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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Syneil</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=Syneil"/>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/Special:Contributions/Syneil"/>
		<updated>2026-05-07T14:19:48Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=0.32&amp;diff=81517</id>
		<title>0.32</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=0.32&amp;diff=81517"/>
				<updated>2024-10-22T11:52:20Z</updated>
		
		<summary type="html">&lt;p&gt;Syneil: Fix typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
Version '''0.32''' was released on August 29, 2024.&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
&lt;br /&gt;
===Highlights===&lt;br /&gt;
* Beogh, Dithmenos, Yredelemnul, and Makhleb have been substantially revamped.&lt;br /&gt;
* Since everybody can become orcs, reworked Mountain Dwarves replace Hill Orcs.&lt;br /&gt;
* New species: Coglins, dual-wielding gizmo-inventing goblins in exosuits.&lt;br /&gt;
* More new spells, aimed at new school combinations and higher levels.&lt;br /&gt;
* Many more new and revamped monsters and decorations throughout the Dungeon.&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
* New and returning unrands:&lt;br /&gt;
** Returning: Brilliance, an eveningstar of foul flame, which inflicts reduced damage to unholy foes and extra damage to holy foes.&lt;br /&gt;
** Returning: Sword of the Doom Knight, which loses pain brand to instead make its targets lose 10% of their maximum health on hit.&lt;br /&gt;
** New: Charlatan's Orb, an orb which boosts your other skills by 20% of your base Evocations but has the translocations and stealth downside of the real Orb of Zot.&lt;br /&gt;
** New: Gloves of the Gadgeteer, fragile gloves that boost evoker recharge rate, wand damage, and give a chance to save wand charges on use.&lt;br /&gt;
* The Cloak of the Thief is now +0, but gives noise suppression instead of random bursts of fog and no longer gives negative slaying.&lt;br /&gt;
* Randart MP bonuses and maluses now range from 4 to 12, instead of always being fixed at 9.&lt;br /&gt;
&lt;br /&gt;
===Branches, Environment===&lt;br /&gt;
* Crypt now contains more item rewards throughout its levels.&lt;br /&gt;
* Troves no longer ask Draconians to offer dragon scales.&lt;br /&gt;
* Ziggurats now scale up their enemy choices and counts up much faster if one dares to dive through multiple ziggurats on the same character.&lt;br /&gt;
* All bazaar portals are timed now.&lt;br /&gt;
* Quite a few new decorative features have been added to many a vault:&lt;br /&gt;
** Several new types of decorative statue: silver statues, scintillating statues, mystic cages, and magic conduits.&lt;br /&gt;
** A new decorative wall type: bedevilled crystal.&lt;br /&gt;
** Completely-decorative caches of fruits and meat, which may occasionally be snacked upon when walked over.&lt;br /&gt;
** Piles of debris, stony wreckage that crumbles away on a delay after being hit.&lt;br /&gt;
** Sacred lotuses, extremely resilient but entirely harmless plants.&lt;br /&gt;
* Miasma clouds deal more damage to monsters and slow them for longer.&lt;br /&gt;
* Rain no longer can create deep water.&lt;br /&gt;
* Skeletons no longer decay.&lt;br /&gt;
&lt;br /&gt;
===Character===&lt;br /&gt;
* Only players without weapons can punch with their offhand.&lt;br /&gt;
* Player constriction no longer deals ramping-up damage.&lt;br /&gt;
* Removed mutations: noise dampening.&lt;br /&gt;
* Undead and demonic players can wield weapons of holy wrath, but the brand is disabled for them. The same applies to good god-worshipping players who wield weapons of foul flame.&lt;br /&gt;
* The player can now be Blinded, which gives them a flat chance to miss with any dodgeable effect that increases with their distance from the target they are aiming at.&lt;br /&gt;
** Wands of Light now Blind the player instead of inflicting Confusion.&lt;br /&gt;
* The Frozen status now lasts a bit longer, inflicts a heavier movement penalty, and no longer prevents the player from being hit with Flash Freeze.&lt;br /&gt;
* Background changes:&lt;br /&gt;
** Necromancers now start with Soul Splinter instead of Necrotise, as well as a dagger and knowledge of Grave Claw.&lt;br /&gt;
** Hedge Wizards now know Grave Claw instead of Cigotuvi's Dreadful Rot and start with additional Conjurations and Necromancy skill.&lt;br /&gt;
** Wanderers can now start with talismans and Shapeshifting skill, and those that start with throwing items will usually start with more of them. Logic for giving suitable skill levels and items has been improved in multiple cases.&lt;br /&gt;
&lt;br /&gt;
===Gods===&lt;br /&gt;
* Beogh has been completely overhauled, becoming the god of collective pariahs and outcasts. All species may elect to worship Beogh and become orcs when at low HP in front of orc priests. Most abilities are also changed:&lt;br /&gt;
** Orc apostles, scaling throughout the game, will challenge the player with their own followers, unalterable artefact equipment, and potent mystic might. Forfeiting their challenge by leaving the floor inflicts penance, which only dismisses worshippers' followers and disables their invocations.&lt;br /&gt;
** Shortly after defeating apostles, worshippers can recruit up to three apostles to follow them at a time. Beogh now will automatically revive those apostles if they die, but only after the player gains sufficient piety.&lt;br /&gt;
** Other encountered orcs are pacified instead of recruited.&lt;br /&gt;
** Beogh gains a new 5* ability, Blood for Blood. This can only be invoked on top of an orc apostle's corpse, and summons a large amount of orcs both immediately around the player and around the edges of the screen over time.&lt;br /&gt;
* Dithmenos has been completely overhauled, becoming the god of actors, thieves, and everyone else who works in the shadows. They no longer count as evil, and have replaced nearly all of their active and passive abilities.&lt;br /&gt;
