http://crawl.chaosforge.org/api.php?action=feedcontributions&user=JohnnyCat&feedformat=atomCrawlWiki - User contributions [en]2024-03-29T06:42:26ZUser contributionsMediaWiki 1.30.0http://crawl.chaosforge.org/index.php?title=Trog&diff=44956Trog2017-02-26T08:17:51Z<p>JohnnyCat: /* Racial Restrictions */</p>
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<div>{{version017}}<br />
[[File:Trog altar.png]] ''"Kill them all!"''<br />
<br />
{{flavour|Trog is an ancient god of anger and violence. Followers are expected to kill in Trog's name and burn books containing spells. Trog hates all wizards, and loves to see their spellbooks burn. In return, worshippers of Trog gain the ability to go berserk at will in combat, and will be granted gifts of powerful weapons. Followers are absolutely forbidden the use of spell magic.<br />
<br />
Trog offers various powers to help followers in battle. Followers will gain the ability to go berserk at will, and to rapidly heal their wounds while increasing resistance to hostile enchantments. Later, followers may call in powerful raging allies. Eventually, Trog will gift followers with weapons focused on damage.<br />
<br />
Trog likes it when you destroy spellbooks via the '''a''' command, you or your god-given allies kill living beings, you or your god-given allies kill demons and you or your god-given allies kill holy beings. Trog especially likes it when you kill wizards and other users of magic.<br />
<br />
Note that Trog does not demand training of the Invocations skill. All abilities are purely based on piety.<br />
<br />
Trog strongly dislikes it when you memorise spells, you attempt to cast spells or you train magic skills.<br />
<br />
Trog does not appreciate abandonment, and will call down fearful punishments on disloyal followers!<br />
<br />
Trog's wrath at betrayers is incandescent. Offenders find themselves swarmed by berserkers - from packs of bears to, for the most powerful, mobs of giants and trolls. Their bodies decay, slow, and collapse - and sometimes, they're just blasted by Trog's fiery rage directly.}}<br />
<br />
[[Berserker]]s begin play worshipping Trog.<br />
<br />
==Racial Restrictions==<br />
[[Demigod]]s cannot worship Trog (or any other deity). <br />
<br />
The [[undead]] are not banned from worship, but do suffer certain limitations. [[Mummies]] and [[ghoul]]s cannot [[berserk]] and thus lose much of the benefit of this religion. [[Vampire]]s also cannot berserk when their [[satiation]] falls below Full.<br />
<br />
==Appreciates==<br />
*You or your allies killing the living, especially [[actual spells|spellcaster]]s.<br />
*You or your allies killing demons or holy monsters.<br />
*Burning spellbooks.<br />
<br />
==Deprecates==<br />
*Inactivity. [[Piety]] decreases with time (about once every 280 turns), and you will be excommunicated if it falls to 0.<br />
*Memorizing or casting spells.<br />
*Devoting skill points to magic skills, including [[Spellcasting]].<br />
*Abandoning him/her.<br />
<br />
==Given Abilities==<br />
'''[[Piety|Piety level -]]''': "Troglodyte"<br />
:*'''Burn Book''' - Turns a spellbook into a cloud of flame, granting you piety in exchange. The rarer the book, the longer the cloud will remain. (Costs 10-20 Food)<br />
:*'''Protection From Abjuration''' - [[Abjuration]]s cast against your servants are 20% less effective. (Passive)<br />
:*'''Berserk Bonus''' - If you kill a monster while berserk, you have a Piety/10% chance of adding 4-13 more turns to your rage. After berserking, if you fail the check to pass out from exhaustion (10% chance in normal conditions), there's a Piety/1.5% chance of negating that. (Passive)<br />
<br />
'''[[Piety|Piety level *]]:''' "Angry Troglodyte"<br />
:*'''Berserk''' - Go [[berserk]]. You cannot berserk if you are [[hungry]] or still [[exhausted]] from previous berserking. (Costs 200-400 Food)<br />
<br />
'''[[Piety|Piety level **]]:''' "Frenzied"<br />
:*'''Trog's Hand''' - Provides 1 HP/turn regeneration and increased [[magic resistance]] for a number of turns depending on piety. (Costs 50-100 Food and 2-3 Piety)<br />
<br />
'''[[Piety|Piety level ***]]:''' "[Species Name] of Prey"<br />
:*No new abilities.<br />
<br />
'''[[Piety|Piety level ****]]:''' "Rampant"<br />
:*'''Brothers In Arms''' - Summons a powerful berserking ally, the species of which depends on piety. At low piety levels (****), you get [[ogre (monster)|ogre]]s, [[two-headed ogre]]s, [[black bear]]s, and [[grizzly bear]]s, while at high levels (***** or ******) you get [[troll (monster)|troll]]s, [[iron troll]]s, [[deep troll]]s, [[hill giant]]s and [[stone giant]]s. They are always friendly. Their berserk can expire, although this usually occurs only shortly before they time out. It has a high rate of failure, but this falls as piety rises. If it fails, nothing happens: you don't lose piety or food. (Costs 100-200 Food and 5-6 Piety)<br />
<br />
'''[[Piety|Piety level *****]]:''' "Wild [Species Name]"<br />
:*No new abilities.<br />
<br />
'''[[Piety|Piety level ******]]:''' "Bane of Scribes"<br />
:*No new abilities.<br />
<br />
Unlike other gods, Trog's powers do not require the [[Invocations]] skill. Their chance of success is determined solely by your piety.<br />
<br />
==Gifts==<br />
'''Piety 81+'''<br />
:*'''Ammunition''' - The ammunition is often enchanted. If you are not holding a launcher, the gift will be a [[throwing]] weapon(s). The gift timeout for ammo is 2d4 + 4.<br />
'''Piety 130+'''<br />
:*'''Weapons''' - The weapon created will be enchanted, similar to using a [[scroll of acquirement]], and possibly an [[artefact]]. Trog is particularly fond of gifting weapons with the [[anti-magic]] brand, though he will gift other types as well. The weapon chosen is weighted based on your weapon skills, though there is always a chance of receiving a weapon for which you have no skill. The [[Gift Timeout|gift timeout]] for each weapon ranges from 31 to 49.<br />
<br />
==Punishments==<br />
During penance or following desertion, you'll occasionally experience one of the following forms of [[divine retribution]]:<br />
*Summons multiple hostile, berserked Brothers In Arms against you. Note that these are [[durably summoned]], so you cannot escape them by using stairs, and they will not disappear after time. However, their berserk rage will eventually expire, and they will briefly slow down as normal. They do not re-berserk unless they are already capable of doing so (e.g. fleeing [[black bear]]s or [[polar bear]]s).<br />
**If there is no room for Trog's minions to spawn, a message will appear saying "Trog has no time to punish you...now."<br />
*Inflicts direct [[rotting]] damage upon you, as if you [[quaff]]ed a [[potion of decay]]. Note that this sometimes causes the [[sickness]] status effect.<br />
*Weakens you, as if you [[quaff]]ed a [[potion of degeneration]]. This effect is somewhat mitigated by a [[ring of sustain abilities]].<br />
*Inflicts a prolonged [[Slow]] and [[Exhaustion]] [[status effect]] on you. This can last close to 150 turns. An [[amulet of stasis]] will prevent the Slow effect, but ''not'' the Exhaustion.<br />
*Causes you to pass out (as if you had berserked). Since it is not true paralysis, this effect goes through an [[amulet of stasis]] and thus cannot be avoided.<br />
*Inflicts a random high level Fire Magic [[Miscast#Fire_Magic|miscast]] effect on you. This can include fireballs, [[sticky flame]]s, and searing flames that temporarily reduce your [[fire resistance]].<br />
<br />
==Strategy==<br />
Trog is one of the best gods for pure melee warriors, especially if they are [[ogre]]s, [[minotaur]]s, [[troll]]s, or other monstrous [[species]] who won't miss their pathetic spellcasting abilities. Kobolds ironically enough also make fantastic berserkers, their ability to stay constantly engorged without a hunger penalty basically ensures they can berserk every fight. Also, don't forget Trog also gifts ammo so Trog can be a good choice for hunters. <br />
<br />
[[Berserk]]ing is handy for pulverizing enemies, but don't forget that the [[Haste]] it provides can be used to ''get away'' from trouble, too. Be very careful using this without a staircase in view though: you don't want to end up slowed next to the very thing you were trying to escape from.<br />
<br />
Trog's Hand has regeneration that can be used to counteract the effects of poison should you be near death with no other ability to heal available. The magic resistance it provides can be useful should you find yourself near a [[banish|banishing monster]] with no MR items to swap in.<br />
<br />
Trog's berserk summons are quite worthy (and do not have any risk of spawning hostile like [[Makhleb]]'s demons), but remember that you cannot invoke that while you are berserking. If you need help for a big battle, remember to call your friends first, ''then'' start the party! Like other [[summon]]s, Trog's Brother in Arms summons will not follow you up or down stairs, so be sure to use them when enemies are in sight.<br />
<br />
The Burn Books ability can be used to create a single use "landmine". The best position to use is in a single tile hallway, drop the book as you run, to block your opponents progress, set it off before they step over it. To weaken your opponent before a counter-berserk charge, set it off when they step over it. The only downside is that this technique requires at least a 3 tile gap between you and your enemy.<br />
<br />
Alternatively you may either drop a book and step back or throw one (with 'F' and then '.' to force it to stay on desired square even if it misses) on your enemy's square and then set it ablaze. Keep your enemy in the flames to greatly enhance your damage output.<br />
<br />
Trog's wrath summons are dangerous, but by the time you come to abandoning him, you should be strong enough to take the berserked monsters on, or have the resources to get away quickly.<br />
<br />
==Tips & Tricks==<br />
Trog's altar often has a spellbook placed near it, but it will always be an artefact spellbook containing only the [[Apportation]] spell. If you still want the spellbook, ''don't'' approach it; if you do, Trog will incinerate it. Ironically, the [[Apportation]] spell seems to be the only way to retain this spellbook. If you are a Trog worshipper, you can burn the book yourself first for some extra piety.<br />
<br />
Although Trog dislikes spell-casting, he doesn't mind when you use [[evocable items]] (like [[rods]] and [[wands]]). These items can be particularly useful for Trog worshippers.<br />
<br />
==History==<br />
In [[0.17]] even Trog no longer appreciates sacrificing corpses (by standing over them and [[praying]]).<br />
<br />
Prior to [[0.16]], Trog's wrath summons weren't permanent.<br />
<br />
Prior to [[0.15]], Trog's weapon gifts tended to have higher damage enchantments than accuracy.<br />
<br />
Prior to [[0.12]], burning unidentified books gave more piety, and [[Rock troll]]s were in the list of possible BiA.<br />
<br />
{{gods}}</div>JohnnyCathttp://crawl.chaosforge.org/index.php?title=Talk:Cheibriados&diff=44889Talk:Cheibriados2017-02-12T18:09:19Z<p>JohnnyCat: Is slowing enemies bad?</p>
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<div>About how many levels of Invocations do people think is good for Cheibriados? [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 19:41, 20 August 2013 (CEST)<br />
<br />
Cleaned up, removed some bad information, removed some bad advice, added reasonable skill level guidelines re: Invocations. <br />
<br />
Yours, <br />
and into<br />
<br />
----<br />
<br />
I think we should probably try to have the base success rates and increasing success rates with invocations included as part of the ability's description instead of under the strategy section. --[[User:Fambida|Fambida]] ([[User talk:Fambida|talk]]) 04:18, 28 February 2015 (CET)<br />
<br />
*Those formulas are something that editors seem to occasionally dabble in, but rarely put all that much effort into. Honestly, if you're capable of doing a bit of code-diving, it shouldn't be too hard to fish out the numbers. If you don't get to it this weekend, I might take a look Monday and see what I can pull up. --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 14:43, 28 February 2015 (CET)<br />
<br />
<br />
----<br />
Slowing enemies: If I slow an enemy and kill it while slowed, does that mean I get less (or lower chance) for piety? Would seem counter-intuitive to Chei's theme, but also follows the specific of what the god rewards you for. OR: Is it stupid to use Slowing effects on monsters when worshiping Chei? --[[User:JohnnyCat|JohnnyCat]] ([[User talk:JohnnyCat|talk]]) 19:09, 12 February 2017 (CET)</div>JohnnyCathttp://crawl.chaosforge.org/index.php?title=Vampire&diff=44838Vampire2017-02-04T17:59:15Z<p>JohnnyCat: /* History */ 0.19 history</p>
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<div>{{version018}}<br />
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''<br />
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats.}}<br />
<br />
==Innate Abilities==<br />
*[[Acute Vision]]: Vampires can [[see invisible]].<br />
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, Vampires can restore a small amount of HP every time they successfully bite a living foe. <br />
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, and by (q)uaffing [[potions of blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that Vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (''see chart below'').<br />
*Vampires can use [[vampiricism|vampiric weapons]] more effectively; the brand always triggers and they gain twice the normal amount of HP per attack against enemies upon whom the vampiric normally works. <br />
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]], nor can they wield [[holy wrath]] weapons.<br />
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. <br />
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]]. Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Beastly Appendage]], [[Blade Hands]], [[Sublimation of Blood]], [[Cure Poison]].<br />
*Vampires cannot [[berserk]] when their satiation level is satiated or lower.<br />
<br />
Vampires have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers) and have normal base [[magic points]].<br />
<br />
==Hunger-Dependent Stats==<br />
{| border = "1" class="wikitable"<br />
| || '''Full''' || '''Satiated''' || '''Thirsty''' || '''Bloodless'''<br />
|-<br />
| '''Metabolism''' || Fast || Normal || Slow || None<br />
|-<br />
| '''Regeneration''' || Fast || Normal || Slow || None<br />
|-<br />
| '''Stealth Boost''' || None (18) || None (18) || Minor (19) || Major (21)<br />
|-<br />
| '''Hunger Costs''' || Full || Full || Halved ||None<br />
|-<br />
| ''Resistances'' || || || || <br />
|-<br />
| '''Poison Resistance''' ||No || No || Yes || Immune<br />
|-<br />
| '''Cold Resistance''' || None || None || 1 || 2<br />
|-<br />
| '''Negative Energy Resistance''' || None || 1 || 2 ||3<br />
|-<br />
| '''Rot Resistance''' || No || No || Yes || Yes<br />
|- <br />
| '''Torment Resistance''' || No || No || No || 1<br />
