http://crawl.chaosforge.org/api.php?action=feedcontributions&user=Lokkij&feedformat=atomCrawlWiki - User contributions [en]2024-03-29T12:48:26ZUser contributionsMediaWiki 1.30.0http://crawl.chaosforge.org/index.php?title=User_talk:Eagle0600&diff=37272User talk:Eagle06002015-06-07T21:10:53Z<p>Lokkij: Replace with welcome template</p>
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<div>{{welcome}}</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=User:Patchouli&diff=37271User:Patchouli2015-06-07T21:10:34Z<p>Lokkij: Replace with welcome template</p>
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<div>{{welcome}}</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Talk:Lich&diff=37250Talk:Lich2015-06-06T19:07:38Z<p>Lokkij: </p>
<hr />
<div>Do we know how random the spell set is? ie, does it include Banishment?<br />
--[[User:Kernmantle|Kernmantle]] ([[User talk:Kernmantle|talk]]) 03:41, 3 June 2015 (CEST)<br />
<br />
<br />
I took a look at the code on trunk. Looks like a lich (or ancient lich) gets 5-8 spells. A lich gets one "primary" spell that's either a summoner spell or conjuration spell. Possible primary conjurations are:<br />
* [[Orb of Destruction]]<br />
* [[Lehudib's Crystal Spear]]<br />
* [[Corrosive Bolt]]<br />
<br />
The only possible primary summoning spell at the moment is [[Summon Greater Demon]].<br />
<br />
If the lich is an ancient lich, it has a 50% chance of getting another primary conjuration spell.<br />
<br />
After that, a lich gets a "buff" spell. A buff is one of:<br />
* [[Haste]]<br />
* [[Invisibility]]<br />
* [[Banishment]]<br />
<br />
Finally, all remaining spell slots are filled with secondary spells. Possible secondary spells are:<br />
* [[Malign gateway]]<br />
* [[Spellforged Servitor]]<br />
* [[Simulacrum]]<br />
* [[Poison Arrow]]<br />
* [[Haunt]]<br />
* [[Summon Horrible Things]]<br />
* [[Iskenderun's Mystic Blast]]<br />
* [[Battlesphere]]<br />
* [[Bolt of Draining]]<br />
* [[Agony]]<br />
* [[Bolt of Fire]]<br />
* [[Fireball]]<br />
* [[Bolt of Cold]]<br />
* [[Throw Icicle]]<br />
* [[Iron Shot]]<br />
* [[LRD]]<br />
* [[Petrify]]<br />
* [[Lightning Bolt]]<br />
* [[Paralyse]]<br />
* [[Confuse]]<br />
* [[Slow]]<br />
* [[Sleep]]<br />
<br />
Spell selection is not completely uniform, but I haven't taken the time to understand exactly how they're weighted. There's also some logic in there to make sure that the lich's spell set makes sense. For example, it won't learn Spellforged Servitor if it doesn't know any conjurations.<br />
<br />
[[User:Edsrzf|Edsrzf]] ([[User talk:Edsrzf|talk]]) 04:07, 6 June 2015 (CEST)<br />
<br />
: Wow, nice job! I'll try to figure out a way to include this in the article without it being too complicated or long. --[[User:Lokkij|Lokkij]] ([[User talk:Lokkij|talk]]) 21:07, 6 June 2015 (CEST)</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Rangers_card&diff=37198Rangers card2015-05-25T12:48:24Z<p>Lokkij: /* History */</p>
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<div>{{Version016}}<br />
The Rangers card summons archers to fight for the player.<br />
There are four tiers:<br />
<ol><li><ol type="a"><li>{{Brown|c}} [[File:Centaur_(monster).png]] [[Centaur_(monster)|centaurs]]<br />
<li>{{Red|c}} [[File:Yaktaur.png]] [[Yaktaur|yaktaurs]]</ol><br />
<li><ol type="a"><li>{{Yellow|c}} [[File:Centaur warrior.png]] [[Centaur warrior|centaur warriors]]<br />
<li>{{Green|c}} [[File:Faun.png]] [[Faun|fauns]]</ol><br />
<li><ol type="a"><li>{{LightRed|c}} [[File:Yaktaur captain.png]] [[Yaktaur captain|yaktaur captains]]<br />
<li>{{LightGrey|N}} [[File:Naga sharpshooter.png]] [[Naga sharpshooter|naga sharpshooters]]</ol><br />
<li><ol type="a"><li>{{LightGreen|c}} [[File:Satyr.png]] [[Satyr|satyrs]]<br />
<li>{{White|m}} [[File:Merfolk javelineer.png]] [[Merfolk javelineer|merfolk javelineers]]<br />
<li>{{LightGrey|e}} [[File:Deep elf master archer.png]] [[Deep elf master archer|deep elf master archers]]</ol></ol><br />
With card power determining the results:<br />
*0: Two or three of tier 1.<br />
*1: One of tier 1, and either one of tier 3 or another tier 1 and one of tier 2.<br />
*2: One of tier 2, and either one of tier 4 or another tier 2 and one of tier 3.<br />
<br />
==History==<br />
The Rangers card was added in [[0.16]], replacing [[Bones_card|the Bones]] card. It will be found in the following [[Decks|decks]]:<br />
<br />
{| class="prettytable"<br />
![[0.16]]<br />
|----<br />
!style="text-align:left;vertical-align:top;font-weight:normal"|<br />
[[Deck of summoning|Summoning]]<br />
<br>[[Deck of war|War]]<br />
|----<br />
|}<br />
<br />
==See also==<br />
*[[Cards]]<br />
*[[Decks]]<br />
<br />
[[Category: Deck]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Rangers_card&diff=37197Rangers card2015-05-25T12:48:07Z<p>Lokkij: /* History */ Past tense</p>
<hr />
<div>{{Version016}}<br />
The Rangers card summons archers to fight for the player.<br />
There are four tiers:<br />
<ol><li><ol type="a"><li>{{Brown|c}} [[File:Centaur_(monster).png]] [[Centaur_(monster)|centaurs]]<br />
<li>{{Red|c}} [[File:Yaktaur.png]] [[Yaktaur|yaktaurs]]</ol><br />
<li><ol type="a"><li>{{Yellow|c}} [[File:Centaur warrior.png]] [[Centaur warrior|centaur warriors]]<br />
<li>{{Green|c}} [[File:Faun.png]] [[Faun|fauns]]</ol><br />
<li><ol type="a"><li>{{LightRed|c}} [[File:Yaktaur captain.png]] [[Yaktaur captain|yaktaur captains]]<br />
<li>{{LightGrey|N}} [[File:Naga sharpshooter.png]] [[Naga sharpshooter|naga sharpshooters]]</ol><br />
<li><ol type="a"><li>{{LightGreen|c}} [[File:Satyr.png]] [[Satyr|satyrs]]<br />
<li>{{White|m}} [[File:Merfolk javelineer.png]] [[Merfolk javelineer|merfolk javelineers]]<br />
<li>{{LightGrey|e}} [[File:Deep elf master archer.png]] [[Deep elf master archer|deep elf master archers]]</ol></ol><br />
With card power determining the results:<br />
*0: Two or three of tier 1.<br />
*1: One of tier 1, and either one of tier 3 or another tier 1 and one of tier 2.<br />
*2: One of tier 2, and either one of tier 4 or another tier 2 and one of tier 3.<br />
<br />
==History==<br />
The Rangers card was added in [[0.16]], replacing [[Bones_card|the Bones]] card. It will be found in the following [[Decks|decks]]:<br />
<br />
{| class="prettytable"<br />
![[trunk]]<br />
|----<br />
!style="text-align:left;vertical-align:top;font-weight:normal"|<br />
[[Deck of summoning|Summoning]]<br />
<br>[[Deck of war|War]]<br />
|----<br />
|}<br />
<br />
==See also==<br />
*[[Cards]]<br />
*[[Decks]]<br />
<br />
[[Category: Deck]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Needle&diff=37193Needle2015-05-24T10:00:05Z<p>Lokkij: /* History */ Just realized this isn't actually the confusion brand page</p>
<hr />
<div>{{version015}}<br />
<br />
{{missile<br />
|name = Needle<br />
|cost = 2<br />
|weight = 0.1<br />
|launcher = blowgun<br />
|damage = 0<br />
}}<br />
<br />
{{flavour|A thin piece of metal, typically coated in some harmful substance. When launched from a blowgun it can deliver its toxins into the bloodstream of a living or demonic being.<br />
<br />
----<br />
<br />
"I pray that, risen from the dead,<br>I may in glory stand-<br>A crown, perhaps, upon my head,<br>But a needle in my hand.<br />
<br />
-Eugene Field, "Grandma's Prayer". late 19th cent.}}<br />
<br />
'''Needles''' are a form of ammunition fired from [[blowgun]]s that do no direct damage, but may be coated with a variety of toxins, which act as needle-specific [[brand]]s. Randomly-generated needles always have a brand, with [[poison]] being the default (and the only needle brand which occurs on other kinds of missiles).<br />
<br />
Undead and non-living creatures are immune to the effects of any kind of needle, but demons can still be affected.<br />
<br />
Special needle brands are:<br />
*'''Sleeping''': Puts creatures to [[sleep]].<br />
*'''Slowing''': [[Slow]]s creatures.<br />
*'''Confusion''': [[Confusion|confuses]] creatures.<br />
*'''Paralysis''': [[Paralyze]]s creatures.<br />
*'''Frenzy''': Causes living creatures to turn neutral and [[berserk]], meaning they will attack other monsters (use it from afar against groups of enemies).<br />
*'''Curare''': Poisons, asphyxiates, and slows creatures. Unlike the previous brands, this brand doesn't check your blowgun's enchantment or your throwing skill. Instead, the only requisites are that the inflicted damage must be greater than 0, and the monster must not have any level of poison resistance. Creatures that need to breathe take 2d6 extra damage from [[asphyxiation]].<br />
<br />
The chance of affecting creatures with these brands (except Poison and Curare) depends on your throwing skill, the blowgun's enchantment, and the monster's hit dice; see [[Brand#Needle brands|Brand]] for details. The duration of the effect depends on your [[Throwing]] skill and the blowgun's enchantment.<br />
<br />
==Tips & Tricks==<br />
*Poison and curare needles are very helpful in the early game; so long as your target isn't poison resistant, any needle you manage to hit with will affect it. Stacks of poison needles can be used to soften up or defeat powerful enemies (so long as you have a cleared out portion of the map to [[kite]] them around), while curare's guaranteed slow effect and significant damage will handicap them even further.<br />
*The other needles are hard to come by, but can be extraordinarily useful if you've trained your Throwing skill. Paralysis in particular is a godsend to characters with powerful stabbing attacks. With a decent amount of Throwing skill and a well-enchanted blowgun, it's not too difficult to completely disable nearly anything (except for plants, non-living targets, and the undead).<br />
<br />
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"<br />
! Needle || Poison || Curare<br />
|-<br />
| [[File:Needle 1.png]] || [[File:Needle poison.png]] || [[File:Needle 2.png]]<br />
|}<br />
<br />
==History==<br />
<br />
In [[0.13]] needles of sickness were removed.<br />
<br />
{{weapons}}<br />
[[Category:015 Tiles]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Needle&diff=37192Needle2015-05-24T09:59:28Z<p>Lokkij: /* History */</p>
<hr />
<div>{{version015}}<br />
<br />
{{missile<br />
|name = Needle<br />
|cost = 2<br />
|weight = 0.1<br />
|launcher = blowgun<br />
|damage = 0<br />
}}<br />
<br />
{{flavour|A thin piece of metal, typically coated in some harmful substance. When launched from a blowgun it can deliver its toxins into the bloodstream of a living or demonic being.<br />
<br />
----<br />
<br />
"I pray that, risen from the dead,<br>I may in glory stand-<br>A crown, perhaps, upon my head,<br>But a needle in my hand.<br />
<br />
-Eugene Field, "Grandma's Prayer". late 19th cent.}}<br />
<br />
'''Needles''' are a form of ammunition fired from [[blowgun]]s that do no direct damage, but may be coated with a variety of toxins, which act as needle-specific [[brand]]s. Randomly-generated needles always have a brand, with [[poison]] being the default (and the only needle brand which occurs on other kinds of missiles).<br />
<br />
Undead and non-living creatures are immune to the effects of any kind of needle, but demons can still be affected.<br />
<br />
Special needle brands are:<br />
*'''Sleeping''': Puts creatures to [[sleep]].<br />
*'''Slowing''': [[Slow]]s creatures.<br />
*'''Confusion''': [[Confusion|confuses]] creatures.<br />
*'''Paralysis''': [[Paralyze]]s creatures.<br />
*'''Frenzy''': Causes living creatures to turn neutral and [[berserk]], meaning they will attack other monsters (use it from afar against groups of enemies).<br />
*'''Curare''': Poisons, asphyxiates, and slows creatures. Unlike the previous brands, this brand doesn't check your blowgun's enchantment or your throwing skill. Instead, the only requisites are that the inflicted damage must be greater than 0, and the monster must not have any level of poison resistance. Creatures that need to breathe take 2d6 extra damage from [[asphyxiation]].<br />
<br />
The chance of affecting creatures with these brands (except Poison and Curare) depends on your throwing skill, the blowgun's enchantment, and the monster's hit dice; see [[Brand#Needle brands|Brand]] for details. The duration of the effect depends on your [[Throwing]] skill and the blowgun's enchantment.<br />
<br />
==Tips & Tricks==<br />
*Poison and curare needles are very helpful in the early game; so long as your target isn't poison resistant, any needle you manage to hit with will affect it. Stacks of poison needles can be used to soften up or defeat powerful enemies (so long as you have a cleared out portion of the map to [[kite]] them around), while curare's guaranteed slow effect and significant damage will handicap them even further.<br />
*The other needles are hard to come by, but can be extraordinarily useful if you've trained your Throwing skill. Paralysis in particular is a godsend to characters with powerful stabbing attacks. With a decent amount of Throwing skill and a well-enchanted blowgun, it's not too difficult to completely disable nearly anything (except for plants, non-living targets, and the undead).<br />
<br />
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"<br />
! Needle || Poison || Curare<br />
|-<br />
| [[File:Needle 1.png]] || [[File:Needle poison.png]] || [[File:Needle 2.png]]<br />
|}<br />
<br />
==History==<br />
In [[0.17]], the confusion brand may also appear as a negative brand on armour and jewellery, occasionally confusing the player when hit.<br />
<br />
In [[0.13]] needles of sickness were removed.<br />
<br />
{{weapons}}<br />
[[Category:015 Tiles]]<br />
[[Category:Crystal Ball Articles]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Damnation&diff=37189Damnation2015-05-23T20:01:14Z<p>Lokkij: Update to 0.16</p>
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<div>{{version016}}<br />
<br />
{{NISpell<br />
|name=Hellfire<br />
|level=9<br />
|school1={{Conjurations}}<br />
|school2={{Fire Magic}}<br />
|school3=<br />
|sources=<div><br />
</div><br />
}}<br />
<br />
''This article is about the [[spell]]. For the artefact crossbow by this name, see the [[Hellfire (unrand)]].''<br />
<br />
'''Hellfire''' is a beam-targeted spell which delivers an extremely damaging cloud of [[fire]]: it ignores all [[fire resistance]], ignores [[AC]], and cannot be [[ev]]aded in any way. <br />
<br />
'''Burst of Hellfire''', the upgrade of Hellfire, deals slightly less damage but is [[smite]]-targeted and can affect anything in one's [[LOS]]. <br />
<br />
Like conventional fire, hellfire is capable of igniting [[tree]]s and [[bush]]es.<br />
<br />
__NOTOC__<br />
==Hellfire-capable Monsters==<br />
'''Hellfire''' - This spell has a range of 7, requires a line of sight to the target, and creates an unavoidable 3×3 burst. Damage in each tile is 3d20 hellfire.<br />
*{{monsterlink|Asmodeus}}<br />
*{{monsterlink|Azrael}}<br />
*{{monsterlink|Brimstone fiend}}<br />
*{{monsterlink|Deep elf sorcerer}}<br />
*{{monsterlink|Dispater}}<br />
*{{monsterlink|Draconian scorcher}}<br />
*{{monsterlink|Hell sentinel}}<br />
<br />
'''Burst of Hellfire''' - This deadlier version of the previous uses [[smite]] targeting to direct a 3×3 burst of hellfire against targets in LOS. Damage is 5d7 hellfire (when the target is a monster) and 3d15 hellfire (when the target is you). <br />
*{{monsterlink|Azrael}}<br />
*{{monsterlink|Deep elf high priest}}<br />
*{{monsterlink|Draconian scorcher}}<br />
*{{monsterlink|Draconian zealot}}<br />
*{{monsterlink|Hellion}}<br />
<br />
==Hellfire Sources for the Player==<br />
There are few methods available for players to gain access to hellfire. They are all found in the late game, and usually at a heavy cost. (Burst of hellfire is not available at all.)<br />
*Evoking the [[Staff of Dispater]] will reliably cast hellfire ([[Spell power|Power]] = [[Evocations]]×8, max damage 3d57), but at a cost of 5-23 HP (average 14, but never fatal), 2-6 MP (average 4), and 100 food.<br />
*The [[demonspawn mutation#Tier 1 facets|demonspawn Fire mutation]] (tier 1, rank 3) allows you to cast hellfire (damage based on XP level, max 6d28 at level 27), but at a cost of 15% of your max HP per use.<br />
<br />
All player-launched sources of hellfire require a line of sight and create an unavoidable 3×3 burst: <br />
*Range: 7<br />
*To-Hit Number: (20+(Power/10))<br />
*Damage: calc_dice(3, 10 + (Power * 3) / 4)<br />
<br />
==Hellfire Resistance==<br />
Some monsters (typically [[demon]]s) possess hellfire resistance, rendering them immune to damage from hellfire ''and'' regular fire. Players cannot acquire hellfire immunity, and the only available method for reducing hellfire damage is the [[Deep dwarf#Damage Reduction|damage-shaving]] ability of [[deep dwarves]].<br />
<br />
==See Also==<br />
[[:Category:Hellfire resistance|List of hellfire-resistant monsters]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Shadow_dragon_armor&diff=37176Shadow dragon armor2015-05-22T13:57:21Z<p>Lokkij: Redirected page to Shadow dragon armour</p>
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<div>#REDIRECT [[Shadow dragon armour]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=List_of_vortices&diff=37169List of vortices2015-05-19T15:41:10Z<p>Lokkij: </p>
<hr />
<div>{{version016}}<br />
'''Vortices''' are odd phenomena that occur in certain elementally charged places. For the most part, they aren't overtly hostile; many of them are permanently [[confused]] and will float aimlessly about, only dealing damage when they happen to crash into something. They are all [[nonliving]], however, and are all immune to [[Hexes|magical effects]] and are generally highly resistant to elemental magic.<br />
<br />
==List of vortices==<br />
{{monsterlink|Insubstantial wisp}}- Thin clouds of gases that travel in packs and swarm passersby. They [[Blink|blink]] often.<br />
<br />
{{monsterlink|Fire vortex}}- Swirling clouds of flame found in volcanic areas or created with [[Fire Storm|extremely powerful]] [[Fire Magic]].<br />
<br />
{{monsterlink|Spatial vortex}}- A wandering tear in the fabric of space that deals heavy [[distortion]] damage to anything it bumps into.<br />
<br />
{{monsterlink|Spatial maelstrom}}- A cognizant (and hungry) hole in creation. It seeks to dissolve all matter into raging storms of unreality.<br />
<br />
{{monsterlink|Twister}}- A localized windstorm that sweeps away anything unfortunate enough to be caught in its path.<br />
<br />
==Retired==<br />
{{monsterlink|Vapour}}- Invisible wads of mist that occasionally discharge [[Lightning Bolt]]s in random directions.<br />
<br />
==History==<br />
Vapours were removed in [[0.15]].<br />
<br />
[[Category:Lists of monsters]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Daeva&diff=37168Daeva2015-05-19T13:15:05Z<p>Lokkij: Updated to 0.16</p>
<hr />
<div>{{version016}}<br />
<!--monster-bot-begin--><br />
{{monster<br />
|name=daeva<br />
|glyph={{Yellow|A}}<br />
|tile=[[File:Daeva.png]]<br />
|flags={{Fighter flag}}<br>{{Glows flag}}<br>{{Levitate flag}}<br>{{See invisible flag}}<br>{{Speaks flag}}<br />
|resistances={{Poison resistance}}, {{Negative energy resistance 3}}, <br>{{Rot resistance}}, {{Drown resistance}}, <br>{{Holy resistance}}<br />
|vulnerabilities=None<br />
|max_chunks=0<br />
|meat={{No corpse}}<br />
|xp=1877<br />
|holiness={{Holy}}<br />
|magic_resistance=140<br />
|hp_range=102-139<br />
|avg_hp=120<br />
|armour_class=10<br />
|evasion=13<br />
|habitat=Land<br />
|speed= 10<br />
|size={{Medium}}<br />
|item_use={{Weapons armour}}<br>{{Starting equipment}}<br>{{Open doors}}<br />
|attack1=25 ({{Hit type}}: {{Plain flavour}})<br />
|attack2=10 ({{Hit type}}: {{Plain flavour}})<br />
|attack3=<br />
|attack4=<br />
|hit_dice=14<br />
|base_hp=6<br />
|extra_hp=5<br />
|fixed_hp=0<br />
|intelligence={{High intelligence}}<br />
|genus=angel<br />
|species=daeva<br />
}}<br />
{{Flavour|A divine agent of the Shining One, a daeva is a towering winged figure radiating an aura of brilliant golden light.<br />
----<br />
“Between these twain the Daevas also chose not aright, for infatuation came upon them as they took counsel together, so that they chose the Worst Thought. Then they rushed together to Violence, that they might enfeeble the world of men.”<br><br />
-the Avesta, Yasna XXX, 6, Ahunavaiti Gatha.<br><br />
trans. Christian Bartholomae, 1951.}}<br />
<!--monster-bot-end--><br />
{{list of | holy monsters}}<br />
<br />
<br />
==Useful Info==<br />
'''Daevas''' are militant servants of [[the Shining One]], wielding weapons of [[holy wrath]] (occasionally [[blessed blade]]s) and [[shields]]. They are slower than [[angel]]s, but slightly more durable and able to [[smite]] their foes, and they have better odds of being avenged by TSO when you kill them. Daevas are very rare, appearing only in [[the Abyss]], holy [[Ziggurat]] floors, holy [[Pan]] levels, and in the occasional [[Dungeon]] vault hidden behind transparent walls.<br />
<br />
<!--spl-bot-begin--><br />
==Spells==<br />
{{Spellcaster1<br />
|number=<br />
|slot1=[[Smiting]] (7-17)<br />
|flags1={{Demonic slot flag}}<br />
}}<br />
{{clear}}<br />
<!--spl-bot-end--><br />
<br />
==Tips & Tricks==<br />
*It's easy to avoid daevas while wandering the Abyss. Just turn around when you see their 5-tile halo effect hit the edge of your [[LOS]].</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Ereshkigal&diff=37167Ereshkigal2015-05-19T10:19:59Z<p>Lokkij: Updated</p>
<hr />
<div>{{version016}}<br />
<!--monster-bot-begin--><br />
{{monster<br />
|name=Ereshkigal<br />
|glyph={{White|&}}<br />
|tile=[[File:Ereshkigal.png]]<br />
|flags={{Evil flag}}<br>{{See invisible flag}}<br>{{Speaks flag}}<br>{{Unique flag}}<br />
|resistances={{Cold resistance}}, {{Electricity resistance 2}}, <br>{{Poison resistance}}, {{Negative energy resistance 3}}, <br>{{Torment resistance}}, {{Rot resistance}}<br />
|vulnerabilities={{Holy vulnerability 2}}, {{Holy wrath vulnerability}}<br />
|max_chunks=0<br />
|meat={{No corpse}}<br />
|xp=12959<br />
|holiness={{Demonic}}<br />
|magic_resistance=Immune<br />
|hp_range=350<br />
|avg_hp=350<br />
|armour_class=10<br />
|evasion=30<br />
|habitat=Land<br />
|speed= 14<br />
|size={{Large}}<br />
|item_use={{Weapons armour}}<br>{{Starting equipment}}<br>{{Open doors}}<br />
|attack1=40 ({{Hit type}}: {{Drain experience flavour}})<br />
|attack2=<br />
|attack3=<br />
|attack4=<br />
|hit_dice=18<br />
|base_hp=0<br />
|extra_hp=0<br />
|fixed_hp=350<br />
|intelligence={{High intelligence}}<br />
|genus=hell lord<br />
|species=hell lord<br />
}}<br />
{{Flavour|A fearsome arch-fiend who rules the deathly netherworld of Tartarus.}}<br />
<!--monster-bot-end--><br />
<br />
<br />
==Useful Info==<br />
'''Ereshkigal''' is an umbral [[demon]] lord who guards the bone [[rune]] on the lowest floor of [[Tartarus]]. She is notable for being fast and very difficult to hit, and calls demons to her aid while tormenting and paralyzing you. On top of that, she can recover a tremendous amount of [[HP]] with her magic, simultaneously stopping your spells with [[Silence]]. She is encountered with a pack of [[shadow fiend]]s at her side.<br />
<br />
<!--spl-bot-begin--><br />
==Spells==<br />
{{Spellcaster6<br />
|number=<br />
|slot1=[[Bolt of Cold]] (3d27)<br />
|flags1={{Demonic slot flag}}<br />
|slot2=[[Silence]]<br />
|flags2={{Demonic slot flag}}<br />
|slot3=[[Summon Greater Demon]]<br />
|flags3={{Demonic slot flag}}<br />
|slot4=[[Symbol of Torment]]<br />
|flags4={{Demonic slot flag}}<br />
|slot5=[[Paralyse]]<br />
|flags5={{Demonic slot flag}}<br />
|slot6=[[Major Healing]] (50-229)<br />
|flags6={{Emergency slot flag}}, {{Demonic slot flag}}<br />
}}<br />
{{clear}}<br />
<!--spl-bot-end--><br />
<br />
==Tips & Tricks==<br />
*A source of [[torment]] resistance and maxed out [[negative energy]] resistance will greatly reduce her own damage output, as well as that of the [[shadow fiend]]s she'll be accompanied by. On top of that, you'll want very high [[magic resistance]] or a source of [[stasis]] to avoid paralysis. [[Cold]] resistance is also helpful, in case her shadow fiends start resorting to [[Bolt of Cold]].<br />
**While [[Necromutation]] will provide living characters with immunity to torment, her [[shadow fiend]]s can quickly annihilate undead characters with [[Dispel Undead]]. Keep a large pack of summoned minions in the way to block their line of fire if you choose to face her while undead.<br />
*Her [[ev]]asion can be a major headache unless you have ways around it. Powerful, undodgeable spells suchs as [[Shatter]] or [[Fire Storm]] work well ([[Glaciate]] is less effective as she has cold resistance, but is still an option). Straight melee characters will have a harder time of it, but [[the Shining One]]'s divine halo and [[holy wrath]] weapons can help make your swings much more effective.<br />
*Try to buff yourself up before getting caught in her silence [[aura]], and remember that [[potion]]s still function even then. If you need to escape, a [[wand of teleportation]] will get you away in a few turns.<br />
