http://crawl.chaosforge.org/api.php?action=feedcontributions&user=Neil&feedformat=atomCrawlWiki - User contributions [en]2024-03-28T12:47:19ZUser contributionsMediaWiki 1.30.0http://crawl.chaosforge.org/index.php?title=Tension&diff=44888Tension2017-02-11T04:39:34Z<p>Neil: Verify mechanics section (no changes) and update to 0.19.</p>
<hr />
<div>{{version019}}<br />
<br />
Tension is, broadly speaking, how dangerous the game determines your current situation to be. This is automatically calculated based on a number of factors including number of enemies, strength of enemies, and current player status.<br />
<br />
==Effects==<br />
<br />
Several different in game mechanics work based on tension.<br />
<br />
* [[Xom]] is more likely to act, and to act positively, when tension is high. The actions tend to more combat-relevant with higher tension.<br />
* The [[Demonspawn]]'s [[demonic guardian]] will only see fit to spawn if tension is high enough.<br />
* When a [[vault warden]] seals doors, if closing a door would reduce tension too much (for example, because it separates you from a bunch of dangerous monsters behind it), that door will be left open. If an actor is standing on a door when a warden seals it, the actor will be pushed to the side that causes the higher tension.<br />
* [[Cheibriados]] wrath has more dangerous effects (and as a result decrements faster) when tension is higher.<br />
* The [[Singing Sword]] makes more noise with higher tension. At high tension, it changes its name to "Screaming Sword" and deals irresistible damage to all monsters in sight.<br />
<br />
==Mechanics==<br />
<br />
Tension is determined by looking at the surrounding monsters, and the player's current situation. For every monster in sight, the experience value is obtained, and then modified by the following factors. These modifications all stack with each other:<br />
<br />
* Visible monsters unable to hurt the player add nothing to tension.<br />
* [[Neutral]] or [[peaceful]] monsters add nothing to tension.<br />
* [[Paralysis|Paralyzed]], [[sleep]]ing, or [[flee]]ing monsters do not add to tension.<br />
* Monsters at below full HP have their contribution to tension proportionally reduced, so a monster at half HP will add/subtract half as much to tension.<br />
* If tension is being called for a god-related effect, hostile monsters summoned by an angry god do not contribute to tension, with the logic being that gods do not care about minions they themselves sent.<br />
* Friendly monsters subtract from tension instead of adding to it.<br />
** God-summoned friendly monsters subtract twice as much from tension when considering divine effects (since the god is already helping you).<br />
* Hostile monsters invisible to you have their contribution multiplied by 2.<br />
* Hostile monsters that cannot see you have their contribution multiplied by 1/2.<br />
* [[Confuse]]d or caught (in a [[net]] or [[web]]) monsters have their tension multiplied by 1/2.<br />
* [[Slow]]ed monsters have their contribution to tension multiplied by 2/3.<br />
* [[Haste]]d monsters have their contribution to tension multiplied by 3/2.<br />
* [[Might]]y monsters have their contribution to tension multiplied by 5/4.<br />
* [[Berserk]] monsters have their contribution to tension multiplied by 3/2. This increase is separate from and in addition to the increases due to Might and Haste.<br />
<br />
These contributions to tension are then added up for every monster in range of the player (i.e. every monster in LOS, visible or not). Then, the tension is modified by the player's conditions as follows:<br />
<br />
* If no monsters are nearby, it is set to 0.<br />
* It is scaled to how injured you are. Specifically, it is multiplied by a factor of 2*Max_HP/(Current_HP + Max_HP), so tension is roughly doubled when you're almost dead.<br />
* It is scaled down with your experience level. Specifically, it is divided by a factor of 1 + sqrt(Player's XP Points/30). This means at XL1 tension will be divided by 1, while at XL27 it will be divided by roughly 200. While the player will continue to accumulate experience points after XL27, these do not serve to further diminish tension, as the player isn't really getting any stronger.<br />
* Tension is multiplied by 3/2 in the [[Abyss]].<br />
* Tension is multiplied by 10 if the player cannot act (i.e. is paralyzed through some means).<br />
* Tension is multiplied by 2 if the player is confused.<br />
* Tension is multiplied by 2 if the player is caught.<br />
* Tension is multiplied by 3/2 if the player is slowed.<br />
* Tension is multiplied by 2/3 if the player is hasted.<br />
<br />
[[Category:Game mechanics]]</div>Neilhttp://crawl.chaosforge.org/index.php?title=Tension&diff=44887Tension2017-02-11T03:47:35Z<p>Neil: List effects of tension</p>
<hr />
<div>{{version016}}<br />
<br />
Tension is, broadly speaking, how dangerous the game determines your current situation to be. This is automatically calculated based on a number of factors including number of enemies, strength of enemies, and current player status.<br />
<br />
==Effects==<br />
<br />
Several different in game mechanics work based on tension.<br />
<br />
* [[Xom]] is more likely to act, and to act positively, when tension is high. The actions tend to more combat-relevant with higher tension.<br />
* The [[Demonspawn]]'s [[demonic guardian]] will only see fit to spawn if tension is high enough.<br />
* When a [[vault warden]] seals doors, if closing a door would reduce tension too much (for example, because it separates you from a bunch of dangerous monsters behind it), that door will be left open. If an actor is standing on a door when a warden seals it, the actor will be pushed to the side that causes the higher tension.<br />
* [[Cheibriados]] wrath has more dangerous effects (and as a result decrements faster) when tension is higher.<br />
* The [[Singing Sword]] makes more noise with higher tension. At high tension, it changes its name to "Screaming Sword" and deals irresistible damage to all monsters in sight.<br />
<br />
==Mechanics==<br />
<br />
Tension is determined by looking at the surrounding monsters, and the player's current situation. For every monster in sight, the experience value is obtained, and then modified by the following factors. These modifications all stack with each other:<br />
<br />
* Visible monsters unable to hurt the player add nothing to tension.<br />
* [[Neutral]] or [[peaceful]] monsters add nothing to tension.<br />
* [[Paralysis|Paralyzed]], [[sleep]]ing, or [[flee]]ing monsters do not add to tension.<br />
* Monsters at below full HP have their contribution to tension proportionally reduced, so a monster at half HP will add/subtract half as much to tension.<br />
* If tension is being called for a god-related effect, hostile monsters summoned by an angry god do not contribute to tension, with the logic being that gods do not care about minions they themselves sent.<br />
* Friendly monsters subtract from tension instead of adding to it.<br />
** God-summoned friendly monsters subtract twice as much from tension when considering divine effects (since the god is already helping you).<br />
* Hostile monsters invisible to you have their contribution multiplied by 2.<br />
* Hostile monsters that cannot see you have their contribution multiplied by 1/2.<br />
* [[Confuse]]d or caught (in a [[net]] or [[web]]) monsters have their tension multiplied by 1/2.<br />
* [[Slow]]ed monsters have their contribution to tension multiplied by 2/3.<br />
* [[Haste]]d monsters have their contribution to tension multiplied by 3/2.<br />
* [[Might]]y monsters have their contribution to tension multiplied by 5/4.<br />
* [[Berserk]] monsters have their contribution to tension multiplied by 3/2. This increase is separate from and in addition to the increases due to Might and Haste.<br />
<br />
These contributions to tension are then added up for every monster in range of the player (i.e. every monster in LOS, visible or not). Then, the tension is modified by the player's conditions as follows:<br />
<br />
* If no monsters are nearby, it is set to 0.<br />
* It is scaled to how injured you are. Specifically, it is multiplied by a factor of 2*Max_HP/(Current_HP + Max_HP), so tension is roughly doubled when you're almost dead.<br />
* It is scaled down with your experience level. Specifically, it is divided by a factor of 1 + sqrt(Player's XP Points/30). This means at XL1 tension will be divided by 1, while at XL27 it will be divided by roughly 200. While the player will continue to accumulate experience points after XL27, these do not serve to further diminish tension, as the player isn't really getting any stronger.<br />
* Tension is multiplied by 3/2 in the [[Abyss]].<br />
* Tension is multiplied by 10 if the player cannot act (i.e. is paralyzed through some means).<br />
* Tension is multiplied by 2 if the player is confused.<br />
* Tension is multiplied by 2 if the player is caught.<br />
* Tension is multiplied by 3/2 if the player is slowed.<br />
* Tension is multiplied by 2/3 if the player is hasted.<br />
<br />
[[Category:Game mechanics]]</div>Neilhttp://crawl.chaosforge.org/index.php?title=Ru&diff=44608Ru2016-12-31T20:28:27Z<p>Neil: /* Sacrifices */ Link "Stealth" (it was already linked in the paragraph, but this time it's capitalised, so that's different, right?)</p>
<hr />
<div>{{version016}}<br />
<br />
[[File:Ru altar.png]] ''"Sacrifice that you might gain great power!"''<br />
<br />
{{flavour|Of all the gods, only Ru opposed creation. Not as folly, but as distraction. Initiates of Ru can open channels to the powers underlying the visible world by renouncing the fetters that bind them here. These sacrifices are not made to Ru, but rather given up freely and permanently. Initiates can redirect would-be attackers and retaliate against their enemies, replenish their health and magic, perform a mighty leap, and unleash a massive wave of power against foes.<br />
<br />
Ru leads you to gain immense power which initially will cause foes to falter and become stricken with maladies if they harm you. As you make further sacrifices, you will be able to draw on this power to restore your health and magic and make a lightning-fast explosive leap. Exceptional sacrificiants can unleash their power in a massive strike against all their foes.<br />
<br />
Once you begin worship, Ru will monitor your progress as you explore the dungeon and defeat its inhabitants. Ru will, on judging you ready, offer you three sacrifices which you can make in order to achieve greater power.<br />
<br />
Ru likes it when you make personal sacrifices.}}<br />
<br />
==Racial Restrictions==<br />
[[Demigod]]s are prohibited from worshiping Ru.<br />
<br />
==Appreciates==<br />
*Making sacrifices to him. The amount of piety granted per sacrifice varies depending on the significance of the sacrifice (sacrificing a hand grants much more piety than sacrificing purity by gaining dopiness).<br />
<br />
==Deprecates==<br />
*Nothing. You can't offend Ru, Ru has no penance, and inflicts no wrath for leaving. However, you lose the benefits of worshiping Ru while retaining all the drawbacks of your sacrifices (they are not undone).<br />
<br />
*Piety with Ru does not decrease.<br />
<br />
==Given Abilities==<br />
'''[[Piety|Piety level -]]''': "Questioner"<br />
:*'''Make Sacrifice''' - Ru gives you no powers initially, but as you explore will periodically offer you a batch of three sacrifice options to make. These will be available from the Abilities screen. Making a sacrifice will ''permanently'' handicap your character in a dramatic way, but will grant you piety, which unlocks new abilities and makes them more powerful. New sacrifices will be offered periodically, and will refresh faster after you accept one than if you simply let a set of three sit unused. The exact amount of piety received varies depending on how crippling the effect is on your character. See '''Sacrifices''' below for more details. Note that Monks do not get their initial starting piety with Ru as they would with other gods, but do get offered an immediate choice of sacrifices upon joining if Ru is their first god.<br />
<br />
Once you've made sufficient sacrifices to reach full piety, Ru will stop offering new ones. If you abandon and return to the god, however, new sacrifices will be made available.<br />
<br />
'''[[Piety|Piety level *]]''': "Initiate"<br />
:*'''Aura of Power''' - Any enemy that attacks you may instead falter or redirect its attack to itself or another target. The chance of this rises linearly with piety, reaching a 10% chance of faltering and 5% chance of redirecting at max piety.<br />
<br />
'''[[Piety|Piety level **]]''': "Seeker of Truth"<br />
:*Your Aura of Power is strengthened. Enemies that inflict damage upon you receive various detrimental [[status effect]]s. The chance of this rises linearly with piety, reaching 33% at max piety. The specific status effect applied is randomly chosen from the following list: [[Corona]], [[Silence]], [[Blind]], [[Slow]], or [[Paralysis]]. The chance of inflicting a more severe status effect rises with damage sustained and falls based on the attacker's [[HD]].<br />
<br />
'''[[Piety|Piety level ***]]''': "Walker of the Path"<br />
:*'''Draw Out Power''' - When used, you regain [[HP]] and [[MP]], free yourself from nets, webs and constriction, and cure petrification, slow, and confusion. Cost: [[exhaustion]], moderate [[draining]].<br />
<br />
'''[[Piety|Piety level ****]]''': "Lifter of the Veil"<br />
:*'''Power Leap''' - Allows you to leap three tiles and creates a damaging 3x3 explosion wherever you land. Explosion damage scales with piety and experience level. Cost: 5 [[MP]], [[exhaustion]].<br />
<br />
'''[[Piety|Piety level *****]]''': "Transcendent"<br />
