http://crawl.chaosforge.org/api.php?action=feedcontributions&user=VisualChap&feedformat=atomCrawlWiki - User contributions [en]2024-03-29T08:18:10ZUser contributionsMediaWiki 1.30.0http://crawl.chaosforge.org/index.php?title=Robe_of_Vines&diff=38446Robe of Vines2015-10-06T03:30:02Z<p>VisualChap: Created page with "{{flavour|A robe of woven, growing vines. The vines' rapid growth seems to be conveyed to the wearer, but they also prevent the wearer from being healed by potions and wands.}..."</p>
<hr />
<div>{{flavour|A robe of woven, growing vines. The vines' rapid growth seems to be conveyed to the wearer, but they also prevent the wearer from being healed by potions and wands.}}<br />
<br />
+5 [[robe]]<br />
<br />
DeviceHeal---<br><br />
Regen++++++<br />
<br />
[[Category:Unrands]]<br />
[[Category:Body armour]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Glaive_of_Prune&diff=34155Glaive of Prune2015-02-24T20:34:17Z<p>VisualChap: Updated to the new weapon-enchant system</p>
<hr />
<div>{{version015}}<br />
{{flavour|It is the creation of a mad god, and carries a curse which transforms anyone possessing it into a prune. Fortunately, the curse works very slowly, and one can use it briefly with no consequences worse than slightly purple skin and a few wrinkles.}}<br />
<br />
[[File:Glaive_of_prune.png]] '''''the +12 Glaive of Prune'''''<br />
<br />
+12 [[glaive]]<br />
<br />
[[Vorpal]] brand<br><br />
[[Chaotic]]<br />
<br />
==Desirability==<br />
The '''glaive of prune''' is a straightforward enough [[artefact]]: a +12 glaive of chopping. The "prune curse" on this weapon has no actual in-game effect, other than making [[Zin]] hate it. Other characters who happen to use [[polearms]] can benefit from it in the early- and mid-game; even though glaives aren't the most impressive weapons, and you'll eventually be better off with a well-branded [[bardiche]] or [[demon trident]], it's got significant enchantment bonuses and shouldn't be skipped over if you haven't gotten a proper end-game weapon yet.<br />
<br />
[[Category:Unrands]]<br />
[[Category:Polearms]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Cloak_of_Flash&diff=32865Cloak of Flash2014-09-11T16:39:38Z<p>VisualChap: </p>
<hr />
<div>{{version015}}<br />
{{flavour|A vibrating cloak.}}<br />
[[File:Cloak_of_flash.png]] '''''the +3 cloak of Flash'''''<br />
<br />
+3 [[cloak]]<br />
<br />
+4 EV<br><br />
+Fly<br />
<br />
==Desirability==<br />
The '''cloak of Flash''' offers a lot of raw defense, and having a source of flight is always nice.<br />
<br />
[[Category:Unrands]]<br />
[[Category:Cloaks]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Cloak_of_Flash&diff=32864Cloak of Flash2014-09-11T16:39:26Z<p>VisualChap: No preservation</p>
<hr />
<div>{{version014}}<br />
{{flavour|A vibrating cloak.}}<br />
[[File:Cloak_of_flash.png]] '''''the +3 cloak of Flash'''''<br />
<br />
+3 [[cloak]]<br />
<br />
+4 EV<br><br />
+Fly<br />
<br />
==Desirability==<br />
The '''cloak of Flash''' offers a lot of raw defense, and having a source of flight is always nice.<br />
<br />
[[Category:Unrands]]<br />
[[Category:Cloaks]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Cloak_of_the_Thief&diff=32863Cloak of the Thief2014-09-11T16:38:59Z<p>VisualChap: No preservation</p>
<hr />
<div>{{version015}}<br />
<br />
{{flavour|It allows its wearer to excel in the arts of thievery, and can be evoked to release thick clouds of smoke to allow for a hasty escape.}}<br />
[[File:Cloak_of_the_thief.png]] '''''the +2 cloak of the Thief'''''<br />
<br />
+2 [[cloak]]<br />
<br />
-3 Damage<br><br />
See Invisible<br><br />
+60 Stealth<br><br />
Can be evoked to emit [[cloud]]s of [[scroll of fog|fog]]<br />
<br />
==Desirability==<br />
Quite useful for stabbers, but some characters may wish to use something without the -3 to damage. That being said, being able to generate [[cloud]]s of smoke on demand is occasionally crucial for escaping dangerous ranged opponents, particularly if you're a fast character.<br />
<br />
==History==<br />
*Prior to [[0.12]], this cloak provided small bonuses to [[EV]] and [[dexterity]], as well as evocable [[invisibility]] and [[levitation]], but lacked the fog effect.<br />
*Prior to [[0.10]], the -3 damage [[slaying]] penalty was much more severe, as slaying bonuses and penalties were multiplied by your skills.<br />
<br />
[[Category:Unrands]]<br />
[[Category:Cloaks]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Damnation_(unrand)&diff=32850Damnation (unrand)2014-09-09T17:02:59Z<p>VisualChap: Updated to 0.15. Desirability section is iffy. Also, no arbalest page exists as of yet ;)</p>
<hr />
<div>{{version015}}<br />
{{flavour|A flaming crossbow, forged in the fires of the Hells. It imbues bolts it fires with the raw power of its namesake, irresistible by any mortal armour or fireproofing.}}<br />
[[File:Crossbow_hellfire.png]] '''''the +6 arbalest "Hellfire"'''''<br />
<br />
+6, +9 [[arbalest]]<br />
<br />
[[Hellfire]] brand<br><br />
rF++<br><br />
rC-<br><br />
+40 MR<br />
<br />
Found in many [[Gehenna]]:7 vaults, and can also be generated randomly.<br />
<br />
==Desirability==<br />
'''Hellfire''''s base enchantment is very nice, and it provides the same resistances as a [[fire dragon armour]], as well as a healthy dose of [[magic resistance]]. Those characters who can take the rC- hit may occasionally want this.<br />
<br />
==History==<br />
Prior to [[0.14]], this weapon had the [[Flame]] brand.<br />
<br />
[[Category:Unrands]]<br />
[[Category:Crossbows]]<br />
[[Category:Crystal Ball Articles]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Devastator&diff=32847Devastator2014-09-08T23:55:37Z<p>VisualChap: </p>
<hr />
<div>{{version015}}<br />
{{flavour|This stick is loaded with more than just lead.}}<br />
[[File:Shillelagh_devastator.png]] '''''the +6 shillelagh "Devastator"'''''<br />
<br />
+6 shillelagh (8 damage, +3 accuracy, 130% speed)<br><br />
Causes explosions on attack<br />
<br />
==Desirability==<br />
The '''shillelagh "Devastator"''' is basically a well-[[enchant]]ed [[club]] (complete with confusion-inducing [[stabbing]]) with upgraded base stats and unavoidable splash damage to everything adjacent to your target when used in melee. <br />
<br />
Despite everything blowing up in your face constantly, it actually doesn't do much in the way of backlash damage, particularly if you're playing a high-[[AC]] character. It's especially useful for quickly clearing out swarms of fragile enemies like bats or killer bees, but it deals with single enemies just fine. It does make plenty of noise, though, so expect to deal with swarms of enemies considerably more often.<br />
<br />
==History==<br />
The shillelagh "Devastator" was added in [[0.10]].<br />
<br />
[[Category:Unrands]]<br />
[[Category:Maces & Flails]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Devastator&diff=32846Devastator2014-09-08T23:55:20Z<p>VisualChap: Flavour/enchantment change</p>
<hr />
<div>{{version015}}<br />
{{flavour|This stick is loaded with more than just lead}}<br />
[[File:Shillelagh_devastator.png]] '''''the +6 shillelagh "Devastator"'''''<br />
<br />
+6 shillelagh (8 damage, +3 accuracy, 130% speed)<br><br />
Causes explosions on attack<br />
<br />
==Desirability==<br />
The '''shillelagh "Devastator"''' is basically a well-[[enchant]]ed [[club]] (complete with confusion-inducing [[stabbing]]) with upgraded base stats and unavoidable splash damage to everything adjacent to your target when used in melee. <br />
<br />
Despite everything blowing up in your face constantly, it actually doesn't do much in the way of backlash damage, particularly if you're playing a high-[[AC]] character. It's especially useful for quickly clearing out swarms of fragile enemies like bats or killer bees, but it deals with single enemies just fine. It does make plenty of noise, though, so expect to deal with swarms of enemies considerably more often.<br />
<br />
==History==<br />
The shillelagh "Devastator" was added in [[0.10]].<br />
<br />
[[Category:Unrands]]<br />
[[Category:Maces & Flails]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Punk&diff=32822Punk2014-09-07T07:40:07Z<p>VisualChap: expanded flavour text; updated to 0.15 weapon type & enchant</p>
<hr />
<div>{{version015}}<br />
<br />
{{flavour|A sling made of weird blue leather. Originally the weapon of a notorious mischief-maker and general scamp, it's since fallen into less savoury hands.}}<br />
[[File:Sling_punk.png]] '''''the +9 greatsling "Punk"'''''<br />
<br />
+9 [[greatsling]]<br />
<br />
[[Frost]] brand<br><br />
rC+<br />
<br />
==Desirability==<br />
<br />
A great weapon if you're using slings, but even if you are, you'll still need a backup weapon. Unless you're firing branded ammunition, this weapon does no damage against [[cold]]-immune monsters.<br />
<br />
[[Category:Unrands]]<br />
[[Category:Slings]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Morg&diff=32818Morg2014-09-07T03:36:08Z<p>VisualChap: -1,+4 becomes +4 in 0.15. Pretty nice compared to others that have been averaged.</p>
