[Translocations]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Warper adds 3 to your starting [[Strength]], 5 to your starting [[Intelligence]] and 4 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Warpers lack the focus of a [[Fighter]] or [[Conjurer]] - they are a melee start with a few utility (Translocations) spells. While none of their spells are usable at XL 1, having these spells available can be helpful in the long run.&lt;br /&gt;
&lt;br /&gt;
At first, focus more on being able to kill foes reliably - beginner Translocations won't help you kill enemies. This means melee skills, or any possibly [[Ranged Weapons]] you find. Warpers should be comfortable with wearing heavier armour, foregoing their mage half until they can comfortably fight things. Warpers don't start with particularly good gear in any one offensive category, but are compensated with a really strong escape item, a scroll of blinking.&lt;br /&gt;
&lt;br /&gt;
Once you get your spells up, dangerous early monsters like [[ogre (monster)|ogres]] can be softened up from a distance with boomerangs or any heavier [[Throwing]] weapons you've found. If they get too close, you can [[Blink]] away or use your weapons of dispersal. Once you've found some decent equipment, then you can focus on higher-level spells or branch out into other kinds of magic.&lt;br /&gt;
&lt;br /&gt;
Starting as a Warper is a good choice for players who wish to worship [[Cheibriados]] later, since you'll likely have an alternate means of escape online by the time Cheibriados starts slowing you down. Being a Warper also works well for characters who wanted to use medium or heavy armour, since most of their spells are simple enough that even big dumb bruisers can cast them well if they work at it.&lt;br /&gt;
&lt;br /&gt;
===Spell Details===&lt;br /&gt;
Warper spells are useful to have, but not essential to start training for immediately.&lt;br /&gt;
&lt;br /&gt;
[[Blink]] remains useful for the entire game. It teleports you to a random location, meaning it most likely will create space from your opponent. Its random nature means it isn't a reliable escape, so use it ''before'' things get hairy. &lt;br /&gt;
&lt;br /&gt;
[[Lesser Beckoning]] is another spell like Blink. With enough Translocations investment, you can drag enemies back into melee range. This can be especially useful against ranged enemies such as [[orc priest]]s and [[centaur]]s. &lt;br /&gt;
&lt;br /&gt;
[[Vhi's Electric Charge]] allows you to charge up to enemies. For every tile you travel (up to 4), you'll get an attack boost.&lt;br /&gt;
&lt;br /&gt;
[[Teleport Other]] can help you avoid or delay dangerous fights. Like [[Hexes]], it checks [[willpower]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], Warpers started with [[Manifold Assault]], which was level 4, instead of [[Maxwell's Portable Piledriver]]. Also, [[Gell's Gravitas]] has been removed and transformed into [[Gell's gravitambourine]].&lt;br /&gt;
*In [[0.31]], boomerangs of dispersal became [[dart]]s of [[dispersal]].&lt;br /&gt;
*Prior to [[0.30]], Warpers had [[Gell's Gravitas]] rather than [[Vhi's Electric Charge]].&lt;br /&gt;
*In [[0.29]], Warpers gained 2 more [[boomerang]]s of [[dispersal]].&lt;br /&gt;
*Prior to [[0.27]], Warpers started with the [[book of Spatial Translocations]], which had [[Passage of Golubria]] instead of [[Manifold Assault]]. &lt;br /&gt;
*Prior to [[0.19]], the [[book of Spatial Translocations]] had [[Apportation]], a level 1 spell that Warpers would start with memorised.&lt;br /&gt;
*Prior to [[0.15]], warpers started with a stack of darts, a stack of darts of dispersal, and 50 [[gold]].&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Saint_Roka&amp;diff=81784</id>
		<title>Saint Roka</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Saint_Roka&amp;diff=81784"/>
				<updated>2024-11-14T08:20:51Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Fixed wrong link to invisibility&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|032}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Saint Roka the Messiah''' is a [[unique]] [[orc warlord]] of [[Beogh]] who leads a band of fellow [[list of orcs|orcs]] on a crusade for their [[god]]. Saint Roka is a very powerful melee fighter, usually found wielding a powerful two-handed weapon and wearing a heavily enchanted set of [[plate armour]], but they are also a threat at range due to their [[smiting]] and the [[crossbow]] they occasionally spawn with.&lt;br /&gt;
&lt;br /&gt;
Saint Roka allows players to convert to Beogh, like an [[orc priest]] would.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*The [[Orcish Mines]]: 2&lt;br /&gt;
*The [[Elven Halls]]:2-3&lt;br /&gt;
*[[The Snake Pit]]:2-4&lt;br /&gt;
*[[The Vaults]]&lt;br /&gt;
*[[The Crypt]]&lt;br /&gt;
*[[The Depths]]&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*If you ever start finding orcs &amp;quot;where they shouldn't be&amp;quot; (e.g. the [[Snake Pit]]), and you've ruled out [[shapeshifter (monster)|shapeshifter]]s, be prepared for a Saint Roka encounter.&lt;br /&gt;
*If Saint Roka lacks a crossbow, their [[smite]] hurts a lot less than their glaive, so tackling them from range is generally the less dangerous prospect.&lt;br /&gt;
*Facing Saint Roka's entire cohort at once is often suicidal. Don't be afraid to show up, blast a few orcish minions, and then flee to safety. For melee characters Javelins work wonders thanks to their piercing, allowing them to hit or even kill several orcs with a single throw. [[Wands]] work very well too, expecially a [[Wand of charming]] is capable of dealing massive damage to the orc group by converting Warrior/Knights to your side and letting them mow down their former allies.&lt;br /&gt;
*Especially pious followers of [[Beogh]] have a chance to turn Saint Roka neutral on sight or when you deal enough damage, as they are still considered an Orc. When this happens, they will drop any gear and run for an exit. Make sure to check what they left behind as they usually spawns with good gear, expecially if you're using heavier armours.&lt;br /&gt;
*As strong as they are, Saint Roka can't [[see invisible]] (nor can their minions, barring an [[orc sorcerer]] or [[orc high priest]]). Using [[Invisible|Invisibility]] can help you either get a leg up in combat or escape in relative safety.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* Before version [[0.32]], followers of [[Beogh]] had a chance to recruit Saint Roka as an ally, giving you a very powerful minion. This has been changed with the Beogh rework.&lt;br /&gt;
* Before version [[0.24]], Saint Roka was male.&lt;br /&gt;
&lt;br /&gt;
[[Category:Orc]]&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Saint_Roka&amp;diff=81783</id>
		<title>Saint Roka</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Saint_Roka&amp;diff=81783"/>
				<updated>2024-11-14T08:14:17Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Added more tips for mass control&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|032}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Saint Roka the Messiah''' is a [[unique]] [[orc warlord]] of [[Beogh]] who leads a band of fellow [[list of orcs|orcs]] on a crusade for their [[god]]. Saint Roka is a very powerful melee fighter, usually found wielding a powerful two-handed weapon and wearing a heavily enchanted set of [[plate armour]], but they are also a threat at range due to their [[smiting]] and the [[crossbow]] they occasionally spawn with.&lt;br /&gt;
&lt;br /&gt;
Saint Roka allows players to convert to Beogh, like an [[orc priest]] would.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*The [[Orcish Mines]]: 2&lt;br /&gt;
*The [[Elven Halls]]:2-3&lt;br /&gt;
*[[The Snake Pit]]:2-4&lt;br /&gt;
*[[The Vaults]]&lt;br /&gt;
*[[The Crypt]]&lt;br /&gt;
*[[The Depths]]&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*If you ever start finding orcs &amp;quot;where they shouldn't be&amp;quot; (e.g. the [[Snake Pit]]), and you've ruled out [[shapeshifter (monster)|shapeshifter]]s, be prepared for a Saint Roka encounter.&lt;br /&gt;
*If Saint Roka lacks a crossbow, their [[smite]] hurts a lot less than their glaive, so tackling them from range is generally the less dangerous prospect.&lt;br /&gt;
*Facing Saint Roka's entire cohort at once is often suicidal. Don't be afraid to show up, blast a few orcish minions, and then flee to safety. For melee characters Javelins work wonders thanks to their piercing, allowing them to hit or even kill several orcs with a single throw. [[Wands]] work very well too, expecially a [[Wand of charming]] is capable of dealing massive damage to the orc group by converting Warrior/Knights to your side and letting them mow down their former allies.&lt;br /&gt;
*Especially pious followers of [[Beogh]] have a chance to turn Saint Roka neutral on sight or when you deal enough damage, as they are still considered an Orc. When this happens, they will drop any gear and run for an exit. Make sure to check what they left behind as they usually spawns with good gear, expecially if you're using heavier armours.&lt;br /&gt;
*As strong as they are, Saint Roka can't [[see invisible]] (nor can their minions, barring an [[orc sorcerer]] or [[orc high priest]]). Using [[invisibility]] can help you either get a leg up in combat or escape in relative safety.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* Before version [[0.32]], followers of [[Beogh]] had a chance to recruit Saint Roka as an ally, giving you a very powerful minion. This has been changed with the Beogh rework.&lt;br /&gt;
* Before version [[0.24]], Saint Roka was male.&lt;br /&gt;
&lt;br /&gt;
[[Category:Orc]]&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Saint_Roka&amp;diff=81782</id>
		<title>Saint Roka</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Saint_Roka&amp;diff=81782"/>
				<updated>2024-11-14T07:48:58Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Updated for new Beogh, added tips for mass control for melee, bump to 0.32&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|032}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Saint Roka the Messiah''' is a [[unique]] [[orc warlord]] of [[Beogh]] who leads a band of fellow [[list of orcs|orcs]] on a crusade for their [[god]]. Saint Roka is a very powerful melee fighter, usually found wielding a powerful two-handed weapon and wearing a heavily enchanted set of [[plate armour]], but they are also a threat at range due to their [[smiting]] and the [[crossbow]] they occasionally spawn with.&lt;br /&gt;
