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		<updated>2026-05-09T07:53:48Z</updated>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Lee%27s_Rapid_Deconstruction&amp;diff=58450</id>
		<title>Lee's Rapid Deconstruction</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Lee%27s_Rapid_Deconstruction&amp;diff=58450"/>
				<updated>2022-03-03T00:24:04Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: LRD is now in book of blasting, not burglary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version023}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Lee's Rapid Deconstruction&lt;br /&gt;
|level=5&lt;br /&gt;
|school1={{Earth Magic}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Blasting]]&lt;br /&gt;
*[[Book of Geomancy]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=4&lt;br /&gt;
|spellnoise=20}}&lt;br /&gt;
{{Flavour|Fragments a wall or a suitably brittle visible monster into an explosion of deadly shrapnel. It can be used on monsters made of ice, bone, or any wall-like substance, as well as those turned to stone by petrification. Its damage is strongly reduced by armour.&lt;br /&gt;
&lt;br /&gt;
Targets made from rock, stone, ice or bone will cause a small explosion. Metal targets will cause a small but more damaging explosion, and targets made from crystal will cause a large and more damaging explosion.}}&lt;br /&gt;
{{AttackSpell&lt;br /&gt;
|name=Lee's Rapid Deconstruction&lt;br /&gt;
|formula = Nd(5+Power/5) (see [[#Damage_Formula|damage formula]])&lt;br /&gt;
|maxdmg = 4d45&lt;br /&gt;
|maxsp = 200&lt;br /&gt;
|range = LOS&lt;br /&gt;
|target = Smite&lt;br /&gt;
|special = Explosion&amp;lt;br&amp;gt;Triple [[AC]] damage reduction}}&lt;br /&gt;
&lt;br /&gt;
'''Lee's Rapid Deconstruction''' (or '''LRD''') is a level 5 [[Earth Magic]] spell which causes [[wall]]s and certain monsters to spew shrapnel, damaging nearby enemies and the target itself, if it is a monster. It has [[smite]]-targeting and is exceptional in that it allows you to attack enemies hidden from your field of vision.&lt;br /&gt;
&lt;br /&gt;
===The Target===&lt;br /&gt;
LRD can target virtually any solid [[wall]] within [[LOS]], as well as [[door]]s, [[statue]]s, and empty archways (such as those left behind by a closed [[portal]]). LRD cannot target objects behind transparent walls, nor can it target [[tree]]s or [[Wall#Unnaturally_hard_wall|unnaturally hard walls]].&lt;br /&gt;
&lt;br /&gt;
LRD can also target creatures, though only creatures made from hard or brittle substances are susceptible. These include:&lt;br /&gt;
*Monsters made of bone: generic [[skeleton (monster)|skeletons]], [[skeletal warrior]]s, [[ancient champion]]s, [[bone dragon]]s, [[revenant]]s, [[flying skull]]s, [[curse skull]]s, [[Murray]]&lt;br /&gt;
*Monsters made of rock and stone: [[earth elemental]]s, [[gargoyle (monster)|gargoyles]], [[rockslime]]s, [[ushabti]]u, most other [[statue]]s&lt;br /&gt;
*Monsters made of ice: [[ice beast]]s, [[ice statue]]s, [[simulacrum (monster)|simulacra]] (but ''not'' [[ice devil]]s or [[ice fiend]]s)&lt;br /&gt;
*Monsters made of crystal: [[orange crystal statue]]s, [[obsidian statue]]s, [[crystal guardian]]s, [[Roxanne]]&lt;br /&gt;
*Monsters made of metal: [[iron golem]]s, [[iron elemental]]s, [[war gargoyle]]s (but ''not'' [[iron imp]]s, [[rust devil]]s, or [[iron dragon]]s)&lt;br /&gt;
*Miscellaneous hard monsters: [[toenail golem]]s&lt;br /&gt;
*Monsters or players that have been [[Petrify|petrified]]&lt;br /&gt;
*Player [[gargoyle]]s&lt;br /&gt;
*Players in [[Statue Form]] or [[Ice Form]]&lt;br /&gt;
&lt;br /&gt;
===Shrapnel===&lt;br /&gt;
Assuming the target was a viable wall or dungeon feature, the spell then causes an explosion of shrapnel that strikes everything in range (including yourself and your allies!). The range of this explosion varies based on the target (see below). Viable monsters hit by LRD will create a similar burst of shrapnel with range and damage determined by the monster's material.&lt;br /&gt;
&lt;br /&gt;
==Damage Formula==&lt;br /&gt;
Casting this spell on a dungeon feature (like a wall or a door), generates an explosion that inflicts '''N'''d(5+Power/5) to any monster within the radius. The radius and the number of rolls ('''N''') can be found in the table below.&lt;br /&gt;
&lt;br /&gt;
If the target is a monster, it is directly damaged for Nd(5+Power/5). After this is done, the explosion is generated.&lt;br /&gt;
&lt;br /&gt;
The damage done by the explosion is reduced by [[AC]] 3 times, but the damage done to a monster directly targeted by LRD ignores AC. If the target is made of ice (such as simulacra or ice beasts), the beam type of the explosion is changed from BEAM_FRAG to BEAM_ICE: this kind of explosion only suffers normal AC reduction, but the damage can be resisted with [[cold resistance]].&lt;br /&gt;
&lt;br /&gt;
===Radius and Number of Dice===&lt;br /&gt;
{| cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;left&amp;quot; style=&amp;quot;width:38em;border-bottom:thin solid black;&amp;quot;|Target&lt;br /&gt;
!align=&amp;quot;right&amp;quot; style=&amp;quot;width:3em;border-bottom:thin solid black;&amp;quot;|Radius&lt;br /&gt;
!align=&amp;quot;right&amp;quot; style=&amp;quot;width:3em;border-bottom:thin solid black;padding-left:1em;&amp;quot;|N&lt;br /&gt;
|-&lt;br /&gt;
|[[Toenail golem]]s&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
|[[Iron golem]]s, [[peacekeeper]]s, and [[war gargoyle]]s&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 4&lt;br /&gt;
|-&lt;br /&gt;
|[[Earth elemental]]s, [[saltling]]s, [[ushabti]]u, [[statue]]s, and [[gargoyle]]s&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
|[[Orange crystal statue]]s, [[obsidian statue]]s, [[Roxanne]], and [[crystal guardian]]s&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 2&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 4&lt;br /&gt;
|-&lt;br /&gt;
|Petrifying or petrified monsters&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
|Icy or skeletal monsters&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
|[[Dungeon_features#Rock_wall|Rock wall]]s, [[Dungeon_features#Stone_wall|stone wall]]s, [[granite statue]]s&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
|[[Iron grate]]s&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 4&lt;br /&gt;
|-&lt;br /&gt;
|[[Dungeon_features#Metal_wall|Metal wall]]s&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 4&lt;br /&gt;
|-&lt;br /&gt;
|[[Dungeon_features#Crystal_wall|Crystal wall]]s&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 2&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 4&lt;br /&gt;
|-&lt;br /&gt;
|[[Door]]s, stone arches&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
|Petrified or petrifying player, [[Statue Form]], [[Ice Form]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
|[[Gargoyle]] player&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Keep in mind that LRD makes lots of [[noise]]; anything nearby ''will'' wake up and come investigate.&lt;br /&gt;
*LRD is similar to casting [[Sandblast]] with perfect accuracy against everything in range, making it excellent for wiping out packs of unarmoured or high-[[EV]] opponents (such as [[kobold]] vaults and swarms of [[killer bee]]s). As the damage reduction from [[AC]] is applied three times, however, it is far less effective against [[orc warrior]]s or other creatures with high AC.&lt;br /&gt;
*You can use the smite-targeting to attack dangerous creatures hiding behind their allies by targeting the walls next to them. This works even better if their allies also happen to be susceptible to LRD; enemies like [[necromancer (monster)|necromancers]] can be felled swiftly by flying pieces of their own skeletal entourage.&lt;br /&gt;
*Because the shrapnel affects everything within range of the targeted object, you can cast LRD on a wall to blast anything lurking on the other side that you don't want in your LOS (e.g. [[oklob plant]]s).&lt;br /&gt;
*Should your target not be directly susceptible to LRD nor near a wall, use [[Petrify]] to make it susceptible. This also works well against monsters that have high AC; an [[orc knight]] may be able to ignore damage from shrapnel, but petrifying it then targeting it directly lets you ignore its AC completely (not to mention the shrapnel will shred any orcs it was traveling with).&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
The monster version is identical to the player version. While in the presence of monsters that can cast LRD, [[Transmuter]]s should avoid entering [[Ice Form|Ice]] or [[Statue Form]]. Other characters should do everything possible to avoid being [[petrify|petrified]]. As [[Gargoyle]]s are always vulnerable, they should do what they can to avoid these monsters entirely, or failing that, to kill them as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.22]], LRD had the ability to destroy walls.&lt;br /&gt;
*Prior to [[0.21]], LRD would cause a larger, more damaging explosion when it destroyed a wall or monster. The chance for metal walls to break depended on spell power, and for crystal it was 50% instead of 33%.&lt;br /&gt;
*Prior to [[0.14]], this spell had a chance to instantly destroy skeletal monsters and [[statue]]s.&lt;br /&gt;
*Prior to [[0.10]], LRD could be cast on an unnaturally hard rock wall to damage monsters on the other side. After [[0.10]], monsters will not be damaged if the wall is not capable of being shattered under any circumstances.&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Evasion&amp;diff=53587</id>
		<title>Evasion</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Evasion&amp;diff=53587"/>
				<updated>2020-10-20T22:51:52Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: /* Dodging */ update to the new dodging formula&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}} &lt;br /&gt;
''This page is about the character trait. For the brand, see the article [[Evasion (brand)]]''&lt;br /&gt;
&lt;br /&gt;
'''Evasion''' (often abbreviated to '''EV''') is a number that measures the ability of a character or of a [[monster]] to avoid melee, ranged, and magical beam attacks. When an attack is resolved, a target's current EV is rolled and compared to the attack's [[to-hit]] roll, factoring in any relevant situational modifiers. Only if the to-hit roll matches or beats the EV roll does the attack succeed.&lt;br /&gt;
&lt;br /&gt;
== Player EV ==&lt;br /&gt;
&lt;br /&gt;
The calculation to determine a character's total EV is complex and factors in many different skills and attributes.&lt;br /&gt;
&lt;br /&gt;
===Base EV===&lt;br /&gt;
&lt;br /&gt;
The player's base EV is calculated as follows:&lt;br /&gt;
  10 + size_factor&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Size factor&amp;quot; is the number of steps away from &amp;quot;medium&amp;quot; (i.e. [[Human]]) size. Larger [[species]] ([[Troll]]s, [[Ogre]]s, [[Centaur]]s, [[Naga]]s) have a negative size factor while smaller species ([[Kobold]]s, [[Halfling]]s, [[Spriggan]]s) have a positive size factor.&lt;br /&gt;
{|class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! Species !! Size factor&lt;br /&gt;
|-&lt;br /&gt;
| [[Troll]], [[Ogre]], [[Centaur]], [[Naga]] || -2&lt;br /&gt;
|-&lt;br /&gt;
| [[Kobold]], [[Halfling]] || +2&lt;br /&gt;
|-&lt;br /&gt;
| [[Spriggan]], [[Felid]] || +4&lt;br /&gt;
|-&lt;br /&gt;
| Otherwise || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some transformations override the racial size factor:&lt;br /&gt;
{|class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! Form !! Size factor&lt;br /&gt;
|-&lt;br /&gt;
| [[Spider Form]], [[Bat Form]], [[Porcupine Form]], [[Wisp Form]], [[Fungus Form]] || +4&lt;br /&gt;
|-&lt;br /&gt;
| [[Pig Form]] || +2&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice Form]] || -2&lt;br /&gt;
|-&lt;br /&gt;
| [[Hydra Form]] || -4&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon Form]] || -6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However, if you are paralysed, petrified, in [[tree form]], or your [[dexterity]] is below 1, your EV is reduced to:&lt;br /&gt;
&lt;br /&gt;
  2 + size_factor/2 + ([[repulsion field]] bonus)&lt;br /&gt;
&lt;br /&gt;
In this case, minimum EV is 1. No other factors apply.&lt;br /&gt;
&lt;br /&gt;
=== Dodging ===&lt;br /&gt;
&lt;br /&gt;
The [[Dodging]] skill provides a bonus to your EV as follows:&lt;br /&gt;
&lt;br /&gt;
 dodge_bonus = (7 + Dodging × ev_Dex) / (20 - size)&lt;br /&gt;
 armor_penalty = unadjusted_armor_encumberance - 3&lt;br /&gt;
 if armor_penalty &amp;lt; 0:&lt;br /&gt;
     modifier = 1&lt;br /&gt;
 if armor_penalty &amp;gt; 0:&lt;br /&gt;
     if armor_penalty &amp;gt;= Str:&lt;br /&gt;
         modifier = Str / (armor_penalty * 2)&lt;br /&gt;
     if armor_penalty &amp;lt; Str:&lt;br /&gt;
         modifier = 1 - armor_penalty / (Str * 2)&lt;br /&gt;
 final_dodge_bonus = dodge_bonus * modifier&lt;br /&gt;
&lt;br /&gt;
Note: Dexterity is passed through a stepdown function, that compresses any value above 24.&lt;br /&gt;
&lt;br /&gt;
=== Armour and shield EV penalties ===&lt;br /&gt;
&lt;br /&gt;
After adding base EV and Dodging's bonus together, the EV penalties from armour and shields are then subtracted.&lt;br /&gt;
&lt;br /&gt;
The armour penalty is equal to your [[AEVP]]. Only body armour and bardings (both for Nagas and Centaurs) have any penalties. &amp;quot;AEVP&amp;quot; (which stands for Adjusted EVasion Penalty for armour) is a complex value based on your Strength, your Armour skill, and the Evasion penalties of the armour pieces you wear.&lt;br /&gt;
&lt;br /&gt;
 AEVP = barding_encumbrance_rating/3 + 2 × body_armour_encumbrance_rating^2 × (45 - armour_skill) / (5 × (STR + 3) × 45)&lt;br /&gt;
&lt;br /&gt;
For shields, a value called &amp;quot;ASP&amp;quot; (which stands for Adjusted Shields Penalty) is calculated based on the cumbersomeness of your shield (less for bucklers, more for large shields), your Shields skill, and your species's size.&lt;br /&gt;
 ASP = max(0, base_penalty  - shield_skill/(5 + size_factor))&lt;br /&gt;
&lt;br /&gt;
==Stepdown==&lt;br /&gt;
Finally, if you have the [[vertigo]] effect, a -5 modifier to your EV is applied.&lt;br /&gt;
&lt;br /&gt;
Before adding other modifiers, a stepdown function is applied to your evasion. This function reduces your evasion a bit if it is more than 30.&lt;br /&gt;
 EV = (EV&amp;lt;30? EV : 10 + 20*log(1 + (EV-10)/20)/log(2))&lt;br /&gt;
[[Image:evasion_stepdown.png]]&lt;br /&gt;
&lt;br /&gt;
===Post-stepdown modifiers===&lt;br /&gt;
&lt;br /&gt;
Various effects can modify EV after the stepdown is applied. These are added directly to your EV total after the above calculations.&lt;br /&gt;
&lt;br /&gt;
* [[Potion of agility]]: +5 EV.&lt;br /&gt;
* Weapons with the [[evasion_(brand)|evasion]] ego: +5 EV.&lt;br /&gt;
* [[ring of evasion|Rings of evasion]] provide their exact bonus or penalty to your EV.&lt;br /&gt;
* Some [[list of unrands|unrand]]s provide a bonus or penalty to your EV, as well as randart rings with a ring of EV as the base type.&lt;br /&gt;
* [[Demonspawn_mutations#Icy_Blue_Scales|Icy blue scales]] or [[Demonspawn_mutations#Molten Scales|molten scales]] mutations: -1 EV.&lt;br /&gt;
* [[Jiyva_mutations#Gelatinous_Body|Gelatinous body]] mutation: +1 at level 2, +2 at level 3.&lt;br /&gt;
* The [[Repulsion Field]] [[mutation]] grants an EV bonus even when you are paralysed.&lt;br /&gt;
* [[Ru]] worshippers who sacrifice health to reduce EV are penalised by -3, -6, or -9 depending on degree.&lt;br /&gt;
* Being [[web|entangled]] or [[petrify]]ing halves your evasion.&lt;br /&gt;
* Being affected by a [[shambling mangrove]]'s grasping roots multiplies evasion by 2/3.&lt;br /&gt;
&lt;br /&gt;
=== Other racial modifiers ===&lt;br /&gt;
&lt;br /&gt;
After all of the above factors have been considered:&lt;br /&gt;
&lt;br /&gt;
* Swimming [[Merfolk]] get a 25% bonus to EV (minimum +2, maximum +9)&lt;br /&gt;
* Flying [[Tengu]] get a 20% bonus to EV (minimum +1, maximum +9)&lt;br /&gt;
&lt;br /&gt;
=== Final situational modifiers ===&lt;br /&gt;
&lt;br /&gt;
Against melee attacks:&lt;br /&gt;
* If are being [[constricted]], you suffer a -3 EV penalty.&lt;br /&gt;
* If you cannot see your attacker (i.e. they are [[invisible]] and you cannot [[see invisible]]), you suffer a -10 EV penalty against that attacker.&lt;br /&gt;
* If you are going down [[stairs]] while being attacked, you suffer a -5 EV penalty.&lt;br /&gt;
&lt;br /&gt;
== Monster EV ==&lt;br /&gt;
&lt;br /&gt;
A monster's base EV is a fixed number dependent on monster type. This base can be modified by armour, jewellery, and various status effects.&lt;br /&gt;
&lt;br /&gt;
== To-hit versus EV ==&lt;br /&gt;
&lt;br /&gt;
If an attack's [[to-hit]] number is 1500 (the magic number AUTOMATIC_HIT) or greater (e.g. [[Magic Dart]]), it automatically hits. &lt;br /&gt;
&lt;br /&gt;
Otherwise, the following procedure is used.&lt;br /&gt;
* 2.5% of the time, the attack misses regardless of the attack's to-hit or the defender's EV.&lt;br /&gt;
* 2.5% of the time, the attack hits regardless of the attack's to-hit or the defender's EV.&lt;br /&gt;
* A uniformly distributed random number between zero and the to-hit number (inclusive) is generated.&lt;br /&gt;
* Two uniformly distributed random numbers between zero and ((2 * (target EV)) - 1) inclusive are averaged together.&lt;br /&gt;
* If the to-hit roll is greater than or equal to the EV roll, the attack hits. Otherwise, it misses.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dodging&amp;diff=53586</id>
		<title>Dodging</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dodging&amp;diff=53586"/>
				<updated>2020-10-20T22:50:22Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|025}}&lt;br /&gt;
{{flavour|The Dodging skill will affect your chance of dodging an attack, be it melee, ranged or magical. Certain types of attack cannot be dodged, however, such as enchantments (which must be resisted) and explosions.}}&lt;br /&gt;
&lt;br /&gt;
The [[Dodging]] skill determines how well your character can avoid blows, beams and missiles fired by monsters and traps.&lt;br /&gt;
&lt;br /&gt;
== Number crunching ==&lt;br /&gt;
&lt;br /&gt;
In addition to base EV (10 + Size), Dodging skill provides an [[evasion|EV]] bonus calculated as follows:&lt;br /&gt;
&lt;br /&gt;
  (7 + Dodging × ev_Dex) / (20 - size)&lt;br /&gt;
&lt;br /&gt;
* '''Size''' is a factor of your species's body size, which varies from 4 (tiny, such as a [[Spriggan]]); to -8 (huge, such as being in [[Dragon Form]]). See [[Evasion]] for more details.&lt;br /&gt;
&lt;br /&gt;
* '''ev_Dex''' is a stepped down value of your Dex. If Dex is greater than 24, it is reduced according to this formula: ev_Dex = 14 + 10 * log2(1 + (dex - 14)/10). (Condensed: ev_Dex = Dex &amp;lt; 24 ? Dex : 14 + 10 * log2(1 + (dex - 14)/10) )&lt;br /&gt;
&lt;br /&gt;
The Dodging bonus is penalized by wearing heavy armour. The penalty from armour is:&lt;br /&gt;
 armor_penalty = unadjusted_armor_encumberance - 3&lt;br /&gt;
 if armor_penalty &amp;lt; 0:&lt;br /&gt;
     modifier = 1&lt;br /&gt;
 if armor_penalty &amp;gt; 0:&lt;br /&gt;
     if armor_penalty &amp;gt;= Str:&lt;br /&gt;
         modifier = Str / (armor_penalty * 2)&lt;br /&gt;
     if armor_penalty &amp;lt; Str:&lt;br /&gt;
         modifier = 1 - armor_penalty / (Str * 2)&lt;br /&gt;
 final_dodge_bonus = dodge_bonus * modifier&lt;br /&gt;
&lt;br /&gt;
This means that if your strength is less than the encumbrance value of the armor you're using, you will be facing pretty steep dodging penalties... but you'll always be able to gain SOME benefit from increasing your Dodging skill, because the penalties are a percent of the total. And, once Str &amp;gt; Encumbrance - 3, doubling your strength will reduce those penalties by half.&lt;br /&gt;
&lt;br /&gt;
If you are [[paralyse]]d, your Dodging skill is completely ineffective. The only thing that contributes to EV in this case is repulsion field mutation.&lt;br /&gt;
&lt;br /&gt;
== Tricks and tips ==&lt;br /&gt;
&lt;br /&gt;
Adventurers should train first and foremost in order to deliver damage. Since Dodging does not help you in killing your opponents faster and offers slight returns at first, it is perfectly reasonable to turn Dodging off at the start, then turn it back on later on when you feel skilled enough at killing stuff.&lt;br /&gt;
&lt;br /&gt;
{{skill aptitudes}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Evasion]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to 0.6, characters could only train Dodging when wearing [[light armour]] and would train [[Armour (skill)|Armour]] only when wearing [[heavy armour]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dodging&amp;diff=53584</id>
		<title>Dodging</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dodging&amp;diff=53584"/>
				<updated>2020-10-19T00:17:11Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: Updated the second part of the dodging formula to use the .25 formula.  If someone wants to improve the wording after the formula section, please do.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|025}}&lt;br /&gt;
{{flavour|The Dodging skill will affect your chance of dodging an attack, be it melee, ranged or magical. Certain types of attack cannot be dodged, however, such as enchantments (which must be resisted) and explosions.}}&lt;br /&gt;
&lt;br /&gt;
The [[Dodging]] skill determines how well your character can avoid blows, beams and missiles fired by monsters and traps.&lt;br /&gt;
&lt;br /&gt;
== Number crunching ==&lt;br /&gt;
&lt;br /&gt;
In addition to base EV (10 + Size), Dodging skill provides an [[evasion|EV]] bonus calculated as follows:&lt;br /&gt;
&lt;br /&gt;
  (7 + Dodging × ev_Dex) / (20 - size)&lt;br /&gt;
&lt;br /&gt;
* '''Size''' is a factor of your species's body size, which varies from 4 (tiny, such as a [[Spriggan]]); to -8 (huge, such as being in [[Dragon Form]]). See [[Evasion]] for more details.&lt;br /&gt;
&lt;br /&gt;
* '''ev_Dex''' is a stepped down value of your Dex. If Dex is greater than 24, it is reduced according to this formula: ev_Dex = 14 + 10 * log2(1 + (dex - 14)/10). (Condensed: ev_Dex = Dex &amp;lt; 24 ? Dex : 14 + 10 * log2(1 + (dex - 14)/10) )&lt;br /&gt;
&lt;br /&gt;
The Dodging bonus is penalized by wearing heavy armour. The penalty from armour is:&lt;br /&gt;
 armor_penalty = unadjusted_armor_encumberance - 3&lt;br /&gt;
 if armor_penalty &amp;lt; 0:&lt;br /&gt;
     modifier = 1&lt;br /&gt;
 if armor_penalty &amp;gt; 0:&lt;br /&gt;
     if armor_penalty &amp;gt;= Str:&lt;br /&gt;
         modifier = Str / (armor_penalty * 2)&lt;br /&gt;
     if armor_penalty &amp;lt; Str:&lt;br /&gt;
         modifier = 1 - armor_penalty / (Str * 2)&lt;br /&gt;
 final_dodge_bonus = dodge_bonus * modifier&lt;br /&gt;
&lt;br /&gt;
This means that if your strength is less than the encumbrance value of the armor you're using, you will be facing pretty steep dodge penalties... but you'll always be able to gain SOME benefit from increasing your Dodge skill, because the penalties are a percent of the total. And, once Str &amp;gt; Encumbrance - 3, doubling your strength will reduce those penalties by half.&lt;br /&gt;
&lt;br /&gt;
If you are [[paralyse]]d, your Dodging skill is completely ineffective. The only thing that contributes to EV in this case is repulsion field mutation.&lt;br /&gt;
&lt;br /&gt;
== Tricks and tips ==&lt;br /&gt;
&lt;br /&gt;
Adventurers should train first and foremost in order to deliver damage. Since Dodging does not help you in killing your opponents faster and offers slight returns at first, it is perfectly reasonable to turn Dodging off at the start, then turn it back on later on when you feel skilled enough at killing stuff.&lt;br /&gt;
&lt;br /&gt;
{{skill aptitudes}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Evasion]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to 0.6, characters could only train Dodging when wearing [[light armour]] and would train [[Armour (skill)|Armour]] only when wearing [[heavy armour]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Armour&amp;diff=52207</id>
		<title>Armour</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Armour&amp;diff=52207"/>
				<updated>2020-06-19T23:51:49Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: /* Encumbrance rating */ Armor no longer slows unarmed combat attacks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version023}}&lt;br /&gt;
{| style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
| TOC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Nought can Deform the Human race&amp;lt;br&amp;gt;Like to the Armours iron brace&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-William Blake, &amp;quot;Auguries of Innocence&amp;quot;, 99-100. 1803.}}&lt;br /&gt;
&lt;br /&gt;
[[Armour]] encompasses all clothing worn to protect against physical melee and ranged attacks (though some provide benefits against certain magic attacks as well). Armour does this by providing increased [[AC]], [[GDR]], [[SH]] (for [[shields]]), [[resistance]]s (for certain body armours), and whatever benefits their [[ego]]s provide. However, this comes at a cost to your [[EV]] and [[Spellcasting]] ability when using the heavier armours. Increasing your [[Armour (skill)|Armour skill]] improves the benefits and lowers the penalties of most armour. Shields are governed by the [[Shields (skill)|Shields skill]].&lt;br /&gt;
&lt;br /&gt;
==Armour Locations==&lt;br /&gt;
There are six armour locations in ''Crawl'', also known as '''armour slots''' when referring to whether a player is wearing (or can wear) a given type of armour. Some [[species]] have restrictions on the kinds of armour they can wear.&lt;br /&gt;
&lt;br /&gt;
*'''[[Body armour]]''' is worn on a character's torso, and provides both AC and GDR. Its AC bonus is penalized by the [[Deformed]] mutation. Heavier ones provide larger EV penalties.&lt;br /&gt;
*'''[[Gloves]]''' are worn on the hands, and are unusable with rank 3 of the [[Claws]] mutation. Certain [[Transmutations]], such as [[Blade Hands]], will disable them.&lt;br /&gt;
*'''[[Boots]]''' are worn on the feet, and are unusable with rank 3 of either the [[Talons]] or [[Hooves]] mutations.&lt;br /&gt;
**In place of boots, [[centaur]] and [[naga]] characters may wear '''[[barding]]s''' on the rear portions of their bodies, providing more AC and higher potential enchantment than regular boots at the cost of a bit of EV. Centaurs cannot wear naga barding, and nagas cannot wear centaur barding.&lt;br /&gt;
*'''[[:Category:Headgear|Headgear]]''' is worn on the head. The [[Beak]], [[Antennae]], and [[Horns]] mutations all restrict the player's headgear options.&lt;br /&gt;
*'''[[Cloak]]s''' and '''[[Scarf|scarves]]''' are worn around the shoulders.&lt;br /&gt;
*'''[[Shields]]''' are worn on a character's arm. They provide SH, but may impede spellcasting, EV, and the use of certain weapons.&lt;br /&gt;
&lt;br /&gt;
==Encumbrance rating==&lt;br /&gt;
Most body armour has an [[encumbrance rating]] proportional to its AC and GDR. [[Robe]]s, [[animal skin]]s, and [[leather armour]], being lightweight, have no or a very small EV penalty; at the other end of the spectrum you can find [[plate armour]] and [[crystal plate armour]], which are cumbersome but incredibly protective. All shields and bardings also have an EV penalty.&lt;br /&gt;
&lt;br /&gt;
A higher [[encumbrance rating]]:&lt;br /&gt;
*Lowers your evasion chance&lt;br /&gt;
*Makes you less [[stealth]]y&lt;br /&gt;
*Reduces your accuracy&lt;br /&gt;
*Reduces your spellcasting success rate&lt;br /&gt;
&lt;br /&gt;
Increasing your Armour skill decreases the effect of the encumbrance rating (though never completely: -2.2% per level, so at level 27 the reduction is -60%) and boosts the total AC granted by those pieces. High [[strength]] will also help. See the [[encumbrance rating]] page for more details..&lt;br /&gt;
&lt;br /&gt;
==AC Calculations==&lt;br /&gt;
If you're interested in the formulas the game uses to determine the actual AC contributions from a piece of armour, see the [[AC calculations]] page. Otherwise, here's the short version:&lt;br /&gt;
*A piece of armour's base AC is always the minimum you'll receive (assuming it's not negatively enchanted and/or you aren't [[Deformed]]).&lt;br /&gt;
*Improving your [[Armour (skill)|Armour skill]] increases the base AC an armour provides by about 4% per level.&lt;br /&gt;
*Enchanting armour directly adds to your total AC. This AC bonus is not affected by the Armour skill.&lt;br /&gt;
*The maximum enchantment possible on a piece of armour is its base AC (for body armour and barding); between 3 and 8 for shields, depending on the type; and 2 for everything else.&lt;br /&gt;
&lt;br /&gt;
==Guaranteed damage reduction==&lt;br /&gt;
Any piece of armour with a base AC greater than 2 provides you with [[guaranteed damage reduction]]. This is a percentage of damage received from all physical melee attacks that you are guaranteed to ignore. The higher the armour's base AC, the higher the percentage ignored (though it is limited by your total AC). See the article on GDR for more details.&lt;br /&gt;
&lt;br /&gt;
==Wear and remove times==&lt;br /&gt;
All types of armour, including [[shield]]s, require 5 turns to remove or equip. Note that if you are swapping one piece of armour for another, it will take 5 turns to remove the old armour and another 5 turns to equip the new one.&lt;br /&gt;
&lt;br /&gt;
==Tables of Armours==&lt;br /&gt;
===Body Armour===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%&amp;quot; border=1&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Armour&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Base AC&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Encumbrance rating&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | GDR&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Wearable&lt;br /&gt;
|-&lt;br /&gt;
|[[Robe]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 2&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Leather armour]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 4&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 14%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Ring mail]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 5&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 7&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 24%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Scale mail]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 6&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 10&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 28%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Chain mail]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 8&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 15&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 34%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Plate armour]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 10&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 18&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 39%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Crystal plate armour]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 14&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 23&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 48%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Animal skin]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 2&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Troll leather armour]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 4&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 4&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 19%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Steam dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 5&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 24%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 6&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 5&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 28%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Swamp dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 7&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 7&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 31%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Quicksilver dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 9&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 7&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 37%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Fire dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 8&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 11&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 34%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 9&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 11&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 37%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Pearl dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 10&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 11&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 39%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 10&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 15&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 39%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Storm dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 10&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 15&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 39%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Gold dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 12&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 23&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 44%&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:100%&amp;quot; border=1&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Shield&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | SH&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | EVP&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Wearable&lt;br /&gt;
|-&lt;br /&gt;
|[[Buckler]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Little–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Shield]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 8&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Big&lt;br /&gt;
|-&lt;br /&gt;
|[[Large shield]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 13&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 5&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Medium–Giant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Headgear===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:100%&amp;quot; border=1&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Headgear&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | AC&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Encumbrance rating&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Wearable&lt;br /&gt;
|-&lt;br /&gt;
|[[Helmet]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Hat]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%&amp;quot; border=1&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Armour&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | AC&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Encumbrance rating&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Wearable&lt;br /&gt;
|-&lt;br /&gt;
|[[Boots]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Cloak]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Scarf]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Gloves]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Centaur barding]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 4&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -6&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Centaur&lt;br /&gt;
|-&lt;br /&gt;
|[[Naga barding]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 4&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -6&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Naga&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Armour Ego==&lt;br /&gt;
Enchanted armour may have an [[ego]], which gives it additional properties.&lt;br /&gt;
&lt;br /&gt;
==Restrictions and Mutations==&lt;br /&gt;
*Beaks, horns, and antennae are incompatible with helmets. Hats are allowed.&lt;br /&gt;
**Horns 3 and Antennae 3 disallow all headgear, however.&lt;br /&gt;
*Hooves 3 and talons 3 are incompatible with boots.&lt;br /&gt;
*Claws and [[Blade Hands]] are incompatible with gloves.&lt;br /&gt;
**Blade Hands is in addition incompatible with all types of shields and weapons.&lt;br /&gt;
*[[Wisp Form]] is incompatible with all armour and jewellery.&lt;br /&gt;