** 1*: Passive noise dampening, halving all noise made around the player.&lt;br /&gt;
** 2*: A passive shadow mimic, which now casts differing spells based on the spell schools of spells cast to now cover all spell types, deals more damage with weapons scaling to XL, and also lingers around afterwards.&lt;br /&gt;
** 3*: Shadowslip, which instantly swaps worshippers' places with a lingering shadow and misleads foes into targeting the shadow for a while instead.&lt;br /&gt;
** 4*: Aphotic Marionette, which forces an enemy with spells to instantly cast random conjurations at other enemies or give buffs &amp;amp; summons to the player.&lt;br /&gt;
** 5*: Primordial Nightfall, which reduces one's line of sight to zero, with line of sight gradually coming back over the duration.&lt;br /&gt;
* Yredelemnul has been significantly overhauled.&lt;br /&gt;
** Yred now uses a somewhat conventional piety system again, though followers have to obey the rules of raising the black torch.&lt;br /&gt;
** Followers of Yred get an umbral aura around them that grows as they gain piety, and zombies are passively animated only in the umbra aura.&lt;br /&gt;
** Yredelemnul grants the following active abilities:&lt;br /&gt;
*** 0*: Raise the Black Torch, which enables piety gain, but which can only be used once per floor and only lasts until the player leaves the floor. Starting at 1*, this ability also summons scaling undead allies.&lt;br /&gt;
*** 2*: Hurl Torchlight, which mights undead while damaging most others.&lt;br /&gt;
*** 4*: Bind Soul, which now temporarily flays the player until the binding is successful and heavily scales the soul's HP with invo.&lt;br /&gt;
*** 5*: Fathomless Shackles, which binds a large area centered on the player and damages over time while vampirically draining foes.&lt;br /&gt;
*** Removed abilities: Dark Bargain, Drain Life.&lt;br /&gt;
* Makhleb has been significantly revamped.&lt;br /&gt;
** Minor and Major Destruction have been merged into a single ability: Unleash Destruction. Earned at 2*, it costs more HP than Major Destruction, but no piety.&lt;br /&gt;
** At 4* the player will receive one of 4 random upgrades to their Unleash Destruction ability. These upgrades, themed after each of the 4 Hells, grant additional effects and elements to your Destruction as well as allow it to pierce enemies.&lt;br /&gt;
** Lesser and Greater Servant have been merged into a single ability: Infernal Servant. Earned at 3*, this costs an amount of piety between Lesser and Greater Servant. Many more types of demons can be summoned by this ability and the quality of demon increases with Invocations skill. It is no longer possible to reduce the chance of a hostile demon, but the player will always receive a friendly one at the same time.&lt;br /&gt;
** At 6*, the player is offered a one-time choice between 3 different Infernal Marks which they may brand themselves with. These Marks grant powerful effects so long as the player continues to worship Makhleb:&lt;br /&gt;
*** Mark of Haemoclasm: Gives all slain enemies a chance to explode in a shower of gore upon death. This explosion may cause a chain reaction if it kills something.&lt;br /&gt;
*** Mark of the Legion: Replaces Infernal Servant with Infernal Legion, which summons a swarm of lower-level demons over time. You may fire Unleash Destruction freely through these allies.&lt;br /&gt;
*** Mark of Carnage: Infernal Servants appear next to enemies instead of the player and arrive in a large explosion of Destruction.&lt;br /&gt;
*** Mark of Annihilation: Replaces Infernal Servant with Globe of Annihilation, which fires a slow-moving homing projectile that explodes in a massive blast of hellish Destruction.&lt;br /&gt;
*** Mark of the Tyrant: Infernal Servants last much longer and killing enemies will buff them with Haste, Might, Regeneration, or Brilliance. At high Invocations skill, it becomes possible to summon even Hell Sentinels.&lt;br /&gt;
*** Mark of the Celebrant: Unleash a flurry of blood arrows at nearby enemies whenever the player falls below 50% of their max HP, but does not recharge until they are fully healed once more.&lt;br /&gt;
*** Mark of Execution: Upon killing an enemy in melee, there is a chance to temporarily take on the appearance of an Executioner, gaining a strong auxiliary blade attack and rampage. This effect lasts indefinitely, so long as the player continues attacking.&lt;br /&gt;
*** Mark of Atrocity: Both the damage and HP cost of Unleash Destruction now increases with the number of times in a row it is used. Upon the 4th use in a row, a huge barrage of empowered Destruction will be fired at many enemies in sight.&lt;br /&gt;
*** Mark of the Fanatic: Gives the player the Vessel of Slaughter ability, temporarily transforming them into a demonic avatar of Makhleb and greatly increasing their power and durability. But when the form ends, they will be forced to fight their way out of the Crucible of Flesh as a cost!&lt;br /&gt;
* Xom has received significant adjustments and many new effects.&lt;br /&gt;
