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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ion+frigate</id>
		<title>CrawlWiki - User contributions [en]</title>
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		<updated>2026-05-18T04:38:27Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Cloak&amp;diff=37667</id>
		<title>Cloak</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Cloak&amp;diff=37667"/>
				<updated>2015-07-31T20:30:52Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: /* Egos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{armour&lt;br /&gt;
 |name        = Cloak&lt;br /&gt;
 |cost        = ?&lt;br /&gt;
 |weight      = 4&lt;br /&gt;
 |skill       = Dodging&lt;br /&gt;
 |skill2      = &lt;br /&gt;
 |AC          = 1&lt;br /&gt;
 |EV          = +0&lt;br /&gt;
 |SV          = n/a&lt;br /&gt;
 |maxenc      = +2&lt;br /&gt;
 |size        = Any&lt;br /&gt;
 |acquirement =&lt;br /&gt;
 |weartime    = 2&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A cloth cloak.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;O Bell my wife, why dost thou flyte?&amp;lt;br&amp;gt;&lt;br /&gt;
Now is now, and then was then:&amp;lt;br&amp;gt;&lt;br /&gt;
Seek now all the world throughout,&amp;lt;br&amp;gt;&lt;br /&gt;
Thou kens not clowns from gentlemen:&amp;lt;br&amp;gt;&lt;br /&gt;
They are clad in black, green, yellow and blue,&amp;lt;br&amp;gt;&lt;br /&gt;
So far above their own degree.&amp;lt;br&amp;gt;&lt;br /&gt;
Once in my life I'll take a view;&amp;lt;br&amp;gt;&lt;br /&gt;
For I'll have a new cloak about me.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
-Anonymous, &amp;quot;The Old Cloak&amp;quot;. 16th Century.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cloaks''' are pieces of armour that fill the cloak slot. They take 2 turns to equip or remove, and can be [[scroll of enchant armour|enchanted]] up to +2. Cloaks also provide excellent protection against [[acid]]. Normally when you're splashed with acid, the damage you take increases for every empty equipment slot. A cloak, however, reduces the chance of that happening per slot to 50%.&lt;br /&gt;
&lt;br /&gt;
==Egos==&lt;br /&gt;
Cloaks can normally have the following [[ego]]s: &lt;br /&gt;
*[[Poison resistance]]: Grants poison resistance&lt;br /&gt;
*[[Magic resistance]]: Grants +30 magic resistance&lt;br /&gt;
*[[Invisibility (ego)|Invisibility]]: Evoke to become [[invisible]] (increases metabolism while active)&lt;br /&gt;
&lt;br /&gt;
Only found in some vaults (notably [[Ice Cave]]s):&lt;br /&gt;
*[[Cold resistance]]: Grants cold resistance&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Looking for a cloak early on? If you come across (and can kill) [[Crazy Yiuf]], he's guaranteed to come with a cloak. It might even have an ego!&lt;br /&gt;
&lt;br /&gt;
If you still need a decent cloak in the late game, [[the Realm of Zot]] can be a good place to search. Many [[list of draconians|draconians]] will generate with cloaks which occasionally come with decent enchantment values and egos.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], the invisibility ego was called the Darkness ego.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], the [[preservation]] ego could be found on cloaks. This ego was removed along with [[item destruction]] and permanent [[corrosion]] effects.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], [[racial equipment|racial variant]] cloaks existed. Also, wearing a cloak meant you had to take it off in order to change [[body armour]]; among other things, this meant that wearing a [[curse]]d cloak prevented you from taking off your body armour.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || Image&lt;br /&gt;
|-&lt;br /&gt;
| '''Mundane''' || [[File:Cloak1_leather.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical''' || [[File:Cloak2.png]] or [[File:Cloak3.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Artifact''' || [[File:Cloak4.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{armours}}&lt;br /&gt;
[[Category:Cloaks]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ashenzari&amp;diff=34475</id>
		<title>Ashenzari</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ashenzari&amp;diff=34475"/>
				<updated>2015-03-16T19:44:38Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: /* Deprecates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
[[File:Ashenzari altar.png]] ''&amp;quot;Partake of my vision. Partake of my curse.&amp;quot;''&lt;br /&gt;
{{flavour|While it seems inconceivable that the divine could be shackled, Ashenzari is just that: bound to the sky for eternity, the unbudging god is all-knowing, all-seeing. Devoted worshippers are allowed to grasp shreds of this knowledge and foresight, but be warned: to Ashenzari, power and blessing and curse are all the same thing.&lt;br /&gt;
&lt;br /&gt;
Ashenzari exhorts followers to garb themselves with curses, and provides rewards for time spent using cursed armour, jewellery or weapons. Ashenzari will increase followers' skills depending on how cursed they are, and grants clear sight and clarity of mind. Followers will later gain the ability to scry through walls, and eventually will be able to transfer a portion of their knowledge from one skill to another.&lt;br /&gt;
&lt;br /&gt;
Ashenzari likes it when you explore the world (preferably while bound by curses).&lt;br /&gt;
&lt;br /&gt;
Note that Ashenzari does not demand training of the Invocations skill. All abilities are purely based on piety.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Ashenzari (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Ashenzari likes it when you explore the world (preferably while using cursed gear).&lt;br /&gt;
&lt;br /&gt;
You have four equipment categories: armour, weapon, shield and jewellery. A category is considered &amp;quot;partially bound&amp;quot; if more than half of its slots in use are cursed, and &amp;quot;fully bound&amp;quot; if all slots in use are cursed. The more bound you are, the faster you'll acquire piety, and the more powerful several of Ashenzari's gifts will be.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Abandonment.&lt;br /&gt;
* Inactivity (loses about 1 [[Piety]] every 500 turns).&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''Piety level (0):''' &amp;quot;Cursed&amp;quot;&lt;br /&gt;
*[[Scrolls of remove curse]] are immediately identified upon converting to Ashenzari.&lt;br /&gt;
*'''Sacrifice scrolls of remove curse:''' [[Praying]] over any stash that contains scrolls of remove curse will randomly change each scroll of remove curse into 1d3 [[scrolls of curse armour]], [[scrolls of curse weapon]], or [[scrolls of curse jewellery]]. These scrolls will be weighted based on your species -- [[felid]]s will only receive scrolls of curse jewellery, [[octopode]]s are much more likely to receive scrolls of curse jewellery, and races with limited armour slots are less likely to receive scrolls of curse armour.&lt;br /&gt;
*'''Improved behavior of curse-related scrolls:''' Ashenzari worshipers reading a scroll of remove curse may select which pieces of equipment they wish it to apply to (instead of automatically uncursing everything as usual). When reading curse armour/curse jewellery, they may choose which item to curse (instead of it being random as usual). Also, any weapons, armour, or jewelry you receive through a [[scroll of acquirement]] will be pre-cursed. (Passive)&lt;br /&gt;
*'''Prevent Curses:''' Prevents external item cursing from [[death curse]]s and [[miscast]] effects. Ashenzari also prevents the curse removal effect of [[scrolls of enchant weapon]] or [[scroll of enchant armour|enchant armour]] (though the item will still be improved). (Passive)&lt;br /&gt;
''The Detect Foo abilities start with a radius of 0, but their radius and power increases with piety.''&lt;br /&gt;
*'''Detect Curses:''' All items in sight will display as Cursed or Uncursed. (Passive)&lt;br /&gt;
*'''Detect Items:''' Shows the location, but not the type, of items beyond your field of vision. (Passive)&lt;br /&gt;
*'''Detect Traps:''' Grants a bonus to trap detection which increases with piety. (Passive)&lt;br /&gt;
*'''Detect Monsters:''' Shows the location and relative strength, but not the type, of monsters beyond your field of vision. (Passive)&lt;br /&gt;
*'''Detect Terrain:''' Maps random tiles beyond your field of vision, similar to the [[deep dwarf]] [[Passive Mapping|mutation]]. It works in [[Labyrinth]]s and [[the Abyss]]. (Passive)&lt;br /&gt;
*'''Portal Detection:''' Instant detection of portals, including in the Abyss (&amp;quot;You have a vision of a gate.&amp;quot;). (Passive)&lt;br /&gt;
*'''Partial Identify:''' Picking up [[ego]] items identifies them as well as if you had wielded or worn them. Self-identifying rings are identified once picked up. (Passive)&lt;br /&gt;
* '''Identify Monsters' Equipment:''' You can sometimes identify the brands of weapons and armour on monsters in your field of vision (chance increases with your number of bound parts, up to a max of 100%). It can also detect the presence and type of wands.&lt;br /&gt;
&lt;br /&gt;
'''Piety level (*):''' &amp;quot;Initiated&amp;quot;&lt;br /&gt;
*'''Partial Identify:''' Wearing a piece of cursed armour lets you see the enchantment level of other armour of that type. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''Piety level (**):''' &amp;quot;Seer&amp;quot;&lt;br /&gt;
*'''Partial Identify:''' Wearing a cursed amulet lets you identify amulets. Wearing two cursed rings lets you identify rings. (passive)&lt;br /&gt;
*'''Skill boost:''' For each equipment category you bind, Ashenzari will boost your skills. Different kinds of equipment offer different bonuses. There are 3 levels of bonus available, earned by having higher piety and more bound slots, but the higher your actual skill levels become, the smaller the bonuses are. Regardless, skills at level 0 will ''not'' receive any bonus.&lt;br /&gt;
&lt;br /&gt;
The exact formula is: min(piety_rank, bondage_level + 2) * factor - skill_level / 4&lt;br /&gt;
&lt;br /&gt;
Factor = 1 for a low level of bonus, 1.25 for a medium, and 1.5 for high)&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Bound part || Equipment || Bound level || Boosted skills || Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Hands || Two-handed weapon || N/A || Weapon skill || High&lt;br /&gt;
|-&lt;br /&gt;
| Weapon hand || Weapon || N/A || Weapon skill || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Weapon hand|| [[Magical_staff#Enhancer_Staves | Enhancer staff]]^ || N/A || Staves and Evocations || Low&lt;br /&gt;
|-&lt;br /&gt;
| Weapon hand || [[Magical_staff#Other_Staves| Other staff]] || N/A || Spellcasting || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Weapon hand || Rod || N/A || Evocation || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Shield hand || Shield || N/A || Shields || Low&lt;br /&gt;
|-&lt;br /&gt;
| Armour || Light armour || Partial || Stealth and Dodging || Low&lt;br /&gt;
|-&lt;br /&gt;
| Armour || Light armour || Full || Stealth and Dodging || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Armour || Medium armour^^ || Partial || Armour and Dodging || Low&lt;br /&gt;
|-&lt;br /&gt;
| Armour || Medium armour^^ || Full || Armour and Dodging || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Armour || Heavy armour || Partial || Armour || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Armour || Heavy armour || Full || Armour || High&lt;br /&gt;
|-&lt;br /&gt;
| Jewellery || N/A || Partial || Magic schools and Evocations || Low&lt;br /&gt;
|-&lt;br /&gt;
| Jewellery || N/A || Full || Magic schools and Evocations || Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
^ - The staff of channeling is treated like an enhancer staff (since it can be evoked).&lt;br /&gt;
&lt;br /&gt;
^^ - Medium armours are ones with an EVP of 2 or 3.&lt;br /&gt;
&lt;br /&gt;
'''Piety level (***):''' &amp;quot;Soothsayer&amp;quot;&lt;br /&gt;
* [[See Invisible]] and [[Clarity]]&lt;br /&gt;
&lt;br /&gt;
'''Piety level (****):''' &amp;quot;Oracle&amp;quot;&lt;br /&gt;
* '''Scrying:''' When active, all walls are transparent for you, but not for monsters. You cannot [[smite]]-target through them. Costs 4 MP, 50-100 Food, 2-3 Piety.&lt;br /&gt;
&lt;br /&gt;
'''Piety level (*****):''' &amp;quot;Illuminatus&amp;quot;&lt;br /&gt;
* '''Transfer Knowledge:''' Pick a source and destination skill and experience will move from one to the other as you gain more experience, at the cost of some piety and 10% of the exp being transferred. Costs 20-30 piety.&lt;br /&gt;
&lt;br /&gt;
'''Piety level (******):''' &amp;quot;Omniscient&amp;quot;&lt;br /&gt;
* No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
You will receive -4 to all skills until you've gained an amount of [[xp]] equivalent to two experience levels.&lt;br /&gt;
&lt;br /&gt;
Monster AI gets a boost:&lt;br /&gt;
*They track you better.&lt;br /&gt;
*They never forget about you.&lt;br /&gt;
*They are likely to know your position while you are invisible.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ashenzari provides a significant power boost relatively early in the game, soon after the player has managed to become partially bound.  Cursing one's weapon and 2 pieces of jewelry are enough to make piety take off.  As a result of the ensuing skill boosts, combat types will be able to go toe-to-toe with much harder enemies, and casters will see high level spells become castable much more quickly.  Since Ash offers no abilities that fill the escape or combat-support roles often provided by gods, players must take advantage of the skill enhancements and retraining flexibility to fill these roles themselves with the spellbooks and equipment they find.  Changes in overall strategy can be made amazingly quickly, so if a powerful spellbook/evocable/artifact weapon shows up that doesn't fit your current strategy, consider adopting a new one.&lt;br /&gt;
&lt;br /&gt;
Save some [[scrolls of remove curse]] for equipment changes.  Ash changes their behavior so that instead of removing all curses from worn equipment, they only remove the curses you select.  Save up equipment changes to execute several at once.&lt;br /&gt;
&lt;br /&gt;
Scrying is cheap to cast, and is very useful for playstyles that like knowing where out-of-sight enemies are (Stabbers using [[invisibility]] or [[Passwall]] to sneak up on things, [[Earth Elementalist]]s blowing things up through walls with [[Lee's Rapid Deconstruction]] and [[Shatter]], [[Fire Elementalist|Fire]] or [[Ice Elementalist]]s casting storm spells to damage unseen opponents).&lt;br /&gt;
&lt;br /&gt;
Remember that Ashenzari does not punish decursing equipment, nor adventuring with uncursed equipment.  The tradeoff is merely certain less-boosted or un-boosted skills, and slower piety gain.  So if a strategy or dungeon branch requires a swappable slot (eg amulets of resist mutation and corrosion in Slime Pits), go ahead and leave it unbound as needed.&lt;br /&gt;
&lt;br /&gt;
Ashenzari worshippers may discover occasional disconnected [[vaults]] (which often contain treasure).  Normally these are only found via [[Magic Mapping]] or the [[Passive Mapping]] mutation / [[Deep Dwarf]] passive.&lt;br /&gt;
&lt;br /&gt;
You will inevitably accumulate [[Scroll of identify|scrolls of identify]] since you won't have many things to cast it on.  This makes magical [[decks]] more accessible, since you can afford to re-identify them after every draw to know the top card.  A deck must be wielded to be evoked, which requires an unbound weapon slot, however this can be used to safely spam decks for certain cards, or set up a single escape card that takes a couple turns to pull off.  You can also use your spare scrolls of identify to learn how many charges remain in any [[wands]] you might be using (assuming your Evocations skill isn't high enough to let you do so on your own).&lt;br /&gt;
&lt;br /&gt;
Ashenzari is a great god for [[Pandemonium]] [[scumming]] and [[Ziggurat]] raiding. By that point you will likely have the best gear, so permanently cursing yourself is fine. Piety gain is extremely quick in the Abyss, so you can transfer XP constantly while there (as you will be frequently, between Pan trips). Instant Zig portal detection upon entering Pan levels saves much frustration. Free IDing for everything you find in there certainly helps too.&lt;br /&gt;
&lt;br /&gt;
[[Felid]]s can start gaining piety with Ashenzari particularly quickly, as one cursed jewelry item is slightly bound, two is partially bound, and three is fully bound. However, this comes at the cost of losing much of your ability to swap resistances on the fly.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[0.14]] improved the ability to convert scrolls of remove curse in exchange for removing randomly-generated scrolls of curse item. &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], Ashenzari's altars often had an [[artefact]] [[spell book]] next to them with only one spell: [[Animate Skeleton]]. This was to assist in butchering [[corpse]]s while wielding cursed blunt weapons.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], worshipers of Ashenzari would receive a bonus to experience gain instead of a boost to skills, and shields were not considered a separate equipment category in regards to being bound.&lt;br /&gt;
&lt;br /&gt;
Ashenzari was added in [[0.8]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ru&amp;diff=34474</id>
		<title>Ru</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ru&amp;diff=34474"/>
				<updated>2015-03-16T19:43:55Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
[[File:Ru altar.png]] ''&amp;quot;Sacrifice that you may gain great power!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Of all the gods, only Ru opposed creation. Not as folly, but as distraction. Initiates of Ru can open channels to the powers underlying the visible world by renouncing the fetters that bind them here. These sacrifices are not made to Ru, but rather given up freely and permanently. Initiates can redirect would-be attackers and retaliate against their enemies, replenish their health and magic, perform a mighty leap, and unleash a massive wave of power against foes.&lt;br /&gt;
&lt;br /&gt;
Ru leads you to gain immense power which initially will cause foes to falter and become stricken with maladies if they harm you. As you make further sacrifices, you will be able to draw on this power to restore your health and magic and make a lightning-fast explosive leap. Exceptional sacrificiants can unleash their power in a massive strike against all their foes.&lt;br /&gt;
&lt;br /&gt;
Once you begin worship, Ru will monitor your progress as you explore the dungeon and defeat its inhabitants. Ru will, on judging you ready, offer you three sacrifices which you can make in order to achieve greater power.&lt;br /&gt;
&lt;br /&gt;
Ru likes it when you make personal sacrifices.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s are prohibited from worshiping Ru.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Making sacrifices to him. The amount of piety granted per sacrifice varies depending on the significance of the sacrifice (sacrificing a hand grants much more piety than sacrificing purity by gaining dopiness).&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Nothing. You can't offend Ru, Ru has no penance, and inflicts no wrath for leaving. However, you lose the benefits of worshiping Ru while retaining all the drawbacks of your sacrifices (they are not undone).&lt;br /&gt;
&lt;br /&gt;
*Piety with Ru does not decrease.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*'''Make Sacrifice''' - Ru gives you no powers initially, but as you explore will periodically offer you a batch of three sacrifice options to make. These will be available from the Abilities screen. Making a sacrifice will ''permanently'' handicap your character in a dramatic way, but will grant you piety which unlocks new abilities, increases the power of your abilities, and is consumed when you use your activated abilities. New sacrifices will be offered periodically, and will refresh faster after you accept one than if you simply let a set of three sit unused. The exact amount of piety received varies depending on how crippling the effect is on your character. See '''Sacrifices''' below for more details. Note that Monks do not get their initial starting piety with Ru as they would with other gods, but do get offered an immediate choice of sacrifices upon joining if Ru is their first god.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*'''Aura of Power''' - Any enemy that attacks you may instead falter or redirect its attack to itself or another target. The chance of this rises linearly with piety, reaching a 10% chance of faltering and 5% chance of redirecting at max piety.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*Your Aura of Power is strengthened. Enemies that inflict damage upon you receive various detrimental [[status effect]]s. The chance of this rises linearly with piety, reaching 33% at max piety. The specific status effect applied is randomly chosen from the following list: [[Corona]], [[Silence]], [[Blind]], [[Slow]], or [[Paralysis]]. The chance of inflicting a more severe status effect rises with damage sustained and falls based on the attacker's [[HD]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*'''Draw Out Power''' - When used, you regain [[HP]] and [[MP]]. Cost: moderate [[draining]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*'''Power Leap''' - Allows you to [[jumping|leap]] three tiles and creates a damaging 3x3 explosion wherever you land. Explosion damage scales with piety and experience level. Cost: light [[draining]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*'''Apocalypse''' - Deals heavy damage and random status effects to every enemy within your [[line of sight]]. Cost: heavy [[draining]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*No new abilities. Please note that unlike other gods, Ru's piety caps at 160. That means that as soon as you reach ****** piety, you are maxed out.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Ru cannot be offended in any way, and will never deliver punishments upon your character. However, all sacrifices made while worshiping Ru are permanent, and the abilities Ru grants are lost when upon abandonment.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ru encourages focused characters by rewarding the sacrifice of anything that lies outside one's planned build, granting extremely powerful abilities and buffs in return. Wearing an [[amulet of faith]] does not increase the piety gained per sacrifice, nor does [[Forlorn]] reduce it; instead, they simply hasten or slow down the rate at which new sacrifices are offered. Unlike with most other gods, removing an amulet of faith does not damage piety. One simply gains an extra delay before the next set of sacrifices is offered. As such, a max piety Ru-worshiper gains nothing from wearing an amulet of faith and loses nothing for removing it.&lt;br /&gt;
&lt;br /&gt;
Be aware that any sacrifices you take up are permanent. You will never get back that arm, or your dodging skill, or the ability to have allies. Thus, it is rarely a good idea to switch to another god from Ru.&lt;br /&gt;
&lt;br /&gt;
Try to sacrifice such that it does not interfere heavily with your strategy. For example, in a 3 rune game, where you wouldn't expect a lot of torment or hellfire, Sacrifice Drink would be more doable than for a 15 rune game where both are commonplace and will frequently deny you your potions. Sacrifice Arcana would be fine for 3 rune games where you could do without some spells, but may be regrettable should you wish to go for 15 and find yourself unable to cast Haste, Controlled Blink, or Regeneration. Contrariwise, Sacrifice Essence may be dangerous and difficult to cope with in a 3 rune game, but can be easily made up for in equipment by the extended game.&lt;br /&gt;
&lt;br /&gt;
That said, Ru does offer many useful powers. Though it may not feel substantial, Aura of Power will give you a decent edge in fights. Draw out Power is straightforward - instantly regain HP and MP at the cost of slight draining. Power Leap is a highly versatile tool for both positioning yourself and damaging enemies. Finally, Apocalypse will incapacitate foes everywhere while dealing considerable damage. It can wipe out most of your ordinary foes and tough ones will be significantly weakened.&lt;br /&gt;
&lt;br /&gt;
All of Ru's abilities exhaust the user for a short while, as though you'd cast [[Death's Door]] or gone [[berserk]]. Choose when to use your abilities wisely.&lt;br /&gt;
&lt;br /&gt;
==Sacrifices==&lt;br /&gt;
Ru will offer you a randomly selected batch of three sacrifices every so often. Choosing a sacrifice will permanently handicap your character as described, and you will not be able to make a new sacrifice until a new batch is offered. Each sacrifice can be selected only once, though ideally you'll only have to make a fraction of them over the course of the game. Unlike other gods, Ru's piety maxes at 160 (the start of six stars) rather than 200, so as soon as you hit ******, you are have maximum piety and Ru will no longer offer sacrifices.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Arcana''' - Permanently lose three randomly selected magic skills and access to all spells in those schools. Any experience you've invested in the associated skills will be converted to additional piety, and any spells you already know that use those skills will be forgotten. One school is chosen from each of the following groups:&lt;br /&gt;
*[[Charms]]/[[Conjurations]]/[[Summonings]]/[[Translocations]]&lt;br /&gt;
*[[Transmutations]]/[[Necromancy]]/[[Hexes]]&lt;br /&gt;
*[[Air Magic]]/[[Earth Magic]]/[[Fire Magic]]/[[Ice Magic]]/[[Poison Magic]].&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Artifice''' - Permanently lose the [[Evocations]] skill. Any experience you've invested in it will be converted to additional piety. Your character can no longer activate any [[wand]]s, [[rod]]s, or abilities which rely upon the Evocations skill. [[Brand]]s, [[ego]]s, and the [[lantern of shadows]] still function as normal though.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Courage''' - Suffer a [[slaying]] and [[spellpower]] malus which scales with the number and strength of opponents in your [[line of sight]]. Penalties begin when more than one [[tough]] monster or a single [[nasty]] monster is visible, and becomes more pronounced as more opponents appear.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Drink''' - Any time you are severely injured or suffer a significantly strong attack, you lose the ability to [[quaff]] [[potion]]s for ??? turns. Any attack that reduces you below 30% of max HP will trigger this, as can heavy attacks regardless of your current HP; such attacks must deal damage equal to at least 4% of your max HP for a chance of triggering the sacrifice, and the chance rises with higher damage, guaranteed at 20% max HP.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Durability''' - Permanently lose the [[Armour skill]]. Any experience you've invested in it will be converted to additional piety. Worth bonus piety if you've also used '''Sacrifice Nimbleness'''.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Essence''' - Permanently suffer one of the following randomly selected negatives: a negative rank of [[wizardry]], -40 [[magic resistance]], or -10% MP. When you select this sacrifice, you will get to see which option has been chosen for you, and may accept or decline at that point.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Hand''' - Permanently lose one hand (or set of hands in the case of [[formicid]]s) and all associated benefits of two-handedness. You can only wield weapons which are one-handed for your [[species]], lose the ability to deliver [[auxiliary attack|offhand punches]], can never wear [[shields]], and lose one [[ring]] slot. You also lose access to the [[Shields skill]], and any experience invested in it will be converted to additional piety.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Health''' - Permanently suffer one of the following randomly selected negatives: -3 [[AC]], -3 [[EV]], or -10% HP. When you select this sacrifice, you will get to see which option has been chosen for you, and may accept or decline at that point.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Love''' - Permanently make almost all monsters you encounter hostile to you. This includes [[derived undead]] which you generate and temporary monsters which you summon or create through evokable items. The only unaffected monsters are [[orbs of destruction]], [[ball lightning]], [[battlesphere]]s, [[spectral weapon]]s, and [[fulminant prism]]s. Notably, the [[fire vortices]] created by [[Fire Storm]] will be hostile. Also, the spell [[Enslave]] and all [[wands of enslavement]] will no longer function.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Nimbeleness''' - Permanently lose the [[Dodging]] skill. Any experience you've invested in it will be converted to additional piety. Worth bonus piety if you've also used '''Sacrifice Durability'''.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Purity''' - Permanently acquire one rank of one of the following [[bad mutations]]: [[Scream]], [[Deterioration]], [[Slow Healing]], [[Vine Stalker|No Device Heal]], or [[Reduced Attributes]]. The mutation is randomly selected when you choose this sacrifice, and you may decide whether or not to accept the selected mutation at that time.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Stealth''' - Permanently have your [[stealth]] value set to 0, as though you were constantly berserking. Any opponent in your line of sight will immediately notice you. This does not mean you produce additional [[noise]], however, so you will not be waking up things beyond your line of sight any more than normal. Also, you may still train the [[Stealth]] skill for its [[stabbing]] benefits.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Words''' - Any time you are severely injured or suffer a significantly strong attack, you lose the ability to read [[scroll]]s for ??? turns. Any attack that reduces you below 30% of max HP will trigger this, as can heavy attacks regardless of your current HP; such attacks must deal damage equal to at least 4% of your max HP for a chance of triggering the sacrifice, and the chance rises with higher damage, guaranteed at 20% max HP.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Ru was added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
