<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sojiro</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=Sojiro"/>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/Special:Contributions/Sojiro"/>
		<updated>2026-05-07T15:59:46Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hat_of_the_High_Council&amp;diff=38802</id>
		<title>Hat of the High Council</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hat_of_the_High_Council&amp;diff=38802"/>
				<updated>2015-10-31T19:33:24Z</updated>
		
		<summary type="html">&lt;p&gt;Sojiro: /* Desirability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{flavour|A relic of some ancient wizarding war. Centuries later, it still crackles with effects from the residual hexes and magical energies it was once subjected to on a daily basis; spellcasters able to get a handle on its power, however, will find it enhances their spell power.}}&lt;br /&gt;
&lt;br /&gt;
[[File:hat of the High Council.png]] '''''the +2 hat of the High Council'''''&lt;br /&gt;
&lt;br /&gt;
+2 [[hat]]&lt;br /&gt;
&lt;br /&gt;
[[Archmagi]]&amp;lt;br&amp;gt;&lt;br /&gt;
Anti-[[wizardry]]&amp;lt;br&amp;gt;&lt;br /&gt;
-20 [[Stealth]]&lt;br /&gt;
&lt;br /&gt;
Anti-wizardry property of this fixedart gives +7% of raw spell failure rate before wizardry reduction. See [[Spell Success]] for details.&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''hat of the High Council''' is a piece of headgear to be used carefully. Essentially giving you the [[Wild Magic]] [[mutation]], characters who use little magic will have no use for it, as its defensive value is slightly worse than a normal +2 [[helmet]] even without the [[stealth]] penalty. Hybrid fighters and characters who rely heavily on spells should also be careful with it; casting a spell reliably is usually preferable to casting spells with high power.&lt;br /&gt;
&lt;br /&gt;
The only characters for whom this hat is likely to be a good idea are those who have already trained the spells they intend to cast well past the point of reliability, and for them the additional spell power can be very welcome. Only late-game spellcasters who have stabilized their highest level spells can be categorized to this.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The hat of the High Council was added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Headgear]]&lt;/div&gt;</summary>
		<author><name>Sojiro</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Archmagi_(ego)&amp;diff=38801</id>
		<title>Archmagi (ego)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Archmagi_(ego)&amp;diff=38801"/>
				<updated>2015-10-31T19:31:43Z</updated>
		
		<summary type="html">&lt;p&gt;Sojiro: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{flavour|It increases the power of its wearer's magical spells.}}&lt;br /&gt;
&lt;br /&gt;
The '''Archmagi''' [[ego]] acts as an enhancer for all spells, increasing your [[spell power]]. It does not make spells any easier to cast, nor does it reduce your [[spell hunger]].&lt;br /&gt;
&lt;br /&gt;
It can appear naturally on [[robe]]s, but it can also generate on a few rare [[unrandart]]s.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This ego is ideal for early- to mid-game spellcasters to help maximize spellpower, although it becomes less useful during the late game once you have already reached your spellpower cap.&lt;br /&gt;
&lt;br /&gt;
The spell enhancing effects of Archmagi are particularly useful for binary schools of magic, such as [[Hexes]]. Conjurers and other direct damage dealers might simply deal a little more damage per hit, but for [[Enchanter]]s, this ego can make the difference between the spell succeeding or failing entirely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The archmagi ego can be found on:&lt;br /&gt;
*robes, including the unrandart [[Robe of Folly]]&lt;br /&gt;
*the [[Hat of the High Council]]&lt;br /&gt;
*the [[Majin-Bo]] &lt;br /&gt;
*the [[orange crystal plate armour]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In ancient versions of ''Crawl'', before [[0.8]], this ego reduced spell failure rates in addition to increasing spell power, but it also reduced XP gain to 1/4 of normal, providing a serious threat of undertraining to most characters.&lt;br /&gt;
&lt;br /&gt;
[[Category:Egos]]&lt;/div&gt;</summary>
		<author><name>Sojiro</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wand&amp;diff=38799</id>
		<title>Wand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wand&amp;diff=38799"/>
				<updated>2015-10-30T19:37:37Z</updated>
		
		<summary type="html">&lt;p&gt;Sojiro: correction of the draining wand&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A stick. Maybe it's magical.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[The principle of selection] is the magician's wand, by means of which he may summon into life whatever form and mould he pleases.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-William Youatt, _Sheep: their breeds, management, and diseases; to which is added the Mountain Shepherd's Manual_, ch. III. 1837.}}&lt;br /&gt;
&lt;br /&gt;
A '''wand''' is a magical device that contains several charges of a specific spell or effect.&lt;br /&gt;
&lt;br /&gt;
A player may zap a wand in the inventory with the '''[[V]]''' key (that is, e'''v'''oking it). This releases its magical effect at a target of the player's choice, and one charge of the wand will be depleted. A wand does not normally show how many charges it has left; this information can be gathered either by [[identification]] or by using a wand with sufficient [[Evocations]] skill. If the number of charges of a wand is unknown, zapping the wand will waste several charges. However, the game will record wand usage, so that the player can see how many times a wand has been zapped. Unlike [[rod]]s, a wand does not have to be [[wield]]ed to be used, and can even be used while the player's wielded [[weapon]] and [[shield]] are [[curse]]d.&lt;br /&gt;
&lt;br /&gt;
A wand with no charges left is empty, and will not function (but will still waste a turn as you discover this). Wands can be recharged using a [[scroll of recharging]], even if not emptied. [[Deep dwarves]] possess a racial ability that also lets them recharge wands, though at a permanent [[MP]] cost.&lt;br /&gt;
&lt;br /&gt;
A wand's [[spell power]] equals 15+2.5×[[Evocations]], though this is still limited by the spell power caps for the spell cast. For monsters zapping wands, the power is normally 30+[[hit dice]], although this can vary greatly depending on the type of wand. Some monsters, particularly [[unique]]s, may start with wands in their inventory.&lt;br /&gt;
&lt;br /&gt;
[[Xom]] is greatly entertained (200) when you use a wand of random effects on yourself or others.&lt;br /&gt;
&lt;br /&gt;
==List of wands==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:1px solid #000000;&amp;quot;&lt;br /&gt;
! Image !! Wand !! Description !! Max charges:&amp;lt;br&amp;gt;initial / upon [[scroll of recharging|recharge]] !! Usable by monster&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of cold.png]]&lt;br /&gt;
 | [[Wand of cold|Cold]]&lt;br /&gt;
 | Shoots a [[bolt of cold]]&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 16 / 15&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of confusion.png]]&lt;br /&gt;
 | [[Wand of confusion|Confusion]]&lt;br /&gt;
 | [[Confuse]]s the target temporarily&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 16 / 24&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of digging.png]]&lt;br /&gt;
 | [[Wand of digging|Digging]]&lt;br /&gt;
 | Creates a tunnel through the targeted wall tile&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 16 / 24&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of disintegration.png]]&lt;br /&gt;
 | [[Wand of disintegration|Disintegration]]&lt;br /&gt;
 | Disintegrates the target or object&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 16 / 24&lt;br /&gt;
 | Yes, but damage is reduced to 2/3 of normal&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of draining.png]]&lt;br /&gt;
 | [[Wand of draining|Draining]]&lt;br /&gt;
 | Shoots a [[draining|bolt of negative energy]], inflicted the [[Status_effect#Drain|Drain]] status effect&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 16 / 12&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of enslavement.png]]&lt;br /&gt;
 | [[Wand of enslavement|Enslavement]]&lt;br /&gt;
 | Charms the target temporarily&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 16 / 24&lt;br /&gt;
 | No&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of fire.png]]&lt;br /&gt;
 | [[Wand of fire|Fire]]&lt;br /&gt;
 | Shoots a [[bolt of fire]] at the target&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 16 / 15&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of fireball.png]]&lt;br /&gt;
 | [[Wand of fireball|Fireball]]&lt;br /&gt;
 | Sends a [[Fireball|ball of fire]] at the target, which explodes into a 3x3 region of fire when it hits something&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 16 / 9&lt;br /&gt;
 | No&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of flame.png]]&lt;br /&gt;
 | [[Wand of flame|Flame]]&lt;br /&gt;
 | Shoots a [[Throw Flame|puff of flame]] at the target&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 28 / 24&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of frost.png]]&lt;br /&gt;
 | [[Wand of frost|Frost]]&lt;br /&gt;
 | Shoots a [[Throw Frost|puff of frost]] at the target&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 28 / 24&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of hasting.png]]&lt;br /&gt;
 | [[Wand of hasting|Hasting]]&lt;br /&gt;
 | [[Haste|Speeds up]] the target's movement and actions temporarily&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 8 / 9&lt;br /&gt;
 | Yes, on self&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of heal wounds.png]]&lt;br /&gt;
 | [[Wand of heal wounds|Heal wounds]]&lt;br /&gt;
 | Significantly heals the target&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 8 / 9&lt;br /&gt;
 | Yes, on self&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of invisibility.png]]&lt;br /&gt;
 | [[Wand of invisibility|Invisibility]]&lt;br /&gt;
 | Turns the target invisible temporarily&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 8 / 9&lt;br /&gt;
 | Yes, on self&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of lightning.png]]&lt;br /&gt;
 | [[Wand of lightning|Lightning]]&lt;br /&gt;
 | Shoots a [[lightning bolt]] at the target&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 16 / 12&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of magic darts.png]]&lt;br /&gt;
 | [[Wand of magic darts|Magic Darts]]&lt;br /&gt;
 | Shoots a [[magic dart]] at the target&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 28 / 24&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of paralysis.png]]&lt;br /&gt;
 | [[Wand of paralysis|Paralysis]]&lt;br /&gt;
 | [[Paralyze]]s the target temporarily&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 16 / 24&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of polymorph.png]]&lt;br /&gt;
 | [[Wand of polymorph|Polymorph]]&lt;br /&gt;
 | Target reforms as a random creature &lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 16 / 24&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of random effects.png]]&lt;br /&gt;
 | [[Wand of random effects|Random effects]]&lt;br /&gt;
 | Randomly selects any other wand and duplicates its effect&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 28 / 24&lt;br /&gt;
 | No&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of slowing.png]]&lt;br /&gt;
 | [[Wand of slowing|Slowing]]&lt;br /&gt;
 | [[Slow]]s the target temporarily&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 16 / 24&lt;br /&gt;
 | Yes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of teleportation.png]]&lt;br /&gt;
 | [[Wand of teleportation|Teleportation]]&lt;br /&gt;
 | [[Teleport]]s the target after a few turns&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 16 / 9&lt;br /&gt;
 | Yes, on self and player&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- sources for wand max charges/recharges: &lt;br /&gt;
     makeitem.cc:_wand_max_initial_charges(), &lt;br /&gt;
     itemprop.cc:wand_charge_value(), wand_max_charges()&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Images===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
| [[File:Wand bone.png]] || [[File:Wand brass.png]] || [[File:Wand bronze.png]] || [[File:Wand copper.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Wand glass.png]] || [[File:Wand gold.png]] || [[File:Wand iron.png]] || [[File:Wand ivory.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Wand lead.png]] || [[File:Wand plastic.png]] || [[File:Wand silver.png]] || [[File:Wand wood.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==High-tier wands==&lt;br /&gt;
Some wands are considered too dangerous to be generated in the inventory of monsters with HD less than 5. Monsters with the [[:Category:No HT wand|No HT wand]] flag are also excluded. [[Ijyb]] is the exception to this rule.&lt;br /&gt;
&lt;br /&gt;
*[[Wand of paralysis]]&lt;br /&gt;
*[[Wand of fire]]&lt;br /&gt;
*[[Wand of cold]]&lt;br /&gt;
*[[Wand of lightning]]&lt;br /&gt;
*[[Wand of draining]]&lt;br /&gt;
*[[Wand of disintegration]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], wands were not automatically identified when picked up. However, zapping a wand with an unknown number of charges did not waste any charges.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], wands weight 10.0 [[aum]] each.&lt;br /&gt;
&lt;br /&gt;
[[Category:Wand|*]]&lt;/div&gt;</summary>
		<author><name>Sojiro</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Rod&amp;diff=38736</id>
		<title>Rod</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Rod&amp;diff=38736"/>
				<updated>2015-10-23T12:47:38Z</updated>
		
