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		<title>CrawlWiki - User contributions [en]</title>
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		<updated>2026-05-07T11:05:51Z</updated>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Character_guides&amp;diff=50305</id>
		<title>Character guides</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Character_guides&amp;diff=50305"/>
				<updated>2019-04-08T14:22:48Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Advice}}&lt;br /&gt;
'''DISCLAIMER: THE VAST MAJORITY OF THESE GUIDES ARE NOT VERY GOOD AND WON'T MAKE WINNING ANY EASIER.'''&lt;br /&gt;
&lt;br /&gt;
New players should start with the [[Walkthrough]].  After that, please browse our [[strategy guides]] for more general advice, and review the [[Early Game Tips|early game]], [[Mid Game Tips|mid-game]], and [[Late Game Tips|late game]] tips.&lt;br /&gt;
&lt;br /&gt;
''Authors:  You are responsible for maintaining your guide. Failure to do so will result in your guide being removed from this list until it has been updated. If the guide you're looking for is no longer available here, check the [[Outdated character guide archives|archives]] to see if it has been archived.''&lt;br /&gt;
&lt;br /&gt;
==Species==&lt;br /&gt;
'''Centaur'''&lt;br /&gt;
* CeHu:&lt;br /&gt;
** [[Agentchuck's Centaur Hunter guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Deep Elf'''&lt;br /&gt;
* DECj:&lt;br /&gt;
** [[MistyMan's_Deep_Elf_Conjurer_of_Vehumet_guide]] (0.13)&lt;br /&gt;
* DEEn:&lt;br /&gt;
** [[Berder's Deep Elf Enchanter of Sif Muna guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Demonspawn'''&lt;br /&gt;
* DsCj:&lt;br /&gt;
** [[Naughty's_Demonspawn_Conjurer_of_Vehumet_guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Draconian'''&lt;br /&gt;
* DrCj:&lt;br /&gt;
** [[R.Daland's Draconian of Ashenzari Guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Gargoyle'''&lt;br /&gt;
** [[Psiweapon's Melee/Evocations Gargoyle guide]] (0.13 &amp;amp; 0.14)&lt;br /&gt;
* GrEE:&lt;br /&gt;
** [[Majang's Caster Walk-Through]] (0.20)&lt;br /&gt;
** [[Majang's Disquisition on the Nether Reaches]] (0.20) - extended game walk-through&lt;br /&gt;
&lt;br /&gt;
'''Hill Orc'''&lt;br /&gt;
*HOFi&lt;br /&gt;
** [[Vigrid's Hill Orc Fighter Guide]] (0.13)&lt;br /&gt;
&lt;br /&gt;
'''Minotaur'''&lt;br /&gt;
*MiBe:&lt;br /&gt;
**[[Beef Jerky's Simple 3 Rune Minotaur Berserker Guide for Beginners]]  (0.14)&lt;br /&gt;
*MiGl:&lt;br /&gt;
**[[Buddy23Lee's Minotaur Staff-Madness guide]] (0.16)&lt;br /&gt;
'''Merfolk'''&lt;br /&gt;
* MfDK:&lt;br /&gt;
** [[Ophanim's Merfolk Death Knight Guide]] (0.10)&lt;br /&gt;
* MfTm:&lt;br /&gt;
** [[Elynae's Sludge Elf/Merfolk Transmuter guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Mummy'''&lt;br /&gt;
* MuFi:&lt;br /&gt;
** [[Buddy23Lee's Mummy Fighter guide]] (Updated to 0.14)&lt;br /&gt;
* MuWz&lt;br /&gt;
** [[Elynae's Better MuWz Guide]] (0.11)&lt;br /&gt;
&lt;br /&gt;
'''Naga'''&lt;br /&gt;
* General:&lt;br /&gt;
** [[Tasonir's Melee Naga Guide]] (0.18)&lt;br /&gt;
** [[Berder's Naga Transmuter of Chei Guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Octopode'''&lt;br /&gt;
* OpFi&lt;br /&gt;
** [[Berder's Octopode Fighter of Dithmenos Guide]] (0.16)&lt;br /&gt;
&lt;br /&gt;
'''Ogre'''&lt;br /&gt;
* General:&lt;br /&gt;
** [[Davion Fuxa's Ogre guide]] (0.11)&lt;br /&gt;
* OgHu:&lt;br /&gt;
** [[Serfuzz's Ogre Hunter guide]] (unk. v#)&lt;br /&gt;
* OgWn:&lt;br /&gt;
** [[Demos' Ogre Wanderer guide]] (unk. v#)&lt;br /&gt;
* OgWpL&lt;br /&gt;
** [[rezek's Ogre Warper of The Shining One guide]] (0.17)&lt;br /&gt;
&lt;br /&gt;
'''Sludge Elf'''&lt;br /&gt;
* SETm&lt;br /&gt;
** [[Elynae's Sludge Elf/Merfolk Transmuter guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Spriggan'''&lt;br /&gt;
* SpEn:&lt;br /&gt;
** [[Huggz's Spriggan Enchanter guide]] (0.13)&lt;br /&gt;
* SpVM:&lt;br /&gt;
** [[Demos' Spriggan Venom Mage guide]] (unk. v#)&lt;br /&gt;
* SpWz:&lt;br /&gt;
** [http://www.youtube.com/watch?v=M4lclhJ-3jQ Spriggan Wizard Guide &amp;lt;video&amp;gt;] (0.9.1)&lt;br /&gt;
&lt;br /&gt;
'''Troll'''&lt;br /&gt;
* TrCj:&lt;br /&gt;
** [[Elynae's Troll Conjurer guide]] (unk. v#)&lt;br /&gt;
* TrMo:&lt;br /&gt;
** [[Buddy23Lee's Troll monk of Jiyva (&amp;quot;slime troll&amp;quot;) guide]] (Updated to 0.14)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
'''Abyssal Knight:'''&lt;br /&gt;
* [[IonFrigate's Abyssal Knight guide]] (0.11)&lt;br /&gt;
* [http://pastebin.com/QnHCvEVv Pacra's Abyssal Knight guide] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Fire Elementalist:'''&lt;br /&gt;
* [[Elynae's Fire Elementalist guide]] (0.11, short)&lt;br /&gt;
&lt;br /&gt;
'''Skald'''&lt;br /&gt;
* [[Lawman's Skald guide]] (0.10)&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy_Guides]][[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Character_guides&amp;diff=50304</id>
		<title>Character guides</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Character_guides&amp;diff=50304"/>
				<updated>2019-04-08T14:22:08Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Advice}}&lt;br /&gt;
'''DISCLAIMER: THE VAST MAJORITY OF THESE GUIDES ARE NOT VERY GOOD AND WON'T MAKE WINNING ANY EASIER. For a better guide, see [UV4's website].'''&lt;br /&gt;
&lt;br /&gt;
New players should start with the [[Walkthrough]].  After that, please browse our [[strategy guides]] for more general advice, and review the [[Early Game Tips|early game]], [[Mid Game Tips|mid-game]], and [[Late Game Tips|late game]] tips.&lt;br /&gt;
&lt;br /&gt;
''Authors:  You are responsible for maintaining your guide. Failure to do so will result in your guide being removed from this list until it has been updated. If the guide you're looking for is no longer available here, check the [[Outdated character guide archives|archives]] to see if it has been archived.''&lt;br /&gt;
&lt;br /&gt;
==Species==&lt;br /&gt;
'''Centaur'''&lt;br /&gt;
* CeHu:&lt;br /&gt;
** [[Agentchuck's Centaur Hunter guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Deep Elf'''&lt;br /&gt;
* DECj:&lt;br /&gt;
** [[MistyMan's_Deep_Elf_Conjurer_of_Vehumet_guide]] (0.13)&lt;br /&gt;
* DEEn:&lt;br /&gt;
** [[Berder's Deep Elf Enchanter of Sif Muna guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Demonspawn'''&lt;br /&gt;
* DsCj:&lt;br /&gt;
** [[Naughty's_Demonspawn_Conjurer_of_Vehumet_guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Draconian'''&lt;br /&gt;
* DrCj:&lt;br /&gt;
** [[R.Daland's Draconian of Ashenzari Guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Gargoyle'''&lt;br /&gt;
** [[Psiweapon's Melee/Evocations Gargoyle guide]] (0.13 &amp;amp; 0.14)&lt;br /&gt;
* GrEE:&lt;br /&gt;
** [[Majang's Caster Walk-Through]] (0.20)&lt;br /&gt;
** [[Majang's Disquisition on the Nether Reaches]] (0.20) - extended game walk-through&lt;br /&gt;
&lt;br /&gt;
'''Hill Orc'''&lt;br /&gt;
*HOFi&lt;br /&gt;
** [[Vigrid's Hill Orc Fighter Guide]] (0.13)&lt;br /&gt;
&lt;br /&gt;
'''Minotaur'''&lt;br /&gt;
*MiBe:&lt;br /&gt;
**[[Beef Jerky's Simple 3 Rune Minotaur Berserker Guide for Beginners]]  (0.14)&lt;br /&gt;
*MiGl:&lt;br /&gt;
**[[Buddy23Lee's Minotaur Staff-Madness guide]] (0.16)&lt;br /&gt;
'''Merfolk'''&lt;br /&gt;
* MfDK:&lt;br /&gt;
** [[Ophanim's Merfolk Death Knight Guide]] (0.10)&lt;br /&gt;
* MfTm:&lt;br /&gt;
** [[Elynae's Sludge Elf/Merfolk Transmuter guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Mummy'''&lt;br /&gt;
* MuFi:&lt;br /&gt;
** [[Buddy23Lee's Mummy Fighter guide]] (Updated to 0.14)&lt;br /&gt;
* MuWz&lt;br /&gt;
** [[Elynae's Better MuWz Guide]] (0.11)&lt;br /&gt;
&lt;br /&gt;
'''Naga'''&lt;br /&gt;
* General:&lt;br /&gt;
** [[Tasonir's Melee Naga Guide]] (0.18)&lt;br /&gt;
** [[Berder's Naga Transmuter of Chei Guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Octopode'''&lt;br /&gt;
* OpFi&lt;br /&gt;
** [[Berder's Octopode Fighter of Dithmenos Guide]] (0.16)&lt;br /&gt;
&lt;br /&gt;
'''Ogre'''&lt;br /&gt;
* General:&lt;br /&gt;
** [[Davion Fuxa's Ogre guide]] (0.11)&lt;br /&gt;
* OgHu:&lt;br /&gt;
** [[Serfuzz's Ogre Hunter guide]] (unk. v#)&lt;br /&gt;
* OgWn:&lt;br /&gt;
** [[Demos' Ogre Wanderer guide]] (unk. v#)&lt;br /&gt;
* OgWpL&lt;br /&gt;
** [[rezek's Ogre Warper of The Shining One guide]] (0.17)&lt;br /&gt;
&lt;br /&gt;
'''Sludge Elf'''&lt;br /&gt;
* SETm&lt;br /&gt;
** [[Elynae's Sludge Elf/Merfolk Transmuter guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Spriggan'''&lt;br /&gt;
* SpEn:&lt;br /&gt;
** [[Huggz's Spriggan Enchanter guide]] (0.13)&lt;br /&gt;
* SpVM:&lt;br /&gt;
** [[Demos' Spriggan Venom Mage guide]] (unk. v#)&lt;br /&gt;
* SpWz:&lt;br /&gt;
** [http://www.youtube.com/watch?v=M4lclhJ-3jQ Spriggan Wizard Guide &amp;lt;video&amp;gt;] (0.9.1)&lt;br /&gt;
&lt;br /&gt;
'''Troll'''&lt;br /&gt;
* TrCj:&lt;br /&gt;
** [[Elynae's Troll Conjurer guide]] (unk. v#)&lt;br /&gt;
* TrMo:&lt;br /&gt;
** [[Buddy23Lee's Troll monk of Jiyva (&amp;quot;slime troll&amp;quot;) guide]] (Updated to 0.14)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
'''Abyssal Knight:'''&lt;br /&gt;
* [[IonFrigate's Abyssal Knight guide]] (0.11)&lt;br /&gt;
* [http://pastebin.com/QnHCvEVv Pacra's Abyssal Knight guide] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Fire Elementalist:'''&lt;br /&gt;
* [[Elynae's Fire Elementalist guide]] (0.11, short)&lt;br /&gt;
&lt;br /&gt;
'''Skald'''&lt;br /&gt;
* [[Lawman's Skald guide]] (0.10)&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy_Guides]][[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Character_guides&amp;diff=50303</id>
		<title>Character guides</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Character_guides&amp;diff=50303"/>
				<updated>2019-04-08T14:19:33Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Advice}}&lt;br /&gt;
* DISCLAIMER: THE VAST MAJORITY OF THESE GUIDES ARE NOT VERY GOOD AND WON'T MAKE WINNING ANY EASIER.&lt;br /&gt;
&lt;br /&gt;
New players should start with the [[Walkthrough]].  After that, please browse our [[strategy guides]] for more general advice, and review the [[Early Game Tips|early game]], [[Mid Game Tips|mid-game]], and [[Late Game Tips|late game]] tips.&lt;br /&gt;
&lt;br /&gt;
''Authors:  You are responsible for maintaining your guide. Failure to do so will result in your guide being removed from this list until it has been updated. If the guide you're looking for is no longer available here, check the [[Outdated character guide archives|archives]] to see if it has been archived.''&lt;br /&gt;
&lt;br /&gt;
==Species==&lt;br /&gt;
'''Centaur'''&lt;br /&gt;
* CeHu:&lt;br /&gt;
** [[Agentchuck's Centaur Hunter guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Deep Elf'''&lt;br /&gt;
* DECj:&lt;br /&gt;
** [[MistyMan's_Deep_Elf_Conjurer_of_Vehumet_guide]] (0.13)&lt;br /&gt;
* DEEn:&lt;br /&gt;
** [[Berder's Deep Elf Enchanter of Sif Muna guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Demonspawn'''&lt;br /&gt;
* DsCj:&lt;br /&gt;
** [[Naughty's_Demonspawn_Conjurer_of_Vehumet_guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Draconian'''&lt;br /&gt;
* DrCj:&lt;br /&gt;
** [[R.Daland's Draconian of Ashenzari Guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Gargoyle'''&lt;br /&gt;
** [[Psiweapon's Melee/Evocations Gargoyle guide]] (0.13 &amp;amp; 0.14)&lt;br /&gt;
* GrEE:&lt;br /&gt;
** [[Majang's Caster Walk-Through]] (0.20)&lt;br /&gt;
** [[Majang's Disquisition on the Nether Reaches]] (0.20) - extended game walk-through&lt;br /&gt;
&lt;br /&gt;
'''Hill Orc'''&lt;br /&gt;
*HOFi&lt;br /&gt;
** [[Vigrid's Hill Orc Fighter Guide]] (0.13)&lt;br /&gt;
&lt;br /&gt;
'''Minotaur'''&lt;br /&gt;
*MiBe:&lt;br /&gt;
**[[Beef Jerky's Simple 3 Rune Minotaur Berserker Guide for Beginners]]  (0.14)&lt;br /&gt;
*MiGl:&lt;br /&gt;
**[[Buddy23Lee's Minotaur Staff-Madness guide]] (0.16)&lt;br /&gt;
'''Merfolk'''&lt;br /&gt;
* MfDK:&lt;br /&gt;
** [[Ophanim's Merfolk Death Knight Guide]] (0.10)&lt;br /&gt;
* MfTm:&lt;br /&gt;
** [[Elynae's Sludge Elf/Merfolk Transmuter guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Mummy'''&lt;br /&gt;
* MuFi:&lt;br /&gt;
** [[Buddy23Lee's Mummy Fighter guide]] (Updated to 0.14)&lt;br /&gt;
* MuWz&lt;br /&gt;
** [[Elynae's Better MuWz Guide]] (0.11)&lt;br /&gt;
&lt;br /&gt;
'''Naga'''&lt;br /&gt;
* General:&lt;br /&gt;
** [[Tasonir's Melee Naga Guide]] (0.18)&lt;br /&gt;
** [[Berder's Naga Transmuter of Chei Guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Octopode'''&lt;br /&gt;
* OpFi&lt;br /&gt;
** [[Berder's Octopode Fighter of Dithmenos Guide]] (0.16)&lt;br /&gt;
&lt;br /&gt;
'''Ogre'''&lt;br /&gt;
* General:&lt;br /&gt;
** [[Davion Fuxa's Ogre guide]] (0.11)&lt;br /&gt;
* OgHu:&lt;br /&gt;
** [[Serfuzz's Ogre Hunter guide]] (unk. v#)&lt;br /&gt;
* OgWn:&lt;br /&gt;
** [[Demos' Ogre Wanderer guide]] (unk. v#)&lt;br /&gt;
* OgWpL&lt;br /&gt;
** [[rezek's Ogre Warper of The Shining One guide]] (0.17)&lt;br /&gt;
&lt;br /&gt;
'''Sludge Elf'''&lt;br /&gt;
* SETm&lt;br /&gt;
** [[Elynae's Sludge Elf/Merfolk Transmuter guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Spriggan'''&lt;br /&gt;
* SpEn:&lt;br /&gt;
** [[Huggz's Spriggan Enchanter guide]] (0.13)&lt;br /&gt;
* SpVM:&lt;br /&gt;
** [[Demos' Spriggan Venom Mage guide]] (unk. v#)&lt;br /&gt;
* SpWz:&lt;br /&gt;
** [http://www.youtube.com/watch?v=M4lclhJ-3jQ Spriggan Wizard Guide &amp;lt;video&amp;gt;] (0.9.1)&lt;br /&gt;
&lt;br /&gt;
'''Troll'''&lt;br /&gt;
* TrCj:&lt;br /&gt;
** [[Elynae's Troll Conjurer guide]] (unk. v#)&lt;br /&gt;
* TrMo:&lt;br /&gt;
** [[Buddy23Lee's Troll monk of Jiyva (&amp;quot;slime troll&amp;quot;) guide]] (Updated to 0.14)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
'''Abyssal Knight:'''&lt;br /&gt;
* [[IonFrigate's Abyssal Knight guide]] (0.11)&lt;br /&gt;
* [http://pastebin.com/QnHCvEVv Pacra's Abyssal Knight guide] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Fire Elementalist:'''&lt;br /&gt;
* [[Elynae's Fire Elementalist guide]] (0.11, short)&lt;br /&gt;
&lt;br /&gt;
'''Skald'''&lt;br /&gt;
* [[Lawman's Skald guide]] (0.10)&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy_Guides]][[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Character_guides&amp;diff=50302</id>
		<title>Character guides</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Character_guides&amp;diff=50302"/>
				<updated>2019-04-08T14:18:19Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Advice}}&lt;br /&gt;
DISCLAIMER: THE VAST MAJORITY OF THESE GUIDES ARE NOT VERY GOOD AND WON'T MAKE WINNING ANY EASIER.&lt;br /&gt;
&lt;br /&gt;
New players should start with the [[Walkthrough]].  After that, please browse our [[strategy guides]] for more general advice, and review the [[Early Game Tips|early game]], [[Mid Game Tips|mid-game]], and [[Late Game Tips|late game]] tips.&lt;br /&gt;
&lt;br /&gt;
''Authors:  You are responsible for maintaining your guide. Failure to do so will result in your guide being removed from this list until it has been updated. If the guide you're looking for is no longer available here, check the [[Outdated character guide archives|archives]] to see if it has been archived.''&lt;br /&gt;
&lt;br /&gt;
==Species==&lt;br /&gt;
'''Centaur'''&lt;br /&gt;
* CeHu:&lt;br /&gt;
** [[Agentchuck's Centaur Hunter guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Deep Elf'''&lt;br /&gt;
* DECj:&lt;br /&gt;
** [[MistyMan's_Deep_Elf_Conjurer_of_Vehumet_guide]] (0.13)&lt;br /&gt;
* DEEn:&lt;br /&gt;
** [[Berder's Deep Elf Enchanter of Sif Muna guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Demonspawn'''&lt;br /&gt;
* DsCj:&lt;br /&gt;
** [[Naughty's_Demonspawn_Conjurer_of_Vehumet_guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Draconian'''&lt;br /&gt;
* DrCj:&lt;br /&gt;
** [[R.Daland's Draconian of Ashenzari Guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Gargoyle'''&lt;br /&gt;
** [[Psiweapon's Melee/Evocations Gargoyle guide]] (0.13 &amp;amp; 0.14)&lt;br /&gt;
* GrEE:&lt;br /&gt;
** [[Majang's Caster Walk-Through]] (0.20)&lt;br /&gt;
** [[Majang's Disquisition on the Nether Reaches]] (0.20) - extended game walk-through&lt;br /&gt;
&lt;br /&gt;
'''Hill Orc'''&lt;br /&gt;
*HOFi&lt;br /&gt;
** [[Vigrid's Hill Orc Fighter Guide]] (0.13)&lt;br /&gt;
&lt;br /&gt;
'''Minotaur'''&lt;br /&gt;
*MiBe:&lt;br /&gt;
**[[Beef Jerky's Simple 3 Rune Minotaur Berserker Guide for Beginners]]  (0.14)&lt;br /&gt;
*MiGl:&lt;br /&gt;
**[[Buddy23Lee's Minotaur Staff-Madness guide]] (0.16)&lt;br /&gt;
'''Merfolk'''&lt;br /&gt;
* MfDK:&lt;br /&gt;
** [[Ophanim's Merfolk Death Knight Guide]] (0.10)&lt;br /&gt;
* MfTm:&lt;br /&gt;
** [[Elynae's Sludge Elf/Merfolk Transmuter guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Mummy'''&lt;br /&gt;
* MuFi:&lt;br /&gt;
** [[Buddy23Lee's Mummy Fighter guide]] (Updated to 0.14)&lt;br /&gt;
* MuWz&lt;br /&gt;
** [[Elynae's Better MuWz Guide]] (0.11)&lt;br /&gt;
&lt;br /&gt;
'''Naga'''&lt;br /&gt;
* General:&lt;br /&gt;
** [[Tasonir's Melee Naga Guide]] (0.18)&lt;br /&gt;
** [[Berder's Naga Transmuter of Chei Guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Octopode'''&lt;br /&gt;
* OpFi&lt;br /&gt;
** [[Berder's Octopode Fighter of Dithmenos Guide]] (0.16)&lt;br /&gt;
&lt;br /&gt;
'''Ogre'''&lt;br /&gt;
* General:&lt;br /&gt;
** [[Davion Fuxa's Ogre guide]] (0.11)&lt;br /&gt;
* OgHu:&lt;br /&gt;
** [[Serfuzz's Ogre Hunter guide]] (unk. v#)&lt;br /&gt;
* OgWn:&lt;br /&gt;
** [[Demos' Ogre Wanderer guide]] (unk. v#)&lt;br /&gt;
* OgWpL&lt;br /&gt;
** [[rezek's Ogre Warper of The Shining One guide]] (0.17)&lt;br /&gt;
&lt;br /&gt;
'''Sludge Elf'''&lt;br /&gt;
* SETm&lt;br /&gt;
** [[Elynae's Sludge Elf/Merfolk Transmuter guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Spriggan'''&lt;br /&gt;
* SpEn:&lt;br /&gt;
** [[Huggz's Spriggan Enchanter guide]] (0.13)&lt;br /&gt;
* SpVM:&lt;br /&gt;
** [[Demos' Spriggan Venom Mage guide]] (unk. v#)&lt;br /&gt;
* SpWz:&lt;br /&gt;
** [http://www.youtube.com/watch?v=M4lclhJ-3jQ Spriggan Wizard Guide &amp;lt;video&amp;gt;] (0.9.1)&lt;br /&gt;
&lt;br /&gt;
'''Troll'''&lt;br /&gt;
* TrCj:&lt;br /&gt;
** [[Elynae's Troll Conjurer guide]] (unk. v#)&lt;br /&gt;
* TrMo:&lt;br /&gt;
** [[Buddy23Lee's Troll monk of Jiyva (&amp;quot;slime troll&amp;quot;) guide]] (Updated to 0.14)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
'''Abyssal Knight:'''&lt;br /&gt;
* [[IonFrigate's Abyssal Knight guide]] (0.11)&lt;br /&gt;
* [http://pastebin.com/QnHCvEVv Pacra's Abyssal Knight guide] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Fire Elementalist:'''&lt;br /&gt;
* [[Elynae's Fire Elementalist guide]] (0.11, short)&lt;br /&gt;
&lt;br /&gt;
'''Skald'''&lt;br /&gt;
* [[Lawman's Skald guide]] (0.10)&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy_Guides]][[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Character_guides&amp;diff=50301</id>
		<title>Character guides</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Character_guides&amp;diff=50301"/>
				<updated>2019-04-08T14:11:14Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Advice}}&lt;br /&gt;
DISCLAIMER: The vast majority of these guides are not very good and won't make winning any easier.&lt;br /&gt;
&lt;br /&gt;
New players should start with the [[Walkthrough]].  After that, please browse our [[strategy guides]] for more general advice, and review the [[Early Game Tips|early game]], [[Mid Game Tips|mid-game]], and [[Late Game Tips|late game]] tips.&lt;br /&gt;
&lt;br /&gt;
''Authors:  You are responsible for maintaining your guide. Failure to do so will result in your guide being removed from this list until it has been updated. If the guide you're looking for is no longer available here, check the [[Outdated character guide archives|archives]] to see if it has been archived.''&lt;br /&gt;
&lt;br /&gt;
==Species==&lt;br /&gt;
'''Centaur'''&lt;br /&gt;
* CeHu:&lt;br /&gt;
** [[Agentchuck's Centaur Hunter guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Deep Elf'''&lt;br /&gt;
* DECj:&lt;br /&gt;
** [[MistyMan's_Deep_Elf_Conjurer_of_Vehumet_guide]] (0.13)&lt;br /&gt;
* DEEn:&lt;br /&gt;
** [[Berder's Deep Elf Enchanter of Sif Muna guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Demonspawn'''&lt;br /&gt;
* DsCj:&lt;br /&gt;
** [[Naughty's_Demonspawn_Conjurer_of_Vehumet_guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Draconian'''&lt;br /&gt;
* DrCj:&lt;br /&gt;
** [[R.Daland's Draconian of Ashenzari Guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Gargoyle'''&lt;br /&gt;
** [[Psiweapon's Melee/Evocations Gargoyle guide]] (0.13 &amp;amp; 0.14)&lt;br /&gt;
* GrEE:&lt;br /&gt;
** [[Majang's Caster Walk-Through]] (0.20)&lt;br /&gt;
** [[Majang's Disquisition on the Nether Reaches]] (0.20) - extended game walk-through&lt;br /&gt;
&lt;br /&gt;
'''Hill Orc'''&lt;br /&gt;
*HOFi&lt;br /&gt;
** [[Vigrid's Hill Orc Fighter Guide]] (0.13)&lt;br /&gt;
&lt;br /&gt;
'''Minotaur'''&lt;br /&gt;
*MiBe:&lt;br /&gt;
**[[Beef Jerky's Simple 3 Rune Minotaur Berserker Guide for Beginners]]  (0.14)&lt;br /&gt;
*MiGl:&lt;br /&gt;
**[[Buddy23Lee's Minotaur Staff-Madness guide]] (0.16)&lt;br /&gt;
'''Merfolk'''&lt;br /&gt;
* MfDK:&lt;br /&gt;
** [[Ophanim's Merfolk Death Knight Guide]] (0.10)&lt;br /&gt;
* MfTm:&lt;br /&gt;
** [[Elynae's Sludge Elf/Merfolk Transmuter guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Mummy'''&lt;br /&gt;
* MuFi:&lt;br /&gt;
** [[Buddy23Lee's Mummy Fighter guide]] (Updated to 0.14)&lt;br /&gt;
* MuWz&lt;br /&gt;
** [[Elynae's Better MuWz Guide]] (0.11)&lt;br /&gt;
&lt;br /&gt;
'''Naga'''&lt;br /&gt;
* General:&lt;br /&gt;
** [[Tasonir's Melee Naga Guide]] (0.18)&lt;br /&gt;
** [[Berder's Naga Transmuter of Chei Guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Octopode'''&lt;br /&gt;
* OpFi&lt;br /&gt;
** [[Berder's Octopode Fighter of Dithmenos Guide]] (0.16)&lt;br /&gt;
&lt;br /&gt;
'''Ogre'''&lt;br /&gt;
* General:&lt;br /&gt;
** [[Davion Fuxa's Ogre guide]] (0.11)&lt;br /&gt;
* OgHu:&lt;br /&gt;
** [[Serfuzz's Ogre Hunter guide]] (unk. v#)&lt;br /&gt;
* OgWn:&lt;br /&gt;
** [[Demos' Ogre Wanderer guide]] (unk. v#)&lt;br /&gt;
* OgWpL&lt;br /&gt;
** [[rezek's Ogre Warper of The Shining One guide]] (0.17)&lt;br /&gt;
&lt;br /&gt;
'''Sludge Elf'''&lt;br /&gt;
* SETm&lt;br /&gt;
** [[Elynae's Sludge Elf/Merfolk Transmuter guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Spriggan'''&lt;br /&gt;
* SpEn:&lt;br /&gt;
** [[Huggz's Spriggan Enchanter guide]] (0.13)&lt;br /&gt;
* SpVM:&lt;br /&gt;
** [[Demos' Spriggan Venom Mage guide]] (unk. v#)&lt;br /&gt;
* SpWz:&lt;br /&gt;
** [http://www.youtube.com/watch?v=M4lclhJ-3jQ Spriggan Wizard Guide &amp;lt;video&amp;gt;] (0.9.1)&lt;br /&gt;
&lt;br /&gt;
'''Troll'''&lt;br /&gt;
* TrCj:&lt;br /&gt;
** [[Elynae's Troll Conjurer guide]] (unk. v#)&lt;br /&gt;
* TrMo:&lt;br /&gt;
** [[Buddy23Lee's Troll monk of Jiyva (&amp;quot;slime troll&amp;quot;) guide]] (Updated to 0.14)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
'''Abyssal Knight:'''&lt;br /&gt;
* [[IonFrigate's Abyssal Knight guide]] (0.11)&lt;br /&gt;
* [http://pastebin.com/QnHCvEVv Pacra's Abyssal Knight guide] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Fire Elementalist:'''&lt;br /&gt;
* [[Elynae's Fire Elementalist guide]] (0.11, short)&lt;br /&gt;
&lt;br /&gt;
'''Skald'''&lt;br /&gt;
* [[Lawman's Skald guide]] (0.10)&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy_Guides]][[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ziggurat&amp;diff=49601</id>
		<title>Ziggurat</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ziggurat&amp;diff=49601"/>
				<updated>2019-01-05T18:29:32Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{flavour|A portal leading to a ziggurat.&lt;br /&gt;
&lt;br /&gt;
A ziggurat is a strange tower constructed of incrementally larger combat arenas, each containing greater wealth and even greater danger than the last. Beware, for a ziggurat is not a place for the faint of heart: even the bravest and most skilled adventurers have met their ends in one. While a portal to safety will be present on every level, once left, a ziggurat cannot be re-entered.&lt;br /&gt;
&lt;br /&gt;
One ziggurat is guaranteed in the Depths. Tales tell of an magical item found at the bottom of each ziggurat, granting access to a new ziggurat in turn. Such an item is also said to be found at the bottom of the Tomb of the Ancients. Each time a ziggurat is conquered by exiting it from the final floor, subsequent ziggurats will become increasingly dangerous and lucrative.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
“Captain: Take off every ‘zig’!!&amp;lt;br&amp;gt;&lt;br /&gt;
Captain: For great justice.”&amp;lt;br&amp;gt;&lt;br /&gt;
-Zero Wing}}&lt;br /&gt;
&lt;br /&gt;
'''Ziggurats''' are the most dangerous, unpredictable, and lucrative [[branch]]es in the game. Each Ziggurat has 27 oval- or cross-shaped floors, with each floor growing in size as you go down, containing increasingly more monsters of higher difficulty. The entrance to each floor closes as soon you walk through it; the only way out is at the opposite end of the floor. There, you will find large amounts of treasure, including armour, jewellery, valuable potions (many of which are [[potions of experience]]), manuals, and many other wonderful things, as well as one set of stairs going further down and two portals leading out of the Ziggurat.&lt;br /&gt;
&lt;br /&gt;
Each floor of a Ziggurat contains a number of monsters of a particular theme. On early floors, you'll face two or three, but the number of opponents rises dramatically as you descend, pitting you against massive hordes by the time you reach the deepest levels. Most are sets of monsters that would be generated in a particular branch, but some are ad-hoc. The deeper you go, the more dangerous it becomes; deeper floors will have a greater ratio of powerful monsters to weak ones, may generate all monsters awake and wandering (0% chance for Zig:1-4, 100% chance for Zig 25-27).&lt;br /&gt;
&lt;br /&gt;
Each floor may also contain a central clump of dungeon features. These are often purely cosmetic, but occasionally ramp up the difficulty of the floor significantly; an [[orange crystal statue]] or [[oklob plant]] cluster is no laughing matter.&lt;br /&gt;
&lt;br /&gt;
One Ziggurat portal is guaranteed to generate somewhere in [[the Depths]].  Entry is denied until the player has at least two [[runes of Zot]] in her possession. Summoned creatures cannot follow the player through a Ziggurat portal or stairway.&lt;br /&gt;
&lt;br /&gt;
Once one has left a Ziggurat, the portal turns into an empty arch and may not be reentered. Any new portal encountered or created leads to the first floor of a fresh Ziggurat. Ziggurat portals have no timers.&lt;br /&gt;
&lt;br /&gt;
If the player should clear a Ziggurat successfully (i.e. completing all 27 floors), all subsequent Ziggurats will become significantly more difficult.&lt;br /&gt;
&lt;br /&gt;
==Monster Themes==&lt;br /&gt;
Unless mentioned otherwise, the chance for any given set is 5.89% for Zig:1-7, 5.56% for Zig:8-13, and 5.54% for Zig:14-27.&lt;br /&gt;
===Branches===&lt;br /&gt;
Lair, Shoals, and the [[Hells]] all have 50% chance of the normal chance to spawn.&lt;br /&gt;
*{{Magenta|Y}} [[File:Catoblepas.png]] Monsters from the '''[[Lair]]''', plus [[catoblepas]], [[dire elephant]]s, [[hellephant]]s, [[spriggan druid]]s, and [[caustic shrike]]s.&lt;br /&gt;
*{{LightCyan|o}} [[File:Orc_warlord.png]] Monsters from the '''[[Orcish Mines]]''', with bonus  [[orc warlord]]s, [[orc high priest]]s, [[orc sorcerer]]s, and [[stone giant]]s, plus [[iron troll]]s and depth-dependent priority for ''[[moths of wrath]]''.&lt;br /&gt;
*{{Yellow|e}} [[File:Deep_elf_demonologist.png]] Monsters from the '''[[Elven Halls]]''', with bonus ''[[deep elf high priest]]s'', [[deep elf blademaster]]s, [[deep elf master archer]]s, [[deep elf annihilator]]s, and [[deep elf demonologist]]s.&lt;br /&gt;
*{{Green|m}} [[File:Merfolk_aquamancer.png]] Monsters from '''[[the Shoals]]''', with bonus [[merfolk aquamancer]]s, [[merfolk javelineer]]s, [[merfolk impaler]]s, and [[water nymph]]s.&lt;br /&gt;
*{{Magenta|y}} [[File:Ghost_moth.png]] Monsters from the '''[[Spider's Nest]]''' with bonus ''[[ghost moth]]s'', [[hornet]]s and [[orb spider]]s.&lt;br /&gt;
*{{LightMagenta|N}} [[File:Nagaraja.png]] Monsters from the '''[[Snake Pit]]''', with bonus [[guardian serpent]]s and [[nagaraja]]s, plus depth-dependent priority for [[quicksilver dragon]]s.&lt;br /&gt;
*{{LightGrey|l}} [[File:Death_drake.png]] Monster from the '''[[Swamp]]''' with bonus [[hydra]]e and [[swamp dragon]]s, and depth-dependent priority for [[tentacled monstrosity|tentacled monstrosities]] and [[shambling mangrove]]s, plus rare [[golden dragon]]s, [[green death]]s and [[death drake]]s.&lt;br /&gt;
*{{LightCyan|J}} [[File:Acid_blob.png]] Monsters from the '''[[Slime Pits]]''' (with loot inside a level-end-dividing room behind a door). Notably, this includes [[acid blob]]s, ''[[floating eye]]s'', and [[eyes of draining]].&lt;br /&gt;
*{{White|L}} [[File:Ancient_lich.png]] Monsters from the '''[[Vaults]]''', plus ''[[titan]]s'', [[golden dragon]]s, and ''[[ancient lich]]es'' with depth-dependent priority.&lt;br /&gt;
*{{LightGrey|D}} [[File:Bone_dragon.png]] Monsters from the '''[[Crypt]]''', with bonus [[bone dragon]]s, ''[[ancient lich]]es'', [[revenant]]s, and ''[[curse skull]]s'', plus [[profane servitor]]s.&lt;br /&gt;
*{{Blue|X}} [[File:Starcursed_mass.png]] Monsters from the '''[[Abyss]]''', plus a tiny chance of [[corrupter]]s. Notably, this includes [[starcursed mass]]es, [[lurking horror]]s, and [[wretched star]]s.&lt;br /&gt;
*{{White|1}} [[File:Ice_fiend.png]] Monsters from '''[[Cocytus]]''', with a minor bonus of ''[[ice fiend]]s'' and [[blizzard demon]]s.&lt;br /&gt;
*{{LightRed|1}} [[File:Brimstone_fiend.png]] Monsters from '''[[Gehenna]]''', with a minor bonus of ''[[brimstone fiend]]s'' and [[balrug]]s.&lt;br /&gt;
*{{Brown|1}} [[File:Hell_sentinel.png]] Monsters from the '''[[Iron City of Dis]]''', with a minor bonus of ''[[hell sentinel]]s'', [[dancing weapon]]s, and [[war gargoyle]]s.&lt;br /&gt;
*{{Magenta|1}} [[File:Tzitzimitl.png]] Monsters from '''[[Tartarus]]''', with a minor bonus of ''[[tzitzimimeh]]'', [[curse toe]]s, and [[shadow demon]]s.&lt;br /&gt;
*{{White|M}} [[File:Greater_mummy.png]] Monsters from the '''[[Tomb]]''', with depth-dependent scaling for bonus ''[[greater mummy|greater mummies]]'' (reaching a 14.53% of spawns at Zig:27).&lt;br /&gt;
*{{LightRed|2}} [[File:Hellion.png]] '''[[Pandemonium]]''' spawns and a single [[Pandemonium lord]], with extra ''[[greater demon]]s'' and [[List_of_demonspawn#Demonspawn_Occupations|classed demonspawn]]. Pan lords can spawn even on Zig:1, making it  dangerous to enter a Ziggurat unprepared&lt;br /&gt;
&lt;br /&gt;
===Theme Sets===&lt;br /&gt;
Giants, dragons, archers, and conjurers have 20% of the normal chance to place, while Lair rune branches has 50% of the normal chance.&lt;br /&gt;
*{{Magenta|C}} [[File:Titan.png]] '''[[List of giants|Giants]]''': [[hill giant]]s, [[cyclopes]], [[stone giant]]s, [[fire giant]]s, [[frost giant]]s, [[ettin]]s, ''[[titan]]s'', and ''[[juggernaut]]s''.&lt;br /&gt;
*{{LightCyan|D}} [[File:Quicksilver_dragon.png]] '''[[Dragon]]s''' of all colours, [[drake]]s of all types, and [[hydra]]e.&lt;br /&gt;
*{{LightGreen|d}} [[File:Draconian_zealot.png]] '''[[Draconian]]s''' of all colours and walks of life, with classed draconians increasing by depth.&lt;br /&gt;
*{{LightGrey|e}} [[File:Deep_elf_master_archer.png]] '''Archers''': [[centaur]]s, [[yaktaur]]s, [[centaur warrior]]s, [[yaktaur captain]]s, [[cyclops|cyclopes]], [[stone giant]]s,  [[naga sharpshooter]]s, [[merfolk javelineer]]s, [[deep elf master archer]]s, and rare [[faun]]s, [[satyr]], [[thorn hunter]]s.&lt;br /&gt;
*{{LightBlue|6}} [[File:Blood_saint.png]] '''Conjurers''': [[wizard_(monster)|wizard]]s, [[necromancer_(monster)|necromancer]]s, [[ogre mage]]s, [[orc sorcerer]]s, [[naga mage]]s, [[naga ritualist]]s, [[salamander mystic]]s, [[greater naga]], [[tengu conjurer]]s, [[tengu reaver]]s, [[spriggan air mage]]s, [[merfolk aquamancer]]s, [[deep elf conjurer]]s, [[deep elf annihilator]]s, [[deep elf sorcerer]]s, [[draconian scorcher]]s, [[draconian knight]]s, ''[[draconian annihilator]]s'', [[lich]]es, ''[[ancient lich]]es'', and ''[[blood saint]]s''.&lt;br /&gt;
*{{Green|X}} [[File:Tentacled_monstrosity.png]] '''Lair rune branches''': starting from Zig:14, monsters from the [[Swamp]], the [[Snake Pit]], the [[Shoals]], and the [[Spider's Nest]], with extra [[greater naga]], [[guardian serpent]]s, [[hydra]]e, [[swamp dragon]]s, [[tentacled monstrosity|tentacled monstrosities]], [[merfolk aquamancer]]s, [[merfolk javelineer]]s, [[alligator snapping turtle]]s, ''[[ghost moth]]s'', [[emperor scorpion]]s, and [[moths of wrath]].&lt;br /&gt;
&lt;br /&gt;
===Elemental===&lt;br /&gt;
Elemental floors all have 20% of the normal chance to place, aside from Chaos.&lt;br /&gt;
*{{Yellow|A}} [[File:Daeva.png]] '''Holy''': ''[[daeva]]s'', [[angel]]s, [[cherub]]s, ''[[pearl dragon]]s'', [[ophan|ophanim]], and [[apis]].&lt;br /&gt;
*{{Red|*}} [[File:Orb_of_fire.png]] '''Fire''': [[fire elemental]]s, [[fire drake]], [[hell hound]]s, [[efreet]]s, [[fire dragon]]s, [[fire giant]]s, and ''[[orbs of fire]]''.&lt;br /&gt;
*{{LightBlue|2}} [[File:Blizzard_demon.png]] '''Ice''': [[ice beast]]s, [[ice dragon]]s, [[frost giant]]s, [[ice devil]]s, [[blizzard demon]]s, ''[[ice fiend]]s'', [[simulacra]], [[white draconian|white]] [[draconian knight]]s, and [[shard shrike]]s.&lt;br /&gt;
*{{LightCyan|8}} [[File:Electric_golem.png]] '''Air''': [[insubstantial wisp]]s, [[air elemental]]s, ''[[titan]]s'', [[raiju]]s, [[storm dragon]]s, ''[[electric golem]]s'', [[spriggan air mage]]s, and [[shock serpent]]s.&lt;br /&gt;
*{{LightGreen|b}} [[File:Caustic shrike.png]] '''Earth''': [[gargoyle]]s, [[earth elemental]]s, [[torpor snail]]s, [[boulder beetle]]s, [[entropy weaver]]s, [[stone giant]]s, [[iron dragon]]s, [[crystal guardian]]s, [[war gargoyle]]s, [[iron golem]]s, [[octopode crusher]]s, [[hell sentinel]]s, ''[[juggernaut]]s'', and ''[[caustic shrike]]s''.&lt;br /&gt;
*{{Red|A}} [[File:Profane_servitor.png]] '''Negative energy''': [[spectral thing]]s, [[shadow wraith]]s, [[eidolon|eidola]], [[shadow dragon]]s, [[deep elf death mage]]s, [[death knight]]s, [[revenant]]s, [[profane servitor]]s, [[soul eater]]s, ''[[tzitzimimeh]]'', and [[black sun]]s.&lt;br /&gt;
*{{Magenta|&amp;amp;}} [[File:Pandemonium_lord.png]] '''Chaos''': heavy depth dependence for [[chaos spawn]], [[ugly thing]]s, [[very ugly thing]]s, ''[[apocalypse crab]]s'', high-hd [[shapeshifter]]s and [[glowing shapeshifter]]s, [[Killer Klown]]s, ''[[chaos champion]]s'', high-tier demons and a multitude of ''[[pandemonium lord]]s''.&lt;br /&gt;
&lt;br /&gt;
==Fighting Strategies==&lt;br /&gt;
You should enter a Ziggurat as the last thing in the game if you are planning to finish it, as Zig:27 can potentially be the hardest place in the game. Preparation is somewhat similar to [[Pandemonium]], but you need even more care since the enemies are much harder.&lt;br /&gt;
&lt;br /&gt;
You will '''need''' the following:&lt;br /&gt;
*High experience level and skills.&lt;br /&gt;
*For spellcasters, the ability to cast Fire Storm and/or Ice Storm and/or Tornado at Great, ideally Excellent.&lt;br /&gt;
*[[Blink]] or [[Controlled Blink]] at Excellent, to avoid getting surrounded, create some distances from powerful enemies, or just escape.&lt;br /&gt;
*A [[ring of sustain attributes]] and an [[amulet of stasis]] for absorbing [[death curse]]s on mummy-themed floors.&lt;br /&gt;
*An [[amulet of resist corrosion]] for [[acid blob]]s on Slime Pit-themed floors.&lt;br /&gt;
*As many resistances as possible; at least something like rElec, rPois, rC+, and rF++. You should strive for rN+++, especially if you're susceptible to [[torment]].&lt;br /&gt;
&lt;br /&gt;
The following are ''recommended'', though not essential depending on the character:&lt;br /&gt;
*An [[amulet of resist mutation]] for mutagenic glow, [[shining eye]]s and [[neqoxec]]s. If you're a caster, these tend to die before they can even peek at your genome.&lt;br /&gt;
*Scrolls of identify to identify loot, scrolls of remove curse to remove cursed loot, scrolls of fog to block enemy sight, and scrolls of blinking as a backup to Blink/Controlled Blink. &lt;br /&gt;
*Wands of healing, hasting, and anything else you might need.&lt;br /&gt;
*Potions of curing to cure confusion (especially if you use a ball of energy), potions of heal wounds to recover lost HP, potions of might/agility/brilliance to enhance your battle prowess, and potions of magic to recover MP in a pinch.&lt;br /&gt;
*Some permafood depending on your metabolism and the spell hunger costs of your spells; coupled with the ample corpses you produce should keep you fed.&lt;br /&gt;
&lt;br /&gt;
Keep in mind you're limited to 52 items; only bring what you know will be useful, else you might not be able to take all the loot you want with you. Artefacts with multiple resistances and intrinsics are your friend!&lt;br /&gt;
&lt;br /&gt;
===Conjurer Strategy===&lt;br /&gt;
====Sample Runs====&lt;br /&gt;
*hyperbolic's uber Naga, who fully cleared several Ziggurats: [[http://crawl.akrasiac.org/rawdata/hyperbolic/morgue-hyperbolic-20100508-220232.txt]]&lt;br /&gt;
