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		<title>Choosing a god</title>
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				<updated>2015-10-03T07:15:03Z</updated>
		
		<summary type="html">&lt;p&gt;Octowitch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Advice}}&lt;br /&gt;
&lt;br /&gt;
In Crawl, one's choice of [[gods|god]] has the most significant impact on the progress of the game other than choice of [[race]] and [[class]].&lt;br /&gt;
&lt;br /&gt;
==How Do I Choose a God?==&lt;br /&gt;
There are two ways to choose a god. The quickest is to begin the game with a background that worships one by default: [[Berserker]]s, [[Chaos Knight]]s and [[Abyssal Knight]]s all begin the game serving a particular god and receive a small head start on [[piety]] gain.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can find an [[altar]] dedicated to a god along the way, stand on it, and '''p'''ray. When asked if you want to join its religion, press '''y''' to accept. They can be found as follows:&lt;br /&gt;
*Most gods will have an altar in the [[Ecumenical Temple]], a harmless branch located between Dungeon floors 4 and 7.&lt;br /&gt;
*If the temple lacks a particular altar, it is guaranteed to be located between floors 2 and 9, with the following exceptions:&lt;br /&gt;
**[[Beogh]]'s altar can be found in the [[Orcish Mines]], but having a conscious (i.e. not asleep, paralyzed, etc.) [[orc priest]] or [[orc high priest]] in view grants [[hill orc]]s the ability to convert to Beogh on the spot.&lt;br /&gt;
**[[Lugonu]]'s altar can be found in [[the Abyss]] or occasionally in a corrupted version of the Ecumenical Temple.&lt;br /&gt;
**[[Jiyva]]'s altar can be found on the sixth floor of the [[Slime Pits]], occasionally in [[the Lair]] and the lower dungeon floors, and very rarely in an early [[jelly]] vault.&lt;br /&gt;
&lt;br /&gt;
You can only worship one god at a time. If you abandon a god's religion or switch to another god, you'll incur [[Divine retribution|penance]] (unless you worship one of the three [[good gods]], [[Zin]], [[Elyvilon]], or [[The Shining One]]: they only react if your new god is [[evil]], or [[chaotic]] if your god is Zin). Note that if you do switch from a [[good god]] to a non-evil one, and ''later'' switch to an evil god, you will face penance from ''both'' abandoned gods.&lt;br /&gt;
&lt;br /&gt;
===What do all the *** mean?===&lt;br /&gt;
The asterisks are an indication of your [[piety]], or your current standing with your god. Higher piety generally means more and stronger god-granted powers. See the [[piety]] article for more details.&lt;br /&gt;
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==Primary Melee Fighters==&lt;br /&gt;
These gods work best for characters who primarily kill monsters with weapons rather than with spells.&lt;br /&gt;
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===[[Okawaru]] the Warmaster=== &lt;br /&gt;
Okawaru is the &amp;quot;default&amp;quot; god for melee characters.&lt;br /&gt;
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His simple, straightforward effectiveness has made him one of the most popular yet criticized gods in the Crawl pantheon. He provides only two activated abilities to the player: [[Okawaru#Given_abilities|Heroism]] (gives bonus to combat skills), which can be invoked at *, and [[Okawaru#Given_abilities|Finesse]] (increased attack speed) at *****. Used in conjunction, this will allow three or four extra attacks per turn, making any non-magical enemy trivial. These enhancements come with no downsides but [[glow]], so one can also use magic and abilities if they wish.&lt;br /&gt;
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After the activated abilities come the gifts of weapons, armour, shields, and ammo. Since these behave like a slightly nerfed [[scroll of acquirement]], many of these will be of little permanent use, but by the end game you will likely find yourself using mostly god given equipment. While [[#Trog_the_Furious|Trog]] will also provide ammo and weapons, Okawaru is the only god who bestows armour and shields as gifts.&lt;br /&gt;
&lt;br /&gt;
Players going for an all-rune win can often benefit from abandoning him in favor of [[The Shining One]] before [[Crypt]].&lt;br /&gt;
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'''Recommended Race and Class Combinations''': Melee characters who rely or plan to rely on magic, such as [[High Elf]] [[Skald]]s, [[Merfolk]] [[Transmuter]]s, and [[Naga]] [[Warper]]s. Any character who needs rare equipment ([[quick blade]]s, rare [[needle]]s), as like Trog, he also gifts ammunition.&lt;br /&gt;
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===[[Trog]] the Furious=== &lt;br /&gt;
Trog is the most offensive-minded melee fighter's god. [[Piety]] is gained by killing living monsters, demons, holies and spellcasters; sacrificing their corpses, and burning books.&lt;br /&gt;
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His abilities are tremendously useful early on - Berserk, which temporarily boosts damage, speed, and HP. At high piety it is extended for every kill, though its end brings an exhaustion effect which slows and hungers the user and prevents them from berserking for a while, so make sure that you've either killed every monster in that short time or have some means of escaping the survivors. Trog's Hand adds temporary regeneration and magic resistance, and is one of the few ways for a [[Deep Dwarf]] or bloodless [[Vampire]] to heal.&lt;br /&gt;
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Brothers in Arms summons always friendly, always berserk ogres, trolls, bears, and giants, which in numbers are more than a match for nearly every enemy in the game, and are a great way to take down tough but stationary enemies like [[oklob plant]]s. None of these require training of the [[Invocations]] skill, just piety and food, so experience can be focused elsewhere, usually [[Fighting]], weapon skill of choice, missile skill of choice, and [[Armour]]/[[Evasion]]. At highest piety he will gift weapons weighted toward brute damage and the [[antimagic]] brand, and also branded [[javelin]]s, [[sling bullet]]s, [[arrow]]s, and [[bolt]]s if you have at least 8 levels in a ranged combat skill, and the respective launcher on hand. If your best ranged skill isn't throwing, you can drop your [[crossbow]], [[bow]], [[longbow]], or [[sling]] if you want melee weapon gifts.&lt;br /&gt;
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However, learning, training, or casting magic of any kind will offend Trog, so you must specialize only in physical combat. Note that he doesn't mind use of magic scrolls, potions, staves, wands, or rods. In addition, his non-training of Invocations can be a mixed blessing, since if you plan to switch to another god, you'll have to spend time working on that as well.&lt;br /&gt;
&lt;br /&gt;
Trog is a great god for a player new to Crawl, or for any melee character who plans only for a three or four rune run.&lt;br /&gt;
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'''Recommended Race and Class Combinations''': Any character with zero short term interest in magic. [[Troll]]s, [[Ogre]]s, [[Minotaur]]s, [[Merfolk]], and [[Hill Orc]]s will have the easiest time due to their excellent melee aptitudes. [[Kobold]]s are also an excellent choice, since they have few food issues early on and so can berserk rather freely. He also works well for sturdier ranged fighters such as [[Halfling]] and [[Centaur]] [[Hunter]]s due to his ammo gifts.&lt;br /&gt;
&lt;br /&gt;
===[[The Shining One]] the Righteous=== &lt;br /&gt;
The Shining One is a more defensive-minded god who crusades against evil. He will protect you from negative energy and may intervene to save your life. You'll gain piety gradually from discovering monters, and also when you destroy evil or unholy monsters such as the undead, demons, or priests of other religions.&lt;br /&gt;
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[[The Shining One]] is tremendously useful for the [[Hells]], [[Pandemonium]], and [[Tomb]] because he allows you to add the holy wrath brand to a weapon (the best for those areas), grants you [[HP]] and [[MP]] for demon/undead kills (often allowing you to avoid having to rest in those areas), gives you rN+++, and gives you [[Angel]] and [[Daeva]] summons that are extremely effective for killing the lords of [[Pandemonium]] and [[Hells]] and killing everything in [[Tomb]] (allowing you to avoid curses).&lt;br /&gt;
&lt;br /&gt;
You will also be surrounded by a halo that, within its range, increases your to-hit roll and reveals all invisible enemies around you. His [[Divine Shield]] ability grants you a floating shield (and stacks with your existing one), and you can eventually conjure [[Cleansing Flame]] to destroy undead and demons around you. Finally, holy beings you encounter will be peaceful at high piety.&lt;br /&gt;
&lt;br /&gt;
Worshipping him has some downsides. You will not be able to use necromancy or poison related items and spells (including the [[Regeneration]] spell, usually the biggest downside), have much less stealth due to the halo, and are unable to stab anyone sentient natural beings due to the paladin code (but demons, undead, and animals are valid targets).&lt;br /&gt;
&lt;br /&gt;
Although a great choice for late-game because of the prevalence of undead and demons, gaining piety with [[The Shining One]] is painstakingly slow outside of the demonic branches, and his abilities only shine when your Invocations skill is high. Many experienced players start off with a different god with which they train their [[Invocations]] skill, then switch to [[The Shining One]] when they are about to enter some of the later branches where holy powers are most useful. [[Elyvilon]] is the best choice if you want to switch to [[The Shining One]] early, because you won't suffer her wrath and you can quickly gain piety by pacifying monsters.&lt;br /&gt;
&lt;br /&gt;
Starting with [[Okawaru]] is also a great choice, because he is helpful in the early game and offers great armor gifts. Once you have all the artifact armor you feel you'll need and get your Invocations skill up to at least 10, switch to [[The Shining One]] and head for the Crypt (where you'll probably reach maximum piety with TSO). You will suffer Okawaru's wrath, but you should be able to survive at this point (just cast Blink and run away when he summons giants around you).&lt;br /&gt;
&lt;br /&gt;
Make sure you bless a weapon before taking on the Hells or Pandemonium: the best choice is usually one of a [[claymore]], an [[executioner's axe]], a [[bardiche]], a [[demon whip]], a [[demon trident]], or a [[demon blade]]. Blessed demon whips ([[holy scourge]]s) and blessed demon blades are the best one-handed weapons in the game against demons (except for weapons of speed). For [[ogre]]s or [[troll]]s, bless a [[giant spiked club]] instead.&lt;br /&gt;
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Undead and Demonspawn characters may not follow him, and casting Necromutation will result in excommunication.&lt;br /&gt;
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'''Recommended Race and Class Combinations''': Melee characters with dreams of the fifteen [[rune]]s that lie in undead/demon heavy branches, such as the Abyss, [[the Crypt]], [[the Tomb]], [[Pandemonium]], and the [[Hell]]s. Those with good Invocations aptitudes, such as Hill Orcs, High Elves, Merfolk, and Deep Dwarves, are particularly well-suited.&lt;br /&gt;
&lt;br /&gt;
==Primary Spellcasters==&lt;br /&gt;
On the other hand, if magic is your character's planned forte, you'll find [[Sif Muna]], [[Vehumet]], or [[Kikubaaqudgha]] more to your liking.&lt;br /&gt;
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===[[Sif Muna]] the Loreminder===&lt;br /&gt;
Sif Muna is the &amp;quot;default&amp;quot; god for spellcasters. Of the three, she is the least demanding, and the most predictable. Her primary ability is spellbook acquirement: as you gain piety, she will gift you spellbooks, each guaranteed to have at least one spell you haven't yet found, weighted toward your magic skills. You will eventually have access to every spell in the game.&lt;br /&gt;
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Also central is the * ability that gives you MP at the cost of a turn and some hunger (only of a turn if in [[Necromutation|lich form]], or using a race not on a food clock i.e. bloodless Vampires, [[Mummy|Mummies]]). This allows easy correction of mistakes if you get cornered with no MP left. It is more powerful than the staff of channeling, and is reliable unlike the [[Crystal ball of energy]]. At *****, you can forget spells similar to the [[scroll of amnesia]] and you will acquire protection from all miscasts.&lt;br /&gt;
&lt;br /&gt;
Piety gain is straightforward: train magic-related skills ([[Invocations]] and [[Evocations]] don't count) and it will rise. Although you'll need to train Invocations to improve the MP channel, all other benefits are passive. Note that the only ways to lose piety are to &amp;quot;forget her,&amp;quot; which is difficult to do as your piety decays extremely slowly (about one point every 2000 turns), or destroy spellbooks (which you won't need to do since she gives you the ability to forget spells).&lt;br /&gt;
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'''Recommended Race and Class Combinations''': Any and all magic users, though pure casters will gain piety (and usefulls spellbooks) much faster. If your primary target is to just gain destructive spells consider Vehumet. If you want to focus on Necromancy Kikubaaqudgha is a more straightforward choice. Over an infinite time Sif Muna will give you all spells, but that won`t help you if you need these [[Conjuration|Conjurations]] or [[Necromancy]] now.&lt;br /&gt;
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===[[Vehumet]] the Battlemage===&lt;br /&gt;
Vehumet is the god for offensive mages, for whom piety is gained through the bringing of death, which his rewards further supplement.&lt;br /&gt;
&lt;br /&gt;
Killing monsters will grant you piety and may restore some MP. Later, [[Vehumet]] will reduce the chance of conjuration miscasts and increase your conjurations' range. He'll also gift you with Destructive spells after you reach *..... piety. All of [[Vehumet]]'s benefits are passive, making him a great, low-management god if you're new at playing a spellcaster. Also, you can ignore Invocations!&lt;br /&gt;
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'''Recommended Race and Class Combinations''': [[Conjurer]]s and dedicated nukers of all kinds. Common ones include [[Demonspawn]] Wizards, [[Deep Elf]] [[Fire Elementalist]]s, and [[Spriggan]] [[Venom Mage]]s. [[Tengu]], with good aptitudes for [[Conjurations]] but a poor aptitude for [[Invocations]], are especially suited for Vehumet.&lt;br /&gt;
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===[[Kikubaaqudgha]] the Soulstealer===&lt;br /&gt;
