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		<updated>2026-04-22T01:20:06Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Encumbrance_rating&amp;diff=18425</id>
		<title>Encumbrance rating</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Encumbrance_rating&amp;diff=18425"/>
				<updated>2013-08-15T19:43:26Z</updated>
		
		<summary type="html">&lt;p&gt;Pisano: Fix up link to table of armor.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{version013}}&lt;br /&gt;
&lt;br /&gt;
An '''encumbrance rating''' is a penalty applied by almost all body armour and [[barding]]s. This is a measure of how much your defensive equipment gets in the way of your attacks, spellcasting, and attempts to [[ev]]ade enemy attacks. Multiple sources of encumbrance rating stack with each other. [[Shields]] also have a penalty but it is not called '''Encumbrance rating''', as its value is not even displayed in the game.&lt;br /&gt;
&lt;br /&gt;
In general, the heavier your equipment, the greater the encumbrance rating will be. You can reduce the impact of your encumbrance rating by increasing your [[strength]] or [[Armour (skill)|Armour]]; generally speaking, having strength equal to the item's encumbrance rating will significantly reduce the penalty it applies, though further strength will still provide you with diminishing returns.&lt;br /&gt;
&lt;br /&gt;
See the [[Armour#Tables of Armours|Table of Armours]] for numerical details on all items with encumbrance ratings.&lt;br /&gt;
&lt;br /&gt;
==Penalties==&lt;br /&gt;
===Adjusted body armour penalty===&lt;br /&gt;
{{crawlquote|2 × body armour ER^2 × (45 - Armour skill) / (5 × (STR + 3) × 45)}}&lt;br /&gt;
This penalty may slow your unarmed combat attacks. If (1d10 + 2d(Adjusted body armour penalty) - 10) is greater than zero, that amount (in auts) is added to your attack delay. Bardings never affect your unarmed combat delay.&lt;br /&gt;
&lt;br /&gt;
===Armour to hit penalty===&lt;br /&gt;
{{crawlquote|1d(Adjusted body armour penalty)}}&lt;br /&gt;
This amount reduces the accuracy of your melee attacks and decreases the chance of performing an unarmed [[auxiliary attack]] without the corresponding mutation.&lt;br /&gt;
&lt;br /&gt;
===Adjusted evasion penalty===&lt;br /&gt;
{{crawlquote|Barding ER/3 + Adjusted body armour penalty}}&lt;br /&gt;
This amount is subtracted from your [[evasion]] before applying a stepdown function.&lt;br /&gt;
&lt;br /&gt;
===Dodging penalty===&lt;br /&gt;
The games takes your body armour encumbrance rating and adds to it (or subtracts from it) a percentage which depends on your size:&lt;br /&gt;
{|class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! Size !! Size factor&lt;br /&gt;
|-&lt;br /&gt;
| Large: [[Troll]], [[Ogre]], [[Centaur]], [[Naga]] || -25%&lt;br /&gt;
|-&lt;br /&gt;
| Small: [[Kobold]], [[Halfling]] || +25%&lt;br /&gt;
|-&lt;br /&gt;
| Little: [[Spriggan]] || +50%&lt;br /&gt;
|-&lt;br /&gt;
| Medium || +0%&lt;br /&gt;
|}&lt;br /&gt;
If the resulting value is greater than 3, the difference is multiplied by 10, divided by your [[strength]] and subtracted from your dodge bonus, if you had any. This penalty makes it harder to get some evasion from your [[dodging]] skill, and does nothing if you have not trained that skill.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting penalty===&lt;br /&gt;
{{crawlquote|(25×Adjusted body armour penalty - Racial bonus + 25×Shield penalty - 20)/100}}&lt;br /&gt;
If this amount is positive it is added to your failure chance. See [[spell success]] for more information.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Encumbrance ratings will be introduced in [[0.13]], replacing the EV penalty system.&lt;/div&gt;</summary>
		<author><name>Pisano</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Weapon_choice&amp;diff=18066</id>
		<title>Weapon choice</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Weapon_choice&amp;diff=18066"/>
				<updated>2013-08-12T21:02:44Z</updated>
		
		<summary type="html">&lt;p&gt;Pisano: /* Polearms */ remove redundant comment about Merfolk.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version012}}&lt;br /&gt;
&lt;br /&gt;
''Crawl'' presents the player and character with a potentially bewildering array of [[weapon]] choices. However, when all the dust clears and the parade of short swords, demon whips, and clubs has passed by, weapons have six main properties:&lt;br /&gt;
*Damage: How much damage, on average, the weapon does per strike.&lt;br /&gt;
*Accuracy: How likely the weapon is to actually hit.&lt;br /&gt;
*Speed: How long you must wait after attacking before you can act again.&lt;br /&gt;
*Handedness: Whether the weapon requires one or two hands to use.&lt;br /&gt;
*Skill: How fast your [[species]] can learn to use the weapon.&lt;br /&gt;
*Special: Some weapon types have unique traits that distinguish them from the others.&lt;br /&gt;
&lt;br /&gt;
A player simply wants to pick the weapon that has a combination that deals the most damage in the shortest amount of time, to the largest set of monsters, on average.&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
Each of these properties is briefly described below:&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
The approximate formula for a weapon's damage is as follows:&lt;br /&gt;
    Damage = 1d(base damage × strength bonus) × skill bonus + (to-damage enchantment + slaying)&lt;br /&gt;
&lt;br /&gt;
When you examine a weapon, the damage number it gives you is the base damage. The [[strength]] bonus multiplier is rarely much higher than 1×, except for very strong characters wielding very large weapons. The flat Slaying bonus comes from [[rings of slaying]] and some [[artefacts]], and stacks with the damage enchantment on your weapon (the second number in a weapon's +X, +X). The skill bonus multiplier is based on your [[Fighting]] and Weapon skill; when both are maxed out it averages around a 2× multiplier (though this amount is rather variable). Finally, your weapon's [[brand]] adjusts your damage even further; see the appropriate [[Brand]] page for details.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
A weapon's speed, or more accurately its attack delay, is as follows:&lt;br /&gt;
    Delay = base delay − weapon skill/2&lt;br /&gt;
&lt;br /&gt;
