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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Seren</id>
		<title>CrawlWiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Seren"/>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/Special:Contributions/Seren"/>
		<updated>2026-05-05T22:17:49Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Boggart&amp;diff=49251</id>
		<title>Boggart</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Boggart&amp;diff=49251"/>
				<updated>2018-08-16T21:17:56Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Boggarts''' are weak, fragile pack creatures who rely on their mastery of illusions to destroy their enemies. Although next to harmless themselves, boggarts will quickly turn [[invisible]] and begin casting [[Shadow Creatures]] when enemies appear, flooding the screen with powerful, deadly opponents. They can be found in [[the Depths]] and [[the Vaults]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*When you first encounter a boggart, know that there are others nearby; they almost always travel in a pack. Multiple boggarts can quickly turn a perfectly safe room into an overwhelmingly dangerous fight, and with the promise of reinforcements as soon as you make a dent in their summons. As such, never attempt to fight your way through a boggart's summons, and always make killing them quickly a high priority. They're fairly fragile, rarely needing more than two decent hits to kill, and as soon as a boggart dies, its summons will vanish.&lt;br /&gt;
*Ideally you'll be killing boggarts before they have time to start casting many spells, but that's not always possible. Having a source of [[see invisible]] makes invisible boggart hunting much easier.&lt;br /&gt;
*Boggarts have only moderate [[magic resistance]]. Someone with a bit of [[Evocations]] or [[Hexes]] training should be able to [[paralyze]] or [[polymorph]] a boggart with a few shots, but killing them physically is usually the faster approach. Casters with area-of-effect spells should try to clear them out quickly, while others can usually hit a few of them at a time by zapping [[wands of fire]], [[wand of cold|cold]], or other powerful attack wands. They have low health and poor MR, so a wand of destruction with its long range is ideal.&lt;br /&gt;
*If you open a [[door]] and suddenly find yourself face to face with several boggarts, close it. They'll have to come to the door and open it themselves to reach you.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], they were able to cast [[Confuse]] and [[Slow]], and were slightly less likely to cast Shadow Creatures. They were also much more fragile, almost never surviving even a single attack.&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Yredelemnul&amp;diff=45820</id>
		<title>Yredelemnul</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Yredelemnul&amp;diff=45820"/>
				<updated>2017-09-20T19:47:55Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
&lt;br /&gt;
[[File:Yredelemnul altar.png]] ''&amp;quot;Carry the black torch! Rouse the idle dead!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Yredelemnul the Dark is a god worshipped by those who seek powers over death and the undead. Followers, who must oppose all things holy, can raise legions of servile undead, and gain a number of other useful (if unpleasant) powers. Yredelemnul appreciates killing, but has no interest in sacrifices, preferring corpses to be put to use. Destroying artificial beings is also appreciated, as they are neither truly alive nor subject to death or undeath.&lt;br /&gt;
&lt;br /&gt;
Yredelemnul gives followers the power to raise skeletons and corpses, to recall undead followers to their vicinity, and to heal by draining the life force of living creatures. With sufficient piety, Yredelemnul can be called upon to mirror a follower's injuries onto attackers. Eventually, followers will gain the power to bind a monster's soul, and make it fight for them instead. Yredelemnul will sporadically gift followers increasingly powerful undead servants.&lt;br /&gt;
&lt;br /&gt;
Yredelemnul likes it when you or your undead slaves kill living beings, you or your undead slaves kill artificial beings and your undead slaves kill holy beings. Yredelemnul especially likes it when you kill holy beings.&lt;br /&gt;
&lt;br /&gt;
Yredelemnul strongly dislikes it when you use holy magic or items.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
*Demigods cannot worship Yredelemnul (or any other [[god]]).&lt;br /&gt;
*[[Gargoyle]]s are considered a &amp;quot;[[nonliving]]&amp;quot; [[species]] not subject to death or undeath, and thus cannot worship Yredelemnul.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Actions that increase your [[piety]] are:&lt;br /&gt;
*Killing a living creature: About 67% chance (more for creatures with lots of hit dice, less as your experience level increases) of +1 piety.&lt;br /&gt;
*Having an undead slave kill a living creature: About 40% chance (more for creatures with lots of hit dice, less as your experience level increases) of +1 piety.&lt;br /&gt;
*Killing a holy being: About 83% chance of +1 piety.&lt;br /&gt;
*Having an undead slave kill a holy being: About 40% chance of +1 piety.&lt;br /&gt;
*Killing or having an undead slave kill an [[artificial]] being.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity. (Piety decreases on average by 1 every 340 turns)&lt;br /&gt;
*Abandonment. (Penance)&lt;br /&gt;
*Attacking with a weapon of [[holy wrath]]. (Penance)&lt;br /&gt;
*Voluntarily reading a [[scroll of holy word]]. (Penance)&lt;br /&gt;
*Casting [[Statue Form]]. (Excommunication)&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Tainted&amp;quot;&lt;br /&gt;
*No abilities.&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Torchbearer&amp;quot;&lt;br /&gt;
*'''Animate Remains''': Creates a [[zombie]] slave from a [[corpse]], or a [[skeleton (monster)|skeletal]] slave from a [[skeleton]]. Becomes Animate Dead at ***... (Costs 2 MP and 100-200 Food)&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Fey [Species Name]&amp;quot;&lt;br /&gt;
*'''Pain Mirror''': Any damage you suffer while this ability is active is mirrored upon your attacker. Note that the piety cost per reflected damage is quite high, so use this ability only when you absolutely need the boost. (Free to activate, but costs piety each time it takes effect equal to the square root of the damage done)&lt;br /&gt;
*'''Recall Undead Slaves''': Progressively [[teleport]]s your undead slaves to your current location, similar to a [[Recall]] spell. Affects your [[derived undead]] on the current floor and the undead servants gifted by Yredelemnul from any floor. Does not function in [[the Abyss]]. (Costs 2 MP and 50-100 Food)&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Black Crusader&amp;quot;&lt;br /&gt;
*'''Animate Dead''': Replaces Animate Remains, functioning the same but affecting all corpses in view. (Costs 2 MP, and 100-200 Food)&lt;br /&gt;
*'''Gift: Undead servants''': If you are eligible for a gift and your Piety is &amp;gt;= 75, there's a 25% chance to receive an undead servant from Yredelemnul, which stays with you until it is destroyed. The undead servant is selected among:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;1&amp;quot;&lt;br /&gt;
|Roll&lt;br /&gt;
|'''Yredelemnul Gifts'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Mummy]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[Wight]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Flying skull]] (2-5)&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[Wraith]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[Vampire (monster)|Vampire]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[Phantasmal warrior]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[[Skeletal warrior]]&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[Flayed ghost]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[Vampire knight]]&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|[[Ghoul (monster)|Ghoul]]&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|[[Bone dragon]]&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|[[Profane servitor]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each time you are to receive a minion, the game rolls 1d(min(3+(# of previous gifts)/2, 12)). The result determines which undead servant you are gifted. As such, the faster you acquire piety, the faster the quality of Yredelemnul's gifted servants will improve. There can only be a combined maximum of three profane servitors and bone dragons in the player's undead army.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Sculptor of Flesh&amp;quot;&lt;br /&gt;
*'''Drain Life''': You can drain life from all living (non- demonic, undead, holy or life-protected) beings in sight. You drain 1 + 1d7 + 1d(Invocation) HP from each creature, and gain half of that damage back as healing, up to a maximum of Invocations*2. (Costs 6 MP, 200-400 Food, and 2-3 Piety)&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Harbinger of Death&amp;quot;&lt;br /&gt;
*'''Enslave Soul''': This ability allows you to convert a single enemy into a permanent undead slave upon its death. First, you must use the ability on a [[:Category:Natural_holiness|Natural]], [[:Category:Demonic_holiness|Demonic]], or [[:Category:Holy_holiness|Holy]] being of at least normal intelligence, which must have 75% or more of its health remaining. Using the ability requires an unobstructed path between the caster and the target. Once this is done, the caster will have (2 + (Invocations * 0.75) turns to kill the victim. If the victim is successfully killed in time, it becomes a permanent [[spectral thing]] of its former self, allied to you and still capable of casting its spells and equipped with all of its gear. You may only have one enslaved soul at a time; enslaving a new one will destroy the old. (Costs 8 MP, 150-300 Food, and 4-6 Piety)&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Grim Reaper&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
If you leave or are excommunicated from Yredelemnul, all of your slaves leave you and become hostile, though none of them are worth any experience to kill. &lt;br /&gt;
&lt;br /&gt;
While under penance, Yredelemnul will sometimes punish you (about once every 2000 turns). &lt;br /&gt;
&lt;br /&gt;
Possible punishments are:&lt;br /&gt;
*Random [[Miscast effect#Necromancy|necromancy miscast]] (100% if your experience level is &amp;lt;= 4, less likely as your experience level increases)&lt;br /&gt;
*Cast (hostile) [[Animate Dead]]&lt;br /&gt;
*Some of your undead slaves leave you&lt;br /&gt;
*Hostile undead are summoned against you from the following list: [[mummy]], [[wight]], [[flying skull]], [[wraith]], [[freezing wraith]], [[phantasmal warrior]], [[flaming corpse]], [[flayed ghost]], [[skeletal warrior]], [[ghoul]], [[death cob]], [[bone dragon]], or [[profane servitor]].&lt;br /&gt;
&lt;br /&gt;
On average, it will take 25 such punishments to burn through the 50 penance you have incurred.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Yredelemnul is the god of choice for melee characters who want backup, as well as powerful panic buttons in terms of draining life force and mirror damage prayers. Yredelemnul is also viable for &amp;quot;monstrous&amp;quot; species who might want access to undead slaves, but lack the magical aptitudes to easily learn Necromancy.&lt;br /&gt;
&lt;br /&gt;
* Yredelemnul's ability to permanently Enslave Souls enables you to get a single extremely powerful undead version of a single living humanoid. This requires a very high [[Invocations]] skill, but it can even enslave [[Tiamat]]! Also note that when used properly, the resulting spectral horror keeps its old gear on it.&lt;br /&gt;
&lt;br /&gt;
* Consider leaving powerful [[unique monster|unique]]s alive if your Enslave Soul isn't reliable yet for later enslavement. Good candidates include [[Tiamat]], [[Frederick]], [[Margery]], [[Saint Roka]], [[Rupert]], [[Aizul]] and other powerful uniques. [[Nikola]] can be a dangerous ally, though, due to his usage of [[Chain Lightning]]. Good generic monsters to enslave include [[titan]]s, [[fire giant]]s, [[frost giant]]s, high level [[list of deep elves|deep elves]] (demonologists, master archers, blademasters), and [[orc warlord]]s. &lt;br /&gt;
&lt;br /&gt;
* Yredelemnul is perhaps the worst god to worship while tackling the extended end game content such as the [[Hell]]s, [[Pandemonium]], and the [[Tomb]]. In those areas, even [[bone dragon]]s are outmatched, there are no corpses to raise, and enemies are immune to Drain Life. Also, there is no way to gain piety as Yredelemnul does not award piety for demon and undead deaths while it constantly decays over time. In addition, Yredelemnul prohibits the use of Holy Wrath weapons which are often the best type available for those areas. On the other hand, Yredelemnul's wrath is one of the easiest to deal with, so switching late game is an option.&lt;br /&gt;
&lt;br /&gt;
* Your allies like to get into, and get killed in, fights you don't know about. Consider routinely Recalling your allies before resting, and editing your options to stop resting, eg, when missiles come from out of your range of vision.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], players could start the game worshipping Yredelemnul as a [[Death Knight (background)|death knight]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], there was no cap on the number of bone dragons and profane servitors you could have at once. Also, you would receive [[freezing wraith]]s in place of vampires, and desecrating [[:Category:Holy holiness|holy]] remains gave piety. Also, read-IDing a [[scroll of holy word]] would have angered Yredelemnul's servants.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], you could be gifted [[rotting hulk]]s and [[plague shambler]]s.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], recalling undead slaves did not have any delay, but it was not able to recall any undead servants from other levels.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], the undead servant gift roll's results were based on piety.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.6.0]], Yredelemnul's random undead gifts could not follow you between floors.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Evil Gods]]&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Yredelemnul&amp;diff=45819</id>
		<title>Yredelemnul</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Yredelemnul&amp;diff=45819"/>
				<updated>2017-09-20T19:47:40Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: /* Strategy */ Haste has been removed as a player spell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
&lt;br /&gt;
[[File:Yredelemnul altar.png]] ''&amp;quot;Carry the black torch! Rouse the idle dead!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Yredelemnul the Dark is a god worshipped by those who seek powers over death and the undead. Followers, who must oppose all things holy, can raise legions of servile undead, and gain a number of other useful (if unpleasant) powers. Yredelemnul appreciates killing, but has no interest in sacrifices, preferring corpses to be put to use. Destroying artificial beings is also appreciated, as they are neither truly alive nor subject to death or undeath.&lt;br /&gt;
&lt;br /&gt;
Yredelemnul gives followers the power to raise skeletons and corpses, to recall undead followers to their vicinity, and to heal by draining the life force of living creatures. With sufficient piety, Yredelemnul can be called upon to mirror a follower's injuries onto attackers. Eventually, followers will gain the power to bind a monster's soul, and make it fight for them instead. Yredelemnul will sporadically gift followers increasingly powerful undead servants.&lt;br /&gt;
&lt;br /&gt;
Yredelemnul likes it when you or your undead slaves kill living beings, you or your undead slaves kill artificial beings and your undead slaves kill holy beings. Yredelemnul especially likes it when you kill holy beings.&lt;br /&gt;
&lt;br /&gt;
Yredelemnul strongly dislikes it when you use holy magic or items.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
*Demigods cannot worship Yredelemnul (or any other [[god]]).&lt;br /&gt;
*[[Gargoyle]]s are considered a &amp;quot;[[nonliving]]&amp;quot; [[species]] not subject to death or undeath, and thus cannot worship Yredelemnul.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Actions that increase your [[piety]] are:&lt;br /&gt;
*Killing a living creature: About 67% chance (more for creatures with lots of hit dice, less as your experience level increases) of +1 piety.&lt;br /&gt;
*Having an undead slave kill a living creature: About 40% chance (more for creatures with lots of hit dice, less as your experience level increases) of +1 piety.&lt;br /&gt;
*Killing a holy being: About 83% chance of +1 piety.&lt;br /&gt;
*Having an undead slave kill a holy being: About 40% chance of +1 piety.&lt;br /&gt;
*Killing or having an undead slave kill an [[artificial]] being.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity. (Piety decreases on average by 1 every 340 turns)&lt;br /&gt;
*Abandonment. (Penance)&lt;br /&gt;
*Attacking with a weapon of [[holy wrath]]. (Penance)&lt;br /&gt;
*Voluntarily reading a [[scroll of holy word]]. (Penance)&lt;br /&gt;
*Casting [[Statue Form]]. (Excommunication)&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Tainted&amp;quot;&lt;br /&gt;
*No abilities.&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Torchbearer&amp;quot;&lt;br /&gt;
*'''Animate Remains''': Creates a [[zombie]] slave from a [[corpse]], or a [[skeleton (monster)|skeletal]] slave from a [[skeleton]]. Becomes Animate Dead at ***... (Costs 2 MP and 100-200 Food)&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Fey [Species Name]&amp;quot;&lt;br /&gt;
*'''Pain Mirror''': Any damage you suffer while this ability is active is mirrored upon your attacker. Note that the piety cost per reflected damage is quite high, so use this ability only when you absolutely need the boost. (Free to activate, but costs piety each time it takes effect equal to the square root of the damage done)&lt;br /&gt;
*'''Recall Undead Slaves''': Progressively [[teleport]]s your undead slaves to your current location, similar to a [[Recall]] spell. Affects your [[derived undead]] on the current floor and the undead servants gifted by Yredelemnul from any floor. Does not function in [[the Abyss]]. (Costs 2 MP and 50-100 Food)&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Black Crusader&amp;quot;&lt;br /&gt;
*'''Animate Dead''': Replaces Animate Remains, functioning the same but affecting all corpses in view. (Costs 2 MP, and 100-200 Food)&lt;br /&gt;
*'''Gift: Undead servants''': If you are eligible for a gift and your Piety is &amp;gt;= 75, there's a 25% chance to receive an undead servant from Yredelemnul, which stays with you until it is destroyed. The undead servant is selected among:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;1&amp;quot;&lt;br /&gt;
|Roll&lt;br /&gt;
|'''Yredelemnul Gifts'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Mummy]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[Wight]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Flying skull]] (2-5)&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[Wraith]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[Vampire (monster)|Vampire]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[Phantasmal warrior]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[[Skeletal warrior]]&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[Flayed ghost]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[Vampire knight]]&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|[[Ghoul (monster)|Ghoul]]&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|[[Bone dragon]]&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|[[Profane servitor]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each time you are to receive a minion, the game rolls 1d(min(3+(# of previous gifts)/2, 12)). The result determines which undead servant you are gifted. As such, the faster you acquire piety, the faster the quality of Yredelemnul's gifted servants will improve. There can only be a combined maximum of three profane servitors and bone dragons in the player's undead army.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Sculptor of Flesh&amp;quot;&lt;br /&gt;
*'''Drain Life''': You can drain life from all living (non- demonic, undead, holy or life-protected) beings in sight. You drain 1 + 1d7 + 1d(Invocation) HP from each creature, and gain half of that damage back as healing, up to a maximum of Invocations*2. (Costs 6 MP, 200-400 Food, and 2-3 Piety)&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Harbinger of Death&amp;quot;&lt;br /&gt;
*'''Enslave Soul''': This ability allows you to convert a single enemy into a permanent undead slave upon its death. First, you must use the ability on a [[:Category:Natural_holiness|Natural]], [[:Category:Demonic_holiness|Demonic]], or [[:Category:Holy_holiness|Holy]] being of at least normal intelligence, which must have 75% or more of its health remaining. Using the ability requires an unobstructed path between the caster and the target. Once this is done, the caster will have (2 + (Invocations * 0.75) turns to kill the victim. If the victim is successfully killed in time, it becomes a permanent [[spectral thing]] of its former self, allied to you and still capable of casting its spells and equipped with all of its gear. You may only have one enslaved soul at a time; enslaving a new one will destroy the old. (Costs 8 MP, 150-300 Food, and 4-6 Piety)&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Grim Reaper&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
If you leave or are excommunicated from Yredelemnul, all of your slaves leave you and become hostile, though none of them are worth any experience to kill. &lt;br /&gt;
&lt;br /&gt;
While under penance, Yredelemnul will sometimes punish you (about once every 2000 turns). &lt;br /&gt;
&lt;br /&gt;
Possible punishments are:&lt;br /&gt;
*Random [[Miscast effect#Necromancy|necromancy miscast]] (100% if your experience level is &amp;lt;= 4, less likely as your experience level increases)&lt;br /&gt;
*Cast (hostile) [[Animate Dead]]&lt;br /&gt;
*Some of your undead slaves leave you&lt;br /&gt;
*Hostile undead are summoned against you from the following list: [[mummy]], [[wight]], [[flying skull]], [[wraith]], [[freezing wraith]], [[phantasmal warrior]], [[flaming corpse]], [[flayed ghost]], [[skeletal warrior]], [[ghoul]], [[death cob]], [[bone dragon]], or [[profane servitor]].&lt;br /&gt;
&lt;br /&gt;
On average, it will take 25 such punishments to burn through the 50 penance you have incurred.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Yredelemnul is the god of choice for melee characters who want backup, as well as powerful panic buttons in terms of draining life force and mirror damage prayers. Yredelemnul is also viable for &amp;quot;monstrous&amp;quot; species who might want access to undead slaves, but lack the magical aptitudes to easily learn Necromancy.&lt;br /&gt;
&lt;br /&gt;
* Yredelemnul's ability to permanently Enslave Souls enables you to get a single extremely powerful undead version of a single living humanoid. This requires a very high [[Invocations]] skill, but it can even enslave [[Tiamat]]! Also note that when used properly, the resulting spectral horror keeps its old gear on it.&lt;br /&gt;
&lt;br /&gt;