[[Kikubaaqudgha]] is the god of the necromantic arts.&lt;br /&gt;
&lt;br /&gt;
Spellcasters who dabble in darker domains can opt to worship [[Kikubaaqudgha]]. This demon-god appreciates the slaying of living things and demons. You'll learn how to summon multiple corpses for your own nefarious uses (requires [[Necromancy]] instead of Invocations); later on, she will reduce [[torment]] damage, and protect you from Necromancy miscasts, grant you the ability to invoke torment using a corpse, and finally, gift you either the [[Necronomicon]] (the most powerful necromantic spellbook in the game) or the [[Pain]] brand on a weapon of your choice. The torment resistance and the spells you'll learn from the [[Necronomicon]] will make any spellcaster extremely powerful in the late-game. Anyone who uses melee should opt for the pain weapon, as it virtually kills everything in a three-rune game, bar undead, which you can easily [[Dispel Undead|dispel]]. (Watch out fot the occasional demon and golem though.)&lt;br /&gt;
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'''Recommended Race and Class Combinations''': Any character with a need for corpses aka Trolls, Ogres, Vampires, Ghouls and Necromancers. Also any character aspiring to become well versed in Necromancy for differing reasons. The undead races especially profit from an easy way to [[torment]] your enemies, without hurting themselves. Any character build that must have [[pain]] or the [[Necronomicon]].&lt;br /&gt;
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==&amp;quot;General&amp;quot; Gods==&lt;br /&gt;
Instead of choosing a god who will simply enhance your character's specialization, you can also go with a god who shores up your weaknesses or who'll provide some emergency help.&lt;br /&gt;
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===[[Makhleb]] the Destroyer ===&lt;br /&gt;
Makhleb is the god of violent death. Followers earn piety by killing enemies and sacrificing their corpses to the Destroyer. Doing so will eventually grant you a chance to heal some HP when dealing a killing blow, the ability to hurl minor/greater destruction, and finally the power to summon minor/major demons. This makes [[Makhleb]] a solid choice for characters with healing issues (Deep Dwarves and Vampires, among others) or those who want to have access to an easy-to-train ranged ability. The demons summoned are perfect fodder to cover your escape but can also overwhelm weaker enemies.&lt;br /&gt;
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'''Recommended Race and Class Combinations''': Anybody who can't heal naturally, or heals slowly. Besides the obvious [[Deep Dwarves]] and [[Vampires]], [[Ghouls]] can do well with Makhleb.&lt;br /&gt;
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===[[Yredelemnul]] the Reaper===&lt;br /&gt;
Yredelemnul is the dark god of death. By following him, your character can learn various necromancy-related powers without having to train spellcasting or necromancy. Like [[Makhleb]], [[Yredelemnul]] grants you a way to heal (by sucking the life force out of every monster around you!), but he also brings some unique tools to the table, such as the power to reflect damage inflicted to you. [[Yredelemnul]] will regularly send his undead minions to help you (an early [[bone dragon]] buddy is great fun!). Somewhat redundant for spellcasters already versed in necromancy, but still far from useless.  Be aware, however, that in the extended endgame (i.e. Tomb, Pan, Hell), gaining piety with Yred is very difficult, and his servants will usually be outclassed, rendering him considerably less useful in those places.  Luckily, his wrath is relatively light, making a switch easy.&lt;br /&gt;
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'''Recommended Race and Class Combinations''': Any sort of character who wants some free, powerful allies and some potent panic buttons.  Some, but decidedly not all, of his abilities are redundant to [[Necromancy]] or [[Summoning]], meaning it is more often melee characters who favor Yred.&lt;br /&gt;
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===[[Beogh]] the Brigand=== &lt;br /&gt;
Beogh can only be worshipped if your character is a [[Hill Orc]], but grants many useful passive powers and bonuses. You'll get more mileage from using orcish gear (i.e. better offensive and defensive bonuses), and the orcs you encounter in the dungeon may become allies (who may follow you between floors) upon meeting you! Worshipping [[Beogh]] also gives you access to a powerful Smite spell that uses Piety but is well worth it. The [[Orcish Mines]] will never get easier than this... although by late-game your orcish followers probably won't be up to the task of taking over [[Hell]] or [[Pandemonium]] by themselves.&lt;br /&gt;
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'''Recommended Race and Class Combinations''': If you're planning on playing Beogh as a melee character, there is virtually no reason not to start as a Hill Orc Priest, given that altars to Beogh can be difficult to find, setting your character way behind on piety.  However, a player who wants to use magic to support their orcs (i.e. [[haste|hasting]] them and making them [[invisibility|invisible]]) might consider a casting or hybrid class, but even that is likely to be suboptimal: a better option would just be to train Int on a HOPr.&lt;br /&gt;
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===[[Elyvilon]] the Healer=== &lt;br /&gt;
Elyvilon provides healing, rot curing/stat fixing and divine vigour. As one of the &amp;quot;good gods&amp;quot;, she does not accept undead or demonspawn worshippers.&lt;br /&gt;
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Elyvilon followers play similarly to fighters, except they can heal themselves virtually anytime and can avoid fighting some difficult enemies, such as hydras, by pacifying them and turning them into neutral monsters. Pacifying demons and undead this way is less effective, but the ability to heal yourself in the middle of a fight can add tremendous lasting power to any tank. On top of that, as a last resort you can activate Divine Protection, letting you survive fatal blows for a time in exchange for piety.&lt;br /&gt;
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Formerly, Elyvilon was popular for training invocations before switching to another non-evil god. As Invocations training no longer requires spending much piety, she is now significantly less popular.&lt;br /&gt;
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'''Recommended race and class combinations''': Any character with trouble surviving in combat can make use of her healing abilities. Good candidates include Deep Dwarves and Felids (who have the added bonus of not requiring weapons of any sort).&lt;br /&gt;
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===[[Lugonu]] the Unformed===&lt;br /&gt;
Lugonu allows you to instantly banish yourself and depart to/from the abyss. This can instantly save your life. In addition, the corruption ability makes Zot:5 and many branch final levels much easier since you it allows you to create walls in areas that would otherwise be open. Getting the orb is easier, since you can corrupt the walls or immediately banish yourself to the Abyss if needed.&lt;br /&gt;
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'''Recommended race and class combinations''': Any character seeking alternative means for dealing with particularly meddlesome monsters and levels. Outside of the abyss, an altar to Lugonu can only be found on a corrupted temple layout, often making Lugnou more of a situational and opportunistic choice, rather than a pre-planned one. This situationalism extends to the Abyss as well, where conversion can offer rare means for reliable and relatively quick escape.&lt;br /&gt;
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==Exotic/Challenging Gods==&lt;br /&gt;
The following gods grant unreliable benefits or are simply more challenging to worship than others.&lt;br /&gt;
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===[[Zin]] the Law-Giver===&lt;br /&gt;
Zin provides followers with the ability to boost their stats and resist various physical effects, such as sickness, rot, poison, and mutation. His Recite ability can be greatly helpful in dealing with particularly dangerous demons, undead, or priests. At higher levels of piety, he provides the powerful defensive abilities Imprison and Sanctuary, and especially pious followers may receive a one-time cure for all of their mutations. Zin's piety gain requires donating gold, so expect to have considerably less money than usual. His dietary restrictions are also the most stringent of any god, as he forbids the consumption of sentient creatures. A great &amp;quot;ninja&amp;quot; god.&lt;br /&gt;
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'''Recommended Race and Class Combinations''': Zin works well for any characters that highly benefit from increased stats, be it spellcasters who want to improve their spells or stealthy characters who can benefit from increased dexterity.&lt;br /&gt;
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===[[Fedhas Madash]] the Natural=== &lt;br /&gt;
Fedhas Madash allows you to alter the terrain around you and create plant allies to aid you in battle. This god isn't well suited for a 15-rune game, due to the rarity of corpses in the extended end-game. Fedhas can significantly help you in Zot:5 by allowing you to create a large Oklob farm, which can be quite effective in clearing the Orb chamber, by luring monsters into it.&lt;br /&gt;
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'''Recommended Race and Class Combinations''': Merfolk and tengu are well-suited to Fedhas, as they are least hindered by his rain invocation. Other good candidates include grey or black draconians and octopodes.&lt;br /&gt;
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===[[Jiyva]] the Shapeless=== &lt;br /&gt;
Jiyva constantly alters your body with (usually) good mutations and stat shuffling. In exchange, worshipers have to frantically run around grabbing items, before jellies devour them. Typically, you'll have very few items to use in the end-game. Jiyva is best for brawny unarmed fighters. &lt;br /&gt;
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'''Recommended race and class combinations''': Ogres, trolls, felids, and octopodes can't wear boots, gloves, or helmets, so the Unarmed Combat mutations and potential resistances offered by Jiyva are exceptionally useful for them.&lt;br /&gt;
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===[[Xom]] the Unpredictable===&lt;br /&gt;
Xom is an interesting god that'll likely cause you to die in a hilarious way. Most of his actions are either harmful, flavourful, or somewhat helpful. Xom rewards high risk play-styles.&lt;br /&gt;
&lt;br /&gt;
'''Recommended Race and Class Combinations''':  [[Chaos Knight]]s start off worshiping Xom.  This is considered a &amp;quot;challenge class&amp;quot;, and the game does not recommend it for any race.&lt;br /&gt;
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===[[Cheibriados]] the Contemplative===&lt;br /&gt;
Cheibriados is a deity who rewards you for moving slowly and killing fast creatures, but detests seeing you haste yourself. Being slow is a big disadvantage, but possibly worth it in exchange for massive stat boosts, the abilities to slow adjacent enemies or to deal huge amounts of damage with the Slouch ability. &lt;br /&gt;
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'''Recommended race and class combinations''': Nagas are slower than most everything else in the dungeon, letting them gain piety at lightning speed with Chei and enhancing the damage output of Slouch even further. Transmuters of all stripes are best suited for worshiping Chei, due to the odd fact that he doesn't seem to mind you transforming into a fast creature and that his stat boosts give tremendous bonuses to the [[Blade Hands]] spell.&lt;br /&gt;
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===[[Nemelex Xobeh]] the Trickster=== &lt;br /&gt;
Nemelex Xobeh allows you to use powerfully magical decks more safely. Playing with cards is time consuming and risky, but offers great utility and even more power than spells. Decks of summoning provide powerful allies, legendary decks of dungeon have the Trowel card (makes portals to bazaars and ziggurats), and decks of escape provide life-saving effects more powerful than anything else in the game (Tomb, Portal, and Warp). Notably, her powers depend on Evocations rather than Invocations.&lt;br /&gt;
&lt;br /&gt;
'''Recommended race and class combinations''': As the only Evocations god, and one who provides a wide variety of magical effects, Nemelex is well-suited for spriggans, felids, kobolds, and trolls as a quick way to access powerful magic that their mediocre-to-bad magic aptitudes would have difficulty matching. They also benefit from their high Evocations aptitudes (well, trolls don't, but that's not unusual for them).&lt;br /&gt;
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===[[Ashenzari]] the Shackled===&lt;br /&gt;
Ashenzari is the bound god of Divination, and lets players identify items, see through walls, and gain knowledge of their equipment as you gain piety. Piety gain is easy; simply explore new areas and collect runes to access his powers. However, in order to access these gifts you must be as bound as he is, allowing your equipment to be cursed. How dangerous this trade-off is depends on your character and play style. Fortunately, Ashenzari doesn't mind if you uncurse yourself on occasion to switch gear.&lt;br /&gt;
&lt;br /&gt;
However, Ashenzari is a great god for Pandemonium scumming/Ziggurat raiding. At that point you will likely have the best gear you can find, so you're fine to curse yourself permanently. Piety gain is extremely quick in the Abyss, so you can transfer XP constantly while there (as you will be frequently, between Pan trips.) Instant Ziggurat portal detection upon entering Pandemonium levels and free IDing for everything you find in there reduce the headaches involved tremendously.&lt;br /&gt;
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'''Recommended race and class combinations''': Ashenzari works well for characters that could use a boost in their abilities. He can help mediocre spellcasters cast things they would normally have trouble with, and average melee fighters can perform considerably better than average with his help.&lt;br /&gt;
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 &lt;br /&gt;
[[Category:Strategy Guides]]&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Gods|*]]&lt;/div&gt;</summary>
		<author><name>Octowitch</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_haste&amp;diff=34062</id>
		<title>Potion of haste</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_haste&amp;diff=34062"/>
				<updated>2015-02-15T10:14:31Z</updated>
		
