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		<updated>2026-05-06T01:25:23Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Great_sword&amp;diff=42371</id>
		<title>Great sword</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Great_sword&amp;diff=42371"/>
				<updated>2016-06-15T09:47:09Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: bastard swords were renamed to double swords&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{weapon&lt;br /&gt;
 |name      = Great sword&lt;br /&gt;
 |cost      = ?&lt;br /&gt;
 |weight    = 25.0 &lt;br /&gt;
 |skill     = Long Blades&lt;br /&gt;
 |damage    = 16&lt;br /&gt;
 |accuracy  = -3&lt;br /&gt;
 |basedelay = 16 (160%)&lt;br /&gt;
 |mindelay  = 7 at skill 18&lt;br /&gt;
 |hands     = 2H&lt;br /&gt;
 |size      = Large&lt;br /&gt;
 |damtype   = Slicing&lt;br /&gt;
 |ranged    = No&lt;br /&gt;
 |acquirement = 10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A sword with a very long, heavy blade and a long handle.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Quemadmodum gladius neminem occidit: occidentis telum est.&amp;quot;&lt;br /&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, 1. 30. ca. 65 A.D.&lt;br /&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;
'''Great swords''' are large, two-handed [[Long Blades]] that deal heavy damage, though they require a significant amount of Long Blades skill to reach min delay. Characters with experience to spare may eventually wish to upgrade to a [[triple sword]], though this requires an immense experience investment that may be put elsewhere to greater effect. Alternatively, wielding a [[demon blade]]/[[eudemon blade]]/[[double sword]] instead will allow you to carry a [[shields|shield]] in exchange for a slight penalty to damage.&lt;br /&gt;
&lt;br /&gt;
Great swords are uncommon items to find lying around the Dungeon, but occasionally generate on enemy [[wight]]s and [[orc warrior]]s early on.&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:Greatsword1.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical/Artifact''' || [[File:Greatsword2.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;
! || [[Unrandarts|Unrandart]]&amp;lt;br&amp;gt;Great Swords&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Sword of Power]]''' || [[File:Sword of power.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Sword of Cerebov]]''' || [[File:Sword of cerebov.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Sword of the Doom Knight]]''' || [[File:Sword of the doom knight.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In very early versions of ''Crawl'', these (and triple swords) were governed by [[Great swords|their own skill]].&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
[[Category:Long blades]]&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Oklob_plant&amp;diff=42370</id>
		<title>Oklob plant</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Oklob_plant&amp;diff=42370"/>
				<updated>2016-06-15T09:20:41Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: /* Tips &amp;amp; Tricks */ add info, improve wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Oklob plants''' are vicious, carnivorous plants that spit [[acid]] at you from a distance. Not only will this take a large chunk out of your health, but it will also corrode you. Fortunately, they do not move. Oklob plants can appear throughout the [[Dungeon]] and most of the game's early [[branch]]es.&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*''Crawl'' automatically travel-excludes tiles in an oklob plant's range of fire, so it's hard to get hurt by them unless you're actively taking them on.&lt;br /&gt;
*Fortunately, oklob plants tend to spawn around other [[plant]]s, which block their line of fire. The exclusion zone will not take this into account, and oklobs you summon via [[Fedhas Madash]] can fire through allied plants, but '''hostile oklob plants cannot fire through other plants except [[bush]]es'''.&lt;br /&gt;
*A charmed jelly will annihilate them without a scratch, being immune to acid. Non-spellcasters can accomplish this with a [[wand of enslavement]].&lt;br /&gt;
*[[Freezing Cloud]] also works beautifully; cast it on the oklob plant and then leave its line of fire.&lt;br /&gt;
*[[Fireball]] or a bouncing [[Lightning Bolt]] can also kill oklob plants from around a corner (though both spells make considerable amounts of [[noise]]).&lt;br /&gt;
*Summoned creatures can waylay it while you hang back. Command them to attack it using the 't' key, though you must keep the plant in your line of sight (preferably from behind a plant or summoned meatshield).&lt;br /&gt;
*Use invisibility to avoid attracting their attention. This significantly reduces their ability to hit you with acid, but they do still occasionally get lucky.&lt;br /&gt;
*Polymorphing an oklob plant is a dangerous gamble. While it can result in a relatively harmless [[wandering mushroom]], if you are out of luck you will instead get a [[thorn hunter]], [[shambling mangrove]] or even [[death cob]].&lt;br /&gt;
*[[Bolt of Inaccuracy]] is highly effective, if you've managed to find it.&lt;br /&gt;
*If you're not prepared to deal with them, just keep your distance. Oklob plants are a good time to remember that ''Crawl'' doesn't require you to kill everything that crosses your path. With all the different ways to travel between levels and gather [[rune]]s, it's rare for an oklob plant to be obstructing something that is ''absolutely'' vital.&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fedhas_Madash&amp;diff=42369</id>
		<title>Fedhas Madash</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fedhas_Madash&amp;diff=42369"/>
				<updated>2016-06-15T09:16:11Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: /* Strategy */ improve style, remove pointless comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
[[File:Fedhas altar.png]] ''&amp;quot;Spread life and death.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|The god of plant and fungal life, Fedhas Madash demands that followers encourage the decomposition of corpses. Fedhas also forbids followers from harming any species under Fedhas' protection, and from using any necromantic effects that interfere with corpses. In return Fedhas grants a number of abilities that promote the growth of plants and fungi. These abilities may incidentally prove useful to adventurers.&lt;br /&gt;
&lt;br /&gt;
Plants and fungi will not attack Fedhas' worshippers without provocation. Fedhas' worshippers may walk through plants or fungi, and even fire missiles or spells through them without causing harm. Fedhas grants the ability to promote plants and fungi into stronger species. Followers can eventually grow a wall of plants and create explosive spores from corpses. They are also granted some control over the weather, being able to call sunlight and eventually rainstorms.&lt;br /&gt;
&lt;br /&gt;
Fedhas likes it when you promote the decay of nearby corpses by praying.&lt;br /&gt;
&lt;br /&gt;
Fedhas dislikes it when you or your allies destroy plants or allied flora die. Fedhas strongly dislikes it when you use necromancy on corpses, chunks or skeletons.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
Fedhas does not accept [[undead]] worshipers ([[Ghoul]]s, [[Mummies]], or [[Vampire]]s), most likely because they violate the natural cycle of life.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Using Decomposition via [[praying]] on [[corpse]]s and certain undead.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*You or your allies destroying plants. (Piety loss)&lt;br /&gt;
*Attacking allied flora. (Piety loss)&lt;br /&gt;
*Using [[List of spells by flag#Corpse_violating|corpse-violating]] spells. These include Animate Dead, and other spells that affect corpses or chunks, as well as [[Necromutation]] (which violates your ''own'' corpse). (Penance) [[Necromancy]] spells that don't affect corpses, such as [[Regeneration]], [[Pain]], [[Bolt of Draining]], or [[Sublimation of Blood]] are allowed. &lt;br /&gt;
**If you are not sure whether a spell is allowed, check to see if it is highlighted in red.&lt;br /&gt;
&lt;br /&gt;
==Given abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Fungal&amp;quot;&lt;br /&gt;
*All plants are friendly towards you. (Passive)&lt;br /&gt;
*You can walk through plants, though it takes 50% longer than normal to do so. (Passive)&lt;br /&gt;
*You can fire through all allied plant-type creatures without harming them. (Passive)&lt;br /&gt;
*'''Decomposition''' - By [[pray]]ing, causes all corpses in your field of vision to rapidly decay. Corpses with a monster on top of them will not be affected. It turns corpses into skeletons, [[zombie]]s into [[skeleton (monster)|skeletons]] (or destroys them), destroys ghoul genus monsters for piety gain, and causes friendly [[toadstool]]s to grow. Any monsters defeated this way grant no XP. (Free)&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Green [Species]&amp;quot;&lt;br /&gt;
*'''Evolution''' - Uses fruit or piety to turn one targeted plant in your line of sight into a stronger species under your control. (Costs 2 MP plus the following additional costs):&lt;br /&gt;
**[[Plant]], [[Bush]], [[Burning bush]] -&amp;gt; [[Oklob plant]] (Costs 1 fruit)&lt;br /&gt;
**[[Oklob sapling]] -&amp;gt; [[Oklob plant]] (Costs 4 piety)&lt;br /&gt;
**[[Toadstool]] -&amp;gt; [[Wandering mushroom]] (Costs 2 piety)&lt;br /&gt;
**[[Fungus]] -&amp;gt; Wandering mushroom (Costs 3 piety)&lt;br /&gt;
**[[Ballistomycete]] -&amp;gt; [[Hyperactive ballistomycete]] (Costs 4 piety).&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Cultivator&amp;quot;&lt;br /&gt;
*'''Sunlight''' - Targeted ability with a small area of effect, inflicts back lit status (same as [[Corona]], but irresistible), and evaporates water (deep water turns to shallow water and shallow water turns to dry land). (2 MP, 50-100 Food)&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Fruitful&amp;quot;&lt;br /&gt;
*'''Growth''' - Creates plants in a circle around you and costs 1 fruit per plant. If a complete circle can't be placed, then the plants are placed on open squares closest to monsters. Lets you choose how many plants to spawn. (2 MP, Fruit)&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Photosynthesist&amp;quot;&lt;br /&gt;
*'''Reproduction''' - Creates [[giant spore]]s from corpses in your field of vision to attack your enemies.  (4 MP, 100-200 Food)&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Green Death&amp;quot;&lt;br /&gt;
*'''Rain''' - Creates a circle of water around you. The floor becomes shallow water, shallow water becomes deep water. Tiles with monsters in them cannot be turned to deep water. This ability also spawns random plants and fungus, and removes [[Sticky Flame]]. (4 MP, 150-300 Food, 4-6 Piety)&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Force of Nature&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Fedhas does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
It is Fedhas's considered opinion that offenders against the natural order (Fedhas) simply need more exposure to nature to realize the error of their ways. Accordingly, Fedhas provides said nature, in the form of pure elemental destruction, waves of giant spores rising from nearby corpses, and, for the truly incorrigible, surrounding rings of animate mushrooms and acid-spitting oklobs.}}&lt;br /&gt;
&lt;br /&gt;
During penance, Fedhas will occasionally punish you with one of the following forms of [[divine retribution]]:&lt;br /&gt;
&lt;br /&gt;
*The elements will be invoked against you. This equates to a random [[Ice Magic]], [[Earth Magic]], [[Fire Magic]], or [[Air Magic]] [[miscast]].&lt;br /&gt;
*Hostile plants (biased towards oklobs) will grow around you. This effect will only happen when abandoning Fedhas, never when simply under penance.&lt;br /&gt;
*Corpses in line of sight will produce hostile spores.&lt;br /&gt;
*All previously neutral or allied plants will also turn hostile upon abandonment or excommunication.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Fedhas' abilities may seem less powerful than those of many other gods, but they are still more than capable of proving devastating in combat. Creating a wall of plants, oklobs, or wandering mushrooms between you and approaching enemies will slow them down, giving you several turns to attack at range in safety. A ring of shallow water will hamper attacking enemies, while a ring of deep water will stop them in their tracks (though unless you're playing an aquatic species or are capable of flight or blinking, escaping the ring yourself may be tricky). [[Merfolk]] especially benefit here, as fighting from water grants them a significant bonus to [[ev]]asion, while large species ([[troll]]s, [[ogre]]s, [[centaur]]s, and [[naga]]s) and [[octopode]]s are not penalized for fighting in shallow water. The explosions from giant spores may be unlikely to kill any major threat outright, but the confusion they induce allows opportunities for [[stabbing]], and can insta-kill opponents that wander into deep water. Even Fedhas' granted allies are unusual; oklob plants are devastating, and can fire through each other's tiles, but can only attack things within their range, and wandering mushrooms can injure and confuse opponents without poison resistance, but run out of HD after enough attacks.&lt;br /&gt;
&lt;br /&gt;
*Try to use Fedhas' abilities creatively to prepare traps for enemies to blunder into. Creating a large oklob plant farm just outside of a branch end will allow you to lure powerful enemies to an acidic doom (bear in mind that as piety is plentiful and fruit is not, it's cheaper to use Rain to generate plants than Growth). You can use a combination of Rain and Sunlight to create single tile pathways with deep water on both sides; confuse enemies halfway across to drown them with ease. You can even use Sunlight afterwards to dry up the water and claim the loot and corpses. Generated water tiles can also be used to create interesting [[cloud]] effects; cast [[Bolt of Cold]] on enemies in a watery hallway to fill it with freezing clouds, dealing extra [[cold]] damage each turn, or [[Bolt of Fire]]/[[Conjure Flame]] to generate billowing clouds of [[line of sight]]-blocking [[steam]].&lt;br /&gt;
&lt;br /&gt;
*Bear in mind that Rain can also be used to permanently seal off areas you don't want monsters getting out of. A couple uses can block off a dangerous [[list of jellies|jelly]] vault, for instance, or keep overly dangerous [[unique]]s trapped in a section of the floor you're willing to abandon.&lt;br /&gt;
&lt;br /&gt;
*Apart from Sunlight's obvious uses (increasing your accuracy against nimble enemies and drying up deep water), bear in mind that it can also reveal [[invisible]] monsters, and that stranding aquatic opponents on dry land is an effective way to defeat them from a safe range (though they may manage to flop back into water if any is nearby).&lt;br /&gt;
&lt;br /&gt;
*The Reproduction ability can be devastating if used correctly, but requires caution. Spore explosions automatically confuse anything that is of [[natural]] [[holiness]] and which lacks magic immunity, regardless of [[poison]] or [[magic resistance]]. This includes you, so never cast it at nearby corpses. Ranged fighters can &amp;quot;create&amp;quot; a single corpse in a group of enemies. Using Reproduction will then hit the group several times over.&lt;br /&gt;
&lt;br /&gt;
*[[Giant spore]]s won't follow your orders. Don't waste turns.&lt;br /&gt;
&lt;br /&gt;
*Kills from oklob plants and wandering mushrooms count as kills by summons, granting reduced XP. Kills from spores grant full.&lt;br /&gt;
&lt;br /&gt;
*Don't worry too much about letting allied plants die, as the penalty is only 1 piety, or about 1 corpse's worth.&lt;br /&gt;
&lt;br /&gt;
*Along with improving your ability success rate, improving [[Invocations]] also improves the power of your abilities: your oklob plants will fire more often and for more damage, your wandering mushrooms will generate with additional HD, your plants will be more durable, and your Rain will generate more rain clouds.&lt;br /&gt;
&lt;br /&gt;
*Be aware that your ability to fire through allied plants does not apply to every spell in the game; some will inflict friendly fire and cost you piety.&lt;br /&gt;
**The following spells can pass through allied plants without harming them: [[Flame Tongue]], [[Magic Dart]], [[Shock]], [[Sting]], [[Throw Flame]], [[Throw Frost]], [[Mephitic Cloud]], [[Stone Arrow]], [[Iskenderun's Mystic Blast]] (even if it explodes), [[Bolt of Magma]], [[Lightning Bolt]], [[Venom Bolt]], [[Bolt of Cold]], [[Bolt of Draining]], [[Bolt of Fire]], [[Iron Shot]], [[Poison Arrow]], [[Lehudib's Crystal Spear]], [[Bolt of Inaccuracy]], and [[Thunderbolt]] ([[lightning rod]]).&lt;br /&gt;
**The following spells will affect allied plants as described:&lt;br /&gt;
***[[Orbs of Destruction]] cannot pass through.&lt;br /&gt;
***[[Battlesphere]]s' beams cannot pass through.&lt;br /&gt;
***[[Fireball]] and [[Ice Storm]] can pass through, but the resulting explosion will harm allied plants.&lt;br /&gt;
***Enchantments like [[Agony]], [[Dispel Undead]], [[Pain]], [[Confuse]], etc. can not pass through, though they will not affect the plant.&lt;br /&gt;
***Fedhas protects allied plants from the clouds produced by [[Freezing Cloud]], [[Ring of Flames]], [[Poisonous Cloud]], and [[Ignite Poison]], but not from [[Tornado]].&lt;br /&gt;
***Fedhas protects allied plants from the explosions of [[Lee's Rapid Deconstruction]], but not from [[Fulminant Prism]].&lt;br /&gt;
**[[Static Discharge]], [[Ozocubu's Refrigeration]], [[Conjure Ball Lightning]], [[Chain Lightning]], [[Shatter]], and [[Fire Storm]] will harm allied plants.&lt;br /&gt;
&lt;br /&gt;
*Winning a 3-rune ascension with Fedhas is perfectly reasonable, but getting a 15-rune victory is significantly harder. Fedhas is one of the least effective gods in the extended end-game; his abilities burn through piety quickly, and the near absence of corpses in [[the Abyss]], the [[Hell]]s, and [[Pandemonium]] will leave you with very little ammunition to work with. On top of that, many of his/her abilities are ineffective against demons: spores can't confuse them, and most demons fly right over deep water.&lt;br /&gt;
&lt;br /&gt;
*Fruits are finite. If you're running low on fruits and you've obtained for yourself a [[scroll of acquirement]], you can acquire yourself fruits. Scumming Pandemonium/Abyss/Ziggurats could also theoretically give you an infinite number of fruits, but by that time you will likely have no use for Fedhas.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], worshipers of Fedhas could not cast [[Sublimation of Blood]] without incurring piety loss and/or penance.&lt;br /&gt;
Prior to [[0.8]], Decomposition was accomplished as an ability, not through prayer.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Staff_of_summoning&amp;diff=42313</id>
		<title>Staff of summoning</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Staff_of_summoning&amp;diff=42313"/>
				<updated>2016-06-03T10:05:39Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Magical staves&lt;br /&gt;
 |name=staff of summoning&lt;br /&gt;
 |cost=&lt;br /&gt;
 |weight=13&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A staff that increases the power of summonings cast by its wielder.}}&lt;br /&gt;
&lt;br /&gt;
A '''staff of summoning''' is a [[magical staff]] which aids in the casting of [[Summonings]]. Equipping it will cause it to auto-identify. Any Summonings spells cast while wielding a staff of summoning will gain a boost to [[spell power]], usually causing it to summon more monsters/last longer (the specific impact of this, if any, depends on the spell). Additionally, the wielder is granted the [[warding]] intrinsic.&lt;br /&gt;
&lt;br /&gt;
The staff can also be used in combat, functioning as a +0, +0 [[staff]] that may cast [[Abjuration]] against the victim with each hit:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''Abjuration Spell Power''': 0 to 1.25×(Evocations+Summonings)&amp;lt;br&amp;gt;'''Chance to Activate on a Hit''': (Evocations+1)×6.66% per hit (100% likely at 15 Evocations)}}&lt;br /&gt;
&lt;br /&gt;
Physical damage bonuses can be gained through training [[Fighting]] and [[Staves]]. The Staves skill also increases your accuracy and the speed at which you can attack, making it well worth gaining at least a few levels.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.8]], the chance of a staff of summoning auto-identifying when wielded depended on the Summonings skill of the wielder.&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Staff_of_conjuration&amp;diff=42312</id>
		<title>Staff of conjuration</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Staff_of_conjuration&amp;diff=42312"/>
				<updated>2016-06-03T09:56:57Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: updated for 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Magical staves&lt;br /&gt;
 |name=staff of conjuration&lt;br /&gt;
 |cost=&lt;br /&gt;
 |weight=13&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|This staff increases the power of conjurations cast by its wielder.}}&lt;br /&gt;
&lt;br /&gt;
A '''staff of conjuration''' is a [[magical staff]] which aids in the casting of [[Conjurations]]. Equipping it will cause it to auto-identify. Any Conjurations cast while wielding a staff of conjuration will gain a boost to [[spell power]], usually causing it to deal more damage and/or last longer (the specific impact of this, if any, depends on the spell).&lt;br /&gt;