&lt;br /&gt;
Saint Roka allows players to convert to Beogh, like an [[orc priest]] would.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*The [[Orcish Mines]]: 2&lt;br /&gt;
*The [[Elven Halls]]:2-3&lt;br /&gt;
*[[The Snake Pit]]:2-4&lt;br /&gt;
*[[The Vaults]]&lt;br /&gt;
*[[The Crypt]]&lt;br /&gt;
*[[The Depths]]&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*If you ever start finding orcs &amp;quot;where they shouldn't be&amp;quot; (e.g. the [[Snake Pit]]), and you've ruled out [[shapeshifter (monster)|shapeshifter]]s, be prepared for a Saint Roka encounter.&lt;br /&gt;
*If Saint Roka lacks a crossbow, their [[smite]] hurts a lot less than their glaive, so tackling them from range is generally the less dangerous prospect.&lt;br /&gt;
*Facing Saint Roka's entire cohort at once is often suicidal. Don't be afraid to show up, blast a few orcish minions, and then flee to safety. For melee characters Javelins work wonders thanks to their piercing, allowing them to hit or even kill several orcs with a single throw.&lt;br /&gt;
*Especially pious followers of [[Beogh]] have a chance to turn Saint Roka neutral on sight or when you deal enough damage, as they are still considered an Orc. When this happens, they will drop any gear and run for an exit. Make sure to check what they left behind as they usually spawns with good gear, expecially if you're using heavier armours.&lt;br /&gt;
*As strong as they are, Saint Roka can't [[see invisible]] (nor can their minions, barring an [[orc sorcerer]] or [[orc high priest]]). Using [[invisibility]] can help you either get a leg up in combat or escape in relative safety.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* Before version [[0.32]], followers of [[Beogh]] had a chance to recruit Saint Roka as an ally, giving you a very powerful minion. This has been changed with the Beogh rework.&lt;br /&gt;
* Before version [[0.24]], Saint Roka was male.&lt;br /&gt;
&lt;br /&gt;
[[Category:Orc]]&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=List_of_orcs&amp;diff=81774</id>
		<title>List of orcs</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=List_of_orcs&amp;diff=81774"/>
				<updated>2024-11-11T07:26:14Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Changed Blork the Ork to the new female counterpart.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|026}}&lt;br /&gt;
''This page is about the various orc [[monster]]s.  For the player species, see [[hill orc]].''&lt;br /&gt;
&lt;br /&gt;
Although bloodthirsty and cruel, '''orcs''' are by no means dim-witted. These subterranean brutes boast dangerous spell casters, dark priests of [[Beogh]], and skilled warriors among their ranks, even if the vast majority of them are unskilled thugs who rely on sheer numbers to overcome foes. Great hordes of orcs inhabit the [[Orcish Mines]], but they can be found throughout [[the Dungeon]], [[the Depths]], [[the Vaults]], and [[the Elven Halls]] as well. &lt;br /&gt;
&lt;br /&gt;
==Orc Types==&lt;br /&gt;
{{monsterlink|Orc}}- These untrained brutes are commonplace nuisances. They are lightly armed, lightly armored, and only especially dangerous early on. However, with the right weaponry they can still damage stronger characters, so don't allow them to swarm you while you take out bigger threats.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Orc wizard}}- Early casters who come with a versatile array of spells: they can hit you with [[fire]] or [[cold]] [[Conjurations]], [[haste]]n or turn themselves [[invisible]], and will [[confuse]] or [[slow]] you given the chance. Handle with care while low level or low on [[willpower]].&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Orc priest}}- The most notable feature of the orc priest is its [[smite]] attack, which is unavoidable, irresistible, and can target you so long as the priest is in your [[LOS]]. Early on, this damage can be deadly. They can also heal themselves and their allies. Definitely make priests a high priority. Can give you the option to worship [[Beogh]].&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Orc warrior}}- Hardier than [[ogre (monster)|ogres]] and able to hit you much more effectively. They are often equipped with strong weapons and armour, but their low EV and [[willpower]] makes them vulnerable to [[wand]]s. They are dangerous in melee, and deadly to early characters.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Orc sorcerer}}- Their capacity for [[draining]] you, summoning nasty demons, and [[paralyse|paralysing]] you makes them one of the least pleasant orcs to face. &lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Orc knight}}- Basically a stronger orc warrior that is capable of [[might|buffing]] other orcs to deal much more damage. They may carry [[crossbow]]s, making them very dangerous at range. As with orc warriors, giving them disabling [[status effects]] renders them much easier to deal with.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Orc high priest}}- Capable of [[smiting]] you like a normal orc priest, but they also add summoned demons into the mix.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Orc warlord}}- The beefiest orcs, orc warlords are extreme hazards in melee, and if they generate with crossbows, are deadly at any range. Handle with extreme caution, and be mindful of other orcs in their presence; much like knights, they can [[might]] everything around them.&lt;br /&gt;
&lt;br /&gt;
===Unique Orcs===&lt;br /&gt;
{{monsterlink|Blorkula the orcula}}- An upgraded orc wizard, usually armed with a decently powerful weapon.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Urug}}- A nasty orc warrior who generates with a stack of [[javelin]]s and the skill to use them well.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Nergalle}}- An orcish [[necromancer]] who summons and then hastes spectral orcs to aid her in combat.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Saint Roka}}- The strongest orc of all, Saint Roka is an [[orc warlord]] of [[Beogh]] with smiting attacks and a large retinue of followers.&lt;br /&gt;
&lt;br /&gt;
[[Category:Orc]]&lt;br /&gt;
[[Category:Lists of monsters]]&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=List_of_orcs&amp;diff=81773</id>
		<title>List of orcs</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=List_of_orcs&amp;diff=81773"/>
				<updated>2024-11-11T07:22:22Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Added note about Beogh conversion. Consider bump?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|026}}&lt;br /&gt;
''This page is about the various orc [[monster]]s.  For the player species, see [[hill orc]].''&lt;br /&gt;
&lt;br /&gt;
Although bloodthirsty and cruel, '''orcs''' are by no means dim-witted. These subterranean brutes boast dangerous spell casters, dark priests of [[Beogh]], and skilled warriors among their ranks, even if the vast majority of them are unskilled thugs who rely on sheer numbers to overcome foes. Great hordes of orcs inhabit the [[Orcish Mines]], but they can be found throughout [[the Dungeon]], [[the Depths]], [[the Vaults]], and [[the Elven Halls]] as well. &lt;br /&gt;
&lt;br /&gt;
==Orc Types==&lt;br /&gt;
{{monsterlink|Orc}}- These untrained brutes are commonplace nuisances. They are lightly armed, lightly armored, and only especially dangerous early on. However, with the right weaponry they can still damage stronger characters, so don't allow them to swarm you while you take out bigger threats.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Orc wizard}}- Early casters who come with a versatile array of spells: they can hit you with [[fire]] or [[cold]] [[Conjurations]], [[haste]]n or turn themselves [[invisible]], and will [[confuse]] or [[slow]] you given the chance. Handle with care while low level or low on [[willpower]].&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Orc priest}}- The most notable feature of the orc priest is its [[smite]] attack, which is unavoidable, irresistible, and can target you so long as the priest is in your [[LOS]]. Early on, this damage can be deadly. They can also heal themselves and their allies. Definitely make priests a high priority. Can give you the option to worship [[Beogh]].&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Orc warrior}}- Hardier than [[ogre (monster)|ogres]] and able to hit you much more effectively. They are often equipped with strong weapons and armour, but their low EV and [[willpower]] makes them vulnerable to [[wand]]s. They are dangerous in melee, and deadly to early characters.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Orc sorcerer}}- Their capacity for [[draining]] you, summoning nasty demons, and [[paralyse|paralysing]] you makes them one of the least pleasant orcs to face. &lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Orc knight}}- Basically a stronger orc warrior that is capable of [[might|buffing]] other orcs to deal much more damage. They may carry [[crossbow]]s, making them very dangerous at range. As with orc warriors, giving them disabling [[status effects]] renders them much easier to deal with.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Orc high priest}}- Capable of [[smiting]] you like a normal orc priest, but they also add summoned demons into the mix.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Orc warlord}}- The beefiest orcs, orc warlords are extreme hazards in melee, and if they generate with crossbows, are deadly at any range. Handle with extreme caution, and be mindful of other orcs in their presence; much like knights, they can [[might]] everything around them.&lt;br /&gt;
&lt;br /&gt;
===Unique Orcs===&lt;br /&gt;
{{monsterlink|Blork the orc}}- An upgraded orc wizard, usually armed with a decently powerful weapon.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Urug}}- A nasty orc warrior who generates with a stack of [[javelin]]s and the skill to use them well.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Nergalle}}- An orcish [[necromancer]] who summons and then hastes spectral orcs to aid her in combat.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Saint Roka}}- The strongest orc of all, Saint Roka is an [[orc warlord]] of [[Beogh]] with smiting attacks and a large retinue of followers.&lt;br /&gt;
&lt;br /&gt;
[[Category:Orc]]&lt;br /&gt;
[[Category:Lists of monsters]]&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Orc_priest&amp;diff=81772</id>
		<title>Orc priest</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Orc_priest&amp;diff=81772"/>
