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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hittemvvvhard</id>
		<title>CrawlWiki - User contributions [en]</title>
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		<updated>2026-04-28T05:30:33Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=God&amp;diff=45022</id>
		<title>God</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=God&amp;diff=45022"/>
				<updated>2017-04-07T20:37:11Z</updated>
		
		<summary type="html">&lt;p&gt;Hittemvvvhard: fixed order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
'''Gods''' are a central concept to ''[[Dungeon Crawl]]''. The game's pantheon features 23 distinct deities, and they provide increasingly powerful abilities to their worshipers, but punish them for any violation of their individual commandments. Your character may only worship a single god at once, and most gods punish followers for abandoning them, so choose wisely.&lt;br /&gt;
&lt;br /&gt;
==The pantheon==&lt;br /&gt;
&lt;br /&gt;
* [[The Shining One]], a good god of honourable crusade against evil.&lt;br /&gt;
* [[Ashenzari]] the Shackled, god of divinations and [[curse]]s.&lt;br /&gt;
* [[Beogh]] the Brigand, evil god of the [[list of orcs|orcs]].&lt;br /&gt;
* [[Cheibriados]] the Contemplative, the slow god.&lt;br /&gt;
* [[Dithmenos]] the Shadowed, god of darkness.&lt;br /&gt;
* [[Elyvilon]] the Healer, good god of healing.&lt;br /&gt;
* [[Fedhas Madash]], god of [[plant]]s.&lt;br /&gt;
* [[Gozag Ym Sagoz]] the Greedy, god of mercantilism and gold.&lt;br /&gt;
* [[Hepliaklqana]] the Forgotten&lt;br /&gt;
* [[Jiyva]] the Shapeless, chaotic god of [[list of jellies|slimes]].&lt;br /&gt;
* [[Kikubaaqudgha]], an evil demon-god of [[Necromancy|necromantic magic]].&lt;br /&gt;
* [[Lugonu]] the Unformed, chaotic evil god of [[the Abyss]].&lt;br /&gt;
* [[Makhleb]] the Destroyer, an evil god of slaughter and bloodshed.&lt;br /&gt;
* [[Nemelex Xobeh]], the trickster god of [[card]]s.&lt;br /&gt;
* [[Okawaru]] the Warmaster, god of battle.&lt;br /&gt;
* [[Qazlal Stormbringer]], god of storms.&lt;br /&gt;
* [[Ru]] the Awakened, god of sacrifice and inner power.&lt;br /&gt;
* [[Sif Muna]] the Loreminder, god of [[magic]] and mystical secrets.&lt;br /&gt;
* [[Trog]] the Wrathful, a violent god of [[berserk|rage]].&lt;br /&gt;
* [[Uskayaw]] the Reveler, a god of wild dancing.&lt;br /&gt;
* [[Vehumet]], god of destructive magic.&lt;br /&gt;
* [[Wu Jian|Wu Jian Counil]], a council of formerly mortal monks.&amp;lt;sup&amp;gt;[0.20]&lt;br /&gt;
* [[Xom]] the Unpredictable, god of chaos.&lt;br /&gt;
* [[Yredelemnul]] the Dark, evil god of death.&lt;br /&gt;
* [[Zin]] the Law-Giver, a good god of law and purity.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Joining a god==&lt;br /&gt;
You may become a follower of a god in a number of ways. You can begin with a religious [[background]] ([[Berserker]], worshiping Trog; [[Abyssal Knight]], worshiping Lugonu; or [[Chaos Knight]], worshiping Xom). Otherwise, you may [[pray]] at a god's [[altar]], where you will be shown a description of the god (and their commandments) and are given the option to worship them.&lt;br /&gt;
&lt;br /&gt;
[[Orc priest]]s, [[orc high priest]]s and [[Saint Roka]] may offer [[hill orc]]s the opportunity to convert to [[Beogh]] (guaranteed the first time they see one of these monsters). This conversion can be done by using the special 'a'bility ''Convert to Beogh''.  All orcs within sight of the player will be pacified the first time the player uses this ability in a game.&lt;br /&gt;
&lt;br /&gt;
Some species have religious restrictions on which gods they may worship.&lt;br /&gt;
&lt;br /&gt;
* [[Demigod]]s may not worship any god.&lt;br /&gt;
* Only [[Hill Orc]]s may worship Beogh.&lt;br /&gt;
* Evil or [[undead]] races ([[Demonspawn]], [[Ghoul]]s, [[Mummy|Mummies]], and [[Vampire]]s) may not worship good-aligned gods (Zin, Elyvilon, and the Shining One).&lt;br /&gt;
* Undead races also may not worship [[Fedhas Madash]].&lt;br /&gt;
* [[Gargoyle]]s may not worship [[Yredelemnul]].&lt;br /&gt;
&lt;br /&gt;
==Changing or renouncing gods==&lt;br /&gt;
You can abandon your god for another by praying at your new god's altar, or by renouncing your faith with the &amp;quot;Renounce Religion&amp;quot; ability. The latter can be done at any time as a special ability (command '''a'''). In addition, good gods will excommunicate you for casting the spell [[Necromutation]], and Yredelemnul will excommunicate you for casting [[Statue Form]].&lt;br /&gt;
&lt;br /&gt;
Abandoning a god will always incur [[penance]] and usually results in [[divine retribution]], with a few exceptions. Leaving a good gods will incur penance, but they will not exhibit wrath upon you unless you begin worshiping an evil god (Beogh, Yredelemnul, Lugonu, Kikubaaqugdgha, or Makhleb). Additionally, Zin will punish you for joining Jiyva or Xom, who are chaotic gods (along with Lugonu).  Bear in mind that the good gods never forget about you; even if you join an evil god 100,000 turns later, you will still incur their wrath for doing so.&lt;br /&gt;
&lt;br /&gt;
Switching between good gods (Zin, Elyvilon, or The Shining One) will not result in any divine retribution. In fact, half of your piety will carry over from one god to the other upon conversion. Note that switching back to the first god will not restore piety; the number is simply halved again.&lt;br /&gt;
&lt;br /&gt;
Ru will never inflict divine retribution for abandonment, but any sacrifices that the player makes are permanent.&lt;br /&gt;
&lt;br /&gt;
==Altars==&lt;br /&gt;
[[Altar]]s for most gods (except [[Lugonu]], [[Jiyva]], and [[Beogh]]) are likely to appear in the [[Ecumenical Temple]], which holds anywhere from 6 to 14 altars. Any altars not found in the Temple are guaranteed to appear in the main [[Dungeon]] between level 1 and level 9. Additional altars may be found in various other locations deeper into the Dungeon and its sub-branches.&lt;br /&gt;
&lt;br /&gt;
[[Lugonu]]'s altars may be found in [[the Abyss]] or in the rare corrupted version of the Ecumenical Temple. [[Jiyva]]'s altars may found at the entrance to or inside [[the Slime Pits]], and, very rarely, early in the main dungeon. Finally, altars to [[Beogh]] can appear in the [[Orcish Mines]], or more rarely in the main dungeon, most commonly near the entrance to the [[Orcish Mines]].&lt;br /&gt;
&lt;br /&gt;
Players may also find a [[faded altar]] in the early Dungeon. Praying at a faded altar allows the player to convert to a randomly selected god with additional [[piety]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Choosing a god]]&lt;br /&gt;
* [[Piety]]&lt;br /&gt;
* [[Divine retribution]]&lt;br /&gt;
* [[God comparison]]&lt;br /&gt;
* [[Pray]]er&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* In 0.19, [[Uskayaw]] the Reveler and [[Hepliaklqana]] the Forgotten joined the pantheon, and Pakellas the Inventive, the engineer god of magical devices, was removed.&lt;br /&gt;
&lt;br /&gt;
* [[Pakellas]] the god of magical gadgets joined the pantheon in [[0.18]]. &lt;br /&gt;