A weapon's base delay is given in the form of a percentage (110%, 150%, etc.); however, the game tracks most actions in terms of [[aut]]s. When unaffected by [[Haste]], [[Slow]], or similar effects, an unmodified, unarmed attack takes 10 auts (the same time it takes for most monsters and most species to take most actions). Wielding a weapon will multiply this by the base delay % given in the weapon's description. A [[short sword]], for example, has a base delay of 110%; 10 auts × 110% = 11 auts, meaning an attack with a short sword and no [[Short Blades]] skill will take slightly longer than throwing a punch.&lt;br /&gt;
&lt;br /&gt;
Fortunately, you can reduce the time it takes to make attacks by training the skill appropriate to the weapon you wield. Every 2 skill you gain reduces the delay % by 10, down to the weapon's minimum delay (which is the base delay divided by 2, rounded down, but with a maximum of 70%). [[Sabre]]s are a special case with a min delay of 50%, and the [[Haste]] [[status effect]] and [[Speed brand]] can both reduce it further than normal, but never below a minimum of 20%.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy is one of the more complex attributes of a weapon, being affected by the base type, weapon skill, Slaying bonuses, and [[dexterity]]. It is important to choose accurate weapons in the early game; at that point, however, the best way to do so is by choosing an accurate weapon type. Later on, the only time you'll find weapons being very inaccurate is if you're also unskilled with it, as a large part of accuracy comes from weapon skill. Thus, accuracy becomes a secondary consideration - reasonable accuracy comes with sane weapon delay.&lt;br /&gt;
&lt;br /&gt;
===Handedness===&lt;br /&gt;
There are two categories of weapons here: one-handed or two-handed. The difference is simple; one-handed weapons can be used along with a [[shield]], while two-handed weapons can't. While shields do provide significant amounts of defense, some of the most powerful melee and ranged weapons are two-handed. You should probably make the choice based on your [[species]]' [[aptitude]]s&lt;br /&gt;
&lt;br /&gt;
Note that the handedness of a weapon varies with the [[size]] of your character: some weapons that are one-handed for normal and larger sized creatures will be two-handed for small or little ones. This also determines which kinds of shields are appropriately sized for you and how much skill is required to effectively wear them. See the [[Size]] article for further details.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Each [[species]] has an aptitude for each of the [[skill]]s in ''Crawl''; taking advantage of the skills you're good at will allow you to become powerful faster, greatly increasing your chance of survival. Unless you're intentionally trying to challenge yourself, you should usually try to wield weapons suited for your species.&lt;br /&gt;
&lt;br /&gt;
====Cross-training====&lt;br /&gt;
One aspect of weapon choice is that training in most weapon types makes it easier to learn certain other weapon types. Training in one type improves your aptitude for the weapon type you're cross-training by +4, cutting the experience cost to learn it roughly in half. This bonus lasts for as long as the weapon type you're training is at a lower skill level than the first weapon skill. Once it exceeds the first weapon skill, that skill will start receiving a cross-training bonus instead. Cross-training skills are linked as follows:&lt;br /&gt;
&lt;br /&gt;
*[[Maces &amp;amp; Flails]]:[[Axes]]&lt;br /&gt;
*[[Axes]]:[[Polearms]]&lt;br /&gt;
*[[Staves]]:[[Maces &amp;amp; Flails]]&lt;br /&gt;
*[[Staves]]:[[Polearms]]&lt;br /&gt;
*[[Short Blades]]:[[Long Blades]]&lt;br /&gt;
*[[Throwing]]:[[Slings]]&lt;br /&gt;
&lt;br /&gt;
Each weapon type is capable of being useful all throughout the game, though some excel over others in certain sections. Also, generally speaking, cross-training is less efficient than simply training in the weapon you intend to use (a choice strongly influenced by your species' aptitudes). As such, choosing to cross-train is essentially choosing to toss out the experience invested in the weapon skill you don't intend to use later on. However, some [[background]]s start you with weapon types your species may not be particularly adept at, and you may stumble across extremely powerful weapons outside of your current skill set. In these cases, particularly if you haven't gotten terribly far yet, it may be worth changing the skills you train and the weapons you intend to use.&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
Most weapon types have certain traits that distinguish them from the others:&lt;br /&gt;
*[[Long Blades]]: One of the least exciting weapon types, but solid. They deal high damage and give a small bonus to [[Stabbing]] damage.&lt;br /&gt;
*[[Short Blades]]: Although they do low damage, they attack extremely fast and give a large bonus to Stabbing.&lt;br /&gt;
*[[Maces &amp;amp; Flails]]: These do heavy damage, and offer large species the most powerful two-handed weapons in the game. Also good vs. [[hydra]]s.&lt;br /&gt;
*[[Polearms]]: Although they only deal moderate damage, these weapons all have an innate [[reaching]] attack.&lt;br /&gt;
*[[Axes]]: Heavy damage and [[cleaving]] make axes excellent for crowd-control.&lt;br /&gt;
*[[Staves]]: These weapons are most distinguished by the [[magical staves]] they give you access to, but their mundane options aren't too bad either.&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat: A Special Case==&lt;br /&gt;
Of course, you don't ''have'' to wield a weapon to kill foes; it's perfectly feasible to beat things to death with your fists. Whether or not doing so is particularly worthwhile largely depends on your character.&lt;br /&gt;
&lt;br /&gt;
Unarmed attacks are on par with many Short Blades in terms of speed and generally do more damage (a great deal more at high skill levels). Additionally, unarmed combat combos well with many [[Transmutations]], which are designed  to give bonuses to unarmed combat, and several [[mutation]]s are geared towards aiding unarmed strikes.&lt;br /&gt;
&lt;br /&gt;
There are distinct disadvantages, however; fighting weaponless gives up any potential benefits from having a weapon (such as [[brand]]s, enchantment bonuses, and anything extra that comes with any [[artefact]] weaponry you might find). Unarmed combat is also very skill-dependent, meaning it takes considerably more skill to bring your attack power up to par with other weapons. Additionally, unarmed combat is penalized more by wearing heavy armour and shields than any other form of melee combat, so those who want to get the most out of their punches may wish to wear little in the way of defense. While [[Transmuter]]s probably won't care (as they can't use most equipment while transformed), others might sacrifice much of their defenses.&lt;br /&gt;