				<updated>2024-11-11T07:10:21Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Removed old info about Hill Orcs, added new Beogh worship conversion method.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
{{list of | orcs}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Orc priests''' introduce [[smiting]] into the game at levels where smiting is scary. So long as an orc priest is visible, it is capable of instantly dealing 7-17 damage to you in a single turn. Even worse, they usually appear along with a pack of [[orc]]s, [[orc wizard]]s, and [[orc warrior]]s, and can appear as early as [[Dungeon]]:2.&lt;br /&gt;
&lt;br /&gt;
If you are sufficiently injured when a Priest is in your [[line of sight]], you may be given the Ability to convert to [[Beogh]], the orc god. If this happens, you will gain the &amp;quot;Beogh&amp;quot; Status, and a unique message will be displayed in the Action Log.&lt;br /&gt;
To accept, use the '''a'''bilities menu, which will show an option to convert. &lt;br /&gt;
If you decide to convert, all orcs within your LOS will become neutral, unless you've abandoned Beogh in the past.&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Orc priests can be neutralized by hiding from their line of sight (they will try to rush you if they can't smite you), making them confused/paralyzed, or trapping them in a [[throwing net]].&lt;br /&gt;
*Avoid fights where they get to cast against you for several turns while you have to chop a path through their allies.&lt;br /&gt;
*Very early characters may wish to avoid them entirely, if they don't have an easy way of killing them quickly. If you see more than one priest at a time, start running.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], only [[hill orc]] characters could be converted to Beogh. When they would meet an Orc Priest they would receive the ability to worship Beogh. Hill Orc has been removed and the conversion ability of priests was expanded to all races.&lt;br /&gt;
*Prior to [[0.13]], [[hill orc]] characters had to either begin the game as a [[priest]] or find an appropriate altar in the [[Orcish Mines]] to worship Beogh.&lt;br /&gt;
&lt;br /&gt;
[[Category:Orc]]&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ring_of_flight&amp;diff=81754</id>
		<title>Ring of flight</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ring_of_flight&amp;diff=81754"/>
				<updated>2024-11-07T14:28:40Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Changed old info about Potions of Flight -&amp;gt; Enlightenement, also added a note about the potion still providing Will+&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version028}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Jewellery&lt;br /&gt;
 |name=Ring of flight&lt;br /&gt;
 |cost=&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A ring that grants its wearer flight.}}&lt;br /&gt;
&lt;br /&gt;
By wearing a [[ring of flight]], you gain the ability to [[fly]] for as long as you wear it. Note that flying characters still trigger [[trap]]s as normal.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Flight is useful in areas where [[water]] is common, such as the [[Swamp]] or [[Shoals]]. Having flight on hand can help you avoid or fight monsters wherever water and lava are present. While many monsters in the aforementioned Lair branches swim faster than the average player, flight still prevents many of the penalties while fighting in water, including its effect on [[invisibility]].&lt;br /&gt;
&lt;br /&gt;
A ring of flight can largely replace [[potions of enlightenment]], though using the ring slot temporarily should be a (minor) consideration. The Willpower bonus from the potion is still useful and should not be disregarded, even with permanent flight.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.27]], flight was a temporary ability. You could [[evoke]] the ring for 3 MP, with a failure rate that scaled down with [[Evocation]]s. You could not extend the duration of the effect by evoking the ring while already flying.&lt;br /&gt;
*The ring of flight was introduced in [[0.12]], replacing the [[ring of levitation]].&lt;br /&gt;
&lt;br /&gt;
{{jewellery}}&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potions_of_enlightenment&amp;diff=81753</id>
		<title>Potions of enlightenment</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potions_of_enlightenment&amp;diff=81753"/>
				<updated>2024-11-07T14:28:04Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Created Redirect for &amp;quot;Ring of Flight&amp;quot; edit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Potion_of_enlightenment]]&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dungeon_branches&amp;diff=81752</id>
		<title>Dungeon branches</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dungeon_branches&amp;diff=81752"/>
				<updated>2024-11-07T14:13:36Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Updated Bazaar to delete permanent portals info, as those were removed in 0.32.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
The page provides a map of the various dungeon branches and how they interconnect. For tips and tricks on surviving the individual branches, see the [[walkthrough]] and the branches' individual pages. You can bring up an in-game overview of the Dungeon and its various branches and portals by pressing Ctrl-O.&lt;br /&gt;
&lt;br /&gt;
==Dungeon Overview==&lt;br /&gt;
New characters start on level one of [[the Dungeon]], except for [[Delver]]s, who begin on level 5.&lt;br /&gt;
*[[File:Dungeon exit.png]] '''[[The Dungeon]]''' (15 levels)&lt;br /&gt;
**[[File:Temple entry.png]] '''[[Ecumenical Temple]]''' (Dungeon Level 4-7, 1 level)&lt;br /&gt;
**[[File:Lair entry.png]] '''[[The Lair]]''' (Dungeon Level 8-11, 5 levels)&lt;br /&gt;
***[[File:Swamp entry.png]] '''[[The Swamp]]''' (The Lair Level 2-3, 4 levels, rune [[File:Decaying rune.png]])&lt;br /&gt;
***[[File:Shoals entry.png]] '''[[The Shoals]]''' (The Lair Level 2-3, 4 levels, rune [[File:Barnacled rune.png]], may replace the Swamp)&lt;br /&gt;
***[[File:Snake entry.png]] '''[[The Snake Pit]]''' (The Lair Level 2-3, 4 levels, rune [[File:Serpentine rune.png]])&lt;br /&gt;
***[[File:Spider entry.png]] '''[[The Spider's Nest]]''' (The Lair Level 2-3, 4 levels, rune [[File:Gossamer rune.png]], may replace the Snake Pit)&lt;br /&gt;
***[[File:Slime entry.png]] '''[[The Slime Pits]]''' (The Lair Level 4-5, 5 levels, rune [[File:Slimy rune.png]])&lt;br /&gt;
**[[File:Orc entry.png]] '''[[Orcish Mines]]''' (Dungeon Level 9-12, 2 levels)&lt;br /&gt;
***[[File:Elf entry.png]] '''[[Elven Halls]]''' (Orcish Mines Level 2, 3 levels)&lt;br /&gt;
**[[File:Vaults entry.png]] '''[[The Vaults]]''' (Dungeon Level 14-15, 5 levels, rune [[File:Silver rune.png]])&lt;br /&gt;
***[[File:Crypt entry.png]] '''[[The Crypt]]''' (The Vaults Level 2-3, 3 levels)&lt;br /&gt;
****[[File:Tomb entry.png]] '''[[The Tomb]]''' (The Crypt Level 3, 3 levels, rune [[File:Gold rune.png]])&lt;br /&gt;
*[[File:Depths entry.png]] '''[[The Depths]]''' (Dungeon Level 15, 4 levels)&lt;br /&gt;
**[[File:Abyss entry.png]] '''[[The Abyss]]''' (Portals in The Depths or [[Banishment]], 7 endless toroidal levels, rune [[File:Abyssal rune.png]])&lt;br /&gt;
**[[File:Hell entry.png]] '''[[The Vestibule of Hell]]''' (Portals in The Depths, 1 level)&lt;br /&gt;
***[[File:Cocytus entry.png]] '''[[Cocytus]]''' (7 levels, rune [[File:Icy rune.png]])&lt;br /&gt;
***[[File:Gehenna entry.png]] '''[[Gehenna]]''' (7 levels, rune [[File:Obsidian rune.png]])&lt;br /&gt;
***[[File:Tartarus entry.png]] '''[[Tartarus]]''' (7 levels, rune [[File:Bone rune.png]])&lt;br /&gt;
***[[File:Dis entry.png]] '''[[The Iron City of Dis]]''' (7 levels, rune [[File:Iron rune.png]])&lt;br /&gt;
**[[File:Pandemonium entry.png]] '''[[Pandemonium]]''' (Portals in The Depths, infinite number of non-revisitable levels, 5 runes [[File:Demonic rune 1.png]] [[File:Glowing rune.png]] [[File:Magical rune.png]] [[File:Dark rune.png]] [[File:Fiery rune.png]])&lt;br /&gt;
*[[File:Zot entry.png]] '''[[The Realm of Zot]]''' (The Depths level 4, 5 levels, Orb of Zot [[File:Orb of Zot.png]])&lt;br /&gt;
&lt;br /&gt;
In any one game, there is a total of 88 finite levels, plus two infinite realms (Abyss, Pandemonium).&lt;br /&gt;
&lt;br /&gt;
In addition to the standard dungeon branches, all dungeons will contain a randomly selected variety of [[vault]]s with a specific design and theme, and [[portal]]s to fantastic extra-dimensional realms.&lt;br /&gt;
&lt;br /&gt;
[http://i.imgur.com/Ens4iz2.png Version 0.19 Dungeon Map Diagram]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Portals==&lt;br /&gt;
Optional [[portals]] to fantastic extra-dimensional realms can be randomly found throughout the Dungeon and its branches. While none of these contain runes, they nearly always contain above-average loot and useful experience. If you know how to handle each one's theme, they can often be cleared without excessive risk. All such portals are single-entry only, and after you exit their realm, they will be gone along with anything you left inside.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted, all these portals are temporary, and will disappear if not entered within a certain length of time. There are actually two clocks running: a shorter countdown while you're on the level with the portal, and a longer one when you've gone to another level. If you stay on the level, you'll receive increasingly urgent messages as the timer runs out, and the portal's appearance (check with 'x', then 'v') may indicate how much of the timer has expired. When a portal on your current level expires, you will get a message to the effect of, &amp;quot;The walls and floor of the dungeon suddenly vibrate!&amp;quot; Portals will not start closing until you reach the floor that they are on, so there's no need to rush through early floors in order to access them.&lt;br /&gt;
&lt;br /&gt;
*[[File:Bailey portal.png]] '''[[Bailey]]''' - A keep guarded by [[gnoll (monster)|gnolls]], [[goblin]]s, and/or [[orc]]s.&lt;br /&gt;
*[[File:Bazaar portal.png]] '''[[Bazaar]]''' - Shopping spree! A safe area with several [[shop]]s, make sure you enter with a good amount of gold.&lt;br /&gt;
*[[File:Desolation portal.png]] '''[[Desolation of Salt]]''' - A crumbling wasteland filled with unique [[nonliving|constructs]] and other guardians lurking among its salt clouds.&lt;br /&gt;
*[[File:Ice cave portal.png]] '''[[Ice Cave]]''' - Freezing [[cloud]]s, wild animals, and occasionally icy [[demon]]s.&lt;br /&gt;
