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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pubby</id>
		<title>CrawlWiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pubby"/>
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		<updated>2026-04-21T17:02:12Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Formicid&amp;diff=25286</id>
		<title>Formicid</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Formicid&amp;diff=25286"/>
				<updated>2014-03-02T17:27:35Z</updated>
		
		<summary type="html">&lt;p&gt;Pubby: MP was increased to 10%&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version-trunk}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
''This page covers the player [[species]]. For the monster, see [[Formicid (monster)]].''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Formicids are a species of humanoid ants. Just like their tiny insect ancestors, the Formicids are well adept at earth work, both on the physical and magical sides. Their abilities have been used to tunnel immense underground communities and structures, many of which are tens of thousands of years old.&lt;br /&gt;
&lt;br /&gt;
Perhaps unfortunately, their strong ties to earth have left them completely impervious to being teleported or hasted; Formicids are tied to the Earth with a complete sense of stasis. While this is seemingly a bad effect for a dungeon adventurer, stasis has the beneficial effect of preventing many types of nasty hexes and maledictions.&lt;br /&gt;
&lt;br /&gt;
With the ability to lift ten times their own weight, the Formicids have strength rivaling that of ogres. This, along with the fact that they have four arms, allows Formicid warriors to carry both a shield and a two-handed weapon at the same time.&lt;br /&gt;
&lt;br /&gt;
Formicids make good earth and venom mages, but are quite capable at both melee and ranged combat too, albeit a bit flimsy. They are naturally bad at air magic and conjurations.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Antennae]] 3: Formicids can sense monsters within 7 tiles (even through walls) and can also [[see invisible]].&lt;br /&gt;
**Formicids cannot wear any form of headgear.&lt;br /&gt;
*Formicids have four arms, and can treat most melee and ranged weapons as one-handed. They can wield [[giant club]]s and [[giant spiked club]]s with two hands, and are also capable of throwing [[large rock]]s despite their average size.&lt;br /&gt;
*Formicids can [[dig]] through walls as an innate ability. First, they have to extend their mandibles, and then move into a [[rock wall]] or [[iron grate]] to start making the tunnel. Digging takes 2+[[movement delay]] [[aut]]s per square, makes some noise, and has a hefty food cost.&lt;br /&gt;
*Formicids can create a [[shaft]] under themselves as an innate ability, allowing them to escape downwards, but at the cost of making a great deal of noise.&lt;br /&gt;
*Formicids have permanent [[stasis]], rendering them unable to take advantage of translocative effects, [[Haste]], and [[berserk]], but also granting immunity to [[paralysis]] and [[slow]]ing (but ''not'' [[petrify|petrification]]). [[Lugonu]]'s Bend Space ability and the [[Passage of Golubria]] spell work as normal, however.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Fighter]], [[Hunter]]&lt;br /&gt;
*'''Zealots:''' [[Abyssal Knight]], [[Healer]]&lt;br /&gt;
*'''Warrior-mages:''' [[Arcane Marksman]]&lt;br /&gt;
*'''Mages:''' [[Earth Elementalist]], [[Venom Mage]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] every 4th level.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*10% more [[MP]] than average.&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Formicids receive the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Formicid}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Formicids are blessed and cursed with some of the most dramatic species mutations in ''Crawl'', resulting in a very unique play experience. Their ability to wield 2-handed weapons and shields simultaneously, coupled with their high Armour skill aptitude and access to almost all armour, allows them to deal stupendous amounts of damage without sacrificing anything from their defenses. They can even use [[giant club]]s and [[giant spiked club]]s, though the benefit of a usefully branded [[shield]] may outweigh the gain of a little more damage. Regardless, a formicid with end-game quality equipment can be far, far deadlier than most.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, they also come with one of the heaviest handicaps of any species, making it difficult to survive dangerous encounters that others can simply bail on. While permanent [[stasis]] does protect you from [[slow]] and [[paralysis]] effects, it also disables a wide variety of incredibly useful panic buttons; [[teleport]]s and [[blink]]s are the most obvious, but all sources of [[haste]] and [[berserk]]ing are also rendered useless, as well as [[Okawaru]]'s Finesse. Where some characters can simply buff up and plow their way through dangerous foes or crowds of attackers, disappearing if a fight starts looking unwinnable, a formicid must play more cautiously. &lt;br /&gt;
&lt;br /&gt;
Take advantage of the resources formicids have at their disposal. Your innate [[Dig]] ability allows you to create choke points, making it much safer to fight large bands of enemies.  As it is fairly slow to use, you may want to create tunnels in advance, near areas where there are multiple enemies.  Assuming you aren't at the bottom floor of a branch, your [[Shaft]] ability is a guaranteed escape from any fight, but consider using it ''before'' you're at the brink of death; it takes a few turns to kick in, and it's much easier to survive on an unexplored, dangerous floor when you're relatively unscathed. [[Passage of Golubria]] causes space to bend, not you, and thus still functions as normal for you; likewise, spells that disable enemies ([[Slow]], [[Petrify]], [[Cause Fear]], and other [[Hexes]]) are excellent for making getaways. While formicids can't blink normally, [[boots]] of [[jumping]] and [[Dithmengos]]' Shadow Step both provide an effect similar to [[Controlled Blink]], although they require a target.  [[Lugonu]]'s Bend Space ability allows formicids to do an uncontrolled blink, although it does a small amount of damage in the process.&lt;br /&gt;