:*'''Apocalypse''' - Deals heavy damage and random status effects to every enemy within your [[line of sight]]. Cost: 8 [[MP]], [[exhaustion]], heavy [[draining]].<br />
<br />
'''[[Piety|Piety level ******]]''': "Drop of Water"<br />
:*No new abilities. Please note that unlike other gods, Ru's piety caps at 160. That means that as soon as you reach ****** piety, you are maxed out.<br />
<br />
==Punishments==<br />
{{flavour|Ru does not punish followers who leave Ru's service; however, their piety will be lost even upon rejoining, and their sacrifices remain forever.}}<br />
Ru cannot be offended in any way, and will never deliver punishments upon your character. However, all sacrifices made while worshiping Ru are permanent, and the abilities Ru grants are lost upon abandonment.<br />
<br />
==Strategy==<br />
Ru encourages focused characters by rewarding the sacrifice of anything that lies outside one's planned build, granting extremely powerful abilities and buffs in return. Wearing an [[amulet of faith]] does not increase the piety gained per sacrifice, nor does [[Forlorn]] reduce it; instead, they simply hasten or slow down the rate at which new sacrifices are offered. Unlike with most other gods, removing an amulet of faith does not damage piety. One simply gains an extra delay before the next set of sacrifices is offered. As such, a max piety Ru-worshiper gains nothing from wearing an amulet of faith and loses nothing for removing it.<br />
<br />
Be aware that any sacrifices you take up are permanent. You will never get back that arm, or your dodging skill, or the ability to have allies. Thus, it is rarely a good idea to switch to another god from Ru.<br />
<br />
Try to sacrifice such that it does not interfere heavily with your strategy. For example, in a 3 rune game, where you wouldn't expect a lot of torment or hellfire, Sacrifice Drink would be more doable than for a 15 rune game where both are commonplace and will frequently deny you your potions. Sacrifice Arcana would be fine for 3 rune games where you could do without some spells, but may be regrettable should you wish to go for 15 and find yourself unable to cast Haste, Controlled Blink, or Regeneration. Contrariwise, Sacrifice Essence may be dangerous and difficult to cope with in a 3 rune game, but can be easily made up for in equipment by the extended game.<br />
<br />
That said, Ru does offer many useful powers. Though it may not feel substantial, Aura of Power will give you a decent edge in fights, it also has the added benefit of aiding in kiting enemies, as the chance for Aura of Power to distract an enemy occurs on ''any'' action taken by that enemy, including walking towards you, meaning characters of average speed may eventually out run enemies that lose turns to Aura of Power without the need for haste or swiftness. Draw out Power is straightforward - instantly regain HP and MP at the cost of slight draining. Power Leap is a highly versatile tool for both positioning yourself and damaging enemies. Finally, Apocalypse will incapacitate foes everywhere while dealing considerable damage. It can wipe out most of your ordinary foes and tough ones will be significantly weakened.<br />
<br />
All of Ru's abilities [[exhausted|exhaust]] the user for a short while, as though you'd cast [[Death's Door]] or gone [[berserk]]. Choose when to use your abilities wisely.<br />
<br />
==Sacrifices==<br />
Ru will offer you a randomly selected batch of three sacrifices every so often. Choosing a sacrifice will permanently handicap your character as described, and you will not be able to make a new sacrifice until a new batch is offered. Each sacrifice can be selected only once, though you'll only have to make a fraction of them over the course of the game. Unlike other gods, Ru's piety maxes at 160 (the start of six stars) rather than 200, so as soon as you hit ******, you are have maximum piety and Ru will no longer offer sacrifices.<br />
<br />
'''Sacrifice Arcana''' - Permanently lose three randomly selected magic skills and access to all spells in those schools. Any experience you've invested in the associated skills will be converted to additional piety, and any spells you already know that use those skills will be forgotten. One school is chosen from each of the following groups:<br />
*[[Charms]]/[[Conjurations]]/[[Summonings]]/[[Translocations]]<br />
*[[Transmutations]]/[[Necromancy]]/[[Hexes]]<br />
*[[Air Magic]]/[[Earth Magic]]/[[Fire Magic]]/[[Ice Magic]]/[[Poison Magic]].<br />
<br />
'''Sacrifice Artifice''' - Permanently lose the [[Evocations]] skill. Any experience you've invested in it will be converted to additional piety. Your character can no longer activate any [[wand]]s, [[rod]]s, or abilities which rely upon the Evocations skill. [[Brand]]s, [[ego]]s, and the [[lantern of shadows]] still function as normal though.<br />
<br />
'''Sacrifice Courage''' - Suffer a [[slaying]] and [[spellpower]] malus which scales with the number and strength of opponents in your [[line of sight]]. Penalties begin when more than one tough monster or a single nasty monster is visible, and becomes more pronounced as more opponents appear.<br />
<br />
'''Sacrifice Drink''' - Any time you are severely injured or suffer a significantly strong attack, you lose the ability to [[quaff]] [[potion]]s for ??? turns. Any attack that reduces you below 30% of max HP will trigger this, as can heavy attacks regardless of your current HP; such attacks must deal damage equal to at least 4% of your max HP for a chance of triggering the ability loss, and the chance rises with higher damage, guaranteed at 20% max HP.<br />
<br />
'''Sacrifice Durability''' - Permanently lose the [[Armour skill]]. Any experience you've invested in it will be converted to additional piety. Worth bonus piety if you've also used '''Sacrifice Nimbleness'''.<br />
<br />
'''Sacrifice Essence''' - Permanently suffer one of the following randomly selected negatives: a negative rank of [[wizardry]], -40 [[magic resistance]], or -10% MP. When you select this sacrifice, you will get to see which option has been chosen for you, and may accept or decline at that point.<br />
<br />
'''Sacrifice Experience''' - Immediately lose two levels of experience and reduces your maximum level to 25.<br />
<br />
'''Sacrifice Eye''' - Causes inaccuracy as if you were wearing two [[amulet of inaccuracy|amulets of inaccuracy]] at once, which, like those, affects both melee, ranged and spells. Stacks with amulets of inaccuracy.<br />
<br />
'''Sacrifice Hand''' - Permanently lose one hand (or set of hands in the case of [[formicid]]s) and all associated benefits of two-handedness. You can only wield weapons which are one-handed for your [[species]], lose the ability to deliver [[auxiliary attack|offhand punches]], can never wear [[shields]], and lose one [[ring]] slot. You also lose access to the [[Shields skill]] and (unless you are a [[Formicid]]) the [[Bows]] skill, and any experience invested in them will be converted to additional piety. Small races ([[Halfling|Halflings]], [[Kobold|Kobolds]], and [[Spriggan|Spriggans]]) also lose access to, and gain additional piety for, the [[Staves]] skill.<br />
<br />
'''Sacrifice Health''' - Permanently suffer one of the following randomly selected negatives: -3 [[AC]], -3 [[EV]], or -10% HP. When you select this sacrifice, you will get to see which option has been chosen for you, and may accept or decline at that point.<br />
<br />
'''Sacrifice Love''' - Permanently make almost all monsters you encounter hostile to you. This includes [[derived undead]] which you generate and temporary monsters which you summon or create through evokable items. The only unaffected monsters are [[orbs of destruction]], [[ball lightning]], [[battlesphere]]s, [[spectral weapon]]s, and [[fulminant prism]]s. Notably, the [[fire vortices]] created by [[Fire Storm]] will be hostile. Also, the spell [[Enslave]] and all [[wands of enslavement]] will no longer function.<br />
<br />
'''Sacrifice Nimbleness''' - Permanently lose the [[Dodging]] skill. Any experience you've invested in it will be converted to additional piety. Worth bonus piety if you've also used '''Sacrifice Durability'''.<br />
<br />
'''Sacrifice Purity''' - Permanently acquire one rank of one of the following [[bad mutations]]: [[Scream]], [[Deterioration]], [[Slow Healing]], [[Vine Stalker|No Device Heal]], or [[Reduced Attributes]]. The mutation is randomly selected when you choose this sacrifice, and you may decide whether or not to accept the selected mutation at that time.<br />
<br />
'''Sacrifice Resistance''' - Provides rF- rC-.<br />
<br />
'''Sacrifice Skill''' - Permanently reduce all [[aptitude|skill aptitudes]] by 1. The effect is retroactive, so will make you lose ranks in skills you have already trained.<br />
<br />
'''Sacrifice Stealth''' - Permanently have your [[stealth]] value set to 0, as though you were constantly berserking. Any opponent in your line of sight will immediately notice you. This does not mean you produce additional [[noise]], however, so you will not be waking up things beyond your line of sight any more than normal. You also permanently lose the [[Stealth]] skill, and any experience you've invested in it will be converted to additional piety.<br />
<br />
'''Sacrifice Words''' - Any time you are severely injured or suffer a significantly strong attack, you lose the ability to read [[scroll]]s for ??? turns. Any attack that reduces you below 30% of max HP will trigger this, as can heavy attacks regardless of your current HP; such attacks must deal damage equal to at least 4% of your max HP for a chance of triggering the ability loss, and the chance rises with higher damage, guaranteed at 20% max HP.<br />
<br />
==History==<br />
Ru was added in [[0.16]].<br />
<br />
For a time during development, Ru was named Iashol.<br />
<br />
{{gods}}</div>Neilhttp://crawl.chaosforge.org/index.php?title=Ru&diff=44607Ru2016-12-31T20:27:06Z<p>Neil: /* Sacrifices */ Mention that Sac Stealth sacrifiices Stealth skill too (and converts it to piety like the other skill sacrifices)</p>
<hr />
<div>{{version016}}<br />
<br />
[[File:Ru altar.png]] ''"Sacrifice that you might gain great power!"''<br />
<br />
{{flavour|Of all the gods, only Ru opposed creation. Not as folly, but as distraction. Initiates of Ru can open channels to the powers underlying the visible world by renouncing the fetters that bind them here. These sacrifices are not made to Ru, but rather given up freely and permanently. Initiates can redirect would-be attackers and retaliate against their enemies, replenish their health and magic, perform a mighty leap, and unleash a massive wave of power against foes.<br />
<br />
Ru leads you to gain immense power which initially will cause foes to falter and become stricken with maladies if they harm you. As you make further sacrifices, you will be able to draw on this power to restore your health and magic and make a lightning-fast explosive leap. Exceptional sacrificiants can unleash their power in a massive strike against all their foes.<br />
<br />
Once you begin worship, Ru will monitor your progress as you explore the dungeon and defeat its inhabitants. Ru will, on judging you ready, offer you three sacrifices which you can make in order to achieve greater power.<br />
<br />
Ru likes it when you make personal sacrifices.}}<br />
<br />
==Racial Restrictions==<br />
[[Demigod]]s are prohibited from worshiping Ru.<br />
<br />
==Appreciates==<br />
*Making sacrifices to him. The amount of piety granted per sacrifice varies depending on the significance of the sacrifice (sacrificing a hand grants much more piety than sacrificing purity by gaining dopiness).<br />
<br />
==Deprecates==<br />
*Nothing. You can't offend Ru, Ru has no penance, and inflicts no wrath for leaving. However, you lose the benefits of worshiping Ru while retaining all the drawbacks of your sacrifices (they are not undone).<br />
<br />
*Piety with Ru does not decrease.<br />
<br />
==Given Abilities==<br />
'''[[Piety|Piety level -]]''': "Questioner"<br />
:*'''Make Sacrifice''' - Ru gives you no powers initially, but as you explore will periodically offer you a batch of three sacrifice options to make. These will be available from the Abilities screen. Making a sacrifice will ''permanently'' handicap your character in a dramatic way, but will grant you piety, which unlocks new abilities and makes them more powerful. New sacrifices will be offered periodically, and will refresh faster after you accept one than if you simply let a set of three sit unused. The exact amount of piety received varies depending on how crippling the effect is on your character. See '''Sacrifices''' below for more details. Note that Monks do not get their initial starting piety with Ru as they would with other gods, but do get offered an immediate choice of sacrifices upon joining if Ru is their first god.<br />
<br />
Once you've made sufficient sacrifices to reach full piety, Ru will stop offering new ones. If you abandon and return to the god, however, new sacrifices will be made available.<br />
<br />
'''[[Piety|Piety level *]]''': "Initiate"<br />
:*'''Aura of Power''' - Any enemy that attacks you may instead falter or redirect its attack to itself or another target. The chance of this rises linearly with piety, reaching a 10% chance of faltering and 5% chance of redirecting at max piety.<br />
<br />
'''[[Piety|Piety level **]]''': "Seeker of Truth"<br />
:*Your Aura of Power is strengthened. Enemies that inflict damage upon you receive various detrimental [[status effect]]s. The chance of this rises linearly with piety, reaching 33% at max piety. The specific status effect applied is randomly chosen from the following list: [[Corona]], [[Silence]], [[Blind]], [[Slow]], or [[Paralysis]]. The chance of inflicting a more severe status effect rises with damage sustained and falls based on the attacker's [[HD]].<br />
