<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Alphachief</id>
		<title>CrawlWiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Alphachief"/>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/Special:Contributions/Alphachief"/>
		<updated>2026-04-22T10:24:08Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Spiny&amp;diff=37321</id>
		<title>Talk:Spiny</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Spiny&amp;diff=37321"/>
				<updated>2015-06-16T05:24:45Z</updated>
		
		<summary type="html">&lt;p&gt;Alphachief: Created page with &amp;quot;I have to think this is no longer correct, I have a character with AC 12 and spiny 1 that deals damage with spines. If the formula is correct how can 2d5-12 deal any damage? C...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have to think this is no longer correct, I have a character with AC 12 and spiny 1 that deals damage with spines. If the formula is correct how can 2d5-12 deal any damage? Could this be bonus AC from armour instead?--[[User:Alphachief|Alphachief]] ([[User talk:Alphachief|talk]]) 07:24, 16 June 2015 (CEST)&lt;/div&gt;</summary>
		<author><name>Alphachief</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User:Alphachief&amp;diff=37314</id>
		<title>User:Alphachief</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User:Alphachief&amp;diff=37314"/>
				<updated>2015-06-13T05:26:28Z</updated>
		
		<summary type="html">&lt;p&gt;Alphachief: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An avid player of crawl, extremely partial to demonspawn, gargoyles, demigods, and formicid. He'll occasionally crawl up to the wiki to fact check and read tips.&lt;/div&gt;</summary>
		<author><name>Alphachief</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:Faded_altar&amp;diff=37305</id>
		<title>Talk:Faded altar</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:Faded_altar&amp;diff=37305"/>
				<updated>2015-06-13T00:18:01Z</updated>
		
		<summary type="html">&lt;p&gt;Alphachief: Created page with &amp;quot;Hi!  I'm pretty new to this so I'm not sure if I should source me info or not, I got it all from: https://github.com/crawl/crawl/pull/59 https://crawl.develz.org/mantis/view.p...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!&lt;br /&gt;
&lt;br /&gt;
I'm pretty new to this so I'm not sure if I should source me info or not, I got it all from:&lt;br /&gt;
https://github.com/crawl/crawl/pull/59&lt;br /&gt;
https://crawl.develz.org/mantis/view.php?id=9454&lt;br /&gt;
and personal experience with DCSS trunk (June-15-2015 was the latest)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I don't know how to add version headers if someone could let me know how that'd be appreciated, also for trunk what should the label be?&lt;/div&gt;</summary>
		<author><name>Alphachief</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Unknown_altar&amp;diff=37304</id>
		<title>Unknown altar</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Unknown_altar&amp;diff=37304"/>
				<updated>2015-06-13T00:13:34Z</updated>
		
		<summary type="html">&lt;p&gt;Alphachief: Redirected page to Ecumenical altar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ecumenical altar]]&lt;/div&gt;</summary>
		<author><name>Alphachief</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Faded_altar&amp;diff=37303</id>
		<title>Faded altar</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Faded_altar&amp;diff=37303"/>
				<updated>2015-06-13T00:11:09Z</updated>
		
		<summary type="html">&lt;p&gt;Alphachief: Created page with &amp;quot;An altar that will randomly convert the crawler to a random god they are eligible to join with a bonus +20 piety, if it is a god the player is already following they will stil...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An altar that will randomly convert the crawler to a random god they are eligible to join with a bonus +20 piety, if it is a god the player is already following they will still gain this piety. The altar will then become a normal altar of the given god, this means all altar actions (i.e. donations, weapon blessings) can now occur at the altar.&lt;br /&gt;
&lt;br /&gt;
As of now (June-12-2015) an Ecumenical altar will appear 50% of the time on D:2-D:3 for testing purposes, the developers have stated this is temporary. It has been suggested that later on it will be a 5% chance per floor between D:2-D:7. This will likely occur when .17 is fully released.&lt;/div&gt;</summary>
		<author><name>Alphachief</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Treasure_trove&amp;diff=37191</id>
		<title>Treasure trove</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Treasure_trove&amp;diff=37191"/>
				<updated>2015-05-23T20:04:00Z</updated>
		