*[[Bat Form]] and [[Pig Form]] are incompatible with all armour (you can only wear amulets).&lt;br /&gt;
*[[Spider Form]], [[Ice Form]], [[Hydra Form]], and [[Dragon Form]] are incompatible with all armour (you can only wear jewellery).&lt;br /&gt;
*[[Fungus Form]] is incompatible with all armour except headgear.&lt;br /&gt;
*[[Tree Form]] is incompatible with all armour except headgear and shields.&lt;br /&gt;
*[[Statue Form]] is incompatible with all armour except headgear, shields, and cloaks.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Scarves were added in [[0.20]].&lt;br /&gt;
&lt;br /&gt;
In [[0.19]], dragon armours were renamed in dragon scales, and all dragon and troll hides were removed. Instead, creatures that could have dropped hides dropped the corresponding armour instead.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.16]], light armour had no small spellcast success penalty; scale mail had an ER of 11 instead of 10.&lt;br /&gt;
&lt;br /&gt;
In [[0.15]], [[aum|item weight]] was removed from the game and removing/equipping armour was set to a flat 5 turns. Prior to that, doing so wasted AC+1 turns.&lt;br /&gt;
&lt;br /&gt;
In [[0.14]], all [[Racial equipment|racial armour types]] were removed. Gold dragon armour, crystal plate armour, and plate armour have had their encumbrance ratings reduced (27 -&amp;gt; 25, 24 -&amp;gt; 23, and 19 -&amp;gt; 18 respectively). Mottled dragon armour increased ER fom 4 to 5.&lt;br /&gt;
&lt;br /&gt;
In [[0.13]], the evasion penalty system was changed, and the base evasion penalty was renamed as the [[encumbrance rating]] and rescaled for all armours [https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:mutation:stats&amp;amp;#effect_of_strength_on_armour_evp]. Splint mails were removed and chain mails were increased to 8 AC.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], you could only train Armour while wearing equipment with an EV penalty of at least -1.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.6]], body armour was divided into Light Armour and Heavy Armour. The former would allow you to train dodging, while the latter trained Armour.&lt;br /&gt;
&lt;br /&gt;
[[Category:Armours]]&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Experience&amp;diff=45467</id>
		<title>Experience</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Experience&amp;diff=45467"/>
				<updated>2017-06-23T23:17:11Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: Update to 20, remove vague mention to felids losing skill exp on death (they only lose character levels).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
''This page is about the character trait. For the card, see the article [[Experience card]]. For the potion, see the article [[Potion of experience]].''&lt;br /&gt;
&lt;br /&gt;
[[Experience]] is a rating of how much your character has learned in their quest, particularly their ability to survive the [[Dungeon]]'s many hazards. For some [[species]], it is also a rating of your character's maturity. Like most video game RPGs, experience is measured in experience points (or XP) and awarded for defeating [[monster]]s, with more difficult monsters being worth more XP. &lt;br /&gt;
&lt;br /&gt;
In ''Crawl'', XP rewards your character in two ways: raising your experience level, and giving you skill experience.&lt;br /&gt;
&lt;br /&gt;
==Gaining Experience Points==&lt;br /&gt;
Each monster is assigned a value in experience points. Normally, you gain that many experience points when you defeat the monster. &lt;br /&gt;
&lt;br /&gt;
If you have an ally aiding you, however, the XP may be split between the two of you. If you do none of the work and allow the ally to kill the monster, you get a 50% share. If your ally does nothing and you kill a monster, you receive 100%. If you worked together to defeat the monster, the XP will be split to reflect the amount of damage you each dealt. Giving allies XP is a waste for summoned creatures which disappear or undead minions that can never be healed, but can result in very powerful allies for a priest of [[Beogh]].&lt;br /&gt;
&lt;br /&gt;
==Experience Level==&lt;br /&gt;
When you have gained enough XP, your character rises to the next experience level and receives various benefits. Leveling up increases the following:&lt;br /&gt;
*Total [[hit points]].&lt;br /&gt;
*Total [[magic points]].&lt;br /&gt;
*Total number of [[spell]]s that can be memorised.&lt;br /&gt;
*The maximum spell level that can be learned (no character can memorize a spell whose level is higher than their own).&lt;br /&gt;
*Stats. Every three levels, the character may add 1 point to their [[strength]], [[intelligence]], or [[dexterity]], as they choose. Most characters gain additional stat bonuses every few levels (which stats increase and how often depends on their [[species]]).&lt;br /&gt;
*Magic resistance. Characters gain points of magic resistance at each level, the number depending on their race.&lt;br /&gt;
*Characters of certain races will gain special abilities (see Maturity below).&lt;br /&gt;
&lt;br /&gt;
Every character starts at experience level 1 with no XP, reflecting a total lack of knowledge of the Dungeon. The maximum level is 27, but characters who have reached this can still use XP to improve their [[score|final score]] and their skills.&lt;br /&gt;
&lt;br /&gt;
Different species require proportionally more or less experience to gain experience levels, as shown in the [[Dungeon Crawl]] [[Stone Soup]] [[0.12.0]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Experience}}&lt;br /&gt;
&lt;br /&gt;
Note that a higher score translates into faster levelings; Humans, Halflings, Formicids and Kobolds level the fastest (with an experience aptitude of 1).&lt;br /&gt;
&lt;br /&gt;
===Experience Required===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;15%&amp;quot; | Level &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;25%&amp;quot; | XP&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;25%&amp;quot; | Diff.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;35%&amp;quot; | Increase in diff.&lt;br /&gt;
|-&lt;br /&gt;
| 1     ||      0   ||     0   ||    0&lt;br /&gt;
|-&lt;br /&gt;
| 2     ||     10   ||    10   ||   10&lt;br /&gt;
|-&lt;br /&gt;
| 3     ||     30   ||    20   ||   10&lt;br /&gt;
|-&lt;br /&gt;
| 4     ||     70   ||    40   ||   20&lt;br /&gt;
|-&lt;br /&gt;
| 5     ||    140   ||    70   ||   30&lt;br /&gt;
|-&lt;br /&gt;
| 6     ||    270   ||   130   ||   60&lt;br /&gt;
|-&lt;br /&gt;
| 7     ||    520   ||   250   ||  120&lt;br /&gt;
|-&lt;br /&gt;
| 8     ||   1010   ||   490   ||  240&lt;br /&gt;
|-&lt;br /&gt;
| 9     ||   1980   ||   970   ||  480&lt;br /&gt;
|-&lt;br /&gt;
| 10    ||   3910   ||  1930   ||  960&lt;br /&gt;
|-&lt;br /&gt;
| 11    ||   7760   ||  3850   || 1920&lt;br /&gt;
|-&lt;br /&gt;
| 12    ||  15450   ||  7690   || 3840&lt;br /&gt;
|-&lt;br /&gt;
| 13    ||  29000   || 13550   || 5860&lt;br /&gt;
|-&lt;br /&gt;
| 14    ||  48500   || 19500   || 5950&lt;br /&gt;
|-&lt;br /&gt;
| 15    ||  74000   || 25500   || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 16    || 105500   || 31500   || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 17    || 143000   || 37500   || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 18    || 186500   || 43500   || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 19    || 236000   || 49500   || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 20    || 291500   || 55500   || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 21    || 353000   || 61500   || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 22    || 420500   || 67500   || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 23    || 494000   || 73500   || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 24    || 573500   || 79500   || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 25    || 659000   || 85500   || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 26    || 750500   || 91500   || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 27    || 848000   || 97500   || 6000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These figures are multiplied by racial modifiers, above, which should be treated as percentages (i.e., human = 100%).&lt;br /&gt;
&lt;br /&gt;
==Maturity==&lt;br /&gt;
Certain species 'mature' as they gain experience, gaining special bonuses or abilities:&lt;br /&gt;
&lt;br /&gt;
*[[Draconian]]s begin as juveniles, and become adults at level 7. Some colors also gain further benefits at level 14. See the species page for more details.&lt;br /&gt;
*[[Naga]]s and [[Draconian]]s get tougher scales every 3 levels, increasing their AC.&lt;br /&gt;
*[[Felid]]s get thicker fur at levels 6 and 12, increasing their AC and giving them cold resistance (rC+) at level 12.&lt;br /&gt;
**[[Felid]]s also gain an extra life every three levels, but can hold no more than two at once. After losing one of those two, they can get one of the &amp;quot;overflow&amp;quot; lives upon gaining a level which would not otherwise have awarded an extra life. Note that each death also costs them an experience level.&lt;br /&gt;
*[[Demonspawn]] acquire more of their [[demonspawn mutations|demonic ancestry]] as they level up. This comes in the form of [[mutation]]s, and Demonspawn can acquire special mutations unavailable to other species.&lt;br /&gt;
*[[Tengu]] gain the ability to fly at level 5. At 15, they may fly continuously.&lt;br /&gt;
*[[Mummies]] gain a bonus to [[Necromancy]] [[spell power]] at levels 13 and 26 and the ability to restore themselves at level 13.&lt;br /&gt;
*[[Vampire]]s may transform into bats at level 3 and can create [[potions of blood]] from [[corpse]]s at level 6.&lt;br /&gt;
*[[Deep Dwarves]] upgrade their [[Good mutations#Passive Mapping|Passive Mapping]] ability to rank 2 at level 9 and rank 3 at level 18. They also gain life protection (rN+) at level 14.&lt;br /&gt;
&lt;br /&gt;
==Skill Experience==&lt;br /&gt;
On top of contributing to your character level, any XP gain also contributes to your skill levels. There are two methods available to control distribution: Standard or Manual. In standard mode, every time you gain experience, it is distributed between all the skills which you have used lately, with the most commonly used ones getting proportionally bigger shares. On top of that, you can set skills to &amp;quot;Disabled&amp;quot; (they receive no XP), &amp;quot;Enabled&amp;quot; (no change), or &amp;quot;Focused&amp;quot; (the skill gets a guaranteed share of the XP on top of what it receives through practice).&lt;br /&gt;
&lt;br /&gt;
Alternatively, there is Manual mode. Here, XP is divided into equal shares between all skills. Again, you can set skills to be Disabled for no growth or Focused for double ordinary growth.&lt;br /&gt;
&lt;br /&gt;
The maximum level for each skill is 27, but many skills suffer from diminishing returns, so it may not be worth raising your skill to its maximum allowable level.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
Prior to [[0.13]] [[draining]] reduced the player's experience level, and most high level monsters gave much more experience points when killed.&lt;br /&gt;
&lt;br /&gt;
In version [[0.9]], new skills (before they reached level 1) had to be actively used (casting a spell, hitting something, etc.) to start applying experience to it. Once the skill had reached 1.0, it could thenceforth be disabled or focused manually.&lt;br /&gt;
&lt;br /&gt;
In version [[0.8]] and earlier, skill experience was dumped into an &amp;quot;experience pool&amp;quot; until assigned to a skill. This was done in small increments by repeatedly performing actions relating to the skill. This led to the custom of &amp;quot;victory dancing&amp;quot; after fights to guarantee the XP went to the desired skill. Skills could be &amp;quot;disabled&amp;quot; to reduce their growth to 25% of normal.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]] [[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ogre&amp;diff=45466</id>
		<title>Ogre</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ogre&amp;diff=45466"/>
				<updated>2017-06-23T01:17:54Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: update to .20&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&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, [[hat]]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) and normal base [[magic points]].&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 [[hit points]] than average.&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 once trained, with access to both [[giant spiked club]]s and [[large rock]]s. They also make quite solid spellcasters, being fairly unique in that they are a large, +30% hit point race which is adept at learning magic. They learn all schools equally well, and with high spellcasting aptitude, can easily pick up many lower level spells, or train specific schools at only a very minor (-1) aptitude penalty.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Ogre}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
As of 0.20, Ogres have had their maces &amp;amp; flails aptitude lowered from +3 to -1, to encourage them to consider other weapon types rather than only giant clubs.  While giant weaponry still has the highest base damage of all melee weapons, it will take more training to get them to a usable level of accuracy and attack delay.  Consider other options such as polearms or unarmed - although it is likely that most ogres will still default to giant clubs.  &lt;br /&gt;
&lt;br /&gt;
Large rocks are likewise extremely deadly in the hands of a skilled Ogre, but will start out at 20 aut delay.  It requires 26 skill to throw a large rock at min delay (7 auts), or 20 skill to throw one in one turn (10 auts).  Their extremely high damage makes this very worthwhile, but keep an eye on how long it the action will take when you are around dangerous enemies.&lt;br /&gt;
&lt;br /&gt;
Ogres make excellent high durability casters - with only -1 in all spell schools and a strong spellcasting aptitude, they are now the best choice for a caster who wants to have very high health.  The ability to mix brute strength with adequate spellcasting is what sets them apart from trolls, who are generally somewhat better at purely physical builds.  &lt;br /&gt;
&lt;br /&gt;
===Strategy guides===&lt;br /&gt;
*[[Serfuzz's Ogre Hunter guide]]&lt;br /&gt;
*[[Davion Fuxa's Ogre guide]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.20]], ogres had +3 [[Maces &amp;amp; Flails]] aptitude, and were much worse with magic skills.  In 0.20 they were reworked to make their weapon choice less of a &amp;quot;no-brainer&amp;quot; and allow easier access to magic skills.&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;
*Prior to [[0.15]], ogres had [[Saprovore]] 1 and [[Fast Metabolism]].&lt;br /&gt;
*Prior to [[0.13]], ogre hunters and artificers began with a [[short sword]] instead of a [[club]].&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Module:Table_of_species&amp;diff=45465</id>
		<title>Module:Table of species</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Module:Table_of_species&amp;diff=45465"/>
				<updated>2017-06-23T01:16:55Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: update ogre aptitudes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local m = {}&lt;br /&gt;
m[&amp;quot;Human&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Hu&amp;quot;,&lt;br /&gt;
  Strength = 8,&lt;br /&gt;
  Dexterity = 8,&lt;br /&gt;
  Intelligence = 8,&lt;br /&gt;
  Stat = 4,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
    &amp;quot;Berserker&amp;quot;,&lt;br /&gt;
    &amp;quot;Conjurer&amp;quot;,&lt;br /&gt;
    &amp;quot;Necromancer&amp;quot;,&lt;br /&gt;
    &amp;quot;Fire Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Ice Elementalist&amp;quot;,&lt;br /&gt;
  },&lt;br /&gt;
  MR = 3,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = 1,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Armour&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = 0,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;High Elf&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;HE&amp;quot;,&lt;br /&gt;
  Strength = 7,&lt;br /&gt;
  Dexterity = 10,&lt;br /&gt;
  Intelligence = 11,&lt;br /&gt;
  Stat = 3,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
    &amp;quot;Hunter&amp;quot;,&lt;br /&gt;
    &amp;quot;Skald&amp;quot;,&lt;br /&gt;
    &amp;quot;Wizard&amp;quot;,&lt;br /&gt;
    &amp;quot;Conjurer&amp;quot;,&lt;br /&gt;
    &amp;quot;Fire Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Ice Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Air Elementalist&amp;quot;,&lt;br /&gt;
  },&lt;br /&gt;
  MR = 4,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = -1,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = 3,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Armour&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = 0,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Deep Elf&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;DE&amp;quot;,&lt;br /&gt;
  Strength = 5,&lt;br /&gt;
  Dexterity = 10,&lt;br /&gt;
  Intelligence = 12,&lt;br /&gt;
  Stat = 4,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
    &amp;quot;Wizard&amp;quot;,&lt;br /&gt;
    &amp;quot;Conjurer&amp;quot;,&lt;br /&gt;
    &amp;quot;Summoner&amp;quot;,&lt;br /&gt;
    &amp;quot;Necromancer&amp;quot;,&lt;br /&gt;
    &amp;quot;Fire Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Ice Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Air Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Earth Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Venom Mage&amp;quot;,&lt;br /&gt;
  },&lt;br /&gt;
  MR = 4,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = -1,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Armour&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 3,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = 3,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = 3,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = 4,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = 1,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Halfling&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Ha&amp;quot;,&lt;br /&gt;
  Strength = 8,&lt;br /&gt;
  Dexterity = 9,&lt;br /&gt;
  Intelligence = 7,&lt;br /&gt;
  Stat = 5,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
    &amp;quot;Fighter&amp;quot;,&lt;br /&gt;
    &amp;quot;Hunter&amp;quot;,&lt;br /&gt;
    &amp;quot;Assassin&amp;quot;,&lt;br /&gt;
    &amp;quot;Berserker&amp;quot;,&lt;br /&gt;
    &amp;quot;Enchanter&amp;quot;,&lt;br /&gt;
    &amp;quot;Air Elementalist&amp;quot;,&lt;br /&gt;
  },&lt;br /&gt;
  MR = 3,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = 1,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = 4,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Armour&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = -4,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = 0,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Hill Orc&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;HO&amp;quot;,&lt;br /&gt;
  Strength = 10,&lt;br /&gt;
  Dexterity = 6,&lt;br /&gt;
  Intelligence = 8,&lt;br /&gt;
  Stat = 5,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
    &amp;quot;Fighter&amp;quot;,&lt;br /&gt;
    &amp;quot;Gladiator&amp;quot;,&lt;br /&gt;
    &amp;quot;Berserker&amp;quot;,&lt;br /&gt;
    &amp;quot;Abyssal Knight&amp;quot;,&lt;br /&gt;
    &amp;quot;Necromancer&amp;quot;,&lt;br /&gt;
    &amp;quot;Fire Elementalist&amp;quot;,&lt;br /&gt;
  },&lt;br /&gt;
  MR = 3,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = 0,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = 3,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Armour&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 3,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = 0,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Kobold&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Ko&amp;quot;,&lt;br /&gt;
  Strength = 6,&lt;br /&gt;
  Dexterity = 11,&lt;br /&gt;
  Intelligence = 6,&lt;br /&gt;
  Stat = 5,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
    &amp;quot;Hunter&amp;quot;,&lt;br /&gt;
    &amp;quot;Assassin&amp;quot;,&lt;br /&gt;
    &amp;quot;Berserker&amp;quot;,&lt;br /&gt;
    &amp;quot;Arcane Marksman&amp;quot;,&lt;br /&gt;
    &amp;quot;Enchanter&amp;quot;,&lt;br /&gt;
    &amp;quot;Fire Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Ice Elementalist&amp;quot;,&lt;br /&gt;
  },&lt;br /&gt;
  MR = 3,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = 1,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = 3,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Armour&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 4,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = 2,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Mummy&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Mu&amp;quot;,&lt;br /&gt;
  Strength = 11,&lt;br /&gt;
  Dexterity = 7,&lt;br /&gt;
  Intelligence = 7,&lt;br /&gt;
  Stat = 5,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
    &amp;quot;Wizard&amp;quot;,&lt;br /&gt;
    &amp;quot;Conjurer&amp;quot;,&lt;br /&gt;
    &amp;quot;Necromancer&amp;quot;,&lt;br /&gt;
    &amp;quot;Ice Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Fire Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Summoner&amp;quot;,&lt;br /&gt;
  },&lt;br /&gt;
  MR = 5,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = -1,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Armour&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = -2,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Naga&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Na&amp;quot;,&lt;br /&gt;
  Strength = 10,&lt;br /&gt;
  Dexterity = 6,&lt;br /&gt;
  Intelligence = 8,&lt;br /&gt;
  Stat = 4,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
    &amp;quot;Berserker&amp;quot;,&lt;br /&gt;
    &amp;quot;Transmuter&amp;quot;,&lt;br /&gt;
    &amp;quot;Enchanter&amp;quot;,&lt;br /&gt;
    &amp;quot;Fire Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Ice Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Warper&amp;quot;,&lt;br /&gt;
    &amp;quot;Wizard&amp;quot;,&lt;br /&gt;
    &amp;quot;Venom Mage&amp;quot;,&lt;br /&gt;
  },&lt;br /&gt;
  MR = 5,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = 0,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Armour&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 5,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = 3,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = 0,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Ogre&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Og&amp;quot;,&lt;br /&gt;
  Strength = 12,&lt;br /&gt;
  Dexterity = 5,&lt;br /&gt;
  Intelligence = 7,&lt;br /&gt;
  Stat = 3,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
    &amp;quot;Hunter&amp;quot;,&lt;br /&gt;
    &amp;quot;Berserker&amp;quot;,&lt;br /&gt;
    &amp;quot;Arcane Marksman&amp;quot;,&lt;br /&gt;
    &amp;quot;Wizard&amp;quot;,&lt;br /&gt;
    &amp;quot;Fire Elementalist&amp;quot;,&lt;br /&gt;
  },&lt;br /&gt;
  MR = 4,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = 0,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = 3,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = 3,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = -4,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Armour&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = -2,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Troll&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Tr&amp;quot;,&lt;br /&gt;
  Strength = 15,&lt;br /&gt;
  Dexterity = 5,&lt;br /&gt;
  Intelligence = 4,&lt;br /&gt;
  Stat = 3,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
    &amp;quot;Fighter&amp;quot;,&lt;br /&gt;
    &amp;quot;Monk&amp;quot;,&lt;br /&gt;
    &amp;quot;Hunter&amp;quot;,&lt;br /&gt;
    &amp;quot;Berserker&amp;quot;,&lt;br /&gt;
    &amp;quot;Warper&amp;quot;,&lt;br /&gt;
    &amp;quot;Earth Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Wizard&amp;quot;,&lt;br /&gt;
  },&lt;br /&gt;
  MR = 3,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = -1,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = 3,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = -4,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = -4,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = -4,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Armour&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = -5,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = -5,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = -4,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = -4,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = -4,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = -3,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Red Draconian&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Dr&amp;quot;,&lt;br /&gt;
  Strength = 10,&lt;br /&gt;
  Dexterity = 6,&lt;br /&gt;
  Intelligence = 8,&lt;br /&gt;
  Stat = 4,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
  },&lt;br /&gt;
  MR = 3,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = -1,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = 0,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;White Draconian&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Dr&amp;quot;,&lt;br /&gt;
  Strength = 10,&lt;br /&gt;
  Dexterity = 6,&lt;br /&gt;
  Intelligence = 8,&lt;br /&gt;
  Stat = 4,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
  },&lt;br /&gt;
  MR = 3,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = -1,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = 0,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Green Draconian&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Dr&amp;quot;,&lt;br /&gt;
  Strength = 10,&lt;br /&gt;
  Dexterity = 6,&lt;br /&gt;
  Intelligence = 8,&lt;br /&gt;
  Stat = 4,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
  },&lt;br /&gt;
  MR = 3,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = -1,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = 0,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Yellow Draconian&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Dr&amp;quot;,&lt;br /&gt;
  Strength = 10,&lt;br /&gt;
  Dexterity = 6,&lt;br /&gt;
  Intelligence = 8,&lt;br /&gt;
  Stat = 4,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
  },&lt;br /&gt;
  MR = 3,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = -1,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = 0,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Grey Draconian&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Dr&amp;quot;,&lt;br /&gt;
  Strength = 10,&lt;br /&gt;
  Dexterity = 6,&lt;br /&gt;
  Intelligence = 8,&lt;br /&gt;
  Stat = 4,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
  },&lt;br /&gt;
  MR = 3,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = -1,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = 0,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Black Draconian&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Dr&amp;quot;,&lt;br /&gt;
  Strength = 10,&lt;br /&gt;
  Dexterity = 6,&lt;br /&gt;
  Intelligence = 8,&lt;br /&gt;
  Stat = 4,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
  },&lt;br /&gt;
  MR = 3,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = -1,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = 0,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Purple Draconian&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Dr&amp;quot;,&lt;br /&gt;
  Strength = 10,&lt;br /&gt;
  Dexterity = 6,&lt;br /&gt;
  Intelligence = 8,&lt;br /&gt;
  Stat = 4,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
  },&lt;br /&gt;
  MR = 6,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = -1,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = 1,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Mottled Draconian&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Dr&amp;quot;,&lt;br /&gt;
  Strength = 10,&lt;br /&gt;
  Dexterity = 6,&lt;br /&gt;
  Intelligence = 8,&lt;br /&gt;
  Stat = 4,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
  },&lt;br /&gt;
  MR = 3,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = -1,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = 0,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Pale Draconian&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Dr&amp;quot;,&lt;br /&gt;
  Strength = 10,&lt;br /&gt;
  Dexterity = 6,&lt;br /&gt;
  Intelligence = 8,&lt;br /&gt;
  Stat = 4,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
  },&lt;br /&gt;
  MR = 3,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = -1,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = 1,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Draconian&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Dr&amp;quot;,&lt;br /&gt;
  Strength = 10,&lt;br /&gt;
  Dexterity = 6,&lt;br /&gt;
  Intelligence = 8,&lt;br /&gt;
  Stat = 4,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
    &amp;quot;Berserker&amp;quot;,&lt;br /&gt;
    &amp;quot;Transmuter&amp;quot;,&lt;br /&gt;
    &amp;quot;Conjurer&amp;quot;,&lt;br /&gt;
    &amp;quot;Fire Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Ice Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Air Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Earth Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Venom Mage&amp;quot;,&lt;br /&gt;
  },&lt;br /&gt;
  MR = 3,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = -1,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = 0,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Centaur&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Ce&amp;quot;,&lt;br /&gt;
  Strength = 10,&lt;br /&gt;
  Dexterity = 4,&lt;br /&gt;
  Intelligence = 7,&lt;br /&gt;
  Stat = 4,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
    &amp;quot;Fighter&amp;quot;,&lt;br /&gt;
    &amp;quot;Gladiator&amp;quot;,&lt;br /&gt;
    &amp;quot;Hunter&amp;quot;,&lt;br /&gt;
    &amp;quot;Warper&amp;quot;,&lt;br /&gt;
    &amp;quot;Arcane Marksman&amp;quot;,&lt;br /&gt;
  },&lt;br /&gt;
  MR = 3,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = -1,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = 3,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Armour&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = -4,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = -1,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Demigod&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Dg&amp;quot;,&lt;br /&gt;
  Strength = 11,&lt;br /&gt;
  Dexterity = 11,&lt;br /&gt;
  Intelligence = 12,&lt;br /&gt;
  Stat = 28,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
    &amp;quot;Transmuter&amp;quot;,&lt;br /&gt;
    &amp;quot;Conjurer&amp;quot;,&lt;br /&gt;
    &amp;quot;Fire Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Ice Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Air Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Earth Elementalist&amp;quot;,&lt;br /&gt;
  },&lt;br /&gt;
  MR = 4,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = -2,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Armour&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = -1,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Spriggan&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Sp&amp;quot;,&lt;br /&gt;
  Strength = 4,&lt;br /&gt;
  Dexterity = 11,&lt;br /&gt;
  Intelligence = 9,&lt;br /&gt;
  Stat = 5,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
    &amp;quot;Assassin&amp;quot;,&lt;br /&gt;
    &amp;quot;Artificer&amp;quot;,&lt;br /&gt;
    &amp;quot;Abyssal Knight&amp;quot;,&lt;br /&gt;
    &amp;quot;Warper&amp;quot;,&lt;br /&gt;
    &amp;quot;Enchanter&amp;quot;,&lt;br /&gt;
    &amp;quot;Conjurer&amp;quot;,&lt;br /&gt;
    &amp;quot;Earth Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Venom Mage&amp;quot;,&lt;br /&gt;
  },&lt;br /&gt;
  MR = 7,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = -1,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Armour&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = 4,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 5,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = 4,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = 4,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = 3,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = 3,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Minotaur&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Mi&amp;quot;,&lt;br /&gt;
  Strength = 12,&lt;br /&gt;
  Dexterity = 5,&lt;br /&gt;
  Intelligence = 5,&lt;br /&gt;
  Stat = 4,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
    &amp;quot;Fighter&amp;quot;,&lt;br /&gt;
    &amp;quot;Gladiator&amp;quot;,&lt;br /&gt;
    &amp;quot;Monk&amp;quot;,&lt;br /&gt;
    &amp;quot;Hunter&amp;quot;,&lt;br /&gt;
    &amp;quot;Berserker&amp;quot;,&lt;br /&gt;
  },&lt;br /&gt;
  MR = 3,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = -1,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Armour&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = -4,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = -4,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = -4,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = -1,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Demonspawn&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Ds&amp;quot;,&lt;br /&gt;
  Strength = 8,&lt;br /&gt;
  Dexterity = 8,&lt;br /&gt;
  Intelligence = 9,&lt;br /&gt;
  Stat = 4,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
    &amp;quot;Gladiator&amp;quot;,&lt;br /&gt;
    &amp;quot;Berserker&amp;quot;,&lt;br /&gt;
    &amp;quot;Abyssal Knight&amp;quot;,&lt;br /&gt;
    &amp;quot;Wizard&amp;quot;,&lt;br /&gt;
    &amp;quot;Necromancer&amp;quot;,&lt;br /&gt;
    &amp;quot;Fire Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Ice Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Venom Mage&amp;quot;,&lt;br /&gt;
  },&lt;br /&gt;
  MR = 3,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = -1,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Armour&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 3,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = 0,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Ghoul&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Gh&amp;quot;,&lt;br /&gt;
  Strength = 11,&lt;br /&gt;
  Dexterity = 4,&lt;br /&gt;
  Intelligence = 3,&lt;br /&gt;
  Stat = 5,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
    &amp;quot;Warper&amp;quot;,&lt;br /&gt;
    &amp;quot;Gladiator&amp;quot;,&lt;br /&gt;
    &amp;quot;Monk&amp;quot;,&lt;br /&gt;
    &amp;quot;Necromancer&amp;quot;,&lt;br /&gt;
    &amp;quot;Ice Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Earth Elementalist&amp;quot;,&lt;br /&gt;
  },&lt;br /&gt;
  MR = 3,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = 0,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Armour&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = -1,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Tengu&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Te&amp;quot;,&lt;br /&gt;
  Strength = 8,&lt;br /&gt;
  Dexterity = 9,&lt;br /&gt;
  Intelligence = 8,&lt;br /&gt;
  Stat = 4,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
    &amp;quot;Berserker&amp;quot;,&lt;br /&gt;
    &amp;quot;Wizard&amp;quot;,&lt;br /&gt;
    &amp;quot;Conjurer&amp;quot;,&lt;br /&gt;
    &amp;quot;Summoner&amp;quot;,&lt;br /&gt;
    &amp;quot;Fire Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Air Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Venom Mage&amp;quot;,&lt;br /&gt;
  },&lt;br /&gt;
  MR = 3,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = 0,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Armour&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = 3,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = 3,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = 0,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Merfolk&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Mf&amp;quot;,&lt;br /&gt;
  Strength = 8,&lt;br /&gt;
  Dexterity = 9,&lt;br /&gt;
  Intelligence = 7,&lt;br /&gt;
  Stat = 5,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
    &amp;quot;Gladiator&amp;quot;,&lt;br /&gt;
    &amp;quot;Berserker&amp;quot;,&lt;br /&gt;
    &amp;quot;Skald&amp;quot;,&lt;br /&gt;
    &amp;quot;Transmuter&amp;quot;,&lt;br /&gt;
    &amp;quot;Summoner&amp;quot;,&lt;br /&gt;
    &amp;quot;Ice Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Venom Mage&amp;quot;,&lt;br /&gt;