<br />
'''[[Piety|Piety level ***]]''': "Walker of the Path"<br />
:*'''Draw Out Power''' - When used, you regain [[HP]] and [[MP]], free yourself from nets, webs and constriction, and cure petrification, slow, and confusion. Cost: [[exhaustion]], moderate [[draining]].<br />
<br />
'''[[Piety|Piety level ****]]''': "Lifter of the Veil"<br />
:*'''Power Leap''' - Allows you to leap three tiles and creates a damaging 3x3 explosion wherever you land. Explosion damage scales with piety and experience level. Cost: 5 [[MP]], [[exhaustion]].<br />
<br />
'''[[Piety|Piety level *****]]''': "Transcendent"<br />
:*'''Apocalypse''' - Deals heavy damage and random status effects to every enemy within your [[line of sight]]. Cost: 8 [[MP]], [[exhaustion]], heavy [[draining]].<br />
<br />
'''[[Piety|Piety level ******]]''': "Drop of Water"<br />
:*No new abilities. Please note that unlike other gods, Ru's piety caps at 160. That means that as soon as you reach ****** piety, you are maxed out.<br />
<br />
==Punishments==<br />
{{flavour|Ru does not punish followers who leave Ru's service; however, their piety will be lost even upon rejoining, and their sacrifices remain forever.}}<br />
Ru cannot be offended in any way, and will never deliver punishments upon your character. However, all sacrifices made while worshiping Ru are permanent, and the abilities Ru grants are lost upon abandonment.<br />
<br />
==Strategy==<br />
Ru encourages focused characters by rewarding the sacrifice of anything that lies outside one's planned build, granting extremely powerful abilities and buffs in return. Wearing an [[amulet of faith]] does not increase the piety gained per sacrifice, nor does [[Forlorn]] reduce it; instead, they simply hasten or slow down the rate at which new sacrifices are offered. Unlike with most other gods, removing an amulet of faith does not damage piety. One simply gains an extra delay before the next set of sacrifices is offered. As such, a max piety Ru-worshiper gains nothing from wearing an amulet of faith and loses nothing for removing it.<br />
<br />
Be aware that any sacrifices you take up are permanent. You will never get back that arm, or your dodging skill, or the ability to have allies. Thus, it is rarely a good idea to switch to another god from Ru.<br />
<br />
Try to sacrifice such that it does not interfere heavily with your strategy. For example, in a 3 rune game, where you wouldn't expect a lot of torment or hellfire, Sacrifice Drink would be more doable than for a 15 rune game where both are commonplace and will frequently deny you your potions. Sacrifice Arcana would be fine for 3 rune games where you could do without some spells, but may be regrettable should you wish to go for 15 and find yourself unable to cast Haste, Controlled Blink, or Regeneration. Contrariwise, Sacrifice Essence may be dangerous and difficult to cope with in a 3 rune game, but can be easily made up for in equipment by the extended game.<br />
<br />
That said, Ru does offer many useful powers. Though it may not feel substantial, Aura of Power will give you a decent edge in fights, it also has the added benefit of aiding in kiting enemies, as the chance for Aura of Power to distract an enemy occurs on ''any'' action taken by that enemy, including walking towards you, meaning characters of average speed may eventually out run enemies that lose turns to Aura of Power without the need for haste or swiftness. Draw out Power is straightforward - instantly regain HP and MP at the cost of slight draining. Power Leap is a highly versatile tool for both positioning yourself and damaging enemies. Finally, Apocalypse will incapacitate foes everywhere while dealing considerable damage. It can wipe out most of your ordinary foes and tough ones will be significantly weakened.<br />
<br />
All of Ru's abilities [[exhausted|exhaust]] the user for a short while, as though you'd cast [[Death's Door]] or gone [[berserk]]. Choose when to use your abilities wisely.<br />
<br />
==Sacrifices==<br />
Ru will offer you a randomly selected batch of three sacrifices every so often. Choosing a sacrifice will permanently handicap your character as described, and you will not be able to make a new sacrifice until a new batch is offered. Each sacrifice can be selected only once, though you'll only have to make a fraction of them over the course of the game. Unlike other gods, Ru's piety maxes at 160 (the start of six stars) rather than 200, so as soon as you hit ******, you are have maximum piety and Ru will no longer offer sacrifices.<br />
<br />
'''Sacrifice Arcana''' - Permanently lose three randomly selected magic skills and access to all spells in those schools. Any experience you've invested in the associated skills will be converted to additional piety, and any spells you already know that use those skills will be forgotten. One school is chosen from each of the following groups:<br />
*[[Charms]]/[[Conjurations]]/[[Summonings]]/[[Translocations]]<br />
*[[Transmutations]]/[[Necromancy]]/[[Hexes]]<br />
*[[Air Magic]]/[[Earth Magic]]/[[Fire Magic]]/[[Ice Magic]]/[[Poison Magic]].<br />
<br />
'''Sacrifice Artifice''' - Permanently lose the [[Evocations]] skill. Any experience you've invested in it will be converted to additional piety. Your character can no longer activate any [[wand]]s, [[rod]]s, or abilities which rely upon the Evocations skill. [[Brand]]s, [[ego]]s, and the [[lantern of shadows]] still function as normal though.<br />
<br />
'''Sacrifice Courage''' - Suffer a [[slaying]] and [[spellpower]] malus which scales with the number and strength of opponents in your [[line of sight]]. Penalties begin when more than one tough monster or a single nasty monster is visible, and becomes more pronounced as more opponents appear.<br />
<br />
'''Sacrifice Drink''' - Any time you are severely injured or suffer a significantly strong attack, you lose the ability to [[quaff]] [[potion]]s for ??? turns. Any attack that reduces you below 30% of max HP will trigger this, as can heavy attacks regardless of your current HP; such attacks must deal damage equal to at least 4% of your max HP for a chance of triggering the ability loss, and the chance rises with higher damage, guaranteed at 20% max HP.<br />
<br />
'''Sacrifice Durability''' - Permanently lose the [[Armour skill]]. Any experience you've invested in it will be converted to additional piety. Worth bonus piety if you've also used '''Sacrifice Nimbleness'''.<br />
<br />
'''Sacrifice Essence''' - Permanently suffer one of the following randomly selected negatives: a negative rank of [[wizardry]], -40 [[magic resistance]], or -10% MP. When you select this sacrifice, you will get to see which option has been chosen for you, and may accept or decline at that point.<br />
<br />
'''Sacrifice Experience''' - Immediately lose two levels of experience and reduces your maximum level to 25.<br />
<br />
'''Sacrifice Eye''' - Causes inaccuracy as if you were wearing two [[amulet of inaccuracy|amulets of inaccuracy]] at once, which, like those, affects both melee, ranged and spells. Stacks with amulets of inaccuracy.<br />
<br />
'''Sacrifice Hand''' - Permanently lose one hand (or set of hands in the case of [[formicid]]s) and all associated benefits of two-handedness. You can only wield weapons which are one-handed for your [[species]], lose the ability to deliver [[auxiliary attack|offhand punches]], can never wear [[shields]], and lose one [[ring]] slot. You also lose access to the [[Shields skill]] and (unless you are a [[Formicid]]) the [[Bows]] skill, and any experience invested in them will be converted to additional piety. Small races ([[Halfling|Halflings]], [[Kobold|Kobolds]], and [[Spriggan|Spriggans]]) also lose access to, and gain additional piety for, the [[Staves]] skill.<br />
<br />
'''Sacrifice Health''' - Permanently suffer one of the following randomly selected negatives: -3 [[AC]], -3 [[EV]], or -10% HP. When you select this sacrifice, you will get to see which option has been chosen for you, and may accept or decline at that point.<br />
<br />
'''Sacrifice Love''' - Permanently make almost all monsters you encounter hostile to you. This includes [[derived undead]] which you generate and temporary monsters which you summon or create through evokable items. The only unaffected monsters are [[orbs of destruction]], [[ball lightning]], [[battlesphere]]s, [[spectral weapon]]s, and [[fulminant prism]]s. Notably, the [[fire vortices]] created by [[Fire Storm]] will be hostile. Also, the spell [[Enslave]] and all [[wands of enslavement]] will no longer function.<br />
<br />
'''Sacrifice Nimbleness''' - Permanently lose the [[Dodging]] skill. Any experience you've invested in it will be converted to additional piety. Worth bonus piety if you've also used '''Sacrifice Durability'''.<br />
<br />
'''Sacrifice Purity''' - Permanently acquire one rank of one of the following [[bad mutations]]: [[Scream]], [[Deterioration]], [[Slow Healing]], [[Vine Stalker|No Device Heal]], or [[Reduced Attributes]]. The mutation is randomly selected when you choose this sacrifice, and you may decide whether or not to accept the selected mutation at that time.<br />
<br />
'''Sacrifice Resistance''' - Provides rF- rC-.<br />
<br />
'''Sacrifice Skill''' - Permanently reduce all [[aptitude|skill aptitudes]] by 1. The effect is retroactive, so will make you lose ranks in skills you have already trained.<br />
<br />
'''Sacrifice Stealth''' - Permanently have your [[stealth]] value set to 0, as though you were constantly berserking. Any opponent in your line of sight will immediately notice you. This does not mean you produce additional [[noise]], however, so you will not be waking up things beyond your line of sight any more than normal. You also permanently lose the Stealth skill, and any experience you've invested in it will be converted to additional piety.<br />
<br />
'''Sacrifice Words''' - Any time you are severely injured or suffer a significantly strong attack, you lose the ability to read [[scroll]]s for ??? turns. Any attack that reduces you below 30% of max HP will trigger this, as can heavy attacks regardless of your current HP; such attacks must deal damage equal to at least 4% of your max HP for a chance of triggering the ability loss, and the chance rises with higher damage, guaranteed at 20% max HP.<br />
<br />
==History==<br />
Ru was added in [[0.16]].<br />
<br />
For a time during development, Ru was named Iashol.<br />
<br />
{{gods}}</div>Neilhttp://crawl.chaosforge.org/index.php?title=Ru&diff=44606Ru2016-12-31T20:24:07Z<p>Neil: /* Sacrifices */ More explicitly mention that Sac Skill is retroactive</p>
<hr />
<div>{{version016}}<br />
<br />
[[File:Ru altar.png]] ''"Sacrifice that you might gain great power!"''<br />
<br />
{{flavour|Of all the gods, only Ru opposed creation. Not as folly, but as distraction. Initiates of Ru can open channels to the powers underlying the visible world by renouncing the fetters that bind them here. These sacrifices are not made to Ru, but rather given up freely and permanently. Initiates can redirect would-be attackers and retaliate against their enemies, replenish their health and magic, perform a mighty leap, and unleash a massive wave of power against foes.<br />
<br />
Ru leads you to gain immense power which initially will cause foes to falter and become stricken with maladies if they harm you. As you make further sacrifices, you will be able to draw on this power to restore your health and magic and make a lightning-fast explosive leap. Exceptional sacrificiants can unleash their power in a massive strike against all their foes.<br />
<br />
Once you begin worship, Ru will monitor your progress as you explore the dungeon and defeat its inhabitants. Ru will, on judging you ready, offer you three sacrifices which you can make in order to achieve greater power.<br />
<br />
Ru likes it when you make personal sacrifices.}}<br />
<br />
==Racial Restrictions==<br />
[[Demigod]]s are prohibited from worshiping Ru.<br />
<br />
==Appreciates==<br />
*Making sacrifices to him. The amount of piety granted per sacrifice varies depending on the significance of the sacrifice (sacrificing a hand grants much more piety than sacrificing purity by gaining dopiness).<br />
<br />
==Deprecates==<br />
*Nothing. You can't offend Ru, Ru has no penance, and inflicts no wrath for leaving. However, you lose the benefits of worshiping Ru while retaining all the drawbacks of your sacrifices (they are not undone).<br />
<br />
*Piety with Ru does not decrease.<br />
<br />
==Given Abilities==<br />
'''[[Piety|Piety level -]]''': "Questioner"<br />
:*'''Make Sacrifice''' - Ru gives you no powers initially, but as you explore will periodically offer you a batch of three sacrifice options to make. These will be available from the Abilities screen. Making a sacrifice will ''permanently'' handicap your character in a dramatic way, but will grant you piety, which unlocks new abilities and makes them more powerful. New sacrifices will be offered periodically, and will refresh faster after you accept one than if you simply let a set of three sit unused. The exact amount of piety received varies depending on how crippling the effect is on your character. See '''Sacrifices''' below for more details. Note that Monks do not get their initial starting piety with Ru as they would with other gods, but do get offered an immediate choice of sacrifices upon joining if Ru is their first god.<br />
<br />
Once you've made sufficient sacrifices to reach full piety, Ru will stop offering new ones. If you abandon and return to the god, however, new sacrifices will be made available.<br />
<br />