For a time during development, Ru was named Iashol.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ru&amp;diff=34473</id>
		<title>Ru</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ru&amp;diff=34473"/>
				<updated>2015-03-16T19:42:41Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: Trying my level best here to get rid of gender references: 'they/their/them' or 'it' don't work that well IMO&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
[[File:Ru altar.png]] ''&amp;quot;Sacrifice that you may gain great power!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Of all the gods, only Ru opposed creation. Not as folly, but as distraction. Initiates of Ru can open channels to the powers underlying the visible world by renouncing the fetters that bind them here. These sacrifices are not made to Ru, but rather given up freely and permanently. Initiates can redirect would-be attackers and retaliate against their enemies, replenish their health and magic, perform a mighty leap, and unleash a massive wave of power against foes.&lt;br /&gt;
&lt;br /&gt;
Ru leads you to gain immense power which initially will cause foes to falter and become stricken with maladies if they harm you. As you make further sacrifices, you will be able to draw on this power to restore your health and magic and make a lightning-fast explosive leap. Exceptional sacrificiants can unleash their power in a massive strike against all their foes.&lt;br /&gt;
&lt;br /&gt;
Once you begin worship, Ru will monitor your progress as you explore the dungeon and defeat its inhabitants. Ru will, on judging you ready, offer you three sacrifices which you can make in order to achieve greater power.&lt;br /&gt;
&lt;br /&gt;
Ru likes it when you make personal sacrifices.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s are prohibited from worshiping Ru.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Making sacrifices to him. The amount of piety granted per sacrifice varies depending on the significance of the sacrifice (sacrificing a hand grants much more piety than sacrificing purity by gaining dopiness).&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Nothing. You can't offend Ru, Ru has no penance, and inflicts no wrath for leaving. However, you lose the benefits of worshiping Ru while retaining all the drawbacks of your sacrifices (they are not undone).&lt;br /&gt;
&lt;br /&gt;
*Piety with Ru does not decrease.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*'''Make Sacrifice''' - Ru gives you no powers initially, but as you explore will periodically offer you a batch of three sacrifice options to make. These will be available from the Abilities screen. Making a sacrifice will ''permanently'' handicap your character in a dramatic way, but will grant you piety which unlocks new abilities, increases the power of your abilities, and is consumed when you use your activated abilities. New sacrifices will be offered periodically, and will refresh faster after you accept one than if you simply let a set of three sit unused. The exact amount of piety received varies depending on how crippling the effect is on your character. See '''Sacrifices''' below for more details. Note that Monks do not get their initial starting piety with Ru as they would with other gods, but do get offered an immediate choice of sacrifices upon joining if Ru is their first god.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*'''Aura of Power''' - Any enemy that attacks you may instead falter or redirect its attack to itself or another target. The chance of this rises linearly with piety, reaching a 10% chance of faltering and 5% chance of redirecting at max piety.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*Your Aura of Power is strengthened. Enemies that inflict damage upon you receive various detrimental [[status effect]]s. The chance of this rises linearly with piety, reaching 33% at max piety. The specific status effect applied is randomly chosen from the following list: [[Corona]], [[Silence]], [[Blind]], [[Slow]], or [[Paralysis]]. The chance of inflicting a more severe status effect rises with damage sustained and falls based on the attacker's [[HD]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*'''Draw Out Power''' - When used, you regain [[HP]] and [[MP]]. Cost: moderate [[draining]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*'''Power Leap''' - Allows you to [[jumping|leap]] three tiles and creates a damaging 3x3 explosion wherever you land. Explosion damage scales with piety and experience level. Cost: light [[draining]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*'''Apocalypse''' - Deals heavy damage and random status effects to every enemy within your [[line of sight]]. Cost: heavy [[draining]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*No new abilities. Please note that unlike other gods, Ru's piety caps at 160. That means that as soon as you reach ****** piety, you are maxed out.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Ru cannot be offended in any way, and will never deliver punishments upon your character. However, all sacrifices made while worshiping Ru are permanent, and the abilities Ru grants are lost when upon abandonment.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ru encourages focused characters by rewarding the sacrifice of anything that lies outside one's planned build, granting extremely powerful abilities and buffs in return. Wearing an [[amulet of faith]] does not increase the piety gained per sacrifice, nor does [[Forlorn]] reduce it; instead, they simply hasten or slow down the rate at which new sacrifices are offered. Unlike with most other gods, removing an amulet of faith does not damage piety. One simply gains an extra delay before the next set of sacrifices is offered. As such, a max piety Ru-worshiper gains nothing from wearing an amulet of faith and loses nothing for removing it.&lt;br /&gt;
&lt;br /&gt;
Be aware that any sacrifices you take up are permanent. You will never get back that arm, or your dodging skill, or the ability to have allies. Thus, it is rarely a good idea to switch to another god from Ru.&lt;br /&gt;
&lt;br /&gt;
Try to sacrifice such that it does not interfere heavily with your strategy. For example, in a 3 rune game, where you wouldn't expect a lot of torment or hellfire, Sacrifice Drink would be more doable than for a 15 rune game where both are commonplace and will frequently deny you your potions. Sacrifice Arcana would be fine for 3 rune games where you could do without some spells, but may be regrettable should you wish to go for 15 and find yourself unable to cast Haste, Controlled Blink, or Regeneration. Contrariwise, Sacrifice Essence may be dangerous and difficult to cope with in a 3 rune game, but can be easily made up for in equipment by the extended game.&lt;br /&gt;
&lt;br /&gt;
That said, Ru does offer many useful powers. Though it may not feel substantial, Aura of Power will give you a decent edge in fights. Draw out Power is straightforward - instantly regain HP and MP at the cost of slight draining. Power Leap is a highly versatile tool for both positioning yourself and damaging enemies. Finally, Apocalypse will incapacitate foes everywhere while dealing considerable damage. It can wipe out most of your ordinary foes and tough ones will be significantly weakened.&lt;br /&gt;
&lt;br /&gt;
All of Ru's abilities exhaust the user for a short while, as though you'd cast [[Death's Door]] or gone [[berserk]]. Choose when to use your abilities wisely.&lt;br /&gt;
&lt;br /&gt;
==Sacrifices==&lt;br /&gt;
Ru will offer you a randomly selected batch of three sacrifices every so often. Choosing a sacrifice will permanently handicap your character as described, and you will not be able to make a new sacrifice until a new batch is offered. Each sacrifice can be selected only once, though ideally you'll only have to make a fraction of them over the course of the game. Unlike other gods, Ru's piety maxes at 160 (the start of six stars) rather than 200, so as soon as you hit ******, you are have maximum piety and Ru will no longer offer sacrifices.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Arcana''' - Permanently lose three randomly selected magic skills and access to all spells in those schools. Any experience you've invested in the associated skills will be converted to additional piety, and any spells you already know that use those skills will be forgotten. One school is chosen from each of the following groups:&lt;br /&gt;
*[[Charms]]/[[Conjurations]]/[[Summonings]]/[[Translocations]]&lt;br /&gt;
*[[Transmutations]]/[[Necromancy]]/[[Hexes]]&lt;br /&gt;
*[[Air Magic]]/[[Earth Magic]]/[[Fire Magic]]/[[Ice Magic]]/[[Poison Magic]].&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Artifice''' - Permanently lose the [[Evocations]] skill. Any experience you've invested in it will be converted to additional piety. Your character can no longer activate any [[wand]]s, [[rod]]s, or abilities which rely upon the Evocations skill. [[Brand]]s, [[ego]]s, and the [[lantern of shadows]] still function as normal though.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Courage''' - Suffer a [[slaying]] and [[spellpower]] malus which scales with the number and strength of opponents in your [[line of sight]]. Penalties begin when more than one [[tough]] monster or a single [[nasty]] monster is visible, and becomes more pronounced as more opponents appear.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Drink''' - Any time you are severely injured or suffer a significantly strong attack, you lose the ability to [[quaff]] [[potion]]s for ??? turns. Any attack that reduces you below 30% of max HP will trigger this, as can heavy attacks regardless of your current HP; such attacks must deal damage equal to at least 4% of your max HP for a chance of triggering the sacrifice, and the chance rises with higher damage, guaranteed at 20% max HP.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Durability''' - Permanently lose the [[Armour skill]]. Any experience you've invested in it will be converted to additional piety. Worth bonus piety if you've also used '''Sacrifice Nimbleness'''.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Essence''' - Permanently suffer one of the following randomly selected negatives: a negative rank of [[wizardry]], -40 [[magic resistance]], or -10% MP. When you select this sacrifice, you will get to see which option has been chosen for you, and may accept or decline at that point.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Hand''' - Permanently lose one hand (or set of hands in the case of [[formicid]]s) and all associated benefits of two-handedness. You can only wield weapons which are one-handed for your [[species]], lose the ability to deliver [[auxiliary attack|offhand punches]], can never wear [[shields]], and lose one [[ring]] slot. You also lose access to the [[Shields skill]], and any experience invested in it will be converted to additional piety.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Health''' - Permanently suffer one of the following randomly selected negatives: -3 [[AC]], -3 [[EV]], or -10% HP. When you select this sacrifice, you will get to see which option has been chosen for you, and may accept or decline at that point.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Love''' - Permanently make almost all monsters you encounter hostile to you. This includes [[derived undead]] which you generate and temporary monsters which you summon or create through evokable items. The only unaffected monsters are [[orbs of destruction]], [[ball lightning]], [[battlesphere]]s, [[spectral weapon]]s, and [[fulminant prism]]s. Notably, the [[fire vortices]] created by [[Fire Storm]] will be hostile. Also, the spell [[Enslave]] and all [[wands of enslavement]] will no longer function.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Nimbeleness''' - Permanently lose the [[Dodging]] skill. Any experience you've invested in it will be converted to additional piety. Worth bonus piety if you've also used '''Sacrifice Durability'''.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Purity''' - Permanently acquire one rank of one of the following [[bad mutations]]: [[Scream]], [[Deterioration]], [[Slow Healing]], [[Vine Stalker|No Device Heal]], or [[Reduced Attributes]]. The mutation is randomly selected when you choose this sacrifice, and you may decide whether or not to accept the selected mutation at that time.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Stealth''' - Permanently have your [[stealth]] value set to 0, as though you were constantly berserking. Any opponent in your line of sight will immediately notice you. This does not mean you produce additional [[noise]], however, so you will not be waking up things beyond your line of sight any more than normal. Also, you may still train the [[Stealth]] skill for its [[stabbing]] benefits.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Words''' - Any time you are severely injured or suffer a significantly strong attack, you lose the ability to read [[scroll]]s for ??? turns. Any attack that reduces you below 30% of max HP will trigger this, as can heavy attacks regardless of your current HP; such attacks must deal damage equal to at least 4% of your max HP for a chance of triggering the sacrifice, and the chance rises with higher damage, guaranteed at 20% max HP.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Ru was added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
For a time during Ru's development, it was named Iashol.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ru&amp;diff=34472</id>
		<title>Ru</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ru&amp;diff=34472"/>
				<updated>2015-03-16T19:39:11Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: /* Punishments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
[[File:Ru altar.png]] ''&amp;quot;Sacrifice that you may gain great power!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Of all the gods, only Ru opposed creation. Not as folly, but as distraction. Initiates of Ru can open channels to the powers underlying the visible world by renouncing the fetters that bind them here. These sacrifices are not made to Ru, but rather given up freely and permanently. Initiates can redirect would-be attackers and retaliate against their enemies, replenish their health and magic, perform a mighty leap, and unleash a massive wave of power against foes.&lt;br /&gt;
&lt;br /&gt;
Ru leads you to gain immense power which initially will cause foes to falter and become stricken with maladies if they harm you. As you make further sacrifices, you will be able to draw on this power to restore your health and magic and make a lightning-fast explosive leap. Exceptional sacrificiants can unleash their power in a massive strike against all their foes.&lt;br /&gt;
&lt;br /&gt;
Once you begin worship, Ru will monitor your progress as you explore the dungeon and defeat its inhabitants. Ru will, on judging you ready, offer you three sacrifices which you can make in order to achieve greater power.&lt;br /&gt;
&lt;br /&gt;
Ru likes it when you make personal sacrifices.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s are prohibited from worshiping Ru.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Making sacrifices to him. The amount of piety granted per sacrifice varies depending on the significance of the sacrifice (sacrificing a hand grants much more piety than sacrificing purity by gaining dopiness).&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Nothing. You can't offend Ru, Ru has no penance, and inflicts no wrath for leaving. However, you lose the benefits of worshiping Ru while retaining all the drawbacks of your sacrifices (they are not undone).&lt;br /&gt;
&lt;br /&gt;
*Piety with Ru does not decrease.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*'''Make Sacrifice''' - Ru gives you no powers initially, but as you explore will periodically offer you a batch of three sacrifice options to make. These will be available from the Abilities screen. Making a sacrifice will ''permanently'' handicap your character in a dramatic way, but will grant you piety which unlocks new abilities, increases the power of your abilities, and is consumed when you use your activated abilities. New sacrifices will be offered periodically, and will refresh faster after you accept one than if you simply let a set of three sit unused. The exact amount of piety received varies depending on how crippling the effect is on your character. See '''Sacrifices''' below for more details. Note that Monks do not get their initial starting piety with Ru as they would with other gods, but do get offered an immediate choice of sacrifices upon joining if Ru is their first god.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*'''Aura of Power''' - Any enemy that attacks you may instead falter or redirect its attack to itself or another target. The chance of this rises linearly with piety, reaching a 10% chance of faltering and 5% chance of redirecting at max piety.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*Your Aura of Power is strengthened. Enemies that inflict damage upon you receive various detrimental [[status effect]]s. The chance of this rises linearly with piety, reaching 33% at max piety. The specific status effect applied is randomly chosen from the following list: [[Corona]], [[Silence]], [[Blind]], [[Slow]], or [[Paralysis]]. The chance of inflicting a more severe status effect rises with damage sustained and falls based on the attacker's [[HD]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*'''Draw Out Power''' - When used, you regain [[HP]] and [[MP]]. Cost: moderate [[draining]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*'''Power Leap''' - Allows you to [[jumping|leap]] three tiles and creates a damaging 3x3 explosion wherever you land. Explosion damage scales with piety and experience level. Cost: light [[draining]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*'''Apocalypse''' - Deals heavy damage and random status effects to every enemy within your [[line of sight]]. Cost: heavy [[draining]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*No new abilities. Please note that unlike other gods, Ru's piety caps at 160. That means that as soon as you reach ****** piety, you are maxed out.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Ru cannot be offended in any way, and will never deliver punishments upon your character. However, all sacrifices made while worshiping Ru are permanent, and the abilities Ru grants are lost when upon abandonment.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ru encourages focused characters by rewarding the sacrifice of anything that lies outside one's planned build, granting extremely powerful abilities and buffs in return. Wearing an [[amulet of faith]] does not increase the piety gained per sacrifice, nor does [[Forlorn]] reduce it; instead, they simply hasten or slow down the rate at which new sacrifices are offered. Unlike with most other gods, removing an amulet of faith does not damage piety. One simply gains an extra delay before the next set of sacrifices is offered. As such, a max piety Ru-worshiper gains nothing from wearing an amulet of faith and loses nothing for removing it.&lt;br /&gt;
&lt;br /&gt;
Be aware that any sacrifices you take up are permanent. You will never get back that arm, or your dodging skill, or the ability to have allies. If you choose Ru, it is almost certainly optimal to stick with him.&lt;br /&gt;
&lt;br /&gt;
Try to sacrifice such that it does not interfere heavily with your strategy. For example, in a 3 rune game, where you wouldn't expect a lot of torment or hellfire, Sacrifice Drink would be more doable than for a 15 rune game where both are commonplace and will frequently deny you your potions. Sacrifice Arcana would be fine for 3 rune games where you could do without some spells, but may be regrettable should you wish to go for 15 and find yourself unable to cast Haste, Controlled Blink, or Regeneration. Contrariwise, Sacrifice Essence may be dangerous and difficult to cope with in a 3 rune game, but can be easily made up for in equipment by the extended game.&lt;br /&gt;
&lt;br /&gt;
That said, Ru does offer many useful powers. Though it may not feel substantial, Aura of Power will give you a decent edge in fights. Draw out Power is straightforward - instantly regain HP and MP at the cost of slight draining. Power Leap is a highly versatile tool for both positioning yourself and damaging enemies. Finally, Apocalypse will incapacitate foes everywhere while dealing considerable damage. It can wipe out most of your ordinary foes and tough ones will be significantly weakened.&lt;br /&gt;
&lt;br /&gt;
All of Ru's abilities exhaust the user for a short while, as though you'd cast [[Death's Door]] or gone [[berserk]]. Choose when to use your abilities wisely.&lt;br /&gt;
&lt;br /&gt;
==Sacrifices==&lt;br /&gt;
Ru will offer you a randomly selected batch of three sacrifices every so often. Choosing a sacrifice will permanently handicap your character as described, and you will not be able to make a new sacrifice until a new batch is offered. Each sacrifice can be selected only once, though ideally you'll only have to make a fraction of them over the course of the game. Unlike other gods, Ru's piety maxes at 160 (the start of six stars) rather than 200, so as soon as you hit ******, you are have maximum piety and Ru will no longer offer sacrifices.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Arcana''' - Permanently lose three randomly selected magic skills and access to all spells in those schools. Any experience you've invested in the associated skills will be converted to additional piety, and any spells you already know that use those skills will be forgotten. One school is chosen from each of the following groups:&lt;br /&gt;
*[[Charms]]/[[Conjurations]]/[[Summonings]]/[[Translocations]]&lt;br /&gt;
*[[Transmutations]]/[[Necromancy]]/[[Hexes]]&lt;br /&gt;
*[[Air Magic]]/[[Earth Magic]]/[[Fire Magic]]/[[Ice Magic]]/[[Poison Magic]].&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Artifice''' - Permanently lose the [[Evocations]] skill. Any experience you've invested in it will be converted to additional piety. Your character can no longer activate any [[wand]]s, [[rod]]s, or abilities which rely upon the Evocations skill. [[Brand]]s, [[ego]]s, and the [[lantern of shadows]] still function as normal though.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Courage''' - Suffer a [[slaying]] and [[spellpower]] malus which scales with the number and strength of opponents in your [[line of sight]]. Penalties begin when more than one [[tough]] monster or a single [[nasty]] monster is visible, and becomes more pronounced as more opponents appear.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Drink''' - Any time you are severely injured or suffer a significantly strong attack, you lose the ability to [[quaff]] [[potion]]s for ??? turns. Any attack that reduces you below 30% of max HP will trigger this, as can heavy attacks regardless of your current HP; such attacks must deal damage equal to at least 4% of your max HP for a chance of triggering the sacrifice, and the chance rises with higher damage, guaranteed at 20% max HP.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Durability''' - Permanently lose the [[Armour skill]]. Any experience you've invested in it will be converted to additional piety. Worth bonus piety if you've also used '''Sacrifice Nimbleness'''.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Essence''' - Permanently suffer one of the following randomly selected negatives: a negative rank of [[wizardry]], -40 [[magic resistance]], or -10% MP. When you select this sacrifice, you will get to see which option has been chosen for you, and may accept or decline at that point.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Hand''' - Permanently lose one hand (or set of hands in the case of [[formicid]]s) and all associated benefits of two-handedness. You can only wield weapons which are one-handed for your [[species]], lose the ability to deliver [[auxiliary attack|offhand punches]], can never wear [[shields]], and lose one [[ring]] slot. You also lose access to the [[Shields skill]], and any experience invested in it will be converted to additional piety.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Health''' - Permanently suffer one of the following randomly selected negatives: -3 [[AC]], -3 [[EV]], or -10% HP. When you select this sacrifice, you will get to see which option has been chosen for you, and may accept or decline at that point.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Love''' - Permanently make almost all monsters you encounter hostile to you. This includes [[derived undead]] which you generate and temporary monsters which you summon or create through evokable items. The only unaffected monsters are [[orbs of destruction]], [[ball lightning]], [[battlesphere]]s, [[spectral weapon]]s, and [[fulminant prism]]s. Notably, the [[fire vortices]] created by [[Fire Storm]] will be hostile. Also, the spell [[Enslave]] and all [[wands of enslavement]] will no longer function.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Nimbeleness''' - Permanently lose the [[Dodging]] skill. Any experience you've invested in it will be converted to additional piety. Worth bonus piety if you've also used '''Sacrifice Durability'''.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Purity''' - Permanently acquire one rank of one of the following [[bad mutations]]: [[Scream]], [[Deterioration]], [[Slow Healing]], [[Vine Stalker|No Device Heal]], or [[Reduced Attributes]]. The mutation is randomly selected when you choose this sacrifice, and you may decide whether or not to accept the selected mutation at that time.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Stealth''' - Permanently have your [[stealth]] value set to 0, as though you were constantly berserking. Any opponent in your line of sight will immediately notice you. This does not mean you produce additional [[noise]], however, so you will not be waking up things beyond your line of sight any more than normal. Also, you may still train the [[Stealth]] skill for its [[stabbing]] benefits.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Words''' - Any time you are severely injured or suffer a significantly strong attack, you lose the ability to read [[scroll]]s for ??? turns. Any attack that reduces you below 30% of max HP will trigger this, as can heavy attacks regardless of your current HP; such attacks must deal damage equal to at least 4% of your max HP for a chance of triggering the sacrifice, and the chance rises with higher damage, guaranteed at 20% max HP.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Ru was added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