&lt;br /&gt;
The staff can also be used in combat, functioning as a +0 [[staff]]. Unlike other magical staves, it provides no other magical effects, but you can still improve your damage output, accuracy, and attack speed through training [[Staves]] and [[Fighting]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.8]], the chance of a staff of conjuration auto-identifying when wielded depended on the Conjurations skill of the wielder.&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Staff_of_necromancy&amp;diff=42311</id>
		<title>Staff of necromancy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Staff_of_necromancy&amp;diff=42311"/>
				<updated>2016-06-03T09:55:41Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: improve advice, update for 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Magical staves&lt;br /&gt;
 |name=staff of death &lt;br /&gt;
 |cost=&lt;br /&gt;
 |weight=13&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|This staff increases the power of necromantic spells cast by its wielder, and protects them from negative energy. If the wielder is skilled in both Evocations and Necromancy, they can inflict great pain on those living souls they strike.}}&lt;br /&gt;
&lt;br /&gt;
A '''staff of death''' is a [[magical staff]] which aids in the casting of [[Necromancy]]. Equipping it will cause it to auto-identify. Any Necromancy spell cast while wielding a staff of death will gain a boost to [[spell power]], usually causing it to deal more damage and/or last longer (the specific impact of this, if any, depends on the spell). Additionally, the wielder gains a rank of [[negative energy resistance]].&lt;br /&gt;
&lt;br /&gt;
The staff can also be used in combat, functioning as a +0 [[staff]] that may deal additional negative energy damage.&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''Negative Energy Damage''': 0 to 1.25×(Evocations+Necromancy)&amp;lt;br&amp;gt;'''Chance to Activate on a Hit (1st Test)''': (Evocations+1)×6.66% per hit (100% likely at 15 Evocations)&amp;lt;br&amp;gt;'''Chance to Activate on a Hit (2nd Test)''': 12.5+(Necromancy×12.5)% chance}}&lt;br /&gt;
&lt;br /&gt;
Further physical damage bonuses can be gained through training [[Staves]] and [[Fighting]]. The Staves skill also increases your accuracy and speed at which you can attack, making it highly recommended to train the skill at least up to the weapon's minimum delay first.&lt;br /&gt;
&lt;br /&gt;
Staves of death, like other [[magical staves]], can sometimes be [[cursed]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.8]], the chance of a staff of death auto-identifying when wielded depended on the Necromancy skill of the wielder.&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Staff_of_alchemy&amp;diff=42310</id>
		<title>Staff of alchemy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Staff_of_alchemy&amp;diff=42310"/>
				<updated>2016-06-03T09:54:17Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: improve advice, update for 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Magical staves&lt;br /&gt;
 |name=staff of poison&lt;br /&gt;
 |cost=&lt;br /&gt;
 |weight=13&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A staff that increases the power of poisoning spells cast by its wielder, and protects them from the effects of poison. If the wielder is skilled in Evocations and Poison Magic, they can poison creatures struck by it — even if the victims are normally resistant.}}&lt;br /&gt;
&lt;br /&gt;
A '''staff of poison''' is a [[magical staff]] which aids in the casting of [[Poison Magic]]. Equipping it will cause it to auto-identify. Any poison spell cast while wielding a staff of poison will gain a boost to [[spell power]], usually causing it to deal more damage and/or last longer (the specific impact of this, if any, depends on the spell). Additionally, the wielder is protected from poison, gaining [[poison resistance]].&lt;br /&gt;
&lt;br /&gt;
The staff can also be used in combat, functioning as a +0 [[staff]] that may poison the target (even if the target is normally immune to poison, so long as it is still a natural, living animal):&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''Chance to Activate on a Hit''': Evocations×6.66% + Poison Magic×3.33% (100% likely at 15 Evocations)&amp;lt;br&amp;gt;'''Chance to Poison''': Poison Magic×12.5%, with a separate 50% chance if that fails; even [[plants]] and [[natural|animals]] with [[poison resistance]] can be poisoned if an additional Poison Magic×6.25% chance is successful.}}&lt;br /&gt;
&lt;br /&gt;
Further physical damage bonuses can be gained through training [[Staves]] and [[Fighting]]. The Staves skill also increases your accuracy and speed at which you can attack, making it highly recommended to train the skill at least up to the weapon's minimum delay first.&lt;br /&gt;
&lt;br /&gt;
The [[Staff of Olgreb]] is a [[fixedart]] which is effectively a staff of poison with enhanced powers.&lt;br /&gt;
&lt;br /&gt;
Staves of poison, like other [[magical staves]], can sometimes be [[cursed]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.8]], the chance of a staff of poison auto-identifying when wielded depended on the Poison Magic skill of the wielder.&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Staff_of_air&amp;diff=42309</id>
		<title>Staff of air</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Staff_of_air&amp;diff=42309"/>
				<updated>2016-06-03T09:50:38Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: crystal ball category, improve advice, description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Magical staves&lt;br /&gt;
 |name=staff of air&lt;br /&gt;
 |cost=&lt;br /&gt;
 |weight=13&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|This staff increases the power of air spells cast by its wielder, and insulates him or her from electricity. If the wielder is skilled in both evocations and air magic, they can shock those struck by it.}}&lt;br /&gt;
&lt;br /&gt;
A '''staff of air''' is a [[magical staff]] which aids in the casting of [[Air Magic]]. Equipping it will cause it to auto-identify. Any air spell cast while wielding a staff of air will gain a boost to [[spell power]], usually causing it to deal more damage and/or last longer (the specific impact of this, if any, depends on the spell). Additionally, the wielder is protected from electricity, gaining [[electricity resistance]].&lt;br /&gt;
&lt;br /&gt;
The staff can also be used in combat, functioning as a +0 [[staff]] that deals additional electricity damage:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''Electricity Damage''': A random amount ranging from 0 to 1.25×(Evocations/2+Air Magic)&amp;lt;br&amp;gt;'''Chance to Activate on a Hit''': (Evocations+AirMagic/2)×6.66% per hit}}&lt;br /&gt;
&lt;br /&gt;
Further physical damage bonuses can be gained through training [[Staves]] and [[Fighting]]. The Staves skill also increases your accuracy and speed at which you can attack, making it highly recommended to train the skill at least up to the weapon's minimum delay first.&lt;br /&gt;
&lt;br /&gt;
The only downside to wielding a staff of air is that it makes you less attuned to [[Earth Magic]]; all earth spells you cast will suffer a spell power penalty.&lt;br /&gt;
&lt;br /&gt;
Staves of air, like other [[magical staves]], can sometimes be [[cursed]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.19]], enhancer staves will no longer penalize casting spells of the opposite school.&lt;br /&gt;
*Prior to [[0.15]], the staff of air would activate extra melee damage less frequently than other magical staves.&lt;br /&gt;
*Prior to [[0.8]], the chance of a staff of air auto-identifying when wielded depended on the Air Magic skill of the wielder.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Staff_of_earth&amp;diff=42308</id>
		<title>Staff of earth</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Staff_of_earth&amp;diff=42308"/>
				<updated>2016-06-03T09:49:06Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: crystal ball category, improve advice, description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Magical staves&lt;br /&gt;
 |name=staff of earth&lt;br /&gt;
 |cost=&lt;br /&gt;
 |weight=13&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A staff that increases the power of earth spells cast by its wielder. If the wielder is skilled in Evocations and Earth magic, they can crush those struck by it.}}&lt;br /&gt;
&lt;br /&gt;
A '''staff of earth''' is a [[magical staff]] which aids in the casting of [[Earth Magic]]. Equipping it will cause it to auto-identify. Any earth spell cast while wielding a staff of earth will gain a boost to [[spell power]], usually causing it to deal more damage and/or last longer (the specific impact of this, if any, depends on the spell).&lt;br /&gt;
&lt;br /&gt;
The staff can also be used in combat, functioning as a +0 [[staff]] that deals additional physical damage (reduced by AC):&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''Physical Damage''': A random amount ranging from 0 to 1.25×([Evocations/2]+Earth Magic)&amp;lt;br&amp;gt;'''Chance to Activate on a Hit''': (Evocations+Earth Magic/2)×6.66% per hit}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Further physical damage bonuses can be gained through training [[Staves]] and [[Fighting]]. The Staves skill also increases your accuracy and speed at which you can attack, making it highly recommended to train the skill at least up to the weapon's minimum delay first.&lt;br /&gt;
&lt;br /&gt;
The only downside to wielding a staff of earth is that it makes you less attuned to [[Air Magic]]; all air spells you cast will suffer a spell power penalty.&lt;br /&gt;
&lt;br /&gt;
Staves of earth, like other [[magical staves]], can sometimes be [[cursed]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.19]], enhancer staves will no longer penalize casting spells of the opposite school.&lt;br /&gt;
*Prior to [[0.8]], the chance of a staff of earth auto-identifying when wielded depended on the Earth Magic skill of the wielder.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Staff_of_fire&amp;diff=42307</id>
		<title>Staff of fire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Staff_of_fire&amp;diff=42307"/>
				<updated>2016-06-03T09:47:15Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: crystal ball category, improve advice, description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Magical staves&lt;br /&gt;
 |name=staff of fire&lt;br /&gt;
 |cost=&lt;br /&gt;
 |weight=13&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A staff that increases the power of fire spells cast by its wielder, and&lt;br /&gt;
protects them from the effects of fire. If the wielder is skilled in Evocations&lt;br /&gt;
and Fire Magic, they can burn those struck by it.}}&lt;br /&gt;
&lt;br /&gt;
A '''staff of fire''' is a [[magical staff]] which aids in the casting of [[Fire Magic]]. Equipping it will cause it to auto-identify. Any fire spell cast while wielding a staff of fire will gain a boost to [[spell power]], usually causing it to deal more damage and/or last longer (the specific impact of this, if any, depends on the spell). Additionally, the wielder is protected from fire, gaining one rank of [[fire resistance]].&lt;br /&gt;
&lt;br /&gt;
The staff can also be used in combat, functioning as a +0 [[staff]] that deals additional fire damage:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''Fire Damage''': A random amount ranging from 0 to 1.25×(Evocations/2+Fire Magic)&amp;lt;br&amp;gt;'''Chance to Activate on a Hit''': (Evocations+Fire Magic/2)×6.66% per hit}}&lt;br /&gt;
&lt;br /&gt;
Further physical damage bonuses can be gained through training [[Staves]] and [[Fighting]]. The Staves skill also increases your accuracy and speed at which you can attack, making it highly recommended to train the skill at least up to the weapon's minimum delay first.&lt;br /&gt;
&lt;br /&gt;
If a staff of fire is used to hit a [[bush]], you may set it on fire.&lt;br /&gt;
&lt;br /&gt;
The only downside to wielding a staff of fire is that it makes you less attuned to [[Ice Magic]]; all ice spells you cast will suffer a spell power penalty.&lt;br /&gt;
&lt;br /&gt;
Staves of fire, like other [[magical staves]], can sometimes be [[cursed]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.19]], enhancer staves will no longer penalize casting spells of the opposite school.&lt;br /&gt;
*Prior to [[0.8]], the chance of a staff of fire auto-identifying when wielded depended on the Fire Magic skill of the wielder.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Staff_of_cold&amp;diff=42306</id>
		<title>Staff of cold</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Staff_of_cold&amp;diff=42306"/>
				<updated>2016-06-03T08:04:00Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: actually add crystal ball category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Magical staves&lt;br /&gt;
 |name=staff of cold&lt;br /&gt;
 |cost=&lt;br /&gt;
 |weight=13&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A staff that increases the power of ice spells cast by its wielder, and protects them from the effects of cold. If the wielder is skilled in Evocations and Ice Magic, they can freeze those struck by it.}}&lt;br /&gt;
&lt;br /&gt;
A '''staff of cold''' is a [[magical staff]] which aids in the casting of [[Ice Magic]]. Equipping it will cause it to auto-identify. Any ice spell cast while wielding a staff of cold will gain a boost to [[spell power]], usually causing it to deal more damage and/or last longer (the specific impact of this, if any, depends on the spell). Additionally, the wielder is protected from cold, gaining one rank of [[cold resistance]].&lt;br /&gt;
&lt;br /&gt;
The staff can also be used in combat, functioning as a +0 [[staff]] that deals additional cold damage:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''Cold Damage''': A random amount ranging from 0 to 1.25×([Evocations/2]+Ice Magic)&amp;lt;br&amp;gt;'''Chance to Activate on a Hit''': (Evocations+Ice Magic/2)×6.66% per hit}}&lt;br /&gt;
&lt;br /&gt;
Further physical damage bonuses can be gained through training [[Staves]] and [[Fighting]]. The Staves skill also increases your accuracy and speed at which you can attack, making it highly recommended to train the skill at least up to the weapon's minimum delay first.&lt;br /&gt;
&lt;br /&gt;
The only downside to wielding a staff of cold is that it makes you less attuned to [[Fire Magic]]; all fire spells you cast will suffer a spell power penalty. &lt;br /&gt;
&lt;br /&gt;
Staves of cold, like other [[magical staves]], can sometimes be [[cursed]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.19]], enhancer staves will no longer penalize casting spells of the opposite school.&lt;br /&gt;
*Prior to [[0.8]], the chance of a staff of cold auto-identifying when wielded depended on the Ice Magic skill of the wielder.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Staff_of_cold&amp;diff=42305</id>
		<title>Staff of cold</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Staff_of_cold&amp;diff=42305"/>
				<updated>2016-06-03T08:02:50Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: crystal ball category, improve advice, description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Magical staves&lt;br /&gt;
 |name=staff of cold&lt;br /&gt;
 |cost=&lt;br /&gt;
 |weight=13&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A staff that increases the power of ice spells cast by its wielder, and protects them from the effects of cold. If the wielder is skilled in Evocations and Ice Magic, they can freeze those struck by it.}}&lt;br /&gt;
&lt;br /&gt;
A '''staff of cold''' is a [[magical staff]] which aids in the casting of [[Ice Magic]]. Equipping it will cause it to auto-identify. Any ice spell cast while wielding a staff of cold will gain a boost to [[spell power]], usually causing it to deal more damage and/or last longer (the specific impact of this, if any, depends on the spell). Additionally, the wielder is protected from cold, gaining one rank of [[cold resistance]].&lt;br /&gt;
&lt;br /&gt;
The staff can also be used in combat, functioning as a +0 [[staff]] that deals additional cold damage:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''Cold Damage''': A random amount ranging from 0 to 1.25×([Evocations/2]+Ice Magic)&amp;lt;br&amp;gt;'''Chance to Activate on a Hit''': (Evocations+Ice Magic/2)×6.66% per hit}}&lt;br /&gt;
&lt;br /&gt;
Further physical damage bonuses can be gained through training [[Staves]] and [[Fighting]]. The Staves skill also increases your accuracy and speed at which you can attack, making it highly recommended to train the skill at least up to the weapon's minimum delay first.&lt;br /&gt;
&lt;br /&gt;
The only downside to wielding a staff of cold is that it makes you less attuned to [[Fire Magic]]; all fire spells you cast will suffer a spell power penalty. &lt;br /&gt;
&lt;br /&gt;
Staves of cold, like other [[magical staves]], can sometimes be [[cursed]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.19]], enhancer staves will no longer penalize casting spells of the opposite school.&lt;br /&gt;
*Prior to [[0.8]], the chance of a staff of cold auto-identifying when wielded depended on the Ice Magic skill of the wielder.&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Staff_of_enchantment&amp;diff=42304</id>
		<title>Staff of enchantment</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Staff_of_enchantment&amp;diff=42304"/>
				<updated>2016-06-03T07:44:08Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: /* History */ update history, formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Magical staves&lt;br /&gt;
 |name=staff of enchantment&lt;br /&gt;
 |cost=&lt;br /&gt;
 |weight=13&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|This staff increases the power of charm and hex spells cast by its wielder. In the hands of a skilled person, it also increases resistance to hostile enchantments.}}&lt;br /&gt;
&lt;br /&gt;
A '''staff of enchantment''' is a [[magical staff]] which aids in the casting of [[Charms]] and [[Hexes]]. Equipping it will cause it to auto-identify. Any Charms or Hexes cast while wielding a staff of enchantments will gain a boost to [[spell power]], usually causing it to have a higher success rate and/or last longer (the specific impact of this, if any, depends on the spell). Additionally, the wielder is better protected against resistible magic spells: [[magic resistance]] is increased by an amount dependent on your Charms/Hexes skill.&lt;br /&gt;
&lt;br /&gt;
The staff can also be used in combat, functioning as a +0, +0 [[staff]]. Unlike some other magical staves, it provides no magical combat effects, but you can still improve your damage output, accuracy, and attack speed through training [[Fighting]] and [[Staves]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*It was removed in [[0.12]].  Temporarily, the enhancer effect could have been found on [[Spear of the Botono]], but with its removal all the effects of the original staff are no longer found in-game.&lt;br /&gt;
*Prior to [[0.8]], the chance of a staff of enchantments auto-identifying when wielded depended on the Charms/Hexes skill of the wielder.&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ring_of_the_Octopus_King&amp;diff=42303</id>
		<title>Ring of the Octopus King</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ring_of_the_Octopus_King&amp;diff=42303"/>
				<updated>2016-06-03T05:43:41Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: trunk change, crystal ball article, history formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{flavour|One of the eight rings once worn by the Octopus King and now scattered across&lt;br /&gt;
the land. Each has its own unique enchantment.&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A mermaid who fancied to sing,&amp;lt;br&amp;gt;&lt;br /&gt;
Roused lust in the Octopus King.&amp;lt;br&amp;gt;&lt;br /&gt;
Her squiggly suitor,&amp;lt;br&amp;gt;&lt;br /&gt;
Tried hard to woo her,&amp;lt;br&amp;gt;&lt;br /&gt;
But she couldn't wear all his rings.&amp;quot;}}&lt;br /&gt;
[[File:Ring_of_the_octopus_king.png]] '''''a ring of the Octopus King'''''&amp;lt;br&amp;gt;&lt;br /&gt;
+1 [[AC]]&amp;lt;br&amp;gt;&lt;br /&gt;
+1 [[EV]]&amp;lt;br&amp;gt;&lt;br /&gt;
+1 [[Strength]]&amp;lt;br&amp;gt;&lt;br /&gt;
+1 [[Intelligence]]&amp;lt;br&amp;gt;&lt;br /&gt;
+1 [[Dexterity]]&amp;lt;br&amp;gt;&lt;br /&gt;
One of the following: [[stealth|Stealth+]], [[ring of wizardry|Wizardry]], [[ring of life protection|rN+]], [[ring of protection from fire|rF+]], [[ring of protection from cold|rC+]], [[ring of sustain abilities|Sustain Abilities]], [[ring of magical power|MP +9]], or [[ring of regeneration|Regeneration]].&lt;br /&gt;
&lt;br /&gt;
Each ring also adds a +1 enchantment to your [[trident of the Octopus King]].&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
There are technically eight different '''rings of the Octopus King'''. It is possible to find more than one in a single game, but finding all eight is extraordinarily unlikely. These rings are obviously more desirable than their mundane counterparts, but the additional effects these rings offer are very minor. It's not uncommon to find superior [[randart]] rings.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.19]], the enchantment per ring has been increased to +2.&lt;br /&gt;
*Prior to [[0.15]], rings generated with [[ring of sustenance|Hunger-]] instead of Stealth+. Also, each ring did not increase the enchantment level of your trident of the Octopus King.&lt;br /&gt;
