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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Riffraff</id>
		<title>CrawlWiki - User contributions [en]</title>
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		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/Special:Contributions/Riffraff"/>
		<updated>2026-05-05T23:51:16Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Demonic_Touch&amp;diff=85705</id>
		<title>Demonic Touch</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Demonic_Touch&amp;diff=85705"/>
				<updated>2026-03-29T18:45:40Z</updated>
		
		<summary type="html">&lt;p&gt;Riffraff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-style:italic;&amp;quot; &lt;br /&gt;
|Rank||Effect||Flavor&lt;br /&gt;
|-&lt;br /&gt;
|1||Offhand touch attack.||Your touch may inflict minor irresistible damage on your foes.&lt;br /&gt;
|-&lt;br /&gt;
|2||Improved offhand touch attack.||Your touch may inflict irresistible damage on your foes.&lt;br /&gt;
|-&lt;br /&gt;
|3||Superior offhand touch attack that applies [[vulnerability (status effect)|vulnerability]]. Prohibits [[gloves]].||Your touch may irresistibly damage your foes and sap their willpower.&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
'''Damage:''' &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;6 + (4 * rank)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;'''Chance''': &amp;lt;code&amp;gt;40%&amp;lt;/code&amp;gt; per melee attack&amp;lt;br&amp;gt;Damage modifiers and AC do not apply to this attack. Does not work with a shield or two-handed weapon. You can still wear gloves and the touch will trigger, until level 3.&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
'''Species notes:''' Demonspawn can gain demonic touch as a body slot option.  &lt;br /&gt;
|- style=&amp;quot;font-style:italic;&amp;quot; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
[[Good mutation]], [[Demonspawn mutation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mutations]]&lt;br /&gt;
[[Category:Good Mutations]]&lt;br /&gt;
[[Category:Demonspawn Mutations]]&lt;/div&gt;</summary>
		<author><name>Riffraff</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Xom&amp;diff=84700</id>
		<title>Xom</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Xom&amp;diff=84700"/>
				<updated>2025-12-05T14:41:16Z</updated>
		
		<summary type="html">&lt;p&gt;Riffraff: /* Acts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
&lt;br /&gt;
''This page is about the [[Religion|god]]. For the removed [[card]], see [[Xom card]]''.&lt;br /&gt;
&lt;br /&gt;
[[File:Xom altar.png]] ''&amp;quot;A new plaything!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Xom is a wild and unpredictable god of chaos, who seeks not worshippers but playthings with which to toy. Many choose to follow Xom in the hope of receiving fabulous rewards and mighty powers, but Xom is nothing if not capricious. There is nothing a follower can do to influence Xom's mood.&lt;br /&gt;
&lt;br /&gt;
To worship Xom is to live riskily. In a good mood Xom may shower you with gifts, while at other times this capricious god could decide to “spice things up a little” and send you to your doom. If you prove yourself the stronger, so much the better; if not, well, there'll be other playthings...}}&lt;br /&gt;
&lt;br /&gt;
[[Chaos Knight]]s begin play worshiping Xom.&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Xom (or any other [[god]]).&lt;br /&gt;
&lt;br /&gt;
==Piety==&lt;br /&gt;
Unlike other gods, there is no way to affect your piety; it is instead randomly changed.  &lt;br /&gt;
&lt;br /&gt;
For Xom, Piety's only use is to determine the niceness and strength of its actions. Xom's niceness depends on your Piety: the chance to perform a &amp;quot;good&amp;quot; action is approximately equal to Piety/2 % (this probability is increased during [[tension|dangerous situations]], like combat, up to 95%). The strength of Xom's actions will depend on how far you are from 100 Piety (in either direction).&lt;br /&gt;
&lt;br /&gt;
Piety starts at 100 and changes by 1 point roughly every 20 turns (about 49% chance to move towards 100 and 51% chance to move away). When Xom acts, there is a 20% chance that your piety will be set to a random amount. Piety can be observed in the ^ screen by watching your favour status, as well as observing the [[piety]] meter.&lt;br /&gt;
&lt;br /&gt;
Depending on your piety, it displays the following messages:&lt;br /&gt;
*0 - 20: A very special plaything of Xom.&lt;br /&gt;
*21 - 50: A special plaything of Xom.&lt;br /&gt;
*51 - 80: A plaything of Xom.&lt;br /&gt;
*81 - 120: A toy of Xom.&lt;br /&gt;
*121 - 150: A favourite toy of Xom.&lt;br /&gt;
*151 - 180: A beloved toy of Xom.&lt;br /&gt;
*181 - 200: Xom's teddy bear.&lt;br /&gt;
&lt;br /&gt;
==Amusement==&lt;br /&gt;
Another important aspect of Xom is that it really, really hates being bored. When Xom is bored, Xom will act more often, and its actions will almost always be bad. This is reflected by an &amp;quot;amusement&amp;quot; value, which ranges between 0 and 255.&lt;br /&gt;
&lt;br /&gt;
When you start worshiping Xom, its amusement is set to between 2 and 80. Every 20 turns, there's a 50% chance that Xom's amusement will be decreased by one, until it reaches 0. When that happens, you'll get a message &amp;quot;Xom is BORED&amp;quot;, and the bad stuff will start. You'll get a warning when the amusement gets down to 1 (at least 20 turns before it reaches 0): &amp;quot;Xom is getting BORED&amp;quot;. If your interest reaches zero, your title will always be &amp;quot;A BORING thing&amp;quot;, regardless of your piety level.&lt;br /&gt;
&lt;br /&gt;
To avoid boring Xom, you should always try to keep it interested in you. Unfortunately, Xom is mostly amused by things you can't control (like being teleported away in the Abyss when the exit or a rune was in sight) or if you waste useful resources. When Xom finds something funny, its amusement may be rise to a random point depending on how much it enjoyed the event and if the new amusement is higher than its current amusement. You can guess how high the amusement was set by the message provided:&lt;br /&gt;
&lt;br /&gt;
*Xom is interested: 12 - 25   &lt;br /&gt;
*Xom is mildly amused: 26 - 50&lt;br /&gt;
*Xom is amused: 51 - 75&lt;br /&gt;
*Xom is highly amused!: 76 - 100&lt;br /&gt;
*Xom thinks this is hilarious!: 101 - 200&lt;br /&gt;
*Xom roars with laughter!: 201 - 255&lt;br /&gt;
&lt;br /&gt;
===Interest===&lt;br /&gt;
You can help make Xom more interested in you by doing or being affected by the following things:&lt;br /&gt;
&lt;br /&gt;
*Extreme (255): Using an unknown potion in dangerous combat (and you are more than [[XL]] 1)&amp;lt;ref&amp;gt;{{source ref|0.31.0|item-use.cc|3055}}&amp;lt;/ref&amp;gt; (200), randomly teleporting into a dangerous situation, being banished to [[the Abyss]], being hit by a vulnerable element (200), or being killed by falling down stairs (200).&lt;br /&gt;
*High (128): Mutating (depends on the mutation) or undead rotting. Reading a random &amp;quot;bad effect&amp;quot; scroll in dangerous combat ([[Scroll of immolation]], [[Scroll of poison]] if the player does not have poison [[Resistance|resistance]], [[Scroll of torment]] if the player does not have negative energy or torment [[Resistance|resistance]]) (100). Being killed by disintegration (100). Being significantly hurt by a monster of a far higher or far lower XL than yourself (amusement value varies). &lt;br /&gt;
*Medium (64): Drinking potions of degeneration or berserk rage, having your intellect devoured (50), using an unknown useless or good scroll with a dangerous monster nearby (50) or when hostile monsters accidentally hit each other.&lt;br /&gt;
*Low (16): Successful use of a box of beasts (14), enchanting things, gaining levels, anyone in sight fumbling in shallow water (14), or being drained (15).&lt;br /&gt;
*Minor: Spell miscasts (the level), becoming confused (duration), or sustaining serious injury (varies).&lt;br /&gt;
&lt;br /&gt;
Xom is also interested by dangerous and high '''[[tension]]''' situations and is more likely to intervene or act when these occur. Some examples include fighting many monsters at once, battling a high [[HD]] monster when your [[XL]] is low, and being [[slow]]ed or [[paralyzed]].&lt;br /&gt;
&lt;br /&gt;
==Acts==&lt;br /&gt;
Every 20 turns (for a character with normal speed), Xom will turn its attention towards you, and depending on the situation (from 7% of the time if there are no monsters in view to 33% in the middle of a big fight) may decide to perform either a &amp;quot;good&amp;quot; action or a &amp;quot;bad&amp;quot; action.&lt;br /&gt;
&lt;br /&gt;
Xom's actions will often be in context (e.g. turning you berserk if there's no one around), although nothing is guaranteed. Good actions are more likely if your Piety is high (see below).&lt;br /&gt;
&lt;br /&gt;
Below is an incomplete list of actions that Xom may perform.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Good&amp;quot; Actions===&lt;br /&gt;
*Affect you with a random potion effect&amp;lt;ref&amp;gt;{{source ref|0.31.0|xom.cc|899}}&amp;lt;/ref&amp;gt;:&lt;br /&gt;
**[[potion of curing|curing]], [[potion of heal wounds|heal wounds]], [[potion of magic|magic]], [[potion of haste|haste]], [[potion of might|might]], [[potion of brilliance|brilliance]], or [[potion of invisibility|invisibility]] (12.35%)&lt;br /&gt;
**[[potion of attraction|attraction]] or [[potion of berserk rage|berserk rage]] (6.17%)&lt;br /&gt;
**[[potion of experience|experience]] (1.23%)&lt;br /&gt;
:Only potions that will have an effect are picked (for example, no Magic if the player character is at max MP). These are more likely to occur during combat.&lt;br /&gt;
*Make you cast a random spell.&lt;br /&gt;
*[[Confusion|Confuse]] monsters around you. This will not occur if the monster is [[nonliving]], plant, has the [[Clarity]] intrinsic, or is already confused. &amp;lt;ref&amp;gt;{{source ref|0.31.0|xom.cc|930}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Summon one or more allies to help you. This is limited by your experience level. (If you are level 15, the maximum number of demons spawned will be 15. &amp;lt;ref&amp;gt;{{source ref|0.31.0|xom.cc|982}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Gift you an item.&lt;br /&gt;
*Polymorph a random monster around you into a weaker monster (-3 [[HD]]).&lt;br /&gt;
*Permanently transform a hostile snake enemy into a &amp;quot;stick&amp;quot; (any one of the weapons: club, spear, trident, halberd, glaive, quarterstaff, shortbow, longbow, giant club, or giant spiked club). The stick will never be branded, and is not guaranteed to be useful to the player character. The stick's rarity, type and enchantment are influenced by the [[HD]] of the snake. &lt;br /&gt;
*Swap the position of you and at least one monster near you (confuses the monster 50% of the time). &amp;lt;ref&amp;gt;{{source ref|0.31.0|xom.cc|1173}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Instantly teleport several times, likely up to a relatively safe place.&lt;br /&gt;
*Give you a random good mutation, or many random good mutations. This will reduce your current HP (but no lower than 50% of your max HP), but they can also restore your health to 50% of your max HP if you are below that amount. These go through [[mutation resistance]].&lt;br /&gt;
*Throw a bolt of divine lightning, which explodes around you. There's a chance based on your HP (the lower, the better) that Xom will protect you against it. (&amp;quot;The area is suffused with divine lightning!&amp;quot;). &amp;lt;ref&amp;gt;{{source ref|0.31.0|xom.cc|1402}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Prevent you from being banished.&lt;br /&gt;
*Provide you with vision of the current floor or detect items on the floor around you. This can only occur if less than 80% of the level has been explored. &lt;br /&gt;
*Detect monsters. Note that the location of detected monsters is fuzzed.&lt;br /&gt;
*Change the scenery around you. Fountains may begin to gush blood, or doors may randomly burst open and slam shut. &amp;lt;ref&amp;gt;{{source ref|0.31.0|xom.cc|1536}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
*You start spewing a harmless trail of magical condensation behind you. This does not block [[line of sight]].&lt;br /&gt;
*Polymorph you into a &amp;quot;good&amp;quot; form, such as an [[Ice Form|ice beast]] or [[Dragon Form|dragon]].&lt;br /&gt;
*Summon friendly monsters to defend you.&lt;br /&gt;
*Cast [[Tukima's Dance]] on a random monster's weapon. (&amp;quot;[Enemy]'s [weapon] dances into the air!&amp;quot;) &amp;lt;ref&amp;gt;{{source ref|0.31.0|xom.cc|1288}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Hurl [[Bolt spells#Bolt of Fire|fireballs]] at your foes. This skips adjacent monsters. If Xom is in a bad mood, there is a chance to hurl fireballs at allied monsters. &amp;lt;ref&amp;gt;{{source ref|0.31.0|xom.cc|1653}}&amp;lt;/ref&amp;gt; There is a 1/3 chance for the fireballs to be fake and have no effect. &amp;lt;ref&amp;gt;{{source ref|0.31.0|xom.cc|2818}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Special bazaar banishment, you are sent to a special bazaar containing potions, scrolls, wands, talismans and chaos-branded weapons.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bad&amp;quot; Actions===&lt;br /&gt;
*Miscast a spell &amp;quot;through&amp;quot; the player. Nothing will occur, but this will be indicated through chat messages &amp;quot;Xom almost notices you.&amp;quot; &amp;quot;Xom's attention almost turns to you for a moment.&amp;quot; &amp;quot;Xom's power almost touches on you for a moment.&amp;quot; or &amp;quot;You almost hear Xom's maniacal laughter.&amp;quot;&lt;br /&gt;
*Instantly teleport several times, likely up to a relatively dangerous place.&lt;br /&gt;
*Add a [[Chaos]] brand and several [[slaying]] increases to a random nearby creature's weapons and ammunition. This will not occur if the item is blessed, is a gift from another god, is branded, or is a boulder or throwing net. If the enemy is an orc priest, there is only a 50 percent chance that the priest's weapon will be chaos enchanted. If the enemy is holy (and not a gift from a chaotic god), their weapons cannot be upgraded. [[Magical staff|magical staves]] and [[unrand]]s also cannot be upgraded &amp;lt;ref&amp;gt;{{source ref|0.31.0|xom.cc|682}}&amp;lt;/ref&amp;gt; Upon upgrading, the text &amp;quot;[enemy]'s [weapon] erupts in a glittering mayhem of colors&amp;quot; will alert the player to the chaos upgraded weapon. &lt;br /&gt;
*Give you or random/bad mutations or removes them. This will reduce your current HP (but no lower than 50% of your max HP), but they can also restore your health to 50% of your max HP if you are below that amount. These go through [[mutation resistance]].&lt;br /&gt;
*Polymorph a random monster around you into a stronger monster (+2 HD).&lt;br /&gt;
*If stairs (or escape hatches) are in view, they are moved toward you or away from you. For several turns, when you move on a stair or climb up or down a stair, there's a chance that it will slide away from you. This is far more common in the [[Abyss]].&lt;br /&gt;
*Poison you.&lt;br /&gt;
*Confuse you. This will never occur if there are no monsters nearby. &lt;br /&gt;
*Make loud [[noise]]s at your location, ranging from shouting to shattering the volume (12 to 31). This cannot be affected by [[Silence]].&lt;br /&gt;
*Inflict you with either [[draining]] (25% chance), stat loss as if you drank a [[potion of degeneration]] (50% chance), or [[Symbol of Torment]] (25% chance).&lt;br /&gt;
*Summon hostile [[Zombie|zombies]], [[Demon|demons]], [[Shadow Creatures|shadow creatures]] or [[Dancing weapon|dancing weapons]] to fight you. The number of shadow creatures or dancing weapons will be between 1 and 4 &amp;lt;ref&amp;gt;{{source ref|0.31.0|xom.cc|2452}}&amp;lt;/ref&amp;gt;, the number of demons is dependent on the intended severity of Xom's action, but limited by experience level (if you are not under penance).&amp;lt;ref&amp;gt;{{source ref|0.31.0|xom.cc|2475}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Banish you to the [[Abyss]]. This is internally considered the most severe action Xom can take. The level of the abyss you are banished to depends on the [[XL]] of the character. This will not occur if the player character is below the minimum experience level, and can only be a &amp;quot;fake&amp;quot; banishment. However, if Xom is &amp;quot;bored&amp;quot; or if the player character is under penance, then banishment is always allowed and never reverted. &amp;lt;ref&amp;gt;{{source ref|0.31.0|xom.cc|2514}}&amp;lt;/ref&amp;gt; If Xom is not bored and the player is not under penance, then there is a chance that Xom will immediately revert banishment to the Abyss. (Weight of 30; not an uncommon occurrence) &lt;br /&gt;
*Open a [[Malign Gateway]] near you.&lt;br /&gt;
&lt;br /&gt;
Xom's actions and gifts will often seem to be in the spirit of what Xom (with its particularly capricious sense of humor) finds funny. Xom might gift a [[gold dragon scales]] for your [[Octopode]], just to tease you.&lt;br /&gt;
&lt;br /&gt;
In any case, Xom's actions will never directly kill you unless Xom is bored or you are under penance (a mutation or effect that would reduce a stat to 0 is cancelled, HP damage that would have killed you is cancelled, etc.). However, anything Xom summons is more than capable of killing you.&lt;br /&gt;
&lt;br /&gt;
===Revival===&lt;br /&gt;
Rarely, upon death, Xom may intervene and save your life. This is affected by the [[tension]] of the situation, if Xom considers the death &amp;quot;worth saving&amp;quot;, and the current mood (piety). This will never happen if your character's max HP is 1, or your XL is 1. Deaths that cannot be considered &amp;quot;worth saving&amp;quot; from are deaths from: leaving the dungeon, winning the game, quitting, or self-aimed death. &amp;lt;ref&amp;gt;{{source ref|0.31.0|xom.cc|3235}}&amp;lt;/ref&amp;gt;. Upon being revived, your character will receive anywhere from 1 [[HP]] to &amp;lt;code&amp;gt;1 + Max HP/4&amp;lt;/code&amp;gt; HP. Xom is guaranteed to not be bored within the next 10 [[aut]]s (gift timeout is set to a minimum of 10) &amp;lt;ref&amp;gt;{{source ref|0.31.0|xom.cc|3319}}&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Death Comments===&lt;br /&gt;
Xom has a chance to comment upon the character's death if it is particularly &amp;quot;funny&amp;quot; or &amp;quot;boring&amp;quot;.&amp;lt;ref&amp;gt;{{source ref|0.31.0|xom.cc|3210}}&amp;lt;/ref&amp;gt; These will only occur if the death is final, and Xom does not revive the character. A funny death is one where the death is unusual (not killed by a [[Monster|monster]], killed by a [[God|god]] or otherwise [[Invisible|invisible]] actor, [[List of spells by flag|beam]], [[Cloud|cloud]], [[Freezing|freezing]], [[Fire|burning]], self-aimed, or [[Trap|trap]]), having died with [[HP]] greater than -9, or having had high [[Tension|tension]] (more than 19) before the death. Xom will laugh in the post-death screen (&amp;quot;Xom roars with laughter!&amp;quot;, &amp;quot;Xom laughs nastily!&amp;quot; etcetera). A boring death is one where the dead character has down to -2 HP and the situation was of low tension (maximum of 10). Xom will remark that you were boring (&amp;quot;Xom yawns loudly!&amp;quot;, &amp;quot;Huh, did I miss anything?&amp;quot; etcetera). These comments have no effect on gameplay.&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
Xom will occasionally give you gifts as one of its actions. These are delivered purely at random, not based on any Gift Timeout. Xom's gifts can be normal, useful items, but are usually chosen for maximum annoyance. Items range from excellent randarts to large piles of [[gold]] to utter trash ([[robe]] {god gift}). [[Randarts]] will sometimes have titles with Xom's name in them (e.g. leather armour of Xom's Amusement).&lt;br /&gt;
&lt;br /&gt;
==Penance==&lt;br /&gt;
{{flavour|Unfaithful ex-followers will find themselves suffering through Xom's bad moods for so long as Xom can be bothered to remember about them. Still, Xom's caprice remains; the unfaithful are rewarded just as the faithful are punished.}}&lt;br /&gt;
&lt;br /&gt;
If you leave Xom, your penance counter will be set to 50, which is quite high.&lt;br /&gt;
&lt;br /&gt;
While under penance, Xom will occasionally punish you by performing a &amp;quot;bad&amp;quot; action from the list above. As a true god of chaos, however, there is a 10% chance that Xom will do a &amp;quot;good&amp;quot; action instead. Note that Xom's wrath makes &amp;quot;bad&amp;quot; actions harsher and scarier.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*When using a QWERTY keyboard layout, the name &amp;quot;Xom&amp;quot; is simply &amp;quot;[[Zin]],&amp;quot; but with all letters mistyped one key to the right.&lt;br /&gt;
*In one of the books of [[Zin]] (through the [[Zin#Given Abilities|Recite]] ability), there is a chance for the &amp;quot;sinners&amp;quot; to be referred to as &amp;quot;bastard children of Xom&amp;quot;. &amp;lt;ref&amp;gt;{{source ref|0.31.0|god-abil.cc|487}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Xom's &amp;quot;last name&amp;quot; on its god page is usually &amp;quot;of Chaos&amp;quot; (at a 70.175 percent chance of occurring), but can more rarely be any one of 27 other options. This is unique for all gods in Crawl, as all other gods can only have one last name. &amp;lt;ref&amp;gt;{{source ref|0.31.0|dat/database/godname.txt|1}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
**Most rarely are the last names &amp;quot;The Xom-Meister, Xom-a-lom-a-ding-dong&amp;quot;, &amp;quot;The Xom-Meister, Xom-o-Rama&amp;quot;, &amp;quot;The Xom-Meister, Xom-Xom-bo-Bom, Banana-Fana-fo-Fom&amp;quot;, &amp;quot;Xom of Unknown Intent&amp;quot;, &amp;quot;Xom the Fickle&amp;quot;, &amp;quot;Xom of Unknown Intention&amp;quot;, &amp;quot;Xom of Swiftly Tilting Intent&amp;quot;, &amp;quot;Xom of Fickle Intent&amp;quot;, &amp;quot;Xom of Ineffable Intent&amp;quot;, &amp;quot;Xom of Gnomic Intent&amp;quot;, each at a 0.50% chance of occurring. &amp;lt;ref&amp;gt;{{source ref|0.31.0|dat/database/godname.txt|92}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.33|Xom will get a new effect that hyperbuffs a player's ally.}}&lt;br /&gt;
*Prior to [[0.32]], Xom's demon summons didn't scale with [[XL]] and had fewer options. Also, several new effects were added in 0.32:&lt;br /&gt;
**Xom can haste, slow, or paralyse everyone, including the player&lt;br /&gt;
**Xom can summon a swarm of [[living spell]]s that cast [[Force Lance]]&lt;br /&gt;
**Xom can drain MP, sometimes summoning [[brain worm]]s, [[mana viper]]s, or even [[quicksilver elemental]]s, depending on player's XL.&lt;br /&gt;
*Prior to [[0.26]], Xom was not stimulated on worship from a [[faded altar]] (+200 amusement).&lt;br /&gt;
*Prior to [[0.25]], Xom could cause miscast effects.&lt;br /&gt;
*Prior to [[0.24]], Xom could not summon butterflies when you were [[torment]]ed.&lt;br /&gt;
*Prior to [[0.21]], eating mutagenic [[chunk]]s could grant Xom's interest.&lt;br /&gt;
*Prior to [[0.18]], Xom branded weapon gifts with [[chaos]] less often and didn't chaos brand ranged weapons. Drinking potions of poison could also award Xom's interest.&lt;br /&gt;
*Prior to [[0.17]], drinking potions of decay could award Xom's interest.&lt;br /&gt;
*In [[0.16]], Xom gained a 'mood' meter on the Crawl interface, in the same place other gods have piety meters.&lt;br /&gt;
*Prior to [[0.14]], Xom's confusion could surpass 20 turns; this has been capped to 20. Xom's abilities also did not respect [[clarity]] and [[sustain abilities]] at all, although Xom may still bypass these abilities if his mood meter is particularly low.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Chaotic Gods]]&lt;/div&gt;</summary>
		<author><name>Riffraff</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Bane_mutations&amp;diff=83641</id>
		<title>Bane mutations</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Bane_mutations&amp;diff=83641"/>
				<updated>2025-07-06T06:24:33Z</updated>
		
