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		<updated>2026-05-09T09:30:36Z</updated>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sif_Muna&amp;diff=44601</id>
		<title>Sif Muna</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sif_Muna&amp;diff=44601"/>
				<updated>2016-12-28T23:46:12Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
[[File:Sif muna.png]] ''&amp;quot;I know many secrets...&amp;quot;''&lt;br /&gt;
{{flavour|Sif Muna the Loreminder is a contemplative but powerful deity, served by those who seek magical knowledge. The Loreminder appreciates followers who triumph over their foes and especially the training of spellcasting skills in order to do so. The faithful can expect to recieve  a supply of spellbooks taken directly from Sif Muna's legendary library.&lt;br /&gt;
&lt;br /&gt;
Sif Muna will grant followers divine energy, allowing them to occasionally cast spells even with insufficient reserves of magic. Eventually worshippers will gain the ability to rapidly restore their magical energy, and to forget any spell at will, so as to learn new ones. Sif Muna protects spellcasters against the negative effects of miscasting spells. Over time, followers will receive spellbooks containing a vast range of spells.&lt;br /&gt;
&lt;br /&gt;
Sif Muna likes it when you kill living beings, you destroy the undead, you kill demons, you kill holy beings, and you destroy the nonliving beings. Sif Muna especially likes it when you train your various spell casting skills.&lt;br /&gt;
&lt;br /&gt;
Sif Muna strongly dislikes it when you destroy spellbooks.}}&lt;br /&gt;
&lt;br /&gt;
'''Sif Muna the Loreminder''' is a contemplative but powerful deity, served by those who seek magical knowledge. Sif Muna appreciates the training of spell casting skills. &lt;br /&gt;
&lt;br /&gt;
No background starts with this religion. &lt;br /&gt;
&lt;br /&gt;
==Restrictions==&lt;br /&gt;
Sif Muna will not accept worshipers who don't know any spells.&lt;br /&gt;
&lt;br /&gt;
[[Demigod]]s may not worship Sif Muna or any other deity.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Training your magic skills. The exact amount of [[XP]] required to gain piety is variable (increases as your level increases) and hard to evaluate precisely, but it doesn't depend on your aptitudes, or how you have distributed your skill points. Note that [[Evocations]] and [[Invocations]] don't count.&lt;br /&gt;
*Killing living, undead, demonic, holy, and nonliving creatures.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Forgetting her. Piety falls slowly over time (about 1 every 2,000 turns) and you are excommunicated if it falls to 0.&lt;br /&gt;
*Abandoning her.&lt;br /&gt;
*Destroying spellbooks.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Disciple&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Student&amp;quot;&lt;br /&gt;
*'''Divine Energy''': Toggleable status. When active, allows cast a single spell without sufficient MP in exchange for -Cast status for 3 + random2avg(2 * cost, 2) turns. &lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Adept&amp;quot;&lt;br /&gt;
*'''Protection from [[miscast effect]]s''': You gain a (Piety/1.6)% chance to negate miscast effects due to spells you cast (full protection at 6*). Miscast effects from other sources ignore Sif's protection.&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Scribe&amp;quot;&lt;br /&gt;
*'''[[Channel energy]]''': 3-5 MP restored per turn for 4 + random2avg(2 * INVOCATIONS / 3, 2) turns. (Costs 50-100 Food and 2-3 Piety) &lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Scholar&amp;quot;&lt;br /&gt;
*'''Forget spells at will''': Works as a [[scroll of amnesia]]. (Costs 5 MP, 8-12 piety)&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Sage&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Genius of the Arcane&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
'''[[Piety|Piety level *****]]''':&lt;br /&gt;
:* '''[[Spell book]]s.''' Each spell book is either an ordinary spell book (24%), a Theme artifact spell book (73%) or a Level artifact spell book (2%).&lt;br /&gt;
&lt;br /&gt;
Ordinary spell books are the kind you find lying around the dungeon, and are weighted toward ones with spells you don't have in your other spell books. Theme artifact spell books will contain several spells on a given theme (not necessarily a magic school). Level artifact spell books will contain several spells with a given level (up to your experience level). A high Spellcasting skill will grant better artifact spellbooks. Note that Sif Muna will not give you any [[manual]]s, the [[Necronomicon]] ([[Kikubaaqudgha]]'s special), a [[Book of Annihilations]], an [[Akashic Record]], or a [[Grand Grimoire]], although it's possible to get some of the spells they contain in artifact spell books.&lt;br /&gt;
&lt;br /&gt;
Sif Muna's [[Gift Timeout|gift timeout]] is between 41 and 59.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Sif Muna does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Those in Sif Muna's ill graces find the very forces of magic rebelling against them. They are confused and stupefied, their magical reserves drained, their enchantments unravelled. Casting spells, too, becomes unreliable - and even dangerous.}}&lt;br /&gt;
&lt;br /&gt;
If you leave Sif Muna (voluntarily or not), your penance counter will be set to 50 (quite high!), but no immediate negative events will happen. Possible punishments include:&lt;br /&gt;
*20%: Temporary decrease in Intelligence by up to 20%&lt;br /&gt;
*30%: Confusion for 1d10+2 turns&lt;br /&gt;
*20%: A random [[Miscast effect#Divinations|divination miscast effect]]&lt;br /&gt;
*20%: All MP drained&lt;br /&gt;
*10%: Reduction of the remaining duration of all magic enchantments affecting you to 0 or 10 [[aut]]s (11 for [[Flight]]). This is identical to the effects of a [[potion of cancellation]].&lt;br /&gt;
&lt;br /&gt;
Every time you cast a spell, there's a 5% chance that the failure rate will be increased by a percentage equal to your current penance.  This is in addition to normal punishments, and will not reduce your penance.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Sif Muna is the default &amp;quot;magic god&amp;quot;, favored by characters who want to pursue that path without focusing on the destructive (Vehumet) or necromantic (Kikubaaqudgha) sides of magic. Instead, Sif Muna is much more versatile. Her protection from miscasts covers more magical realms than Kiku's protection, and her spell book gifts are weighted to contain spells you don't already have, allowing you to eventually gain access to every spell in the game. The Channel Energy and Selective Amnesia abilities also come early, and are very useful for any caster. &lt;br /&gt;
&lt;br /&gt;
The main draw of following Sif Muna, aside from free spellbooks, is Channel Energy. At 12 invocations (a fairly modest investment at mid game) it recovers 4 MP per turn in average, lasting ~9 turn. Against single foes, you can Blink for a couple of free turns to channel. For a character with some means of delaying opponents (conjured flames, meph clouds, summoned monsters, Leda's Liquefaction, hexes), you can use the extra turns for mana restoration before resuming fire. (Just beware the food cost, semi-seriously; keep some quick snacks on hand, or chow before a big fight)&lt;br /&gt;
&lt;br /&gt;
Channel Energy is of particular interest to [[undead]] players who don't have a food clock ([[Mummies]], bloodless [[Vampire]]s, casters in [[Necromutation|lich form]]). For them, it's essentially free MP. This is also true for other races with versatile diets, such as [[kobold]]s, [[ghoul]]s, or anyone with an [[amulet of the gourmand]].&lt;br /&gt;
&lt;br /&gt;
If you find an [[Amulet of faith]] in the early game, you should consider wearing it, as it will allow you to receive spellbook gifts much sooner and much faster, and once you have the spells you need, the loss of 1/3d of your piety won't hurt a bit.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
When Sif Muna's altar is missing from the [[Ecumenical Temple]], keep a look out for wide hallways with blue floor tiles; when Sif's altar is not in Temple, it often has such a hallway preceding the altar proper. Regardless, like other altars, it is guaranteed to appear at least once between floors 1-9 of the main dungeon.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], Channel Energy was a [[Piety|Piety level *]] ability that instantly granted d(2+[Invocations/4]) MP for 100-200 hunger at a 0 - piety/20 - floor(Invocations skill * 2.0) failure rate, and spellbook gifts began at [[Piety|Piety level ******]]. Followers gained piety solely for training magic skills.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], Sif Muna's wrath was able to force you to forget a spell.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spell_Power&amp;diff=37071</id>
		<title>Spell Power</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spell_Power&amp;diff=37071"/>
				<updated>2015-05-07T09:09:10Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: /* Example: Spell Power Milestone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
Most spells use a '''spell power''' value to determine their damage, range, duration, etc. You can display your spell power for known spells by bringing up your spell list with '''z''', then '''?''', then '''!''', which will display a screen looking like this:&lt;br /&gt;
&lt;br /&gt;
  Your Spells                      Power&lt;br /&gt;
 a - Call Imp                      ###.......&lt;br /&gt;
 b - Blink                         N/A&lt;br /&gt;
 c - Conjure Flame                 #####...&lt;br /&gt;
 d - Iron Shot                     ######....&lt;br /&gt;
&lt;br /&gt;
Most [[spells]] have a capped spell power. A cap of 100 means that if your spell power is higher than 100, it will be set to 100. This is done to prevent players from casting super-powered low-level spells. The dots stop at the cap while the bars indicate how much effective spell power you have.&lt;br /&gt;
&lt;br /&gt;
==Equivalence==&lt;br /&gt;
&lt;br /&gt;
The amount of bars of spell power shown in spell description does not increase at the same rate as the actual spell power. Here is a table of what values can be hidden behind the various possible description shown by the game :&lt;br /&gt;
&lt;br /&gt;
 Value          Description&lt;br /&gt;
 0-9          #.........&lt;br /&gt;
 10-14        ##........&lt;br /&gt;
 15-24        ###.......&lt;br /&gt;
 25-34        ####......&lt;br /&gt;
 35-49        #####.....&lt;br /&gt;
 50-74        ######....&lt;br /&gt;
 75-99        #######...&lt;br /&gt;
 100-149      ########.. &lt;br /&gt;
 150-199      #########.&lt;br /&gt;
 200          ##########&lt;br /&gt;
&lt;br /&gt;
Here is a graph of the bars versus power:&lt;br /&gt;
&lt;br /&gt;
[[Image:Spell Power Bars vs Numeric.png|Bars versus numeric power]]&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
&lt;br /&gt;
First, the game calculates raw spell power using the following formula.&lt;br /&gt;
&lt;br /&gt;
  ((Spellcasting / 2) + (2 * [average_spell_schools]) + brilliance)&lt;br /&gt;
  * enhancers&lt;br /&gt;
  * (INT / 10)&lt;br /&gt;
  * wild magic&lt;br /&gt;
  * augmentation&lt;br /&gt;
&lt;br /&gt;
*'''Average spell schools''' is the average of all the skills necessary for the spell - up to three schools for some spells (e.g. [[Mephitic Cloud]], which requires Conjurations, Poison Magic, and Air Magic).&lt;br /&gt;
* '''Brilliance''' is the effect of a [[potion of brilliance]]. The boost is equal to three average skill levels, but is still applied even if your average skill level has reached the max of 27. This boost is wholly separate from the wizardry effect and from the temporary Intelligence gain (which also affects spell power).&lt;br /&gt;
*'''Enhancers''' is a factor calculated from rings of fire, staves of cold, a robe of the Archmagi, etc. You get +1 for every enhancer and -1 for every dampener. If the factor is positive, your spell power is multiplied by 1.5&amp;lt;sup&amp;gt;(factor)&amp;lt;/sup&amp;gt;. If it is negative, it is multiplied by 0.5&amp;lt;sup&amp;gt;(factor)&amp;lt;/sup&amp;gt;, effectively halving your power every dampener. The factor is capped at ±3.&lt;br /&gt;
* '''Wild Magic''' is a [[mutation]] that increases your spell power, but decreases your success rate. The bonus is ×1.5, ×2 or ×2.5 depending on how many levels of this mutation you have.&lt;br /&gt;
* '''Placid Magic''' is a [[mutation]] that decreases your spell power, but increases your success rate. The bonus is ×0.667, ×0.5 or ×0.4 depending on how many levels of this mutation you have. (Inverse to wild magic)&lt;br /&gt;
* '''Augmentation''' is a [[demonspawn mutation]] which increases your spell power at high HP. The bonus is ×1.4, ×1.8 or ×2.2 depending on how much augmentation bonus you have.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! Mutation Level !! HP &amp;lt;50% !! HP &amp;gt; 50% !! HP &amp;gt;66% !! HP &amp;gt;75% !! HP &amp;gt;83%&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0 || 1 || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0 || 1 || 2 || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once the raw spell power value is determined, a stepdown function is applied to obtain the '''real''' spell power. This function used to be a polygonal function, but in [[0.10]] it was changed to a logarithmic function.&lt;br /&gt;
&lt;br /&gt;
[[File:Spell power stepdown function.png]]&lt;br /&gt;
&lt;br /&gt;
Approximately, every 50 real spell power is twice as difficult to obtain; and there is an absolute maximum of 200 real spell power. For example, 50 raw spell power is equivalent to 50 real spell power; 100 raw spell power is equivalent to 50 + 50/2 = 75 real spell power; and 500 raw spell power is equivalent to 50 + 100/2 + 200/4 + 150/8 = 168 real spell power. The maximum of 200 real spell power is reached at 750 raw spell power.&lt;br /&gt;
&lt;br /&gt;
=== Example: Spell Power Milestone ===&lt;br /&gt;
&lt;br /&gt;
  Base Value = (Spellcasting / 2) + (2 * [average_spell_schools])&lt;br /&gt;
&lt;br /&gt;
Since the base value of spell power is capped at '''67.5''', without any enhancers spell power of 150 (raw spell power of 350) is achievable with INT 52. In most cases, however,  spellcasters wear enhancers that making their spell more powerful. One can calculate required base value for hitting specific spell powers. As an example, requirements of 100(########..), 150 (#########.), and 200(##########) are calculated with INT=40 (quite high!)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! # of Enhancers !! Power ########.. !! Power #########. !! Power ##########&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 37.5 || 87.5 || 187.5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 25 || 58.3 || 125&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 16.7 || 38.9 || 83.3&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 11.1 || 25.9 || 55.6&lt;br /&gt;
|-&lt;br /&gt;
| 1 + &amp;lt;br&amp;gt; Wild magic 2 || 12.5 || 29.2 || 62.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Maxed out spell power without [[potion of brilliance]] can only be accomplished with three enhancers, or two enhancers with a wild magic mutation. If one have Wild Magic Lv 2, then only one enhancer can max out your spell power. However, in this situation spellcasting success rate falls off dramatically, forcing the player to use wizardry ring. Demonspawn with augmentation 1 can enjoy max spell power with two enhancers, while one with augmentation 3 can enjoy maximum spell power with only one enhancer.&lt;br /&gt;
&lt;br /&gt;
==Spell Range==&lt;br /&gt;
&lt;br /&gt;
For most spells the range starts out at maximum, but for some spells like [[Flame Tongue]] the range increases based on spell power, after step down.   Given that [[Flame Tongue]] is the most common spell with variable range, it serves as a useful example.  Flame Tongue has a spell power cap of 40 for range and 25 for damage.&lt;br /&gt;
&lt;br /&gt;
If the spell power (pow in the following) is above the power cap, the spell has maximum range.  Otherwise:&lt;br /&gt;
&lt;br /&gt;
  range = [pow*(maxrange - minrange) + (powercap/2)] / (powercap + minrange)&lt;br /&gt;
&lt;br /&gt;
That's a bit involved.  It helps to notice that the addition of powercap/2 is to do rounding up (otherwise it will round down). So we have:&lt;br /&gt;
&lt;br /&gt;
  range = [pow*(maxrange - minrange)] / (powercap  +  minrange)&lt;br /&gt;
&lt;br /&gt;
This is the ratio of pow to powercap, over the possible ranges.  In effect, it is linear in range with spell power - once you get to about halfway between the maximum and minimum ranges, you are at about half of the power cap. 'About', because of the round up vs round down function.  &lt;br /&gt;
&lt;br /&gt;
In the table below, values of numerical power where either the range or displayed power change are shown. Note that the maximum power for Flame Tongue is 40.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Numerical power!!Power!!Range&lt;br /&gt;
|-&lt;br /&gt;
|0||&amp;lt;tt&amp;gt;#.....&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@&amp;gt;...&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|5||&amp;lt;tt&amp;gt;##....&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@&amp;gt;...&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|7||&amp;lt;tt&amp;gt;##....&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@-&amp;gt;..&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|10||&amp;lt;tt&amp;gt;###...&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@-&amp;gt;..&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|15||&amp;lt;tt&amp;gt;####..&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@-&amp;gt;..&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|20||&amp;lt;tt&amp;gt;####..&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@--&amp;gt;.&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|25||&amp;lt;tt&amp;gt;#####.&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@--&amp;gt;.&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|34||&amp;lt;tt&amp;gt;#####.&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@---&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|35||&amp;lt;tt&amp;gt;######&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@---&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spell_Power&amp;diff=37070</id>
		<title>Spell Power</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spell_Power&amp;diff=37070"/>
				<updated>2015-05-07T09:07:36Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: /* Digression: Spell Power Milestone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
Most spells use a '''spell power''' value to determine their damage, range, duration, etc. You can display your spell power for known spells by bringing up your spell list with '''z''', then '''?''', then '''!''', which will display a screen looking like this:&lt;br /&gt;
&lt;br /&gt;
  Your Spells                      Power&lt;br /&gt;
 a - Call Imp                      ###.......&lt;br /&gt;
 b - Blink                         N/A&lt;br /&gt;
 c - Conjure Flame                 #####...&lt;br /&gt;
 d - Iron Shot                     ######....&lt;br /&gt;
&lt;br /&gt;
Most [[spells]] have a capped spell power. A cap of 100 means that if your spell power is higher than 100, it will be set to 100. This is done to prevent players from casting super-powered low-level spells. The dots stop at the cap while the bars indicate how much effective spell power you have.&lt;br /&gt;
&lt;br /&gt;
==Equivalence==&lt;br /&gt;
&lt;br /&gt;
The amount of bars of spell power shown in spell description does not increase at the same rate as the actual spell power. Here is a table of what values can be hidden behind the various possible description shown by the game :&lt;br /&gt;
&lt;br /&gt;
 Value          Description&lt;br /&gt;
 0-9          #.........&lt;br /&gt;
 10-14        ##........&lt;br /&gt;
 15-24        ###.......&lt;br /&gt;
 25-34        ####......&lt;br /&gt;
 35-49        #####.....&lt;br /&gt;
 50-74        ######....&lt;br /&gt;
 75-99        #######...&lt;br /&gt;
 100-149      ########.. &lt;br /&gt;
 150-199      #########.&lt;br /&gt;
 200          ##########&lt;br /&gt;
&lt;br /&gt;
Here is a graph of the bars versus power:&lt;br /&gt;
&lt;br /&gt;
[[Image:Spell Power Bars vs Numeric.png|Bars versus numeric power]]&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
&lt;br /&gt;
First, the game calculates raw spell power using the following formula.&lt;br /&gt;
&lt;br /&gt;
  ((Spellcasting / 2) + (2 * [average_spell_schools]) + brilliance)&lt;br /&gt;
  * enhancers&lt;br /&gt;
  * (INT / 10)&lt;br /&gt;
  * wild magic&lt;br /&gt;
  * augmentation&lt;br /&gt;
&lt;br /&gt;
*'''Average spell schools''' is the average of all the skills necessary for the spell - up to three schools for some spells (e.g. [[Mephitic Cloud]], which requires Conjurations, Poison Magic, and Air Magic).&lt;br /&gt;
* '''Brilliance''' is the effect of a [[potion of brilliance]]. The boost is equal to three average skill levels, but is still applied even if your average skill level has reached the max of 27. This boost is wholly separate from the wizardry effect and from the temporary Intelligence gain (which also affects spell power).&lt;br /&gt;
*'''Enhancers''' is a factor calculated from rings of fire, staves of cold, a robe of the Archmagi, etc. You get +1 for every enhancer and -1 for every dampener. If the factor is positive, your spell power is multiplied by 1.5&amp;lt;sup&amp;gt;(factor)&amp;lt;/sup&amp;gt;. If it is negative, it is multiplied by 0.5&amp;lt;sup&amp;gt;(factor)&amp;lt;/sup&amp;gt;, effectively halving your power every dampener. The factor is capped at ±3.&lt;br /&gt;
* '''Wild Magic''' is a [[mutation]] that increases your spell power, but decreases your success rate. The bonus is ×1.5, ×2 or ×2.5 depending on how many levels of this mutation you have.&lt;br /&gt;
* '''Placid Magic''' is a [[mutation]] that decreases your spell power, but increases your success rate. The bonus is ×0.667, ×0.5 or ×0.4 depending on how many levels of this mutation you have. (Inverse to wild magic)&lt;br /&gt;
* '''Augmentation''' is a [[demonspawn mutation]] which increases your spell power at high HP. The bonus is ×1.4, ×1.8 or ×2.2 depending on how much augmentation bonus you have.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! Mutation Level !! HP &amp;lt;50% !! HP &amp;gt; 50% !! HP &amp;gt;66% !! HP &amp;gt;75% !! HP &amp;gt;83%&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0 || 1 || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0 || 1 || 2 || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once the raw spell power value is determined, a stepdown function is applied to obtain the '''real''' spell power. This function used to be a polygonal function, but in [[0.10]] it was changed to a logarithmic function.&lt;br /&gt;
&lt;br /&gt;
[[File:Spell power stepdown function.png]]&lt;br /&gt;
&lt;br /&gt;
Approximately, every 50 real spell power is twice as difficult to obtain; and there is an absolute maximum of 200 real spell power. For example, 50 raw spell power is equivalent to 50 real spell power; 100 raw spell power is equivalent to 50 + 50/2 = 75 real spell power; and 500 raw spell power is equivalent to 50 + 100/2 + 200/4 + 150/8 = 168 real spell power. The maximum of 200 real spell power is reached at 750 raw spell power.&lt;br /&gt;
&lt;br /&gt;
=== Example: Spell Power Milestone ===&lt;br /&gt;
&lt;br /&gt;
  Base Value = (Spellcasting / 2) + (2 * [average_spell_schools])&lt;br /&gt;
&lt;br /&gt;
Since the base value of spell power is capped at '''67.5''', without any enhancers spell power of 150 (raw spell power of 350) is achievable with INT 52. In most cases, however,  spellcasters wear enhancers that making their spell more powerful. Assuming INT=40 (quite high value), one can calculate required base value for hitting specific spell powers. As an example, requirements of 100(########..), 150 (#########.), and 200(##########) are calculated.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! # of Enhancers !! Power ########.. !! Power #########. !! Power ##########&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 37.5 || 87.5 || 187.5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 25 || 58.3 || 125&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 16.7 || 38.9 || 83.3&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 11.1 || 25.9 || 55.6&lt;br /&gt;
|-&lt;br /&gt;
| 1 + &amp;lt;br&amp;gt; Wild magic 2 || 12.5 || 29.2 || 62.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Maxed out spell power without [[potion of brilliance]] can only be accomplished with three enhancers, or two enhancers with a wild magic mutation. If one have Wild Magic Lv 2, then only one enhancer can max out your spell power. However, in this situation spellcasting success rate falls off dramatically, forcing the player to use wizardry ring. Demonspawn with augmentation 1 can enjoy max spell power with two enhancers, while one with augmentation 3 can enjoy maximum spell power with only one enhancer.&lt;br /&gt;
&lt;br /&gt;
==Spell Range==&lt;br /&gt;
&lt;br /&gt;
For most spells the range starts out at maximum, but for some spells like [[Flame Tongue]] the range increases based on spell power, after step down.   Given that [[Flame Tongue]] is the most common spell with variable range, it serves as a useful example.  Flame Tongue has a spell power cap of 40 for range and 25 for damage.&lt;br /&gt;
&lt;br /&gt;
If the spell power (pow in the following) is above the power cap, the spell has maximum range.  Otherwise:&lt;br /&gt;
&lt;br /&gt;
  range = [pow*(maxrange - minrange) + (powercap/2)] / (powercap + minrange)&lt;br /&gt;
&lt;br /&gt;
That's a bit involved.  It helps to notice that the addition of powercap/2 is to do rounding up (otherwise it will round down). So we have:&lt;br /&gt;
&lt;br /&gt;
  range = [pow*(maxrange - minrange)] / (powercap  +  minrange)&lt;br /&gt;
&lt;br /&gt;
This is the ratio of pow to powercap, over the possible ranges.  In effect, it is linear in range with spell power - once you get to about halfway between the maximum and minimum ranges, you are at about half of the power cap. 'About', because of the round up vs round down function.  &lt;br /&gt;
&lt;br /&gt;
In the table below, values of numerical power where either the range or displayed power change are shown. Note that the maximum power for Flame Tongue is 40.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Numerical power!!Power!!Range&lt;br /&gt;
|-&lt;br /&gt;
|0||&amp;lt;tt&amp;gt;#.....&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@&amp;gt;...&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|5||&amp;lt;tt&amp;gt;##....&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@&amp;gt;...&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|7||&amp;lt;tt&amp;gt;##....&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@-&amp;gt;..&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|10||&amp;lt;tt&amp;gt;###...&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@-&amp;gt;..&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|15||&amp;lt;tt&amp;gt;####..&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@-&amp;gt;..&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|20||&amp;lt;tt&amp;gt;####..&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@--&amp;gt;.&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|25||&amp;lt;tt&amp;gt;#####.&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@--&amp;gt;.&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|34||&amp;lt;tt&amp;gt;#####.&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@---&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|35||&amp;lt;tt&amp;gt;######&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@---&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spell_Power&amp;diff=37069</id>
		<title>Spell Power</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spell_Power&amp;diff=37069"/>
				<updated>2015-05-07T08:57:57Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
Most spells use a '''spell power''' value to determine their damage, range, duration, etc. You can display your spell power for known spells by bringing up your spell list with '''z''', then '''?''', then '''!''', which will display a screen looking like this:&lt;br /&gt;
&lt;br /&gt;
  Your Spells                      Power&lt;br /&gt;
 a - Call Imp                      ###.......&lt;br /&gt;
 b - Blink                         N/A&lt;br /&gt;
 c - Conjure Flame                 #####...&lt;br /&gt;
 d - Iron Shot                     ######....&lt;br /&gt;
&lt;br /&gt;
Most [[spells]] have a capped spell power. A cap of 100 means that if your spell power is higher than 100, it will be set to 100. This is done to prevent players from casting super-powered low-level spells. The dots stop at the cap while the bars indicate how much effective spell power you have.&lt;br /&gt;
&lt;br /&gt;
==Equivalence==&lt;br /&gt;
&lt;br /&gt;
The amount of bars of spell power shown in spell description does not increase at the same rate as the actual spell power. Here is a table of what values can be hidden behind the various possible description shown by the game :&lt;br /&gt;
&lt;br /&gt;
 Value          Description&lt;br /&gt;
 0-9          #.........&lt;br /&gt;
 10-14        ##........&lt;br /&gt;
 15-24        ###.......&lt;br /&gt;
 25-34        ####......&lt;br /&gt;
 35-49        #####.....&lt;br /&gt;
 50-74        ######....&lt;br /&gt;
 75-99        #######...&lt;br /&gt;
 100-149      ########.. &lt;br /&gt;
 150-199      #########.&lt;br /&gt;
 200          ##########&lt;br /&gt;
&lt;br /&gt;
Here is a graph of the bars versus power:&lt;br /&gt;
&lt;br /&gt;
[[Image:Spell Power Bars vs Numeric.png|Bars versus numeric power]]&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
&lt;br /&gt;
First, the game calculates raw spell power using the following formula.&lt;br /&gt;
&lt;br /&gt;
  ((Spellcasting / 2) + (2 * [average_spell_schools]) + brilliance)&lt;br /&gt;
  * enhancers&lt;br /&gt;
  * (INT / 10)&lt;br /&gt;
  * wild magic&lt;br /&gt;
  * augmentation&lt;br /&gt;
&lt;br /&gt;
*'''Average spell schools''' is the average of all the skills necessary for the spell - up to three schools for some spells (e.g. [[Mephitic Cloud]], which requires Conjurations, Poison Magic, and Air Magic).&lt;br /&gt;
* '''Brilliance''' is the effect of a [[potion of brilliance]]. The boost is equal to three average skill levels, but is still applied even if your average skill level has reached the max of 27. This boost is wholly separate from the wizardry effect and from the temporary Intelligence gain (which also affects spell power).&lt;br /&gt;
*'''Enhancers''' is a factor calculated from rings of fire, staves of cold, a robe of the Archmagi, etc. You get +1 for every enhancer and -1 for every dampener. If the factor is positive, your spell power is multiplied by 1.5&amp;lt;sup&amp;gt;(factor)&amp;lt;/sup&amp;gt;. If it is negative, it is multiplied by 0.5&amp;lt;sup&amp;gt;(factor)&amp;lt;/sup&amp;gt;, effectively halving your power every dampener. The factor is capped at ±3.&lt;br /&gt;
* '''Wild Magic''' is a [[mutation]] that increases your spell power, but decreases your success rate. The bonus is ×1.5, ×2 or ×2.5 depending on how many levels of this mutation you have.&lt;br /&gt;
* '''Placid Magic''' is a [[mutation]] that decreases your spell power, but increases your success rate. The bonus is ×0.667, ×0.5 or ×0.4 depending on how many levels of this mutation you have. (Inverse to wild magic)&lt;br /&gt;
* '''Augmentation''' is a [[demonspawn mutation]] which increases your spell power at high HP. The bonus is ×1.4, ×1.8 or ×2.2 depending on how much augmentation bonus you have.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! Mutation Level !! HP &amp;lt;50% !! HP &amp;gt; 50% !! HP &amp;gt;66% !! HP &amp;gt;75% !! HP &amp;gt;83%&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0 || 1 || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0 || 1 || 2 || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once the raw spell power value is determined, a stepdown function is applied to obtain the '''real''' spell power. This function used to be a polygonal function, but in [[0.10]] it was changed to a logarithmic function.&lt;br /&gt;
&lt;br /&gt;
[[File:Spell power stepdown function.png]]&lt;br /&gt;
&lt;br /&gt;
Approximately, every 50 real spell power is twice as difficult to obtain; and there is an absolute maximum of 200 real spell power. For example, 50 raw spell power is equivalent to 50 real spell power; 100 raw spell power is equivalent to 50 + 50/2 = 75 real spell power; and 500 raw spell power is equivalent to 50 + 100/2 + 200/4 + 150/8 = 168 real spell power. The maximum of 200 real spell power is reached at 750 raw spell power.&lt;br /&gt;
&lt;br /&gt;
=== Digression: Spell Power Milestone ===&lt;br /&gt;
&lt;br /&gt;
  Base Value = (Spellcasting / 2) + (2 * [average_spell_schools])&lt;br /&gt;
&lt;br /&gt;
Since the base value of spell power is capped at '''67.5''', without any enhancers spell power of 150 (raw spell power of 350) is achievable with INT 52. In most cases, however,  spellcasters wear enhancers that making their spell more powerful. Assuming INT=40 (quite high value), one can calculate required base value for hitting specific spell powers. As an example, requirements of 100(########..), 150 (#########.), and 200(##########) are calculated.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! # of Enhancers !! Power ########.. !! Power #########. !! Power ##########&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 37.5 || 87.5 || 187.5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 25 || 58.3 || 125&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 16.7 || 38.9 || 83.3&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 11.1 || 25.9 || 55.6&lt;br /&gt;
|-&lt;br /&gt;
| 1 + &amp;lt;br&amp;gt; Wild magic 2 || 12.5 || 29.2 || 62.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Maxed out spell power without [[potion of brilliance]] can only be accomplished with three enhancers, or two enhancers with a wild magic mutation. If one have Wild Magic Lv 2, then only one enhancer can max out your spell power. However, in this situation spellcasting success rate falls off dramatically, forcing the player to use wizardry ring.&lt;br /&gt;
&lt;br /&gt;
