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		<updated>2026-04-23T21:06:21Z</updated>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Walkthrough&amp;diff=37233</id>
		<title>Walkthrough</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Walkthrough&amp;diff=37233"/>
				<updated>2015-06-03T06:21:26Z</updated>
		
		<summary type="html">&lt;p&gt;UnumArma: /* Tomb */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This page only covers the general strategy of the game. For specific topics and tactics, see the related pages. The following are good reads for beginners:&lt;br /&gt;
&lt;br /&gt;
*[[Background and race combinations for beginners]]&lt;br /&gt;
*[[Character guides]]&lt;br /&gt;
*[[Escaping from (and avoiding) trouble]]&lt;br /&gt;
*[[Strategy guides]]&lt;br /&gt;
*[[Tips and tricks]]&lt;br /&gt;
*[[Weapon choice]]&lt;br /&gt;
&lt;br /&gt;
For generic character building strategy see:&lt;br /&gt;
&lt;br /&gt;
*[[Early Game Character Building]]&lt;br /&gt;
*[[Mid Game Character Building]]&lt;br /&gt;
*[[Late Game Character Building]]&lt;br /&gt;
&lt;br /&gt;
You can also check each of the individual [[Branch]] pages for more information on a particular part of the dungeon.&lt;br /&gt;
&lt;br /&gt;
==Early Dungeon==&lt;br /&gt;
As the game starts, you'll find yourself in the [[Dungeon]]. The first levels are rather simple, but there are a few notable threats. [[Unique monster|Uniques]] (especially [[Sigmund]] and [[Grinder]]), [[player ghost]]s, [[ogre]]s, and bands of [[gnoll]]s or [[orc]]s all pose a significant threat on the first few levels. &lt;br /&gt;
&lt;br /&gt;
If you do decide to take on a threat, isolate that monster, and use any tricks at your disposal -- [[ranged weapon]]s, [[spells]], [[wand]]s, branded [[throwing]] weapons. etc. -- but remember, you're under no obligation to kill the monsters '''now'''. ''You'' get more powerful over the course of the game. The uniques and other &amp;quot;local bullies&amp;quot; don't.&lt;br /&gt;
&lt;br /&gt;
===The Temple===&lt;br /&gt;
Once you find the Temple, pick a god if you haven't yet (and aren't a [[demigod]]). If the particular god you want isn't in the Temple (perhaps your temple was corrupted by [[Lugonu]]), you can find it in the main dungeon. If you're looking to convert to one of the more unusual gods (i.e. [[Lugonu]] or [[Jiyva]]), then you may have to wait until later to convert.&lt;br /&gt;
&lt;br /&gt;
===Portals===&lt;br /&gt;
Throughout the game, you will find various [[portal]]s to optional levels. Many of the portals are timed, so if you wish to enter them at all, you must do so quickly!&lt;br /&gt;
&lt;br /&gt;
Portal levels have different themes, so always look up whichever Portal you've found, and consider whether you're equipped to deal with it. Some of these are obvious; you'll want fire resistance for the [[Volcano]], and cold resistance for the [[Ice Cave]]. If the portal plays to your weak points, skip it! Likewise, if the &amp;quot;guards&amp;quot; around the portal are too tough for you, you probably won't survive long in the portal itself.&lt;br /&gt;
&lt;br /&gt;
Before you venture into these portals, be sure you have enough space in your inventory to bring back any loot you find, as you will not be able to re-enter the portal. Once you're in, take stock of the situation, and explore carefully. Keep track of the exit portals (there's always at least one handy), and leave whenever you feel you're outmatched!&lt;br /&gt;
&lt;br /&gt;
Some of the first portals you might see include:&lt;br /&gt;
&lt;br /&gt;
*The [[Sewer]], filled with lots of water, and mostly weak monsters. Watch out for [[poison]]ous snakes, and whatever lurks at the end of this portal.&lt;br /&gt;
&lt;br /&gt;
*The [[Ossuary]], with lots of [[zombie]]s and [[mummy (monster)|mummies]], and occasionally more exotic undead.&lt;br /&gt;
&lt;br /&gt;
*The [[Bailey]], home to ranged combatants, typically armed with [[melee_weapon#polearms|polearms]] and/or [[ranged_weapon#crossbows|crossbows]].&lt;br /&gt;
&lt;br /&gt;
==Early Branches==&lt;br /&gt;
While exploring the dungeon, you will find the entrances to [[the Lair]] and the [[Orcish Mines]]. Most players will find it easier to clear the [[Lair]] first.&lt;br /&gt;
&lt;br /&gt;
===The Lair===&lt;br /&gt;
The greatest threat of [[Lair]] is often fast moving enemies with poison, since these are the hardest to escape. Therefore, [[poison resistance]] is definitely recommended. If your characters lacks poison resistance and defenses in general, you might wish to explore a bit more of the dungeon, or dip into levels 1-3 of Orc.&lt;br /&gt;