		<summary type="html">&lt;p&gt;Sojiro: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
A '''rod''' is a magical cudgel, similar to a [[wand]] or [[magical staff]] but with some key differences. While each wand can only cast one spell and has a set number of charges, a rod contains one or more spells that are fueled by the rod's own self-replenishing MP pool. Like a staff, rods can be used as melee weapons, but their performance is only as good as a [[club]] without the [[stabbing]] bonus (though it does benefit from the [[Maces &amp;amp; Flails]] skill).&lt;br /&gt;
&lt;br /&gt;
Any rod you've identified will be displayed as a &amp;quot;+X rod of descriptive_name (Y/Z)&amp;quot;, where X is the recharge rate of the rod, Y is the current MP available for spellcasting, and Z is the maximum MP the rod can hold. Using a [[scroll of recharging]] on a rod will improve both X and Z by 1d2, up to a max of +9 and 17, respectively. [[Deep dwarves]] can use their racial ability for the same effect, although at a prohibitive cost. A rod's recharge rate also acts as its weapon enchantment, so a +9 rod acts like a +9, +9 club; even with this, they are still poor weapons after the early game.&lt;br /&gt;
&lt;br /&gt;
Rods recharge themselves over time at a rate determined by the +X given in the above example, as well as by your [[Evocations]] skill. Base recharge rate is about 0.04 MP/turn, meaning that a +0 rod used by a player with 0 Evocations takes about 25 turns to regain 1 MP. Every +1 to a rod's recharge rate adds 0.01 more MP/turn, and every Evocations level adds 0.057. These increases seem small, but add up quickly. A +3 rod and 13 Evocations adds 2 MP/10 turns, while a +9 rod used by a player with 27 Evocations gains 6 MP/10 turns.&lt;br /&gt;
&lt;br /&gt;
Casting a spell from a rod differs from regular spellcasting in several important ways:&lt;br /&gt;
*Rods must be [[wield]]ed before you can evoke them. Press '''[[v]]''' or select the wielded rod in your inventory to cast a spell from the currently wielded rod.&lt;br /&gt;
*[[Spell power]] is based solely upon your [[Evocations]] skill; none of the factors involved in standard magic have any impact: '''Spell Power = 5 + 3 × [[Evocations]]'''.&lt;br /&gt;
*You spend no MP yourself. Instead, the rod spends MP equal to the spell level of the spell cast. This will regenerate over time independent of your MP regeneration.&lt;br /&gt;
*Hunger reduction works differently: rod spells have the same base hunger cost as regular spells, but this is reduced by 10 × Evocations, instead of [[Intelligence]] × [[Spellcasting]]. Additionally, spell hunger from rods cannot be fully eliminated; there will always be a hunger cost of at least 5.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Maxing out rods may require more scrolls of recharging than you have on hand, and you may wish to save some of those for useful wands. Nonetheless, it helps to at least tune useful rods up so that their max MP is an even multiple of the cost of the most frequently used spell.&lt;br /&gt;
*Most rods found laying around in the dungeon have mediocre or even negative recharge rates, but a rod generated by a [[scroll of acquirement]] will usually have a high recharge rate. So long as Evocations higher than all your other magic skills, you have 80% chance to get a rod you don't already own if you request a staff. [[Trog]] worshipers who select a staff from an [[acquirement]] will ''always'' receive a rod.&lt;br /&gt;
&lt;br /&gt;
==Comparison to Spellcasting==&lt;br /&gt;
Rods do have advantages over regular spellcasting, but they also have several shortcomings.&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
*Rod use is independent of your stats. This allows a character which has focused entirely on [[dexterity]] or [[strength]] to successfully cast some higher-level spells without having to resort to means such as [[wizardry]] or [[Ashenzari]].&lt;br /&gt;
*Rod use only requires training in Evocations, which most races have a decent aptitude in (average of +1).&lt;br /&gt;
*Rod use is not negatively impacted by your EV penalty. Heavy armour users can use rods to gain access to some very useful spells.&lt;br /&gt;
*Rod spell power is not subject to stepdowns: it simply scales with your Evocations skill.&lt;br /&gt;
*Rods do not drain your MP, leaving it free for other things.&lt;br /&gt;
*Spells from rods need not be memorized, leaving your spell levels free for other things.&lt;br /&gt;
*Rods can be used while [[silence]]d.&lt;br /&gt;
&lt;br /&gt;
===Disadvantages===&lt;br /&gt;
*Rod use is independent of your stats. Thus, high-stat races such as elves and demigods enjoy no advantage in spell power or hunger costs when using them.&lt;br /&gt;
*Rods have a somewhat limited selection of spells.&lt;br /&gt;
*Rods are ultimately capped at 86 power. This has a significant impact on higher-level spells like [[Iron Shot]].&lt;br /&gt;
*Rods must be wielded to evoke spells from them. This significantly decreases tactical flexibility in using rods, and can prove a real danger if the rod should end up cursed somehow.&lt;br /&gt;
*The hunger cost of rod use can be significant for some races. [[Spriggan]]s in particular may want to use rods sparingly.&lt;br /&gt;
*Rod hunger can never be entirely eliminated. While the 5 nutrition minimum is generally ignorable, the minimum costs for level 5 and 6 spells (80 and 280, respectively) from rods are not.&lt;br /&gt;
*Rods have a fairly small pool of mana, capped at 17, which can limit the usefulness of spells that you will want to cast repeatedly, such as [[Abjuration]].&lt;br /&gt;
*Rods take up weight and space in your inventory, whereas spells do not.&lt;br /&gt;
&lt;br /&gt;
===Images===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
| [[File:Rod 1.png]] || [[File:Rod 2.png]] || [[File:Rod 3.png]] || [[File:Rod 4.png]] || [[File:Rod 5.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rod 6.png]] || [[File:Rod 7.png]] || [[File:Rod 8.png]] || [[File:Rod 9.png]] || [[File:Rod 10.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[List of rods]]&lt;br /&gt;
*[[Magical staff]]&lt;br /&gt;
*[[Wands]]&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
[[Category:Items]] &lt;br /&gt;
[[Category:Rod]]&lt;/div&gt;</summary>
		<author><name>Sojiro</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Rod_of_destruction&amp;diff=38691</id>
		<title>Rod of destruction</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Rod_of_destruction&amp;diff=38691"/>
				<updated>2015-10-19T07:26:27Z</updated>
		
		<summary type="html">&lt;p&gt;Sojiro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Rod&lt;br /&gt;
 |name = rod of destruction&lt;br /&gt;
 |cost = &lt;br /&gt;
}}&lt;br /&gt;
{{flavour|This rod can be evoked to release a damaging spell picked at random from a small set, all able to pierce through monsters to damage the ones behind them.}}&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! '''Spells'''&lt;br /&gt;
! '''Type'''&lt;br /&gt;
! '''Level'''&lt;br /&gt;
|-&lt;br /&gt;
| a - [[Random Bolt]]&lt;br /&gt;
| [[Evocations]]&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''rod of destruction''' is a [[rod]] which contains the [[Random Bolt]] spell. This functions like most other bolt spells, piercing through enemies until it runs out of range, but deals one of the following random elemental damage types:&lt;br /&gt;
*[[Fire]]&lt;br /&gt;
*[[Cold]]&lt;br /&gt;
*[[Poison]]&lt;br /&gt;
*[[Negative energy]]&lt;br /&gt;
*[[Quicksilver Bolt|Quicksilver]] (irresistible, strips away magical effects)&lt;br /&gt;
*[[Crystal Bolt|Crystal]] (randomly decides between fire and cold)&lt;br /&gt;
*[[Electricity]]&lt;br /&gt;
&lt;br /&gt;
Like all [[rod]]s, its effectiveness rises with your [[Evocations]] skill. Due to the chance of it firing negative energy bolts, the [[good god]]s ([[The Shining One]], [[Zin]], and [[Elyvilon]]) all oppose its use, and due to the chance of it firing fire bolts, [[Dithmenos]] also disapproves.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]] there was a rod of destruction with the following spells: [[Lightning Bolt]], [[Fireball]] and [[Iron Shot]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]] there were three varieties of this rod, each with three different spells.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]] there was a rod of destruction with the following spells: [[Bolt of Inaccuracy]], [[Bolt of Magma]] and [[Bolt of Cold]].&lt;/div&gt;</summary>
		<author><name>Sojiro</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Door&amp;diff=38689</id>
		<title>Door</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Door&amp;diff=38689"/>
				<updated>2015-10-18T20:38:46Z</updated>
		
		<summary type="html">&lt;p&gt;Sojiro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{flavour|A wooden door. To open it, try simply walking into it, or press 'O'. You can close it by standing next to it and either doing CTRL-L-Click on the door or pressing 'C'.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Door.png]]&lt;br /&gt;
&lt;br /&gt;
'''Doors''' are [[Dungeon]] features which are usually used to separate rooms from each other, though they may be found standing in the middle of a room as well. Found in the Dungeon and almost all [[branches]], they are set into walls and are usually only 1x1 or 2x1 in size (though some [[vault]]s may contain far more massive doors). Walking into a door will open it, while pressing '''[[C]]''' when adjacent to one will close it. If you know that there are [[monster]]s behind a door, leaving it closed will keep them at bay unless they are aware of you and are [[Item usage|intelligent enough to open the door]], or they are capable of simply [[Jelly|eating the door]], in which case it will do you very little good. Some &amp;quot;[[mimic|doors]]&amp;quot; may attempt to eat ''you'', which is also less than ideal.&lt;br /&gt;
&lt;br /&gt;
Doors may occasionally [[noise|creak]] when opened, alerting nearby monsters to your presence. This is less of an issue for heavily armoured bruisers than for [[stealth]]y sorts, as they tend to wake up everything no matter what. Fortunately, the chance of this happening is 1 in ([[Dexterity]] + ([[Stealth]] + [[experience level]]/3)/2), so stealthy characters are unlikely to cause it anyway.&lt;br /&gt;
&lt;br /&gt;
==Runed Door==&lt;br /&gt;
{{flavour|A door, covered in runic writing. It looks like there is something special behind it - perhaps danger, perhaps treasure. You may break the runes and open it like any other door (i.e., by walking into it or pressing 'O').}}&lt;br /&gt;
&lt;br /&gt;
[[File:Runed door.png]]&lt;br /&gt;
&lt;br /&gt;
Runed doors are only found in special vaults, are indestructible, and are generally used to contain very powerful monsters and especially valuable treasure. Avoid opening them unless you're confident that you can handle something significantly [[out-of-depth]]. Clearing the rest of the floor first, just to minimize the risk of you running into more trouble as you flee or teleport away, is advisable, and don't forget that you can close the door again if that'll seal away the threat inside!&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Closing doors in front of monsters will delay them slightly even if they are able to open the door. If you are trying to buy time for one more [[MP]] or for a [[teleport]] to kick in, this can be a life saver.&lt;br /&gt;
*If you open a door and immediately see out-of-reach enemies capable of [[smiting]] you, [[torment]]ing you, blasting you with [[hellfire]], or otherwise dealing heavy damage at range, don't retreat! Running gives them the opportunity to attack you as long as you're in their line of sight. If you [[c]]lose the door first, this forces them to come to you, robbing them of several turns they could otherwise spend blasting you, and almost guarantees that you'll get to act against them first. This is effective against early threats such as [[orc priest]]s, as well as late-game [[fiend]]s and [[lich]]es.&lt;br /&gt;
*Opening a door by hand will immediately reveal everything within that room. Blasting a door with a [[wand of disintegration]] will allow you to slowly bring the room into your [[line of sight]], one step at a time. If you have reason to suspect that a door is hiding a particularly nasty [[vault]], doing this will allow you to take on the contents a little bit at a time, rather than all at once (though it is rather noisy). Alternatively, [[shout]]ing while near a door will awaken the inhabitants of the room beyond, and they may open the door for you a few turns later.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.12]], there were occasionally secret doors that would only be revealed if you were within line of sight of them and succeeded on a check against your [[Traps &amp;amp; Doors]] skill. These were removed, which is why the skill was then renamed to [[Traps]]. These hidden doors used to be found everywhere, but were limited only to special [[vault]]s in [[0.11]].&lt;br /&gt;
&lt;br /&gt;
{{flavour|A wooden door, cunningly hidden. It used to be a secret door, but, at least for you, it's not a secret anymore.}}&lt;br /&gt;
&lt;br /&gt;
Runed doors were added in [[0.12]], although vault-defined warning-covered doors had existed for several versions before that.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Features]]&lt;/div&gt;</summary>
		<author><name>Sojiro</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dithmenos&amp;diff=38688</id>
		<title>Dithmenos</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dithmenos&amp;diff=38688"/>
				<updated>2015-10-18T13:00:31Z</updated>
		