'''[[Piety|Piety level *]]''': "Initiate"<br />
:*'''Aura of Power''' - Any enemy that attacks you may instead falter or redirect its attack to itself or another target. The chance of this rises linearly with piety, reaching a 10% chance of faltering and 5% chance of redirecting at max piety.<br />
<br />
'''[[Piety|Piety level **]]''': "Seeker of Truth"<br />
:*Your Aura of Power is strengthened. Enemies that inflict damage upon you receive various detrimental [[status effect]]s. The chance of this rises linearly with piety, reaching 33% at max piety. The specific status effect applied is randomly chosen from the following list: [[Corona]], [[Silence]], [[Blind]], [[Slow]], or [[Paralysis]]. The chance of inflicting a more severe status effect rises with damage sustained and falls based on the attacker's [[HD]].<br />
<br />
'''[[Piety|Piety level ***]]''': "Walker of the Path"<br />
:*'''Draw Out Power''' - When used, you regain [[HP]] and [[MP]], free yourself from nets, webs and constriction, and cure petrification, slow, and confusion. Cost: [[exhaustion]], moderate [[draining]].<br />
<br />
'''[[Piety|Piety level ****]]''': "Lifter of the Veil"<br />
:*'''Power Leap''' - Allows you to leap three tiles and creates a damaging 3x3 explosion wherever you land. Explosion damage scales with piety and experience level. Cost: 5 [[MP]], [[exhaustion]].<br />
<br />
'''[[Piety|Piety level *****]]''': "Transcendent"<br />
:*'''Apocalypse''' - Deals heavy damage and random status effects to every enemy within your [[line of sight]]. Cost: 8 [[MP]], [[exhaustion]], heavy [[draining]].<br />
<br />
'''[[Piety|Piety level ******]]''': "Drop of Water"<br />
:*No new abilities. Please note that unlike other gods, Ru's piety caps at 160. That means that as soon as you reach ****** piety, you are maxed out.<br />
<br />
==Punishments==<br />
{{flavour|Ru does not punish followers who leave Ru's service; however, their piety will be lost even upon rejoining, and their sacrifices remain forever.}}<br />
Ru cannot be offended in any way, and will never deliver punishments upon your character. However, all sacrifices made while worshiping Ru are permanent, and the abilities Ru grants are lost upon abandonment.<br />
<br />
==Strategy==<br />
Ru encourages focused characters by rewarding the sacrifice of anything that lies outside one's planned build, granting extremely powerful abilities and buffs in return. Wearing an [[amulet of faith]] does not increase the piety gained per sacrifice, nor does [[Forlorn]] reduce it; instead, they simply hasten or slow down the rate at which new sacrifices are offered. Unlike with most other gods, removing an amulet of faith does not damage piety. One simply gains an extra delay before the next set of sacrifices is offered. As such, a max piety Ru-worshiper gains nothing from wearing an amulet of faith and loses nothing for removing it.<br />
<br />
Be aware that any sacrifices you take up are permanent. You will never get back that arm, or your dodging skill, or the ability to have allies. Thus, it is rarely a good idea to switch to another god from Ru.<br />
<br />
Try to sacrifice such that it does not interfere heavily with your strategy. For example, in a 3 rune game, where you wouldn't expect a lot of torment or hellfire, Sacrifice Drink would be more doable than for a 15 rune game where both are commonplace and will frequently deny you your potions. Sacrifice Arcana would be fine for 3 rune games where you could do without some spells, but may be regrettable should you wish to go for 15 and find yourself unable to cast Haste, Controlled Blink, or Regeneration. Contrariwise, Sacrifice Essence may be dangerous and difficult to cope with in a 3 rune game, but can be easily made up for in equipment by the extended game.<br />
<br />
That said, Ru does offer many useful powers. Though it may not feel substantial, Aura of Power will give you a decent edge in fights, it also has the added benefit of aiding in kiting enemies, as the chance for Aura of Power to distract an enemy occurs on ''any'' action taken by that enemy, including walking towards you, meaning characters of average speed may eventually out run enemies that lose turns to Aura of Power without the need for haste or swiftness. Draw out Power is straightforward - instantly regain HP and MP at the cost of slight draining. Power Leap is a highly versatile tool for both positioning yourself and damaging enemies. Finally, Apocalypse will incapacitate foes everywhere while dealing considerable damage. It can wipe out most of your ordinary foes and tough ones will be significantly weakened.<br />
<br />
All of Ru's abilities [[exhausted|exhaust]] the user for a short while, as though you'd cast [[Death's Door]] or gone [[berserk]]. Choose when to use your abilities wisely.<br />
<br />
==Sacrifices==<br />
Ru will offer you a randomly selected batch of three sacrifices every so often. Choosing a sacrifice will permanently handicap your character as described, and you will not be able to make a new sacrifice until a new batch is offered. Each sacrifice can be selected only once, though you'll only have to make a fraction of them over the course of the game. Unlike other gods, Ru's piety maxes at 160 (the start of six stars) rather than 200, so as soon as you hit ******, you are have maximum piety and Ru will no longer offer sacrifices.<br />
<br />
'''Sacrifice Arcana''' - Permanently lose three randomly selected magic skills and access to all spells in those schools. Any experience you've invested in the associated skills will be converted to additional piety, and any spells you already know that use those skills will be forgotten. One school is chosen from each of the following groups:<br />
*[[Charms]]/[[Conjurations]]/[[Summonings]]/[[Translocations]]<br />
*[[Transmutations]]/[[Necromancy]]/[[Hexes]]<br />
*[[Air Magic]]/[[Earth Magic]]/[[Fire Magic]]/[[Ice Magic]]/[[Poison Magic]].<br />
<br />
'''Sacrifice Artifice''' - Permanently lose the [[Evocations]] skill. Any experience you've invested in it will be converted to additional piety. Your character can no longer activate any [[wand]]s, [[rod]]s, or abilities which rely upon the Evocations skill. [[Brand]]s, [[ego]]s, and the [[lantern of shadows]] still function as normal though.<br />
<br />
'''Sacrifice Courage''' - Suffer a [[slaying]] and [[spellpower]] malus which scales with the number and strength of opponents in your [[line of sight]]. Penalties begin when more than one tough monster or a single nasty monster is visible, and becomes more pronounced as more opponents appear.<br />
<br />
'''Sacrifice Drink''' - Any time you are severely injured or suffer a significantly strong attack, you lose the ability to [[quaff]] [[potion]]s for ??? turns. Any attack that reduces you below 30% of max HP will trigger this, as can heavy attacks regardless of your current HP; such attacks must deal damage equal to at least 4% of your max HP for a chance of triggering the ability loss, and the chance rises with higher damage, guaranteed at 20% max HP.<br />
<br />
'''Sacrifice Durability''' - Permanently lose the [[Armour skill]]. Any experience you've invested in it will be converted to additional piety. Worth bonus piety if you've also used '''Sacrifice Nimbleness'''.<br />
<br />
'''Sacrifice Essence''' - Permanently suffer one of the following randomly selected negatives: a negative rank of [[wizardry]], -40 [[magic resistance]], or -10% MP. When you select this sacrifice, you will get to see which option has been chosen for you, and may accept or decline at that point.<br />
<br />
'''Sacrifice Experience''' - Immediately lose two levels of experience and reduces your maximum level to 25.<br />
<br />
'''Sacrifice Eye''' - Causes inaccuracy as if you were wearing two [[amulet of inaccuracy|amulets of inaccuracy]] at once, which, like those, affects both melee, ranged and spells. Stacks with amulets of inaccuracy.<br />
<br />
'''Sacrifice Hand''' - Permanently lose one hand (or set of hands in the case of [[formicid]]s) and all associated benefits of two-handedness. You can only wield weapons which are one-handed for your [[species]], lose the ability to deliver [[auxiliary attack|offhand punches]], can never wear [[shields]], and lose one [[ring]] slot. You also lose access to the [[Shields skill]] and (unless you are a [[Formicid]]) the [[Bows]] skill, and any experience invested in them will be converted to additional piety. Small races ([[Halfling|Halflings]], [[Kobold|Kobolds]], and [[Spriggan|Spriggans]]) also lose access to, and gain additional piety for, the [[Staves]] skill.<br />
<br />
'''Sacrifice Health''' - Permanently suffer one of the following randomly selected negatives: -3 [[AC]], -3 [[EV]], or -10% HP. When you select this sacrifice, you will get to see which option has been chosen for you, and may accept or decline at that point.<br />
<br />
'''Sacrifice Love''' - Permanently make almost all monsters you encounter hostile to you. This includes [[derived undead]] which you generate and temporary monsters which you summon or create through evokable items. The only unaffected monsters are [[orbs of destruction]], [[ball lightning]], [[battlesphere]]s, [[spectral weapon]]s, and [[fulminant prism]]s. Notably, the [[fire vortices]] created by [[Fire Storm]] will be hostile. Also, the spell [[Enslave]] and all [[wands of enslavement]] will no longer function.<br />
<br />
'''Sacrifice Nimbleness''' - Permanently lose the [[Dodging]] skill. Any experience you've invested in it will be converted to additional piety. Worth bonus piety if you've also used '''Sacrifice Durability'''.<br />
<br />
'''Sacrifice Purity''' - Permanently acquire one rank of one of the following [[bad mutations]]: [[Scream]], [[Deterioration]], [[Slow Healing]], [[Vine Stalker|No Device Heal]], or [[Reduced Attributes]]. The mutation is randomly selected when you choose this sacrifice, and you may decide whether or not to accept the selected mutation at that time.<br />
<br />
'''Sacrifice Resistance''' - Provides rF- rC-.<br />
<br />
'''Sacrifice Skill''' - Permanently reduce all [[aptitude|skill aptitudes]] by 1. The effect is retroactive, so will make you lose ranks in skills you have already trained.<br />
<br />
'''Sacrifice Stealth''' - Permanently have your [[stealth]] value set to 0, as though you were constantly berserking. Any opponent in your line of sight will immediately notice you. This does not mean you produce additional [[noise]], however, so you will not be waking up things beyond your line of sight any more than normal.<br />
<br />
'''Sacrifice Words''' - Any time you are severely injured or suffer a significantly strong attack, you lose the ability to read [[scroll]]s for ??? turns. Any attack that reduces you below 30% of max HP will trigger this, as can heavy attacks regardless of your current HP; such attacks must deal damage equal to at least 4% of your max HP for a chance of triggering the ability loss, and the chance rises with higher damage, guaranteed at 20% max HP.<br />
<br />
==History==<br />
Ru was added in [[0.16]].<br />
<br />
For a time during development, Ru was named Iashol.<br />
<br />
{{gods}}</div>Neilhttp://crawl.chaosforge.org/index.php?title=Ru&diff=44605Ru2016-12-31T20:21:39Z<p>Neil: /* Sacrifices */ Mention Bows and Staves skill conversion</p>
<hr />
<div>{{version016}}<br />
<br />
[[File:Ru altar.png]] ''"Sacrifice that you might gain great power!"''<br />
<br />
{{flavour|Of all the gods, only Ru opposed creation. Not as folly, but as distraction. Initiates of Ru can open channels to the powers underlying the visible world by renouncing the fetters that bind them here. These sacrifices are not made to Ru, but rather given up freely and permanently. Initiates can redirect would-be attackers and retaliate against their enemies, replenish their health and magic, perform a mighty leap, and unleash a massive wave of power against foes.<br />
<br />
Ru leads you to gain immense power which initially will cause foes to falter and become stricken with maladies if they harm you. As you make further sacrifices, you will be able to draw on this power to restore your health and magic and make a lightning-fast explosive leap. Exceptional sacrificiants can unleash their power in a massive strike against all their foes.<br />
<br />
Once you begin worship, Ru will monitor your progress as you explore the dungeon and defeat its inhabitants. Ru will, on judging you ready, offer you three sacrifices which you can make in order to achieve greater power.<br />
<br />
Ru likes it when you make personal sacrifices.}}<br />
<br />
==Racial Restrictions==<br />
[[Demigod]]s are prohibited from worshiping Ru.<br />
<br />
==Appreciates==<br />
*Making sacrifices to him. The amount of piety granted per sacrifice varies depending on the significance of the sacrifice (sacrificing a hand grants much more piety than sacrificing purity by gaining dopiness).<br />
<br />
==Deprecates==<br />
*Nothing. You can't offend Ru, Ru has no penance, and inflicts no wrath for leaving. However, you lose the benefits of worshiping Ru while retaining all the drawbacks of your sacrifices (they are not undone).<br />
<br />
*Piety with Ru does not decrease.<br />
<br />
==Given Abilities==<br />
'''[[Piety|Piety level -]]''': "Questioner"<br />
:*'''Make Sacrifice''' - Ru gives you no powers initially, but as you explore will periodically offer you a batch of three sacrifice options to make. These will be available from the Abilities screen. Making a sacrifice will ''permanently'' handicap your character in a dramatic way, but will grant you piety, which unlocks new abilities and makes them more powerful. New sacrifices will be offered periodically, and will refresh faster after you accept one than if you simply let a set of three sit unused. The exact amount of piety received varies depending on how crippling the effect is on your character. See '''Sacrifices''' below for more details. Note that Monks do not get their initial starting piety with Ru as they would with other gods, but do get offered an immediate choice of sacrifices upon joining if Ru is their first god.<br />
