<?xml version="1.0"?>
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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hittem</id>
		<title>CrawlWiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hittem"/>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/Special:Contributions/Hittem"/>
		<updated>2026-06-21T04:05:24Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User:Hittem&amp;diff=51551</id>
		<title>User:Hittem</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User:Hittem&amp;diff=51551"/>
				<updated>2020-01-19T20:19:58Z</updated>
		
		<summary type="html">&lt;p&gt;Hittem: Created page with &amp;quot;crawl name: hittemvvvhard&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;crawl name: hittemvvvhard&lt;/div&gt;</summary>
		<author><name>Hittem</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Invisible&amp;diff=51550</id>
		<title>Invisible</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Invisible&amp;diff=51550"/>
				<updated>2020-01-19T20:17:24Z</updated>
		
		<summary type="html">&lt;p&gt;Hittem: /* Player Version */ invisibility does not &amp;quot;add to hunger cost&amp;quot;. it might have once increased metabolism, but does not appear to still do so (minmay)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
&lt;br /&gt;
'''Invisible''' is a [[status effect]] which renders the target unseen except through [[see invisible]]. It functions differently depending on whether it affects a player or a monster.&lt;br /&gt;
&lt;br /&gt;
==Player Version==&lt;br /&gt;
An invisible player gets the following bonuses and penalties, assuming your victim cannot see or sense invisible:&lt;br /&gt;
*Anyone attacking you in melee incurs a 35% reduction to their [[to-hit]] number.&lt;br /&gt;
*Any of your melee victims who have [[shields]] have their blocking roll divided by three.&lt;br /&gt;
*You occasionally make tier-3 [[stabbing]] attacks, and sleeping or unaware monsters suffer a large penalty to detecting you through your [[stealth]].&lt;br /&gt;
*Enemy ranged attacks have their to-hit number halved, and may target the wrong tile entirely.&lt;br /&gt;
*Monsters are less likely to use certain spells or abilities against you.&lt;br /&gt;
*There is a chance opponents who can't see invisible will break off their attack and resume wandering.&lt;br /&gt;
*You have a 60% chance of gaining a point of [[magic contamination]] when handle_time() is called.&lt;br /&gt;
*You can only dissipate magic contamination via &amp;quot;violent discharge&amp;quot; or the wrath of [[Sif Muna]].&lt;br /&gt;
*-5 to your melee to-hit number if you yourself cannot [[see invisible]]. Official justification: you can't see your weapon.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
You can become invisible by: &lt;br /&gt;
*quaffing a [[potion of invisibility]].&lt;br /&gt;
*casting the level 6 [[Hexes]] spell [[Invisibility]] on yourself.&lt;br /&gt;
*using the [[Evoke Invisibility]] ability granted by a [[cloak]] of invisibility or certain [[artifact]]s.&lt;br /&gt;
*zapping yourself with a [[wand of random effects]] (5.5% chance).&lt;br /&gt;
*[[Dithmenos]]' Shadow Form turns you into a shadow, granting intrinsic invisibility.&lt;br /&gt;
&lt;br /&gt;
Regardless of source, player invisibility lasts for 14 + 1d([[spell power]]) turns (max: 100 turns)&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The usefulness of being invisible is surprisingly limited. First off, acquiring it can be somewhat tricky. Potions are very finite, and gaining the skill necessary to cast a level 6 spell can be prohibitive for many builds. Even once it is easily castable, overuse generates magic contamination rapidly, putting you at risk of dangerous [[miscast effect]]s and [[bad mutations]]. Finding items with evocable invisibility is the easiest way to gain unlimited access early on, but this is by no means guaranteed.&lt;br /&gt;
&lt;br /&gt;
Also, the list of monsters capable of seeing invisible is unfortunately rather large (see [[Category:See Invisible]]) , making the status effect completely useless against them. However, [[stealth]]y [[stab]]ber characters can benefit from being invisible tremendously; it greatly enhances both your ability to go undetected around susceptible enemies and your damage output in melee with them thanks to the stabbing opportunities it provides. The trick lies in learning which enemies can and cannot see right through it.&lt;br /&gt;
&lt;br /&gt;
Alternatively, consider learning the [[Dazzling Spray]] spell. This level 3 spell damages opponents and renders them [[dazzled]], duplicating many of the advantages of invisibility without some of its limitations, affecting many opponents that possess see invisible.&lt;br /&gt;
&lt;br /&gt;
==Comparing==&lt;br /&gt;
*Potions have no chance of failure, but are of limited quantity.&lt;br /&gt;
*Evocable sources are able to be used with no training, but even with high Evocations will still end up with a noticeable failure rate and short duration.&lt;br /&gt;
*The spell requires heavy investment in Hexes and a hefty 6 mp per cast, but becomes very reliable and long lasting at high spellpower.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
Invisible monsters are very dangerous to a player who cannot see invisible. If you cannot see invisible, then in melee with invisible monsters:&lt;br /&gt;
*Your [[SV|shield]] rolls are divided by three.&lt;br /&gt;
*You suffer a -10 penalty to your [[EV]] against their melee attacks&lt;br /&gt;
*You suffer a -6 penalty to your melee to-hit number against invisible monsters.&lt;br /&gt;
&lt;br /&gt;
On top of that, invisible monsters cannot be seen either within your [[line of sight]] or on the map, and if you actually manage to guess which tile they're in and attack them, you receive significantly less information than normal (the monster is referred to as &amp;quot;something&amp;quot; rather than by its actual name).&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
====Permanently invisible====&lt;br /&gt;
These monsters are permanently, inherently invisible:&lt;br /&gt;
*{{monsterlink|Unseen horror}}&lt;br /&gt;
*{{monsterlink|Ghost moth}}&lt;br /&gt;
*{{monsterlink|Shadow wraith}}&lt;br /&gt;
*{{monsterlink|Lorocyproca}}&lt;br /&gt;
&lt;br /&gt;
====Casters of invisibility====&lt;br /&gt;
Some spellcasting monsters can make themselves invisible:&lt;br /&gt;
*{{monsterlink|Orc wizard}}&lt;br /&gt;
*{{monsterlink|Ogre mage}}&lt;br /&gt;
*{{LightCyan|I}} [[File:Sky beast.png]] '''[[Sky beast]]''' (by inherent ability, not a spell)&lt;br /&gt;
*{{Magenta|p}} [[File:Shadow.png]] '''[[Shadow]]''' (by inherent ability, not a spell)&lt;br /&gt;
&amp;lt;!--Formatted this way to keep the text in the same line--&amp;gt;&lt;br /&gt;
*{{monsterlink|Deep elf knight}}&lt;br /&gt;
*{{monsterlink|Lich}}&lt;br /&gt;
*{{monsterlink|Ancient lich}}&lt;br /&gt;
*{{monsterlink|Vampire (monster)}}&lt;br /&gt;
*{{monsterlink|Vampire knight}}&lt;br /&gt;
*{{monsterlink|Vampire mage}}&lt;br /&gt;
*{{monsterlink|Boggart}}&lt;br /&gt;
*{{monsterlink|Necromancer (monster)}}&lt;br /&gt;
*{{monsterlink|Wizard (monster)}}&lt;br /&gt;
*{{monsterlink|Sigmund}}&lt;br /&gt;
*{{monsterlink|Blork the orc}}&lt;br /&gt;
*{{monsterlink|Erolcha}}&lt;br /&gt;
*{{monsterlink|Ilsuiw}}&lt;br /&gt;
*{{monsterlink|Kirke}}&lt;br /&gt;
*{{monsterlink|Erica}}&lt;br /&gt;
*{{monsterlink|Maurice}}&lt;br /&gt;
*{{monsterlink|Boris}}&lt;br /&gt;
*{{monsterlink|The Enchantress}}&lt;br /&gt;
This effect has a finite duration, but the monster can always recast it after it has run out.&lt;br /&gt;
&lt;br /&gt;
====Potion users====&lt;br /&gt;
Monsters who know how to use potions may use [[potion of invisibility|potions]] to make themselves invisible. This effect has a finite duration, but the monster may be able to quaff another potion (should they have more than 1) to reapply the effect.&lt;br /&gt;
&lt;br /&gt;
==Detecting invisible monsters==&lt;br /&gt;
===See invisible===&lt;br /&gt;
If you have the [[see invisible]] [[intrinsic]], invisible monsters gain no benefits against you. You can acquire this in the following ways:&lt;br /&gt;
*Wearing a [[ring]], [[Armour#headgear|headgear]], or [[artefact]] with the see invisible [[ego]]&lt;br /&gt;
*Having the [[Acute Vision]] [[mutation]]. [[Spriggan]]s, [[vampire]]s, [[naga]]s, and [[felid]]s all have this mutation naturally.&lt;br /&gt;
*Having rank 3 of the [[Antennae]] mutation. [[Formicid]]s have this.&lt;br /&gt;
*Having rank 3 of [[Jiyva]]'s [[Eyeballs]] mutation.&lt;br /&gt;
&lt;br /&gt;
===Backlighting===&lt;br /&gt;
Under some circumstances, a target may become backlit. This renders its invisibility ineffective, and actually makes it easier to hit than normal. Backlighting occurs whenever:&lt;br /&gt;
*You hit an invisible target with the [[Corona]] spell (must overcome [[magic resistance]]).&lt;br /&gt;
*You hit a [[insubstantial|substantial]] invisible target with [[Sticky Flame]], unless it's standing in water (that immediately extinguishes the flames).&lt;br /&gt;
*An enemy enters your [[aura#halo|Halo aura]].&lt;br /&gt;
*You invoke Fedhas's [[Fedhas Madash#Given abilities|Sunlight]] ability.&lt;br /&gt;
*You suffer from significant amounts of [[magical contamination]] (yellow or worse).&lt;br /&gt;
&lt;br /&gt;
===Invisible monsters revealed as a disturbance===&lt;br /&gt;
All invisible monsters will occasionally leave disturbances while invisible, represented by a white humanoid outline if playing in tiles or by the {{White|{}} glyph if playing in console. If you attack a square and the monster does not move from that square, the monster will be revealed as a disturbance until it moves (the only invisible monsters likely to move without you moving are [[unseen horror]]s. Additionally, all ''[[insubstantial|substantial]]'' invisible monsters, when passing through an opaque cloud (e.g. fog, steam), are temporarily rendered visible in the same way. Thus anything the player can do to create clouds when an invisible creature is near will aid him in fixing that creature's location:&lt;br /&gt;
*Reading a [[scroll of fog]] or evoking the [[cloak of the Thief]].&lt;br /&gt;
*Using Ice Magic in and over lava, creating [[steam]] clouds.&lt;br /&gt;
*Using Fire Magic in and over water, creating steam clouds.&lt;br /&gt;
*Invoking [[Wu Jian]]'s Heavenly Storm ability.&lt;br /&gt;
&lt;br /&gt;
Also, any non-[[fly]]ing invisible monster in [[shallow water]] is always visible as a disturbance.&lt;br /&gt;
&lt;br /&gt;
==Submerged monsters==&lt;br /&gt;
Certain monsters have the ability to render themselves ''effectively'' invisible by [[submerge|submerging]]. However, this is a defensive maneuver only: they are always revealed if they become adjacent to, or if they attempt to attack, the player. None of the conventional methods described above for detecting actually invisible monsters work on submerged monsters:&lt;br /&gt;
*In deep water: [[swamp worm]]s&lt;br /&gt;
*In lava: [[lava worm]]s, [[lava snake]]s&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], the [[sense invisible]] intrinsic existed, which was an upgrade to [[see invisible]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], invisible monsters were immune to the effects of [[Olgreb's Toxic Radiance]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Invisible monsters|*]]&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Hittem</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fedhas_Madash&amp;diff=51543</id>
		<title>Fedhas Madash</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fedhas_Madash&amp;diff=51543"/>
				<updated>2020-01-15T21:05:21Z</updated>
		
