http://crawl.chaosforge.org/api.php?action=feedcontributions&user=Slobodan&feedformat=atomCrawlWiki - User contributions [en]2024-03-28T13:39:21ZUser contributionsMediaWiki 1.30.0http://crawl.chaosforge.org/index.php?title=Talk:Hepatitis_C,_the_Octopode_Artificer_(striving_for_Ultimate_Dominator)&diff=76998Talk:Hepatitis C, the Octopode Artificer (striving for Ultimate Dominator)2023-12-27T15:46:36Z<p>Slobodan: Created page with "I propose this redirect page to be deleted so the search feature doesn't propose "Hepatitis" every time you search for Hep. I created a new page for this diary with the words..."</p>
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<div>I propose this redirect page to be deleted so the search feature doesn't propose "Hepatitis" every time you search for Hep. I created a new page for this diary with the words "diary of" in the title.</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Hepatitis_C,_the_Octopode_Artificer_(striving_for_Ultimate_Dominator)&diff=76997Hepatitis C, the Octopode Artificer (striving for Ultimate Dominator)2023-12-27T15:43:22Z<p>Slobodan: trying to delete the old entry so it doesn't show up in the search box</p>
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<div></div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Hepatitis_C,_the_Octopode_Artificer_(striving_for_Ultimate_Dominator)&diff=76993Hepatitis C, the Octopode Artificer (striving for Ultimate Dominator)2023-12-27T15:38:48Z<p>Slobodan: Slobodan moved page Hepatitis C, the Octopode Artificer (striving for Ultimate Dominator) to Diary of Hepatitis C, the Octopode Artificer (striving for Ultimate Dominator): Add "diary of" to the page title so you don't get "Hepatitis" on screen...</p>
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<div>#REDIRECT [[Diary of Hepatitis C, the Octopode Artificer (striving for Ultimate Dominator)]]</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Diary_of_Hepatitis_C,_the_Octopode_Artificer_(striving_for_Ultimate_Dominator)&diff=76992Diary of Hepatitis C, the Octopode Artificer (striving for Ultimate Dominator)2023-12-27T15:38:47Z<p>Slobodan: Slobodan moved page Hepatitis C, the Octopode Artificer (striving for Ultimate Dominator) to Diary of Hepatitis C, the Octopode Artificer (striving for Ultimate Dominator): Add "diary of" to the page title so you don't get "Hepatitis" on screen...</p>
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<div>{{diary}}<br />
<br />
///This is a diary for one of my characters at v.0.16.2, Hepatitis C, the Octopode Artificer, made after poor fellows like Arthritis the Naga Warper and Fox the Black Draconian Necromancer of Sif Muna, with the latter doing pretty good before overaggroing some big crowd of monsters instead of fleeing and taking them off one by one at the stairs.<br />
<br />
///Since the character was started before the diary, we'll assume part of it was lost in some kind of accident. Currently Hepatitis C, having found a +4 dagger of venom at the second Dungeon floor along with around three scrolls of enchant weapon, decided to go stealthy in order to survive with the limited charges on his few wands until he gets powerful. Right now this dagger is +8. Found Ring of Magical Power and an Amulet of Guardian spirit in their combination provided him even more ability to survive the beating. There's also a Ring of Protection from Magic. Among his few wands are enslavement, confusion, polymorph, random effects (not the starting one, which he wasted to 0), and the two empty ones, flame and fireball. He also has some scrolls and potions, books of Beasts, Callings and Control, which he won't be able to use for a while until (and if) he gets through Jiyva (for stabilizing a set of mutations, for now, a careless, but lucky test of a potion of mutation yielded him a whooping set of Clarity, rPois+ and Passive Mapping 1) onto Sif Muna (Vehumet's range increase and mana restoration mid-fight would be useful, but the amnesia ability is too useful to miss if he plans to max out every skill). Right now he's with Nemelex. So far his only important achievement was skewering sleeping Sigmund like a kebab, as well as Dowan, then blasting a wand "'til it goes click" into an angry Duvessa (they were cuddling together in their sleep rather lovingly, implying there was some kind of incestous act between them earlier).<br />
<br />
----<br />
<br />
'''XL''': 10<br />
<br />
'''Inventory spotlight''':<br />
<br />
'''!Equipment!'''<br />
<br />
a +8 dagger of venom<br />
<br />
''a cursed +4 flail of protection''<br />
<br />
a ring of magic protection<br />
<br />
a ring of magical power<br />
<br />
an amulet of guardian spirit<br />
<br />
'''!Wands!'''<br />
<br />
a wand of enslavement 6<br />
<br />
a wand of confusion 2<br />
<br />
a wand of polymorph 6<br />
<br />
a wand of random effects 3<br />
<br />
a wand of flame 0<br />
<br />
a wand of fireball 0<br />
<br />
'''!Rods!'''<br />
<br />
'''!Cards!'''<br />
<br />
an ornate deck of war<br />
<br />
a plain deck of destruction<br />
<br />
'''!Scrolls!'''<br />
<br />
3 scrolls of fog<br />
<br />
a scroll of teleportation<br />
<br />
2 scrolls of blink<br />
<br />
3 scrolls of remove curse<br />
<br />
'''!Potions!'''<br />
<br />
heal wounds<br />
<br />
restore abilities<br />
<br />
curing<br />
<br />
flight<br />
<br />
berserk<br />
<br />
'''!Books!'''<br />
<br />
of Beasts<br />
<br />
of Callings<br />
<br />
of Control<br />
<br />
<br />
'''Skills spotlight:'''<br />
<br />
Evocations 13.3<br />
<br />
Stealth 11.1<br />
<br />
Dodging 8.1<br />
<br />
<br />
----<br />
<br />
<br />
== Day 1. ==<br />
<br />
<br />
'''Dungeon 9'''.<br />
<br />
This bloody sky beast has ripped my old diary apart, so I guess I have to start from the "Day One" again. Well, I'm feeling hungry, so this... creature should be of some use, after all. *blood stains are all over the page*<br />
Now, this should do- no, wait. This meat is glowing. I'm not going to eat it. Guess I'll have to go search for a tasty kobold or orc. There should be a plenty down there.<br />
<br />
'''Dungeon 10'''<br />
<br />
Finally the much needed meat meal in the form of a large yak pack... Oh, stop, it tickles... No, it hurts! Here, have a cookie and fight by my side! There are too many of you!<br />
Phew, blinked away.<br />
The yaks are dead, and I'm full. What's next? Oh, an orc party, along with some ghosts. Good thing they're sleeping... Oh, not anymore. The priest's weird words hurt.<br />
The orcs are dead, the ghosts too, but fighting the latter made me starving. A little packed meal won't hurt.<br />
Oh, another Sky Beast. Inedible as usual.<br />
Oh, a couple of identifying scrolls.<br />
Oh my god, KILLER BEES! Run like hell!<br />
Although this narrow corridor won't allow them to sting all at once...<br />
The killer bees are dead. Their flesh tastes a little bitter, but nevertheless good.<br />
Time to move downstairs.<br />
<br />
(The rest of the pages were torn out. This diary was found on the floor 14 of the Dungeon near a pack of uglies.)</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Stone&diff=76913Stone2023-12-20T17:38:20Z<p>Slobodan: /* Strategy */</p>
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<div>{{version030}}<br />
{{ThrowingMissile<br />
|name = Stone<br />
|cost = 1<br />
|weight = 0.6<br />
|launcher = Throwing<br />
|damage = 2<br />
|basedelay = 11 (110%)<br />
|mindelay = 7 (at [[Throwing]] skill 8)<br />
}}<br />
{{flavour|A small chunk of dense but otherwise unremarkable natural mineral. It can be thrown to cause minor damage.<br />
<br />
----<br />
<br />
"How happy is the little Stone<br>That rambles in the Road alone,<br>And doesn't care about Careers<br>And Exigencies never fears -<br>Whose Coat of elemental Brown<br>A passing Universe put on,<br>And independent as the Sun<br>Associates or glows alone,<br>Fulfilling absolute Decree<br>In casual simplicity -"<br />
<br />
-Emily Dickinson, "How happy is the little Stone". ca. 1865.}}<br />
<br />
'''Stones''' are a somewhat common form of ammo which can [[throwing|thrown]] by hand for minimal damage. While unimpressive, they let early characters deal some extra damage at a distance. Stones get half the damage bonus from [[Throwing]] skill that other weapons do.<br />
<br />
Stones are always [[mulch]]ed (destroyed) after being thrown. <br />
<br />
==Strategy==<br />
Stones are useful for a couple of reasons:<br />
* If you can't attack from range, you might as well throw a stone. Stones let you deal some extra damage against [[adder]]s and other melee enemies.<br />
* Stones create a soft [[noise]] where they land. If you throw a stone at the edge of [[line of sight]], you can quietly attract enemies that were just out of sight.<br />
** This can be used to split up packs. Many monsters will [[shout]] after hearing a noise, waking up the whole pack. However, when a monster shouts, the [[noise]] is projected on ''their'' tile, not yours. Because some monsters only hear that shout, they won't know your actual location. Some monsters will wander towards the shout (then a random direction), others towards the direction of the stone. Therefore, some monsters will be split from the pack. This doesn't work on [[:Category:Herd flag|herd]] animals like [[yak]]s.<br />
* If you hit an enemy, it will always notice you. If you want a monster to notice you, it's better to throw a stone than to wait around or shout yourself.<br />
* Even stones can deal very respectable damage in the early game if you happen to find some slaying bonuses.<br />
<br />
You can largely disregard stones the moment you find a better ranged option.<br />
<br />
Note that stones used by monsters will use the monster's base damage. For example, an [[orc warlord]] will deal up to 29 damage with a stone.<br />
<br />
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"<br />
! Stone<br />
|-<br />
| [[File:Stone.png]]<br />
|}<br />
<br />
==History==<br />
*Prior to [[0.29]], stones could be used for [[hunting sling]]s, [[fustibali]], and [[Sandblast]]. They were more common, and only [[mulch]]ed 12.5% of the time.<br />
*Prior to [[0.20]], Sandblast did not require stones to function.<br />
*Prior to [[0.17]], stones were particularly useful as an anti-[[jelly]] weapon, as jellies would eat most other projectiles and heal by doing so.<br />
*Prior to [[0.11]], [[mulch]]ing a [[large rock]] would create a stack of stones. <br />
<br />
{{weapons}}<br />
[[Category:Slings]][[Category:Throwing]]</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Throwing&diff=76849Throwing2023-12-18T15:30:13Z<p>Slobodan: /* Tips & Tricks */ added a tip about using throwing against sleeping monsters as a mage character</p>
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<div>{{version030}}<br />
<br />
The [[Throwing]] skill denotes how accurate and powerful your character is with thrown weapons.<br />
<br />
{{skill_aptitudes}}<br />
<br />
==Useful Info==<br />
Throwing weapons benefit more from [[skill]] than other weapons. Like [[Unarmed Combat]], throwing weapons deal <code>(weapon base damage) + (Throwing skill)</code> base damage due to skill. Regular weapons get a <code>1 + 1d(Skill) / 25</code> multiplier instead. For example, 10 Throwing would double the base damage of a [[javelin]] (10+10), but the equivalent skill would only increase other weapons by 20%. Note that [[stone]]s get half the usual bonus.<br />
<br />
Unlike proper [[Ranged Weapons]], Throwing is ''not'' affected by [[armour encumbrance]].<br />
<br />
==Weapons==<br />
The following weapons use the Throwing skill:<br />
<br />
*[[Stone]]s<br />
*[[Dart]]s<br />
*[[Boomerang]]s<br />
*[[Javelin]]s<br />
*[[Large rock]]s<br />
*[[Throwing net]]s<br />
<br />
Anything not listed above can still be thrown, but it is usually useless to do so, as it will do no damage.<br />
<br />
==Strategy==<br />
Throwing is closer to [[Evocations]] than a traditional weapon skill. Ammunition is limited, meaning you can't use it in every fight. However, Throwing can be a very powerful support tool. <br />
<br />
[[Javelin]]s are a key part of any Throwing specialist's arsenal. Javelins [[penetration|penetrate]] through enemies: they can hit enemies in the backlines, and/or hit multiple enemies at 100% damage. At high skill, javelins can deal massive damage to multiple enemies at once, at full [[LOS]] range.<br />
<br />
Throwing implements are more common in [[Shoals]] than [[Swamp]]. If the former branch is in your game, you may want to focus a little more on Throwing.<br />
<br />
===Tips & Tricks===<br />
* Even at 0 skill, throwing ''something'' is better than waiting for an enemy to approach. If available, you can throw [[stone]]s, [[boomerang]]s, or [[poisoned]] [[dart]]s at distant targets.<br />
* Boomerangs and javelins can get the [[silver]] brand, which is highly effective against [[chaotic]] enemies (including [[malmutate]]rs, [[the Royal Jelly]], and [[orbs of fire]]).<br />
* [[Large]] species ([[Troll]]s and [[Ogre]]s) are able to throw [[large rock]]s, which are both plentiful and high damage (20 base damage). They have a much greater reason to train Throwing than the regular-size species.<br />
* [[Throwing net]]s, [[poison]] [[dart]]s, and [[curare]] darts are all useful tools, however they do not benefit much from the actual Throwing skill. More skill will increase their accuracy and throw speed, but not the actual effect. It can still be wise to put a few points into Throwing for the extra bit of accuracy.<br />
* Even mage characters will often benefit from throwing in the early dungeon. When attacking sleeping monsters, a hit is almost guaranteed even without any skill in throwing. Therefore, dealing the first ranged hit with a throwing (or ranged) weapon instead of a spell is a useful way to conserve mana.<br />
<br />
==History==<br />
*In [[0.30]], boomerangs, javelins, and large rocks deal +33% damage when they mulch.<br />
*Prior to [[0.29]], Throwing [[crosstrain]]ed with [[Slings (skill)]]. Also, [[Hunter]]s and [[Arcane Marksmen]] could start with throwables.<br />
*In [[0.28]], monsters now carry fewer throwing weapons, and throwing weapons became slightly less common on the floor.<br />
*In [[0.24]], [[blowgun]]s were removed, [[tomahawk]]s were replaced with [[boomerang]]s, and [[needle]]s were replaced with new [[dart]]s. [[Javelin]]s now always penetrate.<br />
*In [[0.18]], throwing speed was changed to work like weapons do, making it somewhat slower. The effect of poisoned needles was tied to the Throwing skill.<br />
*In [[0.17]], many [[species]] got their Throwing aptitude decreased. Heavy armour stopped penalizing the throwing speed.<br />
*In [[0.15]], ranged combat was changed to work more like melee combat, making throwing more viable option. Also, [[dart]]s were removed.<br />
*In [[0.14]], [[tomahawk]]s were added. [[Spear]]s, [[dagger]]s, [[club]]s, and [[hand axe]]s stopped functioning as throwing weapons.<br />
*In [[0.8]], [[Evaporate]] stopped using the Throwing skill.<br />
*In [[0.6]], [[blowgun]]s started using the Throwing skill instead of the Darts skill.<br />
*In [[0.3]], [[javelin]]s and [[throwing net]]s were added.<br />
<br />
{{Skills}}<br />
[[category:Throwing]]<br />
[[Category:Weapon skills]]</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Fulminant_Prism&diff=76847Fulminant Prism2023-12-18T15:22:33Z<p>Slobodan: /* Useful Info */ added info about several prisms on the screen</p>
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<div>{{version030}}{{spell info}}<br />
{{flavour|A slender prism that crackles with barely-contained destructive energy. Any blow which cracks its fragile surface is likely to result in a violent explosion.}}<br />
{{AttackSpell<br />
|name=Fulminant Prism<br />
|formula = <div><br />
*Normal explosion: 3d(6+[[Spell Power|Power]]*7/40)<br />
*Weak explosion: 2d(6+[[Spell Power|Power]]*7/40)<br />
</div><br />
|maxdmg = 3d23 ~ 36<br />
|maxsp = 200<br />
|range = 4<br />
|target = Smite<br />
|tohit=Never miss<br />
|special = Detonation radius:<br>2 (normal), 1 (weak)<br />
}}<br />
'''Fulminant Prism''' is a level 4 [[Conjurations]]/[[Hexes]] spell which creates an explosive prism of the same name.<br />
<br />
[[Conjurer]]s start with this spell in their libraries.<br />
<br />
==Useful Info==<br />
Fulminant Prism creates a prism at an empty, [[smite-targeted]] location within its range. The prism will detonate with a radius-2 explosion after 20 [[aut]]s, dealing considerable physical damage that can't be blocked or evaded, though it is reduced by [[AC]] as normal. The explosion can hit monsters from outside your [[line of sight]].<br />
<br />
The prism can be damaged and destroyed by enemy attacks; it is rather frail, but immune to most elemental damage. If destroyed prematurely, the prism will create either a smaller, weaker explosion, or no explosion at all (if it is destroyed immediately after being created).<br />
<br />
Fulminant Prism is considered a conjured entity, not an ally, so it continues to function under [[Okawaru]] or [[Ru#Sacrifices|Sacrifice Love]]. [[Vehumet]] increases the range of where you can place the prism, but doesn't increase the prism's blast radius.<br />
<br />
You don't need to wait for a prism to explode before placing a new one. Therefore, two prisms at most can exist at once before one of them explodes.<br />
<br />
==Strategy==<br />
Although you need to place prisms carefully to prevent monsters from destroying them, Fulminant Prism has a number of positives. It is smite-targeted, has a large AOE, and deals decent (never missing) damage. Although there are more time- and [[MP]]-efficient methods for taking out powerful, well-armored opponents, it's excellent for wiping out swarms of smaller foes. <br />
<br />
Even as the damage itself starts to become weak, the prism has a few major benefits:<br />
*The prism itself can block line of fire. A [[shining eye]] can't [[Malmutate]] you through a prism, for example. Enemy [[orbs of destruction]] and rolling [[boulder beetle]]s will collide with the prism. You can use smite-targeted attacks, like [[Airstrike]] and [[Freezing Cloud]], to attack enemies behind a prism.<br />
*It can hit things from outside line of sight; monsters never attack when outside LOS. Therefore, prisms can be used to whittle down [[oklob plant]]s and [[statue]]s from a position of safety. You can also snipe enemies around corners.<br />
<br />
Therefore, Fulminant Prism is often a spell worth keeping, even in the late game.<br />
<br />
===Tips & Tricks===<br />
*Don't blow yourself up. If you set a prism 1 space in front of you, a normal-speed species can back up 2 tiles and be safe. <br />
*Monsters will only target the prism if it would block their intended movement. As the explosion is quite big, you can set it out of an obvious path, if so desired.<br />
*When climbing up stairs, you can place a prism behind yourself to prevent [[trample]]rs from knocking you off.<br />
<br />
==Aiming Prisms==<br />
As a normal speed species fighting a 10 speed monster, the following configurations work:<br />
<gallery widths="300px" heights="300px" class="left" mode="nolines"><br />
File:Fulm_prism1.png|thumb|left|Place a prism up to 4 tiles in front of a monster, then back away.<br />
File:Fulm_prism2.png|thumb|left|You can place a prism 1 tile in front of you, back away, and it won't hit you.<br />
File:Fulm_prism3.png|thumb|left|If you're willing to keep enemies in melee, place a prism 3 tiles away from you (2 tiles away from the enemy).<br />
</gallery><br />
Notice how the prisms are in ''front'' of an enemy, but not ''in the direct path'' of it. Remember that diagonals exist. For example, if a monster is down and to the right, you can place the prism up and to the right.<br />
<br />
==History==<br />
*Prior to [[0.14]], Fulminant Prism was a level 5 spell.<br />
*Fulminant Prism was added in [[0.12]].</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=The_Shining_One&diff=76784The Shining One2023-12-16T15:58:04Z<p>Slobodan: /* History */ spelling</p>
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<div>{{version030}}<br />
[[File:The shining one altar.png]] "Lead the forces of light to victory!"''<br />
{{flavour|Followers of the Shining One are bound to the code of the honourable warrior, soldiers in their god's eternal crusade against evil. For forsaking dark magic and underhanded tactics, the Shining One rewards them and their allies with the power they need to slay demons and the undead. Especially devout warriors can even call upon angels in times of need. The Shining One's followers can convert to Elyvilon or Zin while keeping some piety.<br />
<br />
Followers of the Shining One are surrounded by a halo that reveals their enemies to them. Followers will gain power by killing evil beings, and with growing piety their life force will be protected. The Shining One will keep summoned and charmed allies on their side longer, should the allies prove worthy of the crusade. Followers will gain use of a divine shield to protect them in battle. Later, they can channel blasts of cleansing flame that are particularly damaging to unholy beings, and can call upon powerful divine beings as temporary allies. Highly pious followers may request the Shining One's blessing upon a weapon. The Shining One may occasionally directly intervene to save a follower's life.<br />
<br />
The Shining One likes it when you kill the undead, you kill demons, you kill evil beings and you encounter other hostile creatures.<br />
<br />
The Shining One strongly dislikes it when you use evil magic or items, you attack non-hostile holy beings, you attack neutral beings, you attack allies or you kill non-hostile holy beings.}}<br />
<br />
==Racial Restrictions==<br />
*Like the other [[good god]]s, The Shining One does not accept [[demonspawn]] or undead species ([[ghoul]]s, [[vampire]]s, or [[mummies]]) as followers.<br />
*[[Demigod]]s may not worship The Shining One (or any other god).<br />
<br />
==Appreciates==<br />
*You or your allies killing the undead, demons, or evil creatures (such as followers of evil gods). Chance of +1 [[piety]], higher chance for creatures with high [[HD]].<br />
*Encountering non-evil monsters you've never encountered before.<br />
<br />
==Prevents==<br />
*The Shining One prevents you from attacking in unchivalrous manner - ie, [[stabbing]]. Your attack will still take place, but you will receive no stabbing benefit.<br />
*While not a direct conduct, worshippers are given a [[halo]], which prevents the ability to go [[invisible]].<br />
<br />
==Deprecates==<br />
*Inactivity: You lose 1 piety per 700 turns, on average (1/35 chance every 20 turns).<br />
<br />
The Shining One strongly dislikes it (i.e. [[penance]]) when:<br />
*You use [[Necromancy]]. Casting [[Necromutation]] causes instant excommunication.<br />
*You use [[unholy]] magic or items.<br />
*You attack neutral beings.<br />
*You attack allies.<br />
<br />
Note that equipment that violates the Shining One's commandments will be printed in red, be labeled in its (in-game) description, and you'll receive a warning before doing a transgression. Also, the Shining One will forgive accidental transgressions (i.e. performing a forbidden action via an unidentified item).<br />
<br />
==Given Abilities==<br />
'''[[Piety|Piety level -]]''': "Acolyte"<br />
*'''Protection from harm''' - If you receive lethal damage, there's a piety-based chance that the Shining One may nullify the damage (at the cost of reducing your piety). This is possible even if you're under penance. (Passive)<br />
*'''Divine Halo''' - You are surrounded by a [[halo]]. It starts off only illuminating you, but it grows in size every <code>piety/20</code> tiles, extending to your full [[line of sight]]. Anything (except you) inside the halo is easier to hit, and both you and monsters are revealed if [[invisible]]. Also, your [[stealth]] is reduced - monsters are twice as likely to notice you when they are inside the halo. (Passive)<br />
*'''Protection from negative energy''' - The Shining One provides [[negative energy]] resistance. This improves as piety rises, up to rN+++ at full piety. (Passive)<br />
In addition, the Shining One protects your allies:<br />
*'''Protection against abjuration''' - When [[Abjuration]] is cast against your summoned servants, the power (duration reduction) is reduced, depending on your servant's HD. (Passive)<br />
*'''Bless Allies''' - The Shining One may bless one of your allies when it kills an enemy or gains experience. The chance for this rises with your piety. The following blessings are possible:<br />
**10%: Give the ally's weapon increased accuracy, damage, and the [[holy wrath]] brand OR give the ally's armour increased [[AC]] and [[negative energy resistance]].<br />
**90%: Increase the duration of your ally's stay, with a 50% chance to remove [[poison]], [[sickness]], [[confusion]], [[slow]]ing, or [[exhaustion]]. If none apply, heals 25% of its HP.<br />
<br />
'''[[Piety|Piety level *]]''': "Righteous"<br />
*'''Gain power from killing''' - You sometimes regain HP and MP whenever you kill demons, the undead, and evil creatures. You have a <code>(piety - 30)/200</code> chance of healing <code>1d(2*HD + 1) - 1 HP</code> HP and <code>1d(2 + HD/3) - 1 MP</code> MP when killing valid monsters.<ref>{{source ref|0.30.0|mon-death.cc|2069}}</ref><ref>{{source ref|0.30.0|mon-death.cc|2086}}</ref> (Passive)<br />
*<span id="divine_shield"></span>'''Divine Shield''' - Grants a divine shield, providing <code>6 + Invocations * 2/5</code> [[SH]]. Duration is also controlled by [[Invocations]]. This shield is controlled by The Shining One, so it stacks with any other shield and does not interfere with two-handed weapons. (3 MP and 2-3 piety)<br />
'''[[Piety|Piety level **]]''': "Unflinching"<br />
*No new abilities.<br />
'''[[Piety|Piety level ***]]''': "Holy Warrior"<br />
*<span id="cleansing_flame"></span>'''Cleansing Flame''' - Creates a large burst of holy energy centered on yourself, dealing unavoidable holy damage to all monsters around you. This affects all monsters within two spaces of you. Your Invocations skill increases damage dealt and chance of success. Because this ability emits holy energy, it does double damage to demons and undead, normal damage to other creatures, and no damage to holy beings, neutral creatures, or allies. Base damage is <code>2d(10 + Invocations * 7/6)</code>.<ref>{{source ref|0.30.0|spl-goditem.cc|1247}}</ref><ref>{{source ref|0.30.0|ability.cc|2672}}</ref> (5 MP and 2-3 piety)<br />
'''[[Piety|Piety level ****]]''': "Exorcist"<br />
*No new abilities.<br />
'''[[Piety|Piety level *****]]''': "Demon Slayer"<br />
*'''Summon Divine Warrior''' - Summons a friendly [[Angel]] or [[Daeva]]. (8 MP and 6-9 piety)<br />
'''[[Piety|Piety level ******]]''': "Bringer of Light"<br />
*'''Brand Weapon With Holy Wrath''' - the Shining One can bless a non-artifact weapon. This will add +2 to its enchantment level and add the [[holy wrath]] brand (replacing any existing brand). [[Demon whip]]s will become [[sacred scourge]]s, [[demon blade]]s will become [[eudemon blade]]s, and [[demon trident]]s will become [[trishula]]s. [[Holy Word]] is cast when you bless a weapon. Doing this has no cost, but it can only be invoked once per game.<br />
<br />
==Punishments==<br />
{{flavour|The Shining One forgives followers for abandonment; however, those who later take up the worship of an evil god will be punished. (Kikubaaqudgha, Yredelemnul, Makhleb, Lugonu, Beogh and Dithmenos are evil gods.)<br />
<br />
The Shining One's wrath is straightforward and unmistakable. Its victims find themselves smote with holy fire and beset with holy warriors. Sinners will be silenced, and the Shining One will also shout to alert the victim's foes.<br />
<br />
The Shining One's wrath lasts for a relatively short duration.}}<br />
<br />
The Shining One will only punish you unless you convert to an evil god ([[Beogh]], [[Dithmenos]], [[Kikubaaqudgha]], [[Lugonu]], [[Makhleb]], or [[Yredelemnul]]). Switching to other gods or violating TSO's conduct will not result in any wrath, and converting to [[Elyvilon]] or [[Zin]] will transfer half of your piety to them.<br />
<br />
The possible forms of [[divine retribution]] include:<br />