<hr />
<div>{{version015}}<br />
{{flavour|An ugly rusty dagger.<br />
<br />
Many years ago it was the property of a powerful mage called Boris. He got lost in the Dungeon while seeking the Orb.}}<br />
[[File:Dagger_morg.png]] '''''the +4 dagger "Morg"'''''<br />
<br />
+4 [[dagger]]<br />
<br />
[[Pain (brand)|Pain]] brand<br><br />
+5 INT<br><br />
+40 MR<br><br />
<br />
==Desirability==<br />
The [[artefact]] [[dagger]] '''Morg''' is an excellent weapon for anyone skilled in [[Necromancy]]. With even a small amount of training in [[Short Blades]], its [[Pain brand]] can wreak havoc in melee very quickly, and the [[intelligence]] and [[magic resistance]] boosts it provides are useful as well. Non-Necromancy casters may want it simply for the intelligence, but without skill in Necromancy, you really won't get much combat use out of it. Even with Necromancy skill, don't expect this little dagger to be of use against anything with [[negative energy]] resistance.<br />
<br />
Although once owned by the [[unique]] [[lich]] [[Boris]], Morg can now only be found as random loot; he will never drop it when killed. Bringing it to him has no special effect.<br />
<br />
[[Category:Unrands]]<br />
[[Category:Short blades]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Ring_of_slaying&diff=32804Ring of slaying2014-09-06T22:14:44Z<p>VisualChap: </p>
<hr />
<div>{{version015}}<br />
<br />
{{item<br />
|itemtype = Jewellery<br />
|name = Ring of slaying<br />
|cost = ?<br />
|weight = N/A<br />
}}<br />
<br />
{{flavour|This ring increases or decreases the wearer's effectiveness with ranged weapons and melee attacks.}}<br />
<br />
A '''±X ring of slaying''' affects [[accuracy]] and [[damage]] dealt by X in the same format as weapon enchantments, maxing out at +9 (need confirmation). It will affect both melee (including unarmed) and ranged combat, but not magic. <br />
<br />
If the modifier is negative, the ring is often [[cursed]].<br />
<br />
A functionally identical effect occasionally appears on [[artefact]] jewellery and armour, denoted as "Slay ±X".<br />
<br />
==History==<br />
Before the weapon enchantment merge in [[0.15]], rings of slaying had two distinct bonuses--one for accuracy, and one for damage.<br />
<br />
Prior to [[0.10]], slaying was more powerful as it was included before the weapon skill multiplier. <br />
<br />
[[Category:Ring]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Ring_of_slaying&diff=32803Ring of slaying2014-09-06T22:13:42Z<p>VisualChap: </p>
<hr />
<div>{{version015}}<br />
<br />
{{item<br />
|itemtype = Jewellery<br />
|name = Ring of slaying<br />
|cost = ?<br />
|weight = N/A<br />
}}<br />
<br />
{{flavour|This ring increases or decreases the wearer's effectiveness with ranged weapons and melee attacks.}}<br />
<br />
A '''±X ring of slaying''' affects [[accuracy]] and [[damage]] dealt by X in the same format as weapon enchantments, maxing out at +9 (need confirmation). It will affect both melee (including unarmed) and ranged combat, but not magic. <br />
<br />
If the modifier is negative, the ring is often [[cursed]].<br />
<br />
A functionally identical effect occasionally appears on [[artefact]] jewellery and armour, denoted as "Slay +X".<br />
<br />
==History==<br />
Before the weapon enchantment merge in [[0.15]], rings of slaying had two distinct bonuses--one for accuracy, and one for damage.<br />
<br />
Prior to [[0.10]], slaying was more powerful as it was included before the weapon skill multiplier. <br />
<br />
[[Category:Ring]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Earth_Elementalist&diff=32790Earth Elementalist2014-09-06T17:24:31Z<p>VisualChap: No more anti-training</p>
<hr />
<div>{{version015}}<br />
{{flavour|Earth Elementalists are magicians who have specialised in earth, one of the four types of elemental magic. Earth Magic is a mixed bag, with destructive, defensive and utility spells available.}}<br />
'''Earth Elementalists''' are mages with a preference for [[Earth Magic]].<br />
<br />
==Preferred Races==<br />
[[Deep Elf]], [[Deep Dwarf]], [[Spriggan]], [[Gargoyle]], [[Demigod]], [[Ghoul]] and [[Octopode]] are the recommended races if you pick an Earth Elementalist Background.<br />
<br />
==Starting Equipment==<br />
Some [[species]] may receive different items based on their unique restrictions.<br />
*20 [[stone]]s<br />
*+0 [[robe]]<br />
*[[Book of Geomancy]]<br />
*[[Bread ration]]<br />
*20 [[gold]]<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 />
*[[Transmutations]]: 1<br />
*[[Earth Magic]]: 3<br />
<br />
Choosing Earth Elementalist adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].<br />
<br />
==Strategy==<br />
An Earth Elementalist carries a [[book of Geomancy]], which contains many types of spells. They enter the [[Dungeon]] with the level 1 spell [[Sandblast]] already in memory.<br />
<br />
An Earth Elementalist begins the game without a religion.<br />
<br />
==History==<br />
Prior to [[0.14]], Earth Elementalists only started with 1 level of Spellcasting.<br />
<br />
{{backgrounds}}<br />
[[Category:Backgrounds]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Ice_Elementalist&diff=32789Ice Elementalist2014-09-06T17:23:55Z<p>VisualChap: No more anti-training</p>
<hr />
<div>{{version015}}<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 />
[[High Elf]], [[Deep Elf]], [[Naga]], [[Merfolk]], [[Draconian]], [[Gargoyle]] and [[Demigod]] 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 />
*[[Bread ration]]<br />
*20 [[gold]]<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 />
*[[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 />
An Ice Elementalist begins the game without a religion, but may choose a god at the [[Ecumenical Temple]] or any appropriate [[altar]] (unless their race is [[Demigod]]). Either [[Sif Muna]] or [[Vehumet]] might help with magic.<br />
<br />
==History==<br />
Prior to [[0.14]], Ice Elementalists only started with 1 level of Spellcasting.<br />
<br />
{{backgrounds}}<br />
[[Category:Backgrounds]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Fire_Elementalist&diff=32788Fire Elementalist2014-09-06T17:22:16Z<p>VisualChap: </p>
<hr />
<div>{{version015}<br />
{{flavour|Fire Elementalists are magicians who have specialised in fire, one of the four types of elemental magic. Fire Magic tends towards destructive conjurations.}}<br />
'''Fire Elementalists''' are mages who have specialized in [[Fire Magic]]. This sets them up for greater destructive power than most spellcasters, particularly in the realm of [[Conjurations]], but leaves them without any sort of support or defensive magic in the early game.<br />
<br />
==Preferred Races==<br />
<br />
[[High Elf]], [[Deep Elf]], [[Hill Orc]], [[Naga]], [[Tengu]], [[Gargoyle]] and [[Demigod]] are the recommended races if you pick a Fire Elementalist Background.<br />
<br />
==Starting Equipment==<br />
Some [[species]] may receive different items based on their unique restrictions.<br />
*+0 [[robe]]<br />
*[[Book of Flames]]<br />
*[[Bread ration]]<br />
*20 [[gold]]<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 />
*[[Conjurations]]: 1<br />
*[[Fire Magic]]: 3<br />
<br />
Choosing Fire Elementalist adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].<br />
<br />
==Strategy==<br />
See the [[Book of Flames]] for starting spellbook tips.<br />
<br />
See the following guides for more information:<br />
*[[Elynae's Fire Elementalist guide]]<br />
*[[Majang's Fire Elementalist of TSO Guide]]<br />
<br />
==History==<br />
Prior to [[0.14]], Fire Elementalist's only started with 1 level of Spellcasting.<br />
<br />
{{backgrounds}}<br />
[[Category:Backgrounds]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Fire_Elementalist&diff=32787Fire Elementalist2014-09-06T17:21:36Z<p>VisualChap: /* Strategy */ added new guide, removed non-existent guide</p>
<hr />
<div>{{version014}}<br />
{{flavour|Fire Elementalists are magicians who have specialised in fire, one of the four types of elemental magic. Fire Magic tends towards destructive conjurations.}}<br />
'''Fire Elementalists''' are mages who have specialized in [[Fire Magic]]. This sets them up for greater destructive power than most spellcasters, particularly in the realm of [[Conjurations]], but leaves them without any sort of support or defensive magic in the early game.<br />
<br />
==Preferred Races==<br />
<br />
[[High Elf]], [[Deep Elf]], [[Hill Orc]], [[Naga]], [[Tengu]], [[Gargoyle]] and [[Demigod]] are the recommended races if you pick a Fire Elementalist Background.<br />
<br />
==Starting Equipment==<br />
Some [[species]] may receive different items based on their unique restrictions.<br />
*+0 [[robe]]<br />
*[[Book of Flames]]<br />
*[[Bread ration]]<br />
*20 [[gold]]<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 />
*[[Conjurations]]: 1<br />
*[[Fire Magic]]: 3<br />
<br />
Choosing Fire Elementalist adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].<br />