		<summary type="html">&lt;p&gt;Hittem: updated ingame flavour blurb&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version024}}&lt;br /&gt;
[[File:Fedhas altar.png]] ''&amp;quot;Spread life and death.&amp;quot;''&lt;br /&gt;
{{flavour|Fedhas is the god of plant and fungal life. Followers are forbidden from harming any species under Fedhas' protection. In return Fedhas grants a number of abilities that promote the growth of plant and fungi. These abilities may incidentally prove useful to adventurers.&lt;br /&gt;
&lt;br /&gt;
Plants and fungi will not attack Fedhas' worshippers without provocation. Fedhas' worshippers may walk through plants or fungi, and even fire missiles or spells through them without causing harm. Fedhas grants powers to temporarily grow a menagerie of plant allies whose strength and duration increase with Invocations skill. Worshipers may grow a protective wall of briar patches as well as ballistomycetes that fire damaging spores whose explosions confuse living creatures. Devout followers can overgrow a stretch of solid terrain with a cluster of plant allies or even summon a mighty oklob plant.&lt;br /&gt;
&lt;br /&gt;
Fedhas likes it when you kill living beings, you destroy the undead, you kill demons, you kill holy beings and you destroy nonliving beings.&lt;br /&gt;
&lt;br /&gt;
Fedhas dislikes it when you destroy plants.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s are also unable to worship Fedhas (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
* Killing [[natural]], [[undead]], [[demonic]], [[holy]], or [[nonliving]] creatures.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*You or your allies destroying plants. (Piety loss)&lt;br /&gt;
*Attacking allied flora. (Piety loss)&lt;br /&gt;
*Allowing allied flora to die. Wandering mushrooms dying from running out of HD doesn't count. (Piety loss)&lt;br /&gt;
&lt;br /&gt;
==Given abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Fungal&amp;quot;&lt;br /&gt;
*All plants are friendly towards you. (Passive). Note this includes strong monsters like [[oklob plant]]s and [[thorn hunter]]s.&lt;br /&gt;
*You can walk through plants, though it takes 50% longer than normal to do so. (Passive)&lt;br /&gt;
*You can fire through all allied plant-type creatures without harming them. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Green [Species]&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Cultivator&amp;quot;&lt;br /&gt;
* You can encircle yourself with summoned [[briar patch]]es.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Fruitful&amp;quot;&lt;br /&gt;
* You can grow a [[ballistomycete]], which can damage and confuse enemy monsters. Or you and your allies if you're not careful!&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Photosynthesist&amp;quot;&lt;br /&gt;
* You can transform dungeon walls and trees into plant allies.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Green Death&amp;quot;&lt;br /&gt;
* You can grow an [[oklob plant]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Force of Nature&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
Plants spawned by Fedhas are improved by [[Invocations]] skill; eg, oklobs' rate of fire is improved.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Fedhas does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
It is Fedhas's considered opinion that offenders against the natural order (Fedhas) simply need more exposure to nature to realize the error of their ways. Accordingly, Fedhas provides said nature, in the form of pure elemental destruction, waves of giant spores rising from nearby corpses, and, for the truly incorrigible, surrounding rings of animate mushrooms and acid-spitting oklobs.}}&lt;br /&gt;
&lt;br /&gt;
During penance, Fedhas will occasionally punish you with one of the following forms of [[divine retribution]]:&lt;br /&gt;
&lt;br /&gt;
*The elements will be invoked against you. This equates to a random [[Ice Magic]], [[Earth Magic]], [[Fire Magic]], or [[Air Magic]] [[miscast]].&lt;br /&gt;
*Hostile plants (biased towards oklobs) will grow around you. This effect will only happen when abandoning Fedhas, never when simply under penance.&lt;br /&gt;
*Corpses in line of sight will produce hostile spores.&lt;br /&gt;
*All previously neutral or allied plants will also turn hostile upon abandonment or excommunication.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
*Along with improving your ability success rate, improving [[Invocations]] also improves the HD of your summons. In general, this increases HP and damage, although for oklob plants it increase fire speed instead of damage.&lt;br /&gt;
&lt;br /&gt;
*Be aware that your ability to fire through allied plants does not apply to every spell in the game; some will inflict friendly fire and cost you piety.&lt;br /&gt;
**The following spells can pass through allied plants without harming them: [[Magic Dart]], [[Shock]], [[Sting]], [[Mephitic Cloud]], [[Stone Arrow]], [[Bolt of Magma]], [[Lightning Bolt]], [[Venom Bolt]], [[Iron Shot]], [[Poison Arrow]], and [[Lehudib's Crystal Spear]]).&lt;br /&gt;
**The following spells will affect allied plants as described:&lt;br /&gt;
***[[Orbs of Destruction]] cannot pass through.&lt;br /&gt;
***[[Battlesphere]]s' beams cannot pass through.&lt;br /&gt;
***[[Fireball]] can pass through, but the resulting explosion will harm allied plants.&lt;br /&gt;
***Enchantments like [[Pain]], [[Confuse]], etc. can not pass through, though they will not affect the plant.&lt;br /&gt;
***Fedhas protects allied plants from the clouds produced by [[Ignite Poison]], [[Freezing Cloud]], [[Ring of Flames]], and [[Glaciate]], but not from [[Tornado]].&lt;br /&gt;
***Fedhas protects allied plants from the explosions of [[Lee's Rapid Deconstruction]] and [[Ignition]], but not from [[Fulminant Prism]].&lt;br /&gt;
**[[Static Discharge]], [[Ozocubu's Refrigeration]], [[Conjure Ball Lightning]], [[Chain Lightning]], [[Shatter]], and [[Fire Storm]] will harm allied plants.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*prior to [[0.24]], Fedhas did not allow the undead to worship them, and Fedhas abilities had a food cost. In addition to that Fedhas' abilities were greatly reworked.&lt;br /&gt;
*Prior to [[0.22]], Evolution was granted at *, and Sunlight was granted at **.&lt;br /&gt;
*Prior to [[0.21]], Fedhas abilities used [[fruit]]s rather than rations.&lt;br /&gt;
*Prior to [[0.15]], worshipers of Fedhas could not cast [[Sublimation of Blood]] without incurring piety loss and/or penance.&lt;br /&gt;
*Prior to [[0.8]], Decomposition was accomplished as an ability, not through prayer.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Hittem</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hornet&amp;diff=51542</id>
		<title>Hornet</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hornet&amp;diff=51542"/>
				<updated>2020-01-15T20:59:47Z</updated>
		
		<summary type="html">&lt;p&gt;Hittem: reset up-to-dateness since it uses old (at least .18) monster data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{list of | arthropods}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Hornets''' are a dangerous flying insect. Their [[poison]]ous stings can also [[slow]] and [[paralyze]] you. They are most common in [[the Vaults]], [[the Swamp]], and especially in [[the Spider's Nest]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Poison resistance reduces the chance of getting slowed or paralyzed, but you need poison immunity to be completely safe.&lt;br /&gt;
*Never fight them in an area that allows you to be surrounded. Paralysis is bad enough when you only have to worry about one hornet.&lt;br /&gt;
*You can summon your own hornets by drawing the [[Foxfire card]].&lt;br /&gt;
*Their mediocre [[magic resistance]] makes other [[status effect]]-inflicting [[wand]]s, as well as most [[Hexes]], quite effective against them.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.16]], this monster was known as ''red wasp''.&lt;br /&gt;
*Prior to [[0.8]], their paralysis effect could stack. They were near-certain death to anyone stung without the proper defenses.&lt;/div&gt;</summary>
		<author><name>Hittem</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hornet&amp;diff=51541</id>
		<title>Hornet</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hornet&amp;diff=51541"/>
				<updated>2020-01-15T20:57:31Z</updated>
		
		<summary type="html">&lt;p&gt;Hittem: uptodate thing, and removed questionable advice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|024}}&lt;br /&gt;
{{list of | arthropods}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Hornets''' are a dangerous flying insect. Their [[poison]]ous stings can also [[slow]] and [[paralyze]] you. They are most common in [[the Vaults]], [[the Swamp]], and especially in [[the Spider's Nest]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Poison resistance reduces the chance of getting slowed or paralyzed, but you need poison immunity to be completely safe.&lt;br /&gt;
*Never fight them in an area that allows you to be surrounded. Paralysis is bad enough when you only have to worry about one hornet.&lt;br /&gt;
*You can summon your own hornets by drawing the [[Foxfire card]].&lt;br /&gt;
*Their mediocre [[magic resistance]] makes other [[status effect]]-inflicting [[wand]]s, as well as most [[Hexes]], quite effective against them.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.16]], this monster was known as ''red wasp''.&lt;br /&gt;
*Prior to [[0.8]], their paralysis effect could stack. They were near-certain death to anyone stung without the proper defenses.&lt;/div&gt;</summary>
		<author><name>Hittem</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fedhas_Madash&amp;diff=51540</id>
		<title>Fedhas Madash</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fedhas_Madash&amp;diff=51540"/>
				<updated>2020-01-15T20:08:05Z</updated>
		
		<summary type="html">&lt;p&gt;Hittem: /* Deprecates */ fedhas no longer cares about any necromancy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version024}}&lt;br /&gt;
[[File:Fedhas altar.png]] ''&amp;quot;Spread life and death.&amp;quot;''&lt;br /&gt;
{{flavour|The god of plant and fungal life, Fedhas Madash demands that followers encourage the decomposition of corpses. Fedhas also forbids followers from harming any species under Fedhas' protection, and from using any necromantic effects that interfere with corpses. In return Fedhas grants a number of abilities that promote the growth of plants and fungi. These abilities may incidentally prove useful to adventurers.&lt;br /&gt;
&lt;br /&gt;
Plants and fungi will not attack Fedhas' worshippers without provocation. Fedhas' worshippers may walk through plants or fungi, and even fire missiles or spells through them without causing harm. Fedhas grants the ability to promote plants and fungi into stronger species. Followers can eventually grow a wall of plants and create explosive spores from corpses. They are also granted some control over the weather, being able to call sunlight and eventually rainstorms.&lt;br /&gt;
&lt;br /&gt;
Fedhas likes it when you promote the decay of nearby corpses by praying.&lt;br /&gt;
&lt;br /&gt;
Fedhas dislikes it when you or your allies destroy plants or allied flora die. Fedhas strongly dislikes it when you use necromancy on corpses, chunks or skeletons.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s are also unable to worship Fedhas (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
* Killing [[natural]], [[undead]], [[demonic]], [[holy]], or [[nonliving]] creatures.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*You or your allies destroying plants. (Piety loss)&lt;br /&gt;
*Attacking allied flora. (Piety loss)&lt;br /&gt;
*Allowing allied flora to die. Wandering mushrooms dying from running out of HD doesn't count. (Piety loss)&lt;br /&gt;
&lt;br /&gt;
==Given abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Fungal&amp;quot;&lt;br /&gt;
*All plants are friendly towards you. (Passive). Note this includes strong monsters like [[oklob plant]]s and [[thorn hunter]]s.&lt;br /&gt;
*You can walk through plants, though it takes 50% longer than normal to do so. (Passive)&lt;br /&gt;
*You can fire through all allied plant-type creatures without harming them. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Green [Species]&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Cultivator&amp;quot;&lt;br /&gt;
* You can encircle yourself with summoned [[briar patch]]es.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Fruitful&amp;quot;&lt;br /&gt;
* You can grow a [[ballistomycete]], which can damage and confuse enemy monsters. Or you and your allies if you're not careful!&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Photosynthesist&amp;quot;&lt;br /&gt;
* You can transform dungeon walls and trees into plant allies.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Green Death&amp;quot;&lt;br /&gt;
* You can grow an [[oklob plant]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Force of Nature&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
Plants spawned by Fedhas are improved by [[Invocations]] skill; eg, oklobs' rate of fire is improved.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Fedhas does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
It is Fedhas's considered opinion that offenders against the natural order (Fedhas) simply need more exposure to nature to realize the error of their ways. Accordingly, Fedhas provides said nature, in the form of pure elemental destruction, waves of giant spores rising from nearby corpses, and, for the truly incorrigible, surrounding rings of animate mushrooms and acid-spitting oklobs.}}&lt;br /&gt;
&lt;br /&gt;
During penance, Fedhas will occasionally punish you with one of the following forms of [[divine retribution]]:&lt;br /&gt;
&lt;br /&gt;
*The elements will be invoked against you. This equates to a random [[Ice Magic]], [[Earth Magic]], [[Fire Magic]], or [[Air Magic]] [[miscast]].&lt;br /&gt;
*Hostile plants (biased towards oklobs) will grow around you. This effect will only happen when abandoning Fedhas, never when simply under penance.&lt;br /&gt;
*Corpses in line of sight will produce hostile spores.&lt;br /&gt;
*All previously neutral or allied plants will also turn hostile upon abandonment or excommunication.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
*Along with improving your ability success rate, improving [[Invocations]] also improves the HD of your summons. In general, this increases HP and damage, although for oklob plants it increase fire speed instead of damage.&lt;br /&gt;
&lt;br /&gt;
*Be aware that your ability to fire through allied plants does not apply to every spell in the game; some will inflict friendly fire and cost you piety.&lt;br /&gt;
**The following spells can pass through allied plants without harming them: [[Magic Dart]], [[Shock]], [[Sting]], [[Mephitic Cloud]], [[Stone Arrow]], [[Bolt of Magma]], [[Lightning Bolt]], [[Venom Bolt]], [[Iron Shot]], [[Poison Arrow]], and [[Lehudib's Crystal Spear]]).&lt;br /&gt;
**The following spells will affect allied plants as described:&lt;br /&gt;
***[[Orbs of Destruction]] cannot pass through.&lt;br /&gt;
***[[Battlesphere]]s' beams cannot pass through.&lt;br /&gt;
***[[Fireball]] can pass through, but the resulting explosion will harm allied plants.&lt;br /&gt;
***Enchantments like [[Pain]], [[Confuse]], etc. can not pass through, though they will not affect the plant.&lt;br /&gt;
***Fedhas protects allied plants from the clouds produced by [[Ignite Poison]], [[Freezing Cloud]], [[Ring of Flames]], and [[Glaciate]], but not from [[Tornado]].&lt;br /&gt;
***Fedhas protects allied plants from the explosions of [[Lee's Rapid Deconstruction]] and [[Ignition]], but not from [[Fulminant Prism]].&lt;br /&gt;
**[[Static Discharge]], [[Ozocubu's Refrigeration]], [[Conjure Ball Lightning]], [[Chain Lightning]], [[Shatter]], and [[Fire Storm]] will harm allied plants.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*prior to [[0.24]], Fedhas did not allow the undead to worship them, and Fedhas abilities had a food cost. In addition to that Fedhas' abilities were greatly reworked.&lt;br /&gt;
*Prior to [[0.22]], Evolution was granted at *, and Sunlight was granted at **.&lt;br /&gt;
*Prior to [[0.21]], Fedhas abilities used [[fruit]]s rather than rations.&lt;br /&gt;
*Prior to [[0.15]], worshipers of Fedhas could not cast [[Sublimation of Blood]] without incurring piety loss and/or penance.&lt;br /&gt;
*Prior to [[0.8]], Decomposition was accomplished as an ability, not through prayer.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Hittem</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fedhas_Madash&amp;diff=51539</id>
		<title>Fedhas Madash</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fedhas_Madash&amp;diff=51539"/>
				<updated>2020-01-15T20:01:19Z</updated>
		