For a time during Ru's development, it was named Iashol.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ru&amp;diff=34471</id>
		<title>Ru</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ru&amp;diff=34471"/>
				<updated>2015-03-16T19:37:40Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: /* Deprecates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
[[File:Ru altar.png]] ''&amp;quot;Sacrifice that you may gain great power!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Of all the gods, only Ru opposed creation. Not as folly, but as distraction. Initiates of Ru can open channels to the powers underlying the visible world by renouncing the fetters that bind them here. These sacrifices are not made to Ru, but rather given up freely and permanently. Initiates can redirect would-be attackers and retaliate against their enemies, replenish their health and magic, perform a mighty leap, and unleash a massive wave of power against foes.&lt;br /&gt;
&lt;br /&gt;
Ru leads you to gain immense power which initially will cause foes to falter and become stricken with maladies if they harm you. As you make further sacrifices, you will be able to draw on this power to restore your health and magic and make a lightning-fast explosive leap. Exceptional sacrificiants can unleash their power in a massive strike against all their foes.&lt;br /&gt;
&lt;br /&gt;
Once you begin worship, Ru will monitor your progress as you explore the dungeon and defeat its inhabitants. Ru will, on judging you ready, offer you three sacrifices which you can make in order to achieve greater power.&lt;br /&gt;
&lt;br /&gt;
Ru likes it when you make personal sacrifices.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s are prohibited from worshiping Ru.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Making sacrifices to him. The amount of piety granted per sacrifice varies depending on the significance of the sacrifice (sacrificing a hand grants much more piety than sacrificing purity by gaining dopiness).&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Nothing. You can't offend Ru, Ru has no penance, and inflicts no wrath for leaving. However, you lose the benefits of worshiping Ru while retaining all the drawbacks of your sacrifices (they are not undone).&lt;br /&gt;
&lt;br /&gt;
*Piety with Ru does not decrease.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*'''Make Sacrifice''' - Ru gives you no powers initially, but as you explore will periodically offer you a batch of three sacrifice options to make. These will be available from the Abilities screen. Making a sacrifice will ''permanently'' handicap your character in a dramatic way, but will grant you piety which unlocks new abilities, increases the power of your abilities, and is consumed when you use your activated abilities. New sacrifices will be offered periodically, and will refresh faster after you accept one than if you simply let a set of three sit unused. The exact amount of piety received varies depending on how crippling the effect is on your character. See '''Sacrifices''' below for more details. Note that Monks do not get their initial starting piety with Ru as they would with other gods, but do get offered an immediate choice of sacrifices upon joining if Ru is their first god.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*'''Aura of Power''' - Any enemy that attacks you may instead falter or redirect its attack to itself or another target. The chance of this rises linearly with piety, reaching a 10% chance of faltering and 5% chance of redirecting at max piety.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*Your Aura of Power is strengthened. Enemies that inflict damage upon you receive various detrimental [[status effect]]s. The chance of this rises linearly with piety, reaching 33% at max piety. The specific status effect applied is randomly chosen from the following list: [[Corona]], [[Silence]], [[Blind]], [[Slow]], or [[Paralysis]]. The chance of inflicting a more severe status effect rises with damage sustained and falls based on the attacker's [[HD]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*'''Draw Out Power''' - When used, you regain [[HP]] and [[MP]]. Cost: moderate [[draining]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*'''Power Leap''' - Allows you to [[jumping|leap]] three tiles and creates a damaging 3x3 explosion wherever you land. Explosion damage scales with piety and experience level. Cost: light [[draining]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*'''Apocalypse''' - Deals heavy damage and random status effects to every enemy within your [[line of sight]]. Cost: heavy [[draining]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*No new abilities. Please note that unlike other gods, Ru's piety caps at 160. That means that as soon as you reach ****** piety, you are maxed out.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Ru cannot be offended in any way, and will never deliver punishments upon your character. However, all sacrifices made while worshiping Ru are permanent, and the abilities Ru grants are lost when you abandon it.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ru encourages focused characters by rewarding the sacrifice of anything that lies outside one's planned build, granting extremely powerful abilities and buffs in return. Wearing an [[amulet of faith]] does not increase the piety gained per sacrifice, nor does [[Forlorn]] reduce it; instead, they simply hasten or slow down the rate at which new sacrifices are offered. Unlike with most other gods, removing an amulet of faith does not damage piety. One simply gains an extra delay before the next set of sacrifices is offered. As such, a max piety Ru-worshiper gains nothing from wearing an amulet of faith and loses nothing for removing it.&lt;br /&gt;
&lt;br /&gt;
Be aware that any sacrifices you take up are permanent. You will never get back that arm, or your dodging skill, or the ability to have allies. If you choose Ru, it is almost certainly optimal to stick with him.&lt;br /&gt;
&lt;br /&gt;
Try to sacrifice such that it does not interfere heavily with your strategy. For example, in a 3 rune game, where you wouldn't expect a lot of torment or hellfire, Sacrifice Drink would be more doable than for a 15 rune game where both are commonplace and will frequently deny you your potions. Sacrifice Arcana would be fine for 3 rune games where you could do without some spells, but may be regrettable should you wish to go for 15 and find yourself unable to cast Haste, Controlled Blink, or Regeneration. Contrariwise, Sacrifice Essence may be dangerous and difficult to cope with in a 3 rune game, but can be easily made up for in equipment by the extended game.&lt;br /&gt;
&lt;br /&gt;
That said, Ru does offer many useful powers. Though it may not feel substantial, Aura of Power will give you a decent edge in fights. Draw out Power is straightforward - instantly regain HP and MP at the cost of slight draining. Power Leap is a highly versatile tool for both positioning yourself and damaging enemies. Finally, Apocalypse will incapacitate foes everywhere while dealing considerable damage. It can wipe out most of your ordinary foes and tough ones will be significantly weakened.&lt;br /&gt;
&lt;br /&gt;
All of Ru's abilities exhaust the user for a short while, as though you'd cast [[Death's Door]] or gone [[berserk]]. Choose when to use your abilities wisely.&lt;br /&gt;
&lt;br /&gt;
==Sacrifices==&lt;br /&gt;
Ru will offer you a randomly selected batch of three sacrifices every so often. Choosing a sacrifice will permanently handicap your character as described, and you will not be able to make a new sacrifice until a new batch is offered. Each sacrifice can be selected only once, though ideally you'll only have to make a fraction of them over the course of the game. Unlike other gods, Ru's piety maxes at 160 (the start of six stars) rather than 200, so as soon as you hit ******, you are have maximum piety and Ru will no longer offer sacrifices.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Arcana''' - Permanently lose three randomly selected magic skills and access to all spells in those schools. Any experience you've invested in the associated skills will be converted to additional piety, and any spells you already know that use those skills will be forgotten. One school is chosen from each of the following groups:&lt;br /&gt;
*[[Charms]]/[[Conjurations]]/[[Summonings]]/[[Translocations]]&lt;br /&gt;
*[[Transmutations]]/[[Necromancy]]/[[Hexes]]&lt;br /&gt;
*[[Air Magic]]/[[Earth Magic]]/[[Fire Magic]]/[[Ice Magic]]/[[Poison Magic]].&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Artifice''' - Permanently lose the [[Evocations]] skill. Any experience you've invested in it will be converted to additional piety. Your character can no longer activate any [[wand]]s, [[rod]]s, or abilities which rely upon the Evocations skill. [[Brand]]s, [[ego]]s, and the [[lantern of shadows]] still function as normal though.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Courage''' - Suffer a [[slaying]] and [[spellpower]] malus which scales with the number and strength of opponents in your [[line of sight]]. Penalties begin when more than one [[tough]] monster or a single [[nasty]] monster is visible, and becomes more pronounced as more opponents appear.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Drink''' - Any time you are severely injured or suffer a significantly strong attack, you lose the ability to [[quaff]] [[potion]]s for ??? turns. Any attack that reduces you below 30% of max HP will trigger this, as can heavy attacks regardless of your current HP; such attacks must deal damage equal to at least 4% of your max HP for a chance of triggering the sacrifice, and the chance rises with higher damage, guaranteed at 20% max HP.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Durability''' - Permanently lose the [[Armour skill]]. Any experience you've invested in it will be converted to additional piety. Worth bonus piety if you've also used '''Sacrifice Nimbleness'''.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Essence''' - Permanently suffer one of the following randomly selected negatives: a negative rank of [[wizardry]], -40 [[magic resistance]], or -10% MP. When you select this sacrifice, you will get to see which option has been chosen for you, and may accept or decline at that point.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Hand''' - Permanently lose one hand (or set of hands in the case of [[formicid]]s) and all associated benefits of two-handedness. You can only wield weapons which are one-handed for your [[species]], lose the ability to deliver [[auxiliary attack|offhand punches]], can never wear [[shields]], and lose one [[ring]] slot. You also lose access to the [[Shields skill]], and any experience invested in it will be converted to additional piety.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Health''' - Permanently suffer one of the following randomly selected negatives: -3 [[AC]], -3 [[EV]], or -10% HP. When you select this sacrifice, you will get to see which option has been chosen for you, and may accept or decline at that point.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Love''' - Permanently make almost all monsters you encounter hostile to you. This includes [[derived undead]] which you generate and temporary monsters which you summon or create through evokable items. The only unaffected monsters are [[orbs of destruction]], [[ball lightning]], [[battlesphere]]s, [[spectral weapon]]s, and [[fulminant prism]]s. Notably, the [[fire vortices]] created by [[Fire Storm]] will be hostile. Also, the spell [[Enslave]] and all [[wands of enslavement]] will no longer function.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Nimbeleness''' - Permanently lose the [[Dodging]] skill. Any experience you've invested in it will be converted to additional piety. Worth bonus piety if you've also used '''Sacrifice Durability'''.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Purity''' - Permanently acquire one rank of one of the following [[bad mutations]]: [[Scream]], [[Deterioration]], [[Slow Healing]], [[Vine Stalker|No Device Heal]], or [[Reduced Attributes]]. The mutation is randomly selected when you choose this sacrifice, and you may decide whether or not to accept the selected mutation at that time.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Stealth''' - Permanently have your [[stealth]] value set to 0, as though you were constantly berserking. Any opponent in your line of sight will immediately notice you. This does not mean you produce additional [[noise]], however, so you will not be waking up things beyond your line of sight any more than normal. Also, you may still train the [[Stealth]] skill for its [[stabbing]] benefits.&lt;br /&gt;
&lt;br /&gt;
'''Sacrifice Words''' - Any time you are severely injured or suffer a significantly strong attack, you lose the ability to read [[scroll]]s for ??? turns. Any attack that reduces you below 30% of max HP will trigger this, as can heavy attacks regardless of your current HP; such attacks must deal damage equal to at least 4% of your max HP for a chance of triggering the sacrifice, and the chance rises with higher damage, guaranteed at 20% max HP.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Ru was added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
For a time during Ru's development, it was named Iashol.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Scroll_of_acquirement&amp;diff=33350</id>
		<title>Scroll of acquirement</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Scroll_of_acquirement&amp;diff=33350"/>
				<updated>2014-12-01T11:32:43Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: Slot-filling acquirements only occur if the item that would have been generated was already mundane - they suck, but having empty slots doesn't increase your chance of getting junk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Scroll&lt;br /&gt;
 |name=Scroll of acquirement&lt;br /&gt;
 |appearance=different&lt;br /&gt;
 |cost=520&lt;br /&gt;
 |weight=2.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|This wonderful scroll causes the creation of a valuable item to appear before the reader. It is especially treasured by specialist magicians, as they can use it to obtain the powerful spells of their specialty.}}&lt;br /&gt;
&lt;br /&gt;
When read, a '''scroll of acquirement''' immediately generates a single [[acquirement]] at your feet. This is an item that will always be usable by your character, and will usually be of high quality, weighted to reflect your current [[skill]]s, and something that you haven't yet found in your explorations.&lt;br /&gt;
&lt;br /&gt;
Once read, you are immediately asked to request one of the following options (see the [[Acquirement]] page for in-depth details):&lt;br /&gt;
*Weapons&lt;br /&gt;
*Armour&lt;br /&gt;
*Jewellery&lt;br /&gt;
*Book&lt;br /&gt;
*Staff&lt;br /&gt;
*Wand&lt;br /&gt;
*Miscellaneous&lt;br /&gt;
*Food&lt;br /&gt;
*Gold&lt;br /&gt;
&lt;br /&gt;
The degree of control over the prize is limited, which often leads to disappointment and acquirement remorse syndrome (&amp;quot;''I knew I should have asked for a book instead of armour''&amp;quot;). Items received via acquirement are never [[cursed]], unless the player worships [[Ashenzari]] (in which case they are always cursed). It is however possible for acquired artefact items to have a trait which makes them curse themselves when equipped.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Although unreliable, scrolls of acquirement are capable of producing gear that will carry you through to the end of the game in safety. It is technically true that waiting for acquirements can yield slightly better gear, since you will have seen more 'common' items later on.  However, waiting to use scrolls of acquirement is generally considered unwise: the increased chance of survival now is always more worthwhile than the slight chance of a better acquirement later.&lt;br /&gt;
&lt;br /&gt;
If you select &amp;quot;Armour&amp;quot;, you might occasionally get a mundane, potentially negatively-enchanted item to fill an empty slot.  These 'slot-filling acquirements' only ever replace completely mundane acquirement items.  Thus, your chance of getting a 'bad' armour acquirement is not increased by having empty slots.&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Abjuration&amp;diff=32943</id>
		<title>Abjuration</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Abjuration&amp;diff=32943"/>
				<updated>2014-09-21T10:41:19Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: /* Monster Version */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Abjuration&lt;br /&gt;
|level=3&lt;br /&gt;
|school1={{Summonings}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Summonings]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=3&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|This spell attempts to send hostile summoned creatures to the place from whence they came, or at least shorten their stay in the caster's locality.}}&lt;br /&gt;
&lt;br /&gt;
'''Abjuration''' is a [[smite]]-targeted level 3 [[Summonings]] spell which attempts to dispel a hostile summoned creature in your [[line of sight]]. The affected monster has its remaining duration in this world drastically reduced; if this reduces its duration to zero or less, the monster is unsummoned entirely. Casting it at higher [[spell power]] reduces enemy duration to a greater extent. Be aware that summoned enemies visible through transparent [[wall]]s are unaffected by this spell.&lt;br /&gt;
&lt;br /&gt;
An upgraded version of this spell, [[Aura of Abjuration]], is a level 6 Summonings spell that affects all summoned creatures in your line of sight.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
No monsters actually know this spell. However, all monsters which know certain other Summonings spells have a 33% chance of Abjuring instead of casting these spells (this only occurs if you have any summons out, and affects all summons in line of sight like the removed spell [[Mass Abjuration]]):&lt;br /&gt;
*[[Summon Butterflies]]&lt;br /&gt;
*[[Summon Eyes]]&lt;br /&gt;
*[[Summon Drakes]]&lt;br /&gt;
*[[Summon Greater Demon]]&lt;br /&gt;
*[[Summon Mushrooms]]&lt;br /&gt;
*[[Summon Scorpions]]&lt;br /&gt;
*[[Summon Ugly Thing]]&lt;br /&gt;
*[[Summon Demon]]&lt;br /&gt;
*[[Summon Elemental]]&lt;br /&gt;
*[[Shadow Creatures]]&lt;br /&gt;
*[[Summon Undead]]&lt;br /&gt;
*[[Summon Horrible Things]]&lt;br /&gt;
*[[Haunt]]&lt;br /&gt;
&lt;br /&gt;
In theory, this means that an [[ancient lich]] may spend a turn abjuring your summoned [[quokka]] rather than summoning fiends.  In practice, deliberately summoning such chaff is unwise: the monster usually loses at most one turn, which is the same time you spent casting the spell.  It may lose no turns if one of its summons takes care of your distraction.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], summoning monsters had a 50% chance of casting mass abjuration instead of summoning.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], only the level 3 Abjuration spell existed, and it had functioned like Mass Abjuration.&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Abjuration&amp;diff=32942</id>
		<title>Abjuration</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Abjuration&amp;diff=32942"/>
				<updated>2014-09-21T10:37:29Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: /* Monster Version */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Abjuration&lt;br /&gt;
|level=3&lt;br /&gt;
|school1={{Summonings}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Summonings]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=3&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|This spell attempts to send hostile summoned creatures to the place from whence they came, or at least shorten their stay in the caster's locality.}}&lt;br /&gt;
&lt;br /&gt;
'''Abjuration''' is a [[smite]]-targeted level 3 [[Summonings]] spell which attempts to dispel a hostile summoned creature in your [[line of sight]]. The affected monster has its remaining duration in this world drastically reduced; if this reduces its duration to zero or less, the monster is unsummoned entirely. Casting it at higher [[spell power]] reduces enemy duration to a greater extent. Be aware that summoned enemies visible through transparent [[wall]]s are unaffected by this spell.&lt;br /&gt;
&lt;br /&gt;
An upgraded version of this spell, [[Aura of Abjuration]], is a level 6 Summonings spell that affects all summoned creatures in your line of sight.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
No monsters actually know this spell. However, all monsters which know certain other Summonings spells have a 33% chance of Abjuring instead of casting these spells (this only occurs if you have any summons out, and affects all summons in line of sight like the removed spell [[Mass Abjuration]]):&lt;br /&gt;
*[[Summon Butterflies]]&lt;br /&gt;
*[[Summon Eyes]]&lt;br /&gt;
*[[Summon Drakes]]&lt;br /&gt;
*[[Summon Greater Demon]]&lt;br /&gt;
*[[Summon Mushrooms]]&lt;br /&gt;
*[[Summon Scorpions]]&lt;br /&gt;
*[[Summon Ugly Thing]]&lt;br /&gt;
*[[Summon Demon]]&lt;br /&gt;
*[[Summon Elemental]]&lt;br /&gt;
*[[Shadow Creatures]]&lt;br /&gt;
*[[Summon Undead]]&lt;br /&gt;
*[[Summon Horrible Things]]&lt;br /&gt;
*[[Haunt]]&lt;br /&gt;
&lt;br /&gt;
In theory, this means that an [[ancient lich]] may spend a turn abjuring your summoned [[quokka]] rather than summoning fiends.  In practice, deliberately summoning such chaff is unwise: the monster usually loses at most one turn, which is the same time you spent casting the spell.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], summoning monsters had a 50% chance of casting mass abjuration instead of summoning.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], only the level 3 Abjuration spell existed, and it had functioned like Mass Abjuration.&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Lom_Lobon&amp;diff=32720</id>
		<title>Lom Lobon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Lom_Lobon&amp;diff=32720"/>
				<updated>2014-09-06T05:27:57Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: try to avoid ambiguity since paralysis is an actual effect, and make gender consistent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=Lom Lobon&lt;br /&gt;
|glyph={{LightBlue|&amp;amp;}}&lt;br /&gt;
|tile=[[File:Lom Lobon.png]]&lt;br /&gt;
|flags={{Fighter flag}}&amp;lt;br&amp;gt;{{Levitate flag}}&amp;lt;br&amp;gt;{{See invisible flag}}&amp;lt;br&amp;gt;{{Speaks flag}}&amp;lt;br&amp;gt;{{Unique flag}}&amp;lt;br&amp;gt;{{!sil flag}}&lt;br /&gt;
|resistances={{Fire resistance}}, {{Cold resistance 3}}, &amp;lt;br&amp;gt;{{Electricity resistance 3}}, {{Poison resistance}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance}}, {{Drown resistance}}&lt;br /&gt;
|vulnerabilities={{Holy vulnerability 2}}, {{Holy wrath vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=10433&lt;br /&gt;
|holiness={{Demonic}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=360&lt;br /&gt;
|avg_hp=360&lt;br /&gt;
|armour_class=10&lt;br /&gt;
|evasion=20&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 10&lt;br /&gt;
|size={{Large}}&lt;br /&gt;
|item_use={{Open doors}}&lt;br /&gt;
|attack1=40 ({{Hit type}}: {{Antimagic flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=19&lt;br /&gt;
|base_hp=0&lt;br /&gt;
|extra_hp=0&lt;br /&gt;
|fixed_hp=360&lt;br /&gt;
|intelligence={{High intelligence}}&lt;br /&gt;
|genus=pandemonium lord&lt;br /&gt;
|species=pandemonium lord&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|Stoic and inscrutable, Lom Lobon is an ancient demon infamous for his mastery of magic. Rumoured to be the most learned being in the halls of Pandemonium, he is at times sought out by mortal wizards who offer their souls in exchange for the secrets of the arcane. Lacking the terrible wrath present in most demons, Lom Lobon's single eye instead hides a cold, impartial cruelty.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Lom Lobon''' is a [[unique]] [[Pandemonium lord]] and guardian of the magical [[rune]]. He packs some powerful [[cold]], [[Air magic|wind]], and [[electricity]] damage spells, the most powerful [[healing]] spell in the game, and keeps a number of [[wizard (monster)|wizard]]s and [[blizzard demon]]s on hand to assist him. You can find him on his special [[Pandemonium]] floor, which has grey floors and white [[wall]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Spellcaster&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Glaciate]] (10-132)&lt;br /&gt;
|slot2=[[Conjure Ball Lightning]]&lt;br /&gt;
|slot3=[[Major Healing]] (50-239)&lt;br /&gt;
|slot4=[[Tornado]]&lt;br /&gt;
|slot5=[[Blink Range]]&lt;br /&gt;
|slot6=[[Tornado]]&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!--spl-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*He has some nasty spells, but he's not too resilient. He'll attempt to blink away and cast either Glaciate, Tornado, or Conjure Ball Lightning when you get too close. Have rC++ at least, preferably rC+++, and definitely rElec before facing him.&lt;br /&gt;
*He is generally easier for melee fighters to deal with, assuming they can keep him in melee range for long enough; his melee attack is crippling for casters, but is negligible to an armoured fighter. Some form of [[haste]], in addition to being a generally good idea around such a powerful enemy, can help you keep up with him as he blinks.&lt;br /&gt;
*Weapons of [[holy wrath]] will do very heavy damage, but weapons of [[antimagic]] can cripple his spellcasting, which is his most threatening aspect. Either one is a good choice.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], Lom Lobon knew [[Ice Storm]] instead of Glaciate and Tornado. This led to extremely suicidal behavior on his part.&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Lom_Lobon&amp;diff=32719</id>
		<title>Lom Lobon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Lom_Lobon&amp;diff=32719"/>
				<updated>2014-09-06T05:26:42Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: coming out of mostly-retirement to remove some really bad advice: burning your scrolls of blinking in a non-escape manner is just stupid&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=Lom Lobon&lt;br /&gt;
|glyph={{LightBlue|&amp;amp;}}&lt;br /&gt;
|tile=[[File:Lom Lobon.png]]&lt;br /&gt;
|flags={{Fighter flag}}&amp;lt;br&amp;gt;{{Levitate flag}}&amp;lt;br&amp;gt;{{See invisible flag}}&amp;lt;br&amp;gt;{{Speaks flag}}&amp;lt;br&amp;gt;{{Unique flag}}&amp;lt;br&amp;gt;{{!sil flag}}&lt;br /&gt;
|resistances={{Fire resistance}}, {{Cold resistance 3}}, &amp;lt;br&amp;gt;{{Electricity resistance 3}}, {{Poison resistance}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance}}, {{Drown resistance}}&lt;br /&gt;
|vulnerabilities={{Holy vulnerability 2}}, {{Holy wrath vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=10433&lt;br /&gt;
|holiness={{Demonic}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=360&lt;br /&gt;
|avg_hp=360&lt;br /&gt;
|armour_class=10&lt;br /&gt;
|evasion=20&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 10&lt;br /&gt;
|size={{Large}}&lt;br /&gt;