<br />
Once you've made sufficient sacrifices to reach full piety, Ru will stop offering new ones. If you abandon and return to the god, however, new sacrifices will be made available.<br />
<br />
'''[[Piety|Piety level *]]''': "Initiate"<br />
:*'''Aura of Power''' - Any enemy that attacks you may instead falter or redirect its attack to itself or another target. The chance of this rises linearly with piety, reaching a 10% chance of faltering and 5% chance of redirecting at max piety.<br />
<br />
'''[[Piety|Piety level **]]''': "Seeker of Truth"<br />
:*Your Aura of Power is strengthened. Enemies that inflict damage upon you receive various detrimental [[status effect]]s. The chance of this rises linearly with piety, reaching 33% at max piety. The specific status effect applied is randomly chosen from the following list: [[Corona]], [[Silence]], [[Blind]], [[Slow]], or [[Paralysis]]. The chance of inflicting a more severe status effect rises with damage sustained and falls based on the attacker's [[HD]].<br />
<br />
'''[[Piety|Piety level ***]]''': "Walker of the Path"<br />
:*'''Draw Out Power''' - When used, you regain [[HP]] and [[MP]], free yourself from nets, webs and constriction, and cure petrification, slow, and confusion. Cost: [[exhaustion]], moderate [[draining]].<br />
<br />
'''[[Piety|Piety level ****]]''': "Lifter of the Veil"<br />
:*'''Power Leap''' - Allows you to leap three tiles and creates a damaging 3x3 explosion wherever you land. Explosion damage scales with piety and experience level. Cost: 5 [[MP]], [[exhaustion]].<br />
<br />
'''[[Piety|Piety level *****]]''': "Transcendent"<br />
:*'''Apocalypse''' - Deals heavy damage and random status effects to every enemy within your [[line of sight]]. Cost: 8 [[MP]], [[exhaustion]], heavy [[draining]].<br />
<br />
'''[[Piety|Piety level ******]]''': "Drop of Water"<br />
:*No new abilities. Please note that unlike other gods, Ru's piety caps at 160. That means that as soon as you reach ****** piety, you are maxed out.<br />
<br />
==Punishments==<br />
{{flavour|Ru does not punish followers who leave Ru's service; however, their piety will be lost even upon rejoining, and their sacrifices remain forever.}}<br />
Ru cannot be offended in any way, and will never deliver punishments upon your character. However, all sacrifices made while worshiping Ru are permanent, and the abilities Ru grants are lost upon abandonment.<br />
<br />
==Strategy==<br />
Ru encourages focused characters by rewarding the sacrifice of anything that lies outside one's planned build, granting extremely powerful abilities and buffs in return. Wearing an [[amulet of faith]] does not increase the piety gained per sacrifice, nor does [[Forlorn]] reduce it; instead, they simply hasten or slow down the rate at which new sacrifices are offered. Unlike with most other gods, removing an amulet of faith does not damage piety. One simply gains an extra delay before the next set of sacrifices is offered. As such, a max piety Ru-worshiper gains nothing from wearing an amulet of faith and loses nothing for removing it.<br />
<br />
Be aware that any sacrifices you take up are permanent. You will never get back that arm, or your dodging skill, or the ability to have allies. Thus, it is rarely a good idea to switch to another god from Ru.<br />
<br />
Try to sacrifice such that it does not interfere heavily with your strategy. For example, in a 3 rune game, where you wouldn't expect a lot of torment or hellfire, Sacrifice Drink would be more doable than for a 15 rune game where both are commonplace and will frequently deny you your potions. Sacrifice Arcana would be fine for 3 rune games where you could do without some spells, but may be regrettable should you wish to go for 15 and find yourself unable to cast Haste, Controlled Blink, or Regeneration. Contrariwise, Sacrifice Essence may be dangerous and difficult to cope with in a 3 rune game, but can be easily made up for in equipment by the extended game.<br />
<br />
That said, Ru does offer many useful powers. Though it may not feel substantial, Aura of Power will give you a decent edge in fights, it also has the added benefit of aiding in kiting enemies, as the chance for Aura of Power to distract an enemy occurs on ''any'' action taken by that enemy, including walking towards you, meaning characters of average speed may eventually out run enemies that lose turns to Aura of Power without the need for haste or swiftness. Draw out Power is straightforward - instantly regain HP and MP at the cost of slight draining. Power Leap is a highly versatile tool for both positioning yourself and damaging enemies. Finally, Apocalypse will incapacitate foes everywhere while dealing considerable damage. It can wipe out most of your ordinary foes and tough ones will be significantly weakened.<br />
<br />
All of Ru's abilities [[exhausted|exhaust]] the user for a short while, as though you'd cast [[Death's Door]] or gone [[berserk]]. Choose when to use your abilities wisely.<br />
<br />
==Sacrifices==<br />
Ru will offer you a randomly selected batch of three sacrifices every so often. Choosing a sacrifice will permanently handicap your character as described, and you will not be able to make a new sacrifice until a new batch is offered. Each sacrifice can be selected only once, though you'll only have to make a fraction of them over the course of the game. Unlike other gods, Ru's piety maxes at 160 (the start of six stars) rather than 200, so as soon as you hit ******, you are have maximum piety and Ru will no longer offer sacrifices.<br />
<br />
'''Sacrifice Arcana''' - Permanently lose three randomly selected magic skills and access to all spells in those schools. Any experience you've invested in the associated skills will be converted to additional piety, and any spells you already know that use those skills will be forgotten. One school is chosen from each of the following groups:<br />
*[[Charms]]/[[Conjurations]]/[[Summonings]]/[[Translocations]]<br />
*[[Transmutations]]/[[Necromancy]]/[[Hexes]]<br />
*[[Air Magic]]/[[Earth Magic]]/[[Fire Magic]]/[[Ice Magic]]/[[Poison Magic]].<br />
<br />
'''Sacrifice Artifice''' - Permanently lose the [[Evocations]] skill. Any experience you've invested in it will be converted to additional piety. Your character can no longer activate any [[wand]]s, [[rod]]s, or abilities which rely upon the Evocations skill. [[Brand]]s, [[ego]]s, and the [[lantern of shadows]] still function as normal though.<br />
<br />
'''Sacrifice Courage''' - Suffer a [[slaying]] and [[spellpower]] malus which scales with the number and strength of opponents in your [[line of sight]]. Penalties begin when more than one tough monster or a single nasty monster is visible, and becomes more pronounced as more opponents appear.<br />
<br />
'''Sacrifice Drink''' - Any time you are severely injured or suffer a significantly strong attack, you lose the ability to [[quaff]] [[potion]]s for ??? turns. Any attack that reduces you below 30% of max HP will trigger this, as can heavy attacks regardless of your current HP; such attacks must deal damage equal to at least 4% of your max HP for a chance of triggering the ability loss, and the chance rises with higher damage, guaranteed at 20% max HP.<br />
<br />
'''Sacrifice Durability''' - Permanently lose the [[Armour skill]]. Any experience you've invested in it will be converted to additional piety. Worth bonus piety if you've also used '''Sacrifice Nimbleness'''.<br />
<br />
'''Sacrifice Essence''' - Permanently suffer one of the following randomly selected negatives: a negative rank of [[wizardry]], -40 [[magic resistance]], or -10% MP. When you select this sacrifice, you will get to see which option has been chosen for you, and may accept or decline at that point.<br />
<br />
'''Sacrifice Experience''' - Immediately lose two levels of experience and reduces your maximum level to 25.<br />
<br />
'''Sacrifice Eye''' - Causes inaccuracy as if you were wearing two [[amulet of inaccuracy|amulets of inaccuracy]] at once, which, like those, affects both melee, ranged and spells. Stacks with amulets of inaccuracy.<br />
<br />
'''Sacrifice Hand''' - Permanently lose one hand (or set of hands in the case of [[formicid]]s) and all associated benefits of two-handedness. You can only wield weapons which are one-handed for your [[species]], lose the ability to deliver [[auxiliary attack|offhand punches]], can never wear [[shields]], and lose one [[ring]] slot. You also lose access to the [[Shields skill]] and (unless you are a [[Formicid]]) the [[Bows]] skill, and any experience invested in them will be converted to additional piety. Small races ([[Halfling|Halflings]], [[Kobold|Kobolds]], and [[Spriggan|Spriggans]]) also lose access to, and gain additional piety for, the [[Staves]] skill.<br />
<br />
'''Sacrifice Health''' - Permanently suffer one of the following randomly selected negatives: -3 [[AC]], -3 [[EV]], or -10% HP. When you select this sacrifice, you will get to see which option has been chosen for you, and may accept or decline at that point.<br />
<br />
'''Sacrifice Love''' - Permanently make almost all monsters you encounter hostile to you. This includes [[derived undead]] which you generate and temporary monsters which you summon or create through evokable items. The only unaffected monsters are [[orbs of destruction]], [[ball lightning]], [[battlesphere]]s, [[spectral weapon]]s, and [[fulminant prism]]s. Notably, the [[fire vortices]] created by [[Fire Storm]] will be hostile. Also, the spell [[Enslave]] and all [[wands of enslavement]] will no longer function.<br />
<br />
'''Sacrifice Nimbleness''' - Permanently lose the [[Dodging]] skill. Any experience you've invested in it will be converted to additional piety. Worth bonus piety if you've also used '''Sacrifice Durability'''.<br />
<br />
'''Sacrifice Purity''' - Permanently acquire one rank of one of the following [[bad mutations]]: [[Scream]], [[Deterioration]], [[Slow Healing]], [[Vine Stalker|No Device Heal]], or [[Reduced Attributes]]. The mutation is randomly selected when you choose this sacrifice, and you may decide whether or not to accept the selected mutation at that time.<br />
<br />
'''Sacrifice Resistance''' - Provides rF- rC-.<br />
<br />
'''Sacrifice Skill''' - Permanently reduce all [[aptitude|skill aptitudes]] by 1. It will make you lose ranks in skills you have trained.<br />
<br />
'''Sacrifice Stealth''' - Permanently have your [[stealth]] value set to 0, as though you were constantly berserking. Any opponent in your line of sight will immediately notice you. This does not mean you produce additional [[noise]], however, so you will not be waking up things beyond your line of sight any more than normal.<br />
<br />
'''Sacrifice Words''' - Any time you are severely injured or suffer a significantly strong attack, you lose the ability to read [[scroll]]s for ??? turns. Any attack that reduces you below 30% of max HP will trigger this, as can heavy attacks regardless of your current HP; such attacks must deal damage equal to at least 4% of your max HP for a chance of triggering the ability loss, and the chance rises with higher damage, guaranteed at 20% max HP.<br />
<br />
==History==<br />
Ru was added in [[0.16]].<br />
<br />
For a time during development, Ru was named Iashol.<br />
<br />
{{gods}}</div>Neilhttp://crawl.chaosforge.org/index.php?title=Kikubaaqudgha&diff=44069Kikubaaqudgha2016-11-22T21:37:02Z<p>Neil: Update gift book spell lists (accurate for 0.18 and also 0.19; Animate Dead has never been guaranteed)</p>
<hr />
<div>{{version|018}}<br />
[[File:Kikubaaqudgha altar.png]] ''"Spread unending torment and darkness!"''<br />
<br />
{{flavour|Kikubaaqudgha is a terrible Demon-God, served by those who wish to indulge in the powers of death. An evil god, Kikubaaqudgha requires the deaths of living creatures and demons as often as possible. In exchange, Kikubaaqudgha offers great assistance to the aspiring necromancer: spellbooks filled with dark magic, protection against necromantic backlash, and an endless supply of bodies taken from Kikubaaqudgha's vast mausoleum.<br />
<br />
Kikubaaqudgha will send corpses to followers, and enhance servants' necromantic prowess with gifts of spellbooks. Kikubaaqudgha will protect followers from the effects of necromantic miscasts, and may even shield them from unholy torment. Especially fervent followers may invoke torment themselves by sacrificing a cadaver, and Kikubaaqudgha will eventually allow followers to either receive the Necronomicon, or to have their weapon imbued with pain.<br />
<br />
Kikubaaqudgha likes it when you or your undead slaves kill living beings, you or your undead slaves kill demons and you or your undead slaves kill holy beings.<br />
<br />
The power of Kikubaaqudgha's abilities is governed by Necromancy skill instead of Invocations.}}<br />
<br />
==Appreciates==<br />
*You or your undead slaves killing living, holy, or demonic creatures. (Chance of +1 [[Piety]], chance increases with the victim's [[HD]], but decreases with your level.)<br />
**Kiku is unimpressed by the killing of undead foes.<br />
**Note that the "Kikubaaqudgha accepts your kill" message does not mean your Piety has risen, just that it could have.<br />
<br />
==Deprecates==<br />
*Forgetting him. (1 Piety lost every 340 turns on average, and you are excommunicated if it falls to 0.)<br />
*Abandoning him. (Penance) <br />
<br />
==Given Abilities==<br />
'''[[Piety|Piety level -]]''': "Purveyor of Pain"<br />