&lt;br /&gt;
Your antennae and high Stealth aptitude allow you to see large bands and dangerous opponents before engaging them, making it much easier for you to lure individuals away from a group or simply avoid the fight entirely. Access to [[large rock]]s means that even low-level characters can deal very heavy ranged damage (assuming you're lucky enough to find them). When pursued by enemies you can't outrun or hex, sprinting over a [[teleport trap]] is a great way to lose them, so keep an eye out for those. Most importantly, don't forget that simply walking away before an impossible fight begins is sometimes the best option you've got.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Formicids will be added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
During much of their development, formicids were known as '''dwants''' (or '''dwarf-ants''').  During much of their development, they had less HP but leveled even faster than humans.  In addition, they were particularly vulnerable to poison.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
[http://git.develz.org/?p=crawl.git;a=shortlog;h=refs/heads/dwants Formicid development branch]&lt;br /&gt;
&lt;br /&gt;
[https://crawl.develz.org/tavern/viewtopic.php?f=8&amp;amp;t=8298 Tavern discussion]&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Pubby</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Formicid&amp;diff=25285</id>
		<title>Formicid</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Formicid&amp;diff=25285"/>
				<updated>2014-03-02T17:26:38Z</updated>
		
		<summary type="html">&lt;p&gt;Pubby: They lost exoskeleton.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version-trunk}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
''This page covers the player [[species]]. For the monster, see [[Formicid (monster)]].''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Formicids are a species of humanoid ants. Just like their tiny insect ancestors, the Formicids are well adept at earth work, both on the physical and magical sides. Their abilities have been used to tunnel immense underground communities and structures, many of which are tens of thousands of years old.&lt;br /&gt;
&lt;br /&gt;
Perhaps unfortunately, their strong ties to earth have left them completely impervious to being teleported or hasted; Formicids are tied to the Earth with a complete sense of stasis. While this is seemingly a bad effect for a dungeon adventurer, stasis has the beneficial effect of preventing many types of nasty hexes and maledictions.&lt;br /&gt;
&lt;br /&gt;
With the ability to lift ten times their own weight, the Formicids have strength rivaling that of ogres. This, along with the fact that they have four arms, allows Formicid warriors to carry both a shield and a two-handed weapon at the same time.&lt;br /&gt;
&lt;br /&gt;
Formicids make good earth and venom mages, but are quite capable at both melee and ranged combat too, albeit a bit flimsy. They are naturally bad at air magic and conjurations.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Antennae]] 3: Formicids can sense monsters within 7 tiles (even through walls) and can also [[see invisible]].&lt;br /&gt;
**Formicids cannot wear any form of headgear.&lt;br /&gt;
*Formicids have four arms, and can treat most melee and ranged weapons as one-handed. They can wield [[giant club]]s and [[giant spiked club]]s with two hands, and are also capable of throwing [[large rock]]s despite their average size.&lt;br /&gt;
*Formicids can [[dig]] through walls as an innate ability. First, they have to extend their mandibles, and then move into a [[rock wall]] or [[iron grate]] to start making the tunnel. Digging takes 2+[[movement delay]] [[aut]]s per square, makes some noise, and has a hefty food cost.&lt;br /&gt;
*Formicids can create a [[shaft]] under themselves as an innate ability, allowing them to escape downwards, but at the cost of making a great deal of noise.&lt;br /&gt;
*Formicids have permanent [[stasis]], rendering them unable to take advantage of translocative effects, [[Haste]], and [[berserk]], but also granting immunity to [[paralysis]] and [[slow]]ing (but ''not'' [[petrify|petrification]]). [[Lugonu]]'s Bend Space ability and the [[Passage of Golubria]] spell work as normal, however.&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Fighter]], [[Hunter]]&lt;br /&gt;
*'''Zealots:''' [[Abyssal Knight]], [[Healer]]&lt;br /&gt;
*'''Warrior-mages:''' [[Arcane Marksman]]&lt;br /&gt;
*'''Mages:''' [[Earth Elementalist]], [[Venom Mage]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] every 4th level.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Formicids receive the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Formicid}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Formicids are blessed and cursed with some of the most dramatic species mutations in ''Crawl'', resulting in a very unique play experience. Their ability to wield 2-handed weapons and shields simultaneously, coupled with their high Armour skill aptitude and access to almost all armour, allows them to deal stupendous amounts of damage without sacrificing anything from their defenses. They can even use [[giant club]]s and [[giant spiked club]]s, though the benefit of a usefully branded [[shield]] may outweigh the gain of a little more damage. Regardless, a formicid with end-game quality equipment can be far, far deadlier than most.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, they also come with one of the heaviest handicaps of any species, making it difficult to survive dangerous encounters that others can simply bail on. While permanent [[stasis]] does protect you from [[slow]] and [[paralysis]] effects, it also disables a wide variety of incredibly useful panic buttons; [[teleport]]s and [[blink]]s are the most obvious, but all sources of [[haste]] and [[berserk]]ing are also rendered useless, as well as [[Okawaru]]'s Finesse. Where some characters can simply buff up and plow their way through dangerous foes or crowds of attackers, disappearing if a fight starts looking unwinnable, a formicid must play more cautiously. &lt;br /&gt;
&lt;br /&gt;
