<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Humeral</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=Humeral"/>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/Special:Contributions/Humeral"/>
		<updated>2026-05-08T05:48:40Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=To_hit&amp;diff=83056</id>
		<title>To hit</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=To_hit&amp;diff=83056"/>
				<updated>2025-04-21T15:12:09Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: /* Post Roll */ correct list layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
'''To hit''' (short for 'chance to hit') is the probability that an attack will hit a target. It is one of the two key factors in determining the success of an attack, the other being damage.&lt;br /&gt;
&lt;br /&gt;
The to hit can be calculated for melee and ranged attacks, and is calculated differently for players and monsters.  The largest factors for players are weapon (or unarmed) skill and fighting skill - with good training on both skills and decent dexterity, it should be rare to miss most targets.&lt;br /&gt;
&lt;br /&gt;
==To-hit vs EV==&lt;br /&gt;
The higher an attack's to-hit is compared to the opponent's [[evasion]], the more likely the attack is to land:&amp;lt;ref&amp;gt;{{source ref|0.30.0|attack.cc|1197}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*2.5% of the time, the attack misses regardless of the attack's to-hit or the defender's EV.&lt;br /&gt;
*2.5% of the time, the attack hits regardless of the attack's to-hit or the defender's EV.&lt;br /&gt;
*Else, the game checks if &amp;lt;code&amp;gt;1d(to-hit + 1) - 1 ≥ 2d(2 * EV - 1)/2&amp;lt;/code&amp;gt;. If this equation is true, then the attack hits. Otherwise the attack misses.&lt;br /&gt;
&lt;br /&gt;
==Player To Hit (Weapons)==&lt;br /&gt;
The player's to-hit in melee and ranged combat is determined by the following factors:&lt;br /&gt;
&lt;br /&gt;
====Base Value====&lt;br /&gt;
*Start with &amp;lt;code&amp;gt;14 + dex/2 + 1d(Fighting + 1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
*Add &amp;lt;code&amp;gt;1d(weapon skill + 1) -1 &amp;lt;/code&amp;gt; (number from 0 to weapon skill).&lt;br /&gt;
*Add weapon base accuracy. (Unarmed has +2, or +4 with [[Claws]])&lt;br /&gt;
*Add weapon [[enchant]]ment and any [[slaying]] bonuses.&lt;br /&gt;
&lt;br /&gt;
====Other modifiers====&lt;br /&gt;
*If in wisp, fungus, pig, or non-vampire bat form, add &amp;lt;code&amp;gt;[1d(XL * 100 + 100) / 100] - 1&amp;lt;/code&amp;gt; instead of using your weapon skill above.&lt;br /&gt;
*Subtract 5 for [[vertigo]].&lt;br /&gt;
*If you have the eyeballs mutation, add &amp;lt;code&amp;gt;2 * eyeballs_level + 1&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====The Roll====&lt;br /&gt;
*Take this total and roll &amp;lt;code&amp;gt;1d(total) - 1&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Post Roll====&lt;br /&gt;
*Subtract 5 from wearing the [[Amulet of the Air]] or if you [[Ru#Sacrifices|Sacrificed Eye]] for Ru.&lt;br /&gt;
*Subtract 5 if confused.&lt;br /&gt;
*Subtract 6 if you cannot see the target (invisibility).&lt;br /&gt;
*Add 2 + roll between 0 and 7 if the target is backlit ([[Corona]], [[Sticky Flame]], or under a [[halo]]).&lt;br /&gt;
*Subtract 2 + roll between 0 and 3 if the target is in umbra and you do not have night vision (from Dithmenos &amp;amp; Yredelemnul).&lt;br /&gt;
*The [[Confusing Touch]] spell grants +0 to +(DEX-1).&lt;br /&gt;
*Being in the following forms grant bonuses:&lt;br /&gt;
**[[Statue Form]]: 0 to +8&lt;br /&gt;
**[[Dragon Form]]: 0 to +9&lt;br /&gt;
**[[Necromutation|Lich form]]: 0 to +9&lt;br /&gt;
**[[Ice Form]]: 0 to +9&lt;br /&gt;
**[[Spider Form]]: 0 to +9&lt;br /&gt;
**[[Bat Form]]: 0 to +11&lt;br /&gt;
**[[Blade Hands]]: 0 to +11&lt;br /&gt;
**[[Fungus Form]]: 0 to +9&lt;br /&gt;
**[[Tree Form]]: 0 to +9&lt;br /&gt;
**[[Wisp Form]]: 0 to +9&lt;br /&gt;
&lt;br /&gt;
==Monster To Hit (Melee)==&lt;br /&gt;
A monster's to hit is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
===Base Value===&lt;br /&gt;
The base value is 18.&lt;br /&gt;
&lt;br /&gt;
===Hit Dice===&lt;br /&gt;
Monsters with the [[Fighter flag|Fighter class flag]] get a bonus of +(2.5 * [[HD]]). Other monsters get +(1.5 * HD). Decimals are rounded down.&lt;br /&gt;
&lt;br /&gt;
===Situational Modifiers===&lt;br /&gt;
*An aquatic monster &amp;quot;using the terrain to its advantage&amp;quot; gets +5.&lt;br /&gt;
*A monster wielding a weapon receives that weapon's inherent and magical to hit modifiers.&lt;br /&gt;
*A [[confused]] monster gets -5.&lt;br /&gt;
*A monster attacking a [[Corona|backlit]] defender gets +2 to +9.&lt;br /&gt;
*A monster attacking an invisible target suffers a 35% penalty to its to hit number.&lt;br /&gt;
&lt;br /&gt;
==Monster To Hit (Ranged)==&lt;br /&gt;
Ranged attacks (&amp;quot;beams&amp;quot;, to use the game's internal terminology) have a to hit number, just like melee attacks do. This is modified as follows:&lt;br /&gt;
*If you are invisible and the attacker can't see invisible, the to hit number is halved.&lt;br /&gt;
*If you have [[Repel Missiles]], the to hit number is reduced ''by'' a random number between 0 and 1/2 of its value (rounded down).&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game_mechanics]]&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=83012</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=83012"/>
				<updated>2025-04-17T14:18:49Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: bat form success is based on XL&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: they may become alive. A bloodless Vampire has the traits of an undead (immunity to poisons, negative energy and torment, resistant to damage from the cold), but cannot physically regenerate when monsters are in sight and are less resilient. On the other hand, a Vampire full with blood will regenerate very quickly, but will lose all undead powers. Upon growing, they learn to transform into fast-moving bats. Unlike other undead species, they may be mutated normally at all times.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*'''[[Acute Vision]]:''' Vampires can [[see invisible]].&lt;br /&gt;
*'''[[Fangs|Fangs 3]]:''' Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. While Bloodless, vampires can also restore a small amount of HP every time they successfully bite a living foe.&lt;br /&gt;
* Vampires can change blood level (Alive or Bloodless) at will. See below for more details.&lt;br /&gt;
*Vampires are [[undead]], which results in the following traits ''even when Alive'':&lt;br /&gt;
**Vampires may not worship [[Zin]], [[Elyvilon]], or [[the Shining One]]. The holy wrath brand will not function on weapons they wield.&lt;br /&gt;
**Vampires are vulnerable to [[holy]] damage, weapons of holy wrath, and [[Dispel Undead]]. (However, Dispel Undead will never be used against the player when alive due to how monsters check vulnerability).&lt;br /&gt;
**Vampires can never cast [[Borgnjor's Revivification]] or [[Death's Door]], nor can they enter [[Death Form]].&lt;br /&gt;
**Vampires cannot become [[Cause Fear|afraid]].&lt;br /&gt;
**Vampires may still [[mutate]], regardless of blood level.&lt;br /&gt;
&lt;br /&gt;
Vampires have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers) and have normal base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
===Blood-Dependent Stats===&lt;br /&gt;
[[File:Exsanguinate.png]] [[File:Revivify.png]] Vampires may switch between Alive and Bloodless using their natural abilities Exsanguinate and Revivify. Both abilities take 60 [[aut]]s (6 turns) to complete. Additionally, when transitioning from Bloodless back to Alive, you gain one temporary rank of the [[Frail]] [[mutation]] (-10% Maximum HP); like other temporary mutations, this will eventually fade as you gain [[experience]].&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! || Alive ||  Bloodless&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Regeneration rate|Regeneration]]''' || Fast (+0.2HP/turn) || None while monsters are visible&lt;br /&gt;
|-&lt;br /&gt;
| '''HP Modifier''' || None || -20% HP&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Stealth]] Boost''' || None || +100 to [[Stealth#Stealth Score|Stealth Score]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Vampiric]] [[Auxiliary attack|Bite]]''' || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
!colspan=3 align=&amp;quot;center&amp;quot;| ''Resistances''&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Poison]] Resistance''' || No || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Cold]] Resistance''' || None || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Negative Energy]] Resistance''' || None || 3&lt;br /&gt;
|- &lt;br /&gt;
| '''[[Torment]] Resistance''' || No || Yes&lt;br /&gt;
|- &lt;br /&gt;
!colspan=3 align=&amp;quot;center&amp;quot;| ''Transformations''&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Bat Form]]''' ability || No || Yes (level 3)&lt;br /&gt;
|- &lt;br /&gt;
| '''Other [[Transformation]]s&amp;lt;br&amp;gt; and [[Berserk]]''' || Yes ||  No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bloodless vampires also have the following properties:&lt;br /&gt;
*Lacking blood: [[Sublimation of Blood]] is unavailable, and [[skyshark]]s do not benefit from bloodzerk.&lt;br /&gt;
*[[Unbreathing]]: Immune to [[water elemental|drowning]] damage and to [[ballistomycete spore|spore confusion]].&lt;br /&gt;
*Cannot be put to [[sleep]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Gladiator]], [[Brigand]]&lt;br /&gt;
*'''Warrior-mages:''' [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[dexterity]] or [[intelligence]] every 5th level.&lt;br /&gt;
*Average [[hit points]].&lt;br /&gt;
*+4 [[willpower]] per level.&lt;br /&gt;
*[[File:Bat form.png]] Starting at level 3, vampires can change to [[Bat Form]] at will when Bloodless.  Their success rate improves with experience.&lt;br /&gt;
**This allows movement at [[spriggan]] speed (6 auts instead of 10) and increases your base [[dexterity]] by 5, but temporarily drains all of your stats by 2 each, disables many items, melds all armour and jewellery except your [[amulet]], prevents spellcasting, and weakens melee attacks. Wands and divine abilities may still be used while in bat form. Entering bat form costs 2 MP and provides [[flight]] for the extent of the transformation.&lt;br /&gt;
{{flavour|Transforms the user into a swift-moving vampire bat, increasing evasion but substantially weakening melee attacks. The transformation drains the user's attributes.&lt;br /&gt;
&lt;br /&gt;
While transformed, any equipped weapons, armour and rings are melded, and the user becomes unable to cast spells.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with all the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
As long as you play according to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it becomes available at level 3 (but only when Bloodless). Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency coupled with their exceptional Stealth aptitude and stealth bonus when Bloodless means that Vampires are particularly well suited to the [[Enchanter]] background.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Exactly how to use your variable blood states will depend on a number of things. At Bloodless, you suffer reduced health and hindered regeneration (bad) in exchange for Bat Form (good), increased stealth (depends), and several resistances (helpful, but somewhat situational).&lt;br /&gt;
&lt;br /&gt;
Keep in mind that switching blood states requires a significant delay. Try to anticipate situations where you might want increased regeneration or your undead resistances and set up ahead of time, as trying to switch mid-fight may well be suicidal.&lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only while Bloodless. Furthermore, it renders you mostly helpless and drains your stats each time you use it, so try not to over-rely on escaping as a bat.&lt;br /&gt;
&lt;br /&gt;
You can cope with limited HP regeneration while Bloodless in a number of ways:&lt;br /&gt;
*Reusable options available regardless of god choice include stabbing living enemies, casting the [[Vampiric Draining]] spell, or wielding a [[vampiric]]-branded weapon. Unfortunately, these methods are of almost no use in the [[Crypt]], [[Pan]], [[Hell]]s, or [[Tomb]], which are dominated by unholy creatures that provide no health in this way.&lt;br /&gt;
*In an emergency situation, [[potion]]s can still be used.&lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, it does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Unlike most other attack options, many combat-oriented [[Invocations]] are not disabled while in Bat Form. This is the basis of various self-imposed challenges that center around staying in Bat Form as much as possible by, for instance, worshiping Makhleb and using its destruction and summoning abilities to dispatch enemies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.33|vampires will be removed from the game.}}&lt;br /&gt;
*Prior to [[0.27]], vampires were explicitly [[unbreathing]].&lt;br /&gt;
*Prior to [[0.24]], vampires had a hunger clock. Instead of using food like other species, they could drink blood directly from corpses (using '''e''') or bottle the blood into [[potion of blood|potions]] (using '''c''') to drink later. When at least Full, vampires would both heal and hunger quickly but lost all of their undead benefits. When Thirsty or below, they healed and hungered slowly, but could enter Bat Form and their undead traits would gradually assert themselves the closer to Bloodless they became. Additionally, entering Bat Form did not incur stat reduction.&lt;br /&gt;
*Prior to [[0.22]], vampires could not use wands while in bat form.&lt;br /&gt;
*Prior to [[0.19]], vampires had six distinct satiation states instead of four.&lt;br /&gt;
*Prior to [[0.17]], vampires did not gain a stat every 5th level.&lt;br /&gt;
*Prior to [[0.16]] vampire characters couldn't bottle up blood from the beginning.&lt;br /&gt;
*Prior to [[0.15]] thirsty vampires received only half the effect from most potions. Also, vampires wouldn't mutate and would lose the effect of mutations at or below near bloodless.&lt;br /&gt;
*Prior to [[0.13]], vampires could not cast [[Cure Poison]], even when they had blood.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Oni&amp;diff=82966</id>
		<title>Oni</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Oni&amp;diff=82966"/>
				<updated>2025-04-11T19:18:44Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: oops, s/munch/mulch/, though it was amusing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
{{flavour|Oni are large, rowdy creatures who love a good fight. They are exceptionally strong and robust, and their fondness for drink allows them to heal twice as much from healing potions and even perform free melee swings around themselves while they chug them.&lt;br /&gt;
&lt;br /&gt;
They are proficient with most melee weapons and forms of magic, but lack the dexterity or inclination to use ranged weapons or magical devices well. They are, however, good at throwing things, in particular large rocks.&lt;br /&gt;
&lt;br /&gt;
Their large size prevents them from wearing most forms of armour, and are poor at dodging, relying on their enormous bulk to survive battles instead.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Oni are '''[[Size#Player Sizes|large]]''' species:&lt;br /&gt;
**Like all large creatures, they receive an [[EV]] and [[Dodging]] penalty.&lt;br /&gt;
**Unlike regular sized species, they can use [[giant club]]s,  [[giant spiked club]]s, and [[large rock]]s.&lt;br /&gt;
**Their bodies do not fit into [[boots]], [[gloves]], [[helmet]]s, or most [[body armour]] (they can only wear [[robe]]s, [[animal skin]]s, [[troll leather armour]], and [[dragon scales]]). In addition, [[buckler]]s are too small for them to use.&lt;br /&gt;
**They can attack and move normally in [[shallow water]].&lt;br /&gt;
*'''[[Horns|Horns 1]]''': Oni can make an [[auxiliary]] headbutt attack in melee.&lt;br /&gt;
*'''[[Tough_Skin|Tough Skin 1]]''': Oni have +1 [[AC]].&lt;br /&gt;
*'''[[Double Potion Healing]]''': Oni restore twice as much health and magic when drinking potions.&lt;br /&gt;
*'''[[Drunken Brawling]]''': When drinking a potion that restores HP or MP, Oni make a free melee attack against all adjacent enemies. This includes [[potions of curing]], [[potion of heal wounds|heal wounds]], [[potion of magic|magic]], and [[potion of ambrosia|ambrosia]]. Unlike [[cleaving]], there is no damage penalty. &lt;br /&gt;
&lt;br /&gt;
Note that effects from [[Gozag]]'s Potion Petition are not doubled, nor do they trigger Drunken Brawling.&lt;br /&gt;
&lt;br /&gt;
Oni have a base [[Strength]] of 11, [[Intelligence]] of 9, and [[Dexterity]] of 4 (before Background modifiers) and normal base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Gladiator]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]], [[Cinder Acolyte]]&lt;br /&gt;
*'''Mages:''' [[Hedge Wizard]], [[Fire Elementalist]], [[Air Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] every 3rd level.&lt;br /&gt;
*30% more [[hit points]] than average.&lt;br /&gt;
*+4 [[willpower]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Oni start with the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Incompatible body armour is replaced with an [[animal skin]] or [[robe]]. &lt;br /&gt;
*[[Helmet]]s are replaced with [[hat]]s.&lt;br /&gt;
*[[Buckler]]s are replaced with [[kite shield]]s.&lt;br /&gt;
*Any [[Armour]] skill is replaced by [[Dodging]].&lt;br /&gt;
*[[Javelin]]s are replaced with [[large rock]]s.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Oni have a number of advantages, offset by a similar amount of disadvantages. They have immense HP, heal more from potions, and train Fighting faster than any other species. But for a good chunk of the game, Oni have miserable [[AC]] (can't wear most armour) and [[EV]] (large size, poor dex). On the flip side, they are one of the few species that can wield [[giant club]]s and throw [[large rock]]s.&lt;br /&gt;
&lt;br /&gt;
Oni make for good spellcasters, being a large, +30% HP race which is adept at learning magic. They learn all schools equally well, with good Spellcasting skill, and a very minor (-1) aptitude penalty to the other magic schools.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Oni}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Oni have many different options for skill training:&lt;br /&gt;
&lt;br /&gt;
*[[Large rock]]s are deadly. An unskilled user takes 20 aut to throw one - that's 2 full turns. But even at 0 skill, they can be used to kill melee enemies (just mind the delay). A highly skilled user will throw large rocks quickly, which can be devastating. As a side benefit, large rocks are more common than [[javelin]]s and [[boomerang]]s ''combined'', and are less likely to [[mulch]] as well.&lt;br /&gt;
*[[Giant club]]s and [[giant spiked club]]s are the strongest melee weapons, but they aren't without drawbacks. Giant clubs are two-handed, which means no shield. This can be an issue, especially as Oni are often stuck with low AC and low EV. They also take considerable skill training to use effectively.&lt;br /&gt;
*Oni are one of the best choices for a high-durability caster. They have +30% HP, but limited body armour, as well as decent magical aptitudes. They work well as both &amp;quot;pure&amp;quot; casters and hybrids.&lt;br /&gt;
&lt;br /&gt;
Other than that, Oni generally like [[shield]]s, as their high strength helps deal with the encumbrance.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], Oni had a 100% chance to get an extra good mutation from [[potion of mutation|potions of mutation]] instead of 50%.&lt;br /&gt;
*In [[0.31]], Oni were added, replacing [[Ogre]]s.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Oni&amp;diff=82965</id>
		<title>Oni</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Oni&amp;diff=82965"/>
				<updated>2025-04-11T19:16:05Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: fix confusing sentence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
{{flavour|Oni are large, rowdy creatures who love a good fight. They are exceptionally strong and robust, and their fondness for drink allows them to heal twice as much from healing potions and even perform free melee swings around themselves while they chug them.&lt;br /&gt;
&lt;br /&gt;
They are proficient with most melee weapons and forms of magic, but lack the dexterity or inclination to use ranged weapons or magical devices well. They are, however, good at throwing things, in particular large rocks.&lt;br /&gt;
&lt;br /&gt;
Their large size prevents them from wearing most forms of armour, and are poor at dodging, relying on their enormous bulk to survive battles instead.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Oni are '''[[Size#Player Sizes|large]]''' species:&lt;br /&gt;
**Like all large creatures, they receive an [[EV]] and [[Dodging]] penalty.&lt;br /&gt;
**Unlike regular sized species, they can use [[giant club]]s,  [[giant spiked club]]s, and [[large rock]]s.&lt;br /&gt;
**Their bodies do not fit into [[boots]], [[gloves]], [[helmet]]s, or most [[body armour]] (they can only wear [[robe]]s, [[animal skin]]s, [[troll leather armour]], and [[dragon scales]]). In addition, [[buckler]]s are too small for them to use.&lt;br /&gt;
**They can attack and move normally in [[shallow water]].&lt;br /&gt;
*'''[[Horns|Horns 1]]''': Oni can make an [[auxiliary]] headbutt attack in melee.&lt;br /&gt;
*'''[[Tough_Skin|Tough Skin 1]]''': Oni have +1 [[AC]].&lt;br /&gt;
*'''[[Double Potion Healing]]''': Oni restore twice as much health and magic when drinking potions.&lt;br /&gt;
*'''[[Drunken Brawling]]''': When drinking a potion that restores HP or MP, Oni make a free melee attack against all adjacent enemies. This includes [[potions of curing]], [[potion of heal wounds|heal wounds]], [[potion of magic|magic]], and [[potion of ambrosia|ambrosia]]. Unlike [[cleaving]], there is no damage penalty. &lt;br /&gt;
&lt;br /&gt;
Note that effects from [[Gozag]]'s Potion Petition are not doubled, nor do they trigger Drunken Brawling.&lt;br /&gt;
&lt;br /&gt;
Oni have a base [[Strength]] of 11, [[Intelligence]] of 9, and [[Dexterity]] of 4 (before Background modifiers) and normal base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Gladiator]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]], [[Cinder Acolyte]]&lt;br /&gt;
*'''Mages:''' [[Hedge Wizard]], [[Fire Elementalist]], [[Air Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] every 3rd level.&lt;br /&gt;
*30% more [[hit points]] than average.&lt;br /&gt;
*+4 [[willpower]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Oni start with the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Incompatible body armour is replaced with an [[animal skin]] or [[robe]]. &lt;br /&gt;
*[[Helmet]]s are replaced with [[hat]]s.&lt;br /&gt;
*[[Buckler]]s are replaced with [[kite shield]]s.&lt;br /&gt;
*Any [[Armour]] skill is replaced by [[Dodging]].&lt;br /&gt;
*[[Javelin]]s are replaced with [[large rock]]s.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Oni have a number of advantages, offset by a similar amount of disadvantages. They have immense HP, heal more from potions, and train Fighting faster than any other species. But for a good chunk of the game, Oni have miserable [[AC]] (can't wear most armour) and [[EV]] (large size, poor dex). On the flip side, they are one of the few species that can wield [[giant club]]s and throw [[large rock]]s.&lt;br /&gt;
&lt;br /&gt;
Oni make for good spellcasters, being a large, +30% HP race which is adept at learning magic. They learn all schools equally well, with good Spellcasting skill, and a very minor (-1) aptitude penalty to the other magic schools.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Oni}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Oni have many different options for skill training:&lt;br /&gt;
&lt;br /&gt;
*[[Large rock]]s are deadly. An unskilled user takes 20 aut to throw one - that's 2 full turns. But even at 0 skill, they can be used to kill melee enemies (just mind the delay). A highly skilled user will throw large rocks quickly, which can be devastating. As a side benefit, large rocks are more common than [[javelin]]s and [[boomerang]]s ''combined'', and are less likely to [[munch]] as well.&lt;br /&gt;
*[[Giant club]]s and [[giant spiked club]]s are the strongest melee weapons, but they aren't without drawbacks. Giant clubs are two-handed, which means no shield. This can be an issue, especially as Oni are often stuck with low AC and low EV. They also take considerable skill training to use effectively.&lt;br /&gt;
*Oni are one of the best choices for a high-durability caster. They have +30% HP, but limited body armour, as well as decent magical aptitudes. They work well as both &amp;quot;pure&amp;quot; casters and hybrids.&lt;br /&gt;
&lt;br /&gt;
Other than that, Oni generally like [[shield]]s, as their high strength helps deal with the encumbrance.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], Oni had a 100% chance to get an extra good mutation from [[potion of mutation|potions of mutation]] instead of 50%.&lt;br /&gt;
*In [[0.31]], Oni were added, replacing [[Ogre]]s.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Eleionoma&amp;diff=82964</id>
		<title>Talk:Eleionoma</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Eleionoma&amp;diff=82964"/>
				<updated>2025-04-11T19:12:29Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Eleionoma&amp;diff=82963</id>
		<title>Talk:Eleionoma</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Eleionoma&amp;diff=82963"/>
				<updated>2025-04-11T19:10:47Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: Created page with &amp;quot;What does &amp;quot;large rocks are [...] less likely to mulch than javelins and boomerangs, combined&amp;quot; mean?  Javelins and boomerangs mulch at 5%, large rocks at 4%. ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What does &amp;quot;large rocks are [...] less likely to mulch than javelins and boomerangs, combined&amp;quot; mean?  Javelins and boomerangs mulch at 5%, large rocks at 4%.&lt;br /&gt;
[[User:Humeral|humeral]] ([[User talk:Humeral|talk]]) 21:10, 11 April 2025 (CEST)&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Forge_Lightning_Spire&amp;diff=82962</id>
		<title>Forge Lightning Spire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Forge_Lightning_Spire&amp;diff=82962"/>
				<updated>2025-04-11T14:07:17Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: tweak word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
'''Summon Lightning Spire''' is a level 4 [[Summonings|Summoning]]/[[Air Magic|Air]] spell which summons a [[lightning spire]].&lt;br /&gt;
&lt;br /&gt;
[[Summoner]]s begin with this spell in their libraries.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
An immobile lightning spire that shoots [[Electrical Bolt|bolts of electricity]] will be summoned in a random location within two tiles of the caster. The location must be empty and not [[deep water]] or [[lava]]. &lt;br /&gt;
&lt;br /&gt;
Spires' Electrical Bolts can pierce through enemies and will bounce from most [[wall]]s (potentially [[doublezap|hitting targets twice]]). Unlike the similar [[Lightning Bolt]] spell, the lightning spire's bolts are quiet and reasonably accurate. &lt;br /&gt;
&lt;br /&gt;
Higher spell power increases the spire's [[hit dice]], which increases its HP, accuracy, and damage. Lightning spire HD equals &amp;lt;code&amp;gt;&amp;lt;spell power&amp;gt; / 10&amp;lt;/code&amp;gt; (minimum of 1).&amp;lt;ref&amp;gt;{{source ref|0.32.1|spl-summoning.cc|924}}&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The construct lasts for around 18 turns; this does not depend on spell power.&lt;br /&gt;
&lt;br /&gt;
There is a summon limit of 1; casting the spell again will cause the old summon to very quickly time out.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Lightning spires offer a fair bit of damage for its MP cost, at least for the early game. Unlike other low-level summons, it can shoot from a distance. One use of the spire is with [[kiting]]: summon a spire, back away, and let the spire get free shots. Even if you can't kite, it's good for the damage/MP alone.&lt;br /&gt;
&lt;br /&gt;
Electric bolts can [[doublezap]] if they reflect off a [[wall]]. If the spire isn't placed in a way that allows that to happen and you have MP to spare, you can summon a new one to try to place it somewhere better.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Spires will avoid shooting allies, including you, unless they are resistant or invisible. Make sure to position yourself and your allies in a way that allows the spire to fire.&lt;br /&gt;
*Spires cannot see [[invisible]]. If you're invisible, it will fire bolts right through you. Conversely, spires are useless against invisible enemies, unless there is a visible monster behind them.&lt;br /&gt;
*Like other summons, spires can be used to block line of fire, or to seal off a corridor when you need to retreat.&lt;br /&gt;
**However, the random placement might mean that the spire blocks off ''your'' retreat path. You can attack it with ctrl-direction or '''v''' to make it dissipate instantly.&lt;br /&gt;
*Spires are immune to  [[electricity]], [[poison]], and [[negative energy]], so you can use spells of those elements without harming the spire.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.33|this spell will be renamed '''Forge Lightning Spire''' and become a [[Forgecraft]]/Air spell. Also, its lightning bolt will target the furthest viable enemy.}}&lt;br /&gt;