  },&lt;br /&gt;
  MR = 3,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = 0,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = 4,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Armour&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = 3,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = 3,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = 0,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Vampire&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Vp&amp;quot;,&lt;br /&gt;
  Strength = 7,&lt;br /&gt;
  Dexterity = 9,&lt;br /&gt;
  Intelligence = 10,&lt;br /&gt;
  Stat = 5,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
    &amp;quot;Monk&amp;quot;,&lt;br /&gt;
    &amp;quot;Assassin&amp;quot;,&lt;br /&gt;
    &amp;quot;Enchanter&amp;quot;,&lt;br /&gt;
    &amp;quot;Earth Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Necromancer&amp;quot;,&lt;br /&gt;
    &amp;quot;Ice Elementalist&amp;quot;,&lt;br /&gt;
  },&lt;br /&gt;
  MR = 4,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = -1,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Armour&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 5,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = 4,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = -1,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Deep Dwarf&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;DD&amp;quot;,&lt;br /&gt;
  Strength = 11,&lt;br /&gt;
  Dexterity = 8,&lt;br /&gt;
  Intelligence = 8,&lt;br /&gt;
  Stat = 4,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
    &amp;quot;Fighter&amp;quot;,&lt;br /&gt;
    &amp;quot;Hunter&amp;quot;,&lt;br /&gt;
    &amp;quot;Berserker&amp;quot;,&lt;br /&gt;
    &amp;quot;Necromancer&amp;quot;,&lt;br /&gt;
    &amp;quot;Earth Elementalist&amp;quot;,&lt;br /&gt;
  },&lt;br /&gt;
  MR = 6,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = -1,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Armour&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 3,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = 3,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 3,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = 3,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Felid&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Fe&amp;quot;,&lt;br /&gt;
  Strength = 4,&lt;br /&gt;
  Dexterity = 11,&lt;br /&gt;
  Intelligence = 9,&lt;br /&gt;
  Stat = 5,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
    &amp;quot;Berserker&amp;quot;,&lt;br /&gt;
    &amp;quot;Enchanter&amp;quot;,&lt;br /&gt;
    &amp;quot;Transmuter&amp;quot;,&lt;br /&gt;
    &amp;quot;Ice Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Conjurer&amp;quot;,&lt;br /&gt;
    &amp;quot;Summoner&amp;quot;,&lt;br /&gt;
    &amp;quot;Air Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Venom Mage&amp;quot;,&lt;br /&gt;
  },&lt;br /&gt;
  MR = 6,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = -1,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = -4,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = 3,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 4,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = 4,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = 4,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = 1,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Octopode&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Op&amp;quot;,&lt;br /&gt;
  Strength = 7,&lt;br /&gt;
  Dexterity = 7,&lt;br /&gt;
  Intelligence = 10,&lt;br /&gt;
  Stat = 5,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
    &amp;quot;Transmuter&amp;quot;,&lt;br /&gt;
    &amp;quot;Wizard&amp;quot;,&lt;br /&gt;
    &amp;quot;Conjurer&amp;quot;,&lt;br /&gt;
    &amp;quot;Assassin&amp;quot;,&lt;br /&gt;
    &amp;quot;Fire Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Ice Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Earth Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Venom Mage&amp;quot;,&lt;br /&gt;
  },&lt;br /&gt;
  MR = 3,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = 0,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 4,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = 1,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Gargoyle&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Gr&amp;quot;,&lt;br /&gt;
  Strength = 11,&lt;br /&gt;
  Dexterity = 5,&lt;br /&gt;
  Intelligence = 8,&lt;br /&gt;
  Stat = 4,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
    &amp;quot;Fighter&amp;quot;,&lt;br /&gt;
    &amp;quot;Gladiator&amp;quot;,&lt;br /&gt;
    &amp;quot;Monk&amp;quot;,&lt;br /&gt;
    &amp;quot;Berserker&amp;quot;,&lt;br /&gt;
    &amp;quot;Fire Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Ice Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Earth Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Venom Mage&amp;quot;,&lt;br /&gt;
  },&lt;br /&gt;
  MR = 3,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = 0,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Armour&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = -1,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Formicid&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;Fo&amp;quot;,&lt;br /&gt;
  Strength = 12,&lt;br /&gt;
  Dexterity = 6,&lt;br /&gt;
  Intelligence = 7,&lt;br /&gt;
  Stat = 4,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
    &amp;quot;Fighter&amp;quot;,&lt;br /&gt;
    &amp;quot;Hunter&amp;quot;,&lt;br /&gt;
    &amp;quot;Abyssal Knight&amp;quot;,&lt;br /&gt;
    &amp;quot;Arcane Marksman&amp;quot;,&lt;br /&gt;
    &amp;quot;Earth Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Venom Mage&amp;quot;,&lt;br /&gt;
  },&lt;br /&gt;
  MR = 4,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = 1,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Armour&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 3,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = 3,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 2,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = 1,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
m[&amp;quot;Vine Stalker&amp;quot;] = {&lt;br /&gt;
  Abbrev = &amp;quot;VS&amp;quot;,&lt;br /&gt;
  Strength = 10,&lt;br /&gt;
  Dexterity = 9,&lt;br /&gt;
  Intelligence = 8,&lt;br /&gt;
  Stat = 4,&lt;br /&gt;
  Backgrounds = {&lt;br /&gt;
    &amp;quot;Monk&amp;quot;,&lt;br /&gt;
    &amp;quot;Assassin&amp;quot;,&lt;br /&gt;
    &amp;quot;Enchanter&amp;quot;,&lt;br /&gt;
    &amp;quot;Conjurer&amp;quot;,&lt;br /&gt;
    &amp;quot;Necromancer&amp;quot;,&lt;br /&gt;
    &amp;quot;Air Elementalist&amp;quot;,&lt;br /&gt;
    &amp;quot;Ice Elementalist&amp;quot;,&lt;br /&gt;
  },&lt;br /&gt;
  MR = 5,&lt;br /&gt;
  Aptitudes = {&lt;br /&gt;
    Experience = 0,&lt;br /&gt;
    [&amp;quot;Hit Points&amp;quot;] = -3,&lt;br /&gt;
    [&amp;quot;Magic Points&amp;quot;] = 1,&lt;br /&gt;
    [&amp;quot;Fighting&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Short Blades&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Long Blades&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Axes&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Maces &amp;amp; Flails&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Polearms&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Staves&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Slings&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Bows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Crossbows&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Throwing&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Armour&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Dodging&amp;quot;] = -2,&lt;br /&gt;
    [&amp;quot;Stealth&amp;quot;] = 3,&lt;br /&gt;
    [&amp;quot;Shields&amp;quot;] = -1,&lt;br /&gt;
    [&amp;quot;Unarmed Combat&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Spellcasting&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Conjurations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Hexes&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Charms&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Summonings&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Necromancy&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Translocations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Transmutations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Fire Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Ice Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Air Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Earth Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Poison Magic&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Invocations&amp;quot;] = 0,&lt;br /&gt;
    [&amp;quot;Evocations&amp;quot;] = -1,&lt;br /&gt;
  },&lt;br /&gt;
}&lt;br /&gt;
return m&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ogre&amp;diff=45464</id>
		<title>Ogre</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ogre&amp;diff=45464"/>
				<updated>2017-06-23T00:17:40Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&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, [[hat]]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) and normal base [[magic points]].&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 [[hit points]] than average.&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 once trained, with access to both [[giant spiked club]]s and [[large rock]]s. They also make quite solid spellcasters, being fairly unique in that they are a large, +30% hit point race which is adept at learning magic. They learn all schools equally well, and with high spellcasting aptitude, can easily pick up many lower level spells, or train specific schools at only a very minor (-1) aptitude penalty.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Ogre}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
As of 0.20, Ogres have had their maces &amp;amp; flails aptitude lowered from +3 to -1, to encourage them to consider other weapon types rather than only giant clubs.  While giant weaponry still has the highest base damage of all melee weapons, it will take more training to get them to a usable level of accuracy and attack delay.  Consider other options such as polearms or unarmed - although it is likely that most ogres will still default to giant clubs.  &lt;br /&gt;
&lt;br /&gt;
Large rocks are likewise extremely deadly in the hands of a skilled Ogre, but will start out at 20 aut delay.  It requires 26 skill to throw a large rock at min delay (7 auts), or 20 skill to throw one in one turn (10 auts).  Their extremely high damage makes this very worthwhile, but keep an eye on how long it the action will take when you are around dangerous enemies.&lt;br /&gt;
&lt;br /&gt;
Ogres make excellent high durability casters - with only -1 in all spell schools and a strong spellcasting aptitude, they are now the best choice for a caster who wants to have very high health.  The ability to mix brute strength with adequate spellcasting is what sets them apart from trolls, who are generally somewhat better at purely physical builds.  &lt;br /&gt;
&lt;br /&gt;
===Strategy guides===&lt;br /&gt;
*[[Serfuzz's Ogre Hunter guide]]&lt;br /&gt;
*[[Davion Fuxa's Ogre guide]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.20]], ogres had +3 [[Maces &amp;amp; Flails]] aptitude, and were much worse with magic skills.  In 0.20 they were reworked to make their weapon choice less of a &amp;quot;no-brainer&amp;quot; and allow easier access to magic skills.&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;
*Prior to [[0.15]], ogres had [[Saprovore]] 1 and [[Fast Metabolism]].&lt;br /&gt;
*Prior to [[0.13]], ogre hunters and artificers began with a [[short sword]] instead of a [[club]].&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ogre&amp;diff=45463</id>
		<title>Ogre</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ogre&amp;diff=45463"/>
				<updated>2017-06-23T00:14:53Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: /* Strategy */ Rewrite the strategy section to reflect new ogre aptitudes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&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, [[hat]]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) and normal base [[magic points]].&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 [[hit points]] than average.&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 once trained, with access to both [[giant spiked club]]s and [[large rock]]s. They also make quite solid spellcasters, being fairly unique in that they are a large, +30% hit point race which is adept at learning magic. They learn all schools equally well, and with high spellcasting aptitude, can easily pick up many lower level spells, or train specific schools at only a very minor (-1) aptitude penalty.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Ogre}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
As of 0.20, Ogres have had their maces &amp;amp; flails aptitude lowered from +3 to -1, to encourage them to consider other weapon types rather than only giant clubs.  While giant weaponry still has the highest base damage of all melee weapons, it will take more training to get them to a usable level of accuracy and attack delay.  Consider other options such as polearms or unarmed - although it is likely that most ogres will still default to giant clubs.  &lt;br /&gt;
&lt;br /&gt;
Large rocks are likewise extremely deadly in the hands of a skilled Ogre, but will start out at 20 aut delay.  It requires 26 skill to throw a large rock at min delay (7 auts), or 20 skill to throw one in one turn (10 auts).  Their extremely high damage makes this very worthwhile, but keep an eye on how long it the action will take when you are around dangerous enemies.&lt;br /&gt;
&lt;br /&gt;
Ogres make excellent high durability casters - with only -1 in all spell schools and a strong spellcasting aptitude, they are now the best choice for a caster who wants to have very high health.  The ability to mix brute strength with adequate spellcasting is what sets them apart from trolls, who are generally somewhat better at purely physical builds.  &lt;br /&gt;
&lt;br /&gt;
===Strategy guides===&lt;br /&gt;
*[[Serfuzz's Ogre Hunter guide]]&lt;br /&gt;
*[[Davion Fuxa's Ogre guide]]&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;
*Prior to [[0.15]], ogres had [[Saprovore]] 1 and [[Fast Metabolism]].&lt;br /&gt;
*Prior to [[0.13]], ogre hunters and artificers began with a [[short sword]] instead of a [[club]].&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ogre&amp;diff=45462</id>
		<title>Ogre</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ogre&amp;diff=45462"/>
				<updated>2017-06-23T00:06:27Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: /* Difficulty of Play */ Update play section to reflect their new aptitudes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&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, [[hat]]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) and normal base [[magic points]].&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 [[hit points]] than average.&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 once trained, with access to both [[giant spiked club]]s and [[large rock]]s. They also make quite solid spellcasters, being fairly unique in that they are a large, +30% hit point race which is adept at learning magic. They learn all schools equally well, and with high spellcasting aptitude, can easily pick up many lower level spells, or train specific schools at only a very minor (-1) aptitude penalty.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Ogre}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Playing an ogre can make it very tempting to wield the first [[giant club]] or [[giant spiked club]] you chance upon (likely stripped off another dead ogre). While doing so can dramatically increase your [[weapon damage]], it will often have the exact opposite effect on your [[attack speed]].&lt;br /&gt;
&lt;br /&gt;
Remember that the two are among the slowest [[Maces &amp;amp; Flails]] weapons in the game and require a Maces &amp;amp; Flails skill of 14 and 16, respectively, to achieve even an &amp;quot;average&amp;quot; attack speed (let alone the 20 and 22 for the fastest speed attainable). &lt;br /&gt;
&lt;br /&gt;
For much of the early game, your Maces &amp;amp; Flails skill will be considerable lower than this, and you may be better served wielding a lighter weapon with a less demanding skill requirement for speed, such as a [[flail]], [[mace]], or even a [[whip]] (preferably of the [[randart]] variety). &lt;br /&gt;
&lt;br /&gt;
You can check your attack speed using the '[[@]]' command or checking the item description, and wait until it reaches point where you are comfortable with the speed of a 'big' weapon. Be patient - keep in mind that Maces &amp;amp; Flails is the ogres most gifted [[aptitude]]; it won't take long to reach higher levels. You don't want to end up like the ogre you took it from!&lt;br /&gt;
&lt;br /&gt;
Also, bear in mind that [[large rocks]] are contrary to all the above; their hefty size has evidently no bearing upon the speed of [[throwing]] them. As an ogre, you are encouraged to collect and hurl them at foes as soon as you might acquire them.&lt;br /&gt;
&lt;br /&gt;
===Strategy guides===&lt;br /&gt;
*[[Serfuzz's Ogre Hunter guide]]&lt;br /&gt;
*[[Davion Fuxa's Ogre guide]]&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;
*Prior to [[0.15]], ogres had [[Saprovore]] 1 and [[Fast Metabolism]].&lt;br /&gt;
*Prior to [[0.13]], ogre hunters and artificers began with a [[short sword]] instead of a [[club]].&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Snake_Pit&amp;diff=45447</id>
		<title>Snake Pit</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Snake_Pit&amp;diff=45447"/>
				<updated>2017-06-17T01:45:21Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: bump version to 20&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|020}}&lt;br /&gt;
{{flavour|The corridors of the Snake Pit are home to all varieties of serpent, and are inhabited by a society of powerful nagas and salamanders.&lt;br /&gt;
&lt;br /&gt;
The Snake Pit is four levels deep and contains the serpentine rune. A dungeon features only one of the Snake Pit and Spider Nest branches. If the Snake Pit is present, the entrance is located between Lair:3 and Lair:6.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Snake entry.png]] The '''Snake Pit''' is one of the five [[branch]]es accessible through [[the Lair]]. Those who explore it are rewarded with the serpentine [[rune of Zot]], but must deal with the many [[list of snakes|snakes]], [[list of nagas|nagas, and salamanders]] that call these halls home. The Snake Pit and the [[Spider's Nest]] are mutually exclusive; if you come across the Snake Pit, the [[Spider's Nest]] will not generate in your current game.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
The Snake Pit is four floors deep and found between [[Lair]]:3-6. The entrance stairs are frequently guarded by a small group of [[naga (monster)|nagas]], usually in a distinct stone [[wall]]ed [[vault]].&lt;br /&gt;
&lt;br /&gt;
The Snake Pit's layout is very variable; floors can range from collections of small square rooms connected by [[door]]ed hallways to wide open areas, occasionally spotted with bodies of water. The [[wall]]s of the Snake Pits are made almost entirely out of rock, making [[wand of digging|digging]] easy. It most closely resembles a collection of generic floors from [[the Dungeon]], though it cannot host some of the more exotic Dungeon vaults and layouts. Like [[the Shoals]], this branch occasionally generates [[shop]]s, though this is by no means guaranteed.&lt;br /&gt;
&lt;br /&gt;
Snake:4 will always contain a stone-walled, heavily-guarded rune vault which is drastically different from the rest of the Snake Pits, but the specific design will vary from game to game. This vault will take up a large portion of Snake:4, but the rest of the floor will generally be made up of simple rooms and hallways.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
As with all rune branches, entering the Snake Pit when you first encounter it is not recommended; few characters will be ready for the many threats found within so early in the game. Survival here requires preparation for a fairly wide variety of damage types. First and foremost, all nagas and nearly all snakes will be capable of [[poison]]ing you, making poison resistance strongly recommended if you don't want to be constantly losing [[HP]] or burning through your [[potions of curing]]. The [[Cure Poison]] spell is certainly helpful, especially by escaping poisoning red status, but does nothing against direct poison damage, which a few monsters here are capable of dishing out. Strongly consider delaying entry until you've acquired a reliable source of this resistance. It's not technically required, but it makes things much easier.&lt;br /&gt;
&lt;br /&gt;
[[Fire]] and [[electricity]] resistance are also surprisingly helpful. The many salamanders you encounter are capable of dealing fire damage with their standard melee attacks, and some come with fiery ranged attacks as well. Keeping up at least rF+ at all times is recommended. Even worse are the [[shock serpent]]s. Left unchecked, these pests are deadlier than [[electric eel]]s at range, and are even worse when handled in melee, countering your melee attacks with unavoidable electricity damage. Although they aren't especially common, having a piece of rElec [[jewellery]] to swap in as needed is very useful.&lt;br /&gt;
&lt;br /&gt;
By far the most dangerous opponents you'll encounter here are the various naga bands wandering each floor. All are capable of hitting you with [[Spit Poison]] at range, and can [[constrict]] you in melee (making them extremely dangerous for low-AC characters to tangle with), but each type has its own unique strengths that must be taken into account. They also come with a wide variety of weapons, ranging from measly [[club]]s to heavy 2-handed [[polearms]]. Read up on their individual pages for strategies, and pay attention to the exact composition of the band you face before acting. Also, when encountering naga mages and greater nagas, feel free to let them [[haste]] themselves and then lure them away from their allies. It's much easier to take them out in waves than all at once.&lt;br /&gt;
&lt;br /&gt;
Beyond the nagas, salamander bands can be a serious threat if you lack fire resistance, and the various snakes, while easy individually except [[anaconda]]s, can complicate fights with other foes. When facing both snakes and nagas, take advantage of their speed difference to lure the snakes into battle somewhere safe while the nagas slowly catch up. This may not be an option when dealing with guardian serpents, however. When these opponents are present, expect enemies to be blinking into encircling melee range with you regularly.&lt;br /&gt;
&lt;br /&gt;
===Snake Pit:4===&lt;br /&gt;
The bottom floor of the Snake Pit will always contain a large, heavily-guarded rune vault. There are seven possibilities:&lt;br /&gt;
*'''Three Stairways''' (snake_hunt): One of the nastier rune vaults, this vault's entrance chamber is filled with a variety of nagas, including greater nagas and [[guardian serpent]]s, as well as three upward [[stairs|staircases]] and some known, permanent [[teleport trap]]s. Because of this, players often find themselves out in the open facing several dangerous enemies as soon as they enter the floor (though due to the fact that one of these staircases may be an escape hatch, there may also be a normal staircase leading to another part of the floor). After clearing this chamber, there are several narrow hallways and small chambers densely packed with further guards, with the rune located all the way in the back.&lt;br /&gt;
*'''Serpent's Egg''' (snake_pit): A large rectangular chamber with an oval stone chamber in the middle, open at the top. The entire chamber is heavily populated with nagas of all sorts, and the rune can be found resting against the inner wall of the &amp;quot;egg&amp;quot;.&lt;br /&gt;
*'''Caduceus''' (minmay_snake_end_coiled): This vault consists of a large rectangular block with a straight hallway running through the middle and a winding hallway weaving back and forth over the central. All along these paths, nagas of various sorts will be waiting. The winding hallway eventually ends in a narrow, heavily-guarded chamber containing the rune, as well as several [[greater naga]]s. This is by far the easiest rune vault, as almost any character can lure the guards out one or two at a time, eventually clearing their way to the end.&lt;br /&gt;
*'''Naga Fortress''' (snake_pit_salamanders_mu): The most elaborate of the Snake:4 vaults, this consists of a large trapezoidal stone structure taking up roughly half of the floor. Accessed from either the right or left corner of the structure, it consists of a series of hallways weaving back and forth over each other, eventually ending in the rune chamber. Each chamber contains a variety of nagas, and most also contain some lava with a few [[salamander mystic]]s or [[lindwurm]]s. However, the wide door to the final chamber instead hides anacondas and many other snakes, including [[shock serpent]]s. To avoid being immediately swarmed, disintegrate the door from a distance and take them out as they approach.&lt;br /&gt;
*'''Spirals''' (grunt_snake_rune_spirals): A large corridor with two spirals branching off in each direction, guarded by various nagas and some guardian serpents. There are no chokepoints or sharp corners, but if you're stealthy you can pick off one or two nagas at a time. One spiral will contain the rune and the other will contain an acquirement-level item (or occasionally a rune mimic!)&lt;br /&gt;
*'''Pools''' (grunt_snake_rune_pools): This vault is filled with pools and [[sea snake]]s. Open opening a wide door you will find a small chamber with various snakes and a few nagas. Beyond this is another chamber with more nagas and sea snakes, and the final, larger chamber which contains similar threats.&lt;br /&gt;
*'''Serpentine Throne''' (grunt_snake_rune_serpentine_throne): A well-guarded snaking corridor leads to a large throne room filled with nagas. The rune is at the very back.&lt;br /&gt;
Note that salamanders are uncommon in these vaults, with the exception of the fortress.&lt;br /&gt;
&lt;br /&gt;
===Useful Traits===&lt;br /&gt;
*High [[AC]] and [[EV]]&lt;br /&gt;
*[[Poison]] and [[fire]] resistance at all times, [[electricity]] resistance as needed&lt;br /&gt;
*[[Blink]] or [[teleport]] (to escape constriction easily)&lt;br /&gt;
*[[Teleport control]] (for safe escapes and stealing the rune)&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Water moccasin}} || {{monsterlink|Black mamba}} || {{monsterlink|Shock serpent}} || {{monsterlink|Anaconda}} || {{monsterlink|Mana viper}} || {{monsterlink|Guardian serpent}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Naga (monster)}} || {{monsterlink|Naga mage}} || {{monsterlink|Naga warrior}} || {{monsterlink|Naga sharpshooter}} || {{monsterlink|Naga ritualist}} || {{monsterlink|Greater naga}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Salamander}} || {{monsterlink|Salamander mystic}} || || &lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Electric eel}} || {{monsterlink|Sea snake}} || {{monsterlink|Lava snake}} ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Vashnia}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.19]], [[Salamander stormcaller]]s are no more.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.18]], there were [[Salamander firebrand]]s instead of [[Salamander stormcaller]]s patrolling the Snake Pit.&lt;br /&gt;
&lt;br /&gt;
In [[0.17]], the Snake Pit was reduced to four instead of five levels, just like the other Lair branches.&lt;br /&gt;
&lt;br /&gt;
In [[0.15]], [[ball python]]s and [[adder]]s were removed, though they still appear in the rest of the dungeon.&lt;br /&gt;
&lt;br /&gt;
The monster set for the Snake Pit was greatly expanded in [[0.14]], adding [[salamander]]s, [[salamander mystic]]s, [[naga sharpshooter]]s, [[naga ritualist]]s, [[shock serpent]]s, [[mana viper]]s, and [[Vashnia]]. [[Lamia]] was also removed.&lt;br /&gt;
&lt;br /&gt;
Lamia was first introduced to the Snake Pit in [[0.12]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], nagas were unable to constrict you, making the branch much safer for melee characters.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;br /&gt;
[[Category:Naga]]&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Snake_Pit&amp;diff=45446</id>
		<title>Snake Pit</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Snake_Pit&amp;diff=45446"/>
				<updated>2017-06-17T01:45:01Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: stormcallers have been removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{flavour|The corridors of the Snake Pit are home to all varieties of serpent, and are inhabited by a society of powerful nagas and salamanders.&lt;br /&gt;
&lt;br /&gt;
The Snake Pit is four levels deep and contains the serpentine rune. A dungeon features only one of the Snake Pit and Spider Nest branches. If the Snake Pit is present, the entrance is located between Lair:3 and Lair:6.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Snake entry.png]] The '''Snake Pit''' is one of the five [[branch]]es accessible through [[the Lair]]. Those who explore it are rewarded with the serpentine [[rune of Zot]], but must deal with the many [[list of snakes|snakes]], [[list of nagas|nagas, and salamanders]] that call these halls home. The Snake Pit and the [[Spider's Nest]] are mutually exclusive; if you come across the Snake Pit, the [[Spider's Nest]] will not generate in your current game.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
The Snake Pit is four floors deep and found between [[Lair]]:3-6. The entrance stairs are frequently guarded by a small group of [[naga (monster)|nagas]], usually in a distinct stone [[wall]]ed [[vault]].&lt;br /&gt;
&lt;br /&gt;
The Snake Pit's layout is very variable; floors can range from collections of small square rooms connected by [[door]]ed hallways to wide open areas, occasionally spotted with bodies of water. The [[wall]]s of the Snake Pits are made almost entirely out of rock, making [[wand of digging|digging]] easy. It most closely resembles a collection of generic floors from [[the Dungeon]], though it cannot host some of the more exotic Dungeon vaults and layouts. Like [[the Shoals]], this branch occasionally generates [[shop]]s, though this is by no means guaranteed.&lt;br /&gt;
&lt;br /&gt;
Snake:4 will always contain a stone-walled, heavily-guarded rune vault which is drastically different from the rest of the Snake Pits, but the specific design will vary from game to game. This vault will take up a large portion of Snake:4, but the rest of the floor will generally be made up of simple rooms and hallways.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
As with all rune branches, entering the Snake Pit when you first encounter it is not recommended; few characters will be ready for the many threats found within so early in the game. Survival here requires preparation for a fairly wide variety of damage types. First and foremost, all nagas and nearly all snakes will be capable of [[poison]]ing you, making poison resistance strongly recommended if you don't want to be constantly losing [[HP]] or burning through your [[potions of curing]]. The [[Cure Poison]] spell is certainly helpful, especially by escaping poisoning red status, but does nothing against direct poison damage, which a few monsters here are capable of dishing out. Strongly consider delaying entry until you've acquired a reliable source of this resistance. It's not technically required, but it makes things much easier.&lt;br /&gt;
&lt;br /&gt;
[[Fire]] and [[electricity]] resistance are also surprisingly helpful. The many salamanders you encounter are capable of dealing fire damage with their standard melee attacks, and some come with fiery ranged attacks as well. Keeping up at least rF+ at all times is recommended. Even worse are the [[shock serpent]]s. Left unchecked, these pests are deadlier than [[electric eel]]s at range, and are even worse when handled in melee, countering your melee attacks with unavoidable electricity damage. Although they aren't especially common, having a piece of rElec [[jewellery]] to swap in as needed is very useful.&lt;br /&gt;
&lt;br /&gt;
By far the most dangerous opponents you'll encounter here are the various naga bands wandering each floor. All are capable of hitting you with [[Spit Poison]] at range, and can [[constrict]] you in melee (making them extremely dangerous for low-AC characters to tangle with), but each type has its own unique strengths that must be taken into account. They also come with a wide variety of weapons, ranging from measly [[club]]s to heavy 2-handed [[polearms]]. Read up on their individual pages for strategies, and pay attention to the exact composition of the band you face before acting. Also, when encountering naga mages and greater nagas, feel free to let them [[haste]] themselves and then lure them away from their allies. It's much easier to take them out in waves than all at once.&lt;br /&gt;
&lt;br /&gt;
Beyond the nagas, salamander bands can be a serious threat if you lack fire resistance, and the various snakes, while easy individually except [[anaconda]]s, can complicate fights with other foes. When facing both snakes and nagas, take advantage of their speed difference to lure the snakes into battle somewhere safe while the nagas slowly catch up. This may not be an option when dealing with guardian serpents, however. When these opponents are present, expect enemies to be blinking into encircling melee range with you regularly.&lt;br /&gt;
&lt;br /&gt;
===Snake Pit:4===&lt;br /&gt;
The bottom floor of the Snake Pit will always contain a large, heavily-guarded rune vault. There are seven possibilities:&lt;br /&gt;
*'''Three Stairways''' (snake_hunt): One of the nastier rune vaults, this vault's entrance chamber is filled with a variety of nagas, including greater nagas and [[guardian serpent]]s, as well as three upward [[stairs|staircases]] and some known, permanent [[teleport trap]]s. Because of this, players often find themselves out in the open facing several dangerous enemies as soon as they enter the floor (though due to the fact that one of these staircases may be an escape hatch, there may also be a normal staircase leading to another part of the floor). After clearing this chamber, there are several narrow hallways and small chambers densely packed with further guards, with the rune located all the way in the back.&lt;br /&gt;
*'''Serpent's Egg''' (snake_pit): A large rectangular chamber with an oval stone chamber in the middle, open at the top. The entire chamber is heavily populated with nagas of all sorts, and the rune can be found resting against the inner wall of the &amp;quot;egg&amp;quot;.&lt;br /&gt;
*'''Caduceus''' (minmay_snake_end_coiled): This vault consists of a large rectangular block with a straight hallway running through the middle and a winding hallway weaving back and forth over the central. All along these paths, nagas of various sorts will be waiting. The winding hallway eventually ends in a narrow, heavily-guarded chamber containing the rune, as well as several [[greater naga]]s. This is by far the easiest rune vault, as almost any character can lure the guards out one or two at a time, eventually clearing their way to the end.&lt;br /&gt;
*'''Naga Fortress''' (snake_pit_salamanders_mu): The most elaborate of the Snake:4 vaults, this consists of a large trapezoidal stone structure taking up roughly half of the floor. Accessed from either the right or left corner of the structure, it consists of a series of hallways weaving back and forth over each other, eventually ending in the rune chamber. Each chamber contains a variety of nagas, and most also contain some lava with a few [[salamander mystic]]s or [[lindwurm]]s. However, the wide door to the final chamber instead hides anacondas and many other snakes, including [[shock serpent]]s. To avoid being immediately swarmed, disintegrate the door from a distance and take them out as they approach.&lt;br /&gt;
*'''Spirals''' (grunt_snake_rune_spirals): A large corridor with two spirals branching off in each direction, guarded by various nagas and some guardian serpents. There are no chokepoints or sharp corners, but if you're stealthy you can pick off one or two nagas at a time. One spiral will contain the rune and the other will contain an acquirement-level item (or occasionally a rune mimic!)&lt;br /&gt;