|- <br />
| ''Transformations'' || || || || <br />
|-<br />
| '''Bat Form''' || No || Yes || Yes || Yes<br />
|- <br />
| '''Other Forms and Berserk''' || Yes || Yes || No || No<br />
|}<br />
<br />
When Satiated or below, vampires:<br />
*Can use the [[Bat Form]] ability.<br />
<br />
When Thirsty or below, vampires:<br />
*Cannot go [[berserk]].<br />
*Cannot transform, limiting the usefulness of their +1 [[Transmutations]] aptitude.<br />
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.<br />
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.<br />
<br />
When completely Bloodless, vampires:<br />
*Cannot regenerate HP, naturally or through magical means (amulet, spell, etc.), though other methods of healing are available.<br />
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.<br />
<br />
==Preferred Backgrounds==<br />
*'''Warriors:''' [[Monk]], [[Assassin]]<br />
*'''Warrior-mages:''' [[Enchanter]]<br />
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]]<br />
<br />
==Level Bonuses==<br />
*+1 [[dexterity]] or [[intelligence]] every 5th level.<br />
*Average [[hit points]].<br />
*+4 [[magic resistance]] per level.<br />
*[[File:Bottle Blood.png]] From the first level vampires can create potions of blood from viable corpses, allowing you to save snacks for later.<br />
*[[File:Bat form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks. While in [[Bat Form]] Dexterity is increased and Strength is reduced. Entering bat form costs 2 MP.<br />
{{flavour|Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low. The flight is magically augmented, so you will stay in the air even if the weight of your possessions or some disability would normally drag you down.}}<br />
<br />
==Starting Skills and Equipment==<br />
Vampires start with all the skills and equipment listed for their background, with the following exception:<br />
*Vampires start with a potion of blood instead of a ration.<br />
<br />
==Difficulty of Play==<br />
{{Moderate}}<br />
<br />
Not having a real [[food clock]] allows you to play cautiously or abuse powerful spells without fear of starvation. On the other hand, being unable to use permafood can be a problem in lategame, where corpses are less frequent. As long as you play according to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it comes online at level 3 (but it is only available with satiation level Satiated and below). Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency, coupled with their exceptional Stealth aptitude and stealth bonus when Near Bloodless or Bloodless, means that Vampires are particularly well suited to the [[Enchanter]] background. <br />
<br />
{{species_aptitudes|Vampire}}<br />
<br />
==Strategy==<br />
Exactly how to use your variable hunger states will depend on a number of things. At Thirsty and Near Bloodless, you suffer slow regeneration (bad) in exchange for Bat Form (good), stealth (depends), and some resistances (helpful, but mostly unnecessary). Usually keeping around Thirsty for bat form is a good place to be, and gives option to quaff a bottle of blood to push you into satiated. Near Bloodless or Bloodless have stronger drawbacks, but may be worth the trade off once your character is established, depending on your build and where you are in the game. (The Torment immunity vampires get at Bloodless is just next to worthless in a standard 3 to 5 rune game, for instance.) <br />
<br />
Beyond that, the lack of a food clock means that you can exploit channeling, via items or [[Sif Muna]], to refill MP. However, be careful with managing your blood bottles while doing this, unless your character is at a point in the game at which it wants to stay mostly at Bloodless, and you have built your late game strategy around this fact. <br />
<br />
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less. <br />
<br />
In corpseless branches you will have to work around lack of permafood for satiation. Note that all corpseless and mostly corpseless branches are completely optional; all the following advice deals with areas of the game that one shouldn't enter in a 3 to 5 rune game. <br />
<br />
You can cope with no HP regeneration while Bloodless, or else get around lack of corpses, in a number of ways. <br />
<br />
*Reusable options available regardless of god choice include stabbing corpse-providing enemies, casting the Vampiric Draining spell, or wielding a vampiricism branded weapon. While these can help you stay at Bloodless throughout much of the game, they will be of almost no use in corpseless areas of the game, which are dominated by unholy creatures that provide no health via the above listed means. <br />
*A [[wand of healing]] is nice for emergency healing, and [[potion]]s can still be used.<br />
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand and can help one fine-tune your satiation level regardless of the branch. <br />
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills. <br />
<br />
Fun Fact: Unlike most other attack options, many combat-oriented [[Invocations]] are not disabled while in Bat Form. This has sometimes been the basis of various self-imposed challenges that center around staying in Bat Form as much as possible by, for instance, worshiping Makhleb and using his destruction and summoning abilities to dispatch enemies.<br />
<br />
==History==<br />
Prior to [[0.19]], vampires had six distinct satiation states instead of four.<br />
<br />
Prior to [[0.17]], vampires did not gain a stat every 5th level.<br />
<br />
Prior to [[0.16]] vampire characters couldn't bottle up blood from the beginning.<br />
<br />
Prior to [[0.15]] thirsty vampires received only half the effect from most potions. Also, vampires wouldn't mutate and would lose the effect of mutations at or below near bloodless.<br />
<br />
As of [[0.13]] vampires are able to cast [[Cure Poison]] whenever they have blood.<br />
<br />
{{species}}</div>JohnnyCathttp://crawl.chaosforge.org/index.php?title=Vampire&diff=44837Vampire2017-02-04T17:58:33Z<p>JohnnyCat: /* Hunger-Dependent Stats */ updated main table to 0.19, reformatted a bit to more match 0.19 in-game tables - exact stealth numbers may not be right any more?</p>
<hr />
<div>{{version018}}<br />
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''<br />
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats.}}<br />
<br />
==Innate Abilities==<br />
*[[Acute Vision]]: Vampires can [[see invisible]].<br />
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, Vampires can restore a small amount of HP every time they successfully bite a living foe. <br />
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, and by (q)uaffing [[potions of blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that Vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (''see chart below'').<br />
*Vampires can use [[vampiricism|vampiric weapons]] more effectively; the brand always triggers and they gain twice the normal amount of HP per attack against enemies upon whom the vampiric normally works. <br />
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]], nor can they wield [[holy wrath]] weapons.<br />
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. <br />
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]]. Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Beastly Appendage]], [[Blade Hands]], [[Sublimation of Blood]], [[Cure Poison]].<br />
*Vampires cannot [[berserk]] when their satiation level is satiated or lower.<br />
<br />
Vampires have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers) and have normal base [[magic points]].<br />
<br />
==Hunger-Dependent Stats==<br />
{| border = "1" class="wikitable"<br />
| || '''Full''' || '''Satiated''' || '''Thirsty''' || '''Bloodless'''<br />
|-<br />
| '''Metabolism''' || Fast || Normal || Slow || None<br />
|-<br />
| '''Regeneration''' || Fast || Normal || Slow || None<br />
|-<br />
| '''Stealth Boost''' || None (18) || None (18) || Minor (19) || Major (21)<br />
|-<br />
| '''Hunger Costs''' || Full || Full || Halved ||None<br />
|-<br />
| ''Resistances'' || || || || <br />
|-<br />
| '''Poison Resistance''' ||No || No || Yes || Immune<br />
|-<br />
| '''Cold Resistance''' || None || None || 1 || 2<br />
|-<br />
| '''Negative Energy Resistance''' || None || 1 || 2 ||3<br />
|-<br />
| '''Rot Resistance''' || No || No || Yes || Yes<br />
|- <br />
| '''Torment Resistance''' || No || No || No || 1<br />
|- <br />
| ''Transformations'' || || || || <br />
|-<br />
| '''Bat Form''' || No || Yes || Yes || Yes<br />
|- <br />
| '''Other Forms and Berserk''' || Yes || Yes || No || No<br />
|}<br />
<br />
When Satiated or below, vampires:<br />
*Can use the [[Bat Form]] ability.<br />
<br />
When Thirsty or below, vampires:<br />
*Cannot go [[berserk]].<br />
*Cannot transform, limiting the usefulness of their +1 [[Transmutations]] aptitude.<br />
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.<br />
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.<br />
<br />
When completely Bloodless, vampires:<br />
*Cannot regenerate HP, naturally or through magical means (amulet, spell, etc.), though other methods of healing are available.<br />
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.<br />
<br />
==Preferred Backgrounds==<br />
*'''Warriors:''' [[Monk]], [[Assassin]]<br />
*'''Warrior-mages:''' [[Enchanter]]<br />
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]]<br />
<br />
==Level Bonuses==<br />
*+1 [[dexterity]] or [[intelligence]] every 5th level.<br />
*Average [[hit points]].<br />
*+4 [[magic resistance]] per level.<br />
*[[File:Bottle Blood.png]] From the first level vampires can create potions of blood from viable corpses, allowing you to save snacks for later.<br />
*[[File:Bat form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks. While in [[Bat Form]] Dexterity is increased and Strength is reduced. Entering bat form costs 2 MP.<br />
{{flavour|Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low. The flight is magically augmented, so you will stay in the air even if the weight of your possessions or some disability would normally drag you down.}}<br />
<br />
==Starting Skills and Equipment==<br />
Vampires start with all the skills and equipment listed for their background, with the following exception:<br />
*Vampires start with a potion of blood instead of a ration.<br />
<br />
==Difficulty of Play==<br />
{{Moderate}}<br />
<br />
Not having a real [[food clock]] allows you to play cautiously or abuse powerful spells without fear of starvation. On the other hand, being unable to use permafood can be a problem in lategame, where corpses are less frequent. As long as you play according to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it comes online at level 3 (but it is only available with satiation level Satiated and below). Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency, coupled with their exceptional Stealth aptitude and stealth bonus when Near Bloodless or Bloodless, means that Vampires are particularly well suited to the [[Enchanter]] background. <br />
<br />
{{species_aptitudes|Vampire}}<br />
<br />
==Strategy==<br />
Exactly how to use your variable hunger states will depend on a number of things. At Thirsty and Near Bloodless, you suffer slow regeneration (bad) in exchange for Bat Form (good), stealth (depends), and some resistances (helpful, but mostly unnecessary). Usually keeping around Thirsty for bat form is a good place to be, and gives option to quaff a bottle of blood to push you into satiated. Near Bloodless or Bloodless have stronger drawbacks, but may be worth the trade off once your character is established, depending on your build and where you are in the game. (The Torment immunity vampires get at Bloodless is just next to worthless in a standard 3 to 5 rune game, for instance.) <br />
<br />
Beyond that, the lack of a food clock means that you can exploit channeling, via items or [[Sif Muna]], to refill MP. However, be careful with managing your blood bottles while doing this, unless your character is at a point in the game at which it wants to stay mostly at Bloodless, and you have built your late game strategy around this fact. <br />
<br />
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less. <br />
<br />
In corpseless branches you will have to work around lack of permafood for satiation. Note that all corpseless and mostly corpseless branches are completely optional; all the following advice deals with areas of the game that one shouldn't enter in a 3 to 5 rune game. <br />
<br />
You can cope with no HP regeneration while Bloodless, or else get around lack of corpses, in a number of ways. <br />
<br />
*Reusable options available regardless of god choice include stabbing corpse-providing enemies, casting the Vampiric Draining spell, or wielding a vampiricism branded weapon. While these can help you stay at Bloodless throughout much of the game, they will be of almost no use in corpseless areas of the game, which are dominated by unholy creatures that provide no health via the above listed means. <br />
*A [[wand of healing]] is nice for emergency healing, and [[potion]]s can still be used.<br />
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand and can help one fine-tune your satiation level regardless of the branch. <br />
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills. <br />
<br />
Fun Fact: Unlike most other attack options, many combat-oriented [[Invocations]] are not disabled while in Bat Form. This has sometimes been the basis of various self-imposed challenges that center around staying in Bat Form as much as possible by, for instance, worshiping Makhleb and using his destruction and summoning abilities to dispatch enemies.<br />
<br />
==History==<br />
Prior to [[0.17]], vampires did not gain a stat every 5th level.<br />
<br />
Prior to [[0.16]] vampire characters couldn't bottle up blood from the beginning.<br />
<br />
Prior to [[0.15]] thirsty vampires received only half the effect from most potions. Also, vampires wouldn't mutate and would lose the effect of mutations at or below near bloodless.<br />
<br />
As of [[0.13]] vampires are able to cast [[Cure Poison]] whenever they have blood.<br />
<br />
{{species}}</div>JohnnyCathttp://crawl.chaosforge.org/index.php?title=Talk:Fan_of_gales&diff=44836Talk:Fan of gales2017-02-04T17:46:33Z<p>JohnnyCat: Created page with "Does Evocations do anything for this item? --~~~~"</p>
<hr />
<div>Does Evocations do anything for this item? --[[User:JohnnyCat|JohnnyCat]] ([[User talk:JohnnyCat|talk]]) 18:46, 4 February 2017 (CET)</div>JohnnyCathttp://crawl.chaosforge.org/index.php?title=Resistance&diff=44835Resistance2017-02-04T16:51:41Z<p>JohnnyCat: /* Damage reduction */ clarity</p>
<hr />
<div>{{version|018}}<br />
''For the ego found on robes and shields, see [[resistance (ego)]].''<br />
<br />
Monsters and players may have '''resistances''' against various types of damage; these are a subcategory of [[intrinsic]]s.<br />
<br />
==Types of resistance==<br />