*Prior to around [[0.29]], allies weren't smart enough to stop their attacks before they'd hit you. So in this kind of position:&lt;br /&gt;
 .....&lt;br /&gt;
 .@y8.&lt;br /&gt;
 .....&lt;br /&gt;
:The spire would not shoot, because it would hit you.&lt;br /&gt;
*Prior to [[0.25]], the spire was summoned to a targeted location instead of a random one. Before this change, Lightning Spire was often considered one of the best spells in the game.&lt;br /&gt;
*This spell was added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Repel_Missiles&amp;diff=82949</id>
		<title>Repel Missiles</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Repel_Missiles&amp;diff=82949"/>
				<updated>2025-04-09T16:01:10Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: say avoid instead of block; fix up references to the caster and similar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
{{flavour|Reduces the chance of projectile attacks striking the target, making them easier to dodge. Single-target attacks are much easier to repel than penetrating attacks.}}&lt;br /&gt;
&lt;br /&gt;
'''Repel Missiles''' ('''RMsl''', '''repulsion''') is a passive effect and monster-only spell which helps ranged attacks miss their target.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
Creatures with Repulsion have +15 [[EV]] against ranged attacks, including spells.&amp;lt;ref&amp;gt;{{source ref|0.32.0|fight.cc|107}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{source ref|0.32.0|spl-cast.cc|1488}}&amp;lt;/ref&amp;gt; This effect only helps to [[ev]]ade ranged attacks; it does not change the target's ability to [[SH|block]] them.&lt;br /&gt;
&lt;br /&gt;
==Player sources==&lt;br /&gt;
Though the Repel Missiles spell is no longer available for players, several other sources exist for players to receive the replusion effect:&lt;br /&gt;
*[[Scarf#Egos|Scarves of repulsion]] provide the effect while worn.&lt;br /&gt;
*Worshipers of [[Qazlal]] will eventually acquire a permanent Repel Missiles effect, as long as they maintain enough [[piety]].&lt;br /&gt;
*[[Demonspawn]] with the [[Repulsion Field]] mutation will eventually develop a permanent repel missiles effect.&lt;br /&gt;
*The [[Amulet of the Air]] is an unrandart amulet that produces a permanent repel missiles effect.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
In addition, the following enemies provide a Repel Missiles aura:&lt;br /&gt;
*{{monsterlink|Polterguardian}}&lt;br /&gt;
&lt;br /&gt;
Unlike the player version, the monster version can be [[potion of cancellation|dispelled]].&lt;br /&gt;
&lt;br /&gt;
Monsters with Repel Missiles will start with the status permanently active, meaning they never have to cast the spell unless the status is dispelled.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Repel Missiles is effective at avoiding ranged attacks, from [[list of centaurs|centaurs]] and [[faun]]s with ranged weapons to [[bolt spell]]s and [[crystal spear]]s. AC can't block special effects, like [[Stunning Burst]]'s paralysis and those inflicted by [[Throw Klown Pie]], but these can be repelled or dodged. It's great in [[the Shoals]], the [[Elven Halls]], [[the Vaults]], and other areas infested with enemies who love to shoot at you. &lt;br /&gt;
&lt;br /&gt;
Monsters with Repel Missiles are few and far between. As you would expect, trying to hit them with a ranged attack will be quite difficult. They are still vulnerable to [[Hexes]] and hexing [[wand]]s (though as usual monsters have a [[willpower]]-based chance to resist them). And of course, things that don't miss -- like [[Borgnjor's Vile Clutch]], [[Fireball]], and [[lightning rod]]s -- are unaffected.&lt;br /&gt;
&lt;br /&gt;
[[Yara's Violent Unravelling]] or a [[wand of quicksilver]] can be used to dispel a monster's Repel Missiles.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Repel Missiles&lt;br /&gt;
|level=2&lt;br /&gt;
|school1={{Air Magic}}&lt;br /&gt;
|school2={{Charms}}&lt;br /&gt;
|school3=&lt;br /&gt;
|castingnoise=1&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
|sources=[[Book of Air]]&amp;lt;br&amp;gt;[[Book of Minor Magic]]&lt;br /&gt;
}}&lt;br /&gt;
*Prior to [[0.32]], Repel Missiles reduced the to-hit of ranged attacks against the caster from 0-100% if single-target or 50-100% if penetrating. Also, it didn't work on incapacitated targets.&lt;br /&gt;
*Prior to [[0.25]], a more advanced version of Repel Missiles called [[Deflect Missiles]] existed. Monsters with DMsl instead got Repel Missiles.&lt;br /&gt;
*Prior to [[0.20]], Repel Missiles was a level 2 [[Air]]/[[Charms]] spell available to players; it expired as it helped dodge projectiles. However, other sources still exist.&lt;br /&gt;
*Prior to [[0.14]], the Repel Missiles status expired based on a timer.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Status effects]]&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Channeling&amp;diff=82878</id>
		<title>Channeling</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Channeling&amp;diff=82878"/>
				<updated>2025-04-04T23:38:11Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: typo/grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
''For spells like [[Searing Ray]] with an effect that requires several turns of focus, see [[Channeling spell]].''&lt;br /&gt;
{{flavour|Dramatically increases the user's regeneration of magical power for a duration that increases with Invocations skill.}}&lt;br /&gt;
&lt;br /&gt;
'''Channeling''' is the act of passively restoring MP to a character, as opposed to using a single-turn action like the [[Sublimation of Blood]] spell to restore MP. There are two types: Active Channeling (which require the use of an activated ability), and Passive Channeling (which comes from equipment and happens without the player's input).&lt;br /&gt;
&lt;br /&gt;
[[Djinn]] do not use MP and cannot make use of any form of channeling.&lt;br /&gt;
&lt;br /&gt;
==Active Channeling==&lt;br /&gt;
'''Channel Magic''' is an [[ability]] that allows worshipers of [[Sif Muna]] to restore [[MP]] much more quickly. Followers gain this ability at 1* [[piety]]. &lt;br /&gt;
&lt;br /&gt;
{{crawlquote|&lt;br /&gt;
'''Success rate:''' (60 + 4*[[Invocations]])/100 + [[Piety]]/25&amp;lt;br&amp;gt;&lt;br /&gt;
'''MP Recovered:''' 3-5 per turn for (3 + 2d(2/3 * Invocations)/2) turns, average (3 + Invocations/3) turns&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Passive Channeling==&lt;br /&gt;
[[Orb]]s of [[energy]] and the [[crystal ball of Wucad Mu]] allow you to passively channel energy, refunding the MP costs of spells you cast.&lt;br /&gt;
&lt;br /&gt;
With the energy ego, when you successfully cast a spell, there's a 20% chance to have the full MP cost refunded. When you [[miscast]] a spell, you will always have MP refunded. However, it increases your ''raw'' [[spell failure]] chance by +10%. The crystal ball of Wucad Mu has double the refund rate, with the same failure penalty. (For reference, the first stack of [[wizardry]] reduces raw spell failure by 25%.)&lt;br /&gt;
&lt;br /&gt;
Note that this does not mean that your spell failure actually increases by +10%, as it is modified by a function. See the [[Spell Success#Final Step|Spell Success]] page for details. For example:&lt;br /&gt;
*If you have a spell with 6% failure, an orb of energy increases it to 17% actual failure.&lt;br /&gt;
*If you have a spell with 2% failure, an orb of energy increases it to 8% actual failure.&lt;br /&gt;
*For spells with 1% failure, it varies. A 1% failure might increase to 2% or 9% actual failure, depending on how much skill you have.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.30]], passive channeling was reworked. Prior to this version, you had a &amp;lt;code&amp;gt;Sources * Evocations / 108&amp;lt;/code&amp;gt; (orb of energy: 2 sources ; [[staff of Wucad Mu]]: 3) to succeed. If you succeeded, you had a &amp;lt;code&amp;gt;1 / (Evocations - MP cost)&amp;lt;/code&amp;gt; to backfire, either draining 1-5 points of intelligence or inflicting [[confusion]]. As Wucad Mu is now an orb, you are physically unable to stack channeling.&lt;br /&gt;
*In [[0.28]], the ability to stack multiple sources of passive channeling was added, along with the [[orb]] of [[energy]]. Success rate per source decreased, but all items count towards multiple sources.&lt;br /&gt;
*Prior to [[0.27]], the staff of Wucad Mu's success rate was &amp;lt;code&amp;gt; Evocations / 81&amp;lt;/code&amp;gt; (buffed to &amp;lt;code&amp;gt; Evocations / 54&amp;lt;/code&amp;gt;), and backfiring did not refund MP.&lt;br /&gt;
*Prior to [[0.26]], you could actively channel magic by e'''v'''oking a [[staff of energy]]; compared to other active channeling items, this provided fewer MP but could not backfire. The staff of Wucad Mu could also channel magic in this way.&lt;br /&gt;
*Prior to [[0.25]], a [[crystal ball of energy]] could be used as a high-risk way to restore MP, much like the staff of Wucad Mu.&lt;br /&gt;
*Prior to [[0.24]], Channel Magic was Sif Muna's *** ability.&lt;br /&gt;
*Prior to [[0.19]], Sif Muna instead granted '''Channel Energy''', which was a repeatably usable ability, not a duration. With each use, it restored a small amount of MP (depending on Invocations skill) and cost [[hunger]] but no piety.&lt;br /&gt;
&lt;br /&gt;
[[Category:Abilities]]&lt;br /&gt;
[[Category:Religion]]&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Malmutate&amp;diff=82824</id>
		<title>Malmutate</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Malmutate&amp;diff=82824"/>
				<updated>2025-03-24T17:16:27Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: s/necromutation/death form/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{flavour|Bestows a mutation on a target. The mutation is almost always harmful. It cannot affect artificial beings, and the undead will decompose if affected.}}&lt;br /&gt;
'''Malmutate''' is a monster-only spell which attempts to mutate its target.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
&lt;br /&gt;
===Against players===&lt;br /&gt;
If Malmutate is used on a player, there is an 80% chance that it will cause a [[bad mutation]], and a 20% chance it will cause a [[random mutation]]. [[Willpower]] is useless against this, but [[mutation resistance]] functions normally. These mutations are permanent until removed.&lt;br /&gt;
&lt;br /&gt;
Undead players cannot mutate, but will decompose and take [[stat drain]], which can be cured by gaining XP.&lt;br /&gt;
&lt;br /&gt;
===Against monsters===&lt;br /&gt;
When used on a monster, the victim gets the '''misshapen and mutated''' enchantment, with the following effects:&lt;br /&gt;
* -8 [[AC]]&lt;br /&gt;
* -25% [[HD]] &lt;br /&gt;
&lt;br /&gt;
HD has an effect on monster [[accuracy]], [[willpower]], and spell damage, so the HD reduction also lowers these.&lt;br /&gt;
&lt;br /&gt;
[[Undead]] and [[nonliving]] monsters are immune to this status. [[Abomination]]s change their tile, and ([[very ugly thing|very]]) [[ugly thing]]s will change their colour, but are otherwise unaffected by the status.&lt;br /&gt;
&lt;br /&gt;
==Monster Spell==&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
The following monster may inflict Malmutate on a melee attack (25% chance):&lt;br /&gt;
*{{monsterlink|Mnoleg}}&lt;br /&gt;
&lt;br /&gt;
==Player Sources==&lt;br /&gt;
Players can inflict the misshapen and mutated status on monsters via the following sources:&lt;br /&gt;
&lt;br /&gt;
* [[Irradiate]]&lt;br /&gt;
* [[Yara's Violent Unravelling]]&lt;br /&gt;
* [[Plutonium sword]]'s melee attacks&lt;br /&gt;
* [[Flux talisman|Flux form]]'s third unarmed attack on a monster&lt;br /&gt;
* [[Lugonu]]'s Banishment ability (if the target resists banishment)&lt;br /&gt;
* The [[warlock's mirror]] can reflect Malmutate - you'll avoid malmutation, and the monster is mutated instead.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The best method of dealing with Malmutate is to minimize the turns where you can be hit by it. It requires line of fire to hit you:&lt;br /&gt;
* Any method of restricting [[line of sight]] will prevent line of fire. A [[scroll of fog]] will let melee characters get close to a malmutator. Ducking behind a corner will do the same.&lt;br /&gt;
* [[Lesser Beckoning]] or [[Vhi's Electric Charge]] can be used by melee character to approach the enemy, without spending as many turns in line of fire.&lt;br /&gt;
* You can hide behind other monsters or use [[summon]]s to block enemy fire; even [[Fulminant Prism]] can block LoF. Then, you can use piercing attacks, such as bolt [[wand]]s or [[javelin]]s, or [[smite-targeted]] attacks, like [[Airstrike]], to attack through blocking monsters.&lt;br /&gt;
&lt;br /&gt;
Fortunately, neqoxecs and shining eyes are fairly fragile. Cacodemons, while difficult opponents, are manageable enough if you're ready to explore areas where they are common (the deep [[Abyss]], [[Hell]], or [[Pandemonium]]). Orbs of fire are so incredibly dangerous that it's already worth hitting them with everything you have.&lt;br /&gt;
&lt;br /&gt;
If you ''do'' end up taking some mutations, it's usually not immediately lethal. The ones to watch out for mid-combat are [[Berserk (mutation)|berserkitis]] and [[No Unsafe Scrolls]] / [[No Unsafe Potions]], which can restrict your options for escaping. If you have any [[potions of mutation]] saved up, those have a decent chance of fixing your problems (though they might leave you with a set of new ones).&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*[[Mutation resistance]] protects against mutation, but sources are rare, and complete immunity is even rarer. You can get full immunity via [[Mutation Resistance (mutation)|Mutation Resistance 3]] (as a level 3 mutation, is rare), being [[undead]] (species, or in [[Death Form]]), or by worshipping Zin at ****** piety.&lt;br /&gt;
*All malmutators are [[chaotic]], and thus vulnerable to [[silver]]. Silver javelins are particularly effective.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Corrupting Pulse]] inflicts temporary but always bad mutations.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
This spell was added in [[0.12]], replacing the monster version of [[Polymorph Other]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Eringya%27s_Noxious_Bog&amp;diff=82784</id>
		<title>Eringya's Noxious Bog</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Eringya%27s_Noxious_Bog&amp;diff=82784"/>
				<updated>2025-03-19T09:03:03Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: s/flight/enlightenment/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Eringya's Noxious Bog''' is a Level 6 [[Alchemy]] spell that temporarily converts tiles near the user into toxic sludge.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
When cast, Eringya's Noxious Bog gives the '''Bog''' status. All valid floor tiles within a 4-tile radius are converted into toxic sludge. This spell requires open space; tiles that are next to more than one solid feature (like walls, trees, statues) are not converted. [[Deep water]] and [[lava]] are unaffected. However, it ''does'' cover non-solid features such as stairs, escape hatches, shops, and traps, preventing them from being used.&lt;br /&gt;
&lt;br /&gt;
The sludge acts like [[shallow water]], but it will damage and poison non-flying creatures. The bog itself deals &amp;lt;code&amp;gt;4d6&amp;lt;/code&amp;gt; damage (70% poison, 30% physical).&amp;lt;ref&amp;gt;{{source ref|0.30.0|spl-damage.cc|4139}}&amp;lt;/ref&amp;gt; If the bog dealt any damage, it ''additionally'' causes an extreme amount of poison to non-immune monsters. It deals 4 &amp;quot;[[Poison#Monster Formula|stacks]]&amp;quot; of poison (the maximum) to monsters without poison resistance, and 2 &amp;quot;stacks&amp;quot; (half-max) to monsters with poison resistance.&amp;lt;ref&amp;gt;{{source ref|0.30.0|spl-damage.cc|4158}}&amp;lt;br&amp;gt;The poison function deals &amp;lt;code&amp;gt;1 + (&amp;lt;X&amp;gt;/7)&amp;lt;/code&amp;gt; stacks of poison (see {{source ref|0.30.0|monster.cc|3985}}). For normal monsters, 1 + (21/7) = 4 stacks, for rPois, 1 + (7/7) = 2 stacks.&amp;lt;/ref&amp;gt; Resistance doesn't reduce chance of being poisoned, just the amount of poison. Bog damage and poison are not impacted by spell power.&lt;br /&gt;
&lt;br /&gt;
[[Flying]] creatures are completely immune to the bog. The caster is immune to the damage, but still gets the penalties (if any) from being in shallow water.&lt;br /&gt;
&lt;br /&gt;
Casting [[Ignite Poison]] will create short-lived [[Cloud#Flame|flame clouds]] above some bog tiles (33% chance per tile). These in turn will create clouds of steam.&lt;br /&gt;
&lt;br /&gt;
The bog status lasts for &amp;lt;code&amp;gt;3 + 1d(2 + pow/10)&amp;lt;/code&amp;gt; turns.&amp;lt;ref&amp;gt;{{source ref|0.30.0|spl-damage.cc|4474}}&amp;lt;/ref&amp;gt; If you leave line of sight of a bog, it reverts back to regular tile. If you leave the level, the bog status ends immediately. This spell cannot be recast while active.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Eringya's Noxious Bog is a level 6 spell that does not work outside open areas, blocks staircases, has a range of 4, does nothing against flying or poison-immune opponents, and penalizes ''you'' if you can't fly/swim. But, even with all these limitations, this spell can be worthwhile due to its strength.&lt;br /&gt;
&lt;br /&gt;
It combos ''incredibly'' well with [[Ignite Poison]]. With Bog active, Ignite Poison is strong and MP-efficient; anything without immunity to poison/fire will take massive damage every turn. Against non-resistant monsters, Ignite Poison does 8d14+ damage per cast, ignoring both AC and EV, plus the damage from the bog and clouds. Poison resistance reduces the poison by half; either 2 turns for full damage, or 1 turn for half damage. Even monsters with both rPois and rF+, such as [[tentacled monstrosities]], will end up dying to 2-4 casts.&lt;br /&gt;
&lt;br /&gt;
Overall, it's definitely not a spell that can be used to kill everything. Instead, it's best thought of as a &amp;quot;side&amp;quot; spell - use it to deal with non-flying, non-poison immune enemies in an efficient manner. Also, without Ignite Poison, it becomes a lot weaker, but still alright.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*While you are slowed by the bog's water, any non-flying non-swimming non-large monsters are penalized in the same way. The bog will make it harder to escape from ranged attackers, but it is not as bad as it initially seems. If all else, a [[potion of enlightenment]] works.&lt;br /&gt;
*As the bog covers traps, you can use this spell to prevent enemies from stepping on unfortunately-placed traps. However, you won't be able to use it to bypass traps in narrow corridors (such as the entrance to [[Zot:5]]'s orb chamber).&lt;br /&gt;
*The bog counts as shallow water, meaning other sorts of fire attacks can be used to create [[LOS]]-blocking [[steam]].&lt;br /&gt;
*Note that the bog doesn't deal damage on the turn it's created.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
This spell refers to a mage called Eringya; it is the first reference to them in-game since the removal of the spell [[Eringya's Surprising Bouquet]] and the [[wizlab]] level [[Eringya's Formal Garden]] (which has now been re-introduced).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.32|the spell will have less strict placement restrictions, allowing placing a bog on tiles next to 2 solid features.}}&lt;br /&gt;
*Prior to [[0.31]], Eringya's Noxious Bog was a dual-school, level 6 [[Poison Magic]]/[[Transmutations]] spell.&lt;br /&gt;
*Prior to [[0.28]], Eringya's Noxious Bog did not place a bog under the caster, as they were not immune. It also did not place a bog in tiles next to ''any'' solid features.&lt;br /&gt;
*Prior to [[0.26]], Eringya's Noxious Bog would cause the caster to leave toxic bog tiles behind them as they traveled. Additionally, [[Ignite Poison]] always created flame clouds over bog tiles and for a much greater duration.&lt;br /&gt;
*Eringya's Noxious Bog was added in [[0.25]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Eringya%27s_Noxious_Bog&amp;diff=82783</id>
		<title>Eringya's Noxious Bog</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Eringya%27s_Noxious_Bog&amp;diff=82783"/>
				<updated>2025-03-19T09:01:00Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: /* Strategy */ fix typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Eringya's Noxious Bog''' is a Level 6 [[Alchemy]] spell that temporarily converts tiles near the user into toxic sludge.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
When cast, Eringya's Noxious Bog gives the '''Bog''' status. All valid floor tiles within a 4-tile radius are converted into toxic sludge. This spell requires open space; tiles that are next to more than one solid feature (like walls, trees, statues) are not converted. [[Deep water]] and [[lava]] are unaffected. However, it ''does'' cover non-solid features such as stairs, escape hatches, shops, and traps, preventing them from being used.&lt;br /&gt;
&lt;br /&gt;
The sludge acts like [[shallow water]], but it will damage and poison non-flying creatures. The bog itself deals &amp;lt;code&amp;gt;4d6&amp;lt;/code&amp;gt; damage (70% poison, 30% physical).&amp;lt;ref&amp;gt;{{source ref|0.30.0|spl-damage.cc|4139}}&amp;lt;/ref&amp;gt; If the bog dealt any damage, it ''additionally'' causes an extreme amount of poison to non-immune monsters. It deals 4 &amp;quot;[[Poison#Monster Formula|stacks]]&amp;quot; of poison (the maximum) to monsters without poison resistance, and 2 &amp;quot;stacks&amp;quot; (half-max) to monsters with poison resistance.&amp;lt;ref&amp;gt;{{source ref|0.30.0|spl-damage.cc|4158}}&amp;lt;br&amp;gt;The poison function deals &amp;lt;code&amp;gt;1 + (&amp;lt;X&amp;gt;/7)&amp;lt;/code&amp;gt; stacks of poison (see {{source ref|0.30.0|monster.cc|3985}}). For normal monsters, 1 + (21/7) = 4 stacks, for rPois, 1 + (7/7) = 2 stacks.&amp;lt;/ref&amp;gt; Resistance doesn't reduce chance of being poisoned, just the amount of poison. Bog damage and poison are not impacted by spell power.&lt;br /&gt;
&lt;br /&gt;
[[Flying]] creatures are completely immune to the bog. The caster is immune to the damage, but still gets the penalties (if any) from being in shallow water.&lt;br /&gt;
&lt;br /&gt;
Casting [[Ignite Poison]] will create short-lived [[Cloud#Flame|flame clouds]] above some bog tiles (33% chance per tile). These in turn will create clouds of steam.&lt;br /&gt;
&lt;br /&gt;
The bog status lasts for &amp;lt;code&amp;gt;3 + 1d(2 + pow/10)&amp;lt;/code&amp;gt; turns.&amp;lt;ref&amp;gt;{{source ref|0.30.0|spl-damage.cc|4474}}&amp;lt;/ref&amp;gt; If you leave line of sight of a bog, it reverts back to regular tile. If you leave the level, the bog status ends immediately. This spell cannot be recast while active.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Eringya's Noxious Bog is a level 6 spell that does not work outside open areas, blocks staircases, has a range of 4, does nothing against flying or poison-immune opponents, and penalizes ''you'' if you can't fly/swim. But, even with all these limitations, this spell can be worthwhile due to its strength.&lt;br /&gt;
&lt;br /&gt;
It combos ''incredibly'' well with [[Ignite Poison]]. With Bog active, Ignite Poison is strong and MP-efficient; anything without immunity to poison/fire will take massive damage every turn. Against non-resistant monsters, Ignite Poison does 8d14+ damage per cast, ignoring both AC and EV, plus the damage from the bog and clouds. Poison resistance reduces the poison by half; either 2 turns for full damage, or 1 turn for half damage. Even monsters with both rPois and rF+, such as [[tentacled monstrosities]], will end up dying to 2-4 casts.&lt;br /&gt;
&lt;br /&gt;
Overall, it's definitely not a spell that can be used to kill everything. Instead, it's best thought of as a &amp;quot;side&amp;quot; spell - use it to deal with non-flying, non-poison immune enemies in an efficient manner. Also, without Ignite Poison, it becomes a lot weaker, but still alright.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*While you are slowed by the bog's water, any non-flying non-swimming non-large monsters are penalized in the same way. The bog will make it harder to escape from ranged attackers, but it is not as bad as it initially seems. If all else, a [[potion of flight]] works.&lt;br /&gt;
*As the bog covers traps, you can use this spell to prevent enemies from stepping on unfortunately-placed traps. However, you won't be able to use it to bypass traps in narrow corridors (such as the entrance to [[Zot:5]]'s orb chamber).&lt;br /&gt;
*The bog counts as shallow water, meaning other sorts of fire attacks can be used to create [[LOS]]-blocking [[steam]].&lt;br /&gt;
*Note that the bog doesn't deal damage on the turn it's created.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
This spell refers to a mage called Eringya; it is the first reference to them in-game since the removal of the spell [[Eringya's Surprising Bouquet]] and the [[wizlab]] level [[Eringya's Formal Garden]] (which has now been re-introduced).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.32|the spell will have less strict placement restrictions, allowing placing a bog on tiles next to 2 solid features.}}&lt;br /&gt;
*Prior to [[0.31]], Eringya's Noxious Bog was a dual-school, level 6 [[Poison Magic]]/[[Transmutations]] spell.&lt;br /&gt;
*Prior to [[0.28]], Eringya's Noxious Bog did not place a bog under the caster, as they were not immune. It also did not place a bog in tiles next to ''any'' solid features.&lt;br /&gt;
*Prior to [[0.26]], Eringya's Noxious Bog would cause the caster to leave toxic bog tiles behind them as they traveled. Additionally, [[Ignite Poison]] always created flame clouds over bog tiles and for a much greater duration.&lt;br /&gt;
*Eringya's Noxious Bog was added in [[0.25]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mercury_Arrow&amp;diff=82688</id>
		<title>Mercury Arrow</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mercury_Arrow&amp;diff=82688"/>
				<updated>2025-03-09T14:30:58Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: linkify weakness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version-trunk}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{flavour|Conjures an arrow of elemental mercury which deals direct poison damage to whatever it hits and may also weaken their melee attacks for a short while.&lt;br /&gt;
&lt;br /&gt;
The physical force of the arrow inflicts a small amount of damage even to those immune to poison, and the weakening effect can splash to adjacent targets and ignores poison resistance altogether.}}&lt;br /&gt;
&lt;br /&gt;
'''Mercury Arrow''' is a level 2 [[Conjurations]]/[[Alchemy]] spell that does partially-irresistible poison damage and inflicts [[weakness]] on the enemy hit and all enemies adjacent to it.&lt;br /&gt;
&lt;br /&gt;
[[Alchemist]]s start with this spell in their library.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.33|this spell will be added to the game.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Alchemy Spells]] &amp;lt;!-- remove these categories after adding the {{spell info}} block --&amp;gt;&lt;br /&gt;
[[Category:Conjuration Spells]]&lt;br /&gt;
[[Category:Level 2 Spells]]&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Trap&amp;diff=82629</id>
		<title>Trap</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Trap&amp;diff=82629"/>
				<updated>2025-02-28T14:55:09Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: Undo revision 82628 by Humeral (talk); the real issue is the redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
'''Traps''' (represented by '''[[^]]''') are [[Dungeon features]] that harm the player or [[monster]]s who step on them. There are two types of traps: physical traps, which are always revealed to the player, and [[#Malevolent Force|malevolent force]], which is triggered by the player randomly, on exploration. Most traps are magical in nature.&lt;br /&gt;
&lt;br /&gt;
==Physical traps==&lt;br /&gt;
Physical traps are always revealed to the player (but not necessarily to monsters). They can only be triggered by the player, or by monsters when they are in [[line of sight]] of the player. Flying creatures trigger traps in the same way as non-flying creatures.&lt;br /&gt;
&lt;br /&gt;
There are six types of physical trap that generate randomly throughout the [[Dungeon]] and its branches:&lt;br /&gt;
*[[File:Temporary teleport trap.png]] '''[[Teleport trap]]s''', which teleport anything that steps on the trap while in line of sight of the player to a different location on the current level. Destroyed when triggered.&lt;br /&gt;
*[[File:Alarm_trap.png]] '''[[Alarm trap]]s''', which make an extremely loud noise and apply [[Sentinel's Mark]] to the player when the player or any monster steps on the trap. Destroyed when triggered.&lt;br /&gt;
*[[File:Shaft.png]] '''[[Shaft]]s''', which will cause monsters to fall 1-3 floors to a lower floor in the current branch when a monster steps on the shaft and fails a chance based on their intelligence and hit dice. Players can step on shafts safely, and pressing '''&amp;gt;''' will cause the player to fall through the shaft if they wish. Destroyed when triggered.&lt;br /&gt;
*[[File:Dispersal_trap.png]] '''[[Dispersal trap]]s''', which blink the player and all monsters in line of sight of the trap when the player or a monster steps on the trap. These traps are permanent.&lt;br /&gt;