		<summary type="html">&lt;p&gt;Sojiro: /* Given Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Dithmenos altar.png]] ''&amp;quot;Spread the eternal night.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Dithmenos the Shadowed desires all to be darkness. Followers of Dithmenos gain a strange and otherwordly affinity to the shadows of their environment. This god despises fire, the ancient enemy of the shadows, and forbids its use by worshippers; Dithmenos favours those who would instead destroy sources of fire.&lt;br /&gt;
&lt;br /&gt;
Followers of Dithmenos are constantly surrounded in an aura of shadow, the extent of which is reflective of their level of devotion. Dithmenos grants followers the ability to instantly step into the shadow of nearby creatures, provided the shadow is still enough to do so. Dithmenos protects followers by occasionally shrouding those struck by attacks in dark smoke. Sufficiently pious followers of Dithmenos will find their own shadow will begin to attack on its own, and eventually gain the ability to assume the form of a shadow themself.&lt;br /&gt;
&lt;br /&gt;
Dithmenos likes it when you kill living beings, you kill the undead, you kill demons and you kill holy beings. Dithmenos especially likes it when you kill beings that bring fire to the dungeon.&lt;br /&gt;
&lt;br /&gt;
Dithmenos dislikes it when you use fiery magic or items.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Dithmenos (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Killing [[natural]], [[undead]], [[demonic]], or [[holy]] creatures.&lt;br /&gt;
*Killing fiery monsters: [[Fire dragon]]s, [[burning bush]]es, [[red draconian]]s, [[hell hound]]s, [[fire drake]]s, [[lindwurm]]s, [[fire crab]]s, any monster with melee attacks of these flavours: [[:Category:Pure fire flavour|pure fire]], [[:Category:Fire flavour|fire]], [[:Category:Napalm flavour|napalm]], and any monsters with spells of the [[Fire Magic]] school.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*You'll lose on average one piety every 320 turns.&lt;br /&gt;
*Use of fire: weapons or ammo of [[flaming]]/[[flame]], [[staves of fire]], [[wands of flame]], [[wands of fire]], [[wands of fireball]], [[scroll of immolation]], fiery spells, and [[lamps of fire]]. (Piety loss or penance)&lt;br /&gt;
**Be careful with accidentally igniting [[tree]]s using [[lightning]]! &lt;br /&gt;
*Abandonment. (Penance)&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''Piety level (-):''' “Gloomy”&lt;br /&gt;
*No granted abilities.&lt;br /&gt;
'''Piety level (*):''' “Darkened”&lt;br /&gt;
*'''Umbra''' - You are surrounded by an [[Aura#Umbra|umbra]] which expands with piety. This aura cancels out haloes, increases your [[stealth]], and decreases melee/ranged [[accuracy]] of most creatures by 1+1d4. Dithmenos makes you immune to the accuracy penalty.&lt;br /&gt;
'''Piety level (**):''' “Extinguished”&lt;br /&gt;
*'''Shadow Step''' - Blink to a space within your umbra and adjacent to an immobile target creature.  The target must not be [[invisible]], and must not be moving. All [[:Category:Stationary|stationary]] monsters (such as [[statue]]s and most plants) qualify, as do monsters that are [[sleep]]ing, [[paralyse]]d, [[petrified]], or [[withdrawn]]. (Costs 4 MP and 4-6 piety)&lt;br /&gt;
'''Piety level (***):''' “Caliginous”&lt;br /&gt;
*'''Bleed Smoke''' - The player occasionally bleeds smoke on taking sufficient damage. The cloud always triggers on a 50% maximum HP attack. The lower bound goes down linearly to 0 damage at 200 piety.&lt;br /&gt;
'''Piety level (****):''' “Umbral”&lt;br /&gt;
*'''Shadow Mimic''' - The player's shadow sometimes mimics melee and ranged attacks (except [[needle]]s) and targeted spells (so long as they're not self-targeted). This happens 10% of the time at 4*, and 50% at full piety. Its accuracy is based on the average of your Fighting and Weapon skills; its spell power is based on the spell level (capped at your XL/3).&lt;br /&gt;
'''Piety level (*****):''' “Hand of Shadow”&lt;br /&gt;
*'''[[Shadow Form]]''' - Turns you into a mass of shadows. Grants invisibility, immunity to poison, draining, torment, and hostile enchantments, and 50% damage reduction, but halves your melee damage and reduces your spell power. While in shadow form, you bleed smoke on every incoming attack, but doing so further drains your skills. The higher your [[Invocations]] skill, the longer this ability will last. (Costs 9 MP, 10-15 piety, yellow skill drain)&lt;br /&gt;
'''Piety level (******):''' “Eternal Night”&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Dithmenos does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
When angered, Dithmenos turns the shadows against victims. Monsters emerge from the darkness, both illusions woven from shadow and the very shadows themselves turning against sinners. Novices are swarmed by flitting shadows and illusionary trolls; experts by shadow fiends and illusionary dragons. Dithmenos's subtle punishments are, if anything, more dangerous: victims find the shadows ripped away from them, hunted with nowhere to hide; or find themselves smothered in shadow and sleeping, perhaps forever.}}&lt;br /&gt;
&lt;br /&gt;
While under penance, Dithmenos will sometimes punish you with one of the following forms of [[divine retribution]]:&lt;br /&gt;
*25% chance: Dithmenos summons [[shadow]]s, [[shadow demon]]s, or a [[shadow fiend]]. Note that these will be [[durably summoned]]. Shadow fiends are possible only if your [[XL|experience level]] is greater than 13.&lt;br /&gt;
*25% chance: Dithmenos casts [[Shadow Creatures]] near you. The strength of these summons appears to scale with your current [[XL]], and it tends to spawn dragons and trolls. Unlike most summons created by [[divine retribution]], these are ''not'' [[durably summoned]], and can be escaped fairly easily through stairs or other means.&lt;br /&gt;
*25% chance: You are put to [[sleep]] for 6 turns.&lt;br /&gt;
*25% chance: You are afflicted with a [[Sentinel's Mark]] for about 50 turns. This can be removed with a [[potion of cancellation]] as normal.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*While Dithmenos doesn't mind you using [[Lightning Bolt]], he will object if you set a [[tree]] on fire with it. Air Elementalists of Dithmenos should be careful in wooded areas.&lt;br /&gt;
*If you are playing an [[Enchanter]] and frequently use [[Tukima's Dance]], be careful about animating an enemy weapon with a [[flaming]] [[brand]], as this ''will'' cause [[piety]] loss and [[penance]]. There is no warning prompt for doing this, so be cautious!&lt;br /&gt;
*Despite being a god of shadows and darkness, Dithmenos does not mind if you use the [[Corona]] spell.&lt;br /&gt;
*Bleeding smoke (with or without shadow form) can create large areas filled with smoke reducing sight to 2 spaces for a short time. This can give you the edge you need to escape from or close to ranged attackers or casters. (Almost all opponents require sight to cast spells, healing being a notable exception.) The downside is that you have to get hurt for the effect to trigger, but at high piety the effect will trigger reliably on nearly any hit.&lt;br /&gt;
*Shadow mimic is great for [[Enchanter]]s: In melee the shadow will often distract foes and deal minor damage, and while using enchantments your shadow will often give you a second cast on the target greatly increasing your odds of applying the debuff. Shadow mimic is generally a nice passive buff on your character's offenses.&lt;br /&gt;
*Shadow Form and a [[disc of storms]] work together very well, as the damage it inflicts to enemies is not reduced.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], Dithmenos disapproved use of the [[Corona]] spell and the unrandart [[Mace of Brilliance]].&lt;br /&gt;
&lt;br /&gt;
Dithmenos was added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Initially, this god was called &amp;quot;Dithmengos&amp;quot; which is an anagram for &amp;quot;Dsomething&amp;quot;, an early placeholder name for the new deity.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Sojiro</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Aura&amp;diff=38687</id>
		<title>Aura</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Aura&amp;diff=38687"/>
				<updated>2015-10-18T12:54:29Z</updated>
		
		<summary type="html">&lt;p&gt;Sojiro: /* Umbra */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
'''Auras''' are passive abilities that emanate out of certain characters and monsters, affecting anything that comes within their range. The exact effect this has varies by aura.&lt;br /&gt;
&lt;br /&gt;
===Halo===&lt;br /&gt;
Halo auras emanate forth from certain holy weapons, monsters, and characters. They have the following effects:&lt;br /&gt;
*Negate [[invisibility]] of anything within the aura.&lt;br /&gt;
*Divides the [[stealth]] of all beings within the aura by roughly 2.5.&lt;br /&gt;
*Causes all hostiles within the aura to glow, as though affected by [[Corona]].&lt;br /&gt;
&lt;br /&gt;
Sources:&lt;br /&gt;
*Worshipers of [[the Shining One]] receive a halo with range based on [[piety]] (very small to nearly your entire [[line of sight]])&lt;br /&gt;
*Characters wielding the [[Mace of Brilliance]] receive a small halo.&lt;br /&gt;
*All [[List of holy monsters|holy monsters]] have halos, the size of which depends on the monster in question. Weaker creatures like [[holy swine]] have tiny halos while powerful creatures like [[seraph]]im and [[ophan]]im have extremely large halos.&lt;br /&gt;
&lt;br /&gt;
===Umbra===&lt;br /&gt;
The opposite of a halo, umbras emanate forth from unholy angelic beings. They have the following effects:&lt;br /&gt;
*Increases the player's stealth by a factor depending on the source. 1.5 for the ring of shadows, and between 1.0 and 2.0 based on Piety for the divinely generated version.&lt;br /&gt;
*Reduces the accuracy of all within the aura (except for [[demon]]s, the [[undead]], and [[Yredelemnul]] worshipers).&lt;br /&gt;
*Negates the effect of any halo they overlap with.&lt;br /&gt;
*Allows use of [[Dithmenos]]' shadow step ability.&lt;br /&gt;
&lt;br /&gt;
Sources:&lt;br /&gt;
*[[Profane servitor]]s have a large umbra.&lt;br /&gt;
*Wearers of the [[ring of Shadows]] have a medium umbra.&lt;br /&gt;
*Worshipers of Dithmenos receive an umbra with range based on piety (very small to your entire line of sight)&lt;br /&gt;
&lt;br /&gt;
===[[Ring of Flames]]===&lt;br /&gt;
Ring of Flames auras emanate one tile all around their source, creating [[cloud]]s of flame all around you. These clouds linger for a few turns even after the source moves away. The aura has the following effects:&lt;br /&gt;
*Negate any [[Ice Magic]] that strikes the clouds.&lt;br /&gt;
*Deals [[fire]] damage to anything standing in the clouds (but does not injure the source).&lt;br /&gt;
*''Player version only'': Increases the [[spell power]] of [[Fire Magic]], provides 2 ranks of fire resistance and 2 ranks of cold [[vulnerability]].&lt;br /&gt;
&lt;br /&gt;
Sources:&lt;br /&gt;
*Players can cast the [[Ring of Flames]] spell to temporarily gain this aura.&lt;br /&gt;
*[[Asmodeus]] has a permanent Ring of Flames aura surrounding him.&lt;br /&gt;
&lt;br /&gt;
===[[Tornado]]===&lt;br /&gt;
Tornado auras emanate out from certain rare monsters and players with access to very powerful [[Air Magic]]. They have the following effects:&lt;br /&gt;
*Deals heavy wind damage to everything (except the source) within the aura.&lt;br /&gt;
*Moves all affected targets (monsters, items, clouds, etc.) counterclockwise around the source each turn.&lt;br /&gt;
&lt;br /&gt;
Sources:&lt;br /&gt;
*Players can cast the [[Tornado]] spell to temporarily gain this aura.&lt;br /&gt;
*[[Diamond obelisk]]s and [[twister]]s have permanent Tornado auras surrounding them.&lt;br /&gt;
&lt;br /&gt;
===[[Silence]]===&lt;br /&gt;
When silence auras emanate from a monster or the player, most creatures within the aura lose the ability to make any noise, including speech. This prevents:&lt;br /&gt;
*Casting spells&lt;br /&gt;
*Reading [[scroll]]s&lt;br /&gt;
*Directing allies&lt;br /&gt;
*Shouting&lt;br /&gt;
*Invocable [[ability|abilities]] (evocable ones remain unaffected)&lt;br /&gt;
&lt;br /&gt;
All [[demon]]s and [[:Category:Silence Immune|some other creatures]] can ignore the effects of silence. Also, the player's [[stealth]] score is reduced by 50 while within a silence aura.&lt;br /&gt;
&lt;br /&gt;
Sources:&lt;br /&gt;
*Players can cast the [[Silence]] spell or use a [[scroll of silence]] to temporarily gain this aura.&lt;br /&gt;
*[[Mennas]] can cast Silence.&lt;br /&gt;
*[[Silent spectre]]s have permanent, 12-tile auras of silence.&lt;br /&gt;
&lt;br /&gt;
===[[Powered By Death]]===&lt;br /&gt;
When active, a Powered By Death aura will increase your character's [[regeneration rate]] by 100 for each [[corpse]] within its range, which rises with each mutation rank. This also decomposes all affected corpses slightly faster.&lt;br /&gt;
&lt;br /&gt;
Source:&lt;br /&gt;
*Some [[demonspawn]] characters will develop this mutation as they gain levels.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[Suppression]] auras were added in [[0.12]], and removed in [[0.14]].&lt;/div&gt;</summary>
		<author><name>Sojiro</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Aura&amp;diff=38686</id>
		<title>Aura</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Aura&amp;diff=38686"/>
				<updated>2015-10-18T12:53:28Z</updated>
		