*The rings of the Octopus King were added in [[0.10]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Ring]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ashenzari&amp;diff=42302</id>
		<title>Ashenzari</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ashenzari&amp;diff=42302"/>
				<updated>2016-06-03T05:35:15Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: /* Strategy */ removed reference to Ziggurats appearing in Pan, the whole paragraph probably needs more cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&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;
*'''Curse Item:''' curse items in your inventory. Costs one scroll of remove curse per item, and can't be used if the player has no scrolls.&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). 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;
*'''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;Soothsayer&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;Seer&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;
* No new Abilities&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;
{{flavour|Ashenzari does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
Ashenzari's wrath is not like other gods'; it is constant and unrelenting for its duration. Victims find their skills impaired, and their enemies divinely guided - never losing track of them, never ending the hunt.}}&lt;br /&gt;
Upon abandoning Ashenzari, you will receive -4 to all skills until you've gained an amount of [[XP]] equivalent to two [[XL|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 more 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). 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;
Prior to [[0.18]], players would have to pray over scrolls of remove curse to convert them into the now-obsolete scrolls of [[Scroll of curse armour|curse armour]], [[Scroll of curse weapon|curse weapon]], and [[Scroll of curse jewellery|curse jewellery]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], scrolls of curse item could be randomly generated, but Ashenzari gave fewer of them for sacrificing remove curse.&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;
{{gods}}&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Zot_(mythical_wizard)&amp;diff=42277</id>
		<title>Talk:Zot (mythical wizard)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Zot_(mythical_wizard)&amp;diff=42277"/>
				<updated>2016-06-01T02:20:44Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: /* Obsolete? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Obsolete?==&lt;br /&gt;
&lt;br /&gt;
Is this page obsolete? I can't find any reference to Zot as a person in 0.18. There's the Realm of Zot, Orb of Zot, Zot trap, and that's it. - [[User:Edsrzf|Edsrzf]] ([[User talk:Edsrzf|talk]]) 01:04, 27 May 2016 (CEST)&lt;br /&gt;
:I'd say it's just like [[Dungeon Crawl]], pointing to the origins, a myth without any real reference to a version. BTW it's reminding of nethack's wizard myth. The funny picture is very, very histo (1980s), black-white screen. IMHO we should let it stay as a reminder of the humble beginnings when Dungeon Crawl was born. And no version necessary. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 11:46, 27 May 2016 (CEST)&lt;br /&gt;
::Sounds good to me. - [[User:Edsrzf|Edsrzf]] ([[User talk:Edsrzf|talk]]) 23:50, 31 May 2016 (CEST)&lt;br /&gt;
:::From what I've gathered, Zot is from a different game, called Wizard's Castle. The screenshot is also from that game. There was never any character of that name in DCSS, but that's where the original author got the name and the whole shtick about Zot being on the lowest level of a dungeon. --[[User:JStrange|JStrange]] ([[User talk:JStrange|talk]]) 04:20, 1 June 2016 (CEST)&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Trunk&amp;diff=42226</id>
		<title>Trunk</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Trunk&amp;diff=42226"/>
				<updated>2016-05-31T03:15:58Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: added alternative commits link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version-trunk}}&lt;br /&gt;
&lt;br /&gt;
Between stable releases, the bulk of Crawl development occurs in '''trunk'''. These publicly available trunk builds allow users to preview and playtest new features, balance changes, and bug fixes, but the experimental code changes may also produce bugs (which may be severe). Unlike more experimental code branches, most of the changes that meet with developer and player approval are likely to make their way into the next stable release.&lt;br /&gt;
&lt;br /&gt;
Players can follow changes via:&lt;br /&gt;
* [https://github.com/crawl/crawl/blob/master/crawl-ref/docs/changelog.txt Version development summary]&lt;br /&gt;
* [https://github.com/crawl/crawl/commits/master Git commits]&lt;br /&gt;
* [http://s-z.org/neil/git/?p=crawl.git;a=shortlog Simplified commit summary]&lt;br /&gt;
&lt;br /&gt;
Discuss and debate future development:&lt;br /&gt;
* [http://crawl.develz.org/tavern/ The Tavern (official forum)]&lt;br /&gt;
* [http://crawl.develz.org/wiki/doku.php?id=start Dev wiki]&lt;br /&gt;
* [https://lists.sourceforge.net/lists/listinfo/crawl-ref-discuss Dev mailing list] and [http://sourceforge.net/mailarchive/forum.php?forum_name=crawl-ref-discuss archive]&lt;br /&gt;
* IRC: [http://webchat.freenode.net/?channels=%23%23crawl ##crawl] on [https://freenode.net Freenode]&lt;br /&gt;
* IRC: [http://webchat.freenode.net/?channels=%23%23crawl-dev ##crawl-dev] on Freenode&lt;br /&gt;
&lt;br /&gt;
Access trunk versions:&lt;br /&gt;
* [http://crawl.develz.org/trunk/ Download]&lt;br /&gt;
* [[Playing_online | Play online]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Crawl Versions]]&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=God&amp;diff=42210</id>
		<title>God</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=God&amp;diff=42210"/>
				<updated>2016-05-30T15:21:23Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: fix name, add crystal ball articles category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
'''Gods''' are a central concept to ''[[Dungeon Crawl]]''. The game's pantheon features 23 distinct deities, and they provide increasingly powerful abilities to their worshipers, but punish them for any violation of their individual commandments. Your character may only worship a single god at once, and most gods punish followers for abandoning them, so choose wisely.&lt;br /&gt;
&lt;br /&gt;
==The pantheon==&lt;br /&gt;
&lt;br /&gt;
* [[Ashenzari]] the Shackled, god of divinations and [[curse]]s.&lt;br /&gt;
* [[Beogh]] the Brigand, evil god of the [[list of orcs|orcs]].&lt;br /&gt;
* [[Cheibriados]] the Contemplative, the slow god.&lt;br /&gt;
* [[Dithmenos]] the Shadowed, god of darkness.&lt;br /&gt;
* [[Elyvilon]] the Healer, good god of healing.&lt;br /&gt;
* [[Fedhas Madash]], god of [[plant]]s.&lt;br /&gt;
* [[Gozag Ym Sagoz]] the Greedy, god of mercantilism and gold.&lt;br /&gt;
* [[Jiyva]] the Shapeless, chaotic god of [[list of jellies|slimes]].&lt;br /&gt;
* [[Kikubaaqudgha]], an evil demon-god of [[Necromancy|necromantic magic]].&lt;br /&gt;
* [[Lugonu]] the Unformed, chaotic evil god of [[the Abyss]].&lt;br /&gt;
* [[Makhleb]] the Destroyer, an evil god of slaughter and bloodshed.&lt;br /&gt;
* [[Nemelex Xobeh]], the trickster god of [[card]]s.&lt;br /&gt;
* [[Okawaru]] the Warmaster, god of battle.&lt;br /&gt;
* [[Pakellas]] the Inventive, the engineer god of magical devices.&lt;br /&gt;
* [[Qazlal Stormbringer]], god of storms.&lt;br /&gt;
* [[Ru]] the Awakened, god of sacrifice and inner power.&lt;br /&gt;
* [[Sif Muna]] the Loreminder, god of [[magic]] and mystical secrets.&lt;br /&gt;
* [[The Shining One]], a good god of honourable crusade against evil.&lt;br /&gt;
* [[Trog]] the Wrathful, a violent god of [[berserk|rage]].&lt;br /&gt;
* [[Vehumet]], god of destructive magic.&lt;br /&gt;
* [[Xom]] the Unpredictable, god of chaos.&lt;br /&gt;
* [[Yredelemnul]] the Dark, evil god of death.&lt;br /&gt;
* [[Zin]] the Law-Giver, a good god of law and purity.&lt;br /&gt;
&lt;br /&gt;
==Joining a god==&lt;br /&gt;
You may become a follower of a god in a number of ways. You can begin with a religious [[background]] ([[Berserker]], worshiping Trog; [[Abyssal Knight]], worshiping Lugonu; or [[Chaos Knight]], worshiping Xom). Otherwise, you may [[pray]] at a god's [[altar]], where you will be shown a description of the god (and their commandments) and are given the option to worship them.&lt;br /&gt;
&lt;br /&gt;
[[Orc priest]]s, [[orc high priest]]s and [[Saint Roka]] may offer [[hill orc]]s the opportunity to convert to [[Beogh]] (guaranteed the first time they see one of these monsters). This conversion can be done by using the special 'a'bility ''Convert to Beogh''.  All orcs within sight of the player will be pacified the first time the player uses this ability in a game.&lt;br /&gt;
&lt;br /&gt;
Some species have religious restrictions on which gods they may worship.&lt;br /&gt;
&lt;br /&gt;
* [[Demigod]]s may not worship any god.&lt;br /&gt;
* Only [[Hill Orc]]s may worship Beogh.&lt;br /&gt;
* Evil or [[undead]] races ([[Demonspawn]], [[Ghoul]]s, [[Mummy|Mummies]], and [[Vampire]]s) may not worship good-aligned gods (Zin, Elyvilon, and the Shining One).&lt;br /&gt;
* Undead races also may not worship [[Fedhas Madash]].&lt;br /&gt;
* [[Gargoyle]]s may not worship [[Yredelemnul]].&lt;br /&gt;
&lt;br /&gt;
==Changing or renouncing gods==&lt;br /&gt;
You can abandon your god for another by praying at your new god's altar, or by renouncing your faith with the &amp;quot;Renounce Religion&amp;quot; ability. The latter can be done at any time as a special ability (command '''a'''). In addition, good gods will excommunicate you for casting the spell [[Necromutation]], and Yredelemnul will excommunicate you for casting [[Statue Form]].&lt;br /&gt;
&lt;br /&gt;
Abandoning a god will always incur [[penance]] and usually results in [[divine retribution]], with a few exceptions. Leaving a good gods will incur penance, but they will not exhibit wrath upon you unless you begin worshiping an evil god (Beogh, Yredelemnul, Lugonu, Kikubaaqugdgha, or Makhleb). Additionally, Zin will punish you for joining Jiyva or Xom, who are chaotic gods (along with Lugonu).  Bear in mind that the good gods never forget about you; even if you join an evil god 100,000 turns later, you will still incur their wrath for doing so.&lt;br /&gt;
&lt;br /&gt;
Switching between good gods (Zin, Elyvilon, or The Shining One) will not result in any divine retribution. In fact, half of your piety will carry over from one god to the other upon conversion. Note that switching back to the first god will not restore piety; the number is simply halved again.&lt;br /&gt;
&lt;br /&gt;
Ru will never inflict divine retribution for abandonment, but any sacrifices that the player makes are permanent.&lt;br /&gt;
&lt;br /&gt;
==Altars==&lt;br /&gt;
[[Altar]]s for most gods (except [[Lugonu]], [[Jiyva]], and [[Beogh]]) are likely to appear in the [[Ecumenical Temple]], which holds anywhere from 6 to 14 altars. Any altars not found in the Temple are guaranteed to appear in the main [[Dungeon]] between level 1 and level 9. Additional altars may be found in various other locations deeper into the Dungeon and its sub-branches.&lt;br /&gt;
&lt;br /&gt;
[[Lugonu]]'s altars may be found in [[the Abyss]] or in the rare corrupted version of the Ecumenical Temple. [[Jiyva]]'s altars may found at the entrance to or inside [[the Slime Pits]], and, very rarely, early in the main dungeon. Finally, altars to [[Beogh]] can appear in the [[Orcish Mines]], or more rarely in the main dungeon, most commonly near the entrance to the [[Orcish Mines]].&lt;br /&gt;
&lt;br /&gt;
Players may also find a [[faded altar]] in the early Dungeon. Praying at a faded altar allows the player to convert to a randomly selected god with additional [[piety]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Choosing a god]]&lt;br /&gt;
* [[Piety]]&lt;br /&gt;
* [[Divine retribution]]&lt;br /&gt;
* [[God comparison]]&lt;br /&gt;
* [[Pray]]er&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* In 0.19, [[Uskayaw]] the Reveler and [[Hepliaklqana]] the Forgotten will be joining the pantheon.&lt;br /&gt;
&lt;br /&gt;
* [[Pakellas]] the god of magical gadgets joined the pantheon in [[0.18]]. &lt;br /&gt;
&lt;br /&gt;
* Random choice by [[faded altar]]s were introduced in [[0.17]].&lt;br /&gt;
&lt;br /&gt;
*[[Gozag Ym Sagoz]] the Greedy and [[Ru]] the Awakened were added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
*[[Qazlal Stormbringer]] was added in [[0.15]].&lt;br /&gt;
&lt;br /&gt;
*[[Dithmenos]] was introduced in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
* Prior to version [[0.9]], one did not incur penance by switching from one good god to another.  This was removed, since it allowed for Zin worshipers to safely switch to Jiyva by momentarily switching to TSO or Elyvilon.  Switching between good gods is still safe, since no wrath will be exhibited, but if you leave for an evil god you will be facing the wrath of both (or all) of your former gods.&lt;br /&gt;
&lt;br /&gt;
*In [[0.8]] instant divine retribution was removed. You could also find altars in the main Dungeon at level 1.&lt;br /&gt;
&lt;br /&gt;
*Prior to [[0.6]], altars were not always guaranteed to appear in the Ecumenical Temple or between Dungeon levels 2-9.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Uskayaw&amp;diff=42209</id>
		<title>Uskayaw</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Uskayaw&amp;diff=42209"/>
				<updated>2016-05-30T15:17:42Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: update name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|trunk}}&lt;br /&gt;
[[File:Uskayaw altar.png]]&lt;br /&gt;
{{flavour|Uskayaw the Reveler is a god of ecstatic dance. On the surface, Uskayaw appreciates many forms of worship, but in the dungeon most worshippers stick to the dance of combat. Uskayaw appreciates the passion and rhythm of combat, rewarding followers for each strike they deliver and for the damage they deal their foes. The longer the dance continues, the greater powers Uskayaw offers. When the dance ends, Uskayaw quickly loses interest.&lt;br /&gt;
&lt;br /&gt;
Uskayaw offers powers that help worshippers continue the dance. Worshippers can stomp to damage foes around them and rapidly move through a line of creatures while confusing them. When a worshipper's dance reaches a certain point, Uskayaw will freeze all foes so that the dancer may take a solo. If the dance continues, Uskayaw will link the emotions of foes, forcing them to share their pain. If the dance continues, Uskayaw allows you to end it by melding with and then violently exploding a foe, killing it instantly.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Uskayaw (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Uskayaw especially likes it when you hurt your foes.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Abandonment.&lt;br /&gt;
* Inactivity (loses [[Piety]] quickly when not attacking foes).&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety Level -]]:''' &amp;quot;Wallflower&amp;quot;&lt;br /&gt;
*Uskayaw offers no abilities at this level.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *]]:''' &amp;quot;Party-goer&amp;quot;&lt;br /&gt;
*'''Stomp''' - Stomps down in time with the rhythm of the dance, sending a shockwave through all adjacent creatures. The shockwave deals damages to the creatures it passes through in proportion to the creature's maximum health and the reveler's Invocations skill.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level **]]:''' &amp;quot;Dancer&amp;quot;&lt;br /&gt;
*'''Line Pass''' - Passes through a contiguous line of creatures at superhuman speed, ending up in a new location. Any creatures passed through in this way may be confused, with the chance of confusion increasing with Invocations skill.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ***]]:''' &amp;quot;Impassioned&amp;quot;&lt;br /&gt;
*'''Solo Time (***)''' - Uskayaw briefly paralyzes all enemies in your line of sight.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ****]]:''' &amp;quot;Rapturous&amp;quot;&lt;br /&gt;
*'''Pain Bond''' - Triggers automatically upon hitting the required piety. It gives all monsters in your line of sight the pain bond status for an amount of time that increases with Invocations skill. While the status is active, affected creatures deal a portion of the damage they receive to nearby creatures with the same status -- which can trigger the status again in a chain reaction. The damage shared decreases with distance, dealing 80%/60%/40%/0% at one/two/three/four tiles away, respectively.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *****]]:''' &amp;quot;Ecstatic&amp;quot;&lt;br /&gt;
* '''Grand Finale''' - This power lets you blink to a monster's location and kill the monster, potentially sending flying chunks everywhere. Any targetable monster (one with emotions) is instantly killed by this ability. The flavor is that you merge your emotions and body with the target, then violently separate. Using this ability will reduce your piety back to *.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ******]]:''' &amp;quot;Rhythm of Life and Death&amp;quot;&lt;br /&gt;
* Uskayaw offers no new abilites.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|&lt;br /&gt;
Uskayaw's wrath turns the powers of the dance against the offender. The prude will find their foes going berserk and will be forced to helplessly watch as foes execute their own solos. When the dance is getting too slow, Uskayaw will attempt to bring more revelers.}} &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Uskayaw provides some very strong abilities that require you to stay in a fight for longer. While they can be used against a single opponent, they truly shine when engaging multiple opponents, thus considerably increasing the risk.&lt;br /&gt;
&lt;br /&gt;
Uskayaw's fast piety gain can be further increased by wearing [[amulet of faith]]. The playstyle fits very well with the cleaving attacks of various [[axes]] and, for entirely different reason, with [[stab|stabber]] characters. In the first case, [[cleaving]] accelerates the piety gain by hitting multiple opponents. The latter benefits from irresistible confusion, pain bond to apply stabbing damage to multiple monsters at once and then finally Grand Finale allows them to deal with highly-threatening enemies without being resisted, evaded or mitigated by AC and affects even the most threatening of enemies like [[pandemonium lord|pandemonium lords]], rune guardians in [[Hell]] or [[orb of fire|orbs of fire]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Uskayaw was added in [[0.19]]. Originally, it was called Ukayaw, making it too similar with the shortened version of Okawaru (Oka vs Uka).&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=File:Uskayaw_altar.png&amp;diff=42207</id>
		<title>File:Uskayaw altar.png</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=File:Uskayaw_altar.png&amp;diff=42207"/>
				<updated>2016-05-30T15:17:11Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: JStrange moved page File:Ukayaw altar.png to File:Uskayaw altar.png: God has been renamed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=File:Ukayaw_altar.png&amp;diff=42208</id>
		<title>File:Ukayaw altar.png</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=File:Ukayaw_altar.png&amp;diff=42208"/>
				<updated>2016-05-30T15:17:11Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: JStrange moved page File:Ukayaw altar.png to File:Uskayaw altar.png: God has been renamed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:Uskayaw altar.png]]&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Uskayaw&amp;diff=42204</id>
		<title>Uskayaw</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Uskayaw&amp;diff=42204"/>
				<updated>2016-05-30T15:10:53Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: JStrange moved page Ukayaw to Uskayaw: It has been officially renamed, see http://s-z.org/neil/git/?p=crawl.git;a=commit;h=de47aebf173e9a7152fcc52e52c15427b4f682db&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|trunk}}&lt;br /&gt;
[[File:Ukayaw altar.png]]&lt;br /&gt;
{{flavour|Ukayaw the Reveler is a god of ecstatic dance. On the surface, Ukayaw appreciates many forms of worship, but in the dungeon most worshippers stick to the dance of combat. Ukayaw appreciates the passion and rhythm of combat, rewarding followers for each strike they deliver and for the damage they deal their foes. The longer the dance continues, the greater powers Ukayaw offers. When the dance ends, Ukayaw quickly loses interest.&lt;br /&gt;
&lt;br /&gt;
Ukayaw offers powers that help worshippers continue the dance. Worshippers can&lt;br /&gt;
stomp to damage foes around them and rapidly move through a line of creatures&lt;br /&gt;
while confusing them. When a worshipper's dance reaches a certain point, Ukayaw&lt;br /&gt;
will freeze all foes so that the dancer may take a solo. If the dance continues,&lt;br /&gt;
Ukayaw will link the emotions of foes, forcing them to share their pain. If the&lt;br /&gt;
dance continues, Ukayaw allows you to end it by melding with and then violently&lt;br /&gt;
exploding a foe, killing it instantly.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Ukayaw (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Ukayaw especially likes it when you hurt your foes.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Abandonment.&lt;br /&gt;