Take advantage of the resources formicids have at their disposal. Your innate [[Dig]] ability allows you to create choke points, making it much safer to fight large bands of enemies.  As it is fairly slow to use, you may want to create tunnels in advance, near areas where there are multiple enemies.  Assuming you aren't at the bottom floor of a branch, your [[Shaft]] ability is a guaranteed escape from any fight, but consider using it ''before'' you're at the brink of death; it takes a few turns to kick in, and it's much easier to survive on an unexplored, dangerous floor when you're relatively unscathed. [[Passage of Golubria]] causes space to bend, not you, and thus still functions as normal for you; likewise, spells that disable enemies ([[Slow]], [[Petrify]], [[Cause Fear]], and other [[Hexes]]) are excellent for making getaways. While formicids can't blink normally, [[boots]] of [[jumping]] and [[Dithmengos]]' Shadow Step both provide an effect similar to [[Controlled Blink]], although they require a target.  [[Lugonu]]'s Bend Space ability allows formicids to do an uncontrolled blink, although it does a small amount of damage in the process.&lt;br /&gt;
&lt;br /&gt;
Your antennae and high Stealth aptitude allow you to see large bands and dangerous opponents before engaging them, making it much easier for you to lure individuals away from a group or simply avoid the fight entirely. Access to [[large rock]]s means that even low-level characters can deal very heavy ranged damage (assuming you're lucky enough to find them). When pursued by enemies you can't outrun or hex, sprinting over a [[teleport trap]] is a great way to lose them, so keep an eye out for those. Most importantly, don't forget that simply walking away before an impossible fight begins is sometimes the best option you've got.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Formicids will be added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
During much of their development, formicids were known as '''dwants''' (or '''dwarf-ants''').  During much of their development, they had less HP but leveled even faster than humans.  In addition, they were particularly vulnerable to poison.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
[http://git.develz.org/?p=crawl.git;a=shortlog;h=refs/heads/dwants Formicid development branch]&lt;br /&gt;
&lt;br /&gt;
[https://crawl.develz.org/tavern/viewtopic.php?f=8&amp;amp;t=8298 Tavern discussion]&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Pubby</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Moon_troll_leather_armour&amp;diff=25048</id>
		<title>Moon troll leather armour</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Moon_troll_leather_armour&amp;diff=25048"/>
				<updated>2014-02-21T07:06:11Z</updated>
		
		<summary type="html">&lt;p&gt;Pubby: TLA regen was buffed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|This armour was reportedly created by enchanting the hide of a now-extinct species of troll. Whether this armour is truly a remnant of the legendary unseen terrors of the wind or merely an appropriation of the name to add mystique is something of a mystery; its power of rapid regeneration at the occasional expense of the wearer's magic power, however, is hard to dispute.}}&lt;br /&gt;
[[File:Moon_troll_leather_armour.png]] '''''The +4 moon troll leather armour'''''&lt;br /&gt;
&lt;br /&gt;
+4 [[troll leather armour]]&lt;br /&gt;
&lt;br /&gt;
[[Spirit shield]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[MP]]+5&amp;lt;br&amp;gt;&lt;br /&gt;
[[Regeneration]] (+40)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''moon troll leather armour''' is a huge upgrade over standard [[troll leather armour]]. Although it still offers only mediocre physical defense, its regeneration bonus totals to +70 (40 from the artefact property and 30 for being a troll leather armour) unless you're a [[troll]] (they only receive the +40). The [[spirit shield]] and extra [[MP]] help increase both durability and casting capacity, making it a good selection for casters and [[EV]]-based fighters.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The extinct &amp;quot;moon trolls&amp;quot; the item gets its name from were an aborted type of [[list of trolls|troll]]. Permanently [[invisible]] and surrounded by a [[Tornado]] effect, they would have been found in a moon-themed mini-[[branch]] that was never released.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Moon troll leather armour was added in [[0.13]].&lt;br /&gt;
The base regeneration will be +40 in [[0.14]], for a total of +80.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Body armour]]&lt;br /&gt;
[[Category:014 Tiles]]&lt;/div&gt;</summary>
		<author><name>Pubby</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Troll_leather_armour&amp;diff=25047</id>
		<title>Troll leather armour</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Troll_leather_armour&amp;diff=25047"/>
				<updated>2014-02-21T07:04:40Z</updated>
		
		<summary type="html">&lt;p&gt;Pubby: TLA regen was buffed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{armour&lt;br /&gt;
 |name = Troll Leather Armour&lt;br /&gt;
 |cost = ?&lt;br /&gt;
 |weight = 22.0&lt;br /&gt;
 |AC = 4&lt;br /&gt;
 |SV = n/a  &lt;br /&gt;
 |EV = -4&lt;br /&gt;
 |maxenc = +4&lt;br /&gt;
 |skill = Dodging&lt;br /&gt;
 |skill2 = Stealth&lt;br /&gt;
 |size = all &lt;br /&gt;
 |acquirement = ?&lt;br /&gt;
 |grants= regeneration&lt;br /&gt;
 |weartime    = 5&lt;br /&gt;
 |GDR         = 19%&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A magical armour, made from the stiff and knobbly skin of a common troll. It magically regenerates its wearer's flesh at a fairly slow rate (unless already a troll).}}&lt;br /&gt;
&lt;br /&gt;
'''Troll leather armour''' is one of the lightest [[armour]]s in the game, providing slightly more defense than [[leather armour]] with no additional [[encumbrance rating]]. It also provides a +30 bonus to the wearer's [[regeneration rate]], though your [[hunger]] rate is increased to 1.5× normal for as long as you are not at max [[HP]]. This regeneration bonus does not apply to [[troll]] or [[deep dwarf]] characters, but does affect [[mummies]].&lt;br /&gt;
&lt;br /&gt;
This armour is rare, but you can create your own by using a [[scroll of enchant armour]] on a [[troll hide]] (which is sometimes produced when you butcher a [[troll (monster)|troll]] [[corpse]]). If the hunger increase doesn't sound worth it to you, you can get better defense with no additional EV penalty by using [[mottled dragon armour]].&lt;br /&gt;
