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		<updated>2026-05-06T21:36:57Z</updated>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Tomb&amp;diff=82332</id>
		<title>The Tomb</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Tomb&amp;diff=82332"/>
				<updated>2025-01-25T14:26:02Z</updated>
		
		<summary type="html">&lt;p&gt;Ahyangyi: Last edit introduced a red link unintentionally&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
''This page is about the [[Dungeon branches|dungeon branch]]. For the card, see [[Tomb card]].''&lt;br /&gt;
{{flavour|The Tomb of the Ancients is a place of damnation, of horrors animated by the vilest necromancy. The list of those who have returned from this place of pure death is exceedingly short.&lt;br /&gt;
&lt;br /&gt;
This branch is unnaturally silent: sounds travel farther here.&lt;br /&gt;
&lt;br /&gt;
The entrance to this branch can be found on level 3 of the Crypt.&lt;br /&gt;
&lt;br /&gt;
This branch is 3 levels deep.&lt;br /&gt;
&lt;br /&gt;
This branch contains the golden rune of Zot.}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A way to the Tomb of Ancients, a place of damnation, of horrors animated by the vilest necromancy.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Tomb entry.png]] '''The Tomb of the Ancients''' (usually referred to only as '''the Tomb''') is a [[branch]] located under [[the Crypt]], inhabited by desiccated [[list of mummies|mummies]] of all kinds. Although mostly bare of valuables, it holds the golden [[rune of Zot]] and two massive treasure heaps for those who manage to survive all the way to the end.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Stairs to the Tomb are found on the last floor of [[the Crypt]]. It's only 3 levels deep, but don't let that lull you into a false sense of security: it's one of the most dangerous branches in the game, even for powerful characters. You'll meet a wide variety of mummies, which if not carefully dealt with can destroy you with [[torment]] and crippling [[death curse]]s. There is also a greater density of [[traps]] here than you'll find anywhere else.&lt;br /&gt;
&lt;br /&gt;
While it's not as deathly quiet as [[the Crypt]], the Tomb has very little in the way of [[Noise#Ambient noise|ambient noise]]. As a result, every sound (be it from casting a spell, hitting something with a weapon, or attracting the attention of a [[flying skull]]) will carry farther than you're used to. Be extra careful if you wish to avoid attracting attention.&lt;br /&gt;
&lt;br /&gt;
Unlike other areas of the game, the layout of the Tomb is mostly fixed, with only a few variations possible. &lt;br /&gt;
&lt;br /&gt;
You cannot be [[shaft]]ed inside the Tomb. The [[Formicid]] shaft ability still works, though.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
| {{monsterlink|Mummy (monster)}} || {{monsterlink|Guardian mummy}} || {{monsterlink|Mummy priest}} || {{monsterlink|Royal mummy}}&lt;br /&gt;
|-&lt;br /&gt;
|{{monsterlink|Flying skull}} || {{Brown|z}} [[File:Small zombie.png]] '''[[Zombie]]''' || {{LightGrey|z}} [[File:Skeleton small humanoid.png]] '''[[Skeleton (monster)|Skeleton]]''' || {{LightBlue|z}} [[File:Simulacrum small humanoid.png]] '''[[Simulacrum (monster)|Simulacrum]]'''&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Death scarab}} || {{monsterlink|Ushabti}} || {{monsterlink|Bennu}} || {{monsterlink|Sphinx}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Rare Monsters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|{{monsterlink|Skeletal warrior}} || {{monsterlink|Revenant}} ||&lt;br /&gt;
|-&lt;br /&gt;
|{{monsterlink|Lich}} || {{monsterlink|Ancient lich}} || {{monsterlink|Dread lich}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Uniques'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
| {{monsterlink|Boris}}&lt;br /&gt;
| {{monsterlink|Mennas}}&lt;br /&gt;
| {{monsterlink|Khufu}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following monsters deserve a special mention:&lt;br /&gt;
* {{monsterlink|Guardian mummy}} - A slightly tougher [[mummy (monster)|mummy]]. The monster itself shouldn't be much trouble, though their [[death curse]]s can [[slow]] or [[torment]] you.&lt;br /&gt;
* {{monsterlink|Mummy priest}} - Tougher than guardian mummies, they can also cast [[Torment]], [[Smite]], [[Summon Undead]], and [[Summon Demon]]. Their death curses are more likely to be unpleasant than those of the guardians.&lt;br /&gt;
* {{monsterlink|Royal mummy}} -  The biggest threat in Tomb, they are an upgraded version of mummy priests. They have a similar set of spells, but over three times the health, faster movement, and the highest chance of delivering devastating death curses. These will kill you if you are not prepared. Try not to take on more than one at a time!&lt;br /&gt;
* {{monsterlink|Death scarab}} - Extremely fast, hit hard, and their attacks slow you. They move like [[bat]]s or [[unseen horror]]s, backing away after hitting you.&lt;br /&gt;
* {{monsterlink|Revenant}} - Blinking foes which flood you with [[spectral thing]]s. They possess [[Dispel Undead]], which really hurts undead players.&lt;br /&gt;
* {{monsterlink|Ushabti}} - Creates [[miasma]] clouds, which slow and severely poison characters that are vulnerable (living characters, and those in [[Tree Form]]). Has a weaker version of Dispel Undead, too.&lt;br /&gt;
* {{monsterlink|Bennu}} - Have a holy melee attack, which is dangerous to undead characters. They can revive once after death.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
'''1.''' Upon entering Tomb:1, you'll find yourself in an open hallway, boxing in the actual &amp;quot;Tomb&amp;quot;. The hallway contains a handful of mummies, guardian mummies, and skeletons. There are rock [[wall]]s on the edges of the map, which can be used to create a [[killhole]].&lt;br /&gt;
&lt;br /&gt;
'''2.''' On the other side of the level, you'll find a massive [[statue]]-lined hallway, leading to the center of the map. It is guarded by a large pack of [[sphinx]]es. &lt;br /&gt;
&lt;br /&gt;
You should bring enough [[willpower]] to prevent paralysis. Even though sphinxes are relatively weak, do not underestimate their smites. Multiple sphinxes smiting you every turn will hurt even the strongest of characters.&lt;br /&gt;
&lt;br /&gt;
'''3.''' Past the hallway, you'll find one of several possible interiors, each containing several [[royal mummies]] and other nasties. Somewhere, you'll find a one-way staircase leading down.&lt;br /&gt;
&lt;br /&gt;
'''4.''' As soon as you enter Tomb:2, you'll find yourself in a large open chamber. There won't be scary enemies initially, but it won't take long for mummies to close in from all directions.  There is an up-one-way-stair about 10 tiles diagonally to one corner of the square chamber (chosen randomly). As such, it is advisable to get out of the central chamber rapidly, doing one of several things:&lt;br /&gt;
* Reading a scroll of revelation, to identify the stair. Use a combination of blink scrolls, haste potions, and Passage of Golubria to get there. Once you get there, you can comfortably fight, and go upstairs if it gets too dangerous.&lt;br /&gt;
* Reading a [[scroll of teleportation]] until you end up in the outside rim of small rooms. From here, you can fight a small number of enemies at once. If you're really lucky, you'll notice that you ended up in the section of Tomb:2 with the one-way stairs down to Tomb:3. In this case you can skip to point 7.&lt;br /&gt;
* Using haste potions, Swiftness, blink, or teleport to get to the outer rim of small rooms, where you can fight a small number of enemies at once. &lt;br /&gt;
&lt;br /&gt;
'''5.''' You'll find several doors on the edges of the central chamber. These lead to a series of small rooms, enveloping half the map. These contain [[mummy priest]]s and many traps. Eventually, you'll find a staircase back up to Tomb:1.&lt;br /&gt;
&lt;br /&gt;
If you can break [[stone wall]]s, you can try to break open the wall, where it's obvious there should be a continuation of the small rooms. This lets you skip the Tomb:1 re-entry, skipping to point 7.&lt;br /&gt;
&lt;br /&gt;
'''6.''' Heading back up to Tomb:1, you'll find yourself in the only unexplored area of Tomb:1, a large horseshoe surrounding the inner courtyard. You'll encounter many royal mummies, with a few guardian mummies and priests. Traps will be scattered throughout. At the end of the horseshoe, you'll find another one-way staircase to Tomb:2.&lt;br /&gt;
&lt;br /&gt;
Handled carefully, you should only encounter one or two royal mummies at a time. Make too much [[noise]], and you may wind up with a lot more on your hands. Consider luring them back to the nearest corner before engaging them, and remember that a teleport to safety is almost guaranteed to send you back to the now-clear first area of Tomb:1. &lt;br /&gt;
&lt;br /&gt;
'''7.''' Remember the small chambers you found on Tomb:2 earlier? Now you get to clear a mirror image of those on the other side. Expect more of the same, with an even greater concentration of traps, and eventually you'll find two one-way staircases leading to Tomb:3.&lt;br /&gt;
&lt;br /&gt;
'''8.''' Both staircases leading to Tomb:3 will place you in the same area. You'll drop to the start of a short, wide hallway. There is one door on each side, with each door containing treasure and up-stairs back to safety. The rune chamber is straight ahead. You will almost immediately encounter a large number of guardian mummies and death scarabs, followed by plenty of reinforcements in the form of flying skulls, mummy priests, and royal mummies (over a dozen of each is not unusual). &lt;br /&gt;
&lt;br /&gt;
It is usually good to focus on making a path to the up-stair before fighting, because more and more mummies will turn up if you fight. If you can, grab the [[figurine of a ziggurat]], found in one of the large loot piles, on your way, to act as a 2-turn escape tool in the case of disaster. It is likely you will have to go upstairs, reset and make your way back to the upstairs several times before the entire floor is clear. Once the flood of mummies stops, you are free to check out the loot and grab the rune, but be careful of dangerous stragglers.&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