*'''Pools''' (grunt_snake_rune_pools): This vault is filled with pools and [[sea snake]]s. Open opening a wide door you will find a small chamber with various snakes and a few nagas. Beyond this is another chamber with more nagas and sea snakes, and the final, larger chamber which contains similar threats.&lt;br /&gt;
*'''Serpentine Throne''' (grunt_snake_rune_serpentine_throne): A well-guarded snaking corridor leads to a large throne room filled with nagas. The rune is at the very back.&lt;br /&gt;
Note that salamanders are uncommon in these vaults, with the exception of the fortress.&lt;br /&gt;
&lt;br /&gt;
===Useful Traits===&lt;br /&gt;
*High [[AC]] and [[EV]]&lt;br /&gt;
*[[Poison]] and [[fire]] resistance at all times, [[electricity]] resistance as needed&lt;br /&gt;
*[[Blink]] or [[teleport]] (to escape constriction easily)&lt;br /&gt;
*[[Teleport control]] (for safe escapes and stealing the rune)&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Water moccasin}} || {{monsterlink|Black mamba}} || {{monsterlink|Shock serpent}} || {{monsterlink|Anaconda}} || {{monsterlink|Mana viper}} || {{monsterlink|Guardian serpent}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Naga (monster)}} || {{monsterlink|Naga mage}} || {{monsterlink|Naga warrior}} || {{monsterlink|Naga sharpshooter}} || {{monsterlink|Naga ritualist}} || {{monsterlink|Greater naga}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Salamander}} || {{monsterlink|Salamander mystic}} || || &lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Electric eel}} || {{monsterlink|Sea snake}} || {{monsterlink|Lava snake}} ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Vashnia}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.19]], [[Salamander stormcaller]]s are no more.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.18]], there were [[Salamander firebrand]]s instead of [[Salamander stormcaller]]s patrolling the Snake Pit.&lt;br /&gt;
&lt;br /&gt;
In [[0.17]], the Snake Pit was reduced to four instead of five levels, just like the other Lair branches.&lt;br /&gt;
&lt;br /&gt;
In [[0.15]], [[ball python]]s and [[adder]]s were removed, though they still appear in the rest of the dungeon.&lt;br /&gt;
&lt;br /&gt;
The monster set for the Snake Pit was greatly expanded in [[0.14]], adding [[salamander]]s, [[salamander mystic]]s, [[naga sharpshooter]]s, [[naga ritualist]]s, [[shock serpent]]s, [[mana viper]]s, and [[Vashnia]]. [[Lamia]] was also removed.&lt;br /&gt;
&lt;br /&gt;
Lamia was first introduced to the Snake Pit in [[0.12]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], nagas were unable to constrict you, making the branch much safer for melee characters.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;br /&gt;
[[Category:Naga]]&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Elven_Halls&amp;diff=45445</id>
		<title>Elven Halls</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Elven_Halls&amp;diff=45445"/>
				<updated>2017-06-17T01:42:41Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: Remove elves that no longer spawn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|020}}&lt;br /&gt;
{{flavour|Whereas most elven folk would never move into a dark subterranean complex like this, the deep elves did. Their halls are filled with riches, but any passers-by should be aware of the legendary magical prowess of this species.&lt;br /&gt;
&lt;br /&gt;
The Elven Halls are three levels deep.}}&lt;br /&gt;
{{flavour|A wide stair down to the murky depths of the halls of the deep elves, skilled warriors with blades and bows, and fearsome sorcerers and magicians.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Elf entry.png]] The '''Elven Halls''' is a mid-to-late game [[branch]] whose entrance is located on the second floor of the [[Orcish Mines]]. It is home to the [[list of deep elves|deep elves]], a subterranean race that is frail but versed in all types of magic, as well as various dancing weapons, elementals, the occasional [[shapeshifter]], and a few of the orcs from the mines above. Although it has no [[rune]], the Halls occasionally house shops, and are littered with decent bows, blades, bucklers, and light armour. Elf:2 is made up partially of the [[Hall of Blades]], a chamber filled with deadly [[dancing weapon]]s with randomized [[brand]]s. The deepest floor, Elf:3, contains well-stocked and fiercely guarded treasure [[vault]]s.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
The Halls are one of the least variable branches, full of small rooms connected by narrow corridors, though wide open spaces may make up large portions of certain floors. The second floor will always have an area locked off by sealed [[door]]s which contains several [[dancing weapon]]s and a smattering of elves (including a [[deep elf blademaster]]). The value of this room lies in the chance of finding an excellent branded weapon - every dancing weapon carries a brand, and you are guaranteed to find two rare and powerful weapons ([[quickblade]]s, [[bardiche]]s, [[triple sword]]s, [[lajatang]]s, [[executioner's axe]]s, or [[eveningstar]]s, although which you'll encounter is impossible to know ahead of time). The third and final floor is guaranteed to have a very well guarded treasure vault taking up a significant amount of the map.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Although the entrance is located in an early branch, it is not advisable to enter the Elven Halls right away. Characters below level 15 should probably steer clear, although it is possible to explore the first few floors in relative safety if you bring the right preparations and flee when clearly outmatched. The Halls are filled with packs of dangerous ranged casters and archers, so be sure to avoid getting surrounded in an open area. Instead, lure them into the long hallways to prevent most of them from getting a clear shot at you, and use Bolt or Cloud spells to eradicate long lines of them all at once. Also be prepared for summoned [[demon]]s, [[smite]]-happy priests, and the possibility of being [[banish]]ed to [[the Abyss]].&lt;br /&gt;
&lt;br /&gt;
===Elf:2 - The Hall of Blades===&lt;br /&gt;
This rectangular chamber can be quite dangerous for the poorly prepared. It is very easy to identify: the entrance is a sealed two-tile [[door]], and there will be a handful of weak dancing weapons resting just outside of it. You'll find sleeping dancing weapons scattered throughout the place, with several clustered near the ends. If you're a character capable of [[stealth]]y [[stab]]bing, bring a source of [[invisibility]] and try to take them out that way; dancing weapons (as well as most deep elves) can't [[see invisible]], so you'll be able to safely dispose of most of them. Noisy melee brutes should proceed cautiously, luring weapons back to previously explored areas one at a time and taking them out in relative safety. Casters should attempt the same if possible, though without [[haste]] it will be difficult for most casters to avoid getting assaulted in melee as they retreat. If possible, avoid dealing elemental damage, and don't even attempt [[Hexes]]; the weapons are largely resistant to elemental damage and have infinite [[magic resistance]]. They can most easily be taken out with [[Earth Magic]] or pure [[Conjurations]] spells. Weapons with the [[draining]] brand can inflict huge amounts of draining if allowed to live for long, while weapons of distortion can easily send a player hurtling into [[the Abyss]], and the standard elemental branded weapons will make you regret forgetting your resistances; as such, it helps to come here with as wide a spectrum of resistances as you can muster.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Dancing weapon}}&lt;br /&gt;
&lt;br /&gt;
===Elf:3===&lt;br /&gt;
The last floor of the Elven Halls is especially dangerous, but its treasure vaults make it worth looting. Most of the floor should be similar to the floors above it, but the treasure vault itself will be filled with many extremely dangerous advanced deep elves, capable of hitting you with such devastating spells as [[Lehudib's Crystal Spear]], [[Summon Greater Demon]], and [[Damnation]]. The treasure vault is large enough that random [[teleportation]] is in no way a safe escape plan - there is a good chance you'll find yourself surrounded by very powerful hostiles, though if teleporting is your only hope of survival, it's a gamble worth taking.&lt;br /&gt;
&lt;br /&gt;
Always attempt to lure enemies out of the treasure vaults out one by one, and be ready to run (preferably while [[haste]]d) if too many elves notice you at once. Large scale [[Hexes]] can be useful for disabling large groups of elves, though most of the threatening varieties are likely to resist. [[Invisibility]] is also of limited use; the only dangerous ones which won't be able to see you are the archers and blademasters, though it also disables most lesser elves. The usually safe strategy of digging out a [[killhole]] and luring opponents in one at a time will not work well if any [[deep elf elementalist]]s are nearby, as they will turn the walls around you into [[earth elemental]]s.&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
*Round out your elemental resistances for at least [[fire]] and [[cold]]. [[Negative energy]] resistance will help out against the [[Bolts of Draining]], though these are somewhat less common.&lt;br /&gt;
*A good amount of [[magic resistance]]; around +++.. will help you resist [[banish]]ment quite frequently (&amp;gt;95%), and additional pips will make it nearly impossible.&lt;br /&gt;
*Good defenses, and lots of HP. Despite the shallow depth, the monsters in Elf:3 are just a notch under [[The Vaults|Vaults:5]] in terms of damage; [[smiting]], [[hellfire]], [[LCS]], [[Bolt spells|bolts of everything]], and major melee and ranged physical damage are all present. [[Repel Missiles|Repel]]/[[Deflect Missiles]] will be quite helpful here, though it won't help against greater demons or hellfire.&lt;br /&gt;
*A good way of killing elves fast. If you are a fighter type, with a good weapon and solid weapon skill, you'll probably kill them quickly enough so long as you don't take on too many high-tier elves at once. The level 6 [[Bolt of Fire]]/[[Bolt of Cold|Cold]] spells work well, as do [[Poisonous Cloud]] and [[Freezing Cloud]]. Corridors are plenty, so simply shout for attention, let a couple enemies see you, walk down the corridor, and fill the halls with your deadly mist of choice.&lt;br /&gt;
*The danger level in Elven Halls is volatile, and you should bring as many emergency items as you can. On Elf:3, a massive section of the map is filled with very deadly opponents, so [[scrolls of teleportation]] have a good chance landing you in danger, but [[scrolls of blinking]] remain effective. If you are not fully prepared to face the dangers there, do not enter; you can always come back later once you're a higher level.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
*{{monsterlink|Deep elf knight}}&lt;br /&gt;
*{{monsterlink|Deep elf archer}}&lt;br /&gt;
*{{monsterlink|Deep elf mage}}&lt;br /&gt;
*{{monsterlink|Orc knight}}&lt;br /&gt;
*{{monsterlink|Orc high priest}}&lt;br /&gt;
*{{monsterlink|Orc sorcerer}}&lt;br /&gt;
*{{monsterlink|Dancing weapon}}&lt;br /&gt;
*{{monsterlink|Earth elemental}}&lt;br /&gt;
*{{monsterlink|Fire elemental}}&lt;br /&gt;
*{{monsterlink|Water elemental}}&lt;br /&gt;
*{{monsterlink|Air elemental}}&lt;br /&gt;
&lt;br /&gt;
===Elf: 3===&lt;br /&gt;
These monsters are most commonly found in the vault of Elf:3, but can rarely generate elsewhere.&lt;br /&gt;
*{{monsterlink|Deep elf blademaster}}&lt;br /&gt;
*{{monsterlink|Deep elf master archer}}&lt;br /&gt;
*{{monsterlink|Deep elf annihilator}}&lt;br /&gt;
*{{monsterlink|Deep elf sorcerer}}&lt;br /&gt;
*{{monsterlink|Deep elf death mage}}&lt;br /&gt;
*{{monsterlink|Deep elf demonologist}}&lt;br /&gt;
*{{monsterlink|Deep elf high priest}}&lt;br /&gt;
*{{monsterlink|Deep elf elementalist}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], you could also find deep elf fighters, conjurers, summoners, and priests in the elven halls.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.18]], the Elven Halls didn't contain elementals or dancing weapons (other than the dancing weapons normally found in the Hall of Blades). &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], the final level of Elf prevented [[Teleport control]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], the [[Hall of Blades]] was a separate branch entirely, located in [[the Vaults]]. It was reintroduced in [[0.16]] as a section of Elf:2 as a compromise; the branch was popular with the player base, but served little purpose from a game design standpoint.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], lower-tier orcs would generate here, and high tier elves were almost never seen outside of the Elf:3 vault.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], the Elven Halls were 5 floors deep, not 3. Prior to [[0.8]], they were 7 levels deep.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], you could restore teleport control to Elf:5 by drinking all of the sparkling [[fountain]]s dry.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Branches]]&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Punk&amp;diff=45425</id>
		<title>Punk</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Punk&amp;diff=45425"/>
				<updated>2017-06-11T01:44:52Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: bump version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A sling made of weird green leather, oozing corrosive slime. Originally the weapon of a notorious mischief-maker and general scamp, it's since fallen into less savoury hands.}}&lt;br /&gt;
[[File:Urand punk.png]] '''''the +3 fustibalus &amp;quot;Punk&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
+3 [[fustibalus]]&lt;br /&gt;
&lt;br /&gt;
[[Acid]] brand&amp;lt;br&amp;gt;&lt;br /&gt;
[[Corrosion|rCorr]]&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
'''&amp;quot;Punk&amp;quot;''' has good damage output despite its low enchantment, since very few monsters resist the 2d4 acid damage and the [[corrosion]] effect will lower monster AC by 8 until it wears off (this does not stack). &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], Punk had not a unique 'acid' brand, but a freezing brand. &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], &amp;quot;Punk&amp;quot; was a +9, +12 [[sling]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Slings]]&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Item&amp;diff=45424</id>
		<title>Item</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Item&amp;diff=45424"/>
				<updated>2017-06-11T01:36:21Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: Removed items which were removed from crawl&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
&lt;br /&gt;
In the dungeon there are many different kinds of normal and magical '''items''' to be found and used. Some are good, others are bad. Some need to be [[Identification|identified]].&lt;br /&gt;
&lt;br /&gt;
==Basic item types==&lt;br /&gt;
*[[File:Long sword1.png]] [[Weapon]]s&lt;br /&gt;
*[[File:Arrow 1.png]] [[Missile]]&lt;br /&gt;
*[[File:Plate1.png]] [[Armour]]&lt;br /&gt;
*[[File:Meat ration.png]] [[Comestible]]s&lt;br /&gt;
*[[File:Scroll.png]] [[Scroll]]s&lt;br /&gt;
*[[File:Ring of slaying.png]] [[Jewellery]]&lt;br /&gt;
*[[File:Potion.png]] [[Potion]]s&lt;br /&gt;
*[[File:Magic staff 1.png]] [[Magical staff|Magical staves]]&lt;br /&gt;
*[[File:Crystal ball of energy.png]][[Evocable items]]&lt;br /&gt;
*[[File:Wand bone.png]][[Wand]]s&lt;br /&gt;
*[[File:Deck.png]] [[Decks]]&lt;br /&gt;
*[[file:Manual 1.png]] [[Manual]]s&lt;br /&gt;
*[[file:Spellbook.png]] [[Spell book]]s&lt;br /&gt;
&lt;br /&gt;
==Item classification==&lt;br /&gt;
&lt;br /&gt;
The colour of an item in inventory enhances the item's description as follows:&lt;br /&gt;
&lt;br /&gt;
* {{LightGrey|Grey}}: is otherwise unnotable&lt;br /&gt;
* {{DarkGrey|Dark Grey}}: is useless or unusable&lt;br /&gt;
* {{White|White}}: is an artefact&lt;br /&gt;
* {{Blue|Blue}}: has a(n) (un)confirmed ego&lt;br /&gt;
* {{Green|Green}}: has an unidentified enchantment, but no ego, and is also used for unbranded god gifts&lt;br /&gt;
* {{Red|Red}}: is cursed or harmful or discouraged by religion&lt;br /&gt;
* {{LightGreen|Bright Green}}: is uncursed and equipped; or is a poisonous chunk and you are not poison-resistant&lt;br /&gt;
* {{LightRed|Bright Red}}: is cursed and equipped; or is a rot-inducing item (chunk, potion of mutation for undead)&lt;br /&gt;
* {{Yellow|Yellow}}: can help escape from or survive emergencies (teleport, healing, etc.); or is a preferred food&lt;br /&gt;
* {{Cyan|Cyan}}: is rare and beneficial&lt;br /&gt;
* {{Magenta|Magenta}}: is dangerous to use but potentially useful&lt;br /&gt;
* {{LightMagenta|Light Magenta}}: is a Rune or the Orb of Zot&lt;br /&gt;
&lt;br /&gt;
These colours can be changed with the &amp;lt;tt&amp;gt;[https://github.com/guyht/crawl/blob/master/crawl-ref/docs/options_guide.txt menu_colour]&amp;lt;/tt&amp;gt; option.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Artefact]]&lt;br /&gt;
* [[Item generation]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vine_Stalker&amp;diff=45399</id>
		<title>Vine Stalker</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vine_Stalker&amp;diff=45399"/>
				<updated>2017-06-07T21:03:43Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: /* Strategy */ mention transmutations helping with low hp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Limber in shape, Vine Stalkers are anthropomorphic masses of thick vines. They possess a once-humanoid core, parasitized moments before death by the magical vines. Lacking any other discernible features, their faces are dominated by their disproportionate, vicious maw with which they disrupt and devour the magical energies of their foes.&lt;br /&gt;
&lt;br /&gt;
Magic courses freely through their bodies, and they can not only share any damage taken with their magical reserves, but in fact physically regenerate at an alarming rate. However these traits come at a price: the dual nature of their bodies makes them frail to the extreme and they cannot benefit from potions or wands to heal their wounds.&lt;br /&gt;
&lt;br /&gt;
Living examples of adaptation, Vine Stalkers level up quickly and lend well to an all-out offensive style; trusting their stealth to choose their prey and then their regenerating capabilities to power through the wounds they may sustain in battle. Many members of the species however, are seen wielding magic quite competently and then switching to a hybrid style when their reserves start to run low, thus replenishing their shroud of magic and their spells' fuel with each voracious bite.&lt;br /&gt;
&lt;br /&gt;
Their great offensive capabilities and intrinsic regeneration lead some Vine Stalkers to eschew more traditional defenses such as armour and dodging, although this proves fatally unwise often times when their judgement of their prey fails and they bite more than they can possibly chew.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*[[Fangs]] 2, improving to [[Fangs]] 3 at level 8.&lt;br /&gt;
**[[Antimagic]] bite: A Vine Stalker's [[auxiliary attack|bite]] disrupts enemy spellcasting capabilities as though it had the [[antimagic]] [[brand]] (but does not reduce your maximum MP capacity). Each bite also has a chance to restore some [[MP]] depending on how much damage was inflicted and your current MP percentage.&lt;br /&gt;
{{crawlquote|'''Damage done''': Fangs_level×2 + XL/3&amp;lt;br&amp;gt;'''Drained MP''': 1dDamage_done × (1.25 - MP/MaxMP)}}&lt;br /&gt;
*Vine Stalkers cannot restore HP with [[potion]]s or [[wand]]s. This does not prevent the [[status effect]] removal provided by [[potions of curing]].&lt;br /&gt;
*[[Spirit shield]]&lt;br /&gt;
*[[Rotting]] immunity&lt;br /&gt;
&lt;br /&gt;
Vine Stalkers have a base [[Strength]] of 10, [[Intelligence]] of 8 and [[Dexterity]] of 9 (before Background modifiers). They have +1 base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Fighter]], [[Assassin]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]]&lt;br /&gt;
*'''Warrior-mages:''' [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Conjurer]], [[Necromancer]], [[Ice Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] or [[dexterity]] every 4th level.&lt;br /&gt;
*-30% less [[HP]] than average.&lt;br /&gt;
*+5 [[magic resistance]] per level.&lt;br /&gt;
*Upgrade to [[Fangs]] 3 at level 8.&lt;br /&gt;
*Upgrade to [[Regeneration (mutation)|Regeneration]] 1 at level 4 and Regeneration 2 at level 12.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vine Stalkers receive the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Easy}}&lt;br /&gt;
&lt;br /&gt;
In spite of their reduced HP and inability to heal from potions or wands, the Vine Stalker's inherent [[spirit shield]] and excellent regeneration keeps them fairly durable for much of the mid- to late-game. Their high [[Stealth]] aptitude makes them formidable stabbers and, while their [[Intelligence]] is mediocre, their all-around average Magic aptitudes allow for a versatile hybrid build.&lt;br /&gt;
{{species_aptitudes|Vine Stalker}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
'''Vine stalkers''' are a surprisingly durable species. In spite of their [[spriggan]]-sized [[HP]] pools and unimpressive defensive skill [[aptitude]]s, their innate [[spirit shield]] intrinsic means that a portion of all incoming damage is redirected to their [[MP]]; the larger the character's MP pool, the more damage will be redirected to it. On top of that, they have better HP regeneration than [[troll]]s, and each time they bite in melee, there's a chance that they'll recover a chunk of MP as well. Coupled with their full access to all forms of armour, this gives them an excellent capacity both to avoid serious injury and to recover from it after the fact. Just be ready for the appearance of [[eyes of draining]], [[ghost moth]]s, or other threats to your MP - these threats will chew through your supernatural defenses with lightning speed, leaving you significantly less hardy than normal.&lt;br /&gt;
&lt;br /&gt;
In spite of their excellent regeneration, they are even less capable of immediate healing than [[mummies]], unable to benefit from [[potions of heal wounds]] or [[wands of heal wounds]], and only receiving the [[status effect]] recovery aspect of [[potions of curing]]. This weakness is felt most powerfully in the early game, when a potion of heal wounds can completely restore your HP, but is still a significant penalty in the late game. Even so, their vastly enhanced regen is an excellent replacement, and all other sources of [[healing]] still function as normal.&lt;br /&gt;
&lt;br /&gt;
Apart from a knack for [[Stealth]] and a general weakness in defensive skills, vine stalkers have no real aptitude issues, and can easily be built for any role, excelling perhaps as sneaky [[stab]]bers.&lt;br /&gt;
Their mediocre [[intelligence]] makes them less than optimal for dedicated casters; they do make good [[Transmuter]]s, though, as Blade Hands lets them keep their bonus bite attack and their only non-negative combat skill is Unarmed Combat.  Using a form with increased health is also an excellent way to get around their natural -30% hp aptitude; this generally means either statue or dragon form.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Vine Stalkers were added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Bullfrog&amp;diff=45243</id>
		<title>Bullfrog</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Bullfrog&amp;diff=45243"/>
				<updated>2017-05-17T23:15:15Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: s&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=Bullfrog&lt;br /&gt;
|glyph={{Green|F}}&lt;br /&gt;
|tile=[[File:Giant frog.png]]&lt;br /&gt;
|flags={{Cold blood flag}}&lt;br /&gt;
|resistances={{Drown resistance}}, {{Water resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=4&lt;br /&gt;
|meat={{Clean corpse}}&lt;br /&gt;
|xp=90&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=20&lt;br /&gt;
|hp_range=13-31&lt;br /&gt;
|avg_hp=22&lt;br /&gt;
|armour_class=0&lt;br /&gt;
|evasion=12&lt;br /&gt;
|habitat=Amphibious&lt;br /&gt;
|speed= 15 (swim: 60%)&lt;br /&gt;
|size={{Medium}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=9 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=4&lt;br /&gt;
|base_hp=3&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Reptile intelligence}}&lt;br /&gt;
|genus=Bullfrog&lt;br /&gt;
|species=Bullfrog&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A large and unusually aggressive amphibian that can cover distance rapidly by hopping.&lt;br /&gt;
----&lt;br /&gt;
“Hello, my baby&amp;lt;br&amp;gt;&lt;br /&gt;
Hello, my honey&amp;lt;br&amp;gt;&lt;br /&gt;
Hello, my ragtime gal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Send me a kiss by wire&amp;lt;br&amp;gt;&lt;br /&gt;
Baby, my hearts on fire&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you refuse me&amp;lt;br&amp;gt;&lt;br /&gt;
Honey, you’ll lose me&amp;lt;br&amp;gt;&lt;br /&gt;
Then you’ll be left alone&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Oh baby, telephone&amp;lt;br&amp;gt;&lt;br /&gt;
And tell me I’m your own.”&amp;lt;br&amp;gt;&lt;br /&gt;
-Ida Emerson and Joseph E. Howard, “Hello My Baby!”}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Bullfrogs''' are fast-moving [[list of reptiles and amphibians|amphibians]] that have meager offensive abilities, but which can be a threat to very low-level characters. They are usually found in the early-mid [[Dungeon]] and [[the Lair]], but can appear as [[out-of-depth]] foes very early. Also, a couple [[Sewers]] endings contain two bullfrogs.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
A bullfrog's speed makes escaping them difficult, particularly when they're encountered in water. If you know you can't outrun them to a [[stair]]case or [[door]] that you can close, spend your actions hitting them with [[throwing]] weapons or [[wand]]s. Simply running won't accomplish anything.&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Frilled_lizard&amp;diff=45242</id>
		<title>Frilled lizard</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Frilled_lizard&amp;diff=45242"/>
				<updated>2017-05-17T23:14:47Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=Frilled lizard&lt;br /&gt;
|glyph={{Green|l}}&lt;br /&gt;
|tile=[[File:Frilled_lizard.png]]&lt;br /&gt;
|flags={{Cold blood flag}}&lt;br /&gt;
|resistances={{Drown resistance}}, {{Water resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=1&lt;br /&gt;
|meat={{Clean corpse}}&lt;br /&gt;
|xp=1&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=0&lt;br /&gt;
|hp_range=1-3&lt;br /&gt;
|avg_hp=2&lt;br /&gt;
|armour_class=0&lt;br /&gt;
|evasion=15&lt;br /&gt;
|habitat=Amphibious&lt;br /&gt;
|speed= 10 (swim: 60%)&lt;br /&gt;
|size={{tiny}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=3 ({{Bite type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=1&lt;br /&gt;
|base_hp=1&lt;br /&gt;
|extra_hp=2&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Reptile intelligence}}&lt;br /&gt;
|genus=giant lizard&lt;br /&gt;
|species=Frilled lizard&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A tenacious little amphibian, several times the size of a normal newt, but still not very threatening.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful info==&lt;br /&gt;
&lt;br /&gt;
'''Frilled lizard''' are among the easiest opponents in the game. They have no resistances, barely any health, and an extremely weak attack.&lt;br /&gt;
&lt;br /&gt;
==Tips and tricks==&lt;br /&gt;
&lt;br /&gt;
None required.&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Frilled_lizard&amp;diff=45241</id>
		<title>Frilled lizard</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Frilled_lizard&amp;diff=45241"/>
				<updated>2017-05-17T23:14:09Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=Frilled lizard&lt;br /&gt;
|glyph={{Green|l}}&lt;br /&gt;
|tile=[[File:Giant_newt.png]]&lt;br /&gt;
|flags={{Cold blood flag}}&lt;br /&gt;
|resistances={{Drown resistance}}, {{Water resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=1&lt;br /&gt;
|meat={{Clean corpse}}&lt;br /&gt;
|xp=1&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=0&lt;br /&gt;
|hp_range=1-3&lt;br /&gt;
|avg_hp=2&lt;br /&gt;
|armour_class=0&lt;br /&gt;
|evasion=15&lt;br /&gt;
|habitat=Amphibious&lt;br /&gt;
|speed= 10 (swim: 60%)&lt;br /&gt;
|size={{tiny}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=3 ({{Bite type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=1&lt;br /&gt;
|base_hp=1&lt;br /&gt;
|extra_hp=2&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Reptile intelligence}}&lt;br /&gt;
|genus=giant lizard&lt;br /&gt;
|species=Frilled lizard&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A tenacious little amphibian, several times the size of a normal newt, but still not very threatening.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful info==&lt;br /&gt;
&lt;br /&gt;
'''Frilled lizard''' are among the easiest opponents in the game. They have no resistances, barely any health, and an extremely weak attack.&lt;br /&gt;
&lt;br /&gt;
==Tips and tricks==&lt;br /&gt;
&lt;br /&gt;
None required.&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Bullfrog&amp;diff=45240</id>
		<title>Bullfrog</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Bullfrog&amp;diff=45240"/>
				<updated>2017-05-17T23:13:09Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: bump version to 19&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=Bullfrog&lt;br /&gt;
|glyph={{Green|F}}&lt;br /&gt;
|tile=[[File:Giant frog.png]]&lt;br /&gt;
|flags={{Cold blood flag}}&lt;br /&gt;
|resistances={{Drown resistance}}, {{Water resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=4&lt;br /&gt;
|meat={{Clean corpse}}&lt;br /&gt;
|xp=90&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=20&lt;br /&gt;
|hp_range=13-31&lt;br /&gt;
|avg_hp=22&lt;br /&gt;
|armour_class=0&lt;br /&gt;
|evasion=12&lt;br /&gt;
|habitat=Amphibious&lt;br /&gt;
|speed= 15 (swim: 60%)&lt;br /&gt;
|size={{Medium}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=9 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=4&lt;br /&gt;
|base_hp=3&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Reptile intelligence}}&lt;br /&gt;
|genus=Bullfrog&lt;br /&gt;
|species=Bullfrog&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A large and unusually aggressive amphibian that can cover distance rapidly by hopping.&lt;br /&gt;
----&lt;br /&gt;
“Hello, my baby&amp;lt;br&amp;gt;&lt;br /&gt;
Hello, my honey&amp;lt;br&amp;gt;&lt;br /&gt;
Hello, my ragtime gal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Send me a kiss by wire&amp;lt;br&amp;gt;&lt;br /&gt;
Baby, my hearts on fire&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you refuse me&amp;lt;br&amp;gt;&lt;br /&gt;
Honey, you’ll lose me&amp;lt;br&amp;gt;&lt;br /&gt;
Then you’ll be left alone&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Oh baby, telephone&amp;lt;br&amp;gt;&lt;br /&gt;
And tell me I’m your own.”&amp;lt;br&amp;gt;&lt;br /&gt;
-Ida Emerson and Joseph E. Howard, “Hello My Baby!”}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Bullfrog''' are fast-moving [[list of reptiles and amphibians|amphibians]] that have meager offensive abilities, but which can be a threat to very low-level characters. They are usually found in the early-mid [[Dungeon]] and [[the Lair]], but can appear as [[out-of-depth]] foes very early. Also, a couple [[Sewers]] endings contain two bullfrogs.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
A bullfrog's speed makes escaping them difficult, particularly when they're encountered in water. If you know you can't outrun them to a [[stair]]case or [[door]] that you can close, spend your actions hitting them with [[throwing]] weapons or [[wand]]s. Simply running won't accomplish anything.&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Bullfrog&amp;diff=45239</id>
		<title>Bullfrog</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Bullfrog&amp;diff=45239"/>
				<updated>2017-05-17T23:12:50Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: rename monster&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=Bullfrog&lt;br /&gt;
|glyph={{Green|F}}&lt;br /&gt;
|tile=[[File:Giant frog.png]]&lt;br /&gt;
|flags={{Cold blood flag}}&lt;br /&gt;
|resistances={{Drown resistance}}, {{Water resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=4&lt;br /&gt;
|meat={{Clean corpse}}&lt;br /&gt;
|xp=90&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=20&lt;br /&gt;
|hp_range=13-31&lt;br /&gt;
|avg_hp=22&lt;br /&gt;
|armour_class=0&lt;br /&gt;
|evasion=12&lt;br /&gt;
|habitat=Amphibious&lt;br /&gt;
|speed= 15 (swim: 60%)&lt;br /&gt;
|size={{Medium}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=9 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=4&lt;br /&gt;
|base_hp=3&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Reptile intelligence}}&lt;br /&gt;
|genus=Bullfrog&lt;br /&gt;
|species=Bullfrog&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A large and unusually aggressive amphibian that can cover distance rapidly by hopping.&lt;br /&gt;
----&lt;br /&gt;
“Hello, my baby&amp;lt;br&amp;gt;&lt;br /&gt;
Hello, my honey&amp;lt;br&amp;gt;&lt;br /&gt;
Hello, my ragtime gal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Send me a kiss by wire&amp;lt;br&amp;gt;&lt;br /&gt;
Baby, my hearts on fire&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you refuse me&amp;lt;br&amp;gt;&lt;br /&gt;
Honey, you’ll lose me&amp;lt;br&amp;gt;&lt;br /&gt;
Then you’ll be left alone&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Oh baby, telephone&amp;lt;br&amp;gt;&lt;br /&gt;
And tell me I’m your own.”&amp;lt;br&amp;gt;&lt;br /&gt;
-Ida Emerson and Joseph E. Howard, “Hello My Baby!”}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Bullfrog''' are fast-moving [[list of reptiles and amphibians|amphibians]] that have meager offensive abilities, but which can be a threat to very low-level characters. They are usually found in the early-mid [[Dungeon]] and [[the Lair]], but can appear as [[out-of-depth]] foes very early. Also, a couple [[Sewers]] endings contain two bullfrogs.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
A bullfrog's speed makes escaping them difficult, particularly when they're encountered in water. If you know you can't outrun them to a [[stair]]case or [[door]] that you can close, spend your actions hitting them with [[throwing]] weapons or [[wand]]s. Simply running won't accomplish anything.&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Tyrant_leech&amp;diff=45235</id>
		<title>Tyrant leech</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Tyrant_leech&amp;diff=45235"/>
				<updated>2017-05-17T23:10:57Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: Tasonir moved page Tryant leech to Tyrant leech: evil typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
{{list of | worms}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Tyrant leeches''' are slow, [[evil]] worms that have an unwholesome [[vampiric]] bite, healing themselves when they damage you. They are generally only found in [[the Swamp]] or guarding its entrance.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*The easiest strategy is to simply [[kite]] them at range, especially given the fact that in melee, they hit fairly hard and can heal themselves.&lt;br /&gt;
*If you are unable to bleed, Tyrant leeches can't heal themselves. [[Mummies]], [[gargoyle]]s, and below-satiated [[vampire]]s are naturally unable to bleed, and the following [[Transmutations]] induce the same effect: [[Spider Form]], [[Ice Form]], [[Statue Form]] and [[Necromutation]].&lt;br /&gt;
*Remember that each level of [[life protection]] gives you a 33% chance of negating the healing effect of vampiric attacks. rN+++ makes it completely ineffective.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
They were previously known as giant leeches.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], Tyrant leeches were much weaker.&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Tyrant_leech&amp;diff=45237</id>
		<title>Talk:Tyrant leech</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Tyrant_leech&amp;diff=45237"/>