** Summoned monsters (both friendly and hostile) now scale with the player's XL, resulting in fewer unfair encounters at low XL and fewer harmless ones at high XL. A much greater variety of creatures can now be summoned.&lt;br /&gt;
** Xom can now transport sufficiently-wealthy players to a curious bazaar where an assortment of spells and consumables Xom finds amusing may be purchased (as well as occasionally a chaos-branded unrand weapon).&lt;br /&gt;
** Many other new Xom effects have been added, such as planting a garden, creating a safe adventurer enclosure, teaching rats how to chant Word of Recall, and summoning a fleet of living Force Lance spells.&lt;br /&gt;
** Xom wrath now causes hostile effects of much greater intensity than those experienced while worshipping.&lt;br /&gt;
* Both Beogh and Yred's recall abilities are now instant.&lt;br /&gt;
* Jiyva now prevents all harm players could do to all jellies and slimes, instead of punishing them whenever they did so. Fedhas now also prevents players from doing harm to friendly plants.&lt;br /&gt;
* Nemelex is now a chaotic (but not evil) god.&lt;br /&gt;
* Okawaru's Duel now heals the player for half their missing health when used, but resets their HP and MP back to whatever they were before entering, once the duel is complete. It costs half as much piety and is now usable in Sprint.&lt;br /&gt;
* Qazlal's Upheaval and Disaster Area no longer hit the player nor any of their elemental allies.&lt;br /&gt;
* Cheibriados' Step From Time ability is now significantly more likely to result in monsters wandering away from the player's location, and monsters can no longer act before the player takes a subsequent action.&lt;br /&gt;
* Kikubaaqudgha's Torment ability has been replaced with Sign of Ruin, which applies a temporary status effect to a group of enemies that causes them to suffer Draining and also one of Weak, Blind, or Slow whenever they take melee damage.&lt;br /&gt;
* Vehumet's range extension now applies to Hailstorm, Frozen Ramparts, Eringya's Toxic Bog, and any eligible spells cast by the player's Spellforged Servitor.&lt;br /&gt;
* Vehumet's second spell gift is now level 2-3 instead of 1-2.&lt;br /&gt;
* The Shining One's Divine Shield ability has been reworked. It now provides a 100% block chance for the next several attacks after using it. Ranged projectiles will be reflected and melee attackers have a high chance to become blinded.&lt;br /&gt;
* Makhleb, Vehumet, and the Shining One are now much more likely to restore HP or MP on eligible kills made while at low piety.&lt;br /&gt;
* Trog's Brothers in Arms ability no longer costs extra piety in Sprint.&lt;br /&gt;
* Most gods now comment upon or otherwise influence the player's death.&lt;br /&gt;
&lt;br /&gt;
===Interface and Options===&lt;br /&gt;
* Examining a monster with 'xv' now displays more accurate and detailed information about a monster's damage (especially with weapons) and your chance to hit them.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
* New evoker: Gell's Gravitambourine, which pulls all monsters in a large radius close together and then binds them in place for several turns.&lt;br /&gt;
* Dispersal darts are now much more likely to blink their targets away from the thrower.&lt;br /&gt;
* Condenser vanes now reroll misery clouds if the good gods would block their creation, rather than placing nothing as a result.&lt;br /&gt;
* Randart launchers can now generate with Chaos or Holy brands.&lt;br /&gt;
&lt;br /&gt;
===Lua===&lt;br /&gt;
* A new crawl.stack() function that returns a backtrace string for either the current lua execution stack or that of a coroutine given as an argument.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
* Uniques:&lt;br /&gt;
** Revamped: Arachne has been exiled out of the Spider Nest, now appearing a bit later in games without Spider's Nest, with a Greater Ensnare spell  and an orb spider band.&lt;br /&gt;
** Revamped: Blork the orc is now Blorkula the Orcula, both vampire and orc. He now casts a wider spread of conjurations and can delay death by becoming a rainbow swarm of vampire bats.&lt;br /&gt;
** Revamped: Wiglaf has returned, gaining a randart hat, and dropping Okawaru invocations of Haste for Hellfire Mortar.&lt;br /&gt;
** New: Xak'krixis, a formicid Royal Expeditionary Alchemist, found solely in the Spider Nest. They have Ignite Poison and a version of Fulminant Prism that doesn't hurt allies.&lt;br /&gt;
** Reflavoured: Nergalle is now an archivist, and Ijyb is now an ex-Coglin artificer.&lt;br /&gt;
* New monsters:&lt;br /&gt;
** Marrowcudas, early-D skeleton fish that summon swarms of themselves whenever they hit foes.&lt;br /&gt;
** Obsidian bats, Orcish Mines stone bats which summon demonic animals whenever they hit foes.&lt;br /&gt;
** Polterguardians, Vaults geists that give their allies Repel Missiles.&lt;br /&gt;
** Scrub nettles, which fire partially-irresistible poison stings.&lt;br /&gt;
** Thermic dynamos, Elven Halls vortex-engines that wield both hits and rebounding bolts of fire and ice.&lt;br /&gt;
** Undying armouries, late Vaults terrors that hurl dancing weapons and grant temporary copies of the same weapon to their allies.&lt;br /&gt;
* Other monster changes:&lt;br /&gt;