*As always, a source of [[Abjuration]] is useful to help keep her reinforcements from overwhelming you.<br />
<br />
==History==<br />
Prior to [[0.12]], she had only 250 HP and her spell set was much weaker; she had [[Minor Healing]] in place of Major Healing, and [[Bolt of Draining]] in place of Silence.<br />
<br />
==Trivia==<br />
In Mesopotamian mythology, [http://en.wikipedia.org/wiki/Ereshkigal Ereshkigal] was the goddess of Irkalla, the land of the dead or underworld.</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Coc&diff=37165Coc2015-05-19T09:41:17Z<p>Lokkij: Redirected page to Cocytus</p>
<hr />
<div>#REDIRECT [[Cocytus]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Invis&diff=37162Invis2015-05-18T09:00:41Z<p>Lokkij: Redirected page to Invisibility</p>
<hr />
<div>#REDIRECT [[Invisibility]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Lich&diff=37161Lich2015-05-17T21:07:56Z<p>Lokkij: /* Tips & Tricks */ No more preset spellsets</p>
<hr />
<div>{{version015}}<br />
<!--monster-bot-begin--><br />
{{monster<br />
|name=lich<br />
|glyph={{LightGrey|L}}<br />
|tile=[[File:Lich.png]]<br />
|flags={{Evil flag}}<br>{{See invisible flag}}<br>{{Speaks flag}}<br />
|resistances={{Cold resistance 2}}, {{Poison resistance 3}}, <br>{{Negative energy resistance 3}}, {{Torment resistance}}, <br>{{Rot resistance 3}}, {{Drown resistance}}, <br>{{Water resistance}}<br />
|vulnerabilities={{Holy vulnerability 2}}, {{Holy wrath vulnerability}}<br />
|max_chunks=0<br />
|meat={{No corpse}}<br />
|xp=2821<br />
|holiness={{Undead}}<br />
|magic_resistance=Immune<br />
|hp_range=63-101<br />
|avg_hp=82<br />
|armour_class=10<br />
|evasion=10<br />
|habitat=Land<br />
|speed= 10<br />
|size={{Medium}}<br />
|item_use={{Open doors}}<br />
|attack1=15 ({{Touch type}}: {{Drain experience flavour}})<br />
|attack2=<br />
|attack3=<br />
|attack4=<br />
|hit_dice=20<br />
|base_hp=2<br />
|extra_hp=4<br />
|fixed_hp=0<br />
|intelligence={{High intelligence}}<br />
|genus=lich<br />
|species=lich<br />
}}<br />
{{Flavour|A powerful wizard who has learned to cheat death itself, a lich is a skeletal, desiccated corpse kept intact by a mighty exercise of dark magic. This undead creature is quite powerful and is best avoided by all but the most skilled.}}<br />
<!--monster-bot-end--><br />
<br />
==Useful Info==<br />
'''Liches''' are extremely powerful casters, some of the nastiest creatures in the game. They can summon demons, haste themselves, and fire off extremely lethal [[Conjurations]]. They're capable of killing a reasonably powerful character in one shot, if you're unlucky. They can be found in the deeper portions of [[the Dungeon]], [[the Vaults]], [[the Abyss]], [[Pandemonium]], the [[Hell]]s, and [[the Realm of Zot]].<br />
<br />
<!--spl-bot-begin--><br />
==Spells==<br />
{{Spellcaster6<br />
|number=<br />
|slot1=''random''<br />
|slot2=''random''<br />
|slot3=''random''<br />
|slot4=''random''<br />
|slot5=''random''<br />
|slot6=''random''<br />
}}<br />
{{clear}}<br />
<!--spl-bot-end--><br />
<br />
==Tips & Tricks==<br />
*Melee fighters should use corners to lure them next to you, or a [[scroll of blinking]] to get into range immediately.<br />
*Their HP and defenses are low enough that a strong offense can defeat one in two or three hits. Weapons of [[Holy wrath]], and [[Dispel Undead]] can speed this up even more.<br />
*[[Silence]] limits the lich to using its melee attack. While this does have a [[draining]] effect, it is still preferable to a lich that can cast spells.<br />
*Spellcasters should keep their distance (6+ tiles to avoid [[Bolt of Iron]], 7+ to avoid [[Bolt of Draining]] and [[Bolt of Fire]], and 8+ to avoid [[Bolt of Cold]]), haste themselves, use their longest range spells, and possibly use Abjuration to get rid of any summons.<br />
*[[Throwing net]]s are very useful against liches. Hitting one at the edge of your line of sight with one guarantees it won't be able to follow you for several turns, allowing a fairly safe escape. Hitting one in melee range will make it vulnerable to [[stab]]bing attempts, allowing [[Short Blades]] specialists to make very short work of them.<br />
<br />
==History==<br />
In [[0.16]], liches will have randomized spell sets.</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=List_of_deep_elves&diff=37160List of deep elves2015-05-17T18:21:20Z<p>Lokkij: /* Deep Elf Types */ Draining no longer reduces XL</p>
<hr />
<div>{{version013}}<br />
''This page is about the various deep elf [[monster]]s. For the player species, see [[deep elf]].''<br />
<br />
The '''deep elves''' are a race of xenophobic subterranean beings with powerful magic, but only mediocre martial prowess. They populate the [[Elven Halls]], and can occasionally be found in the lowest reaches of the [[Dungeon]] and some [[bailey]]s.<br />
<br />
==Deep Elf Types==<br />
{{monsterlink|Deep elf fighter}}- A deep elf soldier with a smattering of magical spells.<br />
<br />
{{monsterlink|Deep elf knight}}- A more experienced warrior, much more capable in all ways than mere fighters.<br />
<br />
{{monsterlink|Deep elf mage}}- Eccentric spell casters with access to an enormous list of aggravating, occasionally dangerous spells.<br />
<br />
{{monsterlink|Deep elf conjurer}}- Combat casters who enjoy [[draining]] you and setting you on fire with their spells.<br />
<br />
{{monsterlink|Deep elf summoner}}- Fragile summoners who throw small hordes of demons at you.<br />
<br />
{{monsterlink|Deep elf priest}}- Worshipers of a dark god capable of [[smiting]] you and raising the dead as twisted abominations.<br />
<br />
===Mostly appear on Elf:3===<br />
{{monsterlink|Deep elf blademaster}}- Ravenous blenders that mysteriously resemble elves, they are vicious with their [[short blades]].<br />
<br />
{{monsterlink|Deep elf master archer}}- Even without magic, they're the deadliest bow-wielders you can find.<br />
<br />
{{monsterlink|Deep elf death mage}}- Spooky elves who rapidly drain you with [[Bolt of Draining]] and raise the dead.<br />
<br />
{{monsterlink|Deep elf annihilator}}- Expert combat casters, known for one-shotting careless adventurers.<br />
<br />
{{monsterlink|Deep elf demonologist}}- Masters in the art of calling up horrors from dark places (and in sending nosy adventurers back in exchange).<br />
<br />
{{monsterlink|Deep elf sorcerer}}- Yet another deep elf caster, hurling [[hellfire]] and Bolts of Draining before casting you into [[the Abyss]].<br />
<br />
{{monsterlink|Deep elf high priest}}- Elite deep elf priests capable of summoning demons and blasting you with hellfire.<br />
<br />
===Unique Elves===<br />
Note that there are no actual deep elf uniques. However, the following three unique elves appear in the dungeon.<br />
<br />
{{monsterlink|Fannar}}- A cruel elven magistrate with near-perfect mastery of [[Ice Magic]].<br />
<br />
{{monsterlink|Dowan}} '''and''' {{monsterlink|Duvessa}}- Twin elves who appear early on. He specializes in magic, she in swords.<br />
<br />
===Obsolete Elves===<br />
{{monsterlink|Deep elf soldier}}- A meager spell caster armed with a sword or bow he hardly knows how to use. Removed in [[0.13]].<br />
<br />
[[category:Elf]]<br />
[[Category:Lists of monsters]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=List_of_deep_elves&diff=37159List of deep elves2015-05-17T18:20:27Z<p>Lokkij: /* Deep Elf Types */</p>
<hr />
<div>{{version013}}<br />
''This page is about the various deep elf [[monster]]s. For the player species, see [[deep elf]].''<br />
<br />
The '''deep elves''' are a race of xenophobic subterranean beings with powerful magic, but only mediocre martial prowess. They populate the [[Elven Halls]], and can occasionally be found in the lowest reaches of the [[Dungeon]] and some [[bailey]]s.<br />
<br />
==Deep Elf Types==<br />
{{monsterlink|Deep elf fighter}}- A deep elf soldier with a smattering of magical spells.<br />
<br />
{{monsterlink|Deep elf knight}}- A more experienced warrior, much more capable in all ways than mere fighters.<br />
<br />
{{monsterlink|Deep elf mage}}- Eccentric spell casters with access to an enormous list of aggravating, occasionally dangerous spells.<br />
<br />
{{monsterlink|Deep elf conjurer}}- Combat casters who enjoy [[draining]] your experience and setting you on fire with their spells.<br />
<br />
{{monsterlink|Deep elf summoner}}- Fragile summoners who throw small hordes of demons at you.<br />
<br />
{{monsterlink|Deep elf priest}}- Worshipers of a dark god capable of [[smiting]] you and raising the dead as twisted abominations.<br />
<br />
===Mostly appear on Elf:3===<br />
{{monsterlink|Deep elf blademaster}}- Ravenous blenders that mysteriously resemble elves, they are vicious with their [[short blades]].<br />
<br />
{{monsterlink|Deep elf master archer}}- Even without magic, they're the deadliest bow-wielders you can find.<br />
<br />
{{monsterlink|Deep elf death mage}}- Spooky elves who rapidly deplete your experience with [[Bolt of Draining]] and raise the dead.<br />
<br />
{{monsterlink|Deep elf annihilator}}- Expert combat casters, known for one-shotting careless adventurers.<br />
<br />
{{monsterlink|Deep elf demonologist}}- Masters in the art of calling up horrors from dark places (and in sending nosy adventurers back in exchange).<br />
<br />
{{monsterlink|Deep elf sorcerer}}- Yet another deep elf caster, hurling [[hellfire]] and Bolts of Draining before casting you into [[the Abyss]].<br />
<br />
{{monsterlink|Deep elf high priest}}- Elite deep elf priests capable of summoning demons and blasting you with hellfire.<br />
<br />
===Unique Elves===<br />
Note that there are no actual deep elf uniques. However, the following three unique elves appear in the dungeon.<br />
<br />
{{monsterlink|Fannar}}- A cruel elven magistrate with near-perfect mastery of [[Ice Magic]].<br />
<br />
{{monsterlink|Dowan}} '''and''' {{monsterlink|Duvessa}}- Twin elves who appear early on. He specializes in magic, she in swords.<br />
<br />
===Obsolete Elves===<br />
{{monsterlink|Deep elf soldier}}- A meager spell caster armed with a sword or bow he hardly knows how to use. Removed in [[0.13]].<br />
<br />
[[category:Elf]]<br />
[[Category:Lists of monsters]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=List_of_arthropods&diff=37152List of arthropods2015-05-15T09:12:00Z<p>Lokkij: /* History */</p>
<hr />
<div>{{version016}}<br />
Considering that [[the Dungeon]] is a dark, dank place filled with moist corners and rotting [[corpse]]s, it's no surprise that it contains countless creepy-crawlies ranging in size from freakishly huge to terrifyingly gargantuan. ''Crawl'''s many '''arthropods''' are some of the weaker opponents you'll encounter, but they shouldn't be underestimated; a great many of them have [[poison]]ous bites or stings, more than a few also come with exotic and dangerous special abilities, and they tend to come in swarms. While there are some exceptions, vulnerability to [[Poison Magic]] is a common arthropod weakness. Many of them leave poisonous [[corpse]]s, so [[Ignite Poison]] is also quite effective. They lack internal skeletons, so [[Necromancer]]s are unable to raise them as [[skeleton (monster)|skeletons]] (they may still be [[zombie|zombified]], however).<br />
<br />
Arthropods in general are fairly common throughout [[the Dungeon]] and [[the Lair]], but certain varieties are quite common in other areas. The [[Spider's Nest]], for example, is full of spiders.<br />
<br />
==Ants==<br />
{{monsterlink|Worker ant}}- Poisonous critters that seek out puny adventurers to drag back to their nests.<br />
<br />
{{monsterlink|Soldier ant}}- The sort of giant ant that can chomp through armour and shake off stab wounds. Extra poisonous!<br />
<br />
{{monsterlink|Queen ant}}- Although a heavy hitter in melee, her slow speed makes her much less intimidating than her minions.<br />
<br />
==Beetles==<br />
{{monsterlink|Goliath beetle}}- Slow enough for even [[naga]]s to kite, but durable enough to make you wonder if it's worth the effort.<br />
<br />
{{monsterlink|Boring beetle}}- Beefy, but easily avoided. They tend to turn any floor with rock walls to swiss cheese if left to their own devices.<br />
<br />
{{monsterlink|Boulder beetle}}- These tanks normally lumber along slowly, but they can suddenly start rolling at break-neck speed.<br />
<br />
{{monsterlink|Death scarab}}- Undead swarming vermin that trail [[miasma]] and drain life and speed with their bites.<br />
<br />
==Crabs==<br />
{{monsterlink|Fire crab}}- Scuttling pyromaniac menaces that turn the Dungeon into a furnace with their fire breath.<br />
<br />
{{monsterlink|Ghost crab}}- Dark-tainted fire crabs which spew ghostly fire, harming the living and summoning hostile spirits.<br />
<br />
{{monsterlink|Apocalypse crab}}- Rare [[Abyss]]-dwellers that bathe their prey in the unpredictable forces of raw [[chaos]].<br />
<br />
==Flying Insects==<br />
{{monsterlink|Killer bee}}- Painful alone and deadly in swarms, these pack hunters are a menace to the unprepared.<br />
<br />
{{monsterlink|Queen bee}}- Although extremely venomous, her lack of maneuverability makes her easy to deal with.<br />
<br />
{{monsterlink|Wasp}}- Although slower and more solitary than killer bees, their stings slow and paralyse their victims.<br />
<br />
{{monsterlink|Hornet}}- An oversized wasp dyed red in the blood of its victims.<br />
<br />
{{monsterlink|Vampire mosquito}}- Pesky undead insects that will happily suck the unwary dry.<br />
<br />
==Moths & Butterflies==<br />
{{monsterlink|Butterfly}}- Harmless and pretty and occasionally in the way.<br />
<br />
{{monsterlink|Moth of wrath}}- These fluttering nuisances are capable of [[berserk|enraging]] anything they come across.<br />
<br />
{{monsterlink|Ghost moth}}- Invisible psychic predators with debilitating poisons.<br />
<br />
==Spiders==<br />
{{monsterlink|Spider}}- Scuttling poisonous pests. Individually weak, but they come in swarms.<br />
<br />
{{monsterlink|Jumping spider}}- A hyperactive spider which [[blink|leaps]] in and out of combat, covering you in sticky silk all the while.<br />
<br />
{{monsterlink|Trapdoor spider}}- Cowardly vermin that strike those who walk past their hiding places and retreat underground when injured.<br />
<br />
{{monsterlink|Tarantella}}- Strange spiders with bites that [[confuse|disorient]] their prey.<br />
<br />
{{monsterlink|Redback}}- A notoriously venomous arachnid, capable of seriously poisoning even those who are resistant.<br />
<br />
{{monsterlink|Wolf spider}}- A powerful spider capable of tearing foes apart even without its venom.<br />
<br />
{{monsterlink|Orb spider}}- Cowardly, unnatural spiders that launch orbs of devastating energy at their foes.<br />
<br />
===Unique Spiders===<br />
{{monsterlink|Arachne}}- Formerly human, this hybrid creature rules over and defends the Spider's Nest with powerful [[Poison Magic]] and endless [[web]]bing.<br />
<br />
==Other Arthropods==<!--sorted by approximate order you encounter them--><br />
{{monsterlink|Giant cockroach}}- Common pests of the upper floors of the Dungeon, they're mostly harmless.<br />
<br />
{{monsterlink|Giant mite}}- Bloated, poisonous vermin found in the early Dungeon.<br />
<br />
{{monsterlink|Scorpion}}- One of the earliest opponents capable of seriously poisoning careless adventurers.<br />
<br />
{{monsterlink|Emperor scorpion}}- The beefiest arthropod of them all, they shrug off blows that would fell lesser bugs.<br />
<br />
{{monsterlink|Demonic crawler}}- Swift, hellish arthropods that partially resist most elements, including poison.<br />
<br />
==Upcoming Arthropod==<br />
{{monsterlink|Entropy weaver}}- Odd arachnoid casters that know a slow, ancient chant that can rapidly corrode their foes' equipment.<br />
<br />
==Retired Arthropods==<br />
{{monsterlink|Ant larva}}- Baby ants that were about as threatening as a [[goblin]] with three limbs missing.<br />
<br />
{{monsterlink|Bumblebee}}- Bigger, solitary bees with a much less terrifying history of player deaths than the [[killer bee|killer]] variety.<br />
<br />
{{monsterlink|Chaos butterfly}}- Dangerous [[Abyss]]al butterflies that created raging storms with every flap of their wings.<br />
<br />
{{monsterlink|Giant firefly}}- Flying insects notable for their signal flash and their use as mounts for [[spriggan rider]]s.<br />
<br />
{{monsterlink|Polymoth}}- Fluttering menaces that constantly [[polymorph]] nearby monsters. Exist in [[0.13]] but are disabled, and were removed in [[0.14]].<br />
<br />
{{monsterlink|Moth of suppression}}- Sickly moths that [[suppression|suppressed]] all magical items within their zone of effect.<br />
<br />
{{monsterlink|Giant centipede}}- Although fragile, their poison stings could be hazardous.<br />
<br />
==History==<br />
[[0.17]] - Will add entropy weavers, remove giant mites, boring beetles and goliath beetles.<br />
<br />
[[0.16]] - Added death scarabs, renamed yellow wasps and red wasps to wasps and hornets, respectively.<br />
<br />
[[0.15]] - Added ghost crabs, removed giant fireflies.<br />
<br />
[[0.14]] - Removed giant centipedes and moths of suppression.<br />
<br />
[[0.13]] - Added and quickly removed polymoths.<br />
<br />
[[0.12]] - Added moths of suppression and chaos butterflies, and removed bumblebees and ant larvae. Chaos butterflies were removed soon after due to flooding issues.<br />
<br />
[[Category:Lists of monsters]]<br />
[[Category:Crystal Ball Articles]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Finisher&diff=37141Finisher2015-05-14T13:04:52Z<p>Lokkij: Update version</p>
<hr />
<div>{{version016}}<br />
<br />
{{flavour|A long and sharp scythe, specially modified for combat purposes.}}<br />
[[File:Scythe_finisher.png]] ''''' the +5 scythe "Finisher"'''''<br />
<br />
+5 [[scythe]]<br />
<br />
[[Speed brand|Speed]] brand<br><br />
+3 STR<br />
<br />
==Desirability==<br />
A speed brand on a two-handed weapon might sound appealing at first, but this weapon is actually not as good as it might at first seem. It requires nearly maxed-out [[polearm]]s skill to reach minimum delay, and its base type is very underwhelming in terms of damage. At the same skill level, a well-enchanted [[bardiche]] with the [[freezing]] brand will actually have better raw damage output, even before considering the effect of monster [[AC]]. By the time the player would be able to use this artefact effectively, they would quite likely have already found a good bardiche to enchant, which would ultimately be a better weapon. In short, "Finisher" is not a bad weapon, but the player is likely to always have access to something better.<br />
<br />
==History==<br />
Prior to [[0.15]], "Finisher" had a +3, +5 enchantment level.<br />
<br />
[[Category:Unrands]]<br />
[[Category:Polearms]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Killer_bee&diff=37140Killer bee2015-05-14T10:11:07Z<p>Lokkij: Update version</p>
<hr />
<div>{{version016}}<br />
<!--monster-bot-begin--><br />
{{monster<br />
|name=killer bee<br />
|glyph={{Brown|y}}<br />
|tile=[[File:Killer bee.png]]<br />
|flags={{Flying flag}}<br>{{No skeleton flag}}<br />
|resistances={{Drown resistance}}<br />
|vulnerabilities={{Poison vulnerability}}<br />
|max_chunks=1<br />
|meat={{Poisonous corpse}}<br />
|xp=63<br />
|holiness={{Natural}}<br />
|magic_resistance=10<br />
|hp_range=9-24<br />
|avg_hp=16<br />
|armour_class=2<br />
|evasion=18<br />
|habitat=Land<br />
|speed= 20<br />
|size={{tiny}}<br />
|item_use={{Uses nothing}}<br />
|attack1=10 ({{Sting type}}: {{Poison flavour}}: 6-12)<br />
|attack2=<br />
|attack3=<br />
|attack4=<br />
|hit_dice=3<br />
|base_hp=3<br />
|extra_hp=5<br />
|fixed_hp=0<br />
|intelligence={{Insect intelligence}}<br />
|genus=killer bee<br />
|species=killer bee<br />
}}<br />
{{Flavour|A giant bee, bearing a deadly barb which can sting repeatedly.}}<br />
<!--monster-bot-end--><br />
{{list of | arthropods}}<br />
<br />
<br />
==Useful Info==<br />
'''Killer bees''' are poisonous flying insects that live up to their name. They're twice as fast as most characters, attack in swarms, and can quickly inject fatal amounts of [[poison]] in lightly-armoured characters. They are found in the middle-[[Dungeon]], [[the Lair]], and anywhere else where their hive [[vault]]s occur.<br />
<br />
==Tips & Tricks==<br />
*Be extremely wary of encountering [[out of depth]] swarms of them, as it is almost certain death for a character to come across them on D:2 or D:3. If possible, close [[door]]s with '''C''' to keep them from reaching you.<br />
*Never believe that there's just one bee on the floor. They always travel with friends.<br />
*With [[poison resistance]] and decent [[AC]], they're nuisances. With only poison resistance, they can be a handful if they surround you. Without either, taking them on in melee is often suicide.<br />
*[[Poison]] attacks work wonders here. [[Mephitic Cloud]] will make a tightly-clumped swarm slaughter itself, while a weapon of [[venom]] will make short work of them; however, with the bees' 18 EV, you will need to have decent accuracy with said weapon. [[Ignite Poison]] and [[Poisonous Cloud]] are good for quickly clearing out any large bee rooms you might find later on.<br />
*Bees have relatively low [[MR]], so [[wands of enslavement]] can be effective in turning some of them onto your side.<br />
*When things go badly, don't forget about your [[potions of curing]].<br />
*A [[potion of lignification]] can give lightly-armoured characters some much-needed AC and poison resistance, greatly reducing the threat of a pack of bees.</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Killer_bee&diff=37139Killer bee2015-05-14T10:10:49Z<p>Lokkij: Add tip about potion of lignification</p>
<hr />
<div>{{version014}}<br />
<!--monster-bot-begin--><br />
{{monster<br />
|name=killer bee<br />
|glyph={{Brown|y}}<br />
|tile=[[File:Killer bee.png]]<br />
|flags={{Flying flag}}<br>{{No skeleton flag}}<br />
|resistances={{Drown resistance}}<br />
|vulnerabilities={{Poison vulnerability}}<br />
|max_chunks=1<br />
|meat={{Poisonous corpse}}<br />
|xp=63<br />
|holiness={{Natural}}<br />
|magic_resistance=10<br />
|hp_range=9-24<br />
|avg_hp=16<br />
|armour_class=2<br />
|evasion=18<br />
|habitat=Land<br />
|speed= 20<br />
|size={{tiny}}<br />
|item_use={{Uses nothing}}<br />
|attack1=10 ({{Sting type}}: {{Poison flavour}}: 6-12)<br />
|attack2=<br />
|attack3=<br />
|attack4=<br />
|hit_dice=3<br />
|base_hp=3<br />
|extra_hp=5<br />
|fixed_hp=0<br />
|intelligence={{Insect intelligence}}<br />
|genus=killer bee<br />
|species=killer bee<br />
}}<br />
{{Flavour|A giant bee, bearing a deadly barb which can sting repeatedly.}}<br />
<!--monster-bot-end--><br />
{{list of | arthropods}}<br />
<br />
<br />
==Useful Info==<br />
'''Killer bees''' are poisonous flying insects that live up to their name. They're twice as fast as most characters, attack in swarms, and can quickly inject fatal amounts of [[poison]] in lightly-armoured characters. They are found in the middle-[[Dungeon]], [[the Lair]], and anywhere else where their hive [[vault]]s occur.<br />
<br />
==Tips & Tricks==<br />
*Be extremely wary of encountering [[out of depth]] swarms of them, as it is almost certain death for a character to come across them on D:2 or D:3. If possible, close [[door]]s with '''C''' to keep them from reaching you.<br />
*Never believe that there's just one bee on the floor. They always travel with friends.<br />
*With [[poison resistance]] and decent [[AC]], they're nuisances. With only poison resistance, they can be a handful if they surround you. Without either, taking them on in melee is often suicide.<br />
*[[Poison]] attacks work wonders here. [[Mephitic Cloud]] will make a tightly-clumped swarm slaughter itself, while a weapon of [[venom]] will make short work of them; however, with the bees' 18 EV, you will need to have decent accuracy with said weapon. [[Ignite Poison]] and [[Poisonous Cloud]] are good for quickly clearing out any large bee rooms you might find later on.<br />
*Bees have relatively low [[MR]], so [[wands of enslavement]] can be effective in turning some of them onto your side.<br />
*When things go badly, don't forget about your [[potions of curing]].<br />
*A [[potion of lignification]] can give lightly-armoured characters some much-needed AC and poison resistance, greatly reducing the threat of a pack of bees.</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Hobgoblin&diff=37119Hobgoblin2015-05-13T08:54:39Z<p>Lokkij: Update version</p>
<hr />
<div>{{version016}}<br />
<br />
<!--monster-bot-begin--><br />
{{monster<br />
|name=hobgoblin<br />
|glyph={{Brown|g}}<br />
|tile=[[File:Hobgoblin.png]]<br />
|flags={{Speaks flag}}<br>{{Warm blood flag}}<br />
|resistances=None<br />
|vulnerabilities=None<br />
|max_chunks=3<br />
|meat={{Clean corpse}}<br />