==Spell Range==&lt;br /&gt;
&lt;br /&gt;
For most spells the range starts out at maximum, but for some spells like [[Flame Tongue]] the range increases based on spell power, after step down.   Given that [[Flame Tongue]] is the most common spell with variable range, it serves as a useful example.  Flame Tongue has a spell power cap of 40 for range and 25 for damage.&lt;br /&gt;
&lt;br /&gt;
If the spell power (pow in the following) is above the power cap, the spell has maximum range.  Otherwise:&lt;br /&gt;
&lt;br /&gt;
  range = [pow*(maxrange - minrange) + (powercap/2)] / (powercap + minrange)&lt;br /&gt;
&lt;br /&gt;
That's a bit involved.  It helps to notice that the addition of powercap/2 is to do rounding up (otherwise it will round down). So we have:&lt;br /&gt;
&lt;br /&gt;
  range = [pow*(maxrange - minrange)] / (powercap  +  minrange)&lt;br /&gt;
&lt;br /&gt;
This is the ratio of pow to powercap, over the possible ranges.  In effect, it is linear in range with spell power - once you get to about halfway between the maximum and minimum ranges, you are at about half of the power cap. 'About', because of the round up vs round down function.  &lt;br /&gt;
&lt;br /&gt;
In the table below, values of numerical power where either the range or displayed power change are shown. Note that the maximum power for Flame Tongue is 40.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Numerical power!!Power!!Range&lt;br /&gt;
|-&lt;br /&gt;
|0||&amp;lt;tt&amp;gt;#.....&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@&amp;gt;...&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|5||&amp;lt;tt&amp;gt;##....&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@&amp;gt;...&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|7||&amp;lt;tt&amp;gt;##....&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@-&amp;gt;..&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|10||&amp;lt;tt&amp;gt;###...&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@-&amp;gt;..&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|15||&amp;lt;tt&amp;gt;####..&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@-&amp;gt;..&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|20||&amp;lt;tt&amp;gt;####..&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@--&amp;gt;.&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|25||&amp;lt;tt&amp;gt;#####.&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@--&amp;gt;.&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|34||&amp;lt;tt&amp;gt;#####.&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@---&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|35||&amp;lt;tt&amp;gt;######&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@---&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spell_Power&amp;diff=37068</id>
		<title>Spell Power</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spell_Power&amp;diff=37068"/>
				<updated>2015-05-07T08:52:57Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
Most spells use a '''spell power''' value to determine their damage, range, duration, etc. You can display your spell power for known spells by bringing up your spell list with '''z''', then '''?''', then '''!''', which will display a screen looking like this:&lt;br /&gt;
&lt;br /&gt;
  Your Spells                      Power&lt;br /&gt;
 a - Call Imp                      ###.......&lt;br /&gt;
 b - Blink                         N/A&lt;br /&gt;
 c - Conjure Flame                 #####...&lt;br /&gt;
 d - Iron Shot                     ######....&lt;br /&gt;
&lt;br /&gt;
Most [[spells]] have a capped spell power. A cap of 100 means that if your spell power is higher than 100, it will be set to 100. This is done to prevent players from casting super-powered low-level spells. The dots stop at the cap while the bars indicate how much effective spell power you have.&lt;br /&gt;
&lt;br /&gt;
==Equivalence==&lt;br /&gt;
&lt;br /&gt;
The amount of bars of spell power shown in spell description does not increase at the same rate as the actual spell power. Here is a table of what values can be hidden behind the various possible description shown by the game :&lt;br /&gt;
&lt;br /&gt;
 Value          Description&lt;br /&gt;
 0-9          #.........&lt;br /&gt;
 10-14        ##........&lt;br /&gt;
 15-24        ###.......&lt;br /&gt;
 25-34        ####......&lt;br /&gt;
 35-49        #####.....&lt;br /&gt;
 50-74        ######....&lt;br /&gt;
 75-99        #######...&lt;br /&gt;
 100-149      ########.. &lt;br /&gt;
 150-199      #########.&lt;br /&gt;
 200          ##########&lt;br /&gt;
&lt;br /&gt;
Here is a graph of the bars versus power:&lt;br /&gt;
&lt;br /&gt;
[[Image:Spell Power Bars vs Numeric.png|Bars versus numeric power]]&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
&lt;br /&gt;
First, the game calculates raw spell power using the following formula.&lt;br /&gt;
&lt;br /&gt;
  ((Spellcasting / 2) + (2 * [average_spell_schools]) + brilliance)&lt;br /&gt;
  * enhancers&lt;br /&gt;
  * (INT / 10)&lt;br /&gt;
  * wild magic&lt;br /&gt;
  * augmentation&lt;br /&gt;
&lt;br /&gt;
*'''Average spell schools''' is the average of all the skills necessary for the spell - up to three schools for some spells (e.g. [[Mephitic Cloud]], which requires Conjurations, Poison Magic, and Air Magic).&lt;br /&gt;
* '''Brilliance''' is the effect of a [[potion of brilliance]]. The boost is equal to three average skill levels, but is still applied even if your average skill level has reached the max of 27. This boost is wholly separate from the wizardry effect and from the temporary Intelligence gain (which also affects spell power).&lt;br /&gt;
*'''Enhancers''' is a factor calculated from rings of fire, staves of cold, a robe of the Archmagi, etc. You get +1 for every enhancer and -1 for every dampener. If the factor is positive, your spell power is multiplied by 1.5&amp;lt;sup&amp;gt;(factor)&amp;lt;/sup&amp;gt;. If it is negative, it is multiplied by 0.5&amp;lt;sup&amp;gt;(factor)&amp;lt;/sup&amp;gt;, effectively halving your power every dampener.&lt;br /&gt;
* '''Wild Magic''' is a [[mutation]] that increases your spell power, but decreases your success rate. The bonus is ×1.5, ×2 or ×2.5 depending on how many levels of this mutation you have.&lt;br /&gt;
* '''Augmentation''' is a [[demonspawn mutation]] which increases your spell power at high HP. The bonus is ×1.4, ×1.8 or ×2.2 depending on how much augmentation bonus you have.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! Mutation Level !! HP &amp;lt;50% !! HP &amp;gt; 50% !! HP &amp;gt;66% !! HP &amp;gt;75% !! HP &amp;gt;83%&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0 || 1 || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0 || 1 || 2 || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once the raw spell power value is determined, a stepdown function is applied to obtain the '''real''' spell power. This function used to be a polygonal function, but in [[0.10]] it was changed to a logarithmic function.&lt;br /&gt;
&lt;br /&gt;
[[File:Spell power stepdown function.png]]&lt;br /&gt;
&lt;br /&gt;
Approximately, every 50 real spell power is twice as difficult to obtain; and there is an absolute maximum of 200 real spell power. For example, 50 raw spell power is equivalent to 50 real spell power; 100 raw spell power is equivalent to 50 + 50/2 = 75 real spell power; and 500 raw spell power is equivalent to 50 + 100/2 + 200/4 + 150/8 = 168 real spell power. The maximum of 200 real spell power is reached at 750 raw spell power.&lt;br /&gt;
&lt;br /&gt;
=== Digression: Spell Power Milestone ===&lt;br /&gt;
&lt;br /&gt;
  Base Value = (Spellcasting / 2) + (2 * [average_spell_schools])&lt;br /&gt;
&lt;br /&gt;
Since the base value of spell power is capped at '''67.5''', without any enhancers spell power of 150 (raw spell power of 350) is achievable with INT 52. In most cases, however,  spellcasters wear enhancers that making their spell more powerful. Assuming INT=40 (quite high value), one can calculate required base value for hitting specific spell powers. As an example, requirements of 100(########..), 150 (#########.), and 200(##########) are calculated.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! # of Enhancers !! Power ########.. !! Power #########. !! Power ##########&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 37.5 || 87.5 || 187.5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 25 || 58.3 || 125&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 16.7 || 38.9 || 83.3&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 11.1 || 25.9 || 55.6&lt;br /&gt;
|-&lt;br /&gt;
| 1 + &amp;lt;br&amp;gt; Wild magic 2 || 12.5 || 29.2 || 62.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Maxed out spell power without [[potion of brilliance]] can only be accomplished with three enhancers, or two enhancers with a wild magic mutation. If one have Wild Magic Lv 2, then only one enhancer can max out your spell power. However, in this situation spellcasting success rate falls off dramatically, forcing the player to use wizardry ring.&lt;br /&gt;
&lt;br /&gt;
==Spell Range==&lt;br /&gt;
&lt;br /&gt;
For most spells the range starts out at maximum, but for some spells like [[Flame Tongue]] the range increases based on spell power, after step down.   Given that [[Flame Tongue]] is the most common spell with variable range, it serves as a useful example.  Flame Tongue has a spell power cap of 40 for range and 25 for damage.&lt;br /&gt;
&lt;br /&gt;
If the spell power (pow in the following) is above the power cap, the spell has maximum range.  Otherwise:&lt;br /&gt;
&lt;br /&gt;
  range = [pow*(maxrange - minrange) + (powercap/2)] / (powercap + minrange)&lt;br /&gt;
&lt;br /&gt;
That's a bit involved.  It helps to notice that the addition of powercap/2 is to do rounding up (otherwise it will round down). So we have:&lt;br /&gt;
&lt;br /&gt;
  range = [pow*(maxrange - minrange)] / (powercap  +  minrange)&lt;br /&gt;
&lt;br /&gt;
This is the ratio of pow to powercap, over the possible ranges.  In effect, it is linear in range with spell power - once you get to about halfway between the maximum and minimum ranges, you are at about half of the power cap. 'About', because of the round up vs round down function.  &lt;br /&gt;
&lt;br /&gt;
In the table below, values of numerical power where either the range or displayed power change are shown. Note that the maximum power for Flame Tongue is 40.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Numerical power!!Power!!Range&lt;br /&gt;
|-&lt;br /&gt;
|0||&amp;lt;tt&amp;gt;#.....&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@&amp;gt;...&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|5||&amp;lt;tt&amp;gt;##....&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@&amp;gt;...&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|7||&amp;lt;tt&amp;gt;##....&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@-&amp;gt;..&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|10||&amp;lt;tt&amp;gt;###...&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@-&amp;gt;..&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|15||&amp;lt;tt&amp;gt;####..&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@-&amp;gt;..&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|20||&amp;lt;tt&amp;gt;####..&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@--&amp;gt;.&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|25||&amp;lt;tt&amp;gt;#####.&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@--&amp;gt;.&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|34||&amp;lt;tt&amp;gt;#####.&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@---&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|35||&amp;lt;tt&amp;gt;######&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@---&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spell_Power&amp;diff=37067</id>
		<title>Spell Power</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spell_Power&amp;diff=37067"/>
				<updated>2015-05-07T08:52:10Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: /* Digression: Spell Power Milestone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
&lt;br /&gt;
Most spells use a '''spell power''' value to determine their damage, range, duration, etc. You can display your spell power for known spells by bringing up your spell list with '''z''', then '''?''', then '''!''', which will display a screen looking like this:&lt;br /&gt;
&lt;br /&gt;
  Your Spells                      Power&lt;br /&gt;
 a - Call Imp                      ###.......&lt;br /&gt;
 b - Blink                         N/A&lt;br /&gt;
 c - Conjure Flame                 #####...&lt;br /&gt;
 d - Iron Shot                     ######....&lt;br /&gt;
&lt;br /&gt;
Most [[spells]] have a capped spell power. A cap of 100 means that if your spell power is higher than 100, it will be set to 100. This is done to prevent players from casting super-powered low-level spells. The dots stop at the cap while the bars indicate how much effective spell power you have.&lt;br /&gt;
&lt;br /&gt;
==Equivalence==&lt;br /&gt;
&lt;br /&gt;
The amount of bars of spell power shown in spell description does not increase at the same rate as the actual spell power. Here is a table of what values can be hidden behind the various possible description shown by the game :&lt;br /&gt;
&lt;br /&gt;
 Value          Description&lt;br /&gt;
 0-9          #.........&lt;br /&gt;
 10-14        ##........&lt;br /&gt;
 15-24        ###.......&lt;br /&gt;
 25-34        ####......&lt;br /&gt;
 35-49        #####.....&lt;br /&gt;
 50-74        ######....&lt;br /&gt;
 75-99        #######...&lt;br /&gt;
 100-149      ########.. &lt;br /&gt;
 150-199      #########.&lt;br /&gt;
 200          ##########&lt;br /&gt;
&lt;br /&gt;
Here is a graph of the bars versus power:&lt;br /&gt;
&lt;br /&gt;
[[Image:Spell Power Bars vs Numeric.png|Bars versus numeric power]]&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
&lt;br /&gt;
First, the game calculates raw spell power using the following formula.&lt;br /&gt;
&lt;br /&gt;
  ((Spellcasting / 2) + (2 * [average_spell_schools]) + brilliance)&lt;br /&gt;
  * enhancers&lt;br /&gt;
  * (INT / 10)&lt;br /&gt;
  * wild magic&lt;br /&gt;
  * augmentation&lt;br /&gt;
&lt;br /&gt;
*'''Average spell schools''' is the average of all the skills necessary for the spell - up to three schools for some spells (e.g. [[Mephitic Cloud]], which requires Conjurations, Poison Magic, and Air Magic).&lt;br /&gt;
* '''Brilliance''' is the effect of a [[potion of brilliance]]. The boost is equal to three average skill levels, but is still applied even if your average skill level has reached the max of 27. This boost is wholly separate from the wizardry effect and from the temporary Intelligence gain (which also affects spell power).&lt;br /&gt;
*'''Enhancers''' is a factor calculated from rings of fire, staves of cold, a robe of the Archmagi, etc. You get +1 for every enhancer and -1 for every dampener. If the factor is positive, your spell power is multiplied by 1.5&amp;lt;sup&amp;gt;(factor)&amp;lt;/sup&amp;gt;. If it is negative, it is multiplied by 0.5&amp;lt;sup&amp;gt;(factor)&amp;lt;/sup&amp;gt;, effectively halving your power every dampener.&lt;br /&gt;
* '''Wild Magic''' is a [[mutation]] that increases your spell power, but decreases your success rate. The bonus is ×1.5, ×2 or ×2.5 depending on how many levels of this mutation you have.&lt;br /&gt;
* '''Augmentation''' is a [[demonspawn mutation]] which increases your spell power at high HP. The bonus is ×1.4, ×1.8 or ×2.2 depending on how much augmentation bonus you have.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! Mutation Level !! HP &amp;lt;50% !! HP &amp;gt; 50% !! HP &amp;gt;66% !! HP &amp;gt;75% !! HP &amp;gt;83%&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0 || 1 || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0 || 1 || 2 || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once the raw spell power value is determined, a stepdown function is applied to obtain the '''real''' spell power. This function used to be a polygonal function, but in [[0.10]] it was changed to a logarithmic function.&lt;br /&gt;
&lt;br /&gt;
[[File:Spell power stepdown function.png]]&lt;br /&gt;
&lt;br /&gt;
Approximately, every 50 real spell power is twice as difficult to obtain; and there is an absolute maximum of 200 real spell power. For example, 50 raw spell power is equivalent to 50 real spell power; 100 raw spell power is equivalent to 50 + 50/2 = 75 real spell power; and 500 raw spell power is equivalent to 50 + 100/2 + 200/4 + 150/8 = 168 real spell power. The maximum of 200 real spell power is reached at 750 raw spell power.&lt;br /&gt;
&lt;br /&gt;
=== Digression: Spell Power Milestone ===&lt;br /&gt;
&lt;br /&gt;
  Base Value = (Spellcasting / 2) + (2 * [average_spell_schools])&lt;br /&gt;
&lt;br /&gt;
Since the base value of spell power is capped at '''67.5''', without any enhancers spell power of 150 (raw spell power of 350) is achievable with INT 52. In most cases, however,  spellcasters wear enhancers that making their spell more powerful. Assuming INT=40 (quite high value), one can calculate required base value for hitting specific spell powers. As an example, requirements of 100(########..), 150 (#########.), and 200(##########) are calculated.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! # of Enhancers !! Power ########.. !! Power #########. !! Power ##########&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 37.5 || 87.5 || 187.5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 25 || 58.3 || 125&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 16.7 || 38.9 || 83.3&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 11.1 || 25.9 || 55.6&lt;br /&gt;
|-&lt;br /&gt;
| 1 + &amp;lt;br&amp;gt; Wild magic 2 || 12.5 || 29.2 || 62.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Maxed out spell power without [[potion of brilliance]] can only be accomplished with three enhancers, or two enhancers with a wild magic mutation. If one have Wild Magic Lv 2, then only one enhancer can max out your spell power. However, in this situation spellcasting success rate falls off dramatically, forcing the player to use wizardry ring.&lt;br /&gt;
&lt;br /&gt;
==Spell Range==&lt;br /&gt;
&lt;br /&gt;
For most spells the range starts out at maximum, but for some spells like [[Flame Tongue]] the range increases based on spell power, after step down.   Given that [[Flame Tongue]] is the most common spell with variable range, it serves as a useful example.  Flame Tongue has a spell power cap of 40 for range and 25 for damage.&lt;br /&gt;
&lt;br /&gt;
If the spell power (pow in the following) is above the power cap, the spell has maximum range.  Otherwise:&lt;br /&gt;
&lt;br /&gt;
  range = [pow*(maxrange - minrange) + (powercap/2)] / (powercap + minrange)&lt;br /&gt;
&lt;br /&gt;
That's a bit involved.  It helps to notice that the addition of powercap/2 is to do rounding up (otherwise it will round down). So we have:&lt;br /&gt;
&lt;br /&gt;
  range = [pow*(maxrange - minrange)] / (powercap  +  minrange)&lt;br /&gt;
&lt;br /&gt;
This is the ratio of pow to powercap, over the possible ranges.  In effect, it is linear in range with spell power - once you get to about halfway between the maximum and minimum ranges, you are at about half of the power cap. 'About', because of the round up vs round down function.  &lt;br /&gt;
&lt;br /&gt;
In the table below, values of numerical power where either the range or displayed power change are shown. Note that the maximum power for Flame Tongue is 40.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Numerical power!!Power!!Range&lt;br /&gt;
|-&lt;br /&gt;
|0||&amp;lt;tt&amp;gt;#.....&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@&amp;gt;...&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|5||&amp;lt;tt&amp;gt;##....&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@&amp;gt;...&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|7||&amp;lt;tt&amp;gt;##....&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@-&amp;gt;..&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|10||&amp;lt;tt&amp;gt;###...&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@-&amp;gt;..&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|15||&amp;lt;tt&amp;gt;####..&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@-&amp;gt;..&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|20||&amp;lt;tt&amp;gt;####..&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@--&amp;gt;.&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|25||&amp;lt;tt&amp;gt;#####.&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@--&amp;gt;.&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|34||&amp;lt;tt&amp;gt;#####.&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@---&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|35||&amp;lt;tt&amp;gt;######&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@---&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spell_Power&amp;diff=37066</id>
		<title>Spell Power</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spell_Power&amp;diff=37066"/>
				<updated>2015-05-07T08:50:12Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: Added an example: Spellpower milestone.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
&lt;br /&gt;
Most spells use a '''spell power''' value to determine their damage, range, duration, etc. You can display your spell power for known spells by bringing up your spell list with '''z''', then '''?''', then '''!''', which will display a screen looking like this:&lt;br /&gt;
&lt;br /&gt;
  Your Spells                      Power&lt;br /&gt;
 a - Call Imp                      ###.......&lt;br /&gt;
 b - Blink                         N/A&lt;br /&gt;
 c - Conjure Flame                 #####...&lt;br /&gt;
 d - Iron Shot                     ######....&lt;br /&gt;
&lt;br /&gt;
Most [[spells]] have a capped spell power. A cap of 100 means that if your spell power is higher than 100, it will be set to 100. This is done to prevent players from casting super-powered low-level spells. The dots stop at the cap while the bars indicate how much effective spell power you have.&lt;br /&gt;
&lt;br /&gt;
==Equivalence==&lt;br /&gt;
&lt;br /&gt;
The amount of bars of spell power shown in spell description does not increase at the same rate as the actual spell power. Here is a table of what values can be hidden behind the various possible description shown by the game :&lt;br /&gt;
&lt;br /&gt;
 Value          Description&lt;br /&gt;
 0-9          #.........&lt;br /&gt;
 10-14        ##........&lt;br /&gt;
 15-24        ###.......&lt;br /&gt;
 25-34        ####......&lt;br /&gt;
 35-49        #####.....&lt;br /&gt;
 50-74        ######....&lt;br /&gt;
 75-99        #######...&lt;br /&gt;
 100-149      ########.. &lt;br /&gt;
 150-199      #########.&lt;br /&gt;
 200          ##########&lt;br /&gt;
&lt;br /&gt;
Here is a graph of the bars versus power:&lt;br /&gt;
&lt;br /&gt;
[[Image:Spell Power Bars vs Numeric.png|Bars versus numeric power]]&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
&lt;br /&gt;
First, the game calculates raw spell power using the following formula.&lt;br /&gt;
&lt;br /&gt;
  ((Spellcasting / 2) + (2 * [average_spell_schools]) + brilliance)&lt;br /&gt;
  * enhancers&lt;br /&gt;
  * (INT / 10)&lt;br /&gt;
  * wild magic&lt;br /&gt;
  * augmentation&lt;br /&gt;
&lt;br /&gt;
*'''Average spell schools''' is the average of all the skills necessary for the spell - up to three schools for some spells (e.g. [[Mephitic Cloud]], which requires Conjurations, Poison Magic, and Air Magic).&lt;br /&gt;
* '''Brilliance''' is the effect of a [[potion of brilliance]]. The boost is equal to three average skill levels, but is still applied even if your average skill level has reached the max of 27. This boost is wholly separate from the wizardry effect and from the temporary Intelligence gain (which also affects spell power).&lt;br /&gt;
*'''Enhancers''' is a factor calculated from rings of fire, staves of cold, a robe of the Archmagi, etc. You get +1 for every enhancer and -1 for every dampener. If the factor is positive, your spell power is multiplied by 1.5&amp;lt;sup&amp;gt;(factor)&amp;lt;/sup&amp;gt;. If it is negative, it is multiplied by 0.5&amp;lt;sup&amp;gt;(factor)&amp;lt;/sup&amp;gt;, effectively halving your power every dampener.&lt;br /&gt;
* '''Wild Magic''' is a [[mutation]] that increases your spell power, but decreases your success rate. The bonus is ×1.5, ×2 or ×2.5 depending on how many levels of this mutation you have.&lt;br /&gt;
* '''Augmentation''' is a [[demonspawn mutation]] which increases your spell power at high HP. The bonus is ×1.4, ×1.8 or ×2.2 depending on how much augmentation bonus you have.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! Mutation Level !! HP &amp;lt;50% !! HP &amp;gt; 50% !! HP &amp;gt;66% !! HP &amp;gt;75% !! HP &amp;gt;83%&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0 || 1 || 1 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0 || 1 || 2 || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once the raw spell power value is determined, a stepdown function is applied to obtain the '''real''' spell power. This function used to be a polygonal function, but in [[0.10]] it was changed to a logarithmic function.&lt;br /&gt;
&lt;br /&gt;
[[File:Spell power stepdown function.png]]&lt;br /&gt;
&lt;br /&gt;
Approximately, every 50 real spell power is twice as difficult to obtain; and there is an absolute maximum of 200 real spell power. For example, 50 raw spell power is equivalent to 50 real spell power; 100 raw spell power is equivalent to 50 + 50/2 = 75 real spell power; and 500 raw spell power is equivalent to 50 + 100/2 + 200/4 + 150/8 = 168 real spell power. The maximum of 200 real spell power is reached at 750 raw spell power.&lt;br /&gt;
&lt;br /&gt;
=== Digression: Spell Power Milestone ===&lt;br /&gt;
&lt;br /&gt;
  Base Value = (Spellcasting / 2) + (2 * [average_spell_schools])&lt;br /&gt;
&lt;br /&gt;
Since the base value of spell power is capped at '''67.5''', without any enhancers spell power of 150 (raw spell power of 350) is achievable with INT 52. In most cases, however,  spellcasters wear enhancers that making their spell more powerful. Assuming INT=40, one can calculate required base value for hitting specific spell powers. As an example, requirements of 100(########..), 150 (#########.), and 200(##########) are calculated.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! # of Enhancers !! Power ########.. !! Power #########. !! Power ##########&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 37.5 || 87.5 || 187.5&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 25 || 58.3 || 125&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 16.7 || 38.9 || 83.3&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 11.1 || 25.9 || 55.6&lt;br /&gt;
|-&lt;br /&gt;
| 1 + &amp;lt;br&amp;gt; Wild magic 2 || 12.5 || 29.2 || 62.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Maxed out spell power without [[potion of brilliance]] can only be accomplished with three enhancers, or two enhancers with a wild magic mutation. If one have Wild Magic Lv 2, then only one enhancer can max out your spell power. However, in this situation point spellcasting success rate can fall off dramatically.&lt;br /&gt;
&lt;br /&gt;
==Spell Range==&lt;br /&gt;
&lt;br /&gt;
For most spells the range starts out at maximum, but for some spells like [[Flame Tongue]] the range increases based on spell power, after step down.   Given that [[Flame Tongue]] is the most common spell with variable range, it serves as a useful example.  Flame Tongue has a spell power cap of 40 for range and 25 for damage.&lt;br /&gt;
&lt;br /&gt;
If the spell power (pow in the following) is above the power cap, the spell has maximum range.  Otherwise:&lt;br /&gt;
&lt;br /&gt;
  range = [pow*(maxrange - minrange) + (powercap/2)] / (powercap + minrange)&lt;br /&gt;
&lt;br /&gt;
That's a bit involved.  It helps to notice that the addition of powercap/2 is to do rounding up (otherwise it will round down). So we have:&lt;br /&gt;
&lt;br /&gt;
  range = [pow*(maxrange - minrange)] / (powercap  +  minrange)&lt;br /&gt;
&lt;br /&gt;
This is the ratio of pow to powercap, over the possible ranges.  In effect, it is linear in range with spell power - once you get to about halfway between the maximum and minimum ranges, you are at about half of the power cap. 'About', because of the round up vs round down function.  &lt;br /&gt;
&lt;br /&gt;
In the table below, values of numerical power where either the range or displayed power change are shown. Note that the maximum power for Flame Tongue is 40.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!Numerical power!!Power!!Range&lt;br /&gt;
|-&lt;br /&gt;
|0||&amp;lt;tt&amp;gt;#.....&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@&amp;gt;...&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|5||&amp;lt;tt&amp;gt;##....&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@&amp;gt;...&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|7||&amp;lt;tt&amp;gt;##....&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@-&amp;gt;..&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|10||&amp;lt;tt&amp;gt;###...&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@-&amp;gt;..&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|15||&amp;lt;tt&amp;gt;####..&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@-&amp;gt;..&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|20||&amp;lt;tt&amp;gt;####..&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@--&amp;gt;.&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|25||&amp;lt;tt&amp;gt;#####.&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@--&amp;gt;.&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|34||&amp;lt;tt&amp;gt;#####.&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@---&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|35||&amp;lt;tt&amp;gt;######&amp;lt;/tt&amp;gt;||&amp;lt;tt&amp;gt;@---&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hat_of_the_High_Council&amp;diff=37063</id>
		<title>Hat of the High Council</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hat_of_the_High_Council&amp;diff=37063"/>
				<updated>2015-05-07T08:09:50Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{flavour|A relic of some ancient wizarding war. Centuries later, it still crackles with effects from the residual hexes and magical energies it was once subjected to on a daily basis; spellcasters able to get a handle on its power, however, will find it enhances their spell power.}}&lt;br /&gt;
&lt;br /&gt;
[[File:hat of the High Council.png]] '''''the +2 hat of the High Council'''''&lt;br /&gt;
&lt;br /&gt;
+2 [[hat]]&lt;br /&gt;
&lt;br /&gt;
[[Archmagi]]&amp;lt;br&amp;gt;&lt;br /&gt;
Anti-[[wizardry]]&amp;lt;br&amp;gt;&lt;br /&gt;
-20 [[Stealth]]&lt;br /&gt;
&lt;br /&gt;
Anti-wizardry option on this fixedart gives +7% of raw spell failure rate before wizardry reduction. See [[Spell Success]] for detail.&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''hat of the High Council''' is a piece of headgear to be used carefully. Essentially giving you the [[Wild Magic]] [[mutation]], characters who use little magic will have no use for it, as its defensive value is slightly worse than a normal +2 [[helmet]] even without the [[stealth]] penalty. Hybrid fighters and characters who rely heavily on spells should also be careful with it; casting a spell reliably is usually preferable to casting spells with high power.&lt;br /&gt;
&lt;br /&gt;
The only characters for whom this hat is likely to be a good idea are those who have already trained the spells they intend to cast well past the point of reliability, and for them the additional spell power can be very welcome. Only late-game spellcasters who has stabilized several Lv 9 spells with high intelligence can be categorized to this.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The hat of the High Council was added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Headgear]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hat_of_the_High_Council&amp;diff=37061</id>
		<title>Hat of the High Council</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hat_of_the_High_Council&amp;diff=37061"/>
				<updated>2015-05-07T08:06:34Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: /* Desirability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
{{flavour|A relic of some ancient wizarding war. Centuries later, it still crackles with effects from the residual hexes and magical energies it was once subjected to on a daily basis; spellcasters able to get a handle on its power, however, will find it enhances their spell power.}}&lt;br /&gt;
&lt;br /&gt;
[[File:hat of the High Council.png]] '''''the +2 hat of the High Council'''''&lt;br /&gt;
&lt;br /&gt;
+2 [[hat]]&lt;br /&gt;
&lt;br /&gt;
[[Archmagi]]&amp;lt;br&amp;gt;&lt;br /&gt;
Anti-[[wizardry]]&amp;lt;br&amp;gt;&lt;br /&gt;
-20 [[Stealth]]&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''hat of the High Council''' is a piece of headgear to be used carefully. Essentially giving you the [[Wild Magic]] [[mutation]], characters who use little magic will have no use for it, as its defensive value is slightly worse than a normal +2 [[helmet]] even without the [[stealth]] penalty. Hybrid fighters and characters who rely heavily on spells should also be careful with it; casting a spell reliably is usually preferable to casting spells with high power.&lt;br /&gt;
&lt;br /&gt;
The only characters for whom this hat is likely to be a good idea are those who have already trained the spells they intend to cast well past the point of reliability, and for them the additional spell power can be very welcome. Only late-game spellcasters who has stabilized several Lv 9 spells with high intelligence can be categorized to this.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The hat of the High Council was added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Headgear]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stat_zero&amp;diff=37057</id>
		<title>Stat zero</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stat_zero&amp;diff=37057"/>
				<updated>2015-05-07T06:11:53Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: /* Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
