<?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=Tarod</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=Tarod"/>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/Special:Contributions/Tarod"/>
		<updated>2026-05-07T10:18:46Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ogre&amp;diff=37393</id>
		<title>Ogre</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ogre&amp;diff=37393"/>
				<updated>2015-06-26T21:53:33Z</updated>
		
		<summary type="html">&lt;p&gt;Tarod: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
{{flavour|Ogres are huge, chunky creatures who typically are strong rather than smart, and not nimble at all.  Ogres mature almost as quickly as Humans.&lt;br /&gt;
&lt;br /&gt;
Their preferred methods of avoiding beatings are dodging and the use of shields. Many Ogres find it natural to wield some large and blunt weapon. (Countless lethal incidents have taught them to leave most edged weapons be.) While all sophisticated forms of missile combat are too awkward for them, they are good at throwing things, in particular boulders.&lt;br /&gt;
&lt;br /&gt;
Contrary to expectations, Ogres are not reduced to mindless brutes. They possess a raw talent for witchcraft, letting them pick up the basics of spellcasting at an amazing speed. However, the more arcane schools of magic are foreign to them and are only learned at poor rates.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Good_mutations#Tough_Skin|Tough Skin 1]]: Ogres have +1 [[AC]].&lt;br /&gt;
*Ogres are [[Size#Player Sizes|large]] creatures. Unlike smaller species, they can use [[giant club]]s and [[giant spiked club]]s, but cannot wear any armour but [[robe]]s, [[cloak]]s, [[animal skin]]s, [[troll hide]]s, [[troll leather armour]]s, [[dragon armour|dragon hide]], or [[dragon armour]]. [[Buckler]]s are also too small for them, but they can wield [[shield]]s and [[large shield]]s more easily than normal.&lt;br /&gt;
*Ogres are large enough to attack at normal speed while standing in [[shallow water]] (though they still move slowly through it).&lt;br /&gt;
&lt;br /&gt;
Ogres have a base [[Strength]] of 12, [[Intelligence]] of 7 and [[Dexterity]] of 5 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Hunter]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]]&lt;br /&gt;
*'''Warrior-mages:''' [[Arcane Marksman]]&lt;br /&gt;
*'''Mages:''' [[Wizard]], [[Fire Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] every 3rd level.&lt;br /&gt;
*30% more [[HP]] than average.&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Ogres start with the skills and equipment listed for their background, with the following exceptions:&lt;br /&gt;
*Incompatible body armour is replaced with an [[animal skin]] or [[robe]]. &lt;br /&gt;
*[[Helmet]]s are replaced with [[hat]]s.&lt;br /&gt;
*[[Meat ration]]s replace [[bread ration]]s.&lt;br /&gt;
*Any [[Armour]] skill is replaced by [[Dodging]].&lt;br /&gt;
*Ogre [[hunter]]s are given a choice of [[large rock]]s instead of [[javelin]]s.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Ogres enjoy a number of advantages over other species, but have an equal amount of disadvantages. They have an immense amount of HP naturally and train Fighting faster than any other species, but their inability to wear most armour coupled with their large size leaves them with miserable [[AC]] and [[EV]] in the early game. On the plus side, their offenses become powerful very quickly, with a good proficiency in Maces &amp;amp; Flails, and access to both [[giant spiked club]]s and [[large rock]]s. Despite having terrible magic aptitudes, it is still entirely possible and very beneficial for ogres to eventually learn a spell or two. Their excellent Spellcasting aptitude allows them to learn and cast any low-level spell fairly easily (though at low [[spellpower]]), and eventually mid-level spells that don't rely on too many schools (like [[Haste]]) may be worth the investment.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Ogre}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], ogres started with an extra [[bread ration]]. Also, ogre hunters and artificers began with a [[club]] instead of a [[short sword]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], ogres had [[Saprovore]] 1 and [[Fast Metabolism]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*[[Serfuzz's Ogre Hunter guide]]&lt;br /&gt;