*sh's Fire Storm run: [http://crawl.akrasiac.org/rawdata/sh/morgue-sh-20091014-090636.txt] with ttyrec at [http://crawl.akrasiac.org/rawdata/sh/2009-10-13.15:41:31.ttyrec.bz2]&lt;br /&gt;
*Luca's Extension + Ice Storm run: [http://crawl.akrasiac.org/rawdata/Luca/morgue-Luca-20091212-220305.txt] with ttyrec at [http://crawl.akrasiac.org/rawdata/Luca/2009-12-12.02:02:06.ttyrec.bz2]&lt;br /&gt;
&lt;br /&gt;
The basic strategy is to use [[Necromutation]], along with all relevant buff spells, and alternate between casting a Storm/Tornado and channeling MP. Depending on your god choice, you can also use Sif Muna's channel (more reliable) or Vehumet's MP gain on killing (somewhat more random, but passive). Keep in mind that you can't escape to rest for MP, so make sure to have backup in the form of a crystal ball of energy, potions of magic, Sublimation of Blood, etc...&lt;br /&gt;
&lt;br /&gt;
Note: Don't bother using [[Shatter]]. This, at [[Earth Magic]] 25 or higher, does damage to everything in LOS, and while the damage is comparable to Ice/Fire Storm for non-flying/levitating monsters (3d55 at power 150 and more for skeletons and simulacra), it is only about a third for flying/levitating ones (such as a lot of Pandemonium lords). It would take an average of 8-9 hits to kill a flying Pan lord.&lt;br /&gt;
&lt;br /&gt;
====Specific Floors====&lt;br /&gt;
On Pandemonium lord floors, be prepared to be on the receiving of the occasional [[Lehudib's Crystal Spear]] and [[Dispel Undead]]. If you use Fire Storm, try to position yourself so that non-lord monsters, Pan lord summons and your own summons create a buffer that prevent the lords from coming close to you. Then blast with Fire Storm without destroying your monster shield. If you use Ice Storm, try to get the direct path blocked by a non-lord monster, while still having an opening to shoot Ice Storm near the lords.&lt;br /&gt;
&lt;br /&gt;
On mummy floors, wear an amulet of stasis and a ring of sustain abilities. Try not to kill too many greater/guardian mummies at once since you may get 3 points of random stat drain for each kill. If one of your stats dips low, try to swap in weapons or jewellery boosting it. If a stat gets ''dangerously'' low, semi-controlled blink to a corner, surround yourself with summons, end Necromutation, eat a royal jelly or quaff a potion of restore abilities, and recast Necromutation right away. Flooding the level with powerful summons to soak as many curses as possible can also work.&lt;br /&gt;
&lt;br /&gt;
On angel/daeva floors, get out of lich form, cast [[Regeneration]], and try to overpower them. If things go badly, consider casting [[Borgnjor's Revivification]]. If you decide to escape, go as near to the exit as possible, possibly using a lantern of shadows, cast [[Death's Door]], and then alternate Storm/Tornado to scrolls of blinking/Controlled Blink and mana channeling to get to the downstairs as soon as possible. Once you are at the downstairs, apport any useful object until Death's Door runs out. Alternatively, you can escape the Ziggurat, but note that nearby angels/daevas will follow you out, so make sure you come out on a clear level and teleport away.&lt;br /&gt;
&lt;br /&gt;
On crypt floors, mages casting Fire Storm should be ''very'' wary of [[Death Knight]]s, both in and ''out'' of LOS. You will take severe self-inflicted damage if you flame even one of these while Yredelemnul's [[Mirror Damage]] ability is active. The mirrored damage ignores both your resistances and AC, unless you've cast Death's Door. If it's in your LOS, you'll have seen it &amp;quot;kneel in prayer and [be] bathed in unholy energy.&amp;quot; Thereafter, for approximately 20 turns, its glyph's colors will be alternating. You can also see if Mirror Damage is active by e'''[[x]]'''amining it to see if it is &amp;quot;reflecting injuries&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
On slime floors, the treasure will always be somewhat protected, in a centered chamber rather than on the open floor.&lt;br /&gt;
&lt;br /&gt;
====Equipment====&lt;br /&gt;
In addition to the general equipment:&lt;br /&gt;
*Enhancers (e.g. rings of fire/ice, staff of conjuration/fire/cold/air, etc...) to enhance the power of Fire/Ice Storm and/or Tornado as needed. A [[robe of the Archmagi]] is amazing for this purpose.&lt;br /&gt;
*Staff/rings of wizardry to improve the success rates of Fire/Ice Storm and/or Tornado, if necessary. Also, try downgrading your shield type (large shield to a normal shield, normal shield to a buckler) if your Shields skill isn't high enough to get rid of the spellcasting penalty. Your offense is your best defense.&lt;br /&gt;
*A [[crystal ball of energy]] if you have high Evocations (you will probably find one soon in the Ziggurat) or a [[staff of energy]].&lt;br /&gt;
*Identify scrolls, as many as you have. You're going to be going through a lot of stashes.&lt;br /&gt;
&lt;br /&gt;
==== Example Spell Set ====&lt;br /&gt;
 Your Spells                       Type                          Failure   Level       &lt;br /&gt;
 a - Fire Storm                    Conjuration/Fire              1%          9&lt;br /&gt;
 b - Blink                         Translocation                 0%          2&lt;br /&gt;
 c - Flight                        Charms/Air                    0%          4&lt;br /&gt;
 e - Deflect Missiles              Charms/Air                    0%          6&lt;br /&gt;
 j - Abjuration                    Summoning                     0%          3&lt;br /&gt;
 s - Summon Butterflies            Summoning                     0%          1&lt;br /&gt;
 u - Dispel Undead                 Necromancy                    0%          5&lt;br /&gt;
 x - Sublimation of Blood          Necromancy                    0%          2&lt;br /&gt;
 B - Controlled Blink              Translocation                 1%          7&lt;br /&gt;
 Q - Swiftness                     Enchantment                   0%          2&lt;br /&gt;
 M - Mass Abjuration               Summoning                     0%          6&lt;br /&gt;
 V - Phase Shift                   Translocation                 0%          5&lt;br /&gt;
 X - Necromutation                 Transmutation/Necromancy      1%          8&lt;br /&gt;
 Y - Borgnjor's Revivification     Necromancy                    1%          7&lt;br /&gt;
&lt;br /&gt;
==== Optional Spells ====&lt;br /&gt;
You may want the following spells:&lt;br /&gt;
*[[Airstrike]]: to kill giant eyeballs, which may appear in Pan lord floors, if you lack [[Fire Storm]] and its smite-targeting.&lt;br /&gt;
*[[Dispel Undead]]: to kill undead anacondas rushing at you, skeletal dragons who survive Fire Storm, or to kill mummies one by one.&lt;br /&gt;
*[[Discord]]: this makes floors with many natural monsters with low MR, such as orc or merfolk floors, very easy.&lt;br /&gt;
*[[Lehudib's Crystal Spear]]: to kill dangerous monsters (especially Pan lords) who get close to you.&lt;br /&gt;
*[[Phase Shift]] to boost your EV.&lt;br /&gt;
*[[Ring of Flames]]: to enhance [[Fire Storm]]'s power and allow you to walk in clouds of flame.&lt;br /&gt;
*[[Sublimation of Blood]]: you can use this to restore MP.&lt;br /&gt;
&lt;br /&gt;
===Crusader Strategy===&lt;br /&gt;
See coolrobin's Ogre Chaos Knight of Lugonu: [http://crawl.akrasiac.org/rawdata/coolrobin/morgue-coolrobin-20091101-161113.txt morgue] and [http://crawl.akrasiac.org/rawdata/coolrobin/2009-11-01.00:42:05.ttyrec.bz2 ttyrec]&lt;br /&gt;
&lt;br /&gt;
See 78291's torment immune Demonspawn crusader/reaver of Okawaru, failed run at [http://crawl.akrasiac.org/rawdata/78291/morgue-78291-20091103-033303.txt], first ziggurat at [http://crawl.akrasiac.org/rawdata/78291/2009-11-02.01:20:34.ttyrec], and second ziggurat (with death to daevas) at [http://crawl.akrasiac.org/rawdata/78291/2009-11-02.20:29:48.ttyrec] and [http://crawl.akrasiac.org/rawdata/78291/2009-11-03.03:06:22.ttyrec].&lt;br /&gt;
&lt;br /&gt;
* First, convert to [[Lugonu]] (for corruption and self-banishment), [[The Shining One]] (for peaceful angel/daevas, divine warriors), [[Elyvilon]] (peaceful angel/daevas, healing), or Okawaru (attack speed boost and skills boost).&lt;br /&gt;
* Set up as many spells and enchantments as described for conjurers as you can. You probably won't have Necromutation (and can't use it anyway with the good gods) or Fire/Ice Storm and Tornado, though.&lt;br /&gt;
* The [[Silence]] spell, while counter-productive for pure conjurers, works beautifully for a crusader-type character against spellcasters. It even stops mummies from tormenting and smiting! Use a [[lantern of shadows]] along with it when needed.&lt;br /&gt;
* Bring a way to channel mana, and a staff of energy for hunger-less casting.&lt;br /&gt;
* Consider being able to cast [[Aura of Abjuration]].&lt;br /&gt;
&lt;br /&gt;
Fight in melee with all buffs (Haste, Might, etc...) except for berserk: it will ''definitely'' expire before you've cleared all monsters on the harder floors, and being slowed/exhausted in the middle of a pack of demons or some such is a surefire way to die. Angel/Daeva floors can be handled by proper god choice or by escaping.&lt;br /&gt;
&lt;br /&gt;
=== Spell-less Strategy ===&lt;br /&gt;
&lt;br /&gt;
Do not attempt to fully clear a Ziggurat without spells of some sort. It is very likely to be fatal. Having said that, the first few floors are usually safe for many XL27 characters, although this can still be risky.&lt;br /&gt;
&lt;br /&gt;
== Strategies For Troublesome Floors ==&lt;br /&gt;
&lt;br /&gt;
=== Skip With Death's Door ===&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;Conjurer strategy&amp;quot; above. Cast Death's Door after getting as close as possible to the stairs. Make a break for it.&lt;br /&gt;
	&lt;br /&gt;
=== Banishment With Lugonu ===&lt;br /&gt;
&lt;br /&gt;
Banish yourself to the Abyss, so you can recover. You'll return to the same level after leaving the Abyss.&lt;br /&gt;
&lt;br /&gt;
=== Banishment With Distortion Weapon and Amulet of Stasis ===&lt;br /&gt;
&lt;br /&gt;
You may also try to banish yourself with a [[distortion]] weapon. However, you have about the same chance of going to the Abyss as to be instantly teleported on the level, damaged and confused. An amulet of stasis or -TELE artifact will prevent this, though, and allows you to use distortion with the only downside of confusion and HP damage.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
Since a subsequent Ziggurat only get harder if the previous one was fully completed, and the player has two opportunities for entering a Ziggurat, a player desiring a second run with a difficulty identical to the first may simply exit from the first run early, at level 26 or before. &lt;br /&gt;
&lt;br /&gt;
==Wizard Mode==&lt;br /&gt;
Ziggurats can be entered in [[wizard mode]] using &amp;amp;L to place a vault called &amp;quot;ziggurat_fallback&amp;quot;, &amp;amp;{ to map the level, and XT to teleport to the portal.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.18]], Ziggurat portals will no longer generate in Pandemonium. There is a new item called [[figurine of a ziggurat]] which creates a ziggurat portal. Figurines always spawn on the 27th floor of a ziggurat and on level 3 of [[Tomb]].&lt;br /&gt;
&lt;br /&gt;
[[0.16]] introduced so-called megazigs. Every time a ziggurat is cleared, subsequent ziggurats become much harder.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.16]], entry was denied until the player had at least three [[runes of Zot]] in her possession.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], a Ziggurat portal could be summoned by the [[Trowel card]] of a legendary [[Deck of dungeons]] once per game. The [[Trowel card]] was removed in [[0.15]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Ziggurat portals would generate randomly in the main [[Dungeon]], and required you pay an admission fee of 2,100 to 14,000 [[gold]] to enter.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], you could use [[Projected Noise]] at the bottom of the map, then walk around the top end (or vice-versa).&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], it was possible to permanently leave a Ziggurat via [[Banishment]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Exile_card&amp;diff=49388</id>
		<title>Exile card</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Exile_card&amp;diff=49388"/>
				<updated>2018-10-11T20:34:13Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version021}}&lt;br /&gt;
The Exile card banishes one or more nearby monsters to the Abyss, and possibly the player as well. If no monsters are visible, it will guarantee banishing the player. It does not check MR; if drawn in the Abyss, it does nothing. It is significantly rarer than other cards in the [[deck of escape]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Cards]]&lt;br /&gt;
*[[Decks]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Deck]]&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Berserk&amp;diff=48735</id>
		<title>Berserk</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Berserk&amp;diff=48735"/>
				<updated>2018-07-15T23:16:21Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
&lt;br /&gt;
'''Berserk''' is a [[status effect]] which fills you with overwhelming rage, making you significantly deadlier in combat but unable to do almost anything else. Afterwards, you are left severely handicapped as you recover from your overexertion. Used correctly, a [[berserker]] can overcome challenges far beyond its level. Used improperly, it'll leave you seriously weakened just as things are at their most dangerous.&lt;br /&gt;
&lt;br /&gt;
A berserk rage nominally lasts 20 - 40 turns, but this duration decreases rapidly if you do anything except for fighting or butchering, lasting only 3 turns if you don't do either of these things at all.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*Current and max [[HP]] increase by 50%.&lt;br /&gt;
*[[Might]] (+5 [[strength]], +1d10 melee attack damage).&lt;br /&gt;
*[[Haste]].&lt;br /&gt;
*Immunity to [[sleep]]&lt;br /&gt;
&lt;br /&gt;
Monsters also get immunity to [[fear]] and might gives them +50% damage instead of +1d10.&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*Cannot do anything except for attacking, moving, butchering corpses, eating, and wielding, unwielding, dropping, or picking up items.&lt;br /&gt;
*Leaves you [[slow]] and gives the -Berserk status effect after it ends, preventing repeated berserks.&lt;br /&gt;
*Occasionally makes you &amp;quot;pass out&amp;quot; (essentially [[paralysis]]) for a few turns after it ends (10% chance, lower with [[berserk (mutation)|berserk]] mutation or Trog).&lt;br /&gt;
*Costs you 600 [[satiation]] per use.&lt;br /&gt;
*Cannot trigger if you are Near Starving or worse.&lt;br /&gt;
**[[Mummies]], [[ghoul]]s, and [[formicid]]s can never go berserk. [[Vampire]]s must be at least Satiated in order to do so.&lt;br /&gt;
*Sets your [[stealth]] to 0, and causes you to make lots of [[noise]] when opening [[door]]s (''You throw open the door with a bang!'').&lt;br /&gt;
*Followers of [[Cheibriados]] may wish to avoid berserk, as he dislikes the Haste effect it causes. If you go berserk unintentionally while following him, he will cancel the Haste effect. That being said, in an emergency, its benefits may outweigh the relatively minor cost.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
===Trog===&lt;br /&gt;
The simplest way to get access to berserk is to worship [[Trog]], who grants it to users as an ability once they hit one * of [[piety]]. This ability costs an additional 200 - 400 satiation per use (bringing the total cost to 800 - 1000), but it never fails and requires no other resources. Also, Trog followers receive several divine benefits to all of their berserk rages, regardless of the source; the berserker has a (piety/10)% chance of extending the berserk by 4 - 13 turns each time he kills something, and you receive an additional (piety/1.5)% chance of staying conscious when you would normally pass out.&lt;br /&gt;
&lt;br /&gt;
===Amulet of Rage===&lt;br /&gt;
Wearing an [[amulet of rage]] (or any [[randart]] with the +Rage intrinsic) allows you to go berserk as an ability. It's success rate increases with evocation skill (50% with no skill) and costs 2 [[MP]] along with the standard satiation cost.&lt;br /&gt;
&lt;br /&gt;
===Berserk mutation===&lt;br /&gt;
If you have the [[Bad mutations#Berserk|Berserk]] mutation or a piece of equipment with the *RAGE intrinsic, you may automatically go berserk each time that you hit an enemy in melee or take damage. The chance of this happening due to the mutation rises with each rank of the mutation (1% / 3% / 9%), but more ranks also dramatically reduces the odds of you passing out from berserking; the normal 10% chance is reduced to roughly 3%, 2%, or 1.5%. Each piece of berserkitis equipment has its own chance of activation, making some items significantly more dangerous than others. Because there are many situations in which berserking is a terrible idea, berserkitis is generally seen as a dangerous trait to have.&lt;br /&gt;
&lt;br /&gt;
===Potion of Berserk Rage===&lt;br /&gt;
Quaffing a [[potion of berserk rage]] will immediately make you go berserk.&lt;br /&gt;
&lt;br /&gt;
===Moth of Wrath===&lt;br /&gt;
The bite of a [[moth of wrath]] may cause you to go berserk. Monsters near it (but not necessarily adjacent to it) will also occasionally go berserk.&lt;br /&gt;
&lt;br /&gt;
===Miscast Effects===&lt;br /&gt;
[[Miscast effect]]s from the [[Charms]] and [[Hexes]] magic schools may make you berserk. This includes those suffered while exploring [[Hell]].&lt;br /&gt;
&lt;br /&gt;
===Xom===&lt;br /&gt;
[[Xom]] may decide to make you berserk. He may even be kind enough to do so in situations where berserking is helpful!&lt;br /&gt;
&lt;br /&gt;
==Preventing Berserk==&lt;br /&gt;
The following all prevent you from going berserk.&lt;br /&gt;
*[[Clarity]] prevents unintentional berserks (berserkitis, moths of wrath, etc.) while still allowing voluntary ones.&lt;br /&gt;
*Having berserked recently (-berserk status effect)&lt;br /&gt;
*Being a [[mummy]], [[ghoul]], [[lichform]], [[formicid]], or [[vampire]] (if less than Satiated).&lt;br /&gt;
*Being Very Hungry or worse.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Don't assume that nimble, dexterous characters armed with [[short blades]] have less to gain from berserking than a lumbering brute with a massive weapon; the +1d10 damage per hit applies to light and heavy weapons equally. The faster you hit your enemy, the more free damage you apply.&lt;br /&gt;
*Bear in mind that berserk characters have zero stealth. While this might make no difference to a rampaging [[troll]] or [[minotaur]] in [[crystal plate armour]], stealthier characters might want to be careful about berserking near enemies that aren't yet aware of them; doing so may draw more enemies into combat than you can handle at once, especially if the berserk runs out mid-fight.&lt;br /&gt;
*A [[potion of haste]] will counter the post-berserk slowing, which can be useful if your berserk wears out while you're still in combat with dangerous enemies. [[Elyvilon]]'s Purification ability and [[Ru]]'s Draw Out Power are also effective.&lt;br /&gt;
*If none of these options are available, think carefully before going berserk. It's a good idea to lure enemies to an already-cleared area with a staircase leading up before berserking so you can escape in case a monster approaches while you're slowed. Summoning allies (incidentally, another of Trog's given powers) also increases your chances of survival if your rage expires while you are still in combat.&lt;br /&gt;
*Ranged weapon users should switch to a melee weapon before going berserk, as you can't shoot during it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.20]], berserk gave the [[exhausted]] status effect after wearing off instead of -Berserk. This only mattered if you could cast [[Death's Door]] or had access to one of [[Ru]]'s active abilities. Also, players and monsters were unable to (un)wield things while berserk.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], an amulet of rage also reduced the risk of you passing out after your berserk ended.&lt;br /&gt;
&lt;br /&gt;
The [[Berserker Rage]] spell used to allow the caster to go berserk at will (and reduced the risk of passing out afterwards), but it was removed in [[0.9]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Abilities]][[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Cheibriados&amp;diff=48732</id>
		<title>Cheibriados</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Cheibriados&amp;diff=48732"/>
				<updated>2018-07-15T19:05:45Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: /* Given Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
[[File:Cheibriados altar.png]] ''&amp;quot;Take it easy.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Cheibriados is a god of deliberation. Those following Cheibriados travel more slowly the further they progress in their faith, and are forbidden from using any means to hasten themselves. In the process of so imitating their god, they attain perfection of mind and body, and the mysteries of time unfold before them. Especially devout followers may even momentarily abandon the flow of time and its needless disturbances.&lt;br /&gt;
&lt;br /&gt;
Followers of Cheibriados move more slowly as they gain favour, and are rewarded for killing creatures who are faster than they are. Moving too quickly or using magically hastened weapons is frowned upon. Cheibriados rewards the faithful with a slowed metabolism, the power to slow other creatures, the power to distort the flow of time, the power to harm those who move more quickly than they do, and, finally, the ability to step out of the flow of time entirely.&lt;br /&gt;
&lt;br /&gt;
Cheibriados likes it when you kill fast things, relative to your speed.&lt;br /&gt;
&lt;br /&gt;
Cheibriados strongly dislikes it when you hasten yourself or others or use unnaturally quick items.}}&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Killing creatures that are faster than you, with a chance of a large piety increase for much faster creatures and ones with high [[HD]] (&amp;quot;''Cheibriados (thoroughly) appreciates the change of pace''&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Increasing your speed by any means: this includes [[Haste]], going [[berserk]], [[Swiftness]], melee weapons with the [[speed (brand)|speed brand]], [[quick blade]]s, and [[boots]] or [[barding]]s with the [[running]] ego. You may not haste or [[frenzy]] enemies, either. If the item causing haste, berserk, etc. was unidentified, or you were berserked/hasted against your will (moth of wrath, berserk mutation), Cheibriados will block the haste and not punish you for it. The message will say the protection was &amp;quot;just this once,&amp;quot; but there is no actual limit on it. Do note that an identified wand of random effects will be punished by Chei if you use it and it produces one of the forbidden effects.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety Level -]]''': &amp;quot;Sluggish Foo&amp;quot;&lt;br /&gt;
*'''Raises the support of your attributes''': Cheibriados increases your Strength, Dexterity, and Intelligence as your piety increases. Each stat increase comes with an incremental increase in your movement delay equal to 2 + piety/20 [[aut]]s capping at 10 auts for normal or faster speed player characters. Further stat increases occur at higher ranks of piety. At maximum piety you receive +15 to all stats.&lt;br /&gt;
*'''Bend Time''': Slows everything adjacent to you. Monsters resist based on their [[HD]] rather than their [[Magic resistance]], which means that it can affect magic immune enemies. (Costs 3 MP, 50-100 Food, and 1-2 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *]]''': &amp;quot;Deliberate&amp;quot;&lt;br /&gt;
*'''Slows and strengthens your metabolism''': All actions have their satiation costs reduced to 75% normal. Also, the duration of [[sickness]] is cut in half, as is the rate at which [[poison]] damages you. This effectively doubles the ''duration'' of poison, but makes it much more survivable, especially in severe cases.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level **]]''': &amp;quot;Unhurried&amp;quot;&lt;br /&gt;
*No new Abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ***]]''': &amp;quot;Contemplative&amp;quot;&lt;br /&gt;
*'''Temporal Distortion''': Moves nearby monsters forward through time, relative to you. In effect, this forces ranged opponents to move adjacent to you, but may also place them one spaces away. (Instant, 4 MP, 200-400 Food, 3-5 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ****]]''': &amp;quot;Epochal&amp;quot;&lt;br /&gt;
*'''Slouch''': Damages everything in [[LOS]] (including [[invisible]] enemies) that's faster than you (Damage = [Speed Difference] × 4d3 / 2). Only monsters that have detected you take damage from Slouch. (Costs 5 MP, 100-200 Food, and 8-12 Piety) Damage is based on monster movement speed. &lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *****]]''': &amp;quot;Timeless&amp;quot;&lt;br /&gt;
*'''Step From Time''': Moves you to nowhere and lets time pass. During that time, monsters wander away and may even go to sleep. Monsters that end up in your LOS must perform a fresh check against your stealth to notice you. (Costs 10 MP, 200-400 Food, and 10-15 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ******]]''': &amp;quot;Foo Aeon&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
In addition, Cheibriados does the following:&lt;br /&gt;
*Dramatically reduces the monster spawn rate and map morphing rate in the [[Abyss]]. (Passive)&lt;br /&gt;
*Prevent the speed bonus from going berserk through the [[Bad mutations#Berserk|Berserk]] mutation. (Passive)&lt;br /&gt;
*Reduces the Orb run monster spawn rate.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Offenders against Cheibriados are given one last chance to take it easy. They may find themselves slowed and exhausted, or stepping from time at unexpected moments. In dangerous moments, Chei provides them with refreshing naps. And in very dangerous situations... in the full depth of time, almost anything can happen. (But for those who offend Cheibriados, probably not anything good!)}}&lt;br /&gt;
&lt;br /&gt;
Upon abandonment, Cheibriados will occasionally punish you with one of the following forms of [[divine retribution]]:&lt;br /&gt;
&lt;br /&gt;
*Random [[miscast effect]].&lt;br /&gt;
*Sleep for 4-8 turns.&lt;br /&gt;
*[[Slow]] + No berserk for 100 turns.&lt;br /&gt;
*Step out of time for 2-5 turns.&lt;br /&gt;
*Curse an item.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Unlike the other gods, successfully worshiping Cheibriados greatly magnifies the deadliness of your mistakes. Remember to always use shift-direction key or auto-explore while exploring, as that will automatically stop you when you spot an enemy. One careless step while worshiping Cheibriados could translate to two or three needless enemy attacks, which could very well be lethal.&lt;br /&gt;
*Those who worship Cheibriados should try to take advantage of their stat boosts as much as possible. Ranged combat gets a large boost from high stats; a well-enchanted [[longbow]] or [[crossbow]] in particular will deal high damage to your enemies. Devotees of Cheibriados should cast spells, can wear protective heavy armor (the penalty of which will be reduced by their high strength), and get high EV by training dodging thanks to their dexterity. If you are using [[Unarmed Combat]] and [[Transmutations]], the damage output of many forms (particularly [[Blade Hands]]) will be increased greatly from the boost in stats. &lt;br /&gt;
*[[Translocations]] spells can help you get around quickly, as can [[Passwall]].&lt;br /&gt;
*Training your [[Invocations]] skill is important as well, as Cheibriados offers several excellent abilities:&lt;br /&gt;
**Bend Time can reliably slow even the strongest enemies for very little piety, reducing their attack speed while yours remains the same. Skill level 7.0 in Invocations will give 4% or lower failure for Bend Time at all relevant piety levels. &lt;br /&gt;
**Temporal distortion is an instantaneous ability that &amp;quot;jumps forward&amp;quot; in time. It has a number of powerful tactical uses which may not be obvious at first. Skill level 7.0 in Invocations will give 4% or lower failure for Temporal Distortion at all relevant piety levels. &lt;br /&gt;
***The most direct use of temporal distortion is to pull in ranged attackers so that melee characters can fight without having to walk towards monsters or take damage while waiting for an approach. It can also be used for the opposite effect: if you are resting on stairs and monsters are in melee range, distortion can be used to possibly move them away from you so that you can escape up the stairs without being followed. &lt;br /&gt;
***Temporal distortion can be used to dodge enemy orbs of destruction, which will pass through you; this is particularly helpful against orb spiders. You can use it to dissipate clouds (especially low duration clouds, such as the flames produced by [[fire crab]]s) and split up [[slime creature]]s that have merged. &lt;br /&gt;
***Temporal Distortion also works well with [[poison]]; apply a few levels of poison, then warp time forward to when your foes are more damaged. [[Sticky flame]] can also be used in this manner. &lt;br /&gt;
**Slouch's piety cost is not cheap, but it is an effective irresistible attack against everything in sight, even invisible enemies (this is a quick way to take out [[unseen horror]]s, among other things). Slouch's damage is based on the difference between your speed and the target's, so particularly fast or hasted enemies will take a high damage. Areas filled with fast enemies such as [[Spider's Nest]] are especially ripe for Slouching. Note that Invocations does not affect Slouch's damage, only its success. Around 9.0 skill in Invocations will give you 4% or less failure with Slouch at all relevant piety levels. Assuming your movement delay is 20, Slouch will deal on average 60 damage to opponents of speed 20 (killer bees) and 40 damage to opponents of speed 10 (most monsters). &lt;br /&gt;
**Don't forget you have Step From Time. It can spare you from certain-death situations; by the time you return, most enemies will have wandered off and summoned enemies will have run out of time. Enemies that haven't wandered off might not even notice your return if you have a high [[Stealth]] skill as well. &lt;br /&gt;
**Step From Time is much more effective in open levels with lots of space for monsters to redistribute themselves. In constrained areas like [[the Shoals]] or small portal levels, it is less effective, so beware. Unlike Slouch the ''strength'' of Step From Time, and not just the success chance, depends on Invocations skill. Skill level 14.0 in Invocations will give less than 4% failure in Step From Time at all relevant piety levels.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], slouch damage wasn't based on monster movement speed. &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], '''Bend Time''' only became available at 1* piety.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], Cheibriados would only give you bonus stats if you wore equipment with the [[ponderousness]] ego (and offered an ability which allowed you to convert your gear into ponderous artifacts). Cheibriados would also offer various resistances as well. These benefits increased with each equipment slot you made ponderous.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], species with equipment restrictions were unable to get the full ponderous benefits from Cheibriados, and each new ponderous item gave a larger benefit than the last.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Cheibriados&amp;diff=48731</id>
		<title>Cheibriados</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Cheibriados&amp;diff=48731"/>
				<updated>2018-07-15T19:03:53Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
[[File:Cheibriados altar.png]] ''&amp;quot;Take it easy.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Cheibriados is a god of deliberation. Those following Cheibriados travel more slowly the further they progress in their faith, and are forbidden from using any means to hasten themselves. In the process of so imitating their god, they attain perfection of mind and body, and the mysteries of time unfold before them. Especially devout followers may even momentarily abandon the flow of time and its needless disturbances.&lt;br /&gt;
&lt;br /&gt;
Followers of Cheibriados move more slowly as they gain favour, and are rewarded for killing creatures who are faster than they are. Moving too quickly or using magically hastened weapons is frowned upon. Cheibriados rewards the faithful with a slowed metabolism, the power to slow other creatures, the power to distort the flow of time, the power to harm those who move more quickly than they do, and, finally, the ability to step out of the flow of time entirely.&lt;br /&gt;
&lt;br /&gt;
Cheibriados likes it when you kill fast things, relative to your speed.&lt;br /&gt;
&lt;br /&gt;
Cheibriados strongly dislikes it when you hasten yourself or others or use unnaturally quick items.}}&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Killing creatures that are faster than you, with a chance of a large piety increase for much faster creatures and ones with high [[HD]] (&amp;quot;''Cheibriados (thoroughly) appreciates the change of pace''&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Increasing your speed by any means: this includes [[Haste]], going [[berserk]], [[Swiftness]], melee weapons with the [[speed (brand)|speed brand]], [[quick blade]]s, and [[boots]] or [[barding]]s with the [[running]] ego. You may not haste or [[frenzy]] enemies, either. If the item causing haste, berserk, etc. was unidentified, or you were berserked/hasted against your will (moth of wrath, berserk mutation), Cheibriados will block the haste and not punish you for it. The message will say the protection was &amp;quot;just this once,&amp;quot; but there is no actual limit on it. Do note that an identified wand of random effects will be punished by Chei if you use it and it produces one of the forbidden effects.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety Level -]]''': &amp;quot;Sluggish Foo&amp;quot;&lt;br /&gt;
*'''Raises the support of your attributes''': Cheibriados increases your Strength, Dexterity, and Intelligence as your piety increases. Each stat increase comes with an incremental increase in your movement delay equal to 2 + piety/20 [[aut]]s capping at 10. Further stat increases occur at higher ranks of piety. At maximum piety you receive +15 to all stats, and your movement delay is doubled or increased by 10 auts, whichever is larger.&lt;br /&gt;
*'''Bend Time''': Slows everything adjacent to you. Monsters resist based on their [[HD]] rather than their [[Magic resistance]], which means that it can affect magic immune enemies. (Costs 3 MP, 50-100 Food, and 1-2 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *]]''': &amp;quot;Deliberate&amp;quot;&lt;br /&gt;
*'''Slows and strengthens your metabolism''': All actions have their satiation costs reduced to 75% normal. Also, the duration of [[sickness]] is cut in half, as is the rate at which [[poison]] damages you. This effectively doubles the ''duration'' of poison, but makes it much more survivable, especially in severe cases.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level **]]''': &amp;quot;Unhurried&amp;quot;&lt;br /&gt;
*No new Abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ***]]''': &amp;quot;Contemplative&amp;quot;&lt;br /&gt;
*'''Temporal Distortion''': Moves nearby monsters forward through time, relative to you. In effect, this forces ranged opponents to move adjacent to you, but may also place them one spaces away. (Instant, 4 MP, 200-400 Food, 3-5 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ****]]''': &amp;quot;Epochal&amp;quot;&lt;br /&gt;
*'''Slouch''': Damages everything in [[LOS]] (including [[invisible]] enemies) that's faster than you (Damage = [Speed Difference] × 4d3 / 2). Only monsters that have detected you take damage from Slouch. (Costs 5 MP, 100-200 Food, and 8-12 Piety) Damage is based on monster movement speed. &lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *****]]''': &amp;quot;Timeless&amp;quot;&lt;br /&gt;
*'''Step From Time''': Moves you to nowhere and lets time pass. During that time, monsters wander away and may even go to sleep. Monsters that end up in your LOS must perform a fresh check against your stealth to notice you. (Costs 10 MP, 200-400 Food, and 10-15 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ******]]''': &amp;quot;Foo Aeon&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
In addition, Cheibriados does the following:&lt;br /&gt;
*Dramatically reduces the monster spawn rate and map morphing rate in the [[Abyss]]. (Passive)&lt;br /&gt;