		<summary type="html">&lt;p&gt;Riffraff: &lt;/p&gt;
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&lt;div&gt;{{version-trunk}}&lt;br /&gt;
&lt;br /&gt;
This page is a stub.&lt;br /&gt;
&lt;br /&gt;
Banes are mutations that last a limited time (in XP units), e.g. the Bane of the Hunted will go away when you gain approximately one level of XP.&lt;br /&gt;
&lt;br /&gt;
See code for the data https://github.com/crawl/crawl/blob/ba080413bb799d23c810e48a6c588f1f501b8b3e/crawl-ref/source/bane-data.h#L5&lt;br /&gt;
&lt;br /&gt;
you can find details on each bane by looking at the in-game help, use &amp;quot;lookup&amp;quot; and pick &amp;quot;bane&amp;quot;&lt;/div&gt;</summary>
		<author><name>Riffraff</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Bane_mutations&amp;diff=83640</id>
		<title>Bane mutations</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Bane_mutations&amp;diff=83640"/>
				<updated>2025-07-06T06:22:44Z</updated>
		
		<summary type="html">&lt;p&gt;Riffraff: create stub page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version-trunk}}&lt;br /&gt;
&lt;br /&gt;
This page is a stub.&lt;br /&gt;
&lt;br /&gt;
Banes are mutations that last a limited time, see the code for details https://github.com/crawl/crawl/blob/ba080413bb799d23c810e48a6c588f1f501b8b3e/crawl-ref/source/bane-type.h#L8&lt;br /&gt;
&lt;br /&gt;
you can find details on each bane by looking at the in-game help, use &amp;quot;lookup&amp;quot; and pick &amp;quot;bane&amp;quot;&lt;/div&gt;</summary>
		<author><name>Riffraff</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mutation&amp;diff=83639</id>
		<title>Mutation</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mutation&amp;diff=83639"/>
				<updated>2025-07-06T06:19:49Z</updated>
		