* Inactivity (loses [[Piety]] quickly when not attacking foes).&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety Level -]]:''' &amp;quot;Wallflower&amp;quot;&lt;br /&gt;
*Ukayaw offers no abilities at this level.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *]]:''' &amp;quot;Party-goer&amp;quot;&lt;br /&gt;
*'''Stomp''' - Stomps down in time with the rhythm of the dance, sending a shockwave through all adjacent creatures. The shockwave deals damages to the creatures it passes through in proportion to the creature's maximum health and the reveler's Invocations skill.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level **]]:''' &amp;quot;Dancer&amp;quot;&lt;br /&gt;
*'''Line Pass''' - Passes through a contiguous line of creatures at superhuman speed, ending up in a new location. Any creatures passed through in this way may be confused, with the chance of confusion increasing with Invocations skill.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ***]]:''' &amp;quot;Impassioned&amp;quot;&lt;br /&gt;
*'''Solo Time (***)''' - Ukayaw briefly paralyzes all enemies in your line of sight.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ****]]:''' &amp;quot;Rapturous&amp;quot;&lt;br /&gt;
*'''Pain Bond''' - Triggers automatically upon hitting the required piety. It gives all monsters in your line of sight the pain bond status for an amount of time that increases with Invocations skill. While the status is active, affected creatures deal a portion of the damage they receive to nearby creatures with the same status -- which can trigger the status again in a chain reaction. The damage shared decreases with distance, dealing 80%/60%/40%/0% at one/two/three/four tiles away, respectively.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *****]]:''' &amp;quot;Ecstatic&amp;quot;&lt;br /&gt;
* '''Grand Finale''' - This power lets you blink to a monster's location and kill the monster, potentially sending flying chunks everywhere. Any targetable monster (one with emotions) is instantly killed by this ability. The flavor is that you merge your emotions and body with the target, then violently separate. Using this ability will reduce your piety back to *.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ******]]:''' &amp;quot;Rhythm of Life and Death&amp;quot;&lt;br /&gt;
* Ukayaw offers no new abilites.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|&lt;br /&gt;
Ukayaw's wrath turns the powers of the dance against the offender. The prude will find their foes going berserk and will be forced to helplessly watch as foes execute their own solos. When the dance is getting too slow, Ukayaw will attempt to bring more revelers.}} &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ukayaw provides some very strong abilities that require you to stay in a fight for longer. While they can be used against a single opponent, they truly shine when engaging multiple opponents, thus considerably increasing the risk.&lt;br /&gt;
&lt;br /&gt;
Ukayaw's fast piety gain can be further increased by wearing [[amulet of faith]]. The playstyle fits very well with the cleaving attacks of various [[axes]] and, for entirely different reason, with [[stab|stabber]] characters. In the first case, [[cleaving]] accelerates the piety gain by hitting multiple opponents. The latter benefits from irresistible confusion, pain bond to apply stabbing damage to multiple monsters at once and then finally Grand Finale allows them to deal with highly-threatening enemies without being resisted, evaded or mitigated by AC and affects even the most threatening of enemies like [[pandemonium lord|pandemonium lords]], rune guardians in [[Hell]] or [[orb of fire|orbs of fire]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Ukayaw was added in [[0.19]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ukayaw&amp;diff=42205</id>
		<title>Ukayaw</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ukayaw&amp;diff=42205"/>
				<updated>2016-05-30T15:10:53Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: JStrange moved page Ukayaw to Uskayaw: It has been officially renamed, see http://s-z.org/neil/git/?p=crawl.git;a=commit;h=de47aebf173e9a7152fcc52e52c15427b4f682db&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Uskayaw]]&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User_talk:JStrange&amp;diff=42202</id>
		<title>User talk:JStrange</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User_talk:JStrange&amp;diff=42202"/>
				<updated>2016-05-30T15:08:31Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: /* add Category:Crystal Ball Article */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== add Category:Crystal Ball Article ==&lt;br /&gt;
&lt;br /&gt;
Please don't forget to add Category:Crystal Ball Articles if you tell in the wiki of eventually planned additions/removals. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 16:59, 30 May 2016 (CEST)&lt;br /&gt;
:Oh, I didn't know such convention existed, will keep it in mind in the future! Are articles like [[Hepliaklqana]] supposed to have this category as well? --[[User:JStrange|JStrange]] ([[User talk:JStrange|talk]]) 17:08, 30 May 2016 (CEST)&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Skill_titles&amp;diff=42189</id>
		<title>Skill titles</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Skill_titles&amp;diff=42189"/>
				<updated>2016-05-30T05:13:49Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: updated and added unarmed capstone title explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version018}}&lt;br /&gt;
Your character will be given a '''skill title''' based on his current skill set. To determine the title, a character's skills are placed into five tiers: Lvl 1-7, 8-14, 15-20, 21-26, and 27. Your character's title is determined by their highest skill -- any time a different skill surpasses your current highest skill, your title will change to reflect it. Your title will also change when your current highest skill reaches a new tier. The first skill to reach level 27 will determine your character's final title. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;6&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! '''Skill'''&lt;br /&gt;
! '''Level 1-7'''&lt;br /&gt;
! '''Level 8-14'''&lt;br /&gt;
! '''Level 15-20'''&lt;br /&gt;
! '''Level 21-26'''&lt;br /&gt;
! '''Level 27'''&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Fighting]]'''&lt;br /&gt;
| Skirmisher&lt;br /&gt;
| Fighter&lt;br /&gt;
| Warrior&lt;br /&gt;
| Slayer&lt;br /&gt;
| Conqueror&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Long Blades]]'''&lt;br /&gt;
| Slasher&lt;br /&gt;
| Carver&lt;br /&gt;
| Fencer&lt;br /&gt;
| Foo Blade&lt;br /&gt;
| Swordmaster&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Short Blades]]'''&lt;br /&gt;
| Cutter&lt;br /&gt;
| Slicer&lt;br /&gt;
| Swashbuckler&lt;br /&gt;
| Cutthroat&lt;br /&gt;
| Politician&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Axes]]'''&lt;br /&gt;
| Chopper&lt;br /&gt;
| Cleaver&lt;br /&gt;
| Severer&lt;br /&gt;
| Executioner&lt;br /&gt;
| Axe Maniac&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Maces &amp;amp; Flails]]'''&lt;br /&gt;
| Cudgeler&lt;br /&gt;
| Basher&lt;br /&gt;
| Bludgeoner&lt;br /&gt;
| Shatterer&lt;br /&gt;
| Skullcrusher&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Polearms]]'''&lt;br /&gt;
| Poker&lt;br /&gt;
| Spear-Bearer&lt;br /&gt;
| Impaler&lt;br /&gt;
| Phalangite&lt;br /&gt;
| Foo Porcupine&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Staves]]'''&lt;br /&gt;
| Twirler&lt;br /&gt;
| Cruncher&lt;br /&gt;
| Stickfighter&lt;br /&gt;
| Pulveriser&lt;br /&gt;
| Chief of Staff&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Unarmed Combat]]*'''&lt;br /&gt;
| Insei/Ruffian&lt;br /&gt;
| Martial Artist/Grappler&lt;br /&gt;
| Black Belt/Brawler&lt;br /&gt;
| Sensei/Wrestler&lt;br /&gt;
| Grand Master/Fooweight** Champion&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Bows]]'''&lt;br /&gt;
| Shooter&lt;br /&gt;
| Archer&lt;br /&gt;
| Marksfoo&lt;br /&gt;
| Crack Shot&lt;br /&gt;
| Merry Foo&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Crossbows]]'''&lt;br /&gt;
| Bolt Thrower&lt;br /&gt;
| Quickloader&lt;br /&gt;
| Sharpshooter&lt;br /&gt;
| Sniper&lt;br /&gt;
| Foo Arbalest&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Throwing]]'''&lt;br /&gt;
| Chucker&lt;br /&gt;
| Thrower&lt;br /&gt;
| Deadly Accurate&lt;br /&gt;
| Hawkeye&lt;br /&gt;
| Foo Ballista&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Slings]]'''&lt;br /&gt;
| Vandal&lt;br /&gt;
| Slinger&lt;br /&gt;
| Whirler&lt;br /&gt;
| Slingshot&lt;br /&gt;
| Foo Catapult&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Armour]]'''&lt;br /&gt;
| Covered&lt;br /&gt;
| Protected&lt;br /&gt;
| Tortoise&lt;br /&gt;
| Impregnable&lt;br /&gt;
| Invulnerable&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Dodging]]'''&lt;br /&gt;
| Ducker&lt;br /&gt;
| Nimble&lt;br /&gt;
| Spry&lt;br /&gt;
| Acrobat&lt;br /&gt;
| Intangible&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Shields]]'''&lt;br /&gt;
| Shield-Bearer&lt;br /&gt;
| Blocker&lt;br /&gt;
| Peltast&lt;br /&gt;
| Hoplite&lt;br /&gt;
| Foo Barricade&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Spellcasting]]'''&lt;br /&gt;
| Magician&lt;br /&gt;
| Thaumaturge&lt;br /&gt;
| Eclecticist&lt;br /&gt;
| Sorcerer&lt;br /&gt;
| Archmage&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Conjurations]]'''&lt;br /&gt;
| Conjurer&lt;br /&gt;
| Destroyer&lt;br /&gt;
| Devastator&lt;br /&gt;
| Ruinous&lt;br /&gt;
| Annihilator&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Hexes]]'''&lt;br /&gt;
| Vexing&lt;br /&gt;
| Jinx&lt;br /&gt;
| Bewitcher&lt;br /&gt;
| Maledictor&lt;br /&gt;
| Spellbinder&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Charms]]'''&lt;br /&gt;
| Charmwright&lt;br /&gt;
| Infuser&lt;br /&gt;
| Anointer&lt;br /&gt;
| Gracecrafter&lt;br /&gt;
| Miracle Worker&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Summonings]]'''&lt;br /&gt;
| Caller&lt;br /&gt;
| Summoner&lt;br /&gt;
| Convoker&lt;br /&gt;
| Demonologist&lt;br /&gt;
| Hellbinder&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Necromancy]]'''&lt;br /&gt;
| Grave Robber&lt;br /&gt;
| Reanimator&lt;br /&gt;
| Necromancer&lt;br /&gt;
| Thanatomancer&lt;br /&gt;
| Foo of Death&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Translocations]]'''&lt;br /&gt;
| Grasshopper&lt;br /&gt;
| Placeless Foo&lt;br /&gt;
| Blinker&lt;br /&gt;
| Portalist&lt;br /&gt;
| Plane Walker***&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Transmutation]]'''&lt;br /&gt;
| Changer&lt;br /&gt;
| Transmogrifier&lt;br /&gt;
| Alchemist&lt;br /&gt;
| Malleable&lt;br /&gt;
| Shapeless Foo&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Fire Magic]]'''&lt;br /&gt;
| Firebug&lt;br /&gt;
| Arsonist&lt;br /&gt;
| Scorcher&lt;br /&gt;
| Pyromancer&lt;br /&gt;
| Infernalist&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Ice Magic]]'''&lt;br /&gt;
| Chiller&lt;br /&gt;
| Frost Mage&lt;br /&gt;
| Gelid&lt;br /&gt;
| Cryomancer&lt;br /&gt;
| Englaciator&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Air Magic]]'''&lt;br /&gt;
| Gusty&lt;br /&gt;
| Zephyrmancer&lt;br /&gt;
| Stormcaller&lt;br /&gt;
| Cloud Mage&lt;br /&gt;
| Meteorologist&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Earth Magic]]'''&lt;br /&gt;
| Digger&lt;br /&gt;
| Geomancer&lt;br /&gt;
| Earth Mage&lt;br /&gt;
| Metallomancer&lt;br /&gt;
| Petrodigitator&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Poison Magic]]'''&lt;br /&gt;
| Stinger&lt;br /&gt;
| Tainter&lt;br /&gt;
| Polluter&lt;br /&gt;
| Contaminator&lt;br /&gt;
| Envenomancer&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Invocations]]'''****&lt;br /&gt;
| Unbeliever&lt;br /&gt;
| Agnostic&lt;br /&gt;
| Dissident&lt;br /&gt;
| Heretic&lt;br /&gt;
| Apostate&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Evocations]]'''&lt;br /&gt;
| Charlatan&lt;br /&gt;
| Prestidigitator&lt;br /&gt;
| Fetichist&lt;br /&gt;
| Evocator&lt;br /&gt;
| Talismancer&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Stealth]]'''&lt;br /&gt;
| Sneak&lt;br /&gt;
| Covert&lt;br /&gt;
| Unseen&lt;br /&gt;
| Imperceptible&lt;br /&gt;
| Ninja&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''* Title determined by whether your STR or DEX is higher.''&lt;br /&gt;
&lt;br /&gt;
''**Determined by (upper) body size: Fly (Spriggans and Felids),  Feather (Halfling, Kobold and Tengu, despite being middle-sized), Middle (Humans and everyone else not included in other categories), Cruiser (species with torso smaller than lower body, ie. Nagas and Centaurs) and Heavy (Ogres and Trolls).''&lt;br /&gt;
&lt;br /&gt;
''***[[Octopode]]: Plane Wriggler; [[Tengu]]: Plane Glider; [[Naga]]: Plane Slider; [[Vine Stalker]]: Plane Stalker''&lt;br /&gt;
&lt;br /&gt;
''**** The invocations titles above will be used if the character is currently following no [[god]]. A skilled invocations-user will otherwise use the title assigned by their god and [[piety]] level, such as &amp;quot;Missionary&amp;quot; for 3-star [[Beogh]].''&lt;br /&gt;
&lt;br /&gt;
Certain species/skill combinations result in custom titles:&lt;br /&gt;
*[[Spriggan]] + 27 Necromancy = &amp;quot;[http://en.wikipedia.org/wiki/La_petite_mort La Petite Mort]&amp;quot;&lt;br /&gt;
*Any Elf + 27 Bows = &amp;quot;Master Archer&amp;quot;&lt;br /&gt;
*Any Elf + 27 Short Blades = &amp;quot;Blademaster&amp;quot;&lt;br /&gt;
*[[Ogre]] + Any level of Spellcasting = &amp;quot;Ogre Mage&amp;quot;&lt;br /&gt;
*[[Felid]]s + Unarmed Combat =  &amp;quot;Scratcher&amp;quot;, &amp;quot;Gouger&amp;quot;, &amp;quot;Ripper&amp;quot;, &amp;quot;Eviscerator&amp;quot;, &amp;quot;Sabretooth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mercenary_card&amp;diff=42188</id>
		<title>Mercenary card</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mercenary_card&amp;diff=42188"/>
				<updated>2016-05-30T01:01:47Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version018}}&lt;br /&gt;
Drawing the '''Mercenary card''' will immediately generate a [[durably summoned]] mercenary which will offer you its services for a fee. The fee is roughly equal to the monster's [[XP]] value, plus or minus 15 percent. A hired mercenary will be friendly, but if the player cannot or chooses not to purchase the ally, it will be hostile.&lt;br /&gt;
&lt;br /&gt;
As a durably summoned monster, a mercenary gives no experience, cannot be abjured, never times out, and will not leave a corpse or any equipment behind upon death. However, they increase in strength as they deal the killing blow against enemies, and can grow into a more powerful creature after it gains enough experience. This is the list of possible mercenaries in ascending order of power:&lt;br /&gt;
&lt;br /&gt;
*{{monsterlink|Big kobold}}&lt;br /&gt;
*{{LightRed|m}} [[File:Merfolk_(monster).png]] '''[[Merfolk (monster)|Merfolk]]''' -&amp;gt; grows into [[File:Merfolk impaler.png]] '''[[Merfolk impaler]]'''&lt;br /&gt;
*{{Green|N}} [[File:Naga_(monster).png]] '''[[Naga (monster)|Naga]]''' -&amp;gt; grows into either [[File:Naga warrior.png]] '''[[Naga warrior]]''' or [[File:Naga mage.png]] '''[[Naga mage]]''' and then into [[File:Greater naga.png]] '''[[Greater naga]]'''&lt;br /&gt;
*{{LightBlue|H}} [[File:tengu (monster).png]] '''[[Tengu (monster)|Tengu]]''' -&amp;gt; grows into either a [[File:Tengu conjurer.png]] '''[[Tengu conjurer]]''' or [[File:Tengu warrior.png]] '''[[Tengu warrior]]''' and then into [[File:Tengu reaver.png]] '''[[Tengu reaver]]'''&lt;br /&gt;
*{{monsterlink|Deep elf conjurer}} -&amp;gt; grows into [[File:Deep elf annihilator.png]] '''[[Deep elf annihilator]]'''&lt;br /&gt;
*{{monsterlink|Orc knight}} -&amp;gt; grows into [[File:Orc warlord.png]] '''[[Orc warlord]]'''&lt;br /&gt;
*{{Brown|6}} [[File:demonspawn (monster).png]] A random base '''[[List of demonspawn|demonspawn]]'''&lt;br /&gt;
*{{monsterlink|Ogre mage}}&lt;br /&gt;
*{{LightRed|H}} [[File:Minotaur (monster).png]] '''[[Minotaur (monster)|Minotaur]]'''&lt;br /&gt;
*{{Brown|d}} [[File:Draconian_(monster).png]] '''[[Draconian_(monster)|Draconian]]''' -&amp;gt; grows into a random coloured '''[[List_of_draconians|Draconian]]'''&lt;br /&gt;
*{{monsterlink|Deep elf blademaster}}&lt;br /&gt;
&lt;br /&gt;
High card power increases the chances of getting a stronger mercenary.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*You can match your speed to your slowest ally by pressing '''CTRL + e'''. This is helpful for having slower mercenaries keep up with you, such as nagas.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
It is going to be removed in [[0.19]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], the list of possible mercenaries, in ascending order of power, was as follows:&lt;br /&gt;
&lt;br /&gt;
*Big kobold&lt;br /&gt;
*Merfolk&lt;br /&gt;
*Naga&lt;br /&gt;
*Tengu&lt;br /&gt;
*Orc knight&lt;br /&gt;
*Centaur warrior&lt;br /&gt;
*Spriggan rider&lt;br /&gt;
*Ogre mage&lt;br /&gt;
*Minotaur&lt;br /&gt;
*Random base draconian&lt;br /&gt;
*Deep elf blademaster&lt;br /&gt;
&lt;br /&gt;
The Mercenary card was added in [[0.11]], and could be found in the following [[Decks|decks]] in the past:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
![[0.11]]&lt;br /&gt;
![[0.12]]&lt;br /&gt;
![[0.13]]&lt;br /&gt;
![[0.14]]&lt;br /&gt;
![[0.15]]&lt;br /&gt;
![[0.16]]&lt;br /&gt;
![[0.17]]&lt;br /&gt;
![[0.18]]&lt;br /&gt;
|----&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of defence|Defence]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of war|War]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of defence|Defence]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of war|War]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of defence|Defence]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of war|War]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of defence|Defence]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of war|War]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
|----&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Cards]]&lt;br /&gt;
*[[Decks]]&lt;br /&gt;
*[[Durable summon]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Deck]]&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Helix_card&amp;diff=42187</id>
		<title>Helix card</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Helix_card&amp;diff=42187"/>
				<updated>2016-05-30T00:59:24Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: this time REALLY update version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version018}}&lt;br /&gt;
&lt;br /&gt;
The Helix card manipulates the player's [[Mutation|mutations]] in the following way:&lt;br /&gt;
*Power level 0: If there are no mutations, gain one. Otherwise, with equal probability:&lt;br /&gt;
**Gain one random mutation.&lt;br /&gt;
**Lose one random mutation then gain one random mutation.&lt;br /&gt;
**Lose one random mutation.&lt;br /&gt;
*Power level 1: If there are no mutations, gain one (likely to be [[Good mutations|good]]). Otherwise, with equal probability:&lt;br /&gt;
**Gain one mutation (likely to be [[Good mutations|good mutation]])&lt;br /&gt;
**Lose one mutation (likely to be [[Bad mutations|bad mutation]] if the player has any bad mutations).&lt;br /&gt;
**Gain one mutation and lose one mutation, with following probabilities:&lt;br /&gt;
***25%: Lose one probably-[[Bad mutations|bad mutation]] and gain one random mutation.&lt;br /&gt;
***25%: Lose one random mutation and gain one probably-[[Good mutations|good mutation]].&lt;br /&gt;
***50%: Lose one random mutation and gain one random mutation.&lt;br /&gt;
*Power level 2: With equal probability:&lt;br /&gt;
**Lose a probably-[[Bad mutations|bad mutation]]; no effect if there are no mutations.&lt;br /&gt;
**Gain one probably-[[Good mutations|good mutation]].&lt;br /&gt;
**With equal probability:&lt;br /&gt;
***Lose a probably-[[Bad mutations|bad mutation]] if the player has any, then gain a random mutation.&lt;br /&gt;
***Lose a random mutation, then gain a probably-[[Good mutations|good mutation]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Helix card could be found in the following [[Decks|decks]] in the past. It is going to be removed in [[0.19]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
![[0.11]]&lt;br /&gt;
![[0.12]]&lt;br /&gt;
![[0.13]]&lt;br /&gt;
![[0.14]]&lt;br /&gt;
![[0.15]]&lt;br /&gt;
![[0.16]]&lt;br /&gt;
![[0.17]]&lt;br /&gt;
![[0.18]]&lt;br /&gt;
|----&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of oddities|Oddities]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of oddities|Oddities]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of oddities|Oddities]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of oddities|Oddities]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
|----&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Cards]]&lt;br /&gt;
*[[Decks]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Deck]]&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Helix_card&amp;diff=42186</id>
		<title>Helix card</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Helix_card&amp;diff=42186"/>
				<updated>2016-05-30T00:58:36Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version017}}&lt;br /&gt;
&lt;br /&gt;
The Helix card manipulates the player's [[Mutation|mutations]] in the following way:&lt;br /&gt;
*Power level 0: If there are no mutations, gain one. Otherwise, with equal probability:&lt;br /&gt;
**Gain one random mutation.&lt;br /&gt;
**Lose one random mutation then gain one random mutation.&lt;br /&gt;
**Lose one random mutation.&lt;br /&gt;
*Power level 1: If there are no mutations, gain one (likely to be [[Good mutations|good]]). Otherwise, with equal probability:&lt;br /&gt;