*[[File:Zot_trap.png]] '''[[Zot trap]]s''', which cause random harmful effects to the player, possibly including teleporting them, creating dangerous summoned or durably summoned monsters, causing an explosion dealing damage to the player, or invoking dangerous levels of [[magical contamination]], when the player or any monster steps on the trap while in line of sight of the player. When monsters step on the trap, there is only a chance for the player to be affected—this is indicated by the message &amp;quot;The power of Zot is invoked against you!&amp;quot;. These traps are permanent.&lt;br /&gt;
*[[File:Web.png]] '''[[Web]]s''', found most commonly in the [[Spider's Nest]], can cause the player and non-[[List of arachnids|spider]] monsters to become trapped and be given the Held status, halving their [[evasion]] and preventing melee and ranged combat. Webs on the floor are permanent, while those created by [[Ensnare]] or [[jumping spider]]s are destroyed when the player breaks or blinks out of them.&lt;br /&gt;
&lt;br /&gt;
There are three more types of physical trap that can only be generated by [[vault]]s, most notably being seen in the [[hall of Zot]] on [[Zot:5]] and the [[Tomb]]:&lt;br /&gt;
&lt;br /&gt;
*[[File:Teleport_trap.png]] '''Permanent teleport traps''', which have the same effect as regular teleport traps but are not destroyed when triggered.&lt;br /&gt;
*[[File:Net_trap.png]] '''[[Net trap]]s''', which fire a [[throwing net]] at the player, with [[to-hit]] dependent on the absolute depth of the trap, when the player or any [[monster intelligence|intelligent]] monster steps on the trap while in line of sight of the player. These traps are triggered 1/3 of the time when stepped on by the monster. Not destroyed when triggered.&lt;br /&gt;
*[[File:Pressure_plate.png]] '''[[Pressure plate]]s''', which usually release monsters to surround the player when anything steps on the trap in line of sight of the player. The monsters released depend on the branch: in most branches, 8 [[redback]]s will be released. In the [[Snake Pit]], this is replaced by 8 [[black mamba]]s and [[mana viper]]s, and in the [[Realm of Zot]], this is replaced by a &amp;quot;klown kar&amp;quot;—3-8 [[Killer Klown]]s will be released. A few vaults have pressure plates that trigger different effects. These are always destroyed when triggered.&lt;br /&gt;
&lt;br /&gt;
==Malevolent Force==&lt;br /&gt;
When exploring new tiles that haven't been seen before, there is a depth-based chance that the player will trigger one of three '''malevolent force''' effects:&lt;br /&gt;
*'''Alarm trap effect''': the same as if the player stepped on an alarm trap; causes an extremely loud noise and [[Sentinel's Mark|marks]] the player. This effect cannot be triggered on D:1-3.&lt;br /&gt;
*'''Shaft effect''': the same as if the player voluntarily took a physical shaft; causes the player to fall 1-3 floors deeper in the branch with no immediate way to return to the higher floor. See '''[[Shaft#Exploration Shafts|Exploration Shafts]]''' for when they can and can not trigger.&lt;br /&gt;
*'''Teleport effect''': causes you to be teleported to a random location on the current floor that is next to monsters, like the [[teleportitis]] mutation. This effect will fail to trigger if the game cannot find any such locations on the current floor.&lt;br /&gt;
&lt;br /&gt;
Note that new tiles revealed immediately after a shaft or teleport effect won't trigger another trap effect, giving the player a bit of a break post-trap.&lt;br /&gt;
&lt;br /&gt;
Worshippers of [[Ashenzari]] with at least 4* of piety are completely immune to these effects.&lt;br /&gt;
&lt;br /&gt;
===Chance to trigger===&lt;br /&gt;
When malevolent force is triggered, it randomly chooses a valid effect with an equal chance of each.&lt;br /&gt;
&lt;br /&gt;
The chance for a given turn to trigger a malevolent force effect is:&lt;br /&gt;
&lt;br /&gt;
 (number of floor tiles revealed on this turn / number of floor tiles on current level) * (1 + absdepth of current level/10) / 9&lt;br /&gt;
&lt;br /&gt;
The chance for one or more malevolent forces to trigger on a given level is therefore simply &amp;lt;code&amp;gt;(1 + absdepth/10) / 9&amp;lt;/code&amp;gt;.&lt;br /&gt;
This leads to the following chances of the game attempting to trigger one or more exploration-triggered traps on any given level:&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! Branch !! Chance per floor&lt;br /&gt;
|-&lt;br /&gt;
| D:1-9 || 1/9&lt;br /&gt;
|-&lt;br /&gt;
| D:10-15&amp;lt;br&amp;gt;Lair&amp;lt;br&amp;gt;Orcish Mines || 2/9&lt;br /&gt;
|-&lt;br /&gt;
| Elven Halls&amp;lt;br&amp;gt;Swamp / Shoals&amp;lt;br&amp;gt;Snake Pit / Spider Nest&amp;lt;br&amp;gt;Slime:1-2  || 2/9&lt;br /&gt;
|-&lt;br /&gt;
| Slime:3-5&amp;lt;br&amp;gt;Vaults&amp;lt;br&amp;gt;Depths || 3/9&lt;br /&gt;
|-&lt;br /&gt;
| Crypt&amp;lt;br&amp;gt;Tomb&amp;lt;br&amp;gt;Pandemonium&amp;lt;br&amp;gt;Vestible of Hell&amp;lt;br&amp;gt;Hell Branch:1 || 3/9&lt;br /&gt;
|-&lt;br /&gt;
| Hell Branch:2-7 || 4/9&lt;br /&gt;
|-&lt;br /&gt;
| Zot:1-2 || 3/9&lt;br /&gt;
|-&lt;br /&gt;
| Zot:3-5 || 4/9&lt;br /&gt;
|}&lt;br /&gt;
The above chances are for the game to attempt to trap the player. Given that there are many situations when the shaft and teleport effects can fail, this does not accurately reflect the chance of actually being trapped on a given floor. Situations when a particular trap effect fails are not announced.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Commented out because I'm not at all convinced that this is correct -- NormalPerson7&lt;br /&gt;
==Monsters &amp;amp; Traps==&lt;br /&gt;
Different monsters react differently to traps. Most monsters with animalistic intelligence or above will avoid ones they know about, and refuse to cross a trap that is harmful to them even if there is no other way to reach you. [[Monster_intelligence|Mindless]] monsters like [[zombie]]s will walk through traps regardless of how much damage it might cause them.&lt;br /&gt;
&lt;br /&gt;
In some situations, monsters already know the locations of traps:&lt;br /&gt;
*Monsters native to a [[dungeon branch]] (e.g. [[orc]]s in the [[Orcish Mines]]) already know the locations of all traps in their branch, since they live there.&lt;br /&gt;
*Monsters friendly to the player, and good neutrals, know the location of all traps, since it's assumed that you would tell them about the traps.&lt;br /&gt;
*Monsters with human [[intelligence]] or greater have a 1 in 3 chance of knowing about the existence of any single trap.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Obsolete Traps==&lt;br /&gt;
Over the years, many traps have been removed from the game for various reasons.&lt;br /&gt;
*'''Mechanical traps''' were all removed in [[0.27]].&lt;br /&gt;
**[[File:Arrow_trap.png]] '''[[Arrow trap]]s'''.&lt;br /&gt;
**[[File:Blade_trap.png]] '''[[Blade trap]]s'''.&lt;br /&gt;
**[[File:Bolt trap.png]] '''[[Bolt trap]]s'''.&lt;br /&gt;
**[[File:Dart_trap.png]] '''[[Dart trap]]s'''.&lt;br /&gt;
**[[File:Spear_trap.png]] '''[[Spear trap]]s'''.&lt;br /&gt;
**[[File:Needle_trap.png]] '''[[Needle trap]]s''' were replaced with dart traps in [[0.24]].&lt;br /&gt;
**[[File:Axe_trap.png]]''' [[Axe trap]]s''' were removed in [[0.11]].&lt;br /&gt;
*[[File:Shadow_trap.png]] '''[[Shadow trap]]s''' were added in [[0.16]] and removed in [[0.17]].&lt;br /&gt;
*[[File:Gas_trap.png]] ''' [[Gas trap]]s''' were removed in [[0.13]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.33|several new traps will be added:}}&lt;br /&gt;
:[[File:Archmage trap.png]] [[archmage's trap]]s that drain 1/3 of the player's MP and [[brilliance|empower]] the spells of 2-3 [[HD|strongest]] nearby monsters for 20-28 turns;&lt;br /&gt;
:[[File:Devourer trap.png]] [[devourer's trap]]s that have a 2/3 chance to [[corrode]] the player;&lt;br /&gt;
:[[File:Harlequin trap.png]] [[harlequin's trap]]s that give the [[chaos]] flavour to melee attacks of 2-3 strongest non-holy nearby monsters for 20-28 turns;&lt;br /&gt;
:[[File:Tyrant trap.png]] [[tyrant's trap]]s that [[weak]]en the player for 10-14 turns (up to 50 turns) and give 2-3 strongest nearby monsters the [[Might]] status for 20-28 turns.&lt;br /&gt;
*Prior to [[0.31]], malevolent force was known as sourceless malevolence.&lt;br /&gt;
*Prior to [[0.29]], exploration [[shaft]] traps in the Dungeon branch didn't try to drop you into a place without monsters.&lt;br /&gt;
*Prior to [[0.28]], sourceless malevolence effects was known as exploration traps, and exploration shaft traps were not limited to once per branch.&lt;br /&gt;
*Prior to [[0.25]], monsters couldn't spawn on top of traps. As a result, [[Animate Dead]] had no effect on [[corpse]]s that were on tiles with [[web]]s. Also, scrolls of [[magic mapping]] didn't reveal traps.&lt;br /&gt;
*In [[0.24]], exploration trap effects were made to only pick from eligible exploration effects.&lt;br /&gt;
*In [[0.23]], traps were reworked. Prior to this version:&lt;br /&gt;
**Exploration traps did not exist. Instead, physical traps were often hidden from the player, with an XL-based chance to be detected. [[Ashenzari]] increased the trap detection chance.&lt;br /&gt;
**[[Dispersal trap]]s were introduced.&lt;br /&gt;
**Alarm and net traps did not affect the player if a monster stepped on them.&lt;br /&gt;
**Monsters could trigger physical traps, even if they were outside of the player's [[line of sight]].&lt;br /&gt;
**The trap layout in areas like [[hall of Zot]] in [[Zot:5]] and the [[Tomb]] were very different.&lt;br /&gt;
*Prior to [[0.16]], flying players and monsters could avoid triggering traps. Shadow traps were added, and trap disarming was removed in this version.&lt;br /&gt;
*Prior to [[0.15]], mechanical traps dropped ammunition and all teleport traps were permanent.&lt;br /&gt;
*Prior to [[0.13]], mechanical traps were randomly placed throughout every branch. Trap detection was based on the [[Traps (skill)|Traps]] skill.&lt;br /&gt;
*Prior to [[0.12]], Traps could be detected by searching (command '''s''').&lt;br /&gt;
*Prior to [[0.11]], trap damage scaled with the floor's depth.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Traps]]&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Trap&amp;diff=82628</id>
		<title>Trap</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Trap&amp;diff=82628"/>
				<updated>2025-02-28T14:53:28Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: there is no Hall of Zot and it redirects incorrectly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
'''Traps''' (represented by '''[[^]]''') are [[Dungeon features]] that harm the player or [[monster]]s who step on them. There are two types of traps: physical traps, which are always revealed to the player, and [[#Malevolent Force|malevolent force]], which is triggered by the player randomly, on exploration. Most traps are magical in nature.&lt;br /&gt;
&lt;br /&gt;
==Physical traps==&lt;br /&gt;
Physical traps are always revealed to the player (but not necessarily to monsters). They can only be triggered by the player, or by monsters when they are in [[line of sight]] of the player. Flying creatures trigger traps in the same way as non-flying creatures.&lt;br /&gt;
&lt;br /&gt;
There are six types of physical trap that generate randomly throughout the [[Dungeon]] and its branches:&lt;br /&gt;
*[[File:Temporary teleport trap.png]] '''[[Teleport trap]]s''', which teleport anything that steps on the trap while in line of sight of the player to a different location on the current level. Destroyed when triggered.&lt;br /&gt;
*[[File:Alarm_trap.png]] '''[[Alarm trap]]s''', which make an extremely loud noise and apply [[Sentinel's Mark]] to the player when the player or any monster steps on the trap. Destroyed when triggered.&lt;br /&gt;
*[[File:Shaft.png]] '''[[Shaft]]s''', which will cause monsters to fall 1-3 floors to a lower floor in the current branch when a monster steps on the shaft and fails a chance based on their intelligence and hit dice. Players can step on shafts safely, and pressing '''&amp;gt;''' will cause the player to fall through the shaft if they wish. Destroyed when triggered.&lt;br /&gt;
*[[File:Dispersal_trap.png]] '''[[Dispersal trap]]s''', which blink the player and all monsters in line of sight of the trap when the player or a monster steps on the trap. These traps are permanent.&lt;br /&gt;
*[[File:Zot_trap.png]] '''[[Zot trap]]s''', which cause random harmful effects to the player, possibly including teleporting them, creating dangerous summoned or durably summoned monsters, causing an explosion dealing damage to the player, or invoking dangerous levels of [[magical contamination]], when the player or any monster steps on the trap while in line of sight of the player. When monsters step on the trap, there is only a chance for the player to be affected—this is indicated by the message &amp;quot;The power of Zot is invoked against you!&amp;quot;. These traps are permanent.&lt;br /&gt;
*[[File:Web.png]] '''[[Web]]s''', found most commonly in the [[Spider's Nest]], can cause the player and non-[[List of arachnids|spider]] monsters to become trapped and be given the Held status, halving their [[evasion]] and preventing melee and ranged combat. Webs on the floor are permanent, while those created by [[Ensnare]] or [[jumping spider]]s are destroyed when the player breaks or blinks out of them.&lt;br /&gt;
&lt;br /&gt;
There are three more types of physical trap that can only be generated by [[vault]]s, most notably being seen in the hall of Zot on [[Zot:5]] and the [[Tomb]]:&lt;br /&gt;
&lt;br /&gt;
*[[File:Teleport_trap.png]] '''Permanent teleport traps''', which have the same effect as regular teleport traps but are not destroyed when triggered.&lt;br /&gt;
*[[File:Net_trap.png]] '''[[Net trap]]s''', which fire a [[throwing net]] at the player, with [[to-hit]] dependent on the absolute depth of the trap, when the player or any [[monster intelligence|intelligent]] monster steps on the trap while in line of sight of the player. These traps are triggered 1/3 of the time when stepped on by the monster. Not destroyed when triggered.&lt;br /&gt;
*[[File:Pressure_plate.png]] '''[[Pressure plate]]s''', which usually release monsters to surround the player when anything steps on the trap in line of sight of the player. The monsters released depend on the branch: in most branches, 8 [[redback]]s will be released. In the [[Snake Pit]], this is replaced by 8 [[black mamba]]s and [[mana viper]]s, and in the [[Realm of Zot]], this is replaced by a &amp;quot;klown kar&amp;quot;—3-8 [[Killer Klown]]s will be released. A few vaults have pressure plates that trigger different effects. These are always destroyed when triggered.&lt;br /&gt;
&lt;br /&gt;
==Malevolent Force==&lt;br /&gt;
When exploring new tiles that haven't been seen before, there is a depth-based chance that the player will trigger one of three '''malevolent force''' effects:&lt;br /&gt;
*'''Alarm trap effect''': the same as if the player stepped on an alarm trap; causes an extremely loud noise and [[Sentinel's Mark|marks]] the player. This effect cannot be triggered on D:1-3.&lt;br /&gt;
*'''Shaft effect''': the same as if the player voluntarily took a physical shaft; causes the player to fall 1-3 floors deeper in the branch with no immediate way to return to the higher floor. See '''[[Shaft#Exploration Shafts|Exploration Shafts]]''' for when they can and can not trigger.&lt;br /&gt;
*'''Teleport effect''': causes you to be teleported to a random location on the current floor that is next to monsters, like the [[teleportitis]] mutation. This effect will fail to trigger if the game cannot find any such locations on the current floor.&lt;br /&gt;
&lt;br /&gt;
Note that new tiles revealed immediately after a shaft or teleport effect won't trigger another trap effect, giving the player a bit of a break post-trap.&lt;br /&gt;
&lt;br /&gt;
Worshippers of [[Ashenzari]] with at least 4* of piety are completely immune to these effects.&lt;br /&gt;
&lt;br /&gt;
===Chance to trigger===&lt;br /&gt;
When malevolent force is triggered, it randomly chooses a valid effect with an equal chance of each.&lt;br /&gt;
&lt;br /&gt;
The chance for a given turn to trigger a malevolent force effect is:&lt;br /&gt;
&lt;br /&gt;
 (number of floor tiles revealed on this turn / number of floor tiles on current level) * (1 + absdepth of current level/10) / 9&lt;br /&gt;
&lt;br /&gt;
The chance for one or more malevolent forces to trigger on a given level is therefore simply &amp;lt;code&amp;gt;(1 + absdepth/10) / 9&amp;lt;/code&amp;gt;.&lt;br /&gt;
This leads to the following chances of the game attempting to trigger one or more exploration-triggered traps on any given level:&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! Branch !! Chance per floor&lt;br /&gt;
|-&lt;br /&gt;
| D:1-9 || 1/9&lt;br /&gt;
|-&lt;br /&gt;
| D:10-15&amp;lt;br&amp;gt;Lair&amp;lt;br&amp;gt;Orcish Mines || 2/9&lt;br /&gt;
|-&lt;br /&gt;
| Elven Halls&amp;lt;br&amp;gt;Swamp / Shoals&amp;lt;br&amp;gt;Snake Pit / Spider Nest&amp;lt;br&amp;gt;Slime:1-2  || 2/9&lt;br /&gt;
|-&lt;br /&gt;
| Slime:3-5&amp;lt;br&amp;gt;Vaults&amp;lt;br&amp;gt;Depths || 3/9&lt;br /&gt;
|-&lt;br /&gt;
| Crypt&amp;lt;br&amp;gt;Tomb&amp;lt;br&amp;gt;Pandemonium&amp;lt;br&amp;gt;Vestible of Hell&amp;lt;br&amp;gt;Hell Branch:1 || 3/9&lt;br /&gt;
|-&lt;br /&gt;
| Hell Branch:2-7 || 4/9&lt;br /&gt;
|-&lt;br /&gt;
| Zot:1-2 || 3/9&lt;br /&gt;
|-&lt;br /&gt;
| Zot:3-5 || 4/9&lt;br /&gt;
|}&lt;br /&gt;
The above chances are for the game to attempt to trap the player. Given that there are many situations when the shaft and teleport effects can fail, this does not accurately reflect the chance of actually being trapped on a given floor. Situations when a particular trap effect fails are not announced.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Commented out because I'm not at all convinced that this is correct -- NormalPerson7&lt;br /&gt;
==Monsters &amp;amp; Traps==&lt;br /&gt;
Different monsters react differently to traps. Most monsters with animalistic intelligence or above will avoid ones they know about, and refuse to cross a trap that is harmful to them even if there is no other way to reach you. [[Monster_intelligence|Mindless]] monsters like [[zombie]]s will walk through traps regardless of how much damage it might cause them.&lt;br /&gt;
&lt;br /&gt;
In some situations, monsters already know the locations of traps:&lt;br /&gt;
*Monsters native to a [[dungeon branch]] (e.g. [[orc]]s in the [[Orcish Mines]]) already know the locations of all traps in their branch, since they live there.&lt;br /&gt;
*Monsters friendly to the player, and good neutrals, know the location of all traps, since it's assumed that you would tell them about the traps.&lt;br /&gt;
*Monsters with human [[intelligence]] or greater have a 1 in 3 chance of knowing about the existence of any single trap.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Obsolete Traps==&lt;br /&gt;
Over the years, many traps have been removed from the game for various reasons.&lt;br /&gt;
*'''Mechanical traps''' were all removed in [[0.27]].&lt;br /&gt;
**[[File:Arrow_trap.png]] '''[[Arrow trap]]s'''.&lt;br /&gt;
**[[File:Blade_trap.png]] '''[[Blade trap]]s'''.&lt;br /&gt;
**[[File:Bolt trap.png]] '''[[Bolt trap]]s'''.&lt;br /&gt;
**[[File:Dart_trap.png]] '''[[Dart trap]]s'''.&lt;br /&gt;
**[[File:Spear_trap.png]] '''[[Spear trap]]s'''.&lt;br /&gt;
**[[File:Needle_trap.png]] '''[[Needle trap]]s''' were replaced with dart traps in [[0.24]].&lt;br /&gt;
**[[File:Axe_trap.png]]''' [[Axe trap]]s''' were removed in [[0.11]].&lt;br /&gt;
*[[File:Shadow_trap.png]] '''[[Shadow trap]]s''' were added in [[0.16]] and removed in [[0.17]].&lt;br /&gt;
*[[File:Gas_trap.png]] ''' [[Gas trap]]s''' were removed in [[0.13]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.33|several new traps will be added:}}&lt;br /&gt;
:[[File:Archmage trap.png]] [[archmage's trap]]s that drain 1/3 of the player's MP and [[brilliance|empower]] the spells of 2-3 [[HD|strongest]] nearby monsters for 20-28 turns;&lt;br /&gt;
:[[File:Devourer trap.png]] [[devourer's trap]]s that have a 2/3 chance to [[corrode]] the player;&lt;br /&gt;
:[[File:Harlequin trap.png]] [[harlequin's trap]]s that give the [[chaos]] flavour to melee attacks of 2-3 strongest non-holy nearby monsters for 20-28 turns;&lt;br /&gt;
:[[File:Tyrant trap.png]] [[tyrant's trap]]s that [[weak]]en the player for 10-14 turns (up to 50 turns) and give 2-3 strongest nearby monsters the [[Might]] status for 20-28 turns.&lt;br /&gt;
*Prior to [[0.31]], malevolent force was known as sourceless malevolence.&lt;br /&gt;
*Prior to [[0.29]], exploration [[shaft]] traps in the Dungeon branch didn't try to drop you into a place without monsters.&lt;br /&gt;
*Prior to [[0.28]], sourceless malevolence effects was known as exploration traps, and exploration shaft traps were not limited to once per branch.&lt;br /&gt;
*Prior to [[0.25]], monsters couldn't spawn on top of traps. As a result, [[Animate Dead]] had no effect on [[corpse]]s that were on tiles with [[web]]s. Also, scrolls of [[magic mapping]] didn't reveal traps.&lt;br /&gt;
*In [[0.24]], exploration trap effects were made to only pick from eligible exploration effects.&lt;br /&gt;
*In [[0.23]], traps were reworked. Prior to this version:&lt;br /&gt;
**Exploration traps did not exist. Instead, physical traps were often hidden from the player, with an XL-based chance to be detected. [[Ashenzari]] increased the trap detection chance.&lt;br /&gt;
**[[Dispersal trap]]s were introduced.&lt;br /&gt;
**Alarm and net traps did not affect the player if a monster stepped on them.&lt;br /&gt;
**Monsters could trigger physical traps, even if they were outside of the player's [[line of sight]].&lt;br /&gt;
**The trap layout in areas like [[hall of Zot]] in [[Zot:5]] and the [[Tomb]] were very different.&lt;br /&gt;
*Prior to [[0.16]], flying players and monsters could avoid triggering traps. Shadow traps were added, and trap disarming was removed in this version.&lt;br /&gt;
*Prior to [[0.15]], mechanical traps dropped ammunition and all teleport traps were permanent.&lt;br /&gt;
*Prior to [[0.13]], mechanical traps were randomly placed throughout every branch. Trap detection was based on the [[Traps (skill)|Traps]] skill.&lt;br /&gt;
*Prior to [[0.12]], Traps could be detected by searching (command '''s''').&lt;br /&gt;
*Prior to [[0.11]], trap damage scaled with the floor's depth.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Traps]]&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Uskayaw&amp;diff=82619</id>
		<title>Uskayaw</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Uskayaw&amp;diff=82619"/>
				<updated>2025-02-27T21:56:31Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: note that Grande Finale is smite-targeted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
[[File:Uskayaw altar.png]] ''&amp;quot;Surrender yourself to the rhythm!&amp;quot;''&lt;br /&gt;
{{flavour|Uskayaw the Reveller is a god of ecstatic dance. In the dungeon, 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. Piety increases with damage dealt. Unlike other gods, Uskayaw piety gain and loss is very rapid; you can reach full piety in a single prolonged fight, and will probably be back down at the starting piety level before the next one. See [[#Piety Gain|Piety Gain]] for more details.&lt;br /&gt;
&lt;br /&gt;
In order to gain piety, ''you'' must damage enemies during an action. Your [[summon]]s damaging foes does not count towards piety. If you miss, you won't get piety. Certain damage over time effects, like [[poison]], [[Sticky Flame]], and [[cloud]]s, do not give piety. [[Constriction]], including from [[Borgnjor's Vile Clutch]], does give piety. Damaging your own friendly [[summon]]s, [[nameless horror]]s, or firewood (such as [[fungi]] or [[pillars of salt]]) will not give piety.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Abandonment.&lt;br /&gt;
* Inactivity (loses [[Piety]] quickly when not attacking foes, to a minimum of 1*).&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
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. You will deal a percentage of a monster's current health, then extra flat damage which scales with Invocations. Damage = &amp;lt;code&amp;gt;(Current Mons. HP) / 6 + 2d(2 + [[Invocations]]/2)&amp;lt;/code&amp;gt;.&amp;lt;ref&amp;gt;{{source ref|0.30.0|god-abil.cc|4950}}&amp;lt;/ref&amp;gt; (20 piety, 3 [[MP]])&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. (20 piety, 4 MP)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ***]]&lt;br /&gt;
*'''Solo Time''' - Upon reaching this piety level, and randomly while above it, Uskayaw will briefly [[paralyze]] all enemies in your [[line of sight]]. Duration is based on Invocations skill. The paralysis lasts for &amp;lt;code&amp;gt;(2 * Invocations) + ([[XL|player_XL]] - [[HD|mons_HD]]) + 6&amp;lt;/code&amp;gt; [[aut]] (min. 10 aut, max. 40 aut, a.k.a 1-4 turns).&amp;lt;ref&amp;gt;{{source ref|0.30.0|god-passive.cc|1630}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:There are two ways of activating Solo Time:&lt;br /&gt;
&lt;br /&gt;
:* 1. When reaching 3* piety. Activating Solo Time for any reason will trigger a cooldown of &amp;lt;code&amp;gt;299 + 1d201&amp;lt;/code&amp;gt; (300 - 501) [[aut]]. During the cooldown, if you reach 3* of piety again, Solo Time will not re-activate.&amp;lt;ref&amp;gt;{{source ref|0.30.0|god-passive.cc|1652}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{source ref|0.30.0|religion.cc|1500}}&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
:* 2. Randomly, when at or above 3* piety. The cooldown will ''not'' prevent Solo Time from activating this way. Instead, the more time you have left on the above cooldown, the less likely you are to re-activate Solo Time. Specifically, every action has a &amp;lt;code&amp;gt;(time_taken) / (100 + cooldown) * 100%&amp;lt;/code&amp;gt; chance to proc Solo Time.&amp;lt;ref&amp;gt;{{source ref|0.30.0|player-reacts.cc|403}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ****]]&lt;br /&gt;
*'''Pain Bond''' - Upon reaching this piety level, and randomly while above it, all hostile monsters in line of sight gain the pain bond status. If a monster has this status, any damage they receive is shared with other nearby monsters with this status. Damage dealt from pain bond is itself shared by pain bond, allowing some form of recursion. Damage from pain bond does not give piety. Duration of the pain bond is &amp;lt;code&amp;gt;19 + 2d(7 * Invocations + player_XL - mons_HD) / 2&amp;lt;/code&amp;gt; aut.&amp;lt;ref&amp;gt;{{source ref|0.30.0|god-passive.cc|1672}}&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
:The percent of damage shared depends on distance: monsters share 80%/60%/40%/0% damage at one/two/three/four+ tiles away, respectively.&lt;br /&gt;
&lt;br /&gt;
:Pain Bond will activate when reaching 4* piety, and randomly if you are at or above 4* piety. This works in the same way as Solo Time does, using an independent cooldown.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *****]]&lt;br /&gt;
* '''Grand Finale''' - Instantly kill a single monster selected with smite targeting, then you are moved to their former location. This ability can be used under [[stasis]] and movement restrictions, e.g. while wearing a -Tele item, being a [[Formicid]], or even when in [[tree form]]. No monster is immune to this ability. Success rate increases with additional piety over 5* (120), as well as Invocations. (8 [[MP]], sets piety to 1*)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ******]]&lt;br /&gt;
* Uskayaw offers no new abilities.&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's piety system creates a unique style of play. It encourages big, prolonged fights, especially against large groups of enemies. To facilitate this, Uskayaw offers a number of strong perks, which should (ideally) make these fights easier to deal with. This playstyle fits particularly well with these types of characters:&lt;br /&gt;
&lt;br /&gt;
* [[Axes]] can [[cleave]] through multiple enemies at once, and axe users often have the heavy armour to stay in a fight. &lt;br /&gt;
* [[Stabbing|Stabber]]s benefit from ''irresistible'' confusion and paralysis. Stabs can deal massive damage, which not only gives high piety, but triggers the pain bond - causing the damage to spread between monsters. Grand Finale lets you take out tough monsters that are hard to stab, including [[pandemonium lord]]s, the lords of [[Hell]], and [[orbs of fire]], in a single shot.&lt;br /&gt;
&lt;br /&gt;
[[Summonings]] and [[Necromancy]] experts gain much less benefit from Uskayaw. In addition, damage over time effects like [[poison]] or [[Freezing Cloud]] don't give piety. [[Conjurations]] and elemental mages can make use of Uskayaw, though MP can often be an issue.&lt;br /&gt;
&lt;br /&gt;
Uskayaw is generally a god that benefits from high [[Invocations]] investment, which makes Solo Time last longer and Grand Finale more reliable to use.&lt;br /&gt;
&lt;br /&gt;
===Tips and Tricks===&lt;br /&gt;
*Remember that, as powerful as Uskayaw's abilities are in battle, they can also be used to flee. Both Line Pass and Grand Finale are effective against friendly and neutral targets, including [[plant]]s and other firewood. Act quickly (in turns, not real time!), as piety falls rapidly.&lt;br /&gt;
*Alchemists can benefit from Uskayaw if they have access to [[Ignite Poison]], which does give you piety.&lt;br /&gt;
*Uskayaw's fast piety gain can be further increased by wearing an [[amulet of faith]]. Unlike most gods, there is next-to-no penalty for taking off an amulet of faith.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
===Piety Gain===&lt;br /&gt;