&lt;br /&gt;
Other threats include [[hydra]]e which can mercilessly tear apart your character with multiple attacks, packs of hard-hitting and hard-to-hit [[blink frog]]s, and the occasional herd of extremely powerful [[elephant]]s or [[death yak]]s. You might very occasionally run into a fire-breather, such as a [[fire drake]].&lt;br /&gt;
&lt;br /&gt;
Like all the other branches you'll encounter, the final level of Lair is the hardest. Unless there's a [[portal]] there, which would be announced upon you entering the level, you won't lose anything by leaving it for later. Feel free to exit that floor if it's too hard, and come back to it when you're stronger.&lt;br /&gt;
&lt;br /&gt;
The Lair can have various branches, such as [[the Shoals]], [[the Swamp]], [[Snake Pit]], [[Spider's Nest]], and even [[the Slime Pits]]. These are all much more difficult than Lair, so ignore them until later!&lt;br /&gt;
&lt;br /&gt;
===The Orcish Mines===&lt;br /&gt;
Despite the entrance often appearing earlier, the [[Orcish Mines]] are tougher than [[the Lair]]. Various [[List of orcs|special types of orc]]s like [[orc warlord|warlords]],  [[orc sorcerer|sorcerers]], and [[orc high priest|high priests]] will standing in your way, and the final floor can have [[ogre magi]] and [[giant]]s.&lt;br /&gt;
&lt;br /&gt;
Levels are often split into multiple paths, with some parts being unreachable unless you use a scroll of magic mapping and [[dig]] your way to them. But typically this is a waste, and exploring every [[staircase]] is sufficient for finding most of the loot.&lt;br /&gt;
&lt;br /&gt;
You'll find the entrance to the [[Elven Halls]] on the lower levels, but don't go in yet, as the elves are much tougher than the orcs.&lt;br /&gt;
&lt;br /&gt;
==Later Dungeon==&lt;br /&gt;
After you've finished Lair and Orc, make sure to finish the dungeon. You'll find the entrances to [[the Vaults]] and [[the Depths]] before too long, but you should leave these for later. Once you're done, it's time to begin acquiring the [[runes of Zot]].&lt;br /&gt;
&lt;br /&gt;
==Lair Branches==&lt;br /&gt;
The easiest branches in which you can find [[rune]]s are the Lair branches. You will always have three branches to choose from: [[The Shoals]] or [[the Swamp]], [[Snake Pit]] or [[Spider's Nest]], and the innumerably more difficult [[Slime Pits]]. They're listed below in order of difficulty, from easiest to hardest. You might also refer to the Elven Halls section, if all the branches are too hard for you.&lt;br /&gt;
&lt;br /&gt;
All of these branches are made somewhat easier with poison resistance, and it's almost a requirement in Snake Pit and Spider's Nest. If you still haven't found any, you can attempt to skin a [[swamp dragon]] for [[swamp dragon hide|its hide]] in Swamp, hope for equipment to show up in Shoals, or explore levels 1-2 of the [[Elven Halls]].&lt;br /&gt;
&lt;br /&gt;
===Swamp===&lt;br /&gt;
Assuming you have poison resistance by now and a way to kill hydras (spells, flaming weapons or non-bladed weapons), [[the Swamp]] should be fairly simple. Be careful to only fight from solid ground unless your character does well in shallow water or can [[fly]] (if you're surprised while wading through shallow water, retreat to dry land, then turn and fight).&lt;br /&gt;
&lt;br /&gt;
Some of the bigger threats include [[thorn hunter]]s, [[simulacra]] (bring [[cold resistance]] if you can), and [[the Lernaean hydra]]. But if you can overcome it all, you will eventually find the [[Rune of Zot|decaying rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Shoals===&lt;br /&gt;
[[The Shoals]] are made up of several islands, surrounded by vast amounts of water. A source of flight is very important, as you'll probably need to fight from solid ground or [[fly]] to avoid incurring penalties, and shifting tides can confine you to one of the islands. If you don't have any source of flight, you might want to clear the first two levels of the Elven Halls in search of it.&lt;br /&gt;
&lt;br /&gt;
Expect to have to deal with foes such as [[list of merfolk|merfolk bands]], [[list of centaurs#satyrs|various satyrs]], and perhaps even the dreadful Witch of the Tides, [[Ilsiuw]]. Many of the enemies here use [[Hexes]], so [[magic resistance]] is important. [[Clarity]] and/or [[stasis]] are also useful.&lt;br /&gt;
&lt;br /&gt;
Whatever you do, be very careful when you explore, only [[autoexplore|autoexploring]] after you've eliminated most of the threats. Otherwise you will often find yourself trapped in combat, making your chances of collecting the [[Rune of Zot|barnacled rune of Zot]] very slim.&lt;br /&gt;