|item_use={{Open doors}}&lt;br /&gt;
|attack1=40 ({{Hit type}}: {{Antimagic flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=19&lt;br /&gt;
|base_hp=0&lt;br /&gt;
|extra_hp=0&lt;br /&gt;
|fixed_hp=360&lt;br /&gt;
|intelligence={{High intelligence}}&lt;br /&gt;
|genus=pandemonium lord&lt;br /&gt;
|species=pandemonium lord&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|Stoic and inscrutable, Lom Lobon is an ancient demon infamous for his mastery of magic. Rumoured to be the most learned being in the halls of Pandemonium, he is at times sought out by mortal wizards who offer their souls in exchange for the secrets of the arcane. Lacking the terrible wrath present in most demons, Lom Lobon's single eye instead hides a cold, impartial cruelty.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Lom Lobon''' is a [[unique]] [[Pandemonium lord]] and guardian of the magical [[rune]]. It packs some powerful [[cold]], [[Air magic|wind]], and [[electricity]] damage spells, the most powerful [[healing]] spell in the game, and keeps a number of [[wizard (monster)|wizard]]s and [[blizzard demon]]s on hand to assist him. You can find him on his special [[Pandemonium]] floor, which has grey floors and white [[wall]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Spellcaster&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Glaciate]] (10-132)&lt;br /&gt;
|slot2=[[Conjure Ball Lightning]]&lt;br /&gt;
|slot3=[[Major Healing]] (50-239)&lt;br /&gt;
|slot4=[[Tornado]]&lt;br /&gt;
|slot5=[[Blink Range]]&lt;br /&gt;
|slot6=[[Tornado]]&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!--spl-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*He has some nasty spells, but he's not too resilient. He'll attempt to blink away and cast either Glaciate, Tornado, or Conjure Ball Lightning when you get too close. Have rC++ at least, preferably rC+++, and definitely rElec before facing him.&lt;br /&gt;
*He is generally easier for melee fighters to deal with, assuming they can keep him in melee range for long enough; his melee attack is crippling for casters, but is negligible to an armoured fighter. Some form of [[haste]], in addition to being a generally good idea around such a powerful enemy, can help you keep up with him as he blinks.&lt;br /&gt;
*Weapons of [[holy wrath]] will do very heavy damage, but weapons of [[antimagic]] very nearly paralyze him. Either one is a good choice.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], Lom Lobon knew [[Ice Storm]] instead of Glaciate and Tornado. This led to extremely suicidal behavior on his part.&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Regeneration_(spell)&amp;diff=29598</id>
		<title>Regeneration (spell)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Regeneration_(spell)&amp;diff=29598"/>
				<updated>2014-06-26T06:14:49Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
:''This page is about the spell.  For species' innate recuperation, see [[healing]].''&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Regeneration&lt;br /&gt;
|level=3&lt;br /&gt;
|school1={{Charms}}&lt;br /&gt;
|school2={{Necromancy}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
* [[Book of Battle]]&lt;br /&gt;
* [[Book of War Chants]] &lt;br /&gt;
* [[Book of Necromancy]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=3&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|This spell reanimates parts of the caster's wounds. This unholy act dramatically but temporarily increases the caster's recuperative abilities, while also increasing the rate of food consumption.}}&lt;br /&gt;
&lt;br /&gt;
'''Regeneration''' is a level 3 [[Charms]]/[[Necromancy]] spell which raises your [[HP]] [[regeneration rate]] by 100. For most characters, this means they will gain an additional 1 HP per turn, though this is affected by things such as the [[Slow Healing]] mutation (see [[regeneration rate]] for details). This effect can more than triple the speed at which you naturally heal, although it's more pronounced for low-level characters. This helps you recover between battles quickly, but don't expect it to make you invincible &amp;lt;i&amp;gt;during&amp;lt;/i&amp;gt; combat; it only marginally increases your chance of survival in most dangerous encounters.&lt;br /&gt;
&lt;br /&gt;
Also, characters under the effect of Regeneration will recover from [[sickness]] much faster, helping you avoid temporary stat loss (although you still won't recover HP while sick). The increased recovery rate also helps counteract [[poison]] damage, making it much easier to simply wait out. As such, Regeneration can help you conserve [[potions of curing]] and lessens the need for [[poison resistance]].&lt;br /&gt;
&lt;br /&gt;
Be aware that Regeneration stacks with items that grant similar effects, such as [[rings of regeneration]], [[troll leather armour]], or being a [[troll]]. As with these items, while Regeneration is active and your HP is below maximum, there is an additional [[Comestibles and satiation#Hunger|hunger cost]] on par with wearing a [[ring of hunger]].&lt;br /&gt;
&lt;br /&gt;
Characters who worship good [[gods]] will probably want to avoid Regeneration, as the spell qualifies as Necromancy and will upset them. Also, [[mummies]], [[deep dwarves]] and characters in [[lichform]] cannot learn this spell. [[Vampire]]s can, but the duration and benefit of the spell is dependent on their current satiation level (full effect at Alive status, no effect at Bloodless).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.10]], [[ghoul]]s were unable to learn Regeneration.&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Regeneration_rate&amp;diff=29597</id>
		<title>Talk:Regeneration rate</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Regeneration_rate&amp;diff=29597"/>
				<updated>2014-06-26T06:12:40Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The regeneration spell says it`s complicated to find out how much it increases hp-gain. Looking at this page, it seems to me that the regeneration buff will add exactly 100 to my total-regen-rate, which for any normal char translates into +1 hp/1 move (10 aut). Is that correct? --[[User:BlueCrake|BlueCrake]] ([[User talk:BlueCrake|talk]]) 11:10, 25 June 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
:Pretty much, yeah.  Things that divide the regen rate (thirsty vampire, Slow Healing, and zero Strength will also divide the healing from the regen spell so that's worth mentioning.  Trog's Hand is unaffected. -[[User:Ion frigate|Ion frigate]] ([[User talk:Ion frigate|talk]]) 08:12, 26 June 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Cigotuvi%27s_Fleshworks&amp;diff=29440</id>
		<title>Cigotuvi's Fleshworks</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Cigotuvi%27s_Fleshworks&amp;diff=29440"/>
				<updated>2014-06-14T03:22:45Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: /* Monsters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version011}}&lt;br /&gt;
{{flavour|This slick floor seems to pulse to an unknown beat}}&lt;br /&gt;
&lt;br /&gt;
Cigotuvi has mastered the art of manipulating flesh, and his lab is a living testament to this fact, seeming like the interior of some vast, ghastly beast. The walls and floor are slick and membranous, pulsing to an unheard heartbeat and oozing thick, green ichor from every inch.&lt;br /&gt;
&lt;br /&gt;
The bulk of Cigotuvi's Fleshworks is devoted to cells that house test subjects in various stages of degeneration. Most are sickly humanoids; the others are ugly things, pulsating lumps and abominations. While the walls of the Fleshworks are as hard as stone, the fleshy membranes that allow you to see into the cells are merely as tough as rock and can easily be dug through.&lt;br /&gt;
&lt;br /&gt;
The central, circular chamber houses Cigotuvi's flesh golem. The eastern half of his lab is dominated by a snaking passageway filled with pulsating lumps and the occasional ugly thing. The western half of his lab is full of abominations, including the terrible &amp;quot;Cigotuvi's Monster&amp;quot;, a 250 HP [[tentacled monstrosity]] whose glyph changes color over time.&lt;br /&gt;
&lt;br /&gt;
Beware: A few rooms contain mutagenic fog, which will give you [[mutation]]s if you stand in it; this combined with the pulsating lumps you'll find means an [[amulet of resist mutation]] is highly recommended. An amulet is guaranteed to spawn in the east side of the lab, but to get there, you'll have to navigate past a few areas filled with mutagenic fog and rooms full of the aforementioned pulsating lumps.&lt;br /&gt;
&lt;br /&gt;
Successfully looting Cigotuvi's Fleshworks will net you some gold, an amulet of resist mutation (that has a decent chance of being an [[artefact]]), some [[spellbook]]s, a [[magical staff]], and a whole bunch of [[mutation]]-related potions (most of them will be [[potions of mutation]], but there's a few [[potions of beneficial mutation]] and [[potions of cure mutation]] thrown in there as well). If you aren't confident in your ability to take on a variety of powerful monsters while avoiding heavy mutations, feel free to skip this area. If you want to play mutation roulette, Cigotuvi's Fleshworks is one of the best places to acquire the supplies to do so.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
{{flavour|This poor creature looks hideously deformed.}}&lt;br /&gt;
&lt;br /&gt;
{{LightGrey|@}} [[File:Deformed human.png]] {{Red|e}} [[File:Deformed elf.png]] {{LightRed|o}} [[File:Deformed orc.png]] '''Deformed/febrile/sickly/etc. [[human (monster)|humans]], [[elf|elves]], and [[orc]]s''' - These unfortunate beings are almost harmless. You need to [[dig]] them out of their cells to face them, and even then they aren't any more dangerous than their base types.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Pulsating lump}}(mostly [[shapeshifter]]s) - Found in the winding corridors on the right side of the lab. Due to their mutation-inducing melee attacks and potential for changing into more vicious species, kill them at range.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Giant eyeball}}- Found in the chambers on the right side of the lab, these things will [[paralyze]] you so the nearby swarms of pulsating lumps can pummel you unhindered.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ugly thing}}and {{monsterlink|Very ugly thing}}- Pack melee monsters with randomly determined elemental attacks.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Small abomination}}and {{monsterlink|Large abomination}}- [[Demonic]] [[undead]] with slightly randomized stats. The big ones hit much harder, but tend to move slower.&lt;br /&gt;
&lt;br /&gt;
===Miniboss: Flesh Golem===&lt;br /&gt;
{{flavour|An animated mound of misshapen flesh.}}&lt;br /&gt;
{{Red|8}} [[Image:Flesh golem.png]] You will encounter a '''flesh golem''' in the large circular chamber once you pass the prison cells. This is nothing more than a renamed [[iron golem]] with a new image. Stick to the edges of the chamber while fighting him to avoid mutagenic clouds.&lt;br /&gt;
&lt;br /&gt;
===Boss: Cigotuvi's Monster===&lt;br /&gt;
{{flavour|This terrifying creation looks to have been constructed from the body parts of every monstrous creature imaginable.}}&lt;br /&gt;
{{Magenta|X}} [[Image:Cigotuvis monster.png]] The last chamber on the left side of the Fleshworks will contain several [[large abomination]]s and '''Cigotuvi's Monster''', a [[tentacled monstrosity]] with increased durability.&lt;br /&gt;
&lt;br /&gt;
'''[[HP]]''': 250&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[HD]]''': 23&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recommendations''': Fast movement speed and a source of ranged damage will make [[kiting]] it fairly easy. It has resistances to almost everything, so using non-elemental [[Conjurations]] will help. Hit it hard to make sure you don't run out of room to safely retreat, and avoid melee unless you're playing a brute tank. Weapons of [[holy wrath]] work very well in that case.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MAP&lt;br /&gt;
ccccccccccccccccccccccccccccccccccccccccccccc&lt;br /&gt;
ccLLLcccc.cccccccccccAccccccccccccWWWW.U:cccc&lt;br /&gt;
c.....c.....ccc...ccc+cccccccccccW.....uU^ccc&lt;br /&gt;
c.X.........cc.u...m...m..ccccccW.......uU:cc&lt;br /&gt;
c.M........cc...b..m.x.m.a.cccccW..........cc&lt;br /&gt;
c.X........cc...d..m...m.u..ccccW.........Wcc&lt;br /&gt;
c..........cc.cccccm...mc...ccccc........Wccc&lt;br /&gt;
c.....ccc+ccccc..cccc+cccccccccccc......Wcccc&lt;br /&gt;
ccLLLccc..ccccuuu.cm...m..d..ccccc+cccccccccc&lt;br /&gt;
cccccccc..ccc..!...m.x.m.a..cccccc&amp;quot;&amp;quot;ccccccccc&lt;br /&gt;
cc$$cccc..ccc.uuu..m...m...ccccccc&amp;quot;&amp;quot;cc**%**cc&lt;br /&gt;
c$$$$cc...cccc....cm...m.cccWccccc&amp;quot;&amp;quot;c...cee.c&lt;br /&gt;
c$$$$+...cccccc..cccc+cccc...Wcccc&amp;quot;&amp;quot;c...c...c&lt;br /&gt;
c$$$$c...ccccccccc.m...m.xx...Wccc&amp;quot;&amp;quot;cmm+c+mmc&lt;br /&gt;
cc$ccccc+cccccccc..m.x.m...u..Wccc&amp;quot;&amp;quot;c.......c&lt;br /&gt;
ccccccc...cccc...a.m...m....x.cc.c&amp;quot;&amp;quot;c.......c&lt;br /&gt;
cccc.........c..b..m...mc....cc..c&amp;quot;&amp;quot;c...!...c&lt;br /&gt;
c.xJ...ccc...cc..cccc+cccc..cc...c&amp;quot;&amp;quot;c......cc&lt;br /&gt;
c...ccccccc+cccccc.m.....ccccJJJJc&amp;quot;&amp;quot;+.....ccc&lt;br /&gt;
cc...ccccc'''cccc..m.....uccJJJJJc&amp;quot;&amp;quot;ccccccccc&lt;br /&gt;
cc...ccc''''''cc.!.m.....&amp;lt;uc.....+&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;cc&lt;br /&gt;
c..cccc''''''''cc.......cuccc....cc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;c&lt;br /&gt;
c..ccc'''''''''cccccc+cccccccccccccccccccc&amp;quot;&amp;quot;c&lt;br /&gt;
c..cc''''''''''ccccc...ccccccc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;c&lt;br /&gt;
c..cc''''''''''ccc.......cccc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;cc&lt;br /&gt;
c..c'''''''''''cc.........ccc&amp;quot;&amp;quot;cccccccccccccc&lt;br /&gt;
c..c+c+c+c+c+ccc...........cc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;cc&lt;br /&gt;
c..cXcXcXcXcXccc...........ccc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;c&lt;br /&gt;
c..cccccccccccc.....c.c.....cccccccccccccc&amp;quot;&amp;quot;c&lt;br /&gt;
c...xJ........+......?......+&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;ccc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;c&lt;br /&gt;
c...xJ........c.....c.c.....c&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;c&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;cc&lt;br /&gt;
ccmmmccccmmmcccc...........cccccc&amp;quot;&amp;quot;c&amp;quot;&amp;quot;ccccccc&lt;br /&gt;
c.....cc.....cccWW.......WWcc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;c&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;ccc&lt;br /&gt;
cc.JJccccuuucccccWW..8..WWcc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;ccc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;cc&lt;br /&gt;
ccJJ.cccc.a.ccccccWWWWWWWccc&amp;quot;&amp;quot;ccccccccccc&amp;quot;&amp;quot;cc&lt;br /&gt;
cc.dccccccuuccccccccWWWccccc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;cc&lt;br /&gt;
ccccccccccccccccccccccccccccc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;ccc&lt;br /&gt;
ccccccccccccccccccccccccccccccccccccccccccccc&lt;br /&gt;
ENDMAP&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Branches]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Cigotuvi%27s_Fleshworks&amp;diff=29439</id>
		<title>Cigotuvi's Fleshworks</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Cigotuvi%27s_Fleshworks&amp;diff=29439"/>
				<updated>2014-06-14T03:21:51Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: actually a 1/11 chance of being a plain pulsating lump&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version011}}&lt;br /&gt;
{{flavour|This slick floor seems to pulse to an unknown beat}}&lt;br /&gt;
&lt;br /&gt;
Cigotuvi has mastered the art of manipulating flesh, and his lab is a living testament to this fact, seeming like the interior of some vast, ghastly beast. The walls and floor are slick and membranous, pulsing to an unheard heartbeat and oozing thick, green ichor from every inch.&lt;br /&gt;
&lt;br /&gt;
The bulk of Cigotuvi's Fleshworks is devoted to cells that house test subjects in various stages of degeneration. Most are sickly humanoids; the others are ugly things, pulsating lumps and abominations. While the walls of the Fleshworks are as hard as stone, the fleshy membranes that allow you to see into the cells are merely as tough as rock and can easily be dug through.&lt;br /&gt;
&lt;br /&gt;
The central, circular chamber houses Cigotuvi's flesh golem. The eastern half of his lab is dominated by a snaking passageway filled with pulsating lumps and the occasional ugly thing. The western half of his lab is full of abominations, including the terrible &amp;quot;Cigotuvi's Monster&amp;quot;, a 250 HP [[tentacled monstrosity]] whose glyph changes color over time.&lt;br /&gt;
&lt;br /&gt;
Beware: A few rooms contain mutagenic fog, which will give you [[mutation]]s if you stand in it; this combined with the pulsating lumps you'll find means an [[amulet of resist mutation]] is highly recommended. An amulet is guaranteed to spawn in the east side of the lab, but to get there, you'll have to navigate past a few areas filled with mutagenic fog and rooms full of the aforementioned pulsating lumps.&lt;br /&gt;
&lt;br /&gt;
Successfully looting Cigotuvi's Fleshworks will net you some gold, an amulet of resist mutation (that has a decent chance of being an [[artefact]]), some [[spellbook]]s, a [[magical staff]], and a whole bunch of [[mutation]]-related potions (most of them will be [[potions of mutation]], but there's a few [[potions of beneficial mutation]] and [[potions of cure mutation]] thrown in there as well). If you aren't confident in your ability to take on a variety of powerful monsters while avoiding heavy mutations, feel free to skip this area. If you want to play mutation roulette, Cigotuvi's Fleshworks is one of the best places to acquire the supplies to do so.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
{{flavour|This poor creature looks hideously deformed.}}&lt;br /&gt;
&lt;br /&gt;
{{LightGrey|@}} [[File:Deformed human.png]] {{Red|e}} [[File:Deformed elf.png]] {{LightRed|o}} [[File:Deformed orc.png]] '''Deformed/febrile/sickly/etc. [[human (monster)|humans]], [[elf|elves]], and [[orc]]s''' - These unfortunate beings are almost harmless. You need to [[dig]] them out of their cells to face them, and even then they aren't any more dangerous than their base types.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Pulsating lump}} (mostly [[shapeshifter]]s) - Found in the winding corridors on the right side of the lab. Due to their mutation-inducing melee attacks and potential for changing into more vicious species, kill them at range.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Giant eyeball}}- Found in the chambers on the right side of the lab, these things will [[paralyze]] you so the nearby swarms of pulsating lumps can pummel you unhindered.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ugly thing}}and {{monsterlink|Very ugly thing}}- Pack melee monsters with randomly determined elemental attacks.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Small abomination}}and {{monsterlink|Large abomination}}- [[Demonic]] [[undead]] with slightly randomized stats. The big ones hit much harder, but tend to move slower.&lt;br /&gt;
&lt;br /&gt;
===Miniboss: Flesh Golem===&lt;br /&gt;
{{flavour|An animated mound of misshapen flesh.}}&lt;br /&gt;
{{Red|8}} [[Image:Flesh golem.png]] You will encounter a '''flesh golem''' in the large circular chamber once you pass the prison cells. This is nothing more than a renamed [[iron golem]] with a new image. Stick to the edges of the chamber while fighting him to avoid mutagenic clouds.&lt;br /&gt;
&lt;br /&gt;
===Boss: Cigotuvi's Monster===&lt;br /&gt;
{{flavour|This terrifying creation looks to have been constructed from the body parts of every monstrous creature imaginable.}}&lt;br /&gt;
{{Magenta|X}} [[Image:Cigotuvis monster.png]] The last chamber on the left side of the Fleshworks will contain several [[large abomination]]s and '''Cigotuvi's Monster''', a [[tentacled monstrosity]] with increased durability.&lt;br /&gt;
&lt;br /&gt;
'''[[HP]]''': 250&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[HD]]''': 23&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recommendations''': Fast movement speed and a source of ranged damage will make [[kiting]] it fairly easy. It has resistances to almost everything, so using non-elemental [[Conjurations]] will help. Hit it hard to make sure you don't run out of room to safely retreat, and avoid melee unless you're playing a brute tank. Weapons of [[holy wrath]] work very well in that case.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MAP&lt;br /&gt;
ccccccccccccccccccccccccccccccccccccccccccccc&lt;br /&gt;
ccLLLcccc.cccccccccccAccccccccccccWWWW.U:cccc&lt;br /&gt;
c.....c.....ccc...ccc+cccccccccccW.....uU^ccc&lt;br /&gt;
c.X.........cc.u...m...m..ccccccW.......uU:cc&lt;br /&gt;
c.M........cc...b..m.x.m.a.cccccW..........cc&lt;br /&gt;
c.X........cc...d..m...m.u..ccccW.........Wcc&lt;br /&gt;
c..........cc.cccccm...mc...ccccc........Wccc&lt;br /&gt;
c.....ccc+ccccc..cccc+cccccccccccc......Wcccc&lt;br /&gt;
ccLLLccc..ccccuuu.cm...m..d..ccccc+cccccccccc&lt;br /&gt;
cccccccc..ccc..!...m.x.m.a..cccccc&amp;quot;&amp;quot;ccccccccc&lt;br /&gt;
cc$$cccc..ccc.uuu..m...m...ccccccc&amp;quot;&amp;quot;cc**%**cc&lt;br /&gt;
c$$$$cc...cccc....cm...m.cccWccccc&amp;quot;&amp;quot;c...cee.c&lt;br /&gt;
c$$$$+...cccccc..cccc+cccc...Wcccc&amp;quot;&amp;quot;c...c...c&lt;br /&gt;
c$$$$c...ccccccccc.m...m.xx...Wccc&amp;quot;&amp;quot;cmm+c+mmc&lt;br /&gt;
cc$ccccc+cccccccc..m.x.m...u..Wccc&amp;quot;&amp;quot;c.......c&lt;br /&gt;
ccccccc...cccc...a.m...m....x.cc.c&amp;quot;&amp;quot;c.......c&lt;br /&gt;
cccc.........c..b..m...mc....cc..c&amp;quot;&amp;quot;c...!...c&lt;br /&gt;
c.xJ...ccc...cc..cccc+cccc..cc...c&amp;quot;&amp;quot;c......cc&lt;br /&gt;
c...ccccccc+cccccc.m.....ccccJJJJc&amp;quot;&amp;quot;+.....ccc&lt;br /&gt;
cc...ccccc'''cccc..m.....uccJJJJJc&amp;quot;&amp;quot;ccccccccc&lt;br /&gt;
cc...ccc''''''cc.!.m.....&amp;lt;uc.....+&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;cc&lt;br /&gt;
c..cccc''''''''cc.......cuccc....cc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;c&lt;br /&gt;
c..ccc'''''''''cccccc+cccccccccccccccccccc&amp;quot;&amp;quot;c&lt;br /&gt;
c..cc''''''''''ccccc...ccccccc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;c&lt;br /&gt;
c..cc''''''''''ccc.......cccc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;cc&lt;br /&gt;
c..c'''''''''''cc.........ccc&amp;quot;&amp;quot;cccccccccccccc&lt;br /&gt;
c..c+c+c+c+c+ccc...........cc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;cc&lt;br /&gt;
c..cXcXcXcXcXccc...........ccc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;c&lt;br /&gt;
c..cccccccccccc.....c.c.....cccccccccccccc&amp;quot;&amp;quot;c&lt;br /&gt;
c...xJ........+......?......+&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;ccc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;c&lt;br /&gt;
c...xJ........c.....c.c.....c&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;c&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;cc&lt;br /&gt;
ccmmmccccmmmcccc...........cccccc&amp;quot;&amp;quot;c&amp;quot;&amp;quot;ccccccc&lt;br /&gt;
c.....cc.....cccWW.......WWcc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;c&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;ccc&lt;br /&gt;
cc.JJccccuuucccccWW..8..WWcc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;ccc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;cc&lt;br /&gt;
ccJJ.cccc.a.ccccccWWWWWWWccc&amp;quot;&amp;quot;ccccccccccc&amp;quot;&amp;quot;cc&lt;br /&gt;
cc.dccccccuuccccccccWWWccccc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;cc&lt;br /&gt;
ccccccccccccccccccccccccccccc&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;&amp;quot;ccc&lt;br /&gt;
ccccccccccccccccccccccccccccccccccccccccccccc&lt;br /&gt;
ENDMAP&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Branches]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Cheating&amp;diff=29408</id>
		<title>Cheating</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Cheating&amp;diff=29408"/>
				<updated>2014-06-11T07:53:53Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: adding intentional crashes; removing rng seed trick - unless i'm mistaken, crawl takes some pretty heavy precautions against that.  Feel free to add back if i'm wrong&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Cheating''' is the act of doing things not intended by [[developers]] or considered to be against the &amp;quot;spirit&amp;quot; of the game.&lt;br /&gt;
&lt;br /&gt;
==Not cheating==&lt;br /&gt;
&lt;br /&gt;
* Using [[wizard mode]] to test things out, before trying it in a legit game.&lt;br /&gt;
* Reading spoilers&lt;br /&gt;
&lt;br /&gt;
==Degenerate behavior==&lt;br /&gt;
&lt;br /&gt;
* All forms of [http://en.wiktionary.org/wiki/scumming scumming]&lt;br /&gt;
* Deleting level files&lt;br /&gt;
&lt;br /&gt;
==Cheating==&lt;br /&gt;
&lt;br /&gt;
===Save scumming===&lt;br /&gt;
&lt;br /&gt;
'''Save scumming''' is creating a back-up save file in case your character dies. Thus, eliminating the permanency of death.&lt;br /&gt;
&lt;br /&gt;
===Selectively deleting ghost files===&lt;br /&gt;
&lt;br /&gt;
It is possible to delete [[player ghost|ghost]] files. If you do this selectively, deleting only the ones that you think will kill you again, this is cheating. If you always delete all ghost files including ones you would be glad to find, this is not cheating as it is the equivalent of playing every game on a fresh install. &lt;br /&gt;
&lt;br /&gt;
===Leaving weak ghosts behind===&lt;br /&gt;
&lt;br /&gt;
When players die they may leave a ghost on that level. Players can create high level characters and give them major weaknesses, before killing them. When they encounter the weak ghost later on, they can kill them and get tons of [[XP]] early on.&lt;br /&gt;
&lt;br /&gt;
===Intentionally crashing the game===&lt;br /&gt;
&lt;br /&gt;
Crawl only autosaves every level, so when a crash occurs, you will be dropped at the last time you entered the current level.  On a local system, this is easily done by force-quitting the program.  However, it is also possible even on public servers, if you know of a bug that allows you to produce a crash on demand.  The devteam fixes these bugs whenever they find them, and furthermore keeps reports of such bugs private until they are resolved.  The secrecy is necessary because intentional crashing could conceivably be used to gain an unfair advantage in a tournament.&lt;br /&gt;
&lt;br /&gt;
Obviously, restoring a game after an accidental crash, even on a public server, is not cheating.  Also note that losing your connection to a server in the middle of a game will not cause a crash - you will restore exactly where you left off.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crawl]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Cheating&amp;diff=29407</id>
		<title>Talk:Cheating</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Cheating&amp;diff=29407"/>
				<updated>2014-06-11T07:46:42Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: Created page with &amp;quot;==Deleting level files==  Seems like the best result here is that you force the game to regenerate the level, which is most definitely cheating.  Wouldn't it also have a decen...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Deleting level files==&lt;br /&gt;
&lt;br /&gt;
Seems like the best result here is that you force the game to regenerate the level, which is most definitely cheating.  Wouldn't it also have a decent chance of just screwing your game though? -[[User:Ion frigate|Ion frigate]] ([[User talk:Ion frigate|talk]]) 09:46, 11 June 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Player_ghost&amp;diff=29406</id>
		<title>Player ghost</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Player_ghost&amp;diff=29406"/>
				<updated>2014-06-11T07:43:54Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: feel free to remove the bit about deleting bones if anyone wants, i'm not overly attached to its inclusion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{no-bot-monster&lt;br /&gt;