&lt;br /&gt;
Ultimately, the decision to forgo a weapon depends on personal preference. While some characters are better suited for unarmed combat (Transmuters and races with beneficial mutations like [[troll]]s), any character may make effective use of unarmed combat with sufficient skill investment. See the [[Unarmed combat]] page for more details.&lt;br /&gt;
&lt;br /&gt;
==Combining these: Small or Large Weapons?==&lt;br /&gt;
The number that any player wants to maximize is the weapon's damage divided by its delay. Choosing a weapon should seem to be a matter of picking the weapon for which this number is largest. However, one should consider whether to use a fast (min delay 3-5), medium speed (min delay 6), or slow (min delay 7) weapon before choosing a weapon:&lt;br /&gt;
&lt;br /&gt;
===Fast Weapons===&lt;br /&gt;
Short blades, whips, and demon whips/scourges are the only weapons that normally fall into this category. However, any weapon can have a min delay of 4 or less if it has a speed brand. These are not normally generated on anything other than short blades and staves, but do occur on artefact weapons of other types from time to time. The chief advantage of faster weapons is that they benefit more from slaying bonuses and enchantment: this flat extra damage is applied each time you land a hit, regardless of how hard you hit. Additionally, several weapon brands apply an amount of extra damage that is not affected by the weapon itself: these flat brands are far more beneficial on small weapons. Unfortunately, most such brands can be resisted.  &lt;br /&gt;
&lt;br /&gt;
The downside to smaller weapons is that they have poor performance against high-AC targets, many of which appear in the later game. A monster's [[AC]] reduction is simply applied more often. Brands can help with this to some degree, as their damage will bypass AC, but a small, fast weapon is always going to suffer somewhat against armoured monsters. This can be overcome reasonably well with slaying and enchantment bonuses, but it remains a disadvantage.&lt;br /&gt;
&lt;br /&gt;
===Strong Weapons===&lt;br /&gt;
The best definition of a &amp;quot;strong but slow&amp;quot; weapon is one with a min delay of 7, the max. Within this category, one should obviously strive for the strongest weapon one has skill for. The best are [[executioner's axe]]s, [[bardiche]]s, [[triple sword]]s, and (if you can wield them) [[giant spiked club]]s. [[Lajatang]]s are also a worthy choice if you're a staff user, although considerably less powerful than the others. These weapons benefit the most from brands such as [[freezing]], [[flaming]], and [[holy wrath]], whose extra damage is proportional to the weapon's base damage. Their high damage is excellent for punching through monsters' armour.&lt;br /&gt;
&lt;br /&gt;
While their higher minimum delay is somewhat of a downside, it is not a huge one. However, these weapons have two considerable downsides. The first is that the worthwhile ones all require huge skill investments (levels 18-26), making them more difficult to use for hybrid characters. Lajatangs are something of an exception, but they also do less damage. Secondly, not having a shield is a sacrifice - how much of one depends on your style and character type, but it is always a sacrifice. It leads to one advantage, however, in that you don't have to put XP into the Shields skill, and because weapon skill provides a multiplier effect on base damage, those many skill levels increase your damage much more than they would for lighter weapons. There are a few one-handed delay 7 weapon of note: [[eveningstar]]s, [[double sword]]s, and [[broad axe]]s. Eveningstars and double swords are certainly adequate weapons, especially against very high AC opponents, but some players may prefer the significantly faster [[sacred scourge]]s/[[demon whip]]s and [[eudemon blade]]s/[[demon blade]]s for the increased speed. Broad axes, meanwhile, sacrifice too much speed for too little damage increase, and are generally worth avoiding.&lt;br /&gt;
&lt;br /&gt;
==Weapon Schools: Advantages and Disadvantages==&lt;br /&gt;
===[[Weapon#Short blades|Short Blades]]===&lt;br /&gt;
Highest aptitudes: +3 (Kobolds, Halflings)&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*Easy to find good ones early on.&lt;br /&gt;
*Fastest weapons in the game, particularly [[quick blade]]s.&lt;br /&gt;
*Lots of races have good or better aptitudes.&lt;br /&gt;
*All one-handed.&lt;br /&gt;
*Crosstrains to Long Blades.&lt;br /&gt;
*Very good for [[stabbing]], especially [[dagger]]s.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*Poor against armoured targets.&lt;br /&gt;
*Benefit little from proportional brands.&lt;br /&gt;
*[[Quick blade]]s, by far the best, are quite rare even later on.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon#Long blades|Long blades]]===&lt;br /&gt;
Highest aptitudes: +2 (High Elves, Minotaurs)&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*High damage and speed.&lt;br /&gt;
*Can go one- or two-handed, contains good weapons for both.&lt;br /&gt;
*Fairly common in the mid- and late-game; [[demon blade]]s are easily found.&lt;br /&gt;
*Can crosstrain from short blades, which many players will have from the early game.&lt;br /&gt;
*TSO can upgrade the damage output of all of them, though [[demon blade]]s are best.&lt;br /&gt;
*Races strong with them are usually good for hybrid builds.&lt;br /&gt;
*Decent for stabbing.&lt;br /&gt;
*[[Triple sword]]s are the strongest weapons most characters can wield.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*Fairly rare before D:10 or so.&lt;br /&gt;
*All cut off hydra heads.&lt;br /&gt;
*Only Fighters and Gladiators can start with them.&lt;br /&gt;
*Double and triple blades are extremely rare.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon#Maces &amp;amp; Flails|Maces and Flails]]===&lt;br /&gt;
Highest aptitudes: +3 (Ogres)&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*Can either go the fast or slow route, through [[demon whip]]s, [[giant spiked club]]s, [[eveningstar]]s and the like.&lt;br /&gt;
*Very easy to find.&lt;br /&gt;
*Whips are a good starting weapon.&lt;br /&gt;
*None cut off hydra heads.&lt;br /&gt;