* Consider leaving powerful [[unique monster|unique]]s alive if your Enslave Soul isn't reliable yet for later enslavement. Good candidates include [[Tiamat]], [[Frederick]], [[Margery]], [[Saint Roka]], [[Rupert]], [[Aizul]] and other powerful uniques. [[Nikola]] can be a dangerous ally, though, due to his usage of [[Chain Lightning]]. Good generic monsters to enslave include [[titan]]s, [[fire giant]]s, [[frost giant]]s, high level [[list of deep elves|deep elves]] (demonologists, master archers, blademasters), and [[orc warlord]]s. &lt;br /&gt;
&lt;br /&gt;
* Yredelemnul is perhaps the worst god to worship while tackling the extended end game content such as the [[Hell]]s, [[Pandemonium]], and the [[Tomb]]. In those areas, even [[bone dragon]]s are outmatched, there are no corpses to raise, and enemies are immune to Drain Life. Also, there is no way to gain piety as Yredelemnul does not award piety for demon and undead deaths while it constantly decays over time. In addition, Yredelemnul prohibits the use of Holy Wrath weapons which are often the best type available for those areas. On the other hand, Yredelemnul's wrath is one of the easiest to deal with, so switching late game is an option.&lt;br /&gt;
&lt;br /&gt;
* Your allies like to get into, and get killed in, fights you don't know about. Consider routinely Recalling your allies before resting, and editing your options to stop resting, eg, when missiles come from out of your range of vision.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], players could start the game worshipping Yredelemnul as a [[Death Knight (background)|death knight]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], there was no cap on the number of bone dragons and profane servitors you could have at once. Also, you would receive [[freezing wraith]]s in place of vampires, and desecrating [[:Category:Holy holiness|holy]] remains gave piety. Also, read-IDing a [[scroll of holy word]] would have angered Yredelemnul's servants.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], you could be gifted [[rotting hulk]]s and [[plague shambler]]s.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], recalling undead slaves did not have any delay, but it was not able to recall any undead servants from other levels.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], the undead servant gift roll's results were based on piety.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.6.0]], Yredelemnul's random undead gifts could not follow you between floors.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Evil Gods]]&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gozag_Ym_Sagoz&amp;diff=45641</id>
		<title>Gozag Ym Sagoz</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Gozag_Ym_Sagoz&amp;diff=45641"/>
				<updated>2017-08-07T17:54:58Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
[[File:Gozag altar.png]] ''&amp;quot;Greed is good.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Gozag Ym Sagoz the Greedy teaches that the world belongs to the rich. Those accepting this principle may exchange their gold for divine assistance. Followers of Gozag do not earn piety; the only way to impress this god is by amassing a fortune, and worshippers may request as much assistance as they can afford. Fortunately, Gozag's worshippers are said to have the touch of gold.&lt;br /&gt;
&lt;br /&gt;
For Gozag, both flesh and food are inferior to wealth, and therefore all corpses are turned into gold piles. These piles of gold may briefly distract nearby monsters. Stalwarts can order immediate help in the form of potions, with prices dictated by the Greedy. Particularly well-off adherents may attract shopkeepers into the dungeon, and even bribe entire branches of the dungeon. Gozag will also duplicate any one non-artifact item for a servant.&lt;br /&gt;
&lt;br /&gt;
Gozag likes it when you collect gold.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s may not worship Gozag Ym Sagoz or any other deity.&lt;br /&gt;
&lt;br /&gt;
===Additional Restrictions===&lt;br /&gt;
Gozag requires a service fee for joining; this starts at 0 [[gold]] and rises with the amount of gold generated in the game:&lt;br /&gt;
 Service fee = (Generated gold - Generated gold/log10(Generated gold+10))/2&lt;br /&gt;
&lt;br /&gt;
Characters without enough gold receive the message, &amp;quot;Gozag does not accept service from beggars like you!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Monk]]s who have not yet chosen a god are exempt from this fee, as are those who join Gozag through a [[faded altar]].&lt;br /&gt;
&lt;br /&gt;
==Appreciates/Deprecates==&lt;br /&gt;
Gozag Ym Sagoz is a reasonable businessgod, and does not allow personal feelings to affect its behavior one way or another. All interactions with Gozag Ym Sagoz revolve purely around gold. This also means that amulets of faith have no effect, since Gozag doesn't care about piety.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
As Gozag Ym Sagoz has no piety system, all of its granted abilities are available upon joining. Players are notified when they have gathered enough gold to use the next given ability.&lt;br /&gt;
&lt;br /&gt;
*'''Golden touch''': Defeated enemies turn into piles of gold (the amount of gold varies; bigger, stronger monsters tend to generate more), but never leave corpses. Killing monsters creates a temporary effect which may distract nearby creatures, making them forget about you. (Passive)&lt;br /&gt;
&lt;br /&gt;
*'''Detect Gold and shops''': You map the location of gold on the floor in a medium area around you and map the location of shops you have funded on your current dungeon level. (Passive)&lt;br /&gt;
&lt;br /&gt;
*'''Potion Petition''': Purchase one set of potion effects. You immediately get the effects of one of three sets of potions, each containing 1-6 random, different potions. Sets containing more and/or better potions are more expensive to purchase. Once you activate the ability, you must choose and pay for one of the sets. The first use of Potion Petition is free, but each additional use costs 400 gold.&lt;br /&gt;
&lt;br /&gt;
*'''Call Merchant''': Fund a merchant to set up a new [[shop]].  You choose one out of four different Merchants with different shop types, one of which is a food shop (Mummies and vampires are not offered the food shop, thus receive only three choices).  The first use of Call Merchant costs at most 800 gold for the best shop, increasing by 200 gold per use (though most shops are actually much cheaper). The chosen shop is placed at your feet.&lt;br /&gt;
&lt;br /&gt;
*'''Bribe Branch''': Send money to the inhabitants of a branch to turn them temporarily neutral or incite them to join you. [[Unique]] [[Hell]] and [[Pan]] lords are unaffected. (Costs 3000 Gold)&lt;br /&gt;
**You must be in the branch to use this ability. Adds 3000 gold to this branch's bribe fund. Monsters have a chance based on their HD (stronger monsters have a higher chance) to either become peaceful (for some gold from the bribe fund) or become your permanent allies (for more gold from the fund). The chance is rolled when they first notice you.&lt;br /&gt;
**Allied monsters take from the fund when fighting, but not over time.&lt;br /&gt;
**Attacking one of these pacified monsters result in turning all pacified monsters in sight hostile.&lt;br /&gt;
** This power can be incredibly useful in branches with dangerous enemies. Having a few [[Orb of fire|Orbs of fire]] or [[Ancient lich]]es on your side can make a big difference.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Upon leaving Gozag Ym Sagoz, any funded stores close, as they are unable to pay their debts without your funds. Any bribed monsters turn hostile. In addition:&lt;br /&gt;
*Petition for your drink to fail: When quaffing potions, there is a high chance that you will lose a turn (but not the potion).&lt;br /&gt;
*Turn to gold: When buying from shops, there is a chance your purchase will turn into 1 piece of gold.&lt;br /&gt;
*Incite: Permanently buffs an enemy with a potion effect.&lt;br /&gt;
*Claim gold: Gozag claims about 10% of any gold you pick up (much like [[Zin]]).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Gozag's drawback, the lack of corpses, is not as bad as it sounds for most characters. Spellcasters may want to train more [[spellcasting]] than usual to reduce [[spell hunger]], but as long as you're not spamming high-level spells or [[rod]]s, there's plenty of food in the game to keep you from starving, even without creating extra food shops.&lt;br /&gt;
&lt;br /&gt;
Note that it will much more difficult to get dragon scales since Dragons won't leave corpses.&lt;br /&gt;
&lt;br /&gt;
However, characters that rely heavily on [[corpse]]s, such as [[Necromancer]]s, [[ghoul]]s, [[vampire]]s, and [[troll]]s, should think twice before choosing to follow Gozag, as you'll be turning everything you kill into gold. [[Felid]]s and [[kobold]]s also suffer to a lesser extent. [[Dancing weapon]]s turn to gold too, so don't bother with the [[hall of blades]].&lt;br /&gt;
&lt;br /&gt;
Gozag is an especially appealing choice for [[spriggan]]s and [[mummies]]; they have less use for corpses than most species (barring [[Necromancy]]). Spriggan worshippers can actually get access to ''more'' food than they usually would by calling in extra food shops, and Potion Petition helps make up for the fact that mummies can't normally drink potions.&lt;br /&gt;
&lt;br /&gt;
Gozag is one of the few gods you can abandon while keeping permanent benefits granted via worship (items from Called Merchants).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Several aspects of Gozag were different prior to [[0.17]]:&lt;br /&gt;
* Service fee was higher&lt;br /&gt;
* Gold distraction was centered on the generated gold, rather than the player.&lt;br /&gt;
* The cost of Potion Petition increased with use&lt;br /&gt;
* Only monsters that normally left corpses dropped gold.&lt;br /&gt;
* Bribes only worked on humanoid and demonic enemies.&lt;br /&gt;
* Call Merchant placed shops on unexplored floors in [[Dungeon]], [[Depths]], [[Vaults]], and only at your feet when those branches were fully explored.&lt;br /&gt;
&lt;br /&gt;
Gozag Ym Sagoz was added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Treasure_trove&amp;diff=45481</id>
		<title>Treasure trove</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Treasure_trove&amp;diff=45481"/>
				<updated>2017-06-29T07:13:30Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: Mention you can not be excommunicated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Once upon a time, an enterprising thief who was also a wizard, terrified of being caught committing an act of burglary, created a system of portals leading into the secret treasure troves and chambers of the rich. Too scared to loot them himself, he instead charged an extortionate fee for entry to anyone who wanted to rifle through them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The secrets of the gateways died with him when his fellow thieves, disgusted at his betrayal of their 'ideals', had him murdered. With his death, the now-uncontrolled portals began moving rapidly from one dimension to the next, only stopping long enough to absorb magical energy.}}&lt;br /&gt;
&lt;br /&gt;
A '''treasure trove''' is a small sub-[[branch]], filled with loot specifically tailored for your character using [[acquirement]] code (usually around 16 items, though this can vary). They are usually perfectly safe, though a few possible layouts prove dangerous. Only one treasure trove can generate per game, and they are not guaranteed to appear in every game. The troves chosen are mostly random, though if a trove is entirely inappropriate for your character (e.g. a book trove for a fighter), its probability of appearing is reduced but not eliminated. Thus, fighters may occasionally end up in a book trove (where they will mostly find manuals), or unarmed fighters might rarely get a weapon trove. &lt;br /&gt;
&lt;br /&gt;
Troves can only be accessed through a locked portal entrance which can generate almost anywhere. To unlock a treasure trove, you must meet its demands:&lt;br /&gt;
&lt;br /&gt;
*There is a 5% chance that it will ask for all your [[piety]]. You won't be excommunicated but it reset your piety as if you just converted (about 15/200). It is never generated if you are a [[demigod]] or you worship [[Gozag]].&lt;br /&gt;
*Otherwise, there is a 1/3 chance that it will ask for an item available in a [[shop]]. This will often be an [[artefact]], but may be a high-value mundane item. Unless the item itself is incredibly useful, these troves are effectively just asking for [[gold]].&lt;br /&gt;
*Otherwise, it will ask for an item or stack of items. There are a number of possibilities, each individual item type being equally probable:&lt;br /&gt;
**'''Armour (20% chance overall)''': It will ask for [[gold dragon scales|gold]], [[storm dragon scales|storm]], [[fire dragon scales|fire]], or [[ice dragon scales]]. The armour must be sufficiently enchanted as well; gold and storm dragon scales requests can range from +2 to +4, while fire and ice can range from +3 to +5.&lt;br /&gt;
**'''Weapon (15% chance overall)''': It will ask for a [[demon trident]], [[demon whip]], or [[demon blade]], with required enchantments ranging from +4 to +6.&lt;br /&gt;
**'''Potions (20% chance overall)''': It may ask for 8+2d3 [[potions of heal wounds]], 12+2d4 [[potions of curing]], or 3+1d3+1d2 [[potions of haste]]. &lt;br /&gt;
**'''Wands (10% chance overall)''': It will ask for either a [[wand of heal wounds]] or a [[wand of hasting]] with 7+1d2 charges.&lt;br /&gt;
**'''Scrolls (20% chance overall)''': It will ask for 4 to 6 [[scrolls of blinking]], 10+1d3+1d4 [[scrolls of teleportation]], 12+3d4 [[scrolls of identify]], or 1 to 2 [[scrolls of acquirement]].&lt;br /&gt;
**'''Miscellaneous items (15% chance overall):''' It will ask to ''see'' the abyssal [[rune]], the slimy rune, or the [[horn of Geryon]]. In this case, the required item will not be taken from you.&lt;br /&gt;
&lt;br /&gt;
For items with enchantments or charges, the values the trove asks for are minimums. Thus, a trove asking for a +4 demon whip will accept a +6 demon whip without protest. The item's [[ego]] makes no difference, and it will even accept artefacts provided they have sufficient enchantment (although the latter option may not be desirable). In the case of stacks of items, the trove will only take as many as it's asking for if you have more than the required amount. The item being given must be unequipped in order for it to be accepted. This prevents accidentally offering an item that is not intended to be given.&lt;br /&gt;
&lt;br /&gt;
The cost of a trove has no bearing on the quality or type of items you will find inside. Also, unlike most portals, treasure troves are not timed and will remain active until you deal with them. Once you enter and exit one, however, it will be sealed forever.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
First, remember that like other portals, you can only enter the treasure trove *once* so do not get in with a full inventory or you will have to leave stuff inside.&lt;br /&gt;
&lt;br /&gt;
Much like scrolls of acquirement, a treasure trove's yield can run all the way from near-worthless to jaw-droppingly awesome. More often than not, though, it's worth opening a treasure trove if you find one. Odds are that there will be something in there you want.&lt;br /&gt;
&lt;br /&gt;
When it comes to jewelry, you do have some control over what a treasure trove will generate. The code prefers to give you [[amulet]]s and [[ring]]s you haven't identified yet, so if there are still several items left unidentified, it may be worthwhile to go to any jewelry shops you have access to and buy any garbage items you haven't identified yet. Spending a little money on an unidentified [[ring of loudness]] or [[amulet of inaccuracy]] might significantly improve your odds of getting that [[ring of slaying]] or [[amulet of the gourmand]] you needed.&lt;br /&gt;
&lt;br /&gt;
Treasure troves often ask for gear with a particular enchantment level. While the base type requested is non-negotiable, the enchantment level requested is the minimum that it will allow. For example, if a trove asks for a +4 [[demon blade]], it will accept a +6 [[vampiric]] demon blade. On the other hand, if it wants +5 [[fire dragon scales]], it won't accept +5 [[gold dragon scales]]. A wise player will stash a few [[scrolls of enchant weapon]], [[scrolls of enchant armour]], and [[scrolls of recharging]] to maximize his chance of manufacturing the required item.&lt;br /&gt;
&lt;br /&gt;
If you don't have enough of a particular consumable item to open a treasure trove, you will eventually be able to find what you're missing by farming [[the Abyss]] or [[Pandemonium]] for long enough. Whether or not doing so is worth the risk and tedium involved is up to you.&lt;br /&gt;
&lt;br /&gt;
If you don't remember where you last saw a particular item, don't forget that pressing '''Ctrl'''+'''F''' will let you search for specific items you've already come across. This can save you a tremendous amount of time backtracking.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Troves that take all your piety were added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
Troves were introduced in [[0.6]].  Prior to [[0.8]], they worked differently: instead of always asking for an item and being untimed, they began with a very long timer (around 10000 turns).  When attempting to enter, the player would be prompted to pay one of two amounts of gold: a large amount (usually around 2000-4000 gold) to enter the trove now, or a small amount (around 200 or so) to 'fix' the portal.  The latter choice would make the trove untimed, but it would then require a specific item to enter, much as troves do now; the player would not know the item required until after they had chosen to fix the portal.  The choice was removed because it was always optimal to pay to enter if you could - it is [[The Abyss|always]] [[Pandemonium|possible]] to find more gold if you need it for something else, but there is no guarantee of being able to find the right item anywhere in the dungeon.&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Invisibility&amp;diff=45480</id>
		<title>Invisibility</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Invisibility&amp;diff=45480"/>
				<updated>2017-06-28T11:03:23Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Invisibility&lt;br /&gt;
|level=6&lt;br /&gt;
|school1={{Hexes}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Burglary]]&lt;br /&gt;
*[[Book of Party Tricks]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=0&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''This page is about the Invisibility spell. For the armour ego, see [[Invisibility (ego)]].''&lt;br /&gt;
&lt;br /&gt;
{{flavour|This spell hides a creature from the sight of others. While invisible you will gain magical contamination, which may eventually cause enough glow to make you visible again.}}&lt;br /&gt;
&lt;br /&gt;
'''Invisibility''' is a level 6 [[Hexes]] spell which fires a single-target enchantment beam, rendering the first target it strikes [[invisible]]. This generally makes the target harder to perceive by opponents that lack the [[see invisible]] or [[sense invisible]] [[intrinsic]]s, greatly benefiting [[stealth]]y [[stabbing]]-focused characters. The benefits (and drawbacks) of invisibility are more complicated than one might expect. See the [[Invisible]] page for more details.&lt;br /&gt;
&lt;br /&gt;
This spell cannot affect targets which are [[Invisible#Backlighting|backlit]] in any way. Casting it on yourself immediately gives you 1d2 points of [[magic contamination]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The most straightforward use for Invisibility is to cast it on yourself, greatly boosting your ability to sneak up on and [[stab]] enemies incapable of detecting invisible creatures. This will generate significant amounts of magic contamination if overused, so give yourself time to decontaminate if you find yourself casting it repeatedly. Alternatively, you may wish to use the [[Dazzling Spray]] spell. This level 3 spell both damages and [[blind]]s targets, including many enemies that can [[see invisible]], providing many of the benefits of invisibility with none of the penalties.&lt;br /&gt;
&lt;br /&gt;
Casting Invisibility on your allies does not cause any magic contamination on your part, but provides them with little significant benefit.&lt;br /&gt;
&lt;br /&gt;
Avoiding remaining in water while invisible, as this will reveal your location to nearby monsters. &lt;br /&gt;
&lt;br /&gt;
If you can cast it reliably before [[Lair]] and its branch [[Swamp]], [[Snake Pit]] or the [[Shoals]] it is a good investment because most monsters there, except for [[Unique_monster|unique]] (watch for pack of [[wolf|wolves]] in Lair), do no have the [[See Invisible]] intrinsic, making them much easier. If you are a stabber it is particulaly helpful. Then further you play, starting from [[the Vaults]] or [[Elven Halls]] you'll encounter more monster able to see you. To see the full list of dangerous monster while invisible, check the list available at [[:Category:See_invisible]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notably in [[The Realm of Zot|Zot]], [[Draconian_(monster)|Draconians]] do not have the [[See_invisible|See Invisible]] intrisic either.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
*Invisibility applied to monsters from ''any'' source, regardless of spell power, has a duration of 16 to 56 of the monster's turns. Many enemy spellcasters can cast Invisibility. &lt;br /&gt;
&lt;br /&gt;
*Monsters will generally not do so unless you're in line of sight, so you will at least see them for a moment before they become invisible. &lt;br /&gt;
&lt;br /&gt;
*Do note that monsters also will cast it when in sight of your allies (f.e. your undead minions rushing ahead of you). This can lead to an invisible spellcaster coming right at you, without giving you any hints about its presence until the first attack starts. While this may be a niche case, it is a rather deadly and unexpected one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the [[Invisible]] page for a full list on monster's capable of casting Invisibility, as well as a list of monsters who are innately, permanently invisible.&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Invisibility&amp;diff=45479</id>
		<title>Invisibility</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Invisibility&amp;diff=45479"/>
				<updated>2017-06-28T11:02:54Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Invisibility&lt;br /&gt;
|level=6&lt;br /&gt;
|school1={{Hexes}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Burglary]]&lt;br /&gt;
*[[Book of Party Tricks]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=0&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''This page is about the Invisibility spell. For the armour ego, see [[Invisibility (ego)]].''&lt;br /&gt;
&lt;br /&gt;
{{flavour|This spell hides a creature from the sight of others. While invisible you will gain magical contamination, which may eventually cause enough glow to make you visible again.}}&lt;br /&gt;
&lt;br /&gt;
'''Invisibility''' is a level 6 [[Hexes]] spell which fires a single-target enchantment beam, rendering the first target it strikes [[invisible]]. This generally makes the target harder to perceive by opponents that lack the [[see invisible]] or [[sense invisible]] [[intrinsic]]s, greatly benefiting [[stealth]]y [[stabbing]]-focused characters. The benefits (and drawbacks) of invisibility are more complicated than one might expect. See the [[Invisible]] page for more details.&lt;br /&gt;
