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		<updated>2026-05-09T09:30:41Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Draining_(brand)&amp;diff=83739</id>
		<title>Draining (brand)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Draining_(brand)&amp;diff=83739"/>
				<updated>2025-07-25T23:23:27Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: Undo revision 83728 by Berder (talk)  (My mistake! the original formula was correct)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{flavour|It sometimes drains living victims (1/2 chance). This deals an additional one-quarter of any damage that pierces defenders' armour as well as a flat 2-4 damage, and also weakens them slightly. A truly terrible weapon...}}&lt;br /&gt;
&lt;br /&gt;
The '''draining''' [[brand]] adds a [[draining]] effect to weapons. &lt;br /&gt;
&lt;br /&gt;
Each attack from a draining weapon has a 50% chance of doing all of the following:&lt;br /&gt;
*Adds an average of roughly +25% [[negative energy]] damage (0 - 50%) to attacks, applied after [[AC]] and all damage factors (including [[slaying]]).&amp;lt;ref&amp;gt;{{source ref|0.30.1|attack.cc|840}}&amp;lt;br&amp;gt;Specifically, if you dealt damage, draining adds &amp;lt;code&amp;gt;(1d&amp;lt;damage_dealt&amp;gt;/2) + 0.5&amp;lt;/code&amp;gt; negative energy damage, rounded down (thus, this bonus is slightly larger than 25%). Then, the extra 2-4 damage is added.&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Deal an additional 2-4 negative energy damage on top of that.&lt;br /&gt;
*Inflicts 20-30 turns of the the [[Draining#Monster|Drained]] status. This decreases monster [[HD]], thus reducing their [[willpower]], [[spell power]], and [[accuracy]]. Further hits can refresh this status, but won't increase the duration beyond 30 turns.&lt;br /&gt;
:Against players, the draining status will temporarily reduce your maximum HP. This can be cured by gaining XP.&lt;br /&gt;
&lt;br /&gt;
Monsters with any sort of [[negative energy resistance|rN+]], including [[demon]]s and [[undead]], are immune to draining entirely. Players with rN+++ are immune, and players with rN+ resist the effect.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Draining is a very useful brand in areas with living or plant opponents. While it usually deals less damage than [[flaming]] or [[freezing]], the Drained status is great at debuffing monsters.&lt;br /&gt;
&lt;br /&gt;
However, this brand is of little use in places filled with demons, undead, and non-living foes. By the time you reach [[Zot]] or [[extended]], consider [[scroll of brand weapon|rebranding]] a draining weapon, or using a different weapon entirely.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Since the drain status lowers HD, higher HD monsters could switch places with drained monsters, pushing them back and wasting turns.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.30]], draining could not be obtained on [[Ranged Weapons]].&lt;br /&gt;
*Prior to [[0.26]], drained players had their skills reduced instead of their maximum HP.&lt;br /&gt;
*Prior to [[0.15]], draining weapons would permanently lower monster HD, which also slightly lowered the experience and piety rewards for killing them.&lt;br /&gt;
*Prior to [[0.13]], draining weapons used against the player had no impact on your skills. Instead, it permanently reduced your experience, potentially causing you to lose experience levels.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Draining_(brand)&amp;diff=83738</id>
		<title>Draining (brand)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Draining_(brand)&amp;diff=83738"/>
				<updated>2025-07-25T23:23:00Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: Undo revision 83729 by Berder (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{flavour|It sometimes drains living victims (1/2 chance). This deals an additional one-quarter of any damage that pierces defenders' armour as well as a flat 2-4 damage, and also weakens them slightly. A truly terrible weapon...}}&lt;br /&gt;
&lt;br /&gt;
The '''draining''' [[brand]] adds a [[draining]] effect to weapons. &lt;br /&gt;
&lt;br /&gt;
Each attack from a draining weapon against a monster:&lt;br /&gt;
* Deals 2-4 negative energy damage on every hit, ignoring armor.&lt;br /&gt;
* Inflicts 20-30 turns of the the [[Draining#Monster|Drained]] status. This decreases monster [[HD]], thus reducing their [[willpower]], [[spell power]], and [[accuracy]]. Further hits can refresh this status, but won't increase the duration beyond 30 turns.&lt;br /&gt;
&lt;br /&gt;
Each attack from a draining weapon against a player&lt;br /&gt;
*Adds an average of roughly +25% [[negative energy]] damage (0 - 50%) to attacks, applied after [[AC]] and all damage factors (including [[slaying]]).&amp;lt;ref&amp;gt;{{source ref|0.30.1|attack.cc|840}}&amp;lt;br&amp;gt;Specifically, if you dealt damage, draining adds &amp;lt;code&amp;gt;(1d&amp;lt;damage_dealt&amp;gt;/2) + 0.5&amp;lt;/code&amp;gt; negative energy damage, rounded down (thus, this bonus is slightly larger than 25%).&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Against players, the draining status will temporarily reduce your maximum HP. This can be cured by gaining XP.&lt;br /&gt;
&lt;br /&gt;
Monsters with any sort of [[negative energy resistance|rN+]], including [[demon]]s and [[undead]], are immune to draining entirely. Players with rN+++ are immune, and players with rN+ resist the effect.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Draining is a very useful brand in areas with living or plant opponents. While it usually deals less damage than [[flaming]] or [[freezing]], the Drained status is great at debuffing monsters.&lt;br /&gt;
&lt;br /&gt;
However, this brand is of little use in places filled with demons, undead, and non-living foes. By the time you reach [[Zot]] or [[extended]], consider [[scroll of brand weapon|rebranding]] a draining weapon, or using a different weapon entirely.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Since the drain status lowers HD, higher HD monsters could switch places with drained monsters, pushing them back and wasting turns.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.30]], draining could not be obtained on [[Ranged Weapons]].&lt;br /&gt;
*Prior to [[0.26]], drained players had their skills reduced instead of their maximum HP.&lt;br /&gt;
*Prior to [[0.15]], draining weapons would permanently lower monster HD, which also slightly lowered the experience and piety rewards for killing them.&lt;br /&gt;
*Prior to [[0.13]], draining weapons used against the player had no impact on your skills. Instead, it permanently reduced your experience, potentially causing you to lose experience levels.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Draining_(brand)&amp;diff=83737</id>
		<title>Draining (brand)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Draining_(brand)&amp;diff=83737"/>
				<updated>2025-07-25T23:22:48Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: Undo revision 83732 by Berder (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version033}}&lt;br /&gt;
{{flavour|It sometimes drains living victims (1/2 chance). Against players, this deals an additional one-quarter of any damage that pierces defenders' armour. Against monsters, this deals a flat 2-4 damage, and also weakens them slightly. A truly terrible weapon...}}&lt;br /&gt;
&lt;br /&gt;
The '''draining''' [[brand]] adds a [[draining]] effect to weapons. &lt;br /&gt;
&lt;br /&gt;
Each attack from a draining weapon against a monster:&lt;br /&gt;
* Deals 2-4 negative energy damage on every hit, ignoring armor.&lt;br /&gt;
* Inflicts 20-30 turns of the the [[Draining#Monster|Drained]] status. This decreases monster [[HD]], thus reducing their [[willpower]], [[spell power]], and [[accuracy]]. Further hits can refresh this status, but won't increase the duration beyond 30 turns.&lt;br /&gt;
&lt;br /&gt;
Each attack from a draining weapon against a player&lt;br /&gt;
*Adds an average of roughly +25% [[negative energy]] damage (0 - 50%) to attacks, applied after [[AC]] and all damage factors (including [[slaying]]).&amp;lt;ref&amp;gt;{{source ref|0.30.1|attack.cc|840}}&amp;lt;br&amp;gt;Specifically, if you dealt damage, draining adds &amp;lt;code&amp;gt;(1d&amp;lt;damage_dealt&amp;gt;/2) + 0.5&amp;lt;/code&amp;gt; negative energy damage, rounded down (thus, this bonus is slightly larger than 25%).&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Against players, the draining status will temporarily reduce your maximum HP. This can be cured by gaining XP.&lt;br /&gt;
&lt;br /&gt;
Monsters with any sort of [[negative energy resistance|rN+]], including [[demon]]s and [[undead]], are immune to draining entirely. Players with rN+++ are immune, and players with rN+ resist the effect.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Draining is a very useful brand in areas with living or plant opponents. While it usually deals less damage than [[flaming]] or [[freezing]], the Drained status is great at debuffing monsters.&lt;br /&gt;
&lt;br /&gt;
However, this brand is of little use in places filled with demons, undead, and non-living foes. By the time you reach [[Zot]] or [[extended]], consider [[scroll of brand weapon|rebranding]] a draining weapon, or using a different weapon entirely.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Since the drain status lowers HD, higher HD monsters could switch places with drained monsters, pushing them back and wasting turns.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.30]], draining could not be obtained on [[Ranged Weapons]].&lt;br /&gt;
*Prior to [[0.26]], drained players had their skills reduced instead of their maximum HP.&lt;br /&gt;
*Prior to [[0.15]], draining weapons would permanently lower monster HD, which also slightly lowered the experience and piety rewards for killing them.&lt;br /&gt;
*Prior to [[0.13]], draining weapons used against the player had no impact on your skills. Instead, it permanently reduced your experience, potentially causing you to lose experience levels.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Brand&amp;diff=83736</id>
		<title>Brand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Brand&amp;diff=83736"/>
				<updated>2025-07-25T23:22:29Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: Undo revision 83730 by Berder (talk)  (My mistake! The original formula was correct.)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version033}}&lt;br /&gt;
''[[Armour]] brands are also called egos. See the [[ego]] page for armour brands.''&lt;br /&gt;
&lt;br /&gt;
'''Brands''' are special properties that [[weapon]]s can have, granting the weapon additional effects. Usually, these effects amount to increasing the damage they deal, but others do exist.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
When looking at a ''+9'' broad axe ''of flaming'', the &amp;quot;of flaming&amp;quot; is the weapon's brand (and the &amp;quot;+9&amp;quot; is the [[enchant]]ment level). In general, brands are harder to change than enchantment.&lt;br /&gt;
&lt;br /&gt;
Under no circumstances can a normal weapon have more than one brand. However, some [[unrand]]s, such as [[Maxwell's Thermic Engine]] and the [[storm bow]], have multiple.&lt;br /&gt;
&lt;br /&gt;
Brands are one of the biggest differences between [[Unarmed Combat]] and weaponry: without using a [[transformation]], unarmed fighters have no access to brands.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
*Reading a [[scroll of brand weapon]] will give a weapon a randomly selected brand, replacing any existing brand if there is one.&lt;br /&gt;
*All [[randart]]s are guaranteed to have a brand, and cannot have their brand modified.&lt;br /&gt;
&lt;br /&gt;
'''Divine'''&lt;br /&gt;
*Worshipers of [[the Shining One]], [[Kikubaaqudgha]], and [[Lugonu]] can have one weapon &amp;quot;blessed&amp;quot; per game, which will apply the [[holy wrath]], [[Pain (brand)|pain]], or [[distortion]] brands, respectively.&lt;br /&gt;
*Worshipers of [[Xom]] may randomly &amp;quot;receive&amp;quot; [[chaos]]-branded weapons. However, they often arrive in the hands of enemies in your [[line of sight]].&lt;br /&gt;
&lt;br /&gt;
==List of Brands==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Antimagic]] || [[Trog]]'s special brand; causes monsters to fail their spells and temporarily reduces the player's maximum MP while wielded.&lt;br /&gt;
|-&lt;br /&gt;
| [[Chaos]] || [[Xom]]'s special brand; can inflict different effects with each attack.&lt;br /&gt;
|-&lt;br /&gt;
| [[Distortion]] || [[Lugonu]]'s special brand. Can have multiple damaging and [[Translocations]]-related effects upon a successful hit, including [[Banishment]] to [[the Abyss]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Draining (brand)|Draining]] || Has a 50% chance to add an average of 25% extra [[negative energy]] damage + an additional 2-4 per attack, as well as [[draining]] the monster if susceptible.&lt;br /&gt;
|-&lt;br /&gt;
| [[Electrocution]] || Inflicts 8-20 additional [[electricity]] damage on 25% of successful attacks (independent of the damage dealt).&lt;br /&gt;
|-&lt;br /&gt;
| [[Flaming]] || Adds an average of 25% extra [[fire]] damage per attack. Prevents [[hydra]]s from regrowing heads.&lt;br /&gt;
|-&lt;br /&gt;
| [[Freezing]] || Adds an average of 25% extra [[cold]] damage per attack. Can temporarily slow [[cold-blooded]] monsters.&lt;br /&gt;
|-&lt;br /&gt;
| [[Heavy]] || Adds +80% base damage, but makes attacks 50% slower. (Net increase of +20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[Holy wrath]] || [[The Shining One]]'s special brand. Inflicts an average of 75% extra damage to [[demon]]ic and [[undead]] monsters.&lt;br /&gt;
|-&lt;br /&gt;
| [[pain (brand)|Pain]] || [[Kikubaaqudgha]]'s special brand. Inflicts additional [[negative energy]] damage based on the player's [[Necromancy]] skill.&lt;br /&gt;
|-&lt;br /&gt;
| [[Protection]] || Gives the wielder +7 [[AC]] for a short period after hitting with the weapon.&lt;br /&gt;
|-&lt;br /&gt;
| [[Spectral (brand)|Spectral]] || Creates a spectral weapon on hitting an enemy, which attacks alongside the user. Damage to the weapon is partially redirected to the user. Found largely on two-handed weapons.&lt;br /&gt;
|-&lt;br /&gt;
| [[Speed (brand)|Speed]] || Reduces weapon attack delay by 1/3 for a net +50% damage per aut. Found only on [[Short Blades|short blades]], [[staves]], and some artefacts.&lt;br /&gt;
|-&lt;br /&gt;
| [[Vampiric]] || When attacking monsters without [[negative energy resistance]], heals the player for a portion of the inflicted damage on 60% of attacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Venom]] || [[Poison]]s monsters on attack, dealing extra damage over time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Artefact Only'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&amp;quot;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Reaping]] || Raises creatures slain with it as allied [[spectral thing]]s. Found only on random artefacts. Holding the [[Skull of Zonguldrok]] will add the reaping brand to any weapon you hold.&lt;br /&gt;
|-&lt;br /&gt;
| [[Deathbane]] || Adds an average of 100% extra damage to [[undead]]. Found only on the unrandart [[great mace]] [[Undeadhunter]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon slaying]] || Inflicts 75% more damage to [[list of dragons|dragons]] and [[list of draconians|dragon-like]] monsters. Found only on the unrandart lance [[Wyrmbane]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]] || Adds an average of 16.67% extra untyped damage per attack, and more to [[:Category:Silver vulnerability|monsters weak to silver]]. Found only on the unrand [[Lajatang of Order]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Curare]] || Slows, poisons and deals asphyxiation damage to monsters susceptible to poison. Found only on the unrand whip [[Snakebite]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Launchers===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Chaos]] || Applies different effects with each attack. Only available through [[scrolls of brand weapon]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Draining (brand)|Draining]] || Has a 50% chance to add an average of 25% extra [[negative energy]] damage + an additional 2-4 per attack, as well as [[draining]] the monster if susceptible.&amp;lt;br&amp;gt;Only available through [[scrolls of brand weapon]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Electrocution]] || Inflicts 8-20 additional [[electricity]] damage on 25% of successful attacks.&amp;lt;br&amp;gt;Only available through scrolls of brand weapon, on artefact [[crossbows]], and the [[storm bow]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Flaming]] || Adds an average of 25% extra [[fire]] damage per attack.&lt;br /&gt;
|-&lt;br /&gt;
| [[Freezing]] || Adds an average of 25% extra [[cold]] damage per attack. Can temporarily slow [[cold-blooded]] monsters.&lt;br /&gt;
|-&lt;br /&gt;
| [[Heavy]] || Adds +80% base damage, but makes attacks 50% slower. (Net increase of +20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[Penetration]] || Attacks fired from this weapon pass through all creatures in their path. Only available on artefact crossbows and the [[storm bow]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Speed]] || Reduces attack delay by 1/3 for a net +50% damage per aut. Only available on artefacts.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ranged weapon brands are mostly similar to melee weapon brands, but lack some of the rarer brands, and a few were altered. &lt;br /&gt;
&lt;br /&gt;
Ranged weapons may also get [[pain (brand)|pain]] or [[holy wrath]] (but not [[distortion]]) exclusively from [[Kikubaaqudgha]]'s and [[The Shining One]]'s capstone gifts.&lt;br /&gt;
&lt;br /&gt;
===Thrown Weapons===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin-left:0px; padding:0;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]] || Adds 30% extra damage to most monsters and roughly 75% more to [[:Category:Silver vulnerability|monsters weak to silver]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Only [[javelin]]s can have brands; [[stone]]s, [[boomerang]]s and [[large rock]]s are all unbranded. (Exception: one of the [[Dungeon Sprint]] maps offers a large rock of chaos. Naturally, it's being used ''against'' you.).&lt;br /&gt;
&lt;br /&gt;
Additionally, both boomerangs and javelins have inherent properties that act much like brands -- boomerangs have the [[returning]] property, while javelins have the [[penetration]] property.&lt;br /&gt;
&lt;br /&gt;
====Darts====&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin-left:0px; padding:0;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Poisoned]] || Inflicts [[poison]], dealing damage over time.&lt;br /&gt;
|-&lt;br /&gt;
| [[Curare]] || Poisons, deals [[asphyxiation]] damage, and [[slow]]s.&lt;br /&gt;
|-&lt;br /&gt;
| [[Atropa]] || Inflicts [[blind]]ness and may [[confusion|confuse]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Datura]] || Inflicts [[frenzy]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Disjunction (brand)|Disjunction]] || [[Blink]]s the target away repeatedly and deals a small amount of damage each time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Dart]]s are a specialized form of thrown weapon that are designed to inflict [[status effect]]s rather than deal damage. The effectiveness of darts is based on both your [[Throwing]] and [[Stealth]] skills, and is resisted by monster [[hit dice]].&lt;br /&gt;
*The chance of success is: &amp;lt;code&amp;gt;100 - 100 * (HD - 2) / (4 + pow)&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;pow = (Throwing + Stealth) * 2 / 3&amp;lt;/code&amp;gt;&lt;br /&gt;
*There is an additional 3% chance of affecting any monster with 14 or lower HD&lt;br /&gt;
*No darts can affect monsters that are [[undead]], [[nonliving]], or resistant to poison&lt;br /&gt;
&lt;br /&gt;
Some statistics: with no skill you’re still at 100% to succeed on monsters with HD1 or HD2 ([[gnoll (monster)|gnoll]], most D:1 monsters), 75% on HD3 ([[Sigmund]]), 50% on HD4 ([[Duvessa]]), and 25% on HD5 ([[ogre (monster)|ogre]]). With a combined skill of 6 as a starting [[Brigand]], you’re up to 62.5% on an ogre, or 50% on a [[yak]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Some brands are more desirable on certain weapons than others:&lt;br /&gt;
*Brands like [[venom]], [[electrocution]], and [[pain (brand)|pain]] deal 'flat' damage. They are better on fast weapons, like [[demon whip]]s and [[quick blade]]s, as these weapons activate the brand more often.&lt;br /&gt;
*Brands like [[flaming]], [[freezing]], and [[spectral]] deal percentage damage. A [[dagger]] of flaming receives the ''same +25% benefit'' as a [[giant club]] of flaming, even after you account for [[slaying]] and [[AC]]. (However, due to rounding error, the dagger receives a smaller boost on average.)&lt;br /&gt;
**Do note that a dagger of venom is stronger than a dagger of flaming, since daggers are fast weapons with low base damage.&lt;br /&gt;
&lt;br /&gt;
All added brand damage is calculated after AC reduction, and are not further reduced by AC.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Reaping was added to the list of randart melee weapon brands in [[0.33]].&lt;br /&gt;
*Prior to [[0.30]], the [[vorpal]] brand (+16.7% average typeless dmg) existed instead of [[heavy]]. Also, Ranged Weapons could have [[venom]] instead of [[draining]].&lt;br /&gt;
*Prior to [[0.24]], throwing weapons could generate with the [[exploding]] and [[steel]] brands. Additionally, [[tomahawk]]s were reworked into [[boomerang]]s (which innately have the [[returning]] property), all [[javelin]]s were given the [[penetration]] property, [[blowgun]]s were removed and [[needle]]s were reworked into the new version of [[dart]]s, removing the [[confusion (brand)|confusion]], [[frenzy (brand)|frenzy]], and [[paralysis (brand)|paralysis]], and [[sleep (brand)|sleep]] brands. Silver gained the boost once given by steel.&lt;br /&gt;
*Prior to [[0.18]], ranged weapon ammo could have brands, but they would be overridden by launcher brands other than Vorpal, Speed, or Penetration.&lt;br /&gt;
*Prior to [[0.16]], drawing a [[Blade card]] would apply one of several temporary brands to your weapon.&lt;br /&gt;
*Prior to [[0.14]], there was a [[reaching]] brand for [[whip]]s and [[demon whip]]s, allowing them to make reaching attacks.&lt;br /&gt;
*Prior to [[0.10]], [[Polearms]] needed the reaching brand to make reaching attacks.&lt;br /&gt;
*All needle types except &amp;quot;poisoned&amp;quot; were introduced in version [[0.6]].&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Brand&amp;diff=83735</id>
		<title>Brand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Brand&amp;diff=83735"/>
				<updated>2025-07-25T23:22:04Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: Undo revision 83731 by Berder (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version033}}&lt;br /&gt;
''[[Armour]] brands are also called egos. See the [[ego]] page for armour brands.''&lt;br /&gt;
&lt;br /&gt;
'''Brands''' are special properties that [[weapon]]s can have, granting the weapon additional effects. Usually, these effects amount to increasing the damage they deal, but others do exist.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
When looking at a ''+9'' broad axe ''of flaming'', the &amp;quot;of flaming&amp;quot; is the weapon's brand (and the &amp;quot;+9&amp;quot; is the [[enchant]]ment level). In general, brands are harder to change than enchantment.&lt;br /&gt;
&lt;br /&gt;
Under no circumstances can a normal weapon have more than one brand. However, some [[unrand]]s, such as [[Maxwell's Thermic Engine]] and the [[storm bow]], have multiple.&lt;br /&gt;
&lt;br /&gt;
Brands are one of the biggest differences between [[Unarmed Combat]] and weaponry: without using a [[transformation]], unarmed fighters have no access to brands.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
*Reading a [[scroll of brand weapon]] will give a weapon a randomly selected brand, replacing any existing brand if there is one.&lt;br /&gt;
*All [[randart]]s are guaranteed to have a brand, and cannot have their brand modified.&lt;br /&gt;
&lt;br /&gt;
'''Divine'''&lt;br /&gt;
*Worshipers of [[the Shining One]], [[Kikubaaqudgha]], and [[Lugonu]] can have one weapon &amp;quot;blessed&amp;quot; per game, which will apply the [[holy wrath]], [[Pain (brand)|pain]], or [[distortion]] brands, respectively.&lt;br /&gt;
*Worshipers of [[Xom]] may randomly &amp;quot;receive&amp;quot; [[chaos]]-branded weapons. However, they often arrive in the hands of enemies in your [[line of sight]].&lt;br /&gt;
&lt;br /&gt;
==List of Brands==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Antimagic]] || [[Trog]]'s special brand; causes monsters to fail their spells and temporarily reduces the player's maximum MP while wielded.&lt;br /&gt;
|-&lt;br /&gt;
| [[Chaos]] || [[Xom]]'s special brand; can inflict different effects with each attack.&lt;br /&gt;
|-&lt;br /&gt;
| [[Distortion]] || [[Lugonu]]'s special brand. Can have multiple damaging and [[Translocations]]-related effects upon a successful hit, including [[Banishment]] to [[the Abyss]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Draining (brand)|Draining]] || Deals 2-4 damage per attack, as well as [[draining]] the monster if susceptible. Against players, has a 50% chance to add an average of 25% extra [[negative energy]] damage.&lt;br /&gt;
|-&lt;br /&gt;
| [[Electrocution]] || Inflicts 8-20 additional [[electricity]] damage on 25% of successful attacks (independent of the damage dealt).&lt;br /&gt;
|-&lt;br /&gt;
| [[Flaming]] || Adds an average of 25% extra [[fire]] damage per attack. Prevents [[hydra]]s from regrowing heads.&lt;br /&gt;
|-&lt;br /&gt;
| [[Freezing]] || Adds an average of 25% extra [[cold]] damage per attack. Can temporarily slow [[cold-blooded]] monsters.&lt;br /&gt;
|-&lt;br /&gt;
| [[Heavy]] || Adds +80% base damage, but makes attacks 50% slower. (Net increase of +20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[Holy wrath]] || [[The Shining One]]'s special brand. Inflicts an average of 75% extra damage to [[demon]]ic and [[undead]] monsters.&lt;br /&gt;
|-&lt;br /&gt;
| [[pain (brand)|Pain]] || [[Kikubaaqudgha]]'s special brand. Inflicts additional [[negative energy]] damage based on the player's [[Necromancy]] skill.&lt;br /&gt;
|-&lt;br /&gt;
| [[Protection]] || Gives the wielder +7 [[AC]] for a short period after hitting with the weapon.&lt;br /&gt;
|-&lt;br /&gt;
| [[Spectral (brand)|Spectral]] || Creates a spectral weapon on hitting an enemy, which attacks alongside the user. Damage to the weapon is partially redirected to the user. Found largely on two-handed weapons.&lt;br /&gt;
|-&lt;br /&gt;
| [[Speed (brand)|Speed]] || Reduces weapon attack delay by 1/3 for a net +50% damage per aut. Found only on [[Short Blades|short blades]], [[staves]], and some artefacts.&lt;br /&gt;
|-&lt;br /&gt;
| [[Vampiric]] || When attacking monsters without [[negative energy resistance]], heals the player for a portion of the inflicted damage on 60% of attacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Venom]] || [[Poison]]s monsters on attack, dealing extra damage over time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Artefact Only'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&amp;quot;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Reaping]] || Raises creatures slain with it as allied [[spectral thing]]s. Found only on random artefacts. Holding the [[Skull of Zonguldrok]] will add the reaping brand to any weapon you hold.&lt;br /&gt;
|-&lt;br /&gt;
| [[Deathbane]] || Adds an average of 100% extra damage to [[undead]]. Found only on the unrandart [[great mace]] [[Undeadhunter]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon slaying]] || Inflicts 75% more damage to [[list of dragons|dragons]] and [[list of draconians|dragon-like]] monsters. Found only on the unrandart lance [[Wyrmbane]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]] || Adds an average of 16.67% extra untyped damage per attack, and more to [[:Category:Silver vulnerability|monsters weak to silver]]. Found only on the unrand [[Lajatang of Order]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Curare]] || Slows, poisons and deals asphyxiation damage to monsters susceptible to poison. Found only on the unrand whip [[Snakebite]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Launchers===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Chaos]] || Applies different effects with each attack. Only available through [[scrolls of brand weapon]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Draining (brand)|Draining]] || Has a 50% chance to add an average of 25% extra [[negative energy]] damage + an additional 2-4 per attack, as well as [[draining]] the monster if susceptible.&amp;lt;br&amp;gt;Only available through [[scrolls of brand weapon]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Electrocution]] || Inflicts 8-20 additional [[electricity]] damage on 25% of successful attacks.&amp;lt;br&amp;gt;Only available through scrolls of brand weapon, on artefact [[crossbows]], and the [[storm bow]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Flaming]] || Adds an average of 25% extra [[fire]] damage per attack.&lt;br /&gt;
|-&lt;br /&gt;
| [[Freezing]] || Adds an average of 25% extra [[cold]] damage per attack. Can temporarily slow [[cold-blooded]] monsters.&lt;br /&gt;
|-&lt;br /&gt;
| [[Heavy]] || Adds +80% base damage, but makes attacks 50% slower. (Net increase of +20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[Penetration]] || Attacks fired from this weapon pass through all creatures in their path. Only available on artefact crossbows and the [[storm bow]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Speed]] || Reduces attack delay by 1/3 for a net +50% damage per aut. Only available on artefacts.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ranged weapon brands are mostly similar to melee weapon brands, but lack some of the rarer brands, and a few were altered. &lt;br /&gt;
&lt;br /&gt;
Ranged weapons may also get [[pain (brand)|pain]] or [[holy wrath]] (but not [[distortion]]) exclusively from [[Kikubaaqudgha]]'s and [[The Shining One]]'s capstone gifts.&lt;br /&gt;
&lt;br /&gt;
===Thrown Weapons===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin-left:0px; padding:0;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]] || Adds 30% extra damage to most monsters and roughly 75% more to [[:Category:Silver vulnerability|monsters weak to silver]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Only [[javelin]]s can have brands; [[stone]]s, [[boomerang]]s and [[large rock]]s are all unbranded. (Exception: one of the [[Dungeon Sprint]] maps offers a large rock of chaos. Naturally, it's being used ''against'' you.).&lt;br /&gt;
&lt;br /&gt;
Additionally, both boomerangs and javelins have inherent properties that act much like brands -- boomerangs have the [[returning]] property, while javelins have the [[penetration]] property.&lt;br /&gt;
&lt;br /&gt;
====Darts====&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin-left:0px; padding:0;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Poisoned]] || Inflicts [[poison]], dealing damage over time.&lt;br /&gt;
|-&lt;br /&gt;
| [[Curare]] || Poisons, deals [[asphyxiation]] damage, and [[slow]]s.&lt;br /&gt;
|-&lt;br /&gt;
| [[Atropa]] || Inflicts [[blind]]ness and may [[confusion|confuse]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Datura]] || Inflicts [[frenzy]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Disjunction (brand)|Disjunction]] || [[Blink]]s the target away repeatedly and deals a small amount of damage each time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Dart]]s are a specialized form of thrown weapon that are designed to inflict [[status effect]]s rather than deal damage. The effectiveness of darts is based on both your [[Throwing]] and [[Stealth]] skills, and is resisted by monster [[hit dice]].&lt;br /&gt;
*The chance of success is: &amp;lt;code&amp;gt;100 - 100 * (HD - 2) / (4 + pow)&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;pow = (Throwing + Stealth) * 2 / 3&amp;lt;/code&amp;gt;&lt;br /&gt;
*There is an additional 3% chance of affecting any monster with 14 or lower HD&lt;br /&gt;
*No darts can affect monsters that are [[undead]], [[nonliving]], or resistant to poison&lt;br /&gt;
&lt;br /&gt;
Some statistics: with no skill you’re still at 100% to succeed on monsters with HD1 or HD2 ([[gnoll (monster)|gnoll]], most D:1 monsters), 75% on HD3 ([[Sigmund]]), 50% on HD4 ([[Duvessa]]), and 25% on HD5 ([[ogre (monster)|ogre]]). With a combined skill of 6 as a starting [[Brigand]], you’re up to 62.5% on an ogre, or 50% on a [[yak]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Some brands are more desirable on certain weapons than others:&lt;br /&gt;
*Brands like [[venom]], [[electrocution]], and [[pain (brand)|pain]] deal 'flat' damage. They are better on fast weapons, like [[demon whip]]s and [[quick blade]]s, as these weapons activate the brand more often.&lt;br /&gt;
*Brands like [[flaming]], [[freezing]], and [[spectral]] deal percentage damage. A [[dagger]] of flaming receives the ''same +25% benefit'' as a [[giant club]] of flaming, even after you account for [[slaying]] and [[AC]]. (However, due to rounding error, the dagger receives a smaller boost on average.)&lt;br /&gt;
**Do note that a dagger of venom is stronger than a dagger of flaming, since daggers are fast weapons with low base damage.&lt;br /&gt;
&lt;br /&gt;
All added brand damage is calculated after AC reduction, and are not further reduced by AC.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Reaping was added to the list of randart melee weapon brands in [[0.33]].&lt;br /&gt;
*Prior to [[0.30]], the [[vorpal]] brand (+16.7% average typeless dmg) existed instead of [[heavy]]. Also, Ranged Weapons could have [[venom]] instead of [[draining]].&lt;br /&gt;
*Prior to [[0.24]], throwing weapons could generate with the [[exploding]] and [[steel]] brands. Additionally, [[tomahawk]]s were reworked into [[boomerang]]s (which innately have the [[returning]] property), all [[javelin]]s were given the [[penetration]] property, [[blowgun]]s were removed and [[needle]]s were reworked into the new version of [[dart]]s, removing the [[confusion (brand)|confusion]], [[frenzy (brand)|frenzy]], and [[paralysis (brand)|paralysis]], and [[sleep (brand)|sleep]] brands. Silver gained the boost once given by steel.&lt;br /&gt;
*Prior to [[0.18]], ranged weapon ammo could have brands, but they would be overridden by launcher brands other than Vorpal, Speed, or Penetration.&lt;br /&gt;
*Prior to [[0.16]], drawing a [[Blade card]] would apply one of several temporary brands to your weapon.&lt;br /&gt;
*Prior to [[0.14]], there was a [[reaching]] brand for [[whip]]s and [[demon whip]]s, allowing them to make reaching attacks.&lt;br /&gt;
*Prior to [[0.10]], [[Polearms]] needed the reaching brand to make reaching attacks.&lt;br /&gt;
*All needle types except &amp;quot;poisoned&amp;quot; were introduced in version [[0.6]].&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Brand&amp;diff=83734</id>
		<title>Brand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Brand&amp;diff=83734"/>
				<updated>2025-07-25T23:21:39Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: Undo revision 83733 by Berder (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version033}}&lt;br /&gt;
''[[Armour]] brands are also called egos. See the [[ego]] page for armour brands.''&lt;br /&gt;
&lt;br /&gt;
'''Brands''' are special properties that [[weapon]]s can have, granting the weapon additional effects. Usually, these effects amount to increasing the damage they deal, but others do exist.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
When looking at a ''+9'' broad axe ''of flaming'', the &amp;quot;of flaming&amp;quot; is the weapon's brand (and the &amp;quot;+9&amp;quot; is the [[enchant]]ment level). In general, brands are harder to change than enchantment.&lt;br /&gt;
&lt;br /&gt;
Under no circumstances can a normal weapon have more than one brand. However, some [[unrand]]s, such as [[Maxwell's Thermic Engine]] and the [[storm bow]], have multiple.&lt;br /&gt;
&lt;br /&gt;
Brands are one of the biggest differences between [[Unarmed Combat]] and weaponry: without using a [[transformation]], unarmed fighters have no access to brands.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
*Reading a [[scroll of brand weapon]] will give a weapon a randomly selected brand, replacing any existing brand if there is one.&lt;br /&gt;
*All [[randart]]s are guaranteed to have a brand, and cannot have their brand modified.&lt;br /&gt;
&lt;br /&gt;
'''Divine'''&lt;br /&gt;
*Worshipers of [[the Shining One]], [[Kikubaaqudgha]], and [[Lugonu]] can have one weapon &amp;quot;blessed&amp;quot; per game, which will apply the [[holy wrath]], [[Pain (brand)|pain]], or [[distortion]] brands, respectively.&lt;br /&gt;
*Worshipers of [[Xom]] may randomly &amp;quot;receive&amp;quot; [[chaos]]-branded weapons. However, they often arrive in the hands of enemies in your [[line of sight]].&lt;br /&gt;
&lt;br /&gt;
==List of Brands==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Antimagic]] || [[Trog]]'s special brand; causes monsters to fail their spells and temporarily reduces the player's maximum MP while wielded.&lt;br /&gt;
|-&lt;br /&gt;
| [[Chaos]] || [[Xom]]'s special brand; can inflict different effects with each attack.&lt;br /&gt;
|-&lt;br /&gt;
| [[Distortion]] || [[Lugonu]]'s special brand. Can have multiple damaging and [[Translocations]]-related effects upon a successful hit, including [[Banishment]] to [[the Abyss]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Draining (brand)|Draining]] || Deals 2-4 damage per attack, as well as [[draining]] the monster if susceptible. Against players, adds an average of 25% extra [[negative energy]] damage.&lt;br /&gt;
|-&lt;br /&gt;
| [[Electrocution]] || Inflicts 8-20 additional [[electricity]] damage on 25% of successful attacks (independent of the damage dealt).&lt;br /&gt;
|-&lt;br /&gt;
| [[Flaming]] || Adds an average of 25% extra [[fire]] damage per attack. Prevents [[hydra]]s from regrowing heads.&lt;br /&gt;
|-&lt;br /&gt;
| [[Freezing]] || Adds an average of 25% extra [[cold]] damage per attack. Can temporarily slow [[cold-blooded]] monsters.&lt;br /&gt;
|-&lt;br /&gt;
| [[Heavy]] || Adds +80% base damage, but makes attacks 50% slower. (Net increase of +20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[Holy wrath]] || [[The Shining One]]'s special brand. Inflicts an average of 75% extra damage to [[demon]]ic and [[undead]] monsters.&lt;br /&gt;
|-&lt;br /&gt;
| [[pain (brand)|Pain]] || [[Kikubaaqudgha]]'s special brand. Inflicts additional [[negative energy]] damage based on the player's [[Necromancy]] skill.&lt;br /&gt;
|-&lt;br /&gt;
| [[Protection]] || Gives the wielder +7 [[AC]] for a short period after hitting with the weapon.&lt;br /&gt;
|-&lt;br /&gt;
| [[Spectral (brand)|Spectral]] || Creates a spectral weapon on hitting an enemy, which attacks alongside the user. Damage to the weapon is partially redirected to the user. Found largely on two-handed weapons.&lt;br /&gt;
|-&lt;br /&gt;
| [[Speed (brand)|Speed]] || Reduces weapon attack delay by 1/3 for a net +50% damage per aut. Found only on [[Short Blades|short blades]], [[staves]], and some artefacts.&lt;br /&gt;
|-&lt;br /&gt;
| [[Vampiric]] || When attacking monsters without [[negative energy resistance]], heals the player for a portion of the inflicted damage on 60% of attacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Venom]] || [[Poison]]s monsters on attack, dealing extra damage over time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Artefact Only'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&amp;quot;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Reaping]] || Raises creatures slain with it as allied [[spectral thing]]s. Found only on random artefacts. Holding the [[Skull of Zonguldrok]] will add the reaping brand to any weapon you hold.&lt;br /&gt;
|-&lt;br /&gt;
| [[Deathbane]] || Adds an average of 100% extra damage to [[undead]]. Found only on the unrandart [[great mace]] [[Undeadhunter]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon slaying]] || Inflicts 75% more damage to [[list of dragons|dragons]] and [[list of draconians|dragon-like]] monsters. Found only on the unrandart lance [[Wyrmbane]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]] || Adds an average of 16.67% extra untyped damage per attack, and more to [[:Category:Silver vulnerability|monsters weak to silver]]. Found only on the unrand [[Lajatang of Order]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Curare]] || Slows, poisons and deals asphyxiation damage to monsters susceptible to poison. Found only on the unrand whip [[Snakebite]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Launchers===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Chaos]] || Applies different effects with each attack. Only available through [[scrolls of brand weapon]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Draining (brand)|Draining]] || Has a 50% chance to add an average of 25% extra [[negative energy]] damage + an additional 2-4 per attack, as well as [[draining]] the monster if susceptible.&amp;lt;br&amp;gt;Only available through [[scrolls of brand weapon]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Electrocution]] || Inflicts 8-20 additional [[electricity]] damage on 25% of successful attacks.&amp;lt;br&amp;gt;Only available through scrolls of brand weapon, on artefact [[crossbows]], and the [[storm bow]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Flaming]] || Adds an average of 25% extra [[fire]] damage per attack.&lt;br /&gt;
|-&lt;br /&gt;
| [[Freezing]] || Adds an average of 25% extra [[cold]] damage per attack. Can temporarily slow [[cold-blooded]] monsters.&lt;br /&gt;
|-&lt;br /&gt;
| [[Heavy]] || Adds +80% base damage, but makes attacks 50% slower. (Net increase of +20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[Penetration]] || Attacks fired from this weapon pass through all creatures in their path. Only available on artefact crossbows and the [[storm bow]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Speed]] || Reduces attack delay by 1/3 for a net +50% damage per aut. Only available on artefacts.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ranged weapon brands are mostly similar to melee weapon brands, but lack some of the rarer brands, and a few were altered. &lt;br /&gt;
&lt;br /&gt;
Ranged weapons may also get [[pain (brand)|pain]] or [[holy wrath]] (but not [[distortion]]) exclusively from [[Kikubaaqudgha]]'s and [[The Shining One]]'s capstone gifts.&lt;br /&gt;
&lt;br /&gt;
===Thrown Weapons===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin-left:0px; padding:0;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]] || Adds 30% extra damage to most monsters and roughly 75% more to [[:Category:Silver vulnerability|monsters weak to silver]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Only [[javelin]]s can have brands; [[stone]]s, [[boomerang]]s and [[large rock]]s are all unbranded. (Exception: one of the [[Dungeon Sprint]] maps offers a large rock of chaos. Naturally, it's being used ''against'' you.).&lt;br /&gt;
&lt;br /&gt;
Additionally, both boomerangs and javelins have inherent properties that act much like brands -- boomerangs have the [[returning]] property, while javelins have the [[penetration]] property.&lt;br /&gt;
&lt;br /&gt;
====Darts====&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin-left:0px; padding:0;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Poisoned]] || Inflicts [[poison]], dealing damage over time.&lt;br /&gt;
|-&lt;br /&gt;
| [[Curare]] || Poisons, deals [[asphyxiation]] damage, and [[slow]]s.&lt;br /&gt;
|-&lt;br /&gt;
| [[Atropa]] || Inflicts [[blind]]ness and may [[confusion|confuse]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Datura]] || Inflicts [[frenzy]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Disjunction (brand)|Disjunction]] || [[Blink]]s the target away repeatedly and deals a small amount of damage each time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Dart]]s are a specialized form of thrown weapon that are designed to inflict [[status effect]]s rather than deal damage. The effectiveness of darts is based on both your [[Throwing]] and [[Stealth]] skills, and is resisted by monster [[hit dice]].&lt;br /&gt;
*The chance of success is: &amp;lt;code&amp;gt;100 - 100 * (HD - 2) / (4 + pow)&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;pow = (Throwing + Stealth) * 2 / 3&amp;lt;/code&amp;gt;&lt;br /&gt;
*There is an additional 3% chance of affecting any monster with 14 or lower HD&lt;br /&gt;
*No darts can affect monsters that are [[undead]], [[nonliving]], or resistant to poison&lt;br /&gt;
&lt;br /&gt;
Some statistics: with no skill you’re still at 100% to succeed on monsters with HD1 or HD2 ([[gnoll (monster)|gnoll]], most D:1 monsters), 75% on HD3 ([[Sigmund]]), 50% on HD4 ([[Duvessa]]), and 25% on HD5 ([[ogre (monster)|ogre]]). With a combined skill of 6 as a starting [[Brigand]], you’re up to 62.5% on an ogre, or 50% on a [[yak]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Some brands are more desirable on certain weapons than others:&lt;br /&gt;
*Brands like [[venom]], [[electrocution]], and [[pain (brand)|pain]] deal 'flat' damage. They are better on fast weapons, like [[demon whip]]s and [[quick blade]]s, as these weapons activate the brand more often.&lt;br /&gt;
*Brands like [[flaming]], [[freezing]], and [[spectral]] deal percentage damage. A [[dagger]] of flaming receives the ''same +25% benefit'' as a [[giant club]] of flaming, even after you account for [[slaying]] and [[AC]]. (However, due to rounding error, the dagger receives a smaller boost on average.)&lt;br /&gt;
**Do note that a dagger of venom is stronger than a dagger of flaming, since daggers are fast weapons with low base damage.&lt;br /&gt;
&lt;br /&gt;
All added brand damage is calculated after AC reduction, and are not further reduced by AC.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Reaping was added to the list of randart melee weapon brands in [[0.33]].&lt;br /&gt;
*Prior to [[0.30]], the [[vorpal]] brand (+16.7% average typeless dmg) existed instead of [[heavy]]. Also, Ranged Weapons could have [[venom]] instead of [[draining]].&lt;br /&gt;
*Prior to [[0.24]], throwing weapons could generate with the [[exploding]] and [[steel]] brands. Additionally, [[tomahawk]]s were reworked into [[boomerang]]s (which innately have the [[returning]] property), all [[javelin]]s were given the [[penetration]] property, [[blowgun]]s were removed and [[needle]]s were reworked into the new version of [[dart]]s, removing the [[confusion (brand)|confusion]], [[frenzy (brand)|frenzy]], and [[paralysis (brand)|paralysis]], and [[sleep (brand)|sleep]] brands. Silver gained the boost once given by steel.&lt;br /&gt;
*Prior to [[0.18]], ranged weapon ammo could have brands, but they would be overridden by launcher brands other than Vorpal, Speed, or Penetration.&lt;br /&gt;
*Prior to [[0.16]], drawing a [[Blade card]] would apply one of several temporary brands to your weapon.&lt;br /&gt;
*Prior to [[0.14]], there was a [[reaching]] brand for [[whip]]s and [[demon whip]]s, allowing them to make reaching attacks.&lt;br /&gt;
*Prior to [[0.10]], [[Polearms]] needed the reaching brand to make reaching attacks.&lt;br /&gt;
*All needle types except &amp;quot;poisoned&amp;quot; were introduced in version [[0.6]].&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Brand&amp;diff=83733</id>
		<title>Brand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Brand&amp;diff=83733"/>
				<updated>2025-07-25T23:03:58Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: /* Melee Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version033}}&lt;br /&gt;
''[[Armour]] brands are also called egos. See the [[ego]] page for armour brands.''&lt;br /&gt;
&lt;br /&gt;
'''Brands''' are special properties that [[weapon]]s can have, granting the weapon additional effects. Usually, these effects amount to increasing the damage they deal, but others do exist.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
When looking at a ''+9'' broad axe ''of flaming'', the &amp;quot;of flaming&amp;quot; is the weapon's brand (and the &amp;quot;+9&amp;quot; is the [[enchant]]ment level). In general, brands are harder to change than enchantment.&lt;br /&gt;
&lt;br /&gt;
Under no circumstances can a normal weapon have more than one brand. However, some [[unrand]]s, such as [[Maxwell's Thermic Engine]] and the [[storm bow]], have multiple.&lt;br /&gt;
&lt;br /&gt;
Brands are one of the biggest differences between [[Unarmed Combat]] and weaponry: without using a [[transformation]], unarmed fighters have no access to brands.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
*Reading a [[scroll of brand weapon]] will give a weapon a randomly selected brand, replacing any existing brand if there is one.&lt;br /&gt;
*All [[randart]]s are guaranteed to have a brand, and cannot have their brand modified.&lt;br /&gt;
&lt;br /&gt;
'''Divine'''&lt;br /&gt;
*Worshipers of [[the Shining One]], [[Kikubaaqudgha]], and [[Lugonu]] can have one weapon &amp;quot;blessed&amp;quot; per game, which will apply the [[holy wrath]], [[Pain (brand)|pain]], or [[distortion]] brands, respectively.&lt;br /&gt;
*Worshipers of [[Xom]] may randomly &amp;quot;receive&amp;quot; [[chaos]]-branded weapons. However, they often arrive in the hands of enemies in your [[line of sight]].&lt;br /&gt;
&lt;br /&gt;
==List of Brands==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Antimagic]] || [[Trog]]'s special brand; causes monsters to fail their spells and temporarily reduces the player's maximum MP while wielded.&lt;br /&gt;
|-&lt;br /&gt;
| [[Chaos]] || [[Xom]]'s special brand; can inflict different effects with each attack.&lt;br /&gt;
|-&lt;br /&gt;
| [[Distortion]] || [[Lugonu]]'s special brand. Can have multiple damaging and [[Translocations]]-related effects upon a successful hit, including [[Banishment]] to [[the Abyss]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Draining (brand)|Draining]] || Deals 2-4 damage on 50% of attacks, as well as [[draining]] the monster if susceptible. Against players, adds an average of 25% extra [[negative energy]] damage.&lt;br /&gt;
|-&lt;br /&gt;
| [[Electrocution]] || Inflicts 8-20 additional [[electricity]] damage on 25% of successful attacks (independent of the damage dealt).&lt;br /&gt;
|-&lt;br /&gt;
| [[Flaming]] || Adds an average of 25% extra [[fire]] damage per attack. Prevents [[hydra]]s from regrowing heads.&lt;br /&gt;
|-&lt;br /&gt;
| [[Freezing]] || Adds an average of 25% extra [[cold]] damage per attack. Can temporarily slow [[cold-blooded]] monsters.&lt;br /&gt;
|-&lt;br /&gt;
| [[Heavy]] || Adds +80% base damage, but makes attacks 50% slower. (Net increase of +20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[Holy wrath]] || [[The Shining One]]'s special brand. Inflicts an average of 75% extra damage to [[demon]]ic and [[undead]] monsters.&lt;br /&gt;
|-&lt;br /&gt;
| [[pain (brand)|Pain]] || [[Kikubaaqudgha]]'s special brand. Inflicts additional [[negative energy]] damage based on the player's [[Necromancy]] skill.&lt;br /&gt;
|-&lt;br /&gt;
| [[Protection]] || Gives the wielder +7 [[AC]] for a short period after hitting with the weapon.&lt;br /&gt;
|-&lt;br /&gt;
| [[Spectral (brand)|Spectral]] || Creates a spectral weapon on hitting an enemy, which attacks alongside the user. Damage to the weapon is partially redirected to the user. Found largely on two-handed weapons.&lt;br /&gt;
|-&lt;br /&gt;
| [[Speed (brand)|Speed]] || Reduces weapon attack delay by 1/3 for a net +50% damage per aut. Found only on [[Short Blades|short blades]], [[staves]], and some artefacts.&lt;br /&gt;
|-&lt;br /&gt;
| [[Vampiric]] || When attacking monsters without [[negative energy resistance]], heals the player for a portion of the inflicted damage on 60% of attacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Venom]] || [[Poison]]s monsters on attack, dealing extra damage over time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Artefact Only'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&amp;quot;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Reaping]] || Raises creatures slain with it as allied [[spectral thing]]s. Found only on random artefacts. Holding the [[Skull of Zonguldrok]] will add the reaping brand to any weapon you hold.&lt;br /&gt;
|-&lt;br /&gt;
| [[Deathbane]] || Adds an average of 100% extra damage to [[undead]]. Found only on the unrandart [[great mace]] [[Undeadhunter]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon slaying]] || Inflicts 75% more damage to [[list of dragons|dragons]] and [[list of draconians|dragon-like]] monsters. Found only on the unrandart lance [[Wyrmbane]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]] || Adds an average of 16.67% extra untyped damage per attack, and more to [[:Category:Silver vulnerability|monsters weak to silver]]. Found only on the unrand [[Lajatang of Order]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Curare]] || Slows, poisons and deals asphyxiation damage to monsters susceptible to poison. Found only on the unrand whip [[Snakebite]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Launchers===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Chaos]] || Applies different effects with each attack. Only available through [[scrolls of brand weapon]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Draining (brand)|Draining]] || Has a 50% chance to add an average of 25% extra [[negative energy]] damage + an additional 2-4 per attack, as well as [[draining]] the monster if susceptible.&amp;lt;br&amp;gt;Only available through [[scrolls of brand weapon]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Electrocution]] || Inflicts 8-20 additional [[electricity]] damage on 25% of successful attacks.&amp;lt;br&amp;gt;Only available through scrolls of brand weapon, on artefact [[crossbows]], and the [[storm bow]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Flaming]] || Adds an average of 25% extra [[fire]] damage per attack.&lt;br /&gt;
|-&lt;br /&gt;
| [[Freezing]] || Adds an average of 25% extra [[cold]] damage per attack. Can temporarily slow [[cold-blooded]] monsters.&lt;br /&gt;
|-&lt;br /&gt;
| [[Heavy]] || Adds +80% base damage, but makes attacks 50% slower. (Net increase of +20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[Penetration]] || Attacks fired from this weapon pass through all creatures in their path. Only available on artefact crossbows and the [[storm bow]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Speed]] || Reduces attack delay by 1/3 for a net +50% damage per aut. Only available on artefacts.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ranged weapon brands are mostly similar to melee weapon brands, but lack some of the rarer brands, and a few were altered. &lt;br /&gt;
&lt;br /&gt;
Ranged weapons may also get [[pain (brand)|pain]] or [[holy wrath]] (but not [[distortion]]) exclusively from [[Kikubaaqudgha]]'s and [[The Shining One]]'s capstone gifts.&lt;br /&gt;
&lt;br /&gt;
===Thrown Weapons===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin-left:0px; padding:0;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]] || Adds 30% extra damage to most monsters and roughly 75% more to [[:Category:Silver vulnerability|monsters weak to silver]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Only [[javelin]]s can have brands; [[stone]]s, [[boomerang]]s and [[large rock]]s are all unbranded. (Exception: one of the [[Dungeon Sprint]] maps offers a large rock of chaos. Naturally, it's being used ''against'' you.).&lt;br /&gt;
&lt;br /&gt;
Additionally, both boomerangs and javelins have inherent properties that act much like brands -- boomerangs have the [[returning]] property, while javelins have the [[penetration]] property.&lt;br /&gt;
&lt;br /&gt;
====Darts====&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin-left:0px; padding:0;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Poisoned]] || Inflicts [[poison]], dealing damage over time.&lt;br /&gt;
|-&lt;br /&gt;
| [[Curare]] || Poisons, deals [[asphyxiation]] damage, and [[slow]]s.&lt;br /&gt;
|-&lt;br /&gt;
| [[Atropa]] || Inflicts [[blind]]ness and may [[confusion|confuse]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Datura]] || Inflicts [[frenzy]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Disjunction (brand)|Disjunction]] || [[Blink]]s the target away repeatedly and deals a small amount of damage each time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Dart]]s are a specialized form of thrown weapon that are designed to inflict [[status effect]]s rather than deal damage. The effectiveness of darts is based on both your [[Throwing]] and [[Stealth]] skills, and is resisted by monster [[hit dice]].&lt;br /&gt;
*The chance of success is: &amp;lt;code&amp;gt;100 - 100 * (HD - 2) / (4 + pow)&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;pow = (Throwing + Stealth) * 2 / 3&amp;lt;/code&amp;gt;&lt;br /&gt;
*There is an additional 3% chance of affecting any monster with 14 or lower HD&lt;br /&gt;
*No darts can affect monsters that are [[undead]], [[nonliving]], or resistant to poison&lt;br /&gt;
&lt;br /&gt;
Some statistics: with no skill you’re still at 100% to succeed on monsters with HD1 or HD2 ([[gnoll (monster)|gnoll]], most D:1 monsters), 75% on HD3 ([[Sigmund]]), 50% on HD4 ([[Duvessa]]), and 25% on HD5 ([[ogre (monster)|ogre]]). With a combined skill of 6 as a starting [[Brigand]], you’re up to 62.5% on an ogre, or 50% on a [[yak]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Some brands are more desirable on certain weapons than others:&lt;br /&gt;
*Brands like [[venom]], [[electrocution]], and [[pain (brand)|pain]] deal 'flat' damage. They are better on fast weapons, like [[demon whip]]s and [[quick blade]]s, as these weapons activate the brand more often.&lt;br /&gt;
*Brands like [[flaming]], [[freezing]], and [[spectral]] deal percentage damage. A [[dagger]] of flaming receives the ''same +25% benefit'' as a [[giant club]] of flaming, even after you account for [[slaying]] and [[AC]]. (However, due to rounding error, the dagger receives a smaller boost on average.)&lt;br /&gt;
**Do note that a dagger of venom is stronger than a dagger of flaming, since daggers are fast weapons with low base damage.&lt;br /&gt;
&lt;br /&gt;
All added brand damage is calculated after AC reduction, and are not further reduced by AC.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Reaping was added to the list of randart melee weapon brands in [[0.33]].&lt;br /&gt;
*Prior to [[0.30]], the [[vorpal]] brand (+16.7% average typeless dmg) existed instead of [[heavy]]. Also, Ranged Weapons could have [[venom]] instead of [[draining]].&lt;br /&gt;
*Prior to [[0.24]], throwing weapons could generate with the [[exploding]] and [[steel]] brands. Additionally, [[tomahawk]]s were reworked into [[boomerang]]s (which innately have the [[returning]] property), all [[javelin]]s were given the [[penetration]] property, [[blowgun]]s were removed and [[needle]]s were reworked into the new version of [[dart]]s, removing the [[confusion (brand)|confusion]], [[frenzy (brand)|frenzy]], and [[paralysis (brand)|paralysis]], and [[sleep (brand)|sleep]] brands. Silver gained the boost once given by steel.&lt;br /&gt;
*Prior to [[0.18]], ranged weapon ammo could have brands, but they would be overridden by launcher brands other than Vorpal, Speed, or Penetration.&lt;br /&gt;
*Prior to [[0.16]], drawing a [[Blade card]] would apply one of several temporary brands to your weapon.&lt;br /&gt;
*Prior to [[0.14]], there was a [[reaching]] brand for [[whip]]s and [[demon whip]]s, allowing them to make reaching attacks.&lt;br /&gt;
*Prior to [[0.10]], [[Polearms]] needed the reaching brand to make reaching attacks.&lt;br /&gt;
*All needle types except &amp;quot;poisoned&amp;quot; were introduced in version [[0.6]].&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Draining_(brand)&amp;diff=83732</id>
		<title>Draining (brand)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Draining_(brand)&amp;diff=83732"/>
				<updated>2025-07-25T23:03:32Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version033}}&lt;br /&gt;
{{flavour|It sometimes drains living victims (1/2 chance). Against players, this deals an additional one-quarter of any damage that pierces defenders' armour. Against monsters, this deals a flat 2-4 damage, and also weakens them slightly. A truly terrible weapon...}}&lt;br /&gt;
&lt;br /&gt;
The '''draining''' [[brand]] adds a [[draining]] effect to weapons. &lt;br /&gt;
&lt;br /&gt;
50% of the time, an attack from a draining weapon against a monster:&lt;br /&gt;
* Deals 2-4 negative energy damage, ignoring armour.&lt;br /&gt;
* Inflicts 20-30 turns of the the [[Draining#Monster|Drained]] status. This decreases monster [[HD]], thus reducing their [[willpower]], [[spell power]], and [[accuracy]]. Further hits can refresh this status, but won't increase the duration beyond 30 turns.&lt;br /&gt;
&lt;br /&gt;
Each attack from a draining weapon against a player&lt;br /&gt;
*Adds an average of roughly +25% [[negative energy]] damage (0 - 50%) to attacks, applied after [[AC]] and all damage factors (including [[slaying]]).&amp;lt;ref&amp;gt;{{source ref|0.30.1|attack.cc|840}}&amp;lt;br&amp;gt;Specifically, if you dealt damage, draining adds &amp;lt;code&amp;gt;(1d&amp;lt;damage_dealt&amp;gt;/2) + 0.5&amp;lt;/code&amp;gt; negative energy damage, rounded down (thus, this bonus is slightly larger than 25%).&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Against players, the draining status will temporarily reduce your maximum HP. This can be cured by gaining XP.&lt;br /&gt;
