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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Never203</id>
		<title>CrawlWiki - User contributions [en]</title>
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		<updated>2026-05-08T06:37:49Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Noise&amp;diff=34028</id>
		<title>Noise</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Noise&amp;diff=34028"/>
				<updated>2015-02-14T13:40:29Z</updated>
		
		<summary type="html">&lt;p&gt;Never203: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
&lt;br /&gt;
'''Noise''' in the dungeon can wake [[sleep]]ing monsters.  Monsters that hear a sound will generally wander toward it; if you get involved in a fight, monsters can come from all different directions to see what the fuss is about, potentially overwhelming you.&lt;br /&gt;
&lt;br /&gt;
== Noise propagation ==&lt;br /&gt;
When a noisy action happens at a position, the noise will propagate to all the adjacent cells. Each time it advances a cell, the intensity suffers an attenuation. When the intensity or loudness, reaches a value less than 1, the noise is inaudible and it won't propagate further.&lt;br /&gt;
&lt;br /&gt;
The attenuation depends on the following factors:&lt;br /&gt;
* The cell type:&lt;br /&gt;
    {|class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0; text-align:left&amp;quot; &lt;br /&gt;
    ! Cell type !! Attenuation&lt;br /&gt;
    |-&lt;br /&gt;
    | Empty || -0.85&lt;br /&gt;
    |-&lt;br /&gt;
    | Statue or Idol || -1.70&lt;br /&gt;
    |-&lt;br /&gt;
    | Tree or Mangrove || -2.55&lt;br /&gt;
    |-&lt;br /&gt;
    | Closed/Secret door || -6.80&lt;br /&gt;
    |-&lt;br /&gt;
    | Wall || -10.20&lt;br /&gt;
    |-&lt;br /&gt;
    | Permanent wall || -infinity&lt;br /&gt;
    |}&lt;br /&gt;
* The direction: In diagonal, the attenuation is 41% higher (sqrt(2)~1.41).&lt;br /&gt;
&lt;br /&gt;
This means that in open areas the radius of the area affected by a noise is: loudness/0.85 = loudness*1.176.&lt;br /&gt;
&lt;br /&gt;
The following picture was generated by compiling the game with the option DEBUG_NOISE_PROPAGATION enabled. It shows which squares are affected by a simple shout. In this case, the intensity was 12 and the ambient noise was 0.&lt;br /&gt;
&lt;br /&gt;
[[ File:Noise_grid_example.png]]&lt;br /&gt;
&lt;br /&gt;
==Ambient noise==&lt;br /&gt;
Ambient noise makes sounds harder to hear. This idea is implemented in the game by adding, or subtracting, a branch-specific amount to ''loudness''. The effective loudness is:&lt;br /&gt;
 effective_loudness = loudness - sgn(ambient_noise)×{3d(abs(ambient_noise))/3 - 1}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! Branch !! Ambient noise&lt;br /&gt;
|-&lt;br /&gt;
| [[The Dungeon]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| The [[Temple]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| The [[Orcish Mines]] || 4&lt;br /&gt;
|-&lt;br /&gt;
| The [[Elven Halls]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[The Lair]] || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[The Snake Pit]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[The Swamp]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[The Shoals]] || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[The Spider's Nest]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[The Slime Pits]] || -5&lt;br /&gt;
|-&lt;br /&gt;
| [[The Depths]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[The Vaults]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Hall of Blades]] || -7&lt;br /&gt;
|-&lt;br /&gt;
| [[The Crypt]] || -3&lt;br /&gt;
|-&lt;br /&gt;
| [[The Tomb]] || -10&lt;br /&gt;
|-&lt;br /&gt;
| [[Hell|The Hells]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[The Realm of Zot]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Pandemonium]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Portals]] || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In most branches, this effect is minimal. Certain branches, however (the [[Tomb]] in particular), greatly amplify even the slightest noise. While characters in heavy armor probably won't care, stealthy characters that are used to sneaking around will find that even the noise generated by their attacks attracts attention.&lt;br /&gt;
&lt;br /&gt;
==Sources of noise==&lt;br /&gt;
&lt;br /&gt;
===Melee combat===&lt;br /&gt;
A successful stabbing is always silent, otherwise the loudness is:&lt;br /&gt;
  noise_factor * damage_done / 400&lt;br /&gt;
This value is capped at 12. Noise is generated even if you miss your attack (in that case loudness is 1). &lt;br /&gt;
&lt;br /&gt;
Other sources of noise in melee combat:&lt;br /&gt;
* [[#Auxiliary_attacks|Auxiliary attacks]]&lt;br /&gt;
* Noisy [[randart]]s: 20 (1 chance in 20)&lt;br /&gt;
* Attacking with a weapon of [[chaos]]: 15 (1 chance in 200)&lt;br /&gt;
&lt;br /&gt;