*No abilities.<br />
'''[[Piety|Piety level *]]''': "Scholar of Death"<br />
*'''Receive Corpses''': Creates 1-9 reanimatable, branch-appropriate corpses near yourself. A high [[Necromancy]] skill gives more and better corpses, with freshness depending on your piety. These corpses can't trigger the [[Demonspawn_mutations#Powered_by_Death|Powered by Death mutation]]. (costs 3 MP, 50-100 food, and 2-3 piety)<br />
'''[[Piety|Piety level **]]''': "Merchant of Misery"<br />
*You may resist Necromancy [[miscast effect#Necromancy|miscast effects]] from spell miscasts or [[mummy (monster)|mummy]] [[death curse]]s. Your resist chance rises with piety. Spells that qualify for protection will have, "Kikubaaqudgha supports the use of this spell," in the description.<br />
'''[[Piety|Piety level ***]]''': "Artisan of Death"<br />
*No new abilities.<br />
'''[[Piety|Piety level ****]]''': "Dealer of Despair"<br />
*'''Protection From Torment''': You take reduced damage from [[torment]], as follows:<br />
{| class="prettytable" cellpadding="3" border="1"<br />
|- align="center"<br />
! '''Piety'''<br />
! '''Unprotected'''<br />
! '''HP lost w/ Kiku Protection'''<br />
! '''HP lost w/ Kiku Protection & rN+++'''<br />
|-<br />
| 80<br />
| 50%<br />
| 36.4%<br />
| 34.3%<br />
|-<br />
| 100<br />
| 50%<br />
| 33.35%<br />
| 30.85%<br />
|-<br />
| 120<br />
| 50%<br />
| 30.4%<br />
| 27.5%<br />
|-<br />
| 150<br />
| 50%<br />
| 26.25%<br />
| 23.9%<br />
|-<br />
| 200<br />
| 50%<br />
| 20%<br />
| 16%<br />
|-<br />
|}<br />
'''[[Piety|Piety level *****]]''': "Black Sun"<br />
*'''Invoke [[Torment]]''' - Pray over a corpse to torment everything in your [[LOS]], even if you're undead. (Costs 4 MP, and 8-12 piety)<br />
<br />
'''[[Piety|Piety level ******]]''': "Lord of Darkness"<br />
*Once per game, you may pray at an altar of Kikubaaqudgha to receive either the [[Necronomicon]] or a permanent [[Pain (brand)|Pain brand]] on your currently wielded weapon. This splatters blood over the area and invokes torment, as well as overwriting the current brand on the weapon, unless it is an artifact weapon.<br />
<br />
In addition, Kikubaaqudgha does the following:<br />
*If you cast [[Death's Door]], Kikubaaqudgha adds a piety-dependent bonus to your final HP.<br />
<br />
==Gifts==<br />
Kikubaaqudgha grants [[randart]] spellbooks upon reaching 1* and 3* piety.<br />
<br />
The first spellbook will contain four randomly selected [[Necromancy]] spells from levels 1 to 3, and [[Control Undead]]:<br />
*[[Pain]] or [[Animate Skeleton]]<br />
*[[Corpse Rot]]<br />
*Either [[Sublimation of Blood]] (if the player is not a [[Gargoyle]], [[Ghoul]], or [[Mummy]]), or the other spell of [[Pain]] and [[Animate Skeleton]] (if they are).<br />
*[[Regeneration]] or [[Vampiric Draining]] (always the latter if the player is a [[Deep Dwarf]] or [[Mummy]])<br />
*[[Control Undead]]<br />
<br />
The second spellbook will contain four randomly selected Necromancy spells from levels 4 to 6, and [[Dispel Undead]]:<br />
*[[Animate Dead]] or [[Cigotuvi's Embrace]].<br />
*[[Agony]] or [[Excruciating Wounds]] (always the former if the player is a [[Felid]])<br />
*[[Bolt of Draining]], [[Simulacrum]] or [[Death Channel]]<br />
*A random spell which can be any of the 7 previous spells.<br />
*[[Dispel Undead]]<br />
<br />
==Punishments==<br />
{{flavour|Kikubaaqudgha does not appreciate abandonment, and will call down fearful punishments on disloyal followers!<br />
<br />
Kikubaaqudgha's wrath brings forth all the dread powers of necromancy. Victims are wracked with torment, assailed by the undead, smothered in miasma, and afflicted with a host of other necromantic ailments. Further, Kikubaaqudgha's gifts become tainted; those that attempt to use necromantic magic to fend off wrath will find it backfiring on them when least expected.}}<br />
<br />
When you abandon Kikubaaqudgha, all currently existing corpses will decay into skeletons in a few turns. While under penance for leaving him, Kikubaaqudgha will occasionally inflict you with [[Torment]], as well perform other forms of [[divine retribution]]. Kikubaaqudgha will often combine these punishments:<br />
*Receive Corpses is cast (using your [[XL]] in place of Necromancy skill), followed by a hostile [[Animate Dead]]. All corpses and skeletons in the vicinity will be affected.<br />
*[[Cloud]]s of [[Miasma]] at your location and around you.<br />
*Necromancy [[miscast]]s.<br />
<br />
He may also punish you for casting Necromancy spells.<br />
<br />
==Strategy==<br />
Kikubaaqudgha offers three main features: protection from torment and mummy death curses, Necromancy spellbooks, and a massive supply of corpses. <br />
<br />
The latter, coupled with Kikubaaqudgha's approval of demon-slaying, makes him particularly useful in [[Pandemonium]]; he lets you flood levels with cheap minions by animating the received corpses. The corpse delivery is particularly nice for [[Ghoul]]s and [[Vampire]]s, who are dependent on corpses for sustenance. Note that the corpses won't produce hides when butchered.<br />
<br />
Necromantic tomes are granted very quickly and roughly in order of spell level. This makes Kiku great for characters who want to learn Necromancy from scratch, but less useful for characters who are already Necromancers. He's also great for melee/hybrid characters, as Necromancy offers a lot of utility and support spells useful for melee fighters, like [[Regeneration]]. A bodyguard of meatshields is never more than two turns away with corpse delivery and Animate Dead, and you can get that tactic online very quickly as long as the second spellbook gift has Animate Dead in it.<br />
<br />
Kiku's torment invocation is great for the midgame, but becomes all but useless in the late game, when most enemies are torment-immune. Even if you're not undead, Kiku's torment protection can making invoking torment worthwhile; you'll only lose 20-25% of your health depending on your piety, and everything else on the screen will lose 50%. A second invocation will drop you from 75-80% to 56-64%, but everything else will be cut to 25%. Invoking torment and letting your torment-immune undead minions mop up can be a very good way to clear out large amounts of monsters in the midgame. Just watch your piety and have ways to escape and regain that health; torment is expensive and risky.<br />
<br />
At 6*, you get the choice between a pain-branded weapon and the Necronomicon. This typically happens around the midgame (if you converted at the [[Temple]]), and it can be a tricky decision. <br />
<br />
Since you've been training Necromancy all along, a pain brand will be absolutely devastating in your hands - but only to living enemies. (Since you get to pick which weapon to brand, a fast weapon like a quickblade or demon whip works best.) As with the torment invocation, this is great in the midgame, but useless in the extended endgame, where pain-resisting demons and undead are everywhere. The Necronomicon, on the other hand, is the other way around. Its spells are great for the endgame, but they won't help you one bit in the midgame (when your skills are too low to cast them). In the end, the decision comes down to "Would I rather have something that will help me much later, or something that will help me survive ''right now''?"<br />
<br />
The Necronomicon may be found in other places, but it is far less likely that you will find a pain-branded weapon that is both the type you're using and the best weapon of that type. Pain-branded quickblades, for example, are very rare.<br />
<br />
In the case you decide to pick the Necronomicon, the Excruciating Wounds spell can substitute for a permanent pain weapon in a pinch. That has its cost as well, though - Excruciating Wounds is a noisy spell, you'll have to commit the levels to memorizing it, and brand spells are kind of tedious. It's not guaranteed that you'll ever actually find the spell, either, so if you choose the Necronomicon you may not ever get a pain-branded weapon at all.<br />
<br />
Finally, worshiping Kiku makes it ''much'' easier to conquer the Tomb. The Tomb is one of the deadliest branches of the whole game, but with protection from mummy death curses, torment protection, and a far greater chance of access to Dispel Undead, Kiku players have an easier time than anyone else.<br />
<br />
==Tips & Tricks==<br />
*If absolutely necessary, you can use Kiku's final gift to overwrite a dangerous [[Distortion]] branded non-artifact weapon with a harmless [[Pain]] brand without the risk of unwielding it. Using a [[scroll of brand weapon]] is much cheaper, however.<br />
*Here are some neat uses for Kiku's corpse delivery:<br />
**Eat them. This is particularly useful for [[vampire]]s, [[ghoul]]s, and [[troll]]s, especially in corpseless branches. However, not all corpses are edible.<br />
**Make undead out of them (skeletons, zombies) for meat shields.<br />
**[[Corpse Rot]] can turn a field of corpses into a lot of miasma and skeletons very quickly. Let enemies wander in and then confuse them to make them stay inside, use Animate Dead to raise an army of skeletons to attack them.<br />
**Even in Hell you can get powerful corpses. One or two of them combined with [[Simulacrum]] are often enough to build an army capable of taking down the Hell Lords.<br />
*Kiku has no objection to you [[wield]]ing weapons of [[holy wrath]].<br />
*In spite of his punishments, Kiku's divine retribution is one of the easiest to survive. Stair-scumming lets you run from the monsters he sends. Expect to receive Torment every time his wrath occurs, however.<br />
**You cannot just use Receive Corpses and Animate Dead to surround yourself with a wall of minions before abandoning him. Kiku turns your undead minions hostile when you leave him.<br />
<br />
==History==<br />
Prior to [[0.17]], Kiku helped at [[Piety]] level **** to resist the [[Haunt]] inflicted [[sickness]] on the caster (resist rate rose with piety).<br />
<br />
{{gods}}<br />
[[Category:Evil Gods]]</div>Neilhttp://crawl.chaosforge.org/index.php?title=Gozag_Ym_Sagoz&diff=37489Gozag Ym Sagoz2015-07-06T21:16:06Z<p>Neil: /* Given Abilities */ Call Merchant: Mummies get three choices, not three shops</p>
<hr />
<div>{{version016}}<br />
[[File:Gozag altar.png]] ''"Greed is good."''<br />
<br />
{{flavour|Gozag Ym Sagoz the Greedy teaches that the world belongs to the rich. Those accepting this principle may exchange their gold for divine assistance. Followers of Gozag do not earn piety; the only way to impress this god is by amassing a fortune, and worshippers may request as much assistance as they can afford. Fortunately, Gozag's worshippers are said to have the touch of gold.<br />
<br />
For Gozag, both flesh and food are inferior to wealth, and therefore all corpses are turned into gold piles. These piles of gold may briefly distract nearby monsters. Stalwarts can order immediate help in the form of potions, with prices dictated by the Greedy. Particularly well-off adherents may attract shopkeepers into the dungeon, and even bribe entire branches of the dungeon. Gozag will also duplicate any one non-artifact item for a servant.<br />
<br />
Gozag likes it when you collect gold.}}<br />
<br />
==Racial Restrictions==<br />
[[Demigod]]s may not worship Gozag Ym Sagoz or any other deity.<br />
<br />
===Additional Restrictions===<br />
Gozag requires a service fee for joining; this starts at 50 [[gold]] and rises with the amount of gold generated in the game:<br />
Service fee = 50 + (Generated gold - Generated gold/log10(Generated gold-10))/2<br />
<br />
Characters without enough gold receive the message, "Gozag does not accept service from beggars like you!"<br />
<br />
[[Monk]]s who have not yet chosen a god are exempt from this fee.<br />
<br />
==Appreciates/Deprecates==<br />
Gozag Ym Sagoz is a reasonable businessgod, and does not allow personal feelings to affect its behavior one way or another. All interactions with Gozag Ym Sagoz revolve purely around gold.<br />
<br />
==Given Abilities==<br />
As Gozag Ym Sagoz has no piety system, all of its granted abilities are available upon joining. Players are notified when they have gathered enough gold to use the next given ability.<br />
<br />
*Golden touch: Corpses left by defeated enemies turn into piles of gold (the amount of gold varies; bigger, stronger monsters tend to generate more). These gold piles have a temporary 1-tile aura which may distract nearby creatures, occasionally making them skip a turn. (Passive)<br />
<br />
*Detect Gold and shops: You map the location of gold on the floor in a medium area around you and map the location of shops you have funded on your current dungeon level. (Passive)<br />
<br />
*Potion Petition: Purchase one set of potion effects. You immediately get the effects of one of three sets of potions, each containing 1-6 random, different potions. Sets containing more and/or better potions are more expensive to purchase. Once you activate the ability, you must choose and pay for one of the sets. The first use of Potion Petition is free.<br />
<br />
*Call Merchant: Fund a merchant to set up a new [[shop]] somewhere near to areas of the dungeon you have explored. You choose one out of four different Merchants with different shop types, one of which is a food shop (but Mummies receive only three choices, without the guaranteed food shop). The first use of Call Merchant costs at most 800 gold for the best shop, increasing by 200 gold per use (though most shops are actually much cheaper). Chosen shops place only in unexplored levels of the [[Dungeon]], [[Depths]], and the [[Vaults]], or at your feet if all the unexplored levels in those three branches already have called merchants.<br />
<br />