&lt;br /&gt;
This spell cannot affect targets which are [[Invisible#Backlighting|backlit]] in any way. Casting it on yourself immediately gives you 1d2 points of [[magic contamination]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The most straightforward use for Invisibility is to cast it on yourself, greatly boosting your ability to sneak up on and [[stab]] enemies incapable of detecting invisible creatures. This will generate significant amounts of magic contamination if overused, so give yourself time to decontaminate if you find yourself casting it repeatedly. Alternatively, you may wish to use the [[Dazzling Spray]] spell. This level 3 spell both damages and [[blind]]s targets, including many enemies that can [[see invisible]], providing many of the benefits of invisibility with none of the penalties.&lt;br /&gt;
&lt;br /&gt;
Casting Invisibility on your allies does not cause any magic contamination on your part, but provides them with little significant benefit.&lt;br /&gt;
&lt;br /&gt;
Avoiding remaining in water while invisible, as this will reveal your location to nearby monsters. &lt;br /&gt;
&lt;br /&gt;
If you can cast it reliably before [[Lair]] and its branch [[Swamp]], [[Snake Pit]] or the [[Shoals]] it is a good investment because most monsters there, except for [[Unique_monster|unique]] (watch for pack of [[wolf|wolves]] in Lair), do no have the [[See Invisible]] intrinsic, making them much easier. If you are a [[stabber]] it is particulaly helpful. Then further you play, starting from [[the Vaults]] or [[Elven Halls]] you'll encounter more monster able to see you. To see the full list of dangerous monster while invisible, check the list available at [[:Category:See_invisible]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notably in [[The Realm of Zot|Zot]], [[Draconian_(monster)|Draconians]] do not have the [[See_invisible|See Invisible]] intrisic either.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
*Invisibility applied to monsters from ''any'' source, regardless of spell power, has a duration of 16 to 56 of the monster's turns. Many enemy spellcasters can cast Invisibility. &lt;br /&gt;
&lt;br /&gt;
*Monsters will generally not do so unless you're in line of sight, so you will at least see them for a moment before they become invisible. &lt;br /&gt;
&lt;br /&gt;
*Do note that monsters also will cast it when in sight of your allies (f.e. your undead minions rushing ahead of you). This can lead to an invisible spellcaster coming right at you, without giving you any hints about its presence until the first attack starts. While this may be a niche case, it is a rather deadly and unexpected one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the [[Invisible]] page for a full list on monster's capable of casting Invisibility, as well as a list of monsters who are innately, permanently invisible.&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Invisibility&amp;diff=45478</id>
		<title>Invisibility</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Invisibility&amp;diff=45478"/>
				<updated>2017-06-28T10:06:09Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Invisibility&lt;br /&gt;
|level=6&lt;br /&gt;
|school1={{Hexes}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Burglary]]&lt;br /&gt;
*[[Book of Party Tricks]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=0&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''This page is about the Invisibility spell. For the armour ego, see [[Invisibility (ego)]].''&lt;br /&gt;
&lt;br /&gt;
{{flavour|This spell hides a creature from the sight of others. While invisible you will gain magical contamination, which may eventually cause enough glow to make you visible again.}}&lt;br /&gt;
&lt;br /&gt;
'''Invisibility''' is a level 6 [[Hexes]] spell which fires a single-target enchantment beam, rendering the first target it strikes [[invisible]]. This generally makes the target harder to perceive by opponents that lack the [[see invisible]] or [[sense invisible]] [[intrinsic]]s, greatly benefiting [[stealth]]y [[stabbing]]-focused characters. The benefits (and drawbacks) of invisibility are more complicated than one might expect. See the [[Invisible]] page for more details.&lt;br /&gt;
&lt;br /&gt;
This spell cannot affect targets which are [[Invisible#Backlighting|backlit]] in any way. Casting it on yourself immediately gives you 1d2 points of [[magic contamination]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The most straightforward use for Invisibility is to cast it on yourself, greatly boosting your ability to sneak up on and [[stab]] enemies incapable of detecting invisible creatures. This will generate significant amounts of magic contamination if overused, so give yourself time to decontaminate if you find yourself casting it repeatedly. Alternatively, you may wish to use the [[Dazzling Spray]] spell. This level 3 spell both damages and [[blind]]s targets, including many enemies that can [[see invisible]], providing many of the benefits of invisibility with none of the penalties.&lt;br /&gt;
&lt;br /&gt;
Casting Invisibility on your allies does not cause any magic contamination on your part, but provides them with little significant benefit.&lt;br /&gt;
&lt;br /&gt;
Avoiding remaining in water while invisible, as this will reveal your location to nearby monsters. &lt;br /&gt;
&lt;br /&gt;
If you can cast it reliably before [[Lair]] and its branch [[Swamp]], [[Snake Pit]] or the [[Shoals]] it is a good investment because most monsters there, except for [[Unique_monster|unique]] (watch for pack of [[wolf|wolves]] in Lair), do no have the [[See Invisible]] intrinsic, making them much easier. If you are a stabber it is particulaly helpful. Then further you play, starting from [[the Vaults]] or [[Elven Halls]] you'll encounter more monster able to see you. To see the full list of dangerous monster while invisible, check the list available at [[:Category:See_invisible]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notably in [[The Realm of Zot|Zot]], [[Draconian_(monster)|Draconians]] do not have the [[See_invisible|See Invisible]] intrisic either.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
*Invisibility applied to monsters from ''any'' source, regardless of spell power, has a duration of 16 to 56 of the monster's turns. Many enemy spellcasters can cast Invisibility. &lt;br /&gt;
&lt;br /&gt;
*Monsters will generally not do so unless you're in line of sight, so you will at least see them for a moment before they become invisible. &lt;br /&gt;
&lt;br /&gt;
*Do note that monsters also will cast it when in sight of your allies (f.e. your undead minions rushing ahead of you). This can lead to an invisible spellcaster coming right at you, without giving you any hints about its presence until the first attack starts. While this may be a niche case, it is a rather deadly and unexpected one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the [[Invisible]] page for a full list on monster's capable of casting Invisibility, as well as a list of monsters who are innately, permanently invisible.&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=See_invisible&amp;diff=45477</id>
		<title>See invisible</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=See_invisible&amp;diff=45477"/>
				<updated>2017-06-28T10:01:33Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: add link to see invisible category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
''This article is about the character trait. For the (now obsolete) spell, see [[See Invisible]].''&lt;br /&gt;
&lt;br /&gt;
'''See invisible''' (sInv) is a self-explanatory [[intrinsic]] which allows you to see [[invisible]] enemies (as well as yourself, eliminating the combat penalties normally associated with not being able to see your own body). It can be acquired in the following ways:&lt;br /&gt;
*The [[Acute Vision]] mutation.&lt;br /&gt;
**[[Felid]]s, [[naga]]s, [[spriggan]]s, and [[vampire]]s have this naturally.&lt;br /&gt;
*Wearing a [[ring of see invisible]].&lt;br /&gt;
*Wearing a [[hat]], [[helmet]], or [[artefact]] with the see invisible [[ego]].&lt;br /&gt;
*Worshipping [[Ashenzari]] and having at least *** piety.&lt;br /&gt;
&lt;br /&gt;
To see the full list of monsters whith See invisible, check the list available at [[:Category:See_invisible]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.12]], there was a level 4 [[Charms]] spell called [[See Invisible]] which temporarily granted the caster the see invisible intrinsic.&lt;br /&gt;
&lt;br /&gt;
[[Category:Intrinsic]]&lt;br /&gt;
[[Category:Monster flags]]&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Invisibility&amp;diff=45476</id>
		<title>Invisibility</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Invisibility&amp;diff=45476"/>
				<updated>2017-06-28T10:00:10Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Invisibility&lt;br /&gt;
|level=6&lt;br /&gt;
|school1={{Hexes}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Burglary]]&lt;br /&gt;
*[[Book of Party Tricks]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=0&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''This page is about the Invisibility spell. For the armour ego, see [[Invisibility (ego)]].''&lt;br /&gt;
&lt;br /&gt;
{{flavour|This spell hides a creature from the sight of others. While invisible you will gain magical contamination, which may eventually cause enough glow to make you visible again.}}&lt;br /&gt;
&lt;br /&gt;
'''Invisibility''' is a level 6 [[Hexes]] spell which fires a single-target enchantment beam, rendering the first target it strikes [[invisible]]. This generally makes the target harder to perceive by opponents that lack the [[see invisible]] or [[sense invisible]] [[intrinsic]]s, greatly benefiting [[stealth]]y [[stabbing]]-focused characters. The benefits (and drawbacks) of invisibility are more complicated than one might expect. See the [[Invisible]] page for more details.&lt;br /&gt;
&lt;br /&gt;
This spell cannot affect targets which are [[Invisible#Backlighting|backlit]] in any way. Casting it on yourself immediately gives you 1d2 points of [[magic contamination]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The most straightforward use for Invisibility is to cast it on yourself, greatly boosting your ability to sneak up on and [[stab]] enemies incapable of detecting invisible creatures. This will generate significant amounts of magic contamination if overused, so give yourself time to decontaminate if you find yourself casting it repeatedly. Alternatively, you may wish to use the [[Dazzling Spray]] spell. This level 3 spell both damages and [[blind]]s targets, including many enemies that can [[see invisible]], providing many of the benefits of invisibility with none of the penalties.&lt;br /&gt;
&lt;br /&gt;
Casting Invisibility on your allies does not cause any magic contamination on your part, but provides them with little significant benefit.&lt;br /&gt;
&lt;br /&gt;
Avoiding remaining in water while invisible, as this will reveal your location to nearby monsters. &lt;br /&gt;
&lt;br /&gt;
If you can cast it reliably before [[Lair]] and its branch [[Swamp]], [[Snake Pit]] or the [[Shoals]] it is a good investment because most monsters there, except for [[Unique_monster|unique]] (watch for [[wolf|wolves]], do no have the [[See Invisible]] intrinsic, making them much easier. Then further you play, starting from [[the Vaults]] or [[Elven Halls]] you'll encounter more monster able to see you. To see the full list of dangerous monster while invisible, check the list available at [[:Category:See_invisible]]&lt;br /&gt;
&lt;br /&gt;
Notably in [[The Realm of Zot|Zot]], [[Draconian_(monster)|Draconians]] do not have the [[See_invisible|See Invisible]] intrisic either.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
*Invisibility applied to monsters from ''any'' source, regardless of spell power, has a duration of 16 to 56 of the monster's turns. Many enemy spellcasters can cast Invisibility. &lt;br /&gt;
&lt;br /&gt;
*Monsters will generally not do so unless you're in line of sight, so you will at least see them for a moment before they become invisible. &lt;br /&gt;
&lt;br /&gt;
*Do note that monsters also will cast it when in sight of your allies (f.e. your undead minions rushing ahead of you). This can lead to an invisible spellcaster coming right at you, without giving you any hints about its presence until the first attack starts. While this may be a niche case, it is a rather deadly and unexpected one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the [[Invisible]] page for a full list on monster's capable of casting Invisibility, as well as a list of monsters who are innately, permanently invisible.&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Manual&amp;diff=45475</id>
		<title>Manual</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Manual&amp;diff=45475"/>
				<updated>2017-06-28T09:57:32Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
&lt;br /&gt;
{{item-noicon&lt;br /&gt;
 |itemtype = Book&lt;br /&gt;
 |name = Manual of [Skill]&lt;br /&gt;
 |cost =&lt;br /&gt;
 |weight = 7.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[file:Manual 1.png]] [[file:Manual 2.png]]&lt;br /&gt;
&lt;br /&gt;
'''Manuals of [Skill]''' are rare [[book]]s which greatly speed the rate at which you train the [[skill]]s they pertain to by applying a +4 bonus to your skill aptitude for as long as you have the manual in your inventory. You can study more than one manual at a time, but only if they pertain to different skills. Each manual has a limited amount of extra [[XP]] they can provide: once that amount is reached, the manual is destroyed.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Manuals let you train a skill more efficiently. While you carry it you train that skill at double speed - half the [[skill point|skill points]] coming from the manual, so it is essentially 'free' experience. It was generated with 2000-3000 skill points and you cannot 'waste' it, you always get the full amount.&lt;br /&gt;
&lt;br /&gt;
However, if this means ignoring other skills that are immediately useful to your character in order to train something you don't really need just yet, using them may actually be harmful. &lt;br /&gt;
&lt;br /&gt;
You can use a [[scroll of acquirement]] to potentially generate a manual for you, though this is less likely if you are a [[spellcaster]].&lt;br /&gt;
&lt;br /&gt;
===Settings===&lt;br /&gt;
Users of manuals may want to add this to their Options file Init.txt (see [https://github.com/crawl/crawl/blob/master/crawl-ref/docs/options_guide.txt options_guide.txt]):&lt;br /&gt;
 force_more_message = finished your manual&lt;br /&gt;
This will alert you when your manual's skill aptitude bonus has run out and allow you to readjust your training priorities should you desire.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.13]], you could only study one manual at a time, and you would activate or deactivate them by '''r'''eading them.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], manuals functioned very differently because the skill system was very different. They would allow you to assign stored up experience from your experience pool to a specific skill without actually using that skill, and would crumble to dust after sufficient uses.&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Manual&amp;diff=45474</id>
		<title>Manual</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Manual&amp;diff=45474"/>
				<updated>2017-06-28T09:57:13Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
&lt;br /&gt;
{{item-noicon&lt;br /&gt;
 |itemtype = Book&lt;br /&gt;
 |name = Manual of [Skill]&lt;br /&gt;
 |cost =&lt;br /&gt;
 |weight = 7.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[file:Manual 1.png]] [[file:Manual 2.png]]&lt;br /&gt;
&lt;br /&gt;
'''Manuals of [Skill]''' are rare [[book]]s which greatly speed the rate at which you train the [[skill]]s they pertain to by applying a +4 bonus to your skill aptitude for as long as you have the manual in your inventory. You can study more than one manual at a time, but only if they pertain to different skills. Each manual has a limited amount of extra [[XP]] they can provide: once that amount is reached, the manual is destroyed.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Manuals let you train a skill more efficiently. While you carry it you train that skill at double speed - half the [[skill point|skill points]]] coming from the manual, so it is essentially 'free' experience. It was generated with 2000-3000 skill points and you cannot 'waste' it, you always get the full amount.&lt;br /&gt;
&lt;br /&gt;
However, if this means ignoring other skills that are immediately useful to your character in order to train something you don't really need just yet, using them may actually be harmful. &lt;br /&gt;
&lt;br /&gt;
You can use a [[scroll of acquirement]] to potentially generate a manual for you, though this is less likely if you are a [[spellcaster]].&lt;br /&gt;
&lt;br /&gt;
===Settings===&lt;br /&gt;
Users of manuals may want to add this to their Options file Init.txt (see [https://github.com/crawl/crawl/blob/master/crawl-ref/docs/options_guide.txt options_guide.txt]):&lt;br /&gt;
 force_more_message = finished your manual&lt;br /&gt;
This will alert you when your manual's skill aptitude bonus has run out and allow you to readjust your training priorities should you desire.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.13]], you could only study one manual at a time, and you would activate or deactivate them by '''r'''eading them.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], manuals functioned very differently because the skill system was very different. They would allow you to assign stored up experience from your experience pool to a specific skill without actually using that skill, and would crumble to dust after sufficient uses.&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Manual&amp;diff=45473</id>
		<title>Manual</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Manual&amp;diff=45473"/>
				<updated>2017-06-28T09:55:26Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
&lt;br /&gt;
{{item-noicon&lt;br /&gt;
 |itemtype = Book&lt;br /&gt;
 |name = Manual of [Skill]&lt;br /&gt;
 |cost =&lt;br /&gt;
 |weight = 7.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[file:Manual 1.png]] [[file:Manual 2.png]]&lt;br /&gt;
&lt;br /&gt;
'''Manuals of [Skill]''' are rare [[book]]s which greatly speed the rate at which you train the [[skill]]s they pertain to by applying a +4 bonus to your skill aptitude for as long as you have the manual in your inventory. You can study more than one manual at a time, but only if they pertain to different skills. Each manual has a limited amount of extra [[XP]] they can provide: once that amount is reached, the manual is destroyed.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Manuals let you train a skill more efficiently. While you carry it you train that skill at double speed - half the 'skill points' coming from the manual, so it is essentially free experience. It was generated with 2000-3000 'skill points' and you cannot 'waste' it, you always get the full amount.&lt;br /&gt;
&lt;br /&gt;
However, if this means ignoring other skills that are immediately useful to your character in order to train something you don't really need just yet, using them may actually be harmful. &lt;br /&gt;
&lt;br /&gt;
You can use a [[scroll of acquirement]] to potentially generate a manual for you, though this is less likely if you are a [[spellcaster]].&lt;br /&gt;
&lt;br /&gt;
===Settings===&lt;br /&gt;
Users of manuals may want to add this to their Options file Init.txt (see [https://github.com/crawl/crawl/blob/master/crawl-ref/docs/options_guide.txt options_guide.txt]):&lt;br /&gt;
 force_more_message = finished your manual&lt;br /&gt;
This will alert you when your manual's skill aptitude bonus has run out and allow you to readjust your training priorities should you desire.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.13]], you could only study one manual at a time, and you would activate or deactivate them by '''r'''eading them.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], manuals functioned very differently because the skill system was very different. They would allow you to assign stored up experience from your experience pool to a specific skill without actually using that skill, and would crumble to dust after sufficient uses.&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Manual&amp;diff=45472</id>
		<title>Manual</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Manual&amp;diff=45472"/>
				<updated>2017-06-28T09:55:06Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: /* Strategy */ New wording using learndb and answer the question you can not &amp;quot;waste&amp;quot; a manual. Previous statement was confusing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
{{item-noicon&lt;br /&gt;
 |itemtype = Book&lt;br /&gt;
 |name = Manual of [Skill]&lt;br /&gt;
 |cost =&lt;br /&gt;
 |weight = 7.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[file:Manual 1.png]] [[file:Manual 2.png]]&lt;br /&gt;
&lt;br /&gt;
'''Manuals of [Skill]''' are rare [[book]]s which greatly speed the rate at which you train the [[skill]]s they pertain to by applying a +4 bonus to your skill aptitude for as long as you have the manual in your inventory. You can study more than one manual at a time, but only if they pertain to different skills. Each manual has a limited amount of extra [[XP]] they can provide: once that amount is reached, the manual is destroyed.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Manuals let you train a skill more efficiently. While you carry it you train that skill at double speed - half the 'skill points' coming from the manual, so it is essentially free experience. It was generated with 2000-3000 'skill points' and you cannot 'waste' it, you always get the full amount.&lt;br /&gt;
&lt;br /&gt;
However, if this means ignoring other skills that are immediately useful to your character in order to train something you don't really need just yet, using them may actually be harmful. &lt;br /&gt;
&lt;br /&gt;
You can use a [[scroll of acquirement]] to potentially generate a manual for you, though this is less likely if you are a [[spellcaster]].&lt;br /&gt;
&lt;br /&gt;
===Settings===&lt;br /&gt;
Users of manuals may want to add this to their Options file Init.txt (see [https://github.com/crawl/crawl/blob/master/crawl-ref/docs/options_guide.txt options_guide.txt]):&lt;br /&gt;
 force_more_message = finished your manual&lt;br /&gt;
This will alert you when your manual's skill aptitude bonus has run out and allow you to readjust your training priorities should you desire.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.13]], you could only study one manual at a time, and you would activate or deactivate them by '''r'''eading them.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], manuals functioned very differently because the skill system was very different. They would allow you to assign stored up experience from your experience pool to a specific skill without actually using that skill, and would crumble to dust after sufficient uses.&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Invisibility&amp;diff=45458</id>
		<title>Invisibility</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Invisibility&amp;diff=45458"/>
				<updated>2017-06-21T19:48:35Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Invisibility&lt;br /&gt;
|level=6&lt;br /&gt;
|school1={{Hexes}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Burglary]]&lt;br /&gt;