**Gain one mutation (likely to be [[Good mutations|good mutation]])&lt;br /&gt;
**Lose one mutation (likely to be [[Bad mutations|bad mutation]] if the player has any bad mutations).&lt;br /&gt;
**Gain one mutation and lose one mutation, with following probabilities:&lt;br /&gt;
***25%: Lose one probably-[[Bad mutations|bad mutation]] and gain one random mutation.&lt;br /&gt;
***25%: Lose one random mutation and gain one probably-[[Good mutations|good mutation]].&lt;br /&gt;
***50%: Lose one random mutation and gain one random mutation.&lt;br /&gt;
*Power level 2: With equal probability:&lt;br /&gt;
**Lose a probably-[[Bad mutations|bad mutation]]; no effect if there are no mutations.&lt;br /&gt;
**Gain one probably-[[Good mutations|good mutation]].&lt;br /&gt;
**With equal probability:&lt;br /&gt;
***Lose a probably-[[Bad mutations|bad mutation]] if the player has any, then gain a random mutation.&lt;br /&gt;
***Lose a random mutation, then gain a probably-[[Good mutations|good mutation]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Helix card could be found in the following [[Decks|decks]] in the past. It is going to be removed in [[0.19]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
![[0.11]]&lt;br /&gt;
![[0.12]]&lt;br /&gt;
![[0.13]]&lt;br /&gt;
![[0.14]]&lt;br /&gt;
![[0.15]]&lt;br /&gt;
![[0.16]]&lt;br /&gt;
![[0.17]]&lt;br /&gt;
![[0.18]]&lt;br /&gt;
|----&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of oddities|Oddities]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of oddities|Oddities]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of oddities|Oddities]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of oddities|Oddities]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
|----&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Cards]]&lt;br /&gt;
*[[Decks]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Deck]]&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Focus_card&amp;diff=42185</id>
		<title>Focus card</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Focus_card&amp;diff=42185"/>
				<updated>2016-05-30T00:57:22Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version018}}&lt;br /&gt;
The Focus card moves one point from the player's worst stat to the best stat (these are selected randomly if all stats are equal). This can set a stat to [[stat zero|zero]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Focus card could be found in the following [[Decks|decks]] in the past. It is going to be removed in [[0.19]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
![[0.11]]&lt;br /&gt;
![[0.12]]&lt;br /&gt;
![[0.13]]&lt;br /&gt;
![[0.14]]&lt;br /&gt;
![[0.15]]&lt;br /&gt;
![[0.16]]&lt;br /&gt;
![[0.17]]&lt;br /&gt;
![[0.18]]&lt;br /&gt;
|----&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of oddities|Oddities]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of oddities|Oddities]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of oddities|Oddities]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of changes|Changes]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of oddities|Oddities]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of wonders|Wonders]]&lt;br /&gt;
|----&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Cards]]&lt;br /&gt;
*[[Decks]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Deck]]&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Deck_of_wonders&amp;diff=42184</id>
		<title>Deck of wonders</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Deck_of_wonders&amp;diff=42184"/>
				<updated>2016-05-30T00:53:04Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: added history section, impending removal note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Miscellaneous item&lt;br /&gt;
 |name=deck of wonders&lt;br /&gt;
 |cost=500&lt;br /&gt;
 |weight=5&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A deck of highly mysterious and magical cards, which can alter the drawer's physical and mental condition, for better or worse.}}&lt;br /&gt;
&lt;br /&gt;
The '''deck of wonders''' selects its cards only from its own [[Decks#Archetype_decks|archetype deck]], and is considered a &amp;quot;pure&amp;quot; deck.&lt;br /&gt;
&lt;br /&gt;
The possible cards across versions in this deck are shown in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
!pre-[[0.14]]&lt;br /&gt;
![[0.14]]&lt;br /&gt;
![[0.15]]&lt;br /&gt;
![[0.16]]&lt;br /&gt;
![[0.17]]&lt;br /&gt;
![[0.18]]&lt;br /&gt;
|----&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Alchemist card|the Alchemist]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Experience card|Experience]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Focus card|Focus]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Helix card|the Helix]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Potion card|the Potion]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Sage card|the Sage]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shuffle card|Shuffle]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Wild Magic card|Wild Magic]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Experience card|Experience]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Focus card|Focus]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Helix card|the Helix]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Potion card|the Potion]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Sage card|the Sage]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shuffle card|Shuffle]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Trowel card|the Trowel]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Wild Magic card|Wild Magic]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Alchemist card|the Alchemist]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Dowsing card|Dowsing]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Focus card|Focus]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Helix card|the Helix]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mercenary card|the Mercenary]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Shaft card|the Shaft]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Alchemist card|the Alchemist]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Dowsing card|Dowsing]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Focus card|Focus]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Helix card|the Helix]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mercenary card|the Mercenary]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Placid Magic card|Placid Magic]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Wild Magic card|Wild Magic]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Alchemist card|the Alchemist]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Dowsing card|Dowsing]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Focus card|Focus]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Helix card|the Helix]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mercenary card|the Mercenary]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Wild Magic card|Wild Magic]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Alchemist card|the Alchemist]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Dowsing card|Dowsing]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Focus card|Focus]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Helix card|the Helix]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Mercenary card|the Mercenary]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Wild Magic card|Wild Magic]]&lt;br /&gt;
|----&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The deck is going to be removed in [[0.19]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Cards]]&lt;br /&gt;
*[[Decks]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Deck]]&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stone_of_tremors&amp;diff=42180</id>
		<title>Stone of tremors</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stone_of_tremors&amp;diff=42180"/>
				<updated>2016-05-29T16:16:29Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: fixed history&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Miscellaneous item&lt;br /&gt;
 |name=Stone of tremors&lt;br /&gt;
 |cost=&lt;br /&gt;
 |weight=10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A polished stone inhabited by benevolent earth spirits. Raising it aloft will send powerful shockwaves through the dungeon as the spirits seek solid form within its rock. Those creatures standing near to walls will be pelted with falling rubble as the rocky surface heaves and crumbles, while others may be swallowed up by cracks in the earth itself.}}&lt;br /&gt;
&lt;br /&gt;
The '''stone of tremors''' is an item which, when [[evoke]]d, will send a shockwave rippling through the dungeon. These vibrations will cause rubble to fall, damaging any enemies standing next to any rock, stone or permarock [[wall]], and occasionally [[shaft]]ing them. This may also destroy portions of the dungeon's walls, releasing up to three friendly [[earth elemental]]s from the destroyed areas.&lt;br /&gt;
&lt;br /&gt;
Using this item depletes it, but it will recharge each time you gain sufficient [[experience]]. Your [[Earth Magic]] skill has no effect on the item's power or recharge rate. The higher your [[Evocations]] skill, the more damage the tremors will deal and the more likely you are to get multiple earth elementals.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* It will be removed in [[0.19]].&lt;br /&gt;
* Stones of tremors was added in [[0.13]], replacing the [[stone of earth elementals]].&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stone_of_tremors&amp;diff=42179</id>
		<title>Stone of tremors</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stone_of_tremors&amp;diff=42179"/>
				<updated>2016-05-29T16:14:47Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Miscellaneous item&lt;br /&gt;
 |name=Stone of tremors&lt;br /&gt;
 |cost=&lt;br /&gt;
 |weight=10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A polished stone inhabited by benevolent earth spirits. Raising it aloft will send powerful shockwaves through the dungeon as the spirits seek solid form within its rock. Those creatures standing near to walls will be pelted with falling rubble as the rocky surface heaves and crumbles, while others may be swallowed up by cracks in the earth itself.}}&lt;br /&gt;
&lt;br /&gt;
The '''stone of tremors''' is an item which, when [[evoke]]d, will send a shockwave rippling through the dungeon. These vibrations will cause rubble to fall, damaging any enemies standing next to any rock, stone or permarock [[wall]], and occasionally [[shaft]]ing them. This may also destroy portions of the dungeon's walls, releasing up to three friendly [[earth elemental]]s from the destroyed areas.&lt;br /&gt;
&lt;br /&gt;
Using this item depletes it, but it will recharge each time you gain sufficient [[experience]]. Your [[Earth Magic]] skill has no effect on the item's power or recharge rate. The higher your [[Evocations]] skill, the more damage the tremors will deal and the more likely you are to get multiple earth elementals.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
It will be removed in [[0.19]].&lt;br /&gt;
Stones of tremors was added in [[0.13]], replacing the [[stone of earth elementals]].&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=42178</id>
		<title>Hepliaklqana</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=42178"/>
				<updated>2016-05-29T16:07:42Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: /* Ancestor */ flesh it out more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|trunk}}&lt;br /&gt;
[[File:Hepliaklqana altar.png]]&lt;br /&gt;
{{flavour|Hepliaklqana the Forgotten accepts the worship of those who would remember&lt;br /&gt;
their forebears, and fight alongside the greatest of them all. Hepliaklqana demands only that followers explore and form new experiences; as they advance in this service, they will find themselves able to shape and control their ancestor's memory, eventually bringing them into the ranks of the mythical heroes.&lt;br /&gt;
&lt;br /&gt;
Hepliaklqana's worshippers are served by a guardian formed from their memories&lt;br /&gt;
of their greatest ancestor. This ancestor is at first remembered as they were&lt;br /&gt;
at the start of their fabled adventures, but will advance in skill as their&lt;br /&gt;
descendant does. Hepliaklqana always allows followers to recall their ancestor&lt;br /&gt;
to their side, and, even if the ancestor is destroyed, Hepliaklqana will call&lt;br /&gt;
it forth again not long after. Further advancement in Hepliaklqana's service&lt;br /&gt;
allows worshippers to restore and strengthen their ancestor, to swap them with&lt;br /&gt;
other creatures, and to choose how to remember their life's talents.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Hepliaklqana (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Hepliaklqana likes it when you explore the world.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Abandonment.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety Level -]]:''' &amp;quot;Hazy&amp;quot;&lt;br /&gt;
*'''Recall''' - Recalls your ancestor from anywhere in the dungeon to your immediate surroundings. Takes 1 turn and costs 2 MP.&lt;br /&gt;
*'''Ancestor Identity''' - Recalls who your ancestor preferred to be known as, correcting their name and gender. This does not take any time.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *]]:''' &amp;quot;Foo Child&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level **]]:''' &amp;quot;Storyteller&amp;quot;&lt;br /&gt;
*'''Ancestor Life: Knight''' - Choose to remember your ancestor as a knight, a strong melee combatant with superior defenses. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*'''Ancestor Life: Battlemage''' - Choose to remember your ancestor as a battlemage, a warrior equipped with powerful conjurations. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*'''Ancestor Life: Hexer''' - Choose to remember your ancestor as a hexer, a cunning rogue capable of skilled knifework and debilitating spellcasting. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ***]]:''' &amp;quot;Brooding&amp;quot;&lt;br /&gt;
*'''Idealise''' - Restores your ancestor to an idyllic vision of their best self. Their wounds are forgotten, harmful effects are wiped away, and a glow of perfection infuses them, giving them a short-lived but dramatic increase in strength and armour. The quality of the healing and duration of the idealisation granted are both improved by the Invocations skill.&lt;br /&gt;
&lt;br /&gt;
*'''Transference''' - Forces a targeted creature to pass through the realms of memory and exchange places with your ancestor. With great piety, those near the target will be slowed for a duration depending on Invocations skill.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ****]]:''' &amp;quot;Anamnesiscian&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *****]]:''' &amp;quot;Grand Scion&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ******]]:''' &amp;quot;Unforgettable&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|&lt;br /&gt;
Hepliaklqana believes that the only reasonable punishment for turning one's back on the path of memory is to be denied its use. All new experience is denied to the unfortunate apostate, until Hepliaklqana decides they have been punished enough. This will not be quick: unlike some, Hepliaklqana has a long memory...}} &lt;br /&gt;
&lt;br /&gt;
Your ancestor immediately leaves, and you are unable to earn any experience until Hepliaklqana decides it's taken enough; this takes about as much XP as ending [[Ashenzari]] wrath. The XP is permanently gone.&lt;br /&gt;
&lt;br /&gt;
==Ancestor==&lt;br /&gt;
The player can choose from 3 types: battlemage, knight, and hexer. The ancestor's abilities scale of your XL and affect their HP, AC/EV, attack damage, magic resistance and spell list. Concrete formulas are as follows:&lt;br /&gt;
&lt;br /&gt;
*HD = (Xl - 1)*2/3 +1&lt;br /&gt;
*HP = HD * 5 + max(0, (HD - 12) * 5)&lt;br /&gt;
*MR = HD*HD/2&lt;br /&gt;
*Base damage = HD + 3;&lt;br /&gt;
*Base AC = HD&lt;br /&gt;
**(knight gets 5+HD/2 bonus AC)&lt;br /&gt;
&lt;br /&gt;
Ancestors do not time out, can follow you down up the stairs and cannot be dispelled.&lt;br /&gt;
&lt;br /&gt;
Hexer is generally considered to be stronger than the other two ancestor types since they can get [[Mass Confusion]] and [[antimagic]] [[quick blade]]. Battlemage usually tapers off in power around lair and has problems with having a clear line of sight to the target, apart from either iceblast (similar to the projectile from [[wand of iceblast]]) or [[bolt of magma]] he gets [[lajatang]] of [[freezing]] and [[Lehudib's crystal spear]] later. Knight gets a [[broad axe]] or [[demon trident]] that gets later branded with the [[speed]] ego and [[large shield]] of [[reflection]]. All ancestor types get [[haste]].&lt;br /&gt;
&lt;br /&gt;
The choices are presented as abilities upon reaching XL 15:&lt;br /&gt;
&lt;br /&gt;
*Knight: Demon Trident&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as wielding an enchanted [[demon trident]], a weapon&lt;br /&gt;
capable of [[reaching]] past allies (such as yourself) to attack foes. This choice&lt;br /&gt;
is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*Knight: Broad Axe&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as wielding an enchanted [[broad axe]], a weapon capable of&lt;br /&gt;
cleaving through many surrounding foes with each blow. This choice is permanent&lt;br /&gt;
and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*Battlemage: Iceblast&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as casting Iceblast, which conjures a noisy explosion&lt;br /&gt;
of cold and physical damage. The blast radius can often hit multiple foes, but&lt;br /&gt;
may be ineffective if you are in melee yourself, since your ancestor will avoid&lt;br /&gt;
affecting you with the blast. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*Battlemage: Bolt of Magma&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as casting [[Bolt of Magma]], which conjures a penetrating&lt;br /&gt;
beam of fire and physical damage. This choice is permanent and cannot be&lt;br /&gt;
undone.&lt;br /&gt;
&lt;br /&gt;
*Hexer: Paralyse&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as casting [[Paralyse]], which targets single enemies and,&lt;br /&gt;
if they fail to resist, leaves them completely helpless for the next several&lt;br /&gt;
turns. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*Hexer: Englaciation&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as casting [[Metabolic Englaciation]], which slows all&lt;br /&gt;
non-cold-resistant nearby foes for several turns. This choice is permanent and&lt;br /&gt;
cannot be undone.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The ancestor can be chosen to complement your background, e.g. wizards can choose knights to provide defense while they are casting spells from afar, but at the moment there is noticeable power different that makes this way of choosing less appealing.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Hepliaklqana was added in [[0.19]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=42177</id>
		<title>Hepliaklqana</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=42177"/>
				<updated>2016-05-29T16:01:01Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: /* Ancestor */ fixed typo and more fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|trunk}}&lt;br /&gt;
[[File:Hepliaklqana altar.png]]&lt;br /&gt;
{{flavour|Hepliaklqana the Forgotten accepts the worship of those who would remember&lt;br /&gt;
their forebears, and fight alongside the greatest of them all. Hepliaklqana demands only that followers explore and form new experiences; as they advance in this service, they will find themselves able to shape and control their ancestor's memory, eventually bringing them into the ranks of the mythical heroes.&lt;br /&gt;
&lt;br /&gt;
Hepliaklqana's worshippers are served by a guardian formed from their memories&lt;br /&gt;
of their greatest ancestor. This ancestor is at first remembered as they were&lt;br /&gt;
at the start of their fabled adventures, but will advance in skill as their&lt;br /&gt;
descendant does. Hepliaklqana always allows followers to recall their ancestor&lt;br /&gt;
to their side, and, even if the ancestor is destroyed, Hepliaklqana will call&lt;br /&gt;
it forth again not long after. Further advancement in Hepliaklqana's service&lt;br /&gt;
allows worshippers to restore and strengthen their ancestor, to swap them with&lt;br /&gt;
other creatures, and to choose how to remember their life's talents.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Hepliaklqana (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Hepliaklqana likes it when you explore the world.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Abandonment.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety Level -]]:''' &amp;quot;Hazy&amp;quot;&lt;br /&gt;
*'''Recall''' - Recalls your ancestor from anywhere in the dungeon to your immediate surroundings. Takes 1 turn and costs 2 MP.&lt;br /&gt;
*'''Ancestor Identity''' - Recalls who your ancestor preferred to be known as, correcting their name and gender. This does not take any time.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *]]:''' &amp;quot;Foo Child&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level **]]:''' &amp;quot;Storyteller&amp;quot;&lt;br /&gt;
