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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Robertxgray</id>
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		<updated>2026-05-07T12:34:32Z</updated>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=God&amp;diff=83569</id>
		<title>God</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=God&amp;diff=83569"/>
				<updated>2025-06-09T06:36:14Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
'''Gods''' are a central concept to ''[[Dungeon Crawl]]''. The game's pantheon features 26 distinct deities; each provides increasingly powerful abilities to their worshipers, but punishes followers for any violation of their individual commandments. Your character may only worship a single god at a time, and most gods punish followers for abandoning them, so choose wisely.&lt;br /&gt;
&lt;br /&gt;
==The pantheon==&lt;br /&gt;
* '''[[Ashenzari]] the Shackled''', god of divinations and [[curse]]s.&lt;br /&gt;
* '''[[Beogh]] the Shepherd''', evil god of [[list of orcs|the orcs]].&lt;br /&gt;
* '''[[Cheibriados]] the Contemplative''', the slow god.&lt;br /&gt;
* '''[[Dithmenos]] the Shadowed''', god of darkness.&lt;br /&gt;
* '''[[Elyvilon]] the Healer''', good god of healing.&lt;br /&gt;
* '''[[Fedhas Madash]]''', god of [[plant]]s.&lt;br /&gt;
* '''[[Gozag Ym Sagoz]] the Greedy''', god of [[gold]] and mercantilism.&lt;br /&gt;
* '''[[Hepliaklqana]] the Forgotten''', god of ancestry and memory.&lt;br /&gt;
* '''[[Ignis]] the Dying Flame''', fading god of guttering flames.&lt;br /&gt;
* '''[[Jiyva]] the Shapeless''', chaotic god of [[list of jellies|slimes]].&lt;br /&gt;
* '''[[Kikubaaqudgha]]''', evil demon-god of [[necromancy]].&lt;br /&gt;
* '''[[Lugonu]] the Unformed''', chaotic evil god of [[the Abyss]].&lt;br /&gt;
* '''[[Makhleb]] the Destroyer''', chaotic evil god of slaughter and bloodshed.&lt;br /&gt;
* '''[[Nemelex Xobeh]]''', god of [[cards]].&lt;br /&gt;
* '''[[Okawaru]] the Warmaster''', god of battle and single combat.&lt;br /&gt;
* '''[[Qazlal Stormbringer]]''', god of storms.&lt;br /&gt;
* '''[[Ru]] the Awakened''', god of sacrifice and inner power.&lt;br /&gt;
* '''[[Sif Muna]] the Loreminder''', god of [[magic]] and mystical secrets.&lt;br /&gt;
* '''[[Trog]] the Wrathful''', god of [[berserk|violent rage]].&lt;br /&gt;
* '''[[Uskayaw]] the Reveler''', god of dancing and revelry.&lt;br /&gt;
* '''[[Vehumet]]''', god of [[Conjurations|destructive magic]].&lt;br /&gt;
* '''The [[Wu Jian|Wu Jian Council]]''', a council of formerly mortal martial artists.&lt;br /&gt;
* '''[[Xom]] the Unpredictable''', chaotic god of [[chaos]].&lt;br /&gt;
* '''[[Yredelemnul]] the Dark''', evil god of death and [[undead|undeath]].&lt;br /&gt;
* '''[[Zin]] the Law-Giver''', good god of law and purity.&lt;br /&gt;
* '''[[The Shining One]]''', good god of honourable crusades against evil.&lt;br /&gt;
&lt;br /&gt;
==Joining a god==&lt;br /&gt;
You may become a follower of a god in a number of ways. You can begin with one of the religious [[background]]s:&lt;br /&gt;
* [[Berserker]], worshipping Trog&lt;br /&gt;
* [[Chaos Knight]], worshipping Xom&lt;br /&gt;
* [[Cinder Acolyte]], worshipping Ignis&lt;br /&gt;
&lt;br /&gt;
Otherwise, you may pray with '&amp;lt;' or '&amp;gt;' at a god's [[altar]], where you will be shown a description of the god, their powers, and their commandments as well as given the option to convert to their religion. You can also bring up a description of every god in the game by using the key commands ''''?/G''''. A [[faded altar]] will convert you to a random god (from a pool of 3), and gives you a [[piety]] bonus. &lt;br /&gt;
&lt;br /&gt;
Conscious [[orc priest]]s, [[orc high priest]]s, and [[Saint Roka]] all offer [[Hill Orc]]s the opportunity to convert to [[Beogh]] so long as they are within [[line of sight]]. This conversion can be done by using the special ''''a''''bility ''Convert to Beogh''. All orcs within sight of the player will become neutral the first time the player uses this ability in a game.&lt;br /&gt;
&lt;br /&gt;
[[Monk]]s do not start worshipping a god, but their pious lifestyle prior to entering the Dungeon will gain them additional favor; the first time they begin worshipping a god, they gain a significant amount of bonus [[piety]].&lt;br /&gt;
&lt;br /&gt;
Some species have religious restrictions on which gods they may worship:&lt;br /&gt;
* [[Demigod]]s may not worship any god.&lt;br /&gt;
* Only [[Hill Orc]]s may worship Beogh.&lt;br /&gt;
* [[Demon]]ic or [[undead]] species ([[Demonspawn]], [[Ghoul]]s, [[Mummy|Mummies]], and [[Vampire]]s) may not worship good-aligned gods (Zin, Elyvilon, and the Shining One).&lt;br /&gt;
* [[Djinn]] may not worship the spell-granting [[Sif Muna]], [[Vehumet]], or [[Kikubaaqudgha]].&lt;br /&gt;
&lt;br /&gt;
==Changing or renouncing gods==&lt;br /&gt;
You can abandon your god for another by praying at your new god's altar, or by renouncing your faith with the &amp;quot;Renounce Religion&amp;quot; ability. The latter can be done at any time as a special ability (command '''aX'''). In addition, most gods will excommunicate you if your [[piety]] ever reaches 0, and the good gods will excommunicate you for casting the spell [[Necromutation]].&lt;br /&gt;
&lt;br /&gt;
Abandoning a god (or being excommunicated) will always incur [[penance]] and usually results in [[divine retribution]], with a few exceptions. &lt;br /&gt;
*Ru never inflicts divine retribution for abandoment, but any sacrifices that the player makes to it are permanent.&lt;br /&gt;
*Leaving a [[good god]] (Elyvilon, Zin, or The Shining One) incurs penance, but they won't exhibit wrath upon you until you worship a disliked god. All 3 good gods dislike evil gods (Beogh, Yredelemnul, Lugonu, Kikubaaqudgha, Makhleb, or Dithmenos). Zin will also punish you for joining Jiyva or Xom, who are chaotic gods. This won't be forgotten over time;  even if you join an evil god 100,000 turns later, wrath is still incurred.&lt;br /&gt;
:Switching between good gods will even carry over half of your piety from one god to the other. Switching back to the first god will not restore piety; the number is simply halved again.&lt;br /&gt;
&lt;br /&gt;
==Altars==&lt;br /&gt;
[[Altar]]s for most gods (all gods except [[Lugonu]], [[Jiyva]], [[Beogh]], and [[Ignis]]) are likely to appear in the [[Ecumenical Temple]], which holds anywhere from 0 to 21 altars. Any altars of &amp;quot;temple gods&amp;quot; not found in the Temple are guaranteed to appear in the main [[Dungeon]] between level 2 and level 10. Additional altars may be found in various other locations deeper into the Dungeon and its sub-branches.&lt;br /&gt;
&lt;br /&gt;
[[Lugonu]]'s altars may be found in [[the Abyss]] or in rare corrupted versions of the Ecumenical Temple. [[Jiyva]]'s altars may found at the entrance to or inside [[the Slime Pits]], in rare corrupted versions of the Temple, and occasionally in the [[Sewer]]. Altars to [[Beogh]] can appear in the [[Orcish Mines]], or more rarely in the main dungeon, most commonly near the entrance to the [[Orcish Mines]]. [[Ignis]] altars are only found in rare versions of the temple; most characters won't ever find an altar.&lt;br /&gt;
&lt;br /&gt;
Some [[transporter]] vaults are themed around various gods; in particular altars to [[Lugonu]] and [[Jiyva]] may both be found in this way.&lt;br /&gt;
&lt;br /&gt;
Players may also find one or more [[faded altar]]s in the early Dungeon. Praying at a faded altar allows the player to convert to a randomly selected god with additional [[piety]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Choosing a god]]&lt;br /&gt;
* [[Piety]]&lt;br /&gt;
* [[Divine retribution]]&lt;br /&gt;
* [[God comparison]]&lt;br /&gt;
* [[Pray]]er&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* [[Ignis]], the Dying Flame, joined the pantheon in [[0.28]].&lt;br /&gt;
* Prior to [[0.27]], Gargoyles were unable to worship [[Yredelemnul]].&lt;br /&gt;
* Prior to [[0.24]], the undead could not worship [[Fedhas]].&lt;br /&gt;
* Prior to [[0.23]], [[Dithmenos]] was not evil.&lt;br /&gt;
* The [[Wu Jian|Wu Jian Council]] was added in [[0.21]].&lt;br /&gt;
* In 0.19, [[Uskayaw]] the Reveler and [[Hepliaklqana]] the Forgotten joined the pantheon, and Pakellas was removed.&lt;br /&gt;
* [[Pakellas]] the Inventive, the engineer god of magical devices, joined the pantheon in [[0.18]]. &lt;br /&gt;
* [[Faded altar]]s were introduced in [[0.17]].&lt;br /&gt;
*[[Gozag Ym Sagoz]] the Greedy and [[Ru]] the Awakened were added in [[0.16]].&lt;br /&gt;
*[[Qazlal Stormbringer]] was added in [[0.15]].&lt;br /&gt;
*[[Dithmenos]] was introduced in [[0.14]].&lt;br /&gt;
* Prior to version [[0.9]], one did not incur penance by switching from one good god to another. This was removed, since it allowed for Zin worshipers to safely switch to Jiyva by momentarily switching to TSO or Elyvilon.  Switching between good gods is still safe, since no wrath will be exhibited, but if you leave for an evil god you will be facing the wrath of both (or all) of your former gods.&lt;br /&gt;
*In [[0.8]] instant divine retribution was removed. You could also find altars in the main Dungeon at level 1.&lt;br /&gt;
*Prior to [[0.6]], altars were not always guaranteed to appear in the Ecumenical Temple or between Dungeon levels 2-9.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Android_Port&amp;diff=81968</id>
		<title>Android Port</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Android_Port&amp;diff=81968"/>
				<updated>2024-12-09T09:19:28Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: add F-Droid links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
&lt;br /&gt;
There have been several projects to make ''Dungeon Crawl Stone Soup'' available on Android. These ports are compatible with a wide range of Android devices, including most phones and tablets. Because the game was designed to be played with a keyboard, they use the system's virtual keyboard or provide a custom one. On smaller phones, the game can be difficult to play because of the limited screen space.&lt;br /&gt;
&lt;br /&gt;
The Android ports are configurable using the same configuration files you would see in the desktop version of Dungeon Crawl. These files will be located in the application-specific directory, which is ''Android/data/&amp;lt;APP_ID&amp;gt;/files''. Note that this path is not easily accessible using the stock file manager since [https://www.reddit.com/r/Android/comments/j3zgmm/managing_files_in_the_androiddata_folder_on/ Android 11].&lt;br /&gt;
&lt;br /&gt;
==org.develz.crawl (current)==&lt;br /&gt;
The development of the Android port was resumed by Félix Medrano, starting with version [[0.26]]. It uses most of the same base code as the legacy port, but is closer to the other builds of the game for easier maintenance. It has not been integrated in the Dungeon Crawl main repository, but there is a request on progress.&lt;br /&gt;
&lt;br /&gt;
This port borrows some ideas from the previous ports and features an updated tiles interface for small screens (available on any device via configuration) and a custom virtual keyboard. The controls are complemented with some touch gestures and support for hardware keyboards and Android buttons.&lt;br /&gt;
&lt;br /&gt;
The port is still on development and can be installed from [https://play.google.com/store/apps/details?id=org.develz.crawl Google Play], [https://f-droid.org/es/packages/org.develz.crawl/ F-Droid] and [https://m.apkpure.com/dungeon-crawl-stone-soup/org.develz.crawl other stores]. It is also available for the [https://play.google.com/store/apps/details?id=org.develz.bloatcrawl2 Bloatcrawl 2] variant.&lt;br /&gt;
&lt;br /&gt;
==org.develz.crawl (legacy)==&lt;br /&gt;
The first official Android port of ''Dungeon Crawl Stone Soup'' was developed by Chris West (aka Frog Botherer) and was integrated into Dungeon Crawl version [[0.12]]. It is a port of the tiles version of the game and the controls are very similar to the desktop version, but using the device's touch screen instead of a mouse. A keyboard button in the upper left corner pulls in the device's native touch screen keyboard for keyboard commands and typing.&lt;br /&gt;
&lt;br /&gt;
The port uses the Android SDL multimedia library. When the application launches, you can choose 'Device configuration' on the SDL splash screen to turn on extra control features, like an on-screen d-pad touch control, as well as configuration options such as keyboard size and transparency and mouse-click emulation.&lt;br /&gt;
&lt;br /&gt;
The app has been unmaintained since Dungeon Crawl [[0.16]] and will be troublesome to run on modern devices. It is not available on Android stores, but you can download the APK from [https://crawl.develz.org/release/0.16/ crawl.develz.org].&lt;br /&gt;
&lt;br /&gt;
==com.crawlmb==&lt;br /&gt;
The developer Michael Barlow followed a different strategy. This port runs the console version of ''Dungeon Crawl Stone Soup'' in the same fashion as other Android roguelike ports like ''Angband'' and ''Nethack''.&lt;br /&gt;
&lt;br /&gt;
His project uses a custom Android app with the main Dungeon Crawl repository as a submodule. It features splash screens from the tiles version, resizable interface via touch gestures, a highly configurable interface, custom keyboard and touch directional controls.&lt;br /&gt;
&lt;br /&gt;
There were many versions released over the years, from Dungeon Crawl [[0.10]] to [[0.29]], but it is currently unmaintained.&lt;br /&gt;
&lt;br /&gt;
The code is available on [https://github.com/michaelbarlow7/dungeon-crawl-android GitHub] and the app can be installed from [https://play.google.com/store/apps/details?id=com.crawlmb Google Play], [https://f-droid.org/es/packages/com.crawlmb/ F-Droid] and [https://m.apkpure.com/dungeon-crawl-ss-ascii/com.crawlmb other stores].&lt;br /&gt;
&lt;br /&gt;
==com.newtzgames.dcssonline==&lt;br /&gt;
This unofficial app created by Brian Newtz is not a port of the game but a WebView to play the webtiles version of the game. It doesn't include any code from the main Dungeon Crawl project.&lt;br /&gt;
&lt;br /&gt;
It provides a list of servers to the users and uses the system keyboard for input. Because of the way input is managed in the webtiles version, this was the only way to play on Android devices. Some changes were included in Dungeon Crawl [[0.28]] to make webtiles playable on any mobile browser, but this app still provides the best user experience.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it is no longer maintained and input is broken for newer devices. The app was retired from Google Play but it can still be installed from [https://m.apkpure.com/dcss-online/com.newtzgames.dcssonline other stores].&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Blizzard_demon&amp;diff=67268</id>
		<title>Blizzard demon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Blizzard_demon&amp;diff=67268"/>
				<updated>2022-11-03T08:16:30Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: Prior to 0.27, Airstrike dealt 50% bonus damage to flying targets.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version029}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Blizzard demons''' are cold- and air-themed [[tier-2 demon]]s. Although less dangerous than [[hellion]]s or [[cacodemon]]s, they can still deal significant [[cold]] and [[electricity]] damage to characters without the proper resistances. They can be found in the [[Ice cave]], [[the Abyss]], [[Cocytus]],&lt;br /&gt;
and [[Pandemonium]] (particularly in [[Lom Lobon]]'s domain).&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Blizzard demons aren't too terrifying on their own - by the time they start appearing naturally, you'll likely have the proper resistances and high enough [[AC]] to mitigate the damage output of their spells. Even so, allowing them to hang out around in the background while you deal with other opponents is dangerous; repeated [[Airstrike]]s can rack up heavy damage over time. Try to keep them out of your line of sight if you can't deal with them immediately, particularly if you're at risk of getting [[torment]]ed as well.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Blizzard demons were added in [[0.10]], replacing [[Blue Death]]s.&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Android_Port&amp;diff=58419</id>
		<title>Android Port</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Android_Port&amp;diff=58419"/>
				<updated>2022-03-01T12:39:04Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version028}}&lt;br /&gt;
&lt;br /&gt;
There have been several projects to make ''Dungeon Crawl Stone Soup'' available on Android. These ports are compatible with a wide range of Android devices, including most phones and tablets. Because the game was designed to be played with a keyboard, they use the system's virtual keyboard or provide a custom one. On smaller phones, the game can be difficult to play because of the limited screen space.&lt;br /&gt;
&lt;br /&gt;
The Android ports are configurable using the same configuration files you would see in the desktop version of Dungeon Crawl. These files will be located in the application-specific directory, which is ''Android/data/&amp;lt;APP_ID&amp;gt;/files''. Note that this path is not easily accessible using the stock file manager since [https://www.reddit.com/r/Android/comments/j3zgmm/managing_files_in_the_androiddata_folder_on/ Android 11].&lt;br /&gt;
&lt;br /&gt;
==org.develz.crawl (legacy)==&lt;br /&gt;
The first official Android port of ''Dungeon Crawl Stone Soup'' was developed by Chris West (aka Frog Botherer) and was integrated into Dungeon Crawl version [[0.12]]. It is a port of the tiles version of the game and the controls are very similar to the desktop version, but using the device's touch screen instead of a mouse. A keyboard button in the upper left corner pulls in the device's native touch screen keyboard for keyboard commands and typing.&lt;br /&gt;
&lt;br /&gt;
The port uses the Android SDL multimedia library. When the application launches, you can choose 'Device configuration' on the SDL splash screen to turn on extra control features, like an on-screen d-pad touch control, as well as configuration options such as keyboard size and transparency and mouse-click emulation.&lt;br /&gt;
&lt;br /&gt;
The app has been unmaintained since Dungeon Crawl [[0.16]] and will be troublesome to run on modern devices. It is not available on Android stores, but you can download the APK from [https://crawl.develz.org/release/0.16/ crawl.develz.org].&lt;br /&gt;
&lt;br /&gt;
==org.develz.crawl (current)==&lt;br /&gt;
The development of the Android port was resumed by Félix Medrano, starting with version [[0.26]]. It uses most of the same base code as the original port but is closer to the other builds of the game for easier maintenance. It has not been integrated in the Dungeon Crawl main repository, but there is a request on progress.&lt;br /&gt;
&lt;br /&gt;
This port borrows some ideas from the previous ports and features an updated tiles interface for small screens (available on any device via configuration) and a custom virtual keyboard. The controls are complemented with some touch gestures and support for hardware keyboards and Android buttons.&lt;br /&gt;
&lt;br /&gt;
The port is still on development and can be installed from [https://play.google.com/store/apps/details?id=org.develz.crawl Google Play] and [https://m.apkpure.com/dungeon-crawl-stone-soup/org.develz.crawl other stores]. It is also available for the [https://play.google.com/store/apps/details?id=org.develz.bloatcrawl2 Bloatcrawl 2] variant.&lt;br /&gt;
&lt;br /&gt;
==com.crawlmb==&lt;br /&gt;
The developer Michael Barlow followed a different strategy. This port runs the console version of ''Dungeon Crawl Stone Soup'' in the same fashion as other Android roguelike ports like ''Angband'' and ''Nethack''.&lt;br /&gt;
&lt;br /&gt;
His project uses a custom Android app with the main Dungeon Crawl repository as a submodule. It features splash screens from the tiles version, resizable interface via touch gestures, a highly configurable interface, custom keyboard and touch directional controls.&lt;br /&gt;
&lt;br /&gt;
There were many versions released over the years, from Dungeon Crawl [[0.10]] to [[0.25]], but it is currently unmaintained.&lt;br /&gt;
&lt;br /&gt;
The code is available on [https://github.com/michaelbarlow7/dungeon-crawl-android GitHub] and the app can be installed from [https://play.google.com/store/apps/details?id=com.crawlmb Google Play] and [https://m.apkpure.com/dungeon-crawl-ss-ascii/com.crawlmb other stores].&lt;br /&gt;
&lt;br /&gt;