		<summary type="html">&lt;p&gt;Hittem: changed uptodate thing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version024}}&lt;br /&gt;
[[File:Fedhas altar.png]] ''&amp;quot;Spread life and death.&amp;quot;''&lt;br /&gt;
{{flavour|The god of plant and fungal life, Fedhas Madash demands that followers encourage the decomposition of corpses. Fedhas also forbids followers from harming any species under Fedhas' protection, and from using any necromantic effects that interfere with corpses. In return Fedhas grants a number of abilities that promote the growth of plants and fungi. These abilities may incidentally prove useful to adventurers.&lt;br /&gt;
&lt;br /&gt;
Plants and fungi will not attack Fedhas' worshippers without provocation. Fedhas' worshippers may walk through plants or fungi, and even fire missiles or spells through them without causing harm. Fedhas grants the ability to promote plants and fungi into stronger species. Followers can eventually grow a wall of plants and create explosive spores from corpses. They are also granted some control over the weather, being able to call sunlight and eventually rainstorms.&lt;br /&gt;
&lt;br /&gt;
Fedhas likes it when you promote the decay of nearby corpses by praying.&lt;br /&gt;
&lt;br /&gt;
Fedhas dislikes it when you or your allies destroy plants or allied flora die. Fedhas strongly dislikes it when you use necromancy on corpses, chunks or skeletons.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s are also unable to worship Fedhas (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
* Killing [[natural]], [[undead]], [[demonic]], [[holy]], or [[nonliving]] creatures.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*You or your allies destroying plants. (Piety loss)&lt;br /&gt;
*Attacking allied flora. (Piety loss)&lt;br /&gt;
*Allowing allied flora to die. Wandering mushrooms dying from running out of HD doesn't count. (Piety loss)&lt;br /&gt;
*Using [[List of spells by flag#Corpse_violating|corpse-violating]] spells. These include Animate Dead and other spells that affect corpses or chunks, as well as [[Necromutation]] (which violates your ''own'' corpse). (Penance)&lt;br /&gt;
**[[Necromancy]] spells that don't affect corpses, such as [[Regeneration]], [[Pain]], [[Bolt of Draining]], or [[Sublimation of Blood]] are allowed, as is [[Corpse Rot]] (accelerated decay is still decay).&lt;br /&gt;
**If you are not sure whether a spell is allowed, check to see if it is highlighted in red.&lt;br /&gt;
&lt;br /&gt;
==Given abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Fungal&amp;quot;&lt;br /&gt;
*All plants are friendly towards you. (Passive). Note this includes strong monsters like [[oklob plant]]s and [[thorn hunter]]s.&lt;br /&gt;
*You can walk through plants, though it takes 50% longer than normal to do so. (Passive)&lt;br /&gt;
*You can fire through all allied plant-type creatures without harming them. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Green [Species]&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Cultivator&amp;quot;&lt;br /&gt;
* You can encircle yourself with summoned [[briar patch]]es.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Fruitful&amp;quot;&lt;br /&gt;
* You can grow a [[ballistomycete]], which can damage and confuse enemy monsters. Or you and your allies if you're not careful!&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Photosynthesist&amp;quot;&lt;br /&gt;
* You can transform dungeon walls and trees into plant allies.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Green Death&amp;quot;&lt;br /&gt;
* You can grow an [[oklob plant]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Force of Nature&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
Plants spawned by Fedhas are improved by [[Invocations]] skill; eg, oklobs' rate of fire is improved.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Fedhas does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
It is Fedhas's considered opinion that offenders against the natural order (Fedhas) simply need more exposure to nature to realize the error of their ways. Accordingly, Fedhas provides said nature, in the form of pure elemental destruction, waves of giant spores rising from nearby corpses, and, for the truly incorrigible, surrounding rings of animate mushrooms and acid-spitting oklobs.}}&lt;br /&gt;
&lt;br /&gt;
During penance, Fedhas will occasionally punish you with one of the following forms of [[divine retribution]]:&lt;br /&gt;
&lt;br /&gt;
*The elements will be invoked against you. This equates to a random [[Ice Magic]], [[Earth Magic]], [[Fire Magic]], or [[Air Magic]] [[miscast]].&lt;br /&gt;
*Hostile plants (biased towards oklobs) will grow around you. This effect will only happen when abandoning Fedhas, never when simply under penance.&lt;br /&gt;
*Corpses in line of sight will produce hostile spores.&lt;br /&gt;
*All previously neutral or allied plants will also turn hostile upon abandonment or excommunication.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
*Along with improving your ability success rate, improving [[Invocations]] also improves the HD of your summons. In general, this increases HP and damage, although for oklob plants it increase fire speed instead of damage.&lt;br /&gt;
&lt;br /&gt;
*Be aware that your ability to fire through allied plants does not apply to every spell in the game; some will inflict friendly fire and cost you piety.&lt;br /&gt;
**The following spells can pass through allied plants without harming them: [[Magic Dart]], [[Shock]], [[Sting]], [[Mephitic Cloud]], [[Stone Arrow]], [[Bolt of Magma]], [[Lightning Bolt]], [[Venom Bolt]], [[Iron Shot]], [[Poison Arrow]], and [[Lehudib's Crystal Spear]]).&lt;br /&gt;
**The following spells will affect allied plants as described:&lt;br /&gt;
***[[Orbs of Destruction]] cannot pass through.&lt;br /&gt;
***[[Battlesphere]]s' beams cannot pass through.&lt;br /&gt;
***[[Fireball]] can pass through, but the resulting explosion will harm allied plants.&lt;br /&gt;
***Enchantments like [[Pain]], [[Confuse]], etc. can not pass through, though they will not affect the plant.&lt;br /&gt;
***Fedhas protects allied plants from the clouds produced by [[Ignite Poison]], [[Freezing Cloud]], [[Ring of Flames]], and [[Glaciate]], but not from [[Tornado]].&lt;br /&gt;
***Fedhas protects allied plants from the explosions of [[Lee's Rapid Deconstruction]] and [[Ignition]], but not from [[Fulminant Prism]].&lt;br /&gt;
**[[Static Discharge]], [[Ozocubu's Refrigeration]], [[Conjure Ball Lightning]], [[Chain Lightning]], [[Shatter]], and [[Fire Storm]] will harm allied plants.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*prior to [[0.24]], Fedhas did not allow the undead to worship them, and Fedhas abilities had a food cost. In addition to that Fedhas' abilities were greatly reworked.&lt;br /&gt;
*Prior to [[0.22]], Evolution was granted at *, and Sunlight was granted at **.&lt;br /&gt;
*Prior to [[0.21]], Fedhas abilities used [[fruit]]s rather than rations.&lt;br /&gt;
*Prior to [[0.15]], worshipers of Fedhas could not cast [[Sublimation of Blood]] without incurring piety loss and/or penance.&lt;br /&gt;
*Prior to [[0.8]], Decomposition was accomplished as an ability, not through prayer.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Hittem</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fedhas_Madash&amp;diff=51538</id>
		<title>Fedhas Madash</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fedhas_Madash&amp;diff=51538"/>
				<updated>2020-01-15T19:58:03Z</updated>
		
		<summary type="html">&lt;p&gt;Hittem: corrected ability piety unlocks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
[[File:Fedhas altar.png]] ''&amp;quot;Spread life and death.&amp;quot;''&lt;br /&gt;
{{flavour|The god of plant and fungal life, Fedhas Madash demands that followers encourage the decomposition of corpses. Fedhas also forbids followers from harming any species under Fedhas' protection, and from using any necromantic effects that interfere with corpses. In return Fedhas grants a number of abilities that promote the growth of plants and fungi. These abilities may incidentally prove useful to adventurers.&lt;br /&gt;
&lt;br /&gt;
Plants and fungi will not attack Fedhas' worshippers without provocation. Fedhas' worshippers may walk through plants or fungi, and even fire missiles or spells through them without causing harm. Fedhas grants the ability to promote plants and fungi into stronger species. Followers can eventually grow a wall of plants and create explosive spores from corpses. They are also granted some control over the weather, being able to call sunlight and eventually rainstorms.&lt;br /&gt;
&lt;br /&gt;
Fedhas likes it when you promote the decay of nearby corpses by praying.&lt;br /&gt;
&lt;br /&gt;
Fedhas dislikes it when you or your allies destroy plants or allied flora die. Fedhas strongly dislikes it when you use necromancy on corpses, chunks or skeletons.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s are also unable to worship Fedhas (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
* Killing [[natural]], [[undead]], [[demonic]], [[holy]], or [[nonliving]] creatures.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*You or your allies destroying plants. (Piety loss)&lt;br /&gt;
*Attacking allied flora. (Piety loss)&lt;br /&gt;
*Allowing allied flora to die. Wandering mushrooms dying from running out of HD doesn't count. (Piety loss)&lt;br /&gt;
*Using [[List of spells by flag#Corpse_violating|corpse-violating]] spells. These include Animate Dead and other spells that affect corpses or chunks, as well as [[Necromutation]] (which violates your ''own'' corpse). (Penance)&lt;br /&gt;
**[[Necromancy]] spells that don't affect corpses, such as [[Regeneration]], [[Pain]], [[Bolt of Draining]], or [[Sublimation of Blood]] are allowed, as is [[Corpse Rot]] (accelerated decay is still decay).&lt;br /&gt;
**If you are not sure whether a spell is allowed, check to see if it is highlighted in red.&lt;br /&gt;
&lt;br /&gt;
==Given abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Fungal&amp;quot;&lt;br /&gt;
*All plants are friendly towards you. (Passive). Note this includes strong monsters like [[oklob plant]]s and [[thorn hunter]]s.&lt;br /&gt;
*You can walk through plants, though it takes 50% longer than normal to do so. (Passive)&lt;br /&gt;
*You can fire through all allied plant-type creatures without harming them. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Green [Species]&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Cultivator&amp;quot;&lt;br /&gt;
* You can encircle yourself with summoned [[briar patch]]es.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Fruitful&amp;quot;&lt;br /&gt;
* You can grow a [[ballistomycete]], which can damage and confuse enemy monsters. Or you and your allies if you're not careful!&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Photosynthesist&amp;quot;&lt;br /&gt;
* You can transform dungeon walls and trees into plant allies.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Green Death&amp;quot;&lt;br /&gt;
* You can grow an [[oklob plant]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Force of Nature&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
Plants spawned by Fedhas are improved by [[Invocations]] skill; eg, oklobs' rate of fire is improved.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Fedhas does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
It is Fedhas's considered opinion that offenders against the natural order (Fedhas) simply need more exposure to nature to realize the error of their ways. Accordingly, Fedhas provides said nature, in the form of pure elemental destruction, waves of giant spores rising from nearby corpses, and, for the truly incorrigible, surrounding rings of animate mushrooms and acid-spitting oklobs.}}&lt;br /&gt;
&lt;br /&gt;
During penance, Fedhas will occasionally punish you with one of the following forms of [[divine retribution]]:&lt;br /&gt;
&lt;br /&gt;
*The elements will be invoked against you. This equates to a random [[Ice Magic]], [[Earth Magic]], [[Fire Magic]], or [[Air Magic]] [[miscast]].&lt;br /&gt;
*Hostile plants (biased towards oklobs) will grow around you. This effect will only happen when abandoning Fedhas, never when simply under penance.&lt;br /&gt;
*Corpses in line of sight will produce hostile spores.&lt;br /&gt;
*All previously neutral or allied plants will also turn hostile upon abandonment or excommunication.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
*Along with improving your ability success rate, improving [[Invocations]] also improves the HD of your summons. In general, this increases HP and damage, although for oklob plants it increase fire speed instead of damage.&lt;br /&gt;
&lt;br /&gt;
*Be aware that your ability to fire through allied plants does not apply to every spell in the game; some will inflict friendly fire and cost you piety.&lt;br /&gt;
**The following spells can pass through allied plants without harming them: [[Magic Dart]], [[Shock]], [[Sting]], [[Mephitic Cloud]], [[Stone Arrow]], [[Bolt of Magma]], [[Lightning Bolt]], [[Venom Bolt]], [[Iron Shot]], [[Poison Arrow]], and [[Lehudib's Crystal Spear]]).&lt;br /&gt;
**The following spells will affect allied plants as described:&lt;br /&gt;
***[[Orbs of Destruction]] cannot pass through.&lt;br /&gt;
***[[Battlesphere]]s' beams cannot pass through.&lt;br /&gt;
***[[Fireball]] can pass through, but the resulting explosion will harm allied plants.&lt;br /&gt;
***Enchantments like [[Pain]], [[Confuse]], etc. can not pass through, though they will not affect the plant.&lt;br /&gt;
***Fedhas protects allied plants from the clouds produced by [[Ignite Poison]], [[Freezing Cloud]], [[Ring of Flames]], and [[Glaciate]], but not from [[Tornado]].&lt;br /&gt;
***Fedhas protects allied plants from the explosions of [[Lee's Rapid Deconstruction]] and [[Ignition]], but not from [[Fulminant Prism]].&lt;br /&gt;
**[[Static Discharge]], [[Ozocubu's Refrigeration]], [[Conjure Ball Lightning]], [[Chain Lightning]], [[Shatter]], and [[Fire Storm]] will harm allied plants.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*prior to [[0.24]], Fedhas did not allow the undead to worship them, and Fedhas abilities had a food cost. In addition to that Fedhas' abilities were greatly reworked.&lt;br /&gt;
*Prior to [[0.22]], Evolution was granted at *, and Sunlight was granted at **.&lt;br /&gt;
*Prior to [[0.21]], Fedhas abilities used [[fruit]]s rather than rations.&lt;br /&gt;
*Prior to [[0.15]], worshipers of Fedhas could not cast [[Sublimation of Blood]] without incurring piety loss and/or penance.&lt;br /&gt;
*Prior to [[0.8]], Decomposition was accomplished as an ability, not through prayer.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Hittem</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fedhas_Madash&amp;diff=51537</id>
		<title>Fedhas Madash</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fedhas_Madash&amp;diff=51537"/>
				<updated>2020-01-15T19:54:30Z</updated>
		
