<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kenreth</id>
		<title>CrawlWiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kenreth"/>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/Special:Contributions/Kenreth"/>
		<updated>2026-05-08T03:33:06Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Strength_weight&amp;diff=44886</id>
		<title>Strength weight</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Strength_weight&amp;diff=44886"/>
				<updated>2017-02-10T18:13:09Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: Strength weighting concept removed in 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
&lt;br /&gt;
Generally in Crawl, heavier weapons benefit more from [[strength]] than from [[dexterity]]. '''Strength weighting''' (abbreviated &amp;quot;str weight&amp;quot;) is a game mechanic that determines relatively how much a character's strength and dexterity affect a given weapon's damage output.&lt;br /&gt;
&lt;br /&gt;
A given str weight value can be viewed as a quotient expressed as a percentage; the &amp;quot;amount of effect&amp;quot; that strength has on a weapon, divided by the total amount of effect that strength and dexterity together have on it. So a str weight of 100% (such as with a [[giant club]]) implies that strength affects the weapon far more than dexterity does. Conversely, 0% (eg. [[quick blade]]) implies that strength has a very small effect on how well a weapon performs.&lt;br /&gt;
&lt;br /&gt;
Almost all weapons fall somewhere in-between the two extremes. The weighted average of strength and dexterity affects both damage potential and [[to-hit]], the former being affected more by strength and the latter being affected more by dexterity. Thus, note that that even 0% and 100% strength weightings don't imply that either stat has no effect: more dexterity always implies better to-hit and more strength always implies higher per-hit damage. A 50% str weight still implies that dexterity has a bigger effect than strength on to-hit, and conversely with strength and damage.&lt;br /&gt;
&lt;br /&gt;
== Formulas and source ==&lt;br /&gt;
[https://gitorious.org/crawl/crawl/source/3fb7fd9f23f7f93a1e85b39c3ba46f27e91505f3:crawl-ref/source/itemprop.cc#L163 In the source]&lt;br /&gt;
strength weight fractions are represented by integers from 0 to 10, representing 0% to 100% respectively. In the formulas below, '''W''' denotes strength weight as a fraction, ie. W=0.0 for quickblade and W=1.0 for giant club.&lt;br /&gt;
=== Melee ===&lt;br /&gt;
In the 0.12 source, melee damage is calculated a bit differently for&lt;br /&gt;
[https://gitorious.org/crawl/crawl/source/3fb7fd9f23f7f93a1e85b39c3ba46f27e91505f3:crawl-ref/source/melee_attack.cc#L5274 monsters]&lt;br /&gt;
and player characters. Player damage potential is&lt;br /&gt;
[https://gitorious.org/crawl/crawl/source/3fb7fd9f23f7f93a1e85b39c3ba46f27e91505f3:crawl-ref/source/melee_attack.cc#L5367 based on weapon base damage] and, among other things,&lt;br /&gt;
[https://gitorious.org/crawl/crawl/source/3fb7fd9f23f7f93a1e85b39c3ba46f27e91505f3:crawl-ref/source/melee_attack.cc#L1606 amplified by a stat value]&lt;br /&gt;
which is taken as a&lt;br /&gt;
[https://gitorious.org/crawl/crawl/source/3fb7fd9f23f7f93a1e85b39c3ba46f27e91505f3:crawl-ref/source/melee_attack.cc#L5494 blend between the player's Str and Dex]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;'''Melee damage blended stat''' = 0.5×Str + 0.5(W×Str + (1-W)Dex)&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stats are blended [https://gitorious.org/crawl/crawl/source/3fb7fd9f23f7f93a1e85b39c3ba46f27e91505f3:crawl-ref/source/melee_attack.cc#L5149 similiarly for to-hit]&lt;br /&gt;
but conversely to damage calculations, dexterity counts twice as heavily towards to-hit as strength does:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;'''Melee to-hit blended stat''' = 0.5×Dex + 0.5(W×Str + (1-W)Dex)&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Launchers ===&lt;br /&gt;
The [https://gitorious.org/crawl/crawl/source/3fb7fd9f23f7f93a1e85b39c3ba46f27e91505f3:crawl-ref/source/throw.cc#L1346 code for player-fired missile]&lt;br /&gt;
damage and to hit is even harder to decypher than for melee weapons. Strength and dexterity&lt;br /&gt;
[https://gitorious.org/crawl/crawl/source/3fb7fd9f23f7f93a1e85b39c3ba46f27e91505f3:crawl-ref/source/throw.cc#L545 primarily affect]&lt;br /&gt;
the launcher &amp;quot;speed&amp;quot;. &amp;quot;Speed&amp;quot; is a misnomer though: it means the amount of in-game time taken to fire a shot, not the rate at which shots are fired. Roughly:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;'''Turns taken''' = ( launcher_base_attack_delay_percentile - player_skill×(W×Str + (W-1)×Dex)×4/25 ) / 100&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*The concept of strength weighting was removed in [[0.18]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ranged_weapon&amp;diff=44885</id>
		<title>Ranged weapon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ranged_weapon&amp;diff=44885"/>
				<updated>2017-02-10T18:10:31Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: Removed evasion weapon brand. Page appears to be 0.19 up-to-date&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
&lt;br /&gt;
'''Ranged weapons''' include all [[weapon]]s capable of attacking any target within your [[line of sight]]. All of these require ammo to function, and most of them require you to wield a launcher. The ability to attack distant foes is very helpful, particularly for characters with fast [[movement]] speed (see [[kiting]]). However, ranged weapons are not without their drawbacks. Running out of ammo renders a ranged weapon nearly useless, and [[melee weapon]]s tend to have better overall stats.&lt;br /&gt;
&lt;br /&gt;
==Weapon attributes==&lt;br /&gt;
The following is a table of all ranged weapons in ''Crawl''. Below is a short explanation of each field: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Name&lt;br /&gt;
| The name of the item as it appears in Crawl.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Damage&lt;br /&gt;
| The base amount of damage the weapon does, before various bonuses and adjustments.  &lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Hit&lt;br /&gt;
| To hit modifier for the weapon, before any other adjustments.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | [[Weapon Speed|Speed]]&lt;br /&gt;
| This is actually the attack delay, which is multiplied by 10 to get the &amp;quot;percentages&amp;quot; you see in-game.  (That is, attack delay 10 shows as 100%.)  Every 2 levels of weapon skill lowers the delay by 1 unit.  A weapon's minimum delay is half of its base delay (rounded down) or 7 (5 for [[cutlass]], 10 for [[hand crossbow]]s, [[arbalest]]s and [[triple crossbow]]s), whichever is lower.  Speed brand and haste cut delay by one third (round randomly up or down). These effects stack, ''after'' the base cap, but there's an absolute cap of 2 for attack delay.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Skill&lt;br /&gt;
| Which skill is required to effectively use this weapon.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | [[Handedness|One-handed min. size]]&lt;br /&gt;
| Minimum size required to be able to use the weapon with one hand. The order is little, small, medium, large, big.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | [[Handedness|Two-handed min. size]]&lt;br /&gt;
| Minimum size required to be able to use the weapon with two hands. When the player's size is equal or greater than 'Two-handed min. size', but less than 'One-handed min. size', the weapon cannot be used with a [[shield]].&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left; white-space: nowrap;&amp;quot; | Missile&lt;br /&gt;
| The sort of ammo needed to use this weapon&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left; white-space: nowrap;&amp;quot; | Dam Type&lt;br /&gt;
| What category of damage does the weapon deal?&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Prob&lt;br /&gt;
| A larger number indicates higher probability of acquiring through scrolls of [[acquirement]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Throwing==&lt;br /&gt;
[[Throwing]] weapons can be further divided into two categories: thrown weapons and blowguns.&lt;br /&gt;
&lt;br /&gt;
Thrown weapons are unique among ranged weapons in that they do not require you to wield anything to use them; you simply hurl them without needing a free hand (Don't ask). This means you don't have to waste time in combat swapping weapons, saving turns and reducing frustration, you can wear [[shield]]s, and you can save many [[scrolls of enchant weapon]]. Thrown weapons need 27 skill levels to reach minimum delay, but despite this the average damage per turn of tomahawks, javelins, and large rocks is better than any other ranged weapon at the same skill level.&lt;br /&gt;
*[[Stone]]&lt;br /&gt;
*[[Tomahawk]]&lt;br /&gt;
*[[Javelin]]&lt;br /&gt;
*[[Throwing net]]&lt;br /&gt;
*[[Large rock]] ([[troll]]s and [[ogre]]s only)&lt;br /&gt;
&lt;br /&gt;
Blowguns are very unusual ranged weapons. In spite of the fact that they are affected by your Throwing skill, they require you to wield a blowgun and fire [[needle]]s at the enemy. These deal no damage, but inflict devastating [[status effect]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Skill || One-handed min. size || Two-handed min. size || Missile || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Blowgun]] || 0 || +2 || 10 || Throwing || Little || Little || [[Needle]] || None || 0 || Deals no damage, but inflicts [[status effects]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Slings==&lt;br /&gt;
[[Slings]] are ranged weapons which hurl [[sling bullet]]s (or [[stone]]s in a pinch) with great force. They are one-handed weapons for all but the [[spriggan|tiniest characters]] and require much less skill than most other weapons to reach min delay, but they are significantly less powerful than their slower, more cumbersome alternatives.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Skill || One-handed min. size || Two-handed min. size || Missile || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Hunting sling]] || 5 || +2 || 12 || Slings || Little || Little || [[Stone]] /&amp;lt;br/&amp;gt;[[Sling bullet]] || Non-melee || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Fustibalus]] || 8 || -1 || 14 || Slings || Small || Little || [[Stone]] /&amp;lt;br/&amp;gt;[[Sling bullet]] || Non-melee || 10 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bows==&lt;br /&gt;
[[Bows]] are a moderate player's choice of ranged weapon, firing [[arrow]]s at your opponents to deadly effect. They are universally more powerful than slings, and require only a reasonable skill investment to fire quickly. However, both kinds of bow require two hands to wield.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Skill || One-handed min. size || Two-handed min. size || Missile || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Shortbow]] || 9 || +2 || 13 || Bows || - || Little || [[Arrow]] || Non-melee || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Longbow]] || 15 || 0 || 17 || Bows || - || Medium || [[Arrow]] || Non-melee || 10 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Crossbows==&lt;br /&gt;
If you want a ranged weapon that tears into foes with the strength of a melee weapon, consider getting into [[crossbows]]. These contraptions are the largest, slowest ranged weapons available, but they launch their [[bolt]]s with unparalleled force. Unfortunately, they require the most skill of all ranged weapons to attack quickly, particularly in the case of the super-heavy [[triple crossbow]]. With the exception of the tiny [[hand crossbow]], crossbows are two-handed weapons and benefit much more from high [[strength]] than from [[dexterity]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Skill || One-handed min. size || Two-handed min. size || Missile || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Hand crossbow]] || 12 || +5 || 15 || Crossbows || Little || Little || [[Bolt]] || Non-melee || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Arbalest]] || 18 || +2 || 19 || Crossbows || - || Little || [[Bolt]] || Non-melee || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Triple crossbow]] || 22 || 0 || 23 || Crossbows || - || Small || [[Bolt]] || Non-melee || 2 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Brands==&lt;br /&gt;
Ranged weapons and their associated ammunition are capable of carrying a wide variety of [[brand]]s which can greatly increase your lethality when used correctly:&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapon Brands===&lt;br /&gt;
*[[Electrocution]] - Deals additional [[electricity]] damage&lt;br /&gt;
*[[Flame]] - Converts all damage to [[fire]], increases damage by 0-40%&lt;br /&gt;
*[[Frost]] - Converts all damage to [[cold]], increases damage by 0-40%&lt;br /&gt;
*[[Penetration]] - Projectiles can pierce through enemies, hitting everything along its trajectory&lt;br /&gt;
*[[Speed (brand)|Speed]] - Attacks take 66.6% normal time&lt;br /&gt;
*[[Venom]] - Poisons target&lt;br /&gt;
*[[Vorpal]] - Increases damage by 0-40%&lt;br /&gt;
&lt;br /&gt;
===Ammunition Brands===&lt;br /&gt;
*[[Needle|Confusion]] - [[Confuse]]s target&lt;br /&gt;
*[[Curare]] - [[Poison]]s, [[slow]]s, and [[asphyxiate]]s target&lt;br /&gt;
*[[Dispersal]] - Forces target to [[blink]] randomly&lt;br /&gt;
*[[Exploding]] - Hits target and all adjacent tiles with a small unavoidable explosion&lt;br /&gt;
*[[Flame]] - Converts all damage to [[fire]], increases damage by 0-40%&lt;br /&gt;
*[[Frenzy]] - [[Berserk]]s target and temporarily turns it hostile to everything&lt;br /&gt;
*[[Frost]] - Converts all damage to [[cold]], increases damage by 0-40%&lt;br /&gt;
*[[Needle|Paralysis]] - [[Paralyse]]s target&lt;br /&gt;
*[[Penetration]] - Projectiles can pierce through enemies, hitting everything along its trajectory&lt;br /&gt;
*[[Poisoned]] - [[Poison]]s target&lt;br /&gt;
*[[Returning]] - Ammo may return to the attacker, with chance based on player skill or monster [[HD]]&lt;br /&gt;
*[[Silver]] - Deals massive damage to [[chaotic]] targets&lt;br /&gt;
*[[Needle|Sleep]] - Puts target back to sleep&lt;br /&gt;
*[[Needle|Slowing]] - [[Slow]]s target&lt;br /&gt;
*[[Steel]] - Increases damage by 30%, [[mulch]]es much less often&lt;br /&gt;
&lt;br /&gt;
If both your launcher and your ammo have brands, the brand of the missile usually overrides that of the launcher. Exceptions include the vorpal and speed brands, which stack with any ammo, and the fire/cold damage brands, which cancel out each other when paired together.&lt;br /&gt;
&lt;br /&gt;
==Retired Weapons==&lt;br /&gt;
Over the years, several weapons have been removed from the ''Dungeon Crawl Stone Soup'' arsenal.&lt;br /&gt;
*[[Bow]]&lt;br /&gt;
*[[Crossbow]]&lt;br /&gt;
*[[Dart]]&lt;br /&gt;
*[[Sling]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Ranged Combat]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.18]], each weapon had a strength weight percentage that determined how the weapon would benefit from your strength and dexterity.&lt;br /&gt;
*Prior to [[0.15]], ranged combat was significantly more complicated. Min delay was heavily influenced by your [[stats]], and there was a much smaller variety of weapons available.&lt;br /&gt;
*Prior to [[0.14]], [[dagger]]s, [[spear]]s, [[hand axe]]s, and [[club]]s could be thrown.&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Evasion_(brand)&amp;diff=44884</id>
		<title>Evasion (brand)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Evasion_(brand)&amp;diff=44884"/>
				<updated>2017-02-10T18:10:20Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: removed in 0.19&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|It affects your evasion (+5 to EV)}}&lt;br /&gt;
&lt;br /&gt;
'''Evasion''' is a [[brand]] that [[ranged weapons]] may have which grants the player +5 [[EV]]. Although this may help you survive battles with other ranged monsters and can prove useful should you need to flee, it is generally preferable to have a brand that helps you deal extra damage in combat.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The evasion brand was removed in [[0.19]]&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ranged_weapon&amp;diff=44883</id>
		<title>Ranged weapon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ranged_weapon&amp;diff=44883"/>
				<updated>2017-02-10T18:07:20Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: Removing Mass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&lt;br /&gt;
'''Ranged weapons''' include all [[weapon]]s capable of attacking any target within your [[line of sight]]. All of these require ammo to function, and most of them require you to wield a launcher. The ability to attack distant foes is very helpful, particularly for characters with fast [[movement]] speed (see [[kiting]]). However, ranged weapons are not without their drawbacks. Running out of ammo renders a ranged weapon nearly useless, and [[melee weapon]]s tend to have better overall stats.&lt;br /&gt;
&lt;br /&gt;
==Weapon attributes==&lt;br /&gt;
The following is a table of all ranged weapons in ''Crawl''. Below is a short explanation of each field: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Name&lt;br /&gt;
| The name of the item as it appears in Crawl.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Damage&lt;br /&gt;
| The base amount of damage the weapon does, before various bonuses and adjustments.  &lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Hit&lt;br /&gt;
| To hit modifier for the weapon, before any other adjustments.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | [[Weapon Speed|Speed]]&lt;br /&gt;
| This is actually the attack delay, which is multiplied by 10 to get the &amp;quot;percentages&amp;quot; you see in-game.  (That is, attack delay 10 shows as 100%.)  Every 2 levels of weapon skill lowers the delay by 1 unit.  A weapon's minimum delay is half of its base delay (rounded down) or 7 (5 for [[cutlass]], 10 for [[hand crossbow]]s, [[arbalest]]s and [[triple crossbow]]s), whichever is lower.  Speed brand and haste cut delay by one third (round randomly up or down). These effects stack, ''after'' the base cap, but there's an absolute cap of 2 for attack delay.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Skill&lt;br /&gt;
| Which skill is required to effectively use this weapon.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | [[Handedness|One-handed min. size]]&lt;br /&gt;
| Minimum size required to be able to use the weapon with one hand. The order is little, small, medium, large, big.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | [[Handedness|Two-handed min. size]]&lt;br /&gt;
| Minimum size required to be able to use the weapon with two hands. When the player's size is equal or greater than 'Two-handed min. size', but less than 'One-handed min. size', the weapon cannot be used with a [[shield]].&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left; white-space: nowrap;&amp;quot; | Missile&lt;br /&gt;
| The sort of ammo needed to use this weapon&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left; white-space: nowrap;&amp;quot; | Dam Type&lt;br /&gt;
| What category of damage does the weapon deal?&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Prob&lt;br /&gt;
| A larger number indicates higher probability of acquiring through scrolls of [[acquirement]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Throwing==&lt;br /&gt;
[[Throwing]] weapons can be further divided into two categories: thrown weapons and blowguns.&lt;br /&gt;
&lt;br /&gt;
Thrown weapons are unique among ranged weapons in that they do not require you to wield anything to use them; you simply hurl them without needing a free hand (Don't ask). This means you don't have to waste time in combat swapping weapons, saving turns and reducing frustration, you can wear [[shield]]s, and you can save many [[scrolls of enchant weapon]]. Thrown weapons need 27 skill levels to reach minimum delay, but despite this the average damage per turn of tomahawks, javelins, and large rocks is better than any other ranged weapon at the same skill level.&lt;br /&gt;
*[[Stone]]&lt;br /&gt;
*[[Tomahawk]]&lt;br /&gt;
*[[Javelin]]&lt;br /&gt;
*[[Throwing net]]&lt;br /&gt;
*[[Large rock]] ([[troll]]s and [[ogre]]s only)&lt;br /&gt;
&lt;br /&gt;
Blowguns are very unusual ranged weapons. In spite of the fact that they are affected by your Throwing skill, they require you to wield a blowgun and fire [[needle]]s at the enemy. These deal no damage, but inflict devastating [[status effect]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Skill || One-handed min. size || Two-handed min. size || Missile || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Blowgun]] || 0 || +2 || 10 || Throwing || Little || Little || [[Needle]] || None || 0 || Deals no damage, but inflicts [[status effects]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Slings==&lt;br /&gt;
[[Slings]] are ranged weapons which hurl [[sling bullet]]s (or [[stone]]s in a pinch) with great force. They are one-handed weapons for all but the [[spriggan|tiniest characters]] and require much less skill than most other weapons to reach min delay, but they are significantly less powerful than their slower, more cumbersome alternatives.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Skill || One-handed min. size || Two-handed min. size || Missile || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Hunting sling]] || 5 || +2 || 12 || Slings || Little || Little || [[Stone]] /&amp;lt;br/&amp;gt;[[Sling bullet]] || Non-melee || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Fustibalus]] || 8 || -1 || 14 || Slings || Small || Little || [[Stone]] /&amp;lt;br/&amp;gt;[[Sling bullet]] || Non-melee || 10 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bows==&lt;br /&gt;
[[Bows]] are a moderate player's choice of ranged weapon, firing [[arrow]]s at your opponents to deadly effect. They are universally more powerful than slings, and require only a reasonable skill investment to fire quickly. However, both kinds of bow require two hands to wield.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Skill || One-handed min. size || Two-handed min. size || Missile || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Shortbow]] || 9 || +2 || 13 || Bows || - || Little || [[Arrow]] || Non-melee || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Longbow]] || 15 || 0 || 17 || Bows || - || Medium || [[Arrow]] || Non-melee || 10 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Crossbows==&lt;br /&gt;
If you want a ranged weapon that tears into foes with the strength of a melee weapon, consider getting into [[crossbows]]. These contraptions are the largest, slowest ranged weapons available, but they launch their [[bolt]]s with unparalleled force. Unfortunately, they require the most skill of all ranged weapons to attack quickly, particularly in the case of the super-heavy [[triple crossbow]]. With the exception of the tiny [[hand crossbow]], crossbows are two-handed weapons and benefit much more from high [[strength]] than from [[dexterity]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Skill || One-handed min. size || Two-handed min. size || Missile || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Hand crossbow]] || 12 || +5 || 15 || Crossbows || Little || Little || [[Bolt]] || Non-melee || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Arbalest]] || 18 || +2 || 19 || Crossbows || - || Little || [[Bolt]] || Non-melee || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Triple crossbow]] || 22 || 0 || 23 || Crossbows || - || Small || [[Bolt]] || Non-melee || 2 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Brands==&lt;br /&gt;
Ranged weapons and their associated ammunition are capable of carrying a wide variety of [[brand]]s which can greatly increase your lethality when used correctly:&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapon Brands===&lt;br /&gt;
*[[Electrocution]] - Deals additional [[electricity]] damage&lt;br /&gt;
*[[Evasion (brand)|Evasion]] - Increases [[EV]]&lt;br /&gt;
*[[Flame]] - Converts all damage to [[fire]], increases damage by 0-40%&lt;br /&gt;
*[[Frost]] - Converts all damage to [[cold]], increases damage by 0-40%&lt;br /&gt;
*[[Penetration]] - Projectiles can pierce through enemies, hitting everything along its trajectory&lt;br /&gt;
*[[Speed (brand)|Speed]] - Attacks take 66.6% normal time&lt;br /&gt;
*[[Venom]] - Poisons target&lt;br /&gt;
*[[Vorpal]] - Increases damage by 0-40%&lt;br /&gt;
&lt;br /&gt;
===Ammunition Brands===&lt;br /&gt;
*[[Needle|Confusion]] - [[Confuse]]s target&lt;br /&gt;
*[[Curare]] - [[Poison]]s, [[slow]]s, and [[asphyxiate]]s target&lt;br /&gt;
*[[Dispersal]] - Forces target to [[blink]] randomly&lt;br /&gt;
*[[Exploding]] - Hits target and all adjacent tiles with a small unavoidable explosion&lt;br /&gt;
*[[Flame]] - Converts all damage to [[fire]], increases damage by 0-40%&lt;br /&gt;
*[[Frenzy]] - [[Berserk]]s target and temporarily turns it hostile to everything&lt;br /&gt;
*[[Frost]] - Converts all damage to [[cold]], increases damage by 0-40%&lt;br /&gt;
*[[Needle|Paralysis]] - [[Paralyse]]s target&lt;br /&gt;
*[[Penetration]] - Projectiles can pierce through enemies, hitting everything along its trajectory&lt;br /&gt;
*[[Poisoned]] - [[Poison]]s target&lt;br /&gt;
*[[Returning]] - Ammo may return to the attacker, with chance based on player skill or monster [[HD]]&lt;br /&gt;
*[[Silver]] - Deals massive damage to [[chaotic]] targets&lt;br /&gt;
*[[Needle|Sleep]] - Puts target back to sleep&lt;br /&gt;
*[[Needle|Slowing]] - [[Slow]]s target&lt;br /&gt;
*[[Steel]] - Increases damage by 30%, [[mulch]]es much less often&lt;br /&gt;
&lt;br /&gt;
If both your launcher and your ammo have brands, the brand of the missile usually overrides that of the launcher. Exceptions include the vorpal and speed brands, which stack with any ammo, and the fire/cold damage brands, which cancel out each other when paired together.&lt;br /&gt;
&lt;br /&gt;
==Retired Weapons==&lt;br /&gt;
Over the years, several weapons have been removed from the ''Dungeon Crawl Stone Soup'' arsenal.&lt;br /&gt;
*[[Bow]]&lt;br /&gt;
*[[Crossbow]]&lt;br /&gt;
*[[Dart]]&lt;br /&gt;
*[[Sling]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Ranged Combat]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.18]], each weapon had a strength weight percentage that determined how the weapon would benefit from your strength and dexterity.&lt;br /&gt;
*Prior to [[0.15]], ranged combat was significantly more complicated. Min delay was heavily influenced by your [[stats]], and there was a much smaller variety of weapons available.&lt;br /&gt;
*Prior to [[0.14]], [[dagger]]s, [[spear]]s, [[hand axe]]s, and [[club]]s could be thrown.&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Melee_weapon&amp;diff=44882</id>
		<title>Melee weapon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Melee_weapon&amp;diff=44882"/>
				<updated>2017-02-10T18:06:12Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: Removing strength weights (removed in 0.18). Removing Hammer. Removing note about Clubs inflicting confusion on stabs. Couple additional small tweaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
&lt;br /&gt;
'''Melee weapons''' refer to any [[weapon]]s which are only capable of attacking opponents adjacent to you (with the exception of [[polearms]]; see below). While they lack the obvious range advantage of [[ranged weapon]]s, they do not require ammunition, and they tend to be more powerful overall. Melee weapons are divided into several categories, each of which has its own associated [[skill]] and its own particular advantages.&lt;br /&gt;
&lt;br /&gt;
==Weapon attributes==&lt;br /&gt;
The following is a table of all melee weapons in ''Crawl''. Below is a short explanation of each field: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Name&lt;br /&gt;
| The name of the item as it appears in Crawl.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Damage&lt;br /&gt;
| The base amount of damage the weapon does, before various bonuses and adjustments.  &lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Hit&lt;br /&gt;
| To hit modifier for the weapon, before any other adjustments.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | [[Weapon Speed|Speed]]&lt;br /&gt;
| This is actually the attack delay, which is multiplied by 10 to get the &amp;quot;percentages&amp;quot; you see in-game.  (That is, attack delay 10 shows as 100%.)  Every 2 levels of weapon skill lowers the delay by 1 unit.  A weapon's minimum delay is half of its base delay (rounded down) or 7 (5 for [[cutlass]], 10 for [[hand crossbow]]s, [[arbalest]]s and [[triple crossbow]]s), whichever is lower.  Speed brand and haste reduce the delay by one third (round randomly up or down). These effects stack, ''after'' the base cap, but there's an absolute cap of 2 for attack delay.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | [[Handedness|One-handed min. size]]&lt;br /&gt;
| Minimum size required to be able to use the weapon with one hand. The order is little, small, medium, large, big.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | [[Handedness|Two-handed min. size]]&lt;br /&gt;
| Minimum size required to be able to use the weapon with two hands. When the player's size is equal or greater than 'Two-handed min. size', but less than 'One-handed min. size', the weapon cannot be used with a [[shield]].&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left; white-space: nowrap;&amp;quot; | Dam Type&lt;br /&gt;
| What category of damage does the weapon deal?&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Prob&lt;br /&gt;
| A larger number indicates higher probability of acquiring through scrolls of [[acquirement]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Short Blades==&lt;br /&gt;
Attacks with [[short blades]] tend to deal less damage than larger weapons do, but are significantly faster. They also deal very high damage when used to make [[stab]] attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dmg || Hit || Speed || One-handed min. size || Two-handed min. size || Dam Type || Prob || Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Dagger]] || 4 || +6 || 10 || Little || Little || Piercing || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Quick blade]] || 5 || +6 || 7 || Little || Little || Piercing  || 2 || Cannot receive [[speed brand]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Short sword]] || 6 || +4 || 11 || Little || Little || Piercing  || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Rapier]] || 7 || +4 || 12 || Little || Little || Piercing  || 10 || Min delay is 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Long Blades==&lt;br /&gt;
[[Long blades]] have the highest base stats of all weapon types, and deal moderate damage when used to make [[stab]] attacks. Wielders can [[riposte]] with them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || One-handed min. size || Two-hande min. size || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Falchion]] || 7 || +2 || 13 || Little || Little || Slicing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Long sword]] || 9 || +1 || 14 || Small || Little || Slicing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Scimitar]] || 12 || -2 || 14 || Small || Little || Slicing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Demon blade]] || 12 || -1 || 13 || Small || Little || Slicing || 2 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Eudemon blade]] || 13 || -2 || 12 || Small || Little || Slicing || - || A demon blade blessed by [[The Shining One]]&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Double sword]] || 14 || -1 || 15 || Medium || Little || Slicing || 2 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Great sword]] || 15 || -3 || 16 || - || Medium || Slicing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Triple sword]] || 17 || -4 || 19 || - || Medium || Slicing || 2 ||&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Axes==&lt;br /&gt;
[[Axes]] are unique among weapons in that they can perform [[cleaving]] attacks, striking multiple foes in a single strike.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || One-handed min. size || Two-handed min. size || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Hand axe]] || 7 || +3 || 13 || Little || Little || Chopping || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[War axe]] || 11 || 0 || 15 || Small || Little || Chopping || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Broad axe]] || 13 || -2 || 16 || Medium || Little || Chopping || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Battleaxe]] || 15 || -4 || 17 || - || Medium || Chopping || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Executioner's axe]] || 18 || -6 || 20 || - || Medium || Chopping || 2 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Maces &amp;amp; Flails==&lt;br /&gt;
