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		<updated>2026-05-07T02:43:26Z</updated>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talisman_of_death&amp;diff=81091</id>
		<title>Talisman of death</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talisman_of_death&amp;diff=81091"/>
				<updated>2024-09-02T02:43:26Z</updated>
		
		<summary type="html">&lt;p&gt;Senlim: updated for 0.32&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
{{flavour|A lone finger-bone, infused with dark power through a sickening ritual. Transforms the user into an undying offense against life itself.&lt;br /&gt;
&lt;br /&gt;
Foes struck by user's melee weapons or hands are weakened, slowed, and drained, and they can heal themselves by tormenting foes nearby. (Shapeshifting skill increases the effectiveness of the latter.) The user also resists cold and is immune to poison, miasma, negative energy, and torment.&lt;br /&gt;
&lt;br /&gt;
The user also gains some of the more dubious benefits of having an undead body. They are vulnerable to holy damage and Dispel Undead, and cannot consume potions.}}&lt;br /&gt;
&lt;br /&gt;
[[File:talisman of death.png]] A '''talisman of death''' ('''death talisman''') is a [[talisman]] that changes you into '''Death Form'''.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
When e'''V'''oked, a talisman of death turns you into Death Form, which lasts until you end the form. Entering or exiting a form takes 5 turns.&lt;br /&gt;
&lt;br /&gt;
Death Form has the following effects:&lt;br /&gt;
&lt;br /&gt;
'''Combat Bonuses'''&lt;br /&gt;
* '''[[Unarmed Combat]]:''' 9 base damage.&lt;br /&gt;
* All melee attacks (including weapons) inflict [[drain]], [[slow]], and [[weak]]ness for 3-6 turns. [[Nonliving]] monsters are completely immune, but [[demon]]s, [[undead]], etc. can be slowed and weakened.&amp;lt;ref&amp;gt;{{source ref|0.31-b1|melee-attack.cc|678}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''Siphon Essence:''' Active ability (20 MP). Inflicts [[torment]] to susceptible enemies within 2 tiles, then heals you for 100% of damage dealt, with a cap of &amp;lt;code&amp;gt;(19 + 3 * Shapeshifting) / 2&amp;lt;/code&amp;gt; (50 at max skill).&amp;lt;ref&amp;gt;{{source ref|0.31-b1|ability.cc|2497}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Resistances'''&lt;br /&gt;
* [[Willpower]]+&lt;br /&gt;
* Standard '''[[undead]]''' resistances:&lt;br /&gt;
** [[Cold resistance|rC+]]&lt;br /&gt;
** Immunity to [[poison]] and [[miasma]].&lt;br /&gt;
** [[Life protection|rN+++]] and immune to [[torment]]&lt;br /&gt;
** Cannot be [[mutate]]d. Receive [[stat drain]] if you would be mutated.&lt;br /&gt;
** Cannot be [[polymorph]]ed.&lt;br /&gt;
** Vulnerable to [[holy]], [[holy wrath]], and [[Dispel Undead]].&lt;br /&gt;
&lt;br /&gt;
'''Restrictions'''&lt;br /&gt;
* '''[[Transformation#Useful Info|Melded Gear]]:''' None.&lt;br /&gt;
* Cannot drink [[potion]]s.&lt;br /&gt;
* Cannot use certain forms of [[Necromancy]] ([[Sublimation of Blood]], [[Borgnjor's Revivification]], [[Death's Door]]). The holy wrath brand will not function on weapons you wield.&lt;br /&gt;
&lt;br /&gt;
Death Form keeps most [[mutation]]s, does not change your [[size]], and gives no innate bonus to HP / [[AC]].&lt;br /&gt;
&lt;br /&gt;
Death Form has a minimum [[Shapeshifting]] skill of 23, below which you get an [[Talisman#Skill|HP penalty]]. Maximum skill is 27, which is the cap on Shapeshifting itself.&lt;br /&gt;
&lt;br /&gt;
[[Vampire]]s cannot use this item, even when alive, as they are already undead.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Death Form is most useful in the [[extended game]]. Not having access to potions is a hefty penalty, but Death Form gives immunity to two important things: [[torment]] and [[mutation]]. If you don't plan on going into extended, Death Form generally isn't worth the XP investment.&lt;br /&gt;
&lt;br /&gt;
Compared to other forms, Death Form is an oddity. It doesn't give many combat bonuses, but it does let you keep all your equipment. Also, while Death Form has less damage, it is strong in 1v1 fights, as the melee debuffs are powerful. Overall, it can have some use before extended, though you'll be missing out on the raw power of Storm Form.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Talismans of death were introduced in [[0.31]], along with talismans themselves. It replaces the level 8 [[Necromancy]]/[[Transmutation]] spell, [[Necromutation]] (lichform).&lt;br /&gt;
:Previously, lich form gave +6 AC, 5 base unarmed combat damage with a [[draining]] branded attack and a [[spell enhancer]] for [[Necromancy]], but it did not weaken/slow enemies on hit or have the Siphon Essence ability.&lt;br /&gt;
*Early versions of Siphon Essence worked on undead and demonic monsters.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Forms}}&lt;/div&gt;</summary>
		<author><name>Senlim</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=81090</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=81090"/>
				<updated>2024-09-02T02:42:30Z</updated>
		
		<summary type="html">&lt;p&gt;Senlim: updated for 0.32&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: they may become alive. A bloodless Vampire has the traits of an undead (immunity to poisons, negative energy and torment, resistant to damage from the cold), but cannot physically regenerate when monsters are in sight and are less resilient. On the other hand, a Vampire full with blood will regenerate very quickly, but will lose all undead powers. Upon growing, they learn to transform into fast-moving bats. Unlike other undead species, they may be mutated normally at all times.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*'''[[Acute Vision]]:''' Vampires can [[see invisible]].&lt;br /&gt;
*'''[[Fangs|Fangs 3]]:''' Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. While Bloodless, vampires can also restore a small amount of HP every time they successfully bite a living foe.&lt;br /&gt;
* Vampires can change blood level (Alive or Bloodless) at will. See below for more details.&lt;br /&gt;
*Vampires are [[undead]], which results in the following traits ''even when Alive'':&lt;br /&gt;
**Vampires may not worship [[Zin]], [[Elyvilon]], or [[the Shining One]]. The holy wrath brand will not function on weapons they wield.&lt;br /&gt;
**Vampires are vulnerable to [[holy]] damage, weapons of holy wrath, and [[Dispel Undead]]. (However, Dispel Undead will never be used against the player when alive due to how monsters check vulnerability).&lt;br /&gt;
**Vampires can never cast [[Borgnjor's Revivification]] or [[Death's Door]], nor can they enter [[Death Form]].&lt;br /&gt;
**Vampires cannot become [[Cause Fear|afraid]].&lt;br /&gt;
**Vampires may still [[mutate]], regardless of blood level.&lt;br /&gt;
&lt;br /&gt;
Vampires have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers) and have normal base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
===Blood-Dependent Stats===&lt;br /&gt;
[[File:Exsanguinate.png]] [[File:Revivify.png]] Vampires may switch between Alive and Bloodless using their natural abilities Exsanguinate and Revivify. Both abilities take 60 [[aut]]s (6 turns) to complete. Additionally, when transitioning from Bloodless back to Alive, you gain one temporary rank of the [[Frail]] [[mutation]] (-10% Maximum HP); like other temporary mutations, this will eventually fade as you gain [[experience]].&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! || Alive ||  Bloodless&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Regeneration rate|Regeneration]]''' || Fast (+0.2HP/turn) || None while monsters are visible&lt;br /&gt;
|-&lt;br /&gt;
| '''HP Modifier''' || None || -20% HP&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Stealth]] Boost''' || None || +100 to [[Stealth#Stealth Score|Stealth Score]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Vampiric]] [[Auxiliary attack|Bite]]''' || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
!colspan=3 align=&amp;quot;center&amp;quot;| ''Resistances''&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Poison]] Resistance''' || No || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Cold]] Resistance''' || None || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Negative Energy]] Resistance''' || None || 3&lt;br /&gt;
|- &lt;br /&gt;
| '''[[Torment]] Resistance''' || No || Yes&lt;br /&gt;
|- &lt;br /&gt;
!colspan=3 align=&amp;quot;center&amp;quot;| ''Transformations''&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Bat Form]]''' ability || No || Yes (level 3)&lt;br /&gt;
|- &lt;br /&gt;
| '''Other [[Transformation]]s&amp;lt;br&amp;gt; and [[Berserk]]''' || Yes ||  No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bloodless vampires also have the following properties:&lt;br /&gt;
*Lacking blood: [[Sublimation of Blood]] is unavailable, and [[skyshark]]s do not benefit from bloodzerk.&lt;br /&gt;
*[[Unbreathing]]: Immune to [[water elemental|drowning]] damage and to [[ballistomycete spore|spore confusion]].&lt;br /&gt;
*Cannot be put to [[sleep]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Gladiator]], [[Brigand]]&lt;br /&gt;
*'''Warrior-mages:''' [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[dexterity]] or [[intelligence]] every 5th level.&lt;br /&gt;
*Average [[hit points]].&lt;br /&gt;
*+4 [[willpower]] per level.&lt;br /&gt;
*[[File:Bat form.png]] Starting at level 3, vampires can change to [[Bat Form]] at will when Bloodless. &lt;br /&gt;
**This allows movement at [[spriggan]] speed (6 auts instead of 10) and increases your base [[dexterity]] by 5, but temporarily drains all of your stats by 2 each, disables many items, melds all armour and jewellery except your [[amulet]], prevents spellcasting, and weakens melee attacks. Wands and divine abilities may still be used while in bat form. Entering bat form costs 2 MP and provides [[flight]] for the extent of the transformation.&lt;br /&gt;
{{flavour|Transforms the user into a swift-moving vampire bat, increasing evasion but substantially weakening melee attacks. The transformation drains the user's attributes.&lt;br /&gt;
&lt;br /&gt;
While transformed, any equipped weapons, armour and rings are melded, and the user becomes unable to cast spells.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with all the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
As long as you play according to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it becomes available at level 3 (but only when Bloodless). Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency coupled with their exceptional Stealth aptitude and stealth bonus when Bloodless means that Vampires are particularly well suited to the [[Enchanter]] background.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Exactly how to use your variable blood states will depend on a number of things. At Bloodless, you suffer reduced health and hindered regeneration (bad) in exchange for Bat Form (good), increased stealth (depends), and several resistances (helpful, but somewhat situational).&lt;br /&gt;
&lt;br /&gt;
Keep in mind that switching blood states requires a significant delay. Try to anticipate situations where you might want increased regeneration or your undead resistances and set up ahead of time, as trying to switch mid-fight may well be suicidal.&lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only while Bloodless. Furthermore, it renders you mostly helpless and drains your stats each time you use it, so try not to over-rely on escaping as a bat.&lt;br /&gt;
&lt;br /&gt;
You can cope with limited HP regeneration while Bloodless in a number of ways:&lt;br /&gt;
*Reusable options available regardless of god choice include stabbing living enemies, casting the [[Vampiric Draining]] spell, or wielding a [[vampiric]]-branded weapon. Unfortunately, these methods are of almost no use in the [[Crypt]], [[Pan]], [[Hell]]s, or [[Tomb]], which are dominated by unholy creatures that provide no health in this way.&lt;br /&gt;
*In an emergency situation, [[potion]]s can still be used.&lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, it does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Unlike most other attack options, many combat-oriented [[Invocations]] are not disabled while in Bat Form. This is the basis of various self-imposed challenges that center around staying in Bat Form as much as possible by, for instance, worshiping Makhleb and using its destruction and summoning abilities to dispatch enemies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.27]], vampires were explicitly [[unbreathing]].&lt;br /&gt;
*Prior to [[0.24]], vampires had a hunger clock. Instead of using food like other species, they could drink blood directly from corpses (using '''e''') or bottle the blood into [[potion of blood|potions]] (using '''c''') to drink later. When at least Full, vampires would both heal and hunger quickly but lost all of their undead benefits. When Thirsty or below, they healed and hungered slowly, but could enter Bat Form and their undead traits would gradually assert themselves the closer to Bloodless they became. Additionally, entering Bat Form did not incur stat reduction.&lt;br /&gt;
*Prior to [[0.22]], vampires could not use wands while in bat form.&lt;br /&gt;
*Prior to [[0.19]], vampires had six distinct satiation states instead of four.&lt;br /&gt;
*Prior to [[0.17]], vampires did not gain a stat every 5th level.&lt;br /&gt;
*Prior to [[0.16]] vampire characters couldn't bottle up blood from the beginning.&lt;br /&gt;
*Prior to [[0.15]] thirsty vampires received only half the effect from most potions. Also, vampires wouldn't mutate and would lose the effect of mutations at or below near bloodless.&lt;br /&gt;
*Prior to [[0.13]], vampires could not cast [[Cure Poison]], even when they had blood.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Senlim</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ghoul&amp;diff=81089</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ghoul&amp;diff=81089"/>
				<updated>2024-09-02T02:41:12Z</updated>
		