<br />
==Strategy==<br />
See the [[Book of Flames]] for starting spellbook tips.<br />
<br />
See the following guides for more information:<br />
*[[Elynae's Fire Elementalist guide]]<br />
*[[Majang's Fire Elementalist of TSO Guide]]<br />
<br />
==History==<br />
Prior to [[0.14]], Fire Elementalist's only started with 1 level of Spellcasting.<br />
<br />
{{backgrounds}}<br />
[[Category:Backgrounds]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Fire_Elementalist&diff=32786Fire Elementalist2014-09-06T17:19:57Z<p>VisualChap: /* Strategy */ no more anti-training</p>
<hr />
<div>{{version014}}<br />
{{flavour|Fire Elementalists are magicians who have specialised in fire, one of the four types of elemental magic. Fire Magic tends towards destructive conjurations.}}<br />
'''Fire Elementalists''' are mages who have specialized in [[Fire Magic]]. This sets them up for greater destructive power than most spellcasters, particularly in the realm of [[Conjurations]], but leaves them without any sort of support or defensive magic in the early game.<br />
<br />
==Preferred Races==<br />
<br />
[[High Elf]], [[Deep Elf]], [[Hill Orc]], [[Naga]], [[Tengu]], [[Gargoyle]] and [[Demigod]] are the recommended races if you pick a Fire Elementalist Background.<br />
<br />
==Starting Equipment==<br />
Some [[species]] may receive different items based on their unique restrictions.<br />
*+0 [[robe]]<br />
*[[Book of Flames]]<br />
*[[Bread ration]]<br />
*20 [[gold]]<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 />
*[[Conjurations]]: 1<br />
*[[Fire Magic]]: 3<br />
<br />
Choosing Fire Elementalist adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].<br />
<br />
==Strategy==<br />
See the [[Book of Flames]] for starting spellbook tips.<br />
<br />
See the following guides for more information:<br />
*[[Mr. K's Deep Elf Fire Elementalist guide]]<br />
*[[Elynae's Fire Elementalist guide]]<br />
<br />
==History==<br />
Prior to [[0.14]], Fire Elementalist's only started with 1 level of Spellcasting.<br />
<br />
{{backgrounds}}<br />
[[Category:Backgrounds]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Air_Elementalist&diff=32785Air Elementalist2014-09-06T17:19:10Z<p>VisualChap: </p>
<hr />
<div>{{version015}}<br />
{{flavour|Air Elementalists are magicians who have specialised in air, one of the four types of elemental magic. Air Magic provides many useful charms in addition to some unique destructive capabilities.}}<br />
'''Air Elementalists''' are mages who have chosen [[Air Magic]] for their specialization. Air Magic is not as purely destructive as [[Fire Magic]], but offers a variety of other useful effects for [[Dungeon]]-delvers.<br />
<br />
==Preferred Races==<br />
[[High Elf]], [[Deep Elf]], [[Naga]], [[Tengu]], [[Draconian]], and [[Vine Stalker]] are the recommended races if you pick an Air Elementalist Background. <br />
<br />
==Starting Equipment==<br />
Some [[species]] may receive different items based on their unique restrictions.<br />
*+0 [[robe]]<br />
*[[Book of Air]]<br />
*[[Bread ration]]<br />
*20 [[gold]]<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 />
*[[Conjurations]]: 1<br />
*[[Air Magic]]: 3<br />
<br />
Choosing Air Elementalist adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].<br />
<br />
==Strategy==<br />
Air Elementalists have very good early-game survivability due to the large number of defensive spells in their starting spellbook, the [[Book of Air]]. Memorize these spells quickly and use them aggressively: <br />
*[[Swiftness]] allows you to [[kite]] monsters of average [[speed]]<br />
*[[Repel Missiles]] helps a lot against [[ranged attack]]ers<br />
*[[Flight]] is useful in some vaults and [[Sewer]]s. It will make several branches such as [[The Shoals]] less dangerous.<br />
<br />
Study the science of the [[multizap]] and apply it well in the early game.<br />
<br />
Air Elementalists begin the game without a religion, but may choose a god at the [[Ecumenical Temple]] or anywhere else they can find an appropriate [[altar]] (unless their [[species]] is [[Demigod]]). Either [[Sif Muna]] or [[Vehumet]] will help with magic.<br />
<br />
==History==<br />
Prior to [[0.14]], Air Elementalists started with only 1 level of Spellcasting.<br />
<br />
{{backgrounds}}<br />
[[Category:Backgrounds]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Air_Elementalist&diff=32784Air Elementalist2014-09-06T17:18:45Z<p>VisualChap: /* Strategy */ no more anti-training</p>
<hr />
<div>{{version014}}<br />
{{flavour|Air Elementalists are magicians who have specialised in air, one of the four types of elemental magic. Air Magic provides many useful charms in addition to some unique destructive capabilities.}}<br />
'''Air Elementalists''' are mages who have chosen [[Air Magic]] for their specialization. Air Magic is not as purely destructive as [[Fire Magic]], but offers a variety of other useful effects for [[Dungeon]]-delvers.<br />
<br />
==Preferred Races==<br />
[[High Elf]], [[Deep Elf]], [[Naga]], [[Tengu]], [[Draconian]], and [[Vine Stalker]] are the recommended races if you pick an Air Elementalist Background. <br />
<br />
==Starting Equipment==<br />
Some [[species]] may receive different items based on their unique restrictions.<br />
*+0 [[robe]]<br />
*[[Book of Air]]<br />
*[[Bread ration]]<br />
*20 [[gold]]<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 />
*[[Conjurations]]: 1<br />
*[[Air Magic]]: 3<br />
<br />
Choosing Air Elementalist adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].<br />
<br />
==Strategy==<br />
Air Elementalists have very good early-game survivability due to the large number of defensive spells in their starting spellbook, the [[Book of Air]]. Memorize these spells quickly and use them aggressively: <br />
*[[Swiftness]] allows you to [[kite]] monsters of average [[speed]]<br />
*[[Repel Missiles]] helps a lot against [[ranged attack]]ers<br />
*[[Flight]] is useful in some vaults and [[Sewer]]s. It will make several branches such as [[The Shoals]] less dangerous.<br />
<br />
Study the science of the [[multizap]] and apply it well in the early game.<br />
<br />
Air Elementalists begin the game without a religion, but may choose a god at the [[Ecumenical Temple]] or anywhere else they can find an appropriate [[altar]] (unless their [[species]] is [[Demigod]]). Either [[Sif Muna]] or [[Vehumet]] will help with magic.<br />
<br />
==History==<br />
Prior to [[0.14]], Air Elementalists started with only 1 level of Spellcasting.<br />
<br />
{{backgrounds}}<br />
[[Category:Backgrounds]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Brilliance_(artefact)&diff=32783Brilliance (artefact)2014-09-06T17:01:10Z<p>VisualChap: </p>
<hr />
<div>{{version015}}<br />
{{stub}}<br />
<br />
{{flavour|This eveningstar illuminates the dungeon's recesses, but its halo may alert enemies to your presence. Its light is hated by the undead, and reveals the machinations of those who would prefer to stay invisible.}}<br />
[[File:Mace_of_brilliance.png]] '''''the +1 eveningstar Brilliance'''''<br />
<br />
+1 [[eveningstar]]<br />
<br />
[[Holy wrath]] [[brand]]<br><br />
+5 [[AC]]<br><br />
+5 INT<br><br />
rN+<br><br />
-20 [[Stealth]]<br><br />
3 tile halo [[aura]]<br />
<br />
[[Category:Unrands]]<br />
[[Category:Maces & Flails]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Tengu&diff=32721Tengu2014-09-06T05:55:55Z<p>VisualChap: </p>
<hr />
<div>{{version015}}<br />
''This page is about the player [[species]]. For the monster, see [[Tengu (monster)]]. For a list of all monstrous tengu, see [[List of tengu]].''<br />
{{flavour|The Tengu are an ancient and feared species of bird-people with a legendary propensity for violence. Basically humanoid with bird-like heads and clawed feet, the Tengu can wear all types of armour except helmets and boots. Despite their lack of wings, powerful Tengu can fly, and very powerful members of this species can stay in the air for as long as they wish to do so. Their movement is a bit faster than normal while flying.<br />
<br />
They are experts at all forms of fighting, including the magical arts of combat (conjurations, summonings and, to a lesser extent, necromancy). They are good at air and fire elemental magic, but poor at ice and earth magic. Tengu do not appreciate any form of servitude, and so are poor at using invocations. Their light avian bodies cannot sustain a great deal of injury.}}<br />
<br />
==Innate Abilities==<br />
*[[Beak]] and [[Talons|Talons 3]]: Tengu have beaks and talons and gain two [[auxiliary attack]]s in melee combat.<br />
*Tengu cannot wear [[helmet]]s or [[boots]]<br />
*Tengu get a +20% bonus to [[evasion]] and a bonus to [[movement]] while flying.<br />
<br />
Tengu have a base [[Strength]] of 8, [[Intelligence]] of 8 and [[Dexterity]] of 9 (before Background modifiers).<br />
<br />
==Preferred Backgrounds==<br />
*'''Zealots:''' [[Berserker]]<br />
*'''Mages:''' [[Wizard]], [[Conjurer]], [[Summoner]], [[Fire Elementalist]], [[Air Elementalist]], [[Venom Mage]]<br />
