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		<updated>2026-05-09T03:43:38Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Pyrrhic_Recollection&amp;diff=83631</id>
		<title>Pyrrhic Recollection</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Pyrrhic_Recollection&amp;diff=83631"/>
				<updated>2025-07-02T00:45:28Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version033}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{flavour|Ignites a memory from the nimbus which surrounds Nobody, temporarily granting them the knowledge of a powerful spell and healing their injuries.&lt;br /&gt;
&lt;br /&gt;
This power is fleeting and will be extinguished after taking any significant amount of damage, but so long as any other memories remain, they cannot be put to rest for good.}}&lt;br /&gt;
&lt;br /&gt;
'''Pyrrhic Recollection''' is a unique monster-only spell that uses memory charges to fully heal the caster and give them a new set of spells.&lt;br /&gt;
&lt;br /&gt;
The caster gets 3 random spellsets, guaranteed to all be different from each other:&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Chance || Theme || Spells&lt;br /&gt;
|-&lt;br /&gt;
|  4% || fire || [[Marshlight]], [[Scorch]]&lt;br /&gt;
|-&lt;br /&gt;
|  4% || fire || [[Pyre Arrow]]&lt;br /&gt;
|-&lt;br /&gt;
|  4% || cold || [[Ozocubu's Refrigeration]]&lt;br /&gt;
|-&lt;br /&gt;
|  4% || cold || [[Permafrost Eruption]]&lt;br /&gt;
|-&lt;br /&gt;
|  4% || poison || [[Corrosive Bolt]]&lt;br /&gt;
|-&lt;br /&gt;
|  4% || poison || [[Hurl Sludge]]&lt;br /&gt;
|-&lt;br /&gt;
|  4% || poison || [[Irradiate]]&lt;br /&gt;
|-&lt;br /&gt;
|  5% || undead || [[Borgnjor's Vile Clutch]]&lt;br /&gt;
|-&lt;br /&gt;
|  6.7% || fear || [[Cause Fear]], [[Ghostly Fireball]]&lt;br /&gt;
|-&lt;br /&gt;
|  6.7% || soldiers || [[Iskenderun's Battlesphere]], [[Bombard]]&lt;br /&gt;
|-&lt;br /&gt;
|  4% || rockslide || [[LRD]]&lt;br /&gt;
|-&lt;br /&gt;
|  4% || electricity || [[Arcjolt]]&lt;br /&gt;
|-&lt;br /&gt;
|  6% || xxx || [[Summon Horrible Things]]&lt;br /&gt;
|-&lt;br /&gt;
|  7% || demons || [[Summon Greater Demon]]&lt;br /&gt;
|-&lt;br /&gt;
|  7% || undead || [[Haunt]]&lt;br /&gt;
|-&lt;br /&gt;
| 9% || vermin || [[Summon Vermin]]&lt;br /&gt;
|-&lt;br /&gt;
| 14.8% || soldiers || [[Haste#Monster_Spell|Haste]], [[Might#Monster_Spell|Might]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.33]], this spell was added into the game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Pyrrhic_Recollection&amp;diff=83630</id>
		<title>Pyrrhic Recollection</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Pyrrhic_Recollection&amp;diff=83630"/>
				<updated>2025-07-02T00:44:14Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version033}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{flavour|Ignites a memory from the nimbus which surrounds Nobody, temporarily granting them the knowledge of a powerful spell and healing their injuries.&lt;br /&gt;
&lt;br /&gt;
This power is fleeting and will be extinguished after taking any significant amount of damage, but so long as any other memories remain, they cannot be put to rest for good.}}&lt;br /&gt;
&lt;br /&gt;
'''Pyrrhic Recollection''' is a unique monster-only spell that uses memory charges to fully heal the caster and give them a new set of spells.&lt;br /&gt;
&lt;br /&gt;
The caster gets 3 random spellsets, guaranteed to all be different from each other:&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Chance || Theme || Spells&lt;br /&gt;
|-&lt;br /&gt;
|  4% || fire || [[Marshlight]], [[Scorch]]&lt;br /&gt;
|-&lt;br /&gt;
|  4% || fire || [[Pyre Arrow]]&lt;br /&gt;
|-&lt;br /&gt;
|  4% || cold || [[Ozocubu's Refrigeration]]&lt;br /&gt;
|-&lt;br /&gt;
|  4% || cold || [[Permafrost Eruption]]&lt;br /&gt;
|-&lt;br /&gt;
|  4% || poison || [[Corrosive Bolt]]&lt;br /&gt;
|-&lt;br /&gt;
|  4% || poison || [[Hurl Sludge]]&lt;br /&gt;
|-&lt;br /&gt;
|  4% || poison || [[Irradiate]]&lt;br /&gt;
|-&lt;br /&gt;
|  5% || undead || [[Borgnjor's Vile Clutch]]&lt;br /&gt;
|-&lt;br /&gt;
|  6.7% || fear || [[Cause Fear]], [[Ghostly Fireball]]&lt;br /&gt;
|-&lt;br /&gt;
|  6.7% || soldiers || [[Iskenderun's Battlesphere]], [[Bombard]]&lt;br /&gt;
|-&lt;br /&gt;
|  4% || rockslide || [[LRD]]&lt;br /&gt;
|-&lt;br /&gt;
|  4% || electricity || [[Arcjolt]]&lt;br /&gt;
|-&lt;br /&gt;
|  6% || xxx || [[Summon Horrible Things]]&lt;br /&gt;
|-&lt;br /&gt;
|  7% || demons || [[Summon Greater Demon]]&lt;br /&gt;
|-&lt;br /&gt;
|  7% || undead || [[Haunt]]&lt;br /&gt;
|-&lt;br /&gt;
| 9% || vermin || [[Summon Vermin]]&lt;br /&gt;
|-&lt;br /&gt;
| 14.8% || soldiers || [[Haste#Monster_Spell|Haste]], [[Might#Monster_Spell|Might]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In 0.33, this spell was added into the game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Jumping_spider&amp;diff=83247</id>
		<title>Jumping spider</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Jumping_spider&amp;diff=83247"/>
				<updated>2025-05-03T10:59:43Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: we're in 0.33 and still haven't updated this for 0.32&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version033}}&lt;br /&gt;
{{list of | arthropods}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Jumping spiders''' are small, non-poisonous spiders that attack in a unique way; they can quickly &amp;quot;jump&amp;quot; ([[blink]]) into melee range with you, and their bite attacks have a 50% chance to ensnare you as though you'd just walked into a [[web]] [[trap]]. This can leave you defenseless for several turns while the jumping spider and anything else around tears you to pieces. They can be found in the [[Spider's Nest]] and near its entrance in [[Lair]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*You can escape webs by [[blink]]ing or [[teleport]]ing away.&lt;br /&gt;
*When facing groups of various kinds of spiders in the Spider's Nest, prioritizing targets can be tricky. Jumping spiders can cover a lot of distance in a very short time and can disable you with very lethal consequences, so try to target them first if possible. Even severe poisoning can be remedied with a single [[potion of curing]] after all.&lt;br /&gt;
*[[Spellcasting]] is not inhibited by being entangled, so consider nuking everything around you before spending several turns struggling to escape.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.33]], jumping spiders had [[Blink Away]] instead of [[Blink Range]].&lt;br /&gt;
*Prior to [[0.19]], they were [[Size|medium-sized]] monsters.&lt;br /&gt;
*Prior to [[0.16]], jumping spiders had a light [[poison]]ous attack.&lt;br /&gt;
*Prior to [[0.11]], jumping spiders did not have an ensnaring melee attack.&lt;br /&gt;
&lt;br /&gt;
[[Category:Arachnid]]&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Draconian&amp;diff=83246</id>
		<title>Draconian</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Draconian&amp;diff=83246"/>
				<updated>2025-05-03T10:56:17Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: /* Yellow */ 0.33 released&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Draconian (monster)]]. For a list of all monstrous draconians, see [[List of draconians]].''&lt;br /&gt;
{{flavour|Draconians are human-dragon hybrids: humanoid in form and approximately human-sized, with wings, tails and scaly skins. Draconians start out in an immature form with brown scales, but as they grow in power they take on a variety of colours. This happens at an early stage in their career, and the colour is determined by chromosomes, not by behaviour.&lt;br /&gt;
&lt;br /&gt;
Most types of Draconians have breath weapons or special resistances. Draconians cannot wear body armour and advance very slowly in levels, but are reasonably good at all skills other than missile weapons, and they develop natural physical defenses that compensate for the lack of body armour, without needing to train their Armour skill at all. Still, each colour has its own strengths and some have complementary weaknesses, which sometimes requires a bit of flexibility on the part of the player. They are good general-purpose spellcasters, and typically their spellcasting aptitudes will adapt slightly when they gain a colour.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Draconians' wings and oddly-shaped heads prevent them from wearing [[helmet]]s or any form of [[body armour]]. They can't cast [[Animate Armour]].&lt;br /&gt;
*'''Tail Slap''': Draconians have an [[auxiliary attack|auxiliary tail-slap attack]] (damage = 6; chance = &amp;lt;code&amp;gt;50% * (30 + XL)/59&amp;lt;/code&amp;gt;).&lt;br /&gt;
*'''Scales''': Draconians start with +4 [[AC]], and gain an additional +1 AC every 3rd level.&lt;br /&gt;
*'''[[Cold-blooded]]''': Draconians are [[slow]]ed by certain [[cold]]-based attacks. [[Cold resistance]] negates this.&lt;br /&gt;
*While in [[Dragon Form]], Draconians retain their scale bonus (with a -6 AC penalty), colour, and [[breath weapon]].&lt;br /&gt;
&lt;br /&gt;
Draconians have a base [[Strength]] of 10, [[Intelligence]] of 8 and [[Dexterity]] of 6 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Zealots:'''  [[Berserker]]&lt;br /&gt;
*'''Adventurers:''' [[Shapeshifter]]&lt;br /&gt;
*'''Mages:''' [[Conjurer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]], [[Earth Elementalist]], [[Alchemist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*Draconians mature into a random colour at level 7, changing aptitudes and intrinsic characteristics. Some colors get another bonus at Level 14.&lt;br /&gt;
*+1 to a random [[stat]] every 4th level.&lt;br /&gt;
*10% more [[HP]] than average.&lt;br /&gt;
*Average [[MP]].&lt;br /&gt;
*+3 [[willpower]] per level.&lt;br /&gt;
*+1 AC every 3rd level as scales continue to harden.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Easy}}&lt;br /&gt;
&lt;br /&gt;
With natural defenses and above average HP, Draconians are a relatively easy race to play. While they can't wear [[body armour]], their scales provide AC without the usual [[armour encumbrance]]. Because of this, Draconians make good spellcasters and [[Ranged Weapons|ranged fighters]]. Otherwise, their aptitudes are average or higher across the board, so they can do well in most roles.&lt;br /&gt;
&lt;br /&gt;
Draconians get [[Draconian breath attacks|breath attacks]] at level 7, which are powerful but limited ranged options that recharge with XP. Certain colours will receive a somewhat poor aptitude (-2) to one magic school; in many cases, this does not majorly affect game play.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Draconian}}&lt;br /&gt;
&lt;br /&gt;
==Colors==&lt;br /&gt;
Draconians start at an immature brown with no special abilities, and reach their mature color at level 7. They receive a [[Draconian breath attacks|breath attack]], resistances, and an adjustment to their aptitudes which will retroactively adjust their skill levels.&lt;br /&gt;
&lt;br /&gt;
===Red===&lt;br /&gt;
{{flavour|Red Draconians feel at home in fiery surroundings. They are bad with ice magic but very proficient with fire. Their scorchingly hot breath will leave a lingering cloud of flame.}}&lt;br /&gt;
*Skills: +2 [[Fire Magic]], -2 [[Ice Magic]]&lt;br /&gt;
*Resists: rF+&lt;br /&gt;
*Breath: A bolt of flame that creates a 3x3 explosion on each enemy it hits.&lt;br /&gt;
&lt;br /&gt;
===White===&lt;br /&gt;
{{flavour|White Draconians stem from frost-bitten lands, and are naturally resistant to frost. Their breath is piercing cold. They are versed in ice magic, but bad at fire.}}&lt;br /&gt;
*Skills: +2 [[Ice Magic]], -2 [[Fire Magic]]&lt;br /&gt;
*Resists: rC+ (negates effects of being cold-blooded)&lt;br /&gt;
*Breath: A bolt of frost that turns enemies it kills into blocks of ice.&lt;br /&gt;
&lt;br /&gt;
===Green===&lt;br /&gt;
{{flavour|Green Draconians are used to venomous surroundings and breathe clouds of mephitic vapours. They are especially good in the arts of poison and without deficiencies in other magic realms. Later on, they will develop a poisonous stinger.}}&lt;br /&gt;
*Skills: +2 [[Alchemy]]&lt;br /&gt;
*Resists: rPois&lt;br /&gt;
*Breath: A bolt of noxious fumes that leaves behind [[Mephitic Cloud]]s on the affected tiles.&lt;br /&gt;
*Melee: Gains a [[venom]]ous [[good_mutations#Stinger|stinger]] at level 14.&lt;br /&gt;
&lt;br /&gt;
===Yellow===&lt;br /&gt;
{{flavour|Yellow Draconians have a sulphurous breath full of corrosive acid, and later gain an acidic bite attack. They are acid resistant, too.}}&lt;br /&gt;
*Skills: Forgecraft +2.&lt;br /&gt;
*Resists: rCorr&lt;br /&gt;
*Breath: A corrosive [[acid]]ic bolt that corrodes enemies and creates acidic fog clouds on unoccupied tiles.&lt;br /&gt;
*Melee: Gains [[Jiyva_mutations#Acidic_Bite|acidic saliva]] at level 14.&lt;br /&gt;
&lt;br /&gt;
===Grey===&lt;br /&gt;
{{flavour|Grey Draconians have no breath weapon, but their bodies are adapted to the water, allowing them to swim. They are proficient with earth magic but bad with air magic, and they also have harder scales than other Draconians.}}&lt;br /&gt;
*Skills: +2 [[Earth Magic]], -2 [[Air Magic]]&lt;br /&gt;
*Resists: Gain +5 to AC at level 14.&lt;br /&gt;
*Breath: A ball of mud that knocks back whatever it hits and drenches a 3x3 area in mud which impedes enemy movement and causes them to sometimes fumble their attacks.&lt;br /&gt;
*Movement: [[Amphibious]] (Can enter deep water, ignore movement and evasion penalties from water, immune to drowning.)&lt;br /&gt;
&lt;br /&gt;