		<summary type="html">&lt;p&gt;Riffraff: &lt;/p&gt;
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&lt;div&gt;{{version031}}&lt;br /&gt;
{{flavour|The Dungeon contains many sources of mutagenic radiation and magical contamination, which may cause your character to gain semi-permanent mutations if affected. You can use the 'A' command to view a list of any mutations that you have acquired. Individual mutations can be examined in further detail by pressing the letter they are labelled with.&lt;br /&gt;
&lt;br /&gt;
Many mutations are actually beneficial to your character, but there are plenty of nasty ones as well. Some mutations have multiple levels, each of which counts as a single mutation.&lt;br /&gt;
&lt;br /&gt;
It is more difficult to get rid of bad mutations than to get one. Using potions of mutation will remove a number of your current mutations, but will give you more mutations. These might be better to your taste. However, the only sure-fire ways is to join the gods Zin or Jiyva, each of whom provides some remedy against mutations.}}&lt;br /&gt;
&lt;br /&gt;
'''Mutations''' are genetic oddities you may receive during your travels in the dungeon. Often acquired at random, they may be helpful or debilitating. To learn specifics about each mutation, see the '''[[:Category:Mutations|full list of mutations]]''' or read:&lt;br /&gt;
*[[Good mutations]]&lt;br /&gt;
*[[Bad mutations]]&lt;br /&gt;
*[[Demonspawn mutations]]&lt;br /&gt;
*[[Jiyva mutations]]&lt;br /&gt;
*[[Bane mutations]]&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Mutations induce various properties to your character, good or bad. [[Robust]] increases your max HP, [[Frail]] reduces it. Most species' gimmicks are defined by their starting mutations. Some mutations are transient (temporary), and are cured by gaining XP. Otherwise, mutations are permanent - they'll last until you have a way to remove mutations, usually [[potions of mutation]].&lt;br /&gt;
&lt;br /&gt;
[[Undead]] characters cannot mutate. In situations where a living character would gain a mutation, the undead suffer [[stat drain]], which can be cured by gaining XP.&lt;br /&gt;
&lt;br /&gt;
===Innate===&lt;br /&gt;
Mutations from your [[species]], whether on start or by level up, are considered &amp;quot;innate&amp;quot;. These mutations can never be reduced or removed, though they may be improved (e.g. [[Minotaur]]'s [[Horns]] 2 may lengthen into Horns 3). All other sorts of mutation you'll get can be removed freely.&lt;br /&gt;
&lt;br /&gt;
Unless you are a [[Demonspawn]], innate mutations do not contribute towards [[silver]]'s damage bonus. For each &amp;quot;acquired&amp;quot; or demonspawn mutation you have, you take +5% damage from silver weapons (max. +75%).&lt;br /&gt;
&lt;br /&gt;
===Conflicting mutations===&lt;br /&gt;
Certain mutations conflict, so you can't have Fire Resistance and Fire Vulnerability at the same time. Also, mutations may conflict with [[species]] physiology: e.g. [[Octopodes]] can't get [[Claws]] or [[Horns]], and [[Merfolk]]'s tails don't support [[Talons]] or [[Hooves]].&lt;br /&gt;
&lt;br /&gt;
==Viewing Mutations==  &lt;br /&gt;
You can view all of your current mutations by pressing '''[[A]]'''. In the default settings for the A screen, mutations are displayed in different colors according to type:&lt;br /&gt;
*Innate mutations (from your [[species]]), good or bad, are blue. They can never be permanently removed.&lt;br /&gt;
**Mutations that are a combination of innate and acquired are displayed in cyan (good) or magenta (bad).&lt;br /&gt;
*Acquired good mutations are light grey.&lt;br /&gt;
*Acquired bad mutations are red.&lt;br /&gt;
*Transient mutations (temporary) are light magenta and between brackets.&lt;br /&gt;
*Mutations that are currently suppressed due to a [[transformation]] are dark grey.&lt;br /&gt;
&lt;br /&gt;
==Gaining Mutations==&lt;br /&gt;
There are many ways to gain external mutations - most are weighted towards the negative.&lt;br /&gt;
&lt;br /&gt;
===Good mutations===&lt;br /&gt;
*[[Jiyva]] offers mutation gifts as you gain [[piety]], including its own [[Jiyva mutations|selection of mutations]] to followers.&lt;br /&gt;
&lt;br /&gt;
===Random mutations===&lt;br /&gt;
*[[Xom]] can mutate you - depending on the action, it can be good, bad, or purely random.&lt;br /&gt;
*[[Potions of mutation]] removes 2-3 mutations, then gives 1-3. Each added mutation has a 60% chance to be good, and 40% chance to be random.&lt;br /&gt;
&lt;br /&gt;
===Bad mutations===&lt;br /&gt;
These sources (&amp;quot;malmutations&amp;quot;) have an 80% chance to give you a [[bad mutation]], and a 20% chance for a random one.&lt;br /&gt;
&lt;br /&gt;
*The [[Malmutate]] spell is most common source of malmutation, cast by a small variety of monsters ([[neqoxec]], [[shining eye]], [[cacodemon]], [[orb of fire]]).&lt;br /&gt;
*[[Mnoleg]] can malmutate you on melee attacks (25% chance).&lt;br /&gt;
*Any [[magic contamination]] over 5000 has a chance to malmutate you. Mutations induced this way will ignore mutation resistance 50% of the time (even bypassing [[Zin]]'s protection).&amp;lt;ref&amp;gt;{{source ref|0.31.0|timed-effects.cc|105}}&amp;lt;br&amp;gt;The 4th property, &amp;quot;force_mutation&amp;quot;, has its value set to coinflip - so it's a 50% chance to ignore all resistances.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, [[Jiyva]]'s [[divine retribution|wrath]] can inflict bad mutations 100% of the time (no chance for random mutation).&lt;br /&gt;
&lt;br /&gt;
===Transient Mutations===&lt;br /&gt;
These mutations are always bad, but are temporary, and will be cured by gaining XP.&lt;br /&gt;
&lt;br /&gt;
*[[Hell's mystical force]] - Whenever you go downstairs in any of the 4 [[Hell]] branches, you have a 25% chance to get a transient mutation.&lt;br /&gt;
*[[Corrupting Pulse]] inflicts 1-2 transient mutations per use. Most often seen from [[wretched star]]s.&lt;br /&gt;
&lt;br /&gt;
==Removing Mutations==&lt;br /&gt;
There are only a few ways to remove permanent mutations:&lt;br /&gt;
&lt;br /&gt;
*A [[potion of mutation]] removes 2-3 mutations, then gives 1-3.&lt;br /&gt;
**Followers of [[Zin]] at 6* piety can drink potions to remove mutations. There's no chance to gain mutations, so there's no hit to piety.&lt;br /&gt;
*[[Jiyva]] has a 25% chance to remove a mutation level for each existing mutation, doubled if its a bad mutation, whenever it gifts new ones.&lt;br /&gt;
*One possible effect of Zin's wrath is to remove all of your good mutations.&lt;br /&gt;
&lt;br /&gt;
If you get a conflicting mutation (e.g. getting [[Frail]] when you have non-innate [[Robust]]), they'll generally cancel each other out. Also, when you gain a random mutation, you may lose a mutation instead - see below for details.&lt;br /&gt;
&lt;br /&gt;
==Mutation Resistance==&lt;br /&gt;
Sources of mutation resistance stack multiplicatively:&lt;br /&gt;
*The rMut item property (found only on [[Hat of the Alchemist]] and [[lajatang of Order]]) gives a 66% chance to block bad mutations and a 50% chance to block transient mutations. The item property does not stack with itself.&lt;br /&gt;
*The [[Good mutations#Mutation Resistance|Mutation Resistance]] mutation can block mutations based on its level. Level 1 gives a 66% chance to block permanent mutations and a 50% chance to block transient mutations. Level 2 also gives a 50% chance to block mutations from being removed. Level 3 gives a 100% chance to block incoming mutations and their removal (except from gods and contamination).&lt;br /&gt;
*[[Zin]] provides a &amp;lt;code&amp;gt;piety / 1.6&amp;lt;/code&amp;gt;% chance to block mutations. At 6* piety, this is 100% immunity (except for contamination).&lt;br /&gt;
*[[Ashenzari]] provides immunity to mutations that would shatter a [[curse]]d item, like [[Horns]] with a cursed [[helmet]]. This applies 100% of the time to non-innate mutations, even from contamination.&lt;br /&gt;
*Being [[undead]] ([[Ghoul]], [[Mummy]], [[Death Form]], but ''not'' [[Vampire]]) provides full, absolute immunity to mutation. Instead, you &amp;quot;rot&amp;quot; when mutating, causing [[stat drain]].&lt;br /&gt;
&lt;br /&gt;
When affected by &amp;quot;random&amp;quot; mutation (not &amp;quot;good&amp;quot; or &amp;quot;bad&amp;quot;), you have a &amp;lt;code&amp;gt;6.5% * non_innate_muts&amp;lt;/code&amp;gt; chance to prevent it. Each time you resist this way, you have 33% chance to lose a mutation. [[Xom]] ignores this 67% of the time.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The mutation system in ''Crawl'' can be quite punishing:&lt;br /&gt;
*Generally, the bad mutations are more bad than good mutations are good. [[Teleportitis]] randomly teleports you towards monsters, like you're hit by constant [[sourceless malevolence]]. [[No Unsafe Scrolls]]/[[No Unsafe Potions|Potions]] prevents using life-saving consumables. The best good mutations are the likes of resistances &amp;amp; extra HP, which come nowhere close to compensating the potentially lethal effects of the worst mutations.&lt;br /&gt;
*Unless you worship [[Jiyva]], the only reliable way to remove mutations are [[potions of mutation]], which are finite and random. If you're using potions to remove a specific mutation, you can fail to remove that mutation, or introduce even worse ones in the process.&lt;br /&gt;
&lt;br /&gt;
Therefore, you should treat potions of mutation as a 'semi-permanent' resource, and bad mutations as a 'semi-permanent' cost. Try to avoid malmutation at all possible - see the [[Malmutate#Strategy|Malmutate]] article for more details how. Also, it is unadvised to drink potions in hopes of a good mutation: they are your ''only'' way of curing bad mutations, and it often takes multiple potions to get a tolerable mutation set.&lt;br /&gt;
&lt;br /&gt;
Your [[species]]' innate mutations are often ''the'' defining aspect of your species. See the [[Species#Species List|individual species pages]] for more information.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.29]], [[Ashenzari]] did not provide protection against mutations.&lt;br /&gt;
*Prior to [[0.28]], [[Jiyva]] had the ability to Cure Bad Mutations. Its mutation gifting logic was also changed between versions.&lt;br /&gt;
*Prior to their removal in [[0.27]], [[Halfling]]s started with a level of mutation resistance.&lt;br /&gt;
*Prior to [[0.21]], random mutations could be obtained by eating [[mutagenic corpse|mutagenic]] [[chunk]]s. Also, [[Zin]]'s mutation protection was 100% at 200 piety instead of 160 piety.&lt;br /&gt;
*Prior to [[0.20]], there were [[potions of cure mutation]] and [[potions of beneficial mutation]]; regular [[potions of mutation]] gave random mutations and didn't remove any. Also, Zin offered a 1-time ability at 6* to cure every mutation you had (instead of cleansing mutation potions).&lt;br /&gt;
*Prior to [[0.20]], undead would sometimes rot instead of taking stat damage in place of mutations, and [[Mummies]] had a self-restoration ability.&lt;br /&gt;
*Prior to [[0.18]], there was an [[amulet of resist mutation]], and rMut from the amulet or from artifacts gave a 90% chance to resist.&lt;br /&gt;
*Prior to [[0.16]], the [[Hat of the Alchemist]] did not grant mutation resistance.&lt;br /&gt;
*Prior to [[0.15]], vampires had differing responses to mutations at different satiation levels.&lt;br /&gt;
*Prior to [[0.13]], there were [[potions of gain strength]], [[potions of gain dexterity|dexterity]], and [[potions of gain intelligence|intelligence]] in place of the [[potion of beneficial mutation]].&lt;br /&gt;
*Prior to [[0.12]], [[Polymorph Other]] (whether from a wand or the monster version of the spell) could inflict bad mutations on you. It was replaced by Malmutate.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mutations]]&lt;/div&gt;</summary>
		<author><name>Riffraff</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Polearms&amp;diff=83638</id>
		<title>Polearms</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Polearms&amp;diff=83638"/>
				<updated>2025-07-05T10:59:11Z</updated>
		
		<summary type="html">&lt;p&gt;Riffraff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version033}}&lt;br /&gt;
&lt;br /&gt;
The '''Polearms''' skill denotes how well your character uses long hafted weapons. Polearms tend to deal less damage than other weapon types, but have an innate [[reaching]] ability, allowing them to attack from 2 tiles away. It [[cross-train]]s with the [[Axes]] skill and the [[Staves]] skill. They use [[Strength]] for the damage calculation.&lt;br /&gt;
&lt;br /&gt;
You may reach with a polearm by pressing '''v''', and any form of [[tab|autofight]] ('''Tab''') will do it for you.&lt;br /&gt;
&lt;br /&gt;
{{skill aptitudes}}&lt;br /&gt;
&lt;br /&gt;
==List of Polearms==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Delay || Min delay ||  Hands || Size || Cuts Hydras?&lt;br /&gt;
|-&lt;br /&gt;
| [[Spear]] || 6 || +4 || 11 || 5 (12 skill) ||  One || Any || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Trident]] || 9 || +1 || 13 || 6 (14 skill) || One || Medium+ for 1H || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Demon trident]] || 12 || +1 || 13 || 6 (14 skill) || One || Medium+ for 1H || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Trishula]] || 13 || 0 || 13 || 6 (14 skill) || One || Medium+ for 1H || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Halberd]] || 13 || -3 || 15 || 7 (16 skill) || Two || Medium+ || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Partisan]] || 14 || +1 || 17 || 7 (20 skill) || One || Medium+ for 1H || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Glaive]] || 15 || -3 || 17 || 7 (20 skill) || Two || Medium+ || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Bardiche]] || 18 || -6 || 19 || 7 (24 skill) || Two || Medium+ || Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Polearms are generally the strongest of the starting weapons. An extra tile of reach means you'll get 1 &amp;quot;free&amp;quot; hit against a melee enemy. If you are concerned about early Dungeon survival, then start with a polearm (spear or trident).&lt;br /&gt;
&lt;br /&gt;
Polearms can reach over [[deep water]], [[summon]]s, and other [[allies]]. If you have a consistent source of allies, such as [[Summonings]] spells or the [[Hepliaklqana]] ancestor, then these weapons can do you well.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* Partisans were added in [[0.33]].&lt;br /&gt;
* Prior to [[0.10]], polearms could only reach if they had the [[reaching]] brand, but polearms dealt more damage overall.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Melee_weapon#Polearms|List of polearms]]&lt;br /&gt;
*[[Species#Melee_.26_Ranged_Combat|Table of species aptitudes]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Polearms|*]]&lt;br /&gt;
[[Category:Weapon skills]]&lt;/div&gt;</summary>
		<author><name>Riffraff</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gauntlet&amp;diff=83481</id>
		<title>Gauntlet</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Gauntlet&amp;diff=83481"/>
				<updated>2025-05-19T11:27:51Z</updated>
		