&lt;br /&gt;
Monsters with any sort of [[negative energy resistance|rN+]], including [[demon]]s and [[undead]], are immune to draining entirely. Players with rN+++ are immune, and players with rN+ resist the effect.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Draining is a very useful brand in areas with living or plant opponents. While it usually deals less damage than [[flaming]] or [[freezing]], the Drained status is great at debuffing monsters.&lt;br /&gt;
&lt;br /&gt;
However, this brand is of little use in places filled with demons, undead, and non-living foes. By the time you reach [[Zot]] or [[extended]], consider [[scroll of brand weapon|rebranding]] a draining weapon, or using a different weapon entirely.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Since the drain status lowers HD, higher HD monsters could switch places with drained monsters, pushing them back and wasting turns.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.30]], draining could not be obtained on [[Ranged Weapons]].&lt;br /&gt;
*Prior to [[0.26]], drained players had their skills reduced instead of their maximum HP.&lt;br /&gt;
*Prior to [[0.15]], draining weapons would permanently lower monster HD, which also slightly lowered the experience and piety rewards for killing them.&lt;br /&gt;
*Prior to [[0.13]], draining weapons used against the player had no impact on your skills. Instead, it permanently reduced your experience, potentially causing you to lose experience levels.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Brand&amp;diff=83731</id>
		<title>Brand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Brand&amp;diff=83731"/>
				<updated>2025-07-25T20:12:02Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: /* Melee Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version033}}&lt;br /&gt;
''[[Armour]] brands are also called egos. See the [[ego]] page for armour brands.''&lt;br /&gt;
&lt;br /&gt;
'''Brands''' are special properties that [[weapon]]s can have, granting the weapon additional effects. Usually, these effects amount to increasing the damage they deal, but others do exist.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
When looking at a ''+9'' broad axe ''of flaming'', the &amp;quot;of flaming&amp;quot; is the weapon's brand (and the &amp;quot;+9&amp;quot; is the [[enchant]]ment level). In general, brands are harder to change than enchantment.&lt;br /&gt;
&lt;br /&gt;
Under no circumstances can a normal weapon have more than one brand. However, some [[unrand]]s, such as [[Maxwell's Thermic Engine]] and the [[storm bow]], have multiple.&lt;br /&gt;
&lt;br /&gt;
Brands are one of the biggest differences between [[Unarmed Combat]] and weaponry: without using a [[transformation]], unarmed fighters have no access to brands.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
*Reading a [[scroll of brand weapon]] will give a weapon a randomly selected brand, replacing any existing brand if there is one.&lt;br /&gt;
*All [[randart]]s are guaranteed to have a brand, and cannot have their brand modified.&lt;br /&gt;
&lt;br /&gt;
'''Divine'''&lt;br /&gt;
*Worshipers of [[the Shining One]], [[Kikubaaqudgha]], and [[Lugonu]] can have one weapon &amp;quot;blessed&amp;quot; per game, which will apply the [[holy wrath]], [[Pain (brand)|pain]], or [[distortion]] brands, respectively.&lt;br /&gt;
*Worshipers of [[Xom]] may randomly &amp;quot;receive&amp;quot; [[chaos]]-branded weapons. However, they often arrive in the hands of enemies in your [[line of sight]].&lt;br /&gt;
&lt;br /&gt;
==List of Brands==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Antimagic]] || [[Trog]]'s special brand; causes monsters to fail their spells and temporarily reduces the player's maximum MP while wielded.&lt;br /&gt;
|-&lt;br /&gt;
| [[Chaos]] || [[Xom]]'s special brand; can inflict different effects with each attack.&lt;br /&gt;
|-&lt;br /&gt;
| [[Distortion]] || [[Lugonu]]'s special brand. Can have multiple damaging and [[Translocations]]-related effects upon a successful hit, including [[Banishment]] to [[the Abyss]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Draining (brand)|Draining]] || Deals 2-4 damage per attack, as well as [[draining]] the monster if susceptible. Against players, adds an average of 25% extra [[negative energy]] damage.&lt;br /&gt;
|-&lt;br /&gt;
| [[Electrocution]] || Inflicts 8-20 additional [[electricity]] damage on 25% of successful attacks (independent of the damage dealt).&lt;br /&gt;
|-&lt;br /&gt;
| [[Flaming]] || Adds an average of 25% extra [[fire]] damage per attack. Prevents [[hydra]]s from regrowing heads.&lt;br /&gt;
|-&lt;br /&gt;
| [[Freezing]] || Adds an average of 25% extra [[cold]] damage per attack. Can temporarily slow [[cold-blooded]] monsters.&lt;br /&gt;
|-&lt;br /&gt;
| [[Heavy]] || Adds +80% base damage, but makes attacks 50% slower. (Net increase of +20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[Holy wrath]] || [[The Shining One]]'s special brand. Inflicts an average of 75% extra damage to [[demon]]ic and [[undead]] monsters.&lt;br /&gt;
|-&lt;br /&gt;
| [[pain (brand)|Pain]] || [[Kikubaaqudgha]]'s special brand. Inflicts additional [[negative energy]] damage based on the player's [[Necromancy]] skill.&lt;br /&gt;
|-&lt;br /&gt;
| [[Protection]] || Gives the wielder +7 [[AC]] for a short period after hitting with the weapon.&lt;br /&gt;
|-&lt;br /&gt;
| [[Spectral (brand)|Spectral]] || Creates a spectral weapon on hitting an enemy, which attacks alongside the user. Damage to the weapon is partially redirected to the user. Found largely on two-handed weapons.&lt;br /&gt;
|-&lt;br /&gt;
| [[Speed (brand)|Speed]] || Reduces weapon attack delay by 1/3 for a net +50% damage per aut. Found only on [[Short Blades|short blades]], [[staves]], and some artefacts.&lt;br /&gt;
|-&lt;br /&gt;
| [[Vampiric]] || When attacking monsters without [[negative energy resistance]], heals the player for a portion of the inflicted damage on 60% of attacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Venom]] || [[Poison]]s monsters on attack, dealing extra damage over time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Artefact Only'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&amp;quot;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Reaping]] || Raises creatures slain with it as allied [[spectral thing]]s. Found only on random artefacts. Holding the [[Skull of Zonguldrok]] will add the reaping brand to any weapon you hold.&lt;br /&gt;
|-&lt;br /&gt;
| [[Deathbane]] || Adds an average of 100% extra damage to [[undead]]. Found only on the unrandart [[great mace]] [[Undeadhunter]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon slaying]] || Inflicts 75% more damage to [[list of dragons|dragons]] and [[list of draconians|dragon-like]] monsters. Found only on the unrandart lance [[Wyrmbane]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]] || Adds an average of 16.67% extra untyped damage per attack, and more to [[:Category:Silver vulnerability|monsters weak to silver]]. Found only on the unrand [[Lajatang of Order]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Curare]] || Slows, poisons and deals asphyxiation damage to monsters susceptible to poison. Found only on the unrand whip [[Snakebite]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Launchers===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Chaos]] || Applies different effects with each attack. Only available through [[scrolls of brand weapon]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Draining (brand)|Draining]] || Has a 50% chance to add an average of 25% extra [[negative energy]] damage + an additional 2-4 per attack, as well as [[draining]] the monster if susceptible.&amp;lt;br&amp;gt;Only available through [[scrolls of brand weapon]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Electrocution]] || Inflicts 8-20 additional [[electricity]] damage on 25% of successful attacks.&amp;lt;br&amp;gt;Only available through scrolls of brand weapon, on artefact [[crossbows]], and the [[storm bow]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Flaming]] || Adds an average of 25% extra [[fire]] damage per attack.&lt;br /&gt;
|-&lt;br /&gt;
| [[Freezing]] || Adds an average of 25% extra [[cold]] damage per attack. Can temporarily slow [[cold-blooded]] monsters.&lt;br /&gt;
|-&lt;br /&gt;
| [[Heavy]] || Adds +80% base damage, but makes attacks 50% slower. (Net increase of +20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[Penetration]] || Attacks fired from this weapon pass through all creatures in their path. Only available on artefact crossbows and the [[storm bow]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Speed]] || Reduces attack delay by 1/3 for a net +50% damage per aut. Only available on artefacts.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ranged weapon brands are mostly similar to melee weapon brands, but lack some of the rarer brands, and a few were altered. &lt;br /&gt;
&lt;br /&gt;
Ranged weapons may also get [[pain (brand)|pain]] or [[holy wrath]] (but not [[distortion]]) exclusively from [[Kikubaaqudgha]]'s and [[The Shining One]]'s capstone gifts.&lt;br /&gt;
&lt;br /&gt;
===Thrown Weapons===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin-left:0px; padding:0;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]] || Adds 30% extra damage to most monsters and roughly 75% more to [[:Category:Silver vulnerability|monsters weak to silver]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Only [[javelin]]s can have brands; [[stone]]s, [[boomerang]]s and [[large rock]]s are all unbranded. (Exception: one of the [[Dungeon Sprint]] maps offers a large rock of chaos. Naturally, it's being used ''against'' you.).&lt;br /&gt;
&lt;br /&gt;
Additionally, both boomerangs and javelins have inherent properties that act much like brands -- boomerangs have the [[returning]] property, while javelins have the [[penetration]] property.&lt;br /&gt;
&lt;br /&gt;
====Darts====&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin-left:0px; padding:0;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Poisoned]] || Inflicts [[poison]], dealing damage over time.&lt;br /&gt;
|-&lt;br /&gt;
| [[Curare]] || Poisons, deals [[asphyxiation]] damage, and [[slow]]s.&lt;br /&gt;
|-&lt;br /&gt;
| [[Atropa]] || Inflicts [[blind]]ness and may [[confusion|confuse]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Datura]] || Inflicts [[frenzy]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Disjunction (brand)|Disjunction]] || [[Blink]]s the target away repeatedly and deals a small amount of damage each time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Dart]]s are a specialized form of thrown weapon that are designed to inflict [[status effect]]s rather than deal damage. The effectiveness of darts is based on both your [[Throwing]] and [[Stealth]] skills, and is resisted by monster [[hit dice]].&lt;br /&gt;
*The chance of success is: &amp;lt;code&amp;gt;100 - 100 * (HD - 2) / (4 + pow)&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;pow = (Throwing + Stealth) * 2 / 3&amp;lt;/code&amp;gt;&lt;br /&gt;
*There is an additional 3% chance of affecting any monster with 14 or lower HD&lt;br /&gt;
*No darts can affect monsters that are [[undead]], [[nonliving]], or resistant to poison&lt;br /&gt;
&lt;br /&gt;
Some statistics: with no skill you’re still at 100% to succeed on monsters with HD1 or HD2 ([[gnoll (monster)|gnoll]], most D:1 monsters), 75% on HD3 ([[Sigmund]]), 50% on HD4 ([[Duvessa]]), and 25% on HD5 ([[ogre (monster)|ogre]]). With a combined skill of 6 as a starting [[Brigand]], you’re up to 62.5% on an ogre, or 50% on a [[yak]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Some brands are more desirable on certain weapons than others:&lt;br /&gt;
*Brands like [[venom]], [[electrocution]], and [[pain (brand)|pain]] deal 'flat' damage. They are better on fast weapons, like [[demon whip]]s and [[quick blade]]s, as these weapons activate the brand more often.&lt;br /&gt;
*Brands like [[flaming]], [[freezing]], and [[spectral]] deal percentage damage. A [[dagger]] of flaming receives the ''same +25% benefit'' as a [[giant club]] of flaming, even after you account for [[slaying]] and [[AC]]. (However, due to rounding error, the dagger receives a smaller boost on average.)&lt;br /&gt;
**Do note that a dagger of venom is stronger than a dagger of flaming, since daggers are fast weapons with low base damage.&lt;br /&gt;
&lt;br /&gt;
All added brand damage is calculated after AC reduction, and are not further reduced by AC.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Reaping was added to the list of randart melee weapon brands in [[0.33]].&lt;br /&gt;
*Prior to [[0.30]], the [[vorpal]] brand (+16.7% average typeless dmg) existed instead of [[heavy]]. Also, Ranged Weapons could have [[venom]] instead of [[draining]].&lt;br /&gt;
*Prior to [[0.24]], throwing weapons could generate with the [[exploding]] and [[steel]] brands. Additionally, [[tomahawk]]s were reworked into [[boomerang]]s (which innately have the [[returning]] property), all [[javelin]]s were given the [[penetration]] property, [[blowgun]]s were removed and [[needle]]s were reworked into the new version of [[dart]]s, removing the [[confusion (brand)|confusion]], [[frenzy (brand)|frenzy]], and [[paralysis (brand)|paralysis]], and [[sleep (brand)|sleep]] brands. Silver gained the boost once given by steel.&lt;br /&gt;
*Prior to [[0.18]], ranged weapon ammo could have brands, but they would be overridden by launcher brands other than Vorpal, Speed, or Penetration.&lt;br /&gt;
*Prior to [[0.16]], drawing a [[Blade card]] would apply one of several temporary brands to your weapon.&lt;br /&gt;
*Prior to [[0.14]], there was a [[reaching]] brand for [[whip]]s and [[demon whip]]s, allowing them to make reaching attacks.&lt;br /&gt;
*Prior to [[0.10]], [[Polearms]] needed the reaching brand to make reaching attacks.&lt;br /&gt;
*All needle types except &amp;quot;poisoned&amp;quot; were introduced in version [[0.6]].&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Brand&amp;diff=83730</id>
		<title>Brand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Brand&amp;diff=83730"/>
				<updated>2025-07-25T20:11:18Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: The previous article was an incorrect reading of the source. Fsim agrees with my reading. The 25% damage is calculated, but monster::drain ignores the pow argument and just does the 2-4 flat damage.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version033}}&lt;br /&gt;
''[[Armour]] brands are also called egos. See the [[ego]] page for armour brands.''&lt;br /&gt;
&lt;br /&gt;
'''Brands''' are special properties that [[weapon]]s can have, granting the weapon additional effects. Usually, these effects amount to increasing the damage they deal, but others do exist.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
When looking at a ''+9'' broad axe ''of flaming'', the &amp;quot;of flaming&amp;quot; is the weapon's brand (and the &amp;quot;+9&amp;quot; is the [[enchant]]ment level). In general, brands are harder to change than enchantment.&lt;br /&gt;
&lt;br /&gt;
Under no circumstances can a normal weapon have more than one brand. However, some [[unrand]]s, such as [[Maxwell's Thermic Engine]] and the [[storm bow]], have multiple.&lt;br /&gt;
&lt;br /&gt;
Brands are one of the biggest differences between [[Unarmed Combat]] and weaponry: without using a [[transformation]], unarmed fighters have no access to brands.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
*Reading a [[scroll of brand weapon]] will give a weapon a randomly selected brand, replacing any existing brand if there is one.&lt;br /&gt;
*All [[randart]]s are guaranteed to have a brand, and cannot have their brand modified.&lt;br /&gt;
&lt;br /&gt;
'''Divine'''&lt;br /&gt;
*Worshipers of [[the Shining One]], [[Kikubaaqudgha]], and [[Lugonu]] can have one weapon &amp;quot;blessed&amp;quot; per game, which will apply the [[holy wrath]], [[Pain (brand)|pain]], or [[distortion]] brands, respectively.&lt;br /&gt;
*Worshipers of [[Xom]] may randomly &amp;quot;receive&amp;quot; [[chaos]]-branded weapons. However, they often arrive in the hands of enemies in your [[line of sight]].&lt;br /&gt;
&lt;br /&gt;
==List of Brands==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Antimagic]] || [[Trog]]'s special brand; causes monsters to fail their spells and temporarily reduces the player's maximum MP while wielded.&lt;br /&gt;
|-&lt;br /&gt;
| [[Chaos]] || [[Xom]]'s special brand; can inflict different effects with each attack.&lt;br /&gt;
|-&lt;br /&gt;
| [[Distortion]] || [[Lugonu]]'s special brand. Can have multiple damaging and [[Translocations]]-related effects upon a successful hit, including [[Banishment]] to [[the Abyss]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Draining (brand)|Draining]] || Deals 2-4 damage per attack, as well as [[draining]] the monster if susceptible. Against players, has a 50% chance to add an average of 25% extra [[negative energy]] damage.&lt;br /&gt;
|-&lt;br /&gt;
| [[Electrocution]] || Inflicts 8-20 additional [[electricity]] damage on 25% of successful attacks (independent of the damage dealt).&lt;br /&gt;
|-&lt;br /&gt;
| [[Flaming]] || Adds an average of 25% extra [[fire]] damage per attack. Prevents [[hydra]]s from regrowing heads.&lt;br /&gt;
|-&lt;br /&gt;
| [[Freezing]] || Adds an average of 25% extra [[cold]] damage per attack. Can temporarily slow [[cold-blooded]] monsters.&lt;br /&gt;
|-&lt;br /&gt;
| [[Heavy]] || Adds +80% base damage, but makes attacks 50% slower. (Net increase of +20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[Holy wrath]] || [[The Shining One]]'s special brand. Inflicts an average of 75% extra damage to [[demon]]ic and [[undead]] monsters.&lt;br /&gt;
|-&lt;br /&gt;
| [[pain (brand)|Pain]] || [[Kikubaaqudgha]]'s special brand. Inflicts additional [[negative energy]] damage based on the player's [[Necromancy]] skill.&lt;br /&gt;
|-&lt;br /&gt;
| [[Protection]] || Gives the wielder +7 [[AC]] for a short period after hitting with the weapon.&lt;br /&gt;
|-&lt;br /&gt;
| [[Spectral (brand)|Spectral]] || Creates a spectral weapon on hitting an enemy, which attacks alongside the user. Damage to the weapon is partially redirected to the user. Found largely on two-handed weapons.&lt;br /&gt;
|-&lt;br /&gt;
| [[Speed (brand)|Speed]] || Reduces weapon attack delay by 1/3 for a net +50% damage per aut. Found only on [[Short Blades|short blades]], [[staves]], and some artefacts.&lt;br /&gt;
|-&lt;br /&gt;
| [[Vampiric]] || When attacking monsters without [[negative energy resistance]], heals the player for a portion of the inflicted damage on 60% of attacks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Venom]] || [[Poison]]s monsters on attack, dealing extra damage over time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Artefact Only'''&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&amp;quot;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Reaping]] || Raises creatures slain with it as allied [[spectral thing]]s. Found only on random artefacts. Holding the [[Skull of Zonguldrok]] will add the reaping brand to any weapon you hold.&lt;br /&gt;
|-&lt;br /&gt;
| [[Deathbane]] || Adds an average of 100% extra damage to [[undead]]. Found only on the unrandart [[great mace]] [[Undeadhunter]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon slaying]] || Inflicts 75% more damage to [[list of dragons|dragons]] and [[list of draconians|dragon-like]] monsters. Found only on the unrandart lance [[Wyrmbane]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]] || Adds an average of 16.67% extra untyped damage per attack, and more to [[:Category:Silver vulnerability|monsters weak to silver]]. Found only on the unrand [[Lajatang of Order]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Curare]] || Slows, poisons and deals asphyxiation damage to monsters susceptible to poison. Found only on the unrand whip [[Snakebite]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Launchers===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Chaos]] || Applies different effects with each attack. Only available through [[scrolls of brand weapon]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Draining (brand)|Draining]] || Has a 50% chance to add an average of 25% extra [[negative energy]] damage + an additional 2-4 per attack, as well as [[draining]] the monster if susceptible.&amp;lt;br&amp;gt;Only available through [[scrolls of brand weapon]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Electrocution]] || Inflicts 8-20 additional [[electricity]] damage on 25% of successful attacks.&amp;lt;br&amp;gt;Only available through scrolls of brand weapon, on artefact [[crossbows]], and the [[storm bow]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Flaming]] || Adds an average of 25% extra [[fire]] damage per attack.&lt;br /&gt;
|-&lt;br /&gt;
| [[Freezing]] || Adds an average of 25% extra [[cold]] damage per attack. Can temporarily slow [[cold-blooded]] monsters.&lt;br /&gt;
|-&lt;br /&gt;
| [[Heavy]] || Adds +80% base damage, but makes attacks 50% slower. (Net increase of +20%)&lt;br /&gt;
|-&lt;br /&gt;
| [[Penetration]] || Attacks fired from this weapon pass through all creatures in their path. Only available on artefact crossbows and the [[storm bow]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Speed]] || Reduces attack delay by 1/3 for a net +50% damage per aut. Only available on artefacts.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ranged weapon brands are mostly similar to melee weapon brands, but lack some of the rarer brands, and a few were altered. &lt;br /&gt;
&lt;br /&gt;
Ranged weapons may also get [[pain (brand)|pain]] or [[holy wrath]] (but not [[distortion]]) exclusively from [[Kikubaaqudgha]]'s and [[The Shining One]]'s capstone gifts.&lt;br /&gt;
&lt;br /&gt;
===Thrown Weapons===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin-left:0px; padding:0;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]] || Adds 30% extra damage to most monsters and roughly 75% more to [[:Category:Silver vulnerability|monsters weak to silver]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Only [[javelin]]s can have brands; [[stone]]s, [[boomerang]]s and [[large rock]]s are all unbranded. (Exception: one of the [[Dungeon Sprint]] maps offers a large rock of chaos. Naturally, it's being used ''against'' you.).&lt;br /&gt;
&lt;br /&gt;
Additionally, both boomerangs and javelins have inherent properties that act much like brands -- boomerangs have the [[returning]] property, while javelins have the [[penetration]] property.&lt;br /&gt;
&lt;br /&gt;
====Darts====&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin-left:0px; padding:0;&lt;br /&gt;
! Brand !! Description &lt;br /&gt;
|-&lt;br /&gt;
| [[Poisoned]] || Inflicts [[poison]], dealing damage over time.&lt;br /&gt;
|-&lt;br /&gt;
| [[Curare]] || Poisons, deals [[asphyxiation]] damage, and [[slow]]s.&lt;br /&gt;
|-&lt;br /&gt;
| [[Atropa]] || Inflicts [[blind]]ness and may [[confusion|confuse]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Datura]] || Inflicts [[frenzy]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Disjunction (brand)|Disjunction]] || [[Blink]]s the target away repeatedly and deals a small amount of damage each time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Dart]]s are a specialized form of thrown weapon that are designed to inflict [[status effect]]s rather than deal damage. The effectiveness of darts is based on both your [[Throwing]] and [[Stealth]] skills, and is resisted by monster [[hit dice]].&lt;br /&gt;
*The chance of success is: &amp;lt;code&amp;gt;100 - 100 * (HD - 2) / (4 + pow)&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;pow = (Throwing + Stealth) * 2 / 3&amp;lt;/code&amp;gt;&lt;br /&gt;
*There is an additional 3% chance of affecting any monster with 14 or lower HD&lt;br /&gt;
*No darts can affect monsters that are [[undead]], [[nonliving]], or resistant to poison&lt;br /&gt;
&lt;br /&gt;
Some statistics: with no skill you’re still at 100% to succeed on monsters with HD1 or HD2 ([[gnoll (monster)|gnoll]], most D:1 monsters), 75% on HD3 ([[Sigmund]]), 50% on HD4 ([[Duvessa]]), and 25% on HD5 ([[ogre (monster)|ogre]]). With a combined skill of 6 as a starting [[Brigand]], you’re up to 62.5% on an ogre, or 50% on a [[yak]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Some brands are more desirable on certain weapons than others:&lt;br /&gt;
*Brands like [[venom]], [[electrocution]], and [[pain (brand)|pain]] deal 'flat' damage. They are better on fast weapons, like [[demon whip]]s and [[quick blade]]s, as these weapons activate the brand more often.&lt;br /&gt;
*Brands like [[flaming]], [[freezing]], and [[spectral]] deal percentage damage. A [[dagger]] of flaming receives the ''same +25% benefit'' as a [[giant club]] of flaming, even after you account for [[slaying]] and [[AC]]. (However, due to rounding error, the dagger receives a smaller boost on average.)&lt;br /&gt;
**Do note that a dagger of venom is stronger than a dagger of flaming, since daggers are fast weapons with low base damage.&lt;br /&gt;
&lt;br /&gt;
All added brand damage is calculated after AC reduction, and are not further reduced by AC.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Reaping was added to the list of randart melee weapon brands in [[0.33]].&lt;br /&gt;
*Prior to [[0.30]], the [[vorpal]] brand (+16.7% average typeless dmg) existed instead of [[heavy]]. Also, Ranged Weapons could have [[venom]] instead of [[draining]].&lt;br /&gt;
*Prior to [[0.24]], throwing weapons could generate with the [[exploding]] and [[steel]] brands. Additionally, [[tomahawk]]s were reworked into [[boomerang]]s (which innately have the [[returning]] property), all [[javelin]]s were given the [[penetration]] property, [[blowgun]]s were removed and [[needle]]s were reworked into the new version of [[dart]]s, removing the [[confusion (brand)|confusion]], [[frenzy (brand)|frenzy]], and [[paralysis (brand)|paralysis]], and [[sleep (brand)|sleep]] brands. Silver gained the boost once given by steel.&lt;br /&gt;
*Prior to [[0.18]], ranged weapon ammo could have brands, but they would be overridden by launcher brands other than Vorpal, Speed, or Penetration.&lt;br /&gt;
*Prior to [[0.16]], drawing a [[Blade card]] would apply one of several temporary brands to your weapon.&lt;br /&gt;
*Prior to [[0.14]], there was a [[reaching]] brand for [[whip]]s and [[demon whip]]s, allowing them to make reaching attacks.&lt;br /&gt;
*Prior to [[0.10]], [[Polearms]] needed the reaching brand to make reaching attacks.&lt;br /&gt;
*All needle types except &amp;quot;poisoned&amp;quot; were introduced in version [[0.6]].&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Draining_(brand)&amp;diff=83729</id>
		<title>Draining (brand)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Draining_(brand)&amp;diff=83729"/>
				<updated>2025-07-25T20:10:10Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version033}}&lt;br /&gt;
{{flavour|It sometimes drains living victims (1/2 chance). Against players, this deals an additional one-quarter of any damage that pierces defenders' armour. Against monsters, this deals a flat 2-4 damage, and also weakens them slightly. A truly terrible weapon...}}&lt;br /&gt;
&lt;br /&gt;
The '''draining''' [[brand]] adds a [[draining]] effect to weapons. &lt;br /&gt;
&lt;br /&gt;
Each attack from a draining weapon against a monster:&lt;br /&gt;
* Deals 2-4 negative energy damage on every hit, ignoring armor.&lt;br /&gt;
* Inflicts 20-30 turns of the the [[Draining#Monster|Drained]] status. This decreases monster [[HD]], thus reducing their [[willpower]], [[spell power]], and [[accuracy]]. Further hits can refresh this status, but won't increase the duration beyond 30 turns.&lt;br /&gt;
&lt;br /&gt;
Each attack from a draining weapon against a player&lt;br /&gt;
*Adds an average of roughly +25% [[negative energy]] damage (0 - 50%) to attacks, applied after [[AC]] and all damage factors (including [[slaying]]).&amp;lt;ref&amp;gt;{{source ref|0.30.1|attack.cc|840}}&amp;lt;br&amp;gt;Specifically, if you dealt damage, draining adds &amp;lt;code&amp;gt;(1d&amp;lt;damage_dealt&amp;gt;/2) + 0.5&amp;lt;/code&amp;gt; negative energy damage, rounded down (thus, this bonus is slightly larger than 25%).&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Against players, the draining status will temporarily reduce your maximum HP. This can be cured by gaining XP.&lt;br /&gt;
&lt;br /&gt;
Monsters with any sort of [[negative energy resistance|rN+]], including [[demon]]s and [[undead]], are immune to draining entirely. Players with rN+++ are immune, and players with rN+ resist the effect.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Draining is a very useful brand in areas with living or plant opponents. While it usually deals less damage than [[flaming]] or [[freezing]], the Drained status is great at debuffing monsters.&lt;br /&gt;
&lt;br /&gt;
However, this brand is of little use in places filled with demons, undead, and non-living foes. By the time you reach [[Zot]] or [[extended]], consider [[scroll of brand weapon|rebranding]] a draining weapon, or using a different weapon entirely.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Since the drain status lowers HD, higher HD monsters could switch places with drained monsters, pushing them back and wasting turns.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.30]], draining could not be obtained on [[Ranged Weapons]].&lt;br /&gt;
*Prior to [[0.26]], drained players had their skills reduced instead of their maximum HP.&lt;br /&gt;
*Prior to [[0.15]], draining weapons would permanently lower monster HD, which also slightly lowered the experience and piety rewards for killing them.&lt;br /&gt;
*Prior to [[0.13]], draining weapons used against the player had no impact on your skills. Instead, it permanently reduced your experience, potentially causing you to lose experience levels.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Draining_(brand)&amp;diff=83728</id>
		<title>Draining (brand)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Draining_(brand)&amp;diff=83728"/>
				<updated>2025-07-25T20:09:09Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: The previous article was an incorrect reading of the source. Fsim agrees with my reading. The 25% damage is calculated, but monster::drain ignores the pow argument and just does the 2-4 flat damage.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{flavour|It sometimes drains living victims (1/2 chance). This deals an additional one-quarter of any damage that pierces defenders' armour as well as a flat 2-4 damage, and also weakens them slightly. A truly terrible weapon...}}&lt;br /&gt;
&lt;br /&gt;
The '''draining''' [[brand]] adds a [[draining]] effect to weapons. &lt;br /&gt;
&lt;br /&gt;
Each attack from a draining weapon against a monster:&lt;br /&gt;
* Deals 2-4 negative energy damage on every hit, ignoring armor.&lt;br /&gt;
* Inflicts 20-30 turns of the the [[Draining#Monster|Drained]] status. This decreases monster [[HD]], thus reducing their [[willpower]], [[spell power]], and [[accuracy]]. Further hits can refresh this status, but won't increase the duration beyond 30 turns.&lt;br /&gt;
&lt;br /&gt;
Each attack from a draining weapon against a player&lt;br /&gt;
*Adds an average of roughly +25% [[negative energy]] damage (0 - 50%) to attacks, applied after [[AC]] and all damage factors (including [[slaying]]).&amp;lt;ref&amp;gt;{{source ref|0.30.1|attack.cc|840}}&amp;lt;br&amp;gt;Specifically, if you dealt damage, draining adds &amp;lt;code&amp;gt;(1d&amp;lt;damage_dealt&amp;gt;/2) + 0.5&amp;lt;/code&amp;gt; negative energy damage, rounded down (thus, this bonus is slightly larger than 25%).&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Against players, the draining status will temporarily reduce your maximum HP. This can be cured by gaining XP.&lt;br /&gt;
&lt;br /&gt;
Monsters with any sort of [[negative energy resistance|rN+]], including [[demon]]s and [[undead]], are immune to draining entirely. Players with rN+++ are immune, and players with rN+ resist the effect.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Draining is a very useful brand in areas with living or plant opponents. While it usually deals less damage than [[flaming]] or [[freezing]], the Drained status is great at debuffing monsters.&lt;br /&gt;
&lt;br /&gt;
However, this brand is of little use in places filled with demons, undead, and non-living foes. By the time you reach [[Zot]] or [[extended]], consider [[scroll of brand weapon|rebranding]] a draining weapon, or using a different weapon entirely.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Since the drain status lowers HD, higher HD monsters could switch places with drained monsters, pushing them back and wasting turns.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.30]], draining could not be obtained on [[Ranged Weapons]].&lt;br /&gt;
*Prior to [[0.26]], drained players had their skills reduced instead of their maximum HP.&lt;br /&gt;
*Prior to [[0.15]], draining weapons would permanently lower monster HD, which also slightly lowered the experience and piety rewards for killing them.&lt;br /&gt;
*Prior to [[0.13]], draining weapons used against the player had no impact on your skills. Instead, it permanently reduced your experience, potentially causing you to lose experience levels.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Berder%27s_Tips&amp;diff=33576</id>
		<title>Berder's Tips</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Berder%27s_Tips&amp;diff=33576"/>
				<updated>2014-12-17T04:21:21Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
I'm a fairly experienced player; I have at least one win with every race, and also with every background available in 0.16.  Here are the most important tips I've found for surviving with any character.  My game noticeably improved after learning or figuring these things out.  I'm not going to include everything you need to know to play.  These are just the most important things that took me a while to learn.&lt;br /&gt;
&lt;br /&gt;
* When you see an enemy, no matter how weak it is, you want to lure it back to a safe area to kill it.  Always lure if you want to be safe.  If an enemy shouts, other enemies will be attracted to the noise, so you should get out of there before they arrive; this is the purpose of luring.  This is perhaps the number one skill for not dying.&lt;br /&gt;
* Always use blowguns.  You can take out any pre-lair enemy that's not poison-resistant by shooting regular poison needles a bunch of times and walking away.  Ogres and orc warriors are classic targets.  It also works well on many dangerous uniques.  With care, it's a fairly safe way to kill Gastronok or Nergalle, who are very dangerous to kill by other means.  It's particularly good on Nergalle because the poison can kill her even if she casts Death's Door (once DD expires).  You don't need to train any skills to use a blowgun effectively; throwing helps, but they work great at 0 throwing.  Later on, blowguns are also effective on krakens and orb spiders, which again are otherwise hard to kill.  Two successful hits with poisoned needles are sufficient to kill any orb spider.  The game usually provides way more poison needles than you'll ever use, so don't be stingy with them.&lt;br /&gt;
* If you mostly kill things with a weapon, your weapon skill is the most important skill to train, but fighting is the second most important skill.  It increases accuracy, damage, and your HP.  Fighting is usually more important to train than dodging or armor, pre-lair.  If you are a mage, it's most important to train magic, but fighting is your most important non-magic skill unless your aptitude is really awful.  Not only does it grant more HP, but it lets a mage hit things with any weapon somewhat effectively, without having to train the weapon skill.  I like to train fighting to about 10 before getting dodging/armor skill.&lt;br /&gt;
** Elaborating on that previous point, a human at XL 10 with 0 fighting skill has 63 HP.  A human at XL 10 with 10 fighting skill has 85 HP - 35% more.&lt;br /&gt;
* Scrolls of teleportation are usually plentiful once you get beyond the first couple floors of the dungeon.  Therefore, if you are in a situation that looks like it might turn dangerous, read a scroll of teleportation *before* the fight starts.  If you wait until you're a few turns from death, you'll have to use more valuable consumables such as heal wounds, fear, or blink.  Teleporting early is a very important skill if you want to live.  Practice recognizing when a situation has the potential to turn bad.  An ounce of prevention is worth a pound of cure.&lt;br /&gt;
* If you see dangerous things that you aren't sure you can fight or run from, skip the level.  What qualifies as dangerous enough?  Speed 10 melee attackers such as ogres, yaks, orc warriors, hill giants, hydras, or death yaks do not usually qualify.  Even if you can't kill them, you can just walk away to the stairs and keep exploring the same level from a different stairs (assuming you're not naga or chei).  Really dangerous enemies are fast, ranged, or both.  Think grinder, Sigmund, Joseph, or early centaurs.  Of course, it's safe as long as you don't wake them up.  Beware if other enemies shout nearby a sleeping dangerous baddie.&lt;br /&gt;
* As you play, you'll learn which enemies are dangerous with different builds.  But here are some general tips for the early game.  Pre-lair, orc warriors, ogres, jellies, and ice beasts are the most common dangerous melee threats that you should not engage in melee unless you know you're strong enough.  Always use care around orc wizards or priests.  Centaurs are emergencies.  In lair, the most common non-pack melee threats are black mambas, spiny frogs, and komodo dragons.  Hydras are the supreme non-pack melee danger in lair; it's not advised to fight them in melee unless you're very strong.  Handle blink frogs with ten foot pole, one or two at a time.&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Berder%27s_Tips&amp;diff=33575</id>
		<title>Berder's Tips</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Berder%27s_Tips&amp;diff=33575"/>
				<updated>2014-12-17T04:04:56Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
I'm a fairly experienced player; I have at least one win with every race, and also with every background available in 0.16.  Here are the most important tips I've found for surviving with any character.  My game noticeably improved after learning or figuring these things out.  I'm not going to include everything you need to know to play.  These are just the most important things that took me a while to learn.&lt;br /&gt;
&lt;br /&gt;
* When you see an enemy, no matter how weak it is, you want to lure it back to a safe area to kill it.  Always lure if you want to be safe.  If an enemy shouts, other enemies will be attracted to the noise, so you should get out of there before they arrive; this is the purpose of luring.  This is perhaps the number one skill for not dying.&lt;br /&gt;
* Always use blowguns.  You can take out any pre-lair enemy that's not poison-resistant by shooting regular poison needles a bunch of times and walking away.  Ogres and orc warriors are classic targets.  It also works well on many dangerous uniques.  With care, it's a fairly safe way to kill Gastronok or Nergalle, who are very dangerous to kill by other means.  It's particularly good on Nergalle because the poison can kill her even if she casts Death's Door (once DD expires).  You don't need to train any skills to use a blowgun effectively; throwing helps, but they work great at 0 throwing.  Later on, blowguns are also effective on krakens and orb spiders, which again are otherwise hard to kill.  Two successful hits with poisoned needles are sufficient to kill any orb spider.  The game usually provides way more poison needles than you'll ever use, so don't be stingy with them.&lt;br /&gt;
* If you mostly kill things with a weapon, your weapon skill is the most important skill to train, but fighting is the second most important skill.  It increases accuracy, damage, and your HP.  Fighting is usually more important to train than dodging or armor, pre-lair.  If you are a mage, it's most important to train magic, but fighting is your most important non-magic skill unless your aptitude is really awful.  Not only does it grant more HP, but it lets a mage hit things with any weapon somewhat effectively, without having to train the weapon skill.  I like to train fighting to about 10 before getting dodging/armor skill.&lt;br /&gt;
* Scrolls of teleportation are usually plentiful once you get beyond the first couple floors of the dungeon.  Therefore, if you are in a situation that looks like it might turn dangerous, read a scroll of teleportation *before* the fight starts.  If you wait until you're a few turns from death, you'll have to use more valuable consumables such as heal wounds, fear, or blink.  Teleporting early is a very important skill if you want to live.  Practice recognizing when a situation has the potential to turn bad.  An ounce of prevention is worth a pound of cure.&lt;br /&gt;
* If you see dangerous things that you aren't sure you can fight or run from, skip the level.  What qualifies as dangerous enough?  Speed 10 melee attackers such as ogres, yaks, orc warriors, hill giants, hydras, or death yaks do not usually qualify.  Even if you can't kill them, you can just walk away to the stairs and keep exploring the same level from a different stairs (assuming you're not naga or chei).  Really dangerous enemies are fast, ranged, or both.  Think grinder, Sigmund, Joseph, or early centaurs.  Of course, it's safe as long as you don't wake them up.  Beware if other enemies shout nearby a sleeping dangerous baddie.&lt;br /&gt;
* As you play, you'll learn which enemies are dangerous with different builds.  But here are some general tips for the early game.  Pre-lair, orc warriors, ogres, jellies, and ice beasts are the most common dangerous melee threats that you should not engage in melee unless you know you're strong enough.  Always use care around orc wizards or priests.  Centaurs are emergencies.  In lair, the most common non-pack melee threats are black mambas, spiny frogs, and komodo dragons.  Hydras are the supreme non-pack melee danger in lair; it's not advised to fight them in melee unless you're very strong.  Handle blink frogs with ten foot pole, one or two at a time.&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Berder%27s_Tips&amp;diff=33574</id>
		<title>Berder's Tips</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Berder%27s_Tips&amp;diff=33574"/>
				<updated>2014-12-17T03:38:23Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
I'm a fairly experienced player; I have at least one win with every race, and also with every background available in 0.16.  Here are the most important tips I've found for surviving with any character.  My game noticeably improved after learning or figuring these things out.  I'm not going to include everything you need to know to play.  These are just the most important things that took me a while to learn.&lt;br /&gt;
&lt;br /&gt;
* When you see an enemy, no matter how weak it is, you want to lure it back to a safe area to kill it.  Always lure if you want to be safe.  If an enemy shouts, other enemies will be attracted to the noise, so you should get out of there before they arrive; this is the purpose of luring.  This is perhaps the number one skill for not dying.&lt;br /&gt;
* Always use blowguns.  You can take out any pre-lair enemy that's not poison-resistant by shooting regular poison needles a bunch of times and walking away.  Ogres and orc warriors are classic targets.  It also works well on many dangerous uniques.  With care, it's a fairly safe way to kill Gastronok or Nergalle, who are very dangerous to kill by other means.  It's particularly good on Nergalle because the poison can kill her even if she casts Death's Door (once DD expires).  You don't need to train any skills to use a blowgun effectively; throwing helps, but they work great at 0 throwing.  Later on, blowguns are also effective on krakens and orb spiders, which again are otherwise hard to kill.  The game usually provides way more poison needles than you'll ever use, so don't be stingy with them.&lt;br /&gt;
* If you mostly kill things with a weapon, your weapon skill is the most important skill to train, but fighting is the second most important skill.  It increases accuracy, damage, and your HP.  Fighting is usually more important to train than dodging or armor, pre-lair.  If you are a mage, it's most important to train magic, but fighting is your most important non-magic skill unless your aptitude is really awful.  Not only does it grant more HP, but it lets a mage hit things with any weapon somewhat effectively, without having to train the weapon skill.  I like to train fighting to about 10 before getting dodging/armor skill.&lt;br /&gt;
* Scrolls of teleportation are usually plentiful once you get beyond the first couple floors of the dungeon.  Therefore, if you are in a situation that looks like it might turn dangerous, read a scroll of teleportation *before* the fight starts.  If you wait until you're a few turns from death, you'll have to use more valuable consumables such as heal wounds, fear, or blink.  Teleporting early is a very important skill if you want to live.  Practice recognizing when a situation has the potential to turn bad.  An ounce of prevention is worth a pound of cure.&lt;br /&gt;
* If you see dangerous things that you aren't sure you can fight or run from, skip the level.  What qualifies as dangerous enough?  Speed 10 melee attackers such as ogres, yaks, orc warriors, hill giants, hydras, or death yaks do not usually qualify.  Even if you can't kill them, you can just walk away to the stairs and keep exploring the same level from a different stairs (assuming you're not naga or chei).  Really dangerous enemies are fast, ranged, or both.  Think grinder, Sigmund, Joseph, or early centaurs.  Of course, it's safe as long as you don't wake them up.  Beware if other enemies shout nearby a sleeping dangerous baddie.&lt;br /&gt;
* As you play, you'll learn which enemies are dangerous with different builds.  But here are some general tips for the early game.  Pre-lair, orc warriors, ogres, jellies, and ice beasts are the most common dangerous melee threats that you should not engage in melee unless you know you're strong enough.  Always use care around orc wizards or priests.  Centaurs are emergencies.  In lair, the most common non-pack melee threats are black mambas, spiny frogs, and komodo dragons.  Hydras are the supreme non-pack melee danger in lair; it's not advised to fight them in melee unless you're very strong.  Handle blink frogs with ten foot pole, one or two at a time.&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Berder%27s_Tips&amp;diff=33573</id>
		<title>Berder's Tips</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Berder%27s_Tips&amp;diff=33573"/>
				<updated>2014-12-17T03:34:47Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: Created page with &amp;quot;{{version016}}  I'm a fairly experienced player; I have at least one win with every race, and also with every background available in 0.16.  Here are the most important tips I...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&lt;br /&gt;
I'm a fairly experienced player; I have at least one win with every race, and also with every background available in 0.16.  Here are the most important tips I've found for surviving with any character.  My game noticeably improved after learning or figuring these things out.  I'm not going to include everything you need to know to play.  These are just the most important things that took me a while to learn.&lt;br /&gt;
&lt;br /&gt;
* When you see an enemy, no matter how weak it is, you want to lure it back to a safe area to kill it.  Always lure if you want to be safe.  If an enemy shouts, other enemies will be attracted to the noise, so you should get out of there before they arrive; this is the purpose of luring.  This is perhaps the number one skill for not dying.&lt;br /&gt;
* Always use blowguns.  You can take out any pre-lair enemy that's not poison-resistant by shooting regular poison needles a bunch of times and walking away.  Ogres and orc warriors are classic targets.  It also works well on many dangerous uniques.  With care, it's a fairly safe way to kill Gastronok or Nergalle, who are very dangerous to kill by other means.  It's particularly good on Nergalle because the poison can kill her even if she casts Death's Door.  You don't need to train any skills to use a blowgun effectively; throwing helps, but they work great at 0 throwing.  Later on, blowguns are also effective on krakens and orb spiders, which again are otherwise hard to kill.  The game usually provides way more poison needles than you'll ever use, so don't be stingy with them.&lt;br /&gt;
* If you mostly kill things with a weapon, your weapon skill is the most important skill to train, but fighting is the second most important skill.  It increases accuracy, damage, and your HP.  Fighting is usually more important to train than dodging or armor, pre-lair.  If you are a mage, it's most important to train magic, but fighting is your most important non-magic skill unless your aptitude is really awful.  Not only does it grant more HP, but it lets a mage hit things with any weapon somewhat effectively, without having to train the weapon skill.  I like to train fighting to about 10 before getting dodging/armor skill.&lt;br /&gt;
* Scrolls of teleportation are usually plentiful once you get beyond the first couple floors of the dungeon.  Therefore, if you are in a situation that looks like it might turn dangerous, read a scroll of teleportation *before* the fight starts.  If you wait until you're a few turns from death, you'll have to use more valuable consumables such as heal wounds, fear, or blink.  Teleporting early is a very important skill if you want to live.  Practice recognizing when a situation has the potential to turn bad.  An ounce of prevention is worth a pound of cure.&lt;br /&gt;
* If you see dangerous things that you aren't sure you can fight or run from, skip the level.  What qualifies as dangerous enough?  Speed 10 melee attackers such as ogres, yaks, orc warriors, hill giants, hydras, or death yaks do not usually qualify.  Even if you can't kill them, you can just walk away to the stairs and keep exploring the same level from a different stairs (assuming you're not naga or chei).  Really dangerous enemies are fast, ranged, or both.  Think grinder, Sigmund, Joseph, or early centaurs.  Of course, it's safe as long as you don't wake them up.  Beware if other enemies shout nearby a sleeping dangerous baddie.&lt;br /&gt;
* As you play, you'll learn which enemies are dangerous with different builds.  But here are some general tips for the early game.  Pre-lair, orc warriors, ogres, jellies, and ice beasts are the most common dangerous melee threats that you should not engage in melee unless you know you're strong enough.  Always use care around orc wizards or priests.  Centaurs are emergencies.  In lair, the most common non-pack melee threats are black mambas, spiny frogs, and komodo dragons.  Hydras are the supreme non-pack melee danger in lair; it's not advised to fight them in melee unless you're very strong.  Handle blink frogs with ten foot pole, one or two at a time.&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Strategy_guides&amp;diff=33572</id>
		<title>Strategy guides</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Strategy_guides&amp;diff=33572"/>
				<updated>2014-12-17T01:49:09Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of in-depth guides on various aspects of Dungeon Crawl.&lt;br /&gt;
&lt;br /&gt;
* General Guides:&lt;br /&gt;
** [[Character guides]] - A collection of gameplans for specific race/class combos.&lt;br /&gt;
** [[Background and race combinations for beginners]] - Focusing on easier combos.&lt;br /&gt;
** [[Walkthrough]] - A general Crawl walkthrough for [[0.11]].&lt;br /&gt;
** [[:Category:Species]] and [[:Category:Species strategy guides]] - General advice for specific species.&lt;br /&gt;
** [[Specialization]] - Why it's important and how to manage it.&lt;br /&gt;
** [[Weapon Choice]] - Which one is best for your character?&lt;br /&gt;
*** [[Crosstrain]]ing - What it is and why it's important.&lt;br /&gt;
*** [[Ranged weapons]] - Survey of nonmagical distance options.&lt;br /&gt;
** [[Choosing a god]] - Religous choices.&lt;br /&gt;
** [[Early Game Character Building]]&lt;br /&gt;
** [[Mid Game Character Building]]&lt;br /&gt;
** [[Late Game Character Building]]&lt;br /&gt;
&lt;br /&gt;
* More specific topics:&lt;br /&gt;
** [[Nemelex guide]] - A beginner's guide to [[Nemelex Xobeh]].&lt;br /&gt;
** [[Sprint guide]] - A brief guide to [[Dungeon Sprint]].&lt;br /&gt;
** The [[Ziggurat]] - Various strategies for conquering the Ziggurat.&lt;br /&gt;
** The [[Mega-Zig]] - How to survive mega-zigs (new in 0.16)&lt;br /&gt;
** [[Zot:5]] - Various strategies for getting the [[Orb of Zot]].&lt;br /&gt;
* Tactical Tricks and other info:&lt;br /&gt;
** [[Tips and tricks]] - A general guide.&lt;br /&gt;
** [[Identification]] -- All those items!&lt;br /&gt;
** [[Multizap]] page - The basics of bolt bouncing ...&lt;br /&gt;
** [[Kiting]] - How to tease monsters to death ... &lt;br /&gt;
** [[pillar dancing]] - ... or just keep out of reach until you can recover.&lt;br /&gt;
** [[Escaping from (and avoiding) trouble]] -- When victory is not an option.&lt;br /&gt;
** [[Hunger management]] - When is the right time to eat?&lt;br /&gt;
** [[Berder's Tips]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy Guides]][[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Berder%27s_Octopode_Fighter_of_Dithmenos_Guide&amp;diff=33554</id>
		<title>Berder's Octopode Fighter of Dithmenos Guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Berder%27s_Octopode_Fighter_of_Dithmenos_Guide&amp;diff=33554"/>
				<updated>2014-12-09T22:00:26Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{Advice}}&lt;br /&gt;
&lt;br /&gt;
I'm not going to lie:  octopodes are a challenge.  Are you up to it?  With their near total lack of AC, octopodes might seem fragile, and they do have to be very careful about not getting surrounded by more than they can handle.  If you just want to win Octopode, I'd recommend something like OpFE where you can blast away from a distance without getting your tentacles dirty.  But with care, an OpFi can crush an impressive number of skulls, and their stealth often lets them wander through a carnival of death completely unscathed.&lt;br /&gt;
&lt;br /&gt;
Here's my winning OpFi, as an example of what to look forward to:&lt;br /&gt;
http://dobrazupa.org/morgue/Berder/morgue-Berder-20141201-063046.txt&lt;br /&gt;
&lt;br /&gt;
And here's my other OpFi, who died to an ancient lich's chain lightning, but not before getting 9 runes and destroying Cerebov in melee:&lt;br /&gt;
http://dobrazupa.org/morgue/Berder/morgue-Berder-20141129-170200.txt&lt;br /&gt;
&lt;br /&gt;
==Weapon==&lt;br /&gt;
You are going to be pumping Dex because you need more dodging, so I would recommend using long blades.  Long blades cross-train with short blades.  This means you can keep a dagger in your inventory in addition to your long blade main weapon, and stab unaware enemies with the dagger, assuming you bothered to put any points into the Stealth skill.  You don't need to, but it's an option.&lt;br /&gt;
&lt;br /&gt;
==Dithmenos==&lt;br /&gt;
I recommend Dithmenos.  The first thing Dithmenos does for you is reduce the accuracy of enemies within your umbra.  This helps you immediately, as soon as you get an umbra.  Your defenses are EV and SH, both of which are more effective when the enemy's accuracy is lower, so Dithemenos is especially good for octopodes.&lt;br /&gt;
&lt;br /&gt;
The second thing Dithmenos does for you is drastically increase your stealth.  With Dithmenos, you don't actually need to train stealth to be stealthy.  An octopode at max Dithmenos piety with 2 rings of stealth, in water, is &amp;quot;uncannily stealthy&amp;quot; - even at 0 stealth skill.  This is quite useful because it lets you pick your battles.  If you encounter a crowd of enemies, odds are none of them noticed you at first, so you can throw a rock at one of them to lure him away while leaving the crowd behind.  Stealth is also quite handy in the abyss because all those dangerous enemies just don't see you.&lt;br /&gt;
&lt;br /&gt;
The third thing Dithemnos does for you is shadow step.  Unless you choose to get some Stealth skill and do stabbing, shadow step is mainly useful in lair, because you can step to plants.  That's a handy way to escape a death yak or hydra that got too close for comfort, without using up any valuable consumables.&lt;br /&gt;
&lt;br /&gt;
==Pre-Lair==&lt;br /&gt;
You aren't that weak because you have constriction, but be super careful.  Lure enemies one at a time to your position.  Mark exclusions on anything you aren't sure you can kill (assuming you didn't wake it up).  Skip the level if dangerous fast or ranged enemies are wandering around in it.  Don't fight dangerous things like ice beasts or ogres without an escape plan if things go south.  If you find a blowgun, use it as much as possible to soften up dangerous enemies.&lt;br /&gt;
&lt;br /&gt;
==Skill Training==&lt;br /&gt;
First, train only Fighting and Long Blades equally, to 14 skill, which is minimum delay for a long sword.  You'll achieve this by early lair.  You may also want to concurrently train some shields.&lt;br /&gt;
&lt;br /&gt;
For now, you can't kill hydras, so run away or use shadow step to escape them, and mark exclusions if they are sleeping (and try not to wake them).&lt;br /&gt;
&lt;br /&gt;
Next step is to get some more Shields and Dodging skill.  Start training both.  Train Shields a bit more than Dodging, because your shield is slowing your attacks a bit as long as your skill is beneath 15.  But you don't have to train it to 15 immediately.  Just get like 8-10 and you'll see a big improvement in your defenses.&lt;br /&gt;
&lt;br /&gt;
Eventually, after you've gotten some more shields and dodging, you might be fed up with hydras.  That means it's time to get either evocations or throwing.  Get evocations if you've found a good rod for killing hydras.  Get throwing, otherwise.  Train whichever skill you get to about 10, which is sufficient.  You might want to do Orc around this time to get more ammo if you do throwing; doing Orc after you've done part of lair is a good idea, anyway.  Now you can go back and kill those hydras you left alive.&lt;br /&gt;
&lt;br /&gt;
The next step is to get 15 shields skill, to completely eliminate &lt;br /&gt;
the penalty of wearing a shield.  Then for the rest of the game, train mostly dodging, fighting, and long blades, plus throwing (if you're using throwing) or evocations (if you're using evocations).&lt;br /&gt;
&lt;br /&gt;
If you find any good low-level spells, such as [[Swiftness]], [[Repel Missiles]], [[Animate Skeleton]], [[Blink]], or [[Portal Projectile]] (if you have throwing), then get those spells.&lt;br /&gt;
&lt;br /&gt;
If you want to, you can train some stealth and then you'll be able to stab things like I mentioned above.  Totally optional, but your stealth aptitude is very high at +5 so it's not too big an investment to get like 10-15 stealth.&lt;br /&gt;
&lt;br /&gt;
You can also get like 10 invocations to eliminate the failure rate of shadow step and let you use shadow form.  Personally, I've never needed to use shadow form, but it could potentially be handy in an emergency.&lt;br /&gt;
&lt;br /&gt;
Even if you don't get evocations at first, you should get some eventually so you can at least evoke teleportation.&lt;br /&gt;
&lt;br /&gt;
Late in the game, maybe by depths, you can get [[Statue Form]].  This will improve your durability a lot.  If I were you, I wouldn't take on Vaults:5 without it.&lt;br /&gt;
&lt;br /&gt;
==Bolt of Inaccuracy==&lt;br /&gt;
If you get a [[Rod of Inaccuracy]], use it!  In addition to its normal uses, you can switch to it in melee after constricting a dangerous enemy.  Constricted enemies have their EV dramatically reduced, so unless they had super-high EV beforehand, they become viable targets for Bolt of Inaccuracy.&lt;br /&gt;
&lt;br /&gt;
==Invisible Enemies and Unseen Horrors==&lt;br /&gt;
These are more dangerous to octopodes than they are to other characters.  Enemies that you can't see bypass most of your EV and SH, so you can't last very long against them.  If you're getting hit by an unseen horror you read tele or go up stairs immediately; don't use the corridor trick to try to kill them, because it won't work.  Also, be cautious about invisible orc wizards.  Escape and come back when they aren't invisible, if possible.&lt;br /&gt;
&lt;br /&gt;
==Third Rune==&lt;br /&gt;
After the lair runes, the easiest rune for you is probably the abyssal rune.  Your stealth makes the abyss quite safe for you.  Just keep your ring of teleportation on, walk away from monsters you don't want to fight, and teleport if you see danger.&lt;br /&gt;
&lt;br /&gt;
==Amulet of Guardian Spirit==&lt;br /&gt;
This is a good amulet to keep on since your HP is on the low side.  It really improves your survivability.&lt;br /&gt;
