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	<title>Barachi - Revision history</title>
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	<updated>2026-08-07T14:48:07Z</updated>
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		<summary type="html">&lt;p&gt;Importing CrawlWiki content&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{version033}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
{{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.&lt;br /&gt;
&lt;br /&gt;
Barachim&amp;#039;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.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;+1 [[LOS]]&amp;#039;&amp;#039;&amp;#039;: 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.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Amphibious]]&amp;#039;&amp;#039;&amp;#039;: Barachim may swim freely through shallow and deep [[water]], without the usual movement or attack penalties. Also, they are immune to [[engulf]] and [[drowning]] damage.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Bad mutations#Slow|Slow 1]]&amp;#039;&amp;#039;&amp;#039;: Barachim move slowly. They move 2 [[aut]] slower than average, taking a total of 1.2 [[turn]]s per movement. (Equivalent to a monster at 84% speed.)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;[[Strong Legs]] 1&amp;#039;&amp;#039;&amp;#039;: Barachim can hop short distances (up to four tiles), but without complete accuracy. &amp;#039;&amp;#039;&amp;#039;Hopping&amp;#039;&amp;#039;&amp;#039; 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.&lt;br /&gt;
&lt;br /&gt;
Barachim have a base [[Strength]] of 9, [[Intelligence]] of 8 and [[Dexterity]] of 7 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Warriors&amp;#039;&amp;#039;&amp;#039;: [[Fighter]]&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Zealots&amp;#039;&amp;#039;&amp;#039;: [[Berserker]] &lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Warrior-Mages&amp;#039;&amp;#039;&amp;#039;: [[Warper]], [[Hexslinger]], [[Reaver]]&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Mages&amp;#039;&amp;#039;&amp;#039;: [[Summoner]], [[Ice Elementalist]].&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
* +1 to a random stat every 4 levels.&lt;br /&gt;
* Average [[HP]]&lt;br /&gt;
* Average [[MP]]&lt;br /&gt;
* +3 [[willpower]] per level&lt;br /&gt;
* Strong Legs 2, at level 13: the hopping range is increased, up to six tiles.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Barachim receive the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
Barachim are slow, meaning that they&amp;#039;ll be unable to (easily) 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 can handle certain situations easier than having regular speed would - it also helps them reposition, as hops avoid [[attacks of opportunity]]. While the hop isn&amp;#039;t entirely accurate, it still acts as a [[Blink]] you have some control over.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Barachi}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
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&amp;#039;t quite as slow and they can hop to escape especially dangerous melee encounters.&lt;br /&gt;
&lt;br /&gt;
Your hop can come in handy, but it isn&amp;#039;t quite as reliable as a controlled [[blink]]. It&amp;#039;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.&lt;br /&gt;
&lt;br /&gt;
===God Choice===&lt;br /&gt;
Almost every god will work with Barachi, although it is wise to choose a god without a significant [[Invocations]] requirement. &lt;br /&gt;
*[[Cheibriados]] is a natural god choice. Since you&amp;#039;re already slow, being slower isn&amp;#039;t as big of a deal. Plus, your innate hop is a renewable escape / repositioning option, which any Cheibriados follower can appreciate. Also, Slouch gets to deal slightly more damage. While Chei may not be the &amp;#039;&amp;#039;best&amp;#039;&amp;#039; god for Barachi, it&amp;#039;s certainly more viable than with most other species.&lt;br /&gt;
*[[Ru]] is a generally strong god, with abilities useful when you&amp;#039;re stuck in a situation. Power Leap in particular gives you a second hop, one that is precise (always landing where you specify).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.26]], Barachim could hop to free themselves from webs or nets.&lt;br /&gt;
*Barachim were added in [[0.20]]. They were called Barachians during their development.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
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