&lt;br /&gt;
* Random choice by [[faded altar]]s were introduced in [[0.17]].&lt;br /&gt;
&lt;br /&gt;
*[[Gozag Ym Sagoz]] the Greedy and [[Ru]] the Awakened were added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
*[[Qazlal Stormbringer]] was added in [[0.15]].&lt;br /&gt;
&lt;br /&gt;
*[[Dithmenos]] was introduced in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
* Prior to version [[0.9]], one did not incur penance by switching from one good god to another.  This was removed, since it allowed for Zin worshipers to safely switch to Jiyva by momentarily switching to TSO or Elyvilon.  Switching between good gods is still safe, since no wrath will be exhibited, but if you leave for an evil god you will be facing the wrath of both (or all) of your former gods.&lt;br /&gt;
&lt;br /&gt;
*In [[0.8]] instant divine retribution was removed. You could also find altars in the main Dungeon at level 1.&lt;br /&gt;
&lt;br /&gt;
*Prior to [[0.6]], altars were not always guaranteed to appear in the Ecumenical Temple or between Dungeon levels 2-9.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Uskayaw&amp;diff=44978</id>
		<title>Uskayaw</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Uskayaw&amp;diff=44978"/>
				<updated>2017-03-13T15:49:30Z</updated>
		
		<summary type="html">&lt;p&gt;Hittemvvvhard: /* Given Abilities */ clarified uskayaw stomp damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
[[File:Uskayaw altar.png]]&lt;br /&gt;
{{flavour|Uskayaw the Reveler is a god of ecstatic dance. On the surface, Uskayaw appreciates many forms of worship, but in the dungeon most worshippers stick to the dance of combat. Uskayaw appreciates the passion and rhythm of combat, rewarding followers for each strike they deliver and for the damage they deal their foes. The longer the dance continues, the greater powers Uskayaw offers. When the dance ends, Uskayaw quickly loses interest.&lt;br /&gt;
&lt;br /&gt;
Uskayaw offers powers that help worshippers continue the dance. Worshippers can stomp to damage foes around them and rapidly move through a line of creatures while confusing them. When a worshipper's dance reaches a certain point, Uskayaw will freeze all foes so that the dancer may take a solo. If the dance continues, Uskayaw will link the emotions of foes, forcing them to share their pain. If the dance continues, Uskayaw allows you to end it by melding with and then violently exploding a foe, killing it instantly.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Uskayaw (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Uskayaw especially likes it when you hurt your foes.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Abandonment.&lt;br /&gt;
* Inactivity (loses [[Piety]] quickly when not attacking foes).&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
Uniquely, Uskayaw's awarded titles are based on Invocations skill, not piety. They are &amp;quot;Wallflower&amp;quot;, &amp;quot;Party-goer&amp;quot;, &amp;quot;Dancer&amp;quot;, &amp;quot;Impassioned&amp;quot;, &amp;quot;Rapturous&amp;quot;, &amp;quot;Estatic&amp;quot;, and &amp;quot;Rhythm of Life and Death&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level -]]&lt;br /&gt;
*Uskayaw offers no abilities at this level.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *]]&lt;br /&gt;
*'''Stomp''' - Stomps down in time with the rhythm of the dance, sending a shockwave through all adjacent creatures. (Damage = monstercurrenthp/6 + 2d[2 + Invocations/2]). Does more damage to monsters with more health. Costs 20 piety.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level **]]&lt;br /&gt;
*'''Line Pass''' - Passes through a contiguous line of creatures at superhuman speed, ending up in a new location. Any creatures passed through in this way will be confused, with duration based on Invocations and monster HD. Costs 20 piety.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ***]]&lt;br /&gt;
*'''Solo Time''' - Upon reaching this piety level, Uskayaw briefly paralyzes all enemies in your line of sight, with duration based on Invocations.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ****]]&lt;br /&gt;
*'''Pain Bond''' - Triggers automatically upon hitting the required piety. It gives all monsters in your line of sight the pain bond status for an amount of time that increases with Invocations skill. While the status is active, affected creatures deal a portion of the damage they receive to nearby creatures with the same status -- which can trigger the status again in a chain reaction. The damage shared decreases with distance, dealing 80%/60%/40%/0% at one/two/three/four tiles away, respectively.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *****]]&lt;br /&gt;
* '''Grand Finale''' - This power lets you blink to a monster's location and kill the monster, potentially sending flying chunks everywhere. Any targetable monster (one with emotions) is instantly killed by this ability. The flavor is that you merge your emotions and body with the target, then violently separate. Success rate increases with additional piety over 5* (120) as well as Invocations. Using this ability will reduce your piety back to *.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ******]]&lt;br /&gt;
* Uskayaw offers no new abilites.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|&lt;br /&gt;
Uskayaw's wrath turns the powers of the dance against the offender. The prude will find their foes going berserk and will be forced to helplessly watch as foes execute their own solos. When the dance is getting too slow, Uskayaw will attempt to bring more revelers.}} &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Uskayaw provides some very strong abilities that require you to stay in a fight for longer. While they can be used against a single opponent, they truly shine when engaging multiple opponents, thus considerably increasing the risk.&lt;br /&gt;
&lt;br /&gt;
Uskayaw's fast piety gain can be further increased by wearing [[amulet of faith]]. The playstyle fits very well with the cleaving attacks of various [[axes]] or ripostes of long blades, and, for entirely different reasons, with [[stab|stabber]] characters. In the first case, [[cleaving]] accelerates the piety gain by hitting multiple opponents. The latter benefits from irresistible confusion, pain bond to apply stabbing damage to multiple monsters at once and then finally Grand Finale allows them to deal with highly-threatening enemies without being resisted, evaded or mitigated by AC and affects even the most threatening of enemies like [[pandemonium lord|pandemonium lords]], rune guardians in [[Hell]] or [[orb of fire|orbs of fire]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Uskayaw was added in [[0.19]]. Originally, it was called Ukayaw, making it too similar with the shortened version of Okawaru (Oka vs Uka).&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Brilliance_(artefact)&amp;diff=44947</id>
		<title>Brilliance (artefact)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Brilliance_(artefact)&amp;diff=44947"/>