When one of a character's primary [[attributes]] ([[strength]], [[intelligence]], or [[dexterity]]) is lowered to 0 or below, the character will suffer crippling penalties until that attribute is restored and stays above 0 for a period of time equal to: 10 + 1d10 + the number of turns it was below 0 (Max: 200 turns).&lt;br /&gt;
&lt;br /&gt;
==Causes==&lt;br /&gt;
The following can all drain your attributes:&lt;br /&gt;
*By 1 at a time, and thus blocked by [[sustain abilities]]:&lt;br /&gt;
**The [[bad mutations#Deterioration|Deterioration]] mutation. Rank 1 is generally kept in check by your natural regeneration, but ranks 2 and 3 are eventually lethal.&lt;br /&gt;
**[[Sickness]].&lt;br /&gt;
**The special attacks of certain monsters [[quasit]]s (dexterity only).&lt;br /&gt;
**Decomposition (not to be confused with [[rotting]]) from attempted [[mutation]] of an undead character.&lt;br /&gt;
*By more than 1 at a time, but damage can be halved by [[sustain abilities]]:&lt;br /&gt;
**[[Brain Feed]].&lt;br /&gt;
**Spell [[miscast effect]]s, as caused by actual miscasts, [[Hell]] effects, and mummy [[death curse]]s.&lt;br /&gt;
**Evoking certain items, such as a [[crystal ball of energy]] or the [[staff of Wucad Mu]].&lt;br /&gt;
**Stepping on or being in view of a monster stepping on [[Zot trap]]s.&lt;br /&gt;
**Certain spells, such as [[Summon Horrible Things]] or [[Alistair's Intoxication]], have a chance of draining INT when cast.&lt;br /&gt;
Unless you have [[Slow Healing]] 3 (which [[Deep Dwarves]] have innately), you will slowly regain stats lost through any of these means.&lt;br /&gt;
&lt;br /&gt;
Stats can be more permanently lowered by the following means:&lt;br /&gt;
*[[Mutations]] which affect attributes.&lt;br /&gt;
*Equipment with negative stat modifiers (but you can remove the equipment to restore the stat).&lt;br /&gt;
*The [[Deck of wonders#Focus Card|Focus]] card.&lt;br /&gt;
*[[Jiyva]]'s stat shuffling.&lt;br /&gt;
*The [[Shuffle#Shuffle Card|Shuffle]] card.&lt;br /&gt;
&lt;br /&gt;
The last two will never lower a base stat to zero. Sustain abilities provides no help with any of these, and the stat will not restore naturally.&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
When any stat reaches 0, you will immediately suffer 2-4 turns of [[paralysis]] which ignores [[stasis]]. Stat zero will also inflict various penalties for each stat reduced to zero:&lt;br /&gt;
&lt;br /&gt;
===Collapse (Strength)===&lt;br /&gt;
*The speed of all your actions is halved (stacks with other stats' speed penalties)&lt;br /&gt;
*Your [[regeneration rate]] is divided by 4&lt;br /&gt;
&lt;br /&gt;
===Brainless (Intelligence)===&lt;br /&gt;
*The speed of all your actions is halved (stacks with other stats' speed penalties)&lt;br /&gt;
*You can't read [[book]]s&lt;br /&gt;
*You can't cast [[spell]]s&lt;br /&gt;
*You will fail to read [[scroll]]s 4 of every 5 times&lt;br /&gt;
&lt;br /&gt;
===Clumsy (Dexterity)===&lt;br /&gt;
*The speed of all your actions is halved (stacks with other stats' speed penalties)&lt;br /&gt;
*Your [[evasion]] is set to 2 + size_bonus + [[Phase Shift]] bonus + [[Repulsion field]] bonus&lt;br /&gt;
*Your [[stealth]] is set to 0&lt;br /&gt;
*You can't [[stab]] monsters&lt;br /&gt;
&lt;br /&gt;
Losing stat points from a stat that is already below 0 also inflicts some HP damage: 4 + 1d(max hp/10). If a character dies from this damage, the stat death is recorded (weakness, clumsiness, stupidity).&lt;br /&gt;
&lt;br /&gt;
==Precautions==&lt;br /&gt;
Any character with a particularly low attribute should be aware of the dangers involved. Any attribute below 8 could conceivably be reduced to 0 by a single unfortunate effect, some of which are common, some less so.&lt;br /&gt;
*Cursed artefact equipment can reduce an attribute by up to 6 for as long as it's equipped, so be cautious about wearing unidentified items if you're at risk.&lt;br /&gt;
*Miscast effects, Hell effects, [[Zot trap]]s, and [[mummy]] [[death curse]]s can temporarily reduce an attribute by up to 7. You may wish to bring all of your attributes up to a minimum of 8 to guarantee that you can survive a single worst-case scenario shot from either one. Alternatively, you could quaff a [[potion of restore abilities]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.17]], taking further stat damage after a stat reaches 0 will no longer inflict HP damage.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], items had [[aum|mass]], and strength determined your carrying capacity. The &amp;quot;collapse&amp;quot; status effect serious reduced this.&lt;br /&gt;
&lt;br /&gt;
Stat zero was added in [[0.13]], replacing [[stat death]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spell_Success&amp;diff=37056</id>
		<title>Spell Success</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spell_Success&amp;diff=37056"/>
				<updated>2015-05-06T21:08:27Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: /* Example: Stabilizing Fire Storm within 90% success rate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Spell success''' is the rate at which casting a [[spell]] can be expected to succeed.&lt;br /&gt;
As of 0.16.0 spell success rate is determined by a complex combination of:&lt;br /&gt;
&lt;br /&gt;
* Spell-related skills&lt;br /&gt;
* [[Intelligence]]&lt;br /&gt;
* Spell level&lt;br /&gt;
* Armour and Shield penalty, mitigated by [[Armour (skill)|Armour skill]] and [[Shields (skill)|Shields skill]]&lt;br /&gt;
* Mutation Penalty ([[Good_mutations#Wild_Magic|Wild Magic]])&lt;br /&gt;
* Piety with [[Vehumet]] for [[Conjurations]] spells&lt;br /&gt;
* Any equipped wizardry items&lt;br /&gt;
&lt;br /&gt;
== Spell success calculations ==&lt;br /&gt;
&lt;br /&gt;
It is debatable whether the following formulae are of real use during a game. However, inflection points such when the extra armour EV penalty disappears are fairly easy to discern. Calculating this stuff on the fly is only for savants! However, one can refer example section of this page for Lv 9 magics, which requires tremendous amount of experience to be stabilized.&lt;br /&gt;
&lt;br /&gt;
=== Base chance ===&lt;br /&gt;
&lt;br /&gt;
The source code talks in terms of chance of ''failure'', not success. Therefore, we want the spellFailure chance to be as low as possible - in fact, to reach a Perfect success rate, your chance to fail has to be '''negative'''. More on that below.&lt;br /&gt;
&lt;br /&gt;
To begin with, there's a 60% chance of failure. From this, two things are subtracted - twice the caster's Intelligence, and a value calculated from the user's relevant skills. This value is similar to (but simpler than) the [[spell power]]. Note that these two factors are the only ones that '''directly''' improve spell success, while other factors described below only serve to ''mitigate'' spellcasting penalties. Therefore, focus on these areas if you want to maximize your spellcasting chances, particularly spell skills.&lt;br /&gt;
&lt;br /&gt;
Here's an overview of the basic formula, before stepdown and miscellaneous penalties and enhancers.&lt;br /&gt;
&lt;br /&gt;
  spellFailure = 60&lt;br /&gt;
               - [6 * spell skills]&lt;br /&gt;
               - [2 * Intelligence]&lt;br /&gt;
               + Spell difficulty&lt;br /&gt;
               + Armour/shield penalty&lt;br /&gt;
&lt;br /&gt;
=== Spell skills ===&lt;br /&gt;
&lt;br /&gt;
Now they use very familiar equation with spellcasting equation. The main difference is, spell skill boost effect of potion of brilliance is not counted here.&lt;br /&gt;
&lt;br /&gt;
  S_0 = [Spellcasting / 2] + [Average(SpellSkills) * 2]&lt;br /&gt;
&lt;br /&gt;
  spell skills = 50 * log_2 (1 + S_0 / 50)&lt;br /&gt;
&lt;br /&gt;
This value is naturally capped at 370, assuming 27 lv on spell skills and spellcasting.&lt;br /&gt;
&lt;br /&gt;
=== Spell difficulty ===&lt;br /&gt;
&lt;br /&gt;
A number is added, making spellcasting more difficult, dependent on the spell's level.&lt;br /&gt;
&lt;br /&gt;
  spellDifficulty =   3 (level 1)&lt;br /&gt;
                     15 (level 2)   (+12)&lt;br /&gt;
                     35 (level 3)   (+20)&lt;br /&gt;
                     70 (level 4)   (+35)&lt;br /&gt;
                    100 (level 5)   (+30)&lt;br /&gt;
                    150 (level 6)   (+50)&lt;br /&gt;
                    200 (level 7)   (+50)&lt;br /&gt;
                    260 (level 8)   (+60)&lt;br /&gt;
                    330 (level 9)   (+70)&lt;br /&gt;
&lt;br /&gt;
=== Armour and shield penalties (Under Construction) ===&lt;br /&gt;
&lt;br /&gt;
  Armour/Shield Penalty = 19 * (armour penalty) + 19 * (shield penalty)&lt;br /&gt;
&lt;br /&gt;
  armour penalty = 0.4 * (Encumbrance Rating)^2&lt;br /&gt;
                   * (45 - Armour skill Lv) / 45&lt;br /&gt;
                   / (Str + 3)&lt;br /&gt;
&lt;br /&gt;
  shield penalty = (EV Penalty) - (Shield Skill Lv) / (Player species factor)&lt;br /&gt;
&lt;br /&gt;
Player species factor is 5 for normal species, 3 for large species, and 7 for small species, respectively. Spriggans have 9, though they only can use bucklers.&lt;br /&gt;
&lt;br /&gt;
=== Step down ===&lt;br /&gt;
&lt;br /&gt;
At this point, the spell failure is put through a step down curve. If it's over 45 (just into the 'Fair' range), it's unaffected, otherwise it needs to be progressively lower to improve the overall result. This is a stepwise curve, and complex to describe. In the table is the listed native chance to reach certain points (i.e., spell success bands), although note that there are a couple of further steps performed after this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
!Description!!Failure rate!!Needed fail chance&lt;br /&gt;
|-&lt;br /&gt;
|Fair||45%||45&lt;br /&gt;
|-&lt;br /&gt;
|Good||30%||10&lt;br /&gt;
|-&lt;br /&gt;
|Very Good||20%||−24&lt;br /&gt;
|-&lt;br /&gt;
|Great||10%||−80&lt;br /&gt;
|-&lt;br /&gt;
|Excellent||4%||−140&lt;br /&gt;
|-&lt;br /&gt;
|Perfect||0%||−180&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From −60 to −180 it's linear, with each difference of 20 giving 2% in the final spell success chance. So penalties affect bad wizards more than good ones. Penalty mitigation (for armour) applies before this, so the stepping function doesn't change that.&lt;br /&gt;
&lt;br /&gt;
=== Mutations ===&lt;br /&gt;
&lt;br /&gt;
From now on, we work with STEPPED DOWN failure rates.&lt;br /&gt;
&lt;br /&gt;
   Placid magic: Failure Rate - 7 %&lt;br /&gt;
   Wild magic:   Failure Rate + 7 %&lt;br /&gt;
   Anti-Wizadry: Failure Rate + 4 %&lt;br /&gt;
&lt;br /&gt;
The unrandart [[Hat of the High Council]] offers +7 %, not +4 %. It is noted as separate line in source spl-cast.cc file.&lt;br /&gt;
&lt;br /&gt;
=== Sap status ===&lt;br /&gt;
&lt;br /&gt;
   Failure Rate + Sap duration(in terms of turns) / 10 (%)&lt;br /&gt;
&lt;br /&gt;
=== Wizardry, Vehumet, and other factors ===&lt;br /&gt;
&lt;br /&gt;
Finally (phew!) spellcasting success boosts from items and other sources are applied. Note that these are actually calculated as a reduction in the fail chance, so in the table below, a low number is better.&lt;br /&gt;
&lt;br /&gt;
* Vehumet knocks 1/3 off the fail chance for Conjurations for disciples in good standing (piety over 70).&lt;br /&gt;
&lt;br /&gt;
* Rings of wizardry and staves of wizardry give some assistance, given by their &amp;quot;Wizardry&amp;quot; bonus in that column, but they suffer from decreasing cumulative effects. Other spell enhancers, such as rings of fire/ice or staves of various kinds, do not affect spell success chances, only their power. Wizardry effect is determined using this formula:&lt;br /&gt;
&lt;br /&gt;
  Reduced Failure rate = Failure rate * 6 / (7 + # of Wizardry Items)&lt;br /&gt;
&lt;br /&gt;
* Potion of brilliance: Failure rate / 2  (Directly to max level of reduction)&lt;br /&gt;
&lt;br /&gt;
Note that there is an hard cap of 50% for the effect of all enhancers. For Vehumet worshippers, one wizardry bonus directly lets you to arrive at 50% limit, making two or more wizardry bonuses meaningless.&lt;br /&gt;
&lt;br /&gt;
===The final step===&lt;br /&gt;
&lt;br /&gt;
The number we have obtained isn't the final chance of failure. The game doesn't compare that number with a random number between 0 and 99, but with the sum of three numbers divided by three.&lt;br /&gt;
 (1d101 + 1d101 + 1d100 - 3)/3 &amp;lt; fail chance&lt;br /&gt;
&lt;br /&gt;
This is equivalent to applying this transformation to the chance of failure:&lt;br /&gt;
&lt;br /&gt;
[[Image:Spell_success_transformation.png]]&lt;br /&gt;
&lt;br /&gt;
This sigmoid function makes it more difficult to decrease your failure rate when it is high or low, but it will go down very quickly when it is in the middle. Up to raw failure rate of 33%, one can use this formula:&lt;br /&gt;
&lt;br /&gt;
  N                 = (raw_failure_rate) * 3&lt;br /&gt;
  Real Failure Rate = N * (N+1) * (N+2) / 6 / 101 / 101 (in unit of %)&lt;br /&gt;
&lt;br /&gt;
This can be tabulated for usefulness.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
!Raw Fail chance!!Actual fail chance&lt;br /&gt;
|-&lt;br /&gt;
|32%||14.9%&lt;br /&gt;
|-&lt;br /&gt;
|30%||12.3%&lt;br /&gt;
|-&lt;br /&gt;
|28%||10.0%&lt;br /&gt;
|-&lt;br /&gt;
|26%||8.1%&lt;br /&gt;
|-&lt;br /&gt;
|24%||6.4%&lt;br /&gt;
|-&lt;br /&gt;
|22%||4.9%&lt;br /&gt;
|-&lt;br /&gt;
|20%||3.7%&lt;br /&gt;
|-&lt;br /&gt;
|18%||2.7%&lt;br /&gt;
|-&lt;br /&gt;
|16%||1.9%&lt;br /&gt;
|-&lt;br /&gt;
|14%||1.3%&lt;br /&gt;
|-&lt;br /&gt;
|12%||0.8%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Example: Stabilizing [[Fire Storm]] within 90% success rate==&lt;br /&gt;
&lt;br /&gt;
For pure-magic build, stabilizing Fire Storm before the Vault is strictly required. In this example, required skill level for reaching is calculated. For the failure rate of 10%, raw failure rate of 28% is required. Let's set Int=32, a decent value for spellcasters but not sufficient for end-game annihilator. Assuming no armour/shield penalty. This argument can be applied with any of Lv 9 spells, if one exclude Vehumet effect.&lt;br /&gt;
&lt;br /&gt;
* Without any aid: Raw rate of 2% is stepped down to 28%, so 2% is the point that should be achieved. This is equivalent to 54.0 point of spell skills, requiring '''(school skill*2 + spellcasting*0.5) = 55.7'''. Even if the spellcasting is maxed out to 27, the average school skill value of 21.1 is required to cast Fire storm within 10% failure. &lt;br /&gt;
&lt;br /&gt;
* With an aid of a wizardry ring: A wizardry option knocks 1/4 of failure rate before sigmoid function, so the required raw fail rate is 38%. Raw rate of 32% is stepped down to 38%, and '''(school skill*2 + spellcasting*0.5) = 48.6'''. This value is quite easy to be achieved now, and average of 19.4 Lv including spellcasting is sufficient for 10% failure rate.&lt;br /&gt;
&lt;br /&gt;
* Vehumet worshipper, or two wizardry rings: These enhancements knock off 1/3 of failure rate before sigmoid. Now the raw fail rate required before stepdown is 38%, and '''(school skill*2 + spellcasting*0.5) = 47.3'''. Required average skill Lvs, including spellcasting, is 18.9. Worshipping Vehumet really offers tremendous benefits for high-level spells.&lt;br /&gt;
&lt;br /&gt;
* Vehumet with a wizardry ring: Maxed out enhancer effect. Raw fail rate of 56% can be used without stepdown, and '''(school skill*2 + spellcasting*0.5) = 43.3'''. Required average skill Lvs, including spellcasting, is 17.3. If one regulates spellcasting up to 15, then 17.9 Lv of each school level is sufficient!&lt;br /&gt;
&lt;br /&gt;
* [[Potion of brilliance]]: Maxed out enhancer effect with increased intelligence. Raw fail rate of 66% can be used without stepdown. '''(school skill*2 + spellcasting*0.5) = 41.1''' is required, and this reduction is huge if the caster is not aided by any of enhancers!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Spell power]]&lt;br /&gt;
* [[Miscast effect]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spell_Success&amp;diff=37055</id>
		<title>Spell Success</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spell_Success&amp;diff=37055"/>
				<updated>2015-05-06T21:05:16Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: /* Example: Stabilizing Fire Storm within 90% success rate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Spell success''' is the rate at which casting a [[spell]] can be expected to succeed.&lt;br /&gt;
As of 0.16.0 spell success rate is determined by a complex combination of:&lt;br /&gt;
&lt;br /&gt;
* Spell-related skills&lt;br /&gt;
* [[Intelligence]]&lt;br /&gt;
* Spell level&lt;br /&gt;
* Armour and Shield penalty, mitigated by [[Armour (skill)|Armour skill]] and [[Shields (skill)|Shields skill]]&lt;br /&gt;
* Mutation Penalty ([[Good_mutations#Wild_Magic|Wild Magic]])&lt;br /&gt;
* Piety with [[Vehumet]] for [[Conjurations]] spells&lt;br /&gt;
* Any equipped wizardry items&lt;br /&gt;
&lt;br /&gt;
== Spell success calculations ==&lt;br /&gt;
&lt;br /&gt;
It is debatable whether the following formulae are of real use during a game. However, inflection points such when the extra armour EV penalty disappears are fairly easy to discern. Calculating this stuff on the fly is only for savants! However, one can refer example section of this page for Lv 9 magics, which requires tremendous amount of experience to be stabilized.&lt;br /&gt;
&lt;br /&gt;
=== Base chance ===&lt;br /&gt;
&lt;br /&gt;
The source code talks in terms of chance of ''failure'', not success. Therefore, we want the spellFailure chance to be as low as possible - in fact, to reach a Perfect success rate, your chance to fail has to be '''negative'''. More on that below.&lt;br /&gt;
&lt;br /&gt;
To begin with, there's a 60% chance of failure. From this, two things are subtracted - twice the caster's Intelligence, and a value calculated from the user's relevant skills. This value is similar to (but simpler than) the [[spell power]]. Note that these two factors are the only ones that '''directly''' improve spell success, while other factors described below only serve to ''mitigate'' spellcasting penalties. Therefore, focus on these areas if you want to maximize your spellcasting chances, particularly spell skills.&lt;br /&gt;
&lt;br /&gt;
Here's an overview of the basic formula, before stepdown and miscellaneous penalties and enhancers.&lt;br /&gt;
&lt;br /&gt;
  spellFailure = 60&lt;br /&gt;
               - [6 * spell skills]&lt;br /&gt;
               - [2 * Intelligence]&lt;br /&gt;
               + Spell difficulty&lt;br /&gt;
               + Armour/shield penalty&lt;br /&gt;
&lt;br /&gt;
=== Spell skills ===&lt;br /&gt;
&lt;br /&gt;
Now they use very familiar equation with spellcasting equation. The main difference is, spell skill boost effect of potion of brilliance is not counted here.&lt;br /&gt;
&lt;br /&gt;
  S_0 = [Spellcasting / 2] + [Average(SpellSkills) * 2]&lt;br /&gt;
&lt;br /&gt;
  spell skills = 50 * log_2 (1 + S_0 / 50)&lt;br /&gt;
&lt;br /&gt;
This value is naturally capped at 370, assuming 27 lv on spell skills and spellcasting.&lt;br /&gt;
&lt;br /&gt;
=== Spell difficulty ===&lt;br /&gt;
&lt;br /&gt;
A number is added, making spellcasting more difficult, dependent on the spell's level.&lt;br /&gt;
&lt;br /&gt;
  spellDifficulty =   3 (level 1)&lt;br /&gt;
                     15 (level 2)   (+12)&lt;br /&gt;
                     35 (level 3)   (+20)&lt;br /&gt;
                     70 (level 4)   (+35)&lt;br /&gt;
                    100 (level 5)   (+30)&lt;br /&gt;
                    150 (level 6)   (+50)&lt;br /&gt;
                    200 (level 7)   (+50)&lt;br /&gt;
                    260 (level 8)   (+60)&lt;br /&gt;
                    330 (level 9)   (+70)&lt;br /&gt;
&lt;br /&gt;
=== Armour and shield penalties (Under Construction) ===&lt;br /&gt;
&lt;br /&gt;
  Armour/Shield Penalty = 19 * (armour penalty) + 19 * (shield penalty)&lt;br /&gt;
&lt;br /&gt;
  armour penalty = 0.4 * (Encumbrance Rating)^2&lt;br /&gt;
                   * (45 - Armour skill Lv) / 45&lt;br /&gt;
                   / (Str + 3)&lt;br /&gt;
&lt;br /&gt;
  shield penalty = (EV Penalty) - (Shield Skill Lv) / (Player species factor)&lt;br /&gt;
&lt;br /&gt;
Player species factor is 5 for normal species, 3 for large species, and 7 for small species, respectively. Spriggans have 9, though they only can use bucklers.&lt;br /&gt;
&lt;br /&gt;
=== Step down ===&lt;br /&gt;
&lt;br /&gt;
At this point, the spell failure is put through a step down curve. If it's over 45 (just into the 'Fair' range), it's unaffected, otherwise it needs to be progressively lower to improve the overall result. This is a stepwise curve, and complex to describe. In the table is the listed native chance to reach certain points (i.e., spell success bands), although note that there are a couple of further steps performed after this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
!Description!!Failure rate!!Needed fail chance&lt;br /&gt;
|-&lt;br /&gt;
|Fair||45%||45&lt;br /&gt;
|-&lt;br /&gt;
|Good||30%||10&lt;br /&gt;
|-&lt;br /&gt;
|Very Good||20%||−24&lt;br /&gt;
|-&lt;br /&gt;
|Great||10%||−80&lt;br /&gt;
|-&lt;br /&gt;
|Excellent||4%||−140&lt;br /&gt;
|-&lt;br /&gt;
|Perfect||0%||−180&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From −60 to −180 it's linear, with each difference of 20 giving 2% in the final spell success chance. So penalties affect bad wizards more than good ones. Penalty mitigation (for armour) applies before this, so the stepping function doesn't change that.&lt;br /&gt;
&lt;br /&gt;
=== Mutations ===&lt;br /&gt;
&lt;br /&gt;
From now on, we work with STEPPED DOWN failure rates.&lt;br /&gt;
&lt;br /&gt;
   Placid magic: Failure Rate - 7 %&lt;br /&gt;
   Wild magic:   Failure Rate + 7 %&lt;br /&gt;
   Anti-Wizadry: Failure Rate + 4 %&lt;br /&gt;
&lt;br /&gt;
The unrandart [[Hat of the High Council]] offers +7 %, not +4 %. It is noted as separate line in source spl-cast.cc file.&lt;br /&gt;
&lt;br /&gt;
=== Sap status ===&lt;br /&gt;
&lt;br /&gt;
   Failure Rate + Sap duration(in terms of turns) / 10 (%)&lt;br /&gt;
&lt;br /&gt;
=== Wizardry, Vehumet, and other factors ===&lt;br /&gt;
&lt;br /&gt;
Finally (phew!) spellcasting success boosts from items and other sources are applied. Note that these are actually calculated as a reduction in the fail chance, so in the table below, a low number is better.&lt;br /&gt;
&lt;br /&gt;
* Vehumet knocks 1/3 off the fail chance for Conjurations for disciples in good standing (piety over 70).&lt;br /&gt;
&lt;br /&gt;
* Rings of wizardry and staves of wizardry give some assistance, given by their &amp;quot;Wizardry&amp;quot; bonus in that column, but they suffer from decreasing cumulative effects. Other spell enhancers, such as rings of fire/ice or staves of various kinds, do not affect spell success chances, only their power. Wizardry effect is determined using this formula:&lt;br /&gt;
&lt;br /&gt;
  Reduced Failure rate = Failure rate * 6 / (7 + # of Wizardry Items)&lt;br /&gt;
&lt;br /&gt;
* Potion of brilliance: Failure rate / 2  (Directly to max level of reduction)&lt;br /&gt;
&lt;br /&gt;
Note that there is an hard cap of 50% for the effect of all enhancers. For Vehumet worshippers, one wizardry bonus directly lets you to arrive at 50% limit, making two or more wizardry bonuses meaningless.&lt;br /&gt;
&lt;br /&gt;
===The final step===&lt;br /&gt;
&lt;br /&gt;
The number we have obtained isn't the final chance of failure. The game doesn't compare that number with a random number between 0 and 99, but with the sum of three numbers divided by three.&lt;br /&gt;
 (1d101 + 1d101 + 1d100 - 3)/3 &amp;lt; fail chance&lt;br /&gt;
&lt;br /&gt;
This is equivalent to applying this transformation to the chance of failure:&lt;br /&gt;
&lt;br /&gt;
[[Image:Spell_success_transformation.png]]&lt;br /&gt;
&lt;br /&gt;
This sigmoid function makes it more difficult to decrease your failure rate when it is high or low, but it will go down very quickly when it is in the middle. Up to raw failure rate of 33%, one can use this formula:&lt;br /&gt;
&lt;br /&gt;
  N                 = (raw_failure_rate) * 3&lt;br /&gt;
  Real Failure Rate = N * (N+1) * (N+2) / 6 / 101 / 101 (in unit of %)&lt;br /&gt;
&lt;br /&gt;
This can be tabulated for usefulness.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
!Raw Fail chance!!Actual fail chance&lt;br /&gt;
|-&lt;br /&gt;
|32%||14.9%&lt;br /&gt;
|-&lt;br /&gt;
|30%||12.3%&lt;br /&gt;
|-&lt;br /&gt;
|28%||10.0%&lt;br /&gt;
|-&lt;br /&gt;
|26%||8.1%&lt;br /&gt;
|-&lt;br /&gt;
|24%||6.4%&lt;br /&gt;
|-&lt;br /&gt;
|22%||4.9%&lt;br /&gt;
|-&lt;br /&gt;
|20%||3.7%&lt;br /&gt;
|-&lt;br /&gt;
|18%||2.7%&lt;br /&gt;
|-&lt;br /&gt;
|16%||1.9%&lt;br /&gt;
|-&lt;br /&gt;
|14%||1.3%&lt;br /&gt;
|-&lt;br /&gt;
|12%||0.8%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Example: Stabilizing [[Fire Storm]] within 90% success rate==&lt;br /&gt;
&lt;br /&gt;
For pure-magic build, stabilizing Fire Storm before the Vault is strictly required. In this example, required skill level for reaching is calculated. For the failure rate of 10%, raw failure rate of 28% is required. Let's set Int=32, a decent value for spellcasters but not sufficient for end-game annihilator. Assuming no armour/shield penalty.&lt;br /&gt;
&lt;br /&gt;
* Without any aid: Raw rate of 2% is stepped down to 28%, so 2% is the point that should be achieved. This is equivalent to 54.0 point of spell skills, requiring '''(school skill*2 + spellcasting*0.5) = 55.7'''. Even if the spellcasting is maxed out to 27, the average school skill value of 21.1 is required to cast Fire storm within 10% failure. &lt;br /&gt;
&lt;br /&gt;
* With an aid of a wizardry ring: A wizardry option knocks 1/4 of failure rate before sigmoid function, so the required raw fail rate is 38%. Raw rate of 32% is stepped down to 38%, and '''(school skill*2 + spellcasting*0.5) = 48.6'''. This value is quite easy to be achieved now, and average of 19.4 Lv including spellcasting is sufficient for 10% failure rate.&lt;br /&gt;
&lt;br /&gt;
* Vehumet worshipper, or two wizardry rings: These enhancements knock off 1/3 of failure rate before sigmoid. Now the raw fail rate required before stepdown is 38%, and '''(school skill*2 + spellcasting*0.5) = 47.3'''. Required average skill Lvs, including spellcasting, is 18.9. Worshipping Vehumet really offers tremendous benefits for high-level spells.&lt;br /&gt;
&lt;br /&gt;
* Vehumet with a wizardry ring: Maxed out enhancer effect. Raw fail rate of 56% can be used without stepdown, and '''(school skill*2 + spellcasting*0.5) = 43.3'''. Required average skill Lvs, including spellcasting, is 17.3. If one regulates spellcasting up to 15, then 17.9 Lv of each school level is sufficient!&lt;br /&gt;
&lt;br /&gt;
* [[Potion of brilliance]]: Maxed out enhancer effect with increased intelligence. Raw fail rate of 66% can be used without stepdown. '''(school skill*2 + spellcasting*0.5) = 41.1''' is required, and this reduction is huge if the caster is not aided by any of enhancers!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Spell power]]&lt;br /&gt;
* [[Miscast effect]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spell_Success&amp;diff=37054</id>
		<title>Spell Success</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spell_Success&amp;diff=37054"/>
				<updated>2015-05-06T21:04:44Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: /* Example: Stabilizing Fire Storm within 90% success rate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Spell success''' is the rate at which casting a [[spell]] can be expected to succeed.&lt;br /&gt;
As of 0.16.0 spell success rate is determined by a complex combination of:&lt;br /&gt;
&lt;br /&gt;
* Spell-related skills&lt;br /&gt;
* [[Intelligence]]&lt;br /&gt;
* Spell level&lt;br /&gt;
* Armour and Shield penalty, mitigated by [[Armour (skill)|Armour skill]] and [[Shields (skill)|Shields skill]]&lt;br /&gt;
* Mutation Penalty ([[Good_mutations#Wild_Magic|Wild Magic]])&lt;br /&gt;
* Piety with [[Vehumet]] for [[Conjurations]] spells&lt;br /&gt;
* Any equipped wizardry items&lt;br /&gt;
&lt;br /&gt;
== Spell success calculations ==&lt;br /&gt;
&lt;br /&gt;
It is debatable whether the following formulae are of real use during a game. However, inflection points such when the extra armour EV penalty disappears are fairly easy to discern. Calculating this stuff on the fly is only for savants! However, one can refer example section of this page for Lv 9 magics, which requires tremendous amount of experience to be stabilized.&lt;br /&gt;
&lt;br /&gt;
=== Base chance ===&lt;br /&gt;
&lt;br /&gt;
The source code talks in terms of chance of ''failure'', not success. Therefore, we want the spellFailure chance to be as low as possible - in fact, to reach a Perfect success rate, your chance to fail has to be '''negative'''. More on that below.&lt;br /&gt;
&lt;br /&gt;
To begin with, there's a 60% chance of failure. From this, two things are subtracted - twice the caster's Intelligence, and a value calculated from the user's relevant skills. This value is similar to (but simpler than) the [[spell power]]. Note that these two factors are the only ones that '''directly''' improve spell success, while other factors described below only serve to ''mitigate'' spellcasting penalties. Therefore, focus on these areas if you want to maximize your spellcasting chances, particularly spell skills.&lt;br /&gt;
&lt;br /&gt;
Here's an overview of the basic formula, before stepdown and miscellaneous penalties and enhancers.&lt;br /&gt;
&lt;br /&gt;
  spellFailure = 60&lt;br /&gt;
               - [6 * spell skills]&lt;br /&gt;
               - [2 * Intelligence]&lt;br /&gt;
               + Spell difficulty&lt;br /&gt;
               + Armour/shield penalty&lt;br /&gt;
&lt;br /&gt;
=== Spell skills ===&lt;br /&gt;
&lt;br /&gt;
Now they use very familiar equation with spellcasting equation. The main difference is, spell skill boost effect of potion of brilliance is not counted here.&lt;br /&gt;
&lt;br /&gt;
  S_0 = [Spellcasting / 2] + [Average(SpellSkills) * 2]&lt;br /&gt;
&lt;br /&gt;
  spell skills = 50 * log_2 (1 + S_0 / 50)&lt;br /&gt;
&lt;br /&gt;
This value is naturally capped at 370, assuming 27 lv on spell skills and spellcasting.&lt;br /&gt;
&lt;br /&gt;
=== Spell difficulty ===&lt;br /&gt;
&lt;br /&gt;
A number is added, making spellcasting more difficult, dependent on the spell's level.&lt;br /&gt;
&lt;br /&gt;
  spellDifficulty =   3 (level 1)&lt;br /&gt;
                     15 (level 2)   (+12)&lt;br /&gt;
                     35 (level 3)   (+20)&lt;br /&gt;
                     70 (level 4)   (+35)&lt;br /&gt;
                    100 (level 5)   (+30)&lt;br /&gt;
                    150 (level 6)   (+50)&lt;br /&gt;
                    200 (level 7)   (+50)&lt;br /&gt;
                    260 (level 8)   (+60)&lt;br /&gt;
                    330 (level 9)   (+70)&lt;br /&gt;
&lt;br /&gt;
=== Armour and shield penalties (Under Construction) ===&lt;br /&gt;
&lt;br /&gt;
  Armour/Shield Penalty = 19 * (armour penalty) + 19 * (shield penalty)&lt;br /&gt;
&lt;br /&gt;
  armour penalty = 0.4 * (Encumbrance Rating)^2&lt;br /&gt;
                   * (45 - Armour skill Lv) / 45&lt;br /&gt;
                   / (Str + 3)&lt;br /&gt;
&lt;br /&gt;
  shield penalty = (EV Penalty) - (Shield Skill Lv) / (Player species factor)&lt;br /&gt;
&lt;br /&gt;
Player species factor is 5 for normal species, 3 for large species, and 7 for small species, respectively. Spriggans have 9, though they only can use bucklers.&lt;br /&gt;
&lt;br /&gt;
=== Step down ===&lt;br /&gt;
&lt;br /&gt;
At this point, the spell failure is put through a step down curve. If it's over 45 (just into the 'Fair' range), it's unaffected, otherwise it needs to be progressively lower to improve the overall result. This is a stepwise curve, and complex to describe. In the table is the listed native chance to reach certain points (i.e., spell success bands), although note that there are a couple of further steps performed after this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
!Description!!Failure rate!!Needed fail chance&lt;br /&gt;
|-&lt;br /&gt;
|Fair||45%||45&lt;br /&gt;
|-&lt;br /&gt;
|Good||30%||10&lt;br /&gt;
|-&lt;br /&gt;
|Very Good||20%||−24&lt;br /&gt;
|-&lt;br /&gt;
|Great||10%||−80&lt;br /&gt;
|-&lt;br /&gt;
|Excellent||4%||−140&lt;br /&gt;
|-&lt;br /&gt;
|Perfect||0%||−180&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From −60 to −180 it's linear, with each difference of 20 giving 2% in the final spell success chance. So penalties affect bad wizards more than good ones. Penalty mitigation (for armour) applies before this, so the stepping function doesn't change that.&lt;br /&gt;
&lt;br /&gt;
=== Mutations ===&lt;br /&gt;
&lt;br /&gt;
From now on, we work with STEPPED DOWN failure rates.&lt;br /&gt;
&lt;br /&gt;
   Placid magic: Failure Rate - 7 %&lt;br /&gt;
   Wild magic:   Failure Rate + 7 %&lt;br /&gt;
   Anti-Wizadry: Failure Rate + 4 %&lt;br /&gt;
&lt;br /&gt;
The unrandart [[Hat of the High Council]] offers +7 %, not +4 %. It is noted as separate line in source spl-cast.cc file.&lt;br /&gt;
&lt;br /&gt;
=== Sap status ===&lt;br /&gt;
&lt;br /&gt;
   Failure Rate + Sap duration(in terms of turns) / 10 (%)&lt;br /&gt;
&lt;br /&gt;
=== Wizardry, Vehumet, and other factors ===&lt;br /&gt;
&lt;br /&gt;
Finally (phew!) spellcasting success boosts from items and other sources are applied. Note that these are actually calculated as a reduction in the fail chance, so in the table below, a low number is better.&lt;br /&gt;
&lt;br /&gt;
* Vehumet knocks 1/3 off the fail chance for Conjurations for disciples in good standing (piety over 70).&lt;br /&gt;
&lt;br /&gt;
* Rings of wizardry and staves of wizardry give some assistance, given by their &amp;quot;Wizardry&amp;quot; bonus in that column, but they suffer from decreasing cumulative effects. Other spell enhancers, such as rings of fire/ice or staves of various kinds, do not affect spell success chances, only their power. Wizardry effect is determined using this formula:&lt;br /&gt;
&lt;br /&gt;
  Reduced Failure rate = Failure rate * 6 / (7 + # of Wizardry Items)&lt;br /&gt;
&lt;br /&gt;
* Potion of brilliance: Failure rate / 2  (Directly to max level of reduction)&lt;br /&gt;
&lt;br /&gt;
Note that there is an hard cap of 50% for the effect of all enhancers. For Vehumet worshippers, one wizardry bonus directly lets you to arrive at 50% limit, making two or more wizardry bonuses meaningless.&lt;br /&gt;
&lt;br /&gt;
===The final step===&lt;br /&gt;
&lt;br /&gt;
The number we have obtained isn't the final chance of failure. The game doesn't compare that number with a random number between 0 and 99, but with the sum of three numbers divided by three.&lt;br /&gt;