If not done correctly, Tomb is one of the deadliest places in the game. A character facing Tomb must tackle these problems:&lt;br /&gt;
*Royal mummies and mummy priests can torment you, instantly cutting your HP by up to half. They can then [[smite]] you to finish the job.&lt;br /&gt;
*Royal mummies and mummy priests can summon a ton of tough monsters, which makes it difficult to attack the summoners with melee or single-target attacks. And they will frequently abjure your own summons.&lt;br /&gt;
*All non-regular mummies cast death curses when killed, potentially slowing, tormenting or draining you or your stats, and dealing pain damage which is not resisted by rN. Since there are so many mummies in the Tomb, these effects can quickly reach debilitating levels.&lt;br /&gt;
*Inability to stairdance. You cannot simply bring one stairload of enemies upstairs at a time and polish them off.&lt;br /&gt;
&lt;br /&gt;
Some strategies, with their specific strengths and weaknesses, are outlined below. One should mix and match them to fit your character: it is unlikely that one can do Tomb simply by being a Zin or a Kiku worshipper, or simply by having Dispel Undead, but a lichform necromancer of Kiku, or Zinnite with a holy weapon and silence, stands a very good chance of making it. The best general advice is to know your limits. If one encounter with a royal mummy nearly killed you, then the next one may very well finish you off. Just remember that completing the Tomb is by no means required to win the game.&lt;br /&gt;
&lt;br /&gt;
===Staircase Tactics===&lt;br /&gt;
Generally, the safest approaches to Tomb:2 and Tomb:3 involve getting to the up-stair back to where you started as the first priority, and killing off all the mummies in Tomb:2 and 3 as the second priority. Read scrolls of fog to limit line of sight to avoid the number of torments and smites you face, and be ready to use up your buff potions, evocables, and scrolls of blinking at any point.&lt;br /&gt;
&lt;br /&gt;
The main issue with staircases (or any place, really), are the bounty of [[trap]]s. Dispersal traps will move teleport-vulnerable players off the stairs, net traps will disable your movement, and Zot traps inflict a variety of nasty effects. If the staircase happens to not have them, great, you are in luck. Otherwise, use said line of sight manipulation, try checking the other stair, or use a [[potion of lignification]] to make you immune to both teleport and torment (but resistant to movement, too).&lt;br /&gt;
&lt;br /&gt;
Another approach is to teleport until you find a defensible spot. It may be worth reading [[Scroll of revelation|revelation]] to find if the layout has any suitable spots and to know if you are near them. This represents more of a commitment, but it avoids the scenario where the entrance points, the upstairs, and everywhere between are packed full of nasties and on returning to the level you are immediately in serious danger.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
*Gear with [[negative energy]] resistance - Reduces damage from [[torment]] and [[draining]] death curses.&lt;br /&gt;
*Gear with [[stat]] boosts - Improves your general performance and decreases the likelihood of unexpectedly reaching [[stat zero]] from death curses.&lt;br /&gt;
*Gear with [[willpower]] - Weak-willed characters will have a much worse time dealing with the sphinxes than characters with insurmountable will. You don't need it for the entire branch, but it's very useful for that one stretch (and handy when dealing with ancient liches out of the blue).&lt;br /&gt;
*Apart from the occasional summoned demon or surprising [[unique]], there are no sources of [[fire]], [[cold]], [[acid]], or [[electricity]] damage in this branch, and the only likely source of [[mutation]] is if you accidentally step into a [[Zot trap]].&lt;br /&gt;
*If you are confident in your offensive capabilities, consider bringing [[potion of lignification|potions of lignification]] with you. Fighting in [[Tree form]] will render you immune to torment, allowing you to focus on the task of reducing the hordes of mummies to dust uninterrupted.&lt;br /&gt;
*A [[scroll of immolation]] can help greatly in taking out the gigantic horde of enemies on Tomb:3, but the sheer quantity of death curses this will trigger is enough to oneshot any character. Undead characters, or characters with [[Death's Door]], [[Necromutation]] or with a stock of [[potion of lignification|potions of lignification]] can attempt this strategy.&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*[[Necromutation]] - Provides immunity to draining and torment. However, you become vulnerable to [[Dispel Undead Range]] (from [[ushabti|ushabtiu]]) and lose access to potions.&lt;br /&gt;
*[[Death's Door]] - Gives a long enough period of invulnerability to escape upstairs from almost anything in Tomb.&lt;br /&gt;
*[[Borgnjor's Revivification]] - For when you unexpectedly end up on 10 HP in the middle of a bunch of mummies (Does a very similar job to Death's Door).&lt;br /&gt;
*[[Statue Form]] - Provides significant torment resistance without the downsides of Necromutation, including its use with [[good god]]s. Slows your actions and cannot be used if you worship [[Zin]], however.&lt;br /&gt;
*[[Silence]] - Disables the spells of all mummies within its aura. Be careful with this spell, because mummy death curses still take effect, including those that can torment you, and you lose access to scrolls and spells.&lt;br /&gt;
*[[Ignition]] - Works great in the cramped and fire-vulnerable corridors of the Tomb.&lt;br /&gt;
*[[Dispel Undead]] - Deals heavy damage to almost everything in the Tomb. Only affects one melee target at a time though.&lt;br /&gt;
*[[Shatter]] - Deals heavy, unavoidable damage to the entire screen. Noisy, but also tears down walls.&lt;br /&gt;
*Most other level 9 spells - [[Dragon's Call]] creates a mass of allies, [[Polar Vortex]] mops the floor with a widespread tornado, [[Fire Storm]] roasts mummies even harder...&lt;br /&gt;
&lt;br /&gt;
===Gods===&lt;br /&gt;
*[[Kikubaaqudgha]] - Provides significant torment resistance, negates most death curses and provides access to useful Necromancy spells. &lt;br /&gt;
*[[The Shining One]] - Provides rN+++, a weapon of holy wrath, powerful [[holy]] burst attacks, HP and MP recovery on each kill, with summonable angelic warriors.&lt;br /&gt;
*[[Zin]] - Provides immunity to stat loss, temporary invulnerability, though Zin prevents use of [[Tree Form]], [[Statue Form]], or [[Necromutation]].&lt;br /&gt;
*[[Ru]] - Provides tremendous area-of-effect damage through Apocalypse, but watch out for the draining.&lt;br /&gt;
*[[Makhleb]] - Provides very significant HP recovery on kill.&lt;br /&gt;
*[[Gozag]] - Bribe the tomb, easy life. Also provides potions in Lichform.&lt;br /&gt;
*[[Jiyva]] - Slimifying mummies will completely cancel their death curses. Being tormented will spawn high-end jellies very often, and regeneration helps recover the lost HP.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.30]], [[Formicid]]s could not shaft in the Tomb.&lt;br /&gt;
*In [[0.29]], several [[unique]]s were removed from the Tomb: [[Frederick]], [[Jory]], [[Josephina]], [[Mara]], [[Parghit]], [[Sojobo]], [[Vv]], and [[Zenata]].&lt;br /&gt;
*In [[0.27]], all mechanical (physical) [[trap]]s were removed.&lt;br /&gt;
*In [[0.25]], [[death curse]]s were reworked and simplified, now having only 4 total effects.&lt;br /&gt;
*In [[0.23]], the [[trap]] rework dramatically effected the Tomb. Most notably, [[Zot trap]]s became visible, but the new [[dispersal trap]]s made standing on stairs a lot more difficult.&lt;br /&gt;
*In [[0.20]], the staircases in Tomb were made one-way, similar to hatches but with set destination locations. The up one-way staircases were placed in locations not too far from the down-stairs, but far enough that walking is difficult, and in Tomb:3 some doors were added to make access to the up-stairs easier.&lt;br /&gt;
*In [[0.19]], [[Anubis guard]]s were replaced with [[ushabti]]u.&lt;br /&gt;
*In [[0.17]], the [[Unborn]] were removed.&lt;br /&gt;
*In [[0.16]], even more non-mummy opponents were added: [[Anubis guard]]s, [[bennu]], [[death scarab]]s, and [[ushabti]]u.&lt;br /&gt;
*In [[0.15]], the Tomb received a new layout of the courtyard in Tomb:1, as well as more non-mummy monsters. Also, the entrance to Tomb always appears on the last floor of the Crypt instead of appearing on Crypt:2 or Crypt:3.&lt;br /&gt;
&lt;br /&gt;
{{branches}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mummy]]&lt;/div&gt;</summary>
		<author><name>Ahyangyi</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Tomb&amp;diff=82331</id>
		<title>The Tomb</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Tomb&amp;diff=82331"/>
				<updated>2025-01-25T14:25:09Z</updated>
		
		<summary type="html">&lt;p&gt;Ahyangyi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
''This page is about the [[Dungeon branches|dungeon branch]]. For the card, see [[Tomb card]].''&lt;br /&gt;
{{flavour|The Tomb of the Ancients is a place of damnation, of horrors animated by the vilest necromancy. The list of those who have returned from this place of pure death is exceedingly short.&lt;br /&gt;
&lt;br /&gt;
This branch is unnaturally silent: sounds travel farther here.&lt;br /&gt;
&lt;br /&gt;
The entrance to this branch can be found on level 3 of the Crypt.&lt;br /&gt;
&lt;br /&gt;
This branch is 3 levels deep.&lt;br /&gt;
&lt;br /&gt;
This branch contains the golden rune of Zot.}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A way to the Tomb of Ancients, a place of damnation, of horrors animated by the vilest necromancy.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Tomb entry.png]] '''The Tomb of the Ancients''' (usually referred to only as '''the Tomb''') is a [[branch]] located under [[the Crypt]], inhabited by desiccated [[list of mummies|mummies]] of all kinds. Although mostly bare of valuables, it holds the golden [[rune of Zot]] and two massive treasure heaps for those who manage to survive all the way to the end.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Stairs to the Tomb are found on the last floor of [[the Crypt]]. It's only 3 levels deep, but don't let that lull you into a false sense of security: it's one of the most dangerous branches in the game, even for powerful characters. You'll meet a wide variety of mummies, which if not carefully dealt with can destroy you with [[torment]] and crippling [[death curse]]s. There is also a greater density of [[traps]] here than you'll find anywhere else.&lt;br /&gt;