Like long blades, [[maces &amp;amp; flails]] have no particular unique traits, though [[ogre]]s and [[troll]]s have access to [[giant club]]s and [[giant spiked club]]s, the two most powerful weapon types in the game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || One-handed min. size || Two-handed min. size || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Whip]] || 6 || +2 || 11 || Little || Little || Slashing || 0 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Club]] || 5 || +3 || 13 || Little || Little || Crushing || 0 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Mace]] || 8 || +3 || 14 || Little || Little || Crushing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Flail]] || 10 || 0 || 14 || Little || Little || Crushing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Morningstar]] || 13 || -2 || 15 || Small || Little || Piercing (Bludgeoning) || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Demon whip]] || 11 || +1 || 11 || Little || Little || Slashing || 2 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Sacred scourge]] || 12 || 0 || 11 || Little || Little || Slashing || - || A blessed demon whip&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Dire flail]] || 13 || -3 || 13 || Big || Medium || Piercing (Bludgeoning) || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Eveningstar]] || 15 || -1 || 15 || Small || Little || Piercing (Bludgeoning) || 2 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Great mace]] || 17 || -4 || 17 || Big || Medium || Crushing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Giant club]] || 20 || -6 || 16 || - || Large || Crushing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Giant spiked club]] || 22 || -7 || 19 || - || Large || Piercing (Bludgeoning) || 10 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rods===&lt;br /&gt;
[[Rod]]s are magical devices which are wielded like one-handed weapons. They can be evoked to produce powerful magical effects, but (usually) serve poorly when used in melee combat. They have stats identical to those of a [[club]], but are not technically considered &amp;quot;weapons&amp;quot;. See the [[rod]] page for more details.&lt;br /&gt;
&lt;br /&gt;
==Polearms==&lt;br /&gt;
[[Polearms]] are unique among melee weapons in that they can make [[reaching]] attacks, striking foes up to two tiles away.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || One-handed min. size || Two-handed min. size || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Spear]] || 6 || +4 || 11 || Small || Little || Piercing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Trident]] || 9 || +1 || 13 || Medium || Little || Piercing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Halberd]] || 13 || -3 || 15 || - || Medium || Chopping (Piercing) || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Scythe]] || 14 || -4 || 20 || - || Medium || Slicing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Demon trident]] || 12 || +1 || 13 || Medium || Little || Piercing || 2 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Trishula]] || 13 || 0 || 13 || Medium || Little || Piercing || - || A blessed demon trident&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Glaive]] || 15 || -3 || 17 || - || Medium || Chopping || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Bardiche]] || 18 || -6 || 20 || - || Medium || Chopping || 2 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Staves==&lt;br /&gt;
The [[Staves]] skill is used both to fight with physical combat staves ([[quarterstaves]] and [[lajatang]]s) and [[magical staves]]. Physical combat staves are powerful two-handed weapons that require surprisingly little skill to use effectively, but unlike other weapon classes, there is no ultra-powerful, high-skill option available.&lt;br /&gt;
&lt;br /&gt;
Note that [[magical staves]] fight like +0 staves, though some offer extra damage or other effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || One-handed min. size || Two-handed min. size || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Staff]] || 5 || +5 || 12 || Medium || Little || Crushing || - || Not available in game. Used only as a base type for magical staves.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Quarterstaff]] || 10 || +3 || 13 || - || Medium || Crushing || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Lajatang]] || 16 || -3 || 14 || - || Medium || Slicing || 2 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Magical Staves===&lt;br /&gt;
[[Magical staves]] are magical devices which are wielded like one-handed weapons. While a spellcaster wields one, it grants a variety of useful benefits, such as enhancing the [[spellpower]] of certain schools of magic or negating the hunger costs associated with powerful spells. Although normally very weak when used as melee weapons (they use the [[staff]] as a template for their stats), some magical staves inflict additional elemental effects when used by a skilled practitioner. See the [[magical staff]] page for more details.&lt;br /&gt;
&lt;br /&gt;
==Retired Weapons==&lt;br /&gt;
Over the years, several weapons have been removed from the ''Dungeon Crawl Stone Soup'' arsenal, either due to redundancy with existing weapons or simply due to flavor issues.&lt;br /&gt;
*[[Knife]]&lt;br /&gt;
*[[Sabre]]&lt;br /&gt;
*[[Cutlass]]&lt;br /&gt;
*[[Katana]]&lt;br /&gt;
*[[Bastard sword]]&lt;br /&gt;
*[[Claymore]]&lt;br /&gt;
*[[Ankus]]&lt;br /&gt;
*[[Spiked flail]]&lt;br /&gt;
*[[Staff]]&lt;br /&gt;
*[[Hammer]]&lt;br /&gt;
*The [[blessed weapon|blessed]] versions of several long blades.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.18]], each weapon had a strength weight percentage that determined how the weapon would benefit from your strength and dexterity.&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ranged_weapon&amp;diff=44881</id>
		<title>Ranged weapon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ranged_weapon&amp;diff=44881"/>
				<updated>2017-02-10T17:48:07Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: Removing strength weights (removed in 0.18)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&lt;br /&gt;
'''Ranged weapons''' include all [[weapon]]s capable of attacking any target within your [[line of sight]]. All of these require ammo to function, and most of them require you to wield a launcher. The ability to attack distant foes is very helpful, particularly for characters with fast [[movement]] speed (see [[kiting]]). However, ranged weapons are not without their drawbacks. Running out of ammo renders a ranged weapon nearly useless, and [[melee weapon]]s tend to have better overall stats.&lt;br /&gt;
&lt;br /&gt;
==Weapon attributes==&lt;br /&gt;
The following is a table of all ranged weapons in ''Crawl''. Below is a short explanation of each field: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Name&lt;br /&gt;
| The name of the item as it appears in Crawl.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Damage&lt;br /&gt;
| The base amount of damage the weapon does, before various bonuses and adjustments.  &lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Hit&lt;br /&gt;
| To hit modifier for the weapon, before any other adjustments.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | [[Weapon Speed|Speed]]&lt;br /&gt;
| This is actually the attack delay, which is multiplied by 10 to get the &amp;quot;percentages&amp;quot; you see in-game.  (That is, attack delay 10 shows as 100%.)  Every 2 levels of weapon skill lowers the delay by 1 unit.  A weapon's minimum delay is half of its base delay (rounded down) or 7 (5 for [[cutlass]], 10 for [[hand crossbow]]s, [[arbalest]]s and [[triple crossbow]]s), whichever is lower.  Speed brand and haste cut delay by one third (round randomly up or down). These effects stack, ''after'' the base cap, but there's an absolute cap of 2 for attack delay.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Mass&lt;br /&gt;
| How heavy a weapon is. Note that this is used for game calculations and is '''not''' the same as the weight as it appears in your inventory.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Skill&lt;br /&gt;
| Which skill is required to effectively use this weapon.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | [[Handedness|One-handed min. size]]&lt;br /&gt;
| Minimum size required to be able to use the weapon with one hand. The order is little, small, medium, large, big.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | [[Handedness|Two-handed min. size]]&lt;br /&gt;
| Minimum size required to be able to use the weapon with two hands. When the player's size is equal or greater than 'Two-handed min. size', but less than 'One-handed min. size', the weapon cannot be used with a [[shield]].&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left; white-space: nowrap;&amp;quot; | Missile&lt;br /&gt;
| The sort of ammo needed to use this weapon&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left; white-space: nowrap;&amp;quot; | Dam Type&lt;br /&gt;
| What category of damage does the weapon deal?&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Prob&lt;br /&gt;
| A larger number indicates higher probability of acquiring through scrolls of [[acquirement]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Throwing==&lt;br /&gt;
[[Throwing]] weapons can be further divided into two categories: thrown weapons and blowguns.&lt;br /&gt;
&lt;br /&gt;
Thrown weapons are unique among ranged weapons in that they do not require you to wield anything to use them; you simply hurl them without needing a free hand (Don't ask). This means you don't have to waste time in combat swapping weapons, saving turns and reducing frustration, you can wear [[shield]]s, and you can save many [[scrolls of enchant weapon]]. Thrown weapons need 27 skill levels to reach minimum delay, but despite this the average damage per turn of tomahawks, javelins, and large rocks is better than any other ranged weapon at the same skill level.&lt;br /&gt;
*[[Stone]]&lt;br /&gt;
*[[Tomahawk]]&lt;br /&gt;
*[[Javelin]]&lt;br /&gt;
*[[Throwing net]]&lt;br /&gt;
*[[Large rock]] ([[troll]]s and [[ogre]]s only)&lt;br /&gt;
&lt;br /&gt;
Blowguns are very unusual ranged weapons. In spite of the fact that they are affected by your Throwing skill, they require you to wield a blowgun and fire [[needle]]s at the enemy. These deal no damage, but inflict devastating [[status effect]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Mass || Skill || One-handed min. size || Two-handed min. size || Missile || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Blowgun]] || 0 || +2 || 10 || 20 || Throwing || Little || Little || [[Needle]] || None || 0 || Deals no damage, but inflicts [[status effects]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Slings==&lt;br /&gt;
[[Slings]] are ranged weapons which hurl [[sling bullet]]s (or [[stone]]s in a pinch) with great force. They are one-handed weapons for all but the [[spriggan|tiniest characters]] and require much less skill than most other weapons to reach min delay, but they are significantly less powerful than their slower, more cumbersome alternatives.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Mass || Skill || One-handed min. size || Two-handed min. size || Missile || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Hunting sling]] || 5 || +2 || 12 || 20 || Slings || Little || Little || [[Stone]] /&amp;lt;br/&amp;gt;[[Sling bullet]] || Non-melee || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Fustibalus]] || 8 || -1 || 14 || 30 || Slings || Small || Little || [[Stone]] /&amp;lt;br/&amp;gt;[[Sling bullet]] || Non-melee || 10 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bows==&lt;br /&gt;
[[Bows]] are a moderate player's choice of ranged weapon, firing [[arrow]]s at your opponents to deadly effect. They are universally more powerful than slings, and require only a reasonable skill investment to fire quickly. However, both kinds of bow require two hands to wield.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Mass || Skill || One-handed min. size || Two-handed min. size || Missile || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Shortbow]] || 9 || +2 || 13 || 90 || Bows || - || Little || [[Arrow]] || Non-melee || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Longbow]] || 15 || 0 || 17 || 120 || Bows || - || Medium || [[Arrow]] || Non-melee || 10 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Crossbows==&lt;br /&gt;
If you want a ranged weapon that tears into foes with the strength of a melee weapon, consider getting into [[crossbows]]. These contraptions are the largest, slowest ranged weapons available, but they launch their [[bolt]]s with unparalleled force. Unfortunately, they require the most skill of all ranged weapons to attack quickly, particularly in the case of the super-heavy [[triple crossbow]]. With the exception of the tiny [[hand crossbow]], crossbows are two-handed weapons and benefit much more from high [[strength]] than from [[dexterity]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Mass || Skill || One-handed min. size || Two-handed min. size || Missile || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Hand crossbow]] || 12 || +5 || 15 || 50 || Crossbows || Little || Little || [[Bolt]] || Non-melee || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Arbalest]] || 18 || +2 || 19 || 150 || Crossbows || - || Little || [[Bolt]] || Non-melee || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Triple crossbow]] || 22 || 0 || 23 || 250 || Crossbows || - || Small || [[Bolt]] || Non-melee || 2 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Brands==&lt;br /&gt;
Ranged weapons and their associated ammunition are capable of carrying a wide variety of [[brand]]s which can greatly increase your lethality when used correctly:&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapon Brands===&lt;br /&gt;
*[[Electrocution]] - Deals additional [[electricity]] damage&lt;br /&gt;
*[[Evasion (brand)|Evasion]] - Increases [[EV]]&lt;br /&gt;
*[[Flame]] - Converts all damage to [[fire]], increases damage by 0-40%&lt;br /&gt;
*[[Frost]] - Converts all damage to [[cold]], increases damage by 0-40%&lt;br /&gt;
*[[Penetration]] - Projectiles can pierce through enemies, hitting everything along its trajectory&lt;br /&gt;
*[[Speed (brand)|Speed]] - Attacks take 66.6% normal time&lt;br /&gt;
*[[Venom]] - Poisons target&lt;br /&gt;
*[[Vorpal]] - Increases damage by 0-40%&lt;br /&gt;
&lt;br /&gt;
===Ammunition Brands===&lt;br /&gt;
*[[Needle|Confusion]] - [[Confuse]]s target&lt;br /&gt;
*[[Curare]] - [[Poison]]s, [[slow]]s, and [[asphyxiate]]s target&lt;br /&gt;
*[[Dispersal]] - Forces target to [[blink]] randomly&lt;br /&gt;
*[[Exploding]] - Hits target and all adjacent tiles with a small unavoidable explosion&lt;br /&gt;
*[[Flame]] - Converts all damage to [[fire]], increases damage by 0-40%&lt;br /&gt;
*[[Frenzy]] - [[Berserk]]s target and temporarily turns it hostile to everything&lt;br /&gt;
*[[Frost]] - Converts all damage to [[cold]], increases damage by 0-40%&lt;br /&gt;
*[[Needle|Paralysis]] - [[Paralyse]]s target&lt;br /&gt;
*[[Penetration]] - Projectiles can pierce through enemies, hitting everything along its trajectory&lt;br /&gt;
*[[Poisoned]] - [[Poison]]s target&lt;br /&gt;
*[[Returning]] - Ammo may return to the attacker, with chance based on player skill or monster [[HD]]&lt;br /&gt;
*[[Silver]] - Deals massive damage to [[chaotic]] targets&lt;br /&gt;
*[[Needle|Sleep]] - Puts target back to sleep&lt;br /&gt;
*[[Needle|Slowing]] - [[Slow]]s target&lt;br /&gt;
*[[Steel]] - Increases damage by 30%, [[mulch]]es much less often&lt;br /&gt;
&lt;br /&gt;
If both your launcher and your ammo have brands, the brand of the missile usually overrides that of the launcher. Exceptions include the vorpal and speed brands, which stack with any ammo, and the fire/cold damage brands, which cancel out each other when paired together.&lt;br /&gt;
&lt;br /&gt;
==Retired Weapons==&lt;br /&gt;
Over the years, several weapons have been removed from the ''Dungeon Crawl Stone Soup'' arsenal.&lt;br /&gt;
*[[Bow]]&lt;br /&gt;
*[[Crossbow]]&lt;br /&gt;
*[[Dart]]&lt;br /&gt;
*[[Sling]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Ranged Combat]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.18]], each weapon had a strength weight percentage that determined how the weapon would benefit from your strength and dexterity.&lt;br /&gt;
*Prior to [[0.15]], ranged combat was significantly more complicated. Min delay was heavily influenced by your [[stats]], and there was a much smaller variety of weapons available.&lt;br /&gt;
*Prior to [[0.14]], [[dagger]]s, [[spear]]s, [[hand axe]]s, and [[club]]s could be thrown.&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ranged_weapon&amp;diff=44880</id>
		<title>Ranged weapon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ranged_weapon&amp;diff=44880"/>
				<updated>2017-02-10T17:45:02Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: Renaming greatsling to fustibalus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&lt;br /&gt;
'''Ranged weapons''' include all [[weapon]]s capable of attacking any target within your [[line of sight]]. All of these require ammo to function, and most of them require you to wield a launcher. The ability to attack distant foes is very helpful, particularly for characters with fast [[movement]] speed (see [[kiting]]). However, ranged weapons are not without their drawbacks. Running out of ammo renders a ranged weapon nearly useless, and [[melee weapon]]s tend to have better overall stats.&lt;br /&gt;
&lt;br /&gt;
==Weapon attributes==&lt;br /&gt;
The following is a table of all ranged weapons in ''Crawl''. Below is a short explanation of each field: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Name&lt;br /&gt;
| The name of the item as it appears in Crawl.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Damage&lt;br /&gt;
| The base amount of damage the weapon does, before various bonuses and adjustments.  &lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Hit&lt;br /&gt;
| To hit modifier for the weapon, before any other adjustments.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | [[Weapon Speed|Speed]]&lt;br /&gt;
| This is actually the attack delay, which is multiplied by 10 to get the &amp;quot;percentages&amp;quot; you see in-game.  (That is, attack delay 10 shows as 100%.)  Every 2 levels of weapon skill lowers the delay by 1 unit.  A weapon's minimum delay is half of its base delay (rounded down) or 7 (5 for [[cutlass]], 10 for [[hand crossbow]]s, [[arbalest]]s and [[triple crossbow]]s), whichever is lower.  Speed brand and haste cut delay by one third (round randomly up or down). These effects stack, ''after'' the base cap, but there's an absolute cap of 2 for attack delay.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Mass&lt;br /&gt;
| How heavy a weapon is. Note that this is used for game calculations and is '''not''' the same as the weight as it appears in your inventory.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left; white-space: nowrap;&amp;quot; | Str weight&lt;br /&gt;
| A bigger [[strength weight|strength weighting]] is better for strong characters, while a low strength weighting is better for dexterous characters. &lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Skill&lt;br /&gt;
| Which skill is required to effectively use this weapon.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | [[Handedness|One-handed min. size]]&lt;br /&gt;
| Minimum size required to be able to use the weapon with one hand. The order is little, small, medium, large, big.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | [[Handedness|Two-handed min. size]]&lt;br /&gt;
| Minimum size required to be able to use the weapon with two hands. When the player's size is equal or greater than 'Two-handed min. size', but less than 'One-handed min. size', the weapon cannot be used with a [[shield]].&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left; white-space: nowrap;&amp;quot; | Missile&lt;br /&gt;
| The sort of ammo needed to use this weapon&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left; white-space: nowrap;&amp;quot; | Dam Type&lt;br /&gt;
| What category of damage does the weapon deal?&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Prob&lt;br /&gt;
| A larger number indicates higher probability of acquiring through scrolls of [[acquirement]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Throwing==&lt;br /&gt;
[[Throwing]] weapons can be further divided into two categories: thrown weapons and blowguns.&lt;br /&gt;
&lt;br /&gt;
Thrown weapons are unique among ranged weapons in that they do not require you to wield anything to use them; you simply hurl them without needing a free hand (Don't ask). This means you don't have to waste time in combat swapping weapons, saving turns and reducing frustration, you can wear [[shield]]s, and you can save many [[scrolls of enchant weapon]]. Thrown weapons need 27 skill levels to reach minimum delay, but despite this the average damage per turn of tomahawks, javelins, and large rocks is better than any other ranged weapon at the same skill level.&lt;br /&gt;
*[[Stone]]&lt;br /&gt;
*[[Tomahawk]]&lt;br /&gt;
*[[Javelin]]&lt;br /&gt;
*[[Throwing net]]&lt;br /&gt;
*[[Large rock]] ([[troll]]s and [[ogre]]s only)&lt;br /&gt;
&lt;br /&gt;
Blowguns are very unusual ranged weapons. In spite of the fact that they are affected by your Throwing skill, they require you to wield a blowgun and fire [[needle]]s at the enemy. These deal no damage, but inflict devastating [[status effect]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Mass || Str weight || Skill || One-handed min. size || Two-handed min. size || Missile || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Blowgun]] || 0 || +2 || 10 || 20 || 0% || Throwing || Little || Little || [[Needle]] || None || 0 || Deals no damage, but inflicts [[status effects]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Slings==&lt;br /&gt;
[[Slings]] are ranged weapons which hurl [[sling bullet]]s (or [[stone]]s in a pinch) with great force. They are one-handed weapons for all but the [[spriggan|tiniest characters]] and require much less skill than most other weapons to reach min delay, but they are significantly less powerful than their slower, more cumbersome alternatives.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Mass || Str weight || Skill || One-handed min. size || Two-handed min. size || Missile || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Hunting sling]] || 5 || +2 || 12 || 20 || 10% || Slings || Little || Little || [[Stone]] /&amp;lt;br/&amp;gt;[[Sling bullet]] || Non-melee || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Fustibalus]] || 8 || -1 || 14 || 30 || 10% || Slings || Small || Little || [[Stone]] /&amp;lt;br/&amp;gt;[[Sling bullet]] || Non-melee || 10 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bows==&lt;br /&gt;
[[Bows]] are a moderate player's choice of ranged weapon, firing [[arrow]]s at your opponents to deadly effect. They are universally more powerful than slings, and require only a reasonable skill investment to fire quickly. However, both kinds of bow require two hands to wield.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Mass || Str weight || Skill || One-handed min. size || Two-handed min. size || Missile || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Shortbow]] || 9 || +2 || 13 || 90 || 20% || Bows || - || Little || [[Arrow]] || Non-melee || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Longbow]] || 15 || 0 || 17 || 120 || 30% || Bows || - || Medium || [[Arrow]] || Non-melee || 10 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Crossbows==&lt;br /&gt;
If you want a ranged weapon that tears into foes with the strength of a melee weapon, consider getting into [[crossbows]]. These contraptions are the largest, slowest ranged weapons available, but they launch their [[bolt]]s with unparalleled force. Unfortunately, they require the most skill of all ranged weapons to attack quickly, particularly in the case of the super-heavy [[triple crossbow]]. With the exception of the tiny [[hand crossbow]], crossbows are two-handed weapons and benefit much more from high [[strength]] than from [[dexterity]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Mass || Str weight || Skill || One-handed min. size || Two-handed min. size || Missile || Dam Type || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Hand crossbow]] || 12 || +5 || 15 || 50 || 50% || Crossbows || Little || Little || [[Bolt]] || Non-melee || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Arbalest]] || 18 || +2 || 19 || 150 || 80% || Crossbows || - || Little || [[Bolt]] || Non-melee || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Triple crossbow]] || 22 || 0 || 23 || 250 || 90% || Crossbows || - || Small || [[Bolt]] || Non-melee || 2 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Brands==&lt;br /&gt;
Ranged weapons and their associated ammunition are capable of carrying a wide variety of [[brand]]s which can greatly increase your lethality when used correctly:&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapon Brands===&lt;br /&gt;
*[[Electrocution]] - Deals additional [[electricity]] damage&lt;br /&gt;
*[[Evasion (brand)|Evasion]] - Increases [[EV]]&lt;br /&gt;
*[[Flame]] - Converts all damage to [[fire]], increases damage by 0-40%&lt;br /&gt;
*[[Frost]] - Converts all damage to [[cold]], increases damage by 0-40%&lt;br /&gt;
*[[Penetration]] - Projectiles can pierce through enemies, hitting everything along its trajectory&lt;br /&gt;
*[[Speed (brand)|Speed]] - Attacks take 66.6% normal time&lt;br /&gt;
*[[Venom]] - Poisons target&lt;br /&gt;
*[[Vorpal]] - Increases damage by 0-40%&lt;br /&gt;
&lt;br /&gt;
===Ammunition Brands===&lt;br /&gt;
*[[Needle|Confusion]] - [[Confuse]]s target&lt;br /&gt;
*[[Curare]] - [[Poison]]s, [[slow]]s, and [[asphyxiate]]s target&lt;br /&gt;
*[[Dispersal]] - Forces target to [[blink]] randomly&lt;br /&gt;
*[[Exploding]] - Hits target and all adjacent tiles with a small unavoidable explosion&lt;br /&gt;
*[[Flame]] - Converts all damage to [[fire]], increases damage by 0-40%&lt;br /&gt;
*[[Frenzy]] - [[Berserk]]s target and temporarily turns it hostile to everything&lt;br /&gt;
*[[Frost]] - Converts all damage to [[cold]], increases damage by 0-40%&lt;br /&gt;
*[[Needle|Paralysis]] - [[Paralyse]]s target&lt;br /&gt;
*[[Penetration]] - Projectiles can pierce through enemies, hitting everything along its trajectory&lt;br /&gt;
*[[Poisoned]] - [[Poison]]s target&lt;br /&gt;
*[[Returning]] - Ammo may return to the attacker, with chance based on player skill or monster [[HD]]&lt;br /&gt;
*[[Silver]] - Deals massive damage to [[chaotic]] targets&lt;br /&gt;
*[[Needle|Sleep]] - Puts target back to sleep&lt;br /&gt;
*[[Needle|Slowing]] - [[Slow]]s target&lt;br /&gt;
*[[Steel]] - Increases damage by 30%, [[mulch]]es much less often&lt;br /&gt;
&lt;br /&gt;
If both your launcher and your ammo have brands, the brand of the missile usually overrides that of the launcher. Exceptions include the vorpal and speed brands, which stack with any ammo, and the fire/cold damage brands, which cancel out each other when paired together.&lt;br /&gt;
&lt;br /&gt;
==Retired Weapons==&lt;br /&gt;
Over the years, several weapons have been removed from the ''Dungeon Crawl Stone Soup'' arsenal.&lt;br /&gt;
*[[Bow]]&lt;br /&gt;
*[[Crossbow]]&lt;br /&gt;
*[[Dart]]&lt;br /&gt;
*[[Sling]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Ranged Combat]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], ranged combat was significantly more complicated. Min delay was heavily influenced by your [[stats]], and there was a much smaller variety of weapons available.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], [[dagger]]s, [[spear]]s, [[hand axe]]s, and [[club]]s could be thrown.&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Invocations&amp;diff=44879</id>
		<title>Invocations</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Invocations&amp;diff=44879"/>
				<updated>2017-02-10T17:41:12Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: 0.19 changed Nemelex to use Invocations from Evocations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
&lt;br /&gt;
'''Invocations''' denotes how skillful your character is at beseeching a [[God|deity]] for help. It improves the power and/or success rate of most god-given powers.&lt;br /&gt;
&lt;br /&gt;
Invocations also increases your max [[MP]], but the effect is not cumulative with [[Spellcasting]] or [[Evocations]], and provides less maximum MP than Spellcasting.&lt;br /&gt;
&lt;br /&gt;
{{skill aptitudes}}&lt;br /&gt;
&lt;br /&gt;
==Applicable Gods==&lt;br /&gt;
Invocations skill is useful when worshipping one of the follow [[god]]s.&lt;br /&gt;
* [[Beogh]]&lt;br /&gt;
* [[Cheibriados]]&lt;br /&gt;
* [[Dithmenos]]&lt;br /&gt;
* [[Elyvilon]]&lt;br /&gt;
* [[Fedhas Madash]]&lt;br /&gt;
* [[Hepliaklqana]]&lt;br /&gt;
* [[Lugonu]]&lt;br /&gt;
* [[Makhleb]]&lt;br /&gt;
* [[Nemelex Xobeh]]&lt;br /&gt;
* [[Okawaru]]&lt;br /&gt;
* [[Qazlal Stormbringer]]&lt;br /&gt;
* [[Sif Muna]]&lt;br /&gt;
* [[The Shining One]]&lt;br /&gt;
* [[Uskayaw]]&lt;br /&gt;
* [[Yredelemnul]]&lt;br /&gt;
* [[Zin]]&lt;br /&gt;
&lt;br /&gt;
Of the remaining gods [[Kikubaaqudgha]]'s abilities are powered by [[Necromancy]]. [[Ashenzari]], [[Gozag Ym Sagoz]], [[Jiyva]], [[Ru]] and [[Trog]] give abilities that are independent of skills. [[Vehumet]] and [[Xom]] don't provide any active abilities.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], Nemelex Xobeh's skills were based on Evocations&lt;br /&gt;
*Prior to [[0.14]], Jiyva's skills were based on Invocations.&lt;br /&gt;
*In [[0.12]], a hidden special cost for training Invocations was removed and aptitudes were adjusted. &lt;br /&gt;
 &lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Slings_(skill)&amp;diff=44878</id>
		<title>Slings (skill)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Slings_(skill)&amp;diff=44878"/>
				<updated>2017-02-10T17:38:22Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: Adding table for List of Slings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
&lt;br /&gt;
The '''Slings''' skill governs how good your character is at firing stones and sling bullets using a [[hunting sling]] or [[fustibalus]]. It [[crosstrain]]s with the [[Throwing]] skill.&lt;br /&gt;
&lt;br /&gt;
{{skill aptitudes}}&lt;br /&gt;
&lt;br /&gt;
==List of Slings==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Skill || Missile || Dam Type || Prob&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Hunting sling]] || 5 || +2 || 12 || Slings || [[Stone]] / [[Sling bullet]] || Non-melee || 10&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Fustibalus]] || 8 || -1 || 14 || Slings || [[Stone]] / [[Sling bullet]] || Non-melee || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Hunter]]&lt;br /&gt;
* [[Arcane Marksman]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Weapon skills]]&lt;br /&gt;
[[Category:Slings|*]]&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Crossbows_(skill)&amp;diff=44877</id>
		<title>Crossbows (skill)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Crossbows_(skill)&amp;diff=44877"/>
				<updated>2017-02-10T17:34:14Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: Adding List of Crossbows table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
&lt;br /&gt;
The '''Crossbows''' skills governs a character's mastery of [[hand crossbow]]s, [[arbalest]]s and [[triple crossbow]]s. Crossbows fire [[bolt]]s and are slower than [[bows]], but tend to be more accurate and hit harder early on.&lt;br /&gt;
&lt;br /&gt;
{{skill aptitudes}}&lt;br /&gt;
&lt;br /&gt;
==List of Crossbows==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Skill || Missile || Dam Type || Prob&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Hand crossbow]] || 12 || +5 || 15 || Crossbows || [[Bolt]] || Non-melee || 10&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Arbalest]] || 18 || +2 || 19 || Crossbows || [[Bolt]] || Non-melee || 10&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Triple crossbow]] || 22 || 0 || 23 || Crossbows || [[Bolt]] || Non-melee || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Hunter]]&lt;br /&gt;
* [[Arcane Marksman]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Weapon skills]]&lt;br /&gt;
[[Category:Crossbows|*]]&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Bows_(skill)&amp;diff=44876</id>
		<title>Bows (skill)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Bows_(skill)&amp;diff=44876"/>
				<updated>2017-02-10T17:31:40Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: Adding List of Bows table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
&lt;br /&gt;
The '''Bows''' skill governs your character's mastery of [[shortbow]]s and [[longbow]]s. All bows are ranged weapons that require two hands to fire [[arrow]]s. See the [[weapon#Ranged weapons|weapon]] page for a list of all bows and their properties.&lt;br /&gt;
&lt;br /&gt;
{{skill aptitudes}}&lt;br /&gt;
&lt;br /&gt;
==List of Bows==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Skill || Hands || Size || Missile || Throw || Dam Type || Prob&lt;br /&gt;
|-&lt;br /&gt;
| [[Shortbow]] || 9 || +2 || 13 || Bows || Two || Medium || [[Arrow]] || No || Non-melee || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Longbow]] || 15 || +0 || 17 || Bows || Two || Large || [[Arrow]] || No || Non-melee || 10 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Hunter]]&lt;br /&gt;
* [[Arcane Marksman]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Weapon skills]]&lt;br /&gt;
[[Category:Bows]]&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Staves&amp;diff=44875</id>
		<title>Staves</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Staves&amp;diff=44875"/>
				<updated>2017-02-10T17:22:51Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: Adding skill aptitudes table, adding heading for List of Staves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
The '''Staves''' skill denotes how proficient your character is wielding all manner of staves. Most of these weapons can deal moderate damage when wielded with two hands, and are easy enough to use that even [[spriggan]]s can wield them. Casters may find this skill especially appealing as it improves the usefulness of their magical staves. It [[crosstrain]]s with the [[Polearms]] skill and the [[Maces &amp;amp; Flails]] skill. &lt;br /&gt;
&lt;br /&gt;
Note that [[magical staves]] fight like +0, +0 [[staff|staves]], though some offer extra damage or other effects.&lt;br /&gt;
&lt;br /&gt;
{{skill_aptitudes}}&lt;br /&gt;