		<summary type="html">&lt;p&gt;Sojiro: /* Umbra */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
'''Auras''' are passive abilities that emanate out of certain characters and monsters, affecting anything that comes within their range. The exact effect this has varies by aura.&lt;br /&gt;
&lt;br /&gt;
===Halo===&lt;br /&gt;
Halo auras emanate forth from certain holy weapons, monsters, and characters. They have the following effects:&lt;br /&gt;
*Negate [[invisibility]] of anything within the aura.&lt;br /&gt;
*Divides the [[stealth]] of all beings within the aura by roughly 2.5.&lt;br /&gt;
*Causes all hostiles within the aura to glow, as though affected by [[Corona]].&lt;br /&gt;
&lt;br /&gt;
Sources:&lt;br /&gt;
*Worshipers of [[the Shining One]] receive a halo with range based on [[piety]] (very small to nearly your entire [[line of sight]])&lt;br /&gt;
*Characters wielding the [[Mace of Brilliance]] receive a small halo.&lt;br /&gt;
*All [[List of holy monsters|holy monsters]] have halos, the size of which depends on the monster in question. Weaker creatures like [[holy swine]] have tiny halos while powerful creatures like [[seraph]]im and [[ophan]]im have extremely large halos.&lt;br /&gt;
&lt;br /&gt;
===Umbra===&lt;br /&gt;
The opposite of a halo, umbras emanate forth from unholy angelic beings. They have the following effects:&lt;br /&gt;
*Increases the player's stealth by a factor depending on the source. 1.5 for the ring of shadows, and between 1.0 and 2.0 based on Piety for Dithmenos's.&lt;br /&gt;
*Reduces the accuracy of all within the aura (except for [[demon]]s, the [[undead]], and [[Yredelemnul]] worshipers).&lt;br /&gt;
*Negates the effect of any halo they overlap with.&lt;br /&gt;
*Allows use of [[Dithmenos]]' shadow step ability.&lt;br /&gt;
&lt;br /&gt;
Sources:&lt;br /&gt;
*[[Profane servitor]]s have a large umbra.&lt;br /&gt;
*Wearers of the [[ring of Shadows]] have a medium umbra.&lt;br /&gt;
*Worshipers of Dithmenos receive an umbra with range based on piety (very small to your entire line of sight)&lt;br /&gt;
&lt;br /&gt;
===[[Ring of Flames]]===&lt;br /&gt;
Ring of Flames auras emanate one tile all around their source, creating [[cloud]]s of flame all around you. These clouds linger for a few turns even after the source moves away. The aura has the following effects:&lt;br /&gt;
*Negate any [[Ice Magic]] that strikes the clouds.&lt;br /&gt;
*Deals [[fire]] damage to anything standing in the clouds (but does not injure the source).&lt;br /&gt;
*''Player version only'': Increases the [[spell power]] of [[Fire Magic]], provides 2 ranks of fire resistance and 2 ranks of cold [[vulnerability]].&lt;br /&gt;
&lt;br /&gt;
Sources:&lt;br /&gt;
*Players can cast the [[Ring of Flames]] spell to temporarily gain this aura.&lt;br /&gt;
*[[Asmodeus]] has a permanent Ring of Flames aura surrounding him.&lt;br /&gt;
&lt;br /&gt;
===[[Tornado]]===&lt;br /&gt;
Tornado auras emanate out from certain rare monsters and players with access to very powerful [[Air Magic]]. They have the following effects:&lt;br /&gt;
*Deals heavy wind damage to everything (except the source) within the aura.&lt;br /&gt;
*Moves all affected targets (monsters, items, clouds, etc.) counterclockwise around the source each turn.&lt;br /&gt;
&lt;br /&gt;
Sources:&lt;br /&gt;
*Players can cast the [[Tornado]] spell to temporarily gain this aura.&lt;br /&gt;
*[[Diamond obelisk]]s and [[twister]]s have permanent Tornado auras surrounding them.&lt;br /&gt;
&lt;br /&gt;
===[[Silence]]===&lt;br /&gt;
When silence auras emanate from a monster or the player, most creatures within the aura lose the ability to make any noise, including speech. This prevents:&lt;br /&gt;
*Casting spells&lt;br /&gt;
*Reading [[scroll]]s&lt;br /&gt;
*Directing allies&lt;br /&gt;
*Shouting&lt;br /&gt;
*Invocable [[ability|abilities]] (evocable ones remain unaffected)&lt;br /&gt;
&lt;br /&gt;
All [[demon]]s and [[:Category:Silence Immune|some other creatures]] can ignore the effects of silence. Also, the player's [[stealth]] score is reduced by 50 while within a silence aura.&lt;br /&gt;
&lt;br /&gt;
Sources:&lt;br /&gt;
*Players can cast the [[Silence]] spell or use a [[scroll of silence]] to temporarily gain this aura.&lt;br /&gt;
*[[Mennas]] can cast Silence.&lt;br /&gt;
*[[Silent spectre]]s have permanent, 12-tile auras of silence.&lt;br /&gt;
&lt;br /&gt;
===[[Powered By Death]]===&lt;br /&gt;
When active, a Powered By Death aura will increase your character's [[regeneration rate]] by 100 for each [[corpse]] within its range, which rises with each mutation rank. This also decomposes all affected corpses slightly faster.&lt;br /&gt;
&lt;br /&gt;
Source:&lt;br /&gt;
*Some [[demonspawn]] characters will develop this mutation as they gain levels.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[Suppression]] auras were added in [[0.12]], and removed in [[0.14]].&lt;/div&gt;</summary>
		<author><name>Sojiro</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Draconian&amp;diff=38685</id>
		<title>Draconian</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Draconian&amp;diff=38685"/>
				<updated>2015-10-18T12:31:32Z</updated>
		
		<summary type="html">&lt;p&gt;Sojiro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version013}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Draconian (monster)]]. For a list of all monstrous draconians, see [[List of draconians]].''&lt;br /&gt;
{{flavour|Draconians are human-dragon hybrids: humanoid in form and approximately human-sized, with wings, tails and scaly skins. Draconians start out in an immature form with brown scales, but as they grow in power they take on a variety of colours. This happens at an early stage in their career, and the colour is determined by chromosomes, not by behaviour.&lt;br /&gt;
&lt;br /&gt;
Some types of Draconians have breath weapons or special resistances. Draconians cannot wear body armour and advance very slowly in levels, but are reasonably good at all skills other than missile weapons. Still, each colour has its own strengths and some have complementary weaknesses, which sometimes requires a bit of flexibility on the part of the player.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Draconians have an [[auxiliary attack|auxiliary tail-slap attack]].&lt;br /&gt;
*Draconians' wings and oddly-shaped heads prevent them from wearing [[helmet]]s and any form of [[body armour]].&lt;br /&gt;
*Draconian scales are tough and provide AC+4 at start, with an additional +1 AC every 3rd level. &lt;br /&gt;
*Draconians are [[cold-blooded]], meaning certain [[cold]]-based attacks will [[slow]] them down.&lt;br /&gt;
*[[Dragon Form]] functions differently for draconians. They have better [[AC]], and retain their innate resistances, color, and [[breath weapon]].&lt;br /&gt;
&lt;br /&gt;
Draconians have a base [[Strength]] of 10, [[Intelligence]] of 8 and [[Dexterity]] of 6 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Zealots:'''  [[Berserker]]&lt;br /&gt;
*'''Warrior-mages:''' [[Transmuter]]&lt;br /&gt;
*'''Mages:''' [[Conjurer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]], [[Earth Elementalist]], [[Venom Mage]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*Mature color is attained at level 7 (changing aptitudes and intrinsic characteristics). See below for more detail. Some colors get another bonus at Level 14.&lt;br /&gt;
*+1 to a random [[stat]] every 4th level.&lt;br /&gt;
*10% more [[HP]] than average.&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+3 [[magic resistance]] per level (+6 for purple Draconians).&lt;br /&gt;
*+1 AC every 3rd level as scales continue to harden.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Easy}}&lt;br /&gt;
&lt;br /&gt;
Draconians are a relatively easy race to play due to their useful intrinsic characteristics and above average HP. Although they cannot wear body armour, they start with +4 AC, and get an additional +1 AC every third level, for a total of +13 AC at level 27. (Grey Draconians get an additional +5 AC at level 7, giving them an innate +18 AC at level 27.) Most Draconians receive breath attacks at level 7, which provide a powerful ranged option early in the game, or, in the case of Pale Draconians, the ability to block line of sight ([[LOS]]) with steam, a very desirable power due to the fact that LOS is reciprocal in ''Crawl''. &lt;br /&gt;
&lt;br /&gt;
Draconian aptitudes are average or above average across the board, meaning that they can do well in most backgrounds, although they tend to do particularly well as backgrounds that start with a book. Certain colours will receive a somewhat poor aptitude (-2) to one elemental school; in most cases, this does not majorly affect game play.&lt;br /&gt;
&lt;br /&gt;
Draconians are cold-blooded, which means that cold-based attacks can give them the slow status. Having at least one pip of cold protection (rC) will protect you from this effect. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Base Draconian}}&lt;br /&gt;
&lt;br /&gt;
==Colors==&lt;br /&gt;
Draconians start at an immature brown with no special abilities, and reach their mature color at level 7. They receive a breath attack, resistances, and an adjustment to their aptitudes which will retroactively adjust their skill levels.&lt;br /&gt;
&lt;br /&gt;
'''Red'''&lt;br /&gt;
*Skills: +2 [[Fire Magic]], -2 [[Ice Magic]]&lt;br /&gt;
*Resists: rF+&lt;br /&gt;
*Breath: A bolt of flame, which leaves a cloud of flame at the end of its range. (Can be aimed at the ground with [.])&lt;br /&gt;
{{flavour|Red Draconians feel at home in fiery surroundings. They are bad with ice magic but very proficient with fire. Their scorchingly hot breath will leave a lingering cloud of flame.}}&lt;br /&gt;
&lt;br /&gt;
'''White'''&lt;br /&gt;
*Skills: +2 [[Ice Magic]], -2 [[Fire Magic]]&lt;br /&gt;
*Resists: rC+ (negates effects of being cold-blooded)&lt;br /&gt;
*Breath: A bolt of frost, which ignores AC and knocks back flying monsters.&lt;br /&gt;
{{flavour|White Draconians stem from frost-bitten lands, and are naturally resistant to frost. Their breath is piercing cold. They are versed in ice magic, but bad at fire.}}&lt;br /&gt;
&lt;br /&gt;
'''Green'''&lt;br /&gt;
*Skills: +2 [[Poison Magic]]&lt;br /&gt;
*Resists: rPois&lt;br /&gt;
*Breath: A bolt of noxious fumes, that leaves behind [[Mephitic Cloud]]s on the affected tiles.&lt;br /&gt;
*Melee: Gains a [[venom]]ous [[good_mutations#Stinger|stinger]] at level 14.&lt;br /&gt;
{{flavour|Green Draconians are used to venomous surroundings and breathe clouds of mephitic vapours. They are especially good in the arts of poison and without deficiencies in other magic realms. Later on, they will develop a poisonous stinger.}}&lt;br /&gt;
&lt;br /&gt;
'''Yellow'''&lt;br /&gt;
*Resists: rCorr&lt;br /&gt;
*Breath: An [[acid]]ic glob that corrodes equipment and can cause [[bleeding]].&lt;br /&gt;
*Melee: Gains [[Jiyva_mutations#Acidic_Bite|acidic saliva]] at level 14.&lt;br /&gt;
{{flavour|Yellow Draconians have a sulphurous breath full of corrosive acid, and later gain an acidic bite attack. They are acid resistant, too.}}&lt;br /&gt;
&lt;br /&gt;
'''Grey'''&lt;br /&gt;
*Skills: +2 [[Earth Magic]], -2 [[Air Magic]]&lt;br /&gt;
*Resists: Immediate +5 to AC; does not need to breathe, and is thus immune to drowning and noxious fumes and resistant to [[asphyxiation]].&lt;br /&gt;
*Movement: Amphibious (Can enter deep water and will ignore penalties from water other than reduced movement speed)&lt;br /&gt;
{{flavour|Grey Draconians have no breath weapon, but also no need to breathe in order to live, which helps them survive in deep water. They are proficient with earth magic but bad with air magic, and also have harder scales than other Draconians.}}&lt;br /&gt;
&lt;br /&gt;
'''Black'''&lt;br /&gt;
*Skills: +2 [[Air Magic]], -2 [[Earth Magic]]&lt;br /&gt;
*Resists: rElec&lt;br /&gt;
*Breath: Wild explosions of lightning, mixing lightning bolts and orbs (powerful but uncontrollable).&lt;br /&gt;
*Movement: Gains [[good mutations#Big Wings|big wings]] at level 14. Unlike other draconians, they may also remain permanently airborne, much like powerful [[tengu]].&lt;br /&gt;
{{flavour|Black Draconians can unleash huge electrical discharges, and are naturally insulated. They are good at air magic but feel cumbersome with earth magic. Their wings will eventually grow larger, which allows them to fly continuously when combined with their natural skill with air magic.}}&lt;br /&gt;
&lt;br /&gt;
'''Purple'''&lt;br /&gt;
*Skills: +2 [[Spellcasting]] (to +1), +2 [[Hexes]] (to +1), +2 [[Charms]] (to +1), +1 [[Evocations]]&lt;br /&gt;
*Resists: Increased [[magic resistance]] (gain +6 per level instead of +3)&lt;br /&gt;
*Breath: A bolt of power, which deals irresistible damage and removes buffs (e.g., [[Haste]], [[Invisibility]]).&lt;br /&gt;
{{flavour|Purple Draconians are highly adapted to all spellcasting in general, and to hexes and charms in particular. They are a bit better at evoking things than most other Draconians. They can breathe dispelling energy which strips those it hits of their enchantments.}}&lt;br /&gt;
&lt;br /&gt;
'''Mottled'''&lt;br /&gt;
*Skills: +1 Fire Magic&lt;br /&gt;
*Resists: [[Sticky Flame]]&lt;br /&gt;
*Breath: Sticky Flame against an adjacent monster (though it may splash onto more than one target).&lt;br /&gt;
{{flavour|Mottled Draconians are somewhat in touch with fire, yet are not weak with ice. They can spit globs of sticky flame a short distance.}}&lt;br /&gt;
&lt;br /&gt;
'''Pale'''&lt;br /&gt;
*Skills: +1 Fire Magic, +1 Air Magic, +1 Evocations&lt;br /&gt;
*Resists: rSteam&lt;br /&gt;
*Breath: Steam clouds, which do little damage but block [[LOS]].&lt;br /&gt;
{{flavour|Pale Draconians are better at air and fire magic, and have no deficiencies in other schools. They breathe steam and, like their Purple cousins, have a slight advantage at Evocations.}}&lt;br /&gt;
&lt;br /&gt;
Mature [[player ghost]] draconians always have a negative energy breath weapon similar to a [[Bolt of Draining]].  In addition to the usual undead resistances, they will also retain whatever resistance their color gave them.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Draconians are a versatile species, but perhaps they excel most as backgrounds that start with a book, as their good HP, innate AC, and (for most) breath attack all combine to give a high level of survivability, along with good all around aptitudes, including in all skills associated with magic. Thus [[Conjurer]], [[Summoner]], and [[Wizard]] are strong starts with Draconians, as are all of the elementalist backgrounds. &lt;br /&gt;
&lt;br /&gt;
[[Transmuter]] is also a strong choice; the encumbrance level of armour penalizes Unarmed Combat much more so than other kinds of melee, so getting innate AC without body armour is a benefit here. Moreover, Draconians' tails give them an [[auxiliary attack]] from the start, and the breath attack that most colours get at level 7 brings a welcome bit of ranged combat ability to the transmuter. However, any of the recommended starts are good, and even some of the backgrounds that are &amp;quot;not recommended,&amp;quot; such as Hunter, Warper, and Assassin, actually play quite well for Draconians.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.7]], grey draconians got better stats to make up for their lack of a breath attack.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], draconians had access to any body armour that could fit large species, but could not wear boots or gloves.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], grey draconians were elementally neutral, receiving bonuses to [[Stealth]] and [[Stabbing]] in place of the Earth Magic boost, and they did not gain the +5 bonus to AC. Yellow draconians only had rAcid (not rCorr).&lt;br /&gt;
&lt;br /&gt;
As of [[0.12]], all draconians are considered [[cold-blooded]].&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Sojiro</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stat_zero&amp;diff=38684</id>
		<title>Stat zero</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stat_zero&amp;diff=38684"/>
				<updated>2015-10-18T12:29:57Z</updated>
		
