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		<updated>2026-05-06T21:49:14Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Tin_of_tremorstones&amp;diff=54184</id>
		<title>Tin of tremorstones</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Tin_of_tremorstones&amp;diff=54184"/>
				<updated>2021-03-21T22:22:28Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Miscellaneous item&lt;br /&gt;
 |name=tin of tremorstones&lt;br /&gt;
 |cost=1100&lt;br /&gt;
 |weight=10&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A set of dormant, magnetic earth elementals in the form of tiny, very heavy pebbles. When released, the elementals are drawn magnetically to the center of nearby monsters, where they literally explode with rage at their rest being disturbed. Tremorstones usually land slightly off-target, and the user is always at risk of being hit. However, armour is extremely effective at repelling the lightweight fragments of rock from a tremorstone's explosion, so a well-armoured wielder has little to fear. Evocations skill increases the number and power of the elementals' explosions.&lt;br /&gt;
&lt;br /&gt;
Once activated, this device and all other devices of its kind will be rendered temporarily inert. However, they will recharge as you gain experience.}}&lt;br /&gt;
&lt;br /&gt;
A '''tin of tremorstones''' is an [[evocable]] item that generates several explosions of shrapnel. These are aimed in the general direction of nearby enemies, but there is always a risk of getting caught in the explosions yourself.&lt;br /&gt;
&lt;br /&gt;
Similar to [[Lee's Rapid Deconstruction]], the damage from a tin of tremorstones is greatly reduced by [[AC]] -- heavily armored users may use it with virtual impunity, but it will be of little use against armored foes.&lt;br /&gt;
&lt;br /&gt;
A tin of tremorstones holds up to three charges, which are gradually replenished as you gain [[experience]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Tins of tremorstones were introduced in [[0.25]].&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Lernaean_hydra&amp;diff=48736</id>
		<title>The Lernaean hydra</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Lernaean_hydra&amp;diff=48736"/>
				<updated>2018-07-16T00:03:25Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: /* Tips &amp;amp; Tricks */ Fixed typo Lerneaen -&amp;gt; Lernaean&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=the Lernaean hydra&lt;br /&gt;
|glyph={{Yellow|D}}&lt;br /&gt;
|tile=[[File:The Lernaean hydra.png]]&lt;br /&gt;
|flags={{Cold blood flag}}&amp;lt;br&amp;gt;{{Regenerates flag}}&amp;lt;br&amp;gt;{{Unique flag}}&lt;br /&gt;
|resistances={{Poison resistance}}, {{Drown resistance}}, &amp;lt;br&amp;gt;{{Water resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=8&lt;br /&gt;
|meat={{Poisonous corpse}}&lt;br /&gt;
|xp=5233&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=120&lt;br /&gt;
|hp_range=150&lt;br /&gt;
|avg_hp=150&lt;br /&gt;
|armour_class=0&lt;br /&gt;
|evasion=5&lt;br /&gt;
|habitat=Amphibious&lt;br /&gt;
|speed= 10 (swim: 60%)&lt;br /&gt;
|size={{Giant}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=18 ({{Bite type}}: {{Plain flavour}}) per head&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=30&lt;br /&gt;
|base_hp=0&lt;br /&gt;
|extra_hp=0&lt;br /&gt;
|fixed_hp=150&lt;br /&gt;
|intelligence={{Reptile intelligence}}&lt;br /&gt;
|genus=hydra&lt;br /&gt;
|species=hydra&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A huge beast, mightiest of hydras, infamous in myth and legend. It flows through the water faster than a human can run, swatting aside trees as though they were matchsticks. Its many heads slaver and gnash constantly as it hunts for prey to slake its bottomless appetite.&lt;br /&gt;
----&lt;br /&gt;
“The second Labour which he undertook was the slaying of the Lernaian Hydra,&amp;lt;br&amp;gt;&lt;br /&gt;
springing from whose single body were fashioned a hundred necks, each bearing&amp;lt;br&amp;gt;&lt;br /&gt;
the head of a serpent. And when one head was cut off, the place where it was&amp;lt;br&amp;gt;&lt;br /&gt;
severed put forth two others; for this reason it was considered to be&amp;lt;br&amp;gt;&lt;br /&gt;
invincible, and with good reason, since the part of it which was subdued sent&amp;lt;br&amp;gt;&lt;br /&gt;
forth a two-fold assistance in its place. Against a thing so difficult to&amp;lt;br&amp;gt;&lt;br /&gt;
manage as this Herakles devised an ingenious scheme and commanded Iolaos to&amp;lt;br&amp;gt;&lt;br /&gt;
sear with a burning brand the part which had been severed, in order to check&amp;lt;br&amp;gt;&lt;br /&gt;
the flow of the blood.”&amp;lt;br&amp;gt;&lt;br /&gt;
-Diodorus Siculus, _Bibliotheca Historica_. [4. 11. 5.]. c. 100.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
''For a list of all dragon-like creatures, see [[list of dragons#Dragon-like creatures|list of dragons]].''&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''The Lernaean hydra''' (abbreviated as '''Lerny''') is a unique [[hydra]] with [[27]] heads (each head does up to 18 dmg - total: 486, but very strongly biased around the average of 260 or so) that appears in an alternate branch end of [[the Swamp]]. It has about twice the HP of a regular hydra, has 30 [[HD]], can knock down [[Wall#Mangrove|trees]] by simply moving through them, swims as fast as any hydra, and regenerates quickly.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
This monster ''is'' a threat, and perhaps ranks among the more dangerous monsters in the game, but to a careful, reasonably well-prepared player, it is much less dangerous than it first appears:&lt;br /&gt;
*It presents only a very modest threat to characters with very high AC. AC functions best against many small attacks, and the Lernaean Hydra is just that. A character with high [[Armour skill]] wearing [[gold dragon armour]] or [[crystal plate armour]] can expect to take at most 20-30 damage/turn from this monster. Not trivial, but considering that most characters with high AC will likely also have high HP, this makes Lerny manageable.&lt;br /&gt;
*To an EV-based character, it presents a threat, but still less of one than might initially appear. A character with an AC of 18 and an EV of 35 can expect to evade half its attacks, and reduce the damage from the rest by about 1/2. This translates to an average of about 60-65 damage/turn. This is definitely more of a threat than against an AC character, but still unlikely to be an instadeath. Such characters will likely want to avoid engaging Lerny in melee, or at the very least soften it up with wands and spells before [[Haste|hasting]]/[[quaff]]ing a [[potion of might]] or [[berserk]]ing to attack it.&lt;br /&gt;
*It presents the greatest threat to low-HP spellcasters who have chosen not to train much in the way of defensive skills. These characters will absolutely want to avoid engaging Lerny in melee, but luckily, they are also the ones best equipped to do so. Use [[Haste]] and (careful use of) [[Swiftness]] to maintain distance, activating [[Flight]] to deal with the water, and repeatedly pelt it with your most powerful attack spells. Note that summons work rather poorly against it as it is able to redirect its remaining attacks once it kills one monster, chewing through your armies with alacrity.&lt;br /&gt;
*It also presents a threat to characters that are simply low-level. However, there is generally little reason to explore Swamp:4 before you've found [[the Vaults]] and need to pass the [[rune lock]]. It's not a horribly dangerous area, but it provides little in the way of loot and only modest XP for such a large branch. If you don't have a good suite of escape spells or good AC, you may want to delay going for the Swamp rune until you're more experienced, although Lerny doesn't actually show up that often.&lt;br /&gt;
*Lerny has several crucial weaknesses that are easily overlooked:&lt;br /&gt;
**It has no resistances other than poison. Conjurers and elementalists of all stripes will easily be able to inflict damage on it.&lt;br /&gt;
**It actually has fairly low HP for such a powerful unique. Unlike nasties such as [[Cerebov]] or [[Antaeus]], spellcasters are unlikely to need a source of channeling to kill it in one go.&lt;br /&gt;
**Its defenses are terrible. It literally has no AC, and its EV is negligible for all but the most inaccurate spells. As with the other weaknesses mentioned, this means that it generally doesn't take long to kill.&lt;br /&gt;
**It has no ranged abilities. Thus, it is technically possible to kite it to death, or at the very least take off much of its health before it gets in melee range. Just be sure not to forget that it can plow through the Swamp's many trees, making them useless for kiting around.&lt;br /&gt;
** It cannot see invisible beings.&lt;br /&gt;
*Flaming edged weapons will still burn off heads like normal, but given that Lerny has 27 heads the impact is less noticeable. It will let you take it out slowly however; if you can't stand up to it for more than a few turns, you can escape, and the next time you fight it it'll have fewer heads to start with. Just make sure you have sufficient means of escaping that you won't be wasting too many critical resources ([[scrolls of blinking]], [[potions of haste]]) doing so.&lt;br /&gt;
*Considering it is already maxed out at 27 heads, even edged freezing brand weapons may be a good idea since Lerny is coold blooded and will be slowed down.&lt;br /&gt;
*A [[phantom mirror]] could help vanquish Lerny or greatly reduce its health but considering it is worth the equivalent of about 5 hydras, it might be wiser to just let it survive if you can still find a way to capture the rune.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The [https://en.wikipedia.org/wiki/Lernaean_Hydra Lernaean Hydra] was a monster in Greek mythology that was killed by [https://en.wikipedia.org/wiki/Hercules Hercules] as one of his Twelve Labors.&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=WJC&amp;diff=46474</id>
		<title>WJC</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=WJC&amp;diff=46474"/>
				<updated>2018-02-05T06:53:15Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Created &amp;quot;wjc&amp;quot; redirect for &amp;quot;Wu Jian&amp;quot; Council&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Wu Jian]]&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Monk&amp;diff=45879</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Monk&amp;diff=45879"/>
				<updated>2017-10-18T22:20:06Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Updated flavour text to 0.21&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
{{flavour|The Monk is a member of an ascetic order dedicated to the perfection of one's body and soul through the discipline of the martial arts. Monks start with only a simple weapon and a robe. When they choose a god for the first time, their spiritual training gives them a piety boost.}}&lt;br /&gt;
&lt;br /&gt;
==Preferred Races==&lt;br /&gt;
[[Hill Orc]], [[Troll]], [[Merfolk]], [[Minotaur]], [[Gargoyle]], [[Ghoul]], [[Deep Dwarf]], [[Centaur]] and [[Vampire]] are the recommended races if you pick a Monk Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Bread ration]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 3&lt;br /&gt;
*Chosen Weapon's Skill: 3&lt;br /&gt;
*[[Dodging]]: 3&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
&lt;br /&gt;
Choosing Monk adds 3 to your starting [[Strength]], 2 to your starting [[Intelligence]] and 7 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
*Monks do not start with a god, but automatically gain ** [[piety]] when they first convert to a god. This does not apply to [[Ru]], however; instead, they are immediately given a set of sacrifice options to make upon conversion. Since [[Gozag]] doesn't use piety, they skip the entry fee instead.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This is a good background for strong monstrous [[species]], especially those with [[claws]] ([[Troll]]s, [[Ghoul]]s, and sometimes [[Demonspawn]]), as those claws increase your [[Unarmed Combat]] base damage. &lt;br /&gt;
&lt;br /&gt;
Unarmed Combat can hold its own damage-wise once the skill is at extremely high levels, especially if you have the aforementioned natural weapons to increase damage output. That it ''needs'' to be at high levels is the downside - at lower skill levels, weapons (especially branded ones) can outperform Unarmed Combat.&lt;br /&gt;
&lt;br /&gt;
If your species is not horrible with magic, consider branching into [[Transmutations]], as that school contains several spells useful to unarmed combatants, including [[Beastly Appendage]], [[Blade Hands]], and the various &amp;quot;form&amp;quot; spells.&lt;br /&gt;
&lt;br /&gt;
The piety boost you gain upon choosing a god is very handy if you want a god that lacks a starter background, especially [[Okawaru]], [[Makhleb]], and other gods who offer bonuses right at * piety.&lt;br /&gt;
&lt;br /&gt;
Note that as of [[0.19]], monks may pick a starting weapon, and it is highly advisable to do so unless you are a [[Troll]] or [[Ghoul]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], monks could not choose a starting weapon.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], there was no piety bonus gained upon choosing a god.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ensorcelled_Hibernation&amp;diff=45862</id>
		<title>Ensorcelled Hibernation</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ensorcelled_Hibernation&amp;diff=45862"/>
				<updated>2017-10-16T13:40:21Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Linkify mention of Confuse&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|0.19}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Ensorcelled Hibernation''' is a level 2 [[Hexes]]/[[Ice Magic|Ice]] spell which knocks out a single target for a short time, allowing you to flee or [[stab]] them more easily.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
When Ensorcelled Hibernation is cast and passes [[magic resistance]] check, the targetted monster is put to hibernation. This is a form of [[sleep]] where the monster is slightly harder to wake up. They may still awaken as normal as you spend time in their [[LOS]] or make [[noise]], and successfully injuring a hibernating monster wakes it immediately.&lt;br /&gt;
&lt;br /&gt;
Ensorcelled Hibernation can't affect [[cold resistance|cold resistant]] creatures, it also won't work on the [[undead]], [[nonliving]] or [[plant]]s. [[Berserk]]ing monsters can't be hibernated. Monsters that awaken from this spell cannot be placed in hibernation again for a few dozen turns.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Couple this spell with [[Confuse]] when dealing with very dangerous opponents. A sleeping monster that is also confused will sleepwalk, and if it survives waking up, will probably stay confused (and thus mostly harmless) for a few more rounds.&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Demigod&amp;diff=45836</id>
		<title>Demigod</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Demigod&amp;diff=45836"/>
				<updated>2017-09-28T04:12:08Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: .18 -&amp;gt; .20&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
{{flavour|Demigods are mortals (Humans, Orcs or Elves, for example) with some divine or angelic ancestry, however distant; they can be created by a number of processes, including magical experiments and the time-honoured practice of interplanar miscegenation.&lt;br /&gt;
&lt;br /&gt;
Demigods look more or less like members of their mortal part's species, but have excellent attributes (Str, Int, Dex) and are extremely robust; they can also draw on great supplies of magical energy. On the downside, they advance very slowly in experience, gain skills slightly less quickly than Humans and, due to their status, cannot worship the various gods and powers available to other classes of being.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
* Demigods have [[Good_mutations#High_MP|High MP 1]], giving them 10% more mana than average.&lt;br /&gt;
&lt;br /&gt;
Demigods have a base [[Strength]] of 11, [[Intelligence]] of 12 and [[Dexterity]] of 11 (before Background modifiers). They have two extra base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warrior-mages:''' [[Transmuter]]&lt;br /&gt;
*'''Mages:''' [[Conjurer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]], [[Earth Elementalist]],&lt;br /&gt;
&lt;br /&gt;
Due to their religious restriction, Demigods are prohibited from becoming [[Berserker]]s, [[Abyssal Knight]]s, or [[Chaos Knight]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*Two stat points of your choice (of the same attribute) every third level.&lt;br /&gt;
*10% more [[HP]] than average.&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment and Skills==&lt;br /&gt;
Demigods receive the equipment and skills listed for their chosen background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
Demigods can be a difficult species to play, in part due to their mediocre aptitudes across the board and slow levelling, but primarily due to their inability to worship a god. One's choice of god is a major strategic element, and a dependable crutch, in a game that is otherwise ruled by chance. Giving up the ability to worship any god puts much greater pressure on the player to use his or her starting resources to full advantage, and to adapt to whatever happens to spawn throughout the game. On the plus side, Demigods have large HP and magic pools, and have by far the highest base attributes and growth of any species. While Demigods tend to be a challenging species compared to others, they are not ill-suited for any background they can choose. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Demigod}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
* The Dungeon Overview screen (Ctrl+O) doesn't display known altars for Demigods, as it is of no use to them.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], Demigods didn't have an innate High MP mutation, although they got a similar percentage bonus from their MP aptitude.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.16]], Demigods gained one random stat every second level instead of gaining two stats of their choice every third level. They also lacked innate [[sustain abilities]]&lt;br /&gt;
 &lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Demigod&amp;diff=45835</id>
		<title>Demigod</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Demigod&amp;diff=45835"/>
				<updated>2017-09-28T04:11:35Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: /* Innate Abilities */ Removed reference to sustain attributes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
{{flavour|Demigods are mortals (Humans, Orcs or Elves, for example) with some divine or angelic ancestry, however distant; they can be created by a number of processes, including magical experiments and the time-honoured practice of interplanar miscegenation.&lt;br /&gt;
&lt;br /&gt;
Demigods look more or less like members of their mortal part's species, but have excellent attributes (Str, Int, Dex) and are extremely robust; they can also draw on great supplies of magical energy. On the downside, they advance very slowly in experience, gain skills slightly less quickly than Humans and, due to their status, cannot worship the various gods and powers available to other classes of being.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
* Demigods have [[Good_mutations#High_MP|High MP 1]], giving them 10% more mana than average.&lt;br /&gt;
&lt;br /&gt;
Demigods have a base [[Strength]] of 11, [[Intelligence]] of 12 and [[Dexterity]] of 11 (before Background modifiers). They have two extra base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warrior-mages:''' [[Transmuter]]&lt;br /&gt;
*'''Mages:''' [[Conjurer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]], [[Earth Elementalist]],&lt;br /&gt;
&lt;br /&gt;
Due to their religious restriction, Demigods are prohibited from becoming [[Berserker]]s, [[Abyssal Knight]]s, or [[Chaos Knight]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*Two stat points of your choice (of the same attribute) every third level.&lt;br /&gt;
*10% more [[HP]] than average.&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment and Skills==&lt;br /&gt;
Demigods receive the equipment and skills listed for their chosen background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
Demigods can be a difficult species to play, in part due to their mediocre aptitudes across the board and slow levelling, but primarily due to their inability to worship a god. One's choice of god is a major strategic element, and a dependable crutch, in a game that is otherwise ruled by chance. Giving up the ability to worship any god puts much greater pressure on the player to use his or her starting resources to full advantage, and to adapt to whatever happens to spawn throughout the game. On the plus side, Demigods have large HP and magic pools, and have by far the highest base attributes and growth of any species. While Demigods tend to be a challenging species compared to others, they are not ill-suited for any background they can choose. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Demigod}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
* The Dungeon Overview screen (Ctrl+O) doesn't display known altars for Demigods, as it is of no use to them.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], Demigods didn't have an innate High MP mutation, although they got a similar percentage bonus from their MP aptitude.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.16]], Demigods gained one random stat every second level instead of gaining two stats of their choice every third level. They also lacked innate [[sustain abilities]]&lt;br /&gt;
 &lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Weapon_choice&amp;diff=45698</id>
		<title>Weapon choice</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Weapon_choice&amp;diff=45698"/>
				<updated>2017-08-22T06:47:21Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Fixed links to weapon categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
''Crawl'' presents the player and character with a potentially bewildering array of [[weapon]] choices. However, when all the dust clears and the parade of short swords, demon whips, and clubs has passed by, weapons have six main properties:&lt;br /&gt;
*Damage: How much damage, on average, the weapon does per strike.&lt;br /&gt;
*Accuracy: How likely the weapon is to actually hit.&lt;br /&gt;
*Speed: How long you must wait after attacking before you can act again.&lt;br /&gt;
*Handedness: Whether the weapon requires one or two hands to use.&lt;br /&gt;
*Skill: How fast your [[species]] can learn to use the weapon.&lt;br /&gt;
*Special: Some weapon types have unique traits that distinguish them from the others.&lt;br /&gt;
&lt;br /&gt;
A player simply wants to pick the weapon that has a combination that deals the most damage in the shortest amount of time, to the largest set of monsters, on average.&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
Each of these properties is briefly described below:&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
The approximate formula for a weapon's damage is as follows:&lt;br /&gt;
    Damage = 1d(base damage × strength bonus) × skill bonus + (to-damage enchantment + slaying)&lt;br /&gt;
&lt;br /&gt;
When you examine a weapon, the damage number it gives you is the base damage. The [[strength]] bonus multiplier is rarely much higher than 1×, except for very strong characters wielding very large weapons. The flat Slaying bonus comes from [[rings of slaying]] and some [[artefacts]], and stacks with the damage enchantment on your weapon (the second number in a weapon's +X, +X). The skill bonus multiplier is based on your [[Fighting]] and Weapon skill; when both are maxed out it averages around a 2× multiplier (though this amount is rather variable). Finally, your weapon's [[brand]] adjusts your damage even further; see the appropriate [[Brand]] page for details.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
A weapon's speed, or more accurately its attack delay, is as follows:&lt;br /&gt;
    Delay = base delay − weapon skill/2&lt;br /&gt;
&lt;br /&gt;
A weapon's base delay is given in the form of a percentage (110%, 150%, etc.); however, the game tracks most actions in terms of [[aut]]s. When unaffected by [[Haste]], [[Slow]], or similar effects, an unmodified, unarmed attack takes 10 auts (the same time it takes for most monsters and most species to take most actions). Wielding a weapon will multiply this by the base delay % given in the weapon's description. A [[short sword]], for example, has a base delay of 110%; 10 auts × 110% = 11 auts, meaning an attack with a short sword and no [[Short Blades]] skill will take slightly longer than throwing a punch.&lt;br /&gt;
&lt;br /&gt;
Fortunately, you can reduce the time it takes to make attacks by training the skill appropriate to the weapon you wield. Every 2 skill you gain reduces the delay % by 10, down to the weapon's minimum delay (which is the base delay divided by 2, rounded down, but with a maximum of 70%). [[Rapier]]s are a special case with a min delay of 50%, and the [[Haste]] [[status effect]] and [[Speed brand]] can both reduce it further than normal, but never below a minimum of 20%.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy is one of the more complex attributes of a weapon, being affected by the base type, weapon skill, Slaying bonuses, and [[dexterity]]. It is important to choose accurate weapons in the early game; at that point, however, the best way to do so is by choosing an accurate weapon type. Later on, the only time you'll find weapons being very inaccurate is if you're also unskilled with it, as a large part of accuracy comes from weapon skill. Thus, accuracy becomes a secondary consideration - reasonable accuracy comes with sane weapon delay.&lt;br /&gt;
&lt;br /&gt;
===Handedness===&lt;br /&gt;
There are two categories of weapons here: one-handed or two-handed. The difference is simple; one-handed weapons can be used along with a [[shield]], while two-handed weapons can't. The only exception to this rule is [[Formicid]]s, who can wield a two-handed weapon and a shield.&lt;br /&gt;
&lt;br /&gt;
While shields do provide significant amounts of defense, some of the most powerful melee and ranged weapons are two-handed. You should probably make the choice based on your [[species]]' [[aptitude]]s.&lt;br /&gt;
&lt;br /&gt;
Note that the handedness of a weapon varies with the [[size]] of your character: some weapons that are one-handed for normal and larger sized creatures will be two-handed for small or little ones. This also determines which kinds of shields are appropriately sized for you and how much skill is required to effectively wear them. See the [[Size]] article for further details.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Each [[species]] has an aptitude for each of the [[skill]]s in ''Crawl''; taking advantage of the skills you're good at will allow you to become powerful faster, greatly increasing your chance of survival. Unless you're intentionally trying to challenge yourself, you should usually try to wield weapons suited for your species.&lt;br /&gt;
&lt;br /&gt;
====Cross-training====&lt;br /&gt;
One aspect of weapon choice is that training in most weapon types makes it easier to use certain other weapon types. Training in one type grants a bonus equal to 40% of your skill experience in the second type. Cross-training skills are linked as follows:&lt;br /&gt;
&lt;br /&gt;
*[[Short Blades]] and [[Long Blades]] crosstrain each other&lt;br /&gt;
*[[Axes]] and [[Staves]] crosstrain [[Polearms]] and [[Maces &amp;amp; Flails]]&lt;br /&gt;
*[[Maces &amp;amp; Flails]] and [[Polearms]] crosstrain [[Axes]] and [[Staves]]&lt;br /&gt;
*[[Throwing]] and [[Slings]] crosstrain each other&lt;br /&gt;
&lt;br /&gt;
While it's impractical to rely on cross-training alone for general use of a weapon, finding a particularly good weapon of a type you have cross-trained for (for example, an [[artefact]] [[rapier]] when you are training Long Blades) will enable you to use that weapon with some proficiency should the situation call for it. This will let you more easily take advantages of certain useful brands for specific obstacles, like a weapon of [[venom]] for fighting [[list of arthropods|insects]], or a [[flaming]] edged weapon when fighting a [[hydra]]. Whether or not this is advantageous depends largely on your playstyle -- it is perfectly possible to defeat most threats even if you are not using a weapon perfectly suited for dealing with them.&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
Most weapon types have certain traits that distinguish them from the others:&lt;br /&gt;
*[[Short Blades]]: Although they do low damage, they attack extremely fast and give a large bonus to [[Stabbing]].&lt;br /&gt;
*[[Long Blades]]: One of the least exciting weapon types, but solid. They deal high damage and give a small bonus to Stabbing damage.&lt;br /&gt;
*[[Axes]]: Moderate damage, but [[cleaving]] makes axes excellent for crowd-control.&lt;br /&gt;
*[[Maces &amp;amp; Flails]]: These do moderate to high damage, and offer large species the most powerful two-handed weapons in the game. Also good vs. [[hydra]]s.&lt;br /&gt;
*[[Polearms]]: Although they only deal moderate damage, these weapons all have an innate [[reaching]] attack.&lt;br /&gt;
*[[Staves]]: These weapons are most distinguished by the [[magical staves]] they give you access to, but their mundane options aren't too bad either - low to moderate in damage, but very well-balanced.&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat: A Special Case==&lt;br /&gt;
Of course, you don't ''have'' to wield a weapon to kill foes; it's perfectly feasible to beat things to death with your fists. Whether or not doing so is particularly worthwhile largely depends on your character.&lt;br /&gt;
&lt;br /&gt;
Unarmed attacks are on par with many Short Blades in terms of speed and generally do more damage (a great deal more at high skill levels). Additionally, unarmed combat combos well with many [[Transmutations]], which are designed to give bonuses to unarmed combat, and several [[mutation]]s are geared towards aiding unarmed strikes.&lt;br /&gt;
&lt;br /&gt;
There are distinct disadvantages, however; fighting weaponless gives up any potential benefits from having a weapon (such as [[brand]]s, enchantment bonuses, and anything extra that comes with any [[artefact]] weaponry you might find). Unarmed combat is also very skill-dependent, meaning it takes considerably more skill to bring your attack power up to par with other weapons. Additionally, unarmed combat is penalized more by wearing heavy armour and shields than any other form of melee combat, so those who want to get the most out of their punches may wish to wear little in the way of defense. While [[Transmuter]]s probably won't care (as they can't use most equipment while transformed), others might sacrifice much of their defenses.&lt;br /&gt;
&lt;br /&gt;
Ultimately, the decision to forgo a weapon depends on personal preference. While some characters are better suited for unarmed combat (Transmuters and races with beneficial mutations like [[troll]]s), any character may make effective use of unarmed combat with sufficient skill investment. See the [[Unarmed combat]] page for more details.&lt;br /&gt;
&lt;br /&gt;
==Combining these: Small or Large Weapons?==&lt;br /&gt;