==com.newtzgames.dcssonline==&lt;br /&gt;
This unofficial app created by Brian Newtz is not a port of the game but a WebView to play the webtiles version of the game. It doesn't include any code from the main Dungeon Crawl project.&lt;br /&gt;
&lt;br /&gt;
It provides a list of servers to the users and uses the system keyboard for input. Because of the way input is managed in the webtiles version, this was the only way to play on Android devices. Some changes were included in Dungeon Crawl [[0.28]] to make webtiles playable on any mobile browser, but this app still provides the best user experience.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it is no longer maintained and input is broken for newer devices. The app was retired from Google Play but it can still be installed from [https://m.apkpure.com/dcss-online/com.newtzgames.dcssonline other stores].&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sickness&amp;diff=56243</id>
		<title>Sickness</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sickness&amp;diff=56243"/>
				<updated>2021-10-18T10:34:47Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: Include hunger removal.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|027}}&lt;br /&gt;
'''Sickness''' is a [[status effect]] that prevents characters from naturally healing [[HP]] until it wears off. Sick characters may also occasionally suffer a single point of temporary [[stat]] damage (&amp;quot;Your disease is taking its toll&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The colour of the word &amp;quot;Sick&amp;quot; gives some indication of how long it will take to wear off (red -&amp;gt; pink -&amp;gt; yellow), at which point it will go away on its own.&lt;br /&gt;
&lt;br /&gt;
==Sources of sickness==&lt;br /&gt;
*Being within [[line of sight]] of an [[ancient zyme]].&lt;br /&gt;
&lt;br /&gt;
==Dealing with sickness==&lt;br /&gt;
*[[Undead]] and [[nonliving]] species and forms ([[Ghoul]], [[Mummy]], bloodless [[Vampire]], [[Djinn]], [[Statue Form]], [[Storm Form]], [[Necromutation]], [[Shadow Form]], [[Wisp Form]]) have sickness immunity, as do all undead, nonliving, [[insubstantial]], [[demonic]], and [[holy]] monsters.&lt;br /&gt;
*Certain [[demonspawn]] may get sickness immunity as part of the [[Foul Stench]] [[demonspawn mutation]].&lt;br /&gt;
*Quaffing a [[potion of cancellation]] cures sickness.&lt;br /&gt;
*[[Elyvilon]]'s Purification ability will cure sickness, while [[Zin]]'s Vitalisation ability provides temporary immunity to sickness.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* Prior to [[0.27]], sickness was cured by drinking a [[potion of curing]] instead of a potion of cancellation. Also, increased regeneration rates would cause it to wear off more quickly.&lt;br /&gt;
* Prior to [[0.26]], sickness healed slower if hungry.&lt;br /&gt;
* Prior to [[0.17]], casting [[Haunt]] could inflict sickness.&lt;br /&gt;
* Prior to [[0.15]], [[kobold]]s would recover from sickness more quickly than other species.&lt;br /&gt;
* Prior to [[0.13]], sickness was one of the many unique [[needle]] [[brand]]s.&lt;br /&gt;
* Prior to [[0.10]], eating contaminated [[chunk]]s would occasionally cause you to become sick. [[Saprovore]]s were partially protected from this. In [[0.13]], [[nausea]] was introduced as an intermediate step between health and sickness. Eating food while nauseous would occasionally induce sickness, but had few downsides on its own.&lt;br /&gt;
&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mutation&amp;diff=56242</id>
		<title>Mutation</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mutation&amp;diff=56242"/>
				<updated>2021-10-18T10:28:56Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: Remove obsolete mutations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version024}}&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. This article will discuss types of mutations and ways to gain and lose them. To learn more specifics, 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;
&lt;br /&gt;
==Innate and Acquired Mutations==&lt;br /&gt;
Many species begin the game with mutations in place. Others, like [[demonspawn]] and [[draconian]]s, automatically gain mutations as the game progresses. These innate mutations cannot be resisted or removed, though some can be enhanced by further mutation. For example, a [[minotaur]] starts the game with [[Horns]] 2, and may reach [[Horns]] 3 if further mutated, or a [[naga]] might randomly gain another rank of [[Spit Poison]] (allowing them to [[Draconian_breath_attacks#Breathe_Poison|breathe poison clouds]]).&lt;br /&gt;
&lt;br /&gt;
All other mutations must be acquired through the means outlined below, and can be cured, typically with a [[potion of mutation]]. Not all mutations can be acquired randomly; for example, you cannot randomly become a [[saprovore]].&lt;br /&gt;
&lt;br /&gt;
==A Note on The Immutable Undead==&lt;br /&gt;
Undead characters cannot mutate. In situations where a living character would gain a mutation, the undead suffer [[stats|stat]] penalties that are curable by gaining experience.&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, good or bad, are blue.&lt;br /&gt;
*Acquired good mutations are light grey.&lt;br /&gt;
*Acquired bad mutations are red.&lt;br /&gt;
*Temporary (also called transient) mutations are light magenta and between brackets.&lt;br /&gt;
*Mutations that are a combination of innate and acquired are displayed in cyan or magenta, depending on whether they are good or bad.&lt;br /&gt;
*Mutations that are currently suppressed due to a change in form (such as through [[Spider Form]]) are dark grey.&lt;br /&gt;
&lt;br /&gt;
==Gaining Mutations==&lt;br /&gt;
There are many ways to gain mutations. Although you may want to gain mutations, there are some methods that you should avoid, as they will give you bad mutations most of the time. Zin followers in particular should avoid intentionally mutating, but with increasing piety become immune to involuntary mutation.&lt;br /&gt;
&lt;br /&gt;
'''Bad mutations:'''&lt;br /&gt;
*[[Magic contamination]] - Whether through a spell miscast, casting certain spells too frequently, stepping on a [[Zot trap]], wielding or wearing ego items or artifacts with the Contamination property, or many other sources, once you have accumulated enough magic contamination you will start glowing. Until this wears off, it has a chance of dealing damage and giving you a mutation each turn. It is weighted towards negative mutations, and ignores half of your mutation resistance.&lt;br /&gt;
*Being hit by a mutagenic melee attack - [[Mnoleg]] has a mutagenic attack, which has a 25% chance of giving you a bad mutation each time it hits.&lt;br /&gt;
*Being hit by [[Malmutate]] - The Malmutate spell is the most common source of bad mutations in the game, and can be cast by several monsters ([[neqoxec]]s, [[cacodemon]]s, [[shining eye]]s, and [[orbs of fire]]).&lt;br /&gt;
*You can be temporarily malmutated by the presence of a [[wretched star]]. This effect ignores half of your mutation resistance, but fortunately the mutations go away after you earn sufficient additional experience.&lt;br /&gt;
*Miscasting a spell - Failing to cast a high-level [[Transmutations]] spell (or suffering a miscast from another source, from [[Xom]] or [[Sif Muna]] for example) has a small chance to give you one or two bad mutations.&lt;br /&gt;
&lt;br /&gt;
'''Other sources of mutations:'''&lt;br /&gt;
*Some of Xom's actions will mutate you, either bad, (Xom) random, or good depending on its mood.&lt;br /&gt;
*A [[potion of mutation]] removes 2-4 mutations, then gives 1-3, then one good mutation.&lt;br /&gt;
*Some species, notably [[demonspawn]] and [[draconian]]s, gain permanent, useful mutations when leveling up.&lt;br /&gt;
*[[Jiyva]] offers its own [[Jiyva mutations|selection of mutations]] to followers.&lt;br /&gt;
&lt;br /&gt;
==Losing Mutations==&lt;br /&gt;
There are a few ways to lose mutations:&lt;br /&gt;
*A [[potion of mutation]] removes 2-4 mutations, then gives 1-3, then one good mutation.&lt;br /&gt;
*Followers of [[Zin]] may drink [[potion of mutation|potions of mutation]] at ****** (160) piety to remove mutations with no hit to piety.&lt;br /&gt;
*One possible effect of Zin's wrath is to remove all of your good mutations.&lt;br /&gt;
*Miscasting a high-level Transmutation spell. As this could also give you bad mutations, this is not something you should actively try to do.&lt;br /&gt;
*Gaining a random mutation. If you're already mutated when you should gain a random mutation, there's a 2% chance per mutation you already have (up to 33%) that you'll lose a mutation instead. This only works with random mutations, not good or bad mutations; god gifts (Xom mainly) have a 67% chance to bypass this test.&lt;br /&gt;
*Followers of Jiyva are given the ability to remove random bad mutations.&lt;br /&gt;
*Temporary mutations will be lost after obtaining more [[experience]]. Resting doesn't work.&lt;br /&gt;
&lt;br /&gt;
==Protection Against Mutations==&lt;br /&gt;
Effects that can cause mutations don't always succeed. Here are all sources of [[mutation resistance]] (not cumulative):&lt;br /&gt;
*Wearing an artifact with rMut (The [[Hat of the Alchemist]] or the [[Lajatang of Order]]) will negate 66% of all mutations you gain. &lt;br /&gt;
*The [[Good mutations#Mutation Resistance|Mutation Resistance]] mutation protects you 66.6% of the time at ranks 1 and 2, and 100% at rank 3. Halflings naturally have 1 rank of this mutation.&lt;br /&gt;
*Zin's followers have a (Piety/2)% chance to be protected, with 100% resistance at maximum piety. So long as you keep up your piety, this resistance cannot be bypassed, regardless of the mutation source.&lt;br /&gt;
*[[Mummies]], [[ghoul]]s and characters in [[lich form]] are &amp;quot;protected&amp;quot; against any form of mutation (they experience stat drain instead). &lt;br /&gt;
*Characters already heavily mutated may avoid gaining other mutations. Each mutation gives you 6.5% resistance, and each time you resist, there is a 33% chance that you will lose a mutation instead of simply not gaining more. This only works for random mutations, not good or bad mutations.&lt;br /&gt;
&lt;br /&gt;
==Exclusive mutations==&lt;br /&gt;
Not every mutation can be present in a character at once. For starters, several good and bad mutations are direct opposites of each other and are therefore mutually exclusive ([[Good mutations#Regeneration|Regeneration]] and [[Bad mutations#Inhibited Regeneration|Inhibited Regeneration]], [[Good mutations#Acute Vision|Acute Vision]] and [[Bad mutations#Blurry Vision|Blurry Vision]], etc.) Additionally, certain body parts may only have one mutation applied to them, i.e. you can't have both [[hooves]] and [[talons]] at the same time (by extension, hybrid species like [[naga]]s and [[merfolk]] can't get either hooves or talons).&lt;br /&gt;
&lt;br /&gt;
There are also certain mutations that are exclusive to certain [[species]]. Some of the [[Demonspawn mutations]] fall in this category and cannot be obtained by any other species through random mutation. Other mutations like this involve specific body parts that only a few species have (e.g., [[draconian]]s and [[gargoyles]] are the only species who have wings, so only they can receive the [[Good mutations#Big Wings|Big Wings]] mutation).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.21]], random mutations could be obtained by eating [[mutagenic corpse|mutagenic]] [[chunk]]s.&lt;br /&gt;
*In [[0.20]], potions of cure mutation, beneficial mutation, and mutation were merged.&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 instead of just 66%.&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;
[[Category:Mutations]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Kikubaaqudgha&amp;diff=56143</id>
		<title>Kikubaaqudgha</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Kikubaaqudgha&amp;diff=56143"/>
				<updated>2021-09-27T19:03:23Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
[[File:Kikubaaqudgha altar.png]] ''&amp;quot;Spread unending torment and darkness!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Kikubaaqudgha is a terrible Demon-God, served by those who wish to indulge in the powers of death. An evil god, Kikubaaqudgha requires worshippers to cause the death and destruction of as many creatures as possible. In exchange, Kikubaaqudgha offers great assistance to the aspiring necromancer: spellbooks filled with dark magic, protection against necromantic backlash, and an endless supply of bodies taken from Kikubaaqudgha's vast mausoleum.&lt;br /&gt;
&lt;br /&gt;
Kikubaaqudgha will send corpses to followers, and enhance servants' necromantic prowess with gifts of spellbooks. Kikubaaqudgha will protect followers from the effects of necromantic miscasts, death curses, and may even shield them from unholy torment. Especially fervent followers may invoke torment themselves by sacrificing a cadaver, and Kikubaaqudgha will eventually allow followers to either receive the Necronomicon, or to have their weapon imbued with pain.&lt;br /&gt;
&lt;br /&gt;
Kikubaaqudgha likes it when you kill living beings, you destroy the undead, you kill demons, you kill holy beings and you destroy nonliving beings.&lt;br /&gt;
&lt;br /&gt;
Kikubaaqudgha's powers are based on Necromancy instead of Invocations skill.}}&lt;br /&gt;
&lt;br /&gt;
==Restrictions==&lt;br /&gt;
[[Demigod]]s may not worship Kikubaaqudgha (or any other deity).&lt;br /&gt;
&lt;br /&gt;
[[Djinn]] are unable to worship Kikubaaqudgha.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your undead slaves killing living, nonliving, holy, undead, or demonic creatures. (Chance of +1 [[Piety]], chance increases with the victim's [[HD]], but decreases with your level.)&lt;br /&gt;
**Note that the &amp;quot;Kikubaaqudgha accepts your kill&amp;quot; message does not mean your Piety has risen, just that it could have.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*1 piety lost every 340 turns on average, and you are excommunicated if it falls to 0.&lt;br /&gt;
*Abandonment. (Penance)&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Purveyor of Pain&amp;quot;&lt;br /&gt;
*No abilities.&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Scholar of Death&amp;quot;&lt;br /&gt;
*'''Receive Corpses''': Creates 1-9 reanimatable, branch-appropriate corpses near yourself. A high [[Necromancy]] skill gives more and better corpses, with freshness depending on your piety. (costs 3 MP, 50-100 food, and 2-3 piety)&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Merchant of Misery&amp;quot;&lt;br /&gt;
*You may resist Necromancy [[miscast effect#Necromancy|miscast effects]] from spell miscasts or [[mummy (monster)|mummy]] [[death curse]]s. Your resist chance rises with piety. Spells that qualify for protection will have &amp;quot;Kikubaaqudgha supports the use of this spell.&amp;quot; in the description.&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Artisan of Death&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Dealer of Despair&amp;quot;&lt;br /&gt;
*'''Protection From Torment''': You sometimes take reduced damage from [[torment]] and [[agony]]; there is a piety/600 chance of taking no damage, and failing that a piety/250 chance of taking a random amount of damage from 2 to the full amount rolled. The average damage is shown below.&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! '''Piety'''&lt;br /&gt;
! '''Unprotected'''&lt;br /&gt;
! '''HP lost w/ Kiku Protection'''&lt;br /&gt;
! '''HP lost w/ Kiku Protection &amp;amp; rN+++'''&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| 50%&lt;br /&gt;
| 36.4%&lt;br /&gt;
| 34.3%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 50%&lt;br /&gt;
| 33.35%&lt;br /&gt;
| 30.85%&lt;br /&gt;
|-&lt;br /&gt;
| 120&lt;br /&gt;
| 50%&lt;br /&gt;
| 30.4%&lt;br /&gt;
| 27.5%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 50%&lt;br /&gt;
| 26.25%&lt;br /&gt;
| 23.9%&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| 50%&lt;br /&gt;
| 20%&lt;br /&gt;
| 16%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Black Sun&amp;quot;&lt;br /&gt;
*'''[[Torment]]''' - Use a corpse to torment everything in your [[LOS]], including yourself. (Costs 4 MP, and 8-12 piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Lord of Darkness&amp;quot;&lt;br /&gt;
*Once per game, you may choose to either: &lt;br /&gt;
**'''Receive Forbidden Knowledge''': Kikubaaqudgha will grant you [[Haunt]], [[Borgnjor's Revivification]], [[Infestation]], [[Necromutation]], and [[Death's Door]]&lt;br /&gt;
**'''Brand Weapon With Pain''': Give a weapon of choice a permanent [[Pain (brand)|Pain brand]] and increase its enchantment level by 2. This splatters blood over the area, invokes torment, and overwrites the current brand on the weapon, unless it is an artifact weapon.&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
Kikubaaqudgha grants a semi-random assortment of spells upon reaching 1* and 3* piety. Each set guarantees the player at least one corpse-using spell to complement Receive Corpses ability&amp;lt;ref&amp;gt;{{source ref|0.25.0|randbook.cc|958}}&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
At 1* piety, Kiku will gift four randomly selected [[Necromancy]] spells from levels 1 to 3,&lt;br /&gt;
*[[Pain]]&lt;br /&gt;
*[[Corpse Rot]]&lt;br /&gt;
*[[Animate Skeleton]]&lt;br /&gt;
*[[Sublimation of Blood]], replacing either [[Corpse Rot]] or [[Animate Skeleton]] (if the player is not a [[Gargoyle]], [[Ghoul]], or [[Mummy]]).&lt;br /&gt;
*[[Vampiric Draining]]&lt;br /&gt;
&lt;br /&gt;
At 3* piety, Kiku will gift four randomly selected Necromancy spells from levels 4 to 6, along with [[Dispel Undead]]:&lt;br /&gt;
*[[Animate Dead]] or [[Simulacrum]].&lt;br /&gt;
*[[Borgnjor's Vile Clutch]] or [[Excruciating Wounds]] (always the former if the player is a [[Felid]])&lt;br /&gt;
*[[Agony]] or [[Death Channel]]&lt;br /&gt;
*A random spell which can be any of the six previous spells.&lt;br /&gt;
*[[Dispel Undead]]&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Kikubaaqudgha does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Kikubaaqudgha's wrath brings forth all the dread powers of necromancy. Victims are wracked with torment, assailed by the undead, smothered in miasma, and afflicted with a host of other necromantic ailments. Further, Kikubaaqudgha's gifts become tainted; those that attempt to use necromantic magic to fend off wrath will find it backfiring on them when least expected.&lt;br /&gt;
&lt;br /&gt;
Kikubaaqudgha's wrath lasts for a relatively short duration.}}&lt;br /&gt;
&lt;br /&gt;
When you abandon Kikubaaqudgha, all currently existing corpses will decay into skeletons in a few turns. While under penance, Kikubaaqudgha will occasionally inflict you with [[Torment]], as well perform other forms of [[divine retribution]]. Kikubaaqudgha will often combine these punishments:&lt;br /&gt;
*Receive Corpses is cast (using your [[XL]] in place of Necromancy skill), followed by a hostile [[Animate Dead]]. All corpses and skeletons in the vicinity will be affected.&lt;br /&gt;
*[[Cloud]]s of [[Miasma]] at your location and around you.&lt;br /&gt;
*[[Death curse]]s.&lt;br /&gt;
&lt;br /&gt;
Kiku may also punish you for casting Necromancy spells (5% probability).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Kikubaaqudgha offers three main features: protection from torment and mummy death curses, Necromancy spellbooks, and a massive supply of corpses. &lt;br /&gt;
&lt;br /&gt;
The latter, coupled with Kikubaaqudgha's approval of demon-slaying, makes Kiku particularly useful in [[Pandemonium]]; Kikubaaqudgha lets you flood levels with cheap minions by animating the received corpses. &lt;br /&gt;
&lt;br /&gt;
Necromantic knowledge are granted very quickly and roughly in order of spell level. This makes Kiku great for characters who want to learn Necromancy from scratch, but less useful for characters who are already Necromancers. Kiku's also great for melee/hybrid characters, as Necromancy offers a lot of utility and support spells useful for melee fighters, such as [[Vampiric Draining]]. A bodyguard of meatshields is never more than two turns away with corpse delivery and Animate Dead, and you can get that tactic online very quickly (as long as the second spellbook gift actually has Animate Dead in it).&lt;br /&gt;
&lt;br /&gt;