		<summary type="html">&lt;p&gt;Sojiro: /* Causes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
When one of a character's primary [[attributes]] ([[strength]], [[intelligence]], or [[dexterity]]) is lowered to 0 or below, the character will suffer crippling penalties until that attribute is restored and stays above 0 for a period of time equal to: 10 + 1d10 + the number of turns it was below 0 (Max: 200 turns).&lt;br /&gt;
&lt;br /&gt;
==Causes==&lt;br /&gt;
The following can all drain your attributes:&lt;br /&gt;
*By 1 at a time, and thus blocked by [[sustain abilities]]:&lt;br /&gt;
**The [[bad mutations#Deterioration|Deterioration]] mutation. Rank 1 is generally kept in check by your natural regeneration, but ranks 2 and 3 are eventually lethal.&lt;br /&gt;
**[[Sickness]].&lt;br /&gt;
**The special attacks of certain monsters [[quasit]]s (dexterity only).&lt;br /&gt;
**Decomposition (not to be confused with [[rotting]]) from attempted [[mutation]] of an undead character.&lt;br /&gt;
*By more than 1 at a time, but damage can be halved by [[sustain abilities]]:&lt;br /&gt;
**[[Brain Feed]].&lt;br /&gt;
**Spell [[miscast effect]]s, as caused by actual miscasts, [[Hell]] effects, and mummy [[death curse]]s.&lt;br /&gt;
**Evoking certain items, such as a [[crystal ball of energy]] or the [[staff of Wucad Mu]].&lt;br /&gt;
**Stepping on or being in view of a monster stepping on [[Zot trap]]s.&lt;br /&gt;
**Certain spells, such as [[Summon Horrible Things]] or [[Alistair's Intoxication]], have a chance of draining INT when cast.&lt;br /&gt;
Unless you have [[Slow Healing]] 3 (which [[Deep Dwarves]] have innately), you will slowly regain stats lost through any of these means.&lt;br /&gt;
&lt;br /&gt;
Stats can be more permanently lowered by the following means:&lt;br /&gt;
*[[Mutations]] which affect attributes (this lasts until the mutation is removed [[potion of cure mutation|somehow]]).&lt;br /&gt;
*Equipment with negative stat modifiers (but you can remove the equipment to restore the stat).&lt;br /&gt;
*The [[Deck of wonders#Focus Card|Focus]] card.&lt;br /&gt;
*[[Jiyva]]'s stat shuffling.&lt;br /&gt;
*The [[Shuffle#Shuffle Card|Shuffle]] card.&lt;br /&gt;
&lt;br /&gt;
The last two will never lower a base stat to zero. Sustain abilities provides no help with any of these, and the stat will not restore naturally.&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
When any stat reaches 0, you will immediately suffer 2-4 turns of [[paralysis]] which ignores [[stasis]]. Stat zero will also inflict various penalties for each stat reduced to zero:&lt;br /&gt;
&lt;br /&gt;
===Collapse (Strength)===&lt;br /&gt;
*The speed of all your actions is halved (stacks with other stats' speed penalties)&lt;br /&gt;
*Your [[regeneration rate]] is divided by 4&lt;br /&gt;
&lt;br /&gt;
===Brainless (Intelligence)===&lt;br /&gt;
*The speed of all your actions is halved (stacks with other stats' speed penalties)&lt;br /&gt;
*You can't read [[book]]s&lt;br /&gt;
*You can't cast [[spell]]s&lt;br /&gt;
*You will fail to read [[scroll]]s 4 of every 5 times&lt;br /&gt;
&lt;br /&gt;
===Clumsy (Dexterity)===&lt;br /&gt;
*The speed of all your actions is halved (stacks with other stats' speed penalties)&lt;br /&gt;
*Your [[evasion]] is set to 2 + size_bonus + [[Phase Shift]] bonus + [[Repulsion field]] bonus&lt;br /&gt;
*Your [[stealth]] is set to 0&lt;br /&gt;
*You can't [[stab]] monsters&lt;br /&gt;
&lt;br /&gt;
Losing stat points from a stat that is already below 0 also inflicts some HP damage: 4 + 1d(max hp/10). If a character dies from this damage, the stat death is recorded (weakness, clumsiness, stupidity).&lt;br /&gt;
&lt;br /&gt;
==Precautions==&lt;br /&gt;
Any character with a particularly low attribute should be aware of the dangers involved. Any attribute below 8 could conceivably be reduced to 0 by a single unfortunate effect, some of which are common, some less so.&lt;br /&gt;
*Cursed artefact equipment can reduce an attribute by up to 6 for as long as it's equipped, so be cautious about wearing unidentified items if you're at risk.&lt;br /&gt;
*Miscast effects, Hell effects, [[Zot trap]]s, and [[mummy]] [[death curse]]s can temporarily reduce an attribute by up to 7. You may wish to bring all of your attributes up to a minimum of 8 to guarantee that you can survive a single worst-case scenario shot from either one. Alternatively, you could quaff a [[potion of restore abilities]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.17]], taking further stat damage after a stat reaches 0 will no longer inflict HP damage.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], items had [[aum|mass]], and strength determined your carrying capacity. The &amp;quot;collapse&amp;quot; status effect serious reduced this.&lt;br /&gt;
&lt;br /&gt;
Stat zero was added in [[0.13]], replacing [[stat death]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Sojiro</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stat_zero&amp;diff=38683</id>
		<title>Stat zero</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stat_zero&amp;diff=38683"/>
				<updated>2015-10-18T12:29:25Z</updated>
		
		<summary type="html">&lt;p&gt;Sojiro: /* Causes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
When one of a character's primary [[attributes]] ([[strength]], [[intelligence]], or [[dexterity]]) is lowered to 0 or below, the character will suffer crippling penalties until that attribute is restored and stays above 0 for a period of time equal to: 10 + 1d10 + the number of turns it was below 0 (Max: 200 turns).&lt;br /&gt;
&lt;br /&gt;
==Causes==&lt;br /&gt;
The following can all drain your attributes:&lt;br /&gt;
*By 1 at a time, and thus blocked by [[sustain abilities]]:&lt;br /&gt;
**The [[bad mutations#Deterioration|Deterioration]] mutation. Rank 1 is generally kept in check by your natural regeneration, but ranks 2 and 3 are eventually lethal.&lt;br /&gt;
**[[Sickness]].&lt;br /&gt;
**The special attacks of certain monsters [[quasit]]s (dexterity only).&lt;br /&gt;
**Decomposition (not to be confused with [[rotting]]) from attempted [[mutation]] of an undead character.&lt;br /&gt;
*By more than 1 at a time, but damage can be halved by [[sustain abilities]]:&lt;br /&gt;
**[[Brain Feed]].&lt;br /&gt;
**Spell [[miscast effect]]s, as caused by actual miscasts, [[Hell]] effects, and mummy [[death curse]]s.&lt;br /&gt;
**Evoking certain items, such as a [[crystal ball of energy]] or the [[staff of Wucad Mu]].&lt;br /&gt;
**Stepping on or being in view of a monster stepping on [[Zot trap]]s.&lt;br /&gt;
**Certain spells, such as [[Summon Horrible Things]] or [[Alistair's Intoxication]], have a chance of draining INT when cast.&lt;br /&gt;
Unless you have [[Slow Healing]] 3 (which [[Deep Dwarves]] have innately), you will slowly regain stats lost through any of these means.&lt;br /&gt;
&lt;br /&gt;
Stats can be more permanently lowered by the following means:&lt;br /&gt;
*[[Mutations]] which affect attributes (this lasts until the mutation is removed [[somehow|potion of cure mutation]]).&lt;br /&gt;
*Equipment with negative stat modifiers (but you can remove the equipment to restore the stat).&lt;br /&gt;
*The [[Deck of wonders#Focus Card|Focus]] card.&lt;br /&gt;
*[[Jiyva]]'s stat shuffling.&lt;br /&gt;
*The [[Shuffle#Shuffle Card|Shuffle]] card.&lt;br /&gt;
&lt;br /&gt;
The last two will never lower a base stat to zero. Sustain abilities provides no help with any of these, and the stat will not restore naturally.&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
When any stat reaches 0, you will immediately suffer 2-4 turns of [[paralysis]] which ignores [[stasis]]. Stat zero will also inflict various penalties for each stat reduced to zero:&lt;br /&gt;
&lt;br /&gt;
===Collapse (Strength)===&lt;br /&gt;
*The speed of all your actions is halved (stacks with other stats' speed penalties)&lt;br /&gt;
*Your [[regeneration rate]] is divided by 4&lt;br /&gt;
&lt;br /&gt;
===Brainless (Intelligence)===&lt;br /&gt;
*The speed of all your actions is halved (stacks with other stats' speed penalties)&lt;br /&gt;
*You can't read [[book]]s&lt;br /&gt;
*You can't cast [[spell]]s&lt;br /&gt;
*You will fail to read [[scroll]]s 4 of every 5 times&lt;br /&gt;
&lt;br /&gt;
===Clumsy (Dexterity)===&lt;br /&gt;
*The speed of all your actions is halved (stacks with other stats' speed penalties)&lt;br /&gt;
*Your [[evasion]] is set to 2 + size_bonus + [[Phase Shift]] bonus + [[Repulsion field]] bonus&lt;br /&gt;
*Your [[stealth]] is set to 0&lt;br /&gt;
*You can't [[stab]] monsters&lt;br /&gt;
&lt;br /&gt;
Losing stat points from a stat that is already below 0 also inflicts some HP damage: 4 + 1d(max hp/10). If a character dies from this damage, the stat death is recorded (weakness, clumsiness, stupidity).&lt;br /&gt;
&lt;br /&gt;
==Precautions==&lt;br /&gt;
Any character with a particularly low attribute should be aware of the dangers involved. Any attribute below 8 could conceivably be reduced to 0 by a single unfortunate effect, some of which are common, some less so.&lt;br /&gt;
*Cursed artefact equipment can reduce an attribute by up to 6 for as long as it's equipped, so be cautious about wearing unidentified items if you're at risk.&lt;br /&gt;
*Miscast effects, Hell effects, [[Zot trap]]s, and [[mummy]] [[death curse]]s can temporarily reduce an attribute by up to 7. You may wish to bring all of your attributes up to a minimum of 8 to guarantee that you can survive a single worst-case scenario shot from either one. Alternatively, you could quaff a [[potion of restore abilities]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.17]], taking further stat damage after a stat reaches 0 will no longer inflict HP damage.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], items had [[aum|mass]], and strength determined your carrying capacity. The &amp;quot;collapse&amp;quot; status effect serious reduced this.&lt;br /&gt;
&lt;br /&gt;
Stat zero was added in [[0.13]], replacing [[stat death]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Sojiro</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Monk&amp;diff=38677</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Monk&amp;diff=38677"/>
				<updated>2015-10-17T20:27:33Z</updated>
		
