http://crawl.chaosforge.org/api.php?action=feedcontributions&user=Ldierk&feedformat=atomCrawlWiki - User contributions [en]2024-03-28T11:19:37ZUser contributionsMediaWiki 1.30.0http://crawl.chaosforge.org/index.php?title=Hill_Orc&diff=39101Hill Orc2015-11-26T00:36:14Z<p>Ldierk: </p>
<hr />
<div>{{Version017}}<br />
''This page is about the player [[species]]. For the monster, see [[Orc]].''<br />
{{flavour|Hill Orcs are Orcs from the upper world who, jealous of the riches which their cousins (the Cave Orcs) possess below the ground, descend in search of plunder and adventure.<br />
<br />
Hill Orcs are as robust as the Minotaurs, yet they have human-like reserves of magical energy. Their forte is brute-force fighting, and they are skilled at using most hand weapons (particularly axes, with which they are experts), though they are not particularly good at using missile weapons. Orcs are passable users of most types of magic and are particularly skilled with Fire.<br />
<br />
Many Orcs feel superior to all other species and beings, and they have formed a religion around that idea. Only Orcs can worship Beogh, the Orc god. They can join Beogh whenever an orc priest is in sight.}}<br />
<br />
==Innate Abilities==<br />
*Hill Orcs are the only species capable of worshiping [[Beogh]]. Hill Orcs encountering an [[orc priest]] are offered the chance to convert to Beogh on the spot.<br />
<br />
Hill Orcs have a base [[Strength]] of 11, [[Intelligence]] of 5 and [[Dexterity]] of 6 (before Background modifiers).<br />
<br />
==Preferred Backgrounds==<br />
*'''Warriors:''' [[Fighter]], [[Gladiator]]<br />
*'''Zealots:''' [[Berserker]], [[Abyssal Knight]]<br />
*'''Mages:''' [[Necromancer]], [[Fire Elementalist]]<br />
<br />
==Level Bonuses==<br />
*+1 [[strength]] every 5th level.<br />
*10% more [[HP]] than average.<br />
*Average [[MP]].<br />
*+3 [[magic resistance]] per level.<br />
<br />
==Starting Skills and Equipment==<br />
Hill Orcs receive the skills and equipment listed for their background, with these exceptions:<br />
*[[Bread ration]]s are replaced by [[meat ration]]s.<br />
<br />
==Difficulty of Play==<br />
{{Beginner}}<br />
<br />
Hill Orcs are an easy species to play due to their high HP and good aptitudes for combat-related skills, though their advantages here are somewhat less massive than those of, say, a [[Minotaur]]. Instead, they <br />
benefit from decent spell aptitudes in a variety of schools, as well as an excellent aptitude for [[Invocations]] allowing them a bit more versatility as a caster or through taking advantage of god-given abilities.<br />
<br />
{{species_aptitudes|Hill Orc}}<br />
<br />
==History==<br />
Prior to [[0.15]], Hill Orcs had the innate ability [[Saprovore|Saprovore 1]]<br />
<br />
<br />
{{species}}</div>Ldierkhttp://crawl.chaosforge.org/index.php?title=Ghoul&diff=39100Ghoul2015-11-26T00:11:58Z<p>Ldierk: </p>
<hr />
<div>{{version017}}<br />
{{for monster}}<br />
{{flavour|They are horrible undead creatures, slowly rotting away. Although Ghouls can sleep in their graves for years on end, when they rise to walk among the living, they must eat flesh to survive. Raw flesh is preferred, and Ghouls heal and reverse the effects of their eternal rotting by consuming it.<br />
<br />
They aren't very good at doing most things, although they make decent unarmed fighters with their claws and, due to their contact with the grave, can use ice, earth and death magic without too many difficulties.}}<br />
<br />
==Innate Abilities==<br />
*Ghouls have the following innate resistances and immunities: [[Cold resistance|Cold Resistance 1]], [[Life Protection 3]], [[Poison Resistance]], [[Rot Resistance]], and immunity to [[Torment]]. Ghouls will [[rot]] instead of [[mutate]]. <br />
*Ghouls are vulnerable to [[Dispel Undead]] and holy damage, including [[Holy wrath]] brand.<br />
*Ghouls cannot go [[berserk]], willingly or unwillingly.<br />
*Ghouls cannot worship the "good gods," [[The Shining One]], [[Elyvilon]], or [[Zin]]. Nor can Ghouls worship [[Fedhas]]. <br />
*Ghouls cannot be polymorphed or change form, but they ''can'' be petrified. <br />
*Ghouls cannot use or memorize the following spells: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Necromutation]], [[Death's Door]], [[Borgnjor's Revivification]], [[Cure Poison]].<br />
*[[Claws|Claws 1]]: Ghouls have claws on their hands and receive a bonus to [[unarmed combat]] damage.<br />
*[[Carnivorous|Carnivorous 3]]: Ghouls can eat [[chunk]]s at any time, but cannot eat anything but meat.<br />