		<summary type="html">&lt;p&gt;Riffraff: mention hep&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
{{flavour|An elaborate complex designed to lure foolhardy adventurers seeking riches and glory. Those who enter must choose a path through several combat arenas, each of which contains treasure guarded by dangerous and sometimes exotic creatures. At the end awaits a fearsome minotaur guarding a large hoard of loot taken from the bodies of foolish adventurers.&lt;br /&gt;
&lt;br /&gt;
Beware that powerful magic prevents long-range teleports in Gauntlets. What's worse, some of these complexes offer only one exit...in the minotaur's lair.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Gauntlet portal.png]] The '''Gauntlet''' is a [[portal]] [[branch]] consisting of a series of small arenas with monsters and various loot items linked by [[transporter]]s, where the player has a choice of some sort in which path through the arenas they would like to take. This path culminates in a fight with the [[Minotaur_(monster)|minotaur]] that guards the exit.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
There are several different gauntlets which each have a similar layout, consisting of a series of 7x7 or 9x9 arenas which are each surrounded by transparent stone and only accessible through transporters. Each arena has a very specific set of a few monsters (usually of just one to three types) and a few items of loot, ranging from consumables to generic weapons to [[artefact]]s. Arenas come in two difficulties, with the last arena in a series often being of the more difficult type, and offering better loot. There is always some choice involved in which path through the arenas you wish to take — this choice may be made before taking on the first arena in some vaults, or after each arena in others.&lt;br /&gt;
&lt;br /&gt;
All paths through the arenas eventually lead to a final area with a [[Minotaur_(monster)|minotaur]] guarding the escape hatch out of the gauntlet and another pile of loot. In addition to this exit guarded by the minotaur, there is also an exit that can be found in the starting area before taking any transporters.&lt;br /&gt;
&lt;br /&gt;
===Teleport suppression===&lt;br /&gt;
Apart from the transporters, all forms of teleportation, including the [[teleportitis]] mutation, [[scrolls of teleportation]], and the [[Passage of Golubria]] spell, are suppressed in gauntlets. This is to prevent you from reaching arenas that are not on your chosen path and getting their loot, as well as to prevent you from leaving via the exit in the initial starting area after having completed one or more of the arenas.&lt;br /&gt;
&lt;br /&gt;
All forms of blinking, including the [[scroll of blinking|scroll]] and the [[Blink]] spell, function as normal. Other [[Translocation]]s, including [[Teleport Other]], also work properly. In addition, some arenas may contain [[dispersal trap]]s.&lt;br /&gt;
You can swap places with your ancestor if you're worshipping [[Hepliaklqana]], but it means you need to be able to take the rooms without it.&lt;br /&gt;
&lt;br /&gt;
===How to break walls===&lt;br /&gt;
Even though you are supposed to choose only one path through the Gauntlet, there are ways to break the walls and get all the loot. &lt;br /&gt;
*The portal appears quite early, so having [[Shatter]] castable is unlikely, but followers of [[Sif Muna]] can cast this spell via the Exegesis ability if the spell is in their spell library.&lt;br /&gt;
*Followers of [[Fedhas]] can use Overgrow to transform walls into plants.&lt;br /&gt;
*Followers of [[Lugonu]] can corrupt the Gauntlet, which not only destroys walls, but also can kill all the monsters there.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
*After entering the portal to the gauntlet, you are placed in a large outside area from which you can see all of the arenas you can choose from and make your choice as to which path you wish to take. This large outside area also contains an escape hatch out of the gauntlet, which you can take if you decide that all paths through the gauntlet will be too difficult for you.&lt;br /&gt;
*Assuming you decide to press on through the gauntlet, you will now enter a transporter to take you to your first arena. At this point, there is no way out save the exit beyond the [[Minotaur_(monster)|minotaur]].&lt;br /&gt;
*After having competed your first arena, you will take another transporter to an intermediary area, in which you may or may not be presented with a choice as to which arena you take next.&lt;br /&gt;
*This may continue up to a total of between 2 and 4 arenas, after which you will take a transporter to a final area with the minotaur.&lt;br /&gt;
*You must then fight the minotaur, or otherwise avoid it, in order to reach the escape hatch up (where you will find another pile of loot as well).&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Pay extra attention to monster weaknesses and resistances, as similar groups of monsters tend to spawn together. A group of [[hell hound]]s are countered by [[fire resistance]], while the minotaur itself is a melee threat (with [[javelin]]s) that is unable to see [[invisible]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.33|Gauntlets will be automatically mapped except for the minotaur's lair. This means you won't be able to get free exploration [[piety]] just by running around the starting area there.}}&lt;br /&gt;
*Prior to [[0.26]], monsters in a Gauntlet (other than the minotaur) could be generated sleeping and pick up loot.&lt;br /&gt;
*Added in [[0.23]], replacing the [[Labyrinth]].&lt;br /&gt;
&lt;br /&gt;
{{Portals}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;/div&gt;</summary>
		<author><name>Riffraff</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Yredelemnul&amp;diff=80459</id>
		<title>Yredelemnul</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Yredelemnul&amp;diff=80459"/>
				<updated>2024-06-01T17:34:23Z</updated>
		
		<summary type="html">&lt;p&gt;Riffraff: &lt;/p&gt;
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&lt;div&gt;{{version031}}&lt;br /&gt;
[[File:Yredelemnul altar.png]] &amp;quot;Carry the black torch! Rouse the idle dead!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Yredelemnul the Dark is a god worshipped by those who seek powers over death and the soul. Followers can reap legions of servile undead, and gain a number of other useful powers with which to make better use of the souls of the living. Yredelemnul especially favours those who would surround themselves with a bounty of collected souls.&lt;br /&gt;
&lt;br /&gt;
Yredelemnul gives followers the power to raise slain foes from the dead and bind them into service. Followers also can recall undead followers to them, heal by draining life from the living, and exchange members of their undead army for Yredelemnul's more powerful servants. With a large and powerful enough mass of the dead, followers can fully bind a foe's soul and make it fight for them in death with the full capacities it held in life.&lt;br /&gt;
&lt;br /&gt;
Yredelemnul strongly dislikes it when you use holy magic or items.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
*Demigods cannot worship Yredelemnul (or any other [[god]]). Also, characters who sacrificed love under [[Ru]] cannot join Yredelemnul.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Rousing the idle dead. Having more and stronger [[derived undead]] in your [[line of sight]]; each thrall adds &amp;lt;code&amp;gt;2 * [[hit_dice]] + 2&amp;lt;/code&amp;gt; piety, from a base of 15.&amp;lt;ref&amp;gt;{{source ref|0.31.0|religion.cc|1075}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
**As Yredelemnul's piety system is unusual, [[monk]]s will receive several [[derived undead]] allies upon converting.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Having your derived undead leave your line of sight.&lt;br /&gt;
*Abandonment. (Penance)&lt;br /&gt;
*Attacking with a weapon of [[holy wrath]]. (Penance)&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Tainted&amp;quot;&lt;br /&gt;
*'''Reap souls''': When killing [[Natural|living]] and [[demon]]ic creatures, there is a 50% chance that their souls will rise as [[derived undead]]: in most cases, you'll get [[zombie]]s, but corpseless monsters or monsters who had their bodies destroyed will rise as [[spectral thing]]s instead. Reaped monsters will drop whatever items they were carrying, but not [[corpse]]s or their associated [[death drop]]s. These thralls are used for Yred's other abilities and will rot if you leave your current floor.&lt;br /&gt;
**As their souls are already being harvested, the [[reaping]] weapon [[brand]], as well as ally-creating [[Necromancy]] spells, are incompatible. [[Infestation]] will override the zombies, but all other spells, even [[Death Channel]], are non functional.&lt;br /&gt;
*'''Recall Undead Harvest''': Progressively [[teleport]]s your undead servants to your current location. (2 MP)&lt;br /&gt;
*In addition, Yredelemnul makes you immune to [[Spectral Cloud]]s and the negative effects of [[umbra]], so allied revenants and profane servitors won't impede you.&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Torchbearer&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Fey [Species Name]&amp;quot;&lt;br /&gt;
*'''Dark Bargain''': Summon a temporary servant of Yredelemnul. (2 Souls, 4 MP)&lt;br /&gt;
**In order of ascending power, eligible servants include:&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
| {{monsterlink|Wight}} &lt;br /&gt;
| {{monsterlink|Necrophage}} &lt;br /&gt;
| {{monsterlink|Shadow}} &lt;br /&gt;
| {{monsterlink|Phantom}} &lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Wraith}} &lt;br /&gt;
| {{monsterlink|Flying skull}}&lt;br /&gt;
| {{monsterlink|Freezing wraith}} &lt;br /&gt;
| {{Red|V}} [[File:Vampire (monster).png]] '''[[Vampire (monster)|Vampire]]''' &lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Shadow wraith}} &lt;br /&gt;
| {{monsterlink|Phantasmal warrior}} &lt;br /&gt;
| {{monsterlink|Bog body}} &lt;br /&gt;
| {{monsterlink|Skeletal warrior}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Jiangshi}} &lt;br /&gt;
| {{monsterlink|Flayed ghost}} &lt;br /&gt;
| {{monsterlink|Vampire knight}} &lt;br /&gt;
| {{monsterlink|Eidolon}} &lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Death cob}} &lt;br /&gt;
| {{monsterlink|Ancient champion}}&lt;br /&gt;
| {{Red|n}} [[File:Ghoul (monster).png]] '''[[Ghoul (monster)|Ghoul]]''' &lt;br /&gt;
| {{monsterlink|Revenant}} &lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Searing wretch}} &lt;br /&gt;
| {{monsterlink|Profane servitor}} &lt;br /&gt;
| {{monsterlink|Bone dragon}} &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Black Crusader&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Sculptor of Flesh&amp;quot;&lt;br /&gt;
*'''Drain Life''': You can drain life from all living (non- demonic, undead, holy or life-protected) beings in sight. You drain &amp;lt;code&amp;gt;1 + 1d7 + 1d(Invocations)&amp;lt;/code&amp;gt; HP from each creature, and gain half of that damage back as healing, up to a maximum of Invocations*2. (3 Souls, 6 MP)&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Harbinger of Death&amp;quot;&lt;br /&gt;
*'''Bind Soul''': You can convert a single enemy into a permanent undead slave upon its death. Eligible monsters include [[:Category:Natural_holiness|Natural]], [[:Category:Demonic_holiness|Demonic]], or [[:Category:Holy_holiness|Holy]] enemies of at least normal (animal) intelligence, which must have more than 80% of their health remaining. Once cast, you have &amp;lt;code&amp;gt;2 + (Invocations * 0.75)&amp;lt;/code&amp;gt; turns to kill the victim. If the victim is successfully killed in time, it becomes a permanent soul version of its former self, allied to you and still capable of casting its spells and equipped with all of its gear. The attempt will fail if the victim goes out of your line of sight, so be careful with clouds too. You may only have one enslaved soul at a time; binding a new one will destroy the old. These souls contribute towards piety, but won't be sacrificed. (4 Souls, 8 MP)&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Grim Reaper&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Yredelemnul strongly dislikes it when you use holy magic or items.&lt;br /&gt;
&lt;br /&gt;
Yredelemnul does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Those who anger Yredelemnul find themselves beset by legions of the dead. Novice adventurers will be assaulted by zombies and skeletons; veterans by the strongest of Yredelemnul's undead servants. The victims' own undead servants desert them and crumble into dust. Yredelemnul's ire may instead drain the lives of the unfaithful.&lt;br /&gt;
&lt;br /&gt;
Yredelemnul's wrath lasts for a relatively short duration.}}&lt;br /&gt;
&lt;br /&gt;
If you leave or are excommunicated from Yredelemnul's service, all your undead allies immediately vanish.&lt;br /&gt;
&lt;br /&gt;
While under penance, Yredelemnul will sometimes punish you (about once every 2000 turns). Possible punishments include:&lt;br /&gt;
*[[Bolt of Draining]] (100% if your experience level is &amp;lt;= 4, less likely as your experience level increases)&lt;br /&gt;
*Hostile branch- and XL-dependent [[zombie]]s are summoned against you.&lt;br /&gt;
*Hostile undead are summoned against you from the following list: [[mummy]], [[wight]], [[flying skull]], [[wraith]], [[freezing wraith]], [[phantasmal warrior]], [[flayed ghost]], [[skeletal warrior]], [[ghoul]], [[death cob]], [[bone dragon]], or [[profane servitor]].&lt;br /&gt;
&lt;br /&gt;
On average, it will take 25 such punishments to burn through the 50 penance you have incurred.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Yredelemnul is the god of choice for melee characters who want backup, and a powerful emergency option in Drain Life. This applies most to &amp;quot;monstrous&amp;quot; species, who lack the magical aptitudes to easily learn Necromancy. Yred tends to snowball; once you have a few zombies, the rest of the floor tends to succumb to your swarm (all the while, creating more zombies). This will eventually get big enough where you can bind souls -- to get a single, permanent, extremely powerful enslaved version of a single living monster. This requires a fairly high [[Invocations]] skill, but it can even enslave [[Tiamat]]! Then, the process begins anew on another floor.&lt;br /&gt;
&lt;br /&gt;
Weaker characters tend to have a rougher time with Yred.&lt;br /&gt;
*When you enter a new floor, your piety resets. In other words: until you kill things on a new floor, Yred doesn't help much. For characters who struggle to kill regular enemies, this can be a problem. The entrance to a new floor can be dangerous, so not having any god abilities there is a notable downside. This fact makes [[shaft]]s a bigger problem than with most other gods.&lt;br /&gt;
*When you go back upstairs, your piety resets. If a strong enemy forces you to retreat upwards, you'll lose the undead you had before. This also punishes you for [[stair dancing]].&lt;br /&gt;
&lt;br /&gt;
These problems are mitigated once you have a bound soul in your possession. But note that, unlike [[Hepliaklqana]]'s ancestor, your bound soul won't respawn. If you have to [[teleport]] away, your bound soul might die, forcing you to start from scratch.&lt;br /&gt;
&lt;br /&gt;
Regardless of the drawbacks, many characters can appreciate and use the roused undead to their advantage. At the very worst, Yred is equivalent to being atheist with a permanent (slightly weaker) [[Animate Dead]] buff. You can swap places with your zombies to avoid [[attacks of opportunity]], and you get that buff as soon as you worship Yred.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*In the early game, most zombified monsters will be weak. ''The best use for weak zombies is to help you retreat.'' Zombies can block the way from monsters, and if you swap places with a zombie, you can prevent [[attacks of opportunity]].&lt;br /&gt;
*Note that when used properly, bound souls will keep their old gear.&lt;br /&gt;
*Monsters that summon allies, like [[Mlioglotl]] and [[Mara]], tend to be strong as bound souls.&lt;br /&gt;
*[[Troll]]s and other oddly [[size]]d species might not want to worship Yred; you can't skin zombies, limiting you access to various [[dragon scales]].&lt;br /&gt;
*A [[scroll of immolation]] can turn even the weakest zombies into ticking time bombs. When something dies, it explodes. Of course, don't let yourself be hit by the explosions. &lt;br /&gt;
**Also, don't let your bound soul get hit. If the bound soul is currently on your level, strongly consider ''not'' using immolation.&lt;br /&gt;
*Your allies can be attacked in fights you don't know about. Consider Recalling them from time to time.&lt;br /&gt;
*The [[amulet of faith]] will increase the reap chance from 50% to 67%,&amp;lt;ref&amp;gt;{{source ref|0.31.0|religion.cc|1103}}&amp;lt;/ref&amp;gt;, but will take away zombies (if any) when removed. If you have no zombies/spectres, removing the amulet has no consequences.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Yredelemnul will be reworked in [[0.32]]:&lt;br /&gt;
**Followers will gain an [[umbra]].&lt;br /&gt;
**Piety will no longer depend on how many derived undead are in sight. Instead, piety gain will work as normal but with a quirk. Players will have to '''Light the Black Torch''', an ability which enables piety gain for the floor and creates a few undead allies. This can only be used once per floor; leaving the floor will cause the effect to end and disable any further piety gain on that floor. Lighting the torch gives protection against [[Shaft#Exploration Shafts|exploration shafts]].&lt;br /&gt;
**The formula for zombie creation is changed: The first kill on a viable enemy will guarantee a zombie is created, and the chance of reaping monsters decreases as the total [[HD]] of your zombies increases.&lt;br /&gt;
**New ability: '''Hurl Torchlight''', which does heavy invocations-based irresistible damage to anything not [[undead]] or [[non-living]]. 5 charges of torch are given per floor, but more can be gained by slaying [[unique]]s.&lt;br /&gt;
**New ability: '''Fathomless Shackles''', which creates a shrinking damage field on the ground. Enemies not adjacent to each-other are [[constrict]]ed and take more damage. Damage returns HP to the user.&lt;br /&gt;
**Bind soul will be reworked: Binding a soul will take away a third of the user's health upon usage, but the status is now permanent until the monster leaves your sight, and the lost HP will be returned upon slaying the foe. Invocations now determines the HP of the bound soul.&lt;br /&gt;
**Drain Life and Dark Bargain are removed.&lt;br /&gt;
*Prior to [[0.29]], Yredelemnul zombies could attack from outside [[line of sight]]. Also, reading the now removed [[scroll of holy word]] would incur penance.&lt;br /&gt;
*In [[0.28]], Yredelemnul was overhauled. Prior to this change:&lt;br /&gt;
**Yred had a regular piety system, which increased when you killed natural, holy, and nonliving (not demonic!) monsters. &lt;br /&gt;
**You had to invoke necromancy; available at 1* and acting like [[Animate Dead]] at 3*. (This means that Yred did not limit [[death drop]]s).&lt;br /&gt;
**As you gained piety, you got permanent ally gifts, maxing out at [[profane servitor]]s and [[bone dragon]]s. Gifts, along with [[umbra]] immunity, came at 3*.&lt;br /&gt;
**Bind Soul was called Enslave Soul, which only worked on intelligent monsters, and souls were generally weaker. &lt;br /&gt;
**Injury Mirror, unlocked at 2*, mirrored damage to attackers in exchange for piety. Replaced by Dark Bargain.&lt;br /&gt;
*Prior to [[0.27]], Yredelemnul forbid [[Gargoyle]]s and the use of [[Statue Form]].&lt;br /&gt;
*Prior to [[0.25]], Yredelemnul would inflict [[Necromancy]] [[miscast effect|miscasts]] instead of [[Bolts of Draining]] as a punishment.&lt;br /&gt;
*In [[0.22]], Enslave Soul became smite-targeted.&lt;br /&gt;
*Prior to [[0.18]], Yredelemnul's Enslave Soul could not affect demons &amp;amp; holy beings. Abandoning Yredelemnul now destroys your zombie minions.&lt;br /&gt;
*Prior to [[0.16]], players could start the game worshipping Yredelemnul as a [[Death Knight (background)|death knight]].&lt;br /&gt;
*Prior to [[0.14]], there was no cap on the number of bone dragons and profane servitors you could have at once. Also, you would receive [[freezing wraith]]s in place of vampires, and desecrating [[:Category:Holy holiness|holy]] remains gave piety. Also, read-IDing a [[scroll of holy word]] would have angered Yredelemnul's servants.&lt;br /&gt;
*Prior to [[0.13]], you could be gifted [[rotting hulk]]s and [[plague shambler]]s.&lt;br /&gt;
*Prior to [[0.12]], recalling undead slaves did not have any delay, but it was not able to recall any undead servants from other levels.&lt;br /&gt;
*Prior to [[0.10]], the undead servant gift roll's results were based on piety.&lt;br /&gt;
*Prior to [[0.6.0]], Yredelemnul's random undead gifts could not follow you between floors.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Evil Gods]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Riffraff</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Draconian&amp;diff=80447</id>
		<title>Draconian</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Draconian&amp;diff=80447"/>
				<updated>2024-05-24T23:17:03Z</updated>
		