		<summary type="html">&lt;p&gt;Senlim: updated for 0.32&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
{{flavour|Ghouls are horrible undead creatures that sleep in their graves for years on end, only to rise and stalk the living. Slain foes heal these monstrous beings as they feast on the macabre energies released.&lt;br /&gt;
&lt;br /&gt;
They aren't very good at doing most things, although they make decent unarmed fighters with their claws and, due to their contact with the grave, can use ice, earth and death magic without too many difficulties.&lt;br /&gt;
&lt;br /&gt;
Like other undead, ghouls are naturally immune to poisons, negative energy and torment; have little warmth left to be affected by cold; and are not susceptible to mutations.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Ghouls are '''[[undead]]''' and have the following innate traits:&lt;br /&gt;
**'''[[Cold Resistance 1]]''': Ghouls are resistant to cold.&lt;br /&gt;
**'''[[Life Protection 3]]''': Ghouls are resistant to [[negative energy]].&lt;br /&gt;
**'''[[Poison Resistance|Poison Immunity]]''': Ghouls are immune to poison.&lt;br /&gt;
**'''[[Torment Immunity]]''': Ghouls cannot be tormented.&lt;br /&gt;
**Ghouls cannot gain [[mutation]]s, use [[talisman]]s, or be [[polymorph]]ed. When mutated, they receive [[stat]] penalties instead.&lt;br /&gt;
**Ghouls are [[unbreathing]], cannot be put to [[sleep]], cannot go [[berserk]], and do not have [[blood]].&lt;br /&gt;
**Ghouls are vulnerable to [[Dispel Undead]], [[holy]] damage, and [[holy wrath]]-[[brand]]ed weapons. They may not worship the [[good god]]s ([[The Shining One]], [[Zin]], or [[Elyvilon]]). The holy wrath brand will not function on weapons they wield.&lt;br /&gt;
**Ghouls cannot use the spells [[Borgnjor's Revivification]], [[Death's Door]], or [[Sublimation of Blood]].&lt;br /&gt;
*'''[[Claws|Claws 1]]''': Ghouls have claws on their hands. They receive a +2 damage bonus to [[Unarmed Combat]], if they are not wearing [[gloves]].&lt;br /&gt;
*'''[[Bad mutations#Inhibited Regeneration|Inhibited Regeneration]]''': Ghouls do not heal when monsters are visible.&lt;br /&gt;
*'''Devour on Kill''': Ghouls can regain [[HP]] by killing [[Natural|living]] or [[plants|plant]] enemies, even when using spells or killing from a distance. Each killed enemy gives a 50% chance to restore &amp;lt;code&amp;gt;1d[[XL]]&amp;lt;/code&amp;gt; HP.&amp;lt;ref&amp;gt;{{source ref|0.31.0|mon-death.cc|2307}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ghouls have a base [[Strength]] of 11, [[Intelligence]] of 7, and [[Dexterity]] of 4 (before Background modifiers). They have normal base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Gladiator]], [[Monk]]&lt;br /&gt;
*'''Warrior-Mages:''' [[Warper]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]], [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
Ghouls are prohibited from becoming [[Transmuter]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] every 5th level.&lt;br /&gt;
*10% more [[HP]] than average.&lt;br /&gt;
*+3 [[willpower]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Ghouls start with the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Ghouls are a durable species with undead resistances. In particular, [[poison]] immunity helps early, while [[torment]] immunity is great in [[extended]]. If you play to their strengths (heavy armour, usually with [[Unarmed Combat]]), you can win without too much fuss. They can also be decent casters (in [[Ice Magic]], [[Necromancy]], or [[Earth Magic]] in particular). &lt;br /&gt;
&lt;br /&gt;
As undead species, Ghouls are vulnerable to [[Dispel Undead]] and [[holy]] damage. However, these types of damage are rare before reaching [[extended]]. For the early- and mid- game, all you need to watch out for are monsters with [[holy wrath]] weapons (which can really hurt if not paying attention) and a few [[unique]] monsters (like [[Josephine]]).&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Ghoul}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The most obvious way to play a Ghoul is to use your claws, as Ghouls are most proficient in Unarmed Combat, and the Claws mutation gives +2 damage. It helps most in the early game, where bare-handed combat would otherwise struggle to keep apace of weapons. Their weapon aptitudes are reasonable, so a weapon-wielding Ghoul is perfectly viable.&lt;br /&gt;
&lt;br /&gt;
They can also make for moderately competent spellcasters. They have +10% HP, good aptitudes for Ice and Earth Magic, and generally passable at most other things. If you run out of MP in the early game, you still have claws. While you probably shouldn't switch to being a 'pure caster' as a melee start, starting with a caster background isn't the worst.&lt;br /&gt;
&lt;br /&gt;
===God Choice===&lt;br /&gt;
*[[Makhleb]] is a popular choice for Ghouls; it complements a Ghoul's innate HP-for-kills, allowing them to restore health even faster.&lt;br /&gt;
*[[Kikubaaqudgha]] gives Ghouls an easy way to branch into [[Necromancy]]. Invoked [[torment]] is much more useful for Ghouls, since it won't cause self-harm.&lt;br /&gt;
*[[Okawaru]] is good for any unarmed fighter. Heroism is even more powerful for Unarmed Combat than it is for other weapon skills.&lt;br /&gt;
&lt;br /&gt;
Any of the other typically strong gods, such as [[Nemelex]], [[Ashenzari]], [[Ru]], and so on, are likewise strong for Ghouls. Do note, however, that Ghouls cannot go [[berserk]], so do not benefit nearly as much as most other species from worshiping [[Trog]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.31]], Ghouls only had 3 Int, and had -1 base MP.&lt;br /&gt;
*Prior to [[0.28]], Ghouls couldn't heal by killing plant monsters.&lt;br /&gt;
*Prior to [[0.26]], Ghouls [[rot]]ted over time. Also, they could heal by eating [[chunk]]s instead of by killing enemies.&lt;br /&gt;
*Prior to [[0.24]], Ghouls couldn't worship [[Fedhas Madash]].&lt;br /&gt;
*Prior to [[0.20]], Ghouls had Slow Regeneration 1 instead of [[Inhibited Regeneration]] and could slowly regenerate health even when monsters were visible.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Senlim</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mummy&amp;diff=81088</id>
		<title>Mummy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mummy&amp;diff=81088"/>
				<updated>2024-09-02T02:40:25Z</updated>
		