*[[Davion Fuxa's Ogre guide]]&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Tarod</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User:Tarod&amp;diff=32842</id>
		<title>User:Tarod</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User:Tarod&amp;diff=32842"/>
				<updated>2014-09-08T18:49:56Z</updated>
		
		<summary type="html">&lt;p&gt;Tarod: Created page with &amp;quot;I'm bad at editing and crawl, but I try.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm bad at editing and crawl, but I try.&lt;/div&gt;</summary>
		<author><name>Tarod</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Nemelex_Xobeh&amp;diff=32841</id>
		<title>Nemelex Xobeh</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Nemelex_Xobeh&amp;diff=32841"/>
				<updated>2014-09-08T18:29:31Z</updated>
		
		<summary type="html">&lt;p&gt;Tarod: /* Appreciates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
[[File:Nemelex altar.png]] ''&amp;quot;It's all in the cards!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Nemelex is a strange and unpredictable trickster god, whose powers are invoked through magical packs of cards painted in the ichor of demons. Followers are expected to explore the world, and will receive decks of cards in return. Followers are encouraged to trust in the cards and use them as much as possible. However, the Trickster can ensure that fortune favours the bold.&lt;br /&gt;
&lt;br /&gt;
The Trickster's followers gain various ways to influence fate when playing cards. They will quickly gain the ability to draw from decks without needing to wield them, and to peek at the contents of decks in order to identify them. Later, followers will gain much more powerful abilities to manipulate the cards, allowing them to choose one of three drawn cards, to gain the effects of multiple cards at once, and finally to stack decks and re-order their contents.&lt;br /&gt;
&lt;br /&gt;
Nemelex Xobeh likes it when you explore the world.}}&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Exploring the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pre Version .15==&lt;br /&gt;
*Offering a [[corpse]] (by praying while on a tile with corpses on the floor): 1 chance in (2 + Piety/50) of +1 [[piety]].&lt;br /&gt;
*Offering items other than decks (by praying while on a tile with items on the floor): chance depends on the item's value of +1 piety (+2 for artifacts).&lt;br /&gt;
*Drawing a card from a deck: about 40% for an unknown (unmarked) card, +30% for the last card in a deck (even marked).&lt;br /&gt;
&lt;br /&gt;
Nemelex gives the following messages when offering items by praying.&lt;br /&gt;
 &amp;quot;&amp;lt;item&amp;gt; disappears without additional glow.&amp;quot; (No piety gain)&lt;br /&gt;
 &amp;quot;&amp;lt;item&amp;gt; glows slightly and disappears.&amp;quot; (Piety +1)&lt;br /&gt;
 &amp;quot;&amp;lt;item&amp;gt; glows with a rainbow of weird colours and disappears.&amp;quot; (Piety +2)&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*You'll lose on average 1 piety every 700 turns.&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
Nemelex gives card [[decks]] as gifts. If you are eligible for a gift, there's a Piety×2% chance to gain the first deck; after that it will be a Piety/6% chance. The [[Gift Timeout]] for each gift is between 6 and 14, but receiving a deck will also set a separate &amp;quot;decks&amp;quot; timeout at 10, which must also be 0 before you get another deck. The deck timeout is reduced by:&lt;br /&gt;
*Drawing cards from decks, especially if the card is unidentified/unmarked/the last card in the deck.&lt;br /&gt;
*Offering items (preferably high value) to Nemelex.&lt;br /&gt;
&lt;br /&gt;
Note that you can disable your ability to sacrifice categories of items on the religion status screen (accessed by pressing '''^''', then '''!'''). You can also inscribe the item with !p in order to receive warining message while trying to sacrifice inscribed item.&lt;br /&gt;
&lt;br /&gt;
The strength of a gift deck is chosen as follows:&lt;br /&gt;