===Black===&lt;br /&gt;
{{flavour|Black Draconians can unleash huge electrical discharges, and are naturally insulated. They are good at air magic but feel cumbersome with earth magic. Their wings will eventually grow larger, which allows them to fly continuously when combined with their natural skill with air magic.}}&lt;br /&gt;
*Skills: +2 [[Air Magic]], -2 [[Earth Magic]]&lt;br /&gt;
*Resists: rElec&lt;br /&gt;
*Breath: A lightning projectile that arcs to every creature connected to the target.&lt;br /&gt;
*Movement: Gains [[good mutations#Big Wings|big wings]] at level 14.&lt;br /&gt;
&lt;br /&gt;
===Purple===&lt;br /&gt;
{{flavour|Purple Draconians are highly adapted to all spellcasting in general, and to hexes in particular. They are a bit better at evoking things than most other Draconians. They can breathe dispelling energy which strips those it hits of their enchantments, and are naturally stronger-willed than other draconians.}}&lt;br /&gt;
*Skills: +2 [[Spellcasting]] (to +1), +2 [[Hexes]] (to +1), +1 [[Evocations]]&lt;br /&gt;
*Resists: Immediate +40 [[willpower]]. Gain Inviolate Magic at level 14 (immune to [[dispel]]ling; hostile MP drain is reduced by 2/3).&lt;br /&gt;
*Breath: A projectile that explodes in a 5x5 area, dealing irresistible damage, applying [[antimagic]], and removing buffs (e.g., [[Haste]], [[Invisibility]]).&lt;br /&gt;
&lt;br /&gt;
===Pale===&lt;br /&gt;
{{flavour|Pale Draconians are better at air and fire magic, and have no deficiencies in other schools. They breathe steam and, like their Purple cousins, have a slight advantage at Evocations.}}&lt;br /&gt;
*Skills: +1 Fire Magic, +1 Air Magic, +1 Evocations&lt;br /&gt;
*Resists: rSteam&lt;br /&gt;
*Breath: Steam clouds that block [[LOS]] and deal damage to creatures without [[fire resistance]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.33|yellow Draconians will get +2 to [[Forgecraft]] aptitude. All Draconians will get the [[Armoured Tail]] mutation (level 1), while green Draconians will also have level 2 [[Stinger]]s. These changes won't affect their aux damage, except for green Draconians.}}&lt;br /&gt;
*Draconian breath attacks were reworked in [[0.32]]. For how they worked prior to this version, see [http://crawl.chaosforge.org/index.php?title=Draconian_breath_attacks&amp;amp;oldid=79590 here]. In addition:&lt;br /&gt;
**Grey draconians gained +5 AC at XL 7 instead of XL 14.&lt;br /&gt;
**Purple draconians gained +6 willpower per level instead of +3. However, they did not gain a flat +40 willpower, nor did they get Inviolate Magic.&lt;br /&gt;
*Prior to [[0.30]], pale Draconian's breath had a cooldown twice as short.&lt;br /&gt;
*Prior to [[0.27]], Draconians did not have innate [[GDR]], as it was tied to a player's body armour. Also, grey Draconians were [[unbreathing]] instead of [[amphibious]], which granted them immunity to certain cloud effects. In addition, white Draconians' breath would only knock back [[flying]] opponents.&lt;br /&gt;
*Prior to the [[Charms]] school's removal in [[0.26]], purple Draconians were particularly skilled with Charms compared to other draconians.&lt;br /&gt;
*Prior to [[0.20]], players could also become mottled Draconians, which could breathe [[Sticky Flame]]s and learned  Fire Magic slightly quicker. Additionally, all mature draconian [[player ghost]]s had a negative energy breath weapon, making them even more dangerous opponents.&lt;br /&gt;
*As of [[0.12]], all Draconians are considered [[cold-blooded]].&lt;br /&gt;
*Prior to [[0.11]], grey Draconians were elementally neutral, receiving bonuses to [[Stealth]] and [[Stabbing]] in place of the Earth Magic boost, and they did not gain the +5 bonus to AC. Yellow Draconians only had rAcid (not rCorr).&lt;br /&gt;
*Prior to [[0.10]], Draconians had access to any body armour that could fit large species, but could not wear boots or gloves.&lt;br /&gt;
*Prior to [[0.7]], grey Draconians got better stats to make up for their lack of a breath attack.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Poltergeist&amp;diff=83245</id>
		<title>Poltergeist</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Poltergeist&amp;diff=83245"/>
				<updated>2025-05-03T10:54:31Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: /* History */ version bump&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version033}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{flavour|Poltergeists are undead spirits who delight in causing trouble for the living. Completely incorporeal, they interact with the physical world by possessing small objects and making them fly through the air. They can use this to fight with weapons as well as the living do, as well as gain the protective benefits of many different hats, boots, gloves, and cloaks at once, though body armour is too large for them to manipulate in this fashion. At higher levels of experience, they can even control these possessed objects at a distance from time to time, harassing their foes with a barrage of unruly armour.&lt;br /&gt;
&lt;br /&gt;
Their superlative aptitude for both stealth and hexes make them powerful enchanters, and they are adequate at most other forms of magic, though they struggle with conjurations. They are adept with short blades, if a little below average with heavier weapons, and their lack of a physical body makes them terrible at unarmed combat. The same power they used to possess objects makes them natural experts at throwing.&lt;br /&gt;
&lt;br /&gt;
Finally, their nature as spirits of bad luck also grants them temporary AC whenever they inflict maladies upon their enemies.}}&lt;br /&gt;
'''Poltergeists''' are an insubstantial undead species with interchangeable auxiliary armour.&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Poltergeists are '''[[undead]]''' creatures, and have the following innate traits:&lt;br /&gt;
**'''[[Cold Resistance 1]]''': Poltergeists are resistant to cold.&lt;br /&gt;
**'''[[Life Protection 3]]''': Poltergeists are resistant to [[negative energy]].&lt;br /&gt;
**'''[[Poison Resistance|Poison Immunity]]''': Poltergeists are immune to poison.&lt;br /&gt;
**'''[[Torment Immunity]]''': Poltergeists cannot be tormented.&lt;br /&gt;
**Poltergeists cannot gain [[mutation]]s, use [[talisman]]s, or be [[polymorph]]ed. When mutated, they [[drain|temporarily lose max HP]] instead.&lt;br /&gt;
**Poltergeists are [[unbreathing]], cannot be put to [[sleep]], cannot go [[berserk]], and do not have [[blood]].&lt;br /&gt;
**Poltergeists are vulnerable to [[Dispel Undead]], [[holy]] damage, and [[holy wrath]]-[[brand]]ed weapons. They may not worship the [[good god]]s ([[The Shining One]], [[Zin]], or [[Elyvilon]]). The holy wrath brand will not function on weapons they wield.&lt;br /&gt;
**Poltergeists cannot use the spells [[Borgnjor's Revivification]], [[Death's Door]], or [[Sublimation of Blood]].&lt;br /&gt;
*Poltergeists are [[insubstantial]], granting immunity to [[throwing net]]s, [[web]]s, [[constriction]], [[petrification]], and [[sticky flame]].&lt;br /&gt;
*'''[[Floating]]''': Poltergeists' insubstantial bodies float through the air, flying permanently.&lt;br /&gt;
*'''[[Formless]]:''' Poltergeists may equip any combination of six items of auxiliary armour ([[hat]]s, [[helmet]]s, [[gloves]], [[boots]], [[cloak]]s, and [[scarf|scarves]]). They cannot wear body armour, and cannot train the [[Armour]] skill.&lt;br /&gt;
*'''[[Trickster]]''': Poltergeists gain &amp;lt;code&amp;gt;3 + XL / 6&amp;lt;/code&amp;gt; AC when an nearby monster is debuffed (not counting poison or constriction), then 1 AC for every following monster, capped at &amp;lt;code&amp;gt;6 + XL * 4/5&amp;lt;/code&amp;gt;. (Past +15 AC, the chance to get +1 AC is 50%).&lt;br /&gt;
&lt;br /&gt;
Poltergeists have a base [[Strength]] of 4, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers) and have normal base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Zealots:''' [[Chaos Knight]]&lt;br /&gt;
*'''Warrior-mages:''' [[Enchanter]], [[Hexslinger]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]], [[Alchemist]]&lt;br /&gt;
Poltergeists are forbidden from becoming [[Shapeshifter]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[dexterity]] or [[intelligence]] every 5th level.&lt;br /&gt;
*10% less [[hit points]] than average.&lt;br /&gt;
*+4 [[willpower]] per level.&lt;br /&gt;
*At XL 13, they gain the second rank of the '''[[Formless]]''' mutation, which grants them the '''Cacophony''' ability to animate their equipped auxiliary armour into '''haunted armour''' allies (one for each piece of auxiliary armour). These allies will not stray more than 2 tiles from the player, and their attacks may daze, drain or confuse their targets. The ability has an experience-based cooldown longer than most other comparable effects, and is very noisy for its full duration.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Poltergeists start with all the skills and equipment listed for their background, with the following exception:&lt;br /&gt;
*Body armour is replaced with a +1 [[cloak]].&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
While poltergeists have a large amount of built-in resistances and immunities, their inability to wear body armour makes their AC fairly bad early on, and even when their slots are filled they will still lag behind other species without finding large amounts of [[scroll of enchant armour|enchant armour scrolls]] for each of their pieces of armour. As such, they tend to need to lean heavily into inflicting debuffs to get AC from their [[Trickster]] passive:&lt;br /&gt;
*Caster backgrounds can apply a variety of debuffs, especially if avoiding their rough -3 [[Conjurations]] apt. Their superlative [[Hexes]] aptitude makes [[Enchanter]]s rather straightforward, though they still have good +1 apts for [[Necromancy]] and [[Alchemy]] that can both debuff and either provide allies or deal direct damage.&lt;br /&gt;
**As with other Hexes users, their spellpower will fall off eventually versus many lategame enemies' [[Willpower]] without an [[guile|orb of guile]], and infinite-Willpower enemies present threats regardless. Branching out between spell schools is still quite cheap due to how little experience the +4 Hexes aptitude needs.&lt;br /&gt;
*Weapons of [[Draining_(brand)|draining]] and [[chaos]] are much stronger for them than other species. The former combines extra damage with gaining AC and lowering monster accuracy / Willpower, while the latter has over a 15% chance to apply a debuff against living enemies and can set up a large number of potent [[stab]]s (even if it comes with its own risks of applying [[Haste]], [[Might]], or [[Frenzy]]).&lt;br /&gt;
*Among other items, [[wand]]s can still do significant damage and inflict debuffs despite their reasonable -1 [[Evocations]] aptitude (especially in games with early wands of [[wand of acid|acid]] or [[wand of light|light]], and while their base Strength and Strength gain are both quite weak, their +2 Throwing apt can still be put to good use with non-poisoned [[dart]]s.&lt;br /&gt;
*[[God|God choice]] can help out significantly when early item luck runs dry.&lt;br /&gt;
**Some gods innately provide constant debuff effects. [[Hepliaklqana]]'s hexer ancestor choice will constantly give their worshippers AC with both attacks and spells. [[Uskayaw]] allows repeated confusion with Line Pass and eventually provides a regular burst of both offense and defense each fight between Solo Time and Pain Bond. [[Ru]]'s retaliatory aura and Apocalypse effects can apply irresistible devastating effects, though the sacrifices can be extra burdensome for weaker poltergeist starts.&lt;br /&gt;
**In less direct assistance, [[Sif Muna]] can sometimes help with finding debuff spells, [[Kikubaaqudgha]] helps with Necromancy debuffs and ally spells while also providing the devastating Sign of Ruin, [[Dithmenos]]'s shadow mimic can spread many debuffs to amplify one's starting spells, and three out of four of [[Makhleb]]'s flavours of freely-usable Destruction have a 50% chance to inflict a debuff.&lt;br /&gt;
**[[Xom]] always presents some degree of risk, but can regularly defeat monsters for free, spreads around a variety of debuffs even when attempting to endanger worshippers, and can guarantee some strong chaos weapons in the unique bazaar.&lt;br /&gt;
**[[Gozag]]'s gold distraction aura '''does not''' count as a debuff, and is thus worse off for Poltergeists than most other species.&lt;br /&gt;
&lt;br /&gt;
The unlucky XL 13 grants poltergeists a strong (if infrequently-available) ability in Cacophony, which immediately surrounds them in allies that can inflict debuffs. This can help substantially with covering an escape to a staircase or to overwhelm individual foes, but should be used with a fair bit of caution on unknown floors or floors with known vaults due to being extremely loud for the entire duration.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Poltergeist}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*[[0.33]] added Poltergeists as a replacement for [[Vampire]]s.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=83244</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire&amp;diff=83244"/>
				<updated>2025-05-03T10:53:11Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: version bump&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
''This article covers the player [[species]]. For the monster, see [[Vampire (monster)]]. For a list of all monstrous vampires, see [[List of vampires]].''&lt;br /&gt;