*[[Book of Party Tricks]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=0&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''This page is about the Invisibility spell. For the armour ego, see [[Invisibility (ego)]].''&lt;br /&gt;
&lt;br /&gt;
{{flavour|This spell hides a creature from the sight of others. While invisible you will gain magical contamination, which may eventually cause enough glow to make you visible again.}}&lt;br /&gt;
&lt;br /&gt;
'''Invisibility''' is a level 6 [[Hexes]] spell which fires a single-target enchantment beam, rendering the first target it strikes [[invisible]]. This generally makes the target harder to perceive by opponents that lack the [[see invisible]] or [[sense invisible]] [[intrinsic]]s, greatly benefiting [[stealth]]y [[stabbing]]-focused characters. The benefits (and drawbacks) of invisibility are more complicated than one might expect. See the [[Invisible]] page for more details.&lt;br /&gt;
&lt;br /&gt;
This spell cannot affect targets which are [[Invisible#Backlighting|backlit]] in any way. Casting it on yourself immediately gives you 1d2 points of [[magic contamination]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The most straightforward use for Invisibility is to cast it on yourself, greatly boosting your ability to sneak up on and [[stab]] enemies incapable of detecting invisible creatures. This will generate significant amounts of magic contamination if overused, so give yourself time to decontaminate if you find yourself casting it repeatedly. Alternatively, you may wish to use the [[Dazzling Spray]] spell. This level 3 spell both damages and [[blind]]s targets, including many enemies that can [[see invisible]], providing many of the benefits of invisibility with none of the penalties.&lt;br /&gt;
&lt;br /&gt;
Casting Invisibility on your allies does not cause any magic contamination on your part, but provides them with little significant benefit.&lt;br /&gt;
&lt;br /&gt;
Avoiding remaining in water while invisible, as this will reveal your location to nearby monsters. &lt;br /&gt;
&lt;br /&gt;
If you can cast it reliably before [[Lair]] and its branch [[Swamp]], [[Snake Pit]] or the [[Shoals]] it is a good investment because most monsters there, except for [[Unique_monster|unique]], do no have the [[See Invisible]] intrinsic, making them much easier. Then further you play, starting from [[the Vaults]] or [[Elven Halls]] you'll encounter more monster able to see you. To see the full list of dangerous monster while invisible, check the list available at [[:Category:See_invisible]]&lt;br /&gt;
&lt;br /&gt;
Notably in [[The Realm of Zot|Zot]], [[Draconian_(monster)|Draconians]] do not have the [[See_invisible|See Invisible]] intrisic either.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
*Invisibility applied to monsters from ''any'' source, regardless of spell power, has a duration of 16 to 56 of the monster's turns. Many enemy spellcasters can cast Invisibility. &lt;br /&gt;
&lt;br /&gt;
*Monsters will generally not do so unless you're in line of sight, so you will at least see them for a moment before they become invisible. &lt;br /&gt;
&lt;br /&gt;
*Do note that monsters also will cast it when in sight of your allies (f.e. your undead minions rushing ahead of you). This can lead to an invisible spellcaster coming right at you, without giving you any hints about its presence until the first attack starts. While this may be a niche case, it is a rather deadly and unexpected one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the [[Invisible]] page for a full list on monster's capable of casting Invisibility, as well as a list of monsters who are innately, permanently invisible.&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Invisibility&amp;diff=45457</id>
		<title>Invisibility</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Invisibility&amp;diff=45457"/>
				<updated>2017-06-21T19:46:38Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Invisibility&lt;br /&gt;
|level=6&lt;br /&gt;
|school1={{Hexes}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Burglary]]&lt;br /&gt;
*[[Book of Party Tricks]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=0&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''This page is about the Invisibility spell. For the armour ego, see [[Invisibility (ego)]].''&lt;br /&gt;
&lt;br /&gt;
{{flavour|This spell hides a creature from the sight of others. While invisible you will gain magical contamination, which may eventually cause enough glow to make you visible again.}}&lt;br /&gt;
&lt;br /&gt;
'''Invisibility''' is a level 6 [[Hexes]] spell which fires a single-target enchantment beam, rendering the first target it strikes [[invisible]]. This generally makes the target harder to perceive by opponents that lack the [[see invisible]] or [[sense invisible]] [[intrinsic]]s, greatly benefiting [[stealth]]y [[stabbing]]-focused characters. The benefits (and drawbacks) of invisibility are more complicated than one might expect. See the [[Invisible]] page for more details.&lt;br /&gt;
&lt;br /&gt;
This spell cannot affect targets which are [[Invisible#Backlighting|backlit]] in any way. Casting it on yourself immediately gives you 1d2 points of [[magic contamination]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The most straightforward use for Invisibility is to cast it on yourself, greatly boosting your ability to sneak up on and [[stab]] enemies incapable of detecting invisible creatures. This will generate significant amounts of magic contamination if overused, so give yourself time to decontaminate if you find yourself casting it repeatedly. Alternatively, you may wish to use the [[Dazzling Spray]] spell. This level 3 spell both damages and [[blind]]s targets, including many enemies that can [[see invisible]], providing many of the benefits of invisibility with none of the penalties.&lt;br /&gt;
&lt;br /&gt;
Casting Invisibility on your allies does not cause any magic contamination on your part, but provides them with little significant benefit.&lt;br /&gt;
&lt;br /&gt;
Avoiding remaining in water while invisible, as this will reveal your location to nearby monsters. &lt;br /&gt;
&lt;br /&gt;
If you can cast it reliably before [[Lair]] and its branch [[Swamp]], [[Snake Pit]] or the [[Shoals]] it is a good investment because most monsters there, except for [[Unique_monster|unique]], do no have the [[See Invisible]] intrinsic, making them much easier. Then further you play, starting from [[the Vaults]] or [[Elven Halls]] you'll encounter more monster able to see you. To see the full list of dangerous monster while invisible, check the list available at [[:Category:See_invisible]]&lt;br /&gt;
&lt;br /&gt;
Notably in [[The Realm of Zot|Zot]], [[Draconian_(monster)|Draconians]] do not have the [[See Invisible]] intrisic either.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
*Invisibility applied to monsters from ''any'' source, regardless of spell power, has a duration of 16 to 56 of the monster's turns. Many enemy spellcasters can cast Invisibility. &lt;br /&gt;
&lt;br /&gt;
*Monsters will generally not do so unless you're in line of sight, so you will at least see them for a moment before they become invisible. &lt;br /&gt;
&lt;br /&gt;
*Do note that monsters also will cast it when in sight of your allies (f.e. your undead minions rushing ahead of you). This can lead to an invisible spellcaster coming right at you, without giving you any hints about its presence until the first attack starts. While this may be a niche case, it is a rather deadly and unexpected one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the [[Invisible]] page for a full list on monster's capable of casting Invisibility, as well as a list of monsters who are innately, permanently invisible.&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Invisibility&amp;diff=45456</id>
		<title>Invisibility</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Invisibility&amp;diff=45456"/>
				<updated>2017-06-21T19:44:45Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: /* Strategy */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Invisibility&lt;br /&gt;
|level=6&lt;br /&gt;
|school1={{Hexes}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Burglary]]&lt;br /&gt;
*[[Book of Party Tricks]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=0&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''This page is about the Invisibility spell. For the armour ego, see [[Invisibility (ego)]].''&lt;br /&gt;
&lt;br /&gt;
{{flavour|This spell hides a creature from the sight of others. While invisible you will gain magical contamination, which may eventually cause enough glow to make you visible again.}}&lt;br /&gt;
&lt;br /&gt;
'''Invisibility''' is a level 6 [[Hexes]] spell which fires a single-target enchantment beam, rendering the first target it strikes [[invisible]]. This generally makes the target harder to perceive by opponents that lack the [[see invisible]] or [[sense invisible]] [[intrinsic]]s, greatly benefiting [[stealth]]y [[stabbing]]-focused characters. The benefits (and drawbacks) of invisibility are more complicated than one might expect. See the [[Invisible]] page for more details.&lt;br /&gt;
&lt;br /&gt;
This spell cannot affect targets which are [[Invisible#Backlighting|backlit]] in any way. Casting it on yourself immediately gives you 1d2 points of [[magic contamination]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The most straightforward use for Invisibility is to cast it on yourself, greatly boosting your ability to sneak up on and [[stab]] enemies incapable of detecting invisible creatures. This will generate significant amounts of magic contamination if overused, so give yourself time to decontaminate if you find yourself casting it repeatedly. Alternatively, you may wish to use the [[Dazzling Spray]] spell. This level 3 spell both damages and [[blind]]s targets, including many enemies that can [[see invisible]], providing many of the benefits of invisibility with none of the penalties.&lt;br /&gt;
&lt;br /&gt;
Casting Invisibility on your allies does not cause any magic contamination on your part, but provides them with little significant benefit.&lt;br /&gt;
&lt;br /&gt;
Avoiding remaining in water while invisible, as this will reveal your location to nearby monsters. &lt;br /&gt;
&lt;br /&gt;
If you can cast it reliably before [[Lair]] and its branch [[Swamp]], [[Snake Pit]] or the [[Shoals]] it is a good investment because most monsters there, except for [[Unique_monster|unique]], do no have the [[See Invisible]] intrinsic, making them much easier. Then further you play, starting from [[the Vaults]] or [[Elven Halls]] you'll encounter more monster able to see you. To see the full list of dangerous monster, check the list available at [[:Category:See_invisible]]&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
*Invisibility applied to monsters from ''any'' source, regardless of spell power, has a duration of 16 to 56 of the monster's turns. Many enemy spellcasters can cast Invisibility. &lt;br /&gt;
&lt;br /&gt;
*Monsters will generally not do so unless you're in line of sight, so you will at least see them for a moment before they become invisible. &lt;br /&gt;
&lt;br /&gt;
*Do note that monsters also will cast it when in sight of your allies (f.e. your undead minions rushing ahead of you). This can lead to an invisible spellcaster coming right at you, without giving you any hints about its presence until the first attack starts. While this may be a niche case, it is a rather deadly and unexpected one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the [[Invisible]] page for a full list on monster's capable of casting Invisibility, as well as a list of monsters who are innately, permanently invisible.&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Invisibility&amp;diff=45455</id>
		<title>Invisibility</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Invisibility&amp;diff=45455"/>
				<updated>2017-06-21T19:39:16Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: Mention advantage of getting invisibility early&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Invisibility&lt;br /&gt;
|level=6&lt;br /&gt;
|school1={{Hexes}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Burglary]]&lt;br /&gt;
*[[Book of Party Tricks]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=0&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''This page is about the Invisibility spell. For the armour ego, see [[Invisibility (ego)]].''&lt;br /&gt;
&lt;br /&gt;
{{flavour|This spell hides a creature from the sight of others. While invisible you will gain magical contamination, which may eventually cause enough glow to make you visible again.}}&lt;br /&gt;
&lt;br /&gt;
'''Invisibility''' is a level 6 [[Hexes]] spell which fires a single-target enchantment beam, rendering the first target it strikes [[invisible]]. This generally makes the target harder to perceive by opponents that lack the [[see invisible]] or [[sense invisible]] [[intrinsic]]s, greatly benefiting [[stealth]]y [[stabbing]]-focused characters. The benefits (and drawbacks) of invisibility are more complicated than one might expect. See the [[Invisible]] page for more details.&lt;br /&gt;
&lt;br /&gt;
This spell cannot affect targets which are [[Invisible#Backlighting|backlit]] in any way. Casting it on yourself immediately gives you 1d2 points of [[magic contamination]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The most straightforward use for Invisibility is to cast it on yourself, greatly boosting your ability to sneak up on and [[stab]] enemies incapable of detecting invisible creatures. This will generate significant amounts of magic contamination if overused, so give yourself time to decontaminate if you find yourself casting it repeatedly. Alternatively, you may wish to use the [[Dazzling Spray]] spell. This level 3 spell both damages and [[blind]]s targets, including many enemies that can [[see invisible]], providing many of the benefits of invisibility with none of the penalties.&lt;br /&gt;
&lt;br /&gt;
Casting Invisibility on your allies does not cause any magic contamination on your part, but provides them with little significant benefit.&lt;br /&gt;
&lt;br /&gt;
Avoiding remaining in water while invisible, as this will reveal your location to nearby monsters. &lt;br /&gt;
&lt;br /&gt;
If you can cast it reliably before [[Lair]] and its branch [[Swamp]], [[Snake Pit]] or the [[Shoals]] it is a good investment because most monsters here , except for unique, do no have the [[See Invisible]] intrinsic, making them much easier. Then further you play, starting from [[the Vaults]] or [[Elven Halls]] you'll encounter more monster able to see you. To see the full list of dangerous monster, check the list available at [[:Category:See_invisible]]&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
*Invisibility applied to monsters from ''any'' source, regardless of spell power, has a duration of 16 to 56 of the monster's turns. Many enemy spellcasters can cast Invisibility. &lt;br /&gt;
&lt;br /&gt;
*Monsters will generally not do so unless you're in line of sight, so you will at least see them for a moment before they become invisible. &lt;br /&gt;
&lt;br /&gt;
*Do note that monsters also will cast it when in sight of your allies (f.e. your undead minions rushing ahead of you). This can lead to an invisible spellcaster coming right at you, without giving you any hints about its presence until the first attack starts. While this may be a niche case, it is a rather deadly and unexpected one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See the [[Invisible]] page for a full list on monster's capable of casting Invisibility, as well as a list of monsters who are innately, permanently invisible.&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_curing&amp;diff=42659</id>
		<title>Potion of curing</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_curing&amp;diff=42659"/>
				<updated>2016-07-25T14:22:34Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Potion&lt;br /&gt;
 |name = Potion of curing&lt;br /&gt;
 |cost = 20&lt;br /&gt;
 |weight = 4.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A blessed fluid which heals some wounds, clears the mind, and cures diseases. If it is used when one is at or near full health, it can also slightly repair permanent injuries.}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of curing''' cures [[poison]], [[confusion]], [[sickness]], and [[rotting]], as well as restores 1d7 + 4 HP.&lt;br /&gt;
&lt;br /&gt;
If your maximum hit points have been reduced by rotting, quaffing a potion of curing at full or near full health will unrot them by a few points.&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|You feel better.}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
These are best saved for times when you need to cure a negative status effect, preferring [[potion of heal wounds|potions]] or [[wands of heal wounds]] for restoring HP. However, if you should find yourself without any other healing or escape option (most commonly early in the game), these can be useful for restoring HP in a pinch. Just don't be surprised if whatever monster you're facing takes off most of the healed HP with its next attack.&lt;br /&gt;
&lt;br /&gt;
If you plan to complete all dungeon branches, especially [[Tomb]]s and [[Hell]], there are multiple sources of rotting, so it is handy to have a stock of potion of curing ready to cure it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.10]], this item was known as a potion of healing.&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_curing&amp;diff=42658</id>
		<title>Potion of curing</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_curing&amp;diff=42658"/>
				<updated>2016-07-25T14:21:48Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Potion&lt;br /&gt;
 |name = Potion of curing&lt;br /&gt;
 |cost = 20&lt;br /&gt;
 |weight = 4.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A blessed fluid which heals some wounds, clears the mind, and cures diseases. If it is used when one is at or near full health, it can also slightly repair permanent injuries.}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of curing''' cures [[poison]], [[confusion]], [[sickness]], and [[rotting]], as well as restores 1d7 + 4 HP.&lt;br /&gt;
&lt;br /&gt;
If your maximum hit points have been reduced by rotting, quaffing a potion of curing at full or near full health will unrot them by a few points.&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|You feel better.}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
These are best saved for times when you need to cure a negative status effect, preferring [[potion of heal wounds|potions]] or [[wands of heal wounds]] for restoring HP. However, if you should find yourself without any other healing or escape option (most commonly early in the game), these can be useful for restoring HP in a pinch. Just don't be surprised if whatever monster you're facing takes off most of the healed HP with its next attack.&lt;br /&gt;
&lt;br /&gt;
If you plan to complete all dungeon branches, especially Tombs and Hell, there are multiple sources of rotting, so it is handy to have a stock of potion of curing ready to cure it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.10]], this item was known as a potion of healing.&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_curing&amp;diff=42657</id>
		<title>Potion of curing</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_curing&amp;diff=42657"/>
				<updated>2016-07-25T14:20:26Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Potion&lt;br /&gt;
 |name = Potion of curing&lt;br /&gt;
 |cost = 20&lt;br /&gt;
 |weight = 4.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A blessed fluid which heals some wounds, clears the mind, and cures diseases. If it is used when one is at or near full health, it can also slightly repair permanent injuries.}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of curing''' cures [[poison]], [[confusion]], [[sickness]], and [[rotting]], as well as restores 1d7 + 4 HP.&lt;br /&gt;
&lt;br /&gt;
If your maximum hit points have been reduced by rotting, quaffing a potion of curing at full or near full health will unrot them by a few points.&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|You feel better.}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
These are best saved for times when you need to cure a negative status effect, preferring [[potion of heal wounds|potions]] or [[wands of heal wounds]] for restoring HP. However, if you should find yourself without any other healing or escape option (most commonly early in the game), these can be useful for restoring HP in a pinch. Just don't be surprised if whatever monster you're facing takes off most of the healed HP with its next attack.&lt;br /&gt;
&lt;br /&gt;
If you plan to do extended, especially Tombs, there are multiple sources of rotting, so it is handy to have a stock of potion of curing ready to cure it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.10]], this item was known as a potion of healing.&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Movement&amp;diff=42549</id>
		<title>Movement</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Movement&amp;diff=42549"/>
				<updated>2016-07-04T11:17:01Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: Mention slowing effect from Ozocubu's armour.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
&lt;br /&gt;
'''Movement''' is the primary means of getting around the [[dungeon]]. Although you may [[Blink]], [[Teleport]], and even create a [[Passage of Golubria]], the majority of your movement will be directional movement between tiles or changing floors with [[stairs]] and [[escape hatch]]es. A character's movement speed determines your ability to escape from danger and the number of enemy actions that will occur while you move.&lt;br /&gt;
&lt;br /&gt;
==Controls==&lt;br /&gt;
If you are playing a version with mouse compatibility, you can click on a tile to send your character there by the fastest means possible, avoiding areas marked for travel exclusion. Pressing '''[[o]]''' on your keyboard auto-explores the level, stopping when you find a monster, item, or dungeon feature of interest.&lt;br /&gt;
&lt;br /&gt;
You can also move in all 8 directions with the number pad on your keyboard, or with h-j-k-l-b-n-y-u:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|&amp;lt;tt&amp;gt;7 8 9 &amp;lt;--&amp;gt; y k u&amp;lt;br&amp;gt;&lt;br /&gt;
4 * 6 &amp;lt;--&amp;gt; h * l&amp;lt;br&amp;gt;&lt;br /&gt;
1 2 3 &amp;lt;--&amp;gt; b j n&amp;lt;/tt&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
You can also move up or down stairs or escape hatches by standing on them and pressing '''&amp;lt;''' (upstairs) or '''&amp;gt;''' (downstairs). To head up or down a floor by the fastest means possible, press '''[[G]]''' to bring up the autotravel menu, followed by '''&amp;lt;''' or '''&amp;gt;'''. You can also auto-travel this way to any [[branch]] or distant level of the dungeon you've already discovered.&lt;br /&gt;
&lt;br /&gt;
==Character Speed==&lt;br /&gt;
The '''@''' command displays your character status.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Description || Delay&lt;br /&gt;
|-&lt;br /&gt;
| Very quick || 6 - 7&lt;br /&gt;
|-&lt;br /&gt;
| Quick || 8 - 9&lt;br /&gt;
|-&lt;br /&gt;
| Average || 10&lt;br /&gt;
|-&lt;br /&gt;
| Slow || 11 - 12&lt;br /&gt;
|-&lt;br /&gt;
| Very slow || 13 +&lt;br /&gt;
|}&lt;br /&gt;
'''Notes on movement speed:'''&lt;br /&gt;
* Regardless of any modifiers, a player's movement delay can never be lower than 6 except while [[haste]]d.&lt;br /&gt;