 (1d101 + 1d101 + 1d100 - 3)/3 &amp;lt; fail chance&lt;br /&gt;
&lt;br /&gt;
This is equivalent to applying this transformation to the chance of failure:&lt;br /&gt;
&lt;br /&gt;
[[Image:Spell_success_transformation.png]]&lt;br /&gt;
&lt;br /&gt;
This sigmoid function makes it more difficult to decrease your failure rate when it is high or low, but it will go down very quickly when it is in the middle. Up to raw failure rate of 33%, one can use this formula:&lt;br /&gt;
&lt;br /&gt;
  N                 = (raw_failure_rate) * 3&lt;br /&gt;
  Real Failure Rate = N * (N+1) * (N+2) / 6 / 101 / 101 (in unit of %)&lt;br /&gt;
&lt;br /&gt;
This can be tabulated for usefulness.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
!Raw Fail chance!!Actual fail chance&lt;br /&gt;
|-&lt;br /&gt;
|32%||14.9%&lt;br /&gt;
|-&lt;br /&gt;
|30%||12.3%&lt;br /&gt;
|-&lt;br /&gt;
|28%||10.0%&lt;br /&gt;
|-&lt;br /&gt;
|26%||8.1%&lt;br /&gt;
|-&lt;br /&gt;
|24%||6.4%&lt;br /&gt;
|-&lt;br /&gt;
|22%||4.9%&lt;br /&gt;
|-&lt;br /&gt;
|20%||3.7%&lt;br /&gt;
|-&lt;br /&gt;
|18%||2.7%&lt;br /&gt;
|-&lt;br /&gt;
|16%||1.9%&lt;br /&gt;
|-&lt;br /&gt;
|14%||1.3%&lt;br /&gt;
|-&lt;br /&gt;
|12%||0.8%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Example: Stabilizing [[Fire Storm]] within 90% success rate==&lt;br /&gt;
&lt;br /&gt;
For pure-magic build, stabilizing Fire Storm before the Vault is strictly required. In this example, required skill level for reaching is calculated. For the failure rate of 10%, raw failure rate of 28% is required. Let's set Int=32, a decent value for spellcasters but not sufficient for end-game annihilator. Assuming no armour/shield penalty.&lt;br /&gt;
&lt;br /&gt;
* Without any aid: Raw rate of 2% is stepped down to 28%, so 2% is the point that should be achieved. This is equivalent to 54.0 point of spell skills, requiring '''(school skill*2 + spellcasting*0.5) = 55.7'''. Even if the spellcasting is maxed out to 27, the average school skill value of 21.1 is required to cast Fire storm within 10% failure. &lt;br /&gt;
&lt;br /&gt;
* With an aid of a wizardry ring: A wizardry option knocks 1/4 of failure rate before sigmoid function, so the required raw fail rate is 38%. Raw rate of 32% is stepped down to 38%, and '''(school skill*2 + spellcasting*0.5) = 48.6'''. This value is quite easy to be achieved now, and average of 19.4 Lv including spellcasting is sufficient for 10% failure rate.&lt;br /&gt;
&lt;br /&gt;
* Vehumet worshipper, or two wizardry rings: These enhancements knock off 1/3 of failure rate before sigmoid. Now the raw fail rate required before stepdown is 38%, and '''(school skill*2 + spellcasting*0.5) = 47.3'''. Required average skill Lvs, including spellcasting, is 18.9. Worshipping Vehumet really offers tremendous benefits for high-level spells.&lt;br /&gt;
&lt;br /&gt;
* Vehumet with a wizardry ring: Maxed out enhancer effect. Raw fail rate of 56% can be used without stepdown, and '''(school skill*2 + spellcasting*0.5) = 43.3'''. Required average skill Lvs, including spellcasting, is 17.3. If one regulates spellcasting up to 15, then 17.9 Lv of each school level is sufficient!&lt;br /&gt;
&lt;br /&gt;
* [[Potion of Brilliance]]: Maxed out enhancer effect with increased intelligence. Raw fail rate of 66% can be used without stepdown. '''(school skill*2 + spellcasting*0.5) = 41.1''' is required, and this reduction is huge if the caster is not aided by any of enhancers!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Spell power]]&lt;br /&gt;
* [[Miscast effect]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spell_Success&amp;diff=37051</id>
		<title>Spell Success</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spell_Success&amp;diff=37051"/>
				<updated>2015-05-06T20:57:21Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: /* Example: Stabilizing Fire Storm within 90% success rate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Spell success''' is the rate at which casting a [[spell]] can be expected to succeed.&lt;br /&gt;
As of 0.16.0 spell success rate is determined by a complex combination of:&lt;br /&gt;
&lt;br /&gt;
* Spell-related skills&lt;br /&gt;
* [[Intelligence]]&lt;br /&gt;
* Spell level&lt;br /&gt;
* Armour and Shield penalty, mitigated by [[Armour (skill)|Armour skill]] and [[Shields (skill)|Shields skill]]&lt;br /&gt;
* Mutation Penalty ([[Good_mutations#Wild_Magic|Wild Magic]])&lt;br /&gt;
* Piety with [[Vehumet]] for [[Conjurations]] spells&lt;br /&gt;
* Any equipped wizardry items&lt;br /&gt;
&lt;br /&gt;
== Spell success calculations ==&lt;br /&gt;
&lt;br /&gt;
It is debatable whether the following formulae are of real use during a game. However, inflection points such when the extra armour EV penalty disappears are fairly easy to discern. Calculating this stuff on the fly is only for savants! However, one can refer example section of this page for Lv 9 magics, which requires tremendous amount of experience to be stabilized.&lt;br /&gt;
&lt;br /&gt;
=== Base chance ===&lt;br /&gt;
&lt;br /&gt;
The source code talks in terms of chance of ''failure'', not success. Therefore, we want the spellFailure chance to be as low as possible - in fact, to reach a Perfect success rate, your chance to fail has to be '''negative'''. More on that below.&lt;br /&gt;
&lt;br /&gt;
To begin with, there's a 60% chance of failure. From this, two things are subtracted - twice the caster's Intelligence, and a value calculated from the user's relevant skills. This value is similar to (but simpler than) the [[spell power]]. Note that these two factors are the only ones that '''directly''' improve spell success, while other factors described below only serve to ''mitigate'' spellcasting penalties. Therefore, focus on these areas if you want to maximize your spellcasting chances, particularly spell skills.&lt;br /&gt;
&lt;br /&gt;
Here's an overview of the basic formula, before stepdown and miscellaneous penalties and enhancers.&lt;br /&gt;
&lt;br /&gt;
  spellFailure = 60&lt;br /&gt;
               - [6 * spell skills]&lt;br /&gt;
               - [2 * Intelligence]&lt;br /&gt;
               + Spell difficulty&lt;br /&gt;
               + Armour/shield penalty&lt;br /&gt;
&lt;br /&gt;
=== Spell skills ===&lt;br /&gt;
&lt;br /&gt;
Now they use very familiar equation with spellcasting equation. The main difference is, spell skill boost effect of potion of brilliance is not counted here.&lt;br /&gt;
&lt;br /&gt;
  S_0 = [Spellcasting / 2] + [Average(SpellSkills) * 2]&lt;br /&gt;
&lt;br /&gt;
  spell skills = 50 * log_2 (1 + S_0 / 50)&lt;br /&gt;
&lt;br /&gt;
This value is naturally capped at 370, assuming 27 lv on spell skills and spellcasting.&lt;br /&gt;
&lt;br /&gt;
=== Spell difficulty ===&lt;br /&gt;
&lt;br /&gt;
A number is added, making spellcasting more difficult, dependent on the spell's level.&lt;br /&gt;
&lt;br /&gt;
  spellDifficulty =   3 (level 1)&lt;br /&gt;
                     15 (level 2)   (+12)&lt;br /&gt;
                     35 (level 3)   (+20)&lt;br /&gt;
                     70 (level 4)   (+35)&lt;br /&gt;
                    100 (level 5)   (+30)&lt;br /&gt;
                    150 (level 6)   (+50)&lt;br /&gt;
                    200 (level 7)   (+50)&lt;br /&gt;
                    260 (level 8)   (+60)&lt;br /&gt;
                    330 (level 9)   (+70)&lt;br /&gt;
&lt;br /&gt;
=== Armour and shield penalties (Under Construction) ===&lt;br /&gt;
&lt;br /&gt;
  Armour/Shield Penalty = 19 * (armour penalty) + 19 * (shield penalty)&lt;br /&gt;
&lt;br /&gt;
  armour penalty = 0.4 * (Encumbrance Rating)^2&lt;br /&gt;
                   * (45 - Armour skill Lv) / 45&lt;br /&gt;
                   / (Str + 3)&lt;br /&gt;
&lt;br /&gt;
  shield penalty = (EV Penalty) - (Shield Skill Lv) / (Player species factor)&lt;br /&gt;
&lt;br /&gt;
Player species factor is 5 for normal species, 3 for large species, and 7 for small species, respectively. Spriggans have 9, though they only can use bucklers.&lt;br /&gt;
&lt;br /&gt;
=== Step down ===&lt;br /&gt;
&lt;br /&gt;
At this point, the spell failure is put through a step down curve. If it's over 45 (just into the 'Fair' range), it's unaffected, otherwise it needs to be progressively lower to improve the overall result. This is a stepwise curve, and complex to describe. In the table is the listed native chance to reach certain points (i.e., spell success bands), although note that there are a couple of further steps performed after this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
!Description!!Failure rate!!Needed fail chance&lt;br /&gt;
|-&lt;br /&gt;
|Fair||45%||45&lt;br /&gt;
|-&lt;br /&gt;
|Good||30%||10&lt;br /&gt;
|-&lt;br /&gt;
|Very Good||20%||−24&lt;br /&gt;
|-&lt;br /&gt;
|Great||10%||−80&lt;br /&gt;
|-&lt;br /&gt;
|Excellent||4%||−140&lt;br /&gt;
|-&lt;br /&gt;
|Perfect||0%||−180&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From −60 to −180 it's linear, with each difference of 20 giving 2% in the final spell success chance. So penalties affect bad wizards more than good ones. Penalty mitigation (for armour) applies before this, so the stepping function doesn't change that.&lt;br /&gt;
&lt;br /&gt;
=== Mutations ===&lt;br /&gt;
&lt;br /&gt;
From now on, we work with STEPPED DOWN failure rates.&lt;br /&gt;
&lt;br /&gt;
   Placid magic: Failure Rate - 7 %&lt;br /&gt;
   Wild magic:   Failure Rate + 7 %&lt;br /&gt;
   Anti-Wizadry: Failure Rate + 4 %&lt;br /&gt;
&lt;br /&gt;
The unrandart [[Hat of the High Council]] offers +7 %, not +4 %. It is noted as separate line in source spl-cast.cc file.&lt;br /&gt;
&lt;br /&gt;
=== Sap status ===&lt;br /&gt;
&lt;br /&gt;
   Failure Rate + Sap duration(in terms of turns) / 10 (%)&lt;br /&gt;
&lt;br /&gt;
=== Wizardry, Vehumet, and other factors ===&lt;br /&gt;
&lt;br /&gt;
Finally (phew!) spellcasting success boosts from items and other sources are applied. Note that these are actually calculated as a reduction in the fail chance, so in the table below, a low number is better.&lt;br /&gt;
&lt;br /&gt;
* Vehumet knocks 1/3 off the fail chance for Conjurations for disciples in good standing (piety over 70).&lt;br /&gt;
&lt;br /&gt;
* Rings of wizardry and staves of wizardry give some assistance, given by their &amp;quot;Wizardry&amp;quot; bonus in that column, but they suffer from decreasing cumulative effects. Other spell enhancers, such as rings of fire/ice or staves of various kinds, do not affect spell success chances, only their power. Wizardry effect is determined using this formula:&lt;br /&gt;
&lt;br /&gt;
  Reduced Failure rate = Failure rate * 6 / (7 + # of Wizardry Items)&lt;br /&gt;
&lt;br /&gt;
* Potion of brilliance: Failure rate / 2  (Directly to max level of reduction)&lt;br /&gt;
&lt;br /&gt;
Note that there is an hard cap of 50% for the effect of all enhancers. For Vehumet worshippers, one wizardry bonus directly lets you to arrive at 50% limit, making two or more wizardry bonuses meaningless.&lt;br /&gt;
&lt;br /&gt;
===The final step===&lt;br /&gt;
&lt;br /&gt;
The number we have obtained isn't the final chance of failure. The game doesn't compare that number with a random number between 0 and 99, but with the sum of three numbers divided by three.&lt;br /&gt;
 (1d101 + 1d101 + 1d100 - 3)/3 &amp;lt; fail chance&lt;br /&gt;
&lt;br /&gt;
This is equivalent to applying this transformation to the chance of failure:&lt;br /&gt;
&lt;br /&gt;
[[Image:Spell_success_transformation.png]]&lt;br /&gt;
&lt;br /&gt;
This sigmoid function makes it more difficult to decrease your failure rate when it is high or low, but it will go down very quickly when it is in the middle. Up to raw failure rate of 33%, one can use this formula:&lt;br /&gt;
&lt;br /&gt;
  N                 = (raw_failure_rate) * 3&lt;br /&gt;
  Real Failure Rate = N * (N+1) * (N+2) / 6 / 101 / 101 (in unit of %)&lt;br /&gt;
&lt;br /&gt;
This can be tabulated for usefulness.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
!Raw Fail chance!!Actual fail chance&lt;br /&gt;
|-&lt;br /&gt;
|32%||14.9%&lt;br /&gt;
|-&lt;br /&gt;
|30%||12.3%&lt;br /&gt;
|-&lt;br /&gt;
|28%||10.0%&lt;br /&gt;
|-&lt;br /&gt;
|26%||8.1%&lt;br /&gt;
|-&lt;br /&gt;
|24%||6.4%&lt;br /&gt;
|-&lt;br /&gt;
|22%||4.9%&lt;br /&gt;
|-&lt;br /&gt;
|20%||3.7%&lt;br /&gt;
|-&lt;br /&gt;
|18%||2.7%&lt;br /&gt;
|-&lt;br /&gt;
|16%||1.9%&lt;br /&gt;
|-&lt;br /&gt;
|14%||1.3%&lt;br /&gt;
|-&lt;br /&gt;
|12%||0.8%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Example: Stabilizing [[Fire Storm]] within 90% success rate==&lt;br /&gt;
&lt;br /&gt;
For pure-magic build, stabilizing Fire Storm before the Vault is strictly required. In this example, required skill level for reaching is calculated. For the failure rate of 10%, raw failure rate of 28% is required. Let's set Int=32, a decent value for spellcasters but not sufficient for end-game annihilator. Assuming no armour/shield penalty.&lt;br /&gt;
&lt;br /&gt;
* Without any aid: Raw rate of 2% is stepped down to 28%, so 2% is the point that should be achieved. This is equivalent to 54.0 point of spell skills, requiring '''(school skill*2 + spellcasting*0.5) = 55.7'''. Even if the spellcasting is maxed out to 27, the average school skill value of 21.1 is required to cast Fire storm within 10% failure. &lt;br /&gt;
&lt;br /&gt;
* With an aid of a wizardry ring: A wizardry option knocks 1/4 of failure rate before sigmoid function, so the required raw fail rate is 38%. Raw rate of 32% is stepped down to 38%, and '''(school skill*2 + spellcasting*0.5) = 48.6'''. This value is quite easy to be achieved now, and average of 19.4 Lv including spellcasting is sufficient for 10% failure rate.&lt;br /&gt;
&lt;br /&gt;
* Vehumet worshipper, or two wizardry rings: These enhancements knock off 1/3 of failure rate before sigmoid. Now the raw fail rate required before stepdown is 38%, and '''(school skill*2 + spellcasting*0.5) = 47.3'''. Required average skill Lvs, including spellcasting, is 18.9. Worshipping Vehumet really offers tremendous benefits for high-level spells.&lt;br /&gt;
&lt;br /&gt;
* Vehumet with a wizardry ring: Maxed-out enhancer effect. Raw fail rate of 56% can be used without stepdown, and '''(school skill*2 + spellcasting*0.5) = 43.3'''. Required average skill Lvs, including spellcasting, is 17.3. If one regulates spellcasting up to 15, then 17.9 Lv of each school level is sufficient!&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Spell power]]&lt;br /&gt;
* [[Miscast effect]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spell_Success&amp;diff=37050</id>
		<title>Spell Success</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spell_Success&amp;diff=37050"/>
				<updated>2015-05-06T20:55:43Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: /* Spell success calculations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Spell success''' is the rate at which casting a [[spell]] can be expected to succeed.&lt;br /&gt;
As of 0.16.0 spell success rate is determined by a complex combination of:&lt;br /&gt;
&lt;br /&gt;
* Spell-related skills&lt;br /&gt;
* [[Intelligence]]&lt;br /&gt;
* Spell level&lt;br /&gt;
* Armour and Shield penalty, mitigated by [[Armour (skill)|Armour skill]] and [[Shields (skill)|Shields skill]]&lt;br /&gt;
* Mutation Penalty ([[Good_mutations#Wild_Magic|Wild Magic]])&lt;br /&gt;
* Piety with [[Vehumet]] for [[Conjurations]] spells&lt;br /&gt;
* Any equipped wizardry items&lt;br /&gt;
&lt;br /&gt;
== Spell success calculations ==&lt;br /&gt;
&lt;br /&gt;
It is debatable whether the following formulae are of real use during a game. However, inflection points such when the extra armour EV penalty disappears are fairly easy to discern. Calculating this stuff on the fly is only for savants! However, one can refer example section of this page for Lv 9 magics, which requires tremendous amount of experience to be stabilized.&lt;br /&gt;
&lt;br /&gt;
=== Base chance ===&lt;br /&gt;
&lt;br /&gt;
The source code talks in terms of chance of ''failure'', not success. Therefore, we want the spellFailure chance to be as low as possible - in fact, to reach a Perfect success rate, your chance to fail has to be '''negative'''. More on that below.&lt;br /&gt;
&lt;br /&gt;
To begin with, there's a 60% chance of failure. From this, two things are subtracted - twice the caster's Intelligence, and a value calculated from the user's relevant skills. This value is similar to (but simpler than) the [[spell power]]. Note that these two factors are the only ones that '''directly''' improve spell success, while other factors described below only serve to ''mitigate'' spellcasting penalties. Therefore, focus on these areas if you want to maximize your spellcasting chances, particularly spell skills.&lt;br /&gt;
&lt;br /&gt;
Here's an overview of the basic formula, before stepdown and miscellaneous penalties and enhancers.&lt;br /&gt;
&lt;br /&gt;
  spellFailure = 60&lt;br /&gt;
               - [6 * spell skills]&lt;br /&gt;
               - [2 * Intelligence]&lt;br /&gt;
               + Spell difficulty&lt;br /&gt;
               + Armour/shield penalty&lt;br /&gt;
&lt;br /&gt;
=== Spell skills ===&lt;br /&gt;
&lt;br /&gt;
Now they use very familiar equation with spellcasting equation. The main difference is, spell skill boost effect of potion of brilliance is not counted here.&lt;br /&gt;
&lt;br /&gt;
  S_0 = [Spellcasting / 2] + [Average(SpellSkills) * 2]&lt;br /&gt;
&lt;br /&gt;
  spell skills = 50 * log_2 (1 + S_0 / 50)&lt;br /&gt;
&lt;br /&gt;
This value is naturally capped at 370, assuming 27 lv on spell skills and spellcasting.&lt;br /&gt;
&lt;br /&gt;
=== Spell difficulty ===&lt;br /&gt;
&lt;br /&gt;
A number is added, making spellcasting more difficult, dependent on the spell's level.&lt;br /&gt;
&lt;br /&gt;
  spellDifficulty =   3 (level 1)&lt;br /&gt;
                     15 (level 2)   (+12)&lt;br /&gt;
                     35 (level 3)   (+20)&lt;br /&gt;
                     70 (level 4)   (+35)&lt;br /&gt;
                    100 (level 5)   (+30)&lt;br /&gt;
                    150 (level 6)   (+50)&lt;br /&gt;
                    200 (level 7)   (+50)&lt;br /&gt;
                    260 (level 8)   (+60)&lt;br /&gt;
                    330 (level 9)   (+70)&lt;br /&gt;
&lt;br /&gt;
=== Armour and shield penalties (Under Construction) ===&lt;br /&gt;
&lt;br /&gt;
  Armour/Shield Penalty = 19 * (armour penalty) + 19 * (shield penalty)&lt;br /&gt;
&lt;br /&gt;
  armour penalty = 0.4 * (Encumbrance Rating)^2&lt;br /&gt;
                   * (45 - Armour skill Lv) / 45&lt;br /&gt;
                   / (Str + 3)&lt;br /&gt;
&lt;br /&gt;
  shield penalty = (EV Penalty) - (Shield Skill Lv) / (Player species factor)&lt;br /&gt;
&lt;br /&gt;
Player species factor is 5 for normal species, 3 for large species, and 7 for small species, respectively. Spriggans have 9, though they only can use bucklers.&lt;br /&gt;
&lt;br /&gt;
=== Step down ===&lt;br /&gt;
&lt;br /&gt;
At this point, the spell failure is put through a step down curve. If it's over 45 (just into the 'Fair' range), it's unaffected, otherwise it needs to be progressively lower to improve the overall result. This is a stepwise curve, and complex to describe. In the table is the listed native chance to reach certain points (i.e., spell success bands), although note that there are a couple of further steps performed after this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
!Description!!Failure rate!!Needed fail chance&lt;br /&gt;
|-&lt;br /&gt;
|Fair||45%||45&lt;br /&gt;
|-&lt;br /&gt;
|Good||30%||10&lt;br /&gt;
|-&lt;br /&gt;
|Very Good||20%||−24&lt;br /&gt;
|-&lt;br /&gt;
|Great||10%||−80&lt;br /&gt;
|-&lt;br /&gt;
|Excellent||4%||−140&lt;br /&gt;
|-&lt;br /&gt;
|Perfect||0%||−180&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From −60 to −180 it's linear, with each difference of 20 giving 2% in the final spell success chance. So penalties affect bad wizards more than good ones. Penalty mitigation (for armour) applies before this, so the stepping function doesn't change that.&lt;br /&gt;
&lt;br /&gt;
=== Mutations ===&lt;br /&gt;
&lt;br /&gt;
From now on, we work with STEPPED DOWN failure rates.&lt;br /&gt;
&lt;br /&gt;
   Placid magic: Failure Rate - 7 %&lt;br /&gt;
   Wild magic:   Failure Rate + 7 %&lt;br /&gt;
   Anti-Wizadry: Failure Rate + 4 %&lt;br /&gt;
&lt;br /&gt;
The unrandart [[Hat of the High Council]] offers +7 %, not +4 %. It is noted as separate line in source spl-cast.cc file.&lt;br /&gt;
&lt;br /&gt;
=== Sap status ===&lt;br /&gt;
&lt;br /&gt;
   Failure Rate + Sap duration(in terms of turns) / 10 (%)&lt;br /&gt;
&lt;br /&gt;
=== Wizardry, Vehumet, and other factors ===&lt;br /&gt;
&lt;br /&gt;
Finally (phew!) spellcasting success boosts from items and other sources are applied. Note that these are actually calculated as a reduction in the fail chance, so in the table below, a low number is better.&lt;br /&gt;
&lt;br /&gt;
* Vehumet knocks 1/3 off the fail chance for Conjurations for disciples in good standing (piety over 70).&lt;br /&gt;
&lt;br /&gt;
* Rings of wizardry and staves of wizardry give some assistance, given by their &amp;quot;Wizardry&amp;quot; bonus in that column, but they suffer from decreasing cumulative effects. Other spell enhancers, such as rings of fire/ice or staves of various kinds, do not affect spell success chances, only their power. Wizardry effect is determined using this formula:&lt;br /&gt;
&lt;br /&gt;
  Reduced Failure rate = Failure rate * 6 / (7 + # of Wizardry Items)&lt;br /&gt;
&lt;br /&gt;
* Potion of brilliance: Failure rate / 2  (Directly to max level of reduction)&lt;br /&gt;
&lt;br /&gt;
Note that there is an hard cap of 50% for the effect of all enhancers. For Vehumet worshippers, one wizardry bonus directly lets you to arrive at 50% limit, making two or more wizardry bonuses meaningless.&lt;br /&gt;
&lt;br /&gt;
===The final step===&lt;br /&gt;
&lt;br /&gt;
The number we have obtained isn't the final chance of failure. The game doesn't compare that number with a random number between 0 and 99, but with the sum of three numbers divided by three.&lt;br /&gt;
 (1d101 + 1d101 + 1d100 - 3)/3 &amp;lt; fail chance&lt;br /&gt;
&lt;br /&gt;
This is equivalent to applying this transformation to the chance of failure:&lt;br /&gt;
&lt;br /&gt;
[[Image:Spell_success_transformation.png]]&lt;br /&gt;
&lt;br /&gt;
This sigmoid function makes it more difficult to decrease your failure rate when it is high or low, but it will go down very quickly when it is in the middle. Up to raw failure rate of 33%, one can use this formula:&lt;br /&gt;
&lt;br /&gt;
  N                 = (raw_failure_rate) * 3&lt;br /&gt;
  Real Failure Rate = N * (N+1) * (N+2) / 6 / 101 / 101 (in unit of %)&lt;br /&gt;
&lt;br /&gt;
This can be tabulated for usefulness.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
!Raw Fail chance!!Actual fail chance&lt;br /&gt;
|-&lt;br /&gt;
|32%||14.9%&lt;br /&gt;
|-&lt;br /&gt;
|30%||12.3%&lt;br /&gt;
|-&lt;br /&gt;
|28%||10.0%&lt;br /&gt;
|-&lt;br /&gt;
|26%||8.1%&lt;br /&gt;
|-&lt;br /&gt;
|24%||6.4%&lt;br /&gt;
|-&lt;br /&gt;
|22%||4.9%&lt;br /&gt;
|-&lt;br /&gt;
|20%||3.7%&lt;br /&gt;
|-&lt;br /&gt;
|18%||2.7%&lt;br /&gt;
|-&lt;br /&gt;
|16%||1.9%&lt;br /&gt;
|-&lt;br /&gt;
|14%||1.3%&lt;br /&gt;
|-&lt;br /&gt;
|12%||0.8%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Example: Stabilizing [[Fire Storm]] within 90% success rate==&lt;br /&gt;
&lt;br /&gt;
For pure-magic build, stabilizing Fire Storm before the Vault is strictly required. In this example, required skill level for reaching is calculated. For the failure rate of 10%, raw failure rate of 28% is required. Let's set Int=32, a decent value for spellcasters but not sufficient for end-game annihilator. Assuming no armour/shield penalty.&lt;br /&gt;
&lt;br /&gt;
* Without any aid: Raw rate of 2% is stepped down to 28%, so 2% is the point that should be achieved. This is equivalent to 54.0 point of spell skills, requiring '''(school skill*2 + spellcasting*0.5) = 55.7'''. Even if the spellcasting is maxed out to 27, the average school skill value of 21.1 is required to cast Fire storm within 10% failure. &lt;br /&gt;
&lt;br /&gt;
* With an aid of a wizardry ring: A wizardry option knocks 1/4 of failure rate before sigmoid function, so the required raw fail rate is 38%. Raw rate of 32% is stepped down to 38%, and '''(school skill*2 + spellcasting*0.5) = 48.6'''. This value is quite easy to be achieved now, and average of 19.4 Lv including spellcasting is sufficient for 10% failure rate.&lt;br /&gt;
&lt;br /&gt;
* Vehumet worshipper: Vehumet knocks 1/3 of failure rate before sigmoid. Now the raw fail rate required before stepdown is 38%, and '''(school skill*2 + spellcasting*0.5) = 47.3'''. Required average skill Lvs, including spellcasting, is 18.9. Worshipping Vehumet really offers tremendous benefits for high-level spells.&lt;br /&gt;
&lt;br /&gt;
* Vehumet with a wizardry ring: Maxed-out enhancer effect. Raw fail rate of 56% can be used without stepdown, and '''(school skill*2 + spellcasting*0.5) = 43.3'''. Required average skill Lvs, including spellcasting, is 17.3. If one regulates spellcasting up to 15, then 17.9 Lv of each school level is sufficient!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Spell power]]&lt;br /&gt;
* [[Miscast effect]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spell_Success&amp;diff=37049</id>
		<title>Spell Success</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spell_Success&amp;diff=37049"/>
				<updated>2015-05-06T20:48:13Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: Added an example.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Spell success''' is the rate at which casting a [[spell]] can be expected to succeed.&lt;br /&gt;
As of 0.16.0 spell success rate is determined by a complex combination of:&lt;br /&gt;
&lt;br /&gt;
* Spell-related skills&lt;br /&gt;
* [[Intelligence]]&lt;br /&gt;
* Spell level&lt;br /&gt;
* Armour and Shield penalty, mitigated by [[Armour (skill)|Armour skill]] and [[Shields (skill)|Shields skill]]&lt;br /&gt;
* Mutation Penalty ([[Good_mutations#Wild_Magic|Wild Magic]])&lt;br /&gt;
* Piety with [[Vehumet]] for [[Conjurations]] spells&lt;br /&gt;
* Any equipped wizardry items&lt;br /&gt;
&lt;br /&gt;
== Spell success calculations ==&lt;br /&gt;
&lt;br /&gt;
It is debatable whether the following formulae are of real use during a game. However, inflection points such when the extra armour EV penalty disappears are fairly easy to discern. Calculating this stuff on the fly is only for savants!&lt;br /&gt;
&lt;br /&gt;
=== Base chance ===&lt;br /&gt;
&lt;br /&gt;
The source code talks in terms of chance of ''failure'', not success. Therefore, we want the spellFailure chance to be as low as possible - in fact, to reach a Perfect success rate, your chance to fail has to be '''negative'''. More on that below.&lt;br /&gt;
&lt;br /&gt;
To begin with, there's a 60% chance of failure. From this, two things are subtracted - twice the caster's Intelligence, and a value calculated from the user's relevant skills. This value is similar to (but simpler than) the [[spell power]]. Note that these two factors are the only ones that '''directly''' improve spell success, while other factors described below only serve to ''mitigate'' spellcasting penalties. Therefore, focus on these areas if you want to maximize your spellcasting chances, particularly spell skills.&lt;br /&gt;
&lt;br /&gt;
Here's an overview of the basic formula, before stepdown and miscellaneous penalties and enhancers.&lt;br /&gt;
&lt;br /&gt;
  spellFailure = 60&lt;br /&gt;
               - [6 * spell skills]&lt;br /&gt;
               - [2 * Intelligence]&lt;br /&gt;
               + Spell difficulty&lt;br /&gt;
               + Armour/shield penalty&lt;br /&gt;
&lt;br /&gt;
=== Spell skills ===&lt;br /&gt;
&lt;br /&gt;
Now they use very familiar equation with spellcasting equation. The main difference is, spell skill boost effect of potion of brilliance is not counted here.&lt;br /&gt;
&lt;br /&gt;
  S_0 = [Spellcasting / 2] + [Average(SpellSkills) * 2]&lt;br /&gt;
&lt;br /&gt;
  spell skills = 50 * log_2 (1 + S_0 / 50)&lt;br /&gt;
&lt;br /&gt;
This value is naturally capped at 370, assuming 27 lv on spell skills and spellcasting.&lt;br /&gt;
&lt;br /&gt;
=== Spell difficulty ===&lt;br /&gt;
&lt;br /&gt;
A number is added, making spellcasting more difficult, dependent on the spell's level.&lt;br /&gt;
&lt;br /&gt;
  spellDifficulty =   3 (level 1)&lt;br /&gt;
                     15 (level 2)   (+12)&lt;br /&gt;
                     35 (level 3)   (+20)&lt;br /&gt;
                     70 (level 4)   (+35)&lt;br /&gt;
                    100 (level 5)   (+30)&lt;br /&gt;
                    150 (level 6)   (+50)&lt;br /&gt;
                    200 (level 7)   (+50)&lt;br /&gt;
                    260 (level 8)   (+60)&lt;br /&gt;
                    330 (level 9)   (+70)&lt;br /&gt;
&lt;br /&gt;
=== Armour and shield penalties (Under Construction) ===&lt;br /&gt;
&lt;br /&gt;
  Armour/Shield Penalty = 19 * (armour penalty) + 19 * (shield penalty)&lt;br /&gt;
&lt;br /&gt;
  armour penalty = 0.4 * (Encumbrance Rating)^2&lt;br /&gt;
                   * (45 - Armour skill Lv) / 45&lt;br /&gt;
                   / (Str + 3)&lt;br /&gt;
&lt;br /&gt;
  shield penalty = (EV Penalty) - (Shield Skill Lv) / (Player species factor)&lt;br /&gt;
&lt;br /&gt;
Player species factor is 5 for normal species, 3 for large species, and 7 for small species, respectively. Spriggans have 9, though they only can use bucklers.&lt;br /&gt;
&lt;br /&gt;
=== Step down ===&lt;br /&gt;
&lt;br /&gt;
At this point, the spell failure is put through a step down curve. If it's over 45 (just into the 'Fair' range), it's unaffected, otherwise it needs to be progressively lower to improve the overall result. This is a stepwise curve, and complex to describe. In the table is the listed native chance to reach certain points (i.e., spell success bands), although note that there are a couple of further steps performed after this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
!Description!!Failure rate!!Needed fail chance&lt;br /&gt;
|-&lt;br /&gt;
|Fair||45%||45&lt;br /&gt;
|-&lt;br /&gt;
|Good||30%||10&lt;br /&gt;
|-&lt;br /&gt;
|Very Good||20%||−24&lt;br /&gt;
|-&lt;br /&gt;
|Great||10%||−80&lt;br /&gt;
|-&lt;br /&gt;
|Excellent||4%||−140&lt;br /&gt;
|-&lt;br /&gt;
|Perfect||0%||−180&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From −60 to −180 it's linear, with each difference of 20 giving 2% in the final spell success chance. So penalties affect bad wizards more than good ones. Penalty mitigation (for armour) applies before this, so the stepping function doesn't change that.&lt;br /&gt;
&lt;br /&gt;
=== Mutations ===&lt;br /&gt;
&lt;br /&gt;
From now on, we work with STEPPED DOWN failure rates.&lt;br /&gt;
&lt;br /&gt;
   Placid magic: Failure Rate - 7 %&lt;br /&gt;
   Wild magic:   Failure Rate + 7 %&lt;br /&gt;
   Anti-Wizadry: Failure Rate + 4 %&lt;br /&gt;
&lt;br /&gt;
The unrandart [[Hat of the High Council]] offers +7 %, not +4 %. It is noted as separate line in source spl-cast.cc file.&lt;br /&gt;
&lt;br /&gt;
=== Sap status ===&lt;br /&gt;
&lt;br /&gt;
   Failure Rate + Sap duration(in terms of turns) / 10 (%)&lt;br /&gt;
&lt;br /&gt;
=== Wizardry, Vehumet, and other factors ===&lt;br /&gt;
&lt;br /&gt;
Finally (phew!) spellcasting success boosts from items and other sources are applied. Note that these are actually calculated as a reduction in the fail chance, so in the table below, a low number is better.&lt;br /&gt;
&lt;br /&gt;
* Vehumet knocks 1/3 off the fail chance for Conjurations for disciples in good standing (piety over 70).&lt;br /&gt;
&lt;br /&gt;
* Rings of wizardry and staves of wizardry give some assistance, given by their &amp;quot;Wizardry&amp;quot; bonus in that column, but they suffer from decreasing cumulative effects. Other spell enhancers, such as rings of fire/ice or staves of various kinds, do not affect spell success chances, only their power. Wizardry effect is determined using this formula:&lt;br /&gt;
&lt;br /&gt;
  Reduced Failure rate = Failure rate * 6 / (7 + # of Wizardry Items)&lt;br /&gt;
&lt;br /&gt;
* Potion of brilliance: Failure rate / 2  (Directly to max level of reduction)&lt;br /&gt;
&lt;br /&gt;
Note that there is an hard cap of 50% for the effect of all enhancers. For Vehumet worshippers, one wizardry bonus directly lets you to arrive at 50% limit, making two or more wizardry bonuses meaningless.&lt;br /&gt;
&lt;br /&gt;
===The final step===&lt;br /&gt;
&lt;br /&gt;
The number we have obtained isn't the final chance of failure. The game doesn't compare that number with a random number between 0 and 99, but with the sum of three numbers divided by three.&lt;br /&gt;
 (1d101 + 1d101 + 1d100 - 3)/3 &amp;lt; fail chance&lt;br /&gt;
&lt;br /&gt;
This is equivalent to applying this transformation to the chance of failure:&lt;br /&gt;
&lt;br /&gt;
[[Image:Spell_success_transformation.png]]&lt;br /&gt;
&lt;br /&gt;
This sigmoid function makes it more difficult to decrease your failure rate when it is high or low, but it will go down very quickly when it is in the middle. Up to raw failure rate of 33%, one can use this formula:&lt;br /&gt;
&lt;br /&gt;
  N                 = (raw_failure_rate) * 3&lt;br /&gt;
  Real Failure Rate = N * (N+1) * (N+2) / 6 / 101 / 101 (in unit of %)&lt;br /&gt;
&lt;br /&gt;
This can be tabulated for usefulness.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
!Raw Fail chance!!Actual fail chance&lt;br /&gt;
|-&lt;br /&gt;
|32%||14.9%&lt;br /&gt;
|-&lt;br /&gt;
|30%||12.3%&lt;br /&gt;
|-&lt;br /&gt;
|28%||10.0%&lt;br /&gt;
|-&lt;br /&gt;
|26%||8.1%&lt;br /&gt;
|-&lt;br /&gt;
|24%||6.4%&lt;br /&gt;
|-&lt;br /&gt;
|22%||4.9%&lt;br /&gt;
|-&lt;br /&gt;
|20%||3.7%&lt;br /&gt;
|-&lt;br /&gt;
|18%||2.7%&lt;br /&gt;
|-&lt;br /&gt;
|16%||1.9%&lt;br /&gt;
|-&lt;br /&gt;
|14%||1.3%&lt;br /&gt;
|-&lt;br /&gt;
|12%||0.8%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Example: Stabilizing [[Fire Storm]] within 90% success rate==&lt;br /&gt;
&lt;br /&gt;
For pure-magic build, stabilizing Fire Storm before the Vault is strictly required. In this example, required skill level for reaching is calculated. For the failure rate of 10%, raw failure rate of 28% is required. Let's set Int=32, a decent value for spellcasters but not sufficient for end-game annihilator. Assuming no armour/shield penalty.&lt;br /&gt;
&lt;br /&gt;
* Without any aid: Raw rate of 2% is stepped down to 28%, so 2% is the point that should be achieved. This is equivalent to 54.0 point of spell skills, requiring '''(school skill*2 + spellcasting*0.5) = 55.7'''. Even if the spellcasting is maxed out to 27, the average school skill value of 21.1 is required to cast Fire storm within 10% failure. &lt;br /&gt;