		<summary type="html">&lt;p&gt;Alphachief: Found in my game that the trove asked for two scrolls of acquirement, not sure if this is the max but until I see otherwise I'm going to assume it is.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Once upon a time, an enterprising thief who was also a wizard, terrified of being caught committing an act of burglary, created a system of portals leading into the secret treasure troves and chambers of the rich. Too scared to loot them himself, he instead charged an extortionate fee for entry to anyone who wanted to rifle through them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The secrets of the gateways died with him when his fellow thieves, disgusted at his betrayal of their 'ideals', had him murdered. With his death, the now-uncontrolled portals began moving rapidly from one dimension to the next, only stopping long enough to absorb magical energy.}}&lt;br /&gt;
&lt;br /&gt;
A '''treasure trove''' is a small sub-[[branch]], filled with loot specifically tailored for your character using [[acquirement]] code (usually around 16 items, though this can vary). They are usually perfectly safe, though a few possible layouts prove dangerous. Only one treasure trove can generate per game, and they are not guaranteed to appear in every game. The troves chosen are mostly random, though if a trove is entirely inappropriate for your character (e.g. a book trove for a fighter), its probability of appearing is reduced but not eliminated. Thus, fighters may occasionally end up in a book trove (where they will mostly find manuals), or unarmed fighters might rarely get a weapon trove. &lt;br /&gt;
&lt;br /&gt;
Troves can only be accessed through a locked portal entrance which can generate almost anywhere. To unlock a treasure trove, you must meet its demands:&lt;br /&gt;
&lt;br /&gt;
*There is a 5% chance that it will ask for all your [[piety]]. This is never generated if you are a [[demigod]] or you worship [[Gozag]].&lt;br /&gt;
*Otherwise, there is a 1/3 chance that it will ask for an item available in a [[shop]]. This will often be an [[artefact]], but may be a high-value mundane item. Unless the item itself is incredibly useful, these troves are effectively just asking for [[gold]].&lt;br /&gt;
*Otherwise, it will ask for an item or stack of items. There are a number of possibilities, each individual item type being equally probable:&lt;br /&gt;
**'''Armour (20% chance overall)''': It will ask for a [[gold dragon armour|gold]], [[storm dragon armour|storm]], [[fire dragon armour|fire]], or [[ice dragon armour]]. The armour must sufficiently enchanted as well; gold and storm dragon armour requests can range from +2 to +4, while fire and ice can range from +3 to +5.&lt;br /&gt;
**'''Weapon (15% chance overall)''': It will ask for a [[demon trident]], [[demon whip]], or [[demon blade]], with required enchantments ranging from +4 to +6.&lt;br /&gt;
**'''Potions (20% chance overall)''': It may ask for 8+2d3 [[potions of heal wounds]], 12+2d4 [[potions of curing]], 3+1d3+1d2 [[potions of haste]], or 2 [[potions of cure mutation]]. &lt;br /&gt;
**'''Wands (10% chance overall)''': It will ask for either a [[wand of heal wounds]] or a [[wand of hasting]] with 7+1d2 charges.&lt;br /&gt;
**'''Scrolls (20% chance overall)''': It will ask for 4 to 6 [[scrolls of blinking]], 10+1d3+1d4 [[scrolls of teleportation]], 12+2d4 [[scrolls of identify]], or 1 to 2 [[scrolls of acquirement]].&lt;br /&gt;
**'''Miscellaneous items (15% chance overall):''' It will ask to ''see'' the abyssal [[rune]], the slimy rune, or the [[horn of Geryon]]. In this case, the required item will not be taken from you.&lt;br /&gt;
&lt;br /&gt;
For items with enchantments or charges, the values the trove asks for are minimums. Thus, a trove asking for a +4 demon whip will accept a +6 demon whip without protest. The item's [[ego]] makes no difference, and it will even accept artefacts provided they have sufficient enchantment (although the latter option may not be desirable). In the case of stacks of items, the trove will only take as many as it's asking for if you have more than the required amount. Of course you shouldn't carry excess items anyway in order to free up inventory space.&lt;br /&gt;
&lt;br /&gt;
The cost of a trove has no bearing on the quality or type of items you will find inside. Also, unlike most portals, treasure troves are not timed and will remain active until you deal with them. Once you enter and exit one, however, it will be sealed forever.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Much like scrolls of acquirement, a treasure trove's yield can run all the way from near-worthless to jaw-droppingly awesome. More often than not, though, it's worth opening a treasure trove if you find one. Odds are that there will be something in there you want.&lt;br /&gt;
&lt;br /&gt;
When it comes to jewelry, you do have some control over what a treasure trove will generate. The code prefers to give you [[amulet]]s and [[ring]]s you haven't identified yet, so if there are still several items left unidentified, it may be worthwhile to go to any jewelry shops you have access to and buy any garbage items you haven't identified yet. Spending a little money on an unidentified [[ring of loudness]] or [[amulet of inaccuracy]] might significantly improve your odds of getting that [[ring of slaying]] or [[amulet of resist mutation]] you needed.&lt;br /&gt;
&lt;br /&gt;
Treasure troves often ask for gear with a particular enchantment level. While the base type requested is non-negotiable, the enchantment level requested is the minimum that it will allow. For example, if a trove asks for a +4 [[demon blade]], it will accept a +6 [[vampiric]] demon blade. On the other hand, if it wants a +5 [[fire dragon armour]], it won't accept a +5 [[gold dragon armor]]. A wise player will stash a few [[scrolls of enchant weapon]], [[scrolls of enchant armour]], and [[scrolls of recharging]] to maximize his chance of manufacturing the required item.&lt;br /&gt;
&lt;br /&gt;
If you don't have enough of a particular consumable item to open a treasure trove, you will eventually be able to find what you're missing by farming [[the Abyss]] or [[Pandemonium]] for long enough. Whether or not doing so is worth the risk and tedium involved is up to you.&lt;br /&gt;
&lt;br /&gt;
If you don't remember where you last saw a particular item, don't forget that pressing '''Ctrl'''+'''F''' will let you search for specific items you've already come across. This can save you a tremendous amount of time backtracking.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Troves that take all your piety were added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
Troves were introduced in [[0.6]].  Prior to [[0.8]], they worked differently: instead of always asking for an item and being untimed, they began with a very long timer (around 10000 turns).  When attempting to enter, the player would be prompted to pay one of two amounts of gold: a large amount (usually around 2000-4000 gold) to enter the trove now, or a small amount (around 200 or so) to 'fix' the portal.  The latter choice would make the trove untimed, but it would then require a specific item to enter, much as troves do now; the player would not know the item required until after they had chosen to fix the portal.  The choice was removed because it was always optimal to pay to enter if you could - it is [[The Abyss|always]] [[Pandemonium|possible]] to find more gold if you need it for something else, but there is no guarantee of being able to find the right item anywhere in the dungeon.&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;/div&gt;</summary>
		<author><name>Alphachief</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Treasure_trove&amp;diff=37190</id>
		<title>Treasure trove</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Treasure_trove&amp;diff=37190"/>
				<updated>2015-05-23T20:02:42Z</updated>
		