&lt;br /&gt;
==Paralysis==&lt;br /&gt;
Some enemies cast paralysis.  Great orbs of eyes, ogre mages, orc sorcerers, sphinxes, liches and ancient liches.  This is absurdly dangerous to you because when paralyzed you lose your EV and SH and don't even have any AC to soak up hits.  A band of ogres with an ogre mage in it could be a mortal threat at XL 20, even though you could usually turn them into mincemeat.  If an enemy can paralyze you, try to fight it one-on-one or else escape/teleport out.  Having a ring of MR or two helps, and you might want to switch to an amulet of stasis if you have it and one of these enemies comes into view.&lt;br /&gt;
&lt;br /&gt;
==Chain Lightning==&lt;br /&gt;
Nikola and ancient liches can cast chain lightning, which you can't dodge or block, and which can deal vast damage (think 100 damage per turn) if you have no rElec.  Do not fight these things without rElec and maximal caution.  Ancient liches are a double threat due to the possible paralysis.&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Berder%27s_Octopode_Fighter_of_Dithmenos_Guide&amp;diff=33418</id>
		<title>Berder's Octopode Fighter of Dithmenos Guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Berder%27s_Octopode_Fighter_of_Dithmenos_Guide&amp;diff=33418"/>
				<updated>2014-12-01T21:38:38Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{Advice}}&lt;br /&gt;
&lt;br /&gt;
I'm not going to lie:  octopodes are a challenge.  Are you up to it?  With their near total lack of AC, octopodes might seem fragile, and they do have to be very careful about not getting surrounded by more than they can handle.  If you just want to win Octopode, I'd recommend something like OpFE where you can blast away from a distance without getting your tentacles dirty.  But with care, an OpFi can crush an impressive number of skulls, and their stealth often lets them wander through a carnival of death completely unscathed.&lt;br /&gt;
&lt;br /&gt;
Here's my winning OpFi, as an example of what to look forward to:&lt;br /&gt;
http://dobrazupa.org/morgue/Berder/morgue-Berder-20141201-063046.txt&lt;br /&gt;
&lt;br /&gt;
And here's my other OpFi, who died to an ancient lich's chain lightning, but not before getting 9 runes and destroying Cerebov in melee:&lt;br /&gt;
http://dobrazupa.org/morgue/Berder/morgue-Berder-20141129-170200.txt&lt;br /&gt;
&lt;br /&gt;
==Weapon==&lt;br /&gt;
You are going to be pumping Dex because you need more dodging, so I would recommend using long blades.  Long blades cross-train with short blades.  This means you can keep a dagger in your inventory in addition to your long blade main weapon, and stab unaware enemies with the dagger, assuming you bothered to put any points into the Stealth skill.  You don't need to, but it's an option.&lt;br /&gt;
&lt;br /&gt;
==Dithmenos==&lt;br /&gt;
I recommend Dithmenos.  The first thing Dithmenos does for you is reduce the accuracy of enemies within your umbra.  This helps you immediately, as soon as you get an umbra.  Your defenses are EV and SH, both of which are more effective when the enemy's accuracy is lower, so Dithemenos is especially good for octopodes.&lt;br /&gt;
&lt;br /&gt;
The second thing Dithmenos does for you is drastically increase your stealth.  With Dithmenos, you don't actually need to train stealth to be stealthy.  An octopode at max Dithmenos piety with 2 rings of stealth, in water, is &amp;quot;uncannily stealthy&amp;quot; - even at 0 stealth skill.  This is quite useful because it lets you pick your battles.  If you encounter a crowd of enemies, odds are none of them noticed you at first, so you can throw a rock at one of them to lure him away while leaving the crowd behind.  Stealth is also quite handy in the abyss because all those dangerous enemies just don't see you.&lt;br /&gt;
&lt;br /&gt;
The third thing Dithemnos does for you is shadow step.  Unless you choose to get some Stealth skill and do stabbing, shadow step is mainly useful in lair, because you can step to plants.  That's a handy way to escape a death yak or hydra that got too close for comfort, without using up any valuable consumables.&lt;br /&gt;
&lt;br /&gt;
==Pre-Lair==&lt;br /&gt;
You aren't that weak because you have constriction, but be super careful.  Lure enemies one at a time to your position.  Mark exclusions on anything you aren't sure you can kill (assuming you didn't wake it up).  Skip the level if dangerous fast or ranged enemies are wandering around in it.  Don't fight dangerous things like ice beasts or ogres without an escape plan if things go south.  If you find a blowgun, use it as much as possible to soften up dangerous enemies.&lt;br /&gt;
&lt;br /&gt;
==Skill Training==&lt;br /&gt;
First, train only Fighting and Long Blades equally, to 14 skill, which is minimum delay for a long sword.  You'll achieve this by early lair.&lt;br /&gt;
&lt;br /&gt;
For now, you can't kill hydras, so run away or use shadow step to escape them, and mark exclusions if they are sleeping (and try not to wake them).&lt;br /&gt;
&lt;br /&gt;
Next step is to get some more Shields and Dodging skill.  Start training both.  Train Shields a bit more than Dodging, because your shield is slowing your attacks a bit as long as your skill is beneath 15.  But you don't have to train it to 15 immediately.  Just get like 8-10 and you'll see a big improvement in your defenses.&lt;br /&gt;
&lt;br /&gt;
Eventually, after you've gotten some more shields and dodging, you might be fed up with hydras.  That means it's time to get either evocations or throwing.  Get evocations if you've found a good rod for killing hydras.  Get throwing, otherwise.  Train whichever skill you get to about 10, which is sufficient.  You might want to do Orc around this time to get more ammo if you do throwing; doing Orc after you've done part of lair is a good idea, anyway.  Now you can go back and kill those hydras you left alive.&lt;br /&gt;
&lt;br /&gt;
The next step is to get 15 shields skill, to completely eliminate &lt;br /&gt;
the penalty of wearing a shield.  Then for the rest of the game, train mostly dodging, fighting, and long blades, plus throwing (if you're using throwing) or evocations (if you're using evocations).&lt;br /&gt;
&lt;br /&gt;
If you find any good low-level spells, such as [[Swiftness]], [[Repel Missiles]], [[Animate Skeleton]], [[Blink]], or [[Portal Projectile]] (if you have throwing), then get those spells.&lt;br /&gt;
&lt;br /&gt;
If you want to, you can train some stealth and then you'll be able to stab things like I mentioned above.  Totally optional, but your stealth aptitude is very high at +5 so it's not too big an investment to get like 10-15 stealth.&lt;br /&gt;
&lt;br /&gt;
You can also get like 10 invocations to eliminate the failure rate of shadow step and let you use shadow form.  Personally, I've never needed to use shadow form, but it could potentially be handy in an emergency.&lt;br /&gt;
&lt;br /&gt;
Even if you don't get evocations at first, you should get some eventually so you can at least evoke teleportation.&lt;br /&gt;
&lt;br /&gt;
Late in the game, maybe by depths, you can get [[Statue Form]].  This will improve your durability a lot.  If I were you, I wouldn't take on Vaults:5 without it.&lt;br /&gt;
&lt;br /&gt;
==Bolt of Inaccuracy==&lt;br /&gt;
If you get a [[Rod of Inaccuracy]], use it!  In addition to its normal uses, you can switch to it in melee after constricting a dangerous enemy.  Constricted enemies have their EV dramatically reduced, so unless they had super-high EV beforehand, they become viable targets for Bolt of Inaccuracy.&lt;br /&gt;
&lt;br /&gt;
==Third Rune==&lt;br /&gt;
After the lair runes, the easiest rune for you is probably the abyssal rune.  Your stealth makes the abyss quite safe for you.  Just keep your ring of teleportation on, walk away from monsters you don't want to fight, and teleport if you see danger.&lt;br /&gt;
&lt;br /&gt;
==Amulet of Guardian Spirit==&lt;br /&gt;
This is a good amulet to keep on since your HP is on the low side.  It really improves your survivability.&lt;br /&gt;
&lt;br /&gt;
==Paralysis==&lt;br /&gt;
Some enemies cast paralysis.  Great orbs of eyes, ogre mages, orc sorcerers, sphinxes, liches and ancient liches.  This is absurdly dangerous to you because when paralyzed you lose your EV and SH and don't even have any AC to soak up hits.  A band of ogres with an ogre mage in it could be a mortal threat at XL 20, even though you could usually turn them into mincemeat.  If an enemy can paralyze you, try to fight it one-on-one or else escape/teleport out.  Having a ring of MR or two helps, and you might want to switch to an amulet of stasis if you have it and one of these enemies comes into view.&lt;br /&gt;
&lt;br /&gt;
==Chain Lightning==&lt;br /&gt;
Nikola and ancient liches can cast chain lightning, which you can't dodge or block, and which can deal vast damage (think 100 damage per turn) if you have no rElec.  Do not fight these things without rElec and maximal caution.  Ancient liches are a double threat due to the possible paralysis.&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Berder%27s_Octopode_Fighter_of_Dithmenos_Guide&amp;diff=33413</id>
		<title>Berder's Octopode Fighter of Dithmenos Guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Berder%27s_Octopode_Fighter_of_Dithmenos_Guide&amp;diff=33413"/>
				<updated>2014-12-01T20:06:54Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: /* Dithmenos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{Advice}}&lt;br /&gt;
&lt;br /&gt;
I'm not going to lie:  octopodes are a challenge.  Are you up to it?  With their near total lack of AC, octopodes might seem fragile, and they do have to be very careful about not getting surrounded by more than they can handle.  But with care, an OpFi can crush an impressive number of skulls, and their stealth often lets them wander through a carnival of death completely unscathed.&lt;br /&gt;
&lt;br /&gt;
Here's my winning OpFi, as an example of what to look forward to:&lt;br /&gt;
http://dobrazupa.org/morgue/Berder/morgue-Berder-20141201-063046.txt&lt;br /&gt;
&lt;br /&gt;
And here's my other OpFi, who died to an ancient lich's chain lightning, but not before getting 9 runes and destroying Cerebov in melee:&lt;br /&gt;
http://dobrazupa.org/morgue/Berder/morgue-Berder-20141129-170200.txt&lt;br /&gt;
&lt;br /&gt;
==Weapon==&lt;br /&gt;
You are going to be pumping Dex because you need more dodging, so I would recommend using long blades.  Long blades cross-train with short blades.  This means you can keep a dagger in your inventory in addition to your long blade main weapon, and stab unaware enemies with the dagger, assuming you bothered to put any points into the Stealth skill.  You don't need to, but it's an option.&lt;br /&gt;
&lt;br /&gt;
==Dithmenos==&lt;br /&gt;
I recommend Dithmenos.  The first thing Dithmenos does for you is reduce the accuracy of enemies within your umbra.  This helps you immediately, as soon as you get an umbra.  Your defenses are EV and SH, both of which are more effective when the enemy's accuracy is lower, so Dithemenos is especially good for octopodes.&lt;br /&gt;
&lt;br /&gt;
The second thing Dithmenos does for you is drastically increase your stealth.  With Dithmenos, you don't actually need to train stealth to be stealthy.  An octopode at max Dithmenos piety with 2 rings of stealth, in water, is &amp;quot;uncannily stealthy&amp;quot; - even at 0 stealth skill.  This is quite useful because it lets you pick your battles.  If you encounter a crowd of enemies, odds are none of them noticed you at first, so you can throw a rock at one of them to lure him away while leaving the crowd behind.  Stealth is also quite handy in the abyss because all those dangerous enemies just don't see you.&lt;br /&gt;
&lt;br /&gt;
The third thing Dithemnos does for you is shadow step.  Unless you choose to get some Stealth skill and do stabbing, shadow step is mainly useful in lair, because you can step to plants.  That's a handy way to escape a death yak or hydra that got too close for comfort, without using up any valuable consumables.&lt;br /&gt;
&lt;br /&gt;
==Pre-Lair==&lt;br /&gt;
You aren't that weak because you have constriction, but be super careful.  Lure enemies one at a time to your position.  Mark exclusions on anything you aren't sure you can kill (assuming you didn't wake it up).  Skip the level if dangerous fast or ranged enemies are wandering around in it.  Don't fight dangerous things like ice beasts or ogres without an escape plan if things go south.  If you find a blowgun, use it as much as possible to soften up dangerous enemies.&lt;br /&gt;
&lt;br /&gt;
==Skill Training==&lt;br /&gt;
First, train only Fighting and Long Blades equally, to 14 skill, which is minimum delay for a long sword.  You'll achieve this by early lair.&lt;br /&gt;
&lt;br /&gt;
For now, you can't kill hydras, so run away or use shadow step to escape them, and mark exclusions if they are sleeping (and try not to wake them).&lt;br /&gt;
&lt;br /&gt;
Next step is to get some more Shields and Dodging skill.  Start training both.  Train Shields a bit more than Dodging, because your shield is slowing your attacks a bit as long as your skill is beneath 15.  But you don't have to train it to 15 immediately.  Just get like 8-10 and you'll see a big improvement in your defenses.&lt;br /&gt;
&lt;br /&gt;
Eventually, after you've gotten some more shields and dodging, you might be fed up with hydras.  That means it's time to get either evocations or throwing.  Get evocations if you've found a good rod for killing hydras.  Get throwing, otherwise.  Train whichever skill you get to about 10, which is sufficient.  You might want to do Orc around this time to get more ammo if you do throwing; doing Orc after you've done part of lair is a good idea, anyway.  Now you can go back and kill those hydras you left alive.&lt;br /&gt;
&lt;br /&gt;
The next step is to get 15 shields skill, to completely eliminate &lt;br /&gt;
the penalty of wearing a shield.  Then for the rest of the game, train mostly dodging, fighting, and long blades, plus throwing (if you're using throwing) or evocations (if you're using evocations).&lt;br /&gt;
&lt;br /&gt;
If you find any good low-level spells, such as [[Swiftness]], [[Repel Missiles]], [[Animate Skeleton]], [[Blink]], or [[Portal Projectile]] (if you have throwing), then get those spells.&lt;br /&gt;
&lt;br /&gt;
If you want to, you can train some stealth and then you'll be able to stab things like I mentioned above.  Totally optional, but your stealth aptitude is very high at +5 so it's not too big an investment to get like 10-15 stealth.&lt;br /&gt;
&lt;br /&gt;
You can also get like 10 invocations to eliminate the failure rate of shadow step and let you use shadow form.  Personally, I've never needed to use shadow form, but it could potentially be handy in an emergency.&lt;br /&gt;
&lt;br /&gt;
Even if you don't get evocations at first, you should get some eventually so you can at least evoke teleportation.&lt;br /&gt;
&lt;br /&gt;
Late in the game, maybe by depths, you can get [[Statue Form]].  This will improve your durability a lot.  If I were you, I wouldn't take on Vaults:5 without it.&lt;br /&gt;
&lt;br /&gt;
==Bolt of Inaccuracy==&lt;br /&gt;
If you get a [[Rod of Inaccuracy]], use it!  In addition to its normal uses, you can switch to it in melee after constricting a dangerous enemy.  Constricted enemies have their EV dramatically reduced, so unless they had super-high EV beforehand, they become viable targets for Bolt of Inaccuracy.&lt;br /&gt;
&lt;br /&gt;
==Third Rune==&lt;br /&gt;
After the lair runes, the easiest rune for you is probably the abyssal rune.  Your stealth makes the abyss quite safe for you.  Just keep your ring of teleportation on, walk away from monsters you don't want to fight, and teleport if you see danger.&lt;br /&gt;
&lt;br /&gt;
==Amulet of Guardian Spirit==&lt;br /&gt;
This is a good amulet to keep on since your HP is on the low side.  It really improves your survivability.&lt;br /&gt;
&lt;br /&gt;
==Paralysis==&lt;br /&gt;
Some enemies cast paralysis.  Great orbs of eyes, ogre mages, orc sorcerers, sphinxes, liches and ancient liches.  This is absurdly dangerous to you because when paralyzed you lose your EV and SH and don't even have any AC to soak up hits.  A band of ogres with an ogre mage in it could be a mortal threat at XL 20, even though you could usually turn them into mincemeat.  If an enemy can paralyze you, try to fight it one-on-one or else escape/teleport out.  Having a ring of MR or two helps, and you might want to switch to an amulet of stasis if you have it and one of these enemies comes into view.&lt;br /&gt;
&lt;br /&gt;
==Chain Lightning==&lt;br /&gt;
Nikola and ancient liches can cast chain lightning, which you can't dodge or block, and which can deal vast damage (think 100 damage per turn) if you have no rElec.  Do not fight these things without rElec and maximal caution.  Ancient liches are a double threat due to the possible paralysis.&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Berder%27s_Octopode_Fighter_of_Dithmenos_Guide&amp;diff=33406</id>
		<title>Berder's Octopode Fighter of Dithmenos Guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Berder%27s_Octopode_Fighter_of_Dithmenos_Guide&amp;diff=33406"/>
				<updated>2014-12-01T20:00:51Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: Created page with &amp;quot;{{version016}} {{Advice}}  I'm not going to lie:  octopodes are a challenge.  Are you up to it?  With their near total lack of AC, octopodes might seem fragile, and they do ha...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{Advice}}&lt;br /&gt;
&lt;br /&gt;
I'm not going to lie:  octopodes are a challenge.  Are you up to it?  With their near total lack of AC, octopodes might seem fragile, and they do have to be very careful about not getting surrounded by more than they can handle.  But with care, an OpFi can crush an impressive number of skulls, and their stealth often lets them wander through a carnival of death completely unscathed.&lt;br /&gt;
&lt;br /&gt;
Here's my winning OpFi, as an example of what to look forward to:&lt;br /&gt;
http://dobrazupa.org/morgue/Berder/morgue-Berder-20141201-063046.txt&lt;br /&gt;
&lt;br /&gt;
And here's my other OpFi, who died to an ancient lich's chain lightning, but not before getting 9 runes and destroying Cerebov in melee:&lt;br /&gt;
http://dobrazupa.org/morgue/Berder/morgue-Berder-20141129-170200.txt&lt;br /&gt;
&lt;br /&gt;
==Weapon==&lt;br /&gt;
You are going to be pumping Dex because you need more dodging, so I would recommend using long blades.  Long blades cross-train with short blades.  This means you can keep a dagger in your inventory in addition to your long blade main weapon, and stab unaware enemies with the dagger, assuming you bothered to put any points into the Stealth skill.  You don't need to, but it's an option.&lt;br /&gt;
&lt;br /&gt;
==Dithmenos==&lt;br /&gt;
I recommend Dithmenos.  The first thing Dithmenos does for you is reduce the accuracy of enemies within in your umbra.  This helps you immediately, as soon as you get an umbra.  Your defenses are EV and SH, both of which are more effective when the enemy's accuracy is lower, so Dithemenos is especially good for octopodes.&lt;br /&gt;
&lt;br /&gt;
The second thing Dithmenos does for you is drastically increase your stealth.  With Dithmenos, you don't actually need to train stealth to be stealthy.  An octopode at max Dithmenos piety with 2 rings of stealth, in water, is &amp;quot;uncannily stealthy&amp;quot; - even at 0 stealth skill.  This is quite useful because it lets you pick your battles.  If you encounter a crowd of enemies, odds are none of them noticed you at first, so you can throw a rock at one of them to lure him away while leaving the crowd behind.  Stealth is also quite handy in the abyss because all those dangerous enemies just don't see you.&lt;br /&gt;
&lt;br /&gt;
The third thing Dithemnos does for you is shadow step.  Unless you choose to get some Stealth skill and do stabbing, shadow step is mainly useful in lair, because you can step to plants.  That's a handy way to escape a death yak or hydra that got too close for comfort, without using up any valuable consumables.&lt;br /&gt;
&lt;br /&gt;
==Pre-Lair==&lt;br /&gt;
You aren't that weak because you have constriction, but be super careful.  Lure enemies one at a time to your position.  Mark exclusions on anything you aren't sure you can kill (assuming you didn't wake it up).  Skip the level if dangerous fast or ranged enemies are wandering around in it.  Don't fight dangerous things like ice beasts or ogres without an escape plan if things go south.  If you find a blowgun, use it as much as possible to soften up dangerous enemies.&lt;br /&gt;
&lt;br /&gt;
==Skill Training==&lt;br /&gt;
First, train only Fighting and Long Blades equally, to 14 skill, which is minimum delay for a long sword.  You'll achieve this by early lair.&lt;br /&gt;
&lt;br /&gt;
For now, you can't kill hydras, so run away or use shadow step to escape them, and mark exclusions if they are sleeping (and try not to wake them).&lt;br /&gt;
&lt;br /&gt;
Next step is to get some more Shields and Dodging skill.  Start training both.  Train Shields a bit more than Dodging, because your shield is slowing your attacks a bit as long as your skill is beneath 15.  But you don't have to train it to 15 immediately.  Just get like 8-10 and you'll see a big improvement in your defenses.&lt;br /&gt;
&lt;br /&gt;
Eventually, after you've gotten some more shields and dodging, you might be fed up with hydras.  That means it's time to get either evocations or throwing.  Get evocations if you've found a good rod for killing hydras.  Get throwing, otherwise.  Train whichever skill you get to about 10, which is sufficient.  You might want to do Orc around this time to get more ammo if you do throwing; doing Orc after you've done part of lair is a good idea, anyway.  Now you can go back and kill those hydras you left alive.&lt;br /&gt;
&lt;br /&gt;
The next step is to get 15 shields skill, to completely eliminate &lt;br /&gt;
the penalty of wearing a shield.  Then for the rest of the game, train mostly dodging, fighting, and long blades, plus throwing (if you're using throwing) or evocations (if you're using evocations).&lt;br /&gt;
&lt;br /&gt;
If you find any good low-level spells, such as [[Swiftness]], [[Repel Missiles]], [[Animate Skeleton]], [[Blink]], or [[Portal Projectile]] (if you have throwing), then get those spells.&lt;br /&gt;
&lt;br /&gt;
If you want to, you can train some stealth and then you'll be able to stab things like I mentioned above.  Totally optional, but your stealth aptitude is very high at +5 so it's not too big an investment to get like 10-15 stealth.&lt;br /&gt;
&lt;br /&gt;
You can also get like 10 invocations to eliminate the failure rate of shadow step and let you use shadow form.  Personally, I've never needed to use shadow form, but it could potentially be handy in an emergency.&lt;br /&gt;
&lt;br /&gt;
Even if you don't get evocations at first, you should get some eventually so you can at least evoke teleportation.&lt;br /&gt;
&lt;br /&gt;
Late in the game, maybe by depths, you can get [[Statue Form]].  This will improve your durability a lot.  If I were you, I wouldn't take on Vaults:5 without it.&lt;br /&gt;
&lt;br /&gt;
==Bolt of Inaccuracy==&lt;br /&gt;
If you get a [[Rod of Inaccuracy]], use it!  In addition to its normal uses, you can switch to it in melee after constricting a dangerous enemy.  Constricted enemies have their EV dramatically reduced, so unless they had super-high EV beforehand, they become viable targets for Bolt of Inaccuracy.&lt;br /&gt;
&lt;br /&gt;
==Third Rune==&lt;br /&gt;
After the lair runes, the easiest rune for you is probably the abyssal rune.  Your stealth makes the abyss quite safe for you.  Just keep your ring of teleportation on, walk away from monsters you don't want to fight, and teleport if you see danger.&lt;br /&gt;
&lt;br /&gt;
==Amulet of Guardian Spirit==&lt;br /&gt;
This is a good amulet to keep on since your HP is on the low side.  It really improves your survivability.&lt;br /&gt;
&lt;br /&gt;
==Paralysis==&lt;br /&gt;
Some enemies cast paralysis.  Great orbs of eyes, ogre mages, orc sorcerers, sphinxes, liches and ancient liches.  This is absurdly dangerous to you because when paralyzed you lose your EV and SH and don't even have any AC to soak up hits.  A band of ogres with an ogre mage in it could be a mortal threat at XL 20, even though you could usually turn them into mincemeat.  If an enemy can paralyze you, try to fight it one-on-one or else escape/teleport out.  Having a ring of MR or two helps, and you might want to switch to an amulet of stasis if you have it and one of these enemies comes into view.&lt;br /&gt;
&lt;br /&gt;
==Chain Lightning==&lt;br /&gt;
Nikola and ancient liches can cast chain lightning, which you can't dodge or block, and which can deal vast damage (think 100 damage per turn) if you have no rElec.  Do not fight these things without rElec and maximal caution.  Ancient liches are a double threat due to the possible paralysis.&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Character_guides&amp;diff=33390</id>
		<title>Character guides</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Character_guides&amp;diff=33390"/>
				<updated>2014-12-01T18:53:52Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: /* Species */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Advice}}&lt;br /&gt;
New players should start with the [[Walkthrough]].  After that, please browse our [[strategy guides]] for more general advice, and review the [[Early Game Tips|early game]], [[Mid Game Tips|mid-game]], and [[Late Game Tips|late game]] tips.&lt;br /&gt;
&lt;br /&gt;
''Authors:  You are responsible for maintaining your guide. Failure to do so will result in your guide being removed from this list until it has been updated. If the guide you're looking for is no longer available here, check the [[Outdated character guide archives|archives]] to see if it has been archived.''&lt;br /&gt;
&lt;br /&gt;
==Species==&lt;br /&gt;
'''Centaur'''&lt;br /&gt;
* CeHu:&lt;br /&gt;
** [[Agentchuck's Centaur Hunter guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Deep Elf'''&lt;br /&gt;
* DECj:&lt;br /&gt;
** [[MistyMan's_Deep_Elf_Conjurer_of_Vehumet_guide]] (0.13)&lt;br /&gt;
* DEEn:&lt;br /&gt;
** [[Berder's Deep Elf Enchanter of Sif Muna guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Demonspawn'''&lt;br /&gt;
* DsCj:&lt;br /&gt;
** [[Naughty's_Demonspawn_Conjurer_of_Vehumet_guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Draconinan'''&lt;br /&gt;
* DrCj:&lt;br /&gt;
** [[R.Daland's Draconian of Ashenzari Guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Gargoyle'''&lt;br /&gt;
** [[Psiweapon's Melee/Evocations Gargoyle guide]] (0.13 &amp;amp; 0.14)&lt;br /&gt;
* GrWz&lt;br /&gt;
** [[Majang's Gargoyle Wizard of Vehumet Guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Hill Orc'''&lt;br /&gt;
*HOFi&lt;br /&gt;
** [[Vigrid's Hill Orc Fighter Guide]] (0.13)&lt;br /&gt;
&lt;br /&gt;
'''Minotaur'''&lt;br /&gt;
* MiGl:&lt;br /&gt;
** [[Buddy23Lee's Minotaur Staff-Master guide]] (0.14)&lt;br /&gt;
*MiBe:&lt;br /&gt;
**[[Beef Jerky's Simple 3 Rune Minotaur Berserker Guide for Beginners]]  (0.14)&lt;br /&gt;
'''Merfolk'''&lt;br /&gt;
* MfDK:&lt;br /&gt;
** [[Ophanim's Merfolk Death Knight Guide]] (0.10)&lt;br /&gt;
* MfTm:&lt;br /&gt;
** [[Elynae's Sludge Elf/Merfolk Transmuter guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Mummy'''&lt;br /&gt;
* MuFi:&lt;br /&gt;
** [[Buddy23Lee's Mummy Fighter guide]] (Updated to 0.14)&lt;br /&gt;
* MuWz&lt;br /&gt;
** [[Elynae's Better MuWz Guide]] (0.11)&lt;br /&gt;
** [[CapnCrunch's Mummy Wizard guide]] (0.10)&lt;br /&gt;
&lt;br /&gt;
'''Naga'''&lt;br /&gt;
* General:&lt;br /&gt;
** [[Tasonir's Melee Naga Guide]] (0.14)&lt;br /&gt;
** [[Berder's Naga Transmuter of Chei Guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Octopode'''&lt;br /&gt;
* OpFi&lt;br /&gt;
** [[Berder's Octopode Fighter of Dithmenos Guide]] (0.16)&lt;br /&gt;
&lt;br /&gt;
'''Ogre'''&lt;br /&gt;
* General:&lt;br /&gt;
** [[Davion Fuxa's Ogre guide]] (0.11)&lt;br /&gt;
* OgHu:&lt;br /&gt;
** [[Serfuzz's Ogre Hunter guide]] (unk. v#)&lt;br /&gt;
* OgWn:&lt;br /&gt;
** [[Demos' Ogre Wanderer guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Sludge Elf'''&lt;br /&gt;
* SETm&lt;br /&gt;
** [[Elynae's Sludge Elf/Merfolk Transmuter guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Spriggan'''&lt;br /&gt;
* SpEn:&lt;br /&gt;
** [[Huggz's Spriggan Enchanter guide]] (0.13)&lt;br /&gt;
* SpVM:&lt;br /&gt;
** [[Demos' Spriggan Venom Mage guide]] (unk. v#)&lt;br /&gt;
* SpWz:&lt;br /&gt;
** [http://www.youtube.com/watch?v=M4lclhJ-3jQ Spriggan Wizard Guide &amp;lt;video&amp;gt;] (0.9.1)&lt;br /&gt;
&lt;br /&gt;
'''Troll'''&lt;br /&gt;
* TrCj:&lt;br /&gt;
** [[Elynae's Troll Conjurer guide]] (unk. v#)&lt;br /&gt;
* TrMo:&lt;br /&gt;
** [[Buddy23Lee's Troll monk of Jiyva (&amp;quot;slime troll&amp;quot;) guide]] (Updated to 0.14)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
'''Abyssal Knight:'''&lt;br /&gt;
* [[IonFrigate's Abyssal Knight guide]] (0.11)&lt;br /&gt;
* [http://pastebin.com/QnHCvEVv Pacra's Abyssal Knight guide] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Fire Elementalist:'''&lt;br /&gt;
* [[Elynae's Fire Elementalist guide]] (0.11, short)&lt;br /&gt;
* [[Majang's Fire Elementalist of TSO Guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Skald'''&lt;br /&gt;
* [[Lawman's Skald guide]] (0.10)&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy_Guides]][[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Character_guides&amp;diff=33389</id>
		<title>Character guides</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Character_guides&amp;diff=33389"/>
				<updated>2014-12-01T18:53:21Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: /* Species */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Advice}}&lt;br /&gt;
New players should start with the [[Walkthrough]].  After that, please browse our [[strategy guides]] for more general advice, and review the [[Early Game Tips|early game]], [[Mid Game Tips|mid-game]], and [[Late Game Tips|late game]] tips.&lt;br /&gt;
&lt;br /&gt;
''Authors:  You are responsible for maintaining your guide. Failure to do so will result in your guide being removed from this list until it has been updated. If the guide you're looking for is no longer available here, check the [[Outdated character guide archives|archives]] to see if it has been archived.''&lt;br /&gt;
&lt;br /&gt;
==Species==&lt;br /&gt;
'''Centaur'''&lt;br /&gt;
* CeHu:&lt;br /&gt;
** [[Agentchuck's Centaur Hunter guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Deep Elf'''&lt;br /&gt;
* DECj:&lt;br /&gt;
** [[MistyMan's_Deep_Elf_Conjurer_of_Vehumet_guide]] (0.13)&lt;br /&gt;
* DEEn:&lt;br /&gt;
** [[Berder's Deep Elf Enchanter of Sif Muna guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Demonspawn'''&lt;br /&gt;
* DsCj:&lt;br /&gt;
** [[Naughty's_Demonspawn_Conjurer_of_Vehumet_guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Draconinan'''&lt;br /&gt;
* DrCj:&lt;br /&gt;
** [[R.Daland's Draconian of Ashenzari Guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Gargoyle'''&lt;br /&gt;
** [[Psiweapon's Melee/Evocations Gargoyle guide]] (0.13 &amp;amp; 0.14)&lt;br /&gt;
* GrWz&lt;br /&gt;
** [[Majang's Gargoyle Wizard of Vehumet Guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Hill Orc'''&lt;br /&gt;
*HOFi&lt;br /&gt;
** [[Vigrid's Hill Orc Fighter Guide]] (0.13)&lt;br /&gt;
&lt;br /&gt;
'''Minotaur'''&lt;br /&gt;
* MiGl:&lt;br /&gt;
** [[Buddy23Lee's Minotaur Staff-Master guide]] (0.14)&lt;br /&gt;
*MiBe:&lt;br /&gt;
**[[Beef Jerky's Simple 3 Rune Minotaur Berserker Guide for Beginners]]  (0.14)&lt;br /&gt;
'''Merfolk'''&lt;br /&gt;
* MfDK:&lt;br /&gt;
** [[Ophanim's Merfolk Death Knight Guide]] (0.10)&lt;br /&gt;
* MfTm:&lt;br /&gt;
** [[Elynae's Sludge Elf/Merfolk Transmuter guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Mummy'''&lt;br /&gt;
* MuFi:&lt;br /&gt;
** [[Buddy23Lee's Mummy Fighter guide]] (Updated to 0.14)&lt;br /&gt;
* MuWz&lt;br /&gt;
** [[Elynae's Better MuWz Guide]] (0.11)&lt;br /&gt;
** [[CapnCrunch's Mummy Wizard guide]] (0.10)&lt;br /&gt;
&lt;br /&gt;
'''Naga'''&lt;br /&gt;
* General:&lt;br /&gt;
** [[Tasonir's Melee Naga Guide]] (0.14)&lt;br /&gt;
** [[Berder's Naga Transmuter of Chei Guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Octopode'''&lt;br /&gt;
* [[Berder's Octopode Fighter of Dithmenos Guide]] (0.16)&lt;br /&gt;
&lt;br /&gt;
'''Ogre'''&lt;br /&gt;
* General:&lt;br /&gt;
** [[Davion Fuxa's Ogre guide]] (0.11)&lt;br /&gt;
* OgHu:&lt;br /&gt;
** [[Serfuzz's Ogre Hunter guide]] (unk. v#)&lt;br /&gt;
* OgWn:&lt;br /&gt;
** [[Demos' Ogre Wanderer guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Sludge Elf'''&lt;br /&gt;
* SETm&lt;br /&gt;
** [[Elynae's Sludge Elf/Merfolk Transmuter guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Spriggan'''&lt;br /&gt;
* SpEn:&lt;br /&gt;
** [[Huggz's Spriggan Enchanter guide]] (0.13)&lt;br /&gt;
* SpVM:&lt;br /&gt;
** [[Demos' Spriggan Venom Mage guide]] (unk. v#)&lt;br /&gt;
* SpWz:&lt;br /&gt;
** [http://www.youtube.com/watch?v=M4lclhJ-3jQ Spriggan Wizard Guide &amp;lt;video&amp;gt;] (0.9.1)&lt;br /&gt;
&lt;br /&gt;
'''Troll'''&lt;br /&gt;
* TrCj:&lt;br /&gt;
** [[Elynae's Troll Conjurer guide]] (unk. v#)&lt;br /&gt;
* TrMo:&lt;br /&gt;
** [[Buddy23Lee's Troll monk of Jiyva (&amp;quot;slime troll&amp;quot;) guide]] (Updated to 0.14)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
'''Abyssal Knight:'''&lt;br /&gt;
* [[IonFrigate's Abyssal Knight guide]] (0.11)&lt;br /&gt;
* [http://pastebin.com/QnHCvEVv Pacra's Abyssal Knight guide] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Fire Elementalist:'''&lt;br /&gt;
* [[Elynae's Fire Elementalist guide]] (0.11, short)&lt;br /&gt;
* [[Majang's Fire Elementalist of TSO Guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Skald'''&lt;br /&gt;
* [[Lawman's Skald guide]] (0.10)&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy_Guides]][[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33176</id>
		<title>Mega-Zig</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33176"/>
				<updated>2014-11-08T05:51:19Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: /* Tactics in Chaos Levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
In 0.16, a new and more difficult mega-ziggurat was added.  After completing floor 27 of a ziggurat, the next ziggurat will be harder, packed with more monsters.  After completing floor 27 of that second one, the next will be even harder.  And so on until the 13th ziggurat completed, at which point the difficulty maxes out.&lt;br /&gt;
&lt;br /&gt;
By maybe the 4th or 5th ziggurat, most levels will be entirely packed with a monster on every square.&lt;br /&gt;
&lt;br /&gt;
The mega-zig requires a fairly particular character to succeed.&lt;br /&gt;
&lt;br /&gt;
==Makhleb==&lt;br /&gt;
You should use [[Makhleb]] for healing on kills.  You'll be taking huge amounts of damage and Makhleb is the only way to stay alive.  As an example of how strong Makhleb is, if you are not in lichform, it's not uncommon to get tormented for half your hp and heal it all back the next turn with a well placed firestorm.  Other gods such as Vehumet might be okay for the first few mega-zigs, but Mak is really the only good choice.&lt;br /&gt;
&lt;br /&gt;
==Race==&lt;br /&gt;
You have more freedom when choosing a race.  Nagas are good because of their high HP and AC, and because their poison resistance and See Invisible give you more freedom when choosing equipment.  Demonspawn can be good if they get good mutations, especially nightstalker, robust, or augmentation.  Ghouls have torment immunity plus potions, but you'll probably have to use [[Jiyva]] to get more int before switching to [[Makhleb]].  You could try other races.  I'd recommend against low HP races like Deep Elves.  Deep Elves have high aptitudes, but that doesn't matter in the long run after all skills are maxed out.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
It's best to use a spellcasting background such as [[Wizard]] or [[Fire Elementalist]].  You will need to rely mostly on level 9 spells in a mega-zig.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
[[Tornado]], [[Fire Storm]], [[Glaciate]], and [[Necromutation]] are the essentials.  Hit them with Tornado, and while you're waiting to recast it, hit them with Firestorm or Glaciate.  [[Haste]] is a close runner-up.  [[Darkness]] is very useful for cutting down on smiting/hellfire attacks.  [[Sublimation of Blood]] is a great way to get more mp when you aren't forced to be in lichform.  [[Disjunction]] can help keep you from getting hit too much by enemies with chaos attacks, to reduce the risk of paralysis/berserk.  The rest are optional - you might want [[Borgnjor's Revivification]], [[Deflect Missiles]], [[Phase Shift]], [[Stoneskin]], [[Shatter]], etc.  Here's an example spell list:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;a - Necromutation         Trmt/Necr      ########..   1%          8    None&lt;br /&gt;
b - Haste                 Chrm           ########     0%          6    None&lt;br /&gt;
c - Swiftness             Chrm/Air       ########     0%          2    None&lt;br /&gt;
d - Controlled Blink      Tloc           N/A          1%          7    None&lt;br /&gt;
e - Darkness              Hex            ########..   1%          7    None&lt;br /&gt;
f - Disjunction           Tloc           ########..   1%          8    None&lt;br /&gt;
g - Apportation           Tloc           ########..   0%          1    None&lt;br /&gt;
h - Tornado               Air            ########..   1%          9    ##.....&lt;br /&gt;
i - Fire Storm            Conj/Fire      ########..   1%          9    ##.....&lt;br /&gt;
j - Borgnjor's Revivific  Necr           ########..   1%          8    None&lt;br /&gt;
k - Sublimation of Blood  Necr           ########..   0%          2    None&lt;br /&gt;
o - Regeneration          Chrm/Necr      ########..   0%          3    None&lt;br /&gt;
p - Glaciate              Conj/Ice       ########..   1%          9    ##.....&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
Wear a shield.  [[Shield of the Gong]] is nice.  Have as much AC as you can have, without hurting your spell success rates.  40 AC is enough.  When possible, wear equipment that increases your int.  You want to have 40-50 int.  That's more than the minimum you need to cast your level 9 spells, but you'll spend a lot of time with your int drained as much as 10 points, so it helps to have extra.  Also, armour that increases your MR is handy, since paralysis in a megazig is sometimes a death sentence.&lt;br /&gt;
&lt;br /&gt;
==Getting MP==&lt;br /&gt;
A [[Staff of Energy]] and a [[Crystal ball of energy]] (CBOE), and plenty of evocations to use them, are the essentials.  You can ditch the staff of energy and switch to the [[Staff of Wucad Mu]] after you find it.  It's good to still use the CBOE when possible because it doesn't drain your int as much.&lt;br /&gt;
&lt;br /&gt;
On levels without too many enemies that cast torment, you can drop out of lichform and use [[Sublimation of Blood]], which has the advantage of not draining your int.  Don't worry about losing HP, as you'll gain it all back with Makhleb.  Don't try it on mummy levels.&lt;br /&gt;
&lt;br /&gt;
==Jewelry==&lt;br /&gt;
Wear jewelry that increases your int.  When you're using lichform, you need clarity at all times to avoid confusion when channeling with CBOE or Staff of Wucad Mu.  You should also have sustain abilities for channeling and mummies.&lt;br /&gt;
&lt;br /&gt;
==Equipping for Silence==&lt;br /&gt;
Silence is a very major threat and you need the tools to handle it.  You need three essentials:  [[Disc of Storms]], javelins of penetration, and evocable blink.  [[Disc of Storms]] is your first line of attack against enemies that lack rElec and can keep you alive through Makhleb healing.  Javelins of penetration (if you have plenty of Throwing skill) allow you to take out silent spectres that are behind hordes of enemies.  Evocable blink will help you quickly move out from your position and find silent spectres to kill, as well as letting you move at all while surrounded.&lt;br /&gt;
&lt;br /&gt;
[[Staff of Dispater]] can be used in a pinch if you have evocations but not enough throwing for javelins of penetration.  It deals great ranged damage while silenced, but can't be used if enemies are too close and can't hit silent spectres behind other enemies.  Be very cautious around hellions if you have no other silent ranged option.&lt;br /&gt;
&lt;br /&gt;
A broad axe is not really required, since it doesn't do nearly as much damage as disc of storms.  But it can be nice to have if you really must kill an enemy that has rElec and don't mind spending a lot of turns doing it.  Antimagic is good, distortion is good, and chopping is good (for those times when you don't want to deal with the consequences of antimagic/distortion).  Holy wrath is not so good because it can't be used in lichform.&lt;br /&gt;
&lt;br /&gt;
You'll get more scrolls of fog than you need, but [[Cloak of the Thief]] is nice to wear, because it lets you fog while you're silenced.  It's for an emergency situation, like your lichform running out while silenced with enemies that cast torment in los.&lt;br /&gt;
&lt;br /&gt;
==Descending Stairs==&lt;br /&gt;
Always cast Necromutation before descending stairs.  If the next floor is Crypt-themed and you're silenced on entry with tormentors/curse toes/curse skulls/shadow fiends nearby, you'll be glad you did.&lt;br /&gt;
&lt;br /&gt;
It's also helpful to cast Darkness before descending stairs.&lt;br /&gt;
&lt;br /&gt;
If necessary, make sure to uncurse your essential weapons before descending, because you can't uncurse them while silenced.  This would include at least staff of energy/wucad mu, staff of dispater, and your melee weapon.&lt;br /&gt;
&lt;br /&gt;
Make sure you have enough charges on your wands, especially wand of hasting, because you can't recharge them while silenced.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Silent Levels==&lt;br /&gt;
For the first couple mega-zigs, silent levels might not be too dangerous.  You might not be silenced on entry.  Enemies might be asleep, allowing you to pick them off at your leisure with staff of dispater.  However, stay in lichform at all times, because there are enemies can cast torment.&lt;br /&gt;
&lt;br /&gt;
Eventually, though, you're going to run into a crypt level where you are silenced on entry and the screen is packed with enemies.  Your priority here should be to kill enough silent spectres to get a patch where silence doesn't reach, so that you can recast lichform (and also blast away with spells).  The thing to fear is your lichform running out while you are still silenced, which will result in getting badly tormented.  If you have killed all silent spectres in LOS and you are still silenced, you need to go on the attack, either using evocable blink or just walking forward, until you find more spectres to kill.  Use javelins of penetration.  After killing them you can retreat back to the area that's no longer silenced.&lt;br /&gt;
&lt;br /&gt;
Staying hasted (with a wand of hasting) is a good idea because it helps you accomplish more before lichform expires.&lt;br /&gt;
&lt;br /&gt;
Only hit things with an axe if disc of storms is not working on them and they really need to die (e.g. curse toes).  You can waste a lot of time hitting things with axes while your lichform runs out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Chaos Levels==&lt;br /&gt;
A chaos level can be identified by the presence of many pandemonium lords.  It will also have apocalypse crabs and killer klowns.  The priority here is to avoid getting hit by chaos attacks, and avoid standing in clouds of chaos, because these clouds can paralyze or berserk you, leaving you temporarily helpless.  So, use Disjunction liberally to keep enemies away.  Disjunction both prevents getting hit by killer klowns and gives you a free space to walk into in case your square gets hit with a cloud of chaos.  Check every turn to make sure you aren't standing in a cloud of chaos.  Glaciate will make your own clouds, giving you safe spaces to stand.&lt;br /&gt;
&lt;br /&gt;
It might be nice to wear stasis in a chaos level.  However, you'll probably have to drop out of lichform to do so, unless you have an alternate source of clarity.  Beware that some of the panlords cast torment.&lt;br /&gt;
&lt;br /&gt;
Sometimes a panlord will cast silence, but this isn't anywhere near as bad as crypt silence and you can probably take him out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Pan Levels==&lt;br /&gt;
A pandemonium level can be identified by the presence of demonspawn, with plenty of fiends and other pandemonium denizens.  The main danger here is that demonspawn warmongers will sap your magic, leaving your attack capacity greatly diminished.  To prevent this, identify and kill warmongers ASAP.  Also note that [[Sap Magic]] requires an open line of fire, so you're temporarily ok as long as other enemies are in the way.&lt;br /&gt;
&lt;br /&gt;
If you do get sapped, you'll only be able to cast a few spells before the -Wiz becomes excessive.  Save it for the most important stuff, like recasting tornado and necromutation, and maybe darkness.  You can use disc of storms in between tornado/necromut.  Your goal is to survive until the Sap wears off.  Fog can help, and so can retreating to a safer area, if possible.&lt;br /&gt;
&lt;br /&gt;
If all else fails, you can drop out of lichform and quaff cancellation, which will remove the Sap and -Wiz.  However, given the number of enemies that cast torment in Pan levels, this might be a mistake.  Also, you get hardly any potions of cancellation in zigs so this tactic can't be used too many times.&lt;br /&gt;
&lt;br /&gt;
==Ghost Moths==&lt;br /&gt;
Turn invisible, or just spam disc of storms.&lt;br /&gt;
&lt;br /&gt;
==Holy Zig==&lt;br /&gt;
A holy zig level is full of smiting, and darkness doesn't work due to the halos.  Just power through it while hasted (and not in lichform).  It's worth a mention because the sheer amount of smiting can actually compete with Makhleb's healing.  Fog might be necessary if you make it to a high megazig.&lt;br /&gt;
&lt;br /&gt;
==Mummies==&lt;br /&gt;
Annoying!  As long as you stay in lichform, they aren't going to kill you directly, but you are going to lose a lot of stats.  Make sure you have sustain abilities.  After you've cleared a bunch of them, you might want to just teleport to the other end of the level and exit, because the more of them you kill the more statdrain you will suffer.  Potions of restore abilities are actually in somewhat short supply in zigs.  Also, stay hasted because they will slow you.&lt;br /&gt;
&lt;br /&gt;
==Fire Levels==&lt;br /&gt;
Fire levels packed with orbs of fire can sometimes be a challenge if you don't yet have rF+++.  If you're depending on the elemental staff for your fire resistance, you may have to stay out of lichform so you can use sublimation of blood instead of staff of energy/CBOE, and just deal with whatever mutations you get.  Even if you have 300 hp, you can die pretty fast if you lack fire resistance.&lt;br /&gt;
&lt;br /&gt;
==Finding Mega-Zigs==&lt;br /&gt;
Wear a ring of teleportation and constantly teleport around in Pandemonium to cover more ground, and if you find a portal to another Pandemonium level, immediately take it (because you cover more ground that way).  Or, use magic mapping if you have any.  You can recognize zig portals on the map because they're always surrounded by a rectangular or diamond-shaped border.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33175</id>
		<title>Mega-Zig</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33175"/>
				<updated>2014-11-08T05:25:57Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: /* Equipping for Silence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
In 0.16, a new and more difficult mega-ziggurat was added.  After completing floor 27 of a ziggurat, the next ziggurat will be harder, packed with more monsters.  After completing floor 27 of that second one, the next will be even harder.  And so on until the 13th ziggurat completed, at which point the difficulty maxes out.&lt;br /&gt;
&lt;br /&gt;
By maybe the 4th or 5th ziggurat, most levels will be entirely packed with a monster on every square.&lt;br /&gt;
&lt;br /&gt;
The mega-zig requires a fairly particular character to succeed.&lt;br /&gt;
&lt;br /&gt;
==Makhleb==&lt;br /&gt;
You should use [[Makhleb]] for healing on kills.  You'll be taking huge amounts of damage and Makhleb is the only way to stay alive.  As an example of how strong Makhleb is, if you are not in lichform, it's not uncommon to get tormented for half your hp and heal it all back the next turn with a well placed firestorm.  Other gods such as Vehumet might be okay for the first few mega-zigs, but Mak is really the only good choice.&lt;br /&gt;
&lt;br /&gt;
==Race==&lt;br /&gt;
You have more freedom when choosing a race.  Nagas are good because of their high HP and AC, and because their poison resistance and See Invisible give you more freedom when choosing equipment.  Demonspawn can be good if they get good mutations, especially nightstalker, robust, or augmentation.  Ghouls have torment immunity plus potions, but you'll probably have to use [[Jiyva]] to get more int before switching to [[Makhleb]].  You could try other races.  I'd recommend against low HP races like Deep Elves.  Deep Elves have high aptitudes, but that doesn't matter in the long run after all skills are maxed out.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
It's best to use a spellcasting background such as [[Wizard]] or [[Fire Elementalist]].  You will need to rely mostly on level 9 spells in a mega-zig.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
[[Tornado]], [[Fire Storm]], [[Glaciate]], and [[Necromutation]] are the essentials.  Hit them with Tornado, and while you're waiting to recast it, hit them with Firestorm or Glaciate.  [[Haste]] is a close runner-up.  [[Darkness]] is very useful for cutting down on smiting/hellfire attacks.  [[Sublimation of Blood]] is a great way to get more mp when you aren't forced to be in lichform.  [[Disjunction]] can help keep you from getting hit too much by enemies with chaos attacks, to reduce the risk of paralysis/berserk.  The rest are optional - you might want [[Borgnjor's Revivification]], [[Deflect Missiles]], [[Phase Shift]], [[Stoneskin]], [[Shatter]], etc.  Here's an example spell list:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;a - Necromutation         Trmt/Necr      ########..   1%          8    None&lt;br /&gt;
b - Haste                 Chrm           ########     0%          6    None&lt;br /&gt;
c - Swiftness             Chrm/Air       ########     0%          2    None&lt;br /&gt;
d - Controlled Blink      Tloc           N/A          1%          7    None&lt;br /&gt;
e - Darkness              Hex            ########..   1%          7    None&lt;br /&gt;
f - Disjunction           Tloc           ########..   1%          8    None&lt;br /&gt;
g - Apportation           Tloc           ########..   0%          1    None&lt;br /&gt;
h - Tornado               Air            ########..   1%          9    ##.....&lt;br /&gt;
i - Fire Storm            Conj/Fire      ########..   1%          9    ##.....&lt;br /&gt;
j - Borgnjor's Revivific  Necr           ########..   1%          8    None&lt;br /&gt;
k - Sublimation of Blood  Necr           ########..   0%          2    None&lt;br /&gt;
o - Regeneration          Chrm/Necr      ########..   0%          3    None&lt;br /&gt;
p - Glaciate              Conj/Ice       ########..   1%          9    ##.....&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
Wear a shield.  [[Shield of the Gong]] is nice.  Have as much AC as you can have, without hurting your spell success rates.  40 AC is enough.  When possible, wear equipment that increases your int.  You want to have 40-50 int.  That's more than the minimum you need to cast your level 9 spells, but you'll spend a lot of time with your int drained as much as 10 points, so it helps to have extra.  Also, armour that increases your MR is handy, since paralysis in a megazig is sometimes a death sentence.&lt;br /&gt;
&lt;br /&gt;
==Getting MP==&lt;br /&gt;
A [[Staff of Energy]] and a [[Crystal ball of energy]] (CBOE), and plenty of evocations to use them, are the essentials.  You can ditch the staff of energy and switch to the [[Staff of Wucad Mu]] after you find it.  It's good to still use the CBOE when possible because it doesn't drain your int as much.&lt;br /&gt;
&lt;br /&gt;
On levels without too many enemies that cast torment, you can drop out of lichform and use [[Sublimation of Blood]], which has the advantage of not draining your int.  Don't worry about losing HP, as you'll gain it all back with Makhleb.  Don't try it on mummy levels.&lt;br /&gt;
&lt;br /&gt;
==Jewelry==&lt;br /&gt;
Wear jewelry that increases your int.  When you're using lichform, you need clarity at all times to avoid confusion when channeling with CBOE or Staff of Wucad Mu.  You should also have sustain abilities for channeling and mummies.&lt;br /&gt;
&lt;br /&gt;
==Equipping for Silence==&lt;br /&gt;
Silence is a very major threat and you need the tools to handle it.  You need three essentials:  [[Disc of Storms]], javelins of penetration, and evocable blink.  [[Disc of Storms]] is your first line of attack against enemies that lack rElec and can keep you alive through Makhleb healing.  Javelins of penetration (if you have plenty of Throwing skill) allow you to take out silent spectres that are behind hordes of enemies.  Evocable blink will help you quickly move out from your position and find silent spectres to kill, as well as letting you move at all while surrounded.&lt;br /&gt;
&lt;br /&gt;
[[Staff of Dispater]] can be used in a pinch if you have evocations but not enough throwing for javelins of penetration.  It deals great ranged damage while silenced, but can't be used if enemies are too close and can't hit silent spectres behind other enemies.  Be very cautious around hellions if you have no other silent ranged option.&lt;br /&gt;
&lt;br /&gt;
A broad axe is not really required, since it doesn't do nearly as much damage as disc of storms.  But it can be nice to have if you really must kill an enemy that has rElec and don't mind spending a lot of turns doing it.  Antimagic is good, distortion is good, and chopping is good (for those times when you don't want to deal with the consequences of antimagic/distortion).  Holy wrath is not so good because it can't be used in lichform.&lt;br /&gt;
&lt;br /&gt;
You'll get more scrolls of fog than you need, but [[Cloak of the Thief]] is nice to wear, because it lets you fog while you're silenced.  It's for an emergency situation, like your lichform running out while silenced with enemies that cast torment in los.&lt;br /&gt;
&lt;br /&gt;
==Descending Stairs==&lt;br /&gt;
Always cast Necromutation before descending stairs.  If the next floor is Crypt-themed and you're silenced on entry with tormentors/curse toes/curse skulls/shadow fiends nearby, you'll be glad you did.&lt;br /&gt;
&lt;br /&gt;
It's also helpful to cast Darkness before descending stairs.&lt;br /&gt;
&lt;br /&gt;
If necessary, make sure to uncurse your essential weapons before descending, because you can't uncurse them while silenced.  This would include at least staff of energy/wucad mu, staff of dispater, and your melee weapon.&lt;br /&gt;
&lt;br /&gt;
Make sure you have enough charges on your wands, especially wand of hasting, because you can't recharge them while silenced.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Silent Levels==&lt;br /&gt;
For the first couple mega-zigs, silent levels might not be too dangerous.  You might not be silenced on entry.  Enemies might be asleep, allowing you to pick them off at your leisure with staff of dispater.  However, stay in lichform at all times, because there are enemies can cast torment.&lt;br /&gt;
&lt;br /&gt;
Eventually, though, you're going to run into a crypt level where you are silenced on entry and the screen is packed with enemies.  Your priority here should be to kill enough silent spectres to get a patch where silence doesn't reach, so that you can recast lichform (and also blast away with spells).  The thing to fear is your lichform running out while you are still silenced, which will result in getting badly tormented.  If you have killed all silent spectres in LOS and you are still silenced, you need to go on the attack, either using evocable blink or just walking forward, until you find more spectres to kill.  Use javelins of penetration.  After killing them you can retreat back to the area that's no longer silenced.&lt;br /&gt;
&lt;br /&gt;
Staying hasted (with a wand of hasting) is a good idea because it helps you accomplish more before lichform expires.&lt;br /&gt;
&lt;br /&gt;
Only hit things with an axe if disc of storms is not working on them and they really need to die (e.g. curse toes).  You can waste a lot of time hitting things with axes while your lichform runs out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Chaos Levels==&lt;br /&gt;
A chaos level can be identified by the presence of many pandemonium lords.  It will also have apocalypse crabs and killer klowns.  The priority here is to avoid getting hit by chaos attacks, and avoid standing in clouds of chaos, because these clouds can paralyze or berserk you, leaving you temporarily helpless.  So, use Disjunction liberally to keep enemies away.  Disjunction both prevents getting hit by killer klowns and gives you a free space to walk into in case your square gets hit with a cloud of chaos.  Check every turn to make sure you aren't standing in a cloud of chaos.  Glaciate will make your own clouds, giving you safe spaces to stand and blocking clouds of chaos.&lt;br /&gt;
&lt;br /&gt;
It might be nice to wear stasis in a chaos level.  However, you'll probably have to drop out of lichform to do so, unless you have an alternate source of clarity.  Beware that some of the panlords cast torment.&lt;br /&gt;
&lt;br /&gt;
Sometimes a panlord will cast silence, but this isn't anywhere near as bad as crypt silence and you can probably take him out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Pan Levels==&lt;br /&gt;
A pandemonium level can be identified by the presence of demonspawn, with plenty of fiends and other pandemonium denizens.  The main danger here is that demonspawn warmongers will sap your magic, leaving your attack capacity greatly diminished.  To prevent this, identify and kill warmongers ASAP.  Also note that [[Sap Magic]] requires an open line of fire, so you're temporarily ok as long as other enemies are in the way.&lt;br /&gt;
&lt;br /&gt;
If you do get sapped, you'll only be able to cast a few spells before the -Wiz becomes excessive.  Save it for the most important stuff, like recasting tornado and necromutation, and maybe darkness.  You can use disc of storms in between tornado/necromut.  Your goal is to survive until the Sap wears off.  Fog can help, and so can retreating to a safer area, if possible.&lt;br /&gt;
&lt;br /&gt;
If all else fails, you can drop out of lichform and quaff cancellation, which will remove the Sap and -Wiz.  However, given the number of enemies that cast torment in Pan levels, this might be a mistake.  Also, you get hardly any potions of cancellation in zigs so this tactic can't be used too many times.&lt;br /&gt;
&lt;br /&gt;
==Ghost Moths==&lt;br /&gt;
Turn invisible, or just spam disc of storms.&lt;br /&gt;
&lt;br /&gt;
==Holy Zig==&lt;br /&gt;
A holy zig level is full of smiting, and darkness doesn't work due to the halos.  Just power through it while hasted (and not in lichform).  It's worth a mention because the sheer amount of smiting can actually compete with Makhleb's healing.  Fog might be necessary if you make it to a high megazig.&lt;br /&gt;
&lt;br /&gt;
==Mummies==&lt;br /&gt;
Annoying!  As long as you stay in lichform, they aren't going to kill you directly, but you are going to lose a lot of stats.  Make sure you have sustain abilities.  After you've cleared a bunch of them, you might want to just teleport to the other end of the level and exit, because the more of them you kill the more statdrain you will suffer.  Potions of restore abilities are actually in somewhat short supply in zigs.  Also, stay hasted because they will slow you.&lt;br /&gt;
&lt;br /&gt;
==Fire Levels==&lt;br /&gt;
Fire levels packed with orbs of fire can sometimes be a challenge if you don't yet have rF+++.  If you're depending on the elemental staff for your fire resistance, you may have to stay out of lichform so you can use sublimation of blood instead of staff of energy/CBOE, and just deal with whatever mutations you get.  Even if you have 300 hp, you can die pretty fast if you lack fire resistance.&lt;br /&gt;
&lt;br /&gt;
==Finding Mega-Zigs==&lt;br /&gt;
Wear a ring of teleportation and constantly teleport around in Pandemonium to cover more ground, and if you find a portal to another Pandemonium level, immediately take it (because you cover more ground that way).  Or, use magic mapping if you have any.  You can recognize zig portals on the map because they're always surrounded by a rectangular or diamond-shaped border.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33174</id>
		<title>Mega-Zig</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33174"/>
				<updated>2014-11-08T05:21:38Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: /* Tactics in Silent Levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