&lt;br /&gt;
===Snake Pit===&lt;br /&gt;
The [[Snake Pit]] is populated by hordes of [[list of snakes|snakes]] and [[list of nagas|nagas]]; [[Poison]] damage and [[constriction]] are both common, and this level is especially dangerous to spellcasters thanks to [[mana viper]]s. In addition to the obvious choice of [[poison resistance]], [[fire resistance]] will help with the [[salamander]]s, and [[electricity resistance]] will help with the [[shock serpent]]s. A way to nullify [[Teleport Other]] is also useful.&lt;br /&gt;
&lt;br /&gt;
If you're well prepared, and take things carefully, it won't take long until you slither across the [[Rune of Zot|serpentine rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Spider's Nest===&lt;br /&gt;
The Spider's nest has swarms of fast-moving [[list of arachnids|spiders]] that can quickly inflict severe poisoning, so don't enter without poison resistance unless absolutely necessary. But don't assume poison is all you have to worry about, as many spiders hit about as hard as [[yak]]s. Meanwhile, [[clarity]] will help with the Tarantellas, and [[see invisible]] will help you to deal with [[ghost moth]]s.&lt;br /&gt;
&lt;br /&gt;
Once you complete the final floor, you'll find the [[Rune of Zot|gossamer rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Slime Pits===&lt;br /&gt;
[[The Slime Pits]] are much more dangerous than the other branches, and require quite a lot of preparation before you can clear them with any semblance of safety. You shouldn't go here until you've ''at least'' completed the other two Lair branches, and even then, you're often better off acquiring your third rune from [[the Vaults]] or [[the Abyss]].&lt;br /&gt;
&lt;br /&gt;
Once you feel you're ready to enter the pits, you will need [[acid resistance]] and [[mutation resistance]]. Also, bring [[Clarity]] for the [[golden eye]]s if you have it. Make sure to read [[the royal jelly]]'s page and develop a strategy for dealing with it.&lt;br /&gt;
&lt;br /&gt;
The one exception to all of this is characters who worship [[Jiyva]], who can waltz in and pick up the [[Rune of Zot|slimy rune of Zot]] with no resistance after reaching 6 piety.&lt;br /&gt;
&lt;br /&gt;
==The Elven Halls==&lt;br /&gt;
If you lack poison resistance or a means of flight, clearing the first two floors of the [[Elven Halls]] may provide you with one or both of them. The Halls feature many dangerous [[list of deep elves|deep elven]] casters.&lt;br /&gt;
&lt;br /&gt;
Thanks to the wide variety of magic, virtually every [[resistance]] will come in handy, but the most important one is [[magic resistance]]. If your magic resistance is too low, you could be [[banishment|banished]], sending you to the [[Abyss]].&lt;br /&gt;
&lt;br /&gt;
Some people like to complete this branch fairly early, even before finishing any of the Lair Branches. While this isn't impossible by any means, it's very difficult, and shouldn't be tried by inexperienced players.&lt;br /&gt;
&lt;br /&gt;
==The Vaults==&lt;br /&gt;
[[The Vaults]] are an excellent place to collect your third [[Rune of Zot|rune]], although some characters may prefer [[the Abyss]]. In any case, you will need to obtain at least one [[Rune of Zot|rune]], preferably from a Lair branch.&lt;br /&gt;
&lt;br /&gt;
Once you enter, the most helpful thing you can have is decent [[AC]], [[EV]], and [[SH]]. Elemental damage isn't uncommon, but there's a wide variety, so it's best to have wide spread of [[resistance]]s. [[Magic resistance]] is particularly important for [[Vault sentinel]]s, so if you don't think you can fight an entire floor at once, you'll also want that.&lt;br /&gt;
&lt;br /&gt;
[[The Vaults#Vaults:5|Vaults:5]] is exponentially harder than the earlier levels, and often it's best to dip into the Depths before attempting it. Read the [[The_Vaults#Vaults:5|V:5]] page for a detailed list of the tools and strategies needed to reach that [[Rune of Zot|silver rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Crypt===&lt;br /&gt;
As you explore the Vaults, you'll eventually find [[the Crypt]], home to all manner of [[undead]]. You'll want [[negative energy resistance]] (more is always better), and a way to cure or resist [[rot]]. Cold resistance can also help.&lt;br /&gt;
&lt;br /&gt;
If you plan on converting to [[The Shining One]] later in your game, save this branch until then.&lt;br /&gt;
&lt;br /&gt;
===Tomb===&lt;br /&gt;
Inside the Crypt is [[The Tomb|the Tomb of Ancients]], chock-full of [[list of mummies|mummies]] and home to the [[Rune of Zot|golden rune of Zot]]. &lt;br /&gt;