		<summary type="html">&lt;p&gt;Alphachief: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Once upon a time, an enterprising thief who was also a wizard, terrified of being caught committing an act of burglary, created a system of portals leading into the secret treasure troves and chambers of the rich. Too scared to loot them himself, he instead charged an extortionate fee for entry to anyone who wanted to rifle through them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The secrets of the gateways died with him when his fellow thieves, disgusted at his betrayal of their 'ideals', had him murdered. With his death, the now-uncontrolled portals began moving rapidly from one dimension to the next, only stopping long enough to absorb magical energy.}}&lt;br /&gt;
&lt;br /&gt;
A '''treasure trove''' is a small sub-[[branch]], filled with loot specifically tailored for your character using [[acquirement]] code (usually around 16 items, though this can vary). They are usually perfectly safe, though a few possible layouts prove dangerous. Only one treasure trove can generate per game, and they are not guaranteed to appear in every game. The troves chosen are mostly random, though if a trove is entirely inappropriate for your character (e.g. a book trove for a fighter), its probability of appearing is reduced but not eliminated. Thus, fighters may occasionally end up in a book trove (where they will mostly find manuals), or unarmed fighters might rarely get a weapon trove. &lt;br /&gt;
&lt;br /&gt;
Troves can only be accessed through a locked portal entrance which can generate almost anywhere. To unlock a treasure trove, you must meet its demands:&lt;br /&gt;
&lt;br /&gt;
*There is a 5% chance that it will ask for all your [[piety]]. This is never generated if you are a [[demigod]] or you worship [[Gozag]].&lt;br /&gt;
*Otherwise, there is a 1/3 chance that it will ask for an item available in a [[shop]]. This will often be an [[artefact]], but may be a high-value mundane item. Unless the item itself is incredibly useful, these troves are effectively just asking for [[gold]].&lt;br /&gt;
*Otherwise, it will ask for an item or stack of items. There are a number of possibilities, each individual item type being equally probable:&lt;br /&gt;
**'''Armour (20% chance overall)''': It will ask for a [[gold dragon armour|gold]], [[storm dragon armour|storm]], [[fire dragon armour|fire]], or [[ice dragon armour]]. The armour must sufficiently enchanted as well; gold and storm dragon armour requests can range from +2 to +4, while fire and ice can range from +3 to +5.&lt;br /&gt;
**'''Weapon (15% chance overall)''': It will ask for a [[demon trident]], [[demon whip]], or [[demon blade]], with required enchantments ranging from +4 to +6.&lt;br /&gt;
**'''Potions (20% chance overall)''': It may ask for 8+2d3 [[potions of heal wounds]], 12+2d4 [[potions of curing]], 3+1d3+1d2 [[potions of haste]], or 2 [[potions of cure mutation]]. &lt;br /&gt;
**'''Wands (10% chance overall)''': It will ask for either a [[wand of heal wounds]] or a [[wand of hasting]] with 7+1d2 charges.&lt;br /&gt;
**'''Scrolls (20% chance overall)''': It will ask for 4 to 6 [[scrolls of blinking]], 10+1d3+1d4 [[scrolls of teleportation]], 12+2d4 [[scrolls of identify]], or one to two [[scrolls of acquirement]].&lt;br /&gt;
**'''Miscellaneous items (15% chance overall):''' It will ask to ''see'' the abyssal [[rune]], the slimy rune, or the [[horn of Geryon]]. In this case, the required item will not be taken from you.&lt;br /&gt;
&lt;br /&gt;
For items with enchantments or charges, the values the trove asks for are minimums. Thus, a trove asking for a +4 demon whip will accept a +6 demon whip without protest. The item's [[ego]] makes no difference, and it will even accept artefacts provided they have sufficient enchantment (although the latter option may not be desirable). In the case of stacks of items, the trove will only take as many as it's asking for if you have more than the required amount. Of course you shouldn't carry excess items anyway in order to free up inventory space.&lt;br /&gt;
&lt;br /&gt;