		<summary type="html">&lt;p&gt;Octowitch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Potion&lt;br /&gt;
 |name = Potion of haste&lt;br /&gt;
 |cost = 25&lt;br /&gt;
 |weight = 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|An enchanted beverage which speeds the actions of anyone who drinks it.}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of haste''' grants a character [[haste]]. All your actions will be 50% faster for 1d40 + 39 (more) turns (max 79), making it excellent for both escaping dangerous opponents and dealing much more damage in combat.&lt;br /&gt;
&lt;br /&gt;
Being hastened will gradually give you [[magic contamination]], and the act of quaffing another potion to extend the condition adds 1 extra point. Even so, potions of haste are the least contaminating method for acquiring haste; both the spell Haste and the [[wand of hasting]] add +1 when first used and +2 when used to extend a Haste.&lt;br /&gt;
&lt;br /&gt;
[[Cheibriados]] [[penance|punishes]] followers who knowingly drink potions of speed.&lt;br /&gt;
&lt;br /&gt;
Being under [[Stasis]] will prevent you from drinking a potion of haste, as such [[Formicid|Formicids]] cannot drink potions of haste. &lt;br /&gt;
&lt;br /&gt;
{{crawlquote|Normal: &amp;quot;You feel yourself speed up.&amp;quot;&amp;lt;br&amp;gt;Already Hastened: &amp;quot;You feel as though you will be hastened longer.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], potions of haste were known as potions of speed.&lt;/div&gt;</summary>
		<author><name>Octowitch</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_haste&amp;diff=34061</id>
		<title>Potion of haste</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_haste&amp;diff=34061"/>
				<updated>2015-02-15T10:12:41Z</updated>
		