Kiku's torment invocation is great for the midgame, but becomes all but useless in the late game, when most enemies are torment-immune. Even if you're not undead, Kiku's torment protection can making invoking torment worthwhile; you'll only lose 20-25% of your health depending on your piety, and everything else on the screen will lose 50%. A second invocation will drop you from 75-80% to 56-64%, but everything else will be cut to 25%. Invoking torment and letting your torment-immune undead minions mop up can be a very good way to clear out large amounts of monsters in the midgame. Just watch your piety and have ways to escape and regain that health; torment is expensive and risky.&lt;br /&gt;
&lt;br /&gt;
At 6*, you get the choice between a pain-branded weapon and mutiple high level Necromancy spells. This typically happens around the midgame (if you converted at the [[Temple]]), and it can be a tricky decision. &lt;br /&gt;
&lt;br /&gt;
Since you've been training Necromancy all along, a pain brand will be absolutely devastating in your hands - but only to living enemies. Since you get to pick which weapon to brand, a fast weapon like a quickblade or demon whip works best. As with the torment invocation, this is great in the midgame, but useless in the extended endgame, where pain-resisting demons and undead are everywhere. Spells, on the other hand, is the other way around. Its spells are great for the endgame, but they won't help you one bit in the midgame (when your skills are too low to cast them). In the end, the decision comes down to &amp;quot;Would I rather have something that will help me much later, or something that will help me survive ''right now''?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Those spells may be found in other places, but it is far less likely that you will find a pain-branded weapon that is both the type you're using and the best weapon of that type. Pain-branded quickblades, for example, are very rare.&lt;br /&gt;
&lt;br /&gt;
In the case you decide to pick the Necronomicon, the Excruciating Wounds spell can substitute for a permanent pain weapon in a pinch. That has its cost as well, though - Excruciating Wounds is a noisy spell, you'll have to commit the levels to memorizing it, and brand spells are kind of tedious. It's not guaranteed that you'll ever actually find the spell, either, so if you choose the Necronomicon you may not ever get a pain-branded weapon at all.&lt;br /&gt;
&lt;br /&gt;
Finally, worshiping Kiku makes it ''much'' easier to conquer the Tomb. The Tomb is one of the deadliest branches of the whole game, but with protection from mummy death curses, torment protection, and a far greater chance of access to Dispel Undead, Kiku players have an easier time than anyone else.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*If planning on taking the [[pain]] brand, make sure to not enchant your weapon past +7 - you'll waste a [[scroll of enchant weapon]] as Kiku will increase your weapon's enchantment.&lt;br /&gt;
*If absolutely necessary, you can use Kiku's final gift to overwrite a dangerous [[Distortion]] branded non-artifact weapon with a harmless [[Pain]] brand without the risk of unwielding it. Using a [[scroll of brand weapon]] is much cheaper, however.&lt;br /&gt;
*Here are some neat uses for Kiku's corpse delivery:&lt;br /&gt;
**Make undead out of them (skeletons, zombies) for meat shields.&lt;br /&gt;
**[[Corpse Rot]] can turn nearby corpses into a protective ring of miasma. Slow and poison your enemies, then use Animate Dead to raise an army of skeletons to attack them.&lt;br /&gt;
**Even in Hell, you can get powerful corpses. One or two of them combined with [[Simulacrum]] are often enough to build an army capable of taking down the Hell Lords.&lt;br /&gt;
*Kiku has no objection to you [[wield]]ing weapons of [[holy wrath]].&lt;br /&gt;
*In spite of Kiku's punishments, Kiku's divine retribution is one of the easiest to survive. Stair-scumming lets you run from the monsters Kiku sends. Expect to receive Torment every time Kiku's wrath occurs, however.&lt;br /&gt;
**You cannot just use Receive Corpses and Animate Dead to surround yourself with a wall of minions before abandoning Kiku, as your undead minions turn hostile when you leave it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.27]], Kiku would gift randart spellbooks and the [[Necronomicon]] instead of gifting spells directly.&lt;br /&gt;
*Prior to [[0.25]], Kiku's wrath included [[Necromancy]] [[miscast effect#Necromancy|miscast effects]] instead of [[death curse]]s.&lt;br /&gt;
*Prior to [[0.20]], Kiku's 1* spellbook gift had a guaranteed [[Corpse Rot]] rather than a guaranteed [[Pain]] spell.&lt;br /&gt;
*Prior to [[0.19]], Kiku gave a piety-dependent bonus to final HP when casting [[Death's Door]]. Also, Kiku did not grant piety for killing undead creatures, and the torment protection did not reduce damage from [[agony]]. In addition, Kiku worshippers had to [[pray]] over a corpse to invoke the [[Torment]] ability. &lt;br /&gt;
*Prior to [[0.17]], Kiku helped at [[Piety]] level **** to resist the [[Haunt]] inflicted [[sickness]] on the caster (resist rate rose with piety). Kiku worshippers also had to [[pray]] at an [[altar]] to receive the Necronomicon/Pain brand gifts.&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:Evil Gods]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Scroll_of_brand_weapon&amp;diff=56027</id>
		<title>Scroll of brand weapon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Scroll_of_brand_weapon&amp;diff=56027"/>
				<updated>2021-09-13T14:15:46Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: Add spectral brand and update likelihood values.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version027}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Scroll&lt;br /&gt;
 |name=Scroll of brand weapon&lt;br /&gt;
 |appearance=different&lt;br /&gt;
 |cost=?&lt;br /&gt;
 |weight=2.0&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A scroll that imbues a weapon with a random brand, such as flame, freezing, or venom. Any existing brand will be replaced. Artefacts cannot be branded in this way.}}&lt;br /&gt;
&lt;br /&gt;
Upon reading a '''scroll of brand weapon''', you will be asked to choose a non-[[artefact]] weapon from your inventory to receive a permanent, randomly-selected [[brand]]. This will also replace any brand currently on the targeted weapon, if any.&lt;br /&gt;
&lt;br /&gt;
If you have already [[identified]] the scroll, you may cancel the process by pressing '''Esc''' without consuming it.&lt;br /&gt;
&lt;br /&gt;
The brand you receive depends on the following&amp;lt;ref&amp;gt;{{source ref|0.24.0|item-use.cc|2335}}&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
==Brand Likelihood==&lt;br /&gt;
'''Melee Weapons'''&lt;br /&gt;
*[[Flaming]]: 17.7%&lt;br /&gt;
*[[Freezing]]: 17.7%&lt;br /&gt;
*[[Vorpal]]: 14.6%&lt;br /&gt;
*[[Venom]]: 11.4%&lt;br /&gt;
*[[Draining]]: 8.9%&lt;br /&gt;
*[[Electrocution]]: 8.9%&lt;br /&gt;
*[[Protection]]: 7%&lt;br /&gt;
*[[Spectral (brand)|Spectral]]: 7%&lt;br /&gt;
*[[Vampiric]]: 5%&lt;br /&gt;
*[[Chaos]]: 1.9%&lt;br /&gt;
&lt;br /&gt;
'''Ranged Weapons'''&lt;br /&gt;
*[[Flame]]: 27.5%&lt;br /&gt;
*[[Frost]]: 27.5%&lt;br /&gt;
*[[Venom]]: 19.2%&lt;br /&gt;
*[[Vorpal]]: 19.2%&lt;br /&gt;
*[[Electrocution]]: 4.2%&lt;br /&gt;
*[[Chaos]]: 2.5%&lt;br /&gt;
&lt;br /&gt;
The selected brand will automatically be rerolled in two cases:&lt;br /&gt;
*the new brand is identical to the weapon's former brand;&lt;br /&gt;
*your [[god]] disapproves of the selected brand.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.26]], the spectral brand did not exist.&lt;br /&gt;
*Prior to [[0.15]], rebranding a [[distortion]] weapon would trigger a distortion unwield effect. Also, the scroll would automatically affect your wielded weapon, rather than letting you choose a target.&lt;br /&gt;
*Prior to [[0.14]], you could control which brand you received to some extent: any temporary brand your wielded weapon held upon reading would be made permanent. Additionally, any time you gave your weapon one of the following brands, you would receive the following effect:&lt;br /&gt;
**[[Flame]]/[[Flaming]]: [[Inner Flame]] explosion centered on reader&lt;br /&gt;
**[[Frost]]/[[Freezing]]: [[Ozocubu's Refrigeration]]&lt;br /&gt;
**[[Draining]]/[[Vampiricism]]: Moderate [[draining]] to the reader&lt;br /&gt;
**[[Venom]]: [[Olgreb's Toxic Radiance]]&lt;br /&gt;
**[[Electrocution]]: [[Orb of Electrocution]] centered on reader&lt;br /&gt;
**[[Chaos]]: [[Chaos]]-branded explosion&lt;br /&gt;
*:The following temporary brands could not be affixed this way, and attempting to do so was punished as follows: &lt;br /&gt;
**[[Pain (brand)|Pain]]: [[Torment]]&lt;br /&gt;
**[[Distortion]]: A random [[Translocations]] [[miscast effect]] (possibly including [[banishment]])&lt;br /&gt;
**[[Antimagic]]: Drains all your [[MP]]&lt;br /&gt;
*The scroll of brand weapon was added in [[0.13]], replacing the [[scroll of vorpalise weapon]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{scrolls}}&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mnoleg&amp;diff=54138</id>
		<title>Mnoleg</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mnoleg&amp;diff=54138"/>
				<updated>2021-02-24T09:40:58Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: Glaciate is now a monster-only spell.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|024}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Mnoleg''' is a unique [[Pandemonium lord]] and guardian of the glowing [[rune of Zot]]. Although it has unpredictabile melee abilities, it's much more likely to try to kill you through its summoned allies. Mnoleg is accompanied by a horde of [[neqoxec]]s, [[cacodemon]]s, and assorted [[list of eyeballs|eyeball-type monsters]] on its floor of [[Pandemonium]], which has dark red floors and yellow walls.&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Like all [[demon]]s, [[holy]] and [[holy wrath]] damage are extremely effective against Mnoleg. [[Silver]] is also quite powerful.&lt;br /&gt;
*Mnoleg isn't that difficult as Pan lords go, but it's possible for its summons to get out of hand if left unchecked. Area of effect nukes are quite effective against it, as are [[bolt spells]], weapons of [[penetration]], and other attacks that allow you to strike Mnoleg in spite of any intervening opponents.&lt;br /&gt;
*If you don't have magical options to counter them, be prepared to teleport away quickly if Mnoleg summons [[floating eye]]s, as they can lead to certain death for the unwary, especially if you get [[constrict]]ed by summoned [[tentacled monstrosities]].&lt;br /&gt;
*If you have a source of [[mutation resistance]], wear it here. Barring that, try to take down any mutagenic enemies as quickly as possible, especially if you don't have many [[potions of mutation]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], Mnoleg was considered male.&lt;br /&gt;
*In [[0.18]], Mnoleg gained [[Call of Chaos]], [[Random Bolt]], and [[Dig]].&lt;br /&gt;
*Prior to [[0.17]], Mnoleg also had Klown and MR Vulnerability attack flavours.&lt;br /&gt;
*Prior to [[0.16]], Mnoleg did not have Klown and MR Vulnerability flavoured attacks, but did have [[Smite]].&lt;br /&gt;
*Prior to [[0.8]], Mnoleg did not have blinking and mutagenic attacks and [[Summon Greater Demon|summoned greater demons]] instead of eyes. He also had less [[HP]].&lt;br /&gt;
*In early versions of the game, Mnoleg came with two [[eldritch tentacle]]s attached to him.&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Frenzy&amp;diff=53498</id>
		<title>Frenzy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Frenzy&amp;diff=53498"/>
				<updated>2020-10-05T21:19:22Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|0.25}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''Frenzy''' is a [[status effect]] which causes monsters to attack anything in sight, friend or foe. When applied to [[natural]] creatures, frenzy also applies the [[berserk]] status effect. When a source of frenzy is used against the player (typically by a [[needle]] of frenzy), only the normal [[berserk]] effect is applied.&lt;br /&gt;
&lt;br /&gt;
==Sources of Frenzy==&lt;br /&gt;
Frenzy can be afflicted by:&lt;br /&gt;
*[[Discord]]: A level 8 [[Hexes]] spell which attempts to frenzy all monsters in sight.&lt;br /&gt;
*[[Datura]]-tipped dart: Throwing weapon which can apply the frenzy effect to vulnerable monster upon hit (causes the player to [[berserk]] instead).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Frenzy used to only work against [[natural]] creatures, but was expanded in [[0.13]]. The berserking effect of frenzy is limited to natural creatures, however.&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Berserk&amp;diff=53497</id>
		<title>Berserk</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Berserk&amp;diff=53497"/>
				<updated>2020-10-05T21:15:49Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: /* Datura */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
'''Berserk''' is a [[status effect]] which fills you with overwhelming rage, making you significantly deadlier in combat but unable to do almost anything else. Afterwards, you are left severely handicapped as you recover from your overexertion. Used correctly, a [[berserker]] can overcome challenges far beyond its level. Used improperly, it'll leave you seriously weakened just as things are at their most dangerous.&lt;br /&gt;
&lt;br /&gt;
A berserk rage nominally lasts 20 - 40 turns, but this duration decreases rapidly if you do anything except for fighting, lasting as few as 3 turns if you don't do any fighting at all.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*Current and max [[HP]] increase by 50%&lt;br /&gt;
*[[Might]] (+5 [[strength]], +1d10 melee attack damage)&lt;br /&gt;
*[[Haste]]&lt;br /&gt;
*Immunity to [[sleep]]&lt;br /&gt;
&lt;br /&gt;
Monsters also get immunity to [[fear]], and might gives them +50% damage instead of +1d10.&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*Cannot do anything except for attacking, moving, butchering corpses, eating, opening or closing doors, shouting, and wielding, unwielding, dropping, or picking up items.&lt;br /&gt;
*Leaves you [[slow]] and gives the -Berserk status effect after it ends, preventing repeated rages.&lt;br /&gt;
*Occasionally makes you &amp;quot;pass out&amp;quot; (essentially [[paralysis]]) for a few turns after it ends (10% chance, lower with the [[berserk (mutation)|berserk mutation]] or Trog).&lt;br /&gt;
*Costs you 600 [[satiation]] per use.&lt;br /&gt;
*Cannot trigger if you are Near Starving or worse.&lt;br /&gt;
**[[Mummies]], [[ghoul]]s, and [[formicid]]s can never go berserk. [[Vampire]]s must be at least Satiated in order to do so.&lt;br /&gt;
*Sets your [[stealth]] to 0, and causes you to make lots of [[noise]] when opening [[door]]s (''You throw open the door with a bang!'').&lt;br /&gt;
*Followers of [[Cheibriados]] may wish to avoid going berserk, as it dislikes the associated Haste effect. If you go berserk while following Cheibriados, the Haste effect will be negated, but everything else will still function as normal. If going berserk was intentional, you will also lose piety and be placed in [[penance]]; in an emergency, the benefits of a free [[Might]] may outweigh drawbacks of penance.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
===Trog===&lt;br /&gt;
The simplest way to get access to berserk is to worship [[Trog]], who grants it to users as an ability once they hit one * of [[piety]]. This ability costs an additional 200 - 400 satiation per use (bringing the total cost to 800 - 1000), but it never fails and requires no other resources. Also, Trog's followers receive several divine benefits to all of their berserk rages, regardless of the source; you have a (piety/10)% chance of extending the berserk by 4 - 13 turns each time you kill something, and you receive an additional (piety/1.5)% chance of staying conscious when you would normally pass out.&lt;br /&gt;
&lt;br /&gt;
===Amulet of Rage===&lt;br /&gt;
Wearing an [[amulet of rage]] (or any [[randart]] with the +Rage intrinsic) allows you to go berserk as an ability. It's success rate increases with evocation skill (50% with no skill) and costs 2 [[MP]] along with the standard hunger cost.&lt;br /&gt;
&lt;br /&gt;
===Berserk mutation===&lt;br /&gt;
If you have the [[Bad mutations#Berserk|Berserk]] mutation or a piece of equipment with the *RAGE intrinsic, you may automatically go berserk each time that you hit an enemy in melee or take damage. The chance of this happening due to the mutation rises with each rank of the mutation (1% / 3% / 9%), but more ranks also dramatically reduces the odds of you passing out from your rage ending; the normal 10% chance is reduced to roughly 3%, 2%, or 1.5%. Each piece of berserkitis equipment has its own chance of activation, making some items significantly more dangerous than others. Because there are many situations in which going berserk is a terrible idea, berserkitis is generally seen as a dangerous trait to have.&lt;br /&gt;
&lt;br /&gt;
===Potion of Berserk Rage===&lt;br /&gt;
Quaffing a [[potion of berserk rage]] will immediately make you go berserk.&lt;br /&gt;
&lt;br /&gt;
===Moth of Wrath===&lt;br /&gt;
The bite of a [[moth of wrath]] may cause you to go berserk. Moths of wrath may also send other creatures near them (but not necessarily adjacent to them) berserk.&lt;br /&gt;
&lt;br /&gt;
===Miscast Effects===&lt;br /&gt;
[[Miscast effect]]s from the [[Charms]] magic school may make you berserk. This includes those suffered while exploring [[Hell]].&lt;br /&gt;
&lt;br /&gt;
===Xom===&lt;br /&gt;
[[Xom]] may decide to make you go berserk. It may even be kind enough to do so in situations where being berserk is helpful! Of course, it may also decide to make your enemies berserk...&lt;br /&gt;
&lt;br /&gt;
===Datura===&lt;br /&gt;
Being hit by a [[datura]]-tipped dart may cause you to go berserk. When used on monsters, they also acquire the [[frenzy]] status and attack nearby creatures regardless of whether they are allies.&lt;br /&gt;
&lt;br /&gt;
==Preventing Berserk==&lt;br /&gt;
The following all prevent you from going berserk&amp;lt;ref&amp;gt;{{source ref|0.23.0|player-act.cc|766}}&amp;lt;/ref&amp;gt;:&lt;br /&gt;
*[[Clarity]] prevents unintentionally going berserk (berserkitis, moths of wrath, etc.) while still allowing voluntary rages.&lt;br /&gt;
*Having recently been berserk (-Berserk status effect)&lt;br /&gt;
*Being a [[mummy]], [[ghoul]], [[formicid]], [[Necromutation|lich]], or Thirsty [[vampire]].&lt;br /&gt;
*Being [[hunger|Near Starving]] or worse.&lt;br /&gt;
*Being under the effect of [[Cause Fear#Monster Version|Fear]] or [[Mesmerise]]&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Don't assume that nimble, dexterous characters armed with [[short blades]] have less to gain from going berserk than a lumbering brute with a massive weapon; the +1d10 damage per hit applies to light and heavy weapons equally. The faster you hit your enemy, the more free damage you apply.&lt;br /&gt;
*Bear in mind that berserk characters have zero stealth. While this might make no difference to a rampaging [[troll]] or [[minotaur]] in [[crystal plate armour]], stealthier characters might want to be careful about going  berserk near enemies that aren't yet aware of them; doing so may draw more enemies into combat than you can handle at once, especially if your rage runs out mid-fight.&lt;br /&gt;
*A [[potion of haste]] will counter the post-berserk slowness, which can be useful if your berserk wears out while you're still in combat with dangerous enemies. [[Elyvilon]]'s Purification ability and [[Ru]]'s Draw Out Power are also effective.&lt;br /&gt;
*If none of these options are available, think carefully before going berserk. It's a good idea to lure enemies to an already-cleared area with a staircase leading up before starting your rage so you can escape in case a monster approaches while you're still slowed. Summoning allies (incidentally, another of Trog's given powers) also increases your chances of survival if your rage expires while you are still in combat.&lt;br /&gt;
*Ranged weapon users should switch to a melee weapon before going berserk, as you can't shoot while raging.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.20]], berserk gave the [[exhausted]] status effect after wearing off instead of -Berserk. This only mattered if you could cast [[Death's Door]] or had access to one of [[Ru]]'s active abilities. Also, players and monsters were unable to (un)wield things while berserk.&lt;br /&gt;
*Prior to [[0.19]], butchering corpses would sustain your rage the same way as attacking. Also, players could not go berserk if they were Very Hungry or worse.&lt;br /&gt;
*Prior to [[0.11]], an amulet of rage also reduced the risk of you passing out after your berserk ended.&lt;br /&gt;