*Prevent the speed bonus from going berserk through the [[Bad mutations#Berserk|Berserk]] mutation. (Passive)&lt;br /&gt;
*Reduces the Orb run monster spawn rate.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Offenders against Cheibriados are given one last chance to take it easy. They may find themselves slowed and exhausted, or stepping from time at unexpected moments. In dangerous moments, Chei provides them with refreshing naps. And in very dangerous situations... in the full depth of time, almost anything can happen. (But for those who offend Cheibriados, probably not anything good!)}}&lt;br /&gt;
&lt;br /&gt;
Upon abandonment, Cheibriados will occasionally punish you with one of the following forms of [[divine retribution]]:&lt;br /&gt;
&lt;br /&gt;
*Random [[miscast effect]].&lt;br /&gt;
*Sleep for 4-8 turns.&lt;br /&gt;
*[[Slow]] + No berserk for 100 turns.&lt;br /&gt;
*Step out of time for 2-5 turns.&lt;br /&gt;
*Curse an item.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Unlike the other gods, successfully worshiping Cheibriados greatly magnifies the deadliness of your mistakes. Remember to always use shift-direction key or auto-explore while exploring, as that will automatically stop you when you spot an enemy. One careless step while worshiping Cheibriados could translate to two or three needless enemy attacks, which could very well be lethal.&lt;br /&gt;
*Those who worship Cheibriados should try to take advantage of their stat boosts as much as possible. Ranged combat gets a large boost from high stats; a well-enchanted [[longbow]] or [[crossbow]] in particular will deal high damage to your enemies. Devotees of Cheibriados should cast spells, can wear protective heavy armor (the penalty of which will be reduced by their high strength), and get high EV by training dodging thanks to their dexterity. If you are using [[Unarmed Combat]] and [[Transmutations]], the damage output of many forms (particularly [[Blade Hands]]) will be increased greatly from the boost in stats. &lt;br /&gt;
*[[Translocations]] spells can help you get around quickly, as can [[Passwall]].&lt;br /&gt;
*Training your [[Invocations]] skill is important as well, as Cheibriados offers several excellent abilities:&lt;br /&gt;
**Bend Time can reliably slow even the strongest enemies for very little piety, reducing their attack speed while yours remains the same. Skill level 7.0 in Invocations will give 4% or lower failure for Bend Time at all relevant piety levels. &lt;br /&gt;
**Temporal distortion is an instantaneous ability that &amp;quot;jumps forward&amp;quot; in time. It has a number of powerful tactical uses which may not be obvious at first. Skill level 7.0 in Invocations will give 4% or lower failure for Temporal Distortion at all relevant piety levels. &lt;br /&gt;
***The most direct use of temporal distortion is to pull in ranged attackers so that melee characters can fight without having to walk towards monsters or take damage while waiting for an approach. It can also be used for the opposite effect: if you are resting on stairs and monsters are in melee range, distortion can be used to possibly move them away from you so that you can escape up the stairs without being followed. &lt;br /&gt;
***Temporal distortion can be used to dodge enemy orbs of destruction, which will pass through you; this is particularly helpful against orb spiders. You can use it to dissipate clouds (especially low duration clouds, such as the flames produced by [[fire crab]]s) and split up [[slime creature]]s that have merged. &lt;br /&gt;
***Temporal Distortion also works well with [[poison]]; apply a few levels of poison, then warp time forward to when your foes are more damaged. [[Sticky flame]] can also be used in this manner. &lt;br /&gt;
**Slouch's piety cost is not cheap, but it is an effective irresistible attack against everything in sight, even invisible enemies (this is a quick way to take out [[unseen horror]]s, among other things). Slouch's damage is based on the difference between your speed and the target's, so particularly fast or hasted enemies will take a high damage. Areas filled with fast enemies such as [[Spider's Nest]] are especially ripe for Slouching. Note that Invocations does not affect Slouch's damage, only its success. Around 9.0 skill in Invocations will give you 4% or less failure with Slouch at all relevant piety levels. Assuming your movement delay is 20, Slouch will deal on average 60 damage to opponents of speed 20 (killer bees) and 40 damage to opponents of speed 10 (most monsters). &lt;br /&gt;
**Don't forget you have Step From Time. It can spare you from certain-death situations; by the time you return, most enemies will have wandered off and summoned enemies will have run out of time. Enemies that haven't wandered off might not even notice your return if you have a high [[Stealth]] skill as well. &lt;br /&gt;
**Step From Time is much more effective in open levels with lots of space for monsters to redistribute themselves. In constrained areas like [[the Shoals]] or small portal levels, it is less effective, so beware. Unlike Slouch the ''strength'' of Step From Time, and not just the success chance, depends on Invocations skill. Skill level 14.0 in Invocations will give less than 4% failure in Step From Time at all relevant piety levels.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], slouch damage wasn't based on monster movement speed. &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], '''Bend Time''' only became available at 1* piety.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], Cheibriados would only give you bonus stats if you wore equipment with the [[ponderousness]] ego (and offered an ability which allowed you to convert your gear into ponderous artifacts). Cheibriados would also offer various resistances as well. These benefits increased with each equipment slot you made ponderous.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], species with equipment restrictions were unable to get the full ponderous benefits from Cheibriados, and each new ponderous item gave a larger benefit than the last.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Statue_Form_(spell)&amp;diff=48730</id>
		<title>Statue Form (spell)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Statue_Form_(spell)&amp;diff=48730"/>
				<updated>2018-07-15T19:01:54Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: /* Cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|021}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Statue Form&lt;br /&gt;
|level=6&lt;br /&gt;
|school1={{Transmutations}}&lt;br /&gt;
|school2={{Earth Magic}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Transfigurations]] &lt;br /&gt;
*[[Book of the Earth]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=5&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|This spell temporarily transforms the caster into a slow-moving (but extremely robust) stone statue, capable of dealing monstrous blows with weapons or bare fists. The caster's stone body is insulated from electricity and gains resistance to poison, rotting, and negative energy.}}&lt;br /&gt;
&lt;br /&gt;
'''Statue Form''' is a level 6 [[Transmutations]]/[[Earth Magic]] spell which changes the caster into a sentient, mobile [[statue]]. This makes the caster immensely strong and gives him the endurance of stone, but makes his actions slower. [[Gargoyle]]s cannot cast this spell. For the duration of this spell the caster gains the following:&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*[[Unarmed Combat]] Base Damage = UC+12&lt;br /&gt;
*+50% damage bonus to all melee attacks&lt;br /&gt;
*+2 [[strength]]&lt;br /&gt;
*A huge [[AC]] bonus (20 + (spell power)/12, max 37)&lt;br /&gt;
*39% [[guaranteed damage reduction]]&lt;br /&gt;
*+30% [[HP]]&lt;br /&gt;
*Immunity to [[poison]]&lt;br /&gt;
*[[Electricity resistance]]&lt;br /&gt;
*One rank of [[life protection]]&lt;br /&gt;
*50% reduction to [[torment]] damage&lt;br /&gt;
*[[Rot]] resistance&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Body [[armour]], [[gloves]], and [[boots]] meld into your character, becoming inactive.&lt;br /&gt;
*Base movement delay is increased to 1.5.&lt;br /&gt;
*The base cost of all other actions is increased by 50% (similar to being under the effect of the [[Slow]] spell)&lt;br /&gt;
*-2 [[dexterity]]&lt;br /&gt;
*Vulnerability to [[Shatter]] and [[Lee's Rapid Deconstruction]]&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Despite the scary sounding speed penalty, Statue Form is worth using. This spell is most useful for characters who fight in melee and are unable to use most or all armors, like [[troll]]s, [[felid]]s, and [[octopode]]s, though any character in need of one of the many resistances it offers will find it useful, particularly if they have access to a source of [[Haste]] to negate the speed penalty.&lt;br /&gt;
*[[Merfolk]], [[octopode]]s, and grey [[draconian]]s can still use Statue Form in deep water, as they are adapted for survival underwater. However, you will incur the penalties from standing in shallow water.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! Humanoid || Centaur || Naga || Octopode || Felid&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Statue form humanoid.png]] || [[File:Statue form centaur.png]] || [[File:Statue form naga.png]] || [[File:Statue form octopode.png]] || [[File:Statue form felid.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], Statue Form's AC bonus lower. This change was made as a result of [[Stoneskin]] being removed.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], Statue Form increased the AC bonus from Stoneskin.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.16]], Gargoyles could cast Statue Form.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], Statue Form also granted -10 [[EV]], and gave [[gargoyle]]s 62% GDR. It also used [[Earth Magic]] to determine AC instead of [[spell power]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], [[merfolk]] could not use Statue Form in [[deep water]] (if they fell in while in Statue Form, they would revert to normal).&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], it only granted the player one level of [[poison resistance]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Status effects]]&lt;br /&gt;
[[Category:Transformation]]&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Statue_Form_(spell)&amp;diff=48729</id>
		<title>Statue Form (spell)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Statue_Form_(spell)&amp;diff=48729"/>
				<updated>2018-07-15T19:00:28Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|021}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Statue Form&lt;br /&gt;
|level=6&lt;br /&gt;
|school1={{Transmutations}}&lt;br /&gt;
|school2={{Earth Magic}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Transfigurations]] &lt;br /&gt;
*[[Book of the Earth]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=5&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|This spell temporarily transforms the caster into a slow-moving (but extremely robust) stone statue, capable of dealing monstrous blows with weapons or bare fists. The caster's stone body is insulated from electricity and gains resistance to poison, rotting, and negative energy.}}&lt;br /&gt;
&lt;br /&gt;
'''Statue Form''' is a level 6 [[Transmutations]]/[[Earth Magic]] spell which changes the caster into a sentient, mobile [[statue]]. This makes the caster immensely strong and gives him the endurance of stone, but makes his actions slower. [[Gargoyle]]s cannot cast this spell. For the duration of this spell the caster gains the following:&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*[[Unarmed Combat]] Base Damage = UC+12&lt;br /&gt;
*+50% damage bonus to all melee attacks&lt;br /&gt;
*+2 [[strength]]&lt;br /&gt;
*A huge [[AC]] bonus (20 + (spell power)/12, max 37)&lt;br /&gt;
*39% [[guaranteed damage reduction]]&lt;br /&gt;
*+30% [[HP]]&lt;br /&gt;
*Immunity to [[poison]]&lt;br /&gt;
*[[Electricity resistance]]&lt;br /&gt;
*One rank of [[life protection]]&lt;br /&gt;
*50% reduction to [[torment]] damage&lt;br /&gt;
*[[Rot]] resistance&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Body [[armour]], [[gloves]], and [[boots]] meld into your character, becoming inactive.&lt;br /&gt;
*Base movespeed is increased to 1.5.&lt;br /&gt;
*The base cost of all other actions is increased by 50% (similar to being under the effect of the [[Slow]] spell)&lt;br /&gt;
*-2 [[dexterity]]&lt;br /&gt;
*Vulnerability to [[Shatter]] and [[Lee's Rapid Deconstruction]]&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Despite the scary sounding speed penalty, Statue Form is worth using. This spell is most useful for characters who fight in melee and are unable to use most or all armors, like [[troll]]s, [[felid]]s, and [[octopode]]s, though any character in need of one of the many resistances it offers will find it useful, particularly if they have access to a source of [[Haste]] to negate the speed penalty.&lt;br /&gt;
*[[Merfolk]], [[octopode]]s, and grey [[draconian]]s can still use Statue Form in deep water, as they are adapted for survival underwater. However, you will incur the penalties from standing in shallow water.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! Humanoid || Centaur || Naga || Octopode || Felid&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Statue form humanoid.png]] || [[File:Statue form centaur.png]] || [[File:Statue form naga.png]] || [[File:Statue form octopode.png]] || [[File:Statue form felid.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], Statue Form's AC bonus lower. This change was made as a result of [[Stoneskin]] being removed.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], Statue Form increased the AC bonus from Stoneskin.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.16]], Gargoyles could cast Statue Form.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], Statue Form also granted -10 [[EV]], and gave [[gargoyle]]s 62% GDR. It also used [[Earth Magic]] to determine AC instead of [[spell power]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], [[merfolk]] could not use Statue Form in [[deep water]] (if they fell in while in Statue Form, they would revert to normal).&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], it only granted the player one level of [[poison resistance]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Status effects]]&lt;br /&gt;
[[Category:Transformation]]&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Statue_Form_(spell)&amp;diff=48728</id>
		<title>Statue Form (spell)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Statue_Form_(spell)&amp;diff=48728"/>
				<updated>2018-07-15T18:59:47Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|021}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Statue Form&lt;br /&gt;
|level=6&lt;br /&gt;
|school1={{Transmutations}}&lt;br /&gt;
|school2={{Earth Magic}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Transfigurations]] &lt;br /&gt;
*[[Book of the Earth]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=5&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|This spell temporarily transforms the caster into a slow-moving (but extremely robust) stone statue, capable of dealing monstrous blows with weapons or bare fists. The caster's stone body is insulated from electricity and gains resistance to poison, rotting, and negative energy.}}&lt;br /&gt;
&lt;br /&gt;
'''Statue Form''' is a level 6 [[Transmutations]]/[[Earth Magic]] spell which changes the caster into a sentient, mobile [[statue]]. This makes the caster immensely strong and gives him the endurance of stone, but makes his actions slower. [[Gargoyle]]s cannot cast this spell. For the duration of this spell the caster gains the following:&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*[[Unarmed Combat]] Base Damage = UC+12&lt;br /&gt;
*+50% damage bonus to all melee attacks&lt;br /&gt;
*+2 [[strength]]&lt;br /&gt;
*A huge [[AC]] bonus (20 + (spell power)/12, max 37)&lt;br /&gt;
*39% [[guaranteed damage reduction]]&lt;br /&gt;
*+30% [[HP]]&lt;br /&gt;
*Immunity to [[poison]]&lt;br /&gt;
*[[Electricity resistance]]&lt;br /&gt;
*One rank of [[life protection]]&lt;br /&gt;
*50% reduction to [[torment]] damage&lt;br /&gt;
*[[Rot]] resistance&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Body [[armour]], [[gloves]], and [[boots]] meld into your character, becoming inactive.&lt;br /&gt;
*Best movespeed is increased to 1.5.&lt;br /&gt;
*The base cost of all other actions is increased by 50% (similar to being under the effect of the [[Slow]] spell)&lt;br /&gt;
*-2 [[dexterity]]&lt;br /&gt;
*Vulnerability to [[Shatter]] and [[Lee's Rapid Deconstruction]]&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Despite the scary sounding speed penalty, Statue Form is worth using. This spell is most useful for characters who fight in melee and are unable to use most or all armors, like [[troll]]s, [[felid]]s, and [[octopode]]s, though any character in need of one of the many resistances it offers will find it useful, particularly if they have access to a source of [[Haste]] to negate the speed penalty.&lt;br /&gt;
*[[Merfolk]], [[octopode]]s, and grey [[draconian]]s can still use Statue Form in deep water, as they are adapted for survival underwater. However, you will incur the penalties from standing in shallow water.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! Humanoid || Centaur || Naga || Octopode || Felid&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Statue form humanoid.png]] || [[File:Statue form centaur.png]] || [[File:Statue form naga.png]] || [[File:Statue form octopode.png]] || [[File:Statue form felid.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], Statue Form's AC bonus lower. This change was made as a result of [[Stoneskin]] being removed.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], Statue Form increased the AC bonus from Stoneskin.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.16]], Gargoyles could cast Statue Form.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], Statue Form also granted -10 [[EV]], and gave [[gargoyle]]s 62% GDR. It also used [[Earth Magic]] to determine AC instead of [[spell power]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], [[merfolk]] could not use Statue Form in [[deep water]] (if they fell in while in Statue Form, they would revert to normal).&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], it only granted the player one level of [[poison resistance]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Status effects]]&lt;br /&gt;
[[Category:Transformation]]&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Statue_Form_(spell)&amp;diff=48727</id>
		<title>Statue Form (spell)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Statue_Form_(spell)&amp;diff=48727"/>
				<updated>2018-07-15T18:59:19Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|021}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Statue Form&lt;br /&gt;
|level=6&lt;br /&gt;
|school1={{Transmutations}}&lt;br /&gt;
|school2={{Earth Magic}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Transfigurations]] &lt;br /&gt;
*[[Book of the Earth]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=5&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|This spell temporarily transforms the caster into a slow-moving (but extremely robust) stone statue, capable of dealing monstrous blows with weapons or bare fists. The caster's stone body is insulated from electricity and gains resistance to poison, rotting, and negative energy.}}&lt;br /&gt;
&lt;br /&gt;
'''Statue Form''' is a level 6 [[Transmutations]]/[[Earth Magic]] spell which changes the caster into a sentient, mobile [[statue]]. This makes the caster immensely strong and gives him the endurance of stone, but makes his actions slower. [[Gargoyle]]s cannot cast this spell. For the duration of this spell the caster gains the following:&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*[[Unarmed Combat]] Base Damage = UC+12&lt;br /&gt;
*+50% damage bonus to all melee attacks&lt;br /&gt;
*+2 [[strength]]&lt;br /&gt;
*A huge [[AC]] bonus (20 + (spell power)/12, max 37)&lt;br /&gt;
*39% [[guaranteed damage reduction]]&lt;br /&gt;
*+30% [[HP]]&lt;br /&gt;
*Immunity to [[poison]]&lt;br /&gt;
*[[Electricity resistance]]&lt;br /&gt;
*One rank of [[life protection]]&lt;br /&gt;
*50% reduction to [[torment]] damage&lt;br /&gt;
*[[Rot]] resistance&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Body [[armour]], [[gloves]], and [[boots]] meld into your character, becoming inactive.&lt;br /&gt;
*Movespeed is increased to 1.5.&lt;br /&gt;
*The base cost of all other actions is increased by 50% (similar to being under the effect of the [[Slow]] spell)&lt;br /&gt;
*-2 [[dexterity]]&lt;br /&gt;
*Vulnerability to [[Shatter]] and [[Lee's Rapid Deconstruction]]&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Despite the scary sounding speed penalty, Statue Form is worth using. This spell is most useful for characters who fight in melee and are unable to use most or all armors, like [[troll]]s, [[felid]]s, and [[octopode]]s, though any character in need of one of the many resistances it offers will find it useful, particularly if they have access to a source of [[Haste]] to negate the speed penalty.&lt;br /&gt;
*[[Merfolk]], [[octopode]]s, and grey [[draconian]]s can still use Statue Form in deep water, as they are adapted for survival underwater. However, you will incur the penalties from standing in shallow water.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! Humanoid || Centaur || Naga || Octopode || Felid&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Statue form humanoid.png]] || [[File:Statue form centaur.png]] || [[File:Statue form naga.png]] || [[File:Statue form octopode.png]] || [[File:Statue form felid.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], Statue Form's AC bonus lower. This change was made as a result of [[Stoneskin]] being removed.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], Statue Form increased the AC bonus from Stoneskin.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.16]], Gargoyles could cast Statue Form.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], Statue Form also granted -10 [[EV]], and gave [[gargoyle]]s 62% GDR. It also used [[Earth Magic]] to determine AC instead of [[spell power]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], [[merfolk]] could not use Statue Form in [[deep water]] (if they fell in while in Statue Form, they would revert to normal).&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], it only granted the player one level of [[poison resistance]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Status effects]]&lt;br /&gt;
[[Category:Transformation]]&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Skill&amp;diff=47248</id>
		<title>Skill</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Skill&amp;diff=47248"/>
				<updated>2018-04-11T23:01:15Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
&lt;br /&gt;
'''Skills''' represent your character's ability to perform several different offensive, defensive and magical activities.  Starting skill levels depend on character [[species]] and [[background]].  As characters earn [[experience]], XP is spread across different skills according to the distribution specified on the Skill Screen ('''m'''), with bonuses based on species [[aptitudes]].  Skill levels are capped at [[27]].&lt;br /&gt;
&lt;br /&gt;
Skill management is central to strategic play.  Focusing your skill points to align with your [[aptitudes]], available [[Item|equipment]], and play style will make or break a character.   &lt;br /&gt;
&lt;br /&gt;
Every species is rated from -5 to +5 in each skill, with higher scores giving faster skill progress. Training low-aptitude skills is possible, but will be notably slower and hence may leave characters under-prepared for later content. &lt;br /&gt;
&lt;br /&gt;
==Skill Types==&lt;br /&gt;
Skills are divided into three categories:&lt;br /&gt;
&lt;br /&gt;
'''Offense'''&lt;br /&gt;
*[[Fighting]]: Improves your damage and accuracy in melee and increases your max [[HP]].&lt;br /&gt;
*Weapon skills: Improve your damage, accuracy, and attack speed with a specific weapon group. Training a weapon skill will also give a bonus to any skills that [[crosstrain]]s with it.&lt;br /&gt;
**[[Axes]]: Axes.     ''Crosstrains with [[Maces &amp;amp; Flails]] and [[Polearms]]''&lt;br /&gt;
**[[Bows]]: Bows.  &lt;br /&gt;
**[[Crossbows]]: Crossbows.&lt;br /&gt;
**[[Long Blades]]: Swords.     ''Crosstrains with [[Short Blades]]''&lt;br /&gt;
**[[Maces &amp;amp; Flails]]: Maces, flails and whips.     ''Crosstrains with [[Axes]] and [[Staves]]''&lt;br /&gt;
**[[Polearms]]: Spears, tridents, etc.     ''Crosstrains with [[Axes]] and [[Staves]]''&lt;br /&gt;
**[[Short Blades]]: Daggers, short swords, rapiers etc.     ''Crosstrains with [[Long Blades]]''&lt;br /&gt;
**[[Slings]]: Slings.  ''crosstrains with [[Throwing]]''&lt;br /&gt;
**[[Staves]]: Quarterstaves, lajatangs and magical staves.     ''Crosstrains with [[Maces &amp;amp; Flails]] and [[Polearms]]''&lt;br /&gt;
**[[Throwing]]:  Thrown weapons &amp;amp; blowguns.     ''crosstrains with [[Slings]]''&lt;br /&gt;
**[[Unarmed Combat]]: When without a wielded weapon. [[Auxiliary attacks]] are ''not'' improved.&lt;br /&gt;
&lt;br /&gt;
'''Defense'''&lt;br /&gt;
*[[Armour (skill)|Armour]]: Improves the [[AC]] bonus armour gives (more effective with heavier armour).  Reduces the impact of armour [[EV]] and [[spell success]] penalties.&lt;br /&gt;
*[[Dodging]]: Improves [[EV]].  More effective with lighter [[armour]] and higher [[dexterity]].&lt;br /&gt;
*[[Shields (skill)|Shields]]: Improves the [[SH]] bonus [[shields]] gives you. Reduces and eliminates the impact of shield [[EV]] and [[spell success]] penalties.&lt;br /&gt;
*[[Stealth]]: Reduces the likelihood of unaware monsters detecting you. Increases the chance of out of sight monsters losing track of you.&lt;br /&gt;
&lt;br /&gt;
'''Magic'''&lt;br /&gt;
*[[Spellcasting]]: Slightly increases the [[spell power]] and [[spell success|success rate]] of any spell you cast, reduces the [[spell hunger]] generated, increases your max [[MP]], and grants you extra spell levels to memorize more spells.&lt;br /&gt;
*[[Invocations]]: Improves the effectiveness of powers granted by your [[god]], increases your max [[MP]]. Some gods do not require training of this skill.&lt;br /&gt;
*[[Evocations]]: Improves the effectiveness of using [[wand]]s and [[evocable]]s. Increases your max [[MP]].&lt;br /&gt;
&lt;br /&gt;
The highest of your [[Spellcasting]], [[Invocations]] and [[Evocations]] skills will determine your [[MP]] bonus. For this purpose each level of Spellcasting skill counts as two.&lt;br /&gt;
&lt;br /&gt;
*[[Spell school]] skills: Improve [[spell power]] and [[spell success|success rate]].  Casting a single spell may rely on more than one skill.&lt;br /&gt;
**[[Air Magic]]: Mainly attack spells that focus on [[wind]] and [[electricity]].&lt;br /&gt;
**[[Conjurations]]: Direct attack magic.&lt;br /&gt;
**[[Charms]]: Magic to enhance your abilities.&lt;br /&gt;
**[[Earth Magic]]: Mainly attack spells that involve manipulation of the earth.&lt;br /&gt;
**[[Fire Magic]]: Attack spells that involve fire.&lt;br /&gt;
**[[Hexes]]: Magic to weaken enemies.&lt;br /&gt;
**[[Ice Magic]]: Mainly attack and enhancing spells that involve cold.&lt;br /&gt;
**[[Necromancy]]: Spells involving manipulation of negative energy and the undead.&lt;br /&gt;
**[[Poison Magic]]: Magic involving poison.&lt;br /&gt;
**[[Summonings]]: Magic involving temporarily creating allies.&lt;br /&gt;
**[[Translocations]]: Move yourself, enemies or objects.&lt;br /&gt;
**[[Transmutations]]: Transform yourself, enemies or objects.&lt;br /&gt;
&lt;br /&gt;
==The Skill Screen==&lt;br /&gt;
Pressing '''m''' will bring up the Skill Screen, allowing you to select which skills you'd like to train and how you'd like the game to invest your XP. It also shows your character's current skill levels and aptitude for each skill, complete with adjustments made for cross-training and opposed magic schools. You can switch between displaying only those skills you can train/have trained and all skills with the '''*''' button.&lt;br /&gt;
&lt;br /&gt;
You can select which skills to train by either clicking on its name in the list or pressing the key associated to it. Any skill that you haven't selected will have its name displayed in dark gray, and it will not improve. You can also choose to focus certain skills, causing them to gain twice the amount of experience they'd normally receive. Focused skill names are displayed in white, and their tiles icon will display with a blue glow.&lt;br /&gt;
&lt;br /&gt;
The skill screen also allows you to choose whether to divide your XP in auto or manual mode by pressing the '''/''' key. Auto mode adjusts the XP division so that skills you use more will receive the greatest share of new XP, while those you rarely use receive less. In manual mode, each active skill receives a perfectly equal share of gained XP, while focused skills receive double that.  Most veteran players advise always using manual mode, as it is far easier to control where your XP goes using it. Furthermore, you can ensure your XP is split between fewer skills, which is generally good strategy.&lt;br /&gt;
&lt;br /&gt;
You can set skill targets by pressing '''=''' in the skill menu, then the letter of the skill you want to set a target for, then entering the value to set a target at. Once that skill reaches the skill target, it will automatically turn off. This can also be done for weapons' min-delay and shields skill-to-remove-penalty by entering the item description and pressing '''s'''. Skill targets let you much more easily control exactly how many points you want in a particular skill, and stop you from forgetting to turn off skills. Additionally, should all of your skill targets be reached and you're no longer training anything, you are prompted to turn on a skill.&lt;br /&gt;
&lt;br /&gt;
Pressing '''!''' will switch between 3 views: training, where you can see how much of your experience is going towards each skill; cost, which compares the experience requirement of raising that skill by 1 level with a level 0 skill at 0 aptitude; and targets, which shows your current skill targets. &lt;br /&gt;
&lt;br /&gt;
===Skill Requirements===&lt;br /&gt;
In any case, you'll notice that you do not have access to all skills from the very beginning of the game. This is because many skills require associated equipment to become available:&lt;br /&gt;
*You must have an appropriate weapon in order to train its weapon skill.&lt;br /&gt;
*You must be carrying a shield to train [[Shields]].&lt;br /&gt;
*You must have a spell of a particular school memorized to train that school's skill.&lt;br /&gt;
**Having abilities provided by [[Kikubaaqudgha]] will allow training [[Necromancy]].&lt;br /&gt;
*You must worship a god who grants invocable powers to train [[Invocations]].&lt;br /&gt;
*You must be carrying an [[evocable items|evocable item]] or have abilities provided by [[Nemelex]] to train [[Evocations]].&lt;br /&gt;
&lt;br /&gt;
Additionally carrying a [[manual]] will always allow training the associated skill. Skill points gained from drinking a [[potion of experience]] are not subject to these restrictions.&lt;br /&gt;
&lt;br /&gt;
Removing these items, forgetting these spells, or abandoning these gods will cause you to no longer be able to train their skills, but you will not lose the progress you've made thus far.&lt;br /&gt;
&lt;br /&gt;
==Experience Required==&lt;br /&gt;
The chart below shows how many total [[skill point]]s must be allocated to a skill for it to reach each skill level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Total skill points!! !! Level !! Total skill points !! !! Level !! Total skill points&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 50 || || 10 || 2,800 || || 19 || 12,300&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 150 || || 11 || 3,450 || || 20 || 13,950&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 300 || || 12 || 4,200 || || 21 || 15,750&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 500 || || 13 || 5,050 || || 22 || 17,700&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 750 || || 14 || 6,000 || || 23 || 19,800&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1,050 || || 15 || 7,050 || || 24 || 22,050&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 1,400 || || 16 || 8,200 || || 25 || 24,450&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 1,800 || || 17 || 9,450 || || 26 || 27,000&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 2,250 || || 18 || 10,800 || || 27 || 29,750&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These amounts are then adjusted based on your character's aptitudes. An aptitude of '''n''' means you'll need 2^(-n/4) times as much XP to advance as a character with an aptitude of zero for that skill would.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Aptitude &lt;br /&gt;
|| +5 || +4 || +3 || +2 || +1 || +0 || -1 || -2 || -3 || -4 || -5&lt;br /&gt;
|-&lt;br /&gt;
! XP Multiplier&lt;br /&gt;
|| 2.38 || 2.0 || 1.68 || 1.41 || 1.19 || 1.0 || 0.84 || 0.71 || 0.59 || 0.5 || 0.42&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*[[0.21]] - Added skill targets.&lt;br /&gt;
*[[0.18]] - Added the ability to see the relative cost of training different skills.&lt;br /&gt;
*[[0.15]] - Removed aptitude penalty for training opposed magic schools. Changed cross-training to give a direct bonus to cross-trained skills, rather than decreasing the XP cost of learning them.&lt;br /&gt;
*[[0.13]] - Removed [[Stabbing]] and [[Traps]] skills.&lt;br /&gt;
*[[0.12]] - Equalized all skill costs.  Formerly, [[Spellcasting]] cost 130%; [[Invocations]], [[Evocations]], and [[Stealth]] 80%.&lt;br /&gt;
*[[0.10]] - [[Stealth]] cost changed from 50% to 80%.&lt;br /&gt;
*[[0.10]] - Equipment impact on skill training standardized from skill level 0-27.&lt;br /&gt;
*[[0.9]] - Change to current skill system.  Formerly, [[XP]] was saved when earned, then applied to skills as they were used, resulting in repetitive and annoying [[victory dancing]] designed to funnel the [[XP]] appropriately.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Skill titles]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Skill&amp;diff=47247</id>
		<title>Skill</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Skill&amp;diff=47247"/>
				<updated>2018-04-11T23:00:24Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
&lt;br /&gt;
'''Skills''' represent your character's ability to perform several different offensive, defensive and magical activities.  Starting skill levels depend on character [[species]] and [[background]].  As characters earn [[experience]], XP is spread across different skills according to the distribution specified on the Skill Screen ('''m'''), with bonuses based on species [[aptitudes]].  Skill levels are capped at [[27]].&lt;br /&gt;
&lt;br /&gt;
Skill management is central to strategic play.  Focusing your skill points to align with your [[aptitudes]], available [[Item|equipment]], and play style will make or break a character.   &lt;br /&gt;
&lt;br /&gt;
Every species is rated from -5 to +5 in each skill, with higher scores giving faster skill progress. Training low-aptitude skills is possible, but will be notably slower and hence may leave characters under-prepared for later content. &lt;br /&gt;
&lt;br /&gt;
==Skill Types==&lt;br /&gt;
Skills are divided into three categories:&lt;br /&gt;
&lt;br /&gt;
'''Offense'''&lt;br /&gt;
*[[Fighting]]: Improves your damage and accuracy in melee and increases your max [[HP]].&lt;br /&gt;
*Weapon skills: Improve your damage, accuracy, and attack speed with a specific weapon group. Training a weapon skill will also give a bonus to any skills that [[crosstrain]]s with it.&lt;br /&gt;
**[[Axes]]: Axes.     ''Crosstrains with [[Maces &amp;amp; Flails]] and [[Polearms]]''&lt;br /&gt;
**[[Bows]]: Bows.  &lt;br /&gt;
**[[Crossbows]]: Crossbows.&lt;br /&gt;
**[[Long Blades]]: Swords.     ''Crosstrains with [[Short Blades]]''&lt;br /&gt;
**[[Maces &amp;amp; Flails]]: Maces, flails and whips.     ''Crosstrains with [[Axes]] and [[Staves]]''&lt;br /&gt;
**[[Polearms]]: Spears, tridents, etc.     ''Crosstrains with [[Axes]] and [[Staves]]''&lt;br /&gt;
**[[Short Blades]]: Daggers, short swords, rapiers etc.     ''Crosstrains with [[Long Blades]]''&lt;br /&gt;
**[[Slings]]: Slings.  ''crosstrains with [[Throwing]]''&lt;br /&gt;
**[[Staves]]: Quarterstaves, lajatangs and magical staves.     ''Crosstrains with [[Maces &amp;amp; Flails]] and [[Polearms]]''&lt;br /&gt;
**[[Throwing]]:  Thrown weapons &amp;amp; blowguns.     ''crosstrains with [[Slings]]''&lt;br /&gt;
**[[Unarmed Combat]]: When without a wielded weapon. [[Auxiliary attacks]] are ''not'' improved.&lt;br /&gt;
&lt;br /&gt;
'''Defense'''&lt;br /&gt;