		<summary type="html">&lt;p&gt;Senlim: rephrased&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
''This page covers the player [[species]]. For the monster, see [[Mummy (monster)]]. For a list of all monstrous mummies, see [[List of mummies]].''&lt;br /&gt;
{{flavour|These are undead creatures who travel into the depths in search of revenge, redemption, or just because they want to.&lt;br /&gt;
&lt;br /&gt;
Mummies progress slowly in levels, half again as slowly as Humans in all skills except fighting, spellcasting and necromancy. The sacred embalming rituals that brought them into unlife also grant them a special connection with the divine, and as they increase in levels, they become increasingly in touch with the powers of death. However, their desiccated bodies are highly flammable. They also cannot drink.&lt;br /&gt;
&lt;br /&gt;
Like other undead, mummies are naturally immune to poisons, negative energy and torment; have little warmth left to be affected by cold; and are not susceptible to mutations.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Mummies are '''[[undead]]''' creatures, and have the following innate traits:&lt;br /&gt;
**'''[[Cold Resistance 1]]''': Mummies are resistant to cold.&lt;br /&gt;
**'''[[Life Protection 3]]''': Mummies are resistant to [[negative energy]].&lt;br /&gt;
**'''[[Poison Resistance|Poison Immunity]]''': Mummies are immune to poison.&lt;br /&gt;
**'''[[Torment Immunity]]''': Mummies cannot be tormented.&lt;br /&gt;
**Mummies cannot gain [[mutation]]s, use [[talisman]]s, or be [[polymorph]]ed. When mutated, they receive [[stat]] penalties instead.&lt;br /&gt;
**Mummies are [[unbreathing]], cannot be put to [[sleep]], cannot go [[berserk]], and do not have [[blood]].&lt;br /&gt;
**Mummies are vulnerable to [[Dispel Undead]], [[holy]] damage, and [[holy wrath]]-[[brand]]ed weapons. They may not worship the [[good god]]s ([[The Shining One]], [[Zin]], or [[Elyvilon]]). The holy wrath brand will not function on weapons they wield.&lt;br /&gt;
**Mummies cannot use the spells [[Borgnjor's Revivification]], [[Death's Door]], or [[Sublimation of Blood]].&lt;br /&gt;
*'''[[Fire#Fire Vulnerability|Fire vulnerability]]''': Mummies take extra damage from fire.&lt;br /&gt;
*'''[[Amulet of faith|Faith]]''': Mummies gain +25% [[piety]] from gods, and will receive divine gifts 33% more often. Does not stack with the [[amulet of faith]].&lt;br /&gt;
*'''In Touch With Death 1:''' Mummies have a [[spell enhancer]] to all [[Necromancy]] spells, increasing their [[spell power]].&lt;br /&gt;
*Mummies are incapable of drinking potions of any kind.&lt;br /&gt;
&lt;br /&gt;
Mummies have a base [[Strength]] of 11, [[Intelligence]] of 7 and [[Dexterity]] of 7 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Zealots:''' [[Cinder Acolyte]]&lt;br /&gt;
*'''Mages:''' [[Hedge Wizard]], [[Conjurer]], [[Summoner]], [[Necromancer]], [[Ice Elementalist]]&lt;br /&gt;
&lt;br /&gt;
Mummies are prohibited from becoming [[Shapeshifter]]s, as they can't change form.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 to a random [[stat]] every 5th level.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+5 [[willpower]] per level.&lt;br /&gt;
*Gain a second [[spell enhancer]] to [[Necromancy]] at level 13.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Mummies receive the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Mummies start with no [[potion]]s of any kind.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
Mummies are, without a doubt, a challenge species. They can't quaff [[potion]]s, which knocks out many emergency options. [[Confusion]] is a much greater threat, since they can't use [[potions of curing]] to end it. Intrinsic rF- can cause sudden and lethal spikes in damage (until its negated by rF+). In addition, mummies have poor skill aptitudes. Having undead resistances, an intrinsic [[amulet of faith]], and 2 [[Necromancy]] enhancers is more of a consolation prize than anything.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Mummy}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Mummies are intentionally difficult, but there are ways to play to their advantages (such as they are).&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]] is a decent start for Mummies, as it gives you access to allies so long as you can kill enemies. In addition to their innate spell boost, mummies are also immune to many of the miscast effects.&lt;br /&gt;
&lt;br /&gt;
Assuming you have managed to offset their rF-, high level Mummies fare well in the optional extended endgame. However, one has to survive all the non-optional parts first, during which time torment immunity barely helps, and all the disadvantages of Mummies are as salient as ever.&lt;br /&gt;
&lt;br /&gt;
===Confusion===&lt;br /&gt;
Mummies must always be careful of sources of [[confusion]]. Other than [[Ru]], Mummies have no way of curing confusion, making it (almost) as bad as [[paralysis]]. In a similar vein, [[petrification]] can't be [[potion of cancellation|cancelled]] by the potion. Therefore, Mummies should value [[willpower]] and [[clarity]] highly.&lt;br /&gt;
&lt;br /&gt;
Having willpower (and poison immunity) can stop most sources of confusion. However, a [[tarantella]]'s touch can only be prevented by clarity, which you can only get by [[Ashenzari]] or a few [[unrand]]s. This makes the [[Spider's Nest]] ''much'' more dangerous than usual. If you don't have clarity (or Ru), you can go down the stairs, get confused-locked, and die on the spot. Without a way to deal with tarantellas, you may have to skip Spider for a long time.&lt;br /&gt;
&lt;br /&gt;
===God Choice===&lt;br /&gt;
Mummies have innate faith. While it makes sense to pick gods that benefit most from it, this isn't the only thing to consider.&lt;br /&gt;
&lt;br /&gt;
Certain gods do not benefit from faith, but are great at negating the weaknesses of being a mummy:&lt;br /&gt;
*[[Ashenzari]] provides [[clarity]] (immunity to [[confusion]]) and boosts their normally poor skills. However, Ash doesn't provide any new options for dangerous situations, and does not benefit from faith.&lt;br /&gt;
*[[Gozag]]'s Potion Petition is a cheap emergency option that makes up for the lack of potions, and is often stronger than potions. Shops let you get essential resistances (rF+, willpower...), while Bribe Branch can deal with troublesome floors in the lategame. Gozag only cares about gold, not about mummy's faith.&lt;br /&gt;
*[[Ru]]'s Draw Out Power heals you while curing confusion / petrification. Both it and the passive Aura of Power are reusable tools that help make mummies stronger at general combat. Meanwhile, Apocalypse is as strong as ever. Faith increases the rate in which sacrifices are offered, but once you hit ****** piety, it is useless.&lt;br /&gt;
&lt;br /&gt;
Other gods do benefit from faith, and also synergize with mummies well:&lt;br /&gt;
*[[Kikubaaqudgha]] provides the ability to [[Torment]], which (unlike live species) won't hurt a mummy. This god also provides a path into Necromancy, and faith helps you spam Unearth Wretches more often.&lt;br /&gt;
*[[Okawaru]] is a good overall melee god. Heroism, Finesse, and gifts can make up for mummy's worse aptitudes, while Duel is a nice panic button.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.31]], Mummies gained their first Necromancy boost at level 3.&lt;br /&gt;
*Prior to [[0.30]], Mummies did not have innate [[Faith]].&lt;br /&gt;
*Prior to [[0.29]], Mummies gained their Necromancy boosts at levels 13 and 26.&lt;br /&gt;
*Mummies were the species least affected by the removal of the [[hunger]] system in [[0.26]]; for most of Crawl's history, they were notable as the one species that could truly ignore the food clock in its entirety. Also, Mummies had [[rotting]] immunity.&lt;br /&gt;
*Prior to [[0.24]], [[Fedhas Madash]] did not allow Mummy worshippers.&lt;br /&gt;
*In [[0.20]], Mummies' [[Spellcasting]] aptitude was increased from -1 to +2.&lt;br /&gt;
*Prior to [[0.19]], Mummies gained an ability at level 13 called Self-restoration, allowing them to sacrifice one point of max MP permanently to restore their [[stat]]s and a bit of [[rot]]ted HP.&lt;br /&gt;
*Prior to [[0.17]], Mummies did not gain a stat every 5th level.&lt;br /&gt;
*Prior to [[0.8]], Mummies gained 3 MR every level instead of 5.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mummy]]&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Senlim</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mummy&amp;diff=81087</id>
		<title>Mummy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mummy&amp;diff=81087"/>
				<updated>2024-09-02T02:39:49Z</updated>
		
		<summary type="html">&lt;p&gt;Senlim: updated for 0.32&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
''This page covers the player [[species]]. For the monster, see [[Mummy (monster)]]. For a list of all monstrous mummies, see [[List of mummies]].''&lt;br /&gt;
{{flavour|These are undead creatures who travel into the depths in search of revenge, redemption, or just because they want to.&lt;br /&gt;
&lt;br /&gt;
Mummies progress slowly in levels, half again as slowly as Humans in all skills except fighting, spellcasting and necromancy. The sacred embalming rituals that brought them into unlife also grant them a special connection with the divine, and as they increase in levels, they become increasingly in touch with the powers of death. However, their desiccated bodies are highly flammable. They also cannot drink.&lt;br /&gt;
&lt;br /&gt;
Like other undead, mummies are naturally immune to poisons, negative energy and torment; have little warmth left to be affected by cold; and are not susceptible to mutations.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Mummies are '''[[undead]]''' creatures, and have the following innate traits:&lt;br /&gt;
**'''[[Cold Resistance 1]]''': Mummies are resistant to cold.&lt;br /&gt;
**'''[[Life Protection 3]]''': Mummies are resistant to [[negative energy]].&lt;br /&gt;
**'''[[Poison Resistance|Poison Immunity]]''': Mummies are immune to poison.&lt;br /&gt;
**'''[[Torment Immunity]]''': Mummies cannot be tormented.&lt;br /&gt;
**Mummies cannot gain [[mutation]]s, use [[talisman]]s, or be [[polymorph]]ed. When mutated, they receive [[stat]] penalties instead.&lt;br /&gt;
**Mummies are [[unbreathing]], cannot be put to [[sleep]], cannot go [[berserk]], and do not have [[blood]].&lt;br /&gt;
**Mummies are vulnerable to [[Dispel Undead]], [[holy]] damage, and [[holy wrath]]-[[brand]]ed weapons. They may not worship the [[good god]]s ([[The Shining One]], [[Zin]], or [[Elyvilon]]). The holy wrath brand will not function for them.&lt;br /&gt;
**Mummies cannot use the spells [[Borgnjor's Revivification]], [[Death's Door]], or [[Sublimation of Blood]].&lt;br /&gt;
*'''[[Fire#Fire Vulnerability|Fire vulnerability]]''': Mummies take extra damage from fire.&lt;br /&gt;
*'''[[Amulet of faith|Faith]]''': Mummies gain +25% [[piety]] from gods, and will receive divine gifts 33% more often. Does not stack with the [[amulet of faith]].&lt;br /&gt;
*'''In Touch With Death 1:''' Mummies have a [[spell enhancer]] to all [[Necromancy]] spells, increasing their [[spell power]].&lt;br /&gt;
*Mummies are incapable of drinking potions of any kind.&lt;br /&gt;
&lt;br /&gt;
Mummies have a base [[Strength]] of 11, [[Intelligence]] of 7 and [[Dexterity]] of 7 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Zealots:''' [[Cinder Acolyte]]&lt;br /&gt;
*'''Mages:''' [[Hedge Wizard]], [[Conjurer]], [[Summoner]], [[Necromancer]], [[Ice Elementalist]]&lt;br /&gt;
&lt;br /&gt;
Mummies are prohibited from becoming [[Shapeshifter]]s, as they can't change form.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 to a random [[stat]] every 5th level.&lt;br /&gt;
*Average [[HP]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+5 [[willpower]] per level.&lt;br /&gt;
*Gain a second [[spell enhancer]] to [[Necromancy]] at level 13.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Mummies receive the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Mummies start with no [[potion]]s of any kind.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
Mummies are, without a doubt, a challenge species. They can't quaff [[potion]]s, which knocks out many emergency options. [[Confusion]] is a much greater threat, since they can't use [[potions of curing]] to end it. Intrinsic rF- can cause sudden and lethal spikes in damage (until its negated by rF+). In addition, mummies have poor skill aptitudes. Having undead resistances, an intrinsic [[amulet of faith]], and 2 [[Necromancy]] enhancers is more of a consolation prize than anything.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Mummy}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Mummies are intentionally difficult, but there are ways to play to their advantages (such as they are).&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]] is a decent start for Mummies, as it gives you access to allies so long as you can kill enemies. In addition to their innate spell boost, mummies are also immune to many of the miscast effects.&lt;br /&gt;
&lt;br /&gt;
Assuming you have managed to offset their rF-, high level Mummies fare well in the optional extended endgame. However, one has to survive all the non-optional parts first, during which time torment immunity barely helps, and all the disadvantages of Mummies are as salient as ever.&lt;br /&gt;
&lt;br /&gt;
===Confusion===&lt;br /&gt;
Mummies must always be careful of sources of [[confusion]]. Other than [[Ru]], Mummies have no way of curing confusion, making it (almost) as bad as [[paralysis]]. In a similar vein, [[petrification]] can't be [[potion of cancellation|cancelled]] by the potion. Therefore, Mummies should value [[willpower]] and [[clarity]] highly.&lt;br /&gt;
&lt;br /&gt;
Having willpower (and poison immunity) can stop most sources of confusion. However, a [[tarantella]]'s touch can only be prevented by clarity, which you can only get by [[Ashenzari]] or a few [[unrand]]s. This makes the [[Spider's Nest]] ''much'' more dangerous than usual. If you don't have clarity (or Ru), you can go down the stairs, get confused-locked, and die on the spot. Without a way to deal with tarantellas, you may have to skip Spider for a long time.&lt;br /&gt;
&lt;br /&gt;
===God Choice===&lt;br /&gt;
Mummies have innate faith. While it makes sense to pick gods that benefit most from it, this isn't the only thing to consider.&lt;br /&gt;
&lt;br /&gt;
Certain gods do not benefit from faith, but are great at negating the weaknesses of being a mummy:&lt;br /&gt;
*[[Ashenzari]] provides [[clarity]] (immunity to [[confusion]]) and boosts their normally poor skills. However, Ash doesn't provide any new options for dangerous situations, and does not benefit from faith.&lt;br /&gt;
*[[Gozag]]'s Potion Petition is a cheap emergency option that makes up for the lack of potions, and is often stronger than potions. Shops let you get essential resistances (rF+, willpower...), while Bribe Branch can deal with troublesome floors in the lategame. Gozag only cares about gold, not about mummy's faith.&lt;br /&gt;
*[[Ru]]'s Draw Out Power heals you while curing confusion / petrification. Both it and the passive Aura of Power are reusable tools that help make mummies stronger at general combat. Meanwhile, Apocalypse is as strong as ever. Faith increases the rate in which sacrifices are offered, but once you hit ****** piety, it is useless.&lt;br /&gt;
&lt;br /&gt;
Other gods do benefit from faith, and also synergize with mummies well:&lt;br /&gt;
*[[Kikubaaqudgha]] provides the ability to [[Torment]], which (unlike live species) won't hurt a mummy. This god also provides a path into Necromancy, and faith helps you spam Unearth Wretches more often.&lt;br /&gt;
*[[Okawaru]] is a good overall melee god. Heroism, Finesse, and gifts can make up for mummy's worse aptitudes, while Duel is a nice panic button.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.31]], Mummies gained their first Necromancy boost at level 3.&lt;br /&gt;
*Prior to [[0.30]], Mummies did not have innate [[Faith]].&lt;br /&gt;
*Prior to [[0.29]], Mummies gained their Necromancy boosts at levels 13 and 26.&lt;br /&gt;
*Mummies were the species least affected by the removal of the [[hunger]] system in [[0.26]]; for most of Crawl's history, they were notable as the one species that could truly ignore the food clock in its entirety. Also, Mummies had [[rotting]] immunity.&lt;br /&gt;
*Prior to [[0.24]], [[Fedhas Madash]] did not allow Mummy worshippers.&lt;br /&gt;
*In [[0.20]], Mummies' [[Spellcasting]] aptitude was increased from -1 to +2.&lt;br /&gt;
*Prior to [[0.19]], Mummies gained an ability at level 13 called Self-restoration, allowing them to sacrifice one point of max MP permanently to restore their [[stat]]s and a bit of [[rot]]ted HP.&lt;br /&gt;
*Prior to [[0.17]], Mummies did not gain a stat every 5th level.&lt;br /&gt;
*Prior to [[0.8]], Mummies gained 3 MR every level instead of 5.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mummy]]&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Senlim</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Holy_wrath&amp;diff=81086</id>
		<title>Holy wrath</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Holy_wrath&amp;diff=81086"/>
				<updated>2024-09-02T02:38:45Z</updated>
		