		<summary type="html">&lt;p&gt;Sojiro: /* Special */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|The Monk is a member of an ascetic order dedicated to the perfection of one's body and soul through the discipline of the martial arts. Monks start with very little equipment, but can survive without the weighty weapons and spellbooks needed by characters of other backgrounds. When they choose a god for the first time, their spiritual training gives them a piety boost.}}&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
[[Hill Orc]], [[Troll]], [[Merfolk]], [[Minotaur]], [[Gargoyle]], [[Ghoul]] and [[Vampire]] are the recommended races if you pick a Monk Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 3&lt;br /&gt;
*[[Unarmed Combat]]: 4&lt;br /&gt;
*[[Dodging]]: 3&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
&lt;br /&gt;
Choosing Monk adds 3 to your starting [[Strength]], 2 to your starting [[Intelligence]] and 7 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
*Monks do not start with a god, but automatically gain ** [[piety]] when they first convert to a god. This does not apply to [[Ru]], however; instead, they are immediately given a set of sacrifice options to make upon conversion. Since [[Gozag]] doesn't use piety, they skip the entry fee instead.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This is a good background for strong monstrous [[species]], especially those with [[claws]] ([[Troll]]s, [[Ghoul]]s, and sometimes [[Demonspawn]]), as those claws increase your [[Unarmed Combat]] base damage. &lt;br /&gt;
&lt;br /&gt;
Unarmed Combat can hold its own damage-wise once the skill is at extremely high levels, especially if you have the aforementioned natural weapons to increase damage output. That it ''needs'' to be at high levels is the downside - at lower skill levels, weapons (especially branded ones) can outperform Unarmed Combat.&lt;br /&gt;
&lt;br /&gt;
Note that heavy armor penalizes Unarmed Combat speed, so unless you develop other weapon skills, keep it light. If you want a heavily armored melee character, you're better off with a [[Fighter]] or one of the religious backgrounds, though massively strong Troll Monks can often manage quite fine in even the heaviest [[dragon armour]]s.&lt;br /&gt;
&lt;br /&gt;
If your species is not horrible with magic, consider branching into [[Transmutations]], as that school contains several spells useful to unarmed combatants, including [[Beastly Appendage]], [[Blade Hands]], and the various &amp;quot;form&amp;quot; spells.&lt;br /&gt;
&lt;br /&gt;
The piety boost you gain upon choosing a god is very handy if you want a god that lacks a starter background, especially [[Okawaru]], [[Makhleb]], and other gods who offer bonuses right at * piety.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.10]], there was no piety bonus gained upon choosing a god.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Sojiro</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stealth&amp;diff=38543</id>
		<title>Stealth</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stealth&amp;diff=38543"/>
				<updated>2015-10-16T12:55:02Z</updated>
		
		<summary type="html">&lt;p&gt;Sojiro: /* Negative Factors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
''This page refers to the Stealth skill. You may have been looking for the Stealth armour [[ego]].''&lt;br /&gt;
&lt;br /&gt;
The '''Stealth''' [[skill]] is a representation of how well your character understands the art of moving silently. Until your adventurer blunders into the [[Dungeon]] and starts killing everything, most monsters spend their time sleeping or wandering about peacefully. It's only after they've caught sight of you that they try to kill you, and by taking precautions to remain unseen, you can avoid dangerous opponents or sneak up on the enemy and initiate combat by [[stabbing]] them for incredible amounts of damage. However, understanding the art of stealth is not the only factor in being stealthy; a nimble [[spriggan]] dressed in [[robe]]s will almost always make less noise than a lumbering [[troll]] in [[gold dragon armour]]. A high Stealth skill would help minimize these handicaps, but in the end knights make terrible ninjas no matter what. As such, most character builds that involve wearing heavy armour ignore stealth entirely, but any other character type can benefit from avoiding fights that aren't in their favor.&lt;br /&gt;
&lt;br /&gt;
Different characters will have different Stealth Scores, based on a wide variety of factors. Likewise, each monster has a Monster Awareness Score. Each time you move or perform an action, all monsters in your [[line of sight]] have a (Monster Awareness + 1) / (Your Stealth) chance of spotting you. Once they've spotted you, they'll only lose track of you once you've left their line of sight for a while; this occurs much sooner for mindless enemies than for intelligent ones.&lt;br /&gt;
&lt;br /&gt;
==Stealth Score==&lt;br /&gt;
The measure of a character's stealthiness is its Stealth Score. This is determined by taking your character's Base Stealth Score (which is easily calculated), and then tacking on several modifiers to determine its final Stealth Score.&lt;br /&gt;
&lt;br /&gt;
Your Base Stealth Score equals &lt;br /&gt;
&lt;br /&gt;
{{crawlquote|(3 × [[Dexterity]]) + (Stealth skill × Stealth Factor)}}&lt;br /&gt;
&lt;br /&gt;
While your Stealth Skill is your character's understanding of stealth, your Stealth Factor is how naturally stealthy your character's [[species]] is:&lt;br /&gt;
*[[Dragon Form]]: 6&lt;br /&gt;
*[[Troll]]s, [[ogre]]s, [[centaur]]s, [[Pig Form]]: 9&lt;br /&gt;
*[[Minotaur]]s, non-Grey [[draconian]]s, [[Porcupine Form]]: 12&lt;br /&gt;
*Non-[[vampire]]s in [[Bat Form]]: 17&lt;br /&gt;
*[[Halfling]]s, [[kobold]]s, [[spriggan]]s, [[naga]]s, [[felid]]s, [[octopode]]s, grey [[draconian]]s: 18&lt;br /&gt;
*[[Spider Form]], [[Wisp Form]]: 21&lt;br /&gt;
*Satiated+ / Thirsty or Very Thirsty / Near Bloodless or Bat Form / Bloodless [[vampire]]s: 18 / 19 / 20 / 21&lt;br /&gt;
*[[Tree Form]]: 27&lt;br /&gt;
*[[Fungus Form]]: 30&lt;br /&gt;
*All other forms: 15&lt;br /&gt;
&lt;br /&gt;
Your Stealth Factor is then modified by the following:&lt;br /&gt;
*[[Statue Form]]: -3&lt;br /&gt;
&lt;br /&gt;
Once you've calculated your Base Stealth Score, two adjustments are made for special cases:&lt;br /&gt;
*Non-[[fly]]ing [[felid]]s under the effects of [[Blade Hands]]: -50 (You have to walk on those hands, after all)&lt;br /&gt;
*If you are [[confused]]: Divide by 3&lt;br /&gt;
&lt;br /&gt;
Finally, the following flat modifiers are applied. Some of these factors may look much larger numerically than the components of the Base Stealth Score, but the interaction between a high [[dexterity]] score, high Stealth skill level, and a good Stealth Factor can result in very large Base Stealth Scores before any modifiers get involved:&lt;br /&gt;
&lt;br /&gt;
===Positive Factors===&lt;br /&gt;
*[[Boots]]/[[barding]]/[[ring of stealth]]: +50&lt;br /&gt;
*[[Randart]]s that enhance stealth: +50 per +&lt;br /&gt;
*[[Boots of the Assassin]]: +80 (Fixedart) &lt;br /&gt;
*The [[Shadow card]]: +80&lt;br /&gt;
*Playing a [[felid]] : +20&lt;br /&gt;
*[[Demonspawn mutations#Nightstalker|Nightstalker mutation]]: +50 per rank&lt;br /&gt;
*[[Good mutations#Thin Skeletal Structure|Thin Skeletal Structure mutation]]: +25 per rank&lt;br /&gt;
*[[Good mutations#Camouflage|Camouflage mutation]]: +50 per rank&lt;br /&gt;
*[[Jiyva mutations#Translucent Skin|Translucent Skin mutation]]: +15 per rank&lt;br /&gt;
*Playing a [[merfolk]] or [[octopode]] while in [[water]]: +50&lt;br /&gt;
*When under the effect of [[Umbra]]: Multiply by roughly 2 (The source affects this. If gained through [[Yredelemnul]] or [[Dithmenos]], the exact amount is dependent on piety.)&lt;br /&gt;
*Wearing a [[ring of stealth]]: +50&lt;br /&gt;
&lt;br /&gt;
===Negative Factors===&lt;br /&gt;
*Wearing armour: -2 × ([[Encumbrance rating]])&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3&lt;br /&gt;
*Traveling through [[shallow water]] (unless [[fly]]ing): Divide by 2&lt;br /&gt;
**[[Merfolk]], [[octopode]]s, [[naga]]s, [[ogre]]s, [[troll]]s and grey [[draconian]]s receive no water penalty.&lt;br /&gt;
*[[Good mutations#Hooves|Hooves mutation]]: -(5 + 5 per rank) when not [[flying]] nor wearing boots.&lt;br /&gt;
*When under the effect of [[Silence]]: -50, plus an additional penalty based on the ambient [[noise]] of your current [[branch]] (louder areas penalize you more when silenced than quiet areas)&lt;br /&gt;
*When under the effect of [[Corona]] or a [[The Shining One#Given Abilities|divine halo]]: Divide by roughly 2.5&lt;br /&gt;
*Carrying the [[Orb of Zot]]: Divide by 3&lt;br /&gt;
*When berserking or wielding a [[lantern of shadows]]: Stealth = 0&lt;br /&gt;
*Wearing a [[ring of loudness]]: -50&lt;br /&gt;
*Randarts that reduce stealth: -50 per -&lt;br /&gt;
*Worshipping [[Qazlal]]: Stealth is multiplied by (200 - min(piety, 160)) / 170, so at piety 160 or higher your stealth is roughly divided by 4.&lt;br /&gt;
&lt;br /&gt;
If your Stealth score is &amp;lt; 0, it is treated as though it were 0.&lt;br /&gt;
&lt;br /&gt;
===In-Game Display===&lt;br /&gt;
Although you cannot display your exact Stealth Score, you can get an idea of it by pressing the '''%''' or '''@''' buttons. You'll see a description of your stealthiness which correlates to the following Stealth Scores:&lt;br /&gt;
*0- 9: &amp;quot;Extremely unstealthy&amp;quot;&lt;br /&gt;
*10-29: &amp;quot;Very unstealthy&amp;quot;&lt;br /&gt;
*30-59: &amp;quot;Unstealthy&amp;quot;&lt;br /&gt;
*60-89: &amp;quot;Fairly stealthy&amp;quot;&lt;br /&gt;
*90-119: &amp;quot;Stealthy&amp;quot;&lt;br /&gt;
*120-159: &amp;quot;Quite stealthy&amp;quot;&lt;br /&gt;
*160-219: &amp;quot;Very stealthy&amp;quot;&lt;br /&gt;
*220-299: &amp;quot;Extremely stealthy&amp;quot;&lt;br /&gt;
*300-399: &amp;quot;Extraordinarily stealthy&amp;quot;&lt;br /&gt;
*400-519: &amp;quot;Incredibly stealthy&amp;quot;&lt;br /&gt;
*520+: &amp;quot;Uncannily stealthy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Monster Awareness==&lt;br /&gt;
Your chance of going unseen is a ratio between your Stealth Score and each monster's Monster Awareness Score + 1. Monster Awareness is equal to 10, modified as follows:&lt;br /&gt;
&lt;br /&gt;
===Positive Factors===&lt;br /&gt;
*[[Monster intelligence]]: +0 for plants/jellies/zombies, +4 for insects, +8 for animals, +12 for humanoids, +16 for highly intelligent monsters&lt;br /&gt;
*[[Hit dice]]: +1 per HD&lt;br /&gt;
*[[Sense invisible]]: +5&lt;br /&gt;
*If the monster is wandering instead of sleeping: +15&lt;br /&gt;
*Demons, the undead, holy beings, golems, and plants: +10&lt;br /&gt;
&lt;br /&gt;
===Negative Factors===&lt;br /&gt;
*Monsters under the effects of [[Ensorcelled Hibernation]]: -10&lt;br /&gt;
*If the player is [[invisible]] and the monster can't see invisible, or can sense invisible and the distance between the monster and the player is greater than 4: -75&lt;br /&gt;
&lt;br /&gt;
If Monster Awareness is &amp;lt; 0, it is treated as though it were 0.&lt;br /&gt;
&lt;br /&gt;
==Other Uses of the Stealth Skill==&lt;br /&gt;
The most important additional effect of your Stealth skill is the role it plays in the calculations of [[stabbing]] bonuses. See the [[stabbing]] page for more information.&lt;br /&gt;
&lt;br /&gt;
A high Stealth skill also contributes to your ability to open [[door]]s soundlessly. Each time you open a door, the chance of it making noise is:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|1 in ([[Dexterity]] + [[Stealth]])}}&lt;br /&gt;
&lt;br /&gt;
Therefore, characters with skill in Stealth and high dexterity are much less likely to alert enemies while opening doors than those only skilled in Stealth.&lt;br /&gt;
&lt;br /&gt;
==Stealth Aptitudes==&lt;br /&gt;
{{#invoke:Apt|skill_table|Stealth}}&lt;br /&gt;
Grey [[draconian]]s get +2.&lt;br /&gt;
&lt;br /&gt;
The average stealth aptitude of all species, excluding coloured draconian, is +1.538. This value is highest among all skills.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Sojiro</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Draconian&amp;diff=38542</id>
		<title>Draconian</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Draconian&amp;diff=38542"/>
				<updated>2015-10-16T12:53:44Z</updated>
		