====Calculation of noise_factor====&lt;br /&gt;
The base value of noise_factor depends on the damage type of your weapon: 150 for [[unarmed combat]]; 125 for slashing or crushing; 100 for slicing or chopping; 75 for piercing or stabbing. If your weapon has multiple damage types, the game will chose one of them randomly (you can look up the damage types of any weapon [[Weapon#Weapon_details|here]]).&lt;br /&gt;
&lt;br /&gt;
====Auxiliary attacks====&lt;br /&gt;
If you get an [[auxiliary attack]], that attack also makes noise and its noise factor is:&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0; width:18em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Auxiliary Attack !! noise_factor&lt;br /&gt;
|-&lt;br /&gt;
| Constriction || 10&lt;br /&gt;
|-&lt;br /&gt;
| Kick || 100&lt;br /&gt;
|-&lt;br /&gt;
| Headbutt || 100&lt;br /&gt;
|-&lt;br /&gt;
| Beak || 75&lt;br /&gt;
|-&lt;br /&gt;
| Tail Slap, Stinger || 125&lt;br /&gt;
|-&lt;br /&gt;
| Punch, Claws || 100 (75 if [[Blade Hands]] is active; 125 if you have tentacles)&lt;br /&gt;
|-&lt;br /&gt;
| Bite || 75&lt;br /&gt;
|-&lt;br /&gt;
| Pseudopods || 125&lt;br /&gt;
|-&lt;br /&gt;
| Tentacles || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ranged combat===&lt;br /&gt;
There are two sources of noise when you shoot a projectile: the launcher and the missile.&lt;br /&gt;
&lt;br /&gt;
The noise generated by the launcher is always made at your position even if you miss the shot.&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0; width:18em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Launcher !! Loudness&lt;br /&gt;
|-&lt;br /&gt;
| None || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Blowgun]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Sling]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Bow]] || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Longbow]] || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[Crossbow]] || 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The noise generated by the missile itself depends on the mass of the item. It is sqrt(10*mass/3)+0.5. It is generated at the last square it reached, even if doesn't hit anything.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0; width:18em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Missile !! Loudness&lt;br /&gt;
|-&lt;br /&gt;
| [[Needle]] || 0&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Dart]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Arrow]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Bolt]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Large rock]] || 14&lt;br /&gt;
|-&lt;br /&gt;
| [[Sling bullet]] || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Javelin]] || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Throwing net]] || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example: A character with a bow shoots an arrow. The destination is an empty cell.&lt;br /&gt;
&lt;br /&gt;
[[File:Noise-grid-ranged-combat.png]]&lt;br /&gt;
&lt;br /&gt;
===Spell noise===&lt;br /&gt;
See [[spell noise]].&lt;br /&gt;
&lt;br /&gt;
===Player shouts===&lt;br /&gt;
* 12 in normal conditions.&lt;br /&gt;
* 18 in [[Dragon Form]].&lt;br /&gt;
* 8 in [[Spider Form]]&lt;br /&gt;
* 4 in [[Bat Form]]&lt;br /&gt;
* 14 if you have level 2 of the [[Bad_mutations#Scream|scream]] mutation.&lt;br /&gt;
* 16 if you have level 3 of the [[Bad_mutations#Scream|scream]] mutation.&lt;br /&gt;
&lt;br /&gt;
===Other sources===&lt;br /&gt;
*[[Scroll of noise]]: 25&lt;br /&gt;
*The [[Singing Sword]]: 0-35 depending on [[tension]].&lt;br /&gt;
*Blocking an attack with the [[Shield of the Gong]]: 40&lt;br /&gt;
*Monster shouts&lt;br /&gt;
*Creaking doors: 10 (1 chance in [[Dexterity]] + [[Traps]] + [[Stealth]]/2; &amp;quot;As you open/close the door, it creaks loudly!&amp;quot;)&lt;br /&gt;
*[[Alarm trap]]s: 40&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.13]], the Crypt's ambient noise was -20.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Never203</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Noise&amp;diff=34027</id>
		<title>Talk:Noise</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Noise&amp;diff=34027"/>
				<updated>2015-02-14T13:38:57Z</updated>
		
		<summary type="html">&lt;p&gt;Never203: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can someone check the noise value of an alarm trap? Tavern's mentioning that they're 40, which is a heck of a lot more than the 12 we have listed here. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 04:19, 14 February 2015 (CET)&lt;br /&gt;
:The noise value of an alarm trap is actually 40 ([http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/traps.cc;hb=8d6611c9f7808195eae491010b38b9a227a0ea46#l735 at the line 769])--[[User:Never203|Never203]] ([[User talk:Never203|talk]]) 14:38, 14 February 2015 (CET)&lt;/div&gt;</summary>