		<summary type="html">&lt;p&gt;Senlim: forgot to update the version template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
{{flavour|It has been blessed by The Shining One, dealing an additional three-quarters of any damage that pierces undead and demons' armour.}}&lt;br /&gt;
The '''holy wrath''' [[brand]] does the following:&lt;br /&gt;
*Against [[undead]] and [[demon]]s, deals an average of +75% damage (min. 1, max. +150%).&amp;lt;ref&amp;gt;{{source ref|0.31.0|attack.cc|1401}}&amp;lt;/ref&amp;gt; This is independent from &amp;quot;[[holy]]&amp;quot; damage, so undead that are rHoly (e.g. [[profane servitor]]s) are not immune to holy wrath.&lt;br /&gt;
&lt;br /&gt;
Undead players ([[Mummy]], [[Ghoul]], [[Vampire]], and [[Death Form]]) and [[Demonspawn]] can wield weapons of holy wrath, but the brand is disabled for them. Using the brand will offend [[Yredelemnul]], but the other [[evil]] gods won't mind.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
Holy wrath can be found on any melee weapon except [[demon blade]]s, [[demon trident]]s, and [[demon whip]]s (which become their blessed counterparts instead). It can not be obtained through a [[scroll of brand weapon]]. It can also be found by:&lt;br /&gt;
*[[The Shining One]], at 6* piety, can bless any weapon, including [[Ranged Weapons]]. This can be done once per game.&lt;br /&gt;
*Any [[eudemon blade]]s, [[trishula]]s, and [[sacred scourge]]s you find will always have holy wrath (and cannot be rebranded without divine blessing). These are often found on [[angel]]s, [[daeva]]s, and [[Mennas]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*While holy wrath is weak in most early-game branches (such as [[the Lair]]), it excels in the [[extended game]], when most branches are filled with powerful demons and undead. [[The Crypt]], [[the Tomb]], [[Pandemonium]] and the [[Hell]]s are especially good places to have a weapon of holy wrath.&lt;br /&gt;
*Holy wrath doesn't do anything against &amp;quot;[[evil]]&amp;quot; creatures aren't actually undead or demonic, such as [[necromancer (monster)|necromancers]] or [[hell knight]]s.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], undead and demonspawn couldn't wield weapons of holy wrath at all.&lt;br /&gt;
*Prior to [[0.24]], weapons of holy wrath were immune to being [[curse]]d, even from [[Ashenzari]].&lt;br /&gt;
*Prior to [[0.4]], holy wrath only dealt +50% average damage against undead (but had the same damage against demons).&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Senlim</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Holy_wrath&amp;diff=81085</id>
		<title>Holy wrath</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Holy_wrath&amp;diff=81085"/>
				<updated>2024-09-02T02:38:16Z</updated>
		
		<summary type="html">&lt;p&gt;Senlim: updated for 0.32&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{flavour|It has been blessed by The Shining One, dealing an additional three-quarters of any damage that pierces undead and demons' armour.}}&lt;br /&gt;
The '''holy wrath''' [[brand]] does the following:&lt;br /&gt;
*Against [[undead]] and [[demon]]s, deals an average of +75% damage (min. 1, max. +150%).&amp;lt;ref&amp;gt;{{source ref|0.31.0|attack.cc|1401}}&amp;lt;/ref&amp;gt; This is independent from &amp;quot;[[holy]]&amp;quot; damage, so undead that are rHoly (e.g. [[profane servitor]]s) are not immune to holy wrath.&lt;br /&gt;
&lt;br /&gt;
Undead players ([[Mummy]], [[Ghoul]], [[Vampire]], and [[Death Form]]) and [[Demonspawn]] can wield weapons of holy wrath, but the brand is disabled for them. Using the brand will offend [[Yredelemnul]], but the other [[evil]] gods won't mind.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
Holy wrath can be found on any melee weapon except [[demon blade]]s, [[demon trident]]s, and [[demon whip]]s (which become their blessed counterparts instead). It can not be obtained through a [[scroll of brand weapon]]. It can also be found by:&lt;br /&gt;
*[[The Shining One]], at 6* piety, can bless any weapon, including [[Ranged Weapons]]. This can be done once per game.&lt;br /&gt;
*Any [[eudemon blade]]s, [[trishula]]s, and [[sacred scourge]]s you find will always have holy wrath (and cannot be rebranded without divine blessing). These are often found on [[angel]]s, [[daeva]]s, and [[Mennas]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*While holy wrath is weak in most early-game branches (such as [[the Lair]]), it excels in the [[extended game]], when most branches are filled with powerful demons and undead. [[The Crypt]], [[the Tomb]], [[Pandemonium]] and the [[Hell]]s are especially good places to have a weapon of holy wrath.&lt;br /&gt;
*Holy wrath doesn't do anything against &amp;quot;[[evil]]&amp;quot; creatures aren't actually undead or demonic, such as [[necromancer (monster)|necromancers]] or [[hell knight]]s.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], undead and demonspawn couldn't wield weapons of holy wrath at all.&lt;br /&gt;
*Prior to [[0.24]], weapons of holy wrath were immune to being [[curse]]d, even from [[Ashenzari]].&lt;br /&gt;
*Prior to [[0.4]], holy wrath only dealt +50% average damage against undead (but had the same damage against demons).&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Senlim</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Demonspawn&amp;diff=81084</id>
		<title>Demonspawn</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Demonspawn&amp;diff=81084"/>
				<updated>2024-09-02T02:34:30Z</updated>
		