&lt;br /&gt;
Note that despite its similarity in name to the less universally wearable [[leather armour]], troll leather armour (and its associated hide) can be worn by any character that can wear body armour, not just small and medium species.&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
Middling. While troll leather armour is better than comparable mundane armours, its protection is inferior to all of the dragon armours, and its regeneration boost is fairly moderate at 25% less than that of a [[ring of regeneration]]. Still, this can be a good item, particularly for characters who have no other way to speed up their healing, or for [[ogre]]s and [[troll]]s who have yet to find a dragon hide and still wish to improve their durability (albeit slightly).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || Image&lt;br /&gt;
|-&lt;br /&gt;
| '''Hide''' || [[File:Troll hide.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Armour''' || [[File:Troll leather armour.png]]&lt;br /&gt;
|-&lt;br /&gt;
! || [[Unrandart]]&amp;lt;br&amp;gt;Troll leather armours&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Moon troll leather armour]]''' || [[File:Moon troll leather armour.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The regeneration rate will be +40 in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Body armour]] [[Category:Troll]]&lt;br /&gt;
[[Category:014 Tiles]]&lt;/div&gt;</summary>
		<author><name>Pubby</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Glaive&amp;diff=25044</id>
		<title>Glaive</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Glaive&amp;diff=25044"/>
				<updated>2014-02-21T04:53:41Z</updated>
		
		<summary type="html">&lt;p&gt;Pubby: reword&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{weapon&lt;br /&gt;
 |name      = Glaive&lt;br /&gt;
 |cost      = 55&lt;br /&gt;
 |weight    = 20.0&lt;br /&gt;
 |skill     = Polearms&lt;br /&gt;
 |damage    = 15&lt;br /&gt;
 |accuracy  = -3&lt;br /&gt;
 |basedelay = 17 (170%)&lt;br /&gt;
 |mindelay  = 7 at skill 20&lt;br /&gt;
 |hands     = 2H&lt;br /&gt;
 |size      = Large&lt;br /&gt;
 |damtype   = Chopping&lt;br /&gt;
 |ranged    = No&lt;br /&gt;
 |acquirement = 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A pole with a large, heavy blade on one end.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;To know the perfect length of your ſhort ſtaffe, or half Pike, Forreſt bil, Partiſan, or Gleue, or ſuch like weapons of vantage and perfect lenghts, you ſhall ſtand vpright, holding the ſtaffe vpright cloſe by your body, with your left hãd, reaching with your right hand your ſtaffe as high as you can, and then allow to that length a ſpace to ſet both your hands, when you come to fight, wherein you may conueniently ſtrike, thrust and ward, &amp;amp; that is the iuſt length according to you ſtature. And this note, that theſe lengths will commonly fall out to be eight or nine foor long, and will fit, although not iuſt, the ſtatures of all men, without any hindrance at all vnto them in their fight, becauſe in any weapon wherin the hands may be remoued, and at libertie, to make the weapon lõger or ſhorter in fight at his pleaſure, a foot of the ſtaffe behind the backmost hand doth no harme.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
-George Silver, _Paradoxes of Defence_, 1599}}&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|This weapon falls into the '[[Polearms]]' category. It is a two handed weapon.}}&lt;br /&gt;
&lt;br /&gt;
The '''glaive''' is the largest of the common polearms, and is comparable to a [[battleaxe]] without cleaving. Although glaives are decent weapons, many characters will prefer a [[demon trident]] with a [[shield]], or a two-handed [[bardiche]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || Common || Orcish&lt;br /&gt;
|-&lt;br /&gt;
| '''Mundane''' || [[File:Glaive1.png]] || [[File:Orcish glaive1.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical''' || [[File:Glaive2.png]] || [[File:Orcish glaive2.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Artifact''' || [[File:Glaive3.png]] || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || [[Unrandart]]s&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Glaive of Prune]]''' || [[File:Glaive of prune.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Glaive of the Guard]]''' || [[File:Glaive of the guard.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.10]], these lacked innate reaching and had a greater (18) base delay.&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Polearms]]&lt;/div&gt;</summary>
		<author><name>Pubby</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Glaive&amp;diff=25042</id>
		<title>Glaive</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Glaive&amp;diff=25042"/>
				<updated>2014-02-21T03:29:48Z</updated>
		
		<summary type="html">&lt;p&gt;Pubby: glaives aren't terrible&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{weapon&lt;br /&gt;
 |name      = Glaive&lt;br /&gt;
 |cost      = 55&lt;br /&gt;
 |weight    = 20.0&lt;br /&gt;
 |skill     = Polearms&lt;br /&gt;
 |damage    = 15&lt;br /&gt;
 |accuracy  = -3&lt;br /&gt;
 |basedelay = 17 (170%)&lt;br /&gt;
 |mindelay  = 7 at skill 20&lt;br /&gt;
 |hands     = 2H&lt;br /&gt;
 |size      = Large&lt;br /&gt;
 |damtype   = Chopping&lt;br /&gt;
 |ranged    = No&lt;br /&gt;
 |acquirement = 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A pole with a large, heavy blade on one end.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;To know the perfect length of your ſhort ſtaffe, or half Pike, Forreſt bil, Partiſan, or Gleue, or ſuch like weapons of vantage and perfect lenghts, you ſhall ſtand vpright, holding the ſtaffe vpright cloſe by your body, with your left hãd, reaching with your right hand your ſtaffe as high as you can, and then allow to that length a ſpace to ſet both your hands, when you come to fight, wherein you may conueniently ſtrike, thrust and ward, &amp;amp; that is the iuſt length according to you ſtature. And this note, that theſe lengths will commonly fall out to be eight or nine foor long, and will fit, although not iuſt, the ſtatures of all men, without any hindrance at all vnto them in their fight, becauſe in any weapon wherin the hands may be remoued, and at libertie, to make the weapon lõger or ſhorter in fight at his pleaſure, a foot of the ſtaffe behind the backmost hand doth no harme.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