		<author><name>Never203</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Amulet_of_inaccuracy&amp;diff=33715</id>
		<title>Talk:Amulet of inaccuracy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Amulet_of_inaccuracy&amp;diff=33715"/>
				<updated>2015-01-12T20:30:04Z</updated>
		
		<summary type="html">&lt;p&gt;Never203: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can anyone code dive and confirm that this amulet's accuracy penalty is still a random number between 0 and -5? I believe it's become a flat -5 now. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 21:10, 7 January 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
It's true, I change that ! ([http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/attack.cc#l271 found in this file], knowing that ''inaccurracy()'' return ''true'' when the player is wearing an amulet of inaccuracy)). But I can't find when it has been changed... --[[User:Never203|Never203]] ([[User talk:Never203|talk]]) 22:23, 10 January 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
:Perfect, thanks Never! I'd really like to know which version changed that, but if you can't uncover that information, that's fine. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 19:58, 11 January 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
::It's really hard to find that, because since the first version of DCSS the amulet have a accuracy penalty of 5. You changed that on the wiki [http://crawl.chaosforge.org/index.php?title=Amulet_of_inaccuracy&amp;amp;diff=25390&amp;amp;oldid=23110 here] but I can't see it on the history of the source code. Do you remember why have you changed this ? --[[User:Never203|Never203]] ([[User talk:Never203|talk]]) 21:30, 12 January 2015 (CET)&lt;/div&gt;</summary>
		<author><name>Never203</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=To_hit&amp;diff=33713</id>
		<title>To hit</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=To_hit&amp;diff=33713"/>
				<updated>2015-01-10T21:25:25Z</updated>
		
		<summary type="html">&lt;p&gt;Never203: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''To hit''' (short for 'chance to hit') is the probability that an attack will hit a target. It is one of the two key factors in determining the success of an attack, the other being damage.&lt;br /&gt;
&lt;br /&gt;
The to hit can be calculated for melee and ranged attacks, and is calculated differently for players and monsters.&lt;br /&gt;
&lt;br /&gt;
==Player To Hit (Melee)==&lt;br /&gt;
The player's to-hit in melee is determined by the following factors:&lt;br /&gt;
&lt;br /&gt;
====Base Value====&lt;br /&gt;
The base of the calculation is determined by the player's [[dexterity]] AND their [[strength]], and is somewhere around the average of the two. It is weighted toward either STR or DEX, depending on the [[strength weight]] of the weapon. Weapons with a low strength weight will benefit more from DEX for its to hit value, while weapons with a high strength weighting rely more on STR. A half-handed weapon will rely even further on STR if used without a shield. Unarmed attacks are weighted slightly toward DEX. For the sake of completeness, the base to-hit is something like&lt;br /&gt;
&lt;br /&gt;
15 + (Weighted Average of STR &amp;amp; DEX)&lt;br /&gt;
&lt;br /&gt;
with the weighting determined by the weapon's strength weight.&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
*If not wielding a weapon, the player gets:&lt;br /&gt;
**Between +0 and +[[Unarmed Combat]]&lt;br /&gt;
***+4 if a [[troll]], [[felid]] or [[ghoul]]&lt;br /&gt;
***+2 if any other species&lt;br /&gt;
*If wielding a weapon, the player gets that weapon's intrinsic accuracy, plus any accuracy enchantment (the first plus on the weapon).&lt;br /&gt;
&lt;br /&gt;
====Jewellery====&lt;br /&gt;
*If the player is wearing an [[amulet of inaccuracy]], they get a -5 penalty.&lt;br /&gt;
*If the player is wearing a [[ring of slaying]], they get the ring's hit bonus/penalty.&lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
*[[Fighting]] gives you a bonus of +0 to +Fighting.&lt;br /&gt;
*Weapon skills give you a bonus of +0 to +Your Skill (if you are wielding the matching weapon).&lt;br /&gt;
&lt;br /&gt;
====Environmental====&lt;br /&gt;
*When both combatants are in water and only the player is capable of swimming, the player get a +5 bonus.&lt;br /&gt;
&lt;br /&gt;
====Status Effects====&lt;br /&gt;
*If the player is starving, they get a -3 penalty.&lt;br /&gt;
*If the player is invisible but cannot [[see invisible]], they get a -5 penalty (because they cannot see what they are doing).&lt;br /&gt;
&lt;br /&gt;
====Shield Penalty====&lt;br /&gt;
*The player's shield penalty is -1d(ASP) where ASP is the Adjusted Shield Penalty. It is ASP = (Shield EV penalty) - (Shields skill)/(5 + (Size factor)) as explained in the [[Shields]] page. This penalty can be removed completely with enough skill levels in Shields.&lt;br /&gt;