** Arcanists now cast Searing Ray instead of Force Lance.&lt;br /&gt;
** Crystal guardians and crystal echidnas no longer fire rebounding bolts of fire or ice, and instead have crystallizing shots that inflict Vitrify.&lt;br /&gt;
** Deep elf elementalists cast Hoarfrost Cannonade instead of Freezing Cloud.&lt;br /&gt;
** Deep elf high priests give a long duration brilliance buff to every ally in their sight, rather than using an aura of brilliance.&lt;br /&gt;
** Demonspawn Black Suns have been renamed to Soul Scholars and their Black Mark spell has been replaced with Sign of Ruin (which functions like the new Kikubaaqudgha invocation).&lt;br /&gt;
** Demonspawn corrupters now summon thunderhulks instead of vault sentinels.&lt;br /&gt;
** Draconian monster adjustments: yellow draconians have acidic bites, white draconians have more damaging breath, and stormcallers are no longer hurt by their own Upheavals.&lt;br /&gt;
** Glowing orange brains are now reluctant to move closer to their foes and having an innate aura of brilliance affecting their allies. Guardian serpents and draconian shifters' Blink Allies Encircling now blinks over 3 to 6 allies as is possible, instead of always 8.&lt;br /&gt;
** Hell beasts have become sin beasts, gaining HD and antimagic attacks. Geryon's (hell -&amp;gt; sin) beast summoning has been weakened in exchange.&lt;br /&gt;
** Monster shadows are now called shadowghasts.&lt;br /&gt;
** Necrophages are weaker and now only appear from Yred's summonings.&lt;br /&gt;
** Norris now casts Draining Gaze instead of Brain Bite.&lt;br /&gt;
** Ophanim now passively irresistibly inflict Mark on all those they see.&lt;br /&gt;
** Worldbinders now summon ironbound frosthearts instead of thunderhulks and their summons have a longer duration.&lt;br /&gt;
** The Serpent of Hell has been adjusted to have more appropriate breath attacks in Dis, Gehenna, and Tartarus.&lt;br /&gt;
* Monster constriction is now more difficult to escape via moving, but blinks now always work as an escape.&lt;br /&gt;
* Monster repel missiles now acts as a flat +15 effective EV against projectiles, rather than scaling heavily to the monster's own EV.&lt;br /&gt;
* Player ghosts now can cast many additional low-level and mid-level spells.&lt;br /&gt;
* Monsters put to sleep through effects like Ensorcelled Hibernation cannot be woken by any means until after the player's next action.&lt;br /&gt;
* Removed monsters: burning bushes, lorocyprocas.&lt;br /&gt;
&lt;br /&gt;
===Species===&lt;br /&gt;
* New species: Coglins, goblins in mechanical exoskeletons. Features:&lt;br /&gt;
** Their exoskeletons allow them to dual wield, but innately take a few swings to rev up to normal damage.&lt;br /&gt;
** They can't wear jewellery, but at XL 14 they can choose to invent one of three gizmos that passively provide resists and unique benefits.&lt;br /&gt;
* Returning species: Since all species can become orcs, Hill Orcs swap out with Mountain Dwarves, with similar but less skewed apts and stats. New features:&lt;br /&gt;
** They ignore half of the spellcasting penalty heavy armour would inflict.&lt;br /&gt;
** They can enchant randart equipment up to the base equipment's default enchantment maximum.&lt;br /&gt;
* Draconian breaths have been revamped: most effects have been replaced for much stronger and flashier effects, but now use a limited number of charges refilled by gaining experience instead of coming back on a breath timer.&lt;br /&gt;
** Red draconians breathe penetrating bolts that explode on each hit.&lt;br /&gt;
** White draconians breathe high-damage penetrating bolts that turn defeated foes into blocks of ice.&lt;br /&gt;
** Black draconians breathe projectiles that chain in a connected group.&lt;br /&gt;
** Grey draconians now have mud immunity and breathe large mud blasts.&lt;br /&gt;
** Green breathe now get additional noxious clouds alongside the main path.&lt;br /&gt;
** Yellow draconians breathe a penetrating bolt that leaves acidic clouds.&lt;br /&gt;
** Purple draconians breathe an explosion of both dispelling and antimagic.&lt;br /&gt;
** Pale draconians now deal fairly more impact damage with their steam breath.&lt;br /&gt;
* Deep Elves now regenerate MP more rapidly and their Air Magic apt has been raised from 0 to +1.&lt;br /&gt;
* Formicid Translocations apt raised from -1 to +2.&lt;br /&gt;
* New Demonspawn mutation: Foul Shadow, which wreathes the player in umbra to reduce monster accuracy and increases stealth, and also burns attackers in melee range with foul flame.&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
* New spells:&lt;br /&gt;
** Soul Splinter (L1 Necro): Force a tiny fragment of an enemy's soul from their body, weakening them and creating a short-lived soul wisp ally.&lt;br /&gt;
** Grave Claw (L2 Necro): Skewers an enemy on shards of bone, dealing unavoidable damage and briefly preventing them from moving. It uses the malice of the recently dead as ammunition and can only be recharged by slaying living beings.&lt;br /&gt;
** Maxwell's Portable Piledriver (L3 Tloc): Grabs an adjacent foe and hurls both you and it forward, inflicting damage if they collide with something solid in the process.&lt;br /&gt;
** Cigotuvi's Putrefaction (L4 Necro / Air): Causes a heavily wounded living monster to spew a large amount of miasma clouds over several turns, but drains the caster.&lt;br /&gt;
** Hoarfrost Cannonade (L5 Ice / Alch): Summons two transient icy cannons that deal damage, slow down movement, and eventually (safely) explode.&lt;br /&gt;
** Gell's Gavotte (L6 Tloc): Pulls the player and everybody else in sight four tiles in a chosen direction, damaging those flung into solid objects.&lt;br /&gt;
** Permafrost Eruption (L6 Ice / Earth): Creates an explosion of rock and ice on top of the densest cluster of enemies in sight.&lt;br /&gt;
** Hellfire Mortar (L7 Fire / Earth): Temporarily digs out a river of lava, then deploys an auto-firing magma cannon to float down that river.&lt;br /&gt;
** Magnavolt (L7 Air / Earth): Magnetises enemies, making them lose all EV and drop magnetised vortices on death, then zaps every magnetised foe in sight.&lt;br /&gt;
** Rimeblight (L7 Ice / Necro): Inflicts a plague on enemies that spreads through icy explosions, which can instantly kill foes at low health.&lt;br /&gt;
** Fulsome Fusillade (L8 Conj / Alch): Rains reagent explosions of random elements on top of random foes, inflicting random debuffs if they overlap.&lt;br /&gt;
* Teleport Other now tries to teleport affected monsters out of the caster's sight.&lt;br /&gt;