There are five "major" resistances. These are commonly granted by items, spells, or species-specific or random [[mutation]]s:<br />
<br />
* [[Fire]] resistance<br />
* [[Cold]] resistance<br />
* [[Negative energy]] resistance (aka life protection), which is resistance against [[draining]] attacks, [[Necromancy|necromantic magic]], etc.<br />
* [[Electricity]] resistance<br />
* [[Poison]] resistance<br />
<br />
The degrees to which characters may have resistance to these elements vary from resistance to resistance:<br />
<br />
* Fire/cold resistance: can vary from rF/rC--- to rF/rC+++. Having any level of vulnerability increases damage done by 50% from missile attacks and 100% from melee attacks and clouds, but a character with rF--- will take no more damage from fire attacks than a character with rF-. All player sources of resistance/vulnerability stack.<br />
* Negative energy resistance: can vary from none to rN+++. All sources stack, and rN+++ provides complete immunity. Vulnerability does not exist.<br />
* Electricty resistance: Player can only have one level, rElec, which provides 66% damage reduction. Vulnerability does not exist, and sources do not stack.<br />
* Poison: The player can have four levels: rPois-, none, rPois, or rPois+++. Vulnerability is obtained by being in [[Spider Form]] or from randarts with rP-, while immunity (rPois+++) is obtained by being undead or a [[Gargoyle]], including being in [[Lichform]] or [[Statue Form]]. Sources of rPois do not generally stack. The one exception to this is that poison vulnerability and poison resistance will cancel each other out to leave a character with no resistance.<br />
<br />
==Damage reduction==<br />
Monsters and players with resistance will take less damage (or no damage) from a resisted attack. Some attacks are only partly resisted &ndash; for instance, only 45% of the damage from [[Fire Storm]] will have resistance (or vulnerability) applied to it.<br />
<br />
Resistance is more effective vs. [[Sticky Flame]], [[electrical]] attacks, and [[miasma]].<br />
<br />
The damage reduction for players is:<br />
{| class="wikitable"<br />
! Player Resistance level !! Damage taken !! Dam. vs. sticky/elec./mias.<br />
|-<br />
| 1 || 50% || 33%<br />
|-<br />
| 2 || 33% || 25%<br />
|-<br />
| 3 || 20% || 17%<br />
|}<br />
<br />
Note that players can only ever gain one level of electricity resistance. Monsters, however, can have more than one.<br />
<br />
Monsters' resistance is more effective:<br />
{| class="wikitable"<br />
! Monster Resistance level !! Damage taken !! Dam. vs. sticky/elec./mias.<br />
|-<br />
| 1 || 50% || 33%<br />
|-<br />
| 2 || 20% || 17%<br />
|-<br />
| 3 || 0% || 0%<br />
|}<br />
<br />
It is also possible for the player to be vulnerable (i.e., to have negative resistance) to fire, cold, or poison. Monsters can be vulnerable to fire, cold, poison, and electricity, and [[evil]] creatures (including the player, if [[undead]], [[demonspawn]], or in [[lichform]]) are vulnerable to [[cleansing flame]]. Vulnerability (of any degree) causes a creature to take 150% normal damage from missiles and 200% damage from all other attacks.<br />
<br />
Life protection is handled differently: each level reduces damage taken by a third, meaning level 3 provides total immunity to draining and necromancy. [[Torment]] is also resisted by life protection, using yet another formula.<br />
<br />
==Gaining Resistances==<br />
*Quaffing a [[potion of resistance]] will give you one level of fire, cold, electricity, corrosion and poison resistance for a while.<br />
*Various [[dragon (monster)|dragon]] hides or armours, as well as other [[ego]] armour, will provide various major or minor resistances if worn.<br />
*Most resistances (not electricity) can be gained by wearing particular (standard) items of [[jewellery]].<br />
*[[Artifact]]s may provide one or more resistances, including electricity resistance and some of the "minor resistances" below.<br />
*All major resistances can be gained through a corresponding [[mutation]] (although only [[demonspawn]] can gain the life protection mutation).<br />
*Some [[species]] have racial resistances or vulnerabilities. Notably, all the playable undead races have at least [[Cold resistance|Cold Resistance 1]], [[Life Protection 3]], [[Poison Resistance]], and [[Torment|Immunity To Torment]].<br />
*Many spells in the [[Transmutations]] school provide assorted resistances along with their other, more dramatic effects.<br />
<br />
==Minor Resistances==<br />
There are also a few "minor" resistances which come from specific items or species characteristics. <br />
*[[Acid]] resistance protects you from acid damage, but not from the corrosion effect (although most sources also provide rCorr). It can come from a [[ring of resist corrosion]] or [[randart]], the [[Draconian#Colors|Yellow Scales]] mutation (gained by yellow [[draconian]]s), or the unrand [[Maxwell's patent armour]].<br />
*[[Corrosion]] resistance can be gained from a [[ring of resist corrosion]], a randart, or Maxwell's Patent Armour. Corrosion resistance gives you a 50% chance to resist each instance of corrosion, although it can still stack multiple times.<br />
*[[Steam]] resistance from [[steam dragon armour]]. Fire resistance will also grant some resistance to steam.<br />
**Similarly, [[mottled dragon armour]] (and the artifact [[faerie dragon armour]]) grants resistance to [[Sticky Flame|sticky flame]].<br />
*[[Rot]] resistance comes from being undead, including being in [[lichform]]. It does not protect [[ghoul]]s against their own random rotting, and all undead will still rot instead of mutating. Characters in [[Statue Form]] and [[demonspawn]] with the [[Foul Stench]] mutation also receive rot resistance. Rot resistance also confers resistance to [[sickness]] and immunity to [[miasma]].<br />
*[[Torment]] resistance will reduce damage from monsters casting [[Symbol of Torment]] or when using a [[scroll of torment]].<br />
*[[Mutation]] resistance comes from the [[amulet of resist mutation|amulet of that name]] (or artifacts), prior mutations, or high piety with [[Zin]]. From the amulet (its most common source), it is only 90% reliable. While undead will always rot instead of mutating, mutation resistance will block that rotting with the same frequency it would block mutation for a living character.<br />
*A few other intrinsics act like specialized resistances: [[clarity]] (confusion, frenzy, amnesia), [[sustain attributes]] (stat loss), [[amulet of stasis|stasis]] (slow, teleport, paralysis, ''etc.'')<br />
*Although some monsters are resistant to [[silence]] and [[hellfire]], these are not available for players.<br />
<br />
==History==<br />
*In [[0.18]], the amulets of [[Amulet of resist mutation|resist mutation]], [[Amulet of stasis|stasis]], and [[Amulet of clarity|clarity]] were removed and the [[Amulet of resist corrosion|amulet of resist corrosion]] became a ring. Additionally, mutation resistance from now on only provides a 66% chance to avoid mutations.<br />
*Prior to [[0.17]], [[sustain attributes]] was named "sustain abilities", and [[corrosion]] reduced slaying and AC by 3 and 5 respectively instead of giving -4 to both.<br />
*Prior to [[0.15]], wearing a [[cloak of preservation]] was the usual choice to prevent item destruction. The concepts of item destruction and permanent corrosion effects retired at the same time. Prior to 0.15, corrosion instead caused permanent damage to weapons and armor, reducing their enchantment values, possibly into the negatives. Also, potions of resistance did not grant rAcid or rCorr.<br />
*[[Racial equipment]] variants were removed in [[0.14]], so is gone corrosion resistance of anything of dwarven make. <br />
*Elemental ([[Fire#Fire Resistance|Fire]], [[Cold#Cold Resistance|Cold]], and [[Electricity#Electricity Resistance|Electricity]]) resistances for players were [[nerf]]ed in [[0.6]].<br />
*[[Poison#Poison Resistance|Poison resistance]] for living characters was nerfed to provide only 90% protection against poisonous melee attacks in [[0.10]].<br />
<br />
[[Category:Resistance]]<br />
[[Category:Intrinsic]]</div>JohnnyCathttp://crawl.chaosforge.org/index.php?title=Resistance&diff=44834Resistance2017-02-04T16:50:26Z<p>JohnnyCat: /* Types of resistance */</p>
<hr />
<div>{{version|018}}<br />
''For the ego found on robes and shields, see [[resistance (ego)]].''<br />
<br />
Monsters and players may have '''resistances''' against various types of damage; these are a subcategory of [[intrinsic]]s.<br />
<br />
==Types of resistance==<br />
There are five "major" resistances. These are commonly granted by items, spells, or species-specific or random [[mutation]]s:<br />
<br />
* [[Fire]] resistance<br />
* [[Cold]] resistance<br />
* [[Negative energy]] resistance (aka life protection), which is resistance against [[draining]] attacks, [[Necromancy|necromantic magic]], etc.<br />
* [[Electricity]] resistance<br />
* [[Poison]] resistance<br />
<br />
The degrees to which characters may have resistance to these elements vary from resistance to resistance:<br />
<br />
* Fire/cold resistance: can vary from rF/rC--- to rF/rC+++. Having any level of vulnerability increases damage done by 50% from missile attacks and 100% from melee attacks and clouds, but a character with rF--- will take no more damage from fire attacks than a character with rF-. All player sources of resistance/vulnerability stack.<br />
* Negative energy resistance: can vary from none to rN+++. All sources stack, and rN+++ provides complete immunity. Vulnerability does not exist.<br />
* Electricty resistance: Player can only have one level, rElec, which provides 66% damage reduction. Vulnerability does not exist, and sources do not stack.<br />
* Poison: The player can have four levels: rPois-, none, rPois, or rPois+++. Vulnerability is obtained by being in [[Spider Form]] or from randarts with rP-, while immunity (rPois+++) is obtained by being undead or a [[Gargoyle]], including being in [[Lichform]] or [[Statue Form]]. Sources of rPois do not generally stack. The one exception to this is that poison vulnerability and poison resistance will cancel each other out to leave a character with no resistance.<br />
<br />
==Damage reduction==<br />
Monsters and players with resistance will take less damage (or no damage) from a resisted attack. Some attacks are only partly resisted &ndash; for instance, only 45% of the damage from [[Fire Storm]] will have resistance (or vulnerability) applied to it.<br />
<br />
Resistance is more effective vs. [[Sticky Flame]], [[electrical]] attacks, and [[miasma]].<br />
<br />
The damage reduction for players is:<br />
{| class="wikitable"<br />
! Resistance level !! Damage taken !! Dam. vs. sticky/elec./mias.<br />
|-<br />
| 1 || 50% || 33%<br />
|-<br />
| 2 || 33% || 25%<br />
|-<br />
| 3 || 20% || 17%<br />
|}<br />
<br />
Note that players can only ever gain one level of electricity resistance. Monsters, however, can have more than one.<br />
<br />
Monsters' resistance is more effective:<br />
{| class="wikitable"<br />
! Resistance level !! Damage taken !! Dam. vs. sticky/elec./mias.<br />
|-<br />
| 1 || 50% || 33%<br />
|-<br />
| 2 || 20% || 17%<br />
|-<br />
| 3 || 0% || 0%<br />
|}<br />
<br />
It is also possible for the player to be vulnerable (i.e., to have negative resistance) to fire, cold, or poison. Monsters can be vulnerable to fire, cold, poison, and electricity, and [[evil]] creatures (including the player, if [[undead]], [[demonspawn]], or in [[lichform]]) are vulnerable to [[cleansing flame]]. Vulnerability (of any degree) causes a creature to take 150% normal damage from missiles and 200% damage from all other attacks.<br />
<br />
Life protection is handled differently: each level reduces damage taken by a third, meaning level 3 provides total immunity to draining and necromancy. [[Torment]] is also resisted by life protection, using yet another formula.<br />
<br />
==Gaining Resistances==<br />
*Quaffing a [[potion of resistance]] will give you one level of fire, cold, electricity, corrosion and poison resistance for a while.<br />
*Various [[dragon (monster)|dragon]] hides or armours, as well as other [[ego]] armour, will provide various major or minor resistances if worn.<br />
*Most resistances (not electricity) can be gained by wearing particular (standard) items of [[jewellery]].<br />
*[[Artifact]]s may provide one or more resistances, including electricity resistance and some of the "minor resistances" below.<br />
*All major resistances can be gained through a corresponding [[mutation]] (although only [[demonspawn]] can gain the life protection mutation).<br />
*Some [[species]] have racial resistances or vulnerabilities. Notably, all the playable undead races have at least [[Cold resistance|Cold Resistance 1]], [[Life Protection 3]], [[Poison Resistance]], and [[Torment|Immunity To Torment]].<br />
*Many spells in the [[Transmutations]] school provide assorted resistances along with their other, more dramatic effects.<br />
<br />
==Minor Resistances==<br />
There are also a few "minor" resistances which come from specific items or species characteristics. <br />
*[[Acid]] resistance protects you from acid damage, but not from the corrosion effect (although most sources also provide rCorr). It can come from a [[ring of resist corrosion]] or [[randart]], the [[Draconian#Colors|Yellow Scales]] mutation (gained by yellow [[draconian]]s), or the unrand [[Maxwell's patent armour]].<br />
*[[Corrosion]] resistance can be gained from a [[ring of resist corrosion]], a randart, or Maxwell's Patent Armour. Corrosion resistance gives you a 50% chance to resist each instance of corrosion, although it can still stack multiple times.<br />
*[[Steam]] resistance from [[steam dragon armour]]. Fire resistance will also grant some resistance to steam.<br />
**Similarly, [[mottled dragon armour]] (and the artifact [[faerie dragon armour]]) grants resistance to [[Sticky Flame|sticky flame]].<br />
*[[Rot]] resistance comes from being undead, including being in [[lichform]]. It does not protect [[ghoul]]s against their own random rotting, and all undead will still rot instead of mutating. Characters in [[Statue Form]] and [[demonspawn]] with the [[Foul Stench]] mutation also receive rot resistance. Rot resistance also confers resistance to [[sickness]] and immunity to [[miasma]].<br />
*[[Torment]] resistance will reduce damage from monsters casting [[Symbol of Torment]] or when using a [[scroll of torment]].<br />
*[[Mutation]] resistance comes from the [[amulet of resist mutation|amulet of that name]] (or artifacts), prior mutations, or high piety with [[Zin]]. From the amulet (its most common source), it is only 90% reliable. While undead will always rot instead of mutating, mutation resistance will block that rotting with the same frequency it would block mutation for a living character.<br />
*A few other intrinsics act like specialized resistances: [[clarity]] (confusion, frenzy, amnesia), [[sustain attributes]] (stat loss), [[amulet of stasis|stasis]] (slow, teleport, paralysis, ''etc.'')<br />