		<summary type="html">&lt;p&gt;Hittem: /* Strategy */ removed all advice that was about old fedhas only abilities, that referenced removed spells, was wholly subjective, or had not been relevant for possibly a decade now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
[[File:Fedhas altar.png]] ''&amp;quot;Spread life and death.&amp;quot;''&lt;br /&gt;
{{flavour|The god of plant and fungal life, Fedhas Madash demands that followers encourage the decomposition of corpses. Fedhas also forbids followers from harming any species under Fedhas' protection, and from using any necromantic effects that interfere with corpses. In return Fedhas grants a number of abilities that promote the growth of plants and fungi. These abilities may incidentally prove useful to adventurers.&lt;br /&gt;
&lt;br /&gt;
Plants and fungi will not attack Fedhas' worshippers without provocation. Fedhas' worshippers may walk through plants or fungi, and even fire missiles or spells through them without causing harm. Fedhas grants the ability to promote plants and fungi into stronger species. Followers can eventually grow a wall of plants and create explosive spores from corpses. They are also granted some control over the weather, being able to call sunlight and eventually rainstorms.&lt;br /&gt;
&lt;br /&gt;
Fedhas likes it when you promote the decay of nearby corpses by praying.&lt;br /&gt;
&lt;br /&gt;
Fedhas dislikes it when you or your allies destroy plants or allied flora die. Fedhas strongly dislikes it when you use necromancy on corpses, chunks or skeletons.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s are also unable to worship Fedhas (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
* Killing [[natural]], [[undead]], [[demonic]], [[holy]], or [[nonliving]] creatures.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*You or your allies destroying plants. (Piety loss)&lt;br /&gt;
*Attacking allied flora. (Piety loss)&lt;br /&gt;
*Allowing allied flora to die. Wandering mushrooms dying from running out of HD doesn't count. (Piety loss)&lt;br /&gt;
*Using [[List of spells by flag#Corpse_violating|corpse-violating]] spells. These include Animate Dead and other spells that affect corpses or chunks, as well as [[Necromutation]] (which violates your ''own'' corpse). (Penance)&lt;br /&gt;
**[[Necromancy]] spells that don't affect corpses, such as [[Regeneration]], [[Pain]], [[Bolt of Draining]], or [[Sublimation of Blood]] are allowed, as is [[Corpse Rot]] (accelerated decay is still decay).&lt;br /&gt;
**If you are not sure whether a spell is allowed, check to see if it is highlighted in red.&lt;br /&gt;
&lt;br /&gt;
==Given abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Fungal&amp;quot;&lt;br /&gt;
*All plants are friendly towards you. (Passive). Note this includes strong monsters like [[oklob plant]]s and [[thorn hunter]]s.&lt;br /&gt;
*You can walk through plants, though it takes 50% longer than normal to do so. (Passive)&lt;br /&gt;
*You can fire through all allied plant-type creatures without harming them. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Green [Species]&amp;quot;&lt;br /&gt;
* You can encircle yourself with summoned [[briar patch]]es.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Cultivator&amp;quot;&lt;br /&gt;
* You can grow a [[ballistomycete]], which can damage and confuse enemy monsters. Or you and your allies if you're not careful!&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Fruitful&amp;quot;&lt;br /&gt;
* You can transform dungeon walls and trees into plant allies.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Photosynthesist&amp;quot;&lt;br /&gt;
* You can grow an [[oklob plant]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Green Death&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Force of Nature&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
Plants spawned by Fedhas are improved by [[Invocations]] skill; eg, oklobs' rate of fire is improved.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Fedhas does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
It is Fedhas's considered opinion that offenders against the natural order (Fedhas) simply need more exposure to nature to realize the error of their ways. Accordingly, Fedhas provides said nature, in the form of pure elemental destruction, waves of giant spores rising from nearby corpses, and, for the truly incorrigible, surrounding rings of animate mushrooms and acid-spitting oklobs.}}&lt;br /&gt;
&lt;br /&gt;
During penance, Fedhas will occasionally punish you with one of the following forms of [[divine retribution]]:&lt;br /&gt;
&lt;br /&gt;
*The elements will be invoked against you. This equates to a random [[Ice Magic]], [[Earth Magic]], [[Fire Magic]], or [[Air Magic]] [[miscast]].&lt;br /&gt;
*Hostile plants (biased towards oklobs) will grow around you. This effect will only happen when abandoning Fedhas, never when simply under penance.&lt;br /&gt;
*Corpses in line of sight will produce hostile spores.&lt;br /&gt;
*All previously neutral or allied plants will also turn hostile upon abandonment or excommunication.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
*Along with improving your ability success rate, improving [[Invocations]] also improves the HD of your summons. In general, this increases HP and damage, although for oklob plants it increase fire speed instead of damage.&lt;br /&gt;
&lt;br /&gt;
*Be aware that your ability to fire through allied plants does not apply to every spell in the game; some will inflict friendly fire and cost you piety.&lt;br /&gt;
**The following spells can pass through allied plants without harming them: [[Magic Dart]], [[Shock]], [[Sting]], [[Mephitic Cloud]], [[Stone Arrow]], [[Bolt of Magma]], [[Lightning Bolt]], [[Venom Bolt]], [[Iron Shot]], [[Poison Arrow]], and [[Lehudib's Crystal Spear]]).&lt;br /&gt;
**The following spells will affect allied plants as described:&lt;br /&gt;
***[[Orbs of Destruction]] cannot pass through.&lt;br /&gt;
***[[Battlesphere]]s' beams cannot pass through.&lt;br /&gt;
***[[Fireball]] can pass through, but the resulting explosion will harm allied plants.&lt;br /&gt;
***Enchantments like [[Pain]], [[Confuse]], etc. can not pass through, though they will not affect the plant.&lt;br /&gt;
***Fedhas protects allied plants from the clouds produced by [[Ignite Poison]], [[Freezing Cloud]], [[Ring of Flames]], and [[Glaciate]], but not from [[Tornado]].&lt;br /&gt;
***Fedhas protects allied plants from the explosions of [[Lee's Rapid Deconstruction]] and [[Ignition]], but not from [[Fulminant Prism]].&lt;br /&gt;
**[[Static Discharge]], [[Ozocubu's Refrigeration]], [[Conjure Ball Lightning]], [[Chain Lightning]], [[Shatter]], and [[Fire Storm]] will harm allied plants.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*prior to [[0.24]], Fedhas did not allow the undead to worship them, and Fedhas abilities had a food cost. In addition to that Fedhas' abilities were greatly reworked.&lt;br /&gt;
*Prior to [[0.22]], Evolution was granted at *, and Sunlight was granted at **.&lt;br /&gt;
*Prior to [[0.21]], Fedhas abilities used [[fruit]]s rather than rations.&lt;br /&gt;
*Prior to [[0.15]], worshipers of Fedhas could not cast [[Sublimation of Blood]] without incurring piety loss and/or penance.&lt;br /&gt;
*Prior to [[0.8]], Decomposition was accomplished as an ability, not through prayer.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Hittem</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fedhas_Madash&amp;diff=51536</id>
		<title>Fedhas Madash</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fedhas_Madash&amp;diff=51536"/>
				<updated>2020-01-15T19:49:37Z</updated>
		