*The [[Berserker Rage]] spell used to allow the caster to go berserk at will (and reduced the risk of passing out afterwards), but it was removed from the spells players could use in [[0.9]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Abilities]]&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Berserk&amp;diff=53496</id>
		<title>Berserk</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Berserk&amp;diff=53496"/>
				<updated>2020-10-05T21:13:30Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
'''Berserk''' is a [[status effect]] which fills you with overwhelming rage, making you significantly deadlier in combat but unable to do almost anything else. Afterwards, you are left severely handicapped as you recover from your overexertion. Used correctly, a [[berserker]] can overcome challenges far beyond its level. Used improperly, it'll leave you seriously weakened just as things are at their most dangerous.&lt;br /&gt;
&lt;br /&gt;
A berserk rage nominally lasts 20 - 40 turns, but this duration decreases rapidly if you do anything except for fighting, lasting as few as 3 turns if you don't do any fighting at all.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*Current and max [[HP]] increase by 50%&lt;br /&gt;
*[[Might]] (+5 [[strength]], +1d10 melee attack damage)&lt;br /&gt;
*[[Haste]]&lt;br /&gt;
*Immunity to [[sleep]]&lt;br /&gt;
&lt;br /&gt;
Monsters also get immunity to [[fear]], and might gives them +50% damage instead of +1d10.&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*Cannot do anything except for attacking, moving, butchering corpses, eating, opening or closing doors, shouting, and wielding, unwielding, dropping, or picking up items.&lt;br /&gt;
*Leaves you [[slow]] and gives the -Berserk status effect after it ends, preventing repeated rages.&lt;br /&gt;
*Occasionally makes you &amp;quot;pass out&amp;quot; (essentially [[paralysis]]) for a few turns after it ends (10% chance, lower with the [[berserk (mutation)|berserk mutation]] or Trog).&lt;br /&gt;
*Costs you 600 [[satiation]] per use.&lt;br /&gt;
*Cannot trigger if you are Near Starving or worse.&lt;br /&gt;
**[[Mummies]], [[ghoul]]s, and [[formicid]]s can never go berserk. [[Vampire]]s must be at least Satiated in order to do so.&lt;br /&gt;
*Sets your [[stealth]] to 0, and causes you to make lots of [[noise]] when opening [[door]]s (''You throw open the door with a bang!'').&lt;br /&gt;
*Followers of [[Cheibriados]] may wish to avoid going berserk, as it dislikes the associated Haste effect. If you go berserk while following Cheibriados, the Haste effect will be negated, but everything else will still function as normal. If going berserk was intentional, you will also lose piety and be placed in [[penance]]; in an emergency, the benefits of a free [[Might]] may outweigh drawbacks of penance.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
===Trog===&lt;br /&gt;
The simplest way to get access to berserk is to worship [[Trog]], who grants it to users as an ability once they hit one * of [[piety]]. This ability costs an additional 200 - 400 satiation per use (bringing the total cost to 800 - 1000), but it never fails and requires no other resources. Also, Trog's followers receive several divine benefits to all of their berserk rages, regardless of the source; you have a (piety/10)% chance of extending the berserk by 4 - 13 turns each time you kill something, and you receive an additional (piety/1.5)% chance of staying conscious when you would normally pass out.&lt;br /&gt;
&lt;br /&gt;
===Amulet of Rage===&lt;br /&gt;
Wearing an [[amulet of rage]] (or any [[randart]] with the +Rage intrinsic) allows you to go berserk as an ability. It's success rate increases with evocation skill (50% with no skill) and costs 2 [[MP]] along with the standard hunger cost.&lt;br /&gt;
&lt;br /&gt;
===Berserk mutation===&lt;br /&gt;
If you have the [[Bad mutations#Berserk|Berserk]] mutation or a piece of equipment with the *RAGE intrinsic, you may automatically go berserk each time that you hit an enemy in melee or take damage. The chance of this happening due to the mutation rises with each rank of the mutation (1% / 3% / 9%), but more ranks also dramatically reduces the odds of you passing out from your rage ending; the normal 10% chance is reduced to roughly 3%, 2%, or 1.5%. Each piece of berserkitis equipment has its own chance of activation, making some items significantly more dangerous than others. Because there are many situations in which going berserk is a terrible idea, berserkitis is generally seen as a dangerous trait to have.&lt;br /&gt;
&lt;br /&gt;
===Potion of Berserk Rage===&lt;br /&gt;
Quaffing a [[potion of berserk rage]] will immediately make you go berserk.&lt;br /&gt;
&lt;br /&gt;
===Moth of Wrath===&lt;br /&gt;
The bite of a [[moth of wrath]] may cause you to go berserk. Moths of wrath may also send other creatures near them (but not necessarily adjacent to them) berserk.&lt;br /&gt;
&lt;br /&gt;
===Miscast Effects===&lt;br /&gt;
[[Miscast effect]]s from the [[Charms]] magic school may make you berserk. This includes those suffered while exploring [[Hell]].&lt;br /&gt;
&lt;br /&gt;
===Xom===&lt;br /&gt;
[[Xom]] may decide to make you go berserk. It may even be kind enough to do so in situations where being berserk is helpful! Of course, it may also decide to make your enemies berserk...&lt;br /&gt;
&lt;br /&gt;
===Datura===&lt;br /&gt;
Being hit by a [[Datura]] dart may cause you to go berserk. When used on monsters, they also acquire the [[frenzy]] status and attack nearby creatures regardless of whether they are allies.&lt;br /&gt;
&lt;br /&gt;
==Preventing Berserk==&lt;br /&gt;
The following all prevent you from going berserk&amp;lt;ref&amp;gt;{{source ref|0.23.0|player-act.cc|766}}&amp;lt;/ref&amp;gt;:&lt;br /&gt;
*[[Clarity]] prevents unintentionally going berserk (berserkitis, moths of wrath, etc.) while still allowing voluntary rages.&lt;br /&gt;
*Having recently been berserk (-Berserk status effect)&lt;br /&gt;
*Being a [[mummy]], [[ghoul]], [[formicid]], [[Necromutation|lich]], or Thirsty [[vampire]].&lt;br /&gt;
*Being [[hunger|Near Starving]] or worse.&lt;br /&gt;
*Being under the effect of [[Cause Fear#Monster Version|Fear]] or [[Mesmerise]]&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Don't assume that nimble, dexterous characters armed with [[short blades]] have less to gain from going berserk than a lumbering brute with a massive weapon; the +1d10 damage per hit applies to light and heavy weapons equally. The faster you hit your enemy, the more free damage you apply.&lt;br /&gt;
*Bear in mind that berserk characters have zero stealth. While this might make no difference to a rampaging [[troll]] or [[minotaur]] in [[crystal plate armour]], stealthier characters might want to be careful about going  berserk near enemies that aren't yet aware of them; doing so may draw more enemies into combat than you can handle at once, especially if your rage runs out mid-fight.&lt;br /&gt;
*A [[potion of haste]] will counter the post-berserk slowness, which can be useful if your berserk wears out while you're still in combat with dangerous enemies. [[Elyvilon]]'s Purification ability and [[Ru]]'s Draw Out Power are also effective.&lt;br /&gt;
*If none of these options are available, think carefully before going berserk. It's a good idea to lure enemies to an already-cleared area with a staircase leading up before starting your rage so you can escape in case a monster approaches while you're still slowed. Summoning allies (incidentally, another of Trog's given powers) also increases your chances of survival if your rage expires while you are still in combat.&lt;br /&gt;
*Ranged weapon users should switch to a melee weapon before going berserk, as you can't shoot while raging.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.20]], berserk gave the [[exhausted]] status effect after wearing off instead of -Berserk. This only mattered if you could cast [[Death's Door]] or had access to one of [[Ru]]'s active abilities. Also, players and monsters were unable to (un)wield things while berserk.&lt;br /&gt;
*Prior to [[0.19]], butchering corpses would sustain your rage the same way as attacking. Also, players could not go berserk if they were Very Hungry or worse.&lt;br /&gt;
*Prior to [[0.11]], an amulet of rage also reduced the risk of you passing out after your berserk ended.&lt;br /&gt;
*The [[Berserker Rage]] spell used to allow the caster to go berserk at will (and reduced the risk of passing out afterwards), but it was removed from the spells players could use in [[0.9]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Abilities]]&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Datura&amp;diff=53495</id>
		<title>Datura</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Datura&amp;diff=53495"/>
				<updated>2020-10-05T21:12:05Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
{{flavour|It is tipped with a substance that sends those it hits into a mindless rage, attacking friend and foe alike.}}&lt;br /&gt;
&lt;br /&gt;
'''Datura''' is a [[brand]] found only on [[dart]]s. Targets struck by a datura dart are sent into a [[frenzy]], turning neutral and [[berserk]] (if [[natural]]) and attacking nearby creatures regardless of whether they are allies.&lt;br /&gt;
&lt;br /&gt;
Unlike most brands, datura's effectiveness is determined by the player's skill in [[Throwing]] and [[Stealth]], and resisted by the target's [[hit dice]]:&lt;br /&gt;
*there is a fixed 3% chance to affect a monster with [[HD]] &amp;lt; 15;&lt;br /&gt;
*otherwise, the chance is &amp;lt;code&amp;gt;100 - 100 * (HD - 2) / (4 + pow)&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;pow = (Throwing + Stealth) * 2 / 3&amp;lt;/code&amp;gt;&amp;lt;ref&amp;gt;{{source ref|0.24.0|throw.cc|320}}&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Frenzy is effective when applied to a monster in the middle of a pack, which will often result in some of the pack tearing each other apart for a time while leaving you an opening to thin their numbers, use other ranged attacks, or make an escape.&lt;br /&gt;
&lt;br /&gt;
Datura is most universally effective in the beginning of the game where few monsters have the HD to resist it; you can easily turn something like an [[orc warrior]] against its compatriots and might be able to affect an [[ogre]] or [[ice beast]]. Unless you're investing in Throwing and/or Stealth, however, datura will likely stop working on monsters once you get to about the [[Lair]].&lt;br /&gt;
&lt;br /&gt;
When used against the player, only the normal berserk effect is applied. This may or may not be a good thing. You may even target yourself in an attempt to use the darts as a source of berserk, but note that you need to surpass your own defences in order to succeed.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[https://en.wikipedia.org/wiki/Datura Datura] refers to a genus of poisonous plants.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Datura was introduced in [[0.24]], replacing the old [[frenzy]] brand found on [[needle]]s.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Datura&amp;diff=53494</id>
		<title>Datura</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Datura&amp;diff=53494"/>
				<updated>2020-10-05T21:11:35Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version024}}&lt;br /&gt;
{{flavour|It is tipped with a substance that sends those it hits into a mindless rage, attacking friend and foe alike.}}&lt;br /&gt;
&lt;br /&gt;
'''Datura''' is a [[brand]] found only on [[dart]]s. Targets struck by a datura dart are sent into a [[frenzy]], turning neutral and [[berserk]] (if [[natural]]) and attacking nearby creatures regardless of whether they are allies.&lt;br /&gt;
&lt;br /&gt;
Unlike most brands, datura's effectiveness is determined by the player's skill in [[Throwing]] and [[Stealth]], and resisted by the target's [[hit dice]]:&lt;br /&gt;
*there is a fixed 3% chance to affect a monster with [[HD]] &amp;lt; 15;&lt;br /&gt;
*otherwise, the chance is &amp;lt;code&amp;gt;100 - 100 * (HD - 2) / (4 + pow)&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;pow = (Throwing + Stealth) * 2 / 3&amp;lt;/code&amp;gt;&amp;lt;ref&amp;gt;{{source ref|0.24.0|throw.cc|320}}&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Frenzy is effective when applied to a monster in the middle of a pack, which will often result in some of the pack tearing each other apart for a time while leaving you an opening to thin their numbers, use other ranged attacks, or make an escape.&lt;br /&gt;
&lt;br /&gt;
Datura is most universally effective in the beginning of the game where few monsters have the HD to resist it; you can easily turn something like an [[orc warrior]] against its compatriots and might be able to affect an [[ogre]] or [[ice beast]]. Unless you're investing in Throwing and/or Stealth, however, datura will likely stop working on monsters once you get to about the [[Lair]].&lt;br /&gt;
&lt;br /&gt;
When used against the player, only the normal berserk effect is applied. This may or may not be a good thing. You may even target yourself in an attempt to use the darts as a source of berserk, but note that you need to surpass your own defences in order to succeed.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[https://en.wikipedia.org/wiki/Datura Datura] refers to a genus of poisonous plants.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Datura was introduced in [[0.24]], replacing the old [[frenzy]] brand found on [[needle]]s.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Berserk&amp;diff=53493</id>
		<title>Berserk</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Berserk&amp;diff=53493"/>
				<updated>2020-10-05T20:56:16Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: /* Sources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version023}}&lt;br /&gt;
'''Berserk''' is a [[status effect]] which fills you with overwhelming rage, making you significantly deadlier in combat but unable to do almost anything else. Afterwards, you are left severely handicapped as you recover from your overexertion. Used correctly, a [[berserker]] can overcome challenges far beyond its level. Used improperly, it'll leave you seriously weakened just as things are at their most dangerous.&lt;br /&gt;
&lt;br /&gt;
A berserk rage nominally lasts 20 - 40 turns, but this duration decreases rapidly if you do anything except for fighting, lasting as few as 3 turns if you don't do any fighting at all.&lt;br /&gt;
&lt;br /&gt;
==Pros==&lt;br /&gt;
*Current and max [[HP]] increase by 50%&lt;br /&gt;
*[[Might]] (+5 [[strength]], +1d10 melee attack damage)&lt;br /&gt;
*[[Haste]]&lt;br /&gt;
*Immunity to [[sleep]]&lt;br /&gt;
&lt;br /&gt;
Monsters also get immunity to [[fear]], and might gives them +50% damage instead of +1d10.&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*Cannot do anything except for attacking, moving, butchering corpses, eating, opening or closing doors, shouting, and wielding, unwielding, dropping, or picking up items.&lt;br /&gt;
*Leaves you [[slow]] and gives the -Berserk status effect after it ends, preventing repeated rages.&lt;br /&gt;
*Occasionally makes you &amp;quot;pass out&amp;quot; (essentially [[paralysis]]) for a few turns after it ends (10% chance, lower with the [[berserk (mutation)|berserk mutation]] or Trog).&lt;br /&gt;
*Costs you 600 [[satiation]] per use.&lt;br /&gt;
*Cannot trigger if you are Near Starving or worse.&lt;br /&gt;
**[[Mummies]], [[ghoul]]s, and [[formicid]]s can never go berserk. [[Vampire]]s must be at least Satiated in order to do so.&lt;br /&gt;
*Sets your [[stealth]] to 0, and causes you to make lots of [[noise]] when opening [[door]]s (''You throw open the door with a bang!'').&lt;br /&gt;
*Followers of [[Cheibriados]] may wish to avoid going berserk, as it dislikes the associated Haste effect. If you go berserk while following Cheibriados, the Haste effect will be negated, but everything else will still function as normal. If going berserk was intentional, you will also lose piety and be placed in [[penance]]; in an emergency, the benefits of a free [[Might]] may outweigh drawbacks of penance.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
===Trog===&lt;br /&gt;
The simplest way to get access to berserk is to worship [[Trog]], who grants it to users as an ability once they hit one * of [[piety]]. This ability costs an additional 200 - 400 satiation per use (bringing the total cost to 800 - 1000), but it never fails and requires no other resources. Also, Trog's followers receive several divine benefits to all of their berserk rages, regardless of the source; you have a (piety/10)% chance of extending the berserk by 4 - 13 turns each time you kill something, and you receive an additional (piety/1.5)% chance of staying conscious when you would normally pass out.&lt;br /&gt;
&lt;br /&gt;
===Amulet of Rage===&lt;br /&gt;
Wearing an [[amulet of rage]] (or any [[randart]] with the +Rage intrinsic) allows you to go berserk as an ability. It's success rate increases with evocation skill (50% with no skill) and costs 2 [[MP]] along with the standard hunger cost.&lt;br /&gt;
&lt;br /&gt;
===Berserk mutation===&lt;br /&gt;
If you have the [[Bad mutations#Berserk|Berserk]] mutation or a piece of equipment with the *RAGE intrinsic, you may automatically go berserk each time that you hit an enemy in melee or take damage. The chance of this happening due to the mutation rises with each rank of the mutation (1% / 3% / 9%), but more ranks also dramatically reduces the odds of you passing out from your rage ending; the normal 10% chance is reduced to roughly 3%, 2%, or 1.5%. Each piece of berserkitis equipment has its own chance of activation, making some items significantly more dangerous than others. Because there are many situations in which going berserk is a terrible idea, berserkitis is generally seen as a dangerous trait to have.&lt;br /&gt;
&lt;br /&gt;
===Potion of Berserk Rage===&lt;br /&gt;
Quaffing a [[potion of berserk rage]] will immediately make you go berserk.&lt;br /&gt;
&lt;br /&gt;
===Moth of Wrath===&lt;br /&gt;
The bite of a [[moth of wrath]] may cause you to go berserk. Moths of wrath may also send other creatures near them (but not necessarily adjacent to them) berserk.&lt;br /&gt;
&lt;br /&gt;
===Miscast Effects===&lt;br /&gt;
[[Miscast effect]]s from the [[Charms]] magic school may make you berserk. This includes those suffered while exploring [[Hell]].&lt;br /&gt;
&lt;br /&gt;
===Xom===&lt;br /&gt;
[[Xom]] may decide to make you go berserk. It may even be kind enough to do so in situations where being berserk is helpful! Of course, it may also decide to make your enemies berserk...&lt;br /&gt;
&lt;br /&gt;
===Datura===&lt;br /&gt;
Being hit by a [[Datura]] dart may cause you to go berserk. When used on monsters, they also acquire the [[frenzy]] status and attack nearby creatures regardless of whether they are allies.&lt;br /&gt;
&lt;br /&gt;
==Preventing Berserk==&lt;br /&gt;
The following all prevent you from going berserk&amp;lt;ref&amp;gt;{{source ref|0.23.0|player-act.cc|766}}&amp;lt;/ref&amp;gt;:&lt;br /&gt;
*[[Clarity]] prevents unintentionally going berserk (berserkitis, moths of wrath, etc.) while still allowing voluntary rages.&lt;br /&gt;
*Having recently been berserk (-Berserk status effect)&lt;br /&gt;
*Being a [[mummy]], [[ghoul]], [[formicid]], [[Necromutation|lich]], or Thirsty [[vampire]].&lt;br /&gt;
*Being [[hunger|Near Starving]] or worse.&lt;br /&gt;
*Being under the effect of [[Cause Fear#Monster Version|Fear]] or [[Mesmerise]]&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Don't assume that nimble, dexterous characters armed with [[short blades]] have less to gain from going berserk than a lumbering brute with a massive weapon; the +1d10 damage per hit applies to light and heavy weapons equally. The faster you hit your enemy, the more free damage you apply.&lt;br /&gt;
*Bear in mind that berserk characters have zero stealth. While this might make no difference to a rampaging [[troll]] or [[minotaur]] in [[crystal plate armour]], stealthier characters might want to be careful about going  berserk near enemies that aren't yet aware of them; doing so may draw more enemies into combat than you can handle at once, especially if your rage runs out mid-fight.&lt;br /&gt;
*A [[potion of haste]] will counter the post-berserk slowness, which can be useful if your berserk wears out while you're still in combat with dangerous enemies. [[Elyvilon]]'s Purification ability and [[Ru]]'s Draw Out Power are also effective.&lt;br /&gt;