		<summary type="html">&lt;p&gt;Octowitch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Potion&lt;br /&gt;
 |name = Potion of haste&lt;br /&gt;
 |cost = 25&lt;br /&gt;
 |weight = 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|An enchanted beverage which speeds the actions of anyone who drinks it.}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of haste''' grants a character [[haste]]. All your actions will be 50% faster for 1d40 + 39 (more) turns (max 79), making it excellent for both escaping dangerous opponents and dealing much more damage in combat.&lt;br /&gt;
&lt;br /&gt;
Being hastened will gradually give you [[magic contamination]], and the act of quaffing another potion to extend the condition adds 1 extra point. Even so, potions of haste are the least contaminating method for acquiring haste; both the spell Haste and the [[wand of hasting]] add +1 when first used and +2 when used to extend a Haste.&lt;br /&gt;
&lt;br /&gt;
[[Cheibriados]] [[penance|punishes]] followers who knowingly drink potions of speed.&lt;br /&gt;
Being under [[Stasis]] will prevent you from drinking a potion of haste, as such [[Formacid|Formicids]] cannot drink potions of haste. &lt;br /&gt;
&lt;br /&gt;
{{crawlquote|Normal: &amp;quot;You feel yourself speed up.&amp;quot;&amp;lt;br&amp;gt;Already Hastened: &amp;quot;You feel as though you will be hastened longer.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], potions of haste were known as potions of speed.&lt;/div&gt;</summary>
		<author><name>Octowitch</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_berserk_rage&amp;diff=34060</id>
		<title>Potion of berserk rage</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_berserk_rage&amp;diff=34060"/>
				<updated>2015-02-15T10:03:52Z</updated>
		
		<summary type="html">&lt;p&gt;Octowitch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Potion&lt;br /&gt;
 |name=Potion of Berserk Rage&lt;br /&gt;
 |cost=30&lt;br /&gt;
 |weight=4.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A potion which can send one into an incoherent rage.}}&lt;br /&gt;
&lt;br /&gt;
[[Quaff]]ing a '''potion of berserk rage''' makes you start [[berserk]]ing for 10 to 19 turns (weighted toward 15). [[Ghouls]], [[Formicid|Formicids]], [[Mummy|mummies]], and thirsty (or worse) [[vampire]]s cannot go berserk.&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|''Normal:'' A red film seems to cover your vision as you go berserk! You feel yourself moving faster!&amp;lt;br&amp;gt;You feel mighty!&amp;lt;br&amp;gt;&lt;br /&gt;
''If already berserk:'' You're already berserk!&amp;lt;br&amp;gt;&lt;br /&gt;
''If [[exhausted]]:'' You're too exhausted to go berserk.&amp;lt;br&amp;gt;&lt;br /&gt;
''Mummy, ghoul, or thirsty vampire:'' You cannot raise a blood rage in your lifeless body.&amp;lt;br&amp;gt;&lt;br /&gt;
''With [[stasis]]:'' You cannot go berserk while under stasis.&amp;lt;br&amp;gt;&lt;br /&gt;
''If [[mesmerise]]d (not by the [[obsidian axe]]):'' You are too mesmerised to rage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Affected by [[Cause Fear]]:'' You are too terrified to rage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Under the effect of [[Death's Door]]:'' Your body is effectively dead; that's not a shape for a blood rage.&amp;lt;br&amp;gt;&lt;br /&gt;
''If very hungry:'' You're too hungry to go berserk.}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.9]] this potion could be used after drawing the Battlelust card to cancel the effect entirely.&lt;/div&gt;</summary>
		<author><name>Octowitch</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_berserk_rage&amp;diff=34059</id>
		<title>Potion of berserk rage</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_berserk_rage&amp;diff=34059"/>
				<updated>2015-02-15T10:03:15Z</updated>
		