		<summary type="html">&lt;p&gt;Senlim: updated for 0.32&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
''This page refers to the player [[species]]. For the monster, see [[Demonspawn (monster)]]. For a list of all monstrous demonspawn, see [[List of demonspawn]]. For a list of their mutations, see [[Demonspawn mutations]].''&lt;br /&gt;
{{flavour|Demonspawn are horrible half-mortal, half-infernal creatures. Demonspawn can be created in any number of ways: magical experiments, breeding, unholy pacts, etc. Although many Demonspawn may initially be indistinguishable from those of pure mortal stock, they will inevitably grow horns, scales or other unusual features. Powerful members of this class of beings also develop a range of unholy abilities, which are listed as mutations.&lt;br /&gt;
&lt;br /&gt;
Demonspawn advance slowly in experience and learn most skills slightly slower than Humans, although they are talented at some forms of magic. They learn Invocations especially quickly, although the good gods will not accept their worship due to their unholy nature.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Demonspawn are considered '''[[evil]]''' - they cannot worship any of the good gods ([[Zin]], [[Elyvilon]], or [[The Shining One]]), they have vulnerability to [[holy|holy damage]] and [[holy wrath]], and the [[holy wrath]] brand is disabled for them. However, they aren't true [[demon]]s, so they don't get any of the demonic resistances by default (e.g. no poison/torment resistance without a mutation).&lt;br /&gt;
&lt;br /&gt;
Demonspawn have a base [[Strength]] of 8, [[Intelligence]] of 8 and [[Dexterity]] of 8 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Gladiator]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]]&lt;br /&gt;
*'''Mages:''' [[Hedge Wizard]], [[Necromancer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Venom Mage]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 to a random [[stat]] every 4th level.&lt;br /&gt;
*Average [[HP]] and [[MP]].&lt;br /&gt;
*+3 [[willpower]] per level.&lt;br /&gt;
*Gain more of your &amp;quot;demonic ancestry&amp;quot; (random [[demonspawn mutations]]) as you rise in level. The levels this occurs at are randomized, but will include at least five full-ranked mutations by level 27. Some of these mutations are available only to Demonspawn. Note that demonspawn mutations will increase the damage you take from [[silver]] weaponry.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Demonspawn begin with the equipment and skills listed for their background, adjusted for their aptitudes.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Demonspawn can be a moderately difficult race to play. They are similar to [[Human]]s, but with worse aptitudes and leveling. To compensate, you'll get random mutations over time - these vary from irritating, to interesting, to game-changing. See the [[demonspawn mutation]] page if you want to figure out the ways your character can grow. It can take a while for these mutations to really develop, so their early game can be difficult.&lt;br /&gt;
&lt;br /&gt;
Since Demonspawn can't worship [[good god]]s or wield [[holy wrath]] weapons, their options in [[extended]] are more limited. However, by the time you reach extended, you'll have a full gamut of mutations to take advantage of.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Demonspawn}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
Some combinations of demonspawn mutations have great synergy with some character types:&lt;br /&gt;
*Casters with knowledge of [[Freezing Cloud]] will greatly enjoy having [[Icemail]]; dropping a cloud around you will cancel out most fire based spells.&lt;br /&gt;
*[[Powered by Pain]] / [[Powered by Death]] and [[Mana Shield]] can give you fantastic mana regeneration and durability.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Demonspawn are by far the most popular species, judging from the number of online games played. Note that, due to the prevalence of [[scumming|start scumming]] for a 'good' mutation set, this number is most likely inflated.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Demonspawn are as unstable as they are in game. For changes in their mutation set, see [[Demonspawn mutations#History|Demonspawn mutation's History]].&lt;br /&gt;
&lt;br /&gt;
*Prior to [[0.31]], Demonspawn had 1 more intelligence, for base attributes of 8 Str / 9 Int / 8 Dex.&lt;br /&gt;
*Prior to [[0.14]], Demonspawn dealt more damage than normal while wielding demonic weapons ([[demon trident]]s, [[demon whip]]s, and [[demon blade]]s).&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Senlim</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dungeon_branches&amp;diff=69011</id>
		<title>Dungeon branches</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dungeon_branches&amp;diff=69011"/>
				<updated>2023-05-11T06:45:11Z</updated>
		
		<summary type="html">&lt;p&gt;Senlim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
The page provides a map of the various dungeon branches and how they interconnect. For tips and tricks on surviving the individual branches, see the [[walkthrough]] and the branches' individual pages. You can bring up an in-game overview of the Dungeon and its various branches and portals by pressing Ctrl-O.&lt;br /&gt;
&lt;br /&gt;
==Dungeon Overview==&lt;br /&gt;
New characters start on level one of [[the Dungeon]], except for [[Delver]]s, who begin on level 5.&lt;br /&gt;
*[[File:Dungeon exit.png]] '''[[The Dungeon]]''' (15 levels)&lt;br /&gt;
**[[File:Temple entry.png]] '''[[Ecumenical Temple]]''' (Dungeon Level 4-7, 1 level)&lt;br /&gt;
**[[File:Lair entry.png]] '''[[The Lair]]''' (Dungeon Level 8-11, 5 levels)&lt;br /&gt;
***[[File:Swamp entry.png]] '''[[The Swamp]]''' (The Lair Level 2-3, 4 levels, rune [[File:Decaying rune.png]])&lt;br /&gt;
***[[File:Shoals entry.png]] '''[[The Shoals]]''' (The Lair Level 2-3, 4 levels, rune [[File:Barnacled rune.png]], may replace the Swamp)&lt;br /&gt;
***[[File:Snake entry.png]] '''[[The Snake Pit]]''' (The Lair Level 2-3, 4 levels, rune [[File:Serpentine rune.png]])&lt;br /&gt;
***[[File:Spider entry.png]] '''[[The Spider's Nest]]''' (The Lair Level 2-3, 4 levels, rune [[File:Gossamer rune.png]], may replace the Snake Pit)&lt;br /&gt;
***[[File:Slime entry.png]] '''[[The Slime Pits]]''' (The Lair Level 4-5, 5 levels, rune [[File:Slimy rune.png]])&lt;br /&gt;
**[[File:Orc entry.png]] '''[[Orcish Mines]]''' (Dungeon Level 9-12, 2 levels)&lt;br /&gt;
***[[File:Elf entry.png]] '''[[Elven Halls]]''' (Orcish Mines Level 2, 3 levels)&lt;br /&gt;
**[[File:Vaults entry.png]] '''[[The Vaults]]''' (Dungeon Level 14-15, 5 levels, rune [[File:Silver rune.png]])&lt;br /&gt;
***[[File:Crypt entry.png]] '''[[The Crypt]]''' (The Vaults Level 2-3, 3 levels)&lt;br /&gt;
****[[File:Tomb entry.png]] '''[[The Tomb]]''' (The Crypt Level 3, 3 levels, rune [[File:Gold rune.png]])&lt;br /&gt;
*[[File:Depths entry.png]] '''[[The Depths]]''' (Dungeon Level 15, 4 levels)&lt;br /&gt;
**[[File:Abyss entry.png]] '''[[The Abyss]]''' (Portals in The Depths or [[Banishment]], 7 endless toroidal levels, rune [[File:Abyssal rune.png]])&lt;br /&gt;
**[[File:Hell entry.png]] '''[[The Vestibule of Hell]]''' (Portals in The Depths, 1 level)&lt;br /&gt;
***[[File:Cocytus entry.png]] '''[[Cocytus]]''' (7 levels, rune [[File:Icy rune.png]])&lt;br /&gt;
***[[File:Gehenna entry.png]] '''[[Gehenna]]''' (7 levels, rune [[File:Obsidian rune.png]])&lt;br /&gt;
***[[File:Tartarus entry.png]] '''[[Tartarus]]''' (7 levels, rune [[File:Bone rune.png]])&lt;br /&gt;
***[[File:Dis entry.png]] '''[[The Iron City of Dis]]''' (7 levels, rune [[File:Iron rune.png]])&lt;br /&gt;
**[[File:Pandemonium entry.png]] '''[[Pandemonium]]''' (Portals in The Depths, infinite number of non-revisitable levels, 5 runes [[File:Demonic rune 1.png]] [[File:Glowing rune.png]] [[File:Magical rune.png]] [[File:Dark rune.png]] [[File:Fiery rune.png]])&lt;br /&gt;
*[[File:Zot entry.png]] '''[[The Realm of Zot]]''' (The Depths level 4, 5 levels, Orb of Zot [[File:Orb of Zot.png]])&lt;br /&gt;
&lt;br /&gt;
There are a total of at least 100 levels in the game (plus two infinite realms).&lt;br /&gt;
&lt;br /&gt;
In addition to the standard dungeon branches, all dungeons will contain a randomly selected variety of [[vault]]s with a specific design and theme, and [[portal]]s to fantastic extra-dimensional realms.&lt;br /&gt;
&lt;br /&gt;
[http://i.imgur.com/Ens4iz2.png Version 0.19 Dungeon Map Diagram]&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Portals==&lt;br /&gt;
Optional [[portals]] to fantastic extra-dimensional realms can be randomly found throughout the Dungeon and its branches. While none of these contain runes, they nearly always contain above-average loot and useful experience. If you know how to handle each one's theme, they can often be cleared without excessive risk. All such portals are single-entry only, and after you exit their realm, they will be gone along with anything you left inside.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted, all these portals are temporary, and will disappear if not entered within a certain length of time. There are actually two clocks running: a shorter countdown while you're on the level with the portal, and a longer one when you've gone to another level. If you stay on the level, you'll receive increasingly urgent messages as the timer runs out, and the portal's appearance (check with 'x', then 'v') may indicate how much of the timer has expired. When a portal on your current level expires, you will get a message to the effect of, &amp;quot;The walls and floor of the dungeon suddenly vibrate!&amp;quot; Portals will not start closing until you reach the floor that they are on, so there's no need to rush through early floors in order to access them.&lt;br /&gt;
&lt;br /&gt;
*[[File:Bailey portal.png]] '''[[Bailey]]''' - A keep guarded by [[gnoll (monster)|gnolls]], [[goblin]]s, and/or [[orc]]s.&lt;br /&gt;
*[[File:Bazaar portal.png]] '''[[Bazaar]]''' - Shopping spree! Portals to bazaars are usually temporary but may rarely be permanent. Permanent ones will not be announced.&lt;br /&gt;
*[[File:Desolation portal.png]] '''[[Desolation of Salt]]''' - A crumbling wasteland filled with unique [[nonliving|constructs]] and other guardians lurking among its salt clouds.&lt;br /&gt;
*[[File:Ice cave portal.png]] '''[[Ice Cave]]''' - Freezing [[cloud]]s, wild animals, and occasionally icy [[demon]]s.&lt;br /&gt;
*[[File:Gauntlet portal.png]] '''[[Gauntlet]]''' - A choice between several arenas. Taking the challenge will get you some loot, but also pits you against a deadly [[minotaur (monster)|minotaur]].&lt;br /&gt;
*[[File:Ossuary portal.png]] '''[[Ossuary]]''' - A small tomb filled with [[mummy (monster)|mummies]] and their [[undead]] guardians.&lt;br /&gt;
*[[File:Sewer portal.png]] '''[[The Sewers]]''' - Fetid waterways teeming with [[list of rats|rats]], [[list of snakes|snakes]], and occasionally nastier things.&lt;br /&gt;
*[[File:Treasure trove portal.png]] '''[[Treasure trove]]''' - Contains several [[acquirement]]-level items, but getting in requires giving up a rare and valuable item in return. Is always permanent.&lt;br /&gt;
*[[File:Volcano portal.png]] '''[[Volcano]]''' - Fire and lava everywhere. Also lava-dwelling creatures.&lt;br /&gt;
*[[File:Wizlab portal.png]] '''[[Wizard Laboratory]]''' - The abandoned laboratory of one of several famous mages.&lt;br /&gt;
*[[File:Ziggurat portal.png]] '''[[Ziggurat]]''' - The ultimate challenge: [[27]] floors of increasingly difficult battles, but with riches untold for those who win through. Ziggurat portals are permanent, but only one spawns naturally in the Depths. They are also created from evoking a [[figurine of a ziggurat]], which can be found on Tomb:3 and on level 27 of a previous ziggurat.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.29]], the [[Lair]] had 6 levels. Also, the [[Abyss]] was only 5 levels deep.&lt;br /&gt;
*Prior to [[0.28]], the [[Depths]] were 5 levels long.&lt;br /&gt;
*[[0.23]] replaced [[Labyrinth]]s with the [[Gauntlet]].&lt;br /&gt;
*The Desolation of Salt was added in [[0.19]], and the Lair was shortened to 6 levels and the Slime Pits to 5 levels.&lt;br /&gt;
*Prior to [[0.19]], [[ziggurat]] portals spawned randomly in [[Pandemonium]].&lt;br /&gt;
*The lair branches were shortened from 5 to 4 levels in [[0.17]].&lt;br /&gt;
*The [[Hall of Blades]] was reduced to a subvault in Elf:2 in [[0.15]].&lt;br /&gt;
*The [[Enchanted Forest]] was considered for inclusion in [[0.14]], but was eventually rejected after several months of play-testing in [[trunk]]. This branch would have occasionally replaced [[the Crypt]].&lt;br /&gt;
*The [[Spider's Nest]] was made a full-fledged branch in [[0.11]].&lt;br /&gt;
*The [[Hive]] was removed in [[0.10]].&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Senlim</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Artificer&amp;diff=68916</id>
		<title>Artificer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Artificer&amp;diff=68916"/>
				<updated>2023-05-09T23:57:21Z</updated>
		