*If none of these options are available, think carefully before going berserk. It's a good idea to lure enemies to an already-cleared area with a staircase leading up before starting your rage so you can escape in case a monster approaches while you're still slowed. Summoning allies (incidentally, another of Trog's given powers) also increases your chances of survival if your rage expires while you are still in combat.&lt;br /&gt;
*Ranged weapon users should switch to a melee weapon before going berserk, as you can't shoot while raging.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.20]], berserk gave the [[exhausted]] status effect after wearing off instead of -Berserk. This only mattered if you could cast [[Death's Door]] or had access to one of [[Ru]]'s active abilities. Also, players and monsters were unable to (un)wield things while berserk.&lt;br /&gt;
*Prior to [[0.19]], butchering corpses would sustain your rage the same way as attacking. Also, players could not go berserk if they were Very Hungry or worse.&lt;br /&gt;
*Prior to [[0.11]], an amulet of rage also reduced the risk of you passing out after your berserk ended.&lt;br /&gt;
*The [[Berserker Rage]] spell used to allow the caster to go berserk at will (and reduced the risk of passing out afterwards), but it was removed from the spells players could use in [[0.9]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Abilities]]&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Yara%27s_Violent_Unravelling&amp;diff=52732</id>
		<title>Yara's Violent Unravelling</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Yara%27s_Violent_Unravelling&amp;diff=52732"/>
				<updated>2020-07-24T12:45:18Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|0.25}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Yara's Violent Unravelling''' is a level 5 [[Hexes]]/[[Transmutations|Transmutation]] spell which dispels all cancellable effects on the target and, if any were dispelled, causes a damaging explosion of mutagenic energy around the victim. Please check the [[potion of cancellation]] article for the list of cancellable effects.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Monsters which buff themselves or their group are the perfect targets for this spell. Even if they renew the enchantments, they lose time and suffer damage by the mutagenic radiation.&lt;br /&gt;
*Hexers can use other enchantments like [[Corona]] or [[Slow]] to make monsters vulnerable to the unravelling effect.&lt;br /&gt;
*There are some spells in other schools that induce cancellable effects, like [[Mephitic Cloud]] or [[Teleport Other]].&lt;br /&gt;
*[[Curare]] and [[atropa]] darts also render monsters vulnerable, and they are a better option for monsters with high magic resistance.&lt;br /&gt;
*Some high-tier wands like [[Wand of enslavement|enslavement]] or [[Wand of paralysis|paralysis]] are another option. But having the monster enslaved or paralized may be more beneficial than the damage caused by the spell in most cases.&lt;br /&gt;
*In a pinch, casting Yara's Violent Unravelling on yourself can work as a poor man's potion of cancellation. However, this makes a lot of noise, inflicts heavy and irresistible damage, and [[malmutate]]s you, so this is best reserved for true emergencies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
This spell was introduced in [[0.18]].&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_cancellation&amp;diff=52731</id>
		<title>Potion of cancellation</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_cancellation&amp;diff=52731"/>
				<updated>2020-07-24T11:07:43Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Potion&lt;br /&gt;
 |name = Potion of cancellation&lt;br /&gt;
 |cost = ?&lt;br /&gt;
 |weight = N/A&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A potion which ends most magical effects, good or bad, affecting one who drinks it. It also reduces magical contamination.}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of cancellation''' immediately ends nearly all [[status effects]] you may be enjoying/suffering from. It also removes 1-5 points of [[magic contamination]]. &lt;br /&gt;
&lt;br /&gt;
==Affected Status Effects==&lt;br /&gt;
The list of all affected [[status effect]]s is as follows:&lt;br /&gt;
===The Bad===&lt;br /&gt;
*[[Antimagic]] (monsters only)&lt;br /&gt;
*[[Bad form]]s&lt;br /&gt;
*[[Confusion]]&lt;br /&gt;
*[[Corona]]&lt;br /&gt;
*[[Acid#Corrosion|Corroded]]&lt;br /&gt;
*[[Dimension Anchor]]&lt;br /&gt;
*[[Flayed ghost|Flayed]]&lt;br /&gt;
*[[Doom hound|Howl]]&lt;br /&gt;
*[[Paralysis]] (impossible in game, but works per ''Crawl'''s code)&lt;br /&gt;
*[[Petrify]]ing&lt;br /&gt;
*Petrified (impossible in game, but works per ''Crawl'''s code)&lt;br /&gt;
*[[Sap Magic]]&lt;br /&gt;
*[[Sentinel's Mark]]&lt;br /&gt;
*[[Silence]] (so long as you are the source of the [[aura]])&lt;br /&gt;
*[[Slow]]&lt;br /&gt;
*[[Vertigo]]&lt;br /&gt;
*[[Virulence]]&lt;br /&gt;
*[[Weak|Weakness]]&lt;br /&gt;
&lt;br /&gt;
===The Good===&lt;br /&gt;
*[[Agility]]&lt;br /&gt;
*[[Brilliance]]&lt;br /&gt;
*[[Confusing Touch]]&lt;br /&gt;
*[[Darkness]]&lt;br /&gt;
*[[Death Channel]]&lt;br /&gt;
*[[Disjunction]]&lt;br /&gt;
*[[Excruciating Wounds]]&lt;br /&gt;
*[[Haste]]&lt;br /&gt;
*[[Invisible]]&lt;br /&gt;
*[[Leda's Liquefaction|Liquefying]] (so long as you are the caster)&lt;br /&gt;
*[[Might]]&lt;br /&gt;
*[[Olgreb's Toxic Radiance]] (so long as you are the caster)&lt;br /&gt;
*[[Ozocubu's Armour]]&lt;br /&gt;
*[[Portal Projectile]]&lt;br /&gt;
*[[Regeneration]]&lt;br /&gt;
*[[Deflect Missiles]]&lt;br /&gt;
*[[Resistance]]&lt;br /&gt;
*[[Ring of Flames]]&lt;br /&gt;
*[[Shroud of Golubria]]&lt;br /&gt;
*[[Swiftness]]&lt;br /&gt;
*[[Teleport|Tele]]&lt;br /&gt;
&lt;br /&gt;
==Resistant Status Effects==&lt;br /&gt;
Rather than being dispelled outright, these status effects will have their duration set to 1 turn.&lt;br /&gt;
*[[Flight]]&lt;br /&gt;
*All [[Bad Form]]s&lt;br /&gt;
*All [[Transmutations]] not listed above&lt;br /&gt;
&lt;br /&gt;
==Unaffected Status Effects==&lt;br /&gt;
===The Bad===&lt;br /&gt;
*[[Draining]]&lt;br /&gt;
*[[Exhaustion]]&lt;br /&gt;
*[[Cause Fear|Fear]]&lt;br /&gt;
*[[Mesmerise]]d&lt;br /&gt;
*[[Poison]]&lt;br /&gt;
*[[Sleep]]&lt;br /&gt;
*[[Sticky Flame]]&lt;br /&gt;
*[[Strip Resistance]]&lt;br /&gt;
&lt;br /&gt;
===The Good===&lt;br /&gt;
*[[Aura of Abjuration]]&lt;br /&gt;
*[[Berserk]]&lt;br /&gt;
*[[Death's Door]]&lt;br /&gt;
*[[Dragon's Call]]&lt;br /&gt;
*[[Elixir card]]&lt;br /&gt;
*[[Infusion]]&lt;br /&gt;
*[[Powered By Death]]&lt;br /&gt;
*[[Thunderdome#Quad damage|Quad Damage]]&lt;br /&gt;
*[[Song of Slaying]]&lt;br /&gt;
*[[Tornado]]&lt;br /&gt;
*All [[god]]-granted status effects&lt;br /&gt;
&lt;br /&gt;
The same cancellation effect occurs when you are hit by a [[Quicksilver Bolt]] or sometimes by [[Sif Muna]]'s punishment.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Confusion can be removed with the far more common [[potion of curing]], which lets one save potions of cancellation for more obscure, but no less dangerous, status effects, such as petrification, slow, and Sentinel's Mark. Its ability to cancel Mark makes it particularly useful in [[the Vaults]], especially for a character with poor magic resistance. Finally, if you find yourself with dangerous levels of contamination, one or two of these potions may bring you back to safe levels while avoiding the usual bad effects. However, unless there are many cancellation potions on hand, one should be wary of using cancellation potions simply for the purpose of glow removal outside of combat, as getting hit with an ill-timed Mark or Slow tends to be more dangerous than suffering one or two contamination effects with no monsters around, particularly if you have several [[potions of mutation]] lying around.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Potions of cancellation were added in [[0.15]], partially taking the role of [[scrolls of vulnerability]].&lt;br /&gt;
&lt;br /&gt;
{{potions}}&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Reaching&amp;diff=52680</id>
		<title>Reaching</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Reaching&amp;diff=52680"/>
				<updated>2020-07-20T15:32:20Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
Although [[polearms]] are numerically less powerful than some of the other weapon types, their '''reaching''' attacks help make up for this. Reaching is the ability to make standard melee attacks against targets up to two spaces away, often allowing you to get in an attack or two before your victim can even begin fighting back, or letting you strike targets that are hiding behind an intervening monster (or while you hide behind an ally).&lt;br /&gt;
&lt;br /&gt;
The [[Rift]] demon trident has a special smite-targeted reaching attack. It is performed like any other reaching attack, but can hit targets up to three spaces away and does not incur in reach attack failures.&lt;br /&gt;
&lt;br /&gt;
You will automatically make reach attacks when appropriate while auto-attacking with [[Tab]], and you can manually make a reach attack by evoking your wielded polearm with '''v''' (in spite of this, the [[Evocations]] skill has no impact on your ability to reach). Apart from their increased range, reaching attacks only vary from standard attacks in a few ways:&lt;br /&gt;
*You will never trigger any of your [[auxiliary attack]]s while making a reach attack. Your weapon may be long enough to hit a distant target, but your [[claws]] and [[fangs]] aren't.&lt;br /&gt;
*You cannot be injured by an enemy's [[Spiny|spines]] while making a reach attack.&lt;br /&gt;
*If there is a monster or obstacle between you and your target, there is a chance that your reaching attack will fail. See below for details.&lt;br /&gt;
&lt;br /&gt;
===Reach Attack Failure===&lt;br /&gt;
The chance of a reach attack failing varies based on your position relative to the target and what exactly is in the way. When there is exactly one avenue of attack (e.g., the attack is exactly vertical, horizontal, or diagonal; or when a wall partially intervenes), and there is an intervening, non-[[submerge]]d monster, there is a 50% chance your attack will not reach your target. If the intervening monster is friendly, the attack fails completely; if the intervening monster is neutral or hostile, the attack is instead made upon this intervening monster (See Example 1).&lt;br /&gt;
&lt;br /&gt;
When there are two avenues of attack (i.e., the attack is like a chess knight's move [http://en.wikipedia.org/wiki/Knight_%28chess%29]), but both avenues are occupied, the attack again has a 50% chance of failure, and is resolved as above with the avenue chosen randomly (See Example 2).&lt;br /&gt;
&lt;br /&gt;
When there are two avenues of attack and only one is occupied, there is a 50% chance you'll wind up attacking through the clear avenue. Thus, there is only a 25% chance of failure (See Example 3).&lt;br /&gt;
  A reaching attack on Monster M:&lt;br /&gt;
  Example 1:                      Example 2:                    Example 3:&lt;br /&gt;
  .......  .......  .......       .......                       .......&lt;br /&gt;
  ..@....  ..@AM..  ..@A...       ..@A...                       ..@A...&lt;br /&gt;
  ...A...  .......  ####M..       ...BM..                       ....M..&lt;br /&gt;
  ....M..  .......  ####...       .......                       .......&lt;br /&gt;
  With A interposed.              With A and B interposed.      With A interposed, plus&lt;br /&gt;
                                                                one free avenue of attack.&lt;br /&gt;
&lt;br /&gt;
*Example 1: There's a 50% chance that the attack on M fails. If A is friendly, the attack fails outright. If A is hostile, the attack is redirected to A.&lt;br /&gt;
*Example 2: There's a 50% chance that the attack on M fails and is instead directed on the intervening monster at A/B (randomly chosen). If A/B is friendly, the attack fails outright. If A/B is hostile, the attack is redirected to A/B.&lt;br /&gt;
*Example 3: There's a 25% chance that the attack on M fails. If A is friendly, the attack fails outright. If A is hostile, the attack is redirected to A.&lt;br /&gt;
&lt;br /&gt;
The message given when an attack fails due to a friendly monster blocking your attack is less than informative:&lt;br /&gt;
{{crawlquote|&amp;quot;You could not reach far enough!&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
Immobile and/or neutral monsters like [[bush]]es and [[toadstool]]s are treated like mobile, hostile monsters when determining whether they block an attack. Reaching attacks ''may'' be freely made through inanimate [[statue]]s with no penalty. However, reaching attacks may ''not'' be made through [[tree]]s or [[iron grate]]s.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Even when you consider the 50% failure rate of attacks made through friendly units, reach attacks can be extremely useful for characters with access to summoned or permanent allies. When dealing with monsters capable of casting [[Banish]] or [[Malmutate]], letting your summoned units block the enemy's line of fire while you poke it from the back row is a perfectly reasonable behavior.&lt;br /&gt;
*If you can both move and attack faster than your enemy can move, it's possible to [[kite]] opponents with reaching melee attacks. Simply flee the enemy until you're two spaces away, then stab at the enemy until it closes the gap. Repeat until the enemy is dead. [[Centaur]]s are particularly good at this, as they move faster than most opponents and aren't restricted from wielding powerful two-handed weapons. Reach kiting obviously only works on monsters without ranged attacks.&lt;br /&gt;
&lt;br /&gt;
==Reaching Attacks by Monsters==&lt;br /&gt;
Any monster wielding a polearm can make reach attacks, just like you. However, there are also some monsters that have ''inherent'' reaching attacks:&lt;br /&gt;
*{{monsterlink|Snapping turtle}}&lt;br /&gt;
*{{monsterlink|Alligator snapping turtle}}&lt;br /&gt;
*{{monsterlink|Orange demon}}&lt;br /&gt;
*{{monsterlink|Geryon}}&lt;br /&gt;
*{{monsterlink|Serpent of Hell (Dis)}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.14]], reaching was also available as a [[brand]] which could generate on [[whip]]s and [[demon whip]]s.&lt;br /&gt;
*Prior to [[0.10]], polearms did not have intrinsic reaching. They would only be capable of reaching if they had the reaching brand.&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ranged_Combat&amp;diff=52679</id>
		<title>Ranged Combat</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ranged_Combat&amp;diff=52679"/>
				<updated>2020-07-20T15:18:02Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: /* Commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
&lt;br /&gt;
Ranged Combat is a term used to describe any action that consists in striking from afar a target with a [[missile]]. To do so in a effective way, the attacker may need to wield a [[Ranged weapons#Launchers|launcher]].&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
The commands used by the player to perform ranged attacks are:&lt;br /&gt;
*[[f]]: After selecting a target, you shoot the next appropriate item.&lt;br /&gt;
*[[F]]: Like '''f''', but you can also select the item to fire.&lt;br /&gt;
*[[Q]]: This command is used to select the item slot that will be used by next '''f''' command.&lt;br /&gt;
*[[Tab]]: If wielding a launcher, attack the nearest monster with the quivered ammo, moving if necessary.&lt;br /&gt;
*Shift-[[Tab]]: If wielding a launcher, attack the nearest monster with the quivered ammo, without moving.&lt;br /&gt;
&lt;br /&gt;
==Requisites==&lt;br /&gt;
The player is not always able to do ranged attacks:&lt;br /&gt;
*[[Felid]]s are unable to use ranged attacks.&lt;br /&gt;
*Small species can't use [[longbow]]s or [[javelin]]s.&lt;br /&gt;
*Any transformation that makes you unable to wield weapons: [[Spider Form]], [[Ice Form]], [[Blade Hands]], [[Dragon Form]], [[Pig Form]], [[Porcupine Form]], [[Wisp Form]], [[Fungus form]] and [[Bat Form]].&lt;br /&gt;
*Being entangled by a net or a [[web]].&lt;br /&gt;
*Being [[berserk]].&lt;br /&gt;
&lt;br /&gt;
The only monsters that can use ranged attacks are those with the [[:Category:Weapons armour|Weapons armour flag]] or the Use starting equipment flag. Those monsters need to meet the following conditions:&lt;br /&gt;
*Not being incapacitated. Some effects that can cause this are [[paralysis]], [[sleep]], [[confusion]], being [[web|entangled]], and [[Petrify|petrification]].&lt;br /&gt;
*Not being [[submerges|submerged]].&lt;br /&gt;
*Monsters with the [[:Category:Archer flag|Archer flag]] are more likely to use ranged attacks: 8/9 for archers vs. 4/5 for normal monsters.&lt;br /&gt;
*They need to be able to see their target.&lt;br /&gt;
*Monsters adjacent to their target won't use ranged attacks, except if they have the [[:Category:Archer flag|Archer flag]].&lt;br /&gt;
*Monster with ranged spells won't use ranged attacks, unless they start with some ranged weapon.&lt;br /&gt;
*[[Flees|Fleeing]] and [[Elyvilon|pacified]] monsters have lower chances to use ranged attacks.&lt;br /&gt;
*Not being inside [[Zin#Sanctuary|sanctuary]].&lt;br /&gt;
*Not being [[berserk]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Ranged weapon]]&lt;br /&gt;
*[[Weapon damage]]&lt;br /&gt;
*[[Weapon speed]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Rift&amp;diff=52678</id>
		<title>Rift</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Rift&amp;diff=52678"/>
				<updated>2020-07-20T15:12:26Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
{{flavour|A small wrinkle in the very fabric of reality, magically bound to a shaft by some mad acolyte of Lugonu. It possesses an unusually large reach that teleports its attack directly to its victim.}}&lt;br /&gt;
[[File:Rift.png]] '''''the +8 demon trident &amp;quot;Rift&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
+8 [[demon trident]]&lt;br /&gt;
&lt;br /&gt;
[[Distortion]] brand&amp;lt;br&amp;gt;&lt;br /&gt;
Range 3 [[reaching]] attack that is [[smite-targeted]] (bypasses intervening monsters, statues, and [[iron grate]]s).&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
'''Rift's'''&amp;lt;ref&amp;gt;{{source ref|0.24.1|art-data.txt|1365}}&amp;lt;/ref&amp;gt; distortion brand can be tricky to work with -- while it is capable of dealing impressive amounts of irresistible damage or even removing your target entirely through [[banishment]], it is also likely to blink your target around randomly or even teleport them away before you can finish them off. What's more, non-[[Lugonu|Lugonites]] suffer potentially disastrous effects (25% chance of being banished) if they ever unwield the weapon, precluding a fighting style based on switching weapons to take advantage of enemy weaknesses.&lt;br /&gt;
&lt;br /&gt;
Rift has the advantage of being a highly-enchanted demon trident (one of the best one-handed polearms in the game) able to attack any space within three tiles without having to worry about intervening enemies getting in the way; it also reaches its minimum speed delay with the relatively modest investment of 14 levels in Polearms. Whether this is worth the potential side-effects of the distortion brand or practically losing the ability to switch weapons is up to you, though a sudden trip to the [[Abyss]] becomes less of a problem the farther down the Dungeon you go.&lt;br /&gt;
&lt;br /&gt;
Rift is more likely to be useful to followers of Lugonu, who can switch to another weapon without consequences.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Rift was added in [[0.23]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Polearms]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Melee_combat&amp;diff=52677</id>
		<title>Melee combat</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Melee_combat&amp;diff=52677"/>
				<updated>2020-07-20T15:08:54Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
{{stub}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Melee combat]] is the act of fighting a [[monster]] using a [[melee weapon]] or your character's fists (or tentacles in the case of octopodes). The latter is defined as [[unarmed combat]]. This usually requires the moster to be adjacent to the player, but polearms allow the attack to be performed from a distance using their [[reaching]] ability.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
The commands used by the player to perform melee attacks are:&lt;br /&gt;
*Attempting to [[Movement|move]] into a monster's tile will attack it.&lt;br /&gt;
*[[Tab]]: Attack the nearest monster, moving if necessary.&lt;br /&gt;