<br />
*Summoning hostile, [[durably summoned]] [[angel]]s or [[daeva]]s.<br />
*Triggering a Cleansing Flame against you.<br />
*Making a loud [[noise]] at your location.<br />
*[[Silence|Silencing]] you for 10-35 turns.<br />
<br />
==Strategy==<br />
===Extended===<br />
The Shining One is most powerful in the [[extended game]], where evil monsters (demons/undead) are incredibly common. With so many evil creatures, this god really ''shines'':<br />
*Piety gain is rapid. You can get from 0* to 5* or 6* just by doing [[the Crypt]].<br />
*Healing on kills help you recover quickly. Most relevant in [[Pandemonium]], which has random areas and respawning monsters (making it hard to rest).<br />
*Cleansing Flame is a very powerful AOE against evil creatures, if you have high Invocations skill. It hits a 2-radius area and never misses - allowing you to finish off that [[tormentor]] or [[hellion]] without the chance of missing.<br />
*[[Holy wrath]] is the strongest brand against demons. Also, guaranteed rN+++ is nice, it can also free up inventory slots.<br />
<br />
Players will often switch to TSO once they reach the extended part of the game; common gods to switch from include [[Okawaru]], [[Trog]], and [[Yredelemnul]]. You can deal with your old god's [[divine retribution|wrath]] by going to places like [[the Crypt]] and [[the Abyss]] (both rife with evil monsters).<br />
<br />
===Pre-extended===<br />
The Shining One is a decent, if not the best, god for the earlier stages of the game. The halo increases accuracy - both yours and your [[allies]] - against monsters. Divine Shield and Divine Warriors are helpful active abilities, even against non-evil monsters. Summoners may appreciate TSO the most, with the halo providing significant buffs to the inaccurate early-game summons.<br />
<br />
However, TSO is often considered a weaker choice. Without as many evil monsters, piety gain is slow. Gods like [[Trog]] and [[Mahkleb]] offer similarly strong abilities, but at a faster piety rate. Overall, TSO is a ''passable'' god, but not the greatest. Keep in mind that TSO itself is safe to abandon; you won't get wrath unless you switch to an [[evil]] god later. So if you get TSO from a [[faded altar]], no need to fret.<br />
<br />
The other downsides of worshipping TSO are the various conducts. You won't be able to [[stab]] opponents or go [[invisible]], and the halo lowers your [[stealth]] significantly. Additionally, you are not allowed to use evil spells ([[Necromancy]], [[Call Imp]], [[Malign Gateway]], [[Summon Horrible Things]]), which can be helpful throughout the game.<br />
<br />
===Tips & Tricks===<br />
When worshipping the Shining One, keep the following in mind:<br />
*Make sure you bless a weapon before taking on the [[Hells]] or [[Pandemonium]]. The best choice is usually either a [[broad axe]], [[executioner's axe]], [[bardiche]], [[demon trident]], [[demon whip]], [[eveningstar]], or [[demon blade]]. Ranged weapon users can do quite well by blessing their best ranged weapon, from [[longbow]], [[hand crossbow]], or [[triple crossbow]].<br />
*Don't underestimate the Cleansing Flame ability; it can deal very respectable area-of-effect damage once you reach high Invocations. When surrounded by demons, one or two uses will quickly clear out the weaker pests, provide quick healing, pay for its own MP/piety cost, and deal significant unavoidable damage to any [[Fiend]]s or worse that are in range. A [[haste]]d TSO worshiper spamming full power Cleansing Flames can take down all but the hardiest end-game bosses.<br />
*TSO's Bless Allies effect doesn't just affect the angels and daevas TSO sends your way; ''any'' ally will be protected from Abjuration and blessed when it gets kills.<br />
*One of the more annoying aspects of being a worshiper of the Shining One is fighting in a chivalrous manner. Fortunately, all situations that don't outright prevent you from acting unchivalrous will warn you if you attempt them (such as trying to act while confused when it might cause you to attack an ally).<br />
<br />
==History==<br />
*Prior to [[0.28]], Divine Shield was available at 2* piety, and Cleansing Flame at 4* piety.<br />
*Prior to [[0.27]], branding a weapon with holy wrath would un-[[curse]] it.<br />
*Prior to [[0.26]], the three good gods forbid [[cannibalism]].<br />
*Prior to [[0.20]], TSO disapproved of poison and stabbing [[:Category:Human intelligence|intelligent]] monsters (with stabbing not outright prevented). Cleansing Flame was also weaker and did half damage to non-evil monsters.<br />
*Prior to [[0.19]], the Shining One would inflict penance if the player desecrated holy corpses or committed cannibalism; these were not outright forbidden.<br />
*Prior to [[0.16]], the Shining One could create enhanced-stat versions of Long Blades with max piety (called [[blessed blade]]s). TSO's Divine Shield also used to benefit from training in the [[Shields (skill)|Shields skill]].<br />
*Prior to [[0.15]], followers of the Shining One were occasionally seen as allies by [[:Category:Holy holiness|holy monsters]]. The chance of this recognition rose with piety. Also, blessing a weapon would affect it as though you'd just read a [[scroll of enchant weapon III]] rather than giving it a flat +2 enchantment level.<br />
*Prior to [[0.10]], followers of the Shining One gained piety passively, up to a limit, and piety did not decay.<br />
*Prior to [[0.8]], the [[paladin]] background started the game worshiping the Shining One.<br />
*Prior to [[0.4]], TSO would occasionally gift permanent allies.<br />
<br />
==References==<br />
<references/><br />
<br />
{{gods}}<br />
[[Category:Good Gods]]</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Harpoon_Shot&diff=76662Harpoon Shot2023-12-11T15:43:53Z<p>Slobodan: corrected spelling</p>
<hr />
<div>{{version030}}<br />
{{Flavour|Fires a long and flexible barbed mass. The ensnared victim will either be pulled adjacent to the caster or collide with anything blocking the way.}}<br />
<br />
'''Harpoon Shot''' is a monster-only spell which inflicts damage, then drags the victim towards the caster. If there is impassable terrain (e.g. [[deep water]] if you can't fly/swim) or another creature in the way, movement is stopped, and additional impact damage is taken. It has a range of 6.<br />
<br />
This spell will not be cast if the user can make a melee attack to the target.<br />
<br />
{{monsters with spell}}<br />
<br />
==History==<br />
*Prior to [[0.29]], monsters could cast Harpoon Shot when in melee range of the target.<br />
*Prior to [[0.26]], [[pandemonium lord]]s couldn't cast this spell.<br />
*Harpoon Shot was added in [[0.22]].<br />
<br />
[[Category:Monster spells]]</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Kikubaaqudgha&diff=76611Kikubaaqudgha2023-12-09T15:10:53Z<p>Slobodan: /* History */ spelling</p>
<hr />
<div>{{version030}}<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 worshippers to cause the death and destruction of as many creatures as possible. In exchange, Kikubaaqudgha offers great assistance to the aspiring necromancer: a supply of useful corpses, knowledge of dark magic, protection against necromantic backlash, and multiplication of the newly undead.<br />
<br />
Kikubaaqudgha will enhance servants' necromantic prowess with gifts of Necromancy spells, and may cause their spells which raise undead servants to create more minions. Kikubaaqudgha will protect followers from the effects of necromantic miscasts, death curses, and may even shield them from unholy torment. Followers can unearth dying wretches as necromantic fodder, and may invoke torment. Kikubaaqudgha will eventually allow followers to either receive knowledge of the most forbidden necromantic magic, or to have their weapon imbued with pain.<br />
<br />
Kikubaaqudgha likes it when you kill living beings, you destroy the undead, you kill demons, you kill holy beings and you destroy nonliving beings.<br />
<br />
Kikubaaqudgha's powers are based on Necromancy instead of Invocations skill.}}<br />
<br />
==Restrictions==<br />
*[[Djinn]]'s unusual approach to magic renders them unable to worship Kikubaaqudgha.<br />
*[[Demigod]]s may not worship Kikubaaqudgha (or any other deity).<br />
<br />
==Appreciates==<br />
*You or your undead slaves killing living, nonliving, holy, undead, or demonic creatures. (Chance of +1 [[Piety]], chance increases with the victim's [[HD]], but decreases with your level.)<br />
<br />
==Deprecates==<br />
*Inactivity: You lose 1 piety per 340 turns, on average (1/17 chance every 20 turns).<br />
*Abandonment. (Penance)<br />
<br />
==Given Abilities==<br />
'''[[Piety|Piety level -]]''': "Purveyor of Pain"<br />
*No abilities.<br />
'''[[Piety|Piety level *]]''': "Scholar of Death"<br />
*'''Unearth Wretches''': Creates <code>1d2 + ([[Necromancy]] * 5/27) </code> (1-7) wretches, random Necromancy- and branch- dependent monsters. They are considered hostile, but are unable to act, have 1 HP, 0 [[willpower]], do not give XP, and will die in 2-3 turns. These monsters can be used to raise the dead. (3 MP, 3-4 piety)<br />
**When these monsters die "wretchedly", they will activate Necromancy effects (like [[Animate Dead]], [[Death Channel]]) even if you didn't attack them.<br />
'''[[Piety|Piety level **]]''': "Merchant of Misery"<br />
*You have a <code>piety/160</code> chance to block Necromancy [[miscast effect#Necromancy|miscast effects]]. Spells that qualify for protection will have "Kikubaaqudgha supports the use of this spell." in the description.<br />
* Kikubaaqudgha will either completely protect you from [[mummy (monster)|mummy]] [[death curse]]s or reduce their severity by 50%. Complete protection or 50% reduction are equally likely.<br />
'''[[Piety|Piety level ***]]''': "Artisan of Death"<br />
*No new abilities.<br />
'''[[Piety|Piety level ****]]''': "Dealer of Despair"<br />
*'''Protection From Torment''': You sometimes take reduced damage from [[torment]] and [[agony]]; there is a piety/600 chance of taking no damage, and failing that, a piety/250 chance to reduce a random amount of damage (at least 1). The average damage is shown below.<br />
{| class="prettytable" style="text-align:center" cellpadding="3" border="1"<br />
|- <br />
! '''Piety'''<br />
! '''Unprotected'''<br />
! '''Kiku Protection'''<br />
! '''Kiku Protection & rN+++'''<br />
|-<br />
| 80<br />
|rowspan=5| 50%<br />
| 36.4%<br />
| 34.3%<br />
|-<br />
| 100<br />
| 33.35%<br />
| 30.85%<br />
|-<br />
| 120<br />
| 30.4%<br />
| 27.5%<br />
|-<br />
| 150<br />
| 26.25%<br />
| 23.9%<br />
|-<br />
| 200<br />
| 20%<br />
| 16%<br />
|-<br />
|}<br />
'''[[Piety|Piety level *****]]''': "Black Sun"<br />
*'''[[Torment]]''' - Torment everything in your [[LOS]], including yourself. (4 MP, 6-10 piety)<br />
<br />
'''[[Piety|Piety level ******]]''': "Lord of Darkness"<br />
*Once per game, you may choose to either: <br />
**'''Receive Forbidden Knowledge''': Kikubaaqudgha will grant you [[Haunt]], [[Borgnjor's Revivification]], [[Infestation]], [[Necromutation]], and [[Death's Door]].<br />
**'''Brand Weapon With Pain''': Give a non-[[artefact]] melee or ranged weapon of your choice a permanent [[Pain (brand)|Pain brand]] and increase its enchantment level by 2. This splatters blood over the area, invokes torment, and overwrites the current brand on the weapon.<br />
<br />
==Gifts==<br />
Kikubaaqudgha grants a semi-random assortment of spells upon reaching 1* and 3* piety. Kikubaaqudgha will never grant spells your species cannot cast. The first set guarantees the player at least one spell to complement the Unearth Wretches ability.<ref>{{source ref|0.30.0|religion.cc|1578}}</ref><br />
<br />
At 1* piety, Kiku will gift [[Necrotise]] and three randomly selected low-level [[Necromancy]] spells:<br />
*[[Kiss of Death]]<br />
*[[Sublimation of Blood]]<br />
*[[Cigotuvi's Dreadful Rot]]<br />
*[[Vampiric Draining]]<br />
*[[Animate Dead]]<br />
<br />
At 3* piety, Kiku will gift four randomly selected mid-level Necromancy spells:<br />
*[[Anguish]]<br />
*[[Dispel Undead]]<br />
*[[Agony]]<br />
*[[Borgnjor's Vile Clutch]]<br />
*[[Death Channel]]<br />
*[[Simulacrum]]<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 />
Kikubaaqudgha's wrath lasts for a relatively short duration.}}<br />
<br />
When you abandon Kikubaaqudgha, all currently existing corpses will decay into skeletons in a few turns. While under penance, Kikubaaqudgha will occasionally inflict you with [[Torment]], as well perform other forms of [[divine retribution]]. Kikubaaqudgha will often combine these punishments:<br />
*Hostile [[zombie]]s from Unearth Wretches' pool are created (using your [[XL]] in place of Necromancy skill).<br />
*[[Cloud]]s of [[miasma]] at your location and around you.<br />
*[[Death curse]]s.<br />
<br />
Kiku may also punish you for casting Necromancy spells (5% probability). The spell succeeds, but you'll get a miscast effect anyways. This does not increment the [[penance]] counter.<br />
<br />
==Strategy==<br />
Kikubaaqudgha offers three main features: a massive supply of undead allies, protection from torment and mummy death curses, and knowledge of Necromancy. Kiku's quick spell gifts are useful to [[Necromancer]]s and characters learning Necromancy from scratch alike. Torment Protection and the potential for [[Necromutation]] make Kiku good for the extended game, too.<br />
<br />
The timing of Kiku's altar doesn't matter as much - lucky D:1 [[faded altar]]s aren't as good, waiting for a deep overflow altar is less punishing. This is for two reasons: 1. Kiku tends to grant spells well before they can be used reliably, and 2. Unearth Wretches only starts to become impressive with spells like [[Animate Dead]]. By corollary, these facts make Kiku less ''immediately'' helpful than other gods, especially for non-Necromancers.<br />
<br />
===Final Gift===<br />
At 6*, you get the choice between a pain-branded weapon and the capstone Necromancy spells. This typically happens around the mid-game, and it can be a tricky decision. <br />
* The Pain brand deals absolutely devastating, flat damage; faster weapons like [[Short Blade]]s and [[demon whip]]s work great, even with little weapon skill. But pain only works on the living. This is not a concern immediately, but iffy in [[Zot]] and useless in the demon and undead-infested extended game. Also note that blessing increases enchantment by 2.<br />
* The spells, on the other hand, are the inverse. Those spells are great for the lategame, but they won't help you one bit when you can't cast them. It's also entirely possible to luck across the [[Necronomicon]] or other books as you explore. Of these spells, [[Haunt]] and [[Infestation]] are the most likely to be helpful before Zot.<br />
<br />
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''?" Further questions like "will pain ''actually'' help me?" can arise, depending on your character.<br />
<br />
===Tips & Tricks===<br />
*Unearth Wretches is incredibly powerful: it can create a swarm of allies after a few turns. There's no limit (beyond MP), so don't be afraid to use Wretches multiple times in a fight. And since it costs little piety, use it early and often. Note that UW requires quite a bit of MP and ''at least'' 2 turns of prep time, so it isn't great as an emergency button.<br />
**[[Death Channel]]'s spectres can be used with any other spell; however [[Animate Dead]], [[Simulacrum]] and [[Infestation]] do not stack. Simulacrum is more useful if you didn't generate that many monsters, while the others are more effective with a full house.<br />
**Wretches spawn within a 5x5 area of yourself, last for min. 2 turns, and activate effects automatically.<br />
***If using Animate Dead, you can cast the spell before or after you summon Wretches.<br />
***If using Infestation, you can do the following: have Death Channel up, use Wretches twice, cast Infestation on your tile (covering the 5x5 area), then repeat if desired. You don't want to cast Wretches more than twice in a row, or the 1st set can die before you can infest them.<br />
**Wretches are seen as hostile monsters, so other hostile monsters will usually avoid harming them. They can used as a (short-lived) blocker. Be wary of dangerous interactions, however, such as a [[necromancer (monster)|necromancer]] using your own Wretches against you with their [[Bind Souls]] spell.<br />
*Undead and [[Tree Form]] characters benefit the most from invoked torment, though that doesn't mean that living characters can't use it at all! Kiku's protection will often reduce and even prevent damage, but living monsters take the full 50%. Plus, your torment-immune undead can mop up what remains.<br />
*Kiku has no objection towards weapons of [[holy wrath]].<br />
*Undead minions turn hostile if they are attacked directly by you (not including [[Summon Guardian Golem]]'s explosion), and will permanently disappear if you leave the floor they were created on.<br />
<br />
===Branch Strategy===<br />
Worshippers are equipped with particularly effective tools for clearing a few branches in the game. The sole fact of worshipping Kikubaaqudgha is no reason to venture into these places without the proper resistances or XL, but it certainly helps.<br />
<br />
*'''[[Slime Pits]]''': While [[Borgnjor's Vile Clutch]] is ineffective against its gooey horrors, slime zombies, simulacra, and spectres are very easily produced and devastating in melee. Using a [[scroll of immolation]] when combined with the sheer mass of your non-spectre allies and [[The Royal Jelly]]'s allies (potentially after Torment) is strikingly effective.<br />
<br />
*'''[[Crypt]] and [[Tomb]]''': Kikubaaqudgha followers will find the torment and death curse protection to be immensely helpful, and they might just get [[Necromutation]] from their god. Monster [[death scarab]]s may themselves turn into zombies, which make for excellent allies. [[Haunt]] and [[Infestation]] still work against undead enemies, while [[Dispel Undead]] is effective against single undead targets in the Crypt.<br />
<br />
==History==<br />
*Prior to [[0.30]], Kiku's Undead Wretches was stronger (<code>2 + (Necro * 6/27)</code>) and cost less piety while Torment cost more piety. Also, spell gifts were different; most notably, the second spell gift had 5 spells.<br />
*In [[0.29]], Kiku was changed to accommodate the Necromancy overhaul and removal of useful [[corpse]]s. Prior to this version:<br />
**Receive Corpses was the 1* ability instead of Unearth Wretches, which created 1-9 corpses rather than "live" monsters.<br />
**The Torment ability required a corpse to use.<br />
**Kiku gifted [[Animate Skeleton]] instead of Necrotise at 1*, and could gift [[Pain]] (1*) and [[Excruciating Wounds]] (3*). Gifting logic was changed overall. Most notably, [[Animate Dead]] was guaranteed at 3* to make use of Receive Corpses.<br />
**The [[pain (brand)]] gift did not work with ranged weapons.<br />
**If you received partial torment protection, the minimum reduction was 0 instead of 1.<br />
*Prior to [[0.28]], Kiku's 1* and 3* spell gifts guaranteed a corpse ''using'' spell instead of Animate Skeleton and Animate Dead; book logic was also different.<br />
*Prior to [[0.27]], Kiku would gift randart spellbooks and the [[Necronomicon]], instead of gifting spells directly.<br />
*Prior to [[0.25]], Kiku's wrath included [[Necromancy]] [[miscast effect#Necromancy|miscast effects]] instead of [[death curse]]s.<br />
*Prior to [[0.20]], Kiku's 1* spellbook gift had a guaranteed [[Corpse Rot]] rather than a guaranteed [[Pain]] spell.<br />
*Prior to [[0.19]], Kiku gave a piety-dependent bonus to final HP when casting [[Death's Door]]. Also, Kiku did not grant piety for killing undead creatures, and the torment protection did not reduce damage from [[agony]]. In addition, Kiku worshippers had to [[pray]] over a corpse to invoke the [[Torment]] ability. <br />
*Prior to [[0.17]], Kiku helped at [[Piety]] level **** to resist the [[Haunt]] inflicted [[sickness]] on the caster (resist rate rose with piety). Kiku worshippers also had to [[pray]] at an [[altar]] to receive the Necronomicon/Pain brand gifts.<br />
*Prior to [[0.8]], Kiku used Invocations instead of Necromancy; [[victory dancing]] was required to train the former.<br />
<br />
==References==<br />
<references/><br />
<br />
{{gods}}<br />
[[Category:Evil Gods]]</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Crystal_ball_of_Wucad_Mu&diff=76610Crystal ball of Wucad Mu2023-12-09T14:52:41Z<p>Slobodan: /* Desirability */ readability (try not to use obscure terms like "proc")</p>
<hr />
<div>{{version030}}<br />
{{flavour|A perfect sphere of crystal, overflowing with magical energies.}}<br />
<br />
[[File:Crystal ball of wucad mu.png]] '''''the crystal ball of Wucad Mu'''''<br />
<br />
[[Orb]]<br />
<br />
[[Channel]] x2<br />
<br />
==Mechanics==<br />
An [[orb]] of [[energy]] with double the refund rate, but double the spell failure. <br />
<br />
When successfully casting a spell, you have a 40% chance to have your full MP refunded. When you [[miscast]] a spell, you will always have MP refunded. However, it increases your ''raw'' [[spell failure]] chance by +20%. (For reference, the first stack of [[wizardry]] reduces raw spell failure by x75%.)<br />
<br />
Note that this does not mean that your spell failure actually increases by +20%, as its modified by a function. See the [[Spell Success#Final Step|Spell Success]] page for details. Generally, your actual chance for failure will increase by a number less than 20%.<br />
<br />
==Desirability==<br />
The '''crystal ball of Wucad Mu'''<ref>{{source ref|0.30.0|art-data.txt|268}}</ref> is useful for magical characters. It restores a significant portion of your MP, at the cost of negative wizardry. Since this orb always refunds MP on miscast, it's best thought as "making you waste a few turns here or there" rather than "making you fail more often".<br />
<br />
However, it takes up the shield slot. In addition, the mana reduction is not guaranteed, meaning you can run out of MP before randomly activating the orb. Regardless, the ability to cast your most powerful spells even a few more times can and will make a difference between victory and running dry mid-fight. Overall, it is a powerful item balanced by its fair share of drawbacks.<br />
<br />
==History==<br />
*This item was introduced in [[0.30]], replacing the [[staff of Wucad Mu]]. [[Channeling]] mechanics were also changed in this version.<br />
<br />
==References==<br />
<references /><br />
<br />
[[Category:Unrands]]<br />
[[Category:Orbs]]</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Demigod&diff=76609Demigod2023-12-09T14:36:47Z<p>Slobodan: /* History */ spelling</p>
<hr />
<div>{{version030}}<br />
{{for monster}}<br />
{{flavour|Demigods are mortals with some divine or angelic ancestry, however distant. Demigods look more or less like members of their mortal part's species, but they are extremely robust and can draw on great supplies of magical energy. <br />
<br />
They are able to sculpt their attributes to a far greater extent than any other species, gaining substantial boosts to their choice of Strength, Intelligence or Dexterity as they gain experience. On the downside, they advance more slowly in experience than any other species, gain skills slightly less quickly than Humans and, due to their status, refuse to worship any god.}}<br />
<br />
==Innate Abilities==<br />
* '''[[Forlorn]]''': Demigods cannot worship any [[god]]s.<br />
* '''[[High MP]] 1''': Demigods have +10% MP than average.<br />
* '''Divine Attributes:''' Instead of the usual +2 stat points per 6 levels, Demigods gain +4 stat points every 3 levels.<br />
<br />
Demigods have a base [[Strength]] of 9, [[Intelligence]] of 10, and [[Dexterity]] of 9 (before Background modifiers). They have two extra base [[magic points]].<br />
<br />
==Preferred Backgrounds==<br />
*'''Warrior-mages:''' [[Transmuter]]<br />
*'''Mages:''' [[Conjurer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]], [[Earth Elementalist]]<br />
<br />
Due to their religious restriction, Demigods are prohibited from becoming [[Monk]]s or zealots ([[Berserker]]s, [[Chaos Knight]]s, or [[Cinder Acolyte]]s).<br />
<br />
==Level Bonuses==<br />
*Four stat points of your choice, of the same attribute, every third level (due to Divine Attributes)<br />
*10% more [[HP]] than average.<br />
*+4 [[willpower]] per level.<br />
<br />
==Starting Equipment and Skills==<br />
Demigods receive the equipment and skills listed for their chosen background.<br />
<br />
==Difficulty of Play==<br />
{{Hard}}<br />
<br />
Demigods can be difficult to play, due to the lack of deity. They are ''simple'' - not having to choose a god does make the game less complex. However, gods are a reliable clutch in an otherwise random game. For example: divine abilities can bail you out of bad situations, and Demigods have none. On the plus side, Demigods have high HP/MP pools and amazing attribute growth. A late game, 50 intelligence caster or 40 [[EV]] melee fighter is no slouch in combat.<br />
<br />
Their slow leveling is often overstated as a con. A -2 XP aptitude is indeed the slowest of any race, but as level costs are exponential, Demigods are rarely more than 1-2 levels behind. It does make [[spell level]]s harder to obtain, but with great potential INT and high MP, they don't struggle as casters.<br />
<br />
{{species_aptitudes|Demigod}}<br />
<br />
==Tips & Tricks==<br />
* The Dungeon Overview screen (Ctrl+O) doesn't display known altars for Demigods, as it is of no use to them.<br />
<br />
==History==<br />
*Demigods were unaffected by the global attribute gain/level change in [[0.28]] (every other species receives +2 stat every 6 levels).<br />
*Prior to [[0.27]], Demigod base attributes were 11/12/11, and received +2 of their stat of choice on level up.<br />
*Prior to [[0.19]], Demigods had innate [[sustain abilities]].<br />
*Prior to [[0.17]], Demigods didn't have an innate High MP mutation, although they got a similar percentage bonus from their MP aptitude.<br />
*Prior to [[0.16]], Demigods gained one random stat every second level instead of gaining two stats of their choice every third level. They also lacked innate sustain abilities.<br />
<br />
{{species}}</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Demigod&diff=76608Demigod2023-12-09T14:35:59Z<p>Slobodan: /* History */ spelling</p>
<hr />
<div>{{version030}}<br />
{{for monster}}<br />
{{flavour|Demigods are mortals with some divine or angelic ancestry, however distant. Demigods look more or less like members of their mortal part's species, but they are extremely robust and can draw on great supplies of magical energy. <br />
<br />
They are able to sculpt their attributes to a far greater extent than any other species, gaining substantial boosts to their choice of Strength, Intelligence or Dexterity as they gain experience. On the downside, they advance more slowly in experience than any other species, gain skills slightly less quickly than Humans and, due to their status, refuse to worship any god.}}<br />
<br />
==Innate Abilities==<br />
* '''[[Forlorn]]''': Demigods cannot worship any [[god]]s.<br />
* '''[[High MP]] 1''': Demigods have +10% MP than average.<br />
* '''Divine Attributes:''' Instead of the usual +2 stat points per 6 levels, Demigods gain +4 stat points every 3 levels.<br />
<br />
Demigods have a base [[Strength]] of 9, [[Intelligence]] of 10, and [[Dexterity]] of 9 (before Background modifiers). They have two extra base [[magic points]].<br />
<br />
==Preferred Backgrounds==<br />
*'''Warrior-mages:''' [[Transmuter]]<br />
*'''Mages:''' [[Conjurer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]], [[Earth Elementalist]]<br />
<br />
Due to their religious restriction, Demigods are prohibited from becoming [[Monk]]s or zealots ([[Berserker]]s, [[Chaos Knight]]s, or [[Cinder Acolyte]]s).<br />
<br />
==Level Bonuses==<br />
*Four stat points of your choice, of the same attribute, every third level (due to Divine Attributes)<br />
*10% more [[HP]] than average.<br />
*+4 [[willpower]] per level.<br />
<br />
==Starting Equipment and Skills==<br />
Demigods receive the equipment and skills listed for their chosen background.<br />
<br />