{{flavour|Vampires are another form of undead, but with a peculiarity: they may become alive. A bloodless Vampire has the traits of an undead (immunity to poisons, negative energy and torment, resistant to damage from the cold), but cannot physically regenerate when monsters are in sight and are less resilient. On the other hand, a Vampire full with blood will regenerate very quickly, but will lose all undead powers. Upon growing, they learn to transform into fast-moving bats. Unlike other undead species, they may be mutated normally at all times.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*'''[[Acute Vision]]:''' Vampires can [[see invisible]].&lt;br /&gt;
*'''[[Fangs|Fangs 3]]:''' Vampires have razor-sharp teeth, allowing a bonus auxiliary attack. While Bloodless, vampires can also restore a small amount of HP every time they successfully bite a living foe.&lt;br /&gt;
* Vampires can change blood level (Alive or Bloodless) at will. See below for more details.&lt;br /&gt;
*Vampires are [[undead]], which results in the following traits ''even when Alive'':&lt;br /&gt;
**Vampires may not worship [[Zin]], [[Elyvilon]], or [[the Shining One]]. The holy wrath brand will not function on weapons they wield.&lt;br /&gt;
**Vampires are vulnerable to [[holy]] damage, weapons of holy wrath, and [[Dispel Undead]]. (However, Dispel Undead will never be used against the player when alive due to how monsters check vulnerability).&lt;br /&gt;
**Vampires can never cast [[Borgnjor's Revivification]] or [[Death's Door]], nor can they enter [[Death Form]].&lt;br /&gt;
**Vampires cannot become [[Cause Fear|afraid]].&lt;br /&gt;
**Vampires may still [[mutate]], regardless of blood level.&lt;br /&gt;
&lt;br /&gt;
Vampires have a base [[Strength]] of 7, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers) and have normal base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
===Blood-Dependent Stats===&lt;br /&gt;
[[File:Exsanguinate.png]] [[File:Revivify.png]] Vampires may switch between Alive and Bloodless using their natural abilities Exsanguinate and Revivify. Both abilities take 60 [[aut]]s (6 turns) to complete. Additionally, when transitioning from Bloodless back to Alive, you gain one temporary rank of the [[Frail]] [[mutation]] (-10% Maximum HP); like other temporary mutations, this will eventually fade as you gain [[experience]].&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! || Alive ||  Bloodless&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Regeneration rate|Regeneration]]''' || Fast (+0.2HP/turn) || None while monsters are visible&lt;br /&gt;
|-&lt;br /&gt;
| '''HP Modifier''' || None || -20% HP&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Stealth]] Boost''' || None || +100 to [[Stealth#Stealth Score|Stealth Score]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Vampiric]] [[Auxiliary attack|Bite]]''' || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
!colspan=3 align=&amp;quot;center&amp;quot;| ''Resistances''&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Poison]] Resistance''' || No || Immune&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Cold]] Resistance''' || None || 2&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Negative Energy]] Resistance''' || None || 3&lt;br /&gt;
|- &lt;br /&gt;
| '''[[Torment]] Resistance''' || No || Yes&lt;br /&gt;
|- &lt;br /&gt;
!colspan=3 align=&amp;quot;center&amp;quot;| ''Transformations''&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Bat Form]]''' ability || No || Yes (level 3)&lt;br /&gt;
|- &lt;br /&gt;
| '''Other [[Transformation]]s&amp;lt;br&amp;gt; and [[Berserk]]''' || Yes ||  No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Bloodless vampires also have the following properties:&lt;br /&gt;
*Lacking blood: [[Sublimation of Blood]] is unavailable, and [[skyshark]]s do not benefit from bloodzerk.&lt;br /&gt;
*[[Unbreathing]]: Immune to [[water elemental|drowning]] damage and to [[ballistomycete spore|spore confusion]].&lt;br /&gt;
*Cannot be put to [[sleep]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Gladiator]], [[Brigand]]&lt;br /&gt;
*'''Warrior-mages:''' [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]]. [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[dexterity]] or [[intelligence]] every 5th level.&lt;br /&gt;
*Average [[hit points]].&lt;br /&gt;
*+4 [[willpower]] per level.&lt;br /&gt;
*[[File:Bat form.png]] Starting at level 3, vampires can change to [[Bat Form]] at will when Bloodless.  Their success rate improves with experience.&lt;br /&gt;
**This allows movement at [[spriggan]] speed (6 auts instead of 10) and increases your base [[dexterity]] by 5, but temporarily drains all of your stats by 2 each, disables many items, melds all armour and jewellery except your [[amulet]], prevents spellcasting, and weakens melee attacks. Wands and divine abilities may still be used while in bat form. Entering bat form costs 2 MP and provides [[flight]] for the extent of the transformation.&lt;br /&gt;
{{flavour|Transforms the user into a swift-moving vampire bat, increasing evasion but substantially weakening melee attacks. The transformation drains the user's attributes.&lt;br /&gt;
&lt;br /&gt;
While transformed, any equipped weapons, armour and rings are melded, and the user becomes unable to cast spells.}}&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vampires start with all the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
As long as you play according to your aptitudes and take advantage of your special abilities, you can do very well without too much fuss. Bat Form is extremely helpful as a means of escape, especially early on, and it becomes available at level 3 (but only when Bloodless). Vampires excel at Hexes and have good magic aptitudes overall. Their Hexes proficiency coupled with their exceptional Stealth aptitude and stealth bonus when Bloodless means that Vampires are particularly well suited to the [[Enchanter]] background.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vampire}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Exactly how to use your variable blood states will depend on a number of things. At Bloodless, you suffer reduced health and hindered regeneration (bad) in exchange for Bat Form (good), increased stealth (depends), and several resistances (helpful, but somewhat situational).&lt;br /&gt;
&lt;br /&gt;
Keep in mind that switching blood states requires a significant delay. Try to anticipate situations where you might want increased regeneration or your undead resistances and set up ahead of time, as trying to switch mid-fight may well be suicidal.&lt;br /&gt;
&lt;br /&gt;
Your innate escape ability, [[Bat Form]], is usable only while Bloodless. Furthermore, it renders you mostly helpless and drains your stats each time you use it, so try not to over-rely on escaping as a bat.&lt;br /&gt;
&lt;br /&gt;
You can cope with limited HP regeneration while Bloodless in a number of ways:&lt;br /&gt;
*Reusable options available regardless of god choice include stabbing living enemies, casting the [[Vampiric Draining]] spell, or wielding a [[vampiric]]-branded weapon. Unfortunately, these methods are of almost no use in the [[Crypt]], [[Pan]], [[Hell]]s, or [[Tomb]], which are dominated by unholy creatures that provide no health in this way.&lt;br /&gt;
*In an emergency situation, [[potion]]s can still be used.&lt;br /&gt;
*[[Makhleb]] provides the most consistent healing, as killing anything has a good chance of healing a significant amount of HP. One downside of this ability for Necromancers or Summoners is that, while Makhleb acknowledges allied kills through Piety gain, it does not grant HP for such kills.  &lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Unlike most other attack options, many combat-oriented [[Invocations]] are not disabled while in Bat Form. This is the basis of various self-imposed challenges that center around staying in Bat Form as much as possible by, for instance, worshiping Makhleb and using its destruction and summoning abilities to dispatch enemies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Vampires were removed from the game in [[0.33]].&lt;br /&gt;
*Prior to [[0.27]], vampires were explicitly [[unbreathing]].&lt;br /&gt;
*Prior to [[0.24]], vampires had a hunger clock. Instead of using food like other species, they could drink blood directly from corpses (using '''e''') or bottle the blood into [[potion of blood|potions]] (using '''c''') to drink later. When at least Full, vampires would both heal and hunger quickly but lost all of their undead benefits. When Thirsty or below, they healed and hungered slowly, but could enter Bat Form and their undead traits would gradually assert themselves the closer to Bloodless they became. Additionally, entering Bat Form did not incur stat reduction.&lt;br /&gt;
*Prior to [[0.22]], vampires could not use wands while in bat form.&lt;br /&gt;
*Prior to [[0.19]], vampires had six distinct satiation states instead of four.&lt;br /&gt;
*Prior to [[0.17]], vampires did not gain a stat every 5th level.&lt;br /&gt;
*Prior to [[0.16]] vampire characters couldn't bottle up blood from the beginning.&lt;br /&gt;
*Prior to [[0.15]] thirsty vampires received only half the effect from most potions. Also, vampires wouldn't mutate and would lose the effect of mutations at or below near bloodless.&lt;br /&gt;
*Prior to [[0.13]], vampires could not cast [[Cure Poison]], even when they had blood.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ghoul&amp;diff=83243</id>
		<title>Ghoul</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ghoul&amp;diff=83243"/>
				<updated>2025-05-03T10:51:46Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: 0.33 out&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
{{for monster}}&lt;br /&gt;
{{flavour|Ghouls are horrible undead creatures that sleep in their graves for years on end, only to rise and stalk the living. Slain foes heal these monstrous beings as they feast on the macabre energies released.&lt;br /&gt;
&lt;br /&gt;
They aren't very good at doing most things, although they make decent unarmed fighters with their claws and, due to their contact with the grave, can use ice, earth and death magic without too many difficulties.&lt;br /&gt;
&lt;br /&gt;
Like other undead, ghouls are naturally immune to poisons, negative energy and torment; have little warmth left to be affected by cold; and are not susceptible to mutations.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Ghouls are '''[[undead]]''' and have the following innate traits:&lt;br /&gt;
**'''[[Cold Resistance 1]]''': Ghouls are resistant to cold.&lt;br /&gt;
**'''[[Life Protection 3]]''': Ghouls are resistant to [[negative energy]].&lt;br /&gt;
**'''[[Poison Resistance|Poison Immunity]]''': Ghouls are immune to poison.&lt;br /&gt;
**'''[[Torment Immunity]]''': Ghouls cannot be tormented.&lt;br /&gt;
**Ghouls cannot gain [[mutation]]s, use [[talisman]]s, or be [[polymorph]]ed. When mutated, they receive [[stat]] penalties instead.&lt;br /&gt;
**Ghouls are [[unbreathing]], cannot be put to [[sleep]], cannot go [[berserk]], and do not have [[blood]].&lt;br /&gt;
**Ghouls are vulnerable to [[Dispel Undead]], [[holy]] damage, and [[holy wrath]]-[[brand]]ed weapons. They may not worship the [[good god]]s ([[The Shining One]], [[Zin]], or [[Elyvilon]]). The holy wrath brand will not function on weapons they wield.&lt;br /&gt;
**Ghouls cannot use the spells [[Borgnjor's Revivification]], [[Death's Door]], or [[Sublimation of Blood]].&lt;br /&gt;
*'''[[Claws|Claws 1]]''': Ghouls have claws on their hands. They receive a +2 damage bonus to [[Unarmed Combat]], if they are not wearing [[gloves]].&lt;br /&gt;
*'''[[Bad mutations#Inhibited Regeneration|Inhibited Regeneration]]''': Ghouls do not heal when monsters are visible.&lt;br /&gt;
*'''Devour on Kill''': Ghouls can regain [[HP]] by killing [[Natural|living]] or [[plants|plant]] enemies, even when using spells or killing from a distance. Each killed enemy gives a 50% chance to restore &amp;lt;code&amp;gt;1d[[XL]]&amp;lt;/code&amp;gt; HP.&amp;lt;ref&amp;gt;{{source ref|0.31.0|mon-death.cc|2307}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ghouls have a base [[Strength]] of 11, [[Intelligence]] of 7, and [[Dexterity]] of 4 (before Background modifiers). They have normal base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Gladiator]], [[Monk]]&lt;br /&gt;
*'''Warrior-Mages:''' [[Warper]]&lt;br /&gt;
*'''Mages:''' [[Necromancer]], [[Ice Elementalist]], [[Earth Elementalist]]&lt;br /&gt;
&lt;br /&gt;
Ghouls are prohibited from becoming [[Transmuter]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] every 5th level.&lt;br /&gt;
*10% more [[HP]] than average.&lt;br /&gt;
*+3 [[willpower]] per level.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Ghouls start with the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Ghouls are a durable species with undead resistances. In particular, [[poison]] immunity helps early, while [[torment]] immunity is great in [[extended]]. If you play to their strengths (heavy armour, usually with [[Unarmed Combat]]), you can win without too much fuss. They can also be decent casters (in [[Ice Magic]], [[Necromancy]], or [[Earth Magic]] in particular). &lt;br /&gt;
&lt;br /&gt;