|name=player ghost&lt;br /&gt;
|glyph={{White|p}}&lt;br /&gt;
|tile=[[File:Ghost.png]]&lt;br /&gt;
|flags={{Fighter  flag}}&amp;lt;br&amp;gt;{{Speaks flag}}&amp;lt;br&amp;gt;{{Spellcaster flag}}&amp;lt;br&amp;gt;{{Actual spells flag}}&amp;lt;br&amp;gt;{{Flying flag}}&amp;lt;br&amp;gt;{{Evil flag}}&amp;lt;br&amp;gt;{{Unique flag}}&amp;lt;br&amp;gt;{{Insubstantial flag}}&lt;br /&gt;
|resistances={{Constriction resistance}}, {{Poison resistance}}, Varies&lt;br /&gt;
|vulnerabilities={{Holy vulnerability}}, Varies&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=~&lt;br /&gt;
|holiness={{Undead}}&lt;br /&gt;
|magic_resistance=~&lt;br /&gt;
|hp_range=~&lt;br /&gt;
|avg_hp=~&lt;br /&gt;
|armour_class=~&lt;br /&gt;
|evasion=~&lt;br /&gt;
|habitat=land&lt;br /&gt;
|speed=~&lt;br /&gt;
|size={{Medium}}&lt;br /&gt;
|item_use={{Open doors}}&lt;br /&gt;
|attack1=4-50, damage and brand depends on character&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=~&lt;br /&gt;
|base_hp=2&lt;br /&gt;
|extra_hp=3&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{High intelligence}}&lt;br /&gt;
|genus=player ghost&lt;br /&gt;
|species=player ghost&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|The apparition of an unfortunate adventurer.}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
A '''player ghost''' is generated when your character dies, unless at Dungeon level 1 or 2, or in the [[Ecumenical Temple]].&lt;br /&gt;
&lt;br /&gt;
Undead characters don't leave ghosts (but may carry previously existing ghosts on this level). If you die on a level that already has (player's) ghosts that were not killed, they will be added to the same ghost file, making several ghosts appear on this level later on.&lt;br /&gt;
&lt;br /&gt;
The maximum number of ghosts that are saved (including the one you just generated unless you were an Undead) depend on the level depth:&lt;br /&gt;
&lt;br /&gt;
*1 for Dungeon levels 3-9, [[Orcish Mines]] level 1 or Lair level 1.&lt;br /&gt;
*2 for Dungeon levels 10-15 or any other levels in the Orcish Mines or [[the Lair]].&lt;br /&gt;
*9 for any level in [[Pandemonium]], [[the Abyss]], [[the Crypt]], [[the Tomb]], [[the Realm of Zot]] or Dungeon levels 23-27.&lt;br /&gt;
*1, plus 5*(L+1)% chance of a second one, plus 2.5*(L+1)% chance of another one on any other level, where L is the level depth.&lt;br /&gt;
&lt;br /&gt;
Each time a player on the same server (or computer if you're playing locally) enters a level for which a ghost was saved, there's a 33% chance that this ghost (and eventual other ones it is carrying with it) will be generated in that level. The ghost file is deleted in the process, which means that it won't be generated again later, unless you die on this level without having killed the ghost(s), in which case the ghost may appear again if the level has enough space for it.  For levels with multiple ghosts, the oldest ones will be deleted first, meaning that even extremely overpowered ghosts will rarely have more than one or two victims.&lt;br /&gt;
&lt;br /&gt;
==Ghost Properties==&lt;br /&gt;
Ghost stats:&lt;br /&gt;
&lt;br /&gt;
*When your ghost is created, its stats are defined as follow:&lt;br /&gt;
**Its max [[HP]], [[AC]] and [[EV]] are equal to yours when you died.&lt;br /&gt;
**Its number of [[hit dice]] is equal to your experience level.&lt;br /&gt;
**Its cold, fire and electricity resistances are equal to yours when you died.&lt;br /&gt;
**It gains poison and sticky flame resistance.&lt;br /&gt;
**If you were able to see invisible, so does the ghost.&lt;br /&gt;
**Its base speed is equal to 10, minus 1 for Nagas, +2 for Felids, +3 for Centaurs and Spriggans, +2 if you were wearing boots of running. The final base speed can never be less than 6 or greater than 13. Ghosts are levitating, so it will be able to cross water or lava.&lt;br /&gt;
**If you were a [[Deep Dwarf]], the ghost won't be able to regenerate,&lt;br /&gt;
**Its damage is determined by the weapon you were wielding and your skill levels:&lt;br /&gt;
***If you had a weapon in hand, the base damage is equal to the weapon's base damage, increased by 4% per skill level you had for this weapon. In addition, the attacks will have the eventual weapon brand.&lt;br /&gt;
***If you had no weapon in hand, the base damage is 4 plus your [[Unarmed Combat]] skill, plus your experience level if you were a Troll.&lt;br /&gt;
***This base damage is then increased by 3.3% per [[Fighting]] skill, then increased by 0.25 times your Strength. Total damage is capped at 50.&lt;br /&gt;
**If you knew spells, the ghost may still be able to cast up to 6 of them.  See below for the mechanics.&lt;br /&gt;
**Ghosts of level 7+ Draconians also have a high chance of being able to breathe Bolts of Draining (30 accuracy, 3d(2*HD) damage where HD was your experience level).&lt;br /&gt;
&lt;br /&gt;
The experience level of a ghost is indicated in their description with one of the following adjectives:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
!Ghost description&lt;br /&gt;
!Experience level&lt;br /&gt;
|-&lt;br /&gt;
|weakling&lt;br /&gt;
|1 to 3&lt;br /&gt;
|-&lt;br /&gt;
|average&lt;br /&gt;
|4 to 6&lt;br /&gt;
|-&lt;br /&gt;
|experienced&lt;br /&gt;
|7 to 10&lt;br /&gt;
|-&lt;br /&gt;
|powerful&lt;br /&gt;
|11 to 15&lt;br /&gt;
|-&lt;br /&gt;
|mighty&lt;br /&gt;
|16 to 21&lt;br /&gt;
|-&lt;br /&gt;
|great&lt;br /&gt;
|22 to 25&lt;br /&gt;
|-&lt;br /&gt;
|awesomely powerful&lt;br /&gt;
|26&lt;br /&gt;
|-&lt;br /&gt;
|legendary&lt;br /&gt;
|27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
Like all monsters, ghosts have six spell slots. Specifically, the code scans the deceased character's spells (excluding any with a failure rate of more than 50%) to try to come up with a set of six that fits the following pattern, biased towards the character's most dangerous spells:&lt;br /&gt;
&lt;br /&gt;
*Slot 1: A conjuration.&lt;br /&gt;
*Slot 2: A second conjuration, distinct from Slot 1.&lt;br /&gt;
*Slot 3: A summoning or self-enchantment spell.&lt;br /&gt;
*Slot 4: A hostile enchantment spell, or, failing that, another conjuration (can be a repeat of Slot 1 or 2).&lt;br /&gt;
*Slot 5: Another hostile enchantment different from Slot 4, or, failing that, a conjuration different from Slot 4 (but not necessarily Slot 1 or 2).  This spell slot will always be filled by [[Dig]] if the player possessed it, however.&lt;br /&gt;
*Slot 6: An emergency spell. The only one available to ghosts is Blink.&lt;br /&gt;
&lt;br /&gt;
The specific logic is as follows:&lt;br /&gt;
&lt;br /&gt;
===Conjurations Slots===&lt;br /&gt;
The ghost wants the following (mostly) direct-damage spells, in order of preference.  These spells fill the first, second, and possibly fourth and fifth slots.  Note that not all of the spells on this and subsequent lists are possible for players to have.  Pan lords are generated using the same code to pick random spells, and they can have such spells.  Also, to some extent the code is simply outdated.&lt;br /&gt;
&lt;br /&gt;
Conjuration slot spells: [[Lehudib's Crystal Spear]], [[Fire Storm]], [[Ice Storm]], [[Chain Lightning]], [[Bolt of Draining]], [[Agony]], [[Disintegrate]], [[Lightning Bolt]], [[Airstrike]], [[Sticky Flame]], [[Iskenderun's Mystic Blast]], [[Orb of Destruction]], [[Bolt of Magma]], [[Throw Icicle]], [[Bolt of Fire]], [[Bolt of Cold]], [[Fireball]], [[Delayed Fireball]], [[Venom Bolt]], [[Iron Shot]], [[Lee's Rapid Deconstruction]], [[Stone Arrow]], [[Dazzling Spray]], [[Force Lance]], [[Throw Flame]], [[Throw Frost]], [[Freeze]], [[Pain]], [[Sting]], [[Shock]], [[Sandblast]], [[Magic Dart]], [[Ensorcelled Hibernation]], [[Flame Tongue]], [[Corona]]&lt;br /&gt;
&lt;br /&gt;
===Summonings/Charms Slot===&lt;br /&gt;
These are the spells the ghost wants for its third slot, mostly Summonings and Charms, again in order of preference.&lt;br /&gt;
&lt;br /&gt;
Self-enchantment/Summoning slot spells: [[Symbol of Torment]], [[Summon Greater Demon]], [[Summon Horrible Things]], [[Summon Dragon]], [[Haunt]], [[Summon Hydra]], [[Summon Demon]], [[Demonic Horde]], [[Haste]], [[Silence]], [[Iskenderun's Battlesphere]], [[Summon Butterflies]], [[Summon Elemental]], [[Summon Swarm]], [[Summon Ugly Thing]], [[Swiftness]], [[Summon Ice Beast]], [[Animate Dead]], [[Twisted Resurrection]], [[Invisibility]], [[Summon Scorpions]], [[Call Imp]], [[Summon Small Mammals]], [[Malign Gateway]], [[Controlled Blink]], [[Blink]]&lt;br /&gt;
&lt;br /&gt;
===Hostile Enchantments Slots===&lt;br /&gt;
These spells will be chosen for the fourth and fifth slots; if the dead character did not have any of them, the code will then try to pick a spell from the first list, possibly allowing duplicates.&lt;br /&gt;
&lt;br /&gt;
Hostile enchantments: [[Shatter]], [[Agony]], [[Banishment]], [[Freezing Cloud]], [[Ozocubu's Refrigeration]], [[Olgreb's Toxic Radiance]], [[Mass Confusion]], [[Metabolic Englaciation]], [[Dispel Undead]], [[Conjure Ball Lightning]], [[Paralyse]], [[Confuse]], [[Mephitic Cloud]], [[Slow]], [[Petrify]], [[Polymorph Other]], [[Teleport Other]], [[Dig]], [[Corona]]&lt;br /&gt;
&lt;br /&gt;
===Emergency Spell===&lt;br /&gt;
This sixth spell will be an &amp;quot;emergency spell&amp;quot;.  While previously this included [[Teleport Self]] and even some ancient self-healing spells, now it only includes [[Blink]] (monsters do not distinguish between the controlled and uncontrolled versions).&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
&lt;br /&gt;
Player ghosts can be extremely dangerous, often on a par with the most dangerous [[unique]]s for the dungeon depth.  There are a number of strategies for dealing with them:&lt;br /&gt;
* First and foremost, remember that they are trapped on the level they spawn on.  If you facing a ghost that seems like it might kill you, remember that you absolutely don't have to face it now.  Skip it and come back to it later.&lt;br /&gt;
* You can e'''x'''amine the ghost to get its species, class, and a rough idea of its level when it died.  This can give you a good impression of how dangerous it is, but be aware that this may not show everything (e.g. an average KoFi might be a little more dangerous if it was wielding a weapon of electrocution when it died).&lt;br /&gt;
* If you have it, [[Dispel Undead]] will make short work of ghosts, bypassing their defenses entirely.  This can be particularly useful against later ghosts, who will often have much higher defenses than most monsters.&lt;br /&gt;
* Be careful around [[draconian]] ghosts with XL&amp;gt;=7: they are almost guaranteed to have a nasty [[bolt of draining]] attack.&lt;br /&gt;
* If a ghost has &amp;lt;50% HP and you leave the level it's on, it will teleport away, and likely not be near the stairs when you return.&lt;br /&gt;
* You can check the morgue of the dead character if you wish to see exactly spells/abilities/defenses a ghost has.  On local games, just search through your /morgue folder to find it; on public servers, you can usually use one of the IRC bots to find the dumplog: start by searching for deaths on the level you're on, and stop when you find the player whose ghost you are encountering.&lt;br /&gt;
If you are playing a local game (i.e. are not on a public server) and are encountering many of your own ghosts, there are a few steps you can take to remedy the situation:&lt;br /&gt;
* Play undead.  They can't add to the problem, and many undead are quite capable of taking out ghosts themselves.  [[Ghoul]] [[monk]]s work well as ghostbusters, as do various casting [[vampire]]s.&lt;br /&gt;
* Worshiping [[Kikubaaqudgha]] will guarantee you access to [[Dispel Undead]] at *** piety - too late for early ghosts, but great for taking out ghosts in Lair, Orc, and later branches.  [[Necromancer]]s will have an easier time getting the spell online.&lt;br /&gt;
* Ghost files are deleted if you die on any other level, though this may eventually be changed.  Therefore, simply bypassing a ghost if possible ([[travel exclusion]]s can be useful here) is often the best option, not just for your current character but also for future ones.&lt;br /&gt;
* If you are desperate or simply find ghosts unfun, deleting the bones files (stored in the /saves directory or similar) is always an option.  Be aware that this is often considered [[cheating]], particularly if it is done selectively.&lt;br /&gt;
&lt;br /&gt;
[[Category:Featured_Article]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Traps_(skill)&amp;diff=28745</id>
		<title>Talk:Traps (skill)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Traps_(skill)&amp;diff=28745"/>
				<updated>2014-05-18T10:23:56Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With the Trap skill gone, how does Ashenzari`s trap detection work?&lt;br /&gt;
Is it XL/3+Ash Bonus? If so how big is his bonus? If I am not mistaken Ash is the only option if you want to increase your Trap detection.&lt;br /&gt;
--[[User:BlueCrake|BlueCrake]] ([[User talk:BlueCrake|talk]]) 19:27, 17 May 2014 (CEST)&lt;br /&gt;
:The answer is fairly [http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/misc.cc;h=62039ed0de29dae9b3d44be54e5a7aa9c59881d1;hb=6183af897d752cf441ec18ad2ea5cf6fa1a8312b#l1175 complicated].  The Ash bonus is added straight to the effective 'skillfulness' (confusingly called 'skill' in that bit of code) at detecting traps, which is found by a moderately complex function of the effective Traps skill.  It's a pretty large bonus - at full piety, it's making that 'skillfulness' number over twice as large as it would otherwise be, even at XL27.  Basically you aren't going to be missing that many traps with Ashenzari.  -[[User:Ion frigate|Ion frigate]] ([[User talk:Ion frigate|talk]]) 12:23, 18 May 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Arena_of_Blood&amp;diff=28730</id>
		<title>Arena of Blood</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Arena_of_Blood&amp;diff=28730"/>
				<updated>2014-05-16T22:21:42Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|The Arena Of Blood&lt;br /&gt;
&lt;br /&gt;
You descend into the pit of gibs and meat,&amp;lt;br&amp;gt;&lt;br /&gt;
The sunken abyss of the depraved&amp;lt;br&amp;gt;&lt;br /&gt;
The mill of turgid gutspawn.&amp;lt;br&amp;gt;&lt;br /&gt;
The writhen instruments serve in adoration,&amp;lt;br&amp;gt;&lt;br /&gt;
Immured beneath a rotten throne.&lt;br /&gt;
&lt;br /&gt;
Before you lies the servitor of chaos,&amp;lt;br&amp;gt;&lt;br /&gt;
The cleaver,&amp;lt;br&amp;gt;&lt;br /&gt;
The blasphemer,&amp;lt;br&amp;gt;&lt;br /&gt;
The destroyer,&amp;lt;br&amp;gt;&lt;br /&gt;
The Axe of Woe.}}&lt;br /&gt;
&lt;br /&gt;
The '''Arena of Blood''' (a.k.a. '''meatsprint''') is the eighth module for [[Dungeon Sprint]]. Unlike most Dungeon Sprints, this allows only one playstyle: you must worship [[Makhleb]], and you must wield the [[Axe of Woe]]. No other course of action stands a chance of victory, and only through prudent positioning, [[cleaving]] attacks, and abuse of Makhleb's healing on kills will you survive.&lt;br /&gt;
&lt;br /&gt;
[[File:urand_axe_of_woe.png]]&lt;br /&gt;
&lt;br /&gt;
'''''The Axe of Woe'''''&lt;br /&gt;
&lt;br /&gt;
{{flavour|As you hold this axe your mind does not feel fully your own. Your body begins to exhibit strength far beyond its capabilities, and your movements become guided by Makhleb.}}&lt;br /&gt;
&lt;br /&gt;
+∞, +∞ [[executioner's axe]] (or [[broad axe]] for small species)&lt;br /&gt;
&lt;br /&gt;
This incredibly powerful artefact can only be found in the Arena of Blood. With infinite accuracy and damage, plus cleaving, it means that you are guaranteed to kill everything adjacent to you (except for what's right behind you) with every attack. Training [[Axes]] is still vital, if only to reduce its attack speed to something bearable.&lt;br /&gt;
&lt;br /&gt;
==Preliminaries==&lt;br /&gt;
Before starting, realize that [[felid]]s get an extremely different path to victory than all other characters; instead of wielding the Axe of Woe, they are given a +27,000, +27,000 [[ring of slaying]]. This means that they lose cleaving opportunities, but their [[jump attack]]s and extra lives make for an interesting alternative. Also, due to the absurd amount of experience earned here, the absence of armour or jewellery, and the insurmountable accuracy of most enemy attacks, your species' skill aptitudes and equipment slots make almost no difference; all that matters here is how quickly you can move around and how massive your [[HP]] pool is. As such, [[troll]]s, [[ogre]]s, and [[centaur]]s have a distinct advantage in terms of sheer survivability. Due to the eventual presence of [[fire]], [[cold]], [[negative energy]], [[torment]], and [[poison]] attacks, [[ghoul]]s and occasionally [[demonspawn]] serve well here. [[Mummies]] are not advisable, as the amount of fire damage they'll be exposed to would take them out in short order, while [[vampire]]s simply can't hunger fast enough to get access to their resistances.&lt;br /&gt;
&lt;br /&gt;
Your background choice is even more straightforward. Your [[stats]] generally don't matter; your infinite damage weapon and non-existent [[inventory]] means [[strength]] is pointless, and you won't have time to memorize any of the higher level spells in your starting [[spell book]]s, so [[intelligence]] is also out. [[Dexterity]] will increase you [[ev]]asion, which provides a chance of dodging a very small percentage of the attacks you'll face, so that is the only stat which matters, and even that is almost negligible. Meanwhile, almost all of the starter spellbooks you can receive contain nothing that will help you here, and you'll be training your way from near-incompetence with an axe to mastery in moments. As such, almost all backgrounds are identical, with the following exceptions:&lt;br /&gt;
*[[Fighter]] - Don't pick this, as you'll waste precious early turns removing your shield.&lt;br /&gt;
*[[Warper]] - One of the only backgrounds with a distinct advantage, as Warpers begin with two [[scrolls of blinking]] (extremely useful, especially if you can keep one intact for the Arena of Blood's finale), and if you can find the time to memorize them, [[Blink]] and [[Passage of Golubria]] can both be helpful.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
You begin in the center of a large, circular arena. At your feet is the Axe of Woe, which you will need to pick up immediately. Once you have the axe in your position, you'll notice that there are four altars to Makhleb nearby, which you should pray at as quickly as possible. A flood of opponents will begin swarming you almost immediately, gradually becoming deadlier and deadlier as you progress. Before you engage them, enter your skill training menu and begin training Axes and nothing else.&lt;br /&gt;
&lt;br /&gt;
Your initial placement is not an ideal one; apart from four short walls that partially box you in, there is no cover to speak of, and plenty of enemies with powerful [[smite]]-targeted attacks will eventually arrive at the edges of your [[line of sight]]. Unfortunately, there aren't any better areas to get to, and you won't have time to explore much anyway.&lt;br /&gt;
&lt;br /&gt;
Take your time luring opponents into melee range and defeating them without allowing them the chance to attack you. As the enemies become progressively more difficult, make sure to e[[x]]amine them and find out what they're capable of, and act accordingly. As with all Dungeon Sprint modules, you start with several useful consumable items; use them where they're needed to survive (the [[potion of speed]] in particular is extremely powerful, and a well-timed [[potion of resistance]] can be a huge help).&lt;br /&gt;
&lt;br /&gt;
Eventually, the boss of the Arena of Blood will arrive: the Meatlord.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
[[file:Orc.png]] '''Bag of meat''': The first foes you'll encounter, these are simply melee opponents. They wear [[rings of slaying]] that make them deadly to fresh characters and somewhat threatening to seasoned fighters, but in general they are simply free experience and healing.&lt;br /&gt;
&lt;br /&gt;
{{flavour|One of the legions of abominations created by the sculptors of flesh. It is a horrendous imitation of the human form, consisting of an unrecognisable mass of meat stitched together with limbs sewn on seemingly at random. Its skin hangs off loosely in some places and bulges repulsively in others. Each one bears a large symbol carved into its flesh, a mark of pride from its twisted creator.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Ogre (monster).png]] '''Meat berserker''': These units also appear in the first waves, hitting harder than bags of meat and being innately berserk. This means that they'll move into melee with you much faster. Move cautiously so as to avoid letting them enter melee with you and hit you before you get a chance to act.&lt;br /&gt;
&lt;br /&gt;
{{flavour|One of the legions of abominations created by the sculptors of flesh. Its form is large and muscular. It moves swiftly and with impetuous fury, the sole thought within its being to rend you apart with great fervour. As it rages, it creates a cacophonous din.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Vampire knight.png]] '''Destroyer''': These opponents hit much, much harder than anything you've faced so far, and can cast [[Blink Close]] to get into melee range with you surprisingly quickly. Pay attention to them turn by turn, and don't let them land a single hit.&lt;br /&gt;
&lt;br /&gt;
{{flavour|The destroyers begin to descend upon you. They come in numbers and with wrath, maws gaping like abaddon, bottomless and abyssal. They bring your doom and will feast on your remains.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Hill giant.png]] '''Large bag of meat''': Fairly powerful opponents with an innate [[Inner Flame]] enchantment. While one normally tries to avoid killing Inner Flamed opponents in melee, you don't have much choice in the matter here, and frankly they're much more dangerous alive. Hack 'em up and enjoy the fireworks! Just try to get out of the flame [[cloud]]s quickly if you have any [[scroll]]s on hand.&lt;br /&gt;
&lt;br /&gt;
{{flavour|One of the legions of abominations created by the sculptors of flesh. Its bloated hulk pulsates and throbs constantly with accursed fires. It looks as if it could explode into a torrent of viscera at any moment.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Skeletal warrior.png]] '''Sculptor of flesh''': Occasionally irritating, these pests can cast [[Twisted Resurrection]], turning all those [[corpse]]s you've generated so far into an army of abominations. They also hit hard in melee, but fortunately both them and their creations are unlikely to last long enough in melee range for that to matter.&lt;br /&gt;
&lt;br /&gt;
{{flavour|An artisan of unlife, the sculptor appears as a grim skeletal form. It has six long arms ending in mangled hands with broken fingers, upon which it crawls like a spider. Its skull is abnormally large and full of holes. Its bones are reddened and fractured, inscribed with the unholy spells it weaves to assemble its puppets.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Greater mummy.png]] '''Accursed''': These opponents aren't too deadly directly; they aren't very impressive in melee, and their only spell is [[Smiting]], which is annoying but not terribly deadly. Unfortunately, they give [[greater mummy]]-style [[death curse]]s. If you're lucky, this will only [[torment]] you or reduce some of your meaningless stats. If you're unlucky, this will [[slow]] you, likely with lethal results.&lt;br /&gt;
&lt;br /&gt;
{{flavour|The accursed are the ones who came before. They have come to ensure you share their fate.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Phantom.png]] '''Lost soul''': To the living, these naturally [[invisible]] pests aren't much of a threat. They'll occasionally hit you with [[Bolt of Draining]], which won't inflict [[draining]] for more than a single kill before your massive experience gains replace the loss. To the [[undead]], however, they can be extremely deadly, as they cast [[Dispel Undead]]. If you notice yourself suddenly torn to pieces by thin air, it's likely the work of one of these.&lt;br /&gt;
&lt;br /&gt;
{{flavour|A spectre, struggling to leave the mortal world it is incarcerated in. It drains life and unlife from all those it comes into contact with.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Lich.png]] '''Tyrant''': These powerful spellcasters can hit you for heavy damage with their [[Airstrike]] spell or bog down the battlefield with worthless summoned foes through [[Summon Horrible Things]], and do so much more effectively after [[Haste|hasting]] themselves. If you have a choice in the matter, kill them off quickly.&lt;br /&gt;
&lt;br /&gt;
{{flavour|A colossal mass of bones and skulls, a walking tomb. You hear shrieks and screams as it approaches, shattering off bones with each crushing step, reassembling itself in eternal unrest.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Hell beast.png]] '''Meat beast''': Permanently hasted, heavy-hitting opponents whose attacks shove you around the battle field. Although far from harmless, they're one of the less deadly opponents you'll face in the later rounds of the Arena.&lt;br /&gt;
&lt;br /&gt;
{{flavour|One of the legions of abominations created by the sculptors of flesh. Ablaze with demonic frenzy, it gores and tramples with ferocity unmatched. Its skin is flayed, exposing the glistening tendons and sinew underneath, and the teeth inside its cavernous maw are stained with blood.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Wraith.png]] '''Dread''': One of the worst opponents you can encounter, dreads tend to linger at the edge of your line of sight, pelting you with [[Symbol of Torment]] and [[Hellfire Burst]]. On top of that, their melee attacks can [[slow]] you, which is a death sentence here. Kill them quickly.&lt;br /&gt;
&lt;br /&gt;
{{flavour|An affront to existence, a void in which there is only torment and hellfire. Its unearthly form is torn and twisted, black and hollow. It is bereft of rational thought, knowing only hatred and the desire to desecrate your soul.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Hydra.png]] '''Meat hydra''': Normally, [[hydra]]s are only threats in melee, and should never be attacked with chopping weapons like axes if you have a choice in the matter. These freakish beasts, however, know [[Symbol of Torment]], and should be slaughtered in melee as quickly as possible. No amount of mythical regeneration can save them from the Axe of Woe!&lt;br /&gt;
&lt;br /&gt;
{{flavour|One of the legions of abominations created by the sculptors of flesh. Each of its eight necks is distended and elongated, connected to a colossal body crumpled and dripping with ichor. Its many heads spew blood while writhing and convulsing in agony, as it brings torment to itself and anything else that beholds its foul visage.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Sea snake.png]] '''Scourge''': If you're playing a species with [[poison]] resistance, scourges are next to harmless. For anyone else, their access to [[Poison Arrow]], [[Poisonous Cloud]], and to a lesser extent [[Venom Bolt]] can be devastating. If possible, don't give them a clear line of effect to you until they enter melee range.&lt;br /&gt;
&lt;br /&gt;
{{flavour|A vast serpentine form with raw and diseased skin, seeping bile and pus, spouting venom and blight.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Great orb of eyes.png]] '''Observer''': Another invisible threat, these beings simply pelt you with [[Bolt of Fire]], [[Fireball]], and [[Smiting]] until they happen to get close enough to you to get chopped to pieces. If you can determine where they're at and have a free turn to move, feel free to position yourself so they don't have a clear line of fire against you.&lt;br /&gt;
&lt;br /&gt;
{{flavour|You see the unseen, you stare and they stare back. They whisper and laugh, they grin and cry, they leer at you with contempt and gaze at you in adoration. They are the observers, they are the judge of your worth and will decide your end.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Hell knight.png]] '''Fleshlord''': One of the deadliest opponents you'll face, fleshlords deal monstrous amounts of damage in melee due to their +400 slaying bonuses to damage, and their tendency to haste themselves and slow you make them surprisingly capable of landing those massive blows.&lt;br /&gt;