In 0.16, a new and more difficult mega-ziggurat was added.  After completing floor 27 of a ziggurat, the next ziggurat will be harder, packed with more monsters.  After completing floor 27 of that second one, the next will be even harder.  And so on until the 13th ziggurat completed, at which point the difficulty maxes out.&lt;br /&gt;
&lt;br /&gt;
By maybe the 4th or 5th ziggurat, most levels will be entirely packed with a monster on every square.&lt;br /&gt;
&lt;br /&gt;
The mega-zig requires a fairly particular character to succeed.&lt;br /&gt;
&lt;br /&gt;
==Makhleb==&lt;br /&gt;
You should use [[Makhleb]] for healing on kills.  You'll be taking huge amounts of damage and Makhleb is the only way to stay alive.  As an example of how strong Makhleb is, if you are not in lichform, it's not uncommon to get tormented for half your hp and heal it all back the next turn with a well placed firestorm.  Other gods such as Vehumet might be okay for the first few mega-zigs, but Mak is really the only good choice.&lt;br /&gt;
&lt;br /&gt;
==Race==&lt;br /&gt;
You have more freedom when choosing a race.  Nagas are good because of their high HP and AC, and because their poison resistance and See Invisible give you more freedom when choosing equipment.  Demonspawn can be good if they get good mutations, especially nightstalker, robust, or augmentation.  Ghouls have torment immunity plus potions, but you'll probably have to use [[Jiyva]] to get more int before switching to [[Makhleb]].  You could try other races.  I'd recommend against low HP races like Deep Elves.  Deep Elves have high aptitudes, but that doesn't matter in the long run after all skills are maxed out.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
It's best to use a spellcasting background such as [[Wizard]] or [[Fire Elementalist]].  You will need to rely mostly on level 9 spells in a mega-zig.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
[[Tornado]], [[Fire Storm]], [[Glaciate]], and [[Necromutation]] are the essentials.  Hit them with Tornado, and while you're waiting to recast it, hit them with Firestorm or Glaciate.  [[Haste]] is a close runner-up.  [[Darkness]] is very useful for cutting down on smiting/hellfire attacks.  [[Sublimation of Blood]] is a great way to get more mp when you aren't forced to be in lichform.  [[Disjunction]] can help keep you from getting hit too much by enemies with chaos attacks, to reduce the risk of paralysis/berserk.  The rest are optional - you might want [[Borgnjor's Revivification]], [[Deflect Missiles]], [[Phase Shift]], [[Stoneskin]], [[Shatter]], etc.  Here's an example spell list:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;a - Necromutation         Trmt/Necr      ########..   1%          8    None&lt;br /&gt;
b - Haste                 Chrm           ########     0%          6    None&lt;br /&gt;
c - Swiftness             Chrm/Air       ########     0%          2    None&lt;br /&gt;
d - Controlled Blink      Tloc           N/A          1%          7    None&lt;br /&gt;
e - Darkness              Hex            ########..   1%          7    None&lt;br /&gt;
f - Disjunction           Tloc           ########..   1%          8    None&lt;br /&gt;
g - Apportation           Tloc           ########..   0%          1    None&lt;br /&gt;
h - Tornado               Air            ########..   1%          9    ##.....&lt;br /&gt;
i - Fire Storm            Conj/Fire      ########..   1%          9    ##.....&lt;br /&gt;
j - Borgnjor's Revivific  Necr           ########..   1%          8    None&lt;br /&gt;
k - Sublimation of Blood  Necr           ########..   0%          2    None&lt;br /&gt;
o - Regeneration          Chrm/Necr      ########..   0%          3    None&lt;br /&gt;
p - Glaciate              Conj/Ice       ########..   1%          9    ##.....&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
Wear a shield.  [[Shield of the Gong]] is nice.  Have as much AC as you can have, without hurting your spell success rates.  40 AC is enough.  When possible, wear equipment that increases your int.  You want to have 40-50 int.  That's more than the minimum you need to cast your level 9 spells, but you'll spend a lot of time with your int drained as much as 10 points, so it helps to have extra.  Also, armour that increases your MR is handy, since paralysis in a megazig is sometimes a death sentence.&lt;br /&gt;
&lt;br /&gt;
==Getting MP==&lt;br /&gt;
A [[Staff of Energy]] and a [[Crystal ball of energy]] (CBOE), and plenty of evocations to use them, are the essentials.  You can ditch the staff of energy and switch to the [[Staff of Wucad Mu]] after you find it.  It's good to still use the CBOE when possible because it doesn't drain your int as much.&lt;br /&gt;
&lt;br /&gt;
On levels without too many enemies that cast torment, you can drop out of lichform and use [[Sublimation of Blood]], which has the advantage of not draining your int.  Don't worry about losing HP, as you'll gain it all back with Makhleb.  Don't try it on mummy levels.&lt;br /&gt;
&lt;br /&gt;
==Jewelry==&lt;br /&gt;
Wear jewelry that increases your int.  When you're using lichform, you need clarity at all times to avoid confusion when channeling with CBOE or Staff of Wucad Mu.  You should also have sustain abilities for channeling and mummies.&lt;br /&gt;
&lt;br /&gt;
==Equipping for Silence==&lt;br /&gt;
Silence is a very major threat and you need the tools to handle it.  You need three essentials:  [[Disc of Storms]], javelins of penetration, and evocable blink.  [[Disc of Storms]] is your first line of attack against enemies that lack rElec and can keep you alive through Makhleb healing.  Javelins of penetration (if you have plenty of Throwing skill) allow you to take out silent spectres that are behind hordes of enemies.  Evocable blink will help you quickly move out from your position and find silent spectres to kill, as well as letting you move at all while surrounded.&lt;br /&gt;
&lt;br /&gt;
[[Staff of Dispater]] can be used in a pinch if you have evocations but not enough throwing for javelins of penetration.  It deals great ranged damage while silenced, but can't be used if enemies are too close and can't hit silent spectres behind other enemies.  Be very cautious around hellions if you have no other silent ranged option.&lt;br /&gt;
&lt;br /&gt;
A broad axe is not really required, since it doesn't do nearly as much damage as disc of storms.  But it can be nice to have if you really must kill an enemy that has rElec and don't mind spending a lot of turns doing it.  Antimagic is good, distortion is good, and chopping is good (for those times when you don't want to deal with the consequences of antimagic/distortion).  Holy wrath is not so good because it can't be used in lichform.  Don't overuse it.&lt;br /&gt;
&lt;br /&gt;
You'll get more scrolls of fog than you need, but [[Cloak of the Thief]] is nice to wear, because it lets you fog while you're silenced.  It's for an emergency situation, like your lichform running out while silenced with enemies that cast torment in los.&lt;br /&gt;
&lt;br /&gt;
==Descending Stairs==&lt;br /&gt;
Always cast Necromutation before descending stairs.  If the next floor is Crypt-themed and you're silenced on entry with tormentors/curse toes/curse skulls/shadow fiends nearby, you'll be glad you did.&lt;br /&gt;
&lt;br /&gt;
It's also helpful to cast Darkness before descending stairs.&lt;br /&gt;
&lt;br /&gt;
If necessary, make sure to uncurse your essential weapons before descending, because you can't uncurse them while silenced.  This would include at least staff of energy/wucad mu, staff of dispater, and your melee weapon.&lt;br /&gt;
&lt;br /&gt;
Make sure you have enough charges on your wands, especially wand of hasting, because you can't recharge them while silenced.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Silent Levels==&lt;br /&gt;
For the first couple mega-zigs, silent levels might not be too dangerous.  You might not be silenced on entry.  Enemies might be asleep, allowing you to pick them off at your leisure with staff of dispater.  However, stay in lichform at all times, because there are enemies can cast torment.&lt;br /&gt;
&lt;br /&gt;
Eventually, though, you're going to run into a crypt level where you are silenced on entry and the screen is packed with enemies.  Your priority here should be to kill enough silent spectres to get a patch where silence doesn't reach, so that you can recast lichform (and also blast away with spells).  The thing to fear is your lichform running out while you are still silenced, which will result in getting badly tormented.  If you have killed all silent spectres in LOS and you are still silenced, you need to go on the attack, either using evocable blink or just walking forward, until you find more spectres to kill.  Use javelins of penetration.  After killing them you can retreat back to the area that's no longer silenced.&lt;br /&gt;
&lt;br /&gt;
Staying hasted (with a wand of hasting) is a good idea because it helps you accomplish more before lichform expires.&lt;br /&gt;
&lt;br /&gt;
Only hit things with an axe if disc of storms is not working on them and they really need to die (e.g. curse toes).  You can waste a lot of time hitting things with axes while your lichform runs out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Chaos Levels==&lt;br /&gt;
A chaos level can be identified by the presence of many pandemonium lords.  It will also have apocalypse crabs and killer klowns.  The priority here is to avoid getting hit by chaos attacks, and avoid standing in clouds of chaos, because these clouds can paralyze or berserk you, leaving you temporarily helpless.  So, use Disjunction liberally to keep enemies away.  Disjunction both prevents getting hit by killer klowns and gives you a free space to walk into in case your square gets hit with a cloud of chaos.  Check every turn to make sure you aren't standing in a cloud of chaos.  Glaciate will make your own clouds, giving you safe spaces to stand and blocking clouds of chaos.&lt;br /&gt;
&lt;br /&gt;
It might be nice to wear stasis in a chaos level.  However, you'll probably have to drop out of lichform to do so, unless you have an alternate source of clarity.  Beware that some of the panlords cast torment.&lt;br /&gt;
&lt;br /&gt;
Sometimes a panlord will cast silence, but this isn't anywhere near as bad as crypt silence and you can probably take him out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Pan Levels==&lt;br /&gt;
A pandemonium level can be identified by the presence of demonspawn, with plenty of fiends and other pandemonium denizens.  The main danger here is that demonspawn warmongers will sap your magic, leaving your attack capacity greatly diminished.  To prevent this, identify and kill warmongers ASAP.  Also note that [[Sap Magic]] requires an open line of fire, so you're temporarily ok as long as other enemies are in the way.&lt;br /&gt;
&lt;br /&gt;
If you do get sapped, you'll only be able to cast a few spells before the -Wiz becomes excessive.  Save it for the most important stuff, like recasting tornado and necromutation, and maybe darkness.  You can use disc of storms in between tornado/necromut.  Your goal is to survive until the Sap wears off.  Fog can help, and so can retreating to a safer area, if possible.&lt;br /&gt;
&lt;br /&gt;
If all else fails, you can drop out of lichform and quaff cancellation, which will remove the Sap and -Wiz.  However, given the number of enemies that cast torment in Pan levels, this might be a mistake.  Also, you get hardly any potions of cancellation in zigs so this tactic can't be used too many times.&lt;br /&gt;
&lt;br /&gt;
==Ghost Moths==&lt;br /&gt;
Turn invisible, or just spam disc of storms.&lt;br /&gt;
&lt;br /&gt;
==Holy Zig==&lt;br /&gt;
A holy zig level is full of smiting, and darkness doesn't work due to the halos.  Just power through it while hasted (and not in lichform).  It's worth a mention because the sheer amount of smiting can actually compete with Makhleb's healing.  Fog might be necessary if you make it to a high megazig.&lt;br /&gt;
&lt;br /&gt;
==Mummies==&lt;br /&gt;
Annoying!  As long as you stay in lichform, they aren't going to kill you directly, but you are going to lose a lot of stats.  Make sure you have sustain abilities.  After you've cleared a bunch of them, you might want to just teleport to the other end of the level and exit, because the more of them you kill the more statdrain you will suffer.  Potions of restore abilities are actually in somewhat short supply in zigs.  Also, stay hasted because they will slow you.&lt;br /&gt;
&lt;br /&gt;
==Fire Levels==&lt;br /&gt;
Fire levels packed with orbs of fire can sometimes be a challenge if you don't yet have rF+++.  If you're depending on the elemental staff for your fire resistance, you may have to stay out of lichform so you can use sublimation of blood instead of staff of energy/CBOE, and just deal with whatever mutations you get.  Even if you have 300 hp, you can die pretty fast if you lack fire resistance.&lt;br /&gt;
&lt;br /&gt;
==Finding Mega-Zigs==&lt;br /&gt;
Wear a ring of teleportation and constantly teleport around in Pandemonium to cover more ground, and if you find a portal to another Pandemonium level, immediately take it (because you cover more ground that way).  Or, use magic mapping if you have any.  You can recognize zig portals on the map because they're always surrounded by a rectangular or diamond-shaped border.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33173</id>
		<title>Mega-Zig</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33173"/>
				<updated>2014-11-08T05:19:31Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: /* Equipping for Silence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
In 0.16, a new and more difficult mega-ziggurat was added.  After completing floor 27 of a ziggurat, the next ziggurat will be harder, packed with more monsters.  After completing floor 27 of that second one, the next will be even harder.  And so on until the 13th ziggurat completed, at which point the difficulty maxes out.&lt;br /&gt;
&lt;br /&gt;
By maybe the 4th or 5th ziggurat, most levels will be entirely packed with a monster on every square.&lt;br /&gt;
&lt;br /&gt;
The mega-zig requires a fairly particular character to succeed.&lt;br /&gt;
&lt;br /&gt;
==Makhleb==&lt;br /&gt;
You should use [[Makhleb]] for healing on kills.  You'll be taking huge amounts of damage and Makhleb is the only way to stay alive.  As an example of how strong Makhleb is, if you are not in lichform, it's not uncommon to get tormented for half your hp and heal it all back the next turn with a well placed firestorm.  Other gods such as Vehumet might be okay for the first few mega-zigs, but Mak is really the only good choice.&lt;br /&gt;
&lt;br /&gt;
==Race==&lt;br /&gt;
You have more freedom when choosing a race.  Nagas are good because of their high HP and AC, and because their poison resistance and See Invisible give you more freedom when choosing equipment.  Demonspawn can be good if they get good mutations, especially nightstalker, robust, or augmentation.  Ghouls have torment immunity plus potions, but you'll probably have to use [[Jiyva]] to get more int before switching to [[Makhleb]].  You could try other races.  I'd recommend against low HP races like Deep Elves.  Deep Elves have high aptitudes, but that doesn't matter in the long run after all skills are maxed out.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
It's best to use a spellcasting background such as [[Wizard]] or [[Fire Elementalist]].  You will need to rely mostly on level 9 spells in a mega-zig.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
[[Tornado]], [[Fire Storm]], [[Glaciate]], and [[Necromutation]] are the essentials.  Hit them with Tornado, and while you're waiting to recast it, hit them with Firestorm or Glaciate.  [[Haste]] is a close runner-up.  [[Darkness]] is very useful for cutting down on smiting/hellfire attacks.  [[Sublimation of Blood]] is a great way to get more mp when you aren't forced to be in lichform.  [[Disjunction]] can help keep you from getting hit too much by enemies with chaos attacks, to reduce the risk of paralysis/berserk.  The rest are optional - you might want [[Borgnjor's Revivification]], [[Deflect Missiles]], [[Phase Shift]], [[Stoneskin]], [[Shatter]], etc.  Here's an example spell list:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;a - Necromutation         Trmt/Necr      ########..   1%          8    None&lt;br /&gt;
b - Haste                 Chrm           ########     0%          6    None&lt;br /&gt;
c - Swiftness             Chrm/Air       ########     0%          2    None&lt;br /&gt;
d - Controlled Blink      Tloc           N/A          1%          7    None&lt;br /&gt;
e - Darkness              Hex            ########..   1%          7    None&lt;br /&gt;
f - Disjunction           Tloc           ########..   1%          8    None&lt;br /&gt;
g - Apportation           Tloc           ########..   0%          1    None&lt;br /&gt;
h - Tornado               Air            ########..   1%          9    ##.....&lt;br /&gt;
i - Fire Storm            Conj/Fire      ########..   1%          9    ##.....&lt;br /&gt;
j - Borgnjor's Revivific  Necr           ########..   1%          8    None&lt;br /&gt;
k - Sublimation of Blood  Necr           ########..   0%          2    None&lt;br /&gt;
o - Regeneration          Chrm/Necr      ########..   0%          3    None&lt;br /&gt;
p - Glaciate              Conj/Ice       ########..   1%          9    ##.....&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
Wear a shield.  [[Shield of the Gong]] is nice.  Have as much AC as you can have, without hurting your spell success rates.  40 AC is enough.  When possible, wear equipment that increases your int.  You want to have 40-50 int.  That's more than the minimum you need to cast your level 9 spells, but you'll spend a lot of time with your int drained as much as 10 points, so it helps to have extra.  Also, armour that increases your MR is handy, since paralysis in a megazig is sometimes a death sentence.&lt;br /&gt;
&lt;br /&gt;
==Getting MP==&lt;br /&gt;
A [[Staff of Energy]] and a [[Crystal ball of energy]] (CBOE), and plenty of evocations to use them, are the essentials.  You can ditch the staff of energy and switch to the [[Staff of Wucad Mu]] after you find it.  It's good to still use the CBOE when possible because it doesn't drain your int as much.&lt;br /&gt;
&lt;br /&gt;
On levels without too many enemies that cast torment, you can drop out of lichform and use [[Sublimation of Blood]], which has the advantage of not draining your int.  Don't worry about losing HP, as you'll gain it all back with Makhleb.  Don't try it on mummy levels.&lt;br /&gt;
&lt;br /&gt;
==Jewelry==&lt;br /&gt;
Wear jewelry that increases your int.  When you're using lichform, you need clarity at all times to avoid confusion when channeling with CBOE or Staff of Wucad Mu.  You should also have sustain abilities for channeling and mummies.&lt;br /&gt;
&lt;br /&gt;
==Equipping for Silence==&lt;br /&gt;
Silence is a very major threat and you need the tools to handle it.  You need three essentials:  [[Disc of Storms]], javelins of penetration, and evocable blink.  [[Disc of Storms]] is your first line of attack against enemies that lack rElec and can keep you alive through Makhleb healing.  Javelins of penetration (if you have plenty of Throwing skill) allow you to take out silent spectres that are behind hordes of enemies.  Evocable blink will help you quickly move out from your position and find silent spectres to kill, as well as letting you move at all while surrounded.&lt;br /&gt;
&lt;br /&gt;
[[Staff of Dispater]] can be used in a pinch if you have evocations but not enough throwing for javelins of penetration.  It deals great ranged damage while silenced, but can't be used if enemies are too close and can't hit silent spectres behind other enemies.  Be very cautious around hellions if you have no other silent ranged option.&lt;br /&gt;
&lt;br /&gt;
A broad axe is not really required, since it doesn't do nearly as much damage as disc of storms.  But it can be nice to have if you really must kill an enemy that has rElec and don't mind spending a lot of turns doing it.  Antimagic is good, distortion is good, and chopping is good (for those times when you don't want to deal with the consequences of antimagic/distortion).  Holy wrath is not so good because it can't be used in lichform.  Don't overuse it.&lt;br /&gt;
&lt;br /&gt;
You'll get more scrolls of fog than you need, but [[Cloak of the Thief]] is nice to wear, because it lets you fog while you're silenced.  It's for an emergency situation, like your lichform running out while silenced with enemies that cast torment in los.&lt;br /&gt;
&lt;br /&gt;
==Descending Stairs==&lt;br /&gt;
Always cast Necromutation before descending stairs.  If the next floor is Crypt-themed and you're silenced on entry with tormentors/curse toes/curse skulls/shadow fiends nearby, you'll be glad you did.&lt;br /&gt;
&lt;br /&gt;
It's also helpful to cast Darkness before descending stairs.&lt;br /&gt;
&lt;br /&gt;
If necessary, make sure to uncurse your essential weapons before descending, because you can't uncurse them while silenced.  This would include at least staff of energy/wucad mu, staff of dispater, and your melee weapon.&lt;br /&gt;
&lt;br /&gt;
Make sure you have enough charges on your wands, especially wand of hasting, because you can't recharge them while silenced.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Silent Levels==&lt;br /&gt;
For the first couple mega-zigs, silent levels might not be too dangerous.  You might not be silenced on entry.  Enemies might be asleep, allowing you to pick them off at your leisure with staff of dispater.  However, stay in lichform at all times, because there are enemies can cast torment.&lt;br /&gt;
&lt;br /&gt;
Eventually, though, you're going to run into a crypt level where you are silenced on entry and the screen is packed with enemies.  Your priority here should be to kill enough silent spectres to get a patch where silence doesn't reach, so that you can recast lichform (and also blast away with spells).  The thing to fear is your lichform running out while you are still silenced.  If you have killed all silent spectres in LOS and you are still silenced, you need to go on the attack, either using evocable blink or just walking forward, until you find more spectres to kill.  Use javelins of penetration.  After killing them you can retreat back to the area that's no longer silenced.&lt;br /&gt;
&lt;br /&gt;
Staying hasted (with a wand of hasting) is a good idea because it helps you accomplish more before lichform expires.&lt;br /&gt;
&lt;br /&gt;
Only hit things with an axe if disc of storms is not working on them and they really need to die (e.g. curse toes).  You can waste a lot of time hitting things with axes while your lichform runs out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Chaos Levels==&lt;br /&gt;
A chaos level can be identified by the presence of many pandemonium lords.  It will also have apocalypse crabs and killer klowns.  The priority here is to avoid getting hit by chaos attacks, and avoid standing in clouds of chaos, because these clouds can paralyze or berserk you, leaving you temporarily helpless.  So, use Disjunction liberally to keep enemies away.  Disjunction both prevents getting hit by killer klowns and gives you a free space to walk into in case your square gets hit with a cloud of chaos.  Check every turn to make sure you aren't standing in a cloud of chaos.  Glaciate will make your own clouds, giving you safe spaces to stand and blocking clouds of chaos.&lt;br /&gt;
&lt;br /&gt;
It might be nice to wear stasis in a chaos level.  However, you'll probably have to drop out of lichform to do so, unless you have an alternate source of clarity.  Beware that some of the panlords cast torment.&lt;br /&gt;
&lt;br /&gt;
Sometimes a panlord will cast silence, but this isn't anywhere near as bad as crypt silence and you can probably take him out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Pan Levels==&lt;br /&gt;
A pandemonium level can be identified by the presence of demonspawn, with plenty of fiends and other pandemonium denizens.  The main danger here is that demonspawn warmongers will sap your magic, leaving your attack capacity greatly diminished.  To prevent this, identify and kill warmongers ASAP.  Also note that [[Sap Magic]] requires an open line of fire, so you're temporarily ok as long as other enemies are in the way.&lt;br /&gt;
&lt;br /&gt;
If you do get sapped, you'll only be able to cast a few spells before the -Wiz becomes excessive.  Save it for the most important stuff, like recasting tornado and necromutation, and maybe darkness.  You can use disc of storms in between tornado/necromut.  Your goal is to survive until the Sap wears off.  Fog can help, and so can retreating to a safer area, if possible.&lt;br /&gt;
&lt;br /&gt;
If all else fails, you can drop out of lichform and quaff cancellation, which will remove the Sap and -Wiz.  However, given the number of enemies that cast torment in Pan levels, this might be a mistake.  Also, you get hardly any potions of cancellation in zigs so this tactic can't be used too many times.&lt;br /&gt;
&lt;br /&gt;
==Ghost Moths==&lt;br /&gt;
Turn invisible, or just spam disc of storms.&lt;br /&gt;
&lt;br /&gt;
==Holy Zig==&lt;br /&gt;
A holy zig level is full of smiting, and darkness doesn't work due to the halos.  Just power through it while hasted (and not in lichform).  It's worth a mention because the sheer amount of smiting can actually compete with Makhleb's healing.  Fog might be necessary if you make it to a high megazig.&lt;br /&gt;
&lt;br /&gt;
==Mummies==&lt;br /&gt;
Annoying!  As long as you stay in lichform, they aren't going to kill you directly, but you are going to lose a lot of stats.  Make sure you have sustain abilities.  After you've cleared a bunch of them, you might want to just teleport to the other end of the level and exit, because the more of them you kill the more statdrain you will suffer.  Potions of restore abilities are actually in somewhat short supply in zigs.  Also, stay hasted because they will slow you.&lt;br /&gt;
&lt;br /&gt;
==Fire Levels==&lt;br /&gt;
Fire levels packed with orbs of fire can sometimes be a challenge if you don't yet have rF+++.  If you're depending on the elemental staff for your fire resistance, you may have to stay out of lichform so you can use sublimation of blood instead of staff of energy/CBOE, and just deal with whatever mutations you get.  Even if you have 300 hp, you can die pretty fast if you lack fire resistance.&lt;br /&gt;
&lt;br /&gt;
==Finding Mega-Zigs==&lt;br /&gt;
Wear a ring of teleportation and constantly teleport around in Pandemonium to cover more ground, and if you find a portal to another Pandemonium level, immediately take it (because you cover more ground that way).  Or, use magic mapping if you have any.  You can recognize zig portals on the map because they're always surrounded by a rectangular or diamond-shaped border.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33172</id>
		<title>Mega-Zig</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33172"/>
				<updated>2014-11-08T01:08:56Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: /* Equipping for Silence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
In 0.16, a new and more difficult mega-ziggurat was added.  After completing floor 27 of a ziggurat, the next ziggurat will be harder, packed with more monsters.  After completing floor 27 of that second one, the next will be even harder.  And so on until the 13th ziggurat completed, at which point the difficulty maxes out.&lt;br /&gt;
&lt;br /&gt;
By maybe the 4th or 5th ziggurat, most levels will be entirely packed with a monster on every square.&lt;br /&gt;
&lt;br /&gt;
The mega-zig requires a fairly particular character to succeed.&lt;br /&gt;
&lt;br /&gt;
==Makhleb==&lt;br /&gt;
You should use [[Makhleb]] for healing on kills.  You'll be taking huge amounts of damage and Makhleb is the only way to stay alive.  As an example of how strong Makhleb is, if you are not in lichform, it's not uncommon to get tormented for half your hp and heal it all back the next turn with a well placed firestorm.  Other gods such as Vehumet might be okay for the first few mega-zigs, but Mak is really the only good choice.&lt;br /&gt;
&lt;br /&gt;
==Race==&lt;br /&gt;
You have more freedom when choosing a race.  Nagas are good because of their high HP and AC, and because their poison resistance and See Invisible give you more freedom when choosing equipment.  Demonspawn can be good if they get good mutations, especially nightstalker, robust, or augmentation.  Ghouls have torment immunity plus potions, but you'll probably have to use [[Jiyva]] to get more int before switching to [[Makhleb]].  You could try other races.  I'd recommend against low HP races like Deep Elves.  Deep Elves have high aptitudes, but that doesn't matter in the long run after all skills are maxed out.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
It's best to use a spellcasting background such as [[Wizard]] or [[Fire Elementalist]].  You will need to rely mostly on level 9 spells in a mega-zig.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
[[Tornado]], [[Fire Storm]], [[Glaciate]], and [[Necromutation]] are the essentials.  Hit them with Tornado, and while you're waiting to recast it, hit them with Firestorm or Glaciate.  [[Haste]] is a close runner-up.  [[Darkness]] is very useful for cutting down on smiting/hellfire attacks.  [[Sublimation of Blood]] is a great way to get more mp when you aren't forced to be in lichform.  [[Disjunction]] can help keep you from getting hit too much by enemies with chaos attacks, to reduce the risk of paralysis/berserk.  The rest are optional - you might want [[Borgnjor's Revivification]], [[Deflect Missiles]], [[Phase Shift]], [[Stoneskin]], [[Shatter]], etc.  Here's an example spell list:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;a - Necromutation         Trmt/Necr      ########..   1%          8    None&lt;br /&gt;
b - Haste                 Chrm           ########     0%          6    None&lt;br /&gt;
c - Swiftness             Chrm/Air       ########     0%          2    None&lt;br /&gt;
d - Controlled Blink      Tloc           N/A          1%          7    None&lt;br /&gt;
e - Darkness              Hex            ########..   1%          7    None&lt;br /&gt;
f - Disjunction           Tloc           ########..   1%          8    None&lt;br /&gt;
g - Apportation           Tloc           ########..   0%          1    None&lt;br /&gt;
h - Tornado               Air            ########..   1%          9    ##.....&lt;br /&gt;
i - Fire Storm            Conj/Fire      ########..   1%          9    ##.....&lt;br /&gt;
j - Borgnjor's Revivific  Necr           ########..   1%          8    None&lt;br /&gt;
k - Sublimation of Blood  Necr           ########..   0%          2    None&lt;br /&gt;
o - Regeneration          Chrm/Necr      ########..   0%          3    None&lt;br /&gt;
p - Glaciate              Conj/Ice       ########..   1%          9    ##.....&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
Wear a shield.  [[Shield of the Gong]] is nice.  Have as much AC as you can have, without hurting your spell success rates.  40 AC is enough.  When possible, wear equipment that increases your int.  You want to have 40-50 int.  That's more than the minimum you need to cast your level 9 spells, but you'll spend a lot of time with your int drained as much as 10 points, so it helps to have extra.  Also, armour that increases your MR is handy, since paralysis in a megazig is sometimes a death sentence.&lt;br /&gt;
&lt;br /&gt;
==Getting MP==&lt;br /&gt;
A [[Staff of Energy]] and a [[Crystal ball of energy]] (CBOE), and plenty of evocations to use them, are the essentials.  You can ditch the staff of energy and switch to the [[Staff of Wucad Mu]] after you find it.  It's good to still use the CBOE when possible because it doesn't drain your int as much.&lt;br /&gt;
&lt;br /&gt;
On levels without too many enemies that cast torment, you can drop out of lichform and use [[Sublimation of Blood]], which has the advantage of not draining your int.  Don't worry about losing HP, as you'll gain it all back with Makhleb.  Don't try it on mummy levels.&lt;br /&gt;
&lt;br /&gt;
==Jewelry==&lt;br /&gt;
Wear jewelry that increases your int.  When you're using lichform, you need clarity at all times to avoid confusion when channeling with CBOE or Staff of Wucad Mu.  You should also have sustain abilities for channeling and mummies.&lt;br /&gt;
&lt;br /&gt;
==Equipping for Silence==&lt;br /&gt;
Silence is a very major threat and you need the tools to handle it.  Pack a [[Disc of Storms]] as your first line of attack against enemies that lack rElec.  [[Staff of Dispater]] deals great damage while silenced, but can't be used if enemies are too close (do not hit yourself with it!) and also doesn't work on some enemies.  Bring a one handed axe - preferably a broad axe.  Antimagic is good, distortion is good, and chopping is good (for those times when you don't want to deal with the consequences of antimagic/distortion).  Javelins of penetration are very handy to take out silent spectres that are behind hordes of enemies.&lt;br /&gt;
&lt;br /&gt;
It's almost required to have evocable blink - either from your armor or your jewelry.  This will help you quickly move out from your position and find silent spectres to kill, as well as letting you move at all while surrounded.  Evocable blink is also incredibly useful for pandemonium zig levels where your magic has been sapped and you are surrounded by hell sentinels.&lt;br /&gt;
&lt;br /&gt;
You'll get more scrolls of fog than you need, but [[Cloak of the Thief]] is nice to wear, because it lets you fog while you're silenced.  It's for an emergency situation, like your lichform running out while silenced with enemies that cast torment in los.&lt;br /&gt;
&lt;br /&gt;
==Descending Stairs==&lt;br /&gt;
Always cast Necromutation before descending stairs.  If the next floor is Crypt-themed and you're silenced on entry with tormentors/curse toes/curse skulls/shadow fiends nearby, you'll be glad you did.&lt;br /&gt;
&lt;br /&gt;
It's also helpful to cast Darkness before descending stairs.&lt;br /&gt;
&lt;br /&gt;
If necessary, make sure to uncurse your essential weapons before descending, because you can't uncurse them while silenced.  This would include at least staff of energy/wucad mu, staff of dispater, and your melee weapon.&lt;br /&gt;
&lt;br /&gt;
Make sure you have enough charges on your wands, especially wand of hasting, because you can't recharge them while silenced.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Silent Levels==&lt;br /&gt;
For the first couple mega-zigs, silent levels might not be too dangerous.  You might not be silenced on entry.  Enemies might be asleep, allowing you to pick them off at your leisure with staff of dispater.  However, stay in lichform at all times, because there are enemies can cast torment.&lt;br /&gt;
&lt;br /&gt;
Eventually, though, you're going to run into a crypt level where you are silenced on entry and the screen is packed with enemies.  Your priority here should be to kill enough silent spectres to get a patch where silence doesn't reach, so that you can recast lichform (and also blast away with spells).  The thing to fear is your lichform running out while you are still silenced.  If you have killed all silent spectres in LOS and you are still silenced, you need to go on the attack, either using evocable blink or just walking forward, until you find more spectres to kill.  Use javelins of penetration.  After killing them you can retreat back to the area that's no longer silenced.&lt;br /&gt;
&lt;br /&gt;
Staying hasted (with a wand of hasting) is a good idea because it helps you accomplish more before lichform expires.&lt;br /&gt;
&lt;br /&gt;
Only hit things with an axe if disc of storms is not working on them and they really need to die (e.g. curse toes).  You can waste a lot of time hitting things with axes while your lichform runs out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Chaos Levels==&lt;br /&gt;
A chaos level can be identified by the presence of many pandemonium lords.  It will also have apocalypse crabs and killer klowns.  The priority here is to avoid getting hit by chaos attacks, and avoid standing in clouds of chaos, because these clouds can paralyze or berserk you, leaving you temporarily helpless.  So, use Disjunction liberally to keep enemies away.  Disjunction both prevents getting hit by killer klowns and gives you a free space to walk into in case your square gets hit with a cloud of chaos.  Check every turn to make sure you aren't standing in a cloud of chaos.  Glaciate will make your own clouds, giving you safe spaces to stand and blocking clouds of chaos.&lt;br /&gt;
&lt;br /&gt;
It might be nice to wear stasis in a chaos level.  However, you'll probably have to drop out of lichform to do so, unless you have an alternate source of clarity.  Beware that some of the panlords cast torment.&lt;br /&gt;
&lt;br /&gt;
Sometimes a panlord will cast silence, but this isn't anywhere near as bad as crypt silence and you can probably take him out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Pan Levels==&lt;br /&gt;
A pandemonium level can be identified by the presence of demonspawn, with plenty of fiends and other pandemonium denizens.  The main danger here is that demonspawn warmongers will sap your magic, leaving your attack capacity greatly diminished.  To prevent this, identify and kill warmongers ASAP.  Also note that [[Sap Magic]] requires an open line of fire, so you're temporarily ok as long as other enemies are in the way.&lt;br /&gt;
&lt;br /&gt;
If you do get sapped, you'll only be able to cast a few spells before the -Wiz becomes excessive.  Save it for the most important stuff, like recasting tornado and necromutation, and maybe darkness.  You can use disc of storms in between tornado/necromut.  Your goal is to survive until the Sap wears off.  Fog can help, and so can retreating to a safer area, if possible.&lt;br /&gt;
&lt;br /&gt;
If all else fails, you can drop out of lichform and quaff cancellation, which will remove the Sap and -Wiz.  However, given the number of enemies that cast torment in Pan levels, this might be a mistake.  Also, you get hardly any potions of cancellation in zigs so this tactic can't be used too many times.&lt;br /&gt;
&lt;br /&gt;
==Ghost Moths==&lt;br /&gt;
Turn invisible, or just spam disc of storms.&lt;br /&gt;
&lt;br /&gt;
==Holy Zig==&lt;br /&gt;
A holy zig level is full of smiting, and darkness doesn't work due to the halos.  Just power through it while hasted (and not in lichform).  It's worth a mention because the sheer amount of smiting can actually compete with Makhleb's healing.  Fog might be necessary if you make it to a high megazig.&lt;br /&gt;
&lt;br /&gt;
==Mummies==&lt;br /&gt;
Annoying!  As long as you stay in lichform, they aren't going to kill you directly, but you are going to lose a lot of stats.  Make sure you have sustain abilities.  After you've cleared a bunch of them, you might want to just teleport to the other end of the level and exit, because the more of them you kill the more statdrain you will suffer.  Potions of restore abilities are actually in somewhat short supply in zigs.  Also, stay hasted because they will slow you.&lt;br /&gt;
&lt;br /&gt;
==Fire Levels==&lt;br /&gt;
Fire levels packed with orbs of fire can sometimes be a challenge if you don't yet have rF+++.  If you're depending on the elemental staff for your fire resistance, you may have to stay out of lichform so you can use sublimation of blood instead of staff of energy/CBOE, and just deal with whatever mutations you get.  Even if you have 300 hp, you can die pretty fast if you lack fire resistance.&lt;br /&gt;
&lt;br /&gt;
==Finding Mega-Zigs==&lt;br /&gt;
Wear a ring of teleportation and constantly teleport around in Pandemonium to cover more ground, and if you find a portal to another Pandemonium level, immediately take it (because you cover more ground that way).  Or, use magic mapping if you have any.  You can recognize zig portals on the map because they're always surrounded by a rectangular or diamond-shaped border.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33171</id>
		<title>Mega-Zig</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33171"/>
				<updated>2014-11-08T01:08:00Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: /* Equipping for Silence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
In 0.16, a new and more difficult mega-ziggurat was added.  After completing floor 27 of a ziggurat, the next ziggurat will be harder, packed with more monsters.  After completing floor 27 of that second one, the next will be even harder.  And so on until the 13th ziggurat completed, at which point the difficulty maxes out.&lt;br /&gt;
&lt;br /&gt;
By maybe the 4th or 5th ziggurat, most levels will be entirely packed with a monster on every square.&lt;br /&gt;
&lt;br /&gt;
The mega-zig requires a fairly particular character to succeed.&lt;br /&gt;
&lt;br /&gt;
==Makhleb==&lt;br /&gt;
You should use [[Makhleb]] for healing on kills.  You'll be taking huge amounts of damage and Makhleb is the only way to stay alive.  As an example of how strong Makhleb is, if you are not in lichform, it's not uncommon to get tormented for half your hp and heal it all back the next turn with a well placed firestorm.  Other gods such as Vehumet might be okay for the first few mega-zigs, but Mak is really the only good choice.&lt;br /&gt;
&lt;br /&gt;
==Race==&lt;br /&gt;
You have more freedom when choosing a race.  Nagas are good because of their high HP and AC, and because their poison resistance and See Invisible give you more freedom when choosing equipment.  Demonspawn can be good if they get good mutations, especially nightstalker, robust, or augmentation.  Ghouls have torment immunity plus potions, but you'll probably have to use [[Jiyva]] to get more int before switching to [[Makhleb]].  You could try other races.  I'd recommend against low HP races like Deep Elves.  Deep Elves have high aptitudes, but that doesn't matter in the long run after all skills are maxed out.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
It's best to use a spellcasting background such as [[Wizard]] or [[Fire Elementalist]].  You will need to rely mostly on level 9 spells in a mega-zig.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
[[Tornado]], [[Fire Storm]], [[Glaciate]], and [[Necromutation]] are the essentials.  Hit them with Tornado, and while you're waiting to recast it, hit them with Firestorm or Glaciate.  [[Haste]] is a close runner-up.  [[Darkness]] is very useful for cutting down on smiting/hellfire attacks.  [[Sublimation of Blood]] is a great way to get more mp when you aren't forced to be in lichform.  [[Disjunction]] can help keep you from getting hit too much by enemies with chaos attacks, to reduce the risk of paralysis/berserk.  The rest are optional - you might want [[Borgnjor's Revivification]], [[Deflect Missiles]], [[Phase Shift]], [[Stoneskin]], [[Shatter]], etc.  Here's an example spell list:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;a - Necromutation         Trmt/Necr      ########..   1%          8    None&lt;br /&gt;
b - Haste                 Chrm           ########     0%          6    None&lt;br /&gt;
c - Swiftness             Chrm/Air       ########     0%          2    None&lt;br /&gt;
d - Controlled Blink      Tloc           N/A          1%          7    None&lt;br /&gt;
e - Darkness              Hex            ########..   1%          7    None&lt;br /&gt;
f - Disjunction           Tloc           ########..   1%          8    None&lt;br /&gt;
g - Apportation           Tloc           ########..   0%          1    None&lt;br /&gt;
h - Tornado               Air            ########..   1%          9    ##.....&lt;br /&gt;
i - Fire Storm            Conj/Fire      ########..   1%          9    ##.....&lt;br /&gt;
j - Borgnjor's Revivific  Necr           ########..   1%          8    None&lt;br /&gt;
k - Sublimation of Blood  Necr           ########..   0%          2    None&lt;br /&gt;
o - Regeneration          Chrm/Necr      ########..   0%          3    None&lt;br /&gt;
p - Glaciate              Conj/Ice       ########..   1%          9    ##.....&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
Wear a shield.  [[Shield of the Gong]] is nice.  Have as much AC as you can have, without hurting your spell success rates.  40 AC is enough.  When possible, wear equipment that increases your int.  You want to have 40-50 int.  That's more than the minimum you need to cast your level 9 spells, but you'll spend a lot of time with your int drained as much as 10 points, so it helps to have extra.  Also, armour that increases your MR is handy, since paralysis in a megazig is sometimes a death sentence.&lt;br /&gt;
&lt;br /&gt;
==Getting MP==&lt;br /&gt;
A [[Staff of Energy]] and a [[Crystal ball of energy]] (CBOE), and plenty of evocations to use them, are the essentials.  You can ditch the staff of energy and switch to the [[Staff of Wucad Mu]] after you find it.  It's good to still use the CBOE when possible because it doesn't drain your int as much.&lt;br /&gt;
&lt;br /&gt;
On levels without too many enemies that cast torment, you can drop out of lichform and use [[Sublimation of Blood]], which has the advantage of not draining your int.  Don't worry about losing HP, as you'll gain it all back with Makhleb.  Don't try it on mummy levels.&lt;br /&gt;
&lt;br /&gt;
==Jewelry==&lt;br /&gt;
Wear jewelry that increases your int.  When you're using lichform, you need clarity at all times to avoid confusion when channeling with CBOE or Staff of Wucad Mu.  You should also have sustain abilities for channeling and mummies.&lt;br /&gt;
&lt;br /&gt;
==Equipping for Silence==&lt;br /&gt;
Silence is a very major threat and you need the tools to handle it.  Pack a [[Disc of Storms]] as your first line of attack against enemies that lack rElec.  [[Staff of Dispater]] deals great damage while silenced, but can't be used if enemies are too close (do not hit yourself with it!) and also doesn't work on some enemies.  Bring a one handed axe - preferably a broad axe.  Antimagic is good, distortion is good, and chopping is good (for those times when you don't want to deal with the consequences of antimagic/distortion).  Javelins of penetration are very handy to take out silent spectres that are behind hordes of enemies.&lt;br /&gt;
&lt;br /&gt;
It's almost required to have evocable blink - either from your armor or your jewelry.  This will help you quickly move out from your position and find silent spectres to kill.  Evocable blink is also incredibly useful for pandemonium zig levels where your magic has been sapped and you are surrounded by hell sentinels.&lt;br /&gt;
&lt;br /&gt;
You'll get more scrolls of fog than you need, but [[Cloak of the Thief]] is nice to wear, because it lets you fog while you're silenced.  It's for an emergency situation, like your lichform running out while silenced with enemies that cast torment in los.&lt;br /&gt;
&lt;br /&gt;
==Descending Stairs==&lt;br /&gt;
Always cast Necromutation before descending stairs.  If the next floor is Crypt-themed and you're silenced on entry with tormentors/curse toes/curse skulls/shadow fiends nearby, you'll be glad you did.&lt;br /&gt;
&lt;br /&gt;
It's also helpful to cast Darkness before descending stairs.&lt;br /&gt;
&lt;br /&gt;
If necessary, make sure to uncurse your essential weapons before descending, because you can't uncurse them while silenced.  This would include at least staff of energy/wucad mu, staff of dispater, and your melee weapon.&lt;br /&gt;
&lt;br /&gt;
Make sure you have enough charges on your wands, especially wand of hasting, because you can't recharge them while silenced.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Silent Levels==&lt;br /&gt;
For the first couple mega-zigs, silent levels might not be too dangerous.  You might not be silenced on entry.  Enemies might be asleep, allowing you to pick them off at your leisure with staff of dispater.  However, stay in lichform at all times, because there are enemies can cast torment.&lt;br /&gt;
&lt;br /&gt;
Eventually, though, you're going to run into a crypt level where you are silenced on entry and the screen is packed with enemies.  Your priority here should be to kill enough silent spectres to get a patch where silence doesn't reach, so that you can recast lichform (and also blast away with spells).  The thing to fear is your lichform running out while you are still silenced.  If you have killed all silent spectres in LOS and you are still silenced, you need to go on the attack, either using evocable blink or just walking forward, until you find more spectres to kill.  Use javelins of penetration.  After killing them you can retreat back to the area that's no longer silenced.&lt;br /&gt;
&lt;br /&gt;
Staying hasted (with a wand of hasting) is a good idea because it helps you accomplish more before lichform expires.&lt;br /&gt;
&lt;br /&gt;
Only hit things with an axe if disc of storms is not working on them and they really need to die (e.g. curse toes).  You can waste a lot of time hitting things with axes while your lichform runs out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Chaos Levels==&lt;br /&gt;
A chaos level can be identified by the presence of many pandemonium lords.  It will also have apocalypse crabs and killer klowns.  The priority here is to avoid getting hit by chaos attacks, and avoid standing in clouds of chaos, because these clouds can paralyze or berserk you, leaving you temporarily helpless.  So, use Disjunction liberally to keep enemies away.  Disjunction both prevents getting hit by killer klowns and gives you a free space to walk into in case your square gets hit with a cloud of chaos.  Check every turn to make sure you aren't standing in a cloud of chaos.  Glaciate will make your own clouds, giving you safe spaces to stand and blocking clouds of chaos.&lt;br /&gt;
&lt;br /&gt;
It might be nice to wear stasis in a chaos level.  However, you'll probably have to drop out of lichform to do so, unless you have an alternate source of clarity.  Beware that some of the panlords cast torment.&lt;br /&gt;
&lt;br /&gt;
Sometimes a panlord will cast silence, but this isn't anywhere near as bad as crypt silence and you can probably take him out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Pan Levels==&lt;br /&gt;
A pandemonium level can be identified by the presence of demonspawn, with plenty of fiends and other pandemonium denizens.  The main danger here is that demonspawn warmongers will sap your magic, leaving your attack capacity greatly diminished.  To prevent this, identify and kill warmongers ASAP.  Also note that [[Sap Magic]] requires an open line of fire, so you're temporarily ok as long as other enemies are in the way.&lt;br /&gt;
&lt;br /&gt;
If you do get sapped, you'll only be able to cast a few spells before the -Wiz becomes excessive.  Save it for the most important stuff, like recasting tornado and necromutation, and maybe darkness.  You can use disc of storms in between tornado/necromut.  Your goal is to survive until the Sap wears off.  Fog can help, and so can retreating to a safer area, if possible.&lt;br /&gt;
&lt;br /&gt;
If all else fails, you can drop out of lichform and quaff cancellation, which will remove the Sap and -Wiz.  However, given the number of enemies that cast torment in Pan levels, this might be a mistake.  Also, you get hardly any potions of cancellation in zigs so this tactic can't be used too many times.&lt;br /&gt;
&lt;br /&gt;
==Ghost Moths==&lt;br /&gt;
Turn invisible, or just spam disc of storms.&lt;br /&gt;
&lt;br /&gt;
==Holy Zig==&lt;br /&gt;
A holy zig level is full of smiting, and darkness doesn't work due to the halos.  Just power through it while hasted (and not in lichform).  It's worth a mention because the sheer amount of smiting can actually compete with Makhleb's healing.  Fog might be necessary if you make it to a high megazig.&lt;br /&gt;
&lt;br /&gt;
==Mummies==&lt;br /&gt;
Annoying!  As long as you stay in lichform, they aren't going to kill you directly, but you are going to lose a lot of stats.  Make sure you have sustain abilities.  After you've cleared a bunch of them, you might want to just teleport to the other end of the level and exit, because the more of them you kill the more statdrain you will suffer.  Potions of restore abilities are actually in somewhat short supply in zigs.  Also, stay hasted because they will slow you.&lt;br /&gt;
&lt;br /&gt;
==Fire Levels==&lt;br /&gt;
Fire levels packed with orbs of fire can sometimes be a challenge if you don't yet have rF+++.  If you're depending on the elemental staff for your fire resistance, you may have to stay out of lichform so you can use sublimation of blood instead of staff of energy/CBOE, and just deal with whatever mutations you get.  Even if you have 300 hp, you can die pretty fast if you lack fire resistance.&lt;br /&gt;
&lt;br /&gt;
==Finding Mega-Zigs==&lt;br /&gt;
Wear a ring of teleportation and constantly teleport around in Pandemonium to cover more ground, and if you find a portal to another Pandemonium level, immediately take it (because you cover more ground that way).  Or, use magic mapping if you have any.  You can recognize zig portals on the map because they're always surrounded by a rectangular or diamond-shaped border.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33170</id>
		<title>Mega-Zig</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33170"/>
				<updated>2014-11-08T01:07:11Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: /* Preparing for Silence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
In 0.16, a new and more difficult mega-ziggurat was added.  After completing floor 27 of a ziggurat, the next ziggurat will be harder, packed with more monsters.  After completing floor 27 of that second one, the next will be even harder.  And so on until the 13th ziggurat completed, at which point the difficulty maxes out.&lt;br /&gt;
&lt;br /&gt;
By maybe the 4th or 5th ziggurat, most levels will be entirely packed with a monster on every square.&lt;br /&gt;
&lt;br /&gt;
The mega-zig requires a fairly particular character to succeed.&lt;br /&gt;
&lt;br /&gt;
==Makhleb==&lt;br /&gt;
You should use [[Makhleb]] for healing on kills.  You'll be taking huge amounts of damage and Makhleb is the only way to stay alive.  As an example of how strong Makhleb is, if you are not in lichform, it's not uncommon to get tormented for half your hp and heal it all back the next turn with a well placed firestorm.  Other gods such as Vehumet might be okay for the first few mega-zigs, but Mak is really the only good choice.&lt;br /&gt;
&lt;br /&gt;
==Race==&lt;br /&gt;
You have more freedom when choosing a race.  Nagas are good because of their high HP and AC, and because their poison resistance and See Invisible give you more freedom when choosing equipment.  Demonspawn can be good if they get good mutations, especially nightstalker, robust, or augmentation.  Ghouls have torment immunity plus potions, but you'll probably have to use [[Jiyva]] to get more int before switching to [[Makhleb]].  You could try other races.  I'd recommend against low HP races like Deep Elves.  Deep Elves have high aptitudes, but that doesn't matter in the long run after all skills are maxed out.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
It's best to use a spellcasting background such as [[Wizard]] or [[Fire Elementalist]].  You will need to rely mostly on level 9 spells in a mega-zig.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
[[Tornado]], [[Fire Storm]], [[Glaciate]], and [[Necromutation]] are the essentials.  Hit them with Tornado, and while you're waiting to recast it, hit them with Firestorm or Glaciate.  [[Haste]] is a close runner-up.  [[Darkness]] is very useful for cutting down on smiting/hellfire attacks.  [[Sublimation of Blood]] is a great way to get more mp when you aren't forced to be in lichform.  [[Disjunction]] can help keep you from getting hit too much by enemies with chaos attacks, to reduce the risk of paralysis/berserk.  The rest are optional - you might want [[Borgnjor's Revivification]], [[Deflect Missiles]], [[Phase Shift]], [[Stoneskin]], [[Shatter]], etc.  Here's an example spell list:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;a - Necromutation         Trmt/Necr      ########..   1%          8    None&lt;br /&gt;
b - Haste                 Chrm           ########     0%          6    None&lt;br /&gt;
c - Swiftness             Chrm/Air       ########     0%          2    None&lt;br /&gt;
d - Controlled Blink      Tloc           N/A          1%          7    None&lt;br /&gt;
e - Darkness              Hex            ########..   1%          7    None&lt;br /&gt;
f - Disjunction           Tloc           ########..   1%          8    None&lt;br /&gt;
g - Apportation           Tloc           ########..   0%          1    None&lt;br /&gt;
h - Tornado               Air            ########..   1%          9    ##.....&lt;br /&gt;
i - Fire Storm            Conj/Fire      ########..   1%          9    ##.....&lt;br /&gt;
j - Borgnjor's Revivific  Necr           ########..   1%          8    None&lt;br /&gt;
k - Sublimation of Blood  Necr           ########..   0%          2    None&lt;br /&gt;
o - Regeneration          Chrm/Necr      ########..   0%          3    None&lt;br /&gt;
p - Glaciate              Conj/Ice       ########..   1%          9    ##.....&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
Wear a shield.  [[Shield of the Gong]] is nice.  Have as much AC as you can have, without hurting your spell success rates.  40 AC is enough.  When possible, wear equipment that increases your int.  You want to have 40-50 int.  That's more than the minimum you need to cast your level 9 spells, but you'll spend a lot of time with your int drained as much as 10 points, so it helps to have extra.  Also, armour that increases your MR is handy, since paralysis in a megazig is sometimes a death sentence.&lt;br /&gt;
&lt;br /&gt;
==Getting MP==&lt;br /&gt;
A [[Staff of Energy]] and a [[Crystal ball of energy]] (CBOE), and plenty of evocations to use them, are the essentials.  You can ditch the staff of energy and switch to the [[Staff of Wucad Mu]] after you find it.  It's good to still use the CBOE when possible because it doesn't drain your int as much.&lt;br /&gt;
&lt;br /&gt;
On levels without too many enemies that cast torment, you can drop out of lichform and use [[Sublimation of Blood]], which has the advantage of not draining your int.  Don't worry about losing HP, as you'll gain it all back with Makhleb.  Don't try it on mummy levels.&lt;br /&gt;
&lt;br /&gt;
==Jewelry==&lt;br /&gt;
Wear jewelry that increases your int.  When you're using lichform, you need clarity at all times to avoid confusion when channeling with CBOE or Staff of Wucad Mu.  You should also have sustain abilities for channeling and mummies.&lt;br /&gt;
&lt;br /&gt;
==Preparing for Silence==&lt;br /&gt;
Silence is a very major threat and you need the tools to handle it.  Pack a [[Disc of Storms]] as your first line of attack against enemies that lack rElec.  [[Staff of Dispater]] deals great damage while silenced, but can't be used if enemies are too close (do not hit yourself with it!) and also doesn't work on some enemies.  Bring a one handed axe - preferably a broad axe.  Antimagic is good, distortion is good, and chopping is good (for those times when you don't want to deal with the consequences of antimagic/distortion).  Javelins of penetration are very handy to take out silent spectres that are behind hordes of enemies.&lt;br /&gt;
&lt;br /&gt;
It's almost required to have evocable blink - either from your armor or your jewelry.  This will help you quickly move out from your position and find silent spectres to kill.  Evocable blink is also incredibly useful for pandemonium zig levels where your magic has been sapped and you are surrounded by hell sentinels.&lt;br /&gt;
&lt;br /&gt;
You'll get more scrolls of fog than you need, but [[Cloak of the Thief]] is nice to wear, because it lets you fog while you're silenced.  It's for an emergency situation, like your lichform running out while silenced with enemies that cast torment in los.&lt;br /&gt;
&lt;br /&gt;
==Descending Stairs==&lt;br /&gt;
Always cast Necromutation before descending stairs.  If the next floor is Crypt-themed and you're silenced on entry with tormentors/curse toes/curse skulls/shadow fiends nearby, you'll be glad you did.&lt;br /&gt;
&lt;br /&gt;
It's also helpful to cast Darkness before descending stairs.&lt;br /&gt;
&lt;br /&gt;
If necessary, make sure to uncurse your essential weapons before descending, because you can't uncurse them while silenced.  This would include at least staff of energy/wucad mu, staff of dispater, and your melee weapon.&lt;br /&gt;
&lt;br /&gt;
Make sure you have enough charges on your wands, especially wand of hasting, because you can't recharge them while silenced.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Silent Levels==&lt;br /&gt;
For the first couple mega-zigs, silent levels might not be too dangerous.  You might not be silenced on entry.  Enemies might be asleep, allowing you to pick them off at your leisure with staff of dispater.  However, stay in lichform at all times, because there are enemies can cast torment.&lt;br /&gt;
&lt;br /&gt;