|xp=2<br />
|holiness={{Natural}}<br />
|magic_resistance=0<br />
|hp_range=4-7<br />
|avg_hp=5<br />
|armour_class=2<br />
|evasion=10<br />
|habitat=Land<br />
|speed= 10<br />
|size={{Medium}}<br />
|item_use={{Weapons armour}}<br>{{Starting equipment}}<br>{{Open doors}}<br />
|attack1=5 ({{Hit type}}: {{Plain flavour}})<br />
|attack2=<br />
|attack3=<br />
|attack4=<br />
|hit_dice=1<br />
|base_hp=4<br />
|extra_hp=3<br />
|fixed_hp=0<br />
|intelligence={{Normal intelligence}}<br />
|genus=goblin<br />
|species=hobgoblin<br />
}}<br />
{{Flavour|A larger and even uglier goblin, with an even worse temper to match. Many foolish young adventurers have underestimated the danger of crossing a hobgoblin and paid for it with their lives.<br />
----<br />
“A foolish consistency is the hobgoblin of little minds, adored by little statesmen and philosophers and divines.”<br><br />
-Ralph Waldo Emerson, _Essays: First Series_, Essay II: Self-Reliance.<br><br />
1841.}}<br />
<!--monster-bot-end--><br />
<br />
<br />
<br />
==Useful Info==<br />
'''Hobgoblins''' are one of the weakest monsters in the game, but are still a threat to XL1 characters. A hobgoblin with a [[club]] or other weapon can sometimes take down the less powerful starting characters in a fair fight. They are found in the very earliest portions of [[the Dungeon]].<br />
<br />
==Tips & Tricks==<br />
Hobgoblins are susceptible to simple tactics: soften them up at a distance using missiles; lead them over traps; or, if you're very low on [[HP]] and adjacent to one, [[pillar-dance]].</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Hat_of_the_High_Council&diff=37073Hat of the High Council2015-05-07T15:32:53Z<p>Lokkij: </p>
<hr />
<div>{{version014}}<br />
{{flavour|A relic of some ancient wizarding war. Centuries later, it still crackles with effects from the residual hexes and magical energies it was once subjected to on a daily basis; spellcasters able to get a handle on its power, however, will find it enhances their spell power.}}<br />
<br />
[[File:hat of the High Council.png]] '''''the +2 hat of the High Council'''''<br />
<br />
+2 [[hat]]<br />
<br />
[[Archmagi]]<br><br />
Anti-[[wizardry]]<br><br />
-20 [[Stealth]]<br />
<br />
Anti-wizardry property of this fixedart gives +7% of raw spell failure rate before wizardry reduction. See [[Spell Success]] for details.<br />
<br />
==Desirability==<br />
The '''hat of the High Council''' is a piece of headgear to be used carefully. Essentially giving you the [[Wild Magic]] [[mutation]], characters who use little magic will have no use for it, as its defensive value is slightly worse than a normal +2 [[helmet]] even without the [[stealth]] penalty. Hybrid fighters and characters who rely heavily on spells should also be careful with it; casting a spell reliably is usually preferable to casting spells with high power.<br />
<br />
The only characters for whom this hat is likely to be a good idea are those who have already trained the spells they intend to cast well past the point of reliability, and for them the additional spell power can be very welcome. Only late-game spellcasters who has stabilized several level-9 spells with high intelligence can be categorized to this.<br />
<br />
==History==<br />
The hat of the High Council was added in [[0.14]].<br />
<br />
[[Category:Unrands]]<br />
[[Category:Headgear]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Natasha&diff=37072Natasha2015-05-07T10:47:09Z<p>Lokkij: /* Tips & Tricks */</p>
<hr />
<div>{{version016}}<br />
<!--monster-bot-begin--><br />
{{monster<br />
|name=Natasha<br />
|glyph={{Magenta|h}}<br />
|tile=[[File:Natasha.png]]<br />
|flags={{See invisible flag}}<br>{{Speaks flag}}<br>{{Unique flag}}<br>{{Warm blood flag}}<br />
|resistances=None<br />
|vulnerabilities=None<br />
|max_chunks=1<br />
|meat={{Clean corpse}}<br />
|xp=35<br />
|holiness={{Natural}}<br />
|magic_resistance=20<br />
|hp_range=15<br />
|avg_hp=15<br />
|armour_class=2<br />
|evasion=12<br />
|habitat=Land<br />
|speed= 10 (move: 80%)<br />
|size={{little}}<br />
|item_use={{Starting equipment}}<br>{{Open doors}}<br />
|attack1=10 ({{Claw type}}: {{Plain flavour}})<br />
|attack2=<br />
|attack3=<br />
|attack4=<br />
|hit_dice=3<br />
|base_hp=5<br />
|extra_hp=0<br />
|fixed_hp=0<br />
|intelligence={{High intelligence}}<br />
|genus=felid<br />
|species=felid<br />
}}<br />
{{Flavour|A magical cat. Once a powerful wizard's familiar, Natasha was abandoned after he was consumed by the necromantic forces he sought to control. Now she patrols the dungeon, taking a bloody vengeance with spell and claw upon any adventurer that crosses her path.<br />
----<br />
“It dooth appéere that there is in Cats as in all other kindes of beasts, a certaine reason and language wherby they vnderstand one another. But as touching this Grimmalkin: I take rather to be an Hagat or a VVitch then a Cat. For witches haue gone often in that likenes, And therof hath come the prouerb as trew as common, that a Cat hath nine liues, that is to say, a witch may take on her a Cats body nine times.”<br><br />
-William Baldwin, “Beware the Cat”, 1584}}<br />
<!--monster-bot-end--><br />
<br />
==Useful Info==<br />
'''Natasha, Servant of Life and Death''' is a [[unique]] [[felid (monster)|felid]] wizard. Although not very durable, she is fast and capable of summoning a variety of [[demon#Tier-5 Demons|imps]] to her aid, as well as inflicting irresistible damage at any range and disabling you with [[status effect]]s. On top of all that, she has three lives; when killed, she will respawn elsewhere on the floor twice before finally dying for good.<br />
<br />
==Location==<br />
*[[The Dungeon]]:3-6<br />
<br />
<!--spl-bot-begin--><br />
==Spells==<br />
{{Spellcaster4<br />
|number=<br />
|slot1=[[Magic Dart]] (3d4)<br />
|flags1={{Wizard slot flag}}<br />
|slot2=[[Slow]]<br />
|flags2={{Wizard slot flag}}<br />
|slot3=[[Call Imp]]<br />
|flags3={{Wizard slot flag}}<br />
|slot4=[[Conjure Flame]] (42d1)<br />
|flags4={{Wizard slot flag}}<br />
}}<br />
{{clear}}<br />
<!--spl-bot-end--><br />
<br />
==Tips & Tricks==<br />
*The threat level of her imps is very variable. [[Crimson imp]]s are mostly harmless. [[White imp]]s are capable of dealing significant [[cold]] damage. [[Shadow imp]]s are capable of raising the dead and hitting you with [[negative energy]] damage. [[Iron imp]]s are serious threats in melee. In all cases, however, it is easier to kill Natasha than to try to kill off her summons, as they will all die once she's beaten. Consider retreating and returning later if she manages to get a sizable imp army up before you can reach her.<br />
<br />
*Natasha can wield wands and has been known to spawn with a wand of polymorph. Be cautious if you have low magic resistance.<br />
<br />
==Trivia==<br />
Although never explicitly stated, the [[unrand]] [[dagger]] [[Morg]] once belonged to a "powerful mage called [[Boris]]" who "got lost in the Dungeon while seeking the Orb." Given Natasha's flavour text, this strongly suggests that Natasha was once the unique [[lich]] Boris' familiar, making the pair into one of ''Crawl'''s [http://en.wikipedia.org/wiki/The_Rocky_and_Bullwinkle_Show sneakier pop culture references.]<br />
<br />
==History==<br />
Prior to [[0.16]], Natasha knew [[Mephitic Cloud]].<br />
<br />
Natasha was added in [[0.14]].</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Demon_blade&diff=36974Demon blade2015-05-02T20:39:22Z<p>Lokkij: </p>
<hr />
<div>{{version016}}<br />
<br />
{{weapon<br />
|name = Demon blade<br />
|cost = ?<br />
|weight = 20.0<br />
|skill = Long Blades<br />
|damage = 13<br />
|accuracy = -1<br />
|basedelay = 13 (130%)<br />
|mindelay = 6 at skill 14<br />
|hands = 1H<br />
|size = Medium<br />
|damtype = Slicing <br />
|ranged = No<br />
|acquirement = 2<br />
}}<br />
<br />
{{flavour|A terrible weapon, forged in the fires of Hell.}}<br />
<br />
'''Demon blades''' are one of the better one-handed long blades you can find. Although less powerful than [[double sword]]s they are slightly faster, better for dexterous characters, and you'll find plenty of them in the late-game off of [[hell knight]]s, usually with decent [[brand]]s and [[scroll of enchant weapon|enchantment]] values.<br />
<br />
Also, worshipers of [[good]] [[god]]s cannot attack with them without suffering [[penance]]. However, worshipers of [[the Shining One]] can convert a demon blade into a more powerful [[eudemon blade]] of [[holy wrath]] by wielding it and praying at his [[altar]] once they reach max piety. You can also reverse the process at [[Kiku]]'s or [[Lugonu]]'s altars, but this is usually a bad trade.<br />
<br />
==History==<br />
Prior to [[0.14]], demon blades dealt slightly more damage than normal in the hands of [[demonspawn]] characters.<br />
<br />
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"<br />
! Demon blade || Eudemon blade<br />
|-<br />
| [[File:Demon blade.png]] || [[File:Blessed blade.png]]<br />
|}<br />
<br />
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"<br />
! || [[Unrandart]] Demon blades<br />
|-<br />
| '''"[[Bloodbane]]"''' || [[File:Demon blade bloodbane.png]]<br />
|-<br />
| '''"[[Leech]]"''' || [[File:Demon blade leech.png]]<br />
|}<br />
<br />
{{weapons}}<br />
[[Category:Long blades]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Talk:Fireball&diff=36893Talk:Fireball2015-04-28T20:08:51Z<p>Lokkij: Created page with "The damage formulae in the text and the spell table differ. Which one is correct? --~~~~"</p>
<hr />
<div>The damage formulae in the text and the spell table differ. Which one is correct? --[[User:Lokkij|Lokkij]] ([[User talk:Lokkij|talk]]) 22:08, 28 April 2015 (CEST)</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Staff_of_conjuration&diff=36884Staff of conjuration2015-04-28T12:29:04Z<p>Lokkij: Add version number</p>
<hr />
<div>{{version016}}<br />
{{item<br />
|itemtype=Magical staves<br />
|name=staff of conjuration<br />
|cost=<br />
|weight=13<br />
}}<br />
{{flavour|This staff increases the power of conjurations cast by its wielder.}}<br />
<br />
A '''staff of conjuration''' is a [[magical staff]] which aids in the casting of [[Conjurations]]. Equipping it will cause it to auto-identify. Any Conjurations cast while wielding a staff of conjuration will gain a boost to [[spell power]], usually causing it to deal more damage and/or last longer (the specific impact of this, if any, depends on the spell).<br />
<br />
The staff can also be used in combat, functioning as a +0, +0 [[staff]]. Unlike other magical staves, it provides no other magical effects, but you can still improve your damage output, accuracy, and attack speed through training [[Fighting]] and [[Staves]].<br />
<br />
==History==<br />
Prior to [[0.8]], the chance of a staff of conjuration auto-identifying when wielded depended on the Conjurations skill of the wielder.</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Weapon_choice&diff=36689Weapon choice2015-04-25T18:52:12Z<p>Lokkij: /* Long Blades */</p>
<hr />
<div>{{version014}}<br />
<br />
''Crawl'' presents the player and character with a potentially bewildering array of [[weapon]] choices. However, when all the dust clears and the parade of short swords, demon whips, and clubs has passed by, weapons have six main properties:<br />
*Damage: How much damage, on average, the weapon does per strike.<br />
*Accuracy: How likely the weapon is to actually hit.<br />
*Speed: How long you must wait after attacking before you can act again.<br />
*Handedness: Whether the weapon requires one or two hands to use.<br />
*Skill: How fast your [[species]] can learn to use the weapon.<br />
*Special: Some weapon types have unique traits that distinguish them from the others.<br />
<br />
A player simply wants to pick the weapon that has a combination that deals the most damage in the shortest amount of time, to the largest set of monsters, on average.<br />
<br />
==Properties==<br />
Each of these properties is briefly described below:<br />
<br />
===Damage===<br />
The approximate formula for a weapon's damage is as follows:<br />
Damage = 1d(base damage × strength bonus) × skill bonus + (to-damage enchantment + slaying)<br />
<br />
When you examine a weapon, the damage number it gives you is the base damage. The [[strength]] bonus multiplier is rarely much higher than 1×, except for very strong characters wielding very large weapons. The flat Slaying bonus comes from [[rings of slaying]] and some [[artefacts]], and stacks with the damage enchantment on your weapon (the second number in a weapon's +X, +X). The skill bonus multiplier is based on your [[Fighting]] and Weapon skill; when both are maxed out it averages around a 2× multiplier (though this amount is rather variable). Finally, your weapon's [[brand]] adjusts your damage even further; see the appropriate [[Brand]] page for details.<br />
<br />
===Speed===<br />
A weapon's speed, or more accurately its attack delay, is as follows:<br />
Delay = base delay − weapon skill/2<br />
<br />
A weapon's base delay is given in the form of a percentage (110%, 150%, etc.); however, the game tracks most actions in terms of [[aut]]s. When unaffected by [[Haste]], [[Slow]], or similar effects, an unmodified, unarmed attack takes 10 auts (the same time it takes for most monsters and most species to take most actions). Wielding a weapon will multiply this by the base delay % given in the weapon's description. A [[short sword]], for example, has a base delay of 110%; 10 auts × 110% = 11 auts, meaning an attack with a short sword and no [[Short Blades]] skill will take slightly longer than throwing a punch.<br />
<br />
Fortunately, you can reduce the time it takes to make attacks by training the skill appropriate to the weapon you wield. Every 2 skill you gain reduces the delay % by 10, down to the weapon's minimum delay (which is the base delay divided by 2, rounded down, but with a maximum of 70%). [[Cutlass]]es are a special case with a min delay of 50%, and the [[Haste]] [[status effect]] and [[Speed brand]] can both reduce it further than normal, but never below a minimum of 20%.<br />
<br />
===Accuracy===<br />
Accuracy is one of the more complex attributes of a weapon, being affected by the base type, weapon skill, Slaying bonuses, and [[dexterity]]. It is important to choose accurate weapons in the early game; at that point, however, the best way to do so is by choosing an accurate weapon type. Later on, the only time you'll find weapons being very inaccurate is if you're also unskilled with it, as a large part of accuracy comes from weapon skill. Thus, accuracy becomes a secondary consideration - reasonable accuracy comes with sane weapon delay.<br />
<br />
===Handedness===<br />
There are two categories of weapons here: one-handed or two-handed. The difference is simple; one-handed weapons can be used along with a [[shield]], while two-handed weapons can't. The only exception to this rule is [[Formicid]]s, who can wield a two-handed weapon and a shield.<br />
<br />
While shields do provide significant amounts of defense, some of the most powerful melee and ranged weapons are two-handed. You should probably make the choice based on your [[species]]' [[aptitude]]s.<br />
<br />
Note that the handedness of a weapon varies with the [[size]] of your character: some weapons that are one-handed for normal and larger sized creatures will be two-handed for small or little ones. This also determines which kinds of shields are appropriately sized for you and how much skill is required to effectively wear them. See the [[Size]] article for further details.<br />
<br />
===Skill===<br />
Each [[species]] has an aptitude for each of the [[skill]]s in ''Crawl''; taking advantage of the skills you're good at will allow you to become powerful faster, greatly increasing your chance of survival. Unless you're intentionally trying to challenge yourself, you should usually try to wield weapons suited for your species.<br />
<br />
====Cross-training====<br />
One aspect of weapon choice is that training in most weapon types makes it easier to learn certain other weapon types. Training in one type improves your aptitude for the weapon type you're cross-training by +4, cutting the experience cost to learn it roughly in half. This bonus lasts for as long as the weapon type you're training is at a lower skill level than the first weapon skill. Once it exceeds the first weapon skill, that skill will start receiving a cross-training bonus instead. Cross-training skills are linked as follows:<br />
<br />
*[[Maces & Flails]]:[[Axes]]<br />
*[[Axes]]:[[Polearms]]<br />
*[[Staves]]:[[Maces & Flails]]<br />
*[[Staves]]:[[Polearms]]<br />
*[[Short Blades]]:[[Long Blades]]<br />
*[[Throwing]]:[[Slings]]<br />
<br />
Each weapon type is capable of being useful all throughout the game, though some excel over others in certain sections. Also, generally speaking, cross-training is less efficient than simply training in the weapon you intend to use (a choice strongly influenced by your species' aptitudes). As such, choosing to cross-train is essentially choosing to toss out the experience invested in the weapon skill you don't intend to use later on. However, some [[background]]s start you with weapon types your species may not be particularly adept at, and you may stumble across extremely powerful weapons outside of your current skill set. In these cases, particularly if you haven't gotten terribly far yet, it may be worth changing the skills you train and the weapons you intend to use.<br />
<br />
===Special===<br />
Most weapon types have certain traits that distinguish them from the others:<br />
*[[Long Blades]]: One of the least exciting weapon types, but solid. They deal high damage and give a small bonus to [[Stabbing]] damage.<br />
*[[Short Blades]]: Although they do low damage, they attack extremely fast and give a large bonus to Stabbing.<br />
*[[Maces & Flails]]: These do heavy damage, and offer large species the most powerful two-handed weapons in the game. Also good vs. [[hydra]]s.<br />
*[[Polearms]]: Although they only deal moderate damage, these weapons all have an innate [[reaching]] attack.<br />
*[[Axes]]: Heavy damage and [[cleaving]] make axes excellent for crowd-control.<br />
*[[Staves]]: These weapons are most distinguished by the [[magical staves]] they give you access to, but their mundane options aren't too bad either.<br />
<br />
==Unarmed Combat: A Special Case==<br />
Of course, you don't ''have'' to wield a weapon to kill foes; it's perfectly feasible to beat things to death with your fists. Whether or not doing so is particularly worthwhile largely depends on your character.<br />
<br />
Unarmed attacks are on par with many Short Blades in terms of speed and generally do more damage (a great deal more at high skill levels). Additionally, unarmed combat combos well with many [[Transmutations]], which are designed to give bonuses to unarmed combat, and several [[mutation]]s are geared towards aiding unarmed strikes.<br />
<br />
There are distinct disadvantages, however; fighting weaponless gives up any potential benefits from having a weapon (such as [[brand]]s, enchantment bonuses, and anything extra that comes with any [[artefact]] weaponry you might find). Unarmed combat is also very skill-dependent, meaning it takes considerably more skill to bring your attack power up to par with other weapons. Additionally, unarmed combat is penalized more by wearing heavy armour and shields than any other form of melee combat, so those who want to get the most out of their punches may wish to wear little in the way of defense. While [[Transmuter]]s probably won't care (as they can't use most equipment while transformed), others might sacrifice much of their defenses.<br />
<br />
Ultimately, the decision to forgo a weapon depends on personal preference. While some characters are better suited for unarmed combat (Transmuters and races with beneficial mutations like [[troll]]s), any character may make effective use of unarmed combat with sufficient skill investment. See the [[Unarmed combat]] page for more details.<br />
<br />
==Combining these: Small or Large Weapons?==<br />
The number that any player wants to maximize is the weapon's damage divided by its delay. Choosing a weapon should seem to be a matter of picking the weapon for which this number is largest. However, one should consider whether to use a fast (min delay 3-5), medium speed (min delay 6), or slow (min delay 7) weapon before choosing a weapon:<br />
<br />
===Fast Weapons===<br />
Short blades, whips, and demon whips/scourges are the only weapons that normally fall into this category. However, any weapon can have a min delay of 4 or less if it has a [[speed brand]]. These are not normally generated on anything other than short blades and staves, but do occur on artefact weapons of other types from time to time. The chief advantage of faster weapons is that they benefit more from slaying bonuses and enchantment: this flat extra damage is applied each time you land a hit, regardless of how hard you hit. Additionally, several weapon brands apply an amount of extra damage that is not affected by the weapon itself: these flat brands are far more beneficial on small weapons. Unfortunately, most such brands can be resisted. <br />
<br />
The downside to smaller weapons is that they have poor performance against high-AC targets, many of which appear in the later game. A monster's [[AC]] reduction is simply applied more often. Brands can help with this to some degree, as their damage will bypass AC, but a small, fast weapon is always going to suffer somewhat against armoured monsters. This can be overcome reasonably well with slaying and enchantment bonuses, but it remains a disadvantage.<br />
<br />
===Strong Weapons===<br />
The best definition of a "strong but slow" weapon is one with a min delay of 7, the max. Within this category, one should obviously strive for the strongest weapon one has skill for. The best are [[executioner's axe]]s, [[bardiche]]s, [[claymore]]s, and (if you can wield them) [[giant spiked club]]s. [[Lajatang]]s are also a worthy choice if you're a staff user, although considerably less powerful than the others. These weapons benefit the most from brands such as [[freezing]], [[flaming]], and [[holy wrath]], whose extra damage is proportional to the weapon's base damage. Their high damage is excellent for punching through monsters' armour.<br />
<br />
While their higher minimum delay is somewhat of a downside, it is not a huge one. However, these weapons have two considerable downsides. The first is that the worthwhile ones all require huge skill investments (levels 18-26), making them more difficult to use for hybrid characters. Lajatangs are something of an exception, but they also do less damage. Secondly, not having a shield is a sacrifice - how much of one depends on your style and character type, but it is always a sacrifice. It leads to one advantage, however, in that you don't have to put XP into the Shields skill, and because weapon skill provides a multiplier effect on base damage, those many skill levels increase your damage much more than they would for lighter weapons. There are a few one-handed delay 7 weapon of note: [[eveningstar]]s, [[bastard sword]]s, and [[broad axe]]s. Eveningstars and bastard swords are certainly adequate weapons, especially against very high AC opponents, but some players may prefer the significantly faster [[sacred scourge]]s/[[demon whip]]s and [[eudemon blade]]s/[[demon blade]]s for the increased speed. Broad axes, meanwhile, sacrifice too much speed for too little damage increase, and are generally worth avoiding.<br />
<br />
==Weapon Schools: Advantages and Disadvantages==<br />
===[[Weapon#Short blades|Short Blades]]===<br />
Highest aptitudes: +3 (Kobolds, Halflings)<br />
<br />
'''Advantages'''<br />
*Easy to find good ones early on.<br />
*Fastest weapons in the game, particularly [[quick blade]]s. They perform excellently with slaying bonuses or berserk.<br />
*Lots of races have good or better aptitudes.<br />
*All one-handed.<br />
*Crosstrains to Long Blades.<br />
*Very good for [[stabbing]], especially [[dagger]]s.<br />
<br />
'''Disadvantages'''<br />
*Dismal base damage, giving them less benefit from combat multipliers (strength, fighting skill, weapon skill).<br />
*Consequently making them perform poorly against armoured targets.<br />
*Benefit little from proportional brands.<br />
*[[Quick blade]]s, by far the best, are quite rare even later on.<br />
<br />
===[[Weapon#Long Blades|Long Blades]]===<br />
Highest aptitudes: +2 (High Elves, Minotaurs)<br />
<br />
'''Advantages'''<br />
*High damage and speed.<br />
*Can go one- or two-handed, contains good weapons for both.<br />
*Fairly common in the mid- and late-game; [[demon blade]]s are easily found.<br />
*Can crosstrain from short blades, which many players will have from the early game.<br />