*Also used for rods, although they're as bad as clubs.&lt;br /&gt;
*For large races, giant spiked club has highest base damage in the game.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*Most races good with them are bad with magic, and vice versa&lt;br /&gt;
&lt;br /&gt;
'''Best Choices'''&lt;br /&gt;
*[[Demon whip]]s and [[sacred scourge]]s have a superb min delay and good damage output and are considered one of the best one handed weapons in the game.&lt;br /&gt;
*[[Eveningstar]]s are also very good weapons but are very rare. They will outdamage demon whips against heavily armoured opponents.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon#Axes|Axes]]===&lt;br /&gt;
Highest aptitude: +3 (Hill Orcs)&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*All axes can [[cleave]] to hit multiple opponents.&lt;br /&gt;
*[[Battleaxe]]s are quite good two-handed weapons and are fairly common.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*Most races good with them are also bad with magic, and vice versa.&lt;br /&gt;
*Single handed axes aren't worth using in the long run; all are fairly bad, forcing a two-handed build.&lt;br /&gt;
*Executioner's axes are rare, only found through Okawaru/Trog, acquirement, some uniques, and very rarely on the floor/in shops.&lt;br /&gt;
*[[Cleaving]] encourages fighting enemies in groups, which is risky.&lt;br /&gt;
&lt;br /&gt;
'''Best Choices'''&lt;br /&gt;
*[[Hand axe]]s are not bad starting weapons for classes that start weaponless. They can also be thrown.&lt;br /&gt;
*Forget about shields and go for the biggest, baddest axe that you can find.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon#Polearms|Polearms]]===&lt;br /&gt;
Highest aptitudes: +4 (Merfolk)&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*[[Spear]]s and [[trident]]s are excellent weapons early on.&lt;br /&gt;
*[[Demon trident]]s and [[bardiche]]s are common later on.&lt;br /&gt;
*Can go one-handed or two-handed.&lt;br /&gt;
*Crosstrains to both Maces &amp;amp; Flails and Axes.&lt;br /&gt;
*All polearms have inherent [[reaching]].&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*Nothing good for small races, since they become two-handed or unwieldable.&lt;br /&gt;
*Few races are particularly good with them (other than Merfolk, it's just Minotaurs, Tengu and Hill Orcs with a positive aptitude).&lt;br /&gt;
*Lower base damage than most other weapon types.&lt;br /&gt;
&lt;br /&gt;
'''Best Choices'''&lt;br /&gt;
*[[Trident]]s are an excellent starting weapon and the most broadly useful of the common polearms.&lt;br /&gt;
*[[Halberd]]s, [[scythe]]s, and [[glaive]]s are all usually inferior due to their high delay, though enough skill can make them more usable.&lt;br /&gt;
*[[Demon trident]]s (and [[trishula]]s) are the best polearms due to their combination of low min delay and damage output.&lt;br /&gt;
*[[Bardiche]]s are extremely slow, but have enough damage output to make up for it. If you find a nice branded or randart one, consider it as a keeper.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon#Staves|Staves]]===&lt;br /&gt;
Highest aptitudes: +2 (Minotaurs)&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*Quarterstaves are probably the best early-game weapon, very accurate.&lt;br /&gt;
*Can have the speed brand.&lt;br /&gt;
*Can be used for enhancer staves.&lt;br /&gt;
*Crosstrains to two separate skills, Polearms and M&amp;amp;F.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*Only minotaurs and tengu have positive aptitudes, and then only elves, humans, draconians, and octopodes have +0 aptitudes. All others are negative.&lt;br /&gt;
*Only two choices in normal weapons: [[lajatang]]s and quarterstaves.&lt;br /&gt;
*If you're not wielding an enhancer staff, you can't wear a shield, as lajatangs and quarterstaves are both two-handed.&lt;br /&gt;
*In order to get use out of an enhancer staff you also have to train Evocations and a spell skill.&lt;br /&gt;
&lt;br /&gt;
Best choices&lt;br /&gt;
*A staff of earth with good Evocations and Earth Magic deals high non-resistible damage and is one of the most powerful weapons in the game.&lt;br /&gt;
*A lajatang is a respectable weapon that requires comparatively little skill investment. Additionally, it is by far the strongest non-artefact weapon that can have a speed brand.&lt;br /&gt;
*Quarterstaves are good accurate starting weapons.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
Ranged weapons work a little differently from other weapons - while they do allow you to hit things from a distance, they require ammunition to do so. Once you're out of ammunition, a bow is nothing more than a hunk of wood that is less effective at bludgeoning things to death than your fists. As such, many ranged weapon specialists carry a secondary melee weapon for use in close quarters.&lt;br /&gt;
&lt;br /&gt;
====[[Blowgun]]s====&lt;br /&gt;
Highest aptitude: +3 (Centaurs, Halflings, Kobolds)&amp;lt;br&amp;gt;&lt;br /&gt;
Ammunition: [[Needle]]s&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*Can be used to soften up targets from a distance.&lt;br /&gt;
*Can inflict a variety of helpful debuffs.&lt;br /&gt;
*[[Curare]]-tipped needles are extremely powerful.&lt;br /&gt;
*Uses the [[Throwing]] skill, which improves performance of weapons like [[javelin]]s or [[throwing net]]s.&lt;br /&gt;
*Needles are extremely light.&lt;br /&gt;
*Can still be used while [[Status effects#Net|held]] in a net or [[web]].&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*Curare needles are useless against [[:Category:Poison resistance|poison resistant]] monsters.&lt;br /&gt;
*Non-poisoned needles are rare, curare needles exceptionally so.&lt;br /&gt;
*Blowguns aren't really intended to deal damage.&lt;br /&gt;
&lt;br /&gt;
Useful notes: Blowguns work best as a support weapon. They are best used by characters that are less skilled at straight-up melee combat (stabbers in particular can make good use of them). Characters that have a few ranks in [[Throwing]] already may also consider using a blowgun.&lt;br /&gt;
&lt;br /&gt;
====[[Sling]]s====&lt;br /&gt;
Highest aptitude: +4 (Halflings)&amp;lt;br&amp;gt;&lt;br /&gt;
Ammunition: [[Stone]]s or [[sling bullet]]s&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*Can be used effectively with a shield.&lt;br /&gt;
*Can use common stones as ammunition, though sling bullets do more damage.&lt;br /&gt;
*[[Jelly|Jellies]] won't eat stones.&lt;br /&gt;
*Quite fast.&lt;br /&gt;