==Difficulty of Play==<br />
{{Hard}}<br />
<br />
Demigods can be difficult to play, due to the lack of deity. They are ''simple'' - not having to choose a god does make the game less complex. However, gods are a reliable clutch in an otherwise random game. For example: divine abilities can bail you out of bad situations, and Demigods have none. On the plus side, Demigods have high HP/MP pools and amazing attribute growth. A late game, 50 intelligence caster or 40 [[EV]] melee fighter is no slouch in combat.<br />
<br />
Their slow leveling is often overstated as a con. A -2 XP aptitude is indeed the slowest of any race, but as level costs are exponential, Demigods are rarely more than 1-2 levels behind. It does make [[spell level]]s harder to obtain, but with great potential INT and high MP, they don't struggle as casters.<br />
<br />
{{species_aptitudes|Demigod}}<br />
<br />
==Tips & Tricks==<br />
* The Dungeon Overview screen (Ctrl+O) doesn't display known altars for Demigods, as it is of no use to them.<br />
<br />
==History==<br />
*Demigods were unaffected by the global attribute gain/level change in [[0.28]] (every other species receives +2 stat every 6 levels).<br />
*Prior to [[0.27]], Demigod base attributes were 11/12/11, and recieved +2 of their stat of choice on level up.<br />
*Prior to [[0.19]], Demigods had innate [[sustain abilities]].<br />
*Prior to [[0.17]], Demigods didn't have an innate High MP mutation, although they got a similar percentage bonus from their MP aptitude.<br />
*Prior to [[0.16]], Demigods gained one random stat every second level instead of gaining two stats of their choice every third level. They also lacked innate sustain abilities.<br />
<br />
{{species}}</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Shapeshifter&diff=76570Shapeshifter2023-12-06T11:49:49Z<p>Slobodan: removed a reference to kung-fu and mad scientists. The earlier sentence already does a good job of describing exactly what shapeshifters are.</p>
<hr />
<div>{{version-trunk}}<br />
''For the monster, see [[shapeshifter (monster)]].''<br />
{{flavour|Shapeshifters use talismans to shift their body into different forms, granting them uncanny power but making them unable to use some items. They enter the dungeon with a beast talisman and a potion of lignification.}}<br />
<br />
'''Shapeshifters''' are wanderers who specialise in [[Shapeshifting]], using [[talisman]]s to shift their [[form]]. <br />
<br />
==Preferred Species==<br />
[[Merfolk]], [[Draconian]], [[Troll]], [[Demonspawn]], [[Demigod]], and [[Meteoran]] are the recommended species if you pick a Shapeshifter Background.<br />
<br />
==Racial restrictions==<br />
[[Ghoul]]s and [[Mummies]] are forbidden from becoming Shapeshifters, as they cannot use talismans to transform themselves.<br />
<br />
==Starting Equipment==<br />
Some [[species]] may receive different items based on their unique restrictions.<br />
*+0 [[animal skin]]<br />
*[[Potion of lignification]]<br />
*[[Beast talisman]]<br />
*[[Flux talisman]]<br />
<br />
Shapeshifters start the game in [[Beast Form]].<br />
<br />
==Starting Skills and Stats==<br />
These are adjusted by your species' [[aptitude]]s.<br />
*[[Fighting]]: 1<br />
*[[Unarmed Combat]]: 3<br />
*[[Dodging]]: 2<br />
*[[Shapeshifting]]: 3<br />
<br />
Choosing Shapeshifter adds 6 to your starting [[Strength]], 2 to your starting [[Intelligence]], and 4 to your starting [[Dexterity]].<br />
<br />
==Strategy==<br />
[[Beast Form]] does ''not'' give a special boost to Unarmed Combat; it boosts all melee damage. If you find a great weapon in the early Dungeon, don't be afraid to use it. Note that other [[talisman]] forms, such as the flux talisman, ''do'' boost your unarmed damage, however.<br />
<br />
===Skilling===<br />
Shapeshifters have more complex skill decisions than most weapon starts. What you find on D:1 - D:2 can influence the best thing to train to increase early game survival.<br />
<br />
*At 3 Unarmed skill, your fists will be stronger than any plain [[short sword]]s or [[spear]]s on the ground. However, weapons with a [[brand]] - such as short swords and [[whip]]s of [[venom]] or [[electrocution]], are better than your unbranded fists.<br />
*When in Beast Form, each level in Unarmed Combat gives more benefit than Shapeshifting. Shapeshifting, in turn, gives more benefit than weapon skills, and lets you advance to Flux Form.<br />
**If you don't find a better weapon on D:1, you'll want to train UC for a bit (not training Shapeshifting ''at all''), to make combat easier.<br />
**Note that the first few levels of any skill are cheap. For [[Human]]s, going from 3 -> 4 Shapeshifting would take the same XP as 0 -> 3 weapon skill.<br />
**If you decide to abandon Shapeshifting entirely, then a weapon skill has better long-term prospects. E.g. a weapon-wielder can find a great +2 [[cloak]], which Beast Form prevents you from wearing, and decide to never use a form again.<br />
<br />
Depending on what you find and what you've trained, you may want to upgrade to a different form (usually Flux Form), stay in Beast Form, or use formless Unarmed Combat.<br />
<br />
==History==<br />
*Shapeshifters will be introduced in [[0.31]], replacing the [[Transmuter]] background.<br />
<br />
[[Category: Crystal Ball Articles]]</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Alistair%27s_Intoxication&diff=76561Alistair's Intoxication2023-12-05T18:12:13Z<p>Slobodan: /* History */</p>
<hr />
<div>{{version030}}<br />
{{spell info}}<br />
<br />
'''Alistair's Intoxication''' is a level 5 [[Transmutations|Transmutation]]/[[Poison Magic|Poison]] spell which attempts to [[confusion|confuse]] all monsters in your line of sight.<br />
<br />
==Useful Info==<br />
Alistair's Intoxication attempts to [[confusion|confuse]] every monster in sight. It can only affect monsters that are all of the following:<br />
*[[Natural]], [[demonic]], or [[holy]].<br />
*Of human [[monster intelligence|intelligence]] ("it is intelligent").<br />
*Not immune to poison.<br />
<br />
In addition, monsters with [[clarity]] are immune to this spell.<br />
<br />
It has a <code>40 + [[spell power|power]]/3</code>% chance (max. 90%) to confuse each valid monster without [[poison resistance]]. Monsters with rPois have a 66% chance to resist (i.e. are 33% as likely to be confused).<br />
<br />
If this spell has confused at least one monster, you have a <code>60 - power/3</code>% chance (min. 10%) to gain the [[Vertigo]] status. Poison resistance offers no benefit to players when casting this spell.<br />
<br />
==Strategy==<br />
This spell faces competition from [[Mephitic Cloud]], a level 3 spell which confuses monsters. Because its clouds last for multiple turns, it has multiple chances to confuse (even if the chance is smaller). Alistair's Intoxication has multiple benefits over Mephitic Cloud:<br />
*It affects everything in [[LOS]]. Intoxication has better range, and can affect multiple enemies that are spread out.<br />
*It has a chance to affect monsters with poison resistance.<br />
*It does not check [[willpower]] or [[HD]]. Unlike [[Hexes]] like [[Cause Fear]], Intoxication has the same chance to affect any vulnerable monster, whether they be a [[goblin]] or [[Antaeus]].<br />
<br />
This spell can be useful in branches like [[Shoals]], [[the Vaults]], or [[Depths]], which have a high number of ranged enemies. Being able to confuse a squad of [[yaktaur]]s from full range is a notable advantage. Can be used to tackle [[Vaults]]:5 in particular, since the [[vault guard]]s surrounding you can all be confused by this spell.<br />
<br />
==History==<br />
*Prior to [[0.28]], Alistair's Intoxication could not affect demonic or holy monsters.<br />
*Prior to [[0.26]], Alistair's Intoxication had a power cap of 100.<br />
*Prior to [[0.18]], Alistair's Intoxication was level 4, could never affect rPois monsters, and could confuse or int-drain the player instead of causing vertigo. Also, mummies and [[lichform]] characters were unable to cast this spell.<br />
*In versions [[0.9.2]] and earlier, susceptible monsters would be affected 100% of the time.</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Alistair%27s_Intoxication&diff=76560Alistair's Intoxication2023-12-05T18:12:02Z<p>Slobodan: /* History */ spelling</p>
<hr />
<div>{{version030}}<br />
{{spell info}}<br />
<br />
'''Alistair's Intoxication''' is a level 5 [[Transmutations|Transmutation]]/[[Poison Magic|Poison]] spell which attempts to [[confusion|confuse]] all monsters in your line of sight.<br />
<br />
==Useful Info==<br />
Alistair's Intoxication attempts to [[confusion|confuse]] every monster in sight. It can only affect monsters that are all of the following:<br />
*[[Natural]], [[demonic]], or [[holy]].<br />
*Of human [[monster intelligence|intelligence]] ("it is intelligent").<br />
*Not immune to poison.<br />
<br />
In addition, monsters with [[clarity]] are immune to this spell.<br />
<br />
It has a <code>40 + [[spell power|power]]/3</code>% chance (max. 90%) to confuse each valid monster without [[poison resistance]]. Monsters with rPois have a 66% chance to resist (i.e. are 33% as likely to be confused).<br />
<br />
If this spell has confused at least one monster, you have a <code>60 - power/3</code>% chance (min. 10%) to gain the [[Vertigo]] status. Poison resistance offers no benefit to players when casting this spell.<br />
<br />
==Strategy==<br />
This spell faces competition from [[Mephitic Cloud]], a level 3 spell which confuses monsters. Because its clouds last for multiple turns, it has multiple chances to confuse (even if the chance is smaller). Alistair's Intoxication has multiple benefits over Mephitic Cloud:<br />
*It affects everything in [[LOS]]. Intoxication has better range, and can affect multiple enemies that are spread out.<br />
*It has a chance to affect monsters with poison resistance.<br />
*It does not check [[willpower]] or [[HD]]. Unlike [[Hexes]] like [[Cause Fear]], Intoxication has the same chance to affect any vulnerable monster, whether they be a [[goblin]] or [[Antaeus]].<br />
<br />
This spell can be useful in branches like [[Shoals]], [[the Vaults]], or [[Depths]], which have a high number of ranged enemies. Being able to confuse a squad of [[yaktaur]]s from full range is a notable advantage. Can be used to tackle [[Vaults]]:5 in particular, since the [[vault guard]]s surrounding you can all be confused by this spell.<br />
<br />
==History==<br />
*Prior to [[0.28]], Alistiar's Intoxication could not affect demonic or holy monsters.<br />
*Prior to [[0.26]], Alistair's Intoxication had a power cap of 100.<br />
*Prior to [[0.18]], Alistair's Intoxication was level 4, could never affect rPois monsters, and could confuse or int-drain the player instead of causing vertigo. Also, mummies and [[lichform]] characters were unable to cast this spell.<br />
*In versions [[0.9.2]] and earlier, susceptible monsters would be affected 100% of the time.</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Iskenderun%27s_Mystic_Blast&diff=76559Iskenderun's Mystic Blast2023-12-05T18:09:52Z<p>Slobodan: /* Useful Info */ spelling</p>
<hr />
<div>{{version030}}<br />
{{spell info}}<br />
{{AttackSpell<br />
|name=Iskenderun's Mystic Blast<br />
|formula = 2d(3+Power/6)<br />
|maxdmg = 2d19<br />
|maxsp = 100<br />
|range = 2<br />
|tohit = 10+Power/7<br />
|target = Area<br />
|special = Knockback<br />
|hit_type = normal<br />
|hit_adder = 10<br />
|hit_num = 1<br />
|hit_denom = 7<br />
|dam_calculator = calcdice<br />
|dam_numdice = 2<br />
|dam_adder = 6<br />
|dam_num = 1<br />
|dam_denom = 3}}<br />
'''Iskenderun's Mystic Blast''' (or '''IMB''') is a level 4 [[Conjurations]]/[[Translocations]] spell that hits enemies within 2 tiles, with a chance to knock them back.<br />
<br />
[[Conjurer]]s begin with this spell available.<br />
<br />
==Useful Info==<br />
Generates an explosion that damages all targets within 2 tiles of the caster. This effect can knock targets back by up to four spaces. Chance of knockback, as well as distance, depends on [[spell power]] and enemy [[size]]. Moved enemies are briefly stunned (4-9 [[aut]]s). <br />
<br />
If this would push a creature into impassable terrain ([[wall]]s, [[deep water]], [[lava]]) or into another monster's tile, movement stops, and the target takes additional impact damage (2d11 at max power). This spell cannot move stationary monsters like [[statue]]s or [[oklob plant]]s.<br />
<br />
==Strategy==<br />
IMB is an excellent utility spell, able to knock multiple enemies back at once. It can push enemies away from melee (staircase) range, or make it easier to reposition yourself. Because it is a Conjurations spell, blaster casters won't need much investment to cast this spell. Affordable MP cost, too.<br />
<br />
As a damage spell, IMB offers moderate, irresistible damage that never misses. However, if your goal is to kill things, then most Conjurations spells will kill quicker and with less MP. For example: at 50 or so power, [[Searing Ray]] is better for MP efficiency, unless you can hit many targets with IMB.<br />
<br />
===Tips & Tricks===<br />
*IMB is a [[noise|noisy]] spell, so will attract attention from beyond your [[line of sight]]. If you want to avoid this, pull enemies back to explored areas before fighting them.<br />
*You can add extra damage by positioning yourself to repeatedly bounce your opponents off the walls.<br />
<br />
==History==<br />
*Prior to [[0.25]], Iskenderun's Mystic Blast was a range 6 single-target [[Conjurations]] spell with a chance to explode on impact, damaging a starburst-shaped area. It did not knock targets back.<br />
*Prior to [[0.17]], the range was 7 instead of 6.<br />
*Prior to [[0.11]], IMB dealt more damage, but did not explode. Also, its range was 5 instead of 7.</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Wu_Jian&diff=76558Wu Jian2023-12-05T17:42:23Z<p>Slobodan: /* Given Abilities */ Serpent's lash boosts martial attacks by 40%, not 140%</p>
<hr />
<div>{{version030}}<br />
[[File:wu_jian_altar.png]] ''"Follow the Path!"''<br />
{{flavour|The Wu Jian Council is a congregation of martial monks, ascended to divinity after battling their way out of the afterlife. Disciples of the Council are able to execute acrobatic martial maneuvers, such as wall jumps, spinning attacks and punishing lunges. They will eventually become able to request help in the form of a storm of heavenly clouds. Followers unlock these abilities through practice, so they do not benefit from training Invocations.<br />
<br />
The god revolves around three "martial attacks" and the interactions between them. The player is incentivized to use these special attacks in difficult fights, and they're designed to prevent any of the three from being overcentralizing or optimal for any particular build.}}<br />
<br />
==Racial restrictions==<br />
[[Demigod]]s cannot worship the Wu Jian Council (or any other god).<br />
<br />
==Appreciates==<br />
Wu Jian likes it when you kill living beings, you destroy the undead, you kill demons, you kill holy beings and you destroy nonliving beings.<br />
<br />
==Deprecates==<br />
*Inactivity: You lose 1 piety per 340 turns, on average (1/17 chance every 20 turns).<br />
*Abandonment.<br />
<br />
==Martial Attacks==<br />
Wu Jian's first three abilities rely on [[movement]], and attack with your [[weapon]] (or [[UC|fists]]). There isn't a 1-to-1 relation between moving and attacking. Instead, movement takes the usual amount of time, and you'll swing a # times based on how fast you attack and how much time you spend moving.<ref>{{source ref|0.30.0|god-passive.cc|1346}}</ref><br />
<br />
For example, a normal speed character moves at 1.0 [[decaAut]]. If you have a weapon delay of 0.7, you'll always perform 1 attack on a move (taking 0.7 / 1.0 of the time), and have a 3/7 (0.3 remaining / 0.7) chance for a 2nd attack.<br />
<br />
* All martial attacks and Serpent's Lash make you immune to [[attacks of opportunity]]. <br />
* [[Rampaging]] negates all martial effects. <br />
* [[Axes]] do not cleave when used in martial arts attacks.<br />
<br />
==Given Abilities==<br />
'''Piety level (-):''' "Young Dog"<br />
*'''Lunge:''' Triggered by moving directly towards an enemy, dealing 120% the damage of a normal attack. Only the 8 normal movement directions count (ie. does not trigger on enemies a chess knight's move away).<br />
<br />
'''Piety level (*):''' "Young Crane"<br />
*'''Whirlwind:''' Triggered by moving from a tile adjacent to an enemy to another tile adjacent to it, dealing 80% the damage of a normal attack. If a movement has multiple targets for whirlwinds and lunges, all of them are struck.<br />
<br />
'''Piety level (**):''' "Young Tiger"<br />
*'''Wall Jump:''' Triggered by using the active ability while standing against a wall. If there is a clear landing site two squares in the opposite direction, you will vault over, attacking all enemies adjacent to the landing site. This movement takes twice as much time as a normal move, and inflicts twice as many attacks.<br />
<br />
'''Piety level (***):''' "Young Dragon"<br />
*'''Serpent's Lash:''' Instant ability. Causes your next two movement actions (or one wall jump) to be instant, and boosts your martial attacks by 40% (stacks multiplicatively) during them. In addition, martial attacks can never miss. You are considered to be moving at 10 [[aut]] for the purposes of attacking. (2-3 piety, [[exhaust]]ion)<br />
<br />
'''Piety level (****):''' "Red Sash"<br />
* No new abilities.<br />
<br />
'''Piety level (*****):''' "Golden Sash"<br />
* '''Heavenly Storm:''' Grants the player a two-tile [[halo]] (revealing you if [[invisible]]) and summons a storm of opaque golden [[cloud]]s that follow you around, creating loud [[noise]]s in the process. During the effect, you get a hefty [[slaying]] and [[EV]] bonus: it starts at 5, and increases by 1 for every target struck by a martial attack (to a maximum of 15). It decays by 1 every 2-3 turns. Once it reaches 0, the ability ends. (20-30 Piety)<br />
:*Heavenly Storm ignores how many actual attacks you did per move, just your movement and targets hit per movement.<br />
<br />
'''Piety level (******):''' "Sifu"<br />
* No new abilities.<br />
<br />
==Penance==<br />
{{flavour|Those who turn against the Council must be prepared to endure death by a thousand cuts. No hiding place is secure, no disguise perfect enough to avoid the sudden spring of traps, the flying daggers and the armies of animated weapons that will ambush the betrayer.}}<br />
Being under penance while worshipping Wu Jian results in the title "Wooden Rat".<br />
Upon abandoning Wu Jian the penance counter is set at 25. <br />
Punishments include summoning various branded dancing weapons & applying a debuff (barbs, slow, silence or stat drain & corrosion). Barbs debuff is accompanied by a dagger of electrocution, slow is accompanied by a quarterstaff of speed, & silence is accompanied by a dire flail of flaming.<br />
<br />
==Strategy==<br />
Wu Jian is a positioning heavy, mostly melee god. In terms of raw combat, the Council offers relatively little, at least when compared to [[Okawaru]] or [[Trog]]. Instead, the martial attacks and Serpent's Lash increase the effectiveness of movement, and it helps you avoid [[attacks of opportunity]]. Serpent's Lash should be your main go-to, as it has a cheap piety cost. You can either use it as a combat tool (2 free attacks at 140%+ power) or as a simple escape ability.<br />
<br />
If you want to fight multiple enemies, find ways to create gaps in their formation. [[Status effects]], [[Translocations]], [[summonings|summons]], or just killing monsters will give you spaces to perform martial attacks in. Heavy armoured characters who can use martial tactics and those abilities in conjunction will appreciate the presence of WJC.<br />
<br />
Heavenly Storm is a great crowd-control tool. When used correctly, it makes floors like [[Vaults]]:5 and [[Zot]]:5 ''much'' easier to deal with. The fog prevents crowds from getting too out of control, while the combat bonuses do mean a lot. Even though it costs a lot of piety, don't shy away from this ability. If you drop to 4*, you'll still have access to Serpent's Lash.<br />
<br />
Stabbers may find the Council an interesting choice of god; martial attacks allow a character to stab multiple enemies while moving. Lunge lets you use paralysis or [[Ensorcelled Hibernation]] from a distance and guarantee you can stab them before they wake up. <br />
<br />
===Tips and Tricks===<br />
*Despite resembling a [[cleaving]] attack, Wall Jump will not target invisible enemies.<br />
*You do not have to perform the two instant movements of Serpent's Lash one after another; if you don't move from your spot, the game will progress as normal, and your Lash will be maintained.<br />
*Using Serpent's Lash during Heavenly Storm will let you build up your slaying bonus without letting it decay.<br />
*Heavenly Storm also makes for a great escape/ninjaing ability; the perpetual fog provides fantastic cover, while martial attacks and Serpent's Lash let you weave through enemy crowds with great agility.<br />
<br />
==History==<br />
*In [[0.31]], Wu Jian will negate [[rampaging]].<br />
*Prior to [[0.27]], Heavenly Storm did not grant bonus EV, and was a bit louder.<br />
*Prior to [[0.25]], Whirlwind pinned enemies in place for one turn. Heavenly storm had no cap, but decayed faster (much faster at higher bonuses), and the bonus increased by 2 per martial attack and 1 per normal attack.<br />
*The Wu Jian Council was added in [[0.21]].<br />
<br />
==References==<br />
<references/><br />
<br />
{{gods}}<br />
<br />
[[Category: Crystal Ball Articles]]</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Ignite_Poison&diff=76396Ignite Poison2023-11-27T09:02:23Z<p>Slobodan: /* Strategy */ poisonous vapors is level 2, not 3</p>
<hr />
<div>{{version030}}<br />
{{spell info}}<br />
<br />
'''Ignite Poison''' is a level 3 [[Fire Magic|Fire]]/[[Transmutations|Transmutation]]/[[Poison Magic|Poison]] spell which causes all nearby [[poisoned]] creatures and poisonous [[cloud]]s to burst into flames.<br />
<br />
==Useful Info==<br />
All poisoned monsters in line of sight take [[fire]] damage and lose their poisoned status. All poisonous clouds and noxious fumes (i.e. mephitic clouds) in the caster's [[line of sight]] are replaced with flame clouds. Tiles affected by [[Eringya's Noxious Bog]] have a chance to create short-lived flame clouds. <br />
<br />
Higher [[spell power]] increases the duration of the flame clouds and the damage taken by poisoned creatures.<br />
<br />
*Poisoned creatures take direct damage according to how many [[Poison#Monster Formula|poison stacks]] they have, dealing approximately 200%-300% of the potential poison damage immediately, depending on spell power.<ref>{{source ref|0.30.0|spl-damage.cc|2095}}<br>Specifically, Ignite Poison deals <code>(Stacks * 2)</code>d<code>(12 + 6*pow/100)</code> damage. At maximum poison (4 stacks; "extremely poisoned"), this ranges from 8d12 to 8d18. Like poison damage, this spell ignores [[AC]].</ref><br />
*Duration of the flame clouds from poison and noxious clouds is <code>3 + (1d(20 + <power>) - 1) / 10</code> turns<ref>{{source ref|0.30.0|spl-damage.cc|2051}}</ref>—that is, from 3-5 turns to 3-15 turns.<br />
**Duration of the flame clouds from Noxious Bog is instead <code>1 + 1d(1 + <power>/30)</code> turns (2-5 turns).<ref>{{source ref|0.30.0|spl-damage.cc|2013}}</ref><br />
<br />
Note that the spell can't affect monsters with fire immunity, e.g., [[lava snake]]s or [[salamander]]s. Casting the spell won't damage them, and they will retain their poison.<br />
<br />
==Strategy==<br />
Ignite Poison deals heavy, unavoidable fire damage to every poisoned creature in sight.<br />
<br />
*With [[Poisonous Vapours]], it's strong against single targets. It's also MP-efficient, especially compared to [[Conjurations]] spells like [[Iron Shot]]. <br />
: For reference: At 30 power, casting Vapours x2 -> Ignite Poison consistently deals 8d13 damage (avg. 56).<ref>Poisonous Vapours inflicts <code>pow/15</code> "stacks" of poison, so Ignite Poison deals <code>(8)d(12 + pow/16.6)</code> damage.</ref> [[Iron Shot]] at 70 power deals 9d7 damage (avg. 36), and [[Plasma Beam]] deals 2d53 (avg. 54). While the former takes 3 turns to pull off, Poisonous Vapours has a number of advantages - it is [[smite-targeted]], never misses, ignores AC, has full [[LOS]] range, and ''it's a level 2 spell''.<br />
<br />
*With [[Olgreb's Toxic Radiance]], it's strong against whole groups. Imagine Poisonous Vapours, but applied to everything on the screen.<br />
*With [[Mephitic Cloud]], it will create flame clouds. While not as impressive as the above effects, it can be used by [[Venom Mage]]s in order to kill [[undead]], [[ice beast]]s, and other poison-resistant enemies.<br />
*Also good with [[Eringya's Noxious Bog]], which inflicts high amounts of poison, even against those with poison resistance.<br />
<br />
The biggest downside is that Ignite Poison relies on poison, making it worse against enemies with poison resistance. It is also somewhat poor with turn economy. Otherwise, Ignite Poison is a very strong spell.<br />
<br />
===Tips & Tricks===<br />
*It doesn't matter where the poison clouds come from, they'll be turned into fire. You can turn a [[swamp drake]]'s or [[swamp dragon]]'s breath against it. You can ignite clouds from a [[scroll of poison]] - just make sure you have no immediate plans to move anywhere. Can also convert clouds from a low-power [[condenser vane]].<br />
*Ignite Poison doesn't count as a fiery beam; it doesn't create [[steam]] clouds on water, and it won't get rid of [[freezing vapour]]s.<br />
*[[Vehumet]] considers this spell destructive; [[Venom Mage]]s looking for this spell should consider worshipping this god.<br />
<br />
==History==<br />
*[[Venom Mage]]s started with this spell in [[0.25]] and [[0.26]].<br />
*Prior to [[0.18]], Salamander mystics had [[Localized Ignite Poison]] in their spellset.<br />
*Prior to [[0.17]], Ignite Poison was a level 5 Fire / Transmutation spell, but it also affected monsters with [[venom]]-branded attacks, poisonous [[chunk|flesh]], and [[potions of poison]].<br />
*Prior to [[0.8]], Ignite Poison used to be an amazingly painful way to eliminate poison from one's own system.<br />
<br />
==References==<br />
<references /></div>Slobodanhttp://crawl.chaosforge.org/index.php?title=The_Shining_One&diff=76395The Shining One2023-11-27T08:19:01Z<p>Slobodan: /* Pre-extended */ spelling</p>
<hr />
<div>{{version030}}<br />
[[File:The shining one altar.png]] "Lead the forces of light to victory!"''<br />
{{flavour|Followers of the Shining One are bound to the code of the honourable warrior, soldiers in their god's eternal crusade against evil. For forsaking dark magic and underhanded tactics, the Shining One rewards them and their allies with the power they need to slay demons and the undead. Especially devout warriors can even call upon angels in times of need. The Shining One's followers can convert to Elyvilon or Zin while keeping some piety.<br />
<br />
Followers of the Shining One are surrounded by a halo that reveals their enemies to them. Followers will gain power by killing evil beings, and with growing piety their life force will be protected. The Shining One will keep summoned and charmed allies on their side longer, should the allies prove worthy of the crusade. Followers will gain use of a divine shield to protect them in battle. Later, they can channel blasts of cleansing flame that are particularly damaging to unholy beings, and can call upon powerful divine beings as temporary allies. Highly pious followers may request the Shining One's blessing upon a weapon. The Shining One may occasionally directly intervene to save a follower's life.<br />
<br />
The Shining One likes it when you kill the undead, you kill demons, you kill evil beings and you encounter other hostile creatures.<br />
<br />
The Shining One strongly dislikes it when you use evil magic or items, you attack non-hostile holy beings, you attack neutral beings, you attack allies or you kill non-hostile holy beings.}}<br />
<br />
==Racial Restrictions==<br />