*[[TSO]] can upgrade the damage output of all of them, though [[demon blade]]s are best.<br />
*Races strong with them are usually good for hybrid builds.<br />
*Decent for stabbing.<br />
*[[Triple sword]]s are the strongest weapons most characters can wield.<br />
<br />
'''Disadvantages'''<br />
*Fairly rare before D:10 or so.<br />
*All cut off hydra heads.<br />
*Bastard swords and claymores are extremely rare.<br />
<br />
===[[Weapon#Maces & Flails|Maces and Flails]]===<br />
Highest aptitudes: +3 (Ogres)<br />
<br />
'''Advantages'''<br />
*Can either go the fast or slow route, through [[demon whip]]s, [[giant spiked club]]s, [[eveningstar]]s and the like.<br />
*Very easy to find.<br />
*Whips are a good starting weapon.<br />
*None cut off hydra heads.<br />
*Also used for rods, although they're as bad as clubs.<br />
*For large races, [[giant spiked club]] has highest base damage in the game.<br />
<br />
'''Disadvantages'''<br />
*Most races good with them are bad with magic, and vice versa<br />
<br />
'''Best Choices'''<br />
*[[Demon whip]]s and [[sacred scourge]]s have a superb min delay and good damage output and are considered one of the best one handed weapons in the game.<br />
*[[Eveningstar]]s are also very good weapons but are very rare. They will outdamage demon whips against heavily armoured opponents.<br />
<br />
===[[Weapon#Axes|Axes]]===<br />
Highest aptitude: +3 (Hill Orcs)<br />
<br />
'''Advantages'''<br />
*All axes can [[cleave]] to hit multiple opponents.<br />
*[[Battleaxe]]s are quite good two-handed weapons and are fairly common.<br />
<br />
'''Disadvantages'''<br />
*Most races good with them are also bad with magic, and vice versa.<br />
*Single handed axes aren't worth using in the long run; all are fairly bad, forcing a two-handed build.<br />
*Executioner's axes are rare, only found through [[Okawaru]]/[[Trog]], acquirement, some uniques, and very rarely on the floor/in shops.<br />
*[[Cleaving]] encourages fighting enemies in groups, which is risky.<br />
<br />
'''Best Choices'''<br />
*[[Hand axe]]s are not bad starting weapons for classes that start weaponless.<br />
*Forget about shields and go for the biggest, baddest axe that you can find.<br />
<br />
===[[Weapon#Polearms|Polearms]]===<br />
Highest aptitudes: +4 (Merfolk)<br />
<br />
'''Advantages'''<br />
*[[Spear]]s and [[trident]]s are excellent weapons early on.<br />
*[[Demon trident]]s and [[bardiche]]s are common later on.<br />
*Can go one-handed or two-handed.<br />
*Crosstrains to both Maces & Flails and Axes.<br />
*All polearms have inherent [[reaching]].<br />
<br />
'''Disadvantages'''<br />
*Nothing good for small races, since they become two-handed or unwieldable.<br />
*Few races are particularly good with them (other than [[Merfolk]], it's just [[Minotaur]]s, [[Tengu]] and [[Hill Orc]]s with a positive aptitude).<br />
*Lower base damage than most other weapon types.<br />
<br />
'''Best Choices'''<br />
*[[Trident]]s are an excellent starting weapon and the most broadly useful of the common polearms.<br />
*[[Halberd]]s, [[scythe]]s, and [[glaive]]s are all usually inferior due to their high delay, though enough skill can make them more usable.<br />
*[[Demon trident]]s (and [[trishula]]s) are the best polearms due to their combination of low min delay and damage output.<br />
*[[Bardiche]]s are extremely slow, but have enough damage output to make up for it. If you find a nice branded or randart one, consider it as a keeper.<br />
<br />
===[[Weapon#Staves|Staves]]===<br />
Highest aptitudes: +2 (Minotaurs)<br />
<br />
'''Advantages'''<br />
*Quarterstaves are probably the best early-game weapon, very accurate.<br />
*Can have the [[speed brand]].<br />
*Can be used for enhancer staves.<br />
*Crosstrains to two separate skills, Polearms and M&F.<br />
<br />
'''Disadvantages'''<br />
*Only minotaurs and tengu have positive aptitudes, and then only elves, humans, draconians, and octopodes have +0 aptitudes. All others are negative.<br />
*Only two choices in normal weapons: [[lajatang]]s and quarterstaves.<br />
*If you're not wielding an enhancer staff, you can't wear a shield, as lajatangs and quarterstaves are both two-handed.<br />
*In order to get use out of an enhancer staff you also have to train [[Evocations]] and a spell skill.<br />
<br />
Best choices<br />
*A staff of earth with good Evocations and Earth Magic deals high AC-checked damage if you have already invested in earth magic. Do not train earth only for the staff, however.<br />
*A lajatang is a respectable weapon that requires comparatively little skill investment. Additionally, it is by far the strongest non-artefact weapon that can have a speed brand.<br />
*Quarterstaves are good accurate starting weapons.<br />
<br />
===Ranged Weapons===<br />
Ranged weapons work a little differently from other weapons - while they do allow you to hit things from a distance, they require ammunition to do so. Once you're out of ammunition, a bow is nothing more than a hunk of wood that is less effective at bludgeoning things to death than your fists. As such, many ranged weapon specialists carry a secondary melee weapon for use in close quarters.<br />
<br />
====[[Blowgun]]s====<br />
Highest aptitude: +3 (Centaurs, Halflings, Kobolds)<br><br />
Ammunition: [[Needle]]s<br />
<br />
'''Advantages'''<br />
*Can be used to soften up targets from a distance.<br />
*Can inflict a variety of helpful debuffs.<br />
*[[Curare]]-tipped needles are extremely powerful.<br />
*Uses the [[Throwing]] skill, which improves performance of weapons like [[javelin]]s or [[throwing net]]s.<br />
*Needles are extremely light.<br />
*Can still be used while [[Status effects#Net|held]] in a net or [[web]].<br />
<br />
'''Disadvantages'''<br />
*Curare needles are useless against [[:Category:Poison resistance|poison resistant]] monsters.<br />
*Non-poisoned needles are rare, curare needles exceptionally so.<br />
*Blowguns aren't really intended to deal damage.<br />
<br />
Useful notes: Blowguns work best as a support weapon. They are best used by characters that are less skilled at straight-up melee combat (stabbers in particular can make good use of them). Characters that have a few ranks in [[Throwing]] already may also consider using a blowgun.<br />
<br />
====[[Sling]]s====<br />
Highest aptitude: +4 (Halflings)<br><br />
Ammunition: [[Stone]]s or [[sling bullet]]s<br />
<br />
'''Advantages'''<br />
*Can be used effectively with a shield.<br />
*Can use common stones as ammunition, though sling bullets do more damage.<br />
*[[Jelly|Jellies]] won't eat stones.<br />
*Quite fast.<br />
*Can occasionally be found on early [[goblin]]s.<br />
*Crosstrains with [[Throwing]] weapons.<br />
<br />
'''Disadvantages'''<br />
*The weakest of the offensive ranged weapons<br />
<br />
Useful notes: While they have trouble damaging heavily armored opponents, slings are quite effective against other foes and are especially useful against jellies, as they are the only ranged weapon that can use ammo that jellies can't eat. The ability to wear a shield without impacting your performance can also be quite helpful. Slings are best used by the small species (all of which have the best aptitudes), but larger characters can also make effective use of them.<br />
<br />
====[[Bow]]s/[[Longbow]]s====<br />
Highest aptitude: +3 (Centaurs, High Elves)<br><br />
Ammunition: [[Arrow]]s<br />
<br />
'''Advantages'''<br />
*Fast.<br />
*All [[centaur (monster)|centaur]]s carry bows, making them probably the most common ranged weapon.<br />
*Can easily replenish arrow supply from centaurs.<br />
*Longbows are slower, but have more power.<br />
<br />
'''Disadvantages'''<br />
*Somewhat inaccurate.<br />
*Jellies eat arrows.<br />
*Smaller characters cannot use longbows.<br />
<br />
Useful notes: Bows, while somewhat inaccurate, are as fast as slings and have more power, allowing them to more easily deal with tougher enemies. Centaur characters (much like their monstrous brethren) are particularly effective with bows, as their high speed allows them to [[kite]] enemies with ease. Most archers will wish to eventually upgrade to a longbow, the reduced accuracy and speed of which can easily be negated by increased weapon skill.<br />
<br />
====[[Crossbow]]s====<br />
Highest aptitude: +2 (Kobolds)<br><br />
Ammunition: [[Bolt]]s<br />
<br />
'''Advantages'''<br />
*Very powerful and accurate.<br />
*[[Yaktaur]]s all carry crossbows, making it easy to find one that's at least halfway decent.<br />
<br />
'''Disadvantages'''<br />
*The slowest ranged weapon.<br />
*Crossbows are very rare until yaktaurs start showing up.<br />
*Jellies eat bolts.<br />
*Few species are particularly good with them (only kobolds, minotaurs, deep dwarves, centaurs, and tengu have positive aptitudes)<br />
<br />
Useful notes: Crossbows are probably the most difficult ranged weapon to make effective use of, as they are rare for the first half of the game. Bolts are somewhat common, but can still be hard to find on occasion. As such, [[Hunter]]s that start with a crossbow will probably want to make sure they have a decent backup weapon in case of ammunition shortages.<br />
<br />
That being said, crossbows are the most powerful and accurate ranged weapon available (as the many yaktaurs roaming the lower portions of the dungeon will gladly demonstrate), though they are rather slow.<br />
<br />
==History==<br />
Prior to [[0.12]], there were two additional forms of handedness: hand-and-half weapons and double weapons. These each received further penalties when wielded with a shield, but were otherwise one-handed weapons.<br />
<br />
[[Category:Weapons]]<br />
[[Category:Strategy]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Weapon_choice&diff=36688Weapon choice2015-04-25T18:51:41Z<p>Lokkij: Claymore -> triple sword</p>
<hr />
<div>{{version014}}<br />
<br />
''Crawl'' presents the player and character with a potentially bewildering array of [[weapon]] choices. However, when all the dust clears and the parade of short swords, demon whips, and clubs has passed by, weapons have six main properties:<br />
*Damage: How much damage, on average, the weapon does per strike.<br />
*Accuracy: How likely the weapon is to actually hit.<br />
*Speed: How long you must wait after attacking before you can act again.<br />
*Handedness: Whether the weapon requires one or two hands to use.<br />
*Skill: How fast your [[species]] can learn to use the weapon.<br />
*Special: Some weapon types have unique traits that distinguish them from the others.<br />
<br />
A player simply wants to pick the weapon that has a combination that deals the most damage in the shortest amount of time, to the largest set of monsters, on average.<br />
<br />
==Properties==<br />
Each of these properties is briefly described below:<br />
<br />
===Damage===<br />
The approximate formula for a weapon's damage is as follows:<br />
Damage = 1d(base damage × strength bonus) × skill bonus + (to-damage enchantment + slaying)<br />
<br />
When you examine a weapon, the damage number it gives you is the base damage. The [[strength]] bonus multiplier is rarely much higher than 1×, except for very strong characters wielding very large weapons. The flat Slaying bonus comes from [[rings of slaying]] and some [[artefacts]], and stacks with the damage enchantment on your weapon (the second number in a weapon's +X, +X). The skill bonus multiplier is based on your [[Fighting]] and Weapon skill; when both are maxed out it averages around a 2× multiplier (though this amount is rather variable). Finally, your weapon's [[brand]] adjusts your damage even further; see the appropriate [[Brand]] page for details.<br />
<br />
===Speed===<br />
A weapon's speed, or more accurately its attack delay, is as follows:<br />
Delay = base delay − weapon skill/2<br />
<br />
A weapon's base delay is given in the form of a percentage (110%, 150%, etc.); however, the game tracks most actions in terms of [[aut]]s. When unaffected by [[Haste]], [[Slow]], or similar effects, an unmodified, unarmed attack takes 10 auts (the same time it takes for most monsters and most species to take most actions). Wielding a weapon will multiply this by the base delay % given in the weapon's description. A [[short sword]], for example, has a base delay of 110%; 10 auts × 110% = 11 auts, meaning an attack with a short sword and no [[Short Blades]] skill will take slightly longer than throwing a punch.<br />
<br />
Fortunately, you can reduce the time it takes to make attacks by training the skill appropriate to the weapon you wield. Every 2 skill you gain reduces the delay % by 10, down to the weapon's minimum delay (which is the base delay divided by 2, rounded down, but with a maximum of 70%). [[Cutlass]]es are a special case with a min delay of 50%, and the [[Haste]] [[status effect]] and [[Speed brand]] can both reduce it further than normal, but never below a minimum of 20%.<br />
<br />
===Accuracy===<br />
Accuracy is one of the more complex attributes of a weapon, being affected by the base type, weapon skill, Slaying bonuses, and [[dexterity]]. It is important to choose accurate weapons in the early game; at that point, however, the best way to do so is by choosing an accurate weapon type. Later on, the only time you'll find weapons being very inaccurate is if you're also unskilled with it, as a large part of accuracy comes from weapon skill. Thus, accuracy becomes a secondary consideration - reasonable accuracy comes with sane weapon delay.<br />
<br />
===Handedness===<br />
There are two categories of weapons here: one-handed or two-handed. The difference is simple; one-handed weapons can be used along with a [[shield]], while two-handed weapons can't. The only exception to this rule is [[Formicid]]s, who can wield a two-handed weapon and a shield.<br />
<br />
While shields do provide significant amounts of defense, some of the most powerful melee and ranged weapons are two-handed. You should probably make the choice based on your [[species]]' [[aptitude]]s.<br />
<br />
Note that the handedness of a weapon varies with the [[size]] of your character: some weapons that are one-handed for normal and larger sized creatures will be two-handed for small or little ones. This also determines which kinds of shields are appropriately sized for you and how much skill is required to effectively wear them. See the [[Size]] article for further details.<br />
<br />
===Skill===<br />
Each [[species]] has an aptitude for each of the [[skill]]s in ''Crawl''; taking advantage of the skills you're good at will allow you to become powerful faster, greatly increasing your chance of survival. Unless you're intentionally trying to challenge yourself, you should usually try to wield weapons suited for your species.<br />
<br />
====Cross-training====<br />
One aspect of weapon choice is that training in most weapon types makes it easier to learn certain other weapon types. Training in one type improves your aptitude for the weapon type you're cross-training by +4, cutting the experience cost to learn it roughly in half. This bonus lasts for as long as the weapon type you're training is at a lower skill level than the first weapon skill. Once it exceeds the first weapon skill, that skill will start receiving a cross-training bonus instead. Cross-training skills are linked as follows:<br />
<br />
*[[Maces & Flails]]:[[Axes]]<br />
*[[Axes]]:[[Polearms]]<br />
*[[Staves]]:[[Maces & Flails]]<br />
*[[Staves]]:[[Polearms]]<br />
*[[Short Blades]]:[[Long Blades]]<br />
*[[Throwing]]:[[Slings]]<br />
<br />
Each weapon type is capable of being useful all throughout the game, though some excel over others in certain sections. Also, generally speaking, cross-training is less efficient than simply training in the weapon you intend to use (a choice strongly influenced by your species' aptitudes). As such, choosing to cross-train is essentially choosing to toss out the experience invested in the weapon skill you don't intend to use later on. However, some [[background]]s start you with weapon types your species may not be particularly adept at, and you may stumble across extremely powerful weapons outside of your current skill set. In these cases, particularly if you haven't gotten terribly far yet, it may be worth changing the skills you train and the weapons you intend to use.<br />
<br />
===Special===<br />
Most weapon types have certain traits that distinguish them from the others:<br />
*[[Long Blades]]: One of the least exciting weapon types, but solid. They deal high damage and give a small bonus to [[Stabbing]] damage.<br />
*[[Short Blades]]: Although they do low damage, they attack extremely fast and give a large bonus to Stabbing.<br />
*[[Maces & Flails]]: These do heavy damage, and offer large species the most powerful two-handed weapons in the game. Also good vs. [[hydra]]s.<br />
*[[Polearms]]: Although they only deal moderate damage, these weapons all have an innate [[reaching]] attack.<br />
*[[Axes]]: Heavy damage and [[cleaving]] make axes excellent for crowd-control.<br />
*[[Staves]]: These weapons are most distinguished by the [[magical staves]] they give you access to, but their mundane options aren't too bad either.<br />
<br />
==Unarmed Combat: A Special Case==<br />
Of course, you don't ''have'' to wield a weapon to kill foes; it's perfectly feasible to beat things to death with your fists. Whether or not doing so is particularly worthwhile largely depends on your character.<br />
<br />
Unarmed attacks are on par with many Short Blades in terms of speed and generally do more damage (a great deal more at high skill levels). Additionally, unarmed combat combos well with many [[Transmutations]], which are designed to give bonuses to unarmed combat, and several [[mutation]]s are geared towards aiding unarmed strikes.<br />
<br />
There are distinct disadvantages, however; fighting weaponless gives up any potential benefits from having a weapon (such as [[brand]]s, enchantment bonuses, and anything extra that comes with any [[artefact]] weaponry you might find). Unarmed combat is also very skill-dependent, meaning it takes considerably more skill to bring your attack power up to par with other weapons. Additionally, unarmed combat is penalized more by wearing heavy armour and shields than any other form of melee combat, so those who want to get the most out of their punches may wish to wear little in the way of defense. While [[Transmuter]]s probably won't care (as they can't use most equipment while transformed), others might sacrifice much of their defenses.<br />
<br />
Ultimately, the decision to forgo a weapon depends on personal preference. While some characters are better suited for unarmed combat (Transmuters and races with beneficial mutations like [[troll]]s), any character may make effective use of unarmed combat with sufficient skill investment. See the [[Unarmed combat]] page for more details.<br />
<br />
==Combining these: Small or Large Weapons?==<br />
The number that any player wants to maximize is the weapon's damage divided by its delay. Choosing a weapon should seem to be a matter of picking the weapon for which this number is largest. However, one should consider whether to use a fast (min delay 3-5), medium speed (min delay 6), or slow (min delay 7) weapon before choosing a weapon:<br />
<br />
===Fast Weapons===<br />
Short blades, whips, and demon whips/scourges are the only weapons that normally fall into this category. However, any weapon can have a min delay of 4 or less if it has a [[speed brand]]. These are not normally generated on anything other than short blades and staves, but do occur on artefact weapons of other types from time to time. The chief advantage of faster weapons is that they benefit more from slaying bonuses and enchantment: this flat extra damage is applied each time you land a hit, regardless of how hard you hit. Additionally, several weapon brands apply an amount of extra damage that is not affected by the weapon itself: these flat brands are far more beneficial on small weapons. Unfortunately, most such brands can be resisted. <br />
<br />
The downside to smaller weapons is that they have poor performance against high-AC targets, many of which appear in the later game. A monster's [[AC]] reduction is simply applied more often. Brands can help with this to some degree, as their damage will bypass AC, but a small, fast weapon is always going to suffer somewhat against armoured monsters. This can be overcome reasonably well with slaying and enchantment bonuses, but it remains a disadvantage.<br />
<br />
===Strong Weapons===<br />
The best definition of a "strong but slow" weapon is one with a min delay of 7, the max. Within this category, one should obviously strive for the strongest weapon one has skill for. The best are [[executioner's axe]]s, [[bardiche]]s, [[claymore]]s, and (if you can wield them) [[giant spiked club]]s. [[Lajatang]]s are also a worthy choice if you're a staff user, although considerably less powerful than the others. These weapons benefit the most from brands such as [[freezing]], [[flaming]], and [[holy wrath]], whose extra damage is proportional to the weapon's base damage. Their high damage is excellent for punching through monsters' armour.<br />
<br />
While their higher minimum delay is somewhat of a downside, it is not a huge one. However, these weapons have two considerable downsides. The first is that the worthwhile ones all require huge skill investments (levels 18-26), making them more difficult to use for hybrid characters. Lajatangs are something of an exception, but they also do less damage. Secondly, not having a shield is a sacrifice - how much of one depends on your style and character type, but it is always a sacrifice. It leads to one advantage, however, in that you don't have to put XP into the Shields skill, and because weapon skill provides a multiplier effect on base damage, those many skill levels increase your damage much more than they would for lighter weapons. There are a few one-handed delay 7 weapon of note: [[eveningstar]]s, [[bastard sword]]s, and [[broad axe]]s. Eveningstars and bastard swords are certainly adequate weapons, especially against very high AC opponents, but some players may prefer the significantly faster [[sacred scourge]]s/[[demon whip]]s and [[eudemon blade]]s/[[demon blade]]s for the increased speed. Broad axes, meanwhile, sacrifice too much speed for too little damage increase, and are generally worth avoiding.<br />
<br />
==Weapon Schools: Advantages and Disadvantages==<br />
===[[Weapon#Short blades|Short Blades]]===<br />
Highest aptitudes: +3 (Kobolds, Halflings)<br />
<br />
'''Advantages'''<br />
*Easy to find good ones early on.<br />
*Fastest weapons in the game, particularly [[quick blade]]s. They perform excellently with slaying bonuses or berserk.<br />
*Lots of races have good or better aptitudes.<br />
*All one-handed.<br />
*Crosstrains to Long Blades.<br />
*Very good for [[stabbing]], especially [[dagger]]s.<br />
<br />
'''Disadvantages'''<br />
*Dismal base damage, giving them less benefit from combat multipliers (strength, fighting skill, weapon skill).<br />
*Consequently making them perform poorly against armoured targets.<br />
*Benefit little from proportional brands.<br />
*[[Quick blade]]s, by far the best, are quite rare even later on.<br />
<br />
===[[Weapon#Long Blades|Long Blades]]===<br />
Highest aptitudes: +2 (High Elves, Minotaurs)<br />
<br />
'''Advantages'''<br />
*High damage and speed.<br />
*Can go one- or two-handed, contains good weapons for both.<br />
*Fairly common in the mid- and late-game; [[demon blade]]s are easily found.<br />
*Can crosstrain from short blades, which many players will have from the early game.<br />
*[[TSO]] can upgrade the damage output of all of them, though [[demon blade]]s are best.<br />
*Races strong with them are usually good for hybrid builds.<br />
*Decent for stabbing.<br />
*[[Triple Sword]]s are the strongest weapons most characters can wield.<br />
<br />
'''Disadvantages'''<br />
*Fairly rare before D:10 or so.<br />
*All cut off hydra heads.<br />
*Bastard swords and claymores are extremely rare.<br />
<br />
===[[Weapon#Maces & Flails|Maces and Flails]]===<br />
Highest aptitudes: +3 (Ogres)<br />
<br />
'''Advantages'''<br />
*Can either go the fast or slow route, through [[demon whip]]s, [[giant spiked club]]s, [[eveningstar]]s and the like.<br />
*Very easy to find.<br />
*Whips are a good starting weapon.<br />
*None cut off hydra heads.<br />
*Also used for rods, although they're as bad as clubs.<br />
*For large races, [[giant spiked club]] has highest base damage in the game.<br />
<br />
'''Disadvantages'''<br />
*Most races good with them are bad with magic, and vice versa<br />
<br />
'''Best Choices'''<br />
*[[Demon whip]]s and [[sacred scourge]]s have a superb min delay and good damage output and are considered one of the best one handed weapons in the game.<br />