The number that any player wants to maximize is the weapon's damage divided by its delay. Choosing a weapon should seem to be a matter of picking the weapon for which this number is largest. However, one should consider whether to use a fast (min delay 3-5), medium speed (min delay 6), or slow (min delay 7) weapon before choosing a weapon:&lt;br /&gt;
&lt;br /&gt;
===Fast Weapons===&lt;br /&gt;
Short blades, whips, and demon whips/sacred scourges are the only weapons that normally fall into this category. However, any weapon can have a min delay of 4 or less if it has a [[speed brand]]. These are not normally generated on anything other than short blades and staves, but do occur on artefact weapons of other types from time to time. The chief advantage of faster weapons is that they benefit more from slaying bonuses and enchantment: this flat extra damage is applied each time you land a hit, regardless of how hard you hit. Additionally, several weapon brands apply an amount of extra damage that is not affected by the weapon itself: these flat brands are far more beneficial on small weapons. Unfortunately, most such brands can be resisted.  &lt;br /&gt;
&lt;br /&gt;
The downside to smaller weapons is that they have poor performance against high-AC targets, many of which appear in the later game. A monster's [[AC]] reduction is simply applied more often. Brands can help with this to some degree, as their damage will bypass AC, but a small, fast weapon is always going to suffer somewhat against armoured monsters. This can be overcome reasonably well with slaying and enchantment bonuses, but it remains a disadvantage.&lt;br /&gt;
&lt;br /&gt;
===Strong Weapons===&lt;br /&gt;
The best definition of a &amp;quot;strong but slow&amp;quot; weapon is one with a min delay of 7, the max. Within this category, one should obviously strive for the strongest weapon one has skill for. The best are [[executioner's axe]]s, [[bardiche]]s, [[triple sword]]s, and (if you can wield them) [[giant spiked club]]s. [[Lajatang]]s are also a worthy choice if you're a staff user, although considerably less powerful than the others. These weapons benefit the most from brands such as [[freezing]], [[flaming]], and [[holy wrath]], whose extra damage is proportional to the weapon's base damage. Their high damage is excellent for punching through monsters' armour.&lt;br /&gt;
&lt;br /&gt;
While their higher minimum delay is somewhat of a downside, it is not a huge one. However, these weapons have two considerable downsides. The first is that the worthwhile ones all require huge skill investments (levels 18-26), making them more difficult to use for hybrid characters. Lajatangs are something of an exception, but they also do less damage. Secondly, not having a shield is a sacrifice - how much of one depends on your style and character type, but it is always a sacrifice. It leads to one advantage, however, in that you don't have to put XP into the Shields skill, and because weapon skill provides a multiplier effect on base damage, those many skill levels increase your damage much more than they would for lighter weapons. There are a few one-handed delay 7 weapon of note: [[eveningstar]]s, [[double sword]]s, and [[broad axe]]s. Eveningstars and double swords are certainly adequate weapons, especially against very high AC opponents, but some players may prefer the significantly faster [[sacred scourge]]s/[[demon whip]]s and [[eudemon blade]]s/[[demon blade]]s for the increased speed. Broad axes, meanwhile, sacrifice too much speed for too little damage increase, and are generally worth avoiding.&lt;br /&gt;
&lt;br /&gt;
==Weapon Schools: Advantages and Disadvantages==&lt;br /&gt;
===[[Short Blades]]===&lt;br /&gt;
Highest aptitudes: +3 (Kobolds, Halflings)&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*Easy to find good ones early on.&lt;br /&gt;
*Fastest weapons in the game, particularly [[quick blade]]s. They perform excellently with slaying bonuses or going [[berserk]].&lt;br /&gt;
*Lots of races have good or better aptitudes.&lt;br /&gt;
*All one-handed.&lt;br /&gt;
*Crosstrains to Long Blades.&lt;br /&gt;
*Very good for [[stabbing]], especially [[dagger]]s.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*Dismal base damage, giving them less benefit from combat multipliers (strength, fighting skill, weapon skill).&lt;br /&gt;
*Poor performance against armoured targets.&lt;br /&gt;
*Benefit little from proportional brands.&lt;br /&gt;
*[[Quick blade]]s, by far the best, are quite rare even later on.&lt;br /&gt;
&lt;br /&gt;
===[[Long Blades]]===&lt;br /&gt;
Highest aptitudes: +2 (High Elves, Minotaurs)&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*High damage and speed.&lt;br /&gt;
*Can go one- or two-handed, contains good weapons for both.&lt;br /&gt;
*Fairly common in the mid- and late-game; [[demon blade]]s are easily found.&lt;br /&gt;
*Can crosstrain from short blades, which many players will have from the early game.&lt;br /&gt;
*Races strong with them are usually good for hybrid builds.&lt;br /&gt;
*[[Triple sword]]s are the strongest weapons most characters can wield.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*Fairly rare before D:10 or so.&lt;br /&gt;
*All cut off hydra heads.&lt;br /&gt;
*Double and triple swords are extremely rare.&lt;br /&gt;
&lt;br /&gt;
===[[Maces &amp;amp; Flails|Maces and Flails]]===&lt;br /&gt;
Highest aptitudes: +3 (Ogres)&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*Can either go the fast or slow route, through [[demon whip]]s, [[giant spiked club]]s, [[eveningstar]]s and the like.&lt;br /&gt;
*Very easy to find.&lt;br /&gt;
*Whips are a good starting weapon.&lt;br /&gt;
*None cut off hydra heads.&lt;br /&gt;
*Also used for rods, although they're as bad as clubs.&lt;br /&gt;
*For large races, [[giant spiked club]] has highest base damage in the game.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*Most races good with them are bad with magic, and vice versa&lt;br /&gt;
&lt;br /&gt;
'''Best Choices'''&lt;br /&gt;
*[[Demon whip]]s and [[sacred scourge]]s have a superb min delay and good damage output and are considered one of the best one handed weapons in the game.&lt;br /&gt;
*[[Eveningstar]]s are also very good weapons but are very rare. They will outdamage demon whips against heavily armoured opponents.&lt;br /&gt;
&lt;br /&gt;
===[[Axes]]===&lt;br /&gt;
Highest aptitude: +3 (Hill Orcs)&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*All axes can [[cleave]] to hit multiple opponents.&lt;br /&gt;
*[[Battleaxe]]s are quite good two-handed weapons and are fairly common.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*Most races good with them are also bad with magic, and vice versa.&lt;br /&gt;
*Single handed axes aren't worth using in the long run; all are fairly bad, forcing a two-handed build.&lt;br /&gt;
*Executioner's axes are rare, only found through [[Okawaru]]/[[Trog]], acquirement, some uniques, and very rarely on the floor/in shops.&lt;br /&gt;
*[[Cleaving]] encourages fighting enemies in groups, which is risky.&lt;br /&gt;
&lt;br /&gt;
'''Best Choices'''&lt;br /&gt;
*[[Hand axe]]s are not bad starting weapons for classes that start weaponless.&lt;br /&gt;
*Forget about shields and go for the biggest, baddest axe that you can find.&lt;br /&gt;
&lt;br /&gt;
===[[Polearms]]===&lt;br /&gt;
Highest aptitudes: +4 (Merfolk)&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*[[Spear]]s and [[trident]]s are excellent weapons early on.&lt;br /&gt;
*[[Demon trident]]s and [[bardiche]]s are common later on.&lt;br /&gt;
*Can go one-handed or two-handed.&lt;br /&gt;
*Crosstrains to both Maces &amp;amp; Flails and Axes.&lt;br /&gt;
*All polearms have inherent [[reaching]].&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*Nothing good for small races, since they become two-handed or unwieldable.&lt;br /&gt;
*Few races are particularly good with them (other than [[Merfolk]], it's just [[Minotaur]]s, [[Tengu]] and [[Hill Orc]]s with a positive aptitude).&lt;br /&gt;
*Lower base damage than most other weapon types.&lt;br /&gt;
&lt;br /&gt;
'''Best Choices'''&lt;br /&gt;
*[[Trident]]s are an excellent starting weapon and the most broadly useful of the common polearms.&lt;br /&gt;
*[[Halberd]]s, [[scythe]]s, and [[glaive]]s are all usually inferior due to their high delay, though enough skill can make them more usable.&lt;br /&gt;
*[[Demon trident]]s (and [[trishula]]s) are the best polearms due to their combination of low min delay and damage output.&lt;br /&gt;
*[[Bardiche]]s are extremely slow, but have enough damage output to make up for it. If you find a nice branded or randart one, consider it as a keeper.&lt;br /&gt;
&lt;br /&gt;
===[[Staves]]===&lt;br /&gt;
Highest aptitudes: +2 (Minotaurs)&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*Quarterstaves are probably the best early-game weapon, very accurate.&lt;br /&gt;
*Can have the [[speed brand]].&lt;br /&gt;
*Can be used for enhancer staves.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*Only minotaurs and tengu have positive aptitudes, and then only elves, humans, draconians, and octopodes have +0 aptitudes. All others are negative.&lt;br /&gt;
*Only two choices in normal weapons: [[lajatang]]s and quarterstaves.&lt;br /&gt;
*If you're not wielding an enhancer staff, you can't wear a shield, as lajatangs and quarterstaves are both two-handed.&lt;br /&gt;
*Enhancer staves are two-handed for smaller species.&lt;br /&gt;
*In order to get use out of an enhancer staff you also have to train [[Evocations]] and a spell skill.&lt;br /&gt;
&lt;br /&gt;
Best choices&lt;br /&gt;
*A staff of earth with good Evocations and Earth Magic deals high AC-checked damage if you have already invested in earth magic. Do not train earth only for the staff, however.&lt;br /&gt;
*A lajatang is a respectable weapon that requires comparatively little skill investment. Additionally, it is by far the strongest non-artefact weapon that can have a speed brand.&lt;br /&gt;
*Quarterstaves are good accurate starting weapons.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
Ranged weapons work a little differently from other weapons - while they do allow you to hit things from a distance, they require ammunition to do so. Once you're out of ammunition, a bow is nothing more than a hunk of wood that is less effective at bludgeoning things to death than your fists. As such, many ranged weapon specialists carry a secondary melee weapon for use in close quarters.&lt;br /&gt;
&lt;br /&gt;
====[[Throwing]] weapons====&lt;br /&gt;
Highest aptitude: +3 (Centaurs, Halflings, Kobolds)&amp;lt;br&amp;gt;&lt;br /&gt;
Ammunition: [[Stone]]s, [[Tomahawk]]s, [[Javelin]]s, [[Large rock]]s, [[Throwing net]]s&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*Do not require wielding a launcher&lt;br /&gt;
*Stones cannot be eaten by [[list of jellies|jellies]]&lt;br /&gt;
*Throwing nets can [[Held|pin an enemy down]]&lt;br /&gt;
*Large rocks are one of the most powerful ranged options&lt;br /&gt;
*Delay starts at 1 aut and decreases further with skill&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*Weapons smaller than javelins are unlikely to have much killing power&lt;br /&gt;
*Javelins are too large for small species&lt;br /&gt;
*Large rocks are only usable by [[ogre]]s and [[troll]]s&lt;br /&gt;
&lt;br /&gt;
Useful notes: The various throwing weapons present in ''Crawl'' are a somewhat unconventional ranged option. Many of them are more useful for softening up targets before engaging them in melee. Stones and tomahawks in particular are most often thrown by early-game characters that still have low weapon skills. That said, javelins are a powerful option that a reasonable investment in the Throwing skill can make quite viable, and large rocks are just devastating even when thrown with little skill, though only ogres and trolls are large enough to make use of them.&lt;br /&gt;
&lt;br /&gt;
Throwing nets, unlike most weapons, simply inflict the Held condition on monsters, making them susceptible to repeated stabbing attempts or buying time to flee.&lt;br /&gt;
&lt;br /&gt;
Much like Unarmed Combat, Throwing weaponry is rather more dependent on skill than other types of weapon -- every 5 levels in Throwing reduces the delay by 0.1 aut, and damage and accuracy are greatly improved by having more skill.&lt;br /&gt;
&lt;br /&gt;
====[[Blowgun]]s====&lt;br /&gt;
Highest aptitude: +3 (Centaurs, Halflings, Kobolds)&amp;lt;br&amp;gt;&lt;br /&gt;
Ammunition: [[Needle]]s&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*Can be used to soften up targets from a distance.&lt;br /&gt;
*Can inflict a variety of helpful debuffs.&lt;br /&gt;
*[[Curare]]-tipped needles are extremely powerful.&lt;br /&gt;
*Uses the [[Throwing]] skill, which improves performance of weapons like [[javelin]]s or [[throwing net]]s.&lt;br /&gt;
*Needles are extremely light.&lt;br /&gt;
*Can still be used while [[Status effects#Net|held]] in a net or [[web]].&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*Curare needles are useless against [[:Category:Poison resistance|poison resistant]] monsters.&lt;br /&gt;
*Non-poisoned needles are rare, curare needles exceptionally so.&lt;br /&gt;
*Blowguns aren't really intended to deal damage.&lt;br /&gt;
&lt;br /&gt;
Useful notes: Blowguns work best as a support weapon. They are best used by characters that are less skilled at straight-up melee combat (stabbers in particular can make good use of them). Characters that have a few ranks in [[Throwing]] already should consider using a blowgun if they find one, and even an unskilled blowgun can help poison things from a distance.&lt;br /&gt;
&lt;br /&gt;
====[[Slings]]====&lt;br /&gt;
Highest aptitude: +4 (Halflings)&amp;lt;br&amp;gt;&lt;br /&gt;
Ammunition: [[Stone]]s or [[sling bullet]]s&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*Can be used effectively with a shield.&lt;br /&gt;
*Can use common stones as ammunition, though sling bullets do more damage.&lt;br /&gt;
*[[Jelly|Jellies]] won't eat stones.&lt;br /&gt;
*Quite fast.&lt;br /&gt;
*Can occasionally be found on early [[goblin]]s.&lt;br /&gt;
*Crosstrains with [[Throwing]] weapons.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*The weakest of the offensive ranged weapons&lt;br /&gt;
*Spriggans can't use a greatsling and a shield&lt;br /&gt;
&lt;br /&gt;
Useful notes: While they have trouble damaging heavily armored opponents, slings are quite effective against other foes and are especially useful against jellies, as they are the only ranged weapon that can use ammo that jellies can't eat. The ability to wear a shield without impacting your performance can also be quite helpful. Slings are best used by the small species (all of which have the best aptitudes), but larger characters can also make effective use of them. Unless you're playing a [[spriggan]] and have found a good [[buckler]], there's really no reason not to upgrade to a greatsling.&lt;br /&gt;
&lt;br /&gt;
====[[Bows]]====&lt;br /&gt;
Highest aptitude: +3 (Centaurs, High Elves)&amp;lt;br&amp;gt;&lt;br /&gt;
Ammunition: [[Arrow]]s&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*Fastest of the ranged weapons.&lt;br /&gt;
*All [[centaur (monster)|centaur]]s carry bows, making them probably the most common ranged weapon.&lt;br /&gt;
*Can easily replenish arrow supply from centaurs.&lt;br /&gt;
*Longbows are slower, but have more power.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*Somewhat inaccurate.&lt;br /&gt;
*Jellies eat arrows.&lt;br /&gt;
*Smaller characters cannot use longbows.&lt;br /&gt;
&lt;br /&gt;
Useful notes: Bows, while somewhat inaccurate, are as fast as slings and have more power, allowing them to more easily deal with tougher enemies. Centaur characters (much like their monstrous brethren) are particularly effective with bows, as their high speed allows them to [[kite]] enemies with ease. Most archers will wish to eventually upgrade to a longbow, with increasing weapon skill easily compensating for the reduced speed and accuracy.&lt;br /&gt;
&lt;br /&gt;
====[[Crossbows]]====&lt;br /&gt;
Highest aptitude: +2 (Kobolds)&amp;lt;br&amp;gt;&lt;br /&gt;
Ammunition: [[Bolt]]s&lt;br /&gt;
&lt;br /&gt;
'''Advantages'''&lt;br /&gt;
*Very powerful and accurate.&lt;br /&gt;
*[[Yaktaur]]s all carry [[arbalest]]s, making it easy to find one that's at least halfway decent.&lt;br /&gt;
*[[List of orcs|Orcs]] and [[Kobold (monster)|kobolds]] may also carry crossbows&lt;br /&gt;
*[[Hand crossbow]]s may be used with a shield&lt;br /&gt;
*Some bolts can be found with the useful [[steel]], [[silver]], or [[penetration]] brands.&lt;br /&gt;
&lt;br /&gt;
'''Disadvantages'''&lt;br /&gt;
*The slowest ranged weapons - minimum delay cannot be reduced past 100%.&lt;br /&gt;
*Crossbows are very rare until yaktaurs start showing up.&lt;br /&gt;
*Jellies eat bolts.&lt;br /&gt;
*Few species are particularly good with them (only kobolds, minotaurs, deep dwarves, centaurs, and tengu have positive aptitudes)&lt;br /&gt;
&lt;br /&gt;
Useful notes: Crossbows are probably the most difficult ranged weapon to make effective use of, as they are rare for the first half of the game. Bolts are somewhat common, but can still be hard to find on occasion. As such, [[Hunter]]s or [[Arcane Marksman|Arcane Marksmen]] that start with a hand crossbow will probably want to make sure they have a decent backup weapon in case of ammunition shortages.&lt;br /&gt;
&lt;br /&gt;
[[Hand crossbow]]s are quite powerful and accurate for a one-handed weapon, though they are still quite slow. [[Arbalest]]s and [[triple crossbow]]s are even more powerful, though they are also even slower. Triple crossbows in particular require a skill of 26 to reach the minimum delay of 1 aut, so most characters that wish to use two-handed crossbows should probably stick with arbalests, which are plenty strong on their own (as the [[yaktaur]]s found in the later parts of the game will happily demonstrate).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[0.15]] introduced several new ranged weapons: greatslings, hand crossbows, arbalests, and triple crossbows.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], there were two additional forms of handedness: hand-and-half weapons and double weapons. These each received further penalties when wielded with a shield, but were otherwise one-handed weapons.&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Qazlal_Stormbringer&amp;diff=45117</id>
		<title>Qazlal Stormbringer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Qazlal_Stormbringer&amp;diff=45117"/>
				<updated>2017-04-24T02:20:52Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Updated in-game description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:Qazlal altar.png]] ''&amp;quot;Let the forces of nature tear it all down!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Qazlal Stormbringer is a violent god of tempests, who delights in unleashing the forces of nature against the unsuspecting. Those who invite Qazlal's gaze will find themselves the eye in a storm of elemental destruction, from which only their god can protect them. Pious worshippers of Qazlal will gain the ability to direct and control the destructive might of the storm.&lt;br /&gt;
&lt;br /&gt;
Followers of Qazlal are protected from the clouds they create. As a follower of Qazlal gains divine favour, they are slowly surrounded by a loud storm, causing elemental clouds to appear near them, blocking attacks, and (for the particularly devout) deflecting incoming projectiles. Qazlal allows followers to incite nature against their foes, causing a localised natural disturbance or, for particularly devout followers, a more widespread disaster. Followers of Qazlal eventually gain temporary resistances after taking damage, and can give life to clouds, turning them into allied elementals.&lt;br /&gt;
&lt;br /&gt;
Qazlal likes it when you kill living beings, you destroy the undead, you kill demons, you kill holy beings and you destroy nonliving beings.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s may not worship Qazlal Stormbringer (or any other deity).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing natural, undead, demonic, holy, or nonliving beings. The higher the enemy's [[HD]], and the lower your [[experience level]], the better the odds of you gaining [[piety]].&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Forgetting him (Your piety will slowly decrease over time).&lt;br /&gt;
*Abandoning him.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;[Your Species] Mishap&amp;quot;&lt;br /&gt;
*All worshipers are immune to the negative effects of any [[cloud]]s (Passive)&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Lightning Rod&amp;quot;&lt;br /&gt;
*Storm Shield: You passively generate randomly selected elemental clouds within two tiles of your location. Possible clouds include [[Conjure Flame|flaming clouds]], [[Freezing Cloud|clouds of freezing vapour]], clouds of thunder, and clouds of sparse dust. These deal their corresponding elemental damage to enemies which stand in them, provide you with a bonus to [[SH]], and generate significant amounts of [[noise]] at all times, greatly reducing your ability to be [[stealth]]y. The frequency with which these clouds generates, as well as the amount of noise they generate, rises with piety. This skill is upgraded further at **** piety (see below).  Note that Storm Shield clouds do not spawn in corridors (clouds only generate when a selected tile has no more than 3 adjacent walls), though the associated [[SH]] remains in effect.&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;[Your Species] Disaster&amp;quot;&lt;br /&gt;
*Upheaval: Blast a small [[smite]]-targeted area with elemental forces, dealing either [[fire]], [[cold]], [[electricity]], or earth (physical damage. Three of the elements also have an associated additional effect: fire creates temporary [[lava]] tiles nearby (shoving items aside), cold will [[Frozen|freeze]] the targets, while electricity will deal bonus damage to flying monsters. Raising [[Invocations]] increases this ability's damage, as well as its success rate and the area of effect (ranging from a single tile to a 2-radius burst). Costs 4 [[MP]], 3-5 piety.&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Eye of the Storm&amp;quot;&lt;br /&gt;
*Elemental Force: Convert nearby clouds into [[list of elementals|elementals]]. Clouds you've created will produce friendly elementals, naturally occurring clouds will create neutrals, and clouds created by monsters will create hostiles (worth no XP). Invocations determines its success rate and the number of clouds affected per use. Costs 6 MP, 6-9 piety.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;[Your Species] Catastrophe&amp;quot;&lt;br /&gt;
*Upgraded Storm Shield: At **** piety, Storm Shield also grants you a permanent [[Repel Missiles]] effect and grants a small amount of [[SH]].&lt;br /&gt;
*Elemental Adaptation: Taking elemental damage occasionally grants you a single rank of resistance to the element of the damage. The following elements can be affected:&lt;br /&gt;
**[[Fire]]&lt;br /&gt;
**[[Cold]]&lt;br /&gt;
**Earth (this equates to physical attacks, granting you a small boost to [[AC]] and [[SH]])&lt;br /&gt;
**[[Electricity]]&lt;br /&gt;
*This resistance lasts for '''X''' turns. Passive, no cost.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;[Your Species] Cataclysm&amp;quot;&lt;br /&gt;
*Disaster Area: Unleash several uncontrollably aimed Upheavals at locations within your [[line of sight]]. Invocations increases damage dealt, success rate, and number of Upheavals. No square adjacent to you is affected.  Costs 7 MP, 10-15 piety.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;End of an Era&amp;quot;&lt;br /&gt;
*No new abilities&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Qazlal does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Qazlal's wrath is swift and unmistakable. Sinners are stripped of their resistances, assaulted by furious elementals, and surrounded by waves of molten lava.}}&lt;br /&gt;
Upon abandoning Qazlal, you are given 25 penance. Every so often, he will afflict you with one of the following forms of [[divine retribution]]:&lt;br /&gt;
*33.3%: Summons hostile, [[durably summoned]] [[fire elemental|fire]], [[water elemental|water]], [[earth elemental|earth]], or [[air elemental]]s near you, upgraded with [[HD]] equal to your [[experience level]]. These are far more dangerous than normal elementals.&lt;br /&gt;
*33.3%: Causes a mighty clap of thunder at your location, generating significant levels of [[noise]].&lt;br /&gt;
*33.3%: Give you one of the following temporary mutations: rF--, rC--, rElec-. These are transient [[mutation]]s similar to those caused by [[wretched star]]s, and are removed as you gain XP.&lt;br /&gt;
All the time it will cause noise 50% of the time before other possible actions.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
True to his name, Qazlal Stormbringer brings an unparalleled amount of elemental devastation to bear for his worshipers. Even without training [[Invocations]], he greatly increases your damage output by blasting random tiles near your character with elemental fury. At low piety, this will rarely have much effect, but at high piety you will regularly see enemies take massive damage as the storm around you rages. This awesome devastation comes at a price, however - as your piety rises, you will generate more and more passive [[noise]] each turn. This eventually winds up being louder than if you [[t|shouted]] each and every turn, matching a [[Fireball]] spell in volume. As such, expect wandering monsters to find you wherever you go, particularly in quiet areas such as [[the Crypt]] and [[the Tomb]], and don't bother with the [[Stealth]] skill. Try to pull difficult enemies back to already-cleared areas to mitigate the threat of reinforcements.&lt;br /&gt;
&lt;br /&gt;
With Invocations, Qazlal becomes an extraordinarily powerful offensive force, in particular due to Upheaval and Disaster Area. Upheaval is a powerful smite-targeted ability which grows in area as your Invocations rises, eventually becoming a smaller, cheaper, random element [[Fire Storm]]. Blasting threatening enemies from the edge of your [[line of sight]] is easy, but mind your [[piety]] - spamming it can quickly cost you a * or two. Disaster Area is similarly devastating, but on a much larger scale; bursts of Upheaval will strike random locations within your line of sight, eradicating everything it strikes (at sufficiently high Invocations levels anyway). Even more expensive than Upheaval, this should only be used when you are facing plenty of enemies and want to wipe them out quickly. Also, be aware that it will never affect your tile or any tile adjacent to you.&lt;br /&gt;
&lt;br /&gt;
Elemental Force is less dramatic, but still has its uses. Quickly creating a small army of elementals can greatly increase your damage output, and will help distract dangerous opponents. Use it to call in some quick allies or to create a diversion, allowing you to flee to a nearby staircase.&lt;br /&gt;
&lt;br /&gt;
It is not recommended to summon mercenaries using the [[Mercenary card]] while worshiping Qazlal, as they will not be immune to your storm clouds.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], Qazlal's cloud immunity didn't apply to all clouds, just comprehended the player's ones.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], Qazlal's wrath didn't cause noise 50% of the time before other possible actions, and could inflict bad mutation [[Deformed]] body. &lt;br /&gt;
&lt;br /&gt;
Qazlal Stormbringer was added in [[0.15]].&lt;br /&gt;
&lt;br /&gt;
During Qazlal's original development, its final gift at maximum piety was to permanently grant the player a single rank of any elemental resistance. This was removed before release, however.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Orange_crystal_statue&amp;diff=45028</id>
		<title>Orange crystal statue</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Orange_crystal_statue&amp;diff=45028"/>
				<updated>2017-04-10T01:45:53Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Removed reference to the ring of sustain attributes&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=orange crystal statue&lt;br /&gt;
|glyph={{LightRed|8}}&lt;br /&gt;
|tile=[[File:Orange crystal statue.png]]&lt;br /&gt;
|flags={{Artificial flag}}&amp;lt;br&amp;gt;{{Evil flag}}&amp;lt;br&amp;gt;{{See invisible flag}}&amp;lt;br&amp;gt;{{Speaks flag}}&amp;lt;br&amp;gt;{{Stationary flag}}&lt;br /&gt;
|resistances={{Fire resistance 2}}, {{Cold resistance 2}}, &amp;lt;br&amp;gt;{{Electricity resistance 2}}, {{Poison resistance 2}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance 3}}, {{Drown resistance}}, &amp;lt;br&amp;gt;{{Water resistance}}&lt;br /&gt;
|vulnerabilities={{Holy vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=412&lt;br /&gt;
|holiness={{Nonliving}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=70&lt;br /&gt;
|avg_hp=70&lt;br /&gt;
|armour_class=12&lt;br /&gt;
|evasion=1&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 10&lt;br /&gt;
|size={{Large}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=10&lt;br /&gt;
|base_hp=0&lt;br /&gt;
|extra_hp=0&lt;br /&gt;
|fixed_hp=70&lt;br /&gt;
|intelligence={{High intelligence}}&lt;br /&gt;
|genus=statue&lt;br /&gt;
|species=orange crystal statue&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|An intricately carved idol of some nameless godling, hewn of translucent orange crystal. Its lifeless eyes seem to glitter uncannily with a wicked intelligence. It is capable of unleashing a powerful psychic assault upon the minds of any who approach it.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Orange crystal statues''' are stationary guardians that have the ability to drain your [[intelligence]], your [[MP]], or to confuse you and your allies. Additionally they cast [[Shadow Creatures]], flooding the area around them with powerful summoned monsters. If an orange crystal statue is in your [[LOS]] and your [[intelligence]] is less than 4, you are at risk of [[stat zero]]. They can be found in various [[vault]]s almost anywhere after the early [[Dungeon]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Spellcaster5&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Shadow Creatures]]&lt;br /&gt;
|flags1={{Magical slot flag}}&lt;br /&gt;
|slot2=[[Draining Gaze]]&lt;br /&gt;
|flags2={{Magical slot flag}}&lt;br /&gt;
|slot3=[[Abjuration]]&lt;br /&gt;
|flags3={{Magical slot flag}}&lt;br /&gt;
|slot4=[[Brain Feed]]&lt;br /&gt;
|flags4={{Magical slot flag}}&lt;br /&gt;
|slot5=[[Mass Confusion]]&lt;br /&gt;
|flags5={{Magical slot flag}}&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!--spl-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*In general, try not to fight them while other hostile creatures are around.&lt;br /&gt;
*Although they're largely resistant to elemental magic, powerful [[Earth Magic]] spells can take them out quickly. [[Shatter]] and [[Lee's Rapid Deconstruction]] are particularly effective.&lt;br /&gt;
&lt;br /&gt;
===Variant Orange Crystal Statues===&lt;br /&gt;
[[File:Wucad mu statue.png]] A '''Statue of Wucad Mu''' guards the inner treasure chambers of [[Wucad Mu's Monastery]]. Destroying it has the added bonus of wiping out any shadowy monks that are still running around.&lt;br /&gt;
{{flavour|This statue, made from a fine glassy orange crystal, depicts a mystic known as Wucad Mu, who mastered the matters of the mind. Beware of the statue's powers, as you have no chance in mental combat against it.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Zot statue.png]] A '''Lunar statue''' guards a single acquirement-level item on [[Lehudib's Moon Base]]. This variant has [[Lehudib's Crystal Spear]] in addition to the spells above and a 20% higher cast rate.&lt;br /&gt;