Eventually, though, you're going to run into a crypt level where you are silenced on entry and the screen is packed with enemies.  Your priority here should be to kill enough silent spectres to get a patch where silence doesn't reach, so that you can recast lichform (and also blast away with spells).  The thing to fear is your lichform running out while you are still silenced.  If you have killed all silent spectres in LOS and you are still silenced, you need to go on the attack, either using evocable blink or just walking forward, until you find more spectres to kill.  Use javelins of penetration.  After killing them you can retreat back to the area that's no longer silenced.&lt;br /&gt;
&lt;br /&gt;
Staying hasted (with a wand of hasting) is a good idea because it helps you accomplish more before lichform expires.&lt;br /&gt;
&lt;br /&gt;
Only hit things with an axe if disc of storms is not working on them and they really need to die (e.g. curse toes).  You can waste a lot of time hitting things with axes while your lichform runs out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Chaos Levels==&lt;br /&gt;
A chaos level can be identified by the presence of many pandemonium lords.  It will also have apocalypse crabs and killer klowns.  The priority here is to avoid getting hit by chaos attacks, and avoid standing in clouds of chaos, because these clouds can paralyze or berserk you, leaving you temporarily helpless.  So, use Disjunction liberally to keep enemies away.  Disjunction both prevents getting hit by killer klowns and gives you a free space to walk into in case your square gets hit with a cloud of chaos.  Check every turn to make sure you aren't standing in a cloud of chaos.  Glaciate will make your own clouds, giving you safe spaces to stand and blocking clouds of chaos.&lt;br /&gt;
&lt;br /&gt;
It might be nice to wear stasis in a chaos level.  However, you'll probably have to drop out of lichform to do so, unless you have an alternate source of clarity.  Beware that some of the panlords cast torment.&lt;br /&gt;
&lt;br /&gt;
Sometimes a panlord will cast silence, but this isn't anywhere near as bad as crypt silence and you can probably take him out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Pan Levels==&lt;br /&gt;
A pandemonium level can be identified by the presence of demonspawn, with plenty of fiends and other pandemonium denizens.  The main danger here is that demonspawn warmongers will sap your magic, leaving your attack capacity greatly diminished.  To prevent this, identify and kill warmongers ASAP.  Also note that [[Sap Magic]] requires an open line of fire, so you're temporarily ok as long as other enemies are in the way.&lt;br /&gt;
&lt;br /&gt;
If you do get sapped, you'll only be able to cast a few spells before the -Wiz becomes excessive.  Save it for the most important stuff, like recasting tornado and necromutation, and maybe darkness.  You can use disc of storms in between tornado/necromut.  Your goal is to survive until the Sap wears off.  Fog can help, and so can retreating to a safer area, if possible.&lt;br /&gt;
&lt;br /&gt;
If all else fails, you can drop out of lichform and quaff cancellation, which will remove the Sap and -Wiz.  However, given the number of enemies that cast torment in Pan levels, this might be a mistake.  Also, you get hardly any potions of cancellation in zigs so this tactic can't be used too many times.&lt;br /&gt;
&lt;br /&gt;
==Ghost Moths==&lt;br /&gt;
Turn invisible, or just spam disc of storms.&lt;br /&gt;
&lt;br /&gt;
==Holy Zig==&lt;br /&gt;
A holy zig level is full of smiting, and darkness doesn't work due to the halos.  Just power through it while hasted (and not in lichform).  It's worth a mention because the sheer amount of smiting can actually compete with Makhleb's healing.  Fog might be necessary if you make it to a high megazig.&lt;br /&gt;
&lt;br /&gt;
==Mummies==&lt;br /&gt;
Annoying!  As long as you stay in lichform, they aren't going to kill you directly, but you are going to lose a lot of stats.  Make sure you have sustain abilities.  After you've cleared a bunch of them, you might want to just teleport to the other end of the level and exit, because the more of them you kill the more statdrain you will suffer.  Potions of restore abilities are actually in somewhat short supply in zigs.  Also, stay hasted because they will slow you.&lt;br /&gt;
&lt;br /&gt;
==Fire Levels==&lt;br /&gt;
Fire levels packed with orbs of fire can sometimes be a challenge if you don't yet have rF+++.  If you're depending on the elemental staff for your fire resistance, you may have to stay out of lichform so you can use sublimation of blood instead of staff of energy/CBOE, and just deal with whatever mutations you get.  Even if you have 300 hp, you can die pretty fast if you lack fire resistance.&lt;br /&gt;
&lt;br /&gt;
==Finding Mega-Zigs==&lt;br /&gt;
Wear a ring of teleportation and constantly teleport around in Pandemonium to cover more ground, and if you find a portal to another Pandemonium level, immediately take it (because you cover more ground that way).  Or, use magic mapping if you have any.  You can recognize zig portals on the map because they're always surrounded by a rectangular or diamond-shaped border.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33169</id>
		<title>Mega-Zig</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33169"/>
				<updated>2014-11-08T01:05:27Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: /* Preparing for Silence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
In 0.16, a new and more difficult mega-ziggurat was added.  After completing floor 27 of a ziggurat, the next ziggurat will be harder, packed with more monsters.  After completing floor 27 of that second one, the next will be even harder.  And so on until the 13th ziggurat completed, at which point the difficulty maxes out.&lt;br /&gt;
&lt;br /&gt;
By maybe the 4th or 5th ziggurat, most levels will be entirely packed with a monster on every square.&lt;br /&gt;
&lt;br /&gt;
The mega-zig requires a fairly particular character to succeed.&lt;br /&gt;
&lt;br /&gt;
==Makhleb==&lt;br /&gt;
You should use [[Makhleb]] for healing on kills.  You'll be taking huge amounts of damage and Makhleb is the only way to stay alive.  As an example of how strong Makhleb is, if you are not in lichform, it's not uncommon to get tormented for half your hp and heal it all back the next turn with a well placed firestorm.  Other gods such as Vehumet might be okay for the first few mega-zigs, but Mak is really the only good choice.&lt;br /&gt;
&lt;br /&gt;
==Race==&lt;br /&gt;
You have more freedom when choosing a race.  Nagas are good because of their high HP and AC, and because their poison resistance and See Invisible give you more freedom when choosing equipment.  Demonspawn can be good if they get good mutations, especially nightstalker, robust, or augmentation.  Ghouls have torment immunity plus potions, but you'll probably have to use [[Jiyva]] to get more int before switching to [[Makhleb]].  You could try other races.  I'd recommend against low HP races like Deep Elves.  Deep Elves have high aptitudes, but that doesn't matter in the long run after all skills are maxed out.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
It's best to use a spellcasting background such as [[Wizard]] or [[Fire Elementalist]].  You will need to rely mostly on level 9 spells in a mega-zig.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
[[Tornado]], [[Fire Storm]], [[Glaciate]], and [[Necromutation]] are the essentials.  Hit them with Tornado, and while you're waiting to recast it, hit them with Firestorm or Glaciate.  [[Haste]] is a close runner-up.  [[Darkness]] is very useful for cutting down on smiting/hellfire attacks.  [[Sublimation of Blood]] is a great way to get more mp when you aren't forced to be in lichform.  [[Disjunction]] can help keep you from getting hit too much by enemies with chaos attacks, to reduce the risk of paralysis/berserk.  The rest are optional - you might want [[Borgnjor's Revivification]], [[Deflect Missiles]], [[Phase Shift]], [[Stoneskin]], [[Shatter]], etc.  Here's an example spell list:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;a - Necromutation         Trmt/Necr      ########..   1%          8    None&lt;br /&gt;
b - Haste                 Chrm           ########     0%          6    None&lt;br /&gt;
c - Swiftness             Chrm/Air       ########     0%          2    None&lt;br /&gt;
d - Controlled Blink      Tloc           N/A          1%          7    None&lt;br /&gt;
e - Darkness              Hex            ########..   1%          7    None&lt;br /&gt;
f - Disjunction           Tloc           ########..   1%          8    None&lt;br /&gt;
g - Apportation           Tloc           ########..   0%          1    None&lt;br /&gt;
h - Tornado               Air            ########..   1%          9    ##.....&lt;br /&gt;
i - Fire Storm            Conj/Fire      ########..   1%          9    ##.....&lt;br /&gt;
j - Borgnjor's Revivific  Necr           ########..   1%          8    None&lt;br /&gt;
k - Sublimation of Blood  Necr           ########..   0%          2    None&lt;br /&gt;
o - Regeneration          Chrm/Necr      ########..   0%          3    None&lt;br /&gt;
p - Glaciate              Conj/Ice       ########..   1%          9    ##.....&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
Wear a shield.  [[Shield of the Gong]] is nice.  Have as much AC as you can have, without hurting your spell success rates.  40 AC is enough.  When possible, wear equipment that increases your int.  You want to have 40-50 int.  That's more than the minimum you need to cast your level 9 spells, but you'll spend a lot of time with your int drained as much as 10 points, so it helps to have extra.  Also, armour that increases your MR is handy, since paralysis in a megazig is sometimes a death sentence.&lt;br /&gt;
&lt;br /&gt;
==Getting MP==&lt;br /&gt;
A [[Staff of Energy]] and a [[Crystal ball of energy]] (CBOE), and plenty of evocations to use them, are the essentials.  You can ditch the staff of energy and switch to the [[Staff of Wucad Mu]] after you find it.  It's good to still use the CBOE when possible because it doesn't drain your int as much.&lt;br /&gt;
&lt;br /&gt;
On levels without too many enemies that cast torment, you can drop out of lichform and use [[Sublimation of Blood]], which has the advantage of not draining your int.  Don't worry about losing HP, as you'll gain it all back with Makhleb.  Don't try it on mummy levels.&lt;br /&gt;
&lt;br /&gt;
==Jewelry==&lt;br /&gt;
Wear jewelry that increases your int.  When you're using lichform, you need clarity at all times to avoid confusion when channeling with CBOE or Staff of Wucad Mu.  You should also have sustain abilities for channeling and mummies.&lt;br /&gt;
&lt;br /&gt;
==Preparing for Silence==&lt;br /&gt;
Silence is a very major threat and you need the tools to handle it.  Pack a [[Disc of Storms]] as your first line of attack against enemies that lack rElec.  [[Staff of Dispater]] deals great damage while silenced, but can't be used if enemies are too close (do not hit yourself with it!) and also doesn't work on some enemies.  Bring a one handed axe - preferably a broad axe.  Antimagic is good, distortion is good, and chopping is good (for those times when you don't want to deal with the consequences of antimagic/distortion).  Javelins of penetration are very handy to take out silent spectres that are behind hordes of enemies.&lt;br /&gt;
&lt;br /&gt;
It's almost required to have evocable blink - either from your armor or your jewelry.  This will help you quickly move out from your position and find silent spectres to kill.&lt;br /&gt;
&lt;br /&gt;
You'll get more scrolls of fog than you need, but [[Cloak of the Thief]] is nice to wear, because it lets you fog while you're silenced.  It's for an emergency situation, like your lichform running out while silenced with enemies that cast torment in los.&lt;br /&gt;
&lt;br /&gt;
==Descending Stairs==&lt;br /&gt;
Always cast Necromutation before descending stairs.  If the next floor is Crypt-themed and you're silenced on entry with tormentors/curse toes/curse skulls/shadow fiends nearby, you'll be glad you did.&lt;br /&gt;
&lt;br /&gt;
It's also helpful to cast Darkness before descending stairs.&lt;br /&gt;
&lt;br /&gt;
If necessary, make sure to uncurse your essential weapons before descending, because you can't uncurse them while silenced.  This would include at least staff of energy/wucad mu, staff of dispater, and your melee weapon.&lt;br /&gt;
&lt;br /&gt;
Make sure you have enough charges on your wands, especially wand of hasting, because you can't recharge them while silenced.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Silent Levels==&lt;br /&gt;
For the first couple mega-zigs, silent levels might not be too dangerous.  You might not be silenced on entry.  Enemies might be asleep, allowing you to pick them off at your leisure with staff of dispater.  However, stay in lichform at all times, because there are enemies can cast torment.&lt;br /&gt;
&lt;br /&gt;
Eventually, though, you're going to run into a crypt level where you are silenced on entry and the screen is packed with enemies.  Your priority here should be to kill enough silent spectres to get a patch where silence doesn't reach, so that you can recast lichform (and also blast away with spells).  The thing to fear is your lichform running out while you are still silenced.  If you have killed all silent spectres in LOS and you are still silenced, you need to go on the attack, either using evocable blink or just walking forward, until you find more spectres to kill.  Use javelins of penetration.  After killing them you can retreat back to the area that's no longer silenced.&lt;br /&gt;
&lt;br /&gt;
Staying hasted (with a wand of hasting) is a good idea because it helps you accomplish more before lichform expires.&lt;br /&gt;
&lt;br /&gt;
Only hit things with an axe if disc of storms is not working on them and they really need to die (e.g. curse toes).  You can waste a lot of time hitting things with axes while your lichform runs out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Chaos Levels==&lt;br /&gt;
A chaos level can be identified by the presence of many pandemonium lords.  It will also have apocalypse crabs and killer klowns.  The priority here is to avoid getting hit by chaos attacks, and avoid standing in clouds of chaos, because these clouds can paralyze or berserk you, leaving you temporarily helpless.  So, use Disjunction liberally to keep enemies away.  Disjunction both prevents getting hit by killer klowns and gives you a free space to walk into in case your square gets hit with a cloud of chaos.  Check every turn to make sure you aren't standing in a cloud of chaos.  Glaciate will make your own clouds, giving you safe spaces to stand and blocking clouds of chaos.&lt;br /&gt;
&lt;br /&gt;
It might be nice to wear stasis in a chaos level.  However, you'll probably have to drop out of lichform to do so, unless you have an alternate source of clarity.  Beware that some of the panlords cast torment.&lt;br /&gt;
&lt;br /&gt;
Sometimes a panlord will cast silence, but this isn't anywhere near as bad as crypt silence and you can probably take him out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Pan Levels==&lt;br /&gt;
A pandemonium level can be identified by the presence of demonspawn, with plenty of fiends and other pandemonium denizens.  The main danger here is that demonspawn warmongers will sap your magic, leaving your attack capacity greatly diminished.  To prevent this, identify and kill warmongers ASAP.  Also note that [[Sap Magic]] requires an open line of fire, so you're temporarily ok as long as other enemies are in the way.&lt;br /&gt;
&lt;br /&gt;
If you do get sapped, you'll only be able to cast a few spells before the -Wiz becomes excessive.  Save it for the most important stuff, like recasting tornado and necromutation, and maybe darkness.  You can use disc of storms in between tornado/necromut.  Your goal is to survive until the Sap wears off.  Fog can help, and so can retreating to a safer area, if possible.&lt;br /&gt;
&lt;br /&gt;
If all else fails, you can drop out of lichform and quaff cancellation, which will remove the Sap and -Wiz.  However, given the number of enemies that cast torment in Pan levels, this might be a mistake.  Also, you get hardly any potions of cancellation in zigs so this tactic can't be used too many times.&lt;br /&gt;
&lt;br /&gt;
==Ghost Moths==&lt;br /&gt;
Turn invisible, or just spam disc of storms.&lt;br /&gt;
&lt;br /&gt;
==Holy Zig==&lt;br /&gt;
A holy zig level is full of smiting, and darkness doesn't work due to the halos.  Just power through it while hasted (and not in lichform).  It's worth a mention because the sheer amount of smiting can actually compete with Makhleb's healing.  Fog might be necessary if you make it to a high megazig.&lt;br /&gt;
&lt;br /&gt;
==Mummies==&lt;br /&gt;
Annoying!  As long as you stay in lichform, they aren't going to kill you directly, but you are going to lose a lot of stats.  Make sure you have sustain abilities.  After you've cleared a bunch of them, you might want to just teleport to the other end of the level and exit, because the more of them you kill the more statdrain you will suffer.  Potions of restore abilities are actually in somewhat short supply in zigs.  Also, stay hasted because they will slow you.&lt;br /&gt;
&lt;br /&gt;
==Fire Levels==&lt;br /&gt;
Fire levels packed with orbs of fire can sometimes be a challenge if you don't yet have rF+++.  If you're depending on the elemental staff for your fire resistance, you may have to stay out of lichform so you can use sublimation of blood instead of staff of energy/CBOE, and just deal with whatever mutations you get.  Even if you have 300 hp, you can die pretty fast if you lack fire resistance.&lt;br /&gt;
&lt;br /&gt;
==Finding Mega-Zigs==&lt;br /&gt;
Wear a ring of teleportation and constantly teleport around in Pandemonium to cover more ground, and if you find a portal to another Pandemonium level, immediately take it (because you cover more ground that way).  Or, use magic mapping if you have any.  You can recognize zig portals on the map because they're always surrounded by a rectangular or diamond-shaped border.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33168</id>
		<title>Mega-Zig</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33168"/>
				<updated>2014-11-08T01:01:27Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: /* Preparing for Silence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
In 0.16, a new and more difficult mega-ziggurat was added.  After completing floor 27 of a ziggurat, the next ziggurat will be harder, packed with more monsters.  After completing floor 27 of that second one, the next will be even harder.  And so on until the 13th ziggurat completed, at which point the difficulty maxes out.&lt;br /&gt;
&lt;br /&gt;
By maybe the 4th or 5th ziggurat, most levels will be entirely packed with a monster on every square.&lt;br /&gt;
&lt;br /&gt;
The mega-zig requires a fairly particular character to succeed.&lt;br /&gt;
&lt;br /&gt;
==Makhleb==&lt;br /&gt;
You should use [[Makhleb]] for healing on kills.  You'll be taking huge amounts of damage and Makhleb is the only way to stay alive.  As an example of how strong Makhleb is, if you are not in lichform, it's not uncommon to get tormented for half your hp and heal it all back the next turn with a well placed firestorm.  Other gods such as Vehumet might be okay for the first few mega-zigs, but Mak is really the only good choice.&lt;br /&gt;
&lt;br /&gt;
==Race==&lt;br /&gt;
You have more freedom when choosing a race.  Nagas are good because of their high HP and AC, and because their poison resistance and See Invisible give you more freedom when choosing equipment.  Demonspawn can be good if they get good mutations, especially nightstalker, robust, or augmentation.  Ghouls have torment immunity plus potions, but you'll probably have to use [[Jiyva]] to get more int before switching to [[Makhleb]].  You could try other races.  I'd recommend against low HP races like Deep Elves.  Deep Elves have high aptitudes, but that doesn't matter in the long run after all skills are maxed out.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
It's best to use a spellcasting background such as [[Wizard]] or [[Fire Elementalist]].  You will need to rely mostly on level 9 spells in a mega-zig.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
[[Tornado]], [[Fire Storm]], [[Glaciate]], and [[Necromutation]] are the essentials.  Hit them with Tornado, and while you're waiting to recast it, hit them with Firestorm or Glaciate.  [[Haste]] is a close runner-up.  [[Darkness]] is very useful for cutting down on smiting/hellfire attacks.  [[Sublimation of Blood]] is a great way to get more mp when you aren't forced to be in lichform.  [[Disjunction]] can help keep you from getting hit too much by enemies with chaos attacks, to reduce the risk of paralysis/berserk.  The rest are optional - you might want [[Borgnjor's Revivification]], [[Deflect Missiles]], [[Phase Shift]], [[Stoneskin]], [[Shatter]], etc.  Here's an example spell list:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;a - Necromutation         Trmt/Necr      ########..   1%          8    None&lt;br /&gt;
b - Haste                 Chrm           ########     0%          6    None&lt;br /&gt;
c - Swiftness             Chrm/Air       ########     0%          2    None&lt;br /&gt;
d - Controlled Blink      Tloc           N/A          1%          7    None&lt;br /&gt;
e - Darkness              Hex            ########..   1%          7    None&lt;br /&gt;
f - Disjunction           Tloc           ########..   1%          8    None&lt;br /&gt;
g - Apportation           Tloc           ########..   0%          1    None&lt;br /&gt;
h - Tornado               Air            ########..   1%          9    ##.....&lt;br /&gt;
i - Fire Storm            Conj/Fire      ########..   1%          9    ##.....&lt;br /&gt;
j - Borgnjor's Revivific  Necr           ########..   1%          8    None&lt;br /&gt;
k - Sublimation of Blood  Necr           ########..   0%          2    None&lt;br /&gt;
o - Regeneration          Chrm/Necr      ########..   0%          3    None&lt;br /&gt;
p - Glaciate              Conj/Ice       ########..   1%          9    ##.....&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
Wear a shield.  [[Shield of the Gong]] is nice.  Have as much AC as you can have, without hurting your spell success rates.  40 AC is enough.  When possible, wear equipment that increases your int.  You want to have 40-50 int.  That's more than the minimum you need to cast your level 9 spells, but you'll spend a lot of time with your int drained as much as 10 points, so it helps to have extra.  Also, armour that increases your MR is handy, since paralysis in a megazig is sometimes a death sentence.&lt;br /&gt;
&lt;br /&gt;
==Getting MP==&lt;br /&gt;
A [[Staff of Energy]] and a [[Crystal ball of energy]] (CBOE), and plenty of evocations to use them, are the essentials.  You can ditch the staff of energy and switch to the [[Staff of Wucad Mu]] after you find it.  It's good to still use the CBOE when possible because it doesn't drain your int as much.&lt;br /&gt;
&lt;br /&gt;
On levels without too many enemies that cast torment, you can drop out of lichform and use [[Sublimation of Blood]], which has the advantage of not draining your int.  Don't worry about losing HP, as you'll gain it all back with Makhleb.  Don't try it on mummy levels.&lt;br /&gt;
&lt;br /&gt;
==Jewelry==&lt;br /&gt;
Wear jewelry that increases your int.  When you're using lichform, you need clarity at all times to avoid confusion when channeling with CBOE or Staff of Wucad Mu.  You should also have sustain abilities for channeling and mummies.&lt;br /&gt;
&lt;br /&gt;
==Preparing for Silence==&lt;br /&gt;
Silence is a very major threat and you need the tools to handle it.  Pack a [[Disc of Storms]] as your first line of attack against enemies that lack rElec.  [[Staff of Dispater]] deals great damage while silenced, but can't be used if enemies are too close (do not hit yourself with it!) and also doesn't work on some enemies.  Bring a one handed axe - preferably a broad axe.  Antimagic is good, distortion is good, and chopping is good (for those times when you don't want to deal with the consequences of antimagic/distortion).  Javelins of penetration are very handy to take out silent spectres that are behind hordes of enemies.&lt;br /&gt;
&lt;br /&gt;
It's good to have evocable blink - either from your armor or your jewelry.  This will help you quickly move out from your position and find silent spectres to kill.&lt;br /&gt;
&lt;br /&gt;
You'll get more scrolls of fog than you need, but [[Cloak of the Thief]] is nice to wear, because it lets you fog while you're silenced.  It's for an emergency situation, like your lichform running out while silenced with enemies that cast torment in los.&lt;br /&gt;
&lt;br /&gt;
==Descending Stairs==&lt;br /&gt;
Always cast Necromutation before descending stairs.  If the next floor is Crypt-themed and you're silenced on entry with tormentors/curse toes/curse skulls/shadow fiends nearby, you'll be glad you did.&lt;br /&gt;
&lt;br /&gt;
It's also helpful to cast Darkness before descending stairs.&lt;br /&gt;
&lt;br /&gt;
If necessary, make sure to uncurse your essential weapons before descending, because you can't uncurse them while silenced.  This would include at least staff of energy/wucad mu, staff of dispater, and your melee weapon.&lt;br /&gt;
&lt;br /&gt;
Make sure you have enough charges on your wands, especially wand of hasting, because you can't recharge them while silenced.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Silent Levels==&lt;br /&gt;
For the first couple mega-zigs, silent levels might not be too dangerous.  You might not be silenced on entry.  Enemies might be asleep, allowing you to pick them off at your leisure with staff of dispater.  However, stay in lichform at all times, because there are enemies can cast torment.&lt;br /&gt;
&lt;br /&gt;
Eventually, though, you're going to run into a crypt level where you are silenced on entry and the screen is packed with enemies.  Your priority here should be to kill enough silent spectres to get a patch where silence doesn't reach, so that you can recast lichform (and also blast away with spells).  The thing to fear is your lichform running out while you are still silenced.  If you have killed all silent spectres in LOS and you are still silenced, you need to go on the attack, either using evocable blink or just walking forward, until you find more spectres to kill.  Use javelins of penetration.  After killing them you can retreat back to the area that's no longer silenced.&lt;br /&gt;
&lt;br /&gt;
Staying hasted (with a wand of hasting) is a good idea because it helps you accomplish more before lichform expires.&lt;br /&gt;
&lt;br /&gt;
Only hit things with an axe if disc of storms is not working on them and they really need to die (e.g. curse toes).  You can waste a lot of time hitting things with axes while your lichform runs out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Chaos Levels==&lt;br /&gt;
A chaos level can be identified by the presence of many pandemonium lords.  It will also have apocalypse crabs and killer klowns.  The priority here is to avoid getting hit by chaos attacks, and avoid standing in clouds of chaos, because these clouds can paralyze or berserk you, leaving you temporarily helpless.  So, use Disjunction liberally to keep enemies away.  Disjunction both prevents getting hit by killer klowns and gives you a free space to walk into in case your square gets hit with a cloud of chaos.  Check every turn to make sure you aren't standing in a cloud of chaos.  Glaciate will make your own clouds, giving you safe spaces to stand and blocking clouds of chaos.&lt;br /&gt;
&lt;br /&gt;
It might be nice to wear stasis in a chaos level.  However, you'll probably have to drop out of lichform to do so, unless you have an alternate source of clarity.  Beware that some of the panlords cast torment.&lt;br /&gt;
&lt;br /&gt;
Sometimes a panlord will cast silence, but this isn't anywhere near as bad as crypt silence and you can probably take him out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Pan Levels==&lt;br /&gt;
A pandemonium level can be identified by the presence of demonspawn, with plenty of fiends and other pandemonium denizens.  The main danger here is that demonspawn warmongers will sap your magic, leaving your attack capacity greatly diminished.  To prevent this, identify and kill warmongers ASAP.  Also note that [[Sap Magic]] requires an open line of fire, so you're temporarily ok as long as other enemies are in the way.&lt;br /&gt;
&lt;br /&gt;
If you do get sapped, you'll only be able to cast a few spells before the -Wiz becomes excessive.  Save it for the most important stuff, like recasting tornado and necromutation, and maybe darkness.  You can use disc of storms in between tornado/necromut.  Your goal is to survive until the Sap wears off.  Fog can help, and so can retreating to a safer area, if possible.&lt;br /&gt;
&lt;br /&gt;
If all else fails, you can drop out of lichform and quaff cancellation, which will remove the Sap and -Wiz.  However, given the number of enemies that cast torment in Pan levels, this might be a mistake.  Also, you get hardly any potions of cancellation in zigs so this tactic can't be used too many times.&lt;br /&gt;
&lt;br /&gt;
==Ghost Moths==&lt;br /&gt;
Turn invisible, or just spam disc of storms.&lt;br /&gt;
&lt;br /&gt;
==Holy Zig==&lt;br /&gt;
A holy zig level is full of smiting, and darkness doesn't work due to the halos.  Just power through it while hasted (and not in lichform).  It's worth a mention because the sheer amount of smiting can actually compete with Makhleb's healing.  Fog might be necessary if you make it to a high megazig.&lt;br /&gt;
&lt;br /&gt;
==Mummies==&lt;br /&gt;
Annoying!  As long as you stay in lichform, they aren't going to kill you directly, but you are going to lose a lot of stats.  Make sure you have sustain abilities.  After you've cleared a bunch of them, you might want to just teleport to the other end of the level and exit, because the more of them you kill the more statdrain you will suffer.  Potions of restore abilities are actually in somewhat short supply in zigs.  Also, stay hasted because they will slow you.&lt;br /&gt;
&lt;br /&gt;
==Fire Levels==&lt;br /&gt;
Fire levels packed with orbs of fire can sometimes be a challenge if you don't yet have rF+++.  If you're depending on the elemental staff for your fire resistance, you may have to stay out of lichform so you can use sublimation of blood instead of staff of energy/CBOE, and just deal with whatever mutations you get.  Even if you have 300 hp, you can die pretty fast if you lack fire resistance.&lt;br /&gt;
&lt;br /&gt;
==Finding Mega-Zigs==&lt;br /&gt;
Wear a ring of teleportation and constantly teleport around in Pandemonium to cover more ground, and if you find a portal to another Pandemonium level, immediately take it (because you cover more ground that way).  Or, use magic mapping if you have any.  You can recognize zig portals on the map because they're always surrounded by a rectangular or diamond-shaped border.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33141</id>
		<title>Mega-Zig</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33141"/>
				<updated>2014-11-02T15:08:41Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: /* Armour */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
In 0.16, a new and more difficult mega-ziggurat was added.  After completing floor 27 of a ziggurat, the next ziggurat will be harder, packed with more monsters.  After completing floor 27 of that second one, the next will be even harder.  And so on until the 13th ziggurat completed, at which point the difficulty maxes out.&lt;br /&gt;
&lt;br /&gt;
By maybe the 4th or 5th ziggurat, most levels will be entirely packed with a monster on every square.&lt;br /&gt;
&lt;br /&gt;
The mega-zig requires a fairly particular character to succeed.&lt;br /&gt;
&lt;br /&gt;
==Makhleb==&lt;br /&gt;
You should use [[Makhleb]] for healing on kills.  You'll be taking huge amounts of damage and Makhleb is the only way to stay alive.  As an example of how strong Makhleb is, if you are not in lichform, it's not uncommon to get tormented for half your hp and heal it all back the next turn with a well placed firestorm.  Other gods such as Vehumet might be okay for the first few mega-zigs, but Mak is really the only good choice.&lt;br /&gt;
&lt;br /&gt;
==Race==&lt;br /&gt;
You have more freedom when choosing a race.  Nagas are good because of their high HP and AC, and because their poison resistance and See Invisible give you more freedom when choosing equipment.  Demonspawn can be good if they get good mutations, especially nightstalker, robust, or augmentation.  Ghouls have torment immunity plus potions, but you'll probably have to use [[Jiyva]] to get more int before switching to [[Makhleb]].  You could try other races.  I'd recommend against low HP races like Deep Elves.  Deep Elves have high aptitudes, but that doesn't matter in the long run after all skills are maxed out.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
It's best to use a spellcasting background such as [[Wizard]] or [[Fire Elementalist]].  You will need to rely mostly on level 9 spells in a mega-zig.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
[[Tornado]], [[Fire Storm]], [[Glaciate]], and [[Necromutation]] are the essentials.  Hit them with Tornado, and while you're waiting to recast it, hit them with Firestorm or Glaciate.  [[Haste]] is a close runner-up.  [[Darkness]] is very useful for cutting down on smiting/hellfire attacks.  [[Sublimation of Blood]] is a great way to get more mp when you aren't forced to be in lichform.  [[Disjunction]] can help keep you from getting hit too much by enemies with chaos attacks, to reduce the risk of paralysis/berserk.  The rest are optional - you might want [[Borgnjor's Revivification]], [[Deflect Missiles]], [[Phase Shift]], [[Stoneskin]], [[Shatter]], etc.  Here's an example spell list:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;a - Necromutation         Trmt/Necr      ########..   1%          8    None&lt;br /&gt;
b - Haste                 Chrm           ########     0%          6    None&lt;br /&gt;
c - Swiftness             Chrm/Air       ########     0%          2    None&lt;br /&gt;
d - Controlled Blink      Tloc           N/A          1%          7    None&lt;br /&gt;
e - Darkness              Hex            ########..   1%          7    None&lt;br /&gt;
f - Disjunction           Tloc           ########..   1%          8    None&lt;br /&gt;
g - Apportation           Tloc           ########..   0%          1    None&lt;br /&gt;
h - Tornado               Air            ########..   1%          9    ##.....&lt;br /&gt;
i - Fire Storm            Conj/Fire      ########..   1%          9    ##.....&lt;br /&gt;
j - Borgnjor's Revivific  Necr           ########..   1%          8    None&lt;br /&gt;
k - Sublimation of Blood  Necr           ########..   0%          2    None&lt;br /&gt;
o - Regeneration          Chrm/Necr      ########..   0%          3    None&lt;br /&gt;
p - Glaciate              Conj/Ice       ########..   1%          9    ##.....&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
Wear a shield.  [[Shield of the Gong]] is nice.  Have as much AC as you can have, without hurting your spell success rates.  40 AC is enough.  When possible, wear equipment that increases your int.  You want to have 40-50 int.  That's more than the minimum you need to cast your level 9 spells, but you'll spend a lot of time with your int drained as much as 10 points, so it helps to have extra.  Also, armour that increases your MR is handy, since paralysis in a megazig is sometimes a death sentence.&lt;br /&gt;
&lt;br /&gt;
==Getting MP==&lt;br /&gt;
A [[Staff of Energy]] and a [[Crystal ball of energy]] (CBOE), and plenty of evocations to use them, are the essentials.  You can ditch the staff of energy and switch to the [[Staff of Wucad Mu]] after you find it.  It's good to still use the CBOE when possible because it doesn't drain your int as much.&lt;br /&gt;
&lt;br /&gt;
On levels without too many enemies that cast torment, you can drop out of lichform and use [[Sublimation of Blood]], which has the advantage of not draining your int.  Don't worry about losing HP, as you'll gain it all back with Makhleb.  Don't try it on mummy levels.&lt;br /&gt;
&lt;br /&gt;
==Jewelry==&lt;br /&gt;
Wear jewelry that increases your int.  When you're using lichform, you need clarity at all times to avoid confusion when channeling with CBOE or Staff of Wucad Mu.  You should also have sustain abilities for channeling and mummies.&lt;br /&gt;
&lt;br /&gt;
==Preparing for Silence==&lt;br /&gt;
Silence is a very major threat and you need the tools to handle it.  Pack a [[Disc of Storms]] as your first line of attack against enemies that lack rElec.  [[Staff of Dispater]] deals great damage while silenced, but can't be used if enemies are too close (do not hit yourself with it!) and also doesn't work on some enemies.  Bring a one handed axe - preferably a broad axe.  Antimagic is good, distortion is good, and chopping is good (for those times when you don't want to deal with the consequences of antimagic/distortion).  Javelins of penetration are very handy to take out silent spectres that are behind hordes of enemies.&lt;br /&gt;
&lt;br /&gt;
It's good to have evocable blink - either from your armor or your jewelry.&lt;br /&gt;
&lt;br /&gt;
You'll get more scrolls of fog than you need, but [[Cloak of the Thief]] is nice to wear, because it lets you fog while you're silenced.  It's for an emergency situation, like your lichform running out while silenced with enemies that cast torment in los.&lt;br /&gt;
&lt;br /&gt;
==Descending Stairs==&lt;br /&gt;
Always cast Necromutation before descending stairs.  If the next floor is Crypt-themed and you're silenced on entry with tormentors/curse toes/curse skulls/shadow fiends nearby, you'll be glad you did.&lt;br /&gt;
&lt;br /&gt;
It's also helpful to cast Darkness before descending stairs.&lt;br /&gt;
&lt;br /&gt;
If necessary, make sure to uncurse your essential weapons before descending, because you can't uncurse them while silenced.  This would include at least staff of energy/wucad mu, staff of dispater, and your melee weapon.&lt;br /&gt;
&lt;br /&gt;
Make sure you have enough charges on your wands, especially wand of hasting, because you can't recharge them while silenced.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Silent Levels==&lt;br /&gt;
For the first couple mega-zigs, silent levels might not be too dangerous.  You might not be silenced on entry.  Enemies might be asleep, allowing you to pick them off at your leisure with staff of dispater.  However, stay in lichform at all times, because there are enemies can cast torment.&lt;br /&gt;
&lt;br /&gt;
Eventually, though, you're going to run into a crypt level where you are silenced on entry and the screen is packed with enemies.  Your priority here should be to kill enough silent spectres to get a patch where silence doesn't reach, so that you can recast lichform (and also blast away with spells).  The thing to fear is your lichform running out while you are still silenced.  If you have killed all silent spectres in LOS and you are still silenced, you need to go on the attack, either using evocable blink or just walking forward, until you find more spectres to kill.  Use javelins of penetration.  After killing them you can retreat back to the area that's no longer silenced.&lt;br /&gt;
&lt;br /&gt;
Staying hasted (with a wand of hasting) is a good idea because it helps you accomplish more before lichform expires.&lt;br /&gt;
&lt;br /&gt;
Only hit things with an axe if disc of storms is not working on them and they really need to die (e.g. curse toes).  You can waste a lot of time hitting things with axes while your lichform runs out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Chaos Levels==&lt;br /&gt;
A chaos level can be identified by the presence of many pandemonium lords.  It will also have apocalypse crabs and killer klowns.  The priority here is to avoid getting hit by chaos attacks, and avoid standing in clouds of chaos, because these clouds can paralyze or berserk you, leaving you temporarily helpless.  So, use Disjunction liberally to keep enemies away.  Disjunction both prevents getting hit by killer klowns and gives you a free space to walk into in case your square gets hit with a cloud of chaos.  Check every turn to make sure you aren't standing in a cloud of chaos.  Glaciate will make your own clouds, giving you safe spaces to stand and blocking clouds of chaos.&lt;br /&gt;
&lt;br /&gt;
It might be nice to wear stasis in a chaos level.  However, you'll probably have to drop out of lichform to do so, unless you have an alternate source of clarity.  Beware that some of the panlords cast torment.&lt;br /&gt;
&lt;br /&gt;
Sometimes a panlord will cast silence, but this isn't anywhere near as bad as crypt silence and you can probably take him out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Pan Levels==&lt;br /&gt;
A pandemonium level can be identified by the presence of demonspawn, with plenty of fiends and other pandemonium denizens.  The main danger here is that demonspawn warmongers will sap your magic, leaving your attack capacity greatly diminished.  To prevent this, identify and kill warmongers ASAP.  Also note that [[Sap Magic]] requires an open line of fire, so you're temporarily ok as long as other enemies are in the way.&lt;br /&gt;
&lt;br /&gt;
If you do get sapped, you'll only be able to cast a few spells before the -Wiz becomes excessive.  Save it for the most important stuff, like recasting tornado and necromutation, and maybe darkness.  You can use disc of storms in between tornado/necromut.  Your goal is to survive until the Sap wears off.  Fog can help, and so can retreating to a safer area, if possible.&lt;br /&gt;
&lt;br /&gt;
If all else fails, you can drop out of lichform and quaff cancellation, which will remove the Sap and -Wiz.  However, given the number of enemies that cast torment in Pan levels, this might be a mistake.  Also, you get hardly any potions of cancellation in zigs so this tactic can't be used too many times.&lt;br /&gt;
&lt;br /&gt;
==Ghost Moths==&lt;br /&gt;
Turn invisible, or just spam disc of storms.&lt;br /&gt;
&lt;br /&gt;
==Holy Zig==&lt;br /&gt;
A holy zig level is full of smiting, and darkness doesn't work due to the halos.  Just power through it while hasted (and not in lichform).  It's worth a mention because the sheer amount of smiting can actually compete with Makhleb's healing.  Fog might be necessary if you make it to a high megazig.&lt;br /&gt;
&lt;br /&gt;
==Mummies==&lt;br /&gt;
Annoying!  As long as you stay in lichform, they aren't going to kill you directly, but you are going to lose a lot of stats.  Make sure you have sustain abilities.  After you've cleared a bunch of them, you might want to just teleport to the other end of the level and exit, because the more of them you kill the more statdrain you will suffer.  Potions of restore abilities are actually in somewhat short supply in zigs.  Also, stay hasted because they will slow you.&lt;br /&gt;
&lt;br /&gt;
==Fire Levels==&lt;br /&gt;
Fire levels packed with orbs of fire can sometimes be a challenge if you don't yet have rF+++.  If you're depending on the elemental staff for your fire resistance, you may have to stay out of lichform so you can use sublimation of blood instead of staff of energy/CBOE, and just deal with whatever mutations you get.  Even if you have 300 hp, you can die pretty fast if you lack fire resistance.&lt;br /&gt;
&lt;br /&gt;
==Finding Mega-Zigs==&lt;br /&gt;
Wear a ring of teleportation and constantly teleport around in Pandemonium to cover more ground, and if you find a portal to another Pandemonium level, immediately take it (because you cover more ground that way).  Or, use magic mapping if you have any.  You can recognize zig portals on the map because they're always surrounded by a rectangular or diamond-shaped border.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33140</id>
		<title>Mega-Zig</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33140"/>
				<updated>2014-11-02T14:44:27Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
In 0.16, a new and more difficult mega-ziggurat was added.  After completing floor 27 of a ziggurat, the next ziggurat will be harder, packed with more monsters.  After completing floor 27 of that second one, the next will be even harder.  And so on until the 13th ziggurat completed, at which point the difficulty maxes out.&lt;br /&gt;
&lt;br /&gt;
By maybe the 4th or 5th ziggurat, most levels will be entirely packed with a monster on every square.&lt;br /&gt;
&lt;br /&gt;
The mega-zig requires a fairly particular character to succeed.&lt;br /&gt;
&lt;br /&gt;
==Makhleb==&lt;br /&gt;
You should use [[Makhleb]] for healing on kills.  You'll be taking huge amounts of damage and Makhleb is the only way to stay alive.  As an example of how strong Makhleb is, if you are not in lichform, it's not uncommon to get tormented for half your hp and heal it all back the next turn with a well placed firestorm.  Other gods such as Vehumet might be okay for the first few mega-zigs, but Mak is really the only good choice.&lt;br /&gt;
&lt;br /&gt;
==Race==&lt;br /&gt;
You have more freedom when choosing a race.  Nagas are good because of their high HP and AC, and because their poison resistance and See Invisible give you more freedom when choosing equipment.  Demonspawn can be good if they get good mutations, especially nightstalker, robust, or augmentation.  Ghouls have torment immunity plus potions, but you'll probably have to use [[Jiyva]] to get more int before switching to [[Makhleb]].  You could try other races.  I'd recommend against low HP races like Deep Elves.  Deep Elves have high aptitudes, but that doesn't matter in the long run after all skills are maxed out.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
It's best to use a spellcasting background such as [[Wizard]] or [[Fire Elementalist]].  You will need to rely mostly on level 9 spells in a mega-zig.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
[[Tornado]], [[Fire Storm]], [[Glaciate]], and [[Necromutation]] are the essentials.  Hit them with Tornado, and while you're waiting to recast it, hit them with Firestorm or Glaciate.  [[Haste]] is a close runner-up.  [[Darkness]] is very useful for cutting down on smiting/hellfire attacks.  [[Sublimation of Blood]] is a great way to get more mp when you aren't forced to be in lichform.  [[Disjunction]] can help keep you from getting hit too much by enemies with chaos attacks, to reduce the risk of paralysis/berserk.  The rest are optional - you might want [[Borgnjor's Revivification]], [[Deflect Missiles]], [[Phase Shift]], [[Stoneskin]], [[Shatter]], etc.  Here's an example spell list:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;a - Necromutation         Trmt/Necr      ########..   1%          8    None&lt;br /&gt;
b - Haste                 Chrm           ########     0%          6    None&lt;br /&gt;
c - Swiftness             Chrm/Air       ########     0%          2    None&lt;br /&gt;
d - Controlled Blink      Tloc           N/A          1%          7    None&lt;br /&gt;
e - Darkness              Hex            ########..   1%          7    None&lt;br /&gt;
f - Disjunction           Tloc           ########..   1%          8    None&lt;br /&gt;
g - Apportation           Tloc           ########..   0%          1    None&lt;br /&gt;
h - Tornado               Air            ########..   1%          9    ##.....&lt;br /&gt;
i - Fire Storm            Conj/Fire      ########..   1%          9    ##.....&lt;br /&gt;
j - Borgnjor's Revivific  Necr           ########..   1%          8    None&lt;br /&gt;
k - Sublimation of Blood  Necr           ########..   0%          2    None&lt;br /&gt;
o - Regeneration          Chrm/Necr      ########..   0%          3    None&lt;br /&gt;
p - Glaciate              Conj/Ice       ########..   1%          9    ##.....&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
Wear a shield.  [[Shield of the Gong]] is nice.  Have as much AC as you can have, without hurting your spell success rates.  40 AC is enough.  When possible, wear equipment that increases your int.  You want to have 40-50 int.  Also, armour that increases your MR is handy, since paralysis in a megazig is sometimes a death sentence.&lt;br /&gt;
&lt;br /&gt;
==Getting MP==&lt;br /&gt;
A [[Staff of Energy]] and a [[Crystal ball of energy]] (CBOE), and plenty of evocations to use them, are the essentials.  You can ditch the staff of energy and switch to the [[Staff of Wucad Mu]] after you find it.  It's good to still use the CBOE when possible because it doesn't drain your int as much.&lt;br /&gt;
&lt;br /&gt;
On levels without too many enemies that cast torment, you can drop out of lichform and use [[Sublimation of Blood]], which has the advantage of not draining your int.  Don't worry about losing HP, as you'll gain it all back with Makhleb.  Don't try it on mummy levels.&lt;br /&gt;
&lt;br /&gt;
==Jewelry==&lt;br /&gt;
Wear jewelry that increases your int.  When you're using lichform, you need clarity at all times to avoid confusion when channeling with CBOE or Staff of Wucad Mu.  You should also have sustain abilities for channeling and mummies.&lt;br /&gt;
&lt;br /&gt;
==Preparing for Silence==&lt;br /&gt;
Silence is a very major threat and you need the tools to handle it.  Pack a [[Disc of Storms]] as your first line of attack against enemies that lack rElec.  [[Staff of Dispater]] deals great damage while silenced, but can't be used if enemies are too close (do not hit yourself with it!) and also doesn't work on some enemies.  Bring a one handed axe - preferably a broad axe.  Antimagic is good, distortion is good, and chopping is good (for those times when you don't want to deal with the consequences of antimagic/distortion).  Javelins of penetration are very handy to take out silent spectres that are behind hordes of enemies.&lt;br /&gt;
&lt;br /&gt;
It's good to have evocable blink - either from your armor or your jewelry.&lt;br /&gt;
&lt;br /&gt;
You'll get more scrolls of fog than you need, but [[Cloak of the Thief]] is nice to wear, because it lets you fog while you're silenced.  It's for an emergency situation, like your lichform running out while silenced with enemies that cast torment in los.&lt;br /&gt;
&lt;br /&gt;
==Descending Stairs==&lt;br /&gt;
Always cast Necromutation before descending stairs.  If the next floor is Crypt-themed and you're silenced on entry with tormentors/curse toes/curse skulls/shadow fiends nearby, you'll be glad you did.&lt;br /&gt;
&lt;br /&gt;
It's also helpful to cast Darkness before descending stairs.&lt;br /&gt;
&lt;br /&gt;
If necessary, make sure to uncurse your essential weapons before descending, because you can't uncurse them while silenced.  This would include at least staff of energy/wucad mu, staff of dispater, and your melee weapon.&lt;br /&gt;
&lt;br /&gt;
Make sure you have enough charges on your wands, especially wand of hasting, because you can't recharge them while silenced.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Silent Levels==&lt;br /&gt;
For the first couple mega-zigs, silent levels might not be too dangerous.  You might not be silenced on entry.  Enemies might be asleep, allowing you to pick them off at your leisure with staff of dispater.  However, stay in lichform at all times, because there are enemies can cast torment.&lt;br /&gt;
&lt;br /&gt;
Eventually, though, you're going to run into a crypt level where you are silenced on entry and the screen is packed with enemies.  Your priority here should be to kill enough silent spectres to get a patch where silence doesn't reach, so that you can recast lichform (and also blast away with spells).  The thing to fear is your lichform running out while you are still silenced.  If you have killed all silent spectres in LOS and you are still silenced, you need to go on the attack, either using evocable blink or just walking forward, until you find more spectres to kill.  Use javelins of penetration.  After killing them you can retreat back to the area that's no longer silenced.&lt;br /&gt;
&lt;br /&gt;
Staying hasted (with a wand of hasting) is a good idea because it helps you accomplish more before lichform expires.&lt;br /&gt;
&lt;br /&gt;
Only hit things with an axe if disc of storms is not working on them and they really need to die (e.g. curse toes).  You can waste a lot of time hitting things with axes while your lichform runs out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Chaos Levels==&lt;br /&gt;
A chaos level can be identified by the presence of many pandemonium lords.  It will also have apocalypse crabs and killer klowns.  The priority here is to avoid getting hit by chaos attacks, and avoid standing in clouds of chaos, because these clouds can paralyze or berserk you, leaving you temporarily helpless.  So, use Disjunction liberally to keep enemies away.  Disjunction both prevents getting hit by killer klowns and gives you a free space to walk into in case your square gets hit with a cloud of chaos.  Check every turn to make sure you aren't standing in a cloud of chaos.  Glaciate will make your own clouds, giving you safe spaces to stand and blocking clouds of chaos.&lt;br /&gt;
&lt;br /&gt;
It might be nice to wear stasis in a chaos level.  However, you'll probably have to drop out of lichform to do so, unless you have an alternate source of clarity.  Beware that some of the panlords cast torment.&lt;br /&gt;
&lt;br /&gt;
Sometimes a panlord will cast silence, but this isn't anywhere near as bad as crypt silence and you can probably take him out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Pan Levels==&lt;br /&gt;
A pandemonium level can be identified by the presence of demonspawn, with plenty of fiends and other pandemonium denizens.  The main danger here is that demonspawn warmongers will sap your magic, leaving your attack capacity greatly diminished.  To prevent this, identify and kill warmongers ASAP.  Also note that [[Sap Magic]] requires an open line of fire, so you're temporarily ok as long as other enemies are in the way.&lt;br /&gt;
&lt;br /&gt;
If you do get sapped, you'll only be able to cast a few spells before the -Wiz becomes excessive.  Save it for the most important stuff, like recasting tornado and necromutation, and maybe darkness.  You can use disc of storms in between tornado/necromut.  Your goal is to survive until the Sap wears off.  Fog can help, and so can retreating to a safer area, if possible.&lt;br /&gt;
&lt;br /&gt;
If all else fails, you can drop out of lichform and quaff cancellation, which will remove the Sap and -Wiz.  However, given the number of enemies that cast torment in Pan levels, this might be a mistake.  Also, you get hardly any potions of cancellation in zigs so this tactic can't be used too many times.&lt;br /&gt;
&lt;br /&gt;
==Ghost Moths==&lt;br /&gt;
Turn invisible, or just spam disc of storms.&lt;br /&gt;
&lt;br /&gt;
==Holy Zig==&lt;br /&gt;
A holy zig level is full of smiting, and darkness doesn't work due to the halos.  Just power through it while hasted (and not in lichform).  It's worth a mention because the sheer amount of smiting can actually compete with Makhleb's healing.  Fog might be necessary if you make it to a high megazig.&lt;br /&gt;
&lt;br /&gt;
==Mummies==&lt;br /&gt;
Annoying!  As long as you stay in lichform, they aren't going to kill you directly, but you are going to lose a lot of stats.  Make sure you have sustain abilities.  After you've cleared a bunch of them, you might want to just teleport to the other end of the level and exit, because the more of them you kill the more statdrain you will suffer.  Potions of restore abilities are actually in somewhat short supply in zigs.  Also, stay hasted because they will slow you.&lt;br /&gt;
&lt;br /&gt;
==Fire Levels==&lt;br /&gt;
Fire levels packed with orbs of fire can sometimes be a challenge if you don't yet have rF+++.  If you're depending on the elemental staff for your fire resistance, you may have to stay out of lichform so you can use sublimation of blood instead of staff of energy/CBOE, and just deal with whatever mutations you get.  Even if you have 300 hp, you can die pretty fast if you lack fire resistance.&lt;br /&gt;
&lt;br /&gt;
==Finding Mega-Zigs==&lt;br /&gt;
Wear a ring of teleportation and constantly teleport around in Pandemonium to cover more ground, and if you find a portal to another Pandemonium level, immediately take it (because you cover more ground that way).  Or, use magic mapping if you have any.  You can recognize zig portals on the map because they're always surrounded by a rectangular or diamond-shaped border.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33139</id>
		<title>Mega-Zig</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33139"/>
				<updated>2014-11-02T13:52:42Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: /* Fire Levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
In 0.16, a new and more difficult mega-ziggurat was added.  After completing floor 27 of a ziggurat, the next ziggurat will be harder, packed with more monsters.  After completing floor 27 of that second one, the next will be even harder.  And so on until the 13th ziggurat completed, at which point the difficulty maxes out.&lt;br /&gt;
&lt;br /&gt;
By maybe the 4th or 5th ziggurat, most levels will be entirely packed with a monster on every square.&lt;br /&gt;
&lt;br /&gt;
The mega-zig requires a fairly particular character to succeed.&lt;br /&gt;
&lt;br /&gt;
==Makhleb==&lt;br /&gt;
You should use [[Makhleb]] for healing on kills.  You'll be taking huge amounts of damage and Makhleb is the only way to stay alive.  As an example of how strong Makhleb is, if you are not in lichform, it's not uncommon to get tormented for half your hp and heal it all back the next turn with a well placed firestorm.  Other gods such as Vehumet might be okay for the first few mega-zigs, but Mak is really the only good choice.&lt;br /&gt;
&lt;br /&gt;
==Race==&lt;br /&gt;
You have more freedom when choosing a race.  Nagas are good because of their high HP and AC, and because their poison resistance and See Invisible give you more freedom when choosing equipment.  Demonspawn can be good if they get good mutations, especially nightstalker, robust, or augmentation.  Ghouls have torment immunity plus potions, but you'll probably have to use [[Jiyva]] to get more int before switching to [[Makhleb]].  You could try other races.  I'd recommend against low HP races like Deep Elves.  Deep Elves have high aptitudes, but that doesn't matter in the long run after all skills are maxed out.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
It's best to use a spellcasting background such as [[Wizard]] or [[Fire Elementalist]].  You will need to rely mostly on level 9 spells in a mega-zig.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
[[Tornado]], [[Fire Storm]], [[Glaciate]], and [[Necromutation]] are the essentials.  Hit them with Tornado, and while you're waiting to recast it, hit them with Firestorm or Glaciate.  [[Haste]] is a close runner-up.  [[Darkness]] is very useful for cutting down on smiting/hellfire attacks.  [[Sublimation of Blood]] is a great way to get more mp when you aren't forced to be in lichform.  [[Disjunction]] can help keep you from getting hit too much by enemies with chaos attacks, to reduce the risk of paralysis/berserk.  The rest are optional - you might want [[Borgnjor's Revivification]], [[Deflect Missiles]], [[Phase Shift]], [[Stoneskin]], [[Shatter]], etc.  Here's an example spell list:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;a - Necromutation         Trmt/Necr      ########..   1%          8    None&lt;br /&gt;
b - Haste                 Chrm           ########     0%          6    None&lt;br /&gt;
c - Swiftness             Chrm/Air       ########     0%          2    None&lt;br /&gt;
d - Controlled Blink      Tloc           N/A          1%          7    None&lt;br /&gt;
e - Darkness              Hex            ########..   1%          7    None&lt;br /&gt;
f - Disjunction           Tloc           ########..   1%          8    None&lt;br /&gt;
g - Apportation           Tloc           ########..   0%          1    None&lt;br /&gt;
h - Tornado               Air            ########..   1%          9    ##.....&lt;br /&gt;
i - Fire Storm            Conj/Fire      ########..   1%          9    ##.....&lt;br /&gt;
j - Borgnjor's Revivific  Necr           ########..   1%          8    None&lt;br /&gt;
k - Sublimation of Blood  Necr           ########..   0%          2    None&lt;br /&gt;
o - Regeneration          Chrm/Necr      ########..   0%          3    None&lt;br /&gt;
p - Glaciate              Conj/Ice       ########..   1%          9    ##.....&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
Wear a shield.  [[Shield of the Gong]] is nice.  Have as much AC as you can have, without hurting your spell success rates.  40 AC is enough.  When possible, wear equipment that increases your int.  You want to have 40-50 int.  Also, armour that increases your MR is handy, since paralysis in a megazig is sometimes a death sentence.&lt;br /&gt;
&lt;br /&gt;
==Getting MP==&lt;br /&gt;
A [[Staff of Energy]] and a [[Crystal ball of energy]] (CBOE), and plenty of evocations to use them, are the essentials.  You can ditch the staff of energy and switch to the [[Staff of Wucad Mu]] after you find it.  It's good to still use the CBOE when possible because it doesn't drain your int as much.&lt;br /&gt;
