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  • ...[[Earth Magic|Earth mages]], having a superlative aptitude for that skill and good aptitude for [[Conjurations]], though they were somewhat held back by ...]]s, [[Crusader]]s, [[Enchanter]]s, [[Earth Elementalist]]s, [[Stalker]]s, and [[Assassin]]s.
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  • ...nection with the blood of the earth gives them a particular talent at fire and earth magics. Their spell success is significantly less encumbered by armou ...rtisans and smiths, employed in ancient times by even the gods themselves, and this spiritual history makes them exceptional at invoking divine aid. They
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  • ...grow as you gain experience. They can be changed by equipment, abilities, and [[mutation]]s. They may be damaged by monster abilities; if any stat is red ...([[SH]]). Your character also has a limited reserve of [[hit points]] (HP) and [[magic points]] (Magic or MP).
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  • ...success]] rates, and [[stealth]]. Other types of armour, like [[helmet]]s and [[boots]], provide AC with no penalty. ...rent AC value. An AC of 10 will reduce damage by a random number between 0 and 10. This applies to damage that would traditionally ignore armour in other
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  • ...beam attacks. When an attack is resolved, a target's current EV is rolled and compared to the attack's [[to-hit]] roll, factoring in any relevant situati ...ine a character's total EV is complex and factors in many different skills and attributes.
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  • ...s one of a character's three main [[attributes]], along with [[dexterity]] and [[intelligence]]. ...[[shield]]s. This lowers the penalty on [[ev]]asion, spellcasting success, and [[ranged weapon]] attack speed.
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  • ...is one of a character's three main [[attributes]], along with [[strength]] and [[intelligence]]. It is important if you want to have high evasion. ...stat, though strength is often more impactful for heavy armour characters, and intelligence for dedicated spellcasters.
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  • ...is one of a character's three main [[attributes]], along with [[strength]] and [[dexterity]]. Characters who plan on using any of the various schools of m
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  • ...stub}}</nowiki></tt> template appeals for someone to click the "edit" link and add more information to an article. It also lists the article in [[:Categor
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  • ...hows your current hit points, while the Y shows your maximum. [[Monster]]s and a wide variety of other effects will all reduce your current HP, but this [ ...any time your character's current HP reaches 0 or lower, you [[death|die]] and your game is over. You can avoid this by resting between battles, quaffing
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  • *By 1 at a time, and affected (and thus blocked) by [[sustain abilities]]: ...ank 1 can generally be kept in check by your natural regeneration; ranks 2 and 3 of this mutation are eventually lethal, however.
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  • {{flavour|You are paralysed, and completely unable to act.}} ...to almost 0, <code>2 + [[Evasion#Base EV|size_factor]]</code> for players, and set to 0 EV for monsters.
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  • ...]]. Your background determines your starting [[skills]], stats, [[items]], and (in the case of religious backgrounds) your [[god]]. ...[[berserk]] ability, while Fighters enter with better-than-average weapon and armour, including a [[shield]]. If you would rather play a mage, try a [[Co
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  • |special = Needs open space to spawn and move}} ...impact, it deals [[evasion|unavoidable]] [[fire]] damage. Foxfires [[fly]] and can [[see invisible]].
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  • ...ighters 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 fighti [[Hill Orc]], [[Minotaur]], [[Gargoyle]], [[Troll]], [[Armataur]] and [[Formicid]] are the recommended races if you pick a Fighter Background.
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  • ...d weapon of their choice, light armour, headgear and some throwing weapons and nets.}} ...ew [[Throwing]] implements. Fighters start with heavier armour, a buckler, and the skill to use them.
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  • ...only a simple weapon of their choice, a potion of divine ambrosia, a robe, and an orb of light to guide them. However, when they worship a god for the fir [[Hill Orc]], [[Merfolk]], [[Gargoyle]], [[Troll]], [[Demonspawn]] and [[Armataur]] are the recommended races if you pick a Monk Background.
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  • ...text regarding swamp worms' new Harpoon Shot ability. I have saved a tips and tricks bullet point for when this is released in 0.22 here, while simultane ...ut makes it difficult to bottleneck opponents, so be aware of this threat, and don't simply button mash enemies while swamp worms are around.