*Like the other [[good god]]s, The Shining One does not accept [[demonspawn]] or undead species ([[ghoul]]s, [[vampire]]s, or [[mummies]]) as followers.<br />
*[[Demigod]]s may not worship The Shining One (or any other god).<br />
<br />
==Appreciates==<br />
*You or your allies killing the undead, demons, or evil creatures (such as followers of evil gods). Chance of +1 [[piety]], higher chance for creatures with high [[HD]].<br />
*Encountering non-evil monsters you've never encountered before.<br />
<br />
==Prevents==<br />
*The Shining One prevents you from attacking in unchivalrous manner - ie, [[stabbing]]. Your attack will still take place, but you will receive no stabbing benefit.<br />
*While not a direct conduct, worshippers are given a [[halo]], which prevents the ability to go [[invisible]].<br />
<br />
==Deprecates==<br />
*Inactivity: You lose 1 piety per 700 turns, on average (1/35 chance every 20 turns).<br />
<br />
The Shining One strongly dislikes it (i.e. [[penance]]) when:<br />
*You use [[Necromancy]]. Casting [[Necromutation]] causes instant excommunication.<br />
*You use [[unholy]] magic or items.<br />
*You attack neutral beings.<br />
*You attack allies.<br />
<br />
Note that equipment that violates the Shining One's commandments will be printed in red, be labeled in its (in-game) description, and you'll receive a warning before doing a transgression. Also, the Shining One will forgive accidental transgressions (i.e. performing a forbidden action via an unidentified item).<br />
<br />
==Given Abilities==<br />
'''[[Piety|Piety level -]]''': "Acolyte"<br />
*'''Protection from harm''' - If you receive lethal damage, there's a piety-based chance that the Shining One may nullify the damage (at the cost of reducing your piety). This is possible even if you're under penance. (Passive)<br />
*'''Divine Halo''' - You are surrounded by a [[halo]]. It starts off only illuminating you, but it grows in size every <code>piety/20</code> tiles, extending to your full [[line of sight]]. Anything (except you) inside the halo is easier to hit, and both you and monsters are revealed if [[invisible]]. Also, your [[stealth]] is reduced - monsters are twice as likely to notice you when they are inside the halo. (Passive)<br />
*'''Protection from negative energy''' - The Shining One provides [[negative energy]] resistance. This improves as piety rises, up to rN+++ at full piety. (Passive)<br />
In addition, the Shining One protects your allies:<br />
*'''Protection against abjuration''' - When [[Abjuration]] is cast against your summoned servants, the power (duration reduction) is reduced, depending on your servant's HD. (Passive)<br />
*'''Bless Allies''' - The Shining One may bless one of your allies when it kills an enemy or gains experience. The chance for this rises with your piety. The following blessings are possible:<br />
**10%: Give the ally's weapon increased accuracy, damage, and the [[holy wrath]] brand OR give the ally's armour increased [[AC]] and [[negative energy resistance]].<br />
**90%: Increase the duration of your ally's stay, with a 50% chance to remove [[poison]], [[sickness]], [[confusion]], [[slow]]ing, or [[exhaustion]]. If none apply, heals 25% of its HP.<br />
<br />
'''[[Piety|Piety level *]]''': "Righteous"<br />
*'''Gain power from killing''' - You sometimes regain HP and MP whenever you kill demons, the undead, and evil creatures. You have a <code>(piety - 30)/200</code> chance of healing <code>1d(2*HD + 1) - 1 HP</code> HP and <code>1d(2 + HD/3) - 1 MP</code> MP when killing valid monsters.<ref>{{source ref|0.30.0|mon-death.cc|2069}}</ref><ref>{{source ref|0.30.0|mon-death.cc|2086}}</ref> (Passive)<br />
*<span id="divine_shield"></span>'''Divine Shield''' - Grants a divine shield, providing <code>6 + Invocations * 2/5</code> [[SH]]. Duration is also controlled by [[Invocations]]. This shield is controlled by The Shining One, so it stacks with any other shield and does not interfere with two-handed weapons. (3 MP and 2-3 piety)<br />
'''[[Piety|Piety level **]]''': "Unflinching"<br />
*No new abilities.<br />
'''[[Piety|Piety level ***]]''': "Holy Warrior"<br />
*<span id="cleansing_flame"></span>'''Cleansing Flame''' - Creates a large burst of holy energy centered on yourself, dealing unavoidable holy damage to all monsters around you. This affects all monsters within two spaces of you. Your Invocations skill increases damage dealt and chance of success. Because this ability emits holy energy, it does double damage to demons and undead, normal damage to other creatures, and no damage to holy beings, neutral creatures, or allies. Base damage is <code>2d(10 + Invocations * 7/6)</code>.<ref>{{source ref|0.30.0|spl-goditem.cc|1247}}</ref><ref>{{source ref|0.30.0|ability.cc|2672}}</ref> (5 MP and 2-3 piety)<br />
'''[[Piety|Piety level ****]]''': "Exorcist"<br />
*No new abilities.<br />
'''[[Piety|Piety level *****]]''': "Demon Slayer"<br />
*'''Summon Divine Warrior''' - Summons a friendly [[Angel]] or [[Daeva]]. (8 MP and 6-9 piety)<br />
'''[[Piety|Piety level ******]]''': "Bringer of Light"<br />
*'''Brand Weapon With Holy Wrath''' - the Shining One can bless a non-artifact weapon. This will add +2 to its enchantment level and add the [[holy wrath]] brand (replacing any existing brand). [[Demon whip]]s will become [[sacred scourge]]s, [[demon blade]]s will become [[eudemon blade]]s, and [[demon trident]]s will become [[trishula]]s. [[Holy Word]] is cast when you bless a weapon. Doing this has no cost, but it can only be invoked once per game.<br />
<br />
==Punishments==<br />
{{flavour|The Shining One forgives followers for abandonment; however, those who later take up the worship of an evil god will be punished. (Kikubaaqudgha, Yredelemnul, Makhleb, Lugonu, Beogh and Dithmenos are evil gods.)<br />
<br />
The Shining One's wrath is straightforward and unmistakable. Its victims find themselves smote with holy fire and beset with holy warriors. Sinners will be silenced, and the Shining One will also shout to alert the victim's foes.<br />
<br />
The Shining One's wrath lasts for a relatively short duration.}}<br />
<br />
The Shining One will only punish you unless you convert to an evil god ([[Beogh]], [[Dithmenos]], [[Kikubaaqudgha]], [[Lugonu]], [[Makhleb]], or [[Yredelemnul]]). Switching to other gods or violating TSO's conduct will not result in any wrath, and converting to [[Elyvilon]] or [[Zin]] will transfer half of your piety to them.<br />
<br />
The possible forms of [[divine retribution]] include:<br />
<br />
*Summoning hostile, [[durably summoned]] [[angel]]s or [[daeva]]s.<br />
*Triggering a Cleansing Flame against you.<br />
*Making a loud [[noise]] at your location.<br />
*[[Silence|Silencing]] you for 10-35 turns.<br />
<br />
==Strategy==<br />
===Extended===<br />
The Shining One is most powerful in the [[extended game]], where evil monsters (demons/undead) are incredibly common. With so many evil creatures, this god really ''shines'':<br />
*Piety gain is rapid. You can get from 0* to 5* or 6* just by doing [[the Crypt]].<br />
*Healing on kills help you recover quickly. Most relevant in [[Pandemonium]], which has random areas and respawning monsters (making it hard to rest).<br />
*Cleansing Flame is a very powerful AOE against evil creatures, if you have high Invocations skill. It hits a 2-radius area and never misses - allowing you to finish off that [[tormentor]] or [[hellion]] without the chance of missing.<br />
*[[Holy wrath]] is the strongest brand against demons. Also, guaranteed rN+++ is nice, it can also free up inventory slots.<br />
<br />
Players will often switch to TSO once they reach the extended part of the game; common gods to switch from include [[Okawaru]], [[Trog]], and [[Yredelemnul]]. You can deal with your old god's [[divine retribution|wrath]] by going to places like [[the Crypt]] and [[the Abyss]] (both rife with evil monsters).<br />
<br />
===Pre-extended===<br />
The Shining One is a decent, if not the best, god for the earlier stages of the game. The halo increases accuracy - both yours and your [[allies]] - against monsters. Divine Shield and Divine Warriors are helpful active abilities, even against non-evil monsters. Summoners may appreciate TSO the most, with the halo providing significant buffs to the inaccurate early-game summons.<br />
<br />
However, TSO is often considered a weaker choice. Without as many evil monsters, piety gain is slow. Gods like [[Trog]] and [[Mahkleb]] offer similarly strong abilities, but at a faster piety rate. Overall, TSO is a ''passable'' god, but not the greatest. Keep in mind that TSO itself is safe to abandon; you won't get wrath unless you switch to an [[evil]] god later. So if you get TSO from a [[faded altar]], no need to fret.<br />
<br />
The other downsides of worshipping TSO are the various conducts. You won't be able to [[stab]] opponents or go [[invisible]], and the halo lowers your [[stealth]] significantly. Additionally, you are not allowed to use evil spells ([[Necromancy]], [[Call Imp]], [[Malign Gateway]], [[Summon Horrible Things]]), which can be helpful throughout the game.<br />
<br />
===Tips & Tricks===<br />
When worshipping the Shining One, keep the following in mind:<br />
*Make sure you bless a weapon before taking on the [[Hells]] or [[Pandemonium]]. The best choice is usually either a [[broad axe]], [[executioner's axe]], [[bardiche]], [[demon trident]], [[demon whip]], [[eveningstar]], or [[demon blade]]. Ranged weapon users can do quite well by blessing their best ranged weapon, from [[longbow]], [[hand crossbow]], or [[triple crossbow]].<br />
*Don't underestimate the Cleansing Flame ability; it can deal very respectable area-of-effect damage once you reach high Invocations. When surrounded by demons, one or two uses will quickly clear out the weaker pests, provide quick healing, pay for its own MP/piety cost, and deal significant unavoidable damage to any [[Fiend]]s or worse that are in range. A [[haste]]d TSO worshiper spamming full power Cleansing Flames can take down all but the hardiest end-game bosses.<br />
*TSO's Bless Allies effect doesn't just affect the angels and daevas TSO sends your way; ''any'' ally will be protected from Abjuration and blessed when it gets kills.<br />
*One of the more annoying aspects of being a worshiper of the Shining One is fighting in a chivalrous manner. Fortunately, all situations that don't outright prevent you from acting unchivalrous will warn you if you attempt them (such as trying to act while confused when it might cause you to attack an ally).<br />
<br />
==History==<br />
*Prior to [[0.28]], Divine Shield was available at 2* piety, and Cleaning Flame, 4* piety.<br />
*Prior to [[0.27]], branding a weapon with holy wrath would un-[[curse]] it.<br />
*Prior to [[0.26]], the three good gods forbid [[cannibalism]].<br />
*Prior to [[0.20]], TSO disapproved of poison and stabbing [[:Category:Human intelligence|intelligent]] monsters (with stabbing not outright prevented). Cleansing Flame was also weaker and did half damage to non-evil monsters.<br />
*Prior to [[0.19]], the Shining One would inflict penance if the player desecrated holy corpses or committed cannibalism; these were not outright forbidden.<br />
*Prior to [[0.16]], the Shining One could create enhanced-stat versions of Long Blades with max piety (called [[blessed blade]]s). TSO's Divine Shield also used to benefit from training in the [[Shields (skill)|Shields skill]].<br />
*Prior to [[0.15]], followers of the Shining One were occasionally seen as allies by [[:Category:Holy holiness|holy monsters]]. The chance of this recognition rose with piety. Also, blessing a weapon would affect it as though you'd just read a [[scroll of enchant weapon III]] rather than giving it a flat +2 enchantment level.<br />
*Prior to [[0.10]], followers of the Shining One gained piety passively, up to a limit, and piety did not decay.<br />
*Prior to [[0.8]], the [[paladin]] background started the game worshiping the Shining One.<br />
*Prior to [[0.4]], TSO would occasionally gift permanent allies.<br />
<br />
==References==<br />
<references/><br />
<br />
{{gods}}<br />
[[Category:Good Gods]]</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Vhi%27s_Electric_Charge&diff=76360Vhi's Electric Charge2023-11-25T17:08:48Z<p>Slobodan: spelling</p>
<hr />
<div>{{version030}}{{spell info}}<br />
'''Vhi's Electric Charge''' is a level 3 [[Translocations]]/[[Air Magic]] spell, which causes the user to charge at an enemy.<br />
<br />
[[Warper]]s start with this spell in their libraries.<br />
<br />
==Useful Info==<br />
When cast, the spell will move the user up to the target and attack. You must be at least 2 tiles away from the target (i.e. this spell must move you at least 1 tile). It bypasses [[monster]]s, impassable liquids ([[deep water]]/[[lava]]), [[trap]]s, and other hazards in your path. It can ''not'' pass through translucent [[wall]]s/[[door]]s, [[iron grate]]s, or statues. If there is a monster at your destination spot, it will be displaced. However, you must be able to stand on your destination tile otherwise.<br />
<br />
This spell uses your melee attack for damage. Time to cast will be as long as either one move or one swing, whichever is higher. [[Auxiliary attack]]s and [[cleaving]] still apply when making rolling attacks, but you can't [[stab]].<br />
<br />
For each tile moved, you will gain a bonus of +33% electric damage, for a maximum of +100% damage at 3 tiles. Regardless of distance, you will deal an additional <code>power/1.5</code>% electric damage - another +33% at max power. Damage bonuses are additive, so if you move 3 or more tiles, you will deal +133% damage against non-resistant targets. In addition, this attack gains +5 [[to-hit]].<br />
<br />
This spell does not work if you cannot translocate ([[Dimension Anchor|-Tele]] or [[Formicid]]'s [[stasis]]) or move.<br />
<br />
==Strategy==<br />
The opposite of [[Lesser Beckoning]], Vhi's Electric Charge allows you to approach enemies with some extra damage. It can also be used to reposition yourself mid-battle. Assuming you have a suitable target to charge at, you can use this spell to move and attack in the same turn. You'll avoid [[attacks of opportunity]], too.<br />
<br />
Be careful when using this spell; you could charge straight into a pack of monsters without realizing it. Thankfully, this is not a particularly loud spell.<br />
<br />
==History==<br />
*In [[0.31]], this spell will be level 4.<br />
*Vhi's Electric Charge was added in [[0.30]], using the roll mechanic from [[Palentonga]].<br />
<br />
[[Category: Crystal Ball Articles]]</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Vampire&diff=67421Vampire2022-12-06T08:54:16Z<p>Slobodan: /* Difficulty of Play */ readability</p>
<hr />
<div>{{version029}}<br />
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''<br />
{{flavour|Vampires are another form of undead, but with a peculiarity: they may become alive. A bloodless Vampire has the traits of an undead (immunity to poisons, negative energy and torment, resistant to damage from the cold), but cannot physically regenerate when monsters are in sight and are less resilient. On the other hand, a Vampire full with blood will regenerate very quickly, but will lose all undead powers. Upon growing, they learn to transform into fast-moving bats. Unlike other undead species, they may be mutated normally at all times.}}<br />
<br />
==Innate Abilities==<br />
*'''[[Acute Vision]]:''' Vampires can [[see invisible]].<br />
*'''[[Fangs|Fangs 3]]:''' Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. While Bloodless, vampires can also restore a small amount of HP every time they successfully bite a living foe.<br />
* Vampires can change blood level (Alive or Bloodless) at will. See below for more details.<br />
*Vampires are [[undead]], which results in the following traits ''even when Alive'':<br />
** Vampires may not worship [[Zin]], [[Elyvilon]], or [[the Shining One]], nor can they wield weapons of [[holy wrath]].<br />
** Vampires are vulnerable to [[holy]] damage, weapons of holy wrath, and [[Dispel Undead]].<br />
** Vampires can never cast [[Borgnjor's Revivification]], [[Death's Door]], or [[Necromutation]].<br />
** Vampires may still [[mutate]], regardless of blood level.<br />
<br />
Vampires have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers) and have normal base [[magic points]].<br />
<br />
===Blood-Dependent Stats===<br />
[[File:Exsanguinate.png]] [[File:Revivify.png]] Vampires may switch between Alive and Bloodless using their natural abilities Exsanguinate and Revivify. Both abilities take 60 [[aut]]s (6 turns) to complete. Additionally, when transitioning from Bloodless back to Alive, you gain one temporary rank of the [[Frail]] [[mutation]] (-10% Maximum HP); like other temporary mutations, this will eventually fade as you gain [[experience]].<br />
<br />
{| border = "1" class="wikitable"<br />
! || Alive || Bloodless<br />
|-<br />
| '''[[Regeneration rate|Regeneration]]''' || Fast (+0.2HP/turn) || None while monsters are visible<br />
|-<br />
| '''HP Modifier''' || None || -20% HP<br />
|-<br />
| '''[[Stealth]] Boost''' || None || +100 to [[Stealth#Stealth Score|Stealth Score]]<br />
|-<br />
| '''[[Vampiric]] [[Auxiliary attack|Bite]]''' || No || Yes<br />
|-<br />
!colspan=3 align="center"| ''Resistances''<br />
|-<br />
| '''[[Poison]] Resistance''' || No || Immune<br />
|-<br />
| '''[[Cold]] Resistance''' || None || 2<br />
|-<br />
| '''[[Negative Energy]] Resistance''' || None || 3<br />
|- <br />
| '''[[Torment]] Resistance''' || No || Yes<br />
|- <br />
!colspan=3 align="center"| ''Transformations''<br />
|-<br />
| '''[[Bat Form]]''' ability || No || Yes (level 3)<br />
|- <br />
| '''Other [[Transformation]]s<br> and [[Berserk]]''' || Yes || No<br />
|}<br />
<br />
Bloodless Vampires cannot cast the following [[transformation]] spells: [[Dragon Form]], [[Storm Form]], [[Ice Form]], [[Spider Form]], [[Statue Form]], [[Beastly Appendage]], [[Blade Hands]], or [[Wereblood]]. As they are ''bloodless'', [[Sublimation of Blood]] is also unavailable.<br />
<br />
Also, bloodless Vampires are [[unbreathing]], which makes them immune to [[water elemental|drowning]] damage and to [[ballistomycete spore|spore confusion]].<br />
<br />
==Preferred Backgrounds==<br />
*'''Warriors:''' [[Gladiator]], [[Brigand]]<br />
*'''Warrior-mages:''' [[Enchanter]]<br />
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]]<br />
<br />
==Level Bonuses==<br />
*+1 [[dexterity]] or [[intelligence]] every 5th level.<br />
*Average [[hit points]].<br />
*+4 [[willpower]] per level.<br />
*[[File:Bat form.png]] Starting at level 3, vampires can change to [[Bat Form]] at will when Bloodless. <br />
**This allows movement at [[spriggan]] speed (6 auts instead of 10) and increases your base [[dexterity]] by 5, but temporarily drains all of your stats by 2 each, disables many items, melds all armour and jewellery except your [[amulet]], prevents spellcasting, and weakens melee attacks. Wands and divine abilities may still be used while in bat form. Entering bat form costs 2 MP and provides [[flight]] for the extent of the transformation.<br />
{{flavour|Transforms the user into a swift-moving vampire bat, increasing evasion but substantially weakening melee attacks. The transformation drains the user's attributes.<br />
<br />
While transformed, any equipped weapons, armour and rings are melded, and the user becomes unable to cast spells.}}<br />
<br />
==Starting Skills and Equipment==<br />
Vampires start with all the skills and equipment listed for their background.<br />
<br />
==Difficulty of Play==<br />
{{Hard}}<br />
<br />
As long as you play according to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it becomes available at level 3 (but only when Bloodless). Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency coupled with their exceptional Stealth aptitude and stealth bonus when Bloodless means that Vampires are particularly well suited to the [[Enchanter]] background.<br />
<br />
{{species_aptitudes|Vampire}}<br />
<br />
==Strategy==<br />
Exactly how to use your variable blood states will depend on a number of things. At Bloodless, you suffer reduced health and hindered regeneration (bad) in exchange for Bat Form (good), increased stealth (depends), and several resistances (helpful, but somewhat situational).<br />
<br />
Keep in mind that switching blood states requires a significant delay. Try to anticipate situations where you might want increased regeneration or your undead resistances and set up ahead of time, as trying to switch mid-fight may well be suicidal.<br />
<br />
Your innate escape ability, [[Bat Form]], is usable only while Bloodless. Furthermore, it renders you mostly helpless and drains your stats each time you use it, so try not to over-rely on escaping as a bat.<br />
<br />
You can cope with limited HP regeneration while Bloodless in a number of ways:<br />
*Reusable options available regardless of god choice include stabbing living enemies, casting the [[Vampiric Draining]] spell, or wielding a [[vampiric]]-branded weapon. Unfortunately, these methods are of almost no use in the [[Crypt]], [[Pan]], [[Hell]]s, or [[Tomb]], which are dominated by unholy creatures that provide no health in this way.<br />
*In an emergency situation, [[potion]]s can still be used.<br />
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, it does not grant HP for such kills. <br />
<br />
==Trivia==<br />
Unlike most other attack options, many combat-oriented [[Invocations]] are not disabled while in Bat Form. This is the basis of various self-imposed challenges that center around staying in Bat Form as much as possible by, for instance, worshiping Makhleb and using its destruction and summoning abilities to dispatch enemies.<br />
<br />
==History==<br />
*Prior to [[0.27]], vampires were explicitly [[unbreathing]].<br />
*Prior to [[0.24]], vampires had a hunger clock. Instead of using food like other species, they could drink blood directly from corpses (using '''e''') or bottle the blood into [[potion of blood|potions]] (using '''c''') to drink later. When at least Full, vampires would both heal and hunger quickly but lost all of their undead benefits. When Thirsty or below, they healed and hungered slowly, but could enter Bat Form and their undead traits would gradually assert themselves the closer to Bloodless they became. Additionally, entering Bat Form did not incur stat reduction.<br />
*Prior to [[0.22]], vampires could not use wands while in bat form.<br />
*Prior to [[0.19]], vampires had six distinct satiation states instead of four.<br />
*Prior to [[0.17]], vampires did not gain a stat every 5th level.<br />
*Prior to [[0.16]] vampire characters couldn't bottle up blood from the beginning.<br />
*Prior to [[0.15]] thirsty vampires received only half the effect from most potions. Also, vampires wouldn't mutate and would lose the effect of mutations at or below near bloodless.<br />
*Prior to [[0.13]], vampires could not cast [[Cure Poison]], even when they had blood.<br />
<br />
{{species}}</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Gauntlet&diff=67420Gauntlet2022-12-05T21:24:20Z<p>Slobodan: /* How to break walls */ readability</p>
<hr />
<div>{{version029}}<br />
{{flavour|An elaborate complex designed to lure foolhardy adventurers seeking riches and glory. Those who enter must choose a path through several combat arenas, each of which contains treasure guarded by dangerous and sometimes exotic creatures. At the end awaits a fearsome minotaur guarding a large hoard of loot taken from the bodies of foolish adventurers.<br />
<br />
Beware that powerful magic prevents long-range teleports in Gauntlets. What's worse, some of these complexes offer only one exit...in the minotaur's lair.}}<br />
<br />
[[File:Gauntlet portal.png]] The '''Gauntlet''' is a [[portal]] [[branch]] consisting of a series of small arenas with monsters and various loot items linked by [[transporter]]s, where the player has a choice of some sort in which path through the arenas they would like to take. This path culminates in a fight with the [[Minotaur_(monster)|minotaur]] that guards the exit.<br />
<br />
==Layout==<br />
There are several different gauntlets which each have a similar layout, consisting of a series of 7x7 or 9x9 arenas which are each surrounded by transparent stone and only accessible through transporters. Each arena has a very specific set of a few monsters (usually of just one to three types) and a few items of loot, ranging from consumables to generic weapons to [[artefact]]s. Arenas come in two difficulties, with the last arena in a series often being of the more difficult type, and offering better loot. There is always some choice involved in which path through the arenas you wish to take — this choice may be made before taking on the first arena in some vaults, or after each arena in others.<br />
<br />
All paths through the arenas eventually lead to a final area with a [[Minotaur_(monster)|minotaur]] guarding the escape hatch out of the gauntlet and another pile of loot. In addition to this exit guarded by the minotaur, there is also an exit that can be found in the starting area before taking any transporters.<br />
<br />
===Teleport suppression===<br />
Apart from the transporters, all forms of teleportation, including the [[teleportitis]] mutation, [[scrolls of teleportation]], and the [[Passage of Golubria]] spell, are suppressed in gauntlets. This is to prevent you from reaching arenas that are not on your chosen path and getting their loot, as well as to prevent you from leaving via the exit in the initial starting area after having completed one or more of the arenas.<br />
<br />
All forms of blinking, including the [[scroll of blinking|scroll]] and the [[Blink]] spell, function as normal. Other [[Translocation]]s, including [[Teleport Other]], also work properly. In addition, some arenas may contain [[dispersal trap]]s.<br />
<br />
===How to break walls===<br />
Even though you are supposed to choose only one path through the Gauntlet, there are ways to break the walls and get all the loot. <br />
*The portal appears quite early, so having [[Shatter]] castable is unlikely, but followers of [[Sif Muna]] can cast this spell via the Exegesis ability if the spell is in their spell library.<br />
*Followers of [[Fedhas]] can use Overgrow to transform walls into plants.<br />
*Followers of [[Lugonu]] can corrupt the Gauntlet, which not only destroys walls, but also can kill all the monsters there.<br />
<br />
==Walkthrough==<br />
*After entering the portal to the gauntlet, you are placed in a large outside area from which you can see all of the arenas you can choose from and make your choice as to which path you wish to take. This large outside area also contains an escape hatch out of the gauntlet, which you can take if you decide that all paths through the gauntlet will be too difficult for you.<br />
*Assuming you decide to press on through the gauntlet, you will now enter a transporter to take you to your first arena. At this point, there is no way out save the exit beyond the [[Minotaur_(monster)|minotaur]].<br />
*After having competed your first arena, you will take another transporter to an intermediary area, in which you may or may not be presented with a choice as to which arena you take next.<br />
*This may continue up to a total of between 2 and 4 arenas, after which you will take a transporter to a final area with the minotaur.<br />
*You must then fight the minotaur, or otherwise avoid it, in order to reach the escape hatch up (where you will find another pile of loot as well).<br />
<br />
==Tips & Tricks==<br />
*Pay extra attention to monster weaknesses and resistances, as similar groups of monsters tend to spawn together. A group of [[hell hound]]s are countered by [[fire resistance]], while the minotaur itself is a melee threat (with [[javelin]]s) that is unable to see [[invisible]].<br />
<br />
==History==<br />
*Prior to [[0.26]], monsters in a Gauntlet (other than the minotaur) could be generated sleeping and pick up loot.<br />
*Added in [[0.23]], replacing the [[Labyrinth]].<br />
<br />
{{Portals}}<br />
<br />