				<updated>2017-02-24T13:44:40Z</updated>
		
		<summary type="html">&lt;p&gt;Hittemvvvhard: removed stub tag from obsolete article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A brightly shining eveningstar. It illuminates the dungeon's recesses, but its halo may alert enemies to your presence. Its light is hated by the undead, and reveals the machinations of those who would prefer to stay invisible.}}&lt;br /&gt;
[[File:Mace_of_brilliance.png]] '''''the +1 eveningstar Brilliance'''''&lt;br /&gt;
&lt;br /&gt;
+1 [[eveningstar]]&lt;br /&gt;
&lt;br /&gt;
[[Holy wrath]] [[brand]]&amp;lt;br&amp;gt;&lt;br /&gt;
+5 [[AC]]&amp;lt;br&amp;gt;&lt;br /&gt;
+5 INT&amp;lt;br&amp;gt;&lt;br /&gt;
rN+&amp;lt;br&amp;gt;&lt;br /&gt;
-50 [[Stealth]]&amp;lt;br&amp;gt;&lt;br /&gt;
3 tile halo [[aura]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
This unrandart eveningstar was retired in [[0.19]]. &lt;br /&gt;
&lt;br /&gt;
In [[0.15]] the stealth penalty was increased from -20 to -50.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Maces &amp;amp; Flails]]&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Armour_of_the_Dragon_King&amp;diff=44946</id>
		<title>Armour of the Dragon King</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Armour_of_the_Dragon_King&amp;diff=44946"/>
				<updated>2017-02-24T13:40:59Z</updated>
		
		<summary type="html">&lt;p&gt;Hittemvvvhard: removed some unnecessary and likely untrue fluff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|019}}&lt;br /&gt;
{{flavour|A suit of armour created from the enchanted scales of a once-mighty king of dragons. In his time, titans and lesser dragons struggled with him in vain — but as with all things, even he was eventually cast down and undone. Of his life and deeds, this is all that remains.}}&lt;br /&gt;
[[File:Armour_of_the_dragon_king.png]] '''''the +9 armour of the Dragon King'''''&lt;br /&gt;
&lt;br /&gt;
+9 [[gold dragon armour]]&lt;br /&gt;
&lt;br /&gt;
[[Fire#Fire Resistance|rF+]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cold#Cold Resistance|rC+]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Poison#Poison Resistance|rPois]]&amp;lt;br&amp;gt;&lt;br /&gt;
+50 [[MR]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''armour of the Dragon King''' is a +9 [[gold dragon armour]] with +50 [[MR]]. While you can get better [[AC]] by fully enchanting a mundane gold dragon armour, this armour's MR bonus helps makes up for this, and finding the requisite [[scrolls of enchant armour]] to actually create a superior AC suit is substantial and time-consuming investment. Any character that doesn't care much about [[EV]] or [[spellcasting]], or is subject to considerable armour limitations (e.g. [[ogre]]s and [[troll]]s), will find this armour incredibly useful.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.16]], this armour's flavor stated: ''&amp;quot;A long time ago, a mighty golden dragon seized the rulership of all dragons in his part of the world. Yet his reign didn't last long, stopped by a single puny human who then made this armour from the dragon's hide.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
*This armour's encumbrance rating (along with all gold dragon armour in general) has eased from -27 (prior to [[0.14]]), and -25 (prior to 0.16), to its present rating of -23.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Body armour]]&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stealth&amp;diff=44941</id>
		<title>Stealth</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stealth&amp;diff=44941"/>
				<updated>2017-02-23T20:30:20Z</updated>
		
		<summary type="html">&lt;p&gt;Hittemvvvhard: /* Stealth Score */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
''This page refers to the Stealth skill. You may have been looking for the Stealth armour [[ego]].''&lt;br /&gt;
&lt;br /&gt;
The '''Stealth''' [[skill]] is a representation of how well your character understands the art of moving silently. Until your adventurer blunders into the [[Dungeon]] and starts killing everything, most monsters spend their time sleeping or wandering about peacefully. It's only after they've caught sight of you that they try to kill you, and by taking precautions to remain unseen, you can avoid dangerous opponents or sneak up on the enemy and initiate combat by [[stabbing]] them for incredible amounts of damage. However, understanding the art of stealth is not the only factor in being stealthy; a nimble [[spriggan]] dressed in [[robe]]s will almost always make less noise than a lumbering [[troll]] in [[gold dragon armour]]. A high Stealth skill would help minimize these handicaps, but in the end knights make terrible ninjas no matter what. As such, most character builds that involve wearing heavy armour ignore stealth entirely, but any other character type can benefit from avoiding fights that aren't in their favor.&lt;br /&gt;
&lt;br /&gt;
Different characters will have different Stealth Scores, based on a wide variety of factors. Likewise, each monster has a Monster Awareness Score. Each time you move or perform an action, all monsters in your [[line of sight]] have a (Monster Awareness + 1) / (Your Stealth) chance of spotting you. Once they've spotted you, they'll only lose track of you once you've left their line of sight for a while; this occurs much sooner for mindless enemies than for intelligent ones.&lt;br /&gt;
&lt;br /&gt;
==Stealth Score==&lt;br /&gt;
The measure of a character's stealthiness is its Stealth Score. This is determined by taking your character's Base Stealth Score, and then tacking on several modifiers to determine its final Stealth Score.&lt;br /&gt;
&lt;br /&gt;
Your Base Stealth Score equals &lt;br /&gt;
&lt;br /&gt;
{{crawlquote|(3 × [[Dexterity]]) + (Stealth skill × 15)}}&lt;br /&gt;
&lt;br /&gt;
Once you've calculated your Base Stealth Score, two adjustments are made for special cases:&lt;br /&gt;
*Non-[[fly]]ing [[felid]]s under the effects of [[Blade Hands]]: -50 (You have to walk on those hands, after all)&lt;br /&gt;
*If you are [[confused]]: Divide by 3&lt;br /&gt;
&lt;br /&gt;
Finally, the following flat modifiers are applied. Some of these factors may look much larger numerically than the components of the Base Stealth Score, but the interaction between a high [[dexterity]] score, high Stealth skill level, and a good Stealth Factor can result in very large Base Stealth Scores before any modifiers get involved:&lt;br /&gt;
&lt;br /&gt;
===Positive Factors===&lt;br /&gt;
*[[Boots]]/[[barding]]/[[ring of stealth]]: +50&lt;br /&gt;
*[[Randart]]s that enhance stealth: +50 per +&lt;br /&gt;
*[[Boots of the Assassin]]: +80 (Fixedart) &lt;br /&gt;
*The [[Shadow card]]: +80&lt;br /&gt;
*Playing a [[felid]] : +20&lt;br /&gt;
*[[Demonspawn mutations#Nightstalker|Nightstalker mutation]]: +50 per rank&lt;br /&gt;
*[[Good mutations#Thin Skeletal Structure|Thin Skeletal Structure mutation]]: +25 per rank&lt;br /&gt;
*[[Good mutations#Camouflage|Camouflage mutation]]: +50 per rank&lt;br /&gt;
*[[Jiyva mutations#Translucent Skin|Translucent Skin mutation]]: +15 per rank&lt;br /&gt;