		<summary type="html">&lt;p&gt;Octowitch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Potion&lt;br /&gt;
 |name=Potion of Berserk Rage&lt;br /&gt;
 |cost=30&lt;br /&gt;
 |weight=4.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A potion which can send one into an incoherent rage.}}&lt;br /&gt;
&lt;br /&gt;
[[Quaff]]ing a '''potion of berserk rage''' makes you start [[berserk]]ing for 10 to 19 turns (weighted toward 15). [[Ghouls]], [[Fromicid|Formicids]], [[Mummy|mummies]], and thirsty (or worse) [[vampire]]s cannot go berserk.&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|''Normal:'' A red film seems to cover your vision as you go berserk! You feel yourself moving faster!&amp;lt;br&amp;gt;You feel mighty!&amp;lt;br&amp;gt;&lt;br /&gt;
''If already berserk:'' You're already berserk!&amp;lt;br&amp;gt;&lt;br /&gt;
''If [[exhausted]]:'' You're too exhausted to go berserk.&amp;lt;br&amp;gt;&lt;br /&gt;
''Mummy, ghoul, or thirsty vampire:'' You cannot raise a blood rage in your lifeless body.&amp;lt;br&amp;gt;&lt;br /&gt;
''With [[stasis]]:'' You cannot go berserk while under stasis.&amp;lt;br&amp;gt;&lt;br /&gt;
''If [[mesmerise]]d (not by the [[obsidian axe]]):'' You are too mesmerised to rage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Affected by [[Cause Fear]]:'' You are too terrified to rage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Under the effect of [[Death's Door]]:'' Your body is effectively dead; that's not a shape for a blood rage.&amp;lt;br&amp;gt;&lt;br /&gt;
''If very hungry:'' You're too hungry to go berserk.}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.9]] this potion could be used after drawing the Battlelust card to cancel the effect entirely.&lt;/div&gt;</summary>
		<author><name>Octowitch</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_berserk_rage&amp;diff=34058</id>
		<title>Potion of berserk rage</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_berserk_rage&amp;diff=34058"/>
				<updated>2015-02-15T10:02:20Z</updated>
		
		<summary type="html">&lt;p&gt;Octowitch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Potion&lt;br /&gt;
 |name=Potion of Berserk Rage&lt;br /&gt;
 |cost=30&lt;br /&gt;
 |weight=4.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A potion which can send one into an incoherent rage.}}&lt;br /&gt;
&lt;br /&gt;
[[Quaff]]ing a '''potion of berserk rage''' makes you start [[berserk]]ing for 10 to 19 turns (weighted toward 15). [[Ghouls]], [[Formicids]], [[Mummy|mummies]], and thirsty (or worse) [[vampire]]s cannot go berserk.&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|''Normal:'' A red film seems to cover your vision as you go berserk! You feel yourself moving faster!&amp;lt;br&amp;gt;You feel mighty!&amp;lt;br&amp;gt;&lt;br /&gt;
''If already berserk:'' You're already berserk!&amp;lt;br&amp;gt;&lt;br /&gt;
''If [[exhausted]]:'' You're too exhausted to go berserk.&amp;lt;br&amp;gt;&lt;br /&gt;
''Mummy, ghoul, or thirsty vampire:'' You cannot raise a blood rage in your lifeless body.&amp;lt;br&amp;gt;&lt;br /&gt;
''With [[stasis]]:'' You cannot go berserk while under stasis.&amp;lt;br&amp;gt;&lt;br /&gt;
''If [[mesmerise]]d (not by the [[obsidian axe]]):'' You are too mesmerised to rage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Affected by [[Cause Fear]]:'' You are too terrified to rage.&amp;lt;br&amp;gt;&lt;br /&gt;
''Under the effect of [[Death's Door]]:'' Your body is effectively dead; that's not a shape for a blood rage.&amp;lt;br&amp;gt;&lt;br /&gt;
''If very hungry:'' You're too hungry to go berserk.}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.9]] this potion could be used after drawing the Battlelust card to cancel the effect entirely.&lt;/div&gt;</summary>
		<author><name>Octowitch</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=27&amp;diff=33761</id>
		<title>27</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=27&amp;diff=33761"/>
				<updated>2015-01-18T12:42:17Z</updated>
		
		<summary type="html">&lt;p&gt;Octowitch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[27]] is a commonly-seen number in ''Dungeon Crawl Stone Soup''. Its significance to the developers is unknown. At least one member of the [[development team]] has wanted to add more [[race]]s and remove [[class]]es just to get the totals to 27.&lt;br /&gt;
&lt;br /&gt;
#[[The Dungeon]] formerly had 27 floors.&lt;br /&gt;
#[[Ziggurat]]s have 27 floors.&lt;br /&gt;
#Highest [[skill]] level: 27.&lt;br /&gt;
#Highest [[XP]] level: 27.&lt;br /&gt;
#[[Strength]] needed to wear [[gold dragon armour]] correctly: 27.&lt;br /&gt;
#The [[Knife of Accuracy]] (removed) had a +27 enchantment to accuracy.&lt;br /&gt;
#Maximum duration of [[Death's Door]]: 27 turns.&lt;br /&gt;
#[[The Lernaean hydra]] has 27 heads.&lt;br /&gt;
#Being in [[tree form]] sets your stealth modifier to 27.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crawl]]&lt;/div&gt;</summary>
		<author><name>Octowitch</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wanderer&amp;diff=33760</id>
		<title>Wanderer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wanderer&amp;diff=33760"/>
				<updated>2015-01-18T11:47:38Z</updated>
		
		<summary type="html">&lt;p&gt;Octowitch: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{flavour|Wanderers are people who have not learned a specific trade. Instead, they've travelled around becoming &amp;quot;jacks-of-all-trades, masters of none&amp;quot;. They start the game with a large assortment of skills and maybe some small items they picked up along the way, but, other than that, they're pretty much on their own.}}&lt;br /&gt;
The '''wanderer''' is an adventurer who has tried multiple professions without devoting himself to any particular discipline. The items in a wanderer's starting inventory usually (but not always) relate to his starting skills.  &lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
If you feel you must play a Wanderer, the game recommends you play as a [[Human]], [[Hill Orc]], [[Spriggan]], [[Centaur]], [[Merfolk]], [[Draconian]] or [[Demonspawn]]. &lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Wanderers start with 1-2 random weapons (weighted towards those you have good [[aptitude]]s for) that may be enchanted up to +3, random armor, various miscellaneous items, and sometimes a random starting-level [[spell book]]. You will also sometimes start with a level 1 spell memorized, though it may not have any relation to your race's aptitudes or your starting spell book (if you have one).&lt;br /&gt;
&lt;br /&gt;
Possibilities include any of these:&lt;br /&gt;
&lt;br /&gt;
* Melee Weapons - Club, Mace, Dagger, Short Sword, Falchion, Hand Axe, Spear, or Quarterstaff, possibly enchanted up to +3/+3.&lt;br /&gt;
* Ranged Weapons - Sling, Bow, Crossbow or Blowgun, with ammo but often not a lot, and also possibly enchanted up to +3/+3. &lt;br /&gt;
* Occasionally a second weapon which will always be +0/+0&lt;br /&gt;
* Shields: Buckler or (normal) Shield, always +0&lt;br /&gt;
* Armour: Robe, Leather, Ring or Scale Mail, always +0&lt;br /&gt;
* Spellbooks: 1st level spellbooks including Book of Air, Battle, Callings, Maledictions, Changes, Translocations, Minor Magic, Conjurations, Necromancy, Fire, Ice, Earth, or the Young Poisoner's Handbook&lt;br /&gt;
* Spells: Any first level spell including Freeze, Magic Dart, Apportation, Beastly Appendage, Shock, Sandblast, Corona, Pain, Flame Tongue, Sting and Summon Small Mammals. &lt;br /&gt;
* Scrolls: Blinking, Teleportation or Fear&lt;br /&gt;
* Wands: Magic Darts, Frost, Flame, possibly Slowing.&lt;br /&gt;
&lt;br /&gt;
You will always get 1 Melee Weapon or 1 Ranged Weapon and at least a Robe for armour. If you get a Ranged Weapon you may not get a Melee weapon. This leads to the worst-case scenario of getting a Blowgun with 1 Curare needle and nothing else.&lt;br /&gt;
&lt;br /&gt;
==Starting Stats==&lt;br /&gt;
Wanderers receive 12 stat points distributed at random when they start the game, with a 50% less chance to increase a stat if it is already 17 or higher when a point is assigned by the algorithm.&lt;br /&gt;
It is not correlated to their starting equipment, so it is possible for a Wanderer to start with little more than a robe and spellbook, yet still have an [[Intelligence]] of 10. This does not affect racial modifiers, of course; a DEWn will still have a higher intelligence than a TrWn on average.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills==&lt;br /&gt;
You may receive 1-5 levels in the Weapon skill of your default weapon (but not always), [[Fighting]], [[Armour]], [[Unarmed Combat]], [[Dodging]], [[Stealth]], [[Invocations]], [[Evocations]], [[Spellcasting]], and various schools of magic, not necessarily relevant to any starting spell book or memorized spell you may have.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In 0.16 wanderers will start with a randart spellbook instead of starting with a level one spell memorized. they will also have a chance to spawn with a [[box of beasts]] or an elemental evoker instead of a wand. The starting equipment your character receives will also be recorded in the game log.     &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], wanderers began with [[scrolls of teleportation]] recognised. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Octowitch</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wanderer&amp;diff=33759</id>
		<title>Wanderer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wanderer&amp;diff=33759"/>
				<updated>2015-01-18T11:44:41Z</updated>
		