[[Category:Portals]]</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Ranged_Weapons&diff=67385Ranged Weapons2022-11-28T12:23:41Z<p>Slobodan: /* Brands */ typo fix</p>
<hr />
<div>{{version029}}<br />
'''Ranged Weapons''' is a [[skill]] that governs '''launchers''', weapons which fire missiles from a distance. This includes slings, bows, and crossbows. Being able to attack enemies from any unobstructed tile in [[line of sight]] is a large perk, especially for faster characters. However, not only are they weaker than their melee counterparts, but ranged weapons suffer penalties when wearing heavy body [[armour]]. Note that while monsters need the [[:Category:don't_melee_flag|Don't Melee flag]] in order to use ranged weapons in melee, players may do so without an explicit penalty.<br />
<br />
All ranged weapons use [[dexterity]] instead of [[strength]] for damage calculations. See [[Ranged Combat]] for a list of commands.<br />
<br />
{{skill aptitudes}}<br />
<br />
==List of Ranged Weapons==<br />
{| class="wikitable"<br />
! Name || Dam || Hit || Delay || Minimum delay || Hands || Size || Prob<br />
|-style="vertical-align: top;"<br />
| [[Hunting sling|Sling]] || 7 || 0 || 14 || 7 (14 skill) || One || Little || 10<br />
|-style="vertical-align: top;"<br />
| [[Shortbow]] || 9 || +2 || 15 || 7 (16 skill) || Two || Little || 10<br />
|-style="vertical-align: top;"<br />
| [[Longbow]] || 12 || 0 || 17 || 6 (22 skill) || Two || Medium || 10<br />
|-style="vertical-align: top;"<br />
| [[Arbalest]] || 17 || -2 || 19 || 10 (18 skill) || Two || Little || 10<br />
|-style="vertical-align: top;"<br />
| [[Hand crossbow]] || 17 || +3 || 18 || 10 (18 skill) || One || Little || 10<br />
|-style="vertical-align: top;"<br />
| [[Triple crossbow]] || 23 || -2 || 23 || 10 (26 skill) || Two || Small || 2<br />
|}<br />
<br />
===Brands===<br />
''Main article: [[Brand#Launchers]]''<br />
<br />
Ranged weapons have a separate set of brands from melee weapons, though most are similar to their melee counterpart. Ranged weapons may also get [[pain (brand)|pain]] or [[holy wrath]] (but not [[distortion]]) from [[Kikubaaqudgha]]'s and [[The Shining One]]'s capstone gifts, though not by any other means.<br />
<br />
==Armour Penalty==<br />
Ranged weapons are uniquely penalized down by [[Encumbrance_rating|armor encumberance]]. The more encumbered you are, the slower you attack. The penalty, in [[decaAut]], is as follows:<br />
<br />
{{crawlquote|[ (e)^2 / 2250 ] * [ (90-2A) / (S + 3) ]}}<br />
For e = encumbrance rating, A = Armour skill, and S = strength.<br />
<br />
Therefore, lower [[strength]] species without [[Armour (skill)|armour skill]] suffer more from heavier armour.<br />
<br />
==Strategy==<br />
Ranged weapons come with some large sacrifices: raw damage, a lack of [[auxiliary attack]]s, and a rather restrictive armour penalty. A [[plate armour]], which a melee [[Minotaur]] might put on without a second thought, will now slow attacks anywhere from 0.3 to 0.8 (and that's ''with'' high strength and 10+ Armour skill). Conversely, the lower encumbrance of [[dragon scales]] becomes much more relevant.<br />
<br />
The combination of light armour and the fact that most common launchers are [[hand|two-handed]] means that ranged weapons are closer to [[spell]]s than ordinary melee. Thus, they favour characters that would prefer [[Dodging]] anyways. Because of the light armour, ranged warriors can more easily hybridize into spell magic.<br />
<br />
[[Spriggan]]s and [[Tengu]] are fast and can continously [[kite]] enemies, though the former can't use the larger ranged weapons. [[Formicid]]s can wield two-handed weapons with a shield. Most other species have average to negative aptitudes, though [[Deep Elves]], [[Kobold]]s, and [[Minotaur]]s are skilled with them.<br />
<br />
==See also==<br />
*[[Throwing]]<br />
*[[Ranged Combat]]<br />
<br />
==History==<br />
*In [[0.29]], ranged weapons were reworked. Prior to this:<br />
**Ranged weapons were split into [[Slings (skill)|Slings]], [[Bows]], and [[Crossbows]], with their seperate skills. Slings [[crosstrain]]ed with [[Throwing]].<br />
**Launchers required [[ammo]] to use ([[stone]]s/[[sling bullet]]s, [[arrow]]s, [[bolt]]s, respectively). [[Okawaru]] gifted ammo, and enemies using launchers would have plentiful amounts of it.<br />
**Weapon stats as a whole were drastically different. They scaled off [[strength]] instead of DEX, and were not especially encumbered by [[armour]]. <br />
**[[Fustibali]] existed as an upgrade to slings, [[sling]]s were named [[hunting sling]]s, and Throwing weapons were informally considered ranged weapons (as they were more similar; Throwing went mostly unchanged).<br />
*In [[0.27]], monsters with ranged attacks got unlimited ammunition (except [[net]]s). Throwing ammo was reduced as a result.<br />
*In [[0.24]], throwing weapons were streamlined. Darts replaced blowguns/needles, boomerangs replaced tomahawks and brands were simplified.<br />
*Prior to [[0.18]], each weapon had a strength weight percentage that determined how the weapon would benefit from your strength and dexterity. Additionally, more types of ammunition could have brands of their own.<br />
*Prior to [[0.15]], ranged combat was significantly more complicated; among other differences, min delay was heavily influenced by your [[stats]]. Additionally, 0.15 introduced greatslings (later called fustibali), hand crossbows, and triple crossbows, and removed the old version of darts.<br />
*Prior to [[0.14]], [[dagger]]s, [[spear]]s, [[hand axe]]s, and [[club]]s could be thrown.<br />
*Prior to [[0.11]], ammunition could have its own [[enchantment]] bonuses.<br />
*Prior to [[0.6]], darts could be fired from an early version of hand crossbows instead of being thrown by hand.<br />
<br />
===Retired Weapons===<br />
Over the years, a few ranged weapons have been retired or reworked into new forms:<br />
*[[Fustibalus]] - removed with the removal of the Slings skill in [[0.29]]<br />
*[[Blowgun]]/[[Needle]] - effect was moved on to the throwable [[dart]] in [[0.24]]<br />
*[[Bow (item)|Bow]] - Split into shortbow/longbow in [[0.15]].<br />
*[[Crossbow (item)|Crossbow]] - Split into hand crossbow/arbalest in [[0.15]].<br />
<br />
===Returning Weapons===<br />
*[[Dart]]s - removed in [[0.15]], re-added in [[0.24]].<br />
*[[Sling]] - split into [[hunting sling]] and greatsling ([[fustibalus]]) in [[0.15]], merged back in [[0.29]].<br />
<br />
{{Skills}}<br />
[[Category:Weapon skills]]</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Fighter&diff=67377Fighter2022-11-22T15:56:59Z<p>Slobodan: /* Starting Equipment */ typo fix</p>
<hr />
<div>{{version029}}<br />
{{flavour|Fighters usually start with a good weapon, a suit of heavy armour, a shield and a potion of might. They have a good general grounding in the arts of fighting.}}<br />
<br />
==Preferred Species==<br />
[[Hill Orc]], [[Minotaur]], [[Gargoyle]], [[Troll]], [[Palentonga]] and [[Meteoran]] are the recommended races if you pick a Fighter Background.<br />
<br />
==Starting Equipment==<br />
Some [[species]] may receive different items based on their unique restrictions.<br />
*+0 [[weapon of choice]] ([[rapier]], [[flail]], [[war axe]], [[trident]], [[long sword]], or [[unarmed]])<br />
**[[Formicid]]s can choose to receive a [[quarterstaff]] (as it is one-handed to them).<br />
*+0 [[scale mail]]<br />
*+0 [[buckler]]<br />
**[[Troll]]s and [[Ogre]]s start with a +0 [[kite shield]].<br />
*[[Potion of might]]<br />
<br />
==Starting Skills and Stats==<br />
Adjusted for your species' aptitudes:<br />
*[[Fighting]]: 3<br />
*Chosen Weapon's Skill: 2<br />
*[[Armour (skill)|Armour]]: 3<br />
*[[Shields (skill)|Shields]]: 3<br />
<br />
Choosing Fighter adds 8 to your starting [[Strength]] and 4 to your starting [[Dexterity]].<br />
<br />
==Strategy==<br />
While Fighters may seem weak or "generic" compared to the more exotic [[backgrounds]], remember that your background is only your starting package. Unlike, say, [[Berserker]]s or [[Abyssal Knight]]s, Fighters are free to choose any god they like, like all those you cannot start the game with!<br />
<br />
==History==<br />
*Fighters were unchanged in the mostly-global background buff of [[0.29]] (they already had a potion of might).<br />
*Prior to [[0.28]], fighters started with a [[kite shield]] instead of a [[buckler]].<br />
*Prior to [[0.27]], [[kobold]]s (and [[halfling]]s) started with a kite shield instead of a buckler.<br />
*Prior to [[0.14]], fighters did not start with a [[potion of might]] and most starting weapons were of a lower tier: [[short sword]] instead of [[cutlass]], [[mace]] instead of [[flail]], [[hand axe]] instead of [[war axe]], and [[falchion]] instead of [[long sword]]. They also started with 20 [[gold]].<br />
<br />
{{backgrounds}}<br />
[[Category:Backgrounds]]</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Barachi&diff=67376Barachi2022-11-22T13:28:59Z<p>Slobodan: /* Difficulty of Play */ readability</p>
<hr />
<div>{{version029}}<br />
{{flavour|Barachim are an amphibious humanoid race, spawned at the dawn of time as servants for the gods. Inevitably, they rebelled and fled into the mortal world; but even uncounted years later, the darkness still flees at their approach, remembering those who they once served.<br />
<br />
Barachim's most remarkable trait is their grossly overmuscled legs, which allow them to leap great distances. When not leaping, they are somewhat slow-moving, and the long sight-lines that their heritage creates can be a major disadvantage, but they can master almost any skill.}}<br />
<br />
==Innate Abilities==<br />
* '''+1 [[LOS]]''': Barachim have a line of sight of 8 tiles instead of the normal 7. This means that they can see more monsters at once and can attack monsters from further away, but the reverse is also true.<br />
* '''[[Amphibious]]''': Barachim may swim freely through shallow and deep water and do not suffer the movement or attack penalties for doing so.<br />
* '''[[Bad mutations#Slow|Slow 1]]''': Barachim move slowly. They move 2 [[aut]] slower than average, for 1.2 [[turn]]s per move.<br />
* '''[[Strong Legs]] 1''': Barachim can hop short distances (up to four tiles), but without complete accuracy. '''Hopping''' requires a [[LOS]] unobstructed by any physical obstacles; however, one can hop over interposed monsters, plants, or [[statue]]s. Hopping is not [[blink]]ing, so it continues to function when one is affected by [[teleport]] restrictions or [[Dimension Anchor]]. After hopping, you will be unable to use this ability again until you have spent 12-24 turns not moving. You do not need to be resting: other actions, such as casting spells and attacking in melee, will recharge the hop.<br />
<br />
Barachim have a base [[Strength]] of 9, [[Intelligence]] of 8 and [[Dexterity]] of 7 (before Background modifiers).<br />
<br />
==Preferred Backgrounds==<br />
* '''Warriors''': [[Fighter]]<br />
* '''Zealots''': [[Berserker]] <br />
* '''Mages''': [[Summoner]], [[Ice Elementalist]].<br />
<br />
==Level Bonuses==<br />
* +1 to a random stat every 4 levels.<br />
* Average [[HP]]<br />
* Average [[MP]]<br />
* +3 [[willpower]] per level<br />
* Strong Legs 2, at level 13: the hopping range is increased, up to six tiles.<br />
<br />
==Starting Skills and Equipment==<br />
Barachim receive the skills and equipment listed for their background.<br />
<br />
==Difficulty of Play==<br />
{{Moderate}}<br />
Barachim are slow, meaning that they'll be unable to simply run away from threats like [[orc priest]]s, [[ogre]]s and [[hydra]]s. Due to their extra LOS, those impeccably scary threats can detect them earlier and from further away. To compensate, Barachim have a unique ability to hop. Other than being a good escape tool, it also gives them flexibility with repositioning, as hops avoid [[attacks of opportunity]]. While the hop isn't entirely accurate, it still acts as a semi-controlled [[blink]] at worst.<br />
<br />
Otherwise, the aptitudes of a Barachi are some of the best in the game; not lacking in physical combat, general defenses, or magic. This makes them very versatile, a lot more than the short list of recommended backgrounds seems to suggest. Their extra line of sight also grants an effective +1 range for [[ranged weapon]]s and spellcasting, though certain spells benefit more than others.<br />
<br />
{{species_aptitudes|Barachi}}<br />
<br />
==Strategy==<br />
Barachim struggle early on due to their slow speed, so it is important to develop a successful strategy for killing enemies quickly. The excellent aptitudes make this easy, thankfully. Additionally, they are far less limited in escape options than their slower counterparts, [[naga]]s, for they aren't quite as slow and they can hop to escape especially dangerous melee encounters.<br />
<br />
Your hop can come in handy, but it isn't quite as reliable as a controlled [[blink]]. It's entirely possible you might hop towards a choke-point or away from a dangerous enemy only to fall a couple of tiles short of your destination. If you need to retreat from something particularly dangerous (such as something with a deadly smite-targeted ability), consider just reading a [[scroll of blinking]] instead of trying to hop.<br />
<br />
===God Choice===<br />
Almost every god will work with Barachi, although it is wise to choose a god without a significant [[Invocations]] requirement. <br />
*[[Cheibriados]] is a natural god choice; it helps you survive your slow pace, while you gain piety more quickly with your naturally slow speed. Your innate hop ability also provides a renewable emergency escape or repositioning option, useful for any follower of Cheibriados.<br />
*[[Ru]] is a generally strong god, with abilities useful when you're stuck in a situation. Power Leap in particular gives you a second hop, one that is precise (always landing where you specify).<br />
<br />
==History==<br />
*Prior to [[0.26]] Barachim could hop to free themselves from webs or nets.<br />
*Barachim were added in [[0.20]]. They were called Barachians during their development.<br />
<br />
{{species}}</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Barachi&diff=67375Barachi2022-11-22T13:28:14Z<p>Slobodan: /* Difficulty of Play */ typo fix</p>
<hr />
<div>{{version029}}<br />
{{flavour|Barachim are an amphibious humanoid race, spawned at the dawn of time as servants for the gods. Inevitably, they rebelled and fled into the mortal world; but even uncounted years later, the darkness still flees at their approach, remembering those who they once served.<br />
<br />
Barachim's most remarkable trait is their grossly overmuscled legs, which allow them to leap great distances. When not leaping, they are somewhat slow-moving, and the long sight-lines that their heritage creates can be a major disadvantage, but they can master almost any skill.}}<br />
<br />
==Innate Abilities==<br />
* '''+1 [[LOS]]''': Barachim have a line of sight of 8 tiles instead of the normal 7. This means that they can see more monsters at once and can attack monsters from further away, but the reverse is also true.<br />
* '''[[Amphibious]]''': Barachim may swim freely through shallow and deep water and do not suffer the movement or attack penalties for doing so.<br />
* '''[[Bad mutations#Slow|Slow 1]]''': Barachim move slowly. They move 2 [[aut]] slower than average, for 1.2 [[turn]]s per move.<br />
* '''[[Strong Legs]] 1''': Barachim can hop short distances (up to four tiles), but without complete accuracy. '''Hopping''' requires a [[LOS]] unobstructed by any physical obstacles; however, one can hop over interposed monsters, plants, or [[statue]]s. Hopping is not [[blink]]ing, so it continues to function when one is affected by [[teleport]] restrictions or [[Dimension Anchor]]. After hopping, you will be unable to use this ability again until you have spent 12-24 turns not moving. You do not need to be resting: other actions, such as casting spells and attacking in melee, will recharge the hop.<br />
<br />
Barachim have a base [[Strength]] of 9, [[Intelligence]] of 8 and [[Dexterity]] of 7 (before Background modifiers).<br />
<br />
==Preferred Backgrounds==<br />
* '''Warriors''': [[Fighter]]<br />
* '''Zealots''': [[Berserker]] <br />
* '''Mages''': [[Summoner]], [[Ice Elementalist]].<br />
<br />
==Level Bonuses==<br />
* +1 to a random stat every 4 levels.<br />
* Average [[HP]]<br />
* Average [[MP]]<br />
* +3 [[willpower]] per level<br />
* Strong Legs 2, at level 13: the hopping range is increased, up to six tiles.<br />
<br />
==Starting Skills and Equipment==<br />
Barachim receive the skills and equipment listed for their background.<br />
<br />
==Difficulty of Play==<br />
{{Moderate}}<br />
Barachim are slow, meaning that they'll be unable to simply run away from threats like [[orc priest]]s, [[ogre]]s and [[hydra]]s. Due to their extra LOS, those impeccably scary threats can detect them earlier and from further away. To compensate, Barachim have a unique hop. Other than being a good escape tool, it also gives them flexibility with repositioning, as hops avoid [[attacks of opportunity]]. While the hop isn't entirely accurate, it still acts as a semi-controlled [[blink]] at worst.<br />
<br />
Otherwise, the aptitudes of a Barachi are some of the best in the game; not lacking in physical combat, general defenses, or magic. This makes them very versatile, a lot more than the short list of recommended backgrounds seems to suggest. Their extra line of sight also grants an effective +1 range for [[ranged weapon]]s and spellcasting, though certain spells benefit more than others.<br />
<br />
{{species_aptitudes|Barachi}}<br />
<br />
==Strategy==<br />
Barachim struggle early on due to their slow speed, so it is important to develop a successful strategy for killing enemies quickly. The excellent aptitudes make this easy, thankfully. Additionally, they are far less limited in escape options than their slower counterparts, [[naga]]s, for they aren't quite as slow and they can hop to escape especially dangerous melee encounters.<br />
<br />
Your hop can come in handy, but it isn't quite as reliable as a controlled [[blink]]. It's entirely possible you might hop towards a choke-point or away from a dangerous enemy only to fall a couple of tiles short of your destination. If you need to retreat from something particularly dangerous (such as something with a deadly smite-targeted ability), consider just reading a [[scroll of blinking]] instead of trying to hop.<br />
<br />
===God Choice===<br />
Almost every god will work with Barachi, although it is wise to choose a god without a significant [[Invocations]] requirement. <br />
*[[Cheibriados]] is a natural god choice; it helps you survive your slow pace, while you gain piety more quickly with your naturally slow speed. Your innate hop ability also provides a renewable emergency escape or repositioning option, useful for any follower of Cheibriados.<br />
*[[Ru]] is a generally strong god, with abilities useful when you're stuck in a situation. Power Leap in particular gives you a second hop, one that is precise (always landing where you specify).<br />
<br />
==History==<br />
*Prior to [[0.26]] Barachim could hop to free themselves from webs or nets.<br />
*Barachim were added in [[0.20]]. They were called Barachians during their development.<br />
<br />
{{species}}</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Djinni&diff=67373Djinni2022-11-17T14:55:47Z<p>Slobodan: /* Difficulty of Play */ typo fix</p>
<hr />
<div>{{version029}}<br />
{{flavour|Djinn are beings of smokeless fire. They enter the world spontaneously and without explanation, born with a tireless hunger for knowledge and adventure. Djinn have a unique relationship with magic: rather than learning spells from books, their spells come from within, welling up from their fiery core as they gain experience. They draw from that same fiery core to cast spells - for Djinn, magical power and health are one and the same.<br />
<br />
As elemental beings, Djinn are immune to poison and highly resistant to fire, though cold damage is deeply inimical to them. Since they float through the air without need for legs or feet, they cannot wear boots.<br />
<br />
Djinn are middlingly competent at most forms of physical combat, but have a particular aptitude for spellcasting. Their Spellcasting skill grants the same level of spell success and power that other species need multiple skills to reach.}}<br />
<br />
==Innate Abilities==<br />
*Djinn are made of fire, not flesh:<br />
**'''[[Fire|Fire Resistance 2]]''': Djinn are highly resistant to fire.<br />
**'''[[Poison|Poison Immunity]]:''' Djinn are immune to poison.<br />
**'''[[Miasma|Miasma Immunity]]''': Djinn are immune to miasma and sickness.<br />
**'''[[Cold|Cold Vulnerability]]''': Djinn take extra damage from cold.<br />
*'''[[Floating]]''': Djinn's gaseous lower bodies allow them to [[fly]] permanently, but they are unable to wear [[boots]].<br />
*'''[[Extra Vitality]] 1''': Djinn have +4 maximum [[HP]].<br />
*'''[[HP Casting]]''': Djinn spend [[HP]] instead of [[MP]] for all purposes.<br />
** Djinn have zero MP, rendering any form of MP restoration and the [[spirit shield]] ego useless. However, this also renders them immune to the negative effects of the [[antimagic]] brand and any other MP-draining effects (such as [[ghost moth]]s). Anything that is not an MP "cost" is ineffective.<br />
*'''[[Innate Casting]]''': Djinn are unable to learn spells from [[spellbook]]s. Instead, they learn spells as they grow (though Djinn from spellcasting [[background]]s still start with all the normal spells from their background). <br />
** Due to their unconventional approach to magic (and the 21-spell limit), Djinn are unable to worship [[Sif Muna]], [[Vehumet]], or [[Kikubaaqudgha]].<br />
* Instead of individual [[spell school]]s, the [[Spellcasting]] skill is used to determine [[spellpower]] and success rates of any spell.<br />
** As they do not train spell schools, Djinn cannot effectively use [[magical staves]] and weapons of [[pain (brand)|pain]] as melee weapons. They still benefit from magical staves' [[spell enhancer|spell-enhancing]] effects.<br />
<br />
Djinn have a base Strength of 7, Intelligence of 9, and Dexterity of 8 (before Background modifiers).<br />
<br />
==Preferred Backgrounds==<br />
*'''Warriors:''' [[Gladiator]]<br />
*'''Warrior-mages:''' [[Transmuter]]<br />
*'''Mages:''' [[Hedge Wizard]], [[Fire Elementalist]], [[Ice Elementalist]]<br />
<br />
==Level Bonuses==<br />
*+1 Intelligence or Dexterity every 4th level.<br />
*10% less [[HP]] than average.<br />
*+4 [[willpower]] per level.<br />
*Djinn receive random [[spells]] at every odd level starting at [[XL]] 3. Spell specifics are listed below.<br />
<br />
==Spells==<br />
{| class="wikitable"<br />
! XL !! 3 !! 5 !! 7 !! 9 !! 11 !! 13 !! 15 !! 17 !! 19 !! 21 !! 23 !! 25 !! 27<br />
|-<br />
! [[List of spells by level|Spell levels]]<br />
| 1<br />
| 2<br />
| 2-3<br />
| 3-4<br />
| 4-5<br />
| 5<br />
| 6<br />
| 6-7<br />
| 6-7<br />
| 7-8<br />
| 7-8<br />
| 8-9<br />
| 9<br />
|}<br />
<br />
Djinn can acquire any player spell, but there are several restrictions<ref>{{source ref|0.27.1|ng-setup.cc|473}}</ref>:<br />
*Spells must be new, which excludes the spells your [[Background]] starts with and spells you have already received.<br />
*Spells must be castable, which excludes [[Sublimation of Blood]] and spells from [[Ru|sacrificed]] magic schools.<br />
**Djinn can still receive spells forbidden by their [[god]], however (such as [[Necromancy]] spells when following a [[good god]], or any spell at all when following [[Trog]]).<br />
**Djinn can only receive [[Spellforged Servitor]] or [[Iskenderun's Battlesphere]] if they already have a spell that can be used by the servitor or trigger the battlesphere, respectively.<br />
<br />
All eligible spells have the same chance to be gifted at a level up.<br />
<br />
==Starting Skills and Equipment==<br />
Djinn receive the skills, equipment, and spells listed for their background, save for the following restriction:<br />
*Djinn recieve their background's single highest magical skill as Spellcasting (which may be Spellcasting itself).<br />
<br />
==Difficulty of Play==<br />
{{Moderate}}<br />
<br />
Djinn, in many ways, are simpler spellcasters. Players don't have to worry about running out of [[MP]], decide which spell schools to train, or even choose which spells to learn! However, magic-using Djinn have to be careful about their [[HP]] reserves, especially in dangerous situations where a few extra HP could make the difference between life and death. Also, they must adapt to whatever random spells they get, which may not synergize well with their current abilities or the player's preferred playstyle.<br />
<br />
While a -3 aptitude in spellcasting may seem bad, keep in mind that Djinn train multiple schools at once. Adding +4 to an aptitude means doubling the speed, and Djinn use one skill to train double school spells, which is twice as fast. This means that they have an effective (-3 + 4) +1 aptitude for said double school spells -- before considering any other spell. Therefore, Djinn often have a surplus of Spellcasting. And, because one skill encourages continuous training, a Djinni's early/mid-level spells will often be stronger than their contemporaries.<br />
<br />
Other than that, poison immunity is helpful to survive the earlier portions of the game, and Djinn are passable in "pure" melee combat.<br />
<br />
{{species_aptitudes|Djinni}}<br />
<br />
==Strategy==<br />
*Djinn that want to cast any significant amount of spells will want to invest not only in [[Spellcasting]], but also [[Fighting]], to give themselves plenty of fuel for their spells. A source of [[regeneration rate|increased regeneration]] is also useful to have.<br />
*Djinn have more reason than most spellcasters to branch out into a hybrid playstyle. Even with a -3 aptitude to [[Spellcasting]], you'll still have plenty of spare experience to put into defensive or weapon skills. Plus, [[Unarmed Combat]] recieves a boost if you get some [[Transmutation]] spells.<br />
<br />
===God Choice===<br />
Traditional, spell granting "magic" gods are unavailable for Djinn, but most other religions are reasonable to choose from. For spellcasters, gods that heal HP are a tempting choice, directly boosting both survivability and the amount of spells that you can cast.<br />
<br />
*[[Makhleb]], who recovers HP on kill, is a particularly good god choice for spellcasting Djinn. <br />
*[[Elyvilon]] can be a good choice for the HP restoration, while [[The Shining One]] acts like Makhleb against undead and demonic creatures. Mind that worshipping a good god will not prevent you from randomly obtaining [[evil]] magic, which may restrict you from using powerful spells later on.<br />
*[[Ashenzari]] will never offer curses for skills that Djinn cannot train. Introspection (Fighting/Spellcasting) curses thus become fairly common and very powerful when stacked, letting Djinni casters achieve a very rapid spike in power. Those willing to forgo potential means of divine healing can opt for the massive skill boosts granted by this god.<br />
<br />
==History==<br />
* The modern incarnation of Djinn, inspired by the Djinn of old and the Oni species found in some forks of ''Dungeon Crawl'', was added in [[0.27]].<br />
* Djinn were considered for inclusion in both [[0.13]] and [[0.14]], but were ultimately cut before being included in any stable release. The old version had a more conventional approach to learning magic, but used 2 of their EP (HP and MP combined) for each MP spent. They were also subject to several special cases (complete immunity to all forms of [[fire]] including [[hellfire]], [[spell hunger]] caused [[magical contamination]], only certain methods of [[channeling]] worked).<br />
<br />
==References==<br />
<references /><br />
<br />
{{Species}}</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Djinni&diff=67372Djinni2022-11-17T14:54:50Z<p>Slobodan: /* Difficulty of Play */ typo fix</p>
<hr />
<div>{{version029}}<br />