{{flavour|An utterly bizarre statue, hewn from a single piece of dark gabbro scintillating with tiny crystals. It is impossible to tell whether the statue is intended to represent some creature or personage, or is completely abstract.&lt;br /&gt;
One thing is certain: it is profoundly disturbing.}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], orange crystal statues did not have [[See Invisible]].&lt;br /&gt;
*Prior to [[0.17]], they were speed 6 and did not have the Shadow Creatures or Abjuration spells.&lt;br /&gt;
*Prior to [[0.15]], orange crystal statues inflicted the intelligence loss, MP drain, and confusion through irresistible [[Divinations]] [[Miscast effect|miscast effects]]. They could also be immediately destroyed with a zap from a [[wand of disintegration]].&lt;br /&gt;
*Orange crystal statues used to also make you forget spells and maps.&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Urug&amp;diff=45027</id>
		<title>Urug</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Urug&amp;diff=45027"/>
				<updated>2017-04-09T23:59:30Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Pronoun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|019}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Urug the Orcish Ballista''' is a [[unique]] [[list of orcs|orc]] who often carries [[javelin]]s and wields a heavy weapon. Although she lacks any particularly unique traits, she can be a danger in melee or at range.&lt;br /&gt;
&lt;br /&gt;
If you worship [[Beogh]], she may join you as a follower.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Dungeon]]:10-15&lt;br /&gt;
*The [[Orcish Mines]]:1-3&lt;br /&gt;
*[[The Lair]]:1-4&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Fragile characters should try not to get stuck at range with her any longer than they have to, as her javelins can deal brutal damage. Keep up [[Repel Missiles]] and try to kill her as quickly as possible, or run and come back later. She only has so much ammunition, and will eventually run out, but trying to lure her into using them all up in one attempt is extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], Urug's weapons were much less nastier for her depth.&lt;br /&gt;
&lt;br /&gt;
Urug was made significantly more dangerous in [[0.11]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Orc]]&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Longbow&amp;diff=45026</id>
		<title>Longbow</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Longbow&amp;diff=45026"/>
				<updated>2017-04-09T06:19:50Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Updated &amp;quot;bows&amp;quot; to &amp;quot;shortbows&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{weapon&lt;br /&gt;
 |name      = Longbow&lt;br /&gt;
 |cost      = ?&lt;br /&gt;
 |skill     = Bows&lt;br /&gt;
 |damage    = 15&lt;br /&gt;
 |accuracy  = +0&lt;br /&gt;
 |basedelay = 17 (170%)&lt;br /&gt;
 |mindelay  = 7 at 20 skill&lt;br /&gt;
 |hands     = 2H&lt;br /&gt;
 |size      = Large&lt;br /&gt;
 |ranged    = Yes&lt;br /&gt;
 |acquirement = 10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A long, strong bow made of yew. It does excellent damage in combat and a skilled archer can use it to great effect.}}&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|This weapon falls into the '[[Bows]]' category. Note that while the base damage is 15, the base damage of an [[arrow]] is added to give an overall base damage of 22.}}&lt;br /&gt;
&lt;br /&gt;
'''Longbows''' are a marked improvement over [[shortbow]]s, dealing much more damage in exchange for a slight accuracy penalty and a higher skill requirement for fast attacks. Mid- and late-game bow-users will absolutely want to upgrade to one of these.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || Image&lt;br /&gt;
|-&lt;br /&gt;
| '''Mundane''' || [[File:Longbow 1.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical''' || [[File:Longbow 2.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Artifact''' || [[File:Longbow 3.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Piercer]]''' || [[File:Longbow piercer.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Storm bow]]''' || [[File:Longbow storm bow.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Sharnga]]''' || [[File:Bow of krishna sharnga.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Bows]]&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Poison_Magic&amp;diff=44640</id>
		<title>Poison Magic</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Poison_Magic&amp;diff=44640"/>
				<updated>2017-01-09T04:47:06Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Removed references to Summonings spell and to Cure Poison in the intro&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
The '''Poison Magic''' school concerns itself primarily with the [[poison]]ing of monsters, allowing skilled practitioners to deal massive amounts of damage to most [[natural]] monsters.&lt;br /&gt;
&lt;br /&gt;
Although Poison Magic is very effective in many of the earlier portions of the game, you will inevitably come across a wide variety of monsters that are almost completely immune to its powers. As such, practitioners are advised to eventually branch out into some other school of magic.&lt;br /&gt;
&lt;br /&gt;
{{skill aptitudes}}&lt;br /&gt;
&lt;br /&gt;
{{spell table by level|Poison}}&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
{{spell sources|Poison|Young Poisoner's Handbook,Book of Annihilations}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Venom Mage]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Poison Magic|*]]&lt;br /&gt;
[[Category:Magic skills]]&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Petrify&amp;diff=44580</id>
		<title>Petrify</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Petrify&amp;diff=44580"/>
				<updated>2016-12-27T07:09:04Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: it's -&amp;gt; its&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|0.19}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Petrify''' is a level 4 [[Earth Magic|Earth]]/[[Transmutations|Transmutation]] spell that first slows, then petrifies its target a few turns later.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
If the target fails a [[magic resistance]] check, it will gain petrifying status, slowing down and petrifying soon after. This leaves the victim unable to move or act for several turns, during which time they cannot dodge attacks, are vulnerable to [[stabbing]] attempts, and will no longer be airborne. However, because the victim is now made of stone, he receives significantly less damage: -50% while petrified, -33% while petrifying (after AC)&amp;lt;ref&amp;gt;{{source ref|0.19.0|monster.cc|4462}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{source ref|0.19.0|ouch.cc|850}}&amp;lt;/ref&amp;gt;. This spell requires a clear line of fire.&lt;br /&gt;
&lt;br /&gt;
[[Earth elemental]]s, [[Gargoyle (monster)|gargoyle]]s, [[catoblepas]]es, [[statue]]s, and [[insubstantial]] creatures cannot be petrified by any means. Players can become immune by activating [[Zin]]'s Vitalisation, being [[gargoyle]]s or by being in [[Statue Form|Statue]], [[Wisp Form|Wisp]] or [[Shadow Form]]. [[Elyvilon]]'s Purification and [[Ru]]'s Draw Out Power cancel the petrifying status effect.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Stopping opponents with Petrify can be extremely useful for making escapes. Individual pursuers can be frozen in place while you run to a safe place to heal. Petrifying the lead monster of a pack that's chasing you through a narrow hallways will stop all the others behind it. When successful, Petrify is generally more effective and longer lasting than [[Conjure Flame]], [[Confuse]], or [[Slow]] for escaping foes.&lt;br /&gt;
*Petrify has nice synergy with [[Lee's Rapid Deconstruction]] (and to a lesser extent with [[Shatter]]): petrified targets have the same vulnerability to these spells as [[statue]]s. If you wait until the target is entirely petrified, hitting it with LRD will create a very large explosion of shrapnel, which can be quite useful against groups of monsters.&lt;br /&gt;
*Winged monsters can be drowned with this spell. This is particularly useful against the [[harpies]] in [[the Shoals]], which have fairly low magic resistance. This trick doesn't work against monsters that fly using magic (including the player character).&lt;br /&gt;
*Casting this spell multiple times on the same target will speed the petrification process up. Two successful applications will turn most targets to stone immediately.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=42649</id>
		<title>Hepliaklqana</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=42649"/>
				<updated>2016-07-24T04:00:08Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Updated Idealise description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|trunk}}&lt;br /&gt;
[[File:Hepliaklqana altar.png]]&lt;br /&gt;
{{flavour|Hepliaklqana the Forgotten accepts the worship of those who would remember their forebears, and fight alongside the greatest of them all. Hepliaklqana demands only that followers explore and form new experiences; as they advance in this service, they will find themselves able to shape and control their ancestor's memory, eventually bringing them into the ranks of the mythical heroes.&lt;br /&gt;
&lt;br /&gt;
Hepliaklqana's worshippers are served by a guardian formed from their memories of their greatest ancestor. This ancestor is at first remembered as they were at the start of their fabled adventures, but will advance in skill as their descendant does. Hepliaklqana always allows followers to recall their ancestor to their side, and, even if the ancestor is destroyed, Hepliaklqana will call it forth again not long after. Further advancement in Hepliaklqana's service allows worshippers to restore and strengthen their ancestor, to swap them with other creatures, and to choose how to remember their life's talents.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Hepliaklqana (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Hepliaklqana likes it when you explore the world.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Abandonment.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety Level -]]:''' &amp;quot;Hazy&amp;quot;&lt;br /&gt;
*'''Recall''' - Recalls your ancestor from anywhere in the dungeon to your immediate surroundings. Takes 1 turn and costs 2 MP.&lt;br /&gt;
*'''Ancestor Identity''' - Recalls who your ancestor preferred to be known as, correcting their name and gender. This does not take any time.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *]]:''' &amp;quot;Foo Child&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level **]]:''' &amp;quot;Storyteller&amp;quot;&lt;br /&gt;
*'''Ancestor Life: Knight''' - Choose to remember your ancestor as a knight, a strong melee combatant with superior defenses. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*'''Ancestor Life: Battlemage''' - Choose to remember your ancestor as a battlemage, a warrior equipped with powerful conjurations. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*'''Ancestor Life: Hexer''' - Choose to remember your ancestor as a hexer, a cunning rogue capable of skilled knifework and debilitating spellcasting. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ***]]:''' &amp;quot;Brooding&amp;quot;&lt;br /&gt;
*'''Idealise''' - Restores your ancestor to an idyllic vision of their best self. Their wounds are forgotten, harmful effects are wiped away, and a glow of perfection infuses them, giving them a short-lived but dramatic increase in strength, spellcasting, and armour. The quality of the healing and duration of the idealisation granted are both improved by the Invocations skill.&lt;br /&gt;
&lt;br /&gt;
*'''Transference''' - Forces a targeted creature to pass through the realms of memory and exchange places with your ancestor. With great piety, those near the target will be slowed for a duration depending on Invocations skill.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ****]]:''' &amp;quot;Anamnesiscian&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *****]]:''' &amp;quot;Grand Scion&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ******]]:''' &amp;quot;Unforgettable&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|&lt;br /&gt;
Hepliaklqana believes that the only reasonable punishment for turning one's back on the path of memory is to be denied its use. All new experience is denied to the unfortunate apostate, until Hepliaklqana decides they have been punished enough. This will not be quick: unlike some, Hepliaklqana has a long memory...}} &lt;br /&gt;
&lt;br /&gt;
Your ancestor immediately leaves, and you are unable to earn any experience until Hepliaklqana decides it's taken enough; this takes about as much XP as ending [[Ashenzari]] wrath. The XP is permanently gone.&lt;br /&gt;
&lt;br /&gt;
==Ancestor==&lt;br /&gt;
The player can choose from 3 types: battlemage, knight, and hexer. The ancestor's abilities scale of your XL and affect their HP, AC/EV, attack damage, magic resistance and spell list. Concrete formulas are as follows:&lt;br /&gt;
&lt;br /&gt;
*HD = (Xl - 1)*2/3 +1&lt;br /&gt;
*HP = HD * 5 + max(0, (HD - 12) * 5)&lt;br /&gt;
*MR = HD*HD/2&lt;br /&gt;
*Base damage = HD + 3;&lt;br /&gt;
*Base AC = HD&lt;br /&gt;
**(knight gets 5+HD/2 bonus AC)&lt;br /&gt;
&lt;br /&gt;
Ancestors do not time out, can follow you down up the stairs and cannot be dispelled.&lt;br /&gt;
&lt;br /&gt;
Hexer is generally considered to be stronger than the other two ancestor types since they can get [[Mass Confusion]] and [[antimagic]] [[quick blade]]. Battlemage usually tapers off in power around lair and has problems with having a clear line of sight to the target, apart from either iceblast (similar to the projectile from [[wand of iceblast]]) or [[bolt of magma]] he gets [[lajatang]] of [[freezing]] and [[Lehudib's crystal spear]] later. Knight gets a [[broad axe]] or [[demon trident]] that gets later branded with the [[speed]] ego and [[large shield]] of [[reflection]]. All ancestor types get [[haste]].&lt;br /&gt;
&lt;br /&gt;
The choices are presented as abilities upon reaching XL 15:&lt;br /&gt;
&lt;br /&gt;
*Knight: Demon Trident&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as wielding an enchanted [[demon trident]], a weapon&lt;br /&gt;
capable of [[reaching]] past allies (such as yourself) to attack foes. This choice&lt;br /&gt;
is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*Knight: Broad Axe&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as wielding an enchanted [[broad axe]], a weapon capable of&lt;br /&gt;
cleaving through many surrounding foes with each blow. This choice is permanent&lt;br /&gt;
and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*Battlemage: Iceblast&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as casting Iceblast, which conjures a noisy explosion&lt;br /&gt;
of cold and physical damage. The blast radius can often hit multiple foes, but&lt;br /&gt;
may be ineffective if you are in melee yourself, since your ancestor will avoid&lt;br /&gt;
affecting you with the blast. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*Battlemage: Bolt of Magma&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as casting [[Bolt of Magma]], which conjures a penetrating&lt;br /&gt;
beam of fire and physical damage. This choice is permanent and cannot be&lt;br /&gt;
undone.&lt;br /&gt;
&lt;br /&gt;
*Hexer: Paralyse&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as casting [[Paralyse]], which targets single enemies and,&lt;br /&gt;
if they fail to resist, leaves them completely helpless for the next several&lt;br /&gt;
turns. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*Hexer: Englaciation&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as casting [[Metabolic Englaciation]], which slows all&lt;br /&gt;
non-cold-resistant nearby foes for several turns. This choice is permanent and&lt;br /&gt;
cannot be undone.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The ancestor can be chosen to complement your background, e.g. wizards can choose knights to provide defense while they are casting spells from afar, but at the moment there is noticeable power different that makes this way of choosing less appealing.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Hepliaklqana was added in [[0.19]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=42648</id>
		<title>Hepliaklqana</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hepliaklqana&amp;diff=42648"/>
				<updated>2016-07-24T03:46:56Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Typo fix (removed accidental newline)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|trunk}}&lt;br /&gt;
[[File:Hepliaklqana altar.png]]&lt;br /&gt;
{{flavour|Hepliaklqana the Forgotten accepts the worship of those who would remember their forebears, and fight alongside the greatest of them all. Hepliaklqana demands only that followers explore and form new experiences; as they advance in this service, they will find themselves able to shape and control their ancestor's memory, eventually bringing them into the ranks of the mythical heroes.&lt;br /&gt;
&lt;br /&gt;
Hepliaklqana's worshippers are served by a guardian formed from their memories of their greatest ancestor. This ancestor is at first remembered as they were at the start of their fabled adventures, but will advance in skill as their descendant does. Hepliaklqana always allows followers to recall their ancestor to their side, and, even if the ancestor is destroyed, Hepliaklqana will call it forth again not long after. Further advancement in Hepliaklqana's service allows worshippers to restore and strengthen their ancestor, to swap them with other creatures, and to choose how to remember their life's talents.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Hepliaklqana (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Hepliaklqana likes it when you explore the world.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Abandonment.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety Level -]]:''' &amp;quot;Hazy&amp;quot;&lt;br /&gt;
*'''Recall''' - Recalls your ancestor from anywhere in the dungeon to your immediate surroundings. Takes 1 turn and costs 2 MP.&lt;br /&gt;
*'''Ancestor Identity''' - Recalls who your ancestor preferred to be known as, correcting their name and gender. This does not take any time.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *]]:''' &amp;quot;Foo Child&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level **]]:''' &amp;quot;Storyteller&amp;quot;&lt;br /&gt;
*'''Ancestor Life: Knight''' - Choose to remember your ancestor as a knight, a strong melee combatant with superior defenses. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*'''Ancestor Life: Battlemage''' - Choose to remember your ancestor as a battlemage, a warrior equipped with powerful conjurations. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*'''Ancestor Life: Hexer''' - Choose to remember your ancestor as a hexer, a cunning rogue capable of skilled knifework and debilitating spellcasting. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ***]]:''' &amp;quot;Brooding&amp;quot;&lt;br /&gt;
*'''Idealise''' - Restores your ancestor to an idyllic vision of their best self. Their wounds are forgotten, harmful effects are wiped away, and a glow of perfection infuses them, giving them a short-lived but dramatic increase in strength and armour. The quality of the healing and duration of the idealisation granted are both improved by the Invocations skill.&lt;br /&gt;
&lt;br /&gt;
*'''Transference''' - Forces a targeted creature to pass through the realms of memory and exchange places with your ancestor. With great piety, those near the target will be slowed for a duration depending on Invocations skill.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ****]]:''' &amp;quot;Anamnesiscian&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level *****]]:''' &amp;quot;Grand Scion&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety Level ******]]:''' &amp;quot;Unforgettable&amp;quot;&lt;br /&gt;
*No abilities given.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|&lt;br /&gt;
Hepliaklqana believes that the only reasonable punishment for turning one's back on the path of memory is to be denied its use. All new experience is denied to the unfortunate apostate, until Hepliaklqana decides they have been punished enough. This will not be quick: unlike some, Hepliaklqana has a long memory...}} &lt;br /&gt;
&lt;br /&gt;
Your ancestor immediately leaves, and you are unable to earn any experience until Hepliaklqana decides it's taken enough; this takes about as much XP as ending [[Ashenzari]] wrath. The XP is permanently gone.&lt;br /&gt;
&lt;br /&gt;
==Ancestor==&lt;br /&gt;
The player can choose from 3 types: battlemage, knight, and hexer. The ancestor's abilities scale of your XL and affect their HP, AC/EV, attack damage, magic resistance and spell list. Concrete formulas are as follows:&lt;br /&gt;
&lt;br /&gt;
*HD = (Xl - 1)*2/3 +1&lt;br /&gt;
*HP = HD * 5 + max(0, (HD - 12) * 5)&lt;br /&gt;
*MR = HD*HD/2&lt;br /&gt;
*Base damage = HD + 3;&lt;br /&gt;
*Base AC = HD&lt;br /&gt;
**(knight gets 5+HD/2 bonus AC)&lt;br /&gt;
&lt;br /&gt;
Ancestors do not time out, can follow you down up the stairs and cannot be dispelled.&lt;br /&gt;
&lt;br /&gt;
Hexer is generally considered to be stronger than the other two ancestor types since they can get [[Mass Confusion]] and [[antimagic]] [[quick blade]]. Battlemage usually tapers off in power around lair and has problems with having a clear line of sight to the target, apart from either iceblast (similar to the projectile from [[wand of iceblast]]) or [[bolt of magma]] he gets [[lajatang]] of [[freezing]] and [[Lehudib's crystal spear]] later. Knight gets a [[broad axe]] or [[demon trident]] that gets later branded with the [[speed]] ego and [[large shield]] of [[reflection]]. All ancestor types get [[haste]].&lt;br /&gt;
&lt;br /&gt;
The choices are presented as abilities upon reaching XL 15:&lt;br /&gt;
&lt;br /&gt;
*Knight: Demon Trident&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as wielding an enchanted [[demon trident]], a weapon&lt;br /&gt;
capable of [[reaching]] past allies (such as yourself) to attack foes. This choice&lt;br /&gt;
is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*Knight: Broad Axe&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as wielding an enchanted [[broad axe]], a weapon capable of&lt;br /&gt;
cleaving through many surrounding foes with each blow. This choice is permanent&lt;br /&gt;
and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*Battlemage: Iceblast&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as casting Iceblast, which conjures a noisy explosion&lt;br /&gt;
of cold and physical damage. The blast radius can often hit multiple foes, but&lt;br /&gt;
may be ineffective if you are in melee yourself, since your ancestor will avoid&lt;br /&gt;
affecting you with the blast. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*Battlemage: Bolt of Magma&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as casting [[Bolt of Magma]], which conjures a penetrating&lt;br /&gt;
beam of fire and physical damage. This choice is permanent and cannot be&lt;br /&gt;
undone.&lt;br /&gt;
&lt;br /&gt;
*Hexer: Paralyse&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as casting [[Paralyse]], which targets single enemies and,&lt;br /&gt;
if they fail to resist, leaves them completely helpless for the next several&lt;br /&gt;
turns. This choice is permanent and cannot be undone.&lt;br /&gt;
&lt;br /&gt;
*Hexer: Englaciation&lt;br /&gt;
&lt;br /&gt;
Remembers your ancestor as casting [[Metabolic Englaciation]], which slows all&lt;br /&gt;
non-cold-resistant nearby foes for several turns. This choice is permanent and&lt;br /&gt;
cannot be undone.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The ancestor can be chosen to complement your background, e.g. wizards can choose knights to provide defense while they are casting spells from afar, but at the moment there is noticeable power different that makes this way of choosing less appealing.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Hepliaklqana was added in [[0.19]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vertigo&amp;diff=42595</id>
		<title>Vertigo</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vertigo&amp;diff=42595"/>
				<updated>2016-07-20T04:48:18Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Creating initial page for vertigo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vertigo is a temporary status effect which decreases your [[evasion]], [[Spell_Success|spellcasting success]], and [[To hit|chance to hit]] until it wears off.&lt;br /&gt;
&lt;br /&gt;
The [[amulet of dismissal]] causes 1d3+2 turns of vertigo when you equip it, and casting [[Alistair's Intoxication]] may inflict it upon yourself.&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Blade_Hands_(spell)&amp;diff=41284</id>
		<title>Blade Hands (spell)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Blade_Hands_(spell)&amp;diff=41284"/>
				<updated>2016-03-12T06:10:13Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Blade hands can't wield items&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Blade Hands&lt;br /&gt;
|level=5&lt;br /&gt;
|school1={{Transmutations}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Changes]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=4&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Causes long, scythe-shaped blades to temporarily grow from the caster's hands. It makes spellcasting somewhat difficult.}}&lt;br /&gt;
&lt;br /&gt;
'''Blade Hands''' is a level 5 [[Transmutations]] spell that drastically increases a character's deadliness in [[Unarmed Combat]], but impedes spell-casting while active. It has a short duration and a significant [[hunger]] cost when first learned, but its damage output is impressive even into the late game when coupled with high [[Unarmed Combat]] skill.&lt;br /&gt;
&lt;br /&gt;
While under the effect of this spell you gain no benefit from the [[Claws]] mutation, and any [[gloves]], [[weapon]]s, [[shields]], or other wielded items meld into your body upon casting. Casting it also immediately ends any other form-changing Transmutations effect ([[Ice Form]], [[Necromutation]], etc.).&lt;br /&gt;
&lt;br /&gt;
You can't wield items with blade hands, so you can't throw weapons or use wands.&lt;br /&gt;
&lt;br /&gt;
Damage = 8 + ([[Strength]] + [[Dexterity]])/3 + [[Unarmed Combat]] bonus&amp;lt;br&amp;gt;(Also adds +6 to off-hand [[auxiliary attack]] damage)&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Like all edged attacks, Blade Hands is a terrible choice for fighting [[hydra]]s.&lt;br /&gt;
*[[Felid]]s walking on Blade Paws will suffer significant [[Stealth]] penalties.&lt;br /&gt;
*This spell will meld away even [[cursed]] weapons, allowing [[Ashenzari]] worshipers to have their hands bound and still use Unarmed Combat.&lt;br /&gt;
*Remember that you lose the benefits of any melded items so long as the spell is in effect.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Prior to [[0.10]], blade hands had higher base damage and lower dependence on stats.&lt;br /&gt;
&lt;br /&gt;
[[Category:Status effects]]&lt;br /&gt;
[[Category:Transformation]]&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Demigod&amp;diff=41283</id>
		<title>Demigod</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Demigod&amp;diff=41283"/>
				<updated>2016-03-12T05:43:08Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: &amp;quot;Sustain abilities&amp;quot; -&amp;gt; &amp;quot;Sustain attributes&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
{{flavour|Demigods are mortals (Humans, Orcs or Elves, for example) with some divine or angelic ancestry, however distant; they can be created by a number of processes, including magical experiments and the time-honoured practice of interplanar miscegenation.&lt;br /&gt;
&lt;br /&gt;
Demigods look more or less like members of their mortal part's species, but have excellent attributes (Str, Int, Dex) and are extremely robust; they can also draw on great supplies of magical energy. On the downside, they advance very slowly in experience, gain skills slightly less quickly than Humans and, due to their status, cannot worship the various gods and powers available to other classes of being.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
* Demigods have innate [[sustain attributes]].&lt;br /&gt;
&lt;br /&gt;
Demigods have a base [[Strength]] of 11, [[Intelligence]] of 12 and [[Dexterity]] of 11 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warrior-mages:''' [[Transmuter]]&lt;br /&gt;
*'''Mages:''' [[Conjurer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]], [[Earth Elementalist]],&lt;br /&gt;
&lt;br /&gt;
Due to their religious restriction, Demigods are prohibited from becoming [[Berserker]]s, [[Abyssal Knight]]s, or [[Chaos Knight]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*Two stat points of your choice (of the same attribute) every third level.&lt;br /&gt;
*10% more [[HP]] than average.&lt;br /&gt;
*20% more [[MP]] than average.&lt;br /&gt;
*+4 [[magic resistance]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment and Skills==&lt;br /&gt;
Demigods receive the equipment and skills listed for their chosen background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
Demigods can be a difficult species to play, in part due to their mediocre aptitudes across the board and slow leveling, but primarily due to their inability to worship a god. One's choice of god is a major strategic element, and a dependable crutch, in a game that is otherwise ruled by chance. Giving up the ability to worship any god puts much greater pressure on the player to use his or her starting resources to full advantage, and to adapt to whatever happens to spawn throughout the game. On the plus side, Demigods have large HP and magic pools, and have by far the highest base attributes and growth of any species. While Demigods tend to be a challenging species compared to others, they are not ill-suited for any background they can choose. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Demigod}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
* The Dungeon Overview screen (Ctrl+O) doesn't display known altars for Demigods, as it is of no use to them.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], Demigods gained one random stat every second level instead of gaining two stats of their choice every third level. They also lacked innate [[sustain abilities]]&lt;br /&gt;
 &lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Unarmed_Combat&amp;diff=41282</id>
		<title>Unarmed Combat</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Unarmed_Combat&amp;diff=41282"/>
				<updated>2016-03-12T04:55:08Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Updated Blade Hands damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
&lt;br /&gt;
The '''Unarmed Combat''' skill determines the effectiveness of all attacks made with your character's fists (or tentacles in the case of [[octopode]]s), increasing the damage, [[to-hit|accuracy]], and [[attack speed|speed]] of your unarmed attacks. Although there are many non-punch [[auxiliary attack]]s you can make with the rest of your body, these are not affected by the UC skill whatsoever. Training this skill is only advisable if you intend to engage in melee while unarmed or while leaving your off-hand empty.&lt;br /&gt;
&lt;br /&gt;