* There is no cap for slowest speed (such a blasphemy might anger [[Cheibriados]]).&lt;br /&gt;
* The relationship between speed and delay is: Speed = 100 / Delay ; Delay = 100 / Speed&lt;br /&gt;
&lt;br /&gt;
==Effect in Combat==&lt;br /&gt;
While every [[Actions|Action]] you take counts as a single game turn, your action speed determines how many enemy actions take place (or how many fractions of an action they accumulate) during that turn. If your movement speed is slower than a dangerous enemy, such as a [[hydra]], you may find yourself taking severe melee damage even as you flee.&lt;br /&gt;
&lt;br /&gt;
==Calculating Speed==&lt;br /&gt;
&lt;br /&gt;
All player [[species]] start with movement delay 10, with the following exceptions:&lt;br /&gt;
&lt;br /&gt;
* [[Naga]]s start with Slow 2 (delay 14).&lt;br /&gt;
* [[Felid]]s start with Fast 1 (delay 8).&lt;br /&gt;
* [[Centaur]]s start with Fast 2 (delay 7).&lt;br /&gt;
* [[Spriggan]]s start with Fast 3 (delay 6).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Terrain&lt;br /&gt;
|-&lt;br /&gt;
| [[Shallow water|Swimming]] || + 3&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Mutations&lt;br /&gt;
|-&lt;br /&gt;
| [[Good mutations#Fast|Fast 1]] || - 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Good mutations#Fast|Fast 2]] || - 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Good mutations#Fast|Fast 3]] || - 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Bad mutations#Slow|Slow 1]] || + 20%&lt;br /&gt;
|-&lt;br /&gt;
| [[Bad mutations#Slow|Slow 2]] || + 40%&lt;br /&gt;
|-&lt;br /&gt;
| [[Bad mutations#Slow|Slow 3]] || + 60%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Transformations &amp;amp; Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[Swiftness]] ||&lt;br /&gt;
*-25%/+33.3% (if mv. delay &amp;gt; 7)&amp;lt;br&amp;gt;&lt;br /&gt;
*-14.28%/+20% (if mv. delay = 7)&amp;lt;br&amp;gt;&lt;br /&gt;
*-0%/+0% (if mv. delay &amp;lt; 7)&lt;br /&gt;
|-&lt;br /&gt;
| [[Ozocubu's Armour]] || +1&lt;br /&gt;
|-&lt;br /&gt;
| [[Tengu|Flying Tengu]] || - 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Spider Form]], [[Wisp Form]], [[Porcupine Form]] || = 8&lt;br /&gt;
|-&lt;br /&gt;
| [[Merfolk|Merfolk Fishtail in Water]] || = 6&lt;br /&gt;
|-&lt;br /&gt;
| [[Bat Form]] || = 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Pig Form]] || 7&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Equipment&lt;br /&gt;
|-&lt;br /&gt;
| [[Running (ego)|Running ego]] || - 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Ponderousness|Ponderousness ego]] || + 1&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Religion&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheibriados]] || Variable with piety (between +2 and +10)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Enchantments&lt;br /&gt;
|-&lt;br /&gt;
| [[Frozen]] || +4&lt;br /&gt;
|-&lt;br /&gt;
| [[Grasping Roots]] || +3&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;| Special&lt;br /&gt;
|-&lt;br /&gt;
| [[Haste]] || All actions are 50% faster&lt;br /&gt;
|-&lt;br /&gt;
| [[Slow]] || All actions are 50% slower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes on minimum delay and haste:'''&lt;br /&gt;
* Minimum delay is always 6, even after all the modifiers above have been calculated.&lt;br /&gt;
* However, [[Haste]]d characters have every action occur 50% faster, including movement. This can result in a hasted character with movement delay 6 behaving as if movement delay were 5 (rounded up from 4.5), even though movement delay itself is technically unchanged.&lt;br /&gt;
'''Notes on swimming:'''&lt;br /&gt;
* The swimming penalty does not affect [[Octopodes]] or [[Merfolk]]. Instead, Merfolk grow a fishtail and swim faster while Octopodes retain their normal speed while swimming.&lt;br /&gt;
* The swimming penalty also does not affect characters who are [[levitation|levitating]], [[fly]]ing, or [[Beogh|walking on water]].&lt;br /&gt;
* Swimming negates both the Fast and Slow mutations.&lt;br /&gt;
* Swimming negates swiftness, unless you're [[levitation|levitating]], [[fly]]ing, or [[Beogh|walking on water]].&lt;br /&gt;
'''Miscellaneous notes:'''&lt;br /&gt;
*The only multiplicative effect, the [[Slow (mutation)|Slow mutation]], is applied after adding all the additive effects except the burden modifiers.&lt;br /&gt;
* Transformation into another form negates the effect of mutations and any equipment incorporated into the form.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to 0.18, Ozocubu's Armour did not come with a speed penalty. &lt;br /&gt;
*In [[0.15]], the [[encumbered]] and [[overloaded]] [[status effects]] (and item weight in general) were removed.&lt;br /&gt;
*Prior to [[0.14]], the [[Ponderousness|Ponderousness ego]] increased movement delay by 2 aut; and the swiftness decreased it by 2 auts, without any kind of penalization to your movement delay at all.&lt;br /&gt;
*Prior to [[0.13]], the running ego reduced movement delay by two auts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Movement|*]]&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Tengu&amp;diff=42548</id>
		<title>Tengu</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Tengu&amp;diff=42548"/>
				<updated>2016-07-04T11:13:06Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: /* Innate Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
''This page is about the player [[species]]. For the monster, see [[Tengu (monster)]]. For a list of all monstrous tengu, see [[List of tengu]].''&lt;br /&gt;
{{flavour|The Tengu are an ancient and feared species of bird-people with a legendary propensity for violence. Basically humanoid with bird-like heads and clawed feet, the Tengu can wear all types of armour except helmets and boots. Despite their lack of wings, powerful Tengu can fly, and very powerful members of this species can stay in the air for as long as they wish to do so. Their movement is a bit faster than normal while flying.&lt;br /&gt;
&lt;br /&gt;
They are experts at all forms of fighting, including the magical arts of combat (conjurations, summonings and, to a lesser extent, necromancy). They are good at air and fire elemental magic, but poor at ice and earth magic. Tengu do not appreciate any form of servitude, and so are poor at using invocations. Their light avian bodies cannot sustain a great deal of injury.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Beak]] and [[Talons|Talons 3]]: Tengu have beaks and talons and gain two [[auxiliary attack]]s in melee combat.&lt;br /&gt;
*Tengu cannot wear [[helmet]]s or [[boots]]&lt;br /&gt;
*Tengu get a +20% bonus to [[evasion]] and a bonus to [[movement]] (-1 movement delay from 10 to 9) while flying.&lt;br /&gt;
&lt;br /&gt;
Tengu have a base [[Strength]] of 8, [[Intelligence]] of 8 and [[Dexterity]] of 9 (before Background modifiers). They have +1 to base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Zealots:''' [[Berserker]]&lt;br /&gt;
*'''Mages:''' [[Wizard]], [[Conjurer]], [[Summoner]], [[Fire Elementalist]], [[Air 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;
*20% less [[HP]] than average.&lt;br /&gt;
*+3 [[magic resistance]] per level.&lt;br /&gt;
*Gain the [[ability]] to [[Fly (Tengu)|Fly]] short distances at level 5.&lt;br /&gt;
**This is upgraded to the ability to stay permanently airborne at level 14.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Due to their excellent aptitudes and inborn mutations, tengu are powerful and versatile in both melee and magic. However they are also among the most fragile races in the game.  In addition to their low HP, their equipment restrictions mean they tend to have low AC.  Overall, this makes tengu quite weak early on, but more powerful later, especially once they get the EV and speed bonus from flying permanently.&lt;br /&gt;
&lt;br /&gt;
Caster tengu have the best reasons to choose [[Vehumet]] over [[Sif Muna]], as they have strong aptitudes in [[Conjurations]], and are bad at [[Invocations]]. All of Vehumet's powers are passive.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Tengu}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Tengu Tengu] are a type of legendary creature in Japanese folk religion traditionally depicted with both human and avian characteristics.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Tengu gained permanent flight one level later before [[0.15]]. &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], Tengu received the speed bonus while flying only with less than 70% of their unencumbered burden (though flight itself granted a considerable bonus to carrying capacity, a property also removed in 0.12).  They also gained experience somewhat more slowly; Prior to [[0.11]], tengu lost the ability to fly when not in their natural form.&lt;br /&gt;
&lt;br /&gt;
The species was renamed from Kenku to Tengu in [[0.10]], to avoid the direct association with the race from Dungeons and Dragons.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Black_Mark&amp;diff=42547</id>
		<title>Talk:Black Mark</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Black_Mark&amp;diff=42547"/>
				<updated>2016-07-04T09:53:10Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Melee means any melee not just UC? And it affects any monster even lichs and orbs of fire? Seems to me like a very strong ability. Does anybody have a real game experience with this mutation? --[[User:BlueCrake|BlueCrake]] ([[User talk:BlueCrake|talk]]) 03:46, 3 June 2014 (CEST)&lt;br /&gt;
:As it's negative energy-related, I wouldn't be surprised if the victim's holiness played a part in how this ability works. That being said, I've never gotten the mutation myself, and I've never had any enemy demonspawn live long enough to noticeably land this on me :P --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 17:29, 3 June 2014 (CEST)&lt;br /&gt;
:According to the code the black Mark effect only test if the defender is &amp;quot;alive&amp;quot;, i.e. not dead from previous damage, so I believe it should work on undead as well..--[[User:Seren|Seren]] ([[User talk:Seren|talk]]) 11:51, 4 July 2016 (CEST)&lt;br /&gt;
::Search for the function apply_black_mark_effects() in the cde if you want to check by yourself.--[[User:Seren|Seren]] ([[User talk:Seren|talk]]) 11:53, 4 July 2016 (CEST)&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Black_Mark&amp;diff=42546</id>
		<title>Talk:Black Mark</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Black_Mark&amp;diff=42546"/>
				<updated>2016-07-04T09:51:39Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Melee means any melee not just UC? And it affects any monster even lichs and orbs of fire? Seems to me like a very strong ability. Does anybody have a real game experience with this mutation? --[[User:BlueCrake|BlueCrake]] ([[User talk:BlueCrake|talk]]) 03:46, 3 June 2014 (CEST)&lt;br /&gt;
:As it's negative energy-related, I wouldn't be surprised if the victim's holiness played a part in how this ability works. That being said, I've never gotten the mutation myself, and I've never had any enemy demonspawn live long enough to noticeably land this on me :P --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 17:29, 3 June 2014 (CEST)&lt;br /&gt;
:According to the code the black Mark effect only test if the defender is &amp;quot;alive&amp;quot;, i.e. not dead from previous damage, so I believe it should work on undead as well..--[[User:Seren|Seren]] ([[User talk:Seren|talk]]) 11:51, 4 July 2016 (CEST)&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Demonspawn_mutations&amp;diff=42545</id>
		<title>Demonspawn mutations</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Demonspawn_mutations&amp;diff=42545"/>
				<updated>2016-07-04T09:34:57Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: Update to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
As [[demonspawn]] characters level up, they gain useful [[mutations]] due to their demonic ancestry. [[Demonspawn mutations]] are semi-random, according to the following rules. A 'facet' is a set of three levels in one mutation:&lt;br /&gt;
*90% of the time, they mutate as follows:&lt;br /&gt;
**They gain one body-slot facet&lt;br /&gt;
**They gain one scales facet&lt;br /&gt;
**They gain two tier 2 facets&lt;br /&gt;
**They gain one tier 3 facet&lt;br /&gt;
*10% of the time, they are &amp;quot;monstrous&amp;quot;, and instead mutate as follows:&lt;br /&gt;
**They gain three body-slot facets (claws, horns or antennae, hooves or talons)&lt;br /&gt;
**They have ''no'' scales facets&lt;br /&gt;
**They gain two tier 2 facets&lt;br /&gt;
**They gain one tier 3 facet&lt;br /&gt;
Monstrous demonspawn are far more offensive-minded: they have lower AC due to their inability to wear any armour other than cloaks, shields, and body armour, but their claws make them well-suited to [[Unarmed Combat]]. Your auxiliary attacks also support close combat.&lt;br /&gt;
&lt;br /&gt;
Here is a list of all possible demonspawn mutations. Note that many of these mutations can also be gained randomly. However, demonspawn mutations are unique in that they cannot be removed by any means. You can check your current mutations with shift-A.&lt;br /&gt;
&lt;br /&gt;
=Body-Slot Facets=&lt;br /&gt;
&lt;br /&gt;
Monstrous demonspawn develop 3 body-slot facets, while others gain 1.&lt;br /&gt;
&lt;br /&gt;
===Claws===&lt;br /&gt;
{{:Claws}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Horns===&lt;br /&gt;
{{:Horns}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Antennae===&lt;br /&gt;
{{:Antennae}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hooves===&lt;br /&gt;
{{:Hooves}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Talons===&lt;br /&gt;
{{:Talons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Scales Facets=&lt;br /&gt;
Most demonspawn develop scales; monstrous demonspawn do not. Demonspawn may still acquire scales through random mutation, but non-monstrous demonspawn can only get ranks of a scales mutation if it matches the one they would eventually develop later.&lt;br /&gt;
&lt;br /&gt;
===Molten Scales===&lt;br /&gt;
{{:Molten Scales}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Icy Blue Scales===&lt;br /&gt;
{{:Icy Blue Scales}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Slimy Green Scales===&lt;br /&gt;
{{:Slimy Green Scales}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Thin Metallic Scales===&lt;br /&gt;
{{:Thin Metallic Scales}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Yellow Scales===&lt;br /&gt;
{{:Yellow Scales}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rough Black Scales===&lt;br /&gt;
{{:Rough Black Scales}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rugged Brown Scales===&lt;br /&gt;
{{:Rugged Brown Scales}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Iridescent Scales===&lt;br /&gt;
{{:Iridescent Scales}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Large Bone Plates===&lt;br /&gt;
{{:Large Bone Plates}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Repulsion Field===&lt;br /&gt;
{{:Repulsion Field}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Thin Skeletal Structure===&lt;br /&gt;
{{:Thin Skeletal Structure}}&lt;br /&gt;
&lt;br /&gt;
===Sturdy Frame===&lt;br /&gt;
{{:Sturdy Frame}}&lt;br /&gt;
&lt;br /&gt;
=Tier 2 Facets=&lt;br /&gt;
All demonspawn develop two tier 2 facets.&lt;br /&gt;
&lt;br /&gt;
===Ignite Blood===&lt;br /&gt;
{{:Ignite Blood}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Icemail===&lt;br /&gt;
{{:Icemail}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Powered by Death===&lt;br /&gt;
{{:Powered By Death}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mana Shield===&lt;br /&gt;
{{:Mana Shield}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Demonic Guardian]]===&lt;br /&gt;
{{:Demonic Guardian}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Nightstalker===&lt;br /&gt;
{{:Nightstalker}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spiny===&lt;br /&gt;
{{:Spiny (mutation)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Powered by Pain===&lt;br /&gt;
{{:Powered By Pain}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Foul Stench===&lt;br /&gt;
{{:Foul Stench}}&lt;br /&gt;
&lt;br /&gt;
=Tier 3 Facets=&lt;br /&gt;
All demonspawn gain one tier 3 facet.&lt;br /&gt;
&lt;br /&gt;
===Hurl Hellfire===&lt;br /&gt;
{{:Hurl Hellfire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Passive Freeze===&lt;br /&gt;
{{:Passive Freeze}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Robust===&lt;br /&gt;
{{:Robust}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Negative Energy Resistance===&lt;br /&gt;
{{:Negative Energy Resistance (mutation)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Augmentation===&lt;br /&gt;
{{:Augmentation}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
Prior to [[0.18]] there was no Sturdy Frame mutation.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]] the negative energy facet granted a second level of rN, instead of the [[Black Mark]] passive ability.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], Demonic Guardian would function for Okawaru worshipers, often resulting in massive piety losses. Hellfire cost 25% of max HP instead of 15.&lt;br /&gt;
&lt;br /&gt;
Mana Shield was added in [[0.13]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], Augmentation kicked in at low HP instead of high HP.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], [[magic resistance]] was available as a Tier 2 facet.&lt;br /&gt;
&lt;br /&gt;
[[Category:Intrinsic]]&lt;br /&gt;
[[Category:Mutations]]&lt;br /&gt;
[[Category:List]]&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Foul_Stench&amp;diff=42544</id>
		<title>Foul Stench</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Foul_Stench&amp;diff=42544"/>
				<updated>2016-07-04T09:33:04Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: Add an explanatory note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-style:italic;&amp;quot; &lt;br /&gt;
|Rank||Effect||Flavor&lt;br /&gt;
|-&lt;br /&gt;
|1||You are immune to [[rot]]ing.||You are immune to rotting.&lt;br /&gt;
|-&lt;br /&gt;
|2||When attacked in melee, 33% chance to give the attacker [[sickness]], and 20% chance to release a [[cloud]] of [[miasma]] following a strong hit.||You emit a foul stench.&lt;br /&gt;
|-&lt;br /&gt;
|3||Rank 2, with doubled odds of releasing miasma||You radiate miasma.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
[[Rot]] immunity makes you immune to cloud of [[Miasma]] effects.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
Prior to [[0.16]], this was a 3-tier mutation. Tier 1 gave [[Saprovore]] 1, while tiers 2 and 3 resembled the current tiers 1 and 2 with the addition of [[rot]] resistance.&lt;br /&gt;
|- style=&amp;quot;font-style:italic;&amp;quot; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
[[Good mutation]], [[Demonspawn mutation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mutations]]&lt;br /&gt;
[[Category:Good Mutations]]&lt;br /&gt;
[[Category:Demonspawn Mutations]]&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Foul_Stench&amp;diff=42543</id>
		<title>Foul Stench</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Foul_Stench&amp;diff=42543"/>
				<updated>2016-07-04T09:30:22Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: ReAdd rank 1 (Observed in 0.19-trunk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-style:italic;&amp;quot; &lt;br /&gt;
|Rank||Effect||Flavor&lt;br /&gt;
|-&lt;br /&gt;
|1||You are immune to [[rot]]ing.||You are immune to rotting.&lt;br /&gt;
|-&lt;br /&gt;
|2||When attacked in melee, 33% chance to give the attacker [[sickness]], and 20% chance to release a [[cloud]] of [[miasma]] following a strong hit.||You emit a foul stench.&lt;br /&gt;
|-&lt;br /&gt;
|3||Rank 2, with doubled odds of releasing miasma||You radiate miasma.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
Prior to [[0.16]], this was a 3-tier mutation. Tier 1 gave [[Saprovore]] 1, while tiers 2 and 3 resembled the current tiers 1 and 2 with the addition of [[rot]] resistance.&lt;br /&gt;
|- style=&amp;quot;font-style:italic;&amp;quot; &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
[[Good mutation]], [[Demonspawn mutation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mutations]]&lt;br /&gt;
[[Category:Good Mutations]]&lt;br /&gt;
[[Category:Demonspawn Mutations]]&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Demonspawn&amp;diff=42509</id>
		<title>Demonspawn</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Demonspawn&amp;diff=42509"/>
				<updated>2016-06-28T11:36:03Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: /* Tips and Tricks */  Trogoldytes do not exist anymore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
{{flavour|Demonspawn are horrible half-mortal, half-infernal creatures - the flip side of the Demigods. 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 at about the same rate as do Demigods. However, they are a little better at fighting and conjurations and much better at necromancy and invocations. Note that unlike Demigods, they can take on gods, although not all will accept them.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Demonspawn are considered demonic creatures. They cannot worship any of the good gods ([[Zin]], [[Elyvilon]], or [[The Shining One]]), and they have vulnerability to [[holy]] damage.&lt;br /&gt;
&lt;br /&gt;
Demonspawn have a base [[Strength]] of 8, [[Intelligence]] of 9 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]], [[Abyssal Knight]]&lt;br /&gt;
*'''Mages:''' [[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]].&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+3 magic resistance 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]] ammunition.&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;
&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Demonspawn can be a moderately difficult race to play. They have slightly bad aptitudes and slow leveling, but are compensated for with the random demonspawn mutations they will inevitably acquire. These mutations can vary from irritating, to interesting, to gamechanging. See the [[demonspawn mutation]] page if you want to figure out the ways your character can develop.&lt;br /&gt;
&lt;br /&gt;
Demonspawn are demonic and evil. That means they can't worship the good gods, and are vulnerable to holiness (they'll be damaged by a [[scroll of holy word]], and take greatly amplified damage from cleansing flames and holy wrath weapons). They can't wield weapons of holy wrath, like other evil creatures, and take greatly increased damage from them.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Demonspawn}}&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
Some combinations of demonspawn mutations have great synergy with some character types.&lt;br /&gt;
&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 and Mana Font can give you fantastic mana regeneration and durability.&lt;br /&gt;
*Nightstalker is great for stabbers and melee based characters, but could be detrimental to spell focused characters who rely on long ranged spells. Antenna can be useful to stabbers too; the detection will occur even against objects and foes out of your reduced line of sight. Ignite Blood may or may not be helpful; stabbing produces ludicrous amounts of it, but you may wake up foes by lighting them on fire.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Demonspawn mutation system was substantially overhauled in [[0.7]].  Prior to that version, they mutated in a generally more random fashion: mutations were only grouped into low power and high power, and Demonspawn would receive six total mutations (two low, four high power).  The mutation lists, which can be found on [http://r1gm.free.fr/Crawl/crawlSS_052_mutations.txt this page], were extremely varied.  For instance, &amp;quot;high power&amp;quot; mutations could be absolutely mediocre things such as 1d3 levels of negative energy resistance, or they could be potentially game breaking things such as fast movement or complete torment immunity.  In addition, Demonspawn mutations had some dependence on a character's skills and deity.  While the old Demonspawn may have had much more powerful mutations available to them, the lack of any coherence to the mutations, or any guarantee of getting useful ones, made them in general a much more difficult species under the old system.&lt;br /&gt;