*[[File:Gauntlet portal.png]] '''[[Gauntlet]]''' - A choice between several arenas. Taking the challenge will get you some loot, but also pits you against a deadly [[minotaur (monster)|minotaur]].&lt;br /&gt;
*[[File:Ossuary portal.png]] '''[[Ossuary]]''' - A small tomb filled with [[mummy (monster)|mummies]] and their [[undead]] guardians.&lt;br /&gt;
*[[File:Sewer portal.png]] '''[[The Sewers]]''' - Fetid waterways teeming with [[list of rats|rats]], [[list of snakes|snakes]], and occasionally nastier things.&lt;br /&gt;
*[[File:Treasure trove portal.png]] '''[[Treasure trove]]''' - Contains several [[acquirement]]-level items, but getting in requires giving up a rare and valuable item in return. Is always permanent.&lt;br /&gt;
*[[File:Volcano portal.png]] '''[[Volcano]]''' - Fire and lava everywhere. Also lava-dwelling creatures.&lt;br /&gt;
*[[File:Wizlab portal.png]] '''[[Wizard Laboratory]]''' - The abandoned laboratory of one of several famous mages.&lt;br /&gt;
*[[File:Ziggurat portal.png]] '''[[Ziggurat]]''' - The ultimate challenge: [[27]] floors of increasingly difficult battles, but with riches untold for those who win through. Ziggurat portals are permanent, but only one spawns naturally in the Depths. They are also created from evoking a [[figurine of a ziggurat]], which can be found on Tomb:3 and on level 27 of a previous ziggurat.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], there were non-timed bazaars. You could enter these at any time, but leaving would cause them to disappear as normal.&lt;br /&gt;
*Prior to [[0.29]], the [[Lair]] had 6 levels. Also, the [[Abyss]] was only 5 levels deep.&lt;br /&gt;
*Prior to [[0.28]], the [[Depths]] were 5 levels long.&lt;br /&gt;
*[[0.23]] replaced [[Labyrinth]]s with the [[Gauntlet]].&lt;br /&gt;
*The Desolation of Salt was added in [[0.19]], and the Lair was shortened to 6 levels and the Slime Pits to 5 levels.&lt;br /&gt;
*Prior to [[0.19]], [[ziggurat]] portals spawned randomly in [[Pandemonium]].&lt;br /&gt;
*The lair branches were shortened from 5 to 4 levels in [[0.17]].&lt;br /&gt;
*The [[Hall of Blades]] was reduced to a subvault in Elf:2 in [[0.15]].&lt;br /&gt;
*The [[Enchanted Forest]] was considered for inclusion in [[0.14]], but was eventually rejected after several months of play-testing in [[trunk]]. This branch would have occasionally replaced [[the Crypt]].&lt;br /&gt;
*The [[Spider's Nest]] was made a full-fledged branch in [[0.11]].&lt;br /&gt;
*The [[Hive]] was removed in [[0.10]].&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion&amp;diff=81744</id>
		<title>Potion</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion&amp;diff=81744"/>
				<updated>2024-11-07T12:14:11Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Grammar + Confirmed Enlightment Potions are a common reward from Sewer (Checked source code from https://github.com/crawl/crawl/blob/0.33-a0/crawl-ref/source/dat/des/portals/sewer.des)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{flavour|An unlabeled flask containing a single dose of unknown liquid.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then gave I her, - so tutor'd by my art, -&amp;lt;br&amp;gt;A sleeping potion, which so took effect&amp;lt;br&amp;gt;As I intended, for it wrought on her&amp;lt;br&amp;gt;The form of death: meantime I writ to Romeo&amp;lt;br&amp;gt;That he should hither come as this dire night,&amp;lt;br&amp;gt;To help to take her from her borrow'd grave,&amp;lt;br&amp;gt;Being the time the potion's force should cease.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-William Shakespeare, _Romeo and Juliet_}}&lt;br /&gt;
&lt;br /&gt;
'''Potions''' are useful consumable items represented by the &amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;'''!'''&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt; character. Every potion has a specific effect (beneficial or harmful) when [[quaff]]ed. &lt;br /&gt;
&lt;br /&gt;
You can't drink potions while [[berserk]], in [[Death Form]], if you're a [[Mummy]], or during -Potion (after being damaged with the [[No Unsafe Potions]] mutation). Monsters cannot drink potions.&lt;br /&gt;
&lt;br /&gt;
==List of potions==&lt;br /&gt;
{| class=&amp;quot;prettytable sortable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot;|Tile !! Potion of ... !! Rarity&amp;lt;ref&amp;gt;{{source ref|0.29.0|item-prop.cc|2178}}&amp;lt;/ref&amp;gt; !! class=&amp;quot;unsortable&amp;quot;|Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of ambrosia.png]] || [[Potion of ambrosia|ambrosia]] || data-sort-value=&amp;quot;Uz&amp;quot; | Rare || [[Confusion|Confuses]] you, but dramatically increases your health and magic regeneration for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of attraction.png]] || [[Potion of attraction|attraction]] || Uncommon || Pulls all monsters in [[line of sight]] towards you for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of berserk rage.png]] || [[Potion of berserk rage|berserk rage]] || data-sort-value=&amp;quot;Uz&amp;quot; | Rare || Makes you go [[berserk]] for several turns, increasing your speed and melee damage but inducing a period of slowness when it wears off.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of brilliance.png]] || [[Potion of brilliance|brilliance]] || Uncommon || Grants [[Brilliance]], increasing [[spell power]] and decreasing MP costs for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of cancellation.png]] || [[Potion of cancellation|cancellation]] || data-sort-value=&amp;quot;Uz&amp;quot; | Rare || Ends many [[status effects]] (both good and bad) and reduces [[magic contamination]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of curing.png]] || [[Potion of curing|curing]] || data-sort-value=&amp;quot;a&amp;quot; | Very Common || Removes [[poison]] and [[confusion]]; also heals 5-11 HP. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of degeneration.png]] || [[Potion of degeneration|degeneration]] || Uncommon || Temporarily reduces all attributes (Str, Int, and Dex) by 1-3 points.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of enlightenment.png]] || [[Potion of enlightenment|enlightenment]] || Uncommon || Increases [[willpower]] and lets you [[fly]] for several dozen turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of experience.png]] || [[Potion of experience|experience]] || Very Rare || You immediately gain a level and a large amount of XP to apply to your skills.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of haste.png]] || [[Potion of haste|haste]] || Uncommon || Grants [[Haste]] for several turns, greatly speeding your actions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of heal wounds.png]] || [[Potion of heal wounds|heal wounds]] || Common || Heals 10-37 HP.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of invisibility.png]] || [[Potion of invisibility|invisibility]] || data-sort-value=&amp;quot;Uz&amp;quot; | Rare || Makes you [[invisible]] for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of lignification.png]] || [[Potion of lignification|lignification]] || Uncommon || Grants you [[Tree form]] for several turns, increasing your defense but leaving you unable to move.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of magic.png]] || [[Potion of magic|magic]] || data-sort-value=&amp;quot;Uz&amp;quot; | Rare || Recovers 10-37 MP.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of might.png]] || [[Potion of might|might]] || Uncommon || Grants the Might condition for several turns, increasing your melee damage.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of mutation.png]] || [[Potion of mutation|mutation]] || Uncommon || Removes 2-3 [[mutations]], then gives 1-3 random mutations, then a 50% for one [[good mutation]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of resistance.png]] || [[Potion of resistance|resistance]] || data-sort-value=&amp;quot;Uz&amp;quot; | Rare || Provides one level each of [[fire]], [[cold]], [[electricity]], [[poison]], and [[acid]] [[resistance]] for several turns.&lt;br /&gt;
|}&lt;br /&gt;
===Rarity===&lt;br /&gt;
Rarity per individual potion, rounded to the nearest tenth.&amp;lt;ref&amp;gt;{{source ref|0.29.0|makeitem.cc|1268}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Very Common: 18.4%&lt;br /&gt;
*Common: 10.0%&lt;br /&gt;
*Uncommon: 6.4%&lt;br /&gt;
*Rare: 3.3%&lt;br /&gt;
*Very Rare: 0.2%&lt;br /&gt;
&lt;br /&gt;
==Potion Identification==&lt;br /&gt;
Apart from using a [[scroll of identify]], there are several ways to determine the identity of potions you've picked up.&lt;br /&gt;
&lt;br /&gt;
You may guess at a potion's identity by the size of the stacks in your inventory. Potions of curing and potions of heal wounds are the two most common types of potions. Therefore, if you get multiple of the same potion, it is more likely to be one of these two. Note that potions can come in batches of 2 or 3, which are treated as one item for purposes of rarity. This is, of course, nonconclusive - but may be useful to know in a dire situation.&lt;br /&gt;
 &lt;br /&gt;
Quaffing a random potion is the most obvious way to figure out its contents, but may be dangerous. You'll want to be somewhere safe with no monsters in sight, in case of a [[potion of ambrosia]], [[potion of lignification]], or [[potion of berserk rage]]. [[Potions of degeneration]] and [[potions of mutation]] are also harmful, with effects that do not wear off by simply passing turns.&lt;br /&gt;
&lt;br /&gt;
Some more notes on potion identification:&lt;br /&gt;
*Many [[background]]s begin play with an identified potion.&lt;br /&gt;
*Certain [[vault]]s may contain pre-identified items.&lt;br /&gt;
*The [[Sewer]] will often contain a [[potion of enlightenment]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Scroll]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.31]], monsters could drink potions.&lt;br /&gt;
*In [[0.28]], potion rarities were changed to be more consistent.&lt;br /&gt;
*Prior to [[0.17]], some potions could not be found in a stack of 2-3 identical potions. This could be used to narrow down potion types.&lt;br /&gt;
*Prior to [[0.15]], Thirsty [[Vampires]] did not receive full effects from potions.&lt;br /&gt;
*Prior to [[0.14]], potions provided 40 [[satiation]]. You could drink otherwise useless potions to satiate hunger.&lt;br /&gt;
*Prior to [[0.12]], the [[Evaporate]] spell could consume potions to generate [[cloud]]s. You could also identify several unpleasant potions by creating samples of them through [[Fulsome Distillation]].&lt;br /&gt;
&lt;br /&gt;
===Obsolete Potions===&lt;br /&gt;