*Bribe Branch: Send money to the humanoid and demonic inhabitants of a branch to turn them temporarily neutral or incite them to join you. [[Unique]]s and all other enemy types are unaffected. (Costs 3000 Gold)<br />
**You must be in the branch to use this ability. Adds 3000 gold to this branch's bribe fund. Monsters have a chance based on their HD (stronger monsters have a higher chance) to either become peaceful (for some gold from the bribe fund) or become your permanent allies (for more gold from the fund). The chance is rolled when they first notice you.<br />
**Allied monsters will take from the fund when fighting, but not over time.<br />
**Attacking one of these pacified monsters will result in turning any pacified monster in sight hostile.<br />
** This power can be used on the [[Orcish Mines]] (affects orcs), [[Elven Halls]] (elves), [[Vaults]] (humans), [[Iron City of Dis]] (demons), [[Gehenna]] (demons), [[Cocytus]] (demons), [[Tartarus]] (demons), and [[Realm of Zot]] (draconians).<br />
<br />
An [[amulet of faith]] will function differently for a follower of Gozag. All of his abilities will be available at a discount while wearing the amulet, but removing it causes prices to rise to a higher point than they would be normally. The [[Forlorn]] mutation also causes an increase in prices.<br />
<br />
==Punishments==<br />
Upon leaving Gozag Ym Sagoz, any funded stores close, as they are unable to pay their debts without your funds. Any bribed monsters will turn hostile. In addition:<br />
*Petition for your drink to fail: When quaffing potions, there is a high chance that you will lose a turn (but not the potion).<br />
*Turn to gold: When buying from shops, there is a chance your purchase will turn into 1 piece of gold.<br />
*Incite: [[Haste]]s an enemy.<br />
*Claim gold: Gozag claims about 10% of any gold you pick up (much like [[Zin]]).<br />
<br />
==Strategy==<br />
Characters that rely heavily on [[corpse]]s, such as [[Necromancer]]s, [[ghoul]]s, [[vampire]]s, and [[troll]]s, should think twice before choosing to follow Gozag, as you'll be turning everything you kill into gold. For the same reason, Gozag is an appealing choice for [[spriggan]]s; as [[herbivore]]s, they have less use for corpses than most species (barring [[Necromancy]] or blood sacrifice-accepting gods), and more gold means more access to shop equipment, Gozag's abilities, and (if hunger actually becomes an issue) edible food items.<br />
<br />
==History==<br />
Gozag Ym Sagoz was added in [[0.16]].<br />
<br />
{{gods}}</div>Neilhttp://crawl.chaosforge.org/index.php?title=Gozag_Ym_Sagoz&diff=37454Gozag Ym Sagoz2015-07-01T18:56:18Z<p>Neil: /* Given Abilities */ Restore a bit of wording removed by that last edit</p>
<hr />
<div>{{version016}}<br />
[[File:Gozag altar.png]] ''"Greed is good."''<br />
<br />
{{flavour|Gozag Ym Sagoz the Greedy teaches that the world belongs to the rich. Those accepting this principle may exchange their gold for divine assistance. Followers of Gozag do not earn piety; the only way to impress this god is by amassing a fortune, and worshippers may request as much assistance as they can afford. Fortunately, Gozag's worshippers are said to have the touch of gold.<br />
<br />
For Gozag, both flesh and food are inferior to wealth, and therefore all corpses are turned into gold piles. These piles of gold may briefly distract nearby monsters. Stalwarts can order immediate help in the form of potions, with prices dictated by the Greedy. Particularly well-off adherents may attract shopkeepers into the dungeon, and even bribe entire branches of the dungeon. Gozag will also duplicate any one non-artifact item for a servant.<br />
<br />
Gozag likes it when you collect gold.}}<br />
<br />
==Racial Restrictions==<br />
[[Demigod]]s may not worship Gozag Ym Sagoz or any other deity.<br />
<br />
===Additional Restrictions===<br />
Gozag requires a service fee for joining; this starts at 50 [[gold]] and rises with the amount of gold generated in the game:<br />
Service fee = 50 + (Generated gold - Generated gold/log10(Generated gold-10))/2<br />
<br />
Characters without enough gold receive the message, "Gozag does not accept service from beggars like you!"<br />
<br />
[[Monk]]s who have not yet chosen a god are exempt from this fee.<br />
<br />
==Appreciates/Deprecates==<br />
Gozag Ym Sagoz is a reasonable businessgod, and does not allow personal feelings to affect its behavior one way or another. All interactions with Gozag Ym Sagoz revolve purely around gold.<br />
<br />
==Given Abilities==<br />
As Gozag Ym Sagoz has no piety system, all of its granted abilities are available upon joining. Players are notified when they have gathered enough gold to use the next given ability.<br />
<br />
*Golden touch: Corpses left by defeated enemies turn into piles of gold (the amount of gold varies; bigger, stronger monsters tend to generate more). These gold piles have a temporary 1-tile aura which may distract nearby creatures, occasionally making them skip a turn. (Passive)<br />
<br />
*Detect Gold and shops: You map the location of gold on the floor in a medium area around you and map the location of shops you have funded on your current dungeon level. (Passive)<br />
<br />
*Potion Petition: Purchase one set of potion effects. You immediately get the effects of one of three sets of potions, each containing 1-6 random, different potions. Sets containing more and/or better potions are more expensive to purchase. Once you activate the ability, you must choose and pay for one of the sets. The first use of Potion Petition is free.<br />
<br />
*Call Merchant: Fund a merchant to set up a new [[shop]] somewhere near to areas of the dungeon you have explored. You choose one out of four different Merchants with different shop types, one of which is a food shop (but Mummies receive only three shops, without the guaranteed food shop). The first use of Call Merchant costs at most 800 gold for the best shop, increasing by 200 gold per use (though most shops are actually much cheaper). Chosen shops place only in unexplored levels of the [[Dungeon]], [[Depths]], and the [[Vaults]], or at your feet if all the unexplored levels in those three branches already have called merchants.<br />
<br />
*Bribe Branch: Send money to the humanoid and demonic inhabitants of a branch to turn them temporarily neutral or incite them to join you. [[Unique]]s and all other enemy types are unaffected. (Costs 3000 Gold)<br />
**You must be in the branch to use this ability. Adds 3000 gold to this branch's bribe fund. Monsters have a chance based on their HD (stronger monsters have a higher chance) to either become peaceful (for some gold from the bribe fund) or become your permanent allies (for more gold from the fund). The chance is rolled when they first notice you.<br />
**Allied monsters will take from the fund when fighting, but not over time.<br />
**Attacking one of these pacified monsters will result in turning any pacified monster in sight hostile.<br />
** This power can be used on the [[Orcish Mines]] (affects orcs), [[Elven Halls]] (elves), [[Vaults]] (humans), [[Iron City of Dis]] (demons), [[Gehenna]] (demons), [[Cocytus]] (demons), [[Tartarus]] (demons), and [[Realm of Zot]] (draconians).<br />
<br />
An [[amulet of faith]] will function differently for a follower of Gozag. All of his abilities will be available at a discount while wearing the amulet, but removing it causes prices to rise to a higher point than they would be normally. The [[Forlorn]] mutation also causes an increase in prices.<br />
<br />
==Punishments==<br />
Upon leaving Gozag Ym Sagoz, any funded stores close, as they are unable to pay their debts without your funds. Any bribed monsters will turn hostile. In addition:<br />
*Petition for your drink to fail: When quaffing potions, there is a high chance that you will lose a turn (but not the potion).<br />
*Turn to gold: When buying from shops, there is a chance your purchase will turn into 1 piece of gold.<br />
*Incite: [[Haste]]s an enemy.<br />
*Claim gold: Gozag claims about 10% of any gold you pick up (much like [[Zin]]).<br />
<br />
==Strategy==<br />
Characters that rely heavily on [[corpse]]s, such as [[Necromancer]]s, [[ghoul]]s, [[vampire]]s, and [[troll]]s, should think twice before choosing to follow Gozag, as you'll be turning everything you kill into gold. For the same reason, Gozag is an appealing choice for [[spriggan]]s; as [[herbivore]]s, they have less use for corpses than most species (barring [[Necromancy]] or blood sacrifice-accepting gods), and more gold means more access to shop equipment, Gozag's abilities, and (if hunger actually becomes an issue) edible food items.<br />
<br />
==History==<br />
Gozag Ym Sagoz was added in [[0.16]].<br />
<br />
{{gods}}</div>Neilhttp://crawl.chaosforge.org/index.php?title=Gozag_Ym_Sagoz&diff=37453Gozag Ym Sagoz2015-07-01T18:55:10Z<p>Neil: /* Given Abilities */ Update up potion petition and call merchant abilities for 0.16 release (this described a prerelease version).</p>
<hr />
<div>{{version016}}<br />
[[File:Gozag altar.png]] ''"Greed is good."''<br />
<br />
{{flavour|Gozag Ym Sagoz the Greedy teaches that the world belongs to the rich. Those accepting this principle may exchange their gold for divine assistance. Followers of Gozag do not earn piety; the only way to impress this god is by amassing a fortune, and worshippers may request as much assistance as they can afford. Fortunately, Gozag's worshippers are said to have the touch of gold.<br />
<br />
For Gozag, both flesh and food are inferior to wealth, and therefore all corpses are turned into gold piles. These piles of gold may briefly distract nearby monsters. Stalwarts can order immediate help in the form of potions, with prices dictated by the Greedy. Particularly well-off adherents may attract shopkeepers into the dungeon, and even bribe entire branches of the dungeon. Gozag will also duplicate any one non-artifact item for a servant.<br />
<br />
Gozag likes it when you collect gold.}}<br />
<br />
==Racial Restrictions==<br />
[[Demigod]]s may not worship Gozag Ym Sagoz or any other deity.<br />
<br />
===Additional Restrictions===<br />
Gozag requires a service fee for joining; this starts at 50 [[gold]] and rises with the amount of gold generated in the game:<br />
Service fee = 50 + (Generated gold - Generated gold/log10(Generated gold-10))/2<br />
<br />
Characters without enough gold receive the message, "Gozag does not accept service from beggars like you!"<br />
<br />
[[Monk]]s who have not yet chosen a god are exempt from this fee.<br />
<br />
==Appreciates/Deprecates==<br />
Gozag Ym Sagoz is a reasonable businessgod, and does not allow personal feelings to affect its behavior one way or another. All interactions with Gozag Ym Sagoz revolve purely around gold.<br />
<br />
==Given Abilities==<br />
As Gozag Ym Sagoz has no piety system, all of its granted abilities are available upon joining. Players are notified when they have gathered enough gold to use the next given ability.<br />
<br />
*Golden touch: Corpses left by defeated enemies turn into piles of gold (the amount of gold varies; bigger, stronger monsters tend to generate more). These gold piles have a temporary 1-tile aura which may distract nearby creatures, occasionally making them skip a turn. (Passive)<br />
<br />
*Detect Gold and shops: You map the location of gold on the floor in a medium area around you and map the location of shops you have funded on your current dungeon level. (Passive)<br />
<br />
*Potion Petition: Purchase one set of potion effects. You immediately get the effects of one of three sets of potions, each containing 1-6 random, different potions. Sets containing more and/or better potions are more expensive to purchase. Once you activate the ability, you must choose and pay for one of the sets. The first use of Potion Petition is free.<br />
<br />
*Call Merchant: Fund a merchant to set up a new [[shop]] somewhere near to areas of the dungeon you have explored. You choose one out of four different Merchants with different shop types, one of which is a food shop (but Mummies receive only three shops, without the guaranteed food shop). The first use of Call Merchant costs at most 800 gold for the best shop, increasing by 200 gold per use (though most shops are cheaper). Chosen shops place only in unexplored levels of the [[Dungeon]], [[Depths]], and the [[Vaults]], or at your feet if all the unexplored levels in those three branches already have called merchants.<br />
<br />
*Bribe Branch: Send money to the humanoid and demonic inhabitants of a branch to turn them temporarily neutral or incite them to join you. [[Unique]]s and all other enemy types are unaffected. (Costs 3000 Gold)<br />
**You must be in the branch to use this ability. Adds 3000 gold to this branch's bribe fund. Monsters have a chance based on their HD (stronger monsters have a higher chance) to either become peaceful (for some gold from the bribe fund) or become your permanent allies (for more gold from the fund). The chance is rolled when they first notice you.<br />
**Allied monsters will take from the fund when fighting, but not over time.<br />
**Attacking one of these pacified monsters will result in turning any pacified monster in sight hostile.<br />
** This power can be used on the [[Orcish Mines]] (affects orcs), [[Elven Halls]] (elves), [[Vaults]] (humans), [[Iron City of Dis]] (demons), [[Gehenna]] (demons), [[Cocytus]] (demons), [[Tartarus]] (demons), and [[Realm of Zot]] (draconians).<br />
<br />
An [[amulet of faith]] will function differently for a follower of Gozag. All of his abilities will be available at a discount while wearing the amulet, but removing it causes prices to rise to a higher point than they would be normally. The [[Forlorn]] mutation also causes an increase in prices.<br />
<br />
==Punishments==<br />