*'''Ancestor Life: Knight''' - Choose to remember your ancestor as a knight, a strong melee combatant with superior defenses. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*'''Ancestor Life: Battlemage''' - Choose to remember your ancestor as a battlemage, a warrior equipped with powerful conjurations. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*'''Ancestor Life: Hexer''' - Choose to remember your ancestor as a hexer, a cunning rogue capable of skilled knifework and debilitating spellcasting. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ***]]:''' &amp;quot;Brooding&amp;quot;&lt;br /&gt;
*'''Idealise''' - Restores your ancestor to an idyllic vision of their best self. Their wounds are forgotten, harmful effects are wiped away, and a glow of perfection infuses them, giving them a short-lived but dramatic increase in strength and armour. The quality of the healing and duration of the idealisation granted are both improved by the Invocations skill.&lt;br /&gt;
&lt;br /&gt;
*'''Transference''' - Forces a targeted creature to pass through the realms of memory and exchange places with your ancestor. With great piety, those near the target will be slowed for a duration depending on Invocations skill.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ****]]:''' &amp;quot;Anamnesiscian&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *****]]:''' &amp;quot;Grand Scion&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ******]]:''' &amp;quot;Unforgettable&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|&lt;br /&gt;
Hepliaklqana believes that the only reasonable punishment for turning one's back on the path of memory is to be denied its use. All new experience is denied to the unfortunate apostate, until Hepliaklqana decides they have been punished enough. This will not be quick: unlike some, Hepliaklqana has a long memory...}} &lt;br /&gt;
&lt;br /&gt;
Your ancestor immediately leaves, and you are unable to earn any experience until Hepliaklqana decides it's taken enough; this takes about as much XP as ending [[Ashenzari]] wrath. The XP is permanently gone.&lt;br /&gt;
&lt;br /&gt;
==Ancestor==&lt;br /&gt;
The player can choose from 3 types: battlemage, knight, and hexer. The ancestor's abilities scale of your XL and affect their HP, AC/EV, attack damage and spell list. &lt;br /&gt;
&lt;br /&gt;
Hexer is generally considered to be stronger than the other two ancestor types since they can get [[Mass Confusion]] and [[antimagic]] [[quick blade]]. Battlemage usually tapers off in power around lair and has problems with having a clear line of sight to the target, apart from either iceblast (similar to the projectile from [[wand of iceblast]]) or [[bolt of magma]] he gets [[lajatang]] of [[freezing]] and [[Lehudib's crystal spear]] later. Knight gets a [[broad axe]] or [[demon trident]] that gets later branded with the [[speed]] ego and [[large shield]] of [[reflection]]. All ancestor types get [[haste]].&lt;br /&gt;
&lt;br /&gt;
The choices are presented as abilities upon reaching XL 15:&lt;br /&gt;
&lt;br /&gt;
*Knight: Demon Trident&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as wielding an enchanted [[demon trident]], a weapon&lt;br /&gt;
capable of [[reaching]] past allies (such as yourself) to attack foes. This choice&lt;br /&gt;
is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*Knight: Broad Axe&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as wielding an enchanted [[broad axe]], a weapon capable of&lt;br /&gt;
cleaving through many surrounding foes with each blow. This choice is permanent&lt;br /&gt;
and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*Battlemage: Iceblast&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as casting Iceblast, which conjures a noisy explosion&lt;br /&gt;
of cold and physical damage. The blast radius can often hit multiple foes, but&lt;br /&gt;
may be ineffective if you are in melee yourself, since your ancestor will avoid&lt;br /&gt;
affecting you with the blast. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*Battlemage: Bolt of Magma&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as casting [[Bolt of Magma]], which conjures a penetrating&lt;br /&gt;
beam of fire and physical damage. This choice is permanent and cannot be&lt;br /&gt;
undone.&lt;br /&gt;
&lt;br /&gt;
*Hexer: Paralyse&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as casting [[Paralyse]], which targets single enemies and,&lt;br /&gt;
if they fail to resist, leaves them completely helpless for the next several&lt;br /&gt;
turns. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*Hexer: Englaciation&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as casting [[Metabolic Englaciation]], which slows all&lt;br /&gt;
non-cold-resistant nearby foes for several turns. This choice is permanent and&lt;br /&gt;
cannot be undone.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The ancestor can be chosen to complement your background, e.g. wizards can choose knights to provide defense while they are casting spells from afar, but at the moment there is noticeable power different that makes this way of choosing less appealing.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Hepliaklqana was added in [[0.19]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=42176</id>
		<title>Hepliaklqana</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=42176"/>
				<updated>2016-05-29T15:59:12Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: moved some details, added ancestor choices&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|trunk}}&lt;br /&gt;
[[File:Hepliaklqana altar.png]]&lt;br /&gt;
{{flavour|Hepliaklqana the Forgotten accepts the worship of those who would remember&lt;br /&gt;
their forebears, and fight alongside the greatest of them all. Hepliaklqana demands only that followers explore and form new experiences; as they advance in this service, they will find themselves able to shape and control their ancestor's memory, eventually bringing them into the ranks of the mythical heroes.&lt;br /&gt;
&lt;br /&gt;
Hepliaklqana's worshippers are served by a guardian formed from their memories&lt;br /&gt;
of their greatest ancestor. This ancestor is at first remembered as they were&lt;br /&gt;
at the start of their fabled adventures, but will advance in skill as their&lt;br /&gt;
descendant does. Hepliaklqana always allows followers to recall their ancestor&lt;br /&gt;
to their side, and, even if the ancestor is destroyed, Hepliaklqana will call&lt;br /&gt;
it forth again not long after. Further advancement in Hepliaklqana's service&lt;br /&gt;
allows worshippers to restore and strengthen their ancestor, to swap them with&lt;br /&gt;
other creatures, and to choose how to remember their life's talents.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Hepliaklqana (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Hepliaklqana likes it when you explore the world.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Abandonment.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety Level -]]:''' &amp;quot;Hazy&amp;quot;&lt;br /&gt;
*'''Recall''' - Recalls your ancestor from anywhere in the dungeon to your immediate surroundings. Takes 1 turn and costs 2 MP.&lt;br /&gt;
*'''Ancestor Identity''' - Recalls who your ancestor preferred to be known as, correcting their name and gender. This does not take any time.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *]]:''' &amp;quot;Foo Child&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level **]]:''' &amp;quot;Storyteller&amp;quot;&lt;br /&gt;
*'''Ancestor Life: Knight''' - Choose to remember your ancestor as a knight, a strong melee combatant with superior defenses. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*'''Ancestor Life: Battlemage''' - Choose to remember your ancestor as a battlemage, a warrior equipped with powerful conjurations. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*'''Ancestor Life: Hexer''' - Choose to remember your ancestor as a hexer, a cunning rogue capable of skilled knifework and debilitating spellcasting. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ***]]:''' &amp;quot;Brooding&amp;quot;&lt;br /&gt;
*'''Idealise''' - Restores your ancestor to an idyllic vision of their best self. Their wounds are forgotten, harmful effects are wiped away, and a glow of perfection infuses them, giving them a short-lived but dramatic increase in strength and armour. The quality of the healing and duration of the idealisation granted are both improved by the Invocations skill.&lt;br /&gt;
&lt;br /&gt;
*'''Transference''' - Forces a targeted creature to pass through the realms of memory and exchange places with your ancestor. With great piety, those near the target will be slowed for a duration depending on Invocations skill.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ****]]:''' &amp;quot;Anamnesiscian&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *****]]:''' &amp;quot;Grand Scion&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ******]]:''' &amp;quot;Unforgettable&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|&lt;br /&gt;
Hepliaklqana believes that the only reasonable punishment for turning one's back on the path of memory is to be denied its use. All new experience is denied to the unfortunate apostate, until Hepliaklqana decides they have been punished enough. This will not be quick: unlike some, Hepliaklqana has a long memory...}} &lt;br /&gt;
&lt;br /&gt;
Your ancestor immediately leaves, and you are unable to earn any experience until Hepliaklqana decides it's taken enough; this takes about as much XP as ending [[Ashenzari]] wrath. The XP is permanently gone.&lt;br /&gt;
&lt;br /&gt;
==Ancestor==&lt;br /&gt;
The player can choose from 3 types: battlemage, knight, and hexer. The ancestor's abilities scale of your XL and affect their HP, AC/EV, attack damage and spell list. &lt;br /&gt;
&lt;br /&gt;
Hexer is generally considered to be stronger than the other two ancestor types since they can get [[Mass Confusion]] and [[antimagic]] [[quick blade]]. Battlemage usually tapers off in power around lair and has problems with having a clear line of sight to the target, apart from either iceblast (similar to the projectile from [[wand of iceblast]]) or [[bolt of magma]] he gets [[lajatang]] of [[freezing]] and [[Lehudib's crystal spear]] later. Knight gets a [[broad axe]] that gets later branded with the [[speed]] ego and [[large shield]] of [[reflection]]. All ancestor types get [[haste]].&lt;br /&gt;
&lt;br /&gt;
The choices are present as abilities upon reaching XL 15:&lt;br /&gt;
&lt;br /&gt;
*Knight: Demon Trident&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as wielding an enchanted [[demon trident]], a weapon&lt;br /&gt;
capable of [[reaching]] past allies (such as yourself) to attack foes. This choice&lt;br /&gt;
is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*Knight: Broad Axe&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as wielding an enchanted [[broad axe]], a weapon capable of&lt;br /&gt;
cleaving through many surrounding foes with each blow. This choice is permanent&lt;br /&gt;
and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*Battlemage: Iceblast&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as casting Iceblast, which conjures a noisy explosion&lt;br /&gt;
of cold and physical damage. The blast radius can often hit multiple foes, but&lt;br /&gt;
may be ineffective if you are in melee yourself, since your ancestor will avoid&lt;br /&gt;
affecting you with the blast. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*Battlemage: Bolt of Magma&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as casting [[Bolt of Magma]], which conjures a penetrating&lt;br /&gt;
beam of fire and physical damage. This choice is permanent and cannot be&lt;br /&gt;
undone.&lt;br /&gt;
&lt;br /&gt;
*Hexer: Paralyse&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as casting [[Paralyse]], which targets single enemies and,&lt;br /&gt;
if they fail to resist, leaves them completely helpless for the next several&lt;br /&gt;
turns. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*Hexer: Englaciation&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as casting [[Metabolic Englaciation]], which slows all&lt;br /&gt;
non-cold-resistant nearby foes for several turns. This choice is permanent and&lt;br /&gt;
cannot be undone.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The ancestor can be chosen to complement your background, e.g. wizards can choose knights to provide defense while they are casting spells from afar, but at the moment there is noticeable power different that makes this way of choosing less appealing.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Hepliaklqana was added in [[0.19]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=42175</id>
		<title>Hepliaklqana</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=42175"/>
				<updated>2016-05-29T15:54:35Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: /* Given Abilities */ Ancestor Identity description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|trunk}}&lt;br /&gt;
[[File:Hepliaklqana altar.png]]&lt;br /&gt;
{{flavour|Hepliaklqana the Forgotten accepts the worship of those who would remember&lt;br /&gt;
their forebears, and fight alongside the greatest of them all. Hepliaklqana demands only that followers explore and form new experiences; as they advance in this service, they will find themselves able to shape and control their ancestor's memory, eventually bringing them into the ranks of the mythical heroes.&lt;br /&gt;
&lt;br /&gt;
Hepliaklqana's worshippers are served by a guardian formed from their memories&lt;br /&gt;
of their greatest ancestor. This ancestor is at first remembered as they were&lt;br /&gt;
at the start of their fabled adventures, but will advance in skill as their&lt;br /&gt;
descendant does. Hepliaklqana always allows followers to recall their ancestor&lt;br /&gt;
to their side, and, even if the ancestor is destroyed, Hepliaklqana will call&lt;br /&gt;
it forth again not long after. Further advancement in Hepliaklqana's service&lt;br /&gt;
allows worshippers to restore and strengthen their ancestor, to swap them with&lt;br /&gt;
other creatures, and to choose how to remember their life's talents.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Hepliaklqana (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Hepliaklqana likes it when you explore the world.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Abandonment.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety Level -]]:''' &amp;quot;Hazy&amp;quot;&lt;br /&gt;
*'''Recall''' - Recalls your ancestor from anywhere in the dungeon to your immediate surroundings. Takes 1 turn and costs 2 MP.&lt;br /&gt;
*'''Ancestor Identity''' - Recalls who your ancestor preferred to be known as, correcting their name and gender. This does not take any time.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *]]:''' &amp;quot;Foo Child&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level **]]:''' &amp;quot;Storyteller&amp;quot;&lt;br /&gt;
*'''Ancestor Life: Knight''' - Choose to remember your ancestor as a knight, a strong melee combatant with superior defenses. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*'''Ancestor Life: Battlemage''' - Choose to remember your ancestor as a battlemage, a warrior equipped with powerful conjurations. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*'''Ancestor Life: Hexer''' - Choose to remember your ancestor as a hexer, a cunning rogue capable of skilled knifework and debilitating spellcasting. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ***]]:''' &amp;quot;Brooding&amp;quot;&lt;br /&gt;
*'''Idealise''' - Restores your ancestor to an idyllic vision of their best self. Their wounds are forgotten, harmful effects are wiped away, and a glow of perfection infuses them, giving them a short-lived but dramatic increase in strength and armour. The quality of the healing and duration of the idealisation granted are both improved by the Invocations skill.&lt;br /&gt;
&lt;br /&gt;
*'''Transference''' - Forces a targeted creature to pass through the realms of memory and exchange places with your ancestor. With great piety, those near the target will be slowed for a duration depending on Invocations skill.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ****]]:''' &amp;quot;Anamnesiscian&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *****]]:''' &amp;quot;Grand Scion&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ******]]:''' &amp;quot;Unforgettable&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|&lt;br /&gt;
Hepliaklqana believes that the only reasonable punishment for turning one's back on the path of memory is to be denied its use. All new experience is denied to the unfortunate apostate, until Hepliaklqana decides they have been punished enough. This will not be quick: unlike some, Hepliaklqana has a long memory...}} &lt;br /&gt;
&lt;br /&gt;
Your ancestor immediately leaves, and you are unable to earn any experience until Hepliaklqana decides it's taken enough; this takes about as much XP as ending [[Ashenzari]] wrath. The XP is permanently gone.&lt;br /&gt;
&lt;br /&gt;
==Ancestor==&lt;br /&gt;
The player can choose from 3 types: battlemage, knight, and hexer. The ancestor's abilities scale of your XL and affect their HP, AC/EV, attack damage and spell list. &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The ancestor can be chosen to complement your background, e.g. wizards can choose knights to provide defense while they are casting spells from afar, but at the moment there is noticeable power different that makes this way of choosing less appealing. Hexer is generally considered to be stronger than the other two ancestor types since they can get [[Mass Confusion]] and [[antimagic]] [[quick blade]]. Battlemage usually tapers off in power around lair and has problems with having a clear line of sight to the target, apart from either iceblast (similar to the projectile from [[wand of iceblast]]) or [[bolt of magma]] he gets [[lajatang]] of [[freezing]] and [[Lehudib's crystal spear]] later. Knight gets a [[broad axe]] that gets later branded with the [[speed]] ego and [[large shield]] of [[reflection]]. All ancestor types get [[haste]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Hepliaklqana was added in [[0.19]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=42174</id>
		<title>Hepliaklqana</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=42174"/>
				<updated>2016-05-29T15:41:28Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: created the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|trunk}}&lt;br /&gt;
[[File:Hepliaklqana altar.png]]&lt;br /&gt;
{{flavour|Hepliaklqana the Forgotten accepts the worship of those who would remember&lt;br /&gt;
their forebears, and fight alongside the greatest of them all. Hepliaklqana demands only that followers explore and form new experiences; as they advance in this service, they will find themselves able to shape and control their ancestor's memory, eventually bringing them into the ranks of the mythical heroes.&lt;br /&gt;
&lt;br /&gt;
Hepliaklqana's worshippers are served by a guardian formed from their memories&lt;br /&gt;
of their greatest ancestor. This ancestor is at first remembered as they were&lt;br /&gt;
at the start of their fabled adventures, but will advance in skill as their&lt;br /&gt;
descendant does. Hepliaklqana always allows followers to recall their ancestor&lt;br /&gt;
to their side, and, even if the ancestor is destroyed, Hepliaklqana will call&lt;br /&gt;
it forth again not long after. Further advancement in Hepliaklqana's service&lt;br /&gt;
allows worshippers to restore and strengthen their ancestor, to swap them with&lt;br /&gt;
other creatures, and to choose how to remember their life's talents.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Hepliaklqana (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Hepliaklqana likes it when you explore the world.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Abandonment.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety Level -]]:''' &amp;quot;Hazy&amp;quot;&lt;br /&gt;
*'''Recall''' - Recalls your ancestor from anywhere in the dungeon to your immediate surroundings. Takes 1 turn and costs 2 MP.&lt;br /&gt;
*'''Ancestor Identity''' - Recalls your ancestor from anywhere in the dungeon to your immediate surroundings. Takes 1 turn and costs 2 MP.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *]]:''' &amp;quot;Foo Child&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level **]]:''' &amp;quot;Storyteller&amp;quot;&lt;br /&gt;
*'''Ancestor Life: Knight''' - Choose to remember your ancestor as a knight, a strong melee combatant with superior defenses. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*'''Ancestor Life: Battlemage''' - Choose to remember your ancestor as a battlemage, a warrior equipped with powerful conjurations. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*'''Ancestor Life: Hexer''' - Choose to remember your ancestor as a hexer, a cunning rogue capable of skilled knifework and debilitating spellcasting. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ***]]:''' &amp;quot;Brooding&amp;quot;&lt;br /&gt;
*'''Idealise''' - Restores your ancestor to an idyllic vision of their best self. Their wounds are forgotten, harmful effects are wiped away, and a glow of perfection infuses them, giving them a short-lived but dramatic increase in strength and armour. The quality of the healing and duration of the idealisation granted are both improved by the Invocations skill.&lt;br /&gt;