*[[Bad mutations#Slow Healing|Slow Healing 1]]: Ghouls heal more slowly than usual.<br />
*Ghouls [[rot]] randomly and continuously, but more quickly when hungry or starving. Happily, they can heal [[rot]] and [[HP]] loss by eating chunks.<br />
*Ghouls can eat any amount of meat without ever becoming "full" or "engorged". However, they can only ''retain'' up to 6999 points of nutrition, as compared to the usual 12000.<br />
*Ghouls do not leave [[Player ghost]]s.<br />
<br />
Ghouls have a base [[Strength]] of 11, [[Intelligence]] of 3 and [[Dexterity]] of 4 (before Background modifiers).<br />
<br />
==Preferred Backgrounds==<br />
*'''Warriors:''' [[Gladiator]], [[Monk]]<br />
*'''Warrior-Mages:''' [[Warper]]<br />
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]], [[Earth Elementalist]]<br />
<br />
Ghouls are prohibited from becoming [[Transmuter]]s.<br />
<br />
==Nutrition==<br />
Like other undead, ghoul nutrition is a special case. Ghouls can eat all chunks, even those that are inedible to all other races. Along with its nutritional value, eating chunks of meat can heal HP, and rot damage. Regardless of the kind of chunk involved, the amount healed is 1d5 - 1 + 1d(1+XP level).<br />
<br />
It's worth noting that while you will never be told you're too full to eat more, you ''cannot'' accumulate a "life-time supply" of nutrition by devouring everything you come across, as a ghoul's satiation never increases beyond 7/12 of the maximum amount other species can hold. Even if you could, you'd still need to regularly eat meat to heal rotting.<br />
<br />
In addition to chunks, Ghouls can also eat [[meat ration]]s, [[beef jerky]], [[pizza]], and [[royal jelly]]. These foods have no healing or restorative effects, but by raising a ghoul's overall satiation level they slow the onset of rot.<br />
<br />
==Level Bonuses==<br />
*+1 [[strength]] every 5th level.<br />
*10% more [[HP]] than average.<br />
*10% less [[MP]] than average.<br />
*+3 magic resistance per level.<br />
<br />
==Starting Skills and Equipment==<br />
Ghouls start with the skills and equipment listed for their background, but they never start with food of any kind.<br />
<br />
==Difficulty of Play==<br />
{{Moderate}}<br />
<br />
Ghouls have a unique—and rather fiddly—relationship to food. However, if one is willing to put up with that, in Ghouls one finds a fairly durable undead species that can enjoy the full effect of potions and has decent aptitudes. Ghouls naturally tend to have very poor dexterity and intelligence, though this can eventually be offset by the chosen stat ups that one receives every three levels. <br />
<br />
{{species_aptitudes|Ghoul}}<br />
<br />
==Strategy==<br />
The most obvious way to play a Ghoul is to use your claws, which give Ghouls a +2 bonus to [[unarmed combat]] damage that is helpful in the early game, when bare-handed combat struggles to keep apace of weapons. This play style is further supported by a good aptitude in unarmed combat. However, Ghouls' weapon aptitudes are reasonable, and a weapon-wielding Ghoul is perfectly viable.<br />
<br />
Ghouls can also make for competent casters. Their aptitudes for it are not as bad as they first appear: they are good at Ice and Earth Magic, and generally passable at most other things. They are, however, held back by their low intelligence: those who want to make a serious Ghoul caster will want to pick a spellcasting background and devote their stat increases to nothing but Int. However, their ability to eat any and all corpses makes hunger costs less of an issue (partially offsetting the low Int), while their good HP and unarmed abilities give them better resilience than most casters.<br />
<br />
As far as gods go, [[Makhleb]] is a popular choice for Ghouls. Aside from the usual benefits, Ghouls enjoy Makhleb's HP-for-kills because this translates into less time they must spend resting, and thus helps limit the extent of their rotting. Another good option is [[Kikubaaqudgha]]: This option gives Ghouls an easy way to branch into [[Necromancy]], and they can use his receive corpses ability not only for necromantic purposes, but also to heal and restore rot (including in normally corpseless or corpse-light branches). Unarmed fighters should, as usual, consider [[Okawaru]], as his Heroism ability is even more powerful for Unarmed Combat than it is for other weapon skills. <br />
<br />