*[[Potion of flight]] - [[0.31]], renamed to [[potion of enlightenment]]&lt;br /&gt;
*[[Potion of stabbing]] - [[0.26]], replaced by [[potion of attraction]].&lt;br /&gt;
*[[Potion of agility]] - [[0.25]],  replaced by potion of stabbing.&lt;br /&gt;
*[[Potion of blood]] - [[0.24]], with removal of [[Vampire]] hunger.&lt;br /&gt;
*[[Potion of beneficial mutation]] and [[potion of cure mutation]] - [[0.20]], merged with [[potion of mutation]].&lt;br /&gt;
*[[Potion of poison]] - [[0.18]].&lt;br /&gt;
*[[Potion of decay]] - [[0.17]].&lt;br /&gt;
*[[Potion of restore abilities]], [[potion of coagulated blood]], and [[potion of porridge]] - [[0.16]].&lt;br /&gt;
*[[Potion of strong poison]] - [[0.15]].&lt;br /&gt;
*[[Potion of paralysis]] - [[0.15]].&lt;br /&gt;
*[[Potion of slowing]] - [[0.14]], replaced with [[potion of lignification]].&lt;br /&gt;
*[[Potion of gain strength]], [[potion of gain intelligence]], and [[potion of gain dexterity]] - [[0.13]], replaced by potion of beneficial mutation.&lt;br /&gt;
*[[Potion of water]] and [[potion of levitation]] - [[0.12]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Potion]]&lt;br /&gt;
&lt;br /&gt;
{{potions}}&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Elyvilon&amp;diff=81740</id>
		<title>Elyvilon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Elyvilon&amp;diff=81740"/>
				<updated>2024-11-07T07:27:26Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Grammar + Stat Zero info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
&lt;br /&gt;
[[File:Elyvilon altar.png]] ''&amp;quot;Go forth and aid the weak!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Elyvilon the Healer welcomes all kind souls prepared to help others. Those individuals can expect to gain powerful healing abilities, by which they can avoid bloodshed. Elyvilon appreciates exploration of the dungeon. Elyvilon's followers can convert to the Shining One or Zin while keeping some piety.&lt;br /&gt;
&lt;br /&gt;
The Healer offers followers a number of means to heal themselves from damage and other ill effects. Followers may also attempt to pacify hostile monsters and turn them neutral. Elyvilon may directly intervene to save a follower's life, and if there has been no such intervention recently, is sure to prevent a killing blow against especially pious followers. Elyvilon may also occasionally protect the follower's allies from death.&lt;br /&gt;
&lt;br /&gt;
Elyvilon likes it when you explore the world.&lt;br /&gt;
&lt;br /&gt;
Elyvilon strongly dislikes it when you use evil magic or items, you attack non-hostile holy beings, you attack neutral beings, you attack allies or you kill non-hostile holy beings.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
*Like the other [[good god]]s, Elyvilon does not accept [[Demonspawn]] or undead species ([[Ghoul]]s, [[Vampire]]s, or [[Mummies]]) as followers.&lt;br /&gt;
*[[Demigod]]s may not worship Elyvilon (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Exploring the world.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity: You lose 1 piety per 700 turns, on average (1/35 chance every 20 turns).&lt;br /&gt;
*Casting any [[Necromancy]] or [[List of spells by flag#Unholy|unholy]] spell. (Penance)&lt;br /&gt;
*Knowingly using an [[evil item]]. (Penance)&lt;br /&gt;
*Attacking allies or neutral beings. (Penance)&lt;br /&gt;
*Attacking or killing non-hostile [[holy]] beings. (Penance)&lt;br /&gt;
*Using a [[talisman of death]]. (Excommunication)&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Practitioner&amp;quot;&lt;br /&gt;
*'''Protection from Harm''' - Elyvilon may negate an attack that would otherwise kill you. This can activate even if you're under penance. The chance is piety-dependent and significantly higher than the other good gods, starting from 10% at 0 piety and becoming guaranteed at 6* piety. This will usually trigger a piety-gated timeout, and the lifesaving chance is dramatically reduced during this timeout. See below for more details. (Passive, no cost)&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Comforter&amp;quot;&lt;br /&gt;
*'''Purification''' - The following conditions are removed: [[sick]]ness, [[drain]]ing, [[poison]], [[confusion]], [[slow]], and [[petrify]]ing. Restores all [[stats]] to their maximum. This ability can be used while confused. (3 MP, 2-4 Piety)&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Caregiver&amp;quot;&lt;br /&gt;
*'''Heal Other''' - The target monster gains &amp;lt;code&amp;gt;2d(10 + Invocations/3) + (Invocations/3) + 8&amp;lt;/code&amp;gt; HP. (2 MP, 2-4 Piety)&lt;br /&gt;
&lt;br /&gt;
: Using this ability on a hostile monster may pacify it, earning you the [[XP]] you'd gain for killing it. Every time you attempt this, the game compares your &amp;quot;healing factor&amp;quot; against the creature's max HP. If you beat this test, the creature is pacified and leaves via the nearest staircase up. Note that not all monsters can be pacified.&lt;br /&gt;
&lt;br /&gt;
: Healing factor is a random number between 0 and &amp;lt;code&amp;gt;(Invocations + 1)×(HP_healed)/3&amp;lt;/code&amp;gt;. HP_healed considers what you ''would have'' healed, even if the monster currently has full HP. I.e., monsters at full HP have the same chance to be pacified as a monster at 1% HP. Healing factor is then multiplied by a number depending on the monster's type.&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
! Monster || Factor Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Animals || ×3&lt;br /&gt;
|-&lt;br /&gt;
| Holy || ×1.5&lt;br /&gt;
|-&lt;br /&gt;
| Other Humanoids || ×1&lt;br /&gt;
|-&lt;br /&gt;
| Undead || ×0.75&lt;br /&gt;
|-&lt;br /&gt;
| Demon || ×0.6&lt;br /&gt;
|-&lt;br /&gt;
| Mindless || ×0 (Impossible)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:The following chart shows the max HP of monsters you can conceivably pacify, based on your Invocations skill:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Invocations'''&lt;br /&gt;
|'''Max HP: Human Intelligence'''&lt;br /&gt;
|'''Max HP: Animal Intelligence'''&lt;br /&gt;
|-&lt;br /&gt;
|0||3||9&lt;br /&gt;
|-&lt;br /&gt;
|6||27||81&lt;br /&gt;
|-&lt;br /&gt;
|12||58||175&lt;br /&gt;
|-&lt;br /&gt;
|18||98||294&lt;br /&gt;
|-&lt;br /&gt;
|27||173||518&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Mender&amp;quot;&lt;br /&gt;
*'''Heal Self''' - You gain &amp;lt;code&amp;gt;2d(10 + Invocations/3) + (Invocations/3) + 8&amp;lt;/code&amp;gt; HP. (2 MP,  3-5 Piety)&lt;br /&gt;
:The following table shows the HP gained, based on your Invocations skill:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Invocations'''&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Healing'''&lt;br /&gt;
|-&lt;br /&gt;
| 0||2d10 + 8||10-28&lt;br /&gt;
|-&lt;br /&gt;
| 6||2d12 + 10||12-34&lt;br /&gt;
|-&lt;br /&gt;
|12||2d14 + 12||14-40&lt;br /&gt;
|-&lt;br /&gt;
|18||2d16 + 14||16-46&lt;br /&gt;
|-&lt;br /&gt;
|27||2d19 + 17||19-55&lt;br /&gt;
|}&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Pacifist&amp;quot;&lt;br /&gt;
* No new abilities.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Purifying [Species]&amp;quot;&lt;br /&gt;
*'''Divine Vigour''' - Increases your max HP and MP by &amp;lt;code&amp;gt;5×(1 + (Invocations/3))&amp;lt;/code&amp;gt; percent for &amp;lt;code&amp;gt;40 + (2.5×Invocations)&amp;lt;/code&amp;gt; turns. Your current HP/MP are also increased by this percent. This ability can be used while confused. (Costs 6-9 Piety)&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Bringer of Life&amp;quot;&lt;br /&gt;
* Lifesaving becomes guaranteed while not on timeout.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Elyvilon forgives followers for abandonment; however, those who later take up the worship of an evil god will be punished. (Kikubaaqudgha, Yredelemnul, Makhleb, Lugonu, Beogh and Dithmenos are evil gods.)&lt;br /&gt;
&lt;br /&gt;
Elyvilon is not a god known for wrath. Still, those earning Elyvilon's ire will find the Healer occasionally protecting their foes from death.&lt;br /&gt;
&lt;br /&gt;
Elyvilon's wrath lasts for a relatively long duration.}}&lt;br /&gt;
&lt;br /&gt;
Elyvilon will only [[divine retribution|punish]] you if you convert to an evil god (Beogh, Dithmenos, Yredelemnul, Lugonu, Kikubaaqugdgha, or Makhleb). Switching to other gods or breaking Elyvilon's conduct will not result in any wrath, and converting to [[Zin]] or [[The Shining One]] will transfer half of your [[piety]] to them.&lt;br /&gt;
&lt;br /&gt;
Elyvilon will punish you by sometimes healing hostile monsters about to be killed by you or your allies, though [[List of tentacles|tentacles]] and other hostiles weaker than you will usually not be healed.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Elyvilon is a relatively simple god. Both Heal Other and Heal Self are valuable &amp;quot;panic buttons&amp;quot; - they can bail you out of many bad situations. While Ely's abilities can be considered bland (there's no ability like [[Ru]]'s Apocalypse or [[Lugonu]]'s Corruption), they are still strong in their own right.&lt;br /&gt;
&lt;br /&gt;
Elyvilon inflicts no [[divine retribution|wrath]] unless you switch to an [[evil]] god. So if you haven't found a desired god yet, you can worship Ely in the meantime.&lt;br /&gt;
&lt;br /&gt;
===Ability Strategy===&lt;br /&gt;
*Purification can save you from a variety of status effects. For example, [[basilisk]]s are countered by this ability. It will also restore all your [[stats]] to their maximum, negating the effect of a [[Potion of degeneration]] or saving you from [[Stat zero]].&lt;br /&gt;
&lt;br /&gt;
*Heal Other is basically an instant-kill attack - if it works against a monster, the monster will stop attacking you (unless you are in the monster's way). You can pacify threats before they even notice you. Due to the healing factor, Heal Other is most effective against animals, such as [[hydra]]s, [[dragon]]s, and [[thorn hunter]]s.&lt;br /&gt;
**Note that pacified monsters are ''not'' friendly. If you are in a monster's way, you'll be attacked. Pacified monsters will walk towards a random staircase, so try and get out of the way of stairs if you can.&lt;br /&gt;
**You ''can'' use Heal Other to restore [[allies]]' HP, but this is generally inefficient. [[Summoner]]s are better off creating a new summon.&lt;br /&gt;
&lt;br /&gt;
*Heal Self is a reusable [[potion of heal wounds]]. Very useful - it can save you from dying on the next turn.&lt;br /&gt;
&lt;br /&gt;
*Divine Vigour is a stat buff. Use it pro-actively before fighting dangerous monsters. It can also be used to restore some HP and MP in a pinch.&lt;br /&gt;