&lt;br /&gt;
On levels without too many enemies that cast torment, you can drop out of lichform and use [[Sublimation of Blood]], which has the advantage of not draining your int.  Don't worry about losing HP, as you'll gain it all back with Makhleb.  Don't try it on mummy levels.&lt;br /&gt;
&lt;br /&gt;
==Jewelry==&lt;br /&gt;
Wear jewelry that increases your int.  When you're using lichform, you need clarity at all times to avoid confusion when channeling with CBOE or Staff of Wucad Mu.  You should also have sustain abilities for channeling and mummies.&lt;br /&gt;
&lt;br /&gt;
==Preparing for Silence==&lt;br /&gt;
Silence is a very major threat and you need the tools to handle it.  Pack a [[Disc of Storms]] as your first line of attack against enemies that lack rElec.  [[Staff of Dispater]] deals great damage while silenced, but can't be used if enemies are too close (do not hit yourself with it!) and also doesn't work on some enemies.  Bring a one handed axe - preferably a broad axe.  Antimagic is good, distortion is good, and chopping is good (for those times when you don't want to deal with the consequences of antimagic/distortion).  Javelins of penetration are very handy to take out silent spectres that are behind hordes of enemies.&lt;br /&gt;
&lt;br /&gt;
It's good to have evocable blink - either from your armor or your jewelry.&lt;br /&gt;
&lt;br /&gt;
You'll get more scrolls of fog than you need, but [[Cloak of the Thief]] is nice to wear, because it lets you fog while you're silenced.  It's for an emergency situation, like your lichform running out while silenced with enemies that cast torment in los.&lt;br /&gt;
&lt;br /&gt;
==Descending Stairs==&lt;br /&gt;
Always cast Necromutation before descending stairs.  If the next floor is Crypt-themed and you're silenced on entry with tormentors/curse toes/curse skulls/shadow fiends nearby, you'll be glad you did.&lt;br /&gt;
&lt;br /&gt;
It's also helpful to cast Darkness before descending stairs.&lt;br /&gt;
&lt;br /&gt;
If necessary, make sure to uncurse your essential weapons before descending, because you can't uncurse them while silenced.  This would include at least staff of energy/wucad mu, staff of dispater, and your melee weapon.&lt;br /&gt;
&lt;br /&gt;
Make sure you have enough charges on your wands, especially wand of hasting, because you can't recharge them while silenced.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Silent Levels==&lt;br /&gt;
For the first couple mega-zigs, silent levels might not be too dangerous.  You might not be silenced on entry.  Enemies might be asleep, allowing you to pick them off at your leisure with staff of dispater.  However, stay in lichform at all times, because there are enemies can cast torment.&lt;br /&gt;
&lt;br /&gt;
Eventually, though, you're going to run into a crypt level where you are silenced on entry and the screen is packed with enemies.  Your priority here should be to kill enough silent spectres to get a patch where silence doesn't reach, so that you can recast lichform (and also blast away with spells).  The thing to fear is your lichform running out while you are still silenced.  If you have killed all silent spectres in LOS and you are still silenced, you need to go on the attack, either using evocable blink or just walking forward, until you find more spectres to kill.  Use javelins of penetration.  After killing them you can retreat back to the area that's no longer silenced.&lt;br /&gt;
&lt;br /&gt;
Staying hasted (with a wand of hasting) is a good idea because it helps you accomplish more before lichform expires.&lt;br /&gt;
&lt;br /&gt;
Only hit things with an axe if disc of storms is not working on them and they really need to die (e.g. curse toes).  You can waste a lot of time hitting things with axes while your lichform runs out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Chaos Levels==&lt;br /&gt;
A chaos level can be identified by the presence of many pandemonium lords.  It will also have apocalypse crabs and killer klowns.  The priority here is to avoid getting hit by chaos attacks, and avoid standing in clouds of chaos, because these clouds can paralyze or berserk you, leaving you temporarily helpless.  So, use Disjunction liberally to keep enemies away.  Disjunction both prevents getting hit by killer klowns and gives you a free space to walk into in case your square gets hit with a cloud of chaos.  Check every turn to make sure you aren't standing in a cloud of chaos.  Glaciate will make your own clouds, giving you safe spaces to stand and blocking clouds of chaos.&lt;br /&gt;
&lt;br /&gt;
It might be nice to wear stasis in a chaos level.  However, you'll probably have to drop out of lichform to do so, unless you have an alternate source of clarity.  Beware that some of the panlords cast torment.&lt;br /&gt;
&lt;br /&gt;
Sometimes a panlord will cast silence, but this isn't anywhere near as bad as crypt silence and you can probably take him out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Pan Levels==&lt;br /&gt;
A pandemonium level can be identified by the presence of demonspawn, with plenty of fiends and other pandemonium denizens.  The main danger here is that demonspawn warmongers will sap your magic, leaving your attack capacity greatly diminished.  To prevent this, identify and kill warmongers ASAP.  Also note that [[Sap Magic]] requires an open line of fire, so you're temporarily ok as long as other enemies are in the way.&lt;br /&gt;
&lt;br /&gt;
If you do get sapped, you'll only be able to cast a few spells before the -Wiz becomes excessive.  Save it for the most important stuff, like recasting tornado and necromutation, and maybe darkness.  You can use disc of storms in between tornado/necromut.  Your goal is to survive until the Sap wears off.  Fog can help, and so can retreating to a safer area, if possible.&lt;br /&gt;
&lt;br /&gt;
If all else fails, you can drop out of lichform and quaff cancellation, which will remove the Sap and -Wiz.  However, given the number of enemies that cast torment in Pan levels, this might be a mistake.  Also, you get hardly any potions of cancellation in zigs so this tactic can't be used too many times.&lt;br /&gt;
&lt;br /&gt;
==Ghost Moths==&lt;br /&gt;
Turn invisible, or just spam disc of storms.&lt;br /&gt;
&lt;br /&gt;
==Holy Zig==&lt;br /&gt;
A holy zig level is full of smiting, and darkness doesn't work due to the halos.  Just power through it while hasted (and not in lichform).  It's worth a mention because the sheer amount of smiting can actually compete with Makhleb's healing.  Fog might be necessary if you make it to a high megazig.&lt;br /&gt;
&lt;br /&gt;
==Mummies==&lt;br /&gt;
Annoying!  As long as you stay in lichform, they aren't going to kill you directly, but you are going to lose a lot of stats.  Make sure you have sustain abilities.  After you've cleared a bunch of them, you might want to just teleport to the other end of the level and exit, because the more of them you kill the more statdrain you will suffer.  Potions of restore abilities are actually in somewhat short supply in zigs.  Also, stay hasted because they will slow you.&lt;br /&gt;
&lt;br /&gt;
==Fire Levels==&lt;br /&gt;
Fire levels packed with orbs of fire can sometimes be a challenge if you don't yet have rF+++.  If you're depending on the elemental staff for your fire resistance, you may have to stay out of lichform so you can use sublimation of blood instead of staff of energy/CBOE, and just deal with whatever mutations you get.  Even if you have 300 hp, you can die pretty fast if you lack fire resistance.&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33138</id>
		<title>Mega-Zig</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33138"/>
				<updated>2014-11-02T13:51:39Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
In 0.16, a new and more difficult mega-ziggurat was added.  After completing floor 27 of a ziggurat, the next ziggurat will be harder, packed with more monsters.  After completing floor 27 of that second one, the next will be even harder.  And so on until the 13th ziggurat completed, at which point the difficulty maxes out.&lt;br /&gt;
&lt;br /&gt;
By maybe the 4th or 5th ziggurat, most levels will be entirely packed with a monster on every square.&lt;br /&gt;
&lt;br /&gt;
The mega-zig requires a fairly particular character to succeed.&lt;br /&gt;
&lt;br /&gt;
==Makhleb==&lt;br /&gt;
You should use [[Makhleb]] for healing on kills.  You'll be taking huge amounts of damage and Makhleb is the only way to stay alive.  As an example of how strong Makhleb is, if you are not in lichform, it's not uncommon to get tormented for half your hp and heal it all back the next turn with a well placed firestorm.  Other gods such as Vehumet might be okay for the first few mega-zigs, but Mak is really the only good choice.&lt;br /&gt;
&lt;br /&gt;
==Race==&lt;br /&gt;
You have more freedom when choosing a race.  Nagas are good because of their high HP and AC, and because their poison resistance and See Invisible give you more freedom when choosing equipment.  Demonspawn can be good if they get good mutations, especially nightstalker, robust, or augmentation.  Ghouls have torment immunity plus potions, but you'll probably have to use [[Jiyva]] to get more int before switching to [[Makhleb]].  You could try other races.  I'd recommend against low HP races like Deep Elves.  Deep Elves have high aptitudes, but that doesn't matter in the long run after all skills are maxed out.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
It's best to use a spellcasting background such as [[Wizard]] or [[Fire Elementalist]].  You will need to rely mostly on level 9 spells in a mega-zig.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
[[Tornado]], [[Fire Storm]], [[Glaciate]], and [[Necromutation]] are the essentials.  Hit them with Tornado, and while you're waiting to recast it, hit them with Firestorm or Glaciate.  [[Haste]] is a close runner-up.  [[Darkness]] is very useful for cutting down on smiting/hellfire attacks.  [[Sublimation of Blood]] is a great way to get more mp when you aren't forced to be in lichform.  [[Disjunction]] can help keep you from getting hit too much by enemies with chaos attacks, to reduce the risk of paralysis/berserk.  The rest are optional - you might want [[Borgnjor's Revivification]], [[Deflect Missiles]], [[Phase Shift]], [[Stoneskin]], [[Shatter]], etc.  Here's an example spell list:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;a - Necromutation         Trmt/Necr      ########..   1%          8    None&lt;br /&gt;
b - Haste                 Chrm           ########     0%          6    None&lt;br /&gt;
c - Swiftness             Chrm/Air       ########     0%          2    None&lt;br /&gt;
d - Controlled Blink      Tloc           N/A          1%          7    None&lt;br /&gt;
e - Darkness              Hex            ########..   1%          7    None&lt;br /&gt;
f - Disjunction           Tloc           ########..   1%          8    None&lt;br /&gt;
g - Apportation           Tloc           ########..   0%          1    None&lt;br /&gt;
h - Tornado               Air            ########..   1%          9    ##.....&lt;br /&gt;
i - Fire Storm            Conj/Fire      ########..   1%          9    ##.....&lt;br /&gt;
j - Borgnjor's Revivific  Necr           ########..   1%          8    None&lt;br /&gt;
k - Sublimation of Blood  Necr           ########..   0%          2    None&lt;br /&gt;
o - Regeneration          Chrm/Necr      ########..   0%          3    None&lt;br /&gt;
p - Glaciate              Conj/Ice       ########..   1%          9    ##.....&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
Wear a shield.  [[Shield of the Gong]] is nice.  Have as much AC as you can have, without hurting your spell success rates.  40 AC is enough.  When possible, wear equipment that increases your int.  You want to have 40-50 int.  Also, armour that increases your MR is handy, since paralysis in a megazig is sometimes a death sentence.&lt;br /&gt;
&lt;br /&gt;
==Getting MP==&lt;br /&gt;
A [[Staff of Energy]] and a [[Crystal ball of energy]] (CBOE), and plenty of evocations to use them, are the essentials.  You can ditch the staff of energy and switch to the [[Staff of Wucad Mu]] after you find it.  It's good to still use the CBOE when possible because it doesn't drain your int as much.&lt;br /&gt;
&lt;br /&gt;
On levels without too many enemies that cast torment, you can drop out of lichform and use [[Sublimation of Blood]], which has the advantage of not draining your int.  Don't worry about losing HP, as you'll gain it all back with Makhleb.  Don't try it on mummy levels.&lt;br /&gt;
&lt;br /&gt;
==Jewelry==&lt;br /&gt;
Wear jewelry that increases your int.  When you're using lichform, you need clarity at all times to avoid confusion when channeling with CBOE or Staff of Wucad Mu.  You should also have sustain abilities for channeling and mummies.&lt;br /&gt;
&lt;br /&gt;
==Preparing for Silence==&lt;br /&gt;
Silence is a very major threat and you need the tools to handle it.  Pack a [[Disc of Storms]] as your first line of attack against enemies that lack rElec.  [[Staff of Dispater]] deals great damage while silenced, but can't be used if enemies are too close (do not hit yourself with it!) and also doesn't work on some enemies.  Bring a one handed axe - preferably a broad axe.  Antimagic is good, distortion is good, and chopping is good (for those times when you don't want to deal with the consequences of antimagic/distortion).  Javelins of penetration are very handy to take out silent spectres that are behind hordes of enemies.&lt;br /&gt;
&lt;br /&gt;
It's good to have evocable blink - either from your armor or your jewelry.&lt;br /&gt;
&lt;br /&gt;
You'll get more scrolls of fog than you need, but [[Cloak of the Thief]] is nice to wear, because it lets you fog while you're silenced.  It's for an emergency situation, like your lichform running out while silenced with enemies that cast torment in los.&lt;br /&gt;
&lt;br /&gt;
==Descending Stairs==&lt;br /&gt;
Always cast Necromutation before descending stairs.  If the next floor is Crypt-themed and you're silenced on entry with tormentors/curse toes/curse skulls/shadow fiends nearby, you'll be glad you did.&lt;br /&gt;
&lt;br /&gt;
It's also helpful to cast Darkness before descending stairs.&lt;br /&gt;
&lt;br /&gt;
If necessary, make sure to uncurse your essential weapons before descending, because you can't uncurse them while silenced.  This would include at least staff of energy/wucad mu, staff of dispater, and your melee weapon.&lt;br /&gt;
&lt;br /&gt;
Make sure you have enough charges on your wands, especially wand of hasting, because you can't recharge them while silenced.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Silent Levels==&lt;br /&gt;
For the first couple mega-zigs, silent levels might not be too dangerous.  You might not be silenced on entry.  Enemies might be asleep, allowing you to pick them off at your leisure with staff of dispater.  However, stay in lichform at all times, because there are enemies can cast torment.&lt;br /&gt;
&lt;br /&gt;
Eventually, though, you're going to run into a crypt level where you are silenced on entry and the screen is packed with enemies.  Your priority here should be to kill enough silent spectres to get a patch where silence doesn't reach, so that you can recast lichform (and also blast away with spells).  The thing to fear is your lichform running out while you are still silenced.  If you have killed all silent spectres in LOS and you are still silenced, you need to go on the attack, either using evocable blink or just walking forward, until you find more spectres to kill.  Use javelins of penetration.  After killing them you can retreat back to the area that's no longer silenced.&lt;br /&gt;
&lt;br /&gt;
Staying hasted (with a wand of hasting) is a good idea because it helps you accomplish more before lichform expires.&lt;br /&gt;
&lt;br /&gt;
Only hit things with an axe if disc of storms is not working on them and they really need to die (e.g. curse toes).  You can waste a lot of time hitting things with axes while your lichform runs out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Chaos Levels==&lt;br /&gt;
A chaos level can be identified by the presence of many pandemonium lords.  It will also have apocalypse crabs and killer klowns.  The priority here is to avoid getting hit by chaos attacks, and avoid standing in clouds of chaos, because these clouds can paralyze or berserk you, leaving you temporarily helpless.  So, use Disjunction liberally to keep enemies away.  Disjunction both prevents getting hit by killer klowns and gives you a free space to walk into in case your square gets hit with a cloud of chaos.  Check every turn to make sure you aren't standing in a cloud of chaos.  Glaciate will make your own clouds, giving you safe spaces to stand and blocking clouds of chaos.&lt;br /&gt;
&lt;br /&gt;
It might be nice to wear stasis in a chaos level.  However, you'll probably have to drop out of lichform to do so, unless you have an alternate source of clarity.  Beware that some of the panlords cast torment.&lt;br /&gt;
&lt;br /&gt;
Sometimes a panlord will cast silence, but this isn't anywhere near as bad as crypt silence and you can probably take him out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Pan Levels==&lt;br /&gt;
A pandemonium level can be identified by the presence of demonspawn, with plenty of fiends and other pandemonium denizens.  The main danger here is that demonspawn warmongers will sap your magic, leaving your attack capacity greatly diminished.  To prevent this, identify and kill warmongers ASAP.  Also note that [[Sap Magic]] requires an open line of fire, so you're temporarily ok as long as other enemies are in the way.&lt;br /&gt;
&lt;br /&gt;
If you do get sapped, you'll only be able to cast a few spells before the -Wiz becomes excessive.  Save it for the most important stuff, like recasting tornado and necromutation, and maybe darkness.  You can use disc of storms in between tornado/necromut.  Your goal is to survive until the Sap wears off.  Fog can help, and so can retreating to a safer area, if possible.&lt;br /&gt;
&lt;br /&gt;
If all else fails, you can drop out of lichform and quaff cancellation, which will remove the Sap and -Wiz.  However, given the number of enemies that cast torment in Pan levels, this might be a mistake.  Also, you get hardly any potions of cancellation in zigs so this tactic can't be used too many times.&lt;br /&gt;
&lt;br /&gt;
==Ghost Moths==&lt;br /&gt;
Turn invisible, or just spam disc of storms.&lt;br /&gt;
&lt;br /&gt;
==Holy Zig==&lt;br /&gt;
A holy zig level is full of smiting, and darkness doesn't work due to the halos.  Just power through it while hasted (and not in lichform).  It's worth a mention because the sheer amount of smiting can actually compete with Makhleb's healing.  Fog might be necessary if you make it to a high megazig.&lt;br /&gt;
&lt;br /&gt;
==Mummies==&lt;br /&gt;
Annoying!  As long as you stay in lichform, they aren't going to kill you directly, but you are going to lose a lot of stats.  Make sure you have sustain abilities.  After you've cleared a bunch of them, you might want to just teleport to the other end of the level and exit, because the more of them you kill the more statdrain you will suffer.  Potions of restore abilities are actually in somewhat short supply in zigs.  Also, stay hasted because they will slow you.&lt;br /&gt;
&lt;br /&gt;
==Fire Levels==&lt;br /&gt;
Fire levels packed with orbs of fire can sometimes be a challenge if you don't yet have rF+++.  If you're depending on the elemental staff for your fire resistance, you may have to stay out of lichform so you can use sublimation of blood instead of staff of energy, and just deal with whatever mutations you get.  Even if you have 300 hp, you can die pretty fast if you lack fire resistance.&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33137</id>
		<title>Mega-Zig</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33137"/>
				<updated>2014-11-02T02:04:57Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
In 0.16, a new and more difficult mega-ziggurat was added.  After completing floor 27 of a ziggurat, the next ziggurat will be harder, packed with more monsters.  After completing floor 27 of that second one, the next will be even harder.  And so on until the 13th ziggurat completed, at which point the difficulty maxes out.&lt;br /&gt;
&lt;br /&gt;
By maybe the 4th or 5th ziggurat, most levels will be entirely packed with a monster on every square.&lt;br /&gt;
&lt;br /&gt;
The mega-zig requires a fairly particular character to succeed.&lt;br /&gt;
&lt;br /&gt;
==Makhleb==&lt;br /&gt;
You should use [[Makhleb]] for healing on kills.  You'll be taking huge amounts of damage and Makhleb is the only way to stay alive.  As an example of how strong Makhleb is, if you are not in lichform, it's not uncommon to get tormented for half your hp and heal it all back the next turn with a well placed firestorm.  Other gods such as Vehumet might be okay for the first few mega-zigs, but Mak is really the only good choice.&lt;br /&gt;
&lt;br /&gt;
==Race==&lt;br /&gt;
You have more freedom when choosing a race.  Nagas are good because of their high HP and AC, and because their poison resistance and See Invisible give you more freedom when choosing equipment.  Demonspawn can be good if they get good mutations, especially nightstalker, robust, or augmentation.  Ghouls have torment immunity plus potions, but you'll probably have to use [[Jiyva]] to get more int before switching to [[Makhleb]].  You could try other races.  I'd recommend against low HP races like Deep Elves.  Deep Elves have high aptitudes, but that doesn't matter in the long run after all skills are maxed out.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
It's best to use a spellcasting background such as [[Wizard]] or [[Fire Elementalist]].  You will need to rely mostly on level 9 spells in a mega-zig.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
[[Tornado]], [[Fire Storm]], [[Glaciate]], and [[Necromutation]] are the essentials.  Hit them with Tornado, and while you're waiting to recast it, hit them with Firestorm or Glaciate.  [[Haste]] is a close runner-up.  [[Darkness]] is very useful for cutting down on smiting/hellfire attacks.  [[Sublimation of Blood]] is a great way to get more mp when you aren't forced to be in lichform.  [[Disjunction]] can help keep you from getting hit too much by enemies with chaos attacks, to reduce the risk of paralysis/berserk.  The rest are optional - you might want [[Borgnjor's Revivification]], [[Deflect Missiles]], [[Phase Shift]], [[Stoneskin]], [[Shatter]], etc.  Here's an example spell list:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;a - Necromutation         Trmt/Necr      ########..   1%          8    None&lt;br /&gt;
b - Haste                 Chrm           ########     0%          6    None&lt;br /&gt;
c - Swiftness             Chrm/Air       ########     0%          2    None&lt;br /&gt;
d - Controlled Blink      Tloc           N/A          1%          7    None&lt;br /&gt;
e - Darkness              Hex            ########..   1%          7    None&lt;br /&gt;
f - Disjunction           Tloc           ########..   1%          8    None&lt;br /&gt;
g - Apportation           Tloc           ########..   0%          1    None&lt;br /&gt;
h - Tornado               Air            ########..   1%          9    ##.....&lt;br /&gt;
i - Fire Storm            Conj/Fire      ########..   1%          9    ##.....&lt;br /&gt;
j - Borgnjor's Revivific  Necr           ########..   1%          8    None&lt;br /&gt;
k - Sublimation of Blood  Necr           ########..   0%          2    None&lt;br /&gt;
o - Regeneration          Chrm/Necr      ########..   0%          3    None&lt;br /&gt;
p - Glaciate              Conj/Ice       ########..   1%          9    ##.....&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
Wear a shield.  [[Shield of the Gong]] is nice.  Have as much AC as you can have, without hurting your spell success rates.  40 AC is enough.  When possible, wear equipment that increases your int.  You want to have 40-50 int.  Also, armour that increases your MR is handy, since paralysis in a megazig is sometimes a death sentence.&lt;br /&gt;
&lt;br /&gt;
==Getting MP==&lt;br /&gt;
A [[Staff of Energy]] and a [[Crystal ball of energy]] (CBOE), and plenty of evocations to use them, are the essentials.  You can ditch the staff of energy and switch to the [[Staff of Wucad Mu]] after you find it.  It's good to still use the CBOE when possible because it doesn't drain your int as much.&lt;br /&gt;
&lt;br /&gt;
On levels without too many enemies that cast torment, you can drop out of lichform and use [[Sublimation of Blood]], which has the advantage of not draining your int.  Don't worry about losing HP, as you'll gain it all back with Makhleb.  Don't try it on mummy levels.&lt;br /&gt;
&lt;br /&gt;
==Jewelry==&lt;br /&gt;
Wear jewelry that increases your int.  When you're using lichform, you need clarity at all times to avoid confusion when channeling with CBOE or Staff of Wucad Mu.  You should also have sustain abilities for channeling and mummies.&lt;br /&gt;
&lt;br /&gt;
==Preparing for Silence==&lt;br /&gt;
Silence is a very major threat and you need the tools to handle it.  Pack a [[Disc of Storms]] as your first line of attack against enemies that lack rElec.  [[Staff of Dispater]] deals great damage while silenced, but can't be used if enemies are too close (do not hit yourself with it!) and also doesn't work on some enemies.  Bring a one handed axe - preferably a broad axe.  Antimagic is good, distortion is good, and chopping is good (for those times when you don't want to deal with the consequences of antimagic/distortion).  Javelins of penetration are very handy to take out silent spectres that are behind hordes of enemies.&lt;br /&gt;
&lt;br /&gt;
It's good to have evocable blink - either from your armor or your jewelry.&lt;br /&gt;
&lt;br /&gt;
You'll get more scrolls of fog than you need, but [[Cloak of the Thief]] is nice to wear, because it lets you fog while you're silenced.  It's for an emergency situation, like your lichform running out while silenced with enemies that cast torment in los.&lt;br /&gt;
&lt;br /&gt;
==Descending Stairs==&lt;br /&gt;
Always cast Necromutation before descending stairs.  If the next floor is Crypt-themed and you're silenced on entry with tormentors/curse toes/curse skulls/shadow fiends nearby, you'll be glad you did.&lt;br /&gt;
&lt;br /&gt;
It's also helpful to cast Darkness before descending stairs.&lt;br /&gt;
&lt;br /&gt;
If necessary, make sure to uncurse your essential weapons before descending, because you can't uncurse them while silenced.  This would include at least staff of energy/wucad mu, staff of dispater, and your melee weapon.&lt;br /&gt;
&lt;br /&gt;
Make sure you have enough charges on your wands, especially wand of hasting, because you can't recharge them while silenced.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Silent Levels==&lt;br /&gt;
For the first couple mega-zigs, silent levels might not be too dangerous.  You might not be silenced on entry.  Enemies might be asleep, allowing you to pick them off at your leisure with staff of dispater.  However, stay in lichform at all times, because there are enemies can cast torment.&lt;br /&gt;
&lt;br /&gt;
Eventually, though, you're going to run into a crypt level where you are silenced on entry and the screen is packed with enemies.  Your priority here should be to kill enough silent spectres to get a patch where silence doesn't reach, so that you can recast lichform (and also blast away with spells).  The thing to fear is your lichform running out while you are still silenced.  If you have killed all silent spectres in LOS and you are still silenced, you need to go on the attack, either using evocable blink or just walking forward, until you find more spectres to kill.  Use javelins of penetration.  After killing them you can retreat back to the area that's no longer silenced.&lt;br /&gt;
&lt;br /&gt;
Staying hasted (with a wand of hasting) is a good idea because it helps you accomplish more before lichform expires.&lt;br /&gt;
&lt;br /&gt;
Only hit things with an axe if disc of storms is not working on them and they really need to die (e.g. curse toes).  You can waste a lot of time hitting things with axes while your lichform runs out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Chaos Levels==&lt;br /&gt;
A chaos level can be identified by the presence of many pandemonium lords.  It will also have apocalypse crabs and killer klowns.  The priority here is to avoid getting hit by chaos attacks, and avoid standing in clouds of chaos, because these clouds can paralyze or berserk you, leaving you temporarily helpless.  So, use Disjunction liberally to keep enemies away.  Disjunction both prevents getting hit by killer klowns and gives you a free space to walk into in case your square gets hit with a cloud of chaos.  Check every turn to make sure you aren't standing in a cloud of chaos.  Glaciate will make your own clouds, giving you safe spaces to stand and blocking clouds of chaos.&lt;br /&gt;
&lt;br /&gt;
It might be nice to wear stasis in a chaos level.  However, you'll probably have to drop out of lichform to do so, unless you have an alternate source of clarity.  Beware that some of the panlords cast torment.&lt;br /&gt;
&lt;br /&gt;
Sometimes a panlord will cast silence, but this isn't anywhere near as bad as crypt silence and you can probably take him out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Pan Levels==&lt;br /&gt;
A pandemonium level can be identified by the presence of demonspawn, with plenty of fiends and other pandemonium denizens.  The main danger here is that demonspawn warmongers will sap your magic, leaving your attack capacity greatly diminished.  To prevent this, identify and kill warmongers ASAP.  Also note that [[Sap Magic]] requires an open line of fire, so you're temporarily ok as long as other enemies are in the way.&lt;br /&gt;
&lt;br /&gt;
If you do get sapped, you'll only be able to cast a few spells before the -Wiz becomes excessive.  Save it for the most important stuff, like recasting tornado and necromutation, and maybe darkness.  You can use disc of storms in between tornado/necromut.  Your goal is to survive until the Sap wears off.  Fog can help, and so can retreating to a safer area, if possible.&lt;br /&gt;
&lt;br /&gt;
If all else fails, you can drop out of lichform and quaff cancellation, which will remove the Sap and -Wiz.  However, given the number of enemies that cast torment in Pan levels, this might be a mistake.  Also, you get hardly any potions of cancellation in zigs so this tactic can't be used too many times.&lt;br /&gt;
&lt;br /&gt;
==Ghost Moths==&lt;br /&gt;
Turn invisible, or just spam disc of storms.&lt;br /&gt;
&lt;br /&gt;
==Holy Zig==&lt;br /&gt;
A holy zig level is full of smiting, and darkness doesn't work due to the halos.  Just power through it while hasted (and not in lichform).  It's worth a mention because the sheer amount of smiting can actually compete with Makhleb's healing.  Fog might be necessary if you make it to a high megazig.&lt;br /&gt;
&lt;br /&gt;
==Mummies==&lt;br /&gt;
Annoying!  As long as you stay in lichform, they aren't going to kill you directly, but you are going to lose a lot of stats.  Make sure you have sustain abilities.  After you've cleared a bunch of them, you might want to just teleport to the other end of the level and exit, because the more of them you kill the more statdrain you will suffer.  Potions of restore abilities are actually in somewhat short supply in zigs.  Also, stay hasted because they will slow you.&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33136</id>
		<title>Mega-Zig</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mega-Zig&amp;diff=33136"/>
				<updated>2014-11-02T02:03:51Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: Created page with &amp;quot;{{version}} In 0.16, a new and more difficult mega-ziggurat was added.  After completing floor 27 of a ziggurat, the next ziggurat will be harder, packed with more monsters.  ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version}}&lt;br /&gt;
In 0.16, a new and more difficult mega-ziggurat was added.  After completing floor 27 of a ziggurat, the next ziggurat will be harder, packed with more monsters.  After completing floor 27 of that second one, the next will be even harder.  And so on until the 13th ziggurat completed, at which point the difficulty maxes out.&lt;br /&gt;
&lt;br /&gt;
By maybe the 4th or 5th ziggurat, most levels will be entirely packed with a monster on every square.&lt;br /&gt;
&lt;br /&gt;
The mega-zig requires a fairly particular character to succeed.&lt;br /&gt;
&lt;br /&gt;
==Makhleb==&lt;br /&gt;
You should use [[Makhleb]] for healing on kills.  You'll be taking huge amounts of damage and Makhleb is the only way to stay alive.  As an example of how strong Makhleb is, if you are not in lichform, it's not uncommon to get tormented for half your hp and heal it all back the next turn with a well placed firestorm.  Other gods such as Vehumet might be okay for the first few mega-zigs, but Mak is really the only good choice.&lt;br /&gt;
&lt;br /&gt;
==Race==&lt;br /&gt;
You have more freedom when choosing a race.  Nagas are good because of their high HP and AC, and because their poison resistance and See Invisible give you more freedom when choosing equipment.  Demonspawn can be good if they get good mutations, especially nightstalker, robust, or augmentation.  Ghouls have torment immunity plus potions, but you'll probably have to use [[Jiyva]] to get more int before switching to [[Makhleb]].  You could try other races.  I'd recommend against low HP races like Deep Elves.  Deep Elves have high aptitudes, but that doesn't matter in the long run after all skills are maxed out.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
It's best to use a spellcasting background such as [[Wizard]] or [[Fire Elementalist]].  You will need to rely mostly on level 9 spells in a mega-zig.&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
[[Tornado]], [[Fire Storm]], [[Glaciate]], and [[Necromutation]] are the essentials.  Hit them with Tornado, and while you're waiting to recast it, hit them with Firestorm or Glaciate.  [[Haste]] is a close runner-up.  [[Darkness]] is very useful for cutting down on smiting/hellfire attacks.  [[Sublimation of Blood]] is a great way to get more mp when you aren't forced to be in lichform.  [[Disjunction]] can help keep you from getting hit too much by enemies with chaos attacks, to reduce the risk of paralysis/berserk.  The rest are optional - you might want [[Borgnjor's Revivification]], [[Deflect Missiles]], [[Phase Shift]], [[Stoneskin]], [[Shatter]], etc.  Here's an example spell list:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;a - Necromutation         Trmt/Necr      ########..   1%          8    None&lt;br /&gt;
b - Haste                 Chrm           ########     0%          6    None&lt;br /&gt;
c - Swiftness             Chrm/Air       ########     0%          2    None&lt;br /&gt;
d - Controlled Blink      Tloc           N/A          1%          7    None&lt;br /&gt;
e - Darkness              Hex            ########..   1%          7    None&lt;br /&gt;
f - Disjunction           Tloc           ########..   1%          8    None&lt;br /&gt;
g - Apportation           Tloc           ########..   0%          1    None&lt;br /&gt;
h - Tornado               Air            ########..   1%          9    ##.....&lt;br /&gt;
i - Fire Storm            Conj/Fire      ########..   1%          9    ##.....&lt;br /&gt;
j - Borgnjor's Revivific  Necr           ########..   1%          8    None&lt;br /&gt;
k - Sublimation of Blood  Necr           ########..   0%          2    None&lt;br /&gt;
o - Regeneration          Chrm/Necr      ########..   0%          3    None&lt;br /&gt;
p - Glaciate              Conj/Ice       ########..   1%          9    ##.....&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
Wear a shield.  [[Shield of the Gong]] is nice.  Have as much AC as you can have, without hurting your spell success rates.  40 AC is enough.  When possible, wear equipment that increases your int.  You want to have 40-50 int.  Also, armour that increases your MR is handy, since paralysis in a megazig is sometimes a death sentence.&lt;br /&gt;
&lt;br /&gt;
==Getting MP==&lt;br /&gt;
A [[Staff of Energy]] and a [[Crystal ball of energy]] (CBOE), and plenty of evocations to use them, are the essentials.  You can ditch the staff of energy and switch to the [[Staff of Wucad Mu]] after you find it.  It's good to still use the CBOE when possible because it doesn't drain your int as much.&lt;br /&gt;
&lt;br /&gt;
On levels without too many enemies that cast torment, you can drop out of lichform and use [[Sublimation of Blood]], which has the advantage of not draining your int.  Don't worry about losing HP, as you'll gain it all back with Makhleb.  Don't try it on mummy levels.&lt;br /&gt;
&lt;br /&gt;
==Jewelry==&lt;br /&gt;
Wear jewelry that increases your int.  When you're using lichform, you need clarity at all times to avoid confusion when channeling with CBOE or Staff of Wucad Mu.  You should also have sustain abilities for channeling and mummies.&lt;br /&gt;
&lt;br /&gt;
==Preparing for Silence==&lt;br /&gt;
Silence is a very major threat and you need the tools to handle it.  Pack a [[Disc of Storms]] as your first line of attack against enemies that lack rElec.  [[Staff of Dispater]] deals great damage while silenced, but can't be used if enemies are too close (do not hit yourself with it!) and also doesn't work on some enemies.  Bring a one handed axe - preferably a broad axe.  Antimagic is good, distortion is good, and chopping is good (for those times when you don't want to deal with the consequences of antimagic/distortion).  Javelins of penetration are very handy to take out silent spectres that are behind hordes of enemies.&lt;br /&gt;
&lt;br /&gt;
It's good to have evocable blink - either from your armor or your jewelry.&lt;br /&gt;
&lt;br /&gt;
You'll get more scrolls of fog than you need, but [[Cloak of the Thief]] is nice to wear, because it lets you fog while you're silenced.  It's for an emergency situation, like your lichform running out while silenced with enemies that cast torment in los.&lt;br /&gt;
&lt;br /&gt;
==Descending Stairs==&lt;br /&gt;
Always cast Necromutation before descending stairs.  If the next floor is Crypt-themed and you're silenced on entry with tormentors/curse toes/curse skulls/shadow fiends nearby, you'll be glad you did.&lt;br /&gt;
&lt;br /&gt;
It's also helpful to cast Darkness before descending stairs.&lt;br /&gt;
&lt;br /&gt;
If necessary, make sure to uncurse your essential weapons before descending, because you can't uncurse them while silenced.  This would include at least staff of energy/wucad mu, staff of dispater, and your melee weapon.&lt;br /&gt;
&lt;br /&gt;
Make sure you have enough charges on your wands, especially wand of hasting, because you can't recharge them while silenced.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Silent Levels==&lt;br /&gt;
For the first couple mega-zigs, silent levels might not be too dangerous.  You might not be silenced on entry.  Enemies might be asleep, allowing you to pick them off at your leisure with staff of dispater.  However, stay in lichform at all times, because there are enemies can cast torment.&lt;br /&gt;
&lt;br /&gt;
Eventually, though, you're going to run into a crypt level where you are silenced on entry and the screen is packed with enemies.  Your priority here should be to kill enough silent spectres to get a patch where silence doesn't reach, so that you can recast lichform (and also blast away with spells).  The thing to fear is your lichform running out while you are still silenced.  If you have killed all silent spectres in LOS and you are still silenced, you need to go on the attack, either using evocable blink or just walking forward, until you find more spectres to kill.  Use javelins of penetration.  After killing them you can retreat back to the area that's no longer silenced.&lt;br /&gt;
&lt;br /&gt;
Staying hasted (with a wand of hasting) is a good idea because it helps you accomplish more before lichform expires.&lt;br /&gt;
&lt;br /&gt;
Only hit things with an axe if disc of storms is not working on them and they really need to die (e.g. curse toes).  You can waste a lot of time hitting things with axes while your lichform runs out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Chaos Levels==&lt;br /&gt;
A chaos level can be identified by the presence of many pandemonium lords.  It will also have apocalypse crabs and killer klowns.  The priority here is to avoid getting hit by chaos attacks, and avoid standing in clouds of chaos, because these clouds can paralyze or berserk you, leaving you temporarily helpless.  So, use Disjunction liberally to keep enemies away.  Disjunction both prevents getting hit by killer klowns and gives you a free space to walk into in case your square gets hit with a cloud of chaos.  Check every turn to make sure you aren't standing in a cloud of chaos.  Glaciate will make your own clouds, giving you safe spaces to stand and blocking clouds of chaos.&lt;br /&gt;
&lt;br /&gt;
It might be nice to wear stasis in a chaos level.  However, you'll probably have to drop out of lichform to do so, unless you have an alternate source of clarity.  Beware that some of the panlords cast torment.&lt;br /&gt;
&lt;br /&gt;
Sometimes a panlord will cast silence, but this isn't anywhere near as bad as crypt silence and you can probably take him out.&lt;br /&gt;
&lt;br /&gt;
==Tactics in Pan Levels==&lt;br /&gt;
A pandemonium level can be identified by the presence of demonspawn, with plenty of fiends and other pandemonium denizens.  The main danger here is that demonspawn warmongers will sap your magic, leaving your attack capacity greatly diminished.  To prevent this, identify and kill warmongers ASAP.  Also note that [[Sap Magic]] requires an open line of fire, so you're temporarily ok as long as other enemies are in the way.&lt;br /&gt;
&lt;br /&gt;
If you do get sapped, you'll only be able to cast a few spells before the -Wiz becomes excessive.  Save it for the most important stuff, like recasting tornado and necromutation, and maybe darkness.  You can use disc of storms in between tornado/necromut.  Your goal is to survive until the Sap wears off.  Fog can help, and so can retreating to a safer area, if possible.&lt;br /&gt;
&lt;br /&gt;
If all else fails, you can drop out of lichform and quaff cancellation, which will remove the Sap and -Wiz.  However, given the number of enemies that cast torment in Pan levels, this might be a mistake.  Also, you get hardly any potions of cancellation in zigs so this tactic can't be used too many times.&lt;br /&gt;
&lt;br /&gt;
==Ghost Moths==&lt;br /&gt;
Turn invisible, or just spam disc of storms.&lt;br /&gt;
&lt;br /&gt;
==Holy Zig==&lt;br /&gt;
A holy zig level is full of smiting, and darkness doesn't work due to the halos.  Just power through it while hasted (and not in lichform).  It's worth a mention because the sheer amount of smiting can actually compete with Makhleb's healing.  Fog might be necessary if you make it to a high megazig.&lt;br /&gt;
&lt;br /&gt;
==Mummies==&lt;br /&gt;
Annoying!  As long as you stay in lichform, they aren't going to kill you directly, but you are going to lose a lot of stats.  Make sure you have sustain abilities.  After you've cleared a bunch of them, you might want to just teleport to the other end of the level and exit, because the more of them you kill the more statdrain you will suffer.  Potions of restore abilities are actually in somewhat short supply in zigs.  Also, stay hasted because they will slow you.&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Strategy_guides&amp;diff=33135</id>
		<title>Strategy guides</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Strategy_guides&amp;diff=33135"/>
				<updated>2014-11-01T15:10:30Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of in-depth guides on various aspects of Dungeon Crawl.&lt;br /&gt;
&lt;br /&gt;
* General Guides:&lt;br /&gt;
** [[Character guides]] - A collection of gameplans for specific race/class combos.&lt;br /&gt;
** [[Background and race combinations for beginners]] - Focusing on easier combos.&lt;br /&gt;
** [[Walkthrough]] - A general Crawl walkthrough for [[0.11]].&lt;br /&gt;
** [[:Category:Species]] and [[:Category:Species strategy guides]] - General advice for specific species.&lt;br /&gt;
** [[Specialization]] - Why it's important and how to manage it.&lt;br /&gt;
** [[Weapon Choice]] - Which one is best for your character?&lt;br /&gt;
*** [[Crosstrain]]ing - What it is and why it's important.&lt;br /&gt;
*** [[Ranged weapons]] - Survey of nonmagical distance options.&lt;br /&gt;
** [[Choosing a god]] - Religous choices.&lt;br /&gt;
** [[Early Game Character Building]]&lt;br /&gt;
** [[Mid Game Character Building]]&lt;br /&gt;
** [[Late Game Character Building]]&lt;br /&gt;
&lt;br /&gt;
* More specific topics:&lt;br /&gt;
** [[Nemelex guide]] - A beginner's guide to [[Nemelex Xobeh]].&lt;br /&gt;
** [[Sprint guide]] - A brief guide to [[Dungeon Sprint]].&lt;br /&gt;
** The [[Ziggurat]] - Various strategies for conquering the Ziggurat.&lt;br /&gt;
** The [[Mega-Zig]] - How to survive mega-zigs (new in 0.16)&lt;br /&gt;
** [[Zot:5]] - Various strategies for getting the [[Orb of Zot]].&lt;br /&gt;
* Tactical Tricks and other info:&lt;br /&gt;
** [[Tips and tricks]] - A general guide.&lt;br /&gt;
** [[Identification]] -- All those items!&lt;br /&gt;
** [[Multizap]] page - The basics of bolt bouncing ...&lt;br /&gt;
** [[Kiting]] - How to tease monsters to death ... &lt;br /&gt;
** [[pillar dancing]] - ... or just keep out of reach until you can recover.&lt;br /&gt;
** [[Escaping from (and avoiding) trouble]] -- When victory is not an option.&lt;br /&gt;
** [[Hunger management]] - When is the right time to eat?&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy Guides]][[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hell_Sentinel&amp;diff=33133</id>
		<title>Hell Sentinel</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hell_Sentinel&amp;diff=33133"/>
				<updated>2014-10-30T14:35:08Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: for proof, see http://s-z.org/neil/git/?p=crawl.git;a=blob;f=crawl-ref/source/melee_attack.cc;hb=HEAD&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=Hell Sentinel&lt;br /&gt;
|glyph={{Brown|1}}&lt;br /&gt;
|tile=[[File:Hell Sentinel.png]]&lt;br /&gt;
|flags={{Glows flag}}&amp;lt;br&amp;gt;{{See invisible flag}}&amp;lt;br&amp;gt;{{Spiny flag}}&amp;lt;br&amp;gt;{{!sil flag}}&lt;br /&gt;
|resistances={{Hellfire resistance}}, {{Cold resistance 3}}, &amp;lt;br&amp;gt;{{Electricity resistance 3}}, {{Poison resistance 3}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance}}, {{Constriction resistance}}&lt;br /&gt;
|vulnerabilities={{Holy vulnerability 2}}, {{Holy wrath vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=3263&lt;br /&gt;
|holiness={{Demonic}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=121-168&lt;br /&gt;
|avg_hp=144&lt;br /&gt;
|armour_class=25&lt;br /&gt;
|evasion=3&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 10&lt;br /&gt;
|size={{Large}}&lt;br /&gt;
|item_use={{Open doors}}&lt;br /&gt;
|attack1=40 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=25 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=19&lt;br /&gt;
|base_hp=5&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{High intelligence}}&lt;br /&gt;
|genus=Hell Sentinel&lt;br /&gt;
|species=Hell Sentinel&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A towering monolith constructed and possessed by demonic forces. A thousand eyes leer through slits in its jagged, spiked armour.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Hell sentinels''' are massive demonic constructs, immune to all elemental damage except for [[holy]] and [[acid]] and boasting very high AC. On top of that, they are covered in [[spiny|spines]] that deal 5d4 physical damage (subject to [[EV]] and [[AC]]) to you each time you attack. Although they lack the ability to [[torment]] you, they can still deal heavy damage in melee or at range. They can be found in [[Pandemonium]] and the [[Hell]]s, particularly [[the Iron City of Dis]], as well as rarely appearing in [[the Abyss]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Spellcaster&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Hellfire]] (3d20)&lt;br /&gt;
|slot2=[[Hellfire]] (3d20)&lt;br /&gt;
|slot3=[[Melee spell|Melee]]&lt;br /&gt;
|slot4=[[Iron Shot]] (3d33)&lt;br /&gt;
|slot5=[[Melee spell|Melee]]&lt;br /&gt;
|slot6=''none''&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!--spl-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Fast characters can avoid their passive counter-attack by kiting them with ranged attacks. That being said, the constant stream of hellfire and Iron Shots is probably worse.&lt;br /&gt;
*They only have 3 EV. [[Bolt of Inaccuracy]] is very effective against them.&lt;br /&gt;
*Unlike with [[fiend]]s, merely being within LOS of one of these is not an extreme emergency. They are unable to inflict torment, and they have only normal speed. So long as you aren't a [[naga]] or [[Cheibriados]] worshiper, simply walking away from one may be the best option.&lt;br /&gt;
*All of their attacks require a clear line of fire, so characters capable of flooding them with summoned units can eventually defeat them in safety, hiding in the background. Their massive damage output will chew through your summons quickly, however, so a source of [[MP]] [[channeling]] may be necessary.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Hell sentinels were added in [[0.11]], replacing [[pit fiend]]s as the iron-themed [[tier-1 demon]].&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=ARCHIVED_Berder%27s_Naga_Transmuter_of_Chei_Guide&amp;diff=32555</id>
		<title>ARCHIVED Berder's Naga Transmuter of Chei Guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=ARCHIVED_Berder%27s_Naga_Transmuter_of_Chei_Guide&amp;diff=32555"/>
				<updated>2014-09-03T21:17:32Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: Created page with &amp;quot;{{version015}} {{Advice}}  Imagine having AC 50, EV 50, 350 HP, plus the ability to cast both Shatter and Tornado without brilliance.  This could be you, as a Naga...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{Advice}}&lt;br /&gt;
&lt;br /&gt;
Imagine having AC 50, EV 50, 350 HP, plus the ability to cast both [[Shatter]] and [[Tornado]] without brilliance.  This could be you, as a [[Naga]] [[Transmuter]] of [[Cheibriados]] in [[Statue Form]] with [[Stoneskin]] and [[Phase Shift]].  With these buffs, I've killed [[Antaeus]] by punching him, without dropping below 75% health.  I've even finished a ziggurat.  The one downside:  a movement delay of 3.2.  But [[Controlled Blink]] does a lot to help deal with that.&lt;br /&gt;
&lt;br /&gt;
This guide is based on one game I've played.  I can't say I'm an expert.  But I think it's worth sharing, because the endgame stats are just so ridiculous.  Here's my morgue:&lt;br /&gt;
&lt;br /&gt;
http://dobrazupa.org/morgue/Berder/morgue-Berder-20140903-001515.txt&lt;br /&gt;
&lt;br /&gt;
Also, I have to admit my game wouldn't have worked as-is without finding a Book of the Warp in Lair.  However, I was still godless until after Lair:8, so if you get that far and don't find the book, you can pick a different god and retain the ability to run from fights with spider/ice form.&lt;br /&gt;
&lt;br /&gt;
==Pre-Lair==&lt;br /&gt;
First off, train transmutations at 100%.  The goal is to be able to cast [[Spider Form]] and [[Blade Hands]] ASAP.  It's might not be worth training poison magic for spider form, because it's useless to you otherwise and you want blade hands too.&lt;br /&gt;
&lt;br /&gt;
Throughout the game, put all your skill points except maybe one or two into INT.  Yes, you fight with unarmed combat, but your largest gain in melee power will come from being able to cast better transmutations earlier - not from having a few extra points of dex or str.  Once you are with chei, you'll have plenty of dex and str.&lt;br /&gt;
&lt;br /&gt;
Until you have spider form, you really have to be extremely careful about not getting into situations that you can't handle, since running is often impossible.  Stay as close to the stairs as possible, and try to explore a moderate sized circle around all three stairs before you start venturing into areas farther away.  Don't forget to use sticks to snakes if some dangerous enemies spot you - a few snakes can help kill them, or can help occupy them while you retreat.&lt;br /&gt;
&lt;br /&gt;
Make sure to identify your scrolls.  Being able to teleport away from danger makes many situations much more survivable.  Blinking is less useful unless stairs are near.&lt;br /&gt;
&lt;br /&gt;
Spider form is great for two reasons.  First, it increases your defenses and damage a bit.  More importantly, it gives you a normal walking speed, making it possible to actually run away from danger.  Although you're still slightly slower than normal since you have to stop and recast it occasionally.&lt;br /&gt;
&lt;br /&gt;
DO NOT worship Chei yet.  For now, your ability to run from fights is more important than the stats he can give you.&lt;br /&gt;
&lt;br /&gt;
Once you have blade hands, you can use them for almost every fight.  Remember that blade hands makes it much harder to cast spells.  When blade hands failure rate is in the yellow, you can train other skills - mostly unarmed combat, and if you get some good evocables, train evocations.  Training a little fighting is good too.&lt;br /&gt;
&lt;br /&gt;
==Lair==&lt;br /&gt;
Still don't worship Chei.&lt;br /&gt;
&lt;br /&gt;
With blade hands and naga HP, most of lair becomes fairly easy, even with mediocre equipment.  The really tough enemies are hydras since your blade hands are useless against them.  If possible, kill them with evocables.  Otherwise, run away with spider form.  Don't try to fight them in spider form unless they're confused.&lt;br /&gt;
&lt;br /&gt;
Now hopefully at some point by now, you've found a book of the warp with controlled blink.  If not, you probably shouldn't worship Chei.  Try Jiyva or some other god.  Once you get the book, train translocations at 100%.&lt;br /&gt;
&lt;br /&gt;
==Orc==&lt;br /&gt;
When controlled blink failure rate is at, say, 50%, begin worshipping Chei.  If this happens at the beginning of Orc, you will have cblink by the end of Orc, and you'll also have maxed out Chei piety.  At this point, some invocations - no more than 12-13 - will let you make the most of Chei's abilities.&lt;br /&gt;
&lt;br /&gt;
==Post-Orc==&lt;br /&gt;
Get statue form if you find it (train plenty of earth magic).  Also, stoneskin and phase shift.&lt;br /&gt;
&lt;br /&gt;
As you do Vaults 1:4 and the Lair branches, you'll make heavy use of controlled blink, both to get close to ranged enemies and kill them, and to get away from dangerous enemies.  You can really finish the rest of the game this way.&lt;br /&gt;
&lt;br /&gt;
==Extended Endgame==&lt;br /&gt;
It might be a good idea to get shields at some point. I'm told that shields don't hurt your unarmed combat that much, though I didn't try it myself.&lt;br /&gt;
&lt;br /&gt;
I chose to get shatter, which is useful to take out many scattered ranged enemies such as orb spiders.  But I didn't use either spell more than a few times; mostly, I punched things in statue form, using cblink or semi-controlled blink to get around.&lt;br /&gt;
&lt;br /&gt;
My strategy in zig was to have high stealth and wait in a corner for enemies to come to me, then just punch them.  I tried to avoid using shatter or tornado because of the attention such a noisy spell would draw.  Demonic zigs with torment and hellfire and smiting were too much, so for those I first read a scroll of magic mapping, then made some noise to draw their attention and get them away from the exit, then used tele, and then semi-controlled blinked over to the stairs.  I considered using Disjunction to help clear them away from the stairs, but I tested it on an easier zig level and it didn't seem very effective.&lt;br /&gt;
&lt;br /&gt;
rN+ or rN++ and statue form do a lot to take the sting out of torment in pan, hell, and zig.  You'll probably want to get lichform to do tomb, though.  Tomb was the last area I did, and I found it more difficult than anything else except zig.&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Character_guides&amp;diff=32553</id>
		<title>Character guides</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Character_guides&amp;diff=32553"/>
				<updated>2014-09-03T19:52:41Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: /* Species */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Advice}}&lt;br /&gt;
New players should start with the [[Walkthrough]].  After that, please browse our [[strategy guides]] for more general advice, and review the [[Early Game Tips|early game]], [[Mid Game Tips|mid-game]], and [[Late Game Tips|late game]] tips.&lt;br /&gt;
&lt;br /&gt;
''Authors:  You are responsible for maintaining your guide. Failure to do so will result in your guide being removed from this list until it has been updated. If the guide you're looking for is no longer available here, check the [[Outdated character guide archives|archives]] to see if it has been archived.''&lt;br /&gt;
&lt;br /&gt;
==Species==&lt;br /&gt;
'''Centaur'''&lt;br /&gt;
* CeHu:&lt;br /&gt;
** [[Agentchuck's Centaur Hunter guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Deep Elf'''&lt;br /&gt;
* DECj:&lt;br /&gt;
** [[MistyMan's_Deep_Elf_Conjurer_of_Vehumet_guide]] (0.13)&lt;br /&gt;
* DEEn:&lt;br /&gt;
** [[Berder's Deep Elf Enchanter of Sif Muna guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Demonspawn'''&lt;br /&gt;
* DsCj:&lt;br /&gt;
** [[Naughty's_Demonspawn_Conjurer_of_Vehumet_guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Gargoyle'''&lt;br /&gt;
** [[Psiweapon's Melee/Evocations Gargoyle guide]] (0.13 &amp;amp; 0.14)&lt;br /&gt;
* GrWz&lt;br /&gt;
** [[Majang's Gargoyle Wizard of Vehumet Guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Hill Orc'''&lt;br /&gt;
*HOFi&lt;br /&gt;
** [[Vigrid's Hill Orc Fighter Guide]] (0.13)&lt;br /&gt;
&lt;br /&gt;
'''Minotaur'''&lt;br /&gt;
* MiGl:&lt;br /&gt;
** [[Buddy23Lee's Minotaur Staff-Master guide]] (0.14)&lt;br /&gt;
*MiBe:&lt;br /&gt;
**[[Beef Jerky's Simple 3 Rune Minotaur Berserker Guide for Beginners]]  (0.14)&lt;br /&gt;
'''Merfolk'''&lt;br /&gt;
* MfDK:&lt;br /&gt;
** [[Ophanim's Merfolk Death Knight Guide]] (0.10)&lt;br /&gt;
* MfTm:&lt;br /&gt;
** [[Elynae's Sludge Elf/Merfolk Transmuter guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Mummy'''&lt;br /&gt;
* MuFi:&lt;br /&gt;
** [[Buddy23Lee's Mummy Fighter guide]] (Updated to 0.14)&lt;br /&gt;
* MuWz&lt;br /&gt;
** [[Elynae's Better MuWz Guide]] (0.11)&lt;br /&gt;
** [[CapnCrunch's Mummy Wizard guide]] (0.10)&lt;br /&gt;
&lt;br /&gt;
'''Naga'''&lt;br /&gt;
* General:&lt;br /&gt;
** [[Tasonir's Melee Naga Guide]] (0.14)&lt;br /&gt;
** [[Berder's Naga Transmuter of Chei Guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Ogre'''&lt;br /&gt;
* General:&lt;br /&gt;
** [[Davion Fuxa's Ogre guide]] (0.11)&lt;br /&gt;
* OgHu:&lt;br /&gt;
** [[Serfuzz's Ogre Hunter guide]] (unk. v#)&lt;br /&gt;
* OgWn:&lt;br /&gt;
** [[Demos' Ogre Wanderer guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Sludge Elf'''&lt;br /&gt;
* SETm&lt;br /&gt;
** [[Elynae's Sludge Elf/Merfolk Transmuter guide]] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Spriggan'''&lt;br /&gt;
* SpEn:&lt;br /&gt;
** [[Huggz's Spriggan Enchanter guide]] (0.13)&lt;br /&gt;
* SpVM:&lt;br /&gt;
** [[Demos' Spriggan Venom Mage guide]] (unk. v#)&lt;br /&gt;
* SpWz:&lt;br /&gt;
** [http://www.youtube.com/watch?v=M4lclhJ-3jQ Spriggan Wizard Guide &amp;lt;video&amp;gt;] (0.9.1)&lt;br /&gt;
&lt;br /&gt;
'''Troll'''&lt;br /&gt;
* TrCj:&lt;br /&gt;
** [[Elynae's Troll Conjurer guide]] (unk. v#)&lt;br /&gt;
* TrMo:&lt;br /&gt;
** [[Buddy23Lee's Troll monk of Jiyva (&amp;quot;slime troll&amp;quot;) guide]] (Updated to 0.14)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
'''Abyssal Knight:'''&lt;br /&gt;
* [[IonFrigate's Abyssal Knight guide]] (0.11)&lt;br /&gt;
* [http://pastebin.com/QnHCvEVv Pacra's Abyssal Knight guide] (unk. v#)&lt;br /&gt;
&lt;br /&gt;
'''Fire Elementalist:'''&lt;br /&gt;
* [[Elynae's Fire Elementalist guide]] (0.11, short)&lt;br /&gt;
* [[Majang's Fire Elementalist of TSO Guide]] (0.15)&lt;br /&gt;
&lt;br /&gt;
'''Skald'''&lt;br /&gt;
* [[Lawman's Skald guide]] (0.10)&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy_Guides]][[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Berder%27s_Deep_Elf_Enchanter_of_Sif_Muna_guide&amp;diff=30763</id>
		<title>Berder's Deep Elf Enchanter of Sif Muna guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Berder%27s_Deep_Elf_Enchanter_of_Sif_Muna_guide&amp;diff=30763"/>
				<updated>2014-08-19T18:27:40Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{Advice}}&lt;br /&gt;
&lt;br /&gt;
Do you like shooting fish in a barrel that are helpless to defend themselves?  Do you like shaking a jar and making two bugs fight each other?  Would you enjoy gaining people's trust, letting them do you a solid favor, then splattering their body parts across the landscape if you sense betrayal?&lt;br /&gt;
&lt;br /&gt;