For many [[species]], fighting without a weapon is not a very appealing prospect. Leaving your weapon and/or [[shield]] slot open means that you cannot take advantage of weapon [[brand]]s, miss out on the defensive value of a shield, and have two fewer slots for wielding [[artifact]]s that may provide useful resistances or other bonuses. However, unarmed combat allows for some of the fastest attacks in the game, deals competitive damage to weapon wielders at high skill levels, and allows you to take advantage of the many [[Transmutations]] spells which grant you powerful unarmed capabilities. Also, some species have natural [[aptitude]]s or innate [[mutation]]s that make unarmed combat a much more tempting choice.&lt;br /&gt;
&lt;br /&gt;
{{skill aptitudes}}&lt;br /&gt;
&lt;br /&gt;
==Attack Delay==&lt;br /&gt;
Unarmed combat specialists are capable of making some of the fastest attacks in the game, on par with the speed of most [[short blades]] wielders. Couple this with the fact that UC attacks have a much higher base damage than any short blade, and you can see why they're capable of doing very significant amounts of damage very quickly. However, it requires much more Unarmed Combat skill to reach maximum attack speed than it does for a weapon fighter to reach their maximum. Bear in mind that this only applies to main-hand punches; auxiliary offhand punches occur along with your main hand attacks.&lt;br /&gt;
&lt;br /&gt;
===Bonuses From Skill===&lt;br /&gt;
Weapon fighters gain a 0.1 point reduction to their attack delay for every 2 levels they have in their appropriate weapon skill, allowing them to reach maximum weapon speed by the mid-game in most cases. Unarmed Combat uses a different formula, however; your attack delay is reduced by 0.1 for roughly every 5.4 skill levels, reaching a delay of 0.5 at UC skill 27. Fortunately, unarmed combat is also much faster than fighting with most weapons by default, so they still enjoy fairly quick attacks throughout the game.&lt;br /&gt;
&lt;br /&gt;
===Other Factors===&lt;br /&gt;
Characters in [[bat form]] receive a special bonus to unarmed combat, making attacks in 60% of the normal time (though at a significant penalty to damage). Other effects that can influence attack speed (such as [[Haste]], [[Slow]], [[Statue Form]], etc.) apply as normal, with a hardcoded limit at 3 which you cannot exceed.&lt;br /&gt;
&lt;br /&gt;
===Final Calculation===&lt;br /&gt;
Finally, your attack delay can never be a fraction of the decimal place of an aut. If your calculated speed falls between two decimal place numbers, the game will round up or down based on the remainder (0.72 would have a 20% chance of being rounded to 0.8 and an 80% chance of being 0.7).&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! UC !! Avg delay !! UC !! Avg delay !! UC !! Avg delay&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1.0 || 10 || 0.81 || 20 || 0.63&lt;br /&gt;
|- &lt;br /&gt;
| 1 ||  0.98 || 11 || 0.80 || 21 || 0.61&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||  0.96 || 12 || 0.78 || 22 || 0.59&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  0.95 || 13 || 0.76 || 23 || 0.57&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||  0.92 || 14 || 0.74 || 24 || 0.56&lt;br /&gt;
|-&lt;br /&gt;
| 5 ||  0.91 || 15 || 0.72 || 25 || 0.54&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||  0.89 || 16 || 0.7 || 26 || 0.52&lt;br /&gt;
|-&lt;br /&gt;
| 7 ||  0.87 || 17 || 0.68 || 27 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| 8 ||  0.85 || 18 || 0.67 ||    ||&lt;br /&gt;
|-&lt;br /&gt;
| 9 ||  0.83 || 19 || 0.65 ||    ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Base Damage==&lt;br /&gt;
The base damage of your primary unarmed combat attack is determined through the following factors:&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;
! Condition || Damage || Special&lt;br /&gt;
|-&lt;br /&gt;
| [[Porcupine Form]] || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Pig Form]] || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Bat Form]] || 1 || 60% Attack Delay&lt;br /&gt;
|-&lt;br /&gt;
| [[Vampire]] Bat Form || 2 || 60% Attack delay&lt;br /&gt;
|-&lt;br /&gt;
| [[Spider Form]] || 5 || [[Venom]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wisp Form]] || 5 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice Form]] || 12 || [[Freezing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fungus Form]] || 12 || [[Confusing Touch]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tree Form]] || 12 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Blade Hands]] || 8 + (STR + DEX) / 3 || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Statue Form]] || 9 + STR / 2 || 150% attack delay&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon Form]] || 12 + (2/3) STR || Heavy [[bleeding]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lich Form]] || 5 || [[Draining (brand)|Draining]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Troll]] || 9 || Heavy bleeding&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghoul]], [[Felid]] || 5 || Light bleeding&lt;br /&gt;
|-&lt;br /&gt;
| [[Claws]] [[mutation]] || +2 × Claws ranks || Wearing [[gloves]] negates this&lt;br /&gt;
|-&lt;br /&gt;
| Other || 3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your base damage is then increased by your unarmed combat skill level (divided by 5 when in Bat Form). This base damage is then further modified by your [[strength]], [[dexterity]], [[Fighting]] skill, and other factors. A value is randomly selected between 1 and the final calculated damage, and the target's AC is applied against it.&lt;br /&gt;
&lt;br /&gt;
Offhand punches are significantly less powerful, using the following calculation:&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;
! Condition || Damage || Special&lt;br /&gt;
|-&lt;br /&gt;
| Offhand Punch || 5 + (UC / 3) +(1d3 × Claws ranks) '''or''' +(6 if Blade Hands) || Wearing any shield negates this&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Octopodes get tentacle slaps instead of offhand punches, and may still make tentacle slaps while wearing a shield, making it generally best for unarmed octopodes to use a shield.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to 0.17, unarmed combat attack delay was penalized by shields and armour.&lt;br /&gt;
&lt;br /&gt;
In earlier versions of ''Crawl'', Unarmed Combat improved the performance of your non-punch auxiliary attacks, giving all melee fighters a reason to train it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mahkleb&amp;diff=41273</id>
		<title>Mahkleb</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mahkleb&amp;diff=41273"/>
				<updated>2016-03-06T04:51:43Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Redirected page to Makhleb&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Makhleb]]&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Condensation_Shield&amp;diff=40009</id>
		<title>Condensation Shield</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Condensation_Shield&amp;diff=40009"/>
				<updated>2016-01-04T03:07:28Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Condensation Shield&lt;br /&gt;
|level=4&lt;br /&gt;
|school1={{Ice Magic}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Alchemy]]&lt;br /&gt;
*[[Book of Frost]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=3&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|This spell causes a disc of dense vapour to condense out of the air surrounding the caster. It acts like a normal shield, but its stopping power depends solely on the power of the spell, not on the Shields skill. The disc is controlled by the caster's mind and thus will not conflict with the wielding of a two-handed weapon.}}&lt;br /&gt;
&lt;br /&gt;
'''Condensation Shield''' is a level 4 [[Ice Magic]] spell which creates a floating disc of icy vapour. This functions like shield without requiring a free hand, adding (3 + Spellpower*0.08) to your [[SH]] value (max: 19). This is unaffected by your [[Shields skill]]. You cannot cast it while wearing an actual shield, but it does stack with the SH-boosting effects of a [[Helm card]] and [[the Shining One]]'s Divine Shield ability. Condensation Shield's effects will end immediately if you are hit with [[Fire Magic]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], Condensation Shield was dependent on Ice Magic skill and added  (8 + 0.6*[[Ice Magic]]) to your [[SH]] value (max: 24). If you character was vulnerable to cold (rC-), Condensation Shield would additionally deal 2-14 cold damage to you per turn. It was also unable to block any ranged attacks.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], Condensation Shield was affected by the Shields skill and it allowed to train this skill. Its SH value was 3 + Ice Magic/4.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.5]], Condensation Shield's SH value was 2 + Ice Magic/6.&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ozocubu%27s_Armour&amp;diff=40008</id>
		<title>Ozocubu's Armour</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ozocubu%27s_Armour&amp;diff=40008"/>
				<updated>2016-01-04T02:59:56Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Updated flavour text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Ozocubu's Armour&lt;br /&gt;
|level=3&lt;br /&gt;
|school1={{Charms}}&lt;br /&gt;
|school2={{Ice Magic}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Frost]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=3&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Envelops the caster's body in a protective layer of ice. The caster will not suffer cold from this layer, yet can be affected by other sources of cold normally. The spell will not function for casters already wearing heavy armour (any body armour with an encumbrance rating of 5 or more).}}&lt;br /&gt;
&lt;br /&gt;
'''Ozocubu's Armour''' is a level 3 [[Charms]]/[[Ice Magic]] spell which increases your [[AC]] by a significant amount. The duration and size of this AC boost is dependent upon your spellpower, as shown below:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''Normal AC Boost''': 5 + 4 * (Spellpower/50) AC. (Max 13)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Duration''': 20 + 2d(Spellpower) turns.}}&lt;br /&gt;
&lt;br /&gt;
This AC boost stacks with the bonus given by [[Ice Form]].&lt;br /&gt;
&lt;br /&gt;
Ozocubu's Armour does have certain restrictions, however. The spell will fail if cast while wearing armour with an [[encumbrance rating]] of 5 or more, limiting the caster to [[robe]]s, [[leather armour]], [[troll leather armour]], or [[steam dragon armour]]. Taking fire damage reduces its duration significantly. The spell also conflicts with [[Stoneskin]], [[Cigotuvi's Embrace]], [[Statue Form]], and [[Ring of Flames]], and cannot be used if any of these is currently in effect.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ozocubu's Armour is a game-changing spell, providing a massive AC boost to any character who can manage the minimal skill investment required to cast it, and who doesn't intend to wear heavy armour. Even at its lowest spellpower, it's still equivalent to wearing an additional full strength [[ring of protection]]. [[Species]] with no body armour slot ([[felid]]s, [[octopode]]s, and [[draconian]]s) can (and likely should) keep an eye out for this spell by default. Other species that happen to find it can usually afford to drop down to a lighter class of gear; a fully enchanted robe of [[resistance (ego)|resistance]] or [[troll leather armour]] can prove extremely effective in conjunction with OA, and that's assuming you don't find a [[salamander hide armour|useful]] [[moon troll leather armour|artefact]] option. Just be prepared to recast it on occasion when facing opponents which deal heavy fire damage; the damage it helps soak is usually worth the time spent refreshing mid-combat.&lt;br /&gt;
&lt;br /&gt;
Ozocubu's Armour is not a particularly loud spell, but casting it is [[noise|noisy]] enough to usually catch the attention of everything in [[line of sight]]. Any character who relies upon [[stealth]] and [[stabbing]] should avoid casting it while sneaking up on prey. Of course, if you're trying to catch the attention of a wandering monster without [[shout]]ing and alerting everyone nearby, this spell is ideal.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], the effects of this spell were boosted in Ice Form and used the formula was 6 + 7 * (Spellpower/50) AC. (Max 20)&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], the bonus AC calculation was link to your Ice Magic skill, not your spellpower:&lt;br /&gt;
*'''Normal AC Boost''' - 4 + (Ice Magic/3)&lt;br /&gt;
*'''Ice Form AC Boost''' - 5 + (Ice Magic * (7/12))&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], the encumbrance rating limit for this spell was 6, allowing it to work with [[mottled dragon armour]].&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mutation&amp;diff=39288</id>
		<title>Mutation</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mutation&amp;diff=39288"/>
				<updated>2015-12-05T21:57:19Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Removed reference to potion of restore abilities, explained that stat damage heals from experience, updated reference to healing rot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
'''Mutations''' are genetic oddities you may receive during your travels in the dungeon. Often acquired at random, they may be helpful or debilitating. This article will discuss types of mutations and ways to gain and lose them. To learn more specifics, see the '''[[:Category:Mutations|full list of mutations]]''' or read:&lt;br /&gt;
*[[Good mutations]]&lt;br /&gt;
*[[Bad mutations]]&lt;br /&gt;
*[[Demonspawn mutations]]&lt;br /&gt;
*[[Jiyva mutations]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Innate and Acquired Mutations==&lt;br /&gt;
Many species begin the game with mutations in place. Others, like [[demonspawn]] and [[draconian]]s, automatically gain mutations as the game progresses. These innate mutations cannot be resisted or removed, though some can be enhanced by further mutation. For example, a [[minotaur]] starts the game with [[Horns]] 2, and may reach [[Horns]] 3 if further mutated, or a [[naga]] might randomly gain another rank of [[Spit Poison]] (allowing them to [[Draconian_breath_attacks#Breathe_Poison|breathe poison]] clouds).&lt;br /&gt;
&lt;br /&gt;
All other mutations must be acquired through the means outlined below, and can be cured, typically with a [[potion of cure mutation]]. Not all mutations can be acquired randomly; for example, you cannot randomly become a [[saprovore]].&lt;br /&gt;
&lt;br /&gt;
==A Note on The Immutable Undead==&lt;br /&gt;
Undead characters cannot mutate. In situations where a living character would gain a mutation, they either [[rot]] or decompose. Decomposition deals temporary damage to your [[intelligence]], [[dexterity]], or [[strength]] scores. These will heal back slowly over time as you gain [[experience]], much like [[draining]]. [[Rot]] permanently shaves points off of your maximum [[HP]]. This can be cured by drinking a [[potion of curing]] or [[potion of heal wounds]], or by zapping yourself with a [[wand of healing]] (rot is healed before HP damage). Since [[mummies]] can't drink potions, they can only restore rotten HP with a wand or by using a racial ability they receive at level 13 (costing 1 permanent MP). Ghouls fix rot by eating [[chunk]]s, so it's not as much of a problem for them.&lt;br /&gt;
&lt;br /&gt;
==Viewing Mutations==  &lt;br /&gt;
You can view all of your current mutations by pressing '''[[A]]'''. In the default settings for the A screen, mutations are displayed in different colors according to type:&lt;br /&gt;
*Innate mutations, good or bad, are blue&lt;br /&gt;
*Acquired good mutations are light grey&lt;br /&gt;
*Acquired bad mutations are red.&lt;br /&gt;
*Temporary (also called transient) mutations are light magenta and between brackets.&lt;br /&gt;
*Mutations that are a combination of innate and acquired are displayed in cyan or magenta, depending on whether they are good or bad.&lt;br /&gt;
*Mutations that are currently suppressed due to a change in form (such as through [[Spider Form]]) are dark grey&lt;br /&gt;
&lt;br /&gt;
==Gaining Mutations==&lt;br /&gt;
There are many ways to gain mutations. Although you may want to gain mutations, there are some methods that you should avoid, as they will give you bad mutations most of the time. Zin followers in particular should avoid trying to gain any mutations.&lt;br /&gt;
&lt;br /&gt;
'''Bad mutations:'''&lt;br /&gt;
*[[Magic contamination]] - Whether through a spell miscast, casting certain spells too frequently, stepping on a [[Zot trap]], wielding or wearing ego items or artifacts with the Contamination property, or many other sources, once you have accumulated enough magic contamination you will start glowing. Until this wears off, it has a chance of dealing damage and giving you a mutation each turn. It is weighted towards negative mutations, and ignores half of your mutation resistance.&lt;br /&gt;
*Being hit by a mutagenic melee attack - [[Mnoleg]] has mutagenic attacks which have a 25% chance of giving you a bad mutation each time they hit.&lt;br /&gt;
*Being hit by [[Malmutate]] - The Malmutate spell is the most common source of bad mutations in the game, and can be cast by several monsters ([[neqoxec]]s, [[cacodemon]]s, [[shining eye]]s, [[orbs of fire]]).&lt;br /&gt;
*You can be temporarily malmutated by the presence of a [[wretched star]]. This effect ignores half of your mutation resistance, but fortunately the mutations go away after you earn sufficient additional experience.&lt;br /&gt;
*Miscasting a spell - Failing to cast a high-level [[Transmutations]] spell (or suffering a miscast from another source, from [[Xom]] or [[Sif Muna]] for example) has a small chance to give you one or two bad mutations.&lt;br /&gt;
&lt;br /&gt;
'''Other sources of mutations:'''&lt;br /&gt;
*Drawing the [[Helix card]] from a [[deck of wonders]] or [[deck of changes|changes]] may give you a random or a good mutation.&lt;br /&gt;
*Some of Xom's actions will mutate you, either bad, (Xom) random, or good depending on its mood.&lt;br /&gt;
*Quaffing a [[potion of beneficial mutation]] gives you a random positive mutation.&lt;br /&gt;
*A [[potion of mutation]] gives up to 3 random mutations.&lt;br /&gt;
*Eating a mutagenic chunk (the corpse of a [[guardian naga]], [[shining eye]], [[shapeshifter]], [[glowing shapeshifter]], [[ugly thing]], [[very ugly thing]], [[sky beast]], or [[giant orange brain]]) may give you one random mutation.&lt;br /&gt;
*Some species, notably [[demonspawn]] and [[draconian]]s, gain permanent, useful mutations when leveling up.&lt;br /&gt;
*[[Jiyva]] offers its own selection of mutations to followers.&lt;br /&gt;
&lt;br /&gt;
==Losing Mutations==&lt;br /&gt;
There are a few ways to lose mutations:&lt;br /&gt;
*Drinking a [[potion of cure mutation]]. This is the main way to get rid of unwanted mutations, but will strip you of good ones as well.&lt;br /&gt;
*Drawing the Helix card from a deck of Wonders or Changes may delete a random or a bad mutation.&lt;br /&gt;
*Once per game, followers of [[Zin]] with very high piety may get all their mutations removed.&lt;br /&gt;
*One possible effect of Zin's wrath is to remove all of your good mutations.&lt;br /&gt;
*Miscasting a high-level Transmutation spell. As this could also give you bad mutations, this is not something you should actively try to do.&lt;br /&gt;
*Gaining a random mutation. If you're already mutated when you should gain a random mutation, there's a 2% chance per mutation you already have (up to 33%) that you'll lose a mutation instead. This only works with random mutations, not good or bad mutations; god gifts (Xom mainly) have a 67% chance to bypass this test.&lt;br /&gt;
*Followers of Jiyva are given the ability to remove random bad mutations.&lt;br /&gt;
*Temporary mutations will be lost after obtaining more [[experience]]. Resting doesn't work.&lt;br /&gt;
&lt;br /&gt;
==Protection Against Mutations==&lt;br /&gt;
Effects that can cause mutations don't always succeed. Here are all sources of [[mutation resistance]] (not cumulative):&lt;br /&gt;
*Wielding the [[lajatang of Order]], or wearing an [[amulet of resist mutation]], will negate 90% of all mutations you gain (nothing happens instead). This does not apply to [[potions of beneficial mutation]].&lt;br /&gt;
*The [[Good mutations#Mutation Resistance|Mutation Resistance]] mutation protects you 66.6% of the time at ranks 1 and 2, and 100% at rank 3.&lt;br /&gt;
*Zin's followers have a (Piety/2)% chance to be protected, with 100% resistance at maximum piety. So long as you keep up your piety, this resistance cannot be bypassed, regardless of the mutation source.&lt;br /&gt;
*[[Mummies]], [[ghoul]]s and characters in [[lich form]] are &amp;quot;protected&amp;quot; against any form of mutation (they rot instead). [[Vampire]]s have a chance to rot based on their satiation level:&lt;br /&gt;
**Alive: 0%&lt;br /&gt;
**Very Full: 33%&lt;br /&gt;
**Full: 50%&lt;br /&gt;
**Satiated: 67%&lt;br /&gt;
**Thirsty or less: 100%&lt;br /&gt;
***Potions of beneficial mutation will always succeed for Satiated or better and always fail for Thirsty or worse.&lt;br /&gt;
*Characters already heavily mutated may avoid gaining other mutations. Each mutation gives you 6.5% resistance, and each time you resist, there is a 33% chance that you will lose a mutation instead of simply not gaining more. This only works for random mutations, not good or bad mutations.&lt;br /&gt;
&lt;br /&gt;
==Exclusive mutations==&lt;br /&gt;
Not every mutation can be present in a character at once. For starters, several good and bad mutations are direct opposites of each other and are therefore mutually exclusive ([[Good mutations#Regeneration|Regeneration]] and [[Bad mutations#Slow healing|Slow healing]], [[Good mutations#Acute Vision|Acute Vision]] and [[Bad mutations#Blurry Vision|Blurry Vision]], [[Good mutations#Carnivorous|Carnivorous]] and [[Bad mutations#Herbivorous|Herbivorous]], etc.) Additionally, certain body parts may only have one mutation applied to them, i.e. you can't have both [[hooves]] and [[talons]] at the same time (by extension, hybrid species like [[naga]]s and [[merfolk]] can't get either hooves or talons).&lt;br /&gt;
&lt;br /&gt;
There are also certain mutations that are exclusive to certain [[species]]. Some of the [[Demonspawn mutations]] fall in this category and cannot be obtained by any other species through random mutation. Other mutations like this involve specific body parts that only a few species have (e.g., [[draconian]]s and [[gargoyles]] are the only species who have wings, so only they can receive the [[Good mutations#Big Wings|Big Wings]] mutation).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.16]], the [[hat of the Alchemist]] will also grant 90% mutation resistance.&lt;br /&gt;
&lt;br /&gt;
*Prior to [[0.13]], there were [[potions of gain strength]], [[potions of gain dexterity|dexterity]], and [[potions of gain intelligence|intelligence]] in place of the [[potion of beneficial mutation]].&lt;br /&gt;
&lt;br /&gt;
*Prior to [[0.12]], [[Polymorph Other]] (whether from a wand or the monster version of the spell) could inflict bad mutations on you. It was replaced by Malmutate.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mutations]]&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Magic_contamination&amp;diff=39287</id>
		<title>Magic contamination</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Magic_contamination&amp;diff=39287"/>
				<updated>2015-12-05T21:39:12Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Renamed some references from &amp;quot;glow&amp;quot; to &amp;quot;contamination&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
'''Magic contamination''' is a potential side effect of powerful magic, [[divine retribution]] or favour, or the incompetent use of [[magic]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Various activities cause harmful magical energies to accumulate in your body. A small amount of magical contamination (a dark grey &amp;quot;Contam&amp;quot; status) is mostly harmless, and will dissipate over time without any further effect. Larger amounts (5+ points) of accumulated magic contamination (a yellow, red, or dark red &amp;quot;Contam&amp;quot; status) will make you start to glow with magical contamination.&lt;br /&gt;
Contamination is bad for two reasons:&lt;br /&gt;
*A target glowing with severe contamination is easier to hit (similar to the effects of the [[Corona]] spell). Similarly, glow can reveal you if you are [[invisible]].&lt;br /&gt;
*You may suffer damage and mutations from the magical energies your body has absorbed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Accumulation==&lt;br /&gt;
Your magic contamination level can be increased via the following methods. Any behaviour marked with (Z) offends [[Zin]] and will reduce the piety of his worshippers.&lt;br /&gt;
&lt;br /&gt;
===Haste===&lt;br /&gt;
*Spending time under the influence of [[Haste]] while not [[berserk]].&lt;br /&gt;
*+1 point for becoming hasted using a Haste spell or [[wand of hasting]].&lt;br /&gt;
*+1 point for having your already-in-force Haste effect extended by:&lt;br /&gt;
**Rage extension (Z)&lt;br /&gt;
**A potion of haste or berserk rage (Z)&lt;br /&gt;
**Xom sending you berserk.&lt;br /&gt;
**Invoking Okawaru's Haste power&lt;br /&gt;
*+2 points for having your Haste extended by:&lt;br /&gt;
**The Haste spell or a wand of hasting. (Z)&lt;br /&gt;
&lt;br /&gt;
===Invisibility===&lt;br /&gt;
*Spending time [[invisible]].&lt;br /&gt;
*+1 point for making yourself invisible with a [[wand of invisibility]] or the [[Invisibility]] spell.(Z)&lt;br /&gt;
&lt;br /&gt;
===Might===&lt;br /&gt;
*+1 point for extending Might by:&lt;br /&gt;
**Quaffing a potion of might (Z)&lt;br /&gt;
&lt;br /&gt;
===Teleport Control===&lt;br /&gt;
*+1 point every time you ''successfully'' control a teleportation. This includes semi-controlled [[blink]]s. (Z)&lt;br /&gt;
*+1 point every time you make a ''fully-controlled'' blink. (Z)&lt;br /&gt;
&lt;br /&gt;
===Miscasts and Miscast Effects===&lt;br /&gt;
*[[Miscasting]] spells.&lt;br /&gt;
*Being struck by the Divinations miscast effect of Sif Muna's wrath.&lt;br /&gt;
*Unwielding a weapon with the [[distortion]] brand. (Z)&lt;br /&gt;
*The capriciousness of [[Xom]] inflicting a miscast effect on you.&lt;br /&gt;
*Zot traps (which apply random miscasts).&lt;br /&gt;
&lt;br /&gt;
===Contaminating Miscast Effects===&lt;br /&gt;
The following miscasts can give you up to 18 contamination:&lt;br /&gt;
*Severity-3 Enchantments (25% chance)&lt;br /&gt;
*Severity-3 Translocations (25% chance)&lt;br /&gt;
*Severity-2 Transmutations (25% chance)&lt;br /&gt;
&lt;br /&gt;
The following miscasts can give you up to 34 contamination:&lt;br /&gt;
*Severity-3 Transmutations (25% chance)&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*Quaffing a [[potion of resistance]]. (+1) (Z)&lt;br /&gt;
*Removing an [[artifact]] that induces magical contamination. This will usually add a minimum of 5 points.&lt;br /&gt;
*Using an [[amulet of stasis]] to prematurely end a status effect that is prevented by stasis, such as [[Slow]], [[Haste]], or the delay before [[teleport]]ing. This contamination is sometimes harmless (grey), but it has the potential to be hazardous (yellow).&lt;br /&gt;
&lt;br /&gt;
===Spending Time===&lt;br /&gt;
For purposes of the above, &amp;quot;spending time&amp;quot; under the influence of an effect means having that effect in force when the handle_time() function is called (roughly once every 20 turns). When this occurs:&lt;br /&gt;
*60% chance of +1 contamination if you are invisible.&lt;br /&gt;
*60% chance of +1 contamination if you are hasted and not berserk.&lt;br /&gt;
&lt;br /&gt;
==Spell Effects==&lt;br /&gt;
Some spells will inflict magical contamination upon the caster:&lt;br /&gt;
*[[Irradiate]] - 1.5 - 3 points of contamination, meaning the caster can reach Yellow glow status in as few as two successive casts.&lt;br /&gt;
*[[Disjunction]] - one point of magical contamination per cast.&lt;br /&gt;
*[[Controlled Blink]] - causes one point of contamination in the same manner as a [[scroll of blink]].&lt;br /&gt;
&lt;br /&gt;
==Base Contamination for Miscasts==&lt;br /&gt;
To figure the baseline contamination level for a miscast, use the following calculation.&lt;br /&gt;
&lt;br /&gt;
      A= (spell_level ^ 2) * margin_of_failure&lt;br /&gt;
      B= A+250&lt;br /&gt;
      C= B/500&lt;br /&gt;
      With C being your final number. Fractional points are rounded randomly.&lt;br /&gt;
&lt;br /&gt;
==Dissipation==&lt;br /&gt;
Dissipation of magic contamination is handled by the handle_time() function. Each time it is called:&lt;br /&gt;
*If you are neither Hasted (whether berserk or not) nor Invisible, you have a 50% chance of harmlessly dissipating one point of magic contamination.&lt;br /&gt;
*If you have 5 or more points of magic contamination, there is a 50% chance of a violent discharge occurring. The effects of this are as follows:&lt;br /&gt;
**If you are in a [[Zin|Sanctuary]], there is a ((contamination + 1) × 4)% chance of being told that Zin has prevented a violent discharge of magical energies.&lt;br /&gt;
**If the previous check failed (either the random roll was too high, or you weren't in a sanctuary to begin with), then there is a ((total contamination + 1) × 4)% chance of some of your contamination discharging violently. When this occurs:&lt;br /&gt;
***If your contamination total is 10 or higher then there is a 50% chance of a magical explosion erupting from your body.&lt;br /&gt;
***You receive one mutation. 20% of the time this will be an entirely random mutation; the rest of the time it will be from the list of [[bad mutations]]. If you have mutation resistance from an item, there is a 50% chance that this effect is ignored (down from its inherent 90% resistance chance; be careful!)&lt;br /&gt;
***A random amount of magic contamination (always at least one point, never more than 25% of your current contamination amount) is removed.&lt;br /&gt;
&lt;br /&gt;
The magical explosions unleashed by violent discharge of magic contamination do damage specified by:&lt;br /&gt;
 dice_def(3, you.magic_contamination × (you.is_undead ? 4 : 2) / 4)&lt;br /&gt;
For example, if you are not undead, and have 50 points of magical contamination (this is a really, really severe problem...), you will take 3d25 (3-75) points of physical damage (AC applies).&lt;br /&gt;
&lt;br /&gt;
Quaffing a [[potion of cancellation]] will reduce your contamination level by 1d5 points.&lt;br /&gt;
&lt;br /&gt;
One of the aspects of Sif Muna's wrath is reducing the remaining duration of all your enchantments to 1 turn; when this occurs, your magic contamination level is also reduced by 1d5 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to 0.10, this effect was simply called [[glow]], a term which ambiguously referred either to magic contamination, or to the relatively harmless glow from [[Sticky Flame]] or [[Corona]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Transmutations&amp;diff=39222</id>
		<title>Transmutations</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Transmutations&amp;diff=39222"/>
				<updated>2015-12-02T02:17:08Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Added Ignite Poison&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version012}}&lt;br /&gt;
The '''Transmutations''' school of magic governs spells that alter the shape and nature of objects, including your own body. The main benefit of this school is access to a wide variety of alternate forms, each of which offers unique offensive and defensive perks (and occasionally vulnerabilities), but practitioners also gain a few utility and debilitative spells as well, particularly if they are also skilled in [[Earth Magic]].&lt;br /&gt;