* Players with Spellforged Servitor memorised now get an Imbue Servitor ability that allows you to choose which compatible spell the servitor will cast.&lt;br /&gt;
* Manifold Assault has moved from L4 to L7, no longer misses its strikes, and hits 4 to 12 foes at once instead of 2 to 4.&lt;br /&gt;
* Blazeheart Golem now scales properly with spellpower.&lt;br /&gt;
* Polar Vortex no longer damages enemies outside the player's line-of-sight.&lt;br /&gt;
* Animated Armours now gain the resists from their armour base type.&lt;br /&gt;
* The Dryad created by Summon Forest now avoids moving towards hostile monsters.&lt;br /&gt;
* Removed spells: Necrotise, Cigotuvi's Dreadful Rot, Gell's Gravitas.&lt;br /&gt;
&lt;br /&gt;
===Tiles and Other Art===&lt;br /&gt;
* New tiles for existing game elements:&lt;br /&gt;
** Dozens of monster-only spells.&lt;br /&gt;
** Dozens of mutation icons.&lt;br /&gt;
** Several monster-specific metal spell effects.&lt;br /&gt;
** The Alchemist starting screen icon.&lt;br /&gt;
** Boulders from Brom's Barrelling Boulder.&lt;br /&gt;
** Box of beasts &amp;amp; the tin of tremorstones (now with inert and usable splits).&lt;br /&gt;
** Calcifying dust clouds.&lt;br /&gt;
** Call Canine Familiar's spell icon.&lt;br /&gt;
** Crystal walls in Zot.&lt;br /&gt;
** Formless jellyfish.&lt;br /&gt;
** Jiyva's altar.&lt;br /&gt;
** Yred's Recall tile.&lt;/div&gt;</summary>
		<author><name>Syneil</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Inventory&amp;diff=24638</id>
		<title>Inventory</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Inventory&amp;diff=24638"/>
				<updated>2014-02-02T16:58:40Z</updated>
		
		<summary type="html">&lt;p&gt;Syneil: 52 item capacity, not 40. Perhaps indicate when this changed?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Your '''inventory''' is a list of all items you are currently carrying. In [[tiles]] mode, it is the grid in the bottom right portion of your screen. To view a text list of your inventory in ASCII or tiles mode, press '&amp;lt;b&amp;gt;&amp;lt;tt&amp;gt;[[i]]&amp;lt;/tt&amp;gt;&amp;lt;/b&amp;gt;'.&lt;br /&gt;
&lt;br /&gt;
You can carry at most 52 items at a time, though many items ([[food]], [[scroll]]s, [[potion]]s, and [[ammo]]) can be stacked, conserving space. Items you won't need immediately should be stored in a [[stash]], freeing up space for future loot and helping you avoid the [[encumbered]] status.&lt;br /&gt;
&lt;br /&gt;
In tiles mode, equipped items will be displayed with a light green background (unless they're cursed, in which case the background will be red). In the text inventory list, the names of items will be different colors, signifying the following:&lt;br /&gt;
*Light Grey: item is unidentified or is standard identified item&lt;br /&gt;
*Dark Grey: item is unusable or inapplicable to character ([[comestible]]s for [[mummy|mummies]], [[boots]] for [[naga]]s, etc.)&lt;br /&gt;
*Dark Green: item is unidentified and uncursed and possibly magical&lt;br /&gt;
*Blue: item is unidentified and possibly branded and magical&lt;br /&gt;
*Light Green: item is uncursed and wielded/worn/quivered&lt;br /&gt;
*Dark Red: item is cursed or its use is discouraged by your god ([[vampiric]] weapons for [[good]] gods, [[spellbook]]s for [[Trog]], etc.)&lt;br /&gt;
*Light Red: item is bad to use ([[potion of poison]], [[scroll of curse armour]], etc.) or cursed and wielded/worn/quivered&lt;br /&gt;
*White: item is a unique [[artefact]]&lt;br /&gt;
*Purple: item is potentially dangerous to use ([[potion of mutation]], [[scroll of immolation]], etc.)  Emits warning prior to use.&lt;br /&gt;
*Yellow: item is beneficial ([[potion of speed]], [[scroll of teleportation]], etc.)&lt;br /&gt;
*Cyan: item is highly beneficial ([[scroll of acquirement]], [[potion of experience]], etc.)&lt;/div&gt;</summary>
		<author><name>Syneil</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:0.14&amp;diff=24330</id>
		<title>Talk:0.14</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:0.14&amp;diff=24330"/>
				<updated>2014-01-15T13:01:06Z</updated>
		
		<summary type="html">&lt;p&gt;Syneil: /* Dithmengos */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Just observations ==&lt;br /&gt;
I've no proves but observed while playing trunk/014a at home that scrolls of acquirement seem to give much less 'true random' but mostly items of downgraded quality. Rarely ever you also find randarts which have not a least one very negative attribute (such as Str-5). This is not included in the 0.14 changelog up to now. What do you think about this? -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 12:45, 30 November 2013 (CET)&lt;br /&gt;
:Bad luck on your part. On Tavern, I actually watched a thread where one of the devs convinced the others to scale the &amp;quot;average&amp;quot; enchantment bonuses of randarts up by +3, +3, and I know that I've certainly acquired plenty of excellent gear since 0.14 started. Sometimes the RNG just generates bad though... Keep at it; you'll get something good. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 14:15, 30 November 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
== Dithmengos ==&lt;br /&gt;