&lt;br /&gt;
This is one of the most dangerous branches in the game, full of [[smiting]], [[torment]], and [[death curse]]s. Often the first thing you'll see is a band of[[sphinx]]es that can [[paralyse]] and smite you to death, so tread lightly.&lt;br /&gt;
&lt;br /&gt;
Lots of [[negative energy resistance]], [[sustain abilities]], and some way to deal with the [[rot]] are all required. Or, you could worship [[Kikubaaqudgha]] for that wonderful death curse protection and torment resistance.&lt;br /&gt;
&lt;br /&gt;
==Depths==&lt;br /&gt;
[[The Depths]] are fairly straightforward. 5 floors of elaborate layouts leading up to the [[The Realm of Zot|Realm of Zot]] entrance. Along the way, you'll find entrances to [[the Abyss]], [[the Vestibule of Hell]], and [[Pandemonium]].&lt;br /&gt;
&lt;br /&gt;
Be on the lookout for [[mutation resistance]] if you haven't found it already, because it's useful in all of the branches you'll explore from here on out.&lt;br /&gt;
&lt;br /&gt;
==Abyss==&lt;br /&gt;
The Abyss is the easiest of the branches you'll run across in the Depths. Unsurprisingly, followers of Lugonu will have an easier time here, particularly since they can leave the Abyss whenever they want.&lt;br /&gt;
&lt;br /&gt;
No matter who you follow, though, you absolutely need mutation resistance here. Also, Apportation is great for nabbing that abyssal rune of Zot before you teleport away. You'll also want enough food to keep you from starving, since Abyss has a distinct lack of food, and most characters don't get to leave when they feel like it.&lt;br /&gt;
&lt;br /&gt;
Oddly, despite the constant -cTele, teleportation is often a decent way to escape a dodgy situation. So don't leave all your source of teleport behind!&lt;br /&gt;
&lt;br /&gt;
==Hell==&lt;br /&gt;
After you enter [[the Vestibule of Hell]] and kill all the enemies inside, you'll be granted with four branches: [[Gehenna]], [[Cocytus]], [[Tartarus]], and [[The Iron City of Dis]], all with their own [[Rune of Zot|rune]].&lt;br /&gt;
&lt;br /&gt;
These places all have three things in common: Annoying [[Hell effect]]s, [[torment]], and a distinct lack of [[food]]. Other than that, they each have their own &amp;quot;theme&amp;quot; with relevant resistances.&lt;br /&gt;
&lt;br /&gt;
*[[Gehenna]]: Home to fire, hellfire, even more fire, and the [[Rune of Zot|obsidian rune of Zot]].&lt;br /&gt;
*[[Cocytus]]: Realm of Ice and Annoying Amounts of Water. You'll find the [[Rune of Zot|icy rune of Zot]] here.&lt;br /&gt;
*[[Tartarus]]: Full of [[undead]], [[draining]], and [[dispel undead]]. Contains the [[Rune of Zot|bone rune of Zot]].&lt;br /&gt;
*[[Dis]]: A city where almost everything is made of iron, including the [[Rune of Zot|iron rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
If you can't clear [[the Realm of Zot]], you probably shouldn't even bother with these places, but if you want all 15 runes you'll have to enter them eventually.&lt;br /&gt;
&lt;br /&gt;
==Pandemonium==&lt;br /&gt;
[[Pandemonium]] is yet another place you probably shouldn't go to if you only want to win. It contains one [[rune]] guarded by a randomly generated panlord, the [[Rune of Zot|demonic rune of Zot]]. The [[Rune of Zot|other four]] are guarded by unique Pan Lords, which you only have one chance to kill or outsmart.&lt;br /&gt;
&lt;br /&gt;
This place requires a ton of [[Pandemonium#Preparation|preparation]], as you'll need to be able to deal with [[Cerebov]], [[Mnoleg]], [[Lom Lobon]], and/or [[Gloorx Vloq]] whenever the game throws them at you. Definitely check out the [[Pandemonium]] article and the articles on the individual pan lords before you enter!&lt;br /&gt;
&lt;br /&gt;
==Realm of Zot==&lt;br /&gt;
[[The Realm of Zot|Zot]], the final frontier... or maybe not, depending on your branch order. This is where you will find the [[Orb of Zot]], the entire reason you're in the dungeon.&lt;br /&gt;
&lt;br /&gt;
To obtain the orb, you'll want lots of [[fire resistance]], [[acid resistance]], and [[mutation resistance]]. [[Electricity resistance]], [[cold resistance]], [[poison resistance]], and [[see invisible]] are also helpful.&lt;br /&gt;
&lt;br /&gt;
Eventually you will arrive at [[Zot:5]], which contains the infamous Orb Chamber. Read that page for more details on how to not die there. Just know this: You'll probably want a source of [[Stasis]], in case you have to walk through a teleport trap.&lt;br /&gt;
&lt;br /&gt;