&lt;br /&gt;
===Lifesaving===&lt;br /&gt;
Elyvilon's protection from harm has two methods of lifesaving, which function differently. Whenever your health would be reduced to 0, Elyvilon will try to save your life as follows:&amp;lt;ref&amp;gt;{{source ref|0.31.0|religion.cc|4137}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Firstly, the usual good god lifesaving chance is rolled. This chance is the same as the other good gods, and increases linearly from 10% at 0 piety to 26% at 6*. If this chance succeeds, your life is saved with no timeout.&lt;br /&gt;
*Otherwise, if you are not already on a timeout, Elyvilon will save your life with a &amp;lt;code&amp;gt;piety/160&amp;lt;/code&amp;gt; chance, triggering a timeout. The timeout lasts until you gain 20-30 piety from exploration.&lt;br /&gt;
Which one of these choices is chosen is not revealed to the player at any point. The first, general good god lifesaving chance, can still trigger when on timeout. If your life is saved, only the final fatal blow is prevented, and other sources of damage may result in death on the same turn. Thus, this cannot be relied upon when fighting multiple enemies.&lt;br /&gt;
&lt;br /&gt;
The effect of all of this is that Elyvilon's lifesaving chance steps down significantly with every recent intervention. Some chances are given in the table below, for the piety breakpoints, depending on the number of recent lifesaving interventions. The last row is the absolute minimum the lifesaving chance can ever be, and is the same as the lifesaving chance for the other good gods.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Recent Interventions \ Piety !!15 (worship)!!30 (*.....)!!50 (**....)!!75 (***...)!!100 (****..)!!120 (*****.)!!160 (******)&lt;br /&gt;
|-&lt;br /&gt;
|0||19.8%||29.3%||41.6%||56.2%||70%||80.5%||100%&lt;br /&gt;
|-&lt;br /&gt;
|1||16.3%||20.2%||24.6%||29.5%||34.3%||38.0%||45.2%&lt;br /&gt;
|-&lt;br /&gt;
|2||14.3%||16.2%||18.5%||21.3%||24.1%||26.4%||31.0%&lt;br /&gt;
|-&lt;br /&gt;
|3||13.1%||14.4%||16.2%||18.7%||21.2%||23.2%||27.3%&lt;br /&gt;
|-&lt;br /&gt;
|∞||11.5%||13%||15%||17.5%||20%||22%||26%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.32]], the formula for lifesaving chances was tweaked. For the old formula, see [http://crawl.chaosforge.org/index.php?title=Elyvilon&amp;amp;oldid=80532#Lifesaving this revision].&lt;br /&gt;
*Prior to [[0.28]]:&lt;br /&gt;
**Elyvilon' Heal Self was named Greater Healing and unlocked at 4*, with a complementary 1* ability Lesser Healing.&lt;br /&gt;
**Pacifying creatures with Heal Other gave 50% XP compared to a kill. &lt;br /&gt;
**Purification was 3* and slightly more expensive. &lt;br /&gt;
**Worshippers had to call for active Divine Protection to have a greater chance to save their life. The ability forbade attacking, and reduced piety by 20+1d20 if you had a 100% to life save (at 5* piety). &lt;br /&gt;
**[[Frenzied]] monsters were considered &amp;quot;neutral&amp;quot; and caused penance if harmed.&lt;br /&gt;
*Prior to [[0.26]], the three good gods forbid [[cannibalism]].&lt;br /&gt;
*Prior to [[0.25]], Divine protection always worked at 130 piety, instead of 120 piety (or 5*).&lt;br /&gt;
*Prior to [[0.23]], followers of Elyvilon could pacify [[pandemonium lord]]s and [[player ghost]]s.&lt;br /&gt;
*Prior to [[0.20]], Elyvilon's wrath could [[confusion|confuse]] players, inflict random [[Miscast#Poison_Magic|Poison Magic miscasts]], and reduce the enchantments of any non-artifact weapon in a player's inventory. &lt;br /&gt;
*Prior to [[0.19]], followers of Elyvilon lost piety for letting their allies die.&lt;br /&gt;
*Prior to [[0.18]], Elyvilon was unable to pacify insects. Also, it was easier to pacify creatures of the player's genus.&lt;br /&gt;
*Prior to [[0.16]], players could select the [[Healer]] class to begin the game worshiping Elyvilon. Also, Elyvilon offered two pacification abilities, and piety grew through pacifying foes and destroying weapons.&lt;br /&gt;
*Prior to [[0.13]], Elyvilon could also pacify insects.&lt;br /&gt;
*Prior to [[0.10]], Elyvilon offered an ability called Restoration, which only restored [[rot]] damage. This was merged into Purification.&lt;br /&gt;
*Prior to [[0.9]], used to grant piety over time (+1 every 240 turns, up to 150), and switching to [[Zin]] or [[TSO]] incurred no wrath.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Good Gods]]&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Elyvilon&amp;diff=81739</id>
		<title>Elyvilon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Elyvilon&amp;diff=81739"/>
				<updated>2024-11-07T07:20:11Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: /* Ability Strategy */  - Added info about Ely's Purification countering Potions of Degeneration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
&lt;br /&gt;
[[File:Elyvilon altar.png]] ''&amp;quot;Go forth and aid the weak!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Elyvilon the Healer welcomes all kind souls prepared to help others. Those individuals can expect to gain powerful healing abilities, by which they can avoid bloodshed. Elyvilon appreciates exploration of the dungeon. Elyvilon's followers can convert to the Shining One or Zin while keeping some piety.&lt;br /&gt;
&lt;br /&gt;
The Healer offers followers a number of means to heal themselves from damage and other ill effects. Followers may also attempt to pacify hostile monsters and turn them neutral. Elyvilon may directly intervene to save a follower's life, and if there has been no such intervention recently, is sure to prevent a killing blow against especially pious followers. Elyvilon may also occasionally protect the follower's allies from death.&lt;br /&gt;
&lt;br /&gt;
Elyvilon likes it when you explore the world.&lt;br /&gt;
&lt;br /&gt;
Elyvilon strongly dislikes it when you use evil magic or items, you attack non-hostile holy beings, you attack neutral beings, you attack allies or you kill non-hostile holy beings.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
*Like the other [[good god]]s, Elyvilon does not accept [[Demonspawn]] or undead species ([[Ghoul]]s, [[Vampire]]s, or [[Mummies]]) as followers.&lt;br /&gt;
*[[Demigod]]s may not worship Elyvilon (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Exploring the world.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity: You lose 1 piety per 700 turns, on average (1/35 chance every 20 turns).&lt;br /&gt;
*Casting any [[Necromancy]] or [[List of spells by flag#Unholy|unholy]] spell. (Penance)&lt;br /&gt;
*Knowingly using an [[evil item]]. (Penance)&lt;br /&gt;
*Attacking allies or neutral beings. (Penance)&lt;br /&gt;
*Attacking or killing non-hostile [[holy]] beings. (Penance)&lt;br /&gt;
*Using a [[talisman of death]]. (Excommunication)&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Practitioner&amp;quot;&lt;br /&gt;
*'''Protection from Harm''' - Elyvilon may negate an attack that would otherwise kill you. This can activate even if you're under penance. The chance is piety-dependent and significantly higher than the other good gods, starting from 10% at 0 piety and becoming guaranteed at 6* piety. This will usually trigger a piety-gated timeout, and the lifesaving chance is dramatically reduced during this timeout. See below for more details. (Passive, no cost)&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Comforter&amp;quot;&lt;br /&gt;
*'''Purification''' - The following conditions are removed: [[sick]]ness, [[drain]]ing, [[poison]], [[confusion]], [[slow]], and [[petrify]]ing. Restores all [[stats]] to their maximum. This ability can be used while confused. (3 MP, 2-4 Piety)&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Caregiver&amp;quot;&lt;br /&gt;
*'''Heal Other''' - The target monster gains &amp;lt;code&amp;gt;2d(10 + Invocations/3) + (Invocations/3) + 8&amp;lt;/code&amp;gt; HP. (2 MP, 2-4 Piety)&lt;br /&gt;
&lt;br /&gt;
: Using this ability on a hostile monster may pacify it, earning you the [[XP]] you'd gain for killing it. Every time you attempt this, the game compares your &amp;quot;healing factor&amp;quot; against the creature's max HP. If you beat this test, the creature is pacified and leaves via the nearest staircase up. Note that not all monsters can be pacified.&lt;br /&gt;
&lt;br /&gt;
: Healing factor is a random number between 0 and &amp;lt;code&amp;gt;(Invocations + 1)×(HP_healed)/3&amp;lt;/code&amp;gt;. HP_healed considers what you ''would have'' healed, even if the monster currently has full HP. I.e., monsters at full HP have the same chance to be pacified as a monster at 1% HP. Healing factor is then multiplied by a number depending on the monster's type.&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
! Monster || Factor Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Animals || ×3&lt;br /&gt;
|-&lt;br /&gt;
| Holy || ×1.5&lt;br /&gt;
|-&lt;br /&gt;
| Other Humanoids || ×1&lt;br /&gt;
|-&lt;br /&gt;
| Undead || ×0.75&lt;br /&gt;
|-&lt;br /&gt;
| Demon || ×0.6&lt;br /&gt;
|-&lt;br /&gt;
| Mindless || ×0 (Impossible)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:The following chart shows the max HP of monsters you can conceivably pacify, based on your Invocations skill:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Invocations'''&lt;br /&gt;
|'''Max HP: Human Intelligence'''&lt;br /&gt;
|'''Max HP: Animal Intelligence'''&lt;br /&gt;
|-&lt;br /&gt;
|0||3||9&lt;br /&gt;
|-&lt;br /&gt;
|6||27||81&lt;br /&gt;
|-&lt;br /&gt;
|12||58||175&lt;br /&gt;
|-&lt;br /&gt;
|18||98||294&lt;br /&gt;
|-&lt;br /&gt;
|27||173||518&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Mender&amp;quot;&lt;br /&gt;
*'''Heal Self''' - You gain &amp;lt;code&amp;gt;2d(10 + Invocations/3) + (Invocations/3) + 8&amp;lt;/code&amp;gt; HP. (2 MP,  3-5 Piety)&lt;br /&gt;
:The following table shows the HP gained, based on your Invocations skill:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Invocations'''&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Healing'''&lt;br /&gt;
|-&lt;br /&gt;
| 0||2d10 + 8||10-28&lt;br /&gt;
|-&lt;br /&gt;
| 6||2d12 + 10||12-34&lt;br /&gt;
|-&lt;br /&gt;
|12||2d14 + 12||14-40&lt;br /&gt;
|-&lt;br /&gt;
|18||2d16 + 14||16-46&lt;br /&gt;
|-&lt;br /&gt;
|27||2d19 + 17||19-55&lt;br /&gt;
|}&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Pacifist&amp;quot;&lt;br /&gt;
* No new abilities.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Purifying [Species]&amp;quot;&lt;br /&gt;