				<updated>2017-05-17T23:10:57Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: Tasonir moved page Talk:Tryant leech to Talk:Tyrant leech: evil typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 0.13 ==&lt;br /&gt;
The look of the Giant leech gets much more menacing in version [[0.13]]. The circle of teeth is apalling. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 21:45, 27 September 2013 (CEST)&lt;br /&gt;
:Yeah, it's nice to have some new tiles, even if they are frikkin' terrifying. The 0.12 kraken tile is another new, scary one. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 22:49, 27 September 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Tryant_leech&amp;diff=45238</id>
		<title>Talk:Tryant leech</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Tryant_leech&amp;diff=45238"/>
				<updated>2017-05-17T23:10:57Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: Tasonir moved page Talk:Tryant leech to Talk:Tyrant leech: evil typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Talk:Tyrant leech]]&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Tyrant_leech&amp;diff=45234</id>
		<title>Tyrant leech</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Tyrant_leech&amp;diff=45234"/>
				<updated>2017-05-17T23:10:17Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: rename monster&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
{{list of | worms}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Tyrant leeches''' are slow, [[evil]] worms that have an unwholesome [[vampiric]] bite, healing themselves when they damage you. They are generally only found in [[the Swamp]] or guarding its entrance.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*The easiest strategy is to simply [[kite]] them at range, especially given the fact that in melee, they hit fairly hard and can heal themselves.&lt;br /&gt;
*If you are unable to bleed, Tyrant leeches can't heal themselves. [[Mummies]], [[gargoyle]]s, and below-satiated [[vampire]]s are naturally unable to bleed, and the following [[Transmutations]] induce the same effect: [[Spider Form]], [[Ice Form]], [[Statue Form]] and [[Necromutation]].&lt;br /&gt;
*Remember that each level of [[life protection]] gives you a 33% chance of negating the healing effect of vampiric attacks. rN+++ makes it completely ineffective.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
They were previously known as giant leeches.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], Tyrant leeches were much weaker.&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Frilled_lizard&amp;diff=45233</id>
		<title>Frilled lizard</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Frilled_lizard&amp;diff=45233"/>
				<updated>2017-05-17T23:06:20Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=Frilled lizard&lt;br /&gt;
|glyph={{Green|l}}&lt;br /&gt;
|tile=[[File:Giant newt.png]]&lt;br /&gt;
|flags={{Cold blood flag}}&lt;br /&gt;
|resistances={{Drown resistance}}, {{Water resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=1&lt;br /&gt;
|meat={{Clean corpse}}&lt;br /&gt;
|xp=1&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=0&lt;br /&gt;
|hp_range=1-3&lt;br /&gt;
|avg_hp=2&lt;br /&gt;
|armour_class=0&lt;br /&gt;
|evasion=15&lt;br /&gt;
|habitat=Amphibious&lt;br /&gt;
|speed= 10 (swim: 60%)&lt;br /&gt;
|size={{tiny}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=3 ({{Bite type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=1&lt;br /&gt;
|base_hp=1&lt;br /&gt;
|extra_hp=2&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Reptile intelligence}}&lt;br /&gt;
|genus=giant lizard&lt;br /&gt;
|species=Frilled lizard&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A tenacious little amphibian, several times the size of a normal newt, but still not very threatening.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful info==&lt;br /&gt;
&lt;br /&gt;
'''Frilled lizard''' are among the easiest opponents in the game. They have no resistances, barely any health, and an extremely weak attack.&lt;br /&gt;
&lt;br /&gt;
==Tips and tricks==&lt;br /&gt;
&lt;br /&gt;
None required.&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Frilled_lizard&amp;diff=45232</id>
		<title>Frilled lizard</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Frilled_lizard&amp;diff=45232"/>
				<updated>2017-05-17T23:06:05Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=Frilled lizard&lt;br /&gt;
|glyph={{Green|l}}&lt;br /&gt;
|tile=[[File:giant newt.png]]&lt;br /&gt;
|flags={{Cold blood flag}}&lt;br /&gt;
|resistances={{Drown resistance}}, {{Water resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=1&lt;br /&gt;
|meat={{Clean corpse}}&lt;br /&gt;
|xp=1&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=0&lt;br /&gt;
|hp_range=1-3&lt;br /&gt;
|avg_hp=2&lt;br /&gt;
|armour_class=0&lt;br /&gt;
|evasion=15&lt;br /&gt;
|habitat=Amphibious&lt;br /&gt;
|speed= 10 (swim: 60%)&lt;br /&gt;
|size={{tiny}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=3 ({{Bite type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=1&lt;br /&gt;
|base_hp=1&lt;br /&gt;
|extra_hp=2&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Reptile intelligence}}&lt;br /&gt;
|genus=giant lizard&lt;br /&gt;
|species=Frilled lizard&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A tenacious little amphibian, several times the size of a normal newt, but still not very threatening.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful info==&lt;br /&gt;
&lt;br /&gt;
'''Frilled lizard''' are among the easiest opponents in the game. They have no resistances, barely any health, and an extremely weak attack.&lt;br /&gt;
&lt;br /&gt;
==Tips and tricks==&lt;br /&gt;
&lt;br /&gt;
None required.&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Swamp&amp;diff=45231</id>
		<title>The Swamp</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Swamp&amp;diff=45231"/>
				<updated>2017-05-17T23:05:41Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: /* Animals */ revert names since the script isn't updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{flavour|A swampy wasteland, complete with ooze, muck, flies and large slavering carnivorous monsters.&lt;br /&gt;
&lt;br /&gt;
The Swamp is four levels deep and contains the decaying rune. A dungeon features only two of the Snake Pit, Swamp, Shoals and Spider Nest branches. If the Swamp is present, the entrance is located between  Lair:2 and Lair:5.&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A stair to a swampy wasteland, complete with ooze, muck, flies and large slavering carnivorous monsters.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Swamp entry.png]] '''The Swamp''' is a side [[branch]] that contains the decaying [[rune of Zot]]. Four levels deep, it is home to all manner of small water creatures and swamp insects, as well as [[hydra]]s, [[dragon]]s, and [[worm]]s. Its entrance may be found in [[the Lair]] between Lair:3-6. The Swamp is one of two water-themed branches that may be generated in each game (the other is [[the Shoals]]).&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each floor is large and open with trees and plants providing the only cover. You'll find small islands of land amid large masses of [[shallow]] and [[deep water]]; if you spot any water disturbances, they are hiding monsters such as [[alligator]]s and [[swamp worm]]s.&lt;br /&gt;
&lt;br /&gt;
You can set trees on fire to create passages. The resulting forest fire will create immense amounts of steam and may go out of control, however!&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Due to [[Mephitic Cloud]]-breathing [[swamp drake]]s, [[electrical eel]]s, and the general watery nature of the Swamp, it's a bad idea to attempt this branch without [[poison resistance]]/[[Clarity]] and [[electricity resistance]]/[[Repel Missiles]]. In your [[confusion]], you can easily drown in deep water. You could also rely on a large supply of [[potions of curing]] or [[Elyvilon]]'s Purification ability to overcome the confusion, but these are costly. Consider having some means of [[flying]]; without it, the shallow water can fatally slow you down if you need to retreat.&lt;br /&gt;
&lt;br /&gt;
Players lacking poison resistance can acquire it in the Swamp itself. If you can find, kill, and butcher a [[swamp dragon]], you may get a [[swamp dragon hide]] which can be [[scroll of enchant armour|enchanted]] into a [[swamp dragon armour]]. Unfortunately, they are rare until Swamp:3 and getting there without resistance is somewhat risky.&lt;br /&gt;
&lt;br /&gt;
Edged weapon users will also need some alternative means of killing hydras. See the [[hydra]] article for an in-depth list of methods, or just find a [[flaming]] weapon (the [[Hall of Blades]] in [[Elven Halls]]:2 might have one, which has multiple threats of a different variety).&lt;br /&gt;
&lt;br /&gt;
==Swamp:4 Variations==&lt;br /&gt;
The decaying rune of Zot is in a monster-filled vault on Swamp:5. While it's always a good idea to clear the rest of the floor first, the exact nature and difficulty of this vault varies each game.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp&amp;quot;===&lt;br /&gt;
The classic &amp;quot;swamp&amp;quot; vault is an ovoid vault heavily defended by hydras, swamp dragons and swamp drakes. While otherwise unremarkable, the sheer number of foes you'll face upon reaching the vault can easily prove overwhelming. Keep the path back to the [[stairs]] clear, just in case.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Alternative&amp;quot;===&lt;br /&gt;
Introduced in [[0.1]], &amp;quot;swamp_alternative&amp;quot; adds one or two [[fire drake]]s to the mix, and bisects the vault with a [[lava]] pool. Because hydras have no ranged attacks and cannot fly, you can use the lava to divide the defenders and kill them from afar. This is probably the easiest Swamp ending.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Fiery&amp;quot;===&lt;br /&gt;
Introduced in [[0.6]], &amp;quot;swamp_fiery&amp;quot; is full of [[dragon]]s, [[mottled dragon]]s, fire drakes, hydras, [[steam dragon]]s, and [[lindwurm]]s. Flame [[cloud]]s occur here naturally. [[Fire resistance]] obviously helps.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Icy&amp;quot;===&lt;br /&gt;
Introduced in 0.6, &amp;quot;swamp_icy&amp;quot; is full of [[simulacrum|simulacra]], [[azure jellies]], and 2-3 [[ice dragon]]s. The simulacra make this the most dangerous Swamp ending, as they get a large HD-based cold damage bonus to their attacks. Hydra simulacra are particularly deadly; treat them with extreme caution and kill them from afar. If you are a spellcaster then [[Fire Magic]] or [[Dispel Undead]] works wonders. The rune room will generate freezing [[cloud]]s constantly, so [[cold resistance]] is a must; [[Ice Form]] is great here.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Pestilence&amp;quot;===&lt;br /&gt;
Introduced in [[0.5]], &amp;quot;swamp_pestilence&amp;quot; is full of [[zombie]]s, [[spectral]] swamp dragons and hydras, [[phantom]]s, and a [[bone dragon]]. Clouds of [[miasma]] occur here naturally. The dragon is quite dangerous, and the miasma clouds will [[rot]] and [[slow]] you. Finally, the vault may contain an [[oklob plant]] placed to greet players as they stagger out of the miasma. Dispel Undead can cut through everything but the oklob, but try to get in and out as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Old_School&amp;quot;===&lt;br /&gt;
Introduced in 0.6, &amp;quot;swamp_old_school&amp;quot; resembles the old (0.5 and older) Swamp layouts and contains the usual mix of swamp dragons, drakes, and hydras. What sets this vault apart is [[the Lernaean hydra]] hiding in one of its niches.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Vile&amp;quot;===&lt;br /&gt;
Introduced in 0.10, &amp;quot;swamp_vile&amp;quot; is an abandoned, flooded temple, occupied by demons and beasts. It may contain unusual monsters like [[green death]]s, [[death ooze]]s, or even a [[tentacled monstrosity]].&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;grunt_swamp_rune_castle&amp;quot;===&lt;br /&gt;
Introduced in 0.12, &amp;quot;grunt_swamp_rune_castle&amp;quot; is a square-shaped vault with four inner rooms. One of them contains [[the Lernaean hydra]].&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
===Animals===&lt;br /&gt;
{{monsterlink|Water moccasin}}&lt;br /&gt;
{{monsterlink|Alligator}}&lt;br /&gt;
{{monsterlink|Komodo dragon}}&lt;br /&gt;
{{monsterlink|Giant newt}}&lt;br /&gt;
{{monsterlink|Giant frog}}&lt;br /&gt;
{{monsterlink|Spiny frog}}&lt;br /&gt;
{{monsterlink|Blink frog}}&lt;br /&gt;
{{monsterlink|Swamp drake}}&lt;br /&gt;
{{monsterlink|Swamp dragon}}&lt;br /&gt;
{{monsterlink|Hydra}}&lt;br /&gt;
{{monsterlink|Electric eel}}&lt;br /&gt;
{{monsterlink|Hornet}}&lt;br /&gt;
{{monsterlink|Swamp worm}}&lt;br /&gt;
{{monsterlink|Giant leech}}&lt;br /&gt;
{{monsterlink|Ghost crab}}&lt;br /&gt;
&lt;br /&gt;
===Plants===&lt;br /&gt;
{{monsterlink|Thorn hunter}}&lt;br /&gt;
{{monsterlink|Shambling mangrove}}&lt;br /&gt;
&lt;br /&gt;
===Undead===&lt;br /&gt;
{{monsterlink|Phantom}}&lt;br /&gt;
{{monsterlink|Hungry ghost}}&lt;br /&gt;
{{monsterlink|Bog body}}&lt;br /&gt;
{{monsterlink|Vampire mosquito}}&lt;br /&gt;
{{monsterlink|Wraith}}&lt;br /&gt;
{{monsterlink|Shadow}}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{{monsterlink|Spriggan druid}}&lt;br /&gt;
{{monsterlink|Spriggan rider}}&lt;br /&gt;
{{monsterlink|Spriggan (monster)}}&lt;br /&gt;
{{monsterlink|Slime creature}}&lt;br /&gt;
{{monsterlink|Insubstantial wisp}}&lt;br /&gt;
{{monsterlink|Ugly thing}}&lt;br /&gt;
{{monsterlink|Very ugly thing}}&lt;br /&gt;
{{monsterlink|Tentacled monstrosity}}&lt;br /&gt;
&lt;br /&gt;
===Uniques===&lt;br /&gt;
{{monsterlink|The Lernaean hydra}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], the Swamp was inhabited by [[wasp]]s&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], the Swamp also had [[Raven]] as monster.&lt;br /&gt;
&lt;br /&gt;
In [[0.11]], the Swamp was given an improved layout, with smaller and more compact levels, and more trees. It is also less misty than before.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Swamp&amp;diff=45230</id>
		<title>The Swamp</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Swamp&amp;diff=45230"/>
				<updated>2017-05-17T23:04:56Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: /* Animals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{flavour|A swampy wasteland, complete with ooze, muck, flies and large slavering carnivorous monsters.&lt;br /&gt;
&lt;br /&gt;
The Swamp is four levels deep and contains the decaying rune. A dungeon features only two of the Snake Pit, Swamp, Shoals and Spider Nest branches. If the Swamp is present, the entrance is located between  Lair:2 and Lair:5.&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A stair to a swampy wasteland, complete with ooze, muck, flies and large slavering carnivorous monsters.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Swamp entry.png]] '''The Swamp''' is a side [[branch]] that contains the decaying [[rune of Zot]]. Four levels deep, it is home to all manner of small water creatures and swamp insects, as well as [[hydra]]s, [[dragon]]s, and [[worm]]s. Its entrance may be found in [[the Lair]] between Lair:3-6. The Swamp is one of two water-themed branches that may be generated in each game (the other is [[the Shoals]]).&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each floor is large and open with trees and plants providing the only cover. You'll find small islands of land amid large masses of [[shallow]] and [[deep water]]; if you spot any water disturbances, they are hiding monsters such as [[alligator]]s and [[swamp worm]]s.&lt;br /&gt;
&lt;br /&gt;
You can set trees on fire to create passages. The resulting forest fire will create immense amounts of steam and may go out of control, however!&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Due to [[Mephitic Cloud]]-breathing [[swamp drake]]s, [[electrical eel]]s, and the general watery nature of the Swamp, it's a bad idea to attempt this branch without [[poison resistance]]/[[Clarity]] and [[electricity resistance]]/[[Repel Missiles]]. In your [[confusion]], you can easily drown in deep water. You could also rely on a large supply of [[potions of curing]] or [[Elyvilon]]'s Purification ability to overcome the confusion, but these are costly. Consider having some means of [[flying]]; without it, the shallow water can fatally slow you down if you need to retreat.&lt;br /&gt;
&lt;br /&gt;
Players lacking poison resistance can acquire it in the Swamp itself. If you can find, kill, and butcher a [[swamp dragon]], you may get a [[swamp dragon hide]] which can be [[scroll of enchant armour|enchanted]] into a [[swamp dragon armour]]. Unfortunately, they are rare until Swamp:3 and getting there without resistance is somewhat risky.&lt;br /&gt;
&lt;br /&gt;
Edged weapon users will also need some alternative means of killing hydras. See the [[hydra]] article for an in-depth list of methods, or just find a [[flaming]] weapon (the [[Hall of Blades]] in [[Elven Halls]]:2 might have one, which has multiple threats of a different variety).&lt;br /&gt;
&lt;br /&gt;
==Swamp:4 Variations==&lt;br /&gt;
The decaying rune of Zot is in a monster-filled vault on Swamp:5. While it's always a good idea to clear the rest of the floor first, the exact nature and difficulty of this vault varies each game.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp&amp;quot;===&lt;br /&gt;
The classic &amp;quot;swamp&amp;quot; vault is an ovoid vault heavily defended by hydras, swamp dragons and swamp drakes. While otherwise unremarkable, the sheer number of foes you'll face upon reaching the vault can easily prove overwhelming. Keep the path back to the [[stairs]] clear, just in case.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Alternative&amp;quot;===&lt;br /&gt;
Introduced in [[0.1]], &amp;quot;swamp_alternative&amp;quot; adds one or two [[fire drake]]s to the mix, and bisects the vault with a [[lava]] pool. Because hydras have no ranged attacks and cannot fly, you can use the lava to divide the defenders and kill them from afar. This is probably the easiest Swamp ending.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Fiery&amp;quot;===&lt;br /&gt;
Introduced in [[0.6]], &amp;quot;swamp_fiery&amp;quot; is full of [[dragon]]s, [[mottled dragon]]s, fire drakes, hydras, [[steam dragon]]s, and [[lindwurm]]s. Flame [[cloud]]s occur here naturally. [[Fire resistance]] obviously helps.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Icy&amp;quot;===&lt;br /&gt;
Introduced in 0.6, &amp;quot;swamp_icy&amp;quot; is full of [[simulacrum|simulacra]], [[azure jellies]], and 2-3 [[ice dragon]]s. The simulacra make this the most dangerous Swamp ending, as they get a large HD-based cold damage bonus to their attacks. Hydra simulacra are particularly deadly; treat them with extreme caution and kill them from afar. If you are a spellcaster then [[Fire Magic]] or [[Dispel Undead]] works wonders. The rune room will generate freezing [[cloud]]s constantly, so [[cold resistance]] is a must; [[Ice Form]] is great here.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Pestilence&amp;quot;===&lt;br /&gt;
Introduced in [[0.5]], &amp;quot;swamp_pestilence&amp;quot; is full of [[zombie]]s, [[spectral]] swamp dragons and hydras, [[phantom]]s, and a [[bone dragon]]. Clouds of [[miasma]] occur here naturally. The dragon is quite dangerous, and the miasma clouds will [[rot]] and [[slow]] you. Finally, the vault may contain an [[oklob plant]] placed to greet players as they stagger out of the miasma. Dispel Undead can cut through everything but the oklob, but try to get in and out as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Old_School&amp;quot;===&lt;br /&gt;
Introduced in 0.6, &amp;quot;swamp_old_school&amp;quot; resembles the old (0.5 and older) Swamp layouts and contains the usual mix of swamp dragons, drakes, and hydras. What sets this vault apart is [[the Lernaean hydra]] hiding in one of its niches.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Vile&amp;quot;===&lt;br /&gt;
Introduced in 0.10, &amp;quot;swamp_vile&amp;quot; is an abandoned, flooded temple, occupied by demons and beasts. It may contain unusual monsters like [[green death]]s, [[death ooze]]s, or even a [[tentacled monstrosity]].&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;grunt_swamp_rune_castle&amp;quot;===&lt;br /&gt;
Introduced in 0.12, &amp;quot;grunt_swamp_rune_castle&amp;quot; is a square-shaped vault with four inner rooms. One of them contains [[the Lernaean hydra]].&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
===Animals===&lt;br /&gt;
{{monsterlink|Water moccasin}}&lt;br /&gt;
{{monsterlink|Alligator}}&lt;br /&gt;
{{monsterlink|Komodo dragon}}&lt;br /&gt;
{{monsterlink|Frilled lizard}}&lt;br /&gt;
{{monsterlink|Giant frog}}&lt;br /&gt;
{{monsterlink|Spiny frog}}&lt;br /&gt;
{{monsterlink|Blink frog}}&lt;br /&gt;
{{monsterlink|Swamp drake}}&lt;br /&gt;
{{monsterlink|Swamp dragon}}&lt;br /&gt;
{{monsterlink|Hydra}}&lt;br /&gt;
{{monsterlink|Electric eel}}&lt;br /&gt;
{{monsterlink|Hornet}}&lt;br /&gt;
{{monsterlink|Swamp worm}}&lt;br /&gt;
{{monsterlink|Tyrant leech}}&lt;br /&gt;
{{monsterlink|Ghost crab}}&lt;br /&gt;
&lt;br /&gt;
===Plants===&lt;br /&gt;
{{monsterlink|Thorn hunter}}&lt;br /&gt;
{{monsterlink|Shambling mangrove}}&lt;br /&gt;
&lt;br /&gt;
===Undead===&lt;br /&gt;
{{monsterlink|Phantom}}&lt;br /&gt;
{{monsterlink|Hungry ghost}}&lt;br /&gt;
{{monsterlink|Bog body}}&lt;br /&gt;
{{monsterlink|Vampire mosquito}}&lt;br /&gt;
{{monsterlink|Wraith}}&lt;br /&gt;
{{monsterlink|Shadow}}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{{monsterlink|Spriggan druid}}&lt;br /&gt;
{{monsterlink|Spriggan rider}}&lt;br /&gt;
{{monsterlink|Spriggan (monster)}}&lt;br /&gt;
{{monsterlink|Slime creature}}&lt;br /&gt;
{{monsterlink|Insubstantial wisp}}&lt;br /&gt;
{{monsterlink|Ugly thing}}&lt;br /&gt;
{{monsterlink|Very ugly thing}}&lt;br /&gt;
{{monsterlink|Tentacled monstrosity}}&lt;br /&gt;
&lt;br /&gt;
===Uniques===&lt;br /&gt;
{{monsterlink|The Lernaean hydra}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], the Swamp was inhabited by [[wasp]]s&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], the Swamp also had [[Raven]] as monster.&lt;br /&gt;
&lt;br /&gt;
In [[0.11]], the Swamp was given an improved layout, with smaller and more compact levels, and more trees. It is also less misty than before.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Frilled_lizard&amp;diff=45229</id>
		<title>Frilled lizard</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Frilled_lizard&amp;diff=45229"/>
				<updated>2017-05-17T23:03:08Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: rename to lizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=Frilled lizard&lt;br /&gt;
|glyph={{Green|l}}&lt;br /&gt;
|tile=[[File:Frilled lizard.png]]&lt;br /&gt;
|flags={{Cold blood flag}}&lt;br /&gt;
|resistances={{Drown resistance}}, {{Water resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=1&lt;br /&gt;
|meat={{Clean corpse}}&lt;br /&gt;
|xp=1&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=0&lt;br /&gt;
|hp_range=1-3&lt;br /&gt;
|avg_hp=2&lt;br /&gt;
|armour_class=0&lt;br /&gt;
|evasion=15&lt;br /&gt;
|habitat=Amphibious&lt;br /&gt;
|speed= 10 (swim: 60%)&lt;br /&gt;
|size={{tiny}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=3 ({{Bite type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=1&lt;br /&gt;
|base_hp=1&lt;br /&gt;
|extra_hp=2&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Reptile intelligence}}&lt;br /&gt;
|genus=giant lizard&lt;br /&gt;
|species=Frilled lizard&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A tenacious little amphibian, several times the size of a normal newt, but still not very threatening.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful info==&lt;br /&gt;
&lt;br /&gt;
'''Frilled lizard''' are among the easiest opponents in the game. They have no resistances, barely any health, and an extremely weak attack.&lt;br /&gt;
&lt;br /&gt;
==Tips and tricks==&lt;br /&gt;
&lt;br /&gt;
None required.&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Frilled_lizard&amp;diff=45227</id>
		<title>Frilled lizard</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Frilled_lizard&amp;diff=45227"/>
				<updated>2017-05-17T23:01:02Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: Tasonir moved page Giant newt to Frilled lizard: monster renamed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=giant newt&lt;br /&gt;
|glyph={{Green|l}}&lt;br /&gt;
|tile=[[File:Giant newt.png]]&lt;br /&gt;
|flags={{Cold blood flag}}&lt;br /&gt;
|resistances={{Drown resistance}}, {{Water resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=1&lt;br /&gt;
|meat={{Clean corpse}}&lt;br /&gt;
|xp=1&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=0&lt;br /&gt;
|hp_range=1-3&lt;br /&gt;
|avg_hp=2&lt;br /&gt;
|armour_class=0&lt;br /&gt;
|evasion=15&lt;br /&gt;
|habitat=Amphibious&lt;br /&gt;
|speed= 10 (swim: 60%)&lt;br /&gt;
|size={{tiny}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=3 ({{Bite type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=1&lt;br /&gt;
|base_hp=1&lt;br /&gt;
|extra_hp=2&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Reptile intelligence}}&lt;br /&gt;
|genus=giant lizard&lt;br /&gt;
|species=giant newt&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A tenacious little amphibian, several times the size of a normal newt, but still not very threatening.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful info==&lt;br /&gt;
&lt;br /&gt;
'''Giant newts''' are among the easiest opponents in the game. They have no resistances, barely any health, and an extremely weak attack.&lt;br /&gt;
&lt;br /&gt;
==Tips and tricks==&lt;br /&gt;
&lt;br /&gt;
None required.&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Giant_newt&amp;diff=45228</id>
		<title>Giant newt</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Giant_newt&amp;diff=45228"/>
				<updated>2017-05-17T23:01:02Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: Tasonir moved page Giant newt to Frilled lizard: monster renamed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Frilled lizard]]&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Tyrant_leech&amp;diff=45223</id>
		<title>Tyrant leech</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Tyrant_leech&amp;diff=45223"/>
				<updated>2017-05-17T23:00:36Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: Tasonir moved page Giant leech to Tryant leech: monster renamed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
{{list of | worms}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Giant leeches''' are slow, [[evil]] worms that have an unwholesome [[vampiric]] bite, healing themselves when they damage you. They are generally only found in [[the Swamp]] or guarding its entrance.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*The easiest strategy is to simply [[kite]] them at range, especially given the fact that in melee, they hit fairly hard and can heal themselves.&lt;br /&gt;
*If you are unable to bleed, giant leeches can't heal themselves. [[Mummies]], [[gargoyle]]s, and below-satiated [[vampire]]s are naturally unable to bleed, and the following [[Transmutations]] induce the same effect: [[Spider Form]], [[Ice Form]], [[Statue Form]] and [[Necromutation]].&lt;br /&gt;
*Remember that each level of [[life protection]] gives you a 33% chance of negating the healing effect of vampiric attacks. rN+++ makes it completely ineffective.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.11]], giant leeches were much weaker.&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Giant_leech&amp;diff=45224</id>
		<title>Giant leech</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Giant_leech&amp;diff=45224"/>
				<updated>2017-05-17T23:00:36Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: Tasonir moved page Giant leech to Tryant leech: monster renamed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Tryant leech]]&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Tyrant_leech&amp;diff=45225</id>
		<title>Talk:Tyrant leech</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Tyrant_leech&amp;diff=45225"/>
				<updated>2017-05-17T23:00:36Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: Tasonir moved page Talk:Giant leech to Talk:Tryant leech: monster renamed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 0.13 ==&lt;br /&gt;
The look of the Giant leech gets much more menacing in version [[0.13]]. The circle of teeth is apalling. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 21:45, 27 September 2013 (CEST)&lt;br /&gt;
:Yeah, it's nice to have some new tiles, even if they are frikkin' terrifying. The 0.12 kraken tile is another new, scary one. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 22:49, 27 September 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Giant_leech&amp;diff=45226</id>
		<title>Talk:Giant leech</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Giant_leech&amp;diff=45226"/>
				<updated>2017-05-17T23:00:36Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: Tasonir moved page Talk:Giant leech to Talk:Tryant leech: monster renamed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Talk:Tryant leech]]&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Bullfrog&amp;diff=45221</id>
		<title>Bullfrog</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Bullfrog&amp;diff=45221"/>
				<updated>2017-05-17T22:59:44Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: Tasonir moved page Giant frog to Bullfrog: monster has been renamed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=giant frog&lt;br /&gt;
|glyph={{Green|F}}&lt;br /&gt;
|tile=[[File:Giant frog.png]]&lt;br /&gt;
|flags={{Cold blood flag}}&lt;br /&gt;
|resistances={{Drown resistance}}, {{Water resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=4&lt;br /&gt;
|meat={{Clean corpse}}&lt;br /&gt;
|xp=90&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=20&lt;br /&gt;
|hp_range=13-31&lt;br /&gt;
|avg_hp=22&lt;br /&gt;
|armour_class=0&lt;br /&gt;
|evasion=12&lt;br /&gt;
|habitat=Amphibious&lt;br /&gt;
|speed= 15 (swim: 60%)&lt;br /&gt;
|size={{Medium}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=9 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=4&lt;br /&gt;
|base_hp=3&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Reptile intelligence}}&lt;br /&gt;
|genus=giant frog&lt;br /&gt;
|species=giant frog&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A large and unusually aggressive amphibian that can cover distance rapidly by hopping.&lt;br /&gt;
----&lt;br /&gt;
“Hello, my baby&amp;lt;br&amp;gt;&lt;br /&gt;
Hello, my honey&amp;lt;br&amp;gt;&lt;br /&gt;
Hello, my ragtime gal&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Send me a kiss by wire&amp;lt;br&amp;gt;&lt;br /&gt;
Baby, my hearts on fire&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you refuse me&amp;lt;br&amp;gt;&lt;br /&gt;
Honey, you’ll lose me&amp;lt;br&amp;gt;&lt;br /&gt;
Then you’ll be left alone&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Oh baby, telephone&amp;lt;br&amp;gt;&lt;br /&gt;
And tell me I’m your own.”&amp;lt;br&amp;gt;&lt;br /&gt;
-Ida Emerson and Joseph E. Howard, “Hello My Baby!”}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Giant frogs''' are fast-moving [[list of reptiles and amphibians|amphibians]] that have meager offensive abilities, but which can be a threat to very low-level characters. They are usually found in the early-mid [[Dungeon]] and [[the Lair]], but can appear as [[out-of-depth]] foes very early. Also, a couple [[Sewers]] endings contain two giant frogs.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
A giant frog's speed makes escaping them difficult, particularly when they're encountered in water. If you know you can't outrun them to a [[stair]]case or [[door]] that you can close, spend your actions hitting them with [[throwing]] weapons or [[wand]]s. Simply running won't accomplish anything.&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Giant_frog&amp;diff=45222</id>
		<title>Giant frog</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Giant_frog&amp;diff=45222"/>
				<updated>2017-05-17T22:59:44Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: Tasonir moved page Giant frog to Bullfrog: monster has been renamed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Bullfrog]]&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Swamp&amp;diff=45220</id>
		<title>The Swamp</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Swamp&amp;diff=45220"/>
				<updated>2017-05-17T22:58:45Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: rename monsters who have been renamed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{flavour|A swampy wasteland, complete with ooze, muck, flies and large slavering carnivorous monsters.&lt;br /&gt;
&lt;br /&gt;
The Swamp is four levels deep and contains the decaying rune. A dungeon features only two of the Snake Pit, Swamp, Shoals and Spider Nest branches. If the Swamp is present, the entrance is located between  Lair:2 and Lair:5.&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A stair to a swampy wasteland, complete with ooze, muck, flies and large slavering carnivorous monsters.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Swamp entry.png]] '''The Swamp''' is a side [[branch]] that contains the decaying [[rune of Zot]]. Four levels deep, it is home to all manner of small water creatures and swamp insects, as well as [[hydra]]s, [[dragon]]s, and [[worm]]s. Its entrance may be found in [[the Lair]] between Lair:3-6. The Swamp is one of two water-themed branches that may be generated in each game (the other is [[the Shoals]]).&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Each floor is large and open with trees and plants providing the only cover. You'll find small islands of land amid large masses of [[shallow]] and [[deep water]]; if you spot any water disturbances, they are hiding monsters such as [[alligator]]s and [[swamp worm]]s.&lt;br /&gt;
&lt;br /&gt;
You can set trees on fire to create passages. The resulting forest fire will create immense amounts of steam and may go out of control, however!&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Due to [[Mephitic Cloud]]-breathing [[swamp drake]]s, [[electrical eel]]s, and the general watery nature of the Swamp, it's a bad idea to attempt this branch without [[poison resistance]]/[[Clarity]] and [[electricity resistance]]/[[Repel Missiles]]. In your [[confusion]], you can easily drown in deep water. You could also rely on a large supply of [[potions of curing]] or [[Elyvilon]]'s Purification ability to overcome the confusion, but these are costly. Consider having some means of [[flying]]; without it, the shallow water can fatally slow you down if you need to retreat.&lt;br /&gt;
&lt;br /&gt;
Players lacking poison resistance can acquire it in the Swamp itself. If you can find, kill, and butcher a [[swamp dragon]], you may get a [[swamp dragon hide]] which can be [[scroll of enchant armour|enchanted]] into a [[swamp dragon armour]]. Unfortunately, they are rare until Swamp:3 and getting there without resistance is somewhat risky.&lt;br /&gt;
&lt;br /&gt;
Edged weapon users will also need some alternative means of killing hydras. See the [[hydra]] article for an in-depth list of methods, or just find a [[flaming]] weapon (the [[Hall of Blades]] in [[Elven Halls]]:2 might have one, which has multiple threats of a different variety).&lt;br /&gt;
&lt;br /&gt;
==Swamp:4 Variations==&lt;br /&gt;
The decaying rune of Zot is in a monster-filled vault on Swamp:5. While it's always a good idea to clear the rest of the floor first, the exact nature and difficulty of this vault varies each game.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp&amp;quot;===&lt;br /&gt;
The classic &amp;quot;swamp&amp;quot; vault is an ovoid vault heavily defended by hydras, swamp dragons and swamp drakes. While otherwise unremarkable, the sheer number of foes you'll face upon reaching the vault can easily prove overwhelming. Keep the path back to the [[stairs]] clear, just in case.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Alternative&amp;quot;===&lt;br /&gt;
Introduced in [[0.1]], &amp;quot;swamp_alternative&amp;quot; adds one or two [[fire drake]]s to the mix, and bisects the vault with a [[lava]] pool. Because hydras have no ranged attacks and cannot fly, you can use the lava to divide the defenders and kill them from afar. This is probably the easiest Swamp ending.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Fiery&amp;quot;===&lt;br /&gt;