&lt;br /&gt;
==List of Staves==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Mass || Str weight || Skill || Hands || Size || Missile || Throw || Dam Type || Prob&lt;br /&gt;
|-&lt;br /&gt;
| [[Magical staff]] || 5 + Special || 5 || 12 || 130 || 60% || Staves || One || Large || None || No || Crushing || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Quarterstaff]] || 10 || 3 || 13 || 180 || 70% || Staves || Two || Large || None || No || Crushing || 10 &lt;br /&gt;
|-&lt;br /&gt;
| [[Lajatang]] || 16 || -3 || 14 || 200 || 30% || Staves || Two || Large || None || No || Slicing || 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[weapon#Staves|List of staves]]&lt;br /&gt;
*[[Species#Melee_.26_Ranged_Combat|Table of species aptitudes]]&lt;br /&gt;
*[[Weapon_selection#Staves|Staff selection strategy]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Staves]]&lt;br /&gt;
[[Category:Weapon skills]]&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Axes&amp;diff=44874</id>
		<title>Axes</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Axes&amp;diff=44874"/>
				<updated>2017-02-10T17:20:48Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: Including skill aptitudes table, adding heading for List of Axes, ordering history section to be consistent with the rest of the site.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
The '''Axes''' skill governs your character's mastery of all axes. These weapons deal only moderate damage, but their [[cleaving]] attacks damage multiple adjacent monsters. It [[crosstrain]]s with the [[Maces &amp;amp; Flails]] skill and the [[Polearms]] skill. &lt;br /&gt;
&lt;br /&gt;
{{skill_aptitudes}}&lt;br /&gt;
&lt;br /&gt;
==List of Axes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Mass || Str weight || Skill || Hands || Size || Missile || Throw || Dam Type || Prob&lt;br /&gt;
|-&lt;br /&gt;
| [[Hand axe]] || 7 || +3 || 13 || 80 || 60% || Axes || One || Small || None || No || Chopping || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[War axe]] || 11 || +0 || 15 || 180 || 70% || Axes || One || Medium || None || No || Chopping || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Broad axe]] || 13 || -2 || 16 || 230 || 80% || Axes || One || Medium || None || No || Chopping || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Battleaxe]] || 15 || -4 || 17 || 250 || 80% || Axes || Two || Large || None || No || Chopping || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Executioner's axe]] || 18 || -6 || 20 || 280 || 90% || Axes || Two || Large || None || No || Chopping || 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.14]], hand axes qualified as throwing weapons.&lt;br /&gt;
*Prior to [[0.12]], axes had higher base damage but lacked the cleaving effect, rendering them almost identical to [[Long Blades]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[weapon#Axes|List of axes]]&lt;br /&gt;
*[[Species#Melee_.26_Ranged_Combat|Table of species aptitudes]]&lt;br /&gt;
*[[Weapon_selection#Axes|Axe selection strategy]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Weapon skills]]&lt;br /&gt;
[[Category:Axes|*]]&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stealth&amp;diff=44873</id>
		<title>Stealth</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stealth&amp;diff=44873"/>
				<updated>2017-02-10T17:17:57Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: Using skill aptitudes template instead of directly invoking the skill_table and hardcoding the average value.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
''This page refers to the Stealth skill. You may have been looking for the Stealth armour [[ego]].''&lt;br /&gt;
&lt;br /&gt;
The '''Stealth''' [[skill]] is a representation of how well your character understands the art of moving silently. Until your adventurer blunders into the [[Dungeon]] and starts killing everything, most monsters spend their time sleeping or wandering about peacefully. It's only after they've caught sight of you that they try to kill you, and by taking precautions to remain unseen, you can avoid dangerous opponents or sneak up on the enemy and initiate combat by [[stabbing]] them for incredible amounts of damage. However, understanding the art of stealth is not the only factor in being stealthy; a nimble [[spriggan]] dressed in [[robe]]s will almost always make less noise than a lumbering [[troll]] in [[gold dragon armour]]. A high Stealth skill would help minimize these handicaps, but in the end knights make terrible ninjas no matter what. As such, most character builds that involve wearing heavy armour ignore stealth entirely, but any other character type can benefit from avoiding fights that aren't in their favor.&lt;br /&gt;
&lt;br /&gt;
Different characters will have different Stealth Scores, based on a wide variety of factors. Likewise, each monster has a Monster Awareness Score. Each time you move or perform an action, all monsters in your [[line of sight]] have a (Monster Awareness + 1) / (Your Stealth) chance of spotting you. Once they've spotted you, they'll only lose track of you once you've left their line of sight for a while; this occurs much sooner for mindless enemies than for intelligent ones.&lt;br /&gt;
&lt;br /&gt;
==Stealth Score==&lt;br /&gt;
The measure of a character's stealthiness is its Stealth Score. This is determined by taking your character's Base Stealth Score (which is easily calculated), and then tacking on several modifiers to determine its final Stealth Score.&lt;br /&gt;
&lt;br /&gt;
Your Base Stealth Score equals &lt;br /&gt;
&lt;br /&gt;
{{crawlquote|(3 × [[Dexterity]]) + (Stealth skill × Stealth Factor)}}&lt;br /&gt;
&lt;br /&gt;
While your Stealth Skill is your character's understanding of stealth, your Stealth Factor is how naturally stealthy your character's [[species]] is:&lt;br /&gt;
*[[Dragon Form]]: 6&lt;br /&gt;
*[[Troll]]s, [[ogre]]s, [[centaur]]s, [[Pig Form]]: 9&lt;br /&gt;
*[[Minotaur]]s, non-Grey [[draconian]]s, [[Porcupine Form]]: 12&lt;br /&gt;
*Non-[[vampire]]s in [[Bat Form]]: 17&lt;br /&gt;
*[[Halfling]]s, [[kobold]]s, [[spriggan]]s, [[naga]]s, [[felid]]s, [[octopode]]s, grey [[draconian]]s: 18&lt;br /&gt;
*[[Spider Form]], [[Wisp Form]]: 21&lt;br /&gt;
*Satiated+ / Thirsty or Very Thirsty / Near Bloodless or Bat Form / Bloodless [[vampire]]s: 18 / 19 / 20 / 21&lt;br /&gt;
*[[Tree Form]]: 27&lt;br /&gt;
*[[Fungus Form]]: 30&lt;br /&gt;
*All other forms: 15&lt;br /&gt;
&lt;br /&gt;
Your Stealth Factor is then modified by the following:&lt;br /&gt;
*[[Statue Form]]: -3&lt;br /&gt;
&lt;br /&gt;
Once you've calculated your Base Stealth Score, two adjustments are made for special cases:&lt;br /&gt;
*Non-[[fly]]ing [[felid]]s under the effects of [[Blade Hands]]: -50 (You have to walk on those hands, after all)&lt;br /&gt;
*If you are [[confused]]: Divide by 3&lt;br /&gt;
&lt;br /&gt;
Finally, the following flat modifiers are applied. Some of these factors may look much larger numerically than the components of the Base Stealth Score, but the interaction between a high [[dexterity]] score, high Stealth skill level, and a good Stealth Factor can result in very large Base Stealth Scores before any modifiers get involved:&lt;br /&gt;
&lt;br /&gt;
===Positive Factors===&lt;br /&gt;
*[[Boots]]/[[barding]]/[[ring of stealth]]: +50&lt;br /&gt;
*[[Randart]]s that enhance stealth: +50 per +&lt;br /&gt;
*[[Boots of the Assassin]]: +80 (Fixedart) &lt;br /&gt;
*The [[Shadow card]]: +80&lt;br /&gt;
*Playing a [[felid]] : +20&lt;br /&gt;
*[[Demonspawn mutations#Nightstalker|Nightstalker mutation]]: +50 per rank&lt;br /&gt;
*[[Good mutations#Thin Skeletal Structure|Thin Skeletal Structure mutation]]: +25 per rank&lt;br /&gt;
*[[Good mutations#Camouflage|Camouflage mutation]]: +50 per rank&lt;br /&gt;
*[[Jiyva mutations#Translucent Skin|Translucent Skin mutation]]: +15 per rank&lt;br /&gt;
*Playing a [[merfolk]] or [[octopode]] while in [[water]]: +50&lt;br /&gt;
*When under the effect of [[Umbra]]: Multiply by roughly 2 (The source affects this. If gained through [[Yredelemnul]] or [[Dithmenos]], the exact amount is dependent on piety.)&lt;br /&gt;
&lt;br /&gt;
===Negative Factors===&lt;br /&gt;
*Wearing armour: -2 × ([[Encumbrance rating]])&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3&lt;br /&gt;
*Traveling through [[shallow water]] (unless [[fly]]ing): Divide by 2&lt;br /&gt;
**[[Merfolk]], [[octopode]]s, [[naga]]s, [[ogre]]s, [[troll]]s and grey [[draconian]]s receive no water penalty.&lt;br /&gt;
*[[Good mutations#Hooves|Hooves mutation]]: -10/-15/-20 (based on rank) when not [[flying]] nor wearing boots.&lt;br /&gt;
*When under the effect of [[Silence]]: -50, plus an additional penalty based on the ambient [[noise]] of your current [[branch]] (louder areas penalize you more when silenced than quiet areas)&lt;br /&gt;
*When under the effect of [[Corona]] or a [[The Shining One#Given Abilities|divine halo]]: Divide by roughly 2.5&lt;br /&gt;
*Carrying the [[Orb of Zot]]: Divide by 3&lt;br /&gt;
*When berserking: Stealth = 0&lt;br /&gt;
*Wearing a [[ring of loudness]]: -50&lt;br /&gt;
*Randarts that reduce stealth: -50 per -&lt;br /&gt;
*Worshipping [[Qazlal]]: Stealth is multiplied by (200 - min(piety, 160)) / 170, so at piety 160 or higher your stealth is roughly divided by 4.&lt;br /&gt;
&lt;br /&gt;
If your Stealth score is &amp;lt; 0, it is treated as though it were 0.&lt;br /&gt;
&lt;br /&gt;
===In-Game Display===&lt;br /&gt;
Although you cannot display your exact Stealth Score, you can get an idea of it by pressing the '''%''' or '''@''' buttons. You'll see a description of your stealthiness which correlates to the following Stealth Scores:&lt;br /&gt;
*0- 9: &amp;quot;Extremely unstealthy&amp;quot;&lt;br /&gt;
*10-29: &amp;quot;Very unstealthy&amp;quot;&lt;br /&gt;
*30-59: &amp;quot;Unstealthy&amp;quot;&lt;br /&gt;
*60-89: &amp;quot;Fairly stealthy&amp;quot;&lt;br /&gt;
*90-119: &amp;quot;Stealthy&amp;quot;&lt;br /&gt;
*120-159: &amp;quot;Quite stealthy&amp;quot;&lt;br /&gt;
*160-219: &amp;quot;Very stealthy&amp;quot;&lt;br /&gt;
*220-299: &amp;quot;Extremely stealthy&amp;quot;&lt;br /&gt;
*300-399: &amp;quot;Extraordinarily stealthy&amp;quot;&lt;br /&gt;
*400-519: &amp;quot;Incredibly stealthy&amp;quot;&lt;br /&gt;
*520+: &amp;quot;Uncannily stealthy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Monster Awareness==&lt;br /&gt;
Your chance of going unseen is a ratio between your Stealth Score and each monster's Monster Awareness Score + 1. Monster Awareness is equal to 10, modified as follows:&lt;br /&gt;
&lt;br /&gt;
===Positive Factors===&lt;br /&gt;
*[[Monster intelligence]]: +0 for plants/jellies/zombies, +4 for insects, +8 for animals, +12 for humanoids, +16 for highly intelligent monsters&lt;br /&gt;
*[[Hit dice]]: +1 per HD&lt;br /&gt;
*[[Sense invisible]]: +5&lt;br /&gt;
*If the monster is wandering instead of sleeping: +15&lt;br /&gt;
*Demons, the undead, holy beings, golems, and plants: +10&lt;br /&gt;
&lt;br /&gt;
===Negative Factors===&lt;br /&gt;
*Monsters under the effects of [[Ensorcelled Hibernation]]: -10&lt;br /&gt;
*If the player is [[invisible]] and the monster can't see invisible, or can sense invisible and the distance between the monster and the player is greater than 4: -75&lt;br /&gt;
&lt;br /&gt;
If Monster Awareness is &amp;lt; 0, it is treated as though it were 0.&lt;br /&gt;
&lt;br /&gt;
==Other Uses of the Stealth Skill==&lt;br /&gt;
The most important additional effect of your Stealth skill is the role it plays in the calculations of [[stabbing]] bonuses. See the [[stabbing]] page for more information.&lt;br /&gt;
&lt;br /&gt;
A high Stealth skill also contributes to your ability to open [[door]]s soundlessly. Each time you open a door, the chance of it making noise is:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|1 in ([[Dexterity]] + [[Stealth]])}}&lt;br /&gt;
&lt;br /&gt;
Therefore, characters with skill in Stealth and high dexterity are much less likely to alert enemies while opening doors than those only skilled in Stealth.&lt;br /&gt;
&lt;br /&gt;
{{skill aptitudes}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Module:Apt&amp;diff=44872</id>
		<title>Module:Apt</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Module:Apt&amp;diff=44872"/>
				<updated>2017-02-10T17:16:08Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: 2nd attempt: don't include colored draconians in the average skill aptitude calculation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local p = {}&lt;br /&gt;
&lt;br /&gt;
local data = mw.loadData('Module:Table of species')&lt;br /&gt;
&lt;br /&gt;
local function name_arg(frame)&lt;br /&gt;
  local name = frame.args[1]&lt;br /&gt;
  if not name or name == &amp;quot;&amp;quot; then&lt;br /&gt;
    name = mw.title.getCurrentTitle().text&lt;br /&gt;
  end&lt;br /&gt;
  return name&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function is_colored_draconian(species)&lt;br /&gt;
  return species:match(&amp;quot; Draconian$&amp;quot;)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function species_sorted()&lt;br /&gt;
  local species = {}&lt;br /&gt;
  for sp in pairs(data) do&lt;br /&gt;
    if not is_colored_draconian(sp) then&lt;br /&gt;
      table.insert(species, sp)&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
  table.sort(species)&lt;br /&gt;
  return species&lt;br /&gt;
end&lt;br /&gt;
 &lt;br /&gt;
function p.aptitude(frame)&lt;br /&gt;
  local sp = frame.args[1]&lt;br /&gt;
  local sk = frame.args[2]&lt;br /&gt;
  if not sp or not sk then&lt;br /&gt;
    return &amp;quot;&amp;quot;&lt;br /&gt;
  end&lt;br /&gt;
  return data[sp].Aptitudes[sk] or &amp;quot;N/A&amp;quot;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.skill_table(frame)&lt;br /&gt;
  local skill = name_arg(frame)&lt;br /&gt;
  local headers = {}&lt;br /&gt;
  local species = species_sorted()&lt;br /&gt;
  for _, sp in ipairs(species) do&lt;br /&gt;
    local header = (&amp;quot;'''[[%s|%s]]'''&amp;quot;):format(sp, data[sp].Abbrev)&lt;br /&gt;
    table.insert(headers, header)&lt;br /&gt;
  end&lt;br /&gt;
  local result = [[{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|]]&lt;br /&gt;
  result = result .. table.concat(headers, &amp;quot;\n|&amp;quot;)&lt;br /&gt;
  result = result .. &amp;quot;\n|-\n&amp;quot;&lt;br /&gt;
  for _, sp in ipairs(species) do&lt;br /&gt;
    result = result .. &amp;quot;| &amp;quot; .. (data[sp].Aptitudes[skill] or &amp;quot;N/A&amp;quot;) .. &amp;quot;\n&amp;quot;&lt;br /&gt;
  end&lt;br /&gt;
  result = result .. &amp;quot;|}&amp;quot;&lt;br /&gt;
  return result&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.skill_draconian_exceptions(frame)&lt;br /&gt;
  local skill = name_arg(frame)&lt;br /&gt;
  local normal = data['Draconian'].Aptitudes[skill]&lt;br /&gt;
  local result = ''&lt;br /&gt;
  for name, species in pairs(data) do&lt;br /&gt;
    if is_colored_draconian(name) and species.Aptitudes[skill] ~= normal then&lt;br /&gt;
      local col = name:match(&amp;quot;^%a*&amp;quot;)&lt;br /&gt;
      result = result .. '* [[Draconian#' .. col .. '|' .. col .. ' draconian]]s get ' .. species.Aptitudes[skill] .. '.\n'&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
  return result&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.skill_average(frame)&lt;br /&gt;
  local skill = name_arg(frame)&lt;br /&gt;
  local count = 0&lt;br /&gt;
  local sum = 0&lt;br /&gt;
  for name, sp in pairs(data) do&lt;br /&gt;
    if sp.Aptitudes[skill] and not is_colored_draconian(name) then&lt;br /&gt;
      count = count + 1&lt;br /&gt;
      sum = sum + sp.Aptitudes[skill]&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
  return string.format(&amp;quot;%.3f&amp;quot;, sum / count)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function aptitude_chart(skills, header)&lt;br /&gt;
  local result = header&lt;br /&gt;
&lt;br /&gt;
  -- constants used by sort_key&lt;br /&gt;
  local a_ord = string.byte('a')&lt;br /&gt;
  local z_ord = string.byte('z')&lt;br /&gt;
  local aa_ord = string.byte('A')&lt;br /&gt;
  -- generates the table keys&lt;br /&gt;
  local function sort_key(i)&lt;br /&gt;
    local result&lt;br /&gt;
    if i &amp;gt; z_ord - a_ord then&lt;br /&gt;
      i = i - (z_ord - a_ord) - 1&lt;br /&gt;
      result = '!' .. string.char(aa_ord + i)&lt;br /&gt;
    else&lt;br /&gt;
      result = '&amp;quot;' .. string.char(a_ord + i)&lt;br /&gt;
    end&lt;br /&gt;
    return result&lt;br /&gt;
  end&lt;br /&gt;
&lt;br /&gt;
  local i = 0&lt;br /&gt;
  for _, sp in ipairs(species_sorted()) do&lt;br /&gt;
    result = result .. '|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;' .. sort_key(i) .. '&amp;lt;/span&amp;gt;' .. sp .. &amp;quot;\n&amp;quot;&lt;br /&gt;
    for _, sk in ipairs(skills) do&lt;br /&gt;
      result = result .. &amp;quot;||&amp;quot; .. (data[sp].Aptitudes[sk] or &amp;quot;N/A&amp;quot;) .. &amp;quot;\n&amp;quot;&lt;br /&gt;
    end&lt;br /&gt;
    result = result .. &amp;quot;|-\n&amp;quot;&lt;br /&gt;
    i = i + 1&lt;br /&gt;
  end&lt;br /&gt;
  result = result .. &amp;quot;|}&amp;quot;&lt;br /&gt;
  return result&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.aptitude_chart_general(frame)&lt;br /&gt;
  local skills = {'Armour', 'Dodging', 'Stealth',&lt;br /&gt;
   'Shields', 'Invocations', 'Evocations', 'Hit Points', 'Magic Points', 'Experience'}&lt;br /&gt;
  local header = [=[&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:75%&amp;quot; border=1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Species]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Armour (skill)|Arm]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Dodging|Ddg]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Stealth|Sth]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Shields (skill)|Shd]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Invocations|Inv]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Evocations|Evo]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[HP]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[MP]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Exp]]&lt;br /&gt;
|-&lt;br /&gt;
]=]&lt;br /&gt;
  return aptitude_chart(skills, header)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.aptitude_chart_combat(frame)&lt;br /&gt;
  local skills = {'Fighting', 'Short Blades', 'Long Blades', 'Maces &amp;amp; Flails',&lt;br /&gt;
   'Axes', 'Polearms', 'Staves', 'Unarmed Combat', 'Throwing', 'Slings', 'Bows', 'Crossbows'}&lt;br /&gt;
  local header = [=[&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:75%&amp;quot; border=1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Species]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Fighting|Fgt]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Short Blades|SBl]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Long Blades|LBl]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Maces &amp;amp;amp; Flails|M&amp;amp;amp;F]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Axes|Axs]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Polearms|Pla]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Staves|Stv]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Unarmed Combat|UC]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Throwing|Thr]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Slings|Slg]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Bows|Bws]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Crossbows|Crb]]&lt;br /&gt;
|-&lt;br /&gt;
]=]&lt;br /&gt;
  return aptitude_chart(skills, header)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.aptitude_chart_magic(frame)&lt;br /&gt;
  local skills = {'Spellcasting', 'Conjurations', 'Hexes', 'Charms',&lt;br /&gt;
   'Summonings', 'Necromancy', 'Translocations', 'Transmutations', &lt;br /&gt;
   'Fire Magic', 'Ice Magic', 'Air Magic', 'Earth Magic', 'Poison Magic'}&lt;br /&gt;
  local header = [=[&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:75%&amp;quot; border=1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Species]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Spellcasting|Spc]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Conjurations|Coj]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Hexes|Hex]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Charms|Cha]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Summonings|Sum]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Necromancy|Nec]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Translocations|Trl]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Transmutations|Trm]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Fire Magic|Fir]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Ice Magic|Ice]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Air Magic|Air]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Earth Magic|Ear]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Poison Magic|Poi]]&lt;br /&gt;
|-&lt;br /&gt;
]=]&lt;br /&gt;
  return aptitude_chart(skills, header)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Module:Apt&amp;diff=44871</id>
		<title>Module:Apt</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Module:Apt&amp;diff=44871"/>
				<updated>2017-02-10T15:54:58Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: Undo revision 44870 by Kenreth (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local p = {}&lt;br /&gt;
&lt;br /&gt;
local data = mw.loadData('Module:Table of species')&lt;br /&gt;
&lt;br /&gt;
local function name_arg(frame)&lt;br /&gt;
  local name = frame.args[1]&lt;br /&gt;
  if not name or name == &amp;quot;&amp;quot; then&lt;br /&gt;
    name = mw.title.getCurrentTitle().text&lt;br /&gt;
  end&lt;br /&gt;
  return name&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function is_colored_draconian(species)&lt;br /&gt;
  return species:match(&amp;quot; Draconian$&amp;quot;)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function species_sorted()&lt;br /&gt;
  local species = {}&lt;br /&gt;
  for sp in pairs(data) do&lt;br /&gt;
    if not is_colored_draconian(sp) then&lt;br /&gt;
      table.insert(species, sp)&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
  table.sort(species)&lt;br /&gt;
  return species&lt;br /&gt;
end&lt;br /&gt;
 &lt;br /&gt;
function p.aptitude(frame)&lt;br /&gt;
  local sp = frame.args[1]&lt;br /&gt;
  local sk = frame.args[2]&lt;br /&gt;
  if not sp or not sk then&lt;br /&gt;
    return &amp;quot;&amp;quot;&lt;br /&gt;
  end&lt;br /&gt;
  return data[sp].Aptitudes[sk] or &amp;quot;N/A&amp;quot;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.skill_table(frame)&lt;br /&gt;
  local skill = name_arg(frame)&lt;br /&gt;
  local headers = {}&lt;br /&gt;
  local species = species_sorted()&lt;br /&gt;
  for _, sp in ipairs(species) do&lt;br /&gt;
    local header = (&amp;quot;'''[[%s|%s]]'''&amp;quot;):format(sp, data[sp].Abbrev)&lt;br /&gt;
    table.insert(headers, header)&lt;br /&gt;
  end&lt;br /&gt;
  local result = [[{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|]]&lt;br /&gt;
  result = result .. table.concat(headers, &amp;quot;\n|&amp;quot;)&lt;br /&gt;
  result = result .. &amp;quot;\n|-\n&amp;quot;&lt;br /&gt;
  for _, sp in ipairs(species) do&lt;br /&gt;
    result = result .. &amp;quot;| &amp;quot; .. (data[sp].Aptitudes[skill] or &amp;quot;N/A&amp;quot;) .. &amp;quot;\n&amp;quot;&lt;br /&gt;
  end&lt;br /&gt;
  result = result .. &amp;quot;|}&amp;quot;&lt;br /&gt;
  return result&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.skill_draconian_exceptions(frame)&lt;br /&gt;
  local skill = name_arg(frame)&lt;br /&gt;
  local normal = data['Draconian'].Aptitudes[skill]&lt;br /&gt;
  local result = ''&lt;br /&gt;
  for name, species in pairs(data) do&lt;br /&gt;
    if is_colored_draconian(name) and species.Aptitudes[skill] ~= normal then&lt;br /&gt;
      local col = name:match(&amp;quot;^%a*&amp;quot;)&lt;br /&gt;
      result = result .. '* [[Draconian#' .. col .. '|' .. col .. ' draconian]]s get ' .. species.Aptitudes[skill] .. '.\n'&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
  return result&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.skill_average(frame)&lt;br /&gt;
  local skill = name_arg(frame)&lt;br /&gt;
  local count = 0&lt;br /&gt;
  local sum = 0&lt;br /&gt;
  for _, sp in pairs(data) do&lt;br /&gt;
    if sp.Aptitudes[skill] then&lt;br /&gt;
      count = count + 1&lt;br /&gt;
      sum = sum + sp.Aptitudes[skill]&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
  return string.format(&amp;quot;%.3f&amp;quot;, sum / count)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function aptitude_chart(skills, header)&lt;br /&gt;
  local result = header&lt;br /&gt;
&lt;br /&gt;
  -- constants used by sort_key&lt;br /&gt;
  local a_ord = string.byte('a')&lt;br /&gt;
  local z_ord = string.byte('z')&lt;br /&gt;
  local aa_ord = string.byte('A')&lt;br /&gt;
  -- generates the table keys&lt;br /&gt;
  local function sort_key(i)&lt;br /&gt;
    local result&lt;br /&gt;
    if i &amp;gt; z_ord - a_ord then&lt;br /&gt;
      i = i - (z_ord - a_ord) - 1&lt;br /&gt;
      result = '!' .. string.char(aa_ord + i)&lt;br /&gt;
    else&lt;br /&gt;
      result = '&amp;quot;' .. string.char(a_ord + i)&lt;br /&gt;
    end&lt;br /&gt;
    return result&lt;br /&gt;
  end&lt;br /&gt;
&lt;br /&gt;
  local i = 0&lt;br /&gt;
  for _, sp in ipairs(species_sorted()) do&lt;br /&gt;
    result = result .. '|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;' .. sort_key(i) .. '&amp;lt;/span&amp;gt;' .. sp .. &amp;quot;\n&amp;quot;&lt;br /&gt;
    for _, sk in ipairs(skills) do&lt;br /&gt;
      result = result .. &amp;quot;||&amp;quot; .. (data[sp].Aptitudes[sk] or &amp;quot;N/A&amp;quot;) .. &amp;quot;\n&amp;quot;&lt;br /&gt;
    end&lt;br /&gt;
    result = result .. &amp;quot;|-\n&amp;quot;&lt;br /&gt;
    i = i + 1&lt;br /&gt;
  end&lt;br /&gt;
  result = result .. &amp;quot;|}&amp;quot;&lt;br /&gt;
  return result&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.aptitude_chart_general(frame)&lt;br /&gt;
  local skills = {'Armour', 'Dodging', 'Stealth',&lt;br /&gt;
   'Shields', 'Invocations', 'Evocations', 'Hit Points', 'Magic Points', 'Experience'}&lt;br /&gt;
  local header = [=[&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:75%&amp;quot; border=1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Species]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Armour (skill)|Arm]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Dodging|Ddg]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Stealth|Sth]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Shields (skill)|Shd]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Invocations|Inv]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Evocations|Evo]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[HP]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[MP]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Exp]]&lt;br /&gt;
|-&lt;br /&gt;
]=]&lt;br /&gt;
  return aptitude_chart(skills, header)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.aptitude_chart_combat(frame)&lt;br /&gt;
  local skills = {'Fighting', 'Short Blades', 'Long Blades', 'Maces &amp;amp; Flails',&lt;br /&gt;
   'Axes', 'Polearms', 'Staves', 'Unarmed Combat', 'Throwing', 'Slings', 'Bows', 'Crossbows'}&lt;br /&gt;
  local header = [=[&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:75%&amp;quot; border=1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Species]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Fighting|Fgt]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Short Blades|SBl]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Long Blades|LBl]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Maces &amp;amp;amp; Flails|M&amp;amp;amp;F]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Axes|Axs]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Polearms|Pla]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Staves|Stv]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Unarmed Combat|UC]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Throwing|Thr]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Slings|Slg]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Bows|Bws]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Crossbows|Crb]]&lt;br /&gt;
|-&lt;br /&gt;
]=]&lt;br /&gt;
  return aptitude_chart(skills, header)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.aptitude_chart_magic(frame)&lt;br /&gt;
  local skills = {'Spellcasting', 'Conjurations', 'Hexes', 'Charms',&lt;br /&gt;
   'Summonings', 'Necromancy', 'Translocations', 'Transmutations', &lt;br /&gt;
   'Fire Magic', 'Ice Magic', 'Air Magic', 'Earth Magic', 'Poison Magic'}&lt;br /&gt;
  local header = [=[&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:75%&amp;quot; border=1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Species]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Spellcasting|Spc]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Conjurations|Coj]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Hexes|Hex]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Charms|Cha]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Summonings|Sum]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Necromancy|Nec]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Translocations|Trl]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Transmutations|Trm]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Fire Magic|Fir]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Ice Magic|Ice]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Air Magic|Air]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Earth Magic|Ear]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Poison Magic|Poi]]&lt;br /&gt;
|-&lt;br /&gt;
]=]&lt;br /&gt;
  return aptitude_chart(skills, header)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Module:Apt&amp;diff=44870</id>
		<title>Module:Apt</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Module:Apt&amp;diff=44870"/>
				<updated>2017-02-10T15:54:31Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: removing colored draconians from the average aptitude calculation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local p = {}&lt;br /&gt;
&lt;br /&gt;
local data = mw.loadData('Module:Table of species')&lt;br /&gt;
&lt;br /&gt;
local function name_arg(frame)&lt;br /&gt;
  local name = frame.args[1]&lt;br /&gt;
  if not name or name == &amp;quot;&amp;quot; then&lt;br /&gt;
    name = mw.title.getCurrentTitle().text&lt;br /&gt;
  end&lt;br /&gt;
  return name&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function is_colored_draconian(species)&lt;br /&gt;
  return species:match(&amp;quot; Draconian$&amp;quot;)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function species_sorted()&lt;br /&gt;
  local species = {}&lt;br /&gt;
  for sp in pairs(data) do&lt;br /&gt;
    if not is_colored_draconian(sp) then&lt;br /&gt;
      table.insert(species, sp)&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
  table.sort(species)&lt;br /&gt;
  return species&lt;br /&gt;
end&lt;br /&gt;
 &lt;br /&gt;
function p.aptitude(frame)&lt;br /&gt;
  local sp = frame.args[1]&lt;br /&gt;
  local sk = frame.args[2]&lt;br /&gt;
  if not sp or not sk then&lt;br /&gt;
    return &amp;quot;&amp;quot;&lt;br /&gt;
  end&lt;br /&gt;
  return data[sp].Aptitudes[sk] or &amp;quot;N/A&amp;quot;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.skill_table(frame)&lt;br /&gt;
  local skill = name_arg(frame)&lt;br /&gt;
  local headers = {}&lt;br /&gt;
  local species = species_sorted()&lt;br /&gt;
  for _, sp in ipairs(species) do&lt;br /&gt;
    local header = (&amp;quot;'''[[%s|%s]]'''&amp;quot;):format(sp, data[sp].Abbrev)&lt;br /&gt;
    table.insert(headers, header)&lt;br /&gt;
  end&lt;br /&gt;
  local result = [[{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|]]&lt;br /&gt;
  result = result .. table.concat(headers, &amp;quot;\n|&amp;quot;)&lt;br /&gt;
  result = result .. &amp;quot;\n|-\n&amp;quot;&lt;br /&gt;
  for _, sp in ipairs(species) do&lt;br /&gt;
    result = result .. &amp;quot;| &amp;quot; .. (data[sp].Aptitudes[skill] or &amp;quot;N/A&amp;quot;) .. &amp;quot;\n&amp;quot;&lt;br /&gt;
  end&lt;br /&gt;
  result = result .. &amp;quot;|}&amp;quot;&lt;br /&gt;
  return result&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.skill_draconian_exceptions(frame)&lt;br /&gt;
  local skill = name_arg(frame)&lt;br /&gt;
  local normal = data['Draconian'].Aptitudes[skill]&lt;br /&gt;
  local result = ''&lt;br /&gt;
  for name, species in pairs(data) do&lt;br /&gt;
    if is_colored_draconian(name) and species.Aptitudes[skill] ~= normal then&lt;br /&gt;
      local col = name:match(&amp;quot;^%a*&amp;quot;)&lt;br /&gt;
      result = result .. '* [[Draconian#' .. col .. '|' .. col .. ' draconian]]s get ' .. species.Aptitudes[skill] .. '.\n'&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
  return result&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.skill_average(frame)&lt;br /&gt;
  local skill = name_arg(frame)&lt;br /&gt;
  local count = 0&lt;br /&gt;
  local sum = 0&lt;br /&gt;
  for _, sp in pairs(data) do&lt;br /&gt;
    if sp.Aptitudes[skill] and not is_colored_draconian(name) then&lt;br /&gt;
      count = count + 1&lt;br /&gt;
      sum = sum + sp.Aptitudes[skill]&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
  return string.format(&amp;quot;%.3f&amp;quot;, sum / count)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function aptitude_chart(skills, header)&lt;br /&gt;
  local result = header&lt;br /&gt;
&lt;br /&gt;
  -- constants used by sort_key&lt;br /&gt;
  local a_ord = string.byte('a')&lt;br /&gt;
  local z_ord = string.byte('z')&lt;br /&gt;
  local aa_ord = string.byte('A')&lt;br /&gt;
  -- generates the table keys&lt;br /&gt;
  local function sort_key(i)&lt;br /&gt;
    local result&lt;br /&gt;
    if i &amp;gt; z_ord - a_ord then&lt;br /&gt;
      i = i - (z_ord - a_ord) - 1&lt;br /&gt;
      result = '!' .. string.char(aa_ord + i)&lt;br /&gt;