*Legendary Deck: 0.18 × Piety%&lt;br /&gt;
**36% at max Piety&lt;br /&gt;
*Ornate Deck: 5 + (0.27 × Piety)%&lt;br /&gt;
**59% at max Piety&lt;br /&gt;
*Plain Deck: 95 - (0.45 × Piety)%&lt;br /&gt;
**5% at max Piety&lt;br /&gt;
&lt;br /&gt;
Possible gift decks are [[deck of destruction]], [[deck of escape]], [[deck of summoning]] and [[deck of wonders]]. The probability of getting the given type of deck is the following:&lt;br /&gt;
*Destruction: 40%&lt;br /&gt;
*Summoning: 30%&lt;br /&gt;
*Escape: 20%&lt;br /&gt;
*Wonders: 10%&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
All of Nemelex's abilities deal with manipulating or controlling decks.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Pannier&amp;quot;&lt;br /&gt;
*'''Card power improvement''': The power of any card you draw is increased by (Piety × (Evocation + 25) / 27) (see [[Decks#Card power|card power]] ). This improves your chances to get improved effects from Ornate or Legendary decks. In addition, when drawing the Damnation card, you'll have a slightly improved number of targets (about Piety/5% chance to get one more target). (Passive)&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Jester&amp;quot;&lt;br /&gt;
*'''Draw One''': You can draw the first card from a deck in your [[inventory]] (instead of having to wield the deck in your hand). (Costs 2 MP)&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Fortune-Teller&amp;quot;&lt;br /&gt;
*'''Peek at Two''': You can look at the two first cards of any deck in your inventory. This will identify the type of the deck if you didn't know it already (unless both revealed cards are the same). After the cards are seen, they are shuffled back into the deck. One card at random (other than the two you just peeked at) will be removed from the deck during the process, unless there were 2 cards or less remaining in the deck. Using this ability takes no time. (Costs 3 MP and 1-2 Piety.)&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Soothsayer&amp;quot;&lt;br /&gt;
*'''Triple Draw''': Look at the first three cards of any deck in your inventory and draw one of them. Decks with fewer than three cards will be fully revealed. The remaining cards will be removed from the deck. Even if all viewed cards are undesirable, you ''must'' draw one of them; there is no way to back out once you've seen them. (Costs 2 MP, 100-200 Food, and 2-3 Piety)&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Magus&amp;quot;&lt;br /&gt;
*'''Deal Four''': Select a non-stacked deck in your inventory and draw four cards from it in a single turn. If the deck has insufficient cards, you draw the missing cards from a [[deck of punishment]]. If any cards remain, the deck is destroyed. (Costs 8 MP, 200-400 Food, and 10-15 Piety)&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Cardsharp&amp;quot;&lt;br /&gt;
*'''Stack Five''': View the first five cards of any deck in your inventory and order them however you want. All other cards are removed from the deck. You can stack a deck only once. (Costs 5 MP, 250-500 Food, and 10-15 Piety)&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Hand of Fortune&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
If you leave (voluntarily or not) Nemelex Xobeh, your penance counter will be set to 150 (seems quite high, but that's because only 1/3 of the penance is active, so the main part is just as high as for the other gods) and all decks (whether in your inventory or loose) will be shuffled.&lt;br /&gt;
&lt;br /&gt;
While your penance counter is above 100, Nemelex Xobeh will punish you about once every 2000 turns by drawing one of the following cards from the [[deck of punishments]] (equal chances):&lt;br /&gt;
*'''The Wraith''': Suffer a draining effect, and lose one experience level.  The latter affects undead as well as living characters.  This is the only card unique to the deck of punishments.&lt;br /&gt;
*'''Torment''': [[Symbol of Torment]] is cast at your location.&lt;br /&gt;
*'''Wild Magic''': You suffer a random miscast effect.&lt;br /&gt;
*'''Wrath''': You suffer the divine anger from a random god (not Nemelex).&lt;br /&gt;
*'''Xom''': You suffer a random bad Xom action.&lt;br /&gt;
*'''Famine''': Your hunger state is set to 500 (starving).&lt;br /&gt;