&lt;br /&gt;
* With an aid of a wizardry ring: A wizardry option knocks 1/4 of failure rate before sigmoid function, so the required raw fail rate is 38%. Raw rate of 32% is stepped down to 38%, and '''(school skill*2 + spellcasting*0.5) = 48.6'''. This value is quite easy to be achieved now, and average of 19.4 Lv including spellcasting is sufficient for 10% failure rate.&lt;br /&gt;
&lt;br /&gt;
* Vehumet worshipper: Vehumet knocks 1/3 of failure rate before sigmoid. Now the raw fail rate required before stepdown is 38%, and '''(school skill*2 + spellcasting*0.5) = 47.3'''. Required average skill Lvs, including spellcasting, is 18.9. Worshipping Vehumet really offers tremendous benefits for high-level spells.&lt;br /&gt;
&lt;br /&gt;
* Vehumet with a wizardry ring: Maxed-out enhancer effect. Raw fail rate of 56% can be used without stepdown, and '''(school skill*2 + spellcasting*0.5) = 43.3'''. Required average skill Lvs, including spellcasting, is 17.3. If one regulates spellcasting up to 15, then 17.9 Lv of each school level is sufficient!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Spell power]]&lt;br /&gt;
* [[Miscast effect]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spell_Success&amp;diff=37048</id>
		<title>Spell Success</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spell_Success&amp;diff=37048"/>
				<updated>2015-05-06T14:59:26Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: /* Wizardry, Vehumet, and other factors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Spell success''' is the rate at which casting a [[spell]] can be expected to succeed.&lt;br /&gt;
As of 0.16.0 spell success rate is determined by a complex combination of:&lt;br /&gt;
&lt;br /&gt;
* Spell-related skills&lt;br /&gt;
* [[Intelligence]]&lt;br /&gt;
* Spell level&lt;br /&gt;
* Armour and Shield penalty, mitigated by [[Armour (skill)|Armour skill]] and [[Shields (skill)|Shields skill]]&lt;br /&gt;
* Mutation Penalty ([[Good_mutations#Wild_Magic|Wild Magic]])&lt;br /&gt;
* Piety with [[Vehumet]] for [[Conjurations]] spells&lt;br /&gt;
* Any equipped wizardry items&lt;br /&gt;
&lt;br /&gt;
== Spell success calculations ==&lt;br /&gt;
&lt;br /&gt;
It is debatable whether the following formulae are of real use during a game. However, inflection points such when the extra armour EV penalty disappears are fairly easy to discern. Calculating this stuff on the fly is only for savants!&lt;br /&gt;
&lt;br /&gt;
=== Base chance ===&lt;br /&gt;
&lt;br /&gt;
The source code talks in terms of chance of ''failure'', not success. Therefore, we want the spellFailure chance to be as low as possible - in fact, to reach a Perfect success rate, your chance to fail has to be '''negative'''. More on that below.&lt;br /&gt;
&lt;br /&gt;
To begin with, there's a 60% chance of failure. From this, two things are subtracted - twice the caster's Intelligence, and a value calculated from the user's relevant skills. This value is similar to (but simpler than) the [[spell power]]. Note that these two factors are the only ones that '''directly''' improve spell success, while other factors described below only serve to ''mitigate'' spellcasting penalties. Therefore, focus on these areas if you want to maximize your spellcasting chances, particularly spell skills.&lt;br /&gt;
&lt;br /&gt;
Here's an overview of the basic formula, before stepdown and miscellaneous penalties and enhancers.&lt;br /&gt;
&lt;br /&gt;
  spellFailure = 60&lt;br /&gt;
               - [6 * spell skills]&lt;br /&gt;
               - [2 * Intelligence]&lt;br /&gt;
               + Spell difficulty&lt;br /&gt;
               + Armour/shield penalty&lt;br /&gt;
&lt;br /&gt;
=== Spell skills ===&lt;br /&gt;
&lt;br /&gt;
Now they use very familiar equation with spellcasting equation. The main difference is, spell skill boost effect of potion of brilliance is not counted here.&lt;br /&gt;
&lt;br /&gt;
  S_0 = [Spellcasting / 2] + [Average(SpellSkills) * 2]&lt;br /&gt;
&lt;br /&gt;
  spell skills = 50 * log_2 (1 + S_0 / 50)&lt;br /&gt;
&lt;br /&gt;
This value is naturally capped at 370, assuming 27 lv on spell skills and spellcasting.&lt;br /&gt;
&lt;br /&gt;
=== Spell difficulty ===&lt;br /&gt;
&lt;br /&gt;
A number is added, making spellcasting more difficult, dependent on the spell's level.&lt;br /&gt;
&lt;br /&gt;
  spellDifficulty =   3 (level 1)&lt;br /&gt;
                     15 (level 2)   (+12)&lt;br /&gt;
                     35 (level 3)   (+20)&lt;br /&gt;
                     70 (level 4)   (+35)&lt;br /&gt;
                    100 (level 5)   (+30)&lt;br /&gt;
                    150 (level 6)   (+50)&lt;br /&gt;
                    200 (level 7)   (+50)&lt;br /&gt;
                    260 (level 8)   (+60)&lt;br /&gt;
                    330 (level 9)   (+70)&lt;br /&gt;
&lt;br /&gt;
=== Armour and shield penalties (Under Construction) ===&lt;br /&gt;
&lt;br /&gt;
  Armour/Shield Penalty = 19 * (armour penalty) + 19 * (shield penalty)&lt;br /&gt;
&lt;br /&gt;
  armour penalty = 0.4 * (Encumbrance Rating)^2&lt;br /&gt;
                   * (45 - Armour skill Lv) / 45&lt;br /&gt;
                   / (Str + 3)&lt;br /&gt;
&lt;br /&gt;
  shield penalty = (EV Penalty) - (Shield Skill Lv) / (Player species factor)&lt;br /&gt;
&lt;br /&gt;
Player species factor is 5 for normal species, 3 for large species, and 7 for small species, respectively. Spriggans have 9, though they only can use bucklers.&lt;br /&gt;
&lt;br /&gt;
=== Step down ===&lt;br /&gt;
&lt;br /&gt;
At this point, the spell failure is put through a step down curve. If it's over 45 (just into the 'Fair' range), it's unaffected, otherwise it needs to be progressively lower to improve the overall result. This is a stepwise curve, and complex to describe. In the table is the listed native chance to reach certain points (i.e., spell success bands), although note that there are a couple of further steps performed after this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
!Description!!Success rate!!Needed fail chance&lt;br /&gt;
|-&lt;br /&gt;
|Fair||45%||45&lt;br /&gt;
|-&lt;br /&gt;
|Good||70%||10&lt;br /&gt;
|-&lt;br /&gt;
|Very Good||80%||−24&lt;br /&gt;
|-&lt;br /&gt;
|Great||90%||−80&lt;br /&gt;
|-&lt;br /&gt;
|Excellent||96%||−140&lt;br /&gt;
|-&lt;br /&gt;
|Perfect||100%||−180&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From −60 to −180 it's linear, with each difference of 20 giving 2% in the final spell success chance. So penalties affect bad wizards more than good ones. Penalty mitigation (for armour) applies before this, so the stepping function doesn't change that.&lt;br /&gt;
&lt;br /&gt;
=== Mutations ===&lt;br /&gt;
&lt;br /&gt;
From now on, we work with STEPPED DOWN failure rates.&lt;br /&gt;
&lt;br /&gt;
   Placid magic: Failure Rate - 7 %&lt;br /&gt;
   Wild magic:   Failure Rate + 7 %&lt;br /&gt;
   Anti-Wizadry: Failure Rate + 4 %&lt;br /&gt;
&lt;br /&gt;
The unrandart [[Hat of the High Council]] offers +7 %, not +4 %. It is noted as separate line in source spl-cast.cc file.&lt;br /&gt;
&lt;br /&gt;
=== Sap status ===&lt;br /&gt;
&lt;br /&gt;
   Failure Rate + Sap duration(in terms of turns) / 10 (%)&lt;br /&gt;
&lt;br /&gt;
=== Wizardry, Vehumet, and other factors ===&lt;br /&gt;
&lt;br /&gt;
Finally (phew!) spellcasting success boosts from items and other sources are applied. Note that these are actually calculated as a reduction in the fail chance, so in the table below, a low number is better.&lt;br /&gt;
&lt;br /&gt;
* Vehumet knocks 1/3 off the fail chance for Conjurations for disciples in good standing (piety over 70).&lt;br /&gt;
&lt;br /&gt;
* Rings of wizardry and staves of wizardry give some assistance, given by their &amp;quot;Wizardry&amp;quot; bonus in that column, but they suffer from decreasing cumulative effects. Other spell enhancers, such as rings of fire/ice or staves of various kinds, do not affect spell success chances, only their power. Wizardry effect is determined using this formula:&lt;br /&gt;
&lt;br /&gt;
  Reduced Failure rate = Failure rate * 6 / (7 + # of Wizardry Items)&lt;br /&gt;
&lt;br /&gt;
* Potion of brilliance: Failure rate / 2  (Directly to max level of reduction)&lt;br /&gt;
&lt;br /&gt;
Note that there is an hard cap of 50% for the effect of all enhancers. For Vehumet worshippers, one wizardry bonus directly lets you to arrive at 50% limit, making two or more wizardry bonuses meaningless.&lt;br /&gt;
&lt;br /&gt;
===The final step===&lt;br /&gt;
&lt;br /&gt;
The number we have obtained isn't the final chance of failure. The game doesn't compare that number with a random number between 0 and 99, but with the sum of three numbers divided by three.&lt;br /&gt;
 (1d101 + 1d101 + 1d100 - 3)/3 &amp;lt; fail chance&lt;br /&gt;
&lt;br /&gt;
This is equivalent to applying this transformation to the chance of failure:&lt;br /&gt;
&lt;br /&gt;
[[Image:Spell_success_transformation.png]]&lt;br /&gt;
&lt;br /&gt;
This sigmoid function makes it more difficult to decrease your failure rate when it is high or low, but it will go down very quickly when it is in the middle. Up to raw failure rate of 33%, one can use this formula:&lt;br /&gt;
&lt;br /&gt;
  N                 = (raw_failure_rate) * 3&lt;br /&gt;
  Real Failure Rate = N * (N+1) * (N+2) / 6 / 101 / 101 (in unit of %)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Spell power]]&lt;br /&gt;
* [[Miscast effect]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spellcasting&amp;diff=37044</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spellcasting&amp;diff=37044"/>
				<updated>2015-05-05T18:08:57Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: /* Spellcasting Aptitudes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version012}}&lt;br /&gt;
The [[Spellcasting]] skill determines how proficient a character is at casting [[spell]]s from memory. A higher Spellcasting level makes it easier to cast spells by lowering their [[spell hunger]], increasing their [[spell power]] slightly, and granting your character more max MP and spell levels. It has a minor effect on [[spell success]] rate, but increasing skill in a spell's individual magic schools is better for raising its success rate.&lt;br /&gt;
&lt;br /&gt;
Note that the max MP increase granted by Spellcasting is not cumulative with that of [[Invocations]] or [[Evocation]]s; only the highest of the three is used.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting Aptitudes==&lt;br /&gt;
From [[Dungeon Crawl]] [[Stone Soup]] [[0.12]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Spellcasting}}&lt;br /&gt;
&amp;lt;sub&amp;gt;*Purple [[draconian]]s get +2.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The average spellcasting aptitude of whole species, excluding coloured draconian, is -1.115. This value is the lowest one among skills, indicating that even the aptitude of 0 can be considered as talented.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.12]], this skill had a hidden cost in experience points which was +30%; all [[species]] had their aptitudes adjusted to account for this.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic skills]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Armour_(skill)&amp;diff=37043</id>
		<title>Armour (skill)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Armour_(skill)&amp;diff=37043"/>
				<updated>2015-05-05T18:07:49Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: /* Armour Aptitudes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
&lt;br /&gt;
The '''Armour''' skill improves the effectiveness of your armour and reduces most of the penalties associated with the more cumbersome varieties of body [[armour]].&lt;br /&gt;
&lt;br /&gt;
If you're interested in the actual math the game uses, see the [[AC calculations]] page. Otherwise, the short version is that each level in the Armour skill increases the base AC of a piece of armour by a little over 4%. The Armour skill also partially defrays your armour's [[encumbrance rating]], making it easier to [[ev]]ade attacks or cast spells. However, no amount of Armour skill will reduce the [[stealth]] penalties of armour.&lt;br /&gt;
&lt;br /&gt;
==Armour Aptitudes==&lt;br /&gt;
The Armour aptitudes of various races are as follows:&lt;br /&gt;
{{#invoke:Apt|skill_table|Armour}}&lt;br /&gt;
&lt;br /&gt;
[[Felid]]s, [[Draconian]]s and [[Octopodes]] cannot train Armour due to their body restrictions. &lt;br /&gt;
&lt;br /&gt;
The average armour aptitude of all species is -0.913. This value is the second-lowest one among skills.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spellcasting&amp;diff=37042</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spellcasting&amp;diff=37042"/>
				<updated>2015-05-05T18:04:51Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: /* Spellcasting Aptitudes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version012}}&lt;br /&gt;
The [[Spellcasting]] skill determines how proficient a character is at casting [[spell]]s from memory. A higher Spellcasting level makes it easier to cast spells by lowering their [[spell hunger]], increasing their [[spell power]] slightly, and granting your character more max MP and spell levels. It has a minor effect on [[spell success]] rate, but increasing skill in a spell's individual magic schools is better for raising its success rate.&lt;br /&gt;
&lt;br /&gt;
Note that the max MP increase granted by Spellcasting is not cumulative with that of [[Invocations]] or [[Evocation]]s; only the highest of the three is used.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting Aptitudes==&lt;br /&gt;
From [[Dungeon Crawl]] [[Stone Soup]] [[0.12]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Spellcasting}}&lt;br /&gt;
&amp;lt;sub&amp;gt;*Purple [[draconian]]s get +2.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The average spellcasting aptitude of whole species, excluding coloured draconian, is -1.115. This value is the lowest one among skills, indicating that even the aptitude of 0 can be considered as high.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.12]], this skill had a hidden cost in experience points which was +30%; all [[species]] had their aptitudes adjusted to account for this.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic skills]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Necromancy&amp;diff=37041</id>
		<title>Necromancy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Necromancy&amp;diff=37041"/>
				<updated>2015-05-05T18:02:07Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: /* Necromancy Aptitudes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
The '''Necromancy''' school of magic focuses on calling upon the unsavory power of death itself. It also influences how much bonus damage you can inflict with a [[pain (brand)|pain]] [[brand]]ed weapon. Characters under the influence of the [[Necromutation]] spell (itself of the Necromancy school) receive a bonus to the power of Necromancy spells, as do [[mummies]] upon reaching levels 13 and 26.&lt;br /&gt;
&lt;br /&gt;
The most obvious use for Necromancy is the creation of [[derived undead]] allies, though there are also several offensive and defensive spell options. It contains a very diverse spell set, and is widely considered one of the most useful schools of magic to study.&lt;br /&gt;
&lt;br /&gt;
Using Necromancy has more consequences than other magical schools, however, as certain Necromancy spells have risks or side effects for the caster beyond the usual chance of [[miscast]]s. Necromancy is also considered [[unholy]], and the good-aligned gods [[divine retribution|punish]] its use severely, as does [[Fedhas Madash]] when it is used on corpses.&lt;br /&gt;
&lt;br /&gt;
==List of Necromancy 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:Animate skeleton.png]] || [[Animate Skeleton]] || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pain.png]] || [[Pain]] || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 2'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Corpse rot.png]] || [[Corpse Rot]] || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sublimation of blood.png]] || [[Sublimation of Blood]] || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 3'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Regeneration.png]] || [[Regeneration]] || Necromancy/[[Charms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Vampiric draining.png]] || [[Vampiric Draining]] || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 4'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Animate dead.png]] || [[Animate Dead]] || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Control undead.png]] || [[Control Undead]] || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 5'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Agony.png]] || [[Agony]] || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bolt of draining.png]] || [[Bolt of Draining]] || Necromancy/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cigotuvi's embrace.png]] || [[Cigotuvi's Embrace]] || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dispel undead.png]] || [[Dispel Undead]] || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Excruciating wounds.png]] || [[Excruciating Wounds]] || Necromancy/[[Charms]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 6'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Death channel.png]] || [[Death Channel]] || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Simulacrum.png]] || [[Simulacrum]] || Necromancy/[[Ice Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 7'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Haunt.png]] || [[Haunt]] || Necromancy/[[Summonings]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 8'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Borgnjor's revivification.png]] || [[Borgnjor's Revivification]] || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Death's door.png]] || [[Death's Door]] || Necromancy/[[Charms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Necromutation.png]] || [[Necromutation]] || Necromancy/[[Transmutations]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sources of Necromancy spells==&lt;br /&gt;
;Main Texts&lt;br /&gt;
:'''[[Book of Necromancy]]''' ([[Pain]], [[Animate Skeleton]], [[Vampiric Draining]], [[Regeneration]], [[Control Undead]], [[Animate Dead]])&lt;br /&gt;
:'''[[Book of Death]]''' ([[Corpse Rot]], [[Sublimation of Blood]], [[Agony]], [[Dispel Undead]], [[Excruciating Wounds]], [[Bolt of Draining]])&lt;br /&gt;
:'''[[Book of Unlife]]''' ([[Animate Dead]], [[Twisted Resurrection]], [[Control Undead]], [[Simulacrum]], [[Death Channel]])&lt;br /&gt;
:'''[[Necronomicon]]''' ([[Borgnjor's Revivification]], [[Haunt]], [[Death's Door]], [[Necromutation]])&lt;br /&gt;
&lt;br /&gt;
;Other Texts&lt;br /&gt;
:'''[[Book of Cantrips]]''' ([[Animate Skeleton]])&lt;br /&gt;
:'''[[Book of Alchemy]]''' ([[Sublimation of Blood]])&lt;br /&gt;
:'''[[Book of Control]]''' ([[Control Undead]])&lt;br /&gt;
:'''[[Book of Ice]]''' ([[Simulacrum]])&lt;br /&gt;
:'''[[Book of Battle]]''' ([[Regeneration]])&lt;br /&gt;
&lt;br /&gt;
==Necromancy Aptitudes==&lt;br /&gt;
From [[Dungeon Crawl]] [[Stone Soup]] [[0.15]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Necromancy}}&lt;br /&gt;
&lt;br /&gt;
The average necromancy aptitude of whole species, excluding coloured draconian, is -0.500. However, the highest aptitude is +1.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Necromancer]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic skills]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Evocations&amp;diff=37040</id>
		<title>Evocations</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Evocations&amp;diff=37040"/>
				<updated>2015-05-05T18:01:19Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: /* Evocations Aptitudes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&lt;br /&gt;
'''Evocations''' is the [[skill]] related to the use of evocable magical items, such as [[wand]]s, [[rod]]s, [[evocable items]], and card [[decks]]. Increasing your Evocations skill results in the following:&lt;br /&gt;
*Increases your max [[MP]] (if your Evocations skill is higher than your [[Spellcasting]] and [[Invocations]] skills).&lt;br /&gt;
*Increases the [[spell power]] of effects produced by many evoked items.&lt;br /&gt;
*Increases the success rate of evocable items that are capable of failing.&lt;br /&gt;
*Attempts to determine the number of charges remaining in an unidentified [[wand]] each time you use it (roughly 5.2% chance per level of Evocations, 100% chance at 19.1 Evocations).&lt;br /&gt;
*May raise the power level of cards drawn from [[deck]]s.&lt;br /&gt;
*Reduces the hunger cost of evoking a rod by 10 per skill level (but never to less than 5).&lt;br /&gt;
*Improves your rod MP regeneration rate.&lt;br /&gt;
&lt;br /&gt;
Although [[polearms]] and weapons with the [[reaching]] brand can be evoked to attack distant enemies, the Evocations skill has no effect on their use.&lt;br /&gt;
&lt;br /&gt;
==Monster Evocations==&lt;br /&gt;
When monsters wield weapons that are affected by Evocations, they are given skill equal to their [[HD]] if they are intelligent, and have no skill otherwise. When monsters attempt to use evocable abilities on [[jewellery]], they succeed 100% of the time, regardless of their effective skill.&lt;br /&gt;
&lt;br /&gt;
==Evocations Aptitudes==&lt;br /&gt;
From Dungeon Crawl Stone Soup in-game documentation:&lt;br /&gt;
&lt;br /&gt;
{{#invoke:Apt|skill_table|Evocations}}&lt;br /&gt;
(+1 for pale and purple [[draconian]]s)&lt;br /&gt;
&lt;br /&gt;
The average evocations aptitude of all species, excluding coloured draconian, is +0.923. This value is second-highest among skills, following [[Stealth]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.11]], Evocations had no impact on your max MP.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
List of [[evocable items]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]][[Category:Evocations]]&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Invocations&amp;diff=37039</id>
		<title>Invocations</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Invocations&amp;diff=37039"/>
				<updated>2015-05-05T18:00:13Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: /* Invocations aptitudes */&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 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:Skills]]&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shields_(skill)&amp;diff=37038</id>
		<title>Shields (skill)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shields_(skill)&amp;diff=37038"/>
				<updated>2015-05-05T17:58:22Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: /* Shields aptitudes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
The '''Shields''' skill denotes how effective your character is at blocking melee or ranged attacks with [[shields]], including some of the magical equivalents. A higher Shields skill raises your SH score and decreases the penalties to your EV, spellcasting, and accuracy that come with having a large piece of wood and metal strapped to your arm. In order to train the Shields skill, you must be wearing a shield of some sort.&lt;br /&gt;
&lt;br /&gt;
For normal-sized characters, a 5/15/25 shield skill will completely cancel out the penalty from a [[buckler]]/[[shield]]/[[large shield]], respectively. For other species, see [[Shields#Shield_penalties|Shields]].&lt;br /&gt;
&lt;br /&gt;
For information on item use, see [[Shields]].&lt;br /&gt;
&lt;br /&gt;
==Shields aptitudes==&lt;br /&gt;
&lt;br /&gt;
From [[Dungeon Crawl]] [[Stone Soup]] [[0.12]] in-game documentation:&lt;br /&gt;
&lt;br /&gt;
{{#invoke:Apt|skill_table|Shields}}&lt;br /&gt;
&lt;br /&gt;
The average shield aptitude of all species, excluding coloured draconian, is -0.577.&lt;br /&gt;
&lt;br /&gt;
[[Category:Shields]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.15]], you will only have to possess a shield to train the Shields skill; you will no longer have to actually be wearing it.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stealth&amp;diff=37037</id>
		<title>Stealth</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stealth&amp;diff=37037"/>
				<updated>2015-05-05T17:57:22Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: /* Stealth Aptitudes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
''This page refers to the Stealth skill. You may have been looking for the Stealth armour [[ego]].''&lt;br /&gt;
&lt;br /&gt;
The '''Stealth''' [[skill]] is a representation of how well your character understands the art of moving silently. Until your adventurer blunders into the [[Dungeon]] and starts killing everything, most monsters spend their time sleeping or wandering about peacefully. It's only after they've caught sight of you that they try to kill you, and by taking precautions to remain unseen, you can avoid dangerous opponents or sneak up on the enemy and initiate combat by [[stabbing]] them for incredible amounts of damage. However, understanding the art of stealth is not the only factor in being stealthy; a nimble [[spriggan]] dressed in [[robe]]s will almost always make less noise than a lumbering [[troll]] in [[gold dragon armour]]. A high Stealth skill would help minimize these handicaps, but in the end knights make terrible ninjas no matter what. As such, most character builds that involve wearing heavy armour ignore stealth entirely, but any other character type can benefit from avoiding fights that aren't in their favor.&lt;br /&gt;
&lt;br /&gt;
Different characters will have different Stealth Scores, based on a wide variety of factors. Likewise, each monster has a Monster Awareness Score. Each time you move or perform an action, all monsters in your [[line of sight]] have a (Monster Awareness + 1) / (Your Stealth) chance of spotting you. Once they've spotted you, they'll only lose track of you once you've left their line of sight for a while; this occurs much sooner for mindless enemies than for intelligent ones.&lt;br /&gt;
&lt;br /&gt;
==Stealth Score==&lt;br /&gt;
The measure of a character's stealthiness is its Stealth Score. This is determined by taking your character's Base Stealth Score (which is easily calculated), and then tacking on several modifiers to determine its final Stealth Score.&lt;br /&gt;
&lt;br /&gt;
Your Base Stealth Score equals &lt;br /&gt;
&lt;br /&gt;
{{crawlquote|(3 × [[Dexterity]]) + (Stealth skill × Stealth Factor)}}&lt;br /&gt;
&lt;br /&gt;
While your Stealth Skill is your character's understanding of stealth, your Stealth Factor is how naturally stealthy your character's [[species]] is:&lt;br /&gt;
*[[Dragon Form]]: 6&lt;br /&gt;
*[[Troll]]s, [[ogre]]s, [[centaur]]s, [[Pig Form]]: 9&lt;br /&gt;
*[[Minotaur]]s, non-Grey [[draconian]]s, [[Porcupine Form]]: 12&lt;br /&gt;
*Non-[[vampire]]s in [[Bat Form]]: 17&lt;br /&gt;
*[[Halfling]]s, [[kobold]]s, [[spriggan]]s, [[naga]]s, [[felid]]s, [[octopode]]s, grey [[draconian]]s: 18&lt;br /&gt;
*[[Spider Form]], [[Wisp Form]]: 21&lt;br /&gt;
*Satiated+ / Thirsty or Very Thirsty / Near Bloodless or Bat Form / Bloodless [[vampire]]s: 18 / 19 / 20 / 21&lt;br /&gt;
*[[Tree Form]]: 27&lt;br /&gt;
*[[Fungus Form]]: 30&lt;br /&gt;
*All other forms: 15&lt;br /&gt;
&lt;br /&gt;
Your Stealth Factor is then modified by the following:&lt;br /&gt;
*[[Statue Form]]: -3&lt;br /&gt;
&lt;br /&gt;
Once you've calculated your Base Stealth Score, two adjustments are made for special cases:&lt;br /&gt;
*Non-[[fly]]ing [[felid]]s under the effects of [[Blade Hands]]: -50 (You have to walk on those hands, after all)&lt;br /&gt;
*If you are [[confused]]: Divide by 3&lt;br /&gt;
&lt;br /&gt;
Finally, the following flat modifiers are applied. Some of these factors may look much larger numerically than the components of the Base Stealth Score, but the interaction between a high [[dexterity]] score, high Stealth skill level, and a good Stealth Factor can result in very large Base Stealth Scores before any modifiers get involved:&lt;br /&gt;
&lt;br /&gt;
===Positive Factors===&lt;br /&gt;
*[[Boots]]/[[barding]]/[[ring of stealth]]: +50&lt;br /&gt;
*[[Randart]]s that enhance stealth: +50 per +&lt;br /&gt;
*[[Boots of the Assassin]]: +80 (Fixedart) &lt;br /&gt;
*The [[Shadow card]]: +80&lt;br /&gt;
*Playing a [[felid]] : +20&lt;br /&gt;
*[[Demonspawn mutations#Nightstalker|Nightstalker mutation]]: +50 per rank&lt;br /&gt;
*[[Good mutations#Thin Skeletal Structure|Thin Skeletal Structure mutation]]: +25 per rank&lt;br /&gt;
*[[Good mutations#Camouflage|Camouflage mutation]]: +50 per rank&lt;br /&gt;
*[[Jiyva mutations#Translucent Skin|Translucent Skin mutation]]: +15 per rank&lt;br /&gt;
*Playing a [[merfolk]] or [[octopode]] while in water: +50&lt;br /&gt;
*When under the effect of [[Umbra]]: Multiply by roughly 2 (The source affects this. If gained through [[Yredelemnul]] or [[Dithmenos]], the exact amount is dependent on piety.)&lt;br /&gt;
*Wearing a [[ring of stealth]]: +50&lt;br /&gt;
&lt;br /&gt;
===Negative Factors===&lt;br /&gt;
*Wearing armour: -2 × ([[Encumbrance rating]])&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / 3&lt;br /&gt;
*Traveling through [[shallow water]] (unless [[fly]]ing): Divide by 2&lt;br /&gt;
**[[Merfolk]], [[octopode]]s, [[naga]]s, [[ogre]]s, and [[troll]]s receive no water penalty.&lt;br /&gt;
*[[Good mutations#Hooves|Hooves mutation]]: -(5 + 5 per rank) when not [[flying]] nor wearing boots.&lt;br /&gt;
*When under the effect of [[Silence]]: -50, plus an additional penalty based on the ambient [[noise]] of your current [[branch]] (louder areas penalize you more when silenced than quiet areas)&lt;br /&gt;
*When under the effect of [[Corona]] or a [[The Shining One#Given Abilities|divine halo]]: Divide by roughly 2.5&lt;br /&gt;
*Carrying the [[Orb of Zot]]: Divide by 3&lt;br /&gt;
*When berserking or wielding a [[lantern of shadows]]: Stealth = 0&lt;br /&gt;
*Wearing a [[ring of loudness]]: -50&lt;br /&gt;
*Randarts that reduce stealth: -50 per -&lt;br /&gt;
*Worshipping [[Qazlal]]: Stealth is multiplied by (200 - min(piety, 160)) / 170, so at piety 160 or higher your stealth is roughly divided by 4.&lt;br /&gt;
&lt;br /&gt;
If your Stealth score is &amp;lt; 0, it is treated as though it were 0.&lt;br /&gt;
&lt;br /&gt;
===In-Game Display===&lt;br /&gt;
Although you cannot display your exact Stealth Score, you can get an idea of it by pressing the '''%''' or '''@''' buttons. You'll see a description of your stealthiness which correlates to the following Stealth Scores:&lt;br /&gt;
*0- 9: &amp;quot;Extremely unstealthy&amp;quot;&lt;br /&gt;
*10-29: &amp;quot;Very unstealthy&amp;quot;&lt;br /&gt;
*30-59: &amp;quot;Unstealthy&amp;quot;&lt;br /&gt;
*60-89: &amp;quot;Fairly stealthy&amp;quot;&lt;br /&gt;
*90-119: &amp;quot;Stealthy&amp;quot;&lt;br /&gt;
*120-159: &amp;quot;Quite stealthy&amp;quot;&lt;br /&gt;
*160-219: &amp;quot;Very stealthy&amp;quot;&lt;br /&gt;
*220-299: &amp;quot;Extremely stealthy&amp;quot;&lt;br /&gt;
*300-399: &amp;quot;Extraordinarily stealthy&amp;quot;&lt;br /&gt;
*400-519: &amp;quot;Incredibly stealthy&amp;quot;&lt;br /&gt;
*520+: &amp;quot;Uncannily stealthy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Monster Awareness==&lt;br /&gt;
Your chance of going unseen is a ratio between your Stealth Score and each monster's Monster Awareness Score + 1. Monster Awareness is equal to 10, modified as follows:&lt;br /&gt;
&lt;br /&gt;
===Positive Factors===&lt;br /&gt;
*[[Monster intelligence]]: +0 for plants/jellies/zombies, +4 for insects, +8 for animals, +12 for humanoids, +16 for highly intelligent monsters&lt;br /&gt;
*[[Hit dice]]: +1 per HD&lt;br /&gt;
*[[Sense invisible]]: +5&lt;br /&gt;
*If the monster is wandering instead of sleeping: +15&lt;br /&gt;
*Demons, the undead, holy beings, golems, and plants: +10&lt;br /&gt;
&lt;br /&gt;
===Negative Factors===&lt;br /&gt;
*Monsters under the effects of [[Ensorcelled Hibernation]]: -10&lt;br /&gt;
*If the player is [[invisible]] and the monster can't see invisible, or can sense invisible and the distance between the monster and the player is greater than 4: -75&lt;br /&gt;
&lt;br /&gt;
If Monster Awareness is &amp;lt; 0, it is treated as though it were 0.&lt;br /&gt;
&lt;br /&gt;
==Other Uses of the Stealth Skill==&lt;br /&gt;
The most important additional effect of your Stealth skill is the role it plays in the calculations of [[stabbing]] bonuses. See the [[stabbing]] page for more information.&lt;br /&gt;
&lt;br /&gt;
A high Stealth skill also contributes to your ability to open [[door]]s soundlessly. Each time you open a door, the chance of it making noise is:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|1 in ([[Dexterity]] + [[Stealth]])}}&lt;br /&gt;
&lt;br /&gt;
Therefore, characters with skill in Stealth and high dexterity are much less likely to alert enemies while opening doors than those only skilled in Stealth.&lt;br /&gt;
&lt;br /&gt;
==Stealth Aptitudes==&lt;br /&gt;
{{#invoke:Apt|skill_table|Stealth}}&lt;br /&gt;
Grey [[draconian]]s get +2.&lt;br /&gt;
&lt;br /&gt;
The average stealth aptitude of all species, excluding coloured draconian, is +1.538. This value is highest among all skills.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dodging&amp;diff=37036</id>
		<title>Dodging</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dodging&amp;diff=37036"/>
				<updated>2015-05-05T17:55:46Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: /* Dodging aptitudes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
The [[Dodging]] skill determines how well your character can avoid blows, beams and missiles fired by monsters and traps.&lt;br /&gt;
&lt;br /&gt;
== Number crunching ==&lt;br /&gt;
&lt;br /&gt;
In addition to base EV (10 + Size) Dodging skill provides an [[evasion|EV]] bonus calculated as follows:&lt;br /&gt;
&lt;br /&gt;
  (7 + Dodging × ev_Dex) / (20 - size)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Size&amp;quot; is a factor of your species's body size, which varies from 4 (tiny, such as a [[Spriggan]]); to -8 (huge, such as being in [[Dragon Form]]). See [[Evasion]] for more details.&lt;br /&gt;
&lt;br /&gt;
ev_Dex is a stepped down value of your Dex. If Dex is greater than 24, it is reduced according to this formula: ev_Dex = 14 + 10 * log2(1 + (dex - 14)/10). (Condensed: ev_Dex = Dex &amp;lt; 24 ? Dex : 14 + 10 * log2(1 + (dex - 14)/10) )&lt;br /&gt;
&lt;br /&gt;
The Dodging bonus is penalized by wearing heavy armour. The penalty from armour is:&lt;br /&gt;