    else&lt;br /&gt;
      result = '&amp;quot;' .. string.char(a_ord + i)&lt;br /&gt;
    end&lt;br /&gt;
    return result&lt;br /&gt;
  end&lt;br /&gt;
&lt;br /&gt;
  local i = 0&lt;br /&gt;
  for _, sp in ipairs(species_sorted()) do&lt;br /&gt;
    result = result .. '|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;' .. sort_key(i) .. '&amp;lt;/span&amp;gt;' .. sp .. &amp;quot;\n&amp;quot;&lt;br /&gt;
    for _, sk in ipairs(skills) do&lt;br /&gt;
      result = result .. &amp;quot;||&amp;quot; .. (data[sp].Aptitudes[sk] or &amp;quot;N/A&amp;quot;) .. &amp;quot;\n&amp;quot;&lt;br /&gt;
    end&lt;br /&gt;
    result = result .. &amp;quot;|-\n&amp;quot;&lt;br /&gt;
    i = i + 1&lt;br /&gt;
  end&lt;br /&gt;
  result = result .. &amp;quot;|}&amp;quot;&lt;br /&gt;
  return result&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.aptitude_chart_general(frame)&lt;br /&gt;
  local skills = {'Armour', 'Dodging', 'Stealth',&lt;br /&gt;
   'Shields', 'Invocations', 'Evocations', 'Hit Points', 'Magic Points', 'Experience'}&lt;br /&gt;
  local header = [=[&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:75%&amp;quot; border=1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Species]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Armour (skill)|Arm]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Dodging|Ddg]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Stealth|Sth]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Shields (skill)|Shd]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Invocations|Inv]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Evocations|Evo]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[HP]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[MP]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Exp]]&lt;br /&gt;
|-&lt;br /&gt;
]=]&lt;br /&gt;
  return aptitude_chart(skills, header)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.aptitude_chart_combat(frame)&lt;br /&gt;
  local skills = {'Fighting', 'Short Blades', 'Long Blades', 'Maces &amp;amp; Flails',&lt;br /&gt;
   'Axes', 'Polearms', 'Staves', 'Unarmed Combat', 'Throwing', 'Slings', 'Bows', 'Crossbows'}&lt;br /&gt;
  local header = [=[&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:75%&amp;quot; border=1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Species]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Fighting|Fgt]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Short Blades|SBl]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Long Blades|LBl]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Maces &amp;amp;amp; Flails|M&amp;amp;amp;F]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Axes|Axs]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Polearms|Pla]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Staves|Stv]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Unarmed Combat|UC]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Throwing|Thr]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Slings|Slg]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Bows|Bws]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Crossbows|Crb]]&lt;br /&gt;
|-&lt;br /&gt;
]=]&lt;br /&gt;
  return aptitude_chart(skills, header)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
function p.aptitude_chart_magic(frame)&lt;br /&gt;
  local skills = {'Spellcasting', 'Conjurations', 'Hexes', 'Charms',&lt;br /&gt;
   'Summonings', 'Necromancy', 'Translocations', 'Transmutations', &lt;br /&gt;
   'Fire Magic', 'Ice Magic', 'Air Magic', 'Earth Magic', 'Poison Magic'}&lt;br /&gt;
  local header = [=[&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:75%&amp;quot; border=1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Species]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Spellcasting|Spc]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Conjurations|Coj]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Hexes|Hex]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Charms|Cha]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Summonings|Sum]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Necromancy|Nec]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Translocations|Trl]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Transmutations|Trm]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Fire Magic|Fir]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Ice Magic|Ice]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Air Magic|Air]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Earth Magic|Ear]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Poison Magic|Poi]]&lt;br /&gt;
|-&lt;br /&gt;
]=]&lt;br /&gt;
  return aptitude_chart(skills, header)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stealth&amp;diff=44869</id>
		<title>Stealth</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stealth&amp;diff=44869"/>
				<updated>2017-02-10T15:03:19Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: gray draconians haven't gained a stealth aptitude increase since prior to 0.11&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
''This page refers to the Stealth skill. You may have been looking for the Stealth armour [[ego]].''&lt;br /&gt;
&lt;br /&gt;
The '''Stealth''' [[skill]] is a representation of how well your character understands the art of moving silently. Until your adventurer blunders into the [[Dungeon]] and starts killing everything, most monsters spend their time sleeping or wandering about peacefully. It's only after they've caught sight of you that they try to kill you, and by taking precautions to remain unseen, you can avoid dangerous opponents or sneak up on the enemy and initiate combat by [[stabbing]] them for incredible amounts of damage. However, understanding the art of stealth is not the only factor in being stealthy; a nimble [[spriggan]] dressed in [[robe]]s will almost always make less noise than a lumbering [[troll]] in [[gold dragon armour]]. A high Stealth skill would help minimize these handicaps, but in the end knights make terrible ninjas no matter what. As such, most character builds that involve wearing heavy armour ignore stealth entirely, but any other character type can benefit from avoiding fights that aren't in their favor.&lt;br /&gt;
&lt;br /&gt;
Different characters will have different Stealth Scores, based on a wide variety of factors. Likewise, each monster has a Monster Awareness Score. Each time you move or perform an action, all monsters in your [[line of sight]] have a (Monster Awareness + 1) / (Your Stealth) chance of spotting you. Once they've spotted you, they'll only lose track of you once you've left their line of sight for a while; this occurs much sooner for mindless enemies than for intelligent ones.&lt;br /&gt;
&lt;br /&gt;
==Stealth Score==&lt;br /&gt;
The measure of a character's stealthiness is its Stealth Score. This is determined by taking your character's Base Stealth Score (which is easily calculated), and then tacking on several modifiers to determine its final Stealth Score.&lt;br /&gt;
&lt;br /&gt;
Your Base Stealth Score equals &lt;br /&gt;
&lt;br /&gt;
{{crawlquote|(3 × [[Dexterity]]) + (Stealth skill × Stealth Factor)}}&lt;br /&gt;
&lt;br /&gt;
While your Stealth Skill is your character's understanding of stealth, your Stealth Factor is how naturally stealthy your character's [[species]] is:&lt;br /&gt;
*[[Dragon Form]]: 6&lt;br /&gt;
*[[Troll]]s, [[ogre]]s, [[centaur]]s, [[Pig Form]]: 9&lt;br /&gt;
*[[Minotaur]]s, non-Grey [[draconian]]s, [[Porcupine Form]]: 12&lt;br /&gt;
*Non-[[vampire]]s in [[Bat Form]]: 17&lt;br /&gt;
*[[Halfling]]s, [[kobold]]s, [[spriggan]]s, [[naga]]s, [[felid]]s, [[octopode]]s, grey [[draconian]]s: 18&lt;br /&gt;
*[[Spider Form]], [[Wisp Form]]: 21&lt;br /&gt;
*Satiated+ / Thirsty or Very Thirsty / Near Bloodless or Bat Form / Bloodless [[vampire]]s: 18 / 19 / 20 / 21&lt;br /&gt;
*[[Tree Form]]: 27&lt;br /&gt;
*[[Fungus Form]]: 30&lt;br /&gt;
*All other forms: 15&lt;br /&gt;
&lt;br /&gt;
Your Stealth Factor is then modified by the following:&lt;br /&gt;
*[[Statue Form]]: -3&lt;br /&gt;
&lt;br /&gt;
Once you've calculated your Base Stealth Score, two adjustments are made for special cases:&lt;br /&gt;
*Non-[[fly]]ing [[felid]]s under the effects of [[Blade Hands]]: -50 (You have to walk on those hands, after all)&lt;br /&gt;
*If you are [[confused]]: Divide by 3&lt;br /&gt;
&lt;br /&gt;
Finally, the following flat modifiers are applied. Some of these factors may look much larger numerically than the components of the Base Stealth Score, but the interaction between a high [[dexterity]] score, high Stealth skill level, and a good Stealth Factor can result in very large Base Stealth Scores before any modifiers get involved:&lt;br /&gt;
&lt;br /&gt;
===Positive Factors===&lt;br /&gt;
*[[Boots]]/[[barding]]/[[ring of stealth]]: +50&lt;br /&gt;
*[[Randart]]s that enhance stealth: +50 per +&lt;br /&gt;
*[[Boots of the Assassin]]: +80 (Fixedart) &lt;br /&gt;
*The [[Shadow card]]: +80&lt;br /&gt;
*Playing a [[felid]] : +20&lt;br /&gt;
*[[Demonspawn mutations#Nightstalker|Nightstalker mutation]]: +50 per rank&lt;br /&gt;
*[[Good mutations#Thin Skeletal Structure|Thin Skeletal Structure mutation]]: +25 per rank&lt;br /&gt;
*[[Good mutations#Camouflage|Camouflage mutation]]: +50 per rank&lt;br /&gt;
*[[Jiyva mutations#Translucent Skin|Translucent Skin mutation]]: +15 per rank&lt;br /&gt;
*Playing a [[merfolk]] or [[octopode]] while in [[water]]: +50&lt;br /&gt;
*When under the effect of [[Umbra]]: Multiply by roughly 2 (The source affects this. If gained through [[Yredelemnul]] or [[Dithmenos]], the exact amount is dependent on piety.)&lt;br /&gt;
&lt;br /&gt;
===Negative Factors===&lt;br /&gt;
*Wearing armour: -2 × ([[Encumbrance rating]])&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3&lt;br /&gt;
*Traveling through [[shallow water]] (unless [[fly]]ing): Divide by 2&lt;br /&gt;
**[[Merfolk]], [[octopode]]s, [[naga]]s, [[ogre]]s, [[troll]]s and grey [[draconian]]s receive no water penalty.&lt;br /&gt;
*[[Good mutations#Hooves|Hooves mutation]]: -10/-15/-20 (based on rank) when not [[flying]] nor wearing boots.&lt;br /&gt;
*When under the effect of [[Silence]]: -50, plus an additional penalty based on the ambient [[noise]] of your current [[branch]] (louder areas penalize you more when silenced than quiet areas)&lt;br /&gt;
*When under the effect of [[Corona]] or a [[The Shining One#Given Abilities|divine halo]]: Divide by roughly 2.5&lt;br /&gt;
*Carrying the [[Orb of Zot]]: Divide by 3&lt;br /&gt;
*When berserking: Stealth = 0&lt;br /&gt;
*Wearing a [[ring of loudness]]: -50&lt;br /&gt;
*Randarts that reduce stealth: -50 per -&lt;br /&gt;
*Worshipping [[Qazlal]]: Stealth is multiplied by (200 - min(piety, 160)) / 170, so at piety 160 or higher your stealth is roughly divided by 4.&lt;br /&gt;
&lt;br /&gt;
If your Stealth score is &amp;lt; 0, it is treated as though it were 0.&lt;br /&gt;
&lt;br /&gt;
===In-Game Display===&lt;br /&gt;
Although you cannot display your exact Stealth Score, you can get an idea of it by pressing the '''%''' or '''@''' buttons. You'll see a description of your stealthiness which correlates to the following Stealth Scores:&lt;br /&gt;
*0- 9: &amp;quot;Extremely unstealthy&amp;quot;&lt;br /&gt;
*10-29: &amp;quot;Very unstealthy&amp;quot;&lt;br /&gt;
*30-59: &amp;quot;Unstealthy&amp;quot;&lt;br /&gt;
*60-89: &amp;quot;Fairly stealthy&amp;quot;&lt;br /&gt;
*90-119: &amp;quot;Stealthy&amp;quot;&lt;br /&gt;
*120-159: &amp;quot;Quite stealthy&amp;quot;&lt;br /&gt;
*160-219: &amp;quot;Very stealthy&amp;quot;&lt;br /&gt;
*220-299: &amp;quot;Extremely stealthy&amp;quot;&lt;br /&gt;
*300-399: &amp;quot;Extraordinarily stealthy&amp;quot;&lt;br /&gt;
*400-519: &amp;quot;Incredibly stealthy&amp;quot;&lt;br /&gt;
*520+: &amp;quot;Uncannily stealthy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Monster Awareness==&lt;br /&gt;
Your chance of going unseen is a ratio between your Stealth Score and each monster's Monster Awareness Score + 1. Monster Awareness is equal to 10, modified as follows:&lt;br /&gt;
&lt;br /&gt;
===Positive Factors===&lt;br /&gt;
*[[Monster intelligence]]: +0 for plants/jellies/zombies, +4 for insects, +8 for animals, +12 for humanoids, +16 for highly intelligent monsters&lt;br /&gt;
*[[Hit dice]]: +1 per HD&lt;br /&gt;
*[[Sense invisible]]: +5&lt;br /&gt;
*If the monster is wandering instead of sleeping: +15&lt;br /&gt;
*Demons, the undead, holy beings, golems, and plants: +10&lt;br /&gt;
&lt;br /&gt;
===Negative Factors===&lt;br /&gt;
*Monsters under the effects of [[Ensorcelled Hibernation]]: -10&lt;br /&gt;
*If the player is [[invisible]] and the monster can't see invisible, or can sense invisible and the distance between the monster and the player is greater than 4: -75&lt;br /&gt;
&lt;br /&gt;
If Monster Awareness is &amp;lt; 0, it is treated as though it were 0.&lt;br /&gt;
&lt;br /&gt;
==Other Uses of the Stealth Skill==&lt;br /&gt;
The most important additional effect of your Stealth skill is the role it plays in the calculations of [[stabbing]] bonuses. See the [[stabbing]] page for more information.&lt;br /&gt;
&lt;br /&gt;
A high Stealth skill also contributes to your ability to open [[door]]s soundlessly. Each time you open a door, the chance of it making noise is:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|1 in ([[Dexterity]] + [[Stealth]])}}&lt;br /&gt;
&lt;br /&gt;
Therefore, characters with skill in Stealth and high dexterity are much less likely to alert enemies while opening doors than those only skilled in Stealth.&lt;br /&gt;
&lt;br /&gt;
==Stealth Aptitudes==&lt;br /&gt;
{{#invoke:Apt|skill_table|Stealth}}&lt;br /&gt;
&lt;br /&gt;
The average stealth aptitude of all species, excluding coloured draconian, is +1.538. This value is highest among all skills.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stealth&amp;diff=44868</id>
		<title>Stealth</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stealth&amp;diff=44868"/>
				<updated>2017-02-10T15:00:21Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: latern of shadows removed in 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
''This page refers to the Stealth skill. You may have been looking for the Stealth armour [[ego]].''&lt;br /&gt;
&lt;br /&gt;
The '''Stealth''' [[skill]] is a representation of how well your character understands the art of moving silently. Until your adventurer blunders into the [[Dungeon]] and starts killing everything, most monsters spend their time sleeping or wandering about peacefully. It's only after they've caught sight of you that they try to kill you, and by taking precautions to remain unseen, you can avoid dangerous opponents or sneak up on the enemy and initiate combat by [[stabbing]] them for incredible amounts of damage. However, understanding the art of stealth is not the only factor in being stealthy; a nimble [[spriggan]] dressed in [[robe]]s will almost always make less noise than a lumbering [[troll]] in [[gold dragon armour]]. A high Stealth skill would help minimize these handicaps, but in the end knights make terrible ninjas no matter what. As such, most character builds that involve wearing heavy armour ignore stealth entirely, but any other character type can benefit from avoiding fights that aren't in their favor.&lt;br /&gt;
&lt;br /&gt;
Different characters will have different Stealth Scores, based on a wide variety of factors. Likewise, each monster has a Monster Awareness Score. Each time you move or perform an action, all monsters in your [[line of sight]] have a (Monster Awareness + 1) / (Your Stealth) chance of spotting you. Once they've spotted you, they'll only lose track of you once you've left their line of sight for a while; this occurs much sooner for mindless enemies than for intelligent ones.&lt;br /&gt;
&lt;br /&gt;
==Stealth Score==&lt;br /&gt;
The measure of a character's stealthiness is its Stealth Score. This is determined by taking your character's Base Stealth Score (which is easily calculated), and then tacking on several modifiers to determine its final Stealth Score.&lt;br /&gt;
&lt;br /&gt;
Your Base Stealth Score equals &lt;br /&gt;
&lt;br /&gt;
{{crawlquote|(3 × [[Dexterity]]) + (Stealth skill × Stealth Factor)}}&lt;br /&gt;
&lt;br /&gt;
While your Stealth Skill is your character's understanding of stealth, your Stealth Factor is how naturally stealthy your character's [[species]] is:&lt;br /&gt;
*[[Dragon Form]]: 6&lt;br /&gt;
*[[Troll]]s, [[ogre]]s, [[centaur]]s, [[Pig Form]]: 9&lt;br /&gt;
*[[Minotaur]]s, non-Grey [[draconian]]s, [[Porcupine Form]]: 12&lt;br /&gt;
*Non-[[vampire]]s in [[Bat Form]]: 17&lt;br /&gt;
*[[Halfling]]s, [[kobold]]s, [[spriggan]]s, [[naga]]s, [[felid]]s, [[octopode]]s, grey [[draconian]]s: 18&lt;br /&gt;
*[[Spider Form]], [[Wisp Form]]: 21&lt;br /&gt;
*Satiated+ / Thirsty or Very Thirsty / Near Bloodless or Bat Form / Bloodless [[vampire]]s: 18 / 19 / 20 / 21&lt;br /&gt;
*[[Tree Form]]: 27&lt;br /&gt;
*[[Fungus Form]]: 30&lt;br /&gt;
*All other forms: 15&lt;br /&gt;
&lt;br /&gt;
Your Stealth Factor is then modified by the following:&lt;br /&gt;
*[[Statue Form]]: -3&lt;br /&gt;
&lt;br /&gt;
Once you've calculated your Base Stealth Score, two adjustments are made for special cases:&lt;br /&gt;
*Non-[[fly]]ing [[felid]]s under the effects of [[Blade Hands]]: -50 (You have to walk on those hands, after all)&lt;br /&gt;
*If you are [[confused]]: Divide by 3&lt;br /&gt;
&lt;br /&gt;
Finally, the following flat modifiers are applied. Some of these factors may look much larger numerically than the components of the Base Stealth Score, but the interaction between a high [[dexterity]] score, high Stealth skill level, and a good Stealth Factor can result in very large Base Stealth Scores before any modifiers get involved:&lt;br /&gt;
&lt;br /&gt;
===Positive Factors===&lt;br /&gt;
*[[Boots]]/[[barding]]/[[ring of stealth]]: +50&lt;br /&gt;
*[[Randart]]s that enhance stealth: +50 per +&lt;br /&gt;
*[[Boots of the Assassin]]: +80 (Fixedart) &lt;br /&gt;
*The [[Shadow card]]: +80&lt;br /&gt;
*Playing a [[felid]] : +20&lt;br /&gt;
*[[Demonspawn mutations#Nightstalker|Nightstalker mutation]]: +50 per rank&lt;br /&gt;
*[[Good mutations#Thin Skeletal Structure|Thin Skeletal Structure mutation]]: +25 per rank&lt;br /&gt;
*[[Good mutations#Camouflage|Camouflage mutation]]: +50 per rank&lt;br /&gt;
*[[Jiyva mutations#Translucent Skin|Translucent Skin mutation]]: +15 per rank&lt;br /&gt;
*Playing a [[merfolk]] or [[octopode]] while in [[water]]: +50&lt;br /&gt;
*When under the effect of [[Umbra]]: Multiply by roughly 2 (The source affects this. If gained through [[Yredelemnul]] or [[Dithmenos]], the exact amount is dependent on piety.)&lt;br /&gt;
&lt;br /&gt;
===Negative Factors===&lt;br /&gt;
*Wearing armour: -2 × ([[Encumbrance rating]])&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3&lt;br /&gt;
*Traveling through [[shallow water]] (unless [[fly]]ing): Divide by 2&lt;br /&gt;
**[[Merfolk]], [[octopode]]s, [[naga]]s, [[ogre]]s, [[troll]]s and grey [[draconian]]s receive no water penalty.&lt;br /&gt;
*[[Good mutations#Hooves|Hooves mutation]]: -10/-15/-20 (based on rank) when not [[flying]] nor wearing boots.&lt;br /&gt;
*When under the effect of [[Silence]]: -50, plus an additional penalty based on the ambient [[noise]] of your current [[branch]] (louder areas penalize you more when silenced than quiet areas)&lt;br /&gt;
*When under the effect of [[Corona]] or a [[The Shining One#Given Abilities|divine halo]]: Divide by roughly 2.5&lt;br /&gt;
*Carrying the [[Orb of Zot]]: Divide by 3&lt;br /&gt;
*When berserking: Stealth = 0&lt;br /&gt;
*Wearing a [[ring of loudness]]: -50&lt;br /&gt;
*Randarts that reduce stealth: -50 per -&lt;br /&gt;
*Worshipping [[Qazlal]]: Stealth is multiplied by (200 - min(piety, 160)) / 170, so at piety 160 or higher your stealth is roughly divided by 4.&lt;br /&gt;
&lt;br /&gt;
If your Stealth score is &amp;lt; 0, it is treated as though it were 0.&lt;br /&gt;
&lt;br /&gt;
===In-Game Display===&lt;br /&gt;
Although you cannot display your exact Stealth Score, you can get an idea of it by pressing the '''%''' or '''@''' buttons. You'll see a description of your stealthiness which correlates to the following Stealth Scores:&lt;br /&gt;
*0- 9: &amp;quot;Extremely unstealthy&amp;quot;&lt;br /&gt;
*10-29: &amp;quot;Very unstealthy&amp;quot;&lt;br /&gt;
*30-59: &amp;quot;Unstealthy&amp;quot;&lt;br /&gt;
*60-89: &amp;quot;Fairly stealthy&amp;quot;&lt;br /&gt;
*90-119: &amp;quot;Stealthy&amp;quot;&lt;br /&gt;
*120-159: &amp;quot;Quite stealthy&amp;quot;&lt;br /&gt;
*160-219: &amp;quot;Very stealthy&amp;quot;&lt;br /&gt;
*220-299: &amp;quot;Extremely stealthy&amp;quot;&lt;br /&gt;
*300-399: &amp;quot;Extraordinarily stealthy&amp;quot;&lt;br /&gt;
*400-519: &amp;quot;Incredibly stealthy&amp;quot;&lt;br /&gt;
*520+: &amp;quot;Uncannily stealthy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Monster Awareness==&lt;br /&gt;
Your chance of going unseen is a ratio between your Stealth Score and each monster's Monster Awareness Score + 1. Monster Awareness is equal to 10, modified as follows:&lt;br /&gt;
&lt;br /&gt;
===Positive Factors===&lt;br /&gt;
*[[Monster intelligence]]: +0 for plants/jellies/zombies, +4 for insects, +8 for animals, +12 for humanoids, +16 for highly intelligent monsters&lt;br /&gt;
*[[Hit dice]]: +1 per HD&lt;br /&gt;
*[[Sense invisible]]: +5&lt;br /&gt;
*If the monster is wandering instead of sleeping: +15&lt;br /&gt;
*Demons, the undead, holy beings, golems, and plants: +10&lt;br /&gt;
&lt;br /&gt;
===Negative Factors===&lt;br /&gt;
*Monsters under the effects of [[Ensorcelled Hibernation]]: -10&lt;br /&gt;
*If the player is [[invisible]] and the monster can't see invisible, or can sense invisible and the distance between the monster and the player is greater than 4: -75&lt;br /&gt;
&lt;br /&gt;
If Monster Awareness is &amp;lt; 0, it is treated as though it were 0.&lt;br /&gt;
&lt;br /&gt;
==Other Uses of the Stealth Skill==&lt;br /&gt;
The most important additional effect of your Stealth skill is the role it plays in the calculations of [[stabbing]] bonuses. See the [[stabbing]] page for more information.&lt;br /&gt;
&lt;br /&gt;
A high Stealth skill also contributes to your ability to open [[door]]s soundlessly. Each time you open a door, the chance of it making noise is:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|1 in ([[Dexterity]] + [[Stealth]])}}&lt;br /&gt;
&lt;br /&gt;
Therefore, characters with skill in Stealth and high dexterity are much less likely to alert enemies while opening doors than those only skilled in Stealth.&lt;br /&gt;
&lt;br /&gt;
==Stealth Aptitudes==&lt;br /&gt;
{{#invoke:Apt|skill_table|Stealth}}&lt;br /&gt;
Grey [[draconian]]s get +2.&lt;br /&gt;
&lt;br /&gt;
The average stealth aptitude of all species, excluding coloured draconian, is +1.538. This value is highest among all skills.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stealth&amp;diff=44867</id>
		<title>Stealth</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stealth&amp;diff=44867"/>
				<updated>2017-02-10T14:56:28Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: Rewording hooves stealth penalty to prevent misunderstanding&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
''This page refers to the Stealth skill. You may have been looking for the Stealth armour [[ego]].''&lt;br /&gt;
&lt;br /&gt;
The '''Stealth''' [[skill]] is a representation of how well your character understands the art of moving silently. Until your adventurer blunders into the [[Dungeon]] and starts killing everything, most monsters spend their time sleeping or wandering about peacefully. It's only after they've caught sight of you that they try to kill you, and by taking precautions to remain unseen, you can avoid dangerous opponents or sneak up on the enemy and initiate combat by [[stabbing]] them for incredible amounts of damage. However, understanding the art of stealth is not the only factor in being stealthy; a nimble [[spriggan]] dressed in [[robe]]s will almost always make less noise than a lumbering [[troll]] in [[gold dragon armour]]. A high Stealth skill would help minimize these handicaps, but in the end knights make terrible ninjas no matter what. As such, most character builds that involve wearing heavy armour ignore stealth entirely, but any other character type can benefit from avoiding fights that aren't in their favor.&lt;br /&gt;
&lt;br /&gt;
Different characters will have different Stealth Scores, based on a wide variety of factors. Likewise, each monster has a Monster Awareness Score. Each time you move or perform an action, all monsters in your [[line of sight]] have a (Monster Awareness + 1) / (Your Stealth) chance of spotting you. Once they've spotted you, they'll only lose track of you once you've left their line of sight for a while; this occurs much sooner for mindless enemies than for intelligent ones.&lt;br /&gt;
&lt;br /&gt;
==Stealth Score==&lt;br /&gt;
The measure of a character's stealthiness is its Stealth Score. This is determined by taking your character's Base Stealth Score (which is easily calculated), and then tacking on several modifiers to determine its final Stealth Score.&lt;br /&gt;
&lt;br /&gt;
Your Base Stealth Score equals &lt;br /&gt;
&lt;br /&gt;
{{crawlquote|(3 × [[Dexterity]]) + (Stealth skill × Stealth Factor)}}&lt;br /&gt;
&lt;br /&gt;
While your Stealth Skill is your character's understanding of stealth, your Stealth Factor is how naturally stealthy your character's [[species]] is:&lt;br /&gt;
*[[Dragon Form]]: 6&lt;br /&gt;
*[[Troll]]s, [[ogre]]s, [[centaur]]s, [[Pig Form]]: 9&lt;br /&gt;
*[[Minotaur]]s, non-Grey [[draconian]]s, [[Porcupine Form]]: 12&lt;br /&gt;
*Non-[[vampire]]s in [[Bat Form]]: 17&lt;br /&gt;
*[[Halfling]]s, [[kobold]]s, [[spriggan]]s, [[naga]]s, [[felid]]s, [[octopode]]s, grey [[draconian]]s: 18&lt;br /&gt;
*[[Spider Form]], [[Wisp Form]]: 21&lt;br /&gt;
*Satiated+ / Thirsty or Very Thirsty / Near Bloodless or Bat Form / Bloodless [[vampire]]s: 18 / 19 / 20 / 21&lt;br /&gt;
*[[Tree Form]]: 27&lt;br /&gt;
*[[Fungus Form]]: 30&lt;br /&gt;
*All other forms: 15&lt;br /&gt;
&lt;br /&gt;
Your Stealth Factor is then modified by the following:&lt;br /&gt;
*[[Statue Form]]: -3&lt;br /&gt;
&lt;br /&gt;
Once you've calculated your Base Stealth Score, two adjustments are made for special cases:&lt;br /&gt;
*Non-[[fly]]ing [[felid]]s under the effects of [[Blade Hands]]: -50 (You have to walk on those hands, after all)&lt;br /&gt;
*If you are [[confused]]: Divide by 3&lt;br /&gt;
&lt;br /&gt;
Finally, the following flat modifiers are applied. Some of these factors may look much larger numerically than the components of the Base Stealth Score, but the interaction between a high [[dexterity]] score, high Stealth skill level, and a good Stealth Factor can result in very large Base Stealth Scores before any modifiers get involved:&lt;br /&gt;
&lt;br /&gt;
===Positive Factors===&lt;br /&gt;
*[[Boots]]/[[barding]]/[[ring of stealth]]: +50&lt;br /&gt;
*[[Randart]]s that enhance stealth: +50 per +&lt;br /&gt;
*[[Boots of the Assassin]]: +80 (Fixedart) &lt;br /&gt;
*The [[Shadow card]]: +80&lt;br /&gt;
*Playing a [[felid]] : +20&lt;br /&gt;
*[[Demonspawn mutations#Nightstalker|Nightstalker mutation]]: +50 per rank&lt;br /&gt;
*[[Good mutations#Thin Skeletal Structure|Thin Skeletal Structure mutation]]: +25 per rank&lt;br /&gt;
*[[Good mutations#Camouflage|Camouflage mutation]]: +50 per rank&lt;br /&gt;
*[[Jiyva mutations#Translucent Skin|Translucent Skin mutation]]: +15 per rank&lt;br /&gt;
*Playing a [[merfolk]] or [[octopode]] while in [[water]]: +50&lt;br /&gt;
*When under the effect of [[Umbra]]: Multiply by roughly 2 (The source affects this. If gained through [[Yredelemnul]] or [[Dithmenos]], the exact amount is dependent on piety.)&lt;br /&gt;
&lt;br /&gt;
===Negative Factors===&lt;br /&gt;
*Wearing armour: -2 × ([[Encumbrance rating]])&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3&lt;br /&gt;
*Traveling through [[shallow water]] (unless [[fly]]ing): Divide by 2&lt;br /&gt;
**[[Merfolk]], [[octopode]]s, [[naga]]s, [[ogre]]s, [[troll]]s and grey [[draconian]]s receive no water penalty.&lt;br /&gt;
*[[Good mutations#Hooves|Hooves mutation]]: -10/-15/-20 (based on rank) when not [[flying]] nor wearing boots.&lt;br /&gt;
*When under the effect of [[Silence]]: -50, plus an additional penalty based on the ambient [[noise]] of your current [[branch]] (louder areas penalize you more when silenced than quiet areas)&lt;br /&gt;
*When under the effect of [[Corona]] or a [[The Shining One#Given Abilities|divine halo]]: Divide by roughly 2.5&lt;br /&gt;
*Carrying the [[Orb of Zot]]: Divide by 3&lt;br /&gt;
*When berserking or wielding a [[lantern of shadows]]: Stealth = 0&lt;br /&gt;
*Wearing a [[ring of loudness]]: -50&lt;br /&gt;
*Randarts that reduce stealth: -50 per -&lt;br /&gt;
*Worshipping [[Qazlal]]: Stealth is multiplied by (200 - min(piety, 160)) / 170, so at piety 160 or higher your stealth is roughly divided by 4.&lt;br /&gt;
&lt;br /&gt;
If your Stealth score is &amp;lt; 0, it is treated as though it were 0.&lt;br /&gt;
&lt;br /&gt;
===In-Game Display===&lt;br /&gt;
Although you cannot display your exact Stealth Score, you can get an idea of it by pressing the '''%''' or '''@''' buttons. You'll see a description of your stealthiness which correlates to the following Stealth Scores:&lt;br /&gt;
*0- 9: &amp;quot;Extremely unstealthy&amp;quot;&lt;br /&gt;
*10-29: &amp;quot;Very unstealthy&amp;quot;&lt;br /&gt;
*30-59: &amp;quot;Unstealthy&amp;quot;&lt;br /&gt;
*60-89: &amp;quot;Fairly stealthy&amp;quot;&lt;br /&gt;
*90-119: &amp;quot;Stealthy&amp;quot;&lt;br /&gt;
*120-159: &amp;quot;Quite stealthy&amp;quot;&lt;br /&gt;
*160-219: &amp;quot;Very stealthy&amp;quot;&lt;br /&gt;
*220-299: &amp;quot;Extremely stealthy&amp;quot;&lt;br /&gt;
*300-399: &amp;quot;Extraordinarily stealthy&amp;quot;&lt;br /&gt;
*400-519: &amp;quot;Incredibly stealthy&amp;quot;&lt;br /&gt;
*520+: &amp;quot;Uncannily stealthy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Monster Awareness==&lt;br /&gt;
Your chance of going unseen is a ratio between your Stealth Score and each monster's Monster Awareness Score + 1. Monster Awareness is equal to 10, modified as follows:&lt;br /&gt;
&lt;br /&gt;
===Positive Factors===&lt;br /&gt;
*[[Monster intelligence]]: +0 for plants/jellies/zombies, +4 for insects, +8 for animals, +12 for humanoids, +16 for highly intelligent monsters&lt;br /&gt;
*[[Hit dice]]: +1 per HD&lt;br /&gt;
*[[Sense invisible]]: +5&lt;br /&gt;
*If the monster is wandering instead of sleeping: +15&lt;br /&gt;
*Demons, the undead, holy beings, golems, and plants: +10&lt;br /&gt;
&lt;br /&gt;
===Negative Factors===&lt;br /&gt;
*Monsters under the effects of [[Ensorcelled Hibernation]]: -10&lt;br /&gt;
*If the player is [[invisible]] and the monster can't see invisible, or can sense invisible and the distance between the monster and the player is greater than 4: -75&lt;br /&gt;
&lt;br /&gt;
If Monster Awareness is &amp;lt; 0, it is treated as though it were 0.&lt;br /&gt;
&lt;br /&gt;
==Other Uses of the Stealth Skill==&lt;br /&gt;
The most important additional effect of your Stealth skill is the role it plays in the calculations of [[stabbing]] bonuses. See the [[stabbing]] page for more information.&lt;br /&gt;
&lt;br /&gt;
A high Stealth skill also contributes to your ability to open [[door]]s soundlessly. Each time you open a door, the chance of it making noise is:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|1 in ([[Dexterity]] + [[Stealth]])}}&lt;br /&gt;
&lt;br /&gt;
Therefore, characters with skill in Stealth and high dexterity are much less likely to alert enemies while opening doors than those only skilled in Stealth.&lt;br /&gt;
&lt;br /&gt;
==Stealth Aptitudes==&lt;br /&gt;
{{#invoke:Apt|skill_table|Stealth}}&lt;br /&gt;
Grey [[draconian]]s get +2.&lt;br /&gt;
&lt;br /&gt;
The average stealth aptitude of all species, excluding coloured draconian, is +1.538. This value is highest among all skills.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spriggan&amp;diff=44866</id>
		<title>Spriggan</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spriggan&amp;diff=44866"/>
				<updated>2017-02-08T03:57:21Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: spriggans can wield triple crossbows&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
{{flavour|Spriggans are small magical creatures distantly related to Elves. They love to frolic and cast mischievous spells.&lt;br /&gt;
&lt;br /&gt;
They are poor fighters and have little physical resilience, though they are incredibly skilled at dodging attacks. They are terrible at destructive magic - conjurations, summonings, necromancy and elemental spells. On the other hand, they are excellent at other forms of magic, and are very good at moving silently and quickly. So great is their speed that a Spriggan can overtake a Centaur. Due to their tiny size, they need very little food. However, they are herbivorous and cannot eat meat. Their size also makes them unable to wear most armour. They cannot wield large weapons, and even most smaller weapons require both hands to be wielded by a Spriggan.}}&lt;br /&gt;
&lt;br /&gt;
==Innate abilities==&lt;br /&gt;
*[[Good mutations#Acute Vision|Acute Vision]]: Spriggans can [[see invisible]].&lt;br /&gt;
*[[Good_mutations#Slow_Metabolism|Slow Metabolism 2]]: Spriggans need almost no food.&lt;br /&gt;
*[[Bad_mutations#Herbivorous|Herbivore 3]]: Spriggans gain more [[satiation]] from plant-based food, but they cannot eat meat, including chunks from [[corpse]]s.&lt;br /&gt;
*[[Good_mutations#Fast|Fast 3]]: Spriggans cover ground extremely quickly during [[movement]].&lt;br /&gt;
*Spriggans are [[Size#Player Sizes|little]] and are unable to use [[bardiche]]s, [[battleaxe]]s, [[dire flail]]s, [[executioner's axe]]s, [[glaive]]s, [[great mace]]s, [[great sword]]s, [[halberd]]s, [[longbow]]s, [[scythe]]s, [[triple sword]]s, [[giant club]]s, [[giant spiked club]]s, and [[javelin]]s. One-handed weapons like [[magical staves]], [[broad axe]]s, [[trident]]s, [[demon trident]]s, and [[double sword]]s are two-handed weapons to them.&lt;br /&gt;