*'''The Curse''': Curse several items in your inventory (including potions, which turn into potions of decay).&lt;br /&gt;
*'''The Tomb''': Each unoccupied tile around you is replaced by a rock wall. You'll probably need a way to dig or teleport to get out.&lt;br /&gt;
*'''Damnation''': A monster in your [[LOS]] is banished to [[the Abyss]]. If there's no monster, you are banished instead.&lt;br /&gt;
*'''The Portal''': You are teleported (sometimes controlled or instant).&lt;br /&gt;
*'''The Minefield''': Randomly replaces several non-walls tiles around you with [[lava]] or [[deep water]].&lt;br /&gt;
&lt;br /&gt;
As with any deck, there's a 1% chance to draw from the [[deck of oddities]] instead (which contains the cards Genie, Bargain, Wrath, Xom, Feast, Famine, and Curse).&lt;br /&gt;
&lt;br /&gt;
In addition, the power of any cards you actually draw will be reduced by your penance, and there's a penance/30% chance when you draw any card from a deck (penance/10% if it's a marked or seen card) that the card will be replaced by one from a deck of Punishment.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*[[Nemelex guide]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.10]], letting time pass used to reduce the gift timeout.&lt;br /&gt;
*In [[0.11]], ''Mark Four'' was replaced with ''Deal Four''.&lt;br /&gt;
*Prior to [[0.14]], the type of decks provided were dependent on the type of items you were sacrificing. Also, [[deck of dungeons]] was available as a possible gift type. &lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]][[Category:Chaotic Gods]] [[Category:Featured Article]]&lt;/div&gt;</summary>
		<author><name>Tarod</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sticky_Flame&amp;diff=32601</id>
		<title>Sticky Flame</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sticky_Flame&amp;diff=32601"/>
				<updated>2014-09-04T19:45:11Z</updated>
		
		<summary type="html">&lt;p&gt;Tarod: /* Monster Version */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Sticky Flame&lt;br /&gt;
|level=4&lt;br /&gt;
|school1={{Conjurations}}&lt;br /&gt;
|school2={{Fire Magic}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Flames]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=4&lt;br /&gt;
|spellnoise=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|This spell conjures a sticky glob of liquid fire, which will adhere to and burn any creature it strikes.&lt;br /&gt;
----&lt;br /&gt;
“Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.”&amp;lt;br&amp;gt;-Terry Pratchett, “Jingo”}}&lt;br /&gt;
{{AttackSpell&lt;br /&gt;
|name=Sticky Flame&lt;br /&gt;
|formula = 2d(1.5+Power/24) [[fire]]&lt;br /&gt;
|maxdmg = 2d(5.67)&lt;br /&gt;
|maxsp = 100&lt;br /&gt;
|range = 1&lt;br /&gt;
|target = Touch&lt;br /&gt;
|special = Never misses, the target is covered in sticky flames that inflict 2d4-1 fire damage every 10 [[aut]]s&lt;br /&gt;
|hit_type = automatic&lt;br /&gt;
|hit_adder = 1500&lt;br /&gt;
|hit_num = 0&lt;br /&gt;
|hit_denom = 1&lt;br /&gt;
|dam_calculator = dicedef&lt;br /&gt;
|dam_numdice = 2&lt;br /&gt;
|dam_adder = 6&lt;br /&gt;
|dam_num = 2&lt;br /&gt;
|dam_denom = 2}}&lt;br /&gt;
&lt;br /&gt;
'''Sticky Flame''' is a level 4 [[Conjurations]]/[[Fire Magic]] spell which causes the target to burn for decent damage over several rounds. It has perfect accuracy, and as an added bonus, it causes the target to [[glow]], negating their invisibility and making them easier targets for other attacks. Even at moderate power, it can take down such dangerous creatures as [[hydra]]s or [[death yak]]s. Unfortunately, its max range cannot exceed 1, even if you worship [[Vehumet]], unless you cast it from the [[Tome of Destruction]] or [[Makhleb]]'s Greater Destruction.&lt;br /&gt;
&lt;br /&gt;
The duration of the effect is approximately 4 or 5 turns per every level of the enchantment. The level of this enchantment is a value that depends on the hit dice of the victim, but never a value greater than 4. At maximum duration, the average amount of damage done is approximately:&lt;br /&gt;
 (Damage per turn) * (Turns per level) * (Levels) = &lt;br /&gt;