		<summary type="html">&lt;p&gt;Riffraff: &lt;/p&gt;
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&lt;div&gt;{{Version031}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Draconian (monster)]]. For a list of all monstrous draconians, see [[List of draconians]].''&lt;br /&gt;
{{flavour|Draconians are human-dragon hybrids: humanoid in form and approximately human-sized, with wings, tails and scaly skins. Draconians start out in an immature form with brown scales, but as they grow in power they take on a variety of colours. This happens at an early stage in their career, and the colour is determined by chromosomes, not by behaviour.&lt;br /&gt;
&lt;br /&gt;
Most types of Draconians have breath weapons or special resistances. Draconians cannot wear body armour and advance very slowly in levels, but are reasonably good at all skills other than missile weapons, and they develop natural physical defenses that compensate for the lack of body armour, without needing to train their Armour skill at all. Still, each colour has its own strengths and some have complementary weaknesses, which sometimes requires a bit of flexibility on the part of the player. They are good general-purpose spellcasters, and typically their spellcasting aptitudes will adapt slightly when they gain a colour.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Draconians' wings and oddly-shaped heads prevent them from wearing [[helmet]]s or any form of [[body armour]]. They can't cast [[Animate Armour]].&lt;br /&gt;
*'''Tail Slap''': Draconians have an [[auxiliary attack|auxiliary tail-slap attack]] (damage = 6; chance = &amp;lt;code&amp;gt;50% * (30 + XL)/59&amp;lt;/code&amp;gt;).&lt;br /&gt;
*'''Scales''': Draconians start with +4 [[AC]], and gain an additional +1 AC every 3rd level.&lt;br /&gt;
*'''[[Cold-blooded]]''': Draconians are [[slow]]ed by certain [[cold]]-based attacks. [[Cold resistance]] negates this.&lt;br /&gt;
*While in [[Dragon Form]], Draconians retain their scale bonus (with a -6 AC penalty), colour, and [[breath weapon]].&lt;br /&gt;
&lt;br /&gt;
Draconians have a base [[Strength]] of 10, [[Intelligence]] of 8 and [[Dexterity]] of 6 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Zealots:'''  [[Berserker]]&lt;br /&gt;
*'''Warrior-mages:''' [[Transmuter]]&lt;br /&gt;
*'''Mages:''' [[Conjurer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]], [[Earth Elementalist]], [[Venom Mage]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*Draconians mature into a random colour at level 7, changing aptitudes and intrinsic characteristics. Some colors get another bonus at Level 14.&lt;br /&gt;
*+1 to a random [[stat]] every 4th level.&lt;br /&gt;
*10% more [[HP]] than average.&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+3 [[willpower]] per level (+6 for purple Draconians).&lt;br /&gt;
*+1 AC every 3rd level as scales continue to harden.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Easy}}&lt;br /&gt;
&lt;br /&gt;
With natural defenses and above average HP, Draconians are a relatively easy race to play. While they can't wear [[body armour]], their scales provide AC without the usual [[armour encumbrance]]. Because of this, Draconians make good spellcasters and [[Ranged Weapons|ranged fighters]]. Otherwise, their aptitudes are average or higher across the board, so they can do well in most roles.&lt;br /&gt;
&lt;br /&gt;
Most colours get [[Draconian breath attacks|breath attacks]] at level 7, which are powerful ranged options for the early game. Or, in the case of Pale Draconians, the ability to block [[line of sight]] with steam (very desirable, as monsters won't be able to see or attack you). Certain colours will receive a somewhat poor aptitude (-2) to one magic school; in many cases, this does not majorly affect game play.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Draconian}}&lt;br /&gt;
&lt;br /&gt;
==Colors==&lt;br /&gt;
Draconians start at an immature brown with no special abilities, and reach their mature color at level 7. They receive a [[Draconian breath attacks|breath attack]], resistances, and an adjustment to their aptitudes which will retroactively adjust their skill levels.&lt;br /&gt;
&lt;br /&gt;
===Red===&lt;br /&gt;
{{flavour|Red Draconians feel at home in fiery surroundings. They are bad with ice magic but very proficient with fire. Their scorchingly hot breath will leave a lingering cloud of flame.}}&lt;br /&gt;
*Skills: +2 [[Fire Magic]], -2 [[Ice Magic]]&lt;br /&gt;
*Resists: rF+&lt;br /&gt;
*Breath: A bolt of flame that leaves a cloud of flame at the end of its range. (Can be aimed at the ground with [.])&lt;br /&gt;
&lt;br /&gt;
===White===&lt;br /&gt;
{{flavour|White Draconians stem from frost-bitten lands, and are naturally resistant to frost. Their breath is piercing cold. They are versed in ice magic, but bad at fire.}}&lt;br /&gt;
*Skills: +2 [[Ice Magic]], -2 [[Fire Magic]]&lt;br /&gt;
*Resists: rC+ (negates effects of being cold-blooded)&lt;br /&gt;
*Breath: A bolt of frost that may knock back monsters.&lt;br /&gt;
&lt;br /&gt;
===Green===&lt;br /&gt;
{{flavour|Green Draconians are used to venomous surroundings and breathe clouds of mephitic vapours. They are especially good in the arts of poison and without deficiencies in other magic realms. Later on, they will develop a poisonous stinger.}}&lt;br /&gt;
*Skills: +2 [[Alchemy]]&lt;br /&gt;
*Resists: rPois&lt;br /&gt;
*Breath: A bolt of noxious fumes that leaves behind [[Mephitic Cloud]]s on the affected tiles.&lt;br /&gt;
*Melee: Gains a [[venom]]ous [[good_mutations#Stinger|stinger]] at level 14.&lt;br /&gt;
&lt;br /&gt;
===Yellow===&lt;br /&gt;
{{flavour|Yellow Draconians have a sulphurous breath full of corrosive acid, and later gain an acidic bite attack. They are acid resistant, too.}}&lt;br /&gt;
*Resists: rCorr&lt;br /&gt;
*Breath: A corrosive [[acid]]ic glob that can splash onto adjacent enemies.&lt;br /&gt;
*Melee: Gains [[Jiyva_mutations#Acidic_Bite|acidic saliva]] at level 14.&lt;br /&gt;
&lt;br /&gt;
===Grey===&lt;br /&gt;
{{flavour|Grey Draconians have no breath weapon, but their bodies are adapted to the water, allowing them to swim. They are proficient with earth magic but bad with air magic, and they also have harder scales than other Draconians.}}&lt;br /&gt;
*Skills: +2 [[Earth Magic]], -2 [[Air Magic]]&lt;br /&gt;
*Resists: Immediate +5 to AC.&lt;br /&gt;
*Breath: a ball of mud that knocks back whatever it hits and drenches a 3x3 area in mud which impedes enemy movement and causes them to sometimes fumble their attacks.&lt;br /&gt;
*Movement: [[Amphibious]] (Can enter deep water, ignore movement and evasion penalties from water, immune to drowning.)&lt;br /&gt;
&lt;br /&gt;
===Black===&lt;br /&gt;
{{flavour|Black Draconians can unleash huge electrical discharges, and are naturally insulated. They are good at air magic but feel cumbersome with earth magic. Their wings will eventually grow larger, which allows them to fly continuously when combined with their natural skill with air magic.}}&lt;br /&gt;
*Skills: +2 [[Air Magic]], -2 [[Earth Magic]]&lt;br /&gt;
*Resists: rElec&lt;br /&gt;
*Breath: Wild explosions of lightning, mixing lightning bolts and orbs (powerful but uncontrollable).&lt;br /&gt;
*Movement: Gains [[good mutations#Big Wings|big wings]] at level 14.&lt;br /&gt;
&lt;br /&gt;
===Purple===&lt;br /&gt;
{{flavour|Purple Draconians are highly adapted to all spellcasting in general, and to hexes in particular. They are a bit better at evoking things than most other Draconians. They can breathe dispelling energy which strips those it hits of their enchantments, and are naturally stronger-willed than other draconians.}}&lt;br /&gt;
*Skills: +2 [[Spellcasting]] (to +1), +2 [[Hexes]] (to +1), +1 [[Evocations]]&lt;br /&gt;
*Resists: Increased [[willpower]] (gain +6 per level instead of +3).&lt;br /&gt;
*Breath: A bolt of power that deals irresistible damage and removes buffs (e.g., [[Haste]], [[Invisibility]]).&lt;br /&gt;
&lt;br /&gt;
===Pale===&lt;br /&gt;
{{flavour|Pale Draconians are better at air and fire magic, and have no deficiencies in other schools. They breathe steam and, like their Purple cousins, have a slight advantage at Evocations.}}&lt;br /&gt;
*Skills: +1 Fire Magic, +1 Air Magic, +1 Evocations&lt;br /&gt;
*Resists: rSteam&lt;br /&gt;
*Breath: Steam clouds, which do little damage but block [[LOS]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.32|Draconian breath attacks will be reworked. For more details, see [[Draconian breath attacks#History|here]].}}&lt;br /&gt;
*Prior to [[0.30]], pale Draconian's breath had a cooldown twice as short.&lt;br /&gt;
*Prior to [[0.27]], Draconians did not have innate [[GDR]], as it was tied to a player's body armour. Also, grey Draconians were [[unbreathing]] instead of [[amphibious]], which granted them immunity to certain cloud effects. In addition, white Draconians' breath would only knock back [[flying]] opponents.&lt;br /&gt;
*Prior to the [[Charms]] school's removal in [[0.26]], purple Draconians were particularly skilled with Charms compared to other draconians.&lt;br /&gt;
*Prior to [[0.20]], players could also become mottled Draconians, which could breathe [[Sticky Flame]]s and learned  Fire Magic slightly quicker. Additionally, all mature draconian [[player ghost]]s had a negative energy breath weapon, making them even more dangerous opponents.&lt;br /&gt;
*As of [[0.12]], all Draconians are considered [[cold-blooded]].&lt;br /&gt;
*Prior to [[0.11]], grey Draconians were elementally neutral, receiving bonuses to [[Stealth]] and [[Stabbing]] in place of the Earth Magic boost, and they did not gain the +5 bonus to AC. Yellow Draconians only had rAcid (not rCorr).&lt;br /&gt;
*Prior to [[0.10]], Draconians had access to any body armour that could fit large species, but could not wear boots or gloves.&lt;br /&gt;
*Prior to [[0.7]], grey Draconians got better stats to make up for their lack of a breath attack.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Riffraff</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Shining_One&amp;diff=80164</id>
		<title>The Shining One</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Shining_One&amp;diff=80164"/>
				<updated>2024-04-05T13:32:13Z</updated>
		