*Shift-[[Tab]]: Attack the nearest monster without moving.&lt;br /&gt;
*[[v]]: Evoke the reaching ability when wielding a polearm.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Melee weapon]]&lt;br /&gt;
*[[Weapon damage]]&lt;br /&gt;
*[[Weapon speed]]&lt;br /&gt;
*[[Unarmed combat]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ranged_Combat&amp;diff=52676</id>
		<title>Ranged Combat</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ranged_Combat&amp;diff=52676"/>
				<updated>2020-07-20T15:07:22Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: /* Commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
&lt;br /&gt;
Ranged Combat is a term used to describe any action that consists in striking from afar a target with a [[missile]]. To do so in a effective way, the attacker may need to wield a [[Ranged weapons#Launchers|launcher]].&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
The commands used by the player to perform ranged attacks are:&lt;br /&gt;
*[[f]]: After selecting a target, you shoot the next appropriate item.&lt;br /&gt;
*[[F]]: Like '''f''', but you can also select the item to fire.&lt;br /&gt;
*[[Q]]: This command is used to select the item slot that will be used by next '''f''' command&lt;br /&gt;
*[[Tab]]: If wielding a launcher, attack the nearest monster with the quivered ammo, moving if necessary.&lt;br /&gt;
*Shift-[[Tab]]: If wielding a launcher, attack the nearest monster with the quivered ammo, without moving.&lt;br /&gt;
&lt;br /&gt;
==Requisites==&lt;br /&gt;
The player is not always able to do ranged attacks:&lt;br /&gt;
*[[Felid]]s are unable to use ranged attacks.&lt;br /&gt;
*Small species can't use [[longbow]]s or [[javelin]]s.&lt;br /&gt;
*Any transformation that makes you unable to wield weapons: [[Spider Form]], [[Ice Form]], [[Blade Hands]], [[Dragon Form]], [[Pig Form]], [[Porcupine Form]], [[Wisp Form]], [[Fungus form]] and [[Bat Form]].&lt;br /&gt;
*Being entangled by a net or a [[web]].&lt;br /&gt;
*Being [[berserk]].&lt;br /&gt;
&lt;br /&gt;
The only monsters that can use ranged attacks are those with the [[:Category:Weapons armour|Weapons armour flag]] or the Use starting equipment flag. Those monsters need to meet the following conditions:&lt;br /&gt;
*Not being incapacitated. Some effects that can cause this are [[paralysis]], [[sleep]], [[confusion]], being [[web|entangled]], and [[Petrify|petrification]].&lt;br /&gt;
*Not being [[submerges|submerged]].&lt;br /&gt;
*Monsters with the [[:Category:Archer flag|Archer flag]] are more likely to use ranged attacks: 8/9 for archers vs. 4/5 for normal monsters.&lt;br /&gt;
*They need to be able to see their target.&lt;br /&gt;
*Monsters adjacent to their target won't use ranged attacks, except if they have the [[:Category:Archer flag|Archer flag]].&lt;br /&gt;
*Monster with ranged spells won't use ranged attacks, unless they start with some ranged weapon.&lt;br /&gt;
*[[Flees|Fleeing]] and [[Elyvilon|pacified]] monsters have lower chances to use ranged attacks.&lt;br /&gt;
*Not being inside [[Zin#Sanctuary|sanctuary]].&lt;br /&gt;
*Not being [[berserk]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Ranged weapon]]&lt;br /&gt;
*[[Weapon damage]]&lt;br /&gt;
*[[Weapon speed]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Melee_combat&amp;diff=52675</id>
		<title>Melee combat</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Melee_combat&amp;diff=52675"/>
				<updated>2020-07-20T14:59:20Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
{{stub}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Melee combat]] is the act of fighting a [[monster]] using a [[melee weapon]] or your character's fists (or tentacles in the case of octopodes). The latter is defined as [[unarmed combat]]. This usually requires the moster to be adjacent to the player, but polearms allow the attack to be performed from a distance using their [[reaching]] ability.&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
The commands used by the player to perform ranged attacks are:&lt;br /&gt;
*Attempting to [[Movement|move]] into a monster's tile will attack it.&lt;br /&gt;
*[[Tab]]: Attack the nearest monster, moving if necessary.&lt;br /&gt;
*Shift-[[Tab]]: Attack the nearest monster without moving.&lt;br /&gt;
*[[v]]: Evoke the reaching ability when wielding a polearm.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Melee weapon]]&lt;br /&gt;
*[[Weapon damage]]&lt;br /&gt;
*[[Weapon speed]]&lt;br /&gt;
*[[Unarmed combat]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Tab&amp;diff=52674</id>
		<title>Tab</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Tab&amp;diff=52674"/>
				<updated>2020-07-20T14:55:03Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
Pressing '''Tab''' will automate combat for one turn, causing your character to attack the nearest hostile monster with the weapon you are currently wielding. [[Reaching]] weapons will take advantage of their reach and ranged weapons will fire whatever ammo you've got [[q]]uivered, but weapons that can be thrown without a launcher cannot be automated; you must [[f]]ire them manually. If no target is within range, it will cause you to instead move toward the nearest monster.&lt;br /&gt;
&lt;br /&gt;
You can also press '''Shift-Tab''' to stop your character from moving during automate combat.&lt;br /&gt;
&lt;br /&gt;
Although physical combat can occasionally require complex decision making, most fights in ''Crawl'' are very straightforward. Along with providing a convenient means of speeding through harmless opponents, Tabbing also helps you avoid certain dangers. Attacking by attempting to move into an enemy can be dangerous when fighting [[blink]]ing or trampling opponents, as you may suddenly find yourself wasting turns on unintentional movement while your enemies get free attacks. Additionally, using the tab key will stop the fight when the player gets too low on [[HP]] (50% by default), potentially prompting the player to reconsider the fight.&lt;br /&gt;
&lt;br /&gt;
Tabbing through combat does have its downsides, however. Tabbing characters will move into attack range without concern for giving the opponent a free first attack. When in range of multiple opponents of varying strengths, the AI may choose to attack a weak target while neglecting actual threats. Movement through Tabbing does not take terrain into account, resulting in very poor choices in areas where [[traps]] and [[shallow water]] are plentiful. It doesn't take too many clumsy blunders to teach a player when to avoid the Tab key.&lt;br /&gt;
&lt;br /&gt;
[[Category:Commands]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Melee_combat&amp;diff=52673</id>
		<title>Melee combat</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Melee_combat&amp;diff=52673"/>
				<updated>2020-07-20T09:07:26Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{stub}}&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Melee combat]] is the act of fighting a [[monster]] that is directly adjacent to the player. Attempting to [[Movement|move]] into a monster's tile will attack it.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Melee weapon]]&lt;br /&gt;
*[[Weapon damage]]&lt;br /&gt;
*[[Weapon speed]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Melee_weapons&amp;diff=52672</id>
		<title>Melee weapons</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Melee_weapons&amp;diff=52672"/>
				<updated>2020-07-20T09:06:54Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: Redirected page to Melee weapon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Melee weapon]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ranged_Combat&amp;diff=52671</id>
		<title>Ranged Combat</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ranged_Combat&amp;diff=52671"/>
				<updated>2020-07-20T09:05:17Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
&lt;br /&gt;
Ranged Combat is a term used to describe any action that consists in striking from afar a target with a [[missile]]. To do so in a effective way, the attacker may need to wield a [[Ranged weapons#Launchers|launcher]].&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
The commands used by the player to perform ranged attacks are:&lt;br /&gt;
*[[f]]: After selecting a target, you shoot the next appropriate item.&lt;br /&gt;
*[[F]]: Like '''f''', but you can also select the item to fire.&lt;br /&gt;
*[[Q]]: This command is used to select the item slot that will be used by next '''f''' command&lt;br /&gt;
&lt;br /&gt;
==Requisites==&lt;br /&gt;
The player is not always able to do ranged attacks:&lt;br /&gt;
*[[Felid]]s are unable to use ranged attacks.&lt;br /&gt;
*Small species can't use [[longbow]]s or [[javelin]]s.&lt;br /&gt;
*Any transformation that makes you unable to wield weapons: [[Spider Form]], [[Ice Form]], [[Blade Hands]], [[Dragon Form]], [[Pig Form]], [[Porcupine Form]], [[Wisp Form]], [[Fungus form]] and [[Bat Form]].&lt;br /&gt;
*Being entangled by a net or a [[web]].&lt;br /&gt;
*Being [[berserk]].&lt;br /&gt;
&lt;br /&gt;
The only monsters that can use ranged attacks are those with the [[:Category:Weapons armour|Weapons armour flag]] or the Use starting equipment flag. Those monsters need to meet the following conditions:&lt;br /&gt;
*Not being incapacitated. Some effects that can cause this are [[paralysis]], [[sleep]], [[confusion]], being [[web|entangled]], and [[Petrify|petrification]].&lt;br /&gt;
*Not being [[submerges|submerged]].&lt;br /&gt;
*Monsters with the [[:Category:Archer flag|Archer flag]] are more likely to use ranged attacks: 8/9 for archers vs. 4/5 for normal monsters.&lt;br /&gt;
*They need to be able to see their target.&lt;br /&gt;
*Monsters adjacent to their target won't use ranged attacks, except if they have the [[:Category:Archer flag|Archer flag]].&lt;br /&gt;
*Monster with ranged spells won't use ranged attacks, unless they start with some ranged weapon.&lt;br /&gt;
*[[Flees|Fleeing]] and [[Elyvilon|pacified]] monsters have lower chances to use ranged attacks.&lt;br /&gt;
*Not being inside [[Zin#Sanctuary|sanctuary]].&lt;br /&gt;
*Not being [[berserk]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Ranged weapon]]&lt;br /&gt;
*[[Weapon damage]]&lt;br /&gt;
*[[Weapon speed]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ranged_weapon&amp;diff=52668</id>
		<title>Ranged weapon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ranged_weapon&amp;diff=52668"/>
				<updated>2020-07-20T08:36:39Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
&lt;br /&gt;
'''Ranged weapons''' include all [[weapon]]s capable of attacking any target within your [[line of sight]]. All of these require ammo to function, and most of them require you to wield a launcher. The ability to attack distant foes is very helpful, particularly for characters with fast [[movement]] speed (see [[kiting]]). However, ranged weapons are not without their drawbacks. Running out of ammo renders a ranged weapon nearly useless, and [[melee weapon]]s tend to have better overall stats.&lt;br /&gt;
&lt;br /&gt;
==Weapon attributes==&lt;br /&gt;
The following is a table of all ranged weapons in ''Crawl''. Below is a short explanation of each field: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Name&lt;br /&gt;
| The name of the item as it appears in Crawl.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Damage&lt;br /&gt;
| The base amount of damage the weapon does, before various bonuses and adjustments.  &lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Hit&lt;br /&gt;
| To hit modifier for the weapon, before any other adjustments.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | [[Weapon Speed|Speed]]&lt;br /&gt;
| This is actually the attack delay, which is multiplied by 10 to get the &amp;quot;percentages&amp;quot; you see in-game.  (That is, attack delay 10 shows as 100%.)  Every 2 levels of weapon skill lowers the delay by 1 unit.  A weapon's minimum delay is half of its base delay (rounded down) or 7 (5 for [[cutlass]], 10 for [[hand crossbow]]s, [[arbalest]]s and [[triple crossbow]]s), whichever is lower.  Speed brand and haste cut delay by one third (round randomly up or down). These effects stack, ''after'' the base cap, but there's an absolute cap of 2 for attack delay.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Skill&lt;br /&gt;
| Which skill is required to effectively use this weapon.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | [[Handedness|One-handed min. size]]&lt;br /&gt;
| Minimum size required to be able to use the weapon with one hand. The order is little, small, medium, large, big.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | [[Handedness|Two-handed min. size]]&lt;br /&gt;
| Minimum size required to be able to use the weapon with two hands. When the player's size is equal or greater than 'Two-handed min. size', but less than 'One-handed min. size', the weapon cannot be used with a [[shield]].&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left; white-space: nowrap;&amp;quot; | Missile&lt;br /&gt;
| The sort of ammo needed to use this weapon&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Prob&lt;br /&gt;
| A larger number indicates higher probability of acquiring through scrolls of [[acquirement]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Throwing==&lt;br /&gt;
Thrown weapons are unique among ranged weapons in that they do not require you to wield anything to use them; you simply hurl them without needing a free hand (don't ask how). This means you don't have to waste time in combat swapping weapons, saving turns and reducing frustration, you can wear [[shield]]s, and you can save many [[scrolls of enchant weapon]]. Additionally, many throwing weapons have inherent properties that change how the projectile works or adds an additional effect. Unfortunately, most throwing weapons are among the weakest ranged options, and none of them have any inherent bonus to accuracy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Skill || Min. size || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Dart]] || 0 || 0 || 10 || Throwing || Little || 0 || Deals no damage, but inflicts [[status effects]]&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Throwing net]] || 0 || 0 || 10 || Throwing || Little || 0 || Deals no damage, but inflicts the [[Held]] [[status effect]]&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Stone]] || 2 || 0 || 11 || Throwing || Little || 0 || Can be launched from [[slings]] for more damage&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Boomerang]] || 6 || 0 || 13 || Throwing || Little || 0 || Inherent [[returning]] property&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Javelin]] || 10 || 0 || 15 || Throwing || Medium || 0 || Inherent [[penetration]] property&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Large rock]] || 20 || 0 || 20 || Throwing || Large || 0 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Slings==&lt;br /&gt;
[[Slings]] are ranged weapons which hurl [[sling bullet]]s (or [[stone]]s in a pinch) with great force. They are one-handed weapons for all characters and require much less skill than most other weapons to reach minimum delay, but they are significantly less powerful than their slower, more cumbersome alternatives.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Skill || One-handed min. size || Two-handed min. size || Missile || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Hunting sling]] || 5 || +2 || 12 || Slings || Little || Little || [[Stone]] /&amp;lt;br/&amp;gt;[[Sling bullet]] || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Fustibalus]] || 8 || -1 || 14 || Slings || Little || Little || [[Stone]] /&amp;lt;br/&amp;gt;[[Sling bullet]] || 10 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bows==&lt;br /&gt;
[[Bows]] are a moderate player's choice of ranged weapon, firing [[arrow]]s at your opponents to deadly effect. They are universally more powerful than slings, and require only a reasonable skill investment to fire quickly. However, both kinds of bow require two hands to wield, and longbows are too large for smaller-than-average characters to use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Skill || One-handed min. size || Two-handed min. size || Missile || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Shortbow]] || 9 || +2 || 13 || Bows || - || Little || [[Arrow]] || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Longbow]] || 15 || 0 || 17 || Bows || - || Medium || [[Arrow]] || 10 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Crossbows==&lt;br /&gt;
If you want a ranged weapon that tears into foes with the strength of a melee weapon, consider getting a [[crossbow]]. These contraptions are the largest, slowest ranged weapons available, but they launch their [[bolt]]s with unparalleled force. Unfortunately, they require the most skill of all ranged weapons to attack quickly, particularly in the case of the super-heavy [[triple crossbow]], and none of them can attack any faster than the regular turn speed. With the exception of the tiny [[hand crossbow]], crossbows are two-handed weapons and benefit much more from high [[strength]] than from [[dexterity]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Skill || One-handed min. size || Two-handed min. size || Missile || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Hand crossbow]] || 12 || +5 || 15 || Crossbows || Little || Little || [[Bolt]] || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Arbalest]] || 18 || +2 || 19 || Crossbows || - || Little || [[Bolt]] || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Triple crossbow]] || 22 || 0 || 23 || Crossbows || - || Little || [[Bolt]] || 2 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Brands==&lt;br /&gt;
Ranged weapon launchers and thrown ammunition are capable of carrying a selection of [[brand]]s which can greatly increase your lethality when used correctly:&lt;br /&gt;
&lt;br /&gt;
===Launcher Brands===&lt;br /&gt;
*[[Electrocution]] - Deals additional [[electricity]] damage&lt;br /&gt;
*[[Flame]] - Converts all damage to [[fire]], increases damage by 0-40%&lt;br /&gt;
*[[Frost]] - Converts all damage to [[cold]], increases damage by 0-40%&lt;br /&gt;
*[[Penetration]] - Projectiles can pierce through enemies, hitting everything along its trajectory&lt;br /&gt;
*[[Speed (brand)|Speed]] - Attacks take 66.6% normal time&lt;br /&gt;
*[[Venom]] - Poisons target&lt;br /&gt;
*[[Vorpal]] - Increases damage by 0-40%&lt;br /&gt;
&lt;br /&gt;
===Throwing Weapon Brands===&lt;br /&gt;
*[[Atropa]] - Temporarily blinds and confuses target&lt;br /&gt;
*[[Curare]] - [[Poison]]s, [[slow]]s, and [[asphyxiate]]s target&lt;br /&gt;
*[[Datura]] - [[Berserk]]s target and temporarily turns it hostile to everything&lt;br /&gt;
*[[Dispersal_(brand)|Dispersal]] - Forces target to [[blink]] randomly&lt;br /&gt;
*[[Penetration]] - Projectiles can pierce through enemies, hitting everything along its trajectory&lt;br /&gt;
*[[Poisoned]] - [[Poison]]s target&lt;br /&gt;
*[[Returning]] - Ammo may return to the attacker, with chance based on player skill or monster [[HD]]&lt;br /&gt;
*[[Silver]] - Deals increased damage, particularly to [[chaotic]] targets&lt;br /&gt;
&lt;br /&gt;
==Retired Weapons==&lt;br /&gt;
Over the years, a few ranged weapons have been retired or reworked into new forms:&lt;br /&gt;
*[[Blowgun]]/[[Needle]]&lt;br /&gt;
*[[Bow (item)|Bow]]&lt;br /&gt;
*[[Crossbow (item)|Crossbow]]&lt;br /&gt;
*[[Sling (item)|Sling]]&lt;br /&gt;
*[[Tomahawk]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Ranged Combat]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.24]], throwing weapons were streamlined. Darts replaced blowguns/needles, boomerangs replaced tomahawks and brands were simplified.&lt;br /&gt;
*Prior to [[0.18]], each weapon had a strength weight percentage that determined how the weapon would benefit from your strength and dexterity.&lt;br /&gt;
*Prior to [[0.15]], ranged combat was significantly more complicated. Min delay was heavily influenced by your [[stats]], and there was a much smaller variety of weapons available.&lt;br /&gt;
*Prior to [[0.14]], [[dagger]]s, [[spear]]s, [[hand axe]]s, and [[club]]s could be thrown.&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dart&amp;diff=52667</id>
		<title>Dart</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dart&amp;diff=52667"/>
				<updated>2020-07-20T08:18:44Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
{{ThrowingMissile&lt;br /&gt;
 |name = Dart&lt;br /&gt;
 |weight = 0.3&lt;br /&gt;
 |launcher = Throwing&lt;br /&gt;
 |damage = 0&lt;br /&gt;
 |basedelay = 10 (100%)&lt;br /&gt;