&lt;br /&gt;
Any news about this new stealthy God? [[User:Syneil|Syneil]] ([[User talk:Syneil|talk]]) 14:01, 15 January 2014 (CET)&lt;/div&gt;</summary>
		<author><name>Syneil</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Wizard_statue&amp;diff=21610</id>
		<title>Talk:Wizard statue</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Wizard_statue&amp;diff=21610"/>
				<updated>2013-10-24T09:07:32Z</updated>
		
		<summary type="html">&lt;p&gt;Syneil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This one seems seems quite reduced in spell set since [[0.11]]. Surprising that a monster got downgraded this time. If the bot's result is correct a history chapter and clean up is needed. -- [[User:Bwijn|Bwijn]] 22:48, 24 January 2013 (CET)&lt;br /&gt;
:Yeah, I saw that the description is now very badly inaccurate. You may have also noticed that I'm going through them all by hand and making sure everything was processed correctly. Give me a day or two and I'll have it fixed. --[[User:MoogleDan|MoogleDan]] 23:28, 24 January 2013 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Found one of these in D:6, so &amp;quot;only ever found in rare vaults&amp;quot; is now out-of-date. [[User:Syneil|Syneil]] ([[User talk:Syneil|talk]]) 11:07, 24 October 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>Syneil</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Demonspawn_mutations&amp;diff=10078</id>
		<title>Demonspawn mutations</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Demonspawn_mutations&amp;diff=10078"/>
				<updated>2013-04-05T12:21:51Z</updated>
		
		<summary type="html">&lt;p&gt;Syneil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As [[demonspawn]] characters level up, they gain useful mutations due to their demonic ancestry. [[Demonspawn mutations]] are semi-random, according to the following rules. A 'facet' is a set of three levels in one mutation:&lt;br /&gt;
*90% of the time, they mutate as follows:&lt;br /&gt;
**They gain one body-slot facet&lt;br /&gt;
**They gain one tier 1 (scales) facet&lt;br /&gt;
**They gain two tier 2 facet&lt;br /&gt;
**They gain one tier 3 facets&lt;br /&gt;
*10% of the time, they are &amp;quot;monstrous&amp;quot;, and instead mutate as follows:&lt;br /&gt;
**They gain three body-slot facets (claws, horns or antennae, hooves or talons)&lt;br /&gt;
**They have ''no'' tier 1 (scales) facets&lt;br /&gt;
**They gain two tier 2 facets&lt;br /&gt;
**They gain one tier 3 facet&lt;br /&gt;
Monstrous demonspawn are far more offensive-minded: they have lower AC due to their inability to wear any armour other than cloaks, shields, and body armour, but their claws make them well-suited to [[Unarmed Combat]]. Your auxiliary attacks also support close combat.&lt;br /&gt;
&lt;br /&gt;
Here is a list of all possible demonspawn mutations. Note that many of these mutations can also be gained randomly. However, demonspawn mutations are unique in that they cannot be removed by any means. You can check your current mutations with shift-A.&lt;br /&gt;
&lt;br /&gt;
=Body-Slot Facets=&lt;br /&gt;
&lt;br /&gt;
Monstrous demonspawn develop 3 body-slot facets, while others gain 1.&lt;br /&gt;
&lt;br /&gt;
==Claws==&lt;br /&gt;
Improves the damage of your Unarmed Combat fist attacks. Damage rises with rank. At rank 3, [[gloves]] are prohibited.&lt;br /&gt;
{{flavour|1.You have sharp fingernails.&amp;lt;br&amp;gt;2. You have very sharp fingernails.&amp;lt;br&amp;gt;3. You have claws for hands.}}&lt;br /&gt;
&lt;br /&gt;
==Horns==&lt;br /&gt;
Grants an auxiliary Unarmed Combat butt attack. Damage rises with rank. At any rank, [[helmet]]s are prohibited. At rank 3 all hats are prohibited.&lt;br /&gt;
{{flavour|1.You have a pair of small horns on your head.&amp;lt;br&amp;gt;2. You have a pair of horns on your head.&amp;lt;br&amp;gt;3. You have a pair of large horns on your head.}}&lt;br /&gt;
&lt;br /&gt;
==Antennae==&lt;br /&gt;
Lets you detect monsters, even behind walls. At any rank, [[helmet]]s are prohibited. At rank 3 all hats are prohibited.  Unlike other body-slot mutations, does not generate auxiliary attacks.. Rank 1: 3 tile radius. Rank 2: 5 tile radius. Rank 3: X tile radius and See invisible.&lt;br /&gt;
{{flavour|1. You have a pair of small antennae on your head.&amp;lt;br&amp;gt;2. You have a pair of antennae on your head.&amp;lt;br&amp;gt;3. You have a pair of large antennae on your head.}}&lt;br /&gt;
&lt;br /&gt;
==Hooves==&lt;br /&gt;
Grants an auxiliary Unarmed Combat kick attack. Damage rises with rank. At rank 3, [[boots]] are prohibited.&lt;br /&gt;
{{flavour|1. You have large cloven feet.&amp;lt;br&amp;gt;2. You have hoof-like feet.&amp;lt;br&amp;gt;3. You have hooves in place of feet.}}&lt;br /&gt;
&lt;br /&gt;
==Talons==&lt;br /&gt;
Grants an auxiliary Unarmed Combat kick attack. Damage rises with rank. At rank 3, [[boots]] are prohibited.&lt;br /&gt;
{{flavour|1. You have sharp toenails.&amp;lt;br&amp;gt;2. You have razor-sharp toenails.&amp;lt;br&amp;gt;3. You have claws for feet.}}&lt;br /&gt;
&lt;br /&gt;
=Tier 1 Facets (Scales)=&lt;br /&gt;
&lt;br /&gt;
Most demonspawn develop scales; monstrous demonspawn do not.&lt;br /&gt;
&lt;br /&gt;
==Distortion Field==&lt;br /&gt;
Gives bonuses to EV (+2, +3, +4). At rank 3, permanently gives you the effect of [[Repel Missiles]].&lt;br /&gt;
{{flavour|1. You are surrounded by a mild repulsion field.&amp;lt;br&amp;gt;2. You are surrounded by a moderate repulsion field.&amp;lt;br&amp;gt;3. You are surrounded by a strong repulsion field.}}&lt;br /&gt;
&lt;br /&gt;
==Icy Blue Scales==&lt;br /&gt;
Rank 1: +1 AC. Rank 2: +2 AC, -1 EV. Rank 3: +3 AC, -1 EV, rC+.&lt;br /&gt;