-George Silver, _Paradoxes of Defence_, 1599}}&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|This weapon falls into the '[[Polearms]]' category. It is a two handed weapon.}}&lt;br /&gt;
&lt;br /&gt;
The '''glaive''' is the largest of the common polearms, and is comparable to a [[battleaxe]] without cleaving. While glaives are usable weapons, many characters will prefer a [[demon trident]] with a [[shield]], or a two-handed [[bardiche]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || Common || Orcish&lt;br /&gt;
|-&lt;br /&gt;
| '''Mundane''' || [[File:Glaive1.png]] || [[File:Orcish glaive1.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical''' || [[File:Glaive2.png]] || [[File:Orcish glaive2.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Artifact''' || [[File:Glaive3.png]] || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || [[Unrandart]]s&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Glaive of Prune]]''' || [[File:Glaive of prune.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Glaive of the Guard]]''' || [[File:Glaive of the guard.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.10]], these lacked innate reaching and had a greater (18) base delay.&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Polearms]]&lt;/div&gt;</summary>
		<author><name>Pubby</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ogre&amp;diff=24417</id>
		<title>Ogre</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ogre&amp;diff=24417"/>
				<updated>2014-01-23T17:55:07Z</updated>
		
		<summary type="html">&lt;p&gt;Pubby: /* Difficulty of Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
{{flavour|Ogres are huge, chunky creatures who typically are strong rather than smart, and not nimble at all. Their size also makes them hunger more than smaller folk. Ogres mature almost as quickly as Humans.&lt;br /&gt;
&lt;br /&gt;
Their preferred methods of avoiding beatings are dodging and the use of shields. Many Ogres find it natural to wield some large and blunt weapon. (Countless lethal incidents have taught them to leave most edged weapons be.) While all sophisticated forms of missile combat are too awkward for them, they are good at throwing things, in particular boulders.&lt;br /&gt;
&lt;br /&gt;
Contrary to expectations, Ogres are not reduced to mindless brutes. They possess a raw talent for witchcraft, letting them pick up the basics of spellcasting at an amazing speed. However, the more arcane schools of magic are foreign to them and are only learned at poor rates.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Good_mutations#Tough_Skin|Tough Skin 1]]: Ogres have AC +1.&lt;br /&gt;
*[[Fast Metabolism|Fast Metabolism 1]]: Ogres burn sustenance quicker than other species.&lt;br /&gt;
*[[Saprovore 1]]: Ogres can eat rotten meat if [[Hungry]] or worse.&lt;br /&gt;
*Ogres are [[Size#Player Sizes|large]] creatures. Unlike smaller species, they can use [[giant club]]s and [[giant spiked club]]s, but cannot wear any armour but [[robe]]s, [[cloak]]s, [[animal skin]]s, [[troll hide]]s, [[troll leather armour]]s, [[dragon armour|dragon hide]], or [[dragon armour]]. [[Buckler]]s are also too small for them.&lt;br /&gt;
*Ogres are large enough to attack normally while standing in [[shallow water]] (though they cannot move normally through it).&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Hunter]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]]&lt;br /&gt;
*'''Warrior-mages:''' [[Arcane Marksman]]&lt;br /&gt;
*'''Mages:''' [[Wizard]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] every 3rd level.&lt;br /&gt;
*30% more [[HP]] than average.&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Ogres start with the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Incompatible body armour is replaced with an [[animal skin]] or [[robe]]. &lt;br /&gt;
*[[Helmet]]s are replaced with [[cap]]s.&lt;br /&gt;
*[[Meat ration]]s replace [[bread ration]]s, and Ogres start with an extra ration.&lt;br /&gt;
*Any [[Armour]] skill is replaced by [[Dodging]].&lt;br /&gt;
*Ogre [[hunter]]s are given a choice of [[large rock]]s instead of [[javelin]]s.&lt;br /&gt;
*Ogre hunters and [[artificer]]s start with a [[club]] instead of a [[short sword]].&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Ogres enjoy a number of advantages over other species, but have an equal amount of disadvantages. They have an immense amount of HP naturally and train Fighting faster than any other species, but their inability to wear most armour coupled with their large size leaves them with miserable [[AC]] and [[EV]] in the early game. On the plus side, their offenses become powerful very quickly, with a good proficiency in Maces &amp;amp; Flails, and access to both [[giant spiked club]]s and [[large rock]]s. Despite having terrible magic aptitudes, it is still beneficial for ogres learn a spell or two. Common ogre spells are [[Repel Missiles]] and [[Haste]].&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Ogre}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*[[Serfuzz's Ogre Hunter guide]]&lt;br /&gt;
*[[Davion Fuxa's Ogre guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Pubby</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ogre&amp;diff=24416</id>
		<title>Ogre</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ogre&amp;diff=24416"/>
				<updated>2014-01-23T17:54:11Z</updated>
		
		<summary type="html">&lt;p&gt;Pubby: /* Difficulty of Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
{{flavour|Ogres are huge, chunky creatures who typically are strong rather than smart, and not nimble at all. Their size also makes them hunger more than smaller folk. Ogres mature almost as quickly as Humans.&lt;br /&gt;
&lt;br /&gt;
Their preferred methods of avoiding beatings are dodging and the use of shields. Many Ogres find it natural to wield some large and blunt weapon. (Countless lethal incidents have taught them to leave most edged weapons be.) While all sophisticated forms of missile combat are too awkward for them, they are good at throwing things, in particular boulders.&lt;br /&gt;
&lt;br /&gt;