&lt;br /&gt;
While it's not as deathly quiet as [[the Crypt]], the Tomb has very little in the way of [[Noise#Ambient noise|ambient noise]]. As a result, every sound (be it from casting a spell, hitting something with a weapon, or attracting the attention of a [[flying skull]]) will carry farther than you're used to. Be extra careful if you wish to avoid attracting attention.&lt;br /&gt;
&lt;br /&gt;
Unlike other areas of the game, the layout of the Tomb is mostly fixed, with only a few variations possible. &lt;br /&gt;
&lt;br /&gt;
You cannot be [[shaft]]ed inside the Tomb. The [[Formicid]] shaft ability still works, though.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
| {{monsterlink|Mummy (monster)}} || {{monsterlink|Guardian mummy}} || {{monsterlink|Mummy priest}} || {{monsterlink|Royal mummy}}&lt;br /&gt;
|-&lt;br /&gt;
|{{monsterlink|Flying skull}} || {{Brown|z}} [[File:Small zombie.png]] '''[[Zombie]]''' || {{LightGrey|z}} [[File:Skeleton small humanoid.png]] '''[[Skeleton (monster)|Skeleton]]''' || {{LightBlue|z}} [[File:Simulacrum small humanoid.png]] '''[[Simulacrum (monster)|Simulacrum]]'''&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Death scarab}} || {{monsterlink|Ushabti}} || {{monsterlink|Bennu}} || {{monsterlink|Sphinx}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Rare Monsters'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|{{monsterlink|Skeletal warrior}} || {{monsterlink|Revenant}} ||&lt;br /&gt;
|-&lt;br /&gt;
|{{monsterlink|Lich}} || {{monsterlink|Ancient lich}} || {{monsterlink|Dread lich}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Uniques'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
| {{monsterlink|Boris}}&lt;br /&gt;
| {{monsterlink|Mennas}}&lt;br /&gt;
| {{monsterlink|Khufu}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following monsters deserve a special mention:&lt;br /&gt;
* {{monsterlink|Guardian mummy}} - A slightly tougher [[mummy (monster)|mummy]]. The monster itself shouldn't be much trouble, though their [[death curse]]s can [[slow]] or [[torment]] you.&lt;br /&gt;
* {{monsterlink|Mummy priest}} - Tougher than guardian mummies, they can also cast [[Torment]], [[Smite]], [[Summon Undead]], and [[Summon Demon]]. Their death curses are more likely to be unpleasant than those of the guardians.&lt;br /&gt;
* {{monsterlink|Royal mummy}} -  The biggest threat in Tomb, they are an upgraded version of mummy priests. They have a similar set of spells, but over three times the health, faster movement, and the highest chance of delivering devastating death curses. These will kill you if you are not prepared. Try not to take on more than one at a time!&lt;br /&gt;
* {{monsterlink|Death scarab}} - Extremely fast, hit hard, and their attacks slow you. They move like [[bat]]s or [[unseen horror]]s, backing away after hitting you.&lt;br /&gt;
* {{monsterlink|Revenant}} - Blinking foes which flood you with [[spectral thing]]s. They possess [[Dispel Undead]], which really hurts undead players.&lt;br /&gt;
* {{monsterlink|Ushabti}} - Creates [[miasma]] clouds, which slow and severely poison characters that are vulnerable (living characters, and those in [[Tree Form]]). Has a weaker version of Dispel Undead, too.&lt;br /&gt;
* {{monsterlink|Bennu}} - Have a holy melee attack, which is dangerous to undead characters. They can revive once after death.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
'''1.''' Upon entering Tomb:1, you'll find yourself in an open hallway, boxing in the actual &amp;quot;Tomb&amp;quot;. The hallway contains a handful of mummies, guardian mummies, and skeletons. There are rock [[wall]]s on the edges of the map, which can be used to create a [[killhole]].&lt;br /&gt;
&lt;br /&gt;
'''2.''' On the other side of the level, you'll find a massive [[statue]]-lined hallway, leading to the center of the map. It is guarded by a large pack of [[sphinx]]es. &lt;br /&gt;
&lt;br /&gt;
You should bring enough [[willpower]] to prevent paralysis. Even though sphinxes are relatively weak, do not underestimate their smites. Multiple sphinxes smiting you every turn will hurt even the strongest of characters.&lt;br /&gt;
&lt;br /&gt;
'''3.''' Past the hallway, you'll find one of several possible interiors, each containing several [[royal mummies]] and other nasties. Somewhere, you'll find a one-way staircase leading down.&lt;br /&gt;
&lt;br /&gt;
'''4.''' As soon as you enter Tomb:2, you'll find yourself in a large open chamber. There won't be scary enemies initially, but it won't take long for mummies to close in from all directions.  There is an up-one-way-stair about 10 tiles diagonally to one corner of the square chamber (chosen randomly). As such, it is advisable to get out of the central chamber rapidly, doing one of several things:&lt;br /&gt;
* Reading a scroll of revelation, to identify the stair. Use a combination of blink scrolls, haste potions, and Passage of Golubria to get there. Once you get there, you can comfortably fight, and go upstairs if it gets too dangerous.&lt;br /&gt;
* Reading a [[scroll of teleportation]] until you end up in the outside rim of small rooms. From here, you can fight a small number of enemies at once. If you're really lucky, you'll notice that you ended up in the section of Tomb:2 with the one-way stairs down to Tomb:3. In this case you can skip to point 7.&lt;br /&gt;
* Using haste potions, Swiftness, blink, or teleport to get to the outer rim of small rooms, where you can fight a small number of enemies at once. &lt;br /&gt;
&lt;br /&gt;
'''5.''' You'll find several doors on the edges of the central chamber. These lead to a series of small rooms, enveloping half the map. These contain [[mummy priest]]s and many traps. Eventually, you'll find a staircase back up to Tomb:1.&lt;br /&gt;
&lt;br /&gt;
If you can break [[stone wall]]s, you can try to break open the wall, where it's obvious there should be a continuation of the small rooms. This lets you skip the Tomb:1 re-entry, skipping to point 7.&lt;br /&gt;
&lt;br /&gt;
'''6.''' Heading back up to Tomb:1, you'll find yourself in the only unexplored area of Tomb:1, a large horseshoe surrounding the inner courtyard. You'll encounter many royal mummies, with a few guardian mummies and priests. Traps will be scattered throughout. At the end of the horseshoe, you'll find another one-way staircase to Tomb:2.&lt;br /&gt;
&lt;br /&gt;
Handled carefully, you should only encounter one or two royal mummies at a time. Make too much [[noise]], and you may wind up with a lot more on your hands. Consider luring them back to the nearest corner before engaging them, and remember that a teleport to safety is almost guaranteed to send you back to the now-clear first area of Tomb:1. &lt;br /&gt;
&lt;br /&gt;
'''7.''' Remember the small chambers you found on Tomb:2 earlier? Now you get to clear a mirror image of those on the other side. Expect more of the same, with an even greater concentration of traps, and eventually you'll find two one-way staircases leading to Tomb:3.&lt;br /&gt;
&lt;br /&gt;
'''8.''' Both staircases leading to Tomb:3 will place you in the same area. You'll drop to the start of a short, wide hallway. There is one door on each side, with each door containing treasure and up-stairs back to safety. The rune chamber is straight ahead. You will almost immediately encounter a large number of guardian mummies and death scarabs, followed by plenty of reinforcements in the form of flying skulls, mummy priests, and royal mummies (over a dozen of each is not unusual). &lt;br /&gt;
&lt;br /&gt;
It is usually good to focus on making a path to the up-stair before fighting, because more and more mummies will turn up if you fight. If you can, grab the [[figurine of a ziggurat]], found in one of the large loot piles, on your way, to act as a 2-turn escape tool in the case of disaster. It is likely you will have to go upstairs, reset and make your way back to the upstairs several times before the entire floor is clear. Once the flood of mummies stops, you are free to check out the loot and grab the rune, but be careful of dangerous stragglers.&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
If not done correctly, Tomb is one of the deadliest places in the game. A character facing Tomb must tackle these problems:&lt;br /&gt;
*Royal mummies and mummy priests can torment you, instantly cutting your HP by up to half. They can then [[smite]] you to finish the job.&lt;br /&gt;
*Royal mummies and mummy priests can summon a ton of tough monsters, which makes it difficult to attack the summoners with melee or single-target attacks. And they will frequently abjure your own summons.&lt;br /&gt;
*All non-regular mummies cast death curses when killed, potentially slowing, tormenting or draining you or your stats, and dealing pain damage which is not resisted by rN. Since there are so many mummies in the Tomb, these effects can quickly reach debilitating levels.&lt;br /&gt;
*Inability to stairdance. You cannot simply bring one stairload of enemies upstairs at a time and polish them off.&lt;br /&gt;
&lt;br /&gt;
Some strategies, with their specific strengths and weaknesses, are outlined below. One should mix and match them to fit your character: it is unlikely that one can do Tomb simply by being a Zin or a Kiku worshipper, or simply by having Dispel Undead, but a lichform necromancer of Kiku, or Zinnite with a holy weapon and silence, stands a very good chance of making it. The best general advice is to know your limits. If one encounter with a royal mummy nearly killed you, then the next one may very well finish you off. Just remember that completing the Tomb is by no means required to win the game.&lt;br /&gt;