&lt;br /&gt;
{{flavour|One of the greatest servants of the Meatlord. It is muscular, agile and full of malevolence.}}&lt;br /&gt;
&lt;br /&gt;
===Uniques===&lt;br /&gt;
[[file:Sigmund.png]] '''?''': ?&lt;br /&gt;
&lt;br /&gt;
{{flavour|?}}&lt;br /&gt;
&lt;br /&gt;
[[file:Harold.png]] '''The Servant''': A moderately powerful melee attacker armed with a [[reaching]] weapon. Don't give him time to make use of it.&lt;br /&gt;
&lt;br /&gt;
{{flavour|His glaive is alight with the flames of hell.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Edmund.png]] '''The Defiler''': Although little threat in melee, he's capable of hitting you with [[Fireball]] and [[Poisonous Cloud]]. Overall, he's less threatening than many of the other foes here.&lt;br /&gt;
&lt;br /&gt;
{{flavour|His shield is emblazoned with images of infernal flames.}}&lt;br /&gt;
&lt;br /&gt;
[[file:Dispater.png]] '''The Meatlord''': ?&lt;br /&gt;
&lt;br /&gt;
{{flavour|?}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Don't bother picking up any of the many [[rings of slaying]] your opponents will drop, as you already have infinite accuracy and damage from your axe of Woe.&lt;br /&gt;
*Attacking is the way you survive, with Makhleb healing you on kills. The only time you usually can do anything else is if there are no enemies directly next to you. &lt;br /&gt;
*If you have a spare turn, you can summon some greater servants to serve as distractions. They are unlikely to survive long enough to turn against you, and if they arrive hostile, you should be able to handle them as easily as you handle everything else here.&lt;br /&gt;
*Remember that cleaving does not affect the space directly opposite your attacked tile. Feel free to attack empty spaces if necessary to make sure you ''don't'' leave an enemy's tile unaffected (attempt to move while holding down '''CTRL''').&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
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ENDMAP&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Crawl variants]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Lava_Orc&amp;diff=28713</id>
		<title>Lava Orc</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Lava_Orc&amp;diff=28713"/>
				<updated>2014-05-14T20:18:29Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
{{flavour|These strange humanoids are made of living stone, with a unique heat-based metabolism. Ordinarily slow and hardy, when anything puts some stress on them, they literally fire up, turning into fast-moving lava. Outwardly, their shape mostly resembles that of Orcs, thus the name.&lt;br /&gt;
&lt;br /&gt;
They are unique in their ability to swim in lava: even the Djinn, while immune to fire, can't swim through a treacle of molten rock. In order to be able to use regular equipment, Lava Orcs have invented special fire-proof backpacks; vulnerable items like scrolls or books are not accessible when their owner is too hot.&lt;br /&gt;
&lt;br /&gt;
Many things can fire up their metabolism: facing multiple and/or dangerous enemies, being badly hurt, suffering fire damage, berserking, and obviously being submerged in lava. As their heat grows, Lava Orcs gain normal speed, become more accustomed to fire, have their stony skin soften, gain extra power when casting fire magic, become vulnerable to cold, speed up even more, and finally cause fire damage to all creatures in their presence.&lt;br /&gt;
&lt;br /&gt;
Lava Orcs make good melee fighters, preferring axes. They're pretty bad spellcasters, except for transmutations, fire and earth magic.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Conservation|Conserve scrolls]]: The chance of losing your scrolls to fire attacks is reduced by 90%.&lt;br /&gt;
*[[Saprovore 1]]: Lava Orcs can tolerate rotten meat if they are [[hungry]] or worse.&lt;br /&gt;
*Lava Orcs cannot memorize [[Ozocubu's Armour]].&lt;br /&gt;
*Lava Orcs gain a bonus when using orcish weapons and armour. For Lava Orcs, orcish armour impedes spellcasting less than other armours and improves their effective Armour skill. They deal slightly more damage with orcish weapons.&lt;br /&gt;
*Lava Orcs can worship [[Beogh]], but their '''Heat Aura''' will be suppressed.&lt;br /&gt;
&lt;br /&gt;
The following innate abilities depend on your character's temperature:&lt;br /&gt;
*Up to 4:&lt;br /&gt;
**'''Fire resistance 1''': rF+&lt;br /&gt;
**'''Stoneskin''': AC bonus of 2+0.2×XL&lt;br /&gt;
&lt;br /&gt;
*5 - 8:&lt;br /&gt;
**'''Fire resistance 1''': rF+&lt;br /&gt;
**'''Stoneskin''': AC bonus of 2+0.2×XL&lt;br /&gt;
&lt;br /&gt;
*9 - 10:&lt;br /&gt;
**'''Fire resistance 2''': rF++&lt;br /&gt;
**'''Lava boost''': [[Fire Magic]] and [[Earth Magic]] spells are enhanced, [[Ice Magic]] spells suffer a penalty&lt;br /&gt;
&lt;br /&gt;
*11 - 12:&lt;br /&gt;
**'''Fire resistance 3''': rF+++&lt;br /&gt;
**'''Cold vulnerability 1''': rC-&lt;br /&gt;
**'''Fire boost''': Fire Magic enhanced, Ice Magic penalized&lt;br /&gt;
&lt;br /&gt;
*13 - 14:&lt;br /&gt;
**'''Fire resistance 3''': rF+++&lt;br /&gt;
**'''Cold vulnerability 1''': rC-&lt;br /&gt;
**'''Fire boost''': Fire Magic enhanced, Ice Magic penalized&lt;br /&gt;
**'''Passive heat''': Any adjacent monster that attacks you in melee will suffer 0-4 points of [[fire]] damage (Ignores [[AC]] and [[EV]])&lt;br /&gt;
&lt;br /&gt;
*15+:&lt;br /&gt;
**'''Fire resistance 3''': rF+++&lt;br /&gt;
**'''Cold vulnerability 1''': rC-&lt;br /&gt;
**'''Fire boost''': Fire Magic enhanced, Ice Magic penalized&lt;br /&gt;
**'''Passive heat''': Any adjacent monster that attacks you in melee will suffer 0-4 points of [[fire]] damage (Ignores AC and EV)&lt;br /&gt;
**'''Heat aura''': You are surrounded by a fiery aura that burns any creature, friendly or not (0-10 fire damage, time-scaled)&lt;br /&gt;
**'''No scrolls''': You can't read [[scroll]]s (but books are allowed)&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
Lava Orcs are recommended for the following backgrounds: &lt;br /&gt;
*'''Warriors:''' [[Fighter]], [[Gladiator]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]], [[Abyssal Knight]], [[Death Knight]], [[Healer]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Fire Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] every 5th level.&lt;br /&gt;
*10% more [[HP]] than average.&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+3 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Lava Orcs receive the skills and equipment listed for their background, with these exceptions:&lt;br /&gt;
*[[Bread ration]]s are replaced by [[meat ration]]s.&lt;br /&gt;
*All weapons and armor are orcish quality, where such variants exist.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Beginner}}&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Lava Orc}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
A fired-up Lava Orc's fiery aura can make several types of enemies much easier to deal with (powerful [[derived undead|undead]], [[player ghost]]s, etc.), especially in the early game, when 0-10 damage is much more significant. The downside is that you have to wait while you warm up. Some tips include:&lt;br /&gt;
*Back up from (or even better, kite) powerful enemies while you're waiting for your temperature to rise.&lt;br /&gt;
*You can instantly superheat yourself by taking a dip in [[lava]] (though doing so takes about a turn and a half, giving fast enemies a free shot or two). You can also flee through the lava if you have trouble.&lt;br /&gt;
**Walking through [[shallow water]] will cool you off (and generate [[steam]] [[cloud]]s).&lt;br /&gt;
*Going [[berserk]] also instantaneously maxes out your heat.&lt;br /&gt;
*Strangely enough, [[fire]] and [[cold]] damage have no impact on your internal temperature. Don't assume that being covered in [[sticky flame]] will get you fired up faster!&lt;br /&gt;
&lt;br /&gt;
The ability to deal passive damage in melee combined with a Lava Orc's natural aptitude for [[axes]] makes them well-suited for a riskier combat style. While many characters will retreat into corridors to avoid getting swarmed, an axe-wielding Lava Orc can fling himself into a pack of enemies and cleave/burn his way to victory. Just be aware that getting surrounded by dangerous enemies can still be quite fatal for the careless.&lt;br /&gt;
&lt;br /&gt;
One disadvantage of your fiery metabolism is your relative inability to prevent yourself from heating up when facing powerful foes. This can be a disadvantage when you are facing something with powerful [[cold]] attacks (though many of those foes will have equal trouble with your fiery nature) or if you really need your natural AC boost. If you do need to cool off quickly, try walking through [[shallow water]], though this depends on having water nearby. Another downside is that your metabolism won't heat up for an enemy you can't sense, meaning you'll have just as much trouble dealing with invisible [[orc wizard]]s, [[unseen horror]]s, and [[Sigmund]] as anyone else.&lt;br /&gt;
&lt;br /&gt;
When facing lava orc [[player ghost]]s, be aware that they do not have a temperature system, and that their resistances were permanently determined by what they had in life when they died. As such, don't worry about them suddenly blasting fire at everything adjacent to them, speeding up, or gaining more fire resistance over the course of the fight.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Lava Orcs were considered for inclusion in [[0.13]], [[0.14]], and [[0.15]], but were ultimately removed before being included in any stable version.  Prior to 0.13, they had existed in Erocrawl, an experimental version of Crawl, for a long time (since around the [[0.9]]-era).  This was the same branch of Crawl that gave rise to [[octopode]]s.&lt;br /&gt;
&lt;br /&gt;
For a good portion of their development period, lava orcs had movement speed effects based on their temperature: although sluggish at low temperatures, the hotter they became, the faster they could move. This was removed while the species was still only available in trunk.&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Lava_Orc&amp;diff=28702</id>
		<title>Lava Orc</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Lava_Orc&amp;diff=28702"/>
				<updated>2014-05-14T19:06:46Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
{{flavour|These strange humanoids are made of living stone, with a unique heat-based metabolism. Ordinarily slow and hardy, when anything puts some stress on them, they literally fire up, turning into fast-moving lava. Outwardly, their shape mostly resembles that of Orcs, thus the name.&lt;br /&gt;
&lt;br /&gt;
They are unique in their ability to swim in lava: even the Djinn, while immune to fire, can't swim through a treacle of molten rock. In order to be able to use regular equipment, Lava Orcs have invented special fire-proof backpacks; vulnerable items like scrolls or books are not accessible when their owner is too hot.&lt;br /&gt;
&lt;br /&gt;
Many things can fire up their metabolism: facing multiple and/or dangerous enemies, being badly hurt, suffering fire damage, berserking, and obviously being submerged in lava. As their heat grows, Lava Orcs gain normal speed, become more accustomed to fire, have their stony skin soften, gain extra power when casting fire magic, become vulnerable to cold, speed up even more, and finally cause fire damage to all creatures in their presence.&lt;br /&gt;
&lt;br /&gt;
Lava Orcs make good melee fighters, preferring axes. They're pretty bad spellcasters, except for transmutations, fire and earth magic.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Conservation|Conserve scrolls]]: The chance of losing your scrolls to fire attacks is reduced by 90%.&lt;br /&gt;
*[[Saprovore 1]]: Lava Orcs can tolerate rotten meat if they are [[hungry]] or worse.&lt;br /&gt;
*Lava Orcs cannot memorize [[Ozocubu's Armour]].&lt;br /&gt;
*Lava Orcs gain a bonus when using orcish weapons and armour. For Lava Orcs, orcish armour impedes spellcasting less than other armours and improves their effective Armour skill. They deal slightly more damage with orcish weapons.&lt;br /&gt;
*Lava Orcs can worship [[Beogh]], but their '''Heat Aura''' will be suppressed.&lt;br /&gt;
&lt;br /&gt;
The following innate abilities depend on your character's temperature:&lt;br /&gt;
*Up to 4:&lt;br /&gt;
**'''Fire resistance 1''': rF+&lt;br /&gt;
**'''Stoneskin''': AC bonus of 2+0.2×XL&lt;br /&gt;
&lt;br /&gt;
*5 - 8:&lt;br /&gt;
**'''Fire resistance 1''': rF+&lt;br /&gt;
**'''Stoneskin''': AC bonus of 2+0.2×XL&lt;br /&gt;
&lt;br /&gt;
*9 - 10:&lt;br /&gt;
**'''Fire resistance 2''': rF++&lt;br /&gt;
**'''Lava boost''': [[Fire Magic]] and [[Earth Magic]] spells are enhanced, [[Ice Magic]] spells suffer a penalty&lt;br /&gt;
&lt;br /&gt;
*11 - 12:&lt;br /&gt;
**'''Fire resistance 3''': rF+++&lt;br /&gt;
**'''Cold vulnerability 1''': rC-&lt;br /&gt;
**'''Fire boost''': Fire Magic enhanced, Ice Magic penalized&lt;br /&gt;
&lt;br /&gt;
*13 - 14:&lt;br /&gt;
**'''Fire resistance 3''': rF+++&lt;br /&gt;
**'''Cold vulnerability 1''': rC-&lt;br /&gt;
**'''Fire boost''': Fire Magic enhanced, Ice Magic penalized&lt;br /&gt;
**'''Passive heat''': Any adjacent monster that attacks you in melee will suffer 0-4 points of [[fire]] damage (Ignores [[AC]] and [[EV]])&lt;br /&gt;
&lt;br /&gt;
*15+:&lt;br /&gt;
**'''Fire resistance 3''': rF+++&lt;br /&gt;
**'''Cold vulnerability 1''': rC-&lt;br /&gt;
**'''Fire boost''': Fire Magic enhanced, Ice Magic penalized&lt;br /&gt;
**'''Passive heat''': Any adjacent monster that attacks you in melee will suffer 0-4 points of [[fire]] damage (Ignores AC and EV)&lt;br /&gt;
**'''Heat aura''': You are surrounded by a fiery aura that burns any creature, friendly or not (0-10 fire damage, time-scaled)&lt;br /&gt;
**'''No scrolls''': You can't read [[scroll]]s (but books are allowed)&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
Lava Orcs are recommended for the following backgrounds: &lt;br /&gt;
*'''Warriors:''' [[Fighter]], [[Gladiator]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]], [[Abyssal Knight]], [[Death Knight]], [[Healer]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Fire Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] every 5th level.&lt;br /&gt;
*10% more [[HP]] than average.&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+3 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Lava Orcs receive the skills and equipment listed for their background, with these exceptions:&lt;br /&gt;
*[[Bread ration]]s are replaced by [[meat ration]]s.&lt;br /&gt;
*All weapons and armor are orcish quality, where such variants exist.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Beginner}}&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Lava Orc}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
A fired-up Lava Orc's fiery aura can make several types of enemies much easier to deal with (powerful [[derived undead|undead]], [[player ghost]]s, etc.), especially in the early game, when 0-10 damage is much more significant. The downside is that you have to wait while you warm up. Some tips include:&lt;br /&gt;
*Back up from (or even better, kite) powerful enemies while you're waiting for your temperature to rise.&lt;br /&gt;
*You can instantly superheat yourself by taking a dip in [[lava]] (though doing so takes about a turn and a half, giving fast enemies a free shot or two). You can also flee through the lava if you have trouble.&lt;br /&gt;
**Walking through [[shallow water]] will cool you off (and generate [[steam]] [[cloud]]s).&lt;br /&gt;
*Going [[berserk]] also instantaneously maxes out your heat.&lt;br /&gt;
*Strangely enough, [[fire]] and [[cold]] damage have no impact on your internal temperature. Don't assume that being covered in [[sticky flame]] will get you fired up faster!&lt;br /&gt;
&lt;br /&gt;
The ability to deal passive damage in melee combined with a Lava Orc's natural aptitude for [[axes]] makes them well-suited for a riskier combat style. While many characters will retreat into corridors to avoid getting swarmed, an axe-wielding Lava Orc can fling himself into a pack of enemies and cleave/burn his way to victory. Just be aware that getting surrounded by dangerous enemies can still be quite fatal for the careless.&lt;br /&gt;
&lt;br /&gt;
One disadvantage of your fiery metabolism is your relative inability to prevent yourself from heating up when facing powerful foes. This can be a disadvantage when you are facing something with powerful [[cold]] attacks (though many of those foes will have equal trouble with your fiery nature) or if you really need your natural AC boost. If you do need to cool off quickly, try walking through [[shallow water]], though this depends on having water nearby. Another downside is that your metabolism won't heat up for an enemy you can't sense, meaning you'll have just as much trouble dealing with invisible [[orc wizard]]s, [[unseen horror]]s, and [[Sigmund]] as anyone else.&lt;br /&gt;
&lt;br /&gt;
When facing lava orc [[player ghost]]s, be aware that they do not have a temperature system, and that their resistances were permanently determined by what they had in life when they died. As such, don't worry about them suddenly blasting fire at everything adjacent to them, speeding up, or gaining more fire resistance over the course of the fight.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Lava Orcs were considered for inclusion in [[0.13]], [[0.14]], and [[0.15]], but were ultimately removed before being included in any stable version.  Prior to 0.13, they had existed in Erocrawl, an experimental version of Crawl for a long time (since around the [[0.9]]-era).  This was the same branch of Crawl that gave birth to [[octopode]]s.&lt;br /&gt;
&lt;br /&gt;
For a good portion of their development period, lava orcs had movement speed effects based on their temperature: although sluggish at low temperatures, the hotter they became, the faster they could move. This was removed while the species was still only available in trunk.&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Portal&amp;diff=25990</id>
		<title>Talk:Portal</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Portal&amp;diff=25990"/>
				<updated>2014-04-02T00:09:10Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Trunk, just encountered a portal on Level 5 that transports one to a &amp;quot;shrine&amp;quot; filled with zombies, the hardest of which are centaur zombies. --[[User:Kernmantle|Kernmantle]] ([[User talk:Kernmantle|talk]]) 22:49, 1 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
:Are you playing the &amp;quot;nostalgia&amp;quot; version of Crawl?  That's the April Fool's thing this year, to reintegrate a lot of removed content.  So we may want to wait a day before adding anything... -[[User:Ion frigate|Ion frigate]] ([[User talk:Ion frigate|talk]]) 00:07, 2 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
::That being said, all the nostalgia stuff was in the game at some point way way way back when, right? I was actually wondering if this would motivate you to add something for the Shrine, whatever that may have been :P  --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 00:44, 2 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
:::I actually don't recognize it offhand.  Maybe it was an old ossuary vault?  I would love to find a .des of this though. -[[User:Ion frigate|Ion frigate]] ([[User talk:Ion frigate|talk]]) 02:09, 2 April 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Reaper&amp;diff=25989</id>
		<title>Reaper</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Reaper&amp;diff=25989"/>
				<updated>2014-04-02T00:08:23Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=reaper&lt;br /&gt;
|glyph={{LightGrey|2}}&lt;br /&gt;
|tile=[[File:Reaper.png]]&lt;br /&gt;
|flags={{Fighter flag}}&amp;lt;br&amp;gt;{{See invisible flag}}&amp;lt;br&amp;gt;{{Speaks flag}}&lt;br /&gt;
|resistances={{Cold resistance}}, {{Poison resistance}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance}}&lt;br /&gt;
|vulnerabilities={{Holy vulnerability 2}}, {{Holy wrath vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=1481&lt;br /&gt;
|holiness={{Demonic}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=56-98&lt;br /&gt;
|avg_hp=77&lt;br /&gt;
|armour_class=15&lt;br /&gt;
|evasion=10&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 10&lt;br /&gt;
|size={{Medium}}&lt;br /&gt;
|item_use={{Starting equipment}}&amp;lt;br&amp;gt;{{Open doors}}&lt;br /&gt;
|attack1=45 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=14&lt;br /&gt;
|base_hp=3&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{High intelligence}}&lt;br /&gt;
|genus=reaper&lt;br /&gt;
|species=reaper&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A skeletal form wielding a giant scythe.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It has come for your soul!}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Reapers''' are [[tier-2 demon]]s armed with randomly [[brand]]ed [[scythe]]s. They lack magic, but have decent lasting power and their [[reaching]] melee attacks can deal heavy damage, especially if their scythes are branded with something brutal. They can normally be found in [[the Abyss]], [[Pandemonium]], and the [[Hell]]s (most often in [[the Iron City of Dis]]), but they also appear on occasion as the result of [[Necromancy]] [[miscast effect#Necromancy|miscast effects]] or [[list of mummies|mummy]] [[death curse]]s. Some monsters can also summon them through the [[Summon Greater Demon]] spell.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Their reaching attacks hit even harder than [[stone giant]]s, and they have similar lasting power. Respect them, particularly if you encounter them early (e.g. through a Necromancy miscast).&lt;br /&gt;
*While melee fighters shouldn't have much trouble with them on their own, they can be devastating when allowed to attack from the back row while you deal with more immediate opponents. Be especially careful if their weapon brand suddenly turns out to be [[chaos]] or [[distortion]].&lt;br /&gt;
*Tiles players (and those who read monster descriptions) should beware: no matter how undead this monster looks/sounds, it is not.  [[Dispel Undead]] will have no effect.&lt;br /&gt;
&lt;br /&gt;
[[Category:Demon]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Portal&amp;diff=25987</id>
		<title>Talk:Portal</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Portal&amp;diff=25987"/>
				<updated>2014-04-01T22:07:59Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Trunk, just encountered a portal on Level 5 that transports one to a &amp;quot;shrine&amp;quot; filled with zombies, the hardest of which are centaur zombies. --[[User:Kernmantle|Kernmantle]] ([[User talk:Kernmantle|talk]]) 22:49, 1 April 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
:Are you playing the &amp;quot;nostalgia&amp;quot; version of Crawl?  That's the April Fool's thing this year, to reintegrate a lot of removed content.  So we may want to wait a day before adding anything... -[[User:Ion frigate|Ion frigate]] ([[User talk:Ion frigate|talk]]) 00:07, 2 April 2014 (CEST)&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Lindwurm&amp;diff=25884</id>
		<title>Talk:Lindwurm</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Lindwurm&amp;diff=25884"/>
				<updated>2014-03-28T20:36:39Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I wonder if the fire breath is actually a spell or a breath weapon?&lt;br /&gt;
:The distinction is blurry and not very meaningful.  Some monsters (including lindwurms and fire dragons) have their breath weapons implemented as a special, non-spell ability, while others (such as iron and golden dragons) have their breath weapons implemented as non-silenceable, &amp;quot;fake&amp;quot; spells.  Antimagic doesn't affect either type: it doesn't affect non-spell abilities, and the &amp;quot;fake spells&amp;quot; tag on casters specifically prevents them from being affected by antimagic.  Honestly it's one of those distinctions that seems like a relic of earlier times; there are a few other such spell-duplicating non-spell abilities, like crimson imps' blink and Snorg's berserk.  Personally I wonder why they haven't just been made into spells.&lt;br /&gt;
:Oh, and you can tell if a monster's breath weapon or what have you is implemented as a spell or not by looking at the wiki page.  If it has the spell template, it's a spell; otherwise, it's an ability.  The bot that compiles monster spells doesn't catch abilities. -[[User:Ion frigate|Ion frigate]] ([[User talk:Ion frigate|talk]]) 21:35, 28 March 2014 (CET)&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Lindwurm&amp;diff=25883</id>
		<title>Talk:Lindwurm</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Lindwurm&amp;diff=25883"/>
				<updated>2014-03-28T20:35:58Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I wonder if the fire breath is actually a spell or a breath weapon?&lt;br /&gt;
:The distinction is blurry and not very meaningful.  Some monsters (including lindwurms and fire dragons) have their breath weapons implemented as a special, non-spell ability, while others (such as iron and golden dragons) have their breath weapons implemented as non-silenceable, &amp;quot;fake&amp;quot; spells.  Antimagic doesn't affect either type: it doesn't affect non-spell abilities, and the &amp;quot;fake spells&amp;quot; tag on casters specifically prevents them from being affected by antimagic.  Honestly it's one of those distinctions that seems like a relic of earlier times; there are a few other such non-spell abilities, like crimson imps' blink and Snorg's berserk.  Personally I wonder why they haven't just been made into spells.&lt;br /&gt;
:Oh, and you can tell if a monster's breath weapon or what have you is implemented as a spell or not by looking at the wiki page.  If it has the spell template, it's a spell; otherwise, it's an ability.  The bot that compiles monster spells doesn't catch abilities. -[[User:Ion frigate|Ion frigate]] ([[User talk:Ion frigate|talk]]) 21:35, 28 March 2014 (CET)&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Stats&amp;diff=25872</id>
		<title>Talk:Stats</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Stats&amp;diff=25872"/>
				<updated>2014-03-28T00:55:39Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Possible issue with nagas - it seems tat the stats are incorrect for them. NaWz is getting 9/18/9 as stats upon beginning&lt;br /&gt;
&lt;br /&gt;
:If I had access to a machine with the offline version installed, I'd just start running nagas and see if I could determine the actual modifiers that way, but I suspect a code diver could figure it out without spread sheet crunching. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 14:14, 27 March 2014 (CET)&lt;br /&gt;
:disregard this, it is &amp;quot;2 + specie stats + class stats&amp;quot; so this way it is perfectly nice. on the other hand, for the sace of clarity it might be easier to just put already adjusted numbers into the table&lt;br /&gt;
&lt;br /&gt;
::Seconded on putting the +2 into the stats.  I originally left it out because that's how it was in the source code and the learndb (it was a remnant of randomized stats), but it actually has since been changed on both I believe.  Definitely on the learndb, and it's probably best to be consistent with that. -[[User:Ion frigate|Ion frigate]] ([[User talk:Ion frigate|talk]]) 01:55, 28 March 2014 (CET)&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Claymore&amp;diff=25855</id>
		<title>Claymore</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Claymore&amp;diff=25855"/>
				<updated>2014-03-26T23:24:12Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{weapon&lt;br /&gt;
 |name      = Claymore&lt;br /&gt;
 |cost      = ?&lt;br /&gt;
 |weight    = 26.0&lt;br /&gt;
 |skill     = Long Blades&lt;br /&gt;
 |damage    = 19&lt;br /&gt;
 |accuracy  = -4&lt;br /&gt;
 |basedelay = 19 (190%)&lt;br /&gt;
 |mindelay  = 7 at skill 24&lt;br /&gt;
 |hands     = 2H&lt;br /&gt;
 |size      = Large&lt;br /&gt;
 |damtype   = Slicing&lt;br /&gt;