		<summary type="html">&lt;p&gt;Senlim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version029}}&lt;br /&gt;
{{flavour|  Artificers have built, bought or burgled an assortment of magic wands to help them through the early Dungeon. Wands have a limited number of uses, though, so they'll want to upgrade from their club ASAP.}}&lt;br /&gt;
An '''Artificer''' is an [[Evocations]] specialist. [[Wands]] are their tool of choice, and they bring a few with them to the [[Dungeon]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Species==&lt;br /&gt;
[[Meteoran]], [[Kobold]], [[Spriggan]], [[Draconian]], and [[Demonspawn]] are the recommended species if you pick an Artificer Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[club]]&lt;br /&gt;
*+0 [[leather armour]]&lt;br /&gt;
*[[Wand of charming]] (15 charges)&lt;br /&gt;
*[[Wand of flame]] (15 charges)&lt;br /&gt;
*[[Wand of iceblast]] (5 charges)&lt;br /&gt;
&lt;br /&gt;
Artificer wands will always remain the same, even if they [[alternate items|wouldn't spawn in the Dungeon]] (in place of another wand).&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 1&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 1&lt;br /&gt;
*[[Evocations]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Artificer adds 4 to your starting [[Strength]], 3 to your starting [[Intelligence]], and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Artificer is a versatile background. It is important to both be liberal with your wand charges and save them where possible. You should use your weapon to kill easy enemies and use wands against tough opponents.&lt;br /&gt;
&lt;br /&gt;
Your charming wand is useful for dealing with groups (such as [[orc]] bands or swarms of [[killer bee]]s) early on. Your flame wand is useful for reliably (albeit slowly) killing enemies from range, particularly if they're standing in or near [[water]], but 15 charges won't last long. Iceblast is an incredibly strong wand simply for the fact that it never misses.&lt;br /&gt;
&lt;br /&gt;
Artificers can choose many paths to pursue through the game; pretty much whatever path you choose, your evocations will be a useful supplement to your main skills.&lt;br /&gt;
&lt;br /&gt;
[[Demonspawn]] in particular may like Artificer, as wands can carry you until at least 2 or 3 mutations have developed, allowing you to choose a build that suits your mutations.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.29]], Artificers received 5 charges of [[wand of iceblast|iceblast]] in exchange for their [[piece from Xom's chessboard]] (which was moved to [[Chaos Knight]]).&lt;br /&gt;
*Prior to [[0.27]], Artificers began with the removed [[wand of random effects]] instead of the randomly-targeted piece from Xom's chessboard.&lt;br /&gt;
*Prior to [[0.26]], Artificers began with a [[short sword]] instead of a club.&lt;br /&gt;
*Prior to [[0.14]], Artificers began with [[scrolls of recharging]] identified.&lt;br /&gt;
*Prior to [[0.10]], Artificers could start off the game with a +0 leather armour, a bread ration, and either a [[rod of Striking]] (8 charges) or their choice of a wand from Magic Darts, Frost, Flame, Confusion, or Enslavement (15 charges each). If they chose a wand, they also started with a wand of random effects (15 charges). If they chose a non-damaging device (wand of enslavement or wand of confusion), they started with a +0,+0 dagger.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Senlim</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fire_Elementalist&amp;diff=68745</id>
		<title>Fire Elementalist</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fire_Elementalist&amp;diff=68745"/>
				<updated>2023-05-06T00:52:20Z</updated>
		
		<summary type="html">&lt;p&gt;Senlim: 0.30&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{flavour|Fire Elementalists have learned the Foxfire spell. Their other starting spells are likewise focused on fiery destruction.}}&lt;br /&gt;
'''Fire Elementalists''' are mages who have specialized in [[Fire Magic]]. This sets them up for greater destructive power than most spellcasters, particularly in the realm of [[Conjurations]], but leaves them without any sort of support or defensive magic in the early game.&lt;br /&gt;
&lt;br /&gt;
==Preferred Species==&lt;br /&gt;
[[Hill Orc]], [[Gargoyle]], [[Tengu]], [[Deep Elf]], [[Demigod]], and [[Naga]] are the recommended species if you pick a Fire Elementalist Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Potion of magic]]&lt;br /&gt;
&lt;br /&gt;
'''Available Spells:'''&lt;br /&gt;
*[[Foxfire]]&lt;br /&gt;
*[[Scorch]]&lt;br /&gt;
*[[Volatile Blastmotes]]&lt;br /&gt;
*[[Inner Flame]]&lt;br /&gt;
*[[Flame Wave]]&lt;br /&gt;
&lt;br /&gt;
Fire elementalists start with the [[Foxfire]] spell memorised.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
*[[Spellcasting]]: 2&lt;br /&gt;
*[[Conjurations]]: 1&lt;br /&gt;
*[[Fire Magic]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Fire Elementalist adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Fire Elementalists are particularly destructive magicians; only [[Conjurer]]s have a comparable set of damaging spells. All 3 of FE's direct damage spells are on the stronger side, and can never be [[ev]]aded - which contributes more to damage than you'd think.&lt;br /&gt;
&lt;br /&gt;
As most Fire spells are also [[Conjuration]]s, it may be worthwhile to focus on training that skill (over Fire Magic) in order to have more spell options later on.&lt;br /&gt;
&lt;br /&gt;
===Spell Details===&lt;br /&gt;
Fire Elementalists struggle slightly at XL 1, due to the finicky nature of [[Foxfire]]. While Foxfire has perfect accuracy and strong damage, it requires open tiles to create and traverse through. Beware of hallways! In a pinch, you can stand in the corner of a hallway, opening up a diagonal to allow foxfires behind you to pass. [[Scorch]] is easier to use, but has its own quirks: it is limited to 3 range and targets randomly. However, Scorch also makes targets vulnerable to fire, giving it plenty of use throughout the Dungeon.&lt;br /&gt;
&lt;br /&gt;
The level 3 spells can also be difficult to use. [[Volatile Blastmotes]] and [[Inner Flame]] both do good damage, but can harm the user if they are not careful. See their respective pages for more details.&lt;br /&gt;
&lt;br /&gt;
Finally, [[Flame Wave]] deals great damage to every foe in the surrounding area, especially for a level 4 spell. Flame Wave can be channeled; able to be cast twice more with a greater range for only 1 MP. However, don't get too greedy; Flame Wave has a small radius, and nearby monsters might be able to tear you apart.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.30]], [[Conjure Flame]] was replaced with [[Volatile Blastmotes]].&lt;br /&gt;
*In [[0.29]], most backgrounds were buffed; all Mage backgrounds gained a [[potion of magic]].&lt;br /&gt;
*Prior to [[0.28]], Fire Elmentalists started with [[Sticky Flame]] and [[Fireball]] instead of [[Scorch]] and [[Flame Wave]].&lt;br /&gt;
*Prior to [[0.27]], Fire Elementalists started with the [[Book of Flames]]; FE's spells were unaffected.&lt;br /&gt;
*Prior to [[0.25]], Fire Elementalists started with [[Flame Tongue]] instead of [[Foxfire]] and had [[Throw Flame]].&lt;br /&gt;
*Prior to [[0.14]], Fire Elementalists only started with 1 level of Spellcasting.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Senlim</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Thief&amp;diff=68424</id>
		<title>Thief</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Thief&amp;diff=68424"/>
				<updated>2023-05-01T00:12:51Z</updated>
		
		<summary type="html">&lt;p&gt;Senlim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Obsolete}}&lt;br /&gt;
&lt;br /&gt;
'''Thieves''' are malcontents who survive through sneakiness and quick wits, rather than violence or magic. They start with similar equipment to [[Assassin]]s, but no blowgun, and require delicate tactics to survive the early game. As they are a challenge class, they are not recommended for novice players.&lt;br /&gt;
&lt;br /&gt;
This background was removed in [[0.7.0]].&lt;br /&gt;
&lt;br /&gt;
== Starting equipment ==&lt;br /&gt;
*Thieves start with a +0 [[short sword]], 20 +0 [[dart]]s, +0 [[robe]], +0 [[cloak]], [[bread ration]], and 100 [[gold]], before racial variation.&lt;br /&gt;
&lt;br /&gt;
== Starting skills ==&lt;br /&gt;
*Thieves start with 1 level in [[Fighting]], 2 levels in [[Short Blades]],  2 levels in [[Dodging]],  2 levels in [[Stealth]],  2 levels in [[Stabbing]], and  2 levels in [[Traps &amp;amp; Doors]], adjusted for species aptitudes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Obsolete backgrounds]]&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Senlim</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stalker&amp;diff=68423</id>
		<title>Stalker</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stalker&amp;diff=68423"/>
				<updated>2023-05-01T00:12:34Z</updated>
		