Any of the other typically strong gods, such as [[Nemelex]], [[Ashenzari]], [[Vehumet]] (if planning to make use of [[conjuration]]s), and so on, are likewise strong for Ghouls. Do note, however, that Ghouls cannot [[berserk]], and thus do not benefit nearly as much as most other species from worship of [[Trog]].<br />
<br />
==Appetite and Corpses==<br />
<br />
Ghouls' relationship to satiation and corpses is one of the most involved in the game ([[Vampire]]s being the only serious competition), and thus deserves some further clarification. <br />
<br />
Even though you can eat meat at any time, Ghouls should handle chunks differently than [[Troll]]s and [[Kobold]]s do. As a Ghoul, you should eat [[chunk]]s when you want to recover from injuries quickly ''after'' combat (when enemies are out of sight), when you have accumulated too much rot and need to restore it now, and whenever you have actually become ''hungry''. Also remember that while the game will let you eat all the meat you want, you don't actually ''accumulate'' nutrition beyond Satiated. Going from the top of "Hungry" to the top of "Satiated" (which is as full as Ghouls can get) requires less than five chunks. <br />
<br />
Until you are comfortable with how the Ghoul's hunger mechanics work, you should simply try to keep a good number of chunks on hand as often as you can, although you should not hesitate to use corpses for purposes other than eating, when appropriate (e.g., to make a good zombie via [[Necromancy]]). Some gods give piety or have other effects upon corpse sacrifices; you should not hesitate to sacrifice corpses any time you have a decent number of chunks on hand.<br />
<br />
{{species}}</div>Ldierkhttp://crawl.chaosforge.org/index.php?title=Ghoul&diff=39099Ghoul2015-11-26T00:11:34Z<p>Ldierk: /* Nutrition */</p>
<hr />
<div>{{version016}}<br />
{{for monster}}<br />
{{flavour|They are horrible undead creatures, slowly rotting away. Although Ghouls can sleep in their graves for years on end, when they rise to walk among the living, they must eat flesh to survive. Raw flesh is preferred, and Ghouls heal and reverse the effects of their eternal rotting by consuming it.<br />
<br />
They aren't very good at doing most things, although they make decent unarmed fighters with their claws and, due to their contact with the grave, can use ice, earth and death magic without too many difficulties.}}<br />
<br />
==Innate Abilities==<br />
*Ghouls have the following innate resistances and immunities: [[Cold resistance|Cold Resistance 1]], [[Life Protection 3]], [[Poison Resistance]], [[Rot Resistance]], and immunity to [[Torment]]. Ghouls will [[rot]] instead of [[mutate]]. <br />
*Ghouls are vulnerable to [[Dispel Undead]] and holy damage, including [[Holy wrath]] brand.<br />
*Ghouls cannot go [[berserk]], willingly or unwillingly.<br />
*Ghouls cannot worship the "good gods," [[The Shining One]], [[Elyvilon]], or [[Zin]]. Nor can Ghouls worship [[Fedhas]]. <br />
*Ghouls cannot be polymorphed or change form, but they ''can'' be petrified. <br />
*Ghouls cannot use or memorize the following spells: [[Dragon Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Stoneskin]], [[Beastly Appendage]], [[Blade Hands]], [[Necromutation]], [[Death's Door]], [[Borgnjor's Revivification]], [[Cure Poison]].<br />
*[[Claws|Claws 1]]: Ghouls have claws on their hands and receive a bonus to [[unarmed combat]] damage.<br />
*[[Carnivorous|Carnivorous 3]]: Ghouls can eat [[chunk]]s at any time, but cannot eat anything but meat.<br />
*[[Bad mutations#Slow Healing|Slow Healing 1]]: Ghouls heal more slowly than usual.<br />
*Ghouls [[rot]] randomly and continuously, but more quickly when hungry or starving. Happily, they can heal [[rot]] and [[HP]] loss by eating chunks.<br />
*Ghouls can eat any amount of meat without ever becoming "full" or "engorged". However, they can only ''retain'' up to 6999 points of nutrition, as compared to the usual 12000.<br />
*Ghouls do not leave [[Player ghost]]s.<br />
<br />
Ghouls have a base [[Strength]] of 11, [[Intelligence]] of 3 and [[Dexterity]] of 4 (before Background modifiers).<br />
<br />
==Preferred Backgrounds==<br />
*'''Warriors:''' [[Gladiator]], [[Monk]]<br />
*'''Warrior-Mages:''' [[Warper]]<br />
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]], [[Earth Elementalist]]<br />
<br />
Ghouls are prohibited from becoming [[Transmuter]]s.<br />
<br />
==Nutrition==<br />
Like other undead, ghoul nutrition is a special case. Ghouls can eat all chunks, even those that are inedible to all other races. Along with its nutritional value, eating chunks of meat can heal HP, and rot damage. Regardless of the kind of chunk involved, the amount healed is 1d5 - 1 + 1d(1+XP level).<br />