Introduced in [[0.6]], &amp;quot;swamp_fiery&amp;quot; is full of [[dragon]]s, [[mottled dragon]]s, fire drakes, hydras, [[steam dragon]]s, and [[lindwurm]]s. Flame [[cloud]]s occur here naturally. [[Fire resistance]] obviously helps.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Icy&amp;quot;===&lt;br /&gt;
Introduced in 0.6, &amp;quot;swamp_icy&amp;quot; is full of [[simulacrum|simulacra]], [[azure jellies]], and 2-3 [[ice dragon]]s. The simulacra make this the most dangerous Swamp ending, as they get a large HD-based cold damage bonus to their attacks. Hydra simulacra are particularly deadly; treat them with extreme caution and kill them from afar. If you are a spellcaster then [[Fire Magic]] or [[Dispel Undead]] works wonders. The rune room will generate freezing [[cloud]]s constantly, so [[cold resistance]] is a must; [[Ice Form]] is great here.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Pestilence&amp;quot;===&lt;br /&gt;
Introduced in [[0.5]], &amp;quot;swamp_pestilence&amp;quot; is full of [[zombie]]s, [[spectral]] swamp dragons and hydras, [[phantom]]s, and a [[bone dragon]]. Clouds of [[miasma]] occur here naturally. The dragon is quite dangerous, and the miasma clouds will [[rot]] and [[slow]] you. Finally, the vault may contain an [[oklob plant]] placed to greet players as they stagger out of the miasma. Dispel Undead can cut through everything but the oklob, but try to get in and out as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Old_School&amp;quot;===&lt;br /&gt;
Introduced in 0.6, &amp;quot;swamp_old_school&amp;quot; resembles the old (0.5 and older) Swamp layouts and contains the usual mix of swamp dragons, drakes, and hydras. What sets this vault apart is [[the Lernaean hydra]] hiding in one of its niches.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Swamp_Vile&amp;quot;===&lt;br /&gt;
Introduced in 0.10, &amp;quot;swamp_vile&amp;quot; is an abandoned, flooded temple, occupied by demons and beasts. It may contain unusual monsters like [[green death]]s, [[death ooze]]s, or even a [[tentacled monstrosity]].&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;grunt_swamp_rune_castle&amp;quot;===&lt;br /&gt;
Introduced in 0.12, &amp;quot;grunt_swamp_rune_castle&amp;quot; is a square-shaped vault with four inner rooms. One of them contains [[the Lernaean hydra]].&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
===Animals===&lt;br /&gt;
{{monsterlink|Water moccasin}}&lt;br /&gt;
{{monsterlink|Alligator}}&lt;br /&gt;
{{monsterlink|Komodo dragon}}&lt;br /&gt;
{{monsterlink|Frilled lizard}}&lt;br /&gt;
{{monsterlink|Bullfrog}}&lt;br /&gt;
{{monsterlink|Spiny frog}}&lt;br /&gt;
{{monsterlink|Blink frog}}&lt;br /&gt;
{{monsterlink|Swamp drake}}&lt;br /&gt;
{{monsterlink|Swamp dragon}}&lt;br /&gt;
{{monsterlink|Hydra}}&lt;br /&gt;
{{monsterlink|Electric eel}}&lt;br /&gt;
{{monsterlink|Hornet}}&lt;br /&gt;
{{monsterlink|Swamp worm}}&lt;br /&gt;
{{monsterlink|Tyrant leech}}&lt;br /&gt;
{{monsterlink|Ghost crab}}&lt;br /&gt;
&lt;br /&gt;
===Plants===&lt;br /&gt;
{{monsterlink|Thorn hunter}}&lt;br /&gt;
{{monsterlink|Shambling mangrove}}&lt;br /&gt;
&lt;br /&gt;
===Undead===&lt;br /&gt;
{{monsterlink|Phantom}}&lt;br /&gt;
{{monsterlink|Hungry ghost}}&lt;br /&gt;
{{monsterlink|Bog body}}&lt;br /&gt;
{{monsterlink|Vampire mosquito}}&lt;br /&gt;
{{monsterlink|Wraith}}&lt;br /&gt;
{{monsterlink|Shadow}}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{{monsterlink|Spriggan druid}}&lt;br /&gt;
{{monsterlink|Spriggan rider}}&lt;br /&gt;
{{monsterlink|Spriggan (monster)}}&lt;br /&gt;
{{monsterlink|Slime creature}}&lt;br /&gt;
{{monsterlink|Insubstantial wisp}}&lt;br /&gt;
{{monsterlink|Ugly thing}}&lt;br /&gt;
{{monsterlink|Very ugly thing}}&lt;br /&gt;
{{monsterlink|Tentacled monstrosity}}&lt;br /&gt;
&lt;br /&gt;
===Uniques===&lt;br /&gt;
{{monsterlink|The Lernaean hydra}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], the Swamp was inhabited by [[wasp]]s&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], the Swamp also had [[Raven]] as monster.&lt;br /&gt;
&lt;br /&gt;
In [[0.11]], the Swamp was given an improved layout, with smaller and more compact levels, and more trees. It is also less misty than before.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Lair&amp;diff=45219</id>
		<title>The Lair</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Lair&amp;diff=45219"/>
				<updated>2017-05-17T22:51:03Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: /* Monsters */ orange rats are hell rats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|019}}&lt;br /&gt;
{{flavour|Most adventurers find the Lair of Beasts to be an exciting change of climate. And indeed, there is something to be said about getting gored, mauled and eaten rather than sliced, burnt or stabbed. &lt;br /&gt;
&lt;br /&gt;
The Lair is six levels deep and contains the stairs to three more branches.}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|These stairs lead to the Lair of Beasts, for a change of climate.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Lair entry.png]] '''The Lair of Beasts''' (commonly known as '''the Lair''') is a [[branch]] of the [[Dungeon]] filled with natural beasts of all kinds and offers a comparatively easy source of experience and treasure. While the lair itself does not contain a [[rune]], it will have entrances to three themed branches, all of which contain a [[Rune of Zot]]. There is one poison-themed branch ([[the Snake Pit]] or [[the Spider's Nest]]), one water-themed branch ([[the Swamp]] or [[the Shoals]]), and the acid-themed [[Slime Pits]].&lt;br /&gt;
&lt;br /&gt;
At the very bottom of the Lair you may even find a gate to the [[Hell]]s, though using it so early is likely suicide. The staircase to the Lair is often surrounded by [[plant]]s, [[fungus]], or occasionally (and unfortunately) an [[oklob plant]].&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
The Lair is 6 levels deep and its entrance is located on D:8-11. Floor layouts vary significantly, including wide open chambers with almost no cover, series of interconnected small chambers with 1-tile-wide hallways between them, and open areas dotted with either small forests or ponds. In any case, there will be [[shallow water]], [[deep water]], and occasionally [[lava]] placed throughout.&lt;br /&gt;
&lt;br /&gt;
The bottom floor of the Lair is most noticeably different. Some endings include a large forest or temple which takes up a large portion of the floor. The temple can contain hordes of [[demon]]s and a portal to the [[Vestibule of Hell]] or packs of [[dire elephant]]s which disguise themselves as statues until you reach the back rooms. As for the large forest, expect swarms of [[spriggan (monster)|spriggans]] and their wilderness allies.&lt;br /&gt;
&lt;br /&gt;
While there are very few [[altar]]s found in the Lair, those wishing to worship [[Jiyva]] can occasionally find his altar immediately outside of the Slime Pits. Doing so may result in him spawning in hungry jellies to menace your stash, however.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
If you haven't done so yet, read the article on [[hydra]]s.&lt;br /&gt;
&lt;br /&gt;
Although the [[Orcish Mines]] are often discovered first, many players choose the Lair as the first branch they explore. The Lair is a sprawling area, filled with more and better treasure than you've found thus far. There is a wide variety of possible monsters to encounter, but with a few exceptions they are easier prey than you'll find delving deeper into the dungeon, at least on the first few floors. Just keep an eye out for surprisingly deadly [[spiny frog]]s or the obscenely deadly hydras. As you descend deeper and deeper, you'll encounter other dangerous opponents, such as packs of [[blink frog]]s, [[elephant]]s, and (on Lair:7-8) the dreaded [[death yak]].&lt;br /&gt;
&lt;br /&gt;
Many monsters in the Lair are [[poison]]ous; bringing [[poison resistance]] will neutralize much of the potential damage output of the branch. This is less crucial for spellcasters or ranged fighters who usually don't let monsters get near enough to bite or sting. Beyond that, [[electricity resistance]] will help you avoid an embarrassing death by [[electric eel]] shocks, and [[fire resistance]] can come in handy on the bottom floors.&lt;br /&gt;
&lt;br /&gt;
As you go to lower floors of the Lair, keep an eye out for messages suggesting the presence of a timed portal on the floor: you can gain access to the [[Ice Cave]], [[Volcano]], and [[Labyrinth]] from here (although each game randomly determines which, if any, of those will be present).&lt;br /&gt;
&lt;br /&gt;
The second floor of the Lair is a good place to keep your [[stash]]; it's a centralized location in the dungeon, your [[inventory]] should be nearly full by this point, and almost all of the monsters generated in the Lair are animals which don't pick up items.&lt;br /&gt;
&lt;br /&gt;
You should probably clear at least the first 5 floors of the Lair before venturing into any of its sub-branches; these can contain surprisingly difficult early encounters, and may require much more training for some character builds. As for Lair:6, explore it carefully as there is often a pack of [[death yak]]s hiding somewhere. You may also run across rare [[Zot trap]]s. If you find the aforementioned jungle temple, proceed with caution; while it contains a small treasure heap somewhere in the back, it can also contain such surprises as statues suddenly turning into [[dire elephant]]s or a hidden chamber filled with a dozen mid-tier [[demon]]s. If you find a gate to the [[Vestibule of Hell]] in the very back of the temple, be aware that most characters this low-level will quickly perish upon entry.&lt;br /&gt;
&lt;br /&gt;
Note that a [[scroll of magic mapping]] will ''not'' display this secret room.&lt;br /&gt;
&lt;br /&gt;
==Lair:6 vaults==&lt;br /&gt;
The last level of the Lair is more difficult than the previous levels. It always includes at least one of these vaults:&lt;br /&gt;
*'''minmay_lair_end_enchanted_forest''': A forest populated by [[list of spriggans|spriggans]] and one or two young [[spriggan druid]]s.&lt;br /&gt;
*'''due_jungle_book''': A temple in the middle of the jungle. This vault contains an [[anaconda]] which is very fast and hits hard. Killing the anaconda will turn some of the statues into [[dire elephant]]s. Hint: This vault has a few doors and none of these monsters can open doors. &lt;br /&gt;
*'''evil_forest''': A forest with a gateway to the [[Vestibule of Hell]]. The gateway is guarded by several demons, including a [[sun demon]]. This vault also has a [[Wizard (monster)|wizard]] who sometimes can cast very dangerous spells, like [[banishment]].&lt;br /&gt;
*'''wormcave''' (S): A cave full of [[worm]]s, [[brain worm]]s, [[giant leech]]es, [[lindwurm]]s, [[giant firefly| giant fireflies]]. There's also a single [[dragon]] guarding a minivault full of piles of gold, but that fight is optional (don't open the [[runed door]] if you aren't ready to face it).&lt;br /&gt;
*'''bearwithus''' (S): A cave with several kinds of bears. It contains a few [[honeycomb]]s.&lt;br /&gt;
*'''kennels''' (S) (aka Who let the dogs out?): This cave contains an [[acquirement]]-level object, guarded by lots of [[list of canines|dogs]], including [[raiju]]s and [[hell hound]]s.&lt;br /&gt;
*'''minmay_lair_end_frog_pond''': A pond with many frogs, [[vampire mosquito]]es, some [[electric eel]]s and a few [[giant leech]]es.&lt;br /&gt;
*'''evilmike_catoblepas_cave''': A series of caves full of [[yak]]s, [[death yak]]s, and [[catoblepas]]es signified by the presence of petrified plants and statues.&lt;br /&gt;
*'''guppyfry_lair_end_dragon''' (S): A grove of trees surrounded by a small lake. Full of lizards and lesser dragons, with one [[dragon]] in the center.&lt;br /&gt;
*'''grunt_lair_end_beastmaster''': A [[deep troll shaman]] has tamed some beasts including a [[catoblepas]], a pack of [[death yak]]s, and one the following: [[hydra]], [[lindwurm]] or [[dire elephant]].&lt;br /&gt;
*'''hangedman_lair_in_review''' (S): A series of ruined rooms. This vault is a review of the Lair's monster set: it contains one monster of each type.&lt;br /&gt;
*'''hangedman_lair_caniforms_friends''': a bit like kennels but much larger.&lt;br /&gt;
*'''hangedman_lair_tendril_chambers''': a tendril-shaped wheel with undigable centered treasure chamber. &lt;br /&gt;
&lt;br /&gt;
The vaults with an '''(S)''' after the name are small endings: you will always get two small endings or one big one.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
*Bugs: [[Giant cockroach]], [[scorpion]], [[redback]], [[fire crab]], [[worm]], [[torpor snail]];&lt;br /&gt;
**By the Swamp entrance: [[Swamp worm]], [[vampire mosquito]], [[giant leech]];&lt;br /&gt;
**By the Spider's Nest entrance: [[Wolf spider]], [[tarantella]], [[jumping spider]], [[demonic crawler]], [[orb spider]];&lt;br /&gt;
**Vault Only: [[Killer bee]], [[queen bee]], [[worker ant]], [[soldier ant]], [[queen ant]];&lt;br /&gt;
*Jellies: None &lt;br /&gt;
**By the Slime Pits: [[Slime creature]], [[ooze]], [[jelly]], [[giant eyeball]], [[eye of draining]], [[eye of devastation]]; Only behind runed doors: [[acid blob]], [[azure jelly]];&lt;br /&gt;
**Vault Only: [[ooze]], [[jelly]], [[death ooze]], [[azure jelly]], [[acid blob]];&lt;br /&gt;
*Fish: [[electric eel]];&lt;br /&gt;
*Rodents: [[Rat]], [[bat]], [[quokka]], [[river rat]], [[hell rat]];&lt;br /&gt;
**special vault: lemuel_ratsnest with lots of xp-draining hell rats;&lt;br /&gt;
*Canines: [[Jackal]], [[hound]], [[warg]], [[wolf]];&lt;br /&gt;
**Vault Only: [[Hell hound]], [[raiju]];&lt;br /&gt;
*Beasts: [[Crocodile]], [[dream sheep]], [[yak]], [[death yak]], [[black bear]], [[polar bear]], [[elephant]], [[dire elephant]], [[porcupine]];&lt;br /&gt;
*Mythical: [[hippogriff]], [[hydra]], [[manticore]], [[catoblepas]];&lt;br /&gt;
*Snakes: [[Ball python]], [[adder]], [[water moccasin]], [[black mamba]]; &lt;br /&gt;
*Frogs: [[Giant frog]], [[spiny frog]], [[blink frog]];&lt;br /&gt;
*Lizards: [[Giant newt]], [[giant gecko]], [[iguana]], [[komodo dragon]], [[basilisk]], [[wyvern]];&lt;br /&gt;
*Dragons: [[Rime drake]], [[lindwurm]], [[steam dragon]];&lt;br /&gt;
**Vault Only: [[ice dragon]], [[fire dragon]];&lt;br /&gt;
*Demons: None normally&lt;br /&gt;
**By [[ice cave]]: [[White imp]], [[ice beast]];&lt;br /&gt;
**By the Evil Forest hell portal: [[Sun demon]], [[smoke demon]], [[hellwing]], [[orange demon]];&lt;br /&gt;
*Humanoids: None normally (except uniques and [[necromancer]]s);&lt;br /&gt;
**By the Shoals entrance: [[Centaur (monster)|Centaur]], [[siren]];&lt;br /&gt;
**By the Snake Pit entrance: [[Naga (monster)|Naga]], [[naga warrior]];&lt;br /&gt;
**By the Evil Forest hell portal: [[Wizard (monster)|Crazed wizard]] (identical to a standard wizard);&lt;br /&gt;
**Vault Only: [[Necromancer (monster)|Necromancer]];&lt;br /&gt;
**In the Lair:6 Forest: [[Spriggan (monster)|Spriggan]], [[spriggan druid]], [[spriggan rider]] (on [[wasp]]);&lt;br /&gt;
*Plants: [[Oklob plant]];&lt;br /&gt;
*Statues: [[statue#Inanimate Statues|Elephant-shaped statue]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Before [[0.19]], Lair had 8 levels.&lt;br /&gt;
&lt;br /&gt;
[[Fire drake]]s were replaced by [[rime drake]]s in [[0.18]], [[trapdoor spider]]s, [[brain worm]]s were removed.&lt;br /&gt;
&lt;br /&gt;
[[Raven]]s, [[giant mite]]s, [[boring beetle]]s and [[goliath beetle]]s were removed in [[0.17]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]] the Lair's entrance was located on D:8-13.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], a scroll of magic mapping would reveal the secret rooms of the temple on Lair:8.&lt;br /&gt;
&lt;br /&gt;
The dragon-themed and deep troll shaman ending vaults on the eighth floor was added in [[0.12]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Tomb&amp;diff=45218</id>
		<title>The Tomb</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Tomb&amp;diff=45218"/>
				<updated>2017-05-17T22:49:23Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: /* Monsters */ trap spiders no longer spawn in tomb&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
''This page is about the [[Dungeon branches|dungeon branch]]. For the card, see [[Tomb card]].''&lt;br /&gt;
{{flavour|The Tomb of the Ancients is a place of damnation, of horrors animated by the vilest necromancy. Honest creatures of the surface turn pale at the mere mention of its name. The list of those who have returned from this place of pure death is exceedingly short.&lt;br /&gt;
&lt;br /&gt;
The Tomb is three levels deep and contains the golden rune. Its entry is either on Crypt:2 or Crypt:3.}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A way to the Tomb of Ancients, a place of damnation, of horrors animated by the vilest necromancy.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Tomb entry.png]] '''The Tomb of the Ancients''' (usually referred to only as '''the Tomb''') is a [[branch]] located under [[the Crypt]], inhabited by dessicated [[list of mummies|mummies]] of all kinds. Although mostly bare of valuables, it holds the golden [[rune of Zot]] and two massive treasure heaps for those who manage to survive all the way to the end.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Stairs to the Tomb are found on floor 2 or 3 of [[the Crypt]]. It's only 3 levels deep, but don't let that lull you into a false sense of security: it's one of the most dangerous branches in the game, even for powerful characters. You'll meet a wide variety of mummies, which if not carefully dealt with can decimate you with their crippling [[death curse]]s. There is also a greater density of [[traps]] here than you'll find anywhere else.&lt;br /&gt;
&lt;br /&gt;
While it's not as deathly quiet as [[the Crypt]], the Tomb has very little in the way of [[Noise#Ambient noise|ambient noise]]. As a result, every sound (be it from casting a spell, hitting something with a weapon, or attracting the attention of a [[flying skull]]) will carry farther than you're used to. Be extra careful if you wish to avoid attracting attention.&lt;br /&gt;
&lt;br /&gt;
Unlike other areas of the game, the layout of the Tomb is mostly fixed, with only a few variations possible. Monster composition and placement is also extremely predictable, with a few very rare exceptions. You'll encounter the following, in order of difficulty:&lt;br /&gt;
&lt;br /&gt;
*[[Flying skull]]s: Although not dangerous themselves, these will alert nearby sleeping mummies of your presence.&lt;br /&gt;
*Random inhabitants of [[the Crypt]] may show up on Tomb:1, but they aren't very threatening.&lt;br /&gt;
*[[Mummy (monster)|Mummies]]: Although only a nuisance, their [[death curse]]s will [[curse]] equipment in your inventory, making gear swapping difficult.&lt;br /&gt;
*[[Guardian mummies]]: They hit harder and faster than normal mummies, and their death curses can be quite nasty.&lt;br /&gt;
*[[Revenant]]: Blinking foes which flood you with [[spectral thing]]s and heal any undead units that get caught in their crossfire.&lt;br /&gt;
*[[Mummy priest]]s: Slightly slower than guardian mummies, but tougher. They can cast [[Torment]], [[Smite]], [[Summon Undead]], and [[Summon Demon]], and their death curses are more likely to be unpleasant than those of the guardians.&lt;br /&gt;
*[[Sphinx]]es: Likely the only living things one will find in Tomb, these can paralyze, confuse, smite, or simply beat you to death if you are not careful. They have moderate durability, but no resistances to speak of and no death curses.&lt;br /&gt;
*[[Lich]]es / [[Ancient lich]]es: Capable of massive direct damage output and some of the nastiest summons of the game, liches and ancient liches always merit caution.&lt;br /&gt;
*[[Greater mummies]]: The biggest threat in Tomb, they have the same spells as a mummy priest, but over three times the health, 50% more HD, faster movement, and the highest chance of delivering devastating death curses. These will kill you if you are not prepared. Try not to take on more than one at a time!&lt;br /&gt;
*Random [[unique]]s: Although not guaranteed to show up, there are many dangerous uniques one can encounter in the Tomb at any time. If encountered alone, handle them as you normally would. If encountered along with several high level mummies, be extremely careful; even weak uniques become significantly deadlier when you've been repeatedly smited.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Mummy (monster)}} || {{monsterlink|Guardian mummy}} || {{monsterlink|Mummy priest}} || {{monsterlink|Greater mummy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Flying skull}} || || ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Brown|z}} [[File:Small zombie.png]] '''[[Zombie]]''' || {{LightGrey|z}} [[File:Skeleton small humanoid.png]] '''[[Skeleton (monster)|Skeleton]]''' || {{LightBlue|z}} [[File:Simulacrum small humanoid.png]] '''[[Simulacrum (monster)|Simulacrum]]''' ||&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Death scarab}} || {{monsterlink|Ushabti}} || {{monsterlink|Bennu}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rare Monsters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{monsterlink|Skeletal warrior}} || {{monsterlink|Ancient lich}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Revenant}} || {{monsterlink|Lich}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Placed by Vault Syntax on Tomb:1 (Never Generated Randomly)'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Sphinx}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
1. Upon entering Tomb:1, you'll find yourself in an open hallway that boxes in the Tomb proper. This will contain a handful of mummies, guardian mummies, and assorted [[skeleton (monster)|skeletons]], but nothing particularly dangerous until you've gone halfway around the level. There you'll find a massive [[statue]]-lined hallway leading inwards, guarded by a large pack of sphinxes. Use stasis or very high [[magic resistance]] to keep from getting paralyzed, and try to lure them away a few at a time until you've cleared them out. Do not underestimate the strength of their smites - although individually weak, several turns of multiple smites ''will'' kill any character. If at all possible, avoid using a teleport to escape them if things start going badly; outrunning them with [[Haste]] is a ''much'' safer option here. Read [[scrolls of fog]] as needed to break line of sight and get yourself back to the Crypt ASAP.&lt;br /&gt;
&lt;br /&gt;
2. Past the hallway you'll find one of two possible interiors.&lt;br /&gt;
&lt;br /&gt;
2A. The first is a massive courtyard filled with several mummies, guardian mummies, mummy priests, and a greater mummy or two. Be careful upon entering, as the entrance will be heavily trapped. You may wish to lure these mummies to the outer hallway a few at a time to clear it. You'll find two side passages and a small room beyond here; all will be heavily trapped, but one of them will contain a staircase to Tomb:2.&lt;br /&gt;
&lt;br /&gt;
2B. Alternatively, you may find the statue-lined hallway extending inwards, filled with various mummies, [[lich]]es and [[revenant]]s. Each side will have further vertically aligned hallways, and there will be large chambers sealed off with [[door]]s at the ends. One of these two chambers will contain a staircase to Tomb:2. This is a significantly easier layout.&lt;br /&gt;
&lt;br /&gt;
3. As soon as you enter Tomb:2, you'll find yourself in a large open chamber with several mummies of all sorts in sight. This room's inhabitants are nearly identical in composition to those in the Tomb:1 courtyard. If necessary, stairdance to pull them up in manageable numbers until the room is clear.&lt;br /&gt;
&lt;br /&gt;
4. You'll find several doors off to the side of this open chamber, leading to a series of small rooms that envelops half of the map. These will contain mummies, guardians, and priests, as well as many traps. Eventually you'll find a staircase back up to Tomb:1. Go up it to continue exploring normally. Alternatively, at this point it is fairly safe to attempt to skip ahead through random teleportation; doing so lets you avoid one of the more dangerous areas of the Tomb. Keep teleporting (with [[teleport trap]]s if available or a [[ring of teleportation]]) until you find yourself in a new area (see #6).&lt;br /&gt;
&lt;br /&gt;
5. Heading back up, you'll find yourself in the only unexplored portion of Tomb:1 left, the large horseshoe surrounding the inner courtyard. You will encounter a few guardian mummies and mummy priests here, as well as an unpredictable scattering of traps, but the majority of its inhabitants are greater mummies encountered in the long open hallways. Handled carefully, you should only encounter one or two greater mummies at a time; make too much [[noise]] and you may wind up with a lot more on your hands. Consider luring them back to the nearest corner before engaging them, and remember that a teleport to safety is almost guaranteed to send you back to the now-clear first area of Tomb:1. At the end of the horseshoe, you'll find another staircase to Tomb:2.&lt;br /&gt;
&lt;br /&gt;
6. Remember the small chambers you found on Tomb:2 earlier? Now you get to clear a mirror image of those on the other side. Expect more of the same, and eventually you'll find three staircases leading to Tomb:3.&lt;br /&gt;
&lt;br /&gt;
7. All three staircases leading to Tomb:3 place you in the same area, the start of a short, wide hallway leading to the treasure vaults and rune chamber. You will almost immediately encounter an absurd number of guardian mummies, followed by plenty of reinforcements in the form of flying skulls, mummy priests, and greater mummies (over a dozen of each is not unusual). Eventually the flow of mummies will stop, freeing you to explore and loot the place, but expect to find several mummy stragglers as you go. [[Teleport control]] is restored once you have the rune.&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
If not done correctly, Tomb is one of the deadliest places in the game. A character facing Tomb must tackle these three problems:&lt;br /&gt;
*Greater mummies and mummy priests can torment you, instantly cutting your HP by up to half. They can then smite you to finish the job.&lt;br /&gt;
*Greater mummies and mummy priests can summon a ton of undead and demons, which in addition to mobbing you also means they will frequently abjure your own summons.&lt;br /&gt;
*All mummies cast death curses when killed. The normal mummies only curse your items, but the others can slow you, rot you, torment you, drain you, drain your stats, and even occasionally kill you outright if you are low enough on HP. Since there are so many mummies in the Tomb, these effects can quickly reach debilitating levels.&lt;br /&gt;
&lt;br /&gt;
Some strategies, with their specific strengths and weaknesses, are outlined below. One should mix and match them to fit your character: it is unlikely that one can do Tomb simply by being a Zin or a Kiku worshiper, or simply by having Dispel Undead, but a lichform necromancer of Kiku, or Zinnite with a holy weapon and silence, stands a very good chance of making it. The best general advice is to know your limits. If one encounter with a greater mummy nearly killed you, then the next one may very well finish you off. If you find your HP rotting beyond what you can repair, or that you are burning through all your potions of restore abilities because of stat drain, don't continue - get out. It is by no means necessary to do Tomb to finish the game.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
*[[Ring of sustain abilities]] - Protects you from stat loss death curses.&lt;br /&gt;
*[[Amulet of regeneration]] - Cuts down on recovery time between waves of mummies.&lt;br /&gt;
*Gear with [[negative energy]] resistance - Reduces damage from [[torment]] and [[draining]] death curses.&lt;br /&gt;
*Gear with [[stat]] boosts - Makes any stat damage you take less of an issue, improves your general performance.&lt;br /&gt;
*Gear with [[magic resistance]] - Characters with low magic resistance will have a much worse time dealing with the sphinxes than characters with insurmountable magic resistance. You don't need it for the entire branch, but it's very useful for that one stretch (and handy when dealing with ancient liches out of the blue).&lt;br /&gt;
*Apart from the occasional summoned demon or surprising [[unique]], there are no sources of [[fire]], [[cold]], [[poison]], [[acid]], or [[electricity]] damage in this branch, and the only likely source of [[mutation]] is if you accidentally step into a [[Zot trap]].&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*[[Necromutation]] - Provides undead immunity to draining, torment, and [[rot]] (but prevents you from quaffing [[potions of restore abilities]] to recover stat damage!) for living characters.&lt;br /&gt;
*[[Statue Form]] - Provides significant draining, torment, and rot resistance without preventing you from worshiping a [[good god]] or blocking access to food and potions. Slows your actions, however.&lt;br /&gt;
*[[Silence]] - Disables the spells of all mummies within its aura.&lt;br /&gt;
*[[Aura of Abjuration]] - Quickly disposes of dangerous summoned monsters.&lt;br /&gt;
*[[Dragon's Call]] - Produces allies strong enough to handle even greater mummies, costs you no time, and can affect enemies at the edge of your line of sight.&lt;br /&gt;
*[[Dispel Undead]] - Deals heavy damage to almost everything in the Tomb. Only affects one target at a time though.&lt;br /&gt;
*[[Bolt of Inaccuracy]] - Deals extreme damage to anything it strikes, and mummies are generally clumsy enough to make easy targets.&lt;br /&gt;
*[[Shatter]] - Deals heavy, unavoidable damage to nearly the entire screen. Noisy, but also tears down walls.&lt;br /&gt;
*[[Fire Storm]] - Heavy, smite-targeted damage to a large area of effect.&lt;br /&gt;
*[[Tornado]] - Heavy damage to everything within range of it (though ineffective in hallways).&lt;br /&gt;
*[[Flight]] - Allows you to ignore mechanical [[trap]]s.&lt;br /&gt;
*[[Regeneration]] - Recovers between fights faster.&lt;br /&gt;
&lt;br /&gt;
===Gods===&lt;br /&gt;
*[[Kikubaaqudgha]] - Provides significant torment resistance, negates most death curses, provides access to useful Necromancy spells. Mind your piety, as nothing in Tomb other than the sphinxes grants it.&lt;br /&gt;
*[[The Shining One]] - Provides rN+++, a weapon of holy wrath, powerful [[holy]] burst attacks, HP and MP recovery on each kill, summonable angelic warriors, and general support and Abjuration protection for your summoned allies.&lt;br /&gt;
*[[Zin]] - Provides immunity to stat loss and rot, temporary invulnerability (though at a high piety cost).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.19]], the [[Anubis guard]]s were no more, but the [[ushabti]] inherited their place.&lt;br /&gt;
&lt;br /&gt;
In [[0.17]], the [[Unborn]] were no more, but [[Ancient champion]]s were filling the gap.&lt;br /&gt;
&lt;br /&gt;
In [[0.16]], even more non-mummy opponents were added: [[Anubis guard]]s, [[bennu]], [[death scarab]]s, and [[ushabti]].&lt;br /&gt;
&lt;br /&gt;
In [[0.15]], the Tomb received a new layout of the courtyard in Tomb:1, as well as more non-mummy monsters.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]] [[Category:Mummy]] [[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Makhleb&amp;diff=45217</id>
		<title>Makhleb</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Makhleb&amp;diff=45217"/>
				<updated>2017-05-17T22:15:52Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: remove pronouns&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
[[File:Makhleb_altar.png]] ''&amp;quot;Blood and souls for Makhleb!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Makhleb the Destroyer is a fearsome deity of bloodshed and mortification of the flesh. Followers are expected to cleanse others by inflicting suffering and death on them in Makhleb's name, particularly if they kill natural creatures which require blood to survive. Dedicated followers may also access the raw energies and hell-spawned servants of chaos, so that they may better break the impure world and its false laws for their evil god's glory.&lt;br /&gt;
&lt;br /&gt;
Makhleb offers followers means to inflict immense damage through chaotic, destructive attacks. Followers will also be able to call in help from powerful demons. Makhleb's powers come with a price in blood. However, Makhleb will grant followers renewed health in return for killing beings of all kinds.&lt;br /&gt;
&lt;br /&gt;
Makhleb likes it when you or your allies kill living beings, you or your allies kill the undead, you or your allies kill demons and you or your allies kill holy beings.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s may not worship Makhleb (or any other deity).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing living, undead, holy, or demonic beings (67% or more chance of +1 piety)&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity (lose 1 [[piety]] roughly every 320 turns)&lt;br /&gt;
*Abandoning him. Your penance counter will be set to 25.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Spawn of Chaos&amp;quot;&lt;br /&gt;
:*No abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Disciple of Destruction&amp;quot;&lt;br /&gt;
:*'''Gain Health From Killing''' - When you kill a monster, gain health based on the [[HD]] of the killed monster. This is similar to the healing on kills provided by [[the Shining One]], but heals a larger amount per kill on average and can be triggered by any killed monster. Has a (piety - 30)/200 chance of happening. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Fanfare of Bloodshed&amp;quot;&lt;br /&gt;
:*'''Minor Destruction''' - Hurl a beam of random destructive energy ([[Throw Flame]], [[Shock]], [[Vitriol]], [[Pain]], or [[Stone Arrow]]). Damage and accuracy are based on your [[Invocations]] skill. (Costs 1 HP and 20-40 Food)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Fiendish&amp;quot;&lt;br /&gt;
:*'''Lesser Servant of Makhleb''' - Summons a [[neqoxec]], [[orange demon]], [[smoke demon]], [[hellwing]], or [[ynoxinul]] for a short time (an [[Abjuration]] duration between 2 and 6, with Invocations increasing the likelihood of achieving the maximum duration). There is a small risk the demon will spawn hostile (4/(20 + 3*[[Invocations]]): 20% if untrained, 8% at Invocations level 10, and 4% at level 27); otherwise it is allied. (Costs 4 HP, 50-100 Food, and 2-3 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Demolition [Species Name]&amp;quot;&lt;br /&gt;
:*'''Major Destruction''' - Hurl a large beam of random destructive energy ([[Bolt of Fire]], [[Lightning Bolt]], [[Sticky Flame]], [[Iron Shot]], [[Bolt of Draining]], [[Fireball]], or [[Orb of Electrocution]]). Damage and accuracy depend on your Invocations skill. (Costs 6 HP, 100-200 Food, and 0-1 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Pandemonic&amp;quot;&lt;br /&gt;
:*'''Greater Servant of Makhleb''' - Summons an [[executioner]], [[cacodemon]], [[balrug]], [[blizzard demon]], or [[green death]],  with the same duration as Lesser Servant of Makhleb but a higher chance of hostility at a given Invocations skill. (Costs 10 HP, 100-200 Food, and 5-8 Piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Champion of Chaos&amp;quot;&lt;br /&gt;
:*No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Upon desertion, you will occasionally experience one of the two following forms of [[divine retribution]]:&lt;br /&gt;
*Makhleb rains destruction upon you, which cannot be avoided by any means. You are instantly struck with one of the following spells:&lt;br /&gt;
** [[Flash Freeze]]&lt;br /&gt;
** [[Fireball]], sometimes [[Ghostly Fireball]]&lt;br /&gt;
** [[Lehudib's Crystal Spear]] (quite dangerous; watch your [[HP]]!)&lt;br /&gt;
** [[Iron Shot]]&lt;br /&gt;
** [[Lightning Bolt]]&lt;br /&gt;
** [[Orb of Electrocution]]&lt;br /&gt;
*1d(Experience Level/7) hostile Lesser Servants of Mahkleb are summoned. This is guaranteed to happen if your experience level is 7 or less, and becomes less likely as you gain levels.&lt;br /&gt;
*A hostile Greater Servant of Mahkleb is summoned.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Makhleb provides you with significant healing and cheap access to mid-power Conjurations and Summoning, making it an excellent god for melee characters (especially [[deep dwarf]] and [[vampire]] characters who have issues healing normally). Even so, most characters can benefit from the additional combat tools and HP restoration, and no species is too terrible at using Invocations. Since Makhleb accepts any kill, it is also one of the easiest gods to build piety for.&lt;br /&gt;