*[[Armour (skill)|Armour]]: Improves the [[AC]] bonus armour gives (more effective with heavier armour).  Reduces the impact of armour [[EV]] and [[spell success]] penalties.&lt;br /&gt;
*[[Dodging]]: Improves [[EV]].  More effective with lighter [[armour]] and higher [[dexterity]].&lt;br /&gt;
*[[Shields (skill)|Shields]]: Improves the [[SH]] bonus [[shields]] gives you. Reduces and eliminates the impact of shield [[EV]] and [[spell success]] penalties.&lt;br /&gt;
*[[Stealth]]: Reduces the likelihood of unaware monsters detecting you. Increases the chance of out of sight monsters losing track of you.&lt;br /&gt;
&lt;br /&gt;
'''Magic'''&lt;br /&gt;
*[[Spellcasting]]: Slightly increases the [[spell power]] and [[spell success|success rate]] of any spell you cast, reduces the [[spell hunger]] generated, increases your max [[MP]], and grants you extra spell levels to memorize more spells.&lt;br /&gt;
*[[Invocations]]: Improves the effectiveness of powers granted by your [[god]], increases your max [[MP]]. Some gods do not require training of this skill.&lt;br /&gt;
*[[Evocations]]: Improves the effectiveness of using [[wand]]s and [[evocable]]s. Increases your max [[MP]].&lt;br /&gt;
&lt;br /&gt;
The highest of your [[Spellcasting]], [[Invocations]] and [[Evocations]] skills will determine your [[MP]] bonus. For this purpose each level of Spellcasting skill counts as two.&lt;br /&gt;
&lt;br /&gt;
*[[Spell school]] skills: Improve [[spell power]] and [[spell success|success rate]].  Casting a single spell may rely on more than one skill.&lt;br /&gt;
**[[Air Magic]]: Mainly attack spells that focus on [[wind]] and [[electricity]].&lt;br /&gt;
**[[Conjurations]]: Direct attack magic.&lt;br /&gt;
**[[Charms]]: Magic to enhance your abilities.&lt;br /&gt;
**[[Earth Magic]]: Mainly attack spells that involve manipulation of the earth.&lt;br /&gt;
**[[Fire Magic]]: Attack spells that involve fire.&lt;br /&gt;
**[[Hexes]]: Magic to weaken enemies.&lt;br /&gt;
**[[Ice Magic]]: Mainly attack and enhancing spells that involve cold.&lt;br /&gt;
**[[Necromancy]]: Spells involving manipulation of negative energy and the undead.&lt;br /&gt;
**[[Poison Magic]]: Magic involving poison.&lt;br /&gt;
**[[Summonings]]: Magic involving temporarily creating allies.&lt;br /&gt;
**[[Translocations]]: Move yourself, enemies or objects.&lt;br /&gt;
**[[Transmutations]]: Transform yourself, enemies or objects.&lt;br /&gt;
&lt;br /&gt;
==The Skill Screen==&lt;br /&gt;
Pressing '''m''' will bring up the Skill Screen, allowing you to select which skills you'd like to train and how you'd like the game to invest your XP. It also shows your character's current skill levels and aptitude for each skill, complete with adjustments made for cross-training and opposed magic schools. You can switch between displaying only those skills you can train/have trained and all skills with the '''*''' button.&lt;br /&gt;
&lt;br /&gt;
You can select which skills to train by either clicking on its name in the list or pressing the key associated to it. Any skill that you haven't selected will have its name displayed in dark gray, and it will not improve. You can also choose to focus certain skills, causing them to gain twice the amount of experience they'd normally receive. Focused skill names are displayed in white, and their tiles icon will display with a blue glow.&lt;br /&gt;
&lt;br /&gt;
The skill screen also allows you to choose whether to divide your XP in auto or manual mode by pressing the '''/''' key. Auto mode adjusts the XP division so that skills you use more will receive the greatest share of new XP, while those you rarely use receive less. In manual mode, each active skill receives a perfectly equal share of gained XP, while focused skills receive double that.  Most veteran players advise always using manual mode, as it is far easier to control where your XP goes using it. Furthermore, you can ensure your XP is split between fewer skills, which is generally good strategy.&lt;br /&gt;
&lt;br /&gt;
You can set skill targets by pressing '''=''' in the skill menu, then the letter of the skill you want to set a target for, then entering the value to set a target at. Once that skill reaches the skill target, it will automatically turn off. This can also be done for weapons' min-delay and shields skill-to-remove-penalty by entering the item description and pressing '''s'''. Skill targets let you much more easily control exactly how many points you want in a particular skill, and stop you from forgetting to turn off skills. Additionally, should all of your skill targets be reached and you're no longer training anything, you are prompted to turn on a skill.&lt;br /&gt;
&lt;br /&gt;
Pressing '''!''' will switch between 3 views: training, where you can see how much of your experience is going towards each skill; cost, which compares the experience requirement of raising that skill by 1 level with a level 0 skill at 0 aptitude; and targets, which shows your current skill targets. &lt;br /&gt;
&lt;br /&gt;
===Skill Requirements===&lt;br /&gt;
In any case, you'll notice that you do not have access to all skills from the very beginning of the game. This is because many skills require associated equipment to become available:&lt;br /&gt;
*You must have an appropriate weapon in order to train its weapon skill.&lt;br /&gt;
*You must be carrying a shield to train [[Shields]].&lt;br /&gt;
*You must have a spell of a particular school memorized to train that school's skill.&lt;br /&gt;
**Having abilities provided by [[Kikubaaqudgha]] will allow training [[Necromancy]].&lt;br /&gt;
*You must worship a god who grants invocable powers to train [[Invocations]].&lt;br /&gt;
*You must be carrying an [[evocable items|evocable item]] or have abilities provided by [[Nemelex]] to train [[Evocations]].&lt;br /&gt;
&lt;br /&gt;
Additionally carrying a [[manual]] will always allow training the associated skill. Skill points gained from drinking a [[potion of experience]] are not subject to these restrictions.&lt;br /&gt;
&lt;br /&gt;
Removing these items, forgetting these spells, or abandoning these gods will cause you to no longer be able to train their skills, but you will not lose the progress you've made thus far.&lt;br /&gt;
&lt;br /&gt;
==Experience Required==&lt;br /&gt;
The chart below shows how many total [[skill point]]s must be allocated to a skill for it to reach each skill level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Total skill points!! !! Level !! Total skill points !! !! Level !! Total skill points&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 50 || || 10 || 2,800 || || 19 || 12,300&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 150 || || 11 || 3,450 || || 20 || 13,950&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 300 || || 12 || 4,200 || || 21 || 15,750&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 500 || || 13 || 5,050 || || 22 || 17,700&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 750 || || 14 || 6,000 || || 23 || 19,800&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 1,050 || || 15 || 7,050 || || 24 || 22,050&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 1,400 || || 16 || 8,200 || || 25 || 24,450&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 1,800 || || 17 || 9,450 || || 26 || 27,000&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 2,250 || || 18 || 10,800 || || 27 || 29,750&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These amounts are then adjusted based on your character's aptitudes. An aptitude of '''n''' means you'll need 2^(-n/4) times as much XP to advance as a character with an aptitude of zero for that skill would.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Aptitude &lt;br /&gt;
|| +5 || +4 || +3 || +2 || +1 || +0 || -1 || -2 || -3 || -4 || -5&lt;br /&gt;
|-&lt;br /&gt;
! XP Multiplier&lt;br /&gt;
|| 2.38 || 2.0 || 1.68 || 1.41 || 1.19 || 1.0 || 0.84 || 0.71 || 0.59 || 0.5 || 0.42&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These amounts are also themselves significantly increased as your character gains more and more skill experience.  At higher levels, the amount of actual experience required to produce the same increase in skill levels reaches as high as 4 times the amount of experience a character with no skill experience would require.  However, mobs in the late game give drastically more experience, so this effect is not too difficult to overcome.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*[[0.21]] - Added skill targets.&lt;br /&gt;
*[[0.18]] - Added the ability to see the relative cost of training different skills.&lt;br /&gt;
*[[0.15]] - Removed aptitude penalty for training opposed magic schools. Changed cross-training to give a direct bonus to cross-trained skills, rather than decreasing the XP cost of learning them.&lt;br /&gt;
*[[0.13]] - Removed [[Stabbing]] and [[Traps]] skills.&lt;br /&gt;
*[[0.12]] - Equalized all skill costs.  Formerly, [[Spellcasting]] cost 130%; [[Invocations]], [[Evocations]], and [[Stealth]] 80%.&lt;br /&gt;
*[[0.10]] - [[Stealth]] cost changed from 50% to 80%.&lt;br /&gt;
*[[0.10]] - Equipment impact on skill training standardized from skill level 0-27.&lt;br /&gt;
*[[0.9]] - Change to current skill system.  Formerly, [[XP]] was saved when earned, then applied to skills as they were used, resulting in repetitive and annoying [[victory dancing]] designed to funnel the [[XP]] appropriately.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Skill titles]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Royal_Jelly&amp;diff=46117</id>
		<title>The Royal Jelly</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Royal_Jelly&amp;diff=46117"/>
				<updated>2018-01-26T18:50:30Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: /* How To Escape It */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{list of | jellies}}&lt;br /&gt;
{{monster info|Royal Jelly}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''The royal jelly''' is the [[list of jellies|jelly]] boss of [[the Slime Pits]]. Located in the center of Slime:5, it will not emerge until you've entered the stone structure it resides in (or you make enough [[noise]] nearby to awaken it), giving you plenty of time to clear the rest of the floor first.&lt;br /&gt;
&lt;br /&gt;
It has an impressive amount of [[HP]], powerful [[acid]]ic melee attacks, exceptional speed, and an unusual defense mechanism: whenever it's damaged, it spawns various powerful jelly-type monsters to attack you ([[azure jellies]], [[death ooze]]s, and [[acid blob]]s). Like other jellies, allowing it to consume items or shooting ammunition at it will restore its HP. Fortunately, it cannot pursue you up [[stairs]], allowing you to abort attempts at killing it that you don't feel confident you can complete.&lt;br /&gt;
&lt;br /&gt;
Killing the royal jelly causes two things to happen:&lt;br /&gt;
&lt;br /&gt;
*The four central [[vault]]s that the royal jelly guarded turn from stone to transparent rock, making it easy to [[dig]] or [[teleport]] your way in.&lt;br /&gt;
*[[Jiyva]], the god of slimes, immediately ceases to exist once its only sentient worshiper dies. You can prevent this deicide by worshiping Jiyva yourself before killing TRJ, but killing such a high-ranking jelly will result in penance.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
===How To Kill It===&lt;br /&gt;
*Melee fighters should ''not'' simply charge in and bash the thing. Even with corrosion resistance and heavy armour, having eight corrosive opponents attacking you repeatedly will quickly send your offensive capabilities and your AC plummeting, leaving you weak and very vulnerable. Always soften it up before engaging it in melee, and buff heavily: [[Haste]] and a [[potion of might]]/[[potion of brilliance]] can help you deal lethal damage to TRJ before its reinforcements make life unbearable. [[Berserk]]ing also works, but might run out too quickly, and limits your other options considerably.&lt;br /&gt;
*[[Stealth]]y [[stab]]bers may be tempted to try to kill it in a single blow, followed by a timely teleport to safety. This is entirely possible, but TRJ has enough HP to survive all but the most highly-skilled assassination attempts. Try it at your own risk: equip a [[dagger]] for maximum stabbing damage, and be prepared to change strategies should it suddenly wake up.&lt;br /&gt;
*Fighting TRJ in one of the central stone corridors restricts how many monsters can reach you. Just be prepared for the angry jelly mob once you're done, possibly including [[giant eyeball]]s that can see through the now-transparent corridor walls...&lt;br /&gt;
*TRJ retreats behind its spawned jellies periodically, forcing you to fight through them. Attack wands, [[Bolt spells]], and [[smite]]-targeted attacks will all help to pierce through the surrounding jellies. Or, summon your own allies while adjacent to TRJ and box it in before attacking (works best in the corridors).&lt;br /&gt;
*Ranged weapon fighters will have a hard time, as most ammunition heals it, but there are exceptions. [[Stone]]s are never absorbed (although their damage is low), and the same goes for the always-useful [[large rock]]. For sling users, [[exploding]] [[sling bullet]]s always mulch and cut through TRJ's low-AC spawns well. [[Penetration]]-branded [[bolt]]s and [[javelin]]s are fairly safe, so long as they land on an empty square. [[dispersal (brand)|Dispersal]] [[arrow]]s and [[tomahawk]]s will always mulch, but the constant blinking is often more trouble than it's worth.&lt;br /&gt;
*[[Banish]]ing TRJ via [[Lugonu]]'s [[ability]] doesn't unlock the vault, meaning you'll need some way to deal with [[stone wall]]s. Corrupting the floor will open the vaults easily, but you'll need to move fast if you want to collect any of the non-artifact loot. Failing all else, a trip to the Abyss to kill TRJ will be necessary.&lt;br /&gt;
*TRJ is a natural creature, and thus vulnerable to [[torment]]. Reading two or three [[scrolls of torment]] will drop it to near death, and a few [[Bolt spells]] or [[smite]]-targeted attacks will kill it despite the surrounding army. Just be prepared to have your own HP be affected, too! (rN+++, [[Statue Form]], or [[undead]] are advised.)&lt;br /&gt;
*[[Freezing Cloud]] will reliably kill TRJ in 10 or so turns. If you you can hold your own versus TRJ's reinforcements, you can cast Freezing Cloud early and let it do its job.&lt;br /&gt;
*With only 4 [[EV]], TRJ is fairly susceptible to [[Bolt of Inaccuracy]]. A hasted character with modest [[Evocations]] training can heavily injure or even kill TRJ by the time their [[rod of Inaccuracy]] runs out of charges, but don't be surprised if it only gets half the job done.&lt;br /&gt;
*If you decide to use summoning magic, you can't do better than [[Dragon's Call]]. Interspersing this with other high-level summons can create a wall of units capable of matching TRJ's allies. You'll need to plan ahead, of course: 18 or 19 Summonings skill, high intelligence, a ring of [[wizardry]], and [[Recall]] are the bare minimum, with a method of [[channeling]] being highly recommended.&lt;br /&gt;
*Worshipers of [[Trog]] can also benefit from summons; a small pack of berserk [[iron troll]]s or [[stone giant]]s should survive long enough to deal tremendous damage to TRJ before being melted away.&lt;br /&gt;
*Hit TRJ 1-2 times so it spawns jellies/oozes, read a [[scroll of immolation]], then kill any of the spawns to set off a chain reaction. This strategy risks self-immolation, so ensure that you can kill one of the spawns at a distance immediately after reading the scroll. For example, Conjurations and Spellcasting at 20 means that [[Orb of Destruction]] reliably kills [[death ooze]]s in one hit. Being [[haste]]d helps, giving TRJ less time to respond to your appearance and move out of explosion range.&lt;br /&gt;
*TRJ can be [[wand of polymorph|polymorphed]] if your [[Evocations]] is fairly high and you reduce its MR with a [[scroll of vulnerability]] or two, but this is generally inadvisable. Succeeding will immediately create a very large number of jellies, and due to TRJ's high [[HD]], whatever it turns into will also be dangerous; expect [[titan]]s, [[elephant slug]]s, high-end [[dragon]]s, or shrikes. If you do polymorph TRJ, it won't spit out extra jellies every time it's hit, and killing it will still unlock the rune vaults.&lt;br /&gt;
&lt;br /&gt;
===How To Escape It===&lt;br /&gt;
*TRJ will not follow you [[stairs|upstairs]], but its generated slimes will. If you plan on running back upstairs mid-fight, expect some of its spawns to follow you.&lt;br /&gt;
*If you need to escape the floor without pursuing jellies following you up, Haste will also allow you to make a fairly safe escape; TRJ will keep up with you, but nothing else will. If you wish to actually outrun TRJ, you'll likely need both Haste ''and'' [[boots]] of [[running]] or a timely casting of [[Swiftness]].&lt;br /&gt;
*If you've accidentally created an army of jellies and need to abort, heal up and then stair dance so you can clear out the reinforcements without dealing with too many of them at a time. Entering the floor from different staircases will let you avoid being immediately surrounded.&lt;br /&gt;
*If you have high-powered [[Lee's Rapid Deconstruction]] or [[Shatter]], you can avoid fighting TRJ by breaking open the stone wall loot vaults. Just be sure to grab any useful non-artifact items before the floor's jellies eat them. Be aware that both spells are loud and ''will'' attract attention.&lt;br /&gt;
*Of course, if you wish to avoid this entire mess, you can simply worship Jiyva and open the vaults with a [[wand of digging]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], the royal jelly did not immediately spit out a large number of jellies when polymorphed, making it a viable combat strategy.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], hitting the royal jelly could generate [[brown ooze]]s as well.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], the royal jelly was not able to regenerate naturally. This made the fight much easier to complete over several small assaults.&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Royal_Jelly&amp;diff=46116</id>
		<title>The Royal Jelly</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Royal_Jelly&amp;diff=46116"/>
				<updated>2018-01-26T18:50:06Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: /* How To Escape It */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{list of | jellies}}&lt;br /&gt;
{{monster info|Royal Jelly}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''The royal jelly''' is the [[list of jellies|jelly]] boss of [[the Slime Pits]]. Located in the center of Slime:5, it will not emerge until you've entered the stone structure it resides in (or you make enough [[noise]] nearby to awaken it), giving you plenty of time to clear the rest of the floor first.&lt;br /&gt;
&lt;br /&gt;
It has an impressive amount of [[HP]], powerful [[acid]]ic melee attacks, exceptional speed, and an unusual defense mechanism: whenever it's damaged, it spawns various powerful jelly-type monsters to attack you ([[azure jellies]], [[death ooze]]s, and [[acid blob]]s). Like other jellies, allowing it to consume items or shooting ammunition at it will restore its HP. Fortunately, it cannot pursue you up [[stairs]], allowing you to abort attempts at killing it that you don't feel confident you can complete.&lt;br /&gt;
&lt;br /&gt;
Killing the royal jelly causes two things to happen:&lt;br /&gt;
&lt;br /&gt;
*The four central [[vault]]s that the royal jelly guarded turn from stone to transparent rock, making it easy to [[dig]] or [[teleport]] your way in.&lt;br /&gt;
*[[Jiyva]], the god of slimes, immediately ceases to exist once its only sentient worshiper dies. You can prevent this deicide by worshiping Jiyva yourself before killing TRJ, but killing such a high-ranking jelly will result in penance.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
===How To Kill It===&lt;br /&gt;
*Melee fighters should ''not'' simply charge in and bash the thing. Even with corrosion resistance and heavy armour, having eight corrosive opponents attacking you repeatedly will quickly send your offensive capabilities and your AC plummeting, leaving you weak and very vulnerable. Always soften it up before engaging it in melee, and buff heavily: [[Haste]] and a [[potion of might]]/[[potion of brilliance]] can help you deal lethal damage to TRJ before its reinforcements make life unbearable. [[Berserk]]ing also works, but might run out too quickly, and limits your other options considerably.&lt;br /&gt;
*[[Stealth]]y [[stab]]bers may be tempted to try to kill it in a single blow, followed by a timely teleport to safety. This is entirely possible, but TRJ has enough HP to survive all but the most highly-skilled assassination attempts. Try it at your own risk: equip a [[dagger]] for maximum stabbing damage, and be prepared to change strategies should it suddenly wake up.&lt;br /&gt;
*Fighting TRJ in one of the central stone corridors restricts how many monsters can reach you. Just be prepared for the angry jelly mob once you're done, possibly including [[giant eyeball]]s that can see through the now-transparent corridor walls...&lt;br /&gt;
*TRJ retreats behind its spawned jellies periodically, forcing you to fight through them. Attack wands, [[Bolt spells]], and [[smite]]-targeted attacks will all help to pierce through the surrounding jellies. Or, summon your own allies while adjacent to TRJ and box it in before attacking (works best in the corridors).&lt;br /&gt;
*Ranged weapon fighters will have a hard time, as most ammunition heals it, but there are exceptions. [[Stone]]s are never absorbed (although their damage is low), and the same goes for the always-useful [[large rock]]. For sling users, [[exploding]] [[sling bullet]]s always mulch and cut through TRJ's low-AC spawns well. [[Penetration]]-branded [[bolt]]s and [[javelin]]s are fairly safe, so long as they land on an empty square. [[dispersal (brand)|Dispersal]] [[arrow]]s and [[tomahawk]]s will always mulch, but the constant blinking is often more trouble than it's worth.&lt;br /&gt;
*[[Banish]]ing TRJ via [[Lugonu]]'s [[ability]] doesn't unlock the vault, meaning you'll need some way to deal with [[stone wall]]s. Corrupting the floor will open the vaults easily, but you'll need to move fast if you want to collect any of the non-artifact loot. Failing all else, a trip to the Abyss to kill TRJ will be necessary.&lt;br /&gt;
*TRJ is a natural creature, and thus vulnerable to [[torment]]. Reading two or three [[scrolls of torment]] will drop it to near death, and a few [[Bolt spells]] or [[smite]]-targeted attacks will kill it despite the surrounding army. Just be prepared to have your own HP be affected, too! (rN+++, [[Statue Form]], or [[undead]] are advised.)&lt;br /&gt;
*[[Freezing Cloud]] will reliably kill TRJ in 10 or so turns. If you you can hold your own versus TRJ's reinforcements, you can cast Freezing Cloud early and let it do its job.&lt;br /&gt;
*With only 4 [[EV]], TRJ is fairly susceptible to [[Bolt of Inaccuracy]]. A hasted character with modest [[Evocations]] training can heavily injure or even kill TRJ by the time their [[rod of Inaccuracy]] runs out of charges, but don't be surprised if it only gets half the job done.&lt;br /&gt;
*If you decide to use summoning magic, you can't do better than [[Dragon's Call]]. Interspersing this with other high-level summons can create a wall of units capable of matching TRJ's allies. You'll need to plan ahead, of course: 18 or 19 Summonings skill, high intelligence, a ring of [[wizardry]], and [[Recall]] are the bare minimum, with a method of [[channeling]] being highly recommended.&lt;br /&gt;
*Worshipers of [[Trog]] can also benefit from summons; a small pack of berserk [[iron troll]]s or [[stone giant]]s should survive long enough to deal tremendous damage to TRJ before being melted away.&lt;br /&gt;
*Hit TRJ 1-2 times so it spawns jellies/oozes, read a [[scroll of immolation]], then kill any of the spawns to set off a chain reaction. This strategy risks self-immolation, so ensure that you can kill one of the spawns at a distance immediately after reading the scroll. For example, Conjurations and Spellcasting at 20 means that [[Orb of Destruction]] reliably kills [[death ooze]]s in one hit. Being [[haste]]d helps, giving TRJ less time to respond to your appearance and move out of explosion range.&lt;br /&gt;
*TRJ can be [[wand of polymorph|polymorphed]] if your [[Evocations]] is fairly high and you reduce its MR with a [[scroll of vulnerability]] or two, but this is generally inadvisable. Succeeding will immediately create a very large number of jellies, and due to TRJ's high [[HD]], whatever it turns into will also be dangerous; expect [[titan]]s, [[elephant slug]]s, high-end [[dragon]]s, or shrikes. If you do polymorph TRJ, it won't spit out extra jellies every time it's hit, and killing it will still unlock the rune vaults.&lt;br /&gt;
&lt;br /&gt;
===How To Escape It===&lt;br /&gt;
*TRJ will not follow you [[stairs|upstairs]], but its generated slimes will. If you plan on running back upstairs mid-fight, expect some of its spawns to follow you.&lt;br /&gt;
*If you need to escape the floor without pursuing jellies following you up, Haste will also allow you to make a fairly safe escape; TRJ will keep up with you, but nothing else will. If you wish to actually outrun TRJ, you'll likely need both Haste ''and'' [[boots]] of [[running]] or a timely casting of [[Swiftness]].&lt;br /&gt;
*If you've accidentally created an army of jellies and need to abort, heal up and then stair dance so you can clear out the reinforcements without dealing with too many of them at a time. Entering the floor from different staircases will let you avoid being immediately surrounded.&lt;br /&gt;
*If you have high-powered [[Lee's Rapid Deconstruction]] or [[Shatter]], you can avoid fighting TRJ by breaking open the stone wall loot vaults. Just be sure to grab any useful non-artifact items before the floor's jellies eat them. Be aware that both spells are loud and ''will'' attract attention.&lt;br /&gt;
Alternatively retreating and casting Summon Butterflies can be a solution, provided you can withstand the several hits TRJ will deal you. Just remember not to damage TRJ at all or he'll spawn his auxiliary slimes, negating your retreat.&lt;br /&gt;
*Of course, if you wish to avoid this entire mess, you can simply worship Jiyva and open the vaults with a [[wand of digging]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], the royal jelly did not immediately spit out a large number of jellies when polymorphed, making it a viable combat strategy.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], hitting the royal jelly could generate [[brown ooze]]s as well.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], the royal jelly was not able to regenerate naturally. This made the fight much easier to complete over several small assaults.&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Royal_Jelly&amp;diff=46115</id>
		<title>The Royal Jelly</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Royal_Jelly&amp;diff=46115"/>
				<updated>2018-01-26T18:48:34Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: /* How To Escape It */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{list of | jellies}}&lt;br /&gt;
{{monster info|Royal Jelly}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''The royal jelly''' is the [[list of jellies|jelly]] boss of [[the Slime Pits]]. Located in the center of Slime:5, it will not emerge until you've entered the stone structure it resides in (or you make enough [[noise]] nearby to awaken it), giving you plenty of time to clear the rest of the floor first.&lt;br /&gt;
&lt;br /&gt;
It has an impressive amount of [[HP]], powerful [[acid]]ic melee attacks, exceptional speed, and an unusual defense mechanism: whenever it's damaged, it spawns various powerful jelly-type monsters to attack you ([[azure jellies]], [[death ooze]]s, and [[acid blob]]s). Like other jellies, allowing it to consume items or shooting ammunition at it will restore its HP. Fortunately, it cannot pursue you up [[stairs]], allowing you to abort attempts at killing it that you don't feel confident you can complete.&lt;br /&gt;
&lt;br /&gt;
Killing the royal jelly causes two things to happen:&lt;br /&gt;
&lt;br /&gt;
*The four central [[vault]]s that the royal jelly guarded turn from stone to transparent rock, making it easy to [[dig]] or [[teleport]] your way in.&lt;br /&gt;
*[[Jiyva]], the god of slimes, immediately ceases to exist once its only sentient worshiper dies. You can prevent this deicide by worshiping Jiyva yourself before killing TRJ, but killing such a high-ranking jelly will result in penance.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
===How To Kill It===&lt;br /&gt;
*Melee fighters should ''not'' simply charge in and bash the thing. Even with corrosion resistance and heavy armour, having eight corrosive opponents attacking you repeatedly will quickly send your offensive capabilities and your AC plummeting, leaving you weak and very vulnerable. Always soften it up before engaging it in melee, and buff heavily: [[Haste]] and a [[potion of might]]/[[potion of brilliance]] can help you deal lethal damage to TRJ before its reinforcements make life unbearable. [[Berserk]]ing also works, but might run out too quickly, and limits your other options considerably.&lt;br /&gt;
*[[Stealth]]y [[stab]]bers may be tempted to try to kill it in a single blow, followed by a timely teleport to safety. This is entirely possible, but TRJ has enough HP to survive all but the most highly-skilled assassination attempts. Try it at your own risk: equip a [[dagger]] for maximum stabbing damage, and be prepared to change strategies should it suddenly wake up.&lt;br /&gt;
*Fighting TRJ in one of the central stone corridors restricts how many monsters can reach you. Just be prepared for the angry jelly mob once you're done, possibly including [[giant eyeball]]s that can see through the now-transparent corridor walls...&lt;br /&gt;
*TRJ retreats behind its spawned jellies periodically, forcing you to fight through them. Attack wands, [[Bolt spells]], and [[smite]]-targeted attacks will all help to pierce through the surrounding jellies. Or, summon your own allies while adjacent to TRJ and box it in before attacking (works best in the corridors).&lt;br /&gt;
*Ranged weapon fighters will have a hard time, as most ammunition heals it, but there are exceptions. [[Stone]]s are never absorbed (although their damage is low), and the same goes for the always-useful [[large rock]]. For sling users, [[exploding]] [[sling bullet]]s always mulch and cut through TRJ's low-AC spawns well. [[Penetration]]-branded [[bolt]]s and [[javelin]]s are fairly safe, so long as they land on an empty square. [[dispersal (brand)|Dispersal]] [[arrow]]s and [[tomahawk]]s will always mulch, but the constant blinking is often more trouble than it's worth.&lt;br /&gt;
*[[Banish]]ing TRJ via [[Lugonu]]'s [[ability]] doesn't unlock the vault, meaning you'll need some way to deal with [[stone wall]]s. Corrupting the floor will open the vaults easily, but you'll need to move fast if you want to collect any of the non-artifact loot. Failing all else, a trip to the Abyss to kill TRJ will be necessary.&lt;br /&gt;
*TRJ is a natural creature, and thus vulnerable to [[torment]]. Reading two or three [[scrolls of torment]] will drop it to near death, and a few [[Bolt spells]] or [[smite]]-targeted attacks will kill it despite the surrounding army. Just be prepared to have your own HP be affected, too! (rN+++, [[Statue Form]], or [[undead]] are advised.)&lt;br /&gt;
*[[Freezing Cloud]] will reliably kill TRJ in 10 or so turns. If you you can hold your own versus TRJ's reinforcements, you can cast Freezing Cloud early and let it do its job.&lt;br /&gt;
*With only 4 [[EV]], TRJ is fairly susceptible to [[Bolt of Inaccuracy]]. A hasted character with modest [[Evocations]] training can heavily injure or even kill TRJ by the time their [[rod of Inaccuracy]] runs out of charges, but don't be surprised if it only gets half the job done.&lt;br /&gt;
*If you decide to use summoning magic, you can't do better than [[Dragon's Call]]. Interspersing this with other high-level summons can create a wall of units capable of matching TRJ's allies. You'll need to plan ahead, of course: 18 or 19 Summonings skill, high intelligence, a ring of [[wizardry]], and [[Recall]] are the bare minimum, with a method of [[channeling]] being highly recommended.&lt;br /&gt;
*Worshipers of [[Trog]] can also benefit from summons; a small pack of berserk [[iron troll]]s or [[stone giant]]s should survive long enough to deal tremendous damage to TRJ before being melted away.&lt;br /&gt;
*Hit TRJ 1-2 times so it spawns jellies/oozes, read a [[scroll of immolation]], then kill any of the spawns to set off a chain reaction. This strategy risks self-immolation, so ensure that you can kill one of the spawns at a distance immediately after reading the scroll. For example, Conjurations and Spellcasting at 20 means that [[Orb of Destruction]] reliably kills [[death ooze]]s in one hit. Being [[haste]]d helps, giving TRJ less time to respond to your appearance and move out of explosion range.&lt;br /&gt;
*TRJ can be [[wand of polymorph|polymorphed]] if your [[Evocations]] is fairly high and you reduce its MR with a [[scroll of vulnerability]] or two, but this is generally inadvisable. Succeeding will immediately create a very large number of jellies, and due to TRJ's high [[HD]], whatever it turns into will also be dangerous; expect [[titan]]s, [[elephant slug]]s, high-end [[dragon]]s, or shrikes. If you do polymorph TRJ, it won't spit out extra jellies every time it's hit, and killing it will still unlock the rune vaults.&lt;br /&gt;
&lt;br /&gt;
===How To Escape It===&lt;br /&gt;
*TRJ will not follow you [[stairs|upstairs]], but its generated slimes will. If you plan on running back upstairs mid-fight, expect some of its spawns to follow you.&lt;br /&gt;
*If you need to escape the floor without pursuing jellies following you up, Haste will also allow you to make a fairly safe escape; TRJ will keep up with you, but nothing else will. If you wish to actually outrun TRJ, you'll likely need both Haste ''and'' [[boots]] of [[running]] or a timely casting of [[Swiftness]].&lt;br /&gt;
*If you've accidentally created an army of jellies and need to abort, heal up and then stair dance so you can clear out the reinforcements without dealing with too many of them at a time. Entering the floor from different staircases will let you avoid being immediately surrounded.&lt;br /&gt;
*If you have high-powered [[Lee's Rapid Deconstruction]] or [[Shatter]], you can avoid fighting TRJ by breaking open the stone wall loot vaults. Just be sure to grab any useful non-artifact items before the floor's jellies eat them. Be aware that both spells are loud and ''will'' attract attention.&lt;br /&gt;
*[[Summon Butterflies]] can be a lifesaver for the character who finds himself otherwise fatally adjacent to a lone TRJ. Alternatively retreating and casting Summon Butterflies can be a solution, provided you can withstand the several hits TRJ will deal you. Just remember not to damage TRJ at all or he'll spawn his auxiliary slimes, negating your retreat.&lt;br /&gt;
*Of course, if you wish to avoid this entire mess, you can simply worship Jiyva and open the vaults with a [[wand of digging]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], the royal jelly did not immediately spit out a large number of jellies when polymorphed, making it a viable combat strategy.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], hitting the royal jelly could generate [[brown ooze]]s as well.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], the royal jelly was not able to regenerate naturally. This made the fight much easier to complete over several small assaults.&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fruit&amp;diff=46084</id>
		<title>Fruit</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fruit&amp;diff=46084"/>
				<updated>2018-01-05T13:07:36Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A delicious edible flower ovary.}}&lt;br /&gt;
&lt;br /&gt;
A '''fruit''' is a [[herbivore|vegetarian]] [[food]] item which provides 850 nutrition when eaten (although [[spriggan]]s gain significantly more). Alternatively, it can be used to fuel several of [[Fedhas Madash]]'s abilities.&lt;br /&gt;
&lt;br /&gt;
Fruit only takes 10 aut to eat, making it the quickest to eat among all food. When eaten, you receive a message revealing the specific fruit you ate. Possible fruits include:&lt;br /&gt;
&lt;br /&gt;
*Almond&lt;br /&gt;
*Apple&lt;br /&gt;
*[[Apricot]]&lt;br /&gt;
*[[Banana]]&lt;br /&gt;
*Bilberry&lt;br /&gt;
*Blackberry&lt;br /&gt;
*Blueberry&lt;br /&gt;
*Breadfruit&lt;br /&gt;
*Cherry&lt;br /&gt;
*[[Choko]]&lt;br /&gt;
*Coconut&lt;br /&gt;
*Date&lt;br /&gt;
*Dragonfruit&lt;br /&gt;
*Durian&lt;br /&gt;
*Eggfruit&lt;br /&gt;
*Fig&lt;br /&gt;
*Gooseberry&lt;br /&gt;
*[[Grape]]&lt;br /&gt;
*Guava&lt;br /&gt;
*Huckleberry&lt;br /&gt;