<br />
It's worth noting that while you will never be told you're too full to eat more, you ''cannot'' accumulate a "life-time supply" of nutrition by devouring everything you come across, as a ghoul's satiation never increases beyond 7/12 of the maximum amount other species can hold. Even if you could, you'd still need to regularly eat meat to heal rotting.<br />
<br />
In addition to chunks, Ghouls can also eat [[meat ration]]s, [[beef jerky]], [[pizza]], and [[royal jelly]]. These foods have no healing or restorative effects, but by raising a ghoul's overall satiation level they slow the onset of rot.<br />
<br />
==Level Bonuses==<br />
*+1 [[strength]] every 5th level.<br />
*10% more [[HP]] than average.<br />
*10% less [[MP]] than average.<br />
*+3 magic resistance per level.<br />
<br />
==Starting Skills and Equipment==<br />
Ghouls start with the skills and equipment listed for their background, but they never start with food of any kind.<br />
<br />
==Difficulty of Play==<br />
{{Moderate}}<br />
<br />
Ghouls have a unique—and rather fiddly—relationship to food. However, if one is willing to put up with that, in Ghouls one finds a fairly durable undead species that can enjoy the full effect of potions and has decent aptitudes. Ghouls naturally tend to have very poor dexterity and intelligence, though this can eventually be offset by the chosen stat ups that one receives every three levels. <br />
<br />
{{species_aptitudes|Ghoul}}<br />
<br />
==Strategy==<br />
The most obvious way to play a Ghoul is to use your claws, which give Ghouls a +2 bonus to [[unarmed combat]] damage that is helpful in the early game, when bare-handed combat struggles to keep apace of weapons. This play style is further supported by a good aptitude in unarmed combat. However, Ghouls' weapon aptitudes are reasonable, and a weapon-wielding Ghoul is perfectly viable.<br />
<br />
Ghouls can also make for competent casters. Their aptitudes for it are not as bad as they first appear: they are good at Ice and Earth Magic, and generally passable at most other things. They are, however, held back by their low intelligence: those who want to make a serious Ghoul caster will want to pick a spellcasting background and devote their stat increases to nothing but Int. However, their ability to eat any and all corpses makes hunger costs less of an issue (partially offsetting the low Int), while their good HP and unarmed abilities give them better resilience than most casters.<br />
<br />
As far as gods go, [[Makhleb]] is a popular choice for Ghouls. Aside from the usual benefits, Ghouls enjoy Makhleb's HP-for-kills because this translates into less time they must spend resting, and thus helps limit the extent of their rotting. Another good option is [[Kikubaaqudgha]]: This option gives Ghouls an easy way to branch into [[Necromancy]], and they can use his receive corpses ability not only for necromantic purposes, but also to heal and restore rot (including in normally corpseless or corpse-light branches). Unarmed fighters should, as usual, consider [[Okawaru]], as his Heroism ability is even more powerful for Unarmed Combat than it is for other weapon skills. <br />
<br />
Any of the other typically strong gods, such as [[Nemelex]], [[Ashenzari]], [[Vehumet]] (if planning to make use of [[conjuration]]s), and so on, are likewise strong for Ghouls. Do note, however, that Ghouls cannot [[berserk]], and thus do not benefit nearly as much as most other species from worship of [[Trog]].<br />
<br />
==Appetite and Corpses==<br />
<br />
Ghouls' relationship to satiation and corpses is one of the most involved in the game ([[Vampire]]s being the only serious competition), and thus deserves some further clarification. <br />
<br />
Even though you can eat meat at any time, Ghouls should handle chunks differently than [[Troll]]s and [[Kobold]]s do. As a Ghoul, you should eat [[chunk]]s when you want to recover from injuries quickly ''after'' combat (when enemies are out of sight), when you have accumulated too much rot and need to restore it now, and whenever you have actually become ''hungry''. Also remember that while the game will let you eat all the meat you want, you don't actually ''accumulate'' nutrition beyond Satiated. Going from the top of "Hungry" to the top of "Satiated" (which is as full as Ghouls can get) requires less than five chunks. <br />
<br />