*Playing a [[merfolk]] or [[octopode]] while in [[water]]: +50&lt;br /&gt;
*When under the effect of [[Umbra]]: Multiply by roughly 2 (The source affects this. If gained through [[Yredelemnul]] or [[Dithmenos]], the exact amount is dependent on piety.)&lt;br /&gt;
&lt;br /&gt;
===Negative Factors===&lt;br /&gt;
*Wearing armour: -2 × ([[Encumbrance rating]])&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3&lt;br /&gt;
*Traveling through [[shallow water]] (unless [[fly]]ing): Divide by 2&lt;br /&gt;
**[[Merfolk]], [[octopode]]s, [[naga]]s, [[ogre]]s, [[troll]]s and grey [[draconian]]s receive no water penalty.&lt;br /&gt;
*[[Good mutations#Hooves|Hooves mutation]]: -10/-15/-20 (based on rank) when not [[flying]] nor wearing boots.&lt;br /&gt;
*When under the effect of [[Silence]]: -50, plus an additional penalty based on the ambient [[noise]] of your current [[branch]] (louder areas penalize you more when silenced than quiet areas)&lt;br /&gt;
*When under the effect of [[Corona]] or a [[The Shining One#Given Abilities|divine halo]]: Divide by roughly 2.5&lt;br /&gt;
*Carrying the [[Orb of Zot]]: Divide by 3&lt;br /&gt;
*When berserking: Stealth = 0&lt;br /&gt;
*Wearing a [[ring of loudness]]: -50&lt;br /&gt;
*Randarts that reduce stealth: -50 per -&lt;br /&gt;
*Worshipping [[Qazlal]]: Stealth is multiplied by (200 - min(piety, 160)) / 170, so at piety 160 or higher your stealth is roughly divided by 4.&lt;br /&gt;
&lt;br /&gt;
If your Stealth score is &amp;lt; 0, it is treated as though it were 0.&lt;br /&gt;
&lt;br /&gt;
===In-Game Display===&lt;br /&gt;
Although you cannot display your exact Stealth Score, you can get an idea of it by pressing the '''%''' or '''@''' buttons. You'll see a description of your stealthiness which correlates to the following Stealth Scores:&lt;br /&gt;
*0- 9: &amp;quot;Extremely unstealthy&amp;quot;&lt;br /&gt;
*10-29: &amp;quot;Very unstealthy&amp;quot;&lt;br /&gt;
*30-59: &amp;quot;Unstealthy&amp;quot;&lt;br /&gt;
*60-89: &amp;quot;Fairly stealthy&amp;quot;&lt;br /&gt;
*90-119: &amp;quot;Stealthy&amp;quot;&lt;br /&gt;
*120-159: &amp;quot;Quite stealthy&amp;quot;&lt;br /&gt;
*160-219: &amp;quot;Very stealthy&amp;quot;&lt;br /&gt;
*220-299: &amp;quot;Extremely stealthy&amp;quot;&lt;br /&gt;
*300-399: &amp;quot;Extraordinarily stealthy&amp;quot;&lt;br /&gt;
*400-519: &amp;quot;Incredibly stealthy&amp;quot;&lt;br /&gt;
*520+: &amp;quot;Uncannily stealthy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Monster Awareness==&lt;br /&gt;
Your chance of going unseen is a ratio between your Stealth Score and each monster's Monster Awareness Score + 1. Monster Awareness is equal to 10, modified as follows:&lt;br /&gt;
&lt;br /&gt;
===Positive Factors===&lt;br /&gt;
*[[Monster intelligence]]: +0 for plants/jellies/zombies, +4 for insects, +8 for animals, +12 for humanoids, +16 for highly intelligent monsters&lt;br /&gt;
*[[Hit dice]]: +1 per HD&lt;br /&gt;
*[[Sense invisible]]: +5&lt;br /&gt;
*If the monster is wandering instead of sleeping: +15&lt;br /&gt;
*Demons, the undead, holy beings, golems, and plants: +10&lt;br /&gt;
&lt;br /&gt;
===Negative Factors===&lt;br /&gt;
*Monsters under the effects of [[Ensorcelled Hibernation]]: -10&lt;br /&gt;
*If the player is [[invisible]] and the monster can't see invisible, or can sense invisible and the distance between the monster and the player is greater than 4: -75&lt;br /&gt;
&lt;br /&gt;
If Monster Awareness is &amp;lt; 0, it is treated as though it were 0.&lt;br /&gt;
&lt;br /&gt;
==Other Uses of the Stealth Skill==&lt;br /&gt;
The most important additional effect of your Stealth skill is the role it plays in the calculations of [[stabbing]] bonuses. See the [[stabbing]] page for more information.&lt;br /&gt;
&lt;br /&gt;
A high Stealth skill also contributes to your ability to open [[door]]s soundlessly. Each time you open a door, the chance of it making noise is:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|1 in ([[Dexterity]] + [[Stealth]])}}&lt;br /&gt;
&lt;br /&gt;
Therefore, characters with skill in Stealth and high dexterity are much less likely to alert enemies while opening doors than those only skilled in Stealth.&lt;br /&gt;
&lt;br /&gt;
{{skill aptitudes}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stealth&amp;diff=44940</id>
		<title>Stealth</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stealth&amp;diff=44940"/>
				<updated>2017-02-23T20:25:03Z</updated>
		
		<summary type="html">&lt;p&gt;Hittemvvvhard: /* Stealth Score */ removed stealth factor since that has been removed a while ago (https://github.com/crawl/crawl/commit/9627c654eb1e7f582bfb3a7243e33195436e6ce1). i do not know if the statue modifier still works.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
''This page refers to the Stealth skill. You may have been looking for the Stealth armour [[ego]].''&lt;br /&gt;
&lt;br /&gt;
The '''Stealth''' [[skill]] is a representation of how well your character understands the art of moving silently. Until your adventurer blunders into the [[Dungeon]] and starts killing everything, most monsters spend their time sleeping or wandering about peacefully. It's only after they've caught sight of you that they try to kill you, and by taking precautions to remain unseen, you can avoid dangerous opponents or sneak up on the enemy and initiate combat by [[stabbing]] them for incredible amounts of damage. However, understanding the art of stealth is not the only factor in being stealthy; a nimble [[spriggan]] dressed in [[robe]]s will almost always make less noise than a lumbering [[troll]] in [[gold dragon armour]]. A high Stealth skill would help minimize these handicaps, but in the end knights make terrible ninjas no matter what. As such, most character builds that involve wearing heavy armour ignore stealth entirely, but any other character type can benefit from avoiding fights that aren't in their favor.&lt;br /&gt;
&lt;br /&gt;
Different characters will have different Stealth Scores, based on a wide variety of factors. Likewise, each monster has a Monster Awareness Score. Each time you move or perform an action, all monsters in your [[line of sight]] have a (Monster Awareness + 1) / (Your Stealth) chance of spotting you. Once they've spotted you, they'll only lose track of you once you've left their line of sight for a while; this occurs much sooner for mindless enemies than for intelligent ones.&lt;br /&gt;
&lt;br /&gt;
==Stealth Score==&lt;br /&gt;
The measure of a character's stealthiness is its Stealth Score. This is determined by taking your character's Base Stealth Score, and then tacking on several modifiers to determine its final Stealth Score.&lt;br /&gt;
&lt;br /&gt;
Your Base Stealth Score equals &lt;br /&gt;
&lt;br /&gt;
{{crawlquote|(3 × [[Dexterity]]) + (Stealth skill × 15)}}&lt;br /&gt;
&lt;br /&gt;
Your Stealth Factor is then modified by the following:&lt;br /&gt;
*[[Statue Form]]: -3&lt;br /&gt;
&lt;br /&gt;
Once you've calculated your Base Stealth Score, two adjustments are made for special cases:&lt;br /&gt;