		<summary type="html">&lt;p&gt;Sojiro: /* Colors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version013}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Draconian (monster)]]. For a list of all monstrous draconians, see [[List of draconians]].''&lt;br /&gt;
{{flavour|Draconians are human-dragon hybrids: humanoid in form and approximately human-sized, with wings, tails and scaly skins. Draconians start out in an immature form with brown scales, but as they grow in power they take on a variety of colours. This happens at an early stage in their career, and the colour is determined by chromosomes, not by behaviour.&lt;br /&gt;
&lt;br /&gt;
Some types of Draconians have breath weapons or special resistances. Draconians cannot wear body armour and advance very slowly in levels, but are reasonably good at all skills other than missile weapons. Still, each colour has its own strengths and some have complementary weaknesses, which sometimes requires a bit of flexibility on the part of the player.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Draconians have an [[auxiliary attack|auxiliary tail-slap attack]].&lt;br /&gt;
*Draconians' wings and oddly-shaped heads prevent them from wearing [[helmet]]s and any form of [[body armour]].&lt;br /&gt;
*Draconian scales are tough and provide AC+4 at start, with an additional +1 AC every 3rd level. &lt;br /&gt;
*Draconians are [[cold-blooded]], meaning certain [[cold]]-based attacks will [[slow]] them down.&lt;br /&gt;
*[[Dragon Form]] functions differently for draconians. They have better [[AC]], and retain their innate resistances, color, and [[breath weapon]].&lt;br /&gt;
&lt;br /&gt;
Draconians have a base [[Strength]] of 10, [[Intelligence]] of 8 and [[Dexterity]] of 6 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Zealots:'''  [[Berserker]]&lt;br /&gt;
*'''Warrior-mages:''' [[Transmuter]]&lt;br /&gt;
*'''Mages:''' [[Conjurer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]], [[Earth Elementalist]], [[Venom Mage]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*Mature color is attained at level 7 (changing aptitudes and intrinsic characteristics). See below for more detail. Some colors get another bonus at Level 14.&lt;br /&gt;
*+1 to a random [[stat]] every 4th level.&lt;br /&gt;
*10% more [[HP]] than average.&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+3 [[magic resistance]] per level (+6 for purple Draconians).&lt;br /&gt;
*+1 AC every 3rd level as scales continue to harden.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Easy}}&lt;br /&gt;
&lt;br /&gt;
Draconians are a relatively easy race to play due to their useful intrinsic characteristics and above average HP. Although they cannot wear body armour, they start with +4 AC, and get an additional +1 AC every third level, for a total of +13 AC at level 27. (Grey Draconians get an additional +5 AC at level 7, giving them an innate +18 AC at level 27.) Most Draconians receive breath attacks at level 7, which provide a powerful ranged option early in the game, or, in the case of Pale Draconians, the ability to block line of sight ([[LOS]]) with steam, a very desirable power due to the fact that LOS is reciprocal in ''Crawl''. &lt;br /&gt;
&lt;br /&gt;
Draconian aptitudes are average or above average across the board, meaning that they can do well in most backgrounds, although they tend to do particularly well as backgrounds that start with a book. Certain colours will receive a somewhat poor aptitude (-2) to one elemental school; in most cases, this does not majorly affect game play.&lt;br /&gt;
&lt;br /&gt;
Draconians are cold-blooded, which means that cold-based attacks can give them the slow status. Having at least one pip of cold protection (rC) will protect you from this effect. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Base Draconian}}&lt;br /&gt;
&lt;br /&gt;
==Colors==&lt;br /&gt;
Draconians start at an immature brown with no special abilities, and reach their mature color at level 7. They receive a breath attack, resistances, and an adjustment to their aptitudes which will retroactively adjust their skill levels.&lt;br /&gt;
&lt;br /&gt;
'''Red'''&lt;br /&gt;
*Skills: +2 [[Fire Magic]], -2 [[Ice Magic]]&lt;br /&gt;
*Resists: rF+&lt;br /&gt;
*Breath: A bolt of flame, which leaves a cloud of flame at the end of its range. (Can be aimed at the ground with [.])&lt;br /&gt;
{{flavour|Red Draconians feel at home in fiery surroundings. They are bad with ice magic but very proficient with fire. Their scorchingly hot breath will leave a lingering cloud of flame.}}&lt;br /&gt;
&lt;br /&gt;
'''White'''&lt;br /&gt;
*Skills: +2 [[Ice Magic]], -2 [[Fire Magic]]&lt;br /&gt;
*Resists: rC+ (negates effects of being cold-blooded)&lt;br /&gt;
*Breath: A bolt of frost, which ignores AC and knocks back flying monsters.&lt;br /&gt;
{{flavour|White Draconians stem from frost-bitten lands, and are naturally resistant to frost. Their breath is piercing cold. They are versed in ice magic, but bad at fire.}}&lt;br /&gt;
&lt;br /&gt;
'''Green'''&lt;br /&gt;
*Skills: +2 [[Poison Magic]]&lt;br /&gt;
*Resists: rPois&lt;br /&gt;
*Breath: A bolt of noxious fumes, that leaves behind [[Mephitic Cloud]]s on the affected tiles.&lt;br /&gt;
*Melee: Gains a [[venom]]ous [[good_mutations#Stinger|stinger]] at level 14.&lt;br /&gt;
{{flavour|Green Draconians are used to venomous surroundings and breathe clouds of mephitic vapours. They are especially good in the arts of poison and without deficiencies in other magic realms. Later on, they will develop a poisonous stinger.}}&lt;br /&gt;
&lt;br /&gt;
'''Yellow'''&lt;br /&gt;
*Resists: rCorr&lt;br /&gt;
*Breath: An [[acid]]ic glob that corrodes equipment and can cause [[bleeding]].&lt;br /&gt;
*Melee: Gains [[Jiyva_mutations#Acidic_Bite|acidic saliva]] at level 14.&lt;br /&gt;
{{flavour|Yellow Draconians have a sulphurous breath full of corrosive acid, and later gain an acidic bite attack. They are acid resistant, too.}}&lt;br /&gt;
&lt;br /&gt;
'''Grey'''&lt;br /&gt;
*Skills: +2 [[Earth Magic]], -2 [[Air Magic]]&lt;br /&gt;
*Resists: Immediate +5 to AC; does not need to breathe, and is thus immune to drowning and noxious fumes and resistant to [[asphyxiation]].&lt;br /&gt;
*Movement: Amphibious (Can enter deep water and will ignore penalties from water other than reduced movement speed)'&lt;br /&gt;
{{flavour|Grey Draconians have no breath weapon, but also no need to breathe in order to live, which helps them survive in deep water. They are proficient with earth magic but bad with air magic, and also have harder scales than other Draconians.}}&lt;br /&gt;
&lt;br /&gt;
'''Black'''&lt;br /&gt;
*Skills: +2 [[Air Magic]], -2 [[Earth Magic]]&lt;br /&gt;
*Resists: rElec&lt;br /&gt;
*Breath: Wild explosions of lightning, mixing lightning bolts and orbs (powerful but uncontrollable).&lt;br /&gt;
*Movement: Gains [[good mutations#Big Wings|big wings]] at level 14. Unlike other draconians, they may also remain permanently airborne, much like powerful [[tengu]].&lt;br /&gt;
{{flavour|Black Draconians can unleash huge electrical discharges, and are naturally insulated. They are good at air magic but feel cumbersome with earth magic. Their wings will eventually grow larger, which allows them to fly continuously when combined with their natural skill with air magic.}}&lt;br /&gt;
&lt;br /&gt;
'''Purple'''&lt;br /&gt;
*Skills: +2 [[Spellcasting]] (to +1), +2 [[Hexes]] (to +1), +2 [[Charms]] (to +1), +1 [[Evocations]]&lt;br /&gt;
*Resists: Increased [[magic resistance]] (gain +6 per level instead of +3)&lt;br /&gt;
*Breath: A bolt of power, which deals irresistible damage and removes buffs (e.g., [[Haste]], [[Invisibility]]).&lt;br /&gt;
{{flavour|Purple Draconians are highly adapted to all spellcasting in general, and to hexes and charms in particular. They are a bit better at evoking things than most other Draconians. They can breathe dispelling energy which strips those it hits of their enchantments.}}&lt;br /&gt;
&lt;br /&gt;
'''Mottled'''&lt;br /&gt;
*Skills: +1 Fire Magic&lt;br /&gt;
*Resists: [[Sticky Flame]]&lt;br /&gt;
*Breath: Sticky Flame against an adjacent monster (though it may splash onto more than one target).&lt;br /&gt;
{{flavour|Mottled Draconians are somewhat in touch with fire, yet are not weak with ice. They can spit globs of sticky flame a short distance.}}&lt;br /&gt;
&lt;br /&gt;
'''Pale'''&lt;br /&gt;
*Skills: +1 Fire Magic, +1 Air Magic, +1 Evocations&lt;br /&gt;
*Resists: rSteam&lt;br /&gt;
*Breath: Steam clouds, which do little damage but block [[LOS]].&lt;br /&gt;
{{flavour|Pale Draconians are better at air and fire magic, and have no deficiencies in other schools. They breathe steam and, like their Purple cousins, have a slight advantage at Evocations.}}&lt;br /&gt;
&lt;br /&gt;
Mature [[player ghost]] draconians always have a negative energy breath weapon similar to a [[Bolt of Draining]].  In addition to the usual undead resistances, they will also retain whatever resistance their color gave them.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Draconians are a versatile species, but perhaps they excel most as backgrounds that start with a book, as their good HP, innate AC, and (for most) breath attack all combine to give a high level of survivability, along with good all around aptitudes, including in all skills associated with magic. Thus [[Conjurer]], [[Summoner]], and [[Wizard]] are strong starts with Draconians, as are all of the elementalist backgrounds. &lt;br /&gt;
&lt;br /&gt;
[[Transmuter]] is also a strong choice; the encumbrance level of armour penalizes Unarmed Combat much more so than other kinds of melee, so getting innate AC without body armour is a benefit here. Moreover, Draconians' tails give them an [[auxiliary attack]] from the start, and the breath attack that most colours get at level 7 brings a welcome bit of ranged combat ability to the transmuter. However, any of the recommended starts are good, and even some of the backgrounds that are &amp;quot;not recommended,&amp;quot; such as Hunter, Warper, and Assassin, actually play quite well for Draconians.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.7]], grey draconians got better stats to make up for their lack of a breath attack.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], draconians had access to any body armour that could fit large species, but could not wear boots or gloves.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], grey draconians were elementally neutral, receiving bonuses to [[Stealth]] and [[Stabbing]] in place of the Earth Magic boost, and they did not gain the +5 bonus to AC. Yellow draconians only had rAcid (not rCorr).&lt;br /&gt;
&lt;br /&gt;
As of [[0.12]], all draconians are considered [[cold-blooded]].&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Sojiro</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shallow_water&amp;diff=38541</id>
		<title>Shallow water</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shallow_water&amp;diff=38541"/>
				<updated>2015-10-16T12:31:40Z</updated>
		