If the answer to these questions is &amp;quot;yes,&amp;quot; then maybe you're just evil enough to play DEEn.  Fair warning:  DEEn is not for everybody.  As of the time of this writing, according to the Sequell bot, (DEEn) has won 12 times in 13153 games (0.09%) which is about as low a winrate as it gets.  However, two of those twelve wins are mine, and in the second one, I did 15 runes.  I've played about 30 games with DEEn.  Most of those games were when I didn't know what I'm about to tell you.  There is a way to play DEEn that wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Berder's Guide to [[Deep Elf]] [[Enchanter]] of [[Sif Muna]]: the mage generalist'''&lt;br /&gt;
&lt;br /&gt;
The purpose of DEEn of Sif Muna is to become a mage with a repertoire of useful, high-level spells from many schools of magic.  By the midgame, [[Spellcasting]] will be your main skill.  Here's a taste of what you will eventually be able to cast with reasonably low failure rate (ranging from around 0% to around 10%).&lt;br /&gt;
&lt;br /&gt;
For damage: [[Orb of Destruction]], [[Spellforged Servitor]], [[Discord]], [[Haste]], [[Enslavement]]&lt;br /&gt;
&lt;br /&gt;
For keeping enemies from reaching you:  [[Enslavement]], [[Cause Fear]], [[Discord]], [[Animate Dead]]&lt;br /&gt;
&lt;br /&gt;
For escape and survival:  [[Haste]], [[Controlled Blink]], [[Deflect Missiles]], [[Swiftness]], [[Summon Butterflies]], [[Passage of Golubria]], [[Invisibility]], [[Necromutation]]&lt;br /&gt;
&lt;br /&gt;
Utility: [[Apportation]], [[Flight]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
The main idea through the endgame will be to kill your enemies or stop them from reaching you in just a couple turns after you see them, and be very cautious.  Use your many escape spells if enemies that you can't immediately kill or disable are about to reach you, or if you're getting low on MP, or if you are below about 75% HP.  As a DE with a total magic focus you can't afford to enter melee.  If a fight is going well you'll barely be touched, while chaos erupts around you.  It's a great feeling to see your enemies frenzied and murdering each other, or running in fear, while you and your hasted servitor constantly hurl OODs so that three are in the air at any time, one- or two-shotting everything and blasting them into little bitty chunks all over the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Sif Muna===&lt;br /&gt;
[[Sif Muna|Sif]] is a good choice for a mage generalist.  She gives you tons of spellbooks, so you will actually get all these spells.  She also protects you from miscasts, which is a huge help when you're casting spells from so many different schools.  Sif's channeling is very useful because you'll have downtime while enemies are frenzied or fighting your slaves or fighting your servitor, or while waiting for OODs to hit, and you can use this time to regain MP.  Channeling is also useful to get just enough MP to cast an escape spell or that one last OOD to kill the enemy in your face, provided you can survive that long.  Finally, Sif's forget spell ability is useful as you tailor your spell set for the endgame.&lt;br /&gt;
&lt;br /&gt;
Some people say Sif is bad, and I'll admit that Vehumet or Ashenzari are also good gods.  But my wins with DEEn so far are with Sif.  She does give you enough to win.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
The final goal is to have approximately these magic skills by around level 25:&lt;br /&gt;
*Spellcasting 25.  You'll end up with a huge variety of spells and spellcasting helps all of them.  It also gives you enough spell levels to memorize them all - and you'll need them.&lt;br /&gt;
*Hexes 20, mostly to increase the power of Discord&lt;br /&gt;
*Conjuration 20&lt;br /&gt;
*Other schools (that you use) around 10, or possibly 10-15 if it's really necessary to get failure rate down.  This includes Summoning, Charms, Necromancy, and Translocation.  Be aware that Spellcasting and increases in intelligence will also get your failure rate down if you're patient, so don't train these skills over 10 prematurely.&lt;br /&gt;
*Elemental schools of magic untrained unless you use them.  If you go for the extended endgame you will eventually need one or more level 9 elemental spells, but that can wait.&lt;br /&gt;
*Dodging 20&lt;br /&gt;
*Fighting 15, for the HP.  It's better not to train fighting until later on, because the HP increases are relatively small.  You might choose not to train it.&lt;br /&gt;
*Invocations 10+, to get the most out of Sif Muna's channeling.&lt;br /&gt;
&lt;br /&gt;
Don't worry about spreading yourself too thin by training all different magic schools.  As long as you have enough skill to cast your spells reliably, you're good.  Remember these facts:&lt;br /&gt;
* It takes more than four times the XP to train a skill from 10 to 20 than from 0 to 10.&lt;br /&gt;
* As you level up a magic skill, you get diminishing returns in spellpower.  There's a much bigger gain in spellpower going from 0 to 10 than from 10 to 20.&lt;br /&gt;
* Skill level 27 - spellpower 110 (given a few assumptions and no spell enhancers).  Skill level 20 - spellpower 100 (with the same assumptions).  It's not worth getting uber high magic skill levels.&lt;br /&gt;
* Robe of the archmagi and staff of conjuration will do much more for your spellpower than training Conjurations to 27 will.&lt;br /&gt;
&lt;br /&gt;
So you don't really lose much in the way of final spellpower for your main skills (Hexes and Conjurations), and what you lose in power you more than make up for in versatility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay so that's the goal.  How do you get there?&lt;br /&gt;
&lt;br /&gt;
==Early Game==&lt;br /&gt;
===Level 1===&lt;br /&gt;
At level 1 you are very weak.  Any two enemies can probably kill you if you engage them at once.  A hobgoblin has a chance to kill you one on one.  A worm or an adder will most likely kill you.  Make sure you fight enemies one at a time, and ''maintain awareness of your escape route''.  It's useful to go downstairs briefly, from a safe situation, just to see if it's safe - if it is, those stairs become an escape route for you.  Be ready to run the second the situation starts looking less than fully under control.  Use Corona to lure enemies to you one at a time.  Stay the hell away from any orcs or gnolls.  Heal fully before fighting again.&lt;br /&gt;
&lt;br /&gt;
For skills, switch to manual mode and train dodging, spellcasting, and hexes equally.  Don't bother training any weapon skills - soon, you won't need a weapon much.  You might also go for a little bit of stealth (4 or 5 max).&lt;br /&gt;
&lt;br /&gt;
===Level 2===&lt;br /&gt;
Level 2 is much like level 1, with just a little bit more HPs.  Don't memorize either level 2 spell.  They aren't very useful, and you need your spell levels for level 3.&lt;br /&gt;
&lt;br /&gt;
===Level 3===&lt;br /&gt;
Level 3 is where you get some power.  Memorize dazzling spray and confuse, and start training Conjurations (as well as Hexes, Spellcasting, and Dodge).  These are both quite powerful spells; confuse lets you take out lots of enemies, and then either stab them to death or run from them.  Dazzling spray blinds and disables enemies, but it also deals quite a bit of damage and it can hit several of them.  Until you find more spellbooks, dazzling spray will soon become your primary way to deal direct damage, capable of handling anything up to and including hydras and herds of yaks.  For now you can stick to corona and melee fighting for the easier enemies, so that you conserve MP, but don't hesitate to confuse or dazzle any adders or ogres you find.  For most enemies at this level, confuse has a higher chance of disabling an enemy than dazzling spray does; for an ogre you'll want to confuse it, then dazzling spray until it's dead.  Do ''not'' fight ogres up close, even if they are confused or blind.  They will kill you in two hits.  Worms are also surprisingly dangerous in melee.  Be sure to run away from any uniques and mark travel exclusions on them.&lt;br /&gt;
&lt;br /&gt;
===Level 4===&lt;br /&gt;
At level 4 you get Enslave and this is where the fun starts.  Now bands of orcs and gnolls present more of a challenge than a lethal threat.  Enslave a few orcs, tell them to wait, and let them kill their non-enslaved friends.  If you have a leftover enslaved enemy, you can confuse him first, then stab or dazzle him.&lt;br /&gt;
&lt;br /&gt;
However, watch your MP very carefully, and always make sure you have a safe escape route planned.  If you don't have enough MP to confidently handle the enemies you see, with a safety margin - long before your MP actually runs out - get the heck out of there.  This rule will serve you well through the rest of the game.&lt;br /&gt;
&lt;br /&gt;
Also remember that any orc or gnoll you see is probably part of a band.  Don't try to kill him with dazzling spray, because that's just shaking the beehive and you ''don't'' have enough MP yet to kill the whole band safely that way.  Enslave him and keep the fighting well away from you.&lt;br /&gt;
&lt;br /&gt;
This is where I personally start having an easier time with DEEn than with DECj.  Enslave and confuse are very powerful, disabling one or more enemies in potentially a single turn.  And they're relatively safe to use due to their long range and fast action.  In contrast, a DECj at this stage spends much more time with enemies right in their face and even in melee range.  Aside from the fun factor of messing with enemies' minds, the easiness of this stage of the game is a good reason to play DEEn.&lt;br /&gt;
&lt;br /&gt;
==Lair==&lt;br /&gt;
By lair you'll be worshiping Sif Muna, and midway through Lair you'll probably max out piety and get your first gift spellbook.  Train magic skills so you can cast whatever spells seem useful.  Keep training Fighting and Dodging at about 15% each - you need to be as durable as you can be.  Be mindful of the spell list from the introduction - any of those spells are good ones for you.  And keep training Spellcasting as your highest skill.  Shoot for approximately the skill levels in the overview section.&lt;br /&gt;
&lt;br /&gt;
Remember to check the wiki for stats on each monster you encounter - specifically check their magic resistance to see if enslaving or confusing them is likely to work.&lt;br /&gt;
&lt;br /&gt;
===Dealing Enough Damage===&lt;br /&gt;
Dazzling spray starts to become frustratingly weak by midway through Lair.  You can rely on enslaving things and letting them deal damage, instead, but you'll also need a better direct damage option.  If you don't get a book with OOD you can settle for Iskenderun's Mystic Blast or Battlesphere to deal your damage, or a bolt spell.  But don't train the bolt element excessively - it's just while you're waiting for OOD.  Mostly train conjurations if you want the bolt to be stronger.  Mana Viper is also a possible option to deal damage in Lair or Orc, though it starts to become unusably weak later on.  Not a problem with sif muna since she'll let you forget it.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
Go for gear that increases your magic power, or failing that, that increases your defenses.  Dump any gear that just increases strength or melee damage.  Robe of the Archmagi is great, and so is a staff of conjuration, or a staff of summoning once you find Spellforged Servitor.&lt;br /&gt;
&lt;br /&gt;
===Blink Frogs===&lt;br /&gt;
Blink frogs are extremely dangerous to you since &amp;quot;enslave and let them kill each other&amp;quot; doesn't work well because they're spread out, and they're so spread out that dazzling spray often can only hit one at a time, and running from them is not very effective.  If they swarm you they can deal a surprising amount of damage.  Try never to fight a blink frog unless near a staircase up, with plenty of MP.  Dazzling spray is your best option, though not great.&lt;br /&gt;
&lt;br /&gt;
==Post-Lair==&lt;br /&gt;
Work your way towards the goals of the first section.  By now you'll have tons of spells from books you found and sif muna.&lt;br /&gt;
&lt;br /&gt;
Throughout the game, keep devoting around 15% to dodge.  You'll never be durable, but it will help a little.  Once you get deflect missiles, keep it up all the time.  You can also start training some fighting if there's nothing else you need more.&lt;br /&gt;
&lt;br /&gt;
===Ghost Moths===&lt;br /&gt;
Make sure you have invisibility (the spell, or several potions) and see invisible before going to the spider's nest or realm of zot.  There are ghost moths there.  These things can make you instantly helpless, then chase you down and kill you.  What you have to do is turn invisible the moment you see them, which prevents them from draining MP, then blow them up with OOD when you get a shot.&lt;br /&gt;
&lt;br /&gt;
==Extended Endgame==&lt;br /&gt;
If you choose to go for the extended endgame you'll need to branch out even more, mostly into necromancy and elemental magic.  The following becomes required:&lt;br /&gt;
* Necromutation if you go anywhere there is torment (hell, crypt).  It's also great with Sif for hungerless channeling - keep lichform on almost all the time.&lt;br /&gt;
* Mutation resistance and/or necromutation if you go anywhere that things can mutate you&lt;br /&gt;
* You need regeneration in hell, because healing outside of combat by waiting is not very effective, because hell keeps dropping more enemies on you at regular intervals.  After combat you can channel back to full MP, cancel lichform, then start regen.  But make sure to cast lichform again the instant you see an enemy with torment.&lt;br /&gt;
* Borgnjor's Revivification can be nice, but perhaps not strictly necessary.  Blinking out of trouble or climbing stairs is just as good or better in most situations.&lt;br /&gt;
* Controlled blink.  If you don't have it already, you need it desperately.  You are very fragile and haste is not enough to get away from all enemies.  Control teleport + blink, or passage of golubria, are not going to work on floors with -cTele (i.e. the most dangerous places).&lt;br /&gt;
* Firestorm, Shatter, and/or Glaciate.  You're a Deep Elf; in the end you can have two of these ultimate spells, to better deal with resistant enemies.  Shatter is also nice for breaking into steel vaults.  Once you have these spells, you might find you don't need Discord anymore because lots of enemies in Hell or Pan are immune/extremely resistant to it, and it takes much longer for them to kill each other than it would for you to kill them.  Sure, it's a waste of XP, but... you're a Deep Elf and the extended endgame has plenty of XP.  Don't worry too much about it.&lt;br /&gt;
* Lehudib's Crystal Spear or Iron Shot.  This will make your servitor much more effective than OOD when fighting nearby enemies.  But keep OOD because it has good range and can't be stopped by high EV.  When the servitor is alternating between OOD and LCS instead of casting pure OOD, that also means OODs will collide much less often.&lt;br /&gt;
&lt;br /&gt;
==The Walk==&lt;br /&gt;
This is just something I get a kick out of.  You have Enslave and OOD and let's say you've enslaved a vault guard.  Together, you and your pal have murdered everybody else in the vicinity.  So what do you do?  You tell him hey, check out what's over there, I think I heard something.  Then you shoot him in the back.  That moment when the OOD is hanging in the air, but he's still your friend doing what you asked him to do, just before he's literally blown into bloody chunks - that's the most evil moment in the game.&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Berder%27s_Deep_Elf_Enchanter_of_Sif_Muna_guide&amp;diff=30762</id>
		<title>Berder's Deep Elf Enchanter of Sif Muna guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Berder%27s_Deep_Elf_Enchanter_of_Sif_Muna_guide&amp;diff=30762"/>
				<updated>2014-08-19T17:09:39Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{Advice}}&lt;br /&gt;
&lt;br /&gt;
Do you like shooting fish in a barrel that are helpless to defend themselves?  Do you like shaking a jar and making two bugs fight each other?  Would you enjoy gaining people's trust, letting them do you a solid favor, then splattering their body parts across the landscape if you sense betrayal?&lt;br /&gt;
&lt;br /&gt;
If the answer to these questions is &amp;quot;yes,&amp;quot; then maybe you're just evil enough to play DEEn.  Fair warning:  DEEn is not for everybody.  As of the time of this writing, according to the Sequell bot, (DEEn) has won 12 times in 13153 games (0.09%) which is about as low a winrate as it gets.  However, two of those twelve wins are mine, and in the second one, I did 15 runes.  I've played about 30 games with DEEn.  Most of those games were when I didn't know what I'm about to tell you.  There is a way to play DEEn that wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Berder's Guide to [[Deep Elf]] [[Enchanter]] of [[Sif Muna]]: the mage generalist'''&lt;br /&gt;
&lt;br /&gt;
The purpose of DEEn of Sif Muna is to become a mage with a repertoire of useful, high-level spells from many schools of magic.  By the midgame, [[Spellcasting]] will be your main skill.  Here's a taste of what you will eventually be able to cast with reasonably low failure rate (ranging from around 0% to around 10%).&lt;br /&gt;
&lt;br /&gt;
For damage: [[Orb of Destruction]], [[Spellforged Servitor]], [[Discord]], [[Haste]], [[Enslavement]]&lt;br /&gt;
&lt;br /&gt;
For keeping enemies from reaching you:  [[Enslavement]], [[Cause Fear]], [[Discord]], [[Animate Dead]]&lt;br /&gt;
&lt;br /&gt;
For escape and survival:  [[Haste]], [[Controlled Blink]], [[Deflect Missiles]], [[Swiftness]], [[Summon Butterflies]], [[Passage of Golubria]], [[Invisibility]], [[Necromutation]]&lt;br /&gt;
&lt;br /&gt;
Utility: [[Apportation]], [[Flight]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
The main idea through the endgame will be to kill your enemies or stop them from reaching you in just a couple turns after you see them, and be very cautious.  Use your many escape spells if enemies that you can't immediately kill or disable are about to reach you, or if you're getting low on MP, or if you are below about 75% HP.  As a DE with a total magic focus you can't afford to enter melee.  If a fight is going well you'll barely be touched, while chaos erupts around you.  It's a great feeling to see your enemies frenzied and murdering each other, or running in fear, while you and your hasted servitor constantly hurl OODs so that three are in the air at any time, one- or two-shotting everything and blasting them into little bitty chunks all over the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Sif Muna===&lt;br /&gt;
[[Sif Muna|Sif]] is a good choice for a mage generalist.  She gives you tons of spellbooks, so you will actually get all these spells.  She also protects you from miscasts, which is a huge help when you're casting spells from so many different schools.  Sif's channeling is very useful because you'll have downtime while enemies are frenzied or fighting your slaves or fighting your servitor, or while waiting for OODs to hit, and you can use this time to regain MP.  Channeling is also useful to get just enough MP to cast an escape spell or that one last OOD to kill the enemy in your face, provided you can survive that long.  Finally, Sif's forget spell ability is useful as you tailor your spell set for the endgame.&lt;br /&gt;
&lt;br /&gt;
Some people say Sif is bad, and I'll admit that Vehumet or Ashenzari are also good gods.  But my wins with DEEn so far are with Sif.  She does give you enough to win.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
The final goal is to have approximately these magic skills by around level 25:&lt;br /&gt;
*Spellcasting 25.  You'll end up with a huge variety of spells and spellcasting helps all of them.  It also gives you enough spell levels to memorize them all - and you'll need them.&lt;br /&gt;
*Hexes 20, mostly to increase the power of Discord&lt;br /&gt;
*Conjuration 20&lt;br /&gt;
*Other schools (that you use) around 10, or possibly 10-15 if it's really necessary to get failure rate down.  This includes Summoning, Charms, Necromancy, and Translocation.  Be aware that Spellcasting and increases in intelligence will also get your failure rate down if you're patient, so don't train these skills over 10 prematurely.&lt;br /&gt;
*Elemental schools of magic untrained unless you use them.  If you go for the extended endgame you will eventually need one or more level 9 elemental spells, but that can wait.&lt;br /&gt;
*Dodging 20&lt;br /&gt;
*Fighting 15, for the HP.  It's better not to train fighting until later on, because the HP increases are relatively small.  You might choose not to train it.&lt;br /&gt;
*Invocations 10+, to get the most out of Sif Muna's channeling.&lt;br /&gt;
&lt;br /&gt;
Don't worry about spreading yourself too thin by training all different magic schools.  As long as you have enough skill to cast your spells reliably, you're good.  Remember these facts:&lt;br /&gt;
* It takes more than four times the XP to train a skill from 10 to 20 than from 0 to 10.&lt;br /&gt;
* As you level up a magic skill, you get diminishing returns in spellpower.  There's a much bigger gain in spellpower going from 0 to 10 than from 10 to 20.&lt;br /&gt;
* Skill level 27 - spellpower 110 (given a few assumptions and no spell enhancers).  Skill level 20 - spellpower 100 (with the same assumptions).  It's not worth getting uber high magic skill levels.&lt;br /&gt;
* Robe of the archmagi and staff of conjuration will do much more for your spellpower than training Conjurations to 27 will.&lt;br /&gt;
&lt;br /&gt;
So you don't really lose much in the way of final spellpower for your main skills (Hexes and Conjurations), and what you lose in power you more than make up for in versatility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay so that's the goal.  How do you get there?&lt;br /&gt;
&lt;br /&gt;
==Early Game==&lt;br /&gt;
===Level 1===&lt;br /&gt;
At level 1 you are very weak.  Any two enemies can probably kill you if you engage them at once.  A hobgoblin has a chance to kill you one on one.  A worm or an adder will most likely kill you.  Make sure you fight enemies one at a time, and ''maintain awareness of your escape route''.  It's useful to go downstairs briefly, from a safe situation, just to see if it's safe - if it is, those stairs become an escape route for you.  Be ready to run the second the situation starts looking less than fully under control.  Use Corona to lure enemies to you one at a time.  Stay the hell away from any orcs or gnolls.  Heal fully before fighting again.&lt;br /&gt;
&lt;br /&gt;
For skills, switch to manual mode and train dodging, spellcasting, and hexes equally.  Don't bother training any weapon skills - soon, you won't need a weapon much.  You might also go for a little bit of stealth (4 or 5 max).&lt;br /&gt;
&lt;br /&gt;
===Level 2===&lt;br /&gt;
Level 2 is much like level 1, with just a little bit more HPs.  Don't memorize either level 2 spell.  They aren't very useful, and you need your spell levels for level 3.&lt;br /&gt;
&lt;br /&gt;
===Level 3===&lt;br /&gt;
Level 3 is where you get some power.  Memorize dazzling spray and confuse, and start training Conjurations (as well as Hexes, Spellcasting, and Dodge).  These are both quite powerful spells; confuse lets you take out lots of enemies, and then either stab them to death or run from them.  Dazzling spray blinds and disables enemies, but it also deals quite a bit of damage and it can hit several of them.  Until you find more spellbooks, dazzling spray will soon become your primary way to deal direct damage, capable of handling anything up to and including hydras and herds of yaks.  For now you can stick to corona and melee fighting for the easier enemies, so that you conserve MP, but don't hesitate to confuse or dazzle any adders or ogres you find.  For most enemies at this level, confuse has a higher chance of disabling an enemy than dazzling spray does; for an ogre you'll want to confuse it, then dazzling spray until it's dead.  Do ''not'' fight ogres up close, even if they are confused or blind.  They will kill you in two hits.  Worms are also surprisingly dangerous in melee.  Be sure to run away from any uniques and mark travel exclusions on them.&lt;br /&gt;
&lt;br /&gt;
===Level 4===&lt;br /&gt;
At level 4 you get Enslave and this is where the fun starts.  Now bands of orcs and gnolls present more of a challenge than a lethal threat.  Enslave a few orcs, tell them to wait, and let them kill their non-enslaved friends.  If you have a leftover enslaved enemy, you can confuse him first, then stab or dazzle him.&lt;br /&gt;
&lt;br /&gt;
However, watch your MP very carefully, and always make sure you have a safe escape route planned.  If you don't have enough MP to confidently handle the enemies you see, with a safety margin - long before your MP actually runs out - get the heck out of there.  This rule will serve you well through the rest of the game.&lt;br /&gt;
&lt;br /&gt;
Also remember that any orc or gnoll you see is probably part of a band.  Don't try to kill him with dazzling spray, because that's just shaking the beehive and you ''don't'' have enough MP yet to kill the whole band safely that way.  Enslave him and keep the fighting well away from you.&lt;br /&gt;
&lt;br /&gt;
==Lair==&lt;br /&gt;
You can use those basic tactics and spells from level 4 until well into Lair.  By then you'll be worshiping Sif Muna, and midway through Lair you'll probably max out piety and get your first gift spellbook.  Train magic skills so you can cast whatever spells seem useful.  Keep training Fighting and Dodging at about 15% each - you need to be as durable as you can be.  Be mindful of the spell list from the introduction - any of those spells are good ones for you.  And keep training Spellcasting as your highest skill.  Shoot for approximately the skill levels in the overview section.&lt;br /&gt;
&lt;br /&gt;
Remember to check the wiki for stats on each monster you encounter - specifically check their magic resistance to see if enslaving or confusing them is likely to work.&lt;br /&gt;
&lt;br /&gt;
===Dealing Enough Damage===&lt;br /&gt;
Dazzling spray starts to become frustratingly weak by midway through Lair.  You can rely on enslaving things and letting them deal damage, instead, but you'll also need a better direct damage option.  If you don't get a book with OOD you can settle for Iskenderun's Mystic Blast or Battlesphere to deal your damage, or a bolt spell.  But don't train the bolt element excessively - it's just while you're waiting for OOD.  Mostly train conjurations if you want the bolt to be stronger.  Mana Viper is also a possible option to deal damage in Lair or Orc, though it starts to become unusably weak later on.  Not a problem with sif muna since she'll let you forget it.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
Go for gear that increases your magic power, or failing that, that increases your defenses.  Dump any gear that just increases strength or melee damage.  Robe of the Archmagi is great, and so is a staff of conjuration, or a staff of summoning once you find Spellforged Servitor.&lt;br /&gt;
&lt;br /&gt;
===Blink Frogs===&lt;br /&gt;
Blink frogs are extremely dangerous to you since &amp;quot;enslave and let them kill each other&amp;quot; doesn't work well because they're spread out, and they're so spread out that dazzling spray often can only hit one at a time, and running from them is not very effective.  If they swarm you they can deal a surprising amount of damage.  Try never to fight a blink frog unless near a staircase up, with plenty of MP.  Dazzling spray is your best option, though not great.&lt;br /&gt;
&lt;br /&gt;
==Post-Lair==&lt;br /&gt;
Work your way towards the goals of the first section.  By now you'll have tons of spells from books you found and sif muna.&lt;br /&gt;
&lt;br /&gt;
Throughout the game, keep devoting around 15% to dodge.  You'll never be durable, but it will help a little.  Once you get deflect missiles, keep it up all the time.  You can also start training some fighting if there's nothing else you need more.&lt;br /&gt;
&lt;br /&gt;
===Ghost Moths===&lt;br /&gt;
Make sure you have invisibility (the spell, or several potions) and see invisible before going to the spider's nest or realm of zot.  There are ghost moths there.  These things can make you instantly helpless, then chase you down and kill you.  What you have to do is turn invisible the moment you see them, which prevents them from draining MP, then blow them up with OOD when you get a shot.&lt;br /&gt;
&lt;br /&gt;
==Extended Endgame==&lt;br /&gt;
If you choose to go for the extended endgame you'll need to branch out even more, mostly into necromancy and elemental magic.  The following becomes required:&lt;br /&gt;
* Necromutation if you go anywhere there is torment (hell, crypt).  It's also great with Sif for hungerless channeling - keep lichform on almost all the time.&lt;br /&gt;
* Mutation resistance and/or necromutation if you go anywhere that things can mutate you&lt;br /&gt;
* You need regeneration in hell, because healing outside of combat by waiting is not very effective, because hell keeps dropping more enemies on you at regular intervals.  After combat you can channel back to full MP, cancel lichform, then start regen.  But make sure to cast lichform again the instant you see an enemy with torment.&lt;br /&gt;
* Borgnjor's Revivification can be nice, but perhaps not strictly necessary.  Blinking out of trouble or climbing stairs is just as good or better in most situations.&lt;br /&gt;
* Controlled blink.  If you don't have it already, you need it desperately.  You are very fragile and haste is not enough to get away from all enemies.  Control teleport + blink, or passage of golubria, are not going to work on floors with -cTele (i.e. the most dangerous places).&lt;br /&gt;
* Firestorm, Shatter, and/or Glaciate.  You're a Deep Elf; in the end you can have two of these ultimate spells, to better deal with resistant enemies.  Shatter is also nice for breaking into steel vaults.  Once you have these spells, you might find you don't need Discord anymore because lots of enemies in Hell or Pan are immune/extremely resistant to it, and it takes much longer for them to kill each other than it would for you to kill them.  Sure, it's a waste of XP, but... you're a Deep Elf and the extended endgame has plenty of XP.  Don't worry too much about it.&lt;br /&gt;
* Lehudib's Crystal Spear or Iron Shot.  This will make your servitor much more effective than OOD when fighting nearby enemies.  But keep OOD because it has good range and can't be stopped by high EV.  When the servitor is alternating between OOD and LCS instead of casting pure OOD, that also means OODs will collide much less often.&lt;br /&gt;
&lt;br /&gt;
==The Walk==&lt;br /&gt;
This is just something I get a kick out of.  You have Enslave and OOD and let's say you've enslaved a vault guard.  Together, you and your pal have murdered everybody else in the vicinity.  So what do you do?  You tell him hey, check out what's over there, I think I heard something.  Then you shoot him in the back.  That moment when the OOD is hanging in the air, but he's still your friend doing what you asked him to do, just before he's literally blown into bloody chunks - that's the most evil moment in the game.&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Berder%27s_Deep_Elf_Enchanter_of_Sif_Muna_guide&amp;diff=30755</id>
		<title>Berder's Deep Elf Enchanter of Sif Muna guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Berder%27s_Deep_Elf_Enchanter_of_Sif_Muna_guide&amp;diff=30755"/>
				<updated>2014-08-19T13:24:26Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{Advice}}&lt;br /&gt;
&lt;br /&gt;
Do you like shooting fish in a barrel that are helpless to defend themselves?  Do you like shaking a jar and making two bugs fight each other?  Would you enjoy gaining people's trust, letting them do you a solid favor, then splattering their body parts across the landscape if you sense betrayal?&lt;br /&gt;
&lt;br /&gt;
If the answer to these questions is &amp;quot;yes,&amp;quot; then maybe you're just evil enough to play DEEn.  Fair warning:  DEEn is not for everybody.  As of the time of this writing, according to the Sequell bot, (DEEn) has won 12 times in 13153 games (0.09%) which is about as low a winrate as it gets.  However, two of those twelve wins are mine, and in the second one, I did 15 runes.  I've played about 30 games with DEEn.  Most of those games were when I didn't know what I'm about to tell you.  There is a way to play DEEn that wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Berder's Guide to [[Deep Elf]] [[Enchanter]] of [[Sif Muna]]: the mage generalist'''&lt;br /&gt;
&lt;br /&gt;
The purpose of DEEn of Sif Muna is to become a mage with a repertoire of useful, high-level spells from many schools of magic.  By the midgame, [[Spellcasting]] will be your main skill.  Here's a taste of what you will eventually be able to cast with reasonably low failure rate (ranging from around 0% to around 10%).&lt;br /&gt;
&lt;br /&gt;
For damage: [[Orb of Destruction]], [[Spellforged Servitor]], [[Discord]], [[Haste]], [[Enslavement]]&lt;br /&gt;
&lt;br /&gt;
For keeping enemies from reaching you:  [[Enslavement]], [[Cause Fear]], [[Discord]], [[Animate Dead]]&lt;br /&gt;
&lt;br /&gt;
For escape and survival:  [[Haste]], [[Controlled Blink]], [[Deflect Missiles]], [[Swiftness]], [[Summon Butterflies]], [[Passage of Golubria]], [[Invisibility]], [[Death's Door]]&lt;br /&gt;
&lt;br /&gt;
Utility: [[Apportation]], [[Flight]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
The main idea through the endgame will be to kill your enemies or stop them from reaching you in just a couple turns after you see them, and be very cautious.  Use your many escape spells if enemies that you can't immediately kill or disable are about to reach you, or if you're getting low on MP, or if you are below about 75% HP.  As a DE with a total magic focus you can't afford to enter melee.  If a fight is going well you'll barely be touched, while chaos erupts around you.  It's a great feeling to see your enemies frenzied and murdering each other, or running in fear, while you and your hasted servitor constantly hurl OODs so that three are in the air at any time, one- or two-shotting everything and blasting them into little bitty chunks all over the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Sif Muna===&lt;br /&gt;
[[Sif Muna|Sif]] is a good choice for a mage generalist.  She gives you tons of spellbooks, so you will actually get all these spells.  She also protects you from miscasts, which is a huge help when you're casting spells from so many different schools.  Sif's channeling is very useful because you'll have downtime while enemies are frenzied or fighting your slaves or fighting your servitor, or while waiting for OODs to hit, and you can use this time to regain MP.  Channeling is also useful to get just enough MP to cast an escape spell or that one last OOD to kill the enemy in your face, provided you can survive that long.  Finally, Sif's forget spell ability is useful as you tailor your spell set for the endgame.&lt;br /&gt;
&lt;br /&gt;
Some people say Sif is bad, and I'll admit that Vehumet or Ashenzari are also good gods.  But my wins with DEEn so far are with Sif.  She does give you enough to win.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
The final goal is to have approximately these magic skills by around level 25:&lt;br /&gt;
*Spellcasting 25.  You'll end up with a huge variety of spells and spellcasting helps all of them.  It also gives you enough spell levels to memorize them all - and you'll need them.&lt;br /&gt;
*Hexes 20, mostly to increase the power of Discord&lt;br /&gt;
*Conjuration 20&lt;br /&gt;
*Other schools (that you use) around 10, or possibly 10-15 if it's really necessary to get failure rate down.  This includes Summoning, Charms, Necromancy, and Translocation.  Be aware that Spellcasting and increases in intelligence will also get your failure rate down if you're patient, so don't train these skills over 10 prematurely.&lt;br /&gt;
*Elemental schools of magic untrained unless you use them.  If you go for the extended endgame you will eventually need one or more level 9 elemental spells, but that can wait.&lt;br /&gt;
*Dodging 20&lt;br /&gt;
*Fighting 15, for the HP.  It's better not to train fighting until later on, because the HP increases are relatively small.  You might choose not to train it.&lt;br /&gt;
*Invocations 10+, to get the most out of Sif Muna's channeling.&lt;br /&gt;
&lt;br /&gt;
Don't worry about spreading yourself too thin by training all different magic schools.  As long as you have enough skill to cast your spells reliably, you're good.  Remember these facts:&lt;br /&gt;
* It takes more than four times the XP to train a skill from 10 to 20 than from 0 to 10.&lt;br /&gt;
* As you level up a magic skill, you get diminishing returns in spellpower.  There's a much bigger gain in spellpower going from 0 to 10 than from 10 to 20.&lt;br /&gt;
* Skill level 27 - spellpower 110 (given a few assumptions and no spell enhancers).  Skill level 20 - spellpower 100 (with the same assumptions).  It's not worth getting uber high magic skill levels.&lt;br /&gt;
* Robe of the archmagi and staff of conjuration will do much more for your spellpower than training Conjurations to 27 will.&lt;br /&gt;
&lt;br /&gt;
So you don't really lose much in the way of final spellpower for your main skills (Hexes and Conjurations), and what you lose in power you more than make up for in versatility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay so that's the goal.  How do you get there?&lt;br /&gt;
&lt;br /&gt;
==Early Game==&lt;br /&gt;
===Level 1===&lt;br /&gt;
At level 1 you are very weak.  Any two enemies can probably kill you if you engage them at once.  A hobgoblin has a chance to kill you one on one.  A worm or an adder will most likely kill you.  Make sure you fight enemies one at a time, and ''maintain awareness of your escape route''.  It's useful to go downstairs briefly, from a safe situation, just to see if it's safe - if it is, those stairs become an escape route for you.  Be ready to run the second the situation starts looking less than fully under control.  Use Corona to lure enemies to you one at a time.  Stay the hell away from any orcs or gnolls.  Heal fully before fighting again.&lt;br /&gt;
&lt;br /&gt;
For skills, switch to manual mode and train dodging, spellcasting, and hexes equally.  Don't bother training any weapon skills - soon, you won't need a weapon much.  You might also go for a little bit of stealth (4 or 5 max).&lt;br /&gt;
&lt;br /&gt;
===Level 2===&lt;br /&gt;
Level 2 is much like level 1, with just a little bit more HPs.  Don't memorize either level 2 spell.  They aren't very useful, and you need your spell levels for level 3.&lt;br /&gt;
&lt;br /&gt;
===Level 3===&lt;br /&gt;
Level 3 is where you get some power.  Memorize dazzling spray and confuse, and start training Conjurations (as well as Hexes, Spellcasting, and Dodge).  These are both quite powerful spells; confuse lets you take out lots of enemies, and then either stab them to death or run from them.  Dazzling spray blinds and disables enemies, but it also deals quite a bit of damage and it can hit several of them.  Until you find more spellbooks, dazzling spray will soon become your primary way to deal direct damage, capable of handling anything up to and including hydras and herds of yaks.  For now you can stick to corona and melee fighting for the easier enemies, so that you conserve MP, but don't hesitate to confuse or dazzle any adders or ogres you find.  For most enemies at this level, confuse has a higher chance of disabling an enemy than dazzling spray does; for an ogre you'll want to confuse it, then dazzling spray until it's dead.  Do ''not'' fight ogres up close, even if they are confused or blind.  They will kill you in two hits.  Worms are also surprisingly dangerous in melee.  Be sure to run away from any uniques and mark travel exclusions on them.&lt;br /&gt;
&lt;br /&gt;
===Level 4===&lt;br /&gt;
At level 4 you get Enslave and this is where the fun starts.  Now bands of orcs and gnolls present more of a challenge than a lethal threat.  Enslave a few orcs, tell them to wait, and let them kill their non-enslaved friends.  If you have a leftover enslaved enemy, you can confuse him first, then stab or dazzle him.&lt;br /&gt;
&lt;br /&gt;
However, watch your MP very carefully, and always make sure you have a safe escape route planned.  If you don't have enough MP to confidently handle the enemies you see, with a safety margin - long before your MP actually runs out - get the heck out of there.  This rule will serve you well through the rest of the game.&lt;br /&gt;
&lt;br /&gt;
Also remember that any orc or gnoll you see is probably part of a band.  Don't try to kill him with dazzling spray, because that's just shaking the beehive and you ''don't'' have enough MP yet to kill the whole band safely that way.  Enslave him and keep the fighting well away from you.&lt;br /&gt;
&lt;br /&gt;
==Lair==&lt;br /&gt;
You can use those basic tactics and spells from level 4 until well into Lair.  By then you'll be worshiping Sif Muna, and midway through Lair you'll probably max out piety and get your first gift spellbook.  Train magic skills so you can cast whatever spells seem useful.  Keep training Fighting and Dodging at about 15% each - you need to be as durable as you can be.  Be mindful of the spell list from the introduction - any of those spells are good ones for you.  And keep training Spellcasting as your highest skill.  Shoot for approximately the skill levels in the overview section.&lt;br /&gt;
&lt;br /&gt;
Remember to check the wiki for stats on each monster you encounter - specifically check their magic resistance to see if enslaving or confusing them is likely to work.&lt;br /&gt;
&lt;br /&gt;
===Dealing Enough Damage===&lt;br /&gt;
Dazzling spray starts to become frustratingly weak by midway through Lair.  You can rely on enslaving things and letting them deal damage, instead, but you'll also need a better direct damage option.  If you don't get a book with OOD you can settle for Iskenderun's Mystic Blast or Battlesphere to deal your damage, or a bolt spell.  But don't train the bolt element excessively - it's just while you're waiting for OOD.  Mostly train conjurations if you want the bolt to be stronger.  Mana Viper is also a possible option to deal damage in Lair or Orc, though it starts to become unusably weak later on.  Not a problem with sif muna since she'll let you forget it.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
Go for gear that increases your magic power, or failing that, that increases your defenses.  Dump any gear that just increases strength or melee damage.  Robe of the Archmagi is great, and so is a staff of conjuration, or a staff of summoning once you find Spellforged Servitor.&lt;br /&gt;
&lt;br /&gt;
===Blink Frogs===&lt;br /&gt;
Blink frogs are extremely dangerous to you since &amp;quot;enslave and let them kill each other&amp;quot; doesn't work well because they're spread out, and they're so spread out that dazzling spray often can only hit one at a time, and running from them is not very effective.  If they swarm you they can deal a surprising amount of damage.  Try never to fight a blink frog unless near a staircase up, with plenty of MP.  Dazzling spray is your best option, though not great.&lt;br /&gt;
&lt;br /&gt;
==Post-Lair==&lt;br /&gt;
Work your way towards the goals of the first section.  By now you'll have tons of spells from books you found and sif muna.&lt;br /&gt;
&lt;br /&gt;
Throughout the game, keep devoting around 15% to dodge.  You'll never be durable, but it will help a little.  Once you get deflect missiles, keep it up all the time.  You can also start training some fighting if there's nothing else you need more.&lt;br /&gt;
&lt;br /&gt;
===Ghost Moths===&lt;br /&gt;
Make sure you have invisibility (the spell, or several potions) and see invisible before going to the spider's nest or realm of zot.  There are ghost moths there.  These things can make you instantly helpless, then chase you down and kill you.  What you have to do is turn invisible the moment you see them, which prevents them from draining MP, then blow them up with OOD when you get a shot.&lt;br /&gt;
&lt;br /&gt;
==Extended Endgame==&lt;br /&gt;
If you choose to go for the extended endgame you'll need to branch out even more.  The following becomes required:&lt;br /&gt;
* Necromutation if you go anywhere there is torment (hell, crypt).  It's also great with Sif for hungerless channeling - keep it on all the time.&lt;br /&gt;
* Mutation resistance and/or necromutation if you go anywhere that things can mutate you&lt;br /&gt;
* Borgnjor's Revivification can be nice, but perhaps not strictly necessary.  Blinking out of trouble or climbing stairs is just as good or better in most situations.&lt;br /&gt;
* Controlled blink.  If you don't have it already, you need it desperately.  You are very fragile and haste is not enough to get away from all enemies.  Control teleport + blink, or passage of golubria, are not going to work on floors with -cTele (i.e. the most dangerous places).&lt;br /&gt;
* Firestorm, Shatter, and/or Glaciate.  You're a Deep Elf; in the end you can have two of these ultimate spells, to better deal with resistant enemies.  Shatter is also nice for breaking into steel vaults.  Once you have these spells, you might find you don't need Discord anymore because lots of enemies in Hell or Pan are immune/extremely resistant to it, and it takes much longer for them to kill each other than it would for you to kill them.  Sure, it's a waste of XP, but... you're a Deep Elf and the extended endgame has plenty of XP.  Don't worry too much about it.&lt;br /&gt;
* Lehudib's Crystal Spear or Iron Shot.  This will make your servitor much more effective than OOD when fighting nearby enemies.  But keep OOD because it has good range and can't be stopped by high EV.  When the servitor is alternating between OOD and LCS instead of casting pure OOD, that also means OODs will collide much less often.&lt;br /&gt;
&lt;br /&gt;
==The Walk==&lt;br /&gt;
This is just something I get a kick out of.  You have Enslave and OOD and let's say you've enslaved a vault guard.  Together, you and your pal have murdered everybody else in the vicinity.  So what do you do?  You tell him hey, check out what's over there, I think I heard something.  Then you shoot him in the back.  That moment when the OOD is hanging in the air, but he's still your friend doing what you asked him to do, just before he's literally blown into bloody chunks - that's the most evil moment in the game.&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Berder%27s_Deep_Elf_Enchanter_of_Sif_Muna_guide&amp;diff=30734</id>
		<title>Berder's Deep Elf Enchanter of Sif Muna guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Berder%27s_Deep_Elf_Enchanter_of_Sif_Muna_guide&amp;diff=30734"/>
				<updated>2014-08-19T01:36:41Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: /* Level 4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do you like shooting fish in a barrel that are helpless to defend themselves?  Do you like shaking a jar and making two bugs fight each other?  Would you enjoy gaining people's trust, letting them do you a solid favor, then splattering their body parts across the landscape if you sense betrayal?&lt;br /&gt;
&lt;br /&gt;
If the answer to these questions is &amp;quot;yes,&amp;quot; then maybe you're just evil enough to play DEEn.  Fair warning:  DEEn is not for everybody.  As of the time of this writing, according to the Sequell bot, (DEEn) has won 12 times in 13153 games (0.09%) which is about as low a winrate as it gets.  However, two of those twelve wins are mine, and in the second one, I did 15 runes.  I've played about 30 games with DEEn.  Most of those games were when I didn't know what I'm about to tell you.  There is a way to play DEEn that wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Advice}}&lt;br /&gt;
&lt;br /&gt;
Berder's Guide to [[Deep Elf]] [[Enchanter]] of [[Sif Muna]]:  the mage generalist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The purpose of DEEn of Sif Muna is to become a mage with a repertoire of useful, high-level spells from many schools of magic.  By the midgame, [[Spellcasting]] will be your main skill.  Here's a taste of what you will eventually be able to cast with reasonably low failure rate (ranging from around 0% to around 10%).&lt;br /&gt;
&lt;br /&gt;
For damage: [[Orb of Destruction]], [[Spellforged Servitor]], [[Discord]], [[Haste]], [[Enslavement]]&lt;br /&gt;
&lt;br /&gt;
For keeping enemies from reaching you:  [[Enslavement]], [[Cause Fear]], [[Discord]], [[Animate Dead]]&lt;br /&gt;
&lt;br /&gt;
For escape and survival:  [[Haste]], [[Controlled Blink]], [[Deflect Missiles]], [[Swiftness]], [[Summon Butterflies]], [[Passage of Golubria]], [[Invisibility]], [[Death's Door]]&lt;br /&gt;
&lt;br /&gt;
Utility: [[Apportation]], [[Flight]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
The main idea through the endgame will be to kill your enemies or stop them from reaching you in just a couple turns after you see them, and be very cautious.  Use your many escape spells if enemies that you can't immediately kill or disable are about to reach you, or if you're getting low on MP, or if you are below about 75% HP.  As a DE with a total magic focus you can't afford to enter melee.  If a fight is going well you'll barely be touched, while chaos erupts around you.  It's a great feeling to see your enemies frenzied and murdering each other, or running in fear, while you and your hasted servitor constantly hurl OODs so that three are in the air at any time, one- or two-shotting everything and blasting them into little bitty chunks all over the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Sif Muna===&lt;br /&gt;
[[Sif Muna|Sif]] is a good choice for a mage generalist.  She gives you tons of spellbooks, so you will actually get all these spells.  She also protects you from miscasts, which is a huge help when you're casting spells from so many different schools.  Sif's channeling is very useful because you'll have downtime while enemies are frenzied or fighting your slaves or fighting your servitor, or while waiting for OODs to hit, and you can use this time to regain MP.  Channeling is also useful to get just enough MP to cast an escape spell or that one last OOD to kill the enemy in your face, provided you can survive that long.  Finally, Sif's forget spell ability is useful as you tailor your spell set for the endgame.&lt;br /&gt;
&lt;br /&gt;
Some people say Sif is bad, and I'll admit that Vehumet or Ashenzari are also good gods.  But my wins with DEEn so far are with Sif.  She does give you enough to win.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
The final goal is to have approximately these magic skills by around level 25:&lt;br /&gt;
*Spellcasting 25.  You'll end up with a huge variety of spells and spellcasting helps all of them.  It also gives you enough spell levels to memorize them all - and you'll need them.&lt;br /&gt;
*Hexes 20, mostly to increase the power of Discord&lt;br /&gt;
*Conjuration 20&lt;br /&gt;
*Other schools (that you use) around 10, or possibly 10-15 if it's really necessary to get failure rate down.  This includes Summoning, Charms, Necromancy, and Translocation.  Be aware that Spellcasting and increases in intelligence will also get your failure rate down if you're patient, so don't train these skills over 10 prematurely.&lt;br /&gt;
*Elemental schools of magic untrained unless you use them.  If you go for the extended endgame you will eventually need one or more level 9 elemental spells, but that can wait.&lt;br /&gt;
*Dodging 20&lt;br /&gt;
*Fighting 15, for the HP.  It's better not to train fighting until later on, because the HP increases are relatively small.  You might choose not to train it.&lt;br /&gt;
*Invocations 10+, to get the most out of Sif Muna's channeling.&lt;br /&gt;
&lt;br /&gt;
Don't worry about spreading yourself too thin by training all different magic schools.  As long as you have enough skill to cast your spells reliably, you're good.  Remember these facts:&lt;br /&gt;
* It takes more than four times the XP to train a skill from 10 to 20 than from 0 to 10.&lt;br /&gt;
* As you level up a magic skill, you get diminishing returns in spellpower.  There's a much bigger gain in spellpower going from 0 to 10 than from 10 to 20.&lt;br /&gt;
* Skill level 27 - spellpower 110 (given a few assumptions and no spell enhancers).  Skill level 20 - spellpower 100 (with the same assumptions).  It's not worth getting uber high magic skill levels.&lt;br /&gt;
* Robe of the archmagi and staff of conjuration will do much more for your spellpower than training Conjurations to 27 will.&lt;br /&gt;
&lt;br /&gt;
So you don't really lose much in the way of final spellpower for your main skills (Hexes and Conjurations), and what you lose in power you more than make up for in versatility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay so that's the goal.  How do you get there?&lt;br /&gt;
&lt;br /&gt;
==Early Game==&lt;br /&gt;
===Level 1===&lt;br /&gt;
At level 1 you are very weak.  Any two enemies can probably kill you if you engage them at once.  A hobgoblin has a chance to kill you one on one.  A worm or an adder will most likely kill you.  Make sure you fight enemies one at a time, and ''maintain awareness of your escape route''.  It's useful to go downstairs briefly, from a safe situation, just to see if it's safe - if it is, those stairs become an escape route for you.  Be ready to run the second the situation starts looking less than fully under control.  Use Corona to lure enemies to you one at a time.  Stay the hell away from any orcs or gnolls.  Heal fully before fighting again.&lt;br /&gt;
&lt;br /&gt;
For skills, switch to manual mode and train dodging, spellcasting, and hexes equally.  Don't bother training any weapon skills - soon, you won't need a weapon much.  You might also go for a little bit of stealth (4 or 5 max).&lt;br /&gt;
&lt;br /&gt;
===Level 2===&lt;br /&gt;
Level 2 is much like level 1, with just a little bit more HPs.  Don't memorize either level 2 spell.  They aren't very useful, and you need your spell levels for level 3.&lt;br /&gt;
&lt;br /&gt;
===Level 3===&lt;br /&gt;
Level 3 is where you get some power.  Memorize dazzling spray and confuse, and start training Conjurations (as well as Hexes, Spellcasting, and Dodge).  These are both quite powerful spells; confuse lets you take out lots of enemies, and then either stab them to death or run from them.  Dazzling spray blinds and disables enemies, but it also deals quite a bit of damage and it can hit several of them.  Until you find more spellbooks, dazzling spray will soon become your primary way to deal direct damage, capable of handling anything up to and including hydras and herds of yaks.  For now you can stick to corona and melee fighting for the easier enemies, so that you conserve MP, but don't hesitate to confuse or dazzle any adders or ogres you find.  For most enemies at this level, confuse has a higher chance of disabling an enemy than dazzling spray does; for an ogre you'll want to confuse it, then dazzling spray until it's dead.  Do ''not'' fight ogres up close, even if they are confused or blind.  They will kill you in two hits.  Worms are also surprisingly dangerous in melee.  Be sure to run away from any uniques and mark travel exclusions on them.&lt;br /&gt;
&lt;br /&gt;
===Level 4===&lt;br /&gt;
At level 4 you get Enslave and this is where the fun starts.  Now bands of orcs and gnolls present more of a challenge than a lethal threat.  Enslave a few orcs, tell them to wait, and let them kill their non-enslaved friends.  If you have a leftover enslaved enemy, you can confuse him first, then stab or dazzle him.&lt;br /&gt;
&lt;br /&gt;
However, watch your MP very carefully, and always make sure you have a safe escape route planned.  If you don't have enough MP to confidently handle the enemies you see, with a safety margin - long before your MP actually runs out - get the heck out of there.  This rule will serve you well through the rest of the game.&lt;br /&gt;
&lt;br /&gt;
Also remember that any orc or gnoll you see is probably part of a band.  Don't try to kill him with dazzling spray, because that's just shaking the beehive and you ''don't'' have enough MP yet to kill the whole band safely that way.  Enslave him and keep the fighting well away from you.&lt;br /&gt;
&lt;br /&gt;
==Lair==&lt;br /&gt;
You can use those basic tactics and spells from level 4 until well into Lair.  By then you'll be worshiping Sif Muna, and midway through Lair you'll probably max out piety and get your first gift spellbook.  Train magic skills so you can cast whatever spells seem useful.  Keep training Fighting and Dodging at about 15% each - you need to be as durable as you can be.  Be mindful of the spell list from the introduction - any of those spells are good ones for you.  And keep training Spellcasting as your highest skill.  Shoot for approximately the skill levels in the overview section.&lt;br /&gt;
&lt;br /&gt;
Remember to check the wiki for stats on each monster you encounter - specifically check their magic resistance to see if enslaving or confusing them is likely to work.&lt;br /&gt;
&lt;br /&gt;
===Dealing Enough Damage===&lt;br /&gt;
Dazzling spray starts to become frustratingly weak by midway through Lair.  You can rely on enslaving things and letting them deal damage, instead, but you'll also need a better direct damage option.  If you don't get a book with OOD you can settle for Iskenderun's Mystic Blast or Battlesphere to deal your damage, or a bolt spell.  But don't train the bolt element excessively - it's just while you're waiting for OOD.  Mostly train conjurations if you want the bolt to be stronger.  Mana Viper is also a possible option to deal damage in Lair or Orc, though it starts to become unusably weak later on.  Not a problem with sif muna since she'll let you forget it.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
Go for gear that increases your magic power, or failing that, that increases your defenses.  Dump any gear that just increases strength or melee damage.  Robe of the Archmagi is great, and so is a staff of conjuration, or a staff of summoning once you find Spellforged Servitor.&lt;br /&gt;
&lt;br /&gt;
===Blink Frogs===&lt;br /&gt;
Blink frogs are extremely dangerous to you since &amp;quot;enslave and let them kill each other&amp;quot; doesn't work well because they're spread out, and they're so spread out that dazzling spray often can only hit one at a time, and running from them is not very effective.  If they swarm you they can deal a surprising amount of damage.  Try never to fight a blink frog unless near a staircase up, with plenty of MP.  Dazzling spray is your best option, though not great.&lt;br /&gt;
&lt;br /&gt;
==Post-Lair==&lt;br /&gt;
Work your way towards the goals of the first section.  By now you'll have tons of spells from books you found and sif muna.&lt;br /&gt;
&lt;br /&gt;
Throughout the game, keep devoting around 15% to dodge.  You'll never be durable, but it will help a little.  Once you get deflect missiles, keep it up all the time.  You can also start training some fighting if there's nothing else you need more.&lt;br /&gt;
&lt;br /&gt;
===Ghost Moths===&lt;br /&gt;
Make sure you have invisibility (the spell, or several potions) and see invisible before going to the spider's nest or realm of zot.  There are ghost moths there.  These things can make you instantly helpless, then chase you down and kill you.  What you have to do is turn invisible the moment you see them, which prevents them from draining MP, then blow them up with OOD when you get a shot.&lt;br /&gt;
&lt;br /&gt;
==Extended Endgame==&lt;br /&gt;
If you choose to go for the extended endgame you'll need to branch out even more.  The following becomes required:&lt;br /&gt;
* Necromutation if you go anywhere there is torment (hell, crypt).  It's also great with Sif for hungerless channeling - keep it on all the time.&lt;br /&gt;
* Mutation resistance and/or necromutation if you go anywhere that things can mutate you&lt;br /&gt;
* Borgnjor's Revivification can be nice, but perhaps not strictly necessary.  Blinking out of trouble or climbing stairs is just as good or better in most situations.&lt;br /&gt;
* Controlled blink.  If you don't have it already, you need it desperately.  You are very fragile and haste is not enough to get away from all enemies.  Control teleport + blink, or passage of golubria, are not going to work on floors with -cTele (i.e. the most dangerous places).&lt;br /&gt;
* Firestorm, Shatter, and/or Glaciate.  You're a Deep Elf; in the end you can have two of these ultimate spells, to better deal with resistant enemies.  Shatter is also nice for breaking into steel vaults.  Once you have these spells, you might find you don't need Discord anymore because lots of enemies in Hell or Pan are immune/extremely resistant to it, and it takes much longer for them to kill each other than it would for you to kill them.  Sure, it's a waste of XP, but... you're a Deep Elf and the extended endgame has plenty of XP.  Don't worry too much about it.&lt;br /&gt;
* Lehudib's Crystal Spear or Iron Shot.  This will make your servitor much more effective than OOD when fighting nearby enemies.  But keep OOD because it has good range and can't be stopped by high EV.  When the servitor is alternating between OOD and LCS instead of casting pure OOD, that also means OODs will collide much less often.&lt;br /&gt;