As undead species, Ghouls are vulnerable to [[Dispel Undead]] and [[holy]] damage. However, these types of damage are rare before reaching [[extended]]. For the early- and mid- game, all you need to watch out for are monsters with [[holy wrath]] weapons (which can really hurt if not paying attention) and a few [[unique]] monsters (like [[Josephine]]).&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Ghoul}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The most obvious way to play a Ghoul is to use your claws, as Ghouls are most proficient in Unarmed Combat, and the Claws mutation gives +2 damage. It helps most in the early game, where bare-handed combat would otherwise struggle to keep apace of weapons. Their weapon aptitudes are reasonable, so a weapon-wielding Ghoul is perfectly viable.&lt;br /&gt;
&lt;br /&gt;
They can also make for moderately competent spellcasters. They have +10% HP, good aptitudes for Ice and Earth Magic, and generally passable at most other things. If you run out of MP in the early game, you still have claws. While you probably shouldn't switch to being a 'pure caster' as a melee start, starting with a caster background isn't the worst.&lt;br /&gt;
&lt;br /&gt;
===God Choice===&lt;br /&gt;
*[[Makhleb]] is a popular choice for Ghouls; it complements a Ghoul's innate HP-for-kills, allowing them to restore health even faster.&lt;br /&gt;
*[[Kikubaaqudgha]] gives Ghouls an easy way to branch into [[Necromancy]]. Invoked [[torment]] is much more useful for Ghouls, since it won't cause self-harm.&lt;br /&gt;
*[[Okawaru]] is good for any unarmed fighter. Heroism is even more powerful for Unarmed Combat than it is for other weapon skills.&lt;br /&gt;
&lt;br /&gt;
Any of the other typically strong gods, such as [[Nemelex]], [[Ashenzari]], [[Ru]], and so on, are likewise strong for Ghouls. Do note, however, that Ghouls cannot go [[berserk]], so do not benefit nearly as much as most other species from worshiping [[Trog]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Ghouls were removed from the game in [[0.33]], replaced by [[Revenant]]s.&lt;br /&gt;
*Prior to [[0.31]], Ghouls only had 3 Int, and had -1 base MP.&lt;br /&gt;
*Prior to [[0.28]], Ghouls couldn't heal by killing plant monsters.&lt;br /&gt;
*Prior to [[0.26]], Ghouls [[rot]]ted over time. Also, they could heal by eating [[chunk]]s instead of by killing enemies.&lt;br /&gt;
*Prior to [[0.24]], Ghouls couldn't worship [[Fedhas Madash]].&lt;br /&gt;
*Prior to [[0.20]], Ghouls had Slow Regeneration 1 instead of [[Inhibited Regeneration]] and could slowly regenerate health even when monsters were visible.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Guardian_mummy&amp;diff=82985</id>
		<title>Guardian mummy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Guardian_mummy&amp;diff=82985"/>
				<updated>2025-04-16T02:30:11Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: /* Useful Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{list of|mummies}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Guardian mummies''' behave much like regular [[mummy (monster)|mummies]], shuffling into melee, with stronger melee attacks. Unlike plain mummies, killing a guardian mummy causes a debilitating [[death curse]]. They are found in or guarding [[the Tomb]], as well as in certain undead [[vault]]s and [[trove]]s.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*If possible, try to lure them to relatively isolated, already cleared areas first; [[noise]] travels far in [[the Tomb]], and you don't want to find yourself [[slow]]ed or [[torment]]ed while facing down a dozen angry mummies.&lt;br /&gt;
*Being [[undead]] (through species or [[Death Form]]) will take much of the sting out of their death curse. However, undead creatures can still be slowed.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.28]], guardian mummies could [[see invisible]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Mummy]]&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Pillar_of_rime&amp;diff=82717</id>
		<title>Pillar of rime</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Pillar_of_rime&amp;diff=82717"/>
				<updated>2025-03-15T08:19:08Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: updating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Pillars of rime''' are created when you kill enemies with the [[Rimeblight]] spell.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* Pillars of rime were added to the game as a part of the [[Rimeblight]] spell in [[0.32]].&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Minotaur_(monster)&amp;diff=82716</id>
		<title>Minotaur (monster)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Minotaur_(monster)&amp;diff=82716"/>
				<updated>2025-03-15T08:15:30Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: version bump&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
''This page is about the monster. For the player species, see [[Minotaur]].''&lt;br /&gt;
{{monster info|minotaur}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Minotaurs''' are moderately powerful creatures which serve as the final challenge of every [[Gauntlet]]: they guard the exit -- and the pile of treasure left behind by the last few adventurers foolish enough to challenge them. They are armed and heavily armoured, carry a stack of deadly [[javelin]]s, and can counter melee attacks with vicious headbutts, making them dangerous opponents at any range. They do appear sometimes outside of a Gauntlet in [[the Depths]] and [[the Vaults]], or in a rare [[vault]] in the [[Lair]] or the [[Shoals]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Even though they are a &amp;quot;boss&amp;quot;-like monster, Minotaurs can not see [[invisible]].&lt;br /&gt;
*Be sure to examine them before the fight to know just how heavy a hitter they're going to be. A bare-handed minotaur is much less of a threat than one wielding an artefact [[executioner's axe]].&lt;br /&gt;
*Their javelins hit hard, which makes ranged combat a risky proposition for lightly armoured characters. Invisibility or a [[scarf]] of repulsion can help tilt the odds back in your favor. Alternatively, some maps may allow you to run and hide between shots until you've exhausted their ammo supply, then blast them with impunity.&lt;br /&gt;
**[[Demonspawn]], [[talisman]] users and heavily mutated characters beware, as minotaurs frequently carry [[silver]] javelins. They will hurt. A ''lot''.&lt;br /&gt;
*You do not have to kill the minotaur. You can sneak or [[scroll of blinking|blink]] past, grab the loot, and run.&lt;br /&gt;
*Don't hesitate to use up resources on this fight. Minotaurs have been the death of many a promising character, and it's a lot easier to replace that [[potion of might]] than it is to start over.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.23]], the minotaur branch was the [[Labyrinth]] instead of the Gauntlet.&lt;br /&gt;
*Prior to [[0.22]], minotaurs had no armour, no javelins, and significantly less [[MR]], making them much less of a threat.&lt;br /&gt;
*Prior to [[0.14]], minotaurs appearing naturally outside of labyrinths didn't come with equipment.&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Holy&amp;diff=82715</id>
		<title>Holy</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Holy&amp;diff=82715"/>
				<updated>2025-03-15T08:10:32Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: updating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
'''Holy''' is one of the least common elemental forces within [[the Dungeon]], but one of the strongest in the late game. Players who do not worship [[the Shining One]] or [[Zin]] will have almost no access to holy powers, and there are only a handful of rare monsters with innate holy abilities.&lt;br /&gt;
&lt;br /&gt;
==Holy Damage==&lt;br /&gt;
Holy damage is the manifestation of the wrath of the Shining One or other [[good]] beings. Holy damage is usually only inflicted against targets that offend good beings: This includes all [[undead]] and [[demon]]ic monsters. [[Demonspawn]] or [[undead]] (including [[lichform]]) players are also affected. Players don't have a special resistance to holy, though [[AC]] still applies as usual.&lt;br /&gt;
&lt;br /&gt;
===Holy Wrath===&lt;br /&gt;
The [[holy wrath]] brand, while associated with The Shining One and considered holy (demonspawn and undead cannot wield them), does not in fact deal holy damage. Rather, it offers a large physical bonus against undead and demonic foes.&lt;br /&gt;
&lt;br /&gt;
==Holy Sources==&lt;br /&gt;
There are two [[good gods]] you can worship to gain access to holy damage abilities:&lt;br /&gt;
*Followers of [[Zin]] can use Recite to target all those vulnerable to holy, potentially causing a damaging [[holy word]]. It also targets non-unholy monsters to a lesser, non-damaging degree.&lt;br /&gt;
*Followers of [[the Shining One]] can attack with Cleansing Flames.&lt;br /&gt;
&lt;br /&gt;
Although monsters may occasionally wield holy wrath weapons themselves, most monsters have no access to holy damage. However, there are several holy monsters that can be found in [[the Abyss]], [[Pandemonium]], and certain [[Ziggurat]] floors which have very powerful holy attacks and special abilities. These monsters are a major threat to any holy vulnerable characters, so be extremely careful when facing them.&lt;br /&gt;
&lt;br /&gt;
==Holy Resistance==&lt;br /&gt;
Only holy monsters and the formerly holy [[profane servitor]] have holy resistance. This renders them completely immune to Cleansing Flame, the only (player) source of holy damage which can hurt non-evil creatures.&lt;br /&gt;
&lt;br /&gt;
===Holy Vulnerability===&lt;br /&gt;
Holy vulnerability renders you susceptible to many holy attacks you would otherwise be immune to. You take 150% from beams, and 75% from holy flavored melee. Holy wrath will deal random extra damage, from +1 damage to +150% (average +75%). You can acquire it by:&lt;br /&gt;
*Playing an undead or demonspawn character.&lt;br /&gt;
*Using a [[talisman of death]].&lt;br /&gt;
&lt;br /&gt;
==Holy Spells==&lt;br /&gt;
Way back in the days of yore (namely, pre-DCSS), holy spells existed and were player-castable. These included such now ''verboten'' effects as Minor/Major Healing, Restore Strength, and Purify. The last one, [[Cure Poison]], was removed in [[0.17]] (long after it lost Holy). Interestingly, the holy spell school had no miscasts, so unlike with [[Divinations]] they did not last as vestiges.&lt;br /&gt;
&lt;br /&gt;
The school survived for monsters considerably longer, although its spells were gradually migrated away from it (as spells such as Healing needed to be used by evil monsters as well as good). The remains of the school were ultimately completely removed around [[0.10]]. While some monsters have spells that are themselves considered to be holy, there no longer exists a defined school of holy spells.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[List of holy monsters]]&lt;br /&gt;
*[[:Category:Holy resistance|List of holy resistant monsters]]&lt;br /&gt;
*[[:Category:Holy vulnerability |List of holy vulnerable monsters]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.29]], the [[scroll of holy word]] gave all players access to holy damage.&lt;br /&gt;
*Prior to [[0.27]], [[Zin]]'s Sancturary dealt Holy Word inside it.&lt;br /&gt;
*Prior to [[0.20]], monsters spellcasters and priests using &amp;quot;evil&amp;quot; magic would receive full damage from Cleansing Flame, while others would receive half. Followers of an evil god (players included) also took full.&lt;br /&gt;
*Prior to [[0.15]], worshipping a [[good god]] would give bonus holy word damage.&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_lignification&amp;diff=82281</id>
		<title>Potion of lignification</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_lignification&amp;diff=82281"/>
				<updated>2025-01-21T14:09:18Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{flavour|A potion which temporarily transforms the imbiber into an animated tree with branches capable of holding weapons. Such a tree is quite resilient, although it is rooted in place while the transformation lasts, and cannot teleport.}}&lt;br /&gt;
&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Potion&lt;br /&gt;
 |name=Potion of lignification&lt;br /&gt;
 |cost=70&lt;br /&gt;
 |weight=4.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Quaffing a '''potion of lignification''' transforms you into [[Tree Form]] for a little while. As a tree, your [[armour]] is melded, [[EV]] is reduced to almost nothing, and you cannot move, [[blink]], or [[teleport]]. However, Tree Form grants significant HP, natural defenses, and plant resistances (rPois, immune to [[pain]] and [[torment]]). You ''can'' wield weapons, cast spells, and do other sorts of actions. &lt;br /&gt;
&lt;br /&gt;
[[Ghoul]]s, [[Mummy|Mummies]] and bloodless [[vampires]] are unaffected, while followers of [[Zin]] incur [[piety]] loss and [[penance]] if they knowingly drink this potion.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Lignification is great at both the beginning and end of an adventure. Early on, the high AC, rPois, and unarmed branch attacks make it very useful for defeating tough and/or poisonous monsters like [[killer bee]]s. In the extended portions of the game, immunity to [[torment]] give it a dedicated use against enemies like [[curse toe]]s. It's especially good in [[the Tomb]], avoiding [[death curse]]s as well as the ever-common [[dispersal trap]]s.&lt;br /&gt;
&lt;br /&gt;