<br />
==Level Bonuses==<br />
*+1 to a random [[stat]] every 4th level.<br />
*20% less [[HP]] than average.<br />
*10% more [[MP]] than average.<br />
*+3 [[magic resistance]] per level.<br />
*Gain the [[ability]] to [[Fly (Tengu)|Fly]] short distances at level 5.<br />
**This is upgraded to the ability to stay permanently airborne at level 14.<br />
<br />
==Difficulty of Play==<br />
{{Moderate}}<br />
<br />
Due to their excellent aptitudes and inborn mutations, tengu are powerful and versatile in both melee and magic. However they are also among the most fragile races in the game. In addition to their low HP, their equipment restrictions mean they tend to have low AC. Overall, this makes tengu quite weak early on, but more powerful later, especially once they get the EV and speed bonus from flying permanently.<br />
<br />
Caster tengu have the best reasons to choose [[Vehumet]] over [[Sif Muna]], as they have strong aptitudes in [[Conjurations]], and are bad at [[Invocations]]. All of Vehumet's powers are passive.<br />
<br />
{{species_aptitudes|Tengu}}<br />
<br />
==Trivia==<br />
<br />
[http://en.wikipedia.org/wiki/Tengu Tengu] are a type of legendary creature in Japanese folk religion traditionally depicted with both human and avian characteristics.<br />
<br />
==History==<br />
Tengu gained permanent flight one level later before [[0.15]]. <br />
<br />
Prior to [[0.12]], Tengu received the speed bonus while flying only with less than 70% of their unencumbered burden (though flight itself granted a considerable bonus to carrying capacity, a property also removed in 0.12). They also gained experience somewhat more slowly; Prior to [[0.11]], tengu lost the ability to fly when not in their natural form.<br />
<br />
The species was renamed from Kenku to Tengu in [[0.10]], to avoid the direct association with the race from Dungeons and Dragons.<br />
<br />
[[Category:Species]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Brilliance_(artefact)&diff=32626Brilliance (artefact)2014-09-06T00:04:20Z<p>VisualChap: </p>
<hr />
<div>{{version015}}<br />
{{stub}}<br />
<br />
{{flavour|This eveningstar illuminates the dungeon's recesses, but its halo may alert enemies to your presence. Its light is hated by the undead, and reveals the machinations of those who would prefer to stay invisible.}}<br />
[[File:Mace_of_brilliance.png]] '''''the +1 eveningstar Brilliance'''''<br />
<br />
+1 [[eveningstar]]<br />
<br />
[[Holy wrath]] [[brand]]<br><br />
+5 [[AC]]<br><br />
+5 INT<br><br />
rN+<br><br />
[[See invisible]]<br><br />
-20 [[Stealth]]<br><br />
3 tile halo [[aura]]<br />
<br />
[[Category:Unrands]]<br />
[[Category:Maces & Flails]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Mace_of_Brilliance&diff=32625Mace of Brilliance2014-09-06T00:02:27Z<p>VisualChap: </p>
<hr />
<div>{{obsolete}}<br />
{{flavour|This mace will let you shine some light into the dungeon, and also will make sure enemies are well-warned of your presence. Its light is hated by the undead, and can reveal any machinations of those who try to stay invisible.}}<br />
[[File:Mace_of_brilliance.png]] '''''the +5,+5 mace of Brilliance'''''<br />
<br />
+5, +5 [[mace]]<br />
<br />
[[Holy wrath]] [[brand]]<br><br />
+5 [[AC]]<br><br />
+5 INT<br><br />
rN+<br><br />
[[See invisible]]<br><br />
-20 [[Stealth]]<br><br />
3 tile halo [[aura]]<br />
<br />
==Desirability==<br />
The '''mace of Brilliance''' is an excellent find early on due to its bonus [[AC]], [[intelligence]], and solid enchantments, and its [[holy wrath]] brand will make short work of any [[undead]] or [[demon]]ic opponents encountered in the early- or mid-game. Unfortunately its significant [[stealth]] penalties coupled with its halo mean you'll never go unnoticed. Maces are weak base weapons, rendering the mace of Brilliance a mediocre choice for the late game unless you're a caster simply using it to enhance their spells and provide some defense.<br />
<br />
==History==<br />
This mace's base type was changed to a +1 eveningstar and re-named "Brilliance" in [[0.15]].<br />
<br />
[[Category:Obsolete]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Triple_crossbow&diff=32624Triple crossbow2014-09-05T23:08:14Z<p>VisualChap: </p>
<hr />
<div>{{stub}}<br />
<br />
{{weapon<br />
|name = Triple crossbow<br />
|weight = N/A<br />
|skill = Crossbows<br />
|damage = 22<br />
|accuracy = +0<br />
|basedelay = 2.3<br />
|mindelay = 1.0<br />
|hands = 2H<br />
|size = ?<br />
|damtype = ?<br />
|ranged = Yes<br />
|acquirement = ?<br />
}}<br />
<br />
{{flavour|Initially designed as a siege weapon and then scaled down, this crossbow uses three strings arranged in series to provide exceptional power. It takes a considerable amount of time to load and fire.}}<br />
<br />
==History==<br />
Triple crossbows were added in [[0.15]].<br />
<br />
[[Category:Crossbows]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Hand_cannon&diff=32608Hand cannon2014-09-05T07:05:55Z<p>VisualChap: </p>
<hr />
<div>{{stub}}<br />
<br />
{{weapon<br />
|name = Hand crossbow<br />
|weight = N/A<br />
|skill = Crossbows<br />
|damage = 12<br />
|accuracy = +5<br />
|basedelay = 1.5<br />
|mindelay = 1.0<br />
|hands = 1H<br />
|size = Small<br />
|damtype = ?<br />
|ranged = Yes<br />
|acquirement = 10<br />
}}<br />
{{Flavour|A compact piece of machinery, used for firing [[bolt]]s. It takes some time to load and fire.}}<br />
<br />
==History==<br />
In [[0.15]], hand crossbows were brought back as a [[bolt]]-firing ranged weapon.<br />
<br />
[[Category:Crossbows]]<br />
[[Category:Crystal Ball Articles]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Throwing&diff=32607Throwing2014-09-05T06:52:16Z<p>VisualChap: </p>
<hr />
<div>{{version014}}<br />
<br />
The [[Throwing]] skill denotes how accurate and powerful your character is with thrown weapons and blowguns. It [[crosstrain]]s with the [[Slings]] skill. Note than unlike most weapon skills, improving your Throwing skill does not increase the speed of your attacks, except when attacking with a blowgun; only [[Haste]] and [[Finesse]] can allow you to throw faster.<br />
<br />
The following weapons use the Throwing skill:<br />
<br />
*[[Javelin]]s<br />
*[[Stone]]s<br />
*[[Large rock]]s<br />
*[[Throwing net]]s<br />
*[[Blowgun]]s<br />
*[[Tomahawk]]s<br />
<br />
==Throwing Aptitudes==<br />
From in-game documentation:<br />
<br />
{{#invoke:Apt|skill_table|Throwing}}<br />
<br />
{{Skills}}<br />
[[category:Throwing]]<br />
[[Category:Weapon skills]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Tomahawk&diff=32606Tomahawk2014-09-05T06:51:49Z<p>VisualChap: </p>
<hr />
<div>{{version015}}<br />
{{missile<br />
|name = Tomahawk<br />
|weight = 3.0<br />
|launcher = Throwing<br />
|damage = 6<br />
}}<br />
{{Flavour|An axe-like item designed for throwing. While some larger tomahawk types would be fit for melee, this one sacrifices melee ability to make it smaller, handier and to optimize its ballistic properties.}}<br />
<br />
'''Tomahawks''' are a form of [[Throwing]] weapon, directly between [[stone]]s and [[javelin]]s in terms of power.<br />
<br />
Tomahawks can have the following brands:<br />
*[[Poisoned]]<br />
*[[Silver]]<br />
*[[Steel]]<br />
*[[Returning]]<br />
<br />
<br />
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"<br />
! Common || Magical || Silver || Steel<br />
|-<br />
| [[File:tomahawk1.png]] || [[File:tomahawk2.png]] || [[File:silver_tomahawk.png]] || [[File:steel_tomahawk.png]]<br />
|}<br />
<br />
==History==<br />
Tomahawks were added in [[0.14]], compensating for the fact that smaller melee weapons (such as [[hand axe]]s and [[spear]]s) are no longer throwable. Smaller species whose backgrounds would normally start with [[javelin]]s (such as [[Hunter]]s) instead have the option of starting with tomahawks.<br />
<br />
{{weapons}}<br />
<br />
[[Category:Throwing]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Tomahawk&diff=32605Tomahawk2014-09-05T06:51:28Z<p>VisualChap: </p>
<hr />
<div>{{version014}}<br />
{{missile<br />
|name = Tomahawk<br />
|weight = 3.0<br />
|launcher = Throwing<br />
|damage = 6<br />
}}<br />
{{Flavour|An axe-like item designed for throwing. While some larger tomahawk types would be fit for melee, this one sacrifices melee ability to make it smaller, handier and to optimize its ballistic properties.}}<br />
<br />
'''Tomahawks''' are a form of [[Throwing]] weapon, directly between [[stone]]s and [[javelin]]s in terms of power.<br />
<br />
Tomahawks can have the following brands:<br />
*[[Poisoned]]<br />
*[[Silver]]<br />
*[[Steel]]<br />
*[[Returning]]<br />
<br />
<br />
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"<br />
! Common || Magical || Silver || Steel<br />
|-<br />
| [[File:tomahawk1.png]] || [[File:tomahawk2.png]] || [[File:silver_tomahawk.png]] || [[File:steel_tomahawk.png]]<br />
|}<br />
<br />
==History==<br />