**In addition, spriggans are unable to wear the following types of armour: [[large shield]]s, [[gloves]], [[boots]], [[helmet]]s, and any type of body armour apart from [[robe]]s, hides, [[troll leather armour]], and [[dragon armour]].&lt;br /&gt;
&lt;br /&gt;
Spriggans have a base [[Strength]] of 4, [[Intelligence]] of 9 and [[Dexterity]] of 11 (before Background modifiers). They have +1 to base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Assassin]]&lt;br /&gt;
*'''Zealots:''' [[Abyssal Knight]]&lt;br /&gt;
*'''Warrior-mages:''' [[Warper]], [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Conjurer]], [[Earth Elementalist]], [[Venom Mage]]&lt;br /&gt;
*'''Adventurers:''' [[Artificer]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[intelligence]] or [[dexterity]] (equal chance) every 5th level.&lt;br /&gt;
*30% less [[HP]] than average.&lt;br /&gt;
*+7 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Spriggans start with the skills and equipment listed for their background, with the following exceptions.&lt;br /&gt;
*Incompatible body armour is replaced with an [[animal skin]] or [[robe]].&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Beginner}}&lt;br /&gt;
&lt;br /&gt;
Spriggans are an easy race to play, primarily due to their very fast movement speed. They are also the only race with a &amp;quot;tiny&amp;quot; body, giving them high [[Evasion]] and [[stealth]] bonuses, complemented by their excellent aptitudes for those skills. Spriggans also have tremendous, albeit uneven, aptitudes in magic skills. &lt;br /&gt;
&lt;br /&gt;
Though their dietary restrictions are more stringent than any other species, Spriggans seldom have real problems with food. At most, when playing a Spriggan, one should train [[Spellcasting]] a bit higher and a bit earlier than usual, to offset any [[spell hunger]] issues. Spriggans have an excellent aptitude for Spellcasting, so this is of little concern.&lt;br /&gt;
&lt;br /&gt;
Spriggans have very low HP; keep this in mind even when you have huge EV and feel that nothing can touch you. A few bad rolls — or a few evasion-ignoring attacks — can cut through your HP suddenly. Fortunately, Spriggans' speed makes it easy to remain in control and fight or flee from battles on your own terms.  &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Spriggan}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Spriggans' innate abilities make them well-suited to a few particular classes:&lt;br /&gt;
*[[Enchanter]]s: Spriggans' aptitudes heavily favour [[stabbing]], as they are quite talented in Stealth, [[Short Blades]], and [[Hexes]]. Moreover, their high speed works very well for a stabber: unlike normal speed races, a few bad rolls of the dice will not leave a Spriggan with an angry ogre sticking to them like glue.&lt;br /&gt;
*[[Venom Mage]]s and [[Assassin]]s: Both of these builds rely (early on, at least) upon inflicting high levels of poison on monsters from a distance. Spriggans' speed allows them to maintain that distance, letting them deal with many threats without ever letting them into melee range.&lt;br /&gt;
*[[Necromancer]]s: Since they have no other use for corpses, Spriggans can raise large armies of the dead without worrying about starving themselves.&lt;br /&gt;
*Conjurer and Summoner types in general: Being able to maintain distance while blasting is a great thing. Unfortunately, Spriggans' aptitudes for such magic are inconveniently terrible. The best combos for such characters are the aforementioned SpVM, and also SpAE: their aptitude for Air is not terrible, and there are several useful defensive Air/Charms spells.&lt;br /&gt;
&lt;br /&gt;
It is also worth mentioning that Spriggans can make very good use of powerful [[rod]]s they find: doing so grants access to powerful conjurations and/or summonings (again, more useful to them given their speed), but instead have them governed by one of their best skills, as opposed to some of their worst. Unfortunately, one can never rely on finding a good rod, and for that reason, [[Artificer]]s are not a particularly good class with which to start a Spriggan.&lt;br /&gt;
&lt;br /&gt;
As for god choice, Spriggans work reasonably well with most gods. A few stand out as somewhat more useful. In no particular order:&lt;br /&gt;
*[[Kikubaaqudgha]]: Goes well with a necromancer build. The torment ability is a bit more useful for Spriggans than most races, since their speed provides a powerful escape option.&lt;br /&gt;
*[[Trog]]: A somewhat paradoxical choice, but actually pretty strong. Spriggans' intrinsic speed makes post-berserk slowing somewhat less dangerous, Trog's Hand helps out with their low HP, and Brothers in Arms is a powerful panic button in general.  Watch the hunger cost on berserking, but there is generally a large amount of vegetarian food in most games.&lt;br /&gt;
*[[Ashenzari]]: Complements a stabbing build very nicely. The detection and scrying can be good for avoiding danger, particularly around corners.&lt;br /&gt;
*[[Okawaru]]: His armour gifts can occasionally be useful for Spriggans, since they are guaranteed to be wearable for them.&lt;br /&gt;
&lt;br /&gt;
Most other gods will work well, however. [[Elyvilon]] stands out as being slightly more difficult, since her abilities come with steep hunger costs that Spriggans will find a little harder to replace. [[Cheibriados]] is considerably more difficult, since he removes one of Spriggans' primary advantages, namely their speed.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], spriggans could not wield [[shield]]s&lt;br /&gt;
*Prior to [[0.16]], spriggans began play with a [[potion of porridge]] in place of a bread ration.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spriggan]]&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Kobold&amp;diff=44865</id>
		<title>Kobold</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Kobold&amp;diff=44865"/>
				<updated>2017-02-08T03:56:26Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: Changing claymore and bastard sword to triple sword and double sword respectively&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|019}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
{{flavour|Kobolds are small, ugly creatures with few redeeming features. They are not the sort of people you would want to spend much time with, unless you happened to be a Kobold yourself.&lt;br /&gt;
&lt;br /&gt;
They tend to be stronger and less agile than Halflings, and are slightly more talented at using most types of magic, particularly necromancy. They are competent in combat, especially with short blades, maces or crossbows, and are also very adept at using magical devices. They often live as scavengers, surviving on carrion (which they can eat even when not hungry), but are carnivorous and can only eat meat. Kobolds advance in levels as quickly as Humans. Like Halflings, Kobolds cannot wield large weapons.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Good_mutations#Carnivorous|Carnivorous 3]]: Kobolds gain more sustenance from meat and can eat [[chunk]]s at any time, but cannot eat fruit, vegetables, or bread rations.&lt;br /&gt;
*Kobolds are [[Size#Player Sizes|small]] creatures, unable to wield [[large shield]]s, [[bardiche]]s, [[battleaxe]]s, [[dire flail]]s, [[executioner's axe]]s, [[glaive]]s, [[great mace]]s, [[great sword]]s, [[halberd]]s, [[longbow]]s, [[scythe]]s, [[triple sword]]s, [[giant club]]s, [[giant spiked club]]s, and [[javelin]]s. One-handed weapons like [[magical staves]], [[broad axe]]s, [[trident]]s, [[demon trident]]s and [[double sword]]s are two-handed weapons to them.&lt;br /&gt;
&lt;br /&gt;
Kobolds have a base [[Strength]] of 6, [[Intelligence]] of 6 and [[Dexterity]] of 11 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Hunter]], [[Assassin]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]]&lt;br /&gt;
*'''Warrior-mages:''' [[Arcane Marksman]], [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Fire Elementalist]], [[Ice Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] or [[dexterity]] (equal chance) every 5th level.&lt;br /&gt;
*20% less [[HP]] than average.&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+3 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Kobolds receive the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
* [[Meat ration]]s replace [[bread ration]]s.&lt;br /&gt;
* [[Javelin]]s are replaced with [[tomahawk]]s.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Beginner}}&lt;br /&gt;
&lt;br /&gt;
Kobolds are a straightforward race to play because of their excellent aptitudes in many skills and their size bonus to EV. They have good magic aptitudes overall and advance quickly in experience, and they can eat meat (including chunks) at any time, not just when hungry. This makes eating less of a hassle, which is usually just a convenience, although it can be leveraged to strong effect with certain abilities, such as [[Sif Muna]]'s channeling or repeatable [[berserk]]ing, as offered by [[Trog]] or via an evocable source of berserk (e.g., [[amulet of rage]]). Their excellent aptitude for [[evocations]] points to [[Nemelex]] or [[Pakellas]].&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Kobold}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[http://en.wikipedia.org/wiki/Kobold Kobolds] were originally creatures from Germanic mythology, but they are well known to gamers as low-level monsters in ''Dungeons &amp;amp; Dragons'' and as creatures in ''Nethack''.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], kobolds had 2 ranks of [[Saprovore]] and would recover from [[sickness]] faster than normal.&lt;br /&gt;
&lt;br /&gt;
[[Category:Kobold]]&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Steam_dragon&amp;diff=44864</id>
		<title>Steam dragon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Steam_dragon&amp;diff=44864"/>
				<updated>2017-02-07T21:47:19Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: removing reference to butchering to acquire their scales body armour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
{{list of | dragons}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Steam dragons''' are the weakest of the [[list of dragons|dragons]] and are usually the first kind encountered. They have low [[HP]], no useful resistances, and a relatively weak [[steam]] breath attack. They uncommonly appear throughout the middle floors of [[the Dungeon]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Having rF+ also grants you rSteam.&lt;br /&gt;
*Killing a steam dragon may create [[steam dragon scales]], an occasionally desirable armour choice for casters and [[stealth]]-specialists.&lt;br /&gt;
*Its steam breath lingers for several turns; don't stand around in it if you don't have resistance. If you need to escape a fight, the steam blocks [[line of sight]] like a [[scroll of fog]], making it easier to leave enemies guessing where you went.&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Cold_Breath&amp;diff=44863</id>
		<title>Cold Breath</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Cold_Breath&amp;diff=44863"/>
				<updated>2017-02-07T21:43:00Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: Adding Ice dragon to list of monsters that can cast cold breath&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{flavour|This creature may exhale a focused blast of icy-cold air. It may knock back airborne targets.}}&lt;br /&gt;
Cold Breath is a monster-only spell that inflicts significant cold damage and has a chance of knocking back flying targets.&lt;br /&gt;
&lt;br /&gt;
The following monsters can cast Cold Breath:&lt;br /&gt;
&lt;br /&gt;
*{{monsterlink|Serpent of Hell (Cocytus)}}&lt;br /&gt;
*{{monsterlink|Ice dragon}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ice_dragon&amp;diff=44862</id>
		<title>Ice dragon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ice_dragon&amp;diff=44862"/>
				<updated>2017-02-07T21:41:55Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: updating to 0.19, butchering no longer provides hides&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|019}}&lt;br /&gt;
{{list of | dragons}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
The '''ice dragon''' is a moderately powerful [[dragon (monster)|dragon]] capable of breathing deadly bolts of [[cold]] (3d24), which can knock you back if you are flying. Not surprisingly, they are immune to cold damage, but vulnerable to [[fire]]. They appear commonly in [[the Realm of Zot]] and the lowest floors of the [[Dungeon]], but can show up dangerously [[out of depth]] in [[vault]]s as early as [[the Lair]] or certain versions of the [[Ice Cave]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*If you find one early on, escaping is a good idea. Without at least rC+ for its breath and decent AC for its melee attacks, they can do immense damage to low- or mid-level characters.&lt;br /&gt;
*[[Fire Magic]] (or at least a weapon of [[flaming]] or [[wand of fire]]) will deal extra damage.&lt;br /&gt;
*Killing an ice dragon may provide [[ice dragon scales]], a medium-weight set of armour that provides excellent cold resistance at the cost of fire vulnerability.&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shadow_dragon&amp;diff=44861</id>
		<title>Shadow dragon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shadow_dragon&amp;diff=44861"/>
				<updated>2017-02-07T21:35:55Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: small wording change to 0.19 history line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
{{list of | dragons}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Shadow dragons''' are terrifying [[list of dragons|dragonkind]] whose breath and bite attacks inflict [[draining]]. Characters that lack resistance to [[negative energy]] may find themselves severely handicapped after combat with one if they allow the fight to go on too long. They are uncommon, usually only appearing in [[the Depths]], [[the Realm of Zot]], and the lowest floor of [[the Vaults]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*[[Negative energy]] resistance will significantly reduce the effect of their draining, providing complete immunity with three ranks. If you have good reason to suspect a shadow dragon is coming (Vaults:5 is almost a guarantee), it's not a bad idea to come packing a [[ring of positive energy]] or two, an [[amulet of warding]], or other rN+ sources. [[Ghoul]]s and [[mummies]] need not worry, as they come with innate rN+++, and a shadow dragon's physical damage output is far less terrifying.&lt;br /&gt;
**If negative energy resistance is not an option, high [[ev]]asion, [[Repel Missiles]], or [[Deflect Missiles]] will allow you to dodge many of their breath attacks, although not infallibly. In any case, kill them as quickly as possible to limit their opportunities to drain you.&lt;br /&gt;
*Although shadow dragons aren't undead, they have the standard undead [[cold]] resistance, [[poison]] resistance, and immunity to negative energy. Being neither demonic nor undead, however, they are not susceptible to weapons of [[holy wrath]]. [[The Shining One]]'s Cleansing Flame is quite effective against them, however, as they are still considered [[evil]].&lt;br /&gt;
*Killing a shadow dragon may provide [[shadow dragon scales]], a body armour that provides very solid physical protection and better [[stealth]] capabilities than even a [[robe]], but with some penalties to [[ev]]asion and [[spell success]] rates.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], shadow dragons occasionally dropped hides when butchered that could be make into [[shadow dragon armour]] with a [[scroll of enchant armour]].&lt;br /&gt;
*Prior to [[0.16]], shadow dragons produced no hides.&lt;br /&gt;
*Prior to [[0.14]], shadow dragons were even more obnoxious. They were special-cased to flee from combat when moderately injured, only returning to drain you further after getting several spaces away from you while you fight other foes.&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Iron_dragon&amp;diff=44860</id>
		<title>Iron dragon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Iron_dragon&amp;diff=44860"/>
				<updated>2017-02-07T21:34:24Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: removing reference to other dragon scales being generated by butchering. Changing reference to bottom level of Dis to 7 instead of 8&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
{{list of | dragons}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Iron dragons''' are every bit as tough as their name implies. They're slow and can't [[fly]], but make up for this by having high [[AC]], [[HP]], [[magic resistance]], and resistance to [[fire]], [[cold]], and [[poison]]. They deal significant amounts of damage both in melee and at range, and as they take a while to bring down, be prepared to take a beating in the process. These dragons can be found occasionally in [[the Vaults]] and [[the Depths]], and appear very frequently throughout [[the Iron City of Dis]], particularly on its final floor.&lt;br /&gt;
&lt;br /&gt;
Unlike some dragons, iron dragons do not have a set of scales that can be dropped on death.&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*The only commonly available element they aren't resistant to is [[electricity]]. If you've got significant [[Air Magic]] training or the right items, feel free to zap them.&lt;br /&gt;
*As they're slow, [[kiting]] iron dragons is also an option, but only if you have the room to do so and [[Repel Missiles]] or [[Deflect Missiles]] active in order to disable their breath attacks. Dis:7 and Vaults:5 generally aren't too conducive to the practice, unfortunately.&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Pearl_dragon&amp;diff=44859</id>
		<title>Pearl dragon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Pearl_dragon&amp;diff=44859"/>
				<updated>2017-02-07T21:27:06Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: fixing sentence syntax in tips and tricks related to creation of dragon scales&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
{{list of | dragons}}{{list of | holy monsters}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Pearl dragons''' are one of the few non-angelic [[holy]] monsters in the game, and are an absolute menace to [[undead]] characters; while normal characters won't have an easy time with them, the undead take 1.5× normal damage from holy sources. Their unique Cleansing Flame breath attack deals 3d36 irresistible damage and creates [[cloud]]s capable of dealing up to 36 damage per turn spent in them (vs. the undead, that means up to 162 damage per breath with 48 damage per turn spent in the clouds). Pearl dragons are very rare, only occurring in holy-themed [[Pandemonium]] or [[Ziggurat]] floors. (pearl dragons may also be found in holy-themed vaults in the [[Depths]].)&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
Killing a pearl dragon may yield [[pearl dragon scales]], an excellent armour that has high AC and low EV penalty and provides rN+. Unlike most dragon scales, it provides no special defense against the breath of the dragon who provided the hide.&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Golden_dragon&amp;diff=44858</id>
		<title>Golden dragon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Golden_dragon&amp;diff=44858"/>
				<updated>2017-02-07T21:24:34Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: Changed reference to scales being created on kill from butchering&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
{{list of | dragons}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Golden dragons''' are extremely powerful [[list of dragons|dragons]] that can breathe [[fire]], [[cold]], or [[poison]]ous clouds. There is a chance that [[gold dragon scales]] will be created when killed. This is one of the most resilient (but heaviest) armours in the game. Golden dragons most commonly appear in [[the Depths]], [[the Realm of Zot]], as well as the last floor of [[the Vaults]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*If you have low [[AC]], keep out of melee with your fire, cold, and poison resistances up.&lt;br /&gt;
*It resists all elements, but its EV and AC are low enough that you can overpower it with physical, [[negative energy]], or irresistible [[Conjurations]] ([[Orb of Destruction]], [[Lehudib's Crystal Spear]], etc.). Even elemental Conjurations can break through its resistances if they have enough power behind them.&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=List_of_dragons&amp;diff=44857</id>
		<title>List of dragons</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=List_of_dragons&amp;diff=44857"/>
				<updated>2017-02-07T21:22:34Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: Removing reference to dragon hides&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{flavour|&amp;quot;On the other hand, Confucius is made to say to his disciples, 'I know how birds can fly, how fishes can swim, and how animals can run. But the runner may be snared, the swimmer may be hooked, and the flyer may be shot by the arrow. But there is the dragon. I cannot tell how he mounts on the wind through the clouds, and rises to heaven. Today I have seen Lao-tsze, and can only compare him to the dragon.'&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Life of Confucius&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This Dragon had Two furious Wings&amp;lt;br&amp;gt;Each one upon each Shoulder;&amp;lt;br&amp;gt;With a Sting in his Tail as Long as a Flail,&amp;lt;br&amp;gt;Which made him bolder and bolder.&amp;lt;br&amp;gt;He had long Claws, and in his Jaws&amp;lt;br&amp;gt;Four and forty Teeth of Iron;&amp;lt;br&amp;gt;With a Hide as tough, as any Buff,&amp;lt;br&amp;gt;Which did him round environ.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-&amp;quot;An Excellent Ballad of a most dreadful Combat, fought between Moore of Moore-Hall, and the Dragon of Wantley&amp;quot;, retold by Ambrose Philips, _A Collection of Old Ballads. Corrected from the Best and Most Ancient Copies Extant. With Introduction Historical, Critical, or Humorous_. 1723.}}&lt;br /&gt;
&lt;br /&gt;
'''Dragons''' are powerful reptilian monsters which prowl through the dungeon, using their elemental breath attacks to devastate any heroes they come across. The [[draconian]] race is closely related to them, though this genetic similarity does not make these beasts any more amicable. While dragons vary wildly in their strengths and weaknesses, they are all susceptible to weapons of [[dragon slaying]] (currently limited to the artefact lance [[Wyrmbane]]), and some of them have other vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
==Dragon Types==&lt;br /&gt;
{{monsterlink|Steam dragon}}- The smallest of the dragons, steam dragons breathe scalding [[steam]] to blind pursuers.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Mottled dragon}}- A tiny dragon with a mouth full of [[Sticky Flame|napalm]].&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Swamp dragon}}- A smaller dragon which bellows [[poison]] fumes at its prey.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Fire dragon}}- The archetypal fire-breathing dragon, these creatures are quite powerful but are also weak to cold.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ice dragon}}- Slightly smaller than their fire-breathing cousins, ice dragons breathe powerful frost breath and are vulnerable to fire.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Storm dragon}}- Fast, strong, and armed with lightning breath, storm dragons are one of the more powerful members of dragonkind.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Quicksilver dragon}}- Slight and swift, these terrors breathe devastating irresistible energies, making them more feared than many of their larger cousins.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Shadow dragon}}- Tremendously strong yet cowardly, shadow dragon breath withers even powerful characters with [[draining]] negative energy.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Iron dragon}}- Made of living iron, these dragons are slow and unable to fly. They make up for it with lethal metal shard breath and immense durability.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Pearl dragon}}- A proud and noble dragon with breath of holy fire. They are a symbol of the undaunted heroic spirit, and an inspiration to young heroes that they ''can'' in fact make it all the way to the [[Orb of Zot]]. That doesn't mean they won't still eat you.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Bone dragon}}- Cobbled together from the skeletons of others, these &amp;quot;dragons&amp;quot; lack most draconic powers but are phenomenally strong all the same.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Golden dragon}}- The kings of all dragons, golden dragons can breathe and resist multiple elements. Despite this, they are hunted for the phenomenal hides they produce.&lt;br /&gt;
&lt;br /&gt;
===Drakes===&lt;br /&gt;
Diminutive cousins of dragons, don't be fooled by drakes' (relatively) small statures: they come with a wide variety of dangerous abilities, and can be just as dangerous as many of their larger cousins.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Rime drake}} - A small flying dragon which breathes [[Flash Freeze|slowing blasts of icy breath]].&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Swamp drake}} - A miniature swamp dragon. Although it lacks the venom of its larger cousins, its noxious breath causes [[confusion]], a deadly condition when near [[deep water]].&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Death drake}} - A miniature shadow dragon, rife with corruption and capable of breathing [[miasma]].&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Lindwurm}} - A strange legless dragon with potent fire breath, though still no match for an actual fire dragon.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Wind drake}} - A sea-dwelling dragon that breathes blasts of piercing winds.&lt;br /&gt;
&lt;br /&gt;
===Dragon-like creatures===&lt;br /&gt;
These creatures superficially resemble dragons, but are not related and thus not affected by [[dragon slaying]].&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Wyvern}}- Extremely fast yet flimsy, they are only a true threat to the very inexperienced.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Hydra}}- Although lacking a breath weapon, these horrors have torn countless heroes to pieces with their many gnashing mouths.&lt;br /&gt;
&lt;br /&gt;
===Unique Dragons===&lt;br /&gt;
{{monsterlink|The Lernaean hydra}}- Adventurers seeking the [[Swamp]]'s [[rune of Zot|rune]] may find themselves facing [[27]] heads of biting fury instead.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Xtahua}}- An ancient and powerful fire dragon who loves to snack on foolhardy adventurers.&lt;br /&gt;
&lt;br /&gt;
{{Red|D}} [[Image:Serpent of Hell (Gehenna).png]][[Image:Serpent of Hell (Cocytus).png]][[Image:Serpent of Hell (Tartarus).png]][[Image:Serpent of Hell (Dis).png]] '''[[Serpent of Hell]]''' - A bizarre [[demon]]ic dragon found deep in one of the four [[Hell]]s.&lt;br /&gt;
&lt;br /&gt;
===Retired Dragons===&lt;br /&gt;
{{monsterlink|Fire drake}} - A miniature dragon capable of spitting gouts of fire. Replaced with Rime Drakes in [[0.18]].&lt;br /&gt;
&lt;br /&gt;
==Dragon Armour==&lt;br /&gt;
{{flavour|&amp;quot;His scales are his pride, shut up together as with a close seal. One is so near to another, that no air can come between them. They are joined one to another, they stick together, that they cannot be sundered.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-KJV Bible, Job 41:15-17.}}&lt;br /&gt;
In spite of the risk involved, slaying certain dragons can prove extremely rewarding. On their death, there is a chance that a dragon scales piece of equipment will also be dropped. These powerful armour options grant a wide array of resistances and levels of protection. You can also occasionally find this equipment in [[shop]]s, lying around the Dungeon floor, or as a [[god]] gift from [[Okawaru]]. [[Artifact]] dragon scales even exist, and can provide phenomenal benefits.&lt;br /&gt;
*[[File:Steam_dragon_armour.png]] [[Steam dragon scales]]: An extremely light yet somewhat durable suit of armour, often used by casters or stabbers. Provides rSteam++.&lt;br /&gt;
*[[File:Mottled_dragon_armour.png]] [[Mottled dragon scales]]: Slightly sturdier than steam dragon gear, and with only a minor loss in mobility. Provides rSticky.&lt;br /&gt;
*[[File:Swamp_dragon_armour.png]] [[Swamp dragon scales]]: A balanced defense suitable for nimble close-quarters fighters or casters willing to endure a little burden. Provides rPois.&lt;br /&gt;
*[[File:Quicksilver_dragon_armour.png]] [[Quicksilver dragon scales]]: An armour with low encumbrance for its AC and inherent MR+. However, it can't be enchanted.&lt;br /&gt;
*[[File:Fire_dragon_armour.png]] [[Fire dragon scales]]: Somewhat heavy armour that provides decent defense and stops fire attacks dead, though it handles cold poorly. Provides rF++ and rC-.&lt;br /&gt;
*[[File:Ice_dragon_armour.png]] [[Ice dragon scales]]: Slightly more durable than fire dragon armour, ice dragon armour provides an inverse set of resistances. Provides rC++ and rF-.&lt;br /&gt;
*[[File:Storm_dragon_armour.png]] [[Storm dragon scales]]: This armour is undeniably heavy, but provides excellent defense against physical and electric attacks. Provides rElec.&lt;br /&gt;
*[[File:Shadow_dragon_armour.png]] [[Shadow dragon scales]]: Same defenses as Storm dragon armour, while providing Stealth++++. A stabber's best friend.&lt;br /&gt;
*[[File:Pearl_dragon_armour.png]] [[Pearl dragon scales]]: Although harder to come by than most forms of dragon armour, this suit provides an excellent balance of mobility and defense, particularly against the forces of [[evil]]. Provides rN+.&lt;br /&gt;
*[[File:Gold_dragon_armour.png]] [[Gold dragon scales]]: Staggeringly heavy but nearly unparalleled in defense, the golden dragon's hide creates a very desirable prize for those who engage in pure melee combat. Provides rF+, rC+, and rPois+.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], instead of being created occasionally on death, butchering the corpses of dragons had a chance of creating a hide that could be enchanted using a [[scroll of enchant armour]] to turn it into the dragon scales variant for that type of dragon. Also, they were called dragon armour.&lt;br /&gt;
*Prior to [[0.15]], the [[dragon slaying]] brand was available for all [[polearms]].&lt;br /&gt;
*Prior to [[0.14]], fire dragons were simply called '''dragons'''.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists of monsters]]&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spriggan&amp;diff=44856</id>
		<title>Spriggan</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spriggan&amp;diff=44856"/>
				<updated>2017-02-07T20:52:57Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: Removed recommended god Nemelex because Nemelex no longer works off of Evocations skill. Also removed wording about Okawaru piety gain from sacrificing corpses.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
{{flavour|Spriggans are small magical creatures distantly related to Elves. They love to frolic and cast mischievous spells.&lt;br /&gt;
&lt;br /&gt;
They are poor fighters and have little physical resilience, though they are incredibly skilled at dodging attacks. They are terrible at destructive magic - conjurations, summonings, necromancy and elemental spells. On the other hand, they are excellent at other forms of magic, and are very good at moving silently and quickly. So great is their speed that a Spriggan can overtake a Centaur. Due to their tiny size, they need very little food. However, they are herbivorous and cannot eat meat. Their size also makes them unable to wear most armour. They cannot wield large weapons, and even most smaller weapons require both hands to be wielded by a Spriggan.}}&lt;br /&gt;
&lt;br /&gt;
==Innate abilities==&lt;br /&gt;
*[[Good mutations#Acute Vision|Acute Vision]]: Spriggans can [[see invisible]].&lt;br /&gt;
*[[Good_mutations#Slow_Metabolism|Slow Metabolism 2]]: Spriggans need almost no food.&lt;br /&gt;
*[[Bad_mutations#Herbivorous|Herbivore 3]]: Spriggans gain more [[satiation]] from plant-based food, but they cannot eat meat, including chunks from [[corpse]]s.&lt;br /&gt;
*[[Good_mutations#Fast|Fast 3]]: Spriggans cover ground extremely quickly during [[movement]].&lt;br /&gt;
*Spriggans are [[Size#Player Sizes|little]] and are unable to use [[bardiche]]s, [[battleaxe]]s, [[dire flail]]s, [[executioner's axe]]s, [[glaive]]s, [[great mace]]s, [[great sword]]s, [[halberd]]s, [[longbow]]s, [[triple crossbow]]s, [[scythe]]s, [[triple sword]]s, [[giant club]]s, [[giant spiked club]]s, and [[javelin]]s. One-handed weapons like [[magical staves]], [[broad axe]]s, [[trident]]s, [[demon trident]]s, and [[double sword]]s are two-handed weapons to them.&lt;br /&gt;
**In addition, spriggans are unable to wear the following types of armour: [[large shield]]s, [[gloves]], [[boots]], [[helmet]]s, and any type of body armour apart from [[robe]]s, hides, [[troll leather armour]], and [[dragon armour]].&lt;br /&gt;
&lt;br /&gt;
Spriggans have a base [[Strength]] of 4, [[Intelligence]] of 9 and [[Dexterity]] of 11 (before Background modifiers). They have +1 to base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Assassin]]&lt;br /&gt;
*'''Zealots:''' [[Abyssal Knight]]&lt;br /&gt;
*'''Warrior-mages:''' [[Warper]], [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Conjurer]], [[Earth Elementalist]], [[Venom Mage]]&lt;br /&gt;