*Non-[[fly]]ing [[felid]]s under the effects of [[Blade Hands]]: -50 (You have to walk on those hands, after all)&lt;br /&gt;
*If you are [[confused]]: Divide by 3&lt;br /&gt;
&lt;br /&gt;
Finally, the following flat modifiers are applied. Some of these factors may look much larger numerically than the components of the Base Stealth Score, but the interaction between a high [[dexterity]] score, high Stealth skill level, and a good Stealth Factor can result in very large Base Stealth Scores before any modifiers get involved:&lt;br /&gt;
&lt;br /&gt;
===Positive Factors===&lt;br /&gt;
*[[Boots]]/[[barding]]/[[ring of stealth]]: +50&lt;br /&gt;
*[[Randart]]s that enhance stealth: +50 per +&lt;br /&gt;
*[[Boots of the Assassin]]: +80 (Fixedart) &lt;br /&gt;
*The [[Shadow card]]: +80&lt;br /&gt;
*Playing a [[felid]] : +20&lt;br /&gt;
*[[Demonspawn mutations#Nightstalker|Nightstalker mutation]]: +50 per rank&lt;br /&gt;
*[[Good mutations#Thin Skeletal Structure|Thin Skeletal Structure mutation]]: +25 per rank&lt;br /&gt;
*[[Good mutations#Camouflage|Camouflage mutation]]: +50 per rank&lt;br /&gt;
*[[Jiyva mutations#Translucent Skin|Translucent Skin mutation]]: +15 per rank&lt;br /&gt;
*Playing a [[merfolk]] or [[octopode]] while in [[water]]: +50&lt;br /&gt;
*When under the effect of [[Umbra]]: Multiply by roughly 2 (The source affects this. If gained through [[Yredelemnul]] or [[Dithmenos]], the exact amount is dependent on piety.)&lt;br /&gt;
&lt;br /&gt;
===Negative Factors===&lt;br /&gt;
*Wearing armour: -2 × ([[Encumbrance rating]])&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3&lt;br /&gt;
*Traveling through [[shallow water]] (unless [[fly]]ing): Divide by 2&lt;br /&gt;
**[[Merfolk]], [[octopode]]s, [[naga]]s, [[ogre]]s, [[troll]]s and grey [[draconian]]s receive no water penalty.&lt;br /&gt;
*[[Good mutations#Hooves|Hooves mutation]]: -10/-15/-20 (based on rank) when not [[flying]] nor wearing boots.&lt;br /&gt;
*When under the effect of [[Silence]]: -50, plus an additional penalty based on the ambient [[noise]] of your current [[branch]] (louder areas penalize you more when silenced than quiet areas)&lt;br /&gt;
*When under the effect of [[Corona]] or a [[The Shining One#Given Abilities|divine halo]]: Divide by roughly 2.5&lt;br /&gt;
*Carrying the [[Orb of Zot]]: Divide by 3&lt;br /&gt;
*When berserking: Stealth = 0&lt;br /&gt;
*Wearing a [[ring of loudness]]: -50&lt;br /&gt;
*Randarts that reduce stealth: -50 per -&lt;br /&gt;
*Worshipping [[Qazlal]]: Stealth is multiplied by (200 - min(piety, 160)) / 170, so at piety 160 or higher your stealth is roughly divided by 4.&lt;br /&gt;
&lt;br /&gt;
If your Stealth score is &amp;lt; 0, it is treated as though it were 0.&lt;br /&gt;
&lt;br /&gt;
===In-Game Display===&lt;br /&gt;
Although you cannot display your exact Stealth Score, you can get an idea of it by pressing the '''%''' or '''@''' buttons. You'll see a description of your stealthiness which correlates to the following Stealth Scores:&lt;br /&gt;
*0- 9: &amp;quot;Extremely unstealthy&amp;quot;&lt;br /&gt;
*10-29: &amp;quot;Very unstealthy&amp;quot;&lt;br /&gt;
*30-59: &amp;quot;Unstealthy&amp;quot;&lt;br /&gt;
*60-89: &amp;quot;Fairly stealthy&amp;quot;&lt;br /&gt;
*90-119: &amp;quot;Stealthy&amp;quot;&lt;br /&gt;
*120-159: &amp;quot;Quite stealthy&amp;quot;&lt;br /&gt;
*160-219: &amp;quot;Very stealthy&amp;quot;&lt;br /&gt;
*220-299: &amp;quot;Extremely stealthy&amp;quot;&lt;br /&gt;
*300-399: &amp;quot;Extraordinarily stealthy&amp;quot;&lt;br /&gt;
*400-519: &amp;quot;Incredibly stealthy&amp;quot;&lt;br /&gt;
*520+: &amp;quot;Uncannily stealthy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Monster Awareness==&lt;br /&gt;
Your chance of going unseen is a ratio between your Stealth Score and each monster's Monster Awareness Score + 1. Monster Awareness is equal to 10, modified as follows:&lt;br /&gt;
&lt;br /&gt;
===Positive Factors===&lt;br /&gt;
*[[Monster intelligence]]: +0 for plants/jellies/zombies, +4 for insects, +8 for animals, +12 for humanoids, +16 for highly intelligent monsters&lt;br /&gt;
*[[Hit dice]]: +1 per HD&lt;br /&gt;
*[[Sense invisible]]: +5&lt;br /&gt;
*If the monster is wandering instead of sleeping: +15&lt;br /&gt;
*Demons, the undead, holy beings, golems, and plants: +10&lt;br /&gt;
&lt;br /&gt;
===Negative Factors===&lt;br /&gt;
*Monsters under the effects of [[Ensorcelled Hibernation]]: -10&lt;br /&gt;
*If the player is [[invisible]] and the monster can't see invisible, or can sense invisible and the distance between the monster and the player is greater than 4: -75&lt;br /&gt;
&lt;br /&gt;
If Monster Awareness is &amp;lt; 0, it is treated as though it were 0.&lt;br /&gt;
&lt;br /&gt;
==Other Uses of the Stealth Skill==&lt;br /&gt;
The most important additional effect of your Stealth skill is the role it plays in the calculations of [[stabbing]] bonuses. See the [[stabbing]] page for more information.&lt;br /&gt;
&lt;br /&gt;
A high Stealth skill also contributes to your ability to open [[door]]s soundlessly. Each time you open a door, the chance of it making noise is:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|1 in ([[Dexterity]] + [[Stealth]])}}&lt;br /&gt;
&lt;br /&gt;
Therefore, characters with skill in Stealth and high dexterity are much less likely to alert enemies while opening doors than those only skilled in Stealth.&lt;br /&gt;
&lt;br /&gt;
{{skill aptitudes}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Lugonu&amp;diff=44939</id>
		<title>Lugonu</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Lugonu&amp;diff=44939"/>
				<updated>2017-02-23T20:17:15Z</updated>
		
		<summary type="html">&lt;p&gt;Hittemvvvhard: /* Strategy */ removed some minor and questionable advice (spamming banish costs too much piety to cause serious underleveling issues)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
&lt;br /&gt;
[[File:Lugonu altar.png]] ''&amp;quot;Spread carnage and corruption!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Banished to the chaotic realm of the Abyss, Lugonu the Unformed seeks followers to spread bloodshed and corruption in the overworld. Those who gain Lugonu's favour will be granted some of the power of the Abyss itself, allowing them to call forth eldritch horrors, and even to travel between the overworld and the Abyss at will.&lt;br /&gt;
&lt;br /&gt;
Followers of Lugonu gain powers to depart the Abyss at will, to bend space around themselves, and to banish monsters to the Abyss. Later they will be able to corrupt the ordered world, opening a gate for creatures of the Abyss to pass through, and to gate themselves directly into this realm of chaos. Lugonu will eventually offer to corrupt a follower's weapon, imbuing it with the distorting energies of the Abyss, and will protect the follower from the normally harmful effects of unwielding such a weapon. Lugonu expects followers to spread unceasing chaos in the overworld, and as such does not grant piety to worshippers while they remain in the Abyss itself.&lt;br /&gt;
&lt;br /&gt;