 |ranged    = No&lt;br /&gt;
 |acquirement = 2&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A massive sword, that requires two hands to even hold, and great strength and skill to use effectively. Needless to say, once a swordsman grows mighty enough to comfortably wield it, it is a weapon second to none.}}&lt;br /&gt;
&lt;br /&gt;
'''Claymores''' are the ultimate [[long blades|long blade]].  They do more damage than almost any other weapon in the game (barring their [[blessed weapon|blessed counterpart]]s and [[giant spiked club]]s), but require a heavy skill investment to use quickly or accurately.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! Claymore || Ego/Randart Claymore || Blessed Claymore || [[Plutonium Sword]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Claymore.png]] || [[File:Claymore2.png]] || [[File:Claymore3.png]] || [[File:Old - plutonium sword.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Claymores were introduced in [[0.14]], replacing [[triple sword]]s. This change initially involved a slight boost to their base damage, but was changed to simply be a change of flavour (name, description, tiles).&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Claymore&amp;diff=25854</id>
		<title>Claymore</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Claymore&amp;diff=25854"/>
				<updated>2014-03-26T22:24:10Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{weapon&lt;br /&gt;
 |name      = Claymore&lt;br /&gt;
 |cost      = ?&lt;br /&gt;
 |weight    = 26.0&lt;br /&gt;
 |skill     = Long Blades&lt;br /&gt;
 |damage    = 19&lt;br /&gt;
 |accuracy  = -4&lt;br /&gt;
 |basedelay = 19 (190%)&lt;br /&gt;
 |mindelay  = 7 at skill 24&lt;br /&gt;
 |hands     = 2H&lt;br /&gt;
 |size      = Large&lt;br /&gt;
 |damtype   = Slicing&lt;br /&gt;
 |ranged    = No&lt;br /&gt;
 |acquirement = 2&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A massive sword, that requires two hands to even hold, and great strength and skill to use effectively. Needless to say, once a swordsman grows mighty enough to comfortably wield it, it is a weapon second to none.}}&lt;br /&gt;
&lt;br /&gt;
'''Claymores''' are the ultimate [[long blades|long blade]].  They do more damage than almost any other weapon in the game (barring their [[blessed weapon|blessed counterpart]]s and [[giant spiked club]]s), but require a heavy skill investment to use quickly or accurately.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! Claymore || Ego/Randart Claymore || Blessed Claymore || [[Plutonium Sword]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Claymore.png]] || [[File:Claymore2.png]] || [[File:Claymore3.png]] || [[File:Old - plutonium sword.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Claymores were introduced in [[0.14]], replacing [[triple sword]]s. This change initially involved a slight boost to their base damage, but was changed to simply be a rename.&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Triple_sword&amp;diff=25853</id>
		<title>Triple sword</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Triple_sword&amp;diff=25853"/>
				<updated>2014-03-26T22:23:08Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{weapon&lt;br /&gt;
 |name      = Triple sword&lt;br /&gt;
 |cost      = ?&lt;br /&gt;
 |weight    = 26.0&lt;br /&gt;
 |skill     = Long Blades&lt;br /&gt;
 |damage    = 19&lt;br /&gt;
 |accuracy  = -4&lt;br /&gt;
 |basedelay = 19 (190%)&lt;br /&gt;
 |mindelay  = 7 at skill 24&lt;br /&gt;
 |hands     = 2H&lt;br /&gt;
 |size      = Large&lt;br /&gt;
 |damtype   = Slicing&lt;br /&gt;
 |ranged    = No&lt;br /&gt;
 |acquirement = 2&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A magical weapon with three great razor-sharp blades. According to legend, a master forger created a sword with two blades at the facetious suggestion of a knight, who, finding that the resulting blade was quite functional, jovially quipped, &amp;quot;Ah, very good, but could you make a *triple* sword?&amp;quot; When the answer turned out to be yes, the knight was too shocked to ask about the possibilities of a quadruple sword.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Quemadmodum gladius neminem occidit: occidentus telum est.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;A sword by itself does not slay; it is merely the weapon used by the slayer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Lucius Annaeus Seneca, _Epistulae Morales ad Lucilium_, Letter LXXXVII: Some arguments in favor of the simple life, l. 30. ca. 65 A.D.&amp;lt;br&amp;gt;&lt;br /&gt;
trans. Richard Mott Gummere, 1917.}}&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|This weapon falls into the '[[Long Blades]]' category. It is a two handed weapon.}}&lt;br /&gt;
&lt;br /&gt;
'''Triple swords''' are the most powerful [[Long Blades]] in the game. While they are extremely rare and require considerable skill to use effectively, they are nonetheless excellent for slicing through enemies of all sorts. They have the highest base damage of any weapon wieldable by normal-sized races, but they lack the special abilities of an [[executioner's axe]] or a [[bardiche]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! Triple sword || [[Plutonium Sword]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Triple sword.png]] || [[File:Plutonium sword.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
In [[0.14]], these will be renamed [[claymore]]s.&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Sewers&amp;diff=25664</id>
		<title>The Sewers</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Sewers&amp;diff=25664"/>
				<updated>2014-03-20T05:04:56Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: /* Useful Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version012}}&lt;br /&gt;
{{Flavour|Every inhabited place needs to dispose of its waste products. The Dungeon too has its stinking sewers and drains, full of filthy water and ignored by most but used as hideaways by the disgusting and the desperate. Old tales speak of dangerous creatures stalking through the foul-smelling green water, preying on each other without mercy. The tales also allude to valuable items accidentally washed into the drainage tunnels, forgotten and left to grow mouldy in the damp caverns.&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|Every settlement brings forth the unpleasant sewers and drains, ignored by most but hideaways for others. Old tales speak of dangerous creatures, bathing in disgustingly green water, preying on each other without mercy. The tales also tell of the valuable items left by daring and unfortunate visitors, left to collect dust in the damp caverns. You have an uncanny feeling that the drain will fall apart rather soon.}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
[[File:Sewer portal.png]]'''The Sewers''' are a special level marked by a [[portal]] entrance (&amp;quot;a glowing drain&amp;quot;) surrounded by dirty green and blue water.  It will rust away after a period of time, so make sure you enter as soon as you find it! This entrance is guarded by various rats and snakes; if you see a gray rat, you're almost certainly close.&lt;br /&gt;
&lt;br /&gt;
The monsters found in the sewers are mostly aquatic monsters with a minor in poisoning. Depending on which layout you get, the monsters spawned will be different. You are guaranteed to get [[giant newt]]s, [[ball python]]s, and [[adder]]s. Other possibilities include:&lt;br /&gt;
*Many layouts have [[rat]]s, [[grey rat]]s, and [[green rat]]s. [[Orange rat]]s are also possible, and should be handled with care.&lt;br /&gt;
*Sometimes there are rooms with several [[kobold]]s and [[big kobold]]s, guarding a little treasure.&lt;br /&gt;
*Some of the more dangerous endings have [[mermaid]]s and [[siren]]s (though these are &amp;quot;malarious&amp;quot; and &amp;quot;sickly&amp;quot; versions that have significantly lower [[HD]]), [[jelly|jellies]], [[giant frog]]s, [[crocodile]]s, or [[giant slug]]s.&lt;br /&gt;
*The unique [[troll (monster)|troll]] [[Purgy]] can sometimes be found in the sewers.&lt;br /&gt;
&lt;br /&gt;
Hence, doing the sewers without a means to cure poison, destroy monsters in a single hit, or kill things from a distance is rather foolish.&lt;br /&gt;
&lt;br /&gt;
Loot only appears at the ending, in small chambers along the path, or in kobold rooms. Mermaid endings generally do not have much loot, while jelly/frog endings have loot ranging from [[evocable items]], [[magical staff|magical staves]], and [[randarts]] to stacks of potions such as [[potion of cure mutation|cure mutation]]. Sometimes there is an altar to [[Elyvilon]] or [[Zin]], perhaps with potions scattered about. Frequently there's a deep-water route to more treasure; [[merfolk]], [[tengu]], [[octopode]]s, or grey [[draconian]]s might go for that, but other characters will have to depend on a [[ring of flight|ring]] or [[potion of flight|potions of flight]], which can be risky.&lt;br /&gt;
&lt;br /&gt;
There are always readily accessible exit gates in case you're overwhelmed, but as with most portal levels, once you leave, you cannot return.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Remember that enemies that are not amphibious are easier to defeat if you face them while they're standing in shallow water. This is very useful for taking out big kobolds (assuming they don't simply kill you at range with [[dart]]s and [[needle]]s).&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''Portal Timeout Messages'''&amp;lt;br&amp;gt;1st: &amp;quot;The drain is slowly rusting away.&amp;quot;&amp;lt;br&amp;gt;2nd: &amp;quot;The drain is rusting away.&amp;quot;&amp;lt;br&amp;gt;3rd: &amp;quot;The drain is quickly rusting away.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
*[[Ball python]]&lt;br /&gt;
*[[Adder]]&lt;br /&gt;
*[[Rat]]&lt;br /&gt;
*[[Grey rat]]&lt;br /&gt;
*[[Green rat]]&lt;br /&gt;
*[[Orange rat]]&lt;br /&gt;
*[[Giant newt]]&lt;br /&gt;
*[[Giant frog]]&lt;br /&gt;
*[[Crocodile]]&lt;br /&gt;
*[[Kobold]]&lt;br /&gt;
*[[Big kobold]]&lt;br /&gt;
*[[Big fish]]&lt;br /&gt;
*[[Jelly]]&lt;br /&gt;
*[[Giant slug]]&lt;br /&gt;
&lt;br /&gt;
===Sewer Variant Monsters===&lt;br /&gt;
*Malarious [[mermaid]] (only 3 HD)&lt;br /&gt;
*Sickly [[siren]] (only 3 HD)&lt;br /&gt;
&lt;br /&gt;
===Uniques===&lt;br /&gt;
*[[Purgy]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Volcano&amp;diff=25663</id>
		<title>Volcano</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Volcano&amp;diff=25663"/>
				<updated>2014-03-20T05:04:11Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flavour|Built from enormous blocks of obsidian, this sweltering chamber may once have served as a temple to some strange deity, or perhaps the dwelling of a mighty fire giant. The air shimmers with oppressive heat, and the dull roar of the volcano's heart never ceases.&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|Leading directly into the rock is a dark and forbidding tunnel. Every so often air, hot enough to singe your face, blasts from within, and, as though triggered by the air, rocks fall from the roof and sides of the tunnel, slowly filling the entry.}}&lt;br /&gt;
&lt;br /&gt;
The '''volcano''' is a single-floor mini-[[branch]] one can reach via a timed [[portal]] that shows up in the early- to mid-game ([[the Lair]] or the [[Orcish Mines]] may have such entrances). The volcano usually contains [[fire]]-themed monsters and loot, but may also feature the undead, various humanoids, a surprising number of [[toenail golem]]s, and the occasional [[unique]]. Its most defining feature is that it occasionally erupts, with predictably dreadful results.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Although some variation is possible, the volcano generally consists of a small entrance area, a large central chamber with a [[lava]] pool taking up much of the area, in the center of which is a stone- or metal-[[wall]]ed chamber filled with fire-themed loot and powerful monsters. Other formats can incorporate twisting, narrow passages or a small central chamber with multiple branches each containing small piles of loot. One possible layout is a stone structure that is completely shielded from the volcano; eruptions here will instead collapse portions of the roof, sealing off the treasure chambers one by one (move quickly if you want to get the treasure; [[Apportation]] and [[Haste]] will both help).&lt;br /&gt;
&lt;br /&gt;
Be aware of the message, &amp;quot;The air gets thick with the scent of sulphur.&amp;quot; This means that large portions of the volcano will soon be filling with fire [[cloud]]s, and in some maps will cause new rock walls to form. If this happens, you may need [[levitation]] and [[dig]] to fully explore certain maps.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Even a single rank of [[fire]] resistance can make a big difference. Pile it on as best you can. If you lack it, be aware that much of the loot found here will provide it (though you'll probably have to fight your way through to get at it).&lt;br /&gt;
*If you have [[Mephitic Cloud]], you can avoid eruptions easily by creating mephitic clouds on yourself before the eruption occurs. New clouds cannot form on tiles that already have existing clouds. Just don't wander around while [[confuse]]d.&lt;br /&gt;
*[[Conservation]] will protect your [[scroll]]s fairly well, but it's probably wisest to drop off any valuable ones you're carrying before going in.&lt;br /&gt;
*Most things found here will be weak against [[cold]], though mummies instead fear fire.&lt;br /&gt;
*[[Stealth]] helps tremendously here, giving you the option of ignoring all those pesky monsters living in the lava which really don't pay off when killed.&lt;br /&gt;
*[[Confusion]] can be absolutely lethal if you can hit an enemy standing by the edge of the lava with it. Although time-consuming, this CAN allow you to avoid [[death curse]]s.&lt;br /&gt;
&lt;br /&gt;
===Timeout Messages===&lt;br /&gt;
{{crawlquote|1st: &amp;quot;Rocks fall inside the tunnel.&amp;quot;&amp;lt;br&amp;gt;2nd: &amp;quot;Debris falls inside the tunnel, filling the entry.&amp;quot;&amp;lt;br&amp;gt;3rd: &amp;quot;Rocks fall inside the tunnel, blocking the entry.&amp;quot;&amp;lt;br&amp;gt;4th: &amp;quot;Rocks have almost completely blocked the tunnel.&amp;quot;&amp;lt;br&amp;gt;Final: &amp;quot;There is a deep roar within the tunnel. Moments later, a river of lava pours forth, sealing it permanently.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
== Monsters ==&lt;br /&gt;
&lt;br /&gt;
*[[Lava snake]]&lt;br /&gt;
*[[Lava fish]]&lt;br /&gt;
*[[Lava worm]]&lt;br /&gt;
*[[Fire bat]]&lt;br /&gt;
*[[Lindwurm]]&lt;br /&gt;
*[[Fire elemental]]&lt;br /&gt;
*[[Fire vortex]]&lt;br /&gt;
*[[Clay golem]]&lt;br /&gt;
*[[Toenail golem]]&lt;br /&gt;
*[[Big kobold]]&lt;br /&gt;
*[[Human (monster)|Human]]&lt;br /&gt;
*[[Centaur (monster)|Centaur]]&lt;br /&gt;
*[[Centaur warrior]]&lt;br /&gt;
*[[Minotaur]]&lt;br /&gt;
*[[Ogre]]&lt;br /&gt;
*[[Two-headed ogre]]&lt;br /&gt;
*[[Ogre mage]]&lt;br /&gt;
*[[Flaming corpse]]&lt;br /&gt;
*[[Molten gargoyle]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;br /&gt;
[[Category:Dungeon Branches]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=CrawlWiki:Community_portal&amp;diff=25573</id>
		<title>CrawlWiki:Community portal</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=CrawlWiki:Community_portal&amp;diff=25573"/>
				<updated>2014-03-15T15:12:59Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: /* Development stop? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Community}}&lt;br /&gt;
&lt;br /&gt;
{{register header}}&lt;br /&gt;
&lt;br /&gt;
Welcome! Use this page to discuss general topics about the Crawl Wiki. If you want to discuss a topic that is specific about playing [[Dungeon Crawl]], please consider discussing it in a relevant wiki page or on a forum (e.g. [https://crawl.develz.org/tavern/ The Tavern]). If you are looking for things to do, check out the [[how to help]] page or the [[current projects]]. &lt;br /&gt;
&lt;br /&gt;
Old Discussions:&lt;br /&gt;
&lt;br /&gt;
*[[/Archive 1]]: August 2012 – June 2013&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start a new section on the bottom of this page for each topic.&lt;br /&gt;
&lt;br /&gt;
==Backgrounds==&lt;br /&gt;
Just curious why the [[background]] article is separate from the [[list of backgrounds]]. There is probably a good reason for this I'm just foolishly not seeing it. If not, any thoughts about merging the two? One article to reference both doesn't look overly large. [[User:Buddy23Lee|Buddy23Lee]] 01:27, 3 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
:No reason at all! At least no substantial one. A lot of the original site framework has just stuck around due to being grandfathered in, and if it looks unreasonable, there is a good (but not 100%) chance that it's just been overlooked by others all this time. I think merging those two tiny pages makes sense, with [[List of backgrounds]] being turned into a redirect to [[Backgrounds#List of Backgrounds]]. Knock yourself out BL. --[[User:MoogleDan|MoogleDan]] 02:09, 3 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
::Thanks MoogleDan. I just wanted to make sure those types of merges aren't too controversial. I'm still trying to figure out if this wiki is better off with fewer, more centralized articles, or a larger number of smaller, more specific articles. Maybe I'm just overthinking things? [[User:Buddy23Lee|Buddy23Lee]] 02:18, 3 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
==MediaWiki engine upgrade and new extensions==&lt;br /&gt;
Yesterday our server administrator ([[User:Epyon]]) upgraded our version of MediaWiki, the software that runs Crawl Wiki. We now have some new extensions including Parser Functions, Pipe Escape, Scribundo and Semantic MediaWiki. Other new stuff can be seen at [[Special:Version]]. --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 15:31, 15 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
:Excellent news! --[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 20:44, 15 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
The [https://www.mediawiki.org/wiki/Extension:Cite/Cite.php Cite] extension has also been added. This allows us to use the &amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt; and &amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt; tag for easier citing. --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 14:49, 16 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
:It seems that there is something broken after the upgrade. I tried to upload a file and got this error message:&lt;br /&gt;
 Could not create directory &amp;quot;mwstore://local-backend/local-public/7/70.&lt;br /&gt;
--[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 23:07, 19 August 2013 (CEST)&lt;br /&gt;
:: Looks like its fixed now. --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 20:28, 21 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Item articles reconciliation==&lt;br /&gt;
&lt;br /&gt;
I was thinking of trying to merge [[Item]] with [[Items]] as they are obviously trying to describe the same thing. Does anyone care if I change [[Items]] into a redirect of [[Item]]? It's a decent length article, but looks like it's just copy &amp;amp; pasted content at present. --[[User:Buddy23Lee|Buddy23Lee]] ([[User talk:Buddy23Lee|talk]]) 21:36, 19 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
:No need to ask. --[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 23:07, 19 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
==Opening up registrations/edits==&lt;br /&gt;
Just curious, are we still planning to open up the registrations/edits? And if so, in which form? --[[User:Lokkij|Lokkij]] ([[User talk:Lokkij|talk]]) 00:00, 21 August 2013 (CEST)&lt;br /&gt;
: Kornel said he is still looking into it... not sure when it will come =/ --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 20:02, 21 August 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Joining a clan in tournament ==&lt;br /&gt;
I'm considering to join a clan leader in tournament 0.13. Possible up to 19th Octobre says the online rule page. I'm not knowing anyone (beyond the available stats at http://dobrazupa.org/tournament/0.13/players/). Is it enough to write the clan captain's name in my rc file? Will he perceive that? Are there other ways to ask someone suitable in the list. Naturally I'm quite modest and won't ask a team that is in the top ten of clans. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 19:11, 18 October 2013 (CEST)&lt;br /&gt;
:Yep! Write it like the [http://dobrazupa.org/rcfiles/crawl-0.13/Flun.rc first line in my rc] --[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 00:03, 19 October 2013 (CEST)&lt;br /&gt;
::I chose Clan *Silence of the Lamias* and wrote # Teamcaptain Drone in my rc file. Just like I remembered of last year. If I did copy/adapt your first line I would make myeself a team captain, isn't it? -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 08:48, 19 October 2013 (CEST)&lt;br /&gt;
::: Yep, [http://dobrazupa.org/tournament/0.13/clans/drone.html here] is your clan profile.--[[User:Flun|Flun]] ([[User talk:Flun|talk]]) 14:46, 19 October 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== new version pictures' repository ==&lt;br /&gt;
Where would I have to look for the [[decks]] icon images? They are missing a while now. Developers' image (new version) repository is where? - BTW this Community portal page could have another archivising clean up, isn't it?  It's filled with old stuff. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 20:28, 4 November 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
: In the [http://crawl.develz.org/wordpress/downloads source code]. They are created dynamically by combining several images in the [http://git.develz.org/?p=crawl.git;a=tree;f=crawl-ref/source/rltiles/item/misc;h=e283f8fe12bdc49d3360d5f33c537b25597da8f5;hb=refs/heads/stone_soup-0.13 source/rltiles/item/misc] folder. --[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 21:15, 4 November 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
::Thank you for the location. I downloaded the pictures under &amp;quot;raw&amp;quot;. But they seem to give only the deck type specific symbols. The deck frame picture is not included. -  Further on I found out: the &amp;lt;nowiki&amp;gt;[[Template:Item]]&amp;lt;/nowiki&amp;gt; is the right one. There you find the lines: &amp;quot;! align=&amp;quot;left&amp;quot; | Icon | [[File:{{lc:{{PAGENAME}}.png}}|32px]]&amp;quot;. I'm not sure how to insert the correct pagename.png. Please help out experienced operators! -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 22:15, 4 November 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
:::There are three base images. One for each kind of deck: plain (misc_deck.png), ornate (misc_deck_rare.png), and legendary (misc_deck_legendary.png). I have used the plain one. The way to obtain the correct names was clicking the red links.  --[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 23:46, 4 November 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
== DECj guide ==&lt;br /&gt;
Hi everyone! I'm new here, but I'd like to share my playing experience, so I've made this guide: [[MistyMan's Deep Elf Conjurer of Vehumet guide]]. If people think it can be useful I'll put up appropriate interwiki.--[[User:MistyMan|MistyMan]] ([[User talk:MistyMan|talk]]) 16:37, 17 December 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
== Development stop? ==&lt;br /&gt;
&lt;br /&gt;
I noticed that since 26 february 2014 no new 0.14a trunk versions have been published. Anybody of you who knows background? Has development completely stoped? Major devel team breakdown? Creative timeout only? -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 12:08, 15 March 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
:CDO was migrated to new servers starting then, and still is in the process of being migrated.  I'm guessing that putting out nightly builds is something that is still being migrated.  It also may be a lower priority, since the stable release of 0.14 is coming up soon (so 0.14a is about to branch off into 0.15 and 0.14 anyway).  But development is definitely [https://gitorious.org/crawl/crawl/activities still ongoing], and I imagine that if you play online you can get access to the latest trunk. -[[User:Ion frigate|Ion frigate]] ([[User talk:Ion frigate|talk]]) 16:12, 15 March 2014 (CET)&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Formicid&amp;diff=25559</id>
		<title>Formicid</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Formicid&amp;diff=25559"/>
				<updated>2014-03-13T01:19:20Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: /* Innate Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version-trunk}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
''This page covers the player [[species]]. For the monster, see [[Formicid (monster)]].''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Formicids are a species of humanoid ants. Just like their tiny insect ancestors, the Formicids are well adept at earth work, both on the physical and magical sides. Their abilities have been used to tunnel immense underground communities and structures, many of which are tens of thousands of years old.&lt;br /&gt;
&lt;br /&gt;
Perhaps unfortunately, their strong ties to earth have left them completely impervious to being teleported or hasted; Formicids are tied to the Earth with a complete sense of stasis. While this is seemingly a bad effect for a dungeon adventurer, stasis has the beneficial effect of preventing many types of nasty hexes and maledictions.&lt;br /&gt;
&lt;br /&gt;
With the ability to lift ten times their own weight, the Formicids have strength rivaling that of ogres. This, along with the fact that they have four arms, allows Formicid warriors to carry both a shield and a two-handed weapon at the same time.&lt;br /&gt;
&lt;br /&gt;
Formicids make good earth and venom mages, but are quite capable at both melee and ranged combat too, albeit a bit flimsy. They are naturally bad at air magic and conjurations.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Antennae]] 3: Formicids can sense monsters within 7 tiles (even through walls) and can also [[see invisible]].&lt;br /&gt;
**Formicids cannot wear any form of headgear.&lt;br /&gt;
*Formicids have four arms, and can treat most melee and ranged weapons as one-handed. They can throw [[large rock]]s, but [[giant club]]s and [[giant spiked club]]s are still to large for them to wield.  However, their multiple limbs allow them to use shields with the same reduced penalties as large races.&lt;br /&gt;
*Formicids can [[dig]] through walls as an innate ability. First, they have to extend their mandibles, and then move into a [[rock wall]] or [[iron grate]] to start making the tunnel. Digging takes 2+[[movement delay]] [[aut]]s per square, makes some noise, and has a hefty food cost.&lt;br /&gt;
*Formicids can create a [[shaft]] under themselves as an innate ability, allowing them to escape downwards, but at the cost of making a great deal of noise.&lt;br /&gt;
*Formicids have permanent [[stasis]], rendering them unable to take advantage of translocative effects, [[Haste]], and [[berserk]], but also granting immunity to [[paralysis]] and [[slow]]ing (but ''not'' [[petrify|petrification]]). [[Lugonu]]'s Bend Space ability and the [[Passage of Golubria]] spell work as normal, however.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Fighter]], [[Hunter]]&lt;br /&gt;
*'''Zealots:''' [[Abyssal Knight]], [[Healer]]&lt;br /&gt;
*'''Warrior-mages:''' [[Arcane Marksman]]&lt;br /&gt;
*'''Mages:''' [[Earth Elementalist]], [[Venom Mage]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] every 4th level.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*10% more [[MP]] than average, before stepdowns.&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Formicids receive 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;