 (body_armour_encumbrance_rating*size_factor - 3)×10/[[strength|STR]]&lt;br /&gt;
&lt;br /&gt;
This penalty cannot be negative, so it is not applied when wearing [[robe]]s or [[animal skin]]s. Size_factor is 0.75 for large species: [[Troll]], [[Ogre]], [[Centaur]], and [[Naga]]; 1 for normal species; 1.25 for small species: [[Kobold]] and [[Halfling]]; and 1.5 for tiny species: [[Spriggan]] ([[Felid]]s can't wear armour).&lt;br /&gt;
&lt;br /&gt;
For a normal-sized character, the amount of dodging required to start increasing his evasion is:&lt;br /&gt;
 (body_armour_encumbrance_rating-3)×200/(Str*ev_Dex) - 7/ev_Dex&lt;br /&gt;
&lt;br /&gt;
If you are [[paralyse|paralysed]], your Dodging skill is completely ineffective. The only thing that contributes to EV in this case is repulsion field mutation and the phase shift spell.&lt;br /&gt;
&lt;br /&gt;
== Tricks and tips ==&lt;br /&gt;
&lt;br /&gt;
Adventurers should train first and foremost in order to deliver damage. Since Dodging does not help you in killing your opponents faster and offers slight returns at first, it is perfectly reasonable to turn Dodging off at the start, then turn it back on later on when you feel skilled enough at killing stuff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dodging aptitudes==&lt;br /&gt;
&lt;br /&gt;
From Dungeon Crawl Stone Soup [[0.13]] in-game documentation:&lt;br /&gt;
&lt;br /&gt;
{{#invoke:Apt|skill_table|Dodging}}&lt;br /&gt;
&lt;br /&gt;
The average dodging aptitude of all species, excluding coloured draconian, is -0.038.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Evasion]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to 0.6, characters could only train Dodging when wearing [[light armour]] and would train [[Armour (skill)|Armour]] only when wearing [[heavy armour]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Armour_(skill)&amp;diff=37035</id>
		<title>Armour (skill)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Armour_(skill)&amp;diff=37035"/>
				<updated>2015-05-05T17:55:08Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: /* Armour Aptitudes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
&lt;br /&gt;
The '''Armour''' skill improves the effectiveness of your armour and reduces most of the penalties associated with the more cumbersome varieties of body [[armour]].&lt;br /&gt;
&lt;br /&gt;
If you're interested in the actual math the game uses, see the [[AC calculations]] page. Otherwise, the short version is that each level in the Armour skill increases the base AC of a piece of armour by a little over 4%. The Armour skill also partially defrays your armour's [[encumbrance rating]], making it easier to [[ev]]ade attacks or cast spells. However, no amount of Armour skill will reduce the [[stealth]] penalties of armour.&lt;br /&gt;
&lt;br /&gt;
==Armour Aptitudes==&lt;br /&gt;
The Armour aptitudes of various races are as follows:&lt;br /&gt;
{{#invoke:Apt|skill_table|Armour}}&lt;br /&gt;
&lt;br /&gt;
[[Felid]]s, [[Draconian]]s and [[Octopodes]] cannot train Armour due to their body restrictions. &lt;br /&gt;
&lt;br /&gt;
The average armour aptitude of all species is -0.913.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fighting&amp;diff=37034</id>
		<title>Fighting</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fighting&amp;diff=37034"/>
				<updated>2015-05-05T17:53:27Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: /* Fighting Aptitudes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version012}}&lt;br /&gt;
&lt;br /&gt;
'''Fighting''' is a generic combat skill that provides small bonuses to your accuracy and damage with melee attacks (but not spells or ranged attacks), as well as extra [[hit points]].&lt;br /&gt;
&lt;br /&gt;
==Combat Benefits==&lt;br /&gt;
Every melee attack you make gains the following bonuses from your Fighting skill:&lt;br /&gt;
&lt;br /&gt;
{{crawlquote|'''Accuracy:''' Adds 1dFighting&amp;lt;br&amp;gt;'''Base Damage:''' Multiplied by 1 + 1d(Fighting/30)}}&lt;br /&gt;
&lt;br /&gt;
This is a smaller bonus than you get from training your weapon skill, especially when weapon delay reduction is taken into account. However, the benefits from the two skills stack, making it worthwhile to train both if you intend to fight in melee often.&lt;br /&gt;
&lt;br /&gt;
==HP Gain==&lt;br /&gt;
The extra durability provided by this skill, although small initially, is significant by the end game, and any character can benefit from training it. The ''base'' extra HP provided by Fighting is equal to:&lt;br /&gt;
&lt;br /&gt;
 (XP level × Fighting) / 8&lt;br /&gt;
&lt;br /&gt;
or 0.125 HP per experience level. This base HP bonus is then modified by your [[species]] modifier; the [[Robust]], [[Frail]], and [[Rugged Brown Scales]] [[mutations]]; and certain [[Transmutations|transformations]]. It is then rounded down to the nearest whole number, but the calculation does take into account partial Fighting skill level. In the end, the final adjustment amounts to a gain of about 2.2% more HP per level of Fighting.&lt;br /&gt;
&lt;br /&gt;
Characters with good species modifiers (such as [[ogre]]s and [[troll]]s) will see the most dramatic gains from training Fighting. While low HP species such as [[felid]]s and [[spriggan]]s will see more modest returns from training the skill, they also have a greater need for more HP.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
*A level 5 human with a Fighting skill of 5.0 receives a bonus of (5 × 5) / 8 = '''3 HP'''.&lt;br /&gt;
*A level 15 human with a Fighting skill of 12.5 receives a bonus of (15 × 12.5) / 8 = '''23 HP'''.&lt;br /&gt;
*A level 27 human with a Fighting skill of 27.0 receives a bonus of (27 × 27) / 8 = '''91 HP'''.&lt;br /&gt;
*A level 27 felid with a Fighting skill of 27.0 receives a bonus of ((27 × 27) / 8) × 0.6 = '''54 HP'''.&lt;br /&gt;
*A level 27 ogre with Robust 3, Rugged Brown Scales 3, and a Fighting skill of 27.0 receives a bonus of ((27 × 27) / 8) × 1.67 = '''152 HP'''.&lt;br /&gt;
&lt;br /&gt;
==Fighting Aptitudes==&lt;br /&gt;
From [[Dungeon Crawl]] [[Stone Soup]] [[0.12]] in-game documentation:&lt;br /&gt;
&lt;br /&gt;
{{#invoke:Apt|skill_table|Fighting}}&lt;br /&gt;
&lt;br /&gt;
The average fighting aptitude of all species, excluding coloured draconian, is +0.077.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Transmutations&amp;diff=37033</id>
		<title>Transmutations</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Transmutations&amp;diff=37033"/>
				<updated>2015-05-05T17:47:46Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: &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;
| '''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>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Translocations&amp;diff=37032</id>
		<title>Translocations</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Translocations&amp;diff=37032"/>
				<updated>2015-05-05T17:47:09Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
The '''Translocations''' school of magic governs the manipulation of the fabric of space. Practitioners gain access to several useful panic buttons, the ability to travel long distances in an instant, and a number of useful offensive and defensive support spells. While its most powerful spells require significant training to acquire, even its level 1 and 2 spells can be extremely useful, making it a popular school for otherwise magic-free brutes to dabble in.&lt;br /&gt;
&lt;br /&gt;
==List of Translocations 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:Apportation.png]] || [[Apportation]] || Translocations&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 2'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Blink.png]] || [[Blink]] || Translocations&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Portal projectile.png]] || [[Portal Projectile]] || Translocations&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Shroud of golubria.png]] || [[Shroud of Golubria]] || Translocations/[[Charms]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 3'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Recall.png]] || [[Recall]] || Translocations&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Teleport other.png]] || [[Teleport Other]] || Translocations&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 4'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Control teleport.png]] || [[Control Teleport]] || Translocations/[[Charms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Passage of golubria.png]] || [[Passage of Golubria]] || Translocations&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 5'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gell's gravitas.png]] || [[Gell's Gravitas]] || Translocations/[[Hexes]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Phase shift.png]] || [[Phase Shift]] || Translocations&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warp weapon.png]] || [[Warp Weapon]] || Translocations/[[Charms]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 6'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dispersal.png]] || [[Dispersal]] || Translocations&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 7'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Controlled blink.png]] || [[Controlled Blink]] || Translocations&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Malign gateway.png]] || [[Malign Gateway]] || Translocations/[[Summonings]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 8'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Disjunction.png]] || [[Disjunction]] || Translocations&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 9'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Singularity.png]] || [[Singularity]] || Translocations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sources of Translocations==&lt;br /&gt;
;Main Texts&lt;br /&gt;
:'''[[Book of Spatial Translocations]]''' ([[Apportation]], [[Portal Projectile]], [[Blink]], [[Shroud of Golubria]], [[Teleport Other]], [[Passage of Golubria]], [[Control Teleport]])&lt;br /&gt;
:'''[[Book of the Warp]]''' ([[Recall]], [[Passage of Golubria]], [[Phase Shift]], [[Warp Weapon]], [[Dispersal]], [[Controlled Blink]])&lt;br /&gt;
:'''[[Akashic Record]]''' ([[Dispersal]], [[Controlled Blink]], [[Malign Gateway]], [[Disjunction]], [[Singularity]])&lt;br /&gt;
;Other Texts&lt;br /&gt;
:'''[[Book of Burglary]]''' ([[Apportation]], [[Control Teleport]], [[Passage of Golubria]])&lt;br /&gt;
:'''[[Book of Cantrips]]''' ([[Apportation]])&lt;br /&gt;
:'''[[Book of Control]]''' ([[Control Teleport]])&lt;br /&gt;
:'''[[Book of Dreams]]''' ([[Phase Shift]])&lt;br /&gt;
:'''[[Book of Minor Magic]]''' ([[Blink]])&lt;br /&gt;
:'''[[Book of Party Tricks]]''' ([[Apportation]], [[Blink]])&lt;br /&gt;
:'''[[Book of Summonings]]''' ([[Recall]])&lt;br /&gt;
:'''[[Book of Unlife]]''' ([[Recall]])&lt;br /&gt;
:'''[[Book of Battle]]''' ([[Shroud of Golubria]])&lt;br /&gt;
:'''[[Grand Grimoire]]''' ([[Malign Gateway]])&lt;br /&gt;
&lt;br /&gt;
==Translocations Aptitudes==&lt;br /&gt;
From [[Dungeon Crawl]] [[Stone Soup]] [[0.12]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Translocations}}&lt;br /&gt;
&lt;br /&gt;
The average translocation aptitude of whole species, excluding coloured draconian, is -0.5.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Warper]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Translocations|*]]&lt;br /&gt;
[[Category:Magic skills]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Summonings&amp;diff=37031</id>
		<title>Summonings</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Summonings&amp;diff=37031"/>
				<updated>2015-05-05T17:46:30Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version013}}&lt;br /&gt;
'''Summonings''' is a magical skill that governs your ability at bringing forth monsters and other entities to fight for you (though they may arrive hostile when called into existence by unskilled practitioners). These summoned monsters function much like real monsters, with the following exceptions:&lt;br /&gt;
*They are worth no experience or piety, and leave nothing behind when slain. They cannot be targeted by [[Vampiric Draining]] or [[Inner Flame]].&lt;br /&gt;
*They have difficulty attacking targets with [[warding]] in melee. Spells and ranged attacks are unaffected.&lt;br /&gt;
*They eventually &amp;quot;time out&amp;quot; regardless of their HP, poofing out out of existence in a cloud of smoke. The spells [[Abjuration]] and [[Aura of Abjuration]] greatly shorten the time they have remaining, often causing them to cease to exist immediately. Summoned monsters will be immediately unsummoned on the death of the summoner.&lt;br /&gt;
*They will not follow you up or down [[stairs]]. This allows you to flee hostile summoned units and return after sufficient time has passed. Your own summoned allies will disappear immediately when you change floors.&lt;br /&gt;
*They will not attack monsters outside of the player's [[line of sight]].&lt;br /&gt;
&lt;br /&gt;
Note that there is one spell in this school of magic that does not create summoned monsters: [[eldritch tentacle]]s, which can be created with the [[Malign Gateway]] spell, cannot be abjured and will fight outside of the player's line of sight.&lt;br /&gt;
&lt;br /&gt;
==List of Summonings 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:Summon butterflies.png]] || [[Summon Butterflies]] || Summonings&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Summon small mammals.png]] || [[Summon Small Mammal]] || Summonings&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 2'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Call imp.png]] || [[Call Imp]] || Summonings&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 3'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Abjuration.png]] || [[Abjuration]] || Summonings&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Call canine familiar.png]] || [[Call Canine Familiar]] || Summonings&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Recall.png]] || [[Recall]] || Summonings/[[Translocations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 4'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Summon guardian golem.png]] || [[Summon Guardian Golem]] || Summonings/[[Hexes]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Summon ice beast.png]] || [[Summon Ice Beast]] || Summonings/[[Ice Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Summon lightning spire.png]] || [[Summon Lightning Spire]] || Summonings/[[Air Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 5'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Shadow creatures.png]] || [[Shadow Creatures]] || Summonings&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Summon demon.png]] || [[Summon Demon]] || Summonings&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Summon forest.png]] || [[Summon Forest]] || Summonings/[[Translocations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Summon mana viper.png]] || [[Summon Mana Viper]] || Summonings/[[Hexes]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 6'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Aura of abjuration.png]] || [[Aura of Abjuration]] || Summonings&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Forceful dismissal.png]] || [[Forceful Dismissal]] || Summonings&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Monstrous menagerie.png]] || [[Monstrous Menagerie]] || Summonings&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 7'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Haunt.png]] || [[Haunt]] || Summonings/[[Necromancy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Malign gateway.png]] || [[Malign Gateway]] || Summonings/[[Translocations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spellforged servitor.png]] || [[Spellforged Servitor]] || Summonings/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Summon greater demon.png]] || [[Summon Greater Demon]] || Summonings&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Summon hydra.png]] || [[Summon Hydra]] || Summonings&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 8'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Summon horrible things.png]] || [[Summon Horrible Things]] || Summonings&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 9'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dragon's_call.png]] || [[Dragon's Call]] || Summonings&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sources of Summonings Spells==&lt;br /&gt;
;Main Texts&lt;br /&gt;
:'''[[Book of Beasts]]''' ([[Summon Butterflies]], [[Call Canine Familiar]], [[Summon Ice Beast]], [[Summon Mana Viper]], [[Monstrous Menagerie]], [[Summon Hydra]])&lt;br /&gt;
:'''[[Book of Callings]]''' ([[Summon Small Mammals]], [[Call Imp]], [[Call Canine Familiar]], [[Summon Guardian Golem]], [[Summon Lightning Spire]], [[Summon Ice Beast]])&lt;br /&gt;
:'''[[Book of Summonings]]''' ([[Abjuration]], [[Recall]], [[Summon Elemental]], [[Shadow Creatures]], [[Summon Demon]], [[Monstrous Menagerie]])&lt;br /&gt;
:'''[[Grand Grimoire]]''' ([[Aura of Abjuration]], [[Forceful Dismissal]], [[Haunt]], [[Summon Greater Demon]], [[Malign Gateway]], [[Summon Horrible Things]])&lt;br /&gt;
&lt;br /&gt;
;Other Texts&lt;br /&gt;
:'''[[Book of Cantrips]]''' ([[Summon Small Mammals]])&lt;br /&gt;
:'''[[Book of Dreams]]''' ([[Shadow Creatures]])&lt;br /&gt;
:'''[[Book of Frost]]''' ([[Summon Ice Beast]])&lt;br /&gt;
:'''[[Book of Minor Magic]]''' ([[Call Imp]])&lt;br /&gt;
:'''[[Book of Party Tricks]]''' ([[Summon Butterflies]])&lt;br /&gt;
:'''[[Book of the Dragon]]''' ([[Dragon's Call]])&lt;br /&gt;
:'''[[Book of the Warp]]''' ([[Summon Forest]])&lt;br /&gt;
:'''[[Book of Unlife]]''' ([[Recall]])&lt;br /&gt;
:'''[[Necronomicon]]''' ([[Haunt]])&lt;br /&gt;
&lt;br /&gt;
==Summoning Limits==&lt;br /&gt;
Summoned monsters are generated with a duration between 1 and 6. This value roughly corresponds to the following amount in turns:&lt;br /&gt;
&lt;br /&gt;
# 90 [[aut]] (arbitrary units of time; 10 aut = 1 &amp;quot;turn&amp;quot;)&lt;br /&gt;
# 180 aut&lt;br /&gt;
# 270 aut&lt;br /&gt;
# 360 aut&lt;br /&gt;
# 810 aut&lt;br /&gt;
# 1710 aut&lt;br /&gt;
&lt;br /&gt;
Some Summonings spells have a fixed duration. The other spells will increase monster duration with spell power. Most Smmonings spells also have a fixed cap on how many monsters of that type you can sustain at any one time. Exceeding that cap by casting the spell too often will cause the oldest monsters to time out almost immediately.&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;
! Spell || Level || Duration Type || Duration || Summoning Cap&lt;br /&gt;
|-&lt;br /&gt;
| [[Summon Butterflies]] || 1 || Fixed || 3 || 8&lt;br /&gt;
|-&lt;br /&gt;
| [[Summon Small Mammal]] || 1 || Fixed || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Call Imp]] || 2 || Spellpower Dependent || 2-6 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Sticks to Snakes]]* || 2 || Spellpower Dependent || 3-5 || No Limit&lt;br /&gt;
|-&lt;br /&gt;
| [[Call Canine Familiar]] || 3 || Spellpower Dependent || 2-6 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Summon Elemental]] || 4 || Spellpower Dependent || 2-6 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Summon Ice Beast]] || 4 || Spellpower Dependent || 2-6 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Summon Demon]] || 5 || Fixed || 5 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Shadow Creatures]] || 5 || Monster's HD Dependent || 1-4 || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Tukima's Dance]]* || 5 || Spellpower Dependent || 2-6 || No Limit&lt;br /&gt;
|-&lt;br /&gt;
| [[Death Channel]]* || 6 || Fixed || 6 || No Limit&lt;br /&gt;
|-&lt;br /&gt;
| [[Demonic Horde]] || 6 || Fixed || 2-6 || 8&lt;br /&gt;
|-&lt;br /&gt;
| [[Simulacrum]]* || 6 || Fixed || 6 || No Limit&lt;br /&gt;
|-&lt;br /&gt;
| [[Summon Hydra]] || 7 || Fixed || 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Summon Greater Demon]] || 7 || Fixed || 5 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Haunt]] || 7 || Fixed || 3 || Special&lt;br /&gt;
|-&lt;br /&gt;
| [[Malign Gateway]] || 7 || Spellpower Dependent || - || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Summon Horrible Things]] || 8 || Fixed || 6 || 8&lt;br /&gt;
|-&lt;br /&gt;
| [[Summon Dragon]] || 9 || Fixed || 6 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 * - Not a Summonings spell, but operates similarly.&lt;br /&gt;
&lt;br /&gt;
===Non-standard summoning===&lt;br /&gt;
These non-standard methods for summoning allies have no cap on the number of units you can have out at once, but their costs are often prohibitive:&lt;br /&gt;
&lt;br /&gt;
;'''Source : Duration'''&lt;br /&gt;
:[[Herd card]] : 4&lt;br /&gt;
:[[Trog#Given_Abilities | Brothers in Arms]] : 2-6&lt;br /&gt;
:[[TSO#Given_Abilities | Summon Divine Warrior]] : 2-6&lt;br /&gt;
:[[Rod of Summoning | Summon Swarm]] : 2-6 &lt;br /&gt;
:[[Scroll of summoning]] : Monster's HD dependent, but better than the spell&lt;br /&gt;
:[[Makhleb#Given_Abilities | Lesser servant of Makhleb]]: 2-6 &lt;br /&gt;
:[[Makhleb#Given_Abilities | Greater servant of Makhleb]]: 2-6&lt;br /&gt;
&lt;br /&gt;
==Summonings Aptitudes==&lt;br /&gt;
From [[Dungeon Crawl]] [[Stone Soup]] [[0.13]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Summonings}}&lt;br /&gt;
&lt;br /&gt;
The average summoning aptitude of whole species, excluding coloured draconian, is -0.654.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Durable summon]]&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], summoned creatures could exist even after their summoner was defeating, leading to much more cautious behavior around certain enemy summoners. Many enemy summoners were also much more fragile. 0.14 also massively overhauled the Summonings spell list; Summon Lightning Spire, Summon Guardian Golem, Summon Forest, Summon Mana Viper, Monstrous Menagerie, Aura of Abjuration, Forceful Dismissal, and Spellforged Servitor were all added, replacing [[Summon Scorpions]], [[Summon Ugly Thing]], [[Mass Abjuration]], [[Demonic Horde]], and [[Summon Dragon]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], Summonings spells had no limit on how many monsters you could summon at a time, barring MP restrictions. This led to players summoning hordes of monsters at all times, rendering them nearly untouchable by most monsters and leading to extremely dull optimal gameplay.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.12]] summoned monsters could attack monsters outside of the player's [[line of sight]], and you could not recall flying monsters over [[lava]] or [[deep water]].&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Magic skills]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Poison_Magic&amp;diff=37030</id>
		<title>Poison Magic</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Poison_Magic&amp;diff=37030"/>
				<updated>2015-05-05T17:45:11Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version012}}&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: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;
| [[File:Summon scorpions.png]] || [[Summon Scorpions]] || Poison Magic/[[Summonings]]&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]], [[Poison Weapon]], [[Olgreb's Toxic Radiance]], [[Venom Bolt]])&lt;br /&gt;
:'''[[Book of Envenomations]]''' ([[Spider Form]], [[Poison Weapon]], [[Summon Scorpions]], [[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 Dreams]]''' ([[Alistair's Intoxication]])&lt;br /&gt;
:'''[[Book of Callings]]''' ([[Summon Scorpions]])&lt;br /&gt;
:'''[[Book of Clouds]]''' ([[Mephitic Cloud]], [[Poisonous Cloud]])&lt;br /&gt;
:'''[[Book of Conjurations]]''' ([[Mephitic 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>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Necromancy&amp;diff=37029</id>
		<title>Necromancy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Necromancy&amp;diff=37029"/>
				<updated>2015-05-05T17:44:02Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
The '''Necromancy''' school of magic focuses on calling upon the unsavory power of death itself. It also influences how much bonus damage you can inflict with a [[pain (brand)|pain]] [[brand]]ed weapon. Characters under the influence of the [[Necromutation]] spell (itself of the Necromancy school) receive a bonus to the power of Necromancy spells, as do [[mummies]] upon reaching levels 13 and 26.&lt;br /&gt;
&lt;br /&gt;
The most obvious use for Necromancy is the creation of [[derived undead]] allies, though there are also several offensive and defensive spell options. It contains a very diverse spell set, and is widely considered one of the most useful schools of magic to study.&lt;br /&gt;
&lt;br /&gt;
Using Necromancy has more consequences than other magical schools, however, as certain Necromancy spells have risks or side effects for the caster beyond the usual chance of [[miscast]]s. Necromancy is also considered [[unholy]], and the good-aligned gods [[divine retribution|punish]] its use severely, as does [[Fedhas Madash]] when it is used on corpses.&lt;br /&gt;
&lt;br /&gt;
==List of Necromancy 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:Animate skeleton.png]] || [[Animate Skeleton]] || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pain.png]] || [[Pain]] || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 2'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Corpse rot.png]] || [[Corpse Rot]] || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sublimation of blood.png]] || [[Sublimation of Blood]] || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 3'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Regeneration.png]] || [[Regeneration]] || Necromancy/[[Charms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Vampiric draining.png]] || [[Vampiric Draining]] || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 4'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Animate dead.png]] || [[Animate Dead]] || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Control undead.png]] || [[Control Undead]] || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 5'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Agony.png]] || [[Agony]] || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bolt of draining.png]] || [[Bolt of Draining]] || Necromancy/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cigotuvi's embrace.png]] || [[Cigotuvi's Embrace]] || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dispel undead.png]] || [[Dispel Undead]] || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Excruciating wounds.png]] || [[Excruciating Wounds]] || Necromancy/[[Charms]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 6'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Death channel.png]] || [[Death Channel]] || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Simulacrum.png]] || [[Simulacrum]] || Necromancy/[[Ice Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 7'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Haunt.png]] || [[Haunt]] || Necromancy/[[Summonings]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 8'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Borgnjor's revivification.png]] || [[Borgnjor's Revivification]] || Necromancy&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Death's door.png]] || [[Death's Door]] || Necromancy/[[Charms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Necromutation.png]] || [[Necromutation]] || Necromancy/[[Transmutations]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sources of Necromancy spells==&lt;br /&gt;
;Main Texts&lt;br /&gt;
:'''[[Book of Necromancy]]''' ([[Pain]], [[Animate Skeleton]], [[Vampiric Draining]], [[Regeneration]], [[Control Undead]], [[Animate Dead]])&lt;br /&gt;
:'''[[Book of Death]]''' ([[Corpse Rot]], [[Sublimation of Blood]], [[Agony]], [[Dispel Undead]], [[Excruciating Wounds]], [[Bolt of Draining]])&lt;br /&gt;
:'''[[Book of Unlife]]''' ([[Animate Dead]], [[Twisted Resurrection]], [[Control Undead]], [[Simulacrum]], [[Death Channel]])&lt;br /&gt;
:'''[[Necronomicon]]''' ([[Borgnjor's Revivification]], [[Haunt]], [[Death's Door]], [[Necromutation]])&lt;br /&gt;
&lt;br /&gt;
;Other Texts&lt;br /&gt;
:'''[[Book of Cantrips]]''' ([[Animate Skeleton]])&lt;br /&gt;
:'''[[Book of Alchemy]]''' ([[Sublimation of Blood]])&lt;br /&gt;
:'''[[Book of Control]]''' ([[Control Undead]])&lt;br /&gt;
:'''[[Book of Ice]]''' ([[Simulacrum]])&lt;br /&gt;
:'''[[Book of Battle]]''' ([[Regeneration]])&lt;br /&gt;
&lt;br /&gt;
==Necromancy Aptitudes==&lt;br /&gt;
From [[Dungeon Crawl]] [[Stone Soup]] [[0.15]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Necromancy}}&lt;br /&gt;
&lt;br /&gt;
The average necromancy aptitude of whole species, excluding coloured draconian, is -0.500.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Necromancer]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic skills]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ice_Magic&amp;diff=37028</id>
		<title>Ice Magic</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ice_Magic&amp;diff=37028"/>
				<updated>2015-05-05T17:43:21Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
'''Ice Magic''' skill determines how easily you can cast spells that employ ice, cold, and frost. It also increases the chance of summoning a friendly [[water elemental]] with [[Summon Elemental]].&lt;br /&gt;
&lt;br /&gt;
Ice Magic offers a balance between offensive and defensive spells. Ice-based spells are generally resistible with [[cold resistance]].&lt;br /&gt;
&lt;br /&gt;
==List of Ice Magic spells==&lt;br /&gt;
&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:Freeze.png]] || [[Freeze]] || Ice Magic&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 2'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ensorcelled hibernation.png]] || [[Ensorcelled Hibernation]] || Ice Magic/[[Hexes]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Throw frost.png]] || [[Throw Frost]] || Ice Magic/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 3'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ozocubu's armour.png]] || [[Ozocubu's Armour]] || Ice Magic/[[Charms]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 4'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Condensation shield.png]] || [[Condensation Shield]] || Ice Magic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ice form.png]] || [[Ice Form]] || Ice Magic/[[Transmutations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Throw icicle.png]] || [[Throw Icicle]] || Ice Magic/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Summon ice beast.png]] || [[Summon Ice Beast]] || Ice Magic/[[Summonings]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 5'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Metabolic englaciation.png]] || [[Metabolic Englaciation]] || Ice Magic/[[Hexes]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 6'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bolt of cold.png]] || [[Bolt of Cold]] || Ice Magic/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Freezing cloud.png]] || [[Freezing Cloud]] || Ice Magic/[[Conjurations]]/[[Air Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ozocubu's refrigeration.png]] || [[Ozocubu's Refrigeration]] || Ice Magic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Simulacrum.png]] || [[Simulacrum]] || Ice Magic/[[Necromancy]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 9'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Glaciate.png]] || [[Glaciate]] || Ice Magic/[[Conjurations]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sources of Ice Magic==&lt;br /&gt;
;Main Texts&lt;br /&gt;
:'''[[Book of Frost]]''' ([[Freeze]], [[Throw Frost]], [[Ozocubu's Armour]], [[Throw Icicle]], [[Condensation Shield]], [[Summon Ice Beast]])&lt;br /&gt;
:'''[[Book of Ice]]''' ( [[Ozocubu's Refrigeration]], [[Bolt of Cold]], [[Simulacrum]], [[Freezing Cloud]], [[Metabolic Englaciation]])&lt;br /&gt;
:'''[[Book of Annihilations]]''' ([[Glaciate]])&lt;br /&gt;
&lt;br /&gt;
;Other Texts&lt;br /&gt;
:'''[[Book of Alchemy]]''' ([[Condensation Shield]])&lt;br /&gt;
:'''[[Book of Beasts]]''' ([[Summon Ice Beast]])&lt;br /&gt;
:'''[[Book of Callings]]''' ([[Summon Ice Beast]])&lt;br /&gt;
:'''[[Book of Changes]]''' ([[Ice Form]])&lt;br /&gt;
:'''[[Book of Clouds]]''' ([[Freezing Cloud]])&lt;br /&gt;
:'''[[Book of Control]]''' ([[Metabolic Englaciation]])&lt;br /&gt;
:'''[[Book of Dreams]]''' ([[Ensorcelled Hibernation]])&lt;br /&gt;
:'''[[Book of Hinderance]]''' ([[Metabolic Englaciation]])&lt;br /&gt;
:'''[[Book of Maledictions]]''' ([[Ensorcelled Hibernation]])&lt;br /&gt;
:'''[[Book of Transfigurations]]''' ([[Ice Form]])&lt;br /&gt;
:'''[[Book of Unlife]]''' ([[Simulacrum]])&lt;br /&gt;
&lt;br /&gt;
== Ice Magic aptitudes ==&lt;br /&gt;
From ''[[Dungeon Crawl]] [[Stone Soup]]'' [[0.15]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Ice Magic}}&lt;br /&gt;
(Red [[Draconian]]s have -2, White have +2)&lt;br /&gt;
&lt;br /&gt;
The average ice magic aptitude of whole species, excluding coloured draconian, is -0.654. +1 is the highest aptitude among species, while white draconian has +2.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Ice Elementalist]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Magic skills]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hexes&amp;diff=37027</id>
		<title>Hexes</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hexes&amp;diff=37027"/>
				<updated>2015-05-05T17:41:35Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: /* Hexes Aptitudes */&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: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>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fire_Magic&amp;diff=37026</id>
		<title>Fire Magic</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fire_Magic&amp;diff=37026"/>
				<updated>2015-05-05T17:40:11Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: /* Fire Magic Aptitudes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
The '''Fire Magic''' school focuses almost single-mindedly on dealing direct damage to enemies, whether they be single targets or large groups. It is heavily reliant on the [[Conjurations]] skill as well, and practitioners will have no difficulty due to a lack of firepower (except when facing resilient opponents). There are a few spells in the school that offer slightly more subtlety, and Fire Magic also increases the chance of summoning a friendly [[fire elemental]]. Damage from Fire Magic is generally reduced by [[fire resistance]].&lt;br /&gt;
&lt;br /&gt;