&lt;br /&gt;
===Staircase Tactics===&lt;br /&gt;
Generally, the safest approaches to Tomb:2 and Tomb:3 involve getting to the up-stair back to where you started as the first priority, and killing off all the mummies in Tomb:2 and 3 as the second priority. Read scrolls of fog to limit line of sight to avoid the number of torments and smites you face, and be ready to use up your buff potions, evocables, and scrolls of blinking at any point.&lt;br /&gt;
&lt;br /&gt;
The main issue with staircases (or any place, really), are the bounty of [[trap]]s. Dispersal traps will move teleport-vulnerable players off the stairs, net traps will disable your movement, and Zot traps inflict a variety of nasty effects. If the staircase happens to not have them, great, you are in luck. Otherwise, use said line of sight manipulation, try checking the other stair, or use a [[potion of lignification]] to make you immune to both teleport and torment (but resistant to movement, too).&lt;br /&gt;
&lt;br /&gt;
Another approach is to teleport until you find a defensible spot. It may be worth reading [[revelation]] to find if the layout has any suitable spots and to know if you are near them. This represents more of a commitment, but it avoids the scenario where the entrance points, the upstairs, and everywhere between are packed full of nasties and on returning to the level you are immediately in serious danger.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
*Gear with [[negative energy]] resistance - Reduces damage from [[torment]] and [[draining]] death curses.&lt;br /&gt;
*Gear with [[stat]] boosts - Improves your general performance and decreases the likelihood of unexpectedly reaching [[stat zero]] from death curses.&lt;br /&gt;
*Gear with [[willpower]] - Weak-willed characters will have a much worse time dealing with the sphinxes than characters with insurmountable will. You don't need it for the entire branch, but it's very useful for that one stretch (and handy when dealing with ancient liches out of the blue).&lt;br /&gt;
*Apart from the occasional summoned demon or surprising [[unique]], there are no sources of [[fire]], [[cold]], [[acid]], or [[electricity]] damage in this branch, and the only likely source of [[mutation]] is if you accidentally step into a [[Zot trap]].&lt;br /&gt;
*If you are confident in your offensive capabilities, consider bringing [[potion of lignification|potions of lignification]] with you. Fighting in [[Tree form]] will render you immune to torment, allowing you to focus on the task of reducing the hordes of mummies to dust uninterrupted.&lt;br /&gt;
*A [[scroll of immolation]] can help greatly in taking out the gigantic horde of enemies on Tomb:3, but the sheer quantity of death curses this will trigger is enough to oneshot any character. Undead characters, or characters with [[Death's Door]], [[Necromutation]] or with a stock of [[potion of lignification|potions of lignification]] can attempt this strategy.&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*[[Necromutation]] - Provides immunity to draining and torment. However, you become vulnerable to [[Dispel Undead Range]] (from [[ushabti|ushabtiu]]) and lose access to potions.&lt;br /&gt;
*[[Death's Door]] - Gives a long enough period of invulnerability to escape upstairs from almost anything in Tomb.&lt;br /&gt;
*[[Borgnjor's Revivification]] - For when you unexpectedly end up on 10 HP in the middle of a bunch of mummies (Does a very similar job to Death's Door).&lt;br /&gt;
*[[Statue Form]] - Provides significant torment resistance without the downsides of Necromutation, including its use with [[good god]]s. Slows your actions and cannot be used if you worship [[Zin]], however.&lt;br /&gt;
*[[Silence]] - Disables the spells of all mummies within its aura. Be careful with this spell, because mummy death curses still take effect, including those that can torment you, and you lose access to scrolls and spells.&lt;br /&gt;
*[[Ignition]] - Works great in the cramped and fire-vulnerable corridors of the Tomb.&lt;br /&gt;
*[[Dispel Undead]] - Deals heavy damage to almost everything in the Tomb. Only affects one melee target at a time though.&lt;br /&gt;
*[[Shatter]] - Deals heavy, unavoidable damage to the entire screen. Noisy, but also tears down walls.&lt;br /&gt;
*Most other level 9 spells - [[Dragon's Call]] creates a mass of allies, [[Polar Vortex]] mops the floor with a widespread tornado, [[Fire Storm]] roasts mummies even harder...&lt;br /&gt;
&lt;br /&gt;
===Gods===&lt;br /&gt;
*[[Kikubaaqudgha]] - Provides significant torment resistance, negates most death curses and provides access to useful Necromancy spells. &lt;br /&gt;
*[[The Shining One]] - Provides rN+++, a weapon of holy wrath, powerful [[holy]] burst attacks, HP and MP recovery on each kill, with summonable angelic warriors.&lt;br /&gt;
*[[Zin]] - Provides immunity to stat loss, temporary invulnerability, though Zin prevents use of [[Tree Form]], [[Statue Form]], or [[Necromutation]].&lt;br /&gt;
*[[Ru]] - Provides tremendous area-of-effect damage through Apocalypse, but watch out for the draining.&lt;br /&gt;
*[[Makhleb]] - Provides very significant HP recovery on kill.&lt;br /&gt;
*[[Gozag]] - Bribe the tomb, easy life. Also provides potions in Lichform.&lt;br /&gt;
*[[Jiyva]] - Slimifying mummies will completely cancel their death curses. Being tormented will spawn high-end jellies very often, and regeneration helps recover the lost HP.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.30]], [[Formicid]]s could not shaft in the Tomb.&lt;br /&gt;
*In [[0.29]], several [[unique]]s were removed from the Tomb: [[Frederick]], [[Jory]], [[Josephina]], [[Mara]], [[Parghit]], [[Sojobo]], [[Vv]], and [[Zenata]].&lt;br /&gt;
*In [[0.27]], all mechanical (physical) [[trap]]s were removed.&lt;br /&gt;
*In [[0.25]], [[death curse]]s were reworked and simplified, now having only 4 total effects.&lt;br /&gt;
*In [[0.23]], the [[trap]] rework dramatically effected the Tomb. Most notably, [[Zot trap]]s became visible, but the new [[dispersal trap]]s made standing on stairs a lot more difficult.&lt;br /&gt;
*In [[0.20]], the staircases in Tomb were made one-way, similar to hatches but with set destination locations. The up one-way staircases were placed in locations not too far from the down-stairs, but far enough that walking is difficult, and in Tomb:3 some doors were added to make access to the up-stairs easier.&lt;br /&gt;
*In [[0.19]], [[Anubis guard]]s were replaced with [[ushabti]]u.&lt;br /&gt;
*In [[0.17]], the [[Unborn]] were removed.&lt;br /&gt;
*In [[0.16]], even more non-mummy opponents were added: [[Anubis guard]]s, [[bennu]], [[death scarab]]s, and [[ushabti]]u.&lt;br /&gt;
*In [[0.15]], the Tomb received a new layout of the courtyard in Tomb:1, as well as more non-mummy monsters. Also, the entrance to Tomb always appears on the last floor of the Crypt instead of appearing on Crypt:2 or Crypt:3.&lt;br /&gt;
&lt;br /&gt;
{{branches}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mummy]]&lt;/div&gt;</summary>
		<author><name>Ahyangyi</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Makhleb&amp;diff=82194</id>
		<title>Makhleb</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Makhleb&amp;diff=82194"/>
				<updated>2025-01-16T16:06:35Z</updated>
		
		<summary type="html">&lt;p&gt;Ahyangyi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
[[File:Makhleb_altar.png]] &amp;quot;Blood and souls for Makhleb!&amp;quot;''&lt;br /&gt;
{{flavour|Makhleb the Destroyer is a fearsome deity of bloodshed and mortification of the flesh. Followers are expected to cleanse others by inflicting suffering and death on them in Makhleb's name. Dedicated followers may also access the raw energies and hell-spawned servants of chaos, so that they may better break the impure world and its false laws for their evil god's glory.&lt;br /&gt;
&lt;br /&gt;
Makhleb offers followers the ability to unleash bolts of chaotic destruction at the cost of their own health as well as call in help from powerful (if sometimes uncooperative) demons. The most devoted of worshippers will eventually be gifted with knowledge of Infernal Marks, allowing them to ritually brand their own bodies in exchange for one of the Destroyer's many hellish powers.&lt;br /&gt;
&lt;br /&gt;
Makhleb's powers all come with a price in blood. However, Makhleb will grant followers renewed health in return for killing beings of all kinds.&lt;br /&gt;
&lt;br /&gt;
Makhleb likes it when you or your allies kill living beings, you or your allies kill the undead, you or your allies kill demons and you or your allies kill holy beings.}}&lt;br /&gt;
&lt;br /&gt;
'''Makhleb''' is the [[evil]] and [[chaotic]] god of the [[Hell]]s.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s may not worship Makhleb (or any other deity).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing living, undead, holy, or demonic beings (67% or more chance of +1 piety)&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity: You lose 1 piety per 340 turns, on average (1/17 chance every 20 turns).&lt;br /&gt;
*Abandonment. Your penance counter will be set to 25.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Spawn of Chaos&amp;quot;&lt;br /&gt;
*No abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Disciple of Destruction&amp;quot;&lt;br /&gt;
*'''Gain Health From Killing''' - When '''you''' kill a monster, you have a piety-dependent chance of healing, with the amount healed based on the monster's [[HD]]. You have a &amp;lt;code&amp;gt;30 + (50 * (max(piety - 30, 130)/130)&amp;lt;/code&amp;gt;% chance&amp;lt;ref&amp;gt;{{source ref|0.32.0|mon-death.cc|2581}}&amp;lt;br&amp;gt;piety_breakpoint(0) = 1* piety = 30&amp;lt;br&amp;gt;piety_breakpoint(5) = 6* piety = 160&amp;lt;/ref&amp;gt; of healing &amp;lt;code&amp;gt;HD/2 + 1d(HD/2) - 0.5&amp;lt;/code&amp;gt; hit points.&amp;lt;ref&amp;gt;{{source ref|0.32.0|mon-death.cc|2587}}&amp;lt;/ref&amp;gt; At max piety, you have an 80% chance to heal an average of &amp;lt;code&amp;gt;3/4 * HD - 0.25&amp;lt;/code&amp;gt; HP. This will not trigger if your ally deals the killing blow. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Fanfare of Bloodshed&amp;quot;&lt;br /&gt;