{{species_aptitudes|Formicid}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Formicids are blessed and cursed with some of the most dramatic species mutations in ''Crawl'', resulting in a very unique play experience. Their ability to wield 2-handed weapons and shields simultaneously, coupled with their high Armour skill aptitude and access to almost all armour, allows them to deal stupendous amounts of damage without sacrificing anything from their defenses. They can even use [[giant club]]s and [[giant spiked club]]s, though the benefit of a usefully branded [[shield]] may outweigh the gain of a little more damage. Regardless, a formicid with end-game quality equipment can be far, far deadlier than most.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, they also come with one of the heaviest handicaps of any species, making it difficult to survive dangerous encounters that others can simply bail on. While permanent [[stasis]] does protect you from [[slow]] and [[paralysis]] effects, it also disables a wide variety of incredibly useful panic buttons; [[teleport]]s and [[blink]]s are the most obvious, but all sources of [[haste]] and [[berserk]]ing are also rendered useless, as well as [[Okawaru]]'s Finesse. Where some characters can simply buff up and plow their way through dangerous foes or crowds of attackers, disappearing if a fight starts looking unwinnable, a formicid must play more cautiously. &lt;br /&gt;
&lt;br /&gt;
Take advantage of the resources formicids have at their disposal. Your innate [[Dig]] ability allows you to create choke points, making it much safer to fight large bands of enemies. As it is fairly slow to use, you may want to create tunnels in advance, near areas where there are multiple enemies. Assuming you aren't at the bottom floor of a branch, your [[Shaft]] ability is a guaranteed escape from any fight, but consider using it ''before'' you're at the brink of death; it takes a few turns to kick in, and it's much easier to survive on an unexplored, dangerous floor when you're relatively unscathed. Spells that disable enemies ([[Slow]], [[Petrify]], [[Cause Fear]], and other [[Hexes]]) are excellent for making getaways. While formicids can't blink normally, [[boots]] of [[jumping]] and [[Dithmenos]]' Shadow Step both provide an effect similar to [[Controlled Blink]], although they require a target. Likewise, [[Passage of Golubria]] and [[Lugonu]]'s Bend Space ability cause space to bend, not you, and thus still function as normal for you.&lt;br /&gt;
&lt;br /&gt;
Your antennae and high Stealth aptitude allow you to see large bands and dangerous opponents before engaging them, making it much easier for you to lure individuals away from a group or simply avoid the fight entirely. Access to [[large rock]]s means that even low-level characters can deal very heavy ranged damage (assuming you're lucky enough to find them). When pursued by enemies you can't outrun or hex, sprinting over a [[teleport trap]] is a great way to lose them, so keep an eye out for those. Most importantly, don't forget that simply walking away before an impossible fight begins is sometimes the best option you've got.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Formicids will be added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
During much of their development, formicids were known as '''dwants''' (or '''dwarf-ants''').  During much of their development, they had less HP but leveled even faster than humans.  In addition, they were particularly vulnerable to poison.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
[http://git.develz.org/?p=crawl.git;a=shortlog;h=refs/heads/dwants Formicid development branch]&lt;br /&gt;
&lt;br /&gt;
[https://crawl.develz.org/tavern/viewtopic.php?f=8&amp;amp;t=8298 Tavern discussion]&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Rune_lock&amp;diff=25558</id>
		<title>Rune lock</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Rune_lock&amp;diff=25558"/>
				<updated>2014-03-12T18:35:45Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: since it's on vaults, not depths, it's theoretically possible though again exceedingly difficult&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version-trunk}}&lt;br /&gt;
&lt;br /&gt;
The '''rune lock''' is a barrier found on the entrance to [[the Vaults]], preventing you from travelling into that branch until you've acquired at least one [[rune of Zot]]. This feature is under active development, and will likely change before official release.&lt;br /&gt;
&lt;br /&gt;
==Rune Availability==&lt;br /&gt;
All the runes are available except the silver and golden ones, which are located in [[the Vaults]] and [[the Tomb]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
When hunting for your first rune, the variable Lair runes are usually the easiest to obtain. Followers of [[Jiyva]] can easily acquire the Slimy rune, and followers of [[Lugonu]] have a somewhat easier time acquiring the Abyssal rune. The Hell and Pandemonium runes are extremely difficult to obtain at this point in the game regardless of character. Note that entering the Vaults is not a requisite to win the game, but optimal play will lead to it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Although the concept of a rune lock had been debated since very early versions of ''Crawl'', it was only implemented after the [[0.13]] tournament, in which acquiring a rune before D:14 was an optional challenge conduct. Prior to the rune lock, players had little reason to explore the Lair branches until after they'd explored most of the main Dungeon, leaving them very overpowered for the challenges the branch endings provided.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[https://crawl.develz.org/tavern/viewtopic.php?f=8&amp;amp;t=9688 Tavern discussion]&lt;br /&gt;
*[http://crawl.develz.org/wordpress/experimental-rule-change-the-rune-lock Dev blog post]&lt;br /&gt;
*[http://www.reddit.com/r/roguelikes/comments/1po1p7/dcss_runelock_is_in_trunk_what_are_reddits/ r/roguelikes discussion]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Features]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Enhancer_staff&amp;diff=25549</id>
		<title>Enhancer staff</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Enhancer_staff&amp;diff=25549"/>
				<updated>2014-03-12T06:13:08Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: Redirected page to Magical staff#Enhancer Staves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[magical staff#Enhancer Staves]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Enhancer_staves&amp;diff=25548</id>
		<title>Enhancer staves</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Enhancer_staves&amp;diff=25548"/>
				<updated>2014-03-12T06:12:55Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: Redirected page to Magical staff#Enhancer Staves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Magical staff#Enhancer Staves]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Enhancer_staves&amp;diff=25547</id>
		<title>Enhancer staves</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Enhancer_staves&amp;diff=25547"/>
				<updated>2014-03-12T06:12:44Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: Redirected page to Magical staff#Enhancer staves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Magical staff#Enhancer staves]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Enhancer_staff&amp;diff=25546</id>
		<title>Enhancer staff</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Enhancer_staff&amp;diff=25546"/>
				<updated>2014-03-12T06:12:28Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: Redirected page to Magical staff#Enhancer staves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[magical staff#Enhancer staves]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Enhancer_staff&amp;diff=25545</id>
		<title>Enhancer staff</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Enhancer_staff&amp;diff=25545"/>
				<updated>2014-03-12T06:11:59Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: Redirected page to Magical staff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[magical staff]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Enhancer_staves&amp;diff=25544</id>
		<title>Enhancer staves</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Enhancer_staves&amp;diff=25544"/>
				<updated>2014-03-12T06:11:43Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: Redirected page to Enhancer staff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Enhancer staff]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Lajatang_of_Order&amp;diff=25543</id>
		<title>Lajatang of Order</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Lajatang_of_Order&amp;diff=25543"/>
				<updated>2014-03-12T06:11:29Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: this probably doesn't beat a staff of earth for general use&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{flavour|Legend says that once the staff was the favoured weapon of the many priests of Zin. Long ago Zin bestowed this gift upon a favoured worshipper.}}&lt;br /&gt;
[[File:Lajatang_of_Order.png]] '''''the +7,+7 lajatang of Order'''''&lt;br /&gt;
&lt;br /&gt;
+7,+7 [[lajatang]]&lt;br /&gt;
&lt;br /&gt;
[[Silver]] ego&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mutation resistance]] (90% against most sources; 50% against glow; it doesn't stack with the amulet)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''lajatang of Order''' is an excellent weapon, providing good, fast damage output in general, and excellent damage when dealing with [[:Category:Silver vulnerability|silver-vulnerable]] enemies. Just as impressive is the fact that it provides [[mutation]] resistance, duplicating the effects of an [[amulet of resist mutation]] without filling the [[amulet]] equipment slot (ironically, this also makes it much less desirable for actual worshipers of [[Zin]] and other characters who already have mutation resistance).  Melee characters, particularly those who have already trained [[Staves]], may well want this as their main melee weapon.  Other melee fighters, as well as casters using [[enhancer staves]], may want to keep it around as a swap for monsters that can cast [[malmutate]] (all of which are chaotic, and will thus suffer extra damage).&lt;br /&gt;
&lt;br /&gt;
[[category:Unrands]]&lt;br /&gt;
[[category:Staves]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Demon_blade&amp;diff=25542</id>
		<title>Demon blade</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Demon_blade&amp;diff=25542"/>
				<updated>2014-03-12T06:05:06Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: did the DS bonus with demon weapons go down the same flaming pit as racial weapons?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
&lt;br /&gt;
{{weapon&lt;br /&gt;
 |name      = Demon blade&lt;br /&gt;
 |cost      = ?&lt;br /&gt;
 |weight    = 20.0&lt;br /&gt;
 |skill     = Long Blades&lt;br /&gt;
 |damage    = 13&lt;br /&gt;
 |accuracy  = -1&lt;br /&gt;
 |basedelay = 13 (130%)&lt;br /&gt;
 |mindelay  = 6 at skill 14&lt;br /&gt;
 |hands     = 1H&lt;br /&gt;
 |size      = Medium&lt;br /&gt;
 |damtype   = Slicing &lt;br /&gt;
 |ranged    = No&lt;br /&gt;
 |acquirement = 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A terrible weapon, forged in the fires of Hell.}}&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|This weapon falls into the '[[Long Blades]]' category. It is a one handed weapon, and it is better for the dexterous.&lt;br /&gt;
[[Demonspawn]] are more deadly with it.}}&lt;br /&gt;
&lt;br /&gt;
'''Demon blades''' are one of the better long blades you can still wield with a [[shields|shield]]. Although less powerful than [[double sword]]s, they are easy to find in the late-game off of [[hell knight]]s and usually generate with decent [[brand]]s and [[scroll of enchant weapon|enchantment]] values.&lt;br /&gt;
&lt;br /&gt;
Demonspawn also deal slightly more damage while wielding them.  Also, worshipers of [[good]] [[god]]s cannot attack with them without suffering [[penance]]. However, worshipers of [[the Shining One]] can convert a demon blade into a more powerful [[eudemon blade]] of [[holy wrath]] by wielding it and praying at his [[altar]] once they reach max piety. You can also reverse the process at [[Kiku]]'s or [[Lugonu]]'s altars, but this is usually a bad trade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! Demon blade || Eudemon blade&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Demon blade.png]] || [[File:Blessed blade.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || [[Unrandart]] Demon blades&lt;br /&gt;
|-&lt;br /&gt;
| '''&amp;quot;[[Bloodbane]]&amp;quot;''' || [[File:Demon blade bloodbane.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''&amp;quot;[[Leech]]&amp;quot;''' || [[File:Demon blade leech.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
[[Category:Long blades]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Bastard_sword&amp;diff=25541</id>
		<title>Bastard sword</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Bastard_sword&amp;diff=25541"/>
				<updated>2014-03-12T06:04:19Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{weapon&lt;br /&gt;
 |name      = Bastard sword&lt;br /&gt;
 |cost      = ?&lt;br /&gt;
 |weight    = 22.0&lt;br /&gt;
 |skill     = Long Blades&lt;br /&gt;
 |damage    = 15&lt;br /&gt;
 |accuracy  = -1&lt;br /&gt;
 |basedelay = 15 (150%)&lt;br /&gt;
 |mindelay  = 7 at skill 16&lt;br /&gt;
 |hands     = 1H&lt;br /&gt;
 |size      = Medium&lt;br /&gt;
 |damtype   = Slicing&lt;br /&gt;
 |ranged    = No&lt;br /&gt;
 |acquirement = 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A long, large sword. A grown-up human or elf can manage to wield it in one hand, while anyone of a weaker race will need to grip it with two. In fact, it is the heaviest and most damaging weapon anyone other than certain humanoid insects can use with a shield. And meeting a sharp blade this long spells doom for any opponent.}}&lt;br /&gt;
&lt;br /&gt;
The rare '''bastard sword''' is an extremely desirable weapon for any character looking to wear a [[shield]] while still doing heavy damage in melee combat, as it does the most base damage of any one-handed weapon (barring its [[blessed weapon|blessed counterpart]]). Although unskilled fighters will find them slow and inaccurate, they shine in the late game once you've mastered [[Long Blades]], especially once you've given yours a [[freezing]] brand or had it blessed by [[the Shining One]]. A [[blessed blade|blessed]] bastard sword of [[holy wrath]] outperforms even a [[eudemon blade]], but unfortunately they're much harder to come across.&lt;br /&gt;
&lt;br /&gt;
Bastard swords are two-handed for [[Halfling]]s, [[Kobold]]s, and [[Spriggan]]s.  A [[demon blade]] will be one-handed for these races, and is usually preferable for them if they choose to go for long blades.&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;
! Bastard sword || Ego bastard sword || Randart bastard sword || Blessed bastard sword || [[Sword of Zonguldrok]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bastard_sword.png]] || [[File:Bastard_sword2.png]] || [[File:Bastard_sword3.png]] || [[File:Bastard_sword_blessed.png]] || [[File:Sword_of_zonguldrok.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
These were called [[double sword]]s before [[0.14]], with a different tile and flavour.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Bastard_sword&amp;diff=25540</id>
		<title>Bastard sword</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Bastard_sword&amp;diff=25540"/>
				<updated>2014-03-12T06:02:54Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{weapon&lt;br /&gt;
 |name      = Bastard sword&lt;br /&gt;
 |cost      = ?&lt;br /&gt;
 |weight    = 22.0&lt;br /&gt;
 |skill     = Long Blades&lt;br /&gt;
 |damage    = 15&lt;br /&gt;
 |accuracy  = -1&lt;br /&gt;
 |basedelay = 15 (150%)&lt;br /&gt;
 |mindelay  = 7 at skill 16&lt;br /&gt;
 |hands     = 1H&lt;br /&gt;
 |size      = Medium&lt;br /&gt;
 |damtype   = Slicing&lt;br /&gt;
 |ranged    = No&lt;br /&gt;
 |acquirement = 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A long, large sword. A grown-up human or elf can manage to wield it in one hand, while anyone of a weaker race will need to grip it with two. In fact, it is the heaviest and most damaging weapon anyone other than certain humanoid insects can use with a shield. And meeting a sharp blade this long spells doom for any opponent.}}&lt;br /&gt;
&lt;br /&gt;
The rare '''bastard sword''' is an extremely desirable weapon for any character looking to wear a [[shield]] while still doing heavy damage in melee combat, as it does the most base damage of any one-handed weapon (barring its [[blessed weapon|blessed counterpart]]). Although unskilled fighters will find them slow and inaccurate, they shine in the late game once you've mastered [[Long Blades]], especially once you've given yours a [[freezing]] brand or had it blessed by [[the Shining One]]. A [[blessed blade|blessed]] bastard sword of [[holy wrath]] outperforms even a [[eudemon blade]], but unfortunately they're much harder to come across.&lt;br /&gt;
&lt;br /&gt;
Bastard swords are two-handed for [[Halfling]]s and [[Kobold]]s, and unwieldable for [[Spriggan]]s.&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;
! Bastard sword || Ego bastard sword || Randart bastard sword || Blessed bastard sword || [[Sword of Zonguldrok]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bastard_sword.png]] || [[File:Bastard_sword2.png]] || [[File:Bastard_sword3.png]] || [[File:Bastard_sword_blessed.png]] || [[File:Sword_of_zonguldrok.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
These were called [[double sword]]s before [[0.14]], with a different tile and flavour.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Slaying&amp;diff=25539</id>
		<title>Slaying</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Slaying&amp;diff=25539"/>
				<updated>2014-03-11T19:38:12Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: /* Sources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Slaying''' is a term used to describe a property that increases a character's [[accuracy]] and/or [[damage]] in melee and ranged combat.  It is often given in the form of a ''+x, +y slaying bonus'', where ''x'' will be the accuracy bonus, and ''y'' will be the damage bonus.  Slaying does not affect [[spellcasting]], [[wand]] use, or anything else that isn't melee or ranged combat. &lt;br /&gt;
&lt;br /&gt;
Players may sometimes refer to a character or an item as having ''x slaying'': in that case, they mean the damage bonus, which is virtually always the more important of the two.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
===Accuracy===&lt;br /&gt;
The total of all of a character's accuracy bonuses are added to the player's [[to-hit]] number.  A random number from 1 to the player's total to-hit is checked against a monster's [[EV]] to determine if the player lands a blow; thus, it is not a flat accuracy increase that is provided, but an increase in accuracy on average.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
The character's total slaying bonus is added to the &amp;quot;effective enchantment&amp;quot; of the player's weapon (and applies to [[unarmed combat]] as well).  In combat, the player gets a damage bonus of ''1d(effective enchantment)''.  Unlike base damage, this bonus is not affected by the player's skill.  The total damage done is then adjusted appropriately by the monster's [[AC]], meaning that slaying can be very useful in helping to get past a monster's armour.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
There are a number of sources of slaying bonuses:&lt;br /&gt;
&lt;br /&gt;
* A ''+x, +y'' [[ring of slaying]] provides a bonus of ''x'' to accuracy and ''y'' to damage.&lt;br /&gt;
* [[Artefact]]s with the &amp;quot;It increases your accuracy&amp;quot; or &amp;quot;It increases your damage-dealing abilities&amp;quot; give slaying bonuses.&lt;br /&gt;
* The spell [[Song of Slaying]] provides a variable amount of slaying, depending on the toughest monster you've killed while the spell is active.&lt;br /&gt;
* [[Bracers of archery]] are a special case, in that they provide different slaying bonuses to melee and ranged combat: they give +5, +3 to ranged, but -1, -1 to melee.&lt;br /&gt;
&lt;br /&gt;
There are also a number of slaying-like effects:&lt;br /&gt;
&lt;br /&gt;
* The effect [[Might]] (which is also a part of [[Berserk]]) gives a flat +1d10 bonus to melee damage.  This is somewhat different from normal slaying in that it is not added to the character's effective enchantment, but just added straight on to his or her total damage.  Effectively, this means that Might gives a more consistent damage bonus than 10 slaying would, even if the average increase in damage is roughly the same.&lt;br /&gt;
* The spell [[Infusion]] gives a damage bonus of 2-4.  However, monster AC applies to this damage bonus separately from the character's main attack, making it more akin to an extra attack with an unenchanted dagger than a slaying bonus.&lt;br /&gt;
* The spell [[Corona]] gives an increase in accuracy, but only against one monster.  Also, the bonus (+2 to +9) is applied after the to-hit number is rolled.&lt;br /&gt;
* [[The Shining One]]'s halo gives an accuracy bonus against creatures inside the halo.&lt;br /&gt;
* An [[amulet of inaccuracy]] functions somewhat like a -5 accuracy bonus, except that it affects magic as well as melee and ranged combat.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Most characters will want as much to-damage slaying as they can get.  To-hit slaying is considerably less valuable - it is rarely worth using a piece of equipment solely for such a bonus.&lt;br /&gt;
&lt;br /&gt;
As slaying does not increase spell damage, it is generally a secondary priority for spellcasters, with properties such as [[wizardry]] or [[intelligence]] bonuses usually being preferable.&lt;br /&gt;
&lt;br /&gt;
Melee characters should highly prioritize slaying, but be rational about it: a +2 damage bonus does not make a -1 randart [[scale mail]] a worthwhile proposition on your MiBe.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.10]], slaying bonuses for damage were added to the weapon's base damage, meaning that they would be increased by having high weapon/[[Fighting]] skill.  When this was changed, slaying bonuses were generally increased to compensate.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Might&amp;diff=25538</id>
		<title>Might</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Might&amp;diff=25538"/>
				<updated>2014-03-11T04:15:43Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
&lt;br /&gt;
'''Might''' is a [[status effect]] that adds +5 to [[strength]] and +1d10 to melee damage for its duration. There are three sources of might:&lt;br /&gt;
*[[Potions of might]].&lt;br /&gt;
*[[Berserk]]ing includes a might effect.&lt;br /&gt;
*The [[Demonspawn mutation]] [[Powered by Pain]] can cause a might effect.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
The +1d10 damage is rolled separately from the effective enchantment roll ([[slaying]] + to-damage of your weapon), but the defender's AC reduction is still only applied to the total damage (i.e. it is not applied separately to the damage from the might effect).  This means that as compared to +10 slaying, might gives a more consistent damage bonus that is also very slightly higher on average.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
Might is useful for dealing with monsters that are troublesome, but for which [[berserk]] or [[Haste]] would be overkill and/or unsafe - compared to those, might has no drawbacks unless you extend it, so it's safe to use. Unfortunately, as it is only available through a potion or by going berserk, you may find yourself with a very limited number of uses per game.&lt;br /&gt;
&lt;br /&gt;
[[Short Blades]]-users should be sure be bring along might before engaging in combat with extremely powerful foes. The 1d10 extra damage adds up quickly when you're attacking with a [[quick blade]].&lt;br /&gt;
&lt;br /&gt;
Be careful with picking stuff up during might. You don't want to become [[Overloaded]] or [[Encumbered]] when the duration runs out.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
This effect is usually far stronger for monsters: it multiplies their damage output by 1.5, instead of simply adding 1d10. For this reason, one should exercise extreme caution around monsters such as [[moths of wrath]], [[deep troll shaman]]s, [[Rupert]], and [[Wiglaf]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.12]], extending might through further quaffing of potions would inflict one point of [[magic contamination]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_might&amp;diff=25537</id>
		<title>Potion of might</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_might&amp;diff=25537"/>
				<updated>2014-03-11T04:12:16Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Potion&lt;br /&gt;
 |name=Potion of Might&lt;br /&gt;
 |cost=35&lt;br /&gt;
 |weight=4.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour| A magic potion which greatly increases the strength and physical power of one who drinks it.}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of might''' grants your character the [[might]] [[status effect]], granting +5 [[strength]] and +1d10 damage to your melee attacks for 1d40 + 34 (more) turns, up to a max of 80. This extra damage is extremely useful for powering through dangerous opponents in the early game, and still provides a quick [[slaying]]-style boost later on. Bear in mind that these potions do not stack with [[berserk]]ing, as that status effect already includes might as one of its benefits.&lt;br /&gt;
&lt;br /&gt;
While the effect is similar to +10 [[slaying]], it is not identical: the damage bonus is rolled separately from slaying and enchantment and added to the total.  For example, a character who has a weapon with a +5 to-damage weapon, +5 slaying, and the might status effect will have 1d10+1d10 extra damage, while a character with a +5 to-damage weapon and +15 slaying will have a +1d20 damage bonus; the former case gives more consistent extra damage (as well as very slightly higher damage on average). &lt;br /&gt;
&lt;br /&gt;
{{Crawlquote|Quaff Normally: &amp;quot;You feel very mighty all of a sudden.&amp;quot;&amp;lt;br&amp;gt;Quaff While Mighty: &amp;quot;You still feel pretty mighty.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to 0.12, quaffing a potion of might while already mighty would give a point of [[magic contamination]].&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_might&amp;diff=25536</id>
		<title>Potion of might</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_might&amp;diff=25536"/>
				<updated>2014-03-11T04:11:05Z</updated>
		
		<summary type="html">&lt;p&gt;Ion frigate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Potion&lt;br /&gt;
 |name=Potion of Might&lt;br /&gt;
 |cost=35&lt;br /&gt;
 |weight=4.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour| A magic potion which greatly increases the strength and physical power of one who drinks it.}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of might''' grants your character the [[might]] [[status effect]], granting +5 [[strength]] and +1d10 damage to your melee attacks for 1d40 + 34 (more) turns, up to a max of 80. This extra damage is extremely useful for powering through dangerous opponents in the early game, and still provides a quick [[slaying]]-style boost later on. Bear in mind that these potions do not stack with [[berserk]]ing, as that status effect already includes might as one of its benefits.&lt;br /&gt;
&lt;br /&gt;
While the effect is similar to +10 [[slaying]], it is not identical: the damage bonus is rolled separately from slaying and enchantment.  For example, a character who has a weapon with a +5 to-damage weapon, +5 slaying, and the might status effect will have 1d10+1d10 extra damage, while a character with a +5 to-damage weapon and +15 slaying will have a +1d20 damage bonus; the former case gives more consistent extra damage (as well as very slightly higher damage on average). &lt;br /&gt;
&lt;br /&gt;
{{Crawlquote|Quaff Normally: &amp;quot;You feel very mighty all of a sudden.&amp;quot;&amp;lt;br&amp;gt;Quaff While Mighty: &amp;quot;You still feel pretty mighty.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to 0.12, quaffing a potion of might while already mighty would give a point of [[magic contamination]].&lt;/div&gt;</summary>
		<author><name>Ion frigate</name></author>	</entry>

	</feed>