For each monster you hurt, you will gain piety based on the monster's [[threat]] and the % of the monster's max HP you dealt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;hurt_val = 1d3 + sqrt(2 * threat + 2) * (damage dealt)/(monster max HP)&amp;lt;/code&amp;gt;&amp;lt;ref&amp;gt;{{source ref|0.30.0|god-conduct.cc|1132}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;piety = 10 * log2(1 + (&amp;lt;hurt_val - 5&amp;gt; / 10) )&amp;lt;/code&amp;gt; &amp;lt;ref&amp;gt;{{source ref|0.30.0|player-reacts.cc|360}}&amp;lt;br&amp;gt;stepdown_value function can be found at {{source ref|0.30.0|stepdown.cc|14}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Final piety gain is rounded down. There is a minimum of 1 piety ''per monster hit''. There is a maximum of 40 piety ''per action''. &lt;br /&gt;
&lt;br /&gt;
For reference, a monster considered &amp;quot;tough&amp;quot; (yellow) has a threat between 6-33, and a monster considered &amp;quot;nasty&amp;quot; (red) has a threat &amp;gt;= 34.&lt;br /&gt;
&lt;br /&gt;
===Piety Loss===&lt;br /&gt;
Piety loss is proportional to the time, in [[aut]], since your last piety-gaining action. If at least 30 aut (3.0 turns) has passed, you will lose piety:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;piety_loss = (aut since piety gain)/10&amp;lt;/code&amp;gt; &amp;lt;ref&amp;gt;{{source ref|0.30.0|player-reacts.cc|365}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For fractional piety, it is rounded in a weighted fashion, e.g. 5.1 piety would mean 10% chance to lose 6 piety, and a 90% chance to lose 5 piety. This piety drain will bring you down to a minimum of 30 (1*) piety; you won't lose piety if you are at 1* or below.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior [[0.29]], Uskayaw didn't give piety for damaging hostile [[summon]]s.&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;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Distortion&amp;diff=82385</id>
		<title>Distortion</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Distortion&amp;diff=82385"/>
				<updated>2025-02-05T22:59:01Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: add missing word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
{{flavour|It warps and distorts space around it, and may blink, banish, or inflict extra damage upon those it strikes. Unwielding it can cause banishment or high damage.}}&lt;br /&gt;
&lt;br /&gt;
'''Distortion''' is a [[brand]] that any melee [[weapon]] may have. Distortion weapons bend and tear the fabric of space-time, and generate a variety of effects when they hit:&amp;lt;ref&amp;gt;{{source ref|0.32.1|attack.cc|491}}&amp;lt;/ref&amp;gt;&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;
! Chance&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 35%&lt;br /&gt;
| The target takes an additional 1-7 damage&lt;br /&gt;
|-&lt;br /&gt;
| 25%&lt;br /&gt;
| The target takes an additional 3-26 damage (14.5 on average, low variation)&lt;br /&gt;
|-&lt;br /&gt;
| 20%&lt;br /&gt;
| The target [[blink]]s&lt;br /&gt;
|-&lt;br /&gt;
| 5%&lt;br /&gt;
| The target is [[banish]]ed to [[the Abyss]]&lt;br /&gt;
|-&lt;br /&gt;
| 15%&lt;br /&gt;
| Nothing happens&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Unwielding===&lt;br /&gt;
Conversely, unwielding a weapon branded with distortion also causes '''dangerous unwielding effects''' to the player:&lt;br /&gt;
*50% chance: [[teleport]] to random monsters on the floor&lt;br /&gt;
*25% chance: inflict significant [[magical contamination]]&lt;br /&gt;
*25% chance: [[banish]]ed to the [[Abyss]]&lt;br /&gt;
&lt;br /&gt;
Distortion weapons are considered [[evil]], so the [[good god]]s forbid their use.&lt;br /&gt;
&lt;br /&gt;
Followers of [[Lugonu]] are protected from these effects. Pious followers of Lugonu can have a weapon branded with distortion once per game, guaranteeing them access to the brand's effects.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Distortion is a powerful brand. It deals more damage than [[electrocution]], even before considering the banish chance, and distortion can't be resisted. In practice, banishment equates to a 5% chance of a one-hit kill; it can even banish otherwise hex-immune foes like the [[Hell]] lords. Like electrocution, it works best on fast weapons (e.g. [[Short Blades]] and [[demon whip]]s), since faster weapons will activate more distortion effects.&lt;br /&gt;
&lt;br /&gt;
However, this brand isn't perfect; it might blink ranged enemies away, or banish foes with desired equipment. Note that blinking gives you no message when it occurs, which can suddenly leave you with empty space where that monster used to be. When auto-attacking, you may move into an unintended spot. &lt;br /&gt;
&lt;br /&gt;
Note that distortion is quite rare to come by without Lugonu, and has very dangerous unwield effects.&lt;br /&gt;
&lt;br /&gt;
===Enemy Distortion===&lt;br /&gt;
For monsters with distortion weapons (or with an inherent distortion-branded attack, like [[spatial vortex|spatial vortices]]), do your absolute best not to let them into melee range. For underleveled characters, getting sent into the [[Abyss]] can quickly lead to unwinnable situations. XL 27 characters can likely survive Abyss:3-4 long enough to find an exit (and possibly the [[rune]]).&lt;br /&gt;
*[[Tukima's Dance]] is a great spell against distortion-wielding foes; not only does it permanently disarm their weapon, but it becomes a [[dancing weapon]] on your side.&lt;br /&gt;
*Certain [[uniques]] are likely to possess distortion weapons: [[Psyche]], [[Sonja]], and [[The Enchantress]].&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Even if you never plan to use it, you may want to keep a weapon of distortion around. The unwield effects, while usually negative, can be used as a last-ditch escape tool:&lt;br /&gt;
**If you're [[confuse]]d by [[Sigmund]] with 0 other options, you can try to activate the teleport effect. Banishment might end up helping you, as [[Lugonu]] altars frequently appear in the Abyss.&lt;br /&gt;
**Getting sent to the Abyss is deadly for most stages of the game, but the Abyss can be safer than [[Zot:5]]'s Orb chamber, and is likely safer than [[Mega-Zig]] floors.&lt;br /&gt;
**For turn count [[speedrun]]s, you can unwield distortion in order to get to Abyss faster. Getting &amp;quot;unintentionally&amp;quot; banished means you can end up on Abyss:3-4, without having to pass through the upper levels first.&lt;br /&gt;
*Casters that like to keep enemies away from them may find a distortion branded polearm quite useful, since its blink effect creates space between you and monsters. It's wise to train at least a little skill so you can hit at a reasonable (1.0) delay.&lt;br /&gt;
*Banish does ''not'' count as a kill, even though it gives full experience. Most gods won't reward you, and effects like [[Powered By Death]] won't activate.&lt;br /&gt;
**Pay special attention to [[the Royal Jelly]]. If you banish TRJ, the walls won't open unless you dive to the Abyss to kill it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.31]], distortion wouldn't offend the [[good god]]s. Also, if a monster performed an [[attack of opportunity]], distortion could not inflict banish or blink.&lt;br /&gt;
*Prior to [[0.27]], distortion was an extremely punishing brand for those who wield-[[Identification|ID]]'d items. Weapons were not identified until you wielded them, and any glowing weapon could have been distortion-branded.&lt;br /&gt;
*Prior to [[0.26]], distortion had a 10% chance to banish on attack, but banishment gave half experience.&lt;br /&gt;
*Prior to [[0.25]], distortion weapons had a chance of [[teleport]]ing monsters away from you when attacking. They also caused [[Translocations]] [[miscast effect]]s when unwielded.&lt;br /&gt;
*Prior to [[0.19]], distortion weapons could sometimes heal [[blink frog]]s (including the unique blink frog [[Prince Ribbit]]), who were immune to all of the effects of the distortion brand. Additionally, the spell [[Warp Weapon]] existed, which could apply a temporary distortion brand to your weapon.&lt;br /&gt;
*Prior to [[0.15]], rebranding a distortion weapon (e.g. by a [[Scroll of brand weapon]]) caused a distortion effect.&lt;br /&gt;
*Prior to [[0.14]], followers of Lugonu were not protected from the effects of unwielding a distortion weapon.&lt;br /&gt;
*Prior to [[0.12]], this brand was safer when found on sharp weapons, since blunt weapons didn't allow butchering corpses.&lt;br /&gt;
*Prior to [[0.6]], using a weapon of distortion would offend the good gods.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Armataur&amp;diff=82347</id>
		<title>Armataur</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Armataur&amp;diff=82347"/>
				<updated>2025-01-29T17:34:10Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: /* Strategy */ rampaging can skip past the stairs if a monster is behind it, not in front of it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{flavour|The Armataurs are a large, scaled mammalian species, walking on four feet and swinging a powerful tail behind them. Their elephant-back armies terrorize the lands outside the Dungeon.&lt;br /&gt;
&lt;br /&gt;
Armataurs instinctively roll when moving toward foes, getting a free move and regenerating magic. They have great aptitudes with armour and shields, though their body shape reduces the protection offered by body armour early on. At higher levels they also regenerate both health and magic when rolling, making them truly resilient.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Armataurs are a hybrid species, with a humanoid torso atop a larger body.&lt;br /&gt;
**'''[[Deformed]]''': Armataurs get only half of their body armour's base [[AC]].&lt;br /&gt;
**Armataurs get an [[EV]] and [[Dodging]] penalty, due to their size.&lt;br /&gt;
**Armataurs cannot wear [[boots]], but may equip [[barding]]s.&lt;br /&gt;
**Armataurs are large enough to attack and move normally while standing in [[shallow water]].&lt;br /&gt;
*'''[[Tough Skin]] 3''': Armataurs are covered in tough skin (AC +3).&lt;br /&gt;
*'''[[Rollpage]] 1''': Armataurs have innate [[rampaging]] - when moving in a straight line towards an enemy, they get a free move.&lt;br /&gt;
**Also, after rampaging, Aramtaurs recover MP more quickly. See below for details.&lt;br /&gt;
*'''[[Armoured Tail]]''': Armataurs have armoured tails that they may use to make especially damaging tail-slap [[auxiliary attack]]s.&lt;br /&gt;
&lt;br /&gt;
Armataurs have a base [[Strength]] of 13, [[Intelligence]] of 8, and [[Dexterity]] of 5 (before [[background]] modifiers).&lt;br /&gt;
&lt;br /&gt;
===Heal on Rampage===&lt;br /&gt;
When Armataurs make a rampage move, a &amp;quot;heal duration&amp;quot; is increased by 1 turn, to a maximum of 7.&amp;lt;ref&amp;gt;{{source ref|0.31.0|player.cc|4921}}&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While this heal duration lasts, your MP regeneration is increased by &amp;lt;code&amp;gt;(turns_remaining + 1) * 0.33&amp;lt;/code&amp;gt; MP/turn.&amp;lt;ref&amp;gt;{{source ref|0.31-b1|player.cc|1297}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you reach XL 7, you'll also recover HP faster. Your HP regeneration is increased by &amp;lt;code&amp;gt;(turns_remaining + 1) * 0.65&amp;lt;/code&amp;gt; HP/turn.&amp;lt;ref&amp;gt;{{source ref|0.31-b1|player.cc|1202}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors''': [[Fighter]]&lt;br /&gt;
*'''Zealots''': [[Berserker]]&lt;br /&gt;
*'''Warrior-Mages''': [[Warper]]&lt;br /&gt;
*'''Mages''': [[Hedge Wizard]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]], [[intelligence]], or [[dexterity]] (equal chance) every 4th level.&lt;br /&gt;
*10% more [[HP]] than average.&lt;br /&gt;
*+3 [[willpower]] per level.&lt;br /&gt;
*At XL 7, rampaging will recover HP in addition to MP ('''Rollpage 2''').&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Armataurs start with the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Beginner}}&lt;br /&gt;
&lt;br /&gt;
Armataurs are a somewhat easy species to play. They have low [[EV]] and slightly below average aptitudes, but have high HP and a neat rampaging bonus. In general, Armataurs are well suited for both melee and magic play. &lt;br /&gt;
&lt;br /&gt;
Armataurs may have reduced AC from Deformed, but their natural skin, [[barding]]s, and aforementioned HP help make up for that. If you are wearing [[scale mail]] or lower, Armataur's Tough Skin bonus cancels out the negatives from Deformed. Even with [[plate armour]], the net AC loss is quite small (only -2 AC compared to regular species).&lt;br /&gt;
&lt;br /&gt;
{{species aptitudes|Armataur}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Watch out for rampaging - if you aren't paying attention, you may move further than intended. For example, you might zip past the [[stairs]] if a monster is on the other side of it. If you want to get to a specific tile, you might be able to zigzag diagonally to get there.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.31]], Armataurs were reworked. Prior to this version:&lt;br /&gt;
**Armataurs had Long Tongue (doubled potion effects) and Awkward Tongue ([[scroll]]s took 50% longer to read). Note that doubled potion effects had a few special cases: for example, the [[potion of might]] only doubled the duration, not doubled the damage from might. Also, the potion's duration was still capped at 80 turns, so it was often less than &amp;quot;double&amp;quot; duration in practice. See [http://crawl.chaosforge.org/index.php?title=Armataur&amp;amp;oldid=76915#Long_Tongue this revision] for details.&lt;br /&gt;
**Armataurs did not recover HP or MP when rampaging.&lt;br /&gt;
**Armataurs had [[Rugged Brown Scales]] 3 (+3 AC, +7% HP) instead of Tough Skin 3.&lt;br /&gt;
*Armataurs were introduced in [[0.30]], replacing the [[Palentonga]] species.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fighter&amp;diff=82229</id>
		<title>Fighter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fighter&amp;diff=82229"/>
				<updated>2025-01-18T19:40:43Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: linkify god&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{flavour|Fighters usually start with a good weapon, a suit of heavy armour, a shield and a potion of might. They have a good general grounding in the arts of fighting.}}&lt;br /&gt;
&lt;br /&gt;
==Preferred Species==&lt;br /&gt;
[[Hill Orc]], [[Minotaur]], [[Gargoyle]], [[Troll]], [[Armataur]] and [[Formicid]] are the recommended races if you pick a Fighter Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[weapon of choice]] ([[rapier]], [[flail]], [[war axe]], [[trident]], [[long sword]], or [[unarmed]])&lt;br /&gt;
**[[Formicid]]s can choose to receive a [[quarterstaff]] (as it is one-handed to them).&lt;br /&gt;
*+0 [[scale mail]]&lt;br /&gt;
*+0 [[buckler]]&lt;br /&gt;
*[[Potion of might]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
Adjusted for your species' aptitudes:&lt;br /&gt;
*[[Fighting]]: 3&lt;br /&gt;
*Chosen Weapon's Skill: 2&lt;br /&gt;
*[[Armour (skill)|Armour]]: 3&lt;br /&gt;
*[[Shields (skill)|Shields]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Fighter adds 8 to your starting [[Strength]] and 4 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
While Fighters may seem weak or &amp;quot;generic&amp;quot; compared to the more exotic [[backgrounds]], remember that your background is only your starting package. Unlike, say, [[Berserker]]s, Fighters are free to choose any [[god]] they like, like all those you cannot start the game with!&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Fighters were unchanged in the mostly-global background buff of [[0.29]] (they already had a potion of might).&lt;br /&gt;
*Prior to [[0.28]], fighters started with a [[kite shield]] instead of a [[buckler]].&lt;br /&gt;
*Prior to [[0.27]], [[kobold]]s (and [[halfling]]s) started with a kite shield instead of a buckler.&lt;br /&gt;
*Prior to [[0.14]], fighters did not start with a [[potion of might]] and most starting weapons were of a lower tier: [[short sword]] instead of [[cutlass]], [[mace]] instead of [[flail]], [[hand axe]] instead of [[war axe]], and [[falchion]] instead of [[long sword]]. They also started with 20 [[gold]].&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Airstrike&amp;diff=82127</id>
		<title>Airstrike</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Airstrike&amp;diff=82127"/>
				<updated>2025-01-08T16:27:48Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: linkify Shock and Static Discharge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
{{AttackSpell&lt;br /&gt;
|name=Airstrike&lt;br /&gt;
|formula = 2d([pow+13]/14 + 2m)&amp;lt;br&amp;gt;m = empty spaces&lt;br /&gt;
|maxdmg = 2d(15)&amp;lt;br&amp;gt;2d(31) (8 empty spaces)&lt;br /&gt;
|maxsp = 200&lt;br /&gt;
|range = LOS&lt;br /&gt;
|target = Smite&lt;br /&gt;
|tohit = Never miss&lt;br /&gt;
|special = Each adjacent empty space adds +2 to maximum die roll}}&lt;br /&gt;
'''Airstrike''' is a level 4 [[Air Magic]] spell which hits a single enemy, dealing moderate and irresistible wind damage. The spell uses [[smite-targeting]], able to target anything in your [[line of sight]] with perfect accuracy. For every empty tile adjacent to your target, the damage increases. Empty tiles are devoid of creatures (including the caster) or walls.&lt;br /&gt;
&lt;br /&gt;
[[Air Elementalist]]s start with this spell in their libraries.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Airstrike is a useful spell for its smite-targeted, irresistible damage. [[Air Elementalist]]s can use it to kill electric-resistant enemies like [[sky beast]]s (among other things). Summoners can use Airstrike to attack behind their summons.&lt;br /&gt;
&lt;br /&gt;
Most of this spell's damage comes from the empty space bonus. At moderate levels of power, Airstrike deals 2d5 base damage, but 2d21 damage with 8 empty spaces - a huge boost. Since the empty space bonus is unaffected by spell power, even a low power Airstrike will deal good damage. Don't be afraid to snipe weaker enemies in a cramped space, but take advantage of empty space as much as possible.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*If there's little/no open space around the opponent, [[Shock]] and [[Static Discharge]] will be more efficient to cast.&lt;br /&gt;
*Airstrike's targeter will treat any unknown space as solid, to avoid leaking information (as a wall/monster ''could'' be there). If the space is empty, though, you'll still get the space bonus.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
This spell is known by a number of opponents, who can hit you from any distance. Like the player spell, each empty tile adds +2 to the die roll.&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.29]], Airstrike dealt &amp;lt;code&amp;gt;5 + M + Md[2 + (power)/7]/M&amp;lt;/code&amp;gt; damage, for M = empty tiles, 3 minimum. This meant the empty space bonus  was significantly weaker, for both players and monsters.&lt;br /&gt;
*Prior to [[0.27]], Airstrike dealt 50% bonus damage to [[flying]] targets.&lt;br /&gt;
*Prior to [[0.25]], Airstrike damage did not vary based on the empty space around the target. The old formula was :&amp;lt;code&amp;gt;8 + 1d(2 + power/7)&amp;lt;/code&amp;gt;&lt;br /&gt;
*Prior to [[0.22]], some enemies could resist wind damage, including [[Tornado]].&lt;br /&gt;
*In [[0.20]], the Airstrike damage formula was given a much-wanted simplification. The old formula was:&lt;br /&gt;
:&amp;lt;code&amp;gt;7 + 1d(1d4 1 + (1d(power) - 1)/6) + (1d(power) - 1)/7)&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hydra&amp;diff=82119</id>
		<title>Hydra</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hydra&amp;diff=82119"/>
				<updated>2025-01-06T15:18:49Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: dragon form chops off heads&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
''For a list of all reptiles, see [[list of reptiles and amphibians]].''&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
[[Hydra]]s are notoriously dangerous melee monsters found most often in [[the Lair]] and [[the Swamp]]. They begin life with 4-8 heads, with each head giving an extra attack. [[HD]], [[XP]], and [[willpower]] are not affected by head count. While hydras cannot [[fly]], they can swim quickly through water.&lt;br /&gt;
&lt;br /&gt;
If a melee attack considered &amp;quot;Slashing&amp;quot; does at least 4 damage, it will cut off the hydra's head. Usually, slashing a head off will cause the hydra to heal and grow two more (a net gain of 1 head). The following weapons will cut off hydra heads: [[Axes]], [[Long Blades]], 2-handed [[Polearms]], [[lajatang]]s, being in [[dragon form]], and [[Unarmed Combat]] with the [[Claws]] 3 [[mutation]]. All other weapons and all other forms of damage will not cut hydra heads. However, if a slashing weapon has the [[flaming]] brand, then the hydra's head will be cauterized; this prevents the regrowth / healing (resulting in a net loss of 1 head). &lt;br /&gt;
&lt;br /&gt;
A hydra can have a maximum of 20 heads. A hydra will die instantly if its last head is cut off. If a hydra dies this way, its [[corpse]] and any [[derived undead]] will have 1 head. [[Zombie]], [[skeleton]], and [[simulacra]] hydras will not regrow heads, even if a slashing weapon does not have flaming. A [[spectral thing|spectral]] hydra cannot have its heads cut off.&lt;br /&gt;
&lt;br /&gt;
If a hydra kills an enemy, its remaining heads can attack other targets within reach.&lt;br /&gt;
&lt;br /&gt;
While exploring the bottom floor of the Swamp, beware [[the Lernaean hydra]] -- this [[unique]] hydra has [[27]] heads and is much more lethal than normal.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Hydras are 100% speed, melee only animals that can't open [[door]]s or [[see invisible]], though they do swim quickly. Unless the hydra's camping a branch entrance, there's water around, or you move slower than average, you can simply retreat, and enter from a different stair.&lt;br /&gt;
&lt;br /&gt;
Even if you ''are'' skilled with a [[flaming]] edged weapon, hydras are strong combatants. An adventurer first venturing into Lair is unlikely to win a fair fight. Remember that you don't have to kill everything in Crawl!  You can go down a different staircase, escape with a [[scroll of teleport]], or take a detour to another branch.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Hydras max out at 20 heads, at which point they get 20 individual melee attacks per turn. Don't let this happen.&lt;br /&gt;
*They have [[poison resistance]], so [[poison]], [[curare]], and [[Mephitic Cloud]] won't work.&lt;br /&gt;
*Hydras are [[cold-blooded]], so [[cold]] damage (either from a weapon of [[freezing]] or [[Ice Magic]]) has a chance to slow them down. Edged freezing weapons are not recommended, however, as heads will still grow back.&lt;br /&gt;
*Spellcasters tend to have an easier time. Hydras have 0 AC and minimal EV, meaning that a few solid ranged attacks are likely to kill it. These characters will have trouble if the hydra gets into melee range, though. To avoid this, use the [[Blink]] spell, an escape item, or run away.&lt;br /&gt;
:Most level 3+ [[Conjurations]] can kill a hydra in 3-6 hits. Summoners can use [[Summon Blazeheart Golem]] to explode. Hexers will have a tougher time, due to the hydra's above-average [[willpower]], but a [[scroll of vulnerability]] can work.&lt;br /&gt;
*The [[confusion]] status can result in a many-headed hydra attacking itself to death in short order. Consider using [[Confusing Touch]] if melee is unavoidable.&lt;br /&gt;
&lt;br /&gt;
===Alternatives to Edged Weapons===&lt;br /&gt;
Flaming edged weapons permanently weaken hydras and deal extra damage. But you might not have a flaming weapon you're skilled with, or maybe you're a weaponless [[Troll]].  In that case, there are some other options:&lt;br /&gt;
*Use a non-edged weapon of the same skill. [[Polearms]] have [[trident]]s and [[demon trident]]s; [[lajatang]] users can use a [[quarterstaff]]. Unless you have great stats, make sure you're skilled in the weapon. Cross-trained blunt weapons aren't ideal, but may work.&lt;br /&gt;
*A [[potion of lignification]] gives great AC and Unarmed damage, without cutting heads - perfect for [[Troll]]s. Other species can enter Tree Form in a pinch.&lt;br /&gt;
*Even characters with only slashing weapons can use certain [[Invocations]]:&lt;br /&gt;
**[[Makhleb]]: Greater Servants or multiple lesser servants can easily kill hydras.&lt;br /&gt;
**[[Beogh]]: [[Smite]] works, but incurs a heavy [[piety]] cost.&lt;br /&gt;
**[[Elyvilon]]: Hydras are natural beasts and can be pacified easily.&lt;br /&gt;
**[[Lugonu]]: With high Invocations, you may be able to [[banish]] hydras to [[the Abyss]].&lt;br /&gt;
**[[Qazlal]]: Blasting hydras with Upheaval works, though it chews through piety.&lt;br /&gt;
**[[Trog]]: Summoning one or two ogres to pound them to a pulp is viable. High [[HD]] trolls can usually win a fight, even though they cut hydra heads.&lt;br /&gt;
*Failing that, ranged weaponry can work well. Other than [[launcher]]s, the following are easily accessible:&lt;br /&gt;
**Attack [[wand]]s: Even at low [[Evocations]], a [[wand of iceblast]] or [[wand of acid]] can usually kill a hydra in 2-5 hits. This is a safe course of action for most characters. &lt;br /&gt;
**[[Throwing]]: [[Javelin]]s are strong, but even [[boomerang]]s with some Throwing skill can deal good damage. [[Troll]]s and [[Ogre]]s have access to [[large rock]]s, which are incredibly powerful, but their high delay makes them risky to use up close. [[Okawaru]] buffs and boomerangs are enough to take out a hydra.&lt;br /&gt;
*A [[tin of tremorstones]] works well with some Evocations training, due to a hydra's low AC. A [[phantom mirror]] uses a hydra's high damage against it, though is not reliable (the original hydra can win the fight).&lt;br /&gt;
&lt;br /&gt;
The following methods do ''not'' work:&lt;br /&gt;
*[[wand of polymorph|Polymorph]]: Hydras have high HD, and often turn into even tougher monsters. [[Storm dragon]]s are a particularly common result.&lt;br /&gt;
*Low-skill Ranged Weapons: Hydras regenerate quickly; any method which relies on whittling down its HP over time will likely fail.&lt;br /&gt;
*[[Escaping_from_(and_avoiding)_trouble#Leading_them_up|Stair dancing]]: Climbing up or down stairs next to a hydra will give it a few free hits, which is possibly all it needs to kill you.&lt;br /&gt;
*Berserk With an Edged Weapon: While you may be able to deal more damage than the hydra can heal per hit, its damage output will be growing, and ending your berserk slowed and wounded next to an even stronger hydra than you started with is not ideal.&lt;br /&gt;
*[[Haste]], when in the Swamp: Hydras' speed advantage in water will mean you probably cannot outrun them.&lt;br /&gt;
&lt;br /&gt;
==Undead Hydras==&lt;br /&gt;
Hydra corpses that are raised as [[zombie]]s, [[skeleton (monster)|skeletons]], or [[simulacrum (monster)|simulacra]] will have the same number of heads as the corpse. Zero-headed corpses will be raised with one head. In any case, you can slice their heads off, but they will never grow back regardless of brand. Note that hydra simulacra can have horrifyingly high damage output if you lack cold resistance (+13-38 cold damage ''per head''). [[Spectral thing|Spectral]] hydras will have the same number of heads as the hydra when it died, but these can't be cut off.&lt;br /&gt;
&lt;br /&gt;
Any of these undead hydras can be found as enemies throughout the dungeon, especially in the pestilence ending of [[the Swamp]]. Beware of the [[The Lernaean hydra|27-headed]] hydra zombie!&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.31]], [[Blade Hands]] chopped hydra heads.&lt;br /&gt;
*Prior to [[0.25]], the now-obsolete [[wand of scattershot]] was particularly effective in killing them, as hydras have 0 AC.&lt;br /&gt;
*Prior to [[0.20]], the [[Captain's Cutlass]] dealt slicing damage and chopped hydra heads.&lt;br /&gt;
*Prior to [[0.19]], [[vorpal]] weapons that did 1-3 damage (instead of &amp;gt;=4 like usual) would chop hydra heads.&lt;br /&gt;
*Prior to [[0.16]], short swords and rapiers dealt slashing damage and could remove heads.&lt;br /&gt;
*Prior to [[0.12]], hydras were not [[cold-blooded]] creatures, except [[the Lernaean hydra]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Featured_Article]]&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Uskayaw&amp;diff=82116</id>
		<title>Uskayaw</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Uskayaw&amp;diff=82116"/>
				<updated>2025-01-05T16:04:29Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: correct link to Stabbing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
[[File:Uskayaw altar.png]] ''&amp;quot;Surrender yourself to the rhythm!&amp;quot;''&lt;br /&gt;
{{flavour|Uskayaw the Reveller is a god of ecstatic dance. In the dungeon, 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. Piety increases with damage dealt. Unlike other gods, Uskayaw piety gain and loss is very rapid; you can reach full piety in a single prolonged fight, and will probably be back down at the starting piety level before the next one. See [[#Piety Gain|Piety Gain]] for more details.&lt;br /&gt;
&lt;br /&gt;
In order to gain piety, ''you'' must damage enemies during an action. Your [[summon]]s damaging foes does not count towards piety. If you miss, you won't get piety. Certain damage over time effects, like [[poison]], [[Sticky Flame]], and [[cloud]]s, do not give piety. [[Constriction]], including from [[Borgnjor's Vile Clutch]], does give piety. Damaging your own friendly [[summon]]s, [[nameless horror]]s, or firewood (such as [[fungi]] or [[pillars of salt]]) will not give piety.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Abandonment.&lt;br /&gt;
* Inactivity (loses [[Piety]] quickly when not attacking foes, to a minimum of 1*).&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