 |mindelay = 7 at skill 6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A thin piece of metal, typically coated in some harmful substance. When thrown with skill it can deliver its toxins into the bloodstream of a living or demonic being. In addition to throwing skill, stealth skill improves the chance for a dart to affect its target.}}&lt;br /&gt;
&lt;br /&gt;
'''Darts''' are [[throwing]] weapons designed to incapacitate foes rather than kill them outright. They may be found on the Dungeon floor or in the possession of some monsters ([[kobold (monster)|kobolds]] and [[spriggan rider]]s).&lt;br /&gt;
&lt;br /&gt;
Darts come with the following [[brand]]s:&lt;br /&gt;
*'''[[Poisoned]]'''&lt;br /&gt;
*'''[[Curare]]''' - inflicts heavy poison, [[slow]]s, and deals [[asphyxiation]] damage&lt;br /&gt;
*'''[[Datura]]''' - sends target berserk and [[neutral]], causing them to attack whatever's closest&lt;br /&gt;
*'''[[Atropa]]''' - [[blind]]s and may briefly [[confusion|confuse]] target&lt;br /&gt;
&lt;br /&gt;
[[Undead]] and [[nonliving]] creatures are immune to darts, but all others can still be affected. Poisoned and Curare darts work on any susceptible creature that does not resist poison, but the effectiveness of the other two varieties is determined by the player's skill in [[Throwing]] and [[Stealth]], and resisted by the target's [[hit dice]]:&lt;br /&gt;
*there is a fixed 3% chance to affect a monster with [[HD]] &amp;lt; 15;&lt;br /&gt;
*otherwise, the chance is &amp;lt;code&amp;gt;100 - 100 * (HD - 2) / (4 + pow)&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;pow = (Throwing + Stealth) * 2 / 3&amp;lt;/code&amp;gt;&amp;lt;ref&amp;gt;{{source ref|0.24.0|throw.cc|320}}&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Darts can be useful for many different characters, particularly in the early game where monsters have low [[HD]] (and therefore low resistance to darts). Many tough creatures like [[ogre]]s or [[orc warrior]]s can be rendered much more manageable by poisoning them, blinding/confusing them, or poisoning, damaging, ''and'' slowing them. Datura works well on groups of monsters, as you can force one of them to go berserk and fight the rest -- just be sure to keep your distance lest you have to fight a berserk monster yourself.&lt;br /&gt;
&lt;br /&gt;
As the game progresses, most characters that aren't focused on [[Stealth]] and/or [[Throwing]] will probably find that darts become less useful than just killing monsters using a different method (though having some darts on hand for especially dangerous monsters can still prove helpful). Sneaky [[stab]]bers, though, may well continue to rely on darts to soften up monsters or give themselves stabbing opportunities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! Poisoned || Atropa-tipped || Curare-tipped || Datura-tipped&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Poisoned dart.png]] || [[File:Atropa-tipped dart.png]] || [[File:Curare-tipped dart.png]] || [[File:Datura-tipped dart.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.24]], [[blowgun]]s were removed and [[needle]]s were replaced with the new version of darts.&lt;br /&gt;
*Prior to [[0.15]], darts were a thrown weapon that did damage comparable to [[stone]]s but could be branded. They were removed in 0.15.&lt;br /&gt;
*Prior to [[0.6]], darts could be fired from a [[hand crossbow]].&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Throwing]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ranged_weapon&amp;diff=52666</id>
		<title>Ranged weapon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ranged_weapon&amp;diff=52666"/>
				<updated>2020-07-20T08:16:45Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
&lt;br /&gt;
'''Ranged weapons''' include all [[weapon]]s capable of attacking any target within your [[line of sight]]. All of these require ammo to function, and most of them require you to wield a launcher. The ability to attack distant foes is very helpful, particularly for characters with fast [[movement]] speed (see [[kiting]]). However, ranged weapons are not without their drawbacks. Running out of ammo renders a ranged weapon nearly useless, and [[melee weapon]]s tend to have better overall stats.&lt;br /&gt;
&lt;br /&gt;
==Weapon attributes==&lt;br /&gt;
The following is a table of all ranged weapons in ''Crawl''. Below is a short explanation of each field: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Name&lt;br /&gt;
| The name of the item as it appears in Crawl.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Damage&lt;br /&gt;
| The base amount of damage the weapon does, before various bonuses and adjustments.  &lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Hit&lt;br /&gt;
| To hit modifier for the weapon, before any other adjustments.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | [[Weapon Speed|Speed]]&lt;br /&gt;
| This is actually the attack delay, which is multiplied by 10 to get the &amp;quot;percentages&amp;quot; you see in-game.  (That is, attack delay 10 shows as 100%.)  Every 2 levels of weapon skill lowers the delay by 1 unit.  A weapon's minimum delay is half of its base delay (rounded down) or 7 (5 for [[cutlass]], 10 for [[hand crossbow]]s, [[arbalest]]s and [[triple crossbow]]s), whichever is lower.  Speed brand and haste cut delay by one third (round randomly up or down). These effects stack, ''after'' the base cap, but there's an absolute cap of 2 for attack delay.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Skill&lt;br /&gt;
| Which skill is required to effectively use this weapon.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | [[Handedness|One-handed min. size]]&lt;br /&gt;
| Minimum size required to be able to use the weapon with one hand. The order is little, small, medium, large, big.&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | [[Handedness|Two-handed min. size]]&lt;br /&gt;
| Minimum size required to be able to use the weapon with two hands. When the player's size is equal or greater than 'Two-handed min. size', but less than 'One-handed min. size', the weapon cannot be used with a [[shield]].&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left; white-space: nowrap;&amp;quot; | Missile&lt;br /&gt;
| The sort of ammo needed to use this weapon&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot; | Prob&lt;br /&gt;
| A larger number indicates higher probability of acquiring through scrolls of [[acquirement]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Throwing==&lt;br /&gt;
Thrown weapons are unique among ranged weapons in that they do not require you to wield anything to use them; you simply hurl them without needing a free hand (don't ask how). This means you don't have to waste time in combat swapping weapons, saving turns and reducing frustration, you can wear [[shield]]s, and you can save many [[scrolls of enchant weapon]]. Additionally, many throwing weapons have inherent properties that change how the projectile works or adds an additional effect. Unfortunately, most throwing weapons are among the weakest ranged options, and none of them have any inherent bonus to accuracy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Skill || Min. size || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Dart]] || 0 || 0 || 10 || Throwing || Little || 0 || Deals no damage, but inflicts [[status effects]]&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Throwing net]] || 0 || 0 || 10 || Throwing || Little || 0 || Deals no damage, but inflicts the [[Held]] [[status effect]]&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Stone]] || 2 || 0 || 11 || Throwing || Little || 0 || Can be launched from [[slings]] for more damage&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Boomerang]] || 6 || 0 || 13 || Throwing || Little || 0 || Inherent [[returning]] property&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Javelin]] || 10 || 0 || 15 || Throwing || Medium || 0 || Inherent [[penetration]] property&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Large rock]] || 20 || 0 || 20 || Throwing || Large || 0 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Slings==&lt;br /&gt;
[[Slings]] are ranged weapons which hurl [[sling bullet]]s (or [[stone]]s in a pinch) with great force. They are one-handed weapons for all characters and require much less skill than most other weapons to reach minimum delay, but they are significantly less powerful than their slower, more cumbersome alternatives.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Skill || One-handed min. size || Two-handed min. size || Missile || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Hunting sling]] || 5 || +2 || 12 || Slings || Little || Little || [[Stone]] /&amp;lt;br/&amp;gt;[[Sling bullet]] || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Fustibalus]] || 8 || -1 || 14 || Slings || Little || Little || [[Stone]] /&amp;lt;br/&amp;gt;[[Sling bullet]] || 10 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bows==&lt;br /&gt;
[[Bows]] are a moderate player's choice of ranged weapon, firing [[arrow]]s at your opponents to deadly effect. They are universally more powerful than slings, and require only a reasonable skill investment to fire quickly. However, both kinds of bow require two hands to wield, and longbows are too large for smaller-than-average characters to use.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Skill || One-handed min. size || Two-handed min. size || Missile || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Shortbow]] || 9 || +2 || 13 || Bows || - || Little || [[Arrow]] || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Longbow]] || 15 || 0 || 17 || Bows || - || Medium || [[Arrow]] || 10 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Crossbows==&lt;br /&gt;
If you want a ranged weapon that tears into foes with the strength of a melee weapon, consider getting a [[crossbow]]. These contraptions are the largest, slowest ranged weapons available, but they launch their [[bolt]]s with unparalleled force. Unfortunately, they require the most skill of all ranged weapons to attack quickly, particularly in the case of the super-heavy [[triple crossbow]], and none of them can attack any faster than the regular turn speed. With the exception of the tiny [[hand crossbow]], crossbows are two-handed weapons and benefit much more from high [[strength]] than from [[dexterity]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name || Dam || Hit || Speed || Skill || One-handed min. size || Two-handed min. size || Missile || Prob || Notes&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Hand crossbow]] || 12 || +5 || 15 || Crossbows || Little || Little || [[Bolt]] || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Arbalest]] || 18 || +2 || 19 || Crossbows || - || Little || [[Bolt]] || 10 ||&lt;br /&gt;
|-style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| [[Triple crossbow]] || 22 || 0 || 23 || Crossbows || - || Little || [[Bolt]] || 2 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Brands==&lt;br /&gt;
Ranged weapon launchers and thrown ammunition are capable of carrying a selection of [[brand]]s which can greatly increase your lethality when used correctly:&lt;br /&gt;
&lt;br /&gt;
===Launcher Brands===&lt;br /&gt;
*[[Electrocution]] - Deals additional [[electricity]] damage&lt;br /&gt;
*[[Flame]] - Converts all damage to [[fire]], increases damage by 0-40%&lt;br /&gt;
*[[Frost]] - Converts all damage to [[cold]], increases damage by 0-40%&lt;br /&gt;
*[[Penetration]] - Projectiles can pierce through enemies, hitting everything along its trajectory&lt;br /&gt;
*[[Speed (brand)|Speed]] - Attacks take 66.6% normal time&lt;br /&gt;
*[[Venom]] - Poisons target&lt;br /&gt;
*[[Vorpal]] - Increases damage by 0-40%&lt;br /&gt;
&lt;br /&gt;
===Throwing Weapon Brands===&lt;br /&gt;
*[[Atropa]] - Temporarily blinds and confuses target&lt;br /&gt;
*[[Curare]] - [[Poison]]s, [[slow]]s, and [[asphyxiate]]s target&lt;br /&gt;
*[[Datura]] - [[Berserk]]s target and temporarily turns it hostile to everything&lt;br /&gt;
*[[Dispersal_(brand)|Dispersal]] - Forces target to [[blink]] randomly&lt;br /&gt;
*[[Penetration]] - Projectiles can pierce through enemies, hitting everything along its trajectory&lt;br /&gt;
*[[Poisoned]] - [[Poison]]s target&lt;br /&gt;
*[[Returning]] - Ammo may return to the attacker, with chance based on player skill or monster [[HD]]&lt;br /&gt;
*[[Silver]] - Deals increased damage, particularly to [[chaotic]] targets&lt;br /&gt;
&lt;br /&gt;
==Retired Weapons==&lt;br /&gt;
Over the years, a few ranged weapons have been retired or reworked into new forms:&lt;br /&gt;
*[[Blowgun]]/[[Needle]]&lt;br /&gt;
*[[Bow (item)|Bow]]&lt;br /&gt;
*[[Crossbow (item)|Crossbow]]&lt;br /&gt;
*[[Sling (item)|Sling]]&lt;br /&gt;
*[[Tomahawk]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Ranged Combat]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.24]], needles had to be fired using a blowgun. They were replaced by hand-throwable darts.&lt;br /&gt;
*Prior to [[0.18]], each weapon had a strength weight percentage that determined how the weapon would benefit from your strength and dexterity.&lt;br /&gt;
*Prior to [[0.15]], ranged combat was significantly more complicated. Min delay was heavily influenced by your [[stats]], and there was a much smaller variety of weapons available.&lt;br /&gt;
*Prior to [[0.14]], [[dagger]]s, [[spear]]s, [[hand axe]]s, and [[club]]s could be thrown.&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Out-of-depth_timer&amp;diff=52628</id>
		<title>Out-of-depth timer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Out-of-depth_timer&amp;diff=52628"/>
				<updated>2020-07-18T15:20:42Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
&lt;br /&gt;
Crawl sometimes [[Monster_generation|generates]] unusually hard '''out-of-depth''' (OOD) monsters to keep you on your toes.  The possibility of out of depth monsters increases the longer you spend on a level (although the overall spawn rate progressively slows after 3,000 turns on that level, stopping altogether at 15,000 turns; see [[scumming]] for more details).&lt;br /&gt;
&lt;br /&gt;
*OODs do not apply to any portal vaults, any 1-level branches, Zot, Pan, Abyss and Hells.&lt;br /&gt;
*OODs do not apply for the first 700 turns on D:1, and are applied slightly less often for 584 turns on D:2.&lt;br /&gt;
* All other levels have a straight 14% chance of moderate OOD fuzz for each monster at level generation, and the chances of moderate OODs go up to 100% after a ramp-up period. After 7800 turns, all the monsters are moderately OOD.&lt;br /&gt;
*Under normal circumstances, the max possible difference is 5 levels.&lt;br /&gt;
*There are two mechanisms for generating &amp;quot;super out-of-depth&amp;quot; monsters; one can generate monsters up to (current level * 2) + 4. This is the one used by vaults: the glyph used in vault definitions is an '8'; the other is current level + an average of two random numbers between 0 and 26.  Super OOD monsters are quite rare, unless you [[scumming|scum]] on a floor for several thousand turns.  They can happen after you reach 1400-117*depth turns (e.g. on D:13, they can happen at level generation) and the initial chance is 0.02%. After 3000 turns have passed, the chance increases until you reach 12,000 turns, at which point all monsters generated (if any) are created using the second super OOD method only.&lt;br /&gt;
*[[Vault]]s will often contain overly powerful monsters: the vault designer can put in a random OOD monster via the above mentioned &amp;quot;8&amp;quot; glyph, or can specifically hard-code a difficult monster in a vault that can appear early on.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Since [[0.21]] monsters no longer spawn after level-generation in most places.&lt;br /&gt;
&lt;br /&gt;
[[Category:Monsters|*]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Flayed&amp;diff=52627</id>
		<title>Flayed</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Flayed&amp;diff=52627"/>
				<updated>2020-07-18T15:05:28Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
&lt;br /&gt;
'''Flayed''' is a [[status effect]] which can be inflicted on you by [[flayed ghost]]s. Each time you are flayed, you'll &amp;quot;lose&amp;quot; a moderate amount of [[HP]] which is proportional to your max HP; each additional hit by it will increase the amount of flayed damage (but can never reduce you below 35 HP) and reset the effect's timer. This damage can be healed through normal means, and attacks which reduce you to 0 HP after being flayed are lethal, but the flayed damage itself is illusory; all such damage will be immediately healed the moment you kill the flayed ghost or spend enough time out of its [[line of sight]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Flayed was added in [[0.13]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Glaive_of_the_Guard&amp;diff=52626</id>
		<title>Glaive of the Guard</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Glaive_of_the_Guard&amp;diff=52626"/>
				<updated>2020-07-18T15:01:20Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
{{flavour|A glaive commissioned several years ago by a wealthy queen fearful for the safety of her vast treasury. No foe, the smith promised, could defeat a guard wielding such a weapon!&lt;br /&gt;
&lt;br /&gt;
It was stolen a few months later, along with the rest of the queen's treasury; the guard, it transpired, had been caught napping. Still, it would serve more than adequately in hands of a waking user.}}&lt;br /&gt;
[[File:Glaive_of_the_guard.png]] '''''the +8 glaive of the Guard'''''&lt;br /&gt;
&lt;br /&gt;
+8 [[glaive]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Electrocution]] brand&amp;lt;br&amp;gt;&lt;br /&gt;
+5 AC&amp;lt;br&amp;gt;&lt;br /&gt;
[[See invisible]]&amp;lt;br&amp;gt;&lt;br /&gt;
Allows [[Berserk]]&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''glaive of the Guard'''&amp;lt;ref&amp;gt;{{source ref|0.24.1|art-data.txt|442}}&amp;lt;/ref&amp;gt; has a decent enchantment level and provides you with a number of reasonably useful intrinsics. Even though electrocution is normally better on small, fast weapons, this item usually does more damage against non-resistant targets than a [[bardiche]] of [[flaming]] or [[freezing]], especially when you have a few levels in [[Evocations]] for its evokable berserk. Not a bad weapon overall.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.15]], the glaive of the Guard had a +5, +8 enchantment level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Polearms]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Glaive&amp;diff=52625</id>
		<title>Glaive</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Glaive&amp;diff=52625"/>
				<updated>2020-07-18T14:58:09Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
{{weapon&lt;br /&gt;
 |name      = Glaive&lt;br /&gt;
 |cost      = 55&lt;br /&gt;
 |weight    = 20.0&lt;br /&gt;
 |skill     = Polearms&lt;br /&gt;
 |damage    = 15&lt;br /&gt;
 |accuracy  = -3&lt;br /&gt;
 |basedelay = 17 (170%)&lt;br /&gt;
 |mindelay  = 7 at skill 20&lt;br /&gt;
 |hands     = 2H&lt;br /&gt;
 |size      = Large&lt;br /&gt;
 |damtype   = Chopping&lt;br /&gt;
 |ranged    = No&lt;br /&gt;
 |acquirement = 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A pole with a large, heavy blade on one end.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;To know the perfect length of your ſhort ſtaffe, or half Pike, Forreſt bil, Partiſan, or Gleue, or ſuch like weapons of vantage and perfect lenghts, you ſhall ſtand vpright, holding the ſtaffe vpright cloſe by your body, with your left hãd, reaching with your right hand your ſtaffe as high as you can, and then allow to that length a ſpace to ſet both your hands, when you come to fight, wherein you may conueniently ſtrike, thrust and ward, &amp;amp; that is the iuſt length according to you ſtature. And this note, that theſe lengths will commonly fall out to be eight or nine foor long, and will fit, although not iuſt, the ſtatures of all men, without any hindrance at all vnto them in their fight, becauſe in any weapon wherin the hands may be remoued, and at libertie, to make the weapon lõger or ſhorter in fight at his pleaſure, a foot of the ſtaffe behind the backmost hand doth no harme.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
-George Silver, _Paradoxes of Defence_, 1599}}&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|This weapon falls into the '[[Polearms]]' category. It is a two handed weapon.}}&lt;br /&gt;
&lt;br /&gt;