*Although some monsters are resistant to [[silence]] and [[hellfire]], these are not available for players.<br />
<br />
==History==<br />
*In [[0.18]], the amulets of [[Amulet of resist mutation|resist mutation]], [[Amulet of stasis|stasis]], and [[Amulet of clarity|clarity]] were removed and the [[Amulet of resist corrosion|amulet of resist corrosion]] became a ring. Additionally, mutation resistance from now on only provides a 66% chance to avoid mutations.<br />
*Prior to [[0.17]], [[sustain attributes]] was named "sustain abilities", and [[corrosion]] reduced slaying and AC by 3 and 5 respectively instead of giving -4 to both.<br />
*Prior to [[0.15]], wearing a [[cloak of preservation]] was the usual choice to prevent item destruction. The concepts of item destruction and permanent corrosion effects retired at the same time. Prior to 0.15, corrosion instead caused permanent damage to weapons and armor, reducing their enchantment values, possibly into the negatives. Also, potions of resistance did not grant rAcid or rCorr.<br />
*[[Racial equipment]] variants were removed in [[0.14]], so is gone corrosion resistance of anything of dwarven make. <br />
*Elemental ([[Fire#Fire Resistance|Fire]], [[Cold#Cold Resistance|Cold]], and [[Electricity#Electricity Resistance|Electricity]]) resistances for players were [[nerf]]ed in [[0.6]].<br />
*[[Poison#Poison Resistance|Poison resistance]] for living characters was nerfed to provide only 90% protection against poisonous melee attacks in [[0.10]].<br />
<br />
[[Category:Resistance]]<br />
[[Category:Intrinsic]]</div>JohnnyCathttp://crawl.chaosforge.org/index.php?title=Vampire&diff=44799Vampire2017-02-02T16:13:28Z<p>JohnnyCat: /* Innate Abilities */ holy wrath</p>
<hr />
<div>{{version018}}<br />
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''<br />
{{flavour|Vampires are another form of undead, but with a peculiarity: by consuming fresh blood, they may become alive. A bloodless Vampire has all the traits of an undead, but cannot regain lost physical attributes or regenerate from wounds over time - in particular, magical items or spells which increase the rate of regeneration will not work. On the other hand, a Vampire full with blood will regenerate very quickly, but lose all undead powers. Vampires can never starve. They can drink from fresh corpses with the 'e' command. Upon growing, they learn to transform into quick bats.}}<br />
<br />
==Innate Abilities==<br />
*[[Acute Vision]]: Vampires can [[see invisible]].<br />
*[[Fangs|Fangs 3]]: Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. Unlike other fangs, Vampires can restore a small amount of HP every time they successfully bite a living foe. <br />
*Although they can drink potions normally, vampires cannot eat [[food]] of any kind. They gain nutrition by feeding (press '''[[e]]''' for eat) on appropriate [[corpse]]s, and by (q)uaffing [[potions of blood]]. Clean corpses and the contaminated corpses of sentient monsters can be fed upon at any time, while poisonous corpses can only be consumed if one has rPois, as usual. (Note that Vampires will always have rPois at satiation level Thirsty or lower.) Heavier corpses provide more blood than lighter ones. Your [[satiation]] level determines which [[intrinsic]]s you receive at any given time (''see chart below'').<br />
*Vampires can use [[vampiricism|vampiric weapons]] more effectively; the brand always triggers and they gain twice the normal amount of HP per attack against enemies upon whom the vampiric normally works. <br />
*Being undead, vampires may not worship [[Zin]], [[Elyvilon]], [[the Shining One]], or [[Fedhas Madash]], nor can they wield [[holy wrath]] weapons.<br />
*Vampires are vulnerable to holy damage, including [[holy wrath]]-branded weapons, and will be affected by [[Dispel Undead]]. These liabilities apply regardless of satiation level; even at Alive status, vampires retain all of these vulnerabilities. <br />
*Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]]. Nor can vampires cast the following when satiated or thirstier: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Beastly Appendage]], [[Blade Hands]], [[Sublimation of Blood]], [[Cure Poison]].<br />
*Vampires cannot [[berserk]] when their satiation level is satiated or lower.<br />
<br />
Vampires have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers) and have normal base [[magic points]].<br />
<br />
==Hunger-Dependent Stats==<br />
{| border = "1" class="wikitable"<br />
| || '''Alive''' || '''Full''' || '''Satiated''' || '''Thirsty''' || '''Near Bloodless''' || '''Bloodless'''<br />
|-<br />
| '''Metabolism''' || Very fast || Fast || Fast || Normal || Slow || None<br />
|-<br />
| '''Regeneration''' || Very fast || Fast || Normal || Slow || Slow || None<br />
|-<br />
| '''Stealth Boost''' || None (18) || None (18) || None (18) || Minor (19) || Major (20) || Large (21)<br />
|-<br />
| '''Spell Hunger''' || Full || Full || Full || Halved || None || None<br />
|-<br />
| '''Poison Resistance''' || No || No || No || Yes || Yes || Immune<br />
|-<br />
| '''Cold Resistance''' || None || None || None || 1 || 2 || 2<br />
|-<br />
| '''Negative Energy Resistance''' || None || None || 1 || 2 || 3 || 3 + Torment<br />
|-<br />
| '''Rot Resistance''' || No || No || No || Yes || Yes || Yes<br />
|}<br />
<br />
When Satiated or below, vampires:<br />
*Cannot go [[berserk]].<br />
*Cannot transform, limiting the usefulness of their +1 [[Transmutations]] aptitude.<br />
*Can use the [[Bat Form]] ability.<br />
<br />
When Thirsty or below, vampires:<br />
*Regain some [[HP]] and nutrition upon completing a successful [[stab]] against an enemy whose corpse they can drain, whether the enemy dies or not. This is one of the few ways for Bloodless vampires to heal.<br />
*Can feed off poisonous corpses, although they will not drink past the lowest possible Satiated value.<br />
<br />
When completely Bloodless, vampires:<br />
*Cannot regenerate HP, naturally or through magical means (amulet, spell, etc.), though other methods of healing are available.<br />
*Cannot be poisoned, and will not suffer loss of HP from any existing poison, but the poisoned status itself will not be removed.<br />
<br />
==Preferred Backgrounds==<br />
*'''Warriors:''' [[Monk]], [[Assassin]]<br />
*'''Warrior-mages:''' [[Enchanter]]<br />
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]]<br />
<br />
==Level Bonuses==<br />
*+1 [[dexterity]] or [[intelligence]] every 5th level.<br />
*Average [[hit points]].<br />
*+4 [[magic resistance]] per level.<br />
*[[File:Bottle Blood.png]] From the first level vampires can create potions of blood from viable corpses, allowing you to save snacks for later.<br />
*[[File:Bat form.png]] At level 3, vampires can change to [[Bat Form]] when below full satiation. This allows faster movement, but disables most items, spellcasting, and weakens melee attacks. While in [[Bat Form]] Dexterity is increased and Strength is reduced. Entering bat form costs 2 MP.<br />
{{flavour|Turn into a speedy vampire bat. In bat form, you can neither interact with items in any form (except picking them up or dropping them), nor cast spells. Note that Bat Form will decrease your current Strength while increasing your Dexterity. Thus, you won't be able to change form if your Strength is too low. The flight is magically augmented, so you will stay in the air even if the weight of your possessions or some disability would normally drag you down.}}<br />
<br />
==Starting Skills and Equipment==<br />
Vampires start with all the skills and equipment listed for their background, with the following exception:<br />
*Vampires start with a potion of blood instead of a ration.<br />
<br />
==Difficulty of Play==<br />
{{Moderate}}<br />
<br />
Not having a real [[food clock]] allows you to play cautiously or abuse powerful spells without fear of starvation. On the other hand, being unable to use permafood can be a problem in lategame, where corpses are less frequent. As long as you play according to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it comes online at level 3 (but it is only available with satiation level Satiated and below). Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency, coupled with their exceptional Stealth aptitude and stealth bonus when Near Bloodless or Bloodless, means that Vampires are particularly well suited to the [[Enchanter]] background. <br />
<br />
{{species_aptitudes|Vampire}}<br />
<br />
==Strategy==<br />
Exactly how to use your variable hunger states will depend on a number of things. At Thirsty and Near Bloodless, you suffer slow regeneration (bad) in exchange for Bat Form (good), stealth (depends), and some resistances (helpful, but mostly unnecessary). Usually keeping around Thirsty for bat form is a good place to be, and gives option to quaff a bottle of blood to push you into satiated. Near Bloodless or Bloodless have stronger drawbacks, but may be worth the trade off once your character is established, depending on your build and where you are in the game. (The Torment immunity vampires get at Bloodless is just next to worthless in a standard 3 to 5 rune game, for instance.) <br />
<br />
Beyond that, the lack of a food clock means that you can exploit channeling, via items or [[Sif Muna]], to refill MP. However, be careful with managing your blood bottles while doing this, unless your character is at a point in the game at which it wants to stay mostly at Bloodless, and you have built your late game strategy around this fact. <br />
<br />
Your innate escape ability, [[Bat Form]], is usable only at Satiated or less. <br />
<br />
In corpseless branches you will have to work around lack of permafood for satiation. Note that all corpseless and mostly corpseless branches are completely optional; all the following advice deals with areas of the game that one shouldn't enter in a 3 to 5 rune game. <br />
<br />
You can cope with no HP regeneration while Bloodless, or else get around lack of corpses, in a number of ways. <br />
<br />
*Reusable options available regardless of god choice include stabbing corpse-providing enemies, casting the Vampiric Draining spell, or wielding a vampiricism branded weapon. While these can help you stay at Bloodless throughout much of the game, they will be of almost no use in corpseless areas of the game, which are dominated by unholy creatures that provide no health via the above listed means. <br />
*A [[wand of healing]] is nice for emergency healing, and [[potion]]s can still be used.<br />
*Worshipers of [[Kikubaaqudgha]] can get a pile of corpses delivered to easily manage your satiation level; this has the advantage of providing out-of-combat healing on demand and can help one fine-tune your satiation level regardless of the branch. <br />
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, he does not grant HP for such kills. <br />
<br />
Fun Fact: Unlike most other attack options, many combat-oriented [[Invocations]] are not disabled while in Bat Form. This has sometimes been the basis of various self-imposed challenges that center around staying in Bat Form as much as possible by, for instance, worshiping Makhleb and using his destruction and summoning abilities to dispatch enemies.<br />
<br />
==History==<br />
Prior to [[0.17]], vampires did not gain a stat every 5th level.<br />
<br />
Prior to [[0.16]] vampire characters couldn't bottle up blood from the beginning.<br />
<br />
Prior to [[0.15]] thirsty vampires received only half the effect from most potions.<br />
<br />
As of [[0.13]] vampires are able to cast [[Cure Poison]] whenever they have blood.<br />
<br />
{{species}}</div>JohnnyCathttp://crawl.chaosforge.org/index.php?title=Talk:Axes&diff=44795Talk:Axes2017-01-31T03:06:58Z<p>JohnnyCat: </p>
<hr />
<div>So, that cleaving ability that axes get in 0.12... Did I read correctly that it will trigger with every swing, or is it an evocable thing (like reaching for polearms) where you can choose not to use it if there's a certain enemy you don't particularly want to hit? [[User:Spudwalt|--spudwalt]] 04:34, 3 March 2013 (CET)<br />
:Every swing hits every thing, per this handy diagram!<br />
<br />
o O o<br><br />
o @ o<br><br />
o X o<br />
<br />
@ = You<br><br />
O = Target (takes full damage)<br><br />
o = Secondary targets (takes half damage? or maybe gets attacked with half the base damage? not sure on the actual calculation)<br><br />
X = Not a target! Unaffected by your attack<br />
<br />
:The only time it ever caused me trouble was when I accidentally hacked apart the plants i was pillar dancing around. Overall it makes me a lot fonder of axes whether I'm using a shield or not. --[[User:MoogleDan|MoogleDan]] 05:17, 3 March 2013 (CET)<br />
::I also heard something about it being stopped by walls. So, going from your original diagram:<br />
<br />
o O o<br><br />
o @ # <--wall<br><br />
o X ~<br />
<br />
::Am I right in thinking that the cleave won't hit anything in the space marked with a tilde? [[User:Spudwalt|--spudwalt]] 06:29, 3 March 2013 (CET)<br />
<br />
:::That's also true. Sorry, forgot about that exception. --[[User:MoogleDan|MoogleDan]] 08:25, 3 March 2013 (CET)<br />
<br />
<br />
=== Axe Cleaving & On-Hit effects ===<br />
Does every target potentially trigger things like pain, flaming, chopping, etc? --[[User:JohnnyCat|JohnnyCat]] ([[User talk:JohnnyCat|talk]]) 07:30, 29 January 2017 (CET)<br />
:After some testing, apparently the answer is YES. At least for a Chaos weapon. --[[User:JohnnyCat|JohnnyCat]] ([[User talk:JohnnyCat|talk]]) 04:06, 31 January 2017 (CET)</div>JohnnyCathttp://crawl.chaosforge.org/index.php?title=Stat_death&diff=44793Stat death2017-01-29T08:28:10Z<p>JohnnyCat: /* Precautions */ royal jellies aren't what they used to be</p>
<hr />
<div>{{obsolete}}<br />
<br />
''Stat death no longer occurs. For its replacement, see [[stat zero]].''<br />
<br />
'''Stat death''' occurs 90 turns after one of a character's primary [[attributes]] ([[Strength]], [[Intelligence]], or [[Dexterity]]) lowered to 0 or below. The character will die unless the stat can be restored in time. After 50 turns have passed, the character can be [[paralysis|paralyzed]] which is also very dangerous.<br />
<br />
The following can all drain your attributes:<br />
*By 1 at a time, and affected (and thus blocked) by [[sustain abilities]]:<br />
**The [[bad mutations#Deterioration|Deterioration]] mutation. Rank 1 can generally be kept in check by your natural regeneration; ranks 2 and 3 of this mutation are eventually lethal, however.<br />
**[[Sickness]]<br />
**The special attacks of certain monsters ([[brain worm]]s, [[quasit]]s, [[shadow]]s, etc.). Although all three stats can be drained, INT is by far the one most commonly affected. This is because it is drained by a smite-targeted spell, where the others are drained only through melee attacks.<br />
**Decomposition (not to be confused with [[rotting]]) from attempted [[mutation]] of an undead character.<br />
*By more than 1 at a time, but damage can be halved by [[sustain abilities]]:<br />