		<summary type="html">&lt;p&gt;Senlim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
&lt;br /&gt;
'''Stalkers''' are [[assassin]]s who have studied [[Transmutations]] magic, using alchemical effects and transformations as a means to kill their victims.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+2, +2 [[dagger]]&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*+0 [[cloak]]&lt;br /&gt;
*[[Book of Stalking]]&lt;br /&gt;
*2 [[potions of confusion]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 1&lt;br /&gt;
*[[Short Blades]]: 1&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
*[[Stabbing]]: 2&lt;br /&gt;
*[[Spellcasting]]: 1&lt;br /&gt;
*[[Transmutations]]: 2&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Stalkers function like Assassin/[[Transmuter]] hybrids, using [[Fulsome Distillation]] to gather potions and [[Evaporate]] to disable enemies before moving in for the kill. Later, their Transmutations spells provide powerful melee combat capabilities, especially for species that excel in [[Unarmed Combat]].&lt;br /&gt;
&lt;br /&gt;
Species who make good Stalkers include [[Spriggan]]s, [[Vampire]]s, [[Merfolk]], [[Sludge Elves]], and [[Human]]s.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Stalkers were removed in [[0.12]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], Stalkers had [[Poison Magic]] instead of [[Transmutations]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Backgrounds]]&lt;br /&gt;
[[Category:Obsolete backgrounds]]&lt;/div&gt;</summary>
		<author><name>Senlim</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Priest&amp;diff=68422</id>
		<title>Priest</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Priest&amp;diff=68422"/>
				<updated>2023-05-01T00:12:13Z</updated>
		
		<summary type="html">&lt;p&gt;Senlim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
''This article is about the obsolete player background.  For information on monster priests, see their specific articles.''&lt;br /&gt;
&lt;br /&gt;
'''Priests''' are religious devotees of [[Zin]], the ancient and revered God of Law. [[Hill Orc]] Priests instead serve the Orc god [[Beogh]]. All Priests have some training in combat skills, but their main power comes from the [[Invocations]] granted by their god.&lt;br /&gt;
&lt;br /&gt;
Priests start with 45 [[piety]]. &lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s, [[Mummies]], [[Demonspawn]], [[Ghoul]]s, and [[Vampire]]s cannot be Priests. [[Hill Orc]] Priests serve [[Beogh]] instead of Zin.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Most species receive the following, though some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[quarterstaff]]&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
*20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
Hill Orc Priests instead receive:&lt;br /&gt;
*+0 orcish [[hand axe]]&lt;br /&gt;
*+0 orcish [[robe]]&lt;br /&gt;
*[[Meat ration]]&lt;br /&gt;
*20 [[gold]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 2&lt;br /&gt;
*Chosen Weapon's Skill: 3&lt;br /&gt;
*[[Dodging]]: 1&lt;br /&gt;
*[[Invocations]]: 5&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Beginners who want to try a Priest should pick [[Human]], [[High Elf]], [[Hill Orc]], or [[Minotaur]]. Other [[species]] are considered less suitable for playing as a Priest.&lt;br /&gt;
&lt;br /&gt;
Unlike in certain other RPGs, Priests are in no way restricted in their choice of equipment during their adventure (although Beogh strongly endorses the use of orcish gear for his Priests), nor are their powers necessarily healing or buffing in nature. However, they ''are'' bound to the behavior restrictions laid down by their chosen god (at least if they want to avoid [[divine retribution]]).&lt;br /&gt;
&lt;br /&gt;
As with all religious classes, note that it is not mandatory to play a Priest to worship Zin, Beogh, or indeed any other [[god]]. Priests simply get a head start on the Invocations skill and building [[piety]] with their god.&lt;br /&gt;
&lt;br /&gt;
Some players start this class for the quarterstaff and Invo skill, and then proceed to ditch Zin at the Temple.  Since he doesn't exert wrath unless you join an evil or chaotic god (Beogh, [[Makhleb]], [[Lugonu]], [[Kiku]], [[Yred]], or [[Jiyva]]), this is actually safe, although he will silently brood, ready to exhibit wrath on you should you join an evil god.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
This background was removed in [[0.13]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Obsolete_backgrounds]]&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Senlim</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Healer&amp;diff=68421</id>
		<title>Healer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Healer&amp;diff=68421"/>
				<updated>2023-05-01T00:11:22Z</updated>
		
		<summary type="html">&lt;p&gt;Senlim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
{{flavour|The Healer is a priest of Elyvilon. Healers begin with minor healing powers, but can gain far greater abilities in the long run. They are able to persuade monsters to abstain from bloodshed, gaining both piety and experience that way.}}&lt;br /&gt;
&lt;br /&gt;
'''Healers''' are followers of [[Elyvilon]] the Healer. Elyvilon's creed is one of pacifism, and her worshipers can actually pacify monsters by healing them. However, they are forbidden from harming non-hostile monsters, letting their allies die, or using any form of evil magic or weapons.&lt;br /&gt;
&lt;br /&gt;
Healers start the game with 55 [[piety]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
[[Deep Dwarf]], [[Hill Orc]], [[Naga]], [[Minotaur]], [[Draconian]] and [[Gargoyle]] are the recommended races if you pick a Healer Background.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s, [[Demonspawn]], [[Ghoul]]s, [[Mummies]], and [[Vampire]]s may not be Healers, as they are banned from worshipping Elyvilon.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+1 [[robe]]&lt;br /&gt;
*[[Potion of curing]]&lt;br /&gt;
*[[Potion of heal wounds]]&lt;br /&gt;
*2 [[bread ration]]s&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 1&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Invocations]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Healer adds 4 to your starting [[Strength]], [[Intelligence]] and [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Stategy==&lt;br /&gt;
Pacification is a more powerful ability than it may seem at first, allowing you to [[smite]]-target dangerous beasts and remove them from the fight entirely. Just be aware that doing so grants you less XP than killing the thing.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Healers were removed in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], Healers started with 100 [[gold]], 2 levels of fighting, and only one bread ration.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Healers started with 4 levels of Invocations.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;br /&gt;
[[Category:Obsolete backgrounds]]&lt;/div&gt;</summary>
		<author><name>Senlim</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Death_Knight_(background)&amp;diff=68420</id>
		<title>Death Knight (background)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Death_Knight_(background)&amp;diff=68420"/>
				<updated>2023-05-01T00:11:10Z</updated>
		
		<summary type="html">&lt;p&gt;Senlim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
''This article covers the obsolete player [[background]]. For the monster, see [[death knight]].''&lt;br /&gt;
{{flavour|The Death Knight is a fighter who aligns him or herself with the powers of death and worships Yredelemnul the Dark, who will soon grant the ability to re-animate the dead.}}&lt;br /&gt;
'''Death knights''' are unholy warriors who worship [[Yredelemnul]], the god of Death. They are charged with opposing all things [[holy]], but in return they gain power over death and the [[undead]].&lt;br /&gt;
&lt;br /&gt;
Death knights start with 35 [[piety]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
&lt;br /&gt;
[[Human]], [[Hill Orc]], [[Troll]], [[Merfolk]], [[Minotaur]], and [[Demonspawn]] are the recommended races if you pick a Death Knight Background.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
Neither [[demigod]]s nor [[gargoyle]]s can be death knights, as neither can worship Yredelemnul.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+1 [[weapon of choice]] ([[hand axe]], [[spear]], [[short sword]], [[mace]], or [[falchion]])&lt;br /&gt;
*+0 [[leather armour]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 2&lt;br /&gt;
*Chosen Weapon's Skill: 2&lt;br /&gt;
*[[Armour]]: 1&lt;br /&gt;
*[[Dodging]]: 1&lt;br /&gt;
*[[Invocations]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Death Knight adds 5 to your starting [[Strength]], 3 to your starting [[Intelligence]] and 4 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
[[Yredelemnul]]'s powers are primarily for the creation and enslavement of [[undead]], so this background plays a little like a [[summoner]] with decent melee ability. Like many religious backgrounds, the role of death knight suits less magical species who need an alternate source of power. Although costly, [[Yredelemnul]]'s Mirror Damage ability allows you to make specific dangerous encounters dramatically easier, while Life Drain is an excellent panic button when dealing with the living. Later in the game, his ability to enslave souls can make worthy slaves even of [[unique]]s.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Death Knights were removed in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], death knights started with 20 [[gold]].&lt;br /&gt;
&lt;br /&gt;
Originally, death knights had a choice between starting with a [[book of Necromancy]] or worshiping Yredelemnul. In [[0.7]], the background was removed entirely, and [[priest]]s were given the option to start with Yred. The ability to start with a book of Necromancy was deemed redundant to and also weaker than a plain [[necromancer]], and thus removed; [[reaver]]s were removed for a similar reason a version later. In [[0.8]], death knights were restored, this time only worshiping Yred (with priests correspondingly losing that option).&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;br /&gt;
[[Category:Obsolete backgrounds]]&lt;/div&gt;</summary>
		<author><name>Senlim</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Skald&amp;diff=68419</id>
		<title>Skald</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Skald&amp;diff=68419"/>
				<updated>2023-05-01T00:10:55Z</updated>
		