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. You will deal a percentage of a monster's current health, then extra flat damage which scales with Invocations. Damage = &amp;lt;code&amp;gt;(Current Mons. HP) / 6 + 2d(2 + [[Invocations]]/2)&amp;lt;/code&amp;gt;.&amp;lt;ref&amp;gt;{{source ref|0.30.0|god-abil.cc|4950}}&amp;lt;/ref&amp;gt; (20 piety, 3 [[MP]])&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. (20 piety, 4 MP)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ***]]&lt;br /&gt;
*'''Solo Time''' - Upon reaching this piety level, and randomly while above it, Uskayaw will briefly [[paralyze]] all enemies in your [[line of sight]]. Duration is based on Invocations skill. The paralysis lasts for &amp;lt;code&amp;gt;(2 * Invocations) + ([[XL|player_XL]] - [[HD|mons_HD]]) + 6&amp;lt;/code&amp;gt; [[aut]] (min. 10 aut, max. 40 aut, a.k.a 1-4 turns).&amp;lt;ref&amp;gt;{{source ref|0.30.0|god-passive.cc|1630}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:There are two ways of activating Solo Time:&lt;br /&gt;
&lt;br /&gt;
:* 1. When reaching 3* piety. Activating Solo Time for any reason will trigger a cooldown of &amp;lt;code&amp;gt;299 + 1d201&amp;lt;/code&amp;gt; (300 - 501) [[aut]]. During the cooldown, if you reach 3* of piety again, Solo Time will not re-activate.&amp;lt;ref&amp;gt;{{source ref|0.30.0|god-passive.cc|1652}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{source ref|0.30.0|religion.cc|1500}}&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
:* 2. Randomly, when at or above 3* piety. The cooldown will ''not'' prevent Solo Time from activating this way. Instead, the more time you have left on the above cooldown, the less likely you are to re-activate Solo Time. Specifically, every action has a &amp;lt;code&amp;gt;(time_taken) / (100 + cooldown) * 100%&amp;lt;/code&amp;gt; chance to proc Solo Time.&amp;lt;ref&amp;gt;{{source ref|0.30.0|player-reacts.cc|403}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ****]]&lt;br /&gt;
*'''Pain Bond''' - Upon reaching this piety level, and randomly while above it, all hostile monsters in line of sight gain the pain bond status. If a monster has this status, any damage they receive is shared with other nearby monsters with this status. Damage dealt from pain bond is itself shared by pain bond, allowing some form of recursion. Damage from pain bond does not give piety. Duration of the pain bond is &amp;lt;code&amp;gt;19 + 2d(7 * Invocations + player_XL - mons_HD) / 2&amp;lt;/code&amp;gt; aut.&amp;lt;ref&amp;gt;{{source ref|0.30.0|god-passive.cc|1672}}&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
:The percent of damage shared depends on distance: monsters share 80%/60%/40%/0% damage at one/two/three/four+ tiles away, respectively.&lt;br /&gt;
&lt;br /&gt;
:Pain Bond will activate when reaching 4* piety, and randomly if you are at or above 4* piety. This works in the same way as Solo Time does, using an independent cooldown.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *****]]&lt;br /&gt;
* '''Grand Finale''' - Instantly kill a single monster, then you are moved to their former location. This ability can be used under [[stasis]] and movement restrictions, e.g. while wearing a -Tele item, being a [[Formicid]], or even when in [[tree form]]. No monster is immune to this ability. Success rate increases with additional piety over 5* (120), as well as Invocations. (8 [[MP]], sets piety to 1*)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ******]]&lt;br /&gt;
* Uskayaw offers no new abilities.&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's piety system creates a unique style of play. It encourages big, prolonged fights, especially against large groups of enemies. To facilitate this, Uskayaw offers a number of strong perks, which should (ideally) make these fights easier to deal with. This playstyle fits particularly well with these types of characters:&lt;br /&gt;
&lt;br /&gt;
* [[Axes]] can [[cleave]] through multiple enemies at once, and axe users often have the heavy armour to stay in a fight. &lt;br /&gt;
* [[Stabbing|Stabber]]s benefit from ''irresistible'' confusion and paralysis. Stabs can deal massive damage, which not only gives high piety, but triggers the pain bond - causing the damage to spread between monsters. Grand Finale lets you take out tough monsters that are hard to stab, including [[pandemonium lord]]s, the lords of [[Hell]], and [[orbs of fire]], in a single shot.&lt;br /&gt;
&lt;br /&gt;
[[Summonings]] and [[Necromancy]] experts gain much less benefit from Uskayaw. In addition, damage over time effects like [[poison]] or [[Freezing Cloud]] don't give piety. [[Conjurations]] and elemental mages can make use of Uskayaw, though MP can often be an issue.&lt;br /&gt;
&lt;br /&gt;
Uskayaw is generally a god that benefits from high [[Invocations]] investment, which makes Solo Time last longer and Grand Finale more reliable to use.&lt;br /&gt;
&lt;br /&gt;
===Tips and Tricks===&lt;br /&gt;
*Remember that, as powerful as Uskayaw's abilities are in battle, they can also be used to flee. Both Line Pass and Grand Finale are effective against friendly and neutral targets, including [[plant]]s and other firewood. Act quickly (in turns, not real time!), as piety falls rapidly.&lt;br /&gt;
*Alchemists can benefit from Uskayaw if they have access to [[Ignite Poison]], which does give you piety.&lt;br /&gt;
*Uskayaw's fast piety gain can be further increased by wearing an [[amulet of faith]]. Unlike most gods, there is next-to-no penalty for taking off an amulet of faith.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
===Piety Gain===&lt;br /&gt;
For each monster you hurt, you will gain piety based on the monster's [[threat]] and the % of the monster's max HP you dealt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;hurt_val = 1d3 + sqrt(2 * threat + 2) * (damage dealt)/(monster max HP)&amp;lt;/code&amp;gt;&amp;lt;ref&amp;gt;{{source ref|0.30.0|god-conduct.cc|1132}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;piety = 10 * log2(1 + (&amp;lt;hurt_val - 5&amp;gt; / 10) )&amp;lt;/code&amp;gt; &amp;lt;ref&amp;gt;{{source ref|0.30.0|player-reacts.cc|360}}&amp;lt;br&amp;gt;stepdown_value function can be found at {{source ref|0.30.0|stepdown.cc|14}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Final piety gain is rounded down. There is a minimum of 1 piety ''per monster hit''. There is a maximum of 40 piety ''per action''. &lt;br /&gt;
&lt;br /&gt;
For reference, a monster considered &amp;quot;tough&amp;quot; (yellow) has a threat between 6-33, and a monster considered &amp;quot;nasty&amp;quot; (red) has a threat &amp;gt;= 34.&lt;br /&gt;
&lt;br /&gt;
===Piety Loss===&lt;br /&gt;
Piety loss is proportional to the time, in [[aut]], since your last piety-gaining action. If at least 30 aut (3.0 turns) has passed, you will lose piety:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;piety_loss = (aut since piety gain)/10&amp;lt;/code&amp;gt; &amp;lt;ref&amp;gt;{{source ref|0.30.0|player-reacts.cc|365}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For fractional piety, it is rounded in a weighted fashion, e.g. 5.1 piety would mean 10% chance to lose 6 piety, and a 90% chance to lose 5 piety. This piety drain will bring you down to a minimum of 30 (1*) piety; you won't lose piety if you are at 1* or below.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior [[0.29]], Uskayaw didn't give piety for damaging hostile [[summon]]s.&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;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Large_rock&amp;diff=82097</id>
		<title>Large rock</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Large_rock&amp;diff=82097"/>
				<updated>2025-01-03T19:51:07Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: add oni to list of species&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{ThrowingMissile&lt;br /&gt;
 |name = Large rock&lt;br /&gt;
 |cost = 7&lt;br /&gt;
 |launcher = throwing&lt;br /&gt;
 |damage = 20&lt;br /&gt;
 |basedelay   = 20 (200%)&lt;br /&gt;
 |mindelay    = 7 at skill 26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A very large and very heavy stone. Only large creatures are capable of throwing it.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, I run to the rock and I hide my face&amp;lt;br&amp;gt;The rock cried out, No hiding place&amp;lt;br&amp;gt;There's no hiding place down here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Negro spiritual. 19th cent.}}&lt;br /&gt;
&lt;br /&gt;
'''Large rocks''' are massive [[throwing]] weapons. Only [[troll]]s, [[ogre]]s, [[oni]] and [[list of giants|giants]] have the sheer size necessary to throw these effectively. They have the best damage of all throwing projectiles, but have a high base delay. At Throwing 0, it takes 2 full turns in order to throw one.&lt;br /&gt;
&lt;br /&gt;
Large rocks have a 4% chance of [[mulch]]ing when thrown, slightly lower than other physical projectiles. This destroys the rock, though does +33% more damage.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Strong at high skill. It's often worth training Throwing on large species. Even at low skill, it can be worth throwing at melee enemies, though watch out for the delay. (If you don't have high Throwing skill, don't throw at a melee enemy at melee range.)&lt;br /&gt;
&lt;br /&gt;
Another ''large'' benefit of rocks is that they are plentiful - often carried by [[cyclops]]es and [[stone giant]]s. Large rocks are more common than [[boomerang]]s and [[javelin]]s ''combined''.&amp;lt;ref&amp;gt;[https://docs.google.com/spreadsheets/d/1-SfdqTkjUkQ9kB9hyJTqt7grYzSDibv-XpPbEEFinCQ/edit#gid=523653744 Objstats 0.29 (Shoals/Spider)]&amp;lt;/ref&amp;gt; In the late game, this makes large rocks a lot more disposable than javelins, since the latter can pierce through enemies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! Large Rock&lt;br /&gt;
|-&lt;br /&gt;
| [[File:rock.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.30]], mulched large rocks did not get bonus damage.&lt;br /&gt;
*Prior to [[0.24]], [[Exploding (brand)|exploding]] large rocks could be found in a rare ammunition shop.&lt;br /&gt;
*Prior to [[0.20]], large rocks could be used by ogres and trolls to vastly increase the power of their [[Sandblast]] spells.&lt;br /&gt;
*Prior to [[0.18]], the attack speed of Throwing weapons did not rely on your Throwing skill, making large rocks much easier to utilize even without training.&lt;br /&gt;
*Prior to [[0.16]], they had a mulch rate of 2%, and their range was somewhat randomized; attempting to throw them long distances with low [[strength]] would often result in a toss that comes short of its target.&lt;br /&gt;
*Prior to [[0.15]], there was an ammunition shop that sold large rocks with the following brands: [[returning]], [[Exploding (brand)|exploding]], [[chaos]], [[poisoned]], [[Dispersal (brand)|dispersal]], [[flame]], and [[frost]].&lt;br /&gt;
*Prior to [[0.13]], large rocks were inherently [[penetration|penetrating]].&lt;br /&gt;
*Prior to [[0.11]], [[mulch]]ing a large rock would create a stack of stones.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
[[Category:Throwing]]&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Tab&amp;diff=53703</id>
		<title>Talk:Tab</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Tab&amp;diff=53703"/>
				<updated>2020-11-12T21:28:29Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: Are options intentionally not documented?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shift-Tab can be used to automate throwing arbitrary stuff if you've set autofight_throw in your config.  I can't find a page talking about .crawlrc; are options intentionally not documented in the wiki? [[User:Humeral|humeral]] ([[User talk:Humeral|talk]]) 22:28, 12 November 2020 (CET)&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Tab&amp;diff=53702</id>
		<title>Tab</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Tab&amp;diff=53702"/>
				<updated>2020-11-12T21:20:52Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: Undo revision 53701 by Humeral (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
Pressing '''Tab''' will automate combat for one turn, causing your character to attack the nearest hostile monster with the weapon you are currently wielding. [[Reaching]] weapons will take advantage of their reach and ranged weapons will fire whatever ammo you've got [[q]]uivered, but weapons that can be thrown without a launcher cannot be automated; you must [[f]]ire them manually. If no target is within range, it will cause you to instead move toward the nearest monster.&lt;br /&gt;
&lt;br /&gt;
You can also press '''Shift-Tab''' to stop your character from moving during automated combat.&lt;br /&gt;
&lt;br /&gt;
Although physical combat can occasionally require complex decision making, most fights in ''Crawl'' are very straightforward. Along with providing a convenient means of speeding through harmless opponents, Tabbing also helps you avoid certain dangers. Attacking by attempting to move into an enemy can be dangerous when fighting [[blink]]ing or trampling opponents, as you may suddenly find yourself wasting turns on unintentional movement while your enemies get free attacks. Additionally, using the tab key will stop the fight when the player gets too low on [[HP]] (50% by default), potentially prompting the player to reconsider the fight.&lt;br /&gt;
&lt;br /&gt;
Tabbing through combat does have its downsides, however. Tabbing characters will move into attack range without concern for giving the opponent a free first attack. When in range of multiple opponents of varying strengths, the AI may choose to attack a weak target while neglecting actual threats. Movement through Tabbing does not take terrain into account, resulting in very poor choices in areas where [[traps]] and [[shallow water]] are plentiful. It doesn't take too many clumsy blunders to teach a player when to avoid the Tab key.&lt;br /&gt;
&lt;br /&gt;
[[Category:Commands]]&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Tab&amp;diff=53701</id>
		<title>Tab</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Tab&amp;diff=53701"/>
				<updated>2020-11-12T21:19:24Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: Shift-Tab can be used to throw stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
Pressing '''Tab''' will automate combat for one turn, causing your character to attack the nearest hostile monster with the weapon you are currently wielding. [[Reaching]] weapons will take advantage of their reach and ranged weapons will fire whatever ammo you've got [[q]]uivered. If no target is within range, it will cause you to instead move toward the nearest monster.&lt;br /&gt;
&lt;br /&gt;
You can also press '''Shift-Tab''' to attack without moving. It behaves like normal '''Tab''' except instead of moving it will throw whatever you've got quivered.&lt;br /&gt;
&lt;br /&gt;
Although physical combat can occasionally require complex decision making, most fights in ''Crawl'' are very straightforward. Along with providing a convenient means of speeding through harmless opponents, Tabbing also helps you avoid certain dangers. Attacking by attempting to move into an enemy can be dangerous when fighting [[blink]]ing or trampling opponents, as you may suddenly find yourself wasting turns on unintentional movement while your enemies get free attacks. Additionally, using the tab key will stop the fight when the player gets too low on [[HP]] (50% by default), potentially prompting the player to reconsider the fight.&lt;br /&gt;
&lt;br /&gt;
Tabbing through combat does have its downsides, however. Tabbing characters will move into attack range without concern for giving the opponent a free first attack. When in range of multiple opponents of varying strengths, the AI may choose to attack a weak target while neglecting actual threats. Movement through Tabbing does not take terrain into account, resulting in very poor choices in areas where [[traps]] and [[shallow water]] are plentiful. It doesn't take too many clumsy blunders to teach a player when to avoid the Tab key.&lt;br /&gt;
&lt;br /&gt;
[[Category:Commands]]&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Chaos&amp;diff=53665</id>
		<title>Chaos</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Chaos&amp;diff=53665"/>
				<updated>2020-11-03T23:10:22Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: classify the true chaos results as good or bad; note that it's about 10% to get something bad&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
'''Chaos''' is a [[brand]] that [[weapon]]s may have. It imitates other brands with each attack producing a random effect.&lt;br /&gt;
&lt;br /&gt;
==Possible effects==&lt;br /&gt;
&lt;br /&gt;
Chaos-branded attacks randomly choose a brand from the following list&amp;lt;ref&amp;gt;{{source ref|0.25.0|attack.cc|751}}&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
*[[Flaming]] (13.5%)&lt;br /&gt;
*[[Freezing]] (13.5%)&lt;br /&gt;
*[[Electrocution]] (13.5%)&lt;br /&gt;
*[[Venom]] (13.5%)&lt;br /&gt;
*[[Draining]] (6.75%)&lt;br /&gt;
*[[Vampiricism]] (6.75%)&lt;br /&gt;
*[[Holy wrath]] (6.75%)&lt;br /&gt;
*[[Antimagic]] (6.75%)&lt;br /&gt;
*[[Confusion]] (2.70%)&lt;br /&gt;
*[[Distortion]] (2.70%)&lt;br /&gt;
or one of a variety non-brand &amp;quot;true&amp;quot; chaos effects&amp;lt;ref&amp;gt;{{source ref|0.25.0|attack.cc|582}}&amp;lt;/ref&amp;gt;, which can be good for you (3.92%)&lt;br /&gt;
&lt;br /&gt;
*[[Slow]] (1.96%)&lt;br /&gt;
*[[Petrify]] (0.98%)&lt;br /&gt;
*[[Paralyze|Paralysis]] (0.98%)&lt;br /&gt;
or good for the defender (8.82%)&lt;br /&gt;
&lt;br /&gt;
*[[Agility]] (1.96%)&lt;br /&gt;
*[[Might]] (1.96%)&lt;br /&gt;
*[[Invisible|Invisibility]] (1.96%)&lt;br /&gt;
*[[Berserk]] (0.98%)&lt;br /&gt;
*[[Haste]] (1.96%)&lt;br /&gt;
or something less easily categorized (0.77%).&lt;br /&gt;
&lt;br /&gt;
*Cloned (0.19%) - 1/6 chance that the clone becomes neutral, 1/6 chance that the clone becomes an ally, 2/3 chance of remaining the same. If the clone is an ally, then the copy is treated as a summon and will time out eventually.&lt;br /&gt;
*[[Polymorph|Polymorphed]] (0.39%) into similar or higher HD monster&lt;br /&gt;
*Turned into a shapeshifter (0.19%) - [[shapeshifter]] (2/3 chance) or [[glowing shapeshifter]] (1/3 chance)&lt;br /&gt;
&lt;br /&gt;
Additionally, each strike with the chaos brand has a 1% chance to apply the [[reaping]] effect to its damage&amp;lt;ref&amp;gt;{{source ref|0.25.0|attack.cc|874}}&amp;lt;/ref&amp;gt;, which has a chance to raise the enemy as an allied [[zombie]] depending on the total reaping damage.&lt;br /&gt;
&lt;br /&gt;
Note that hexes produced by this brand don't check [[MR]]. The Chaos brand does not pick useless effects (e.g. flaming brand on a fire elemental). Useless effects are removed from the list, and the odds of the other effects increase proportionally.&lt;br /&gt;
&lt;br /&gt;
Also note that [[god]]s will disapprove of any effects you might call that offend them ([[evil]] effects for the [[good god]]s, haste or berserk for [[Cheibriados]], etc.). If you follow a god that disapproves of an effect that chaos can produce, use it at your own risk.&lt;br /&gt;
&lt;br /&gt;
==Occurrence==&lt;br /&gt;
The brand is gifted by [[Xom]] at random intervals (though not necessarily to the player), and is wielded by Xom's vault guards and the [[unique]]s [[Crazy Yiuf]] and (sometimes) [[Psyche]]. Some [[Pandemonium lord]]s and others have this for a base attack. Taking this brand (usually through Yiuf's quarterstaff or by playing as a [[chaos knight]]) will give you access to extremely powerful effects very early on that will overwhelm most low level monsters. Just understand that chaos is a fickle mistress, and it is only a matter of time before you [[berserk]] an eight headed [[hydra]]. Dropping this in favor of a more reliable brand is recommended as soon as possible.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Early game, the possible effects that may be caused by this weapon make it undesirable, due to the inability of early game characters to handle such a situation. However, late game, the brand is extremely powerful; the potential to paralyze, slow, petrify, confuse, etc. can make it quite handy in long battles. The hexes it produces don't check magic resistance; you will be even be able to affect demon lords and other normally magic immune monsters, giving it a fantastic synergy with stabbers. Of course, chaos is a fickle mistress; you may be unlucky (which will happen about 10% of the time) and end up hasting the foe, berserking it, or buffing it in some other manner. (Fortunately, many monsters in the late game can already haste themselves, can't go berserk, or are physically incapable of polymorphing, improving its viability a little.)&lt;br /&gt;
&lt;br /&gt;
Of course, that's if you can get your hands on the brand itself. Xom grants it occasionally, but to whom and when is variable. Scrolls of brand weapon have an impressive 3/148 (2%) chance of granting the chaos brand (better chance if your previous brand was more common). Chaos branded weapons are not generated on the floor randomly, and will only be found in the possession of a few uniques and Xom's vault/altar guards.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.25]], chaos could inflict random [[miscast effect]]s instead of the might and agility effects.&lt;br /&gt;
*Prior to [[0.20]], there was a rare chance of healing the target.&lt;br /&gt;
*Prior to [[0.19]], invalid effects could still be rolled with reduced probability.&lt;br /&gt;
*Prior to [[0.18]], ranged weapon ammo could have brands, including chaos brand.&lt;br /&gt;
*Between [[0.16]] and [[0.18]], chaos brand could move nearby stairs.&lt;br /&gt;
*Prior to [[0.14]], chaos weapons could [[shaft]] or [[polymorph]] the attacker. Also, gods would forgive the player for disliked effects produced by chaos effects.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sojobo&amp;diff=53664</id>
		<title>Sojobo</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sojobo&amp;diff=53664"/>
				<updated>2020-11-03T22:00:01Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: you can't rely on stairs even if she doesn't have her posse&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|025}}&lt;br /&gt;
{{list of | tengu}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Sojobo, Queen of Tengu''' is a [[unique]] [[list of tengu|tengu]] air elementalist who is always generated with a band of [[tengu reaver]]s. She's fairly durable, and even hitting her can be a challenge as she has significant [[ev]]asion and an innate [[Repel Missiles]] effect at all times. She carries a [[great sword]] (83%) or [[triple sword]] (17%) which has the [[electrocution]] brand 66% of the time.&lt;br /&gt;
&lt;br /&gt;
Sojobo is resistant to the spell [[Tornado]].&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Depths]]&lt;br /&gt;
*[[The Vaults]]:2-5&lt;br /&gt;
*[[The Crypt]]&lt;br /&gt;
*[[The Tomb]]&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Sojobo is a nasty opponent. Tengu reavers are nasty enemies. As such, taking on Sojobo ''and'' her band of reavers all at once is extremely reckless. Try to lure her allies away one by one, and only engage Sojobo when she's all alone. [[Swiftness]] and/or a [[potion of haste]] certainly help in getting away, as tengu are all slightly faster than the average character.&lt;br /&gt;
*Sojobo can deal dangerous amounts of damage quickly to the unprepared. [[Electricity]] resistance is very strongly recommended, as getting hit by a [[Lightning Bolt]] [[multizap]] can easily bring you to the brink of death, and there's no sense in tacking an additional 20 or so electricity damage on top of her already significant melee attacks. Likewise, [[flying]] characters should probably stay earthbound for this fight, as her [[Airstrike]] hits extra hard against the airborne.&lt;br /&gt;
*It doesn't matter how supernaturally nimble an opponent is if your attacks can't miss. Barring enchanted armour, Sojobo's got no elemental resistances, so the unavoidable spells of any magic school should work just fine. Her [[magic resistance]] is high enough to be a problem for [[Hexes]] though.&lt;br /&gt;
*Do not fully rely on [[stairs]] as a means of escape or for [[stair dancing]]; at any time you can be forced off the stairs by her Wind Blast spell.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.25]], Sojobo had the stronger [[Deflect Missiles]] as a permanent effect instead of [[Repel Missiles]].&lt;br /&gt;
*In [[0.22]], Sojobo's wind resistance was replaced with Tornado resistance.&lt;br /&gt;
*Sojobo was added in [[0.13]].&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vorpal&amp;diff=53625</id>
		<title>Vorpal</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vorpal&amp;diff=53625"/>
				<updated>2020-10-27T20:19:03Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: the extra damage can't be 0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
{{flavour|It inflicts extra damage upon your enemies.}}&lt;br /&gt;
&lt;br /&gt;
'''Vorpal''' is a [[brand]] which any [[weapon]] may have. Melee weapons with the vorpal brand do extra damage of at least 1 and up to 33% each hit, averaging +16.6%. Ranged weapons do 20% more damage. There is a 15.8% chance to brand a melee weapon and a 19% chance to brand a ranged weapon with vorpal when a [[scroll of brand weapon]] is used on a non-artifact weapon. This chance increases if the weapon already has a brand other than vorpal.&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
*This brand works best on high-damage weapons, since the damage is multiplicative. &lt;br /&gt;
*Vorpal weapons are inferior damage-wise to most other brands, but versatile because nothing can resist the extra damage.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.25]], different types of weapons used different descriptors based on the type of damage they inflicted (&amp;quot;Piercing&amp;quot;, &amp;quot;Chopping&amp;quot;, &amp;quot;Slicing&amp;quot;, &amp;quot;Crushing&amp;quot;, &amp;quot;Velocity&amp;quot;, etc.).&lt;br /&gt;
*Prior to [[0.16]], this brand was called &amp;quot;stabbing&amp;quot; on short blades.&lt;br /&gt;
*Prior to [[0.13]], this brand increased your damage between 0% and 25% each hit, averaging 12.5%.&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Silver&amp;diff=53623</id>
		<title>Talk:Silver</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Silver&amp;diff=53623"/>
				<updated>2020-10-27T19:07:33Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: Created page with &amp;quot;I always figured a minor edit meant spelling, grammar, or similar.  My very small update kind-of changes the meaning of the text so I didn't mark it as minor.  Should it have...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I always figured a minor edit meant spelling, grammar, or similar.  My very small update kind-of changes the meaning of the text so I didn't mark it as minor.  Should it have been minor?  --[[User:Humeral|humeral]] ([[User talk:Humeral|talk]]) 20:07, 27 October 2020 (CET)&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Silver&amp;diff=53622</id>
		<title>Silver</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Silver&amp;diff=53622"/>
				<updated>2020-10-27T19:03:11Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: 133% is total damage, not bonus damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
{{flavour|It deals increased damage compared to normal ammo and substantially increased damage to chaotic and magically transformed beings. It also inflicts extra damage against mutated beings, according to how mutated they are.}}&lt;br /&gt;
&lt;br /&gt;
'''Silver''' is an ammo [[brand]] that causes ammo to do up to 175% damage against [[shapeshifter|shapeshifting]], [[mutation|mutated]], and [[chaotic]] monsters (and characters!). Against non-vulnerable targets, it does 100% to 133% damage, like the [[vorpal]] brand.  It is very desirable against vulnerable targets, but rare outside of [[god]] gifts and certain high-level monsters. It can be found on [[boomerang]]s, [[javelin]]s, and the [[unrandart]] [[lajatang of Order]].&lt;br /&gt;
&lt;br /&gt;
Note that since silver is implemented as a brand in ''Crawl'', this precludes a silver item from having any other brand; thus, you will never see [[poisoned]] silver javelins or silver boomerangs of [[Dispersal_(brand)|dispersal]].&lt;br /&gt;
&lt;br /&gt;
If you are struck by a silver projectile and suffer this extra silver damage, you will see the message:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|The silver sears you!}}&lt;br /&gt;
&lt;br /&gt;
==Silver Damage Calculation==&lt;br /&gt;
===Chaotic monsters and shapeshifted characters===&lt;br /&gt;
If the target is chaotic or shapeshifted, the damage is:&lt;br /&gt;
 (normal_damage * 7) / 4  [rounded down]&lt;br /&gt;
which equates to roughly 175%. Although the player can never be chaotic, they do count as shapeshifted when in any of the following forms: [[Beastly Appendage]], [[Spider Form]], [[Ice Form]], [[Statue Form]], [[Hydra Form]], [[Dragon Form]], [[Bat Form]], [[Tree Form]], [[Fungus Form]], [[Wisp Form]], or [[Pig Form]].&lt;br /&gt;
&lt;br /&gt;
===Mutated characters===&lt;br /&gt;
For non-shapeshifted characters who have mutations, the damage varies by how much you are mutated (Note we say ''characters'', not monsters, because all mutated monsters are by definition chaotic, and therefore the first calculation applies). For [[demonspawn]] characters, your inherent mutations count; for other species with inherent mutations (eg, octopode), they do not. Your total mutations (up to 15) are counted; any above 15 are ignored. The damage is:&lt;br /&gt;