Note that even if you want to collect every rune, often it's best to clear out Zot first for the extra experience and items. Just don't pick up the orb!&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
When you've finished ransacking every place you wish, proceed to Zot:5 and claim the [[Orb of Zot]]! To save yourself a bit of distance, consider using [[Apportation]] to drag the Orb over to the nearest staircase (though this will take a while and make tons of noise, which is why you should clear out the Orb chamber first).&lt;br /&gt;
&lt;br /&gt;
Be warned that from the time you pick up the Orb, all portals in the dungeon will close, sealing off Hell and the other netherworlds. Furthermore, you will be under -cTele (that is, no teleport control ''anywhere'') from this point on.&lt;br /&gt;
&lt;br /&gt;
To finish the game, simply book it towards D:1. Your priority now is speed: use every method of speeding yourself up available to you, whether it's [[haste]], [[Swiftness]], [[dig]]ging yourself a shortcut, or anything else. Use of any potions, scrolls, or wands that can help you travel more quickly, and don't worry too much about [[magical contamination]]; it doesn't matter if you exit the Dungeon as a [[Blurry Vision|half-blind]], [[deformed]], [[mutation|mutant]] [[Herbivore|vegan]] so long as you've escaped safely.&lt;br /&gt;
&lt;br /&gt;
You can also make use of the game's autotravel feature (Ctrl+G), which will automatically calculate the shortest route to your destination, but this won't automatically use items for you.&lt;br /&gt;
&lt;br /&gt;
Occasionally residents of Pandemonium will appear to block your path, including [[Pandemonium lord]]s. If you can get around them, do so. If they block your path completely, only fight if you can clear a path within a few turns; otherwise, [[dig]] yourself a new path or take another route. Though you'll be under permanent -cTele, you can still make a semi-controlled [[blink]] by using a [[scroll of blinking]] or [[Controlled Blink]]; a random teleport, whether from a [[scroll of teleportation|scroll]] or [[wand of teleportation|wand]], can also get you free of a blockade.&lt;br /&gt;
&lt;br /&gt;
Only stop to heal if you're in danger of dying, and do so on an upwards stairway if possible. Just travel as quickly and efficiently as possible, avoid getting pinned down, and you should escape without too much trouble.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.14]] [[the Depths]] branch replaced D:17-27, and it was made necessary to obtain a [[rune of Zot]] to enter [[the Vaults]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy Guides]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>UnumArma</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ru&amp;diff=36585</id>
		<title>Ru</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ru&amp;diff=36585"/>
				<updated>2015-04-24T04:01:12Z</updated>
		
		<summary type="html">&lt;p&gt;UnumArma: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
[[File:Ru altar.png]] ''&amp;quot;Sacrifice that you may gain great power!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Of all the gods, only Ru opposed creation. Not as folly, but as distraction. Initiates of Ru can open channels to the powers underlying the visible world by renouncing the fetters that bind them here. These sacrifices are not made to Ru, but rather given up freely and permanently. Initiates can redirect would-be attackers and retaliate against their enemies, replenish their health and magic, perform a mighty leap, and unleash a massive wave of power against foes.&lt;br /&gt;
&lt;br /&gt;
Ru leads you to gain immense power which initially will cause foes to falter and become stricken with maladies if they harm you. As you make further sacrifices, you will be able to draw on this power to restore your health and magic and make a lightning-fast explosive leap. Exceptional sacrificiants can unleash their power in a massive strike against all their foes.&lt;br /&gt;
&lt;br /&gt;
Once you begin worship, Ru will monitor your progress as you explore the dungeon and defeat its inhabitants. Ru will, on judging you ready, offer you three sacrifices which you can make in order to achieve greater power.&lt;br /&gt;
&lt;br /&gt;
Ru likes it when you make personal sacrifices.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s are prohibited from worshiping Ru.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Making sacrifices to him. The amount of piety granted per sacrifice varies depending on the significance of the sacrifice (sacrificing a hand grants much more piety than sacrificing purity by gaining dopiness).&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Nothing. You can't offend Ru, Ru has no penance, and inflicts no wrath for leaving. However, you lose the benefits of worshiping Ru while retaining all the drawbacks of your sacrifices (they are not undone).&lt;br /&gt;