&lt;br /&gt;
Since the overhaul, Demonspawn have continued to evolve: in [[0.8]], they stopped receiving breath attack mutations.  Later versions, particularly [[0.10]], have added a number of new mutations and rebalanced others.&lt;br /&gt;
&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>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Blood_temperature&amp;diff=42296</id>
		<title>Blood temperature</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Blood_temperature&amp;diff=42296"/>
				<updated>2016-06-02T09:36:11Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
&lt;br /&gt;
'''Blood temperature''' is a trait of all monsters which have blood (most [[natural]], non-[[list of insects|insect]], [[list of arachnids|-arachnid]], [[list of jellies|-jelly]], or [[list of eyeballs|-eyeball]] monsters).&lt;br /&gt;
&lt;br /&gt;
They can be either [[cold-blooded]] or [[warm-blooded]].&lt;br /&gt;
&lt;br /&gt;
[[Cold-blooded]] creatures are [[slow]]ed if hit by a [[Attack flavour|cold attack]] and are slowed twice as long by [[Metabolic Englaciation]].&lt;br /&gt;
&lt;br /&gt;
[[Warm-blooded]] creatures have no specific vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
[[category:Blood temperature]]&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hydra&amp;diff=42295</id>
		<title>Hydra</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hydra&amp;diff=42295"/>
				<updated>2016-06-02T09:32:44Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: /* Tips &amp;amp; Tricks */ clarification about edged weapon.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
''For a list of all dragon-like creatures, see [[list of dragons#Dragon-like creatures|list of dragons]].''&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
[[Hydra]]s are notoriously dangerous melee monsters found most often in [[the Lair]] and [[the Swamp]]. They begin life with 4-8 heads, but grow two more and heal significantly whenever they lose one. This usually happens when a player or trap deals slashing damage to it.  Careless use of [[claws]], [[axes]], and [[long blades]] can result in prolonged and deadly combat. Any such attack that deals 1-3 damage has a 50% chance of removing a head, while 4+ will always do so.&lt;br /&gt;
&lt;br /&gt;
Fortunately, there are ways to hurt them without them growing stronger. Blunt and piercing weapons injure them as normal, and [[flaming]] edged weapons will remove heads and cauterize the wound, preventing the normal regrowth. Ranged weapons and spells also function without issue.&lt;br /&gt;
&lt;br /&gt;
Hydras cannot [[fly]], but they swim quickly through water. Lava will effectively stop them, however.&lt;br /&gt;
&lt;br /&gt;
While exploring the bottom floor of the Swamp, beware [[the Lernaean hydra]]. This [[unique]] hydra is much more lethal than normal.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Hydras with additional heads only get more attacks per turn, not more [[HD]], [[XP]], or [[MR]].&lt;br /&gt;
*Hydras max out at 20 heads, at which point they get 20 individual melee attacks per turn. Don't let this happen.&lt;br /&gt;
*If you manage to get a hydra to 0 heads, it dies instantly regardless of how much HP it had left.&lt;br /&gt;
*The [[Summon Hydra]] spell lets you call a friendly 4-9 headed hydra to fight for you, but only for a brief time.&lt;br /&gt;
*They have [[poison resistance]], so [[poison]] and [[Mephitic Cloud]] won't work.&lt;br /&gt;
*There are [[cold-blooded]] so cold damage either from a [[freezing]] [[brand]] weapon or [[Ice Magic]] spell has a chance to slow them. Still do not use an edged freezing weapon, cold damage won't prevent head growth.&lt;br /&gt;
*If attempting to escape, remember that hydras cannot open doors nor [[see invisible]].&lt;br /&gt;
*Here are some tips for edged-weapon users:&lt;br /&gt;
**Use a flaming weapon to not only avoid regrowth and healing, but to reduce the hydra's damage output with each hit. Generally, faster weapons work better for this purpose, as they give they hydra less time to gnaw on you between swings. However, most characters are unlikely to have found multiple flaming weapons by the time they reach the Lair -- use whatever you have.&lt;br /&gt;
**Use a non-edged weapon of the same skill, such as:&lt;br /&gt;
***[[Maces and Flails]]: Not an issue.&lt;br /&gt;
***[[Short Blades]]: All short blades deal piercing damage except for the [[Captain's Cutlass]]. Fighting a hydra with a dagger is still not recommended unless you have [[Stabbing]] bonuses. [[Invisibility]] is quite useful here, since they neither see nor sense it.&lt;br /&gt;
***[[Polearms]]: Use a [[spear]], [[trident]], or [[demon trident]].&lt;br /&gt;
***[[Staves]]: Use a [[quarterstaff]] or enhancer staff.&lt;br /&gt;
***[[Axes]] and [[Long Blades]]: There are no safe options. Use spells, [[wand]]s, or a weapon type you've [[crosstrain]]ed with. (High [[AC]], [[berserk]]ing, and other buffs also help.)&lt;br /&gt;
***[[Unarmed Combat]]: Only characters with [[claws|Claws 3]] are at risk of severing heads. [[Ghoul]]s and [[Felid]]s only have one level of claws, but [[Troll]]s will have to find another way. A [[potion of lignification]] can work well.&lt;br /&gt;
**[[Invocations]]:&lt;br /&gt;
***[[Makhleb]]: Greater Servants can easily kill hydras.&lt;br /&gt;
***[[Beogh]]: [[Smite]] works, but at a high [[piety]] cost.&lt;br /&gt;
***[[Elyvilon]]: Hydras are natural beasts, and can be pacified easily.&lt;br /&gt;
***[[Lugonu]]: With high Invocations, you may be able to send hydras to [[the Abyss]].&lt;br /&gt;
***[[Qazlal]]: Blasting hydras with Upheaval works, though it chews through piety quickly.&lt;br /&gt;
***[[Trog]]/[[Berserker]]: Summoning a few Ogres to pound them to a pulp is a perfectly viable option, and even the high [[HD]] Trolls can usually kill them in a few shots regardless of their heads.&lt;br /&gt;
**[[Spell]]s:&lt;br /&gt;
***[[Conjurations]]: Most level 3+ Conjurations can kill a hydra in 3-6 hits, and even level 2's can soften them up significantly with enough time.&lt;br /&gt;
***[[Summonings]]: 4-7 [[ice beast]]s can easily kill a hydra, though a hydra with a high number of heads may require more.&lt;br /&gt;
***[[Transmutations]]: Use [[Ice Form]] or unarmed [[Statue Form]]. [[Spider Form]] does not remove heads, but is generally less effective than Ice or Statue Form.&lt;br /&gt;
**Wands: Even at low [[Evocations]], a [[wand of fire]], [[wand of cold]], [[wand of draining]], or [[wand of fireball]] can usually kill a hydra in 2-5 hits. This is a safe course of action for most characters.&lt;br /&gt;
&lt;br /&gt;
The following methods do not work:&lt;br /&gt;
*[[wand of polymorph|Polymorph]]: Hydras have high HD, and often turn into even tougher monsters. [[Storm dragon]]s are a particularly common result.&lt;br /&gt;
*Low-Skill Archery: Hydras regenerate quickly; any method which relies on whittling down its HP will likely fail.&lt;br /&gt;
*[[Escaping_from_(and_avoiding)_trouble#Leading_them_up|Stair dancing]]: Climbing up or down stairs next to a hydra will give it a few free hits, which is possibly all it needs to kill you.&lt;br /&gt;
*Berserk With an Edged Weapon: While you may be able to deal more damage than the hydra can heal per hit, its damage output will be growing, and ending your berserk slowed and wounded next to an even stronger hydra than you started with is not ideal.&lt;br /&gt;
*[[Haste]], when in the Swamps: Hydras' speed advantage in water will mean you probably cannot outrun them.&lt;br /&gt;
&lt;br /&gt;
==Undead Hydras==&lt;br /&gt;
Hydra corpses that are raised as [[zombie]]s or [[skeleton]]s will have the same number of heads as the corpse; zero-headed corpses cannot be raised this way. Hydra [[simulacrum (monster)|simulacra]] may have more or less heads. In either case, you can slice their heads off as with normal hydras, but they will never grow back, even if a non-flaming weapon is used. Note that hydra simulacra can have horrifyingly high damage output if you lack cold resistance: +13-38 cold damage per head.&lt;br /&gt;
&lt;br /&gt;
Spectral hydras created with [[Death Channel]] will have the same number of heads as the hydra when it died, but these can't be cut off.&lt;br /&gt;
&lt;br /&gt;
Any of these undead hydras can be found as enemies throughout the dungeon, especially in the pestilence ending of [[the Swamp]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.16]], short swords and rapiers deal piercing damage, meaning they no longer remove heads.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]] hydras were not [[cold-blooded]] creatures, except [[the Lernaean hydra]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Hydra Form]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Featured_Article]]&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hydra&amp;diff=42294</id>
		<title>Hydra</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hydra&amp;diff=42294"/>
				<updated>2016-06-02T09:30:58Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: /* Tips &amp;amp; Tricks */  replace cold brand by freezing brand&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
''For a list of all dragon-like creatures, see [[list of dragons#Dragon-like creatures|list of dragons]].''&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
[[Hydra]]s are notoriously dangerous melee monsters found most often in [[the Lair]] and [[the Swamp]]. They begin life with 4-8 heads, but grow two more and heal significantly whenever they lose one. This usually happens when a player or trap deals slashing damage to it.  Careless use of [[claws]], [[axes]], and [[long blades]] can result in prolonged and deadly combat. Any such attack that deals 1-3 damage has a 50% chance of removing a head, while 4+ will always do so.&lt;br /&gt;
&lt;br /&gt;
Fortunately, there are ways to hurt them without them growing stronger. Blunt and piercing weapons injure them as normal, and [[flaming]] edged weapons will remove heads and cauterize the wound, preventing the normal regrowth. Ranged weapons and spells also function without issue.&lt;br /&gt;
&lt;br /&gt;
Hydras cannot [[fly]], but they swim quickly through water. Lava will effectively stop them, however.&lt;br /&gt;
&lt;br /&gt;
While exploring the bottom floor of the Swamp, beware [[the Lernaean hydra]]. This [[unique]] hydra is much more lethal than normal.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Hydras with additional heads only get more attacks per turn, not more [[HD]], [[XP]], or [[MR]].&lt;br /&gt;
*Hydras max out at 20 heads, at which point they get 20 individual melee attacks per turn. Don't let this happen.&lt;br /&gt;
*If you manage to get a hydra to 0 heads, it dies instantly regardless of how much HP it had left.&lt;br /&gt;
*The [[Summon Hydra]] spell lets you call a friendly 4-9 headed hydra to fight for you, but only for a brief time.&lt;br /&gt;
*They have [[poison resistance]], so [[poison]] and [[Mephitic Cloud]] won't work.&lt;br /&gt;
*There are [[cold-blooded]] so cold damage either from a [[freezing]] [[brand]] weapon or [[Ice Magic]] spell has a chance to slow them.&lt;br /&gt;
*If attempting to escape, remember that hydras cannot open doors nor [[see invisible]].&lt;br /&gt;
*Here are some tips for edged-weapon users:&lt;br /&gt;
**Use a flaming weapon to not only avoid regrowth and healing, but to reduce the hydra's damage output with each hit. Generally, faster weapons work better for this purpose, as they give they hydra less time to gnaw on you between swings. However, most characters are unlikely to have found multiple flaming weapons by the time they reach the Lair -- use whatever you have.&lt;br /&gt;
**Use a non-edged weapon of the same skill, such as:&lt;br /&gt;
***[[Maces and Flails]]: Not an issue.&lt;br /&gt;
***[[Short Blades]]: All short blades deal piercing damage except for the [[Captain's Cutlass]]. Fighting a hydra with a dagger is still not recommended unless you have [[Stabbing]] bonuses. [[Invisibility]] is quite useful here, since they neither see nor sense it.&lt;br /&gt;
***[[Polearms]]: Use a [[spear]], [[trident]], or [[demon trident]].&lt;br /&gt;
***[[Staves]]: Use a [[quarterstaff]] or enhancer staff.&lt;br /&gt;
***[[Axes]] and [[Long Blades]]: There are no safe options. Use spells, [[wand]]s, or a weapon type you've [[crosstrain]]ed with. (High [[AC]], [[berserk]]ing, and other buffs also help.)&lt;br /&gt;
***[[Unarmed Combat]]: Only characters with [[claws|Claws 3]] are at risk of severing heads. [[Ghoul]]s and [[Felid]]s only have one level of claws, but [[Troll]]s will have to find another way. A [[potion of lignification]] can work well.&lt;br /&gt;
**[[Invocations]]:&lt;br /&gt;
***[[Makhleb]]: Greater Servants can easily kill hydras.&lt;br /&gt;
***[[Beogh]]: [[Smite]] works, but at a high [[piety]] cost.&lt;br /&gt;
***[[Elyvilon]]: Hydras are natural beasts, and can be pacified easily.&lt;br /&gt;
***[[Lugonu]]: With high Invocations, you may be able to send hydras to [[the Abyss]].&lt;br /&gt;
***[[Qazlal]]: Blasting hydras with Upheaval works, though it chews through piety quickly.&lt;br /&gt;
***[[Trog]]/[[Berserker]]: Summoning a few Ogres to pound them to a pulp is a perfectly viable option, and even the high [[HD]] Trolls can usually kill them in a few shots regardless of their heads.&lt;br /&gt;
**[[Spell]]s:&lt;br /&gt;
***[[Conjurations]]: Most level 3+ Conjurations can kill a hydra in 3-6 hits, and even level 2's can soften them up significantly with enough time.&lt;br /&gt;
***[[Summonings]]: 4-7 [[ice beast]]s can easily kill a hydra, though a hydra with a high number of heads may require more.&lt;br /&gt;
***[[Transmutations]]: Use [[Ice Form]] or unarmed [[Statue Form]]. [[Spider Form]] does not remove heads, but is generally less effective than Ice or Statue Form.&lt;br /&gt;
**Wands: Even at low [[Evocations]], a [[wand of fire]], [[wand of cold]], [[wand of draining]], or [[wand of fireball]] can usually kill a hydra in 2-5 hits. This is a safe course of action for most characters.&lt;br /&gt;
&lt;br /&gt;
The following methods do not work:&lt;br /&gt;
*[[wand of polymorph|Polymorph]]: Hydras have high HD, and often turn into even tougher monsters. [[Storm dragon]]s are a particularly common result.&lt;br /&gt;
*Low-Skill Archery: Hydras regenerate quickly; any method which relies on whittling down its HP will likely fail.&lt;br /&gt;
*[[Escaping_from_(and_avoiding)_trouble#Leading_them_up|Stair dancing]]: Climbing up or down stairs next to a hydra will give it a few free hits, which is possibly all it needs to kill you.&lt;br /&gt;
*Berserk With an Edged Weapon: While you may be able to deal more damage than the hydra can heal per hit, its damage output will be growing, and ending your berserk slowed and wounded next to an even stronger hydra than you started with is not ideal.&lt;br /&gt;
*[[Haste]], when in the Swamps: Hydras' speed advantage in water will mean you probably cannot outrun them.&lt;br /&gt;
&lt;br /&gt;
==Undead Hydras==&lt;br /&gt;
Hydra corpses that are raised as [[zombie]]s or [[skeleton]]s will have the same number of heads as the corpse; zero-headed corpses cannot be raised this way. Hydra [[simulacrum (monster)|simulacra]] may have more or less heads. In either case, you can slice their heads off as with normal hydras, but they will never grow back, even if a non-flaming weapon is used. Note that hydra simulacra can have horrifyingly high damage output if you lack cold resistance: +13-38 cold damage per head.&lt;br /&gt;
&lt;br /&gt;
Spectral hydras created with [[Death Channel]] will have the same number of heads as the hydra when it died, but these can't be cut off.&lt;br /&gt;
&lt;br /&gt;
Any of these undead hydras can be found as enemies throughout the dungeon, especially in the pestilence ending of [[the Swamp]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.16]], short swords and rapiers deal piercing damage, meaning they no longer remove heads.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]] hydras were not [[cold-blooded]] creatures, except [[the Lernaean hydra]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Hydra Form]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Featured_Article]]&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Cold_blooded&amp;diff=42293</id>
		<title>Cold blooded</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Cold_blooded&amp;diff=42293"/>
				<updated>2016-06-02T09:26:59Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
&lt;br /&gt;
Creatures with the '''cold blooded''' [[blood temperature]] are unique only in that they are particularly vulnerable to certain [[cold]] attacks. They have a 50% chance of being [[slow]]ed when they are damaged by any of the following cold sources:&lt;br /&gt;
*[[Freezing]]-[[brand]]ed melee attacks&lt;br /&gt;
*[[Freeze]]&lt;br /&gt;
*[[Ozocubu's Refrigeration]]&lt;br /&gt;
&lt;br /&gt;
They are also more strongly affected by [[Metabolic Englaciation]], remaining slowed for twice as long.&lt;br /&gt;
&lt;br /&gt;
Notably [[Hydra]]s are cold-blooded monster. As a melee character, if you don't have a slicing flaming weapon to deal with them, another good strategy is using a non-slicing cold weapon to slow them.&lt;br /&gt;
&lt;br /&gt;
For the late game, [[Draconian]]s which are populating the Realm of [[Zot]] are also cold-blooded.&lt;br /&gt;
&lt;br /&gt;
For a list of cold-blooded monsters, see [[:Category:Cold-blooded]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold-blooded]]&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Cold_blooded&amp;diff=42292</id>
		<title>Cold blooded</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Cold_blooded&amp;diff=42292"/>
				<updated>2016-06-02T09:26:21Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: formating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
&lt;br /&gt;
Creatures with the '''cold blooded''' [[blood temperature]] are unique only in that they are particularly vulnerable to certain [[cold]] attacks. They have a 50% chance of being [[slow]]ed when they are damaged by any of the following cold sources:&lt;br /&gt;
*[[Freezing]]-[[brand]]ed melee attacks&lt;br /&gt;
*[[Freeze]]&lt;br /&gt;
*[[Ozocubu's Refrigeration]]&lt;br /&gt;
&lt;br /&gt;
They are also more strongly affected by [[Metabolic Englaciation]], remaining slowed for twice as long.&lt;br /&gt;
&lt;br /&gt;
Notably [[Hydra]]s are cold-blooded monster. As a [[melee character]], if you don't have a slicing flaming weapon to deal with them, another good strategy is using a non-slicing cold weapon to slow them.&lt;br /&gt;
&lt;br /&gt;
For the late game, [[Draconian]]s which are populating the Realm of [[Zot]] are also cold-blooded.&lt;br /&gt;
&lt;br /&gt;
For a list of cold-blooded monsters, see [[:Category:Cold-blooded]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold-blooded]]&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Cold_blooded&amp;diff=42291</id>
		<title>Cold blooded</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Cold_blooded&amp;diff=42291"/>
				<updated>2016-06-02T09:25:17Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: bump to 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
&lt;br /&gt;
Creatures with the '''cold blooded''' [[blood temperature]] are unique only in that they are particularly vulnerable to certain [[cold]] attacks. They have a 50% chance of being [[slow]]ed when they are damaged by any of the following cold sources:&lt;br /&gt;
*[[Freezing]]-[[brand]]ed melee attacks&lt;br /&gt;
*[[Freeze]]&lt;br /&gt;
*[[Ozocubu's Refrigeration]]&lt;br /&gt;
&lt;br /&gt;
They are also more strongly affected by [[Metabolic Englaciation]], remaining slowed for twice as long.&lt;br /&gt;
&lt;br /&gt;
Notably [[Hydra]]s are cold-blooded monster, so if you don't have a slicing flaming weapon to deal with them, another good strategy is using a non-slicing cold weapon to slow them.&lt;br /&gt;
&lt;br /&gt;
For the late game, [Draconian]s which are populating the Realm of [Zot] are also cold-blooded.&lt;br /&gt;
&lt;br /&gt;
For a list of cold-blooded monsters, see [[:Category:Cold-blooded]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold-blooded]]&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Cold_blooded&amp;diff=42289</id>
		<title>Cold blooded</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Cold_blooded&amp;diff=42289"/>
				<updated>2016-06-02T09:25:02Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: add notable cold blooded monsters.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
Creatures with the '''cold blooded''' [[blood temperature]] are unique only in that they are particularly vulnerable to certain [[cold]] attacks. They have a 50% chance of being [[slow]]ed when they are damaged by any of the following cold sources:&lt;br /&gt;
*[[Freezing]]-[[brand]]ed melee attacks&lt;br /&gt;
*[[Freeze]]&lt;br /&gt;
*[[Ozocubu's Refrigeration]]&lt;br /&gt;
&lt;br /&gt;
They are also more strongly affected by [[Metabolic Englaciation]], remaining slowed for twice as long.&lt;br /&gt;
&lt;br /&gt;
Notably [[Hydra]]s are cold-blooded monster, so if you don't have a slicing flaming weapon to deal with them, another good strategy is using a non-slicing cold weapon to slow them.&lt;br /&gt;
&lt;br /&gt;
For the late game, [Draconian]s which are populating the Realm of [Zot] are also cold-blooded.&lt;br /&gt;
&lt;br /&gt;
For a list of cold-blooded monsters, see [[:Category:Cold-blooded]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold-blooded]]&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Blood_temperature&amp;diff=42287</id>
		<title>Blood temperature</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Blood_temperature&amp;diff=42287"/>
				<updated>2016-06-02T09:23:58Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: move notable monster to cold blooded page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
&lt;br /&gt;
'''Blood temperature''' is a trait of all monsters which have blood (most [[natural]], non-[[list of insects|insect]], [[list of arachnids|-arachnid]], [[list of jellies|-jelly]], or [[list of eyeballs|-eyeball]] monsters).&lt;br /&gt;
&lt;br /&gt;
[[Cold-blooded]] creatures are [[slow]]ed if hit by a [[Attack flavour|cold attack]] and are slowed twice as long by [[Metabolic Englaciation]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Blood temperature]]&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Blood_temperature&amp;diff=42286</id>
		<title>Blood temperature</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Blood_temperature&amp;diff=42286"/>
				<updated>2016-06-02T09:22:25Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: mention notable cold blooded monsters.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
&lt;br /&gt;
'''Blood temperature''' is a trait of all monsters which have blood (most [[natural]], non-[[list of insects|insect]], [[list of arachnids|-arachnid]], [[list of jellies|-jelly]], or [[list of eyeballs|-eyeball]] monsters). Cold-blooded creatures are [[slow]]ed if hit by a [[Attack flavour|cold attack]] and are slowed twice as long by [[Metabolic Englaciation]].&lt;br /&gt;