*'''Adventurers:''' [[Artificer]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[intelligence]] or [[dexterity]] (equal chance) every 5th level.&lt;br /&gt;
*30% less [[HP]] than average.&lt;br /&gt;
*+7 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Spriggans start with the skills and equipment listed for their background, with the following exceptions.&lt;br /&gt;
*Incompatible body armour is replaced with an [[animal skin]] or [[robe]].&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Beginner}}&lt;br /&gt;
&lt;br /&gt;
Spriggans are an easy race to play, primarily due to their very fast movement speed. They are also the only race with a &amp;quot;tiny&amp;quot; body, giving them high [[Evasion]] and [[stealth]] bonuses, complemented by their excellent aptitudes for those skills. Spriggans also have tremendous, albeit uneven, aptitudes in magic skills. &lt;br /&gt;
&lt;br /&gt;
Though their dietary restrictions are more stringent than any other species, Spriggans seldom have real problems with food. At most, when playing a Spriggan, one should train [[Spellcasting]] a bit higher and a bit earlier than usual, to offset any [[spell hunger]] issues. Spriggans have an excellent aptitude for Spellcasting, so this is of little concern.&lt;br /&gt;
&lt;br /&gt;
Spriggans have very low HP; keep this in mind even when you have huge EV and feel that nothing can touch you. A few bad rolls — or a few evasion-ignoring attacks — can cut through your HP suddenly. Fortunately, Spriggans' speed makes it easy to remain in control and fight or flee from battles on your own terms.  &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Spriggan}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Spriggans' innate abilities make them well-suited to a few particular classes:&lt;br /&gt;
*[[Enchanter]]s: Spriggans' aptitudes heavily favour [[stabbing]], as they are quite talented in Stealth, [[Short Blades]], and [[Hexes]]. Moreover, their high speed works very well for a stabber: unlike normal speed races, a few bad rolls of the dice will not leave a Spriggan with an angry ogre sticking to them like glue.&lt;br /&gt;
*[[Venom Mage]]s and [[Assassin]]s: Both of these builds rely (early on, at least) upon inflicting high levels of poison on monsters from a distance. Spriggans' speed allows them to maintain that distance, letting them deal with many threats without ever letting them into melee range.&lt;br /&gt;
*[[Necromancer]]s: Since they have no other use for corpses, Spriggans can raise large armies of the dead without worrying about starving themselves.&lt;br /&gt;
*Conjurer and Summoner types in general: Being able to maintain distance while blasting is a great thing. Unfortunately, Spriggans' aptitudes for such magic are inconveniently terrible. The best combos for such characters are the aforementioned SpVM, and also SpAE: their aptitude for Air is not terrible, and there are several useful defensive Air/Charms spells.&lt;br /&gt;
&lt;br /&gt;
It is also worth mentioning that Spriggans can make very good use of powerful [[rod]]s they find: doing so grants access to powerful conjurations and/or summonings (again, more useful to them given their speed), but instead have them governed by one of their best skills, as opposed to some of their worst. Unfortunately, one can never rely on finding a good rod, and for that reason, [[Artificer]]s are not a particularly good class with which to start a Spriggan.&lt;br /&gt;
&lt;br /&gt;
As for god choice, Spriggans work reasonably well with most gods. A few stand out as somewhat more useful. In no particular order:&lt;br /&gt;
*[[Kikubaaqudgha]]: Goes well with a necromancer build. The torment ability is a bit more useful for Spriggans than most races, since their speed provides a powerful escape option.&lt;br /&gt;
*[[Trog]]: A somewhat paradoxical choice, but actually pretty strong. Spriggans' intrinsic speed makes post-berserk slowing somewhat less dangerous, Trog's Hand helps out with their low HP, and Brothers in Arms is a powerful panic button in general.  Watch the hunger cost on berserking, but there is generally a large amount of vegetarian food in most games.&lt;br /&gt;
*[[Ashenzari]]: Complements a stabbing build very nicely. The detection and scrying can be good for avoiding danger, particularly around corners.&lt;br /&gt;
*[[Okawaru]]: His armour gifts can occasionally be useful for Spriggans, since they are guaranteed to be wearable for them.&lt;br /&gt;
&lt;br /&gt;
Most other gods will work well, however. [[Elyvilon]] stands out as being slightly more difficult, since her abilities come with steep hunger costs that Spriggans will find a little harder to replace. [[Cheibriados]] is considerably more difficult, since he removes one of Spriggans' primary advantages, namely their speed.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], spriggans could not wield [[shield]]s&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.16]], spriggans began play with a [[potion of porridge]] in place of a bread ration.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spriggan]]&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shields&amp;diff=44854</id>
		<title>Shields</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shields&amp;diff=44854"/>
				<updated>2017-02-07T04:52:27Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: Removed Beogh bonus to shields (removed in 0.19). Updated the Large Bones SH bonus to reflect current values (2/4/6).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
{{flavour|“Let who will boast their courage in the field,&amp;lt;br&amp;gt;&lt;br /&gt;
I find but little safety from my shield.&amp;lt;br&amp;gt;&lt;br /&gt;
Nature's, not honour's, law we must obey:&amp;lt;br&amp;gt;&lt;br /&gt;
This made me cast my useless shield away,&amp;lt;br&amp;gt;&lt;br /&gt;
And by a prudent flight and cunning save&amp;lt;br&amp;gt;&lt;br /&gt;
A life, which valour could not, from the grave.&amp;lt;br&amp;gt;&lt;br /&gt;
A better buckler I can soon regain;&amp;lt;br&amp;gt;&lt;br /&gt;
But who can get another life again?”&amp;lt;br&amp;gt;&lt;br /&gt;
-Archilochos. 7th cent. B.C. trans. William H. Goodwin, 1878.}}&lt;br /&gt;
&lt;br /&gt;
[[Shields]] are a kind of armour worn in one hand, preventing the use of two handed weapons, which use the [[Shields skill]]. Unlike other armour, shields increase a character's [[SH]] defense, giving you a chance at blocking physical (and some magical) attacks entirely. Certain spells can also grant you an SH score.&lt;br /&gt;
&lt;br /&gt;
==Shield Penalties==&lt;br /&gt;
Wearing a shield also gives penalties to attack speed, attack damage, and spellcasting, along with EV penalties of -0.8 ([[buckler]]), -3 ([[shield]]), or -5 ([[large shield]]). While the penalty for wearing a small [[buckler]] is almost negligible, a [[large shield]] can seriously slow your attacks and make spellcasting unreliable. Sufficient Shields skill will reduce or even negate these penalties. The amount needed varies by race, but can be found in the description of the shield in-game:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Size !! Races !! Buckler !! Shield !! Large shield&lt;br /&gt;
|-&lt;br /&gt;
|Little || [[Spriggan]] || 7.2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Small || [[Kobold]], [[Halfling]] || 5.6 || 21 || -&lt;br /&gt;
|-&lt;br /&gt;
|Normal || most races || 4 || 15 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Large&amp;lt;br&amp;gt;(normal torso) &amp;amp; Formicids || [[Centaur]], [[Naga]], [[Formicid]] || 2.4 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Large || [[Ogre]], [[Troll]] || - || 9 || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your Shield penalty is (Shield EV penalty) - (Shields skill)/(5 + (Size factor)). Shield EV penalty and Size factor can be looked up in these tables:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Shield type !! Shield EV penalty&lt;br /&gt;
|-&lt;br /&gt;
|Buckler || -0.8&lt;br /&gt;
|-&lt;br /&gt;
|Shield || -3&lt;br /&gt;
|-&lt;br /&gt;
|Large shield || -5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Size !! Races !! Size factor&lt;br /&gt;
|-&lt;br /&gt;
|Little || [[Spriggan]] || +4 &lt;br /&gt;
|-&lt;br /&gt;
|Small || [[Kobold]], [[Halfling]] || +2&lt;br /&gt;
|-&lt;br /&gt;
|Normal || most races || 0&lt;br /&gt;
|-&lt;br /&gt;
|Large&amp;lt;br&amp;gt;(normal torso) &amp;amp; Formicids || [[Centaur]], [[Naga]], [[Formicid]] || -2&lt;br /&gt;
|-&lt;br /&gt;
|Large || [[Ogre]], [[Troll]] || -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When attacking with any kind of weapon (including unarmed), if you are wearing a shield and your Shield penalty is greater than zero, the game throws two dice with (Shield penalty) sides. The smaller value rolled is added to your attack delay.&lt;br /&gt;
&lt;br /&gt;
==Blocking==&lt;br /&gt;
===Effect===&lt;br /&gt;
It's possible to block a melee attack or a ranged projectile attack if you wear a shield of some kind or are under the effect of a magical shield (the [[Helm card]]'s Magic Shield, [[Qazlal]]'s Storm Shield, or [[the Shining One]]'s Divine Shield) or have the [[Good_mutations#Large_Bone_Plates|Large Bones Plates]] mutation. Your ability to block missiles doesn't benefit from spells like [[Repel Missiles]] or [[Deflect Missiles]]. If the attacker's pierce value is less than the defender's blocking value, the attack does no damage. Shield blocking is done before rolling your [[evasion]] or your [[AC]], but if you have already blocked some attacks in that turn, your blocking ability will be decreased greatly. &lt;br /&gt;
&lt;br /&gt;
All melee attacks can be blocked (except a successful stabbing), but many ranged attacks are unblockable:&lt;br /&gt;
&lt;br /&gt;
*Bolt spells: [[Bolt of Fire]], [[Bolt of Cold]], [[Lightning Bolt]], [[Bolt of Draining]], [[Venom Bolt]], [[Bolt of Magma]], [[Bolt of Inaccuracy]], [[Shock]]&lt;br /&gt;
*Explosions: [[Fireball]], [[Hellfire]], [[Fire Storm]], [[Ice Storm]], [[Conjure Ball Lightning]], [[Lee's Rapid Deconstruction]], [[exploding (brand)|exploding]]-branded weapons&lt;br /&gt;
*Other electricity-based beams: [[Static Discharge]], [[Chain Lightning]]&lt;br /&gt;
*Enchantments: [[Agony]], [[Pain]], [[Confuse]], [[Mesmerise]], etc&lt;br /&gt;
*Beams with perfect accuracy: [[Magic Dart]], [[Sticky Flame]] (only the player's version)&lt;br /&gt;
*Other ranged attacks that are not beams: [[Shatter]], [[Tornado]], [[Airstrike]], [[Smite]], [[Ozocubu's Refrigeration]], [[Freeze]], etc&lt;br /&gt;
&lt;br /&gt;
Some examples of ranged attacks that can be blocked: [[Iron shot]], [[Poison Arrow]], [[Orb of Destruction]], [[Lehudib's Crystal Spear]], [[Iskenderun's Mystic Blast]] (the explosion is special), [[Throw Icicle]], [[Stone Arrow]], [[Throw Flame]], [[Throw Frost]], [[Flame Tongue]], [[Sting]], [[Sandblast]]&lt;br /&gt;
&lt;br /&gt;
===Calculation===&lt;br /&gt;
The defender's blocking value depends on the nature of the shield:&lt;br /&gt;
&lt;br /&gt;
Physical shields:&lt;br /&gt;
 SH = Block × (1 + Shield skill/40)&lt;br /&gt;
 + Enchantment bonus + Stat bonus &lt;br /&gt;
 + min(0.38×Shield skill, .57 + 0.19×Shield skill)&lt;br /&gt;
&lt;br /&gt;
or [[Helm card]] (this does not stack with a physical shield):&lt;br /&gt;
 SH = 4.5 + 0.375×[[Evocations]]&lt;br /&gt;
&lt;br /&gt;
and then on top of either of those:&lt;br /&gt;
 + Divine shield bonus&lt;br /&gt;
 + Qazlal shield bonus&lt;br /&gt;
 + Mutation bonus&lt;br /&gt;
 + Cigotuvi's Embrace bonus&lt;br /&gt;
 + Amulet of reflection bonus&lt;br /&gt;
 + Any SH bonus from artifacts&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
For a physical shield (Buckler, Shield and Large Shield), '''Block''' is the shield's blocking value, equal to the base shield bonus (3 for Buckler, 8 for Shield, 13 for Large Shield), modified by a size factor:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Size !! Races !! Buckler !! Shield !! Large shield&lt;br /&gt;
|-&lt;br /&gt;
|Little || [[Spriggan]] || +2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Small || [[Kobold]], [[Halfling]] || +1 || +0.5 || -&lt;br /&gt;
|-&lt;br /&gt;
|Normal || most races || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Large&amp;lt;br&amp;gt;(normal torso) &amp;amp; Formicids || [[Centaur]], [[Naga]], Formicid || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Large || [[Ogre]], [[Troll]] || - || -0.5 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*'''Stat bonus''' is 38×DEX for bucklers, 19×STR + 19×DEX for shields, or 26×STR + 12×DEX for large shields. Then this value is multiplied by (block + 13)/26, and by 100.&lt;br /&gt;
&lt;br /&gt;
*The Shinining One's '''Divine shield bonus''' is 4.5 + 0.3×Shield skill. Your stat bonus will be increased to (9 + 0.6×Shield skill) if it was smaller.&lt;br /&gt;
&lt;br /&gt;
*'''Mutation bonus''' is +2/4/6 SH depending on your level of the [[Good_mutations#Large_Bone_Plates|Large Bones Plates]] mutation.&lt;br /&gt;
&lt;br /&gt;
The resulting value is rounded to the nearest integer and displayed as the player's SH value.&lt;br /&gt;
&lt;br /&gt;
For reference, a 15-Dex, 15-Str character wearing a buckler has an average blocking value of:&lt;br /&gt;
*3 with a Shield Skill of 0&lt;br /&gt;
*6 with a Shield Skill of 8&lt;br /&gt;
*8 with a Shield skill of 15&lt;br /&gt;
*11 with a Shield skill of 27&lt;br /&gt;
&lt;br /&gt;
With a large shield, it becomes:&lt;br /&gt;
*11 with a Shield Skill of 0&lt;br /&gt;
*15 with a Shield Skill of 8&lt;br /&gt;
*19 with a Shield skill of 15&lt;br /&gt;
*25 with a Shield skill of 27&lt;br /&gt;
&lt;br /&gt;
The attacker's pierce value is equal to:&lt;br /&gt;
&lt;br /&gt;
 1d(15 + to hit/2 + 5×past_blocks^2) - 1 (melee attacks)&lt;br /&gt;
&lt;br /&gt;
 1d(1.3×to hit    + 5×past_blocks^2) - 1 (ranged attacks)   &lt;br /&gt;
&lt;br /&gt;
&amp;quot;To hit&amp;quot; is the monster's [[To hit]] value (based primarily on the monster's [[HD]], type, and weapon accuracy) and &amp;quot;past_blocks&amp;quot; is the number of attacks already successfully blocked in the current turn.&lt;br /&gt;
&lt;br /&gt;
The defender's blocking value is equal to:&lt;br /&gt;
  2d(2×SH)/6 - 1.3 (Divided by 3 against melee attacks from invisible opponents)&lt;br /&gt;
&lt;br /&gt;
If this value is greater or equal than the attacker's pierce value, the attack is blocked.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.17]], [[unarmed]] attacks had a speed penalty when attacking with a shield equipped.&lt;br /&gt;
*Prior to [[0.16]], the amount of skill required to negate penalties for wearing a shield were more complex.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Shields]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shields&amp;diff=44853</id>
		<title>Shields</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shields&amp;diff=44853"/>
				<updated>2017-02-07T04:38:11Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: wizmode testing in 0.19.4 confirms that: Any source of SH will allow you to block ranged attacks just like melee attacks. Also adding a couple examples  in the unblockable ranged attack area.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{flavour|“Let who will boast their courage in the field,&amp;lt;br&amp;gt;&lt;br /&gt;
I find but little safety from my shield.&amp;lt;br&amp;gt;&lt;br /&gt;
Nature's, not honour's, law we must obey:&amp;lt;br&amp;gt;&lt;br /&gt;
This made me cast my useless shield away,&amp;lt;br&amp;gt;&lt;br /&gt;
And by a prudent flight and cunning save&amp;lt;br&amp;gt;&lt;br /&gt;
A life, which valour could not, from the grave.&amp;lt;br&amp;gt;&lt;br /&gt;
A better buckler I can soon regain;&amp;lt;br&amp;gt;&lt;br /&gt;
But who can get another life again?”&amp;lt;br&amp;gt;&lt;br /&gt;
-Archilochos. 7th cent. B.C. trans. William H. Goodwin, 1878.}}&lt;br /&gt;
&lt;br /&gt;
[[Shields]] are a kind of armour worn in one hand, preventing the use of two handed weapons, which use the [[Shields skill]]. Unlike other armour, shields increase a character's [[SH]] defense, giving you a chance at blocking physical (and some magical) attacks entirely. Certain spells can also grant you an SH score.&lt;br /&gt;
&lt;br /&gt;
==Shield Penalties==&lt;br /&gt;
Wearing a shield also gives penalties to attack speed, attack damage, and spellcasting, along with EV penalties of -0.8 ([[buckler]]), -3 ([[shield]]), or -5 ([[large shield]]). While the penalty for wearing a small [[buckler]] is almost negligible, a [[large shield]] can seriously slow your attacks and make spellcasting unreliable. Sufficient Shields skill will reduce or even negate these penalties. The amount needed varies by race, but can be found in the description of the shield in-game:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Size !! Races !! Buckler !! Shield !! Large shield&lt;br /&gt;
|-&lt;br /&gt;
|Little || [[Spriggan]] || 7.2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Small || [[Kobold]], [[Halfling]] || 5.6 || 21 || -&lt;br /&gt;
|-&lt;br /&gt;
|Normal || most races || 4 || 15 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Large&amp;lt;br&amp;gt;(normal torso) &amp;amp; Formicids || [[Centaur]], [[Naga]], [[Formicid]] || 2.4 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Large || [[Ogre]], [[Troll]] || - || 9 || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your Shield penalty is (Shield EV penalty) - (Shields skill)/(5 + (Size factor)). Shield EV penalty and Size factor can be looked up in these tables:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Shield type !! Shield EV penalty&lt;br /&gt;
|-&lt;br /&gt;
|Buckler || -0.8&lt;br /&gt;
|-&lt;br /&gt;
|Shield || -3&lt;br /&gt;
|-&lt;br /&gt;
|Large shield || -5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Size !! Races !! Size factor&lt;br /&gt;
|-&lt;br /&gt;
|Little || [[Spriggan]] || +4 &lt;br /&gt;
|-&lt;br /&gt;
|Small || [[Kobold]], [[Halfling]] || +2&lt;br /&gt;
|-&lt;br /&gt;
|Normal || most races || 0&lt;br /&gt;
|-&lt;br /&gt;
|Large&amp;lt;br&amp;gt;(normal torso) &amp;amp; Formicids || [[Centaur]], [[Naga]], [[Formicid]] || -2&lt;br /&gt;
|-&lt;br /&gt;
|Large || [[Ogre]], [[Troll]] || -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When attacking with any kind of weapon (including unarmed), if you are wearing a shield and your Shield penalty is greater than zero, the game throws two dice with (Shield penalty) sides. The smaller value rolled is added to your attack delay.&lt;br /&gt;
&lt;br /&gt;
==Blocking==&lt;br /&gt;
===Effect===&lt;br /&gt;
It's possible to block a melee attack or a ranged projectile attack if you wear a shield of some kind or are under the effect of a magical shield (the [[Helm card]]'s Magic Shield, [[Qazlal]]'s Storm Shield, or [[the Shining One]]'s Divine Shield) or have the [[Good_mutations#Large_Bone_Plates|Large Bones Plates]] mutation. Your ability to block missiles doesn't benefit from spells like [[Repel Missiles]] or [[Deflect Missiles]]. If the attacker's pierce value is less than the defender's blocking value, the attack does no damage. Shield blocking is done before rolling your [[evasion]] or your [[AC]], but if you have already blocked some attacks in that turn, your blocking ability will be decreased greatly. &lt;br /&gt;
&lt;br /&gt;
All melee attacks can be blocked (except a successful stabbing), but many ranged attacks are unblockable:&lt;br /&gt;
&lt;br /&gt;
*Bolt spells: [[Bolt of Fire]], [[Bolt of Cold]], [[Lightning Bolt]], [[Bolt of Draining]], [[Venom Bolt]], [[Bolt of Magma]], [[Bolt of Inaccuracy]], [[Shock]]&lt;br /&gt;
*Explosions: [[Fireball]], [[Hellfire]], [[Fire Storm]], [[Ice Storm]], [[Conjure Ball Lightning]], [[Lee's Rapid Deconstruction]], [[exploding (brand)|exploding]]-branded weapons&lt;br /&gt;
*Other electricity-based beams: [[Static Discharge]], [[Chain Lightning]]&lt;br /&gt;
*Enchantments: [[Agony]], [[Pain]], [[Confuse]], [[Mesmerise]], etc&lt;br /&gt;
*Beams with perfect accuracy: [[Magic Dart]], [[Sticky Flame]] (only the player's version)&lt;br /&gt;
*Other ranged attacks that are not beams: [[Shatter]], [[Tornado]], [[Airstrike]], [[Smite]], [[Ozocubu's Refrigeration]], [[Freeze]], etc&lt;br /&gt;
&lt;br /&gt;
Some examples of ranged attacks that can be blocked: [[Iron shot]], [[Poison Arrow]], [[Orb of Destruction]], [[Lehudib's Crystal Spear]], [[Iskenderun's Mystic Blast]] (the explosion is special), [[Throw Icicle]], [[Stone Arrow]], [[Throw Flame]], [[Throw Frost]], [[Flame Tongue]], [[Sting]], [[Sandblast]]&lt;br /&gt;
&lt;br /&gt;
===Calculation===&lt;br /&gt;
The defender's blocking value depends on the nature of the shield:&lt;br /&gt;
&lt;br /&gt;
Physical shields:&lt;br /&gt;
 SH = Block × (1 + Shield skill/40 + Beogh bonus/60)&lt;br /&gt;
 + Enchantment bonus + Stat bonus &lt;br /&gt;
 + min(0.38×Shield skill, .57 + 0.19×Shield skill)&lt;br /&gt;
&lt;br /&gt;
or [[Helm card]] (this does not stack with a physical shield):&lt;br /&gt;
 SH = 4.5 + 0.375×[[Evocations]]&lt;br /&gt;
&lt;br /&gt;
and then on top of either of those:&lt;br /&gt;
 + Divine shield bonus&lt;br /&gt;
 + Qazlal shield bonus&lt;br /&gt;
 + Mutation bonus&lt;br /&gt;
 + Cigotuvi's Embrace bonus&lt;br /&gt;
 + Amulet of reflection bonus&lt;br /&gt;
 + Any SH bonus from artifacts&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
For a physical shield (Buckler, Shield and Large Shield), '''Block''' is the shield's blocking value, equal to the base shield bonus (3 for Buckler, 8 for Shield, 13 for Large Shield), modified by a size factor:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Size !! Races !! Buckler !! Shield !! Large shield&lt;br /&gt;
|-&lt;br /&gt;
|Little || [[Spriggan]] || +2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Small || [[Kobold]], [[Halfling]] || +1 || +0.5 || -&lt;br /&gt;
|-&lt;br /&gt;
|Normal || most races || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Large&amp;lt;br&amp;gt;(normal torso) &amp;amp; Formicids || [[Centaur]], [[Naga]], Formicid || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Large || [[Ogre]], [[Troll]] || - || -0.5 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*'''Beogh bonus''' increases with [[Piety]]. This additional bonus maxes out at +10 when you reach 160 Piety. &lt;br /&gt;
&lt;br /&gt;
*'''Stat bonus''' is 38×DEX for bucklers, 19×STR + 19×DEX for shields, or 26×STR + 12×DEX for large shields. Then this value is multiplied by (block + 13)/26, and by 100.&lt;br /&gt;
&lt;br /&gt;
*The Shinining One's '''Divine shield bonus''' is 4.5 + 0.3×Shield skill. Your stat bonus will be increased to (9 + 0.6×Shield skill) if it was smaller.&lt;br /&gt;
&lt;br /&gt;
*'''Mutation bonus''' is +2/3/4 SH depending on your level of the [[Good_mutations#Large_Bone_Plates|Large Bones Plates]] mutation.&lt;br /&gt;
&lt;br /&gt;
The resulting value is rounded to the nearest integer and displayed as the player's SH value.&lt;br /&gt;
&lt;br /&gt;
For reference, a 15-Dex, 15-Str character wearing a buckler has an average blocking value of:&lt;br /&gt;
*3 with a Shield Skill of 0&lt;br /&gt;
*6 with a Shield Skill of 8&lt;br /&gt;
*8 with a Shield skill of 15&lt;br /&gt;
*11 with a Shield skill of 27&lt;br /&gt;
&lt;br /&gt;
With a large shield, it becomes:&lt;br /&gt;
*11 with a Shield Skill of 0&lt;br /&gt;
*15 with a Shield Skill of 8&lt;br /&gt;
*19 with a Shield skill of 15&lt;br /&gt;
*25 with a Shield skill of 27&lt;br /&gt;
&lt;br /&gt;
The attacker's pierce value is equal to:&lt;br /&gt;
&lt;br /&gt;
 1d(15 + to hit/2 + 5×past_blocks^2) - 1 (melee attacks)&lt;br /&gt;
&lt;br /&gt;
 1d(1.3×to hit    + 5×past_blocks^2) - 1 (ranged attacks)   &lt;br /&gt;
&lt;br /&gt;
&amp;quot;To hit&amp;quot; is the monster's [[To hit]] value (based primarily on the monster's [[HD]], type, and weapon accuracy) and &amp;quot;past_blocks&amp;quot; is the number of attacks already successfully blocked in the current turn.&lt;br /&gt;
&lt;br /&gt;
The defender's blocking value is equal to:&lt;br /&gt;
  2d(2×SH)/6 - 1.3 (Divided by 3 against melee attacks from invisible opponents)&lt;br /&gt;
&lt;br /&gt;
If this value is greater or equal than the attacker's pierce value, the attack is blocked.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.17]], [[unarmed]] attacks had a speed penalty when attacking with a shield equipped.&lt;br /&gt;
*Prior to [[0.16]], the amount of skill required to negate penalties for wearing a shield were more complex.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Shields]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shields&amp;diff=44850</id>
		<title>Shields</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shields&amp;diff=44850"/>
				<updated>2017-02-07T04:22:25Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: wizmode testing in 0.19.4 confirms that: wearing 0 EVP does NOT reduce the Shields skill level at which spellcasting penalties are eliminated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{flavour|“Let who will boast their courage in the field,&amp;lt;br&amp;gt;&lt;br /&gt;
I find but little safety from my shield.&amp;lt;br&amp;gt;&lt;br /&gt;
Nature's, not honour's, law we must obey:&amp;lt;br&amp;gt;&lt;br /&gt;
This made me cast my useless shield away,&amp;lt;br&amp;gt;&lt;br /&gt;
And by a prudent flight and cunning save&amp;lt;br&amp;gt;&lt;br /&gt;
A life, which valour could not, from the grave.&amp;lt;br&amp;gt;&lt;br /&gt;
A better buckler I can soon regain;&amp;lt;br&amp;gt;&lt;br /&gt;
But who can get another life again?”&amp;lt;br&amp;gt;&lt;br /&gt;
-Archilochos. 7th cent. B.C. trans. William H. Goodwin, 1878.}}&lt;br /&gt;
&lt;br /&gt;
[[Shields]] are a kind of armour worn in one hand, preventing the use of two handed weapons, which use the [[Shields skill]]. Unlike other armour, shields increase a character's [[SH]] defense, giving you a chance at blocking physical (and some magical) attacks entirely. Certain spells can also grant you an SH score.&lt;br /&gt;
&lt;br /&gt;
==Shield Penalties==&lt;br /&gt;
Wearing a shield also gives penalties to attack speed, attack damage, and spellcasting, along with EV penalties of -0.8 ([[buckler]]), -3 ([[shield]]), or -5 ([[large shield]]). While the penalty for wearing a small [[buckler]] is almost negligible, a [[large shield]] can seriously slow your attacks and make spellcasting unreliable. Sufficient Shields skill will reduce or even negate these penalties. The amount needed varies by race, but can be found in the description of the shield in-game:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Size !! Races !! Buckler !! Shield !! Large shield&lt;br /&gt;
|-&lt;br /&gt;
|Little || [[Spriggan]] || 7.2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Small || [[Kobold]], [[Halfling]] || 5.6 || 21 || -&lt;br /&gt;
|-&lt;br /&gt;
|Normal || most races || 4 || 15 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Large&amp;lt;br&amp;gt;(normal torso) &amp;amp; Formicids || [[Centaur]], [[Naga]], [[Formicid]] || 2.4 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Large || [[Ogre]], [[Troll]] || - || 9 || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your Shield penalty is (Shield EV penalty) - (Shields skill)/(5 + (Size factor)). Shield EV penalty and Size factor can be looked up in these tables:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Shield type !! Shield EV penalty&lt;br /&gt;
|-&lt;br /&gt;
|Buckler || -0.8&lt;br /&gt;
|-&lt;br /&gt;
|Shield || -3&lt;br /&gt;
|-&lt;br /&gt;
|Large shield || -5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Size !! Races !! Size factor&lt;br /&gt;
|-&lt;br /&gt;
|Little || [[Spriggan]] || +4 &lt;br /&gt;
|-&lt;br /&gt;
|Small || [[Kobold]], [[Halfling]] || +2&lt;br /&gt;
|-&lt;br /&gt;
|Normal || most races || 0&lt;br /&gt;
|-&lt;br /&gt;
|Large&amp;lt;br&amp;gt;(normal torso) &amp;amp; Formicids || [[Centaur]], [[Naga]], [[Formicid]] || -2&lt;br /&gt;
|-&lt;br /&gt;
|Large || [[Ogre]], [[Troll]] || -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When attacking with any kind of weapon (including unarmed), if you are wearing a shield and your Shield penalty is greater than zero, the game throws two dice with (Shield penalty) sides. The smaller value rolled is added to your attack delay.&lt;br /&gt;
&lt;br /&gt;
==Blocking==&lt;br /&gt;
===Effect===&lt;br /&gt;
It's possible to block a melee attack if you wear a shield of some kind or are under the effect of a magical shield (the [[Helm card]]'s Magic Shield, [[Qazlal]]'s Storm Shield, or [[the Shining One]]'s Divine Shield). Ranged attacks can be blocked only with physical shields, like bucklers, shields, large shields or the [[Good_mutations#Large_Bone_Plates|Large Bones Plates]] mutation. [[The Shining One]]'s Divine Shield will only help you block missiles if you already have a physical shield of some kind. Your ability to block missiles doesn't benefit from spells like [[Repel Missiles]] or [[Deflect Missiles]]. If the attacker's pierce value is less than the defender's blocking value, the attack does no damage. Shield blocking is done before rolling your [[evasion]] or your [[AC]], but if you have already blocked some attacks in that turn, your blocking ability will be decreased greatly. &lt;br /&gt;
&lt;br /&gt;
All melee attacks can be blocked (except a successful stabbing), but many ranged attacks are unblockable:&lt;br /&gt;
&lt;br /&gt;
*Bolt spells: [[Bolt of Fire]], [[Bolt of Cold]], [[Lightning Bolt]], [[Bolt of Draining]], [[Venom Bolt]], [[Bolt of Magma]], [[Bolt of Inaccuracy]], [[Shock]]&lt;br /&gt;
*Explosions: [[Fireball]], [[Hellfire]], [[Fire Storm]], [[Ice Storm]], [[Conjure Ball Lightning]], [[Lee's Rapid Deconstruction]], [[exploding (brand)|exploding]]-branded weapons&lt;br /&gt;
*Other electricity-based beams: [[Chain Lightning]]&lt;br /&gt;
*Enchantments: [[Agony]], [[Pain]], etc&lt;br /&gt;
*Beams with perfect accuracy: [[Magic Dart]], [[Sticky Flame]] (only the player's version)&lt;br /&gt;
*Other ranged attacks that are not beams: [[Shatter]], [[Tornado]], [[Airstrike]], [[Smite]], [[Ozocubu's Refrigeration]], [[Freeze]], etc&lt;br /&gt;
&lt;br /&gt;
Some examples of ranged attacks that can be blocked: [[Iron shot]], [[Poison Arrow]], [[Orb of Destruction]], [[Lehudib's Crystal Spear]], [[Iskenderun's Mystic Blast]] (the explosion is special), [[Throw Icicle]], [[Stone Arrow]], [[Throw Flame]], [[Throw Frost]], [[Flame Tongue]], [[Sting]], [[Sandblast]]&lt;br /&gt;
&lt;br /&gt;
===Calculation===&lt;br /&gt;
The defender's blocking value depends on the nature of the shield:&lt;br /&gt;
&lt;br /&gt;
Physical shields:&lt;br /&gt;
 SH = Block × (1 + Shield skill/40 + Beogh bonus/60)&lt;br /&gt;
 + Enchantment bonus + Stat bonus &lt;br /&gt;
 + min(0.38×Shield skill, .57 + 0.19×Shield skill)&lt;br /&gt;
&lt;br /&gt;
or [[Helm card]] (this does not stack with a physical shield):&lt;br /&gt;
 SH = 4.5 + 0.375×[[Evocations]]&lt;br /&gt;
&lt;br /&gt;
and then on top of either of those:&lt;br /&gt;
 + Divine shield bonus&lt;br /&gt;
 + Qazlal shield bonus&lt;br /&gt;
 + Mutation bonus&lt;br /&gt;
 + Cigotuvi's Embrace bonus&lt;br /&gt;
 + Amulet of reflection bonus&lt;br /&gt;
 + Any SH bonus from artifacts&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
For a physical shield (Buckler, Shield and Large Shield), '''Block''' is the shield's blocking value, equal to the base shield bonus (3 for Buckler, 8 for Shield, 13 for Large Shield), modified by a size factor:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Size !! Races !! Buckler !! Shield !! Large shield&lt;br /&gt;
|-&lt;br /&gt;
|Little || [[Spriggan]] || +2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Small || [[Kobold]], [[Halfling]] || +1 || +0.5 || -&lt;br /&gt;
|-&lt;br /&gt;
|Normal || most races || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Large&amp;lt;br&amp;gt;(normal torso) &amp;amp; Formicids || [[Centaur]], [[Naga]], Formicid || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Large || [[Ogre]], [[Troll]] || - || -0.5 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*'''Beogh bonus''' increases with [[Piety]]. This additional bonus maxes out at +10 when you reach 160 Piety. &lt;br /&gt;
&lt;br /&gt;
*'''Stat bonus''' is 38×DEX for bucklers, 19×STR + 19×DEX for shields, or 26×STR + 12×DEX for large shields. Then this value is multiplied by (block + 13)/26, and by 100.&lt;br /&gt;
&lt;br /&gt;
*The Shinining One's '''Divine shield bonus''' is 4.5 + 0.3×Shield skill. Your stat bonus will be increased to (9 + 0.6×Shield skill) if it was smaller.&lt;br /&gt;
&lt;br /&gt;
*'''Mutation bonus''' is +2/3/4 SH depending on your level of the [[Good_mutations#Large_Bone_Plates|Large Bones Plates]] mutation.&lt;br /&gt;
&lt;br /&gt;
The resulting value is rounded to the nearest integer and displayed as the player's SH value.&lt;br /&gt;
&lt;br /&gt;
For reference, a 15-Dex, 15-Str character wearing a buckler has an average blocking value of:&lt;br /&gt;
*3 with a Shield Skill of 0&lt;br /&gt;
*6 with a Shield Skill of 8&lt;br /&gt;
*8 with a Shield skill of 15&lt;br /&gt;
*11 with a Shield skill of 27&lt;br /&gt;
&lt;br /&gt;
With a large shield, it becomes:&lt;br /&gt;
*11 with a Shield Skill of 0&lt;br /&gt;
*15 with a Shield Skill of 8&lt;br /&gt;
*19 with a Shield skill of 15&lt;br /&gt;
*25 with a Shield skill of 27&lt;br /&gt;
&lt;br /&gt;
The attacker's pierce value is equal to:&lt;br /&gt;
&lt;br /&gt;
 1d(15 + to hit/2 + 5×past_blocks^2) - 1 (melee attacks)&lt;br /&gt;
&lt;br /&gt;
 1d(1.3×to hit    + 5×past_blocks^2) - 1 (ranged attacks)   &lt;br /&gt;
&lt;br /&gt;
&amp;quot;To hit&amp;quot; is the monster's [[To hit]] value (based primarily on the monster's [[HD]], type, and weapon accuracy) and &amp;quot;past_blocks&amp;quot; is the number of attacks already successfully blocked in the current turn.&lt;br /&gt;
&lt;br /&gt;
The defender's blocking value is equal to:&lt;br /&gt;
  2d(2×SH)/6 - 1.3 (Divided by 3 against melee attacks from invisible opponents)&lt;br /&gt;
&lt;br /&gt;