Upon leaving Gozag Ym Sagoz, any funded stores close, as they are unable to pay their debts without your funds. Any bribed monsters will turn hostile. In addition:<br />
*Petition for your drink to fail: When quaffing potions, there is a high chance that you will lose a turn (but not the potion).<br />
*Turn to gold: When buying from shops, there is a chance your purchase will turn into 1 piece of gold.<br />
*Incite: [[Haste]]s an enemy.<br />
*Claim gold: Gozag claims about 10% of any gold you pick up (much like [[Zin]]).<br />
<br />
==Strategy==<br />
Characters that rely heavily on [[corpse]]s, such as [[Necromancer]]s, [[ghoul]]s, [[vampire]]s, and [[troll]]s, should think twice before choosing to follow Gozag, as you'll be turning everything you kill into gold. For the same reason, Gozag is an appealing choice for [[spriggan]]s; as [[herbivore]]s, they have less use for corpses than most species (barring [[Necromancy]] or blood sacrifice-accepting gods), and more gold means more access to shop equipment, Gozag's abilities, and (if hunger actually becomes an issue) edible food items.<br />
<br />
==History==<br />
Gozag Ym Sagoz was added in [[0.16]].<br />
<br />
{{gods}}</div>Neilhttp://crawl.chaosforge.org/index.php?title=Dowan&diff=34240Dowan2015-03-01T23:12:00Z<p>Neil: /* Spells */ Update Dowan post-upgrade spells (for 0.15; changed further in 0.16)</p>
<hr />
<div>{{version015}}<br />
<!--monster-bot-begin--><br />
{{monster<br />
|name=Dowan<br />
|glyph={{Red|e}}<br />
|tile=[[File:Dowan.png]]<br />
|flags={{Actual spells flag}}<br>{{Speaks flag}}<br>{{Spellcaster flag}}<br>{{Unique flag}}<br>{{Warm blood flag}}<br />
|resistances=None<br />
|vulnerabilities=None<br />
|max_chunks=3<br />
|meat={{Clean corpse}}<br />
|xp=46<br />
|holiness={{Natural}}<br />
|magic_resistance=24<br />
|hp_range=25<br />
|avg_hp=25<br />
|armour_class=0<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=5 ({{Hit type}}: {{Plain flavour}})<br />
|attack2=<br />
|attack3=<br />
|attack4=<br />
|hit_dice=3<br />
|base_hp=0<br />
|extra_hp=0<br />
|fixed_hp=25<br />
|intelligence={{High intelligence}}<br />
|genus=elf<br />
|species=elf<br />
}}<br />
{{Flavour|A beautiful but vain elf with an aptitude for magic and little else. His skills are the perfect complement of his twin sister Duvessa's fighting prowess.<br />
----<br />
“Skill and grace, the twin brother and sister, are dancing playfully on your finger tips.”<br><br />
-Rabindranath Tagore, _Chitra_, Act I, Scene iv. 1914.}}<br />
<!--monster-bot-end--><br />
<br />
==Useful Info==<br />
'''Dowan, Brother of [[Duvessa]]''' is one of a pair of twin [[elf]] [[unique]]s that hunt through the [[Dungeon]] as a team and are always encountered together. Dowan is a mediocre magician, while his sister is a somewhat competent fighter; however, when either one is struck down, their sibling becomes significantly more dangerous. In Dowan's case, this means suddenly replacing his weak attack spells with much stronger ones and being automatically [[haste]]d as soon as he sees you.<br />
<br />
==Location==<br />
*[[The Dungeon]]:4-9<br />
*The [[Orcish Mines]]:1<br />
<br />
<!--spl-bot-begin--><br />
==Spells==<br />
{{Spellcaster<br />
|number=<br />
|slot1=[[Throw Frost]] (3d5)<br />
|slot2=[[Corona]] {{Enchpower|Corona|12}}<br />
|slot3=[[Blink]]<br />
|slot4=[[Throw Flame]] (3d5)<br />
|slot5=[[Haste Other]]<br />
|slot6=[[Minor Healing]] (2d1)<br />
}}<br />
{{clear}}<br />
<!--spl-bot-end--><br />
<!-- Don't move this template to the section reserved for the bot. It will be deleted. --><br />
{{Spellcaster<br />
|number=- Upgraded<br />
|slot1=[[Throw Icicle]]<br />
|slot2=[[Blink]]<br />
|slot3=[[Blink]]<br />
|slot4=[[Stone Arrow]]<br />
|slot5=[[Haste]]<br />
|slot6=[[Minor Healing]]<br />
}}<br />
{{clear}}<br />
<br />
==Tips & Tricks==<br />
*Neither Dowan nor Duvessa will follow you up or down [[stairs]] unless their sibling is adjacent to you too (in which case they both will) or their sibling is dead.<br />
*The haste effect only triggers the first time Dowan sees you after killing Duvessa. If you can escape up a flight of stairs or [[teleport]] away, he'll no longer have that advantage.<br />
*Dowan's upgraded spell list is very dangerous, but he has much less staying power than a berserk Duvessa.<br />
*Consider wearing them both down before killing either one. The survivor will still be near death even after it becomes more powerful.<br />
<br />
[[category:Elf]]</div>Neilhttp://crawl.chaosforge.org/index.php?title=User:Neil&diff=34076User:Neil2015-02-17T15:20:15Z<p>Neil: First version.</p>
<hr />
<div>I am a developer of Crawl, since 2011. Before that, I wrote the [[List_of_spells/parse-spl-data|parse-spl-data]] script.</div>Neilhttp://crawl.chaosforge.org/index.php?title=Quicksilver_dragon_scales&diff=34074Quicksilver dragon scales2015-02-17T15:14:12Z<p>Neil: Add flavour text</p>
<hr />
<div>{{version016}}<br />
{{armour<br />
|name = Quicksilver dragon armour<br />
|cost = ?<br />
|weight = <br />
|skill = <br />
|skill2 = <br />
|AC = 10<br />
|EV = -7<br />
|SV = <br />
|maxenc = 0<br />
|size = Small, Medium, Large, Big<br />
|grants = MR+<br />
|acquirement =<br />
|weartime = <br />
|GDR = 39%<br />
}}<br />
{{flavour|Armour made from the scales of a quicksilver dragon. Although it does not provide its wearer with as much protection as the armour made from the scales of some heavier dragons, it is somewhat lighter and less encumbering. It is excellent at repelling enchantments - and therefore cannot be enchanted beyond its current form.}}<br />
<br />
'''Quicksilver dragon armour''' is a curious form of equipment which offers very nice physical defenses while leaving the wearer relatively unencumbered. It also grants a single rank of MR+, but this mystical defense also prevents the armour from being enchanted beyond +0.<br />
<br />
You can create your own quicksilver dragon armour by using a [[scroll of enchant armour]] on a [[quicksilver dragon hide]].<br />
<br />
==Desirability==<br />
Not being able to enchant your suit of armour may seem like an intimidating handicap, but quicksilver dragon armour is still surprisingly effective defensively. Assuming no [[Armour skill]] training, a character in quicksilver dragon armour will have nearly the same [[AC]] as a character in fully enchanted [[mottled dragon armour]] with a comparable [[encumbrance rating]] and much better [[GDR]]. Topped off with a very useful intrinsic, quicksilver dragon armour is a very nice item to come by.<br />
<br />
==History==<br />
Quicksilver dragon armour will be added in [[0.16]].<br />
<br />
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"<br />
! || Image<br />
|-<br />
| '''[[Quicksilver dragon hide|Hide]]''' || [[Image:Quicksilver dragon hide.png]]<br />
|-<br />
| '''Armour''' || [[Image:Quicksilver dragon armour.png]]<br />
|}<br />
<br />
{{armours}}<br />
[[Category:Body armour]]<br />
[[Category:Dragon armour]]<br />
[[Category:Crystal Ball Articles]]</div>Neilhttp://crawl.chaosforge.org/index.php?title=Quicksilver_dragon_scales&diff=34073Quicksilver dragon scales2015-02-17T15:13:09Z<p>Neil: QDA EV changed to -7 in 0.16-a0-3612-g267631e</p>
<hr />
<div>{{version016}}<br />
{{armour<br />
|name = Quicksilver dragon armour<br />
|cost = ?<br />
|weight = <br />
|skill = <br />
|skill2 = <br />
|AC = 10<br />
|EV = -7<br />
|SV = <br />
|maxenc = 0<br />
|size = Small, Medium, Large, Big<br />
|grants = MR+<br />
|acquirement =<br />
|weartime = <br />
|GDR = 39%<br />
}}<br />
{{flavour|?}}<br />
<br />
'''Quicksilver dragon armour''' is a curious form of equipment which offers very nice physical defenses while leaving the wearer relatively unencumbered. It also grants a single rank of MR+, but this mystical defense also prevents the armour from being enchanted beyond +0.<br />
<br />
You can create your own quicksilver dragon armour by using a [[scroll of enchant armour]] on a [[quicksilver dragon hide]].<br />
<br />
==Desirability==<br />
Not being able to enchant your suit of armour may seem like an intimidating handicap, but quicksilver dragon armour is still surprisingly effective defensively. Assuming no [[Armour skill]] training, a character in quicksilver dragon armour will have nearly the same [[AC]] as a character in fully enchanted [[mottled dragon armour]] with a comparable [[encumbrance rating]] and much better [[GDR]]. Topped off with a very useful intrinsic, quicksilver dragon armour is a very nice item to come by.<br />
<br />
==History==<br />
Quicksilver dragon armour will be added in [[0.16]].<br />
<br />
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"<br />
! || Image<br />
|-<br />
| '''[[Quicksilver dragon hide|Hide]]''' || [[Image:Quicksilver dragon hide.png]]<br />
|-<br />
| '''Armour''' || [[Image:Quicksilver dragon armour.png]]<br />
|}<br />
<br />
{{armours}}<br />
[[Category:Body armour]]<br />
[[Category:Dragon armour]]<br />
[[Category:Crystal Ball Articles]]</div>Neilhttp://crawl.chaosforge.org/index.php?title=Template:Armour&diff=34071Template:Armour2015-02-17T15:04:06Z<p>Neil: All armour takes 5 turns to wear: remove the weartime parameter.</p>
<hr />
<div><div style="margin: 1.4em; margin-top:0; margin-right:0; padding: 0px; float: right; border:none;"><br />
{| class="prettytable" style="border:none; margin:0; padding:0; text-align:left"<br />
|-<br />
! align="left" | Name<br />
| {{{name|some kind of armour}}}<br />
|-<br />
! align="left" | Weight<br />
| {{{weight|?}}} aum<br />
|-<br />
! align="left" | Size to wear<br />
| {{{size|Any}}}<br />
|-<br />
! align="left" | [[armour class | Armour Class]]<br />
| {{{AC|?}}}<br />
|-<br />
! align="left" | [[Encumbrance rating]]<br />
| {{{EV|?}}}<br />
|-<br />
! align="left" | [[GDR]]<br />
| {{{GDR|?}}}<br />
|-<br />
! align="left" | Maximum Enchantment<br />
| {{{maxenc|?}}}<br />
|-<br />
! align="left" | Grants<br />
| {{{grants|nothing}}}<br />
|-<br />
! align="left" | Time to Wear<br />
| 5<br />
|}{{#set:Armour AC={{{AC|0}}}<br />
|Encumbrance Rating={{{EV|0}}}<br />
|GDR={{#invoke:String|fix_gdr|{{{GDR|0}}}}}<br />
|Armour maximum enchantment={{{maxenc|2}}}}}<br />
<br />
<br />
</div><noinclude><br clear="both" /><br />
Put this template at the top of every armour page. Call it like this: <br />
<br />
<nowiki>{{</nowiki>armour<br />
|name = <br />
|weight = <br />
|AC = <br />
|EV = <br />
|GDR =<br />
|maxenc = <br />
|size = Small, Medium, Large, Big<br />
|grants = <br />
<nowiki>}}</nowiki><br />
<br />
<br />
</noinclude><br />
<noinclude>[[Category:Templates]]</noinclude></div>Neilhttp://crawl.chaosforge.org/index.php?title=Robe_of_the_Archmagi&diff=34070Robe of the Archmagi2015-02-17T15:01:42Z<p>Neil: Update for 0.15: mention Hat of the High Council, update history, tweak info box.</p>
<hr />
<div>{{version015}}<br />
<br />
{{flavour|It increases the power of its wearer's magical spells.}}<br />
<br />
{{armour<br />
|name = Robe of the Archmagi<br />
|cost = 257<br />
|weight = 6.0<br />
|AC = 2<br />
|EV = +0<br />
|maxenc = +2<br />
|size = all <br />
|acquirement = ?<br />
|weartime = 5<br />
}}<br />
<br />
A '''robe of the Archmagi''' acts as an enhancer for all spells, increasing your [[spell power]]. However, it does not make them any easier to cast or reduce your [[spell hunger]]. The Archmagi ego appears only on robes and a single artefact, the [[Hat of the High Council]].<br />
<br />
==Strategy==<br />
These are good for mid-game spellcasters, although later on, once your spell skills are higher and spells start hitting the power cap, you may want to replace it with a robe of [[resistance]].<br />
<br />
This robe is particularly useful for those using [[Hexes]], due to the binary nature of that school: conjurers and the like with more spell power may simply deal a few more damage per hit, but for enchanters, this robe can make the difference between the spell succeeding or failing entirely. The only other <br />
<br />
==History==<br />
In ancient versions of ''Crawl'', before [[0.8]], this robe reduced spell failure rates as well, but also reduced XP gain to 1/4 of normal, making it nearly useless for most characters.<br />
<br />
[[Category:Egos]] [[Category:Body armour]]</div>Neilhttp://crawl.chaosforge.org/index.php?title=Alarm_trap&diff=34069Alarm trap2015-02-17T14:35:37Z<p>Neil: Update for 0.15: no more levitation, wrong noise level, all traps trigger for flight.</p>
<hr />
<div>{{version015}}<br />
<br />
{{flavour|While this trap does no damage by itself, its loud sound may bring someone to do damage to you. Of course, you have the option to do damage to those someones yourself.}}<br />
<br />
[[File:Alarm trap.png]] An '''alarm trap''' is a [[trap]] which produces a loud [[noise]] (intensity 40, louder than [[Shatter]]) when stepped on by either you or a [[monster]], alerting anything nearby. If you step on one, it also afflicts you with the [[Sentinel's Mark]] [[status effect]] (ignores [[magic resistance]]). Like all traps, alarm traps can be set off even by [[fly|flying]] [[:Category:Flying|beings]]. After triggering once, they disappear.<br />
<br />
Alarm traps cannot be disarmed, but can be [[silence]]d. Silence does not prevent the Sentinel's Mark, though.<br />
<br />
If an alarm trap is triggered by a being in the distance, you see this message:<br />
<br />
"You hear a distant blaring wail to the [direction]."<br />
<br />
==Strategy==<br />
If you're travelling through an early floor you've already cleared, find an alarm trap, and need a quick bite, stepping on it is not a bad way to summon any potentially edible opponents to you.<br />
<br />
==History==<br />
Prior to [[0.12]], alarm traps could activate multiple times before breaking, but they were not quite as loud and did not afflict you with the Sentinel's Mark.<br />
<br />
[[Category:Traps]]</div>Neil