&lt;br /&gt;
*Piety with Ru does not decrease.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*'''Make Sacrifice''' - Ru gives you no powers initially, but as you explore will periodically offer you a batch of three sacrifice options to make. These will be available from the Abilities screen. Making a sacrifice will ''permanently'' handicap your character in a dramatic way, but will grant you piety, which unlocks new abilities and makes them more powerful. New sacrifices will be offered periodically, and will refresh faster after you accept one than if you simply let a set of three sit unused. The exact amount of piety received varies depending on how crippling the effect is on your character. See '''Sacrifices''' below for more details. Note that Monks do not get their initial starting piety with Ru as they would with other gods, but do get offered an immediate choice of sacrifices upon joining if Ru is their first god.&lt;br /&gt;
&lt;br /&gt;
Once you've made sufficient sacrifices to reach full piety, Ru will stop offering new ones. If you abandon and return to the god, however, new sacrifices will be made available.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*'''Aura of Power''' - Any enemy that attacks you may instead falter or redirect its attack to itself or another target. The chance of this rises linearly with piety, reaching a 10% chance of faltering and 5% chance of redirecting at max piety.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*Your Aura of Power is strengthened. Enemies that inflict damage upon you receive various detrimental [[status effect]]s. The chance of this rises linearly with piety, reaching 33% at max piety. The specific status effect applied is randomly chosen from the following list: [[Corona]], [[Silence]], [[Blind]], [[Slow]], or [[Paralysis]]. The chance of inflicting a more severe status effect rises with damage sustained and falls based on the attacker's [[HD]].&lt;br /&gt;
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'''[[Piety|Piety level ***]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*'''Draw Out Power''' - When used, you regain [[HP]] and [[MP]], free yourself from nets, webs and constriction, and cure petrification, slow, and confusion. Cost: [[exhaustion]], moderate [[draining]].&lt;br /&gt;
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'''[[Piety|Piety level ****]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*'''Power Leap''' - Allows you to [[jumping|leap]] three tiles and creates a damaging 3x3 explosion wherever you land. Explosion damage scales with piety and experience level. Cost: 5 [[MP]], [[exhaustion]].&lt;br /&gt;
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'''[[Piety|Piety level *****]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*'''Apocalypse''' - Deals heavy damage and random status effects to every enemy within your [[line of sight]]. Cost: 8 [[MP]], [[exhaustion]], heavy [[draining]].&lt;br /&gt;
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'''[[Piety|Piety level ******]]''': &amp;quot;&amp;quot;&lt;br /&gt;
:*No new abilities. Please note that unlike other gods, Ru's piety caps at 160. That means that as soon as you reach ****** piety, you are maxed out.&lt;br /&gt;
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==Punishments==&lt;br /&gt;
Ru cannot be offended in any way, and will never deliver punishments upon your character. However, all sacrifices made while worshiping Ru are permanent, and the abilities Ru grants are lost when upon abandonment.&lt;br /&gt;
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==Strategy==&lt;br /&gt;
Ru encourages focused characters by rewarding the sacrifice of anything that lies outside one's planned build, granting extremely powerful abilities and buffs in return. Wearing an [[amulet of faith]] does not increase the piety gained per sacrifice, nor does [[Forlorn]] reduce it; instead, they simply hasten or slow down the rate at which new sacrifices are offered. Unlike with most other gods, removing an amulet of faith does not damage piety. One simply gains an extra delay before the next set of sacrifices is offered. As such, a max piety Ru-worshiper gains nothing from wearing an amulet of faith and loses nothing for removing it.&lt;br /&gt;