Species with armour restrictions ([[Felid]]s, [[Octopode]]s, oddly-[[size]]d species) will enjoy the AC for a greater amount of time. [[Troll]]s have a special use for Tree Form, as its high AC and boosted, non-chopping unarmed attacks are perfect for taking out [[hydra]]s.&lt;br /&gt;
&lt;br /&gt;
Of course, this comes at a major cost - the complete lack of movement and teleportation - which should not be taken lightly. Hallways are as important as ever, to prevent being swarmed if/when new enemies show up. If you don't have a ranged attack, ranged enemies can strike you from impunity. A [[potion of cancellation]] will let you end Tree Form early, but such potions are rare and valuable; choose when to enter Tree Form carefully. &lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*A [[potion of attraction]] will force reaching/ranged enemies, such as polearm wielding [[Gnoll (monster)|gnolls]], to come closer.&lt;br /&gt;
*A [[scroll of torment]] can be very powerful, given your immunity in Tree Form.&lt;br /&gt;
*The inability to move also gives immunity to enemies that shove you around ([[wind drake]]s, [[swamp worm]]s, monsters with [[Force Lance]], [[Roxanne]]).&lt;br /&gt;
*Tree Form will negate the attack penalties of standing in [[shallow water]].&lt;br /&gt;
*Keep in mind that transforming into Tree Form will suppress the innate abilities associated with your original species, leading to possibily unexpected results. For example, if you were a [[formicid]], quaffing the potion to fight an invisible enemy might be counter-productive, since you will lose your [[Good_mutations#Antennae|Antennae]] which allowed you to see invisible.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.28]], plants, including players in treeform, gave rN+++.&lt;br /&gt;
*Prior to [[0.27]], treeform gave you 48% [[GDR]] (instead of AC determining it).&lt;br /&gt;
*Prior to [[0.24]], vampires below full were unaffected.&lt;br /&gt;
*Prior to [[0.15]], you could not quaff potions, eat, or speak while in [[Tree Form]].&lt;br /&gt;
*Potions of lignification were added in [[0.14]], replacing [[potions of slowing]].&lt;br /&gt;
&lt;br /&gt;
{{potions}}&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Tutorial&amp;diff=82241</id>
		<title>Tutorial</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Tutorial&amp;diff=82241"/>
				<updated>2025-01-19T12:17:50Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: version bump&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
The '''tutorial''' is a helpful introduction for new players to [[Dungeon Crawl Stone Soup]]. Featured in both offline and online versions of Crawl, it is a text and gameplay integrated mode designed to teach you the controls and basic gameplay functions. You play as a [[Human]] [[Fighter]] that automatically selects [[Unarmed Combat]], with fixed rooms, items, and tasks for each lesson. Once you have finished the tutorial, you may go into [[hints mode]] for a guided, but randomized experience, with the full difficulty of ''Dungeon Crawl''.&lt;br /&gt;
&lt;br /&gt;
There are 5 tutorial lessons available:&lt;br /&gt;
*[[Movement]] and Exploration&lt;br /&gt;
*[[Monsters]] and Combat&lt;br /&gt;
*[[Item]]s and Inventory&lt;br /&gt;
*[[Spellcasting|Magic]] and Spellcasting&lt;br /&gt;
*[[Gods]] and Divine Abilities&lt;br /&gt;
&lt;br /&gt;
A summation of each tutorial is detailed below, for viewing convenience. Note that commands are case sensitive.&lt;br /&gt;
&lt;br /&gt;
==Movement and Exploration==&lt;br /&gt;
*You can move around with the numpad (try numlock on and off), vi-keys, or clicking with the mouse. Arrow keys work, though you can't move diagonally with them. Pressing '''Shift''' and a direction will move until you see/hit something.&lt;br /&gt;
*Pressing '''&amp;gt;''' will take you down a staircase, and '''&amp;lt;''' to go up a staircase.&lt;br /&gt;
*You can open doors by walking into them, and close them with '''C'''.&lt;br /&gt;
*You can [[autoexplore]] by pressing '''o'''.&lt;br /&gt;
*You can re-view recent messages with '''Ctrl-p'''.&lt;br /&gt;
&lt;br /&gt;
==Monsters and Combat==&lt;br /&gt;
*You can pick up items with ''',''' or '''g'''.&lt;br /&gt;
*Wield [[weapon]]s with '''w'''. Weapons have different stats. &lt;br /&gt;
**(You may also engage in [[Unarmed Combat]], though it isn't very effective when untrained).&lt;br /&gt;
*Attack monsters in melee by walking in their direction (or with '''Ctrl-direction''')&lt;br /&gt;
*You can wait with '''.''' or '''s''', passing your turn - such as to get monsters into a corridor with you.&lt;br /&gt;
*You can rest with '''5''', waiting until you are fully healed, or something noteworthy happens.&lt;br /&gt;
*Either mouseover and rightclick, or use '''x''' then '''v''' on the monster to examine monsters. Monsters with a red border are 'dangerous' relative to your current XP level (XL).&lt;br /&gt;
*Quiver (often ranged) actions for further use with '''Q'''.&lt;br /&gt;
*You can fire ranged weapons manually with '''f''', or auto-target your quiver with '''p''' or '''Shift-Tab'''. [[Throwing]] weapons can be thrown immediately, while launchers (like [[bows]]) need to be wielded first.&lt;br /&gt;
&lt;br /&gt;
==Items and Inventory==&lt;br /&gt;
*View your inventory by pressing '''i'''. Most item related commands can also be done with this menu.&lt;br /&gt;
*You can wear [[armour]] with '''W'''; armour gives [[AC]], while heavier [[body armour]] reduces [[EV]].&lt;br /&gt;
*Autoexplore will automatically pick up useful items, such as [[potions]] and [[scroll]]s, if you aren't in danger.&lt;br /&gt;
*You can read scrolls with '''r''' and drink (&amp;quot;quaff&amp;quot;) potions with '''q'''.&lt;br /&gt;
*Equipment items may have [[brand]]s, with special properties. Branded equipment is blue when unidentified.&lt;br /&gt;
*Equipment items may be [[artefact]]s, often with unique properties, and are unmodifiable. They are written in white.&lt;br /&gt;
*You can evoke [[wand]]s with '''V'''.&lt;br /&gt;
*You can put on [[jewellery]] with '''P''', and remove it with '''R'''.&lt;br /&gt;
*[[Gold]] is used in shops, which can be interacted with by either '''&amp;gt;''' or '''&amp;lt;'''.&lt;br /&gt;
&lt;br /&gt;
==Magic and Spellcasting==&lt;br /&gt;
*Once you find a [[spellbook]], you can memorize [[spell]]s with '''M'''.&lt;br /&gt;
*You need to be the same [[XL]] as the spell's spell level in order to learn it, in addition to training magical skill (to lower failure rate).&lt;br /&gt;
*Cast spells by pressing '''z''', then the letter assigned to the spell. You may also '''Q'''uiver a spell and then use it like a ranged weapon (with Shift-Tab).&lt;br /&gt;
*You can view your memorized spells by pressing '''I''' ('''capital-i''') or '''z'''&lt;br /&gt;
*Like HP, you can recover MP by resting (with '''5''').&lt;br /&gt;
*Many spells can be positioned more effectively, or combined with other spells, in order to get (more effective) use out of them.&lt;br /&gt;
*Heavier [[body armour]] and [[shield]]s hamper spellcasting.&lt;br /&gt;
&lt;br /&gt;
==Gods and Divine Abilities==&lt;br /&gt;
*You may look at a [[god]]'s overview by praying at their [[altar]] (with '''&amp;gt;''' or '''&amp;lt;'''). After praying, you can worship the god by pressing '''Enter''' afterwards.&lt;br /&gt;
*Gods all have unique features about them. [[Trog]], the god of the tutorial, is also the god of rage and bloodshed, and so despises spellcasting.&lt;br /&gt;
*Gods like and dislike different things. Most gods either like killing things (like Trog) or exploring new areas (like [[Elyvilon]]), rewarding you [[piety]] (divine favor) for doing so.&lt;br /&gt;
*You should learn to use and even rely on divine abilities often, as they are usually very strong. Trog's [[Berserk]] gives you 1.5x health, 1.5x speed (to all valid actions), and a big damage boost. Note that Berserk prevents most actions other than move and melee attack, and runs out very quickly if you aren't attacking. And after berserk ends, you are slowed down and can't berserk again for a short time.&lt;br /&gt;
**In addition, the vast majority of abilities consume piety in the process. Regardless, this ability is very cheap, and the benefits are incredible, so don't hold back!&lt;br /&gt;
*Pressing '''^''' will let you view your current god, abilities, and piety.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.20]], you started as a [[High Elf]] rather than a human.&lt;br /&gt;
*In [[0.7]], the first iteration of the tutorial as a fixed layout was introduced. Instead of 5 lessons, there was a single map that went over many topics. In the end, you fought [[Sigmund]] and then got killed by a [[pandemonium lord]]; if you managed to survive, the rest of the dungeon would generate normally. The 5 lesson structure was introduced in the following version and has persisted ever since.&lt;br /&gt;
*Prior to [[0.7]], [[hints mode]] was called and acted as the tutorial.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crawl]]&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hints_mode&amp;diff=82240</id>
		<title>Hints mode</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hints_mode&amp;diff=82240"/>
				<updated>2025-01-19T12:14:36Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
'''Hints Mode''' is a version of ''Dungeon Crawl'' which gives tips every so often, helping newcomers play their first few games. It assumes you've played the [[tutorial]] (or read the manual), the former of which goes over controls and basic mechanics in a more controlled manner. Specifically, hints mode starts up a usual game of Crawl, with some alterations.&lt;br /&gt;
&lt;br /&gt;
Character selection is limited, consisting of 3 archetypes:&lt;br /&gt;
*[[Mountain Dwarf]] [[Berserker]] (Melee character, with [[Trog]] and a [[hand axe]])&lt;br /&gt;
*[[Deep Elf]] [[Conjurer]] (Magic oriented character)&lt;br /&gt;
*[[Minotaur]] [[Hunter]] (Ranged fighter, with a [[bow]])&lt;br /&gt;
&lt;br /&gt;
Hints mode is rather simplistic; whenever you find an item, monster, or other interesting thing for the first time, the game will give you a few lines of text about it. It'll even give a hint if you die! A few [[skill]] menu-related options are also disabled for simplicity's sake. Otherwise, the game is generated just like a normal ''Crawl'' game; with the same difficulty and all. &lt;br /&gt;
&lt;br /&gt;
Once you reach [[XL]] 7, you'll get 1 final hint, then hints mode ends. You'll then be left to playing a normal game all by yourself.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], [[Hill Orc] Berserker was the melee character.&lt;br /&gt;
*Prior to [[0.27]], [[Minotaur]] Berserker and [[Halfling]] Hunter were the melee and ranged characters, respectively.&lt;br /&gt;
*Prior to [[0.26]], [[Centaur]] Hunter was the ranged character.&lt;br /&gt;
*Prior to [[0.6]], hints mode was called the [[tutorial]].&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Orc_sorcerer&amp;diff=82239</id>
		<title>Orc sorcerer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Orc_sorcerer&amp;diff=82239"/>
				<updated>2025-01-19T12:12:07Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: /* Update history */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
{{list of | orcs}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Orc sorcerers''' are advanced [[orc]]ish casters which hurl [[fire]], [[negative energy]], and paralysis at you from the back rows while their orcish and demonic allies keep you busy. They don't handle damage well, but it's difficult to take them out before you've suffered some [[draining]] or a band of demons has come to their aid. They are found in the [[Orcish Mines]], most often on Orc:2, and occasionally in the [[Elven Halls]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*[[Paralysis]] is always a deadly spell. Being surrounded by a group of [[might]]ed orcs for 5 turns is bound to kill. The orc sorcerer alone can do 255 damage in 5 turns if you don't resist both of its bolt spells.&lt;br /&gt;
**It's ideal to give all monsters a 0% chance of success of paralysis. For orc sorcerers, this requires 135 [[willpower]], a bit over Will+++. Base species, like [[Human]]s (3 Will/XL), require XL 19 and external Will++ (or external Will+++) to reach 0% success. The likes of [[Ogre]]s (4 Will/XL) require XL 15 and external Will++ for the same threshold.&lt;br /&gt;
**Blocking line of fire with monsters will at least prevent paralysis.&lt;br /&gt;
*Other than paralysis, they fire strong bolt spells and summon nasty [[tier-3 demon]]s, such as [[sixfirhies]], [[sun demon]]s, and malmutating [[neqoxec]]s. So even if you have full willpower, it's recommended to take out sorcerers quickly.&lt;br /&gt;
*As spellcasters, they can be [[silence]]d, and a [[phial of floods]] can [[waterlog]] them.&lt;br /&gt;
&lt;br /&gt;
===Update history===&lt;br /&gt;
*Prior to [[0.32]], [[orc wizard]]s allied to a  [[Beogh]]-worshipping player could promote to orc sorcerers.&lt;br /&gt;
&lt;br /&gt;
[[Category:Orc]]&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Orc_sorcerer&amp;diff=82238</id>
		<title>Orc sorcerer</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Orc_sorcerer&amp;diff=82238"/>
				<updated>2025-01-19T12:11:41Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: Updating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