&lt;br /&gt;
====Armour Penalty====&lt;br /&gt;
*The player's [[armour]] penalty is then calculated: -1d(ABAP) where ABAP is the Adjusted Body Armour Penalty. &lt;br /&gt;
 ABAP = (body_armour_base_penalty + max(0, 3*body_armour_base_penalty - str)) * (45 - armour_skill)/45&lt;br /&gt;
&lt;br /&gt;
[[Barding]] does not affect the to hit penalty despite having an evasion modifier.&lt;br /&gt;
&lt;br /&gt;
====Mutation bonus====&lt;br /&gt;
*If the player has the [[Jiyva_mutations#Eyeballs|Eyeballs]] mutation they get a +3/+5/+7 bonus.&lt;br /&gt;
&lt;br /&gt;
===The Roll===&lt;br /&gt;
This completes the to hit calculation. The value is now 'rolled' (ie. a number from 0 to ''to hit''-1 is randomly generated). If this number exceeds the evasion value of the monster they are attacking, they hit lands.&lt;br /&gt;
&lt;br /&gt;
====Post-Roll====&lt;br /&gt;
There are additional effects which can modify the to hit score AFTER it has been rolled:&lt;br /&gt;
*If the player is bonded to their weapon with the [[Sure Blade]] spell, they get +(5 + remaining duration of Sure Blade (MAX: +15)).&lt;br /&gt;
*If the player is not wielding a weapon:&lt;br /&gt;
**The [[Confusing Touch]] spell grants +0 to +(DEX-1).&lt;br /&gt;
**Being in the following forms grant bonuses:&lt;br /&gt;
***[[Statue Form]]: 0 to +8&lt;br /&gt;
***[[Dragon Form]]: 0 to +9&lt;br /&gt;
***[[Necromutation|Lich form]]: 0 to +9&lt;br /&gt;
***[[Ice Form]]: 0 to +9&lt;br /&gt;
***[[Spider Form]]: 0 to +9&lt;br /&gt;
***[[Bat Form]]: 0 to +11&lt;br /&gt;
***[[Blade Hands]]: 0 to +11&lt;br /&gt;
***[[Fungus Form]]: 0 to +9&lt;br /&gt;
***[[Tree Form]]: 0 to +9&lt;br /&gt;
***[[Wisp Form]]: 0 to +9&lt;br /&gt;
&lt;br /&gt;
*Attacking a target under the effects of the [[Corona]] spell grants +2 to +9.&lt;br /&gt;
*Attacking an invisible monster without being able to see invisible gives you -6.&lt;br /&gt;
&lt;br /&gt;
==Monster To Hit (Melee)==&lt;br /&gt;
A monster's to hit is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
===Base Value===&lt;br /&gt;
The base value is 18.&lt;br /&gt;
&lt;br /&gt;
===Hit Dice===&lt;br /&gt;
Monsters with the Fighter class flag get a bonus of +(2.5 * [[HD]]). Other monsters get +(1.5 * HD). Decimals are rounded down.&lt;br /&gt;
&lt;br /&gt;
===Situational Modifiers===&lt;br /&gt;
*An aquatic monster &amp;quot;using the terrain to its advantage&amp;quot; gets +5.&lt;br /&gt;
*A monster wielding a weapon receives that weapon's inherent and magical to hit modifiers.&lt;br /&gt;
*A [[confused]] monster gets -5.&lt;br /&gt;
*A monster attacking a [[Corona|backlit]] defender gets +2 to +9.&lt;br /&gt;
*A monster attacking an invisible target suffers a 35% penalty to its to hit number.&lt;br /&gt;
&lt;br /&gt;
==Monster To Hit (Ranged)==&lt;br /&gt;
Ranged attacks (&amp;quot;beams&amp;quot;, to use the game's internal terminology) have a to hit number, just like melee attacks do. This is modified as follows:&lt;br /&gt;
*If you are invisible and the attacker can't see invisible, the to hit number is halved.&lt;br /&gt;
*If you have [[Deflect Missiles]] running, the to hit number is reduced to a random number between 0 and 2/3 of its value.&lt;br /&gt;
*If you don't have Deflect Missiles running, but do have [[Repel Missiles]] running or the Repulsion Field mutation at level 3, the to hit number is reduced ''by'' a random number between 0 and 1/2 of its value (rounded down).&lt;br /&gt;
&lt;br /&gt;
[[Category:Game_mechanics]]&lt;/div&gt;</summary>
		<author><name>Never203</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Amulet_of_inaccuracy&amp;diff=33712</id>
		<title>Amulet of inaccuracy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Amulet_of_inaccuracy&amp;diff=33712"/>
				<updated>2015-01-10T21:25:17Z</updated>
		
		<summary type="html">&lt;p&gt;Never203: see the comment section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Jewellery&lt;br /&gt;
 |name=Amulet of inaccuracy&lt;br /&gt;
 |cost= ?&lt;br /&gt;
 |weight=1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|This amulet makes its wearer less accurate in hand combat and when targeting monsters via ranged weapons or spells.}}&lt;br /&gt;
&lt;br /&gt;
Wearing an '''amulet of inaccuracy''' decreases the accuracy of each of your attacks, physical or magical, by 5. This utterly useless [[amulet]] would never be used if not for the fact that it is always cursed. Consider this a good reason to avoid putting on unidentified amulets without a [[scroll of remove curse]] on hand.&lt;br /&gt;
&lt;br /&gt;
Although they serve no useful purpose, the [[amulet of the Air]] [[artefact]] uses an amulet of inaccuracy as a base item, adding several very useful benefits to more than compensate for its penalty to accuracy.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], amulets of inaccuracy were not always cursed, and would not identify when worn.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], this amulet's negative effect would not calculate correctly for ranged weapons.&lt;br /&gt;