&lt;br /&gt;
== List of Transmutations spells ==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 1'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Beastly appendage.png]] || [[Beastly Appendage]] || Transmutations&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 2'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sticks to snakes.png]] || [[Sticks to Snakes]] || Transmutations&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Stoneskin.png]] || [[Stoneskin]] || Transmutations/[[Earth Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 3'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ignite poison.png]] || [[Ignite Poison]] || Transmutations/[[Fire Magic]]/[[Poison Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Passwall.png]] || [[Passwall]] || Transmutations/[[Earth Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spider form.png]] || [[Spider Form]] || Transmutations/[[Poison Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 4'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alistair's intoxication.png]] || [[Alistair's Intoxication]] || Transmutations/[[Poison Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ice form.png]] || [[Ice Form]] || Transmutations/[[Ice Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Petrify.png]] || [[Petrify]] || Transmutations/[[Earth Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Polymorph.png]] || [[Polymorph]] || Transmutations/[[Hexes]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 5'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Blade hands.png]] || [[Blade Hands]] || Transmutations&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Irradiate.png]] || [[Irradiate]] || Transmutations/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 6'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Statue form.png]] || [[Statue Form]] || Transmutations/[[Earth Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 7'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dragon form.png]] || [[Dragon Form]] || Transmutations&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 8'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Necromutation.png]] || [[Necromutation]] || Transmutations/[[Necromancy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sources of Transmutations==&lt;br /&gt;
;Main Texts&lt;br /&gt;
:'''[[Book of Alchemy]]''' ([[Alistair's Intoxication]], [[Petrify]], [[Ignite Poison]])&lt;br /&gt;
:'''[[Book of Changes]]''' ([[Beastly Appendage]], [[Sticks to Snakes]], [[Spider Form]], [[Ice Form]], [[Blade Hands]])&lt;br /&gt;
:'''[[Book of Transfigurations]]''' ([[Stoneskin]], [[Condensation Shield]], [[Ice Form]], [[Polymorph]], [[Statue Form]], [[Dragon Form]])&lt;br /&gt;
&lt;br /&gt;
;Other Texts&lt;br /&gt;
:'''[[Book of Beasts]]''' ([[Sticks to Snakes]], [[Ice Form]])&lt;br /&gt;
:'''[[Book of Burglary]]''' ([[Passwall]])&lt;br /&gt;
:'''[[Book of Dreams]]''' ([[Alistair's Intoxication]])&lt;br /&gt;
:'''[[Book of Envenomations]]''' ([[Spider Form]])&lt;br /&gt;
:'''[[Book of Fire]]''' ([[Ignite Poison]], [[Dragon Form]])&lt;br /&gt;
:'''[[Book of Geomancy]]''' ([[Stoneskin]], [[Passwall]], [[Petrify]])&lt;br /&gt;
:'''[[Book of Hinderance]]''' ([[Petrify]])&lt;br /&gt;
:'''[[Book of Party Tricks]]''' ([[Alistair's Intoxication]])&lt;br /&gt;
:'''[[Book of the Dragon]]''' ([[Dragon Form]])&lt;br /&gt;
:'''[[Book of the Earth]]''' ([[Statue Form]])&lt;br /&gt;
:'''[[Necronomicon]]''' ([[Necromutation]])&lt;br /&gt;
&lt;br /&gt;
==Transmutations Aptitudes==&lt;br /&gt;
From [[Dungeon Crawl]] [[Stone Soup]] [[0.12]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Transmutations}}&lt;br /&gt;
&lt;br /&gt;
The average transmutation aptitude of whole species, excluding coloured draconian, is -0.615.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transmuter]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Transmutations|*]]&lt;br /&gt;
[[Category:Magic skills]]&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ignite_Poison&amp;diff=39205</id>
		<title>Ignite Poison</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ignite_Poison&amp;diff=39205"/>
				<updated>2015-12-01T06:47:04Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Ignite Poison&lt;br /&gt;
|level=3&lt;br /&gt;
|school1={{Fire Magic}}&lt;br /&gt;
|school2={{Transmutations}}&lt;br /&gt;
|school3={{Poison Magic}}&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Fire]] &lt;br /&gt;
*[[Book of Alchemy]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=4&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Converts all nearby poison into liquid flame, burning poisoned creatures from within. In also turns clouds of poison and mephitic gases into flame. The caster is not affected directly.}}&lt;br /&gt;
&lt;br /&gt;
'''Ignite Poison''' is a level 3 [[Fire Magic]]/[[Transmutations]]/[[Poison Magic]] spell which causes all nearby poisoned creatures and poisonous (or mephitic) clouds in line of sight to burst into flames (excluding the caster).&lt;br /&gt;
&lt;br /&gt;
Poisoned creatures take direct damage according to how many poison stacks they have, dealing approximately 200%-300% of the potential poison damage immediately, depending on spell power.&lt;br /&gt;
&lt;br /&gt;
Poison clouds and mephitic clouds turn into flame clouds, with their duration depending on spell power.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ignite Poison deals unavoidable heavy fire damage to every poisoned creature in sight. Combine it with ways of applying poison to multiple enemies at once, such as [[Olgreb's Toxic Radiance]] or [[Poisonous Cloud]], for a powerful crowd-clearing tool.&lt;br /&gt;
&lt;br /&gt;
*Ignite Poison works great when used together with [[Mephitic Cloud]]; the noxious clouds generated by the former spell turn into clouds of fire. First confuse them with Mephitic Cloud, possibly casting it a few times to cover a larger area, then (once the monsters are confused) cast Ignite Poison and let the poor guys stumble through the flames. Casting Ignite Poison after casting [[Poisonous Cloud]] creates the &amp;quot;fire version&amp;quot; of [[Freezing Cloud]].&lt;br /&gt;
&lt;br /&gt;
*Also note that monsters which are immune to Mephitic Cloud will happily walk through its noxious clouds to reach you. If you cast Ignite Poison at the right moment you can blast them as well.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], Ignite Poison was a level-5 spell, but affected monsters with poison-branded attacks, chunks, and potions of poison. It did not use the Poison Magic school.&lt;br /&gt;
&lt;br /&gt;
Ignite Poison used to be an amazingly painful way to eliminate poison from one's own system, but as of [[0.8]] it no longer affects the caster or their inventory.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ignite_Poison&amp;diff=39204</id>
		<title>Ignite Poison</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ignite_Poison&amp;diff=39204"/>
				<updated>2015-12-01T06:46:23Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Clarified the effects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Ignite Poison&lt;br /&gt;
|level=3&lt;br /&gt;
|school1={{Fire Magic}}&lt;br /&gt;
|school2={{Transmutations}}&lt;br /&gt;
|school3={{Poison Magic}}&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Fire]] &lt;br /&gt;
*[[Book of Alchemy]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=4&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Converts all nearby poison into liquid flame, burning poisoned creatures from within. In also turns clouds of poison and mephitic gases into flame. The caster is not affected directly.}}&lt;br /&gt;
&lt;br /&gt;
'''Ignite Poison''' is a level 3 [[Fire Magic]]/[[Transmutations]]/[[Poison Magic]] spell which causes all nearby poisoned creatures and poisonous clouds in line of sight to burst into flames (excluding the caster).&lt;br /&gt;
&lt;br /&gt;
Poisoned creatures take direct damage according to how many poison stacks they have, dealing approximately 200%-300% of the potential poison damage immediately, depending on spell power.&lt;br /&gt;
&lt;br /&gt;
Poison clouds turn into flame clouds, with their duration depending on spell power.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ignite Poison deals unavoidable heavy fire damage to every poisoned creature in sight. Combine it with ways of applying poison to multiple enemies at once, such as [[Olgreb's Toxic Radiance]] or [[Poisonous Cloud]], for a powerful crowd-clearing tool.&lt;br /&gt;
&lt;br /&gt;
*Ignite Poison works great when used together with [[Mephitic Cloud]]; the noxious clouds generated by the former spell turn into clouds of fire. First confuse them with Mephitic Cloud, possibly casting it a few times to cover a larger area, then (once the monsters are confused) cast Ignite Poison and let the poor guys stumble through the flames. Casting Ignite Poison after casting [[Poisonous Cloud]] creates the &amp;quot;fire version&amp;quot; of [[Freezing Cloud]].&lt;br /&gt;
&lt;br /&gt;
*Also note that monsters which are immune to Mephitic Cloud will happily walk through its noxious clouds to reach you. If you cast Ignite Poison at the right moment you can blast them as well.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], Ignite Poison was a level-5 spell, but affected monsters with poison-branded attacks, chunks, and potions of poison. It did not use the Poison Magic school.&lt;br /&gt;
&lt;br /&gt;
Ignite Poison used to be an amazingly painful way to eliminate poison from one's own system, but as of [[0.8]] it no longer affects the caster or their inventory.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Poison_Magic&amp;diff=39203</id>
		<title>Poison Magic</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Poison_Magic&amp;diff=39203"/>
				<updated>2015-12-01T06:38:25Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Added Ignite Poison&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
The '''Poison Magic''' school concerns itself primarily with the [[poison]]ing of monsters, allowing skilled practitioners to deal massive amounts of damage to most [[natural]] monsters. It also offers a few less aggressive spells, such as a single [[Summonings]] option and the ability to remedy poison in your own system.&lt;br /&gt;
&lt;br /&gt;
Although Poison Magic is very effective in many of the earlier portions of the game, you will inevitably come across a wide variety of monsters that are almost completely immune to its powers. As such, practitioners are advised to eventually branch out into some other school of magic.&lt;br /&gt;
&lt;br /&gt;
==List of Poison Magic spells==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 1'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sting.png]] || [[Sting]] || Poison Magic/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 2'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cure poison.png]] || [[Cure Poison]] || Poison Magic&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 3'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ignite poison.png]] || [[Ignite Poison]] || Poison Magic/[[Fire Magic]]/[[Transmutations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mephitic cloud.png]] || [[Mephitic Cloud]] || Poison Magic/[[Air Magic]]/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spider form.png]] || [[Spider Form]] || Poison Magic/[[Transmutations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 4'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alistair's intoxication.png]] || [[Alistair's Intoxication]] || Poison Magic/[[Transmutations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Olgreb's toxic radiance.png]] || [[Olgreb's Toxic Radiance]] || Poison Magic&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 5'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Venom bolt.png]] || [[Venom Bolt]] || Poison Magic/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 6'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Poison arrow.png]] || [[Poison Arrow]] || Poison Magic/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Poisonous cloud.png]] || [[Poisonous Cloud]] || Poison Magic/[[Air Magic]]/[[Conjurations]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sources of Poison Magic==&lt;br /&gt;
;Main Texts&lt;br /&gt;
:'''[[Young Poisoner's Handbook]]''' ([[Sting]], [[Cure Poison]], [[Mephitic Cloud]], [[Olgreb's Toxic Radiance]], [[Venom Bolt]])&lt;br /&gt;
:'''[[Book of Envenomations]]''' ([[Spider Form]], [[Alistair's Intoxication]], [[Olgreb's Toxic Radiance]], [[Poisonous Cloud]])&lt;br /&gt;
:'''[[Book of Annihilations]]''' ([[Poison Arrow]])&lt;br /&gt;
&lt;br /&gt;
;Other Texts&lt;br /&gt;
&lt;br /&gt;
:'''[[Book of Changes]]''' ([[Spider Form]])&lt;br /&gt;
:'''[[Book of Clouds]]''' ([[Mephitic Cloud]], [[Poisonous Cloud]])&lt;br /&gt;
:'''[[Book of Minor Magic]]''' ([[Mephitic Cloud]])&lt;br /&gt;
:'''[[Book of Party Tricks]]''' ([[Alistair's Intoxication]])&lt;br /&gt;
:'''[[Book of Power]]''' ([[Venom Bolt]], [[Poisonous Cloud]])&lt;br /&gt;
&lt;br /&gt;
==Poison Magic Aptitudes==&lt;br /&gt;
From [[Dungeon Crawl]] [[Stone Soup]] [[0.12]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Poison Magic}}&lt;br /&gt;
(Green [[Draconian]]s have +2.)&lt;br /&gt;
&lt;br /&gt;
The average poison magic aptitude of whole species, excluding coloured draconian, is -0.462.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Venom Mage]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Poison Magic|*]]&lt;br /&gt;
[[Category:Magic skills]]&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ignite_Poison&amp;diff=39202</id>
		<title>Ignite Poison</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ignite_Poison&amp;diff=39202"/>
				<updated>2015-12-01T06:27:48Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Updated to 0.17&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Ignite Poison&lt;br /&gt;
|level=3&lt;br /&gt;
|school1={{Fire Magic}}&lt;br /&gt;
|school2={{Transmutations}}&lt;br /&gt;
|school3={{Poison Magic}}&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Fire]] &lt;br /&gt;
*[[Book of Alchemy]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=4&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Converts all nearby poison into liquid flame, burning poisoned creatures from within. In also turns clouds of poison and mephitic gases into flame. The caster is not affected directly.}}&lt;br /&gt;
&lt;br /&gt;
'''Ignite Poison''' is a level 3 [[Fire Magic]]/[[Transmutations]]/[[Poison Magic]] spell which causes all nearby poisoned creatures and poisonous clouds in line of sight to burst into flames (excluding the caster). Poisoned creatures take direct damage according to how many poison stacks they have, and poison clouds turn into flame clouds according to spell power.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ignite Poison deals unavoidable heavy fire damage to every poisoned creature in sight. Combine it with ways of applying poison to multiple enemies at once, such as [[Olgreb's Toxic Radiance]] or [[Poisonous Cloud]], for a powerful crowd-clearing tool.&lt;br /&gt;
&lt;br /&gt;
*Ignite Poison works great when used together with [[Mephitic Cloud]]; the noxious clouds generated by the former spell turn into clouds of fire. First confuse them with Mephitic Cloud, possibly casting it a few times to cover a larger area, then (once the monsters are confused) cast Ignite Poison and let the poor guys stumble through the flames. Casting Ignite Poison after casting [[Poisonous Cloud]] creates the &amp;quot;fire version&amp;quot; of [[Freezing Cloud]].&lt;br /&gt;
&lt;br /&gt;
*Also note that monsters which are immune to Mephitic Cloud will happily walk through its noxious clouds to reach you. If you cast Ignite Poison at the right moment you can blast them as well.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
Although no monsters are able to cast Ignite Poison, there is an equivalent spell ([[Localized Ignite Poison]]) which has the same effect but can only target one opponent. The following monsters can cast Localized Ignite Poison:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Salamander mystic}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], Ignite Poison was a level-5 spell, but affected monsters with poison-branded attacks, chunks, and potions of poison. It did not use the Poison Magic school.&lt;br /&gt;
&lt;br /&gt;
Ignite Poison used to be an amazingly painful way to eliminate poison from one's own system, but as of [[0.8]] it no longer affects the caster or their inventory.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Transmutations&amp;diff=39185</id>
		<title>Transmutations</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Transmutations&amp;diff=39185"/>
				<updated>2015-11-30T08:07:45Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Added Irradiate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version012}}&lt;br /&gt;
The '''Transmutations''' school of magic governs spells that alter the shape and nature of objects, including your own body. The main benefit of this school is access to a wide variety of alternate forms, each of which offers unique offensive and defensive perks (and occasionally vulnerabilities), but practitioners also gain a few utility and debilitative spells as well, particularly if they are also skilled in [[Earth Magic]].&lt;br /&gt;
&lt;br /&gt;
== List of Transmutations spells ==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 1'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Beastly appendage.png]] || [[Beastly Appendage]] || Transmutations&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 2'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sticks to snakes.png]] || [[Sticks to Snakes]] || Transmutations&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Stoneskin.png]] || [[Stoneskin]] || Transmutations/[[Earth Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 3'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Passwall.png]] || [[Passwall]] || Transmutations/[[Earth Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spider form.png]] || [[Spider Form]] || Transmutations/[[Poison Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 4'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Alistair's intoxication.png]] || [[Alistair's Intoxication]] || Transmutations/[[Poison Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ice form.png]] || [[Ice Form]] || Transmutations/[[Ice Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Petrify.png]] || [[Petrify]] || Transmutations/[[Earth Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Polymorph.png]] || [[Polymorph]] || Transmutations/[[Hexes]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 5'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Blade hands.png]] || [[Blade Hands]] || Transmutations&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ignite poison.png]] || [[Ignite Poison]] || Transmutations/[[Fire Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Irradiate.png]] || [[Irradiate]] || Transmutations/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 6'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Statue form.png]] || [[Statue Form]] || Transmutations/[[Earth Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 7'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dragon form.png]] || [[Dragon Form]] || Transmutations&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 8'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Necromutation.png]] || [[Necromutation]] || Transmutations/[[Necromancy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sources of Transmutations==&lt;br /&gt;
;Main Texts&lt;br /&gt;
:'''[[Book of Alchemy]]''' ([[Alistair's Intoxication]], [[Petrify]], [[Ignite Poison]])&lt;br /&gt;
:'''[[Book of Changes]]''' ([[Beastly Appendage]], [[Sticks to Snakes]], [[Spider Form]], [[Ice Form]], [[Blade Hands]])&lt;br /&gt;
:'''[[Book of Transfigurations]]''' ([[Stoneskin]], [[Condensation Shield]], [[Ice Form]], [[Polymorph]], [[Statue Form]], [[Dragon Form]])&lt;br /&gt;
&lt;br /&gt;
;Other Texts&lt;br /&gt;
:'''[[Book of Beasts]]''' ([[Sticks to Snakes]], [[Ice Form]])&lt;br /&gt;
:'''[[Book of Burglary]]''' ([[Passwall]])&lt;br /&gt;
:'''[[Book of Dreams]]''' ([[Alistair's Intoxication]])&lt;br /&gt;
:'''[[Book of Envenomations]]''' ([[Spider Form]])&lt;br /&gt;
:'''[[Book of Fire]]''' ([[Ignite Poison]], [[Dragon Form]])&lt;br /&gt;
:'''[[Book of Geomancy]]''' ([[Stoneskin]], [[Passwall]], [[Petrify]])&lt;br /&gt;
:'''[[Book of Hinderance]]''' ([[Petrify]])&lt;br /&gt;
:'''[[Book of Party Tricks]]''' ([[Alistair's Intoxication]])&lt;br /&gt;
:'''[[Book of the Dragon]]''' ([[Dragon Form]])&lt;br /&gt;
:'''[[Book of the Earth]]''' ([[Statue Form]])&lt;br /&gt;
:'''[[Necronomicon]]''' ([[Necromutation]])&lt;br /&gt;
&lt;br /&gt;
==Transmutations Aptitudes==&lt;br /&gt;
From [[Dungeon Crawl]] [[Stone Soup]] [[0.12]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Transmutations}}&lt;br /&gt;
&lt;br /&gt;
The average transmutation aptitude of whole species, excluding coloured draconian, is -0.615.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Transmuter]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Transmutations|*]]&lt;br /&gt;
[[Category:Magic skills]]&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hydra&amp;diff=39184</id>
		<title>Hydra</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hydra&amp;diff=39184"/>
				<updated>2015-11-30T08:01:55Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: See also: Hydra Form&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
''For a list of all dragon-like creatures, see [[list of dragons#Dragon-like creatures|list of dragons]].''&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=hydra&lt;br /&gt;
|glyph={{LightGreen|D}}&lt;br /&gt;
|tile=[[File:Hydra.png]]&lt;br /&gt;
|flags={{Cold blood flag}}&amp;lt;br&amp;gt;{{Regenerates flag}}&lt;br /&gt;
|resistances={{Poison resistance}}, {{Drown resistance}}, &amp;lt;br&amp;gt;{{Water resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=8&lt;br /&gt;
|meat={{Poisonous corpse}}&lt;br /&gt;
|xp=976&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=60&lt;br /&gt;
|hp_range=55-89&lt;br /&gt;
|avg_hp=72&lt;br /&gt;
|armour_class=0&lt;br /&gt;
|evasion=5&lt;br /&gt;
|habitat=Amphibious&lt;br /&gt;
|speed= 10 (swim: 60%)&lt;br /&gt;
|size={{Big}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=18 ({{Bite type}}: {{Plain flavour}}) per head&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=13&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=hydra&lt;br /&gt;
|species=hydra&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A great and nightmarish lacertilian beast. It has many heads, and the potential to grow many more!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Hitting it with any bladed weapon bigger than a short blade risks lopping a head off, which, considering hydras' unique biology, is not what you want. Even a troll's claws are long enough to do the same. Only a weapon branded with flame will cauterize the wound and prevent more heads from growing.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
[[Hydra]]s are notoriously dangerous melee monsters found most often in [[the Lair]] and [[the Swamp]]. They begin life with 4-8 heads, but grow two more and heal significantly whenever they lose one. This usually happens when a player or trap deals slashing damage to it.  Careless use of [[claws]], [[axes]], and [[long blades]] can result in prolonged and deadly combat. Any such attack that deals 1-3 damage has a 50% chance of removing a head, while 4+ will always do so.&lt;br /&gt;
&lt;br /&gt;
Fortunately, there are ways to hurt them without them growing stronger. Blunt and piercing weapons injure them as normal, and [[flaming]] edged weapons will remove heads and cauterize the wound, preventing the normal regrowth. Ranged weapons and spells also function without issue.&lt;br /&gt;
&lt;br /&gt;
Hydras cannot [[fly]], but they swim quickly through water. Lava will effectively stop them, however.&lt;br /&gt;
&lt;br /&gt;
While exploring the bottom floor of the Swamp, beware [[the Lernaean hydra]]. This [[unique]] hydra is much more lethal than normal.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Hydras with additional heads only get more attacks per turn, not more [[HD]], [[XP]], or [[MR]].&lt;br /&gt;
*Hydras max out at 20 heads, at which point they get 20 individual melee attacks per turn. Don't let this happen.&lt;br /&gt;
*If you manage to get a hydra to 0 heads, it dies instantly regardless of how much HP it had left.&lt;br /&gt;
*The [[Summon Hydra]] spell lets you call a friendly 4-9 headed hydra to fight for you, but only for a brief time.&lt;br /&gt;
*They have [[poison resistance]], so [[poison]] and [[Mephitic Cloud]] won't work.&lt;br /&gt;
*If attempting to escape, remember that hydras cannot open doors nor [[see invisible]].&lt;br /&gt;
*Here are some tips for edged-weapon users:&lt;br /&gt;
**Use a flaming weapon to not only avoid regrowth and healing, but to reduce the hydra's damage output with each hit. Generally, faster weapons work better for this purpose, as they give they hydra less time to gnaw on you between swings. However, most characters are unlikely to have found multiple flaming weapons by the time they reach the Lair -- use whatever you have.&lt;br /&gt;
**Use a non-edged weapon of the same skill, such as:&lt;br /&gt;
***[[Maces and Flails]]: Not an issue.&lt;br /&gt;
***[[Short Blades]]: All short blades deal piercing damage except for the [[Captain's Cutlass]]. Fighting a hydra with a dagger is still not recommended unless you have [[Stabbing]] bonuses. [[Invisibility]] is quite useful here, since they neither see nor sense it.&lt;br /&gt;
***[[Polearms]]: Use a [[spear]], [[trident]], or [[demon trident]].&lt;br /&gt;
***[[Staves]]: Use a [[quarterstaff]] or enhancer staff.&lt;br /&gt;
***[[Axes]] and [[Long Blades]]: There are no safe options. Use spells, [[wand]]s, or a weapon type you've [[crosstrain]]ed with. (High [[AC]], [[berserk]]ing, and other buffs also help.)&lt;br /&gt;
***[[Unarmed Combat]]: Only characters with [[claws|Claws 3]] are at risk of severing heads. [[Ghoul]]s and [[Felid]]s only have one level of claws, but [[Troll]]s will have to find another way. A [[potion of lignification]] can work well.&lt;br /&gt;
**[[Invocations]]:&lt;br /&gt;
***[[Makhleb]]: Greater Servants can easily kill hydras.&lt;br /&gt;
***[[Beogh]]: [[Smite]] works, but at a high [[piety]] cost.&lt;br /&gt;
***[[Elyvilon]]: Hydras are natural beasts, and can be pacified easily.&lt;br /&gt;
***[[Lugonu]]: With high Invocations, you may be able to send hydras to [[the Abyss]].&lt;br /&gt;
***[[Qazlal]]: Blasting hydras with Upheaval works, though it chews through piety quickly.&lt;br /&gt;
***[[Trog]]/[[Berserker]]: Summoning a few Ogres to pound them to a pulp is a perfectly viable option, and even the high [[HD]] Trolls can usually kill them in a few shots regardless of their heads.&lt;br /&gt;
**[[Spell]]s:&lt;br /&gt;
***[[Conjurations]]: Most level 3+ Conjurations can kill a hydra in 3-6 hits, and even level 2's can soften them up significantly with enough time. Hydras leave poisonous corpses, so [[Ignite Poison]] will hurt it effectively and reliably.&lt;br /&gt;
***[[Summonings]]: 4-7 [[ice beast]]s can easily kill a hydra, though a hydra with a high number of heads may require more.&lt;br /&gt;
***[[Transmutations]]: Use [[Ice Form]] or unarmed [[Statue Form]]. [[Spider Form]] does not remove heads, but is generally less effective than Ice or Statue Form.&lt;br /&gt;
**Wands: Even at low [[Evocations]], a [[wand of fire]], [[wand of cold]], [[wand of draining]], or [[wand of fireball]] can usually kill a hydra in 2-5 hits. This is a safe course of action for most characters.&lt;br /&gt;
&lt;br /&gt;
The following methods do not work:&lt;br /&gt;
*[[wand of polymorph|Polymorph]]: Hydras have high HD, and often turn into even tougher monsters. [[Storm dragon]]s are a particularly common result.&lt;br /&gt;
*Low-Skill Archery: Hydras regenerate quickly; any method which relies on whittling down its HP will likely fail.&lt;br /&gt;
*[[Escaping_from_(and_avoiding)_trouble#Leading_them_up|Stair dancing]]: Climbing up or down stairs next to a hydra will give it a few free hits, which is possibly all it needs to kill you.&lt;br /&gt;
*Berserk With an Edged Weapon: While you may be able to deal more damage than the hydra can heal per hit, its damage output will be growing, and ending your berserk slowed and wounded next to an even stronger hydra than you started with is not ideal.&lt;br /&gt;
*[[Haste]], when in the Swamps: Hydras' speed advantage in water will mean you probably cannot outrun them.&lt;br /&gt;
&lt;br /&gt;
==Undead Hydras==&lt;br /&gt;
Hydra corpses that are raised as [[zombie]]s or [[skeleton]]s will have the same number of heads as the corpse; zero-headed corpses cannot be raised this way. Hydra [[simulacrum (monster)|simulacra]] may have more or less heads. In either case, you can slice their heads off as with normal hydras, but they will never grow back, even if a non-flaming weapon is used. Note that hydra simulacra can have horrifyingly high damage output if you lack cold resistance: +13-38 cold damage per head.&lt;br /&gt;
&lt;br /&gt;
Spectral hydras created with [[Death Channel]] will have the same number of heads as the hydra when it died, but these can't be cut off.&lt;br /&gt;
&lt;br /&gt;
Any of these undead hydras can be found as enemies throughout the dungeon, especially in the pestilence ending of [[the Swamp]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.16]], short swords and rapiers deal piercing damage, meaning they no longer remove heads.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]] hydras were not [[cold-blooded]] creatures, except [[the Lernaean hydra]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Hydra Form]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Featured_Article]]&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Veh&amp;diff=39091</id>
		<title>Veh</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Veh&amp;diff=39091"/>
				<updated>2015-11-24T00:55:05Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Redirected page to Vehumet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Vehumet]]&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shock&amp;diff=39068</id>
		<title>Shock</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shock&amp;diff=39068"/>
				<updated>2015-11-21T07:48:48Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Shock is not &amp;quot;much weaker than other 1st level offensive spells like Magic Dart&amp;quot;, it's just less accurate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Shock&lt;br /&gt;
|level=1&lt;br /&gt;
|school1={{Conjurations}}&lt;br /&gt;
|school2={{Air Magic}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Air]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=1&lt;br /&gt;
|spellnoise=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|This spell throws a bouncing bolt of electricity.}}&lt;br /&gt;
&lt;br /&gt;
{{AttackSpell&lt;br /&gt;
|name=Shock&lt;br /&gt;
|formula = 1d(3+Power/4)&lt;br /&gt;
|maxdmg = 1d9 [[electricity]]&lt;br /&gt;
|maxsp = 25&lt;br /&gt;
|range = 8&lt;br /&gt;
|target = Bolt&lt;br /&gt;
|special = *Range unaffected by number of targets&amp;lt;br&amp;gt;*[[Multizap]]s&lt;br /&gt;
|hit_type = normal&lt;br /&gt;
|hit_adder = 8&lt;br /&gt;
|hit_num = 1&lt;br /&gt;
|hit_denom = 7&lt;br /&gt;
|dam_calculator = dicedef&lt;br /&gt;
|dam_numdice = 1&lt;br /&gt;
|dam_adder = 3&lt;br /&gt;
|dam_num = 1&lt;br /&gt;