{{list of | orcs}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Orc sorcerers''' are advanced [[orc]]ish casters which hurl [[fire]], [[negative energy]], and paralysis at you from the back rows while their orcish and demonic allies keep you busy. They don't handle damage well, but it's difficult to take them out before you've suffered some [[draining]] or a band of demons has come to their aid. They are found in the [[Orcish Mines]], most often on Orc:2, and occasionally in the [[Elven Halls]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*[[Paralysis]] is always a deadly spell. Being surrounded by a group of [[might]]ed orcs for 5 turns is bound to kill. The orc sorcerer alone can do 255 damage in 5 turns if you don't resist both of its bolt spells.&lt;br /&gt;
**It's ideal to give all monsters a 0% chance of success of paralysis. For orc sorcerers, this requires 135 [[willpower]], a bit over Will+++. Base species, like [[Human]]s (3 Will/XL), require XL 19 and external Will++ (or external Will+++) to reach 0% success. The likes of [[Ogre]]s (4 Will/XL) require XL 15 and external Will++ for the same threshold.&lt;br /&gt;
**Blocking line of fire with monsters will at least prevent paralysis.&lt;br /&gt;
*Other than paralysis, they fire strong bolt spells and summon nasty [[tier-3 demon]]s, such as [[sixfirhies]], [[sun demon]]s, and malmutating [[neqoxec]]s. So even if you have full willpower, it's recommended to take out sorcerers quickly.&lt;br /&gt;
*As spellcasters, they can be [[silence]]d, and a [[phial of floods]] can [[waterlog]] them.&lt;br /&gt;
&lt;br /&gt;
===Update history===&lt;br /&gt;
*Prior to [[0.32]], [[orc wizards]] allied to a  [[Beogh]]-worshipping player could promote to orc sorcerers.&lt;br /&gt;
&lt;br /&gt;
[[Category:Orc]]&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Borgnjor%27s_Vile_Clutch&amp;diff=82182</id>
		<title>Borgnjor's Vile Clutch</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Borgnjor%27s_Vile_Clutch&amp;diff=82182"/>
				<updated>2025-01-15T03:16:06Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: /* Strategy */ updating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}{{spell info}}{{AttackSpell&lt;br /&gt;
|name=Borgnjor's Vile Clutch&lt;br /&gt;
|formula = 2d(2 + power/20) per turn&lt;br /&gt;
|maxdmg = 2d(12)+ per turn&lt;br /&gt;
|maxsp = 200&lt;br /&gt;
|tohit = Infinite&lt;br /&gt;
|range = 6&lt;br /&gt;
|target = Beam&lt;br /&gt;
|special = Damage/turn&amp;lt;br&amp;gt;Constriction damage increases over time}}&lt;br /&gt;
'''Borgnjor's Vile Clutch''', also known as '''BVC''' and '''zombie hands''', is a level 5 Necromancy/Earth spell that affects all enemies in a beam-targeted line with the [[constriction]] status (displayed as &amp;quot;constricted by zombie hands&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
Constriction deals damage over time until the affected monster(s) die, escape constriction (which they must waste turns to do), or the effect runs out. In most cases, the monster will die or escape before the status runs out. If you leave [[line of sight]] of any affected enemies, they are immediately released. &lt;br /&gt;
&lt;br /&gt;
==Resistant Enemies==&lt;br /&gt;
Only a small number of monsters are not affected by BVC, all of which are also immune to regular types of constriction. They include:&lt;br /&gt;
*[[List of jellies|All slimes and jellies]].&lt;br /&gt;
*[[:Category:insubstantial monsters|Insubstantial]] enemies, including [[wraith]]-type [[undead]], many monsters in [[the Abyss]], and [[orbs of fire]].&lt;br /&gt;
*[[Spiny]] enemies&lt;br /&gt;
&lt;br /&gt;
Enemies over [[deep water]] or [[lava]] are unaffected.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
BVC is a very versatile spell: You basically now have access to an unlimited number of [[throwing net]]s that cannot only pin but even kill a large number of enemies in a few casts, and has a few specific benefits:&lt;br /&gt;
*Cannot be dodged and is largely irresistible (except for creatures listed above).&lt;br /&gt;
*Significantly reduces the target's EV, making them easier to hit with melee or other destructive spells. This combos well with other [[Earth Magic]] spells, like [[Bombard]] or [[Lehudib's Crystal Spear]], which both suffer somewhat from low accuracy. &lt;br /&gt;
*Pins the target in place, allowing the player to move away even from fast enemies without [[attacks of opportunity]].&lt;br /&gt;
*Makes the target waste turns trying to escape, similar to nets. Enemies that can reach you will still attack you in melee, but this means BVC's effect will last longer since they're no longer trying to escape. Casters can still cast spells, but at their usual rate - they generally won't cast for every single turn.&lt;br /&gt;
*Destroys whole groups of enemies in corridors, since it affects the whole beam path. Other piercing attacks, like [[javelin]]s, work well in conjunction.&lt;br /&gt;
*Note that unlike [[throwing net]]s, BVC doesn't provide an opportunity for [[stab]]bing attacks.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.31]], BVC's base damage was &amp;lt;code&amp;gt;2d(3.5 + pow/20)&amp;lt;/code&amp;gt; per turn. Also, you couldn't constrict [[invisible]] enemies if you didn't have [[see invisible]].&lt;br /&gt;
*Prior to [[0.26]], a few more monsters were spiny - [[porcupine]]s, [[torturous demonspawn]], and [[hell sentinel]]s - and thus immune to constriction.&lt;br /&gt;
*Prior to [[0.25]], BVC affected a smite-targeted 3x3 area instead of a beam path.&lt;br /&gt;
*Prior to [[0.22]], [[Necromancer]]s started with BVC, and it did 33% more damage.&lt;br /&gt;
*The spell was added in [[0.21]].&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Launch_Clockwork_Bee&amp;diff=81842</id>
		<title>Launch Clockwork Bee</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Launch_Clockwork_Bee&amp;diff=81842"/>
				<updated>2024-11-20T06:40:27Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version-trunk}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{flavour|Constructs a mechanical bee and winds its clockwork mechanisms over several turns before unleashing it against a targeted foe. The bee is swift and powerful, but its clockwork quickly winds down as it attacks, eventually leaving it helpless and unable to move.&lt;br /&gt;
&lt;br /&gt;
The caster may repair and rewind a dormant bee by attempting to move into it. Spellpower increases the number of attacks the bee may perform before going dormant.}}&lt;br /&gt;
&lt;br /&gt;
'''Launch Clockwork Bee''' is a level 3 [[Forgecraft]] spell that creates a fast and powerful-for-its-level [[clockwork bee|mechanical bee]]. Casting the spell requires a hostile target to point it at, and then winding the bee's clockwork requires channelling it for several turns before it launches. The bee will fixate its attacks on the selected target while it lives (similar to how [[Haunt]] and [[Soul Splinter]] work), but can perform only a limited number of attacks before running out of power.&lt;br /&gt;
    &lt;br /&gt;
When the bee runs out of power, it falls dormant to the ground. The player can wind it back up again by attempting to move into its tile, which will refill it with energy and even heal it a little (and is a lot faster than channelling 4 turns to launch a new one).&lt;br /&gt;
&lt;br /&gt;
[[Forgewright]]s start with this spell in their library.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.33|this spell will be added to the game.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Forgecraft Spells]] &amp;lt;!-- remove this category after adding the {{spell info}} block --&amp;gt;&lt;br /&gt;
[[Category:Level 3 spells]]&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Category:Forgecraft_Spells&amp;diff=81820</id>
		<title>Category:Forgecraft Spells</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Category:Forgecraft_Spells&amp;diff=81820"/>
				<updated>2024-11-18T05:06:25Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spells belonging to the [[Forgecraft]] school of magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Magic skills]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Skills]]&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Category:Forgecraft_Spells&amp;diff=81819</id>
		<title>Category:Forgecraft Spells</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Category:Forgecraft_Spells&amp;diff=81819"/>
				<updated>2024-11-18T05:05:51Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spells belonging to the [[Forgecraft]] school of magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Magic skills]]&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Category:Forgecraft_Spells&amp;diff=81818</id>
		<title>Category:Forgecraft Spells</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Category:Forgecraft_Spells&amp;diff=81818"/>
				<updated>2024-11-18T05:05:07Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: Created page with &amp;quot;Spells belonging to the Forgecraft school of magic.q&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spells belonging to the [[Forgecraft]] school of magic.q&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Forge_Lightning_Spire&amp;diff=81817</id>
		<title>Forge Lightning Spire</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Forge_Lightning_Spire&amp;diff=81817"/>
				<updated>2024-11-18T05:02:54Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
'''Summon Lightning Spire''' is a level 4 [[Summonings|Summoning]]/[[Air Magic|Air]] spell which summons a [[lightning spire]].&lt;br /&gt;
&lt;br /&gt;
[[Summoner]]s begin with this spell in their libraries.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
An immobile lightning spire that shoots [[Electrical Bolt|bolts of electricity]] will be summoned in a random location within two tiles of the caster. The location must be empty and not [[deep water]] or [[lava]]. &lt;br /&gt;
&lt;br /&gt;
Spires' Electrical Bolts can pierce through enemies and will bounce from most [[wall]]s (potentially [[doublezap|hitting targets twice]]). Unlike the similar [[Lightning Bolt]] spell, the lightning spire's bolts are quiet and reasonably accurate. &lt;br /&gt;
&lt;br /&gt;
Higher spell power increases the spire's [[hit dice]], which increases its HP, accuracy, and damage. Lightning spire HD equals &amp;lt;code&amp;gt;&amp;lt;spell power&amp;gt; / 10&amp;lt;/code&amp;gt; (minimum of 1).&amp;lt;ref&amp;gt;{{source ref|0.30.1|spl-summoning.cc|847}}&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The construct lasts for around 18 turns; it does not depend on spell power.&lt;br /&gt;
&lt;br /&gt;
There is a summon limit of 1; casting the spell again will cause the old summon to very quickly time out.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Lightning spires offer a fair bit of damage for its MP cost, at least for the early game. Unlike other low-level summons, it can shoot from a distance. One use of the spire is with [[kiting]]: summon a spire, back away, and let the spire get free shots. Even if you can't kite, it's good for the damage/MP alone.&lt;br /&gt;
&lt;br /&gt;
Electric bolts can [[doublezap]] if they reflect off a [[wall]]. If the spire isn't placed in a way that allows that to happen and you have MP to spare, you can summon a new one to try to place it somewhere better.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Spires will avoid shooting allies, including you, unless they are resistant or invisible. Make sure to position yourself and your allies in a way that allows the spire to fire.&lt;br /&gt;
*Spires cannot see [[invisible]]. If you're invisible, it will fire bolts right through you. Conversely, spires are useless against invisible enemies, unless there is a visible monster behind them.&lt;br /&gt;
*Like other summons, spires can be used to block line of fire, or to seal off a corridor when you need to retreat.&lt;br /&gt;
**However, the random placement might mean that the spire blocks off ''your'' retreat path. You can attack it with ctrl-direction or '''v''' to make it dissipate instantly.&lt;br /&gt;
*Spires are immune to  [[electricity]], [[poison]], and [[negative energy]], so you can use spells of those elements without harming the spire.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.33]], this spell will be renamed '''Forge Lightning Spire''' and become a [[Forgecraft]]/Air spell.&lt;br /&gt;
*Prior to around [[0.29]], allies weren't smart enough to stop their attacks before they'd hit you. So in this kind of position:&lt;br /&gt;
 .....&lt;br /&gt;
 .@y8.&lt;br /&gt;
 .....&lt;br /&gt;
:The spire would not shoot, because it would hit you.&lt;br /&gt;
*Prior to [[0.25]], the spire was summoned to a targeted location instead of a random one. Before this change, Lightning Spire was often considered one of the best spells in the game.&lt;br /&gt;
*This spell was added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Charred_statue&amp;diff=80257</id>
		<title>Charred statue</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Charred_statue&amp;diff=80257"/>
				<updated>2024-04-26T08:34:21Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: still exists&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Charred statues''' are stationary guard [[statue]]s found in certain [[Vehumet]] [[altar]] [[vault]]s. They attack by occasionally shooting small blasts of [[fire]] at you while you're in their [[line of sight]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*With fire resistance, their attacks should be negligible. &lt;br /&gt;
*If you don't intend to worship Vehumet, there's no harm in simply bypassing these.&lt;br /&gt;
&lt;br /&gt;
[[Category:Vault-only monsters]]&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Charred_statue&amp;diff=80256</id>