==List of Fire 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:Flame tongue.png]] || [[Flame Tongue]] || Fire Magic/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 2'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Throw flame.png]] || [[Throw Flame]] || Fire Magic/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 3'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Conjure flame.png]] || [[Conjure Flame]] || Fire Magic/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Inner flame.png]] || [[Inner Flame]] || Fire Magic/[[Hexes]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 4'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sticky flame.png]] || [[Sticky Flame]] || Fire Magic/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 5'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bolt of magma.png]] || [[Bolt of Magma]] || Fire Magic/[[Conjurations]]/[[Earth Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fireball.png]] || [[Fireball]] || Fire Magic/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ignite poison.png]] || [[Ignite Poison]] || Fire Magic/[[Transmutations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 6'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bolt of fire.png]] || [[Bolt of Fire]] || Fire Magic/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 7'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Delayed fireball.png]] || [[Delayed Fireball]] || Fire Magic/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ring of flames.png]] || [[Ring of Flames]] || Fire Magic/[[Charms]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 9'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fire storm.png]] || [[Fire Storm]] || Fire Magic/[[Conjurations]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sources of Fire Magic==&lt;br /&gt;
;Main Texts&lt;br /&gt;
:'''[[Book of Flames]]''' ([[Flame Tongue]], [[Throw Flame]], [[Conjure Flame]], [[Inner Flame]], [[Sticky Flame]], [[Fireball]])&lt;br /&gt;
:'''[[Book of Fire]]''' ([[Fire Brand]], [[Ignite Poison]], [[Fireball]], [[Bolt of Fire]], [[Delayed Fireball]],  [[Ring of Flames]])&lt;br /&gt;
:'''[[Book of Annihilations]]''' ([[Fire Storm]])&lt;br /&gt;
&lt;br /&gt;
;Other Texts&lt;br /&gt;
:'''[[Book of Alchemy]]''' ([[Ignite Poison]])&lt;br /&gt;
:'''[[Book of Clouds]]''' ([[Conjure Flame]], [[Ring of Flames]])&lt;br /&gt;
:'''[[Book of Debilitation]]''' ([[Inner Flame]])&lt;br /&gt;
:'''[[Book of the Dragon]]''' ([[Bolt of Fire]])&lt;br /&gt;
:'''[[Book of Earth]]''' ([[Bolt of Magma]])&lt;br /&gt;
:'''[[Book of Minor Magic]]''' ([[Conjure Flame]])&lt;br /&gt;
:'''[[Book of Power]]''' ([[Bolt of Magma]])&lt;br /&gt;
:'''[[Book of the Tempests]]''' ([[Fireball]])&lt;br /&gt;
&lt;br /&gt;
==Fire Magic Aptitudes==&lt;br /&gt;
From ''[[Dungeon Crawl]] [[Stone Soup]]'' [[0.12]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Fire Magic}}&lt;br /&gt;
(Mottled and Pale [[Draconian]]s have +1, Red have +2, White have -2)&lt;br /&gt;
&lt;br /&gt;
The average fire magic aptitude of whole species, excluding coloured draconian, is -0.846. +1 is the highest aptitude among species, while red draconian have +2.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Fire Elementalist]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Fire Magic|*]]&lt;br /&gt;
[[Category:Magic skills]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Earth_Magic&amp;diff=37025</id>
		<title>Earth Magic</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Earth_Magic&amp;diff=37025"/>
				<updated>2015-05-05T17:37:19Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version012}}&lt;br /&gt;
'''Earth Magic''' skill determines how easily you can use spells that shape or use earth, stone, iron and other such materials. It also increases your chances of summoning a friendly earth elemental from a [[Evocable items#Stone of earth elementals|stone of earth elementals]] or with [[Summon Elemental]]. Earth Magic spells deal physical damage, and can therefore be partially resisted with high AC (but not with elemental resistances).&lt;br /&gt;
&lt;br /&gt;
Earth Magic is the way to go for casters who wish to bypass the [[Dungeon]]'s layout, whether by passing through walls or by removing them altogether. Earth Magic also works well with [[Transmutations]].&lt;br /&gt;
&lt;br /&gt;
== List of Earth 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:Sandblast.png]] || [[Sandblast]] || Earth Magic&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 2'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Stoneskin.png]] || [[Stoneskin]] || Earth Magic/[[Transmutations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 3'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Passwall.png]] || [[Passwall]] || Earth Magic/[[Transmutations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Stone arrow.png]] || [[Stone Arrow]] || Earth Magic/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 4'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dig.png]] || [[Dig]] || Earth Magic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Leda's liquefaction.png]] || [[Leda's Liquefaction]] || Earth Magic/[[Hexes]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Petrify.png]] || [[Petrify]] || Earth Magic/[[Transmutations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 5'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bolt of magma.png]] || [[Bolt of Magma]] || Earth Magic/[[Conjurations]]/[[Fire Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lee's rapid deconstruction.png]] || [[Lee's Rapid Deconstruction]] || Earth Magic&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 6'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Iron shot.png]] || [[Iron Shot]] || Earth Magic/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Statue form.png]] || [[Statue Form]] || Earth Magic/[[Transmutations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 8'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lehudib's crystal spear.png]] || [[Lehudib's Crystal Spear]] || Earth Magic/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 9'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Shatter.png]] || [[Shatter]] || Earth Magic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sources of Earth Magic ==&lt;br /&gt;
;Main Texts&lt;br /&gt;
:'''[[Book of Geomancy]]''' ([[Sandblast]], [[Stoneskin]], [[Passwall]], [[Stone Arrow]], [[Petrify]], [[Lee's Rapid Deconstruction]])&lt;br /&gt;
:'''[[Book of the Earth]]''' ([[Dig]], [[Leda's Liquefaction]], [[Bolt of Magma]], [[Iron Shot]], [[Statue Form]], [[Shatter]])&lt;br /&gt;
:'''[[Book of Annihilations]]''' ([[Lehudib's Crystal Spear]])&lt;br /&gt;
&lt;br /&gt;
;Other Texts&lt;br /&gt;
:'''[[Book of Alchemy]]''' ([[Petrify]])&lt;br /&gt;
:'''[[Book of Burglary]]''' ([[Passwall]], [[Lee's Rapid Deconstruction]])&lt;br /&gt;
:'''[[Book of Hinderance]]''' ([[Leda's Liquefaction]], [[Petrify]])&lt;br /&gt;
:'''[[Book of Power]]''' ([[Bolt of Magma]], [[Iron Shot]])&lt;br /&gt;
:'''[[Book of the Tempests]]''' ([[Shatter]])&lt;br /&gt;
:'''[[Book of Transfigurations]]''' ([[Stoneskin]], [[Statue Form]])&lt;br /&gt;
&lt;br /&gt;
== Earth Magic aptitudes ==&lt;br /&gt;
From ''[[Dungeon Crawl]] [[Stone Soup]]'' [[0.12]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Earth Magic}}&lt;br /&gt;
(Black [[draconian]]s have -2, Grey have +2)&lt;br /&gt;
&lt;br /&gt;
The average earth magic aptitude of whole species, excluding coloured draconian, is -0.423.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Earth Magic|*]]&lt;br /&gt;
[[Category:Magic skills]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Conjurations&amp;diff=37024</id>
		<title>Conjurations</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Conjurations&amp;diff=37024"/>
				<updated>2015-05-05T17:36:29Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: average aptitudes were added.&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;
| '''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>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Charms&amp;diff=37023</id>
		<title>Charms</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Charms&amp;diff=37023"/>
				<updated>2015-05-05T17:34:50Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: /* Charms Aptitudes */&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 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: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>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Air_Magic&amp;diff=37022</id>
		<title>Air Magic</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Air_Magic&amp;diff=37022"/>
				<updated>2015-05-05T17:32:53Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: /* Air Magic aptitudes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
'''Air Magic''' skill determines how easily you can use spells involving air and electricity. Most Air Magic can be resisted with [[electricity resistance]]. There are also several  [[:Category:Wind resistance|wind-resistant enemies]]. Air Magic partners well with [[Charms]] and [[Conjuration]].&lt;br /&gt;
&lt;br /&gt;
== List of Air 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:Shock.png]] || [[Shock]] || Air Magic/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 2'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Repel missiles.png]] || [[Repel Missiles]] || Air Magic/[[Charms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Swiftness.png]] || [[Swiftness]] || Air Magic/[[Charms]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 3'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Flight.png]] || [[Flight]] || Air Magic/[[Charms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Mephitic cloud.png]] || [[Mephitic Cloud]] || Air Magic/[[Conjurations]]/[[Poison Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Static discharge.png]] || [[Static Discharge]] || Air Magic/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 4'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Airstrike.png]] || [[Airstrike]] || Air Magic&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 5'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Lightning bolt.png]] || [[Lightning Bolt]] || Air Magic/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Silence.png]] || [[Silence]] || Air Magic/[[Hexes]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 6'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Deflect missiles.png]] || [[Deflect Missiles]] || Air Magic/[[Charms]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Freezing cloud.png]] || [[Freezing Cloud]] || Air Magic/[[Conjurations]]/[[Ice Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Poisonous cloud.png]] || [[Poisonous Cloud]] || Air Magic/[[Conjurations]]/[[Poison Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Conjure ball lightning.png]] || [[Conjure Ball Lightning]] || Air Magic/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 8'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Chain lightning.png]] || [[Chain Lightning]] || Air Magic/[[Conjurations]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Lvl 9'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tornado.png]] || [[Tornado]] || Air Magic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sources of Air Magic ==&lt;br /&gt;
;Main Texts&lt;br /&gt;
:'''[[Book of Air]]''' ([[Shock]], [[Swiftness]], [[Repel Missiles]], [[Flight]], [[Static Discharge]], [[Lightning Bolt]])&lt;br /&gt;
:'''[[Book of Clouds]]''' ([[Mephitic Cloud]], [[Poisonous Cloud]], [[Freezing Cloud]])&lt;br /&gt;
:'''[[Book of the Sky]]''' ([[Flight]], [[Airstrike]], [[Insulation]], [[Silence]], [[Deflect Missiles]], [[Conjure Ball Lightning]], [[Tornado]])&lt;br /&gt;
:'''[[Book of Annihilations]]''' ([[Chain Lightning]])&lt;br /&gt;
&lt;br /&gt;
;Other Texts&lt;br /&gt;
:'''[[Book of Burglary]]''' ([[Swiftness]])&lt;br /&gt;
:'''[[Book of Conjurations]]''' ([[Mephitic Cloud]], [[Lightning Bolt]], [[Freezing Cloud]])&lt;br /&gt;
:'''[[Book of the Dragon]]''' ([[Flight]])&lt;br /&gt;
:'''[[Book of Dreams]]''' ([[Flight]])&lt;br /&gt;
:'''[[Book of Enchantments]]''' ([[Silence]], [[Deflect Missiles]])&lt;br /&gt;
:'''[[Book of Envenomations]]''' ([[Poisonous Cloud]])&lt;br /&gt;
:'''[[Book of Ice]]''' ([[Freezing Cloud]])&lt;br /&gt;
:'''[[Book of Minor Magic]]''' ([[Repel Missiles]], [[Mephitic Cloud]])&lt;br /&gt;
:'''[[Book of Power]]''' ([[Poisonous Cloud]])&lt;br /&gt;
:'''[[Book of the Tempests]]''' ([[Static Discharge]], [[Lightning Bolt]], [[Tornado]])&lt;br /&gt;
:'''[[Young Poisoner's Handbook]]''' ([[Mephitic Cloud]])&lt;br /&gt;
&lt;br /&gt;
== Air Magic aptitudes ==&lt;br /&gt;
From ''[[Dungeon Crawl]] [[Stone Soup]]'' [[0.15]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Air Magic}}&lt;br /&gt;
(Black [[Draconian]]s have +2, Grey have -2, Pale have +1)&lt;br /&gt;
&lt;br /&gt;
The average air magic aptitude of whole species, excluding coloured draconian, is -0.923.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Air Elementalist]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Air Magic|*]]&lt;br /&gt;
[[Category:Magic skills]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spellcasting&amp;diff=37021</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spellcasting&amp;diff=37021"/>
				<updated>2015-05-05T17:31:53Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version012}}&lt;br /&gt;
The [[Spellcasting]] skill determines how proficient a character is at casting [[spell]]s from memory. A higher Spellcasting level makes it easier to cast spells by lowering their [[spell hunger]], increasing their [[spell power]] slightly, and granting your character more max MP and spell levels. It has a minor effect on [[spell success]] rate, but increasing skill in a spell's individual magic schools is better for raising its success rate.&lt;br /&gt;
&lt;br /&gt;
Note that the max MP increase granted by Spellcasting is not cumulative with that of [[Invocations]] or [[Evocation]]s; only the highest of the three is used.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting Aptitudes==&lt;br /&gt;
From [[Dungeon Crawl]] [[Stone Soup]] [[0.12]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Spellcasting}}&lt;br /&gt;
&amp;lt;sub&amp;gt;*Purple [[draconian]]s get +2.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The average spellcasting aptitude of whole species, excluding coloured draconian, is -1.115.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.12]], this skill had a hidden cost in experience points which was +30%; all [[species]] had their aptitudes adjusted to account for this.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic skills]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spellcasting&amp;diff=37020</id>
		<title>Spellcasting</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spellcasting&amp;diff=37020"/>
				<updated>2015-05-05T17:31:36Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version012}}&lt;br /&gt;
The [[Spellcasting]] skill determines how proficient a character is at casting [[spell]]s from memory. A higher Spellcasting level makes it easier to cast spells by lowering their [[spell hunger]], increasing their [[spell power]] slightly, and granting your character more max MP and spell levels. It has a minor effect on [[spell success]] rate, but increasing skill in a spell's individual magic schools is better for raising its success rate.&lt;br /&gt;
&lt;br /&gt;
Note that the max MP increase granted by Spellcasting is not cumulative with that of [[Invocations]] or [[Evocation]]s; only the highest of the three is used.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting Aptitudes==&lt;br /&gt;
From [[Dungeon Crawl]] [[Stone Soup]] [[0.12]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Spellcasting}}&lt;br /&gt;
&amp;lt;sub&amp;gt;*Purple [[draconian]]s get +2.&amp;lt;/sub&amp;gt;&lt;br /&gt;
The average spellcasting aptitude of whole species, excluding coloured draconian, is -1.115.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.12]], this skill had a hidden cost in experience points which was +30%; all [[species]] had their aptitudes adjusted to account for this.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic skills]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Background_and_race_combinations_for_beginners&amp;diff=35438</id>
		<title>Background and race combinations for beginners</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Background_and_race_combinations_for_beginners&amp;diff=35438"/>
				<updated>2015-04-07T05:20:34Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Crawl allows you to play using widely different play styles, depending on your character and god choice. The wide variety of choices offered might intimidate or even overwhelm new players. These are a selection of strong combos from the main character archetypes in the game. &lt;br /&gt;
&lt;br /&gt;
*'''[[Troll]] [[Berserker]]: For the newcomer of this game. Even being listed in tutorial, but this combination is sufficiently strong until mid-game, helping the player to understand the basic game system.&lt;br /&gt;
&lt;br /&gt;
*'''([[Minotaur]]/[[Hill Orc]]) ([[Berserker]]/[[Fighter]])''' ([[Vigrid's Hill Orc Fighter Guide|strategy guide]]): Pure melee builds. Find a big weapon and the heaviest armour, worship [[Trog]] or [[Okawaru]] and beat things to death. One can try [[Makhleb]] or [[The Shining One]] for 15 rune gameplay.&lt;br /&gt;
&lt;br /&gt;
*'''[[Centaur]] [[Hunter]]''': A typical ranged character. Centaur speed and HP increase survivability. Worship [[Trog]] or [[Okawaru]] for weapon, armour as well as ammo gifts. &lt;br /&gt;
&lt;br /&gt;
*'''[[Deep Elf]] [[Conjurer]]''' ([[MistyMan's Deep Elf Conjurer of Vehumet guide|strategy guide]]): Offensive caster.  Your damage dealing capability is your best defense; with [[Iskenderun's Battlesphere]] you rip through dangerous enemies that many other characters would have to avoid.  Worship [[Vehumet]] for even more punch and a steady supply of mana.&lt;br /&gt;
&lt;br /&gt;
*'''[[Merfolk]] [[Ice Elementalist]]''' ([[Nabalzbhf's Merfolk Ice Elementalist Guide|strategy guide)]]: A good hybrid (melee and magic) build. Great aptitudes for [[Charms]], [[Dodging]], [[Fighting]], [[Polearms]], and [[Ice Magic]].&lt;br /&gt;
&lt;br /&gt;
*'''[[Spriggan]] [[Enchanter]]''' ([[Huggz's Spriggan Enchanter guide|strategy guide]]): The classic stealth and stab build. Spriggans are a great stealth class for new players since their high speed lets them flee when stealth fails. [[Ensorcelled Hibernation]] makes stabbing things really easy. &lt;br /&gt;
&lt;br /&gt;
*'''[[Gargoyle]] [[Earth Elementalist]]''' ([[Majang's Caster Walk-Through|strategy guide]]): A durable caster with powerful destructive spells. Worships [[Vehumet]]. A good choice for a first attempt as a caster.&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy Guides]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spell_Success&amp;diff=35285</id>
		<title>Spell Success</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spell_Success&amp;diff=35285"/>
				<updated>2015-03-26T18:24:16Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Spell success''' is the rate at which casting a [[spell]] can be expected to succeed.&lt;br /&gt;
As of 0.16.0 spell success rate is determined by a complex combination of:&lt;br /&gt;
&lt;br /&gt;
* Spell-related skills&lt;br /&gt;
* [[Intelligence]]&lt;br /&gt;
* Spell level&lt;br /&gt;
* Armour and Shield penalty, mitigated by [[Armour (skill)|Armour skill]] and [[Shields (skill)|Shields skill]]&lt;br /&gt;
* Mutation Penalty ([[Good_mutations#Wild_Magic|Wild Magic]])&lt;br /&gt;
* Piety with [[Vehumet]] for [[Conjurations]] spells&lt;br /&gt;
* Any equipped wizardry items&lt;br /&gt;
&lt;br /&gt;
== Spell success calculations ==&lt;br /&gt;
&lt;br /&gt;
It is debatable whether the following formulae are of real use during a game. However, inflection points such when the extra armour EV penalty disappears are fairly easy to discern. Calculating this stuff on the fly is only for savants!&lt;br /&gt;
&lt;br /&gt;
=== Base chance ===&lt;br /&gt;
&lt;br /&gt;
The source code talks in terms of chance of ''failure'', not success. Therefore, we want the spellFailure chance to be as low as possible - in fact, to reach a Perfect success rate, your chance to fail has to be '''negative'''. More on that below.&lt;br /&gt;
&lt;br /&gt;
To begin with, there's a 60% chance of failure. From this, two things are subtracted - twice the caster's Intelligence, and a value calculated from the user's relevant skills. This value is similar to (but simpler than) the [[spell power]]. Note that these two factors are the only ones that '''directly''' improve spell success, while other factors described below only serve to ''mitigate'' spellcasting penalties. Therefore, focus on these areas if you want to maximize your spellcasting chances, particularly spell skills.&lt;br /&gt;
&lt;br /&gt;
Here's an overview of the basic formula, before stepdown and miscellaneous penalties and enhancers.&lt;br /&gt;
&lt;br /&gt;
  spellFailure = 60&lt;br /&gt;
               - [6 * spell skills]&lt;br /&gt;
               - [2 * Intelligence]&lt;br /&gt;
               + Spell difficulty&lt;br /&gt;
               + Armour/shield penalty&lt;br /&gt;
&lt;br /&gt;
=== Spell skills ===&lt;br /&gt;
&lt;br /&gt;
Now they use very familiar equation with spellcasting equation. The main difference is, spell skill boost effect of potion of brilliance is not counted here.&lt;br /&gt;
&lt;br /&gt;
  S_0 = [Spellcasting / 2] + [Average(SpellSkills) * 2]&lt;br /&gt;
&lt;br /&gt;
  spell skills = 50 * log_2 (1 + S_0 / 50)&lt;br /&gt;
&lt;br /&gt;
This value is naturally capped at 370, assuming 27 lv on spell skills and spellcasting.&lt;br /&gt;
&lt;br /&gt;
=== Spell difficulty ===&lt;br /&gt;
&lt;br /&gt;
A number is added, making spellcasting more difficult, dependent on the spell's level.&lt;br /&gt;
&lt;br /&gt;
  spellDifficulty =   3 (level 1)&lt;br /&gt;
                     15 (level 2)   (+12)&lt;br /&gt;
                     35 (level 3)   (+20)&lt;br /&gt;
                     70 (level 4)   (+35)&lt;br /&gt;
                    100 (level 5)   (+30)&lt;br /&gt;
                    150 (level 6)   (+50)&lt;br /&gt;
                    200 (level 7)   (+50)&lt;br /&gt;
                    260 (level 8)   (+60)&lt;br /&gt;
                    330 (level 9)   (+70)&lt;br /&gt;
&lt;br /&gt;
=== Armour and shield penalties (Under Construction) ===&lt;br /&gt;
&lt;br /&gt;
  Armour/Shield Penalty = 19 * (armour penalty) + 19 * (shield penalty)&lt;br /&gt;
&lt;br /&gt;
  armour penalty = 0.4 * (Encumbrance Rating)^2&lt;br /&gt;
                   * (45 - Armour skill Lv) / 45&lt;br /&gt;
                   / (Str + 3)&lt;br /&gt;
&lt;br /&gt;
  shield penalty = (EV Penalty) - (Shield Skill Lv) / (Player species factor)&lt;br /&gt;
&lt;br /&gt;
Player species factor is 5 for normal species, 3 for large species, and 7 for small species, respectively. Spriggans have 9, though they only can use bucklers.&lt;br /&gt;
&lt;br /&gt;
=== Step down ===&lt;br /&gt;
&lt;br /&gt;
At this point, the spell failure is put through a step down curve. If it's over 45 (just into the 'Fair' range), it's unaffected, otherwise it needs to be progressively lower to improve the overall result. This is a stepwise curve, and complex to describe. In the table is the listed native chance to reach certain points (i.e., spell success bands), although note that there are a couple of further steps performed after this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
!Description!!Success rate!!Needed fail chance&lt;br /&gt;
|-&lt;br /&gt;
|Fair||45%||45&lt;br /&gt;
|-&lt;br /&gt;
|Good||70%||10&lt;br /&gt;
|-&lt;br /&gt;
|Very Good||80%||−24&lt;br /&gt;
|-&lt;br /&gt;
|Great||90%||−80&lt;br /&gt;
|-&lt;br /&gt;
|Excellent||96%||−140&lt;br /&gt;
|-&lt;br /&gt;
|Perfect||100%||−180&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From −60 to −180 it's linear, with each difference of 20 giving 2% in the final spell success chance. So penalties affect bad wizards more than good ones. Penalty mitigation (for armour) applies before this, so the stepping function doesn't change that.&lt;br /&gt;
&lt;br /&gt;
=== Mutations ===&lt;br /&gt;
&lt;br /&gt;
From now on, we work with STEPPED DOWN failure rates.&lt;br /&gt;
&lt;br /&gt;
   Placid magic: Failure Rate - 7 %&lt;br /&gt;
   Wild magic:   Failure Rate + 7 %&lt;br /&gt;
   Anti-Wizadry: Failure Rate + 4 %&lt;br /&gt;
&lt;br /&gt;
The unrandart [[Hat of the High Council]] offers +7 %, not +4 %. It is noted as separate line in source spl-cast.cc file.&lt;br /&gt;
&lt;br /&gt;
=== Sap status ===&lt;br /&gt;
&lt;br /&gt;
   Failure Rate + Sap duration(in terms of turns) / 10 (%)&lt;br /&gt;
&lt;br /&gt;
=== Wizardry, Vehumet, and other factors ===&lt;br /&gt;
&lt;br /&gt;
Finally (phew!) spellcasting success boosts from items and other sources are applied. Note that these are actually calculated as a reduction in the fail chance, so in the table below, a low number is better.&lt;br /&gt;
&lt;br /&gt;
* Vehumet knocks 1/3 off the fail chance for Conjurations for disciples in good standing (piety over 70).&lt;br /&gt;
&lt;br /&gt;
* Rings of wizardry and staves of wizardry give some assistance, given by their &amp;quot;Wizardry&amp;quot; bonus in that column, but they suffer from decreasing cumulative effects. Other spell enhancers, such as rings of fire/ice or staves of various kinds, do not affect spell success chances, only their power. Wizardry effect is determined using this formula:&lt;br /&gt;
&lt;br /&gt;
  Reduced Failure rate = Failure rate * 6 / (7 + # of Wizardry Items)&lt;br /&gt;
&lt;br /&gt;
* Potion of brilliance: Failure rate / 2  (Directly to max level of reduction)&lt;br /&gt;
&lt;br /&gt;
Note that there is an hard cap of 50% for the effect of all enhancers.&lt;br /&gt;
&lt;br /&gt;
===The final step===&lt;br /&gt;
&lt;br /&gt;
The number we have obtained isn't the final chance of failure. The game doesn't compare that number with a random number between 0 and 99, but with the sum of three numbers divided by three.&lt;br /&gt;
 (1d101 + 1d101 + 1d100 - 3)/3 &amp;lt; fail chance&lt;br /&gt;
&lt;br /&gt;
This is equivalent to applying this transformation to the chance of failure:&lt;br /&gt;
&lt;br /&gt;
[[Image:Spell_success_transformation.png]]&lt;br /&gt;
&lt;br /&gt;
This sigmoid function makes it more difficult to decrease your failure rate when it is high or low, but it will go down very quickly when it is in the middle. Up to raw failure rate of 33%, one can use this formula:&lt;br /&gt;
&lt;br /&gt;
  N                 = (raw_failure_rate) * 3&lt;br /&gt;
  Real Failure Rate = N * (N+1) * (N+2) / 6 / 101 / 101 (in unit of %)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Spell power]]&lt;br /&gt;
* [[Miscast effect]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spell_Success&amp;diff=35284</id>
		<title>Spell Success</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spell_Success&amp;diff=35284"/>
				<updated>2015-03-26T18:05:40Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Spell success''' is the rate at which casting a [[spell]] can be expected to succeed.&lt;br /&gt;
As of 0.16.0 spell success rate is determined by a complex combination of:&lt;br /&gt;
&lt;br /&gt;
* Spell-related skills&lt;br /&gt;
* [[Intelligence]]&lt;br /&gt;
* Spell level&lt;br /&gt;
* Armour and Shield penalty, mitigated by [[Armour (skill)|Armour skill]] and [[Shields (skill)|Shields skill]]&lt;br /&gt;
* Mutation Penalty ([[Good_mutations#Wild_Magic|Wild Magic]])&lt;br /&gt;
* Piety with [[Vehumet]] for [[Conjurations]] spells&lt;br /&gt;
* Any equipped wizardry items&lt;br /&gt;
&lt;br /&gt;
== Spell success calculations ==&lt;br /&gt;
&lt;br /&gt;
It is debatable whether the following formulae are of real use during a game. However, inflection points such when the extra armour EV penalty disappears are fairly easy to discern. Calculating this stuff on the fly is only for savants!&lt;br /&gt;
&lt;br /&gt;
=== Base chance ===&lt;br /&gt;
&lt;br /&gt;
The source code talks in terms of chance of ''failure'', not success. Therefore, we want the spellFailure chance to be as low as possible - in fact, to reach a Perfect success rate, your chance to fail has to be '''negative'''. More on that below.&lt;br /&gt;
&lt;br /&gt;
To begin with, there's a 60% chance of failure. From this, two things are subtracted - twice the caster's Intelligence, and a value calculated from the user's relevant skills. This value is similar to (but simpler than) the [[spell power]]. Note that these two factors are the only ones that '''directly''' improve spell success, while other factors described below only serve to ''mitigate'' spellcasting penalties. Therefore, focus on these areas if you want to maximize your spellcasting chances, particularly spell skills.&lt;br /&gt;
&lt;br /&gt;
Here's an overview of the basic formula, before stepdown and miscellaneous penalties and enhancers.&lt;br /&gt;
&lt;br /&gt;
  spellFailure = 60&lt;br /&gt;
               - [6 * spell skills]&lt;br /&gt;
               - [2 * Intelligence]&lt;br /&gt;
               + Spell difficulty&lt;br /&gt;
               + Armour/shield penalty&lt;br /&gt;
&lt;br /&gt;
=== Spell skills ===&lt;br /&gt;
&lt;br /&gt;
Now they use very familiar equation with spellcasting equation. The main difference is, spell skill boost effect of potion of brilliance is not counted here.&lt;br /&gt;
&lt;br /&gt;
  S_0 = [Spellcasting / 2] + [Average(SpellSkills) * 2]&lt;br /&gt;
&lt;br /&gt;
  spell skills = 50 * log_2 (1 + S_0 / 50)&lt;br /&gt;
&lt;br /&gt;
This value is naturally capped at 370, assuming 27 lv on spell skills and spellcasting.&lt;br /&gt;
&lt;br /&gt;
=== Spell difficulty ===&lt;br /&gt;
&lt;br /&gt;
A number is added, making spellcasting more difficult, dependent on the spell's level.&lt;br /&gt;
&lt;br /&gt;
  spellDifficulty =   3 (level 1)&lt;br /&gt;
                     15 (level 2)   (+12)&lt;br /&gt;
                     35 (level 3)   (+20)&lt;br /&gt;
                     70 (level 4)   (+35)&lt;br /&gt;
                    100 (level 5)   (+30)&lt;br /&gt;
                    150 (level 6)   (+50)&lt;br /&gt;
                    200 (level 7)   (+50)&lt;br /&gt;
                    260 (level 8)   (+60)&lt;br /&gt;
                    330 (level 9)   (+70)&lt;br /&gt;
&lt;br /&gt;
=== Armour and shield penalties (Under Construction) ===&lt;br /&gt;
&lt;br /&gt;
  Armour/Shield Penalty = 19 * (armour penalty) + 19 * (shield penalty)&lt;br /&gt;
&lt;br /&gt;
  armour penalty = 0.4 * (Encumbrance Rating)^2&lt;br /&gt;
                   * (45 - Armour skill Lv) / 45&lt;br /&gt;
                   / (Str + 3)&lt;br /&gt;
&lt;br /&gt;
  shield penalty = (EV Penalty) - (Shield Skill Lv) / (Player species factor)&lt;br /&gt;
&lt;br /&gt;
Player species factor is 5 for normal species, 3 for large species, and 7 for small species, respectively. Spriggans have 9, though they only can use bucklers.&lt;br /&gt;
&lt;br /&gt;
=== Step down ===&lt;br /&gt;
&lt;br /&gt;
At this point, the spell failure is put through a step down curve. If it's over 45 (just into the 'Fair' range), it's unaffected, otherwise it needs to be progressively lower to improve the overall result. This is a stepwise curve, and complex to describe. In the table is the listed native chance to reach certain points (i.e., spell success bands), although note that there are a couple of further steps performed after this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
!Description!!Success rate!!Needed fail chance&lt;br /&gt;
|-&lt;br /&gt;
|Fair||45%||45&lt;br /&gt;
|-&lt;br /&gt;
|Good||70%||10&lt;br /&gt;
|-&lt;br /&gt;
|Very Good||80%||−24&lt;br /&gt;
|-&lt;br /&gt;
|Great||90%||−80&lt;br /&gt;
|-&lt;br /&gt;
|Excellent||96%||−140&lt;br /&gt;
|-&lt;br /&gt;
|Perfect||100%||−180&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From −60 to −180 it's linear, with each difference of 20 giving 2% in the final spell success chance. So penalties affect bad wizards more than good ones. Penalty mitigation (for armour) applies before this, so the stepping function doesn't change that.&lt;br /&gt;
&lt;br /&gt;
=== Mutations ===&lt;br /&gt;
&lt;br /&gt;
From now on, we work with STEPPED DOWN failure rates.&lt;br /&gt;
&lt;br /&gt;
   Placid magic: Failure Rate - 7 %&lt;br /&gt;
   Wild magic:   Failure Rate + 7 %&lt;br /&gt;
   Anti-Wizadry: Failure Rate + 4 %&lt;br /&gt;
&lt;br /&gt;
The unrandart [[Hat of the High Council]] offers +7 %, not +4 %. It is noted as separate line in source spl-cast.cc file.&lt;br /&gt;
&lt;br /&gt;
=== Sap status ===&lt;br /&gt;
&lt;br /&gt;
   Failure Rate + Sap duration(in terms of turns) / 10 (%)&lt;br /&gt;
&lt;br /&gt;
=== Wizardry, Vehumet, and other factors ===&lt;br /&gt;
&lt;br /&gt;
Finally (phew!) spellcasting success boosts from items and other sources are applied. Note that these are actually calculated as a reduction in the fail chance, so in the table below, a low number is better.&lt;br /&gt;
&lt;br /&gt;
* Vehumet knocks 1/3 off the fail chance for Conjurations for disciples in good standing (piety over 70).&lt;br /&gt;
&lt;br /&gt;
* Rings of wizardry and staves of wizardry give some assistance, given by their &amp;quot;Wizardry&amp;quot; bonus in that column, but they suffer from decreasing cumulative effects. Other spell enhancers, such as rings of fire/ice or staves of various kinds, do not affect spell success chances, only their power. Wizardry effect is determined using this formula:&lt;br /&gt;
&lt;br /&gt;
  Reduced Failure rate = Failure rate * 6 / (7 + # of Wizardry Items)&lt;br /&gt;
&lt;br /&gt;
* Potion of brilliance: Failure rate / 2  (Directly to max level of reduction)&lt;br /&gt;
&lt;br /&gt;
Note that there is an hard cap of 50% for the effect of all enhancers.&lt;br /&gt;
&lt;br /&gt;
===The final step===&lt;br /&gt;
&lt;br /&gt;
The number we have obtained isn't the final chance of failure. The game doesn't compare that number with a random number between 0 and 99, but with the sum of three numbers divided by three.&lt;br /&gt;
 (1d101 + 1d101 + 1d100 - 3)/3 &amp;lt; fail chance&lt;br /&gt;
&lt;br /&gt;
This is equivalent to applying this transformation to the chance of failure:&lt;br /&gt;
[[Image:Spell_success_transformation.png]]&lt;br /&gt;
&lt;br /&gt;
This sigmoid function makes it more difficult to decrease your failure rate when it is high or low, but it will go down very quickly when it is in the middle.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Spell power]]&lt;br /&gt;