*Can occasionally be found on early [[goblin]]s.&lt;br /&gt;
*Crosstrains with [[Throwing]] weapons.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*The weakest of the offensive ranged weapons&lt;br /&gt;
&lt;br /&gt;
Useful notes: While they have trouble damaging heavily armored opponents, slings are quite effective against other foes and are especially useful against jellies, as they are the only ranged weapon that can use ammo that jellies can't eat. The ability to wear a shield without impacting your performance can also be quite helpful. Slings are best used by the small species (all of which have the best aptitudes), but larger characters can also make effective use of them.&lt;br /&gt;
&lt;br /&gt;
====[[Bow]]s/[[Longbow]]s====&lt;br /&gt;
Highest aptitude: +3 (Centaurs, High Elves)&amp;lt;br&amp;gt;&lt;br /&gt;
Ammunition: [[Arrow]]s&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*Fast.&lt;br /&gt;
*All [[centaur (monster)|centaur]]s carry bows, making them probably the most common ranged weapon.&lt;br /&gt;
*Can easily replenish arrow supply from centaurs.&lt;br /&gt;
*Longbows are slower, but have more power.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*Somewhat inaccurate.&lt;br /&gt;
*Jellies eat arrows.&lt;br /&gt;
*Smaller characters cannot use longbows.&lt;br /&gt;
&lt;br /&gt;
Useful notes: Bows, while somewhat inaccurate, are as fast as slings and have more power, allowing them to more easily deal with tougher enemies. Centaur characters (much like their monstrous brethren) are particularly effective with bows, as their high speed allows them to [[kite]] enemies with ease. Most archers will wish to eventually upgrade to a longbow, the reduced accuracy and speed of which can easily be negated by increased weapon skill.&lt;br /&gt;
&lt;br /&gt;
====[[Crossbow]]s====&lt;br /&gt;
Highest aptitude: +2 (Kobolds)&amp;lt;br&amp;gt;&lt;br /&gt;
Ammunition: [[Bolt]]s&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*Very powerful and accurate.&lt;br /&gt;
*[[Yaktaur]]s all carry crossbows, making it easy to find one that's at least halfway decent.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*The slowest ranged weapon.&lt;br /&gt;
*Crossbows are very rare until yaktaurs start showing up.&lt;br /&gt;
*Jellies eat bolts.&lt;br /&gt;
*Few species are particularly good with them (only kobolds, minotaurs, deep dwarves, centaurs, and tengu have positive aptitudes)&lt;br /&gt;
&lt;br /&gt;
Useful notes: Crossbows are probably the most difficult ranged weapon to make effective use of, as they are rare for the first half of the game. Bolts are somewhat common, but can still be hard to find on occasion. As such, [[Hunter]]s that start with a crossbow will probably want to make sure they have a decent backup weapon in case of ammunition shortages.&lt;br /&gt;
&lt;br /&gt;
That being said, crossbows are the most powerful and accurate ranged weapon available (as the many yaktaurs roaming the lower portions of the dungeon will gladly demonstrate), though they are rather slow.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.12]], there were two additional forms of handedness: hand-and-half weapons and double weapons. These each received further penalties when wielded with a shield, but were otherwise one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Pisano</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Book_of_Alchemy&amp;diff=17981</id>
		<title>Book of Alchemy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Book_of_Alchemy&amp;diff=17981"/>
				<updated>2013-08-08T19:52:47Z</updated>
		
		<summary type="html">&lt;p&gt;Pisano: Alistair's Intoxication is level 4, not 24.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version012}}&lt;br /&gt;
{{item-noicon&lt;br /&gt;
 |itemtype = Book&lt;br /&gt;
 |name = Book of Alchemy&lt;br /&gt;
 |cost = 750&lt;br /&gt;
 |weight = 7&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A book focusing on alchemical processes and their use in magic spells, collecting the wisdom of many ancient alchemists. When the book is opened, the text is revealed as the ink condenses from the air onto the pages.}}&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile || Spell || Type || Level&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lethal_infusion.png]] || a - [[Lethal Infusion]] || [[Charms]]/[[Necromancy]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sublimation_of_blood.png]] || b - [[Sublimation of Blood]] || [[Necromancy]] || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alistair's intoxication.png]] || c - [[Alistair's Intoxication]] || [[Transmutation]]/[[Poison]] || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Condensation_shield.png]] || d - [[Condensation Shield]] || [[Ice]] || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Petrify.png]] || e - [[Petrify]] || [[Transmutations]]/[[Earth]] || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ignite poison.png]] || f - [[Ignite Poison]] || [[Transmutations]]/[[Fire]] || 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.9]], this book was known as the Book of Chemistry.&lt;/div&gt;</summary>
		<author><name>Pisano</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fedhas_Madash&amp;diff=17967</id>
		<title>Fedhas Madash</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fedhas_Madash&amp;diff=17967"/>
				<updated>2013-08-07T15:22:52Z</updated>
		
		<summary type="html">&lt;p&gt;Pisano: /* Appreciates */ minor clarification.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Fedhas altar.png]] ''&amp;quot;Spread life and death&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Fedhas Madash''' is the god of plant and fungal life. Fedhas encourages followers to promote the growth of plant life, especially through the decomposition of corpses. However, Fedhas forbids harming any species under his/her protection, or using [[Necromancy|necromantic]] effects on corpses. In return, Fedhas grants followers the power to promote the growth of fungal life - and cultivate it as an ally or weapon.&lt;br /&gt;
&lt;br /&gt;
No backgrounds start with this religion.&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
Fedhas does not accept [[undead]] worshipers ([[Ghoul]]s, [[Mummies]], or [[Vampire]]s), most likely because they violate the natural cycle of life.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
* Using Decomposition via [[praying]] on [[corpse]]s and certain undead.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* You or your allies destroying plants. (piety loss)&lt;br /&gt;