		<title>Charred statue</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Charred_statue&amp;diff=80256"/>
				<updated>2024-04-26T08:33:46Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Charred statues''' are stationary guard [[statue]]s found in certain [[Vehumet]] [[altar]] [[vault]]s. They attack by occasionally shooting small blasts of [[fire]] at you while you're in their [[line of sight]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*With fire resistance, their attacks should be negligible. &lt;br /&gt;
*If you don't intend to worship Vehumet, there's no harm in simply bypassing these.&lt;br /&gt;
&lt;br /&gt;
[[Category:Vault-only monsters]]&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Palentonga_(monster)&amp;diff=69502</id>
		<title>Palentonga (monster)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Palentonga_(monster)&amp;diff=69502"/>
				<updated>2023-05-25T01:35:22Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Obsolete}}&lt;br /&gt;
''This page is about the monster. For the player [[species]], see [[Palentonga]].''&lt;br /&gt;
{{monster info|palentonga}}&lt;br /&gt;
&lt;br /&gt;
'''Palentongas''' are six-limbed scaled mammalians. If you see one, it's either part of a vault or a [[shapeshifter]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
None needed.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Palentonga monsters were removed along with the player species in [[0.30]].&lt;br /&gt;
*Palentonga monsters were added along with the player species in [[0.26]], but were largely dummied out until [[0.29]].&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Palentonga_(monster)&amp;diff=69500</id>
		<title>Palentonga (monster)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Palentonga_(monster)&amp;diff=69500"/>
				<updated>2023-05-25T01:34:52Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Obsolete}}&lt;br /&gt;
''This page is about the monster. For the player [[species]], see [[Palentonga]].''&lt;br /&gt;
{{monster info|palentonga}}&lt;br /&gt;
&lt;br /&gt;
'''Palentongas''' are six-limbed scaled mammalians. If you see one, it's either part of a vault or a [[shapeshifter]].[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
None needed.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Palentonga monsters were removed along with the player species in [[0.30]].&lt;br /&gt;
*Palentonga monsters were added along with the player species in [[0.26]], but were largely dummied out until [[0.29]].&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Call_Imp&amp;diff=69330</id>
		<title>Call Imp</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Call_Imp&amp;diff=69330"/>
				<updated>2023-05-19T16:10:14Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: This got completely reworked in 0.30&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version029}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Call Imp''' is a level 2 [[Summonings|Summoning]] spell which summons a celuran imp.&lt;br /&gt;
&lt;br /&gt;
[[Hedge Wizard]]s and [[Summoner]]s start with this spell in their spell library.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
Summons a single celuran imp. There is a summon cap of 1; casting the spell again will cause the old summon to very quickly time out.&lt;br /&gt;
&lt;br /&gt;
Possible summons&amp;lt;ref&amp;gt;{{source ref|0.29.1|spl-summoning.cc|902}}&amp;lt;/ref&amp;gt;:&lt;br /&gt;
*there is always a 27.8% chance to summon a {{monsterlink|White imp}} - Deals melee and ranged [[cold]] damage&lt;br /&gt;
*then there is a 16.7% chance to get one of these two imps:&lt;br /&gt;
**{{monsterlink|Shadow imp}} - Casts [[Pain]]&lt;br /&gt;
**{{monsterlink|Iron imp}} - Strong but slow, multi-resistant&lt;br /&gt;
*otherwise you get a {{monsterlink|Crimson imp}} - [[Blink]]s, [[regeneration|regenerates]] quickly&lt;br /&gt;
&lt;br /&gt;
[[Summonings#Duration|Duration class]] ranges from 2 (around 18 turns) to 6 (around 171 turns). The formula is &amp;lt;code&amp;gt;2 + (1d&amp;lt;power&amp;gt; - 1) / 4&amp;lt;/code&amp;gt; (capped at 6).&amp;lt;ref&amp;gt;{{source ref|0.29.1|spl-summoning.cc|940}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Call Imp is a versatile spell that is cheap and easy to cast. You only get one imp per cast, but they can be any of four types with varied and useful abilities.&lt;br /&gt;
&lt;br /&gt;
Standard [[crimson imp]]s are difficult to kill, but they are weak, and blink around, so are less effective at blocking line of fire. They also do less damage than other imps. [[White imp]]s are useful for slowing cold-blooded foes, and have strong distance attacks and cold-based melee attacks. [[Shadow imp]]s can see invisible creatures like [[orc wizard]]s and can hit things with [[negative energy]]. [[Iron imp]]s are slow, but hit as hard as [[wolves]] and are tough to take down.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
Unlike the player version, monsters can sustain up to 3 imps summoned by this spell. Odds for different imps are fixed at 44.4% [[crimson imp]], 22.2% [[shadow imp]], 22.2% [[white imp]] and 11.1% [[iron imp]].&amp;lt;ref&amp;gt;{{source ref|0.29.1|mon-cast.cc|5827}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.30]], this spell could summon [[white imp]]s with a 27.8% chance, an [[iron imp]], a [[shadow imp]], or a [[crimson imp]] instead of exclusively a celuran imp. The icon on tiles also used to have a crimson imp on it.&lt;br /&gt;
*Prior to [[0.28]], this spell had a summon cap of 3.&lt;br /&gt;
*Prior to [[0.25]], the type of an imp varied with spellpower. Higher spell power increased the probability of getting a shadow or iron imp and decreased the chance of summoning a crimson imp.&lt;br /&gt;
*Prior to [[0.12]], summoned [[shadow imp]]s could give you permanent undead allies by casting [[Animate Dead]], allowing characters without [[Necromancy]] to create undead armies.&lt;br /&gt;
*Prior to [[0.7]], Call Imp was a level 3 spell. Also, it could not summon iron imps.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ice_Elementalist&amp;diff=69329</id>
		<title>Ice Elementalist</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ice_Elementalist&amp;diff=69329"/>
				<updated>2023-05-19T16:05:47Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: /* Spell Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{flavour|Ice Elementalists begin with the Freeze spell. The spells in their starting library are quite versatile.}}&lt;br /&gt;
&lt;br /&gt;
==Preferred Species==&lt;br /&gt;
[[Merfolk]], [[Gargoyle]], [[Draconian]], [[Djinni]], [[Demigod]], and [[Naga]] are the recommended species if you pick an Ice Elementalist Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Potion of magic]]&lt;br /&gt;
&lt;br /&gt;
===Available Spells===&lt;br /&gt;
*[[Freeze]]&lt;br /&gt;
*[[Frozen Ramparts]]&lt;br /&gt;
*[[Ozocubu's Armour]]&lt;br /&gt;
*[[Summon Ice Beast]]&lt;br /&gt;
&lt;br /&gt;
Ice Elementalists start with the [[Freeze]] spell memorised.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
*[[Spellcasting]]: 2&lt;br /&gt;
*[[Ice Magic]]: 4&lt;br /&gt;
&lt;br /&gt;
Choosing Ice Elementalist adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ice Elementalists are a fairly consistent choice; all three offensive spells simply can't miss. Ice damage doesn't slouch for damage, and freezes [[cold-blooded]] monsters like [[list of reptiles and amphibians|reptiles]] in the process. However, several kinds of enemies resist cold - early examples include the [[undead]] and [[ice beast]]s. Their starting spells also have poor range, though Ice Magic's power easily makes up for it.&lt;br /&gt;
&lt;br /&gt;
===Spell Details===&lt;br /&gt;
[[Freeze]] is a powerful level 1 attack spell. It deals average damage, but ignores both [[AC]] and [[EV]] to always hit. Fast and evasive monsters, such as [[jackal]]s and [[adder]]s, are some of the scariest monsters in the upper Dungeon -- monsters which Freeze works well against. You can use whatever [[Throwing|throwables]] or [[Slings]] you find in order to compensate for its 1-tile range.&lt;br /&gt;
&lt;br /&gt;
[[Frozen Ramparts]] is a very strong spell, especially in hallways. It deals strong and guaranteed AOE damage, as long as you can survive a few hits without moving. The spell requires walls to function, but those are in abundance throughout the Dungeon (and even Lair). [[Ozocubu's Armour]] may give you just the defense you need in such a situation. They both are level 3 and pure Ice Magic, meaning its trivial to cast them both at the same time. Generally, Frozen Ramparts is the better option of the two if you're out of spell levels - it simply and reliably kills things.&lt;br /&gt;
&lt;br /&gt;
[[Summon Ice Beast]] summons... an [[ice beast]]. Summons are useful since are are cost efficient and because they can take damage for you. You can have up to 1 summoned ice beast at a time. Ice beasts also deal a small amount of physical damage.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.30]], Ice Elementalists started with [[Hailstorm]] rather than [[Summon Ice Beast]].&lt;br /&gt;
*In [[0.29]], most backgrounds were buffed; all Mage backgrounds gained a [[potion of magic]].&lt;br /&gt;
*Prior to [[0.27]], Ice Elementalists started with the [[Book of Frost]], and had [[Summon Ice Beast]].&lt;br /&gt;
*Prior to [[0.25]], Ice Elementalists started with [[Throw Frost]] and [[Throw Icicle]] instead of [[Frozen Ramparts]] and [[Hailstorm]]. They also had 1 skill in [[Conjurations]], but only 3 skill in Ice Magic.&lt;br /&gt;
*Prior to [[0.14]], Ice Elementalists only started with 1 level of Spellcasting.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Summon_Ice_Beast&amp;diff=69328</id>
		<title>Summon Ice Beast</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Summon_Ice_Beast&amp;diff=69328"/>
				<updated>2023-05-19T16:03:45Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: In 0.30 theyre auto momerised for ice elementalists&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Summon Ice Beast''' is a level 4 [[Ice Magic|Ice]]/[[Summonings|Summoning]] spell which summons an [[ice beast]] to attack your foes.&lt;br /&gt;
&lt;br /&gt;
[[Ice Elementalist]]s start with this spell memorized.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
A single ice beast is summoned. Higher [[spell power]] increases the strength of the ice beast, and may result in longer duration.&lt;br /&gt;
&lt;br /&gt;
The [[hit dice]] of the summoned ice beast is &amp;lt;code&amp;gt;3 + &amp;lt;power&amp;gt; / 13&amp;lt;/code&amp;gt;, randomly rounded.&amp;lt;ref&amp;gt;{{source ref|0.28.0|spl-summoning.cc|208}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Summonings#Duration|Duration class]] ranges from 2 (around 18 turns) to 4 (around 36 turns). The formula is &amp;lt;code&amp;gt;2 + (1d&amp;lt;power&amp;gt; - 1) / 4&amp;lt;/code&amp;gt; (capped at 4).&amp;lt;ref&amp;gt;{{source ref|0.28.0|spl-summoning.cc|204}}&amp;lt;/ref&amp;gt; There is a summon cap of 1 ice beast.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ice Beasts are effective for the early and mid game because they deal decent cold damage and have a long duration. They can traverse [[deep water]] easily, thus they're great in watery environments like the [[Shoals]] or the [[Swamp]].&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
Monster version of the spell creates standard ice beasts without altered hit dice. The summon also has slightly longer duration of around 81 turns.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.30]], Ice Elementalists start with this spell again.&lt;br /&gt;
*Prior to [[0.28]], this spell had a summon cap of three.&lt;br /&gt;
*Prior to [[0.27]], [[Ice Elementalist]]s and [[Summoner]]s started with this spell.&lt;br /&gt;
*In [[0.9]], the spell level reduced from 5 to 4.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dagger&amp;diff=69106</id>
		<title>Dagger</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dagger&amp;diff=69106"/>
				<updated>2023-05-13T07:11:00Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}{{weapon&lt;br /&gt;
 |name        = Dagger&lt;br /&gt;
 |cost        = ?&lt;br /&gt;
 |weight      = 2.0&lt;br /&gt;
 |skill       = Short Blades&lt;br /&gt;
 |damage      = 4&lt;br /&gt;
 |accuracy    = +6&lt;br /&gt;
 |basedelay   = 10 (100%)&lt;br /&gt;
 |mindelay    = 5 at skill 10&lt;br /&gt;
 |size        = Little&lt;br /&gt;
 |hands       = 1H&lt;br /&gt;
 |ranged      = No&lt;br /&gt;
 |damtype     = Stabbing (Slicing)&lt;br /&gt;
 |acquirement = 10&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A double-edged fighting knife with a sharp point.}}&lt;br /&gt;
&lt;br /&gt;
The '''dagger''' is the smallest combat short blade, extremely accurate but surpassed in terms of damage by the [[short sword]]. However, the dagger receives the largest [[stabbing]] bonus in the game. Backgrounds that lend themselves to a &amp;quot;stealth-and-stab&amp;quot; style of combat (such as [[brigand]]s and [[enchanter]]s) may go through the entire game with a dagger, or at least use it as a secondary weapon; a skilled stabber with a good dagger can one-shot sleeping dragons and giants with ease.&lt;br /&gt;
&lt;br /&gt;
&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;
! || Image&lt;br /&gt;
|-&lt;br /&gt;
| '''Mundane''' || [[File:Dagger.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Magical''' || [[File:Dagger2.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Artifact''' || [[File:Dagger3.png]]&lt;br /&gt;