		<summary type="html">&lt;p&gt;Riffraff: /* Punishments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
[[File:The shining one altar.png]] &amp;quot;Lead the forces of light to victory!&amp;quot;''&lt;br /&gt;
{{flavour|Followers of the Shining One are bound to the code of the honourable warrior, soldiers in their god's eternal crusade against evil. For forsaking dark magic and underhanded tactics, the Shining One rewards them and their allies with the power they need to slay demons and the undead. Especially devout warriors can even call upon angels in times of need. The Shining One's followers can convert to Elyvilon or Zin while keeping some piety.&lt;br /&gt;
&lt;br /&gt;
Followers of the Shining One are surrounded by a halo that reveals their enemies to them. Followers will gain power by killing evil beings, and with growing piety their life force will be protected. The Shining One will keep summoned and charmed allies on their side longer, should the allies prove worthy of the crusade. Followers will gain use of a divine shield to protect them in battle. Later, they can channel blasts of cleansing flame that are particularly damaging to unholy beings, and can call upon powerful divine beings as temporary allies. Highly pious followers may request the Shining One's blessing upon a weapon. The Shining One may occasionally directly intervene to save a follower's life.&lt;br /&gt;
&lt;br /&gt;
The Shining One likes it when you kill the undead, you kill demons, you kill evil beings and you encounter other hostile creatures.&lt;br /&gt;
&lt;br /&gt;
The Shining One strongly dislikes it when you use evil magic or items, you attack non-hostile holy beings, you attack neutral beings, you attack allies or you kill non-hostile holy beings.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
*Like the other [[good god]]s, The Shining One does not accept [[demonspawn]] or undead species ([[ghoul]]s, [[vampire]]s, or [[mummies]]) as followers.&lt;br /&gt;
*[[Demigod]]s may not worship The Shining One (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing the undead, demons, or evil creatures (such as followers of evil gods). Chance of +1 [[piety]], higher chance for creatures with high [[HD]].&lt;br /&gt;
*Encountering non-evil monsters you've never encountered before.&lt;br /&gt;
&lt;br /&gt;
==Prevents==&lt;br /&gt;
*The Shining One prevents you from attacking in unchivalrous manner - ie, [[stabbing]]. Your attack will still take place, but you will receive no stabbing benefit.&lt;br /&gt;
*While not a direct conduct, worshippers are given a [[halo]], which prevents the ability to go [[invisible]].&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity: You lose 1 piety per 700 turns, on average (1/35 chance every 20 turns).&lt;br /&gt;
&lt;br /&gt;
The Shining One strongly dislikes it (i.e. [[penance]]) when:&lt;br /&gt;
*You use [[Necromancy]]. Casting [[Necromutation]] causes instant excommunication.&lt;br /&gt;
*You use [[unholy]] magic or items.&lt;br /&gt;
*You attack neutral beings.&lt;br /&gt;
*You attack allies.&lt;br /&gt;
&lt;br /&gt;
Note that equipment that violates the Shining One's commandments will be printed in red, be labeled in its (in-game) description, and you'll receive a warning before doing a transgression. Also, the Shining One will forgive accidental transgressions (i.e. performing a forbidden action via an unidentified item).&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Acolyte&amp;quot;&lt;br /&gt;
*'''Protection from harm''' - If you receive lethal damage, there's a piety-based chance that the Shining One may nullify the damage (at the cost of reducing your piety). This is possible even if you're under penance. The chance increases linearly from 10% at 0 piety to 28% at maximum. (Passive)&lt;br /&gt;
*'''Divine Halo''' - You are surrounded by a [[halo]]. It starts off only illuminating you, but it grows in size every &amp;lt;code&amp;gt;piety/20&amp;lt;/code&amp;gt; tiles, extending to your full [[line of sight]]. Anything (except you) inside the halo is easier to hit, and both you and monsters are revealed if [[invisible]]. Also, your [[stealth]] is divided by x2.5. (Passive)&lt;br /&gt;
*'''Protection from negative energy''' - The Shining One provides [[negative energy]] resistance. This improves as piety rises, up to rN+++ at full piety. (Passive)&lt;br /&gt;
In addition, the Shining One protects your allies:&lt;br /&gt;
*'''Protection against abjuration''' - When [[Abjuration]] is cast against your summoned servants, the power (duration reduction) is reduced, depending on your servant's HD. (Passive)&lt;br /&gt;
*'''Bless Allies''' - The Shining One may bless one of your allies when it kills an enemy or gains experience. The chance for this rises with your piety. The following blessings are possible:&lt;br /&gt;
**10%: Give the ally's weapon increased accuracy, damage, and the [[holy wrath]] brand OR give the ally's armour increased [[AC]] and [[negative energy resistance]].&lt;br /&gt;
**90%: Increase the duration of your ally's stay, with a 50% chance to remove [[poison]], [[sickness]], [[confusion]], [[slow]]ing, or [[exhaustion]]. If none apply, heals 25% of its HP.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Righteous&amp;quot;&lt;br /&gt;
*'''Gain power from killing''' - You sometimes regain HP and MP whenever you kill demons, the undead, and evil creatures. You have a &amp;lt;code&amp;gt;(piety - 30)/200&amp;lt;/code&amp;gt; chance of healing &amp;lt;code&amp;gt;1d(2*HD + 1) - 1 HP&amp;lt;/code&amp;gt; HP and &amp;lt;code&amp;gt;1d(2 + HD/3) - 1 MP&amp;lt;/code&amp;gt; MP when killing valid monsters.&amp;lt;ref&amp;gt;{{source ref|0.30.0|mon-death.cc|2069}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{source ref|0.30.0|mon-death.cc|2086}}&amp;lt;/ref&amp;gt; (Passive)&lt;br /&gt;
*&amp;lt;span id=&amp;quot;divine_shield&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;'''Divine Shield''' - Grants a divine shield, providing &amp;lt;code&amp;gt;6 + Invocations * 2/5&amp;lt;/code&amp;gt; [[SH]]. Duration is also controlled by [[Invocations]]. This shield is controlled by The Shining One, so it stacks with any other shield and does not interfere with two-handed weapons. (3 MP and 2-3 piety)&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Unflinching&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Holy Warrior&amp;quot;&lt;br /&gt;
*&amp;lt;span id=&amp;quot;cleansing_flame&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;'''Cleansing Flame''' - Creates a large burst of holy energy centered on yourself, dealing unavoidable holy damage to all monsters around you. This affects all monsters within two spaces of you. Your Invocations skill increases damage dealt and chance of success. Because this ability emits holy energy, it does double damage to demons and undead, normal damage to other creatures, and no damage to holy beings, neutral creatures, or allies. Base damage is &amp;lt;code&amp;gt;2d(10 + Invocations * 7/6)&amp;lt;/code&amp;gt;.&amp;lt;ref&amp;gt;{{source ref|0.30.0|spl-goditem.cc|1247}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{source ref|0.30.0|ability.cc|2672}}&amp;lt;/ref&amp;gt; (5 MP and 2-3 piety)&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Exorcist&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Demon Slayer&amp;quot;&lt;br /&gt;
*'''Summon Divine Warrior''' - Summons a friendly [[Angel]] or [[Daeva]]. (8 MP and 6-9 piety)&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Bringer of Light&amp;quot;&lt;br /&gt;
*'''Brand Weapon With Holy Wrath''' - the Shining One can bless a non-artifact weapon. This will add +2 to its enchantment level and add the [[holy wrath]] brand (replacing any existing brand). [[Demon whip]]s will become [[sacred scourge]]s, [[demon blade]]s will become [[eudemon blade]]s, and [[demon trident]]s will become [[trishula]]s. [[Holy Word]] is cast when you bless a weapon. Doing this has no cost, but it can only be invoked once per game.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|The Shining One forgives followers for abandonment; however, those who later take up the worship of an evil god will be punished. (Kikubaaqudgha, Yredelemnul, Makhleb, Lugonu, Beogh and Dithmenos are evil gods.)&lt;br /&gt;
&lt;br /&gt;
The Shining One's wrath is straightforward and unmistakable. Its victims find themselves smote with holy fire and beset with holy warriors. Sinners will be silenced, and the Shining One will also shout to alert the victim's foes.&lt;br /&gt;
&lt;br /&gt;
The Shining One's wrath lasts for a relatively short duration.}}&lt;br /&gt;
&lt;br /&gt;
The Shining One will only punish you if you convert to an evil god ([[Beogh]], [[Dithmenos]], [[Kikubaaqudgha]], [[Lugonu]], [[Makhleb]], or [[Yredelemnul]]). Switching to other gods or violating TSO's conduct will not result in any wrath, and converting to [[Elyvilon]] or [[Zin]] will transfer half of your piety to them.&lt;br /&gt;
&lt;br /&gt;
The possible forms of [[divine retribution]] include:&lt;br /&gt;
&lt;br /&gt;
*Summoning hostile, [[durably summoned]] [[angel]]s or [[daeva]]s.&lt;br /&gt;
*Triggering a Cleansing Flame against you.&lt;br /&gt;
*Making a loud [[noise]] at your location.&lt;br /&gt;
*[[Silence|Silencing]] you for 10-35 turns.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
===Extended===&lt;br /&gt;
The Shining One is most powerful in the [[extended game]], where evil monsters (demons/undead) are incredibly common. With so many evil creatures, this god really ''shines'':&lt;br /&gt;
*Piety gain is rapid. You can get from 0* to 5* or 6* just by doing [[the Crypt]].&lt;br /&gt;
*Healing on kills help you recover quickly. Most relevant in [[Pandemonium]], which has random areas and respawning monsters (making it hard to rest).&lt;br /&gt;
*Cleansing Flame is a very powerful AOE against evil creatures, if you have high Invocations skill. It hits a 2-radius area and never misses - allowing you to finish off that [[tormentor]] or [[hellion]] without the chance of missing.&lt;br /&gt;
*[[Holy wrath]] is the strongest brand against demons. Also, guaranteed rN+++ is nice, it can also free up inventory slots.&lt;br /&gt;
&lt;br /&gt;
Players will often switch to TSO once they reach the extended part of the game; common gods to switch from include [[Okawaru]], [[Trog]], and [[Yredelemnul]]. You can deal with your old god's [[divine retribution|wrath]] by going to places like [[the Crypt]] and [[the Abyss]] (both rife with evil monsters).&lt;br /&gt;
&lt;br /&gt;
===Pre-extended===&lt;br /&gt;
The Shining One is a decent, if not the best, god for the earlier stages of the game. The halo increases accuracy - both yours and your [[allies]] - against monsters. Divine Shield and Divine Warriors are helpful active abilities, even against non-evil monsters. Summoners may appreciate TSO the most, with the halo providing significant buffs to the inaccurate early-game summons.&lt;br /&gt;
&lt;br /&gt;
However, TSO is often considered a weaker choice. Without as many evil monsters, piety gain is slow. Gods like [[Trog]] and [[Mahkleb]] offer similarly strong abilities, but at a faster piety rate. Overall, TSO is a ''passable'' god, but not the greatest. Keep in mind that TSO itself is safe to abandon; you won't get wrath unless you switch to an [[evil]] god later. So if you get TSO from a [[faded altar]], no need to fret.&lt;br /&gt;
&lt;br /&gt;
The other downsides of worshipping TSO are the various conducts. You won't be able to [[stab]] opponents or go [[invisible]], and the halo lowers your [[stealth]] significantly. Additionally, you are not allowed to use evil spells ([[Necromancy]], [[Call Imp]], [[Malign Gateway]], [[Summon Horrible Things]]), which can be helpful throughout the game.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
When worshipping the Shining One, keep the following in mind:&lt;br /&gt;
*Make sure you bless a weapon before taking on the [[Hells]] or [[Pandemonium]]. The best choice is usually either a [[broad axe]], [[executioner's axe]], [[bardiche]], [[demon trident]], [[demon whip]], [[eveningstar]], or [[demon blade]]. Ranged weapon users can do quite well by blessing their best ranged weapon, from [[longbow]], [[hand crossbow]], or [[triple crossbow]].&lt;br /&gt;
*Don't underestimate the Cleansing Flame ability; it can deal very respectable area-of-effect damage once you reach high Invocations. When surrounded by demons, one or two uses will quickly clear out the weaker pests, provide quick healing, pay for its own MP/piety cost, and deal significant unavoidable damage to any [[Fiend]]s or worse that are in range. A [[haste]]d TSO worshiper spamming full power Cleansing Flames can take down all but the hardiest end-game bosses.&lt;br /&gt;
*TSO's Bless Allies effect doesn't just affect the angels and daevas TSO sends your way; ''any'' ally will be protected from Abjuration and blessed when it gets kills.&lt;br /&gt;
*One of the more annoying aspects of being a worshiper of the Shining One is fighting in a chivalrous manner. Fortunately, all situations that don't outright prevent you from acting unchivalrous will warn you if you attempt them (such as trying to act while confused when it might cause you to attack an ally).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.28]], Divine Shield was available at 2* piety, and Cleansing Flame at 4* piety.&lt;br /&gt;
*Prior to [[0.27]], branding a weapon with holy wrath would un-[[curse]] it.&lt;br /&gt;
*Prior to [[0.26]], the three good gods forbid [[cannibalism]].&lt;br /&gt;
*Prior to [[0.20]], TSO disapproved of poison and stabbing [[:Category:Human intelligence|intelligent]] monsters (with stabbing not outright prevented). Cleansing Flame was also weaker and did half damage to non-evil monsters.&lt;br /&gt;
*Prior to [[0.19]], the Shining One would inflict penance if the player desecrated holy corpses or committed cannibalism; these were not outright forbidden.&lt;br /&gt;
*Prior to [[0.16]], the Shining One could create enhanced-stat versions of Long Blades with max piety (called [[blessed blade]]s). TSO's Divine Shield also used to benefit from training in the [[Shields (skill)|Shields skill]].&lt;br /&gt;
*Prior to [[0.15]], followers of the Shining One were occasionally seen as allies by [[:Category:Holy holiness|holy monsters]]. The chance of this recognition rose with piety. Also, blessing a weapon would affect it as though you'd just read a [[scroll of enchant weapon III]] rather than giving it a flat +2 enchantment level.&lt;br /&gt;
*Prior to [[0.10]], followers of the Shining One gained piety passively, up to a limit, and piety did not decay.&lt;br /&gt;
*Prior to [[0.8]], the [[paladin]] background started the game worshiping the Shining One.&lt;br /&gt;
*Prior to [[0.4]], TSO would occasionally gift permanent allies.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Good Gods]]&lt;/div&gt;</summary>
		<author><name>Riffraff</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mask_of_the_Dragon&amp;diff=79753</id>
		<title>Mask of the Dragon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mask_of_the_Dragon&amp;diff=79753"/>
				<updated>2024-03-05T09:27:48Z</updated>
		