&lt;br /&gt;
Notably [[Hydra]]s are cold-blooded monster, so if you don't have a slicing flaming weapon to deal with them, another good strategy is using a non-slicing cold weapon to slow them.&lt;br /&gt;
&lt;br /&gt;
For the late game, [Draconian]s which are populating the Realm of [Zot] are also cold-blooded.&lt;br /&gt;
&lt;br /&gt;
[[category:Blood temperature]]&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Blink&amp;diff=42281</id>
		<title>Blink</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Blink&amp;diff=42281"/>
				<updated>2016-06-01T09:41:55Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: /* Exceptions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{spell&lt;br /&gt;
|name=Blink&lt;br /&gt;
|level=2&lt;br /&gt;
|school1={{Translocations}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Minor Magic]]&lt;br /&gt;
*[[Book of Spatial Translocations]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=2 (at the destination)&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|This spell randomly translocates the caster a short distance.}}&lt;br /&gt;
&lt;br /&gt;
'''Blink''' is a level 2 [[Translocations]] spell which warps you to a randomly selected nearby open tile. This tile must meet the following restrictions:&lt;br /&gt;
*The tile may not contain [[deep water]] or [[lava]] ([[trap]]s, [[exclusion|excluded tiles]], and harmful [[cloud]]s are all legal, however)&lt;br /&gt;
*The tile must be within your [[line of sight]]&lt;br /&gt;
*The tile cannot be behind a translucent [[wall]]&lt;br /&gt;
*The tile will normally be 3-6 tiles away, but if there are no legal options in that range, it will be 1-2 tiles away (which usually means adjacent to you)&lt;br /&gt;
&lt;br /&gt;
Blink is one of the easiest-to-acquire [[Escaping from (and avoiding) trouble|escape spells]] in the game. The more powerful level 8 spell [[Controlled Blink]] lets you select the exact tile you blink to. The [[scroll of blinking]] has a similar effect.&lt;br /&gt;
&lt;br /&gt;
===Exceptions===&lt;br /&gt;
*Prevent Teleport Items: Some equipment will actively stop you from blinking or teleporting, such as an artefact with the -TELE property.&lt;br /&gt;
*As a [[formicid]] you are under a permanent [[stasis]] effect that will prevent blink or [[teleport]].&lt;br /&gt;
*[[Constriction]]: If you are being constricted by a monster, blinking may fail; you immediately make two escape attempts, and will blink so long as at least one of them succeeds.&lt;br /&gt;
*The following blink types will always be random: [[Lugonu]]'s Bend Space ability, blinks while [[confuse]]d, blinks induced by [[miscast]] or [[distortion]] effects, and a [[draconian shifter]]'s [[Blink Other]] spell.&lt;br /&gt;
*Randarts that confer Blink as an [[ability]] cost 1 MP and 50 food to use, and require 9 [[Evocations]] skill to use reliably. The ability is otherwise identical to the spell.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*A lifesaver particularly in the earlier game, get this spell or an item with it if at all possible. Since it randomly teleports you somewhere within your field of vision, the trick is to minimize the number of squares you can see where you don't want to end up.&lt;br /&gt;
*It also pays to remember that although a blink won't drop you in lava or deep water, it can and will drop you into a cloud, so take care when blinking around miasma, flame, or any other cloud you really don't want to land in.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
Many monsters can cast the spell Blink, and their version can pass through translucent walls. There is no equivalent of [[Controlled Blink]] for monsters: [[player ghost]]s who had it in life will have Blink instead. However, some monsters are capable of casting the following Blink variations:&lt;br /&gt;
*'''[[Blink Close]]''': Blinks the caster to a space closer to your character than the caster's starting location.&lt;br /&gt;
*'''[[Blink Away]]''': Blinks the caster to a space farther away from your character than the caster's starting location.&lt;br /&gt;
*'''[[Blink Range]]''': Blinks the caster to a space as far away as possible while still remaining within range for their ranged attacks.&lt;br /&gt;
*'''[[Blink Allies Encircling]]''' - Blinks nearby allies (excluding the caster) around the player, surrounding them.&lt;br /&gt;
*'''[[Blink Allies Away]]''' - Blinks nearby allies farther away from the player while maintaining their ability to use ranged attacks.&lt;br /&gt;
&lt;br /&gt;
Some monsters, most notably [[phantom]]s and [[blink frog]]s, have a chance to blink when they hit you. Most such monsters have the spell as well, meaning they tend to blink around rather a lot.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], the [[teleport control|cTele status]] would turn an uncontrolled blink into a semi-controlled blink.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], blinking in the [[Abyss]] would sometimes fail. [[Warp card]] could be used to blink.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], a random blink would never place you within a dangerous [[cloud]]. This allowed you to steer uncontrolled blinks by casting cloud-producing spells in areas you don't want to go first.&lt;br /&gt;
&lt;br /&gt;
[[Category:Movement]]&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Blink&amp;diff=42280</id>
		<title>Blink</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Blink&amp;diff=42280"/>
				<updated>2016-06-01T09:38:47Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: /* Exceptions */ remove amulet of statis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{spell&lt;br /&gt;
|name=Blink&lt;br /&gt;
|level=2&lt;br /&gt;
|school1={{Translocations}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Minor Magic]]&lt;br /&gt;
*[[Book of Spatial Translocations]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=2 (at the destination)&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|This spell randomly translocates the caster a short distance.}}&lt;br /&gt;
&lt;br /&gt;
'''Blink''' is a level 2 [[Translocations]] spell which warps you to a randomly selected nearby open tile. This tile must meet the following restrictions:&lt;br /&gt;
*The tile may not contain [[deep water]] or [[lava]] ([[trap]]s, [[exclusion|excluded tiles]], and harmful [[cloud]]s are all legal, however)&lt;br /&gt;
*The tile must be within your [[line of sight]]&lt;br /&gt;
*The tile cannot be behind a translucent [[wall]]&lt;br /&gt;
*The tile will normally be 3-6 tiles away, but if there are no legal options in that range, it will be 1-2 tiles away (which usually means adjacent to you)&lt;br /&gt;
&lt;br /&gt;
Blink is one of the easiest-to-acquire [[Escaping from (and avoiding) trouble|escape spells]] in the game. The more powerful level 8 spell [[Controlled Blink]] lets you select the exact tile you blink to. The [[scroll of blinking]] has a similar effect.&lt;br /&gt;
&lt;br /&gt;
===Exceptions===&lt;br /&gt;
*Prevent Teleport Items: Some equipment will actively stop you from blinking or teleporting, such as an artefact with the -TELE property.&lt;br /&gt;
*[[Constriction]]: If you are being constricted by a monster, blinking may fail; you immediately make two escape attempts, and will blink so long as at least one of them succeeds.&lt;br /&gt;
*The following blink types will always be random: [[Lugonu]]'s Bend Space ability, blinks while [[confuse]]d, blinks induced by [[miscast]] or [[distortion]] effects, and a [[draconian shifter]]'s [[Blink Other]] spell.&lt;br /&gt;
*Randarts that confer Blink as an [[ability]] cost 1 MP and 50 food to use, and require 9 [[Evocations]] skill to use reliably. The ability is otherwise identical to the spell.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*A lifesaver particularly in the earlier game, get this spell or an item with it if at all possible. Since it randomly teleports you somewhere within your field of vision, the trick is to minimize the number of squares you can see where you don't want to end up.&lt;br /&gt;
*It also pays to remember that although a blink won't drop you in lava or deep water, it can and will drop you into a cloud, so take care when blinking around miasma, flame, or any other cloud you really don't want to land in.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
Many monsters can cast the spell Blink, and their version can pass through translucent walls. There is no equivalent of [[Controlled Blink]] for monsters: [[player ghost]]s who had it in life will have Blink instead. However, some monsters are capable of casting the following Blink variations:&lt;br /&gt;
*'''[[Blink Close]]''': Blinks the caster to a space closer to your character than the caster's starting location.&lt;br /&gt;
*'''[[Blink Away]]''': Blinks the caster to a space farther away from your character than the caster's starting location.&lt;br /&gt;
*'''[[Blink Range]]''': Blinks the caster to a space as far away as possible while still remaining within range for their ranged attacks.&lt;br /&gt;
*'''[[Blink Allies Encircling]]''' - Blinks nearby allies (excluding the caster) around the player, surrounding them.&lt;br /&gt;
*'''[[Blink Allies Away]]''' - Blinks nearby allies farther away from the player while maintaining their ability to use ranged attacks.&lt;br /&gt;
&lt;br /&gt;
Some monsters, most notably [[phantom]]s and [[blink frog]]s, have a chance to blink when they hit you. Most such monsters have the spell as well, meaning they tend to blink around rather a lot.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], the [[teleport control|cTele status]] would turn an uncontrolled blink into a semi-controlled blink.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], blinking in the [[Abyss]] would sometimes fail. [[Warp card]] could be used to blink.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], a random blink would never place you within a dangerous [[cloud]]. This allowed you to steer uncontrolled blinks by casting cloud-producing spells in areas you don't want to go first.&lt;br /&gt;
&lt;br /&gt;
[[Category:Movement]]&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Passage_of_Golubria&amp;diff=42279</id>
		<title>Passage of Golubria</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Passage_of_Golubria&amp;diff=42279"/>
				<updated>2016-06-01T09:36:25Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: remove mention of teleport control&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version018}}&lt;br /&gt;
{{spell&lt;br /&gt;
|name=Passage of Golubria&lt;br /&gt;
|level=4&lt;br /&gt;
|school1={{Translocations}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|castingnoise=3&lt;br /&gt;
|spellnoise=0 (8 when the portal closes)&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Burglary]]&lt;br /&gt;
*[[Book of Spatial Translocations]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|This spell opens two gateways (one always near the caster), which allow instantaneous transport to random other open gateways to any creature entering them. There is no limit to the number of gateways that can be open at one time, but a gateway will close when entered or after a moderate amount of time.}}&lt;br /&gt;
&lt;br /&gt;
'''Passage of Golubria''' is a level 4 [[Translocations]] spell which creates a wormhole, allowing instantaneous passage between two points. When cast, you select a target tile within your [[line of sight]]. Two portals are immediately created; one will be near you, and the other will be on or near the selected tile.&lt;br /&gt;
&lt;br /&gt;
Entering one portal immediately teleports you to another portal, noisily destroying the entry portal in the process. The destination portal remains and is useable if there are any other existing portals; otherwise, it is inert.&lt;br /&gt;
&lt;br /&gt;
Each casting creates two ''additional'' portals, and when there's more than one possible exit portal, one is randomly selected to serve as a destination. This makes it difficult to use the spell with any degree of precision after its first use, though existing portals do deteriorate rather quickly (30-50 turns, regardless of [[spell power]]).&lt;br /&gt;
&lt;br /&gt;
This is not an authentic teleport, so it won't be blocked by [[stasis]].&lt;br /&gt;
&lt;br /&gt;
Also, a portal will never form over [[shallow water|shallow]] or [[deep water]], [[lava]], [[stairs]], [[altar]]s, [[door]]s (closed or open), or any other dungeon feature. Only empty ground tiles will do.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
As this spell ignores stasis, [[formicid]]s can use this as one of the few methods for &amp;quot;blinking,&amp;quot; although it requires significantly more time to set up.&lt;br /&gt;
&lt;br /&gt;
The spell is not entirely silent; any portal that is entered or allowed to dissipate will make a modest amount of noise. Creating portals or exiting from a portal ''is'' silent, however, so feel free to use this to help close the distance to an enemy with fewer turns spent in its line of sight. Just be sure that your entrance portal is some distance away and preferably behind a door or wall.&lt;br /&gt;
&lt;br /&gt;
Monsters will enter your portals as well, if they're dumb enough or if there's no alternate route between you and them. This allows you to create traps and separate bands of enemies. In areas with lots of lava or deep water, you may be able to strand dangerous enemies on islands or on the opposite side of a river, effectively preventing their pursuit.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.10]] only one set of gateways could exist at one time.&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Strength&amp;diff=42275</id>
		<title>Strength</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Strength&amp;diff=42275"/>
				<updated>2016-05-31T13:18:24Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: link to appropriate damage page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
&lt;br /&gt;
'''Strength''' (or STR) is one of a character's three main [[attributes]], along with [[dexterity]] and [[intelligence]].&lt;br /&gt;
&lt;br /&gt;
Strength affects the following:&lt;br /&gt;
*Slightly increases [[weapon damage| weapon]] and [[unarmed combat]] damage. &lt;br /&gt;
*Reduces the impact your armour's [[encumbrance rating]] has upon your accuracy, [[ev]]asion, and spellcasting success rate.&lt;br /&gt;
*Slightly increases your [[SH]] bonus with [[shield]]s or [[large shield]]s.&lt;br /&gt;
*Increases the chance of doing [[auxiliary attack]]s.&lt;br /&gt;
*Increases [[constriction]] damage.&lt;br /&gt;
*Increases the chance of doing retaliatory headbutts when you are a [[minotaur]].&lt;br /&gt;
&lt;br /&gt;
[[Dexterity]] is often more useful than strength. The bonus damage from strength is generally very minor in all but the most extreme cases, while boosting your [[ev]]asion is helpful for any character. However, a high strength score can go a long way toward allowing you to cast spells or dodge attacks while wearing heavy armour.&lt;br /&gt;
&lt;br /&gt;
If your strength is ever reduced to 0 or lower, you will eventually suffer [[stat zero]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.18]], each weapon type had a strength weight that determined how much strength contributed to damage and accuracy. Now strength increases damage equally for all weapons, and does not affect accuracy.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], characters could only carry a certain weight of gear at any given time, measured in [[aum]]s. Strength increased your carrying capacity by 25 aum per point. Also, ranged combat was significantly more complicated, and strength played a role in determining your attack delay with ranged weapons (see [[weapon damage]] and [[ranged combat]] for details).&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], the weapon damage bonus from strength was half as large. Strength also played a role in the now-obsolete Armour EV-Penalty system, which was replaced with [[encumbrance rating]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hydra_Form&amp;diff=42089</id>
		<title>Hydra Form</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hydra_Form&amp;diff=42089"/>
				<updated>2016-05-24T14:38:15Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: /* Strategy */  Phase shift and condensation shield have been removed in 0.18&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Hydra Form&lt;br /&gt;
|level=6&lt;br /&gt;
|school1={{Transmutations}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Transfigurations]] &lt;br /&gt;
*[[Fen Folio]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=?&lt;br /&gt;
|spellnoise=?&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|This spell very briefly transforms the caster into a many-headed hydra. Its many heads strike in all directions. Edible foes slain by the gnashing teeth are instantly devoured, reinvigorating the caster in their reptilian rampage.&lt;br /&gt;
&lt;br /&gt;
Like real hydras, the caster will sprout new heads when decapitated, unless the wound is cauterized by flame. If all of the caster's heads are lopped off, the form will end.}}&lt;br /&gt;
&lt;br /&gt;
'''Hydra Form''' is a level 6 [[Transmutations]] spell which briefly turns the caster into a rampaging [[hydra]], gaining the following:&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*+30% [[HP]]&lt;br /&gt;
*[[Poison]] resistance&lt;br /&gt;
*Gain multiple heads, granting you [[cleaving]] and increased [[Unarmed Combat]] base damage (2 + (3 per head up to 10 heads) + (1.5 for each head after the tenth)&lt;br /&gt;
*Grow new heads each time you have one lopped off (see [[Hydra]] article for details)&lt;br /&gt;
*Immediately devour any edible monster smaller than you upon kill, gaining satiation and healing (amount healed based on monster HD)&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*All equipment slots except for [[ring]]s and [[amulet]]s meld into the new form&lt;br /&gt;
*Size penalizes [[ev]]asion&lt;br /&gt;
*Very short transformation duration (7 turns minimum, rises with [[spell power]])&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Hydra Form provides the caster with some rather extreme strengths and weaknesses for its duration. First and foremost, it should be emphasized that entering hydra form drastically reduces the caster's defensive stats: no armour or defensive [[mutation]]s means that the caster's [[AC]] will drop dramatically, and the increase in size will make all but the most nimble and well-trained [[Dodging|dodgers]] into sitting ducks for its duration.&lt;br /&gt;
&lt;br /&gt;
To make up for this, the caster is given a significant boost to HP, a massive increase in damage output (assuming many heads), and a significant amount of healing each time you defeat a monster which leaves an edible corpse. At its best, this amounts to an extraordinarily powerful [[vampiric]]-branded [[Unarmed Combat]] attack that specializes in taking out large groups of enemies. Also, the cleaving effect is superior to that provided by [[axes]] (secondary opponents do not take reduced damage), and unlike with natural hydras, you only make a single attack against your target, allowing Hydra Form to devastate even high-AC opponents. Unfortunately, these factors only come together in niche circumstances.&lt;br /&gt;
&lt;br /&gt;
Getting enough heads for Hydra Form to become truly devastating is difficult. Your initial headcount is based on your [[spell power]], and there are very few spell enhancers for the Transmutations school of magic. You gain an additional two heads each time one gets lopped off by an enemy's bladed attack, but the spell has a duration so short that it's impossible to build up a healthy bouquet of heads before a big battle. Also, as with real hydras, bladed attacks with the [[flaming]] brand will reduce your headcount. If you should be reduced to 0 heads, the spell instantly ends.&lt;br /&gt;
&lt;br /&gt;
The pseudo-vampiric cleaving effect is very impressive under the right circumstances, but bear in mind that areas without edible corpses suddenly render the powerful healing effect completely useless. Effortlessly plowing through swarms of weak, tasty humanoids may be fun, but attempting to do so against [[demon]]s or the [[undead]] will likely leave you severely injured. On top of that, the healing effect only kicks in once you've killed an opponent; until that point, it does nothing. A string of unlucky misses or an encounter with a powerful, durable [[unique]] may get you killed, no matter how delicious your opponent may be.&lt;br /&gt;
&lt;br /&gt;
Finally, bear in mind that the significant damage output of Hydra Form is nearly matched (at least against a single opponent) by the level 5 spell [[Blade Hands]], particularly for characters with high [[strength]] and [[dexterity]]. This alternative leaves your defenses largely untouched, and is much easier to get up and running in almost all circumstances. It does have the downside of reducing your spell success rates, but this may not be much of an issue if you only planned on punching your opponents for the next dozen turns anyway.&lt;br /&gt;
&lt;br /&gt;
As with its bigger brother [[Dragon Form]], Hydra Form benefits greatly from support magic such as [[Ozocubu's Armour]], [[Repel Missiles|Repel]]/[[Deflect Missiles]], and [[Haste]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Hydra Form was added in [[0.16]].&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Amulet_of_harm&amp;diff=42064</id>
		<title>Amulet of harm</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Amulet_of_harm&amp;diff=42064"/>
				<updated>2016-05-23T14:58:56Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: /* History */  Link to git commit (not sure this is actually necessary)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Jewellery&lt;br /&gt;
 |name=Amulet of harm&lt;br /&gt;
 |cost= ?&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|This unholy amulet contains a vicious spirit that increases damage dealt to and by its wearer by one fourth. The spirit wants only to spread harm, and removing the amulet will cause the spirit to punish the wearer with draining.}}&lt;br /&gt;
&lt;br /&gt;
Wearing an '''amulet of harm''' makes you deal 25% more damage than normal, but also increases the damage you take by 25%. The damage is increased after [[AC]] and resistances are accounted for, but before [[deep dwarf]] damage shaving. All forms of damage, including [[torment]], are affected.  Removing the amulet has a [[draining]] effect.&lt;br /&gt;
&lt;br /&gt;
The Amulet of Harm is an [[evil]] item, and the [[good gods]] disapprove of its use.&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
Whether or not an amulet of harm is worth using greatly depends on the character. Characters with good defenses, especially AC, may appreciate the extra damage they're able to do while ignoring most of the negative effects. Characters with good ranged attacks, who deal damage at a distance more often than they receive damage, may also benefit.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.19]], the amulet will not be considered [[evil]] [https://github.com/crawl/crawl/commit/15dfbc9a20c87e374247b4b020de4f6b1a64321e anymore].&lt;br /&gt;
&lt;br /&gt;
The amulet of harm was added in [[0.18]].&lt;br /&gt;
&lt;br /&gt;
{{amulets}}&lt;br /&gt;
[[category:evil]]&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Amulet_of_harm&amp;diff=42063</id>
		<title>Amulet of harm</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Amulet_of_harm&amp;diff=42063"/>
				<updated>2016-05-23T14:54:34Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Jewellery&lt;br /&gt;