|-&lt;br /&gt;
! || [[Unrandart]]s&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Spriggan's Knife]]''' || [[File:Spriggan's_knife.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{weapons}}&lt;br /&gt;
[[Category:Short blades]]&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User:AlkaliManOG&amp;diff=69105</id>
		<title>User:AlkaliManOG</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User:AlkaliManOG&amp;diff=69105"/>
				<updated>2023-05-13T07:08:30Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: Created page with &amp;quot;obligatory zero budget mobile loser&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;obligatory zero budget mobile loser&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Cane_toad&amp;diff=69104</id>
		<title>Cane toad</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Cane_toad&amp;diff=69104"/>
				<updated>2023-05-13T06:54:46Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|030}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Cane toads''' are surprisingly dangerous enemies; they hit much harder than you'd expect, [[poison]] you, and are fast enough to make escape difficult. They are a very common cause of [[YASD]] for unprepared characters, and can be found in [[the Lair]] or guarding its entrance.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Dedicated melee characters with [[plate armour]] and [[poison resistance]] can probably take them on without much concern, but any other character should try to minimize their time spent in melee with cane toads. Treat them like fast, tiny [[hydra]]s and try to kill them at a distance if at all possible.&lt;br /&gt;
*They are resistant to poison, so don't waste time trying to hit them with [[Mephitic Cloud]]. Their [[willpower]] is low, however, so other [[Hexes]] work well, and they may be [[slow]]ed when hit with cold damage.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.30]], cane toads got their tiles sprite replaced&lt;br /&gt;
*Prior to [[0.26]], these were known as spiny frogs. They were not (and are still not) [[spiny]].&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Morg&amp;diff=69090</id>
		<title>Morg</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Morg&amp;diff=69090"/>
				<updated>2023-05-13T06:07:02Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
{{flavour|An ugly rusty dagger. Many years ago it was the property of a powerful mage called Boris. He got lost in the Dungeon while seeking the Orb.}}&lt;br /&gt;
[[File:Dagger_morg.png]] '''''the +4 dagger &amp;quot;Morg&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
+4 [[dagger]]&lt;br /&gt;
&lt;br /&gt;
[[Pain (brand)|Pain]] brand&amp;lt;br&amp;gt;&lt;br /&gt;
+5 INT&amp;lt;br&amp;gt;&lt;br /&gt;
+40 [[willpower]]&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The [[artefact]] [[dagger]] '''Morg'''&amp;lt;ref&amp;gt;{{source ref|0.29.1|art-data.txt|454}}&amp;lt;/ref&amp;gt; is an excellent weapon for anyone skilled in [[Necromancy]]. With even a small amount of training in [[Short Blades]], its [[Pain brand]] can wreak havoc in melee very quickly, and the [[intelligence]] and [[willpower]] boosts it provides are useful as well. Other spellcasters may want it simply for the intelligence bonus, but without skill in Necromancy, you really won't get much combat use out of it. Even with Necromancy skill, don't expect this little dagger to be of use against anything with [[negative energy]] resistance.&lt;br /&gt;
&lt;br /&gt;
This artefact is more likely to spawn in the early game, where it is more likely to be useful.&lt;br /&gt;
&lt;br /&gt;
Although once owned by the [[unique]] [[lich]] [[Boris]], Morg can now only be found as random loot; he will never drop it when killed. Bringing it to him has no special effect.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Morg was removed in [[0.30]]&lt;br /&gt;
*In [[0.28]], Morg was made more likely to spawn in the early-game (and less likely to spawn in other areas).&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Short blades]]&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Orcish_Mines&amp;diff=68818</id>
		<title>Orcish Mines</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Orcish_Mines&amp;diff=68818"/>
				<updated>2023-05-07T08:06:09Z</updated>
		
		<summary type="html">&lt;p&gt;AlkaliManOG: /* Monsters */  obsolete monsters removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version025}}&lt;br /&gt;
{{flavour|The Orcish Mines are filled with the cave orcs native to the Dungeon, their humanoid labourers, and piles of freshly mined gold. Enterprising merchants have set up trading posts to help relieve the orcs of the latter.&lt;br /&gt;
&lt;br /&gt;
The entrance to this branch can be found between levels 9 and 12 of the Dungeon.&lt;br /&gt;
&lt;br /&gt;
This branch is 2 levels deep.&lt;br /&gt;
&lt;br /&gt;
This branch contains the entrance to the Elven Halls.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Orc entry.png]] The '''Orcish Mines''' are an early [[branch]] full of [[list of orcs|orcs]], [[gold]], and the entrance to the [[Elven Halls]]. Although the Mines lack a [[rune]], the bottom floor contains a guaranteed collection of [[shop]]s, and the gold found along the way makes it easy to afford any particularly useful treasures they may sell.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
The Orcish Mines are two floors deep and found between Dungeon:9-12. The entrance stairs are usually decorated with orcish idols and occasionally even [[altar]]s to [[Beogh]], and they are often guarded by a large group of orcs.&lt;br /&gt;
&lt;br /&gt;
Most floors of the Mines are made up of several disconnected open areas, all of which are accessible through either [[stairs]] or [[escape hatch]]es on adjacent floors. Occasionally, you'll also find floors that consist of more organized stonecraft, which is usually the case on Orc:2. These layouts can vary greatly (as can their difficulty), ranging from a handful of scattered rooms, to one huge room dominating much of the level, to an entire fortified compound housing [[Saint Roka]] and his throng of followers.&lt;br /&gt;
&lt;br /&gt;
As the Mines are made almost entirely of rock, bringing a [[wand of digging]] allows you to create shortcuts between portions of a floor. Expect almost no hallways or chokepoints aside from those you dig yourself.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
The Mines are one of the easiest areas in the game to get surrounded in. When exploring a new floor, you will often immediately encounter at least a few orcs who will shout, alerting nearby reinforcements. If you find yourself getting surrounded, especially if orc priests are involved, use [[Escaping_from_(and_avoiding)_trouble#Leading_them_up|stair dancing]] to defeat smaller groups of orcs in safety. When you move away from the stairs, avoid relying on false chokepoints; orcs are smart enough to maneuver past you to give other orcs access to you, and getting cornered with priests around is suicidal.&lt;br /&gt;
&lt;br /&gt;
Monster difficulty here is extremely variable. While most monsters are plain [[orc]]s, orc warriors, [[orc wizard]]s, and orc priests, you will also encounter [[orc sorcerer]]s, [[orc high priest]]s, [[orc knight]]s, and usually one or two [[orc warlord]]s. A few other types of monsters, including [[troll]]s and [[ogre]]s, are also eligible for generation (see list below). That being said, even the lesser orcs can be a handful; orc warriors in [[plate mail]] can take a beating while orc priests can [[smite]] you. Also, even if you can easily [[tab]] your way past dozens of common orcs without missing a beat, do pay attention to the combat logs; almost everything here is armed, and weapons of [[electrocution]] and [[distortion]] do generate here from time to time. Unless you're [[speedrun]]ning, exercise a little caution.&lt;br /&gt;
&lt;br /&gt;
On the plus side, the Mines typically contain 1000-3000 [[gold]] and much enchanted and branded equipment, including plate armour and heavy weaponry on the warriors and various [[robe]]s on the mages, priests, and sorcerers. You can also find shops here, both randomly and guaranteed on the bottom floor (though the bottom floor's shops are heavily guarded).&lt;br /&gt;
&lt;br /&gt;
While most of the Orcish Mines can be reached via normal staircases, some portions may only be accessible through escape hatches. As these sections almost certainly contain more gold and may contain shops, it's not a bad idea to eventually use each escape hatch, just in case. It is not especially safe to do this until you feel confident that you can take on large groups of standard orcs, however, as an unlucky hatch may land you in a lot of trouble with no easy way out.&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
Although the Mines entrance may be discovered first, it is common to ignore it until you've attempted [[the Lair]], which is widely considered to be a less dangerous branch. Some character types, in particular [[Venom Mage]]s, may wish to clear the Mines first since the only poison-resistant monsters here are [[warg]]s. The hordes of low-level monsters make this branch a good place to build [[piety]] with gods who award killing [[Okawaru|regular monsters]], [[Beogh|heretic priests]], or [[Trog|spellcasters]]. [[Necromancer]]s can also make good use of the large quantity of corpses generated here. Followers of the orc god [[Beogh]] may wish to max out their piety before entering here so they can recruit as many high-level allies as possible.&lt;br /&gt;
&lt;br /&gt;
No specific resistances or other intrinsics are required to clear the Orcish Mines, although being strong in melee or having good spells for crowd control is highly recommended. A source of [[willpower]] and a rank of [[fire]] and [[negative energy resistance]] should be enough to protect you from the spells of orc wizards and sorcerers. If you cannot comfortably defeat roaming orc packs in the Dungeon, you are not ready for this branch.&lt;br /&gt;
&lt;br /&gt;
Along with granting access to the Elven Halls, the bottom level shops are an excellent incentive to clear this branch. Their contents aren't free, but it's common to find at least one item for sale that is useful throughout the game.&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|Orc}} || {{monsterlink|Orc wizard}} || {{monsterlink|Orc priest}} || {{monsterlink|Orc warrior}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Orc knight}} || {{monsterlink|Orc sorcerer}}  || {{monsterlink|Orc high priest}} || {{monsterlink|Orc warlord}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Yellow|g}} [[File:Gnoll (monster).png]] '''[[Gnoll (monster)|Gnoll]]''' || {{monsterlink|Gnoll shaman}} || {{monsterlink|Gnoll sergeant}} || {{monsterlink|Warg}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Troll (monster)}} || {{monsterlink|Deep troll}} || {{monsterlink|Iron troll}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Ogre (monster)}} || {{monsterlink|Two-headed ogre}} || {{monsterlink|Ogre mage}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Cyclops}} || {{monsterlink|Stone giant}} || {{monsterlink|Ettin}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One of the Orc:2 final vaults, '''pf_orc_diabolical''', features several [[List of demonspawn|demonspawn]] and [[common demon]]s guarding a portal to the [[Pandemonium]]:&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
| {{monsterlink|chaos spawn}}&lt;br /&gt;
| {{monsterlink|hellwing}}&lt;br /&gt;
| {{monsterlink|ice devil}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|orange demon}}&lt;br /&gt;
| {{monsterlink|red devil}}&lt;br /&gt;
| {{monsterlink|rust devil}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|neqoxec}}&lt;br /&gt;
| {{monsterlink|sixfirhy}}&lt;br /&gt;
| {{monsterlink|smoke demon}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|soul eater}}&lt;br /&gt;
| {{monsterlink|sun demon}}&lt;br /&gt;
| {{monsterlink|ynoxinul}}&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|Amaemon}}&lt;br /&gt;
| {{monsterlink|Azrael}}&lt;br /&gt;
| {{monsterlink|Donald}}&lt;br /&gt;
| {{monsterlink|Erica}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Erolcha}}&lt;br /&gt;
| {{monsterlink|Fannar}}&lt;br /&gt;
| {{monsterlink|Gastronok}}&lt;br /&gt;
| {{monsterlink|Harold}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Jorgrun}}&lt;br /&gt;
| {{monsterlink|Josephine}}&lt;br /&gt;
| {{monsterlink|Maurice}}&lt;br /&gt;
| {{monsterlink|Nergalle}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Nessos}}&lt;br /&gt;
| {{monsterlink|Rupert}}&lt;br /&gt;
| {{monsterlink|Saint Roka}}&lt;br /&gt;
| {{monsterlink|Snorg}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Sonja}}&lt;br /&gt;
| {{monsterlink|Urug}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.18]], the Orcish Mines were four levels deep.&lt;br /&gt;
*Prior to [[0.14]], the Orcish Mines' entrance was located on D:6-11.&lt;br /&gt;
*Earlier versions of ''Crawl'' had sections of the Orcish Mines that were completely disconnected from all other areas. Using [[shaft]]s, escape hatches, or [[teleport]]s carelessly could maroon your character in an unescapable area, unless you had a source of [[dig]]ging or teleportation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;br /&gt;
[[Category:Orc]]&lt;/div&gt;</summary>
		<author><name>AlkaliManOG</name></author>	</entry>

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