Contrary to expectations, Ogres are not reduced to mindless brutes. They possess a raw talent for witchcraft, letting them pick up the basics of spellcasting at an amazing speed. However, the more arcane schools of magic are foreign to them and are only learned at poor rates.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Good_mutations#Tough_Skin|Tough Skin 1]]: Ogres have AC +1.&lt;br /&gt;
*[[Fast Metabolism|Fast Metabolism 1]]: Ogres burn sustenance quicker than other species.&lt;br /&gt;
*[[Saprovore 1]]: Ogres can eat rotten meat if [[Hungry]] or worse.&lt;br /&gt;
*Ogres are [[Size#Player Sizes|large]] creatures. Unlike smaller species, they can use [[giant club]]s and [[giant spiked club]]s, but cannot wear any armour but [[robe]]s, [[cloak]]s, [[animal skin]]s, [[troll hide]]s, [[troll leather armour]]s, [[dragon armour|dragon hide]], or [[dragon armour]]. [[Buckler]]s are also too small for them.&lt;br /&gt;
*Ogres are large enough to attack normally while standing in [[shallow water]] (though they cannot move normally through it).&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Hunter]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]]&lt;br /&gt;
*'''Warrior-mages:''' [[Arcane Marksman]]&lt;br /&gt;
*'''Mages:''' [[Wizard]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] every 3rd level.&lt;br /&gt;
*30% more [[HP]] than average.&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Ogres start with the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Incompatible body armour is replaced with an [[animal skin]] or [[robe]]. &lt;br /&gt;
*[[Helmet]]s are replaced with [[cap]]s.&lt;br /&gt;
*[[Meat ration]]s replace [[bread ration]]s, and Ogres start with an extra ration.&lt;br /&gt;
*Any [[Armour]] skill is replaced by [[Dodging]].&lt;br /&gt;
*Ogre [[hunter]]s are given a choice of [[large rock]]s instead of [[javelin]]s.&lt;br /&gt;
*Ogre hunters and [[artificer]]s start with a [[club]] instead of a [[short sword]].&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Medium}}&lt;br /&gt;
&lt;br /&gt;
Ogres enjoy a number of advantages over other species, but have an equal amount of disadvantages. They have an immense amount of HP naturally and train Fighting faster than any other species, but their inability to wear most armour coupled with their large size leaves them with miserable [[AC]] and [[EV]] in the early game. On the plus side, their offenses become powerful very quickly, with a good proficiency in Maces &amp;amp; Flails, and access to both [[giant spiked club]]s and [[large rock]]s. Despite having terrible magic aptitudes, it is still beneficial for ogres learn a spell or two. Common ogre spells are [[Repel Missiles]] and [[Haste]].&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Ogre}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*[[Serfuzz's Ogre Hunter guide]]&lt;br /&gt;
*[[Davion Fuxa's Ogre guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Pubby</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Formicid&amp;diff=24414</id>
		<title>Formicid</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Formicid&amp;diff=24414"/>
				<updated>2014-01-23T17:11:55Z</updated>
		
		<summary type="html">&lt;p&gt;Pubby: Mention shadow step&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version-trunk}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
''This page covers the player [[species]]. For the monster, see [[Formicid (monster)]].''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Formicids are a species of humanoid ants. Just like their tiny insect ancestors, the Formicids are well adept at earth work, both on the physical and magical sides. Their abilities have been used to tunnel immense underground communities and structures, many of which are tens of thousands of years old.&lt;br /&gt;
&lt;br /&gt;
Perhaps unfortunately, their strong ties to earth have left them completely impervious to being teleported or hasted; Formicids are tied to the Earth with a complete sense of stasis. While this is seemingly a bad effect for a dungeon adventurer, stasis has the beneficial effect of preventing many types of nasty hexes and maledictions.&lt;br /&gt;
&lt;br /&gt;
With the ability to lift ten times their own weight, the Formicids have strength rivaling that of ogres. This, along with the fact that they have four arms, allows Formicid warriors to carry both a shield and a two-handed weapon at the same time.&lt;br /&gt;
&lt;br /&gt;
Formicids make good earth and venom mages, but are quite capable at both melee and ranged combat too, albeit a bit flimsy. They are naturally bad at air magic and conjurations.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Formicids' exoskeletons grant them +1 [[AC]].&lt;br /&gt;
*[[Antennae]] 3: Formicids can sense monsters within 7 tiles (even through walls) and can also [[see invisible]].&lt;br /&gt;
**Formicids cannot wear any form of headgear.&lt;br /&gt;
*Formicids have four arms, and can treat most melee and ranged weapons as one-handed. They can wield [[giant club]]s and [[giant spiked club]]s with two hands, and are also capable of throwing [[large rock]]s despite their average size.&lt;br /&gt;
*Formicids can [[dig]] through walls as an innate ability.&lt;br /&gt;
*Formicids can create a [[shaft]] under themselves as an innate ability, allowing them to escape downwards, but at the cost of making a great deal of noise.&lt;br /&gt;
*Formicids have permanent [[stasis]], rendering them unable to take advantage of translocative effects, [[Haste]], and [[berserk]], but also granting immunity to [[paralysis]] and [[slow]]ing. [[Lugonu]]'s Bend Space ability and the [[Passage of Golubria]] spell work as normal, however.&lt;br /&gt;
*Formicids are vulnerable to [[poison]]. Unlike characters in [[Spider Form]], they can make up for it with 2 sources of [[poison resistance]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Fighter]], [[Hunter]]&lt;br /&gt;
*'''Zealots:''' [[Abyssal Knight]], [[Death Knight]], [[Healer]]&lt;br /&gt;
*'''Warrior-mages:''' [[Transmuter]], [[Arcane Marksman]], [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Earth Elementalist]], [[Venom Mage]]&lt;br /&gt;
*'''Adventurers:''' [[Artificer]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] every 4th level.&lt;br /&gt;