Until you are comfortable with how the Ghoul's hunger mechanics work, you should simply try to keep a good number of chunks on hand as often as you can, although you should not hesitate to use corpses for purposes other than eating, when appropriate (e.g., to make a good zombie via [[Necromancy]]). Some gods give piety or have other effects upon corpse sacrifices; you should not hesitate to sacrifice corpses any time you have a decent number of chunks on hand.<br />
<br />
{{species}}</div>Ldierkhttp://crawl.chaosforge.org/index.php?title=Rot&diff=39098Rot2015-11-25T23:58:12Z<p>Ldierk: </p>
<hr />
<div>{{version017}}<br />
'''Rot''' damages your maximum [[HP]]. The damage can be fixed with [[potion of curing|curing]] or [[potion of heal wounds|heal wounds]], which remove rot before restoring HP, or with Ely's [[purification]]. It effectively reduces the effectiveness of healing until cured.<br />
<br />
All [[undead]], [[nonliving]], [[demonic]], [[holy]], and [[insubstantial]] species and monsters are immune to rotting attacks, as are [[Gargoyle]]s and [[Vine Stalker]]s. This also makes them immune to [[sickness]] and [[miasma]]. (Ghouls' periodic rotting and undead rotting-instead-of-mutation effects ignore rot resistance.) [[Zin]]'s Vitalisation, [[Dithmenos]]' [[Shadow Form]], [[Statue Form]] and [[Necromutation]] also grant immunity to rotting attacks, and [[demonspawn]] with the [[Foul Stench]] mutation eventually gain rot resistance.<br />
<br />
==Sources of Rot==<br />
Rotting can be inflicted by:<br />
*[[Miscast]]ing [[Necromancy]] spells (and by extension, possibly from [[Zot trap]]s, [[Hell]] effects, and acts of [[Xom]])<br />
*Attacks from [[necrophage]]s, [[death ooze]]s, or [[ghoul (monster)|ghoul]]s.<br />
*Advanced [[list of mummies|mummies]]' [[death curse]]s may inflict rot.<br />
*Quaffing a [[potion of decay]].<br />
*[[Ghoul]]s periodically lose max HP, with a greater chance if they are hungry. They can restore current and max HP by eating chunks.<br />
*Standing in [[miasma]] without rotting resistance has a 50% chance to drain 1 max HP every turn you do so. It also [[poison]]s and [[slow]]s you. Poison resistance only protects against the poison effect.<br />
*Attempting to [[mutate]] the undead (mummies, ghouls, lower-satiation vampires and [[lichform]] characters) causes decomposition, which rots max HP, as well as possibly draining stats. It can be blocked by an [[amulet of resist mutation]] with a 90% chance.<br />
<br />
==Curing Rot Damage==<br />
The damage can be fixed by [[potion of curing|potions of curing]], [[potion of heal wounds|potions of heal wounds]], a [[wand of heal wounds| wand of heal wounds]], or by invoking [[Elyvilon]]'s purification. [[Ghoul]]s can restore rotted HPs by eating meat, preferably contaminated or rotten. [[Mummy|Mummies]], who cannot consume potions, must rely on wands of heal wounds and their Self-Restoration ability.<br />
<br />
==History==<br />
''Crawl'' used to have a "rotting" spell, which caused the flesh of all those near the caster to rot. It affected the living and many of the corporeal undead.<br />
<br />
[[Category:Status effects]]<br />
[[Category:Threats]]</div>Ldierkhttp://crawl.chaosforge.org/index.php?title=Rot&diff=38986Rot2015-11-17T00:01:18Z<p>Ldierk: </p>
<hr />
<div>{{version017}}<br />
'''Rot''' damages your maximum [[HP]]. The damage can be fixed with [[potion of curing|curing]] or [[potion of heal wounds|heal wounds]], which remove rot before restoring HP, or with Ely's [[purification]]. It effectively reduces the effectiveness of healing until cured.<br />
<br />
All [[undead]], [[nonliving]], [[demonic]], [[holy]], and [[insubstantial]] species and monsters are immune to rotting attacks, as are [[Gargoyle]]s and [[Vine Stalker]]s. This also makes them immune to [[sickness]] and [[miasma]]. (Ghouls' periodic rotting and undead rotting-instead-of-mutation effects ignore rot resistance.) [[Zin]]'s Vitalisation, [[Dithmenos]]' [[Shadow Form]], [[Statue Form]] and [[Necromutation]] also grant immunity to rotting attacks, and [[demonspawn]] with the [[Foul Stench]] mutation eventually gain rot resistance.<br />
<br />
==Sources of Rot==<br />
Rotting can be inflicted by:<br />
*[[Miscast]]ing [[Necromancy]] spells (and by extension, possibly from [[Zot trap]]s, [[Hell]] effects, and acts of [[Xom]])<br />
*Attacks from [[necrophage]]s, [[death ooze]]s, or [[ghoul (monster)|ghoul]]s.<br />
*Advanced [[list of mummies|mummies]]' [[death curse]]s may inflict rot.<br />
*Quaffing a [[potion of decay]].<br />