		<summary type="html">&lt;p&gt;Hittem: change fedhas to include all the now stable changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
[[File:Fedhas altar.png]] ''&amp;quot;Spread life and death.&amp;quot;''&lt;br /&gt;
{{flavour|The god of plant and fungal life, Fedhas Madash demands that followers encourage the decomposition of corpses. Fedhas also forbids followers from harming any species under Fedhas' protection, and from using any necromantic effects that interfere with corpses. In return Fedhas grants a number of abilities that promote the growth of plants and fungi. These abilities may incidentally prove useful to adventurers.&lt;br /&gt;
&lt;br /&gt;
Plants and fungi will not attack Fedhas' worshippers without provocation. Fedhas' worshippers may walk through plants or fungi, and even fire missiles or spells through them without causing harm. Fedhas grants the ability to promote plants and fungi into stronger species. Followers can eventually grow a wall of plants and create explosive spores from corpses. They are also granted some control over the weather, being able to call sunlight and eventually rainstorms.&lt;br /&gt;
&lt;br /&gt;
Fedhas likes it when you promote the decay of nearby corpses by praying.&lt;br /&gt;
&lt;br /&gt;
Fedhas dislikes it when you or your allies destroy plants or allied flora die. Fedhas strongly dislikes it when you use necromancy on corpses, chunks or skeletons.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s are also unable to worship Fedhas (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
* Killing [[natural]], [[undead]], [[demonic]], [[holy]], or [[nonliving]] creatures.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*You or your allies destroying plants. (Piety loss)&lt;br /&gt;
*Attacking allied flora. (Piety loss)&lt;br /&gt;
*Allowing allied flora to die. Wandering mushrooms dying from running out of HD doesn't count. (Piety loss)&lt;br /&gt;
*Using [[List of spells by flag#Corpse_violating|corpse-violating]] spells. These include Animate Dead and other spells that affect corpses or chunks, as well as [[Necromutation]] (which violates your ''own'' corpse). (Penance)&lt;br /&gt;
**[[Necromancy]] spells that don't affect corpses, such as [[Regeneration]], [[Pain]], [[Bolt of Draining]], or [[Sublimation of Blood]] are allowed, as is [[Corpse Rot]] (accelerated decay is still decay).&lt;br /&gt;
**If you are not sure whether a spell is allowed, check to see if it is highlighted in red.&lt;br /&gt;
&lt;br /&gt;
==Given abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Fungal&amp;quot;&lt;br /&gt;
*All plants are friendly towards you. (Passive). Note this includes strong monsters like [[oklob plant]]s and [[thorn hunter]]s.&lt;br /&gt;
*You can walk through plants, though it takes 50% longer than normal to do so. (Passive)&lt;br /&gt;
*You can fire through all allied plant-type creatures without harming them. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Green [Species]&amp;quot;&lt;br /&gt;
* You can encircle yourself with summoned [[briar patch]]es.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Cultivator&amp;quot;&lt;br /&gt;
* You can grow a [[ballistomycete]], which can damage and confuse enemy monsters. Or you and your allies if you're not careful!&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Fruitful&amp;quot;&lt;br /&gt;
* You can transform dungeon walls and trees into plant allies.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Photosynthesist&amp;quot;&lt;br /&gt;
* You can grow an [[oklob plant]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Green Death&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Force of Nature&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
Plants spawned by Fedhas are improved by [[Invocations]] skill; eg, oklobs' rate of fire is improved.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Fedhas does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
It is Fedhas's considered opinion that offenders against the natural order (Fedhas) simply need more exposure to nature to realize the error of their ways. Accordingly, Fedhas provides said nature, in the form of pure elemental destruction, waves of giant spores rising from nearby corpses, and, for the truly incorrigible, surrounding rings of animate mushrooms and acid-spitting oklobs.}}&lt;br /&gt;
&lt;br /&gt;
During penance, Fedhas will occasionally punish you with one of the following forms of [[divine retribution]]:&lt;br /&gt;
&lt;br /&gt;
*The elements will be invoked against you. This equates to a random [[Ice Magic]], [[Earth Magic]], [[Fire Magic]], or [[Air Magic]] [[miscast]].&lt;br /&gt;
*Hostile plants (biased towards oklobs) will grow around you. This effect will only happen when abandoning Fedhas, never when simply under penance.&lt;br /&gt;
*Corpses in line of sight will produce hostile spores.&lt;br /&gt;
*All previously neutral or allied plants will also turn hostile upon abandonment or excommunication.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Fedhas' abilities may seem less powerful than those of many other gods, but they are still more than capable of proving devastating in combat. Creating a wall of plants, oklobs, or wandering mushrooms between you and approaching enemies will slow them down, giving you several turns to attack at range in safety. A ring of shallow water will hamper attacking enemies, while a ring of deep water will stop them in their tracks (though unless you're playing an aquatic species or are capable of flight or blinking, escaping the ring yourself may be tricky). [[Merfolk]] especially benefit here, as fighting from water grants them a significant bonus to [[ev]]asion, while large species ([[troll]]s, [[ogre]]s, [[centaur]]s, and [[naga]]s), [[barachim]], and [[octopode]]s are not penalized for fighting in shallow water. The explosions from giant spores may be unlikely to kill any major threat outright, but the confusion they induce allows opportunities for [[stabbing]], and can insta-kill opponents that wander into deep water. Even Fedhas' granted allies are unusual; oklob plants are devastating and can fire through each other's tiles, but can only attack things within their range, and wandering mushrooms can injure and confuse opponents without poison resistance, but run out of HD after enough attacks.&lt;br /&gt;
&lt;br /&gt;
*Try to use Fedhas' abilities creatively to prepare traps for enemies to blunder into. Creating a large oklob plant farm just outside of a branch end will allow you to lure powerful enemies to an acidic doom (bear in mind that as piety is plentiful and rations are not, it's cheaper to use Rain to generate plants than Growth). You can use a combination of Rain and Sunlight to create single tile pathways with deep water on both sides; confuse enemies halfway across to drown them with ease. You can even use Sunlight afterwards to dry up the water and claim the loot and corpses. Generated water tiles can also be used to create interesting [[cloud]] effects; cast [[Bolt of Cold]] on enemies in a watery hallway to fill it with freezing clouds, dealing extra [[cold]] damage each turn, or [[Bolt of Fire]]/[[Conjure Flame]] to generate billowing clouds of [[line of sight]]-blocking [[steam]].&lt;br /&gt;
&lt;br /&gt;
*Bear in mind that Rain can also be used to permanently seal off areas you don't want monsters getting out of. A couple uses can block off a dangerous vault, for instance, or keep overly dangerous [[unique]]s trapped in a section of the floor you're willing to abandon. Of course, this won't stop monsters that can fly or swim.&lt;br /&gt;
&lt;br /&gt;
*Apart from Sunlight's obvious uses (increasing your accuracy against nimble enemies and drying up deep water), bear in mind that it can also reveal [[invisible]] monsters, and that stranding aquatic opponents on dry land is an effective way to defeat them from a safe range (though they may manage to flop back into water if any is nearby).&lt;br /&gt;
&lt;br /&gt;
*The Reproduction ability can be devastating if used correctly, but requires caution. Spore explosions automatically confuse anything that is of [[natural]] [[holiness]] and which lacks magic immunity, regardless of [[poison]] or [[magic resistance]]. This includes you, so never cast it at nearby corpses. Ranged fighters can &amp;quot;create&amp;quot; a single corpse in a group of enemies, then use Reproduction to hit the group several times over.&lt;br /&gt;
**[[Giant spore]]s won't follow your orders. Don't waste turns.&lt;br /&gt;
&lt;br /&gt;
*Kills from oklob plants and wandering mushrooms count as kills by summons, granting reduced XP. Kills from spores grant full XP.&lt;br /&gt;
&lt;br /&gt;
*Don't worry too much about letting allied plants die, as the penalty is only 1 piety, or about 1 corpse's worth. Do, however, avoid killing plants yourself, as that incurs a much greater penalty. In particular, accidentally drowning part of your own oklob farm is a good way to get a [[YASD]] (see [http://i.imgur.com/Uezq4bc.png here]).&lt;br /&gt;
&lt;br /&gt;
*Along with improving your ability success rate, improving [[Invocations]] also improves the power of your abilities: your oklob plants will fire more often and for more damage, your wandering mushrooms will generate with additional HD, your plants will be more durable, and your Rain will generate more rain clouds.&lt;br /&gt;
&lt;br /&gt;
*Be aware that your ability to fire through allied plants does not apply to every spell in the game; some will inflict friendly fire and cost you piety.&lt;br /&gt;
**The following spells can pass through allied plants without harming them: [[Flame Tongue]], [[Magic Dart]], [[Shock]], [[Sting]], [[Throw Flame]], [[Throw Frost]], [[Mephitic Cloud]], [[Stone Arrow]], [[Iskenderun's Mystic Blast]] (even if it explodes), [[Bolt of Magma]], [[Lightning Bolt]], [[Venom Bolt]], [[Bolt of Cold]], [[Bolt of Draining]], [[Bolt of Fire]], [[Iron Shot]], [[Poison Arrow]], [[Lehudib's Crystal Spear]], and [[Thunderbolt]] ([[lightning rod]]).&lt;br /&gt;
**The following spells will affect allied plants as described:&lt;br /&gt;
***[[Orbs of Destruction]] cannot pass through.&lt;br /&gt;
***[[Battlesphere]]s' beams cannot pass through.&lt;br /&gt;
***[[Fireball]] can pass through, but the resulting explosion will harm allied plants.&lt;br /&gt;
***Enchantments like [[Agony]], [[Dispel Undead]], [[Pain]], [[Confuse]], etc. can not pass through, though they will not affect the plant.&lt;br /&gt;
***Fedhas protects allied plants from the clouds produced by [[Ignite Poison]], [[Freezing Cloud]], [[Ring of Flames]], and [[Glaciate]], but not from [[Tornado]].&lt;br /&gt;
***Fedhas protects allied plants from the explosions of [[Lee's Rapid Deconstruction]] and [[Ignition]], but not from [[Fulminant Prism]].&lt;br /&gt;
**[[Static Discharge]], [[Ozocubu's Refrigeration]], [[Conjure Ball Lightning]], [[Chain Lightning]], [[Shatter]], and [[Fire Storm]] will harm allied plants.&lt;br /&gt;
&lt;br /&gt;
*Winning a 3-rune ascension with Fedhas is perfectly reasonable, but getting a 15-rune victory is significantly harder. Fedhas is one of the least effective gods in the extended end-game; their abilities burn through piety quickly, and the near-absence of corpses in [[the Abyss]], the [[Hell]]s, and [[Pandemonium]] will leave you with very little ammunition to work with. On top of that, many of their abilities are ineffective against demons: spores can't confuse them, and most demons fly right over deep water.&lt;br /&gt;
&lt;br /&gt;
*Rations are finite. If you're running low on rations and find a [[scroll of acquirement]], you can acquire more. Food [[shop]]s can also be helpful, as rations are cheap. Scumming Pandemonium/Abyss/Ziggurats could theoretically give you an infinite number of rations, but by that time you will likely have no use for Fedhas.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*prior to [[0.24]], Fedhas did not allow the undead to worship them, and Fedhas abilities had a food cost. In addition to that Fedhas' abilities were greatly reworked.&lt;br /&gt;
*Prior to [[0.22]], Evolution was granted at *, and Sunlight was granted at **.&lt;br /&gt;
*Prior to [[0.21]], Fedhas abilities used [[fruit]]s rather than rations.&lt;br /&gt;
*Prior to [[0.15]], worshipers of Fedhas could not cast [[Sublimation of Blood]] without incurring piety loss and/or penance.&lt;br /&gt;
*Prior to [[0.8]], Decomposition was accomplished as an ability, not through prayer.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Hittem</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fedhas_Madash&amp;diff=51535</id>
		<title>Fedhas Madash</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fedhas_Madash&amp;diff=51535"/>
				<updated>2020-01-15T19:41:34Z</updated>
		