{{flavour|Djinn are beings of smokeless fire. They enter the world spontaneously and without explanation, born with a tireless hunger for knowledge and adventure. Djinn have a unique relationship with magic: rather than learning spells from books, their spells come from within, welling up from their fiery core as they gain experience. They draw from that same fiery core to cast spells - for Djinn, magical power and health are one and the same.<br />
<br />
As elemental beings, Djinn are immune to poison and highly resistant to fire, though cold damage is deeply inimical to them. Since they float through the air without need for legs or feet, they cannot wear boots.<br />
<br />
Djinn are middlingly competent at most forms of physical combat, but have a particular aptitude for spellcasting. Their Spellcasting skill grants the same level of spell success and power that other species need multiple skills to reach.}}<br />
<br />
==Innate Abilities==<br />
*Djinn are made of fire, not flesh:<br />
**'''[[Fire|Fire Resistance 2]]''': Djinn are highly resistant to fire.<br />
**'''[[Poison|Poison Immunity]]:''' Djinn are immune to poison.<br />
**'''[[Miasma|Miasma Immunity]]''': Djinn are immune to miasma and sickness.<br />
**'''[[Cold|Cold Vulnerability]]''': Djinn take extra damage from cold.<br />
*'''[[Floating]]''': Djinn's gaseous lower bodies allow them to [[fly]] permanently, but they are unable to wear [[boots]].<br />
*'''[[Extra Vitality]] 1''': Djinn have +4 maximum [[HP]].<br />
*'''[[HP Casting]]''': Djinn spend [[HP]] instead of [[MP]] for all purposes.<br />
** Djinn have zero MP, rendering any form of MP restoration and the [[spirit shield]] ego useless. However, this also renders them immune to the negative effects of the [[antimagic]] brand and any other MP-draining effects (such as [[ghost moth]]s). Anything that is not an MP "cost" is ineffective.<br />
*'''[[Innate Casting]]''': Djinn are unable to learn spells from [[spellbook]]s. Instead, they learn spells as they grow (though Djinn from spellcasting [[background]]s still start with all the normal spells from their background). <br />
** Due to their unconventional approach to magic (and the 21-spell limit), Djinn are unable to worship [[Sif Muna]], [[Vehumet]], or [[Kikubaaqudgha]].<br />
* Instead of individual [[spell school]]s, the [[Spellcasting]] skill is used to determine [[spellpower]] and success rates of any spell.<br />
** As they do not train spell schools, Djinn cannot effectively use [[magical staves]] and weapons of [[pain (brand)|pain]] as melee weapons. They still benefit from magical staves' [[spell enhancer|spell-enhancing]] effects.<br />
<br />
Djinn have a base Strength of 7, Intelligence of 9, and Dexterity of 8 (before Background modifiers).<br />
<br />
==Preferred Backgrounds==<br />
*'''Warriors:''' [[Gladiator]]<br />
*'''Warrior-mages:''' [[Transmuter]]<br />
*'''Mages:''' [[Hedge Wizard]], [[Fire Elementalist]], [[Ice Elementalist]]<br />
<br />
==Level Bonuses==<br />
*+1 Intelligence or Dexterity every 4th level.<br />
*10% less [[HP]] than average.<br />
*+4 [[willpower]] per level.<br />
*Djinn receive random [[spells]] at every odd level starting at [[XL]] 3. Spell specifics are listed below.<br />
<br />
==Spells==<br />
{| class="wikitable"<br />
! XL !! 3 !! 5 !! 7 !! 9 !! 11 !! 13 !! 15 !! 17 !! 19 !! 21 !! 23 !! 25 !! 27<br />
|-<br />
! [[List of spells by level|Spell levels]]<br />
| 1<br />
| 2<br />
| 2-3<br />
| 3-4<br />
| 4-5<br />
| 5<br />
| 6<br />
| 6-7<br />
| 6-7<br />
| 7-8<br />
| 7-8<br />
| 8-9<br />
| 9<br />
|}<br />
<br />
Djinn can acquire any player spell, but there are several restrictions<ref>{{source ref|0.27.1|ng-setup.cc|473}}</ref>:<br />
*Spells must be new, which excludes the spells your [[Background]] starts with and spells you have already received.<br />
*Spells must be castable, which excludes [[Sublimation of Blood]] and spells from [[Ru|sacrificed]] magic schools.<br />
**Djinn can still receive spells forbidden by their [[god]], however (such as [[Necromancy]] spells when following a [[good god]], or any spell at all when following [[Trog]]).<br />
**Djinn can only receive [[Spellforged Servitor]] or [[Iskenderun's Battlesphere]] if they already have a spell that can be used by the servitor or trigger the battlesphere, respectively.<br />
<br />
All eligible spells have the same chance to be gifted at a level up.<br />
<br />
==Starting Skills and Equipment==<br />
Djinn receive the skills, equipment, and spells listed for their background, save for the following restriction:<br />
*Djinn recieve their background's single highest magical skill as Spellcasting (which may be Spellcasting itself).<br />
<br />
==Difficulty of Play==<br />
{{Moderate}}<br />
<br />
Djinn, in many ways, are simpler spellcasters. Players don't have to worry about running out of [[MP]], decide which spell schools to train, or even choose which spells to learn! However, magic-using Djinn have to be careful about their [[HP]] reserves, especially in dangerous situations where a few extra HP could make the difference between life and death. Also, they must adapt to whatever random spells they get, which may not synergize well with their current abilities or the player's preferred playstyle.<br />
<br />
While a -3 aptitude in spellcasting may seem bad, keep in mind that Djinn train multiple schools at once. Adding +4 to an aptitude means doubling the speed, and Djinn use one skill to train double school spells, which is twice as fast. This means that they have an effective (-3 + 4) +1 aptitude for said double school spells -- before considering any other spell. Therefore, Djinn often have a surplus of Spellcasting. And, because one skill encourages continious training, a Djinni's early/mid-level spells will often be stronger than their contemporaries.<br />
<br />
Other than that, poison immunity is helpful to survive the earlier portions of the game, and Djinn are passable in "pure" melee combat.<br />
<br />
{{species_aptitudes|Djinni}}<br />
<br />
==Strategy==<br />
*Djinn that want to cast any significant amount of spells will want to invest not only in [[Spellcasting]], but also [[Fighting]], to give themselves plenty of fuel for their spells. A source of [[regeneration rate|increased regeneration]] is also useful to have.<br />
*Djinn have more reason than most spellcasters to branch out into a hybrid playstyle. Even with a -3 aptitude to [[Spellcasting]], you'll still have plenty of spare experience to put into defensive or weapon skills. Plus, [[Unarmed Combat]] recieves a boost if you get some [[Transmutation]] spells.<br />
<br />
===God Choice===<br />
Traditional, spell granting "magic" gods are unavailable for Djinn, but most other religions are reasonable to choose from. For spellcasters, gods that heal HP are a tempting choice, directly boosting both survivability and the amount of spells that you can cast.<br />
<br />
*[[Makhleb]], who recovers HP on kill, is a particularly good god choice for spellcasting Djinn. <br />
*[[Elyvilon]] can be a good choice for the HP restoration, while [[The Shining One]] acts like Makhleb against undead and demonic creatures. Mind that worshipping a good god will not prevent you from randomly obtaining [[evil]] magic, which may restrict you from using powerful spells later on.<br />
*[[Ashenzari]] will never offer curses for skills that Djinn cannot train. Introspection (Fighting/Spellcasting) curses thus become fairly common and very powerful when stacked, letting Djinni casters achieve a very rapid spike in power. Those willing to forgo potential means of divine healing can opt for the massive skill boosts granted by this god.<br />
<br />
==History==<br />
* The modern incarnation of Djinn, inspired by the Djinn of old and the Oni species found in some forks of ''Dungeon Crawl'', was added in [[0.27]].<br />
* Djinn were considered for inclusion in both [[0.13]] and [[0.14]], but were ultimately cut before being included in any stable release. The old version had a more conventional approach to learning magic, but used 2 of their EP (HP and MP combined) for each MP spent. They were also subject to several special cases (complete immunity to all forms of [[fire]] including [[hellfire]], [[spell hunger]] caused [[magical contamination]], only certain methods of [[channeling]] worked).<br />
<br />
==References==<br />
<references /><br />
<br />
{{Species}}</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Jiyva&diff=67367Jiyva2022-11-16T10:20:49Z<p>Slobodan: /* Strategy */ readability</p>
<hr />
<div>{{version029}}<br />
[[File:Jiyva altar.png]] Slime for the Slime God!''<br />
{{flavour|Jiyva is the ancient deity of the slimes. Followers are expected to support the spread and satiation of their fellow slimes by allowing them to consume items, and are forbidden from harming any slimes. Especially favoured followers will become as shapeless as their god, mutating wildly.<br />
<br />
Jiyva will gradually fill the dungeon with jellies, which will rapidly consume nearby items as well as slowly consuming items from elsewhere in the dungeon. As they spread slime across more of the dungeon, Jiyva will grant followers increasingly rapid health and magic regeneration, and will begin mutating them to better reflect Jiyva's image. Followers will later become able to call forth acidic ooze from the walls of the dungeon, and to turn monsters to slime with a touch.}}<br />
<br />
As Jiyva is the amorphous god, its name is also shapeless and will be slightly different in each game: Jiyva Juub, Jiyva Jichodgh, Jiyva Jojaun...<br />
<br />
==Racial Restrictions==<br />
[[Demigod]]s cannot worship Jiyva (or any other god).<br />
<br />
==Appreciates==<br />
*Exploring areas, other than the [[Slime Pits]]. Piety is gained faster than other exploration-based gods.<br />
<br />
==Deprecates==<br />
*Inactivity: You lose 1 piety per 340 turns, on average (1/17 chance every 20 turns).<br />
*Attacking and killing slimes.<br />
<br />
==Altar==<br />
Unlike most altars, Jiyva's isn't guaranteed to be found in the [[Ecumenical Temple]] or [[the Dungeon]]. It is possible for the altar to be found at these locations, but only very rarely, and generally as part of a slime-related [[vault]]. The most common location for an easily accessible altar is in [[Lair]] levels 4 to 5, next to the entrance to [[the Slime Pits]], where it has an approximate 66.6% chance of appearing. It occasionally spawns in the [[Sewer]] (which itself, may not appear in your game). And like any god, Jiyva altars can be randomly generated in [[the Abyss]] or revealed from a [[faded altar]].<br />
<br />
There is a guaranteed altar in the main vault in the final level of [[the Slime Pits]], as well as a chance for further altars to show up on the earlier levels. However, killing [[the Royal Jelly]] without worshipping (or receiving penance from) Jiyva will immediately cause all altars to vanish. You'd have killed its last major worshipper -- and [[Dissolution]] alone can not sustain a god.<br />
<br />
==Given Abilities==<br />
'''[[Piety|Piety level -]]''': "Squelcher"<br />
*All [[List of jellies|slime]] and [[List of eyeballs|eyeball]] monsters turn neutral. (Passive)<br />
*Jiyva protects you from the effects of slime-covered walls unless you are undergoing [[penance]]. (Passive)<br />
*If there are no slimes on the current floor, Jiyva will spawn a [[jelly]] after some time has passed. (Passive)<br />
*Slimes will now eat items they find on the floor; regular [[jelly|jellies]] will split after consuming enough items. Only [[artefact]]s are inedible. (Passive)<br />
'''[[Piety|Piety level *]]''': "Ooze"<br />
*'''Regeneration''': You regenerate health and MP quicker, even under [[Inhibited Regeneration]]. At 1* piety, you gain +0.80 HP/turn and +0.25 MP/turn, which scales to +1.6 HP/turn and +0.5 MP/turn at 6* piety.<br />
'''[[Piety|Piety level **]]''': "Jelly"<br />
*You are shielded from [[corrosive]] effects (rCorr). (Passive)<br />
'''[[Piety|Piety level ***]]''': "Slime Creature"<br />
*'''Oozemancy''': Temporarily turns nearby walls within 4 tiles into [[Wall#Slime_Covered_Rock|slime-covered walls]]. Unlike [[Frozen Ramparts]], you can move while sustaining these walls. (3 MP, 8-12 piety)<br />
'''[[Piety|Piety level ****]]''': "Dissolving [Species]"<br />
*No new abilities.<br />
'''[[Piety|Piety level *****]]''': "Blob"<br />
*'''Slimify''': Coats your weapon with slime for a few turns, which turns the next enemy you hit with it into a slime. This only works against monsters with [[natural]] holiness or that are [[undead]] and not [[insubstantial]] (i.e. not [[Undead#Ghosts and Wraiths|ghosts]]). Natural monsters turn into slimes based on their HD (stronger monsters make stronger slimes), and [[derived undead]] simply turn neutral. In any case, the effect ends after it has converted one monster. Monsters converted in this way do not grant experience. (5 MP, 10-15 Piety)<br />
*'''Jelly Expulsion:''' Hits that take 25% or more of your maximum [[HP]] (including [[torment]]) will generate friendly, high-end jellies, similar to the effect of [[The Royal Jelly]]. The number of summoned jellies is dependent on the severity of the damage. (Passive)<br />
'''[[Piety|Piety level ******]]''': "Royal Jelly"<br />
*'''Unlock the Slime Pits vaults''': The walls that block access to the slimy [[rune]] and other goodies will be removed. (Passive)<br />
<br />
==Gifts==<br />
'''[[Piety|Piety level ***]] - Gain random mutations''': <br />
Jiyva gives mutations as gifts, including rare mutations unique to Jiyva. Firstly, already present mutations have a 25% per-level chance of losing a level, with [[bad mutation]]s having a doubled chance. Then, 4 mutation levels are given out, which will tend to give maximum level mutations. This occurs only if you can safely mutate: [[mummies]], [[ghoul]]s, or [[lich form]] characters are not eligible.<br />
<br />
For a list of Jiyva exclusive mutations, see [[Jiyva mutations]].<br />
<br />
==Punishments==<br />
{{flavour|Jiyva does not appreciate abandonment, and will call down fearful punishments on disloyal followers!<br />
<br />
Jiyva's vengeance is swift and gurgling. All slimes turn against those who offend Jiyva, and Jiyva ensures a plentiful supply of further slimes. Victims, too, will find their own bodies becoming unstable; regularly transmuting into strange forms and acquiring debilitating mutations, as well as having any gifts of slime mutations stripped away from them.<br />
<br />
Jiyva's wrath lasts for a relatively short duration.}}<br />
<br />
Upon abandonment, all slimes will immediately turn hostile, and Jiyva will occasionally punish you with one of the following forms of [[divine retribution]]:<br />
<br />
*You receive a few [[bad mutation]]s. These mutations bypass all forms of mutation resistance except for [[Zin]]'s protection.<br />
*[[Polymorph]]s you into a [[Bat Form|bat]], [[Fungus Form|fungus]], [[Pig Form|pig]], [[Tree Form|tree]], or [[Wisp Form|wisp]].<br />
*Floods you with [[Glow|mutagenic radiation]].<br />
*Sends a number of [[durably summoned]] high level slimes and eyeballs to attack you.<br />
<br />
==Strategy==<br />
Jiyva is best suited for characters that can play fast and loose, whenever from innate strength or boosted regeneration. Everything Jiyva gives supports that playstyle, from saving more items to spamming Slimify and Oozemancy. Both offensive abilities allow you to take on much more than your character can chew -- hell, Slimify is a one-hit kill on almost everything in the game! Piety is gained rapidly, and hoarding 6* of piety serves no use, so use those abilities while you can.<br />
<br />
Along with some extremely strong regeneration, it may seem like the slime god is best suited for early players. In many cases, yes, the abilities are more than worth it. However, altars to Jiyva will rarely appear in the Dungeon, and while common in the Lair, aren't guaranteed, either. Even then, you'll lose out on a variety of items. Meanwhile, high level PCs tend to acquire two things: lots of bad mutations, and lots of items. Jiyva gives many chances to clear bad mutations (and gain new, positive ones), and losing a [[scroll of blinking]] when you have five is much more manageable than if you don't have any at all.<br />
<br />
===Tips & Tricks===<br />
*If Jiyva does not spawn in the [[Temple]], you can start by worshipping [[Elyvilon]], [[The Shining One]] or [[Ignis]]. Since Jiyva is chaotic, but not evil, you will not face retribution for converting from the former two.<br />
*Although you can (and will) freely mutate and eventually filter out the bad ones, don't expect to become a superhero. Jiyva will change your mutations unpredictably, and you may get [[horns]], [[antennae]], a [[beak]], [[claws]], [[talons]], or [[hooves]] which may restrict your choice of armor. If you're a race who ignores most equipment slots (e.g. [[ogre]], [[troll]], [[felid]], [[octopode]]), these are very welcome.<br />
*Eye monsters summoned by [[Mnoleg]] or [[Pan lord]]s will be neutral. [[Shapeshifter]]s transformed into slime or eye monsters will turn neutral, too.<br />
*High rates of magic regeneration and the allure of mutations such as [[Wild Magic (mutation)|Wild Magic]] may make Jiyva tempting for spellcasting characters. However, many offensive spells with a large area of effect, such as [[Iskenderun's Mystic Blast]], [[Ozocubu's Refrigeration]] or [[Chain Lightning]], among others, risk enraging Jiyva due to slain jellies caught in collateral damage. Magic-focused characters wishing to worship Jiyva should favour more subtle types of spells, such as those offered by [[Summonings]], [[Hexes]], [[Translocations]], [[Necromancy]] or [[Transmutations]]. [[Ignition]] is also a good choice, as one of the rare mass destruction spells that will always spare allies.<br />
<br />
==History==<br />
*Prior to [[0.29]], the Jiyva altar at the front of Slime had an approximate 50% of appearing (based on [[vault]] weightings) rather than 66% (for any of the vaults).<br />
*In [[0.28]], Jiyva was overhauled. Prior to this version:<br />
**Jiyva worshippers gained piety by having jellies eat items, which recovered HP and MP (instead of a flat regeneration buff). These jellies could be summoned at 1* of piety.<br />
**Jiyva gifted mutations more often, but not in bursts. Net mutations/time remained similar, though the logic meant that high level muts were far less common.<br />
**Slimify was available at 4*, and was cheaper. Oozemancy was not implemented.<br />
**Passive rCorr was unlocked at 3*, and slime spawning at 6*. <br />
**Jiyva could cure bad mutations as an invocable action, instead of favouring the removal of bad mutations with gifts.<br />
*Prior to [[0.27]], Slimify produced [[death ooze]]s when affecting the [[undead]].<br />
*Prior to [[0.26]], Jiyva's slimes would [[food|feed]] you when eating items.<br />
*Prior to [[0.24]], Jiyva's Slimify ability didn't work properly on derived undead, and Torment damage would not trigger the slime-spawning ability.<br />
*Prior to [[0.19]], Jiyva's jelly prayer paralysis was removed. Additionally, the Slime Pits were found on Lair:6-8 before the branch was shortened.<br />
*Prior to [[0.14]], Jiyva's abilities were based off of your [[Invocations]] skill.<br />
<br />
{{gods}}<br />
[[Category:Chaotic Gods]]</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Artificer&diff=67366Artificer2022-11-16T10:19:08Z<p>Slobodan: /* History */ typo fix</p>
<hr />
<div>{{version029}}<br />
{{flavour| Artificers have built, bought or burgled an assortment of magic wands to help them through the early Dungeon. Wands have a limited number of uses, though, so they'll want to upgrade from their club ASAP.}}<br />
An '''Artificer''' is an [[Evocations]] specialist. [[Wands]] are their tool of choice, and they bring a few with them to the [[Dungeon]].<br />
<br />
==Preferred Species==<br />
[[Meteoran]], [[Kobold]], [[Spriggan]], [[Draconian]], and [[Demonspawn]] are the recommended species if you pick an Artificer Background.<br />
<br />
==Starting Equipment==<br />
Some [[species]] may receive different items based on their unique restrictions.<br />
*+0 [[club]]<br />
*+0 [[leather armour]]<br />
*[[Wand of charming]] (15 charges)<br />
*[[Wand of flame]] (15 charges)<br />
*[[Wand of iceblast]] (5 charges)<br />
<br />
Artificer wands will always remain the same, even if they [[alternate items|wouldn't spawn in the Dungeon]] in favor of another wand.<br />
<br />
==Starting Skills and Stats==<br />
These are adjusted by your species' [[aptitude]]s.<br />
*[[Fighting]]: 1<br />
*[[Dodging]]: 2<br />
*[[Stealth]]: 1<br />
*[[Evocations]]: 3<br />
<br />
Choosing Artificer adds 4 to your starting [[Strength]], 3 to your starting [[Intelligence]], and 5 to your starting [[Dexterity]].<br />
<br />
==Strategy==<br />
Artificer is a versatile background. It is important to both be liberal with your wand charges and save them where possible. You should use your weapon to kill easy enemies and use wands against tough opponents.<br />
<br />
Your charming wand is useful for dealing with groups (such as [[orc]] bands or swarms of [[killer bee]]s) early on. Your flame wand is useful for reliably (albeit slowly) killing enemies from range, particularly if they're standing in or near [[water]], but 15 charges won't last long. Iceblast is an incredibly strong wand simply for the fact that it never misses.<br />
<br />
Artificers can choose many paths to pursue through the game; pretty much whatever path you choose, your evocations will be a useful supplement to your main skills.<br />
<br />
==History==<br />
*In [[0.29]], Artificers received 5 charges of [[wand of iceblast|iceblast]] in exchange for their [[piece from Xom's chessboard]] (which was moved to [[Chaos Knight]]).<br />
*Prior to [[0.27]], Artificers began with the removed [[wand of random effects]] instead of the randomly-targeted piece from Xom's chessboard.<br />
*Prior to [[0.26]], Artificers began with a [[short sword]] instead of a club.<br />
*Prior to [[0.14]], Artificers began with [[scrolls of recharging]] identified.<br />
*Prior to [[0.10]], Artificers could start off the game with a +0 leather armour, a bread ration, and either a [[rod of Striking]] (8 charges) or their choice of a wand from Magic Darts, Frost, Flame, Confusion, or Enslavement (15 charges each). If they chose a wand, they also started with a wand of random effects (15 charges). If they chose a non-damaging device (wand of enslavement or wand of confusion), they started with a +0,+0 dagger.<br />
<br />
{{backgrounds}}<br />
<br />
[[Category:Backgrounds]]</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Necromancer&diff=67365Necromancer2022-11-16T10:16:00Z<p>Slobodan: /* Spell Details */ typo fix</p>
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<div>{{version029}}<br />
''This page is about the player [[background]]. For the monster, see [[Necromancer (monster)]].'' <br />
{{flavour|The Necromancer is a magician who specialises in the less pleasant side of magic. Necromantic spells are a varied bunch, but many involve some degree of risk or harm to the caster.}}<br />
'''Necromancers''' are magicians who specialise in the less pleasant side of magic - that involving death and the [[undead]]. <br />
<br />
==Preferred Species==<br />
[[Hill Orc]], [[Demonspawn]], [[Deep Elf]], [[Vampire]], and [[Mummy]] are the recommended species if you pick a Necromancer Background.<br />
<br />
==Starting Equipment==<br />
Some [[species]] may receive different items based on their unique restrictions.<br />
*+0 [[robe]]<br />
*[[Potion of magic]]<br />
<br />
'''Available Spells:'''<br />
*[[Necrotise]]<br />
*[[Vampiric Draining]]<br />
*[[Animate Dead]]<br />
*[[Agony]]<br />
<br />
Necromancers start with [[Necrotise]] memorised.<br />
<br />
==Starting Skills and Stats==<br />
These are adjusted by your species' [[aptitude]]s.<br />
*[[Dodging]]: 2<br />
*[[Stealth]]: 2<br />
*[[Spellcasting]]: 2<br />
*[[Necromancy]]: 4<br />
<br />
Choosing Necromancer adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].<br />
<br />
==Strategy==<br />
Necromancers have the fairly useful ability to create allies with [[Necrotise]], and later [[Animate Dead]]. They have a few conventionally offensive spells, but they aren't very impressive.<br />
<br />
===Spell Details===<br />
[[Necrotise]] is a passable offensive spell; one that checks for [[willpower]] rather than [[evasion]]. The skeletons it creates are rather ineffectual, but can assist in disengaging from battles by swapping with them. [[Vampiric Draining]] is most known for its ability to steal [[HP]], though its damage alone makes it strong initially.<br />
<br />
[[Animate Dead]] is the Necromancer’s first real snowballing spell, letting them gather up a swarm of allies to assist them in the next encounter they may face. While the damage of most early game zombified monsters is unimpressive, having an [[out of depth]] [[wyvern]] or [[hydra]] at your side can even the odds quite a bit. Recasting Animate Dead will crumble all existing zombies.<br />
<br />
While the aformentioned spells work well enough for dealing damage, there always persists some need to "get the ball rolling" to actually start rising the undead, even as Necromancy's offensive spells dwindle. Therefore, Necromancers are encouraged to develop other means of killing. Most often, this will be a simple weapon skill, but low-level ally-sparing damage spells like [[Frozen Ramparts]] or [[Scorch]] are also excellent.<br />
<br />
[[Agony]] greatly softens targets by [[torment|halving their HP]], though also relies on a willpower check to succeed, as well being limited to 1 range. It's one of the few level 5 spells left in a starting kit, so it’s a heavy commitment for potentially not a huge reward. Necromancers who found the tools to hone in on their craft (such as [[Borgnjor's Vile Clutch]] or [[Anguish]]) don't need to rely on [[Agony]], but those who find themselves engaging in melee combat often may appreciate a way to soften very high HP monsters.<br />
<br />
===Tips and Tricks===<br />
*[[Pain brand]]ed weapons rely on necromancy to deal damage; Necromancers will find them quite attractive.<br />
*Necromancers are somewhat restricted in religious choice, as all three [[good gods|good-aligned gods]] (and [[Trog]]) punish the use of Necromancy. Luckily, none of the three major "magic" gods ([[Sif Muna]], [[Vehumet]], and [[Kikubaaqudgha]]) are among them.<br />
**Kiku is an extremely obvious choice for Necromancers. Kiku relies on Necromancy skill, with Ne having a head start in said school. In turn, the god provides on-demand fodder to use necromantic magic on (one of the biggest weaknesses of Necromancy), along with a variety of higher level spells. However, both the god and background provide a few redundant spells. Kiku isn't necessary for Necromancers, and picking Necromancer isn't necessary for Kiku, but they have great synergy.<br />
<br />
==History==<br />
*In [[0.29]], most backgrounds were buffed; all Mage backgrounds gained a [[potion of magic]]. [[Pain]] and [[Animate Skeleton]] were removed and merged into [[Necrotise]], and [[Animate Dead]] was reworked to no longer demand corpses and to generate infinite duration allies.<br />
*Prior to [[0.27]], Necromancers started with the [[Book of Necromancy]]; Necromancers received no change to their spell lists.<br />
*Prior to [[0.26]], Necromancers started with [[Regeneration]]. In addition, the removal of [[food]] made [[Animate Dead]] less punishing to cast. However, both necromancy spells now create much shorter lived zombies.<br />
*Prior to [[0.25]], [[Agony]] was able to target enemies from afar.<br />
*Prior to [[0.21]], the [[Book of Necromancy]] had [[Control Undead]]. 0.21 also introduced [[Borgnjor's Vile Clutch]], which was nerfed and removed from the Necromancer start in the following update. The removal of both spells gave Necromancers no way to deal with incorporeal undead using starting spells alone.<br />
*Prior to [[0.14]], Necromancers started with only 1 level of Spellcasting.<br />
<br />
{{backgrounds}}<br />
[[Category:Backgrounds]]</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Warper&diff=67364Warper2022-11-16T10:13:55Z<p>Slobodan: /* Spell Details */ typo fix</p>
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<div>{{version029}}<br />