* Attacking allied flora. (piety loss)&lt;br /&gt;
* Using [[List of spells by flag#Corpse_violating|corpse-violating]] spells. These include Sublimation of Blood, Animate Dead, and other spells that affect corpses or chunks, as well as [[Necromutation]] (which violates your ''own'' corpse). (Penance)&lt;br /&gt;
&lt;br /&gt;
==Given abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Green [Species Name]&amp;quot;&lt;br /&gt;
* All plants are friendly towards you. (Passive)&lt;br /&gt;
* You can walk through plants. (Passive)&lt;br /&gt;
* You can fire through allied plants without harming them. (Passive)&lt;br /&gt;
* '''Decomposition''' - Causes corpses in your field of vision to rapidly decay. Corpses with a monster on top of them will not be affected. It turns corpses into skeletons, zombies into skeletons (or destroys them), destroys ghoul genus monsters for piety gain, and causes friendly [[toadstool]]s to grow. (Free)  Note that as of version 0.8, this is now invoked as (p)rayer rather than an (a)bility.&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Inciter&amp;quot;&lt;br /&gt;
* '''Evolution''' - Uses fruit or piety to turn one targeted plant in your line of sight into a stronger species under your control. Plants and bushes become [[oklob plant]]s and the cost per upgrade is 1 fruit. [[Oklob sapling]]s also become oklob plants, but the cost is 4 piety. Evolving toadstools and [[fungus]] become [[wandering mushroom]]s and cost 3 piety. [[Ballistomycete]] will become hyperactive, exploding like a [[giant spore]] a few times before dying, and cost 4 piety. (2 MP, Piety or one Fruit)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Photosynthesist&amp;quot;&lt;br /&gt;
* '''Sunshine''' - Targeted ability with a small area of effect, inflicts back lit status (same as [[Corona]]), and evaporates water (deep water turns to shallow water and shallow water turns to dry land). (2 MP, 50-100 Food)&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Cultivator&amp;quot;&lt;br /&gt;
* '''Growth''' - Creates plants in a circle around you and costs 1 fruit per plant. If a complete circle can't be placed, then the plants are placed on open squares closest to monsters. Lets you choose how many plants to spawn. (2 MP, Fruit)&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Green Death&amp;quot;&lt;br /&gt;
* '''Reproduction''' - Creates [[giant spore]]s from corpses in your field of vision to attack your enemies.  (4 MP, 100-200 Food)&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Nimbus&amp;quot;&lt;br /&gt;
* '''Rain''' - Creates a circle of water around you. The floor becomes shallow water, shallow water becomes deep water. Plants and fungus randomly spawn. (4 MP, 150-300 Food, 4-6 Piety)&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Force of Nature&amp;quot;&lt;br /&gt;
* No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
* The elements will be invoked against you, the equivalent of an ice, earth, fire and air [[miscast]].&lt;br /&gt;
* Hostile plants (biased towards oklobs) will grow around you. This effect will only happen when abandoning Fedhas, never when simply under penance.&lt;br /&gt;
* Corpses in line of sight will produce hostile spores.&lt;br /&gt;
* All previously neutral or allied plants will also turn hostile upon abandonment or excommunication.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Best characters to use Fedhas would be:&lt;br /&gt;
#Merfolk, move speed bonus, evasion bonus, tail attack etc. in water.&lt;br /&gt;
#Ranged attack characters (spells or ranged weapons), play keep away with Grow Plants and Rain.&lt;br /&gt;
#Enchanters or characters with confuse or paralyze, to drown enemies in deep water created by rain.&lt;br /&gt;
#Stabbers, to take advantage of confusion of wandering mushrooms and spores.&lt;br /&gt;
&lt;br /&gt;
I guess you could win a 15-rune ascension with Fedhas, but then again you could do it with no gods too. I'd say Fedhas's one of the worst choices for a 15-runer, because Fedhas requires corpses for piety and very few things in Abyss, Hells, and Pandemonium leave them.&lt;br /&gt;
&lt;br /&gt;
Not to mention that many of his/her abilities lose their shine against demons, such as spores not causing confusion and most demons flying right over deep water. I do think that Fedhas's a pretty good and interesting god before those areas though. His/Her abilities have a lot of neat applications.&lt;br /&gt;
&lt;br /&gt;
* Most useful for Merfolk. Using rain twice will allow you to create deep water into which you will retreat into, and shallow water is useful too. Merfolk gains speed and evasion bonus, and non-giant, non-amphibious enemies will flounder around and lose turns if they are in shallow water. Can use deep water to put stashes in as Merfolk. Also handy to a lesser extent as tengu as they fly over water. Larger races like Nagas, Centaurs, Ogres and Trolls can get by in water as they don't incur combat penalties from being in shallow water.&lt;br /&gt;
* Useful for ranged combatants, both magic and arrows. Fire through plants, walk through plants to gain distance etc. Using rain twice will allow you to create a ring of deep water around yourself to keep the melee away. Remember that you can fire through oklobs/wandering mushrooms too, not just plain plants&lt;br /&gt;
* Also helpful for stabbers, wandering mushrooms distract and confuse, and spores confuse. Also, oklobs distract enemies, even if they are far away as enemies are sometimes distracted when hit by the acid. Note that oklobs can fire through each other like you can fire through them, which means it's okay to have them block each other's fire lines.&lt;br /&gt;
* Fun trick is to create a corridor surrounded by deep water with rain and sunlight/dig, and when enemies get in there, confuse them so they'll drown. You can even get the loot by drying up the deep water with sunlight, or just being Merfolk. Easy way to create a drowning hole is to use rain twice while some enemies are around you, as deep water is not created where enemies are, so it'll create a path surrounded by deep water, which means easy confusion+drowning.&lt;br /&gt;