*'''Divine Vigour''' - Increases your max HP and MP by &amp;lt;code&amp;gt;5×(1 + (Invocations/3))&amp;lt;/code&amp;gt; percent for &amp;lt;code&amp;gt;40 + (2.5×Invocations)&amp;lt;/code&amp;gt; turns. Your current HP/MP are also increased by this percent. This ability can be used while confused. (Costs 6-9 Piety)&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Bringer of Life&amp;quot;&lt;br /&gt;
* Lifesaving becomes guaranteed while not on timeout.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Elyvilon forgives followers for abandonment; however, those who later take up the worship of an evil god will be punished. (Kikubaaqudgha, Yredelemnul, Makhleb, Lugonu, Beogh and Dithmenos are evil gods.)&lt;br /&gt;
&lt;br /&gt;
Elyvilon is not a god known for wrath. Still, those earning Elyvilon's ire will find the Healer occasionally protecting their foes from death.&lt;br /&gt;
&lt;br /&gt;
Elyvilon's wrath lasts for a relatively long duration.}}&lt;br /&gt;
&lt;br /&gt;
Elyvilon will only [[divine retribution|punish]] you if you convert to an evil god (Beogh, Dithmenos, Yredelemnul, Lugonu, Kikubaaqugdgha, or Makhleb). Switching to other gods or breaking Elyvilon's conduct will not result in any wrath, and converting to [[Zin]] or [[The Shining One]] will transfer half of your [[piety]] to them.&lt;br /&gt;
&lt;br /&gt;
Elyvilon will punish you by sometimes healing hostile monsters about to be killed by you or your allies, though [[List of tentacles|tentacles]] and other hostiles weaker than you will usually not be healed.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Elyvilon is a relatively simple god. Both Heal Other and Heal Self are valuable &amp;quot;panic buttons&amp;quot; - they can bail you out of many bad situations. While Ely's abilities can be considered bland (there's no ability like [[Ru]]'s Apocalypse or [[Lugonu]]'s Corruption), they are still strong in their own right.&lt;br /&gt;
&lt;br /&gt;
Elyvilon inflicts no [[divine retribution|wrath]] unless you switch to an [[evil]] god. So if you haven't found a desired god yet, you can worship Ely in the meantime.&lt;br /&gt;
&lt;br /&gt;
===Ability Strategy===&lt;br /&gt;
*Purification can save you from a variety of status effects. For example, [[basilisk]]s are countered by this ability. Additionally, it will restore all your attributes to their maximum, negating the effect of a [[Potion of degeneration]].&lt;br /&gt;
&lt;br /&gt;
*Heal Other is basically an instant-kill attack - if it works against a monster, the monster will stop attacking you (unless you are in the monster's way). You can pacify threats before they even notice you. Due to the healing factor, Heal Other is most effective against animals, such as [[hydra]]s, [[dragon]]s, and [[thorn hunter]]s.&lt;br /&gt;
**Note that pacified monsters are ''not'' friendly. If you are in a monster's way, you'll be attacked. Pacified monsters will walk towards a random staircase, so try and get out of the way of stairs if you can.&lt;br /&gt;
**You ''can'' use Heal Other to restore [[allies]]' HP, but this is generally inefficient. [[Summoner]]s are better off creating a new summon.&lt;br /&gt;
&lt;br /&gt;
*Heal Self is a reusable [[potion of heal wounds]]. Very useful - it can save you from dying on the next turn.&lt;br /&gt;
&lt;br /&gt;
*Divine Vigour is a stat buff. Use it pro-actively before fighting dangerous monsters. It can also be used to restore some HP and MP in a pinch.&lt;br /&gt;
&lt;br /&gt;
===Lifesaving===&lt;br /&gt;
Elyvilon's protection from harm has two methods of lifesaving, which function differently. Whenever your health would be reduced to 0, Elyvilon will try to save your life as follows:&amp;lt;ref&amp;gt;{{source ref|0.31.0|religion.cc|4137}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Firstly, the usual good god lifesaving chance is rolled. This chance is the same as the other good gods, and increases linearly from 10% at 0 piety to 26% at 6*. If this chance succeeds, your life is saved with no timeout.&lt;br /&gt;
*Otherwise, if you are not already on a timeout, Elyvilon will save your life with a &amp;lt;code&amp;gt;piety/160&amp;lt;/code&amp;gt; chance, triggering a timeout. The timeout lasts until you gain 20-30 piety from exploration.&lt;br /&gt;
Which one of these choices is chosen is not revealed to the player at any point. The first, general good god lifesaving chance, can still trigger when on timeout. If your life is saved, only the final fatal blow is prevented, and other sources of damage may result in death on the same turn. Thus, this cannot be relied upon when fighting multiple enemies.&lt;br /&gt;
&lt;br /&gt;
The effect of all of this is that Elyvilon's lifesaving chance steps down significantly with every recent intervention. Some chances are given in the table below, for the piety breakpoints, depending on the number of recent lifesaving interventions. The last row is the absolute minimum the lifesaving chance can ever be, and is the same as the lifesaving chance for the other good gods.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Recent Interventions \ Piety !!15 (worship)!!30 (*.....)!!50 (**....)!!75 (***...)!!100 (****..)!!120 (*****.)!!160 (******)&lt;br /&gt;
|-&lt;br /&gt;
|0||19.8%||29.3%||41.6%||56.2%||70%||80.5%||100%&lt;br /&gt;
|-&lt;br /&gt;
|1||16.3%||20.2%||24.6%||29.5%||34.3%||38.0%||45.2%&lt;br /&gt;
|-&lt;br /&gt;
|2||14.3%||16.2%||18.5%||21.3%||24.1%||26.4%||31.0%&lt;br /&gt;
|-&lt;br /&gt;
|3||13.1%||14.4%||16.2%||18.7%||21.2%||23.2%||27.3%&lt;br /&gt;
|-&lt;br /&gt;
|∞||11.5%||13%||15%||17.5%||20%||22%||26%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.32]], the formula for lifesaving chances was tweaked. For the old formula, see [http://crawl.chaosforge.org/index.php?title=Elyvilon&amp;amp;oldid=80532#Lifesaving this revision].&lt;br /&gt;
*Prior to [[0.28]]:&lt;br /&gt;
**Elyvilon' Heal Self was named Greater Healing and unlocked at 4*, with a complementary 1* ability Lesser Healing.&lt;br /&gt;
**Pacifying creatures with Heal Other gave 50% XP compared to a kill. &lt;br /&gt;
**Purification was 3* and slightly more expensive. &lt;br /&gt;
**Worshippers had to call for active Divine Protection to have a greater chance to save their life. The ability forbade attacking, and reduced piety by 20+1d20 if you had a 100% to life save (at 5* piety). &lt;br /&gt;
**[[Frenzied]] monsters were considered &amp;quot;neutral&amp;quot; and caused penance if harmed.&lt;br /&gt;
*Prior to [[0.26]], the three good gods forbid [[cannibalism]].&lt;br /&gt;
*Prior to [[0.25]], Divine protection always worked at 130 piety, instead of 120 piety (or 5*).&lt;br /&gt;
*Prior to [[0.23]], followers of Elyvilon could pacify [[pandemonium lord]]s and [[player ghost]]s.&lt;br /&gt;
*Prior to [[0.20]], Elyvilon's wrath could [[confusion|confuse]] players, inflict random [[Miscast#Poison_Magic|Poison Magic miscasts]], and reduce the enchantments of any non-artifact weapon in a player's inventory. &lt;br /&gt;
*Prior to [[0.19]], followers of Elyvilon lost piety for letting their allies die.&lt;br /&gt;
*Prior to [[0.18]], Elyvilon was unable to pacify insects. Also, it was easier to pacify creatures of the player's genus.&lt;br /&gt;
*Prior to [[0.16]], players could select the [[Healer]] class to begin the game worshiping Elyvilon. Also, Elyvilon offered two pacification abilities, and piety grew through pacifying foes and destroying weapons.&lt;br /&gt;
*Prior to [[0.13]], Elyvilon could also pacify insects.&lt;br /&gt;
*Prior to [[0.10]], Elyvilon offered an ability called Restoration, which only restored [[rot]] damage. This was merged into Purification.&lt;br /&gt;
*Prior to [[0.9]], used to grant piety over time (+1 every 240 turns, up to 150), and switching to [[Zin]] or [[TSO]] incurred no wrath.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Good Gods]]&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion&amp;diff=81738</id>
		<title>Potion</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion&amp;diff=81738"/>
				<updated>2024-11-07T07:12:36Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Updated Potion of Flight to Potion of Enlightement - May need confirmation, not sure the info is still correct&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{flavour|An unlabeled flask containing a single dose of unknown liquid.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then gave I her, - so tutor'd by my art, -&amp;lt;br&amp;gt;A sleeping potion, which so took effect&amp;lt;br&amp;gt;As I intended, for it wrought on her&amp;lt;br&amp;gt;The form of death: meantime I writ to Romeo&amp;lt;br&amp;gt;That he should hither come as this dire night,&amp;lt;br&amp;gt;To help to take her from her borrow'd grave,&amp;lt;br&amp;gt;Being the time the potion's force should cease.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-William Shakespeare, _Romeo and Juliet_}}&lt;br /&gt;
&lt;br /&gt;
'''Potions''' are useful consumable items represented by the &amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;'''!'''&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt; character. Every potion has a specific effect (beneficial or harmful) when [[quaff]]ed. &lt;br /&gt;
&lt;br /&gt;
You can't drink potions while [[berserk]], in [[Death Form]], if you're a [[Mummy]], or during -Potion (after being damaged with the [[No Unsafe Potions]] mutation). Monsters cannot drink potions.&lt;br /&gt;
&lt;br /&gt;
==List of potions==&lt;br /&gt;