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Be aware that any sacrifices you take up are permanent. You will never get back that arm, or your dodging skill, or the ability to have allies. Thus, it is rarely a good idea to switch to another god from Ru.&lt;br /&gt;
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Try to sacrifice such that it does not interfere heavily with your strategy. For example, in a 3 rune game, where you wouldn't expect a lot of torment or hellfire, Sacrifice Drink would be more doable than for a 15 rune game where both are commonplace and will frequently deny you your potions. Sacrifice Arcana would be fine for 3 rune games where you could do without some spells, but may be regrettable should you wish to go for 15 and find yourself unable to cast Haste, Controlled Blink, or Regeneration. Contrariwise, Sacrifice Essence may be dangerous and difficult to cope with in a 3 rune game, but can be easily made up for in equipment by the extended game.&lt;br /&gt;
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That said, Ru does offer many useful powers. Though it may not feel substantial, Aura of Power will give you a decent edge in fights, it also has the added benefit of aiding in kiting enemies, as the chance for Aura of Power to distract an enemy occurs on ''any'' action taken by that enemy, including walking towards you, meaning characters of average speed may eventually out run enemies that lose turns to Aura of Power without the need for haste or swiftness. Draw out Power is straightforward - instantly regain HP and MP at the cost of slight draining. Power Leap is a highly versatile tool for both positioning yourself and damaging enemies. Finally, Apocalypse will incapacitate foes everywhere while dealing considerable damage. It can wipe out most of your ordinary foes and tough ones will be significantly weakened.&lt;br /&gt;
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All of Ru's abilities [[exhausted|exhaust]] the user for a short while, as though you'd cast [[Death's Door]] or gone [[berserk]]. Choose when to use your abilities wisely.&lt;br /&gt;
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==Sacrifices==&lt;br /&gt;
Ru will offer you a randomly selected batch of three sacrifices every so often. Choosing a sacrifice will permanently handicap your character as described, and you will not be able to make a new sacrifice until a new batch is offered. Each sacrifice can be selected only once, though you'll only have to make a fraction of them over the course of the game. Unlike other gods, Ru's piety maxes at 160 (the start of six stars) rather than 200, so as soon as you hit ******, you are have maximum piety and Ru will no longer offer sacrifices.&lt;br /&gt;
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'''Sacrifice Arcana''' - Permanently lose three randomly selected magic skills and access to all spells in those schools. Any experience you've invested in the associated skills will be converted to additional piety, and any spells you already know that use those skills will be forgotten. One school is chosen from each of the following groups:&lt;br /&gt;
*[[Charms]]/[[Conjurations]]/[[Summonings]]/[[Translocations]]&lt;br /&gt;
*[[Transmutations]]/[[Necromancy]]/[[Hexes]]&lt;br /&gt;
*[[Air Magic]]/[[Earth Magic]]/[[Fire Magic]]/[[Ice Magic]]/[[Poison Magic]].&lt;br /&gt;
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'''Sacrifice Artifice''' - Permanently lose the [[Evocations]] skill. Any experience you've invested in it will be converted to additional piety. Your character can no longer activate any [[wand]]s, [[rod]]s, or abilities which rely upon the Evocations skill. [[Brand]]s, [[ego]]s, and the [[lantern of shadows]] still function as normal though.&lt;br /&gt;
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'''Sacrifice Courage''' - Suffer a [[slaying]] and [[spellpower]] malus which scales with the number and strength of opponents in your [[line of sight]]. Penalties begin when more than one [[tough]] monster or a single [[nasty]] monster is visible, and becomes more pronounced as more opponents appear.&lt;br /&gt;
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'''Sacrifice Drink''' - Any time you are severely injured or suffer a significantly strong attack, you lose the ability to [[quaff]] [[potion]]s for ??? turns. Any attack that reduces you below 30% of max HP will trigger this, as can heavy attacks regardless of your current HP; such attacks must deal damage equal to at least 4% of your max HP for a chance of triggering the ability loss, and the chance rises with higher damage, guaranteed at 20% max HP.&lt;br /&gt;