		<summary type="html">&lt;p&gt;Hittem: /* Appreciates */ update Fedhas appreciation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
[[File:Fedhas altar.png]] ''&amp;quot;Spread life and death.&amp;quot;''&lt;br /&gt;
{{flavour|The god of plant and fungal life, Fedhas Madash demands that followers encourage the decomposition of corpses. Fedhas also forbids followers from harming any species under Fedhas' protection, and from using any necromantic effects that interfere with corpses. In return Fedhas grants a number of abilities that promote the growth of plants and fungi. These abilities may incidentally prove useful to adventurers.&lt;br /&gt;
&lt;br /&gt;
Plants and fungi will not attack Fedhas' worshippers without provocation. Fedhas' worshippers may walk through plants or fungi, and even fire missiles or spells through them without causing harm. Fedhas grants the ability to promote plants and fungi into stronger species. Followers can eventually grow a wall of plants and create explosive spores from corpses. They are also granted some control over the weather, being able to call sunlight and eventually rainstorms.&lt;br /&gt;
&lt;br /&gt;
Fedhas likes it when you promote the decay of nearby corpses by praying.&lt;br /&gt;
&lt;br /&gt;
Fedhas dislikes it when you or your allies destroy plants or allied flora die. Fedhas strongly dislikes it when you use necromancy on corpses, chunks or skeletons.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
Fedhas does not accept [[undead]] worshipers ([[Ghoul]]s, [[Mummies]], or [[Vampire]]s), most likely because they violate the natural cycle of life. [[Demigod]]s are also unable to worship Fedhas (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
* Killing [[natural]], [[undead]], [[demonic]], [[holy]], or [[nonliving]] creatures.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*You or your allies destroying plants. (Piety loss)&lt;br /&gt;
*Attacking allied flora. (Piety loss)&lt;br /&gt;
*Allowing allied flora to die. Wandering mushrooms dying from running out of HD doesn't count. (Piety loss)&lt;br /&gt;
*Using [[List of spells by flag#Corpse_violating|corpse-violating]] spells. These include Animate Dead and other spells that affect corpses or chunks, as well as [[Necromutation]] (which violates your ''own'' corpse). (Penance)&lt;br /&gt;
**[[Necromancy]] spells that don't affect corpses, such as [[Regeneration]], [[Pain]], [[Bolt of Draining]], or [[Sublimation of Blood]] are allowed, as is [[Corpse Rot]] (accelerated decay is still decay).&lt;br /&gt;
**If you are not sure whether a spell is allowed, check to see if it is highlighted in red.&lt;br /&gt;
&lt;br /&gt;
==Given abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Fungal&amp;quot;&lt;br /&gt;
*All plants are friendly towards you. (Passive)&lt;br /&gt;
*You can walk through plants, though it takes 50% longer than normal to do so. (Passive)&lt;br /&gt;
*You can fire through all allied plant-type creatures without harming them. (Passive)&lt;br /&gt;
*Fedhas will cause all corpses remaining on the current floor to instantly decay when you leave. This generates piety. (Passive)&lt;br /&gt;
*'''Fungal Bloom''' - Causes all corpses in your field of vision to instantly decay. Corpses with a monster on top of them will not be affected. It turns corpses into [[skeleton]]s, [[zombie]]s into [[skeleton (monster)|skeletons]] (or destroys them outright if they lack bones), destroys ghoul genus monsters, and causes friendly [[toadstool]]s to grow. Any monsters defeated this way grant piety but no XP. (Free)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Green [Species]&amp;quot;&lt;br /&gt;
*'''Sunlight''' - Targeted ability with a small area of effect, inflicts back lit status (same as [[Corona]], but irresistible), and evaporates water (deep water turns to shallow water and shallow water turns to dry land). (2 MP, 50-100 Hunger)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Cultivator&amp;quot;&lt;br /&gt;
*'''Evolution''' - Uses 2 rations or piety to turn one targeted plant in your line of sight into a stronger species under your control. (Costs 2 MP plus the following additional costs):&lt;br /&gt;
**[[Plant]], [[Bush]], [[Burning bush]] -&amp;gt; [[Oklob plant]] (Costs 2 rations)&lt;br /&gt;
**[[Oklob sapling]] -&amp;gt; [[Oklob plant]] (Costs 4 piety)&lt;br /&gt;
**[[Toadstool]] -&amp;gt; [[Wandering mushroom]] (Costs 2 piety)&lt;br /&gt;
**[[Fungus]] -&amp;gt; Wandering mushroom (Costs 3 piety)&lt;br /&gt;
**[[Ballistomycete]] -&amp;gt; [[Hyperactive ballistomycete]] (Costs 4 piety).&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Fruitful&amp;quot;&lt;br /&gt;
*'''Growth''' - Creates plants in a circle around you and costs 2 rations per plant. If a complete circle can't be placed, then the plants are placed on open squares closest to monsters. Lets you choose how many plants to spawn and preview where they will be placed. Canceling and retrying the ability may give you a different arrangement. (2 MP, 2 rations per plant)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Photosynthesist&amp;quot;&lt;br /&gt;
*'''Reproduction''' - Creates [[ballistomycete spore]]s from corpses in your field of vision to attack your enemies. (4 MP, 100-200 Hunger)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Green Death&amp;quot;&lt;br /&gt;
*'''Rain''' - Creates a circle of water around you. The floor becomes shallow water, shallow water becomes deep water. Tiles with monsters in them cannot be turned to deep water. This ability also spawns random plants and fungus, and removes [[Sticky Flame]]. (4 MP, 150-300 Hunger, 4-6 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Force of Nature&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
Plants spawned by Fedhas are improved by [[Invocations]] skill; eg, oklobs' rate of fire is improved.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Fedhas does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
It is Fedhas's considered opinion that offenders against the natural order (Fedhas) simply need more exposure to nature to realize the error of their ways. Accordingly, Fedhas provides said nature, in the form of pure elemental destruction, waves of giant spores rising from nearby corpses, and, for the truly incorrigible, surrounding rings of animate mushrooms and acid-spitting oklobs.}}&lt;br /&gt;
&lt;br /&gt;
During penance, Fedhas will occasionally punish you with one of the following forms of [[divine retribution]]:&lt;br /&gt;
&lt;br /&gt;
*The elements will be invoked against you. This equates to a random [[Ice Magic]], [[Earth Magic]], [[Fire Magic]], or [[Air Magic]] [[miscast]].&lt;br /&gt;
*Hostile plants (biased towards oklobs) will grow around you. This effect will only happen when abandoning Fedhas, never when simply under penance.&lt;br /&gt;
*Corpses in line of sight will produce hostile spores.&lt;br /&gt;
*All previously neutral or allied plants will also turn hostile upon abandonment or excommunication.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Fedhas' abilities may seem less powerful than those of many other gods, but they are still more than capable of proving devastating in combat. Creating a wall of plants, oklobs, or wandering mushrooms between you and approaching enemies will slow them down, giving you several turns to attack at range in safety. A ring of shallow water will hamper attacking enemies, while a ring of deep water will stop them in their tracks (though unless you're playing an aquatic species or are capable of flight or blinking, escaping the ring yourself may be tricky). [[Merfolk]] especially benefit here, as fighting from water grants them a significant bonus to [[ev]]asion, while large species ([[troll]]s, [[ogre]]s, [[centaur]]s, and [[naga]]s), [[barachim]], and [[octopode]]s are not penalized for fighting in shallow water. The explosions from giant spores may be unlikely to kill any major threat outright, but the confusion they induce allows opportunities for [[stabbing]], and can insta-kill opponents that wander into deep water. Even Fedhas' granted allies are unusual; oklob plants are devastating and can fire through each other's tiles, but can only attack things within their range, and wandering mushrooms can injure and confuse opponents without poison resistance, but run out of HD after enough attacks.&lt;br /&gt;
&lt;br /&gt;
*Try to use Fedhas' abilities creatively to prepare traps for enemies to blunder into. Creating a large oklob plant farm just outside of a branch end will allow you to lure powerful enemies to an acidic doom (bear in mind that as piety is plentiful and rations are not, it's cheaper to use Rain to generate plants than Growth). You can use a combination of Rain and Sunlight to create single tile pathways with deep water on both sides; confuse enemies halfway across to drown them with ease. You can even use Sunlight afterwards to dry up the water and claim the loot and corpses. Generated water tiles can also be used to create interesting [[cloud]] effects; cast [[Bolt of Cold]] on enemies in a watery hallway to fill it with freezing clouds, dealing extra [[cold]] damage each turn, or [[Bolt of Fire]]/[[Conjure Flame]] to generate billowing clouds of [[line of sight]]-blocking [[steam]].&lt;br /&gt;
&lt;br /&gt;
*Bear in mind that Rain can also be used to permanently seal off areas you don't want monsters getting out of. A couple uses can block off a dangerous vault, for instance, or keep overly dangerous [[unique]]s trapped in a section of the floor you're willing to abandon. Of course, this won't stop monsters that can fly or swim.&lt;br /&gt;
&lt;br /&gt;
*Apart from Sunlight's obvious uses (increasing your accuracy against nimble enemies and drying up deep water), bear in mind that it can also reveal [[invisible]] monsters, and that stranding aquatic opponents on dry land is an effective way to defeat them from a safe range (though they may manage to flop back into water if any is nearby).&lt;br /&gt;
&lt;br /&gt;
*The Reproduction ability can be devastating if used correctly, but requires caution. Spore explosions automatically confuse anything that is of [[natural]] [[holiness]] and which lacks magic immunity, regardless of [[poison]] or [[magic resistance]]. This includes you, so never cast it at nearby corpses. Ranged fighters can &amp;quot;create&amp;quot; a single corpse in a group of enemies, then use Reproduction to hit the group several times over.&lt;br /&gt;
**[[Giant spore]]s won't follow your orders. Don't waste turns.&lt;br /&gt;
&lt;br /&gt;
*Kills from oklob plants and wandering mushrooms count as kills by summons, granting reduced XP. Kills from spores grant full XP.&lt;br /&gt;
&lt;br /&gt;
*Don't worry too much about letting allied plants die, as the penalty is only 1 piety, or about 1 corpse's worth. Do, however, avoid killing plants yourself, as that incurs a much greater penalty. In particular, accidentally drowning part of your own oklob farm is a good way to get a [[YASD]] (see [http://i.imgur.com/Uezq4bc.png here]).&lt;br /&gt;
&lt;br /&gt;
*Along with improving your ability success rate, improving [[Invocations]] also improves the power of your abilities: your oklob plants will fire more often and for more damage, your wandering mushrooms will generate with additional HD, your plants will be more durable, and your Rain will generate more rain clouds.&lt;br /&gt;
&lt;br /&gt;
*Be aware that your ability to fire through allied plants does not apply to every spell in the game; some will inflict friendly fire and cost you piety.&lt;br /&gt;
**The following spells can pass through allied plants without harming them: [[Flame Tongue]], [[Magic Dart]], [[Shock]], [[Sting]], [[Throw Flame]], [[Throw Frost]], [[Mephitic Cloud]], [[Stone Arrow]], [[Iskenderun's Mystic Blast]] (even if it explodes), [[Bolt of Magma]], [[Lightning Bolt]], [[Venom Bolt]], [[Bolt of Cold]], [[Bolt of Draining]], [[Bolt of Fire]], [[Iron Shot]], [[Poison Arrow]], [[Lehudib's Crystal Spear]], and [[Thunderbolt]] ([[lightning rod]]).&lt;br /&gt;
**The following spells will affect allied plants as described:&lt;br /&gt;
***[[Orbs of Destruction]] cannot pass through.&lt;br /&gt;
***[[Battlesphere]]s' beams cannot pass through.&lt;br /&gt;
***[[Fireball]] can pass through, but the resulting explosion will harm allied plants.&lt;br /&gt;
***Enchantments like [[Agony]], [[Dispel Undead]], [[Pain]], [[Confuse]], etc. can not pass through, though they will not affect the plant.&lt;br /&gt;
***Fedhas protects allied plants from the clouds produced by [[Ignite Poison]], [[Freezing Cloud]], [[Ring of Flames]], and [[Glaciate]], but not from [[Tornado]].&lt;br /&gt;
***Fedhas protects allied plants from the explosions of [[Lee's Rapid Deconstruction]] and [[Ignition]], but not from [[Fulminant Prism]].&lt;br /&gt;
**[[Static Discharge]], [[Ozocubu's Refrigeration]], [[Conjure Ball Lightning]], [[Chain Lightning]], [[Shatter]], and [[Fire Storm]] will harm allied plants.&lt;br /&gt;
&lt;br /&gt;
*Winning a 3-rune ascension with Fedhas is perfectly reasonable, but getting a 15-rune victory is significantly harder. Fedhas is one of the least effective gods in the extended end-game; their abilities burn through piety quickly, and the near-absence of corpses in [[the Abyss]], the [[Hell]]s, and [[Pandemonium]] will leave you with very little ammunition to work with. On top of that, many of their abilities are ineffective against demons: spores can't confuse them, and most demons fly right over deep water.&lt;br /&gt;
&lt;br /&gt;
*Rations are finite. If you're running low on rations and find a [[scroll of acquirement]], you can acquire more. Food [[shop]]s can also be helpful, as rations are cheap. Scumming Pandemonium/Abyss/Ziggurats could theoretically give you an infinite number of rations, but by that time you will likely have no use for Fedhas.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.22]], Evolution was granted at *, and Sunlight was granted at **.&lt;br /&gt;
*Prior to [[0.21]], Fedhas abilities used [[fruit]]s rather than rations.&lt;br /&gt;
*Prior to [[0.15]], worshipers of Fedhas could not cast [[Sublimation of Blood]] without incurring piety loss and/or penance.&lt;br /&gt;
*Prior to [[0.8]], Decomposition was accomplished as an ability, not through prayer.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Hittem</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Realm_of_Zot&amp;diff=51534</id>
		<title>The Realm of Zot</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Realm_of_Zot&amp;diff=51534"/>
				<updated>2020-01-15T19:35:25Z</updated>
		