Tomahawks were added in [[0.14]], compensating for the fact that smaller melee weapons (such as [[hand axe]]s and [[spear]]s) are no longer throwable. Smaller species whose backgrounds would normally start with [[javelin]]s (such as [[Hunter]]s) instead have the option of starting with tomahawks.<br />
<br />
{{weapons}}<br />
<br />
[[Category:Throwing]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Hand_cannon&diff=32604Hand cannon2014-09-05T06:49:37Z<p>VisualChap: </p>
<hr />
<div>{{stub}}<br />
<br />
{{weapon<br />
|name = Hand crossbow<br />
|cost = ?<br />
|weight = 9<br />
|skill = Crossbows<br />
|damage = 3<br />
|accuracy = +4<br />
|basedelay = 150%<br />
|hands = Half<br />
|size = Small<br />
|damtype = ?<br />
|ranged = [[Dart]]s<br />
|acquirement = 10<br />
}}<br />
{{Flavour|A small crossbow, for firing [[dart]]s.}}<br />
{{Flavour|This weapon falls into the '[[Crossbows]]' category.}}<br />
<br />
==History==<br />
In [[0.15]], hand crossbows were brought back as a [[bolt]]-firing ranged weapon.<br />
<br />
[[Category:Crystal Ball Articles]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Dart&diff=32603Dart2014-09-05T06:47:50Z<p>VisualChap: </p>
<hr />
<div>{{obsolete}}<br />
{{missile<br />
|name = Dart<br />
|cost = 1<br />
|weight = 0.3<br />
|launcher = throwing<br />
|damage = 2<br />
}}<br />
<br />
{{flavour|A fletched, sharply pointed projectile designed to be thrown by hand.<br />
<br />
----<br />
<br />
"Loving the hand that sent it<br><br />
I the dart revere."<br />
<br />
-Emily Dickinson. mid 19th cent.}}<br />
<br />
'''Darts''' were common [[throwing]] weapons often used by [[kobold (monster)|kobolds]] and other early monsters. They did little damage, but came with the following brands:<br />
*[[Steel]]<br />
*[[Silver]]<br />
*[[Poisoned]]<br />
*[[Flame]]<br />
*[[Frost]]<br />
*[[Exploding]]<br />
*[[Dispersal (brand)|Dispersal]]<br />
<br />
{| class="prettytable" style="border:none; margin:auto; padding:0; text-align: center"<br />
! || Common || Poisoned || Silver || Steel<br />
|-<br />
| '''Mundane''' || [[File:Dart 1.png]] || [[File:Dart poison.png]] || [[File:Dart silver 1.png]] || [[File:Dart steel 1.png]]<br />
|-<br />
| '''Magical''' || [[File:Dart 2.png]] || N/A || [[File:Dart silver 2.png]] || [[File:Dart steel 2.png]]<br />
|}<br />
<br />
==History==<br />
In [[0.15]], darts were retired.<br />
<br />
Prior to [[0.6]], darts could be fired from a [[hand crossbow]].<br />
<br />
{{weapons}}<br />
<br />
[[Category:Throwing]]<br />
[[Category:Obsolete]]<br />
[[Category:Crystal Ball Articles]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Dithmenos&diff=32598Dithmenos2014-09-04T18:38:21Z<p>VisualChap: /* Strategy */</p>
<hr />
<div>{{version014}}<br />
<br />
<br />
[[File:Dithmenos altar.png]] ''"Spread the eternal night."''<br />
<br />
{{flavour|Dithmenos the Shadowed desires all to be darkness. Followers of Dithmenos gain a strange and otherwordly affinity to the shadows of their environment. This god despises fire, the ancient enemy of the shadows, and forbids its use by worshippers; Dithmenos favours those who would instead destroy sources of light.<br />
<br />
Followers of Dithmenos are constantly surrounded in an aura of shadow, the extent of which is reflective of their level of devotion. Dithmenos grants followers the ability to instantly step into the shadow of nearby creatures, provided the shadow is still enough to do so. Dithmenos protects followers by occasionally shrouding those struck by attacks in dark smoke. Sufficiently pious followers of Dithmenos will find their own shadow will begin to attack on its own, and eventually gain the ability to assume the form of a shadow themself.<br />
<br />
Dithmenos likes it when you kill living beings, you kill the undead, you kill demons and you kill holy beings. Dithmenos especially likes it when you kill beings that bring light to the dungeon, through fire or other means.<br />
<br />
Dithmenos dislikes it when you light up the dungeon through fire magic or other magical means.}}<br />
<br />
==Racial Restrictions==<br />
[[Demigod]]s cannot worship Dithmenos (or any other god).<br />
<br />
==Appreciates==<br />
*Killing [[natural]], [[undead]], [[demonic]], or [[holy]] creatures.<br />
*Killing [[Aura#halo|halo]]ed monsters, or monsters with illuminating spells: [[Corona]] and [[Holy Light]].<br />
*Killing fiery monsters: [[Fire dragon]]s, [[burning bush]]es, [[red draconian]]s, [[hell hound]]s, [[fire drake]]s, [[lindwurm]]s, [[fire crab]]s, any monster with melee attacks of these flavours: [[:Category:Pure fire flavour|pure fire]], [[:Category:Fire flavour|fire]], [[:Category:Napalm flavour|napalm]], and any monsters with spells of the [[Fire Magic]] school.<br />
<br />
==Deprecates==<br />
*You'll lose on average one piety every 320 turns.<br />
*Use of light: [[Corona]] and the [[mace of Brilliance]] (Piety loss)<br />
*Use of fire: weapons or ammo of [[flaming]]/[[flame]], [[staves of fire]], [[wands of flame]], [[wands of fire]], [[wands of fireball]], [[scroll of immolation]], fiery spells, and [[lamps of fire]]. (Piety loss or penance)<br />
*Abandonment. (Penance)<br />
<br />
==Given Abilities==<br />
'''Piety level (-):''' “Gloomy”<br />
*No granted abilities.<br />
'''Piety level (*):''' “Aphotic”<br />
*'''Umbra''' - You are surrounded by an [[Aura#Umbra|umbra]] which expands with piety. This aura cancels out haloes, increases your [[stealth]], and decreases melee/ranged [[accuracy]] of most creatures by 1+1d4. Dithmenos makes you immune to the accuracy penalty.<br />
'''Piety level (**):''' “Caliginous”<br />
*'''Shadow Step''' - Blink to a space within your umbra and adjacent to an immobile target creature. The target must not be [[invisible]], and must not be moving. All [[:Category:Stationary|stationary]] monsters (such as [[statue]]s and most plants) qualify, as do monsters that are [[sleep]]ing, [[paralyse]]d, [[petrified]], or [[withdrawn]]. (Costs 4 MP and 4-6 piety)<br />
'''Piety level (***):''' “Darkened”<br />
*'''Bleed Smoke''' - The player occasionally bleeds smoke on taking sufficient damage. The cloud always triggers on a 50% maximum HP attack. The lower bound goes down linearly to 0 damage at 200 piety.<br />
'''Piety level (****):''' “Shadowed”<br />
*'''Shadow Mimic''' - The player's shadow sometimes mimics melee and ranged attacks (except [[needle]]s) and targeted spells (so long as they're not self-targeted). This happens 10% of the time at 4*, and 50% at full piety.<br />
'''Piety level (*****):''' “Eclipsing”<br />
*'''[[Shadow Form]]''' - Turns you into a mass of shadows. Grants invisibility, immunity to poison, draining, torment, and hostile enchantments, and 50% damage reduction, but halves your melee damage and reduces your spell power. While in shadow form, you bleed smoke on every incoming attack, but doing so further drains your skills. (Costs 9 MP, 10-15 piety, yellow skill drain)<br />
'''Piety level (******):''' “Eternal Night”<br />
*No new abilities.<br />
<br />
==Punishments==<br />
While under penance, Dithmenos will sometimes punish you with one of the following effects:<br />
*25% chance: Dithmenos summons [[shadow]]s, [[shadow demon]]s or a [[shadow fiend]]. Shadow fiends are possible only if XL>13.<br />
*25% chance: [[Shadow Creatures]]<br />
*25% chance: You are put to [[sleep]]<br />
*25% chance: You are afflicted with a [[Sentinel's Mark]]<br />
<br />
==Strategy==<br />
*While Dithmenos doesn't mind you using [[Lightning Bolt]], he will object if you set a [[tree]] on fire with it. Air Elementalists of Dithmenos should be careful in wooded areas.<br />
*Bleeding smoke (with or without shadow form) can create large areas filled with smoke reducing sight to 2 spaces for a short time. This can give you the edge you need to escape from or close to ranged attackers or casters. (Almost all opponents require sight to cast spells, healing being a notable exception.) The downside is that you have to get hurt for the effect to trigger, but at high piety the effect will trigger reliably on nearly any hit.<br />
*Shadow mimic is great for [[Enchanter]]s: In melee the shadow will often distract foes and deal minor damage, and while using enchantments your shadow will often give you a second cast on the target greatly increasing your odds of applying the debuff. Shadow mimic is generally a nice passive buff on your characters offenses.<br />
<br />
==History==<br />
Dithmenos was added in [[0.14]].<br />
<br />
==Trivia==<br />
Initially, this god was called "Dithmengos" which is an anagram for "Dsomething", an early placeholder name for the new deity.<br />
<br />
[[Category:Gods]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Skill&diff=32562Skill2014-09-04T02:11:23Z<p>VisualChap: /* Skill Requirements */</p>
<hr />
<div>{{version013}}<br />
{| style="float: right;"<br />
| __TOC__<br />
|}<br />
<br />