&lt;br /&gt;
[[Category:Amulets]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Never203</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Amulet_of_inaccuracy&amp;diff=33711</id>
		<title>Talk:Amulet of inaccuracy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Amulet_of_inaccuracy&amp;diff=33711"/>
				<updated>2015-01-10T21:23:43Z</updated>
		
		<summary type="html">&lt;p&gt;Never203: found it !&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can anyone code dive and confirm that this amulet's accuracy penalty is still a random number between 0 and -5? I believe it's become a flat -5 now. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 21:10, 7 January 2015 (CET)&lt;br /&gt;
&lt;br /&gt;
It's true, I change that ! ([http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/attack.cc#l271 found in this file], knowing that ''inaccurracy()'' return ''true'' when the player is wearing an amulet of inaccuracy)). But I can't find when it has been changed... --[[User:Never203|Never203]] ([[User talk:Never203|talk]]) 22:23, 10 January 2015 (CET)&lt;/div&gt;</summary>
		<author><name>Never203</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Saprovore&amp;diff=33650</id>
		<title>Saprovore</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Saprovore&amp;diff=33650"/>
				<updated>2015-01-03T15:23:57Z</updated>
		
		<summary type="html">&lt;p&gt;Never203: up to date, remove the anti-nausea effect and the species which are no longer saprovorous&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
The '''Saprovore''' [[mutation]] allows you to eat chunks of meat without be hungry before and rotten meat (for less [[nutrition]] than when eating fresh meat). This mutation does not provide the benefits of the [[Carnivore]] mutation. Saprovores get different messages when food rots in their backpack.&lt;br /&gt;
&lt;br /&gt;
The saprovore mutation only exists as a starting mutation for [[ogre]]s (rank 1) and [[ghoul]]s (rank 3), or as a possible [[demonspawn mutation]]. It may not be acquired from random mutations, nor may it be lost.&lt;br /&gt;
&lt;br /&gt;
*Saprovore 3 is a requirement for a ghoul's ability to recover [[HP]] while eating meat, but they are separate abilities. In [[Wizard mode]], ghouls without Saprovore 3 lost their ability to recover HP in this way, while non-ghouls given Saprovore 3 did not suddenly gain the ability.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], [[Hill orc]]s, [[Kobold]]s and [[Ogre]]s started with this mutation, at rank 1 (rank 2 for kobolds).&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], this mutation influenced the chance to have the [[nausea]] eating chunks of meat, but this effect has been removed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Never203</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hill_Orc&amp;diff=33649</id>
		<title>Hill Orc</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hill_Orc&amp;diff=33649"/>
				<updated>2015-01-03T15:06:07Z</updated>
		
		<summary type="html">&lt;p&gt;Never203: up to date, no longer saprovore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version015}}&lt;br /&gt;
''This page is about the player [[species]]. For the monster, see [[Orc]].''&lt;br /&gt;
{{flavour|Hill Orcs are Orcs from the upper world who, jealous of the riches which their cousins (the Cave Orcs) possess below the ground, descend in search of plunder and adventure.&lt;br /&gt;
&lt;br /&gt;
Hill Orcs are as robust as the Minotaurs, yet they have human-like reserves of magical energy. Their forte is brute-force fighting, and they are skilled at using most hand weapons (particularly axes, with which they are experts), though they are not particularly good at using missile weapons. Orcs are passable users of most types of magic and are particularly skilled with Fire.&lt;br /&gt;
&lt;br /&gt;
Many Orcs feel superior to all other species and beings, and they have formed a religion around that idea. Only Orcs can worship Beogh, the Orc god. They can join Beogh whenever an orc priest is in sight.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Hill Orcs are the only species capable of worshiping [[Beogh]]. Hill Orcs encountering an [[orc priest]] are offered the chance to convert to Beogh on the spot.&lt;br /&gt;
&lt;br /&gt;
Hill Orcs have a base [[Strength]] of 11, [[Intelligence]] of 5 and [[Dexterity]] of 6 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Fighter]], [[Gladiator]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]], [[Abyssal Knight]], [[Death Knight]], [[Healer]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Fire Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] every 5th level.&lt;br /&gt;