* Rain also puts out sticky flames. You can also use it in combination with cold bolt to kill enemies faster with freezing cloud. Another thing you can do is put a conjure flame there, which will create a lot of steam cloud that blocks view, like a poor man's fog scroll (takes 3 turn to get going though, rain, conjure flame, then 1 turn for the steam to kick in). Fire bolt works too, except clouds are smaller, though works 1 turn faster as there's no delay in fog producing. Another use is to use rain so you are surrounded by shallow water squares while on dry land, and hit enemies with elec brand, which will aoe electrocute them for minor damage, especially in corridors so you can fight one at a time while electrocuting two or three enemies.&lt;br /&gt;
* Another use of rain is to block off problematic areas. For example, rain can be used to block off annoying jelly vaults as the more dangerous jelly-type enemies can't swim.&lt;br /&gt;
* Often times, it's better to spend piety on rain hoping for a plant growth rather than spending fruit growing plants, since piety is renewable, and since Fedhas piety doesn't decay, you'll have plenty as long as you are not in corpse-less area.&lt;br /&gt;
* If you manage to accidentally submerge some loot by drawing a [[Deck of dungeons#Water card|Water card]] from a deck or by killing something in deep water, you can use sunlight to free the loot up. Depending on what you flooded, you may or may not deem it worthwhile to switch to Fedhas specifically for this, however.&lt;br /&gt;
* Remember that sunlight can reveal invisible monsters. Costs 0 piety and a minor amount of hunger, and is unresistable. Can be used to strand aquatic monsters, which will suffer damage slowly until they are dead, though they can flop back into water.&lt;br /&gt;
* You can use sunlight to create pathways in waterlogged areas like [[The Shoals]] or [[The Swamp]] (though the tides in the Shoals may end up re-flooding your pathways).&lt;br /&gt;
* Reproduction ability's spore will confuse any enemy that's non-magic immune and natural, regardless of poison res or magic res. Wandering mushroom attacks will be resisted by poison res however. Reproduction is more useful with casters who can kill enemies from a distance and produce corpses far away, or blink away from corpses and then use reproduction since it does significant friendly damage and confuses you through poison res. One neat trick is to use the [[Portal Projectile]] spell to teleport a corpse in midst of enemies before using Reproduction. Another good trick is to cast [[Inner Flame]] on your spores.&lt;br /&gt;
* Not so good late game. Need corpses to gain piety and late game monsters like demons and undeads don't leave them. Lack of plants late game branches, okhlobs etc are weak late game.&lt;br /&gt;
* Note that moving through plants take 1.5 times as long [move_player()]&lt;br /&gt;
* Using LOS spells like refrigeration and shatter is not recommended since it might get plants and get your piety down.&lt;br /&gt;
* Kills using spores give full experience, though oklobs half like normal summons.&lt;br /&gt;
* It appears from personal experience that fruits with the least amount in the inventory are automatically used up first. For example if you have 11 bananas, 1 strawberries, and 15 sultanas, the strawberry will be used up first, then the bananas.&lt;br /&gt;
* Decompose instantly kills ghouls/necrophages/skeleton-less zombies and gives piety for it. Also turns zombies into skeletons, gives piety.&lt;br /&gt;
* Note that upgrading a fungus costs 1 piety rather than the 2 it costs to upgrade toadstool.&lt;br /&gt;
* Don't worry too much about letting allied plants die as the penalty is only 1 piety, or about 1 corpse's worth.&lt;br /&gt;
* Invocation improves strength of oklobs (oklobs fire (10+inv)/30 % of the time and gain HD), wandering mushrooms (gain HD), and HP of plants created using growth (+inv*10 HP), and more rain clouds from using rain ability.&lt;br /&gt;
* Interaction between beams and allied plants:&lt;br /&gt;
** The following beams/conjurations can pass through allied plants without harming them: [[Flame Tongue]], [[Magic Dart]], [[Shock]], [[Sting]], [[Throw Flame]], [[Throw Frost]], [[Mephitic Cloud]], [[Stone Arrow]], [[Iskenderun's Mystic Blast]] (even if it explodes), [[Bolt of Magma]], [[Lightning Bolt]], [[Venom Bolt]], [[Bolt of Cold]], [[Bolt of Draining]], [[Bolt of Fire]], [[Iron Shot]], [[Poison Arrow]], [[Lehudib's Crystal Spear]] and [[Bolt of Inaccuracy]].&lt;br /&gt;
**[[Orb of Destruction]]s can not pass through.&lt;br /&gt;
**[[Battlesphere]]s' beams can not pass through.&lt;br /&gt;
**[[Fireball]] and [[Ice Storm]] can pass through, but the explosion will harm allied plants.&lt;br /&gt;
**[[Thunderbolt]] (lightning rod) can pass through.&lt;br /&gt;
**Enchantments like [[Agony]], [[Dispel Undead]], [[Pain]], [[Confuse]], etc can not pass through.&lt;br /&gt;
**Fedhas protects allied plants from some clouds like [[Freezing Cloud]], [[Ring of Flames]] or [[Poisonous Cloud]]+[[Ignite Poison]], but not from others like [[Tornado]].&lt;br /&gt;
**Fedhas protects allied plants from some explosions like [[Lee's Rapid Deconstruction]], but not from others like [[Fulminant Prism]].&lt;br /&gt;
**[[Static Discharge]], [[Ozocubu's Refrigeration]], [[Conjure Ball Lightning]], [[Chain Lightning]], [[Shatter]] and [[Fire Storm]] will harm allied plants.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]]&lt;/div&gt;</summary>
		<author><name>Pisano</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Spirit_shield&amp;diff=17844</id>
		<title>Talk:Spirit shield</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Spirit_shield&amp;diff=17844"/>
				<updated>2013-08-03T19:04:55Z</updated>
		
		<summary type="html">&lt;p&gt;Pisano: That it can only generated on cap seems wrong.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I found {Spirit} on a randomly generated artifact amulet of Suoluh {Spirit, Str+2, Dex+3}.  So the assertion that this can only be generated on a cap seems to be wrong.&lt;br /&gt;
&lt;br /&gt;
[[User:Pisano|Pisano]] 21:04, 3 August 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>Pisano</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vehumet&amp;diff=17481</id>
		<title>Vehumet</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vehumet&amp;diff=17481"/>
				<updated>2013-07-29T15:57:04Z</updated>
		
		<summary type="html">&lt;p&gt;Pisano: Reword sentence to remove use of non-word.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version012}}&lt;br /&gt;
&lt;br /&gt;
[[File:Vehumet altar.png]] ''&amp;quot;Let it end in hellfire!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