 = 4 * 4.5 * 4 = 72&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*This is a great spell if you don't mind being up close and personal. Fragile spell-casters should plan to confuse or incapacitate the victim before venturing into melee range against monsters that can generate a one-shot kill, while more durable hybrid characters can use it as powerful opening salvo before engaging in melee combat.&lt;br /&gt;
*With Sticky Flame, you can take down melee-oriented monsters that are otherwise too strong for you to handle (so long as they're not fire resistant and/or faster than you, that is). Simply set them on fire and run away - if they stop burning before they die, recast Sticky Flame. Just make sure you already have a monster-free path to retreat along!&lt;br /&gt;
*Hitting invisible monsters with this spell (using '''Z''') will cause them to be revealed for its duration. This is a useful strategy for dealing with [[unseen horror]]s and flickering [[sky beast]]s.&lt;br /&gt;
*If you've been hit with Sticky Flame, entering water will put out the flame. This works for monsters, too. [[Flight]] does not prevent this effect. As such, using Sticky Flame on aquatic monsters will only do a little initial damage.&lt;br /&gt;
*You can use a [[phial of floods]] to create water to put out sticky flame. &lt;br /&gt;
*Lanolin is very flammable, so [[sheep]] are especially susceptible to Sticky Flame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;breathestickyflame&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Sticky Flame Breath==&lt;br /&gt;
Mottled [[draconian]] players, [[hell hog]]s, [[mottled draconian]]s and [[mottled dragon]]s can generate Sticky Flame as a breath [[ability]]. Unlike the spell, this breath weapon can splash to monsters adjacent to the target.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
The monster version of Sticky Flame differs in that it has range 5 but can be dodged. &lt;br /&gt;
&lt;br /&gt;
The following monsters can cast Sticky Flame:&lt;br /&gt;
*[[Azrael]]&lt;br /&gt;
*[[Balrug]]&lt;br /&gt;
*[[Draconian scorcher]]&lt;br /&gt;
*[[Smoke demon]]&lt;br /&gt;
*[[Deep elf mage]] (depends on spell set)&lt;br /&gt;
&lt;br /&gt;
==Resistance==&lt;br /&gt;
[[:Category:Sticky flame resistance|Some monsters]] are intrinsically resistant to sticky flame. The flame will not &amp;quot;stick&amp;quot; to them, although they will take a small amount of [[fire]] damage on the first turn. [[:Category:Insubstantial monsters|Insubstantial monsters]] are also resistant to sticky flame. Players can gain sticky flame resistance by wearing [[mottled dragon armour]], by being a mottled draconian, or by standing in [[shallow water|shallow]] or [[deep water]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Tarod</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Smoke_demon&amp;diff=32600</id>
		<title>Smoke demon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Smoke_demon&amp;diff=32600"/>
				<updated>2014-09-04T19:44:35Z</updated>
		
		<summary type="html">&lt;p&gt;Tarod: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=smoke demon&lt;br /&gt;
|glyph={{LightGrey|3}}&lt;br /&gt;
|tile=[[File:Smoke demon.png]]&lt;br /&gt;
|flags={{Insubstantial flag}}&amp;lt;br&amp;gt;{{Levitate flag}}&amp;lt;br&amp;gt;{{Unbreathing flag}}&amp;lt;br&amp;gt;{{!sil flag}}&lt;br /&gt;
|resistances={{Fire resistance 2}}, {{Poison resistance}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance 3}}, {{Sticky flame resistance}}, &amp;lt;br&amp;gt;{{Constriction resistance}}, {{Drown resistance}}, &amp;lt;br&amp;gt;{{Water resistance}}&lt;br /&gt;
|vulnerabilities={{Holy vulnerability 2}}, {{Holy wrath vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=430&lt;br /&gt;
|holiness={{Demonic}}&lt;br /&gt;
|magic_resistance=56&lt;br /&gt;
|hp_range=25-53&lt;br /&gt;
|avg_hp=39&lt;br /&gt;
|armour_class=5&lt;br /&gt;
|evasion=9&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 10&lt;br /&gt;
|size={{small}}&lt;br /&gt;
|item_use={{Open doors}}&lt;br /&gt;
|attack1=8 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=5 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack3=5 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=7&lt;br /&gt;
|base_hp=3&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Normal intelligence}}&lt;br /&gt;