*'''Unleash Destruction''' - Hurl a non-piercing blast of random destructive energy (fire, cold, electricity or negative energy). Damage and accuracy are based on your [[Invocations]] skill. This ability is upgraded at 4*. (6.5% + 2 HP)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Fiendish&amp;quot;&lt;br /&gt;
*'''Infernal Servant''' - Summons a random demon from the table below for a short time, with Invocations skill increasing the strength. There is a 1/6 chance of additionally spawning a durably summoned hostile demon; when this happens, the friendly demon will be stronger. (8 HP, 4-6 piety)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&amp;quot;&lt;br /&gt;
! Demon !! Min skill !! Max skill&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Ice devil}} || 0 || 7&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Orange demon}} || 0 || 9&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Rust devil}} || 2 || 10&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Hellwing}} || 3 || 10&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Soul eater}} || 6 || 13&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Ynoxinul}} || 6 || 13&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Smoke demon}} || 6 || 15&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Sun demon}} || 8 || 15&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Sixfirhy}} || 8 || 16&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Blizzard demon}} || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Green death}} || 11 || -&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Cacodemon}} || 13 || -&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Balrug}} || 14 || -&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Executioner}} || 17 || -&lt;br /&gt;
|}&lt;br /&gt;
:Note that without Mark of the Tyrant, Invocations skill is effectively capped at 18 for this ability.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Demolition [Species Name]&amp;quot;&lt;br /&gt;
*'''Upgraded destruction''' - Permanently gain a mutation which brands your Unleash Destruction ability with the flavour of a random Hell, and upgrades all blasts to piercing bolts:&lt;br /&gt;
:*[[Gehenna]]: fire (inflicting rF-), lava, lightning, negative energy&lt;br /&gt;
:*[[Cocytus]]: cold (inflicting Frozen), ice, lightning, negative energy&lt;br /&gt;
:*[[Tartarus]]: fire, cold, negative energy (with increased damage), devastation (inflicting Will/2)&lt;br /&gt;
:*[[Dis]]: fire, cold, lightning, acid, metal splinters.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Pandemonic&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Champion of Chaos&amp;quot;&lt;br /&gt;
*'''Infernal Mark''' - Permanently gain one of a choice of three of the Infernal Marks below as a mutation, which remains effective as long as you worship Makhleb. (Pain: 2/3 of your current HP)&lt;br /&gt;
&lt;br /&gt;
==Infernal Marks==&lt;br /&gt;
Upon reaching 6*, Makhleb will offer you the choice of three of the following Infernal Marks:&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&amp;quot;&lt;br /&gt;
! Mark !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Annihilation || Infernal Servant is replaced with '''Globe of Annihilation''', which conjures an [[Orb of Destruction]]-like ball of destructive energy that explodes in a radius based on how far it has traveled (will explode in a 3x3 radius at a point blank collision). The damage type is modified by which type of Destruction you have.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Atrocity || Unleash Destruction becomes more powerful as you use it consecutively, increasing in power and cost until the fourth use which causes a barrage of random bolts to shoot out at several targets.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Carnage || Summons from Infernal Servant are summoned next to a random enemy and cause a large blast (dependent on your Destruction type) which only harms enemies.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Execution || Each melee kill has a chance to temporarily activate the '''Execution''' status, which gives you [[rampage]] and an aux attack that automatically retaliates for attacks that miss you. Doing anything other than attacking will quickly cause the transformation to expire.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Haemoclasm || Killed enemies have a chance of exploding into gore based on the number of adjacent enemies, which does damage proportional to how much health that enemy had. Enemies killed by this explosion always explode. Does not harm the player.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of the Celebrant || Falling below 50% HP will fire several blood arrows at random targets that do invocations-based damage and always grant healing on kill. Recharges after reaching maximum health. If few enough enemies are present, up to 2 arrows will be deliberately fired per target and the rest will be shot in random directions.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of the Fanatic || Grants the '''Vessel of Slaughter''' ability, which transforms you into a [[demon]] (with standard demonic resistances), giving great boosts to your attacks and defensive abilities, however in exchange you will be dragged down to the Crucible of Flesh after the transformation ends and have to fight XL-dependent demons and paralyzed mortal victims to regain your freedom.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of the Legion || Infernal Servant is replaced with '''Infernal Legion''', which calls in a swarm of weaker demons over time (similarly to [[Dragon's Call]]) picked from the same list but using Invocations/2. You are also able to fire Unleash Destruction through these summons without harming them. Also, these demons will never be hostile to you.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of the Tyrant || Infernal Servant summons have a longer duration, and stronger demons (i.e. [[tier-1 demon]]s) can be summoned at higher invocations. Killing enemies has a chance to grant [[haste]], [[might]], [[regeneration]] or [[brilliance]] to one of your servants.&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&amp;quot;&lt;br /&gt;
! Demon !! Min skill&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Tzitzimitl}} || 19&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Ice Fiend}} || 21&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Brimstone Fiend}} || 22&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Hell Sentinel}} || 26&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Makhleb does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Those who invite the fury of Makhleb are buried in demons and destruction. The greatest punishments are reserved for the strongest sinners; crystal spears and Executioners are hurled with abandon only at those Makhleb finds truly deserving!&lt;br /&gt;
&lt;br /&gt;
Makhleb's wrath lasts for a relatively short duration.}}&lt;br /&gt;
&lt;br /&gt;
Upon desertion, you will occasionally experience one of the two following forms of [[divine retribution]], demons or destruction (equal chance):&lt;br /&gt;
*Makhleb rains destruction upon you, which cannot be avoided by any means. You are instantly struck with one of the following spells, depending on your XL:&lt;br /&gt;
**XL 1-8 (100%), XL 9-13 (50%):&lt;br /&gt;
***[[Throw Flame]], [[Pain]], [[Stone Arrow]], [[Shock]], or [[Spit Acid]]&lt;br /&gt;
**XL 9-13 (50%), XL 14-17 (100%), XL 18-27 (50%):&lt;br /&gt;
***[[Bolt of Fire]], [[Fireball]], [[Lightning Bolt]], [[Sticky Flame]], [[Iron Shot]], [[Bolt of Draining]], or [[Orb of Electricity]]&lt;br /&gt;
**XL 18-27 (50%):&lt;br /&gt;
***[[Fireball]], [[Lehudib's Crystal Spear]], [[Orb of Electricity]], [[Flash Freeze]], or [[Ghostly Fireball]]&lt;br /&gt;
*Makhleb sends demons to punish you. The total number of demons is &amp;lt;code&amp;gt;1dXL/5 + 0.8&amp;lt;/code&amp;gt;, capped at 6 at XL 25.&lt;br /&gt;
**Starting at XL 7, there's a chance that a Greater Servant of Makhleb will be summoned. There could be up to 6 such demons at XL 27. The rest will be Lesser Servants.&lt;br /&gt;
**Greater Servants include [[executioner]]s, [[green death]]s, [[blizzard demon]]s, [[balrug]]s, and [[cacodemon]]s.&lt;br /&gt;
**Lesser Servants are [[hellwing]]s, [[neqoxec]]s, [[orange demon]]s, [[smoke demon]], and [[ynoxinul]]s.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Makhleb offers a powerful summoning ability and a Conjurations ability that has no piety or MP cost. It also offers healing - a small amount at low piety, but significant at 6*. Melee characters appreciate these abilities the most, though all sorts of characters can benefit.&lt;br /&gt;
&lt;br /&gt;
Infernal Servants can be great allies, especially in numbers. Multiple demons are enough to take out threatening enemies, such as [[hydra]]s, in the mid-game. As your Invocations skill increases, you will start to get tier-2 demons, which are strong whether on their own or in groups. But, like with many things in Crawl, it's best to summon your demonic allies ''before'' engaging a tough enemy. If you're already in danger, summoning a hostile demon probably won't help.&lt;br /&gt;
&lt;br /&gt;
The healing is particularly appreciated by [[Ghoul]]s and bloodless [[Vampire]]s, who have issues healing normally, and [[Djinn]], who use HP to cast their spells. You should not rely entirely on this healing, but it can help you sustain a bit longer during a fight.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Makhleb doesn't offer great panic buttons. If you're already at low HP, this god won't help much. Also, in order for Makhleb's abilities to be reliable, you'll need a fair bit of Invocations skill. &lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*If you decide to abandon Makhleb for another [[god]], be aware that Makhleb's wrath cannot miss; [[Dodging]], [[Shields]], and [[Repel Missiles#Player sources|Repel Missiles]] won't help. An untimely [[Lehudib's Crystal Spear]] can bring your game to a sudden end, especially if you have a very low [[HP]] pool.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Makhleb was overhauled in [[0.32]], with the addition of Infernal Marks. Previously, its active abilities were as follows:&lt;br /&gt;