*[[Eveningstar]]s are also very good weapons but are very rare. They will outdamage demon whips against heavily armoured opponents.<br />
<br />
===[[Weapon#Axes|Axes]]===<br />
Highest aptitude: +3 (Hill Orcs)<br />
<br />
'''Advantages'''<br />
*All axes can [[cleave]] to hit multiple opponents.<br />
*[[Battleaxe]]s are quite good two-handed weapons and are fairly common.<br />
<br />
'''Disadvantages'''<br />
*Most races good with them are also bad with magic, and vice versa.<br />
*Single handed axes aren't worth using in the long run; all are fairly bad, forcing a two-handed build.<br />
*Executioner's axes are rare, only found through [[Okawaru]]/[[Trog]], acquirement, some uniques, and very rarely on the floor/in shops.<br />
*[[Cleaving]] encourages fighting enemies in groups, which is risky.<br />
<br />
'''Best Choices'''<br />
*[[Hand axe]]s are not bad starting weapons for classes that start weaponless.<br />
*Forget about shields and go for the biggest, baddest axe that you can find.<br />
<br />
===[[Weapon#Polearms|Polearms]]===<br />
Highest aptitudes: +4 (Merfolk)<br />
<br />
'''Advantages'''<br />
*[[Spear]]s and [[trident]]s are excellent weapons early on.<br />
*[[Demon trident]]s and [[bardiche]]s are common later on.<br />
*Can go one-handed or two-handed.<br />
*Crosstrains to both Maces & Flails and Axes.<br />
*All polearms have inherent [[reaching]].<br />
<br />
'''Disadvantages'''<br />
*Nothing good for small races, since they become two-handed or unwieldable.<br />
*Few races are particularly good with them (other than [[Merfolk]], it's just [[Minotaur]]s, [[Tengu]] and [[Hill Orc]]s with a positive aptitude).<br />
*Lower base damage than most other weapon types.<br />
<br />
'''Best Choices'''<br />
*[[Trident]]s are an excellent starting weapon and the most broadly useful of the common polearms.<br />
*[[Halberd]]s, [[scythe]]s, and [[glaive]]s are all usually inferior due to their high delay, though enough skill can make them more usable.<br />
*[[Demon trident]]s (and [[trishula]]s) are the best polearms due to their combination of low min delay and damage output.<br />
*[[Bardiche]]s are extremely slow, but have enough damage output to make up for it. If you find a nice branded or randart one, consider it as a keeper.<br />
<br />
===[[Weapon#Staves|Staves]]===<br />
Highest aptitudes: +2 (Minotaurs)<br />
<br />
'''Advantages'''<br />
*Quarterstaves are probably the best early-game weapon, very accurate.<br />
*Can have the [[speed brand]].<br />
*Can be used for enhancer staves.<br />
*Crosstrains to two separate skills, Polearms and M&F.<br />
<br />
'''Disadvantages'''<br />
*Only minotaurs and tengu have positive aptitudes, and then only elves, humans, draconians, and octopodes have +0 aptitudes. All others are negative.<br />
*Only two choices in normal weapons: [[lajatang]]s and quarterstaves.<br />
*If you're not wielding an enhancer staff, you can't wear a shield, as lajatangs and quarterstaves are both two-handed.<br />
*In order to get use out of an enhancer staff you also have to train [[Evocations]] and a spell skill.<br />
<br />
Best choices<br />
*A staff of earth with good Evocations and Earth Magic deals high AC-checked damage if you have already invested in earth magic. Do not train earth only for the staff, however.<br />
*A lajatang is a respectable weapon that requires comparatively little skill investment. Additionally, it is by far the strongest non-artefact weapon that can have a speed brand.<br />
*Quarterstaves are good accurate starting weapons.<br />
<br />
===Ranged Weapons===<br />
Ranged weapons work a little differently from other weapons - while they do allow you to hit things from a distance, they require ammunition to do so. Once you're out of ammunition, a bow is nothing more than a hunk of wood that is less effective at bludgeoning things to death than your fists. As such, many ranged weapon specialists carry a secondary melee weapon for use in close quarters.<br />
<br />
====[[Blowgun]]s====<br />
Highest aptitude: +3 (Centaurs, Halflings, Kobolds)<br><br />
Ammunition: [[Needle]]s<br />
<br />
'''Advantages'''<br />
*Can be used to soften up targets from a distance.<br />
*Can inflict a variety of helpful debuffs.<br />
*[[Curare]]-tipped needles are extremely powerful.<br />
*Uses the [[Throwing]] skill, which improves performance of weapons like [[javelin]]s or [[throwing net]]s.<br />
*Needles are extremely light.<br />
*Can still be used while [[Status effects#Net|held]] in a net or [[web]].<br />
<br />
'''Disadvantages'''<br />
*Curare needles are useless against [[:Category:Poison resistance|poison resistant]] monsters.<br />
*Non-poisoned needles are rare, curare needles exceptionally so.<br />
*Blowguns aren't really intended to deal damage.<br />
<br />
Useful notes: Blowguns work best as a support weapon. They are best used by characters that are less skilled at straight-up melee combat (stabbers in particular can make good use of them). Characters that have a few ranks in [[Throwing]] already may also consider using a blowgun.<br />
<br />
====[[Sling]]s====<br />
Highest aptitude: +4 (Halflings)<br><br />
Ammunition: [[Stone]]s or [[sling bullet]]s<br />
<br />
'''Advantages'''<br />
*Can be used effectively with a shield.<br />
*Can use common stones as ammunition, though sling bullets do more damage.<br />
*[[Jelly|Jellies]] won't eat stones.<br />
*Quite fast.<br />
*Can occasionally be found on early [[goblin]]s.<br />
*Crosstrains with [[Throwing]] weapons.<br />
<br />
'''Disadvantages'''<br />
*The weakest of the offensive ranged weapons<br />
<br />
Useful notes: While they have trouble damaging heavily armored opponents, slings are quite effective against other foes and are especially useful against jellies, as they are the only ranged weapon that can use ammo that jellies can't eat. The ability to wear a shield without impacting your performance can also be quite helpful. Slings are best used by the small species (all of which have the best aptitudes), but larger characters can also make effective use of them.<br />
<br />
====[[Bow]]s/[[Longbow]]s====<br />
Highest aptitude: +3 (Centaurs, High Elves)<br><br />
Ammunition: [[Arrow]]s<br />
<br />
'''Advantages'''<br />
*Fast.<br />
*All [[centaur (monster)|centaur]]s carry bows, making them probably the most common ranged weapon.<br />
*Can easily replenish arrow supply from centaurs.<br />
*Longbows are slower, but have more power.<br />
<br />
'''Disadvantages'''<br />
*Somewhat inaccurate.<br />
*Jellies eat arrows.<br />
*Smaller characters cannot use longbows.<br />
<br />
Useful notes: Bows, while somewhat inaccurate, are as fast as slings and have more power, allowing them to more easily deal with tougher enemies. Centaur characters (much like their monstrous brethren) are particularly effective with bows, as their high speed allows them to [[kite]] enemies with ease. Most archers will wish to eventually upgrade to a longbow, the reduced accuracy and speed of which can easily be negated by increased weapon skill.<br />
<br />
====[[Crossbow]]s====<br />
Highest aptitude: +2 (Kobolds)<br><br />
Ammunition: [[Bolt]]s<br />
<br />
'''Advantages'''<br />
*Very powerful and accurate.<br />
*[[Yaktaur]]s all carry crossbows, making it easy to find one that's at least halfway decent.<br />
<br />
'''Disadvantages'''<br />
*The slowest ranged weapon.<br />
*Crossbows are very rare until yaktaurs start showing up.<br />
*Jellies eat bolts.<br />
*Few species are particularly good with them (only kobolds, minotaurs, deep dwarves, centaurs, and tengu have positive aptitudes)<br />
<br />
Useful notes: Crossbows are probably the most difficult ranged weapon to make effective use of, as they are rare for the first half of the game. Bolts are somewhat common, but can still be hard to find on occasion. As such, [[Hunter]]s that start with a crossbow will probably want to make sure they have a decent backup weapon in case of ammunition shortages.<br />
<br />
That being said, crossbows are the most powerful and accurate ranged weapon available (as the many yaktaurs roaming the lower portions of the dungeon will gladly demonstrate), though they are rather slow.<br />
<br />
==History==<br />
Prior to [[0.12]], there were two additional forms of handedness: hand-and-half weapons and double weapons. These each received further penalties when wielded with a shield, but were otherwise one-handed weapons.<br />
<br />
[[Category:Weapons]]<br />
[[Category:Strategy]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Weapon_choice&diff=36687Weapon choice2015-04-25T18:51:08Z<p>Lokkij: /* Long Blades */</p>
<hr />
<div>{{version014}}<br />
<br />
''Crawl'' presents the player and character with a potentially bewildering array of [[weapon]] choices. However, when all the dust clears and the parade of short swords, demon whips, and clubs has passed by, weapons have six main properties:<br />
*Damage: How much damage, on average, the weapon does per strike.<br />
*Accuracy: How likely the weapon is to actually hit.<br />
*Speed: How long you must wait after attacking before you can act again.<br />
*Handedness: Whether the weapon requires one or two hands to use.<br />
*Skill: How fast your [[species]] can learn to use the weapon.<br />
*Special: Some weapon types have unique traits that distinguish them from the others.<br />
<br />
A player simply wants to pick the weapon that has a combination that deals the most damage in the shortest amount of time, to the largest set of monsters, on average.<br />
<br />
==Properties==<br />
Each of these properties is briefly described below:<br />
<br />
===Damage===<br />
The approximate formula for a weapon's damage is as follows:<br />
Damage = 1d(base damage × strength bonus) × skill bonus + (to-damage enchantment + slaying)<br />
<br />
When you examine a weapon, the damage number it gives you is the base damage. The [[strength]] bonus multiplier is rarely much higher than 1×, except for very strong characters wielding very large weapons. The flat Slaying bonus comes from [[rings of slaying]] and some [[artefacts]], and stacks with the damage enchantment on your weapon (the second number in a weapon's +X, +X). The skill bonus multiplier is based on your [[Fighting]] and Weapon skill; when both are maxed out it averages around a 2× multiplier (though this amount is rather variable). Finally, your weapon's [[brand]] adjusts your damage even further; see the appropriate [[Brand]] page for details.<br />
<br />
===Speed===<br />
A weapon's speed, or more accurately its attack delay, is as follows:<br />
Delay = base delay − weapon skill/2<br />
<br />
A weapon's base delay is given in the form of a percentage (110%, 150%, etc.); however, the game tracks most actions in terms of [[aut]]s. When unaffected by [[Haste]], [[Slow]], or similar effects, an unmodified, unarmed attack takes 10 auts (the same time it takes for most monsters and most species to take most actions). Wielding a weapon will multiply this by the base delay % given in the weapon's description. A [[short sword]], for example, has a base delay of 110%; 10 auts × 110% = 11 auts, meaning an attack with a short sword and no [[Short Blades]] skill will take slightly longer than throwing a punch.<br />
<br />
Fortunately, you can reduce the time it takes to make attacks by training the skill appropriate to the weapon you wield. Every 2 skill you gain reduces the delay % by 10, down to the weapon's minimum delay (which is the base delay divided by 2, rounded down, but with a maximum of 70%). [[Cutlass]]es are a special case with a min delay of 50%, and the [[Haste]] [[status effect]] and [[Speed brand]] can both reduce it further than normal, but never below a minimum of 20%.<br />
<br />
===Accuracy===<br />
Accuracy is one of the more complex attributes of a weapon, being affected by the base type, weapon skill, Slaying bonuses, and [[dexterity]]. It is important to choose accurate weapons in the early game; at that point, however, the best way to do so is by choosing an accurate weapon type. Later on, the only time you'll find weapons being very inaccurate is if you're also unskilled with it, as a large part of accuracy comes from weapon skill. Thus, accuracy becomes a secondary consideration - reasonable accuracy comes with sane weapon delay.<br />
<br />
===Handedness===<br />
There are two categories of weapons here: one-handed or two-handed. The difference is simple; one-handed weapons can be used along with a [[shield]], while two-handed weapons can't. The only exception to this rule is [[Formicid]]s, who can wield a two-handed weapon and a shield.<br />
<br />
While shields do provide significant amounts of defense, some of the most powerful melee and ranged weapons are two-handed. You should probably make the choice based on your [[species]]' [[aptitude]]s.<br />
<br />
Note that the handedness of a weapon varies with the [[size]] of your character: some weapons that are one-handed for normal and larger sized creatures will be two-handed for small or little ones. This also determines which kinds of shields are appropriately sized for you and how much skill is required to effectively wear them. See the [[Size]] article for further details.<br />
<br />
===Skill===<br />
Each [[species]] has an aptitude for each of the [[skill]]s in ''Crawl''; taking advantage of the skills you're good at will allow you to become powerful faster, greatly increasing your chance of survival. Unless you're intentionally trying to challenge yourself, you should usually try to wield weapons suited for your species.<br />
<br />
====Cross-training====<br />
One aspect of weapon choice is that training in most weapon types makes it easier to learn certain other weapon types. Training in one type improves your aptitude for the weapon type you're cross-training by +4, cutting the experience cost to learn it roughly in half. This bonus lasts for as long as the weapon type you're training is at a lower skill level than the first weapon skill. Once it exceeds the first weapon skill, that skill will start receiving a cross-training bonus instead. Cross-training skills are linked as follows:<br />
<br />
*[[Maces & Flails]]:[[Axes]]<br />
*[[Axes]]:[[Polearms]]<br />
*[[Staves]]:[[Maces & Flails]]<br />
*[[Staves]]:[[Polearms]]<br />
*[[Short Blades]]:[[Long Blades]]<br />
*[[Throwing]]:[[Slings]]<br />
<br />
Each weapon type is capable of being useful all throughout the game, though some excel over others in certain sections. Also, generally speaking, cross-training is less efficient than simply training in the weapon you intend to use (a choice strongly influenced by your species' aptitudes). As such, choosing to cross-train is essentially choosing to toss out the experience invested in the weapon skill you don't intend to use later on. However, some [[background]]s start you with weapon types your species may not be particularly adept at, and you may stumble across extremely powerful weapons outside of your current skill set. In these cases, particularly if you haven't gotten terribly far yet, it may be worth changing the skills you train and the weapons you intend to use.<br />
<br />
===Special===<br />
Most weapon types have certain traits that distinguish them from the others:<br />
*[[Long Blades]]: One of the least exciting weapon types, but solid. They deal high damage and give a small bonus to [[Stabbing]] damage.<br />
*[[Short Blades]]: Although they do low damage, they attack extremely fast and give a large bonus to Stabbing.<br />
*[[Maces & Flails]]: These do heavy damage, and offer large species the most powerful two-handed weapons in the game. Also good vs. [[hydra]]s.<br />
*[[Polearms]]: Although they only deal moderate damage, these weapons all have an innate [[reaching]] attack.<br />
*[[Axes]]: Heavy damage and [[cleaving]] make axes excellent for crowd-control.<br />
*[[Staves]]: These weapons are most distinguished by the [[magical staves]] they give you access to, but their mundane options aren't too bad either.<br />
<br />
==Unarmed Combat: A Special Case==<br />
Of course, you don't ''have'' to wield a weapon to kill foes; it's perfectly feasible to beat things to death with your fists. Whether or not doing so is particularly worthwhile largely depends on your character.<br />
<br />
Unarmed attacks are on par with many Short Blades in terms of speed and generally do more damage (a great deal more at high skill levels). Additionally, unarmed combat combos well with many [[Transmutations]], which are designed to give bonuses to unarmed combat, and several [[mutation]]s are geared towards aiding unarmed strikes.<br />
<br />
There are distinct disadvantages, however; fighting weaponless gives up any potential benefits from having a weapon (such as [[brand]]s, enchantment bonuses, and anything extra that comes with any [[artefact]] weaponry you might find). Unarmed combat is also very skill-dependent, meaning it takes considerably more skill to bring your attack power up to par with other weapons. Additionally, unarmed combat is penalized more by wearing heavy armour and shields than any other form of melee combat, so those who want to get the most out of their punches may wish to wear little in the way of defense. While [[Transmuter]]s probably won't care (as they can't use most equipment while transformed), others might sacrifice much of their defenses.<br />
<br />
Ultimately, the decision to forgo a weapon depends on personal preference. While some characters are better suited for unarmed combat (Transmuters and races with beneficial mutations like [[troll]]s), any character may make effective use of unarmed combat with sufficient skill investment. See the [[Unarmed combat]] page for more details.<br />
<br />
==Combining these: Small or Large Weapons?==<br />
The number that any player wants to maximize is the weapon's damage divided by its delay. Choosing a weapon should seem to be a matter of picking the weapon for which this number is largest. However, one should consider whether to use a fast (min delay 3-5), medium speed (min delay 6), or slow (min delay 7) weapon before choosing a weapon:<br />
<br />
===Fast Weapons===<br />
Short blades, whips, and demon whips/scourges are the only weapons that normally fall into this category. However, any weapon can have a min delay of 4 or less if it has a [[speed brand]]. These are not normally generated on anything other than short blades and staves, but do occur on artefact weapons of other types from time to time. The chief advantage of faster weapons is that they benefit more from slaying bonuses and enchantment: this flat extra damage is applied each time you land a hit, regardless of how hard you hit. Additionally, several weapon brands apply an amount of extra damage that is not affected by the weapon itself: these flat brands are far more beneficial on small weapons. Unfortunately, most such brands can be resisted. <br />
<br />
The downside to smaller weapons is that they have poor performance against high-AC targets, many of which appear in the later game. A monster's [[AC]] reduction is simply applied more often. Brands can help with this to some degree, as their damage will bypass AC, but a small, fast weapon is always going to suffer somewhat against armoured monsters. This can be overcome reasonably well with slaying and enchantment bonuses, but it remains a disadvantage.<br />
<br />
===Strong Weapons===<br />
The best definition of a "strong but slow" weapon is one with a min delay of 7, the max. Within this category, one should obviously strive for the strongest weapon one has skill for. The best are [[executioner's axe]]s, [[bardiche]]s, [[claymore]]s, and (if you can wield them) [[giant spiked club]]s. [[Lajatang]]s are also a worthy choice if you're a staff user, although considerably less powerful than the others. These weapons benefit the most from brands such as [[freezing]], [[flaming]], and [[holy wrath]], whose extra damage is proportional to the weapon's base damage. Their high damage is excellent for punching through monsters' armour.<br />
<br />
While their higher minimum delay is somewhat of a downside, it is not a huge one. However, these weapons have two considerable downsides. The first is that the worthwhile ones all require huge skill investments (levels 18-26), making them more difficult to use for hybrid characters. Lajatangs are something of an exception, but they also do less damage. Secondly, not having a shield is a sacrifice - how much of one depends on your style and character type, but it is always a sacrifice. It leads to one advantage, however, in that you don't have to put XP into the Shields skill, and because weapon skill provides a multiplier effect on base damage, those many skill levels increase your damage much more than they would for lighter weapons. There are a few one-handed delay 7 weapon of note: [[eveningstar]]s, [[bastard sword]]s, and [[broad axe]]s. Eveningstars and bastard swords are certainly adequate weapons, especially against very high AC opponents, but some players may prefer the significantly faster [[sacred scourge]]s/[[demon whip]]s and [[eudemon blade]]s/[[demon blade]]s for the increased speed. Broad axes, meanwhile, sacrifice too much speed for too little damage increase, and are generally worth avoiding.<br />
<br />
==Weapon Schools: Advantages and Disadvantages==<br />
===[[Weapon#Short blades|Short Blades]]===<br />
Highest aptitudes: +3 (Kobolds, Halflings)<br />
<br />
'''Advantages'''<br />
*Easy to find good ones early on.<br />
*Fastest weapons in the game, particularly [[quick blade]]s. They perform excellently with slaying bonuses or berserk.<br />
*Lots of races have good or better aptitudes.<br />
*All one-handed.<br />
*Crosstrains to Long Blades.<br />
*Very good for [[stabbing]], especially [[dagger]]s.<br />
<br />
'''Disadvantages'''<br />
*Dismal base damage, giving them less benefit from combat multipliers (strength, fighting skill, weapon skill).<br />
*Consequently making them perform poorly against armoured targets.<br />
*Benefit little from proportional brands.<br />
*[[Quick blade]]s, by far the best, are quite rare even later on.<br />
<br />
===[[Weapon#Long Blades|Long Blades]]===<br />
Highest aptitudes: +2 (High Elves, Minotaurs)<br />
<br />
'''Advantages'''<br />
*High damage and speed.<br />
*Can go one- or two-handed, contains good weapons for both.<br />
*Fairly common in the mid- and late-game; [[demon blade]]s are easily found.<br />
*Can crosstrain from short blades, which many players will have from the early game.<br />
*[[TSO]] can upgrade the damage output of all of them, though [[demon blade]]s are best.<br />
*Races strong with them are usually good for hybrid builds.<br />
*Decent for stabbing.<br />
*[[Claymore]]s are the strongest weapons most characters can wield.<br />
<br />
'''Disadvantages'''<br />
*Fairly rare before D:10 or so.<br />
*All cut off hydra heads.<br />
*Bastard swords and claymores are extremely rare.<br />
<br />
===[[Weapon#Maces & Flails|Maces and Flails]]===<br />
Highest aptitudes: +3 (Ogres)<br />
<br />
'''Advantages'''<br />
*Can either go the fast or slow route, through [[demon whip]]s, [[giant spiked club]]s, [[eveningstar]]s and the like.<br />
*Very easy to find.<br />
*Whips are a good starting weapon.<br />
*None cut off hydra heads.<br />
*Also used for rods, although they're as bad as clubs.<br />
*For large races, [[giant spiked club]] has highest base damage in the game.<br />
<br />
'''Disadvantages'''<br />
*Most races good with them are bad with magic, and vice versa<br />
<br />
'''Best Choices'''<br />
*[[Demon whip]]s and [[sacred scourge]]s have a superb min delay and good damage output and are considered one of the best one handed weapons in the game.<br />
*[[Eveningstar]]s are also very good weapons but are very rare. They will outdamage demon whips against heavily armoured opponents.<br />
<br />
===[[Weapon#Axes|Axes]]===<br />
Highest aptitude: +3 (Hill Orcs)<br />
<br />
'''Advantages'''<br />
*All axes can [[cleave]] to hit multiple opponents.<br />
*[[Battleaxe]]s are quite good two-handed weapons and are fairly common.<br />
<br />
'''Disadvantages'''<br />
*Most races good with them are also bad with magic, and vice versa.<br />
*Single handed axes aren't worth using in the long run; all are fairly bad, forcing a two-handed build.<br />
*Executioner's axes are rare, only found through [[Okawaru]]/[[Trog]], acquirement, some uniques, and very rarely on the floor/in shops.<br />
*[[Cleaving]] encourages fighting enemies in groups, which is risky.<br />
<br />
'''Best Choices'''<br />
*[[Hand axe]]s are not bad starting weapons for classes that start weaponless.<br />
*Forget about shields and go for the biggest, baddest axe that you can find.<br />
<br />
===[[Weapon#Polearms|Polearms]]===<br />
Highest aptitudes: +4 (Merfolk)<br />
<br />
'''Advantages'''<br />