 |name=Amulet of harm&lt;br /&gt;
 |cost= ?&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|This unholy amulet contains a vicious spirit that increases damage dealt to and by its wearer by one fourth. The spirit wants only to spread harm, and removing the amulet will cause the spirit to punish the wearer with draining.}}&lt;br /&gt;
&lt;br /&gt;
Wearing an '''amulet of harm''' makes you deal 25% more damage than normal, but also increases the damage you take by 25%. The damage is increased after [[AC]] and resistances are accounted for, but before [[deep dwarf]] damage shaving. All forms of damage, including [[torment]], are affected.  Removing the amulet has a [[draining]] effect.&lt;br /&gt;
&lt;br /&gt;
The Amulet of Harm is an [[evil]] item, and the [[good gods]] disapprove of its use.&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
Whether or not an amulet of harm is worth using greatly depends on the character. Characters with good defenses, especially AC, may appreciate the extra damage they're able to do while ignoring most of the negative effects. Characters with good ranged attacks, who deal damage at a distance more often than they receive damage, may also benefit.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.19]], the amulet will not be considered [[evil]] anymore.&lt;br /&gt;
&lt;br /&gt;
The amulet of harm was added in [[0.18]].&lt;br /&gt;
&lt;br /&gt;
{{amulets}}&lt;br /&gt;
[[category:evil]]&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Simulacrum_(spell)&amp;diff=42029</id>
		<title>Simulacrum (spell)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Simulacrum_(spell)&amp;diff=42029"/>
				<updated>2016-05-18T13:35:34Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: clarify that you must standing on the corpse your want to use&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Simulacrum&lt;br /&gt;
|level=6&lt;br /&gt;
|school1={{Ice Magic}}&lt;br /&gt;
|school2={{Necromancy}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Ice]]&lt;br /&gt;
*[[Book of Unlife]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=6&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''For the monster, see [[Simulacrum (monster)]]''&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Creates an icy replica from the corpse of the original being. This magic is unstable so eventually the replica will sublimate into a freezing cloud. Simulacra are incapable of leaving the level they were created on.}}&lt;br /&gt;
&lt;br /&gt;
[[Simulacrum]] is a powerful [[Necromancy]]/[[Ice Magic]] spell which converts a single corpse laying at your feet into undead beings made of ice. The number of simulacra created is a random number between 1 and (1+the maximum number of [[chunk]]s the corpse could have given if butchered), so generally using bigger corpses should create more simulacra. The kind of simulacrum created is based on the type of the original monster slain. These creatures will do additional ice damage on top of the normal damage for their kind, so the damage output of creatures with multiple attacks is greatly increased. When killed, simulacra leave behind only a short-lived freezing [[cloud]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Followers of [[Kikubaaqudgha]], having a reliable source of corpses, can use this spell to great effect. Eight [[titan]] simulacra can bring down even the Hell lords, and combining it with liberal use of [[Sublimation of Blood]] lets you create an endless hordes of snowmen while you stand safely behind them. Haste them for double the fun!&lt;br /&gt;
*Corpses of [[Shapeshifter]]s and [[Glowing shapeshifter]]s are unaffected by [[Animate Dead]], but it's possible to create simulacra with them.&lt;br /&gt;
*[[The Shining One]] frowns upon the use of this spell. &lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
*The monster version of Simulacrum functions somewhat differently. First, they spend a turn to &amp;quot;[[Apportation|apport]]&amp;quot; a corpse in sight to their inventory and butcher it (This may leave a hide on the corpse's initial tile if it belonged to an applicable monster). In subsequent turns, the monster can now cast Simulacrum as normal, creating several simulacra from the produced [[chunk]]s. The exact [[aut]] needed is unknown, but the process is much faster than if a player were attempting it.&lt;br /&gt;
&lt;br /&gt;
The following enemies may be able to cast Simulacrum, depending on their spell set:&lt;br /&gt;
*{{monsterlink|Draconian knight}}&lt;br /&gt;
*{{monsterlink|Necromancer (monster)}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Derived undead]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Before [[0.17]] the spell would turn all corpses in line of sight into Simulacra.&lt;br /&gt;
&lt;br /&gt;
Before [[0.16]] you needed to wield a [[chunk]] of meat to cast Simulacrum.&lt;br /&gt;
&lt;br /&gt;
Between versions [[0.11]] and [[0.14]], Simulacrum could be cast on wielded carnivorous food items.&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mephitic_Cloud&amp;diff=41996</id>
		<title>Mephitic Cloud</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mephitic_Cloud&amp;diff=41996"/>
				<updated>2016-05-18T08:17:28Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: /* Strategy */ remove amulet of clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Mephitic Cloud&lt;br /&gt;
|level=3&lt;br /&gt;
|school1={{Conjurations}}&lt;br /&gt;
|school2={{Poison Magic}}&lt;br /&gt;
|school3={{Air Magic}}&lt;br /&gt;
|spellnoise=15&lt;br /&gt;
|castingnoise=3&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Clouds]]&lt;br /&gt;
*[[Book of Minor Magic]] &lt;br /&gt;
*[[Young Poisoner's Handbook]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|This spell conjures up a large but short-lived cloud of vile fumes.}}&lt;br /&gt;
&lt;br /&gt;
'''Mephitic Cloud''' is a Level 3 [[Conjurations]]-[[Poison Magic|Poison]]-[[Air Magic]] spell that creates up to a 3x3 cloud of noxious fumes which will linger for several turns. It does not affect [[unbreathing]] creatures ([[undead]], [[nonliving]], and [[plants]]), nor those that are [[poison resistance|poison resistant]].&lt;br /&gt;
&lt;br /&gt;
Any other creature caught in it will take a bit of poison-based damage, with a ''(21 - [[hit dice]]) in 21'' chance per turn to become [[confusion|confused]], unless the creature has [[clarity]]. Monsters with 22 hit dice or more have a flat 98% chance of not being affected.&lt;br /&gt;
&lt;br /&gt;
The clouds stay a duration of 1d ([[Spell power]] / 50) turns.&lt;br /&gt;
&lt;br /&gt;
This spell makes a very loud noise.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This spell is found in multiple spell books, including several starter spellbooks. Despite how it can be blocked by two different resistances, it is very useful, even with minimal skill in the relevant magic schools.  It is highly effective against most of the most dangerous monsters in the early to mid game, such as [[centaur]]s, spellcasting [[orc]]s, and [[yak]]s.&lt;br /&gt;
&lt;br /&gt;
The [[confusion]] effect essentially disables creatures and allows you/your minions/your spells to kill them much more easily.  The longer they spend in the cloud, the longer the victims will be confused.  Alas, it will not affect undead or other poison-resistant enemies, but those can sometimes be distracted by attacks by their confused neighbors.&lt;br /&gt;
&lt;br /&gt;
If you are poison resistant or are have the [[clarity]] intrisic, you can use it anywhere without fear of affecting yourself.  If surrounded, you can even target yourself.&lt;br /&gt;
&lt;br /&gt;
Even if you're not poison resistant, Mephitic Cloud can be used against an adjacent enemy in most cases (aim at the *):&lt;br /&gt;
&lt;br /&gt;
 .........  .........&lt;br /&gt;
 ...###...  ....###..&lt;br /&gt;
 ...#*#...  ....#*#..&lt;br /&gt;
 ...##Y...  ....Y##..&lt;br /&gt;
 ....@....  ....@....&lt;br /&gt;
 .........  .........&lt;br /&gt;
&lt;br /&gt;
By targeting diagonally beyond the yak, you can catch it in the cloud radius without catching yourself.&lt;br /&gt;
&lt;br /&gt;
Also note that risking self-[[confusion]] is sometimes worth it. If worse comes to worst, you can always drink a [[potion of curing]] (which you might have been wanting to do anyway), and most enemies can't.&lt;br /&gt;
&lt;br /&gt;
Since Mephitic Cloud can be targeted at an empty square, this increases its effective range by one, allowing you to catch an enemy just beyond its normal range.  When facing distant enemies with dangerous ranged attacks (such as [[centaur]]s), a good strategy is to drop a cloud between you and them, then back away until they blunder into it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
In [[0.10]] Mephitic Cloud was changed to no longer guarantee a 3x3 cloud. &lt;br /&gt;
&lt;br /&gt;
[[Category:Conjurations]]&lt;br /&gt;
[[Category:Poison Magic]]&lt;br /&gt;
[[Category:Air Magic]]&lt;br /&gt;
[[Category:Level 3 Spells]]&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Slime_Pits&amp;diff=41988</id>
		<title>The Slime Pits</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Slime_Pits&amp;diff=41988"/>
				<updated>2016-05-17T15:26:20Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{flavour|The amorphous realm of acids, jellies and slimes. Any trace of intelligent beings has long been dissolved. Still, there are rumours of great treasures deep down, hidden safely away in secret chambers without door or window for acid to leak in.&lt;br /&gt;
&lt;br /&gt;
The Slime Pits are six levels deep and contain the slimy rune. The entry is between Lair:6 and Lair:8.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|An entrance to the amorphous realm of acids, jellies and slimes.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Slime entry.png]]'''The Slime Pits''' are a 6-floor [[branch]] full of amorphous horrors. Four guaranteed treasure [[vault]]s, a large amount of [[experience]], and the slimy [[rune of Zot]] await anyone able to find their way to the bottom of the Slime Pits, but its difficulty and unique challenges make it dangerous for all but the best prepared characters. Stairs to the Slime Pits can be found between floors 6 and 8 of [[the Lair]]. While the entrance is found in [[the Lair]], it is much more dangerous than the 2 other branches that can be found there ([[Swamp]], [[Shoals]], [[Snake Pit]] or [[Spider's Nest]]), and should only attempted later in the game.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Superficially, the Slime Pits closely resemble the [[Orcish Mines]]: each floor is either a single large irregular chamber or several smaller chambers connected only by [[stairs]]. Like the Orcish Mines, you can use a [[wand of digging]] to connect separate chambers together, easing travel. Bear in mind, however, that the walls of the Slime Pits are actually harmful to touch; every time you end a turn adjacent to a wall (even diagonally), you take a small amount of [[acid]] damage. Running through long, narrow hallways results in significant exposure to this damage. You can make your own 3-tile-wide hallways to be safe, but whether or not it's worth the time and wand charges is up to you.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Entering the Slime Pits unprepared can be an extremely costly mistake for low-level characters. The branch is home to high level jelly monsters that are fast and can inflict immense damage. [[Acid blob]]s rapidly corrode your equipment at range and melee, [[azure jelly|azure jellies]] have multiple [[cold]] attacks, and [[death ooze]] attacks can inflict [[rot]]. You'll also find [[shining eye]]s that induce numerous [[bad mutations]]. It's much safer to explore here after acquiring:&lt;br /&gt;
*A source of [[mutation resistance]] (worshiping [[Zin]], playing a [[halfling]] or [[undead]] character, or wielding the [[lajatang of Order]]).&lt;br /&gt;
*A source of acid resistance (any source of corrosion resistance will also provide this, as will playing a yellow [[draconian]]).&lt;br /&gt;
*A source of corrosion resistance ([[ring of resist corrosion]], various [[artifact]]s)).&lt;br /&gt;
&lt;br /&gt;
While the above are the only major [[intrinsic]]s, the following also come in handy:&lt;br /&gt;
*[[Cold]] resistance for azure jellies&lt;br /&gt;
*[[Clarity]] or high [[magic resistance]] for [[golden eye]]s&lt;br /&gt;
*A [[stasis]] (limited to [[formicid]]s) or high [[magic resistance]] for [[great orbs of eyes]]&lt;br /&gt;
&lt;br /&gt;
The Slime Pits contain many [[trap]]s (teleportation, shafts, Zot) that can leave you in a monster-filled dead end or next to a searing acid wall. It's strongly recommended you save this branch until you are at a high level to give you the best chance of detecting traps beforehand.&lt;br /&gt;
&lt;br /&gt;
The wide open floors and caustic walls make it impossible to effectively bottleneck opponents; expect to be swarmed by [[slime creature]]s and worse if you rush in too quickly. Fortunately, almost every monster here is mindless and silent, making it easy to creep forward, attract the attention of a single opponent, and lure it back a safe distance before killing it in privacy. When possible, limit yourself to quiet spells unless you feel confident about reliably nuking herds of jellies.&lt;br /&gt;
&lt;br /&gt;
Exploration of the Slime Pits will turn up very little apart from monsters and traps. There is no loot to be found outside of the boss' chambers, and only one [[unique]] is capable of spawning here ([[Dissolution]], a deadly jelly priest who should be killed as quickly as possible to avoid his [[Summon Eyeballs]] spell). There is no random food lying around, and no monsters here leave edible corpses, but hopefully you won't be spending enough time here to get hungry anyway.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind about the monsters you find in Slime is that few possess resistances other than poison or acid, and even fewer have any [[AC]] or [[EV]] worth mentioning. The lack of EV means that low-accuracy, high-damage spells such as [[Iron Shot]], [[Crystal Spear]], or the various bolt spells are highly effective, while the lack of AC can make spells such as [[Airstrike]] or [[Lee's Rapid Deconstruction]] (but not [[Shatter]]!) quite effective. [[Bolt of Inaccuracy]] or [[Explosive Bolt]] are both wonderful in Slime if you have the appropriate [[rod]]s and the [[Evocations]] skill to use them.&lt;br /&gt;
&lt;br /&gt;
===Slime: 6===&lt;br /&gt;
The sixth and final floor of the Slime Pits is an open chamber with a large, non-corrosive stone structure in the middle, made from four quarter-circle [[vault]]s. The floor is populated with eyes and jellies like the floors above, but in the center of the structure you'll encounter the boss of the Slime Pits, [[the royal jelly]] (see its article for advice on defeating it). Once TRJ is dead, the walls of the central structure will become transparent rock, and you can either [[teleport]] in, [[dig]] through, or use [[Passwall]]. Alternatively, you can use a high-powered [[Lee's Rapid Deconstruction]] or [[Shatter]] to tear down the walls before fighting the boss, but this will be noisy enough to alert everything on the floor. In any case, be aware that many of the enemies here will eat the contents of the vaults if they gain access to them, and that if you wait too long, slimes may spawn inside the vaults naturally (fortunately, the rune and any artifacts cannot be eaten).&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can avoid all of this conflict by worshiping [[Jiyva]], the [[god]] of slimes. Doing so will render all monsters in the Slime Pits neutral to you, and at high enough piety, the vaults turn to transparent rock.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Golden eye}} || {{monsterlink|Eye of draining}} || {{monsterlink|Shining eye}} || {{monsterlink|Eye of devastation}} || {{monsterlink|Giant orange brain}} || {{monsterlink|Great orb of eyes}} &lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Jelly}} || {{monsterlink|Slime creature}} || {{monsterlink|Death ooze}} || {{monsterlink|Azure jelly}} || {{monsterlink|Acid blob}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Uniques===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Dissolution}} || {{monsterlink|The royal jelly}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.18]], there were an amulet of resist mutation, and an amulet of resist corrosion that were both useful for exploring Slime Pits. The later was changed into a ring.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], Slime:6 prevented [[Teleport control]].&lt;br /&gt;
&lt;br /&gt;
In [[0.13]], [[spiny worm]]s could be found here. They were removed in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.7]], the Slime Pits walls did not inflict acid damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Simulacrum_(spell)&amp;diff=41986</id>
		<title>Simulacrum (spell)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Simulacrum_(spell)&amp;diff=41986"/>
				<updated>2016-05-17T14:11:18Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Simulacrum&lt;br /&gt;
|level=6&lt;br /&gt;
|school1={{Ice Magic}}&lt;br /&gt;
|school2={{Necromancy}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Ice]]&lt;br /&gt;
*[[Book of Unlife]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=6&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''For the monster, see [[Simulacrum (monster)]]''&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Creates an icy replica from the corpse of the original being. This magic is unstable so eventually the replica will sublimate into a freezing cloud. Simulacra are incapable of leaving the level they were created on.}}&lt;br /&gt;
&lt;br /&gt;
[[Simulacrum]] is a powerful [[Necromancy]]/[[Ice Magic]] spell which converts a single corpse on the ground into undead beings made of ice. The number of simulacra created is a random number between 1 and (1+the maximum number of [[chunk]]s the corpse could have given if butchered), so generally using bigger corpses should create more simulacra. The kind of simulacrum created is based on the type of the original monster slain. These creatures will do additional ice damage on top of the normal damage for their kind, so the damage output of creatures with multiple attacks is greatly increased. When killed, simulacra leave behind only a short-lived freezing [[cloud]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Followers of [[Kikubaaqudgha]], having a reliable source of corpses, can use this spell to great effect. Eight [[titan]] simulacra can bring down even the Hell lords, and combining it with liberal use of [[Sublimation of Blood]] lets you create an endless hordes of snowmen while you stand safely behind them. Haste them for double the fun!&lt;br /&gt;
*Corpses of [[Shapeshifter]]s and [[Glowing shapeshifter]]s are unaffected by [[Animate Dead]], but it's possible to create simulacra with them.&lt;br /&gt;
*[[The Shining One]] frowns upon the use of this spell. &lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
*The monster version of Simulacrum functions somewhat differently. First, they spend a turn to &amp;quot;[[Apportation|apport]]&amp;quot; a corpse in sight to their inventory and butcher it (This may leave a hide on the corpse's initial tile if it belonged to an applicable monster). In subsequent turns, the monster can now cast Simulacrum as normal, creating several simulacra from the produced [[chunk]]s. The exact [[aut]] needed is unknown, but the process is much faster than if a player were attempting it.&lt;br /&gt;
&lt;br /&gt;
The following enemies may be able to cast Simulacrum, depending on their spell set:&lt;br /&gt;
*{{monsterlink|Draconian knight}}&lt;br /&gt;
*{{monsterlink|Necromancer (monster)}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Derived undead]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Before [[0.17]] the spell would turn all corpses in line of sight into Simulacra.&lt;br /&gt;
&lt;br /&gt;
Before [[0.16]] you needed to wield a [[chunk]] of meat to cast Simulacrum.&lt;br /&gt;
&lt;br /&gt;
Between versions [[0.11]] and [[0.14]], Simulacrum could be cast on wielded carnivorous food items.&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Simulacrum_(spell)&amp;diff=41985</id>
		<title>Simulacrum (spell)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Simulacrum_(spell)&amp;diff=41985"/>
				<updated>2016-05-17T14:05:19Z</updated>
		
		<summary type="html">&lt;p&gt;Seren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Simulacrum&lt;br /&gt;
|level=6&lt;br /&gt;
|school1={{Ice Magic}}&lt;br /&gt;
|school2={{Necromancy}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Ice]]&lt;br /&gt;
*[[Book of Unlife]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=6&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''For the monster, see [[Simulacrum (monster)]]''&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Creates an icy replica from the corpse of the original being. This magic is unstable so eventually the replica will sublimate into a freezing cloud. Simulacra are incapable of leaving the level they were created on.}}&lt;br /&gt;
&lt;br /&gt;
[[Simulacrum]] is a powerful [[Necromancy]]/[[Ice Magic]] spell which converts a single corpse on the ground into undead beings made of ice. The number of simulacra created is a random number between 1 and (1+the maximum number of [[chunk]]s) the corpse could have given if butchered, so generally using bigger corpse should create more simulacra. The kind of simulacrum created is based on the type of the corpse. These creatures will do additional ice damage on top of the normal damage for their kind, so the damage output of creatures with multiple attacks is greatly increased. When killed, simulacra leave behind only a short-lived freezing [[cloud]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Followers of [[Kikubaaqudgha]], having a reliable source of corpses, can use this spell to great effect. Eight [[titan]] simulacra can bring down even the Hell lords, and combining it with liberal use of [[Sublimation of Blood]] lets you create an endless hordes of snowmen while you stand safely behind them. Haste them for double the fun!&lt;br /&gt;
*Corpses of [[Shapeshifter]]s and [[Glowing shapeshifter]]s are unaffected by [[Animate Dead]], but it's possible to create simulacra with them.&lt;br /&gt;
*[[The Shining One]] frowns upon the use of this spell. &lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
*The monster version of Simulacrum functions somewhat differently. First, they spend a turn to &amp;quot;[[Apportation|apport]]&amp;quot; a corpse in sight to their inventory and butcher it (This may leave a hide on the corpse's initial tile if it belonged to an applicable monster). In subsequent turns, the monster can now cast Simulacrum as normal, creating several simulacra from the produced [[chunk]]s. The exact [[aut]] needed is unknown, but the process is much faster than if a player were attempting it.&lt;br /&gt;
&lt;br /&gt;
The following enemies may be able to cast Simulacrum, depending on their spell set:&lt;br /&gt;
*{{monsterlink|Draconian knight}}&lt;br /&gt;
*{{monsterlink|Necromancer (monster)}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Derived undead]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Before [[0.17]] the spell would turn all corpses in line of sight into Simulacra.&lt;br /&gt;
&lt;br /&gt;
Before [[0.16]] you needed to wield a [[chunk]] of meat to cast Simulacrum.&lt;br /&gt;
&lt;br /&gt;
Between versions [[0.11]] and [[0.14]], Simulacrum could be cast on wielded carnivorous food items.&lt;/div&gt;</summary>
		<author><name>Seren</name></author>	</entry>

	</feed>