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  • ...missile weapons. A Hunter starts with a shortbow, a scroll of butterflies, and a set of leathers.}} [[Hill Orc]], [[Minotaur]], [[Gnoll]], [[Kobold]], and [[Spriggan]] are the recommended races if you pick a Hunter background.
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  • ...ey start with a dagger, a robe and cloak, poisoned darts, and a few deadly and rare curare darts.}} ...the killing of unsuspecting victims. They start with the tools to silently and quickly take down the living.
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  • ...use of spell magic. They enter the Dungeon with a weapon of their choice, and dressed in animal skins.}} ...ip [[Trog|Trog the Wrathful]]. Like other gods, Trog offers further powers and gifts to those who prove worthy. Berserkers can thus be seen as a kind of h
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  • *To insert a crawl code reference into a wiki page use the following and make sure you have a references section.
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  • ...spread corruption and chaos, starting with a simple weapon of their choice and leather armour.}} ...aos. Their purpose is to spread bloodshed and disorder in the [[Dungeon]], and must do so unflaggingly to earn Lugonu's favour.
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  • ...with a lightly enchanted leather armour, a simple weapon of their choice, and one of Xom's choice.}} ...emselves showered with blessings... but their lives are more often painful and short.
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  • ...ath Knight is a fighter who aligns him or herself with the powers of death and worships Yredelemnul the Dark, who will soon grant the ability to re-animat ...ith opposing all things [[holy]], but in return they gain power over death and the [[undead]].
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  • ...re able to persuade monsters to abstain from bloodshed, gaining both piety and experience that way.}} ...followers of [[Elyvilon]] the Healer. Elyvilon's creed is one of pacifism, and her worshipers can actually pacify monsters by healing them. However, they
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  • '''Priests''' are religious devotees of [[Zin]], the ancient and revered God of Law. [[Hill Orc]] Priests instead serve the Orc god [[Beogh] [[Demigod]]s, [[Mummies]], [[Demonspawn]], [[Ghoul]]s, and [[Vampire]]s cannot be Priests. [[Hill Orc]] Priests serve [[Beogh]] instea
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  • ...ormulae are second nature: they can either inspire greatness in themselves and their allies, or fear in the hearts of their enemies.}} [[Halfling]], [[Centaur]], [[Merfolk]], [[Draconian]], and [[Vampire]] are the recommended races if you pick a Skald Background.
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  • ...in unarmed combat, often using transformations to enhance their defensive and offensive capabilities. They also enter the dungeon with a potion of lignif [[Troll]], [[Naga]], [[Merfolk]], [[Draconian]], [[Demigod]], and [[Demonspawn]] are the recommended species if you pick a Transmuter Backgro
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  • ...sin]]s who have studied [[Transmutations]] magic, using alchemical effects and transformations as a means to kill their victims. ...n/[[Transmuter]] hybrids, using [[Fulsome Distillation]] to gather potions and [[Evaporate]] to disable enemies before moving in for the kill. Later, thei
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  • ...cation spells, some dispersal boomerangs, a simple weapon of their choice, and leather armour.}} [[Draconian]], [[Armataur]], [[Spriggan]], and [[Felid]] are the recommended species if you pick a Warper Background.
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  • ...begins with a lightly enchanted dagger, a robe, a potion of invisibility, and a selection of hexes.}} [[Deep Elf]], [[Felid]], [[Kobold]], [[Spriggan]], [[Naga]], and [[Vampire]] are the recommended species if you pick an Enchanter Background
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  • ...spells to support its use, a scroll of poison to keep foes at a distance, and a robe.}} [[Formicid]], [[Deep Elf]], [[Kobold]], [[Spriggan]], and [[Gnoll]] are the recommended species if you pick a Hexslinger Background.
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  • {{flavour|The Conjurer specialises in the violent and destructive magic of conjuration spells. Like Wizards, the Conjurer starts ...magical backgrounds, they begin the game with a great Conjurations skill, and the most Intelligence of any background.