*10% more [[HP]] than average.&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+3 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Hill Orcs receive the skills and equipment listed for their background, with these exceptions:&lt;br /&gt;
*[[Bread ration]]s are replaced by [[meat ration]]s.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Beginner}}&lt;br /&gt;
&lt;br /&gt;
Hill Orcs are an easy species to play due to their high HP and good aptitudes for combat-related skills, though their advantages here are somewhat less massive than those of, say, a [[Minotaur]]. Instead, they &lt;br /&gt;
benefit from decent spell aptitudes in a variety of schools, as well as an excellent aptitude for [[Invocations]] allowing them a bit more versatility as a caster or through taking advantage of god-given abilities.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Hill Orc}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], Hill Orcs had the innate ability [[Saprovore|Saprovore 1]]&lt;/div&gt;</summary>
		<author><name>Never203</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mimic&amp;diff=33648</id>
		<title>Mimic</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mimic&amp;diff=33648"/>
				<updated>2015-01-03T14:42:33Z</updated>
		
		<summary type="html">&lt;p&gt;Never203: up to date (just copy/paste from the changelog)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{no-bot-monster&lt;br /&gt;
|name=mimic&lt;br /&gt;
|glyph={{White|X}}&lt;br /&gt;
|tile=[[file:mimic.png]]&lt;br /&gt;
|flags={{No skeleton flag}}&amp;lt;br&amp;gt;{{Stationary flag}}&amp;lt;br&amp;gt;{{Fighter flag}} (feature)&lt;br /&gt;
|resistances={{Poison resistance}}, {{Electricity resistance}}, {{Fire resistance}}, {{Cold resistance}},&amp;lt;br&amp;gt;{{Rot resistance}}, {{Negative energy resistance}}, {{Torment resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=467&lt;br /&gt;
|holiness={{Nonliving}}&lt;br /&gt;
|magic_resistance=32&lt;br /&gt;
|hp_range=30-58&lt;br /&gt;
|avg_hp=44&lt;br /&gt;
|armour_class=5&lt;br /&gt;
|evasion=1&lt;br /&gt;
|habitat=land&lt;br /&gt;
|speed=8 (item)&amp;lt;br&amp;gt;10 (feature)&lt;br /&gt;
|size=Variable&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=12 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=12 ({{Hit type}}: {{Poison flavour}})&lt;br /&gt;
|attack3=0 ({{Constrict type}}: {{Crush flavour}})&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=8&lt;br /&gt;
|base_hp=3&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Normal intelligence}}&lt;br /&gt;
|genus=item/feature mimic&lt;br /&gt;
|species=item/feature mimic&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|Item: An apparently abandoned item, actually a vicious little beast in disguise.&lt;br /&gt;
&lt;br /&gt;
Feature: A vicious beast masquerading as an ordinary dungeon feature.}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Mimics''' are irritating creatures which appear to be tantalizing items or common dungeon features, but which will attack and chase you once revealed. They are more than a match for careless, fragile characters, packing poisonous bites and multiple moderately powerful attacks. '''Item mimics''' can be found on [[Dungeon]]:7 or lower, as well as in any branch except for the [[Ecumenical Temple]], and are slightly slower than the average character. The faster '''feature mimics''' can start appearing on D:10, and are absent from the Temple, [[the Slime Pits]], and [[the Vestibule of Hell]].&lt;br /&gt;
&lt;br /&gt;
In order to keep mimics from devastating low level characters and to give them a bit more bite in the late game, [[0.11]] added two new varieties. [[Inept mimic]]s are much weaker and can be found on floors 1-6, while [[ravenous mimic]]s are significantly more powerful and haunt the deepest areas.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Be wary of extremely high quality gear found early on. While [[gold dragon armour]] or [[crystal plate mail]] can occasionally appear on any floor, it might be wise to test it for fangs first.&lt;br /&gt;
**Unlike items, nothing can stand on a tile with a mimic in it, so monsters will step around them. Monsters neutralized by [[Elyvilon]]'s abilities, however, may still ascend or descend a mimic.&lt;br /&gt;
**If your minions stand adjacent to an item mimic, it will attack them.&lt;br /&gt;
**If you've already injured a mimic on this floor and it managed to escape, you may find an &amp;quot;item&amp;quot; later on with a health bar.&lt;br /&gt;
*How to kill a mimic:&lt;br /&gt;
**Powerful melee fighters can usually plow right through them, especially if they have poison resistance.&lt;br /&gt;
**They have an [[EV]] score of 1. [[Bolt of Inaccuracy]] can annihilate them in a single hit.&lt;br /&gt;
**Almost any [[Summonings]] spell can take them out without risk. They're fragile enough that a pack of imps can make short work of them.&lt;br /&gt;
*Mimics almost always identify themselves when you stand next to you. A [[Blink]] spell can put some quick distance between you and it.&lt;br /&gt;