Lugonu likes it when you banish creatures to the Abyss, you sacrifice fresh corpses (by standing over them and praying), you or your allies kill living beings, you or your allies kill the undead, you or your allies kill demons and you or your allies kill holy beings.}}&lt;br /&gt;
&lt;br /&gt;
[[Abyssal Knight]]s begin play worshiping Lugonu.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Killing or having an ally kill a living, holy, undead, or demonic creature. (67% chance of +1 [[Piety]]; higher chance for creatures with high [[HD]], lower as your your experience level rises). You cannot receive piety for killing anything in the Abyss.&lt;br /&gt;
*Banishing any kind of creature (67% chance of +1 [[Piety]]; higher chance for creatures with high [[HD]], lower as your your experience level rises).&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity: You lose 1 piety every 320 turns or so&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Abyss-Baptised&amp;quot;&lt;br /&gt;
*You may unwield [[distortion]] [[brand]]ed weapons without suffering any of the normal ill effects. (Passive)&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Unweaver&amp;quot;&lt;br /&gt;
*'''Depart the Abyss''' - You can immediately leave the Abyss, returning to the point you initially entered the Abyss from. (Costs 1 MP, 150-300 Food, and 10-15 Piety)&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Distorting [Species Name]&amp;quot;&lt;br /&gt;
*'''Bend Space''' - You can perform uncontrolled blinks at will, with a chance of causing adjacent monsters to blink as well. All affected targets that fail a coinflip check take damage (Max: 1d6 HP). The chance of affecting adjacent monsters, as well as the damage dealt, increases with [[Invocations]]. This blink cannot be controlled in any way, ignores [[stasis]], and can't be blocked by the power of the Abyss. (Costs 1 MP, 50-100 Food, and 1d4 HP)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
! Invocations || Adjacent Monster Blink Chance&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;2 || 0%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 25%&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 47%&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 59%&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 74%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Agent of Entropy&amp;quot;&lt;br /&gt;
*'''Banish''' - You can zap a beam of [[banishment]], sending a single target to the Abyss. The power of the beam scales with your Invocations skill. You receive XP proportional to the percentage of the monster's max HP you had already inflicted as damage on it: 50 + 50×(Damage/MaxHP) percent. Banished [[uniques]] and more powerful monsters will appear while exploring the Abyss. Do not use this on [[the royal jelly]] unless you have some means of breaking into the stone vaults in its lair. (Costs 4 MP, 200-400 Food, and 3-4 Piety)&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Schismatic&amp;quot;&lt;br /&gt;
*'''Corrupt''' - You can corrupt the non-Abyss floor you're on, randomly converting the walls and floors of a large area around you to randomly selected other tiles. Altars may become altars to Lugonu. Stairs and portals cannot be changed, and harder walls are more likely to resist. Unnaturally hard walls are immune to this effect. In addition, a pack of abyssal creatures will be summoned, all of them neutral. The higher your Invocations, the higher the amount of monsters. You may only corrupt a floor once. (Costs 7 MP, 5 HP, 500-1000 Food, and 10-14 Piety)&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Envoy of Void&amp;quot;&lt;br /&gt;
*'''Gate yourself to the Abyss''' - You can instantly banish yourself to the Abyss, but at a high price. (Costs a random non-lethal amount of HP, all MP (minimum 9 MP to cast), 500-1000 Food, and 35 Piety) &lt;br /&gt;
&lt;br /&gt;
In addition, Lugonu provides the following:&lt;br /&gt;
*'''Abyssal Rune Attraction''' - While in the Abyss, the chance of a placed item resulting in an Abyssal rune is normally 5% in Abyss:3, 10% in Abyss:4, and 23% in Abyss:5. For followers of Lugonu, it is 10% in Abyss:3, 23% in Abyss:4 and 50% in Abyss:5. (Passive)&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Corrupter of Planes&amp;quot;&lt;br /&gt;
*'''Corrupt Your Weapon''' - Once per game, Lugonu will corrupt a weapon of your choice. Corrupting a weapon removes [[curse]]s, adds 1-3 to its enchantment, and adds the [[distortion]] brand. You can corrupt any non-artifact melee weapon as long as it isn't already branded with distortion.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Lugonu does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Lugonu's ire renders the barrier between reality and the Abyss weak and permeable. Space warps, hurling victims across the dungeon, or even directly into the Abyss; and when that's not enough, Lugonu reaches out and sends minions out from the Abyss to assault the offender directly. Inexperienced adventurers face small abominations and thrashing horrors; veterans fight tentacled starspawn and starcursed masses. Lugonu does not forgive easily, and will not allow ex-worshippers to rejoin the fold while Lugonu's wrath still lasts.}}&lt;br /&gt;
&lt;br /&gt;
If you leave Lugonu, your penance counter will be increased by 50. Lugonu will not accept you again until your penance counter reaches zero.&lt;br /&gt;
&lt;br /&gt;
While under penance (for leaving him/her), Lugonu will sometimes punish you with one of the following forms of [[divine retribution]]:&lt;br /&gt;
&lt;br /&gt;
A punishment from Lugonu has two independent components:&lt;br /&gt;
*(1) 50%: Random [[Miscast#Translocation|Translocation miscast]] effect. This can include [[banishment]]!&lt;br /&gt;
*(1) 17%: You [[teleport]] instantly&lt;br /&gt;
*(1) 8%: You randomly blink&lt;br /&gt;
*(1) 25%: Nothing&lt;br /&gt;
*(2) 1 + experience level/7 hostile [[small abomination]]s, [[large abomination]]s, [[thrashing horror]]s, and [[ancient zyme]]s are summoned to fight you (100% if your experience level is &amp;lt;= 14, less likely as your experience level increases, large abomination rate replacing small abomination rate with experience level, ancient zymes rather unlikely).&lt;br /&gt;
*(2) A hostile [[Tentacled starspawn]], [[Wretched star]], or [[Starcursed mass]] is summoned to fight you, alongside 1 + (1d[experience level/9] - 1) of the previous set.&lt;br /&gt;
**Any monsters that Lugonu summons to fight you are [[durably summoned]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Worshiping Lugonu offers characters some interesting escape options early on. Bend Space is one of the cheapest means of blinking in the game, and the ability to banish insurmountable obstacles to the Abyss is a useful method of dealing with dangerous monsters.&lt;br /&gt;
&lt;br /&gt;