{| class=&amp;quot;prettytable sortable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot;|Tile !! Potion of ... !! Rarity&amp;lt;ref&amp;gt;{{source ref|0.29.0|item-prop.cc|2178}}&amp;lt;/ref&amp;gt; !! class=&amp;quot;unsortable&amp;quot;|Description &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of ambrosia.png]] || [[Potion of ambrosia|ambrosia]] || data-sort-value=&amp;quot;Uz&amp;quot; | Rare || [[Confusion|Confuses]] you, but dramatically increases your health and magic regeneration for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of attraction.png]] || [[Potion of attraction|attraction]] || Uncommon || Pulls all monsters in [[line of sight]] towards you for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of berserk rage.png]] || [[Potion of berserk rage|berserk rage]] || data-sort-value=&amp;quot;Uz&amp;quot; | Rare || Makes you go [[berserk]] for several turns, increasing your speed and melee damage but inducing a period of slowness when it wears off.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of brilliance.png]] || [[Potion of brilliance|brilliance]] || Uncommon || Grants [[Brilliance]], increasing [[spell power]] and decreasing MP costs for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of cancellation.png]] || [[Potion of cancellation|cancellation]] || data-sort-value=&amp;quot;Uz&amp;quot; | Rare || Ends many [[status effects]] (both good and bad) and reduces [[magic contamination]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of curing.png]] || [[Potion of curing|curing]] || data-sort-value=&amp;quot;a&amp;quot; | Very Common || Removes [[poison]] and [[confusion]]; also heals 5-11 HP. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of degeneration.png]] || [[Potion of degeneration|degeneration]] || Uncommon || Temporarily reduces all attributes (Str, Int, and Dex) by 1-3 points.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of enlightenment.png]] || [[Potion of enlightenment|enlightenment]] || Uncommon || Increases [[willpower]] and lets you [[fly]] for several dozen turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of experience.png]] || [[Potion of experience|experience]] || Very Rare || You immediately gain a level and a large amount of XP to apply to your skills.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of haste.png]] || [[Potion of haste|haste]] || Uncommon || Grants [[Haste]] for several turns, greatly speeding your actions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of heal wounds.png]] || [[Potion of heal wounds|heal wounds]] || Common || Heals 10-37 HP.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of invisibility.png]] || [[Potion of invisibility|invisibility]] || data-sort-value=&amp;quot;Uz&amp;quot; | Rare || Makes you [[invisible]] for several turns.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of lignification.png]] || [[Potion of lignification|lignification]] || Uncommon || Grants you [[Tree form]] for several turns, increasing your defense but leaving you unable to move.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of magic.png]] || [[Potion of magic|magic]] || data-sort-value=&amp;quot;Uz&amp;quot; | Rare || Recovers 10-37 MP.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of might.png]] || [[Potion of might|might]] || Uncommon || Grants the Might condition for several turns, increasing your melee damage.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of mutation.png]] || [[Potion of mutation|mutation]] || Uncommon || Removes 2-3 [[mutations]], then gives 1-3 random mutations, then a 50% for one [[good mutation]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Potion of resistance.png]] || [[Potion of resistance|resistance]] || data-sort-value=&amp;quot;Uz&amp;quot; | Rare || Provides one level each of [[fire]], [[cold]], [[electricity]], [[poison]], and [[acid]] [[resistance]] for several turns.&lt;br /&gt;
|}&lt;br /&gt;
===Rarity===&lt;br /&gt;
Rarity per individual potion, rounded to the nearest tenth.&amp;lt;ref&amp;gt;{{source ref|0.29.0|makeitem.cc|1268}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Very Common: 18.4%&lt;br /&gt;
*Common: 10.0%&lt;br /&gt;
*Uncommon: 6.4%&lt;br /&gt;
*Rare: 3.3%&lt;br /&gt;
*Very Rare: 0.2%&lt;br /&gt;
&lt;br /&gt;
==Potion Identification==&lt;br /&gt;
Apart from using a [[scroll of identify]], there are several ways to determine the identity of potions you've picked up.&lt;br /&gt;
&lt;br /&gt;
You may guess at a potion's identity by the size of the stacks in your inventory. Potions of curing and potions of heal wounds are the two most common types of potions. Therefore, if you get multiple of the same potion, it is more likely to be one of these two. Note that potions can come in batches of 2 or 3, which are treated as one item for purposes of rarity. This is, of course, nonconclusive - but may be useful to know in a dire situation.&lt;br /&gt;
 &lt;br /&gt;
Quaffing a random potion is the most obvious way to figure out its contents, but may be dangerous. You'll want to be somewhere safe with no monsters in sight, in case of a [[potion of ambrosia]], [[potion of lignification]], or [[potion of berserk rage]]. [[Potions of degeneration]] and [[potions of mutation]] are also harmful, with effects that do not wear off by simply passing turns.&lt;br /&gt;
&lt;br /&gt;
Some more notes on potion identification:&lt;br /&gt;
*Many [[background]]s begin play with an identified potion.&lt;br /&gt;
*Certain [[vault]]s may contain pre-identified items.&lt;br /&gt;
*The [[Sewer]] will often contain [[potion of enlightenment]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Scroll]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.31]], monsters could drink potions.&lt;br /&gt;
*In [[0.28]], potion rarities were changed to be more consistent.&lt;br /&gt;
*Prior to [[0.17]], some potions could not be found in a stack of 2-3 identical potions. This could be used to narrow down potion types.&lt;br /&gt;
*Prior to [[0.15]], Thirsty [[Vampires]] did not receive full effects from potions.&lt;br /&gt;
*Prior to [[0.14]], potions provided 40 [[satiation]]. You could drink otherwise useless potions to satiate hunger.&lt;br /&gt;
*Prior to [[0.12]], the [[Evaporate]] spell could consume potions to generate [[cloud]]s. You could also identify several unpleasant potions by creating samples of them through [[Fulsome Distillation]].&lt;br /&gt;
&lt;br /&gt;
===Obsolete Potions===&lt;br /&gt;
*[[Potion of flight]] - [[0.31]], renamed to [[potion of enlightenment]]&lt;br /&gt;
*[[Potion of stabbing]] - [[0.26]], replaced by [[potion of attraction]].&lt;br /&gt;
*[[Potion of agility]] - [[0.25]],  replaced by potion of stabbing.&lt;br /&gt;
*[[Potion of blood]] - [[0.24]], with removal of [[Vampire]] hunger.&lt;br /&gt;
*[[Potion of beneficial mutation]] and [[potion of cure mutation]] - [[0.20]], merged with [[potion of mutation]].&lt;br /&gt;
*[[Potion of poison]] - [[0.18]].&lt;br /&gt;
*[[Potion of decay]] - [[0.17]].&lt;br /&gt;
*[[Potion of restore abilities]], [[potion of coagulated blood]], and [[potion of porridge]] - [[0.16]].&lt;br /&gt;
*[[Potion of strong poison]] - [[0.15]].&lt;br /&gt;
*[[Potion of paralysis]] - [[0.15]].&lt;br /&gt;
*[[Potion of slowing]] - [[0.14]], replaced with [[potion of lignification]].&lt;br /&gt;
*[[Potion of gain strength]], [[potion of gain intelligence]], and [[potion of gain dexterity]] - [[0.13]], replaced by potion of beneficial mutation.&lt;br /&gt;
*[[Potion of water]] and [[potion of levitation]] - [[0.12]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Potion]]&lt;br /&gt;
&lt;br /&gt;
{{potions}}&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ozocubu%27s_Armour&amp;diff=81704</id>
		<title>Ozocubu's Armour</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ozocubu%27s_Armour&amp;diff=81704"/>
				<updated>2024-11-05T09:19:24Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Changed old info about Transmuters into Shapeshifters.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Ozocubu's Armour''' is a level 3 [[Ice Magic]] spell which can greatly increase your [[AC]], provided the player remains stationary.  &lt;br /&gt;
&lt;br /&gt;
[[Ice Elementalist]]s begin with this spell in their libraries.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
The caster gains a boost of AC for a short duration. This spell is less effective for casters wearing heavier armour. The duration and size of this AC boost is shown below:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''Normal AC Boost''': 5 + (4*Spellpower/50) AC (max. 13)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Penalty''': - ([[encumbrance rating|Encumbrance]]/2) AC&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration''': 20 + 2d(Spellpower) turns.}}&lt;br /&gt;
&lt;br /&gt;
For the spell to remain in effect, you must remain in place. You can still move, but doing so ends the effect. Even &amp;quot;involuntary&amp;quot; movement (e.g. being [[teleport]]ed or [[trample]]d) breaks the armour. In addition, taking fire damage from beams greatly reduces the armour's duration.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ozocubu's Armour provides a very useful AC boost to any character who wears light armour and can manage the (minimal) skill investment. Even at its lowest spellpower, it's still on par with a [[ring of protection]]. [[Shapeshifter]]s and [[species]] with no body armour slot ([[Felid]]s, [[Octopode]]s, and [[Draconian]]s) appreciate this spell more, while it lets other species &amp;quot;get away&amp;quot; with lighter pieces of armour.&lt;br /&gt;
&lt;br /&gt;
[[Frozen Ramparts]] is a natural companion; it too is a level 3 Ice Magic spell that breaks when you move.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.31]], this spell wouldn't work with [[Statue Form (spell)|Statue Form]].&lt;br /&gt;
*Prior to [[0.27]], certain involuntary movements, such as [[Blink]], would not break the armour. Also, the spell would melt when used over [[lava]].&lt;br /&gt;
*Prior to [[0.26]], Ozocubu's Armour was an Ice/[[Charms]] spell, and did not function entirely with heavy armour ([[encumbrance rating]] &amp;gt; 5), instead of an encumbrance being a penalty.&lt;br /&gt;
*Prior to [[0.22]], Ozocubu's Armour did not expire immediately upon movement and had a speed penalty instead.&lt;br /&gt;
*Prior to [[0.18]], Ozocubu's Armour did not come with a speed penalty.&lt;br /&gt;
*Prior to [[0.17]], the effects of this spell were boosted in Ice Form and used the formula was 6 + 7 * (Spellpower/50) AC. (Max 20)&lt;br /&gt;
*Prior to [[0.15]], the bonus AC calculation was link to your Ice Magic skill, not your spellpower:&lt;br /&gt;
**'''Normal AC Boost''': 4 + (Ice Magic/3)&lt;br /&gt;
**'''Ice Form AC Boost''': 5 + (Ice Magic * (7/12))&lt;br /&gt;
*Prior to [[0.14]], the encumbrance rating limit for this spell was 6, allowing it to work with [[mottled dragon armour]].&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User:GamerKilroy&amp;diff=81702</id>
		<title>User:GamerKilroy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User:GamerKilroy&amp;diff=81702"/>
				<updated>2024-11-05T08:30:39Z</updated>
		
		<summary type="html">&lt;p&gt;GamerKilroy: Created my user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello! Name's GamerKilroy, i'm your typical Traditional Roguelike enjoyer.&lt;br /&gt;
&lt;br /&gt;
I've played quite a few Roguelikes in my life.&lt;br /&gt;
&lt;br /&gt;
Started with DF Adventure Mode, eventually switched to Cataclysm: Dark Days Ahead, Cogmind and, well, Dungeon Crawl Stone Soup.&lt;br /&gt;
&lt;br /&gt;
Spriggan Stabber best start.&lt;/div&gt;</summary>
		<author><name>GamerKilroy</name></author>	</entry>

	</feed>