{{flavour|1. You are partially covered in icy blue scales.&amp;lt;br&amp;gt;2. You are mostly covered in icy blue scales.&amp;lt;br&amp;gt;3. You are completely covered in icy blue scales.}}&lt;br /&gt;
&lt;br /&gt;
==Iridescent Scales==&lt;br /&gt;
Rank 1: +4 AC. Rank 2: +6 AC. Rank 3: +9 AC.&lt;br /&gt;
{{flavour|1. You are partially covered in iridescent scales.&amp;lt;br&amp;gt;2. You are mostly covered in iridescent scales.&amp;lt;br&amp;gt;3. You are completely covered in iridescent scales.}}&lt;br /&gt;
&lt;br /&gt;
==Large Bone Plates==&lt;br /&gt;
Gives you +(Rank+1) AC &amp;amp; SH.  This extra SH is not affected by your Shields skill.&lt;br /&gt;
{{flavour|1. You are partially covered in large bone plates.&amp;lt;br&amp;gt;2. You are mostly covered in large bone plates.&amp;lt;br&amp;gt;3. You are completely covered in large bone plates.}}&lt;br /&gt;
&lt;br /&gt;
==Molten Scales==&lt;br /&gt;
Rank 1: +1 AC. Rank 2: +2 AC, -1 EV. Rank 3: +3 AC, -1 EV, rF+.&lt;br /&gt;
{{flavour|1. You are partially covered in molten scales.&amp;lt;br&amp;gt;2. You are mostly covered in molten scales.&amp;lt;br&amp;gt;3. You are completely covered in molten scales.}}&lt;br /&gt;
&lt;br /&gt;
==Rough Black Scales==&lt;br /&gt;
Rank 1: +4 AC, -1 DEX. Rank 2: +7 AC, -2 DEX. Rank 3: +10 AC, -3 DEX.&lt;br /&gt;
{{flavour|1. You are partially covered in rough black scales.&amp;lt;br&amp;gt;2. You are mostly covered in rough black scales.&amp;lt;br&amp;gt;3. You are completely covered in rough black scales.}}&lt;br /&gt;
&lt;br /&gt;
==Rugged Brown Scales==&lt;br /&gt;
Rank 1: +2 AC, +3% HP. Rank 2: +2 AC, +5% HP. Rank 3: +2 AC, +7% HP.&lt;br /&gt;
{{flavour|1. You are partially covered in rugged brown scales.&amp;lt;br&amp;gt;2. You are mostly covered in rugged brown scales.&amp;lt;br&amp;gt;3. You are completely covered in rugged brown scales.}}&lt;br /&gt;
&lt;br /&gt;
==Slimy Green Scales==&lt;br /&gt;
Rank 1: +1 AC. Rank 2: +2 AC. Rank 3: +3 AC, -2 EV, rPois.&lt;br /&gt;
{{flavour|1. You are partially covered in slimy green scales.&amp;lt;br&amp;gt;2. You are mostly covered in slimy green scales.&amp;lt;br&amp;gt;3. You are completely covered in slimy green scales.}}&lt;br /&gt;
&lt;br /&gt;
==Thin Metallic Scales==&lt;br /&gt;
Rank 1: +1 AC. Rank 2: +2 AC. Rank 3: +3 AC, rElec.&lt;br /&gt;
{{flavour|1. You are partially covered in thin metallic scales.&amp;lt;br&amp;gt;2. You are mostly covered in thin metallic scales.&amp;lt;br&amp;gt;3. You are completely covered in thin metallic scales.}}&lt;br /&gt;
&lt;br /&gt;
==Thin Skeletal Structure==&lt;br /&gt;
Gives you +2 DEX and -1 STR per rank. Also gives Stealth+.&lt;br /&gt;
{{flavour|1. You have a somewhat thin skeletal structure.&amp;lt;br&amp;gt;2. You have a moderately thin skeletal structure.&amp;lt;br&amp;gt;3. You have an unnaturally thin skeletal structure.}}&lt;br /&gt;
&lt;br /&gt;
==Yellow Scales==&lt;br /&gt;
Rank 1: +1 AC. Rank 2: +2 AC, rAcid+. Rank 3: +3 AC, rAcid++.  Note that this mutation does NOT protect your gear from corrosion.&lt;br /&gt;
{{flavour|1. You are partially covered in yellow scales.&amp;lt;br&amp;gt;2. You are mostly covered in yellow scales.&amp;lt;br&amp;gt;3. You are completely covered in yellow scales.}}&lt;br /&gt;
&lt;br /&gt;
=Tier 2 Facets=&lt;br /&gt;
&lt;br /&gt;
All demonspawn develop two tier 2 facets.&lt;br /&gt;
&lt;br /&gt;
==Fire (tier 2)==&lt;br /&gt;
Rank 1: Grants conservation for [[scroll]]s. Rank 2: Grants rF+. Rank 3: Ignite blood. Whenever you spill blood, it causes clouds of flame.&lt;br /&gt;
{{flavour|1. You are very good at protecting items from fire.&amp;lt;br&amp;gt;2. You are resistant to fire.&amp;lt;br&amp;gt;3. Your demonic aura causes spilled blood to erupt in flames. }}&lt;br /&gt;
&lt;br /&gt;
==Ice (tier 2)==&lt;br /&gt;
Rank 1: Grants rC+. Rank 2: Grants [[conservation]] for [[potion]]s. Rank 3: Icemail grants +10 AC, but melts away when you take fire damage or cast [[Fire Magic]]. Gradually regrows.  Icemail also lets you walk through freezing clouds, without losing potions or taking damage.&lt;br /&gt;
{{flavour|1. You are resistant to cold.&amp;lt;br&amp;gt;2. You are very good at protecting items from cold.&amp;lt;br&amp;gt;3a. A meltable icy envelope protects you from harm and freezing clouds.}}&lt;br /&gt;
&lt;br /&gt;
==Powered by Death==&lt;br /&gt;
This mutation triggers whenever you kill anything that leaves a corpse. Increases your regeneration rate by 100 (same as the spell) for each [[corpse]] within (3 * rank) tiles of you. Duration is (8 * rank) + 2d8 turns (Max: 40). All corpses contributing to this effect will rot slightly faster.&lt;br /&gt;
{{flavour|1. You slowly steal the life force of defeated enemies.&amp;lt;br&amp;gt;2. You steal the life force of defeated enemies.&amp;lt;br&amp;gt;3. You quickly steal the life force of defeated enemies.}}&lt;br /&gt;
&lt;br /&gt;
==Demonic Guardian==&lt;br /&gt;
Summons one or more friendly demons to aid you temporarily. Only occurs when [[tension]] is high, and dismisses them when tension drops.  Higher mutation levels require higher tension to activate. This is a bad mutation to have when worshipping [[Okawaru]], especially when you only have one level of it: weak allies will appear unbidden just when they are most likely to be killed, rapidly draining your piety.&amp;lt;br&amp;gt;Rank 1: Tier [[5]] ([[White imp]], [[lemure]], [[ufetubus]], or [[iron imp]]. Rank 2: Tier [[3]] ([[Orange demon]], [[hellwing]], or [[smoke demon]]). Rank 3: Tier [[1]] ([[Executioner]] or [[balrug]]).&lt;br /&gt;