Altars to Lugonu are mainly found in [[the Abyss]], quite rarely, a corrupted version of the [[Ecumenical Temple]] is generated. Part of the dungeon may very rarely be corrupted, either containing an altar of [[Xom]] or Lugonu. You can also create your own altars to Lugonu by using the Corrupt ability on a floor with an altar to another god, but this requires you to already be a follower. Because of this, being an Abyssal Knight is the only way to guarantee yourself access to Lugonu in the early game. Alternatively, [[Miscast effect#Translocations|Miscast Effects]] for the [[translocations]] school can send you to the abyss, if you can take up to 43 damage from failed attempts&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[IonFrigate's Abyssal Knight guide]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.18]], '''Banish''' did not benefit from invocations skill above 10.5.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], Lugonu gave piety for corpse sacrifices. Also, '''Corrupt Weapon''' required the player to find and pray at an altar of Lugonu, instead of being available at any time.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Lugonu followers received no protection from distortion weapon unwielding effects. &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], Lugonu's wrath would summon demons instead of Abyss natives.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], banishing enemies provided no experience, and Lugonu gave no piety for demon kills.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], followers of Lugonu had better blinking in the Abyss.&lt;br /&gt;
&lt;br /&gt;
In early versions of ''Crawl'', Lugonu was known as Lucy, but the name was changed to make the god more androgynous.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Evil Gods]]&lt;br /&gt;
[[Category:Chaotic Gods]]&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stats&amp;diff=44938</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stats&amp;diff=44938"/>
				<updated>2017-02-23T20:07:16Z</updated>
		
		<summary type="html">&lt;p&gt;Hittemvvvhard: /* Species Contributions */ changed example from Dg to Hu because Dg doesn't work like that (anymore)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
Your character's basic '''stats''' are [[Strength]] (Str),  [[Intelligence]] (Int) and [[Dexterity]] (Dex). These are determined by your [[species]] and [[background]] and grow as you gain [[experience]], equipment, [[intrinsic]] abilities, and [[mutations]]. They may be damaged by [[sickness]] or certain monster abilities, and if one of them reaches 0, you will suffer some [[Stat zero|penalties]].&lt;br /&gt;
&lt;br /&gt;
The three defensive stats are your [[armour class]] (AC), your [[evasion]] (EV), and your blocking ability ([[SH]]). &lt;br /&gt;
&lt;br /&gt;
Your character also has a limited reserve of [[hit points]] (HP) and [[magic points]] (Magic or MP).&lt;br /&gt;
&lt;br /&gt;
==Starting Stats==&lt;br /&gt;
Your '''starting stats''' are determined by two things: your [[species]] and your [[class]]. While they do not by any means define your character, it is easier to build your character in a way that is compatible with your stats.&lt;br /&gt;
&lt;br /&gt;
Each starting stat is equal to:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''2 + Species Contribution + Class Contribution'''}}&lt;br /&gt;
&lt;br /&gt;
===Species Contributions===&lt;br /&gt;
Not all species are created equal; some have higher total stats than others, with [[High Elves]] and [[Demigod]]s having the highest, and [[Ghoul]]s having the lowest. The &amp;quot;gain&amp;quot; column describes how the race automatically gains stats as they level up: a letter indicates the stat beginning with that letter can be chosen, and the number before the colon indicates the frequency of stat gains. So a Human, who would gain one Str, Int, or Dex every 4 levels, is represented by 4:SID. See [[#Gaining Attributes|Gaining Attributes]] below for further details.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:75%&amp;quot; border=1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Species&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Strength]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Intelligence]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Dexterity]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Sum&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Gain&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Centaur&lt;br /&gt;
||8&lt;br /&gt;
||5&lt;br /&gt;
||2&lt;br /&gt;
||15&lt;br /&gt;
||4:SD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Deep Dwarf&lt;br /&gt;
||9&lt;br /&gt;
||6&lt;br /&gt;
||6&lt;br /&gt;
||21&lt;br /&gt;
||4:SI&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Deep Elf&lt;br /&gt;
||3&lt;br /&gt;
||10&lt;br /&gt;
||8&lt;br /&gt;
||21&lt;br /&gt;
||4:I&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Demigod&lt;br /&gt;
||9&lt;br /&gt;
||10&lt;br /&gt;
||9&lt;br /&gt;
||28&lt;br /&gt;
||''Special*''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Demonspawn&lt;br /&gt;
||6&lt;br /&gt;
||7&lt;br /&gt;
||6&lt;br /&gt;
||19&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Draconian&lt;br /&gt;
||8&lt;br /&gt;
||6&lt;br /&gt;
||4&lt;br /&gt;
||18&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Formicid&lt;br /&gt;
||10&lt;br /&gt;
||5&lt;br /&gt;
||4&lt;br /&gt;
||19&lt;br /&gt;
||4:SI&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Felid&lt;br /&gt;
||2&lt;br /&gt;
||7&lt;br /&gt;
||9&lt;br /&gt;
||18&lt;br /&gt;
||5:ID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Gargoyle&lt;br /&gt;
||9&lt;br /&gt;
||6&lt;br /&gt;
||3&lt;br /&gt;
||18&lt;br /&gt;
||4:SI&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Ghoul&lt;br /&gt;
||9&lt;br /&gt;
||1&lt;br /&gt;
||2&lt;br /&gt;
||12&lt;br /&gt;
||5:S&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Halfling&lt;br /&gt;
||3&lt;br /&gt;
||6&lt;br /&gt;
||9&lt;br /&gt;
||18&lt;br /&gt;
||5:D&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;High Elf&lt;br /&gt;
||5&lt;br /&gt;
||9&lt;br /&gt;
||8&lt;br /&gt;
||22&lt;br /&gt;
||3:ID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Hill Orc&lt;br /&gt;
||8&lt;br /&gt;
||6&lt;br /&gt;
||4&lt;br /&gt;
||18&lt;br /&gt;
||5:S&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Human&lt;br /&gt;
||6&lt;br /&gt;
||6&lt;br /&gt;
||6&lt;br /&gt;
||18&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Kobold&lt;br /&gt;
||5&lt;br /&gt;
||4&lt;br /&gt;
||8&lt;br /&gt;
||17&lt;br /&gt;
||5:SD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Merfolk&lt;br /&gt;
||6&lt;br /&gt;
||5&lt;br /&gt;
||7&lt;br /&gt;
||18&lt;br /&gt;
||5:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Minotaur&lt;br /&gt;
||10&lt;br /&gt;
||3&lt;br /&gt;
||3&lt;br /&gt;
||16&lt;br /&gt;
||4:SD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Mummy&lt;br /&gt;
||9&lt;br /&gt;
||5&lt;br /&gt;
||5&lt;br /&gt;
||19&lt;br /&gt;
||5:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Naga&lt;br /&gt;
||8&lt;br /&gt;
||6&lt;br /&gt;
||4&lt;br /&gt;
||18&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Octopode&lt;br /&gt;
||5&lt;br /&gt;
||8&lt;br /&gt;
||5&lt;br /&gt;
||18&lt;br /&gt;
||5:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Ogre&lt;br /&gt;
||10&lt;br /&gt;
||5&lt;br /&gt;