*[[Spear]]s and [[trident]]s are excellent weapons early on.<br />
*[[Demon trident]]s and [[bardiche]]s are common later on.<br />
*Can go one-handed or two-handed.<br />
*Crosstrains to both Maces & Flails and Axes.<br />
*All polearms have inherent [[reaching]].<br />
<br />
'''Disadvantages'''<br />
*Nothing good for small races, since they become two-handed or unwieldable.<br />
*Few races are particularly good with them (other than [[Merfolk]], it's just [[Minotaur]]s, [[Tengu]] and [[Hill Orc]]s with a positive aptitude).<br />
*Lower base damage than most other weapon types.<br />
<br />
'''Best Choices'''<br />
*[[Trident]]s are an excellent starting weapon and the most broadly useful of the common polearms.<br />
*[[Halberd]]s, [[scythe]]s, and [[glaive]]s are all usually inferior due to their high delay, though enough skill can make them more usable.<br />
*[[Demon trident]]s (and [[trishula]]s) are the best polearms due to their combination of low min delay and damage output.<br />
*[[Bardiche]]s are extremely slow, but have enough damage output to make up for it. If you find a nice branded or randart one, consider it as a keeper.<br />
<br />
===[[Weapon#Staves|Staves]]===<br />
Highest aptitudes: +2 (Minotaurs)<br />
<br />
'''Advantages'''<br />
*Quarterstaves are probably the best early-game weapon, very accurate.<br />
*Can have the [[speed brand]].<br />
*Can be used for enhancer staves.<br />
*Crosstrains to two separate skills, Polearms and M&F.<br />
<br />
'''Disadvantages'''<br />
*Only minotaurs and tengu have positive aptitudes, and then only elves, humans, draconians, and octopodes have +0 aptitudes. All others are negative.<br />
*Only two choices in normal weapons: [[lajatang]]s and quarterstaves.<br />
*If you're not wielding an enhancer staff, you can't wear a shield, as lajatangs and quarterstaves are both two-handed.<br />
*In order to get use out of an enhancer staff you also have to train [[Evocations]] and a spell skill.<br />
<br />
Best choices<br />
*A staff of earth with good Evocations and Earth Magic deals high AC-checked damage if you have already invested in earth magic. Do not train earth only for the staff, however.<br />
*A lajatang is a respectable weapon that requires comparatively little skill investment. Additionally, it is by far the strongest non-artefact weapon that can have a speed brand.<br />
*Quarterstaves are good accurate starting weapons.<br />
<br />
===Ranged Weapons===<br />
Ranged weapons work a little differently from other weapons - while they do allow you to hit things from a distance, they require ammunition to do so. Once you're out of ammunition, a bow is nothing more than a hunk of wood that is less effective at bludgeoning things to death than your fists. As such, many ranged weapon specialists carry a secondary melee weapon for use in close quarters.<br />
<br />
====[[Blowgun]]s====<br />
Highest aptitude: +3 (Centaurs, Halflings, Kobolds)<br><br />
Ammunition: [[Needle]]s<br />
<br />
'''Advantages'''<br />
*Can be used to soften up targets from a distance.<br />
*Can inflict a variety of helpful debuffs.<br />
*[[Curare]]-tipped needles are extremely powerful.<br />
*Uses the [[Throwing]] skill, which improves performance of weapons like [[javelin]]s or [[throwing net]]s.<br />
*Needles are extremely light.<br />
*Can still be used while [[Status effects#Net|held]] in a net or [[web]].<br />
<br />
'''Disadvantages'''<br />
*Curare needles are useless against [[:Category:Poison resistance|poison resistant]] monsters.<br />
*Non-poisoned needles are rare, curare needles exceptionally so.<br />
*Blowguns aren't really intended to deal damage.<br />
<br />
Useful notes: Blowguns work best as a support weapon. They are best used by characters that are less skilled at straight-up melee combat (stabbers in particular can make good use of them). Characters that have a few ranks in [[Throwing]] already may also consider using a blowgun.<br />
<br />
====[[Sling]]s====<br />
Highest aptitude: +4 (Halflings)<br><br />
Ammunition: [[Stone]]s or [[sling bullet]]s<br />
<br />
'''Advantages'''<br />
*Can be used effectively with a shield.<br />
*Can use common stones as ammunition, though sling bullets do more damage.<br />
*[[Jelly|Jellies]] won't eat stones.<br />
*Quite fast.<br />
*Can occasionally be found on early [[goblin]]s.<br />
*Crosstrains with [[Throwing]] weapons.<br />
<br />
'''Disadvantages'''<br />
*The weakest of the offensive ranged weapons<br />
<br />
Useful notes: While they have trouble damaging heavily armored opponents, slings are quite effective against other foes and are especially useful against jellies, as they are the only ranged weapon that can use ammo that jellies can't eat. The ability to wear a shield without impacting your performance can also be quite helpful. Slings are best used by the small species (all of which have the best aptitudes), but larger characters can also make effective use of them.<br />
<br />
====[[Bow]]s/[[Longbow]]s====<br />
Highest aptitude: +3 (Centaurs, High Elves)<br><br />
Ammunition: [[Arrow]]s<br />
<br />
'''Advantages'''<br />
*Fast.<br />
*All [[centaur (monster)|centaur]]s carry bows, making them probably the most common ranged weapon.<br />
*Can easily replenish arrow supply from centaurs.<br />
*Longbows are slower, but have more power.<br />
<br />
'''Disadvantages'''<br />
*Somewhat inaccurate.<br />
*Jellies eat arrows.<br />
*Smaller characters cannot use longbows.<br />
<br />
Useful notes: Bows, while somewhat inaccurate, are as fast as slings and have more power, allowing them to more easily deal with tougher enemies. Centaur characters (much like their monstrous brethren) are particularly effective with bows, as their high speed allows them to [[kite]] enemies with ease. Most archers will wish to eventually upgrade to a longbow, the reduced accuracy and speed of which can easily be negated by increased weapon skill.<br />
<br />
====[[Crossbow]]s====<br />
Highest aptitude: +2 (Kobolds)<br><br />
Ammunition: [[Bolt]]s<br />
<br />
'''Advantages'''<br />
*Very powerful and accurate.<br />
*[[Yaktaur]]s all carry crossbows, making it easy to find one that's at least halfway decent.<br />
<br />
'''Disadvantages'''<br />
*The slowest ranged weapon.<br />
*Crossbows are very rare until yaktaurs start showing up.<br />
*Jellies eat bolts.<br />
*Few species are particularly good with them (only kobolds, minotaurs, deep dwarves, centaurs, and tengu have positive aptitudes)<br />
<br />
Useful notes: Crossbows are probably the most difficult ranged weapon to make effective use of, as they are rare for the first half of the game. Bolts are somewhat common, but can still be hard to find on occasion. As such, [[Hunter]]s that start with a crossbow will probably want to make sure they have a decent backup weapon in case of ammunition shortages.<br />
<br />
That being said, crossbows are the most powerful and accurate ranged weapon available (as the many yaktaurs roaming the lower portions of the dungeon will gladly demonstrate), though they are rather slow.<br />
<br />
==History==<br />
Prior to [[0.12]], there were two additional forms of handedness: hand-and-half weapons and double weapons. These each received further penalties when wielded with a shield, but were otherwise one-handed weapons.<br />
<br />
[[Category:Weapons]]<br />
[[Category:Strategy]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Ignite_Poison&diff=36591Ignite Poison2015-04-24T18:14:14Z<p>Lokkij: /* History */</p>
<hr />
<div>{{version013}}<br />
{{Spell<br />
|name=Ignite Poison<br />
|level=5<br />
|school1={{Fire Magic}}<br />
|school2={{Transmutations}}<br />
|school3=<br />
|sources=<div><br />
*[[Book of Fire]] <br />
*[[Book of Alchemy]] <br />
</div><br />
|castingnoise=4<br />
|spellnoise=0<br />
}}<br />
<br />
{{Flavour|This spell attempts to convert all nearby poison into liquid flame, burning poisoned creatures from within. It is very effective against innately poisonous creatures. The caster is not affected.}}<br />
<br />
'''Ignite Poison''' is a level 5 [[Fire Magic]]/[[Transmutations]] spell which causes all nearby poisonous things in line of sight to burst into flames (excluding the caster). Any monster which leaves a poisonous [[corpse]], is [[poisoned]], or (in some cases) has a poisonous attack takes fire damage (and is cured of any poison in its system). Ignoring the player's inventory, all poisonous corpses and chunks, all [[potions of poison]], [[potion of strong poison|strong poison]], or [[potion of degeneration|degeneration]], all poisonous ammo, and all poison or noxious [[cloud]]s burst into flame clouds.<br />
<br />
Ignite Poison has no effect on either the [[staff of poison]] or [[staff of Olgreb]].<br />
<br />
==Strategy==<br />
Ignite Poison deals unavoidable heavy fire damage to every susceptible thing in sight. This makes it extremely effective in certain situations, such as [[killer bee]] or [[kobold (monster)|kobold]] [[vault]]s, or pretty much any part of the [[Spider's Nest]] or [[Snake Pit]]. Just make sure to watch your MP, avoid overconfidence, and be aware that there are dangerous [[invisible]] opponents in the Spider's Nest which will not be affected unless you can [[see invisible]]. While these are obvious areas for its use, you can increase its deadliness in other areas with a little creativity.<br />
<br />
*Ignite Poison works great when used together with [[Mephitic Cloud]]; the noxious clouds generated by the former spell turn into clouds of fire. First confuse them with Mephitic Cloud, possibly casting it a few times to cover a larger area, then (once the monsters are confused) cast Ignite Poison and let the poor guys stumble through the flames. Casting Ignite Poison after casting [[Poisonous Cloud]] creates the "fire version" of [[Freezing Cloud]].<br />
<br />
*Also note that monsters which are immune to Mephitic Cloud will happily walk through its noxious clouds to reach you. If you cast Ignite Poison at the right moment you can blast them as well.<br />
<br />
*It is possible to throw a chunk of poisonous meat and ignite it afterwards to place a cloud of fire at a certain location (f.e. under a monster).<br />
<br />
==Trivia==<br />
*Using Ignite Poison on an intelligent, poisonous monster (e.g. [[List of nagas|nagas]]) which hasn't noticed you will not incur penance for worshippers of [[The Shining One]]. This is likely a bug (or TSO just assumes that burning them from within is a legitimate way of getting people's attention).<br />
<br />
==Monster Version==<br />
Although no monsters are able to cast Ignite Poison, there is an equivalent spell ([[Localized Ignite Poison]]) which has the same effect but can only target one opponent. The following monsters can cast Localized Ignite Poison:<br />
<br />
{{monsterlink|Salamander mystic}}<br />
<br />
==History==<br />
In [[0.17]], Ignite Poison will become a level-3 spell, but its effect on potions and chunks will be removed.<br />
<br />
Ignite Poison used to be an amazingly painful way to eliminate poison from one's own system, but as of [[0.8]] it no longer affects the caster or his inventory.</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Rune_of_Zot&diff=36590Rune of Zot2015-04-24T13:30:08Z<p>Lokkij: No more preservation</p>
<hr />
<div>{{flavour|A talisman which allows entry into Zot's domain.}}<br />
<br />
'''Runes of Zot''' are required to enter [[the Realm of Zot]], which contains the [[Orb of Zot]], the goal of your quest, housed in a vault on its fifth level. They are thus necessary to win the game. Unlocking the portals to the Realm requires three runes, but advanced players may choose to collect more to earn a higher [[score#Rune Score|final score]]. In any given game, there will be a total of 15 possible runes to obtain. Runes do not occupy inventory slots, are weightless, and cannot be dropped. You can see what runes you have by typing '''}''' or by checking the '''%''' screen (your Player Character resistances).<br />
<br />
==Rune locations==<br />
<br />
Runes can be found on the bottom floors of several dungeon [[branch]]es.<br />
<br />
* [[The Lair]] has no rune itself, but in any game, it has two of the following four branches (it always has the Slime Pits for a third):<br />
** [[Image:Decaying_rune.png]] [[The Swamp]]:5 contains the decaying rune of Zot.<br />
** [[Image:Barnacled_rune.png]] [[The Shoals]]:5 contains the barnacled rune of Zot. Will not occur in the same game as The Swamp.<br />
** [[Image:Serpentine_rune.png]] [[The Snake Pit]]:5 contains the serpentine rune of Zot.<br />
** [[Image:Gossamer_rune.png]] [[The Spider's Nest]]:5 contains the gossamer rune of Zot. Will not occur in the same game as The Snake Pit.<br />
* [[Image:Slimy_rune.png]] [[The Slime Pits]]:6 contains the slimy rune of Zot.<br />
* [[Image:Silver_rune.png]] [[The Vaults]]:5 contains the silver rune of Zot.<br />
* [[The Crypt]] has no rune itself, but contains a branch to The Tomb.<br />
** [[Image:Gold_rune.png]] [[The Tomb]]:3 contains the golden rune of Zot.<br />
<br />
You will also come across special runes in the following bonus levels.<br />
<br />
* [[Image:Abyssal_rune.png]] [[The Abyss]] contains the abyssal rune of Zot. This rune has a very low chance of being generated, increasing with time you spend wandering around in the Abyss - but if you happen to be a follower of Lugonu, this rate is greatly accelerated. If you see the rune but cannot get it, e.g. if the Abyss shifts before you can reach it, do not despair: the game will keep generating abyssal runes until you pick one up.<br />
* [[Pandemonium]] contains five runes. <br />
**The four unique Pandemonium lords each guard a unique rune that is generated ''once''. Leaving the level without the rune means it is lost forever:<br />
*** [[Image:Glowing_rune.png]] [[Mnoleg]] guards the glowing rune of Zot.<br />
*** [[Image:Magical_rune.png]] [[Lom Lobon]] guards the magical rune of Zot.<br />
*** [[Image:Fiery_rune.png]] [[Cerebov]] guards the fiery rune of Zot.<br />
*** [[Image:Dark_rune.png]] [[Gloorx Vloq]] guards the dark rune of Zot.<br />
** The fifth is the demonic rune of Zot. This may be found either guarded by random [[Pandemonium lord]]s, or found in any of several vaults ('hellion island', 'smiting', and 'eyes of draining' vaults guaranteed; others have 1/9 chance). Like the abyssal rune, it will be regenerated until picked up.<br />
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"<br />
| [[Image:Demonic_rune_1.png]] || [[Image:Demonic_rune_2.png]] || [[Image:Demonic_rune_3.png]]<br />
|-<br />
| [[Image:Demonic_rune_4.png]] || [[Image:Demonic_rune_5.png]] || [[Image:Demonic_rune_6.png]]<br />
|}<br />
* [[Hell]] contains a rune in each of its four subbranches:<br />
** [[Image:Iron_rune.png]] [[Dispater]] in [[The Iron City of Dis]]:7 guards the iron rune of Zot.<br />
** [[Image:Icy_rune.png]] [[Antaeus]] in [[Cocytus]]:7 guards the icy rune of Zot.<br />
** [[Image:Obsidian_rune.png]] [[Asmodeus]] in [[Gehenna]]:7 guards the obsidian rune of Zot.<br />
** [[Image:Bone_rune.png]] [[Ereshkigal]] in [[Tartarus]]:7 guards the bone rune of Zot.<br />
<br />
==Strategy and Difficulty==<br />
All runes are not equal in difficulty of obtaining them. Below they are in rough order of difficulty, with some basic strategy notes. See the articles on the specific branches for more details. Depending on your character build, some of the branches may be different in difficulty from what is given here.<br />
===Easy===<br />
These are the runes which are most commonly used for three or four rune ascensions. None is particularly hard to get, although they may require some basic preparation.<br />
* Serpentine ([[Snake Pit]]): Less straightforward since the introduction of [[constriction]], and [[poison resistance]] is a necessity. Still, among the easier branches. Make sure you can take a beating or have the ability to avoid melee combat.<br />
* Decaying ([[Swamp]]): Swamp can be annoying, and be prepared to deal with a ton of [[hydra]]s and [[swamp drake]]s, but the branch is generally pretty tame.<br />
* Barnacled ([[Shoals]]): This area is easier if you have good [[EV]] or [[Repel Missiles|Repel]]/[[Deflect Missiles]]. [[Invisibility]] is very useful here.<br />
* Gossamer ([[Spider's Nest]]): Most of the monsters in this branch are faster than you and will swarm you easily. Very few of them have ranged attacks, though.<br />
* Abyssal ([[Abyss]]): Mostly just tedious, since it requires wandering for several thousand turns. Have enough food, and be prepared to avoid the occasional [[lich]] or [[draconian]] if you can't take them.<br />
* Silver ([[Vault]]): The hardest of the basic runes, since [[Vault]]:5 has over a dozen [[vault guard]]s waiting for you around the stairs, plus several other opponents such as [[titan]]s, [[storm dragon]]s, [[quicksilver dragon]]s, [[shadow dragon]]s, and [[lich]]es.<br />
<br />
===Medium===<br />
For those looking to expand beyond a basic ascension, these are the runes to start with. They all require some type of special resistance: if you don't have it, you will likely die.<br />
* Slimy ([[Slime Pits]]): [[Resist corrosion]] and [[mutation resistance]] are absolutely necessary, and be prepared to switch between. Be very careful with [[the royal jelly]]: stair dance it or take it in the corridors. And bring a [[wand of digging]] if you don't have the spell. Make sure you can kill things very quickly or take a fair bit of damage, as everything down here hits very hard in melee.<br />
* [[Pandemonium]]: Be prepared for a journey: like the Abyss, the only way out is via a rare return portal. Stairways just conduct you to another of Pan's infinite levels. You will need some protection from [[torment]]. rN+++ or [[Kiku]] protection is generally enough. You need [[mutation resistance]]: the place is littered with [[neqoxec]]s and [[cacodemon]]s. In fact, you may want to bring a [[potion of cure mutation]], just in case you get hit with something nasty. Keep in mind that when you reach a level with a [[Pan lord]] and his rune, you're only going to get one chance at acquiring this rune: ''leaving the level means that rune never generates again'' (unless it was the demonic rune). The unique Pan lords each need a different set of resistances to get their rune:<br />
** Dark: [[Gloorx Vloq]] is the most difficult Pan lord, owing to his speed and spell set. rN+++ is vital, as is some form of [[Haste]]. Unlike the rest of Pan, you also need [[poison resistance]], since otherwise his [[Poison Arrow]]s will be very painful. Allies, if you can get them, are helpful in ensuring that all of his many attacks and spells aren't directed against you.<br />
** Glowing: [[Mutation resistance]] is even more vital here. Try to lure the [[neqoxec]]s around corners, so they don't get tons of free shots at you with [[Polymorph Other]]. [[Mnoleg]] himself isn't that difficult, although be prepared to [[abjuration|abjure]] if he starts summoning [[giant eyeball]]s. And try to take him in a corridor, so you won't get mobbed by the [[large abomination]]s and [[tentacled monstrosities]] he summons.<br />
** Fiery: As the name suggests, you really need [[fire resistance]] here. rF++ is a bare minimum, and rF+++ is really what you need, since [[Cerebov]]'s sword hits you for one less level of fire resistance than you have. Cerebov has a lot of hit points, so be prepared to teleport away and reengage him several times: he won't have fully healed before you do. [[Abjuration]] is quite helpful since he enjoys summoning greater demons on you. Cerebov has poor evasion, so spells such as [[Lehudib's Crystal Spear]] can be useful against him. [[Chain Lightning]] is also very effective.<br />
** Magical: Have at least two levels of [[cold resistance]] and some source of [[electricity resistance]]. [[Lom Lobon]] is fairly weak if you can engage him in melee, although his [[blink]]ing can make that somewhat difficult. Have high [[magic resistance]] so that the [[wizard (monster)|wizard]]s around his tower don't banish you.<br />
** Demonic: Three specific vaults always have this rune. The [[hellion island]] vault requires the use of ranged attacks: 10+ [[hellion]]s all dropping 3d15 [[hellfire]] bursts on you up to twice a turn is a quick death. The [[smiting]] vault is generally doable: [[Shatter]] or [[teleport control]] can greatly assist in getting past it, but even without them sufficient speed will generally let you survive. The eyes vault is not difficult, but requires a [[wand of digging]] or [[disintegration]] to get the rune at all. As for random vaults which might contain the rune, they vary hugely in difficulty. Be prepared to run away.<br />
* Golden ([[Tomb]]): Like the [[Hells]] and [[Pandemonium|Pan]], you will have to endure a fair amount of [[torment]]. Unlike the Hells and Pan, you will also endure mummy [[death curse]]s. This includes stat drain, [[rotting]], [[pain]], slowing, and even more [[torment]]. [[Kikubaaqudgha]] provides a good protection against it. [[Necromutation]] protects you from the worst of the curses as well as torment, and nothing in [[Tomb]] has [[Dispel Undead]]. [[Zin]] can protect you from the rotting effects and stat drain, but [[The Shining One]] is more useful here: You can always do a quick conversion to [[Elyvilon]], and use purification to cure all the rotting. See the [[Tomb]] article for more specific strategies, but know that it is very difficult to simply force your way through Tomb. You need something to deal with its nasty effects or you will die.<br />
<br />
===Hard===<br />
These runes are the riskiest to get, or require some very specific character builds. Only go for them if you know what you're doing.<br />
* [[Hell]]: This area is one of the hardest in the game. It is filled with fiends, both found naturally and summoned by the Hell forces. [[Zin]] gives a piety-dependent chance of blocking Hell effects: at full piety it is complete, making the area a lot easier. Others have to be prepared for a fiend and a hellion to appear next to them at any moment, making [[regeneration]] and some means of [[torment]] protection absolutely vital. As with Pan, specific strategies and resistances are needed for each rune:<br />
** Iron ([[Dis]]): Dis is often perceived as the "easiest" Hell, but this is not entirely true. It requires no specific resistances but a little of everything. Or sometimes a lot of everything, as the last level contains both [[Brimstone fiend]]s and [[Ice fiend]]s. [[Dispater]] himself is no pushover, casting powerful earth spells and bringing lots of greater demons to the party. Have [[Abjuration]] ready.<br />
** Icy ([[Cocytus]]): Have rC+++ for Cocytus. This place is filled with [[Ice fiend]]s, who have, in addition to torment and [[Bolt of Cold]], a horribly damaging cold-branded melee attack. [[Antaeus]] himself hits like a truck but luckily doesn't summon any friends. Unluckily he tends to be escorted by four Ice fiends. Separate them first.<br />
** Obsidian ([[Gehenna]]): Have rF+++, but be aware that this doesn't help against the numerous [[Brimstone fiend]]s and [[hellion]]s who will gladly spam [[hellfire]] at you until you die. Make sure to kill them quickly. [[Asmodeus]] himself is not horribly difficult, but be aware that he is surrounded by a ring of flames and loves summoning fiends and [[Balrug]]s.<br />
** Bone ([[Tartarus]]): If you're not undead, Tartarus can be easier than the other branches. This occurs because rN+++ completely protects you against the draining attacks so frequent there. Be aware that [[Ereshkigal]] is a little meaner than she looks: she may be somewhat low on HP, but she is fast, has absurdly high evasion, and can torment and summon greater demons to torment. If you are undead, be very, very careful. [[Shadow fiend]]s can make short work of you with [[Dispel Undead]].<br />
<br />
== History ==<br />
Formerly, there were many, indistinguishable demonic runes of Pandemonium, which could be collected ''ad infinitum'' (the record was 250-odd). In version [[0.9]], the demonic rune is treated like the abyssal rune: once you've picked one up, no more demonic runes will be generated.<br />
<br />
Before [[0.9]], runes were carried in main inventory, which led to silliness like piling extras on D:1 before going for the [[Orb of Zot|Orb]], or characters locking themselves out of Zot by forgetting their runes. <br />
[[Category:Items]]<br />
[[Category:Strategy]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Vine_Stalker&diff=36587Vine Stalker2015-04-24T10:53:49Z<p>Lokkij: /* Innate Abilities */</p>
<hr />
<div>{{version016}}<br />
{{stub}}<br />
<br />
{{flavour|Limber in shape, Vine Stalkers are anthropomorphic masses of thick vines. They possess a once-humanoid core, parasitized moments before death by the magical vines. Lacking any other discernible features, their faces are dominated by their disproportionate, vicious maw with which they disrupt and devour the magical energies of their foes.<br />
<br />