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  • ...in any area of magic. Hedge Wizards start with a variety of magical skills and with Magic Dart memorised, from a large library of varied low-level spells. [[Human]], [[Deep Elf]], [[Naga]], [[Draconian]], [[Djinni]], and [[Octopode]] are the recommended species if you pick a Hedge Wizard Backgro
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  • ...advanced summoning spells allow summoners to call on such powers as hydras and dragons.}} [[Deep Elf]], [[Hill Orc]], [[Merfolk]], [[Tengu]], [[Vine Stalker]], and [[Vampire]] are the recommended species if you pick a Summoner Background.
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  • [[Hill Orc]], [[Gargoyle]], [[Tengu]], [[Deep Elf]], [[Demigod]], [[Naga]], and [[Djinni]] are the recommended species if you pick a Fire Elementalist Back ==Starting Skills and Stats==
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  • [[Merfolk]], [[Gargoyle]], [[Draconian]], [[Djinni]], [[Demigod]], and [[Barachi]] are the recommended species if you pick an Ice Elementalist Bac ==Starting Skills and Stats==
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  • [[Deep Elf]], [[Spriggan]], [[Gargoyle]], [[Demigod]], [[Ghoul]] and [[Octopode]] are the recommended species if you pick an Earth Elementalist ==Starting Skills and Stats==
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  • [[Deep Elf]], [[Naga]], [[Tengu]], [[Draconian]], [[Djinni]], and [[Vine Stalker]] are the recommended species if you pick an Air Elementalis ==Starting Skills and Stats==
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  • ...s who specialise in the less pleasant side of magic - that involving death and the [[undead]]. [[Hill Orc]], [[Djinni]], [[Demonspawn]], [[Deep Elf]], [[Vampire]], and [[Mummy]] are the recommended species if you pick a Necromancer Background.
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  • ...h out into other schools once they start facing more [[demon]]ic creatures and undead. ...folk]], [[Demonspawn]], [[Djinni]], [[Spriggan]], [[Tengu]], [[Deep Elf]], and [[Naga]] are the recommended species if you pick a Venom Mage Background.
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  • ...er''' is an [[Evocations]] specialist. [[Wands]] are their tool of choice, and they bring a few with them to the [[Dungeon]]. [[Kobold]], [[Spriggan]], [[Draconian]], and [[Demonspawn]] are the recommended species if you pick an Artificer Backgro
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  • ...s of none". They start the game with a random assortment of skills, items, and maybe spells.}} Wanderers start with 1 "good" item set, 2 "decent" item sets, and 1 consumable (50% for a "good consumable"; 50% for a "decent consumable").<
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  • ...rged with smiting evil, and gain power from destroying demons, the undead, and other evil beings. ...opponent is evil. Of course, you may deem [[the Shining One]]'s protection and gifts to be more than worth all this restraint.
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  • ...in melee is insufficient. They start with a simple weapon of their choice and leather armour.}} [[Gnoll]], [[Tengu]], [[Barachi]], [[Demonspawn]], [[Draconian]], and [[Hill Orc]] are the recommended species if you pick a Reaver Background.
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  • ...magic. They start with similar equipment to [[Assassin]]s, but no blowgun, and require delicate tactics to survive the early game. As they are a challenge ...ort sword]], 20 +0 [[dart]]s, +0 [[robe]], +0 [[cloak]], [[bread ration]], and 100 [[gold]], before racial variation.
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  • ...have become unusually attracted to the Dungeon, establishing tribes around and even inside of it. Unfortunately their long stay in the Dungeon has exposed Gnolls have a base [[Strength]] of 7, [[Intelligence]] of 7 and [[Dexterity]] of 7 (before Background modifiers).
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  • ...ou to play using widely different play styles, depending on your character and god choice. The wide variety of choices offered might intimidate or even ov ...Find a big weapon and the heaviest armour, worship [[Okawaru]] or [[Trog]] and beat things to death.
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  • ...5 ). Could someone with a decent grasp on reading code take a look at this and clarify exactly how penance works now? --[[User:MoogleDan|MoogleDan]] ([[Us
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