*[[Lemon]]&lt;br /&gt;
*Lime&lt;br /&gt;
*[[Lychee]]&lt;br /&gt;
*Mango&lt;br /&gt;
*Mangosteen&lt;br /&gt;
*[[Orange]]&lt;br /&gt;
*Peach&lt;br /&gt;
*Pear&lt;br /&gt;
*Plum&lt;br /&gt;
*[[Rambutan]]&lt;br /&gt;
*Raspberry&lt;br /&gt;
*[[Snozzcumber]]&lt;br /&gt;
*[[Strawberry]]&lt;br /&gt;
*[[Sultana]]&lt;br /&gt;
*Tangerine&lt;br /&gt;
*Tomato&lt;br /&gt;
*Watermelon&lt;br /&gt;
&lt;br /&gt;
The message received has no actual impact on gameplay.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Fruits were removed in [[0.21]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], there were individual items for each of the following fruits: [[apple]], [[apricot]], [[banana]], [[choko]], [[grape]], [[lemon]], [[lychee]], [[orange]], [[pear]], [[rambutan]], [[snozzcumber]], [[strawberry]], and [[sultana]]. The differences between these items were fairly minimal, and they quickly bogged down player [[inventory]], so they were condensed into a single omni-fruit for convenience's sake.&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Royal_jelly_(item)&amp;diff=46083</id>
		<title>Royal jelly (item)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Royal_jelly_(item)&amp;diff=46083"/>
				<updated>2018-01-05T13:07:03Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
''For the monster, see [[The royal jelly|The royal jelly (monster)]]''&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Comestible&lt;br /&gt;
 |name=Royal jelly&lt;br /&gt;
 |cost=?&lt;br /&gt;
 |weight=5.5&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A particularly rich and golden gelatinous thing. A lump of the magical substance produced by giant bees to be fed to their queens.}}&lt;br /&gt;
&lt;br /&gt;
A '''royal jelly''' is a universally-appealing [[food]] item which provides 2,000 [[nutrition]] regardless of the consumer's [[Herbivore]] or [[Carnivore]] mutations. Although not quite so potent as a [[bread ration]] or [[meat ration]], they can often be found in bulk when raiding [[killer bee]] [[vault]]s. Royal jelly takes 20 aut to consume, making it faster than eating rations or chunks when in peril.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Royal jellies were removed in [[0.21]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], royal jellies were much more powerful, granting 5,000 nutrition ''and'' functioning as a [[potion of restore abilities]]. It was reduced in power to match that of the now-obsolete [[honeycomb]].&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Meat_ration&amp;diff=46082</id>
		<title>Meat ration</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Meat_ration&amp;diff=46082"/>
				<updated>2018-01-05T13:06:17Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Comestible&lt;br /&gt;
 |name=Meat Ration&lt;br /&gt;
 |cost=40&lt;br /&gt;
 |weight=8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A filling ration of dried and preserved meats.}}&lt;br /&gt;
&lt;br /&gt;
'''Meat rations''' are meat products which provide 5,000 [[nutrition]] under normal circumstances. For full carnivores, they are the most nutritious items available. Rations take 40 aut to consume. &lt;br /&gt;
&lt;br /&gt;
[[Troll]]s, [[Ogre]]s, [[Hill Orc]]s, and [[Kobold]]s begin with a meat ration instead of a [[bread ration]].&lt;br /&gt;
&lt;br /&gt;
'''Carnivore'''&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 1: 5,500.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 2: 6,000.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 3: 6,500.&lt;br /&gt;
&lt;br /&gt;
'''Herbivore'''&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 1: 3,500.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 2. 2,000.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 3. 0.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Meat rations were removed in [[0.21]].&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Airstrike&amp;diff=45921</id>
		<title>Airstrike</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Airstrike&amp;diff=45921"/>
				<updated>2017-11-07T21:55:53Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Airstrike&lt;br /&gt;
|level=4&lt;br /&gt;
|school1={{Air Magic}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
* [[Book of the Sky]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=2&lt;br /&gt;
|spellnoise=4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|This spell causes the air around a creature to twist itself into a whirling vortex of meteorological fury. This spell is especially effective against flying enemies.}}&lt;br /&gt;
{{AttackSpell&lt;br /&gt;
|name=Airstrike&lt;br /&gt;
|formula = 8 + 1d(2 + (Power)/7)&lt;br /&gt;
|maxdmg = 8 + 1d(214/7)&lt;br /&gt;
|maxsp = 200&lt;br /&gt;
|range = LOS&lt;br /&gt;
|target = Smite&lt;br /&gt;
|special = +50% damage vs. flying enemies}}&lt;br /&gt;
&lt;br /&gt;
'''Airstrike''' is a level 4 [[Air Magic]] spell which hits a single enemy, dealing moderate wind damage using [[smite]]-targeting (anything in your [[LOS]] can be targeted with perfect accuracy). It is particularly effective against [[:Category:Flying|flying opponents]], dealing 50% more damage than normal. Just be aware that this spell has no impact against [[:Category:Wind resistance|wind-resistant enemies]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Airstrike is a useful spell for elemental specialists who lack the means to deal with enemies immune to their attacks. [[Cloud]]-producing spells may match its accuracy and exceed its power, but they lack precision. It's also useful for summoners, as they can fire past their summoned creatures without fear, and it is lethal to most flying nuisances, like [[harpy|harpies]].&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
This spell is known by a number of opponents, making them significantly more dangerous for flying characters; if possible, land before engaging them. The following monsters can cast Airstrike:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Wind drake}}(0-26)&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Blizzard demon}}(0-34)&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Spriggan air mage}}(0-38)&lt;br /&gt;
&lt;br /&gt;
{{LightGrey|@}} [[Image:Cloud mage.png]] '''[[Cloud mage]]''' (0-50)&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Gastronok}}(0-50)&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Sojobo}}(0-50)&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Titan}}(0-50)&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* In 0.20, the Airstrike damage formula was given a much-wanted simplification. &lt;br /&gt;
(The old airstrike damage formula: 7 + 1d(1d4 1 + (1d(Power) - 1)/6) + (1d(Power) - 1)/7)&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Airstrike&amp;diff=45920</id>
		<title>Airstrike</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Airstrike&amp;diff=45920"/>
				<updated>2017-11-07T21:33:56Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Airstrike&lt;br /&gt;
|level=4&lt;br /&gt;
|school1={{Air Magic}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
* [[Book of the Sky]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=2&lt;br /&gt;
|spellnoise=4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|This spell causes the air around a creature to twist itself into a whirling vortex of meteorological fury. This spell is especially effective against flying enemies.}}&lt;br /&gt;
{{AttackSpell&lt;br /&gt;
|name=Airstrike&lt;br /&gt;
|formula = 8 + 1d(2 + (Power)/7)&lt;br /&gt;
|maxdmg = 8 + 1d(214/7)&lt;br /&gt;
|maxsp = 200&lt;br /&gt;
|range = LOS&lt;br /&gt;
|target = Smite&lt;br /&gt;
|special = +50% damage vs. flying enemies}}&lt;br /&gt;
&lt;br /&gt;
'''Airstrike''' is a level 4 [[Air Magic]] spell which hits a single enemy, dealing moderate wind damage using [[smite]]-targeting (anything in your [[LOS]] can be targeted with perfect accuracy). It is particularly effective against [[:Category:Flying|flying opponents]], dealing 50% more damage than normal. Just be aware that this spell has no impact against [[:Category:Wind resistance|wind-resistant enemies]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Airstrike is a useful spell for elemental specialists who lack the means to deal with enemies immune to their attacks. [[Cloud]]-producing spells may match its accuracy and exceed its power, but they lack precision. It's also useful for summoners, as they can fire past their summoned creatures without fear, and it is lethal to most flying nuisances, like [[harpy|harpies]].&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
This spell is known by a number of opponents, making them significantly more dangerous for flying characters; if possible, land before engaging them. The following monsters can cast Airstrike:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Wind drake}}(0-26)&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Blizzard demon}}(0-34)&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Spriggan air mage}}(0-38)&lt;br /&gt;
&lt;br /&gt;
{{LightGrey|@}} [[Image:Cloud mage.png]] '''[[Cloud mage]]''' (0-50)&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Gastronok}}(0-50)&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Sojobo}}(0-50)&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Titan}}(0-50)&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stats&amp;diff=45886</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stats&amp;diff=45886"/>
				<updated>2017-10-23T21:05:37Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: /* Species Contributions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
Your character's basic '''stats''' are [[Strength]] (Str),  [[Intelligence]] (Int) and [[Dexterity]] (Dex). These are determined by your [[species]] and [[background]] and grow as you gain [[experience]], equipment, [[intrinsic]] abilities, and [[mutations]]. They may be damaged by [[sickness]] or certain monster abilities, and if one of them reaches 0, you will suffer some [[Stat zero|penalties]].&lt;br /&gt;
&lt;br /&gt;
The three defensive stats are your [[armour class]] (AC), your [[evasion]] (EV), and your blocking ability ([[SH]]). &lt;br /&gt;
&lt;br /&gt;
Your character also has a limited reserve of [[hit points]] (HP) and [[magic points]] (Magic or MP).&lt;br /&gt;
&lt;br /&gt;
==Starting Stats==&lt;br /&gt;
Your '''starting stats''' are determined by two things: your [[species]] and your [[class]]. While they do not by any means define your character, it is easier to build your character in a way that is compatible with your stats.&lt;br /&gt;
&lt;br /&gt;
Each starting stat is equal to:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''2 + Species Contribution + Class Contribution'''}}&lt;br /&gt;
&lt;br /&gt;
===Species Contributions===&lt;br /&gt;
Not all species are created equal; some have higher total stats than others, with [[High Elves]] and [[Demigod]]s having the highest, and [[Ghoul]]s having the lowest. The &amp;quot;gain&amp;quot; column describes how the race automatically gains stats as they level up: a letter indicates the stat beginning with that letter can be chosen, and the number before the colon indicates the frequency of stat gains. So a Human, who would gain one Str, Int, or Dex every 4 levels, is represented by 4:SID. See [[#Gaining Attributes|Gaining Attributes]] below for further details.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:75%&amp;quot; border=1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Species&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Strength]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Intelligence]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Dexterity]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Sum&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Gain&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Barachi&lt;br /&gt;
||7&lt;br /&gt;
||6&lt;br /&gt;
||5&lt;br /&gt;
||18&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Centaur&lt;br /&gt;
||8&lt;br /&gt;
||5&lt;br /&gt;
||2&lt;br /&gt;
||15&lt;br /&gt;
||4:SD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Deep Dwarf&lt;br /&gt;
||9&lt;br /&gt;
||6&lt;br /&gt;
||6&lt;br /&gt;
||21&lt;br /&gt;
||4:SI&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Deep Elf&lt;br /&gt;
||3&lt;br /&gt;
||10&lt;br /&gt;
||8&lt;br /&gt;
||21&lt;br /&gt;
||4:I&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Demigod&lt;br /&gt;
||9&lt;br /&gt;
||10&lt;br /&gt;
||9&lt;br /&gt;
||28&lt;br /&gt;
||''Special*''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Demonspawn&lt;br /&gt;
||6&lt;br /&gt;
||7&lt;br /&gt;
||6&lt;br /&gt;
||19&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Draconian&lt;br /&gt;
||8&lt;br /&gt;
||6&lt;br /&gt;
||4&lt;br /&gt;
||18&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Formicid&lt;br /&gt;
||10&lt;br /&gt;
||5&lt;br /&gt;
||4&lt;br /&gt;
||19&lt;br /&gt;
||4:SI&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Felid&lt;br /&gt;
||2&lt;br /&gt;
||7&lt;br /&gt;
||9&lt;br /&gt;
||18&lt;br /&gt;
||5:ID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Gargoyle&lt;br /&gt;
||9&lt;br /&gt;
||6&lt;br /&gt;
||3&lt;br /&gt;
||18&lt;br /&gt;
||4:SI&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Ghoul&lt;br /&gt;
||9&lt;br /&gt;
||1&lt;br /&gt;
||2&lt;br /&gt;
||12&lt;br /&gt;
||5:S&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Halfling&lt;br /&gt;
||3&lt;br /&gt;
||6&lt;br /&gt;
||9&lt;br /&gt;
||18&lt;br /&gt;
||5:D&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;High Elf&lt;br /&gt;
||5&lt;br /&gt;
||9&lt;br /&gt;
||8&lt;br /&gt;
||22&lt;br /&gt;
||3:ID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Hill Orc&lt;br /&gt;
||8&lt;br /&gt;
||6&lt;br /&gt;
||4&lt;br /&gt;
||18&lt;br /&gt;
||5:S&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Human&lt;br /&gt;
||6&lt;br /&gt;
||6&lt;br /&gt;
||6&lt;br /&gt;
||18&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Kobold&lt;br /&gt;
||5&lt;br /&gt;
||4&lt;br /&gt;
||8&lt;br /&gt;
||17&lt;br /&gt;
||5:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Merfolk&lt;br /&gt;
||6&lt;br /&gt;
||5&lt;br /&gt;
||7&lt;br /&gt;
||18&lt;br /&gt;
||5:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Minotaur&lt;br /&gt;
||10&lt;br /&gt;
||3&lt;br /&gt;
||3&lt;br /&gt;
||16&lt;br /&gt;
||4:SD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Mummy&lt;br /&gt;
||9&lt;br /&gt;
||5&lt;br /&gt;
||5&lt;br /&gt;
||19&lt;br /&gt;
||5:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Naga&lt;br /&gt;
||8&lt;br /&gt;
||6&lt;br /&gt;
||4&lt;br /&gt;
||18&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Octopode&lt;br /&gt;
||5&lt;br /&gt;
||8&lt;br /&gt;
||5&lt;br /&gt;
||18&lt;br /&gt;
||5:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Ogre&lt;br /&gt;
||9&lt;br /&gt;
||7&lt;br /&gt;
||2&lt;br /&gt;
||18&lt;br /&gt;
||3:S&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Spriggan&lt;br /&gt;
||2&lt;br /&gt;
||7&lt;br /&gt;
||9&lt;br /&gt;
||18&lt;br /&gt;
||5:ID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Tengu&lt;br /&gt;
||6&lt;br /&gt;
||6&lt;br /&gt;
||7&lt;br /&gt;
||19&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Troll&lt;br /&gt;
||13&lt;br /&gt;
||2&lt;br /&gt;
||3&lt;br /&gt;
||18&lt;br /&gt;
||3:S&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Vampire&lt;br /&gt;
||5&lt;br /&gt;
||8&lt;br /&gt;
||7&lt;br /&gt;
||20&lt;br /&gt;
||5:ID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Vine Stalker&lt;br /&gt;
||8&lt;br /&gt;
||6&lt;br /&gt;
||7&lt;br /&gt;
||21&lt;br /&gt;
||4:SD&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Demigods do not gain stats randomly. See [[#Gaining Attributes|Gaining Attributes]].&lt;br /&gt;
&lt;br /&gt;
===Class Contribution===&lt;br /&gt;
Your class also contributes to your starting stats, although to a lesser degree than your species. Unlike with species, the sum of the starting stats is the same across all classes (12).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:75%&amp;quot; border=1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Class&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Strength]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Intelligence]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Dexterity]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Abyssal Knight&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Air Elementalist&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Arcane Marksman&lt;br /&gt;
||2&lt;br /&gt;
||5&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Artificer&lt;br /&gt;
||3&lt;br /&gt;
||4&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Assassin&lt;br /&gt;
||3&lt;br /&gt;
||3&lt;br /&gt;
||6&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Berserker&lt;br /&gt;
||9&lt;br /&gt;
||-1&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Chaos Knight&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Conjurer&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Death Knight&lt;br /&gt;
||5&lt;br /&gt;
||3&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Earth Elementalist&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Enchanter&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Fighter&lt;br /&gt;
||8&lt;br /&gt;
||0&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Fire Elementalist&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Gladiator&lt;br /&gt;
||6&lt;br /&gt;
||0&lt;br /&gt;
||6&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Healer&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Hunter&lt;br /&gt;
||4&lt;br /&gt;
||3&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Ice Elementalist&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Monk&lt;br /&gt;
||3&lt;br /&gt;
||2&lt;br /&gt;
||7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Necromancer&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Skald&lt;br /&gt;
||3&lt;br /&gt;
||5&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Summoner&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Transmuter&lt;br /&gt;
||2&lt;br /&gt;
||5&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Venom Mage&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Wanderer&lt;br /&gt;
||*&lt;br /&gt;
||*&lt;br /&gt;
||*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Warper&lt;br /&gt;
||3&lt;br /&gt;
||5&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Wizard&lt;br /&gt;
||-1&lt;br /&gt;
||10&lt;br /&gt;
||3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;A wanderer's starting stats are random, but will also total 12. However, if a stat is greater than 17, it is 50% less likely to be increased.&lt;br /&gt;
&lt;br /&gt;
Your initial strength, intelligence and dexterity cannot be less than 3. In any case where a class/species combo causes a value to be less than three, it is increased and random other stat decreased until it reaches 3.&lt;br /&gt;
&lt;br /&gt;
72 is the absolute maximum value for strength, dexterity, and intelligence. These ability scores can never go above 72, regardless of racial bonuses, equipment, mutations, or any other bonuses.&lt;br /&gt;
&lt;br /&gt;
==Gaining Attributes==&lt;br /&gt;
Characters will increase attributes naturally as they level, with their race determining which attributes they gain and how often they gain them. Additionally, they get to increase an attribute of their choice every three levels. Demigods gain two stat points from this instead of one, but they do not gain any stats randomly from leveling.&lt;br /&gt;
&lt;br /&gt;
*[[Barachi]]m - A random stat every 4 levels.&lt;br /&gt;
*[[Centaur]]s - Str or Dex every 4 levels.&lt;br /&gt;
*[[Deep Dwarves]] - Str or Int every 4 levels.&lt;br /&gt;
*[[Deep Elves]] - Int every 4 levels.&lt;br /&gt;
*[[Demigod]]s - ''Special, see above''&lt;br /&gt;
*[[Demonspawn]] - A random stat every 4 levels.&lt;br /&gt;
*[[Draconian]]s - A random stat every 4 levels.&lt;br /&gt;
*[[Formicid]]s - Str or Int every 4 levels. &lt;br /&gt;
*[[Felid]]s - Dex or Int every 5 levels.&lt;br /&gt;
*[[Gargoyle]]s - Str or Int every 4 levels.&lt;br /&gt;
*[[Ghoul]]s - Str every 5 levels.&lt;br /&gt;
*[[Halfling]]s - Dex every 5 levels.&lt;br /&gt;
*[[High Elves]] - Int or Dex every 3 levels.&lt;br /&gt;
*[[Hill Orc]]s - Str every 5 levels.&lt;br /&gt;
*[[Human]]s - A random stat every 4 levels.&lt;br /&gt;
*[[Kobold]]s - A random stat every 5 levels.&lt;br /&gt;
*[[Merfolk]] - A random stat every 5 levels.&lt;br /&gt;
*[[Minotaur]]s - Str or Dex every 4 levels.&lt;br /&gt;
*[[Mummy|Mummies]] - A random stat every 5 levels&lt;br /&gt;
*[[Naga]]s - A random stat every 4 levels.&lt;br /&gt;
*[[Octopode]]s - A random stat every 5 levels.&lt;br /&gt;
*[[Ogre]]s - Str every 3 levels.&lt;br /&gt;
*[[Spriggan]]s - Dex or Int every 5 levels.&lt;br /&gt;
*[[Tengu]] - A random stat every 4 levels.&lt;br /&gt;
*[[Troll]]s - Str every 3 levels.&lt;br /&gt;
*[[Vampire]]s - Dex or Int every 5 levels&lt;br /&gt;
*[[Vine Stalker]]s - Str or Dex every 4 levels.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The extra 2 that all characters get to all their stats is a holdover from when stats were randomized: previously there were eight stat points that would be allocated randomly, with a slight tendency to raise lower stats in preference to higher ones; the remaining two were added to the class stat points, which used to total 10 instead of 12.&lt;br /&gt;
&lt;br /&gt;
Additionally, Wanderers' stats used to total only 6, making the class considerably more difficult. Artificers' totaled 9, although that difference was less significant. As for species, numerous small changes have been made over the years, but one of the more significant ones is to Mummies: they have gone from having some of the worst starting stats (7/3/3, or 13 total) to being among the higher-stat races (though still extremely difficult to play).&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ogre&amp;diff=45885</id>
		<title>Ogre</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ogre&amp;diff=45885"/>
				<updated>2017-10-23T21:05:07Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: /* Innate Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
{{flavour|Ogres are huge, chunky creatures who typically are strong rather than smart, and not nimble at all. Ogres mature almost as quickly as Humans.&lt;br /&gt;
&lt;br /&gt;
Their preferred methods of avoiding beatings are dodging and the use of shields. Many Ogres find it natural to wield some large and blunt weapon. (Countless lethal incidents have taught them to leave most edged weapons be.) While all sophisticated forms of missile combat are too awkward for them, they are good at throwing things, in particular boulders.&lt;br /&gt;
&lt;br /&gt;
Contrary to expectations, Ogres are not reduced to mindless brutes. They possess a raw talent for witchcraft, letting them pick up the basics of spellcasting at an amazing speed. However, the more arcane schools of magic are foreign to them and are only learned at poor rates.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Good_mutations#Tough_Skin|Tough Skin 1]]: Ogres have +1 [[AC]].&lt;br /&gt;
*Ogres are [[Size#Player Sizes|large]] creatures. Unlike smaller species, they can use [[giant club]]s and [[giant spiked club]]s, but cannot wear any armour but [[robe]]s, [[cloak]]s, [[hat]]s, [[animal skin]]s, [[troll hide]]s, [[troll leather armour]]s, [[dragon armour|dragon hide]], or [[dragon armour]]. [[Buckler]]s are also too small for them, but they can wield [[shield]]s and [[large shield]]s more easily than normal.&lt;br /&gt;
*Ogres are large enough to attack at normal speed while standing in [[shallow water]] (though they still move slowly through it).&lt;br /&gt;
&lt;br /&gt;
Ogres have a base [[Strength]] of 11, [[Intelligence]] of 9 and [[Dexterity]] of 4 (before Background modifiers) and normal base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Hunter]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]]&lt;br /&gt;
*'''Warrior-mages:''' [[Arcane Marksman]]&lt;br /&gt;
*'''Mages:''' [[Wizard]], [[Fire Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] every 3rd level.&lt;br /&gt;
*30% more [[hit points]] than average.&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Ogres start with the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Incompatible body armour is replaced with an [[animal skin]] or [[robe]]. &lt;br /&gt;
*[[Helmet]]s are replaced with [[hat]]s.&lt;br /&gt;
*[[Meat ration]]s replace [[bread ration]]s.&lt;br /&gt;
*Any [[Armour]] skill is replaced by [[Dodging]].&lt;br /&gt;
*Ogre [[hunter]]s are given a choice of [[large rock]]s instead of [[javelin]]s.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Ogres enjoy a number of advantages over other species, but have an equal amount of disadvantages. They have an immense amount of HP naturally and train Fighting faster than any other species, but their inability to wear most armour coupled with their large size leaves them with miserable [[AC]] and [[EV]] in the early game. On the plus side, their offenses become powerful once trained, with access to both [[giant spiked club]]s and [[large rock]]s. They also make quite solid spellcasters, being fairly unique in that they are a large, +30% hit point race which is adept at learning magic. They learn all schools equally well, and with high spellcasting aptitude, can easily pick up many lower level spells, or train specific schools at only a very minor (-1) aptitude penalty.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Ogre}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
As of 0.20, Ogres have had their maces &amp;amp; flails aptitude lowered from +3 to -1, to encourage them to consider other weapon types rather than only giant clubs.  While giant weaponry still has the highest base damage of all melee weapons, it will take more training to get them to a usable level of accuracy and attack delay.  Consider other options such as polearms or unarmed - although it is likely that most ogres will still default to giant clubs.  &lt;br /&gt;
&lt;br /&gt;
Large rocks are likewise extremely deadly in the hands of a skilled Ogre, but will start out at 20 aut delay.  It requires 26 skill to throw a large rock at min delay (7 auts), or 20 skill to throw one in one turn (10 auts).  Their extremely high damage makes this very worthwhile, but keep an eye on how long the action will take when you are around dangerous enemies.&lt;br /&gt;
&lt;br /&gt;
Ogres make excellent high durability casters - with only -1 in all spell schools and a strong spellcasting aptitude, they are now the best choice for a caster who wants to have very high health.  The ability to mix brute strength with adequate spellcasting is what sets them apart from trolls, who are generally somewhat better at purely physical builds.  &lt;br /&gt;
&lt;br /&gt;
===Strategy guides===&lt;br /&gt;
*[[Serfuzz's Ogre Hunter guide]]&lt;br /&gt;
*[[Davion Fuxa's Ogre guide]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.20]], ogres had +3 [[Maces &amp;amp; Flails]] aptitude, and were much worse with magic skills.  In 0.20 they were reworked to make their weapon choice less of a &amp;quot;no-brainer&amp;quot; and allow easier access to magic skills.&lt;br /&gt;
*Prior to [[0.16]], ogres started with an extra [[bread ration]]. Also, ogre hunters and artificers began with a [[club]] instead of a [[short sword]].&lt;br /&gt;
*Prior to [[0.15]], ogres had [[Saprovore]] 1 and [[Fast Metabolism]].&lt;br /&gt;
*Prior to [[0.13]], ogre hunters and artificers began with a [[short sword]] instead of a [[club]].&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=45881</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=45881"/>
				<updated>2017-10-21T22:56:41Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: /* Hunger-Dependent Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Acute Vision]]: Vampires can [[see invisible]].&lt;br /&gt;
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, vampires can restore a small amount of HP every time they successfully bite a living foe. &lt;br /&gt;
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, and by (q)uaffing [[potions of blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (''see chart below'').&lt;br /&gt;
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]], nor can they wield [[holy wrath]] weapons.&lt;br /&gt;
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. &lt;br /&gt;
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].  Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Beastly Appendage]], [[Blade Hands]], [[Sublimation of Blood]], [[Cure Poison]].&lt;br /&gt;
*Vampires cannot [[berserk]] when their satiation level is satiated or lower.&lt;br /&gt;
&lt;br /&gt;
Vampires have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers) and have normal base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
==Hunger-Dependent Stats==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| || '''Full''' || '''Satiated''' || '''Thirsty''' ||  '''Bloodless'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Metabolism''' ||  Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Regeneration''' ||  Fast || Normal || Slow || None&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth Boost''' ||  None  || None || +50 to [[Stealth#Stealth Score|Stealth Score]]|| +100 to [[Stealth#Stealth Score|Stealth Score]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Hunger Costs''' || Full || Full || Halved ||None&lt;br /&gt;
|-&lt;br /&gt;
| ''Resistances'' || ||  || || &lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Resistance''' ||No || No || Yes || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''Cold Resistance''' || None || None || 1 || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Negative Energy Resistance''' || None || 1 || 2 ||3&lt;br /&gt;
|-&lt;br /&gt;
| '''Rot Resistance''' || No || No || Yes ||  Yes&lt;br /&gt;
|- &lt;br /&gt;
| '''Torment Resistance''' || No || No || No ||  Yes&lt;br /&gt;
|- &lt;br /&gt;
| ''Transformations'' || ||  || || &lt;br /&gt;
|-&lt;br /&gt;
| '''Bat Form''' || No || Yes || Yes ||  Yes&lt;br /&gt;
|- &lt;br /&gt;
| '''Other Forms and Berserk''' || Yes || Yes || No ||  No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Satiated or below, vampires:&lt;br /&gt;
*Can use the [[Bat Form]] ability.&lt;br /&gt;
&lt;br /&gt;
When Thirsty or below, vampires:&lt;br /&gt;
*Cannot go [[berserk]].&lt;br /&gt;
*Cannot transform when near-bloodless or hungrier, limiting the usefulness of their +1 [[Transmutations]] aptitude.&lt;br /&gt;
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.&lt;br /&gt;
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.&lt;br /&gt;
&lt;br /&gt;
When completely Bloodless, vampires:&lt;br /&gt;
*Cannot regenerate HP, naturally or through magical means (amulet, spell, etc.), though other methods of healing are available.&lt;br /&gt;
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Monk]], [[Assassin]]&lt;br /&gt;
*'''Warrior-mages:''' [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[dexterity]] or [[intelligence]] every 5th level.&lt;br /&gt;
*Average [[hit points]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
*[[File:Bottle Blood.png]] From the first level vampires can create potions of blood from viable corpses, allowing you to save snacks for later.&lt;br /&gt;
*[[File:Bat form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks.  While in [[Bat Form]] Dexterity is increased and Strength is reduced. Entering bat form costs 2 MP.&lt;br /&gt;
{{flavour|Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low. The flight is magically augmented, so you will stay in the air even if the weight of your possessions or some disability would normally drag you down.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with all the skills and equipment listed for their background, with the following exception:&lt;br /&gt;
*Vampires start with a potion of blood instead of a ration.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Not having a real [[food clock]] allows you to play cautiously or abuse powerful spells without fear of starvation. On the other hand, being unable to use permafood can be a problem in lategame, where corpses are less frequent. As long as you play according to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it comes online at level 3 (but it is only available with satiation level Satiated and below). Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency, coupled with their exceptional Stealth aptitude and stealth bonus when Near Bloodless or Bloodless, means that Vampires are particularly well suited to the [[Enchanter]] background. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Exactly how to use your variable hunger states will depend on a number of things. At Thirsty and Near Bloodless, you suffer slow regeneration (bad) in exchange for Bat Form (good), stealth (depends), and some resistances (helpful, but mostly unnecessary). Usually keeping around Thirsty for bat form is a good place to be, and gives option to quaff a bottle of blood to push you into satiated. Near Bloodless or Bloodless have stronger drawbacks, but may be worth the trade off once your character is established, depending on your build and where you are in the game. (The Torment immunity vampires get at Bloodless is just next to worthless in a standard 3 to 5 rune game, for instance.) &lt;br /&gt;
&lt;br /&gt;
Beyond that, the lack of a food clock means that you can exploit channeling, via items or [[Sif Muna]], to refill MP. However, be careful with managing your blood bottles while doing this, unless your character is at a point in the game at which it wants to stay mostly at Bloodless, and you have built your late game strategy around this fact. &lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less. &lt;br /&gt;
&lt;br /&gt;
In corpseless branches you will have to work around lack of permafood for satiation. Note that all corpseless and mostly corpseless branches are completely optional; all the following advice deals with areas of the game that one shouldn't enter in a 3 to 5 rune game.  &lt;br /&gt;
&lt;br /&gt;
You can cope with no HP regeneration while Bloodless, or else get around lack of corpses, in a number of ways. &lt;br /&gt;
&lt;br /&gt;
*Reusable options available regardless of god choice include stabbing corpse-providing enemies, casting the Vampiric Draining spell, or wielding a vampiricism branded weapon. While these can help you stay at Bloodless throughout much of the game, they will be of almost no use in corpseless areas of the game, which are dominated by unholy creatures that provide no health via the above listed means. &lt;br /&gt;
*A [[wand of healing]] is nice for emergency healing, and [[potion]]s can still be used.&lt;br /&gt;
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand and can help one fine-tune your satiation level regardless of the branch.  &lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
Fun Fact: Unlike most other attack options, many combat-oriented [[Invocations]] are not disabled while in Bat Form. This has sometimes been the basis of various self-imposed challenges that center around staying in Bat Form as much as possible by, for instance, worshiping Makhleb and using his destruction and summoning abilities to dispatch enemies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], vampires had six distinct satiation states instead of four.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], vampires did not gain a stat every 5th level.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.16]] vampire characters couldn't bottle up blood from the beginning.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]] thirsty vampires received only half the effect from most potions. Also, vampires wouldn't mutate and would lose the effect of mutations at or below near bloodless.&lt;br /&gt;
&lt;br /&gt;
As of [[0.13]] vampires are able to cast [[Cure Poison]] whenever they have blood.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Exhausted&amp;diff=45866</id>
		<title>Exhausted</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Exhausted&amp;diff=45866"/>
				<updated>2017-10-16T20:43:37Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
&lt;br /&gt;
'''Exhausted''' is a [[status effect]] you suffer from after any of the following:&lt;br /&gt;
*Your [[Death's Door]] spell wears off.&lt;br /&gt;
*You use of one of [[Ru]]' abilities.&lt;br /&gt;
&lt;br /&gt;
There is no way to prevent this status effect from hitting you after you've completed any of the above actions. However, the exhausted status' only effect on you is to prevent you from using any of the above abilities again until you've recovered. Note that this one status effect prevents all three options: having recently berserked will prevent you from calling upon Ru's abilities or casting Death's Door to survive in your weakened state.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.20]], berserk wearing off gave made the character exhausted instead of just giving -berserk.&lt;br /&gt;
&lt;br /&gt;
During its brief existence ([[0.14]] and [[0.15]]), making a [[jump attack]] would also inflict exhaustion.&lt;br /&gt;