*[[Ghoul]]s periodically lose max HP, with a greater chance if they are hungry. They can restore current and max HP by eating chunks.<br />
*Standing in [[miasma]] without rotting resistance has a 50% chance to drain 1 max HP every turn you do so. It also [[poison]]s and [[slow]]s you. Poison resistance only protects against the poison effect.<br />
*Attempting to [[mutate]] the undead (mummies, ghouls, lower-satiation vampires and [[lichform]] characters) causes decomposition, which rots max HP, as well as possibly draining stats. It can be blocked by an [[amulet of resist mutation]] with a 90% chance.<br />
<br />
==Curing Rot Damage==<br />
The damage can be fixed by [[potion of curing|curing]] or [[potion of heal wounds|heal wounds]], or by invoking [[Elyvilon]]'s purification. [[Ghoul]]s can restore rotted HPs by eating meat, preferably contaminated or rotten. [[Mummy|Mummies]], who cannot consume potions, must rely on wands of heal wounds and their Self-Restoration ability.<br />
<br />
==History==<br />
''Crawl'' used to have a "rotting" spell, which caused the flesh of all those near the caster to rot. It affected the living and many of the corporeal undead.<br />
<br />
[[Category:Status effects]]<br />
[[Category:Threats]]</div>Ldierkhttp://crawl.chaosforge.org/index.php?title=To_hit&diff=38985To hit2015-11-16T23:34:14Z<p>Ldierk: </p>
<hr />
<div>'''To hit''' (short for 'chance to hit') is the probability that an attack will hit a target. It is one of the two key factors in determining the success of an attack, the other being damage.<br />
<br />
The to hit can be calculated for melee and ranged attacks, and is calculated differently for players and monsters.<br />
<br />
==Player To Hit (Melee)==<br />
The player's to-hit in melee is determined by the following factors:<br />
<br />
====Base Value====<br />
The base of the calculation is determined by the player's [[dexterity]] AND their [[strength]], and is somewhere around the average of the two. It is weighted toward either STR or DEX, depending on the [[strength weight]] of the weapon. Weapons with a low strength weight will benefit more from DEX for its to hit value, while weapons with a high strength weighting rely more on STR. A half-handed weapon will rely even further on STR if used without a shield. Unarmed attacks are weighted slightly toward DEX. For the sake of completeness, the base to-hit is something like<br />
<br />
15 + (Weighted Average of STR & DEX)<br />
<br />
with the weighting determined by the weapon's strength weight.<br />
<br />
====Weapons====<br />
*If not wielding a weapon, the player gets:<br />
**Between +0 and +[[Unarmed Combat]]<br />
***+4 if a [[troll]], [[felid]] or [[ghoul]]<br />
***+2 if any other species<br />
*If wielding a weapon, the player gets that weapon's intrinsic accuracy, plus any enchantment (the plus on the weapon).<br />
<br />
====Jewellery====<br />
*If the player is wearing an [[amulet of inaccuracy]], they get a -5 penalty.<br />
*If the player is wearing a [[ring of slaying]], they get the ring's hit bonus/penalty.<br />
<br />
====Skills====<br />
*[[Fighting]] gives you a bonus of +0 to +Fighting.<br />
*Weapon skills give you a bonus of +0 to +Your Skill (if you are wielding the matching weapon).<br />
<br />
====Environmental====<br />
*When both combatants are in water and only the player is capable of swimming, the player get a +5 bonus.<br />
<br />
====Status Effects====<br />
*If the player is starving, they get a -3 penalty.<br />
*If the player is invisible but cannot [[see invisible]], they get a -5 penalty (because they cannot see what they are doing).<br />
<br />
====Shield Penalty====<br />
*The player's shield penalty is -1d(ASP) where ASP is the Adjusted Shield Penalty. It is ASP = (Shield EV penalty) - (Shields skill)/(5 + (Size factor)) as explained in the [[Shields]] page. This penalty can be removed completely with enough skill levels in Shields.<br />
<br />
====Armour Penalty====<br />
*The player's [[armour]] penalty is then calculated: -1d(ABAP) where ABAP is the Adjusted Body Armour Penalty. <br />
ABAP = (body_armour_base_penalty + max(0, 3*body_armour_base_penalty - str)) * (45 - armour_skill)/45<br />
<br />
[[Barding]] does not affect the to hit penalty despite having an evasion modifier.<br />
<br />
====Mutation bonus====<br />
*If the player has the [[Jiyva_mutations#Eyeballs|Eyeballs]] mutation they get a +3/+5/+7 bonus.<br />
<br />
===The Roll===<br />
