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		<updated>2026-05-06T22:03:02Z</updated>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Elyvilon&amp;diff=19420</id>
		<title>Elyvilon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Elyvilon&amp;diff=19420"/>
				<updated>2013-09-17T03:56:21Z</updated>
		
		<summary type="html">&lt;p&gt;ChickenOfDoom: /* Punishments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Elyvilon altar.png]] ''&amp;quot;Go forth and aid the weak!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Elyvilon the Healer''' welcomes all good souls who are prepared for long worship and devotion. Those individuals can expect to gain powerful healing abilities. The Healer prefers a creed of pacifism, and helps worshipers avoid bloodshed. Elyvilon appreciates the destruction of [[Weapon]]s.&lt;br /&gt;
&lt;br /&gt;
[[Healer]]s start with this religion.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Healing an injured creature: 12.5% chance of +1 Piety&lt;br /&gt;
*Pacifying a monster: +1d(HD/(2 + Piety/20)) Piety where HD is the number of HD of the creature pacified. You get half exp for pacifying a monster.&lt;br /&gt;
*Destroying a weapon or ammunition: chance of +1 Piety (depending on the value of items destroyed). Destroying a weapon of pain or draining yields the message:&lt;br /&gt;
{{crawlquote|Elyvilon welcomes the destruction of this evil weapon.}}&lt;br /&gt;
Destroying a weapon of holy wrath yields the message:&lt;br /&gt;
{{crawlquote|The Shining One reclaims the {weapon name}.}}&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Casting any [[Necromancy]] or [[List of spells by flag#Unholy|unholy]] spell (Penance)&lt;br /&gt;
*Hitting monsters with a wand or weapon of [[draining]] or [[Vampiricism|vampirism]] (Penance)&lt;br /&gt;
*Attacking or killing a [[holy]] being (Penance)&lt;br /&gt;
*Attacking a neutral being&lt;br /&gt;
*Letting your friends kill a holy being (Penance)&lt;br /&gt;
*Killing your friends (Penance)&lt;br /&gt;
*Letting your friends die (Piety loss)&lt;br /&gt;
*Drinking a [[potion of blood]]&lt;br /&gt;
*[[Cannibalism]]&lt;br /&gt;
*Killing living monsters while Divine Protection is active (Penance)&lt;br /&gt;
*Casting [[Necromutation]] (Excommunication)&lt;br /&gt;
*Inactivity (-1 piety every 1,000 turns)&lt;br /&gt;
*Elyvion will forgive your inadvertent reading of an unknown scroll of torment.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Comforter&amp;quot;&lt;br /&gt;
*Evil weapons will be identified on sight.&lt;br /&gt;
*'''Destroy Weapons''' - You can sacrifice weapons and ammunition to Elyvilon through prayer, much like more militant gods accept blood sacrifices. In exchange, you may receive piety. The lower your current piety and the more valuable the weapon offered, the better the odds of gaining piety. Artifacts almost always grant piety, and evil weapons always do. Weapons you've inscribed with {!D} will not be affected. Note that no piety will be granted for non-evil weapons after passing ***, even if you drop below it later!&lt;br /&gt;
*'''Protection from Harm''' - Elyvilon may negate an attack that would otherwise kill you. This activates 10+(Piety/10)% of the time and costs 20+1d20 piety. This can activate even if you're under penance.&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Caregiver&amp;quot;&lt;br /&gt;
*'''Lesser Self-Healing''' - You gain 2d((Invocation/6)+3)+(Invocation/6)+1 HP. (Costs 1 MP, 100-200 Food, and 0-1 Piety)&lt;br /&gt;
*'''Lesser Healing''' - The target monster gains 2d((Invocation/6)+3)+(Invocation/6)+1 HP. (Costs 1 MP and 100-200 Food)&lt;br /&gt;
&lt;br /&gt;
Using this ability on a hostile monster may pacify it, earning you piety and half the XP you'd gain for killing it. Every time you attempt this, the game compares your healing factor against the creature's max HP; if you beat this test, the creature is pacified and leaves via the nearest staircase up.&lt;br /&gt;