If this value is greater or equal than the attacker's pierce value, the attack is blocked.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.17]], [[unarmed]] attacks had a speed penalty when attacking with a shield equipped.&lt;br /&gt;
*Prior to [[0.16]], the amount of skill required to negate penalties for wearing a shield were more complex.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Shields]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shields&amp;diff=44849</id>
		<title>Shields</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shields&amp;diff=44849"/>
				<updated>2017-02-07T04:20:07Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: wizmode testing in 0.19.4 confirms: attack penalty while wearing a shield is standard for all weapon types. Wearing 0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{flavour|“Let who will boast their courage in the field,&amp;lt;br&amp;gt;&lt;br /&gt;
I find but little safety from my shield.&amp;lt;br&amp;gt;&lt;br /&gt;
Nature's, not honour's, law we must obey:&amp;lt;br&amp;gt;&lt;br /&gt;
This made me cast my useless shield away,&amp;lt;br&amp;gt;&lt;br /&gt;
And by a prudent flight and cunning save&amp;lt;br&amp;gt;&lt;br /&gt;
A life, which valour could not, from the grave.&amp;lt;br&amp;gt;&lt;br /&gt;
A better buckler I can soon regain;&amp;lt;br&amp;gt;&lt;br /&gt;
But who can get another life again?”&amp;lt;br&amp;gt;&lt;br /&gt;
-Archilochos. 7th cent. B.C. trans. William H. Goodwin, 1878.}}&lt;br /&gt;
&lt;br /&gt;
[[Shields]] are a kind of armour worn in one hand, preventing the use of two handed weapons, which use the [[Shields skill]]. Unlike other armour, shields increase a character's [[SH]] defense, giving you a chance at blocking physical (and some magical) attacks entirely. Certain spells can also grant you an SH score.&lt;br /&gt;
&lt;br /&gt;
==Shield Penalties==&lt;br /&gt;
Wearing a shield also gives penalties to attack speed, attack damage, and spellcasting, along with EV penalties of -0.8 ([[buckler]]), -3 ([[shield]]), or -5 ([[large shield]]). While the penalty for wearing a small [[buckler]] is almost negligible, a [[large shield]] can seriously slow your attacks and make spellcasting unreliable. Sufficient Shields skill will reduce or even negate these penalties. The amount needed varies by race, but can be found in the description of the shield in-game:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Size !! Races !! Buckler !! Shield !! Large shield&lt;br /&gt;
|-&lt;br /&gt;
|Little || [[Spriggan]] || 7.2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Small || [[Kobold]], [[Halfling]] || 5.6 || 21 || -&lt;br /&gt;
|-&lt;br /&gt;
|Normal || most races || 4 || 15 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Large&amp;lt;br&amp;gt;(normal torso) &amp;amp; Formicids || [[Centaur]], [[Naga]], [[Formicid]] || 2.4 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Large || [[Ogre]], [[Troll]] || - || 9 || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your Shield penalty is (Shield EV penalty) - (Shields skill)/(5 + (Size factor)). Shield EV penalty and Size factor can be looked up in these tables:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Shield type !! Shield EV penalty&lt;br /&gt;
|-&lt;br /&gt;
|Buckler || -0.8&lt;br /&gt;
|-&lt;br /&gt;
|Shield || -3&lt;br /&gt;
|-&lt;br /&gt;
|Large shield || -5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Size !! Races !! Size factor&lt;br /&gt;
|-&lt;br /&gt;
|Little || [[Spriggan]] || +4 &lt;br /&gt;
|-&lt;br /&gt;
|Small || [[Kobold]], [[Halfling]] || +2&lt;br /&gt;
|-&lt;br /&gt;
|Normal || most races || 0&lt;br /&gt;
|-&lt;br /&gt;
|Large&amp;lt;br&amp;gt;(normal torso) &amp;amp; Formicids || [[Centaur]], [[Naga]], [[Formicid]] || -2&lt;br /&gt;
|-&lt;br /&gt;
|Large || [[Ogre]], [[Troll]] || -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When attacking with any kind of weapon (including unarmed), if you are wearing a shield and your Shield penalty is greater than zero, the game throws two dice with (Shield penalty) sides. The smaller value rolled is added to your attack delay.&lt;br /&gt;
&lt;br /&gt;
If you are wearing a 0 EVP armour, you need less shield skill to eliminate just the casting penalties:&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Size !! Races !! Buckler !! Shield !! Large shield&lt;br /&gt;
|-&lt;br /&gt;
|Little || [[Spriggan]] || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Small || [[Kobold]], [[Halfling]] || 0 || 15.19 || -&lt;br /&gt;
|-&lt;br /&gt;
|Normal || most races || 0 || 10.85 || 20.85&lt;br /&gt;
|-&lt;br /&gt;
|Large&amp;lt;br&amp;gt;(normal torso) &amp;amp; Formicids || [[Centaur]], [[Naga]], [[Formicid]] || 0 || 6.51 || 12.51&lt;br /&gt;
|-&lt;br /&gt;
|Large || [[Ogre]], [[Troll]] || - || 6.51 || 12.51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Blocking==&lt;br /&gt;
===Effect===&lt;br /&gt;
It's possible to block a melee attack if you wear a shield of some kind or are under the effect of a magical shield (the [[Helm card]]'s Magic Shield, [[Qazlal]]'s Storm Shield, or [[the Shining One]]'s Divine Shield). Ranged attacks can be blocked only with physical shields, like bucklers, shields, large shields or the [[Good_mutations#Large_Bone_Plates|Large Bones Plates]] mutation. [[The Shining One]]'s Divine Shield will only help you block missiles if you already have a physical shield of some kind. Your ability to block missiles doesn't benefit from spells like [[Repel Missiles]] or [[Deflect Missiles]]. If the attacker's pierce value is less than the defender's blocking value, the attack does no damage. Shield blocking is done before rolling your [[evasion]] or your [[AC]], but if you have already blocked some attacks in that turn, your blocking ability will be decreased greatly. &lt;br /&gt;
&lt;br /&gt;
All melee attacks can be blocked (except a successful stabbing), but many ranged attacks are unblockable:&lt;br /&gt;
&lt;br /&gt;
*Bolt spells: [[Bolt of Fire]], [[Bolt of Cold]], [[Lightning Bolt]], [[Bolt of Draining]], [[Venom Bolt]], [[Bolt of Magma]], [[Bolt of Inaccuracy]], [[Shock]]&lt;br /&gt;
*Explosions: [[Fireball]], [[Hellfire]], [[Fire Storm]], [[Ice Storm]], [[Conjure Ball Lightning]], [[Lee's Rapid Deconstruction]], [[exploding (brand)|exploding]]-branded weapons&lt;br /&gt;
*Other electricity-based beams: [[Chain Lightning]]&lt;br /&gt;
*Enchantments: [[Agony]], [[Pain]], etc&lt;br /&gt;
*Beams with perfect accuracy: [[Magic Dart]], [[Sticky Flame]] (only the player's version)&lt;br /&gt;
*Other ranged attacks that are not beams: [[Shatter]], [[Tornado]], [[Airstrike]], [[Smite]], [[Ozocubu's Refrigeration]], [[Freeze]], etc&lt;br /&gt;
&lt;br /&gt;
Some examples of ranged attacks that can be blocked: [[Iron shot]], [[Poison Arrow]], [[Orb of Destruction]], [[Lehudib's Crystal Spear]], [[Iskenderun's Mystic Blast]] (the explosion is special), [[Throw Icicle]], [[Stone Arrow]], [[Throw Flame]], [[Throw Frost]], [[Flame Tongue]], [[Sting]], [[Sandblast]]&lt;br /&gt;
&lt;br /&gt;
===Calculation===&lt;br /&gt;
The defender's blocking value depends on the nature of the shield:&lt;br /&gt;
&lt;br /&gt;
Physical shields:&lt;br /&gt;
 SH = Block × (1 + Shield skill/40 + Beogh bonus/60)&lt;br /&gt;
 + Enchantment bonus + Stat bonus &lt;br /&gt;
 + min(0.38×Shield skill, .57 + 0.19×Shield skill)&lt;br /&gt;
&lt;br /&gt;
or [[Helm card]] (this does not stack with a physical shield):&lt;br /&gt;
 SH = 4.5 + 0.375×[[Evocations]]&lt;br /&gt;
&lt;br /&gt;
and then on top of either of those:&lt;br /&gt;
 + Divine shield bonus&lt;br /&gt;
 + Qazlal shield bonus&lt;br /&gt;
 + Mutation bonus&lt;br /&gt;
 + Cigotuvi's Embrace bonus&lt;br /&gt;
 + Amulet of reflection bonus&lt;br /&gt;
 + Any SH bonus from artifacts&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
For a physical shield (Buckler, Shield and Large Shield), '''Block''' is the shield's blocking value, equal to the base shield bonus (3 for Buckler, 8 for Shield, 13 for Large Shield), modified by a size factor:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Size !! Races !! Buckler !! Shield !! Large shield&lt;br /&gt;
|-&lt;br /&gt;
|Little || [[Spriggan]] || +2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Small || [[Kobold]], [[Halfling]] || +1 || +0.5 || -&lt;br /&gt;
|-&lt;br /&gt;
|Normal || most races || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Large&amp;lt;br&amp;gt;(normal torso) &amp;amp; Formicids || [[Centaur]], [[Naga]], Formicid || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Large || [[Ogre]], [[Troll]] || - || -0.5 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*'''Beogh bonus''' increases with [[Piety]]. This additional bonus maxes out at +10 when you reach 160 Piety. &lt;br /&gt;
&lt;br /&gt;
*'''Stat bonus''' is 38×DEX for bucklers, 19×STR + 19×DEX for shields, or 26×STR + 12×DEX for large shields. Then this value is multiplied by (block + 13)/26, and by 100.&lt;br /&gt;
&lt;br /&gt;
*The Shinining One's '''Divine shield bonus''' is 4.5 + 0.3×Shield skill. Your stat bonus will be increased to (9 + 0.6×Shield skill) if it was smaller.&lt;br /&gt;
&lt;br /&gt;
*'''Mutation bonus''' is +2/3/4 SH depending on your level of the [[Good_mutations#Large_Bone_Plates|Large Bones Plates]] mutation.&lt;br /&gt;
&lt;br /&gt;
The resulting value is rounded to the nearest integer and displayed as the player's SH value.&lt;br /&gt;
&lt;br /&gt;
For reference, a 15-Dex, 15-Str character wearing a buckler has an average blocking value of:&lt;br /&gt;
*3 with a Shield Skill of 0&lt;br /&gt;
*6 with a Shield Skill of 8&lt;br /&gt;
*8 with a Shield skill of 15&lt;br /&gt;
*11 with a Shield skill of 27&lt;br /&gt;
&lt;br /&gt;
With a large shield, it becomes:&lt;br /&gt;
*11 with a Shield Skill of 0&lt;br /&gt;
*15 with a Shield Skill of 8&lt;br /&gt;
*19 with a Shield skill of 15&lt;br /&gt;
*25 with a Shield skill of 27&lt;br /&gt;
&lt;br /&gt;
The attacker's pierce value is equal to:&lt;br /&gt;
&lt;br /&gt;
 1d(15 + to hit/2 + 5×past_blocks^2) - 1 (melee attacks)&lt;br /&gt;
&lt;br /&gt;
 1d(1.3×to hit    + 5×past_blocks^2) - 1 (ranged attacks)   &lt;br /&gt;
&lt;br /&gt;
&amp;quot;To hit&amp;quot; is the monster's [[To hit]] value (based primarily on the monster's [[HD]], type, and weapon accuracy) and &amp;quot;past_blocks&amp;quot; is the number of attacks already successfully blocked in the current turn.&lt;br /&gt;
&lt;br /&gt;
The defender's blocking value is equal to:&lt;br /&gt;
  2d(2×SH)/6 - 1.3 (Divided by 3 against melee attacks from invisible opponents)&lt;br /&gt;
&lt;br /&gt;
If this value is greater or equal than the attacker's pierce value, the attack is blocked.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.17]], [[unarmed]] attacks had a speed penalty when attacking with a shield equipped.&lt;br /&gt;
*Prior to [[0.16]], the amount of skill required to negate penalties for wearing a shield were more complex.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Shields]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Orange_crystal_statue&amp;diff=44848</id>
		<title>Orange crystal statue</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Orange_crystal_statue&amp;diff=44848"/>
				<updated>2017-02-06T18:32:42Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: spell flags are Magical, not Natural&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=orange crystal statue&lt;br /&gt;
|glyph={{LightRed|8}}&lt;br /&gt;
|tile=[[File:Orange crystal statue.png]]&lt;br /&gt;
|flags={{Artificial flag}}&amp;lt;br&amp;gt;{{Evil flag}}&amp;lt;br&amp;gt;{{See invisible flag}}&amp;lt;br&amp;gt;{{Speaks flag}}&amp;lt;br&amp;gt;{{Stationary flag}}&lt;br /&gt;
|resistances={{Fire resistance 2}}, {{Cold resistance 2}}, &amp;lt;br&amp;gt;{{Electricity resistance 2}}, {{Poison resistance 2}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance 3}}, {{Drown resistance}}, &amp;lt;br&amp;gt;{{Water resistance}}&lt;br /&gt;
|vulnerabilities={{Holy vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=412&lt;br /&gt;
|holiness={{Nonliving}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=70&lt;br /&gt;
|avg_hp=70&lt;br /&gt;
|armour_class=12&lt;br /&gt;
|evasion=1&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 10&lt;br /&gt;
|size={{Large}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=10&lt;br /&gt;
|base_hp=0&lt;br /&gt;
|extra_hp=0&lt;br /&gt;
|fixed_hp=70&lt;br /&gt;
|intelligence={{High intelligence}}&lt;br /&gt;
|genus=statue&lt;br /&gt;
|species=orange crystal statue&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|An intricately carved idol of some nameless godling, hewn of translucent orange crystal. Its lifeless eyes seem to glitter uncannily with a wicked intelligence. It is capable of unleashing a powerful psychic assault upon the minds of any who approach it.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Orange crystal statues''' are stationary guardians that have the ability to drain your [[intelligence]], your [[MP]], or to confuse you and your allies. Additionally they cast [[Shadow Creatures]], flooding the area around them with powerful summoned monsters. If an orange crystal statue is in your [[LOS]] and your [[intelligence]] is less than 4, you are at risk of [[stat zero]]. They can be found in various [[vault]]s almost anywhere after the early [[Dungeon]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Spellcaster5&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Shadow Creatures]]&lt;br /&gt;
|flags1={{Magical slot flag}}&lt;br /&gt;
|slot2=[[Draining Gaze]]&lt;br /&gt;
|flags2={{Magical slot flag}}&lt;br /&gt;
|slot3=[[Abjuration]]&lt;br /&gt;
|flags3={{Magical slot flag}}&lt;br /&gt;
|slot4=[[Brain Feed]]&lt;br /&gt;
|flags4={{Magical slot flag}}&lt;br /&gt;
|slot5=[[Mass Confusion]]&lt;br /&gt;
|flags5={{Magical slot flag}}&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!--spl-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Wearing a [[ring of sustain attributes]] will reduce the intelligence loss.&lt;br /&gt;
*In general, try not to fight them while other hostile creatures are around.&lt;br /&gt;
*Although they're largely resistant to elemental magic, powerful [[Earth Magic]] spells can take them out quickly. [[Shatter]] and [[Lee's Rapid Deconstruction]] are particularly effective.&lt;br /&gt;
&lt;br /&gt;
===Variant Orange Crystal Statues===&lt;br /&gt;
[[File:Wucad mu statue.png]] A '''Statue of Wucad Mu''' guards the inner treasure chambers of [[Wucad Mu's Monastery]]. Destroying it has the added bonus of wiping out any shadowy monks that are still running around.&lt;br /&gt;
{{flavour|This statue, made from a fine glassy orange crystal, depicts a mystic known as Wucad Mu, who mastered the matters of the mind. Beware of the statue's powers, as you have no chance in mental combat against it.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Zot statue.png]] A '''Lunar statue''' guards a single acquirement-level item on [[Lehudib's Moon Base]]. This variant has [[Lehudib's Crystal Spear]] in addition to the spells above and a 20% higher cast rate.&lt;br /&gt;
{{flavour|An utterly bizarre statue, hewn from a single piece of dark gabbro scintillating with tiny crystals. It is impossible to tell whether the statue is intended to represent some creature or personage, or is completely abstract.&lt;br /&gt;
One thing is certain: it is profoundly disturbing.}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], orange crystal statues did not have [[See Invisible]].&lt;br /&gt;
*Prior to [[0.17]], they were speed 6 and did not have the Shadow Creatures or Abjuration spells.&lt;br /&gt;
*Prior to [[0.15]], orange crystal statues inflicted the intelligence loss, MP drain, and confusion through irresistible [[Divinations]] [[Miscast effect|miscast effects]]. They could also be immediately destroyed with a zap from a [[wand of disintegration]].&lt;br /&gt;
*Orange crystal statues used to also make you forget spells and maps.&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Obsidian_statue&amp;diff=44847</id>
		<title>Obsidian statue</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Obsidian_statue&amp;diff=44847"/>
				<updated>2017-02-06T18:31:02Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: spell flags are Magical, not Demonic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=obsidian statue&lt;br /&gt;
|glyph={{Magenta|8}}&lt;br /&gt;
|tile=[[File:Obsidian statue.png]]&lt;br /&gt;
|flags={{Artificial flag}}&amp;lt;br&amp;gt;{{See invisible flag}}&amp;lt;br&amp;gt;{{Speaks flag}}&amp;lt;br&amp;gt;{{Stationary flag}}&lt;br /&gt;
|resistances={{Fire resistance 2}}, {{Cold resistance 2}}, &amp;lt;br&amp;gt;{{Electricity resistance 2}}, {{Poison resistance 2}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance 3}}, {{Drown resistance}}, &amp;lt;br&amp;gt;{{Water resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=670&lt;br /&gt;
|holiness={{Nonliving}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=70&lt;br /&gt;
|avg_hp=70&lt;br /&gt;
|armour_class=12&lt;br /&gt;
|evasion=1&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 10&lt;br /&gt;
|size={{Large}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=10&lt;br /&gt;
|base_hp=0&lt;br /&gt;
|extra_hp=0&lt;br /&gt;
|fixed_hp=70&lt;br /&gt;
|intelligence={{High intelligence}}&lt;br /&gt;
|genus=statue&lt;br /&gt;
|species=obsidian statue&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A beautiful statue of an unknown creature, jet-black like a tear in reality. Its eyes glow with an otherworldly, malignant radiance.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Obsidian statues''' are stationary monsters that attack by summoning [[Tier-3 demon|3]], [[Tier-4 demon|4]] and [[Tier-5 demon|5]] [[demon]]s when you enter their [[LOS]]. They are highly resistant to most forms of attack, but can be quickly dispatched through use of the spells [[Shatter]] or [[Lee's Rapid Deconstruction]]. Their ability to summon demons is unaffected by [[silence]]. Fortunately, they are very rare, appearing only to guard the occasional treasure vault.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Spellcaster3&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Summon Minor Demon]]&lt;br /&gt;
|flags1={{Magical slot flag}}&lt;br /&gt;
|slot2=[[Summon Demon]]&lt;br /&gt;
|flags2={{Magical slot flag}}&lt;br /&gt;
|slot3=[[Mesmerise]]&lt;br /&gt;
|flags3={{Magical slot flag}}&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!--spl-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*An [[amulet of warding]] can help with the hordes of summoned demons, but be aware it has no effect on demons' spellcasting. Watch out for [[neqoxec]]s, [[smoke demon]]s, and [[chaos spawn]] in particular.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], obsidian statues could not cast [[Mesmerise]], nor could they [[See Invisible]].&lt;br /&gt;
*Obsidian statues were added in [[0.16]], replacing [[silver statue]]s.&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Obsidian_statue&amp;diff=44846</id>
		<title>Obsidian statue</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Obsidian_statue&amp;diff=44846"/>
				<updated>2017-02-06T18:25:45Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: 0.19 change, adding Mesmerise to the list of spells&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=obsidian statue&lt;br /&gt;
|glyph={{Magenta|8}}&lt;br /&gt;
|tile=[[File:Obsidian statue.png]]&lt;br /&gt;
|flags={{Artificial flag}}&amp;lt;br&amp;gt;{{See invisible flag}}&amp;lt;br&amp;gt;{{Speaks flag}}&amp;lt;br&amp;gt;{{Stationary flag}}&lt;br /&gt;
|resistances={{Fire resistance 2}}, {{Cold resistance 2}}, &amp;lt;br&amp;gt;{{Electricity resistance 2}}, {{Poison resistance 2}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance 3}}, {{Drown resistance}}, &amp;lt;br&amp;gt;{{Water resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=670&lt;br /&gt;
|holiness={{Nonliving}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=70&lt;br /&gt;
|avg_hp=70&lt;br /&gt;
|armour_class=12&lt;br /&gt;
|evasion=1&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 10&lt;br /&gt;
|size={{Large}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=10&lt;br /&gt;
|base_hp=0&lt;br /&gt;
|extra_hp=0&lt;br /&gt;
|fixed_hp=70&lt;br /&gt;
|intelligence={{High intelligence}}&lt;br /&gt;
|genus=statue&lt;br /&gt;
|species=obsidian statue&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A beautiful statue of an unknown creature, jet-black like a tear in reality. Its eyes glow with an otherworldly, malignant radiance.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Obsidian statues''' are stationary monsters that attack by summoning [[Tier-3 demon|3]], [[Tier-4 demon|4]] and [[Tier-5 demon|5]] [[demon]]s when you enter their [[LOS]]. They are highly resistant to most forms of attack, but can be quickly dispatched through use of the spells [[Shatter]] or [[Lee's Rapid Deconstruction]]. Their ability to summon demons is unaffected by [[silence]]. Fortunately, they are very rare, appearing only to guard the occasional treasure vault.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Spellcaster3&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Summon Minor Demon]]&lt;br /&gt;
|flags1={{Demonic slot flag}}&lt;br /&gt;
|slot2=[[Summon Demon]]&lt;br /&gt;
|flags2={{Demonic slot flag}}&lt;br /&gt;
|slot3=[[Mesmerise]]&lt;br /&gt;
|flags3={{Demonic slot flag}}&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!--spl-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*An [[amulet of warding]] can help with the hordes of summoned demons, but be aware it has no effect on demons' spellcasting. Watch out for [[neqoxec]]s, [[smoke demon]]s, and [[chaos spawn]] in particular.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], obsidian statues could not cast [[Mesmerise]], nor could they [[See Invisible]].&lt;br /&gt;
*Obsidian statues were added in [[0.16]], replacing [[silver statue]]s.&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Orange_crystal_statue&amp;diff=44845</id>
		<title>Orange crystal statue</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Orange_crystal_statue&amp;diff=44845"/>
				<updated>2017-02-06T18:17:03Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: adding 0.19 change - adding see invisible&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=orange crystal statue&lt;br /&gt;
|glyph={{LightRed|8}}&lt;br /&gt;
|tile=[[File:Orange crystal statue.png]]&lt;br /&gt;
|flags={{Artificial flag}}&amp;lt;br&amp;gt;{{Evil flag}}&amp;lt;br&amp;gt;{{See invisible flag}}&amp;lt;br&amp;gt;{{Speaks flag}}&amp;lt;br&amp;gt;{{Stationary flag}}&lt;br /&gt;
|resistances={{Fire resistance 2}}, {{Cold resistance 2}}, &amp;lt;br&amp;gt;{{Electricity resistance 2}}, {{Poison resistance 2}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance 3}}, {{Drown resistance}}, &amp;lt;br&amp;gt;{{Water resistance}}&lt;br /&gt;
|vulnerabilities={{Holy vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=412&lt;br /&gt;
|holiness={{Nonliving}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=70&lt;br /&gt;
|avg_hp=70&lt;br /&gt;
|armour_class=12&lt;br /&gt;
|evasion=1&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 10&lt;br /&gt;
|size={{Large}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=10&lt;br /&gt;
|base_hp=0&lt;br /&gt;
|extra_hp=0&lt;br /&gt;
|fixed_hp=70&lt;br /&gt;
|intelligence={{High intelligence}}&lt;br /&gt;
|genus=statue&lt;br /&gt;
|species=orange crystal statue&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|An intricately carved idol of some nameless godling, hewn of translucent orange crystal. Its lifeless eyes seem to glitter uncannily with a wicked intelligence. It is capable of unleashing a powerful psychic assault upon the minds of any who approach it.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Orange crystal statues''' are stationary guardians that have the ability to drain your [[intelligence]], your [[MP]], or to confuse you and your allies. Additionally they cast [[Shadow Creatures]], flooding the area around them with powerful summoned monsters. If an orange crystal statue is in your [[LOS]] and your [[intelligence]] is less than 4, you are at risk of [[stat zero]]. They can be found in various [[vault]]s almost anywhere after the early [[Dungeon]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Spellcaster5&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Shadow Creatures]]&lt;br /&gt;
|flags1={{Natural slot flag}}&lt;br /&gt;
|slot2=[[Draining Gaze]]&lt;br /&gt;
|flags2={{Natural slot flag}}&lt;br /&gt;
|slot3=[[Abjuration]]&lt;br /&gt;
|flags3={{Natural slot flag}}&lt;br /&gt;
|slot4=[[Brain Feed]]&lt;br /&gt;
|flags4={{Natural slot flag}}&lt;br /&gt;
|slot5=[[Mass Confusion]]&lt;br /&gt;
|flags5={{Natural slot flag}}&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!--spl-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Wearing a [[ring of sustain attributes]] will reduce the intelligence loss.&lt;br /&gt;
*In general, try not to fight them while other hostile creatures are around.&lt;br /&gt;
*Although they're largely resistant to elemental magic, powerful [[Earth Magic]] spells can take them out quickly. [[Shatter]] and [[Lee's Rapid Deconstruction]] are particularly effective.&lt;br /&gt;
&lt;br /&gt;
===Variant Orange Crystal Statues===&lt;br /&gt;
[[File:Wucad mu statue.png]] A '''Statue of Wucad Mu''' guards the inner treasure chambers of [[Wucad Mu's Monastery]]. Destroying it has the added bonus of wiping out any shadowy monks that are still running around.&lt;br /&gt;
{{flavour|This statue, made from a fine glassy orange crystal, depicts a mystic known as Wucad Mu, who mastered the matters of the mind. Beware of the statue's powers, as you have no chance in mental combat against it.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Zot statue.png]] A '''Lunar statue''' guards a single acquirement-level item on [[Lehudib's Moon Base]]. This variant has [[Lehudib's Crystal Spear]] in addition to the spells above and a 20% higher cast rate.&lt;br /&gt;
{{flavour|An utterly bizarre statue, hewn from a single piece of dark gabbro scintillating with tiny crystals. It is impossible to tell whether the statue is intended to represent some creature or personage, or is completely abstract.&lt;br /&gt;
One thing is certain: it is profoundly disturbing.}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], orange crystal statues did not have [[See Invisible]].&lt;br /&gt;
*Prior to [[0.17]], they were speed 6 and did not have the Shadow Creatures or Abjuration spells.&lt;br /&gt;
*Prior to [[0.15]], orange crystal statues inflicted the intelligence loss, MP drain, and confusion through irresistible [[Divinations]] [[Miscast effect|miscast effects]]. They could also be immediately destroyed with a zap from a [[wand of disintegration]].&lt;br /&gt;
*Orange crystal statues used to also make you forget spells and maps.&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Obsidian_statue&amp;diff=44844</id>
		<title>Obsidian statue</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Obsidian_statue&amp;diff=44844"/>
				<updated>2017-02-06T18:16:12Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: 0.19 change - adding see invisible&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=obsidian statue&lt;br /&gt;
|glyph={{Magenta|8}}&lt;br /&gt;
|tile=[[File:Obsidian statue.png]]&lt;br /&gt;
|flags={{Artificial flag}}&amp;lt;br&amp;gt;{{See invisible flag}}&amp;lt;br&amp;gt;{{Speaks flag}}&amp;lt;br&amp;gt;{{Stationary flag}}&lt;br /&gt;
|resistances={{Fire resistance 2}}, {{Cold resistance 2}}, &amp;lt;br&amp;gt;{{Electricity resistance 2}}, {{Poison resistance 2}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance 3}}, {{Drown resistance}}, &amp;lt;br&amp;gt;{{Water resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=670&lt;br /&gt;
|holiness={{Nonliving}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=70&lt;br /&gt;
|avg_hp=70&lt;br /&gt;
|armour_class=12&lt;br /&gt;
|evasion=1&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 10&lt;br /&gt;
|size={{Large}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=10&lt;br /&gt;
|base_hp=0&lt;br /&gt;
|extra_hp=0&lt;br /&gt;
|fixed_hp=70&lt;br /&gt;
|intelligence={{High intelligence}}&lt;br /&gt;
|genus=statue&lt;br /&gt;
|species=obsidian statue&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A beautiful statue of an unknown creature, jet-black like a tear in reality. Its eyes glow with an otherworldly, malignant radiance.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Obsidian statues''' are stationary monsters that attack by summoning [[Tier-3 demon|3]], [[Tier-4 demon|4]] and [[Tier-5 demon|5]] [[demon]]s when you enter their [[LOS]]. They are highly resistant to most forms of attack, but can be quickly dispatched through use of the spells [[Shatter]] or [[Lee's Rapid Deconstruction]]. Their ability to summon demons is unaffected by [[silence]]. Fortunately, they are very rare, appearing only to guard the occasional treasure vault.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Spellcaster2&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Summon Minor Demon]]&lt;br /&gt;
|flags1={{Demonic slot flag}}&lt;br /&gt;
|slot2=[[Summon Demon]]&lt;br /&gt;
|flags2={{Demonic slot flag}}&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!--spl-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*An [[amulet of warding]] can help with the hordes of summoned demons, but be aware it has no effect on demons' spellcasting. Watch out for [[neqoxec]]s, [[smoke demon]]s, and [[chaos spawn]] in particular.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], obsidian statues did not have [[See Invisible]].&lt;br /&gt;
*Obsidian statues were added in [[0.16]], replacing [[silver statue]]s.&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Orange_crystal_plate_armour&amp;diff=44843</id>
		<title>Orange crystal plate armour</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Orange_crystal_plate_armour&amp;diff=44843"/>
				<updated>2017-02-06T18:05:03Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: changing description to no longer reference SustAB which was removed in 0.19&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|019}}&lt;br /&gt;
{{flavour|A suit of armour carved from transparent orange crystal. It provides remarkable protection for both mind and body. The wearer can even channel psychic energies through the crystal itself, enhancing their magical abilities. However, it's rather heavy...}}&lt;br /&gt;
[[File:Orange_crystal_plate_armour.png]] '''''the +8 orange crystal plate armour'''''&lt;br /&gt;
&lt;br /&gt;
+8 [[crystal plate armour]]&lt;br /&gt;
&lt;br /&gt;
[[Archmagi]] [[ego]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Intelligence]] +3&amp;lt;br&amp;gt;&lt;br /&gt;
[[Clarity]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''orange crystal plate armour''' offers impressive physical defense, a hard-to-come-by special defense, and a better boost to [[spellpower]] than a [[robe of the Archmagi]]. Any character who relies heavily on magic will want to wear this, but unfortunately few will actually be able to. The two [[species]] best able to handle ultra-heavy armour ([[ogre]]s and [[troll]]s) are too large to fit, and for a medium-sized character to wear it comfortably would require investing in [[strength]], not [[intelligence]], greatly reducing their spellcasting potential.&lt;br /&gt;
&lt;br /&gt;
In the end, it's an interesting and very effective piece of equipment for heavily-armoured thugs, but only a few fortunate hybrid characters with very high stats ([[demigod]]s or followers of [[Cheibriados]], perhaps) will be able to take full advantage of what it offers.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], orange crystal plate armour had [[Sustain abilities]]&lt;br /&gt;
&lt;br /&gt;
Orange crystal plate armour was added in [[0.15]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Body armour]]&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Blowgun_of_the_Assassin&amp;diff=44842</id>
		<title>Blowgun of the Assassin</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Blowgun_of_the_Assassin&amp;diff=44842"/>
				<updated>2017-02-06T18:02:25Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: updating history line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Obsolete}}&lt;br /&gt;
{{flavour|It is designed for easy concealment, but still packs a nasty punch.}}&lt;br /&gt;
[[File:Blowgun_of_the_assassin.png]] '''''the +6 blowgun of the Assassin'''''&lt;br /&gt;
&lt;br /&gt;
+6 [[blowgun]]&lt;br /&gt;
&lt;br /&gt;
Allows Invisible&amp;lt;br&amp;gt;&lt;br /&gt;
+60 Stealth&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''blowgun of the Assassin''''s stealth bonus is somewhat nice, but all [[stab]]bers need to switch to a melee weapon when close to their targets, somewhat limiting the usefulness of this weapon's [[invisibility]]. Note that unlike all randart blowguns, it does not have a speed brand (nor any brand, for that matter). It's a decent tool, but one can often find or enchant better.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The blowgun of the Assassin was removed in [[0.14]], added back in [[0.15]], and removed once again in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Throwing]]&lt;br /&gt;
[[Category:Obsolete items]]&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Lost_soul&amp;diff=44839</id>
		<title>Lost soul</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Lost_soul&amp;diff=44839"/>
				<updated>2017-02-05T14:59:43Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: Updates to 0.19, no longer create spectral things, average health decreased a little.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
{{no-bot-monster&lt;br /&gt;
|name=lost soul&lt;br /&gt;
|glyph={{LightGreen|*}}&lt;br /&gt;
|tile=[[File:Lost_soul.png]]&lt;br /&gt;