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'''Sacrifice Durability''' - Permanently lose the [[Armour skill]]. Any experience you've invested in it will be converted to additional piety. Worth bonus piety if you've also used '''Sacrifice Nimbleness'''.&lt;br /&gt;
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'''Sacrifice Essence''' - Permanently suffer one of the following randomly selected negatives: a negative rank of [[wizardry]], -40 [[magic resistance]], or -10% MP. When you select this sacrifice, you will get to see which option has been chosen for you, and may accept or decline at that point.&lt;br /&gt;
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'''Sacrifice Experience''' - Immediately lose two levels of experience and reduces your maximum level to 25.&lt;br /&gt;
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'''Sacrifice Hand''' - Permanently lose one hand (or set of hands in the case of [[formicid]]s) and all associated benefits of two-handedness. You can only wield weapons which are one-handed for your [[species]], lose the ability to deliver [[auxiliary attack|offhand punches]], can never wear [[shields]], and lose one [[ring]] slot. You also lose access to the [[Shields skill]], and any experience invested in it will be converted to additional piety.&lt;br /&gt;
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'''Sacrifice Health''' - Permanently suffer one of the following randomly selected negatives: -3 [[AC]], -3 [[EV]], or -10% HP. When you select this sacrifice, you will get to see which option has been chosen for you, and may accept or decline at that point.&lt;br /&gt;
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'''Sacrifice Love''' - Permanently make almost all monsters you encounter hostile to you. This includes [[derived undead]] which you generate and temporary monsters which you summon or create through evokable items. The only unaffected monsters are [[orbs of destruction]], [[ball lightning]], [[battlesphere]]s, [[spectral weapon]]s, and [[fulminant prism]]s. Notably, the [[fire vortices]] created by [[Fire Storm]] will be hostile. Also, the spell [[Enslave]] and all [[wands of enslavement]] will no longer function.&lt;br /&gt;
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'''Sacrifice Nimbeleness''' - Permanently lose the [[Dodging]] skill. Any experience you've invested in it will be converted to additional piety. Worth bonus piety if you've also used '''Sacrifice Durability'''.&lt;br /&gt;
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'''Sacrifice Purity''' - Permanently acquire one rank of one of the following [[bad mutations]]: [[Scream]], [[Deterioration]], [[Slow Healing]], [[Vine Stalker|No Device Heal]], or [[Reduced Attributes]]. The mutation is randomly selected when you choose this sacrifice, and you may decide whether or not to accept the selected mutation at that time.&lt;br /&gt;
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'''Sacrifice Skill''' - Permanently reduce all [[aptitude|skill aptitudes]] by 1. It will make you lose ranks in skills you have trained.&lt;br /&gt;
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'''Sacrifice Stealth''' - Permanently have your [[stealth]] value set to 0, as though you were constantly berserking. Any opponent in your line of sight will immediately notice you. This does not mean you produce additional [[noise]], however, so you will not be waking up things beyond your line of sight any more than normal. Also, you may still train the [[Stealth]] skill for its [[stabbing]] benefits.&lt;br /&gt;
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'''Sacrifice Words''' - Any time you are severely injured or suffer a significantly strong attack, you lose the ability to read [[scroll]]s for ??? turns. Any attack that reduces you below 30% of max HP will trigger this, as can heavy attacks regardless of your current HP; such attacks must deal damage equal to at least 4% of your max HP for a chance of triggering the ability loss, and the chance rises with higher damage, guaranteed at 20% max HP.&lt;br /&gt;
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==History==&lt;br /&gt;
Ru was added in [[0.16]].&lt;br /&gt;
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For a time during development, Ru was named Iashol.&lt;br /&gt;
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[[Category:Gods]]&lt;/div&gt;</summary>
		<author><name>UnumArma</name></author>	</entry>

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