&lt;br /&gt;
Try to avoid using the Servant of Mahkleb abilities until you have an Invocations score in the double digits, when the hostility rate is below 8%. Even so, it's best not to rely too highly on demons when you're in extreme danger; even with Abjuration, a single poorly-timed [[smite]] can kill a wounded character. Summon your demonic ally before engaging a tough enemy, not as a panic button when you're almost dead.&lt;br /&gt;
&lt;br /&gt;
Be aware that the [[deep dwarf]]'s innate damage reduction (i.e. damage shaving) does not reduce the damage caused by using Mahkleb's abilities.&lt;br /&gt;
&lt;br /&gt;
If you should decide to abandon Makhleb for another [[god]], be aware that Makhleb's destruction will ''always'' strike you. [[Dodging]], [[Shields]], and [[Repel Missiles|Repel]]/[[Deflect Missiles]] provide no protection from it. An untimely [[Lehudib's Crystal Spear]] can bring your game to an untimely end, especially if you have a very low [[HP]] pool.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], Makhleb could accept sacrifices from fresh corpses to increase piety.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Makhleb's wrath would consist only of summoning hostile demonic servants.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], Makhleb's abilities cost MP, not HP.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], Makhleb's Gain Health From Killing ability could also restore your MP. &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], [[Chaos Knight]]s could select Mahkleb as a starting god.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Chaotic Gods]]&lt;br /&gt;
[[Category:Evil Gods]]&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Lugonu&amp;diff=45216</id>
		<title>Lugonu</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Lugonu&amp;diff=45216"/>
				<updated>2017-05-17T22:14:45Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: /* Punishments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
&lt;br /&gt;
[[File:Lugonu altar.png]] ''&amp;quot;Spread carnage and corruption!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Banished to the chaotic realm of the Abyss, Lugonu the Unformed seeks followers to spread bloodshed and corruption in the overworld. Those who gain Lugonu's favour will be granted some of the power of the Abyss itself, allowing them to call forth eldritch horrors, and even to travel between the overworld and the Abyss at will.&lt;br /&gt;
&lt;br /&gt;
Followers of Lugonu gain powers to depart the Abyss at will, to bend space around themselves, and to banish monsters to the Abyss. Later they will be able to corrupt the ordered world, opening a gate for creatures of the Abyss to pass through, and to gate themselves directly into this realm of chaos. Lugonu will eventually offer to corrupt a follower's weapon, imbuing it with the distorting energies of the Abyss, and will protect the follower from the normally harmful effects of unwielding such a weapon. Lugonu expects followers to spread unceasing chaos in the overworld, and as such does not grant piety to worshippers while they remain in the Abyss itself.&lt;br /&gt;
&lt;br /&gt;
Lugonu likes it when you banish creatures to the Abyss, you sacrifice fresh corpses (by standing over them and praying), you or your allies kill living beings, you or your allies kill the undead, you or your allies kill demons and you or your allies kill holy beings.}}&lt;br /&gt;
&lt;br /&gt;
[[Abyssal Knight]]s begin play worshiping Lugonu.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Killing or having an ally kill a living, holy, undead, or demonic creature. (67% chance of +1 [[Piety]]; higher chance for creatures with high [[HD]], lower as your your experience level rises). You cannot receive piety for killing anything in the Abyss.&lt;br /&gt;
*Banishing any kind of creature (67% chance of +1 [[Piety]]; higher chance for creatures with high [[HD]], lower as your your experience level rises).&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity: You lose 1 piety every 320 turns or so&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Abyss-Baptised&amp;quot;&lt;br /&gt;
*You may unwield [[distortion]] [[brand]]ed weapons without suffering any of the normal ill effects. (Passive)&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Unweaver&amp;quot;&lt;br /&gt;
*'''Depart the Abyss''' - You can immediately leave the Abyss, returning to the point you initially entered the Abyss from. (Costs 1 MP, 150-300 Food, and 10-15 Piety)&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Distorting [Species Name]&amp;quot;&lt;br /&gt;
*'''Bend Space''' - You can perform uncontrolled blinks at will, with a chance of causing adjacent monsters to blink as well. All affected targets that fail a coinflip check take damage (Max: 1d6 HP). The chance of affecting adjacent monsters, as well as the damage dealt, increases with [[Invocations]]. This blink cannot be controlled in any way, ignores [[stasis]], and can't be blocked by the power of the Abyss. (Costs 1 MP, 50-100 Food, and 1d4 HP)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
! Invocations || Adjacent Monster Blink Chance&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;2 || 0%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 25%&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 47%&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 59%&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 74%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Agent of Entropy&amp;quot;&lt;br /&gt;
*'''Banish''' - You can zap a beam of [[banishment]], sending a single target to the Abyss. The power of the beam scales with your Invocations skill. You receive XP proportional to the percentage of the monster's max HP you had already inflicted as damage on it: 50 + 50×(Damage/MaxHP) percent. Banished [[uniques]] and more powerful monsters will appear while exploring the Abyss. Do not use this on [[the royal jelly]] unless you have some means of breaking into the stone vaults in its lair. (Costs 4 MP, 200-400 Food, and 3-4 Piety)&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Schismatic&amp;quot;&lt;br /&gt;
*'''Corrupt''' - You can corrupt the non-Abyss floor you're on, randomly converting the walls and floors of a large area around you to randomly selected other tiles. Altars may become altars to Lugonu. Stairs and portals cannot be changed, and harder walls are more likely to resist. Unnaturally hard walls are immune to this effect. In addition, a pack of abyssal creatures will be summoned, all of them neutral. The higher your Invocations, the higher the amount of monsters. You may only corrupt a floor once. (Costs 7 MP, 5 HP, 500-1000 Food, and 10-14 Piety)&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Envoy of Void&amp;quot;&lt;br /&gt;
*'''Gate yourself to the Abyss''' - You can instantly banish yourself to the Abyss, but at a high price. (Costs a random non-lethal amount of HP, all MP (minimum 9 MP to cast), 500-1000 Food, and 35 Piety) &lt;br /&gt;
&lt;br /&gt;
In addition, Lugonu provides the following:&lt;br /&gt;
*'''Abyssal Rune Attraction''' - While in the Abyss, the chance of a placed item resulting in an Abyssal rune is normally 5% in Abyss:3, 10% in Abyss:4, and 23% in Abyss:5. For followers of Lugonu, it is 10% in Abyss:3, 23% in Abyss:4 and 50% in Abyss:5. (Passive)&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Corrupter of Planes&amp;quot;&lt;br /&gt;
*'''Corrupt Your Weapon''' - Once per game, Lugonu will corrupt a weapon of your choice. Corrupting a weapon removes [[curse]]s, adds 1-3 to its enchantment, and adds the [[distortion]] brand. You can corrupt any non-artifact melee weapon as long as it isn't already branded with distortion.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Lugonu does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Lugonu's ire renders the barrier between reality and the Abyss weak and permeable. Space warps, hurling victims across the dungeon, or even directly into the Abyss; and when that's not enough, Lugonu reaches out and sends minions out from the Abyss to assault the offender directly. Inexperienced adventurers face small abominations and thrashing horrors; veterans fight tentacled starspawn and starcursed masses. Lugonu does not forgive easily, and will not allow ex-worshippers to rejoin the fold while Lugonu's wrath still lasts.}}&lt;br /&gt;
&lt;br /&gt;
If you leave Lugonu, your penance counter will be increased by 50. Lugonu will not accept you again until your penance counter reaches zero.&lt;br /&gt;
&lt;br /&gt;
While under penance, Lugonu will sometimes punish you with one of the following forms of [[divine retribution]]:&lt;br /&gt;
&lt;br /&gt;
A punishment from Lugonu has two independent components:&lt;br /&gt;
*(1) 50%: Random [[Miscast#Translocation|Translocation miscast]] effect. This can include [[banishment]]!&lt;br /&gt;
*(1) 17%: You [[teleport]] instantly&lt;br /&gt;
*(1) 8%: You randomly blink&lt;br /&gt;
*(1) 25%: Nothing&lt;br /&gt;
*(2) 1 + experience level/7 hostile [[small abomination]]s, [[large abomination]]s, [[thrashing horror]]s, and [[ancient zyme]]s are summoned to fight you (100% if your experience level is &amp;lt;= 14, less likely as your experience level increases, large abomination rate replacing small abomination rate with experience level, ancient zymes rather unlikely).&lt;br /&gt;
*(2) A hostile [[Tentacled starspawn]], [[Wretched star]], or [[Starcursed mass]] is summoned to fight you, alongside 1 + (1d[experience level/9] - 1) of the previous set.&lt;br /&gt;
**Any monsters that Lugonu summons to fight you are [[durably summoned]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Worshiping Lugonu offers characters some interesting escape options early on. Bend Space is one of the cheapest means of blinking in the game, and the ability to banish insurmountable obstacles to the Abyss is a useful method of dealing with dangerous monsters.&lt;br /&gt;
&lt;br /&gt;
Altars to Lugonu are mainly found in [[the Abyss]], quite rarely, a corrupted version of the [[Ecumenical Temple]] is generated. Part of the dungeon may very rarely be corrupted, either containing an altar of [[Xom]] or Lugonu. You can also create your own altars to Lugonu by using the Corrupt ability on a floor with an altar to another god, but this requires you to already be a follower. Because of this, being an Abyssal Knight is the only way to guarantee yourself access to Lugonu in the early game. Alternatively, [[Miscast effect#Translocations|Miscast Effects]] for the [[translocations]] school can send you to the abyss, if you can take up to 43 damage from failed attempts&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[IonFrigate's Abyssal Knight guide]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.18]], '''Banish''' did not benefit from invocations skill above 10.5.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], Lugonu gave piety for corpse sacrifices. Also, '''Corrupt Weapon''' required the player to find and pray at an altar of Lugonu, instead of being available at any time.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Lugonu followers received no protection from distortion weapon unwielding effects. &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], Lugonu's wrath would summon demons instead of Abyss natives.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], banishing enemies provided no experience, and Lugonu gave no piety for demon kills.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], followers of Lugonu had better blinking in the Abyss.&lt;br /&gt;
&lt;br /&gt;
In early versions of ''Crawl'', Lugonu was known as Lucy, but the name was changed to make the god more androgynous.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Evil Gods]]&lt;br /&gt;
[[Category:Chaotic Gods]]&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Yredelemnul&amp;diff=45215</id>
		<title>Yredelemnul</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Yredelemnul&amp;diff=45215"/>
				<updated>2017-05-17T22:13:42Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: /* Deprecates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
&lt;br /&gt;
[[File:Yredelemnul altar.png]] ''&amp;quot;Carry the black torch! Rouse the idle dead!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Yredelemnul the Dark is a god worshipped by those who seek powers over death and the undead. Followers, who must oppose all things holy, can raise legions of servile undead, and gain a number of other useful (if unpleasant) powers. Yredelemnul appreciates killing, but has no interest in sacrifices, preferring corpses to be put to use. Destroying artificial beings is also appreciated, as they are neither truly alive nor subject to death or undeath.&lt;br /&gt;
&lt;br /&gt;
Yredelemnul gives followers the power to raise skeletons and corpses, to recall undead followers to their vicinity, and to heal by draining the life force of living creatures. With sufficient piety, Yredelemnul can be called upon to mirror a follower's injuries onto attackers. Eventually, followers will gain the power to bind a monster's soul, and make it fight for them instead. Yredelemnul will sporadically gift followers increasingly powerful undead servants.&lt;br /&gt;
&lt;br /&gt;
Yredelemnul likes it when you or your undead slaves kill living beings, you or your undead slaves kill artificial beings and your undead slaves kill holy beings. Yredelemnul especially likes it when you kill holy beings.&lt;br /&gt;
&lt;br /&gt;
Yredelemnul strongly dislikes it when you use holy magic or items.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
*Demigods cannot worship Yredelemnul (or any other [[god]]).&lt;br /&gt;
*[[Gargoyle]]s are considered a &amp;quot;[[nonliving]]&amp;quot; [[species]] not subject to death or undeath, and thus cannot worship Yredelemnul.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Actions that increase your [[piety]] are:&lt;br /&gt;
*Killing a living creature: About 67% chance (more for creatures with lots of hit dice, less as your experience level increases) of +1 piety.&lt;br /&gt;
*Having an undead slave kill a living creature: About 40% chance (more for creatures with lots of hit dice, less as your experience level increases) of +1 piety.&lt;br /&gt;
*Killing a holy being: About 83% chance of +1 piety.&lt;br /&gt;
*Having an undead slave kill a holy being: About 40% chance of +1 piety.&lt;br /&gt;
*Killing or having an undead slave kill an [[artificial]] being.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity. (Piety decreases on average by 1 every 340 turns)&lt;br /&gt;
*Abandonment. (Penance)&lt;br /&gt;
*Attacking with a weapon of [[holy wrath]]. (Penance)&lt;br /&gt;
*Voluntarily reading a [[scroll of holy word]]. (Penance)&lt;br /&gt;
*Casting [[Statue Form]]. (Excommunication)&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Tainted&amp;quot;&lt;br /&gt;
*No abilities.&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Torchbearer&amp;quot;&lt;br /&gt;
*'''Animate Remains''': Creates a [[zombie]] slave from a [[corpse]], or a [[skeleton (monster)|skeletal]] slave from a [[skeleton]]. Becomes Animate Dead at ***... (Costs 2 MP and 100-200 Food)&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Fey [Species Name]&amp;quot;&lt;br /&gt;
*'''Pain Mirror''': Any damage you suffer while this ability is active is mirrored upon your attacker. Note that the piety cost per reflected damage is quite high, so use this ability only when you absolutely need the boost. (Free to activate, but costs piety each time it takes effect equal to the square root of the damage done)&lt;br /&gt;
*'''Recall Undead Slaves''': Progressively [[teleport]]s your undead slaves to your current location, similar to a [[Recall]] spell. Affects your [[derived undead]] on the current floor and the undead servants gifted by Yredelemnul from any floor. Does not function in [[the Abyss]]. (Costs 2 MP and 50-100 Food)&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Black Crusader&amp;quot;&lt;br /&gt;
*'''Animate Dead''': Replaces Animate Remains, functioning the same but affecting all corpses in view. (Costs 2 MP, and 100-200 Food)&lt;br /&gt;
*'''Gift: Undead servants''': If you are eligible for a gift and your Piety is &amp;gt;= 75, there's a 25% chance to receive an undead servant from Yredelemnul, which stays with you until it is destroyed. The undead servant is selected among:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;1&amp;quot;&lt;br /&gt;
|Roll&lt;br /&gt;
|'''Yredelemnul Gifts'''&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Mummy]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[Wight]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Flying skull]] (2-5)&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[Wraith]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[Vampire (monster)|Vampire]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[Phantasmal warrior]]&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[[Skeletal warrior]]&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[Flayed ghost]]&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[Vampire knight]]&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|[[Ghoul (monster)|Ghoul]]&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|[[Bone dragon]]&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|[[Profane servitor]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each time you are to receive a minion, the game rolls 1d(min(3+(# of previous gifts)/2, 12)). The result determines which undead servant you are gifted. As such, the faster you acquire piety, the faster the quality of Yredelemnul's gifted servants will improve. There can only be a combined maximum of three profane servitors and bone dragons in the player's undead army.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Sculptor of Flesh&amp;quot;&lt;br /&gt;
*'''Drain Life''': You can drain life from all living (non- demonic, undead, holy or life-protected) beings in sight. You drain 1 + 1d7 + 1d(Invocation) HP from each creature, and gain half of that damage back as healing, up to a maximum of Invocations*2. (Costs 6 MP, 200-400 Food, and 2-3 Piety)&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Harbinger of Death&amp;quot;&lt;br /&gt;
*'''Enslave Soul''': This ability allows you to convert a single enemy into a permanent undead slave upon its death. First, you must use the ability on a [[:Category:Natural_holiness|Natural]], [[:Category:Demonic_holiness|Demonic]], or [[:Category:Holy_holiness|Holy]] being of at least normal intelligence, which must have 75% or more of its health remaining. The target must also be able to leave a zombifiable corpse. Using the ability requires an unobstructed path between the caster and the target. Once this is done, the caster will have (2 + (Invocations * 0.75) turns to kill the victim. If the victim is successfully killed in time, it becomes a permanent [[spectral thing]] of its former self, allied to you and still capable of casting its spells and equipped with all of its gear. You may only have one enslaved soul at a time; enslaving a new one will destroy the old. (Costs 8 MP, 150-300 Food, and 4-6 Piety)&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Grim Reaper&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
If you leave or are excommunicated from Yredelemnul, all of your slaves leave you and become hostile, though none of them are worth any experience to kill. &lt;br /&gt;
&lt;br /&gt;
While under penance, Yredelemnul will sometimes punish you (about once every 2000 turns). &lt;br /&gt;
&lt;br /&gt;
Possible punishments are:&lt;br /&gt;
*Random [[Miscast effect#Necromancy|necromancy miscast]] (100% if your experience level is &amp;lt;= 4, less likely as your experience level increases)&lt;br /&gt;
*Cast (hostile) [[Animate Dead]]&lt;br /&gt;
*Some of your undead slaves leave you&lt;br /&gt;
*Hostile undead are summoned against you from the following list: [[mummy]], [[wight]], [[flying skull]], [[wraith]], [[freezing wraith]], [[phantasmal warrior]], [[flaming corpse]], [[flayed ghost]], [[skeletal warrior]], [[ghoul]], [[death cob]], [[bone dragon]], or [[profane servitor]].&lt;br /&gt;
&lt;br /&gt;
On average, it will take 25 such punishments to burn through the 50 penance you have incurred.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Yredelemnul is the god of choice for melee characters who want backup, as well as powerful panic buttons in terms of draining life force and mirror damage prayers. Characters capable of casting [[Haste]] work well with this god, as powerful minions can become considerably deadlier while hastened. Yredelemnul is also viable for &amp;quot;monstrous&amp;quot; species who might want access to undead slaves, but lack the magical aptitudes to easily learn Necromancy.&lt;br /&gt;
&lt;br /&gt;
* Yredelemnul's ability to permanently Enslave Souls enables you to get a single extremely powerful undead version of a single living humanoid. This requires a very high [[Invocations]] skill, but it can even enslave [[Tiamat]]! Also note that when used properly, the resulting spectral horror keeps its old gear on it.&lt;br /&gt;
&lt;br /&gt;
* Consider leaving powerful [[unique monster|unique]]s alive if your Enslave Soul isn't reliable yet for later enslavement. Good candidates include [[Tiamat]], [[Frederick]], [[Margery]], [[Saint Roka]], [[Rupert]], [[Aizul]] and other powerful uniques. [[Nikola]] can be a dangerous ally, though, due to his usage of [[Chain Lightning]]. Good generic monsters to enslave include [[titan]]s, [[fire giant]]s, [[frost giant]]s, high level [[list of deep elves|deep elves]] (demonologists, master archers, blademasters), and [[orc warlord]]s. &lt;br /&gt;
&lt;br /&gt;
* Yredelemnul is perhaps the worst god to worship while tackling the extended end game content such as the [[Hell]]s, [[Pandemonium]], and the [[Tomb]]. In those areas, even [[bone dragon]]s are outmatched, there are no corpses to raise, and enemies are immune to Drain Life. Also, there is no way to gain piety as Yredelemnul does not award piety for demon and undead deaths while it constantly decays over time. In addition, Yredelemnul prohibits the use of Holy Wrath weapons which are often the best type available for those areas. On the other hand, Yredelemnul's wrath is one of the easiest to deal with, so switching late game is an option.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], players could start the game worshipping Yredelemnul as a [[Death Knight (background)|death knight]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], there was no cap on the number of bone dragons and profane servitors you could have at once. Also, you would receive [[freezing wraith]]s in place of vampires, and desecrating [[:Category:Holy holiness|holy]] remains gave piety. Also, read-IDing a [[scroll of holy word]] would have angered Yredelemnul's servants.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], you could be gifted [[rotting hulk]]s and [[plague shambler]]s.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], recalling undead slaves did not have any delay, but it was not able to recall any undead servants from other levels.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], the undead servant gift roll's results were based on piety.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.6.0]], Yredelemnul's random undead gifts could not follow you between floors.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Evil Gods]]&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Kikubaaqudgha&amp;diff=45214</id>
		<title>Kikubaaqudgha</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Kikubaaqudgha&amp;diff=45214"/>
				<updated>2017-05-17T22:11:01Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: remove pronouns&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
[[File:Kikubaaqudgha altar.png]] ''&amp;quot;Spread unending torment and darkness!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Kikubaaqudgha is a terrible Demon-God, served by those who wish to indulge in the powers of death. An evil god, Kikubaaqudgha requires the deaths of living creatures and demons as often as possible. In exchange, Kikubaaqudgha offers great assistance to the aspiring necromancer: spellbooks filled with dark magic, protection against necromantic backlash, and an endless supply of bodies taken from Kikubaaqudgha's vast mausoleum.&lt;br /&gt;
&lt;br /&gt;
Kikubaaqudgha will send corpses to followers, and enhance servants' necromantic prowess with gifts of spellbooks. Kikubaaqudgha will protect followers from the effects of necromantic miscasts, and may even shield them from unholy torment. Especially fervent followers may invoke torment themselves by sacrificing a cadaver, and Kikubaaqudgha will eventually allow followers to either receive the Necronomicon, or to have their weapon imbued with pain.&lt;br /&gt;
&lt;br /&gt;
Kikubaaqudgha likes it when you or your undead slaves kill living beings, you or your undead slaves kill demons and you or your undead slaves kill holy beings.&lt;br /&gt;
&lt;br /&gt;
The power of Kikubaaqudgha's abilities is governed by Necromancy skill instead of Invocations.}}&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your undead slaves killing living, holy, or demonic creatures. (Chance of +1 [[Piety]], chance increases with the victim's [[HD]], but decreases with your level.)&lt;br /&gt;
**Kiku is unimpressed by the killing of undead foes.&lt;br /&gt;
**Note that the &amp;quot;Kikubaaqudgha accepts your kill&amp;quot; message does not mean your Piety has risen, just that it could have.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Forgetting him. (1 Piety lost every 340 turns on average, and you are excommunicated if it falls to 0.)&lt;br /&gt;
*Abandoning him. (Penance) &lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Purveyor of Pain&amp;quot;&lt;br /&gt;
*No abilities.&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Scholar of Death&amp;quot;&lt;br /&gt;
*'''Receive Corpses''': Creates 1-9 reanimatable, branch-appropriate corpses near yourself. A high [[Necromancy]] skill gives more and better corpses, with freshness depending on your piety. These corpses can't trigger the [[Demonspawn_mutations#Powered_by_Death|Powered by Death mutation]]. (costs 3 MP, 50-100 food, and 2-3 piety)&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Merchant of Misery&amp;quot;&lt;br /&gt;
*You may resist Necromancy [[miscast effect#Necromancy|miscast effects]] from spell miscasts or [[mummy (monster)|mummy]] [[death curse]]s. Your resist chance rises with piety. Spells that qualify for protection will have, &amp;quot;Kikubaaqudgha supports the use of this spell,&amp;quot; in the description.&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Artisan of Death&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Dealer of Despair&amp;quot;&lt;br /&gt;
*'''Protection From Torment''': You take reduced damage from [[torment]], as follows:&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! '''Piety'''&lt;br /&gt;
! '''Unprotected'''&lt;br /&gt;
! '''HP lost w/ Kiku Protection'''&lt;br /&gt;
! '''HP lost w/ Kiku Protection &amp;amp; rN+++'''&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| 50%&lt;br /&gt;
| 36.4%&lt;br /&gt;
| 34.3%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 50%&lt;br /&gt;
| 33.35%&lt;br /&gt;
| 30.85%&lt;br /&gt;
|-&lt;br /&gt;
| 120&lt;br /&gt;
| 50%&lt;br /&gt;
| 30.4%&lt;br /&gt;
| 27.5%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 50%&lt;br /&gt;
| 26.25%&lt;br /&gt;
| 23.9%&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| 50%&lt;br /&gt;
| 20%&lt;br /&gt;
| 16%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Black Sun&amp;quot;&lt;br /&gt;
*'''Invoke [[Torment]]''' - Pray over a corpse to torment everything in your [[LOS]], even if you're undead. (Costs 4 MP, and 8-12 piety)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Lord of Darkness&amp;quot;&lt;br /&gt;
*Once per game, you may pray at an altar of Kikubaaqudgha to receive either the [[Necronomicon]] or a permanent [[Pain (brand)|Pain brand]] and increase of the enchantment level by 2 of your currently wielded weapon. This splatters blood over the area and invokes torment, as well as overwriting the current brand on the weapon, unless it is an artifact weapon.&lt;br /&gt;
&lt;br /&gt;
In addition, Kikubaaqudgha does the following:&lt;br /&gt;
*If you cast [[Death's Door]], Kikubaaqudgha adds a piety-dependent bonus to your final HP.&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
Kikubaaqudgha grants [[randart]] spellbooks upon reaching 1* and 3* piety.&lt;br /&gt;
&lt;br /&gt;
The first spellbook will contain four randomly selected [[Necromancy]] spells from levels 1 to 3, and [[Control Undead]]:&lt;br /&gt;
*[[Pain]] or [[Animate Skeleton]]&lt;br /&gt;
*[[Corpse Rot]]&lt;br /&gt;
*Either [[Sublimation of Blood]] (if the player is not a [[Gargoyle]], [[Ghoul]], or [[Mummy]]), or the other spell of [[Pain]] and [[Animate Skeleton]] (if they are).&lt;br /&gt;
*[[Regeneration]] or [[Vampiric Draining]] (always the latter if the player is a [[Deep Dwarf]] or [[Mummy]])&lt;br /&gt;
*[[Control Undead]]&lt;br /&gt;
&lt;br /&gt;
The second spellbook will contain four randomly selected Necromancy spells from levels 4 to 6, and [[Dispel Undead]]:&lt;br /&gt;
*[[Animate Dead]] or [[Cigotuvi's Embrace]].&lt;br /&gt;
*[[Agony]] or [[Excruciating Wounds]] (always the former if the player is a [[Felid]])&lt;br /&gt;
*[[Bolt of Draining]], [[Simulacrum]] or [[Death Channel]]&lt;br /&gt;
*A random spell which can be any of the 7 previous spells.&lt;br /&gt;
*[[Dispel Undead]]&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Kikubaaqudgha does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Kikubaaqudgha's wrath brings forth all the dread powers of necromancy. Victims are wracked with torment, assailed by the undead, smothered in miasma, and afflicted with a host of other necromantic ailments. Further, Kikubaaqudgha's gifts become tainted; those that attempt to use necromantic magic to fend off wrath will find it backfiring on them when least expected.}}&lt;br /&gt;
&lt;br /&gt;
When you abandon Kikubaaqudgha, all currently existing corpses will decay into skeletons in a few turns. While under penance for leaving him, Kikubaaqudgha will occasionally inflict you with [[Torment]], as well perform other forms of [[divine retribution]]. Kikubaaqudgha will often combine these punishments:&lt;br /&gt;
*Receive Corpses is cast (using your [[XL]] in place of Necromancy skill), followed by a hostile [[Animate Dead]]. All corpses and skeletons in the vicinity will be affected.&lt;br /&gt;
*[[Cloud]]s of [[Miasma]] at your location and around you.&lt;br /&gt;
*Necromancy [[miscast]]s.&lt;br /&gt;
&lt;br /&gt;
He may also punish you for casting Necromancy spells.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Kikubaaqudgha offers three main features: protection from torment and mummy death curses, Necromancy spellbooks, and a massive supply of corpses. &lt;br /&gt;
&lt;br /&gt;
The latter, coupled with Kikubaaqudgha's approval of demon-slaying, makes Kiku particularly useful in [[Pandemonium]]; Kikubaaqudgha lets you flood levels with cheap minions by animating the received corpses. The corpse delivery is particularly nice for [[Ghoul]]s and [[Vampire]]s, who are dependent on corpses for sustenance. Note that the corpses won't produce hides when butchered.&lt;br /&gt;
&lt;br /&gt;
Necromantic tomes are granted very quickly and roughly in order of spell level. This makes Kiku great for characters who want to learn Necromancy from scratch, but less useful for characters who are already Necromancers. He's also great for melee/hybrid characters, as Necromancy offers a lot of utility and support spells useful for melee fighters, like [[Regeneration]]. A bodyguard of meatshields is never more than two turns away with corpse delivery and Animate Dead, and you can get that tactic online very quickly as long as the second spellbook gift has Animate Dead in it.&lt;br /&gt;
&lt;br /&gt;
Kiku's torment invocation is great for the midgame, but becomes all but useless in the late game, when most enemies are torment-immune. Even if you're not undead, Kiku's torment protection can making invoking torment worthwhile; you'll only lose 20-25% of your health depending on your piety, and everything else on the screen will lose 50%. A second invocation will drop you from 75-80% to 56-64%, but everything else will be cut to 25%. Invoking torment and letting your torment-immune undead minions mop up can be a very good way to clear out large amounts of monsters in the midgame. Just watch your piety and have ways to escape and regain that health; torment is expensive and risky.&lt;br /&gt;
&lt;br /&gt;
At 6*, you get the choice between a pain-branded weapon and the Necronomicon. This typically happens around the midgame (if you converted at the [[Temple]]), and it can be a tricky decision. &lt;br /&gt;
&lt;br /&gt;
Since you've been training Necromancy all along, a pain brand will be absolutely devastating in your hands - but only to living enemies. (Since you get to pick which weapon to brand, a fast weapon like a quickblade or demon whip works best, but remember to not waste scrolls of enchant weapon above +7 because Kiku cant raise the enchantment level by 2 if its already maxed out at +9.) As with the torment invocation, this is great in the midgame, but useless in the extended endgame, where pain-resisting demons and undead are everywhere. The Necronomicon, on the other hand, is the other way around. Its spells are great for the endgame, but they won't help you one bit in the midgame (when your skills are too low to cast them). In the end, the decision comes down to &amp;quot;Would I rather have something that will help me much later, or something that will help me survive ''right now''?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Necronomicon may be found in other places, but it is far less likely that you will find a pain-branded weapon that is both the type you're using and the best weapon of that type. Pain-branded quickblades, for example, are very rare.&lt;br /&gt;
&lt;br /&gt;
In the case you decide to pick the Necronomicon, the Excruciating Wounds spell can substitute for a permanent pain weapon in a pinch. That has its cost as well, though - Excruciating Wounds is a noisy spell, you'll have to commit the levels to memorizing it, and brand spells are kind of tedious. It's not guaranteed that you'll ever actually find the spell, either, so if you choose the Necronomicon you may not ever get a pain-branded weapon at all.&lt;br /&gt;
&lt;br /&gt;
Finally, worshiping Kiku makes it ''much'' easier to conquer the Tomb. The Tomb is one of the deadliest branches of the whole game, but with protection from mummy death curses, torment protection, and a far greater chance of access to Dispel Undead, Kiku players have an easier time than anyone else.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*If absolutely necessary, you can use Kiku's final gift to overwrite a dangerous [[Distortion]] branded non-artifact weapon with a harmless [[Pain]] brand without the risk of unwielding it. Using a [[scroll of brand weapon]] is much cheaper, however.&lt;br /&gt;
*Here are some neat uses for Kiku's corpse delivery:&lt;br /&gt;
**Eat them. This is particularly useful for [[vampire]]s, [[ghoul]]s, and [[troll]]s, especially in corpseless branches. However, not all corpses are edible.&lt;br /&gt;
**Make undead out of them (skeletons, zombies) for meat shields.&lt;br /&gt;
**[[Corpse Rot]] can turn a field of corpses into a lot of miasma and skeletons very quickly. Let enemies wander in and then confuse them to make them stay inside, use Animate Dead to raise an army of skeletons to attack them.&lt;br /&gt;
**Even in Hell you can get powerful corpses. One or two of them combined with [[Simulacrum]] are often enough to build an army capable of taking down the Hell Lords.&lt;br /&gt;
*Kiku has no objection to you [[wield]]ing weapons of [[holy wrath]].&lt;br /&gt;
*In spite of Kiku's punishments, Kiku's divine retribution is one of the easiest to survive. Stair-scumming lets you run from the monsters Kiku sends. Expect to receive Torment every time Kiku's wrath occurs, however.&lt;br /&gt;