{{flavour|1. A weak demonic guardian rushes to your aid.&amp;lt;br&amp;gt;2. A demonic guardian rushes to your aid.&amp;lt;br&amp;gt;3. A powerful demonic guardian rushes to your aid.}}&lt;br /&gt;
&lt;br /&gt;
==Nightstalker==&lt;br /&gt;
Grants +40 Stealth per rank, while reciprocally reducing LOS by -1 per level, making both you and all monsters less likely to see each other.&lt;br /&gt;
{{flavour|1. You are slightly more attuned to the shadows.&amp;lt;br&amp;gt;2. You are significantly more attuned to the shadows.&amp;lt;br&amp;gt;3. You are completely attuned to the shadows.}}&lt;br /&gt;
&lt;br /&gt;
==Spiny==&lt;br /&gt;
Any monster that attacks you in melee is attacked for ((mutlevel)d6 - player EVP). Blocked attacks don't count, and the attack is subject to monster EV and AC.&lt;br /&gt;
{{flavour|1. You are partially covered in sharp spines.&amp;lt;br&amp;gt;2. You are mostly covered in sharp spines.&amp;lt;br&amp;gt;3. You are completely covered in sharp spines.}}&lt;br /&gt;
&lt;br /&gt;
==Powered by Pain==&lt;br /&gt;
Restores MP when you take damage. If d(Damage) &amp;gt; 2+3*Rank, or Damage &amp;gt; HP/2 (&amp;quot;Ouch! That really hurt!&amp;quot;), you regain 3d(2+3*Rank) MP.&lt;br /&gt;
{{flavour|1. You feel energised by your suffering.&amp;lt;br&amp;gt;2. You feel even more energised by your suffering.&amp;lt;br&amp;gt;3. you feel completely energised by your suffering. }}&lt;br /&gt;
&lt;br /&gt;
==Foul Stench==&lt;br /&gt;
The foul stench tier has three levels. In the first you gain [[Saprovore]] mutation. In the other two you obtain the first and second level of Foul Stench proper.&lt;br /&gt;
&lt;br /&gt;
It has a 33% chance per level chance to cause [[sickness]] when attacking an adjacent square monster in melee. When you do a strong melee attack, there is also a 20% chance per level you may cause [[miasma]] to appear over the monster. It also provides rRot 1, which provides [[rot]] resistance similar to a ghoul or ''unsatiated'' vampire. &lt;br /&gt;
&lt;br /&gt;
{{flavour|1. You emit a foul stench, and are resistant to rotting and decay.&amp;lt;br&amp;gt;2. You radiate miasma, and are resistant to rotting and decay.}}&lt;br /&gt;
&lt;br /&gt;
Source: [http://gitorious.org/crawl/crawl/blobs/master/crawl-ref/source/mutation.cc source/mutation.cc] and [http://www.example.com learndb]..&lt;br /&gt;
&lt;br /&gt;
=Tier 3 Facets=&lt;br /&gt;
&lt;br /&gt;
All demonspawn gain one tier 3 facet.&lt;br /&gt;
&lt;br /&gt;
==Fire (tier 3)==&lt;br /&gt;
Rank 1: Grants conservation for [[scroll]]s. Rank 2: Grants rF+. Rank 3. Lets you hurl [[Hellfire]] as an ability, but it costs 25% of your max HP.  Damage is far greater than monster hellfire: it depends on XL, but at XL27 it does 6d28 damage, as compared to 3d15 or 3d20 for monsters.  Like monster hellfire, it ignores AC and rF+, but not hellfire resistance.&lt;br /&gt;
{{flavour|1. You are very good at protecting items from fire.&amp;lt;br&amp;gt;2. You are resistant to fire.&amp;lt;br&amp;gt;3. You can hurl blasts of hellfire.}}&lt;br /&gt;
&lt;br /&gt;
==Ice (tier 3)==&lt;br /&gt;
Rank 1: Grants rC+. Rank 2: Grants [[conservation]] for [[potion]]s. Rank 3: You passively cast [[Freeze]] on any monster that attacks you in melee.  Like the spell, this always hits.&lt;br /&gt;
{{flavour|1. You are resistant to cold.&amp;lt;br&amp;gt;2. You are very good at protecting items from cold.&amp;lt;br&amp;gt;3. A frigid envelope surrounds you and freezes all who hurt you.}}&lt;br /&gt;
&lt;br /&gt;
==Robust==&lt;br /&gt;
Gives you +10% max HP per rank.&lt;br /&gt;
{{flavour|1. You are robust.&amp;lt;br&amp;gt;2. You are very robust.&amp;lt;br&amp;gt;3. You are extremely robust.}}&lt;br /&gt;
&lt;br /&gt;
==Negative Energy Resistance==&lt;br /&gt;
Grants increasing resistance to [[negative energy]].  Rank 3 grants 50% [[torment]] resistance.&lt;br /&gt;
{{flavour|1. You resist negative energy.&amp;lt;br&amp;gt;2. You are quite resistant to negative energy.&amp;lt;br&amp;gt;3. You are somewhat able to resist unholy torments (1 in 2 success).}}&lt;br /&gt;
&lt;br /&gt;
==Augmentation==&lt;br /&gt;
This mutation has been introduced in 0.10. Each level gives some spell enhanceing and slaying bonus but causes self damage. Bonuses are equal to floor((mutlevel+1)*(maxhp-hp)/maxhp)*(1 enhancer + 3 slaying). So you become more powerful as your hp goes down.&lt;br /&gt;
&lt;br /&gt;
{{flavour|1. Your magical and physical power is slightly enhanced as your life falls. &amp;lt;br&amp;gt;2. Your magical and physical power is enhanced as your life falls.&amp;lt;br&amp;gt;3. Your magical and physical power is greatly enhanced as your life falls.}}&lt;br /&gt;
&lt;br /&gt;
Source: source code and [http://crawl.develz.org/learndb/index.html#augmentation Henzell's]&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], [[magic resistance]] was available as a Tier 2 facet.&lt;br /&gt;
&lt;br /&gt;
[[Category:Intrinsic]]&lt;br /&gt;
[[Category:Mutations]]&lt;br /&gt;
[[Category:List]]&lt;/div&gt;</summary>
		<author><name>Syneil</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:The_Shining_One&amp;diff=9345</id>
		<title>Talk:The Shining One</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:The_Shining_One&amp;diff=9345"/>
				<updated>2013-03-20T08:28:45Z</updated>
		
		<summary type="html">&lt;p&gt;Syneil: Created page with &amp;quot;===Spotting non-evil monsters=== What does this mean? ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Spotting non-evil monsters===&lt;br /&gt;
What does this mean? [[User:Syneil|Syneil]] 09:28, 20 March 2013 (CET)&lt;/div&gt;</summary>
		<author><name>Syneil</name></author>	</entry>

	</feed>