**Evoking certain items, such as a [[crystal ball of energy]] or the [[staff of Wucad Mu]].<br />
**Spell [[miscast effect]]s, as caused by actual miscasts, [[Hell]] effects, and [[Zot trap]]s.<br />
**Certain spells, such as [[Summon Horrible Things]] or [[Alistair's Intoxication]], have a chance of draining INT when cast.<br />
*By varying amounts, and not affected at all by sustain abilities:<br />
**Equipment with negative stat modifiers (but you can remove the equipment to restore the stat).<br />
<br />
Stats can be more permanently lowered by the following means:<br />
*[[Mutations]] which affect attributes (directly, or through stiff/loose muscles, some scale mutations, etc.).<br />
*The [[Focus card]].<br />
*[[Jiyva]]'s stat shuffling.<br />
*The [[Shuffle card]].<br />
<br />
The last two will never lower a base stat to zero, but when combined with one of the above effects could still cause stat death.<br />
<br />
==Precautions==<br />
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.<br />
*Cursed 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. This is especially dangerous in regards to INT, as a character with 0 INT cannot read [[scroll]]s (and thus cannot read a [[scroll of remove curse]] in order to remove the offending item). Low-INT characters may wish to keep a [[potion of brilliance]] on hand to give them a window of time in which they can read scrolls.<br />
*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 minumum of 8 to guarantee that you can survive a single worst-case scenario shot from either one.<br />
<br />
==History==<br />
Stat death was removed in [[0.13]]. In its place, characters now suffer some penalties when at [[stat zero]].<br />
<br />
Prior to [[0.7]], stat death occurred immediately upon a stat hitting 0.<br />
<br />
[[Category:Stats]]<br />
[[Category:Status effects]]</div>JohnnyCathttp://crawl.chaosforge.org/index.php?title=Talk:Axes&diff=44792Talk:Axes2017-01-29T06:30:35Z<p>JohnnyCat: </p>
<hr />
<div>So, that cleaving ability that axes get in 0.12... Did I read correctly that it will trigger with every swing, or is it an evocable thing (like reaching for polearms) where you can choose not to use it if there's a certain enemy you don't particularly want to hit? [[User:Spudwalt|--spudwalt]] 04:34, 3 March 2013 (CET)<br />
:Every swing hits every thing, per this handy diagram!<br />
<br />
o O o<br><br />
o @ o<br><br />
o X o<br />
<br />
@ = You<br><br />
O = Target (takes full damage)<br><br />
o = Secondary targets (takes half damage? or maybe gets attacked with half the base damage? not sure on the actual calculation)<br><br />
X = Not a target! Unaffected by your attack<br />
<br />
:The only time it ever caused me trouble was when I accidentally hacked apart the plants i was pillar dancing around. Overall it makes me a lot fonder of axes whether I'm using a shield or not. --[[User:MoogleDan|MoogleDan]] 05:17, 3 March 2013 (CET)<br />
::I also heard something about it being stopped by walls. So, going from your original diagram:<br />
<br />
o O o<br><br />
o @ # <--wall<br><br />
o X ~<br />
<br />
::Am I right in thinking that the cleave won't hit anything in the space marked with a tilde? [[User:Spudwalt|--spudwalt]] 06:29, 3 March 2013 (CET)<br />
<br />
:::That's also true. Sorry, forgot about that exception. --[[User:MoogleDan|MoogleDan]] 08:25, 3 March 2013 (CET)<br />
<br />
<br />
=== Axe Cleaving & On-Hit effects ===<br />
Does every target potentially trigger things like pain, flaming, chopping, etc? --[[User:JohnnyCat|JohnnyCat]] ([[User talk:JohnnyCat|talk]]) 07:30, 29 January 2017 (CET)</div>JohnnyCathttp://crawl.chaosforge.org/index.php?title=User:JohnnyCat&diff=44791User:JohnnyCat2017-01-29T06:30:30Z<p>JohnnyCat: Created page with "Hi."</p>
<hr />
<div>Hi.</div>JohnnyCathttp://crawl.chaosforge.org/index.php?title=Melee_weapon&diff=44762Melee weapon2017-01-27T07:10:37Z<p>JohnnyCat: /* Long Blades */ +riposte</p>
<hr />
<div>{{version015}}<br />
<br />
'''Melee weapons''' refer to any [[weapon]]s which are only capable of attacking opponents adjacent to you (with the exception of [[polearms]]; see below). While they lack the obvious range advantage of [[ranged weapon]]s, they do not require ammunition, and they tend to be more powerful overall. Melee weapons are divided into several categories, each of which has its own associated [[skill]] and its own particular advantages.<br />
<br />
==Weapon attributes==<br />
The following is a table of all melee weapons in ''Crawl''. Below is a short explanation of each field: <br />
<br />
{| class="wikitable"<br />
|-style="vertical-align: top;"<br />
!style="text-align: left;" | Name<br />
| The name of the item as it appears in Crawl.<br />
|-style="vertical-align: top;"<br />
!style="text-align: left;" | Damage<br />
| The base amount of damage the weapon does, before various bonuses and adjustments. <br />
|-style="vertical-align: top;"<br />
!style="text-align: left;" | Hit<br />
| To hit modifier for the weapon, before any other adjustments.<br />
|-style="vertical-align: top;"<br />
!style="text-align: left;" | [[Weapon Speed|Speed]]<br />
| This is actually the attack delay, which is multiplied by 10 to get the "percentages" you see in-game. (That is, attack delay 10 shows as 100%.) Every 2 levels of weapon skill lowers the delay by 1 unit. A weapon's minimum delay is half of its base delay (rounded down) or 7 (5 for [[cutlass]], 10 for [[hand crossbow]]s, [[arbalest]]s and [[triple crossbow]]s), whichever is lower. Speed brand and haste cut delay by one third (round randomly up or down). These effects stack, ''after'' the base cap, but there's an absolute cap of 2 for attack delay.<br />
|-style="vertical-align: top;"<br />
!style="text-align: left;" | Mass<br />
| How heavy a weapon is, for the purpose of strength weighting calculations.<br />
|-style="vertical-align: top;"<br />
!style="text-align: left; white-space: nowrap;" | Str weight<br />
| A bigger [[strength weight|strength weighting]] is better for strong characters, while a low strength weighting is better for dexterous characters. <br />
|-style="vertical-align: top;"<br />
!style="text-align: left;" | Skill<br />
| Which skill is required to effectively use this weapon.<br />
|-style="vertical-align: top;"<br />
!style="text-align: left;" | [[Handedness|One-handed min. size]]<br />
| Minimum size required to be able to use the weapon with one hand. The order is little, small, medium, large, big.<br />
|-style="vertical-align: top;"<br />
!style="text-align: left;" | [[Handedness|Two-handed min. size]]<br />
| Minimum size required to be able to use the weapon with two hands. When the player's size is equal or greater than 'Two-handed min. size', but less than 'One-handed min. size', the weapon cannot be used with a [[shield]].<br />
|-style="vertical-align: top;"<br />
!style="text-align: left; white-space: nowrap;" | Dam Type<br />
| What category of damage does the weapon deal?<br />
|-style="vertical-align: top;"<br />
!style="text-align: left;" | Prob<br />
| A larger number indicates higher probability of acquiring through scrolls of [[acquirement]].<br />
|}<br />
<br />
==Short Blades==<br />
Attacks with [[short blades]] tend to deal less damage than larger weapons do, but are significantly faster. They also deal very high damage when used to make [[stab]] attacks.<br />
<br />
{| class="wikitable"<br />
! Name || Dmg || Hit || Speed || Mass || Str weight || One-handed min. size || Two-handed min. size || Dam Type || Prob || Notes<br />
|-<br />
| [[Dagger]] || 4 || +6 || 10 || 20 || 10% || Little || Little || Piercing || 10 ||<br />
|-<br />
| [[Quick blade]] || 5 || +6 || 7 || 50 || 0% || Little || Little || Piercing || 2 || Cannot receive [[speed brand]]<br />
|-<br />
| [[Short sword]] || 6 || +4 || 11 || 80 || 20% || Little || Little || Piercing || 10 ||<br />
|-<br />
| [[Rapier]] || 7 || +4 || 12 || 90 || 20% || Little || Little || Piercing || 10 || Min delay is 5<br />
|}<br />
<br />
==Long Blades==<br />
[[Long blades]] have the highest base stats of all weapon types, and deal moderate damage when used to make [[stab]] attacks. Wielders can [[riposte]] with them.<br />
<br />
{| class="wikitable sortable"<br />
! Name || Dam || Hit || Speed || Mass || Str weight || One-handed min. size || Two-hande min. size || Dam Type || Prob || Notes<br />
|-style="vertical-align: top;"<br />
| [[Falchion]] || 7 || +2 || 13 || 170 || 30% || Little || Little || Slicing || 10 ||<br />
|-style="vertical-align: top;"<br />
| [[Long sword]] || 9 || +1 || 14 || 160 || 30% || Small || Little || Slicing || 10 ||<br />
|-style="vertical-align: top;"<br />
| [[Scimitar]] || 12 || -2 || 14 || 170 || 30% || Small || Little || Slicing || 10 ||<br />
|-style="vertical-align: top;"<br />
| [[Demon blade]] || 12 || -1 || 13 || 200 || 30% || Small || Little || Slicing || 2 ||<br />
|-style="vertical-align: top;"<br />
| [[Eudemon blade]] || 13 || -2 || 12 || 200 || 30% || Small || Little || Slicing || - || A demon blade blessed by [[The Shining One]]<br />
|-style="vertical-align: top;"<br />
| [[Double sword]] || 14 || -1 || 15 || 220 || 30% || Medium || Little || Slicing || 2 ||<br />
|-style="vertical-align: top;"<br />
| [[Great sword]] || 15 || -3 || 16 || 250 || 50% || - || Medium || Slicing || 10 ||<br />
|-style="vertical-align: top;"<br />
| [[Triple sword]] || 17 || -4 || 19 || 260 || 50% || - || Medium || Slicing || 2 ||<br />
<br />
|}<br />
<br />
==Axes==<br />
[[Axes]] are unique among weapons in that they can perform [[cleaving]] attacks, striking multiple foes in a single strike.<br />
<br />
{| class="wikitable"<br />
! Name || Dam || Hit || Speed || Mass || Str weight || One-handed min. size || Two-handed min. size || Dam Type || Prob || Notes<br />
|-style="vertical-align: top;"<br />
| [[Hand axe]] || 7 || +3 || 13 || 80 || 60% || Little || Little || Chopping || 10 ||<br />
|-style="vertical-align: top;"<br />
| [[War axe]] || 11 || +0 || 15 || 180 || 70% || Small || Little || Chopping || 10 ||<br />
|-style="vertical-align: top;"<br />
| [[Broad axe]] || 13 || -2 || 16 || 230 || 80% || Medium || Little || Chopping || 10 ||<br />
|-style="vertical-align: top;"<br />
| [[Battleaxe]] || 15 || -4 || 17 || 250 || 80% || - || Medium || Chopping || 10 ||<br />
|-style="vertical-align: top;"<br />
| [[Executioner's axe]] || 18 || -6 || 20 || 280 || 90% || - || Medium || Chopping || 2 ||<br />
|}<br />
<br />
<br />
==Maces & Flails==<br />
Like long blades, [[maces & flails]] have no particular unique traits, though [[ogre]]s and [[troll]]s have access to [[giant club]]s and [[giant spiked club]]s, the two most powerful weapon types in the game.<br />
<br />
{| class="wikitable"<br />
! Name || Dam || Hit || Speed || Mass || Str weight || One-handed min. size || Two-handed min. size || Dam Type || Prob || Notes<br />
|-style="vertical-align: top;"<br />
| [[Whip]] || 6 || +2 || 11 || 30 || 20% || Little || Little || Slashing || 0 ||<br />
|-style="vertical-align: top;"<br />
| [[Club]] || 5 || +3 || 13 || 50 || 70% || Little || Little || Crushing || 0 || Inflicts [[confusion]] when used for [[stab]]s<br />
|-style="vertical-align: top;"<br />
| [[Hammer]] || 7 || +3 || 13 || 90 || 70% || Little || Little || Crushing || 0 || Only generates in [[vault|vaults]]<br />
|-style="vertical-align: top;"<br />
| [[Mace]] || 8 || +3 || 14 || 120 || 80% || Little || Little || Crushing || 10 ||<br />
|-style="vertical-align: top;"<br />
| [[Flail]] || 10 || 0 || 14 || 130 || 80% || Little || Little || Crushing || 10 ||<br />
|-style="vertical-align: top;"<br />
| [[Morningstar]] || 13 || -2 || 15 || 140 || 80% || Small || Little || Piercing (Bludgeoning) || 10 ||<br />
|-style="vertical-align: top;"<br />
| [[Demon whip]] || 11 || +1 || 11 || 30 || 20% || Little || Little || Slashing || 2 ||<br />
|-style="vertical-align: top;"<br />
| [[Sacred scourge]] || 12 || +0 || 11 || 30 || 20% || Little || Little || Slashing || - || A blessed demon whip<br />
|-style="vertical-align: top;"<br />
| [[Dire flail]] || 13 || -3 || 13 || 240 || 90% || Big || Medium || Piercing (Bludgeoning) || 10 ||<br />
|-style="vertical-align: top;"<br />
| [[Eveningstar]] || 15 || -1 || 15 || 180 || 80% || Small || Little || Piercing (Bludgeoning) || 2 ||<br />
|-style="vertical-align: top;"<br />
| [[Great mace]] || 17 || -4 || 17 || 270 || 90% || Big || Medium || Crushing || 10 ||<br />
|-style="vertical-align: top;"<br />
| [[Giant club]] || 20 || -6 || 17 || 330 || 100% || - || Large || Crushing || 10 ||<br />
|-style="vertical-align: top;"<br />
| [[Giant spiked club]] || 22 || -7 || 18 || 350 || 100% || - || Large || Piercing (Bludgeoning) || 10 ||<br />
|}<br />
<br />
===Rods===<br />
[[Rod]]s are magical devices which are wielded like one-handed weapons. They can be evoked to produce powerful magical effects, but (usually) serve poorly when used in melee combat. They have stats identical to those of a [[club]], but are not technically considered "weapons". See the [[rod]] page for more details.<br />
<br />
==Polearms==<br />
[[Polearms]] are unique among melee weapons in that they can make [[reaching]] attacks, striking foes up to two tiles away.<br />
<br />
{| class="wikitable"<br />
! Name || Dam || Hit || Speed || Mass || Str weight || One-handed min. size || Two-handed min. size || Dam Type || Prob || Notes<br />
|-style="vertical-align: top;"<br />
| [[Spear]] || 6 || 4 || 11 || 50 || 30% || Small || Little || Piercing || 10 ||<br />
|-style="vertical-align: top;"<br />
| [[Trident]] || 9 || 1 || 13 || 160 || 40% || Medium || Little || Piercing || 10 ||<br />
|-style="vertical-align: top;"<br />
| [[Halberd]] || 13 || -3 || 15 || 200 || 50% || - || Medium || Chopping (Piercing) || 10 ||<br />
|-style="vertical-align: top;"<br />
| [[Scythe]] || 14 || -4 || 20 || 220 || 70% || - || Medium || Slicing || 10 ||<br />
|-style="vertical-align: top;"<br />
| [[Demon trident]] || 12 || 1 || 13 || 160 || 40% || Medium || Little || Piercing || 2 ||<br />
|-style="vertical-align: top;"<br />
| [[Trishula]] || 13 || 0 || 13 || 160 || 40% || Medium || Little || Piercing || - || A blessed demon trident<br />
|-style="vertical-align: top;"<br />
| [[Glaive]] || 15 || -3 || 17 || 200 || 60% || - || Medium || Chopping || 10 ||<br />
|-style="vertical-align: top;"<br />
| [[Bardiche]] || 18 || -6 || 20 || 200 || 80% || - || Medium || Chopping || 2 ||<br />
|}<br />
<br />
==Staves==<br />
The [[Staves]] skill is used both to fight with physical combat staves ([[quarterstaves]] and [[lajatang]]s) and [[magical staves]]. Physical combat staves are powerful two-handed weapons that require surprisingly little skill to use effectively, but unlike other weapon classes, there is no ultra-powerful, high-skill option available.<br />
<br />
Note that [[magical staves]] fight like +0 staves, though some offer extra damage or other effects.<br />
<br />
{| class="wikitable"<br />
! Name || Dam || Hit || Speed || Mass || Str weight || One-handed min. size || Two-handed min. size || Dam Type || Prob || Notes<br />
|-style="vertical-align: top;"<br />
| [[Staff]] || 5 || 5 || 12 || 130 || 30% || Medium || Little || Crushing || - || Not available in game. Used only as a base type for magical staves.<br />