&lt;br /&gt;
*'''Transference''' - Forces a targeted creature to pass through the realms of memory and exchange places with your ancestor. With great piety, those near the target will be slowed for a duration depending on Invocations skill.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ****]]:''' &amp;quot;Anamnesiscian&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *****]]:''' &amp;quot;Grand Scion&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ******]]:''' &amp;quot;Unforgettable&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|&lt;br /&gt;
Hepliaklqana believes that the only reasonable punishment for turning one's back on the path of memory is to be denied its use. All new experience is denied to the unfortunate apostate, until Hepliaklqana decides they have been punished enough. This will not be quick: unlike some, Hepliaklqana has a long memory...}} &lt;br /&gt;
&lt;br /&gt;
Your ancestor immediately leaves, and you are unable to earn any experience until Hepliaklqana decides it's taken enough; this takes about as much XP as ending [[Ashenzari]] wrath. The XP is permanently gone.&lt;br /&gt;
&lt;br /&gt;
==Ancestor==&lt;br /&gt;
The player can choose from 3 types: battlemage, knight, and hexer. The ancestor's abilities scale of your XL and affect their HP, AC/EV, attack damage and spell list. &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The ancestor can be chosen to complement your background, e.g. wizards can choose knights to provide defense while they are casting spells from afar, but at the moment there is noticeable power different that makes this way of choosing less appealing. Hexer is generally considered to be stronger than the other two ancestor types since they can get [[Mass Confusion]] and [[antimagic]] [[quick blade]]. Battlemage usually tapers off in power around lair and has problems with having a clear line of sight to the target, apart from either iceblast (similar to the projectile from [[wand of iceblast]]) or [[bolt of magma]] he gets [[lajatang]] of [[freezing]] and [[Lehudib's crystal spear]] later. Knight gets a [[broad axe]] that gets later branded with the [[speed]] ego and [[large shield]] of [[reflection]]. All ancestor types get [[haste]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Hepliaklqana was added in [[0.19]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User_talk:Medar&amp;diff=42169</id>
		<title>User talk:Medar</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User_talk:Medar&amp;diff=42169"/>
				<updated>2016-05-29T14:38:23Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: /* Removed of Igni Ipthes */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Removed Categories and Templates==&lt;br /&gt;
Hey Medar, just wondering what happened to all the categories and templates that are up for deletion. Where they never used, or were they used before but now are no longer needed? [[User:Flun|Flun]] ([[User talk:Flun|talk]]) 14:23, 10 February 2016 (CET)&lt;br /&gt;
:Most of them appear to have been used by old versions of monster pages. Some properties have been removed. Some use different names (&amp;quot;No HT wand&amp;quot; vs. &amp;quot;No high tier wand&amp;quot; etc.). There are bunch of other unused templates that I didn't mark for removal, mostly for monster glyphs, see: [[Special:UnusedTemplates]] -- [[User:Medar|Medar]] ([[User talk:Medar|talk]]) 16:55, 10 February 2016 (CET)&lt;br /&gt;
&lt;br /&gt;
== Code diving for unique Louise ==&lt;br /&gt;
&lt;br /&gt;
I like your undo action in [[Louise]] very much, because it was based on code diving and referencing the code spot. Alas, the crawl wiki has not yet been updated to the *thank you*-button script that I know from wikipedia editing. So I tell you here: thank you! -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 13:36, 29 April 2016 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Removal of Igni Ipthes ==&lt;br /&gt;
&lt;br /&gt;
Hello, I noticed the stub is still there despite no changes being made to it since 2014. I added a comment on its talk page. How to proceed? --[[User:JStrange|JStrange]] ([[User talk:JStrange|talk]]) 16:37, 29 May 2016 (CEST)&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User_talk:Medar&amp;diff=42168</id>
		<title>User talk:Medar</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User_talk:Medar&amp;diff=42168"/>
				<updated>2016-05-29T14:37:49Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: /* Removed of Igni Ipthes */ signature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Removed Categories and Templates==&lt;br /&gt;
Hey Medar, just wondering what happened to all the categories and templates that are up for deletion. Where they never used, or were they used before but now are no longer needed? [[User:Flun|Flun]] ([[User talk:Flun|talk]]) 14:23, 10 February 2016 (CET)&lt;br /&gt;
:Most of them appear to have been used by old versions of monster pages. Some properties have been removed. Some use different names (&amp;quot;No HT wand&amp;quot; vs. &amp;quot;No high tier wand&amp;quot; etc.). There are bunch of other unused templates that I didn't mark for removal, mostly for monster glyphs, see: [[Special:UnusedTemplates]] -- [[User:Medar|Medar]] ([[User talk:Medar|talk]]) 16:55, 10 February 2016 (CET)&lt;br /&gt;
&lt;br /&gt;
== Code diving for unique Louise ==&lt;br /&gt;
&lt;br /&gt;
I like your undo action in [[Louise]] very much, because it was based on code diving and referencing the code spot. Alas, the crawl wiki has not yet been updated to the *thank you*-button script that I know from wikipedia editing. So I tell you here: thank you! -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 13:36, 29 April 2016 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Removed of Igni Ipthes ==&lt;br /&gt;
&lt;br /&gt;
Hello, I noticed the stub is still there despite no changes being made to it since 2014. I added a comment on its talk page. How to proceed? --[[User:JStrange|JStrange]] ([[User talk:JStrange|talk]]) 16:37, 29 May 2016 (CEST)&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User_talk:Medar&amp;diff=42167</id>
		<title>User talk:Medar</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User_talk:Medar&amp;diff=42167"/>
				<updated>2016-05-29T14:37:20Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: /* Removed of Igni Ipthes */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Removed Categories and Templates==&lt;br /&gt;
Hey Medar, just wondering what happened to all the categories and templates that are up for deletion. Where they never used, or were they used before but now are no longer needed? [[User:Flun|Flun]] ([[User talk:Flun|talk]]) 14:23, 10 February 2016 (CET)&lt;br /&gt;
:Most of them appear to have been used by old versions of monster pages. Some properties have been removed. Some use different names (&amp;quot;No HT wand&amp;quot; vs. &amp;quot;No high tier wand&amp;quot; etc.). There are bunch of other unused templates that I didn't mark for removal, mostly for monster glyphs, see: [[Special:UnusedTemplates]] -- [[User:Medar|Medar]] ([[User talk:Medar|talk]]) 16:55, 10 February 2016 (CET)&lt;br /&gt;
&lt;br /&gt;
== Code diving for unique Louise ==&lt;br /&gt;
&lt;br /&gt;
I like your undo action in [[Louise]] very much, because it was based on code diving and referencing the code spot. Alas, the crawl wiki has not yet been updated to the *thank you*-button script that I know from wikipedia editing. So I tell you here: thank you! -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 13:36, 29 April 2016 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Removed of Igni Ipthes ==&lt;br /&gt;
&lt;br /&gt;
Hello, I noticed the stub is still there despite no changes being made to it since 2014. I added a comment on its talk page. How to proceed?&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Igni_Ipthes&amp;diff=42166</id>
		<title>Talk:Igni Ipthes</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Igni_Ipthes&amp;diff=42166"/>
				<updated>2016-05-29T14:34:30Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: Created page with &amp;quot;I agree that this page should be removed. This patch only ever made it on two servers as far as I know (CSZO and LLD, CSZO has been shut down) and it's not possible to play it...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I agree that this page should be removed. This patch only ever made it on two servers as far as I know (CSZO and LLD, CSZO has been shut down) and it's not possible to play it anymore since development is on indefinite hiatus. Furthermore, the page contains barely any details so I we decide to keep it, someone would need to update to provide at least basic information. If that is even possible at the moment is uncertain since the only way AFAIK is to merge the patch manually into current master branch or play it on an older version. --[[User:JStrange|JStrange]] ([[User talk:JStrange|talk]]) 16:34, 29 May 2016 (CEST)&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=File:Hepliaklqana_altar.png&amp;diff=42157</id>
		<title>File:Hepliaklqana altar.png</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=File:Hepliaklqana_altar.png&amp;diff=42157"/>
				<updated>2016-05-29T11:40:15Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Uskayaw&amp;diff=42155</id>
		<title>Uskayaw</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Uskayaw&amp;diff=42155"/>
				<updated>2016-05-29T11:11:59Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: fix piety level formatting, add titles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|trunk}}&lt;br /&gt;
[[File:Ukayaw altar.png]]&lt;br /&gt;
{{flavour|Ukayaw the Reveler is a god of ecstatic dance. On the surface, Ukayaw appreciates many forms of worship, but in the dungeon most worshippers stick to the dance of combat. Ukayaw appreciates the passion and rhythm of combat, rewarding followers for each strike they deliver and for the damage they deal their foes. The longer the dance continues, the greater powers Ukayaw offers. When the dance ends, Ukayaw quickly loses interest.&lt;br /&gt;
&lt;br /&gt;
Ukayaw offers powers that help worshippers continue the dance. Worshippers can&lt;br /&gt;
stomp to damage foes around them and rapidly move through a line of creatures&lt;br /&gt;
while confusing them. When a worshipper's dance reaches a certain point, Ukayaw&lt;br /&gt;
will freeze all foes so that the dancer may take a solo. If the dance continues,&lt;br /&gt;
Ukayaw will link the emotions of foes, forcing them to share their pain. If the&lt;br /&gt;
dance continues, Ukayaw allows you to end it by melding with and then violently&lt;br /&gt;
exploding a foe, killing it instantly.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Ukayaw (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Ukayaw especially likes it when you hurt your foes.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Abandonment.&lt;br /&gt;
* Inactivity (loses [[Piety]] quickly when not attacking foes).&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety Level -]]:''' &amp;quot;Wallflower&amp;quot;&lt;br /&gt;
*Ukayaw offers no abilities at this level.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *]]:''' &amp;quot;Party-goer&amp;quot;&lt;br /&gt;
*'''Stomp''' - Stomps down in time with the rhythm of the dance, sending a hockwave through all adjacent creatures. The shockwave deals damages the creatures it passes through in proportion to the creature's maximum health and the reveler's Invocations skill.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level **]]:''' &amp;quot;Dancer&amp;quot;&lt;br /&gt;
*'''Line Pass''' - Passes through a contiguous line of creatures at superhuman speed, ending up in a new location. Any creatures passed through in this way may be confused, with the chance of confusion increasing with Invocations skill.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ***]]:''' &amp;quot;Impassioned&amp;quot;&lt;br /&gt;
*'''Solo Time (***)''' - Ukayaw briefly paralyzes all enemies in your line of sight.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ****]]:''' &amp;quot;Rapturous&amp;quot;&lt;br /&gt;
*'''Pain Bond''' - Triggers automatically upon hitting the required piety. It gives all monsters in your line of sight the pain bond status for an amount of time that increases with Invocations skill. While the status is active, affected creatures deal a portion of the damage they receive to nearby creatures with the same status -- which can trigger the status again in a chain reaction. The damage shared decreases with distance, dealing 80%/60%/40%/0% at one/two/three/four tiles away, respectively.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *****]]:''' &amp;quot;Ecstatic&amp;quot;&lt;br /&gt;
* '''Grand Finale''' - This power lets you blink to a monster's location and kill the monster, potentially sending flying chunks everywhere. Any targetable monster (one with emotions) is instantly killed by this ability. The flavor is that you merge your emotions and body with the target, then violently separate. Using this ability will reduce your piety back to *.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ******]]:''' &amp;quot;Rhythm of Life and Death&amp;quot;&lt;br /&gt;
* Ukayaw offers no new abilites.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|&lt;br /&gt;
Ukayaw's wrath turns the powers of the dance against the offender. The prude will find their foes going berserk and will be forced to helplessly watch as foes execute their own solos. When the dance is getting too slow, Ukayaw will attempt to bring more revelers.}} &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ukayaw provides some very strong abilities that require you to stay in a fight for longer. While it they can be used against a single opponent, they truly shine when engaging multiple opponents, thus considerably increasing the risk.&lt;br /&gt;
&lt;br /&gt;
Ukayaw's fast piety gain can be further increased by wearing [[amulet of faith]]. The playstyle fits very well with the cleaving attacks of various [[axes]] and, for entirely different reason, with [[stab|stabber]] characters. In the first case, [[cleaving]] accelerates the piety gain by hitting multiple opponents. The latter benefits from irresistible confusion, pain bond to apply stabbing damage to multiple monsters at once and then finally Grand Finale allows them to deal with highly-threatening enemies without being resisted, evaded or mitigated by AC and affects even the most threatening of enemies like [[pandemonium lord|pandemonium lords]], rune guardians in [[Hell]] or [[orb of fire|orbs of fire]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Ukayaw was added in [[0.19]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Uskayaw&amp;diff=42147</id>
		<title>Uskayaw</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Uskayaw&amp;diff=42147"/>
				<updated>2016-05-29T08:58:33Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: fixed formatting in several places&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|trunk}}&lt;br /&gt;
[[File:Ukayaw altar.png]]&lt;br /&gt;
{{flavour|Ukayaw the Reveler is a god of ecstatic dance. On the surface, Ukayaw appreciates many forms of worship, but in the dungeon most worshippers stick to the dance of combat. Ukayaw appreciates the passion and rhythm of combat, rewarding followers for each strike they deliver and for the damage they deal their foes. The longer the dance continues, the greater powers Ukayaw offers. When the dance ends, Ukayaw quickly loses interest.&lt;br /&gt;
&lt;br /&gt;
Ukayaw offers powers that help worshippers continue the dance. Worshippers can&lt;br /&gt;
stomp to damage foes around them and rapidly move through a line of creatures&lt;br /&gt;
while confusing them. When a worshipper's dance reaches a certain point, Ukayaw&lt;br /&gt;
will freeze all foes so that the dancer may take a solo. If the dance continues,&lt;br /&gt;
Ukayaw will link the emotions of foes, forcing them to share their pain. If the&lt;br /&gt;
dance continues, Ukayaw allows you to end it by melding with and then violently&lt;br /&gt;
exploding a foe, killing it instantly.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Ukayaw (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Ukayaw especially likes it when you hurt your foes.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Abandonment.&lt;br /&gt;
* Inactivity (loses [[Piety]] quickly when not attacking foes).&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety Level]]:'''&lt;br /&gt;
*'''Stomp (*):''' Stomps down in time with the rhythm of the dance, sending a shockwave through all adjacent creatures. The shockwave deals damages the creatures it passes through in proportion to the creature's maximum health and the reveler's&lt;br /&gt;
Invocations skill.&lt;br /&gt;
*'''Line Pass (**):''' Passes through a contiguous line of creatures at superhuman speed, ending up in a new location. Any creatures passed through in this way may be confused,&lt;br /&gt;
with the chance of confusion increasing with Invocations skill.&lt;br /&gt;
*'''Solo Time (***):''' Ukayaw briefly paralyzes all enemies in your line of sight.&lt;br /&gt;
*'''Pain Bond (****):''' triggers automatically upon hitting the required piety. It gives all monsters in your line of sight the pain bond status for an amount of time that increases with Invocations skill. While the status is active, affected creatures deal a portion of the damage they receive to nearby creatures with the same status -- which can trigger the status again in a chain reaction. The damage shared decreases with distance, dealing 80%/60%/40%/0% at one/two/three/four tiles away, respectively.&lt;br /&gt;
&lt;br /&gt;
* '''Grand Finale (*****):''' This power lets you blink to a monster's location and kill the monster, potentially sending flying chunks everywhere. Any targetable monster (one with emotions) is instantly killed by this ability. The flavor is that you merge your emotions and body with the target, then violently separate. Using this ability will reduce your piety back to *.&lt;br /&gt;
&lt;br /&gt;
* At '''******''' piety, Ukayaw offers no new abilites.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|&lt;br /&gt;
Ukayaw's wrath turns the powers of the dance against the offender. The prude will find their foes going berserk and will be forced to helplessly watch as foes execute their own solos. When the dance is getting too slow, Ukayaw will attempt to bring more revelers.}} &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ukayaw provides some very strong abilities that require you to stay in a fight for longer. While it they can be used against a single opponent, they truly shine when engaging multiple opponents, thus considerably increasing the risk.&lt;br /&gt;
&lt;br /&gt;
Ukayaw's fast piety gain can be further increased by wearing [[amulet of faith]]. The playstyle fits very well with the cleaving attacks of various [[axes]] and, for entirely different reason, with [[stab|stabber]] characters. In the first case, [[cleaving]] accelerates the piety gain by hitting multiple opponents. The latter benefits from irresistible confusion, pain bond to apply stabbing damage to multiple monsters at once and then finally Grand Finale allows them to deal with highly-threatening enemies without being resisted, evaded or mitigated by AC and affects even the most threatening of enemies like [[pandemonium lord|pandemonium lords]], rune guardians in [[Hell]] or [[orb of fire|orbs of fire]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Ukayaw was added in [[0.19]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Uskayaw&amp;diff=42146</id>
		<title>Uskayaw</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Uskayaw&amp;diff=42146"/>
				<updated>2016-05-29T08:47:34Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: created the page, needs refining, currently lacks quote usually written next to the altar image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|trunk}}&lt;br /&gt;
[[File:Ukayaw altar.png]]&lt;br /&gt;
{{flavour|Ukayaw the Reveler is a god of ecstatic dance. On the surface, Ukayaw&lt;br /&gt;
appreciates many forms of worship, but in the dungeon most worshippers stick to&lt;br /&gt;
the dance of combat. Ukayaw appreciates the passion and rhythm of combat,&lt;br /&gt;
rewarding followers for each strike they deliver and for the damage they deal&lt;br /&gt;
their foes. The longer the dance continues, the greater powers Ukayaw offers.&lt;br /&gt;
When the dance ends, Ukayaw quickly loses interest.&lt;br /&gt;
&lt;br /&gt;
Ukayaw offers powers that help worshippers continue the dance. Worshippers can&lt;br /&gt;
stomp to damage foes around them and rapidly move through a line of creatures&lt;br /&gt;
while confusing them. When a worshipper's dance reaches a certain point, Ukayaw&lt;br /&gt;
will freeze all foes so that the dancer may take a solo. If the dance continues,&lt;br /&gt;
Ukayaw will link the emotions of foes, forcing them to share their pain. If the&lt;br /&gt;
dance continues, Ukayaw allows you to end it by melding with and then violently&lt;br /&gt;
exploding a foe, killing it instantly.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Ukayaw (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Ukayaw especially likes it when you hurt your foes.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Abandonment.&lt;br /&gt;
* Inactivity (loses [[Piety]] quickly when not attacking foes).&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety Level]]:'''&lt;br /&gt;