		<summary type="html">&lt;p&gt;Riffraff: added note about horns aux attack.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{flavour|The mask of the High Priest of ancient Erebora. In ancient times, the gods of the Ereborans ceased to answer their prayers, and in desperation, the people turned to the forbidden worship of dragons. Now, of their works, only this mask remains.}}&lt;br /&gt;
[[File:Mask_of_the_dragon.png]] '''''the +0 mask of the Dragon'''''&lt;br /&gt;
&lt;br /&gt;
+0 [[hat]]&amp;lt;br&amp;gt;&lt;br /&gt;
+3 [[slaying]]&amp;lt;br&amp;gt;&lt;br /&gt;
+40 [[willpower]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[See invisible]]&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''mask of the Dragon'''&amp;lt;ref&amp;gt;{{source ref|0.30.0|art-data.txt|978}}&amp;lt;/ref&amp;gt; trades the 3-4 [[AC]] from a normal +2 [[helmet]] for a bonus +3 [[slaying]]. It also gives a nice [[willpower]] bonus, and see invisible is convenient to have.&lt;br /&gt;
&lt;br /&gt;
For melee and ranged fighters, it's usually worth using over a plain helmet. Even for casters, the willpower can make it worth using (in lieu of another hat of willpower). You can find better [[randart]] hats/helmets out there, though.&lt;br /&gt;
&lt;br /&gt;
The mask covers your face but not your head, so characters with horns will still be able to use their auxiliary attack, making it a great fit for Minotaurs. &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Headgear]]&lt;/div&gt;</summary>
		<author><name>Riffraff</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=How_to_help&amp;diff=41279</id>
		<title>How to help</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=How_to_help&amp;diff=41279"/>
				<updated>2016-03-10T07:44:29Z</updated>
		
		<summary type="html">&lt;p&gt;Riffraff: mention registration process&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Community}}&lt;br /&gt;
&lt;br /&gt;
==Gaining access to the Wiki==&lt;br /&gt;
&lt;br /&gt;
The normal registration process is disabled on the wiki for spam prevention purposes,&lt;br /&gt;
but if you'd like to register for a new account, just &lt;br /&gt;
[mailto:register.crawlwiki@gmail.com?Subject=I'd%20like%20to%20edit%20CrawlWiki send us an email] with your preferred username,&lt;br /&gt;
new contributors are always welcome!&lt;br /&gt;
&lt;br /&gt;
==General tasks==&lt;br /&gt;
&lt;br /&gt;
* Fix typos.&lt;br /&gt;
* Turn awkward grammar into beautiful prose.&lt;br /&gt;
* Create a page that [[Special:WantedPages|doesn't exist yet]].&lt;br /&gt;
* Run experiments in [[wizmode]] and add what you have learned!&lt;br /&gt;
* Categorize [[Special:UncategorizedPages|uncategorized pages]], [[Special:UncategorizedFiles|images]] and [[Special:UncategorizedCategories|categories]].&lt;br /&gt;
* Fix any [[Special:DoubleRedirects|double redirects]] or [[Special:BrokenRedirects|broken redirects]], if any.&lt;br /&gt;
* Choose a [[:Category:Stubs|stub article]] and expand it.&lt;br /&gt;
* If you understand a bit of C language, help document how the game really works by perusing the [[source code]].  Optionally, help verify specific Crawl facts by adding footnotes to source code pages (add a source code link, enclosed in [], at the end of the fact).&lt;br /&gt;
* Welcome new users by placing the &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;{{Welcome}}&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; template on their talk page.&lt;br /&gt;
* Participate in discussions.&lt;br /&gt;
&lt;br /&gt;
==Specific tasks==&lt;br /&gt;
&lt;br /&gt;
* Do any of the tasks outlined at [[Current projects]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Community]]&lt;/div&gt;</summary>
		<author><name>Riffraff</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Okawaru&amp;diff=41278</id>
		<title>Talk:Okawaru</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Okawaru&amp;diff=41278"/>
				<updated>2016-03-10T07:39:50Z</updated>
		
		<summary type="html">&lt;p&gt;Riffraff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 6****** avatar ==&lt;br /&gt;
&lt;br /&gt;
I've been coolecting piety for Okawaru up to 5stars. Somehow the sixth star won't happen. Well, I play a XL13 caster, don't waste much piety on heroism /finess if not necessary. And I kill often enough. But it seems to me that the (miserable quality) god gifts prevent the rise of piety because all the time the gift timeouts have to be served in priority. Is this reasoning the correct description of the 0.14a features working? Or did I overlook something (e.g. only high HD monsters count)? Please share your wisdom on these details and speak out. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 19:12, 17 December 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
:The god gifts do eat a lot of the piety you receive after a certain point, yes. Even so, it is possible to eventually get the last star; it just doesn't do anything. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 20:46, 17 December 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
::Yes, I know it doesn't do anything. But it is so irritating if you don't advance visibly. In tournament it was a banner mission to achieve highest piety level. In normal games it just provides a buffer for paying attention to not lose the 5star condition (Okawaru [[finesse]]). (BTW many Oka gifts are just a nuisance e.g. a +3/+0 cutlass of distortion.) -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 22:26, 17 December 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;And I kill often enough.&amp;quot;&lt;br /&gt;
:&lt;br /&gt;
: That's the problem. You aren't killing often enough. Try to spend less MP in each fight, train melee skills, and recover your MP while exploring. Or even better, ignore that last star. --[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 22:39, 17 December 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
::Thanks a lot. This is a valuable hint: &amp;quot;Try to spend less MP in each fight&amp;quot;. So Oka is complementary to Sif who rewards increasing spell school skills. The rise of weapon skills makes a difference you say. Could be the missing link. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 22:49, 17 December 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
== Finesse and speed weapons ==&lt;br /&gt;
&lt;br /&gt;
Does Okawaru's finesse have any effect if the player is already using a speed-brand weapon with minimum delay? [[User:Majang|Majang]] ([[User talk:Majang|talk]]) 13:54, 6 August 2014 (CEST)&lt;br /&gt;
:Yes, but not beyond the game's hard limit of 0.2. Finesse on a well-enchanted giant spiked club of speed is a wonder to behold. Finesse on a quick blade? Not so much, but still nice. The [[attack speed]] article should show you exactly how it all calculates out. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 14:24, 6 August 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Finesse and Heroism duration ==&lt;br /&gt;
&lt;br /&gt;
Do the effects duration depend on the skill in Evocations? Or, equivalently, does it make sense to keep training Evocations once the Failure rate drops to 0-1% ? --[[User:Riffraff|Riffraff]] ([[User talk:Riffraff|talk]]) 08:39, 10 March 2016 (CET)&lt;/div&gt;</summary>
		<author><name>Riffraff</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Orb_of_Zot&amp;diff=41275</id>
		<title>Orb of Zot</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Orb_of_Zot&amp;diff=41275"/>
				<updated>2016-03-07T08:18:43Z</updated>
		