**2* - Minor Destruction - for a fixed cost of 1 HP, cast one of [[Throw Flame]], [[Throw Frost]], [[Vitriol]], [[Stone Arrow]], and [[Pain]] at random&lt;br /&gt;
**3* - Lesser Servant of Makhleb - summon a friendly level 3-4 [[demon]]. At low Invocations, there was a chance the demon could spawn hostile.&lt;br /&gt;
**4* - Major Destruction - cast one of [[Fireball]], [[Bolt of Cold]], [[Bolt of Draining]], [[Corrosive Bolt]] or [[Lightning Bolt]] at random&lt;br /&gt;
**5* - Greater Servant of Makhleb - summon a friendly level 2 demon or [[Executioner]]. At low to moderate Invocations, the demon could spawn hostile.&lt;br /&gt;
:Also, the chance to heal on kill was &amp;lt;code&amp;gt;(piety - 30)/2&amp;lt;/code&amp;gt;%, which gave very little healing at low piety and cared about piety beyond the 6* threshold.&lt;br /&gt;
*Prior to [[0.27]], Makhleb would heal double HP on kill (&amp;lt;code&amp;gt;HD + 1d(HD) - 1&amp;lt;/code&amp;gt;). Major Destruction was weaker and could create [[Fireball]], [[Orb of Electricity]], [[Sticky Flame]], and [[Iron Shot]] instead of [[Corrosive Bolt]] and [[Bolt of Magma]].&lt;br /&gt;
*Prior to [[0.16]], the player could sacrifice fresh [[corpse]]s to increase piety.&lt;br /&gt;
*Prior to [[0.14]], Makhleb's wrath would consist only of summoning hostile demonic servants.&lt;br /&gt;
*Prior to [[0.11]], Makhleb's abilities cost MP instead of HP.&lt;br /&gt;
*Prior to [[0.10]], Makhleb's Gain Health From Killing ability could also restore your MP. &lt;br /&gt;
*Prior to [[0.8]], [[Chaos Knight]]s could select Mahkleb as a starting god.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Chaotic Gods]]&lt;br /&gt;
[[Category:Evil Gods]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Ahyangyi</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wand&amp;diff=82144</id>
		<title>Wand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wand&amp;diff=82144"/>
				<updated>2025-01-12T20:14:16Z</updated>
		
		<summary type="html">&lt;p&gt;Ahyangyi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
{{flavour|An unusually magical sort of stick.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[The principle of selection] is the magician's wand, by means of which he may summon into life whatever form and mould he pleases.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-William Youatt, _Sheep: their breeds, management, and diseases; to which is added the Mountain Shepherd's Manual_, ch. III. 1837.}}&lt;br /&gt;
&lt;br /&gt;
A '''wand''' is a magical device that contains several charges of a specific spell or effect. &lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Wands can be zapped with the '''[[V]]''' key (that is, e'''V'''oking it) to release a magical effect, costing one charge. When out of charges, the wand is destroyed. If you pick up multiple wands of the same type, they merge: their charges combine into one inventory slot.&lt;br /&gt;
&lt;br /&gt;
For players, a wand's [[spell power]] equals &amp;lt;code&amp;gt;15 + 3.5 * [[Evocations]]&amp;lt;/code&amp;gt;&amp;lt;ref&amp;gt;{{source ref|0.30.1|evoke.cc|177}}&amp;lt;/ref&amp;gt;, though this is still limited by the spell power caps for the spell cast. &lt;br /&gt;
&lt;br /&gt;
Monsters may start with wands, or pick up them from the ground. For monsters zapping wands, their power is &amp;lt;code&amp;gt;30 + [[hit dice]]&amp;lt;/code&amp;gt;. Monsters do not consume charges when they use wands.&lt;br /&gt;
&lt;br /&gt;
==List of wands==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:1px solid #000000;&amp;quot;&lt;br /&gt;
! Image !! Wand !! Description !! Max charges per instance&amp;lt;ref&amp;gt;Per item instance on the ground. You can hold as many wand charges as you find. Wand charges except digging are halved from D:8 onwards.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{source ref|0.30.1|item-prop.cc|1565}}&amp;lt;/ref&amp;gt; !! Type !! Monster version&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of acid.png]]&lt;br /&gt;
 | [[Wand of acid|Acid]]&lt;br /&gt;
 | Fires a bolt of [[acid]] that may temporarily [[corrode]] targets&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 15&lt;br /&gt;
 | Beam&lt;br /&gt;
 | &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of charming.png]]&lt;br /&gt;
 | [[Wand of charming|Charming]]&lt;br /&gt;
 | Temporarily charms the target&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 15&lt;br /&gt;
 | Hex&lt;br /&gt;
 |[[Confusion|Confuses]] the player&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of digging.png]]&lt;br /&gt;
 | [[Wand of digging|Digging]]&lt;br /&gt;
 | Creates a tunnel through rock walls&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 9&lt;br /&gt;
 |&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 |&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of flame.png]]&lt;br /&gt;
 | [[Wand of flame|Flame]]&lt;br /&gt;
 | Shoots a [[Throw Flame|puff of flame]] at the target&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 32&lt;br /&gt;
 |&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 | &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of iceblast.png]]&lt;br /&gt;
 | [[Wand of iceblast|Iceblast]]&lt;br /&gt;
 | Creates a 3x3 explosion of [[cold]] damage that partially ignores cold resistance&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 15&lt;br /&gt;
 | Blast&lt;br /&gt;
 | &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of light.png]]&lt;br /&gt;
 | [[Wand of light|Light]]&lt;br /&gt;
 | Fires a bolt of light that [[blind]]s the target.&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 24&lt;br /&gt;
 | Beam&lt;br /&gt;
 | [[Confuse]]s the player&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of mindburst.png]]&lt;br /&gt;
 | [[Wand of mindburst|Mindburst]]&lt;br /&gt;
 | Deals damage to the target, no effect on mindless targets.&amp;lt;br&amp;gt;Ignores armour, but checks [[willpower]].&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 24&lt;br /&gt;
 |&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 |&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of paralysis.png]]&lt;br /&gt;
 | [[Wand of paralysis|Paralysis]]&lt;br /&gt;
 | Temporarily [[paralyse]]s the target&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 15&lt;br /&gt;
 | Hex&lt;br /&gt;
 |&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of polymorph.png]]&lt;br /&gt;
 | [[Wand of polymorph|Polymorph]]&lt;br /&gt;
 | Changes target into a random creature of similar strength&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 15&lt;br /&gt;
 |&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 | Turns the player into a [[bad form]]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of roots.png]]&lt;br /&gt;
 | [[Wand of roots|Roots]]&lt;br /&gt;
 | Constricts the target; prevents movement&amp;lt;br&amp;gt;Deals increasing damage over time&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 15&lt;br /&gt;
 | Blast&lt;br /&gt;
 | &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of quicksilver.png]]&lt;br /&gt;
 | [[Wand of quicksilver|Quicksilver]]&lt;br /&gt;
 | Fires a [[Quicksilver Bolt|bolt of quicksilver]] that removes [[Potion of cancellation#Affected Status Effects|many status effects]].&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 24&lt;br /&gt;
 | Beam&lt;br /&gt;
 | &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of warping.png]]&lt;br /&gt;
 | [[Wand of warping|Warping]]&lt;br /&gt;
 | Creates a 3x3 explosion of irresistable damage and attempts blink every target hit.&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 15&lt;br /&gt;
 | Blast&lt;br /&gt;
 | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Item Types==&lt;br /&gt;
Some wands may belong to an &amp;quot;[[alternate items|item set]]&amp;quot;, or type, of wand. Only one item from each type may generate in a specific game, though [[Artificer]]s may start the game with wands that have not generated in a game.&lt;br /&gt;
&lt;br /&gt;
'''Beam''' - highly damaging [[bolt spell|bolt]]&lt;br /&gt;
*[[Wand of acid]]&lt;br /&gt;
*[[Wand of light]]&lt;br /&gt;
*[[Wand of quicksilver]]&lt;br /&gt;
&lt;br /&gt;
'''Blast''' - never misses, 3x3 area&lt;br /&gt;
*[[Wand of iceblast]]&lt;br /&gt;
*[[Wand of roots]]&lt;br /&gt;
*[[Wand of warping]]&lt;br /&gt;
&lt;br /&gt;
'''Hex''' - status, checks [[willpower]]&lt;br /&gt;
*[[Wand of charming]]&lt;br /&gt;
*[[Wand of paralysis]]&lt;br /&gt;
&lt;br /&gt;
==High-tier wands==&lt;br /&gt;
Some wands are considered too dangerous to be generated in the inventory of monsters with HD less than 5.&amp;lt;ref&amp;gt;{{source ref|0.30.1|makeitem.cc|1116}}&amp;lt;/ref&amp;gt; Monsters with the [[:Category:No high tier wand flag|No high tier wand flag]] are also excluded. [[Ijyb]] is the exception to this rule. However, low HD monsters can still pick up these wands and use them normally starting from D:3.&lt;br /&gt;
&lt;br /&gt;
*[[Wand of charming]]&lt;br /&gt;
*[[Wand of paralysis]]&lt;br /&gt;
*[[Wand of acid]]&lt;br /&gt;
*[[Wand of light]]&lt;br /&gt;
*[[Wand of quicksilver]]&lt;br /&gt;
*[[Wand of iceblast]]&lt;br /&gt;
*[[Wand of roots]]&lt;br /&gt;
*[[Wand of mindburst]]&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
| [[File:Wand bone.png]] || [[File:Wand brass.png]] || [[File:Wand bronze.png]] || [[File:Wand copper.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Wand glass.png]] || [[File:Wand gold.png]] || [[File:Wand iron.png]] || [[File:Wand ivory.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Wand lead.png]] || [[File:Wand plastic.png]] || [[File:Wand silver.png]] || [[File:Wand wood.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.31]], monsters would consume charges when using wands. Monsters could use wands of digging. Also, [[wand of light|wands of light]], [[wand of quicksilver|quicksilver]], and [[wand of roots|roots]] were not considered high-level wands.&lt;br /&gt;
*In [[0.29]], the [[item set]] mechanic was introduced; wands of the same &amp;quot;type&amp;quot; are now mutually exclusive from each other. Also, monsters in general now deal less damage with &amp;quot;high tier&amp;quot; wands.&lt;br /&gt;