 normal_damage * ( 5*mutations + 100 ) / 100  [rounded down]&lt;br /&gt;
&lt;br /&gt;
The silver damage thus varies from 105% to 175%, for 1 to 15+ mutations. This is then compared to a [[vorpal]] damage roll (from 100% to 133%), and the higher damage is applied.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[:Category:Silver vulnerability|List of silver vulnerable monsters]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.24]], silver did no extra damage against non-chaotic and unmutated characters.&lt;br /&gt;
*Prior to [[0.18]], [[sling bullet]]s and [[bolt]]s could have brands, one of which was silver.&lt;br /&gt;
*Prior to [[0.15]], you could find silver [[dart]]s. Additionally, silver ammunition weighed twice as much as regular ammunition.&lt;br /&gt;
*The [[lajatang of Order]] was introduced in [[0.14]].&lt;br /&gt;
*Prior to [[0.9]], this brand also improved damage vs. corporeal undead monsters.&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shield_of_the_gong&amp;diff=53609</id>
		<title>Shield of the gong</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shield_of_the_gong&amp;diff=53609"/>
				<updated>2020-10-25T16:18:33Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: update noise details (previous edit was partial and saved by accident)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
{{flavour|A heavy bronze gong that can be worn as a shield. According to some mystics, beating on such a gong can grant the wearer spiritual protection.}}&lt;br /&gt;
[[File:Shield_of_the_Gong.png]] '''''the +18 shield of the gong'''''&lt;br /&gt;
&lt;br /&gt;
+18 [[kite shield]]&lt;br /&gt;
&lt;br /&gt;
-5 EV&amp;lt;br&amp;gt;&lt;br /&gt;
rElec&amp;lt;br&amp;gt;&lt;br /&gt;
rN+&amp;lt;br&amp;gt;&lt;br /&gt;
+40 MR&amp;lt;br&amp;gt;&lt;br /&gt;
Makes very loud [[noise]] whenever you block&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
Despite first appearances, the '''shield of the gong'''&amp;lt;ref&amp;gt;{{source ref|0.25.0|art-data.txt|944}}&amp;lt;/ref&amp;gt; is actually incredibly dangerous to use. Admittedly, its excellent enchantment level makes it very effective at defending against pure melee opponents, but its EV penalty renders you much more vulnerable to enemy [[bolt spells]] and other attacks that can't be blocked. Also, the intensity 40 noise it makes every time it blocks something is as loud as the [[Singing Sword]] at its loudest, and much louder than shouting (normally 12); using it will attract everything nearby to your position. Unless you're playing a brute force caster who's already making enough noise to wake the entire Dungeon, it is best to use this shield situationally, such as when facing dangerous sources of [[electricity]] damage.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.15]], its enchantment was +27.&lt;br /&gt;
*Prior to [[0.14]], its enchantment was only +6, and it did not reduce the wearer's EV. This change essentially combined the original shield of the gong with the now-retired shield &amp;quot;[[Bullseye]].&amp;quot;&lt;br /&gt;
*Prior to [[0.13]], the shield of the gong also provided a [[spirit shield]], making it a fairly iffy proposition for casters.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Shields]]&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Noise&amp;diff=53608</id>
		<title>Noise</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Noise&amp;diff=53608"/>
				<updated>2020-10-25T16:14:52Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: add Qazlal noise (16 at max)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
&lt;br /&gt;
'''Noise''' in the dungeon can wake [[sleep]]ing monsters.  Monsters that hear a sound will generally wander toward it; if you get involved in a fight, monsters can come from all different directions to see what the fuss is about, potentially overwhelming you.&lt;br /&gt;
&lt;br /&gt;
== Noise propagation ==&lt;br /&gt;
When a noisy action happens at a position, the noise will propagate to all the adjacent cells. Each time it advances a cell, the intensity suffers an attenuation. When the intensity reaches a value less than 1, the noise is inaudible and it won't propagate further.&lt;br /&gt;
&lt;br /&gt;
The attenuation depends on the following factors:&lt;br /&gt;
* The cell type:&lt;br /&gt;
    {|class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0; text-align:left&amp;quot; &lt;br /&gt;
    ! Cell type !! Attenuation&lt;br /&gt;
    |-&lt;br /&gt;
    | Empty || -0.85&lt;br /&gt;
    |-&lt;br /&gt;
    | Statue or Idol || -1.70&lt;br /&gt;
    |-&lt;br /&gt;
    | Tree or Mangrove || -2.55&lt;br /&gt;
    |-&lt;br /&gt;
    | Closed/Secret door || -6.80&lt;br /&gt;
    |-&lt;br /&gt;
    | Wall || -10.20&lt;br /&gt;
    |-&lt;br /&gt;
    | Permanent wall || -infinity&lt;br /&gt;
    |}&lt;br /&gt;
* The direction: In diagonal, the attenuation is 41% higher (sqrt(2)~1.41).&lt;br /&gt;
&lt;br /&gt;
This means that in open areas the radius of the area affected by a noise is: loudness/0.85 = loudness*1.176.&lt;br /&gt;
&lt;br /&gt;
The following picture was generated by compiling the game with the option DEBUG_NOISE_PROPAGATION enabled. It shows which squares are affected by a simple shout. In this case, the intensity was 12 and the ambient noise was 0.&lt;br /&gt;
&lt;br /&gt;
[[ File:Noise_grid_example.png]]&lt;br /&gt;
&lt;br /&gt;
==Ambient noise==&lt;br /&gt;
Ambient noise makes sounds harder to hear. This idea is implemented in the game by adding, or subtracting, a branch-specific amount to ''loudness''. The effective loudness is:&lt;br /&gt;
 effective_loudness = loudness - sgn(ambient_noise)×{3d(abs(ambient_noise))/3 - 1}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! Branch !! Ambient noise&lt;br /&gt;
|-&lt;br /&gt;
| [[The Dungeon]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| The [[Temple]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| The [[Orcish Mines]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| The [[Elven Halls]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lair]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[The Snake Pit]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[The Swamp]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[The Shoals]] || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[The Spider's Nest]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[The Slime Pits]] || -5&lt;br /&gt;
|-&lt;br /&gt;
| [[The Depths]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[The Vaults]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Hall of Blades]] || -7&lt;br /&gt;
|-&lt;br /&gt;
| [[The Crypt]] || -3&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tomb]] || -10&lt;br /&gt;
|-&lt;br /&gt;
| [[Hell|The Hells]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[The Realm of Zot]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Pandemonium]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Portals]] || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In most branches, this effect is minimal. Certain branches, however (the [[Tomb]] in particular), greatly amplify even the slightest noise. While characters in heavy armor probably won't care, stealthy characters that are used to sneaking around will find that even the noise generated by their attacks attracts attention.&lt;br /&gt;
&lt;br /&gt;
==Sources of noise==&lt;br /&gt;
&lt;br /&gt;
===Melee combat===&lt;br /&gt;
A successful stabbing is always silent, otherwise the loudness is:&lt;br /&gt;
  noise_factor * damage_done / 400&lt;br /&gt;
This value is capped at 12. Noise is generated even if you miss your attack (in that case loudness is 1). &lt;br /&gt;
&lt;br /&gt;
Other sources of noise in melee combat:&lt;br /&gt;
* [[#Auxiliary_attacks|Auxiliary attacks]]&lt;br /&gt;
* Noisy [[randart]]s: 20 (1 chance in 20)&lt;br /&gt;
* Attacking with a weapon of [[chaos]]: 15 (1 chance in 200)&lt;br /&gt;
&lt;br /&gt;
====Calculation of noise_factor====&lt;br /&gt;
The base value of noise_factor depends on the damage type of your weapon: 150 for [[unarmed combat]]; 125 for slashing or crushing; 100 for slicing or chopping; 75 for piercing or stabbing. If your weapon has multiple damage types, the game will chose one of them randomly (you can look up the damage types of any weapon [[Weapon#Weapon_details|here]]).&lt;br /&gt;
&lt;br /&gt;
====Auxiliary attacks====&lt;br /&gt;
If you get an [[auxiliary attack]], that attack also makes noise and its noise factor is:&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0; width:18em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Auxiliary Attack !! noise_factor&lt;br /&gt;
|-&lt;br /&gt;
| Constriction || 10&lt;br /&gt;
|-&lt;br /&gt;
| Kick || 100&lt;br /&gt;
|-&lt;br /&gt;
| Headbutt || 100&lt;br /&gt;
|-&lt;br /&gt;
| Beak || 75&lt;br /&gt;
|-&lt;br /&gt;
| Tail Slap, Stinger || 125&lt;br /&gt;
|-&lt;br /&gt;
| Punch, Claws || 100 (75 if [[Blade Hands]] is active; 125 if you have tentacles)&lt;br /&gt;
|-&lt;br /&gt;
| Bite || 75&lt;br /&gt;
|-&lt;br /&gt;
| Pseudopods || 125&lt;br /&gt;
|-&lt;br /&gt;
| Tentacles || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ranged combat===&lt;br /&gt;
There are two sources of noise when you shoot a projectile: the launcher and the missile.&lt;br /&gt;
&lt;br /&gt;
The noise generated by the launcher is always made at your position even if you miss the shot.&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0; width:18em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Launcher !! Loudness&lt;br /&gt;
|-&lt;br /&gt;
| None (i.e. [[Throwing]])|| 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Blowgun]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Hunting sling]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Greatsling]] || 3&lt;br /&gt;
|- &lt;br /&gt;
| [[Shortbow]] || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Longbow]] || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[Hand crossbow]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Arbalest]] || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Triple crossbow]] || 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The noise generated by the missile itself depends on the base damage of the item. It is damage/3, rounded down. It is generated at the last square it reached, even if doesn't hit anything.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0; width:18em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Missile !! Loudness&lt;br /&gt;
|-&lt;br /&gt;
| [[Tomahawk]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Javelin]] || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Large rock]] || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Throwing net]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Needle]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Sling bullet]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Arrow]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Bolt]] || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example: A character with a bow shoots an arrow. The destination is an empty cell.&lt;br /&gt;
(Note that this image is out of date. The arrow would make 1 more noise in recent versions.)&lt;br /&gt;
&lt;br /&gt;
[[File:Noise-grid-ranged-combat.png]]&lt;br /&gt;
&lt;br /&gt;
===Spell noise===&lt;br /&gt;
See [[spell noise]].&lt;br /&gt;
&lt;br /&gt;
===Player shouts===&lt;br /&gt;
* 12 in normal conditions.&lt;br /&gt;
* 18 in [[Dragon Form]].&lt;br /&gt;
* 8 in [[Spider Form]]&lt;br /&gt;
* 4 in [[Bat Form]]&lt;br /&gt;
* 14 if you have level 2 of the [[Bad_mutations#Scream|scream]] mutation.&lt;br /&gt;
* 16 if you have level 3 of the [[Bad_mutations#Scream|scream]] mutation.&lt;br /&gt;
&lt;br /&gt;
===Other sources===&lt;br /&gt;
*[[Qazlal]] worshipper at piety ******: 16&lt;br /&gt;
*[[Scroll of noise]]: 25&lt;br /&gt;
*The [[Singing Sword]]: 0-35 depending on [[tension]].&lt;br /&gt;
*Blocking an attack with the [[Shield of the Gong]]: 40&lt;br /&gt;
*Monster shouts&lt;br /&gt;
*Creaking doors: 10 (1 chance in [[Dexterity]] + [[Traps]] + [[Stealth]]/2; &amp;quot;As you open/close the door, it creaks loudly!&amp;quot;)&lt;br /&gt;
*[[Alarm trap]]s: 40&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], the Lair's ambient noise was 4, and the Orcish Mines's was 3&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], the Crypt's ambient noise was -20.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shield_of_the_gong&amp;diff=53607</id>
		<title>Shield of the gong</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shield_of_the_gong&amp;diff=53607"/>
				<updated>2020-10-25T16:01:59Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
{{flavour|A heavy bronze gong that can be worn as a shield. According to some mystics, beating on such a gong can grant the wearer spiritual protection.}}&lt;br /&gt;
[[File:Shield_of_the_Gong.png]] '''''the +18 shield of the gong'''''&lt;br /&gt;
&lt;br /&gt;
+18 [[kite shield]]&lt;br /&gt;
&lt;br /&gt;
-5 EV&amp;lt;br&amp;gt;&lt;br /&gt;
rElec&amp;lt;br&amp;gt;&lt;br /&gt;
rN+&amp;lt;br&amp;gt;&lt;br /&gt;
+40 MR&amp;lt;br&amp;gt;&lt;br /&gt;
Makes noise whenever you block&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
Despite first appearances, the '''shield of the gong'''&amp;lt;ref&amp;gt;{{source ref|0.25.0|art-data.txt|944}}&amp;lt;/ref&amp;gt; is actually incredibly dangerous to use. Admittedly, its excellent enchantment level makes it very effective at defending against pure melee opponents, but its EV penalty renders you much more vulnerable to enemy [[Bolt spells]] and other attacks that can't be blocked. Also, the intensity 40 noise it makes every time it blocks something is as loud as the [[Singing Sword]] at its loudest, louder than a [[scroll of noise]] (25) and much louder than shouting (normally 12); using it will attract everything nearby to your position. Unless you're playing a brute force caster who's already making enough noise to wake the entire Dungeon, it is best to use this shield situationally, such as when facing dangerous sources of [[electricity]] damage.&lt;br /&gt;
&lt;br /&gt;
Max-piety [[Qazlal]] worshippers make comparable noise anyway, and so may not notice the noise penalty.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.15]], its enchantment was +27.&lt;br /&gt;
*Prior to [[0.14]], its enchantment was only +6, and it did not reduce the wearer's EV. This change essentially combined the original shield of the gong with the now-retired shield &amp;quot;[[Bullseye]].&amp;quot;&lt;br /&gt;
*Prior to [[0.13]], the shield of the gong also provided a [[spirit shield]], making it a fairly iffy proposition for casters.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Shields]]&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dispersal_(brand)&amp;diff=53606</id>
		<title>Dispersal (brand)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dispersal_(brand)&amp;diff=53606"/>
				<updated>2020-10-24T16:06:46Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: arrows can't have dispersal; s/tomahawk/boomerang/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
:''This page describes the Dispersal [[brand]]. For the spell, see [[Dispersal]].''&lt;br /&gt;
{{flavour|Any target it hits will blink, with a tendency towards blinking further away from the one who fired it.}}&lt;br /&gt;
&lt;br /&gt;
The '''dispersal''' [[brand]] causes ammunition to force enemies that it damages to [[blink]] semi-randomly (usually away from the shooter). They are very useful for chasing off dangerous melee opponents who manage to get too close. The effect does not check [[magic resistance]], but does fail if used against a monster with -TELE (e.g. all [[statue]]s and rooted enemies, such as [[oklob plant]]s).&lt;br /&gt;
&lt;br /&gt;
If the attack hits a valid target but fails to inflict damage, the target will not blink.&lt;br /&gt;
&lt;br /&gt;
This brand can be found only on [[boomerang]]s.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*You don't need to keep dispersal missiles quivered to have easy access to them, and probably don't want to be using them for most fights anyway; just hit '''F''' and select them from your inventory to fire.&lt;br /&gt;
*Missiles with this brand are one use only, mulching after firing.&lt;br /&gt;
*You cannot target yourself with this effect.&lt;br /&gt;
*The fact that you need to damage your target to cause it to blink means that that stack of dispersal boomerangs you're carrying around is unlikely to help much against anything armoured unless you've put some serious points into [[Throwing]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.24]], [[tomahawk]]s existed and could have this brand.&lt;br /&gt;
*Prior to [[0.18]], arrows could be branded, including with dispersal.&lt;br /&gt;
*Prior to [[0.15]], dispersal [[dart]]s also existed.&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Zonguldrok%27s_Shrine&amp;diff=53601</id>
		<title>Zonguldrok's Shrine</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Zonguldrok%27s_Shrine&amp;diff=53601"/>
				<updated>2020-10-22T16:08:02Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: the Sword of Zonguldrok is always present&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
{{flavour|No life grows here. It is completely dead.}}&lt;br /&gt;
&lt;br /&gt;
'''Zonguldrok's Shrine''' (also known as ''Zonguldrok's Mausoleum'') is a [[Wizard Laboratory]] that serves as the final resting place for the great [[necromancer]] Zonguldrok. It consists of an outer graveyard which slowly fills with [[human (monster)|human]] [[zombie]]s, [[vampire (monster)|vampires]], and [[skeletal warrior]]s; as well as an inner chamber which houses Zonguldrok's unquiet remains.&lt;br /&gt;
&lt;br /&gt;
Initially, the outer graveyard is empty except for a multitude of gravestones. These will be gradually replaced with monsters as you explore. The door leading to the inner chamber will only appear after enough of these monsters have been killed. Once inside, you'll be attacked by several more skeletal warriors, and beyond them, you'll find the grave of Zonguldrok.&lt;br /&gt;
&lt;br /&gt;
{{flavour|A gravestone. The name &amp;quot;Zonguldrok&amp;quot; is engraved on it in golden letters.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Zonguldrok's grave.png]] Past this gravestone you'll find a pair of treasure chambers, filled with an assortment of [[potion]]s, [[scroll]]s, and the evil [[Sword of Zonguldrok]], a powerful artefact [[double sword]] which raises the fallen to serve you.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
{{monsterlink|Wight}}- Not really dangerous at this point, but still capable of draining you if left unchecked.&lt;br /&gt;
&lt;br /&gt;
{{Brown|Z}} [[File:Large_zombie.png]] '''[[Zombie]]''' - Slow melee attackers that will continually rise from the many gravestones in the graveyard. Eventually they will stop coming. Troll or ogre zombies still hit hard, so be careful not to get swamped by them.&lt;br /&gt;
&lt;br /&gt;
{{Red|V}} [[File:Vampire (monster).png]] '''[[Vampire (monster)|Vampire]]''' - These can be dangerous if you have low [[magic resistance]] or let them live long enough to go [[invisible]] and pester you while you deal with more pressing concerns. Rarely a major threat, however.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Skeletal warrior}} - These melee fighters are much stronger than the zombies or vampires, but you should be able to handle them easily enough if you've survived to this point. There aren't really any chokepoints on the floor, however, so avoid getting surrounded.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ancient champion}} - These are even more dangerous than skeletal warriors. They are capable of hasting themselves and blasting you with conjurations.&lt;br /&gt;
&lt;br /&gt;
===Boss: Antique lich===&lt;br /&gt;
{{flavour|A lich who has grown expensive over countless years.}}&lt;br /&gt;
{{Brown|L}} [[File:Zonguldrok lich.png]] Zonguldrok will rise and attack you as an '''antique lich''' once you approach the treasure chambers south of his gravestone. He'll have the full spell set of an [[ancient lich]], so the best course of action for most characters is to hit him with [[Silence]] and then destroy him in melee. Casters may have a much harder time dealing with him, as he resists everything but physical damage and [[holy]] attacks. If possible, use [[Earth Magic]], non-elemental [[Conjurations]], or [[Dispel Undead]] after [[Haste|hasting]] yourself. Alternatively, you can always run into his treasure rooms, grab a few choice items, and then let a teleport carry you to safety. You'll ''probably'' wind up somewhere safe.&lt;br /&gt;
&lt;br /&gt;
'''HP''': 150&amp;lt;br&amp;gt;'''HD''': 27&amp;lt;br&amp;gt;'''Spells''': see [[Ancient lich]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Equipment''': None&amp;lt;br&amp;gt;'''Recommendations''': The necessary tools to take down an ancient lich quickly, or the ability to grab the loot and run.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 MAP&lt;br /&gt;
 M   xxxxxxxxxxxxxxxxxxx&lt;br /&gt;
    xx?????????????????xx&lt;br /&gt;
   xx?!!!!!!!!!!!!!!!!!?xx&lt;br /&gt;
  xx?!!.G.G.G.G.G.G.G.!!?xx&lt;br /&gt;
 xx?!!.G.G.G.G.G.G.G.G.!!?xx&lt;br /&gt;
 x?!!.G.G.G.G.G.G.G.G.G.!!?x&lt;br /&gt;
 x?!.G.G.GcccccccccG.G.G.!?x&lt;br /&gt;
 x?!G.G.G.c'ddcdd'c.G.G.G!?x&lt;br /&gt;
 x?!.G.G.ccdd'c'ddcc.G.G.!?x&lt;br /&gt;
 x?!G.Gcccddcc+ccddcccG.G!?x&lt;br /&gt;
 x?!.G.c'dd'cLLLc'dd'c.G.!?x&lt;br /&gt;
 x?!G.Gc$'ccc'''ccc'$cG.G!?x&lt;br /&gt;
 x?!.G.c$$c''ZZZ''c$$c.G.!?x&lt;br /&gt;
 x?!G.Gcccc''ZWZ''ccccG.G!?x&lt;br /&gt;
 x?!.G.c''+''ZZZ''+''c.G.!?x&lt;br /&gt;
 x?!G.Gc'2ccc'''ccc1'cG.G!?x&lt;br /&gt;
 x?!.G.c''1'c'''c'1''c.G.!?x&lt;br /&gt;
 x?!G.Gccc''ccccc1'cccG.G!?x&lt;br /&gt;
 x?!.G.G.cc'''c'''cc.G.G.!?x&lt;br /&gt;
 x?!G.G.G.c'''c'''c.G.G.G!?x&lt;br /&gt;
 x?!.G.G.GccccDccccG.G.G.!?x&lt;br /&gt;
 x?!!.G.G.G.GV.VG.G.G.G.!!?x&lt;br /&gt;
 xx?!!.G.G.G..&amp;lt;..G.G.G.!!?xx&lt;br /&gt;
  xx?!!.G.G.G.A.G.G.G.!!?xx&lt;br /&gt;
   xx?!!!!!!!!!!!!!!!!!?xx&lt;br /&gt;
    xx?????????????????xx&lt;br /&gt;
     xxxxxxxxxxxxxxxxxxx&lt;br /&gt;
 ENDMAP&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Zonguldrok's shrine received a buff in 0.14, with an upgraded monster set and shorter spawning intervals.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User_talk:Humeral&amp;diff=53585</id>
		<title>User talk:Humeral</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User_talk:Humeral&amp;diff=53585"/>
				<updated>2020-10-19T13:10:04Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Welcome}}&lt;br /&gt;
&lt;br /&gt;
== Test ==&lt;br /&gt;
&lt;br /&gt;
Technical difficulties -- testing a thing. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 05:09, 18 September 2020 (CEST)&lt;br /&gt;
&lt;br /&gt;
Lorem Ipsum fnord hi mom [[User:Humeral|humeral]] ([[User talk:Humeral|talk]]) 15:10, 19 October 2020 (CEST)&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Artefact&amp;diff=53575</id>
		<title>Artefact</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Artefact&amp;diff=53575"/>
				<updated>2020-10-17T16:12:03Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: add *drain; add &amp;quot;unequipped&amp;quot; to &amp;quot;unwielded&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
&lt;br /&gt;
An '''artefact''' is a powerful weapon, armour or piece of jewellery that possesses wondrous properties, making it more powerful than &amp;quot;normal&amp;quot; magical equipment. Unidentified artefacts always carry unusual names, such as &amp;quot;a ''golden'' sword&amp;quot; or &amp;quot;a ''shimmering'' scale mail&amp;quot;. When [[identified]], an artefact reveals its true name and all powers it has.&lt;br /&gt;
&lt;br /&gt;
==Types of Artefacts==&lt;br /&gt;
Artefacts come in three distinct (and perhaps confusing) flavours:&lt;br /&gt;
*'''[[randart]]s''' - randomly created artefacts with normal properties&lt;br /&gt;
*'''[[unrandart]]s''' - predefined artefacts with normal properties&lt;br /&gt;
*'''[[fixedart]]s''' - predefined artefacts with special properties unique to the artefact (eg, the [[Evocable items#Staff of Dispater|Staff of Dispater]], which lets you evoke [[Damnation]])&lt;br /&gt;
&lt;br /&gt;
==Properties of Artefacts==&lt;br /&gt;
Artifacts have ego properties or brands depending on their type. Randart jewelry always has a random base piece of jewelry, which may be a useful or harmful type. Randart weapons always have a brand, and in addition may carry brands not normally generated on that type of weapon (e.g. a [[speed (brand)|speed brand]]ed axe or a [[vampiric|vampiric brand]] whip). Randart armours do not have an ego, although both randart and unrandart dragon armours exist.&lt;br /&gt;
&lt;br /&gt;
Randarts can have, in addition, other beneficial properties:&lt;br /&gt;
*Varying levels of [[fire resistance]], [[cold resistance]], or [[life protection]]&lt;br /&gt;
*[[Electricity resistance]] or [[poison resistance]]&lt;br /&gt;
*Bonuses to [[slaying]], [[attributes]], [[stealth]], or [[magic resistance]]&lt;br /&gt;
*Evokable powers such as [[flight]], [[invisibility]], [[blink]], or [[berserk]]&lt;br /&gt;
*[[See invisible]]&lt;br /&gt;
&lt;br /&gt;
Unfortunately, they can also have some negative properties:&lt;br /&gt;
*One level of fire or cold vulnerability&lt;br /&gt;
*Penalties to accuracy, damage, stats, stealth, or MR&lt;br /&gt;
*A chance to [[Cursed|autocurse]] when equipped&lt;br /&gt;
*Making noise while wielded&lt;br /&gt;
*Preventing teleportation&lt;br /&gt;
*Preventing spellcasting&lt;br /&gt;
*Causing [[magic contamination]] when unwielded/unequipped&lt;br /&gt;
*Causing [[draining]] when unwielded/unequpped&lt;br /&gt;
*Causing [[teleportitis]]&lt;br /&gt;
*Causing you to go berserk when attacking enemies&lt;br /&gt;
*Causing you to sometimes be [[corrosion|corroded]] or slowed when taking damage&lt;br /&gt;
*Fragility - if unequipped, the item is destroyed&lt;br /&gt;
&lt;br /&gt;
The game will auto-inscribe all of an artefact's properties when identified, allowing you to reference them at a glance.&lt;br /&gt;
&lt;br /&gt;
Artefacts cannot be modified by most means. Scrolls of enchant weapon/armour won't work on them.&lt;br /&gt;
&lt;br /&gt;
==Sources of Artefacts==&lt;br /&gt;
Artefacts can come from many sources:&lt;br /&gt;
&lt;br /&gt;
*Some [[god]]s bestow upon favored followers gifts from time to time, including artefacts. &lt;br /&gt;
*[[Shop]]s may carry artefacts (identified or not). &amp;quot;Antique&amp;quot; shops are most likely to carry artefacts.&lt;br /&gt;
*A [[scroll of acquirement]] may create an artefact for you, depending on the category of item you pick.&lt;br /&gt;
*Every so often you'll find an artefact lying around the [[Dungeon]], or used by a monster.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
It is easy to recognize an artefact: all artefacts, even when unidentified, have their name displayed in white text.&lt;br /&gt;
&lt;br /&gt;
Normal magical weapons and armor are always &amp;quot;glowing&amp;quot;, &amp;quot;runed&amp;quot;, &amp;quot;shiny&amp;quot;, &amp;quot;dyed&amp;quot;, or &amp;quot;embroidered&amp;quot; when unidentified. Unidentified artefacts draw from a broad selection of adjectives, although normal amulets and rings also have many different descriptors, and even nonmagical [[helmet]]s can be winged, visored, and so on.&lt;br /&gt;
&lt;br /&gt;
The easiest (or at least most guaranteed) way to obtain artefacts is to worship a god who grants gift equipment, primarily [[Trog]] or [[Okawaru]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to 0.12 artefacts with the &amp;quot;Contam&amp;quot; property caused glow over time instead of a higher amount on unwielding them. That made artefact weapons much more useful as a situational weapon and much less useful as primary weapon&lt;br /&gt;
[[Category:Items]][[Category:Artefacts]]&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Skill&amp;diff=53531</id>
		<title>Skill</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Skill&amp;diff=53531"/>
				<updated>2020-10-10T17:21:20Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: expand aptitude multiplier table from +5 to +9&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
&lt;br /&gt;
'''Skills''' represent your character's effectiveness in offensive, defensive, and magical disciplines.  Starting skill levels depend on character [[species]] and [[background]].  As characters earn [[experience]], XP is spread across different skills according to the distribution specified on the Skill Screen ('''m'''), multiplied by species' [[aptitudes]].  Skill levels are capped at [[27]].&lt;br /&gt;
&lt;br /&gt;
Skill management is central to strategic play.  Allocating your XP to align with your [[aptitudes]], available [[Item|equipment]], and playstyle will make or break your character.   &lt;br /&gt;
&lt;br /&gt;
Every species is rated from -5 to +9 in each skill, with higher scores yielding faster skill progress. Training skills with poor aptitudes is possible, but will be notably slower and may leave characters underprepared for later challenges. &lt;br /&gt;
&lt;br /&gt;
==Skill Types==&lt;br /&gt;
Skills can be divided into three categories:&lt;br /&gt;
&lt;br /&gt;
===Offense===&lt;br /&gt;
*'''[[Fighting]]:''' Improves melee damage, melee accuracy, and max [[HP]].&lt;br /&gt;
*'''Weapon skills:''' Improve damage, accuracy, and attack speed with a weapon group. Training a weapon skill also gives a bonus to any skills that [[cross-train]] with it.&lt;br /&gt;