|-style="vertical-align: top;"<br />
| [[Quarterstaff]] || 10 || 3 || 13 || 180 || 30% || - || Medium || Crushing || 10 ||<br />
|-style="vertical-align: top;"<br />
| [[Lajatang]] || 16 || -3 || 14 || 200 || 30% || - || Medium || Slicing || 2 ||<br />
|}<br />
<br />
===Magical Staves===<br />
[[Magical staves]] are magical devices which are wielded like one-handed weapons. While a spellcaster wields one, it grants a variety of useful benefits, such as enhancing the [[spellpower]] of certain schools of magic or negating the hunger costs associated with powerful spells. Although normally very weak when used as melee weapons (they use the [[staff]] as a template for their stats), some magical staves inflict additional elemental effects when used by a skilled practitioner. See the [[magical staff]] page for more details.<br />
<br />
==Retired Weapons==<br />
Over the years, several weapons have been removed from the ''Dungeon Crawl Stone Soup'' arsenal, either due to redundancy with existing weapons or simply due to flavor issues.<br />
*[[Knife]]<br />
*[[Sabre]]<br />
*[[Cutlass]]<br />
*[[Katana]]<br />
*[[Bastard sword]]<br />
*[[Claymore]]<br />
*[[Ankus]]<br />
*[[Spiked flail]]<br />
*[[Staff]]<br />
*The [[blessed weapon|blessed]] versions of several long blades.</div>JohnnyCathttp://crawl.chaosforge.org/index.php?title=Choosing_a_god&diff=44761Choosing a god2017-01-27T06:57:22Z<p>JohnnyCat: /* Nemelex Xobeh the Trickster */</p>
<hr />
<div>{{Advice}}<br />
<br />
In Crawl, one's choice of [[gods|god]] has the most significant impact on the progress of the game other than choice of [[race]] and [[class]].<br />
<br />
==How Do I Choose a God?==<br />
There are two ways to choose a god. The quickest is to begin the game with a background that worships one by default: [[Berserker]]s, [[Chaos Knight]]s and [[Abyssal Knight]]s all begin the game serving a particular god and receive a small head start on [[piety]] gain.<br />
<br />
Alternatively, you can find an [[altar]] dedicated to a god along the way, stand on it, and '''p'''ray. When asked if you want to join its religion, press '''y''' to accept. They can be found as follows:<br />
*Most gods will have an altar in the [[Ecumenical Temple]], a harmless branch located between Dungeon floors 4 and 7.<br />
*If the temple lacks a particular altar, it is guaranteed to be located between floors 2 and 9, with the following exceptions:<br />
**[[Beogh]]'s altar can be found in the [[Orcish Mines]], but having a conscious (i.e. not asleep, paralyzed, etc.) [[orc priest]] or [[orc high priest]] in view grants [[hill orc]]s the ability to convert to Beogh on the spot.<br />
**[[Lugonu]]'s altar can be found in [[the Abyss]] or occasionally in a corrupted version of the Ecumenical Temple.<br />
**[[Jiyva]]'s altar can be found on the sixth floor of the [[Slime Pits]], occasionally in [[the Lair]] and the lower dungeon floors, and very rarely in an early [[jelly]] vault.<br />
<br />
You can only worship one god at a time. If you abandon a god's religion or switch to another god, you'll incur [[Divine retribution|penance]] (unless you worship one of the three [[good gods]], [[Zin]], [[Elyvilon]], or [[The Shining One]]: they only react if your new god is [[evil]], or [[chaotic]] if your god is Zin). Note that if you do switch from a [[good god]] to a non-evil one, and ''later'' switch to an evil god, you will face penance from ''both'' abandoned gods.<br />
<br />
===What do all the *** mean?===<br />
The asterisks are an indication of your [[piety]], or your current standing with your god. Higher piety generally means more and stronger god-granted powers. See the [[piety]] article for more details.<br />
<br />
==Primary Melee Fighters==<br />
These gods work best for characters who primarily kill monsters with weapons rather than with spells.<br />
<br />
===[[Okawaru]] the Warmaster=== <br />
Okawaru is the "default" god for melee characters.<br />
<br />
His simple, straightforward effectiveness has made him one of the most popular yet criticized gods in the Crawl pantheon. He provides only two activated abilities to the player: [[Okawaru#Given_abilities|Heroism]] (gives bonus to combat skills), which can be invoked at *, and [[Okawaru#Given_abilities|Finesse]] (increased attack speed) at *****. Used in conjunction, this will allow three or four extra attacks per turn, making any non-magical enemy trivial. These enhancements come with no downsides but [[glow]], so one can also use magic and abilities if they wish.<br />
<br />
After the activated abilities come the gifts of weapons, armour, shields, and ammo. Since these behave like a slightly nerfed [[scroll of acquirement]], many of these will be of little permanent use, but by the end game you will likely find yourself using mostly god given equipment. While [[#Trog_the_Furious|Trog]] will also provide ammo and weapons, Okawaru is the only god who bestows armour and shields as gifts.<br />
<br />
Players going for an all-rune win can often benefit from abandoning him in favor of [[The Shining One]] before [[Crypt]].<br />
<br />
'''Recommended Race and Class Combinations''': Melee characters who rely or plan to rely on magic, such as [[High Elf]] [[Skald]]s, [[Merfolk]] [[Transmuter]]s, and [[Naga]] [[Warper]]s. Any character who needs rare equipment ([[quick blade]]s, rare [[needle]]s), as like Trog, he also gifts ammunition.<br />
<br />
===[[Trog]] the Furious=== <br />
Trog is the most offensive-minded melee fighter's god. [[Piety]] is gained by killing living monsters, demons, holies and spellcasters; sacrificing their corpses, and burning books.<br />
<br />
His abilities are tremendously useful early on - Berserk, which temporarily boosts damage, speed, and HP. At high piety it is extended for every kill, though its end brings an exhaustion effect which slows and hungers the user and prevents them from berserking for a while, so make sure that you've either killed every monster in that short time or have some means of escaping the survivors. Trog's Hand adds temporary regeneration and magic resistance, and is one of the few ways for a [[Deep Dwarf]] or bloodless [[Vampire]] to heal.<br />
<br />
Brothers in Arms summons always friendly, always berserk ogres, trolls, bears, and giants, which in numbers are more than a match for nearly every enemy in the game, and are a great way to take down tough but stationary enemies like [[oklob plant]]s. None of these require training of the [[Invocations]] skill, just piety and food, so experience can be focused elsewhere, usually [[Fighting]], weapon skill of choice, missile skill of choice, and [[Armour]]/[[Evasion]]. At highest piety he will gift weapons weighted toward brute damage and the [[antimagic]] brand, and also branded [[javelin]]s, [[sling bullet]]s, [[arrow]]s, and [[bolt]]s if you have at least 8 levels in a ranged combat skill, and the respective launcher on hand. If your best ranged skill isn't throwing, you can drop your [[crossbow]], [[bow]], [[longbow]], or [[sling]] if you want melee weapon gifts.<br />
<br />
However, learning, training, or casting magic of any kind will offend Trog, so you must specialize only in physical combat. Note that he doesn't mind use of magic scrolls, potions, staves, wands, or rods. In addition, his non-training of Invocations can be a mixed blessing, since if you plan to switch to another god, you'll have to spend time working on that as well.<br />
<br />
Trog is a great god for a player new to Crawl, or for any melee character who plans only for a three or four rune run.<br />
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'''Recommended Race and Class Combinations''': Any character with zero short term interest in magic. [[Troll]]s, [[Ogre]]s, [[Minotaur]]s, [[Merfolk]], and [[Hill Orc]]s will have the easiest time due to their excellent melee aptitudes. [[Kobold]]s are also an excellent choice, since they have few food issues early on and so can berserk rather freely. He also works well for sturdier ranged fighters such as [[Halfling]] and [[Centaur]] [[Hunter]]s due to his ammo gifts.<br />
<br />
===[[The Shining One]] the Righteous=== <br />
The Shining One is a more defensive-minded god who crusades against evil. He will protect you from negative energy and may intervene to save your life. You'll gain piety gradually from discovering monters, and also when you destroy evil or unholy monsters such as the undead, demons, or priests of other religions.<br />
<br />
[[The Shining One]] is tremendously useful for the [[Hells]], [[Pandemonium]], and [[Tomb]] because he allows you to add the holy wrath brand to a weapon (the best for those areas), grants you [[HP]] and [[MP]] for demon/undead kills (often allowing you to avoid having to rest in those areas), gives you rN+++, and gives you [[Angel]] and [[Daeva]] summons that are extremely effective for killing the lords of [[Pandemonium]] and [[Hells]] and killing everything in [[Tomb]] (allowing you to avoid curses).<br />
<br />
You will also be surrounded by a halo that, within its range, increases your to-hit roll and reveals all invisible enemies around you. His [[Divine Shield]] ability grants you a floating shield (and stacks with your existing one), and you can eventually conjure [[Cleansing Flame]] to destroy undead and demons around you. Finally, holy beings you encounter will be peaceful at high piety.<br />
<br />
Worshipping him has some downsides. You will not be able to use necromancy or poison related items and spells (including the [[Regeneration]] spell, usually the biggest downside), have much less stealth due to the halo, and are unable to stab anyone sentient natural beings due to the paladin code (but demons, undead, and animals are valid targets).<br />
<br />
Although a great choice for late-game because of the prevalence of undead and demons, gaining piety with [[The Shining One]] is painstakingly slow outside of the demonic branches, and his abilities only shine when your Invocations skill is high. Many experienced players start off with a different god with which they train their [[Invocations]] skill, then switch to [[The Shining One]] when they are about to enter some of the later branches where holy powers are most useful. [[Elyvilon]] is the best choice if you want to switch to [[The Shining One]] early, because you won't suffer her wrath and you can quickly gain piety by pacifying monsters.<br />
<br />
Starting with [[Okawaru]] is also a great choice, because he is helpful in the early game and offers great armor gifts. Once you have all the artifact armor you feel you'll need and get your Invocations skill up to at least 10, switch to [[The Shining One]] and head for the Crypt (where you'll probably reach maximum piety with TSO). You will suffer Okawaru's wrath, but you should be able to survive at this point (just cast Blink and run away when he summons giants around you).<br />
<br />
Make sure you bless a weapon before taking on the Hells or Pandemonium: the best choice is usually one of a [[claymore]], an [[executioner's axe]], a [[bardiche]], a [[demon whip]], a [[demon trident]], or a [[demon blade]]. Blessed demon whips ([[holy scourge]]s) and blessed demon blades are the best one-handed weapons in the game against demons (except for weapons of speed). For [[ogre]]s or [[troll]]s, bless a [[giant spiked club]] instead.<br />
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Undead and Demonspawn characters may not follow him, and casting Necromutation will result in excommunication.<br />
<br />
'''Recommended Race and Class Combinations''': Melee characters with dreams of the fifteen [[rune]]s that lie in undead/demon heavy branches, such as the Abyss, [[the Crypt]], [[the Tomb]], [[Pandemonium]], and the [[Hell]]s. Those with good Invocations aptitudes, such as Hill Orcs, High Elves, Merfolk, and Deep Dwarves, are particularly well-suited.<br />
<br />
==Primary Spellcasters==<br />
On the other hand, if magic is your character's planned forte, you'll find [[Sif Muna]], [[Vehumet]], or [[Kikubaaqudgha]] more to your liking.<br />
<br />
===[[Sif Muna]] the Loreminder===<br />
Sif Muna is the "default" god for spellcasters. Of the three, she is the least demanding, and the most predictable. Her primary ability is spellbook acquirement: as you gain piety, she will gift you spellbooks, each guaranteed to have at least one spell you haven't yet found, weighted toward your magic skills. You will eventually have access to every spell in the game.<br />
<br />
Also central is the * ability that gives you MP at the cost of a turn and some hunger (only of a turn if in [[Necromutation|lich form]], or using a race not on a food clock i.e. bloodless Vampires, [[Mummy|Mummies]]). This allows easy correction of mistakes if you get cornered with no MP left. It is more powerful than the staff of channeling, and is reliable unlike the [[Crystal ball of energy]]. At *****, you can forget spells similar to the [[scroll of amnesia]] and you will acquire protection from all miscasts.<br />
<br />
Piety gain is straightforward: train magic-related skills ([[Invocations]] and [[Evocations]] don't count) and it will rise. Although you'll need to train Invocations to improve the MP channel, all other benefits are passive. Note that the only ways to lose piety are to "forget her," which is difficult to do as your piety decays extremely slowly (about one point every 2000 turns), or destroy spellbooks (which you won't need to do since she gives you the ability to forget spells).<br />
<br />
'''Recommended Race and Class Combinations''': Any and all magic users, though pure casters will gain piety (and usefulls spellbooks) much faster. If your primary target is to just gain destructive spells consider Vehumet. If you want to focus on Necromancy Kikubaaqudgha is a more straightforward choice. Over an infinite time Sif Muna will give you all spells, but that won`t help you if you need these [[Conjuration|Conjurations]] or [[Necromancy]] now.<br />
<br />
===[[Vehumet]] the Battlemage===<br />
Vehumet is the god for offensive mages, for whom piety is gained through the bringing of death, which his rewards further supplement.<br />
<br />
Killing monsters will grant you piety and may restore some MP. Later, [[Vehumet]] will reduce the chance of conjuration miscasts and increase your conjurations' range. He'll also gift you with Destructive spells after you reach *..... piety. All of [[Vehumet]]'s benefits are passive, making him a great, low-management god if you're new at playing a spellcaster. Also, you can ignore Invocations!<br />
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'''Recommended Race and Class Combinations''': [[Conjurer]]s and dedicated nukers of all kinds. Common ones include [[Demonspawn]] Wizards, [[Deep Elf]] [[Fire Elementalist]]s, and [[Spriggan]] [[Venom Mage]]s. [[Tengu]], with good aptitudes for [[Conjurations]] but a poor aptitude for [[Invocations]], are especially suited for Vehumet.<br />
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===[[Kikubaaqudgha]] the Soulstealer===<br />