		<summary type="html">&lt;p&gt;Riffraff: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Once you have escaped to the surface with this invaluable artefact, your quest is complete.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Orb_of_Zot.png]] The '''Orb of Zot''' is located in a vault on the deepest floor of [[the Realm of Zot]], guarded by terrible monsters ([[ancient lich]]es, [[Orb Guardian]]s, [[orbs of fire]], all kinds of [[list of dragons|dragons]] and [[list of draconians|draconians]]) and surrounded by indestructible walls. Acquiring the Orb and escaping back to the surface is the final step to win the game. Doing so without fighting your way past its guardians is nearly impossible, as the floor prevents [[teleport control]], and the Orb actively resists [[Apportation]] attempts (1 out of every 3 attempts will fail, and each attempt will create a loud [[noise]]).&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
Once the Orb is in your possession, you will have to make it out of the dungeon to win the game. This is part of the game is often referred to as the ''orb run''. During the orb run, numerous terrible things happen. [[Teleport control]] becomes disabled, and almost all teleports will take 5 to 9 turns longer to kick in ([[teleport trap]]s still function immediately, however, and can almost always be found near the Orb). All floors of the Dungeon will now begin spawning a wide variety of [[Hell]]- and [[Pandemonium]]-type monsters, [[Orb Guardian]]s, and [[Pandemonium lord]]s, all at a greatly increased rate (see [[monster generation]]). Most of these will generate just beyond your [[line of sight]]. On top of all that, the Orb itself emits strange energy, reducing your [[stealth]] and causing [[magic contamination]] to last longer. &lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
*You don't need to pick up the Orb of Zot as soon as you reach it. If you want a higher score, you should clear out the extended end-game and collect all 15 runes before beginning the ascent.&lt;br /&gt;
*The only enemies that matter once you have the Orb are the ones that get in your way. Ignore any enemies that aren't able to kill you or that you can simply run away from. For this reason, boots of [[running]] or other sources of fast movement speed are extremely useful at this point.&lt;br /&gt;
*Your goal after picking up the Orb is to get out of the Dungeon as quickly as possible. Use auto-travel (Shift + G) to make the game calculate the fastest route out possible.&lt;br /&gt;
*Don't be afraid to use up your consumable items at this point. [[Potions of haste]], [[scrolls of holy word]], and all manner of restoratives should be used as needed to clear a path to the exit as quickly as possible. Also, if you've got a [[wand of digging]], feel free to create impromptu tunnels if it'll get you away from nasty opponents or up a floor even faster. If you're feeling paranoid (and why shouldn't you be?), consider creating those pathways ''before'' you grab the Orb.&lt;br /&gt;
*Even with the delay on teleportation, it's worth considering as an escape option. If you find yourself cornered by enemies or a long way away from the next stair case up, activate a teleport and hold out until it kicks in. [[Teleport trap]]s still function instantly, by the way.&lt;br /&gt;
*[[The Abyss]] is unique in that its monster generation rate and makeup is unaffected once you pick up the Orb. If you're cornered and could use a chance to heal up in (relative) safety, zipping off to the Abyss will give you the time you need. Of course, unless you're a [[Lugonu]] follower, convenient access to the Abyss is rarely available...&lt;br /&gt;
*If you've already cleared the entirety of Zot:5, you can reduce the distance you have to run with the Orb by [[Apportation|apporting]] it from its chamber all the way to a staircase. This will take a while, but as Zot:5 is one of the largest, most wide-open areas you'll need to haul it through, it may be worth the effort. Bear in mind that this process is extremely loud; if you've left anything alive, it will almost certainly find you.&lt;br /&gt;
*Find ''Dungeon Crawl'' too easy? For an added challenge, try avoiding [[the Tomb]], [[Pandemonium]], or the branches of [[Hell]] until you're already on your Orb run.&lt;br /&gt;
&lt;br /&gt;
==Zot Defence==&lt;br /&gt;
In the [[Zot Defence]] mini-game, you are instead charged with guarding the Orb from wave after wave of random enemies. Only after you've fought off enough enemies to earn 15 runes are you allowed to grab the Orb and escape.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Orb of Zot has undergone many adjustments over the course of ''Crawl'''s updates:&lt;br /&gt;
*Pre-[[0.8]] - The Orb's traits were initially as follows:&lt;br /&gt;
**Took up an inventory slot, weighing 30 [[aum]]. You could drop it at will.&lt;br /&gt;
**Did not resist [[Apportation]] attempts at all.&lt;br /&gt;
**Delayed 50% of the [[teleport]] attempts by 5-9 turns.&lt;br /&gt;
**When picked up, it would remove the -cTele effect from [[Zot:5]], and would seal all portals to [[the Abyss]], [[Pandemonium]], and the four branches of [[Hell]].&lt;br /&gt;
*[[0.8]] - The Orb began resisting attempts at Apportation. 1 out of every 6 attempts at Apportation would fail.&lt;br /&gt;
*[[0.9]] - Picking up the Orb no longer removed -cTele from Zot:5, and added -cTele as long as it was in your possession. Also, the Orb's weight was increased to 60 [[aum]].&lt;br /&gt;
*[[0.10]] - The Orb's penalties to [[stealth]] and [[magic contamination]] loss were introduced.&lt;br /&gt;
*[[0.12]] - The player could no longer drop the Orb once it was in their possession. Also, the Apportation failure rate rose to every 1 in 3 attempts.&lt;br /&gt;
*[[0.13]] - Possession of the Orb now increased the delay before a teleport 100% of the time. Also, the monsters you face while ascending were made more deadly (fewer weak demons, plus the addition of [[Orb Guardian]]s).&lt;br /&gt;
*[[0.14]] - Grabbing the Orb no longer sealed the portals to Abyss/Pan/Hell, and no longer counted as an inventory item.&lt;br /&gt;
&lt;br /&gt;
[[Image:Wizcastle.gif|right|thumb|200px|The Orb's origin.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Riffraff</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:The_Shining_One&amp;diff=41270</id>
		<title>Talk:The Shining One</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:The_Shining_One&amp;diff=41270"/>
				<updated>2016-03-05T23:43:44Z</updated>
		
		<summary type="html">&lt;p&gt;Riffraff: /* Bless Weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Spotting non-evil monsters===&lt;br /&gt;
What does this mean? [[User:Syneil|Syneil]] 09:28, 20 March 2013 (CET)&lt;br /&gt;
===Stingers===&lt;br /&gt;
I read in an earlier version of the wiki, that naga and draconians with poisonous auxiliary attacks would withhold them to not offend TSO. Is that still true? --[[User:BlueCrake|BlueCrake]] ([[User talk:BlueCrake|talk]]) 17:09, 2 September 2014 (CEST)&lt;br /&gt;
:Yes. [http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/player.cc;h=68b30d1d87772d6aa59002914cfc60eb4401f358;hb=69783ea0505b8a54b95c175d88b11e80d9c08c6f#l7425 Source] --[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 17:41, 2 September 2014 (CEST)&lt;br /&gt;
===Bless Weapon===&lt;br /&gt;
Will bless weapon push a weapon's enchantment past its limit? i.e. if I wield a +9 broad axe of pain and bless it, will I have a +11 broad axe of holy wrath?&lt;br /&gt;
--[[User:Riffraff|Riffraff]] ([[User talk:Riffraff|talk]]) 00:43, 6 March 2016 (CET)&lt;/div&gt;</summary>
		<author><name>Riffraff</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:The_Shining_One&amp;diff=41269</id>
		<title>Talk:The Shining One</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:The_Shining_One&amp;diff=41269"/>
				<updated>2016-03-05T23:43:20Z</updated>
		
		<summary type="html">&lt;p&gt;Riffraff: add question re: Bless Weapon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Spotting non-evil monsters===&lt;br /&gt;
What does this mean? [[User:Syneil|Syneil]] 09:28, 20 March 2013 (CET)&lt;br /&gt;
===Stingers===&lt;br /&gt;
I read in an earlier version of the wiki, that naga and draconians with poisonous auxiliary attacks would withhold them to not offend TSO. Is that still true? --[[User:BlueCrake|BlueCrake]] ([[User talk:BlueCrake|talk]]) 17:09, 2 September 2014 (CEST)&lt;br /&gt;
:Yes. [http://git.develz.org/?p=crawl.git;a=blob;f=crawl-ref/source/player.cc;h=68b30d1d87772d6aa59002914cfc60eb4401f358;hb=69783ea0505b8a54b95c175d88b11e80d9c08c6f#l7425 Source] --[[User:CommanderC|CommanderC]] ([[User talk:CommanderC|talk]]) 17:41, 2 September 2014 (CEST)&lt;br /&gt;
===Bless Weapon===&lt;br /&gt;
Will bless weapon push a weapon's enchantment past its limit? i.e. if I wield a +9 broad axe of pain and bless it, will I have a +11 broad axe of holy wrath?&lt;/div&gt;</summary>
		<author><name>Riffraff</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Treasure_trove&amp;diff=41201</id>
		<title>Treasure trove</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Treasure_trove&amp;diff=41201"/>
				<updated>2016-02-20T19:41:31Z</updated>
		
		<summary type="html">&lt;p&gt;Riffraff: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Once upon a time, an enterprising thief who was also a wizard, terrified of being caught committing an act of burglary, created a system of portals leading into the secret treasure troves and chambers of the rich. Too scared to loot them himself, he instead charged an extortionate fee for entry to anyone who wanted to rifle through them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The secrets of the gateways died with him when his fellow thieves, disgusted at his betrayal of their 'ideals', had him murdered. With his death, the now-uncontrolled portals began moving rapidly from one dimension to the next, only stopping long enough to absorb magical energy.}}&lt;br /&gt;
&lt;br /&gt;
A '''treasure trove''' is a small sub-[[branch]], filled with loot specifically tailored for your character using [[acquirement]] code (usually around 16 items, though this can vary). They are usually perfectly safe, though a few possible layouts prove dangerous. Only one treasure trove can generate per game, and they are not guaranteed to appear in every game. The troves chosen are mostly random, though if a trove is entirely inappropriate for your character (e.g. a book trove for a fighter), its probability of appearing is reduced but not eliminated. Thus, fighters may occasionally end up in a book trove (where they will mostly find manuals), or unarmed fighters might rarely get a weapon trove. &lt;br /&gt;
&lt;br /&gt;
Troves can only be accessed through a locked portal entrance which can generate almost anywhere. To unlock a treasure trove, you must meet its demands:&lt;br /&gt;
&lt;br /&gt;
*There is a 5% chance that it will ask for all your [[piety]]. This is never generated if you are a [[demigod]] or you worship [[Gozag]].&lt;br /&gt;
*Otherwise, there is a 1/3 chance that it will ask for an item available in a [[shop]]. This will often be an [[artefact]], but may be a high-value mundane item. Unless the item itself is incredibly useful, these troves are effectively just asking for [[gold]].&lt;br /&gt;
*Otherwise, it will ask for an item or stack of items. There are a number of possibilities, each individual item type being equally probable:&lt;br /&gt;
**'''Armour (20% chance overall)''': It will ask for a [[gold dragon armour|gold]], [[storm dragon armour|storm]], [[fire dragon armour|fire]], or [[ice dragon armour]]. The armour must sufficiently enchanted as well; gold and storm dragon armour requests can range from +2 to +4, while fire and ice can range from +3 to +5.&lt;br /&gt;
**'''Weapon (15% chance overall)''': It will ask for a [[demon trident]], [[demon whip]], or [[demon blade]], with required enchantments ranging from +4 to +6.&lt;br /&gt;
**'''Potions (20% chance overall)''': It may ask for 8+2d3 [[potions of heal wounds]], 12+2d4 [[potions of curing]], 3+1d3+1d2 [[potions of haste]], or 2 [[potions of cure mutation]]. &lt;br /&gt;
**'''Wands (10% chance overall)''': It will ask for either a [[wand of heal wounds]] or a [[wand of hasting]] with 7+1d2 charges.&lt;br /&gt;
**'''Scrolls (20% chance overall)''': It will ask for 4 to 6 [[scrolls of blinking]], 10+1d3+1d4 [[scrolls of teleportation]], 12+3d4 [[scrolls of identify]], or 1 to 2 [[scrolls of acquirement]].&lt;br /&gt;
**'''Miscellaneous items (15% chance overall):''' It will ask to ''see'' the abyssal [[rune]], the slimy rune, or the [[horn of Geryon]]. In this case, the required item will not be taken from you.&lt;br /&gt;
&lt;br /&gt;
For items with enchantments or charges, the values the trove asks for are minimums. Thus, a trove asking for a +4 demon whip will accept a +6 demon whip without protest. The item's [[ego]] makes no difference, and it will even accept artefacts provided they have sufficient enchantment (although the latter option may not be desirable). In the case of stacks of items, the trove will only take as many as it's asking for if you have more than the required amount. Of course you shouldn't carry excess items anyway in order to free up inventory space.&lt;br /&gt;
&lt;br /&gt;
The cost of a trove has no bearing on the quality or type of items you will find inside. Also, unlike most portals, treasure troves are not timed and will remain active until you deal with them. Once you enter and exit one, however, it will be sealed forever.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
First, remember that like other portals, you can only enter the treasure trove *once* so do not get in with a full inventory or you will have to leave stuff inside.&lt;br /&gt;
&lt;br /&gt;
Much like scrolls of acquirement, a treasure trove's yield can run all the way from near-worthless to jaw-droppingly awesome. More often than not, though, it's worth opening a treasure trove if you find one. Odds are that there will be something in there you want.&lt;br /&gt;
&lt;br /&gt;
When it comes to jewelry, you do have some control over what a treasure trove will generate. The code prefers to give you [[amulet]]s and [[ring]]s you haven't identified yet, so if there are still several items left unidentified, it may be worthwhile to go to any jewelry shops you have access to and buy any garbage items you haven't identified yet. Spending a little money on an unidentified [[ring of loudness]] or [[amulet of inaccuracy]] might significantly improve your odds of getting that [[ring of slaying]] or [[amulet of resist mutation]] you needed.&lt;br /&gt;
&lt;br /&gt;
Treasure troves often ask for gear with a particular enchantment level. While the base type requested is non-negotiable, the enchantment level requested is the minimum that it will allow. For example, if a trove asks for a +4 [[demon blade]], it will accept a +6 [[vampiric]] demon blade. On the other hand, if it wants a +5 [[fire dragon armour]], it won't accept a +5 [[gold dragon armor]]. A wise player will stash a few [[scrolls of enchant weapon]], [[scrolls of enchant armour]], and [[scrolls of recharging]] to maximize his chance of manufacturing the required item.&lt;br /&gt;
&lt;br /&gt;
If you don't have enough of a particular consumable item to open a treasure trove, you will eventually be able to find what you're missing by farming [[the Abyss]] or [[Pandemonium]] for long enough. Whether or not doing so is worth the risk and tedium involved is up to you.&lt;br /&gt;
&lt;br /&gt;
If you don't remember where you last saw a particular item, don't forget that pressing '''Ctrl'''+'''F''' will let you search for specific items you've already come across. This can save you a tremendous amount of time backtracking.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Troves that take all your piety were added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
Troves were introduced in [[0.6]].  Prior to [[0.8]], they worked differently: instead of always asking for an item and being untimed, they began with a very long timer (around 10000 turns).  When attempting to enter, the player would be prompted to pay one of two amounts of gold: a large amount (usually around 2000-4000 gold) to enter the trove now, or a small amount (around 200 or so) to 'fix' the portal.  The latter choice would make the trove untimed, but it would then require a specific item to enter, much as troves do now; the player would not know the item required until after they had chosen to fix the portal.  The choice was removed because it was always optimal to pay to enter if you could - it is [[The Abyss|always]] [[Pandemonium|possible]] to find more gold if you need it for something else, but there is no guarantee of being able to find the right item anywhere in the dungeon.&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;/div&gt;</summary>
		<author><name>Riffraff</name></author>	</entry>

	</feed>