[[Vehumet]] is a god of destructive magic. Followers gain various useful powers to enhance their command of the hermetic arts, and the favoured stand to gain access to some of the most fearsome spells known to man (or any other [[species]], for that matter). In return, Vehumet asks only for worshipers to cause as much carnage and destruction as possible.&lt;br /&gt;
&lt;br /&gt;
No background starts with this religion.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You killing living, [[demonic]], [[holy]] and [[undead]] monsters.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Forgetting him. [[Piety]] slowly falls over time (about 1 every 340 turns), and you are excommunicated if it falls to 0.&lt;br /&gt;
*Abandoning him.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Sorcerer's Apprentice&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Scholar of Destruction&amp;quot;&lt;br /&gt;
:*'''Gain power from killing''' - When you kill a monster, you have a piety-based chance of gaining 1d(HD/2) in MP, where HD is the hit dice of the monster killed. This chance is (piety-30)/piety. At full piety, 85%. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Caster of Ruination&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Battle Magician&amp;quot;&lt;br /&gt;
:*'''Aid to destructive magic''' - Your chance of miscasting destructive spells is reduced by 33%. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Warlock&amp;quot;&lt;br /&gt;
:*'''Range increase for destructive magic''' - The range of destructive spells is increased by 1 tile. (''Exception'': [[Sticky Flame]] and [[Freeze]].) (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Annihilator&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Luminary of Lethal Lore&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''What Vehumet Considers Destructive Magic'''&amp;lt;br&amp;gt;&lt;br /&gt;
Vehumet's &amp;quot;Destructive spells&amp;quot; are all [[Conjurations]] spells, plus: [[Airstrike]], [[Ignite Poison]], [[Olgreb's Toxic Radiance]], [[Inner Flame]], [[Freeze]], [[Ozocubu's Refrigeration]], [[Sandblast]], [[Lee's Rapid Deconstruction]], [[Shatter]], [[Tornado]].&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
*'''[[Spell]]s.''' If you are above the first piety breakpoint and eligible for a gift, there is chance that Vehumet will offer you the knowledge of a '''Destructive spell'''. The total amount of gifts is 15. The first gift will always happen at &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; piety and it will be a level one spell. The currently available gift can be seen via (M)emorize spell. When a new spell is offered, the previous is replaced if still unlearned. The last three spells will happen at the same time and they don't time out.&lt;br /&gt;
&lt;br /&gt;
Your skills can affect the type of spells you get: e.g. if your Fire Magic skill is  10  levels higher than your Ice Magic skill, the chance of receiving fire spells is almost doubled (×1.9), and the chance for ice spells is divided by 10. This is applied only to elemental spells (e.g. not Poison Magic),  and it can't go beyond the limits used in the previous example (×1.9 and ÷10, reached when the difference between the opposite skills is 10).&lt;br /&gt;
&lt;br /&gt;
The [[Gift Timeout|gift timeout]] is 98+2d50 turns for the first four gifts, and 128+2d50+2d15 for the rest.&lt;br /&gt;
&lt;br /&gt;
== Punishments ==&lt;br /&gt;
*[[Conjuration]] [[miscast effects]]. There is also a 5% chance of forced miscasts when trying to cast conjurations.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
All of Vehumet's bonuses are passive, making it a good choice for spellcasters who do not want to spend XP on the [[Invocations]] skill. Vehumet also awards piety for killing, and his gifts include the most destructive spells in the game, very suitable for spellcasters who prefer a more aggressive play style.&lt;br /&gt;
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The MP refund on kill, while not terrific early on, really shines in the mid-game and late-game with area of effect spells that can take out multiple enemies at once - not to mention that, as far as their cost is concerned, they are much more efficient (e.g. Fire Storm has a lot more destructive potential than 9 Magic Darts). [[Freezing Cloud]], [[Fireball]], and [[Poisonous Cloud]] are other spells that can refund a lot of MP. [[Delayed Fireball]] can even be used as a net MP gain in emergencies. Of course, no one says you ''have'' to kill enemies with spells to get MP back; bashing them to death with a staff or using a wand/rod to cast works too.&lt;br /&gt;
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Miscast reduction may be the power with the largest impact. It can let you cast spells well in advance of your time: for example, a level 15 character who focused the relevant skills has a good chance of learning one of the &amp;quot;ultimate&amp;quot; level 9 conjuration spells thanks to this! This can alter the course of your build and render some branches trivial, or allow for more flexible gearing because of the reduced need for [[wizardry]] enhancers.&lt;br /&gt;
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Finally, the range increase enhances a spellcaster's arsenal to be slightly more deadly. In particular, some spells (such as Fireball or Fire Storm) will be able to hit enemies beyond your max line of sight: [[statue]]s and [[oklob plant]]s, among others, pose no risk with this method.&lt;br /&gt;
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Combining all these powers makes Vehumet the god of choice for spellcasters planning on tackling [[Ziggurat]]s, where you'll be facing large group after large group of enemies that you need to take down fast, and against whom your MP needs to last as long as possible.&lt;br /&gt;
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==History==&lt;br /&gt;
Vehumet underwent a complete overhaul in [[0.12]], dropping his summoning support, book gifts, and MP reduction, instead gifting destructive spells directly. &lt;br /&gt;
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For information about Vehumet prior to 0.12, see [http://crawl.chaosforge.org/index.php?title=Vehumet&amp;amp;oldid=13070 this revision].&lt;br /&gt;
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[[Category:Gods]]&lt;/div&gt;</summary>
		<author><name>Pisano</name></author>	</entry>

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