Magic courses freely through their bodies, and they can not only share any damage taken with their magical reserves, but in fact physically regenerate at an alarming rate. However these traits come at a price: the dual nature of their bodies makes them frail to the extreme and they cannot benefit from potions or wands to heal their wounds.<br />
<br />
Living examples of adaptation, Vine Stalkers level up quickly and lend well to an all-out offensive style; trusting their stealth to choose their prey and then their regenerating capabilities to power through the wounds they may sustain in battle. Many members of the species however, are seen wielding magic quite competently and then switching to a hybrid style when their reserves start to run low, thus replenishing their shroud of magic and their spells' fuel with each voracious bite.<br />
<br />
Their great offensive capabilities and intrinsic regeneration lead some Vine Stalkers to eschew more traditional defenses such as armour and dodging, although this proves fatally unwise often times when their judgement of their prey fails and they bite more than they can possibly chew.}}<br />
<br />
==Innate Abilities==<br />
*[[Fangs]] 2, improving to [[Fangs]] 3 at level 8.<br />
**[[Antimagic]] bite: A Vine Stalker's [[auxiliary attack|bite]] disrupts enemy spellcasting capabilities as though it had the [[antimagic]] [[brand]] (but does not reduce your maximum MP capacity). Each bite also has a chance to restore some [[MP]] depending on how much damage was inflicted and your current MP percentage.<br />
{{crawlquote|'''Damage done''': Fangs_level×2 + XL/3<br>'''Drained MP''': 1dDamage_done × (1.25 - MP/MaxMP)}}<br />
*Vine Stalkers cannot restore HP with [[potion]]s or [[wand]]s. This does not prevent the [[status effect]] removal provided by [[potions of curing]].<br />
*[[Good_mutations#Regeneration|Regeneration]] 1. This increases at XL 6, and again at 12.<br />
*[[Spirit shield]]<br />
*[[Rotting]] resistance<br />
<br />
Vine Stalkers have a base [[Strength]] of 8, [[Intelligence]] of 6 and [[Dexterity]] of 7 (before Background modifiers).<br />
<br />
==Preferred Backgrounds==<br />
*'''Warriors:''' [[Monk]], [[Assassin]]<br />
*'''Warrior-mages:''' [[Enchanter]]<br />
*'''Mages:''' [[Conjurer]], [[Necromancer]], [[Ice Elementalist]], [[Air Elementalist]]<br />
<br />
==Level Bonuses==<br />
*+1 [[strength]] or [[dexterity]] every 4th level.<br />
*-30% less [[HP]] than average.<br />
*+10% more [[MP]] than average, before stepdowns.<br />
*+5 [[magic resistance]] per level.<br />
*Upgrade to [[Fangs]] 3 at level 8.<br />
*Upgrade to [[Regeneration]] 2 at level 6 and Regeneration 3 at level 12.<br />
<br />
==Starting Skills and Equipment==<br />
Vine Stalkers receive the skills and equipment listed for their background.<br />
<br />
==Difficulty of Play==<br />
{{Easy}}<br />
<br />
In spite of their reduced HP and inability to heal from potions or wands, the Vine Stalker's inherent [[spirit shield]] and excellent regeneration keeps them fairly durable for much of the mid- to late-game. Their high [[Stealth]] aptitude makes them formidable stabbers and, while their [[Intelligence]] is mediocre, their all-around average Magic aptitudes allow for a versatile hybrid build.<br />
{{species_aptitudes|Vine Stalker}}<br />
<br />
==Strategy==<br />
'''Vine stalkers''' are a surprisingly durable species. In spite of their [[spriggan]]-sized [[HP]] pools and unimpressive defensive skill [[aptitude]]s, their innate [[spirit shield]] intrinsic means that a portion of all incoming damage is redirected to their [[MP]]; the larger the character's MP pool, the more damage will be redirected to it. On top of that, they have better HP regeneration than [[troll]]s, and each time they bite in melee, there's a chance that they'll recover a chunk of MP as well. Coupled with their full access to all forms of armour, this gives them an excellent capacity both to avoid serious injury and to recover from it after the fact. Just be ready for the appearance of [[eyes of draining]], [[ghost moth]]s, or other threats to your MP - these threats will chew through your supernatural defenses with lightning speed, leaving you significantly less hardy than normal.<br />
<br />
In spite of their excellent regeneration, they are even less capable of immediate healing than [[mummies]], unable to benefit from [[potions of heal wounds]] or [[wands of heal wounds]], and only receiving the [[status effect]] recovery aspect of [[potions of curing]]. This weakness is felt most powerfully in the early game, when a potion of heal wounds can completely restore your HP, but is still a significant penalty in the late game. Even so, their vastly enhanced regen is an excellent replacement, and all other sources of [[healing]] still function as normal.<br />
<br />
Apart from a knack for [[Stealth]] and a general weakness in defensive skills, vine stalkers have no real aptitude issues, and can easily be built for any role, excelling perhaps as sneaky [[stab]]bers.<br />
Their mediocre [[intelligence]] makes them less than optimal for dedicated casters; they do make good [[Transmuter]]s, though, as Blade Hands lets them keep their bonus bite attack and their only non-negative combat skill is Unarmed Combat.<br />
<br />
==History==<br />
Vine Stalkers were added in [[0.14]].</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Crown_of_Eternal_Torment&diff=36571Crown of Eternal Torment2015-04-23T08:15:27Z<p>Lokkij: Now reduced map hp by 20%</p>
<hr />
<div>{{version017}}<br />
<br />
{{flavour|?}}<br />
[[File:Crown_of_eternal_torment.png]] '''''the +3 crown of Eternal Torment'''''<br><br />
<br />
+3 crown (0 base AC)<br />
<br />
[[Torment]] immunity<br><br />
[[Negative energy|rN+++]]<br><br />
See Invisible<br><br />
Reduces max HP by 20%<br><br />
[[Curse]]s itself when worn<br />
<br />
==Desirability==<br />
The '''crown of Eternal Torment''' is an extremely situational piece of equipment, granting rN+++ and torment immunity in exchange for a sizable portion of your maximum health. It's admittedly better to be tormented once than to be tormented several times over, but that's still a lot of lost durability. Having 4/5 normal health means that all other hostile attacks are effectively dealing 125% more damage than normal. The item may be useful for taking on [[the Tomb]] and [[Tartarus]], but almost any other branch of the game will be decidedly deadlier if you choose to wear it. Use this artefact at your own risk, and make sure to keep some [[scrolls of remove curse]] on hand so you can remove it when you decide to wear a less dangerous piece of equipment.<br />
<br />
Oh, and it has [[see invisible]]. That's nice.<br />
<br />
==History==<br />
The crown of Eternal Torment will be added in [[0.17]].<br />
<br />
[[Category:Unrands]]<br />
[[Category:Headgear]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Ring_of_strength&diff=36550Ring of strength2015-04-22T21:36:37Z<p>Lokkij: Pretty sure it doesn't affect dexterity</p>
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<div>{{version016}}<br />
{{item<br />
|itemtype = Jewellery<br />
|name = Ring of strength<br />
|cost = ?<br />
|weight = 1.0<br />
}}<br />
<br />
A '''±X ring of strength''' affects the [[strength]] of the wearer by X (ranges from +6 to -6). If X is negative, the ring is normally [[curse]]d, and it can cause [[stat zero]] if you are unable to remove it.<br />
<br />
[[Category:Ring]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Snakebite&diff=36543Snakebite2015-04-21T19:26:26Z<p>Lokkij: </p>
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<div>{{version016}}<br />
{{flavour|A double-ended whip made from the cured hides of the Lair of the Beasts' deadly black mambas.}}<br />
[[File:Whip_snakebite.png]] '''''the +8 whip "Snakebite"'''''<br />
<br />
+8 [[whip]]<br />
<br />
[[Venom]] brand<br><br />
rPois<br />
<br />
==Desirability==<br />
"'''Snakebite'''" is an extremely useful weapon for most of the game, providing powerful, fast attacks with a unique [[brand]] and a useful resistance. In addition to its regular poison it has a chance to inflict curare poison, slowing and choking affected enemies. However, its base damage is very low, making it a poor choice for handling high-[[AC]] enemies, and its brand proves useless against the many [[demon]]ic and [[undead]] opponents you'll find in the end-game.<br />
<br />
==History==<br />
<br />
[[Category:Unrands]]<br />
[[Category:Maces & Flails]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Irradiate&diff=36487Irradiate2015-04-20T18:09:27Z<p>Lokkij: </p>
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<div>{{version016}}<br />
{{stub}}<br />
<br />
{{Spell<br />
|name=Irradiate<br />
|level=5<br />
|school1={{Conjurations}}<br />
|school2={{Transmutations}}<br />
|school3=<br />
|sources=<div><br />
*[[Book of Transfigurations]]<br />
*[[Book of Alchemy]]<br />
</div><br />
|castingnoise=?<br />
|spellnoise=?<br />
}}<br />
<br />
{{Flavour|This spell transmutes a ultra-thin layer of the caster's skin (or equivalent) directly into pure magical energy, blasting and deforming adjacent creatures. The caster is not left entirely unaffected; some of the magic lingers, enough to leave them dangerously contaminated after just two or three castings.}}<br />
<br />
'''Irradiate''' is a level 5 [[Conjurations]]/[[Transmutations]] spell that essentially blasts all tiles adjacent to you with pure magical energy, dealing heavy irresistible damage and occasionally inflicting targets with the [[wretched]] [[status effect]], significantly reducing their combat capabilities. Multiple applications of this effect stack, but are quite risky to cast - each casting of Irradiate afflicts the caster with a dose of [[magical contamination]], sometimes reaching yellow levels with as few as two uses.<br />
<br />
==Tips & Tricks==<br />
*Assuming you have no contamination at the moment, it is always safe to cast Irradiate once.<br />
*If you accidentally cast Irradiate one time too many, quaffing a [[potion of cancellation]] should drop you back into the safe zone. Whether it's worth using up the potion to do so, however, is questionable.<br />
*Remember that [[bad mutations]] inflicted via magical contamination partially ignore mutation resistance! Don't expect an [[amulet of mutation resistance]] to provide too much help here.<br />
<br />
==History==<br />
Irradiate was added in [[0.16]].<br />
<br />
[[Category:Transformation]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Irradiate&diff=36486Irradiate2015-04-20T17:34:52Z<p>Lokkij: /* History */</p>
<hr />
<div>{{version016}}<br />
{{stub}}<br />
<br />
{{Spell<br />
|name=Irradiate<br />
|level=5<br />
|school1={{Conjurations}}<br />
|school2={{Transmutations}}<br />
|school3=<br />
|sources=<div><br />
*[[Book of Transfigurations]]<br />
*[[Book of Alchemy]]<br />
</div><br />
|castingnoise=?<br />
|spellnoise=?<br />
}}<br />
<br />
{{Flavour|This spell transmutes a ultra-thin layer of the caster's skin (or equivalent) directly into pure magical energy, blasting and deforming adjacent creatures. The caster is not left entirely unaffected; some of the magic lingers, enough to leave them dangerously contaminated after just two or three castings.}}<br />
<br />
'''Irradiate''' is a level 5 [[Conjurations]]/[[Transmutations]] spell that essentially blasts all tiles adjacent to you with pure magical energy, dealing heavy irresistible damage and occasionally inflicting targets with the [[wretched]] [[status effect]], significantly reducing their combat capabilities. Multiple applications of this effect stack, but are quite risky to cast - each casting of Irradiate afflicts the caster with a dose of [[magical contamination]], sometimes reaching yellow levels with as few as two uses.<br />
<br />
==Tips & Tricks==<br />
*Assuming you have no contamination at the moment, it is always safe to cast Irradiate once.<br />
*If you accidentally cast Irradiate one time too many, quaffing a [[potion of cancellation]] should drop you back into the safe zone. Whether it's worth using up the potion to do so, however, is questionable.<br />
*Remember that [[bad mutations]] inflicted via magical contamination partially ignore mutation resistance! Don't expect an [[amulet of mutation resistance]] to provide too much help here.<br />
<br />
==History==<br />
Irradiate was be added in [[0.16]].<br />
<br />
[[Category:Transformation]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Hydra_Form&diff=36485Hydra Form2015-04-20T17:33:37Z<p>Lokkij: /* History */</p>
<hr />
<div>{{version016}}<br />
{{Spell<br />
|name=Hydra Form<br />
|level=6<br />
|school1={{Transmutations}}<br />
|school2=<br />
|school3=<br />
|sources=<div><br />
*[[Book of Transfigurations]] <br />
*[[Fen Folio]]<br />
</div><br />
|castingnoise=?<br />
|spellnoise=?<br />
}}<br />
{{Flavour|This spell very briefly transforms the caster into a many-headed hydra. Its many heads strike in all directions. Edible foes slain by the gnashing teeth are instantly devoured, reinvigorating the caster in their reptilian rampage.<br />
<br />
Like real hydras, the caster will sprout new heads when decapitated, unless the wound is cauterized by flame. If all of the caster's heads are lopped off, the form will end.}}<br />
<br />
'''Hydra Form''' is a level 6 [[Transmutations]] spell which briefly turns the caster into a rampaging [[hydra]], gaining the following:<br />
<br />
===Pros===<br />
*+30% [[HP]]<br />
*[[Poison]] resistance<br />
*Gain multiple heads, granting you [[cleaving]] and increased [[Unarmed Combat]] base damage (2 + (3 per head up to 10 heads) + (1.5 for each head after the tenth)<br />
*Grow new heads each time you have one lopped off (see [[Hydra]] article for details)<br />
*Immediately devour any edible monster smaller than you upon kill, gaining satiation and healing (amount healed based on monster HD)<br />
<br />
===Cons===<br />
*All equipment slots except for [[ring]]s and [[amulet]]s meld into the new form<br />
*Size penalizes [[ev]]asion<br />
*Very short transformation duration (7 turns minimum, rises with [[spell power]])<br />
<br />
==Strategy==<br />
Hydra Form provides the caster with some rather extreme strengths and weaknesses for its duration. First and foremost, it should be emphasized that entering hydra form drastically reduces the caster's defensive stats: no armour or defensive [[mutation]]s means that the caster's [[AC]] will drop dramatically, and the increase in size will make all but the most nimble and well-trained [[Dodging|dodgers]] into sitting ducks for its duration.<br />
<br />
To make up for this, the caster is given a significant boost to HP, a massive increase in damage output (assuming many heads), and a significant amount of healing each time you defeat a monster which leaves an edible corpse. At its best, this amounts to an extraordinarily powerful [[vampiric]]-branded [[Unarmed Combat]] attack that specializes in taking out large groups of enemies. Also, the cleaving effect is superior to that provided by [[axes]] (secondary opponents do not take reduced damage), and unlike with natural hydras, you only make a single attack against your target, allowing Hydra Form to devastate even high-AC opponents. Unfortunately, these factors only come together in niche circumstances.<br />
<br />
Getting enough heads for Hydra Form to become truly devastating is difficult. Your initial headcount is based on your [[spell power]], and there are very few spell enhancers for the Transmutations school of magic. You gain an additional two heads each time one gets lopped off by an enemy's bladed attack, but the spell has a duration so short that it's impossible to build up a healthy bouquet of heads before a big battle. Also, as with real hydras, bladed attacks with the [[flaming]] brand will reduce your headcount. If you should be reduced to 0 heads, the spell instantly ends.<br />
<br />
The pseudo-vampiric cleaving effect is very impressive under the right circumstances, but bear in mind that areas without edible corpses suddenly render the powerful healing effect completely useless. Effortlessly plowing through swarms of weak, tasty humanoids may be fun, but attempting to do so against [[demon]]s or the [[undead]] will likely leave you severely injured. On top of that, the healing effect only kicks in once you've killed an opponent; until that point, it does nothing. A string of unlucky misses or an encounter with a powerful, durable [[unique]] may get you killed, no matter how delicious your opponent may be.<br />
<br />
Finally, bear in mind that the significant damage output of Hydra Form is nearly matched (at least against a single opponent) by the level 5 spell [[Blade Hands]], particularly for characters with high [[strength]] and [[dexterity]]. This alternative leaves your defenses largely untouched, and is much easier to get up and running in almost all circumstances. It does have the downside of reducing your spell success rates, but this may not be much of an issue if you only planned on punching your opponents for the next dozen turns anyway.<br />
<br />
As with its bigger brother [[Dragon Form]], Hydra Form benefits greatly from support magic such as [[Ozocubu's Armour]], [[Condensation Shield]], [[Phase Shift]], [[Repel Missiles|Repel]]/[[Deflect Missiles]], and [[Haste]].<br />
<br />
==History==<br />
Hydra Form was added in [[0.16]].</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Wand&diff=36482Wand2015-04-20T13:58:47Z<p>Lokkij: Updated text to 0.16; the table with charge counts is still out of date</p>
<hr />
<div>{{version015}}<br />
<br />
{{flavour|A stick. Maybe it's magical.<br />
<br />
----<br />
<br />
"[The principle of selection] is the magician's wand, by means of which he may summon into life whatever form and mould he pleases."<br />
<br />
-William Youatt, _Sheep: their breeds, management, and diseases; to which is added the Mountain Shepherd's Manual_, ch. III. 1837.}}<br />
<br />
A '''wand''' is a magical device that contains several charges of a specific spell or effect.<br />
<br />
A player may zap a wand in the inventory with the '''[[V]]''' key (that is, e'''v'''oking it). This releases its magical effect at a target of the player's choice, and one charge of the wand will be depleted. A wand does not normally show how many charges it has left; this information can be gathered either by [[identification]] or by using a wand with sufficient [[Evocations]] skill. If the number of charges of a wand is unknown, zapping the wand will waste several charges. However, the game will record wand usage, so that the player can see how many times a wand has been zapped. Unlike [[rod]]s, a wand does not have to be [[wield]]ed to be used, and can even be used while the player's wielded [[weapon]] and [[shield]] are [[curse]]d.<br />
<br />
A wand with no charges left is empty, and will not function (but will still waste a turn as you discover this). Wands can be recharged using a [[scroll of recharging]], even if not emptied. [[Deep dwarves]] possess a racial ability that also lets them recharge wands, though at a permanent [[MP]] cost.<br />
<br />
A wand's [[spell power]] equals 15+2.5×[[Evocations]], though this is still limited by the spell power caps for the spell cast. For monsters zapping wands, the power is normally 30+[[hit dice]], although this can vary greatly depending on the type of wand. Some monsters, particularly [[unique]]s, may start with wands in their inventory.<br />
<br />
[[Xom]] is greatly entertained (200) when you use a wand of random effects on yourself or others.<br />
<br />
==List of wands==<br />
{| class="prettytable" style="border:1px solid #000000;"<br />
! Image !! Wand !! Description !! Max charges:<br>initial / upon [[scroll of recharging|recharge]] !! Usable by monster<br />
|-<br />
| [[File:Wand of cold.png]]<br />
| [[Wand of cold|Cold]]<br />
| Shoots a [[bolt of cold]]<br />
| style="text-align:center" | 16 / 15<br />
| Yes<br />
|-<br />
|-<br />
| [[File:Wand of confusion.png]]<br />
| [[Wand of confusion|Confusion]]<br />
| [[Confuse]]s the target temporarily<br />
| style="text-align:center" | 16 / 24<br />
| Yes<br />
|-<br />
|-<br />
| [[File:Wand of digging.png]]<br />
| [[Wand of digging|Digging]]<br />
| Creates a tunnel through the targeted wall tile<br />
| style="text-align:center" | 16 / 24<br />
| No<br />
|-<br />
|-<br />
| [[File:Wand of disintegration.png]]<br />
| [[Wand of disintegration|Disintegration]]<br />
| Disintegrates the target or object<br />
| style="text-align:center" | 16 / 24<br />
| Yes, but damage is reduced to 2/3 of normal<br />
|-<br />
|-<br />
| [[File:Wand of draining.png]]<br />
| [[Wand of draining|Draining]]<br />
| Shoots a [[draining|bolt of negative energy]], reducing target's [[HD]] (and [[XP]])<br />
| style="text-align:center" | 16 / 12<br />
| Yes, reduces player's XP only<br />
|-<br />
|-<br />
| [[File:Wand of enslavement.png]]<br />
| [[Wand of enslavement|Enslavement]]<br />
| Charms the target temporarily<br />
| style="text-align:center" | 16 / 24<br />
| No<br />
|-<br />
|-<br />
| [[File:Wand of fire.png]]<br />
| [[Wand of fire|Fire]]<br />
| Shoots a [[bolt of fire]] at the target<br />
| style="text-align:center" | 16 / 15<br />
| Yes<br />
|-<br />
|-<br />
| [[File:Wand of fireball.png]]<br />
| [[Wand of fireball|Fireball]]<br />
| Sends a [[Fireball|ball of fire]] at the target, which explodes into a 3x3 region of fire when it hits something<br />
| style="text-align:center" | 16 / 9<br />
| No<br />
|-<br />
|-<br />
| [[File:Wand of flame.png]]<br />
| [[Wand of flame|Flame]]<br />
| Shoots a [[Throw Flame|puff of flame]] at the target<br />
| style="text-align:center" | 28 / 24<br />
| Yes<br />
|-<br />
|-<br />
| [[File:Wand of frost.png]]<br />
| [[Wand of frost|Frost]]<br />
| Shoots a [[Throw Frost|puff of frost]] at the target<br />
| style="text-align:center" | 28 / 24<br />
| Yes<br />
|-<br />
|-<br />
| [[File:Wand of hasting.png]]<br />
| [[Wand of hasting|Hasting]]<br />
| [[Haste|Speeds up]] the target's movement and actions temporarily<br />
| style="text-align:center" | 8 / 9<br />
| Yes, on self<br />
|-<br />
|-<br />
| [[File:Wand of heal wounds.png]]<br />
| [[Wand of heal wounds|Heal wounds]]<br />
| Significantly heals the target<br />
| style="text-align:center" | 8 / 9<br />
| Yes, on self<br />
|-<br />
|-<br />
| [[File:Wand of invisibility.png]]<br />
| [[Wand of invisibility|Invisibility]]<br />
| Turns the target invisible temporarily<br />
| style="text-align:center" | 8 / 9<br />
| Yes, on self<br />
|-<br />
|-<br />
| [[File:Wand of lightning.png]]<br />
| [[Wand of lightning|Lightning]]<br />
| Shoots a [[lightning bolt]] at the target<br />
| style="text-align:center" | 16 / 12<br />
| Yes<br />
|-<br />
|-<br />
| [[File:Wand of magic darts.png]]<br />
| [[Wand of magic darts|Magic Darts]]<br />
| Shoots a [[magic dart]] at the target<br />
| style="text-align:center" | 28 / 24<br />
| Yes<br />
|-<br />
|-<br />
| [[File:Wand of paralysis.png]]<br />
| [[Wand of paralysis|Paralysis]]<br />
| [[Paralyze]]s the target temporarily<br />
| style="text-align:center" | 16 / 24<br />
| Yes<br />
|-<br />
|-<br />
| [[File:Wand of polymorph.png]]<br />
| [[Wand of polymorph|Polymorph]]<br />
| Target reforms as a random creature <br />
| style="text-align:center" | 16 / 24<br />
| Yes<br />
|-<br />
|-<br />
| [[File:Wand of random effects.png]]<br />
| [[Wand of random effects|Random effects]]<br />
| Randomly selects any other wand and duplicates its effect<br />
| style="text-align:center" | 28 / 24<br />
| No<br />
|-<br />
|-<br />
| [[File:Wand of slowing.png]]<br />
| [[Wand of slowing|Slowing]]<br />
| [[Slow]]s the target temporarily<br />
| style="text-align:center" | 16 / 24<br />
| Yes<br />
|-<br />
|-<br />
| [[File:Wand of teleportation.png]]<br />
| [[Wand of teleportation|Teleportation]]<br />
| [[Teleport]]s the target after a few turns<br />
| style="text-align:center" | 16 / 9<br />
| Yes, on self and player<br />
|}<br />
<!-- sources for wand max charges/recharges: <br />
makeitem.cc:_wand_max_initial_charges(), <br />
itemprop.cc:wand_charge_value(), wand_max_charges()<br />
--><br />
<br />
===Images===<br />
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"<br />
| [[File:Wand bone.png]] || [[File:Wand brass.png]] || [[File:Wand bronze.png]] || [[File:Wand copper.png]]<br />
|-<br />
| [[File:Wand glass.png]] || [[File:Wand gold.png]] || [[File:Wand iron.png]] || [[File:Wand ivory.png]]<br />
|-<br />
| [[File:Wand lead.png]] || [[File:Wand plastic.png]] || [[File:Wand silver.png]] || [[File:Wand wood.png]]<br />
|}<br />
<br />
==High-tier wands==<br />
Some wands are considered too dangerous to be generated in the inventory of monsters with HD less than 5. Monsters with the [[:Category:No HT wand|No HT wand]] flag are also excluded. [[Ijyb]] is the exception to this rule.<br />
<br />
*[[Wand of paralysis]]<br />