*Prior to [[0.28]], the overall quantity of wand charges were much higher (charges were not halved past D:8). [[Eleionoma]]e and [[fenstrider witch]]es (native to [[the Swamp]]) did not drop wands, though.&lt;br /&gt;
*Prior to [[0.24]], monsters couldn't use wands of iceblast, clouds, or scattershot.&lt;br /&gt;
*Prior to [[0.22]], wands couldn't be used in many [[transformation]]s.&lt;br /&gt;
*In [[0.21]], wands were 'goldified'. Prior to this version:&lt;br /&gt;
**They did not merge on pickup, so you could have separate wand items of the same type.&lt;br /&gt;
**Wands had an unknown number of charges on pickup. This could be discovered by identifying the wand or by zapping the wand (dependent on Evocations skill). Zapping unID'd wands would waste charges. &lt;br /&gt;
**Once all their charges were used, wands would remain inert in your inventory. [[Scrolls of recharging]] would recharge about half the wand's capacity.&lt;br /&gt;
*Prior to [[0.16]], wands were not automatically identified when picked up. However, zapping a wand with an unknown number of charges did not waste any charges.&lt;br /&gt;
*Prior to [[0.15]], wands weighed 10.0 [[aum]] each.&lt;br /&gt;
&lt;br /&gt;
===Added Wands===&lt;br /&gt;
*[[0.29]] - [[Wand of light]], [[wand of quicksilver]], [[wand of roots]] (added with the [[item set]]s mechanic)&lt;br /&gt;
*[[0.20]] - [[Wand of clouds]], [[wand of scattershot]] (replacing [[rod]]s)&lt;br /&gt;
*[[0.18]] - [[Wand of acid]], [[wand of iceblast]]&lt;br /&gt;
&lt;br /&gt;
===Removed Wands===&lt;br /&gt;
*[[0.27]] - [[Wand of random effects]] (replaced by [[pieces from Xom's chessboard]]&lt;br /&gt;
*[[0.26]] - [[Wand of clouds]] (replaced by [[condenser vane]]s)&lt;br /&gt;
*[[0.25]] - [[Wand of scattershot]] (replaced by the [[tin of tremorstones]])&lt;br /&gt;
*[[0.21]] - [[Wand of confusion]], [[wand of lightning]].&lt;br /&gt;
*[[0.20]] - [[Wand of heal wounds]], [[wand of hasting]], [[wand of teleportation]]&lt;br /&gt;
*[[0.18]] - [[Wand of cold]], [[Wand of draining|draining]], [[Wand of fire|fire]], [[Wand of fireball|fireball]], [[Wand of frost|frost]], [[Wand of invisibility|invisibility]], and [[Wand of magic darts|magic darts]]. (Wands of fire, cold and draining were considered high-tier wands.)&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{wands}}&lt;br /&gt;
[[Category:Wand|*]]&lt;/div&gt;</summary>
		<author><name>Ahyangyi</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wand&amp;diff=82143</id>
		<title>Wand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wand&amp;diff=82143"/>
				<updated>2025-01-12T20:13:03Z</updated>
		
		<summary type="html">&lt;p&gt;Ahyangyi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{flavour|An unusually magical sort of stick.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[The principle of selection] is the magician's wand, by means of which he may summon into life whatever form and mould he pleases.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-William Youatt, _Sheep: their breeds, management, and diseases; to which is added the Mountain Shepherd's Manual_, ch. III. 1837.}}&lt;br /&gt;
&lt;br /&gt;
A '''wand''' is a magical device that contains several charges of a specific spell or effect. &lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Wands can be zapped with the '''[[V]]''' key (that is, e'''V'''oking it) to release a magical effect, costing one charge. When out of charges, the wand is destroyed. If you pick up multiple wands of the same type, they merge: their charges combine into one inventory slot.&lt;br /&gt;
&lt;br /&gt;
For players, a wand's [[spell power]] equals &amp;lt;code&amp;gt;15 + 3.5 * [[Evocations]]&amp;lt;/code&amp;gt;&amp;lt;ref&amp;gt;{{source ref|0.30.1|evoke.cc|177}}&amp;lt;/ref&amp;gt;, though this is still limited by the spell power caps for the spell cast. &lt;br /&gt;
&lt;br /&gt;
Monsters may start with wands, or pick up them from the ground. For monsters zapping wands, their power is &amp;lt;code&amp;gt;30 + [[hit dice]]&amp;lt;/code&amp;gt;. Monsters do not consume charges when they use wands.&lt;br /&gt;
&lt;br /&gt;
==List of wands==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:1px solid #000000;&amp;quot;&lt;br /&gt;
! Image !! Wand !! Description !! Max charges per instance&amp;lt;ref&amp;gt;Per item instance on the ground. You can hold as many wand charges as you find. Wand charges except digging are halved from D:8 onwards.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{source ref|0.30.1|item-prop.cc|1565}}&amp;lt;/ref&amp;gt; !! Type !! Monster version&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of acid.png]]&lt;br /&gt;
 | [[Wand of acid|Acid]]&lt;br /&gt;
 | Fires a bolt of [[acid]] that may temporarily [[corrode]] targets&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 15&lt;br /&gt;
 | Beam&lt;br /&gt;
 | &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of charming.png]]&lt;br /&gt;
 | [[Wand of charming|Charming]]&lt;br /&gt;
 | Temporarily charms the target&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 15&lt;br /&gt;
 | Hex&lt;br /&gt;
 |[[Confusion|Confuses]] the player&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of digging.png]]&lt;br /&gt;
 | [[Wand of digging|Digging]]&lt;br /&gt;
 | Creates a tunnel through rock walls&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 9&lt;br /&gt;
 |&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 |&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of flame.png]]&lt;br /&gt;
 | [[Wand of flame|Flame]]&lt;br /&gt;
 | Shoots a [[Throw Flame|puff of flame]] at the target&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 32&lt;br /&gt;
 |&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 | &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of iceblast.png]]&lt;br /&gt;
 | [[Wand of iceblast|Iceblast]]&lt;br /&gt;
 | Creates a 3x3 explosion of [[cold]] damage that partially ignores cold resistance&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 15&lt;br /&gt;
 | Blast&lt;br /&gt;
 | &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of light.png]]&lt;br /&gt;
 | [[Wand of light|Light]]&lt;br /&gt;
 | Fires a bolt of light that [[blind]]s the target.&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 24&lt;br /&gt;
 | Beam&lt;br /&gt;
 | [[Confuse]]s the player&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of mindburst.png]]&lt;br /&gt;
 | [[Wand of mindburst|Mindburst]]&lt;br /&gt;
 | Deals damage to the target, no effect on mindless targets.&amp;lt;br&amp;gt;Ignores armour, but checks [[willpower]].&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 24&lt;br /&gt;
 |&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 |&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of paralysis.png]]&lt;br /&gt;
 | [[Wand of paralysis|Paralysis]]&lt;br /&gt;
 | Temporarily [[paralyse]]s the target&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 15&lt;br /&gt;
 | Hex&lt;br /&gt;
 |&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of polymorph.png]]&lt;br /&gt;
 | [[Wand of polymorph|Polymorph]]&lt;br /&gt;
 | Changes target into a random creature of similar strength&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 15&lt;br /&gt;
 |&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 | Turns the player into a [[bad form]]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of roots.png]]&lt;br /&gt;
 | [[Wand of roots|Roots]]&lt;br /&gt;
 | Constricts the target; prevents movement&amp;lt;br&amp;gt;Deals increasing damage over time&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 15&lt;br /&gt;
 | Blast&lt;br /&gt;
 | &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of quicksilver.png]]&lt;br /&gt;
 | [[Wand of quicksilver|Quicksilver]]&lt;br /&gt;
 | Fires a [[Quicksilver Bolt|bolt of quicksilver]] that removes [[Potion of cancellation#Affected Status Effects|many status effects]].&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 24&lt;br /&gt;
 | Beam&lt;br /&gt;
 | &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
 | [[File:Wand of warping.png]]&lt;br /&gt;
 | [[Wand of warping|Warping]]&lt;br /&gt;
 | Creates a 3x3 explosion of irresistable damage and attempts blink every target hit.&lt;br /&gt;
 | style=&amp;quot;text-align:center&amp;quot; | 15&lt;br /&gt;
 | Blast&lt;br /&gt;
 | &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Item Types==&lt;br /&gt;
Some wands may belong to an &amp;quot;[[alternate items|item set]]&amp;quot;, or type, of wand. Only one item from each type may generate in a specific game, though [[Artificer]]s may start the game with wands that have not generated in a game.&lt;br /&gt;
&lt;br /&gt;
'''Beam''' - highly damaging [[bolt spell|bolt]]&lt;br /&gt;
*[[Wand of acid]]&lt;br /&gt;
*[[Wand of light]]&lt;br /&gt;
*[[Wand of quicksilver]]&lt;br /&gt;
&lt;br /&gt;
'''Blast''' - never misses, 3x3 area&lt;br /&gt;
*[[Wand of iceblast]]&lt;br /&gt;
*[[Wand of roots]]&lt;br /&gt;
&lt;br /&gt;
'''Hex''' - status, checks [[willpower]]&lt;br /&gt;
*[[Wand of charming]]&lt;br /&gt;
*[[Wand of paralysis]]&lt;br /&gt;
&lt;br /&gt;
==High-tier wands==&lt;br /&gt;
Some wands are considered too dangerous to be generated in the inventory of monsters with HD less than 5.&amp;lt;ref&amp;gt;{{source ref|0.30.1|makeitem.cc|1116}}&amp;lt;/ref&amp;gt; Monsters with the [[:Category:No high tier wand flag|No high tier wand flag]] are also excluded. [[Ijyb]] is the exception to this rule. However, low HD monsters can still pick up these wands and use them normally starting from D:3.&lt;br /&gt;
&lt;br /&gt;
*[[Wand of charming]]&lt;br /&gt;
*[[Wand of paralysis]]&lt;br /&gt;
*[[Wand of acid]]&lt;br /&gt;
*[[Wand of light]]&lt;br /&gt;
*[[Wand of quicksilver]]&lt;br /&gt;
*[[Wand of iceblast]]&lt;br /&gt;
*[[Wand of roots]]&lt;br /&gt;
*[[Wand of mindburst]]&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