||3&lt;br /&gt;
||18&lt;br /&gt;
||3:S&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Spriggan&lt;br /&gt;
||2&lt;br /&gt;
||7&lt;br /&gt;
||9&lt;br /&gt;
||18&lt;br /&gt;
||5:ID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Tengu&lt;br /&gt;
||6&lt;br /&gt;
||6&lt;br /&gt;
||7&lt;br /&gt;
||19&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Troll&lt;br /&gt;
||13&lt;br /&gt;
||2&lt;br /&gt;
||3&lt;br /&gt;
||18&lt;br /&gt;
||3:S&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Vampire&lt;br /&gt;
||5&lt;br /&gt;
||8&lt;br /&gt;
||7&lt;br /&gt;
||20&lt;br /&gt;
||5:ID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Vine Stalker&lt;br /&gt;
||8&lt;br /&gt;
||6&lt;br /&gt;
||7&lt;br /&gt;
||21&lt;br /&gt;
||4:SD&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Demigods do not gain stats randomly. See [[#Gaining Attributes|Gaining Attributes]].&lt;br /&gt;
&lt;br /&gt;
===Class Contribution===&lt;br /&gt;
Your class also contributes to your starting stats, although to a lesser degree than your species. Unlike with species, the sum of the starting stats is the same across all classes (12).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:75%&amp;quot; border=1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Class&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Strength]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Intelligence]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Dexterity]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Abyssal Knight&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Air Elementalist&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Arcane Marksman&lt;br /&gt;
||3&lt;br /&gt;
||5&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Artificer&lt;br /&gt;
||3&lt;br /&gt;
||4&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Assassin&lt;br /&gt;
||3&lt;br /&gt;
||3&lt;br /&gt;
||6&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Berserker&lt;br /&gt;
||9&lt;br /&gt;
||-1&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Chaos Knight&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Conjurer&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Death Knight&lt;br /&gt;
||5&lt;br /&gt;
||3&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Earth Elementalist&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Enchanter&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Fighter&lt;br /&gt;
||8&lt;br /&gt;
||0&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Fire Elementalist&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Gladiator&lt;br /&gt;
||7&lt;br /&gt;
||0&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Healer&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Hunter&lt;br /&gt;
||4&lt;br /&gt;
||3&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Ice Elementalist&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Monk&lt;br /&gt;
||3&lt;br /&gt;
||2&lt;br /&gt;
||7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Necromancer&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Skald&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Summoner&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Transmuter&lt;br /&gt;
||2&lt;br /&gt;
||5&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Venom Mage&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Wanderer&lt;br /&gt;
||*&lt;br /&gt;
||*&lt;br /&gt;
||*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Warper&lt;br /&gt;
||3&lt;br /&gt;
||5&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Wizard&lt;br /&gt;
||-1&lt;br /&gt;
||10&lt;br /&gt;
||3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;A wanderer's starting stats are random, but will also total 12. However, if a stat is greater than 17, it is 50% less likely to be increased.&lt;br /&gt;
&lt;br /&gt;
Your initial strength, intelligence and dexterity cannot be less than 3. In any case where a class/species combo causes a value to be less than three, it is increased and random other stat decreased until it reaches 3.&lt;br /&gt;
&lt;br /&gt;
72 is the absolute maximum value for strength, dexterity, and intelligence. These ability scores can never go above 72, regardless of racial bonuses, equipment, mutations, or any other bonuses.&lt;br /&gt;
&lt;br /&gt;
==Gaining Attributes==&lt;br /&gt;
Characters will increase attributes naturally as they level, with their race determining which attributes they gain and how often they gain them. Additionally, they get to increase an attribute of their choice every three levels. Demigods gain two stat points from this instead of one, but they do not gain any stats randomly from leveling.&lt;br /&gt;
&lt;br /&gt;
*[[Centaur]]s - Str or Dex every 4 levels.&lt;br /&gt;
*[[Deep Dwarves]] - Str or Int every 4 levels.&lt;br /&gt;
*[[Deep Elves]] - Int every 4 levels.&lt;br /&gt;
*[[Demigod]]s - ''Special, see above''&lt;br /&gt;
*[[Demonspawn]] - A random stat every 4 levels.&lt;br /&gt;
*[[Draconian]]s - A random stat every 4 levels.&lt;br /&gt;
*[[Formicid]]s - Str or Int every 4 levels. &lt;br /&gt;
*[[Felid]]s - Dex or Int every 5 levels.&lt;br /&gt;
*[[Gargoyle]]s - Str or Int every 4 levels.&lt;br /&gt;
*[[Ghoul]]s - Str every 5 levels.&lt;br /&gt;
*[[Halfling]]s - Dex every 5 levels.&lt;br /&gt;
*[[High Elves]] - Int or Dex every 3 levels.&lt;br /&gt;
*[[Hill Orc]]s - Str every 5 levels.&lt;br /&gt;
*[[Human]]s - A random stat every 4 levels.&lt;br /&gt;
*[[Kobold]]s - Str or Dex every 5 levels.&lt;br /&gt;
*[[Merfolk]] - A random stat every 5 levels.&lt;br /&gt;
*[[Minotaur]]s - Str or Dex every 4 levels.&lt;br /&gt;
*[[Mummy|Mummies]] - A random stat every 5 levels&lt;br /&gt;
*[[Naga]]s - A random stat every 4 levels.&lt;br /&gt;
*[[Octopode]]s - A random stat every 5 levels.&lt;br /&gt;
*[[Ogre]]s - Str every 3 levels.&lt;br /&gt;
*[[Spriggan]]s - Dex or Int every 5 levels.&lt;br /&gt;
*[[Tengu]] - A random stat every 4 levels.&lt;br /&gt;
*[[Troll]]s - Str every 3 levels.&lt;br /&gt;
*[[Vampire]]s - Dex or Int every 5 levels&lt;br /&gt;
*[[Vine Stalker]]s - Str or Dex every 4 levels.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The extra 2 that all characters get to all their stats is a holdover from when stats were randomized: previously there were eight stat points that would be allocated randomly, with a slight tendency to raise lower stats in preference to higher ones; the remaining two were added to the class stat points, which used to total 10 instead of 12.&lt;br /&gt;
&lt;br /&gt;
Additionally, Wanderers' stats used to total only 6, making the class considerably more difficult. Artificers' totaled 9, although that difference was less significant. As for species, numerous small changes have been made over the years, but one of the more significant ones is to Mummies: they have gone from having some of the worst starting stats (7/3/3, or 13 total) to being among the higher-stat races (though still extremely difficult to play).&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Hittemvvvhard</name></author>	</entry>

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