		<summary type="html">&lt;p&gt;Senlim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
{{flavour|Formidable warriors in their own rights, Skalds practice a form of augmenting battle magic that is either chanted or sung. Unique to the highlands in which they originate, these spells and formulae are second nature: they can either inspire greatness in themselves and their allies, or fear in the hearts of their enemies.}}&lt;br /&gt;
'''Skalds''' are warriors who use magical [[Charms]] to bolster their fighting skills. Because heavy armor hinders spellcasting, many of them prefer lighter armor than more traditional [[Fighter]]s.&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
[[Halfling]], [[Centaur]], [[Merfolk]], [[Draconian]], and [[Vampire]] are the recommended races if you pick a Skald Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+1 [[weapon of choice]] ([[hand axe]], [[spear]], [[short sword]], [[falchion]] or [[mace]], or [[unarmed]])&lt;br /&gt;
*+0 [[leather armour]]&lt;br /&gt;
*[[Book of Battle]]&lt;br /&gt;
*[[Ration]]&lt;br /&gt;
&lt;br /&gt;
===Available Spells===&lt;br /&gt;
*[[Infusion (spell)|Infusion]]&lt;br /&gt;
*[[Shroud of Golubria]]&lt;br /&gt;
*[[Song of Slaying]]&lt;br /&gt;
*[[Ozocubu's Armour]] &lt;br /&gt;
*[[Spectral Weapon]] &lt;br /&gt;
&lt;br /&gt;
Skalds start with the [[Infusion (spell)|Infusion]] spell memorised.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 2&lt;br /&gt;
*Chosen Weapon's Skill: 2&lt;br /&gt;
*[[Armour]]: 1&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Spellcasting]]: 2&lt;br /&gt;
*[[Charms]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Skald adds 3 to your starting [[Strength]], 5 to your starting [[Intelligence]] and 4 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Although useful, the spells in your starting book should be used with care. [[Infusion]] is an excellent spell for taking out early unarmoured threats such as [[adder]]s, [[gnoll]]s, and [[ogre (monster)|ogres]] quickly, but don't expect it to have much effect against armoured targets. [[Shroud of Golubria]] is a useful defensive spell to keep up whenever you enter into dangerous melee, but be careful not to overuse Infusion and find yourself suddenly out of [[MP]]. [[Song of Slaying]] can add significant bonuses to your combat performance, but be aware that it's a very loud spell; you'll be generating enough [[noise]] that enemy reinforcements will be likely to show up from unexplored parts of the floor.&lt;br /&gt;
&lt;br /&gt;
Once it becomes available, [[Spectral Weapon]] gives an immense boost to your attack power, nearly doubling your damage output. This is particularly useful for [[polearms]]-wielders; you can keep the vulnerable spectral weapon safely behind you while you both get to attack. [[Ozocubu's Armour]], meanwhile, grants you a significant boost to [[AC]], though it only functions if you're wearing [[leather armour]] or lighter.&lt;br /&gt;
&lt;br /&gt;
[[Merfolk]] are a very strong species to play as a skald. They have excellent aptitudes for play as a nimble, lightly armoured spear-fighter, letting them cast all starting spells with ease and make the most of Spectral Weapon. [[Vampire]]s also work well in this role, given their solid aptitudes toward sneaky [[stealth]] play supplemented by magically enhanced melee. Solid [[god]] selections include [[Okawaru]] (simple, straightforward combat boosts that require minimal [[Invocations]] training, and the weapon and armour gifts are always appreciated) or [[Kiku]] (allows you to branch into [[Necromancy]] and eventually [[Excruciating Wounds]]). The only gods not recommended are [[Trog]] (if you want to play a magic-free character, there are much better choices than skald) and [[the Shining One]] (works badly with Spectral Weapon).&lt;br /&gt;
&lt;br /&gt;
Keep an eye out for books with further Charms spells, as there are a few other useful spells available. [[Swiftness]] will provide an escape option with almost no training in [[Air Magic]]. For those who are interested in heavily investing in a different school of magic, [[Ring of Flames]] provides a great deal of offensive support for [[Fire Magic]], while [[Death's Door]] renders you completely immune to damage for a time (but requires very high investment in [[Necromancy]])&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Skalds were removed in [[0.26]], along with the [[Charms]] spell school.&lt;br /&gt;
*Prior to [[0.14]], skalds started with 20 [[gold]].&lt;br /&gt;
*Prior to [[0.13]], skalds started with +0 weapons, a [[book of War Chants]], and couldn't select falchions.&lt;br /&gt;
*Prior to [[0.9]], skalds were known as '''crusaders'''.&lt;br /&gt;
*Prior to [[0.8]], crusaders used the [[Enchantments]] school of magic.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Backgrounds]]&lt;br /&gt;
[[Category:Obsolete backgrounds]]&lt;/div&gt;</summary>
		<author><name>Senlim</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Paladin&amp;diff=68418</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Paladin&amp;diff=68418"/>
				<updated>2023-05-01T00:10:46Z</updated>
		
		<summary type="html">&lt;p&gt;Senlim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
''This article is about the obsolete player class. For the monster, see [[Paladin (monster)]].&lt;br /&gt;
&lt;br /&gt;
'''Paladins''' are holy warriors who worship [[the Shining One]], and share many abilities of the [[Fighter]] and the [[Priest]]. In particular, they are charged with smiting evil, and gain power from destroying demons, the undead, and other evil beings.&lt;br /&gt;
&lt;br /&gt;
Note that a Paladin's religion requires them to fight honorably. They must refrain from using [[poison]], unholy magic or items, or attacking while [[invisibility|invisible]]. Nor can they attack a confused, held, fleeing, sleeping, paralyzed, or otherwise helpless opponent, unless that opponent is evil. Of course, you may deem [[the Shining One]]'s protection and gifts to be more than worth all this restraint.&lt;br /&gt;
&lt;br /&gt;
Paladins begin with 28 [[piety]].&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
As with other religious classes, [[demigod]]s cannot be Paladins. In addition, the undead races ([[Mummy|mummies]], [[ghoul]]s, and [[vampire]]s) and [[demonspawn]] may not start as Paladins, since [[the Shining One]] will not accept them as followers. Even temporarily becoming undead via the [[Necromutation]] spell will result in excommunication.&lt;br /&gt;
&lt;br /&gt;
[[Human]]s, [[high elves]], [[mountain dwarves]], [[hill orc]]s, [[centaur]]s, and [[minotaur]]s are the recommended races for this class.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
*Paladins start with a +0 [[falchion]], +0 [[ring mail]], +0 [[shield]], [[potion of healing]], and a [[bread ration]], before racial variation.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills==&lt;br /&gt;
Adjusted for species aptitudes:&lt;br /&gt;
*[[Fighting]] 2&lt;br /&gt;
*[[Long Blades]] 3&lt;br /&gt;
*[[Shields]] 2&lt;br /&gt;
*[[Armour (skill)|Armour]] 2&lt;br /&gt;
*[[Invocations]] 2&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Paladins were removed in [[0.8.0]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Obsolete backgrounds]]&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Senlim</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stabbing&amp;diff=68382</id>
		<title>Stabbing</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stabbing&amp;diff=68382"/>
				<updated>2023-04-26T06:46:36Z</updated>
		
		<summary type="html">&lt;p&gt;Senlim: potion of stabbing removed in 0.26&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
''This article is about stabbing attacks. For the removed [[potion]], see [[potion of stabbing]].''&lt;br /&gt;
&lt;br /&gt;
Any time that you deliver a melee attack to an enemy which is distracted, asleep, or otherwise unable to defend itself properly, there's a chance that your character will make a '''stabbing''' attack. These attacks ignore [[EV]] and [[SH]], partially bypass [[AC]], and deal significantly more damage than normal. Characters built around stabbing can deal absurd amounts of damage, often ending fights with powerful opponents in a single blow.&lt;br /&gt;
&lt;br /&gt;
==Stabbing Odds==&lt;br /&gt;
Your chance of delivering a stab attack varies based on your [[Stealth]] skill, your skill with the weapon you are currently wielding, your [[dexterity]], and the [[status effects]] the enemy is suffering from:&lt;br /&gt;
&lt;br /&gt;
'''Guaranteed to be stabs:'''&lt;br /&gt;
*[[Sleep]]&lt;br /&gt;
*[[Paralysis]]&lt;br /&gt;
*[[Petrify|Petrified]]&lt;br /&gt;
&lt;br /&gt;
'''(1 + Dexterity + ([[Stealth]] + Weapon skill)/2)% chance:'''&lt;br /&gt;
*[[Petrify]]ing&lt;br /&gt;
*Held in a [[throwing net]] or [[web]]&lt;br /&gt;
*[[Blind]] (or if the player is [[invisible]] and unseen)&lt;br /&gt;
*Fleeing&lt;br /&gt;
*[[Charm]]ed or otherwise friendly&lt;br /&gt;
*[[Confusion]]&lt;br /&gt;
*Awake, but hasn't noticed you yet&lt;br /&gt;
*Distracted by damage from a non-player source&lt;br /&gt;
&lt;br /&gt;
You cannot make stab attacks while confused, at [[stat zero|zero dexterity]], or if your target is invisible (unless you can [[see invisible]]).&lt;br /&gt;
&lt;br /&gt;
All stabbing attempts with the [[Spriggan's Knife]] are treated as if the target is sleeping.&lt;br /&gt;
&lt;br /&gt;
==Stabbing Damage==&lt;br /&gt;
The additional damage from a stab attempt varies based on the target's status effect, the weapon you make the attack with, your skill with the weapon, and your Stealth skill. The enemy's status effect and your weapon are the largest factors, determining which Tier of stabbing damage you'll inflict:&lt;br /&gt;
&lt;br /&gt;
'''Tiers:'''&lt;br /&gt;
*Stabbing attacks against creatures that are sleeping, paralyzed, or petrified are top-tier stabs, the most effective kind.&lt;br /&gt;
*All other stabbing attacks are low-tier.&lt;br /&gt;
&lt;br /&gt;
'''Weapons:'''&lt;br /&gt;
&lt;br /&gt;
[[Short blades]] are the most effective weapon for stabbing. [[Felid]] claws and weapons wielded while wearing the [[hood of the Assassin]] are considered equivalent to short blades for purposes of stabbing damage.&lt;br /&gt;
&lt;br /&gt;
In addition to having higher multipliers, short blades provide bonus damage '''before the stabbing multiplier is applied'''. This extra damage is significantly increased if you are wielding a [[dagger]], but is capped at 30. With sufficiently high skill and dexterity, other short blades can also hit the cap. To get the maximum bonus, you need to have DEX × (1 + (Weapon skill + Stealth skill)/2) &amp;gt; 350 with a dagger or 700 with another short blade. Even without this bonus, short blades are still the best for stabbing. &lt;br /&gt;
&lt;br /&gt;
The table below details the total damage multiplier from your skills, tier, and weapon type:&lt;br /&gt;
&lt;br /&gt;
{{#invoke:Stab_bonus|stab_table}}&lt;br /&gt;
&lt;br /&gt;
==Other Considerations==&lt;br /&gt;
Your Stealth skill is critical to being an effective stabber; along with increasing the damage you deal, it also makes it much easier to approach sleeping enemies, giving you the opportunity to inflict the most powerful stabs in the game. When stealth fails, magic also works well at creating opportunities: [[Ensorcelled Hibernation]], [[Confusing Touch]], [[Mephitic Cloud]], [[Petrify]], [[Alistair's Intoxication]], [[Dazzling Flash]]... Alternatively, [[atropa]]-tipped [[dart]]s or [[throwing net]]s will get the job done, though their effectiveness is highly dependent on your [[Throwing]] skill. Another method to create distractions is to fight alongside allies, whether they are created through [[Summoning]] spells, granted by [[God|divine abilities]], or forcibly turned using a [[wand of charming]].&lt;br /&gt;
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[[The Shining One]] considers stabbing foes dishonorable and prevents its followers from doing so.&lt;br /&gt;
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==History==&lt;br /&gt;
*Prior to [[0.20]], The Shining One would inflict [[penance]] for stabbing intelligent foes that were not demons or undead.&lt;br /&gt;
*In [[0.19]], four tiers of stabbing attacks were replaced by just two tiers. Stabs against distracted and petrified targets were buffed: +50% damage and +100% damage, respectively. Petrifying and net stabs got -50% to damage, and invisible stabs had their proc chance reduced.&lt;br /&gt;
*Prior to [[0.16]], Long Blades were slightly more effective at stabbing than most other weapons, and [[club]]s and [[rod]]s could stab for special effects.&lt;br /&gt;
*Prior to [[0.13]], Stabbing was a skill of its own, rather than being the average of your Stealth and weapon skills.&lt;br /&gt;
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[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Senlim</name></author>	</entry>

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