&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Exhausted&amp;diff=45865</id>
		<title>Exhausted</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Exhausted&amp;diff=45865"/>
				<updated>2017-10-16T20:43:23Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
'''Exhausted''' is a [[status effect]] you suffer from after any of the following:&lt;br /&gt;
*Your [[Death's Door]] spell wears off.&lt;br /&gt;
*You use of one of [[Ru]]' abilities.&lt;br /&gt;
&lt;br /&gt;
There is no way to prevent this status effect from hitting you after you've completed any of the above actions. However, the exhausted status' only effect on you is to prevent you from using any of the above abilities again until you've recovered. Note that this one status effect prevents all three options: having recently berserked will prevent you from calling upon Ru's abilities or casting Death's Door to survive in your weakened state.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.20]], berserk wearing off gave made the character exhausted instead of just giving -berserk.&lt;br /&gt;
&lt;br /&gt;
During its brief existence ([[0.14]] and [[0.15]]), making a [[jump attack]] would also inflict exhaustion.&lt;br /&gt;
&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Berserk&amp;diff=45864</id>
		<title>Berserk</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Berserk&amp;diff=45864"/>
				<updated>2017-10-16T20:41:37Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
&lt;br /&gt;
'''Berserk''' is a [[status effect]] which fills you with overwhelming rage, making you significantly deadlier in combat but unable to do almost anything else. Afterwards, you are left severely handicapped as you recover from your overexertion. Used correctly, a [[berserker]] can overcome challenges far beyond its level. Used improperly, it'll leave you seriously weakened just as things are at their most dangerous.&lt;br /&gt;
&lt;br /&gt;
A berserk rage nominally lasts 20 - 40 turns, but this duration decreases rapidly if you do anything except for fighting or butchering.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*Current and max [[HP]] increase by 50%.&lt;br /&gt;
*[[Might]] (+5 [[strength]], +1d10 melee attack damage).&lt;br /&gt;
*[[Haste]].&lt;br /&gt;
*''Monsters Only'': Immunity to [[fear]], +50% damage instead of +1d10.&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*Cannot do anything except for attacking, moving, butchering corpses, [[pray]]ing, eating, or picking up items.&lt;br /&gt;
*Leaves you [[slow]] and gives the -berserk status effect after it ends, preventing repeated berserks.&lt;br /&gt;
**This exhaustion is the same as the condition that follows use of the [[Death's Door]] spell or a [[jump attack]], preventing use of those as well.&lt;br /&gt;
*Occasionally makes you &amp;quot;pass out&amp;quot; (essentially [[paralysis]]) for a few turns after it ends (10% chance).&lt;br /&gt;
*Costs you 600 [[satiation]] per use.&lt;br /&gt;
*Cannot trigger if you are Very Hungry or worse.&lt;br /&gt;
**[[Mummies]], [[ghoul]]s, and [[formicid]]s can never go berserk. [[Vampire]]s must be at least Full in order to do so.&lt;br /&gt;
*Sets your [[stealth]] to 0, and causes you to make lots of [[noise]] when opening [[door]]s (''You throw open the door with a bang!'').&lt;br /&gt;
*Followers of [[Cheibriados]] may wish to avoid berserk, as he dislikes the Haste effect it causes. If you go berserk unintentionally while following him, he will cancel the Haste effect. That being said, in an emergency, its benefits may outweigh the relatively minor cost.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
===Trog===&lt;br /&gt;
The simplest way to get access to berserk is to worship [[Trog]], who grants it to users as an ability once they hit one * of [[piety]]. This ability costs an additional 200 - 400 satiation per use (bringing the total cost to 800 - 1000), but it never fails and requires no other resources. Also, Trog followers receive several divine benefits to all of their berserk rages, regardless of the source; the berserker has a (piety/10)% chance of extending the berserk by 4 - 13 turns each time he kills something, and you receive an additional (piety/1.5)% chance of staying conscious when you would normally pass out.&lt;br /&gt;
&lt;br /&gt;
===Amulet of Rage===&lt;br /&gt;
Wearing an [[amulet of rage]] (or any [[randart]] with the +Rage intrinsic) allows you to go berserk as an ability. When used successfully, you berserk as normal, but with a 3.33% chance of extending your berserk with each kill. It has a (50 + (2 × [[Evocations]]))% success rate, and costs 2 [[MP]] along with the standard satiation cost.&lt;br /&gt;
&lt;br /&gt;
===Berserkitis===&lt;br /&gt;
If you have the [[Bad mutations#Berserk|Berserk]] mutation or a piece of equipment with the *RAGE intrinsic, you may automatically go berserk each time that you hit an enemy in melee or take damage. The chance of this happening due to the mutation rises with each rank of the mutation (1% / 3% / 9%), but more ranks also dramatically reduces the odds of you passing out from berserking; the normal 10% chance is reduced to roughly 3%, 2%, or 1.5%. Each piece of berserkitis equipment has its own chance of activation, making some items significantly more dangerous than others. Because there are many situations in which berserking is a terrible idea, berserkitis is generally seen as a dangerous trait to have.&lt;br /&gt;
&lt;br /&gt;
===Potion of Berserk Rage===&lt;br /&gt;
Quaffing a [[potion of berserk rage]] will immediately make you go berserk.&lt;br /&gt;
&lt;br /&gt;
===Battlelust Card===&lt;br /&gt;
If you draw a [[Battlelust]] card at power level 1, you will go berserk in 10 [[aut]]s (usually 1 turn).&lt;br /&gt;
&lt;br /&gt;
===Moth of Wrath===&lt;br /&gt;
The bite of a [[moth of wrath]] may cause you to go berserk. Monsters near it (but not necessarily adjacent to it) will also occasionally go berserk.&lt;br /&gt;
&lt;br /&gt;
===Miscast Effects===&lt;br /&gt;
[[Miscast effect]]s from the [[Charms]] and [[Hexes]] magic schools may make you berserk. This includes those suffered while exploring [[Hell]].&lt;br /&gt;
&lt;br /&gt;
===Xom===&lt;br /&gt;
[[Xom]] may decide to make you berserk. He may even be kind enough to do so in situations where berserking is helpful! You will never pass out afterwards.&lt;br /&gt;
&lt;br /&gt;
===Frenzy Needles===&lt;br /&gt;
Shooting a monster with a frenzy-branded [[needle]] will cause it to go berserk and temporarily turn [[neutral]], attacking anything nearby. Monsters will never fire these at you.&lt;br /&gt;
&lt;br /&gt;
===Discord===&lt;br /&gt;
Casting the [[Discord]] spell will drive all enemies around you into a frenzy, much like shooting them with a frenzy needle.&lt;br /&gt;
&lt;br /&gt;
==Preventing Berserk==&lt;br /&gt;
The following all prevent you from going berserk.&lt;br /&gt;
*[[Stasis]].&lt;br /&gt;
*[[Clarity]] prevents unintentional berserks (berserkitis, moths of wrath, etc.) while still allowing voluntary ones.&lt;br /&gt;
*Being [[exhausted]].&lt;br /&gt;
*Being a [[mummy]], [[ghoul]], [[lichform]], [[formicid]], or [[vampire]] (if less than Full).&lt;br /&gt;
*Being Very Hungry or worse.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Don't assume that nimble, dexterous characters armed with [[short blades]] have less to gain from berserking than a lumbering brute with a massive weapon; the +1d10 damage per hit applies to light and heavy weapons equally. The faster you hit your enemy, the more free damage you apply.&lt;br /&gt;
*Bear in mind that berserk characters have zero stealth. While this might make no difference to a rampaging [[troll]] or [[minotaur]] in [[crystal plate armour]], stealthier characters might want to be careful about berserking near enemies that aren't yet aware of them; doing so may draw more enemies into combat than you can handle at once, especially if the berserk runs out mid-fight.&lt;br /&gt;
*A [[potion of speed]] or other source of Haste will counter the post-berserk slowing, an excellent tactic if you find yourself exhausted while still in combat. [[Elyvilon]]'s Purification ability is also effective.&lt;br /&gt;
*If none of these options are available, think carefully before going berserk. It's a good idea to lure enemies to an already-cleared area with a staircase leading up before berserking so you can escape in case a monster approaches while you're slowed. Summoning allies (incidentally, another of Trog's given powers) also increases your chances of survival if your rage expires while you are still in combat.&lt;br /&gt;
*Ranged weapon users and [[rod]] users should always switch to a melee weapon before going berserk, as you can't switch your weapon during it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.20]], berserk gave the [[exhausted]] status effect after wearing off instead of -berserk. This only mattered if you could cast [[Death's Door]] or had access to one of [[Ru]]'s active abilities.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], an amulet of rage also reduced the risk of you passing out after your berserk ended.&lt;br /&gt;
&lt;br /&gt;
The [[Berserker Rage]] spell used to allow the caster to go berserk at will (and reduced the risk of passing out afterwards), but it was removed in [[0.9]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Abilities]][[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=God&amp;diff=45863</id>
		<title>God</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=God&amp;diff=45863"/>
				<updated>2017-10-16T20:32:09Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: /* The pantheon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
'''Gods''' are a central concept to ''[[Dungeon Crawl]]''. The game's pantheon features 25 distinct deities, and they provide increasingly powerful abilities to their worshipers, but punish them for any violation of their individual commandments. Your character may only worship a single god at once, and most gods punish followers for abandoning them, so choose wisely.&lt;br /&gt;
&lt;br /&gt;
==The pantheon==&lt;br /&gt;
&lt;br /&gt;
* [[The Shining One]], a good god of honourable crusade against evil.&lt;br /&gt;
* [[Ashenzari]] the Shackled, god of divinations and [[curse]]s.&lt;br /&gt;
* [[Beogh]] the Brigand, evil god of the [[list of orcs|orcs]].&lt;br /&gt;
* [[Cheibriados]] the Contemplative, the slow god.&lt;br /&gt;
* [[Dithmenos]] the Shadowed, god of darkness.&lt;br /&gt;
* [[Elyvilon]] the Healer, good god of healing.&lt;br /&gt;
* [[Fedhas Madash]], god of [[plant]]s.&lt;br /&gt;
* [[Gozag Ym Sagoz]] the Greedy, god of mercantilism and gold.&lt;br /&gt;
* [[Hepliaklqana]] the Forgotten&lt;br /&gt;
* [[Jiyva]] the Shapeless, chaotic god of [[list of jellies|slimes]].&lt;br /&gt;
* [[Kikubaaqudgha]], an evil demon-god of [[Necromancy|necromantic magic]].&lt;br /&gt;
* [[Lugonu]] the Unformed, chaotic evil god of [[the Abyss]].&lt;br /&gt;
* [[Makhleb]] the Destroyer, an evil god of slaughter and bloodshed.&lt;br /&gt;
* [[Nemelex Xobeh]], the trickster god of [[card]]s.&lt;br /&gt;
* [[Okawaru]] the Warmaster, god of battle.&lt;br /&gt;
* [[Qazlal Stormbringer]], god of storms.&lt;br /&gt;
* [[Ru]] the Awakened, god of sacrifice and inner power.&lt;br /&gt;
* [[Sif Muna]] the Loreminder, god of [[magic]] and mystical secrets.&lt;br /&gt;
* [[Trog]] the Wrathful, a violent god of [[berserk|rage]].&lt;br /&gt;
* [[Uskayaw]] the Reveler, a god of wild dancing.&lt;br /&gt;
* [[Vehumet]], god of destructive magic.&lt;br /&gt;
* [[Wu Jian|Wu Jian Council]], a council of formerly mortal monks.&amp;lt;sup&amp;gt;[trunk]&lt;br /&gt;
* [[Xom]] the Unpredictable, god of chaos.&lt;br /&gt;
* [[Yredelemnul]] the Dark, evil god of death.&lt;br /&gt;
* [[Zin]] the Law-Giver, a good god of law and purity.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Joining a god==&lt;br /&gt;
You may become a follower of a god in a number of ways. You can begin with a religious [[background]] ([[Berserker]], worshiping Trog; [[Abyssal Knight]], worshiping Lugonu; or [[Chaos Knight]], worshiping Xom). Otherwise, you may [[pray]] ('p' in .18 and older, &amp;gt; in .19) at a god's [[altar]], where you will be shown a description of the god (and their commandments) and are given the option to worship them.&lt;br /&gt;
&lt;br /&gt;
[[Orc priest]]s, [[orc high priest]]s and [[Saint Roka]] may offer [[hill orc]]s the opportunity to convert to [[Beogh]] (guaranteed the first time they see one of these monsters). This conversion can be done by using the special 'a'bility ''Convert to Beogh''.  All orcs within sight of the player will be pacified the first time the player uses this ability in a game.&lt;br /&gt;
&lt;br /&gt;
Some species have religious restrictions on which gods they may worship.&lt;br /&gt;
&lt;br /&gt;
* [[Demigod]]s may not worship any god.&lt;br /&gt;
* Only [[Hill Orc]]s may worship Beogh.&lt;br /&gt;
* Evil or [[undead]] races ([[Demonspawn]], [[Ghoul]]s, [[Mummy|Mummies]], and [[Vampire]]s) may not worship good-aligned gods (Zin, Elyvilon, and the Shining One).&lt;br /&gt;
* Undead races also may not worship [[Fedhas Madash]].&lt;br /&gt;
* [[Gargoyle]]s may not worship [[Yredelemnul]].&lt;br /&gt;
&lt;br /&gt;
==Changing or renouncing gods==&lt;br /&gt;
You can abandon your god for another by praying at your new god's altar, or by renouncing your faith with the &amp;quot;Renounce Religion&amp;quot; ability. The latter can be done at any time as a special ability (command '''a'''). In addition, good gods will excommunicate you for casting the spell [[Necromutation]], and Yredelemnul will excommunicate you for casting [[Statue Form]].&lt;br /&gt;
&lt;br /&gt;
Abandoning a god will always incur [[penance]] and usually results in [[divine retribution]], with a few exceptions. Leaving a good god will incur penance, but they will not exhibit wrath upon you unless you begin worshiping an evil god (Beogh, Yredelemnul, Lugonu, Kikubaaqugdgha, or Makhleb). Additionally, Zin will punish you for joining Jiyva or Xom, who are chaotic gods (along with Lugonu).  Bear in mind that the good gods never forget about you; even if you join an evil god 100,000 turns later, you will still incur their wrath for doing so.&lt;br /&gt;
&lt;br /&gt;
Switching between good gods (Zin, Elyvilon, or The Shining One) will not result in any divine retribution. In fact, half of your piety will carry over from one god to the other upon conversion. Note that switching back to the first god will not restore piety; the number is simply halved again.&lt;br /&gt;
&lt;br /&gt;
Ru will never inflict divine retribution for abandonment, but any sacrifices that the player makes are permanent.&lt;br /&gt;
&lt;br /&gt;
==Altars==&lt;br /&gt;
[[Altar]]s for most gods (except [[Lugonu]], [[Jiyva]], and [[Beogh]]) are likely to appear in the [[Ecumenical Temple]], which holds anywhere from 6 to 14 altars. Any altars not found in the Temple are guaranteed to appear in the main [[Dungeon]] between level 1 and level 9. Additional altars may be found in various other locations deeper into the Dungeon and its sub-branches.&lt;br /&gt;
&lt;br /&gt;
[[Lugonu]]'s altars may be found in [[the Abyss]] or in the rare corrupted version of the Ecumenical Temple. [[Jiyva]]'s altars may found at the entrance to or inside [[the Slime Pits]], and, very rarely, early in the main dungeon. Finally, altars to [[Beogh]] can appear in the [[Orcish Mines]], or more rarely in the main dungeon, most commonly near the entrance to the [[Orcish Mines]].&lt;br /&gt;
&lt;br /&gt;
Players may also find a [[faded altar]] in the early Dungeon. Praying at a faded altar allows the player to convert to a randomly selected god with additional [[piety]].&lt;br /&gt;
&lt;br /&gt;
.20 release introduced transporter vaults, which have a chance of an altar to [[Lugonu]] or [[Jiyva]], as well as other gods&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Choosing a god]]&lt;br /&gt;
* [[Piety]]&lt;br /&gt;
* [[Divine retribution]]&lt;br /&gt;
* [[God comparison]]&lt;br /&gt;
* [[Pray]]er&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* [[Wu Jian|Wu Jian Council]] is currently undergoing work in trunk.&lt;br /&gt;
&lt;br /&gt;
* In 0.19, [[Uskayaw]] the Reveler and [[Hepliaklqana]] the Forgotten joined the pantheon, and Pakellas the Inventive, the engineer god of magical devices, was removed.&lt;br /&gt;
&lt;br /&gt;
* [[Pakellas]] the god of magical gadgets joined the pantheon in [[0.18]]. &lt;br /&gt;
&lt;br /&gt;
* Random choice by [[faded altar]]s were introduced in [[0.17]].&lt;br /&gt;
&lt;br /&gt;
*[[Gozag Ym Sagoz]] the Greedy and [[Ru]] the Awakened were added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
*[[Qazlal Stormbringer]] was added in [[0.15]].&lt;br /&gt;
&lt;br /&gt;
*[[Dithmenos]] was introduced in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
* Prior to version [[0.9]], one did not incur penance by switching from one good god to another.  This was removed, since it allowed for Zin worshipers to safely switch to Jiyva by momentarily switching to TSO or Elyvilon.  Switching between good gods is still safe, since no wrath will be exhibited, but if you leave for an evil god you will be facing the wrath of both (or all) of your former gods.&lt;br /&gt;
&lt;br /&gt;
*In [[0.8]] instant divine retribution was removed. You could also find altars in the main Dungeon at level 1.&lt;br /&gt;
&lt;br /&gt;
*Prior to [[0.6]], altars were not always guaranteed to appear in the Ecumenical Temple or between Dungeon levels 2-9.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Staff_of_Olgreb&amp;diff=45848</id>
		<title>Staff of Olgreb</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Staff_of_Olgreb&amp;diff=45848"/>
				<updated>2017-10-08T19:29:40Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Magical staves&lt;br /&gt;
 |name=staff of Olgreb&lt;br /&gt;
 |cost=&lt;br /&gt;
 |weight=15&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A staff which was once wielded by the mighty wizard Olgreb.It increases the power of its wielder's poison magic and can be evoked to activate its own venomous spells. Its touch may poison even resistant creatures, and it grants protection from all venoms when wielded.}}&lt;br /&gt;
&lt;br /&gt;
The '''+9 staff of Olgreb''' is a rare [[magical staff]] which aids in the casting of [[Poison Magic]], much like a [[staff of poison]] does. Any poison spell cast while wielding the staff of Olgreb will gain a boost to [[spell power]], usually causing it to deal more damage and/or last longer (the specific impact of this, if any, depends on the spell). Additionally, the wielder is rendered immune to poisons while holding the staff.&lt;br /&gt;
&lt;br /&gt;
It is also the only way one can obtain poison immunity, besides starting as undead or a [[Gargoyle]] and casting [[Necromutation]].&lt;br /&gt;
&lt;br /&gt;
The staff can be used in combat, functioning as a +9 [[staff]]. You can improve your combat performance with this weapon by training [[Fighting]] and [[Staves]]. Like a staff of poison, it can poison its target in melee, and with greater likelihood:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''Chance to Poison''': Poison Magic×12.5%, with a separate 50% chance if that fails; even poison-resistant [[natural|animals]] and [[plants]] can be poisoned if an additional Poison Magic×12.5% chance is successful.}}&lt;br /&gt;
&lt;br /&gt;
You can also evoke it to cast [[Olgreb's Toxic Radiance]]. When used successfully, there is a chance that you will simultaneously cast [[Venom Bolt]] against a target of your choosing.&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''OTR Success Rate''': (1+[[Evocations]])×16% (100% at 5 Evocations)&amp;lt;br&amp;gt;'''Venom Bolt Success Rate''': (1+Evocations)×5% (100% at 19 Evocations)&amp;lt;br&amp;gt;'''Spell Power''': 5+Evocations×5&amp;lt;br&amp;gt;'''Cost''': 4 [[MP]], 50 [[food]]}}&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
If you plan on using lots of [[Poison Magic]], this is an excellent item to find. Not only will it enhance your poisonous spells, the chance of piercing poison resistance can come in handy for fighting some of the nastier poison-resistant enemies. It's far superior to a plain [[staff of poison]].&lt;br /&gt;
&lt;br /&gt;
Even if you don't want to use poison magic much, you may still wish to train Evocations in order to use the staff's evocable abilities. At 10 Evocations, you can essentially cast two spells at once for only 4 MP and a relatively low food cost. Obviously, this is less helpful against anything poison-resistant, but it can be extremely useful against large groups of enemies, especially swarms of [[list of arthropods|insects or spiders]]. Additionally, the poison immunity granted by the staff can be extremely helpful in surviving places like the [[Spider's Nest]] or [[Snake Pit]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], its enchantment level was ([[Poison Magic]]/3).&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], it only granted poison resistance.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Staves]]&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hunter&amp;diff=45847</id>
		<title>Hunter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hunter&amp;diff=45847"/>
				<updated>2017-10-08T19:17:41Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: /* Starting Skills and Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|The Hunter is a type of fighter who specialises in missile weapons. A Hunter starts with either some throwing weapons or a ranged weapon and some ammunition, as well as a short sword and a set of leathers.}}&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[High Elf]], [[Hill Orc]], [[Halfling]], [[Kobold]], [[Ogre]], [[Troll]] and [[Centaur]] are the recommended races if you pick a Hunter background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+1 ranged weapon ([[shortbow]], [[hand crossbow]], [[hunting sling]] or [[javelin]]s) &amp;amp; ammo&lt;br /&gt;
**Ranged weapons start with 20 of the appropriate ammo&lt;br /&gt;
**Javelin users start with 6 javelins and 2 throwing nets&lt;br /&gt;
*+0 [[short sword]]&lt;br /&gt;
*+0 [[leather armour]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Fighting]]: 2&lt;br /&gt;
*Chosen Weapon's Skill: 4&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 1&lt;br /&gt;
&lt;br /&gt;
Choosing Hunter adds 4 to your starting [[Strength]], 3 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Hunters are good for players who either want to play a missile weapon-based fighter, or for those who want to play a melee character but want a useful to way soften up early-game nasties such as [[ogre (monster)|ogre]]s before they get into melee range.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], Hunters that chose javelins started with only 5 and did not have throwing nets. Further, their starting skills were the same as other hunters. All hunters began with 2 levels of Fighting.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Hunters started with 20 [[gold]].&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Monk&amp;diff=45846</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Monk&amp;diff=45846"/>
				<updated>2017-10-08T19:14:18Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
{{flavour|The Monk is a member of an ascetic order dedicated to the perfection of one's body and soul through the discipline of the martial arts. Monks start with very little equipment, but can survive without the weighty weapons and spellbooks needed by characters of other backgrounds. When they choose a god for the first time, their spiritual training gives them a piety boost.}}&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
[[Hill Orc]], [[Troll]], [[Merfolk]], [[Minotaur]], [[Gargoyle]], [[Ghoul]], [[Deep Dwarf]], [[Centaur]] and [[Vampire]] are the recommended races if you pick a Monk Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 3&lt;br /&gt;
*Chosen Weapon's Skill: 3&lt;br /&gt;
*[[Dodging]]: 3&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
&lt;br /&gt;
Choosing Monk adds 3 to your starting [[Strength]], 2 to your starting [[Intelligence]] and 7 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
*Monks do not start with a god, but automatically gain ** [[piety]] when they first convert to a god. This does not apply to [[Ru]], however; instead, they are immediately given a set of sacrifice options to make upon conversion. Since [[Gozag]] doesn't use piety, they skip the entry fee instead.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This is a good background for strong monstrous [[species]], especially those with [[claws]] ([[Troll]]s, [[Ghoul]]s, and sometimes [[Demonspawn]]), as those claws increase your [[Unarmed Combat]] base damage. &lt;br /&gt;
&lt;br /&gt;
Unarmed Combat can hold its own damage-wise once the skill is at extremely high levels, especially if you have the aforementioned natural weapons to increase damage output. That it ''needs'' to be at high levels is the downside - at lower skill levels, weapons (especially branded ones) can outperform Unarmed Combat.&lt;br /&gt;
&lt;br /&gt;
If your species is not horrible with magic, consider branching into [[Transmutations]], as that school contains several spells useful to unarmed combatants, including [[Beastly Appendage]], [[Blade Hands]], and the various &amp;quot;form&amp;quot; spells.&lt;br /&gt;
&lt;br /&gt;
The piety boost you gain upon choosing a god is very handy if you want a god that lacks a starter background, especially [[Okawaru]], [[Makhleb]], and other gods who offer bonuses right at * piety.&lt;br /&gt;
&lt;br /&gt;
Note that as of [[0.19]], monks may pick a starting weapon, and it is highly advisable to do so unless you are a [[Troll]] or [[Ghoul]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], monks could not choose a starting weapon.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], there was no piety bonus gained upon choosing a god.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stats&amp;diff=45815</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stats&amp;diff=45815"/>
				<updated>2017-09-18T18:58:04Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: /* Species Contributions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
Your character's basic '''stats''' are [[Strength]] (Str),  [[Intelligence]] (Int) and [[Dexterity]] (Dex). These are determined by your [[species]] and [[background]] and grow as you gain [[experience]], equipment, [[intrinsic]] abilities, and [[mutations]]. They may be damaged by [[sickness]] or certain monster abilities, and if one of them reaches 0, you will suffer some [[Stat zero|penalties]].&lt;br /&gt;
&lt;br /&gt;
The three defensive stats are your [[armour class]] (AC), your [[evasion]] (EV), and your blocking ability ([[SH]]). &lt;br /&gt;
&lt;br /&gt;
Your character also has a limited reserve of [[hit points]] (HP) and [[magic points]] (Magic or MP).&lt;br /&gt;
&lt;br /&gt;
==Starting Stats==&lt;br /&gt;
Your '''starting stats''' are determined by two things: your [[species]] and your [[class]]. While they do not by any means define your character, it is easier to build your character in a way that is compatible with your stats.&lt;br /&gt;
&lt;br /&gt;
Each starting stat is equal to:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''2 + Species Contribution + Class Contribution'''}}&lt;br /&gt;
&lt;br /&gt;
===Species Contributions===&lt;br /&gt;
Not all species are created equal; some have higher total stats than others, with [[High Elves]] and [[Demigod]]s having the highest, and [[Ghoul]]s having the lowest. The &amp;quot;gain&amp;quot; column describes how the race automatically gains stats as they level up: a letter indicates the stat beginning with that letter can be chosen, and the number before the colon indicates the frequency of stat gains. So a Human, who would gain one Str, Int, or Dex every 4 levels, is represented by 4:SID. See [[#Gaining Attributes|Gaining Attributes]] below for further details.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:75%&amp;quot; border=1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Species&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Strength]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Intelligence]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Dexterity]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Sum&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Gain&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Barachi&lt;br /&gt;
||7&lt;br /&gt;
||6&lt;br /&gt;
||5&lt;br /&gt;
||18&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Centaur&lt;br /&gt;
||8&lt;br /&gt;
||5&lt;br /&gt;
||2&lt;br /&gt;
||15&lt;br /&gt;
||4:SD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Deep Dwarf&lt;br /&gt;
||9&lt;br /&gt;
||6&lt;br /&gt;
||6&lt;br /&gt;
||21&lt;br /&gt;
||4:SI&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Deep Elf&lt;br /&gt;
||3&lt;br /&gt;
||10&lt;br /&gt;
||8&lt;br /&gt;
||21&lt;br /&gt;
||4:I&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Demigod&lt;br /&gt;
||9&lt;br /&gt;
||10&lt;br /&gt;
||9&lt;br /&gt;
||28&lt;br /&gt;
||''Special*''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Demonspawn&lt;br /&gt;
||6&lt;br /&gt;
||7&lt;br /&gt;
||6&lt;br /&gt;
||19&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Draconian&lt;br /&gt;
||8&lt;br /&gt;
||6&lt;br /&gt;
||4&lt;br /&gt;
||18&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Formicid&lt;br /&gt;
||10&lt;br /&gt;
||5&lt;br /&gt;
||4&lt;br /&gt;
||19&lt;br /&gt;
||4:SI&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Felid&lt;br /&gt;
||2&lt;br /&gt;
||7&lt;br /&gt;
||9&lt;br /&gt;
||18&lt;br /&gt;
||5:ID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Gargoyle&lt;br /&gt;
||9&lt;br /&gt;
||6&lt;br /&gt;
||3&lt;br /&gt;
||18&lt;br /&gt;
||4:SI&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Ghoul&lt;br /&gt;
||9&lt;br /&gt;
||1&lt;br /&gt;
||2&lt;br /&gt;
||12&lt;br /&gt;
||5:S&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Halfling&lt;br /&gt;
||3&lt;br /&gt;
||6&lt;br /&gt;
||9&lt;br /&gt;
||18&lt;br /&gt;
||5:D&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;High Elf&lt;br /&gt;
||5&lt;br /&gt;
||9&lt;br /&gt;
||8&lt;br /&gt;
||22&lt;br /&gt;
||3:ID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Hill Orc&lt;br /&gt;
||8&lt;br /&gt;
||6&lt;br /&gt;
||4&lt;br /&gt;
||18&lt;br /&gt;
||5:S&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Human&lt;br /&gt;
||6&lt;br /&gt;
||6&lt;br /&gt;
||6&lt;br /&gt;
||18&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Kobold&lt;br /&gt;
||5&lt;br /&gt;
||4&lt;br /&gt;
||8&lt;br /&gt;
||17&lt;br /&gt;
||5:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Merfolk&lt;br /&gt;
||6&lt;br /&gt;
||5&lt;br /&gt;
||7&lt;br /&gt;
||18&lt;br /&gt;
||5:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Minotaur&lt;br /&gt;
||10&lt;br /&gt;
||3&lt;br /&gt;
||3&lt;br /&gt;
||16&lt;br /&gt;
||4:SD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Mummy&lt;br /&gt;
||9&lt;br /&gt;
||5&lt;br /&gt;
||5&lt;br /&gt;
||19&lt;br /&gt;
||5:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Naga&lt;br /&gt;
||8&lt;br /&gt;
||6&lt;br /&gt;
||4&lt;br /&gt;
||18&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Octopode&lt;br /&gt;
||5&lt;br /&gt;
||8&lt;br /&gt;
||5&lt;br /&gt;
||18&lt;br /&gt;
||5:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Ogre&lt;br /&gt;
||10&lt;br /&gt;
||5&lt;br /&gt;
||3&lt;br /&gt;
||18&lt;br /&gt;
||3:S&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Spriggan&lt;br /&gt;
||2&lt;br /&gt;
||7&lt;br /&gt;
||9&lt;br /&gt;
||18&lt;br /&gt;
||5:ID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Tengu&lt;br /&gt;
||6&lt;br /&gt;
||6&lt;br /&gt;
||7&lt;br /&gt;
||19&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Troll&lt;br /&gt;
||13&lt;br /&gt;
||2&lt;br /&gt;
||3&lt;br /&gt;
||18&lt;br /&gt;
||3:S&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Vampire&lt;br /&gt;
||5&lt;br /&gt;
||8&lt;br /&gt;
||7&lt;br /&gt;
||20&lt;br /&gt;
||5:ID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Vine Stalker&lt;br /&gt;
||8&lt;br /&gt;
||6&lt;br /&gt;
||7&lt;br /&gt;
||21&lt;br /&gt;
||4:SD&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Demigods do not gain stats randomly. See [[#Gaining Attributes|Gaining Attributes]].&lt;br /&gt;
&lt;br /&gt;
===Class Contribution===&lt;br /&gt;
Your class also contributes to your starting stats, although to a lesser degree than your species. Unlike with species, the sum of the starting stats is the same across all classes (12).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:75%&amp;quot; border=1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Class&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Strength]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Intelligence]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Dexterity]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Abyssal Knight&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Air Elementalist&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Arcane Marksman&lt;br /&gt;
||2&lt;br /&gt;
||5&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Artificer&lt;br /&gt;
||3&lt;br /&gt;
||4&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Assassin&lt;br /&gt;
||3&lt;br /&gt;
||3&lt;br /&gt;
||6&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Berserker&lt;br /&gt;
||9&lt;br /&gt;
||-1&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Chaos Knight&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Conjurer&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Death Knight&lt;br /&gt;
||5&lt;br /&gt;
||3&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Earth Elementalist&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Enchanter&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Fighter&lt;br /&gt;
||8&lt;br /&gt;
||0&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Fire Elementalist&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Gladiator&lt;br /&gt;
||6&lt;br /&gt;
||0&lt;br /&gt;
||6&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Healer&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Hunter&lt;br /&gt;
||4&lt;br /&gt;
||3&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Ice Elementalist&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Monk&lt;br /&gt;
||3&lt;br /&gt;
||2&lt;br /&gt;
||7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Necromancer&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Skald&lt;br /&gt;
||3&lt;br /&gt;
||5&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Summoner&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Transmuter&lt;br /&gt;
||2&lt;br /&gt;
||5&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Venom Mage&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Wanderer&lt;br /&gt;
||*&lt;br /&gt;
||*&lt;br /&gt;
||*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Warper&lt;br /&gt;
||3&lt;br /&gt;
||5&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Wizard&lt;br /&gt;
||-1&lt;br /&gt;
||10&lt;br /&gt;
||3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;A wanderer's starting stats are random, but will also total 12. However, if a stat is greater than 17, it is 50% less likely to be increased.&lt;br /&gt;
&lt;br /&gt;
Your initial strength, intelligence and dexterity cannot be less than 3. In any case where a class/species combo causes a value to be less than three, it is increased and random other stat decreased until it reaches 3.&lt;br /&gt;
&lt;br /&gt;
72 is the absolute maximum value for strength, dexterity, and intelligence. These ability scores can never go above 72, regardless of racial bonuses, equipment, mutations, or any other bonuses.&lt;br /&gt;
&lt;br /&gt;
==Gaining Attributes==&lt;br /&gt;
Characters will increase attributes naturally as they level, with their race determining which attributes they gain and how often they gain them. Additionally, they get to increase an attribute of their choice every three levels. Demigods gain two stat points from this instead of one, but they do not gain any stats randomly from leveling.&lt;br /&gt;
&lt;br /&gt;
*[[Barachi]]m - A random stat every 4 levels.&lt;br /&gt;
*[[Centaur]]s - Str or Dex every 4 levels.&lt;br /&gt;
*[[Deep Dwarves]] - Str or Int every 4 levels.&lt;br /&gt;
*[[Deep Elves]] - Int every 4 levels.&lt;br /&gt;
*[[Demigod]]s - ''Special, see above''&lt;br /&gt;
*[[Demonspawn]] - A random stat every 4 levels.&lt;br /&gt;
*[[Draconian]]s - A random stat every 4 levels.&lt;br /&gt;
*[[Formicid]]s - Str or Int every 4 levels. &lt;br /&gt;
*[[Felid]]s - Dex or Int every 5 levels.&lt;br /&gt;
*[[Gargoyle]]s - Str or Int every 4 levels.&lt;br /&gt;
*[[Ghoul]]s - Str every 5 levels.&lt;br /&gt;
*[[Halfling]]s - Dex every 5 levels.&lt;br /&gt;
*[[High Elves]] - Int or Dex every 3 levels.&lt;br /&gt;
*[[Hill Orc]]s - Str every 5 levels.&lt;br /&gt;
*[[Human]]s - A random stat every 4 levels.&lt;br /&gt;
*[[Kobold]]s - A random stat every 5 levels.&lt;br /&gt;
*[[Merfolk]] - A random stat every 5 levels.&lt;br /&gt;
*[[Minotaur]]s - Str or Dex every 4 levels.&lt;br /&gt;