'''Skills''' represent your character's ability to perform several different offensive, defensive and magical activities. Starting skill levels depend on character [[species]] and [[background]]. As characters earn [[experience]], XP is spread across different skills according to the distribution specified on the Skill Screen ('''m'''), with bonuses based on species [[aptitudes]]. Skill levels are capped at [[27]].<br />
<br />
Skill management is central to strategic play. Focusing your skill points to align with your [[aptitudes]], available [[Item|equipment]], and play style will make or break a character. <br />
<br />
Every species is rated from -5 to +5 in each skill, with higher scores giving faster skill progress. Training low-aptitude skills is possible, but may leave characters under-prepared for [[Dungeon]] and [[Branch]] content. <br />
<br />
==Skill Types==<br />
Skills are divided into three categories:<br />
<br />
'''Offense'''<br />
*[[Fighting]]: Improves your damage in melee, increases your max [[HP]].<br />
*Weapon skills: Improve your damage, accuracy, and attack speed with a specific weapon group. [[Crosstrain|Cross-training]] between certain weapons skills provides a +4 [[aptitude]] bonus.<br />
**[[Axes]]: Axes. ''x-trains:'' [[Maces & Flails]] and [[Polearms]]<br />
**[[Bows]]: Bows. ''x-trains:'' [[Crossbows]]<br />
**[[Crossbows]]: Crossbows. ''x-trains:'' [[Bows]]<br />
**[[Long Blades]]: Swords. ''x-trains:'' [[Short Blades]]<br />
**[[Maces & Flails]]: Blunt instruments. ''x-trains:'' [[Axes]] and [[Staves]]<br />
**[[Polearms]]: Spears, tridents, etc. ''x-trains:'' [[Axes]] and [[Staves]]<br />
**[[Short Blades]]: Stabbing knives. ''x-trains:'' [[Long Blades]]<br />
**[[Slings]]: Slings. ''x-trains:'' [[Throwing]]<br />
**[[Staves]]: Staffs. ''x-trains:'' [[Maces & Flails]] and [[Polearms]]<br />
**[[Throwing]]: Thrown weapons & blowguns. ''x-trains: [[Slings]]<br />
**[[Unarmed Combat]]: Use without a wielded weapon. [[Auxiliary attacks]] are '''not''' improved.<br />
<br />
'''Defense'''<br />
*[[Armour (skill)|Armour]]: Improves the [[AC]] bonus armour gives (more effective with heavier armour). Reduces the impact of armour [[EV]] penalties.<br />
*[[Dodge]]: Improves [[EV]]. More effective with lighter [[armour]].<br />
*[[Shields (skill)|Shields]]: Improves the [[SH]] bonus [[shields]] gives you. Reduces the impact of shield [[EV]] penalties.<br />
*[[Stealth]]: Reduces the likelihood of unaware monsters detecting you.<br />
<br />
'''Magic'''<br />
*[[Spellcasting]]: Slightly increases the [[spell power]] of any spell you cast, reduces the [[spell hunger]] generated, increases your max [[MP]], and grants you extra spell levels to memorize more spells.<br />
*[[Invocations]]: Improves the effectiveness of powers granted by the [[gods]], increases your max [[MP]].<br />
*[[Evocations]]: Improves the effectiveness and safety of using magical items. Increases your max [[MP]].<br />
<br />
The highest of your [[Spellcasting]], [[Invocations]] and [[Evocations]] skills will determine your [[MP]] bonus.<br />
<br />
*[[Spell school]] skills: Improve [[spell power]] and success rate. Casting a single spell may rely on more than one skill.<br />
**[[Air Magic]]: ''opposes:'' [[Earth Magic|Earth]]<br />
**[[Conjurations]]: Direct attack magic.<br />
**[[Charms]]: Magic to enhance your abilities.<br />
**[[Earth Magic]]: ''opposes:'' [[Air Magic|Air]]<br />
**[[Fire Magic]]: ''opposes:'' [[Ice Magic|Ice]]<br />
**[[Hexes]]: Magic to weaken enemies.<br />
**[[Ice Magic]]: ''opposes:'' [[Fire Magic|Fire]]<br />
**[[Necromancy]]<br />
**[[Poison Magic]]<br />
**[[Summonings]]<br />
**[[Translocations]]: Move yourself, enemies or objects.<br />
**[[Transmutations]]: Transform yourself, enemies or objects.<br />
<br />
==The Skill Screen==<br />
Pressing '''[[m]]''' will bring up the Skill Screen, allowing you to select which skills you'd like to train and how you'd like the game to invest your XP. It also shows your character's current skill levels and aptitude for each skill, complete with adjustments made for cross-training and opposed magic schools. You can switch between displaying only those skills you can train/have trained and all skills with the '''*''' button.<br />
<br />
You can select which skills to train by either clicking on its name in the list or pressing the key associated to it. Any skill that you haven't selected will have its name displayed in dark gray, and it will not improve. You can also choose to focus certain skills, causing them to gain twice the amount of experience they'd normally receive. Focused skill names are displayed in white, and their tiles icon will display with a blue glow.<br />
<br />
The skill screen also allows you to choose whether to divide your XP in auto or manual mode by pressing the '''/''' key. Auto mode adjusts the XP division so that skills you use more will receive the greatest share of new XP, while those you rarely use receive less. In manual mode, each active skill receives a perfectly equal share of gained XP, while focused skills receive double that. Most veteran players advise always using manual mode, as it is far easier to control where your XP goes using it. Furthermore, you can ensure your XP is split between fewer skills, which is generally good strategy.<br />
<br />
===Skill Requirements===<br />
In any case, you'll notice that you do not have access to all skills from the very beginning of the game. This is because many skills require associated equipment to become available:<br />
*You must have an appropriate weapon in order to train its weapon skill.<br />
*You must have a shield or be able to create a magical shield to train Shields<br />
*You must have a spell of a particular school memorized to train that school's skill.<br />
*You must worship a god who grants invocable powers to train Invocations<br />
*You must have an evocable item in your [[inventory]] to train Evocations<br />
<br />
Removing these items, forgetting these spells, or abandoning these gods will cause you to no longer be able to train their skills, but you will not lose the progress you've made thus far.<br />
<br />
==Experience Required==<br />
The chart below shows how many total [[skill point]]s must be allocated to a skill for it to reach each skill level:<br />
<br />
{| class="wikitable"<br />
! Level !! Total skill points!! !! Level !! Total skill points !! !! Level !! Total skill points<br />
|-<br />
| 1 || 50 || || 10 || 2,800 || || 19 || 12,300<br />
|-<br />
| 2 || 150 || || 11 || 3,450 || || 20 || 13,950<br />
|-<br />
| 3 || 300 || || 12 || 4,200 || || 21 || 15,750<br />
|-<br />
| 4 || 500 || || 13 || 5,050 || || 22 || 17,700<br />
|-<br />
| 5 || 750 || || 14 || 6,000 || || 23 || 19,800<br />
|-<br />
| 6 || 1,050 || || 15 || 7,050 || || 24 || 22,050<br />
|-<br />
| 7 || 1,400 || || 16 || 8,200 || || 25 || 24,450<br />
|-<br />
| 8 || 1,800 || || 17 || 9,450 || || 26 || 27,000<br />
|-<br />
| 9 || 2,250 || || 18 || 10,800 || || 27 || 29,750<br />
|}<br />
<br />
These amounts are then adjusted based on your character's aptitudes. An aptitude of '''n''' means you'll need 2^(-n/4) times as much XP to advance as a character with an aptitude of zero for that skill would.<br />
{| class="wikitable"<br />
! Aptitude <br />
|| +5 || +4 || +3 || +2 || +1 || +0 || -1 || -2 || -3 || -4 || -5<br />
|-<br />
! XP Multiplier<br />
|| 2.38 || 2.0 || 1.68 || 1.41 || 1.19 || 1.0 || 0.84 || 0.71 || 0.59 || 0.5 || 0.42<br />
|}<br />
<br />
These amounts are also themselves significantly increased as your character gains more and more skill experience. At higher levels, the amount of actual experience required to produce the same increase in skill levels reaches as high as 265 times the amount of experience a character with no skill experience would require. However, mobs in the late game give drastically more experience, so this effect is not too difficult to overcome.<br />
<br />
==History==<br />
*[[0.13]] - Removed [[Stabbing]] and [[Traps]] skills.<br />
*[[0.12]] - Equalized all skill costs. Formerly, [[Spellcasting]] cost 130%; [[Invocations]], [[Evocations]], and [[Stealth]] 80%.<br />
*[[0.10]] - [[Stealth]] cost changed from 50% to 80%.<br />
*[[0.10]] - Equipment impact on skill training standardized from skill level 0-27.<br />
*[[0.9]] - Change to current skill system. Formerly, [[XP]] was saved when earned, then applied to skills as they were used, resulting in repetitive and annoying [[victory dancing]] designed to funnel the [[XP]] appropriately.<br />
<br />
==See Also==<br />
*[[Complete list of skills]]<br />
*[[Skill titles]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Skill&diff=32561Skill2014-09-04T02:08:31Z<p>VisualChap: /* Skill Types */</p>
<hr />
<div>{{version013}}<br />
{| style="float: right;"<br />
| __TOC__<br />
|}<br />
<br />
'''Skills''' represent your character's ability to perform several different offensive, defensive and magical activities. Starting skill levels depend on character [[species]] and [[background]]. As characters earn [[experience]], XP is spread across different skills according to the distribution specified on the Skill Screen ('''m'''), with bonuses based on species [[aptitudes]]. Skill levels are capped at [[27]].<br />