This completes the to hit calculation. The value is now 'rolled' (ie. a number from 0 to ''to hit''-1 is randomly generated). If this number exceeds the evasion value of the monster they are attacking, they hit lands.<br />
<br />
====Post-Roll====<br />
There are additional effects which can modify the to hit score AFTER it has been rolled:<br />
*If the player is bonded to their weapon with the [[Sure Blade]] spell, they get +(5 + remaining duration of Sure Blade (MAX: +15)).<br />
*If the player is not wielding a weapon:<br />
**The [[Confusing Touch]] spell grants +0 to +(DEX-1).<br />
**Being in the following forms grant bonuses:<br />
***[[Statue Form]]: 0 to +8<br />
***[[Dragon Form]]: 0 to +9<br />
***[[Necromutation|Lich form]]: 0 to +9<br />
***[[Ice Form]]: 0 to +9<br />
***[[Spider Form]]: 0 to +9<br />
***[[Bat Form]]: 0 to +11<br />
***[[Blade Hands]]: 0 to +11<br />
***[[Fungus Form]]: 0 to +9<br />
***[[Tree Form]]: 0 to +9<br />
***[[Wisp Form]]: 0 to +9<br />
<br />
*Attacking a target under the effects of the [[Corona]] spell grants +2 to +9.<br />
*Attacking an invisible monster without being able to see invisible gives you -6.<br />
<br />
==Monster To Hit (Melee)==<br />
A monster's to hit is calculated as follows:<br />
<br />
===Base Value===<br />
The base value is 18.<br />
<br />
===Hit Dice===<br />
Monsters with the Fighter class flag get a bonus of +(2.5 * [[HD]]). Other monsters get +(1.5 * HD). Decimals are rounded down.<br />
<br />
===Situational Modifiers===<br />
*An aquatic monster "using the terrain to its advantage" gets +5.<br />
*A monster wielding a weapon receives that weapon's inherent and magical to hit modifiers.<br />
*A [[confused]] monster gets -5.<br />
*A monster attacking a [[Corona|backlit]] defender gets +2 to +9.<br />
*A monster attacking an invisible target suffers a 35% penalty to its to hit number.<br />
<br />
==Monster To Hit (Ranged)==<br />
Ranged attacks ("beams", to use the game's internal terminology) have a to hit number, just like melee attacks do. This is modified as follows:<br />
*If you are invisible and the attacker can't see invisible, the to hit number is halved.<br />
*If you have [[Deflect Missiles]] running, the to hit number is reduced to a random number between 0 and 2/3 of its value.<br />
*If you don't have Deflect Missiles running, but do have [[Repel Missiles]] running or the Repulsion Field mutation at level 3, the to hit number is reduced ''by'' a random number between 0 and 1/2 of its value (rounded down).<br />
<br />
[[Category:Game_mechanics]]</div>Ldierkhttp://crawl.chaosforge.org/index.php?title=Rod&diff=38984Rod2015-11-16T23:30:35Z<p>Ldierk: </p>
<hr />
<div>{{version016}}<br />
A '''rod''' is a magical cudgel, similar to a [[wand]] or [[magical staff]] but with some key differences. While each wand can only cast one spell and has a set number of charges, a rod contains one or more spells that are fueled by the rod's own self-replenishing MP pool. Like a staff, rods can be used as melee weapons, but their performance is only as good as a [[club]] without the [[stabbing]] bonus (though it does benefit from the [[Maces & Flails]] skill).<br />
<br />
Any rod you've identified will be displayed as a "+X rod of descriptive_name (Y/Z)", where X is the recharge rate of the rod, Y is the current MP available for spellcasting, and Z is the maximum MP the rod can hold. Using a [[scroll of recharging]] on a rod will improve both X and Z by 1d2, up to a max of +9 and 17, respectively. [[Deep dwarves]] can use their racial ability for the same effect, although at a prohibitive cost. A rod's recharge rate also acts as its weapon enchantment, so a +9 rod acts like a +9, +9 club; even with this, they are still poor weapons after the early game.<br />
<br />
Rods recharge themselves over time at a rate determined by the +X given in the above example, as well as by your [[Evocations]] skill. Base recharge rate is about 0.04 MP/turn, meaning that a +0 rod used by a player with 0 Evocations takes about 25 turns to regain 1 MP. Every +1 to a rod's recharge rate adds 0.01 more MP/turn, and every Evocations level adds 0.057. These increases seem small, but add up quickly. A +3 rod and 13 Evocations adds 2 MP/10 turns, while a +9 rod used by a player with 27 Evocations gains 6 MP/10 turns.<br />
<br />
Casting a spell from a rod differs from regular spellcasting in several important ways:<br />
*Rods must be [[wield]]ed before you can evoke them. Press '''[[v]]''' or select the wielded rod in your inventory to cast a spell from the currently wielded rod.<br />