*[[Mummy|Mummies]] - A random stat every 5 levels&lt;br /&gt;
*[[Naga]]s - A random stat every 4 levels.&lt;br /&gt;
*[[Octopode]]s - A random stat every 5 levels.&lt;br /&gt;
*[[Ogre]]s - Str every 3 levels.&lt;br /&gt;
*[[Spriggan]]s - Dex or Int every 5 levels.&lt;br /&gt;
*[[Tengu]] - A random stat every 4 levels.&lt;br /&gt;
*[[Troll]]s - Str every 3 levels.&lt;br /&gt;
*[[Vampire]]s - Dex or Int every 5 levels&lt;br /&gt;
*[[Vine Stalker]]s - Str or Dex every 4 levels.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The extra 2 that all characters get to all their stats is a holdover from when stats were randomized: previously there were eight stat points that would be allocated randomly, with a slight tendency to raise lower stats in preference to higher ones; the remaining two were added to the class stat points, which used to total 10 instead of 12.&lt;br /&gt;
&lt;br /&gt;
Additionally, Wanderers' stats used to total only 6, making the class considerably more difficult. Artificers' totaled 9, although that difference was less significant. As for species, numerous small changes have been made over the years, but one of the more significant ones is to Mummies: they have gone from having some of the worst starting stats (7/3/3, or 13 total) to being among the higher-stat races (though still extremely difficult to play).&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stats&amp;diff=45814</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stats&amp;diff=45814"/>
				<updated>2017-09-18T18:57:43Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
Your character's basic '''stats''' are [[Strength]] (Str),  [[Intelligence]] (Int) and [[Dexterity]] (Dex). These are determined by your [[species]] and [[background]] and grow as you gain [[experience]], equipment, [[intrinsic]] abilities, and [[mutations]]. They may be damaged by [[sickness]] or certain monster abilities, and if one of them reaches 0, you will suffer some [[Stat zero|penalties]].&lt;br /&gt;
&lt;br /&gt;
The three defensive stats are your [[armour class]] (AC), your [[evasion]] (EV), and your blocking ability ([[SH]]). &lt;br /&gt;
&lt;br /&gt;
Your character also has a limited reserve of [[hit points]] (HP) and [[magic points]] (Magic or MP).&lt;br /&gt;
&lt;br /&gt;
==Starting Stats==&lt;br /&gt;
Your '''starting stats''' are determined by two things: your [[species]] and your [[class]]. While they do not by any means define your character, it is easier to build your character in a way that is compatible with your stats.&lt;br /&gt;
&lt;br /&gt;
Each starting stat is equal to:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''2 + Species Contribution + Class Contribution'''}}&lt;br /&gt;
&lt;br /&gt;
===Species Contributions===&lt;br /&gt;
Not all species are created equal; some have higher total stats than others, with [[High Elves]] and [[Demigod]]s having the highest, and [[Ghoul]]s having the lowest. The &amp;quot;gain&amp;quot; column describes how the race automatically gains stats as they level up: a letter indicates the stat beginning with that letter can be chosen, and the number before the colon indicates the frequency of stat gains. So a Human, who would gain one Str, Int, or Dex every 4 levels, is represented by 4:SID. See [[#Gaining Attributes|Gaining Attributes]] below for further details.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:75%&amp;quot; border=1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Species&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Strength]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Intelligence]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Dexterity]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Sum&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Gain&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Barachi&lt;br /&gt;
||7&lt;br /&gt;
||6&lt;br /&gt;
||5&lt;br /&gt;
||18&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Centaur&lt;br /&gt;
||8&lt;br /&gt;
||5&lt;br /&gt;
||2&lt;br /&gt;
||15&lt;br /&gt;
||4:SD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Deep Dwarf&lt;br /&gt;
||9&lt;br /&gt;
||6&lt;br /&gt;
||6&lt;br /&gt;
||21&lt;br /&gt;
||4:SI&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Deep Elf&lt;br /&gt;
||3&lt;br /&gt;
||10&lt;br /&gt;
||8&lt;br /&gt;
||21&lt;br /&gt;
||4:I&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Demigod&lt;br /&gt;
||9&lt;br /&gt;
||10&lt;br /&gt;
||9&lt;br /&gt;
||28&lt;br /&gt;
||''Special*''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Demonspawn&lt;br /&gt;
||6&lt;br /&gt;
||7&lt;br /&gt;
||6&lt;br /&gt;
||19&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Draconian&lt;br /&gt;
||8&lt;br /&gt;
||6&lt;br /&gt;
||4&lt;br /&gt;
||18&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Formicid&lt;br /&gt;
||10&lt;br /&gt;
||5&lt;br /&gt;
||4&lt;br /&gt;
||19&lt;br /&gt;
||4:SI&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Felid&lt;br /&gt;
||2&lt;br /&gt;
||7&lt;br /&gt;
||9&lt;br /&gt;
||18&lt;br /&gt;
||5:ID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Gargoyle&lt;br /&gt;
||9&lt;br /&gt;
||6&lt;br /&gt;
||3&lt;br /&gt;
||18&lt;br /&gt;
||4:SI&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Ghoul&lt;br /&gt;
||9&lt;br /&gt;
||1&lt;br /&gt;
||2&lt;br /&gt;
||12&lt;br /&gt;
||5:S&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Halfling&lt;br /&gt;
||3&lt;br /&gt;
||6&lt;br /&gt;
||9&lt;br /&gt;
||18&lt;br /&gt;
||5:D&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;High Elf&lt;br /&gt;
||5&lt;br /&gt;
||9&lt;br /&gt;
||8&lt;br /&gt;
||22&lt;br /&gt;
||3:ID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Hill Orc&lt;br /&gt;
||8&lt;br /&gt;
||6&lt;br /&gt;
||4&lt;br /&gt;
||18&lt;br /&gt;
||5:S&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Human&lt;br /&gt;
||6&lt;br /&gt;
||6&lt;br /&gt;
||6&lt;br /&gt;
||18&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Kobold&lt;br /&gt;
||5&lt;br /&gt;
||4&lt;br /&gt;
||8&lt;br /&gt;
||17&lt;br /&gt;
||5:SD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Merfolk&lt;br /&gt;
||6&lt;br /&gt;
||5&lt;br /&gt;
||7&lt;br /&gt;
||18&lt;br /&gt;
||5:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Minotaur&lt;br /&gt;
||10&lt;br /&gt;
||3&lt;br /&gt;
||3&lt;br /&gt;
||16&lt;br /&gt;
||4:SD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Mummy&lt;br /&gt;
||9&lt;br /&gt;
||5&lt;br /&gt;
||5&lt;br /&gt;
||19&lt;br /&gt;
||5:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Naga&lt;br /&gt;
||8&lt;br /&gt;
||6&lt;br /&gt;
||4&lt;br /&gt;
||18&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Octopode&lt;br /&gt;
||5&lt;br /&gt;
||8&lt;br /&gt;
||5&lt;br /&gt;
||18&lt;br /&gt;
||5:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Ogre&lt;br /&gt;
||10&lt;br /&gt;
||5&lt;br /&gt;
||3&lt;br /&gt;
||18&lt;br /&gt;
||3:S&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Spriggan&lt;br /&gt;
||2&lt;br /&gt;
||7&lt;br /&gt;
||9&lt;br /&gt;
||18&lt;br /&gt;
||5:ID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Tengu&lt;br /&gt;
||6&lt;br /&gt;
||6&lt;br /&gt;
||7&lt;br /&gt;
||19&lt;br /&gt;
||4:SID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Troll&lt;br /&gt;
||13&lt;br /&gt;
||2&lt;br /&gt;
||3&lt;br /&gt;
||18&lt;br /&gt;
||3:S&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Vampire&lt;br /&gt;
||5&lt;br /&gt;
||8&lt;br /&gt;
||7&lt;br /&gt;
||20&lt;br /&gt;
||5:ID&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Vine Stalker&lt;br /&gt;
||8&lt;br /&gt;
||6&lt;br /&gt;
||7&lt;br /&gt;
||21&lt;br /&gt;
||4:SD&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Demigods do not gain stats randomly. See [[#Gaining Attributes|Gaining Attributes]].&lt;br /&gt;
&lt;br /&gt;
===Class Contribution===&lt;br /&gt;
Your class also contributes to your starting stats, although to a lesser degree than your species. Unlike with species, the sum of the starting stats is the same across all classes (12).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:75%&amp;quot; border=1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Class&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Strength]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Intelligence]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | [[Dexterity]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Abyssal Knight&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Air Elementalist&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Arcane Marksman&lt;br /&gt;
||2&lt;br /&gt;
||5&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Artificer&lt;br /&gt;
||3&lt;br /&gt;
||4&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Assassin&lt;br /&gt;
||3&lt;br /&gt;
||3&lt;br /&gt;
||6&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Berserker&lt;br /&gt;
||9&lt;br /&gt;
||-1&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Chaos Knight&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Conjurer&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Death Knight&lt;br /&gt;
||5&lt;br /&gt;
||3&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Earth Elementalist&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Enchanter&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Fighter&lt;br /&gt;
||8&lt;br /&gt;
||0&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Fire Elementalist&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Gladiator&lt;br /&gt;
||6&lt;br /&gt;
||0&lt;br /&gt;
||6&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Healer&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Hunter&lt;br /&gt;
||4&lt;br /&gt;
||3&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Ice Elementalist&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Monk&lt;br /&gt;
||3&lt;br /&gt;
||2&lt;br /&gt;
||7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Necromancer&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Skald&lt;br /&gt;
||3&lt;br /&gt;
||5&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Summoner&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Transmuter&lt;br /&gt;
||2&lt;br /&gt;
||5&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Venom Mage&lt;br /&gt;
||0&lt;br /&gt;
||7&lt;br /&gt;
||5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Wanderer&lt;br /&gt;
||*&lt;br /&gt;
||*&lt;br /&gt;
||*&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Warper&lt;br /&gt;
||3&lt;br /&gt;
||5&lt;br /&gt;
||4&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;!a&amp;lt;/span&amp;gt;Wizard&lt;br /&gt;
||-1&lt;br /&gt;
||10&lt;br /&gt;
||3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;A wanderer's starting stats are random, but will also total 12. However, if a stat is greater than 17, it is 50% less likely to be increased.&lt;br /&gt;
&lt;br /&gt;
Your initial strength, intelligence and dexterity cannot be less than 3. In any case where a class/species combo causes a value to be less than three, it is increased and random other stat decreased until it reaches 3.&lt;br /&gt;
&lt;br /&gt;
72 is the absolute maximum value for strength, dexterity, and intelligence. These ability scores can never go above 72, regardless of racial bonuses, equipment, mutations, or any other bonuses.&lt;br /&gt;
&lt;br /&gt;
==Gaining Attributes==&lt;br /&gt;
Characters will increase attributes naturally as they level, with their race determining which attributes they gain and how often they gain them. Additionally, they get to increase an attribute of their choice every three levels. Demigods gain two stat points from this instead of one, but they do not gain any stats randomly from leveling.&lt;br /&gt;
&lt;br /&gt;
*[[Barachi]]m - A random stat every 4 levels.&lt;br /&gt;
*[[Centaur]]s - Str or Dex every 4 levels.&lt;br /&gt;
*[[Deep Dwarves]] - Str or Int every 4 levels.&lt;br /&gt;
*[[Deep Elves]] - Int every 4 levels.&lt;br /&gt;
*[[Demigod]]s - ''Special, see above''&lt;br /&gt;
*[[Demonspawn]] - A random stat every 4 levels.&lt;br /&gt;
*[[Draconian]]s - A random stat every 4 levels.&lt;br /&gt;
*[[Formicid]]s - Str or Int every 4 levels. &lt;br /&gt;
*[[Felid]]s - Dex or Int every 5 levels.&lt;br /&gt;
*[[Gargoyle]]s - Str or Int every 4 levels.&lt;br /&gt;
*[[Ghoul]]s - Str every 5 levels.&lt;br /&gt;
*[[Halfling]]s - Dex every 5 levels.&lt;br /&gt;
*[[High Elves]] - Int or Dex every 3 levels.&lt;br /&gt;
*[[Hill Orc]]s - Str every 5 levels.&lt;br /&gt;
*[[Human]]s - A random stat every 4 levels.&lt;br /&gt;
*[[Kobold]]s - A random stat every 5 levels.&lt;br /&gt;
*[[Merfolk]] - A random stat every 5 levels.&lt;br /&gt;
*[[Minotaur]]s - Str or Dex every 4 levels.&lt;br /&gt;
*[[Mummy|Mummies]] - A random stat every 5 levels&lt;br /&gt;
*[[Naga]]s - A random stat every 4 levels.&lt;br /&gt;
*[[Octopode]]s - A random stat every 5 levels.&lt;br /&gt;
*[[Ogre]]s - Str every 3 levels.&lt;br /&gt;
*[[Spriggan]]s - Dex or Int every 5 levels.&lt;br /&gt;
*[[Tengu]] - A random stat every 4 levels.&lt;br /&gt;
*[[Troll]]s - Str every 3 levels.&lt;br /&gt;
*[[Vampire]]s - Dex or Int every 5 levels&lt;br /&gt;
*[[Vine Stalker]]s - Str or Dex every 4 levels.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The extra 2 that all characters get to all their stats is a holdover from when stats were randomized: previously there were eight stat points that would be allocated randomly, with a slight tendency to raise lower stats in preference to higher ones; the remaining two were added to the class stat points, which used to total 10 instead of 12.&lt;br /&gt;
&lt;br /&gt;
Additionally, Wanderers' stats used to total only 6, making the class considerably more difficult. Artificers' totaled 9, although that difference was less significant. As for species, numerous small changes have been made over the years, but one of the more significant ones is to Mummies: they have gone from having some of the worst starting stats (7/3/3, or 13 total) to being among the higher-stat races (though still extremely difficult to play).&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hexslinger&amp;diff=45813</id>
		<title>Hexslinger</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hexslinger&amp;diff=45813"/>
				<updated>2017-09-18T18:54:33Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
{{flavour|Arcane Marksmen are Hunters who use debilitating spells to assist their ranged attacks. They are particularly good at keeping their enemies at a distance.}}&lt;br /&gt;
'''Arcane Marksmen''' are ranged combat specialists who complement their attacks with [[Hexes]] magic. What the [[Skald]] is to the [[Fighter]], the Arcane Marksman is to the [[Hunter]]. Arcane Marksmen enter the Dungeon with the [[Corona]] spell in memory.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
[[High Elf]], [[Deep Elf]], [[Kobold]], [[Spriggan]], [[Troll]], and [[Centaur]] are the recommended races if you pick an Arcane Marksman Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*[[javelin]]s, [[sling]], [[bow]] or [[crossbow]] of your choice&lt;br /&gt;
** Those starting with a launcher start with 20 of the appropriate ammo ([[sling bullet]]s, [[arrow]]s, or [[bolt]]s).  Those starting with javelins start with 5 of them, as well as 2 [[throwing net]]s.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Book of Debilitation]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 1&lt;br /&gt;
*Chosen Weapon's Skill: 2&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Spellcasting]]: 1&lt;br /&gt;
*[[Hexes]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Arcane Marksman adds 2 to your starting [[Strength]], 5 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Arcane Marksmen are fragile and dependent on a limited ammo supply to get them through tough fights. The first floors of the dungeon often have extra ammunition lying around, make sure to look for it. If you're low on ammo, the most effective strategy is to grab a decent melee weapon and use it in place of your ranged weapon in easy fight, while you keep training your ranged combat skill. Reserve your ammo for nastier stuff like [[gnoll]]s and [[adder]]s.&lt;br /&gt;
&lt;br /&gt;
[[Corona]] everything you don't overpower, regardless of whether you're shooting or going hand-to-hand. [[Slow]] often takes several castings to apply but can enable a kiting strategy for things you can't melee safely. [[Inner Flame]] can be tricky to pull off but is very effective against groups, especially if you can combine it with [[Portal Projectile]]. [[Cause Fear]] is both a great panic button and offensive tool, but doesn't work on undead or demons, so have fun with it in the Lair branches!&lt;br /&gt;
&lt;br /&gt;
Look for [[Blink]], and [[Summon Butterflies]] with [[Portal Projectile]] -- those are fantastic utilities for a ranged player throughout the entire game. Eventually, you'll want to be able to cast [[Haste]] and [[Deflect Missiles]] as well. That's really all you need to sweep through most branches. An enchanted bow, a big stack of arrows, and a handful of spells. You'll have a lot of experience left over, so pour it into [[Fighting]], [[Armour]]/[[Dodging]], and [[Stealth]].&lt;br /&gt;
&lt;br /&gt;
[[Okawaru]] is a decent choice for playing it safe since his ammo gifts will help ease the strain on you until you build up a big surplus, and he'll eventually give you a well-enchanted [[longbow]] too. If you find yourself running low on ammo, dive deeper into the main [[Dungeon]] or head for [[the Vaults]]. [[Centaur]]s and [[yaktaur]]s are eager to help you reload.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In earlier versions of the game, ammunition for launchers was much less common in the early game. This required careful ammo management until supplies were found deeper in the dungeon.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], [[Control Teleport|teleport control]] combined with the blink spell allowed for semi-controlled blinks which was super useful for kiting even fast enemies.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], Arcane Marksmen starting with javelins didn't get any throwing nets.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Arcane Marksmen started with 2 levels of Spellcasting.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category: Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Death_curse&amp;diff=45811</id>
		<title>Death curse</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Death_curse&amp;diff=45811"/>
				<updated>2017-09-18T18:51:34Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
&lt;br /&gt;
'''Death curses''' fall on any creature who kills a [[guardian mummy]], [[mummy priest]], [[greater mummy]], or [[Khufu]]. This does not apply to killing mummies that have been summoned in any way; only &amp;quot;naturally&amp;quot; occurring mummies have death curses.&lt;br /&gt;
&lt;br /&gt;
The effect (and severity) of the curse mainly depends on the mummy itself, and can include [[death curse#Item curse|item cursing]] and all [[Necromancy]] miscast effects. Followers of [[Kikubaaqudgha]] with enough [[piety]] are resistant to these miscasts and curses.&lt;br /&gt;
&lt;br /&gt;
No death curse is applied if a mummy is banished to the [[Abyss]], kills itself while [[confused]], falls down a [[shaft]], or is killed by neutral [[giant spore]]s, [[ball lightning]], or [[trap]]s. However, allowing an allied or enslaved creature to kill a mummy still results in you suffering the death curse.&lt;br /&gt;
&lt;br /&gt;
==Curse Selection==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! '''Curse'''&lt;br /&gt;
! '''Guardian Mummy'''&lt;br /&gt;
! '''Mummy Priest'''&lt;br /&gt;
! '''Greater Mummy, Khufu'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Item curse'''&lt;br /&gt;
| (*)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| '''Flavour'''&lt;br /&gt;
| 27%&lt;br /&gt;
| 8%&lt;br /&gt;
| 5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Slowing'''&lt;br /&gt;
| 9%&lt;br /&gt;
| 3%&lt;br /&gt;
| 2%&lt;br /&gt;
|-&lt;br /&gt;
| '''Pain (light)'''&lt;br /&gt;
| 9%&lt;br /&gt;
| 3%&lt;br /&gt;
| 2%&lt;br /&gt;
|-&lt;br /&gt;
| '''Pain (strong)'''&lt;br /&gt;
| 12%&lt;br /&gt;
| 5%&lt;br /&gt;
| 3%&lt;br /&gt;
|-&lt;br /&gt;
| '''Rotting (light)'''&lt;br /&gt;
| 9%&lt;br /&gt;
| 3%&lt;br /&gt;
| 2%&lt;br /&gt;
|-&lt;br /&gt;
| '''Rotting (strong)'''&lt;br /&gt;
| 4%&lt;br /&gt;
| 13%&lt;br /&gt;
| 14%&lt;br /&gt;
|-&lt;br /&gt;
| '''Torment'''&lt;br /&gt;
| 4%&lt;br /&gt;
| 13%&lt;br /&gt;
| 14%&lt;br /&gt;
|-&lt;br /&gt;
| '''Draining'''&lt;br /&gt;
| 6%&lt;br /&gt;
| 13%&lt;br /&gt;
| 14%&lt;br /&gt;
|-&lt;br /&gt;
| '''Stat drain'''&lt;br /&gt;
| 4%&lt;br /&gt;
| 13%&lt;br /&gt;
| 14%&lt;br /&gt;
|-&lt;br /&gt;
| '''Shadows'''&lt;br /&gt;
| 7%&lt;br /&gt;
| 3%&lt;br /&gt;
| 2%&lt;br /&gt;
|-&lt;br /&gt;
| '''Demon'''&lt;br /&gt;
| 8%&lt;br /&gt;
| 25%&lt;br /&gt;
| 28%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*) If you're the killer, item curse will always be selected.&lt;br /&gt;
&lt;br /&gt;
==Item Curse==&lt;br /&gt;
One of your items is [[curse]]d. Any uncursed [[weapon]], [[armour]], or [[jewellery]] in your inventory is a valid target with an equal random chance of selection. &lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You feel nervous for a moment...&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Flavour==&lt;br /&gt;
Flavour curses have no direct effect.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;Nothing happens.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You smell decay.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You hear strange and distant voices.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel homesick.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Pain shoots through your body.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Your bones ache.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;The world around you seems to dim momentarily.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Strange energies run through your body.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You shiver with cold.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You sense a malignant aura.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel very uncomfortable.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Your bandages flutter.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] seems to dim momentarily.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] glows [colour] for a moment.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] shivers with cold.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] scowls horribly.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Slowing==&lt;br /&gt;
The killer is [[slow]]ed for 10-25 turns.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You feel horribly lethargic.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] looks incredibly listless.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Pain (light)==&lt;br /&gt;
If the killer is immune to [[torment]], no effect. Otherwise, 5-19 damage. &lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;Pain shoots through your body!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] convulses with pain!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel weird for a moment.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] has an odd expression for a moment.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Pain (strong)==&lt;br /&gt;
If the killer is immune to [[torment]], no effect. Otherwise, 15-37 damage.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You convulse helplessly as pain tears through your body!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] convulses helplessly with pain!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel weird for a moment.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] has an odd expression for a moment.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Rotting (light)==&lt;br /&gt;
Unless the killer resists [[rot]]ting ([[undead]] mostly), it will gain 1 point of rotting: its max HP will be reduced by 1, until it drinks a [[potion of curing]].&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You smell decay.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel your flesh rotting away!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Your bandages flutter.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Rotting (strong)==&lt;br /&gt;
Unless the killer resists [[rot]]ting ([[undead]] mostly), it will gain 1-7 points of rotting: its max HP will be progressively reduced by this amount within a short time, unless it drinks a [[potion of curing]].&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You feel your flesh rotting away!&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Torment==&lt;br /&gt;
The killer's current HP is halved. Any form of [[torment]] resistance can apply to this.  Unlike most sources of torment, this is not a full-LOS effect.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;Your body is wracked with pain!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel a surge of unholy energy.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] convulses!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Something just walked over your grave. No, really!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] seems frightened for a moment.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Draining==&lt;br /&gt;
You lose between 10 and 20% of the total experience needed to go from your current level to the next one. [[Negative energy resistance]] will reduce this loss by one-third per level.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You are engulfed in negative energy!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] is engulfed in negative energy!&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Stat Drain==&lt;br /&gt;
One of your stats (chosen at random) is temporary decreased by 1-7 points. If the stat is reduced to 0 or less, you will eventually die of [[stat death]] (another reason to keep your stats at 8 or higher).&lt;br /&gt;
&lt;br /&gt;
==Shadows==&lt;br /&gt;
1d3 hostile [[shadow]]s are summoned.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;Flickering shadows surround you.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Flickering shadows surround [the killer].&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Shadows flicker in the thin air.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Demon==&lt;br /&gt;
A hostile [[soul eater]] or [[reaper]] (tier-[[2]] demons, equal chance for each) is summoned.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;Something reaches out for you...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Something reaches out for [the killer]...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Something reaches out from thin air...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Death has come for you...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Death has come for [the killer]...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Death appears from thin air...&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], normal mummies and Menkaure had a death curse.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], allowing an allied or enslaved creature to kill a mummy would force them to suffer the death curse.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], item curses could affect [[potion]]s, turning them into [[potion of degeneration|potions of degeneration]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Featured_Article]]&lt;br /&gt;
[[Category:Threats]]&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Death_curse&amp;diff=45810</id>
		<title>Death curse</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Death_curse&amp;diff=45810"/>
				<updated>2017-09-18T18:50:47Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
'''Death curses''' fall on any creature who kills a [[guardian mummy]], [[mummy priest]], [[greater mummy]], or [[Khufu]]. This does not apply to killing mummies that have been summoned in any way; only &amp;quot;naturally&amp;quot; occurring mummies have death curses.&lt;br /&gt;
&lt;br /&gt;
The effect (and severity) of the curse mainly depends on the mummy itself, and can include [[death curse#Item curse|item cursing]] and all [[Necromancy]] miscast effects. Followers of [[Kikubaaqudgha]] with enough [[piety]] are resistant to these miscasts and curses.&lt;br /&gt;
&lt;br /&gt;
No death curse is applied if a mummy is banished to the [[Abyss]], kills itself while [[confused]], falls down a [[shaft]], or is killed by neutral [[giant spore]]s, [[ball lightning]], or [[trap]]s. However, allowing an allied or enslaved creature to kill a mummy still results in you suffering the death curse.&lt;br /&gt;
&lt;br /&gt;
==Curse Selection==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! '''Curse'''&lt;br /&gt;
! '''Guardian Mummy'''&lt;br /&gt;
! '''Mummy Priest'''&lt;br /&gt;
! '''Greater Mummy, Khufu'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Item curse'''&lt;br /&gt;
| (*)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| '''Flavour'''&lt;br /&gt;
| 27%&lt;br /&gt;
| 8%&lt;br /&gt;
| 5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Slowing'''&lt;br /&gt;
| 9%&lt;br /&gt;
| 3%&lt;br /&gt;
| 2%&lt;br /&gt;
|-&lt;br /&gt;
| '''Pain (light)'''&lt;br /&gt;
| 9%&lt;br /&gt;
| 3%&lt;br /&gt;
| 2%&lt;br /&gt;
|-&lt;br /&gt;
| '''Pain (strong)'''&lt;br /&gt;
| 12%&lt;br /&gt;
| 5%&lt;br /&gt;
| 3%&lt;br /&gt;
|-&lt;br /&gt;
| '''Rotting (light)'''&lt;br /&gt;
| 9%&lt;br /&gt;
| 3%&lt;br /&gt;
| 2%&lt;br /&gt;
|-&lt;br /&gt;
| '''Rotting (strong)'''&lt;br /&gt;
| 4%&lt;br /&gt;
| 13%&lt;br /&gt;
| 14%&lt;br /&gt;
|-&lt;br /&gt;
| '''Torment'''&lt;br /&gt;
| 4%&lt;br /&gt;
| 13%&lt;br /&gt;
| 14%&lt;br /&gt;
|-&lt;br /&gt;
| '''Draining'''&lt;br /&gt;
| 6%&lt;br /&gt;
| 13%&lt;br /&gt;
| 14%&lt;br /&gt;
|-&lt;br /&gt;
| '''Stat drain'''&lt;br /&gt;
| 4%&lt;br /&gt;
| 13%&lt;br /&gt;
| 14%&lt;br /&gt;
|-&lt;br /&gt;
| '''Shadows'''&lt;br /&gt;
| 7%&lt;br /&gt;
| 3%&lt;br /&gt;
| 2%&lt;br /&gt;
|-&lt;br /&gt;
| '''Demon'''&lt;br /&gt;
| 8%&lt;br /&gt;
| 25%&lt;br /&gt;
| 28%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*) If you're the killer, item curse will always be selected.&lt;br /&gt;
&lt;br /&gt;
==Item Curse==&lt;br /&gt;
One of your items is [[curse]]d. Any uncursed [[weapon]], [[armour]], or [[jewellery]] in your inventory is a valid target with an equal random chance of selection. &lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You feel nervous for a moment...&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Flavour==&lt;br /&gt;
Flavour curses have no direct effect.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;Nothing happens.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You smell decay.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You hear strange and distant voices.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel homesick.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Pain shoots through your body.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Your bones ache.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;The world around you seems to dim momentarily.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Strange energies run through your body.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You shiver with cold.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You sense a malignant aura.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel very uncomfortable.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Your bandages flutter.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] seems to dim momentarily.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] glows [colour] for a moment.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] shivers with cold.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] scowls horribly.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Slowing==&lt;br /&gt;
The killer is [[slow]]ed for 10-25 turns.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You feel horribly lethargic.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] looks incredibly listless.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Pain (light)==&lt;br /&gt;
If the killer is immune to [[torment]], no effect. Otherwise, 5-19 damage. &lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;Pain shoots through your body!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] convulses with pain!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel weird for a moment.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] has an odd expression for a moment.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Pain (strong)==&lt;br /&gt;
If the killer is immune to [[torment]], no effect. Otherwise, 15-37 damage.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You convulse helplessly as pain tears through your body!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] convulses helplessly with pain!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel weird for a moment.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] has an odd expression for a moment.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Rotting (light)==&lt;br /&gt;
Unless the killer resists [[rot]]ting ([[undead]] mostly), it will gain 1 point of rotting: its max HP will be reduced by 1, until it drinks a [[potion of curing]].&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You smell decay.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel your flesh rotting away!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Your bandages flutter.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Rotting (strong)==&lt;br /&gt;
Unless the killer resists [[rot]]ting ([[undead]] mostly), it will gain 1-7 points of rotting: its max HP will be progressively reduced by this amount within a short time, unless it drinks a [[potion of curing]].&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You feel your flesh rotting away!&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Torment==&lt;br /&gt;
The killer's current HP is halved. Any form of [[torment]] resistance can apply to this.  Unlike most sources of torment, this is not a full-LOS effect.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;Your body is wracked with pain!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel a surge of unholy energy.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] convulses!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Something just walked over your grave. No, really!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] seems frightened for a moment.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Draining==&lt;br /&gt;
You lose between 10 and 20% of the total experience needed to go from your current level to the next one. [[Negative energy resistance]] will reduce this loss by one-third per level.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You are engulfed in negative energy!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] is engulfed in negative energy!&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Stat Drain==&lt;br /&gt;
One of your stats (chosen at random) is temporary decreased by 1-7 points. If the stat is reduced to 0 or less, you will eventually die of [[stat death]] (another reason to keep your stats at 8 or higher).&lt;br /&gt;
&lt;br /&gt;
==Shadows==&lt;br /&gt;
1d3 hostile [[shadow]]s are summoned.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;Flickering shadows surround you.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Flickering shadows surround [the killer].&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Shadows flicker in the thin air.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Demon==&lt;br /&gt;
A hostile [[soul eater]] or [[reaper]] (tier-[[2]] demons, equal chance for each) is summoned.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;Something reaches out for you...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Something reaches out for [the killer]...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Something reaches out from thin air...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Death has come for you...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Death has come for [the killer]...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Death appears from thin air...&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], normal mummies and Menkaure had a death curse.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], allowing an allied or enslaved creature to kill a mummy would force them to suffer the death curse.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], item curses could affect [[potion]]s, turning them into [[potion of degeneration|potions of degeneration]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Featured_Article]]&lt;br /&gt;
[[Category:Threats]]&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Death_curse&amp;diff=45809</id>
		<title>Death curse</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Death_curse&amp;diff=45809"/>
				<updated>2017-09-18T18:50:27Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