|dam_denom = 4}}&lt;br /&gt;
&lt;br /&gt;
'''Shock''' is a level 1 [[Conjurations]]/[[Air Magic]] spell which fires a bolt of [[electricity]] through any number of targets in its range. Shock reflects off of rock or stone [[wall]]s, allowing it to hit multiple enemies [[multizap|multiple times]] for greatly increased damage. Also, unlike more powerful bolt spells ([[Bolt of Fire]], [[Bolt of Cold]], etc.), its range isn't decreased when it hits a target, making it perfect for clearing long hallways full of weaker foes.  Unfortunately, this spell pays for this ability by being noticeably less accurate than spells of similar level and power, making it far less useful against single opponents.&lt;br /&gt;
&lt;br /&gt;
[[Air Elementalist]]s begin with this spell memorized.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*You are NOT immune to your own reflected Shock spell. Be aware that it may be difficult to cast this against foes in cramped quarters (the game warns you if you are about to accidentally shoot yourself).&lt;br /&gt;
*When dealing with single opponents, it is often best to try to maneuver them into a position where you can [[multizap]] them, if only to compensate for the spell's low accuracy.&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Draconian&amp;diff=37758</id>
		<title>Draconian</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Draconian&amp;diff=37758"/>
				<updated>2015-08-14T04:55:29Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Fixed and clarified purple draconian listed skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version013}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Draconian (monster)]]. For a list of all monstrous draconians, see [[List of draconians]].''&lt;br /&gt;
{{flavour|Draconians are human-dragon hybrids: humanoid in form and approximately human-sized, with wings, tails and scaly skins. Draconians start out in an immature form with brown scales, but as they grow in power they take on a variety of colours. This happens at an early stage in their career, and the colour is determined by chromosomes, not by behaviour.&lt;br /&gt;
&lt;br /&gt;
Some types of Draconians have breath weapons or special resistances. Draconians cannot wear body armour and advance very slowly in levels, but are reasonably good at all skills other than missile weapons. Still, each colour has its own strengths and some have complementary weaknesses, which sometimes requires a bit of flexibility on the part of the player.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Draconians have an [[auxiliary attack|auxiliary tail-slap attack]].&lt;br /&gt;
*Draconians' wings and oddly-shaped heads prevent them from wearing [[helmet]]s and any form of [[body armour]].&lt;br /&gt;
*Draconian scales are tough and provide AC+4 at start, with an additional +1 AC every 3rd level. &lt;br /&gt;
*Draconians are [[cold-blooded]], meaning certain [[cold]]-based attacks will [[slow]] them down.&lt;br /&gt;
*[[Dragon Form]] functions differently for draconians. They have better [[AC]], and retain their innate resistances, color, and [[breath weapon]].&lt;br /&gt;
&lt;br /&gt;
Draconians have a base [[Strength]] of 10, [[Intelligence]] of 8 and [[Dexterity]] of 6 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Zealots:'''  [[Berserker]]&lt;br /&gt;
*'''Warrior-mages:''' [[Transmuter]]&lt;br /&gt;
*'''Mages:''' [[Conjurer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]], [[Earth Elementalist]], [[Venom Mage]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*Mature color is attained at level 7 (changing aptitudes and intrinsic characteristics). See below for more detail. Some colors get another bonus at Level 14.&lt;br /&gt;
*+1 to a random [[stat]] every 4th level.&lt;br /&gt;
*10% more [[HP]] than average.&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+3 [[magic resistance]] per level (+6 for purple Draconians).&lt;br /&gt;
*+1 AC every 3rd level as scales continue to harden.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Easy}}&lt;br /&gt;
&lt;br /&gt;
Draconians are a relatively easy race to play due to their useful intrinsic characteristics and above average HP. Although they cannot wear body armour, they start with +4 AC, and get an additional +1 AC every third level, for a total of +13 AC at level 27. (Grey Draconians get an additional +5 AC at level 7, giving them an innate +18 AC at level 27.) Most Draconians receive breath attacks at level 7, which provide a powerful ranged option early in the game, or, in the case of Pale Draconians, the ability to block line of sight ([[LOS]]) with steam, a very desirable power due to the fact that LOS is reciprocal in ''Crawl''. &lt;br /&gt;
&lt;br /&gt;
Draconian aptitudes are average or above average across the board, meaning that they can do well in most backgrounds, although they tend to do particularly well as backgrounds that start with a book. Certain colours will receive a somewhat poor aptitude (-2) to one elemental school; in most cases, this does not majorly affect game play.&lt;br /&gt;
&lt;br /&gt;
Draconians are cold-blooded, which means that cold-based attacks can give them the slow status. Having at least one pip of cold protection (rC) will protect you from this effect. &lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Base Draconian}}&lt;br /&gt;
&lt;br /&gt;
==Colors==&lt;br /&gt;
Draconians start at an immature brown with no special abilities, and reach their mature color at level 7. They receive a breath attack, resistances, and an adjustment to their aptitudes which will retroactively adjust their skill levels.&lt;br /&gt;
&lt;br /&gt;
'''Red'''&lt;br /&gt;
*Skills: +2 [[Fire Magic]], -2 [[Ice Magic]]&lt;br /&gt;
*Resists: rF+&lt;br /&gt;
*Breath: A bolt of flame, which leaves a cloud of flame at the end of its range. (Can be aimed at the ground with [.])&lt;br /&gt;
{{flavour|Red Draconians feel at home in fiery surroundings. They are bad with ice magic but very proficient with fire. Their scorchingly hot breath will leave a lingering cloud of flame.}}&lt;br /&gt;
&lt;br /&gt;
'''White'''&lt;br /&gt;
*Skills: +2 [[Ice Magic]], -2 [[Fire Magic]]&lt;br /&gt;
*Resists: rC+ (negates effects of being cold-blooded)&lt;br /&gt;
*Breath: A bolt of frost, which ignores AC and knocks back flying monsters.&lt;br /&gt;
{{flavour|White Draconians stem from frost-bitten lands, and are naturally resistant to frost. Their breath is piercing cold. They are versed in ice magic, but bad at fire.}}&lt;br /&gt;
&lt;br /&gt;
'''Green'''&lt;br /&gt;
*Skills: +2 [[Poison Magic]]&lt;br /&gt;
*Resists: rPois&lt;br /&gt;
*Breath: A bolt of noxious fumes, that leaves behind [[Mephitic Cloud]]s on the affected tiles.&lt;br /&gt;
*Melee: Gains a [[venom]]ous [[good_mutations#Stinger|stinger]] at level 14.&lt;br /&gt;
{{flavour|Green Draconians are used to venomous surroundings and breathe clouds of mephitic vapours. They are especially good in the arts of poison and without deficiencies in other magic realms. Later on, they will develop a poisonous stinger.}}&lt;br /&gt;
&lt;br /&gt;
'''Yellow'''&lt;br /&gt;
*Resists: rCorr&lt;br /&gt;
*Breath: An [[acid]]ic glob that corrodes equipment and can cause [[bleeding]].&lt;br /&gt;
*Melee: Gains [[Jiyva_mutations#Acidic_Bite|acidic saliva]] at level 14.&lt;br /&gt;
{{flavour|Yellow Draconians have a sulphurous breath full of corrosive acid, and later gain an acidic bite attack. They are acid resistant, too.}}&lt;br /&gt;
&lt;br /&gt;
'''Grey'''&lt;br /&gt;
*Skills: +2 [[Earth Magic]], -2 [[Air Magic]]&lt;br /&gt;
*Resists: Immediate +5 to AC; does not need to breathe, and is thus immune to drowning and noxious fumes and resistant to [[asphyxiation]].&lt;br /&gt;
*Movement: Amphibious (Can enter deep water, but will incur the penalties from shallow water.)'&lt;br /&gt;
{{flavour|Grey Draconians have no breath weapon, but also no need to breathe in order to live, which helps them survive in deep water. They are proficient with earth magic but bad with air magic, and also have harder scales than other Draconians.}}&lt;br /&gt;
&lt;br /&gt;
'''Black'''&lt;br /&gt;
*Skills: +2 [[Air Magic]], -2 [[Earth Magic]]&lt;br /&gt;
*Resists: rElec&lt;br /&gt;
*Breath: Wild explosions of lightning, mixing lightning bolts and orbs (powerful but uncontrollable).&lt;br /&gt;
*Movement: Gains [[good mutations#Big Wings|big wings]] at level 14. Unlike other draconians, they may also remain permanently airborne, much like powerful [[tengu]].&lt;br /&gt;
{{flavour|Black Draconians can unleash huge electrical discharges, and are naturally insulated. They are good at air magic but feel cumbersome with earth magic. Their wings will eventually grow larger, which allows them to fly continuously when combined with their natural skill with air magic.}}&lt;br /&gt;
&lt;br /&gt;
'''Purple'''&lt;br /&gt;
*Skills: +2 [[Spellcasting]] (to +1), +2 [[Hexes]] (to +1), +2 [[Charms]] (to +1), +1 [[Evocations]]&lt;br /&gt;
*Resists: Increased [[magic resistance]] (gain +6 per level instead of +3)&lt;br /&gt;
*Breath: A bolt of power, which deals irresistible damage and removes buffs (e.g., [[Haste]], [[Invisibility]]).&lt;br /&gt;
{{flavour|Purple Draconians are highly adapted to all spellcasting in general, and to hexes and charms in particular. They are a bit better at evoking things than most other Draconians. They can breathe dispelling energy which strips those it hits of their enchantments.}}&lt;br /&gt;
&lt;br /&gt;
'''Mottled'''&lt;br /&gt;
*Skills: +1 Fire Magic&lt;br /&gt;
*Resists: [[Sticky Flame]]&lt;br /&gt;
*Breath: Sticky Flame against an adjacent monster (though it may splash onto more than one target).&lt;br /&gt;
{{flavour|Mottled Draconians are somewhat in touch with fire, yet are not weak with ice. They can spit globs of sticky flame a short distance.}}&lt;br /&gt;
&lt;br /&gt;
'''Pale'''&lt;br /&gt;
*Skills: +1 Fire Magic, +1 Air Magic, +1 Evocations&lt;br /&gt;
*Resists: rSteam&lt;br /&gt;
*Breath: Steam clouds, which do little damage but block [[LOS]].&lt;br /&gt;
{{flavour|Pale Draconians are better at air and fire magic, and have no deficiencies in other schools. They breathe steam and, like their Purple cousins, have a slight advantage at Evocations.}}&lt;br /&gt;
&lt;br /&gt;
Mature [[player ghost]] draconians always have a negative energy breath weapon similar to a [[Bolt of Draining]].  In addition to the usual undead resistances, they will also retain whatever resistance their color gave them.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Draconians are a versatile species, but perhaps they excel most as backgrounds that start with a book, as their good HP, innate AC, and (for most) breath attack all combine to give a high level of survivability, along with good all around aptitudes, including in all skills associated with magic. Thus [[Conjurer]], [[Summoner]], and [[Wizard]] are strong starts with Draconians, as are all of the elementalist backgrounds. &lt;br /&gt;
&lt;br /&gt;
[[Transmuter]] is also a strong choice; the encumbrance level of armour penalizes Unarmed Combat much more so than other kinds of melee, so getting innate AC without body armour is a benefit here. Moreover, Draconians' tails give them an [[auxiliary attack]] from the start, and the breath attack that most colours get at level 7 brings a welcome bit of ranged combat ability to the transmuter. However, any of the recommended starts are good, and even some of the backgrounds that are &amp;quot;not recommended,&amp;quot; such as Hunter, Warper, and Assassin, actually play quite well for Draconians.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.7]], grey draconians got better stats to make up for their lack of a breath attack.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], draconians had access to any body armour that could fit large species, but could not wear boots or gloves.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], grey draconians were elementally neutral, receiving bonuses to [[Stealth]] and [[Stabbing]] in place of the Earth Magic boost, and they did not gain the +5 bonus to AC. Yellow draconians only had rAcid (not rCorr).&lt;br /&gt;
&lt;br /&gt;
As of [[0.12]], all draconians are considered [[cold-blooded]].&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Template:Species_aptitudes&amp;diff=37618</id>
		<title>Template:Species aptitudes</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Template:Species_aptitudes&amp;diff=37618"/>
				<updated>2015-07-20T01:02:46Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Fixed links to weapon skills so they actually point to their respective skill pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;== Skill aptitudes ==&lt;br /&gt;
The higher the value, the better the aptitude.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
![[Skill]]!![[Aptitude]]!![[Skill]]!![[Aptitude]]!![[Skill]]!![[Aptitude]]&lt;br /&gt;
|- &lt;br /&gt;
|colspan=2 align=&amp;quot;center&amp;quot;|'''''Attack'''''||colspan=2 align=&amp;quot;center&amp;quot;|'''''Miscellaneous'''''||colspan=2 align=&amp;quot;center&amp;quot;|'''''Magic'''''&lt;br /&gt;
|-&lt;br /&gt;
|[[Fighting]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Fighting}}||[[Armour]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Armour}}||[[Spellcasting]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Spellcasting}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Short Blades]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Short Blades}}||[[Dodging]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Dodging}}||[[Conjurations]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Conjurations}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Long Blades]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Long Blades}}||[[Stealth]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Stealth}}||[[Hexes]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Hexes}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Axes]]||align=&amp;quot;right&amp;quot; |{{#invoke:Apt|aptitude|{{{1}}}|Axes}}||[[Shields]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Shields}}||[[Charms]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Charms}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Maces &amp;amp;amp; Flails]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Maces Flails}}||||||[[Summonings]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Summonings}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Polearms]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Polearms}}||||||[[Necromancy]]||align=&amp;quot;right&amp;quot;|&amp;lt;includeonly&amp;gt;{{#invoke:Apt|aptitude|{{{1}}}|Necromancy}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Magical staff|Staves]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Staves}}||||||[[Translocations]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Translocations}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Unarmed Combat]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Unarmed Combat}}||||||[[Transmutation]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Transmutations}}&lt;br /&gt;
|-&lt;br /&gt;
|||||[[Fire Magic]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Fire Magic}}||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Throwing]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Throwing}}||[[Ice Magic]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Ice Magic}}||[[Invocations]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Invocations}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Slings]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Slings}}||[[Air Magic]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Air Magic}}||[[Evocations]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Evocations}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Bows]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Bows}}||[[Earth Magic]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Earth Magic}}||||&lt;br /&gt;
|-&lt;br /&gt;
|[[Crossbows]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Crossbows}}||[[Poison Magic]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Poison Magic}}||[[Experience]]||align=&amp;quot;right&amp;quot;|{{#invoke:Apt|aptitude|{{{1}}}|Experience}}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;This template will generate a table of aptitudes for a given race. For example:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{species_aptitudes|Merfolk}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
gives you:&lt;br /&gt;
{{species_aptitudes|Merfolk}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=God&amp;diff=37610</id>
		<title>God</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=God&amp;diff=37610"/>
				<updated>2015-07-19T00:46:14Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Fixed typo in number of gods 20 -&amp;gt; 22&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
'''Gods''' are a central concept to ''[[Dungeon Crawl]]''. The game's pantheon features 22 distinct deities, and they provide increasingly powerful abilities to their worshipers, but punish them for any violation of their individual commandments. Your character may only worship a single god at once, and most gods punish followers for abandoning them, so choose wisely.&lt;br /&gt;
&lt;br /&gt;
==The pantheon==&lt;br /&gt;
&lt;br /&gt;
* [[Ashenzari]] the Shackled, god of divinations and [[curse]]s.&lt;br /&gt;
* [[Beogh]] the Brigand, evil god of the [[list of orcs|orcs]].&lt;br /&gt;
* [[Cheibriados]] the Contemplative, the slow god.&lt;br /&gt;
* [[Dithmenos]] the Shadowed, god of darkness.&lt;br /&gt;
* [[Elyvilon]] the Healer, god of healing.&lt;br /&gt;
* [[Fedhas Madash]], god of [[plant]]s.&lt;br /&gt;
* [[Gozag Ym Sagoz]] the Greedy, patron of mercantilism and gold.&lt;br /&gt;
* [[Jiyva]] the Shapeless, chaotic god of [[list of jellies|slimes]].&lt;br /&gt;
* [[Kikubaaqudgha]], an evil demon-god of [[Necromancy|necromantic magic]].&lt;br /&gt;
* [[Lugonu]] the Unformed, chaotic evil god of [[the Abyss]].&lt;br /&gt;
* [[Makhleb]] the Destroyer, an evil god of slaughter and bloodshed.&lt;br /&gt;
* [[Nemelex Xobeh]], the trickster god of [[card]]s.&lt;br /&gt;
* [[Okawaru]] the Warmaster, god of battle.&lt;br /&gt;
* [[Qazlal Stormbringer]], god of storms.&lt;br /&gt;
* [[Ru]] the Awakened, god of sacrifice and inner power.&lt;br /&gt;
* [[Sif Muna]] the Loreminder, god of [[magic]] and mystical secrets.&lt;br /&gt;
* [[The Shining One]], a good god of honourable crusade against evil.&lt;br /&gt;
* [[Trog]] the Wrathful, a violent god of [[berserk|rage]].&lt;br /&gt;
* [[Vehumet]], god of destructive magic.&lt;br /&gt;
* [[Xom]] the Unpredictable, god of chaos.&lt;br /&gt;
* [[Yredelemnul]] the Dark, evil god of death.&lt;br /&gt;
* [[Zin]] the Law-Giver, a good god of law and purity.&lt;br /&gt;
&lt;br /&gt;
==Joining a god==&lt;br /&gt;
You may become a follower of a god in a number of ways. You can begin with a religious [[background]] ([[Berserker]], worshiping Trog; [[Abyssal Knight]], worshiping Lugonu; or [[Chaos Knight]], worshiping Xom). Otherwise, you may [[pray]] at a god's [[altar]], where you will be shown a description of the god (and their commandments) and are given the option to worship them.&lt;br /&gt;
&lt;br /&gt;
[[Orc priest]]s, [[orc high priest]]s and [[Saint Roka]] may offer [[hill orc]]s the opportunity to convert to Beogh (guaranteed the first they see one of these monsters). This conversion can be done by using the special 'a'bility ''Convert to Beogh''.  All orcs within sight of the player will be pacified the first time the player uses this ability in a game.&lt;br /&gt;
&lt;br /&gt;
Some species have religious restrictions on which gods they may worship.&lt;br /&gt;
&lt;br /&gt;
* [[Demigod]]s may not worship any god.&lt;br /&gt;
* Only [[Hill Orc]]s may worship Beogh.&lt;br /&gt;
* Evil or [[undead]] races ([[Demonspawn]], [[Ghoul]]s, [[Mummy|Mummies]], and [[Vampire]]s) may not worship good-aligned gods (Zin, Elyvilon, and the Shining One).&lt;br /&gt;
* Undead races also may not worship [[Fedhas Madash]].&lt;br /&gt;
* [[Gargoyle]]s may not worship [[Yredelemnul]].&lt;br /&gt;
&lt;br /&gt;
==Changing or renouncing gods==&lt;br /&gt;
You can abandon your god for another by praying at your new god's altar, or by renouncing your faith with the &amp;quot;Renounce Religion&amp;quot; ability. The latter can be done at any time as a special ability (command '''a'''). In addition, good gods will excommunicate you for casting the spell [[Necromutation]], and Yredelemnul will excommunicate you for casting [[Statue Form]].&lt;br /&gt;
&lt;br /&gt;
Abandoning a god will always incur [[penance]] and usually results in [[divine retribution]], with a few exceptions. Leaving a good gods will incur penance, but they will not exhibit wrath upon you unless you begin worshiping an evil god (Beogh, Yredelemnul, Lugonu, Kikubaaqugdgha, or Makhleb). Additionally, Zin will punish you for joining Jiyva or Xom, who are chaotic gods (along with Lugonu).  Bear in mind that the good gods never forget about you; even if you join an evil god 100,000 turns later, you will still incur their wrath for doing so.&lt;br /&gt;
&lt;br /&gt;
Switching between good gods (Zin, Elyvilon, or The Shining One) will not result in any divine retribution. In fact, half of your piety will carry over from one god to the other upon conversion. Note that switching back to the first god will not restore piety; the number is simply halved again.&lt;br /&gt;
&lt;br /&gt;
Ru will never inflict divine retribution for abandonment, but any sacrifices that the player makes are permanent.&lt;br /&gt;
&lt;br /&gt;
==Altars==&lt;br /&gt;
Altars can be found in the [[Ecumenical Temple]] (which randomly contains 6-14 altars), as well as scattered around the [[Dungeon]].  &lt;br /&gt;
&lt;br /&gt;
Altars for every god (except [[Lugonu]], [[Jiyva]], and [[Beogh]]) are guaranteed to appear either in the Temple or in the main Dungeon between level 1 and level 9. You can find additional altars in various other locations.&lt;br /&gt;
&lt;br /&gt;
[[Lugonu]]'s altars may be found in [[the Abyss]] or in the rare corrupted version of the Ecumenical Temple. [[Jiyva]]'s altars may found at the entrance to or inside [[the Slime Pits]], and, very rarely, early in the main dungeon. Finally, altars to [[Beogh]] can appear in the [[Orcish Mines]], or more rarely in the main dungeon, most commonly near the entrance to the [[Orcish Mines]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Choosing a god]]&lt;br /&gt;
* [[Piety]]&lt;br /&gt;
* [[Divine retribution]]&lt;br /&gt;
* [[God comparison]]&lt;br /&gt;
* [[Pray]]er&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In older versions, one did not incur penance by switching from one good god to another.  This was removed in 0.9, since it allowed for Zin worshipers to safely switch to Jiyva by momentarily switching to TSO or Elyvilon.  Switching between good gods is still safe, since no wrath will be exhibited, but if you leave for an evil god you will be facing the wrath of both (or all) of your former gods.&lt;br /&gt;
&lt;br /&gt;
[[Gozag Ym Sagoz]] the Greedy and [[Ru]] the Awakened were added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
[[Qazlal Stormbringer]] was added in [[0.15]].&lt;br /&gt;
&lt;br /&gt;
[[Dithmenos]] was introduced in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
In [[0.8]] instant divine retribution was removed. You could also find altars in the main Dungeon at level 1.&lt;br /&gt;
&lt;br /&gt;
Prior to 0.6, altars were not always guaranteed to appear in the Ecumenical Temple or between Dungeon levels 2-9.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Invocations&amp;diff=37609</id>
		<title>Invocations</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Invocations&amp;diff=37609"/>
				<updated>2015-07-19T00:45:24Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Linked to God page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
&lt;br /&gt;
'''Invocations''' denotes how skillful your character is at beseeching a [[God|deity]] for help. It improves the power and/or success rate of most god-given powers, save for those granted by the following gods:&lt;br /&gt;
*[[Ashenzari]] (uses [[piety]])&lt;br /&gt;
*[[Gozag Ym Sagoz]] (uses [[gold]])&lt;br /&gt;
*[[Jiyva]] (uses [[piety]])&lt;br /&gt;
*[[Kikubaaqudgha]] (uses [[Necromancy]])&lt;br /&gt;
*[[Nemelex]] (uses [[Evocations]])&lt;br /&gt;
*[[Ru]] (uses [[piety]])&lt;br /&gt;
*[[Trog]] (uses [[piety]])&lt;br /&gt;
*[[Vehumet]] (all benefits are passive)&lt;br /&gt;
*[[Xom]] (=^_^=)&lt;br /&gt;
&lt;br /&gt;
Invocations also increases your max [[MP]], but the effect is not cumulative with [[Spellcasting]] or [[Evocations]], and provides less maximum MP than Spellcasting.&lt;br /&gt;
&lt;br /&gt;
==Invocations aptitudes==&lt;br /&gt;
From [[Dungeon Crawl]] [[Stone Soup]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Invocations}}&lt;br /&gt;
&lt;br /&gt;
The average invocations aptitude of all species, excluding coloured draconian, is +0.769.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], Jiyva's skills were based on Invocations.&lt;br /&gt;
 &lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Crossbows_(skill)&amp;diff=37608</id>
		<title>Crossbows (skill)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Crossbows_(skill)&amp;diff=37608"/>
				<updated>2015-07-19T00:11:44Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Added links to new crossbow types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
&lt;br /&gt;
The '''Crossbows''' skills governs a character's mastery of [[hand crossbow]]s, [[arbalest]]s and [[triple crossbow]]s. Crossbows fire [[bolt]]s and are slower than [[bows]], but tend to be more accurate and hit harder early on.&lt;br /&gt;
&lt;br /&gt;
==Crossbows aptitudes==&lt;br /&gt;
From Dungeon Crawl Stone Soup in-game documentation:&lt;br /&gt;
&lt;br /&gt;
{{#invoke:Apt|skill_table|Crossbows}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Weapon skills]]&lt;br /&gt;
[[Category:Crossbows|*]]&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hexes&amp;diff=37573</id>
		<title>Hexes</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hexes&amp;diff=37573"/>
				<updated>2015-07-14T06:01:59Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Added Summon Guardian Golem and Summon Mana Viper&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
'''Hexes''' are spells that affect things and monsters (usually negatively). They mostly ignore dealing direct damage in favor of inflicting debilitating status effects on enemies, but there are also a few spells that enhance your own combat abilities in some way.&lt;br /&gt;
&lt;br /&gt;
==List of Hexes Spells==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 1'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Confusing touch.png]] || [[Confusing Touch]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Corona.png]] || [[Corona]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 2'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ensorcelled hibernation.png]] || [[Ensorcelled Hibernation]] || Hexes/[[Ice Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Slow.png]] || [[Slow]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sure blade.png]] || [[Sure Blade]] || Hexes/[[Charms]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 3'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Confuse.png]] || [[Confuse]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dazzling spray.png]] || [[Dazzling Spray]] || Hexes/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Inner flame.png]] || [[Inner Flame]] || Hexes/[[Fire Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spectral weapon.png]] || [[Spectral Weapon]] || Hexes/[[Charms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Summon guardian golem.png]] || [[Summon Guardian Golem]] || Hexes/[[Summonings]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tukima's dance.png]] || [[Tukima's Dance]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 4'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cause fear.png]] || [[Cause Fear]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enslavement.png]] || [[Enslavement]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Leda's liquefaction.png]] || [[Leda's Liquefaction]] || Hexes/[[Earth]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 5'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fulminant prism.png]] || [[Fulminant Prism]] || Hexes/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gell's gravitas.png]] || [[Gell's Gravitas]] || Hexes/[[Translocations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Silence.png]] || [[Silence]] || Hexes/[[Air]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Summon mana viper.png]] || [[Summon Mana Viper]] || Hexes/[[Summonings]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 6'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Invisibility.png]] || [[Invisibility]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mass confusion.png]] || [[Mass Confusion]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Metabolic englaciation.png]] || [[Metabolic Englaciation]] || Hexes/[[Ice Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 7'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Darkness.png]] || [[Darkness]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 8'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Discord.png]] || [[Discord]] || Hexes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sources of Hexes==&lt;br /&gt;
;Main Texts&lt;br /&gt;
:'''[[Book of Control]]''' ([[Enslavement]], [[Mass Confusion]], [[Metabolic Englaciation]])&lt;br /&gt;
:'''[[Book of Debilitation]]''' ([[Corona]], [[Slow]], [[Inner Flame]], [[Enslavement]], [[Cause Fear]], [[Mass Confusion]])&lt;br /&gt;
:'''[[Book of Maledictions]]''' ([[Corona]], [[Sure Blade]], [[Ensorcelled Hibernation]], [[Confuse]], [[Enslavement]], [[Invisibility]])&lt;br /&gt;
:'''[[Book of Hinderance]]''' ([[Confusing Touch]], [[Slow]], [[Confuse]], [[Leda's Liquefaction]], [[Metabolic Englaciation]])&lt;br /&gt;
&lt;br /&gt;
;Other Texts&lt;br /&gt;
:'''[[Book of Burglary]]''' ([[Darkness]])&lt;br /&gt;
:'''[[Book of Cantrips]]''' ([[Confusing Touch]])&lt;br /&gt;
:'''[[Book of Conjurations]]''' ([[Dazzling Spray]], [[Fulminant Prism]])&lt;br /&gt;
:'''[[Book of Dreams]]''' ([[Ensorcelled Hibernation]])&lt;br /&gt;
:'''[[Book of Enchantments]]''' ([[Tukima's Dance]], [[Cause Fear]], [[Silence]], [[Discord]])&lt;br /&gt;
:'''[[Book of Earth]]''' ([[Leda's Liquefaction]])&lt;br /&gt;
:'''[[Book of Flames]]''' ([[Inner Flame]])&lt;br /&gt;
:'''[[Book of Ice]]''' ([[Ensorcelled Hibernation]], [[Metabolic Englaciation]])&lt;br /&gt;
:'''[[Book of Party Tricks]]''' ([[Tukima's Dance]])&lt;br /&gt;
:'''[[Book of Minor Magic]]''' ([[Slow]])&lt;br /&gt;
:'''[[Book of the Sky]]''' ([[Silence]])&lt;br /&gt;
:'''[[Book of Transfigurations]]''' ([[Polymorph]])&lt;br /&gt;
&lt;br /&gt;
==Hexes Aptitudes==&lt;br /&gt;
From ''[[Dungeon Crawl]] [[Stone Soup]]'' [[0.12]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Hexes}}&lt;br /&gt;
&lt;br /&gt;
The average hexes aptitude of whole species, excluding coloured draconian, is -0.346.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic skills]]&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ashenzari&amp;diff=37548</id>
		<title>Ashenzari</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ashenzari&amp;diff=37548"/>
				<updated>2015-07-13T05:08:20Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: /* Given Abilities */ Fixed link to See invisible&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
[[File:Ashenzari altar.png]] ''&amp;quot;Partake of my vision. Partake of my curse.&amp;quot;''&lt;br /&gt;