		<summary type="html">&lt;p&gt;Sojiro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flavour|This waist-deep, misty water makes movement and combat cumbersome for landlubbers - sometimes dangerous, but never directly fatal.}}&lt;br /&gt;
&lt;br /&gt;
[[Shallow water]] is difficult to maneuver in, increasing the amount of time it takes to move and reducing the combat capabilities of anyone caught fighting in it, as well has reducing [[stealth]]. The effects of waters are negated when [[flying|fly]] above. It is found throughout the dungeon and most [[branch]]es, particularly [[the Swamp]] and [[the Shoals]].&lt;br /&gt;
&lt;br /&gt;
Any attack made by a Non-[[Troll]], [[Ogre]], [[Naga]], [[Centaur]], Gray [[draconian]], [[Octopode]] or [[Merfolk]] character standing in shallow water is subject to two failure checks, one at a flat 20%, the other at 4/[[Dexterity]]. If either fails, the attack is negated. Monsters are merely subject to a single flat check against 25%. The same characters also see their stealth halved, while Octopodes and Merfolks get a bonus. Movement is slowed by a random 30% to 100%, except for Merfolk (who get a boost instead) and Octopodes. Merfolks also get a bonus to [[Evasion]].&lt;br /&gt;
&lt;br /&gt;
Unlike [[deep water]], shallow water poses no risk of drowning.&lt;br /&gt;
&lt;br /&gt;
==Aquatic==&lt;br /&gt;
Some monsters and [[species]] are aquatic, allowing them to ignore or even benefit from shallow water. They may have increased speed, damage, and accuracy, though the specifics vary by monster. For players, [[naga]] characters can ignore shallow water penalties, while [[merfolk]] significantly benefit from combat in it.&lt;br /&gt;
&lt;br /&gt;
[[CATEGORY: Dungeon Features]]&lt;/div&gt;</summary>
		<author><name>Sojiro</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stealth&amp;diff=38540</id>
		<title>Stealth</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stealth&amp;diff=38540"/>
				<updated>2015-10-16T12:02:10Z</updated>
		
		<summary type="html">&lt;p&gt;Sojiro: /* Positive Factors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
''This page refers to the Stealth skill. You may have been looking for the Stealth armour [[ego]].''&lt;br /&gt;
&lt;br /&gt;
The '''Stealth''' [[skill]] is a representation of how well your character understands the art of moving silently. Until your adventurer blunders into the [[Dungeon]] and starts killing everything, most monsters spend their time sleeping or wandering about peacefully. It's only after they've caught sight of you that they try to kill you, and by taking precautions to remain unseen, you can avoid dangerous opponents or sneak up on the enemy and initiate combat by [[stabbing]] them for incredible amounts of damage. However, understanding the art of stealth is not the only factor in being stealthy; a nimble [[spriggan]] dressed in [[robe]]s will almost always make less noise than a lumbering [[troll]] in [[gold dragon armour]]. A high Stealth skill would help minimize these handicaps, but in the end knights make terrible ninjas no matter what. As such, most character builds that involve wearing heavy armour ignore stealth entirely, but any other character type can benefit from avoiding fights that aren't in their favor.&lt;br /&gt;
&lt;br /&gt;
Different characters will have different Stealth Scores, based on a wide variety of factors. Likewise, each monster has a Monster Awareness Score. Each time you move or perform an action, all monsters in your [[line of sight]] have a (Monster Awareness + 1) / (Your Stealth) chance of spotting you. Once they've spotted you, they'll only lose track of you once you've left their line of sight for a while; this occurs much sooner for mindless enemies than for intelligent ones.&lt;br /&gt;
&lt;br /&gt;
==Stealth Score==&lt;br /&gt;
The measure of a character's stealthiness is its Stealth Score. This is determined by taking your character's Base Stealth Score (which is easily calculated), and then tacking on several modifiers to determine its final Stealth Score.&lt;br /&gt;
&lt;br /&gt;
Your Base Stealth Score equals &lt;br /&gt;
&lt;br /&gt;
{{crawlquote|(3 × [[Dexterity]]) + (Stealth skill × Stealth Factor)}}&lt;br /&gt;
&lt;br /&gt;
While your Stealth Skill is your character's understanding of stealth, your Stealth Factor is how naturally stealthy your character's [[species]] is:&lt;br /&gt;
*[[Dragon Form]]: 6&lt;br /&gt;
*[[Troll]]s, [[ogre]]s, [[centaur]]s, [[Pig Form]]: 9&lt;br /&gt;
*[[Minotaur]]s, non-Grey [[draconian]]s, [[Porcupine Form]]: 12&lt;br /&gt;
*Non-[[vampire]]s in [[Bat Form]]: 17&lt;br /&gt;
*[[Halfling]]s, [[kobold]]s, [[spriggan]]s, [[naga]]s, [[felid]]s, [[octopode]]s, grey [[draconian]]s: 18&lt;br /&gt;
*[[Spider Form]], [[Wisp Form]]: 21&lt;br /&gt;
*Satiated+ / Thirsty or Very Thirsty / Near Bloodless or Bat Form / Bloodless [[vampire]]s: 18 / 19 / 20 / 21&lt;br /&gt;
*[[Tree Form]]: 27&lt;br /&gt;
*[[Fungus Form]]: 30&lt;br /&gt;
*All other forms: 15&lt;br /&gt;
&lt;br /&gt;
Your Stealth Factor is then modified by the following:&lt;br /&gt;
*[[Statue Form]]: -3&lt;br /&gt;
&lt;br /&gt;
Once you've calculated your Base Stealth Score, two adjustments are made for special cases:&lt;br /&gt;
*Non-[[fly]]ing [[felid]]s under the effects of [[Blade Hands]]: -50 (You have to walk on those hands, after all)&lt;br /&gt;
*If you are [[confused]]: Divide by 3&lt;br /&gt;
&lt;br /&gt;
Finally, the following flat modifiers are applied. Some of these factors may look much larger numerically than the components of the Base Stealth Score, but the interaction between a high [[dexterity]] score, high Stealth skill level, and a good Stealth Factor can result in very large Base Stealth Scores before any modifiers get involved:&lt;br /&gt;
&lt;br /&gt;
===Positive Factors===&lt;br /&gt;
*[[Boots]]/[[barding]]/[[ring of stealth]]: +50&lt;br /&gt;
*[[Randart]]s that enhance stealth: +50 per +&lt;br /&gt;
*[[Boots of the Assassin]]: +80 (Fixedart) &lt;br /&gt;
*The [[Shadow card]]: +80&lt;br /&gt;
*Playing a [[felid]] : +20&lt;br /&gt;
*[[Demonspawn mutations#Nightstalker|Nightstalker mutation]]: +50 per rank&lt;br /&gt;
*[[Good mutations#Thin Skeletal Structure|Thin Skeletal Structure mutation]]: +25 per rank&lt;br /&gt;
*[[Good mutations#Camouflage|Camouflage mutation]]: +50 per rank&lt;br /&gt;
*[[Jiyva mutations#Translucent Skin|Translucent Skin mutation]]: +15 per rank&lt;br /&gt;
*Playing a [[merfolk]] or [[octopode]] while in [[water]]: +50&lt;br /&gt;
*When under the effect of [[Umbra]]: Multiply by roughly 2 (The source affects this. If gained through [[Yredelemnul]] or [[Dithmenos]], the exact amount is dependent on piety.)&lt;br /&gt;
*Wearing a [[ring of stealth]]: +50&lt;br /&gt;
&lt;br /&gt;
===Negative Factors===&lt;br /&gt;
*Wearing armour: -2 × ([[Encumbrance rating]])&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3&lt;br /&gt;
*Traveling through [[shallow water]] (unless [[fly]]ing): Divide by 2&lt;br /&gt;
**[[Merfolk]], [[octopode]]s, [[naga]]s, [[ogre]]s, and [[troll]]s receive no water penalty.&lt;br /&gt;
*[[Good mutations#Hooves|Hooves mutation]]: -(5 + 5 per rank) when not [[flying]] nor wearing boots.&lt;br /&gt;
*When under the effect of [[Silence]]: -50, plus an additional penalty based on the ambient [[noise]] of your current [[branch]] (louder areas penalize you more when silenced than quiet areas)&lt;br /&gt;
*When under the effect of [[Corona]] or a [[The Shining One#Given Abilities|divine halo]]: Divide by roughly 2.5&lt;br /&gt;
*Carrying the [[Orb of Zot]]: Divide by 3&lt;br /&gt;
*When berserking or wielding a [[lantern of shadows]]: Stealth = 0&lt;br /&gt;
*Wearing a [[ring of loudness]]: -50&lt;br /&gt;
*Randarts that reduce stealth: -50 per -&lt;br /&gt;
*Worshipping [[Qazlal]]: Stealth is multiplied by (200 - min(piety, 160)) / 170, so at piety 160 or higher your stealth is roughly divided by 4.&lt;br /&gt;
&lt;br /&gt;
If your Stealth score is &amp;lt; 0, it is treated as though it were 0.&lt;br /&gt;
&lt;br /&gt;
===In-Game Display===&lt;br /&gt;
Although you cannot display your exact Stealth Score, you can get an idea of it by pressing the '''%''' or '''@''' buttons. You'll see a description of your stealthiness which correlates to the following Stealth Scores:&lt;br /&gt;
*0- 9: &amp;quot;Extremely unstealthy&amp;quot;&lt;br /&gt;
*10-29: &amp;quot;Very unstealthy&amp;quot;&lt;br /&gt;
*30-59: &amp;quot;Unstealthy&amp;quot;&lt;br /&gt;
*60-89: &amp;quot;Fairly stealthy&amp;quot;&lt;br /&gt;
*90-119: &amp;quot;Stealthy&amp;quot;&lt;br /&gt;
*120-159: &amp;quot;Quite stealthy&amp;quot;&lt;br /&gt;
*160-219: &amp;quot;Very stealthy&amp;quot;&lt;br /&gt;
*220-299: &amp;quot;Extremely stealthy&amp;quot;&lt;br /&gt;
*300-399: &amp;quot;Extraordinarily stealthy&amp;quot;&lt;br /&gt;
*400-519: &amp;quot;Incredibly stealthy&amp;quot;&lt;br /&gt;
*520+: &amp;quot;Uncannily stealthy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Monster Awareness==&lt;br /&gt;
Your chance of going unseen is a ratio between your Stealth Score and each monster's Monster Awareness Score + 1. Monster Awareness is equal to 10, modified as follows:&lt;br /&gt;
&lt;br /&gt;
===Positive Factors===&lt;br /&gt;
*[[Monster intelligence]]: +0 for plants/jellies/zombies, +4 for insects, +8 for animals, +12 for humanoids, +16 for highly intelligent monsters&lt;br /&gt;
*[[Hit dice]]: +1 per HD&lt;br /&gt;
*[[Sense invisible]]: +5&lt;br /&gt;
*If the monster is wandering instead of sleeping: +15&lt;br /&gt;
*Demons, the undead, holy beings, golems, and plants: +10&lt;br /&gt;
&lt;br /&gt;
===Negative Factors===&lt;br /&gt;
*Monsters under the effects of [[Ensorcelled Hibernation]]: -10&lt;br /&gt;
*If the player is [[invisible]] and the monster can't see invisible, or can sense invisible and the distance between the monster and the player is greater than 4: -75&lt;br /&gt;
&lt;br /&gt;
If Monster Awareness is &amp;lt; 0, it is treated as though it were 0.&lt;br /&gt;
&lt;br /&gt;
==Other Uses of the Stealth Skill==&lt;br /&gt;
The most important additional effect of your Stealth skill is the role it plays in the calculations of [[stabbing]] bonuses. See the [[stabbing]] page for more information.&lt;br /&gt;
&lt;br /&gt;
A high Stealth skill also contributes to your ability to open [[door]]s soundlessly. Each time you open a door, the chance of it making noise is:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|1 in ([[Dexterity]] + [[Stealth]])}}&lt;br /&gt;
&lt;br /&gt;
Therefore, characters with skill in Stealth and high dexterity are much less likely to alert enemies while opening doors than those only skilled in Stealth.&lt;br /&gt;
&lt;br /&gt;
==Stealth Aptitudes==&lt;br /&gt;
{{#invoke:Apt|skill_table|Stealth}}&lt;br /&gt;
Grey [[draconian]]s get +2.&lt;br /&gt;
&lt;br /&gt;
The average stealth aptitude of all species, excluding coloured draconian, is +1.538. This value is highest among all skills.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Sojiro</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Nightstalker&amp;diff=38539</id>
		<title>Nightstalker</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Nightstalker&amp;diff=38539"/>
				<updated>2015-10-16T12:00:26Z</updated>
		
		<summary type="html">&lt;p&gt;Sojiro: added links&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||+40 [[Stealth]], -1 [[LOS]]||You are slightly more attuned to the shadows.&lt;br /&gt;
|-&lt;br /&gt;
|2||+80 [[Stealth]], -2 [[LOS]]||You are significantly more attuned to the shadows.&lt;br /&gt;
|-&lt;br /&gt;
|3||+120 [[Stealth]], -3 [[LOS]]||You are completely attuned to the shadows.&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>Sojiro</name></author>	</entry>

	</feed>