'''Death curses''' fall on any creature who kills a [[mummy (monster)|mummy]], [[guardian mummy]], [[mummy priest]], [[greater mummy]], [[Menkaure]], or [[Khufu]]. This does not apply to killing mummies that have been summoned in any way; only &amp;quot;naturally&amp;quot; occurring mummies have death curses.&lt;br /&gt;
&lt;br /&gt;
The effect (and severity) of the curse mainly depends on the mummy itself, and can include [[death curse#Item curse|item cursing]] and all [[Necromancy]] miscast effects. Followers of [[Kikubaaqudgha]] with enough [[piety]] are resistant to these miscasts and curses.&lt;br /&gt;
&lt;br /&gt;
No death curse is applied if a mummy is banished to the [[Abyss]], kills itself while [[confused]], falls down a [[shaft]], or is killed by neutral [[giant spore]]s, [[ball lightning]], or [[trap]]s. However, allowing an allied or enslaved creature to kill a mummy still results in you suffering the death curse.&lt;br /&gt;
&lt;br /&gt;
==Curse Selection==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! '''Curse'''&lt;br /&gt;
! '''Guardian Mummy'''&lt;br /&gt;
! '''Mummy Priest'''&lt;br /&gt;
! '''Greater Mummy, Khufu'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Item curse'''&lt;br /&gt;
| (*)&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| '''Flavour'''&lt;br /&gt;
| 27%&lt;br /&gt;
| 8%&lt;br /&gt;
| 5%&lt;br /&gt;
|-&lt;br /&gt;
| '''Slowing'''&lt;br /&gt;
| 9%&lt;br /&gt;
| 3%&lt;br /&gt;
| 2%&lt;br /&gt;
|-&lt;br /&gt;
| '''Pain (light)'''&lt;br /&gt;
| 9%&lt;br /&gt;
| 3%&lt;br /&gt;
| 2%&lt;br /&gt;
|-&lt;br /&gt;
| '''Pain (strong)'''&lt;br /&gt;
| 12%&lt;br /&gt;
| 5%&lt;br /&gt;
| 3%&lt;br /&gt;
|-&lt;br /&gt;
| '''Rotting (light)'''&lt;br /&gt;
| 9%&lt;br /&gt;
| 3%&lt;br /&gt;
| 2%&lt;br /&gt;
|-&lt;br /&gt;
| '''Rotting (strong)'''&lt;br /&gt;
| 4%&lt;br /&gt;
| 13%&lt;br /&gt;
| 14%&lt;br /&gt;
|-&lt;br /&gt;
| '''Torment'''&lt;br /&gt;
| 4%&lt;br /&gt;
| 13%&lt;br /&gt;
| 14%&lt;br /&gt;
|-&lt;br /&gt;
| '''Draining'''&lt;br /&gt;
| 6%&lt;br /&gt;
| 13%&lt;br /&gt;
| 14%&lt;br /&gt;
|-&lt;br /&gt;
| '''Stat drain'''&lt;br /&gt;
| 4%&lt;br /&gt;
| 13%&lt;br /&gt;
| 14%&lt;br /&gt;
|-&lt;br /&gt;
| '''Shadows'''&lt;br /&gt;
| 7%&lt;br /&gt;
| 3%&lt;br /&gt;
| 2%&lt;br /&gt;
|-&lt;br /&gt;
| '''Demon'''&lt;br /&gt;
| 8%&lt;br /&gt;
| 25%&lt;br /&gt;
| 28%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*) If you're the killer, item curse will always be selected.&lt;br /&gt;
&lt;br /&gt;
==Item Curse==&lt;br /&gt;
One of your items is [[curse]]d. Any uncursed [[weapon]], [[armour]], or [[jewellery]] in your inventory is a valid target with an equal random chance of selection. &lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You feel nervous for a moment...&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Flavour==&lt;br /&gt;
Flavour curses have no direct effect.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;Nothing happens.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You smell decay.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You hear strange and distant voices.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel homesick.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Pain shoots through your body.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Your bones ache.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;The world around you seems to dim momentarily.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Strange energies run through your body.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You shiver with cold.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You sense a malignant aura.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel very uncomfortable.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Your bandages flutter.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] seems to dim momentarily.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] glows [colour] for a moment.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] shivers with cold.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] scowls horribly.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Slowing==&lt;br /&gt;
The killer is [[slow]]ed for 10-25 turns.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You feel horribly lethargic.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] looks incredibly listless.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Pain (light)==&lt;br /&gt;
If the killer is immune to [[torment]], no effect. Otherwise, 5-19 damage. &lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;Pain shoots through your body!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] convulses with pain!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel weird for a moment.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] has an odd expression for a moment.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Pain (strong)==&lt;br /&gt;
If the killer is immune to [[torment]], no effect. Otherwise, 15-37 damage.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You convulse helplessly as pain tears through your body!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] convulses helplessly with pain!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel weird for a moment.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] has an odd expression for a moment.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Rotting (light)==&lt;br /&gt;
Unless the killer resists [[rot]]ting ([[undead]] mostly), it will gain 1 point of rotting: its max HP will be reduced by 1, until it drinks a [[potion of curing]].&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You smell decay.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel your flesh rotting away!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Your bandages flutter.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Rotting (strong)==&lt;br /&gt;
Unless the killer resists [[rot]]ting ([[undead]] mostly), it will gain 1-7 points of rotting: its max HP will be progressively reduced by this amount within a short time, unless it drinks a [[potion of curing]].&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You feel your flesh rotting away!&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Torment==&lt;br /&gt;
The killer's current HP is halved. Any form of [[torment]] resistance can apply to this.  Unlike most sources of torment, this is not a full-LOS effect.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;Your body is wracked with pain!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;You feel a surge of unholy energy.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] convulses!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Something just walked over your grave. No, really!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] seems frightened for a moment.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Draining==&lt;br /&gt;
You lose between 10 and 20% of the total experience needed to go from your current level to the next one. [[Negative energy resistance]] will reduce this loss by one-third per level.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;You are engulfed in negative energy!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[The killer] is engulfed in negative energy!&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Stat Drain==&lt;br /&gt;
One of your stats (chosen at random) is temporary decreased by 1-7 points. If the stat is reduced to 0 or less, you will eventually die of [[stat death]] (another reason to keep your stats at 8 or higher).&lt;br /&gt;
&lt;br /&gt;
==Shadows==&lt;br /&gt;
1d3 hostile [[shadow]]s are summoned.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;Flickering shadows surround you.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Flickering shadows surround [the killer].&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Shadows flicker in the thin air.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==Demon==&lt;br /&gt;
A hostile [[soul eater]] or [[reaper]] (tier-[[2]] demons, equal chance for each) is summoned.&lt;br /&gt;
&lt;br /&gt;
{{Flavour|&amp;quot;Something reaches out for you...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Something reaches out for [the killer]...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Something reaches out from thin air...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Death has come for you...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Death has come for [the killer]...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Death appears from thin air...&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], normal mummies and Menkaure had a death curse.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], allowing an allied or enslaved creature to kill a mummy would force them to suffer the death curse.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], item curses could affect [[potion]]s, turning them into [[potion of degeneration|potions of degeneration]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Featured_Article]]&lt;br /&gt;
[[Category:Threats]]&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=45808</id>
		<title>Hepliaklqana</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=45808"/>
				<updated>2017-09-18T18:47:30Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
[[File:Hepliaklqana altar.png]]&lt;br /&gt;
{{flavour|Hepliaklqana the Forgotten accepts the worship of those who would remember their forebears, and fight alongside the greatest of them all. Hepliaklqana demands only that followers explore and form new experiences; as they advance in this service, they will find themselves able to shape and control their ancestor's memory, eventually bringing them into the ranks of the mythical heroes.&lt;br /&gt;
&lt;br /&gt;
Hepliaklqana's worshippers are served by a guardian formed from their memories of their greatest ancestor. This ancestor is at first remembered as they were at the start of their fabled adventures, but will advance in skill as their descendant does. Hepliaklqana always allows followers to recall their ancestor to their side, and, even if the ancestor is destroyed, Hepliaklqana will call it forth again not long after. Further advancement in Hepliaklqana's service allows worshippers to restore and strengthen their ancestor, to swap them with other creatures, and to choose how to remember their life's talents.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Hepliaklqana (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Hepliaklqana likes it when you explore the world.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Abandonment.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
While worshipping Hepliaklqana, you are given the rank 1 frail mutation for -10% hp.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level -]]:''' &amp;quot;Hazy&amp;quot;&lt;br /&gt;
*'''Recall''' - Recalls your ancestor from anywhere in the dungeon to your immediate surroundings. Takes 1 turn and costs 2 MP.&lt;br /&gt;
*'''Ancestor Identity''' - Recalls who your ancestor preferred to be known as, correcting their name and gender. This does not take any time.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *]]:''' &amp;quot;Foo Child&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level **]]:''' &amp;quot;Storyteller&amp;quot;&lt;br /&gt;
*'''Ancestor Life: Knight''' - Choose to remember your ancestor as a knight, a strong melee combatant with superior defenses. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*'''Ancestor Life: Battlemage''' - Choose to remember your ancestor as a battlemage, a warrior equipped with powerful conjurations. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*'''Ancestor Life: Hexer''' - Choose to remember your ancestor as a hexer, a cunning rogue capable of skilled knifework and debilitating spellcasting. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ***]]:''' &amp;quot;Brooding&amp;quot;&lt;br /&gt;
*'''Transference''' - Forces a targeted creature to pass through the realms of memory and exchange places with your ancestor. &lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ****]]:''' &amp;quot;Anamnesiscian&amp;quot;&lt;br /&gt;
*'''Idealise''' - Restores your ancestor to an idyllic vision of their best self. Their wounds are forgotten, harmful effects are wiped away, and a glow of perfection infuses them, giving them a short-lived but dramatic increase in strength, spellcasting, and armour. The quality of the healing and duration of the idealisation granted are both improved by the Invocations skill.   Costs 5 [[MP]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *****]]:''' &amp;quot;Grand Scion&amp;quot;&lt;br /&gt;
*Those near the target of your '''Transference''' will be drained for a duration depending on Invocations skill.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ******]]:''' &amp;quot;Unforgettable&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|&lt;br /&gt;
Hepliaklqana believes that the only reasonable punishment for turning one's back on the path of memory is to be denied its use. All new experience is denied to the unfortunate apostate, until Hepliaklqana decides they have been punished enough. This will not be quick: unlike some, Hepliaklqana has a long memory...}} &lt;br /&gt;
&lt;br /&gt;
Your ancestor immediately leaves, and you are unable to earn any experience until Hepliaklqana decides it's taken enough; this takes about as much XP as ending [[Ashenzari]] wrath. The XP is permanently gone.&lt;br /&gt;
&lt;br /&gt;
==Ancestor==&lt;br /&gt;
The player can choose from 3 types: battlemage, knight, and hexer. The ancestor's abilities scale of your XL and affect their HP, AC/EV, attack damage, magic resistance and spell list. Concrete formulas are as follows:&lt;br /&gt;
&lt;br /&gt;
*HD = (Xl - 1)*2/3 +1&lt;br /&gt;
*HP = HD * 5 + max(0, (HD - 12) * 5)&lt;br /&gt;
*MR = HD*HD/2&lt;br /&gt;
*Base damage = HD + 3;&lt;br /&gt;
*Base AC = HD&lt;br /&gt;
**(knight gets 5+HD/2 bonus AC)&lt;br /&gt;
&lt;br /&gt;
Ancestors do not time out, can follow you up &amp;amp; down stairs and cannot be dispelled.&lt;br /&gt;
&lt;br /&gt;
Hexer is generally considered to be stronger than the other two ancestor types since they can get [[Mass Confusion]] and [[antimagic]] [[quick blade]]. Battlemage usually tapers off in power around lair and has problems with having a clear line of sight to the target.  They learn iceblast (similar to the projectile from [[wand of iceblast]]) or [[bolt of magma]], and they get a [[lajatang]] of [[freezing]] and [[Lehudib's crystal spear]] later. Knight gets a [[broad axe]] or [[demon trident]] that gets later branded with the [[speed]] ego and [[large shield]] of [[reflection]]. All ancestor types get [[haste]].&lt;br /&gt;
&lt;br /&gt;
Your ancestor will manifest a specialization upon reaching XL15:&lt;br /&gt;
&lt;br /&gt;
*Knight: Broad Axe&lt;br /&gt;
&lt;br /&gt;
Your ancestor remembers wielding an enchanted [[broad axe]], a weapon capable of&lt;br /&gt;
cleaving through many surrounding foes with each blow.&lt;br /&gt;
&lt;br /&gt;
*Battlemage: Bolt of Magma&lt;br /&gt;
&lt;br /&gt;
Your ancestor remembers casting [[Bolt of Magma]], which conjures a penetrating&lt;br /&gt;
beam of fire and physical damage.&lt;br /&gt;
&lt;br /&gt;
*Hexer: Paralyse&lt;br /&gt;
&lt;br /&gt;
Your ancestor remembers casting [[Paralyse]], which targets single enemies and,&lt;br /&gt;
if they fail to resist, leaves them completely helpless for the next several&lt;br /&gt;
turns.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The ancestor can be chosen to complement your background, e.g. wizards can choose knights to provide defense while they are casting spells from afar, but at the moment there is noticeable power difference that makes this way of choosing less appealing.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Hepliaklqana was added in [[0.19]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=45807</id>
		<title>Hepliaklqana</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=45807"/>
				<updated>2017-09-18T18:47:14Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
[[File:Hepliaklqana altar.png]]&lt;br /&gt;
{{flavour|Hepliaklqana the Forgotten accepts the worship of those who would remember their forebears, and fight alongside the greatest of them all. Hepliaklqana demands only that followers explore and form new experiences; as they advance in this service, they will find themselves able to shape and control their ancestor's memory, eventually bringing them into the ranks of the mythical heroes.&lt;br /&gt;
&lt;br /&gt;
Hepliaklqana's worshippers are served by a guardian formed from their memories of their greatest ancestor. This ancestor is at first remembered as they were at the start of their fabled adventures, but will advance in skill as their descendant does. Hepliaklqana always allows followers to recall their ancestor to their side, and, even if the ancestor is destroyed, Hepliaklqana will call it forth again not long after. Further advancement in Hepliaklqana's service allows worshippers to restore and strengthen their ancestor, to swap them with other creatures, and to choose how to remember their life's talents.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Hepliaklqana (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Hepliaklqana likes it when you explore the world.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Abandonment.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
While worshipping Hepliaklqana, you are given the rank 1 frail mutation for -10% hp.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level -]]:''' &amp;quot;Hazy&amp;quot;&lt;br /&gt;
*'''Recall''' - Recalls your ancestor from anywhere in the dungeon to your immediate surroundings. Takes 1 turn and costs 2 MP.&lt;br /&gt;
*'''Ancestor Identity''' - Recalls who your ancestor preferred to be known as, correcting their name and gender. This does not take any time.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *]]:''' &amp;quot;Foo Child&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level **]]:''' &amp;quot;Storyteller&amp;quot;&lt;br /&gt;
*'''Ancestor Life: Knight''' - Choose to remember your ancestor as a knight, a strong melee combatant with superior defenses. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*'''Ancestor Life: Battlemage''' - Choose to remember your ancestor as a battlemage, a warrior equipped with powerful conjurations. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*'''Ancestor Life: Hexer''' - Choose to remember your ancestor as a hexer, a cunning rogue capable of skilled knifework and debilitating spellcasting. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ***]]:''' &amp;quot;Brooding&amp;quot;&lt;br /&gt;
*'''Transference''' - Forces a targeted creature to pass through the realms of memory and exchange places with your ancestor. &lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ****]]:''' &amp;quot;Anamnesiscian&amp;quot;&lt;br /&gt;
*'''Idealise''' - Restores your ancestor to an idyllic vision of their best self. Their wounds are forgotten, harmful effects are wiped away, and a glow of perfection infuses them, giving them a short-lived but dramatic increase in strength, spellcasting, and armour. The quality of the healing and duration of the idealisation granted are both improved by the Invocations skill.   Costs 5 [[MP]].&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *****]]:''' &amp;quot;Grand Scion&amp;quot;&lt;br /&gt;
*Those near the target of your '''Transference''' will be drained for a duration depending on Invocations skill.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ******]]:''' &amp;quot;Unforgettable&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|&lt;br /&gt;
Hepliaklqana believes that the only reasonable punishment for turning one's back on the path of memory is to be denied its use. All new experience is denied to the unfortunate apostate, until Hepliaklqana decides they have been punished enough. This will not be quick: unlike some, Hepliaklqana has a long memory...}} &lt;br /&gt;
&lt;br /&gt;
Your ancestor immediately leaves, and you are unable to earn any experience until Hepliaklqana decides it's taken enough; this takes about as much XP as ending [[Ashenzari]] wrath. The XP is permanently gone.&lt;br /&gt;
&lt;br /&gt;
==Ancestor==&lt;br /&gt;
The player can choose from 3 types: battlemage, knight, and hexer. The ancestor's abilities scale of your XL and affect their HP, AC/EV, attack damage, magic resistance and spell list. Concrete formulas are as follows:&lt;br /&gt;
&lt;br /&gt;
*HD = (Xl - 1)*2/3 +1&lt;br /&gt;
*HP = HD * 5 + max(0, (HD - 12) * 5)&lt;br /&gt;
*MR = HD*HD/2&lt;br /&gt;
*Base damage = HD + 3;&lt;br /&gt;
*Base AC = HD&lt;br /&gt;
**(knight gets 5+HD/2 bonus AC)&lt;br /&gt;
&lt;br /&gt;
Ancestors do not time out, can follow you up &amp;amp; down stairs and cannot be dispelled.&lt;br /&gt;
&lt;br /&gt;
Hexer is generally considered to be stronger than the other two ancestor types since they can get [[Mass Confusion]] and [[antimagic]] [[quick blade]]. Battlemage usually tapers off in power around lair and has problems with having a clear line of sight to the target.  They learn iceblast (similar to the projectile from [[wand of iceblast]]) or [[bolt of magma]], and they get a [[lajatang]] of [[freezing]] and [[Lehudib's crystal spear]] later. Knight gets a [[broad axe]] or [[demon trident]] that gets later branded with the [[speed]] ego and [[large shield]] of [[reflection]]. All ancestor types get [[haste]].&lt;br /&gt;
&lt;br /&gt;
Your ancestor will manifest a specialization upon reaching XL15:&lt;br /&gt;
&lt;br /&gt;
*Knight: Broad Axe&lt;br /&gt;
&lt;br /&gt;
Your ancestor remembers wielding an enchanted [[broad axe]], a weapon capable of&lt;br /&gt;
cleaving through many surrounding foes with each blow.&lt;br /&gt;
&lt;br /&gt;
*Battlemage: Bolt of Magma&lt;br /&gt;
&lt;br /&gt;
Your ancestor remembers casting [[Bolt of Magma]], which conjures a penetrating&lt;br /&gt;
beam of fire and physical damage.&lt;br /&gt;
&lt;br /&gt;
*Hexer: Paralyse&lt;br /&gt;
&lt;br /&gt;
Your ancestor remembers casting [[Paralyse]], which targets single enemies and,&lt;br /&gt;
if they fail to resist, leaves them completely helpless for the next several&lt;br /&gt;
turns.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The ancestor can be chosen to complement your background, e.g. wizards can choose knights to provide defense while they are casting spells from afar, but at the moment there is noticeable power difference that makes this way of choosing less appealing.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Hepliaklqana was added in [[0.19]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Pain_card&amp;diff=45805</id>
		<title>Pain card</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Pain_card&amp;diff=45805"/>
				<updated>2017-09-18T18:44:00Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version016}}&lt;br /&gt;
The Pain card unleashes a necromantic attack spell, determined by power level:&lt;br /&gt;
* Power level 0: [[Agony]]&lt;br /&gt;
* Power level 1: [[Bolt of Draining]]&lt;br /&gt;
* Power level 2: Summons a [[Flayed ghost]] and flays all monsters in sight&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Pain card could be found in the following [[Decks|decks]] over the past several versions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
![[0.11]]&lt;br /&gt;
![[0.12]]&lt;br /&gt;
![[0.13]]&lt;br /&gt;
![[0.14]]&lt;br /&gt;
![[0.15]]&lt;br /&gt;
![[0.16]]&lt;br /&gt;
![[trunk]]&lt;br /&gt;
|----&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of destruction|Destruction]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of war|War]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of destruction|Destruction]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of war|War]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of destruction|Destruction]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of war|War]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of destruction|Destruction]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of war|War]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of destruction|Destruction]]&lt;br /&gt;
&amp;lt;br&amp;gt;[[Deck of war|War]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of destruction|Destruction]]&lt;br /&gt;
!style=&amp;quot;text-align:left;vertical-align:top;font-weight:normal&amp;quot;|&lt;br /&gt;
[[Deck of destruction|Destruction]]&lt;br /&gt;
|----&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Cards]]&lt;br /&gt;
*[[Decks]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Deck]]&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shields&amp;diff=45803</id>
		<title>Shields</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shields&amp;diff=45803"/>
				<updated>2017-09-18T17:31:29Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &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]], and the 4th ray of [[Searing Ray]]&lt;br /&gt;
*Explosions: [[Fireball]], [[Hellfire]], [[Fire 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×[[Invocations]]&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>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Controlled_Blink&amp;diff=45802</id>
		<title>Controlled Blink</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Controlled_Blink&amp;diff=45802"/>
				<updated>2017-09-18T17:25:57Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Controlled Blink&lt;br /&gt;
|level=8&lt;br /&gt;
|school1={{Translocations}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of the Warp]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=3 (at the destination)&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|This spell allows short-range translocation, with precise control. In areas that prevent teleport control, it will still be possible to choose a direction for the blink. Be wary that controlled teleports will cause the subject to become contaminated with magical energy.}}&lt;br /&gt;
&lt;br /&gt;
'''Controlled Blink''' is a level 8 [[Translocations]] spell which warps you to a nearby open space of your choice in your [[LOS]]. The space must be somewhere visible, not deep water or lava, and cannot be behind a translucent wall. Controlled Blink behaves much like a [[scroll of blinking]]. While carrying the [[Orb of Zot]], Controlled Blink functions like a plain, uncontrolled [[Blink]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
&lt;br /&gt;
*For stabbers, it can be very useful to know the noise grid of this spell. The &amp;quot;@&amp;quot; character is the position where you land after blinking, and the &amp;quot;§&amp;quot; characters are cells where the noise will be heard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
.........&lt;br /&gt;
....§....&lt;br /&gt;
..§§§§§..&lt;br /&gt;
..§§§§§..&lt;br /&gt;
.§§§@§§§.&lt;br /&gt;
..§§§§§..&lt;br /&gt;
..§§§§§..&lt;br /&gt;
....§....&lt;br /&gt;
.........&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Prior to [[0.19]], Controlled Blink could be found in the now removed [[Akashic Record]]&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], Controlled Blink was a level 7 spell.&lt;br /&gt;
&lt;br /&gt;
In [[0.6]], you couldn't blink on deep water even as a [[merfolk]] unless you are levitating.&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wand_of_mindburst&amp;diff=45801</id>
		<title>Wand of mindburst</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wand_of_mindburst&amp;diff=45801"/>
				<updated>2017-09-18T17:23:32Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Wand&lt;br /&gt;
 |name = Wand of disintegration&lt;br /&gt;
 |cost = ?&lt;br /&gt;
 |weight = 10.0&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A magical device which disrupts the physical structure of anything but the hardest walls -- even rigid statues, to say nothing of flesh.}}&lt;br /&gt;
&lt;br /&gt;
The most obvious use for a '''wand of disintegration''' is to deal a significant chunk of untyped damage to a single monster. This effect cannot be dodged or blocked, but it does have to overcome the target's [[magic resistance]]. This effect is significantly harder to resist than most other MR-related wand effects, making it useful against a large variety of early- and mid-game opponents. A monster killed in this manner will explode, scattering several [[chunk]]s and blood splatters around the area (dragons are immune to this effect, and may or may not leave a corpse as normal). However, as of [[0.20]], one can no longer use it to remove [[door]]s, [[iron grate]]s, [[tree]]s, orcish idols, most kinds of [[statue]]s, and ([[Wall#Rock|rock]] or [[Wall#Slime|slime]]) [[wall]]s.&lt;br /&gt;
&lt;br /&gt;
Followers of [[Gozag Ym Sagoz]] will receive a spray of single [[gold]] coins on several nearby tiles instead of a shower of meat chunks and blood.&lt;br /&gt;
&lt;br /&gt;
 XXXX&lt;br /&gt;
 .X@X&lt;br /&gt;
 X.XX&lt;br /&gt;
 XXXX&lt;br /&gt;
&lt;br /&gt;
*[[Beogh]] may smite those who destroy his orcish idols with this wand. He will be particularly harsh on [[hill orc]]s who do so.&lt;br /&gt;
*A [[wand of digging]] is better suited to chewing through walls, as it destroys several tiles of wall at a time. However, if you only need to destroy a single tile to enter a [[vault]], or have plenty of time and charges, the wand of disintegration will get the job done.&lt;br /&gt;
*It can be particularly effective at taking out low-HD, high-threat monsters such as [[boggart]]s and [[Sonja]]. It is also extremely effective at killing low-level players. If an early opponent happens to have one in hand, you'll likely want to escape immediately; multiple zaps of a wand of disintegration can very quickly become lethal.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.20]], it could disintegrate some walls and obstacles in the dungeon.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], [[orange crystal statue]]s and [[silver statue]]s could be destroyed instantly through use of a wand of disintegration.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.6]], zapped creatures were simply reduced to nothingness.&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Beef_jerky&amp;diff=45800</id>
		<title>Beef jerky</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Beef_jerky&amp;diff=45800"/>
				<updated>2017-09-17T21:57:38Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Comestible&lt;br /&gt;
 |name=Beef Jerky&lt;br /&gt;
 |cost=?&lt;br /&gt;
 |weight=2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A strip of preserved dead cow or bull.}}&lt;br /&gt;
&lt;br /&gt;
A meat product which normally provides 1,500 [[nutrition]]. Jerky takes 20 aut to eat.&lt;br /&gt;
&lt;br /&gt;
'''Carnivore'''&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 1: 1,700.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 2: 1,900.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 3: 2,100.&lt;br /&gt;
&lt;br /&gt;
'''Herbivore'''&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 1: 1,300.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 2. 1,100.&amp;lt;br&amp;gt;&lt;br /&gt;
Rank 3. 0.&lt;br /&gt;
&lt;br /&gt;
[[Category:Comestible]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Beef jerky was removed in [[0.20]].&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Pizza&amp;diff=45799</id>
		<title>Pizza</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Pizza&amp;diff=45799"/>
				<updated>2017-09-17T21:56:57Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Comestible&lt;br /&gt;
 |name=Pizza&lt;br /&gt;
 |cost=?&lt;br /&gt;
 |weight=4.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A slice of pizza: a flatbread with tomato sauce, mozzarella di bufala, and basil.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;When the moon hits your eye like a big pizza pie, that's amore.&amp;quot;&amp;lt;br&amp;gt;-Jack Brooks, &amp;quot;That's Amore&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
'''Pizza''' is a [[food]] found in the dungeon which provides 1,500 [[nutrition]] and can be eaten by any [[species]] at any level of satiety except engorged. There are many different kinds of pizza hidden throughout the dungeon, but the difference is purely cosmetic. Pizza takes 20 aut to eat.&lt;br /&gt;
&lt;br /&gt;
==Toppings==&lt;br /&gt;
*Chicken.&lt;br /&gt;
*Ham and pineapple.&lt;br /&gt;
*Pepperoni.&lt;br /&gt;
*Super Supreme.&lt;br /&gt;
*Camembert.&lt;br /&gt;
*Cheesy.&lt;br /&gt;
*That's the fabled [[Pandemonium]] Pizza!&lt;br /&gt;
*Mushroom.&lt;br /&gt;
*Peppers.&lt;br /&gt;
*Vegetable.&lt;br /&gt;
*Anchovies.&lt;br /&gt;
&lt;br /&gt;
The above topping names are preceded by either &amp;quot;Mmm...&amp;quot; or &amp;quot;Yeuchh!&amp;quot;, depending on what your species can normally eat. [[Carnivore]]s like ham and pineapple through Pandemonium, while [[herbivore]]s like Camembert through vegetable.&lt;br /&gt;
&lt;br /&gt;
Everyone hates anchovies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Pizza was removed in [[0.20]].&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=High_Elf&amp;diff=45798</id>
		<title>High Elf</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=High_Elf&amp;diff=45798"/>
				<updated>2017-09-17T21:56:13Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Obsolete}}&lt;br /&gt;
{{flavour|This is a tall and powerful Elven species who advance in levels slowly, requiring half again as much experience as Humans. They have good intelligence and dexterity, but suffer in strength. Compared with Humans, they have fewer HP but more magic. Among all races, they are best with blades and bows. They are not very good with necromancy or with earth or poison magic, but are highly skilled with most other forms of magic, especially Air and Charms.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
High Elves have a base [[Strength]] of 7, [[Intelligence]] of 11 and [[Dexterity]] of 10 (before Background modifiers) and have one extra base [[magic points|magic point]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Hunter]]&lt;br /&gt;
*'''Warrior-mages:''' [[Skald]]&lt;br /&gt;
*'''Mages:''' [[Wizard]], [[Conjurer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[intelligence]] or [[dexterity]] (equal chance) every 3rd level.&lt;br /&gt;
*10% less [[hit points]] than average.&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment and Skills==&lt;br /&gt;
High Elves receive all the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
High Elves are a rather easy species to play, because of good overall aptitudes and a large mana pool; however, they have slightly lower HP (-10%) than normal and level somewhat slowly.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|High Elf}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*High Elves were removed in [[0.20]].&lt;br /&gt;
&lt;br /&gt;
*Prior to [[0.14]], racial equipment existed. High elves were able to use [[Racial_equipment#Elven|elven]] equipment more effectively than standard gear.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=High_Elf&amp;diff=45797</id>
		<title>High Elf</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=High_Elf&amp;diff=45797"/>
				<updated>2017-09-17T21:54:39Z</updated>
		
		<summary type="html">&lt;p&gt;Monsterracer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated}}&lt;br /&gt;
{{flavour|This is a tall and powerful Elven species who advance in levels slowly, requiring half again as much experience as Humans. They have good intelligence and dexterity, but suffer in strength. Compared with Humans, they have fewer HP but more magic. Among all races, they are best with blades and bows. They are not very good with necromancy or with earth or poison magic, but are highly skilled with most other forms of magic, especially Air and Charms.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
High Elves have a base [[Strength]] of 7, [[Intelligence]] of 11 and [[Dexterity]] of 10 (before Background modifiers) and have one extra base [[magic points|magic point]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Hunter]]&lt;br /&gt;
*'''Warrior-mages:''' [[Skald]]&lt;br /&gt;
*'''Mages:''' [[Wizard]], [[Conjurer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[intelligence]] or [[dexterity]] (equal chance) every 3rd level.&lt;br /&gt;
*10% less [[hit points]] than average.&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment and Skills==&lt;br /&gt;
High Elves receive all the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
High Elves are a rather easy species to play, because of good overall aptitudes and a large mana pool; however, they have slightly lower HP (-10%) than normal and level somewhat slowly.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|High Elf}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*High Elves were removed in [[0.20]].&lt;br /&gt;
&lt;br /&gt;
*Prior to [[0.14]], racial equipment existed. High elves were able to use [[Racial_equipment#Elven|elven]] equipment more effectively than standard gear.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Monsterracer</name></author>	</entry>

	</feed>