*[[Spell power]] is based solely upon your [[Evocations]] skill; none of the factors involved in standard magic have any impact: '''Spell Power = 5 + 3 × [[Evocations]]'''.<br />
*You spend no MP yourself. Instead, the rod spends MP equal to the spell level of the spell cast. This will regenerate over time independent of your MP regeneration.<br />
<br />
<br />
==hunger cost==<br />
Hunger reduction works differently from [[spellcasting]] spells. Rod spells have the same base hunger cost as regular spells, but this is reduced by 10 × Evocations, instead of [[Intelligence]] × Spellcasting. Additionally, spell hunger from rods cannot be fully eliminated; there will always be a hunger cost of at least 5.<br />
<br />
The reported hunger cost can be decoded to the following:<br />
{| class="wikitable"<br />
! Reported cost !! Per-casting cost<br />
|-<br />
| #...... || 1-20<br />
|-<br />
| ##..... || 21-60<br />
|-<br />
| ###.... || 61-120<br />
|-<br />
| ####... || 121-200<br />
|-<br />
| #####.. || 201-300<br />
|-<br />
| ######. || 301-420<br />
|-<br />
| ####### || 420+<br />
|}<br />
<br />
For reference, a flesh chunk gives 1,000 nutrition, and meat ration gives 5,000.'<br />
<br />
==Tips & Tricks==<br />
*Maxing out rods may require more scrolls of recharging than you have on hand, and you may wish to save some of those for useful wands. Nonetheless, it helps to at least tune useful rods up so that their max MP is an even multiple of the cost of the most frequently used spell.<br />
*Most rods found laying around in the dungeon have mediocre or even negative recharge rates, but a rod generated by a [[scroll of acquirement]] will usually have a high recharge rate. So long as Evocations higher than all your other magic skills, you have 80% chance to get a rod you don't already own if you request a staff. [[Trog]] worshipers who select a staff from an [[acquirement]] will ''always'' receive a rod.<br />
<br />
==Comparison to Spellcasting==<br />
Rods do have advantages over regular spellcasting, but they also have several shortcomings.<br />
<br />
===Advantages===<br />
*Rod use is independent of your stats. This allows a character which has focused entirely on [[dexterity]] or [[strength]] to successfully cast some higher-level spells without having to resort to means such as [[wizardry]] or [[Ashenzari]].<br />
*Rod use only requires training in Evocations, which most races have a decent aptitude in (average of +1).<br />
*Rod use is not negatively impacted by your EV penalty. Heavy armour users can use rods to gain access to some very useful spells.<br />
*Rod spell power is not subject to stepdowns: it simply scales with your Evocations skill.<br />
*Rods do not drain your MP, leaving it free for other things.<br />
*Spells from rods need not be memorized, leaving your spell levels free for other things.<br />
*Rods can be used while [[silence]]d.<br />
<br />
===Disadvantages===<br />
*Rod use is independent of your stats. Thus, high-stat races such as elves and demigods enjoy no advantage in spell power or hunger costs when using them.<br />
*Rods have a somewhat limited selection of spells.<br />
*Rods are ultimately capped at 86 power. This has a significant impact on higher-level spells like [[Iron Shot]].<br />
*Rods must be wielded to evoke spells from them. This significantly decreases tactical flexibility in using rods, and can prove a real danger if the rod should end up cursed somehow.<br />
*The hunger cost of rod use can be significant for some races. [[Spriggan]]s in particular may want to use rods sparingly.<br />
*Rod hunger can never be entirely eliminated. While the 5 nutrition minimum is generally ignorable, the minimum costs for level 5 and 6 spells (80 and 280, respectively) from rods are not.<br />
*Rods have a fairly small pool of mana, capped at 17, which can limit the usefulness of spells that you will want to cast repeatedly, such as [[Abjuration]].<br />
*Rods take up space in your inventory, whereas spells do not.<br />
<br />
===Images===<br />
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"<br />
| [[File:Rod 1.png]] || [[File:Rod 2.png]] || [[File:Rod 3.png]] || [[File:Rod 4.png]] || [[File:Rod 5.png]]<br />
|-<br />
| [[File:Rod 6.png]] || [[File:Rod 7.png]] || [[File:Rod 8.png]] || [[File:Rod 9.png]] || [[File:Rod 10.png]]<br />
|}<br />
<br />
==See Also==<br />
*[[List of rods]]<br />
*[[Magical staff]]<br />
*[[Wands]]<br />
<br />
{{weapons}}<br />
[[Category:Items]] <br />
[[Category:Rod]]</div>Ldierk