*'''Stomp (*):''' Stomps down in time with the rhythm of the dance, sending a shockwave through&lt;br /&gt;
all adjacent creatures. The shockwave deals damages the creatures it passes&lt;br /&gt;
through in proportion to the creature's maximum health and the reveler's&lt;br /&gt;
Invocations skill.&lt;br /&gt;
*'''Line Pass (**):''' Passes through a contiguous line of creatures at superhuman speed, ending up&lt;br /&gt;
in a new location. Any creatures passed through in this way may be confused,&lt;br /&gt;
with the chance of confusion increasing with Invocations skill.&lt;br /&gt;
*'''Solo Time (***):''' Ukayaw briefly paralyzes all enemies in your line of sight.&lt;br /&gt;
*'''Pain Bond (****):''' triggers automatically upon hitting the required&lt;br /&gt;
piety. It gives all monsters in your line of sight the pain bond status for an amount of time that increases with Invocations skill. While the status is active,&lt;br /&gt;
affected creatures deal a portion of the damage they receive to nearby&lt;br /&gt;
creatures with the same status -- which can trigger the status again in a&lt;br /&gt;
chain reaction. The damage shared decreases with distance, dealing 80%/60%/&lt;br /&gt;
40%/0% at one/two/three/four tiles away, respectively.&lt;br /&gt;
&lt;br /&gt;
* '''Grand Finale (*****):''' This power lets you blink to a monster's location and kill the monster, potentially sending flying chunks everywhere. Any targetable monster (one with emotions) is instantly killed by this ability. The flavor is that you merge your emotions and body with the target, then&lt;br /&gt;
violently separate.&lt;br /&gt;
&lt;br /&gt;
Using this ability will reduce your piety back to *.&lt;br /&gt;
&lt;br /&gt;
* At ****** piety, Ukayaw offers no new abilites.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Ukayaw's wrath turns the powers of the dance against the offender. The&lt;br /&gt;
prude will find their foes going berserk and will be forced to helplessly watch&lt;br /&gt;
as foes execute their own solos. When the dance is getting too slow, Ukayaw will&lt;br /&gt;
attempt to bring more revelers.}} &lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ukayaw provides some very strong abilities that require you to stay in a fight for longer. While it they can be used against a single opponent, they truly shine when engaging multiple opponents, thus considerably increasing the risk.&lt;br /&gt;
&lt;br /&gt;
Ukayaw's fast piety gain can be further increased by wearing [[amulet of faith]]. The playstyle fits very well with the cleaving attacks of various [axes]] and, for entirely different reason, with stabber characters. In the first case, cleaving accelerates the piety gain by hitting multiple opponents. The latter benefits from irresistible confusion, pain bond to apply stabbing damage to multiple monsters at once and then finally Grand Finale allows them to deal with highly-threatening enemies without being resisted, evaded or mitigated by AC and affects even the most threatening of enemies like [[pandemonium lords]], rune guardians in [[Hell]] or orbs of fire.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Ukayaw was added in [[0.19]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=File:Uskayaw_altar.png&amp;diff=42145</id>
		<title>File:Uskayaw altar.png</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=File:Uskayaw_altar.png&amp;diff=42145"/>
				<updated>2016-05-29T06:05:08Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=God&amp;diff=42144</id>
		<title>God</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=God&amp;diff=42144"/>
				<updated>2016-05-29T05:23:11Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: mention new 0.19 gods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
'''Gods''' are a central concept to ''[[Dungeon Crawl]]''. The game's pantheon features 23 distinct deities, and they provide increasingly powerful abilities to their worshipers, but punish them for any violation of their individual commandments. Your character may only worship a single god at once, and most gods punish followers for abandoning them, so choose wisely.&lt;br /&gt;
&lt;br /&gt;
==The pantheon==&lt;br /&gt;
&lt;br /&gt;
* [[Ashenzari]] the Shackled, god of divinations and [[curse]]s.&lt;br /&gt;
* [[Beogh]] the Brigand, evil god of the [[list of orcs|orcs]].&lt;br /&gt;
* [[Cheibriados]] the Contemplative, the slow god.&lt;br /&gt;
* [[Dithmenos]] the Shadowed, god of darkness.&lt;br /&gt;
* [[Elyvilon]] the Healer, good god of healing.&lt;br /&gt;
* [[Fedhas Madash]], god of [[plant]]s.&lt;br /&gt;
* [[Gozag Ym Sagoz]] the Greedy, god of mercantilism and gold.&lt;br /&gt;
* [[Jiyva]] the Shapeless, chaotic god of [[list of jellies|slimes]].&lt;br /&gt;
* [[Kikubaaqudgha]], an evil demon-god of [[Necromancy|necromantic magic]].&lt;br /&gt;
* [[Lugonu]] the Unformed, chaotic evil god of [[the Abyss]].&lt;br /&gt;
* [[Makhleb]] the Destroyer, an evil god of slaughter and bloodshed.&lt;br /&gt;
* [[Nemelex Xobeh]], the trickster god of [[card]]s.&lt;br /&gt;
* [[Okawaru]] the Warmaster, god of battle.&lt;br /&gt;
* [[Pakellas]] the Inventive, the engineer god of magical devices.&lt;br /&gt;
* [[Qazlal Stormbringer]], god of storms.&lt;br /&gt;
* [[Ru]] the Awakened, god of sacrifice and inner power.&lt;br /&gt;
* [[Sif Muna]] the Loreminder, god of [[magic]] and mystical secrets.&lt;br /&gt;
* [[The Shining One]], a good god of honourable crusade against evil.&lt;br /&gt;
* [[Trog]] the Wrathful, a violent god of [[berserk|rage]].&lt;br /&gt;
* [[Vehumet]], god of destructive magic.&lt;br /&gt;
* [[Xom]] the Unpredictable, god of chaos.&lt;br /&gt;
* [[Yredelemnul]] the Dark, evil god of death.&lt;br /&gt;
* [[Zin]] the Law-Giver, a good god of law and purity.&lt;br /&gt;
&lt;br /&gt;
==Joining a god==&lt;br /&gt;
You may become a follower of a god in a number of ways. You can begin with a religious [[background]] ([[Berserker]], worshiping Trog; [[Abyssal Knight]], worshiping Lugonu; or [[Chaos Knight]], worshiping Xom). Otherwise, you may [[pray]] at a god's [[altar]], where you will be shown a description of the god (and their commandments) and are given the option to worship them.&lt;br /&gt;
&lt;br /&gt;
[[Orc priest]]s, [[orc high priest]]s and [[Saint Roka]] may offer [[hill orc]]s the opportunity to convert to [[Beogh]] (guaranteed the first time they see one of these monsters). This conversion can be done by using the special 'a'bility ''Convert to Beogh''.  All orcs within sight of the player will be pacified the first time the player uses this ability in a game.&lt;br /&gt;
&lt;br /&gt;
Some species have religious restrictions on which gods they may worship.&lt;br /&gt;
&lt;br /&gt;
* [[Demigod]]s may not worship any god.&lt;br /&gt;
* Only [[Hill Orc]]s may worship Beogh.&lt;br /&gt;
* Evil or [[undead]] races ([[Demonspawn]], [[Ghoul]]s, [[Mummy|Mummies]], and [[Vampire]]s) may not worship good-aligned gods (Zin, Elyvilon, and the Shining One).&lt;br /&gt;
* Undead races also may not worship [[Fedhas Madash]].&lt;br /&gt;
* [[Gargoyle]]s may not worship [[Yredelemnul]].&lt;br /&gt;
&lt;br /&gt;
==Changing or renouncing gods==&lt;br /&gt;
You can abandon your god for another by praying at your new god's altar, or by renouncing your faith with the &amp;quot;Renounce Religion&amp;quot; ability. The latter can be done at any time as a special ability (command '''a'''). In addition, good gods will excommunicate you for casting the spell [[Necromutation]], and Yredelemnul will excommunicate you for casting [[Statue Form]].&lt;br /&gt;
&lt;br /&gt;
Abandoning a god will always incur [[penance]] and usually results in [[divine retribution]], with a few exceptions. Leaving a good gods will incur penance, but they will not exhibit wrath upon you unless you begin worshiping an evil god (Beogh, Yredelemnul, Lugonu, Kikubaaqugdgha, or Makhleb). Additionally, Zin will punish you for joining Jiyva or Xom, who are chaotic gods (along with Lugonu).  Bear in mind that the good gods never forget about you; even if you join an evil god 100,000 turns later, you will still incur their wrath for doing so.&lt;br /&gt;
&lt;br /&gt;
Switching between good gods (Zin, Elyvilon, or The Shining One) will not result in any divine retribution. In fact, half of your piety will carry over from one god to the other upon conversion. Note that switching back to the first god will not restore piety; the number is simply halved again.&lt;br /&gt;
&lt;br /&gt;
Ru will never inflict divine retribution for abandonment, but any sacrifices that the player makes are permanent.&lt;br /&gt;
&lt;br /&gt;
==Altars==&lt;br /&gt;
[[Altar]]s for most gods (except [[Lugonu]], [[Jiyva]], and [[Beogh]]) are likely to appear in the [[Ecumenical Temple]], which holds anywhere from 6 to 14 altars. Any altars not found in the Temple are guaranteed to appear in the main [[Dungeon]] between level 1 and level 9. Additional altars may be found in various other locations deeper into the Dungeon and its sub-branches.&lt;br /&gt;
&lt;br /&gt;
[[Lugonu]]'s altars may be found in [[the Abyss]] or in the rare corrupted version of the Ecumenical Temple. [[Jiyva]]'s altars may found at the entrance to or inside [[the Slime Pits]], and, very rarely, early in the main dungeon. Finally, altars to [[Beogh]] can appear in the [[Orcish Mines]], or more rarely in the main dungeon, most commonly near the entrance to the [[Orcish Mines]].&lt;br /&gt;
&lt;br /&gt;
Players may also find a [[faded altar]] in the early Dungeon. Praying at a faded altar allows the player to convert to a randomly selected god with additional [[piety]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Choosing a god]]&lt;br /&gt;
* [[Piety]]&lt;br /&gt;
* [[Divine retribution]]&lt;br /&gt;
* [[God comparison]]&lt;br /&gt;
* [[Pray]]er&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* In 0.19, [[Ukayaw]] the Reveler and [[Hepliaklqana]] the Forgotten will be joining the pantheon.&lt;br /&gt;
&lt;br /&gt;
* [[Pakellas]] the god of magical gadgets joined the pantheon in [[0.18]]. &lt;br /&gt;
&lt;br /&gt;
* Random choice by [[faded altar]]s were introduced in [[0.17]].&lt;br /&gt;
&lt;br /&gt;
*[[Gozag Ym Sagoz]] the Greedy and [[Ru]] the Awakened were added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
*[[Qazlal Stormbringer]] was added in [[0.15]].&lt;br /&gt;
&lt;br /&gt;
*[[Dithmenos]] was introduced in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
* Prior to version [[0.9]], one did not incur penance by switching from one good god to another.  This was removed, since it allowed for Zin worshipers to safely switch to Jiyva by momentarily switching to TSO or Elyvilon.  Switching between good gods is still safe, since no wrath will be exhibited, but if you leave for an evil god you will be facing the wrath of both (or all) of your former gods.&lt;br /&gt;
&lt;br /&gt;
*In [[0.8]] instant divine retribution was removed. You could also find altars in the main Dungeon at level 1.&lt;br /&gt;
&lt;br /&gt;
*Prior to [[0.6]], altars were not always guaranteed to appear in the Ecumenical Temple or between Dungeon levels 2-9.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Amulet_of_harm&amp;diff=42142</id>
		<title>Amulet of harm</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Amulet_of_harm&amp;diff=42142"/>
				<updated>2016-05-29T05:05:55Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: asymmetrical change in trunk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|0.18}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Jewellery&lt;br /&gt;
 |name=Amulet of harm&lt;br /&gt;
 |cost= ?&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|This unholy amulet contains a vicious spirit that increases damage dealt to and by its wearer by one fourth. The spirit wants only to spread harm, and removing the amulet will cause the spirit to punish the wearer with draining.}}&lt;br /&gt;
&lt;br /&gt;
Wearing an '''amulet of harm''' makes you deal 25% more damage than normal, but also increases the damage you take by 25%. The damage is increased after [[AC]] and resistances are accounted for, but before [[deep dwarf]] damage shaving. All forms of damage, including [[torment]], are affected.  Removing the amulet has a [[draining]] effect.&lt;br /&gt;
&lt;br /&gt;
The Amulet of Harm is an [[evil]] item, and the [[good gods]] disapprove of its use.&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
Whether or not an amulet of harm is worth using greatly depends on the character. Characters with good defenses, especially AC, may appreciate the extra damage they're able to do while ignoring most of the negative effects. Characters with good ranged attacks, who deal damage at a distance more often than they receive damage, may also benefit.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.19]], the amulet will not be considered [[evil]] [https://github.com/crawl/crawl/commit/15dfbc9a20c87e374247b4b020de4f6b1a64321e anymore] and will be made asymmetrical, providing 30% damage boost while increasing damage taken by only 20%.&lt;br /&gt;
&lt;br /&gt;
The amulet of harm was added in [[0.18]].&lt;br /&gt;
&lt;br /&gt;
{{amulets}}&lt;br /&gt;
[[Category:evil]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=God&amp;diff=42100</id>
		<title>God</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=God&amp;diff=42100"/>
				<updated>2016-05-25T11:02:34Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: fix number of gods, correct ecumenical altar to faded altar, better history order, linkify versions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
'''Gods''' are a central concept to ''[[Dungeon Crawl]]''. The game's pantheon features 23 distinct deities, and they provide increasingly powerful abilities to their worshipers, but punish them for any violation of their individual commandments. Your character may only worship a single god at once, and most gods punish followers for abandoning them, so choose wisely.&lt;br /&gt;
&lt;br /&gt;
==The pantheon==&lt;br /&gt;
&lt;br /&gt;
* [[Ashenzari]] the Shackled, god of divinations and [[curse]]s.&lt;br /&gt;
* [[Beogh]] the Brigand, evil god of the [[list of orcs|orcs]].&lt;br /&gt;
* [[Cheibriados]] the Contemplative, the slow god.&lt;br /&gt;
* [[Dithmenos]] the Shadowed, god of darkness.&lt;br /&gt;
* [[Elyvilon]] the Healer, good god of healing.&lt;br /&gt;
* [[Fedhas Madash]], god of [[plant]]s.&lt;br /&gt;
* [[Gozag Ym Sagoz]] the Greedy, god of mercantilism and gold.&lt;br /&gt;
* [[Jiyva]] the Shapeless, chaotic god of [[list of jellies|slimes]].&lt;br /&gt;
* [[Kikubaaqudgha]], an evil demon-god of [[Necromancy|necromantic magic]].&lt;br /&gt;
* [[Lugonu]] the Unformed, chaotic evil god of [[the Abyss]].&lt;br /&gt;
* [[Makhleb]] the Destroyer, an evil god of slaughter and bloodshed.&lt;br /&gt;
* [[Nemelex Xobeh]], the trickster god of [[card]]s.&lt;br /&gt;
* [[Okawaru]] the Warmaster, god of battle.&lt;br /&gt;
* [[Pakellas]], the engineer god of magical devices.&lt;br /&gt;
* [[Qazlal Stormbringer]], god of storms.&lt;br /&gt;
* [[Ru]] the Awakened, god of sacrifice and inner power.&lt;br /&gt;
* [[Sif Muna]] the Loreminder, god of [[magic]] and mystical secrets.&lt;br /&gt;
* [[The Shining One]], a good god of honourable crusade against evil.&lt;br /&gt;
* [[Trog]] the Wrathful, a violent god of [[berserk|rage]].&lt;br /&gt;
* [[Vehumet]], god of destructive magic.&lt;br /&gt;
* [[Xom]] the Unpredictable, god of chaos.&lt;br /&gt;
* [[Yredelemnul]] the Dark, evil god of death.&lt;br /&gt;
* [[Zin]] the Law-Giver, a good god of law and purity.&lt;br /&gt;
&lt;br /&gt;
==Joining a god==&lt;br /&gt;
You may become a follower of a god in a number of ways. You can begin with a religious [[background]] ([[Berserker]], worshiping Trog; [[Abyssal Knight]], worshiping Lugonu; or [[Chaos Knight]], worshiping Xom). Otherwise, you may [[pray]] at a god's [[altar]], where you will be shown a description of the god (and their commandments) and are given the option to worship them.&lt;br /&gt;
&lt;br /&gt;
[[Orc priest]]s, [[orc high priest]]s and [[Saint Roka]] may offer [[hill orc]]s the opportunity to convert to [[Beogh]] (guaranteed the first time they see one of these monsters). This conversion can be done by using the special 'a'bility ''Convert to Beogh''.  All orcs within sight of the player will be pacified the first time the player uses this ability in a game.&lt;br /&gt;
&lt;br /&gt;
Some species have religious restrictions on which gods they may worship.&lt;br /&gt;
&lt;br /&gt;
* [[Demigod]]s may not worship any god.&lt;br /&gt;
* Only [[Hill Orc]]s may worship Beogh.&lt;br /&gt;
* Evil or [[undead]] races ([[Demonspawn]], [[Ghoul]]s, [[Mummy|Mummies]], and [[Vampire]]s) may not worship good-aligned gods (Zin, Elyvilon, and the Shining One).&lt;br /&gt;
* Undead races also may not worship [[Fedhas Madash]].&lt;br /&gt;
* [[Gargoyle]]s may not worship [[Yredelemnul]].&lt;br /&gt;
&lt;br /&gt;
==Changing or renouncing gods==&lt;br /&gt;
You can abandon your god for another by praying at your new god's altar, or by renouncing your faith with the &amp;quot;Renounce Religion&amp;quot; ability. The latter can be done at any time as a special ability (command '''a'''). In addition, good gods will excommunicate you for casting the spell [[Necromutation]], and Yredelemnul will excommunicate you for casting [[Statue Form]].&lt;br /&gt;
&lt;br /&gt;
Abandoning a god will always incur [[penance]] and usually results in [[divine retribution]], with a few exceptions. Leaving a good gods will incur penance, but they will not exhibit wrath upon you unless you begin worshiping an evil god (Beogh, Yredelemnul, Lugonu, Kikubaaqugdgha, or Makhleb). Additionally, Zin will punish you for joining Jiyva or Xom, who are chaotic gods (along with Lugonu).  Bear in mind that the good gods never forget about you; even if you join an evil god 100,000 turns later, you will still incur their wrath for doing so.&lt;br /&gt;
&lt;br /&gt;
Switching between good gods (Zin, Elyvilon, or The Shining One) will not result in any divine retribution. In fact, half of your piety will carry over from one god to the other upon conversion. Note that switching back to the first god will not restore piety; the number is simply halved again.&lt;br /&gt;
&lt;br /&gt;
Ru will never inflict divine retribution for abandonment, but any sacrifices that the player makes are permanent.&lt;br /&gt;
&lt;br /&gt;
==Altars==&lt;br /&gt;
Altars can be found in the [[Ecumenical Temple]] (which randomly contains 6-14 altars), as well as scattered around the [[Dungeon]].  &lt;br /&gt;
&lt;br /&gt;
Altars for every god (except [[Lugonu]], [[Jiyva]], and [[Beogh]]) are guaranteed to appear either in the Temple or in the main Dungeon between level 1 and level 9. You can find additional altars in various other locations.&lt;br /&gt;
&lt;br /&gt;
[[Lugonu]]'s altars may be found in [[the Abyss]] or in the rare corrupted version of the Ecumenical Temple. [[Jiyva]]'s altars may found at the entrance to or inside [[the Slime Pits]], and, very rarely, early in the main dungeon. Finally, altars to [[Beogh]] can appear in the [[Orcish Mines]], or more rarely in the main dungeon, most commonly near the entrance to the [[Orcish Mines]].&lt;br /&gt;
&lt;br /&gt;
Early dungeon also sometimes features a [[faded altar]]. Praying on it allows the player to convert to a randomly selected god.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Choosing a god]]&lt;br /&gt;
* [[Piety]]&lt;br /&gt;
* [[Divine retribution]]&lt;br /&gt;
* [[God comparison]]&lt;br /&gt;
* [[Pray]]er&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* [[Pakellas]] the god of magical gadgets joined the pantheon in [[0.18]]. &lt;br /&gt;
&lt;br /&gt;
* Random choice by [[faded altar]]s were introduced in [[0.17]].&lt;br /&gt;
&lt;br /&gt;
*[[Gozag Ym Sagoz]] the Greedy and [[Ru]] the Awakened were added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
*[[Qazlal Stormbringer]] was added in [[0.15]].&lt;br /&gt;
&lt;br /&gt;
*[[Dithmenos]] was introduced in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
* Prior to version [[0.9]], one did not incur penance by switching from one good god to another.  This was removed, since it allowed for Zin worshipers to safely switch to Jiyva by momentarily switching to TSO or Elyvilon.  Switching between good gods is still safe, since no wrath will be exhibited, but if you leave for an evil god you will be facing the wrath of both (or all) of your former gods.&lt;br /&gt;
&lt;br /&gt;
*In [[0.8]] instant divine retribution was removed. You could also find altars in the main Dungeon at level 1.&lt;br /&gt;
&lt;br /&gt;
*Prior to [[0.6]], altars were not always guaranteed to appear in the Ecumenical Temple or between Dungeon levels 2-9.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Book_of_Fire&amp;diff=41995</id>
		<title>Book of Fire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Book_of_Fire&amp;diff=41995"/>
				<updated>2016-05-18T07:32:26Z</updated>
		
		<summary type="html">&lt;p&gt;JStrange: updated for 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{item-noicon&lt;br /&gt;
 |itemtype = Book&lt;br /&gt;
 |name = Book of Fire&lt;br /&gt;
 |cost = 650&lt;br /&gt;
 |weight = 7.0&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A book containing advanced spells in the elemental school of Fire, stolen from the secret college of the djinn.}}&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
{{spellbook|Book of Fire}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Fire Magic]]&lt;/div&gt;</summary>
		<author><name>JStrange</name></author>	</entry>

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