*[[Wand of fire]]<br />
*[[Wand of cold]]<br />
*[[Wand of lightning]]<br />
*[[Wand of draining]]<br />
*[[Wand of disintegration]]<br />
<br />
==History==<br />
Prior to [[0.16]], wands were not automatically identified when picked up. However, zapping a wand with an unknown number of charges did not waste any charges.<br />
<br />
Prior to [[0.15]], wands weight 10.0 [[aum]] each.<br />
<br />
[[Category:Wand|*]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Wand_of_digging&diff=36481Wand of digging2015-04-20T13:53:44Z<p>Lokkij: </p>
<hr />
<div>{{version016}}<br />
<br />
{{item<br />
|itemtype = Wand<br />
|name = Wand of digging<br />
|cost = ?<br />
|weight = 10.0<br />
}}<br />
{{flavour|A magical device which drills tunnels through unworked rock.}}<br />
<br />
A '''wand of digging''' will remove rock walls in a straight line in the direction [[zap]]ped. It affects only rock walls, whether normal, transparent or translucent. It will have no effect on [[wall|''non''-rock walls]]; e.g., stone walls, metal walls, crystal walls, beeswax, statues, "unnaturally hard" walls, etc.<br />
<br />
A wand of digging is quite useful for digging passages into otherwise inaccessible areas, to escape incoming enemies, or to create corridors so as to fight only one enemy at a time when faced with a group. Equally, it can be used to broaden existing corridors to increase access to a monster (say, by a summoner aiding his horde).<br />
<br />
==History==<br />
Prior to [[0.14]], this effect was also available as a level 4 [[Earth Magic]] spell.<br />
<br />
Prior to [[0.12]], monsters would never use wands of digging.</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Wand_of_digging&diff=36480Wand of digging2015-04-20T13:39:11Z<p>Lokkij: Updated to 0.16</p>
<hr />
<div>{{version016}}<br />
<br />
{{item<br />
|itemtype = Wand<br />
|name = Wand of digging<br />
|cost = ?<br />
|weight = 10.0<br />
}}<br />
{{flavour|A magical device which drills tunnels through unworked rock.}}<br />
<br />
A '''wand of digging''' will remove rock walls in a straight line in the direction [[zap]]ped. It affects only rock walls, whether normal, transparent or translucent. It will have no effect on [[wall|''non''-rock walls]]; e.g., stone walls, metal walls, crystal walls, beeswax, statues, "unnaturally hard" walls, etc.<br />
<br />
A wand of digging is quite useful for digging passages into otherwise inaccessible areas, to escape incoming enemies, or to create corridors so as to fight only one enemy at a time when faced with a group. Equally, it can be used to broaden existing corridors to increase access to a monster (say, by a summoner aiding his horde).<br />
<br />
==History==<br />
Prior to [[0.14]], this effect was also available as a level 4 earth/transmutations spell.<br />
<br />
Prior to [[0.12]], monsters would never use wands of digging.</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=CrawlWiki:Current_events&diff=36478CrawlWiki:Current events2015-04-20T13:28:30Z<p>Lokkij: No more zot defence, though the rest of this page doesn't seems terribly up-to-date anyway.</p>
<hr />
<div>{{Community}}<br />
<br />
''This page is a collection of any projects or changes to the wiki that have been approved by site admins. If you have any suggestions, please add them to the [[CrawlWiki talk:Current events|Discussion]] page!'' <br />
<br />
=Pressing Issues=<br />
==Speedrunnning, Dungeon Sprint, and Zot Defence==<br />
*These pages have always been weak points in our wiki. I've dabbled in the two alternate play modes, but never made a serious attempt at them, and I've never gone for an actual speed run. Could someone with experience in these fields give these pages some love?<br />
**[[Speedrun]]<br />
**[[Dungeon Sprint]]<br />
***[[Red Sonja]]<br />
***[[The Violet Keep of Menkaure]]<br />
***[[The Ten Rune Challenge]]<br />
***[[Fedhas' Mad Dash]]<br />
***[[Ziggurat Sprint]]<br />
***[[Thunderdome]]<br />
***[[The Pits]]<br />
***[[Arena of Blood]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Minotaur&diff=36470Minotaur2015-04-20T10:28:45Z<p>Lokkij: Removed old classes</p>
<hr />
<div>{{version014}}<br />
{{for monster}}<br />
{{flavour|The Minotaurs are yet another species of hybrids - Human bodies with bovine heads. They delve into the Dungeon because of their instinctive love of twisting passageways.<br />
<br />
Minotaurs are extremely good at all forms of physical combat, but are awful at using any type of magic. They can wear all armour except for some headgear. When in close combat, Minotaurs tend to reflexively headbutt those who dare attack them.}}<br />
<br />
==Innate Abilities==<br />
*[[Horns]] 2: Minotaurs get a secondary melee attack from their horns, but cannot wear [[helmet]]s.<br />
*Minotaurs instinctively counterattack foes in melee with a [[auxiliary attack|headbutt]] whenever (5× [[STR]] + 7 × [[DEX]] > 1d(600))<br />
<br />
Minotaurs have a base [[Strength]] of 12, [[Intelligence]] of 5 and [[Dexterity]] of 5 (before Background modifiers).<br />
<br />
==Preferred Backgrounds==<br />
*'''Warriors:''' [[Fighter]], [[Gladiator]], [[Monk]], [[Hunter]]<br />
*'''Zealots:''' [[Berserker]<br />
<br />
==Level Bonuses==<br />
*+1 [[strength]] or [[dexterity]] (equal chance) every 4th level.<br />
*10% more [[HP]] than average.<br />
*20% less [[MP]] than average.<br />
*+3 [[magic resistance]] per level.<br />
<br />
==Starting Skills and Equipment ==<br />
Minotaurs start with the skills and equipment listed for their background, with these exceptions:<br />
*Any [[helmet]] is replaced with a [[hat]].<br />
<br />
==Difficulty of Play==<br />
{{Beginner}}<br />
<br />
Minotaurs are an easy species to play because of their incredible versatility in melee combat. They are equally excellent in all melee weapons, and nearly as competent at range. They are also very durable, thanks to high HP and a good [[Armour skill]] aptitude. Minotaurs are thus a great choice for players who want a powerful "monstrous" species, but don't want to sacrifice weapon versatility or armour as [[ogre]]s and [[troll]]s do.<br />
<br />
{{species_aptitudes|Minotaur}}<br />
<br />
==Strategy==<br />
Tough, strong, and at home with all weapons, minotaurs are born for melee and ranged-combat backgrounds alike. Being feeble at magic, however, they need to milk the religious side of the game to round themselves out. They particularly excel as Berserkers, as [[Trog]]'s religion emphasizes all of a Minotaur's strong points, and only trolls suffer less from his ban on magic. Nor do any of his powers actually require the Invocations skill, leaving more experience to devote to combat skills. Among the other religious backgrounds, Death Knights and their undead slaves are another good match for Minotaurs, and Abyssal Knights are also melee-oriented to start.<br />
<br />
If the starter gods aren't for you, picking Fighter, Gladiator, or Monk provides you with a good start for making the journey to the [[Temple]] (or to a lucky early [[altar]]). Minotaurs do well under [[Okawaru]] ([[Heroism]], [[Finesse]], equipment gifts), [[Makhleb]] (demonic summons, recovery from killing, elemental blasts), or even [[the Shining One]] (powerful summons, defensive buffs, and abilities useful against [[demon]]ic and [[undead]] foes. Besides, you probably weren't going to be sneaking around anyway).<br />
<br />
For Reference: A Minotaur Monk will have a chance of 26,5% to counter at the start of the game, a MIWI will have a chance of 18,5%. Should you reach 40 in Str and Dex your chance will be about 80%.<br />
<br />
[[Category:Species]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Ogre&diff=36469Ogre2015-04-20T10:28:30Z<p>Lokkij: Removed old classes</p>
<hr />
<div>{{version016}}<br />
{{for monster}}<br />
{{flavour|Ogres are huge, chunky creatures who typically are strong rather than smart, and not nimble at all. Their size also makes them hunger more than smaller folk. Ogres mature almost as quickly as Humans.<br />
<br />
Their preferred methods of avoiding beatings are dodging and the use of shields. Many Ogres find it natural to wield some large and blunt weapon. (Countless lethal incidents have taught them to leave most edged weapons be.) While all sophisticated forms of missile combat are too awkward for them, they are good at throwing things, in particular boulders.<br />
<br />
Contrary to expectations, Ogres are not reduced to mindless brutes. They possess a raw talent for witchcraft, letting them pick up the basics of spellcasting at an amazing speed. However, the more arcane schools of magic are foreign to them and are only learned at poor rates.}}<br />
<br />
==Innate Abilities==<br />
*[[Good_mutations#Tough_Skin|Tough Skin 1]]: Ogres have +1 [[AC]].<br />
*Ogres are [[Size#Player Sizes|large]] creatures. Unlike smaller species, they can use [[giant club]]s and [[giant spiked club]]s, but cannot wear any armour but [[robe]]s, [[cloak]]s, [[animal skin]]s, [[troll hide]]s, [[troll leather armour]]s, [[dragon armour|dragon hide]], or [[dragon armour]]. [[Buckler]]s are also too small for them, but they can wield [[shield]]s and [[large shield]]s more easily than normal.<br />
*Ogres are large enough to attack at normal speed while standing in [[shallow water]] (though they still move slowly through it).<br />
<br />
Ogres have a base [[Strength]] of 12, [[Intelligence]] of 7 and [[Dexterity]] of 5 (before Background modifiers).<br />
<br />
==Preferred Backgrounds==<br />
*'''Warriors:''' [[Hunter]]<br />
*'''Zealots:''' [[Berserker]]<br />
*'''Warrior-mages:''' [[Arcane Marksman]]<br />
*'''Mages:''' [[Wizard]], [[Fire Elementalist]]<br />
<br />
==Level Bonuses==<br />
*+1 [[strength]] every 3rd level.<br />
*30% more [[HP]] than average.<br />
*Average [[MP]].<br />
*+4 [[magic resistance]] per level.<br />
<br />
==Starting Skills and Equipment==<br />
Ogres start with the skills and equipment listed for their background, with the following exceptions:<br />
*Incompatible body armour is replaced with an [[animal skin]] or [[robe]]. <br />
*[[Helmet]]s are replaced with [[hat]]s.<br />
*[[Meat ration]]s replace [[bread ration]]s.<br />
*Any [[Armour]] skill is replaced by [[Dodging]].<br />
*Ogre [[hunter]]s are given a choice of [[large rock]]s instead of [[javelin]]s.<br />
<br />
==Difficulty of Play==<br />
{{Moderate}}<br />
<br />
Ogres enjoy a number of advantages over other species, but have an equal amount of disadvantages. They have an immense amount of HP naturally and train Fighting faster than any other species, but their inability to wear most armour coupled with their large size leaves them with miserable [[AC]] and [[EV]] in the early game. On the plus side, their offenses become powerful very quickly, with a good proficiency in Maces & Flails, and access to both [[giant spiked club]]s and [[large rock]]s. Despite having terrible magic aptitudes, it is still entirely possible and very beneficial for ogres to eventually learn a spell or two. Their excellent Spellcasting aptitude allows them to learn and cast any low-level spell fairly easily (though at low [[spellpower]]), and eventually mid-level spells that don't rely on too many schools (like [[Haste]]) may be worth the investment.<br />
<br />
{{species_aptitudes|Ogre}}<br />
<br />
==History==<br />
Prior to [[0.16]], ogres started with an extra [[bread ration]]. Also, ogre hunters and artificers began with a [[club]] instead of a [[short sword]].<br />
<br />
Prior to [[0.15]], ogres had [[Saprovore]] 1 and [[Fast Metabolism]].<br />
<br />
==Strategy==<br />
*[[Serfuzz's Ogre Hunter guide]]<br />
*[[Davion Fuxa's Ogre guide]]<br />
<br />
[[Category:Species]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Centaur&diff=36468Centaur2015-04-20T10:28:14Z<p>Lokkij: Removed old classes</p>
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<div>{{version015}}<br />
{{for monster}}<br />
{{flavour|The Centaurs are another species of hybrid creatures: horses with Human torsos. They usually live in forests, surviving by hunting.<br />
<br />
Centaurs can move very quickly on their four legs, and are excellent with bows and other missile weapons; they are also reasonable at fighting in general while being slow learners at specific weapon skills. They advance quite slowly in experience levels and are rather sub-average at using magic. Like Nagas, they receive inferior protection from the armour they wear.}}<br />
<br />
==Innate Abilities==<br />
*[[Tough Skin]] 3: Centaurs have extremely tough skin (AC +3).<br />
*[[Fast]] 2: Centaurs cover ground very quickly during [[movement]].<br />
*[[Deformed]]: A Centaur's equine body fits poorly into armour.<br />
*[[Hooves]] 3: Centaurs have hooves in place of feet. They cannot wear boots, but gain an auxiliary melee attack.<br />
*Centaurs may equip [[centaur barding]].<br />
*Centaurs are large enough to attack normally while standing in [[shallow water]] (though they still move slowly through it).<br />
*Centaurs require less skill to use [[shields]] effectively than other [[Size#medium|medium-sized]] races.<br />
<br />
Centaurs have a base [[Strength]] of 10, [[Intelligence]] of 7 and [[Dexterity]] of 4 (before [[Background]] modifiers).<br />
<br />
==Preferred Backgrounds==<br />
*'''Warriors:''' [[Fighter]], [[Gladiator]], [[Hunter]]<br />
*'''Warrior-mages:''' [[Warper]], [[Arcane Marksman]]<br />
<br />
==Level Bonuses==<br />
*+1 [[strength]] or [[dexterity]] (equal chance) every 4th 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 />
Centaurs start with the skills and equipment listed for their background, with the following exceptions.<br />
*Centaurs start with an extra [[bread ration]].<br />
<br />
==Difficulty of Play==<br />
{{Easy}}<br />
<br />
Despite poor defensive aptitudes and some of the worst [[Stealth]] modifiers in the game, Centaurs' excellent [[movement]] speed and good [[HP]] makes them a very powerful and forgiving species. Centaurs can [[kite]] the vast majority of enemies in relative safety, via clever use of ranged combat, polearms, or spells. Fast movement also gives Centaurs the ability to disengage from many foes at will, choose terrain that is to their advantage, maintain greater control over position in relation to enemies, and avoid being surrounded. Only the [[Spriggan]] is faster — but far less robust — than the Centaur. <br />
<br />
The Centaur's Deformed mutation causes them to receive only half the base armour rating of their body armour, rounded down. This may seem to be a very significant handicap, but it has no impact on AC gains from armour [[scroll of enchant armour|enchantment]] levels or from the [[Armour skill]] (which is calculated using the armour's full AC value), and a Centaur's innate +3 AC helps balance it out even before those modifiers come into play. Centaurs only experience actual numerical penalties when wearing heavy or super-heavy armour, and when wearing light armours, Centaurs actually wind up with better AC than standard races do. Finally, note that Centaurs can wear centaur bardings instead of boots, providing significantly better AC (although bardings are also less common than boots).<br />
<br />
{{species_aptitudes|Centaur}}<br />
<br />
==Trivia==<br />
[http://en.wikipedia.org/wiki/Centaur Centaurs] are originally creatures from Greek mythology. <br />
<br />
==History==<br />
Prior to [[0.15]], centaurs were [[Herbivorous]], gaining more nutrition from vegetarian foods and less from meat-based foods. They also had [[Fast Metabolism]] 1, causing them to [[hunger]] more quickly.<br />
<br />
[[Category:Species]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Merfolk&diff=36467Merfolk2015-04-20T10:27:51Z<p>Lokkij: Removed old classes</p>
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<div>{{version013}}<br />
''This page is about the player [[species]]. For the monster, see [[Merfolk (monster)]]. For a list of all merfolk monsters, see [[List of merfolk]].''<br />
{{flavour|The Merfolk are a hybrid species of half-human, half-fish that typically live in the oceans and rivers, seldom venturing toward land. However, Merfolk aren't as limited on land as some myths suggest; their tails will quickly reform into legs once they leave the water (and, likewise, their legs will quickly reform into a tail should they ever enter water). Their agility is often misjudged, and they tend to be surprisingly nimble on land as well as in the water. Experts at swimming, they need not fear drowning and move very quickly through water.<br />
<br />
The Merfolk have developed their martial arts strongly on thrusting and grappling, since those are the most efficient ways to fight underwater. They therefore prefer polearms and short swords above all other weapons, though they can also use longer swords quite well.<br />
<br />
As spellcasters, they tend to be quite good in specific areas. Their mystical relationship with water makes it easier for them to use poison and ice magic, which use water occasionally as a material component. The legendary water magic of the Merfolk was lost in ancient times, but some of that affinity still remains. The instability of their own morphogenic matrix has made them very accomplished transmuters, but most other magic seems foreign to them.}}<br />
<br />
==Innate Abilities==<br />
*Merfolk revert to their natural form in water, giving them -4 [[movement delay]], +50 [[stealth]], and +25% [[EV]] (min +2, max +9). Their [[boots]] meld into them (even if [[cursed]]) and stop functioning, however.<br />
<br />
Merfolk have a base [[Strength]] of 8, [[Intelligence]] of 7 and [[Dexterity]] of 9 (before Background modifiers).<br />
<br />
==Preferred Backgrounds==<br />
*'''Warriors:''' [[Gladiator]]<br />
*'''Zealots:''' [[Berserker]]<br />
*'''Warrior-mages:''' [[Skald]], [[Transmuter]]<br />
*'''Mages:''' [[Summoner]], [[Ice Elementalist]], [[Venom Mage]]<br />
<br />
==Level Bonuses==<br />
*+1 to a random [[stat]] every 5th level.<br />
*Average [[HP]].<br />
*Average [[MP]].<br />
*+3 [[magic resistance]] per level.<br />
<br />
==Difficulty of Play==<br />
{{Beginner}}<br />
<br />
Merfolk are a fairly straightforward species due to their well-defined strengths. Their movement speed and EV bonus in water can also come in handy, particularly in [[Shoals]] and [[Swamp]].<br />
<br />
{{species_aptitudes|Merfolk}}<br />
<br />
==History==<br />
Prior to [[0.14]], merfolk were immune to the [[mesmerise|mesmerisation]] attempts of [[mermaid]]s and [[siren]]s.<br />
<br />
Merfolk's unstable nature persists not only across space, but apparently across time as well. In very old versions of the game, cursed boots would prevent them from swimming, as would wearing heavier armour. On the flip side, they used to have above-average HP, and [[spear]]s would be replaced by [[trident]]s in their starting inventory, generally making their game even easier.<br />
<br />
<br />
[[Category:Species]]<br />
[[Category:Merfolk]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Hill_Orc&diff=36466Hill Orc2015-04-20T10:27:34Z<p>Lokkij: Removed old classes</p>
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<div>{{Version015}}<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]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Human&diff=36465Human2015-04-20T10:27:13Z<p>Lokkij: No more death knights</p>
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<div>{{version014}}<br />
{{for monster}}<br />
{{flavour|Humans tend to be hardworking and industrious, and learn new things quickly. The Human species is the most versatile of all the species available to players. Humans advance quickly in levels and have equal abilities in all skills.}}<br />
<br />
==Innate Abilities==<br />
Humans have no innate abilities or drawbacks. If they want special powers, they must turn to [[mutation]]s, [[magic]], or [[choosing a god|the gods]].<br />
<br />
Humans have a base [[Strength]], [[Intelligence]] and [[Dexterity]] of 8 (before Background modifiers).<br />
<br />
==Preferred Backgrounds==<br />
*'''Zealots:''' [[Berserker]]<br />
*'''Mages:''' [[Conjurer]], [[Necromancer]], [[Fire Elementalist]], [[Ice Elementalist]]<br />
<br />
==Level Bonuses==<br />
*+1 to a random [[stat]] every 4th level.<br />
*Average HP.<br />
*Average MP.<br />
*+3 [[magic resistance]] per level.<br />
<br />
==Starting Skills and Equipment==<br />
Humans receive the skills and equipment listed for their background. <br />
<br />
==Difficulty of Play==<br />
{{Moderate}}<br />
<br />
Humans are not a difficult species thanks to their fast experience gain and their balanced, but overall good, aptitudes and stats. However, for better or for worse, Humans lack the specialization of other species, which means that another species can often outperform them in a given background, even if that species is much worse than a Human outside of its niche. (For example, [[Minotaur]]s are tougher and more skilled than Humans in melee combat, even though they perform ''much'' worse than Humans at spellcasting.)<br />
<br />
{{species_aptitudes|Human}}<br />
<br />
[[Category:Species]]</div>Lokkijhttp://crawl.chaosforge.org/index.php?title=Seraph&diff=36007Seraph2015-04-15T14:03:17Z<p>Lokkij: /* Tips & Tricks */</p>
<hr />
<div>{{version014}}<br />
{{list of | holy monsters}}<br />
<!--monster-bot-begin--><br />
{{monster<br />
|name=seraph<br />
|glyph={{LightMagenta|A}}<br />
|tile=[[File:Seraph.png]]<br />
|flags={{Fighter flag}}<br>{{Flying flag}}<br>{{Glows flag}}<br>{{See invisible flag}}<br>{{Speaks flag}}<br />
|resistances={{Fire resistance 3}}, {{Electricity resistance}}, <br>{{Poison resistance}}, {{Negative energy resistance 3}}, <br>{{Rot resistance}}, {{Drown resistance}}, <br>{{Holy resistance}}<br />
|vulnerabilities=None<br />
|max_chunks=0<br />
|meat={{No corpse}}<br />
|xp=11250<br />
|holiness={{Holy}}<br />
|magic_resistance=160<br />
|hp_range=183-239<br />
|avg_hp=211<br />
|armour_class=10<br />
|evasion=20<br />
|habitat=Land<br />
|speed= 15<br />
|size={{Medium}}<br />
|item_use={{Weapons armour}}<br>{{Starting equipment}}<br>{{Open doors}}<br />
|attack1=50 ({{Hit type}}: {{Plain flavour}})<br />
|attack2=20 ({{Hit type}}: {{Plain flavour}})<br />
|attack3=<br />
|attack4=<br />
|hit_dice=25<br />
|base_hp=6<br />
|extra_hp=5<br />
|fixed_hp=0<br />
|intelligence={{High intelligence}}<br />
|genus=angel<br />
|species=seraph<br />
}}<br />
{{Flavour|The Seraphim, or the Burning Ones, are the highest rank of the angelic hosts, the mightiest servants of the good gods. They have six wings and but one face, and are said to sometimes take the forms of fiery serpents.<br />
----<br />
“In the year that king Uzziah died I saw also the LORD sitting upon a throne, high and lifted up, and his train filled the temple.<br><br />
Above it stood the seraphims: each one had six wings; with twain he covered his face, and with twain he covered his feet, and with twain he did fly.<br><br />
And one cried unto another, and said, Holy, holy, holy, is the LORD of hosts: the whole earth is full of his glory.”<br><br />
-KJV Bible, Isaiah 6:1-3.}}<br />
<!--monster-bot-end--><br />
<br />
==Useful Info==<br />
'''Seraphim''' are flying [[holy]] beings, the rugged, upgraded version of [[angel]]s. Like angels, they can heal themselves over time, but this rarely makes much difference in combat. They have a massive [[HP]] pool on par with some of the beefier [[unique]]s in the game, and always generate with a highly-enchanted [[flaming]] [[great sword]] and either [[pearl dragon armour]] or [[fire dragon armour]]. They are extremely rare, only appearing on holy-themed [[Pandemonium]] floors, and only one may generate per floor.<br />
<br />
<!--spl-bot-begin--><br />
==Spells==<br />
{{Spellcaster6<br />
|number=<br />
|slot1=[[Hunting Cry]]<br />
|flags1={{Natural slot flag}}, {{No silent slot flag}}<br />
|slot2=[[Summon Holies]]<br />
|flags2={{Priest slot flag}}<br />
|slot3=[[Injury Bond]]<br />
|flags3={{Demonic slot flag}}<br />
|slot4=[[Cleansing Flame]]<br />
|flags4={{Priest slot flag}}<br />
|slot5=[[Smiting]] (7-17)<br />
|flags5={{Demonic slot flag}}<br />
|slot6=[[Minor Healing]] (2d12)<br />
|flags6={{Emergency slot flag}}, {{Demonic slot flag}}<br />
}}<br />
{{clear}}<br />
<!--spl-bot-end--><br />
<br />
==Tips & Tricks==<br />
As this monster is solely encountered in holy-themed Pandemonium, it is worth noting that an extremely resilient, normal-speed monster with only melee damage is not much of a threat compared to its level companions, such as [[pearl dragon]]s. Even [[undead]] and [[demonspawn]] characters can deal with it relatively safely, as it has no [[holy]] damage output. [[Fire]] resistance certainly helps though.<br />
<br />
==History==<br />
In [[0.16]], seraphim recieved a new, much more powerful spell list. They also began spawning during the Orb run (albeit rarely).<br />
<br />
Prior to [[0.15]], Seraphim (and all other holy creatures) will no longer be potentially neutral toward worshipers of [[good gods]].</div>Lokkij