The cost of a trove has no bearing on the quality or type of items you will find inside. Also, unlike most portals, treasure troves are not timed and will remain active until you deal with them. Once you enter and exit one, however, it will be sealed forever.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Much like scrolls of acquirement, a treasure trove's yield can run all the way from near-worthless to jaw-droppingly awesome. More often than not, though, it's worth opening a treasure trove if you find one. Odds are that there will be something in there you want.&lt;br /&gt;
&lt;br /&gt;
When it comes to jewelry, you do have some control over what a treasure trove will generate. The code prefers to give you [[amulet]]s and [[ring]]s you haven't identified yet, so if there are still several items left unidentified, it may be worthwhile to go to any jewelry shops you have access to and buy any garbage items you haven't identified yet. Spending a little money on an unidentified [[ring of loudness]] or [[amulet of inaccuracy]] might significantly improve your odds of getting that [[ring of slaying]] or [[amulet of resist mutation]] you needed.&lt;br /&gt;
&lt;br /&gt;
Treasure troves often ask for gear with a particular enchantment level. While the base type requested is non-negotiable, the enchantment level requested is the minimum that it will allow. For example, if a trove asks for a +4 [[demon blade]], it will accept a +6 [[vampiric]] demon blade. On the other hand, if it wants a +5 [[fire dragon armour]], it won't accept a +5 [[gold dragon armor]]. A wise player will stash a few [[scrolls of enchant weapon]], [[scrolls of enchant armour]], and [[scrolls of recharging]] to maximize his chance of manufacturing the required item.&lt;br /&gt;
&lt;br /&gt;
If you don't have enough of a particular consumable item to open a treasure trove, you will eventually be able to find what you're missing by farming [[the Abyss]] or [[Pandemonium]] for long enough. Whether or not doing so is worth the risk and tedium involved is up to you.&lt;br /&gt;
&lt;br /&gt;
If you don't remember where you last saw a particular item, don't forget that pressing '''Ctrl'''+'''F''' will let you search for specific items you've already come across. This can save you a tremendous amount of time backtracking.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Troves that take all your piety were added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
Troves were introduced in [[0.6]].  Prior to [[0.8]], they worked differently: instead of always asking for an item and being untimed, they began with a very long timer (around 10000 turns).  When attempting to enter, the player would be prompted to pay one of two amounts of gold: a large amount (usually around 2000-4000 gold) to enter the trove now, or a small amount (around 200 or so) to 'fix' the portal.  The latter choice would make the trove untimed, but it would then require a specific item to enter, much as troves do now; the player would not know the item required until after they had chosen to fix the portal.  The choice was removed because it was always optimal to pay to enter if you could - it is [[The Abyss|always]] [[Pandemonium|possible]] to find more gold if you need it for something else, but there is no guarantee of being able to find the right item anywhere in the dungeon.&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;/div&gt;</summary>
		<author><name>Alphachief</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=User:Alphachief&amp;diff=37188</id>
		<title>User:Alphachief</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=User:Alphachief&amp;diff=37188"/>
				<updated>2015-05-23T20:01:04Z</updated>
		
		<summary type="html">&lt;p&gt;Alphachief: Created page with &amp;quot;An avid player of crawl, extremely partial to demonspawn, gargoyles, demigods, and nagas. He'll occasionally crawl up to the wiki to fact check and read tips.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An avid player of crawl, extremely partial to demonspawn, gargoyles, demigods, and nagas. He'll occasionally crawl up to the wiki to fact check and read tips.&lt;/div&gt;</summary>
		<author><name>Alphachief</name></author>	</entry>

	</feed>