|flags={{Insubstantial flag}}&amp;lt;br&amp;gt;{{Evil flag}}&amp;lt;br&amp;gt;{{Maintain range flag}}&amp;lt;br&amp;gt;{{Submerges flag}}&amp;lt;br&amp;gt;{{Levitate flag}} &lt;br /&gt;
|resistances={{Fire resistance 1}}, {{Cold resistance 1}}, {{Poison resistance}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, {{Rot resistance 3}}&lt;br /&gt;
|vulnerabilities={{Holy vulnerability 2}}, {{Holy wrath vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=?&lt;br /&gt;
|holiness={{Undead}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=20-30&lt;br /&gt;
|avg_hp=25&lt;br /&gt;
|armour_class=0&lt;br /&gt;
|evasion=10&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed=15&lt;br /&gt;
|size={{Small}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=10&lt;br /&gt;
|base_hp=2&lt;br /&gt;
|extra_hp=2&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=lost soul&lt;br /&gt;
|species=lost soul&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|The echo of an unmourned soul, flickering in and out of the mortal world. Though the memories of its living self are long-faded, it is drawn to the moment of death by some lingering instinct. So powerful is its drive for self and purpose that it seizes upon the passage of other souls, losing the last vestiges of its being in the memories of another's life.}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Lost souls''' are wandering confluxes of necromantic power which have no offensive capabilities of their own, but which sacrifice themselves to revive allied living or undead monsters within their [[line of sight]] at the moment they are killed. &lt;br /&gt;
&lt;br /&gt;
If an undead monster is killed while in sight of an allied lost soul, the soul may die instead and the undead will be restored to full HP with all [[status effects]] reset (this does not apply to any form of [[derived undead]], however). If a zombifiable living creature dies while in LoS of an allied lost soul, the soul will instead assume its likeness, turning into a ghostly monster of the same type. This copy will have stats as though it were wearing the original's gear and will have full access to all of the original's spells.&lt;br /&gt;
&lt;br /&gt;
Lost souls do not always choose to sacrifice themselves to save a fallen ally; if monsters of varying strength are present, they will often ignore the deaths of weak monsters in order to save themselves for the strong. If several lost souls are clustered together, they will be more likely to sacrifice themselves for weaker things.&lt;br /&gt;
&lt;br /&gt;
Lost souls move quickly and avoid getting close to you, but are generally fragile. If they find themselves in your [[line of sight]] with no other monsters around, they will flicker out of the living world and reappear near some other monster elsewhere in the level, then temporarily [[submerge]] into the air there.&lt;br /&gt;
&lt;br /&gt;
Lost souls can be found in [[the Crypt]], or be summoned by [[deep elf death mage]]s.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*While it's normally reasonable to focus your attention on the largest threat in a fight with multiple enemies, be careful when doing so with lost souls around. They're fairly fragile, so it's usually worth spending a turn or two to take them out before finishing off any powerful foes.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Lost souls were added in [[0.13]].&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shield_(stat)&amp;diff=44833</id>
		<title>Shield (stat)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shield_(stat)&amp;diff=44833"/>
				<updated>2017-02-03T23:18:43Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: adding amulets of reflection into the sources of SH&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&lt;br /&gt;
''This page is about the Shield [[stat]]. For the armour type, see [[Shield]]. For the player [[skill]], see [[Shields]].''&lt;br /&gt;
&lt;br /&gt;
'''SH''' is one of your three physical defenses, along with [[AC]] and [[EV]]. It allows you to completely negate physical attacks (both melee and ranged) and some magical attacks. Unlike AC and EV, you have no innate SH score. SH gained from wearing a physical shield is governed by the [[Shields skill]]; magical shields are unaffected.&lt;br /&gt;
&lt;br /&gt;
You can raise your Shield stat through the following means:&lt;br /&gt;
*Wearing a [[Shields|shield]]&lt;br /&gt;
*Wearing an [[amulet of reflection]]&lt;br /&gt;
*Casting [[Condensation Shield]]&lt;br /&gt;
*Having the [[Good mutations#Large Bone Plates|Large Bone Plates]] [[mutation]]&lt;br /&gt;
*[[The Shining One]]'s &amp;quot;Divine Shield&amp;quot; ability&lt;br /&gt;
*[[Qazlal Stormbringer]]'s &amp;quot;Storm Shield&amp;quot; ability&lt;br /&gt;
*Drawing the [[Helm card]]&lt;br /&gt;
&lt;br /&gt;
For more details, see the [[Shields]] page.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Beogh&amp;diff=44832</id>
		<title>Beogh</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Beogh&amp;diff=44832"/>
				<updated>2017-02-03T23:18:01Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: Updating Beogh for 0.19 - no bonus to armour/shields, water walking won't abruptly end.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
&lt;br /&gt;
[[File:Beogh altar.png]] ''&amp;quot;Drown the unbelievers in a sea of blood!&amp;quot;''&lt;br /&gt;
{{flavour|Beogh is an evil deity, worshipped by the cave orcs native to the dungeon. Only orcs may devote their service to Beogh, and they must prove their devotion with bloodshed. Especially fervent devotees of Beogh will find orcish followers flocking to their banner: it is an age of signs and portents, and the orcs have become increasingly certain that the coming of their Messiah is nigh.&lt;br /&gt;
&lt;br /&gt;
Followers of Beogh can smite their foes, and will even gain orcish followers of their own, who may be blessed by Beogh in battle and can be recalled as needed. Eventually, followers will gain the power to walk on water. Beogh will sometimes directly intervene to save a follower's life.&lt;br /&gt;
&lt;br /&gt;
Beogh likes it when you or your allied orcs kill living beings, you or your allied orcs kill the undead, you or your allied orcs kill demons and you or your allied orcs kill holy beings. Beogh especially likes it when you kill the priests of other religions.&lt;br /&gt;
&lt;br /&gt;
Beogh strongly dislikes it when you perform cannibalism, you attack allied orcs, you desecrate orcish remains or you destroy orcish idols.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Beogh the Brigand''' is a deity worshiped by the [[Orc|cave orc]]s native to the [[Dungeon]]. Only orcs may devote their service to Beogh, and must prove their devotion by bloodshed and sacrifice. Devout followers of Beogh can smite their foes, and especially fervent devotees of Beogh may even gain followers of their own, for the orcs still await their Messiah. There is no [[altar]] to Beogh in the [[Ecumenical Temple]], but [[orc priest]]s, [[orc high priest]]s, and [[Saint Roka]] will offer [[hill orc]] characters the opportunity to convert. Altars to him can often be found in the [[Orcish Mines]].&lt;br /&gt;
&lt;br /&gt;
Beogh is considered an [[Evil#Evil_gods|evil]] god.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
Beogh only tolerates [[hill orc]]s as worshipers.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing a living, holy, undead, or demonic creature.&lt;br /&gt;
*You killing a hostile priest.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
Regardless of your behavior, you lose on average 1 [[piety]] every 320 turns. If you drop to 0 piety, you'll be excommunicated. You will also lose piety (or incur [[penance]]) for the following:&lt;br /&gt;
*Desecrating orcish remains (using orc corpses for any purpose, like [[Animate Dead]] or [[Animate Skeleton]]).&lt;br /&gt;
*Butchering an orc corpse or cannibalism (eating chunks from orc corpses).&lt;br /&gt;
*Destroying an [[Statue#Inanimate Statues|Orcish Idol]].&lt;br /&gt;
*Attacking an orcish ally. (Be careful if you are confused!)&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Messenger&amp;quot;&lt;br /&gt;
*'''Protection from harm''' -  If you receive damage that should kill you, there's a 10 + (Piety/10) % chance to cancel all damage (instead, your Piety is reduced by 20 + 1d20). Unlike with good gods, this protection is canceled if you are under penance.&lt;br /&gt;
*'''Spread experience''' - Each time you gain some experience, Beogh will give an additional half of that amount among the orcish followers in your [[line of sight]]. Those experience points are not taken from those you would be receiving: the player doesn't lose any XP points.&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Proselytiser&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Priest&amp;quot;&lt;br /&gt;
*'''Smiting''' - You can [[smite]] any monster in view. In 0.17, Damage at 0 Invocation ranges from 9-12 (avg 10), and linearly scales to 9-72 (avg 40) at 27 Invocation. In 0.16 and before, approximately 40 max damage with 27 invocations; the approximate formula was 6 + 1d(5 + Invocation Skill). This is unavoidable, and cannot be reduced by any factor except [[deep dwarf]] damage shaving. (3 MP, 80-160 Food, 3 Piety)&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Missionary&amp;quot;&lt;br /&gt;
*'''Gain orcish followers''' - Non-summoned, shapeshifted, sleeping, confused or paralyzed orcs (even uniques, eg. [[Blork]]) around you may recognize you as their Messiah and turn friendly. The chance depends on your piety and experience level (the higher, the better) and the hit dice of the orc (the lower, the better). Conversions may happen when:&lt;br /&gt;
**A hostile orc notices you for the first time (including because you hit it or cast a spell on it)&lt;br /&gt;
**A hostile orc becomes significantly wounded (best not use poison!)&lt;br /&gt;
**You or one of your allies kill a non-ordinary orc (in this case, the monster will survive the killing blow, unless it was reduced under its max HP in negative). This works best on higher level orcs.&lt;br /&gt;
*'''Bless your orcish followers''' - Beogh may bless one of your followers when it kills an enemy or otherwise gains experience. The chance is 1d(Piety) &amp;gt;= 30, or one at random when ''you'' kill an enemy (10% chance). The blessing has one of the following effects:&lt;br /&gt;
**10%: An ordinary orc becomes an orc priest, otherwise 25% chance to add +1 to their weapon's accuracy, 25% chance to add +1 to their weapon's damage, 50% chance to add +1 to their armour's AC.&lt;br /&gt;
**90%: 50% chance to remove poison, sickness, confusion, rotting, slowing, or exhaustion (if they are so afflicted), otherwise heals 25% of the follower's HP.&lt;br /&gt;
**Beogh may also improve your followers' equipment and gift weapons, armour, and ammo to those who lack them.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Evangelist&amp;quot;&lt;br /&gt;
*'''Recall your orcish followers''' -  You can recall your orcish allies, as per the [[Recall]] spell (but only for orcs): all your orcish followers in the dungeon are teleported close to you over a number of turns. (2 MP, 50-100 Food)&lt;br /&gt;
&lt;br /&gt;
*'''Orc reinforcements''' - If you have no followers on this level, there's a small chance that Beogh will give several permanent, friendly orcs to you.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Apostle&amp;quot;&lt;br /&gt;
*'''Walk on water''' -  You can cross [[deep water]] as if it was normal floor. Water walking will never end before reaching land.&lt;br /&gt;
*'''Give Item to Named Follower''': You have the ability to provide a one-time gift to a named follower of your choice. This will not work for unnamed orc followers, and once they receive a gift, it cannot be relinquished unless they die.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Messiah&amp;quot;&lt;br /&gt;
*'''Resurrection''': Bring a single orc back from the dead, converting them to your cause if they weren't already a follower. You must stand over their dead body, so if the orc didn't leave a corpse they can't be resurrected. Costs 35 piety.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Beogh does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Blasphemers against the word of Beogh find themselves confronted with direct and physical opposition. Those who still worship Beogh find their followers regularly deserting them; they, and others, are further assaulted by waves of orcish warriors. When working through intermediaries fails, Beogh hurls dancing electric weapons at offenders, or simply smites them - and when smiting true sinners, Beogh has a heavy hand indeed!}}&lt;br /&gt;
&lt;br /&gt;
During penance or following desertion, you'll occasionally experience one of the following forms of [[divine retribution]]:&lt;br /&gt;
&lt;br /&gt;
*25%: Beogh smites you, potentially dealing very significant damage. If you are worshiping another god at this point, there is a piety/4 % chance that the new god will protect you from this.&lt;br /&gt;
*13%: [[Durable summon|Durably summons]] 1d2 hostile [[dancing weapon]]s. These weapon will be +1d3-1/+1d3-1 and [[brand]]ed with [[electrocution]]. They will vanish when defeated.&lt;br /&gt;
*25%: Followers around you have a chance to turn hostile (only if you're still a follower of Beogh).&lt;br /&gt;
*37% (62% if you changed religion): Sends forth an army of [[durably summoned]] orcs, led by a stronger, occasionally named orc, whose type depends on your experience level.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Your orc recall ability tends to recall your strongest orcs first, gradually followed by your weaker orcs. You can effectively use this to summon a small band of elite reinforcements and quickly cancel the recall through the abilities menu, saving the fodder for particularly dangerous battles.&lt;br /&gt;
*Hang on to any particularly powerful randarts that you may find, as they are potentially very useful gifts for your stronger followers. Remember that you can only ever gift one item, and that item can only be obtained again by picking it off your dead follower's corpse!&lt;br /&gt;
*Strangely enough, he greatly appreciates it when you kill hostile orc priests. Take advantage of this for piety.&lt;br /&gt;
*Since conversions happen based on piety and XL, Beogh worshippers may want to delay clearing the [[Orcish Mines]] until they have maxed out their piety and gained some experience.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
In very ancient versions of ''Crawl'', comments in the code referring to orc priest smiting stated that they were channeling the wrath of B.O.G. (Brian's Orc God). This eventually evolved into the name, &amp;quot;Beogh.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], Beogh increased the benefits of armour and shields. Also, Water Walking would end immediately if piety dropped below 120, killing the character if over deep water or lava at the time the effect ended.&lt;br /&gt;
*Prior to [[0.18]], Beogh did not have the ability to resurrect orcs. Instead, he rewarded the player for &amp;quot;blessing&amp;quot; (i.e. sacrificing) the corpses of fallen orcs. Also, the [[Orcish Mines]] had four easier levels with more low-level orcs but fewer strong orcs like [[orc knight]]s or [[orc warrior]]s.&lt;br /&gt;
*Prior to [[0.15]], players could not gift equipment to followers, and Beogh did not gift random gear to followers with empty equipment slots.&lt;br /&gt;
*Prior to [[0.14]], orcish versions of gear existed, and Beogh only granted bonuses for wearing orcish armour (as well as wielding orcish melee weapons).&lt;br /&gt;
*Prior to [[0.13]], hill orc [[priest]]s started with this religion.&lt;br /&gt;
*Prior to [[0.12]], recalling orcish followers did not have any delay, but it was not able to recall orcish followers from other levels. Shared experience was added in 0.12.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Evil Gods]]&lt;br /&gt;
[[Category:Orc]]&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fannar&amp;diff=44831</id>
		<title>Fannar</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fannar&amp;diff=44831"/>
				<updated>2017-02-03T23:08:47Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: adding history line for 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
''For a list of all elves, see [[list of deep elves]].''&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Fannar the Cold-Hearted''' is a [[unique]] [[cold]]-themed [[list of deep elves|elf]], equipped with a [[staff]] of [[freezing]] and [[ring of ice]] (67%) or [[staff of cold]] (33%), as well as a [[robe]] of [[ego|cold resistance]]. He prefers to stay out of melee combat, summoning [[ice beast]]s to distract you while he blasts you with [[Ice Magic]].&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Dungeon]]: 10-12&lt;br /&gt;
*The [[Orcish Mines]]: 1-2&lt;br /&gt;
*[[The Lair]]:1-3&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*The difficulty of this fight is determined almost entirely by how much cold resistance you have with you. If you've got none (or even vulnerability!), you may want to avoid him or read a [[scroll of silence]] before engaging him in melee.&lt;br /&gt;
*His ice beasts are distractions; don't waste time killing them off if you don't have to. They'll all vanish as soon as Fannar falls.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.18]], Fannar knew [[Condensation Shield]], before that spell was removed.&lt;br /&gt;
*Prior to [[0.13]], Fannar knew Ozocubu's Armour in his 3rd spell slot, and was less willing to use his ice beasts as shields. &lt;br /&gt;
*Fannar was added in [[0.11]], and was the first monster to explicitly generate with [[jewellery]].&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Boulder_beetle&amp;diff=44830</id>
		<title>Boulder beetle</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Boulder_beetle&amp;diff=44830"/>
				<updated>2017-02-03T23:05:37Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: Boulder beetles removed in 0.19&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
{{list of | arthropods}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Boulder beetles''' are the most massive beetles in the game, using their brutal melee attacks and decent [[AC]] whenever a player lets them get into melee. When encountered at range, they occasionally roll into a ball and rush you; this raises their speed from 6 to 14, makes them unable to change direction until they strike something, and deals 3d20 physical damage to whatever they ram into. They also use this ability to escape from combat when heavily wounded. This attack cannot be dodged with [[ev]]asion, but you can block it with a [[shield]] (and send it going the other way with a shield of [[reflection]]!). Boulder beetles can be found in the mid-to-late [[Dungeon]], as well as in all parts of [[the Lair]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*A rolling boulder beetle is subject to inertia, and will continue to roll even if put to [[sleep]], [[confuse]]d, or [[petrified]].&lt;br /&gt;
*[[Spriggan]] and [[centaur]] characters will have a much easier time with boulder beetles; you can easily kite them before or after they start rolling. Other characters should be cautious when facing them, particularly in long hallways where stepping aside just isn't an option.&lt;br /&gt;
*If you've got enemies on the other side of you, you can dodge out of the way of a rolling boulder beetle so it smashes into your foes, softening them up or even killing them outright.&lt;br /&gt;
*If you manage to get two boulder beetles to roll into each other, they will both take damage and be confused afterwards, giving you a window of opportunity to beat up on them or run away. Just be sure to step clear in time to avoid getting crushed between them.&lt;br /&gt;
*They've got vulnerability to [[poison]], making it easy to bypass their AC and take them out if you have access to [[Poison Magic]] or other poison sources. They've also got weak [[magic resistance]] and wimpy [[HD]], so [[Hexes]] or even disabling [[wand]]s can stop them fairly easily.&lt;br /&gt;
*Their evasion sucks, so [[Bolt of Inaccuracy]] is another good way to get around their AC, if it's available.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Boulder beetles were removed in [[0.19]]&lt;br /&gt;
*Prior to [[0.11]], boulder beetles could not roll at you.&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shields&amp;diff=44829</id>
		<title>Shields</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shields&amp;diff=44829"/>
				<updated>2017-02-03T23:01:19Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: adding note mentioning the skill needed to remove penalties can be found in game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{flavour|“Let who will boast their courage in the field,&amp;lt;br&amp;gt;&lt;br /&gt;
I find but little safety from my shield.&amp;lt;br&amp;gt;&lt;br /&gt;
Nature's, not honour's, law we must obey:&amp;lt;br&amp;gt;&lt;br /&gt;
This made me cast my useless shield away,&amp;lt;br&amp;gt;&lt;br /&gt;
And by a prudent flight and cunning save&amp;lt;br&amp;gt;&lt;br /&gt;
A life, which valour could not, from the grave.&amp;lt;br&amp;gt;&lt;br /&gt;
A better buckler I can soon regain;&amp;lt;br&amp;gt;&lt;br /&gt;
But who can get another life again?”&amp;lt;br&amp;gt;&lt;br /&gt;
-Archilochos. 7th cent. B.C. trans. William H. Goodwin, 1878.}}&lt;br /&gt;
&lt;br /&gt;
[[Shields]] are a kind of armour worn in one hand, preventing the use of two handed weapons, which use the [[Shields skill]]. Unlike other armour, shields increase a character's [[SH]] defense, giving you a chance at blocking physical (and some magical) attacks entirely. Certain spells can also grant you an SH score.&lt;br /&gt;
&lt;br /&gt;
==Shield Penalties==&lt;br /&gt;
Wearing a shield also gives penalties to attack speed, attack damage, and spellcasting, along with EV penalties of -0.8 ([[buckler]]), -3 ([[shield]]), or -5 ([[large shield]]). While the penalty for wearing a small [[buckler]] is almost negligible, a [[large shield]] can seriously slow your attacks and make spellcasting unreliable. Sufficient Shields skill will reduce or even negate these penalties. The amount needed varies by race, but can be found in the description of the shield in-game:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Size !! Races !! Buckler !! Shield !! Large shield&lt;br /&gt;
|-&lt;br /&gt;
|Little || [[Spriggan]] || 7.2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Small || [[Kobold]], [[Halfling]] || 5.6 || 21 || -&lt;br /&gt;
|-&lt;br /&gt;
|Normal || most races || 4 || 15 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Large&amp;lt;br&amp;gt;(normal torso) &amp;amp; Formicids || [[Centaur]], [[Naga]], [[Formicid]] || 2.4 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
|Large || [[Ogre]], [[Troll]] || - || 9 || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your Shield penalty is (Shield EV penalty) - (Shields skill)/(5 + (Size factor)). Shield EV penalty and Size factor can be looked up in these tables:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Shield type !! Shield EV penalty&lt;br /&gt;
|-&lt;br /&gt;
|Buckler || -0.8&lt;br /&gt;
|-&lt;br /&gt;
|Shield || -3&lt;br /&gt;
|-&lt;br /&gt;
|Large shield || -5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Size !! Races !! Size factor&lt;br /&gt;
|-&lt;br /&gt;
|Little || [[Spriggan]] || +4 &lt;br /&gt;
|-&lt;br /&gt;
|Small || [[Kobold]], [[Halfling]] || +2&lt;br /&gt;
|-&lt;br /&gt;
|Normal || most races || 0&lt;br /&gt;
|-&lt;br /&gt;
|Large&amp;lt;br&amp;gt;(normal torso) &amp;amp; Formicids || [[Centaur]], [[Naga]], [[Formicid]] || -2&lt;br /&gt;
|-&lt;br /&gt;
|Large || [[Ogre]], [[Troll]] || -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you are wearing a shield, wielding a one-handed weapon, and your Shield penalty is greater than zero, the game throws two dice with (Shield penalty) sides. The smaller one is added to your delay.&lt;br /&gt;
&lt;br /&gt;
The penalty for using a shield with a [[bow]], [[longbow]] and [[crossbow]] is an increased attack delay: +25% for bucklers / +50% for shields / +100% for large shields. This penalty can be halved with 27 levels in the [[Shields skill]] becoming: +12.5%/+25%/+50%. [[Sling]]s and [[throwing]] don't suffer any kind of penalty.&lt;br /&gt;
&lt;br /&gt;
If you are wearing a 0 EVP armour, you need less shield skill to eliminate just the casting penalties:&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Size !! Races !! Buckler !! Shield !! Large shield&lt;br /&gt;
|-&lt;br /&gt;
|Little || [[Spriggan]] || 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Small || [[Kobold]], [[Halfling]] || 0 || 15.19 || -&lt;br /&gt;
|-&lt;br /&gt;
|Normal || most races || 0 || 10.85 || 20.85&lt;br /&gt;
|-&lt;br /&gt;
|Large&amp;lt;br&amp;gt;(normal torso) &amp;amp; Formicids || [[Centaur]], [[Naga]], [[Formicid]] || 0 || 6.51 || 12.51&lt;br /&gt;
|-&lt;br /&gt;
|Large || [[Ogre]], [[Troll]] || - || 6.51 || 12.51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Blocking==&lt;br /&gt;
===Effect===&lt;br /&gt;
It's possible to block a melee attack if you wear a shield of some kind or are under the effect of a magical shield (the [[Helm card]]'s Magic Shield, [[Qazlal]]'s Storm Shield, or [[the Shining One]]'s Divine Shield). Ranged attacks can be blocked only with physical shields, like bucklers, shields, large shields or the [[Good_mutations#Large_Bone_Plates|Large Bones Plates]] mutation. [[The Shining One]]'s Divine Shield will only help you block missiles if you already have a physical shield of some kind. Your ability to block missiles doesn't benefit from spells like [[Repel Missiles]] or [[Deflect Missiles]]. If the attacker's pierce value is less than the defender's blocking value, the attack does no damage. Shield blocking is done before rolling your [[evasion]] or your [[AC]], but if you have already blocked some attacks in that turn, your blocking ability will be decreased greatly. &lt;br /&gt;
&lt;br /&gt;
All melee attacks can be blocked (except a successful stabbing), but many ranged attacks are unblockable:&lt;br /&gt;
&lt;br /&gt;
*Bolt spells: [[Bolt of Fire]], [[Bolt of Cold]], [[Lightning Bolt]], [[Bolt of Draining]], [[Venom Bolt]], [[Bolt of Magma]], [[Bolt of Inaccuracy]], [[Shock]]&lt;br /&gt;
*Explosions: [[Fireball]], [[Hellfire]], [[Fire Storm]], [[Ice Storm]], [[Conjure Ball Lightning]], [[Lee's Rapid Deconstruction]], [[exploding (brand)|exploding]]-branded weapons&lt;br /&gt;
*Other electricity-based beams: [[Chain Lightning]]&lt;br /&gt;
*Enchantments: [[Agony]], [[Pain]], etc&lt;br /&gt;
*Beams with perfect accuracy: [[Magic Dart]], [[Sticky Flame]] (only the player's version)&lt;br /&gt;
*Other ranged attacks that are not beams: [[Shatter]], [[Tornado]], [[Airstrike]], [[Smite]], [[Ozocubu's Refrigeration]], [[Freeze]], etc&lt;br /&gt;
&lt;br /&gt;
Some examples of ranged attacks that can be blocked: [[Iron shot]], [[Poison Arrow]], [[Orb of Destruction]], [[Lehudib's Crystal Spear]], [[Iskenderun's Mystic Blast]] (the explosion is special), [[Throw Icicle]], [[Stone Arrow]], [[Throw Flame]], [[Throw Frost]], [[Flame Tongue]], [[Sting]], [[Sandblast]]&lt;br /&gt;
&lt;br /&gt;
===Calculation===&lt;br /&gt;
The defender's blocking value depends on the nature of the shield:&lt;br /&gt;
&lt;br /&gt;
Physical shields:&lt;br /&gt;
 SH = Block × (1 + Shield skill/40 + Beogh bonus/60)&lt;br /&gt;
 + Enchantment bonus + Stat bonus &lt;br /&gt;
 + min(0.38×Shield skill, .57 + 0.19×Shield skill)&lt;br /&gt;
&lt;br /&gt;
or [[Helm card]] (this does not stack with a physical shield):&lt;br /&gt;
 SH = 4.5 + 0.375×[[Evocations]]&lt;br /&gt;
&lt;br /&gt;
and then on top of either of those:&lt;br /&gt;
 + Divine shield bonus&lt;br /&gt;
 + Qazlal shield bonus&lt;br /&gt;
 + Mutation bonus&lt;br /&gt;
 + Cigotuvi's Embrace bonus&lt;br /&gt;
 + Amulet of reflection bonus&lt;br /&gt;
 + Any SH bonus from artifacts&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
For a physical shield (Buckler, Shield and Large Shield), '''Block''' is the shield's blocking value, equal to the base shield bonus (3 for Buckler, 8 for Shield, 13 for Large Shield), modified by a size factor:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Size !! Races !! Buckler !! Shield !! Large shield&lt;br /&gt;
|-&lt;br /&gt;
|Little || [[Spriggan]] || +2 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|Small || [[Kobold]], [[Halfling]] || +1 || +0.5 || -&lt;br /&gt;
|-&lt;br /&gt;
|Normal || most races || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Large&amp;lt;br&amp;gt;(normal torso) &amp;amp; Formicids || [[Centaur]], [[Naga]], Formicid || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Large || [[Ogre]], [[Troll]] || - || -0.5 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*'''Beogh bonus''' increases with [[Piety]]. This additional bonus maxes out at +10 when you reach 160 Piety. &lt;br /&gt;
&lt;br /&gt;
*'''Stat bonus''' is 38×DEX for bucklers, 19×STR + 19×DEX for shields, or 26×STR + 12×DEX for large shields. Then this value is multiplied by (block + 13)/26, and by 100.&lt;br /&gt;
&lt;br /&gt;
*The Shinining One's '''Divine shield bonus''' is 4.5 + 0.3×Shield skill. Your stat bonus will be increased to (9 + 0.6×Shield skill) if it was smaller.&lt;br /&gt;
&lt;br /&gt;
*'''Mutation bonus''' is +2/3/4 SH depending on your level of the [[Good_mutations#Large_Bone_Plates|Large Bones Plates]] mutation.&lt;br /&gt;
&lt;br /&gt;
The resulting value is rounded to the nearest integer and displayed as the player's SH value.&lt;br /&gt;
&lt;br /&gt;
For reference, a 15-Dex, 15-Str character wearing a buckler has an average blocking value of:&lt;br /&gt;
*3 with a Shield Skill of 0&lt;br /&gt;
*6 with a Shield Skill of 8&lt;br /&gt;
*8 with a Shield skill of 15&lt;br /&gt;
*11 with a Shield skill of 27&lt;br /&gt;
&lt;br /&gt;
With a large shield, it becomes:&lt;br /&gt;
*11 with a Shield Skill of 0&lt;br /&gt;
*15 with a Shield Skill of 8&lt;br /&gt;
*19 with a Shield skill of 15&lt;br /&gt;
*25 with a Shield skill of 27&lt;br /&gt;
&lt;br /&gt;
The attacker's pierce value is equal to:&lt;br /&gt;
&lt;br /&gt;
 1d(15 + to hit/2 + 5×past_blocks^2) - 1 (melee attacks)&lt;br /&gt;
&lt;br /&gt;
 1d(1.3×to hit    + 5×past_blocks^2) - 1 (ranged attacks)   &lt;br /&gt;
&lt;br /&gt;
&amp;quot;To hit&amp;quot; is the monster's [[To hit]] value (based primarily on the monster's [[HD]], type, and weapon accuracy) and &amp;quot;past_blocks&amp;quot; is the number of attacks already successfully blocked in the current turn.&lt;br /&gt;
&lt;br /&gt;
The defender's blocking value is equal to:&lt;br /&gt;
  2d(2×SH)/6 - 1.3 (Divided by 3 against melee attacks from invisible opponents)&lt;br /&gt;
&lt;br /&gt;
If this value is greater or equal than the attacker's pierce value, the attack is blocked.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.17]], [[unarmed]] attacks had a speed penalty when attacking with a shield equipped.&lt;br /&gt;
*Prior to [[0.16]], the amount of skill required to negate penalties for wearing a shield were more complex.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Shields]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Phantasmal_warrior&amp;diff=44828</id>
		<title>Phantasmal warrior</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Phantasmal_warrior&amp;diff=44828"/>
				<updated>2017-02-03T22:58:52Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: removing the tip that mentions being careful about their attack piercing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Phantasmal warriors''' are aggressive incorporeal [[undead]] with [[magic resistance]]-debuffing melee attacks. They often [[blink]] closer to you to engage in melee as rapidly as possible. They are occasionally found in [[the Depths]], [[the Vaults]], and [[the Crypt]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*You can summon your own phantasmal warriors with the [[Haunt]] spell.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.17]], phantasmal warriors' attacks &amp;quot;pierced&amp;quot; through shields and armour, ignoring [[SH]] and only being subject to half of your [[AC]].&lt;br /&gt;
*Prior to [[0.13]], phantasmal warriors were fairly ordinary melee opponents with [[draining]]-branded attacks.&lt;br /&gt;
*Prior to [[0.9]], they were called spectral warriors.&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Phantasmal_warrior&amp;diff=44827</id>
		<title>Phantasmal warrior</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Phantasmal_warrior&amp;diff=44827"/>
				<updated>2017-02-03T22:58:02Z</updated>
		
		<summary type="html">&lt;p&gt;Kenreth: change in 0.17 regarding attacks piercing shields and armour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Phantasmal warriors''' are aggressive incorporeal [[undead]] with [[magic resistance]]-debuffing melee attacks. They often [[blink]] closer to you to engage in melee as rapidly as possible. They are occasionally found in [[the Depths]], [[the Vaults]], and [[the Crypt]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Although not tremendously powerful, their ability to ignore your defenses makes it difficult for any character to consider them harmless. Be especially careful facing them around anything that casts spells which are affected by your magic resistance!&lt;br /&gt;
*You can summon your own phantasmal warriors with the [[Haunt]] spell.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.17]], phantasmal warriors' attacks &amp;quot;pierced&amp;quot; through shields and armour, ignoring [[SH]] and only being subject to half of your [[AC]].&lt;br /&gt;
*Prior to [[0.13]], phantasmal warriors were fairly ordinary melee opponents with [[draining]]-branded attacks.&lt;br /&gt;
*Prior to [[0.9]], they were called spectral warriors.&lt;/div&gt;</summary>
		<author><name>Kenreth</name></author>	</entry>

	</feed>