*10% less [[HP]] than average.&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Formicids receive the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Formicid}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Formicids are blessed and cursed with some of the most dramatic species mutations in ''Crawl'', resulting in a very unique play experience. Their ability to wield 2-handed weapons and shields simultaneously, coupled with their high Armour skill aptitude and access to almost all armour, allows them to deal stupendous amounts of damage without sacrificing anything from their defenses. They can even use [[giant club]]s and [[giant spiked club]]s, though the benefit of a usefully branded [[shield]] may outweigh the gain of a little more damage. Regardless, a formicid with end-game quality equipment can be far, far deadlier than most.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, they also come with one of the heaviest handicaps of any species, making it difficult to survive dangerous encounters that others can simply bail on. While permanent [[stasis]] does protect you from [[slow]] and [[paralysis]] effects, it also disables a wide variety of incredibly useful panic buttons; [[teleport]]s and [[blink]]s are the most obvious, but all sources of [[haste]] and [[berserk]]ing are also rendered useless, as well as [[Okawaru]]'s Finesse. Where some characters can simply buff up and plow their way through dangerous foes or crowds of attackers, disappearing if a fight starts looking unwinnable, a formicid must play more cautiously. &lt;br /&gt;
&lt;br /&gt;
Take advantage of the resources formicids have at their disposal. Your innate [[Dig]] ability allows you to create choke points on demand, making it much safer to fight large bands of enemies. Assuming you aren't at the bottom floor of a branch, your [[Shaft]] ability is a guaranteed escape from any fight, but consider using it ''before'' you're at the brink of death; it takes a few turns to kick in, and it's much easier to survive on an unexplored, dangerous floor when you're relatively unscathed. [[Passage of Golubria]] causes space to bend, not you, and thus still functions as normal for you; likewise, spells that disable enemies ([[Slow]], [[Petrify]], [[Cause Fear]], and other [[Hexes]]) are excellent for making getaways. While formicids can't blink normally, [[Boots]] of [[jumping]] and [[Dithmengos]]' Shadow Step provide an effect similar to [[Controlled Blink]], although both will require a target.&lt;br /&gt;
&lt;br /&gt;
Your antennae and high Stealth aptitude allow you to see large bands and dangerous opponents before engaging them, making it much easier for you to lure individuals away from a group or simply avoid the fight entirely. Access to [[large rock]]s means that even low-level characters can deal very heavy ranged damage (assuming you're lucky enough to find them). When pursued by enemies you can't outrun or hex, sprinting over a [[teleport trap]] is a great way to lose them, so keep an eye out for those. Most importantly, don't forget that simply walking away before an impossible fight begins is sometimes the best option you've got.&lt;br /&gt;
&lt;br /&gt;
Finally, don't be too afraid of their [[poison]] vulnerability. Although far from harmless, the majority of the poisonous opponents you'll encounter won't be much deadlier than normal. Try to kill oncoming [[list of snakes|snakes]] and [[list of spiders|spiders]] at a distance, and consider learning [[Cure Poison]] if it's available, but don't panic just because you find yourself with yellow or red poison status on occasion. Going to a safe area and resting your poison away is just as effective for formicids as it is for everyone else. What you ''should'' concern yourself with are enemies that have sources of direct poison damage, such as [[list of nagas|nagas]], [[green death]]s, [[swamp dragon]]s, [[green draconian]]s, and [[Arachne]]. While you can usually get away with this vulnerability without much to worry about, these opponents will deal staggering amounts of damage if you aren't prepared. Definitely have at least one source (preferably two) of poison resistance before taking them on.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Formicids will be added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
During much of their development, formicids were known as '''dwants''' (or '''dwarf-ants''').&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
[http://git.develz.org/?p=crawl.git;a=shortlog;h=refs/heads/dwants Formicid development branch]&lt;br /&gt;
&lt;br /&gt;
[https://crawl.develz.org/tavern/viewtopic.php?f=8&amp;amp;t=8298 Tavern discussion]&lt;/div&gt;</summary>
		<author><name>Pubby</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Formicid&amp;diff=24413</id>
		<title>Formicid</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Formicid&amp;diff=24413"/>
				<updated>2014-01-23T17:02:24Z</updated>
		
		<summary type="html">&lt;p&gt;Pubby: /* Starting Skills and Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version-trunk}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
''This page covers the player [[species]]. For the monster, see [[Formicid (monster)]].''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Formicids are a species of humanoid ants. Just like their tiny insect ancestors, the Formicids are well adept at earth work, both on the physical and magical sides. Their abilities have been used to tunnel immense underground communities and structures, many of which are tens of thousands of years old.&lt;br /&gt;
&lt;br /&gt;
Perhaps unfortunately, their strong ties to earth have left them completely impervious to being teleported or hasted; Formicids are tied to the Earth with a complete sense of stasis. While this is seemingly a bad effect for a dungeon adventurer, stasis has the beneficial effect of preventing many types of nasty hexes and maledictions.&lt;br /&gt;
&lt;br /&gt;
With the ability to lift ten times their own weight, the Formicids have strength rivaling that of ogres. This, along with the fact that they have four arms, allows Formicid warriors to carry both a shield and a two-handed weapon at the same time.&lt;br /&gt;
&lt;br /&gt;
Formicids make good earth and venom mages, but are quite capable at both melee and ranged combat too, albeit a bit flimsy. They are naturally bad at air magic and conjurations.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Formicids' exoskeletons grant them +1 [[AC]].&lt;br /&gt;