		<summary type="html">&lt;p&gt;Octowitch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{flavour|Wanderers are people who have not learned a specific trade. Instead, they've travelled around becoming &amp;quot;jacks-of-all-trades, masters of none&amp;quot;. They start the game with a large assortment of skills and maybe some small items they picked up along the way, but, other than that, they're pretty much on their own.}}&lt;br /&gt;
The '''wanderer''' is an adventurer who has tried multiple professions without devoting himself to any particular discipline. The items in a wanderer's starting inventory usually (but not always) relate to his starting skills.  &lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
If you feel you must play a Wanderer, the game recommends you play as a [[Human]], [[Hill Orc]], [[Spriggan]], [[Centaur]], [[Merfolk]], [[Draconian]] or [[Demonspawn]]. &lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Wanderers start with 1-2 random weapons (weighted towards those you have good [[aptitude]]s for) that may be enchanted up to +3, random armor, various miscellaneous items, and sometimes a random starting-level [[spell book]]. You will also sometimes start with a level 1 spell memorized, though it may not have any relation to your race's aptitudes or your starting spell book (if you have one).&lt;br /&gt;
&lt;br /&gt;
Possibilities include any of these:&lt;br /&gt;
&lt;br /&gt;
* Melee Weapons - Club, Mace, Dagger, Short Sword, Falchion, Hand Axe, Spear, or Quarterstaff, possibly enchanted up to +3/+3.&lt;br /&gt;
* Ranged Weapons - Sling, Bow, Crossbow or Blowgun, with ammo but often not a lot, and also possibly enchanted up to +3/+3. &lt;br /&gt;
* Occasionally a second weapon which will always be +0/+0&lt;br /&gt;
* Shields: Buckler or (normal) Shield, always +0&lt;br /&gt;
* Armour: Robe, Leather, Ring or Scale Mail, always +0&lt;br /&gt;
* Spellbooks: 1st level spellbooks including Book of Air, Battle, Callings, Maledictions, Changes, Translocations, Minor Magic, Conjurations, Necromancy, Fire, Ice, Earth, or the Young Poisoner's Handbook&lt;br /&gt;
* Spells: Any first level spell including Freeze, Magic Dart, Apportation, Beastly Appendage, Shock, Sandblast, Corona, Pain, Flame Tongue, Sting and Summon Small Mammals. &lt;br /&gt;
* Scrolls: Blinking, Teleportation or Fear&lt;br /&gt;
* Wands: Magic Darts, Frost, Flame, possibly Slowing.&lt;br /&gt;
&lt;br /&gt;
You will always get 1 Melee Weapon or 1 Ranged Weapon and at least a Robe for armour. If you get a Ranged Weapon you may not get a Melee weapon. This leads to the worst-case scenario of getting a Blowgun with 1 Curare needle and nothing else.&lt;br /&gt;
&lt;br /&gt;
==Starting Stats==&lt;br /&gt;
Wanderers receive 12 stat points distributed at random when they start the game, with a 50% less chance to increase a stat if it is already 17 or higher when a point is assigned by the algorithm.&lt;br /&gt;
It is not correlated to their starting equipment, so it is possible for a Wanderer to start with little more than a robe and spellbook, yet still have an [[Intelligence]] of 10. This does not affect racial modifiers, of course; a DEWn will still have a higher intelligence than a TrWn on average.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills==&lt;br /&gt;
You may receive 1-5 levels in the Weapon skill of your default weapon (but not always), [[Fighting]], [[Armour]], [[Unarmed Combat]], [[Dodging]], [[Stealth]], [[Invocations]], [[Evocations]], [[Spellcasting]], and various schools of magic, not necessarily relevant to any starting spell book or memorized spell you may have.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In 0.16 wanderers will start with a randart spellbook instead of starting with a level one spell memorized. they will also have a chance to spawn with a [[box of beasts]] or an elemental evoker instead of a wand. The starting equipment your character receives will also be recorded in the game log.     &lt;br /&gt;
Prior to [[0.14]], wanderers began with [[scrolls of teleportation]] recognised. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Octowitch</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Serpent_of_Hell&amp;diff=33758</id>
		<title>Serpent of Hell</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Serpent_of_Hell&amp;diff=33758"/>
				<updated>2015-01-18T11:31:08Z</updated>
		
		<summary type="html">&lt;p&gt;Octowitch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
&lt;br /&gt;
The '''Serpent of Hell''' is a [[unique]] [[demon]]ic [[list of dragons|dragon]] which can be found guarding one of the four [[branch]]es of [[Hell]]. Its attributes and breath attacks vary based on where you encounter it.&lt;br /&gt;
&lt;br /&gt;
Are you looking for:&lt;br /&gt;
*[[Serpent of Hell (Gehenna)|The fiery Serpent of Gehenna]]?&lt;br /&gt;
*[[Serpent of Hell (Cocytus)|The frozen Serpent of Cocytus]]?&lt;br /&gt;
*[[Serpent of Hell (Dis)|The metal Serpent of the Iron City of Dis]]?&lt;br /&gt;
*[[Serpent of Hell (Tartarus)|The spectral Serpent of Tartarus]]?&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In 0.16 the Serpent of Hell will receive a considerable buff, gaining two extra heads each capable of breathing/attacking individually. &lt;br /&gt;
In ancient versions of ''Crawl'', the Serpent of Hell did not appear as a unique monster, but rather as a generic one that could be found in considerable numbers guarding the lowest level of [[Gehenna]]. While they may have had fewer [[HP]], the fact they could appear in considerable numbers made them more dangerous than the single monster ever is: facing multiple 20-HD hellfire-casting dragons at a time was often a quick death.&lt;/div&gt;</summary>
		<author><name>Octowitch</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Linesprint&amp;diff=33752</id>
		<title>Linesprint</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Linesprint&amp;diff=33752"/>
				<updated>2015-01-17T12:28:53Z</updated>
		