*When dealing with feature mimics, escape won't be nearly as easy, but they're otherwise not any harder.&lt;br /&gt;
*Note the differences between a weapon mimic and a hostile [[dancing weapon]]:  dancing weapons are much faster, may have any branded attack, and leave behind an actual weapon as a &amp;quot;corpse.&amp;quot;  A dancing weapon's attack strength and speed vary on the type of weapon being animated and can be quite powerful.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
It's not impossible to find a feature mimic in [[The Lair]] impersonating a stairway to the [[The Swamp]]... surrounded by the mists and the initial monsters associated with a Swamp entry stairway.  Like we said, they're clever.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.15]], mimics no longer mimic doors, statues, fountains or hatches.&lt;br /&gt;
&lt;br /&gt;
Inept and ravenous mimics were added in [[0.11]].&lt;br /&gt;
&lt;br /&gt;
Prior to 0.10, item mimics were immobile, and in general they were cowardly creatures that [[teleport]]ed away when struck with a ranged attack.&lt;br /&gt;
&lt;br /&gt;
Feature mimics were introduced to the game in [[0.8]]. Due to numerous bugs, they were retired in [[0.9]], to be reintroduced in [[0.10]] after much bugfixing.&lt;/div&gt;</summary>
		<author><name>Never203</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fountain&amp;diff=33647</id>
		<title>Fountain</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fountain&amp;diff=33647"/>
				<updated>2015-01-03T14:34:36Z</updated>
		
		<summary type="html">&lt;p&gt;Never203: up to date&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
'''Fountains''' are a [[Dungeon]] feature often found near [[shop]]s, [[altar]]s, and some [[vault]]s. They are almost entirely cosmetic, though they do count as [[shallow water]] tiles and thus may be used to fuel the [[Summon Elemental]] spell, and may contain aquatic monsters, though they are too shallow to cause [[merfolk]] characters to transform.&lt;br /&gt;
&lt;br /&gt;
==List of Fountains==&lt;br /&gt;
[[File:Fountain.png]] Fountain of clear blue water&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|A decorative fountain, flowing with clear water.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Sparkling fountain.png]] Sparkling fountain&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|A decorative fountain, flowing with brightly sparkling water.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Blood fountain.png]] Fountain of blood&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|A decorative fountain, spurting with foul-looking blood.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Dry fountain.png]] Dry fountain&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], [[Mimic|mimics]] could mimic fountains.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], you could [[quaff]] from fountains for various effects.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], fountains dried by the player would eventually flow again given enough time (1% chance every 20 turns), becoming whatever kind of fountain they were beforehand.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Features]]&lt;/div&gt;</summary>
		<author><name>Never203</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Amulet_of_inaccuracy&amp;diff=33646</id>
		<title>Amulet of inaccuracy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Amulet_of_inaccuracy&amp;diff=33646"/>
				<updated>2015-01-03T14:28:49Z</updated>
		
		<summary type="html">&lt;p&gt;Never203: up to date&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Jewellery&lt;br /&gt;
 |name=Amulet of inaccuracy&lt;br /&gt;
 |cost= ?&lt;br /&gt;
 |weight=1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|This amulet makes its wearer less accurate in hand combat and when targeting monsters via ranged weapons or spells.}}&lt;br /&gt;
&lt;br /&gt;
Wearing an '''amulet of inaccuracy''' decreases the accuracy of each of your attacks, physical or magical, by a random amount ranging from 0 to 5. This utterly useless [[amulet]] would never be used if not for the fact that it does not identify when worn; consider this a good reason not to wear unidentified amulets. Moreover, the amulet of inaccuracy is always cursed.&lt;br /&gt;
&lt;br /&gt;
Although they serve no useful purpose, the [[amulet of the Air]] [[artefact]] uses an amulet of inaccuracy as a base item, adding several very useful benefits to more than compensate for its penalty to accuracy.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], amulets of Inaccuracy was not always cursed.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], this amulet's negative effect would not calculate correctly for ranged weapons.&lt;br /&gt;
&lt;br /&gt;