&lt;br /&gt;
==The Walk==&lt;br /&gt;
This is just something I get a kick out of.  You have Enslave and OOD and let's say you've enslaved a vault guard.  Together, you and your pal have murdered everybody else in the vicinity.  So what do you do?  You tell him hey, check out what's over there, I think I heard something.  Then you shoot him in the back.  That moment when the OOD is hanging in the air, but he's still your friend doing what you asked him to do, just before he's literally blown into bloody chunks - that's the most evil moment in the game.&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Berder%27s_Deep_Elf_Enchanter_of_Sif_Muna_guide&amp;diff=30733</id>
		<title>Berder's Deep Elf Enchanter of Sif Muna guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Berder%27s_Deep_Elf_Enchanter_of_Sif_Muna_guide&amp;diff=30733"/>
				<updated>2014-08-19T01:17:24Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: /* The Walk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do you like shooting fish in a barrel that are helpless to defend themselves?  Do you like shaking a jar and making two bugs fight each other?  Would you enjoy gaining people's trust, letting them do you a solid favor, then splattering their body parts across the landscape if you sense betrayal?&lt;br /&gt;
&lt;br /&gt;
If the answer to these questions is &amp;quot;yes,&amp;quot; then maybe you're just evil enough to play DEEn.  Fair warning:  DEEn is not for everybody.  As of the time of this writing, according to the Sequell bot, (DEEn) has won 12 times in 13153 games (0.09%) which is about as low a winrate as it gets.  However, two of those twelve wins are mine, and in the second one, I did 15 runes.  I've played about 30 games with DEEn.  Most of those games were when I didn't know what I'm about to tell you.  There is a way to play DEEn that wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Advice}}&lt;br /&gt;
&lt;br /&gt;
Berder's Guide to [[Deep Elf]] [[Enchanter]] of [[Sif Muna]]:  the mage generalist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The purpose of DEEn of Sif Muna is to become a mage with a repertoire of useful, high-level spells from many schools of magic.  By the midgame, [[Spellcasting]] will be your main skill.  Here's a taste of what you will eventually be able to cast with reasonably low failure rate (ranging from around 0% to around 10%).&lt;br /&gt;
&lt;br /&gt;
For damage: [[Orb of Destruction]], [[Spellforged Servitor]], [[Discord]], [[Haste]], [[Enslavement]]&lt;br /&gt;
&lt;br /&gt;
For keeping enemies from reaching you:  [[Enslavement]], [[Cause Fear]], [[Discord]], [[Animate Dead]]&lt;br /&gt;
&lt;br /&gt;
For escape and survival:  [[Haste]], [[Controlled Blink]], [[Deflect Missiles]], [[Swiftness]], [[Summon Butterflies]], [[Passage of Golubria]], [[Invisibility]], [[Death's Door]]&lt;br /&gt;
&lt;br /&gt;
Utility: [[Apportation]], [[Flight]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
The main idea through the endgame will be to kill your enemies or stop them from reaching you in just a couple turns after you see them, and be very cautious.  Use your many escape spells if enemies that you can't immediately kill or disable are about to reach you, or if you're getting low on MP, or if you are below about 75% HP.  As a DE with a total magic focus you can't afford to enter melee.  If a fight is going well you'll barely be touched, while chaos erupts around you.  It's a great feeling to see your enemies frenzied and murdering each other, or running in fear, while you and your hasted servitor constantly hurl OODs so that three are in the air at any time, one- or two-shotting everything and blasting them into little bitty chunks all over the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Sif Muna===&lt;br /&gt;
[[Sif Muna|Sif]] is a good choice for a mage generalist.  She gives you tons of spellbooks, so you will actually get all these spells.  She also protects you from miscasts, which is a huge help when you're casting spells from so many different schools.  Sif's channeling is very useful because you'll have downtime while enemies are frenzied or fighting your slaves or fighting your servitor, or while waiting for OODs to hit, and you can use this time to regain MP.  Channeling is also useful to get just enough MP to cast an escape spell or that one last OOD to kill the enemy in your face, provided you can survive that long.  Finally, Sif's forget spell ability is useful as you tailor your spell set for the endgame.&lt;br /&gt;
&lt;br /&gt;
Some people say Sif is bad, and I'll admit that Vehumet or Ashenzari are also good gods.  But my wins with DEEn so far are with Sif.  She does give you enough to win.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
The final goal is to have approximately these magic skills by around level 25:&lt;br /&gt;
*Spellcasting 25.  You'll end up with a huge variety of spells and spellcasting helps all of them.  It also gives you enough spell levels to memorize them all - and you'll need them.&lt;br /&gt;
*Hexes 20, mostly to increase the power of Discord&lt;br /&gt;
*Conjuration 20&lt;br /&gt;
*Other schools (that you use) around 10, or possibly 10-15 if it's really necessary to get failure rate down.  This includes Summoning, Charms, Necromancy, and Translocation.  Be aware that Spellcasting and increases in intelligence will also get your failure rate down if you're patient, so don't train these skills over 10 prematurely.&lt;br /&gt;
*Elemental schools of magic untrained unless you use them.  If you go for the extended endgame you will eventually need one or more level 9 elemental spells, but that can wait.&lt;br /&gt;
*Dodging 20&lt;br /&gt;
*Fighting 15, for the HP.  It's better not to train fighting until later on, because the HP increases are relatively small.  You might choose not to train it.&lt;br /&gt;
*Invocations 10+, to get the most out of Sif Muna's channeling.&lt;br /&gt;
&lt;br /&gt;
Don't worry about spreading yourself too thin by training all different magic schools.  As long as you have enough skill to cast your spells reliably, you're good.  Remember these facts:&lt;br /&gt;
* It takes more than four times the XP to train a skill from 10 to 20 than from 0 to 10.&lt;br /&gt;
* As you level up a magic skill, you get diminishing returns in spellpower.  There's a much bigger gain in spellpower going from 0 to 10 than from 10 to 20.&lt;br /&gt;
* Skill level 27 - spellpower 110 (given a few assumptions and no spell enhancers).  Skill level 20 - spellpower 100 (with the same assumptions).  It's not worth getting uber high magic skill levels.&lt;br /&gt;
* Robe of the archmagi and staff of conjuration will do much more for your spellpower than training Conjurations to 27 will.&lt;br /&gt;
&lt;br /&gt;
So you don't really lose much in the way of final spellpower for your main skills (Hexes and Conjurations), and what you lose in power you more than make up for in versatility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay so that's the goal.  How do you get there?&lt;br /&gt;
&lt;br /&gt;
==Early Game==&lt;br /&gt;
===Level 1===&lt;br /&gt;
At level 1 you are very weak.  Any two enemies can probably kill you if you engage them at once.  A hobgoblin has a chance to kill you one on one.  A worm or an adder will most likely kill you.  Make sure you fight enemies one at a time, and ''maintain awareness of your escape route''.  It's useful to go downstairs briefly, from a safe situation, just to see if it's safe - if it is, those stairs become an escape route for you.  Be ready to run the second the situation starts looking less than fully under control.  Use Corona to lure enemies to you one at a time.  Stay the hell away from any orcs or gnolls.  Heal fully before fighting again.&lt;br /&gt;
&lt;br /&gt;
For skills, switch to manual mode and train dodging, spellcasting, and hexes equally.  Don't bother training any weapon skills - soon, you won't need a weapon much.  You might also go for a little bit of stealth (4 or 5 max).&lt;br /&gt;
&lt;br /&gt;
===Level 2===&lt;br /&gt;
Level 2 is much like level 1, with just a little bit more HPs.  Don't memorize either level 2 spell.  They aren't very useful, and you need your spell levels for level 3.&lt;br /&gt;
&lt;br /&gt;
===Level 3===&lt;br /&gt;
Level 3 is where you get some power.  Memorize dazzling spray and confuse, and start training Conjurations (as well as Hexes, Spellcasting, and Dodge).  These are both quite powerful spells; confuse lets you take out lots of enemies, and then either stab them to death or run from them.  Dazzling spray blinds and disables enemies, but it also deals quite a bit of damage and it can hit several of them.  Until you find more spellbooks, dazzling spray will soon become your primary way to deal direct damage, capable of handling anything up to and including hydras and herds of yaks.  For now you can stick to corona and melee fighting for the easier enemies, so that you conserve MP, but don't hesitate to confuse or dazzle any adders or ogres you find.  For most enemies at this level, confuse has a higher chance of disabling an enemy than dazzling spray does; for an ogre you'll want to confuse it, then dazzling spray until it's dead.  Do ''not'' fight ogres up close, even if they are confused or blind.  They will kill you in two hits.  Worms are also surprisingly dangerous in melee.  Be sure to run away from any uniques and mark travel exclusions on them.&lt;br /&gt;
&lt;br /&gt;
===Level 4===&lt;br /&gt;
At level 4 you get Enslave and this is where the fun starts.  Now bands of orcs and gnolls present more of a challenge than a lethal threat.  Enslave a few orcs, tell them to wait, and let them kill their non-enslaved friends.  If you have a leftover enslaved enemy, you can confuse him first, then stab or dazzle him.&lt;br /&gt;
&lt;br /&gt;
However, watch your MP very carefully, and always make sure you have a safe escape route planned.  Before your MP ''actually'' runs out, just if you don't have enough MP to confidently handle the enemies you see, with a safety margin - get the heck out of there.  This rule will serve you well through the rest of the game.&lt;br /&gt;
&lt;br /&gt;
Also remember that any orc or gnoll you see is probably part of a band.  Don't try to kill him with dazzling spray, because that's just shaking the beehive and you ''don't'' have enough MP yet to kill the whole band safely that way.  Enslave him and keep the fighting well away from you.&lt;br /&gt;
&lt;br /&gt;
==Lair==&lt;br /&gt;
You can use those basic tactics and spells from level 4 until well into Lair.  By then you'll be worshiping Sif Muna, and midway through Lair you'll probably max out piety and get your first gift spellbook.  Train magic skills so you can cast whatever spells seem useful.  Keep training Fighting and Dodging at about 15% each - you need to be as durable as you can be.  Be mindful of the spell list from the introduction - any of those spells are good ones for you.  And keep training Spellcasting as your highest skill.  Shoot for approximately the skill levels in the overview section.&lt;br /&gt;
&lt;br /&gt;
Remember to check the wiki for stats on each monster you encounter - specifically check their magic resistance to see if enslaving or confusing them is likely to work.&lt;br /&gt;
&lt;br /&gt;
===Dealing Enough Damage===&lt;br /&gt;
Dazzling spray starts to become frustratingly weak by midway through Lair.  You can rely on enslaving things and letting them deal damage, instead, but you'll also need a better direct damage option.  If you don't get a book with OOD you can settle for Iskenderun's Mystic Blast or Battlesphere to deal your damage, or a bolt spell.  But don't train the bolt element excessively - it's just while you're waiting for OOD.  Mostly train conjurations if you want the bolt to be stronger.  Mana Viper is also a possible option to deal damage in Lair or Orc, though it starts to become unusably weak later on.  Not a problem with sif muna since she'll let you forget it.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
Go for gear that increases your magic power, or failing that, that increases your defenses.  Dump any gear that just increases strength or melee damage.  Robe of the Archmagi is great, and so is a staff of conjuration, or a staff of summoning once you find Spellforged Servitor.&lt;br /&gt;
&lt;br /&gt;
===Blink Frogs===&lt;br /&gt;
Blink frogs are extremely dangerous to you since &amp;quot;enslave and let them kill each other&amp;quot; doesn't work well because they're spread out, and they're so spread out that dazzling spray often can only hit one at a time, and running from them is not very effective.  If they swarm you they can deal a surprising amount of damage.  Try never to fight a blink frog unless near a staircase up, with plenty of MP.  Dazzling spray is your best option, though not great.&lt;br /&gt;
&lt;br /&gt;
==Post-Lair==&lt;br /&gt;
Work your way towards the goals of the first section.  By now you'll have tons of spells from books you found and sif muna.&lt;br /&gt;
&lt;br /&gt;
Throughout the game, keep devoting around 15% to dodge.  You'll never be durable, but it will help a little.  Once you get deflect missiles, keep it up all the time.  You can also start training some fighting if there's nothing else you need more.&lt;br /&gt;
&lt;br /&gt;
===Ghost Moths===&lt;br /&gt;
Make sure you have invisibility (the spell, or several potions) and see invisible before going to the spider's nest or realm of zot.  There are ghost moths there.  These things can make you instantly helpless, then chase you down and kill you.  What you have to do is turn invisible the moment you see them, which prevents them from draining MP, then blow them up with OOD when you get a shot.&lt;br /&gt;
&lt;br /&gt;
==Extended Endgame==&lt;br /&gt;
If you choose to go for the extended endgame you'll need to branch out even more.  The following becomes required:&lt;br /&gt;
* Necromutation if you go anywhere there is torment (hell, crypt).  It's also great with Sif for hungerless channeling - keep it on all the time.&lt;br /&gt;
* Mutation resistance and/or necromutation if you go anywhere that things can mutate you&lt;br /&gt;
* Borgnjor's Revivification can be nice, but perhaps not strictly necessary.  Blinking out of trouble or climbing stairs is just as good or better in most situations.&lt;br /&gt;
* Controlled blink.  If you don't have it already, you need it desperately.  You are very fragile and haste is not enough to get away from all enemies.  Control teleport + blink, or passage of golubria, are not going to work on floors with -cTele (i.e. the most dangerous places).&lt;br /&gt;
* Firestorm, Shatter, and/or Glaciate.  You're a Deep Elf; in the end you can have two of these ultimate spells, to better deal with resistant enemies.  Shatter is also nice for breaking into steel vaults.  Once you have these spells, you might find you don't need Discord anymore because lots of enemies in Hell or Pan are immune/extremely resistant to it, and it takes much longer for them to kill each other than it would for you to kill them.  Sure, it's a waste of XP, but... you're a Deep Elf and the extended endgame has plenty of XP.  Don't worry too much about it.&lt;br /&gt;
* Lehudib's Crystal Spear or Iron Shot.  This will make your servitor much more effective than OOD when fighting nearby enemies.  But keep OOD because it has good range and can't be stopped by high EV.  When the servitor is alternating between OOD and LCS instead of casting pure OOD, that also means OODs will collide much less often.&lt;br /&gt;
&lt;br /&gt;
==The Walk==&lt;br /&gt;
This is just something I get a kick out of.  You have Enslave and OOD and let's say you've enslaved a vault guard.  Together, you and your pal have murdered everybody else in the vicinity.  So what do you do?  You tell him hey, check out what's over there, I think I heard something.  Then you shoot him in the back.  That moment when the OOD is hanging in the air, but he's still your friend doing what you asked him to do, just before he's literally blown into bloody chunks - that's the most evil moment in the game.&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Berder%27s_Deep_Elf_Enchanter_of_Sif_Muna_guide&amp;diff=30732</id>
		<title>Berder's Deep Elf Enchanter of Sif Muna guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Berder%27s_Deep_Elf_Enchanter_of_Sif_Muna_guide&amp;diff=30732"/>
				<updated>2014-08-19T01:15:50Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do you like shooting fish in a barrel that are helpless to defend themselves?  Do you like shaking a jar and making two bugs fight each other?  Would you enjoy gaining people's trust, letting them do you a solid favor, then splattering their body parts across the landscape if you sense betrayal?&lt;br /&gt;
&lt;br /&gt;
If the answer to these questions is &amp;quot;yes,&amp;quot; then maybe you're just evil enough to play DEEn.  Fair warning:  DEEn is not for everybody.  As of the time of this writing, according to the Sequell bot, (DEEn) has won 12 times in 13153 games (0.09%) which is about as low a winrate as it gets.  However, two of those twelve wins are mine, and in the second one, I did 15 runes.  I've played about 30 games with DEEn.  Most of those games were when I didn't know what I'm about to tell you.  There is a way to play DEEn that wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Advice}}&lt;br /&gt;
&lt;br /&gt;
Berder's Guide to [[Deep Elf]] [[Enchanter]] of [[Sif Muna]]:  the mage generalist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The purpose of DEEn of Sif Muna is to become a mage with a repertoire of useful, high-level spells from many schools of magic.  By the midgame, [[Spellcasting]] will be your main skill.  Here's a taste of what you will eventually be able to cast with reasonably low failure rate (ranging from around 0% to around 10%).&lt;br /&gt;
&lt;br /&gt;
For damage: [[Orb of Destruction]], [[Spellforged Servitor]], [[Discord]], [[Haste]], [[Enslavement]]&lt;br /&gt;
&lt;br /&gt;
For keeping enemies from reaching you:  [[Enslavement]], [[Cause Fear]], [[Discord]], [[Animate Dead]]&lt;br /&gt;
&lt;br /&gt;
For escape and survival:  [[Haste]], [[Controlled Blink]], [[Deflect Missiles]], [[Swiftness]], [[Summon Butterflies]], [[Passage of Golubria]], [[Invisibility]], [[Death's Door]]&lt;br /&gt;
&lt;br /&gt;
Utility: [[Apportation]], [[Flight]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
The main idea through the endgame will be to kill your enemies or stop them from reaching you in just a couple turns after you see them, and be very cautious.  Use your many escape spells if enemies that you can't immediately kill or disable are about to reach you, or if you're getting low on MP, or if you are below about 75% HP.  As a DE with a total magic focus you can't afford to enter melee.  If a fight is going well you'll barely be touched, while chaos erupts around you.  It's a great feeling to see your enemies frenzied and murdering each other, or running in fear, while you and your hasted servitor constantly hurl OODs so that three are in the air at any time, one- or two-shotting everything and blasting them into little bitty chunks all over the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Sif Muna===&lt;br /&gt;
[[Sif Muna|Sif]] is a good choice for a mage generalist.  She gives you tons of spellbooks, so you will actually get all these spells.  She also protects you from miscasts, which is a huge help when you're casting spells from so many different schools.  Sif's channeling is very useful because you'll have downtime while enemies are frenzied or fighting your slaves or fighting your servitor, or while waiting for OODs to hit, and you can use this time to regain MP.  Channeling is also useful to get just enough MP to cast an escape spell or that one last OOD to kill the enemy in your face, provided you can survive that long.  Finally, Sif's forget spell ability is useful as you tailor your spell set for the endgame.&lt;br /&gt;
&lt;br /&gt;
Some people say Sif is bad, and I'll admit that Vehumet or Ashenzari are also good gods.  But my wins with DEEn so far are with Sif.  She does give you enough to win.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
The final goal is to have approximately these magic skills by around level 25:&lt;br /&gt;
*Spellcasting 25.  You'll end up with a huge variety of spells and spellcasting helps all of them.  It also gives you enough spell levels to memorize them all - and you'll need them.&lt;br /&gt;
*Hexes 20, mostly to increase the power of Discord&lt;br /&gt;
*Conjuration 20&lt;br /&gt;
*Other schools (that you use) around 10, or possibly 10-15 if it's really necessary to get failure rate down.  This includes Summoning, Charms, Necromancy, and Translocation.  Be aware that Spellcasting and increases in intelligence will also get your failure rate down if you're patient, so don't train these skills over 10 prematurely.&lt;br /&gt;
*Elemental schools of magic untrained unless you use them.  If you go for the extended endgame you will eventually need one or more level 9 elemental spells, but that can wait.&lt;br /&gt;
*Dodging 20&lt;br /&gt;
*Fighting 15, for the HP.  It's better not to train fighting until later on, because the HP increases are relatively small.  You might choose not to train it.&lt;br /&gt;
*Invocations 10+, to get the most out of Sif Muna's channeling.&lt;br /&gt;
&lt;br /&gt;
Don't worry about spreading yourself too thin by training all different magic schools.  As long as you have enough skill to cast your spells reliably, you're good.  Remember these facts:&lt;br /&gt;
* It takes more than four times the XP to train a skill from 10 to 20 than from 0 to 10.&lt;br /&gt;
* As you level up a magic skill, you get diminishing returns in spellpower.  There's a much bigger gain in spellpower going from 0 to 10 than from 10 to 20.&lt;br /&gt;
* Skill level 27 - spellpower 110 (given a few assumptions and no spell enhancers).  Skill level 20 - spellpower 100 (with the same assumptions).  It's not worth getting uber high magic skill levels.&lt;br /&gt;
* Robe of the archmagi and staff of conjuration will do much more for your spellpower than training Conjurations to 27 will.&lt;br /&gt;
&lt;br /&gt;
So you don't really lose much in the way of final spellpower for your main skills (Hexes and Conjurations), and what you lose in power you more than make up for in versatility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay so that's the goal.  How do you get there?&lt;br /&gt;
&lt;br /&gt;
==Early Game==&lt;br /&gt;
===Level 1===&lt;br /&gt;
At level 1 you are very weak.  Any two enemies can probably kill you if you engage them at once.  A hobgoblin has a chance to kill you one on one.  A worm or an adder will most likely kill you.  Make sure you fight enemies one at a time, and ''maintain awareness of your escape route''.  It's useful to go downstairs briefly, from a safe situation, just to see if it's safe - if it is, those stairs become an escape route for you.  Be ready to run the second the situation starts looking less than fully under control.  Use Corona to lure enemies to you one at a time.  Stay the hell away from any orcs or gnolls.  Heal fully before fighting again.&lt;br /&gt;
&lt;br /&gt;
For skills, switch to manual mode and train dodging, spellcasting, and hexes equally.  Don't bother training any weapon skills - soon, you won't need a weapon much.  You might also go for a little bit of stealth (4 or 5 max).&lt;br /&gt;
&lt;br /&gt;
===Level 2===&lt;br /&gt;
Level 2 is much like level 1, with just a little bit more HPs.  Don't memorize either level 2 spell.  They aren't very useful, and you need your spell levels for level 3.&lt;br /&gt;
&lt;br /&gt;
===Level 3===&lt;br /&gt;
Level 3 is where you get some power.  Memorize dazzling spray and confuse, and start training Conjurations (as well as Hexes, Spellcasting, and Dodge).  These are both quite powerful spells; confuse lets you take out lots of enemies, and then either stab them to death or run from them.  Dazzling spray blinds and disables enemies, but it also deals quite a bit of damage and it can hit several of them.  Until you find more spellbooks, dazzling spray will soon become your primary way to deal direct damage, capable of handling anything up to and including hydras and herds of yaks.  For now you can stick to corona and melee fighting for the easier enemies, so that you conserve MP, but don't hesitate to confuse or dazzle any adders or ogres you find.  For most enemies at this level, confuse has a higher chance of disabling an enemy than dazzling spray does; for an ogre you'll want to confuse it, then dazzling spray until it's dead.  Do ''not'' fight ogres up close, even if they are confused or blind.  They will kill you in two hits.  Worms are also surprisingly dangerous in melee.  Be sure to run away from any uniques and mark travel exclusions on them.&lt;br /&gt;
&lt;br /&gt;
===Level 4===&lt;br /&gt;
At level 4 you get Enslave and this is where the fun starts.  Now bands of orcs and gnolls present more of a challenge than a lethal threat.  Enslave a few orcs, tell them to wait, and let them kill their non-enslaved friends.  If you have a leftover enslaved enemy, you can confuse him first, then stab or dazzle him.&lt;br /&gt;
&lt;br /&gt;
However, watch your MP very carefully, and always make sure you have a safe escape route planned.  Before your MP ''actually'' runs out, just if you don't have enough MP to confidently handle the enemies you see, with a safety margin - get the heck out of there.  This rule will serve you well through the rest of the game.&lt;br /&gt;
&lt;br /&gt;
Also remember that any orc or gnoll you see is probably part of a band.  Don't try to kill him with dazzling spray, because that's just shaking the beehive and you ''don't'' have enough MP yet to kill the whole band safely that way.  Enslave him and keep the fighting well away from you.&lt;br /&gt;
&lt;br /&gt;
==Lair==&lt;br /&gt;
You can use those basic tactics and spells from level 4 until well into Lair.  By then you'll be worshiping Sif Muna, and midway through Lair you'll probably max out piety and get your first gift spellbook.  Train magic skills so you can cast whatever spells seem useful.  Keep training Fighting and Dodging at about 15% each - you need to be as durable as you can be.  Be mindful of the spell list from the introduction - any of those spells are good ones for you.  And keep training Spellcasting as your highest skill.  Shoot for approximately the skill levels in the overview section.&lt;br /&gt;
&lt;br /&gt;
Remember to check the wiki for stats on each monster you encounter - specifically check their magic resistance to see if enslaving or confusing them is likely to work.&lt;br /&gt;
&lt;br /&gt;
===Dealing Enough Damage===&lt;br /&gt;
Dazzling spray starts to become frustratingly weak by midway through Lair.  You can rely on enslaving things and letting them deal damage, instead, but you'll also need a better direct damage option.  If you don't get a book with OOD you can settle for Iskenderun's Mystic Blast or Battlesphere to deal your damage, or a bolt spell.  But don't train the bolt element excessively - it's just while you're waiting for OOD.  Mostly train conjurations if you want the bolt to be stronger.  Mana Viper is also a possible option to deal damage in Lair or Orc, though it starts to become unusably weak later on.  Not a problem with sif muna since she'll let you forget it.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
Go for gear that increases your magic power, or failing that, that increases your defenses.  Dump any gear that just increases strength or melee damage.  Robe of the Archmagi is great, and so is a staff of conjuration, or a staff of summoning once you find Spellforged Servitor.&lt;br /&gt;
&lt;br /&gt;
===Blink Frogs===&lt;br /&gt;
Blink frogs are extremely dangerous to you since &amp;quot;enslave and let them kill each other&amp;quot; doesn't work well because they're spread out, and they're so spread out that dazzling spray often can only hit one at a time, and running from them is not very effective.  If they swarm you they can deal a surprising amount of damage.  Try never to fight a blink frog unless near a staircase up, with plenty of MP.  Dazzling spray is your best option, though not great.&lt;br /&gt;
&lt;br /&gt;
==Post-Lair==&lt;br /&gt;
Work your way towards the goals of the first section.  By now you'll have tons of spells from books you found and sif muna.&lt;br /&gt;
&lt;br /&gt;
Throughout the game, keep devoting around 15% to dodge.  You'll never be durable, but it will help a little.  Once you get deflect missiles, keep it up all the time.  You can also start training some fighting if there's nothing else you need more.&lt;br /&gt;
&lt;br /&gt;
===Ghost Moths===&lt;br /&gt;
Make sure you have invisibility (the spell, or several potions) and see invisible before going to the spider's nest or realm of zot.  There are ghost moths there.  These things can make you instantly helpless, then chase you down and kill you.  What you have to do is turn invisible the moment you see them, which prevents them from draining MP, then blow them up with OOD when you get a shot.&lt;br /&gt;
&lt;br /&gt;
==Extended Endgame==&lt;br /&gt;
If you choose to go for the extended endgame you'll need to branch out even more.  The following becomes required:&lt;br /&gt;
* Necromutation if you go anywhere there is torment (hell, crypt).  It's also great with Sif for hungerless channeling - keep it on all the time.&lt;br /&gt;
* Mutation resistance and/or necromutation if you go anywhere that things can mutate you&lt;br /&gt;
* Borgnjor's Revivification can be nice, but perhaps not strictly necessary.  Blinking out of trouble or climbing stairs is just as good or better in most situations.&lt;br /&gt;
* Controlled blink.  If you don't have it already, you need it desperately.  You are very fragile and haste is not enough to get away from all enemies.  Control teleport + blink, or passage of golubria, are not going to work on floors with -cTele (i.e. the most dangerous places).&lt;br /&gt;
* Firestorm, Shatter, and/or Glaciate.  You're a Deep Elf; in the end you can have two of these ultimate spells, to better deal with resistant enemies.  Shatter is also nice for breaking into steel vaults.  Once you have these spells, you might find you don't need Discord anymore because lots of enemies in Hell or Pan are immune/extremely resistant to it, and it takes much longer for them to kill each other than it would for you to kill them.  Sure, it's a waste of XP, but... you're a Deep Elf and the extended endgame has plenty of XP.  Don't worry too much about it.&lt;br /&gt;
* Lehudib's Crystal Spear or Iron Shot.  This will make your servitor much more effective than OOD when fighting nearby enemies.  But keep OOD because it has good range and can't be stopped by high EV.  When the servitor is alternating between OOD and LCS instead of casting pure OOD, that also means OODs will collide much less often.&lt;br /&gt;
&lt;br /&gt;
==The Walk==&lt;br /&gt;
This is just something I get a kick out of.  You have Enslave and OOD and let's say you've enslaved a vault guard.  Together, you and your pal have murdered everybody else in the vicinity.  So what do you do?  You tell him hey, check out what's over there, I think I heard something.  Then you shoot him in the back.  That moment when the OOD is hanging in the air, but he's still your friend doing what you asked him to do, just before he's blown into bloody chunks - that's the most evil moment in the game.&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Berder%27s_Deep_Elf_Enchanter_of_Sif_Muna_guide&amp;diff=30731</id>
		<title>Berder's Deep Elf Enchanter of Sif Muna guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Berder%27s_Deep_Elf_Enchanter_of_Sif_Muna_guide&amp;diff=30731"/>
				<updated>2014-08-19T00:44:05Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: /* Extended Endgame */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do you like shooting fish in a barrel that are helpless to defend themselves?  Do you like shaking a jar and making two bugs fight each other?  Would you enjoy telling your annoying clingy &amp;quot;friend&amp;quot; to go take a walk, then shooting him in the back with a grenade launcher?  Explosions? Explosions? Explosions?&lt;br /&gt;
&lt;br /&gt;
Then maybe you're just psychopathic enough to play DEEn.  Fair warning:  DEEn is not for everybody.  As of the time of this writing, according to the Sequell bot, (DEEn) has won 12 times in 13153 games (0.09%) which is about as low a winrate as it gets.  However, two of those twelve wins are mine, and in the second one, I did 15 runes.  I've played about 30 games with DEEn.  Most of those games were when I didn't know what I'm about to tell you.  There is a way to play DEEn that wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Advice}}&lt;br /&gt;
&lt;br /&gt;
Berder's Guide to [[Deep Elf]] [[Enchanter]] of [[Sif Muna]]:  the mage generalist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The purpose of DEEn of Sif Muna is to become a mage with a repertoire of useful, high-level spells from many schools of magic.  By the midgame, [[Spellcasting]] will be your main skill.  Here's a taste of what you will eventually be able to cast with reasonably low failure rate (ranging from around 0% to around 10%).&lt;br /&gt;
&lt;br /&gt;
For damage: [[Orb of Destruction]], [[Spellforged Servitor]], [[Discord]], [[Haste]], [[Enslavement]]&lt;br /&gt;
&lt;br /&gt;
For keeping enemies from reaching you:  [[Enslavement]], [[Cause Fear]], [[Discord]], [[Animate Dead]]&lt;br /&gt;
&lt;br /&gt;
For escape and survival:  [[Haste]], [[Controlled Blink]], [[Deflect Missiles]], [[Swiftness]], [[Summon Butterflies]], [[Passage of Golubria]], [[Invisibility]], [[Death's Door]]&lt;br /&gt;
&lt;br /&gt;
Utility: [[Apportation]], [[Flight]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
The main idea through the endgame will be to kill your enemies or stop them from reaching you in just a couple turns after you see them, and be very cautious.  Use your many escape spells if enemies that you can't immediately kill or disable are about to reach you, or if you're getting low on MP, or if you are below about 75% HP.  As a DE with a total magic focus you can't afford to enter melee.  If a fight is going well you'll barely be touched, while chaos erupts around you.  It's a great feeling to see your enemies frenzied and murdering each other, or running in fear, while you and your hasted servitor constantly hurl OODs so that three are in the air at any time, one- or two-shotting everything and blasting them into little bitty chunks all over the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Sif Muna===&lt;br /&gt;
[[Sif Muna|Sif]] is a good choice for a mage generalist.  She gives you tons of spellbooks, so you will actually get all these spells.  She also protects you from miscasts, which is a huge help when you're casting spells from so many different schools.  Sif's channeling is very useful because you'll have downtime while enemies are frenzied or fighting your slaves or fighting your servitor, or while waiting for OODs to hit, and you can use this time to regain MP.  Channeling is also useful to get just enough MP to cast an escape spell or that one last OOD to kill the enemy in your face, provided you can survive that long.  Finally, Sif's forget spell ability is useful as you tailor your spell set for the endgame.&lt;br /&gt;
&lt;br /&gt;
Some people say Sif is bad, and I'll admit that Vehumet or Ashenzari are also good gods.  But my wins with DEEn so far are with Sif.  She does give you enough to win.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
The final goal is to have approximately these magic skills by around level 25:&lt;br /&gt;
*Spellcasting 25.  You'll end up with a huge variety of spells and spellcasting helps all of them.  It also gives you enough spell levels to memorize them all - and you'll need them.&lt;br /&gt;
*Hexes 20, mostly to increase the power of Discord&lt;br /&gt;
*Conjuration 20&lt;br /&gt;
*Other schools (that you use) around 10, or possibly 10-15 if it's really necessary to get failure rate down.  This includes Summoning, Charms, Necromancy, and Translocation.  Be aware that Spellcasting and increases in intelligence will also get your failure rate down if you're patient, so don't train these skills over 10 prematurely.&lt;br /&gt;
*Elemental schools of magic untrained unless you use them.  If you go for the extended endgame you will eventually need one or more level 9 elemental spells, but that can wait.&lt;br /&gt;
*Dodging 20&lt;br /&gt;
*Fighting 15, for the HP.  It's better not to train fighting until later on, because the HP increases are relatively small.  You might choose not to train it.&lt;br /&gt;
*Invocations 10+, to get the most out of Sif Muna's channeling.&lt;br /&gt;
&lt;br /&gt;
Don't worry about spreading yourself too thin by training all different magic schools.  As long as you have enough skill to cast your spells reliably, you're good.  Remember these facts:&lt;br /&gt;
* It takes more than four times the XP to train a skill from 10 to 20 than from 0 to 10.&lt;br /&gt;
* As you level up a magic skill, you get diminishing returns in spellpower.  There's a much bigger gain in spellpower going from 0 to 10 than from 10 to 20.&lt;br /&gt;
* Skill level 27 - spellpower 110 (given a few assumptions and no spell enhancers).  Skill level 20 - spellpower 100 (with the same assumptions).  It's not worth getting uber high magic skill levels.&lt;br /&gt;
* Robe of the archmagi and staff of conjuration will do much more for your spellpower than training Conjurations to 27 will.&lt;br /&gt;
&lt;br /&gt;
So you don't really lose much in the way of final spellpower for your main skills (Hexes and Conjurations), and what you lose in power you more than make up for in versatility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay so that's the goal.  How do you get there?&lt;br /&gt;
&lt;br /&gt;
==Early Game==&lt;br /&gt;
===Level 1===&lt;br /&gt;
At level 1 you are very weak.  Any two enemies can probably kill you if you engage them at once.  A hobgoblin has a chance to kill you one on one.  A worm or an adder will most likely kill you.  Make sure you fight enemies one at a time, and ''maintain awareness of your escape route''.  It's useful to go downstairs briefly, from a safe situation, just to see if it's safe - if it is, those stairs become an escape route for you.  Be ready to run the second the situation starts looking less than fully under control.  Use Corona to lure enemies to you one at a time.  Stay the hell away from any orcs or gnolls.  Heal fully before fighting again.&lt;br /&gt;
&lt;br /&gt;
For skills, switch to manual mode and train dodging, spellcasting, and hexes equally.  Don't bother training any weapon skills - soon, you won't need a weapon much.  You might also go for a little bit of stealth (4 or 5 max).&lt;br /&gt;
&lt;br /&gt;
===Level 2===&lt;br /&gt;
Level 2 is much like level 1, with just a little bit more HPs.  Don't memorize either level 2 spell.  They aren't very useful, and you need your spell levels for level 3.&lt;br /&gt;
&lt;br /&gt;
===Level 3===&lt;br /&gt;
Level 3 is where you get some power.  Memorize dazzling spray and confuse, and start training Conjurations (as well as Hexes, Spellcasting, and Dodge).  These are both quite powerful spells; confuse lets you take out lots of enemies, and then either stab them to death or run from them.  Dazzling spray blinds and disables enemies, but it also deals quite a bit of damage and it can hit several of them.  Until you find more spellbooks, dazzling spray will soon become your primary way to deal direct damage, capable of handling anything up to and including hydras and herds of yaks.  For now you can stick to corona and melee fighting for the easier enemies, so that you conserve MP, but don't hesitate to confuse or dazzle any adders or ogres you find.  For most enemies at this level, confuse has a higher chance of disabling an enemy than dazzling spray does; for an ogre you'll want to confuse it, then dazzling spray until it's dead.  Do ''not'' fight ogres up close, even if they are confused or blind.  They will kill you in two hits.  Worms are also surprisingly dangerous in melee.  Be sure to run away from any uniques and mark travel exclusions on them.&lt;br /&gt;
&lt;br /&gt;
===Level 4===&lt;br /&gt;
At level 4 you get Enslave and this is where the fun starts.  Now bands of orcs and gnolls present more of a challenge than a lethal threat.  Enslave a few orcs, tell them to wait, and let them kill their non-enslaved friends.  If you have a leftover enslaved enemy, you can confuse him first, then stab or dazzle him.&lt;br /&gt;
&lt;br /&gt;
However, watch your MP very carefully, and always make sure you have a safe escape route planned.  Before your MP ''actually'' runs out, just if you don't have enough MP to confidently handle the enemies you see, with a safety margin - get the heck out of there.  This rule will serve you well through the rest of the game.&lt;br /&gt;
&lt;br /&gt;
Also remember that any orc or gnoll you see is probably part of a band.  Don't try to kill him with dazzling spray, because that's just shaking the beehive and you ''don't'' have enough MP yet to kill the whole band safely that way.  Enslave him and keep the fighting well away from you.&lt;br /&gt;
&lt;br /&gt;
==Lair==&lt;br /&gt;
You can use those basic tactics and spells from level 4 until well into Lair.  By then you'll be worshiping Sif Muna, and midway through Lair you'll probably max out piety and get your first gift spellbook.  Train magic skills so you can cast whatever spells seem useful.  Keep training Fighting and Dodging at about 15% each - you need to be as durable as you can be.  Be mindful of the spell list from the introduction - any of those spells are good ones for you.  And keep training Spellcasting as your highest skill.  Shoot for approximately the skill levels in the overview section.&lt;br /&gt;
&lt;br /&gt;
Remember to check the wiki for stats on each monster you encounter - specifically check their magic resistance to see if enslaving or confusing them is likely to work.&lt;br /&gt;
&lt;br /&gt;
===Dealing Enough Damage===&lt;br /&gt;
Dazzling spray starts to become frustratingly weak by midway through Lair.  You can rely on enslaving things and letting them deal damage, instead, but you'll also need a better direct damage option.  If you don't get a book with OOD you can settle for Iskenderun's Mystic Blast or Battlesphere to deal your damage, or a bolt spell.  But don't train the bolt element excessively - it's just while you're waiting for OOD.  Mostly train conjurations if you want the bolt to be stronger.  Mana Viper is also a possible option to deal damage in Lair or Orc, though it starts to become unusably weak later on.  Not a problem with sif muna since she'll let you forget it.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
Go for gear that increases your magic power, or failing that, that increases your defenses.  Dump any gear that just increases strength or melee damage.  Robe of the Archmagi is great, and so is a staff of conjuration, or a staff of summoning once you find Spellforged Servitor.&lt;br /&gt;
&lt;br /&gt;
===Blink Frogs===&lt;br /&gt;
Blink frogs are extremely dangerous to you since &amp;quot;enslave and let them kill each other&amp;quot; doesn't work well because they're spread out, and they're so spread out that dazzling spray often can only hit one at a time, and running from them is not very effective.  If they swarm you they can deal a surprising amount of damage.  Try never to fight a blink frog unless near a staircase up, with plenty of MP.  Dazzling spray is your best option, though not great.&lt;br /&gt;
&lt;br /&gt;
==Post-Lair==&lt;br /&gt;
Work your way towards the goals of the first section.  By now you'll have tons of spells from books you found and sif muna.&lt;br /&gt;
&lt;br /&gt;
Throughout the game, keep devoting around 15% to dodge.  You'll never be durable, but it will help a little.  Once you get deflect missiles, keep it up all the time.  You can also start training some fighting if there's nothing else you need more.&lt;br /&gt;
&lt;br /&gt;
===Ghost Moths===&lt;br /&gt;
Make sure you have invisibility (the spell, or several potions) and see invisible before going to the spider's nest or realm of zot.  There are ghost moths there.  These things can make you instantly helpless, then chase you down and kill you.  What you have to do is turn invisible the moment you see them, which prevents them from draining MP, then blow them up with OOD when you get a shot.&lt;br /&gt;
&lt;br /&gt;
==Extended Endgame==&lt;br /&gt;
If you choose to go for the extended endgame you'll need to branch out even more.  The following becomes required:&lt;br /&gt;
* Necromutation if you go anywhere there is torment (hell, crypt).  It's also great with Sif for hungerless channeling - keep it on all the time.&lt;br /&gt;
* Mutation resistance and/or necromutation if you go anywhere that things can mutate you&lt;br /&gt;
* Borgnjor's Revivification can be nice, but perhaps not strictly necessary.  Blinking out of trouble or climbing stairs is just as good or better in most situations.&lt;br /&gt;
* Controlled blink.  If you don't have it already, you need it desperately.  You are very fragile and haste is not enough to get away from all enemies.  Control teleport + blink, or passage of golubria, are not going to work on floors with -cTele (i.e. the most dangerous places).&lt;br /&gt;
* Firestorm, Shatter, and/or Glaciate.  You're a Deep Elf; in the end you can have two of these ultimate spells, to better deal with resistant enemies.  Shatter is also nice for breaking into steel vaults.  Once you have these spells, you might find you don't need Discord anymore because lots of enemies in Hell or Pan are immune/extremely resistant to it, and it takes much longer for them to kill each other than it would for you to kill them.  Sure, it's a waste of XP, but... you're a Deep Elf and the extended endgame has plenty of XP.  Don't worry too much about it.&lt;br /&gt;
* Lehudib's Crystal Spear or Iron Shot.  This will make your servitor much more effective than OOD when fighting nearby enemies.  But keep OOD because it has good range and can't be stopped by high EV.  When the servitor is alternating between OOD and LCS instead of casting pure OOD, that also means OODs will collide much less often.&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Berder%27s_Deep_Elf_Enchanter_of_Sif_Muna_guide&amp;diff=30730</id>
		<title>Berder's Deep Elf Enchanter of Sif Muna guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Berder%27s_Deep_Elf_Enchanter_of_Sif_Muna_guide&amp;diff=30730"/>
				<updated>2014-08-19T00:42:49Z</updated>
		
		<summary type="html">&lt;p&gt;Berder: /* Extended Endgame */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do you like shooting fish in a barrel that are helpless to defend themselves?  Do you like shaking a jar and making two bugs fight each other?  Would you enjoy telling your annoying clingy &amp;quot;friend&amp;quot; to go take a walk, then shooting him in the back with a grenade launcher?  Explosions? Explosions? Explosions?&lt;br /&gt;
&lt;br /&gt;
Then maybe you're just psychopathic enough to play DEEn.  Fair warning:  DEEn is not for everybody.  As of the time of this writing, according to the Sequell bot, (DEEn) has won 12 times in 13153 games (0.09%) which is about as low a winrate as it gets.  However, two of those twelve wins are mine, and in the second one, I did 15 runes.  I've played about 30 games with DEEn.  Most of those games were when I didn't know what I'm about to tell you.  There is a way to play DEEn that wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Advice}}&lt;br /&gt;
&lt;br /&gt;
Berder's Guide to [[Deep Elf]] [[Enchanter]] of [[Sif Muna]]:  the mage generalist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The purpose of DEEn of Sif Muna is to become a mage with a repertoire of useful, high-level spells from many schools of magic.  By the midgame, [[Spellcasting]] will be your main skill.  Here's a taste of what you will eventually be able to cast with reasonably low failure rate (ranging from around 0% to around 10%).&lt;br /&gt;
&lt;br /&gt;
For damage: [[Orb of Destruction]], [[Spellforged Servitor]], [[Discord]], [[Haste]], [[Enslavement]]&lt;br /&gt;
&lt;br /&gt;
For keeping enemies from reaching you:  [[Enslavement]], [[Cause Fear]], [[Discord]], [[Animate Dead]]&lt;br /&gt;
&lt;br /&gt;
For escape and survival:  [[Haste]], [[Controlled Blink]], [[Deflect Missiles]], [[Swiftness]], [[Summon Butterflies]], [[Passage of Golubria]], [[Invisibility]], [[Death's Door]]&lt;br /&gt;
&lt;br /&gt;
Utility: [[Apportation]], [[Flight]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
The main idea through the endgame will be to kill your enemies or stop them from reaching you in just a couple turns after you see them, and be very cautious.  Use your many escape spells if enemies that you can't immediately kill or disable are about to reach you, or if you're getting low on MP, or if you are below about 75% HP.  As a DE with a total magic focus you can't afford to enter melee.  If a fight is going well you'll barely be touched, while chaos erupts around you.  It's a great feeling to see your enemies frenzied and murdering each other, or running in fear, while you and your hasted servitor constantly hurl OODs so that three are in the air at any time, one- or two-shotting everything and blasting them into little bitty chunks all over the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Sif Muna===&lt;br /&gt;
[[Sif Muna|Sif]] is a good choice for a mage generalist.  She gives you tons of spellbooks, so you will actually get all these spells.  She also protects you from miscasts, which is a huge help when you're casting spells from so many different schools.  Sif's channeling is very useful because you'll have downtime while enemies are frenzied or fighting your slaves or fighting your servitor, or while waiting for OODs to hit, and you can use this time to regain MP.  Channeling is also useful to get just enough MP to cast an escape spell or that one last OOD to kill the enemy in your face, provided you can survive that long.  Finally, Sif's forget spell ability is useful as you tailor your spell set for the endgame.&lt;br /&gt;
&lt;br /&gt;
Some people say Sif is bad, and I'll admit that Vehumet or Ashenzari are also good gods.  But my wins with DEEn so far are with Sif.  She does give you enough to win.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
The final goal is to have approximately these magic skills by around level 25:&lt;br /&gt;
*Spellcasting 25.  You'll end up with a huge variety of spells and spellcasting helps all of them.  It also gives you enough spell levels to memorize them all - and you'll need them.&lt;br /&gt;
*Hexes 20, mostly to increase the power of Discord&lt;br /&gt;
*Conjuration 20&lt;br /&gt;
*Other schools (that you use) around 10, or possibly 10-15 if it's really necessary to get failure rate down.  This includes Summoning, Charms, Necromancy, and Translocation.  Be aware that Spellcasting and increases in intelligence will also get your failure rate down if you're patient, so don't train these skills over 10 prematurely.&lt;br /&gt;
*Elemental schools of magic untrained unless you use them.  If you go for the extended endgame you will eventually need one or more level 9 elemental spells, but that can wait.&lt;br /&gt;
*Dodging 20&lt;br /&gt;
*Fighting 15, for the HP.  It's better not to train fighting until later on, because the HP increases are relatively small.  You might choose not to train it.&lt;br /&gt;
*Invocations 10+, to get the most out of Sif Muna's channeling.&lt;br /&gt;
&lt;br /&gt;
Don't worry about spreading yourself too thin by training all different magic schools.  As long as you have enough skill to cast your spells reliably, you're good.  Remember these facts:&lt;br /&gt;
* It takes more than four times the XP to train a skill from 10 to 20 than from 0 to 10.&lt;br /&gt;
* As you level up a magic skill, you get diminishing returns in spellpower.  There's a much bigger gain in spellpower going from 0 to 10 than from 10 to 20.&lt;br /&gt;
* Skill level 27 - spellpower 110 (given a few assumptions and no spell enhancers).  Skill level 20 - spellpower 100 (with the same assumptions).  It's not worth getting uber high magic skill levels.&lt;br /&gt;
* Robe of the archmagi and staff of conjuration will do much more for your spellpower than training Conjurations to 27 will.&lt;br /&gt;
&lt;br /&gt;
So you don't really lose much in the way of final spellpower for your main skills (Hexes and Conjurations), and what you lose in power you more than make up for in versatility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay so that's the goal.  How do you get there?&lt;br /&gt;
&lt;br /&gt;
==Early Game==&lt;br /&gt;
===Level 1===&lt;br /&gt;
At level 1 you are very weak.  Any two enemies can probably kill you if you engage them at once.  A hobgoblin has a chance to kill you one on one.  A worm or an adder will most likely kill you.  Make sure you fight enemies one at a time, and ''maintain awareness of your escape route''.  It's useful to go downstairs briefly, from a safe situation, just to see if it's safe - if it is, those stairs become an escape route for you.  Be ready to run the second the situation starts looking less than fully under control.  Use Corona to lure enemies to you one at a time.  Stay the hell away from any orcs or gnolls.  Heal fully before fighting again.&lt;br /&gt;
&lt;br /&gt;
For skills, switch to manual mode and train dodging, spellcasting, and hexes equally.  Don't bother training any weapon skills - soon, you won't need a weapon much.  You might also go for a little bit of stealth (4 or 5 max).&lt;br /&gt;
&lt;br /&gt;
===Level 2===&lt;br /&gt;
Level 2 is much like level 1, with just a little bit more HPs.  Don't memorize either level 2 spell.  They aren't very useful, and you need your spell levels for level 3.&lt;br /&gt;
&lt;br /&gt;
===Level 3===&lt;br /&gt;
Level 3 is where you get some power.  Memorize dazzling spray and confuse, and start training Conjurations (as well as Hexes, Spellcasting, and Dodge).  These are both quite powerful spells; confuse lets you take out lots of enemies, and then either stab them to death or run from them.  Dazzling spray blinds and disables enemies, but it also deals quite a bit of damage and it can hit several of them.  Until you find more spellbooks, dazzling spray will soon become your primary way to deal direct damage, capable of handling anything up to and including hydras and herds of yaks.  For now you can stick to corona and melee fighting for the easier enemies, so that you conserve MP, but don't hesitate to confuse or dazzle any adders or ogres you find.  For most enemies at this level, confuse has a higher chance of disabling an enemy than dazzling spray does; for an ogre you'll want to confuse it, then dazzling spray until it's dead.  Do ''not'' fight ogres up close, even if they are confused or blind.  They will kill you in two hits.  Worms are also surprisingly dangerous in melee.  Be sure to run away from any uniques and mark travel exclusions on them.&lt;br /&gt;
&lt;br /&gt;
===Level 4===&lt;br /&gt;
At level 4 you get Enslave and this is where the fun starts.  Now bands of orcs and gnolls present more of a challenge than a lethal threat.  Enslave a few orcs, tell them to wait, and let them kill their non-enslaved friends.  If you have a leftover enslaved enemy, you can confuse him first, then stab or dazzle him.&lt;br /&gt;
&lt;br /&gt;
However, watch your MP very carefully, and always make sure you have a safe escape route planned.  Before your MP ''actually'' runs out, just if you don't have enough MP to confidently handle the enemies you see, with a safety margin - get the heck out of there.  This rule will serve you well through the rest of the game.&lt;br /&gt;
&lt;br /&gt;
Also remember that any orc or gnoll you see is probably part of a band.  Don't try to kill him with dazzling spray, because that's just shaking the beehive and you ''don't'' have enough MP yet to kill the whole band safely that way.  Enslave him and keep the fighting well away from you.&lt;br /&gt;
&lt;br /&gt;
==Lair==&lt;br /&gt;
You can use those basic tactics and spells from level 4 until well into Lair.  By then you'll be worshiping Sif Muna, and midway through Lair you'll probably max out piety and get your first gift spellbook.  Train magic skills so you can cast whatever spells seem useful.  Keep training Fighting and Dodging at about 15% each - you need to be as durable as you can be.  Be mindful of the spell list from the introduction - any of those spells are good ones for you.  And keep training Spellcasting as your highest skill.  Shoot for approximately the skill levels in the overview section.&lt;br /&gt;
&lt;br /&gt;
Remember to check the wiki for stats on each monster you encounter - specifically check their magic resistance to see if enslaving or confusing them is likely to work.&lt;br /&gt;
&lt;br /&gt;
===Dealing Enough Damage===&lt;br /&gt;
Dazzling spray starts to become frustratingly weak by midway through Lair.  You can rely on enslaving things and letting them deal damage, instead, but you'll also need a better direct damage option.  If you don't get a book with OOD you can settle for Iskenderun's Mystic Blast or Battlesphere to deal your damage, or a bolt spell.  But don't train the bolt element excessively - it's just while you're waiting for OOD.  Mostly train conjurations if you want the bolt to be stronger.  Mana Viper is also a possible option to deal damage in Lair or Orc, though it starts to become unusably weak later on.  Not a problem with sif muna since she'll let you forget it.&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
Go for gear that increases your magic power, or failing that, that increases your defenses.  Dump any gear that just increases strength or melee damage.  Robe of the Archmagi is great, and so is a staff of conjuration, or a staff of summoning once you find Spellforged Servitor.&lt;br /&gt;
&lt;br /&gt;
===Blink Frogs===&lt;br /&gt;
Blink frogs are extremely dangerous to you since &amp;quot;enslave and let them kill each other&amp;quot; doesn't work well because they're spread out, and they're so spread out that dazzling spray often can only hit one at a time, and running from them is not very effective.  If they swarm you they can deal a surprising amount of damage.  Try never to fight a blink frog unless near a staircase up, with plenty of MP.  Dazzling spray is your best option, though not great.&lt;br /&gt;
&lt;br /&gt;
==Post-Lair==&lt;br /&gt;
Work your way towards the goals of the first section.  By now you'll have tons of spells from books you found and sif muna.&lt;br /&gt;
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Throughout the game, keep devoting around 15% to dodge.  You'll never be durable, but it will help a little.  Once you get deflect missiles, keep it up all the time.  You can also start training some fighting if there's nothing else you need more.&lt;br /&gt;
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===Ghost Moths===&lt;br /&gt;
Make sure you have invisibility (the spell, or several potions) and see invisible before going to the spider's nest or realm of zot.  There are ghost moths there.  These things can make you instantly helpless, then chase you down and kill you.  What you have to do is turn invisible the moment you see them, which prevents them from draining MP, then blow them up with OOD when you get a shot.&lt;br /&gt;
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==Extended Endgame==&lt;br /&gt;
If you choose to go for the extended endgame you'll need to branch out even more.  The following becomes required:&lt;br /&gt;
* Necromutation if you go anywhere there is torment (hell, crypt).  It's also great with Sif for hungerless channeling - keep it on all the time.&lt;br /&gt;
* Mutation resistance and/or necromutation if you go anywhere that things can mutate you&lt;br /&gt;
* Borgnjor's Revivification can be nice, but perhaps not strictly necessary.  Blinking out of trouble or climbing stairs is just as good or better in most situations.&lt;br /&gt;
* Controlled blink.  If you don't have it already, you need it desperately.  You are very fragile and haste is not enough to get away from all enemies.  Control teleport + blink, or passage of golubria, are not going to work on floors with -cTele (i.e. the most dangerous places).&lt;br /&gt;
* Firestorm, Shatter, and/or Glaciate.  You're a Deep Elf; in the end you can have two of these ultimate spells, to better deal with resistant enemies.  Shatter is also nice for breaking into steel vaults.  Once you have these spells, you might find you don't need Discord anymore because lots of enemies in Hell or Pan are immune/extremely resistant to it, and it takes much longer for them to kill each other than it would for you to kill them.  Sure, it's a waste of XP, but... you're a Deep Elf and the extended endgame has plenty of XP.  Don't worry too much about it.&lt;br /&gt;
* Lehudib's Crystal Spear or Iron Shot.  This will make your servitor much more effective than OOD when fighting nearby enemies.  But keep OOD because it has good range.  When the servitor is alternating between OOD and LCS instead of casting pure OOD, that also means OODs will collide much less often.&lt;/div&gt;</summary>
		<author><name>Berder</name></author>	</entry>

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