<br />
Skill management is central to strategic play. Focusing your skill points to align with your [[aptitudes]], available [[Item|equipment]], and play style will make or break a character. <br />
<br />
Every species is rated from -5 to +5 in each skill, with higher scores giving faster skill progress. Training low-aptitude skills is possible, but may leave characters under-prepared for [[Dungeon]] and [[Branch]] content. <br />
<br />
==Skill Types==<br />
Skills are divided into three categories:<br />
<br />
'''Offense'''<br />
*[[Fighting]]: Improves your damage in melee, increases your max [[HP]].<br />
*Weapon skills: Improve your damage, accuracy, and attack speed with a specific weapon group. [[Crosstrain|Cross-training]] between certain weapons skills provides a +4 [[aptitude]] bonus.<br />
**[[Axes]]: Axes. ''x-trains:'' [[Maces & Flails]] and [[Polearms]]<br />
**[[Bows]]: Bows. ''x-trains:'' [[Crossbows]]<br />
**[[Crossbows]]: Crossbows. ''x-trains:'' [[Bows]]<br />
**[[Long Blades]]: Swords. ''x-trains:'' [[Short Blades]]<br />
**[[Maces & Flails]]: Blunt instruments. ''x-trains:'' [[Axes]] and [[Staves]]<br />
**[[Polearms]]: Spears, tridents, etc. ''x-trains:'' [[Axes]] and [[Staves]]<br />
**[[Short Blades]]: Stabbing knives. ''x-trains:'' [[Long Blades]]<br />
**[[Slings]]: Slings. ''x-trains:'' [[Throwing]]<br />
**[[Staves]]: Staffs. ''x-trains:'' [[Maces & Flails]] and [[Polearms]]<br />
**[[Throwing]]: Thrown weapons & blowguns. ''x-trains: [[Slings]]<br />
**[[Unarmed Combat]]: Use without a wielded weapon. [[Auxiliary attacks]] are '''not''' improved.<br />
<br />
'''Defense'''<br />
*[[Armour (skill)|Armour]]: Improves the [[AC]] bonus armour gives (more effective with heavier armour). Reduces the impact of armour [[EV]] penalties.<br />
*[[Dodge]]: Improves [[EV]]. More effective with lighter [[armour]].<br />
*[[Shields (skill)|Shields]]: Improves the [[SH]] bonus [[shields]] gives you. Reduces the impact of shield [[EV]] penalties.<br />
*[[Stealth]]: Reduces the likelihood of unaware monsters detecting you.<br />
<br />
'''Magic'''<br />
*[[Spellcasting]]: Slightly increases the [[spell power]] of any spell you cast, reduces the [[spell hunger]] generated, increases your max [[MP]], and grants you extra spell levels to memorize more spells.<br />
*[[Invocations]]: Improves the effectiveness of powers granted by the [[gods]], increases your max [[MP]].<br />
*[[Evocations]]: Improves the effectiveness and safety of using magical items. Increases your max [[MP]].<br />
<br />
The highest of your [[Spellcasting]], [[Invocations]] and [[Evocations]] skills will determine your [[MP]] bonus.<br />
<br />
*[[Spell school]] skills: Improve [[spell power]] and success rate. Casting a single spell may rely on more than one skill.<br />
**[[Air Magic]]: ''opposes:'' [[Earth Magic|Earth]]<br />
**[[Conjurations]]: Direct attack magic.<br />
**[[Charms]]: Magic to enhance your abilities.<br />
**[[Earth Magic]]: ''opposes:'' [[Air Magic|Air]]<br />
**[[Fire Magic]]: ''opposes:'' [[Ice Magic|Ice]]<br />
**[[Hexes]]: Magic to weaken enemies.<br />
**[[Ice Magic]]: ''opposes:'' [[Fire Magic|Fire]]<br />
**[[Necromancy]]<br />
**[[Poison Magic]]<br />
**[[Summonings]]<br />
**[[Translocations]]: Move yourself, enemies or objects.<br />
**[[Transmutations]]: Transform yourself, enemies or objects.<br />
<br />
==The Skill Screen==<br />
Pressing '''[[m]]''' will bring up the Skill Screen, allowing you to select which skills you'd like to train and how you'd like the game to invest your XP. It also shows your character's current skill levels and aptitude for each skill, complete with adjustments made for cross-training and opposed magic schools. You can switch between displaying only those skills you can train/have trained and all skills with the '''*''' button.<br />
<br />
You can select which skills to train by either clicking on its name in the list or pressing the key associated to it. Any skill that you haven't selected will have its name displayed in dark gray, and it will not improve. You can also choose to focus certain skills, causing them to gain twice the amount of experience they'd normally receive. Focused skill names are displayed in white, and their tiles icon will display with a blue glow.<br />
<br />
The skill screen also allows you to choose whether to divide your XP in auto or manual mode by pressing the '''/''' key. Auto mode adjusts the XP division so that skills you use more will receive the greatest share of new XP, while those you rarely use receive less. In manual mode, each active skill receives a perfectly equal share of gained XP, while focused skills receive double that. Most veteran players advise always using manual mode, as it is far easier to control where your XP goes using it. Furthermore, you can ensure your XP is split between fewer skills, which is generally good strategy.<br />
<br />
===Skill Requirements===<br />
In any case, you'll notice that you do not have access to all skills from the very beginning of the game. This is because many skills require associated equipment to become available:<br />
*You must have an appropriate weapon in order to train its weapon skill.<br />
*You must be wearing a shield or be able to create a magical shield to train Shields<br />
*You must have a spell of a particular school memorized to train that school's skill.<br />
*You must worship a god who grants invocable powers to train Invocations<br />
*You must have an evocable item in your [[inventory]] to train Evocations<br />
<br />
Removing these items, forgetting these spells, or abandoning these gods will cause you to no longer be able to train their skills, but you will not lose the progress you've made thus far. Be aware that when [[quaff]]ing a [[potion of experience]] or drawing an [[experience card]], you will immediately be asked which skills you'd like to improve. Make sure you have access to the skills you want to put this into!<br />
<br />
==Experience Required==<br />
The chart below shows how many total [[skill point]]s must be allocated to a skill for it to reach each skill level:<br />
<br />
{| class="wikitable"<br />
! Level !! Total skill points!! !! Level !! Total skill points !! !! Level !! Total skill points<br />
|-<br />
| 1 || 50 || || 10 || 2,800 || || 19 || 12,300<br />
|-<br />
| 2 || 150 || || 11 || 3,450 || || 20 || 13,950<br />
|-<br />
| 3 || 300 || || 12 || 4,200 || || 21 || 15,750<br />
|-<br />
| 4 || 500 || || 13 || 5,050 || || 22 || 17,700<br />
|-<br />
| 5 || 750 || || 14 || 6,000 || || 23 || 19,800<br />
|-<br />
| 6 || 1,050 || || 15 || 7,050 || || 24 || 22,050<br />
|-<br />
| 7 || 1,400 || || 16 || 8,200 || || 25 || 24,450<br />
|-<br />
| 8 || 1,800 || || 17 || 9,450 || || 26 || 27,000<br />
|-<br />
| 9 || 2,250 || || 18 || 10,800 || || 27 || 29,750<br />
|}<br />
<br />
These amounts are then adjusted based on your character's aptitudes. An aptitude of '''n''' means you'll need 2^(-n/4) times as much XP to advance as a character with an aptitude of zero for that skill would.<br />
{| class="wikitable"<br />
! Aptitude <br />
|| +5 || +4 || +3 || +2 || +1 || +0 || -1 || -2 || -3 || -4 || -5<br />
|-<br />
! XP Multiplier<br />
|| 2.38 || 2.0 || 1.68 || 1.41 || 1.19 || 1.0 || 0.84 || 0.71 || 0.59 || 0.5 || 0.42<br />
|}<br />
<br />
These amounts are also themselves significantly increased as your character gains more and more skill experience. At higher levels, the amount of actual experience required to produce the same increase in skill levels reaches as high as 265 times the amount of experience a character with no skill experience would require. However, mobs in the late game give drastically more experience, so this effect is not too difficult to overcome.<br />
<br />
==History==<br />
*[[0.13]] - Removed [[Stabbing]] and [[Traps]] skills.<br />
*[[0.12]] - Equalized all skill costs. Formerly, [[Spellcasting]] cost 130%; [[Invocations]], [[Evocations]], and [[Stealth]] 80%.<br />
*[[0.10]] - [[Stealth]] cost changed from 50% to 80%.<br />
*[[0.10]] - Equipment impact on skill training standardized from skill level 0-27.<br />
*[[0.9]] - Change to current skill system. Formerly, [[XP]] was saved when earned, then applied to skills as they were used, resulting in repetitive and annoying [[victory dancing]] designed to funnel the [[XP]] appropriately.<br />
<br />
==See Also==<br />
*[[Complete list of skills]]<br />
*[[Skill titles]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Piercer&diff=32513Piercer2014-09-02T18:10:49Z<p>VisualChap: </p>
<hr />
<div>{{version015}}<br />
{{flavour|An exceptionally large metal longbow.}}<br />
[[File:Longbow_piercer.png]] '''''the +7 longbow "Piercer"'''''<br />
<br />
+7 [[longbow]]<br />
<br />
[[Penetration]] brand<br><br />
-2 [[EV]]<br />
<br />
==Desirability==<br />