{{flavour|Warpers specialise in translocation magic, and are experts in travelling long distances and positioning themselves precisely and use this to their advantage in melee or missile combat. They start with a scroll of blinking, a selection of translocation spells, some dispersal boomerangs, a simple weapon of their choice, and leather armour.}}<br />
'''Warpers''' specialize in [[Translocations]]. While their school of magic lacks destructive power, they enter the [[Dungeon]] with a bit more combat training than most mages.<br />
<br />
==Preferred Species==<br />
[[Draconian]], [[Palentonga]], [[Spriggan]], [[Deep Dwarf]], and [[Felid]] are the recommended species if you pick a Warper Background.<br />
<br />
==Starting Equipment==<br />
Some [[species]] may receive different items based on their unique restrictions.<br />
*+0 [[weapon of choice]] ([[hand axe]], [[spear]], [[short sword]], [[falchion]] or [[mace]], or [[unarmed]])<br />
*7 [[boomerang]]s of [[dispersal (brand)|dispersal]]<br />
*+0 [[leather armour]]<br />
*[[Scroll of blinking]]<br />
<br />
'''Available Spells:'''<br />
*[[Blink]]<br />
*[[Gell's Gravitas]]<br />
*[[Lesser Beckoning]]<br />
*[[Teleport Other]]<br />
*[[Manifold Assault]]<br />
<br />
Warpers do not start with a spell memorised.<br />
<br />
==Starting Skills and Stats==<br />
These are adjusted by your species' [[aptitude]]s.<br />
*[[Fighting]]: 2<br />
*Chosen Weapon's Skill: 2<br />
*[[Throwing]]: 1<br />
*[[Armour]]: 1<br />
*[[Dodging]]: 2<br />
*[[Spellcasting]]: 2<br />
*[[Translocations]]: 3<br />
<br />
Choosing Warper adds 3 to your starting [[Strength]], 5 to your starting [[Intelligence]] and 4 to your starting [[Dexterity]].<br />
<br />
==Strategy==<br />
While Warpers lack the focus of other classes like [[Fighter]]s or [[Conjurer]]s, starting with a book of [[Translocations]] magic is extremely helpful in the long run. Though it is odd that you start off without being able to use a single spell, your starting spellbook is a good one - more details below.<br />
<br />
At first, focus more on being able to kill foes reliably - beginner Translocations won't help you kill enemies. This means melee skills, or any ranged weapons you find. Warpers should be comfortable with wearing heavier armour, foregoing their mage half until they can comfortably fight things (or find offensive spells). Warpers don't start with particularly good gear in any one offensive category, but are compensated with a really strong escape item, a scroll of blinking.<br />
<br />
Once you get your spells up, dangerous early monsters like [[ogre]]s can be softened up from a distance with boomerangs or any heavier [[Throwing]] weapons you've found. If they get too close, you can [[Blink]] away or use your weapons of dispersal. Once you've found some decent equipment, then you can focus on higher-level spells or branch out into other kinds of magic.<br />
<br />
Starting as a Warper is a good choice for players who wish to worship [[Cheibriados]] later, since you'll likely have an alternate means of escape online by the time Cheibriados starts slowing you down. Being a Warper also works well for characters who wanted to use medium or heavy armor, since most of their spells are simple enough that even big dumb bruisers can cast them well if they work at it.<br />
<br />
===Spell Details===<br />
Warper spells are useful to have, but not essential to start training for immediately.<br />
<br />
[[Blink]] remains useful for the entire game. It teleports you to a random location, meaning it most likely will create space from your opponent. Its random nature means it isn't a reliable escape, so use it ''before'' things get hairy.<br />
<br />
[[Teleport Other]] can help you avoid or delay dangerous fights. Like [[Hexes]], it checks [[willpower]]. [[Gell's Gravitas]] and [[Lesser Beckoning]] allow you to control the position of enemies. Gravitas pulls monsters toward each other, while Beckoning brings enemies close.<br />
<br />
[[Manifold Assault]] is an expensive spell to get running, and at first you won't have enough MP for it to work. But it allows attacking multiple enemies in your [[line of sight]], which is just as powerful as it sounds.<br />
<br />
==History==<br />
*In [[0.29]], Warpers gained 2 more [[boomerang]]s of [[dispersal]].<br />
*Prior to [[0.27]], Warpers started with the [[book of Spatial Translocations]], which had [[Passage of Golubria]] instead of [[Manifold Assault]]. <br />
*Prior to [[0.19]], the [[book of Spatial Translocations]] had [[Apportation]], a level 1 spell that Warpers would start with memorised.<br />
*Prior to [[0.15]], warpers started with a stack of darts, a stack of darts of dispersal, and 50 [[gold]].<br />
<br />
{{backgrounds}}<br />
<br />
[[Category:Backgrounds]]</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Chaos_Knight&diff=67363Chaos Knight2022-11-16T10:11:05Z<p>Slobodan: /* History */ typo fix</p>
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<div>{{version029}}<br />
{{flavour|The Chaos Knight is a plaything of Xom, subject to the god's constantly changing moods. Xom is a very unpredictable (and possibly psychotic) entity who rewards or punishes according to whim. They begin with a lightly enchanted leather armour, a simple weapon of their choice, and one of Xom's choice.}}<br />
'''Chaos Knights''' are warriors who serve [[Xom]], the unpredictable and psychotic God of Chaos. This is not a religion for the faint of heart, for Xom is a fickle, capricious deity who sees the chosen as personal playthings. Xom takes delight in their risks and misfortunes, and is quick to punish those who are boring. Chaos Knights who can keep Xom entertained (and survive) will find themselves showered with blessings... but their lives are more often painful and short.<br />
<br />
Chaos Knights start with 100 '[[piety]]', meaning that Xom is currently neutral towards them. This will quickly change, however.<br />
<br />
==Preferred Species==<br />
If you simply must play a Chaos Knight, the game recommends [[Hill Orc]], [[Minotaur]], [[Merfolk]], [[Draconian]], [[Troll]], [[Demonspawn]], or [[Gnoll]] as your species.<br />
<br />
==Racial Restrictions==<br />
[[Demigod]]s cannot be Chaos Knights (or any other religious class).<br />
<br />
==Starting Equipment==<br />
Some [[species]] may receive different items based on their unique restrictions.<br />
*+0 [[chaos]] [[weapon of choice]] ([[short sword]], [[mace]], [[hand axe]], [[spear]], or [[falchion]]) or [[Unarmed Combat|unarmed]].<br />
*+2 [[leather armour]]<br />
*[[Piece from Xom's chessboard]]<br />
<br />
==Starting Skills and Stats==<br />
These are adjusted by your species' [[aptitude]]s.<br />
*[[Fighting]]: 3<br />
*Chosen Weapon's Skill: 3<br />
*[[Armour]]: 1 (+1 if Armour aptitude >= Dodging aptitude)<br />
*[[Dodging]]: 1 (+1 if Dodging aptitude > Armour aptitude)<br />
<br />
Choosing Chaos Knight adds 4 to your starting [[Strength]], [[Intelligence]] and [[Dexterity]].<br />
<br />
==Strategy==<br />
This is in many ways a challenge class, as dealing with Xom makes your run through the [[Dungeon]] even more of a crapshoot than it already is, especially if you choose not to spoil yourself by reading the Xom page!<br />
<br />
Unlike other [[god]]s, Xom's feelings about you don't progress in an entirely predictable or fair manner. You ''do'' get feedback when you've done something to please Xom, but if you're used to the "follow the Appreciates list, score piety, be rewarded" logic of other gods, you'll have to abandon it here. Even if you do everything "right" by Xom, the 'rewards' are still random, just somewhat better on average. For Xom fans, of course, that's all part of the fun!<br />
<br />
==History==<br />
*In [[0.29]], most backgrounds were buffed; Chaos Knights received a [[piece from Xom's chessboard]].<br />
*Prior to [[0.14]], Chaos Knights started with 20 [[gold]].<br />
*Prior to [[0.13]], Chaos Knights started with a +2, +2 normal weapon of choice ([[short sword]], [[mace]], [[hand axe]], or [[spear]]).<br />
*In [[0.7]] and prior versions, Chaos Knights could worship Xom, [[Makhleb]], or [[Lugonu]]. CK of Makhleb was particularly easy, and therefore was removed; CK of Lugonu was split off into [[Abyssal Knight]].<br />
<br />
{{backgrounds}}<br />
[[Category:Backgrounds]]</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Monk&diff=67362Monk2022-11-16T10:07:48Z<p>Slobodan: /* History */ typo fix</p>
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<div>{{version029}}<br />
{{flavour|The Monk is a member of an ascetic order dedicated to the perfection of one's body and soul through the discipline of the martial arts. Monks start with only a simple weapon of their choice, a potion of divine ambrosia, and a robe. When they choose a god for the first time, their spiritual training gives them a piety boost.}}<br />
<br />
==Preferred Species==<br />
[[Hill Orc]], [[Merfolk]], [[Gargoyle]], [[Troll]], [[Demonspawn]], [[Palentonga]], and [[Meteoran]] are the recommended races if you pick a Monk Background.<br />
<br />
==Racial Restrictions==<br />
[[Demigod]]s cannot be Monks, as they refuse to worship a god.<br />
<br />
==Starting Equipment==<br />
Some [[species]] may receive different items based on their unique restrictions.<br />
*+0 [[weapon of choice]] ([[hand axe]], [[spear]], [[short sword]], [[falchion]], [[mace]], or [[unarmed]])<br />
*+0 [[robe]]<br />
*[[Potion of ambrosia]]<br />
<br />
==Starting Skills and Stats==<br />
These are adjusted by your species' [[aptitude]]s.<br />
*[[Fighting]]: 3<br />
*Chosen Weapon's Skill: 3<br />
*[[Dodging]]: 3<br />
*[[Stealth]]: 2<br />
<br />
Choosing Monk adds 3 to your starting [[Strength]], 2 to your starting [[Intelligence]] and 7 to your starting [[Dexterity]].<br />
<br />
==Special==<br />
Monks do not start with a god, but automatically gain ** [[piety]] when they first convert to a god<ref>{{source ref|0.28.0|religion.cc|3690}}</ref>. The following gods have special properties with monks:<br />
*[[Ashenzari]]: Monks are provided the first set of curses much sooner.<br />
*[[Gozag]]: Monks skip the entry fee<ref>{{source ref|0.28.0|religion.cc|3502}}</ref>.<br />
*[[Ru]]: Monks are immediately given a set of sacrifice options to make upon conversion. <br />
*[[Xom]]: No effect.<br />
*[[Yredelemnul]]: Create multiple allied [[derived undead]] to reach ** [[piety]].<br />
<br />
The Monk bonus ''does'' stack with that of a [[faded altar]].<br />
<br />
==Strategy==<br />
The main appeal of this background is the piety boost you gain upon choosing a god, especially when worshiping a god who offers bonuses at 1* or even 2* of piety, such as [[Okawaru]] or [[Makhleb]]. On the other hand, surviving until you find a suitable god to worship can be more challenging than with better-equipped backgrounds like [[Fighter]] or [[Gladiator]].<br />
<br />
==History==<br />
*In [[0.29]], Monks received a [[potion of ambrosia]]; most other backgrounds also had an extra consumable.<br />
*Prior to [[0.19]], monks could not choose a starting weapon - instead they always started with unarmed combat.<br />
*Prior to [[0.10]], there was no piety bonus gained upon choosing a god.<br />
<br />
==References==<br />
<references /><br />
<br />
{{backgrounds}}<br />
[[Category:Backgrounds]]</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Gladiator&diff=67361Gladiator2022-11-16T10:06:52Z<p>Slobodan: /* History */ typo fix</p>
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<div>{{version029}}<br />
{{flavour|The Gladiator has been trained to fight in the ring, and so is versed in the arts of fighting, but is not so good at anything else. In fact, Gladiators have never learned anything except bashing monsters with heavy things. They start with a weapon of their choice, light armour, headgear and some throwing weapons and nets.}}<br />
'''Gladiators''' are combatants who fight monsters and other gladiators in the arena to entertain bloodthirsty spectators. Their fighting style is more mobile (read: flashier) than more straightforward warriors, and they especially enjoy using their [[throwing net]]s to trap hapless opponents. They are thus adept in killing anything - and anyone - that gets in their way, but have little background in anything else.<br />
<br />
Gladiators differ from the very similar [[Fighter]] in that they favour mobility (light armour and [[Dodging]] skill) over heavy armour, and are trained in [[Throwing]]. By contrast, Fighters favour heavy armour and shields (and the skill to use them), but lack any background (or equipment) for ranged combat.<br />
<br />
==Preferred Species==<br />
[[Hill Orc]], [[Troll]], [[Merfolk]], [[Gargoyle]], [[Gnoll]], and [[Meteoran]] are the recommended races if you pick a Gladiator Background.<br />
<br />
==Racial Restrictions==<br />
[[Felid]]s are forbidden from becoming Gladiators. A Felid [[Fighter]] or [[Monk]] would end up with the same equipment.<br />
<br />
==Starting Equipment==<br />
Some [[species]] may receive different items based on their unique restrictions.<br />
*+0 [[weapon of choice]] ([[rapier]], [[flail]], [[war axe]], [[trident]], [[long sword]], [[quarterstaff]], or [[unarmed]])<br />
*+0 [[leather armour]]<br />
*+0 [[helmet]]<br />
*3 [[throwing net]]s<br />
*1 [[javelin]]<br />
**[[Size#Large|Large]] species get a [[large rock]], [[Size#Small|Small]] species get a [[boomerang]].<br />
<br />
==Starting Skills and Stats==<br />
Adjusted for your species' aptitudes:<br />
*[[Fighting]]: 2<br />
*Chosen Weapon's Skill: 3<br />
*[[Throwing]]: 2<br />
*[[Dodging]]: 3<br />
<br />
Choosing Gladiator adds 6 to your starting [[Strength]] and [[Dexterity]].<br />
<br />
==Strategy==<br />
Those [[throwing net]]s are handy for making your enemies helpless, from D:1 all the way to Zot:5, but they may be destroyed before you can reach it - throw them when your enemy is only two tiles away to give it less time to struggle.<br />
<br />
==History==<br />
*In [[0.29]], most backgrounds were buffed; Gladiators received a single throwing implement (which was removed from [[Hunter]]).<br />
*[[0.16]] allowed gladiators to choose [[Unarmed Combat]] as a starting weapon skill. <br />
*Prior to [[0.14]], most gladiator starting weapons were of a lower tier: [[short sword]] instead of cutlass, [[mace]] instead of flail, [[hand axe]] instead of war axe, and [[falchion]] instead of long sword. Also, [[size|small and little]] characters would receive [[stone]]s in place of throwing nets. They also started with 20 gold.<br />
*Prior to [[0.12]], gladiators started with a buckler.<br />
*Prior to [[0.10]], gladiators could not select a quarterstaff as their starting weapon.<br />
<br />
{{backgrounds}}<br />
[[Category:Backgrounds]]</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Distortion&diff=67360Distortion2022-11-16T10:04:58Z<p>Slobodan: /* Strategy */ readability</p>
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<div>{{version029}}<br />
{{flavour|It warps and distorts space around it, and may blink, banish, or inflict extra damage upon those it strikes. Unwielding it can cause banishment or high damage.}}<br />
<br />
'''Distortion''' is a [[brand]] that any melee [[weapon]] may have. Distortion weapons bend and tear the fabric of space-time, and generate a variety of effects when they hit<ref>{{source ref|0.29.1|attack.cc|486}}</ref>:<br />
<br />
{| class="prettytable" style="border:none; margin:0; padding:0;"<br />
|-<br />
! Chance<br />
! Effect<br />
|-<br />
| 35%<br />
| The target takes an additional 1-7 damage<br />
|-<br />
| 25%<br />
| The target takes an additional 3-26 damage (14.5 on average, low variation)<br />
|-<br />
| 20%<br />
| The target [[blink]]s<br />
|-<br />
| 5%<br />
| The target is [[banish]]ed to [[the Abyss]]<br />
|-<br />
| 15%<br />
| Nothing happens<br />
|}<br />
<br />
Distortion as an [[attack of opportunity]] is unable to blink or banish the target. The chance for additional damage rises as a result (47% for the smaller effect, 33% for the larger one).<br />
<br />
===Unwielding===<br />
Conversely, unwielding a weapon branded with distortion also causes '''dangerous unwielding effects''' to the player:<br />
* 50% chance: [[teleport]] to random monsters on the floor<br />
* 25% chance: inflict significant [[magical contamination]]<br />
* 25% chance: [[banish]]ed to the [[Abyss]]<br />
<br />
Followers of [[Lugonu]] are protected from these effects. Pious followers of Lugonu can have a weapon branded with distortion once per game, guaranteeing them access to the brand's effects.<br />
__TOC__<br />
<br />
==Strategy==<br />
Distortion deals irresistible damage independent from your weapon, working best on fast weapons (with low base delay). However, this brand isn't perfect; it might blink ranged enemies away, or banish foes with your equipment. Note that blinking gives you no message when it occurs, which can suddenly leave you with empty space where that monster used to be. You may move into an unintended spot very quickly. Regardless, the 5% chance for what is practically a one-hit kill is extremely strong; it can even banish otherwise hex-immune foes like the [[Hell]] lords. <br />
<br />
For monsters with distortion weapons (or with an inherent distortion-branded attack, like [[spatial vortex|spatial vortices]]), do your absolute best not to let them into melee range. For underleveled characters, getting sent into the [[Abyss]] can quickly lead to unwinnable situations. But regarding XL 27 characters, the Abyss (at least before A:7) is much safer than the [[Pandemonium]], [[Hell]]s, or [[Tomb]].<br />
<br />
Note that distortion is quite rare to come by without Lugonu, and has very dangerous unwield effects.<br />
<br />
===Tips and Tricks===<br />
*[[Tukima's Dance]] is a great spell against distortion-wielding foes; not only does it permanently disarm their weapon, but it becomes a [[dancing weapon]] on your side.<br />
*Certain [[uniques]] are likely to possess distortion weapons: [[Psyche]], [[Sonja]], and [[The Enchantress]].<br />
*Any banished enemy might appear in the Abyss later on.<br />
*If you intend to switch between weapons without Lugonu, you almost certainly don't want to deal with a distortion weapon's guaranteed backlash.<br />
**Positive effects of unwielding include a very last-ditch teleport (when [[confused]], for instance) and Abyss access (when other areas are ''much, much'' harder). Beware that getting sent to the Abyss this way may cause you to enter a deeper floor.<br />
*Casters that like to keep enemies away from them may find a distortion branded polearm quite useful, since its blink effect creates space between you and monsters. It's wise to train at least a little skill so you can hit at a reasonable (1.0) delay.<br />
*Despite giving full experience, Banish does not count as a kill; most gods won't reward you, and effects like [[Powered By Death]] won't activate. If you can't break stone walls, beware of banishing [[the Royal Jelly]] - the walls won't open unless you dive to the Abyss to kill it.<br />
<br />
==History==<br />
*Prior to [[0.27]], Distortion was an extremely punishing brand for those who wield-[[Identification|ID]]'d items. <br />
*Prior to [[0.26]], Distortion had a 10% chance to banish on attack, but banishment gave half experience.<br />
*Prior to [[0.25]], distortion weapons had a chance of [[teleport]]ing monsters away from you when attacking. They also caused [[Translocations]] [[miscast effect]]s when unwielded.<br />
*Prior to [[0.19]], distortion weapons could sometimes heal [[blink frog]]s (including the unique blink frog [[Prince Ribbit]]), who were immune to all of the effects of the distortion brand. Additionally, the spell [[Warp Weapon]] existed, which could apply a temporary distortion brand to your weapon.<br />
*Prior to [[0.15]], rebranding a distortion weapon (e.g. by a [[Scroll of brand weapon]]) caused a distortion effect.<br />
*Prior to [[0.14]], followers of Lugonu were not protected from the effects of unwielding a distortion weapon.<br />
*Prior to [[0.12]], this brand was safer when found on sharp weapons, since blunt weapons didn't allow butchering corpses.<br />
<br />
==References==<br />
<references /><br />
<br />
{{brands}}<br />
<br />
[[Category:Brands]]</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Axes&diff=58783Axes2022-03-15T10:47:59Z<p>Slobodan: /* List of Axes */ corrected speed of exec axe to 19</p>
<hr />
<div>{{version028}}<br />
The '''Axes''' skill governs your character's mastery of all axes. These weapons deal only moderate damage, but their [[cleaving]] attacks damage multiple adjacent monsters. It [[crosstrain]]s with the [[Maces & Flails]] skill and the [[Polearms]] skill. <br />
<br />
{{skill_aptitudes}}<br />
<br />
==List of Axes==<br />
<br />
{| class="wikitable"<br />
! Name || Dam || Hit || Speed || Hands || Size || Missile || Throw || Dam Type || Prob<br />
|-<br />
| [[Hand axe]] || 7 || +3 || 13 || One || Small || None || No || Chopping || 10<br />
|-<br />
| [[War axe]] || 11 || +0 || 15 || One || Medium || None || No || Chopping || 10<br />
|-<br />
| [[Broad axe]] || 13 || -2 || 16 || One || Medium || None || No || Chopping || 10<br />
|-<br />
| [[Battleaxe]] || 15 || -4 || 17 || Two || Large || None || No || Chopping || 10<br />
|-<br />
| [[Executioner's axe]] || 18 || -6 || 19 || Two || Large || None || No || Chopping || 2<br />
|-<br />
|}<br />
<br />
==History==<br />
*Prior to [[0.14]], hand axes qualified as throwing weapons.<br />
*Prior to [[0.12]], axes had higher base damage but lacked the cleaving effect, rendering them almost identical to [[Long Blades]].<br />
<br />
==See Also==<br />
*[[Species#Melee_.26_Ranged_Combat|Table of species aptitudes]]<br />
*[[Weapon_selection#Axes|Axe selection strategy]]<br />
<br />
{{Skills}}<br />
[[Category:Weapon skills]]<br />
[[Category:Axes|*]]</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Polearms&diff=58782Polearms2022-03-15T10:45:21Z<p>Slobodan: /* List of Polearms */ corrected speed of bardiche from 20 to 19 since 0.28</p>
<hr />
<div>{{version021}}<br />
<br />
The '''Polearms''' skill denotes how well your character uses long hafted weapons. These weapons tend to deal less damage than other weapon types, and are often very bulky and slow to attack with, but they make up for this by having an inherent [[reaching]] ability that stacks with [[brand]]s. It [[crosstrain]]s with the [[Axes]] skill and the [[Staves]] skill.<br />
<br />
{{skill aptitudes}}<br />
<br />
==List of Polearms==<br />
<br />
{| class="wikitable"<br />
! Name || Dam || Hit || Speed || Hands || Size || Missile || Throw || Dam Type || Prob<br />
|-<br />
| [[Spear]] || 6 || 4 || 11 || One || Little || None || No || Piercing || 10<br />
|-<br />
| [[Trident]] || 9 || 1 || 13 || One || Medium || None || No || Piercing || 10<br />
|-<br />
| [[Halberd]] || 13 || -3 || 15 || Two || Large || None || No || Chopping || 10<br />
|-<br />
| [[Scythe]] || 14 || -4 || 20 || Two || Large || None || No || Slicing || 10<br />
|-<br />
| [[Demon trident]] || 12 || 1 || 13 || One || Medium || None || No || Piercing || 2<br />
|-<br />
| [[Trishula]] || 13 || 0 || 13 || One || Medium || None || No || Piercing || 0<br />
|-<br />
| [[Glaive]] || 15 || -3 || 17 || Two || Large || None || No || Chopping || 10<br />
|-<br />
| [[Bardiche]] || 18 || -6 || 19 || Two || Large || None || No || Chopping || 2<br />
|}<br />
<br />
==History==<br />
Prior to [[0.10]], polearms could only reach if they had the reaching brand, which any of them were eligible for.<br />
<br />
==See Also==<br />
*[[Melee_weapon#Polearms|List of polearms]]<br />
*[[Species#Melee_.26_Ranged_Combat|Table of species aptitudes]]<br />
*[[Weapon_selection#Polearms|Polearm selection strategy]]<br />
<br />
{{Skills}}<br />
[[Category:Polearms|*]]<br />
[[Category:Weapon skills]]</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Bardiche&diff=58781Bardiche2022-03-15T10:44:05Z<p>Slobodan: This bit no longer applies since 0.28. Could use a rewrite in the future.</p>
<hr />
<div>{{version028}}<br />
{{weapon<br />
|name = Bardiche<br />
|cost = ?<br />
|weight = 20.0<br />
|skill = Polearms<br />
|damage = 18<br />
|accuracy = -6<br />
|basedelay = 19 (190%)<br />
|mindelay = 7 at skill 24<br />
|hands = 2H<br />
|size = Large<br />
|damtype = Chopping<br />
|ranged = No<br />
|acquirement = 2<br />
}}<br />
<br />
{{flavour|A long pole with an enormous, cleaving blade on one end.}}<br />
<br />
{{crawlquote|This weapon falls into the '[[Polearms]]' category. It is a two handed weapon.}}<br />
<br />
The '''bardiche''' is the largest, slowest, and most powerful polearm available. <br />
<br />
Although extremely rare, bardiches occasionally generate in the possession of the [[list of demonspawn|demonspawn]] opponents in [[Pandemonium]]. Like all polearms, bardiches are capable of [[reaching]] attacks.<br />
<br />
Since bardiches are chopping weapons, they are liable to chop off hydra heads.<br />
<br />
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"<br />
! || Image<br />
|-<br />
| '''Mundane''' || [[File:Bardiche1.png]]<br />
|-<br />
| '''Magical''' || [[File:Bardiche2.png]]<br />
|-<br />
| '''Artifact''' || [[File:Bardiche3.png]]<br />
|}<br />
<br />
==History==<br />
*Prior to [[0.28]], the bardiche's mindelay was reached at 26 skill (base delay of 20)<br />
*Prior to [[0.10]], bardiches lacked innate reaching.<br />
<br />
{{weapons}}<br />
<br />
[[Category:Polearms]]</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Minotaur&diff=47591Minotaur2018-04-30T16:29:34Z<p>Slobodan: /* Strategy */ some strategy cleanup: death knights haven't been a thing for a while</p>
<hr />
<div>{{version021}}<br />
{{for monster}}<br />
{{flavour|The Minotaurs are yet another species of hybrids - Human bodies with bovine heads. They delve into the Dungeon because of their instinctive love of twisting passageways.<br />
<br />
Minotaurs are extremely good at all forms of physical combat, but are awful at using any type of magic. They can wear all armour except for some headgear. When in close combat, Minotaurs tend to reflexively headbutt those who dare attack them.}}<br />
<br />
==Innate Abilities==<br />
*[[Horns]] 2: Minotaurs get a secondary melee attack from their horns, but cannot wear [[helmet]]s.<br />
*Minotaurs instinctively counterattack foes in melee with a [[auxiliary attack|headbutt]] whenever (5× [[STR]] + 7 × [[DEX]] > 1d(600))<br />
<br />
Minotaurs have a base [[Strength]] of 12, [[Intelligence]] of 5 and [[Dexterity]] of 5 (before Background modifiers). They have -1 to their base [[magic points]].<br />
<br />
==Preferred Backgrounds==<br />
*'''Warriors:''' [[Fighter]], [[Gladiator]], [[Monk]], [[Hunter]]<br />
*'''Zealots:''' [[Abyssal Knight]], [[Berserker]]<br />
<br />
==Level Bonuses==<br />
*+1 [[strength]] or [[dexterity]] (equal chance) every 4th level.<br />
*10% more [[HP]] than average.<br />
*+3 [[magic resistance]] per level.<br />
<br />
==Starting Skills and Equipment ==<br />
Minotaurs start with the skills and equipment listed for their background, with these exceptions:<br />
*Any [[helmet]] is replaced with a [[hat]].<br />
<br />
==Difficulty of Play==<br />
{{Beginner}}<br />
<br />
Minotaurs are an easy species to play because of their incredible versatility in melee combat. They are equally excellent in all melee weapons, and nearly as competent at range. They are also very durable, thanks to high HP and a good [[Armour skill]] aptitude. Minotaurs are thus a great choice for players who want a powerful "monstrous" species, but don't want to sacrifice weapon versatility or armour as [[ogre]]s and [[troll]]s do.<br />
<br />
{{species_aptitudes|Minotaur}}<br />
<br />
==Strategy==<br />
Tough, strong, and at home with all weapons, minotaurs are born for melee and ranged-combat backgrounds alike. Being feeble at magic, however, they need to milk the religious side of the game to round themselves out. They particularly excel as Berserkers, as [[Trog]]'s religion emphasizes all of a Minotaur's strong points, and only trolls suffer less from his ban on magic. Nor do any of his powers actually require the Invocations skill, leaving more experience to devote to combat skills. <br />
<br />