|genus=smoke demon&lt;br /&gt;
|species=smoke demon&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|An infernal demon that manifests itself as a writhing cloud of smoke. Having considerable pyrokinetic powers, it can very effectively attack its enemies from afar.&lt;br /&gt;
----&lt;br /&gt;
“Why does the thin grey strand&amp;lt;br&amp;gt;&lt;br /&gt;
Floating up from the forgotten&amp;lt;br&amp;gt;&lt;br /&gt;
Cigarette between my fingers,&amp;lt;br&amp;gt;&lt;br /&gt;
Why does it trouble me?”&amp;lt;br&amp;gt;&lt;br /&gt;
-D.H. Lawrence, “Sorrow”. 1916.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
[[Smoke demon]]s are slow [[tier-3 demon]]s with dangerous ranged abilities. They are found in [[the Abyss]], [[Pandemonium]], and the [[Hell]]s, and they are often summoned by other monsters through the [[Summon Demon]] spell.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Spellcaster&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Sticky Flame Range]] (3d4)&lt;br /&gt;
|slot2=[[Steam Ball]] (3d12)&lt;br /&gt;
|slot3=''none''&lt;br /&gt;
|slot4=[[Smiting]] (7-17)&lt;br /&gt;
|slot5=''none''&lt;br /&gt;
|slot6=''none''&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!--spl-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Although almost any character can outrun them, smoke demons are dangerous nuisances that will peg you with attacks as long as they're in your [[line of sight]]. Their Sticky Flame can deal heavy fire damage when you're within 5 tiles of them, and their Smite deals irresistible, unavoidable damage. You can use the [[cloud]]s of steam created by their Steam Balls to give yourself some cover, fortunately.&lt;br /&gt;
*They have excellent resistance to fire damage and immunity to poison and negative energy, but otherwise their defenses are poor and they only have average HP.&lt;br /&gt;
[[Category:Demon]]&lt;/div&gt;</summary>
		<author><name>Tarod</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Cross-train&amp;diff=30765</id>
		<title>Cross-train</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Cross-train&amp;diff=30765"/>
				<updated>2014-08-19T20:56:48Z</updated>
		
		<summary type="html">&lt;p&gt;Tarod: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
'''In .15 this changes:'''&lt;br /&gt;
&amp;quot;Cross-training now gives a direct bonus to cross-trained skills, rather than decreasing the XP cost of learning them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
All weapon skills '''crosstrain''' with at least one other weapon skill - that is to say, that experience invested in one skill improves the rate at which your character learns the other skill, as long as the other skill is of a lower level. The following weapon skills crosstrain with each other:&lt;br /&gt;
&lt;br /&gt;
*[[Short Blades]] and [[Long Blades]]&lt;br /&gt;
*[[Maces &amp;amp; Flails]] and [[Axes]]&lt;br /&gt;
*[[Polearms]] and [[Axes]]&lt;br /&gt;
*[[Staves]] and [[Polearms]]&lt;br /&gt;
*[[Staves]] and [[Maces &amp;amp; Flails]]&lt;br /&gt;
&lt;br /&gt;
In addition, the ranged combat skills [[Throwing]] and [[Slings]] also crosstrain.&lt;br /&gt;
&lt;br /&gt;
== Effect ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Having a crosstraining bonus on a skill gives a +4 boost to your character's aptitude with that skill. For example, if a [[Hill Orc]] who's been focusing on his [[Axes]] skill (+2 aptitude) decides to pick up a [[mace]], which is governed by the [[Maces &amp;amp; Flails]] skill (+1 aptitude), the latter will receive a crosstraining bonus for a final aptitude of +5 as long as our character has a higher [[Axes]] skill.&lt;br /&gt;
&lt;br /&gt;
In practice, this allows characters who specialize in a weapon type early on to diversify their arsenal by the mid- or late-game, should they come across an attractive weapon.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Tarod</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Cross-train&amp;diff=30764</id>
		<title>Cross-train</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Cross-train&amp;diff=30764"/>
				<updated>2014-08-19T20:56:18Z</updated>
		