{{flavour|While it seems inconceivable that the divine could be shackled, Ashenzari is just that: bound to the sky for eternity, the unbudging god is all-knowing, all-seeing. Devoted worshippers are allowed to grasp shreds of this knowledge and foresight, but be warned: to Ashenzari, power and blessing and curse are all the same thing.&lt;br /&gt;
&lt;br /&gt;
Ashenzari exhorts followers to garb themselves with curses, and provides rewards for time spent using cursed armour, jewellery or weapons. Ashenzari will increase followers' skills depending on how cursed they are, and grants clear sight and clarity of mind. Followers will later gain the ability to scry through walls, and eventually will be able to transfer a portion of their knowledge from one skill to another.&lt;br /&gt;
&lt;br /&gt;
Ashenzari likes it when you explore the world (preferably while bound by curses).&lt;br /&gt;
&lt;br /&gt;
Note that Ashenzari does not demand training of the Invocations skill. All abilities are purely based on piety.}}&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Ashenzari (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
Ashenzari likes it when you explore the world (preferably while using cursed gear).&lt;br /&gt;
&lt;br /&gt;
You have four equipment categories: armour, weapon, shield and jewellery. A category is considered &amp;quot;partially bound&amp;quot; if more than half of its slots in use are cursed, and &amp;quot;fully bound&amp;quot; if all slots in use are cursed. The more bound you are, the faster you'll acquire piety, and the more powerful several of Ashenzari's gifts will be.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* Abandonment.&lt;br /&gt;
* Inactivity (loses about 1 [[Piety]] every 500 turns).&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''Piety level (0):''' &amp;quot;Cursed&amp;quot;&lt;br /&gt;
*[[Scrolls of remove curse]] are immediately identified upon converting to Ashenzari.&lt;br /&gt;
*'''Sacrifice scrolls of remove curse:''' [[Praying]] over any stash that contains scrolls of remove curse will randomly change each scroll of remove curse into 1d3 [[scrolls of curse armour]], [[scrolls of curse weapon]], or [[scrolls of curse jewellery]]. These scrolls will be weighted based on your species -- [[felid]]s will only receive scrolls of curse jewellery, [[octopode]]s are much more likely to receive scrolls of curse jewellery, and races with limited armour slots are less likely to receive scrolls of curse armour.&lt;br /&gt;
*'''Improved behavior of curse-related scrolls:''' Ashenzari worshipers reading a scroll of remove curse may select which pieces of equipment they wish it to apply to (instead of automatically uncursing everything as usual). When reading curse armour/curse jewellery, they may choose which item to curse (instead of it being random as usual). Also, any weapons, armour, or jewelry you receive through a [[scroll of acquirement]] will be pre-cursed. (Passive)&lt;br /&gt;
*'''Prevent Curses:''' Prevents external item cursing from [[death curse]]s and [[miscast]] effects. Ashenzari also prevents the curse removal effect of [[scrolls of enchant weapon]] or [[scroll of enchant armour|enchant armour]] (though the item will still be improved). (Passive)&lt;br /&gt;
''The Detect Foo abilities start with a radius of 0, but their radius and power increases with piety.''&lt;br /&gt;
*'''Detect Curses:''' All items in sight will display as Cursed or Uncursed. (Passive)&lt;br /&gt;
*'''Detect Items:''' Shows the location, but not the type, of items beyond your field of vision. (Passive)&lt;br /&gt;
*'''Detect Traps:''' Grants a bonus to trap detection which increases with piety. (Passive)&lt;br /&gt;
*'''Detect Monsters:''' Shows the location and relative strength, but not the type, of monsters beyond your field of vision. (Passive)&lt;br /&gt;
*'''Detect Terrain:''' Maps random tiles beyond your field of vision, similar to the [[deep dwarf]] [[Passive Mapping|mutation]]. It works in [[Labyrinth]]s and [[the Abyss]]. (Passive)&lt;br /&gt;
*'''Portal Detection:''' Instant detection of portals, including in the Abyss (&amp;quot;You have a vision of a gate.&amp;quot;). (Passive)&lt;br /&gt;
*'''Partial Identify:''' Picking up [[ego]] items identifies them as well as if you had wielded or worn them. Self-identifying rings are identified once picked up. (Passive)&lt;br /&gt;
* '''Identify Monsters' Equipment:''' You can sometimes identify the brands of weapons and armour on monsters in your field of vision (chance increases with your number of bound parts, up to a max of 100%). It can also detect the presence and type of wands.&lt;br /&gt;
&lt;br /&gt;
'''Piety level (*):''' &amp;quot;Initiated&amp;quot;&lt;br /&gt;
*'''Partial Identify:''' Wearing a piece of cursed armour lets you see the enchantment level of other armour of that type. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''Piety level (**):''' &amp;quot;Soothsayer&amp;quot;&lt;br /&gt;
*'''Partial Identify:''' Wearing a cursed amulet lets you identify amulets. Wearing two cursed rings lets you identify rings. (passive)&lt;br /&gt;
*'''Skill boost:''' For each equipment category you bind, Ashenzari will boost your skills. Different kinds of equipment offer different bonuses. There are 3 levels of bonus available, earned by having higher piety and more bound slots, but the higher your actual skill levels become, the smaller the bonuses are. Regardless, skills at level 0 will ''not'' receive any bonus.&lt;br /&gt;
&lt;br /&gt;
The exact formula is: min(piety_rank, bondage_level + 2) * factor - skill_level / 4&lt;br /&gt;
&lt;br /&gt;
Factor = 1 for a low level of bonus, 1.25 for a medium, and 1.5 for high)&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Bound part || Equipment || Bound level || Boosted skills || Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Hands || Two-handed weapon || N/A || Weapon skill || High&lt;br /&gt;
|-&lt;br /&gt;
| Weapon hand || Weapon || N/A || Weapon skill || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Weapon hand|| [[Magical_staff#Enhancer_Staves | Enhancer staff]]^ || N/A || Staves and Evocations || Low&lt;br /&gt;
|-&lt;br /&gt;
| Weapon hand || [[Magical_staff#Other_Staves| Other staff]] || N/A || Spellcasting || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Weapon hand || Rod || N/A || Evocation || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Shield hand || Shield || N/A || Shields || Low&lt;br /&gt;
|-&lt;br /&gt;
| Armour || Light armour || Partial || Stealth and Dodging || Low&lt;br /&gt;
|-&lt;br /&gt;
| Armour || Light armour || Full || Stealth and Dodging || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Armour || Medium armour^^ || Partial || Armour and Dodging || Low&lt;br /&gt;
|-&lt;br /&gt;
| Armour || Medium armour^^ || Full || Armour and Dodging || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Armour || Heavy armour || Partial || Armour || Medium&lt;br /&gt;
|-&lt;br /&gt;
| Armour || Heavy armour || Full || Armour || High&lt;br /&gt;
|-&lt;br /&gt;
| Jewellery || N/A || Partial || Magic schools and Evocations || Low&lt;br /&gt;
|-&lt;br /&gt;
| Jewellery || N/A || Full || Magic schools and Evocations || Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
^ - The staff of channeling is treated like an enhancer staff (since it can be evoked).&lt;br /&gt;
&lt;br /&gt;
^^ - Medium armours are ones with an EVP of 2 or 3.&lt;br /&gt;
&lt;br /&gt;
'''Piety level (***):''' &amp;quot;Seer&amp;quot;&lt;br /&gt;
* [[See invisible]] and [[Clarity]]&lt;br /&gt;
&lt;br /&gt;
'''Piety level (****):''' &amp;quot;Oracle&amp;quot;&lt;br /&gt;
* '''Scrying:''' When active, all walls are transparent for you, but not for monsters. You cannot [[smite]]-target through them. Costs 4 MP, 50-100 Food, 2-3 Piety.&lt;br /&gt;
&lt;br /&gt;
'''Piety level (*****):''' &amp;quot;Illuminatus&amp;quot;&lt;br /&gt;
* '''Transfer Knowledge:''' Pick a source and destination skill and experience will move from one to the other as you gain more experience, at the cost of some piety and 10% of the exp being transferred. Costs 20-30 piety.&lt;br /&gt;
&lt;br /&gt;
'''Piety level (******):''' &amp;quot;Omniscient&amp;quot;&lt;br /&gt;
* No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Ashenzari does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
Ashenzari's wrath is not like other gods'; it is constant and unrelenting for its duration. Victims find their skills impaired, and their enemies divinely guided - never losing track of them, never ending the hunt.}}&lt;br /&gt;
Upon abandoning Ashenzari, you will receive -4 to all skills until you've gained an amount of [[XP]] equivalent to two [[XL|experience levels]].&lt;br /&gt;
&lt;br /&gt;
Monster AI gets a boost:&lt;br /&gt;
*They track you better.&lt;br /&gt;
*They never forget about you.&lt;br /&gt;
*They are more likely to know your position while you are invisible.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ashenzari provides a significant power boost relatively early in the game, soon after the player has managed to become partially bound.  Cursing one's weapon and 2 pieces of jewelry are enough to make piety take off.  As a result of the ensuing skill boosts, combat types will be able to go toe-to-toe with much harder enemies, and casters will see high level spells become castable much more quickly.  Since Ash offers no abilities that fill the escape or combat-support roles often provided by gods, players must take advantage of the skill enhancements and retraining flexibility to fill these roles themselves with the spellbooks and equipment they find.  Changes in overall strategy can be made amazingly quickly, so if a powerful spellbook/evocable/artifact weapon shows up that doesn't fit your current strategy, consider adopting a new one.&lt;br /&gt;
&lt;br /&gt;
Save some [[scrolls of remove curse]] for equipment changes.  Ash changes their behavior so that instead of removing all curses from worn equipment, they only remove the curses you select.  Save up equipment changes to execute several at once.&lt;br /&gt;
&lt;br /&gt;
Scrying is cheap to cast, and is very useful for playstyles that like knowing where out-of-sight enemies are (Stabbers using [[invisibility]] or [[Passwall]] to sneak up on things, [[Earth Elementalist]]s blowing things up through walls with [[Lee's Rapid Deconstruction]] and [[Shatter]], [[Fire Elementalist|Fire]] or [[Ice Elementalist]]s casting storm spells to damage unseen opponents).&lt;br /&gt;
&lt;br /&gt;
Remember that Ashenzari does not punish decursing equipment, nor adventuring with uncursed equipment.  The tradeoff is merely certain less-boosted or un-boosted skills, and slower piety gain.  So if a strategy or dungeon branch requires a swappable slot (eg amulets of resist mutation and corrosion in Slime Pits), go ahead and leave it unbound as needed.&lt;br /&gt;
&lt;br /&gt;
Ashenzari worshippers may discover occasional disconnected [[vaults]] (which often contain treasure).  Normally these are only found via [[Magic Mapping]] or the [[Passive Mapping]] mutation / [[Deep Dwarf]] passive.&lt;br /&gt;
&lt;br /&gt;
You will inevitably accumulate [[Scroll of identify|scrolls of identify]] since you won't have many things to cast it on.  This makes magical [[decks]] more accessible, since you can afford to re-identify them after every draw to know the top card.  A deck must be wielded to be evoked, which requires an unbound weapon slot, however this can be used to safely spam decks for certain cards, or set up a single escape card that takes a couple turns to pull off.  You can also use your spare scrolls of identify to learn how many charges remain in any [[wands]] you might be using (assuming your Evocations skill isn't high enough to let you do so on your own).&lt;br /&gt;
&lt;br /&gt;
Ashenzari is a great god for [[Pandemonium]] [[scumming]] and [[Ziggurat]] raiding. By that point you will likely have the best gear, so permanently cursing yourself is fine. Piety gain is extremely quick in the Abyss, so you can transfer XP constantly while there (as you will be frequently, between Pan trips). Instant Zig portal detection upon entering Pan levels saves much frustration. Free IDing for everything you find in there certainly helps too.&lt;br /&gt;
&lt;br /&gt;
[[Felid]]s can start gaining piety with Ashenzari particularly quickly, as one cursed jewelry item is slightly bound, two is partially bound, and three is fully bound. However, this comes at the cost of losing much of your ability to swap resistances on the fly.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[0.14]] improved the ability to convert scrolls of remove curse in exchange for removing randomly-generated scrolls of curse item. &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]], Ashenzari's altars often had an [[artefact]] [[spell book]] next to them with only one spell: [[Animate Skeleton]]. This was to assist in butchering [[corpse]]s while wielding cursed blunt weapons.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], worshipers of Ashenzari would receive a bonus to experience gain instead of a boost to skills, and shields were not considered a separate equipment category in regards to being bound.&lt;br /&gt;
&lt;br /&gt;
Ashenzari was added in [[0.8]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hexes&amp;diff=37542</id>
		<title>Hexes</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hexes&amp;diff=37542"/>
				<updated>2015-07-11T09:49:59Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Added Gell's Gravitas&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
'''Hexes''' are spells that affect things and monsters (usually negatively). They mostly ignore dealing direct damage in favor of inflicting debilitating status effects on enemies, but there are also a few spells that enhance your own combat abilities in some way.&lt;br /&gt;
&lt;br /&gt;
==List of Hexes Spells==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 1'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Confusing touch.png]] || [[Confusing Touch]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Corona.png]] || [[Corona]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 2'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ensorcelled hibernation.png]] || [[Ensorcelled Hibernation]] || Hexes/[[Ice Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Slow.png]] || [[Slow]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sure blade.png]] || [[Sure Blade]] || Hexes/[[Charms]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 3'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Confuse.png]] || [[Confuse]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dazzling spray.png]] || [[Dazzling Spray]] || Hexes/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Inner flame.png]] || [[Inner Flame]] || Hexes/[[Fire Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spectral weapon.png]] || [[Spectral Weapon]] || Hexes/[[Charms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tukima's dance.png]] || [[Tukima's Dance]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 4'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cause fear.png]] || [[Cause Fear]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enslavement.png]] || [[Enslavement]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Leda's liquefaction.png]] || [[Leda's Liquefaction]] || Hexes/[[Earth]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 5'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fulminant prism.png]] || [[Fulminant Prism]] || Hexes/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gell's gravitas.png]] || [[Gell's Gravitas]] || Hexes/[[Translocations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Silence.png]] || [[Silence]] || Hexes/[[Air]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 6'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Invisibility.png]] || [[Invisibility]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mass confusion.png]] || [[Mass Confusion]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Metabolic englaciation.png]] || [[Metabolic Englaciation]] || Hexes/[[Ice Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 7'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Darkness.png]] || [[Darkness]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 8'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Discord.png]] || [[Discord]] || Hexes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sources of Hexes==&lt;br /&gt;
;Main Texts&lt;br /&gt;
:'''[[Book of Control]]''' ([[Enslavement]], [[Mass Confusion]], [[Metabolic Englaciation]])&lt;br /&gt;
:'''[[Book of Debilitation]]''' ([[Corona]], [[Slow]], [[Inner Flame]], [[Enslavement]], [[Cause Fear]], [[Mass Confusion]])&lt;br /&gt;
:'''[[Book of Maledictions]]''' ([[Corona]], [[Sure Blade]], [[Ensorcelled Hibernation]], [[Confuse]], [[Enslavement]], [[Invisibility]])&lt;br /&gt;
:'''[[Book of Hinderance]]''' ([[Confusing Touch]], [[Slow]], [[Confuse]], [[Leda's Liquefaction]], [[Metabolic Englaciation]])&lt;br /&gt;
&lt;br /&gt;
;Other Texts&lt;br /&gt;
:'''[[Book of Burglary]]''' ([[Darkness]])&lt;br /&gt;
:'''[[Book of Cantrips]]''' ([[Confusing Touch]])&lt;br /&gt;
:'''[[Book of Conjurations]]''' ([[Dazzling Spray]], [[Fulminant Prism]])&lt;br /&gt;
:'''[[Book of Dreams]]''' ([[Ensorcelled Hibernation]])&lt;br /&gt;
:'''[[Book of Enchantments]]''' ([[Tukima's Dance]], [[Cause Fear]], [[Silence]], [[Discord]])&lt;br /&gt;
:'''[[Book of Earth]]''' ([[Leda's Liquefaction]])&lt;br /&gt;
:'''[[Book of Flames]]''' ([[Inner Flame]])&lt;br /&gt;
:'''[[Book of Ice]]''' ([[Ensorcelled Hibernation]], [[Metabolic Englaciation]])&lt;br /&gt;
:'''[[Book of Party Tricks]]''' ([[Tukima's Dance]])&lt;br /&gt;
:'''[[Book of Minor Magic]]''' ([[Slow]])&lt;br /&gt;
:'''[[Book of the Sky]]''' ([[Silence]])&lt;br /&gt;
:'''[[Book of Transfigurations]]''' ([[Polymorph]])&lt;br /&gt;
&lt;br /&gt;
==Hexes Aptitudes==&lt;br /&gt;
From ''[[Dungeon Crawl]] [[Stone Soup]]'' [[0.12]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Hexes}}&lt;br /&gt;
&lt;br /&gt;
The average hexes aptitude of whole species, excluding coloured draconian, is -0.346.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic skills]]&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Conjurations&amp;diff=37322</id>
		<title>Conjurations</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Conjurations&amp;diff=37322"/>
				<updated>2015-06-16T06:25:41Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Added Spellforged Servitor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
'''Conjurations''' indicates a character's skill at controlling damage-dealing spells of various types. While some spells are pure Conjurations (e.g. [[Magic Dart]]), most damage-dealing spells combine this skill with an elemental school or other skill (e.g. [[Throw Flame]], [[Sting]]).&lt;br /&gt;
&lt;br /&gt;
== List of Conjurations spells ==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 1'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flame tongue.png]] || [[Flame Tongue]] || Conjurations/[[Fire Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Magic dart.png]] || [[Magic Dart]] || Conjurations&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Shock.png]] || [[Shock]] || Conjurations/[[Air Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sting.png]] || [[Sting]] || Conjurations/[[Poison Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 2'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Searing ray.png]] || [[Searing Ray]] || Conjurations&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Throw flame.png]] || [[Throw Flame]] || Conjurations/[[Fire Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Throw frost.png]] || [[Throw Frost]] || Conjurations/[[Ice Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 3'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Conjure flame.png]] || [[Conjure Flame]] || Conjurations/[[Fire Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dazzling spray.png]] || [[Dazzling Spray]] || Conjurations/[[Hexes]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mephitic cloud.png]] || [[Mephitic Cloud]] || Conjurations/[[Air Magic]]/[[Poison Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Static discharge.png]] || [[Static Discharge]] || Conjurations/[[Air Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Stone arrow.png]] || [[Stone Arrow]] || Conjurations/[[Earth Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 4'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fulminant prism.png]] || [[Fulminant Prism]] || Conjurations/[[Hexes]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Iskenderun's mystic blast.png]] || [[Iskenderun's Mystic Blast]] || Conjurations&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sticky flame.png]] || [[Sticky Flame]] || Conjurations/[[Fire Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Throw icicle.png]] || [[Throw Icicle]] || Conjurations/[[Ice Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 5'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Iskenderun's battlesphere.png]] || [[Iskenderun's Battlesphere]] || Conjurations/[[Charms]]&lt;br /&gt;
|-&lt;br /&gt;
|  [[File:Force lance.png]] || [[Force Lance]] || Conjurations&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bolt of magma.png]] || [[Bolt of Magma]] || Conjurations/[[Fire Magic]]/[[Earth Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fireball.png]] || [[Fireball]] || Conjurations/[[Fire Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lightning bolt.png]] || [[Lightning Bolt]] || Conjurations/[[Air Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Venom bolt.png]] || [[Venom Bolt]] || Conjurations/[[Poison Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 6'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bolt of cold.png]] || [[Bolt of Cold]] || Conjurations/[[Ice Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bolt of draining.png]] || [[Bolt of Draining]] || Conjurations/[[Necromancy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bolt of fire.png]] || [[Bolt of Fire]] || Conjurations/[[Fire Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Freezing cloud.png]] || [[Freezing Cloud]] || Conjurations/[[Ice Magic]]/[[Air Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Iron shot.png]] || [[Iron Shot]] || Conjurations/[[Earth Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Poison arrow.png]] || [[Poison Arrow]] || Conjurations/[[Poison Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Poisonous cloud.png]] || [[Poisonous Cloud]] || Conjurations/[[Air Magic]]/[[Poison Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 7'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Conjure ball lightning.png]] || [[Conjure Ball Lightning]] || Conjurations/[[Air Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Delayed fireball.png]] || [[Delayed Fireball]] || Conjurations/[[Fire Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Orb of destruction.png]] || [[Orb of Destruction]] || Conjurations&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spellforged servitor.png]] || [[Spellforged Servitor]] || Conjurations/[[Summonings]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 8'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Chain lightning.png]] || [[Chain Lightning]] || Conjurations/[[Air Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lehudib's crystal spear.png]] || [[Lehudib's Crystal Spear]] || Conjurations/[[Earth Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 9'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fire storm.png]] || [[Fire Storm]] || Conjurations/[[Fire Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Glaciate.png]] || [[Glaciate]] || Conjurations/[[Ice Magic]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Conjurations aptitudes==&lt;br /&gt;
From [[Dungeon Crawl]] [[Stone Soup]] [[0.12]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Conjurations}}&lt;br /&gt;
&lt;br /&gt;
The average conjuration aptitude of whole species, excluding coloured draconian, is -0.885.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*[[0.12]] introduced several new, non-elemental Conjurations.&lt;br /&gt;
*[[0.13]] introduced [[Searing Ray]] and boosted [[Force Lance]] from level 2 to level 5 with a corresponding increase in power.&lt;br /&gt;
*[[0.14]] introduced [[Glaciate]] to replace [[Ice Storm]] &lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Conjurations|*]]&lt;br /&gt;
[[Category:Magic skills]]&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shadow_Creatures&amp;diff=37316</id>
		<title>Shadow Creatures</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shadow_Creatures&amp;diff=37316"/>
				<updated>2015-06-15T02:40:09Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Updated flavor text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Shadow Creatures&lt;br /&gt;
|level=5&lt;br /&gt;
|school1={{Summonings}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
* [[Book of Dreams]]&lt;br /&gt;
* [[Book of Summonings]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=4&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Creates replicas of creatures native to the caster's current location, weaving them from shadows and threads of Abyssal matter.&amp;lt;br&amp;gt;You can sustain at most four creatures summoned by this spell.}}&lt;br /&gt;
&lt;br /&gt;
'''Shadow Creatures''' is a [[Summonings]] spell with context-sensitive results. Regardless of spell power, casting it will generate one monster or one group of monsters appropriate for the current level. The duration of the summoned creatures is inversely dependent on their [[hit dice]], so weaker creatures will last longer. Monsters normally generated with equipment are given summoned versions of their weapons and armour which disappears with them.  Despite the flavor text, any equipment of summoned monsters will dissipate into smoke on their death (or sooner for thrown missiles). This spell will not summon creatures opposed by your god.&lt;br /&gt;
&lt;br /&gt;
Band members don't count towards the summoning cap of 4.&lt;br /&gt;
&lt;br /&gt;
==Monster version==&lt;br /&gt;
&lt;br /&gt;
The monster version of this spell summons 1d(1 + hit dice/5) monsters or groups.&lt;br /&gt;
&lt;br /&gt;
The following monsters can cast Shadow Creatures:&lt;br /&gt;
*[[Boggart]]s&lt;br /&gt;
*[[Giant orange brain]]&lt;br /&gt;
*[[Shadow demon]]&lt;br /&gt;
*[[Test spawner]]&lt;br /&gt;
&lt;br /&gt;
==Sample Results==&lt;br /&gt;
*In the [[Dungeon]], results can be extremely varied due to the very broad range of possible monsters you can encounter. For example, on D:12 it might produce a band of [[ogre]]s including an [[ogre mage]]... or it might produce a single [[hobgoblin]].&lt;br /&gt;
*In [[The Lair]], this can produce anything from a single plant to a herd of [[death yak]]s.  &lt;br /&gt;
*In the [[Orcish Mines]], it usually produces a group of orcs, possibly including warriors, priests, and sorcerers. [[Troll]]s and ogres are possible though.&lt;br /&gt;
*In the [[Swamp]], it can spawn a single friendly plant or a pack of [[slime creature]]s.&lt;br /&gt;
*In the [[Snake Pit]], it often summons a pack of [[Naga_(monster)|nagas]], which can include mages and warriors, or a single [[adder]], [[water moccasin]], [[black mamba]], or [[anaconda]].&lt;br /&gt;
*In the [[Vault]]s, it produces anything from [[Cyclops|Cyclopes]] and packs of [[Ogre]]s to packs of [[ugly thing]]s (including [[very ugly thing]]s) and [[deep troll]] skeletons.&lt;br /&gt;
*In [[the Realm of Zot]], it tends to summon [[dragon]]s, [[electric golem]]s, &amp;quot;friendly&amp;quot; [[moth of wrath|moths of wrath]], entire bands of [[draconian]]s, and even occasional [[orb of fire|orbs of fire]]. It is absurdly powerful there, even if you can hardly cast it. Be aware that moths of wrath will often berserk the hostile natives, which can lead to a nasty death for the unwary.&lt;br /&gt;
*It is much less useful in places that have weak &amp;quot;random encounters&amp;quot; but very strong special encounters, such as [[Hell]], [[the Tomb]], and the last level of [[the Vaults]]. Consider using a more reliable Summonings spell in these places.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Prior to [[0.12]] this spell was considered [[unholy]].&lt;br /&gt;
&lt;br /&gt;
In 0.10, the duration of Shadow Creatures summons was reduced.&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sandblast&amp;diff=37302</id>
		<title>Sandblast</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sandblast&amp;diff=37302"/>
				<updated>2015-06-12T19:53:11Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Updated flavor text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Sandblast&lt;br /&gt;
|level=1&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 Geomancy]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=1&lt;br /&gt;
|spellnoise=1, 2 or 3 (depends on the material: nothing, stones or large rocks)&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|Creates a short blast of high-velocity particles. It has increased power and range when the caster provides some source (by wielding a stone), but will still have some effect with no source wielded. Its damage is strongly reduced by armour.}}&lt;br /&gt;
&lt;br /&gt;
{{AttackSpell&lt;br /&gt;
 |name=Sandblast (blast of sand)&lt;br /&gt;
 |formula = 1d(8+Power/4)&lt;br /&gt;
 |maxdmg = 1d(14.25)&lt;br /&gt;
 |maxsp = 25&lt;br /&gt;
 |range = 2&lt;br /&gt;
 |target = Beam&lt;br /&gt;
|special = Triple AC damage reduction}}&lt;br /&gt;
&lt;br /&gt;
{{AttackSpell&lt;br /&gt;
 |name=Sandblast (rocky blast)&lt;br /&gt;
 |formula = 2d(4+Power/3)&lt;br /&gt;
 |maxdmg = 2d(20.67)&lt;br /&gt;
 |maxsp = 50&lt;br /&gt;
 |range = 3&lt;br /&gt;
 |target = Beam&lt;br /&gt;
|special = Triple AC damage reduction; You need to wield [[stone]]s}}&lt;br /&gt;
&lt;br /&gt;
{{AttackSpell&lt;br /&gt;
 |name=Sandblast (large rocky blast)&lt;br /&gt;
 |formula = 3d(4+Power/3)&lt;br /&gt;
 |maxdmg = 3d(20.67)&lt;br /&gt;
 |maxsp = 50&lt;br /&gt;
 |range = 3&lt;br /&gt;
 |target = Beam&lt;br /&gt;
|special = Triple AC damage reduction; You need to wield [[large rock]]s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Sandblast]] is a level 1 [[Earth Magic]] spell which fires grit and stones from the floor or your inventory, dealing physical damage to a nearby enemy. If you wield [[stone]]s while casting this spell, you deal more damage and increase its range from 2 to 3. Sandblast with stones maxes out at 2d20 damage, which is impressive for a level 1 spell. However, damage reduction from enemy AC is applied thrice instead of once, making it much worse against armored opponents. [[Ogre]]s and [[troll]]s can use [[large rock]]s to increase damage even further, to a max of 3d20.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Though stones are plentiful, [[earth elementalist]] characters will quickly run out if they overuse this spell. Use the standard version of the spell against trivial monsters.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to version [[0.8]], Sandblast had a range of 1, but using stones changed it to range 2. Using large rocks did not increase damage.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], AC was only applied twice instead of thrice, making the spell a little more viable against armoured targets.&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Rune_of_Zot&amp;diff=37200</id>
		<title>Rune of Zot</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Rune_of_Zot&amp;diff=37200"/>
				<updated>2015-05-26T05:52:41Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Updated abyssal rune explanation for multiple-floor Abyss&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flavour|A talisman which allows entry into Zot's domain.}}&lt;br /&gt;