| [[File:Wand bone.png]] || [[File:Wand brass.png]] || [[File:Wand bronze.png]] || [[File:Wand copper.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Wand glass.png]] || [[File:Wand gold.png]] || [[File:Wand iron.png]] || [[File:Wand ivory.png]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Wand lead.png]] || [[File:Wand plastic.png]] || [[File:Wand silver.png]] || [[File:Wand wood.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.31]], monsters would consume charges when using wands. Monsters could use wands of digging. Also, [[wand of light|wands of light]], [[wand of quicksilver|quicksilver]], and [[wand of roots|roots]] were not considered high-level wands.&lt;br /&gt;
*In [[0.29]], the [[item set]] mechanic was introduced; wands of the same &amp;quot;type&amp;quot; are now mutually exclusive from each other. Also, monsters in general now deal less damage with &amp;quot;high tier&amp;quot; wands.&lt;br /&gt;
*Prior to [[0.28]], the overall quantity of wand charges were much higher (charges were not halved past D:8). [[Eleionoma]]e and [[fenstrider witch]]es (native to [[the Swamp]]) did not drop wands, though.&lt;br /&gt;
*Prior to [[0.24]], monsters couldn't use wands of iceblast, clouds, or scattershot.&lt;br /&gt;
*Prior to [[0.22]], wands couldn't be used in many [[transformation]]s.&lt;br /&gt;
*In [[0.21]], wands were 'goldified'. Prior to this version:&lt;br /&gt;
**They did not merge on pickup, so you could have separate wand items of the same type.&lt;br /&gt;
**Wands had an unknown number of charges on pickup. This could be discovered by identifying the wand or by zapping the wand (dependent on Evocations skill). Zapping unID'd wands would waste charges. &lt;br /&gt;
**Once all their charges were used, wands would remain inert in your inventory. [[Scrolls of recharging]] would recharge about half the wand's capacity.&lt;br /&gt;
*Prior to [[0.16]], wands were not automatically identified when picked up. However, zapping a wand with an unknown number of charges did not waste any charges.&lt;br /&gt;
*Prior to [[0.15]], wands weighed 10.0 [[aum]] each.&lt;br /&gt;
&lt;br /&gt;
===Added Wands===&lt;br /&gt;
*[[0.29]] - [[Wand of light]], [[wand of quicksilver]], [[wand of roots]] (added with the [[item set]]s mechanic)&lt;br /&gt;
*[[0.20]] - [[Wand of clouds]], [[wand of scattershot]] (replacing [[rod]]s)&lt;br /&gt;
*[[0.18]] - [[Wand of acid]], [[wand of iceblast]]&lt;br /&gt;
&lt;br /&gt;
===Removed Wands===&lt;br /&gt;
*[[0.27]] - [[Wand of random effects]] (replaced by [[pieces from Xom's chessboard]]&lt;br /&gt;
*[[0.26]] - [[Wand of clouds]] (replaced by [[condenser vane]]s)&lt;br /&gt;
*[[0.25]] - [[Wand of scattershot]] (replaced by the [[tin of tremorstones]])&lt;br /&gt;
*[[0.21]] - [[Wand of confusion]], [[wand of lightning]].&lt;br /&gt;
*[[0.20]] - [[Wand of heal wounds]], [[wand of hasting]], [[wand of teleportation]]&lt;br /&gt;
*[[0.18]] - [[Wand of cold]], [[Wand of draining|draining]], [[Wand of fire|fire]], [[Wand of fireball|fireball]], [[Wand of frost|frost]], [[Wand of invisibility|invisibility]], and [[Wand of magic darts|magic darts]]. (Wands of fire, cold and draining were considered high-tier wands.)&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{wands}}&lt;br /&gt;
[[Category:Wand|*]]&lt;/div&gt;</summary>
		<author><name>Ahyangyi</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Alternate_items&amp;diff=82117</id>
		<title>Alternate items</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Alternate_items&amp;diff=82117"/>
				<updated>2025-01-05T20:27:29Z</updated>
		
		<summary type="html">&lt;p&gt;Ahyangyi: As per https://github.com/crawl/crawl/issues/4175&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
'''Alternate items''', also known as '''item sets''', are a group of similar, but distinct items. Items within a given set are mutually exclusive; only one will generate in any given game. [[Background]]s (except [[wanderer]]) ignore this mechanic and will come with their designated items, no matter if they actually spawn in the dungeon proper. [[Xom]] gifts also ignore this mechanic.&lt;br /&gt;
&lt;br /&gt;
==[[Scroll]]s==&lt;br /&gt;
'''Summoning''' - summon creatures&lt;br /&gt;
*[[File:Scroll of butterflies.png]][[Scroll of butterflies]]&lt;br /&gt;
*[[File:Scroll of summoning.png]][[Scroll of summoning]]&lt;br /&gt;
&lt;br /&gt;
==[[Wand]]s==&lt;br /&gt;
'''Beam''' - highly damaging [[bolt spell|bolt]]&lt;br /&gt;
*[[File:Wand of acid.png]][[Wand of acid]]&lt;br /&gt;
*[[File:Wand of light.png]][[Wand of light]]&lt;br /&gt;
*[[File:Wand of quicksilver.png]][[Wand of quicksilver]]&lt;br /&gt;
&lt;br /&gt;
'''Blast''' - never misses, 3x3 area&lt;br /&gt;
*[[File:Wand of iceblast.png]][[Wand of iceblast]]&lt;br /&gt;
*[[File:Wand of roots.png]][[Wand of roots]]&lt;br /&gt;
*[[File:Wand of warping.png]][[Wand of warping]]&lt;br /&gt;
&lt;br /&gt;
'''Hex''' - status, checks [[willpower]]&lt;br /&gt;
*[[File:Wand of charming.png]][[Wand of charming]]&lt;br /&gt;
*[[File:Wand of paralysis.png]][[Wand of paralysis]]&lt;br /&gt;
&lt;br /&gt;
==[[Evocable]]s==&lt;br /&gt;
&lt;br /&gt;
'''Elemental''' - Wide area of effect&lt;br /&gt;
*[[File:Tin of tremorstones.png]] [[Tin of tremorstones]]&lt;br /&gt;
*[[File:Condenser vane.png]] [[Condenser vane]]&lt;br /&gt;
&lt;br /&gt;
'''Summoning''' - Summons allies&lt;br /&gt;
*[[File:Sack of spiders.png]] [[Sack of spiders]]&lt;br /&gt;
*[[File:Box of beasts.png]] [[Box of beasts]]&lt;br /&gt;
&lt;br /&gt;
'''Control''' - Restricts movement or abilities of enemies&lt;br /&gt;
*[[File:Phial of floods.png]] [[Phial of floods]]&lt;br /&gt;
*[[File:Gell's gravitambourine.png]] [[Gell's gravitambourine]]&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], Gell's gravitambourine did not exist and all games contained a phial of floods. The wand of warping was also introduced as a third blast wand in this version.&lt;br /&gt;
*Prior to [[0.31]], the sack of spiders wasn't reintroduced and all games contained a box of beasts.&lt;br /&gt;
*Prior to [[0.30]], elemental evocables didn't alternate. Also, the [[scroll of butterflies]] alternated with the [[scroll of fog]].&lt;br /&gt;
*This mechanic was introduced in [[0.29]].&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Ahyangyi</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Antimagic&amp;diff=82096</id>
		<title>Antimagic</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Antimagic&amp;diff=82096"/>
				<updated>2025-01-03T08:19:10Z</updated>
		
		<summary type="html">&lt;p&gt;Ahyangyi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
{{flavour|It reduces the magical energy of the wielder, and disrupts the spells and magical abilities of those hit. Natural abilities and divine invocations are not affected.}}&lt;br /&gt;
&lt;br /&gt;
The '''antimagic''' effect and weapon [[brand]] interferes with the [[spellcasting]] of anything it affects.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
&lt;br /&gt;
===Against monsters===&lt;br /&gt;
Antimagic is a status that interferes with casting. When using a &amp;quot;Magical&amp;quot; or &amp;quot;Wizard&amp;quot; [[spell slot flag|ability]], monsters have a &amp;lt;code&amp;gt;duration/(4 + duration)&amp;lt;/code&amp;gt; (in [[decaAut]]) chance to fail, wasting their turn.&amp;lt;ref&amp;gt;{{source ref|0.32.1|mon-cast.cc|4685}}&amp;lt;/ref&amp;gt; Even [[silence]]-proof enemies like [[demon]]s and [[orbs of fire]] can be affected by antimagic, but &amp;quot;Priestly&amp;quot; (e.g. [[spriggan berserker]]) or &amp;quot;Natural&amp;quot; (e.g. [[dragon]] breath) abilities aren't affected.&lt;br /&gt;
&lt;br /&gt;
Weapons of antimagic inflict &amp;lt;code&amp;gt;damage×8/([[HD]]+1)&amp;lt;/code&amp;gt; turns of the antimagic status.&amp;lt;ref&amp;gt;{{source ref|0.32.1|attack.cc|1408}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{source ref|0.32.1|beam.cc|6579}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Against players===&lt;br /&gt;
Antimagic directly reduces your current MP. Every time a monster attacks you with an antimagic branded weapon, it drains a random amount of MP up to the damage dealt, but weighted toward half that amount.&amp;lt;ref&amp;gt;{{source ref|0.32.1|beam.cc|3912}}&amp;lt;/ref&amp;gt; Player [[Djinn]] are immune to this effect, as they don't have proper MP.&lt;br /&gt;
&lt;br /&gt;
===Wielding===&lt;br /&gt;
Players that wield a weapon of antimagic will have their maximum MP reduced by 2/3. A character who has already exhausted their MP pool is free to switch to it mid-combat, though this will lower your MP regeneration (as it is based off max MP).&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
Antimagic is a fairly rare status and brand. The brand is unable to be obtained via a [[scroll of brand weapon]]. &lt;br /&gt;
&lt;br /&gt;
*The antimagic brand is [[Trog]]'s special brand, so gifted weapons may have it. &lt;br /&gt;
*The [[Enfeeble]] spell will always inflict the antimagic status, regardless of resistance or EV.&lt;br /&gt;
*[[Vine Stalker]]s possess a unique antimagic [[auxiliary attack|bite attack]].&lt;br /&gt;
*[[Black Mark]] may inflict antimagic if it would have an effect on the target.&lt;br /&gt;
*[[Ru]]'s Apocalypse may cause antimagic (25%) on any target it would have an effect on.&lt;br /&gt;
*[[Mana viper]]s and [[sin beast]]s apply antimagic with their bite attacks.&lt;br /&gt;
*[[Draconian#Purple|Purple Draconian]]s' breath weapon applies antimagic in an 5x5 area.&lt;br /&gt;
&lt;br /&gt;
'''Monster-only spells'''&lt;br /&gt;
*[[Drain Magic]] and [[Draining Gaze]] directly inflict antimagic, using [[spell power]] to determine MP drain.&lt;br /&gt;
*[[Sap Magic]] inflicts antimagic when used against other monsters (players hit by Sap Magic gain an analogous, but distinct effect).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Though it deals no extra damage, antimagic weapons are extremely useful against magical opponents. A well-enchanted weapon in the hands of a capable fighter will be able to cause most of an enemy's spells to fail, which amounts to semi-[[paralysis]]. As such, antimagic weapons can reduce the threat posed by powerful end-game opponents such as the lords of [[Hell]] or [[orbs of fire]] dramatically; you just have to get into melee range with the enemy first.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Ahyangyi</name></author>	</entry>

	</feed>