		<summary type="html">&lt;p&gt;Octowitch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{version015}}&lt;br /&gt;
&lt;br /&gt;
'''|||||||||||||||||||||||||||||''' (referred to as '''Linesprint''') is a [[Dungeon Sprint]] variant. The player begins in a one wide corridor with a door at one end. Behind the door is the continuation of the corridor with several dungeon one monsters. Through the next door there are several more monsters, this time ranging from dungeon one to dungeon three. Behind the next door an [[Ecumenical Temple]] themed corridor can be found, giving the player access to any [[god]] of their choice. Through the next door is your first provision corridor, containing basic [[scrolls]], [[potions]], [[armor]], a damaging [[wand]], [[weapons]], a [[staff of energy]], a [[crystal ball of energy]], and two rings. There is also a small chance that one of the weapons will be an [[artifact]], giving a potential boost early on. After this the corridor continues passing through themes, which the door should display when hovered over with the pointer before entering. These themes include most of the dungeon , ranging in difficulty. There are several provision corridors scattered throughout the level, usually allowing for one or two equipment upgrades. Later in the game the player fights [[Swamp]] Five, [[Shoals]] Five, [[Snake Pit]] 5 and [[Spider's Nest]] Five consecutively, then the [[Vaults]].Then the character must then fight through the dreaded [[Hall of Zot]].  After beating the hall there is an empty corridor with the [[Orb of Zot]] lying in the middle. The player may choose to take the or and escape at that point, but for the brave hearted at the end of the corridor is a door to the extended endgame, offering more confident characters the chance for a full fifteen rune run.   &lt;br /&gt;
==History==&lt;br /&gt;
*Linesprint was added in [[0.13]].&lt;/div&gt;</summary>
		<author><name>Octowitch</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Book_of_Wizardry&amp;diff=33751</id>
		<title>Book of Wizardry</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Book_of_Wizardry&amp;diff=33751"/>
				<updated>2015-01-17T11:25:49Z</updated>
		
		<summary type="html">&lt;p&gt;Octowitch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{item-noicon&lt;br /&gt;
 |itemtype = Book&lt;br /&gt;
 |name = Book of Wizardry&lt;br /&gt;
 |cost = 330&lt;br /&gt;
 |weight = 7.0&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A book of various magic spells, useful for any sufficiently-talented spellcaster. Mages of a scholarly nature consider it a point of pride to have contributed in some way to this work, though more than a few of them have been slain by jealous rivals using their own spells against them.}}&lt;br /&gt;
&lt;br /&gt;
Most spells in this book require much training before they can be effectively cast. [[Haste]] is valuable to almost any character, while everything else here can be extremely useful to someone. [[Agony]] is an excellent damage source for [[Necromancy]]-specialists, [[Invisibility]] is wonderful for [[short blades]]-wielding [[stab]]bers, and [[Spellforged Servitor]] is a phenomenal damage booster for those who rely on [[Conjurations]].&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
{{spellbook|Book of Wizardry}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], the book of Wizardry contained [[Fireball]] instead of Spellforged Servitor.&lt;br /&gt;
&lt;br /&gt;
In [[0.13]] [[Force Lance]] replaced [[Lightning Bolt]].&lt;br /&gt;
&lt;br /&gt;
In version [[0.8]], it contained: Summon Elemental, Agony, Lightning Bolt, Fireball, Haste, Invisibility, and [[Teleport Self]].&lt;br /&gt;
&lt;br /&gt;
Prior to 0.8, it contained: [[Selective Amnesia]], Summon Elemental, Teleport Self, Fireball, and Haste&lt;/div&gt;</summary>
		<author><name>Octowitch</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fruit&amp;diff=33750</id>
		<title>Fruit</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fruit&amp;diff=33750"/>
				<updated>2015-01-17T07:43:49Z</updated>
		
		<summary type="html">&lt;p&gt;Octowitch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&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 a modest amount of nutrition when eaten ([[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;
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>Octowitch</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fruit&amp;diff=33749</id>
		<title>Fruit</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fruit&amp;diff=33749"/>
				<updated>2015-01-17T07:26:33Z</updated>
		
		<summary type="html">&lt;p&gt;Octowitch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&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 a modest amount of nutrition when eaten ([[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;
*[[Apricot]]&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;
*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;
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>Octowitch</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fruit&amp;diff=33748</id>
		<title>Fruit</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fruit&amp;diff=33748"/>
				<updated>2015-01-17T07:15:04Z</updated>
		
		<summary type="html">&lt;p&gt;Octowitch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&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 a modest amount of nutrition when eaten ([[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;
*[[Apricot]]&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;
*Eggfruit&lt;br /&gt;
*Date&lt;br /&gt;
*Dragonfruit&lt;br /&gt;
*Durian&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;
*[[Orange]]&lt;br /&gt;
*Peach&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;
*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;
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>Octowitch</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fruit&amp;diff=33747</id>
		<title>Fruit</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fruit&amp;diff=33747"/>
				<updated>2015-01-17T07:04:01Z</updated>
		
		<summary type="html">&lt;p&gt;Octowitch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&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 a modest amount of nutrition when eaten ([[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;
*[[Apricot]]&lt;br /&gt;
*Bilberry&lt;br /&gt;
*Breadfruit&lt;br /&gt;
*[[Choko]]&lt;br /&gt;
*Eggfruit&lt;br /&gt;
*Date&lt;br /&gt;
*Dragonfruit&lt;br /&gt;
*Durian&lt;br /&gt;
*Gooseberry&lt;br /&gt;
*[[Grape]]&lt;br /&gt;
*Guava&lt;br /&gt;
*[[Lemon]]&lt;br /&gt;
*[[Lychee]]&lt;br /&gt;
*[[Orange]]&lt;br /&gt;
*Peach&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;
*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;
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>Octowitch</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Linesprint&amp;diff=33744</id>
		<title>Linesprint</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Linesprint&amp;diff=33744"/>
				<updated>2015-01-16T22:10:21Z</updated>
		
		<summary type="html">&lt;p&gt;Octowitch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{version015}}&lt;br /&gt;
&lt;br /&gt;
'''|||||||||||||||||||||||||||||''' (referred to as '''Linesprint''') is a [[Dungeon Sprint]] variant. The player begins in a one wide corridor with a door at one end. Behind the door is the continuation of the corridor with several dungeon one monsters. Through the next door there are several more monsters, this time ranging from dungeon one to dungeon three. Behind the next door a [[Ecumenical Temple]] themed corridor can be found, giving the player access to any [[god]] of their choice. Through the next door is your first provision corridor, containing basic [[scrolls]], [[potions]], [[armor]], a damaging [[wand]], [[weapons]], a [[staff of energy]], a [[crystal ball of energy]], and two rings. There is also a small chance that one of the weapons is an [[artifact]], giving a potential boost early on. After this the corridor continues passing through themes, which the door should usually tell you before entering. These themes include most of the dungeon , ranging in order of difficulty. There are several provision corridors scattered throughout the level, usually allowing for one or two equipment upgrades. Later in the game the player fights [[Swamp]] Five, [[Shoals]] Five, [[Snake Pit]] 5 and [[Spider's Nest]] Five consecutively, then the [[Vaults]].Then the character must then fight through the dreaded [[Hall of Zot]].  After beating the hall there is an empty corridor with the [[Orb of Zot]] lying in the middle. The player may choose to take the or and escape at that point, But at the end of the corridor is a door to the extended endgame, offering confident characters the chance for a full fifteen rune run.   &lt;br /&gt;
==History==&lt;br /&gt;
*Linesprint was added in [[0.13]].&lt;/div&gt;</summary>
		<author><name>Octowitch</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Qazlal_Stormbringer&amp;diff=33733</id>
		<title>Qazlal Stormbringer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Qazlal_Stormbringer&amp;diff=33733"/>
				<updated>2015-01-15T13:47:22Z</updated>
		