		<summary type="html">&lt;p&gt;Tarod: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''In .15 this changes:'''&lt;br /&gt;
&amp;quot;Cross-training now gives a direct bonus to cross-trained skills, rather than decreasing the XP cost of learning them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
All weapon skills '''crosstrain''' with at least one other weapon skill - that is to say, that experience invested in one skill improves the rate at which your character learns the other skill, as long as the other skill is of a lower level. The following weapon skills crosstrain with each other:&lt;br /&gt;
&lt;br /&gt;
*[[Short Blades]] and [[Long Blades]]&lt;br /&gt;
*[[Maces &amp;amp; Flails]] and [[Axes]]&lt;br /&gt;
*[[Polearms]] and [[Axes]]&lt;br /&gt;
*[[Staves]] and [[Polearms]]&lt;br /&gt;
*[[Staves]] and [[Maces &amp;amp; Flails]]&lt;br /&gt;
&lt;br /&gt;
In addition, the ranged combat skills [[Throwing]] and [[Slings]] also crosstrain.&lt;br /&gt;
&lt;br /&gt;
== Effect ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Having a crosstraining bonus on a skill gives a +4 boost to your character's aptitude with that skill. For example, if a [[Hill Orc]] who's been focusing on his [[Axes]] skill (+2 aptitude) decides to pick up a [[mace]], which is governed by the [[Maces &amp;amp; Flails]] skill (+1 aptitude), the latter will receive a crosstraining bonus for a final aptitude of +5 as long as our character has a higher [[Axes]] skill.&lt;br /&gt;
&lt;br /&gt;
In practice, this allows characters who specialize in a weapon type early on to diversify their arsenal by the mid- or late-game, should they come across an attractive weapon.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Tarod</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Amulet_of_stasis&amp;diff=30757</id>
		<title>Amulet of stasis</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Amulet_of_stasis&amp;diff=30757"/>
				<updated>2014-08-19T14:19:32Z</updated>
		
		<summary type="html">&lt;p&gt;Tarod: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Jewellery&lt;br /&gt;
 |name=Amulet of stasis&lt;br /&gt;
 |cost=?&lt;br /&gt;
 |weight=1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|An amulet meticulously constructed with magical wards to block magical and physiological effects that would otherwise teleport, slow, haste, or paralyse its wearer.&lt;br /&gt;
&lt;br /&gt;
While the amulet is effective against most translocular magic, plane shifts such as banishment are beyond its ability to block.}}&lt;br /&gt;
&lt;br /&gt;
Wearing an '''amulet of stasis''' protects you from a wide variety of time and space altering effects, whether you want them to occur or not:&lt;br /&gt;
*[[Teleportation]]&lt;br /&gt;
*[[Blink]]ing&lt;br /&gt;
*[[Slow]]&lt;br /&gt;
*[[Haste]]&lt;br /&gt;
*[[Paralyze|Paralysis]]&lt;br /&gt;
*[[Finesse]]&lt;br /&gt;
*[[Berserk]]&lt;br /&gt;
*Level shifts in [[the Abyss]]&lt;br /&gt;
&lt;br /&gt;
You suffer no ill effect for blocking any of these effects in this way. Alternatively, you can equip an amulet of stasis to immediately dispel any of these effects that you may already be suffering from, but doing so will give you a sizable amount of [[magic contamination]].&lt;br /&gt;
&lt;br /&gt;
An amulet of stasis '''will not''' block any of the following:&lt;br /&gt;
*[[Petrify]]&lt;br /&gt;
*[[Aizul]]'s and [[the Enchantress]]' [[sleep]] spell&lt;br /&gt;
*[[Banishment]]&lt;br /&gt;
&lt;br /&gt;
The amulet of stasis will identify when it successfully blocks an effect. Stepping onto a [[teleport trap]] on a clear floor is a safe way to attempt to identify it.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Many of the unwanted effects it protects against can also be blocked through high [[magic resistance]], making this amulet generally unnecessary. There are some situations in which having an amulet of stasis is useful, however:&lt;br /&gt;
*Guaranteed immunity to paralysis can be a lifesaver. The [[Slime Pits]], for example, are filled with [[giant eyeball]]s whose paralysis does not check MR.&lt;br /&gt;
*It can be used to get past an inconveniently placed [[teleport trap]], e.g. one placed at a choke point in [[Zot:5]] or Tomb:1.&lt;br /&gt;