		<summary type="html">&lt;p&gt;Hittem: /* Common monsters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
''Zot redirects here. For the mythical wizard said to have created the [[Orb of Zot]], see [[Zot (mythical wizard)]].''&lt;br /&gt;
{{flavour|The Realm of Zot is a region of the dungeon that is so terrifying, so full of madness, frenzy and lunacy, that it has been locked securely against random trespassers. Only the most demented adventurers would dare gather the required keys, break the seal and penetrate deeper — all in the vain hope for a fabled artefact no one has ever laid eyes on before.&lt;br /&gt;
&lt;br /&gt;
The entrance to this branch can be found on level 5 of the Depths.&lt;br /&gt;
&lt;br /&gt;
This branch can only be entered while carrying at least 3 runes of Zot.&lt;br /&gt;
&lt;br /&gt;
This branch is 5 levels deep.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Zot entry.png]] '''The Realm of Zot''' is the final [[branch]] in the game. It houses the goal of your quest, the legendary [[Orb of Zot]], but its ferocious guardians won't let you just walk in and take it without a fight...&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
The Realm of Zot is 5 floors deep. A single [[rune lock|locked]] portal to the Realm can be found on the 5th floor of [[the Depths]]. To unlock it, you will need at least three [[runes of Zot]], acquired by clearing other branches.&lt;br /&gt;
&lt;br /&gt;
The layout of the Realm of Zot is occasionally similar to the [[Elven Halls]] (a series of small and large rooms interconnected by narrow corridors), though each floor has a high chance of instead being a massive floor-wide [[vault]] with wide hallways and a generally symmetrical layout. The mere proximity of the Orb warps space throughout the Realm, interfering with certain kinds of [[Translocations]]: [[teleport]]s are delayed by 8-14 turns, [[Controlled Blink]]s and [[scroll of blinking|scrolls of blinking]] become uncontrolled [[blink]]s, and [[Passage of Golubria]] does not function.&lt;br /&gt;
&lt;br /&gt;
The [[Zot:5|final floor]] of the Realm of Zot houses the [[Orb of Zot]]. It is defended by some of the most dangerous monsters you will face in a vault designed to make reckless behavior extremely risky. As with the first four floors, [[Controlled Blink]]s and [[scroll of blinking|scrolls of blinking]] are more random, and since the biggest open areas available are filled with several of the nastiest opponents in the game, [[teleport]]ing is a much less reliable panic button here than it is elsewhere.&lt;br /&gt;
&lt;br /&gt;
Visiting and clearing the Realm of Zot can be done long before you decide you've collected enough runes and are ready to win the game, and doing so will likely provide you with useful items and a significant amount of [[experience]]. It isn't until you actually pick up the Orb itself that the game enters its final stage. Read the [[Orb of Zot]] article for details on the Orb, the ascension run, and winning the game.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
===Common monsters===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Brown|d}} [[File:Draconian (monster).png]] '''[[List of draconians|Draconians]] || {{monsterlink|Moth of wrath}} || {{monsterlink|Ghost moth}} || {{monsterlink|Death cob}} &lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Shadow dragon}} || {{monsterlink|Golden dragon}} || {{monsterlink|Quicksilver dragon}} ||  {{monsterlink|Storm dragon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Tentacled monstrosity}} ||  {{monsterlink|Curse toe}} ||  {{monsterlink|Killer Klown}} || {{monsterlink|Electric golem}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dangerous monsters===&lt;br /&gt;
{{monsterlink|Ancient lich}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Orb of fire}}&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
The first four floors of the Realm of Zot can be cleared as soon as you've acquired 3 [[runes of Zot]] and reached the entrance on Depths:5, but doing so without preparations for its many threats can be extremely costly:&lt;br /&gt;
*The [[list of draconians|bands of draconians]] you encounter have a wide variety of abilities at their disposal; engaging an entire band at once will give them time to [[corrode]] you, [[rot]] you, blast you with [[damnation]] or powerful [[Conjurations]], lock down your ability to teleport away, or simply beat you to death. Whenever possible, try to break up the band and take them out one or two at a time, and if possible change your resistances to match the threats you face at the moment. Also, be aware that draconians lack [[see invisible]]; an invisible player has a significant advantage when facing them.&lt;br /&gt;
*Due to the rock and stone [[wall]]s of Zot and their ability to [[multizap]], electric golems can inflict staggering amounts of [[electricity]] damage very quickly. While it isn't necessary to keep up electricity resistance at all times, be ready to have it as soon as an electric golem appears. As they are fairly rare, a few [[potions of resistance]] should be sufficient. This also applies to storm dragons, but they're significantly more survivable without it.&lt;br /&gt;
*Most of the time, [[Killer Klown]]s aren't too dangerous. However, their melee attacks inflict extremely random effects, and they can occasionally get lucky and deal heavy damage or undesirable [[status effects]] with a single blow. If possible, kill or soften them up from a distance before engaging in melee. Their single most damaging attack is their cold attack, so having rC+ is usually a good idea when fighting them.&lt;br /&gt;
*[[Curse toe]]s are one of the only sources of [[torment]] in Zot, and charging in to face one will rapidly deplete your [[HP]] and force you to fight your way through a horde of nasty fungal foes. Lure them into range around a corner to take away their biggest advantage, and don't waste time on their summons if you have the chance to attack the toe.&lt;br /&gt;
*By far the most dangerous opponents in Zot are the [[orbs of fire]]. These opponents can do tremendous amounts of [[fire]] damage very rapidly, and will pile [[bad mutations]] on you if you don't have [[mutation resistance]]. On top of that, they are extremely durable. Unless you are extremely confident in your skills, don't explore Zot without a bare minimum of rF+, and avoid actually fighting orbs of fire without rF++ or better.&lt;br /&gt;
&lt;br /&gt;
The fifth and final floor of the Realm of Zot is taken up almost entirely by the sprawling Orb chamber. See the [[Zot:5]] article for details on how to handle the Orb chamber and its guardians.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Since [[0.20]], scrolls of blinking behave like an uncontrolled blink when on a Zot level.&lt;br /&gt;
*Prior to [[0.19]], the translocations restrictions of the [[Orb of Zot]] did not apply to the entire Realm of Zot&lt;br /&gt;
*Before the removal of [[teleport control]] in [[0.17]], [[teleport control]] was disabled on Zot:5&lt;br /&gt;
*Prior to [[0.14]] (and the introduction of [[the Depths]]), the entrance to the Realm of Zot was found on Dungeon:27.&lt;br /&gt;
*Prior to [[0.13]], floor layouts in Zot were never full-floor [[vault]]s, and narrow corridors were much more common.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>Hittem</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Realm_of_Zot&amp;diff=51533</id>
		<title>The Realm of Zot</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Realm_of_Zot&amp;diff=51533"/>
				<updated>2020-01-15T19:35:00Z</updated>
		
		<summary type="html">&lt;p&gt;Hittem: /* Common monsters */ made common monsters display all monsters in pop_entry pop_zot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
''Zot redirects here. For the mythical wizard said to have created the [[Orb of Zot]], see [[Zot (mythical wizard)]].''&lt;br /&gt;
{{flavour|The Realm of Zot is a region of the dungeon that is so terrifying, so full of madness, frenzy and lunacy, that it has been locked securely against random trespassers. Only the most demented adventurers would dare gather the required keys, break the seal and penetrate deeper — all in the vain hope for a fabled artefact no one has ever laid eyes on before.&lt;br /&gt;
&lt;br /&gt;
The entrance to this branch can be found on level 5 of the Depths.&lt;br /&gt;
&lt;br /&gt;
This branch can only be entered while carrying at least 3 runes of Zot.&lt;br /&gt;
&lt;br /&gt;
This branch is 5 levels deep.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Zot entry.png]] '''The Realm of Zot''' is the final [[branch]] in the game. It houses the goal of your quest, the legendary [[Orb of Zot]], but its ferocious guardians won't let you just walk in and take it without a fight...&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
The Realm of Zot is 5 floors deep. A single [[rune lock|locked]] portal to the Realm can be found on the 5th floor of [[the Depths]]. To unlock it, you will need at least three [[runes of Zot]], acquired by clearing other branches.&lt;br /&gt;
&lt;br /&gt;
The layout of the Realm of Zot is occasionally similar to the [[Elven Halls]] (a series of small and large rooms interconnected by narrow corridors), though each floor has a high chance of instead being a massive floor-wide [[vault]] with wide hallways and a generally symmetrical layout. The mere proximity of the Orb warps space throughout the Realm, interfering with certain kinds of [[Translocations]]: [[teleport]]s are delayed by 8-14 turns, [[Controlled Blink]]s and [[scroll of blinking|scrolls of blinking]] become uncontrolled [[blink]]s, and [[Passage of Golubria]] does not function.&lt;br /&gt;
&lt;br /&gt;
The [[Zot:5|final floor]] of the Realm of Zot houses the [[Orb of Zot]]. It is defended by some of the most dangerous monsters you will face in a vault designed to make reckless behavior extremely risky. As with the first four floors, [[Controlled Blink]]s and [[scroll of blinking|scrolls of blinking]] are more random, and since the biggest open areas available are filled with several of the nastiest opponents in the game, [[teleport]]ing is a much less reliable panic button here than it is elsewhere.&lt;br /&gt;
&lt;br /&gt;
Visiting and clearing the Realm of Zot can be done long before you decide you've collected enough runes and are ready to win the game, and doing so will likely provide you with useful items and a significant amount of [[experience]]. It isn't until you actually pick up the Orb itself that the game enters its final stage. Read the [[Orb of Zot]] article for details on the Orb, the ascension run, and winning the game.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
===Common monsters===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Brown|d}} [[File:Draconian (monster).png]] '''[[List of draconians|Draconians]] || {{monsterlink|Moth of wrath}} || {{monsterlink|Ghost moth}} || {{monsterlink|Death cob}} &lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Shadow dragon}} || {{monsterlink|Golden dragon}} || {{monsterlink|Quicksilver dragon}} ||  {{monsterlink|Storm dragon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Tentacled monstrosity}} ||  {{monsterlink|Curse toe}} ||  {{monsterlink|Killer Klown}} || {{monsterlink|Electric golem}} &lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Orb of fire}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dangerous monsters===&lt;br /&gt;
{{monsterlink|Ancient lich}}&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Orb of fire}}&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
The first four floors of the Realm of Zot can be cleared as soon as you've acquired 3 [[runes of Zot]] and reached the entrance on Depths:5, but doing so without preparations for its many threats can be extremely costly:&lt;br /&gt;
*The [[list of draconians|bands of draconians]] you encounter have a wide variety of abilities at their disposal; engaging an entire band at once will give them time to [[corrode]] you, [[rot]] you, blast you with [[damnation]] or powerful [[Conjurations]], lock down your ability to teleport away, or simply beat you to death. Whenever possible, try to break up the band and take them out one or two at a time, and if possible change your resistances to match the threats you face at the moment. Also, be aware that draconians lack [[see invisible]]; an invisible player has a significant advantage when facing them.&lt;br /&gt;
*Due to the rock and stone [[wall]]s of Zot and their ability to [[multizap]], electric golems can inflict staggering amounts of [[electricity]] damage very quickly. While it isn't necessary to keep up electricity resistance at all times, be ready to have it as soon as an electric golem appears. As they are fairly rare, a few [[potions of resistance]] should be sufficient. This also applies to storm dragons, but they're significantly more survivable without it.&lt;br /&gt;
*Most of the time, [[Killer Klown]]s aren't too dangerous. However, their melee attacks inflict extremely random effects, and they can occasionally get lucky and deal heavy damage or undesirable [[status effects]] with a single blow. If possible, kill or soften them up from a distance before engaging in melee. Their single most damaging attack is their cold attack, so having rC+ is usually a good idea when fighting them.&lt;br /&gt;
*[[Curse toe]]s are one of the only sources of [[torment]] in Zot, and charging in to face one will rapidly deplete your [[HP]] and force you to fight your way through a horde of nasty fungal foes. Lure them into range around a corner to take away their biggest advantage, and don't waste time on their summons if you have the chance to attack the toe.&lt;br /&gt;
*By far the most dangerous opponents in Zot are the [[orbs of fire]]. These opponents can do tremendous amounts of [[fire]] damage very rapidly, and will pile [[bad mutations]] on you if you don't have [[mutation resistance]]. On top of that, they are extremely durable. Unless you are extremely confident in your skills, don't explore Zot without a bare minimum of rF+, and avoid actually fighting orbs of fire without rF++ or better.&lt;br /&gt;
&lt;br /&gt;
The fifth and final floor of the Realm of Zot is taken up almost entirely by the sprawling Orb chamber. See the [[Zot:5]] article for details on how to handle the Orb chamber and its guardians.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Since [[0.20]], scrolls of blinking behave like an uncontrolled blink when on a Zot level.&lt;br /&gt;
*Prior to [[0.19]], the translocations restrictions of the [[Orb of Zot]] did not apply to the entire Realm of Zot&lt;br /&gt;
*Before the removal of [[teleport control]] in [[0.17]], [[teleport control]] was disabled on Zot:5&lt;br /&gt;
*Prior to [[0.14]] (and the introduction of [[the Depths]]), the entrance to the Realm of Zot was found on Dungeon:27.&lt;br /&gt;
*Prior to [[0.13]], floor layouts in Zot were never full-floor [[vault]]s, and narrow corridors were much more common.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>Hittem</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Attack_flavour&amp;diff=51532</id>
		<title>Attack flavour</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Attack_flavour&amp;diff=51532"/>
				<updated>2020-01-15T19:14:16Z</updated>
		