[[Category:Amulets]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Never203</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Bleeding&amp;diff=33644</id>
		<title>Bleeding</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Bleeding&amp;diff=33644"/>
				<updated>2015-01-02T19:14:17Z</updated>
		
		<summary type="html">&lt;p&gt;Never203: add the arthropods to the list of immune monsters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
&lt;br /&gt;
'''Bleeding''' is a [[status effect]] which can occur when a clawed character strikes an opponent in [[Unarmed Combat]]. Each turn the monster will lose up to 3% of their current HP per rank of the [[Claws]] [[mutation]]. Additionally, it causes the opponent to leave blood splotches on the ground wherever it goes so long as the condition lasts.&lt;br /&gt;
&lt;br /&gt;
The following species have claws naturally:&lt;br /&gt;
*[[Troll]]: Rank 3, 9%/turn&lt;br /&gt;
*[[Ghoul]]: Rank 1, 3%/turn&lt;br /&gt;
*[[Felid]]: Rank 1, 3%/turn&lt;br /&gt;
&lt;br /&gt;
Alternatively, characters under the effect of the [[Dragon Form]] spell gain 3 Claws ranks (9%/turn). Yellow [[draconian]] players can also inflict bleeding with their [[Draconian breath attacks|acidic breath]], and [[Zin]]'s Recite ability may inflict bleeding against worshipers of other gods.&lt;br /&gt;
&lt;br /&gt;
Only [[:Category:Warm-blooded|warm blood]]ed or [[:Category:Cold-blooded|cold blood]]ed monsters are affected. This makes most insubstantial, arthropods, undead, demonic, holy, and nonliving monsters immune to the effects of bleeding.&lt;br /&gt;
&lt;br /&gt;
[[Category:Status effects]]&lt;br /&gt;
[[Category:Threats]]&lt;/div&gt;</summary>
		<author><name>Never203</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Iskenderun%27s_Mystic_Blast&amp;diff=33629</id>
		<title>Iskenderun's Mystic Blast</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Iskenderun%27s_Mystic_Blast&amp;diff=33629"/>
				<updated>2015-01-02T15:44:24Z</updated>
		
		<summary type="html">&lt;p&gt;Never203: Add the formula of the chance of explosion (maybe grammar to correct)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Iskenderun's Mystic Blast&lt;br /&gt;
|level=4&lt;br /&gt;
|school1={{Conjurations}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Conjurations]]&lt;br /&gt;
*[[Book of Power]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=4&lt;br /&gt;
|spellnoise=4 (10 if there is a explosion)&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|This spell throws a crackling sphere of destructive energy. The sphere will sometimes explode on impact, and the chance of it doing so is higher if the sphere has traveled less distance.}}&lt;br /&gt;
{{AttackSpell&lt;br /&gt;
|name=Iskenderun's Mystic Blast&lt;br /&gt;
|formula = 2d(6+Power/6)&lt;br /&gt;
|maxdmg = 2d23&lt;br /&gt;
|maxsp = 100&lt;br /&gt;
|range = 7&lt;br /&gt;
|target = Beam&lt;br /&gt;
|special = May explode when it hits an enemy&lt;br /&gt;
|hit_type = normal&lt;br /&gt;
|hit_adder = 10&lt;br /&gt;
|hit_num = 1&lt;br /&gt;
|hit_denom = 7&lt;br /&gt;
|dam_calculator = calcdice&lt;br /&gt;
|dam_numdice = 2&lt;br /&gt;
|dam_adder = 10&lt;br /&gt;
|dam_num = 1&lt;br /&gt;
|dam_denom = 3}}&lt;br /&gt;
&lt;br /&gt;
'''Iskenderun's Mystic Blast''' (or '''IMB''') is a level 4 [[Conjurations]] spell which strikes a single opponent with destructive energy, dealing moderate physical damage. It has good accuracy and excellent range, and there is a chance that the blast will explode upon striking its target, damaging nearby enemies in a starburst pattern as shown below:&lt;br /&gt;
&lt;br /&gt;
 X.X.X&lt;br /&gt;
 .XXX.&lt;br /&gt;
 XXOXX&lt;br /&gt;
 .XXX.&lt;br /&gt;
 X.X.X&lt;br /&gt;
&lt;br /&gt;
The chance of this explosion occurring falls the farther away the target is from the caster:&lt;br /&gt;
 Chance of explosion = 3/(2*(distance traveled)+2)&lt;br /&gt;
For examples, if the target is next to the caster, IMB have a chance of 3/4 to explode, and if the target is at a distance of 7 (the max range), the chance fells to 1/6.&lt;br /&gt;
&lt;br /&gt;
Regardless of position, this explosion cannot injure the caster.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
IMB is an excellent jack-of-all-trades combat spell. It is fairly cheap to cast, requires only a single skill to train, and can effectively damage any target regardless of resistances. Its explosion effect isn't reliable enough to make it a competitive area-of-effect spell, but all the same, it is still an admirable attack spell for the early- and mid-game. It suffers against durable, high [[AC]] opponents in the late game, however, but hopefully you'll gain access to [[Orb of Destruction]] or some high-level elemental spell long before you reach that point.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.11]], IMB dealt more damage, but was unable to explode.&lt;/div&gt;</summary>
		<author><name>Never203</name></author>	</entry>

	</feed>