*One of the possible [[death curse]]s from killing a [[mummy (monster)|mummy]] is being irresistibly slowed. Wearing one in [[the Tomb]] or on a mummy-themed [[Ziggurat]] floor may be wise.&lt;br /&gt;
*Another possible use for it is to prevent the berserkitis [[mutation]] from activating at unwanted times - although an [[amulet of clarity]] does this just as well with no downsides. In the same vein, if you inadvertently gain teleportitis or equip a cursed [[ring of teleportation]] with no [[scrolls of remove curse]], this amulet will counter them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Amulets]]&lt;/div&gt;</summary>
		<author><name>Tarod</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Amulet_of_stasis&amp;diff=30756</id>
		<title>Amulet of stasis</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Amulet_of_stasis&amp;diff=30756"/>
				<updated>2014-08-19T14:18:49Z</updated>
		
		<summary type="html">&lt;p&gt;Tarod: No more unid'd amulets after .14&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Jewellery&lt;br /&gt;
 |name=Amulet of stasis&lt;br /&gt;
 |cost=?&lt;br /&gt;
 |weight=1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|An amulet meticulously constructed with magical wards to block magical and physiological effects that would otherwise teleport, slow, haste, or paralyse its wearer.&lt;br /&gt;
&lt;br /&gt;
While the amulet is effective against most translocular magic, plane shifts such as banishment are beyond its ability to block.}}&lt;br /&gt;
&lt;br /&gt;
Wearing an '''amulet of stasis''' protects you from a wide variety of time and space altering effects, whether you want them to occur or not:&lt;br /&gt;
*[[Teleportation]]&lt;br /&gt;
*[[Blink]]ing&lt;br /&gt;
*[[Slow]]&lt;br /&gt;
*[[Haste]]&lt;br /&gt;
*[[Paralyze|Paralysis]]&lt;br /&gt;
*[[Finesse]]&lt;br /&gt;
*[[Berserk]]&lt;br /&gt;
*Level shifts in [[the Abyss]]&lt;br /&gt;
&lt;br /&gt;
You suffer no ill effect for blocking any of these effects in this way. Alternatively, you can equip an amulet of stasis to immediately dispel any of these effects that you may already be suffering from, but doing so will give you a sizable amount of [[magic contamination]].&lt;br /&gt;
&lt;br /&gt;
An amulet of stasis '''will not''' block any of the following:&lt;br /&gt;
*[[Petrify]]&lt;br /&gt;
*[[Aizul]]'s and [[the Enchantress]]' [[sleep]] spell&lt;br /&gt;
*[[Banishment]]&lt;br /&gt;
&lt;br /&gt;
The amulet of stasis will identify when it successfully blocks an effect. Stepping onto a [[teleport trap]] on a clear floor is a safe way to attempt to identify it.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
You don't want to discover its nature by wasting a [[scroll of teleport]] while surrounded, and a panicking player might not even notice that their teleport isn't happening until several turns have passed. Even if your amulet of stasis has been identified, requiring an extra action before you can use many useful buffs or escape techniques is inconvenient at best and dangerous at worst. Additionally, many of the unwanted effects it protects against can also be blocked through high [[magic resistance]], making this amulet generally unnecessary. There are some situations in which having an amulet of stasis is useful, however:&lt;br /&gt;
*Guaranteed immunity to paralysis can be a lifesaver. The [[Slime Pits]], for example, are filled with [[giant eyeball]]s whose paralysis does not check MR.&lt;br /&gt;
*It can be used to get past an inconveniently placed [[teleport trap]], e.g. one placed at a choke point in [[Zot:5]] or Tomb:1.&lt;br /&gt;
*One of the possible [[death curse]]s from killing a [[mummy (monster)|mummy]] is being irresistibly slowed. Wearing one in [[the Tomb]] or on a mummy-themed [[Ziggurat]] floor may be wise.&lt;br /&gt;
*Another possible use for it is to prevent the berserkitis [[mutation]] from activating at unwanted times - although an [[amulet of clarity]] does this just as well with no downsides. In the same vein, if you inadvertently gain teleportitis or equip a cursed [[ring of teleportation]] with no [[scrolls of remove curse]], this amulet will counter them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Amulets]]&lt;/div&gt;</summary>
		<author><name>Tarod</name></author>	</entry>

	</feed>