The '''glaive''' is the largest of the common polearms, dealing respectable damage once you've put in the skill investment needed to bring them to min delay. As weapons with high base damage, they work particularly well with such brands as [[freezing]], [[flaming]], and [[holy wrath]]. Although glaives are decent weapons, some players may prefer a [[demon trident]]/[[trishula]] in order to allow use of a [[shields|shield]] as well, and characters with sufficiently high Polearms skill may wish to eventually upgrade to a [[bardiche]].&lt;br /&gt;
&lt;br /&gt;
Like all polearms, glaives are capable of making [[reaching]] attacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || Image&lt;br /&gt;
|-&lt;br /&gt;
| '''Mundane''' || [[File:Glaive1.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical''' || [[File:Glaive2.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Artifact''' || [[File:Glaive3.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || [[Unrandart]]s&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Glaive of Prune]]''' || [[File:Glaive of prune.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Glaive of the Guard]]''' || [[File:Glaive of the guard.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.10]], these lacked innate reaching and had a greater (18) base delay.&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Polearms]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mirror_Damage&amp;diff=52624</id>
		<title>Mirror Damage</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mirror_Damage&amp;diff=52624"/>
				<updated>2020-07-18T14:41:02Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
'''Mirror Damage''' is a monster-only spell which causes any damage inflicted on the caster to also be inflicted on the attacker, similar to [[Yredelemnul]]'s Pain Mirror ability. This damage is not affected by any resistances you have: whatever damage the caster takes, you take too (although [[Deep Dwarf#Damage Reduction|deep dwarf damage shaving]] still works). The caster's glyph will change colors while this is in effect, and it lasts for roughly 20 turns.&lt;br /&gt;
&lt;br /&gt;
The following enemies cast Mirror Damage:&lt;br /&gt;
*{{monsterlink|Unborn}}&lt;br /&gt;
*{{monsterlink|Deep dwarf death knight}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Any time you see either of these casters coming at you, pay close attention for them to begin use of this spell. Any time you see the message, &amp;quot;X kneels in prayer and is bathed in unholy energy,&amp;quot; that means it has activated Mirror Damage. Try to snipe these casters when their shields are down, and focus your fire elsewhere in the meantime. Alternatively, summoned allies can fight them for you, but this will chew through your army quickly.&lt;br /&gt;
&lt;br /&gt;
Be aware that Mirror Damage can affect you even if the caster is out of your [[line of sight]]. Be ''extremely'' cautious using high-level spells while fighting enemies with Mirror Damage. You might strike them off-screen, particularly in the case of spells like [[Fire Storm]] and [[Ice Storm]]. Even if you hit them while their shields are down, they could raise them at any point during your spell's duration.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Unborn were merged into [[Death knight (monster)|Death Knights]] in [[0.17]] [http://crawl.develz.org/wordpress/trunk-updates-29-march-2015].&lt;br /&gt;
*In [[0.15]], Deep dwarf death knights were replaced by human [[death knight (monster)|death knights]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Singing_Sword&amp;diff=52622</id>
		<title>Singing Sword</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Singing_Sword&amp;diff=52622"/>
				<updated>2020-07-18T14:05:05Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|025}}&lt;br /&gt;
{{flavour|An enchanted blade which loves nothing more than to sing to its owner, whether they want it to or not. The sword may sing so intensely that it radiates damaging sonic waves as you strike, especially in combat involving dangerous or numerous foes.}}&lt;br /&gt;
[[File:Singing_sword.png]] '''''the +7 Singing Sword'''''&lt;br /&gt;
&lt;br /&gt;
+7 [[double sword]]&lt;br /&gt;
&lt;br /&gt;
[[Vorpal]] brand&amp;lt;br&amp;gt;&lt;br /&gt;
Makes noise&amp;lt;br&amp;gt;&lt;br /&gt;
Damages everything (excluding the user) in [[LOS]]&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''Singing Sword'''&amp;lt;ref&amp;gt;{{source ref|0.25.0|art-data.txt|173}}&amp;lt;/ref&amp;gt; is, admittedly, a fairly powerful weapon; a +7 vorpal [[double sword]] is quite effective in the hands of a skilled [[Long Blades]]-user, though perhaps not end-game quality. Its [[noise]]-generating properties are also not so terrible. When the sword hits an enemy, it may begin singing with both noise and chances to happen raising with [[tension]]. This makes it a dreadful choice for a [[stabber]], and may result in enemies nearby waking up and joining the fight on occasion, but it by no means rules the weapon out as dangerously unusable.&lt;br /&gt;
&lt;br /&gt;
Every time the sword sings, it deals a small amount of irresistible damage to all monsters in your [[line of sight]] (including allies!), softening up hordes and potentially helping you take down powerful foes. The damage also raises with tension, reaching the maximum in irresponsibly dangerous situations, and thus shouldn't be a major deciding factor in whether or not you wield this artefact, but it bears mentioning.&lt;br /&gt;
&lt;br /&gt;
At the highest singing effect, the sword's name changes to the Screaming Sword. When [[silence]]d, the sword's name instead changes to the Sulking Sword and no noise or damage are produced.&lt;br /&gt;
&lt;br /&gt;
===Screaming Mechanics===&lt;br /&gt;
The Singing Sword has tiers derived from tension to determine the chance to cast its Sonic Wave spell. If the character wearing the weapon is not the player, then only the first tier applies.&amp;lt;ref&amp;gt;{{source ref|0.25.0|art-func.h|384}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier&lt;br /&gt;
!Tension&lt;br /&gt;
!Noise&lt;br /&gt;
!Chance to cast Sonic Wave&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|0+&lt;br /&gt;
|0&lt;br /&gt;
|1/4&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|20+&lt;br /&gt;
|20&lt;br /&gt;
|3/8&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|40+&lt;br /&gt;
|30&lt;br /&gt;
|1/2&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|60+&lt;br /&gt;
|40&lt;br /&gt;
|1/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Damage is calculated as follows: 2d(5 + (100 + 13 * (tier - 1) + (tier == 4 ? 36 : 0)) / 10)&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*The Singing Sword's sonic damage effect is stronger, can trigger at low tension, and triggers only on-hit. It also gains the vorpal brand in [[0.23]].&lt;br /&gt;
*Prior to [[0.14]], this weapon was significantly worse; its base type was a [[long sword]] and it generated significant amounts of noise regardless of the presence of monsters.&lt;br /&gt;
*[[0.9]] added the LOS damage during high tension.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Long blades]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Singing_Sword&amp;diff=52621</id>
		<title>Singing Sword</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Singing_Sword&amp;diff=52621"/>
				<updated>2020-07-18T14:00:28Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|025}}&lt;br /&gt;
{{flavour|An enchanted blade which loves nothing more than to sing to its owner, whether they want it to or not. The sword may sing so intensely that it radiates damaging sonic waves as you strike, especially in combat involving dangerous or numerous foes.}}&lt;br /&gt;
[[File:Singing_sword.png]] '''''the +7 Singing Sword'''''&lt;br /&gt;
&lt;br /&gt;
+7 [[double sword]]&lt;br /&gt;
&lt;br /&gt;
[[Vorpal]] brand&amp;lt;br&amp;gt;&lt;br /&gt;
Makes noise&amp;lt;br&amp;gt;&lt;br /&gt;
Damages everything (excluding the user) in [[LOS]]&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''Singing Sword'''&amp;lt;ref&amp;gt;{{source ref|0.24.1|art-data.txt|174}}&amp;lt;/ref&amp;gt; is, admittedly, a fairly powerful weapon; a +7 vorpal [[double sword]] is quite effective in the hands of a skilled [[Long Blades]]-user, though perhaps not end-game quality. Its [[noise]]-generating properties are also not so terrible. When the sword hits an enemy, it may begin singing with both noise and chances to happen raising with [[tension]]. This makes it a dreadful choice for a [[stabber]], and may result in enemies nearby waking up and joining the fight on occasion, but it by no means rules the weapon out as dangerously unusable.&lt;br /&gt;
&lt;br /&gt;
Every time the sword sings, it deals a small amount of irresistible damage to all monsters in your [[line of sight]] (including allies!), softening up hordes and potentially helping you take down powerful foes. The damage also raises with tension, reaching the maximum in irresponsibly dangerous situations, and thus shouldn't be a major deciding factor in whether or not you wield this artefact, but it bears mentioning.&lt;br /&gt;
&lt;br /&gt;
At the highest singing effect, the sword's name changes to the Screaming Sword. When [[silence]]d, the sword's name instead changes to the Sulking Sword and no noise or damage are produced.&lt;br /&gt;
&lt;br /&gt;
===Screaming Mechanics===&lt;br /&gt;
The Singing Sword has tiers derived from tension to determine the chance to cast its Sonic Wave spell. If the character wearing the weapon is not the player, then only the first tier applies.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier&lt;br /&gt;
!Tension&lt;br /&gt;
!Noise&lt;br /&gt;
!Chance to cast Sonic Wave&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|0+&lt;br /&gt;
|0&lt;br /&gt;
|1/4&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|20+&lt;br /&gt;
|20&lt;br /&gt;
|3/8&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|40+&lt;br /&gt;
|30&lt;br /&gt;
|1/2&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|60+&lt;br /&gt;
|40&lt;br /&gt;
|1/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Damage is calculated as follows: 2d(5 + (100 + 13 * (tier - 1) + (tier == 4 ? 36 : 0)) / 10)&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*The Singing Sword's sonic damage effect is stronger, can trigger at low tension, and triggers only on-hit. It also gains the vorpal brand in [[0.23]].&lt;br /&gt;
*Prior to [[0.14]], this weapon was significantly worse; its base type was a [[long sword]] and it generated significant amounts of noise regardless of the presence of monsters.&lt;br /&gt;
*[[0.9]] added the LOS damage during high tension.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Long blades]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Singing_Sword&amp;diff=52620</id>
		<title>Singing Sword</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Singing_Sword&amp;diff=52620"/>
				<updated>2020-07-18T09:47:38Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|025}}&lt;br /&gt;
{{flavour|An enchanted blade which loves nothing more than to sing to its owner, whether they want it to or not. The sword may sing so intensely that it radiates damaging sonic waves as you strike, especially in combat involving dangerous or numerous foes.}}&lt;br /&gt;
[[File:Singing_sword.png]] '''''the +7 Singing Sword'''''&lt;br /&gt;
&lt;br /&gt;
+7 [[double sword]]&lt;br /&gt;
&lt;br /&gt;
[[Vorpal]] brand&amp;lt;br&amp;gt;&lt;br /&gt;
Makes noise&amp;lt;br&amp;gt;&lt;br /&gt;
Damages everything (excluding the user) in [[LOS]]&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''Singing Sword'''&amp;lt;ref&amp;gt;{{source ref|0.24.1|art-data.txt|174}}&amp;lt;/ref&amp;gt; is, admittedly, a fairly powerful weapon; a +7 vorpal [[double sword]] is quite effective in the hands of a skilled [[Long Blades]]-user, though perhaps not end-game quality. Its [[noise]]-generating properties are also not so terrible. When the sword hits an enemy, it may begin singing with both noise and chances to happen raising with [[tension]]. This makes it a dreadful choice for a [[stabber]], and may result in enemies nearby waking up and joining the fight on occasion, but it by no means rules the weapon out as dangerously unusable.&lt;br /&gt;
&lt;br /&gt;
Every time the sword sings, it deals a small amount of irresistible damage to all monsters in your [[line of sight]] (including allies!), softening up hordes and potentially helping you take down powerful foes. The damage also raises with tension, reaching the maximum in irresponsibly dangerous situations, and thus shouldn't be a major deciding factor in whether or not you wield this artefact, but it bears mentioning.&lt;br /&gt;
&lt;br /&gt;
At the highest singing effect, the sword's name changes to the Screaming Sword. When [[silence]]d, the sword's name instead changes to the Sulking Sword and no noise or damage are produced.&lt;br /&gt;
&lt;br /&gt;
===Screaming Mechanics===&lt;br /&gt;
The Singing Sword has tiers derived from tension to determine the chance to cast its Sonic Wave spell.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier&lt;br /&gt;
!Tension&lt;br /&gt;
!Noise&lt;br /&gt;
!Chance to cast Sonic Wave&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|0+&lt;br /&gt;
|0&lt;br /&gt;
|1/4&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|20+&lt;br /&gt;
|20&lt;br /&gt;
|3/8&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|40+&lt;br /&gt;
|30&lt;br /&gt;
|1/2&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|60+&lt;br /&gt;
|40&lt;br /&gt;
|1/2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Damage is calculated as follows: 2d(5 + (100 + 13 * (tier - 1) + (tier == 4 ? 36 : 0)) / 10)&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*The Singing Sword's sonic damage effect is stronger, can trigger at low tension, and triggers only on-hit. It also gains the vorpal brand in [[0.23]].&lt;br /&gt;
*Prior to [[0.14]], this weapon was significantly worse; its base type was a [[long sword]] and it generated significant amounts of noise regardless of the presence of monsters.&lt;br /&gt;
*[[0.9]] added the LOS damage during high tension.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Long blades]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Skin_of_Zhor&amp;diff=52598</id>
		<title>Skin of Zhor</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Skin_of_Zhor&amp;diff=52598"/>
				<updated>2020-07-17T16:19:51Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
{{flavour|The smelly skin of some strange animal, native to cold and distant lands. It radiates the chill of its native habitat, slowing creatures from warmer climes.}}&lt;br /&gt;
[[File:Skin_of_zhor.png]] '''''the +4 skin of Zhor'''''&lt;br /&gt;
&lt;br /&gt;
+4 [[animal skin]]&lt;br /&gt;
&lt;br /&gt;
Passive [[Metabolic Englaciation]]&amp;lt;br&amp;gt;&lt;br /&gt;
rC+++&amp;lt;br&amp;gt;&lt;br /&gt;
[[See invisible]]&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''skin of Zhor'''&amp;lt;ref&amp;gt;{{source ref|0.24.1|art-data.txt|793}}&amp;lt;/ref&amp;gt; provides an advantage to the player in many situations. Being almost immune to the cold is a game changer in frost-themed branches or when facing monsters with powerful cold attacks. It's an excellent choice if you find it in time to explore an [[Ice Cave]].&lt;br /&gt;
&lt;br /&gt;
When fighting non-cold-resistant opponents, they will be slowed by the chilling effect. Any character, specially those unable to cast Metabolic Englaciation, will have an easier time against vulnerable foes. See invisible is also nice to have, making the skin of Zhor a good choice for EV characters.&lt;br /&gt;
&lt;br /&gt;
However, players that rely on AC or those with other sources of cold resistance won't benefit from this armour. Also, the chilling effect will be less effective in the late game.&lt;br /&gt;
&lt;br /&gt;
===Chilling Effect Mechanics===&lt;br /&gt;
When monsters are nearby, there is a 1 in 7 chance every turn that Metabolic Englaciation will be cast with a spell power of 30&amp;lt;ref&amp;gt;{{source ref|0.23.0|art-func.h|1415}}&amp;lt;/ref&amp;gt;. This requires no action from the player, no skills to be trained and will not hamper stealth. But because of the low spell power, it can be resisted by high HD monsters.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*The skin of Zhor gained SInv and a passive Metabolic Englaciation effect in [[0.23]].&lt;br /&gt;
*Prior to [[0.14]], the Skin of Zhor only provided rC++.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Body armour]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Skin_of_Zhor&amp;diff=52597</id>
		<title>Skin of Zhor</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Skin_of_Zhor&amp;diff=52597"/>
				<updated>2020-07-17T16:10:09Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
{{flavour|The smelly skin of some strange animal, native to cold and distant lands. It radiates the chill of its native habitat, slowing creatures from warmer climes.}}&lt;br /&gt;
[[File:Skin_of_zhor.png]] '''''the +4 skin of Zhor'''''&lt;br /&gt;
&lt;br /&gt;
+4 [[animal skin]]&lt;br /&gt;
&lt;br /&gt;
Passive [[Metabolic Englaciation]]&amp;lt;br&amp;gt;&lt;br /&gt;
rC+++&amp;lt;br&amp;gt;&lt;br /&gt;
[[See invisible]]&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''skin of Zhor'''&amp;lt;ref&amp;gt;{{source ref|0.24.1|art-data.txt|793}}&amp;lt;/ref&amp;gt; provides an advantage to the player in many situations. Being almost immune to the cold is a game changer in frost-themed branches or when facing monsters with powerful cold attacks, it's an excellent choice if you find it in time to explore an [[Ice Cave]].&lt;br /&gt;
&lt;br /&gt;
When fighting non-cold-resistant opponents, they will be slowed by the chilling effect. Any character, specially those unable to cast Metabolic Englaciation, will have an easier time against vulnerable foes. See invisible is also nice to have, making the skin of Zhor a good choice for EV characters.&lt;br /&gt;
&lt;br /&gt;
However, players that rely on AC or those with other sources of cold resistance won't benefit from this armour. Also, the chilling effect will be less effective in the late game.&lt;br /&gt;
&lt;br /&gt;
===Chilling Effect Mechanics===&lt;br /&gt;
When monsters are nearby, there is a 1 in 7 chance every turn that Metabolic Englaciation will be cast with a spell power of 30&amp;lt;ref&amp;gt;{{source ref|0.23.0|art-func.h|1415}}&amp;lt;/ref&amp;gt;. This requires no action from the player, no skills to be trained and will not hamper stealth. But because of the low spell power, it can be resisted by high HD monsters.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*The skin of Zhor gained SInv and a passive Metabolic Englaciation effect in [[0.23]].&lt;br /&gt;
*Prior to [[0.14]], the Skin of Zhor only provided rC++.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Body armour]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Skin_of_Zhor&amp;diff=52593</id>
		<title>Skin of Zhor</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Skin_of_Zhor&amp;diff=52593"/>
				<updated>2020-07-17T10:09:44Z</updated>
		
		<summary type="html">&lt;p&gt;Robertxgray: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
{{flavour|The smelly skin of some strange animal, native to cold and distant lands. It radiates the chill of its native habitat, slowing creatures from warmer climes.}}&lt;br /&gt;
[[File:Skin_of_zhor.png]] '''''the +4 skin of Zhor'''''&lt;br /&gt;
&lt;br /&gt;
+4 [[animal skin]]&lt;br /&gt;
&lt;br /&gt;
Passive [[Metabolic Englaciation]]&amp;lt;br&amp;gt;&lt;br /&gt;
rC+++&amp;lt;br&amp;gt;&lt;br /&gt;
[[See invisible]]&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
While wearing the '''skin of Zhor'''&amp;lt;ref&amp;gt;{{source ref|0.24.1|art-data.txt|793}}&amp;lt;/ref&amp;gt;, if there are monsters nearby, there is a 1 in 7 chance every turn that Metabolic Englaciation will be cast with a spell power of 30&amp;lt;ref&amp;gt;{{source ref|0.23.0|art-func.h|1415}}&amp;lt;/ref&amp;gt;. This will often slow non cold resistant monsters on sight while also providing rC+++, SInv and a hight enchantment, making the skin of Zhor very useful for any EV character.&lt;br /&gt;
&lt;br /&gt;
Note that the chilling effect will not affect your stealth, but because of the low spell power, it can be easily resisted by high HD monsters. This cannot be improved by training Evocations or any other skill.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*The skin of Zhor gained SInv and a passive Metabolic Englaciation effect in [[0.23]].&lt;br /&gt;
*Prior to [[0.14]], the Skin of Zhor only provided rC++.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Body armour]]&lt;/div&gt;</summary>
		<author><name>Robertxgray</name></author>	</entry>

	</feed>