[[Kikubaaqudgha]] is the god of the necromantic arts.<br />
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Spellcasters who dabble in darker domains can opt to worship [[Kikubaaqudgha]]. This demon-god appreciates the slaying of living things and demons. You'll learn how to summon multiple corpses for your own nefarious uses (requires [[Necromancy]] instead of Invocations); later on, she will reduce [[torment]] damage, and protect you from Necromancy miscasts, grant you the ability to invoke torment using a corpse, and finally, gift you either the [[Necronomicon]] (the most powerful necromantic spellbook in the game) or the [[Pain]] brand on a weapon of your choice. The torment resistance and the spells you'll learn from the [[Necronomicon]] will make any spellcaster extremely powerful in the late-game. Anyone who uses melee should opt for the pain weapon, as it virtually kills everything in a three-rune game, bar undead, which you can easily [[Dispel Undead|dispel]]. (Watch out fot the occasional demon and golem though.)<br />
<br />
'''Recommended Race and Class Combinations''': Any character with a need for corpses aka Trolls, Ogres, Vampires, Ghouls and Necromancers. Also any character aspiring to become well versed in Necromancy for differing reasons. The undead races especially profit from an easy way to [[torment]] your enemies, without hurting themselves. Any character build that must have [[pain]] or the [[Necronomicon]].<br />
<br />
=="General" Gods==<br />
Instead of choosing a god who will simply enhance your character's specialization, you can also go with a god who shores up your weaknesses or who'll provide some emergency help.<br />
<br />
===[[Makhleb]] the Destroyer ===<br />
Makhleb is the god of violent death. Followers earn piety by killing enemies and sacrificing their corpses to the Destroyer. Doing so will eventually grant you a chance to heal some HP when dealing a killing blow, the ability to hurl minor/greater destruction, and finally the power to summon minor/major demons. This makes [[Makhleb]] a solid choice for characters with healing issues (Deep Dwarves and Vampires, among others) or those who want to have access to an easy-to-train ranged ability. The demons summoned are perfect fodder to cover your escape but can also overwhelm weaker enemies.<br />
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'''Recommended Race and Class Combinations''': Anybody who can't heal naturally, or heals slowly. Besides the obvious [[Deep Dwarves]] and [[Vampires]], [[Ghouls]] can do well with Makhleb.<br />
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===[[Yredelemnul]] the Reaper===<br />
Yredelemnul is the dark god of death. By following him, your character can learn various necromancy-related powers without having to train spellcasting or necromancy. Like [[Makhleb]], [[Yredelemnul]] grants you a way to heal (by sucking the life force out of every monster around you!), but he also brings some unique tools to the table, such as the power to reflect damage inflicted to you. [[Yredelemnul]] will regularly send his undead minions to help you (an early [[bone dragon]] buddy is great fun!). Somewhat redundant for spellcasters already versed in necromancy, but still far from useless. Be aware, however, that in the extended endgame (i.e. Tomb, Pan, Hell), gaining piety with Yred is very difficult, and his servants will usually be outclassed, rendering him considerably less useful in those places. Luckily, his wrath is relatively light, making a switch easy.<br />
<br />
'''Recommended Race and Class Combinations''': Any sort of character who wants some free, powerful allies and some potent panic buttons. Some, but decidedly not all, of his abilities are redundant to [[Necromancy]] or [[Summoning]], meaning it is more often melee characters who favor Yred.<br />
<br />
===[[Beogh]] the Brigand=== <br />
Beogh can only be worshipped if your character is a [[Hill Orc]], but grants many useful passive powers and bonuses. You'll get more mileage from using orcish gear (i.e. better offensive and defensive bonuses), and the orcs you encounter in the dungeon may become allies (who may follow you between floors) upon meeting you! Worshipping [[Beogh]] also gives you access to a powerful Smite spell that uses Piety but is well worth it. The [[Orcish Mines]] will never get easier than this... although by late-game your orcish followers probably won't be up to the task of taking over [[Hell]] or [[Pandemonium]] by themselves.<br />
<br />
'''Recommended Race and Class Combinations''': If you're planning on playing Beogh as a melee character, there is virtually no reason not to start as a Hill Orc Priest, given that altars to Beogh can be difficult to find, setting your character way behind on piety. However, a player who wants to use magic to support their orcs (i.e. [[haste|hasting]] them and making them [[invisibility|invisible]]) might consider a casting or hybrid class, but even that is likely to be suboptimal: a better option would just be to train Int on a HOPr.<br />
<br />
===[[Elyvilon]] the Healer=== <br />
Elyvilon provides healing, rot curing/stat fixing and divine vigour. As one of the "good gods", she does not accept undead or demonspawn worshippers.<br />
<br />
Elyvilon followers play similarly to fighters, except they can heal themselves virtually anytime and can avoid fighting some difficult enemies, such as hydras, by pacifying them and turning them into neutral monsters. Pacifying demons and undead this way is less effective, but the ability to heal yourself in the middle of a fight can add tremendous lasting power to any tank. On top of that, as a last resort you can activate Divine Protection, letting you survive fatal blows for a time in exchange for piety.<br />
<br />
Formerly, Elyvilon was popular for training invocations before switching to another non-evil god. As Invocations training no longer requires spending much piety, she is now significantly less popular.<br />
<br />
'''Recommended race and class combinations''': Any character with trouble surviving in combat can make use of her healing abilities. Good candidates include Deep Dwarves and Felids (who have the added bonus of not requiring weapons of any sort).<br />
<br />
===[[Lugonu]] the Unformed===<br />
Lugonu allows you to instantly banish yourself and depart to/from the abyss. This can instantly save your life. In addition, the corruption ability makes Zot:5 and many branch final levels much easier since you it allows you to create walls in areas that would otherwise be open. Getting the orb is easier, since you can corrupt the walls or immediately banish yourself to the Abyss if needed.<br />
<br />
'''Recommended race and class combinations''': Any character seeking alternative means for dealing with particularly meddlesome monsters and levels. Outside of the abyss, an altar to Lugonu can only be found on a corrupted temple layout, often making Lugnou more of a situational and opportunistic choice, rather than a pre-planned one. This situationalism extends to the Abyss as well, where conversion can offer rare means for reliable and relatively quick escape.<br />
<br />
==Exotic/Challenging Gods==<br />
The following gods grant unreliable benefits or are simply more challenging to worship than others.<br />
<br />
===[[Zin]] the Law-Giver===<br />
Zin provides followers with the ability to boost their stats and resist various physical effects, such as sickness, rot, poison, and mutation. His Recite ability can be greatly helpful in dealing with particularly dangerous demons, undead, or priests. At higher levels of piety, he provides the powerful defensive abilities Imprison and Sanctuary, and especially pious followers may receive a one-time cure for all of their mutations. Zin's piety gain requires donating gold, so expect to have considerably less money than usual. His dietary restrictions are also the most stringent of any god, as he forbids the consumption of sentient creatures. A great "ninja" god.<br />
<br />
'''Recommended Race and Class Combinations''': Zin works well for any characters that highly benefit from increased stats, be it spellcasters who want to improve their spells or stealthy characters who can benefit from increased dexterity.<br />
<br />
===[[Fedhas Madash]] the Natural=== <br />
Fedhas Madash allows you to alter the terrain around you and create plant allies to aid you in battle. This god isn't well suited for a 15-rune game, due to the rarity of corpses in the extended end-game. Fedhas can significantly help you in Zot:5 by allowing you to create a large Oklob farm, which can be quite effective in clearing the Orb chamber, by luring monsters into it.<br />
<br />
'''Recommended Race and Class Combinations''': Merfolk and tengu are well-suited to Fedhas, as they are least hindered by his rain invocation. Other good candidates include grey or black draconians and octopodes.<br />
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===[[Jiyva]] the Shapeless=== <br />
Jiyva constantly alters your body with (usually) good mutations and stat shuffling. In exchange, worshipers have to frantically run around grabbing items, before jellies devour them. Typically, you'll have very few items to use in the end-game. Jiyva is best for brawny unarmed fighters. <br />
<br />
'''Recommended race and class combinations''': Ogres, trolls, felids, and octopodes can't wear boots, gloves, or helmets, so the Unarmed Combat mutations and potential resistances offered by Jiyva are exceptionally useful for them.<br />
<br />
===[[Xom]] the Unpredictable===<br />
Xom is an interesting god that'll likely cause you to die in a hilarious way. Most of his actions are either harmful, flavourful, or somewhat helpful. Xom rewards high risk play-styles.<br />
<br />
'''Recommended Race and Class Combinations''': [[Chaos Knight]]s start off worshiping Xom. This is considered a "challenge class", and the game does not recommend it for any race.<br />
<br />
===[[Cheibriados]] the Contemplative===<br />
Cheibriados is a deity who rewards you for moving slowly and killing fast creatures, but detests seeing you haste yourself. Being slow is a big disadvantage, but possibly worth it in exchange for massive stat boosts, the abilities to slow adjacent enemies or to deal huge amounts of damage with the Slouch ability. <br />
<br />
'''Recommended race and class combinations''': Nagas are slower than most everything else in the dungeon, letting them gain piety at lightning speed with Chei and enhancing the damage output of Slouch even further. Transmuters of all stripes are best suited for worshiping Chei, due to the odd fact that he doesn't seem to mind you transforming into a fast creature and that his stat boosts give tremendous bonuses to the [[Blade Hands]] spell.<br />
<br />
===[[Nemelex Xobeh]] the Trickster=== <br />
Nemelex Xobeh allows you to use powerfully magical decks more safely. Playing with cards is time consuming and risky, but offers great utility and even more power than spells. Decks of summoning provide powerful allies, legendary decks of dungeon have the Trowel card (makes portals to bazaars and ziggurats), and decks of escape provide life-saving effects more powerful than anything else in the game (Tomb, Portal, and Warp). <br />
<br />
'''Recommended race and class combinations''': Any character who can use some powerful magic can usefully worship Nemelex Xobeh. Greater benefits fall to characters who are otherwise lacking magical options, or those with good Invocations. Melee oriented Deep Dwarves, Hill Orcs and Formicids especially can benefit.<br />
<br />
===[[Ashenzari]] the Shackled===<br />
Ashenzari is the bound god of Divination, and lets players identify items, see through walls, and gain knowledge of their equipment as you gain piety. Piety gain is easy; simply explore new areas and collect runes to access his powers. However, in order to access these gifts you must be as bound as he is, allowing your equipment to be cursed. How dangerous this trade-off is depends on your character and play style. Fortunately, Ashenzari doesn't mind if you uncurse yourself on occasion to switch gear.<br />
<br />
However, Ashenzari is a great god for Pandemonium scumming/Ziggurat raiding. At that point you will likely have the best gear you can find, so you're fine to curse yourself permanently. Piety gain is extremely quick in the Abyss, so you can transfer XP constantly while there (as you will be frequently, between Pan trips.) Instant Ziggurat portal detection upon entering Pandemonium levels and free IDing for everything you find in there reduce the headaches involved tremendously.<br />
<br />
'''Recommended race and class combinations''': Ashenzari works well for characters that could use a boost in their abilities. He can help mediocre spellcasters cast things they would normally have trouble with, and average melee fighters can perform considerably better than average with his help.<br />
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<br />
[[Category:Strategy Guides]]<br />
[[Category:Religion]]<br />
[[Category:Gods|*]]</div>JohnnyCathttp://crawl.chaosforge.org/index.php?title=Long_Blades&diff=44744Long Blades2017-01-26T04:36:41Z<p>JohnnyCat: </p>
<hr />
<div>{{version017}}<br />
[[Long Blades]] is a weapon skill that governs your proficiency with [[long sword]]s and other such blades. These weapons deal moderate-to-high damage, depending on whether you wish to wield one- or two-handed swords. It [[crosstrain]]s with the [[Short Blades]] skill. Long Blades can [[riposte]].<br />
<br />
{{skill aptitudes}}<br />
<br />
==List of Long Blades==<br />
{| class="wikitable"<br />
! Name || Dam || Hit || Speed || Str weight || Skill || Hands || Size || Missile || Throw || Dam Type || Prob<br />
|-<br />
| [[Falchion]] || 8 || +2 || 13 || 30% || Long Blades || One || Small|| None || No || Slicing || 10<br />
|-<br />
| [[Long sword]] || 10 || +1 || 14 || 30% || Long Blades || One || Medium || None || No || Slicing || 10<br />
|-<br />
| [[Scimitar]] || 12 || -2 || 14 || 30% || Long Blades || One || Medium || None || No || Slicing || 10<br />
|-<br />
| [[Demon blade]] || 13 || -1 || 13 || 30% || Long Blades || One || Medium || None || No || Slicing || 2<br />
|-<br />
| [[Eudemon blade]] || 14 || -2 || 12 || 30% || Long Blades || One || Medium || None || No || Slicing || 0<br />
|-<br />
| [[Double sword]] || 15 || -1 || 15 || 30% || Long Blades || One || Medium || None || No || Slicing || 2<br />
|-<br />
| [[Great sword]] || 16 || -3 || 16 || 50% || Long Blades || Two || Large || None || No || Slicing || 10<br />
|-<br />
| [[Triple sword]] || 19 || -4 || 19 || 50% || Long Blades || Two || Large || None || No || Slicing || 2<br />
|-<br />
|}<br />
<br />
==History==<br />
*In [[0.19]], Long Blades gained the ability to [[riposte]].<br />
*In [[0.16]], [[bastard sword]]s and [[claymore]]s were renamed back to double sword and triple swords. [[Blessed weapon]]s were removed.<br />
*In [[0.14]], double sword and triple swords were renamed to bastard swords and claymores, respectively.<br />
<br />