**'''[[Axes]]:''' Axes. ''(Cross-trains with [[Maces &amp;amp; Flails]] and [[Polearms]])''&lt;br /&gt;
**'''[[Bows]]:''' Shortbows and Longbows.&lt;br /&gt;
**'''[[Crossbows]]:''' Hand crossbows, arbalests, and triple crossbows.&lt;br /&gt;
**'''[[Long Blades]]:''' Swords. ''(Cross-trains with [[Short Blades]])''&lt;br /&gt;
**'''[[Maces &amp;amp; Flails]]:''' Maces, flails, and whips. ''(Cross-trains with [[Axes]] and [[Staves]])''&lt;br /&gt;
**'''[[Polearms]]:''' Spears, tridents, etc. ''(Cross-trains with [[Axes]] and [[Staves]])''&lt;br /&gt;
**'''[[Short Blades]]:''' Daggers, short swords, rapiers etc. ''(Cross-trains with [[Long Blades]])''&lt;br /&gt;
**'''[[Slings]]:''' Hunting slings and fustibali. ''(Cross-trains with [[Throwing]])''&lt;br /&gt;
**'''[[Staves]]:''' Quarterstaves, lajatangs, and magical staves. ''(Cross-trains with [[Maces &amp;amp; Flails]] and [[Polearms]])''&lt;br /&gt;
**'''[[Throwing]]:'''  Thrown weapons. ''(Cross-trains with [[Slings]])''&lt;br /&gt;
**'''[[Unarmed Combat]]:''' Fighting without a wielded weapon. Most [[auxiliary attacks]] are ''not'' improved.&lt;br /&gt;
&lt;br /&gt;
===Defense===&lt;br /&gt;
*'''[[Armour (skill)|Armour]]:''' Improves the [[AC]] bonus from wearing armour (more effective with heavier armour). Somewhat reduces the impact of armour [[EV]] and [[spell success]] penalties.&lt;br /&gt;
*'''[[Dodging]]:''' Improves [[EV]]. More effective with lighter [[armour]] and higher [[dexterity]].&lt;br /&gt;
*'''[[Shields (skill)|Shields]]:''' Improves the [[SH]] bonus from wearing a [[shield]]. Reduces and eliminates the impact of shield [[EV]] and [[spell success]] penalties.&lt;br /&gt;
*'''[[Stealth]]:''' Reduces the likelihood of unaware monsters detecting you, increases the chance of out-of-sight monsters losing track of you, and improves [[stab]]bing damage. More effective with lighter [[armour]] and higher [[dexterity]].&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
*'''[[Spellcasting]]:''' Slightly increases the [[spell power]] and [[spell success|success rate]] of any spell you cast, reduces [[spell hunger]] costs, increases your max [[MP]], and grants you extra spell levels to memorize more spells.&lt;br /&gt;
*'''[[Invocations]]:''' Improves the effectiveness of powers granted by your [[god]], increases your max [[MP]]. Some gods do not require training of this skill.&lt;br /&gt;
*'''[[Evocations]]:''' Improves the effectiveness of using [[wand]]s and [[evocable]]s. Increases your max [[MP]].&lt;br /&gt;
&lt;br /&gt;
The highest of your [[Spellcasting]], [[Invocations]], and [[Evocations]] skills will determine your [[MP]] bonus. For this purpose, each level of Spellcasting skill counts as two.&lt;br /&gt;
&lt;br /&gt;
*'''[[Spell school]] skills:''' Improve [[spell power]] and [[spell success|success rate]] for all spells of that school. Many spells rely on more than one skill.&lt;br /&gt;
**'''[[Air Magic]]:''' Spells that focus on wind, [[cloud]]s, and [[electricity]].&lt;br /&gt;
**'''[[Conjurations]]:''' Direct attack magic.&lt;br /&gt;
**'''[[Charms]]:''' Magic to enhance your abilities.&lt;br /&gt;
**'''[[Earth Magic]]:''' Spells that involve physical damage and manipulation of the earth.&lt;br /&gt;
**'''[[Fire Magic]]:''' Spells that involve [[fire]].&lt;br /&gt;
**'''[[Hexes]]:''' Magic used to weaken enemies.&lt;br /&gt;
**'''[[Ice Magic]]:''' Spells that involve [[cold]] and ice.&lt;br /&gt;
**'''[[Necromancy]]:''' Spells involving manipulation of life, [[negative energy]], and the [[undead]].&lt;br /&gt;
**'''[[Poison Magic]]:''' Spells involving [[poison]].&lt;br /&gt;
**'''[[Summonings]]:''' Spells that temporarily create allies.&lt;br /&gt;
**'''[[Translocations]]:''' Move yourself, enemies, or objects.&lt;br /&gt;
**'''[[Transmutations]]:''' Transform yourself, enemies, or objects.&lt;br /&gt;
&lt;br /&gt;
==The Skill Screen==&lt;br /&gt;
Pressing '''m''' will bring up the Skill Screen, allowing you to select which skills you'd like to train and how you'd like the game to invest your XP. It also shows your character's current skill levels and aptitude for each skill, complete with adjustments made for cross-training and opposed magic schools. You can switch between displaying only those skills you can train/have trained and all skills with the '''*''' key.&lt;br /&gt;
&lt;br /&gt;
You can select which skills to train by either clicking on its name in the list or pressing the key associated to it. Any skill that you haven't selected will have its name displayed in dark gray, and it will not improve. You can also choose to focus certain skills, causing them to gain twice the amount of experience they'd normally receive. Focused skill names are displayed in white, and their tiles icon will display with a blue glow.&lt;br /&gt;
&lt;br /&gt;
The skill screen also allows you to choose whether to divide your XP in auto or manual mode by pressing the '''/''' key. Auto mode adjusts the XP division so that skills you use more will receive the greatest share of new XP, while those you rarely use receive less. In manual mode, each active skill receives a perfectly equal share of gained XP, while focused skills receive double that.  Most veteran players advise always using manual mode, as it allows for far more precise control over where your experience goes. Furthermore, you can ensure your XP is split between fewer skills, which is generally good strategy.&lt;br /&gt;
&lt;br /&gt;
You can set skill targets by pressing '''=''' in the skill menu, then the letter of the skill you want to set a target for, then entering the value to set a target at. Once that skill reaches the skill target, it will automatically turn off. This can also be done for weapons' min-delay and shields' skill-to-remove-penalty by entering the item description and pressing '''s'''. Skill targets let you much more easily control exactly how many points you want in a particular skill, and stop you from forgetting to turn off skills. Additionally, should all of your skill targets be reached and you're no longer training anything, you are prompted to turn on a skill.&lt;br /&gt;
&lt;br /&gt;
Pressing '''!''' will switch between 3 views: training, where you can see how much of your experience is going towards each skill; cost, which compares the experience requirement of raising that skill by 1 level with a level 0 skill at 0 aptitude; and targets, which shows your current skill targets. &lt;br /&gt;
&lt;br /&gt;
===Skill Requirements===&lt;br /&gt;
In any case, you'll notice that you do not have access to all skills from the very beginning of the game. This is because many skills require associated equipment to become available:&lt;br /&gt;
*You must have an appropriate weapon in order to train its weapon skill.&lt;br /&gt;
*You must be carrying a shield to train [[Shields]].&lt;br /&gt;
*You must have a spell of a particular school memorized to train that school's skill.&lt;br /&gt;
**Having abilities provided by [[Kikubaaqudgha]] will allow training [[Necromancy]].&lt;br /&gt;
*You must worship a god who grants invocable powers to train [[Invocations]].&lt;br /&gt;
*You must be carrying an [[evocable items|evocable item]] to train [[Evocations]].&lt;br /&gt;
&lt;br /&gt;
Additionally carrying a [[manual]] will always allow training the associated skill. Skill points gained from drinking a [[potion of experience]] are not subject to these restrictions.&lt;br /&gt;
&lt;br /&gt;
Removing these items, forgetting these spells, or abandoning these gods will cause you to no longer be able to train their skills, but you will not lose the progress you've made thus far.&lt;br /&gt;
&lt;br /&gt;
==Experience Required==&lt;br /&gt;
The chart below shows how many total [[skill point]]s must be allocated to a skill for it to reach each skill level, from 0. The percentage column shows the amount of experience required to reach a given skill level from 0 as a percentage of the amount of experience required to reach level 27.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Total skill points!! Percentage !! !! Level !! Total skill points !! Percentage !! !! Level !! Total skill points !! Percentage&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 50 || 0.2% || || 10 || 2,800 || 9.4% || || 19 || 12,300 || 41.3%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 150 || 0.5% || || 11 || 3,450 || 11.6% || || 20 || 13,950 || 46.9% &lt;br /&gt;
|-&lt;br /&gt;
| 3 || 300 || 1.0% || || 12 || 4,200 || 14.1% || || 21 || 15,750 || 52.9%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 500 || 1.7% || || 13 || 5,050 || 17.0% || || 22 || 17,700 || 59.5%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 750 || 2.5% || || 14 || 6,000 || 20.2% || || 23 || 19,800 || 66.6%&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1,050 || 3.5% || || 15 || 7,050 || 23.7% || || 24 || 22,050 || 74.1%&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 1,400 || 4.7% || || 16 || 8,200 || 27.6% || || 25 || 24,450 || 82.2%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 1,800 || 6.1% || || 17 || 9,450 || 31.8% || || 26 || 27,000 || 90.8%&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 2,250 || 7.6% || || 18 || 10,800 || 36.3% || || 27 || 29,750 || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These amounts are then adjusted based on your character's aptitudes. An aptitude of '''n''' means you'll need 2^(-n/4) times as much XP to advance as a character with an aptitude of zero for that skill would.  The resulting multipliers are in the chart below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Aptitude&lt;br /&gt;
|| +9 || +8 || +7 || +6 || +5 || +4 || +3 || +2 || +1 || +0 || -1 || -2 || -3 || -4 || -5&lt;br /&gt;
|-&lt;br /&gt;
! XP Multiplier&lt;br /&gt;
|| 4.76 || 4.0 || 3.36 || 2.83 || 2.38 || 2.0 || 1.68 || 1.41 || 1.19 || 1.0 || 0.84 || 0.71 || 0.59 || 0.5 || 0.42&lt;br /&gt;
|}&lt;br /&gt;
==History==&lt;br /&gt;
*[[0.21]] - Added skill targets.&lt;br /&gt;
*[[0.18]] - Added the ability to see the relative cost of training different skills.&lt;br /&gt;
*[[0.15]] - Removed aptitude penalty for training opposed magic schools. Changed cross-training to give a direct bonus to cross-trained skills, rather than decreasing the XP cost of learning them.&lt;br /&gt;
*[[0.13]] - Removed [[Stabbing]] and [[Traps (skill)|Traps]] skills.&lt;br /&gt;
*[[0.12]] - Equalized all skill costs. Formerly, [[Spellcasting]] cost 130%; [[Invocations]], [[Evocations]], and [[Stealth]] 80%.&lt;br /&gt;
*[[0.10]] - [[Stealth]] cost changed from 50% to 80%.&lt;br /&gt;
*[[0.10]] - Equipment impact on skill training standardized from skill level 0-27.&lt;br /&gt;
*[[0.9]] - Change to current skill system. Formerly, [[XP]] was saved when earned, then applied to skills as they were used, resulting in repetitive and annoying [[victory dancing]] designed to funnel the [[XP]] appropriately.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Skill titles]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Invisible&amp;diff=53476</id>
		<title>Invisible</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Invisible&amp;diff=53476"/>
				<updated>2020-10-01T20:54:49Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: remove extra word&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;
&lt;br /&gt;
Sometimes monsters can guess the position of an invisible player:&lt;br /&gt;
* Seeking monsters will randomly target a nearby tile, when the player is within two tiles&amp;lt;ref&amp;gt;{{source ref|0.25.0|mon-behv.cc|38}}&amp;lt;/ref&amp;gt;.&lt;br /&gt;
* Monsters have a 33% chance to guess, if the player is right next to them&amp;lt;ref&amp;gt;{{source ref|0.25.0|mon-behv.cc|217}}&amp;lt;/ref&amp;gt;.&lt;br /&gt;
* [[Monster intelligence|Intelligent]] monsters have an extra 8% change to guess the player's position.&lt;br /&gt;
* Additionally, [[Ashenzari]] penance improves the chance of guessing by 50%.&lt;br /&gt;
&lt;br /&gt;
Invisibility has no effect if the player is in [[water]]&amp;lt;ref&amp;gt;{{source ref|0.25.0|player.cc|7053}}&amp;lt;/ref&amp;gt; or [[glow]]ing.&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 [[scarf]] 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 &amp;lt;code&amp;gt;14 + 1d([[spell power]])&amp;lt;/code&amp;gt; turns (max: 100 turns)&amp;lt;ref&amp;gt;{{source ref|0.25.0|potion.cc|447}}&amp;lt;/ref&amp;gt;.&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 [[bad mutations]] and irresistible damage. Finding items with [[Invisibility (ego)|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 Flash]] spell. This level 3 spell [[blind]]s opponents, duplicating many of the advantages of invisibility without some of its limitations and 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 ''can'' be used with no training, but have a low chance of success and a short duration without heavy investment in [[Evocations]].&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 [[shields|block]] 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}} (66% chance)&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|Ogre mage}} (33% chance)&lt;br /&gt;
*{{monsterlink|Deep elf knight}} (50% chance)&lt;br /&gt;
*{{Red|V}} [[File:Vampire (monster).png]] '''[[Vampire (monster)|Vampire]]'''&lt;br /&gt;
*{{monsterlink|Vampire knight}}&lt;br /&gt;
*{{monsterlink|Vampire mage}}&lt;br /&gt;
*{{monsterlink|Boggart}}&lt;br /&gt;
*{{White|p}} [[File:Necromancer (monster).png]] '''[[Necromancer (monster)|Necromancer]]'''&lt;br /&gt;
*{{Magenta|p}} [[File:Wizard (monster).png]] '''[[Wizard (monster)|Wizard]]''' (33% chance)&lt;br /&gt;
*{{monsterlink|Draconian knight}}&lt;br /&gt;
*{{monsterlink|Lich}} (40% chance)&lt;br /&gt;
*{{monsterlink|Ancient lich}} (40% chance)&lt;br /&gt;
*{{monsterlink|Sigmund}}&lt;br /&gt;
*{{monsterlink|Blork the orc}}&lt;br /&gt;
*{{monsterlink|Psyche}}&lt;br /&gt;
*{{monsterlink|Erica}}&lt;br /&gt;
*{{monsterlink|Maurice}}&lt;br /&gt;
*{{monsterlink|Erolcha}} (40% chance)&lt;br /&gt;
*{{monsterlink|Kirke}}&lt;br /&gt;
*{{monsterlink|Ilsuiw}}&lt;br /&gt;
*{{monsterlink|Boris}}&lt;br /&gt;
*{{monsterlink|The Enchantress}}&lt;br /&gt;
*{{monsterlink|Pandemonium lord}} (7.5% chance)&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 [[potions of invisibility]] to make themselves invisible. This effect has a finite duration, but the monster may be able to reapply the effect by quaffing another potion (if it has one).&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 (also known as [[glow]]ing). This renders its invisibility ineffective, and actually makes it easier to hit than normal. Backlighting occurs whenever:&lt;br /&gt;
*An invisible target is affected by the [[Corona]] spell (must overcome [[magic resistance]]).&lt;br /&gt;
*An invisible, [[insubstantial|corporeal]] target is covered with [[Sticky Flame]]s, unless it's standing in water (which immediately extinguishes the flames).&lt;br /&gt;
*An invisible creature enters a [[halo]].&lt;br /&gt;
*The player suffers 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 shift position without you moving first are [[unseen horror]]s).&lt;br /&gt;
&lt;br /&gt;
All [[insubstantial|corporeal]] invisible monsters are temporarily rendered visible as disturbances when passing through an opaque [[cloud]] (e.g. fog, steam). Do note that this only applies to monsters -- invisible players are not revealed in clouds. Anything the player can do to create clouds when an invisible creature is near will aid him in determining that creature's location:&lt;br /&gt;
*Reading a [[scroll of fog]] or evoking the [[cloak of the Thief]].&lt;br /&gt;
*Using [[Fire Magic]] in and over water, creating [[steam]] clouds.&lt;br /&gt;
*Using Ice Magic in and over lava, creating steam clouds.&lt;br /&gt;
*Invoking [[Wu Jian]]'s Heavenly Storm ability.&lt;br /&gt;
&lt;br /&gt;
Additionally, any invisible creature standing in [[shallow water]] (e.g. not [[fly]]ing) is always visible as a disturbance.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.22]], the [[submerging]] mechanic existed. [[:Category:Submerges|Certain monsters]] had an ability to render themselves ''effectively'' invisible by hiding in [[deep water]], [[lava]], or even [[Trapdoor spider|under the floor]].&lt;br /&gt;
*Prior to [[0.20]], invisibility increased the player's [[hunger]] rate by 5.&lt;br /&gt;
*Prior to [[0.18]], invisibility reduced the combat accuracy by 5 for the player and monsters if they couldn't see invisible themselves. &lt;br /&gt;
*Prior to [[0.16]], the [[sense invisible]] intrinsic existed, which was an upgrade to [[see invisible]].&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;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&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>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Crystal_plate_armour&amp;diff=53432</id>
		<title>Crystal plate armour</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Crystal_plate_armour&amp;diff=53432"/>
				<updated>2020-09-28T14:45:20Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: crystal plate and gold scales are tied as the heaviest armours&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|024}}&lt;br /&gt;
{{armour&lt;br /&gt;
 |name        = Crystal plate armour&lt;br /&gt;
 |cost        = &lt;br /&gt;
 |AC          = 14&lt;br /&gt;
 |EV          = 23&lt;br /&gt;
 |maxenc      = +14&lt;br /&gt;
 |size        = Small, Medium&lt;br /&gt;
 |GDR         = 48%&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|An incredibly heavy but extremely effective suit of crystalline armour.}}&lt;br /&gt;
&lt;br /&gt;
'''Crystal plate armour''' is one of the heaviest body armours available (tied with [[gold dragon scales]]), and requires high [[strength]] to wear effectively. It is also unusable by Spriggans, Ogres, and Trolls due to size restrictions and Draconians, Octopodes and Felids as they cannot wear any body armor. In exchange for these steep requirements, it offers phenomenal [[AC]] and [[GDR]] (48%!), allowing characters to absorb physical abuse with ease. Just don't expect to [[dodge]] many attacks or cast easily while wearing it. &lt;br /&gt;
&lt;br /&gt;
Crystal plate armour is extremely rare, but it is generally considered to be very strong if your character has the strength to use it and doesn't mind or can counteract the high penalties.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], the encumbrance rating was 24.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], crystal plate armour was known as crystal plate mail.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || Image&lt;br /&gt;
|-&lt;br /&gt;
| '''Mundane''' || [[File:Crystal plate.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical''' || [[File:Crystal plate2.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Artifact''' || [[File:Crystal plate3.png]]&lt;br /&gt;
|-&lt;br /&gt;
! || [[Unrandart]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Orange crystal plate armour]]''' || [[File:Orange crystal plate armour.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{armours}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Body armour]]&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Golden_dragon_scales&amp;diff=53431</id>
		<title>Golden dragon scales</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Golden_dragon_scales&amp;diff=53431"/>
				<updated>2020-09-28T14:44:40Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: crystal plate and gold scales are tied as the heaviest armours&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version024}}&lt;br /&gt;
{{armour&lt;br /&gt;
 |name        = Gold dragon scales&lt;br /&gt;
 |cost        = 1605&lt;br /&gt;
 |AC          = 12&lt;br /&gt;
 |EV          = 23&lt;br /&gt;
 |maxenc      = +12&lt;br /&gt;
 |size        = All&lt;br /&gt;
 |grants      = rF+, rC+, rPois&lt;br /&gt;
 |GDR         = 44%&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|The scales of a gold dragon. It is much heavier than most dragon scale armours, and grants its wearer resistance to poison, fire and cold.}}&lt;br /&gt;
&lt;br /&gt;
'''Gold dragon scales''' are one of the heaviest body armours in the game (tied with [[crystal plate armour]]), providing excellent physical defense as well as resistance to [[fire]], [[cold]], and [[poison]]. Unfortunately, they require very high [[strength]] to wear effectively, and the armour's [[encumbrance rating]] is massive enough to make magic very difficult and the [[Dodging]] skill much less effective. &lt;br /&gt;
&lt;br /&gt;
This item may randomly generate when you slay a [[golden dragon]].&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
Although three guaranteed resistances and excellent [[AC]] and [[GDR]] may sound tempting, realize that few [[species]] can naturally have enough strength to wear this armour comfortably, and that ruining your [[ev]]asion and spellcasting often isn't worth the tradeoff. These armours are more useful to [[troll]]s and [[ogre]]s because they have difficulty finding resistances elsewhere and their evasion score is already heavily penalized. Others can often find better performance elsewhere, though high-strength races such as [[hill orc]]s and [[minotaur]]s can still consider it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], this armour was named golden dragon armour and was crafted by using a [[scroll of enchant armour]] on a [[gold dragon hide]].&lt;br /&gt;
*Prior to [[0.16]], this armour's encumbrance rating was 25.&lt;br /&gt;
*Prior to [[0.14]], this armour's encumbrance rating was [[27]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || Image&lt;br /&gt;
|-&lt;br /&gt;
| '''Gold dragon scales''' || [[Image:Gold dragon armour.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Scales of the Dragon King]]''' || [[File:Armour of the dragon king.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{armours}}&lt;br /&gt;
[[Category:Body armour]]&lt;br /&gt;
[[Category:Dragon armour]]&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Acid&amp;diff=53343</id>
		<title>Acid</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Acid&amp;diff=53343"/>
				<updated>2020-09-14T19:28:10Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: add *Corrode probability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
'''Acid''' is a [[damage type]] most commonly dealt by [[List of jellies|jellies]] and [[Acid dragon|acidic]] [[Yellow draconian|dragonkind]], which can be resisted with corrosion resistance. Most types of acid damage can apply a temporary corrosion status, which lowers your AC and slaying.&lt;br /&gt;
&lt;br /&gt;
==Sources of Acid==&lt;br /&gt;
Acidic damage can come from several sources, all of which can cause what is known as an &amp;quot;acid splash&amp;quot; (indicated by the message &amp;quot;The acid burns!&amp;quot;). The additional damage from an acid splash is 4d3 from melee-based sources and 4d5 from ranged sources; monsters only receive 2d4 extra damage from melee attacks and are not subject to ranged acid splashes.&lt;br /&gt;
&lt;br /&gt;
===Acidic Melee Attacks===&lt;br /&gt;
The following monsters have acidic melee attacks, which cause an acid splash and may apply corrosion:&lt;br /&gt;
&lt;br /&gt;
*{{monsterlink|Jelly}}&lt;br /&gt;
*{{monsterlink|Acid blob}}&lt;br /&gt;
*{{monsterlink|Dissolution}}&lt;br /&gt;
*{{monsterlink|The royal jelly}}&lt;br /&gt;
*{{monsterlink|Caustic shrike}}&lt;br /&gt;
&lt;br /&gt;
===Spit Acid===&lt;br /&gt;
The following monsters can [[Spit Acid]] as a ranged attack, dealing 3d7 acid damage that bypasses AC and may incur both an acid splash and corrosion:&lt;br /&gt;
&lt;br /&gt;
*{{monsterlink|Acid blob}}&lt;br /&gt;
*{{monsterlink|Acid dragon}}&lt;br /&gt;
*{{monsterlink|Oklob plant}}&lt;br /&gt;
*{{monsterlink|Oklob sapling}}&lt;br /&gt;
&lt;br /&gt;
===Acid Splash===&lt;br /&gt;
Yellow draconians (which occasionally includes [[Tiamat]]) may use the [[Acid Splash]] ability. This is similar to Acid Spit but may splash onto additional creatures adjacent to the target.&lt;br /&gt;
&lt;br /&gt;
*{{monsterlink|Yellow draconian}}&lt;br /&gt;
*{{monsterlink|Tiamat}}&lt;br /&gt;
&lt;br /&gt;
===Acidic Flesh===&lt;br /&gt;
Some monsters have acidic flesh and will cause acid splashes when attacked with a melee weapon:&lt;br /&gt;
&lt;br /&gt;
*{{monsterlink|Jelly}}&lt;br /&gt;
*{{monsterlink|Acid blob}}&lt;br /&gt;
*{{monsterlink|Dissolution}}&lt;br /&gt;
*{{monsterlink|The royal jelly}}&lt;br /&gt;
&lt;br /&gt;
===Corrosive Bolt===&lt;br /&gt;
The spell [[Corrosive Bolt]] deals significant acid damage and may inflict corrosion. Several monsters may cast it, as well as any creature that has picked up a [[wand of acid]].&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell|Corrosive Bolt}}&lt;br /&gt;
&lt;br /&gt;
===Acidic Fog===&lt;br /&gt;
Acidic fog is a type of [[cloud]] that deals acid damage to and corrodes anything unfortunate enough to be standing in it. It can only be produced by a high-powered [[wand of clouds]].&lt;br /&gt;
&lt;br /&gt;
===Slime Walls===&lt;br /&gt;
Standing next to the [[wall]]s of [[the Slime Pits]] will subject players and non-jelly or -eyeball monsters to one acid splash per wall tile. Unlike most other types of acid damage, this will never inflict the corrosion status.&lt;br /&gt;
&lt;br /&gt;
Worshipers of [[Jiyva]] are unaffected by slime walls. &lt;br /&gt;
&lt;br /&gt;
==Corrosion Resistance==&lt;br /&gt;
Corrosion resistance reduces damage taken from acid and reduces the chance of being further corroded. Also, it gives immunity to [[Cloud#Acidic_fog|clouds of acidic fog]].&lt;br /&gt;
&lt;br /&gt;
The sources of Corrosion resistance are:&lt;br /&gt;
*being a yellow [[draconian]]&lt;br /&gt;
*[[cloak of preservation]]&lt;br /&gt;
*[[ring of resist corrosion]]&lt;br /&gt;
*[[acid dragon scales]]&lt;br /&gt;
*[[potion of resistance]]&lt;br /&gt;
*[[Tiamat]]'s [[dragonskin cloak]] (50% chance per attack)&lt;br /&gt;
*Having the [[Good_mutations#Yellow_Scales|yellow scales]] mutation at level 3&lt;br /&gt;
*Having at least *** [[piety]] while following [[Jiyva]]&lt;br /&gt;
&lt;br /&gt;
===Damage Reduction===&lt;br /&gt;
Players with corrosion resistance take 50% damage from acid. All monsters with any degree of acid resistance are completely immune to acid damage.&lt;br /&gt;
&lt;br /&gt;
==Corrosion==&lt;br /&gt;
Corrosion is a temporary [[status effect]] which gives a stackable -4 to [[slaying]] and [[AC]] for as long as it lasts. All corrosion will be repaired after enough time has passed. It can also be removed with a [[potion of cancellation]] or by aiming [[Yara's Violent Unravelling]] or your own [[Draconian#Purple|purple draconian]] breath at yourself.&lt;br /&gt;
&lt;br /&gt;
In addition to taking acid damage, players may also suffer corrosion from these sources:&lt;br /&gt;
*The [[Entropic Weave]] spell of {{LightCyan|a}} [[File:Entropy weaver.png]] '''[[Entropy weaver]]s'''&lt;br /&gt;
*Taking damage when wearing an [[randart|artefact]] with the '''*Corrode''' property (3% chance per '''*Corrode''').&lt;br /&gt;
&lt;br /&gt;
Monsters that have been corroded simply get a temporary -8 to their AC. This does not stack -- additional corrosion merely increases the duration.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.15]], corrosion instead caused permanent damage to weapons and armor, reducing their enchantment values, possibly into the negatives. Also, [[potions of resistance]] did not grant rAcid or rCorr.&lt;br /&gt;
*There were previously three tiers of acid resistance, each one further reducing acid damage; now there is only one level which is merged with corrosion resistance.&lt;br /&gt;
*In previous versions, acid splashes did more damage if you were wearing less armour (2 dice plus an additional die for each empty armour slot); cloaks provided a 50% chance per empty slot of negating this extra damage, and the damage was reduced by having the [[Shaggy Fur|fur mutation]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Damage types]]&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Rune_of_Zot&amp;diff=53256</id>
		<title>Rune of Zot</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Rune_of_Zot&amp;diff=53256"/>
				<updated>2020-09-13T22:13:26Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: tweak list of branches in the Lair; fix links to The Vaults&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version024}}&lt;br /&gt;
{{flavour|A talisman which allows entry into Zot's domain.}}&lt;br /&gt;
&lt;br /&gt;
'''Runes of Zot''' are required to enter [[The Realm of Zot]]; there lies the [[Orb of Zot]], the goal of your quest, in a vault on its fifth floor. Unlocking the portal to the Realm requires three runes, but advanced players may choose to collect more to earn a higher [[score#Rune Score|final score]]; a single rune is also required to gain entry to [[The Vaults]], two are needed to enter a [[Ziggurat]], and some [[Treasure trove]]s will ask for a specific rune in order to enter them. In all cases, you do not expend runes when opening [[rune lock]]s; once you have collected a rune, it stays collected for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
In any given game, there are 15 possible runes to obtain. Runes do not occupy inventory slots, are weightless, and cannot be dropped. You can see what runes you have by typing '''}''' (which also shows you what runes you can get) or by checking the '''%'''/character overview screen, below the lines for your abilities and traits.&lt;br /&gt;
&lt;br /&gt;
==Rune locations==&lt;br /&gt;
Runes can be found on the bottom floors of several dungeon [[branch]]es.&lt;br /&gt;
&lt;br /&gt;
* [[The Lair]] has no rune itself but contains 3 branches which do.  It always contains&lt;br /&gt;
** [[Image:Slimy_rune.png]] '''[[The Slime Pits]]:5''' contains the slimy rune of Zot.&lt;br /&gt;
*: plus one of the two wet branches&lt;br /&gt;
** [[Image:Decaying_rune.png]] '''[[The Swamp]]:4''' contains the decaying rune of Zot.&lt;br /&gt;
** [[Image:Barnacled_rune.png]] '''[[The Shoals]]:4''' contains the barnacled rune of Zot.&lt;br /&gt;
*: and one of the two poisonous branches&lt;br /&gt;