**You cannot just use Receive Corpses and Animate Dead to surround yourself with a wall of minions before abandoning him. Kiku turns your undead minions hostile when you leave him.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], Kiku helped at [[Piety]] level **** to resist the [[Haunt]] inflicted [[sickness]] on the caster (resist rate rose with piety).&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Evil Gods]]&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Beogh&amp;diff=45213</id>
		<title>Beogh</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Beogh&amp;diff=45213"/>
				<updated>2017-05-17T22:08:55Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
&lt;br /&gt;
[[File:Beogh altar.png]] ''&amp;quot;Drown the unbelievers in a sea of blood!&amp;quot;''&lt;br /&gt;
{{flavour|Beogh is an evil deity, worshipped by the cave orcs native to the dungeon. Only orcs may devote their service to Beogh, and they must prove their devotion with bloodshed. Especially fervent devotees of Beogh will find orcish followers flocking to their banner: it is an age of signs and portents, and the orcs have become increasingly certain that the coming of their Messiah is nigh.&lt;br /&gt;
&lt;br /&gt;
Followers of Beogh can smite their foes, and will even gain orcish followers of their own, who may be blessed by Beogh in battle and can be recalled as needed. Eventually, followers will gain the power to walk on water. Beogh will sometimes directly intervene to save a follower's life.&lt;br /&gt;
&lt;br /&gt;
Beogh likes it when you or your allied orcs kill living beings, you or your allied orcs kill the undead, you or your allied orcs kill demons and you or your allied orcs kill holy beings. Beogh especially likes it when you kill the priests of other religions.&lt;br /&gt;
&lt;br /&gt;
Beogh strongly dislikes it when you perform cannibalism, you attack allied orcs, you desecrate orcish remains or you destroy orcish idols.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Beogh the Brigand''' is a deity worshiped by the [[Orc|cave orc]]s native to the [[Dungeon]]. Only orcs may devote their service to Beogh, and must prove their devotion by bloodshed and sacrifice. Devout followers of Beogh can smite their foes, and especially fervent devotees of Beogh may even gain followers of their own, for the orcs still await their Messiah. There is no [[altar]] to Beogh in the [[Ecumenical Temple]], but [[orc priest]]s, [[orc high priest]]s, and [[Saint Roka]] will offer [[hill orc]] characters the opportunity to convert. Altars to Beogh can often be found in the [[Orcish Mines]].&lt;br /&gt;
&lt;br /&gt;
Beogh is considered an [[Evil#Evil_gods|evil]] god.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
Beogh only tolerates [[hill orc]]s as worshipers.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing a living, holy, undead, or demonic creature.&lt;br /&gt;
*You killing a hostile priest.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
Regardless of your behavior, you lose on average 1 [[piety]] every 320 turns. If you drop to 0 piety, you'll be excommunicated. You will also lose piety (or incur [[penance]]) for the following:&lt;br /&gt;
*Desecrating orcish remains (using orc corpses for any purpose, like [[Animate Dead]] or [[Animate Skeleton]]).&lt;br /&gt;
*Butchering an orc corpse or cannibalism (eating chunks from orc corpses).&lt;br /&gt;
*Destroying an [[Statue#Inanimate Statues|Orcish Idol]].&lt;br /&gt;
*Attacking an orcish ally. (Be careful if you are confused!)&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Messenger&amp;quot;&lt;br /&gt;
*'''Protection from harm''' -  If you receive damage that should kill you, there's a 10 + (Piety/10) % chance to cancel all damage (instead, your Piety is reduced by 20 + 1d20). Unlike with good gods, this protection is canceled if you are under penance.&lt;br /&gt;
*'''Spread experience''' - Each time you gain some experience, Beogh will give an additional half of that amount among the orcish followers in your [[line of sight]]. Those experience points are not taken from those you would be receiving: the player doesn't lose any XP points.&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Proselytiser&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Priest&amp;quot;&lt;br /&gt;
*'''Smiting''' - You can [[smite]] any monster in view. In 0.17, Damage at 0 Invocation ranges from 9-12 (avg 10), and linearly scales to 9-72 (avg 40) at 27 Invocation. In 0.16 and before, approximately 40 max damage with 27 invocations; the approximate formula was 6 + 1d(5 + Invocation Skill). This is unavoidable, and cannot be reduced by any factor except [[deep dwarf]] damage shaving. (3 MP, 80-160 Food, 3 Piety)&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Missionary&amp;quot;&lt;br /&gt;
*'''Gain orcish followers''' - Non-summoned, shapeshifted, sleeping, confused or paralyzed orcs (even uniques, eg. [[Blork]]) around you may recognize you as their Messiah and turn friendly. The chance depends on your piety and experience level (the higher, the better) and the hit dice of the orc (the lower, the better). Conversions may happen when:&lt;br /&gt;
**A hostile orc notices you for the first time (including because you hit it or cast a spell on it)&lt;br /&gt;
**A hostile orc becomes significantly wounded (best not use poison!)&lt;br /&gt;
**You or one of your allies kill a non-ordinary orc (in this case, the monster will survive the killing blow, unless it was reduced under its max HP in negative). This works best on higher level orcs.&lt;br /&gt;
*'''Bless your orcish followers''' - Beogh may bless one of your followers when it kills an enemy or otherwise gains experience. The chance is 1d(Piety) &amp;gt;= 30, or one at random when ''you'' kill an enemy (10% chance). The blessing has one of the following effects:&lt;br /&gt;
**10%: An ordinary orc becomes an orc priest, otherwise 25% chance to add +1 to their weapon's accuracy, 25% chance to add +1 to their weapon's damage, 50% chance to add +1 to their armour's AC.&lt;br /&gt;
**90%: 50% chance to remove poison, sickness, confusion, rotting, slowing, or exhaustion (if they are so afflicted), otherwise heals 25% of the follower's HP.&lt;br /&gt;
**Beogh may also improve your followers' equipment and gift weapons, armour, and ammo to those who lack them.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Evangelist&amp;quot;&lt;br /&gt;
*'''Recall your orcish followers''' -  You can recall your orcish allies, as per the [[Recall]] spell (but only for orcs): all your orcish followers in the dungeon are teleported close to you over a number of turns. (2 MP, 50-100 Food)&lt;br /&gt;
&lt;br /&gt;
*'''Orc reinforcements''' - If you have no followers on this level, there's a small chance that Beogh will give several permanent, friendly orcs to you.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Apostle&amp;quot;&lt;br /&gt;
*'''Walk on water''' -  You can cross [[deep water]] as if it was normal floor. Water walking will never end before reaching land.&lt;br /&gt;
*'''Give Item to Named Follower''': You have the ability to provide a one-time gift to a named follower of your choice. This will not work for unnamed orc followers, and once they receive a gift, it cannot be relinquished unless they die.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Messiah&amp;quot;&lt;br /&gt;
*'''Resurrection''': Bring a single orc back from the dead, converting them to your cause if they weren't already a follower. You must stand over their dead body, so if the orc didn't leave a corpse they can't be resurrected. Costs 35 piety.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Beogh does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Blasphemers against the word of Beogh find themselves confronted with direct and physical opposition. Those who still worship Beogh find their followers regularly deserting them; they, and others, are further assaulted by waves of orcish warriors. When working through intermediaries fails, Beogh hurls dancing electric weapons at offenders, or simply smites them - and when smiting true sinners, Beogh has a heavy hand indeed!}}&lt;br /&gt;
&lt;br /&gt;
During penance or following desertion, you'll occasionally experience one of the following forms of [[divine retribution]]:&lt;br /&gt;
&lt;br /&gt;
*25%: Beogh smites you, potentially dealing very significant damage. If you are worshiping another god at this point, there is a piety/4 % chance that the new god will protect you from this.&lt;br /&gt;
*13%: [[Durable summon|Durably summons]] 1d2 hostile [[dancing weapon]]s. These weapon will be +1d3-1/+1d3-1 and [[brand]]ed with [[electrocution]]. They will vanish when defeated.&lt;br /&gt;
*25%: Followers around you have a chance to turn hostile (only if you're still a follower of Beogh).&lt;br /&gt;
*37% (62% if you changed religion): Sends forth an army of [[durably summoned]] orcs, led by a stronger, occasionally named orc, whose type depends on your experience level.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Your orc recall ability tends to recall your strongest orcs first, gradually followed by your weaker orcs. You can effectively use this to summon a small band of elite reinforcements and quickly cancel the recall through the abilities menu, saving the fodder for particularly dangerous battles.&lt;br /&gt;
*Hang on to any particularly powerful randarts that you may find, as they are potentially very useful gifts for your stronger followers. Remember that you can only ever gift one item, and that item can only be obtained again by picking it off your dead follower's corpse!&lt;br /&gt;
*Strangely enough, Beogh greatly appreciates it when you kill hostile orc priests. Take advantage of this for piety.&lt;br /&gt;
*Since conversions happen based on piety and XL, Beogh worshippers may want to delay clearing the [[Orcish Mines]] until they have maxed out their piety and gained some experience.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
In very ancient versions of ''Crawl'', comments in the code referring to orc priest smiting stated that they were channeling the wrath of B.O.G. (Brian's Orc God). This eventually evolved into the name, &amp;quot;Beogh.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], Beogh increased the benefits of armour and shields. Also, Water Walking would end immediately if piety dropped below 120, killing the character if over deep water or lava at the time the effect ended.&lt;br /&gt;
*Prior to [[0.18]], Beogh did not have the ability to resurrect orcs. Instead, Beogh rewarded the player for &amp;quot;blessing&amp;quot; (i.e. sacrificing) the corpses of fallen orcs. Also, the [[Orcish Mines]] had four easier levels with more low-level orcs but fewer strong orcs like [[orc knight]]s or [[orc warrior]]s.&lt;br /&gt;
*Prior to [[0.15]], players could not gift equipment to followers, and Beogh did not gift random gear to followers with empty equipment slots.&lt;br /&gt;
*Prior to [[0.14]], orcish versions of gear existed, and Beogh only granted bonuses for wearing orcish armour (as well as wielding orcish melee weapons).&lt;br /&gt;
*Prior to [[0.13]], hill orc [[priest]]s started with this religion.&lt;br /&gt;
*Prior to [[0.12]], recalling orcish followers did not have any delay, but it was not able to recall orcish followers from other levels. Shared experience was added in 0.12.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Evil Gods]]&lt;br /&gt;
[[Category:Orc]]&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Beogh&amp;diff=45212</id>
		<title>Beogh</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Beogh&amp;diff=45212"/>
				<updated>2017-05-17T22:08:23Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
&lt;br /&gt;
[[File:Beogh altar.png]] ''&amp;quot;Drown the unbelievers in a sea of blood!&amp;quot;''&lt;br /&gt;
{{flavour|Beogh is an evil deity, worshipped by the cave orcs native to the dungeon. Only orcs may devote their service to Beogh, and they must prove their devotion with bloodshed. Especially fervent devotees of Beogh will find orcish followers flocking to their banner: it is an age of signs and portents, and the orcs have become increasingly certain that the coming of their Messiah is nigh.&lt;br /&gt;
&lt;br /&gt;
Followers of Beogh can smite their foes, and will even gain orcish followers of their own, who may be blessed by Beogh in battle and can be recalled as needed. Eventually, followers will gain the power to walk on water. Beogh will sometimes directly intervene to save a follower's life.&lt;br /&gt;
&lt;br /&gt;
Beogh likes it when you or your allied orcs kill living beings, you or your allied orcs kill the undead, you or your allied orcs kill demons and you or your allied orcs kill holy beings. Beogh especially likes it when you kill the priests of other religions.&lt;br /&gt;
&lt;br /&gt;
Beogh strongly dislikes it when you perform cannibalism, you attack allied orcs, you desecrate orcish remains or you destroy orcish idols.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Beogh the Brigand''' is a deity worshiped by the [[Orc|cave orc]]s native to the [[Dungeon]]. Only orcs may devote their service to Beogh, and must prove their devotion by bloodshed and sacrifice. Devout followers of Beogh can smite their foes, and especially fervent devotees of Beogh may even gain followers of their own, for the orcs still await their Messiah. There is no [[altar]] to Beogh in the [[Ecumenical Temple]], but [[orc priest]]s, [[orc high priest]]s, and [[Saint Roka]] will offer [[hill orc]] characters the opportunity to convert. Altars to him can often be found in the [[Orcish Mines]].&lt;br /&gt;
&lt;br /&gt;
Beogh is considered an [[Evil#Evil_gods|evil]] god.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
Beogh only tolerates [[hill orc]]s as worshipers.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing a living, holy, undead, or demonic creature.&lt;br /&gt;
*You killing a hostile priest.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
Regardless of your behavior, you lose on average 1 [[piety]] every 320 turns. If you drop to 0 piety, you'll be excommunicated. You will also lose piety (or incur [[penance]]) for the following:&lt;br /&gt;
*Desecrating orcish remains (using orc corpses for any purpose, like [[Animate Dead]] or [[Animate Skeleton]]).&lt;br /&gt;
*Butchering an orc corpse or cannibalism (eating chunks from orc corpses).&lt;br /&gt;
*Destroying an [[Statue#Inanimate Statues|Orcish Idol]].&lt;br /&gt;
*Attacking an orcish ally. (Be careful if you are confused!)&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Messenger&amp;quot;&lt;br /&gt;
*'''Protection from harm''' -  If you receive damage that should kill you, there's a 10 + (Piety/10) % chance to cancel all damage (instead, your Piety is reduced by 20 + 1d20). Unlike with good gods, this protection is canceled if you are under penance.&lt;br /&gt;
*'''Spread experience''' - Each time you gain some experience, Beogh will give an additional half of that amount among the orcish followers in your [[line of sight]]. Those experience points are not taken from those you would be receiving: the player doesn't lose any XP points.&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Proselytiser&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Priest&amp;quot;&lt;br /&gt;
*'''Smiting''' - You can [[smite]] any monster in view. In 0.17, Damage at 0 Invocation ranges from 9-12 (avg 10), and linearly scales to 9-72 (avg 40) at 27 Invocation. In 0.16 and before, approximately 40 max damage with 27 invocations; the approximate formula was 6 + 1d(5 + Invocation Skill). This is unavoidable, and cannot be reduced by any factor except [[deep dwarf]] damage shaving. (3 MP, 80-160 Food, 3 Piety)&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Missionary&amp;quot;&lt;br /&gt;
*'''Gain orcish followers''' - Non-summoned, shapeshifted, sleeping, confused or paralyzed orcs (even uniques, eg. [[Blork]]) around you may recognize you as their Messiah and turn friendly. The chance depends on your piety and experience level (the higher, the better) and the hit dice of the orc (the lower, the better). Conversions may happen when:&lt;br /&gt;
**A hostile orc notices you for the first time (including because you hit it or cast a spell on it)&lt;br /&gt;
**A hostile orc becomes significantly wounded (best not use poison!)&lt;br /&gt;
**You or one of your allies kill a non-ordinary orc (in this case, the monster will survive the killing blow, unless it was reduced under its max HP in negative). This works best on higher level orcs.&lt;br /&gt;
*'''Bless your orcish followers''' - Beogh may bless one of your followers when it kills an enemy or otherwise gains experience. The chance is 1d(Piety) &amp;gt;= 30, or one at random when ''you'' kill an enemy (10% chance). The blessing has one of the following effects:&lt;br /&gt;
**10%: An ordinary orc becomes an orc priest, otherwise 25% chance to add +1 to their weapon's accuracy, 25% chance to add +1 to their weapon's damage, 50% chance to add +1 to their armour's AC.&lt;br /&gt;
**90%: 50% chance to remove poison, sickness, confusion, rotting, slowing, or exhaustion (if they are so afflicted), otherwise heals 25% of the follower's HP.&lt;br /&gt;
**Beogh may also improve your followers' equipment and gift weapons, armour, and ammo to those who lack them.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Evangelist&amp;quot;&lt;br /&gt;
*'''Recall your orcish followers''' -  You can recall your orcish allies, as per the [[Recall]] spell (but only for orcs): all your orcish followers in the dungeon are teleported close to you over a number of turns. (2 MP, 50-100 Food)&lt;br /&gt;
&lt;br /&gt;
*'''Orc reinforcements''' - If you have no followers on this level, there's a small chance that Beogh will give several permanent, friendly orcs to you.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Apostle&amp;quot;&lt;br /&gt;
*'''Walk on water''' -  You can cross [[deep water]] as if it was normal floor. Water walking will never end before reaching land.&lt;br /&gt;
*'''Give Item to Named Follower''': You have the ability to provide a one-time gift to a named follower of your choice. This will not work for unnamed orc followers, and once they receive a gift, it cannot be relinquished unless they die.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Messiah&amp;quot;&lt;br /&gt;
*'''Resurrection''': Bring a single orc back from the dead, converting them to your cause if they weren't already a follower. You must stand over their dead body, so if the orc didn't leave a corpse they can't be resurrected. Costs 35 piety.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Beogh does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Blasphemers against the word of Beogh find themselves confronted with direct and physical opposition. Those who still worship Beogh find their followers regularly deserting them; they, and others, are further assaulted by waves of orcish warriors. When working through intermediaries fails, Beogh hurls dancing electric weapons at offenders, or simply smites them - and when smiting true sinners, Beogh has a heavy hand indeed!}}&lt;br /&gt;
&lt;br /&gt;
During penance or following desertion, you'll occasionally experience one of the following forms of [[divine retribution]]:&lt;br /&gt;
&lt;br /&gt;
*25%: Beogh smites you, potentially dealing very significant damage. If you are worshiping another god at this point, there is a piety/4 % chance that the new god will protect you from this.&lt;br /&gt;
*13%: [[Durable summon|Durably summons]] 1d2 hostile [[dancing weapon]]s. These weapon will be +1d3-1/+1d3-1 and [[brand]]ed with [[electrocution]]. They will vanish when defeated.&lt;br /&gt;
*25%: Followers around you have a chance to turn hostile (only if you're still a follower of Beogh).&lt;br /&gt;
*37% (62% if you changed religion): Sends forth an army of [[durably summoned]] orcs, led by a stronger, occasionally named orc, whose type depends on your experience level.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Your orc recall ability tends to recall your strongest orcs first, gradually followed by your weaker orcs. You can effectively use this to summon a small band of elite reinforcements and quickly cancel the recall through the abilities menu, saving the fodder for particularly dangerous battles.&lt;br /&gt;
*Hang on to any particularly powerful randarts that you may find, as they are potentially very useful gifts for your stronger followers. Remember that you can only ever gift one item, and that item can only be obtained again by picking it off your dead follower's corpse!&lt;br /&gt;
*Strangely enough, Beogh greatly appreciates it when you kill hostile orc priests. Take advantage of this for piety.&lt;br /&gt;
*Since conversions happen based on piety and XL, Beogh worshippers may want to delay clearing the [[Orcish Mines]] until they have maxed out their piety and gained some experience.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
In very ancient versions of ''Crawl'', comments in the code referring to orc priest smiting stated that they were channeling the wrath of B.O.G. (Brian's Orc God). This eventually evolved into the name, &amp;quot;Beogh.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], Beogh increased the benefits of armour and shields. Also, Water Walking would end immediately if piety dropped below 120, killing the character if over deep water or lava at the time the effect ended.&lt;br /&gt;
*Prior to [[0.18]], Beogh did not have the ability to resurrect orcs. Instead, Beogh rewarded the player for &amp;quot;blessing&amp;quot; (i.e. sacrificing) the corpses of fallen orcs. Also, the [[Orcish Mines]] had four easier levels with more low-level orcs but fewer strong orcs like [[orc knight]]s or [[orc warrior]]s.&lt;br /&gt;
*Prior to [[0.15]], players could not gift equipment to followers, and Beogh did not gift random gear to followers with empty equipment slots.&lt;br /&gt;
*Prior to [[0.14]], orcish versions of gear existed, and Beogh only granted bonuses for wearing orcish armour (as well as wielding orcish melee weapons).&lt;br /&gt;
*Prior to [[0.13]], hill orc [[priest]]s started with this religion.&lt;br /&gt;
*Prior to [[0.12]], recalling orcish followers did not have any delay, but it was not able to recall orcish followers from other levels. Shared experience was added in 0.12.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Evil Gods]]&lt;br /&gt;
[[Category:Orc]]&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Beogh&amp;diff=45211</id>
		<title>Beogh</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Beogh&amp;diff=45211"/>
				<updated>2017-05-17T22:08:05Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
&lt;br /&gt;
[[File:Beogh altar.png]] ''&amp;quot;Drown the unbelievers in a sea of blood!&amp;quot;''&lt;br /&gt;
{{flavour|Beogh is an evil deity, worshipped by the cave orcs native to the dungeon. Only orcs may devote their service to Beogh, and they must prove their devotion with bloodshed. Especially fervent devotees of Beogh will find orcish followers flocking to their banner: it is an age of signs and portents, and the orcs have become increasingly certain that the coming of their Messiah is nigh.&lt;br /&gt;
&lt;br /&gt;
Followers of Beogh can smite their foes, and will even gain orcish followers of their own, who may be blessed by Beogh in battle and can be recalled as needed. Eventually, followers will gain the power to walk on water. Beogh will sometimes directly intervene to save a follower's life.&lt;br /&gt;
&lt;br /&gt;
Beogh likes it when you or your allied orcs kill living beings, you or your allied orcs kill the undead, you or your allied orcs kill demons and you or your allied orcs kill holy beings. Beogh especially likes it when you kill the priests of other religions.&lt;br /&gt;
&lt;br /&gt;
Beogh strongly dislikes it when you perform cannibalism, you attack allied orcs, you desecrate orcish remains or you destroy orcish idols.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Beogh the Brigand''' is a deity worshiped by the [[Orc|cave orc]]s native to the [[Dungeon]]. Only orcs may devote their service to Beogh, and must prove their devotion by bloodshed and sacrifice. Devout followers of Beogh can smite their foes, and especially fervent devotees of Beogh may even gain followers of their own, for the orcs still await their Messiah. There is no [[altar]] to Beogh in the [[Ecumenical Temple]], but [[orc priest]]s, [[orc high priest]]s, and [[Saint Roka]] will offer [[hill orc]] characters the opportunity to convert. Altars to him can often be found in the [[Orcish Mines]].&lt;br /&gt;
&lt;br /&gt;
Beogh is considered an [[Evil#Evil_gods|evil]] god.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
Beogh only tolerates [[hill orc]]s as worshipers.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing a living, holy, undead, or demonic creature.&lt;br /&gt;
*You killing a hostile priest.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
Regardless of your behavior, you lose on average 1 [[piety]] every 320 turns. If you drop to 0 piety, you'll be excommunicated. You will also lose piety (or incur [[penance]]) for the following:&lt;br /&gt;
*Desecrating orcish remains (using orc corpses for any purpose, like [[Animate Dead]] or [[Animate Skeleton]]).&lt;br /&gt;
*Butchering an orc corpse or cannibalism (eating chunks from orc corpses).&lt;br /&gt;
*Destroying an [[Statue#Inanimate Statues|Orcish Idol]].&lt;br /&gt;
*Attacking an orcish ally. (Be careful if you are confused!)&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Messenger&amp;quot;&lt;br /&gt;
*'''Protection from harm''' -  If you receive damage that should kill you, there's a 10 + (Piety/10) % chance to cancel all damage (instead, your Piety is reduced by 20 + 1d20). Unlike with good gods, this protection is canceled if you are under penance.&lt;br /&gt;
*'''Spread experience''' - Each time you gain some experience, Beogh will give an additional half of that amount among the orcish followers in your [[line of sight]]. Those experience points are not taken from those you would be receiving: the player doesn't lose any XP points.&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Proselytiser&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Priest&amp;quot;&lt;br /&gt;
*'''Smiting''' - You can [[smite]] any monster in view. In 0.17, Damage at 0 Invocation ranges from 9-12 (avg 10), and linearly scales to 9-72 (avg 40) at 27 Invocation. In 0.16 and before, approximately 40 max damage with 27 invocations; the approximate formula was 6 + 1d(5 + Invocation Skill). This is unavoidable, and cannot be reduced by any factor except [[deep dwarf]] damage shaving. (3 MP, 80-160 Food, 3 Piety)&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Missionary&amp;quot;&lt;br /&gt;
*'''Gain orcish followers''' - Non-summoned, shapeshifted, sleeping, confused or paralyzed orcs (even uniques, eg. [[Blork]]) around you may recognize you as their Messiah and turn friendly. The chance depends on your piety and experience level (the higher, the better) and the hit dice of the orc (the lower, the better). Conversions may happen when:&lt;br /&gt;
**A hostile orc notices you for the first time (including because you hit it or cast a spell on it)&lt;br /&gt;
**A hostile orc becomes significantly wounded (best not use poison!)&lt;br /&gt;
**You or one of your allies kill a non-ordinary orc (in this case, the monster will survive the killing blow, unless it was reduced under its max HP in negative). This works best on higher level orcs.&lt;br /&gt;
*'''Bless your orcish followers''' - Beogh may bless one of your followers when it kills an enemy or otherwise gains experience. The chance is 1d(Piety) &amp;gt;= 30, or one at random when ''you'' kill an enemy (10% chance). The blessing has one of the following effects:&lt;br /&gt;
**10%: An ordinary orc becomes an orc priest, otherwise 25% chance to add +1 to their weapon's accuracy, 25% chance to add +1 to their weapon's damage, 50% chance to add +1 to their armour's AC.&lt;br /&gt;
**90%: 50% chance to remove poison, sickness, confusion, rotting, slowing, or exhaustion (if they are so afflicted), otherwise heals 25% of the follower's HP.&lt;br /&gt;
**Beogh may also improve your followers' equipment and gift weapons, armour, and ammo to those who lack them.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Evangelist&amp;quot;&lt;br /&gt;
*'''Recall your orcish followers''' -  You can recall your orcish allies, as per the [[Recall]] spell (but only for orcs): all your orcish followers in the dungeon are teleported close to you over a number of turns. (2 MP, 50-100 Food)&lt;br /&gt;
&lt;br /&gt;
*'''Orc reinforcements''' - If you have no followers on this level, there's a small chance that Beogh will give several permanent, friendly orcs to you.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Apostle&amp;quot;&lt;br /&gt;
*'''Walk on water''' -  You can cross [[deep water]] as if it was normal floor. Water walking will never end before reaching land.&lt;br /&gt;
*'''Give Item to Named Follower''': You have the ability to provide a one-time gift to a named follower of your choice. This will not work for unnamed orc followers, and once they receive a gift, it cannot be relinquished unless they die.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Messiah&amp;quot;&lt;br /&gt;
*'''Resurrection''': Bring a single orc back from the dead, converting them to your cause if they weren't already a follower. You must stand over their dead body, so if the orc didn't leave a corpse they can't be resurrected. Costs 35 piety.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Beogh does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Blasphemers against the word of Beogh find themselves confronted with direct and physical opposition. Those who still worship Beogh find their followers regularly deserting them; they, and others, are further assaulted by waves of orcish warriors. When working through intermediaries fails, Beogh hurls dancing electric weapons at offenders, or simply smites them - and when smiting true sinners, Beogh has a heavy hand indeed!}}&lt;br /&gt;
&lt;br /&gt;
During penance or following desertion, you'll occasionally experience one of the following forms of [[divine retribution]]:&lt;br /&gt;
&lt;br /&gt;
*25%: Beogh smites you, potentially dealing very significant damage. If you are worshiping another god at this point, there is a piety/4 % chance that the new god will protect you from this.&lt;br /&gt;
*13%: [[Durable summon|Durably summons]] 1d2 hostile [[dancing weapon]]s. These weapon will be +1d3-1/+1d3-1 and [[brand]]ed with [[electrocution]]. They will vanish when defeated.&lt;br /&gt;
*25%: Followers around you have a chance to turn hostile (only if you're still a follower of Beogh).&lt;br /&gt;
*37% (62% if you changed religion): Sends forth an army of [[durably summoned]] orcs, led by a stronger, occasionally named orc, whose type depends on your experience level.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Your orc recall ability tends to recall your strongest orcs first, gradually followed by your weaker orcs. You can effectively use this to summon a small band of elite reinforcements and quickly cancel the recall through the abilities menu, saving the fodder for particularly dangerous battles.&lt;br /&gt;
*Hang on to any particularly powerful randarts that you may find, as they are potentially very useful gifts for your stronger followers. Remember that you can only ever gift one item, and that item can only be obtained again by picking it off your dead follower's corpse!&lt;br /&gt;
*Strangely enough, he greatly appreciates it when you kill hostile orc priests. Take advantage of this for piety.&lt;br /&gt;
*Since conversions happen based on piety and XL, Beogh worshippers may want to delay clearing the [[Orcish Mines]] until they have maxed out their piety and gained some experience.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
In very ancient versions of ''Crawl'', comments in the code referring to orc priest smiting stated that they were channeling the wrath of B.O.G. (Brian's Orc God). This eventually evolved into the name, &amp;quot;Beogh.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], Beogh increased the benefits of armour and shields. Also, Water Walking would end immediately if piety dropped below 120, killing the character if over deep water or lava at the time the effect ended.&lt;br /&gt;
*Prior to [[0.18]], Beogh did not have the ability to resurrect orcs. Instead, Beogh rewarded the player for &amp;quot;blessing&amp;quot; (i.e. sacrificing) the corpses of fallen orcs. Also, the [[Orcish Mines]] had four easier levels with more low-level orcs but fewer strong orcs like [[orc knight]]s or [[orc warrior]]s.&lt;br /&gt;
*Prior to [[0.15]], players could not gift equipment to followers, and Beogh did not gift random gear to followers with empty equipment slots.&lt;br /&gt;
*Prior to [[0.14]], orcish versions of gear existed, and Beogh only granted bonuses for wearing orcish armour (as well as wielding orcish melee weapons).&lt;br /&gt;
*Prior to [[0.13]], hill orc [[priest]]s started with this religion.&lt;br /&gt;
*Prior to [[0.12]], recalling orcish followers did not have any delay, but it was not able to recall orcish followers from other levels. Shared experience was added in 0.12.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Evil Gods]]&lt;br /&gt;
[[Category:Orc]]&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ring_of_sustain_attributes&amp;diff=45210</id>
		<title>Ring of sustain attributes</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ring_of_sustain_attributes&amp;diff=45210"/>
				<updated>2017-05-17T22:07:25Z</updated>
		
		<summary type="html">&lt;p&gt;Tasonir: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Jewellery&lt;br /&gt;
 |name=Ring of sustain attributes&lt;br /&gt;
 |cost= 175&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|This ring protects its wearer from the loss of their strength, dexterity and intelligence.}}&lt;br /&gt;
&lt;br /&gt;
The '''ring of sustain attributes''' cuts any temporary loss of [[stats]] in half, rounding down. Note that most sources of stat loss cause you to lose a single point, so this ring completely negates those (e.g. [[sickness]] and the [[Bad mutations#Deterioration|Deterioration mutation]]).&lt;br /&gt;
&lt;br /&gt;
A ring of sustain attributes does '''not''' affect the ''permanent'' loss of stats that might be incurred by [[mutation]]s.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Temporary stat loss is restored as you gain [[XP]], which means that characters experiencing low levels of stat loss can simply kill monsters to restore their stats without needing sustain attributes. However for characters with at least one low stat (e.g. a [[berserker]] with low [[intelligence]]), sustain attributes can help to avoid getting [[stat zero]], which has extremely dangerous side-effects. Characters that experience larger amounts of stat drain, such as those with higher levels of the [[Deterioration|Deterioration mutation]] or those regularly using a [[Crystal ball of energy]] or the [[Staff of Wucad Mu]], will also find this ring useful.&lt;br /&gt;
&lt;br /&gt;
In some extended branches of the game, you experience far more stat drain than usual. In [[Tomb]] you encounter large numbers of [[death curse]]s, many of which will have a small but significant chance of reducing your stats. In [[Hell]] the frequent effects the you experience from [[Hell's mystical force]] include potentially large stat drain. It's important to watch your stat levels when visiting these branches, putting on sustain attributes as necessary. Your effectiveness is greatly reduced when stats are much lower, and for characters who have a low stat (either permanently or temporarily from previous stat drain), the ring can prevent reaching stat zero.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.19]] and later, sustain attributes are no more. Luckily, temporary stat losses were reduced to compensate.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], this item was called a ring of sustain abilities.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]] you received a cumulative effect for wearing two rings, reducing stat loss by 75%, thus entirely negating all stat damage dealt in increments of 3 or less.&lt;br /&gt;
&lt;br /&gt;
{{jewellery}}&lt;/div&gt;</summary>
		<author><name>Tasonir</name></author>	</entry>

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