Access to [[penetration]]-[[brand]]ed ammunition is the biggest advantage [[crossbows]] have over [[bows]], but '''Piercer''' gets around that issue (and without the ammo limitations a crossbow-wielder would face). Piercer's excellent damage enchantment and ability to shoot through rows of enemies all at once make it an extremely desirable find for any archer, though they may wish to use a different bow for taking down single powerful foes.<br />
<br />
==History==<br />
Prior to [[0.14]], Piercer had a [[vorpal]] brand instead of penetration.<br />
<br />
[[Category:Unrands]]<br />
[[Category:Bows]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Piercer&diff=32512Piercer2014-09-02T18:10:34Z<p>VisualChap: </p>
<hr />
<div>{{version014}}<br />
{{flavour|An exceptionally large metal longbow.}}<br />
[[File:Longbow_piercer.png]] '''''the +7 longbow "Piercer"'''''<br />
<br />
+7 [[longbow]]<br />
<br />
[[Penetration]] brand<br><br />
-2 [[EV]]<br />
<br />
==Desirability==<br />
Access to [[penetration]]-[[brand]]ed ammunition is the biggest advantage [[crossbows]] have over [[bows]], but '''Piercer''' gets around that issue (and without the ammo limitations a crossbow-wielder would face). Piercer's excellent damage enchantment and ability to shoot through rows of enemies all at once make it an extremely desirable find for any archer, though they may wish to use a different bow for taking down single powerful foes.<br />
<br />
==History==<br />
Prior to [[0.14]], Piercer had a [[vorpal]] brand instead of penetration.<br />
<br />
[[Category:Unrands]]<br />
[[Category:Bows]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Ratskin_cloak&diff=32434Ratskin cloak2014-09-01T21:13:41Z<p>VisualChap: </p>
<hr />
<div>{{version015}}<br />
{{flavour|An enchantress with a magic loom and way too much time on her hands stitched this cloak from the hides of hundreds of rats, most of them orange. It's a bit awkward to wear and looks rather foolish, but it provides excellent protection from rats of all kinds.}}<br />
[[File:Ratskin_cloak.png]] '''''the +1 ratskin cloak'''''<br />
<br />
+1 [[cloak]]<br />
<br />
-1 DEX<br><br />
-1 INT<br><br />
rPois<br><br />
rN+<br />
<br />
==Desirability==<br />
Useful if you need rPois and/or life protection. This cloak is probably worse than a normal cloak of poison resistance, but better than a [[cloak of darkness]]. Depending on your needs, it may be better or worse than a [[cloak of magic resistance]].<br />
<br />
[[Category:Unrands]]<br />
[[Category:Cloaks]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Lindwurm&diff=32423Lindwurm2014-09-01T18:58:57Z<p>VisualChap: </p>
<hr />
<div>{{version015}}<br />
<!--monster-bot-begin--><br />
{{monster<br />
|name=lindwurm<br />
|glyph={{LightGreen|k}}<br />
|tile=[[File:Lindwurm.png]]<br />
|flags={{Glows flag}}<br>{{Warm blood flag}}<br>{{!sil flag}}<br />
|resistances=None<br />
|vulnerabilities={{Dragon slaying vulnerability}}<br />
|max_chunks=5<br />
|meat={{Clean corpse}}<br />
|xp=647<br />
|holiness={{Natural}}<br />
|magic_resistance=36<br />
|hp_range=34-62<br />
|avg_hp=48<br />
|armour_class=8<br />
|evasion=6<br />
|habitat=Land<br />
|speed= 10<br />
|size={{Large}}<br />
|item_use={{Uses nothing}}<br />
|attack1=20 ({{Bite type}}: {{Plain flavour}})<br />
|attack2=10 ({{Claw type}}: {{Plain flavour}})<br />
|attack3=10 ({{Claw type}}: {{Plain flavour}})<br />
|attack4=<br />
|hit_dice=9<br />
|base_hp=3<br />
|extra_hp=5<br />
|fixed_hp=0<br />
|intelligence={{Reptile intelligence}}<br />
|genus=drake<br />
|species=lindwurm<br />
}}<br />
{{Flavour|A small serpentine dragon with a pair of strong forelimbs. Its thick scales give off an eerie green glow.<br />
----<br />
“Freilich verbürgt uns keine Silbe die Existenz von solcherlei Thieren, wenn wir uns den Drachen oder Lindwurm als ein Ungeheuer vorstellen, dessen langer Hals in einen Adler-, Löwen- oder Delphinenkopf endigt; das auf dem breiten Rücken Greifs- oder Nachisittige trägt; und am vielfach gerollten Schweif einen Stachel mit Widerhaken hat; Feuer speit; sich in Mädchen verliebt und diese entführt; bald diese bald jene Gestalt annimmt; auf sauer erworbenen Schatzen ruht — kurz, als ein Ungeheuer, das alle Eigenschaften besitzt, welche die Fabel ihm andichtet; dann wäre es Wahnsinn, an Drachen und Lindwürmer glauben zu wollen. Nehmen wir aber dafür bloß ein furchtbares Ungeheuer überhaupt, welches nun aus unserem Welttheile vertilgt ist, so hat der Glaube daran nichts Lächerliches.”<br><br />
-Leopold Ziegelhauſer, _Schattenbilder der Vorzeit: Ein Kranz von<br><br />
Geschichten, Sagen, Legenden, Märchen, Skizzen und Heldenmahlen, Aus allen<br><br />
Gegenden Deutschlands und des österreichischen Kaiserstaates_. 1844.}}<br />
<!--monster-bot-end--><br />
''For a list of all lesser dragons, see [[list of dragons#Lesser Dragons|list of dragons]].''<br />
<br />
<br />
==Useful Info==<br />
'''Lindwurms''' are degenerate [[dragon]]s that lack legs and wings, but still retain decent physical capabilities and dangerous [[fire]] breath. They can be found in the middle floors of [[the Dungeon]], [[the Lair]], and certain versions of the [[Volcano]].<br />
<br />
Spells: [[Fire Breath]] (3d18)<br />
<br />
==Tips & Tricks==<br />
Although less dangerous than actual dragons, they can still be a menace to unprepared characters. rF+ will help reduce the danger of their breath attacks.</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Plutonium_sword&diff=32403Plutonium sword2014-09-01T08:34:33Z<p>VisualChap: </p>
<hr />
<div>{{version015}}<br />
{{flavour|A claymore made of weird glowing metal. Anyone hit with it stands a good chance of enjoying a variety of exciting new medical conditions... if they survive the impact of the blade itself, that is.}}<br />
[[File:Plutonium_sword.png]] '''''the +14 plutonium sword'''''<br />
<br />
+14 [[claymore]]<br />
<br />
Inflicts [[Transmutations]] [[miscast effect]]s on enemies on 20% of strikes<br><br />
Causes heavy [[magic contamination]] when unwielded<br><br />
[[Chaotic]]<br><br />
-20 [[stealth]]<br />
<br />
==Desirability==<br />
The '''plutonium sword''' combines extremely brutal damage output with occasionally awesome miscast effects (irresistible damage, [[polymorph]], [[confusion]], [[petrification]], [[malmutate]]) and a nasty [[magic contamination]] dose every time you unwield the thing. While it's hard to pass up its staggering damage output, randomly polymorphing opponents will occasionally turn harmless enemies into deadly foes mid-fight. Make sure you have a few [[scrolls of vulnerability]] on hand before unwielding it; each scroll you read will reduce your contamination by a small but significant amount.<br />
<br />
==History==<br />
In [[0.15]], the enchantment was changed from +12, +16 to +14.<br />
<br />
As of [[0.14]], it is now a [[claymore]] instead of a [[triple sword]].<br />
<br />
Prior to [[0.12]], this sword would curse itself when wielded and contaminated you lightly every turn you held it. Combined with the fact that it did not inflict Transmutation miscast effects, this made it extremely hazardous and much less desirable to use.<br />
<br />
[[Category:Unrands]]<br />
[[Category:Long blades]]</div>VisualChaphttp://crawl.chaosforge.org/index.php?title=Plutonium_sword&diff=32402Plutonium sword2014-09-01T08:34:08Z<p>VisualChap: Weapon enchantment & flavour change</p>
<hr />
<div>{{version014}}<br />
{{flavour|A claymore made of weird glowing metal. Anyone hit with it stands a good chance of enjoying a variety of exciting new medical conditions... if they survive the impact of the blade itself, that is.}}<br />
[[File:Plutonium_sword.png]] '''''the +14 plutonium sword'''''<br />
<br />
+14 [[claymore]]<br />
<br />
Inflicts [[Transmutations]] [[miscast effect]]s on enemies on 20% of strikes<br><br />
Causes heavy [[magic contamination]] when unwielded<br><br />
[[Chaotic]]<br><br />
-20 [[stealth]]<br />
<br />
==Desirability==<br />
The '''plutonium sword''' combines extremely brutal damage output with occasionally awesome miscast effects (irresistible damage, [[polymorph]], [[confusion]], [[petrification]], [[malmutate]]) and a nasty [[magic contamination]] dose every time you unwield the thing. While it's hard to pass up its staggering damage output, randomly polymorphing opponents will occasionally turn harmless enemies into deadly foes mid-fight. Make sure you have a few [[scrolls of vulnerability]] on hand before unwielding it; each scroll you read will reduce your contamination by a small but significant amount.<br />
<br />
==History==<br />
In [[0.15]], the enchantment was changed from +12, +16 to +14.<br />
<br />
As of [[0.14]], it is now a [[claymore]] instead of a [[triple sword]].<br />
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Prior to [[0.12]], this sword would curse itself when wielded and contaminated you lightly every turn you held it. Combined with the fact that it did not inflict Transmutation miscast effects, this made it extremely hazardous and much less desirable to use.<br />
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[[Category:Unrands]]<br />
[[Category:Long blades]]</div>VisualChap