** [[Image:Serpentine_rune.png]] '''[[The Snake Pit]]:4''' contains the serpentine rune of Zot.&lt;br /&gt;
** [[Image:Gossamer_rune.png]] '''[[The Spider's Nest]]:4''' contains the gossamer rune of Zot.&lt;br /&gt;
* [[Image:Silver_rune.png]] '''[[The Vaults#Vaults:5|The Vaults]]:5''' contains the silver rune of Zot. An entrance to The Crypt can be found earlier in the branch.&lt;br /&gt;
** [[The Crypt]] has no rune itself, but contains an entrance to The Tomb.&lt;br /&gt;
*** [[Image:Gold_rune.png]] '''[[The Tomb]]:3''' contains the golden rune of Zot.&lt;br /&gt;
&lt;br /&gt;
You will also come across special runes in the following bonus levels.&lt;br /&gt;
&lt;br /&gt;
* [[Image:Abyssal_rune.png]] '''[[The Abyss]]''' contains the abyssal rune of Zot. This rune has a very low chance of being generated on floors 3, 4 and 5, with deeper floors having higher rune generation rates (but also more monsters). If you happen to be a follower of Lugonu, this rate is greatly accelerated. If you see the rune but cannot get it (e.g. if the Abyss shifts before you can reach it), do not despair: the game will keep generating abyssal runes until you pick one up.&lt;br /&gt;
* '''[[Pandemonium]]''' contains five runes.  &lt;br /&gt;
**The four unique Pandemonium lords each guard a unique rune that is generated ''once''. Leaving the level without the rune means it is lost forever:&lt;br /&gt;
*** [[Image:Glowing_rune.png]] [[Mnoleg]] guards the glowing rune of Zot.&lt;br /&gt;
*** [[Image:Magical_rune.png]] [[Lom Lobon]] guards the magical rune of Zot.&lt;br /&gt;
*** [[Image:Fiery_rune.png]] [[Cerebov]] guards the fiery rune of Zot.&lt;br /&gt;
*** [[Image:Dark_rune.png]] [[Gloorx Vloq]] guards the dark rune of Zot.&lt;br /&gt;
** The fifth is the demonic rune of Zot.  This may be found either guarded by random [[Pandemonium lord]]s, or found in any of several vaults ('hellion island', 'smiting', and 'eyes of draining' vaults guaranteed; others have 1/9 chance). Like the abyssal rune, it will be regenerated until picked up.&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
| [[Image:Demonic_rune_1.png]] || [[Image:Demonic_rune_2.png]] || [[Image:Demonic_rune_3.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Demonic_rune_4.png]] || [[Image:Demonic_rune_5.png]] || [[Image:Demonic_rune_6.png]]&lt;br /&gt;
|}&lt;br /&gt;
* '''[[Hell]]''' contains a rune in each of its four subbranches:&lt;br /&gt;
** [[Image:Iron_rune.png]] [[Dispater]] in [[The Iron City of Dis]]:7 guards the iron rune of Zot.&lt;br /&gt;
** [[Image:Icy_rune.png]] [[Antaeus]] in [[Cocytus]]:7 guards the icy rune of Zot.&lt;br /&gt;
** [[Image:Obsidian_rune.png]] [[Asmodeus]] in [[Gehenna]]:7 guards the obsidian rune of Zot.&lt;br /&gt;
** [[Image:Bone_rune.png]] [[Ereshkigal]] in [[Tartarus]]:7 guards the bone rune of Zot.&lt;br /&gt;
&lt;br /&gt;
==Strategy and Difficulty==&lt;br /&gt;
All runes are not equal in difficulty of obtaining them. Below is a list of runes in rough order of difficulty, with some basic strategy notes. See the articles on the specific branches for more details. Depending on your character build, some of the branches may be different in difficulty from what is given here.&lt;br /&gt;
&lt;br /&gt;
===Easy===&lt;br /&gt;
These are the runes which are most commonly used for three- or four-rune ascensions. None are particularly hard to get, although they may require some basic preparation.&lt;br /&gt;
* '''Serpentine''' ([[Snake Pit]]): Less straightforward since the introduction of [[constriction]], and [[poison resistance]] is a necessity. Still, among the easier branches. Make sure you can take a beating or have the ability to avoid melee combat.&lt;br /&gt;
* '''Decaying''' ([[Swamp]]): Moving through the swamp can be annoying, and be prepared to deal with a ton of [[hydra]]s and [[swamp drake]]s, but the branch is otherwise generally pretty tame.&lt;br /&gt;
* '''Barnacled''' ([[Shoals]]): This area is easier if you have good [[EV]] or [[Deflect Missiles]]. [[Invisibility]] and [[flight]] are very useful here.&lt;br /&gt;
* '''Gossamer''' ([[Spider's Nest]]): Most of the monsters in this branch are faster than you and can easily swarm you. Very few of them have ranged attacks, though. Like Snake, poison resistance is a must.&lt;br /&gt;
* '''Abyssal''' ([[Abyss]]): Mostly just tedious, since it requires wandering for several thousand turns. Bring enough food, and try not to get bogged down in fights with dangerous monsters.&lt;br /&gt;
* '''Silver''' ([[The Vaults]]): The hardest of the basic runes, since [[The Vaults#Vaults:5|Vaults:5]] has over a dozen [[vault guard]]s waiting for you around the stairs, plus several other opponents such as [[titan]]s, [[storm dragon]]s, [[quicksilver dragon]]s, [[shadow dragon]]s, and [[lich]]es.&lt;br /&gt;
&lt;br /&gt;
===Medium===&lt;br /&gt;
For those looking to expand beyond a basic ascension, these are the runes to start with.  They all require some type of special resistance: if you don't have it, you will likely die.&lt;br /&gt;
* '''Slimy''' ([[Slime Pits]]): [[Resist corrosion]] is absolutely necessary, and [[mutation resistance]] is also very helpful if you can find some. Be very careful with [[the Royal Jelly]]: stair dance it or fight it in the corridors of the central vault. Make sure you can kill things very quickly or take a fair bit of damage, as everything down here hits very hard in melee.&lt;br /&gt;
* '''[[Pandemonium]]''': Be prepared for a journey: like the Abyss, the only way out is via a rare return portal. Stairways just conduct you to another of Pan's infinite levels. You will need some protection from [[torment]] (rN+++ or [[Kiku]] protection is generally enough). [[Mutation resistance]] is also helpful, as the place is littered with [[neqoxec]]s and [[cacodemon]]s. In fact, you may want to bring some [[potions of mutation]], just in case you get hit with something nasty. Keep in mind that when you reach a level with one of the unique [[Pan lord]]s, you're only going to get one chance at acquiring their rune: ''leaving the level means that rune never generates again''. The unique Pan lords each need a different set of resistances to get their rune:&lt;br /&gt;
** '''Dark''': [[Gloorx Vloq]] is the most difficult Pan lord, owing to its speed and spell set. rN+++ is vital, as are [[potions of haste]]. Unlike the rest of Pan, you also need [[poison resistance]], since otherwise its [[Poison Arrow]]s will be very painful. Allies, if you can get them, are helpful in ensuring that all of Gloorx Vloq's many attacks, minions, and spells aren't directed against you.&lt;br /&gt;
** '''Glowing''': [[Mutation resistance]] is even more vital here. Try to lure the [[neqoxec]]s around corners, so they don't get tons of free shots at you with [[Malmutate]]. [[Mnoleg]] itself isn't that difficult, although be prepared to [[Aura of Abjuration|abjure]] if he starts summoning [[floating eye]]s. And try to fight it in a corridor so you won't get mobbed by the summoned [[large abomination]]s and [[tentacled monstrosities]].&lt;br /&gt;
** '''Fiery''': As the name suggests, you really need [[fire resistance]] here. rF++ is a bare minimum, and rF+++ is really what you want, since [[Cerebov]]'s sword strips you of one rank of fire resistance. Cerebov has a lot of hit points, so be prepared to teleport away and reengage it several times: it won't have fully healed before you do. [[Aura of Abjuration]] is quite helpful since Cerebov enjoys summoning greater demons on you. Cerebov has poor evasion, so spells such as [[Lehudib's Crystal Spear]] can be useful against it; [[Chain Lightning]] is also very effective.&lt;br /&gt;
** '''Magical''': Have at least two levels of [[cold resistance]] and some source of [[electricity resistance]]. [[Lom Lobon]] is fairly weak if you can engage it in melee, although its [[blink]]ing can make that somewhat difficult. Have high [[magic resistance]] so that the [[wizard (monster)|wizard]]s around its tower don't banish you.&lt;br /&gt;
** '''Demonic''': Three specific vaults always have this rune. The hellion island vault requires the use of ranged attacks: 10+ [[hellion]]s all dropping 3d15 [[damnation]] bursts on you up to twice a turn leads to a quick death. The [[smiting]] vault is generally doable: [[Shatter]] can greatly assist in getting past it, but even without it sufficient speed will generally let you survive. The eyes vault is not difficult, but requires a [[wand of digging]] to get the rune at all. As for random vaults which might contain the rune, they vary hugely in difficulty. Be prepared to run away.&lt;br /&gt;
* '''Golden''' ([[Tomb]]): Like the [[Hells]] and [[Pandemonium|Pan]], you will have to endure a fair amount of [[torment]]. Unlike the Hells and Pan, you will also endure mummy [[death curse]]s. This includes stat drain, [[rotting]], [[pain]], slowing, and even more [[torment]]. [[Kikubaaqudgha]] provides a good protection against it. [[Necromutation]] protects you from the worst of the curses as well as torment, but be careful of [[Dispel Undead]] from [[ushabti]]u and the occasional [[revenant]]. [[Zin]] can protect you from the rotting effects and stat drain, but [[The Shining One]] is more useful here. Either way, you can always do a quick conversion to [[Elyvilon]] and use Purification to cure all the rot, then build your piety back up by fighting all the [[list of mummies|mummies]]. See the [[Tomb]] article for more specific strategies, but know that it is very difficult to simply force your way through Tomb. You need something to deal with its nasty effects or you will die.&lt;br /&gt;
&lt;br /&gt;
===Hard===&lt;br /&gt;
These runes are the riskiest to get, or require some very specific character builds. Only go for them if you know what you're doing.&lt;br /&gt;
* '''[[Hell]]''': This area is one of the hardest in the game. It is filled with fiends, both found naturally and summoned by the Hell forces. [[Zin]] gives a piety-dependent chance of blocking Hell effects: at full piety it is complete, making the area a lot easier. Others have to be prepared for a fiend and/or a hellion to appear next to them at any moment, making [[regeneration]] and some means of [[torment]] protection absolutely vital. As with Pan, specific strategies and resistances are needed for each rune:&lt;br /&gt;
** '''Iron''' ([[Dis]]): Dis is often perceived as the &amp;quot;easiest&amp;quot; Hell, but this is not entirely true. It requires no specific resistances but a little of everything. Or sometimes a lot of everything, as the last level contains both [[Brimstone fiend]]s and [[Ice fiend]]s. [[Dispater]] himself is no pushover, casting powerful earth spells and bringing lots of greater demons to the party. Have [[Aura of Abjuration]] ready.&lt;br /&gt;
** '''Icy''' ([[Cocytus]]): Have rC+++ for Cocytus. This place is filled with [[Ice fiend]]s, who have, in addition to torment and [[Bolt of Cold]], a horribly damaging cold-branded melee attack. [[Antaeus]] himself hits like a truck but luckily doesn't summon any friends. Unluckily, he tends to be escorted by four Ice fiends. Separate them first.&lt;br /&gt;
** '''Obsidian''' ([[Gehenna]]): Have rF+++, but be aware that this doesn't help against the numerous [[Brimstone fiend]]s and [[hellion]]s who will gladly spam [[damnation]] at you until you die. Make sure to kill them quickly. [[Asmodeus]] himself is not horribly difficult, but be aware that he is surrounded by a ring of flames and loves summoning fiends and [[Balrug]]s.&lt;br /&gt;
** '''Bone''' ([[Tartarus]]): If you're not undead, Tartarus can be easier than the other branches. This occurs because rN+++ completely protects you against the draining attacks so frequent there. Be aware that [[Ereshkigal]] is a little meaner than she looks: she may be somewhat low on HP, but she is fast, has absurdly high evasion, and can torment and summon greater demons that torment. If you are undead, be very, very careful, as [[tzitzimimeh]] can and will make short work of you with [[Dispel Undead]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
*Formerly, there were many, indistinguishable demonic runes of Pandemonium, which could be collected ''ad infinitum'' (the record was 250-odd). As of version [[0.9]], the demonic rune is treated like the abyssal rune: once you've picked one up, no more demonic runes will be generated.&lt;br /&gt;
*Before [[0.9]], runes were carried in main inventory, which led to silliness like piling extras on D:1 before going for the Orb, or characters locking themselves out of Zot by leaving their runes inside.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Qazlal_Stormbringer&amp;diff=53236</id>
		<title>Qazlal Stormbringer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Qazlal_Stormbringer&amp;diff=53236"/>
				<updated>2020-09-12T01:51:40Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: punctuation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:Qazlal altar.png]] ''&amp;quot;Let the forces of nature tear it all down!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Qazlal Stormbringer is a violent god of tempests, who delights in unleashing the forces of nature against the unsuspecting. Those who invite Qazlal's gaze will find themselves the eye in a storm of elemental destruction, from which only their god can protect them. Pious worshippers of Qazlal will gain the ability to direct and control the destructive might of the storm.&lt;br /&gt;
&lt;br /&gt;
Followers of Qazlal are protected from the clouds they create. As a follower of Qazlal gains divine favour, they are slowly surrounded by a loud storm, causing elemental clouds to appear near them, blocking attacks, and (for the particularly devout) deflecting incoming projectiles. Qazlal allows followers to incite nature against their foes, causing a localised natural disturbance or, for particularly devout followers, a more widespread disaster. Followers of Qazlal eventually gain temporary resistances after taking damage, and can give life to clouds, turning them into allied elementals.&lt;br /&gt;
&lt;br /&gt;
Qazlal 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;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s may not worship Qazlal Stormbringer (or any other deity).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing natural, undead, demonic, holy, or nonliving beings. The higher the enemy's [[HD]], and the lower your [[experience level]], the better the odds of you gaining [[piety]].&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity. Your piety will slowly decrease over time.&lt;br /&gt;
*Abandonment.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''Piety level (-)''': &amp;quot;[Your Species] Mishap&amp;quot;&lt;br /&gt;
*All worshippers are immune to the negative effects of any [[cloud]]s (Passive)&lt;br /&gt;
'''Piety level (*)''': &amp;quot;Lightning Rod&amp;quot;&lt;br /&gt;
*'''Storm Shield:''' You passively generate randomly selected elemental clouds within two tiles of your location. Possible clouds include [[Conjure Flame|flaming clouds]], [[Freezing Cloud|clouds of freezing vapour]], clouds of thunder, and clouds of sparse dust. These deal their corresponding elemental damage to enemies which stand in them, provide you with a bonus to [[SH]], and generate significant amounts of [[noise]] at all times, greatly reducing your ability to be [[stealth]]y. The frequency with which these clouds generates, as well as the amount of noise they generate, rises with piety. This skill is upgraded further at **** piety (see below).  Note that Storm Shield clouds do not spawn in corridors (clouds only generate when a selected tile has no more than 3 adjacent walls), though the associated [[SH]] remains in effect.&lt;br /&gt;
'''Piety level (**)''': &amp;quot;[Your Species] Disaster&amp;quot;&lt;br /&gt;
*'''Upheaval:''' Blast a small [[smite]]-targeted area with elemental forces, dealing either [[fire]], [[cold]], [[electricity]], or earth (physical) damage. Three of the elements also have an associated additional effect: fire creates temporary [[lava]] tiles nearby (shoving items aside), cold will [[Frozen|freeze]] the targets, while electricity will deal bonus damage to flying monsters. Raising [[Invocations]] increases this ability's damage, as well as its success rate and the area of effect (ranging from a single tile to a 2-radius burst). Costs 4 [[MP]], 3-5 piety.&lt;br /&gt;
'''Piety level (***)''': &amp;quot;Eye of the Storm&amp;quot;&lt;br /&gt;
*'''Elemental Force:''' Convert nearby clouds into [[list of elementals|elementals]]. Clouds you've created will produce friendly elementals, naturally occurring clouds will create neutrals, and clouds created by monsters will create hostiles (worth no XP). Invocations determines its success rate and the number of clouds affected per use. Costs 6 MP, 6-9 piety.&lt;br /&gt;
'''Piety level (****)''': &amp;quot;[Your Species] Catastrophe&amp;quot;&lt;br /&gt;
*'''Upgraded Storm Shield:''' At **** piety, Storm Shield also grants you a permanent [[Repel Missiles]] effect and grants a small amount of [[SH]].&lt;br /&gt;
*'''Elemental Adaptation:''' Taking elemental damage occasionally grants you a single rank of resistance to the element of the damage. The following elements can be affected:&lt;br /&gt;
**[[Fire]]&lt;br /&gt;
**[[Cold]]&lt;br /&gt;
**Earth (this equates to physical attacks, granting you a small boost to [[AC]] and [[SH]])&lt;br /&gt;
**[[Electricity]]&lt;br /&gt;
*This resistance lasts for '''X''' turns. Passive, no cost.&lt;br /&gt;
'''Piety level (*****)''': &amp;quot;[Your Species] Cataclysm&amp;quot;&lt;br /&gt;
*'''Disaster Area:''' Unleash several uncontrollably aimed Upheavals at locations within your [[line of sight]], strongly favouring spaces with monsters on them, but never with you in the blast radius. Invocations increases damage dealt, success rate, and number of Upheavals.  Costs 7 MP, 10-15 piety.&lt;br /&gt;
'''Piety level (******)''': &amp;quot;End of an Era&amp;quot;&lt;br /&gt;
*No new abilities&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Qazlal does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Qazlal's wrath is swift and unmistakable. Sinners are stripped of their resistances, assaulted by furious elementals, and surrounded by waves of molten lava.}}&lt;br /&gt;
Upon abandoning Qazlal, you are given 25 penance. Every so often, you will be afflicted you with one of the following forms of [[divine retribution]]:&lt;br /&gt;
*33.3%: Summons hostile, [[durably summoned]] [[fire elemental|fire]], [[water elemental|water]], [[earth elemental|earth]], or [[air elemental]]s near you, upgraded with [[HD]] equal to your [[experience level]]. These are far more dangerous than normal elementals.&lt;br /&gt;
*33.3%: Causes a mighty clap of thunder at your location, generating significant levels of [[noise]].&lt;br /&gt;
*33.3%: Give you one of the following temporary mutations: rF--, rC--, rElec-. These are transient [[mutation]]s similar to those caused by [[wretched star]]s, and are removed as you gain XP.&lt;br /&gt;
All the time it will cause noise 50% of the time before other possible actions.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
True to their name, Qazlal Stormbringer brings an unparalleled amount of elemental devastation to bear for their worshipers. Even without training [[Invocations]], Qazlal greatly increases your damage output by blasting random tiles near your character with elemental fury. At low piety, this will rarely have much effect, but at high piety you will regularly see enemies take massive damage as the storm around you rages. This awesome devastation comes at a price, however - as your piety rises, you will generate more and more passive [[noise]] each turn. This eventually winds up being louder than if you [[t|shouted]] each and every turn, matching a [[Fireball]] spell in volume. As such, expect wandering monsters to find you wherever you go, particularly in quiet areas such as [[the Crypt]] and [[the Tomb]], and don't bother with the [[Stealth]] skill. Try to pull difficult enemies back to already-cleared areas to mitigate the threat of reinforcements.&lt;br /&gt;
&lt;br /&gt;
With Invocations, Qazlal becomes an extraordinarily powerful offensive force, in particular due to Upheaval and Disaster Area. Upheaval is a powerful smite-targeted ability which grows in area as your Invocations rises, eventually becoming a smaller, cheaper, random element [[Fire Storm]]. Blasting threatening enemies from the edge of your [[line of sight]] is easy, but mind your [[piety]] - spamming it can quickly cost you a * or two. Disaster Area is similarly devastating, but on a much larger scale; bursts of Upheaval will strike random locations within your line of sight, eradicating everything it strikes (at sufficiently high Invocations levels anyway). Even more expensive than Upheaval, this should only be used when you are facing plenty of enemies and want to wipe them out quickly. Also, be aware that it will never affect your tile or any tile adjacent to you.&lt;br /&gt;
&lt;br /&gt;
Elemental Force is less dramatic, but still has its uses. Quickly creating a small army of elementals can greatly increase your damage output, and will help distract dangerous opponents. Use it to call in some quick allies or to create a diversion, allowing you to flee to a nearby staircase.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], Qazlal's cloud immunity didn't apply to all clouds, just comprehended the player's ones.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], Qazlal's wrath didn't cause noise 50% of the time before other possible actions, and could inflict bad mutation [[Deformed]] body. &lt;br /&gt;
&lt;br /&gt;
Qazlal Stormbringer was added in [[0.15]].&lt;br /&gt;
&lt;br /&gt;
During Qazlal's original development, the final gift at maximum piety was to permanently grant the player a single rank of any elemental resistance. This was removed before release, however.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_curing&amp;diff=52897</id>
		<title>Potion of curing</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_curing&amp;diff=52897"/>
				<updated>2020-08-11T20:57:50Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: grammar tweak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Potion&lt;br /&gt;
 |name = Potion of curing&lt;br /&gt;
 |cost = 20&lt;br /&gt;
 |weight = 4.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A potion which heals some wounds, clears the mind and cures poison and disease. It can also slightly repair rotting.}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of curing''' cures [[poison]], [[confusion]] and [[sickness]] and restores 1d7 + 4 HP.&lt;br /&gt;
&lt;br /&gt;
If your maximum hit points have been reduced by [[rot]], quaffing a potion of curing will first heal the rot. Each point of rot reduces the effectiveness of healing by 2 points.&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|You feel better.}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
These are best saved for times when you need to cure a negative [[status effect]]; if you need pure HP restoration, use a [[potion of heal wounds]]. However, if you should find yourself without any other healing or escape option (most commonly early in the game), these can be useful for restoring HP in a pinch; just don't be surprised if whatever monster you're facing takes off most of the healed HP with its next attack. A better course of action might be to retreat (if possible) and come back after you've healed through regeneration.&lt;br /&gt;
&lt;br /&gt;
A single potion of curing is enough to cure a status no matter how severe it is. If you're fighting multiple sources of [[poison]], for example, it might be more efficient to hold off on curing the poison until you've defeated everything nearby that can poison you or until the poison starts doing multiple damage per turn.&lt;br /&gt;
&lt;br /&gt;
Do note that not all [[status effect]]s are affected by potions of curing. If you're dealing with effects such as [[Petrify|petrification]], [[slow]]ness, or an [[Bad Form|unwanted transformation]], you'll want a [[potion of cancellation]] instead.&lt;br /&gt;
&lt;br /&gt;
If you plan to go after some of the runes in the extended endgame, be prepared to deal with significant amounts of [[rot]]. The [[Tomb]] and the [[Hell]]s in particular have multiple sources of rot damage, so it helps to bring a stock of potions of curing.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.17]], potions of curing could only heal rot when at or near full health.&lt;br /&gt;
*Prior to [[0.10]], this item was known as a potion of healing.&lt;br /&gt;
&lt;br /&gt;
{{potions}}&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Portal&amp;diff=52894</id>
		<title>Portal</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Portal&amp;diff=52894"/>
				<updated>2020-08-11T13:10:49Z</updated>
		
		<summary type="html">&lt;p&gt;Humeral: timed portals tick down when you're on a different level&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version024}}&lt;br /&gt;
''This page is about the dungeon feature. For the obsolete card or spell, see [[Portal card]] or [[Portal (spell)]] respectively.''&lt;br /&gt;
&lt;br /&gt;
A '''portal''' is a (generally) temporary gateway to a special level. Each such level has multiple possibilities for its exact layout and inhabitants, but always follows a specific theme. You will almost certainly encounter some of these in every game, but it is extremely rare to ever find all of them in a single run-through. In the console version of ''Crawl'', portals are represented by the {{White|∩}} glyph.&lt;br /&gt;
 &lt;br /&gt;
Portals are either silent or announced. Silent portals will remain until you enter them, even if you leave the level. Announced portals are timed, and will eventually close if you do not get to them fast enough.  They continue to count down even if you are on a different level.  &lt;br /&gt;
&lt;br /&gt;
When a portal times out somewhere out of sight, you may get a message such as: &amp;quot;The floor vibrates strangely!&amp;quot; [[Treasure trove]]s and [[Ziggurat]]s won't ever time out, but after they are used once, they may never be entered again.&lt;br /&gt;
&lt;br /&gt;
The following comprises all portal levels, with their in-game description and a brief explanation:&lt;br /&gt;
&lt;br /&gt;
==Early Game==&lt;br /&gt;
; [[Ossuary]]&lt;br /&gt;
: [[File:Ossuary portal.png]] '''''A sand-covered staircase'''''&lt;br /&gt;
: [[Zombie]]s and [[mummy (monster)|mummies]] and [[trap]]s, oh my!&lt;br /&gt;
; [[The Sewers]]&lt;br /&gt;
: [[File:Sewer portal.png]] '''''A glowing drain'''''&lt;br /&gt;
: Wade through rat- and snake-infested waters. Mind the [[kobold (monster)|kobolds]].&lt;br /&gt;
&lt;br /&gt;
==Mid Game==&lt;br /&gt;
;[[Bailey]]&lt;br /&gt;
: [[File:Bailey portal.png]] '''''A flagged portal'''''&lt;br /&gt;
: A shooting match and/or slugfest with [[list of orcs|orcs]], [[list of gnolls|gnolls]], and/or [[goblin]]s (sometimes even [[list of deep elves|elves]]).&lt;br /&gt;
; [[Gauntlet]]&lt;br /&gt;
: [[File:Gauntlet portal.png]] '''''A gauntlet entrance'''''&lt;br /&gt;
: Choose an arena, if you dare. You'll win a prize, but you'll also have to face a [[minotaur (monster)|minotaur]]!&lt;br /&gt;
; [[Ice Cave]]&lt;br /&gt;
: [[File:Ice cave portal.png]] '''''A frozen archway'''''&lt;br /&gt;
: Assorted frigid monsters and [[ice statue]]s abound. Bring cold resistance.&lt;br /&gt;
; [[Volcano]]&lt;br /&gt;
: [[File:Volcano portal.png]] '''''A dark tunnel'''''&lt;br /&gt;
: Everything is on fire. Including you, if you forget your fire resistance.&lt;br /&gt;
&lt;br /&gt;
==Late Game==&lt;br /&gt;
; [[Desolation of Salt]]&lt;br /&gt;
: [[File:Desolation portal.png]] '''''A ruined gateway'''''&lt;br /&gt;
: An open expanse of salt containing some heavily guarded treasure.&lt;br /&gt;
; [[Wizard Laboratory]]&lt;br /&gt;
: [[File:Wizlab portal.png]] '''''A magic portal'''''&lt;br /&gt;
: The private laboratory of any one of several strange characters.&lt;br /&gt;
&lt;br /&gt;
==Anywhere==&lt;br /&gt;
; [[Bazaar]]&lt;br /&gt;
: [[File:Bazaar portal.png]] '''''A gateway to a bazaar'''''&lt;br /&gt;
: Shopping trip! Hope you have some gold saved up. (Sometimes doesn't have a portal timer.)&lt;br /&gt;
; [[Treasure trove]]&lt;br /&gt;
: [[File:Treasure trove portal.png]] '''''A portal to a secret trove of treasure'''''&lt;br /&gt;
: A collection of treasure customized for your character... at a specific, peculiar price. (No portal timer.) &lt;br /&gt;
; [[Ziggurat]]&lt;br /&gt;
: [[File:Ziggurat portal.png]] '''''A gateway to a ziggurat'''''&lt;br /&gt;
:  The ultimate challenge: a gauntlet of [[27]] floors of increasing madness. If you survive to the end, you can do it again, but ''harder''. (No portal timer.)&lt;br /&gt;
; [[Malign Gateway]] &lt;br /&gt;
: [[File:Starry portal.png]] '''''A portal to somewhere'''''&lt;br /&gt;
: Not a true portal, but the short-lived result of a [[Malign Gateway|spell]]: [[eldritch tentacle]] imminent. Walk into it to [[blink]] and take some damage, if you really want to.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*[[Labyrinth]]s were replaced by the Gauntlet in [[0.23]].&lt;br /&gt;
*Desolation of Salt was added in [[0.19]].&lt;br /&gt;
*Prior to [[0.14]], a shorter timer would be started upon first seeing the timed portal.&lt;br /&gt;
*Prior to [[0.13]], many timed portals were not announced.&lt;br /&gt;
*[[The Spider's Nest]] was upgraded from a portal level to a full-fledged dungeon branch in [[0.11]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals|*]]&lt;/div&gt;</summary>
		<author><name>Humeral</name></author>	</entry>

	</feed>