*[[Antennae]] 3: Formicids can sense monsters within 7 tiles (even through walls) and can also [[see invisible]].&lt;br /&gt;
**Formicids cannot wear any form of headgear.&lt;br /&gt;
*Formicids have four arms, and can treat most melee and ranged weapons as one-handed. They can wield [[giant club]]s and [[giant spiked club]]s with two hands, and are also capable of throwing [[large rock]]s despite their average size.&lt;br /&gt;
*Formicids can [[dig]] through walls as an innate ability.&lt;br /&gt;
*Formicids can create a [[shaft]] under themselves as an innate ability, allowing them to escape downwards, but at the cost of making a great deal of noise.&lt;br /&gt;
*Formicids have permanent [[stasis]], rendering them unable to take advantage of translocative effects, [[Haste]], and [[berserk]], but also granting immunity to [[paralysis]] and [[slow]]ing. [[Lugonu]]'s Bend Space ability and the [[Passage of Golubria]] spell work as normal, however.&lt;br /&gt;
*Formicids are vulnerable to [[poison]]. Unlike characters in [[Spider Form]], they can make up for it with 2 sources of [[poison resistance]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Fighter]], [[Hunter]]&lt;br /&gt;
*'''Zealots:''' [[Abyssal Knight]], [[Death Knight]], [[Healer]]&lt;br /&gt;
*'''Warrior-mages:''' [[Transmuter]], [[Arcane Marksman]], [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Earth Elementalist]], [[Venom Mage]]&lt;br /&gt;
*'''Adventurers:''' [[Artificer]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] every 4th level.&lt;br /&gt;
*10% less [[HP]] than average.&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Formicids receive the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Formicid}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Formicids are blessed and cursed with some of the most dramatic species mutations in ''Crawl'', resulting in a very unique play experience. Their ability to wield 2-handed weapons and shields simultaneously, coupled with their high Armour skill aptitude and access to almost all armour, allows them to deal stupendous amounts of damage without sacrificing anything from their defenses. They can even use [[giant club]]s and [[giant spiked club]]s, though the benefit of a usefully branded [[shield]] may outweigh the gain of a little more damage. Regardless, a formicid with end-game quality equipment can be far, far deadlier than most.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, they also come with one of the heaviest handicaps of any species, making it difficult to survive dangerous encounters that others can simply bail on. While permanent [[stasis]] does protect you from [[slow]] and [[paralysis]] effects, it also disables a wide variety of incredibly useful panic buttons; [[teleport]]s and [[blink]]s are the most obvious, but all sources of [[haste]] and [[berserk]]ing are also rendered useless, as well as [[Okawaru]]'s Finesse. Where some characters can simply buff up and plow their way through dangerous foes or crowds of attackers, disappearing if a fight starts looking unwinnable, a formicid must play more cautiously. &lt;br /&gt;
&lt;br /&gt;
Take advantage of the resources formicids have at their disposal. Your innate [[Dig]] ability allows you to create choke points on demand, making it much safer to fight large bands of enemies. Assuming you aren't at the bottom floor of a branch, your [[Shaft]] ability is a guaranteed escape from any fight, but consider using it ''before'' you're at the brink of death; it takes a few turns to kick in, and it's much easier to survive on an unexplored, dangerous floor when you're relatively unscathed. [[Passage of Golubria]] causes space to bend, not you, and thus still functions as normal for you; likewise, spells that disable enemies ([[Slow]], [[Petrify]], [[Cause Fear]], and other [[Hexes]]) are excellent for making getaways. If you happen to find a pair of [[boots]] of [[jumping]], this allows you to effectively blink short distances, assuming you have a target where you want to go.&lt;br /&gt;
&lt;br /&gt;
Your antennae and high Stealth aptitude allow you to see large bands and dangerous opponents before engaging them, making it much easier for you to lure individuals away from a group or simply avoid the fight entirely. Access to [[large rock]]s means that even low-level characters can deal very heavy ranged damage (assuming you're lucky enough to find them). When pursued by enemies you can't outrun or hex, sprinting over a [[teleport trap]] is a great way to lose them, so keep an eye out for those. Most importantly, don't forget that simply walking away before an impossible fight begins is sometimes the best option you've got.&lt;br /&gt;
&lt;br /&gt;
Finally, don't be too afraid of their [[poison]] vulnerability. Although far from harmless, the majority of the poisonous opponents you'll encounter won't be much deadlier than normal. Try to kill oncoming [[list of snakes|snakes]] and [[list of spiders|spiders]] at a distance, and consider learning [[Cure Poison]] if it's available, but don't panic just because you find yourself with yellow or red poison status on occasion. Going to a safe area and resting your poison away is just as effective for formicids as it is for everyone else. What you ''should'' concern yourself with are enemies that have sources of direct poison damage, such as [[list of nagas|nagas]], [[green death]]s, [[swamp dragon]]s, [[green draconian]]s, and [[Arachne]]. While you can usually get away with this vulnerability without much to worry about, these opponents will deal staggering amounts of damage if you aren't prepared. Definitely have at least one source (preferably two) of poison resistance before taking them on.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Formicids will be added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
During much of their development, formicids were known as '''dwants''' (or '''dwarf-ants''').&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
[http://git.develz.org/?p=crawl.git;a=shortlog;h=refs/heads/dwants Formicid development branch]&lt;br /&gt;
&lt;br /&gt;
[https://crawl.develz.org/tavern/viewtopic.php?f=8&amp;amp;t=8298 Tavern discussion]&lt;/div&gt;</summary>
		<author><name>Pubby</name></author>	</entry>

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