&lt;br /&gt;
'''Runes of Zot''' are required to enter [[the Realm of Zot]], which contains the [[Orb of Zot]], the goal of your quest, housed in a vault on its fifth level. They are thus necessary to win the game. Unlocking the portals to the Realm requires three runes, but advanced players may choose to collect more to earn a higher [[score#Rune Score|final score]].  In any given game, there will be a total of 15 possible runes to obtain. Runes do not occupy inventory slots, are weightless, and cannot be dropped.  You can see what runes you have by typing '''}''' or by checking the '''%''' screen (your Player Character resistances).&lt;br /&gt;
&lt;br /&gt;
==Rune locations==&lt;br /&gt;
&lt;br /&gt;
Runes can be found on the bottom floors of several dungeon [[branch]]es.&lt;br /&gt;
&lt;br /&gt;
* [[The Lair]] has no rune itself, but in any game, it has two of the following four branches (it always has the Slime Pits for a third):&lt;br /&gt;
** [[Image:Decaying_rune.png]] [[The Swamp]]:5 contains the decaying rune of Zot.&lt;br /&gt;
** [[Image:Barnacled_rune.png]] [[The Shoals]]:5 contains the barnacled rune of Zot. Will not occur in the same game as The Swamp.&lt;br /&gt;
** [[Image:Serpentine_rune.png]] [[The Snake Pit]]:5 contains the serpentine rune of Zot.&lt;br /&gt;
** [[Image:Gossamer_rune.png]] [[The Spider's Nest]]:5 contains the gossamer rune of Zot. Will not occur in the same game as The Snake Pit.&lt;br /&gt;
* [[Image:Slimy_rune.png]] [[The Slime Pits]]:6 contains the slimy rune of Zot.&lt;br /&gt;
* [[Image:Silver_rune.png]] [[The Vaults]]:5 contains the silver rune of Zot.&lt;br /&gt;
* [[The Crypt]] has no rune itself, but contains a branch to The Tomb.&lt;br /&gt;
** [[Image:Gold_rune.png]] [[The Tomb]]:3 contains the golden rune of Zot.&lt;br /&gt;
&lt;br /&gt;
You will also come across special runes in the following bonus levels.&lt;br /&gt;
&lt;br /&gt;
* [[Image:Abyssal_rune.png]] [[The Abyss]] contains the abyssal rune of Zot. This rune has a very low chance of being generated on floors 3, 4 and 5, with deeper floors having higher rune generation rates (but also more monsters). If you happen to be a follower of Lugonu, this rate is greatly accelerated.  If you see the rune but cannot get it, e.g. if the Abyss shifts before you can reach it, do not despair: the game will keep generating abyssal runes until you pick one up.&lt;br /&gt;
* [[Pandemonium]] contains five runes.  &lt;br /&gt;
**The four unique Pandemonium lords each guard a unique rune that is generated ''once''. Leaving the level without the rune means it is lost forever:&lt;br /&gt;
*** [[Image:Glowing_rune.png]] [[Mnoleg]] guards the glowing rune of Zot.&lt;br /&gt;
*** [[Image:Magical_rune.png]] [[Lom Lobon]] guards the magical rune of Zot.&lt;br /&gt;
*** [[Image:Fiery_rune.png]] [[Cerebov]] guards the fiery rune of Zot.&lt;br /&gt;
*** [[Image:Dark_rune.png]] [[Gloorx Vloq]] guards the dark rune of Zot.&lt;br /&gt;
** The fifth is the demonic rune of Zot.  This may be found either guarded by random [[Pandemonium lord]]s, or found in any of several vaults ('hellion island', 'smiting', and 'eyes of draining' vaults guaranteed; others have 1/9 chance). Like the abyssal rune, it will be regenerated until picked up.&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
| [[Image:Demonic_rune_1.png]] || [[Image:Demonic_rune_2.png]] || [[Image:Demonic_rune_3.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Demonic_rune_4.png]] || [[Image:Demonic_rune_5.png]] || [[Image:Demonic_rune_6.png]]&lt;br /&gt;
|}&lt;br /&gt;
* [[Hell]] contains a rune in each of its four subbranches:&lt;br /&gt;
** [[Image:Iron_rune.png]] [[Dispater]] in [[The Iron City of Dis]]:7 guards the iron rune of Zot.&lt;br /&gt;
** [[Image:Icy_rune.png]] [[Antaeus]] in [[Cocytus]]:7 guards the icy rune of Zot.&lt;br /&gt;
** [[Image:Obsidian_rune.png]] [[Asmodeus]] in [[Gehenna]]:7 guards the obsidian rune of Zot.&lt;br /&gt;
** [[Image:Bone_rune.png]] [[Ereshkigal]] in [[Tartarus]]:7 guards the bone rune of Zot.&lt;br /&gt;
&lt;br /&gt;
==Strategy and Difficulty==&lt;br /&gt;
All runes are not equal in difficulty of obtaining them.  Below they are in rough order of difficulty, with some basic strategy notes.  See the articles on the specific branches for more details.  Depending on your character build, some of the branches may be different in difficulty from what is given here.&lt;br /&gt;
===Easy===&lt;br /&gt;
These are the runes which are most commonly used for three or four rune ascensions.  None is particularly hard to get, although they may require some basic preparation.&lt;br /&gt;
* Serpentine ([[Snake Pit]]): Less straightforward since the introduction of [[constriction]], and [[poison resistance]] is a necessity.  Still, among the easier branches.  Make sure you can take a beating or have the ability to avoid melee combat.&lt;br /&gt;
* Decaying ([[Swamp]]): Swamp can be annoying, and be prepared to deal with a ton of [[hydra]]s and [[swamp drake]]s, but the branch is generally pretty tame.&lt;br /&gt;
* Barnacled ([[Shoals]]): This area is easier if you have good [[EV]] or [[Repel Missiles|Repel]]/[[Deflect Missiles]]. [[Invisibility]] is very useful here.&lt;br /&gt;
* Gossamer ([[Spider's Nest]]): Most of the monsters in this branch are faster than you and will swarm you easily. Very few of them have ranged attacks, though.&lt;br /&gt;
* Abyssal ([[Abyss]]): Mostly just tedious, since it requires wandering for several thousand turns.  Have enough food, and be prepared to avoid the occasional [[lich]] or [[draconian]] if you can't take them.&lt;br /&gt;
* Silver ([[Vault]]): The hardest of the basic runes, since [[Vault]]:5 has over a dozen [[vault guard]]s waiting for you around the stairs, plus several other opponents such as [[titan]]s, [[storm dragon]]s, [[quicksilver dragon]]s, [[shadow dragon]]s, and [[lich]]es.&lt;br /&gt;
&lt;br /&gt;
===Medium===&lt;br /&gt;
For those looking to expand beyond a basic ascension, these are the runes to start with.  They all require some type of special resistance: if you don't have it, you will likely die.&lt;br /&gt;
* Slimy ([[Slime Pits]]): [[Resist corrosion]] and [[mutation resistance]] are absolutely necessary, and be prepared to switch between.  Be very careful with [[the royal jelly]]: stair dance it or take it in the corridors.  And bring a [[wand of digging]] if you don't have the spell.  Make sure you can kill things very quickly or take a fair bit of damage, as everything down here hits very hard in melee.&lt;br /&gt;
* [[Pandemonium]]: Be prepared for a journey: like the Abyss, the only way out is via a rare return portal.  Stairways just conduct you to another of Pan's infinite levels. You will need some protection from [[torment]].  rN+++ or [[Kiku]] protection is generally enough.  You need [[mutation resistance]]: the place is littered with [[neqoxec]]s and [[cacodemon]]s.  In fact, you may want to bring a [[potion of cure mutation]], just in case you get hit with something nasty.   Keep in mind that when you reach a level with a [[Pan lord]] and his rune, you're only going to get one chance at acquiring this rune: ''leaving the level means that rune never generates again'' (unless it was the demonic rune).  The unique Pan lords each need a different set of resistances to get their rune:&lt;br /&gt;
** Dark: [[Gloorx Vloq]] is the most difficult Pan lord, owing to his speed and spell set.  rN+++ is vital, as is some form of [[Haste]].  Unlike the rest of Pan, you also need [[poison resistance]], since otherwise his [[Poison Arrow]]s will be very painful.  Allies, if you can get them, are helpful in ensuring that all of his many attacks and spells aren't directed against you.&lt;br /&gt;
** Glowing: [[Mutation resistance]] is even more vital here.  Try to lure the [[neqoxec]]s around corners, so they don't get tons of free shots at you with [[Polymorph Other]].  [[Mnoleg]] himself isn't that difficult, although be prepared to [[abjuration|abjure]] if he starts summoning [[giant eyeball]]s.  And try to take him in a corridor, so you won't get mobbed by the [[large abomination]]s and [[tentacled monstrosities]] he summons.&lt;br /&gt;
** Fiery: As the name suggests, you really need [[fire resistance]] here.  rF++ is a bare minimum, and rF+++ is really what you need, since [[Cerebov]]'s sword hits you for one less level of fire resistance than you have.  Cerebov has a lot of hit points, so be prepared to teleport away and reengage him several times: he won't have fully healed before you do.  [[Abjuration]] is quite helpful since he enjoys summoning greater demons on you.  Cerebov has poor evasion, so spells such as [[Lehudib's Crystal Spear]] can be useful against him. [[Chain Lightning]] is also very effective.&lt;br /&gt;
** Magical: Have at least two levels of [[cold resistance]] and some source of [[electricity resistance]].  [[Lom Lobon]] is fairly weak if you can engage him in melee, although his [[blink]]ing can make that somewhat difficult.  Have high [[magic resistance]] so that the [[wizard (monster)|wizard]]s around his tower don't banish you.&lt;br /&gt;
** Demonic: Three specific vaults always have this rune.  The [[hellion island]] vault requires the use of ranged attacks: 10+ [[hellion]]s all dropping 3d15 [[hellfire]] bursts on you up to twice a turn is a quick death. The [[smiting]] vault is generally doable: [[Shatter]] or [[teleport control]] can greatly assist in getting past it, but even without them sufficient speed will generally let you survive.  The eyes vault is not difficult, but requires a [[wand of digging]] or [[disintegration]] to get the rune at all.  As for random vaults which might contain the rune, they vary hugely in difficulty.  Be prepared to run away.&lt;br /&gt;
* Golden ([[Tomb]]): Like the [[Hells]] and [[Pandemonium|Pan]], you will have to endure a fair amount of [[torment]].  Unlike the Hells and Pan, you will also endure mummy [[death curse]]s.  This includes stat drain, [[rotting]], [[pain]], slowing, and even more [[torment]].  [[Kikubaaqudgha]]  provides a good protection against it.  [[Necromutation]] protects you from the worst of the curses as well as torment, and nothing in [[Tomb]] has [[Dispel Undead]].  [[Zin]] can protect you from the rotting effects and stat drain, but [[The Shining One]] is more useful here: You can always do a quick conversion to [[Elyvilon]], and use purification to cure all the rotting.  See the [[Tomb]] article for more specific strategies, but know that it is very difficult to simply force your way through Tomb.  You need something to deal with its nasty effects or you will die.&lt;br /&gt;
&lt;br /&gt;
===Hard===&lt;br /&gt;
These runes are the riskiest to get, or require some very specific character builds.  Only go for them if you know what you're doing.&lt;br /&gt;
* [[Hell]]: This area is one of the hardest in the game.  It is filled with fiends, both found naturally and summoned by the Hell forces.  [[Zin]] gives a piety-dependent chance of blocking Hell effects: at full piety it is complete, making the area a lot easier.  Others have to be prepared for a fiend and a hellion to appear next to them at any moment, making [[regeneration]] and some means of [[torment]] protection absolutely vital.  As with Pan, specific strategies and resistances are needed for each rune:&lt;br /&gt;
** Iron ([[Dis]]): Dis is often perceived as the &amp;quot;easiest&amp;quot; Hell, but this is not entirely true.  It requires no specific resistances but a little of everything.  Or sometimes a lot of everything, as the last level contains both [[Brimstone fiend]]s and [[Ice fiend]]s.  [[Dispater]] himself is no pushover, casting powerful earth spells and bringing lots of greater demons to the party.  Have [[Abjuration]] ready.&lt;br /&gt;
** Icy ([[Cocytus]]): Have rC+++ for Cocytus.  This place is filled with [[Ice fiend]]s, who have, in addition to torment and [[Bolt of Cold]], a horribly damaging cold-branded melee attack. [[Antaeus]] himself hits like a truck but luckily doesn't summon any friends.  Unluckily he tends to be escorted by four Ice fiends.  Separate them first.&lt;br /&gt;
** Obsidian ([[Gehenna]]): Have rF+++, but be aware that this doesn't help against the numerous [[Brimstone fiend]]s and [[hellion]]s who will gladly spam [[hellfire]] at you until you die.  Make sure to kill them quickly.  [[Asmodeus]] himself is not horribly difficult, but be aware that he is surrounded by a ring of flames and loves summoning fiends and [[Balrug]]s.&lt;br /&gt;
** Bone ([[Tartarus]]): If you're not undead, Tartarus can be easier than the other branches.  This occurs because rN+++ completely protects you against the draining attacks so frequent there.  Be aware that [[Ereshkigal]] is a little meaner than she looks: she may be somewhat low on HP, but she is fast, has absurdly high evasion, and can torment and summon greater demons to torment.  If you are undead, be very, very careful.  [[Shadow fiend]]s can make short work of you with [[Dispel Undead]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Formerly, there were many, indistinguishable demonic runes of Pandemonium, which could be collected ''ad infinitum'' (the record was 250-odd).  In version [[0.9]], the demonic rune is treated like the abyssal rune:  once you've picked one up, no more demonic runes will be generated.&lt;br /&gt;
&lt;br /&gt;
Before [[0.9]], runes were carried in main inventory, which led to silliness like piling extras on D:1 before going for the [[Orb of Zot|Orb]], or characters locking themselves out of Zot by forgetting their runes.  &lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spectral_Weapon&amp;diff=37199</id>
		<title>Spectral Weapon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spectral_Weapon&amp;diff=37199"/>
				<updated>2015-05-25T17:54:11Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Updated flavor text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Spectral Weapon&lt;br /&gt;
|level=3&lt;br /&gt;
|school1={{Charms}}&lt;br /&gt;
|school2={{Hexes}}&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
*[[Book of Battle]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=3&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|This spell draws out the spirit within a wielded weapon to fight for the caster, with its power dependent on their skill with said weapon. It only attacks when the caster does, and its kills count as the caster's own.&lt;br /&gt;
&lt;br /&gt;
If the weapon is damaged, part of the injury will be echoed on the caster's body. A weapon can only have its spirit drawn into one spectral weapon at a time, and the spectral weapon will dissipate if the caster no longer holds the original.&lt;br /&gt;
&lt;br /&gt;
Certain powerful named artefacts possess too strong a spirit for this spell to be able to draw them out.}}&lt;br /&gt;
&lt;br /&gt;
'''Spectral Weapon''' is a level 3 [[Charms]]/[[Hexes]] spell which summons an allied spectral clone of your wielded melee weapon to aid you. This weapon will fight as though it had your weapon skill (but no other bonuses), attacking each time you do, and its defensive capabilities are determined by your [[spell power]]. However, half of any damage dealt to it will additionally be dealt to you, regardless of your defenses and resistances. Unwielding your current weapon dismisses your spectral weapon.&lt;br /&gt;
&lt;br /&gt;
Spectral weapons have one level of resistance to fire, cold, electricity and poison. Their AC, EV and max HP are proportional to spell power. Damage done is proportional to both spell power and weapon skill, as well as the weapon base type. Unlike [[dancing weapon]]s, spectral weapons remain by the side of the caster.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! Axe || Long Blade || Mace || Short Blade || Spear || Staff || Whip&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spectral Axe.png]] || [[File:Spectral Long Blade.png]] || [[File:Spectral Mace.png]] || [[File:Spectral Short Blade.png]] || [[File:Spectral Spear.png]] || [[File:Spectral Staff.png]] || [[File:Spectral Whip.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Due to the damage splitting effect of this spell, avoid using it around enemies with area of effect abilities. [[Fireball]], [[Freezing Cloud]], and [[Hellfire]] are all things you don't want dealing 1.5× normal damage.&lt;br /&gt;
&lt;br /&gt;
Spectral weapons can't sense [[invisible]] creatures, so don't rely on one when facing an [[unseen horror]] or invisible [[sky beast]] or the like.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
The following monster is capable of casting Spectral Weapon:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Asterion}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Spectral Weapon was added in [[0.13]].&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hexes&amp;diff=37106</id>
		<title>Hexes</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hexes&amp;diff=37106"/>
				<updated>2015-05-10T03:27:35Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Added Spectral Weapon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
'''Hexes''' are spells that affect things and monsters (usually negatively). They mostly ignore dealing direct damage in favor of inflicting debilitating status effects on enemies, but there are also a few spells that enhance your own combat abilities in some way.&lt;br /&gt;
&lt;br /&gt;
==List of Hexes Spells==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 1'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Confusing touch.png]] || [[Confusing Touch]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Corona.png]] || [[Corona]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 2'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ensorcelled hibernation.png]] || [[Ensorcelled Hibernation]] || Hexes/[[Ice Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Slow.png]] || [[Slow]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sure blade.png]] || [[Sure Blade]] || Hexes/[[Charms]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 3'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Confuse.png]] || [[Confuse]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dazzling spray.png]] || [[Dazzling Spray]] || Hexes/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Inner flame.png]] || [[Inner Flame]] || Hexes/[[Fire Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spectral weapon.png]] || [[Spectral Weapon]] || Hexes/[[Charms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tukima's dance.png]] || [[Tukima's Dance]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 4'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cause fear.png]] || [[Cause Fear]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Enslavement.png]] || [[Enslavement]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Leda's liquefaction.png]] || [[Leda's Liquefaction]] || Hexes/[[Earth]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 5'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fulminant prism.png]] || [[Fulminant Prism]] || Hexes/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Silence.png]] || [[Silence]] || Hexes/[[Air]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 6'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Invisibility.png]] || [[Invisibility]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mass confusion.png]] || [[Mass Confusion]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Metabolic englaciation.png]] || [[Metabolic Englaciation]] || Hexes/[[Ice Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 7'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Darkness.png]] || [[Darkness]] || Hexes&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 8'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Discord.png]] || [[Discord]] || Hexes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sources of Hexes==&lt;br /&gt;
;Main Texts&lt;br /&gt;
:'''[[Book of Control]]''' ([[Enslavement]], [[Mass Confusion]], [[Metabolic Englaciation]])&lt;br /&gt;
:'''[[Book of Debilitation]]''' ([[Corona]], [[Slow]], [[Inner Flame]], [[Enslavement]], [[Cause Fear]], [[Mass Confusion]])&lt;br /&gt;
:'''[[Book of Maledictions]]''' ([[Corona]], [[Sure Blade]], [[Ensorcelled Hibernation]], [[Confuse]], [[Enslavement]], [[Invisibility]])&lt;br /&gt;
:'''[[Book of Hinderance]]''' ([[Confusing Touch]], [[Slow]], [[Confuse]], [[Leda's Liquefaction]], [[Metabolic Englaciation]])&lt;br /&gt;
&lt;br /&gt;
;Other Texts&lt;br /&gt;
:'''[[Book of Burglary]]''' ([[Darkness]])&lt;br /&gt;
:'''[[Book of Cantrips]]''' ([[Confusing Touch]])&lt;br /&gt;
:'''[[Book of Conjurations]]''' ([[Dazzling Spray]], [[Fulminant Prism]])&lt;br /&gt;
:'''[[Book of Dreams]]''' ([[Ensorcelled Hibernation]])&lt;br /&gt;
:'''[[Book of Enchantments]]''' ([[Tukima's Dance]], [[Cause Fear]], [[Silence]], [[Discord]])&lt;br /&gt;
:'''[[Book of Earth]]''' ([[Leda's Liquefaction]])&lt;br /&gt;
:'''[[Book of Flames]]''' ([[Inner Flame]])&lt;br /&gt;
:'''[[Book of Ice]]''' ([[Ensorcelled Hibernation]], [[Metabolic Englaciation]])&lt;br /&gt;
:'''[[Book of Party Tricks]]''' ([[Tukima's Dance]])&lt;br /&gt;
:'''[[Book of Minor Magic]]''' ([[Slow]])&lt;br /&gt;
:'''[[Book of the Sky]]''' ([[Silence]])&lt;br /&gt;
:'''[[Book of Transfigurations]]''' ([[Polymorph]])&lt;br /&gt;
&lt;br /&gt;
==Hexes Aptitudes==&lt;br /&gt;
From ''[[Dungeon Crawl]] [[Stone Soup]]'' [[0.12]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Hexes}}&lt;br /&gt;
&lt;br /&gt;
The average hexes aptitude of whole species, excluding coloured draconian, is -0.346.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic skills]]&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Charms&amp;diff=37105</id>
		<title>Charms</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Charms&amp;diff=37105"/>
				<updated>2015-05-10T03:26:48Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
The '''Charms''' school of magic includes all spells which positively affect yourself, providing improved offense, defense, speed, or other beneficial enhancements until they wear off. Although they never directly affect other targets, they can greatly increase your ability to survive.&lt;br /&gt;
&lt;br /&gt;
==List of Charms Spells==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 1'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Infusion.png]] || [[Infusion]] || Charms&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 2'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Repel missiles.png]] || [[Repel Missiles]] || Charms/[[Air Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Shroud of golubria.png]] || [[Shroud of Golubria]] || Charms/[[Translocations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Song of slaying.png]] || [[Song of Slaying]] || Charms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sure blade.png]] || [[Sure Blade]] || Charms/[[Hexes]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Swiftness.png]] || [[Swiftness]] || Charms/[[Air Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 3'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flight.png]] || [[Flight]] || Charms/[[Air Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ozocubu's armour.png]] || [[Ozocubu's Armour]] || Charms/[[Ice Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Regeneration.png]] || [[Regeneration]] || Charms/[[Necromancy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spectral weapon.png]] || [[Spectral Weapon]] || Charms/[[Hexes]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 4'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Control teleport.png]] || [[Control Teleport]] || Charms/[[Translocations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Iskenderun's battlesphere.png]] || [[Iskenderun's Battlesphere]] || Charms/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 5'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Excruciating wounds.png]] || [[Excruciating Wounds]] || Charms/[[Necromancy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warp weapon.png]] || [[Warp Weapon]] || Charms/[[Translocations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 6'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Deflect missiles.png]] || [[Deflect Missiles]] || Charms/[[Air Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Haste.png]] || [[Haste]] || Charms&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 7'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ring of flames.png]] || [[Ring of Flames]] || Charms/[[Fire Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 8'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Death's door.png]] || [[Death's Door]] || Charms/[[Necromancy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sources of Charms==&lt;br /&gt;
;Main Texts&lt;br /&gt;
:'''[[Book of Battle]]''' ([[Infusion]], [[Shroud of Golubria]], [[Song of Slaying]], [[Spectral Weapon]], [[Regeneration]])&lt;br /&gt;
&lt;br /&gt;
;Other Texts&lt;br /&gt;
:'''[[Book of Air]]''' ([[Swiftness]], [[Repel Missiles]], [[Flight]])&lt;br /&gt;
:'''[[Book of Alchemy]]''' ([[Lethal Infusion]])&lt;br /&gt;
:'''[[Book of Burglary]]''' ([[Swiftness]], [[Control Teleport]])&lt;br /&gt;
:'''[[Book of Clouds]]''' ([[Ring of Flames]])&lt;br /&gt;
:'''[[Book of Control]]''' ([[Control Teleport]])&lt;br /&gt;
:'''[[Book of Death]]''' ([[Excruciating Wounds]])&lt;br /&gt;
:'''[[Book of Dreams]]''' ([[Flight]])&lt;br /&gt;
:'''[[Book of Envenomations]]''' ([[Poison Weapon]])&lt;br /&gt;
:'''[[Book of Enchantments]]''' ([[See Invisible]], [[Deflect Missiles]], [[Haste]])&lt;br /&gt;
:'''[[Book of Fire]]''' ([[Fire Brand]], [[Ring of Flames]])&lt;br /&gt;
:'''[[Book of Frost]]''' ([[Ozocubu's Armour]])&lt;br /&gt;
:'''[[Book of Ice]]''' ([[Freezing Aura]])&lt;br /&gt;
:'''[[Book of Maledictions]]''' ([[Sure Blade]])&lt;br /&gt;
:'''[[Book of Minor Magic]]''' ([[Repel Missiles]])&lt;br /&gt;
:'''[[Book of Necromancy]]''' ([[Lethal Infusion]], [[Regeneration]])&lt;br /&gt;
:'''[[Book of Spatial Translocations]]''' ([[Shroud of Golubria]], [[Control Teleport]])&lt;br /&gt;
:'''[[Book of the Dragon]]''' ([[Flight]])&lt;br /&gt;
:'''[[Book of the Sky]]''' ([[Flight]], [[Insulation]], [[Deflect Missiles]])&lt;br /&gt;
:'''[[Book of the Warp]]''' ([[Warp Weapon]])&lt;br /&gt;
:'''[[Necronomicon]]''' ([[Death's Door]])&lt;br /&gt;
&lt;br /&gt;
==Charms Aptitudes==&lt;br /&gt;
From ''[[Dungeon Crawl]] [[Stone Soup]]'' [[0.12]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Charms}}&lt;br /&gt;
&lt;br /&gt;
The average charm aptitude of whole species, excluding coloured draconian, is -0.385.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Charms|*]]&lt;br /&gt;
[[Category:Magic skills]]&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Charms&amp;diff=37104</id>
		<title>Charms</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Charms&amp;diff=37104"/>
				<updated>2015-05-10T03:24:17Z</updated>
		
		<summary type="html">&lt;p&gt;Thelo2: Added Song of Slaying&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
The '''Charms''' school of magic includes all spells which positively affect yourself, providing improved offense, defense, speed, or other beneficial enhancements until they wear off. Although they never directly affect other targets, they can greatly increase your ability to survive.&lt;br /&gt;
&lt;br /&gt;
==List of Charms Spells==&lt;br /&gt;
{| cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 1'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Infusion.png]] || [[Infusion]] || Charms&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 2'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Repel missiles.png]] || [[Repel Missiles]] || Charms/[[Air Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Shroud of golubria.png]] || [[Shroud of Golubria]] || Charms/[[Translocations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Song of slaying.png]] || [[Song of Slaying]] || Charms&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sure blade.png]] || [[Sure Blade]] || Charms/[[Hexes]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Swiftness.png]] || [[Swiftness]] || Charms/[[Air Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 3'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flight.png]] || [[Flight]] || Charms/[[Air Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ozocubu's armour.png]] || [[Ozocubu's Armour]] || Charms/[[Ice Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Regeneration.png]] || [[Regeneration]] || Charms/[[Necromancy]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 4'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Control teleport.png]] || [[Control Teleport]] || Charms/[[Translocations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Iskenderun's battlesphere.png]] || [[Iskenderun's Battlesphere]] || Charms/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 5'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Excruciating wounds.png]] || [[Excruciating Wounds]] || Charms/[[Necromancy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warp weapon.png]] || [[Warp Weapon]] || Charms/[[Translocations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 6'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Deflect missiles.png]] || [[Deflect Missiles]] || Charms/[[Air Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Haste.png]] || [[Haste]] || Charms&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 7'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ring of flames.png]] || [[Ring of Flames]] || Charms/[[Fire Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 8'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Death's door.png]] || [[Death's Door]] || Charms/[[Necromancy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sources of Charms==&lt;br /&gt;
;Main Texts&lt;br /&gt;
:'''[[Book of Battle]]''' ([[Infusion]], [[Shroud of Golubria]], [[Song of Slaying]], [[Spectral Weapon]], [[Regeneration]])&lt;br /&gt;
&lt;br /&gt;
;Other Texts&lt;br /&gt;
:'''[[Book of Air]]''' ([[Swiftness]], [[Repel Missiles]], [[Flight]])&lt;br /&gt;
:'''[[Book of Alchemy]]''' ([[Lethal Infusion]])&lt;br /&gt;
:'''[[Book of Burglary]]''' ([[Swiftness]], [[Control Teleport]])&lt;br /&gt;
:'''[[Book of Clouds]]''' ([[Ring of Flames]])&lt;br /&gt;
:'''[[Book of Control]]''' ([[Control Teleport]])&lt;br /&gt;
:'''[[Book of Death]]''' ([[Excruciating Wounds]])&lt;br /&gt;
:'''[[Book of Dreams]]''' ([[Flight]])&lt;br /&gt;
:'''[[Book of Envenomations]]''' ([[Poison Weapon]])&lt;br /&gt;
:'''[[Book of Enchantments]]''' ([[See Invisible]], [[Deflect Missiles]], [[Haste]])&lt;br /&gt;
:'''[[Book of Fire]]''' ([[Fire Brand]], [[Ring of Flames]])&lt;br /&gt;
:'''[[Book of Frost]]''' ([[Ozocubu's Armour]])&lt;br /&gt;
:'''[[Book of Ice]]''' ([[Freezing Aura]])&lt;br /&gt;
:'''[[Book of Maledictions]]''' ([[Sure Blade]])&lt;br /&gt;
:'''[[Book of Minor Magic]]''' ([[Repel Missiles]])&lt;br /&gt;
:'''[[Book of Necromancy]]''' ([[Lethal Infusion]], [[Regeneration]])&lt;br /&gt;
:'''[[Book of Spatial Translocations]]''' ([[Shroud of Golubria]], [[Control Teleport]])&lt;br /&gt;
:'''[[Book of the Dragon]]''' ([[Flight]])&lt;br /&gt;
:'''[[Book of the Sky]]''' ([[Flight]], [[Insulation]], [[Deflect Missiles]])&lt;br /&gt;
:'''[[Book of the Warp]]''' ([[Warp Weapon]])&lt;br /&gt;
:'''[[Necronomicon]]''' ([[Death's Door]])&lt;br /&gt;
&lt;br /&gt;
==Charms Aptitudes==&lt;br /&gt;
From ''[[Dungeon Crawl]] [[Stone Soup]]'' [[0.12]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Charms}}&lt;br /&gt;
&lt;br /&gt;
The average charm aptitude of whole species, excluding coloured draconian, is -0.385.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Charms|*]]&lt;br /&gt;
[[Category:Magic skills]]&lt;/div&gt;</summary>
		<author><name>Thelo2</name></author>	</entry>

	</feed>