		<summary type="html">&lt;p&gt;Hittem: fix hornet poison description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
&lt;br /&gt;
Almost all monsters are capable of dealing physical damage to you by attacking in melee, but many of them also cause elemental damage or inflict a wide variety of detrimental [[status effect]]s. What a monster's melee attacks are capable of is determined by the monster's '''[[:Category:Attack flavours|attack flavour]]'''. These modify a monster's melee attacks in many ways, and apply whether the monster is attacking unarmed or while wielding a weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=1 border-style=&amp;quot;solid&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Flavour&lt;br /&gt;
!Example&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Plain flavour|Plain]]&lt;br /&gt;
| {{monsterlink|Goblin}}&lt;br /&gt;
| No special effects.&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Reach flavour|Reaching]]&lt;br /&gt;
| {{Monsterlink|Snapping turtle}}&lt;br /&gt;
| Inherent [[reaching]] (can melee attack from two tiles away).&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Constrict type|Constrict]]&lt;br /&gt;
| {{Monsterlink|Ball python}}&lt;br /&gt;
| Inflicts [[constriction]] (pins victim in place, dealing damage over time).&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Fire flavour|Fire]]&lt;br /&gt;
| {{Monsterlink|Fire bat}}&lt;br /&gt;
| Adds [[HD]] + 1d(HD) - 1 [[fire]] damage. &lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Pure fire flavour|Pure fire]]&lt;br /&gt;
| {{Monsterlink|Fire elemental}}&lt;br /&gt;
| Deals no physical damage. Consists solely of [[HD]] + 1d(HD + 1) + (HD / 2) [[fire]] damage. &lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Sticky flame flavour|Sticky flame]]&lt;br /&gt;
| {{Monsterlink|Very ugly thing}}&lt;br /&gt;
| Has a 5% chance, and an additional 33% chance for attacks dealing 3 or more damage, to apply [[sticky flame]].&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Cold flavour|Cold]]&lt;br /&gt;
| {{Monsterlink|Ice beast}}&lt;br /&gt;
| Adds HD + 1d(HD*2) - 1 [[cold]] damage.&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Electricity flavour|Electricity]]&lt;br /&gt;
| {{Monsterlink|Sky beast}}&lt;br /&gt;
| Adds HD + 1d(HD/2) - 1 [[electricity]] damage.&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Acid flavour|Acid]]&lt;br /&gt;
| {{Monsterlink|Jelly}}&lt;br /&gt;
| The defender is hit with a level 3 [[Acid#Acid_splash|acid splash]].&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Poison flavour|Poison]]&lt;br /&gt;
| {{Monsterlink|Adder}}&lt;br /&gt;
| Inflicts HD*2 to HD*4 poison damage, with a 1 in 3 chance to affect poison-resistant targets. See [[Poison#Poison_Types|poison types]] for specifics.&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Strong poison flavour|Strong poison]]&lt;br /&gt;
| {{Monsterlink|Redback}}&lt;br /&gt;
| Inflicts HD*11/3 to HD*13/2 poison damage, with a 1 in 3 chance to affect poison-resistant targets. See [[Poison#Poison_Types|poison types]] for specifics.&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Paralyse flavour|Paralyse and poison]]&lt;br /&gt;
| {{Monsterlink|Hornet}}&lt;br /&gt;
| If not immune to poison, the defender may be [[slow]]ed, or sometimes [[paralyze]]d, for 1d3 turns, in addition to being poisoned. Poison resistance greatly reduces the chane of getting slowed or paralyzed.&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Reach sting flavour|Reach sting]]&lt;br /&gt;
| {{Monsterlink|Orange demon}}&lt;br /&gt;
| Inherent [[reaching]] and inflicts [[poison]].&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Drown flavour|Drown]]&lt;br /&gt;
| {{Monsterlink|Water nymph}}&lt;br /&gt;
| Attacks do a small amount of [[asphyxiation]] damage.&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Engulf flavour|Engulf]]&lt;br /&gt;
| {{Monsterlink|Water elemental}}&lt;br /&gt;
| Attacks have a chance of engulfing the target, which continuously deals [[asphyxiation]] damage and mimics the effect of [[silence]]. Asphyxiation resistance negates both effects. Moving away from the attacker will break the engulf, but takes twice as long as normal, during which time the attacker cannot engulf the target again.&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Holy flavour|Holy]]&lt;br /&gt;
| {{Monsterlink|Apis}}&lt;br /&gt;
| Does an additional 75% damage against [[evil]] and [[unholy]] targets. This is similar to the [[holy wrath]] weapon brand, but without a random component.&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Distort flavour|Distortion]]&lt;br /&gt;
| {{Monsterlink|Spatial vortex}}&lt;br /&gt;
| Inherent [[distortion]] brand (deals heavy irresistible damage, or causes the target to [[blink]], [[teleport]], or be [[banish]]ed to [[the Abyss]]).&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Pain flavour|Pain]]&lt;br /&gt;
| {{Monsterlink|Grinder}}&lt;br /&gt;
| Inherent [[pain brand]] (deals [[negative energy]] damage based on attacker HD)&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Drain experience flavour|Drain XP]]&lt;br /&gt;
| {{Monsterlink|Wight}}&lt;br /&gt;
| Has a 50% chance of [[draining]] the target (skill penalty vs. player, HP and HD loss vs. monsters). This only has a 3% chance of activating if the attack deals less than 6 damage, and a 33% chance if the attack normally does no damage (i.e., &amp;quot;touch&amp;quot;). In spite of the name, player experience is completely unaffected by this attack flavour.&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Vampiric flavour|Vampiric]]&lt;br /&gt;
| {{Glyph|Vampire}} [[File:Vampire_(monster).png]] [[Vampire_(monster)|Vampire]]&lt;br /&gt;
| Will [[heal]] the attacker for 1d(damage inflicted) if the defender is [[cold-blooded]] or [[warm-blooded]]. Deals normal damage, but has no healing effect, against bloodless defenders.&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Shadow stab flavour|Shadow stab]]&lt;br /&gt;
| {{Monsterlink|Shadow}}&lt;br /&gt;
| When [[invisible]] and not [[Corona|back]][[Aura#Halo|lit]], the monster gains a boost to movement speed, 100% accuracy, and deals 2.5x damage for a single attack. If the victim has [[see invisible]] it negates the extra damage and accuracy, but not the added speed. After the attack, the monster's invisibility ends.&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Rot flavour|Rot]]&lt;br /&gt;
| {{Monsterlink|Necrophage}}&lt;br /&gt;
| The defender has a 33% chance of receiving 2-4 points of [[rot]], or a 5% chance if the attack did 2 or less damage.&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Mutate flavour|Mutate]]&lt;br /&gt;
| {{Monsterlink|Mnoleg}}&lt;br /&gt;
| Each hit has a 25% chance of [[malmutating]] the victim (or [[polymorph]]ing if the defender is a monster).&lt;br /&gt;
|-&lt;br /&gt;
! Drain [[:Category:Drain strength flavour|strength]], [[:Category:Drain dexterity flavour|dexterity]], [[:Category:Drain intelligence flavour|intelligence]], [[:Category:Drain stat flavour|stat]]&lt;br /&gt;
| {{Monsterlink|Quasit}}&lt;br /&gt;
| May deal 1 point of [[stat]] damage to the associated stat (33% chance per attack, or 5% if the attack did no damage. Each rank of [[negative energy]] resistance has a further 33% chance to negate the stat loss.).&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Drain speed flavour|Drain speed]]&lt;br /&gt;
| {{Monsterlink|Wraith}}&lt;br /&gt;
| May [[slow]] the victim.&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Scarab flavour|Scarab]]&lt;br /&gt;
| {{Monsterlink|Death scarab}}&lt;br /&gt;
| Combines vampiric and drain speed.&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Ensnare flavour|Ensnare]]&lt;br /&gt;
| {{Monsterlink|Jumping spider}}&lt;br /&gt;
| If the attack does any damage, it has a 50% chance of trapping the defender in a [[web]].&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Steal flavour|Steal]]&lt;br /&gt;
| {{Monsterlink|Maurice}}&lt;br /&gt;
| Each attack steals one item from [[inventory]] (affects players only).&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Hunger flavour|Hunger]]&lt;br /&gt;
| {{Monsterlink|Hungry ghost}}&lt;br /&gt;
| Each hit will reduce the defender's [[hunger|satiety]] by 25%. If the attack does no damage, the effect only has a 5% chance of happening.&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Corrode flavour|Corrode]]&lt;br /&gt;
| {{Monsterlink|Rust devil}}&lt;br /&gt;
| [[Corrode]]s the defender.&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Weakness flavour|Weakness]]&lt;br /&gt;
| {{Monsterlink|Orange demon}}&lt;br /&gt;
| Attacks have a chance to inflict [[weak]]ness on a target.&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Confuse flavour|Confuse]]&lt;br /&gt;
| {{Monsterlink|Tarantella}}&lt;br /&gt;
| Has a 33% chance of [[confusing]] the defender, or 10% if the attack did less than 3 damage. Duration is 1d(HD + 3) / 10 turns, rounded up, with a cumulative maximum of 4 turns.&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Rage flavour|Rage]]&lt;br /&gt;
| {{Monsterlink|Moth of wrath}}&lt;br /&gt;
| The defender has a 33% chance of going [[berserk]], if it is capable of doing so.&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Vuln flavour|MR vulnerability]]&lt;br /&gt;
| {{Monsterlink|Phantasmal warrior}}&lt;br /&gt;
| Has a 33% chance of lowering the defender's [[magic resistance]] by a set amount. If the defender is already so afflicted, it instead increases the duration of the effect.&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Antimagic flavour|Antimagic]]&lt;br /&gt;
| {{Monsterlink|Mana viper}}&lt;br /&gt;
| Inherent [[antimagic]] brand (damages player [[MP]], or causes monsters to have a spell failure chance that rises with antimagic damage dealt and decreases with time).&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Kite flavour|Kite]]&lt;br /&gt;
| {{Monsterlink|Red devil}}&lt;br /&gt;
| The attacker hops backward when attacking with a polearm.&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Swoop flavour|Swoop]]&lt;br /&gt;
| {{Monsterlink|Hellwing}}&lt;br /&gt;
| The attacker swoops in to perform a melee attack if far away.&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Blink flavour|Blink]]&lt;br /&gt;
| {{Monsterlink|Phantom}}&lt;br /&gt;
| The attacker has a 33% chance of [[blink]]ing after a successful hit.&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Chaos flavour|Chaos]]&lt;br /&gt;
| {{Monsterlink|Chaos spawn}}&lt;br /&gt;
| Changes flavour with every attack, to one of the following:&lt;br /&gt;
*[[Fire]]&lt;br /&gt;
*[[Cold]]&lt;br /&gt;
*[[Electricity]]&lt;br /&gt;
*Strong-level [[poison]]&lt;br /&gt;
*[[Vampiric]] draining&lt;br /&gt;
*[[Confusion]]&lt;br /&gt;
*&amp;quot;Pure&amp;quot; chaos, which has many different possible effects detailed on the [[chaos]] page.&lt;br /&gt;
|-&lt;br /&gt;
! [[:Category:Klown flavour|Klown]]&lt;br /&gt;
| {{Monsterlink|Killer Klown}}&lt;br /&gt;
| Randomly mimics the following flavors:&lt;br /&gt;
* [[Fire]]&lt;br /&gt;
* [[Cold]]&lt;br /&gt;
* Strong-level [[poison]]&lt;br /&gt;
* Drain speed&lt;br /&gt;
* [[Pain (brand)|Pain]]&lt;br /&gt;
* [[Blink]]&lt;br /&gt;
* [[Anti-magic]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*[[0.19]] removed the [[:Category:Miasmata flavour|Miasmata]] flavour.&lt;br /&gt;
*[[0.18]] introduced the Miasmata flavour and removed the [[:Category:Firebrand flavour|Firebrand]] flavour.&lt;br /&gt;
*[[0.16]] introduced the [[:Category:corrode flavour|Corrode]], [[:Category:scarab flavour|Scarab]], [[:Category:trample flavour|Trample]], [[:Category:kite flavour|Kite]], and [[:Category:swoop flavour|Swoop]] flavours. It also made Drain Speed apply slow even through rN+.&lt;br /&gt;
*As of [[0.15]], the [[:Category:Plague flavour|Plague]] flavour was removed and the [[:Category:Sticky flame flavour|Sticky flame]] attack flavour was added. Item destruction was removed, reducing the threat from Fire and Cold attacks, as well as anything which can duplicate them (Chaos and Klown).&lt;br /&gt;
*[[0.14]] contained many monster flavour changes:&lt;br /&gt;
**The Klown attack flavour chose from the following types: Fire, Cold, Nasty poison, Drain XP, Rot, Blink, and Anti-magic.&lt;br /&gt;
**[[Harpies]] had a Steal Food brand; attacks would occasionally consume one or more food items from your inventory or on the ground, if the target was standing on any food.&lt;br /&gt;
**There were Poison (stat) attack flavours. These vaguely copied the Drain stat brand: they had a 33% chance of temporarily reducing a point of a given [[stat]] if the target was not resistant to poison.&lt;br /&gt;
**[[Poison]]'s overhaul removed the Nasty Poison and Medium Poison attack flavours, as detailed in [[poison#poison types|poison types]]. Each were moved to normal poison and strong poison as appropriate per monster.&lt;br /&gt;
*[[0.13]] removed the [[:Category:Disease flavour|Disease]] flavour and introduced the Plague flavour.&lt;br /&gt;
[[Category:Attack flavours|*]]&lt;/div&gt;</summary>
		<author><name>Hittem</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hornet&amp;diff=51531</id>
		<title>Hornet</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hornet&amp;diff=51531"/>
				<updated>2020-01-15T19:11:20Z</updated>
		
		<summary type="html">&lt;p&gt;Hittem: remove reference to stasis amulet, and make the rpois interaction clearer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{list of | arthropods}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Hornets''' are a dangerous flying insect. Their [[poison]]ous stings can also [[slow]] and [[paralyze]] you. They are most common in [[the Vaults]], [[the Swamp]], and especially in [[the Spider's Nest]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Poison resistance reduces the chance of getting slowed or paralyzed, but you need poison immunity to be completely safe.&lt;br /&gt;
*Never fight them in an area that allows you to be surrounded. Paralysis is bad enough when you only have to worry about one hornet.&lt;br /&gt;
*You can summon your own hornets by drawing the [[Foxfire card]]. Summoned hornets are immensely powerful against most natural monsters and even some unnatural ones. Two particularly good locations for creating your own swarm are [[the Vaults]]:5 opening and while fighting [[Antaeus]].&lt;br /&gt;
*If you encounter one and have no poison resistance, zapping it with a [[wand of polymorph]] may be a good idea. They are quite likely to turn into something less dangerous. Their mediocre [[magic resistance]] also makes other [[status effect]]-inflicting [[wand]]s, as well as most [[Hexes]], quite effective against them.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.16]], this monster was known as ''red wasp''.&lt;br /&gt;
*Prior to [[0.8]], their paralysis effect could stack. They were near-certain death to anyone stung without the proper defenses.&lt;/div&gt;</summary>
		<author><name>Hittem</name></author>	</entry>

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