		<summary type="html">&lt;p&gt;Octowitch: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:Qazlal altar.png]] ''&amp;quot;Let the forces of nature tear it all down!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Qazlal Stormbringer is a violent god of tempests, who delights in unleashing the forces of nature against the unsuspecting. Those who invite Qazlal's gaze will find themselves the eye in a storm of elemental destruction, from which only their god can protect them. Pious worshippers of Qazlal will gain the ability to direct and control the destructive might of the storm.&lt;br /&gt;
&lt;br /&gt;
Followers of Qazlal are protected from the clouds they create. As a follower of Qazlal gains divine favour, they are slowly surrounded by a loud storm, causing elemental clouds to appear near them, blocking attacks, and (for the particularly devout) deflecting incoming projectiles. Qazlal allows followers to incite nature against their foes, causing a localised natural disturbance or, for particularly devout followers, a more widespread disaster. Followers of Qazlal can give life to elemental clouds, turning them into elementals whose loyalty depends on the origin of the cloud. Followers can gain temporary resistances against the elements on taking damage from that element. Qazlal will eventually offer more permanent protection against an element of the devotee's choosing.&lt;br /&gt;
&lt;br /&gt;
Qazlal likes it when you or your allies kill living beings, you or your allies kill the undead, you or your allies kill demons and you or your allies kill holy beings.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s may not worship Qazlal Stormbringer (or any other deity).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing natural, undead, demonic, or holy beings. The higher the enemy's [[HD]], and the lower your [[experience level]], the better the odds of you gaining [[piety]].&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Forgetting him (Your piety will slowly decrease over time).&lt;br /&gt;
*Abandoning him.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;[Your Species] Mishap&amp;quot;&lt;br /&gt;
*All worshipers are immune to the negative effects of any [[cloud]]s they generate, regardless of source. Naturally-occurring and enemy-generated clouds will harm you as normal, however. (Passive)&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Lightning Rod&amp;quot;&lt;br /&gt;
*Storm Shield: You passively generate randomly selected elemental clouds within two tiles of your location. Possible clouds include [[Conjure Flame|flaming clouds]], [[Freezing Cloud|clouds of freezing vapour]], clouds of thunder, and clouds of sparse dust. These deal their corresponding elemental damage to enemies which stand in them, provide you with a bonus to [[SH]], and generate significant amounts of [[noise]] at all times, greatly reducing your ability to be [[stealth]]y. The frequency with which these clouds generates, as well as the amount of noise they generate, rises with piety. This skill is upgraded further at **** piety (see below).&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;[Your Species] Disaster&amp;quot;&lt;br /&gt;
*Upheaval: Blast a small [[smite]]-targeted area with elemental forces, dealing either [[fire]], [[cold]], [[electricity]], or earth (physical damage. Three of the elements also have an associated additional effect: fire creates temporary [[lava]] tiles nearby (shoving items aside), cold will [[Frozen|freeze]] the targets, while electricity will deal bonus damage to flying monsters. Raising [[Invocations]] increases this ability's damage, as well as its success rate and the area of effect (ranging from a single tile to a 2-radius burst). Costs 4 [[MP]], piety.&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Eye of the Storm&amp;quot;&lt;br /&gt;
*Elemental Force: Convert nearby clouds into [[list of elementals|elementals]]. Clouds you've created will produce friendly elementals, naturally occurring clouds will create neutrals, and clouds created by monsters will create hostiles (worth no XP). Invocations determines its success rate and the number of clouds affected per use. Costs 6 MP, piety.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;[Your Species] Catastrophe&amp;quot;&lt;br /&gt;
*Upgraded Storm Shield: At **** piety, Storm Shield also grants you a permanent [[Repel Missiles]] effect and grants a small amount of [[SH]].&lt;br /&gt;
*Elemental Adaptation: Taking elemental damage occasionally grants you a single rank of resistance to the element of the damage. The following elements can be affected:&lt;br /&gt;
**[[Fire]]&lt;br /&gt;
**[[Cold]]&lt;br /&gt;
**Earth (this equates to physical attacks, granting you a small boost to [[AC]] and [[SH]])&lt;br /&gt;
**[[Electricity]]&lt;br /&gt;
*This resistance last for '''X''' turns. Passive, no cost.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;[Your Species] Cataclysm&amp;quot;&lt;br /&gt;
*Disaster Area: Unleash several uncontrollably aimed Upheavals at locations within your [[line of sight]]. Invocations increases damage dealt, success rate, and number of Upheavals. Costs 7 MP, piety.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;End of an Era&amp;quot;&lt;br /&gt;
*No new abilities&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Upon abandoning Qazlal, you are given 25 penance. Every so often, he will afflict you with one of the following:&lt;br /&gt;
*33.3%: Summons hostile [[fire elemental|fire]], [[water elemental|water]], [[earth elemental|earth]], or [[air elemental]]s near you, upgraded with [[HD]] equal to your [[experience level]]. These are far more dangerous than normal elementals.&lt;br /&gt;
*33.3%: Temporarily convert all terrain around you to [[lava]].&lt;br /&gt;
*33.3%: Give you one of the following temporary mutations: rF--, rC--, rElec-, or [[Deformed]]. These are removed as you gain XP.&lt;br /&gt;
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==Strategy==&lt;br /&gt;
True to his name, Qazlal Stormbringer brings an unparalleled amount of elemental devastation to bear for his worshipers. Even without training [[Invocations]], he greatly increases your damage output by blasting random tiles near your character with elemental fury. At low piety, this will rarely have much effect, but at high piety you will regularly see enemies take massive damage as the storm around you rages. This awesome devastation comes at a price, however - as your piety rises, you will generate more and more passive [[noise]] each turn. This eventually winds up being louder than if you [[t|shouted]] each and every turn, matching a [[Fireball]] spell in volume. As such, expect wandering monsters to find you wherever you go, particularly in quiet areas such as [[the Crypt]] and [[the Tomb]], and don't bother with the [[Stealth]] skill. Try to pull difficult enemies back to already-cleared areas to mitigate the threat of reinforcements.&lt;br /&gt;
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With Invocations, Qazlal becomes an extraordinarily powerful offensive force, in particular due to Upheaval and Disaster Area. Upheaval is a powerful smite-targeted ability which grows in area as your Invocations rises, eventually becoming a smaller, cheaper, random element [[Fire Storm]]. Blasting threatening enemies from the edge of your [[line of sight]] is easy, but mind your [[piety]] - spamming it can quickly cost you a * or two. Disaster Area is similarly devastating, but on a much larger scale; bursts of Upheaval will strike random locations within your line of sight, eradicating everything it strikes (at sufficiently high Invocations levels anyway). Even more expensive than Upheaval, this should only be used when you are facing plenty of enemies and want to wipe them out quickly. Also, be aware that it will never affect your tile or any tile adjacent to you.&lt;br /&gt;
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Elemental Force is less dramatic, but still has its uses. Quickly creating a small army of elementals can greatly increase your damage output, and will help distract dangerous opponents. Use it to call in some quick allies or to create a diversion, allowing you to flee to a nearby staircase.&lt;br /&gt;
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==History==&lt;br /&gt;
Qazlal Stormbringer was added in [[0.15]].&lt;br /&gt;
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During Qazlal's original development, its final gift at maximum piety was to permanently grant the player a single rank of any elemental resistance. This was removed before release, however.&lt;br /&gt;
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[[Category:Gods]]&lt;/div&gt;</summary>
		<author><name>Octowitch</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ziggurat_Sprint&amp;diff=33730</id>
		<title>Ziggurat Sprint</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ziggurat_Sprint&amp;diff=33730"/>
				<updated>2015-01-15T13:06:53Z</updated>
		
		<summary type="html">&lt;p&gt;Octowitch: &lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Ziggurat Sprint is one of the [[Dungeon Sprint]] variants. It consists of 27 rooms, connected by portals, which get progressively larger as you travel through them (much the same as a normal [[Ziggurat]] ). Upon entering the portal in the final room you are teleported to a small room containing the [[Orb of Zot]] and a stairway out, allowing you to escape.&lt;/div&gt;</summary>
		<author><name>Octowitch</name></author>	</entry>

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