* [[Miscast effect]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spell_Success&amp;diff=35283</id>
		<title>Spell Success</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spell_Success&amp;diff=35283"/>
				<updated>2015-03-26T17:07:53Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Spell success''' is the rate at which casting a [[spell]] can be expected to succeed.&lt;br /&gt;
As of 0.16.0 spell success rate is determined by a complex combination of:&lt;br /&gt;
&lt;br /&gt;
* Spell-related skills&lt;br /&gt;
* [[Intelligence]]&lt;br /&gt;
* Spell level&lt;br /&gt;
* Armour and Shield penalty, mitigated by [[Armour (skill)|Armour skill]] and [[Shields (skill)|Shields skill]]&lt;br /&gt;
* Mutation Penalty ([[Good_mutations#Wild_Magic|Wild Magic]])&lt;br /&gt;
* Piety with [[Vehumet]] for [[Conjurations]] spells&lt;br /&gt;
* Any equipped wizardry items&lt;br /&gt;
&lt;br /&gt;
== Spell success calculations ==&lt;br /&gt;
&lt;br /&gt;
It is debatable whether the following formulae are of real use during a game. However, inflection points such when the extra armour EV penalty disappears are fairly easy to discern. Calculating this stuff on the fly is only for savants!&lt;br /&gt;
&lt;br /&gt;
=== Base chance ===&lt;br /&gt;
&lt;br /&gt;
The source code talks in terms of chance of ''failure'', not success. Therefore, we want the spellFailure chance to be as low as possible - in fact, to reach a Perfect success rate, your chance to fail has to be '''negative'''. More on that below.&lt;br /&gt;
&lt;br /&gt;
To begin with, there's a 60% chance of failure. From this, two things are subtracted - twice the caster's Intelligence, and a value calculated from the user's relevant skills. This value is similar to (but simpler than) the [[spell power]]. Note that these two factors are the only ones that '''directly''' improve spell success, while other factors described below only serve to ''mitigate'' spellcasting penalties. Therefore, focus on these areas if you want to maximize your spellcasting chances, particularly spell skills.&lt;br /&gt;
&lt;br /&gt;
Here's an overview of the basic formula, before stepdown and miscellaneous penalties and enhancers.&lt;br /&gt;
&lt;br /&gt;
  spellFailure = 60&lt;br /&gt;
               - [6 * spell skills]&lt;br /&gt;
               - [2 * Intelligence]&lt;br /&gt;
               + Spell difficulty&lt;br /&gt;
               + Armour/shield penalty&lt;br /&gt;
&lt;br /&gt;
=== Spell skills ===&lt;br /&gt;
&lt;br /&gt;
Now they use very familiar equation with spellcasting equation. The main difference is, spell skill boost effect of potion of brilliance is not counted here.&lt;br /&gt;
&lt;br /&gt;
  S_0 = [Spellcasting / 2] + [Average(SpellSkills) * 2]&lt;br /&gt;
&lt;br /&gt;
  spell skills = 50 * log_2 (1 + S_0 / 50)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Spell difficulty ===&lt;br /&gt;
&lt;br /&gt;
A number is added, making spellcasting more difficult, dependent on the spell's level.&lt;br /&gt;
&lt;br /&gt;
  spellDifficulty =   3 (level 1)&lt;br /&gt;
                     15 (level 2)   (+12)&lt;br /&gt;
                     35 (level 3)   (+20)&lt;br /&gt;
                     70 (level 4)   (+35)&lt;br /&gt;
                    100 (level 5)   (+30)&lt;br /&gt;
                    150 (level 6)   (+50)&lt;br /&gt;
                    200 (level 7)   (+50)&lt;br /&gt;
                    260 (level 8)   (+60)&lt;br /&gt;
                    330 (level 9)   (+70)&lt;br /&gt;
&lt;br /&gt;
=== Armour and shield penalties (Under Construction) ===&lt;br /&gt;
&lt;br /&gt;
  Armour/Shield Penalty = 19 * (armour penalty) + 19 * (shield penalty)&lt;br /&gt;
&lt;br /&gt;
  armour penalty = 0.4 * (Encumbrance Rating)^2&lt;br /&gt;
                   * (45 - Armour skill Lv) / 45&lt;br /&gt;
                   / (Str + 3)&lt;br /&gt;
&lt;br /&gt;
  shield penalty = (EV Penalty) - (Shield Skill Lv) / (Player species factor)&lt;br /&gt;
&lt;br /&gt;
Player species factor is 5 for normal species, 3 for large species, and 7 for small species, respectively. Spriggans have 9, though they only can use bucklers.&lt;br /&gt;
&lt;br /&gt;
=== Step down ===&lt;br /&gt;
&lt;br /&gt;
At this point, the spell failure is put through a step down curve. If it's over 45 (just into the 'Fair' range), it's unaffected, otherwise it needs to be progressively lower to improve the overall result. This is a stepwise curve, and complex to describe. In the table is the listed native chance to reach certain points (i.e., spell success bands), although note that there are a couple of further steps performed after this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
!Description!!Success rate!!Needed fail chance&lt;br /&gt;
|-&lt;br /&gt;
|Fair||45%||45&lt;br /&gt;
|-&lt;br /&gt;
|Good||70%||10&lt;br /&gt;
|-&lt;br /&gt;
|Very Good||80%||−24&lt;br /&gt;
|-&lt;br /&gt;
|Great||90%||−80&lt;br /&gt;
|-&lt;br /&gt;
|Excellent||95%||−140&lt;br /&gt;
|-&lt;br /&gt;
|Perfect||100%||−180&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For Excellent, −140 actually gives a 96% chance of success here. It's not possible to hit 95% directly.&lt;br /&gt;
&lt;br /&gt;
From −60 to −180 it's linear, with each difference of 20 giving 2% in the final spell success chance. So penalties affect bad wizards more than good ones. Penalty mitigation (for armour) applies before this, so the stepping function doesn't change that.&lt;br /&gt;
&lt;br /&gt;
=== Mutations ===&lt;br /&gt;
&lt;br /&gt;
From now on, we work with STEPPED DOWN failure rates.&lt;br /&gt;
&lt;br /&gt;
   Placid magic: Failure Rate - 7 %&lt;br /&gt;
   Wild magic:   Failure Rate + 7 %&lt;br /&gt;
   Anti-Wizadry: Failure Rate + 4 %&lt;br /&gt;
&lt;br /&gt;
The unrandart [[Hat of the High Council]] offers +7 %, not +4 %. It is noted as separate line in source spl-cast.cc file.&lt;br /&gt;
&lt;br /&gt;
=== Sap status ===&lt;br /&gt;
&lt;br /&gt;
   Failure Rate + Sap duration(in terms of turns) / 10 (%)&lt;br /&gt;
&lt;br /&gt;
=== Wizardry, Vehumet, and other factors ===&lt;br /&gt;
&lt;br /&gt;
Finally (phew!) spellcasting success boosts from items and other sources are applied. Note that these are actually calculated as a reduction in the fail chance, so in the table below, a low number is better.&lt;br /&gt;
&lt;br /&gt;
* Vehumet knocks 1/3 off the fail chance for Conjurations for disciples in good standing (piety over 70).&lt;br /&gt;
&lt;br /&gt;
* Rings of wizardry and staves of wizardry give some assistance, given by their &amp;quot;Wizardry&amp;quot; bonus in that column, but they suffer from decreasing cumulative effects. Other spell enhancers, such as rings of fire/ice or staves of various kinds, do not affect spell success chances, only their power. Wizardry effect is determined using this formula:&lt;br /&gt;
&lt;br /&gt;
  Reduced Failure rate = Failure rate * 6 / (7 + # of Wizardry Items)&lt;br /&gt;
&lt;br /&gt;
* Potion of brilliance: Failure rate / 2  (Directly to max level of reduction)&lt;br /&gt;
&lt;br /&gt;
Note that there is an hard cap of 50% for the effect of all enhancers.&lt;br /&gt;
&lt;br /&gt;
===The final step===&lt;br /&gt;
The number we have obtained isn't the final chance of failure. The game doesn't compare that number with a random number between 0 and 99, but with the sum of three numbers divided by three.&lt;br /&gt;
 (1d101 + 1d101 + 1d100 - 3)/3 &amp;lt; fail chance&lt;br /&gt;
&lt;br /&gt;
This is equivalent to applying this transformation to the chance of failure:&lt;br /&gt;
[[Image:Spell_success_transformation.png]]&lt;br /&gt;
&lt;br /&gt;
This sigmoid function makes it more difficult to decrease your failure rate when it is high or low, but it will go down very quickly when it is in the middle.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Spell power]]&lt;br /&gt;
* [[Miscast effect]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spell_Success&amp;diff=35282</id>
		<title>Spell Success</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spell_Success&amp;diff=35282"/>
				<updated>2015-03-26T15:54:08Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: Huge revamp on this page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Spell success''' is the rate at which casting a [[spell]] can be expected to succeed.&lt;br /&gt;
As of 0.16.0 spell success rate is determined by a complex combination of:&lt;br /&gt;
&lt;br /&gt;
* Spell-related skills&lt;br /&gt;
* [[Intelligence]]&lt;br /&gt;
* Spell level&lt;br /&gt;
* Armour and Shield penalty, mitigated by [[Armour (skill)|Armour skill]] and [[Shields (skill)|Shields skill]]&lt;br /&gt;
* Mutation Penalty ([[Good_mutations#Wild_Magic|Wild Magic]])&lt;br /&gt;
* Piety with [[Vehumet]] for [[Conjurations]] spells&lt;br /&gt;
* Any equipped wizardry items&lt;br /&gt;
&lt;br /&gt;
== Spell success calculations ==&lt;br /&gt;
&lt;br /&gt;
It is debatable whether the following formulae are of real use during a game. However, inflection points such when the extra armour EV penalty disappears are fairly easy to discern. Calculating this stuff on the fly is only for savants!&lt;br /&gt;
&lt;br /&gt;
=== Base chance ===&lt;br /&gt;
&lt;br /&gt;
The source code talks in terms of chance of ''failure'', not success. Therefore, we want the spellFailure chance to be as low as possible - in fact, to reach a Perfect success rate, your chance to fail has to be '''negative'''. More on that below.&lt;br /&gt;
&lt;br /&gt;
To begin with, there's a 60% chance of failure. From this, two things are subtracted - twice the caster's Intelligence, and a value calculated from the user's relevant skills. This value is similar to (but simpler than) the [[spell power]]. Note that these two factors are the only ones that '''directly''' improve spell success, while other factors described below only serve to ''mitigate'' spellcasting penalties. Therefore, focus on these areas if you want to maximize your spellcasting chances, particularly spell skills.&lt;br /&gt;
&lt;br /&gt;
Here's an overview of the basic formula, before stepdown and miscellaneous penalties and enhancers.&lt;br /&gt;
&lt;br /&gt;
  spellFailure = 60&lt;br /&gt;
               - [6 * spell skills]&lt;br /&gt;
               - [2 * Intelligence]&lt;br /&gt;
               + Spell difficulty&lt;br /&gt;
               + Armour/shield penalty&lt;br /&gt;
&lt;br /&gt;
=== Spell skills ===&lt;br /&gt;
&lt;br /&gt;
Now they use very familiar equation with spellcasting equation. The main difference is, spellskill boost effect of potion of brilliance is not counted here!&lt;br /&gt;
&lt;br /&gt;
  S_0 = [Spellcasting / 2] + [Average(SpellSkills) * 2]&lt;br /&gt;
&lt;br /&gt;
  spell skills = 50 * log_2 (1 + S_0 / 50)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Spell difficulty ===&lt;br /&gt;
&lt;br /&gt;
A number is added, making spellcasting more difficult, dependent on the spell's level.&lt;br /&gt;
&lt;br /&gt;
  spellDifficulty =   3 (level 1)&lt;br /&gt;
                     15 (level 2)&lt;br /&gt;
                     35 (level 3)&lt;br /&gt;
                     70 (level 4)&lt;br /&gt;
                    100 (level 5)&lt;br /&gt;
                    150 (level 6)&lt;br /&gt;
                    200 (level 7)&lt;br /&gt;
                    260 (level 8)&lt;br /&gt;
                    330 (level 9)&lt;br /&gt;
&lt;br /&gt;
=== Armour and shield penalties (Under Construction) ===&lt;br /&gt;
&lt;br /&gt;
{{version010}}&lt;br /&gt;
&lt;br /&gt;
The spellcasting penalties from armour and shields are linked together. The gist of it, for body armour, is as follows:&lt;br /&gt;
&lt;br /&gt;
* The more a piece of body armour impedes [[Evasion]], the more it will impede spellcasting.&lt;br /&gt;
* If your character's Strength is not at least three times your body armour's EV penalty, you receive an ''additional'' penalty to spellcasting.&lt;br /&gt;
* The Armour skill reduces your body armour's penalty, but non-elven armours with -3EV penalty or higher cannot have their penalty fully removed.&lt;br /&gt;
&lt;br /&gt;
And for shields:&lt;br /&gt;
&lt;br /&gt;
* The larger the shield, the larger the penalty. Bucklers are your friends.&lt;br /&gt;
* The Shields skill offsets the spellcasting penalty.&lt;br /&gt;
* For medium size characters every 5 points of Shield eliminates the penalty associated with a single point of EV penalty.  Larger characters require less Shield skill, while smaller characters require more.&lt;br /&gt;
* If you are using a 0 EVP body armour, you need less Shield skill to remove the penalty. See [[Shields#Shield_Penalties|shield penalties]].&lt;br /&gt;
&lt;br /&gt;
Racial armour also has an effect. Elven armour impedes spellcasting less than normal armour, while dwarven armour impedes it more. Wearing racial armour that matches the character's species reduces the penalty - which, for dwarves in dwarven armour, actually cancels out the racial penalty. Note that only body armour and shields affect spellcasting; bardings inflict no spellcasting penalty.&lt;br /&gt;
&lt;br /&gt;
For the non-math inclined:&lt;br /&gt;
&lt;br /&gt;
* Elven leather has no spell casting penalty.&lt;br /&gt;
* Elves can wear elven ring mail (-2 EV) with no spell casting penalty (assuming no additional shield penalty).&lt;br /&gt;
* Orcs can wear orcish leather with no spell casting penalty (assuming no additional shield penalty).&lt;br /&gt;
* Dwarven armor should be avoided for non-Dwarf characters.&lt;br /&gt;
* 9 points in Armor skill removes the spell casting penalty for leather (assuming no additional shield penalty).&lt;br /&gt;
* 27 points in Armor skill removes the spell casting penalty for all -2 EV armors (assuming no additional shield penalty).&lt;br /&gt;
&lt;br /&gt;
  armourShieldPenalty = max(0,&lt;br /&gt;
                            max(0,&lt;br /&gt;
                                25 * adjustedArmourEVPenalty&lt;br /&gt;
                              - racialArmourSpellcastingBonus)&lt;br /&gt;
                          + 25 * adjustedShieldEVPenalty&lt;br /&gt;
                          - 2000)&lt;br /&gt;
                      / 100&lt;br /&gt;
  &lt;br /&gt;
  adjustedArmourEVPenalty = 0 if armour EV penalty is 0, otherwise&lt;br /&gt;
                            (EV penalty + max(3 * EV penalty - Strength, 0))&lt;br /&gt;
                          * (45 - Armour skill)&lt;br /&gt;
                          * 100&lt;br /&gt;
                          / 45&lt;br /&gt;
  &lt;br /&gt;
  adjustedShieldEVPenlaty = 0 if no shield, otherwise&lt;br /&gt;
                            max(0,&lt;br /&gt;
                                EV penalty * 100&lt;br /&gt;
                              - (Shield skill * 100 / max(1, 5 + sizeEvasionFactor)))&lt;br /&gt;
  &lt;br /&gt;
  racialArmourSpellcastingBonus = 0&lt;br /&gt;
                                + 2500 if elven armour&lt;br /&gt;
                                - 1500 if dwarven armour&lt;br /&gt;
                                + 1500 if in correct racial armour (eg, orc in orcish armour)&lt;br /&gt;
&lt;br /&gt;
=== Step down ===&lt;br /&gt;
&lt;br /&gt;
At this point, the spell failure is put through a step down curve. If it's over 45 (just into the 'Fair' range), it's unaffected, otherwise it needs to be progressively lower to improve the overall result. This is a stepwise curve, and complex to describe. In the table is the listed native chance to reach certain points (i.e., spell success bands), although note that there are a couple of further steps performed after this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
!Description!!Success rate!!Needed fail chance&lt;br /&gt;
|-&lt;br /&gt;
|Fair||45%||45&lt;br /&gt;
|-&lt;br /&gt;
|Good||70%||10&lt;br /&gt;
|-&lt;br /&gt;
|Very Good||80%||−24&lt;br /&gt;
|-&lt;br /&gt;
|Great||90%||−80&lt;br /&gt;
|-&lt;br /&gt;
|Excellent||95%||−140&lt;br /&gt;
|-&lt;br /&gt;
|Perfect||100%||−180&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For Excellent, −140 actually gives a 96% chance of success here. It's not possible to hit 95% directly.&lt;br /&gt;
&lt;br /&gt;
From −60 to −180 it's linear, with each difference of 20 giving 2% in the final spell success chance. So penalties affect bad wizards more than good ones. Penalty mitigation (for armour) applies before this, so the stepping function doesn't change that.&lt;br /&gt;
&lt;br /&gt;
=== Mutations ===&lt;br /&gt;
&lt;br /&gt;
From now on, we work with STEPPED DOWN failure rates.&lt;br /&gt;
&lt;br /&gt;
   Placid magic: Failure Rate - 7 %&lt;br /&gt;
   Wild magic:   Failure Rate + 7 %&lt;br /&gt;
   Anti-Wizadry: Failure Rate + 4 %&lt;br /&gt;
&lt;br /&gt;
The unrandart [[Hat of the High Council]] offers +7 %, not +4 %. It is noted as separate line in source spl-cast.cc file.&lt;br /&gt;
&lt;br /&gt;
=== Sap status ===&lt;br /&gt;
&lt;br /&gt;
   Failure Rate + Sap duration(in terms of turns) / 10 (%)&lt;br /&gt;
&lt;br /&gt;
=== Wizardry, Vehumet, and other factors ===&lt;br /&gt;
&lt;br /&gt;
Finally (phew!) spellcasting success boosts from items and other sources are applied. Note that these are actually calculated as a reduction in the fail chance, so in the table below, a low number is better.&lt;br /&gt;
&lt;br /&gt;
* Vehumet knocks 1/3 off the fail chance for Conjurations for disciples in good standing (piety over 70).&lt;br /&gt;
&lt;br /&gt;
* Rings of wizardry and staves of wizardry give some assistance, given by their &amp;quot;Wizardry&amp;quot; bonus in that column, but they suffer from decreasing cumulative effects. Other spell enhancers, such as rings of fire/ice or staves of various kinds, do not affect spell success chances, only their power. Wizardry effect is determined using this formula:&lt;br /&gt;
&lt;br /&gt;
  Reduced Failure rate = Failure rate * 6 / (7 + # of Wizardry Items)&lt;br /&gt;
&lt;br /&gt;
* Potion of brilliance: Failure rate / 2  (Directly to max level of reduction)&lt;br /&gt;
&lt;br /&gt;
Note that there is an hard cap of 50% for the effect of all enhancers.&lt;br /&gt;
&lt;br /&gt;
===The final step===&lt;br /&gt;
The number we have obtained isn't the final chance of failure. The game doesn't compare that number with a random number between 0 and 99, but with the sum of three numbers divided by three.&lt;br /&gt;
 (1d101 + 1d101 + 1d100 - 3)/3 &amp;lt; fail chance&lt;br /&gt;
&lt;br /&gt;
This is equivalent to applying this transformation to the chance of failure:&lt;br /&gt;
[[Image:Spell_success_transformation.png]]&lt;br /&gt;
&lt;br /&gt;
This sigmoid function makes it more difficult to decrease your failure rate when it is high or low, but it will go down very quickly when it is in the middle.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Spell power]]&lt;br /&gt;
* [[Miscast effect]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sprint_guide&amp;diff=34309</id>
		<title>Sprint guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sprint_guide&amp;diff=34309"/>
				<updated>2015-03-07T03:12:36Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version08}}&lt;br /&gt;
&lt;br /&gt;
[[Dungeon Sprint]] is a fast paced variant of the longer and slower Stone Soup experience. This page offers general strategies for approaching Sprint maps, and will direct you to more specific advice for individual maps.&lt;br /&gt;
&lt;br /&gt;
There are currently nine Sprint maps.&lt;br /&gt;
&lt;br /&gt;
# &amp;quot;Red Sonja&amp;quot;&lt;br /&gt;
# &amp;quot;The Violet Keep of Menkaure&amp;quot;&lt;br /&gt;
# &amp;quot;The Ten Rune Challenge&amp;quot;&lt;br /&gt;
# &amp;quot;Fedhas' Mad Dash&amp;quot;&lt;br /&gt;
# &amp;quot;Ziggurat Sprint&amp;quot;&lt;br /&gt;
# &amp;quot;Thunderdome&amp;quot;&lt;br /&gt;
# &amp;quot;The Pits&amp;quot;&lt;br /&gt;
# &amp;quot;Arena of Blood&amp;quot;&lt;br /&gt;
# &amp;quot;Linesprint&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Deep Elf Fire Elementalist==&lt;br /&gt;
''Map: Red Sonja''&lt;br /&gt;
&lt;br /&gt;
'''(Obsolete as of Version 0.9)'''&lt;br /&gt;
# Turn off everything, except Spellcasting.&lt;br /&gt;
# [[Quaff]] your [[potion of berserk rage]] and kill [[Ijyb]].&lt;br /&gt;
# Concentrate on your spell skills and learn [[Throw Flame]].&lt;br /&gt;
# Quaff your [[potion of speed]] and kill the [[Ogre]]. Back away and quaff a [[potion of magic]], if necessary.&lt;br /&gt;
# Learn [[Sticky Flame]].&lt;br /&gt;
# Cast Sticky Flame on [[Sigmund]] and 'C'lose the door in his face repeatedly, until he dies. If he's in the doorway, just back away from him and heal if you're low on health.&lt;br /&gt;
# Grab the loot from the secret room near Sigmund's door.&lt;br /&gt;
# Kill the [[Jelly]], [[Elephant slug]], and [[Giant amoeba]] with Sticky Flame. After that, learn [[Bolt of Fire]].&lt;br /&gt;
&lt;br /&gt;
At this point, you should turn on Fire Magic and Conjurations again. Worship [[Vehumet]] to get [[Fire Storm]] (and the conjuration boost). Cast Sticky Flame to deal with invisible monsters.&lt;br /&gt;
&lt;br /&gt;
==Deep Elf Conjurer==&lt;br /&gt;
''Map: The Violet Keep of Menkaure''&lt;br /&gt;
&lt;br /&gt;
#Turn off everything except [[Spellcasting]] to start; turn [[Conjurations]] back on quickly, but always focus Spellcasting. You'll need all the spell levels and the least spell hunger you can get.&lt;br /&gt;
#Likewise, take [[Intelligence]] for every stat up. ALL OF THEM.&lt;br /&gt;
#[[Quaff]] your [[potion of berserk rage]] to kill the [[Giant centipede]]s or the [[Brain worm]]s&lt;br /&gt;
#Memorize [[Mephitic Cloud]], but keep [[Air Magic]] and [[Poison Magic]] off to conserve XP and facilitate [[Lehudib's Crystal Spear]] in late game. You won't need levels in those schools because your [[Spellcasting]], [[Conjurations]], and [[Intelligence]] will be ridiculously high.&lt;br /&gt;
#Kill [[Menkaure]] before he opens too many doors (may wish to dump your robe first, to avoid having it cursed on you)&lt;br /&gt;
#Worship [[Vehumet]] and memorize [[Lightning Bolt]] and [[Freezing Cloud]], then abuse [[Multizap]] and smite-targeting with transparent walls&lt;br /&gt;
&lt;br /&gt;
More detailed guide in production; will be spoiler-heavy!&lt;br /&gt;
&lt;br /&gt;
==Spriggan Enchanter==&lt;br /&gt;
''Map: both maps''&lt;br /&gt;
&lt;br /&gt;
# Turn off Dodging and the Short Blade skill.&lt;br /&gt;
# Stab monsters.&lt;br /&gt;
# Learn [[Confuse]].&lt;br /&gt;
# Stab more monsters.&lt;br /&gt;
# Learn [[Invisibility]].&lt;br /&gt;
&lt;br /&gt;
Spriggan Enchanters are one of the easiest combos to play in Sprint. [[Jiyva]] (Menkaure map) is a good god choice. They can probably win without a god.&lt;br /&gt;
&lt;br /&gt;
==Spriggan Enchanter 2==&lt;br /&gt;
''Map: Red Sonja''&lt;br /&gt;
&lt;br /&gt;
''' tested with version 0.15'''&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
# Stealth - max it as soon as possible&lt;br /&gt;
# Short Blades - to max stabbing damage and combat. With Stealth at 27, 13 in Short Blades is sufficient&lt;br /&gt;
# Dodging - useful for surviving if something goes wrong.&lt;br /&gt;
# Spellcasting -  reduce hunger and increase spellpower - usually 10 is sufficient&lt;br /&gt;
# Hexes - to hibernate and confuse more efficiently&lt;br /&gt;
# Other magic schools - depending on spells you find.&lt;br /&gt;
&lt;br /&gt;
Gods:&lt;br /&gt;
&lt;br /&gt;
I tried it only with [[Dithmenos]], probably best choice for stabbers. &lt;br /&gt;
First thing he makes you more stealthy and you can teleport to sleeping enemies.&lt;br /&gt;
Shadow mimicking your actions and bleeding with smoke is also a nice bonus.&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
#Ensorcelled Hibernation - your main spell.&lt;br /&gt;
#Confuse - if you can't force them to sleep, try to confuse them!&lt;br /&gt;
#Sure blade - useful from time to time&lt;br /&gt;
#Other - anything, that let you escape/avoid threat is good. Blink, controlled blink, passwall etc.&lt;br /&gt;
&lt;br /&gt;
Items:&lt;br /&gt;
&lt;br /&gt;
If you need to find something try buying it in shop - there are plenty of them.&lt;br /&gt;
Things you may find useful:&lt;br /&gt;
&lt;br /&gt;
#Weapon - It is always nice to find a good short blade, especially well enchanted and branded.&lt;br /&gt;
#Amulet of resist mutation - crucial if you want to go through &amp;quot;shining eyes chamber&amp;quot;.&lt;br /&gt;
#Anything that gives you ability to blink - helpful to get Orb of Zot and escape without fighting Tiamat.&lt;br /&gt;
&lt;br /&gt;
Tips:&lt;br /&gt;
&lt;br /&gt;
# The moment you see Orb of Zot, you can probably get it if you buy some helpful stuff from shops. You don't have to bother getting through Tiamat or clear whole map&lt;br /&gt;
# I found it hard do hibernate Trapdoor Spiders, but confusing them was quite easy.&lt;br /&gt;
# Demonic crawlers was the hardest part for me, because they are fast, resistant and they are not very sleepy. You can try to lure them to some empty rooms and lock them there.&lt;br /&gt;
&lt;br /&gt;
==Troll Berserker==&lt;br /&gt;
''Map: both maps''&lt;br /&gt;
&lt;br /&gt;
# Kill things, until you get the 'Brothers in Arms' ability.&lt;br /&gt;
# Abuse it.&lt;br /&gt;
# ????&lt;br /&gt;
# Profit!&lt;br /&gt;
&lt;br /&gt;
Yes, it's that simple. Turn off everything, except Fighting and Unarmed Combat. Your summons should kill everything for you.&lt;br /&gt;
&lt;br /&gt;
==Qazlal Fighter==&lt;br /&gt;
''Map: Ziggurat Sprint and Linesprint''&lt;br /&gt;
Tested with 0.15 version.&lt;br /&gt;
&lt;br /&gt;
Main Strategy: Using the high piety recovery in sprint, spam the power of Qazlal stormbringer.&lt;br /&gt;
&lt;br /&gt;
# Max out invocation first. Pious species such as Demonspawns and Hill Orcs (invocation aptitude + 3) are recommended.&lt;br /&gt;
# If the monster sticks to you, they won't be affected with disaster area. Axe fighter would be useful in Ziggurat, while in Linesprint sword/mace type is more feasible.&lt;br /&gt;
&lt;br /&gt;
[[Category: Strategy Guides]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gargoyle&amp;diff=33098</id>
		<title>Gargoyle</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Gargoyle&amp;diff=33098"/>
				<updated>2014-10-22T04:06:58Z</updated>
		
		<summary type="html">&lt;p&gt;Yjh9898: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{for_monster}}&lt;br /&gt;
{{flavour|  A cross between ordinary stone gargoyles and living beings, Gargoyles are hideous humanoids with an affinity to rock. They have low health, but large amounts of innate armour which increases further as they gain levels. They eventually gain the ability to fly continuously.&lt;br /&gt;
&lt;br /&gt;
Gargoyles' partially living form grants them immunity to poison, as well as resistance to electricity, and protection from some effects of necromancy. Their natural armour makes them strong melee fighters, and they are naturally skilled with blunt weapons and in unarmed combat. They can also be exceptional earth-based conjurers.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Natural [[AC]]: Gargoyles receive a large innate boost to AC relative to your XL. Gargoyles get +2 AC at XL 1, and this rises every few levels (see chart below). Note that [[Statue Form]]'s AC bonus is different for Gargoyles; it begins at +13 AC and is modified by your skill in Earth Magic.&lt;br /&gt;
*Increased [[GDR]]: A Gargoyle's GDR is calculated as though the base AC of the body armour they are wearing is 5 greater (see chart below). In Statue Form, Gargoyles have a total of 50% GDR.&lt;br /&gt;
*[[Petrification]] resistance: Gargoyles cannot be [[petrified]].&lt;br /&gt;
*[[Rot]] resistance: Gargoyles are composed of stone rather than flesh, and thus cannot rot.&lt;br /&gt;
*Gargoyles are immune to [[poison]].&lt;br /&gt;
**Gargoyles cannot memorize [[Cure Poison]].&lt;br /&gt;
*[[Electricity resistance]]: Gargoyles are well insulated and take little damage from [[electricity]] attacks. This innate protection is identical to that provided by rElec, but do note that rElec from multiple sources do ''not'' stack.&lt;br /&gt;
*Partial [[torment]] resistance: Gargoyles take 1/2 normal damage when affected by [[torment]]. This resistance ''does'' stack with other effects that reduce damage of torment.&lt;br /&gt;
*[[Unbreathing]]: Gargoyles can survive without breathing.&lt;br /&gt;
*[[Negative_energy#Negative_Energy_Resistance|Life Protection 1]]: Gargoyles have one innate level of resistance against negative energy (rN+).&lt;br /&gt;
*Vulnerability to [[Shatter]] and [[LRD]].&lt;br /&gt;
*Gargoyles' [[nonliving]] nature means that they cannot worship [[Yredelemnul]].&lt;br /&gt;
&lt;br /&gt;
Gargoyles have a base [[Strength]] of 11, [[Intelligence]] of 8 and [[Dexterity]] of 5 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===AC + GDR Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level || AC || Level || AC || Level || AC&lt;br /&gt;
|-&lt;br /&gt;
| 1 || +2 || 10 || +7 || 19 || +13&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +2 || 11 || +7 || 20 || +15&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +3 || 12 || +8 || 21 || +15&lt;br /&gt;
|-&lt;br /&gt;
| 4 || +3 || 13 || +9 || 22 || +16&lt;br /&gt;
|-&lt;br /&gt;
| 5 || +4 || 14 || +9 || 23 || +17&lt;br /&gt;
|-&lt;br /&gt;
| 6 || +4 || 15 || +11 || 24 || +17&lt;br /&gt;
|-&lt;br /&gt;
| 7 || +4 || 16 || +11 || 25 || +19&lt;br /&gt;
|-&lt;br /&gt;
| 8 || +5 || 17 || +12 || 26 || +19&lt;br /&gt;
|-&lt;br /&gt;
| 9 || +5 || 18 || +13 || 27 || +20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armour || Base AC || GDR || Gargoyle GDR&lt;br /&gt;
|-&lt;br /&gt;
| [[Robe]], [[animal skin]], [[troll hide]], [[steam dragon hide]] || 2 || 0% || 31%&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather armour]], [[mottled dragon hide]], [[swamp dragon hide]], [[fire dragon hide]], [[pearl dragon hide]] || 3 || 14% || 34%&lt;br /&gt;
|-&lt;br /&gt;
| [[Troll leather armour]], [[ice dragon hide]], [[storm dragon hide]], [[gold dragon hide]] || 4 || 19% || 37%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ring mail]], [[steam dragon armour]] || 5 || 24% || 39%&lt;br /&gt;
|-&lt;br /&gt;
| [[Scale mail]], [[mottled dragon armour]]  || 6 || 28% || 42%&lt;br /&gt;
|-&lt;br /&gt;
| [[Swamp dragon armour]] || 7 || 31% || 44%&lt;br /&gt;
|-&lt;br /&gt;
| [[Chain mail]], [[fire dragon armour]] || 8 || 34% || 46%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice dragon armour]] || 9 || 37% || 48%&lt;br /&gt;
|-&lt;br /&gt;
| [[Plate armour]], [[pearl dragon armour]], [[storm dragon armour]] || 10 || 39% || 50%&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold dragon armour]] || 12 || 44% || 54%&lt;br /&gt;
|-&lt;br /&gt;
| [[Crystal plate armour]] || 14 || 48% || 58%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
Gargoyles are recommended for the following backgrounds: &lt;br /&gt;
*'''Warriors:''' [[Fighter]], [[Gladiator]], [[Monk]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]]&lt;br /&gt;
*'''Mages:''' [[Fire Elementalist]], [[Ice Elementalist]], [[Earth Elementalist]], [[Venom Mage]]&lt;br /&gt;
&lt;br /&gt;
Due to their [[nonliving]] nature, gargoyles are prohibited from becoming [[Death Knight]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] or [[intelligence]] (equal chance) every 4th level.&lt;br /&gt;
*20% less HP than average.&lt;br /&gt;
*Average MP.&lt;br /&gt;
*+3 [[magic resistance]] per level.&lt;br /&gt;
*Gargoyles gain permanent at-will [[flight]] at level 14.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Gargoyles receive the skills and equipment listed for their background. &lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Beginner}}&lt;br /&gt;
&lt;br /&gt;
Although they have low HP (-20%), Gargoyles' innate AC bonus grows quickly as character level rises, providing much added protection. The extra AC generally compensates for their low HP, however one must still be very careful around the few attacks that ignore AC, most notably smiting, but also (later in the game) hellfire, [[simulacra]] melee hits, and [[ice fiend]] melee hits—along with a few other, even rarer attacks. &lt;br /&gt;
&lt;br /&gt;
Beyond this, Gargoyles enjoy a number of innate bonuses and resistances that range from mildly convenient to downright helpful, depending on context. Innate rPois ameliorates or negates some threats, such as early kobolds with blowguns, and also removes the need to wait out poison. Both rPois and eventual perma-flight, aside from convenience, together mean that Gargoyles have two desirable properties when it comes to doing the two early Lair branches, one of which always centers around water ([[Shoals]] or [[Swamp]]) and the other around poison ([[Spider]] or [[Snake]]).  &lt;br /&gt;
&lt;br /&gt;
For most of a regular game, their [[torment]] resistance will be of little benefit, but it is incredibly helpful in the [[Hell]]s and [[Pandemonium]]. Individually, Gargoyles' other characteristics do not have much of an impact, but taken together they do allow one to ignore some specific, dangerous (or just annoying) effects that form part of the &amp;quot;gimmick&amp;quot; of certain enemies (e.g., [[basilisk]]'s petrification). On the other hand, one must be even more careful than usual around [[deep troll earth mage]]s, [[Jorgrun]], and player ghosts that can cast [[LRD]] or [[Shatter]]. &lt;br /&gt;
&lt;br /&gt;
Their aptitudes are fairly well balanced and lend themselves to a variety of backgrounds and subsequent development strategies.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Although it may seem tempting to raise your AC and GDR as high as possible (almost 60% GDR as a Gargoyle in crystal plate armour!), realize that [[ev]]asion is also tremendously useful, even with a Gargoyle's unimpressive [[Dodging]] aptitude. Due to a Gargoyle's large boosts to AC and GDR regardless of armour, a suit of light or medium armour can still provide excellent defenses without penalizing your spellcasting or evasion nearly as much as heavier armour would.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Gargoyle}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], the skill aptitudes of [[Maces &amp;amp; Flails]], [[Unarmed Combat]], and [[Staves]] were +1.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Gargoyles had [[Fangs]] 1, [[Talons]] 1 and [[Slow Metabolism]] 1. Gargoyles got slightly less (only 5/6ths) of the GDR from their body armour, but this was more than compensated for by a large innate bonus (+24% GDR). This innate bonus was suppressed when they were transformed, except for Statue Form, in which Gargoyles had a total of 62% GDR.&lt;br /&gt;
&lt;br /&gt;
Gargoyles were added in [[0.13]].&lt;br /&gt;
&lt;br /&gt;
[[Category: Species]]&lt;/div&gt;</summary>
		<author><name>Yjh9898</name></author>	</entry>

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