Picking Fighter, Gladiator, or Hunter will provide you with a good start for making the journey to the [[Temple]] (or to a lucky early [[altar]]). Minotaurs do well under [[Okawaru]] ([[Heroism]], [[Finesse]], equipment gifts), [[Makhleb]] (demonic summons, recovery from killing, elemental blasts), or even [[the Shining One]] (powerful summons, defensive buffs, and abilities useful against [[demon]]ic and [[undead]] foes. Besides, you probably weren't going to be sneaking around anyway).<br />
<br />
For reference: a Minotaur Monk will have a chance of 26.5% to counter at the start of the game, a MiWz will have a chance of 18.5%. Should you reach 40 in Str and Dex your chance will be about 80%.<br />
<br />
==History==<br />
In [[0.17]], headbutt auxiliary attacks no longer apply a small stun.<br />
<br />
{{species}}</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Cheibriados&diff=47590Cheibriados2018-04-30T11:32:16Z<p>Slobodan: /* Strategy */ removed two obsolete Chei tips</p>
<hr />
<div>{{version017}}<br />
[[File:Cheibriados altar.png]] ''"Take it easy."''<br />
<br />
{{flavour|Cheibriados is a god of deliberation. Those following Cheibriados travel more slowly the further they progress in their faith, and are forbidden from using any means to hasten themselves. In the process of so imitating their god, they attain perfection of mind and body, and the mysteries of time unfold before them. Especially devout followers may even momentarily abandon the flow of time and its needless disturbances.<br />
<br />
Followers of Cheibriados move more slowly as they gain favour, and are rewarded for killing creatures who are faster than they are. Moving too quickly or using magically hastened weapons is frowned upon. Cheibriados rewards the faithful with a slowed metabolism, the power to slow other creatures, the power to distort the flow of time, the power to harm those who move more quickly than they do, and, finally, the ability to step out of the flow of time entirely.<br />
<br />
Cheibriados likes it when you kill fast things, relative to your speed.<br />
<br />
Cheibriados strongly dislikes it when you hasten yourself or others or use unnaturally quick items.}}<br />
<br />
==Appreciates==<br />
*Killing creatures that are faster than you, with a chance of a large piety increase for much faster creatures and ones with high [[HD]] ("''Cheibriados (thoroughly) appreciates the change of pace''").<br />
<br />
==Deprecates==<br />
*Increasing your speed by any means: this includes [[Haste]], going [[berserk]], [[Swiftness]], melee weapons with the [[speed (brand)|speed brand]], [[quick blade]]s, and [[boots]] or [[barding]]s with the [[running]] ego. You may not haste or [[frenzy]] enemies, either. If the item causing haste, berserk, etc. was unidentified, or you were berserked/hasted against your will (moth of wrath, berserk mutation), Cheibriados will block the haste and not punish you for it. The message will say the protection was "just this once," but there is no actual limit on it. Do note that an identified wand of random effects will be punished by Chei if you use it and it produces one of the forbidden effects.<br />
<br />
==Given Abilities==<br />
'''[[Piety|Piety Level -]]''': "Sluggish Foo"<br />
*'''Raises the support of your attributes''': Cheibriados increases your Strength, Dexterity, and Intelligence as your piety increases. Each stat increase comes with an incremental decrease in your movement speed. Further stat increases occur at higher ranks of piety. At maximum piety you receive +15 to all stats, and your movement delay is doubled.<br />
*'''Bend Time''': Slows everything adjacent to you. Monsters resist based on their [[HD]] rather than their [[Magic resistance]], which means that it can affect magic immune enemies. (Costs 3 MP, 50-100 Food, and 1-2 Piety)<br />
<br />
'''[[Piety|Piety Level *]]''': "Deliberate"<br />
*'''Slows and strengthens your metabolism''': All actions have their satiation costs reduced to 75% normal. Also, the duration of [[sickness]] is cut in half, as is the rate at which [[poison]] damages you. This effectively doubles the ''duration'' of poison, but makes it much more survivable, especially in severe cases.<br />
<br />
'''[[Piety|Piety Level **]]''': "Unhurried"<br />
*No new Abilities.<br />
<br />
'''[[Piety|Piety Level ***]]''': "Contemplative"<br />
*'''Temporal Distortion''': Moves nearby monsters forward through time, relative to you. In effect, this forces ranged opponents to move adjacent to you, but may also place them one spaces away. (Instant, 4 MP, 200-400 Food, 3-5 Piety)<br />
<br />
'''[[Piety|Piety Level ****]]''': "Epochal"<br />
*'''Slouch''': Damages everything in [[LOS]] (including [[invisible]] enemies) that's faster than you (Damage = [Speed Difference] × 4d3 / 2). Only monsters that have detected you take damage from Slouch. (Costs 5 MP, 100-200 Food, and 8-12 Piety) Damage is based on monster movement speed. <br />
<br />
'''[[Piety|Piety Level *****]]''': "Timeless"<br />
*'''Step From Time''': Moves you to nowhere and lets time pass. During that time, monsters wander away and may even go to sleep. Monsters that end up in your LOS must perform a fresh check against your stealth to notice you. (Costs 10 MP, 200-400 Food, and 10-15 Piety)<br />
<br />
'''[[Piety|Piety Level ******]]''': "Foo Aeon"<br />
*No new abilities.<br />
<br />
In addition, Cheibriados does the following:<br />
*Dramatically reduces the monster spawn rate and map morphing rate in the [[Abyss]]. (Passive)<br />
*Prevent the speed bonus from going berserk through the [[Bad mutations#Berserk|Berserk]] mutation. (Passive)<br />
*Reduces the Orb run monster spawn rate.<br />
<br />
==Punishments==<br />
{{flavour|Offenders against Cheibriados are given one last chance to take it easy. They may find themselves slowed and exhausted, or stepping from time at unexpected moments. In dangerous moments, Chei provides them with refreshing naps. And in very dangerous situations... in the full depth of time, almost anything can happen. (But for those who offend Cheibriados, probably not anything good!)}}<br />
<br />
Upon abandonment, Cheibriados will occasionally punish you with one of the following forms of [[divine retribution]]:<br />
<br />
*Random [[miscast effect]].<br />
*Sleep for 4-8 turns.<br />
*[[Slow]] + No berserk for 100 turns.<br />
*Step out of time for 2-5 turns.<br />
*Curse an item.<br />
<br />
==Strategy==<br />
*Unlike the other gods, successfully worshiping Cheibriados greatly magnifies the deadliness of your mistakes. Remember to always use shift-direction key or auto-explore while exploring, as that will automatically stop you when you spot an enemy. One careless step while worshiping Cheibriados could translate to two or three needless enemy attacks, which could very well be lethal.<br />
*Those who worship Cheibriados should try to take advantage of their stat boosts as much as possible. Ranged combat gets a large boost from high stats; a well-enchanted [[longbow]] or [[crossbow]] in particular will deal high damage to your enemies. Devotees of Cheibriados should cast spells, can wear protective heavy armor (the penalty of which will be reduced by their high strength), and get high EV by training dodging thanks to their dexterity. If you are using [[Unarmed Combat]] and [[Transmutations]], the damage output of many forms (particularly [[Blade Hands]]) will be increased greatly from the boost in stats. <br />
*[[Translocations]] spells can help you get around quickly, as can [[Passwall]].<br />
*Training your [[Invocations]] skill is important as well, as Cheibriados offers several excellent abilities:<br />
**Bend Time can reliably slow even the strongest enemies for very little piety, reducing their attack speed while yours remains the same. Skill level 7.0 in Invocations will give 4% or lower failure for Bend Time at all relevant piety levels. <br />
**Temporal distortion is an instantaneous ability that "jumps forward" in time. It has a number of powerful tactical uses which may not be obvious at first. Skill level 7.0 in Invocations will give 4% or lower failure for Temporal Distortion at all relevant piety levels. <br />
***The most direct use of temporal distortion is to pull in ranged attackers so that melee characters can fight without having to walk towards monsters or take damage while waiting for an approach. It can also be used for the opposite effect: if you are resting on stairs and monsters are in melee range, distortion can be used to possibly move them away from you so that you can escape up the stairs without being followed. <br />
***Temporal distortion can be used to dodge enemy orbs of destruction, which will pass through you; this is particularly helpful against orb spiders. You can use it to dissipate clouds (especially low duration clouds, such as the flames produced by [[fire crab]]s) and split up [[slime creature]]s that have merged. <br />
***Temporal Distortion also works well with [[poison]]; apply a few levels of poison, then warp time forward to when your foes are more damaged. [[Sticky flame]] can also be used in this manner. <br />
**Slouch's piety cost is not cheap, but it is an effective irresistible attack against everything in sight, even invisible enemies (this is a quick way to take out [[unseen horror]]s, among other things). Slouch's damage is based on the difference between your speed and the target's, so particularly fast or hasted enemies will take a high damage. Areas filled with fast enemies such as [[Spider's Nest]] are especially ripe for Slouching. Note that Invocations does not affect Slouch's damage, only its success. Around 9.0 skill in Invocations will give you 4% or less failure with Slouch at all relevant piety levels. Assuming your movement delay is 20, Slouch will deal on average 60 damage to opponents of speed 20 (killer bees) and 40 damage to opponents of speed 10 (most monsters). <br />
**Don't forget you have Step From Time. It can spare you from certain-death situations; by the time you return, most enemies will have wandered off and summoned enemies will have run out of time. Enemies that haven't wandered off might not even notice your return if you have a high [[Stealth]] skill as well. <br />
**Step From Time is much more effective in open levels with lots of space for monsters to redistribute themselves. In constrained areas like [[the Shoals]] or small portal levels, it is less effective, so beware. Unlike Slouch the ''strength'' of Step From Time, and not just the success chance, depends on Invocations skill. Skill level 14.0 in Invocations will give less than 4% failure in Step From Time at all relevant piety levels.<br />
<br />
==History==<br />
Prior to [[0.17]], slouch damage wasn't based on monster movement speed. <br />
<br />
Prior to [[0.14]], '''Bend Time''' only became available at 1* piety.<br />
<br />
Prior to [[0.10]], Cheibriados would only give you bonus stats if you wore equipment with the [[ponderousness]] ego (and offered an ability which allowed you to convert your gear into ponderous artifacts). Cheibriados would also offer various resistances as well. These benefits increased with each equipment slot you made ponderous.<br />
<br />
Prior to [[0.9]], species with equipment restrictions were unable to get the full ponderous benefits from Cheibriados, and each new ponderous item gave a larger benefit than the last.<br />
<br />
{{gods}}</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Barachi&diff=47589Barachi2018-04-30T05:43:44Z<p>Slobodan: Barachian -> Barachim</p>
<hr />
<div>{{version021}}<br />
{{flavour|Barachim are an amphibious humanoid race, spawned at the dawn of time as servants for the gods. Inevitably, they rebelled and fled into the mortal world; but even uncounted years later, the darkness still flees at their approach, remembering those who they once served.<br />
<br />
Barachim's most remarkable trait is their grossly overmuscled legs, which allow them to leap great distances. When not leaping, they are somewhat slow-moving, and the long sight-lines that their heritage creates can be a major disadvantage, but they can master almost any skill.}}<br />
<br />
==Innate Abilities==<br />
<br />
* '''+1 [[LOS]]''': Barachim have a line of sight of 8 tiles instead of the normal 7. This means that they can see more monsters at once; they can also attack monsters from further away, but vice versa as well.<br />
* '''[[Amphibious]]'''<br />
* '''[[Bad mutations#Slow|Slow 1]]''': Barachim move slowly, taking 1.2 turns to move.<br />
* '''Strong Legs 1''': Can hop short distances (up to four tiles), but without complete accuracy. '''Hopping''' requires a [[LOS]] unobstructed by any physical obstacles; however, one can hop over interposed monsters, plants, [[statue]]s. Hopping can be used to reliably free oneself from [[net]]s and [[web]]s. Hopping is not [[blink]]ing, so it continues to function when one is affected by [[teleport]] restrictions or [[Dimension Anchor]]. After hopping, you will be unable to use this ability again until you have spent some time not moving. (Other actions, such as casting spells and attacking, are fine.)<br />
<br />
Barachim have a base [[Strength]] of 9, [[Intelligence]] of 8 and [[Dexterity]] of 7 (before Background modifiers).<br />
<br />
==Preferred Backgrounds==<br />
* '''Warriors''': [[Fighter]]<br />
* '''Zealots''': [[Berserker]] <br />
* '''Warrior-mages''': [[Skald]]<br />
* '''Mages''': [[Summoner]], [[Ice Elementalist]].<br />
<br />
==Level Bonuses==<br />
* +1 to a random stat every 4 levels.<br />
* Average [[HP]]<br />
* Average [[MP]]<br />
* +3 [[magic resistance]] per level<br />
* Strong Legs 2, at level 13: the hopping range is increased, up to six tiles.<br />
<br />
==Starting Skills and Equipment==<br />
Barachim receive the skills and equipment listed for their background.<br />
<br />
==Difficulty of Play==<br />
{{Hard}}<br />
Having another tile added to a Barachi's Line of Sight results in monsters becoming aware of them earlier and in greater numbers. The slow speed makes sure that Barachim cannot outrun these monsters when the upstairs are far away. This is somewhat offset by the unique escape of hopping, which gives the Barachim a great advantage in places where controlled blinks are not possible, notably [[Zot]].<br />
<br />
The aptitudes of a Barachi, for combat, defences and magic, belong to the best among all species. This makes them very versatile, a lot more than the short list of recommended backgrounds seems to suggest.<br />
<br />
{{species_aptitudes|Barachi}}<br />
<br />
==Strategy==<br />
Barachim struggle early on due to their slow speed, so it is important to develop a successful strategy for killing enemies quickly. The excellent aptitudes make this easy, thankfully. Additionally, they are far less limited in escape options than their slower counterparts, [[naga]]s, for they aren't quite as slow and they can hop to escape especially dangerous melee encounters.<br />
<br />
Almost every god will work with Barachi, although it is wise to choose a god without a significant [[Invocations]] requirement, to counter their poor Invocations aptitude. [[Cheibriados]] is a natural god choice, as they help you survive your slow pace and you will gain piety much more quickly than usual due to your naturally slow speed. Your innate hop ability also provides a renewable emergency escape or repositioning option, useful for any follower of Cheibriados.<br />
<br />
==History==<br />
Barachim were added in [[0.20]]. Before release in the stable version, they were called Barachians.<br />
<br />
{{species}}</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Ice_Elementalist&diff=47538Ice Elementalist2018-04-22T09:40:12Z<p>Slobodan: preferred races: listed simple species first</p>
<hr />
<div>{{version021}}<br />
{{flavour|Ice Elementalists are magicians who have specialised in ice, one of the four types of elemental magic. Ice Magic offers a balance between destructive conjurations and protective charms.}}<br />
<br />
==Preferred Races==<br />
[[Merfolk]], [[Gargoyle]], [[Draconian]], [[Deep Elf]], [[Demigod]], and [[Naga]] are the recommended races if you pick an Ice Elementalist Background.<br />
<br />
==Starting Equipment==<br />
Some [[species]] may receive different items based on their unique restrictions.<br />
*+0 [[robe]]<br />
*[[Book of Frost]]<br />
*[[Ration]]<br />
<br />
Ice elementalists start with the [[Freeze]] spell memorised.<br />
==Starting Skills and Stats==<br />
These are adjusted by your species' [[aptitude]]s.<br />
*[[Dodging]]: 2<br />
*[[Stealth]]: 2<br />
*[[Spellcasting]]: 2<br />
*[[Conjurations]]: 1<br />
*[[Ice Magic]]: 3<br />
<br />
Choosing Ice Elementalist adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].<br />
<br />
==Strategy==<br />
A strong choice; their starting book offers you excellent offense early on through [[Freeze]], defense through [[Ozocubu's Armour]], a strong single-target conjuration in [[Throw Icicle]] and a powerful summon in [[Summon Ice Beast]]. Although [[Freeze]] is a powerful level 1 attack spell, its melee range restriction forces you to engage foes you might otherwise want to avoid. Feel free to use [[stone]]s, [[tomahawk]]s, [[javelin]]s, and [[blowgun]]s as free ranged attacks to help stay alive during your low-MP first few levels, and don't skimp on your use of defensive buffs once you unlock them - they'll only keep you alive if you keep them active.<br />
<br />
==History==<br />
Prior to [[0.14]], Ice Elementalists only started with 1 level of Spellcasting.<br />
<br />
{{backgrounds}}<br />
[[Category:Backgrounds]]</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Hell_Sentinel&diff=47530Hell Sentinel2018-04-20T06:52:26Z<p>Slobodan: Version bump. Removed a tip about bolt of inaccuracy.</p>
<hr />
<div>{{version021}}<br />
{{monster info}}<br />
<br />
==Useful Info==<br />
'''Hell Sentinels''' are massive demonic constructs, immune to all elemental damage except for [[holy]] and [[acid]] and boasting very high AC. On top of that, they are covered in [[spiny|spines]] that deal 5d4 physical damage (subject to [[EV]] and [[AC]]) to you each time you attack. Although they lack the ability to [[torment]] you, they can still deal heavy damage in melee or at range. Between their durability and irresistible damage output, they are some of the deadliest normal enemies in the game. They can be found in [[Pandemonium]] and the [[Hell]]s, particularly [[the Iron City of Dis]], as well as rarely appearing in [[the Abyss]].<br />
<br />
{{monster spells}}<br />
<br />
==Tips & Tricks==<br />
*Fast characters can avoid their passive counter-attack by kiting them with ranged attacks. That being said, the constant stream of hellfire and Iron Shots is probably worse.<br />
*Unlike with [[fiend]]s, merely being within LOS of one of these is not an extreme emergency. They are unable to inflict torment, and they have only normal speed. So long as you aren't a [[naga]] or [[Cheibriados]] worshiper, simply walking away from one may be the best option.<br />
*All of their attacks require a clear line of fire, so characters capable of flooding them with summoned units can eventually defeat them in safety, hiding in the background. Their massive damage output will chew through your summons quickly, however, so a source of [[MP]] [[channeling]] may be necessary.<br />
<br />
==History==<br />
Hell Sentinels were added in [[0.11]], replacing [[pit fiend]]s as the iron-themed [[tier-1 demon]].</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Kobold&diff=47511Kobold2018-04-18T09:04:29Z<p>Slobodan: carnivorous in now a single level mutation</p>
<hr />
<div>{{version|021}}<br />
{{for monster}}<br />
{{flavour|Kobolds are small, ugly creatures with few redeeming features. They are not the sort of people you would want to spend much time with, unless you happened to be a Kobold yourself.<br />
<br />
They tend to be more agile and weaker than Halflings, and are slightly more talented at using most types of magic, particularly necromancy. They are competent in combat, especially with short blades, maces or crossbows, and are also very adept at using magical devices. They often live as scavengers, surviving on carrion (which they can eat even when not hungry), but are carnivorous and can only eat meat. Kobolds advance in levels as quickly as Humans. Like Halflings, Kobolds cannot wield large weapons.}}<br />
<br />
==Innate Abilities==<br />
*[[Carnivorous]]: Kobolds gain more sustenance from meat chunks and can eat [[chunk]]s until engorged.<br />
*Kobolds are [[Size#Player Sizes|small]] creatures, unable to wield [[large shield]]s, [[bardiche]]s, [[battleaxe]]s, [[dire flail]]s, [[executioner's axe]]s, [[glaive]]s, [[great mace]]s, [[great sword]]s, [[halberd]]s, [[longbow]]s, [[scythe]]s, [[triple sword]]s, [[giant club]]s, [[giant spiked club]]s, and [[javelin]]s. One-handed weapons like [[magical staves]], [[broad axe]]s, [[trident]]s, [[demon trident]]s and [[double sword]]s are two-handed weapons to them.<br />
<br />
Kobolds have a base [[Strength]] of 6, [[Intelligence]] of 6 and [[Dexterity]] of 11 (before Background modifiers).<br />
<br />
==Preferred Backgrounds==<br />
*'''Warriors:''' [[Hunter]]<br />
*'''Zealots:''' [[Berserker]]<br />
*'''Warrior-mages:''' [[Arcane Marksman]], [[Enchanter]]<br />
*'''Mages:''' [[Conjurer]], [[Summoner]]<br />
<br />
==Level Bonuses==<br />
*+1 to a random [[stat]] every 5th level.<br />
*20% less [[HP]] than average.<br />
*Average [[MP]].<br />
*+3 [[magic resistance]] per level.<br />
<br />
==Starting Skills and Equipment==<br />
Kobolds receive the skills and equipment listed for their background, with the following exceptions:<br />
* [[Javelin]]s are replaced with [[tomahawk]]s.<br />
<br />
==Difficulty of Play==<br />
{{Moderate}}<br />
<br />
Kobolds are a straightforward race to play because of their excellent aptitudes in many skills and their size bonus to EV. They have good magic aptitudes overall and advance quickly in experience, and they can eat meat chunks at any time, not just when hungry. This makes eating less of a hassle, which is usually just a convenience, although it can be leveraged to strong effect with certain abilities, such as repeatable [[berserk]]ing, as offered by [[Trog]] or via an evocable source of berserk (e.g., [[amulet of rage]]). Their excellent aptitude for [[evocations]] makes them good [[artificer|artificers]].<br />
<br />
{{species_aptitudes|Kobold}}<br />
<br />
==Trivia==<br />
[http://en.wikipedia.org/wiki/Kobold Kobolds] were originally creatures from Germanic mythology, but they are well known to gamers due to appearing as low-level monsters in ''Dungeons & Dragons'' and as creatures in ''Nethack''.<br />
<br />
==History==<br />
*Prior to [[0.21]] and the merging of [[ration]]s, the carnivorous mutation had three levels. <br />
*Kobolds' aptitudes were rebalanced in [[0.19]]. Prior to this change: [[Axes]] was -1, [[Maces & Flails]] was 0, [[Throwing]] was +3, [[Slings]] was +2, [[Bows]] was -1, [[Spellcasting]] was -1, [[Conjurations]] was -1, and [[Transmutations]] was -1, and [[Evocations]] was +3.<br />
*Prior to [[0.15]], kobolds had 2 ranks of [[Saprovore]] and would recover from [[sickness]] faster than normal.<br />
<br />
[[Category:Kobold]]<br />
<br />
{{species}}</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Talk:Herbivorous&diff=47510Talk:Herbivorous2018-04-18T08:53:29Z<p>Slobodan: Created page with "This was simplified to only one level in 0.21, needs updating."</p>
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<div>This was simplified to only one level in 0.21, needs updating.</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Talk:Carnivorous&diff=47509Talk:Carnivorous2018-04-18T08:52:04Z<p>Slobodan: Created page with "This was simplified to only one level in 0.21, needs updating."</p>
<hr />
<div>This was simplified to only one level in 0.21, needs updating.</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Lava_snake&diff=47508Lava snake2018-04-18T06:38:29Z<p>Slobodan: version bump, removed tips section (the only tip was obsolete)</p>
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<div>{{version021}}<br />
{{list of | snakes}}<br />
{{monster info}}<br />
<br />
==Useful Info==<br />
'''Lava snakes''' are [[lava]]-dwelling [[list of snakes|snakes]] that spit [[fire]] at you if you come within their [[line of sight]], much like a fiery equivalent to [[electric eel]]s. They can be found anywhere that lava occurs, except for the early portions of [[the Dungeon]].<br />
<br />
{{monster spells}}</div>Slobodanhttp://crawl.chaosforge.org/index.php?title=Guardian_serpent&diff=47507Guardian serpent2018-04-18T06:36:08Z<p>Slobodan: version bump, removed one obsolete tip (amulet of stasis)</p>
<hr />
<div>{{version021}}<br />
{{list of | snakes}}<br />
<!--monster-bot-begin--><br />
{{monster<br />
|name=guardian serpent<br />
|glyph={{White|S}}<br />
|tile=[[File:Guardian serpent.png]]<br />
|flags={{See invisible flag}}<br>{{Speaks flag}}<br>{{Warm blood flag}}<br />
|resistances={{Poison resistance}}<br />
|vulnerabilities=None<br />
|max_chunks=4<br />
|meat={{Mutagenic corpse}}<br />
|xp=457<br />
|holiness={{Natural}}<br />
|magic_resistance=60<br />
|hp_range=28-61<br />
|avg_hp=44<br />
|armour_class=6<br />
|evasion=14<br />
|habitat=Land<br />
|speed= 15<br />
|size={{Large}}<br />
|item_use={{Uses nothing}}<br />
|attack1=26 ({{Hit type}}: {{Plain flavour}})<br />
|attack2=<br />
|attack3=<br />
|attack4=<br />
|hit_dice=8<br />
|base_hp=3<br />
|extra_hp=5<br />
|fixed_hp=0<br />
|intelligence={{Normal intelligence}}<br />
|genus=guardian serpent<br />
|species=guardian serpent<br />
}}<br />
{{Flavour|Serpents are distinct and rare members of scaly society. They are light and swift like snakes, yet also intelligent like nagas. Their lack of hands, together with an extreme sense of duty, makes them renowned guardians. It is said that a guardian serpent would rather die in battle than leave anything to an intruder.<br />
----<br />
“The latter lived in the country, and before his house there was an oak, in which there was a lair of snakes. His servants killed the snakes, but Melampus gathered wood and burnt the reptiles, and reared the young ones. And when the young were full grown, they stood beside him at each of his shoulders as he slept, and they purged his ears with their tongues. He started up in a great fright, but understood the voices of the birds flying overhead, and from what he learned from them he foretold to men what should come to pass.”<br><br />
-Pseudo-Apollodorus , _Library and Epitome_, 1.9.11. circa 150 BC.<br><br />
trans. Sir James George Frazer, 1913.<br><br />
<br><br />
“A snake, with mottles rare,<br><br />
Surveyed my chamber floor,<br><br />
In feature as the worm before,<br><br />
But ringed with power.”<br><br />
-Emily Dickinson, “In Winter In My Room”. circa 1860.}}<br />
<!--monster-bot-end--><br />
<br />
==Useful Info==<br />
'''Guardian serpents''' are dangerous support units which aid their [[list of nagas|naga and salamander]] allies. Although capable of dealing moderate [[poison]] damage on their own, their real danger lies in their ability to blink multiple nearby enemies into the spaces adjacent to you, immediately surrounding you. They are fairly common in the lower portions of the [[Snake Pit]], occasionally show up in the [[Desolation of Salt]], and make rare appearances in [[the Vaults]] and [[the Depths]].<br />
<br />
<!--spl-bot-begin--><br />
==Spells==<br />
{{Spellcaster3<br />
|number=<br />
|slot1=[[Venom Bolt]] (3d13)<br />
|flags1={{Wizard slot flag}}<br />
|slot2=[[Slow]]<br />
|flags2={{Wizard slot flag}}<br />
|slot3=[[Blink Allies Encircling]]<br />
|flags3={{Wizard slot flag}}<br />
}}<br />
{{clear}}<br />
<!--spl-bot-end--><br />
<br />
==Tips & Tricks==<br />
*Standing in narrow hallways or up against corners will limit the number of spaces around you, limiting the number of foes a guardian serpent can surround you with at once. Ideally, however, you can kill the serpent before it has a chance to do so. Of course, [[Axes|axe-specialists]] may welcome the opportunity to buff themselves and then cleave through 7 enemies at a time.<br />
<br />
==History==<br />
Prior to [[0.14]], they knew [[Teleport Other]] and [[Minor Healing]] in place of [[Blink Allies Encircling]].</div>Slobodan