== See Also ==<br />
* [[Melee_weapon#Long Blades|List of long blades]]<br />
* [[Species#Melee_.26_Ranged_Combat|Table of species aptitudes]]<br />
* [[Weapon_selection#Long_Blades|Long blades selection strategy]]<br />
{{Skills}}<br />
<br />
[[Category:Long blades|*]]<br />
[[Category:Weapon skills]]</div>JohnnyCathttp://crawl.chaosforge.org/index.php?title=Riposte&diff=44743Riposte2017-01-26T04:23:16Z<p>JohnnyCat: Created page with "Players using long blades sometimes riposte when dodging attacks, launching instant, automatic counterattacks. == History == Introduced in 0.19."</p>
<hr />
<div>Players using long blades sometimes riposte when dodging attacks, launching instant, automatic counterattacks.<br />
<br />
<br />
== History ==<br />
Introduced in [[0.19]].</div>JohnnyCathttp://crawl.chaosforge.org/index.php?title=List_of_Stone_Soup_versions&diff=44742List of Stone Soup versions2017-01-26T02:56:06Z<p>JohnnyCat: </p>
<hr />
<div>This is a list of [[Dungeon Crawl|Dungeon Crawl Stone Soup]] versions. Versions that end in .0 introduced new content and balance work, while versions after this exclusively contained bugfixes.<br />
<br />
{|class = "wikitable" style="text-align: center;"<br />
|-<br />
!Version<br />
!Release date<br />
|-<br />
![[0.1.0]] !! 09/18/2006<br />
|-<br />
|[[0.1.1]] || 09/26/2006<br />
|-<br />
|[[0.1.2]] || 09/27/2006<br />
|-<br />
|[[0.1.3]] || 11/16/2006<br />
|-<br />
|[[0.1.4]] || 11/16/2006<br />
|-<br />
|[[0.1.5]] || 12/05/2006<br />
|-<br />
|[[0.1.6]] || 12/19/2006<br />
|-<br />
|[[0.1.7]] || 12/31/2006<br />
|-<br />
![[0.2.0]] !! 04/01/2007<br />
|-<br />
|[[0.2.1]] || 04/02/2007<br />
|-<br />
|[[0.2.2]] || 04/06/2007<br />
|-<br />
|[[0.2.3]] || 04/07/2007<br />
|-<br />
|[[0.2.4]] || 04/08/2007<br />
|-<br />
|[[0.2.5]] || 05/12/2007<br />
|-<br />
|[[0.2.6]] || 06/06/2007<br />
|-<br />
|[[0.2.7]] || 06/11/2007<br />
|-<br />
![[0.3.0]] !! 10/31/2007<br />
|-<br />
|[[0.3.1]] || 11/03/2007<br />
|-<br />
|[[0.3.2]] || 11/11/2007<br />
|-<br />
|[[0.3.3]] || 12/02/2007<br />
|-<br />
|[[0.3.4]] || 01/29/2008<br />
|-<br />
![[0.4.0]] !! 07/14/2008<br />
|-<br />
|[[0.4.1]] || 07/17/2008<br />
|-<br />
|[[0.4.2]] || 07/29/2008<br />
|-<br />
|[[0.4.3]] || 07/31/2008<br />
|-<br />
|[[0.4.4]] || 12/20/2008<br />
|-<br />
|[[0.4.5]] || 01/14/2009<br />
|-<br />
![[0.5.0]] !! 06/12/2009<br />
|-<br />
|[[0.5.1]] || 07/28/2009<br />
|-<br />
|[[0.5.2]] || 10/08/2009<br />
|-<br />
![[0.6.0]] !! 03/26/2010<br />
|-<br />
|[[0.6.1]] || 06/09/2010<br />
|-<br />
![[0.7.0]] !! 07/24/2010<br />
|-<br />
|[[0.7.1]] || 07/24/2010<br />
|-<br />
|[[0.7.2]] || 02/07/2011<br />
|-<br />
![[0.8.0]] !! 04/26/2011<br />
|-<br />
|[[0.8.1]] || 06/12/2011<br />
|-<br />
![[0.9.0]] !! 08/12/2011<br />
|-<br />
|[[0.9.1]] || 09/04/2011<br />
|-<br />
|[[0.9.2]] || 01/24/2012<br />
|-<br />
![[0.10.0]] !! 02/16/2012<br />
|-<br />
|[[0.10.1]] || 03/15/2012<br />
|-<br />
|[[0.10.2]] || 04/11/2012<br />
|-<br />
![[0.11.0]] !! 10/01/2012<br />
|-<br />
|[[0.11.1]] || 11/16/2012<br />
|-<br />
|[[0.11.2]] || 01/25/2013<br />
|-<br />
|[[0.11.3]] || 05/05/2013<br />
|-<br />
![[0.12.0]] !! 05/01/2013<br />
|-<br />
|[[0.12.1]] || 05/05/2013<br />
|-<br />
|[[0.12.2]] || 06/01/2013<br />
|-<br />
|[[0.12.3]] || 09/23/2013<br />
|-<br />
![[0.13.0]] !! 10/11/2013<br />
|-<br />
|[[0.13.1]] || 11/28/2013<br />
|-<br />
|[[0.13.2]] || 04/04/2014<br />
|-<br />
![[0.14.0]] !! 04/09/2014<br />
|-<br />
|[[0.14.1]] || 04/28/2013<br />
|-<br />
|[[0.14.2]] || 08/27/2013<br />
|-<br />
![[0.15|0.15.0]] !! 08/28/2014<br />
|-<br />
|[[0.15.1]] || 09/15/2014<br />
|-<br />
|[[0.15.2]] || 01/18/2014<br />
|-<br />
![[0.16|0.16.0]] !! 03/11/2015<br />
|-<br />
|[[0.16.1]] || 03/22/2015<br />
|-<br />
|[[0.16.2]] || 08/11/2015<br />
|-<br />
![[0.17|0.17.0]] !! 11/06/2015<br />
|-<br />
![[0.18|0.18.0]] !! 05/04/2016<br />
|-<br />
![[0.19|0.19.0]] !! 08/31/2016<br />
|}<br />
==Trunk==<br />
[[Trunk]] is the version of Crawl currently in development. It can be played as a "sneak peek" of features likely to make it into the next release, and can contain balance work or bugfixes not yet in a stable release.<br />
<br />
[[Category:Crawl Versions]]</div>JohnnyCathttp://crawl.chaosforge.org/index.php?title=Nemelex_Xobeh&diff=44741Nemelex Xobeh2017-01-25T02:06:29Z<p>JohnnyCat: </p>
<hr />
<div>{{version016}}<br />
[[File:Nemelex altar.png]] ''"It's all in the cards!"''<br />
<br />
{{flavour|Nemelex is a strange and unpredictable trickster god, whose powers are invoked through magical packs of cards painted in the ichor of demons. Followers are expected to explore the world, and will receive decks of cards in return. Followers are encouraged to trust in the cards and use them as much as possible. However, the Trickster can ensure that fortune favours the bold.<br />
<br />
The Trickster's followers gain various ways to influence fate when playing cards. They will quickly find that the effects of cards will be more powerful for them, increasingly so with higher piety. Later, followers will gain much more powerful abilities to manipulate the cards, allowing them to choose one of three drawn cards, to gain the effects of multiple cards at once, and finally to stack decks and re-order their contents.<br />
<br />
Nemelex Xobeh likes it when you explore the world.<br />
<br />
The power of Nemelex Xobeh's abilities and of the cards' effects is governed by [[Invocations]].}}<br />
<br />
==Racial restrictions==<br />
*[[Demigod]]s cannot worship Nemelex Xobeh (or any other [[god]]).<br />
<br />
==Appreciates==<br />
*Exploring the world.<br />
<br />
==Deprecates==<br />
*Abandonment. You'll lose on average 1 piety every 700 turns.<br />
<br />
==Gifts==<br />
Nemelex gives card [[decks]] as gifts as the worshiper increases their piety. Possible gift decks include the [[deck of destruction]], [[deck of escape]], and the [[deck of war]], although the worshiper can discover other types of decks while exploring the dungeon. Each deck has three strengths: plain, ornate, and legendary, which increase in power accordingly.<br />
<br />
Probability of types of decks to receive as gifts:<br />
*Destruction: 40%<br />
*Escape: 20%<br />
*War: 40%<br />
<br />
<br />
The strength of a gift deck is chosen as follows:<br />
*Legendary Deck: 0.18 × Piety%<br />
**36% at max Piety<br />
*Ornate Deck: 5 + (0.27 × Piety)%<br />
**59% at max Piety<br />
*Plain Deck: 95 - (0.45 × Piety)%<br />
**5% at max Piety<br />
<br />
==Given Abilities==<br />
All of Nemelex's abilities deal with manipulating or controlling decks. Nemelex will gift you additional decks as you gain more piety. Note that these abilities can be used with any card decks that the worshiper may find; it is not limited to the decks that Nemelex gifts.<br />
<br />
'''[[Piety|Piety level -]]''': "Pannier"<br />
*'''Card power improvement''': The power of any card you draw is increased by (Piety × (Invocations+ 25) / 27) (see [[Cards#Power|card power]]). This improves your chances to get improved effects from Ornate or Legendary decks. In addition, when drawing the Damnation card, you'll have a slightly improved number of targets (about Piety/5% chance to get one more target). (Passive)<br />
'''[[Piety|Piety level *]]''': "Jester"<br />
*No new abilities.<br />
'''[[Piety|Piety level **]]''': "Fortune-Teller"<br />
*No new abilities.<br />
'''[[Piety|Piety level ***]]''': "Soothsayer"<br />
*'''Triple Draw''': Draw three cards from any deck in your inventory, look at them, and decide which one to use, discarding the other two. If only two cards remain in a deck, then only the remaining two cards will be displayed. If only one card is left, then it will be played as normal while still incurring the regular ability cost. (Costs 2 MP, 150 Food, and 2-3 Piety)<br />
**Note that even if all viewed cards are undesirable, you ''must'' draw one of them; there is no way to back out once you have seen them. <br />
'''[[Piety|Piety level ****]]''': "Magus"<br />
*'''Deal Four''': Select a non-stacked deck in your inventory and draw four cards from it in a single turn, discarding the rest. If the deck has insufficient cards, you draw the missing cards from a [[deck of punishment]]. (Costs 8 MP, 300 Food, and 7-12 Piety)<br />
'''[[Piety|Piety level *****]]''': "Cardsharp"<br />
*'''Stack Five''': View the first five cards of any deck in your inventory and order them however you want. All other cards are removed from the deck. You can stack a deck only once. (Costs 5 MP, 375 Food, and 10-15 Piety)<br />
'''[[Piety|Piety level ******]]''': "Hand of Fortune"<br />
*No new abilities.<br />
<br />
==Punishments==<br />
{{flavour|Nemelex Xobeh does not appreciate abandonment, and will call down fearful punishments on disloyal followers!<br />
<br />
Nemelex Xobeh forces sinners to rely on the luck of the draw. Stacked decks are immediately shuffled, and offenders are regularly forced to draw from the Deck of Punishment, inflicting almost every unpleasant effect imaginable. Further, attempting to draw from other decks may instead lead to drawing from the Deck of Punishment.}}<br />
<br />
If you leave Nemelex Xobeh, your penance counter will be set to 150 (seems quite high, but that's because only 1/3 of the penance is active, so the main part is just as high as for the other gods) and all decks (whether in your inventory or loose) will be shuffled.<br />
<br />
While your penance counter is above 100, Nemelex Xobeh will occasionally punish you by drawing a card from the [[deck of punishments]], which can include one of the following (equal chances):<br />
*'''[[Curse card|Curse]]''': Can curse several items in your inventory.<br />
*'''[[Damnation card|Damnation]]''': Random monsters in your [[LOS]] are banished to [[the Abyss]]. If there are no monsters, you are banished instead.<br />
*'''[[Famine card|Famine]]''': Your hunger state is set to 500 (starving).<br />
*'''[[Swine card|Swine]]''': You are temporarily [[Polymorph|polymorphed]] into a [[hog]].<br />
*'''[[Torment card|Torment]]''': [[Symbol of Torment]] is cast at your location.<br />
*'''[[Wraith card|Wraith]]''': Inflicts heavy drain on you. This is reduced by negative energy resistance and negated by full resistance ('''rN+++''').<br />
*'''[[Wrath card|Wrath]]''': You suffer the [[divine retribution]] from a random god other than Nemelex.<br />
*'''[[Xom card|Xom]]''': Nemelex asks Xom for help in punishing you, causing you to suffer from a random bad Xom action.<br />
<br />
As with any deck, there is a 1% chance to draw from the [[deck of oddities]] instead (which contains the cards [[Curse card|Curse]], [[Famine card|Famine]], [[Feast card|Feast]], [[Focus card|Focus]], [[Helix card|Helix]], [[Wrath card|Wrath]], and [[Xom card|Xom]]).<br />
<br />
Also during penance, the power of cards from any other decks will be reduced by your penance, and there is a (penance/30)% chance that any card drawn from a deck (or [penance/10]% if it's a marked or seen card) that the card will be replaced by one from the deck of punishments.<br />
<br />
==Strategy==<br />
*Nemelex will gift you many decks. Don't be too stingy with them, but be sure to save ornate and legendary decks for difficult fights. Used correctly and carefully, Nemelex's decks can make the early game quite easy for worshipers. Be sure to get your [[Invocations]] up quickly to maximize its effectiveness, and learn the effects of each card as quickly as possible.<br />
**You can also press '''?''' while using Triple Draw or Stack Five to quickly view each potential card's effect.<br />
*There is always a 1% chance to draw from the [[deck of oddities]], regardless of deck or skill. These are usually more annoying rather than dangerous, but an untimely [[Famine card]] can still create problems for a player in a heated battle.<br />
*Some of the summons that may appear in the deck of war may spawn hostile, as well as friendly. The chance of this decreases as your skill in Invocations increases. Even then, the friendly summons are usually more than capable of dealing with the hostiles.<br />
*Triple Draw is very useful for getting a card that is best suited for a situation. A poorly timed [[Degeneration card]] from the deck of destruction can polymorph a moderately dangerous group of monsters into something much, much worse. Remember that you must choose one of the three cards if using this ability; you ''cannot'' cancel a Triple Draw.<br />
**However, you can still cancel the effect of a targeted spell, such as one from the deck of destruction. You will still use the piety and hunger cost from the ability as normal.<br />
**Cards from the [[deck of oddities]] will appear when using Triple Draw, further mitigating an untimely draw.<br />
**Triple Draw is also helpful if you should encounter a [[deck of wonders]], which can be high risk, high reward deck on its own. There are some very useful cards in that deck ([[Mercenary card|Mercenary]], [[Focus card|Focus]]), but there are also some potentially undesirable cards, such as [[Helix card|Helix]], or [[Placid Magic card|Placid Magic]] if you are a spellcaster.<br />
*It is best to use Deal Four on a brand new deck, rather than one from which you've already drawn multiple times. If a deck has fewer than four cards, Nemelex will draw one card from the [[deck of punishments]] to make up for it. This will only occur once per short deck—not once for each missing card. A deck with three cards and a deck with one card will still only draw one deck of punishment card.<br />
*Stack Five costs a fair amount of piety, but it is good for setting up decks of escape so that you know exactly what to expect. In addition to letting you order the five cards as you see fit, using this ability on a deck will identify the next card to be used in that deck for you later.<br />
*Nemelex is considered a chaotic god. Followers of [[Zin]] who convert to Nemelex will suffer Zin's [[divine retribution|wrath]], although [[Elyvilon]] and [[The Shining One]] do not mind if you convert.<br />
<br />
==See Also==<br />
*[[Deck of destruction]]<br />
*[[Deck of escape]]<br />
*[[Deck of war]]<br />
*[[Nemelex guide]] (pre 0.15)<br />
<br />
==History==<br />
*Prior to [[0.19]], drawing from decks and using Nemelex Xobeh powers used [[Evocations]] instead of [[Invocations]]. You could identify decks via identify scrolls. 0.19 changed Nemelex Xobeh to gift decks of escape, destruction and summoning.<br />
*Prior to [[0.15]], piety was gained by sacrificing different kinds of items, which would cause Nemelex to gift you specific types of decks based on the number of items gifted of a certain type.<br />
*Prior to [[0.14]], the type of decks provided were dependent on the type of items you were sacrificing. Also, [[deck of dungeons]] was available as a possible gift type. <br />
*Prior to [[0.11]], Deal Four was known as Mark Four, which allowed you to peek at a few cards in a deck and identify them.<br />
*Prior to [[0.10]], letting time pass used to reduce the gift timeout.<br />
<br />
{{gods}}<br />
[[Category:Chaotic Gods]]<br />
[[Category:Featured Article]]</div>JohnnyCat