&lt;br /&gt;
Healing Factor = A random number between 0 and ((Invocations+1)×{HP healed))/3&lt;br /&gt;
&lt;br /&gt;
Piety Earned = 1d(Monster's HD/(2+(Your Piety/20)).  If this results in zero, there is a 50% chance of still gaining 1 piety.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
! Monster || Factor Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Insects &amp;amp; Animals || ×3&lt;br /&gt;
|-&lt;br /&gt;
| Same Species || ×2&lt;br /&gt;
|-&lt;br /&gt;
| Holy || ×1.5&lt;br /&gt;
|-&lt;br /&gt;
| Other Humanoids || ×1&lt;br /&gt;
|-&lt;br /&gt;
| Undead || ×0.75&lt;br /&gt;
|-&lt;br /&gt;
| Demon || ×0.6&lt;br /&gt;
|-&lt;br /&gt;
| Mindless || ×0 (Impossible)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following chart shows the max HP of monsters you can conceivably pacify, based on your Invocations skill:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Invocations'''&lt;br /&gt;
|'''Max HP: Other Humanoids'''&lt;br /&gt;
|'''Max HP: Your Species'''&lt;br /&gt;
|'''Max HP: Insects/Animals'''&lt;br /&gt;
|-&lt;br /&gt;
|0||1||2||3&lt;br /&gt;
|-&lt;br /&gt;
|6||8||16||24&lt;br /&gt;
|-&lt;br /&gt;
|12||19||39||58&lt;br /&gt;
|-&lt;br /&gt;
|18||35||70||104&lt;br /&gt;
|-&lt;br /&gt;
|27||65||131||196&lt;br /&gt;
|}&lt;br /&gt;
*'''Divine Protection''' - For a brief time after using this ability, if you receive damage that should kill you, you cancel all damage and your Piety is reduced by 20 + 1d20. This is possible even if you're under penance. (No cost, perfect success rate)&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Practitioner&amp;quot;&lt;br /&gt;
*'''Purification''' - The following conditions are removed: [[Sick]]ness, [[Rot]]ting, [[Poison]], [[Confusion]], [[Slow]], and [[Petrify]]. Cures all rot, restores all stats to maximum. (Costs 3 MP, 300-600 Food, and 3-5 Piety)&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Pacifier&amp;quot;&lt;br /&gt;
*'''Greater Self-Healing''' - You gain 2d((Invocations/3)+10) + (Invocations/3)+8 HP. (Costs 2 MP, 250-500 Food, and 2-3 Piety)&lt;br /&gt;
*'''Greater Healing''' - The target monster gains 2d((Invocations/3)+10)+((Invocations)/3)+8 HP. (Costs 2 MP, 250-500 Food, and 2-3 Piety)&lt;br /&gt;
&lt;br /&gt;
As with Lesser Healing, this ability may pacify monsters:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Invocations'''&lt;br /&gt;
|'''Max HP: Other Humanoids'''&lt;br /&gt;
|'''Max HP: Your Species'''&lt;br /&gt;
|'''Max HP: Insects/Animals'''&lt;br /&gt;
|-&lt;br /&gt;
|0||3||6||9&lt;br /&gt;
|-&lt;br /&gt;
|6||27||54||81&lt;br /&gt;
|-&lt;br /&gt;
|12||58||117||175&lt;br /&gt;
|-&lt;br /&gt;
|18||98||196||294&lt;br /&gt;
|-&lt;br /&gt;
|27||173||345||518&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Purifying [Species Name]&amp;quot;&lt;br /&gt;
* No new abilities.&lt;br /&gt;
&amp;lt;!-- *'''Restoration''' - Cures all rot, restores all stats to maximum. (Costs 3 MP, 400 Food, and 3 Piety) --&amp;gt;&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Faith Healer&amp;quot;&lt;br /&gt;
*'''Divine Vigour''' - Increases your max HP and MP by (Invocations/6)+1 for 40+(2.5×Invocations) turns. (Costs 600-1200 Food and 6-9 Piety)&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Bringer of Life&amp;quot;&lt;br /&gt;
* No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Elyvilon will [[divine retribution|punish]] you if you convert to another god, with the exception of other [[good gods]]. The possible punishments are:&lt;br /&gt;
*40%: Confusion for 3-12 turns.&lt;br /&gt;
*20%: Suffer a random [[Poison Magic]] miscast.&lt;br /&gt;
*40%: Each non-artifact weapon or ammunition in your inventory has a 33% chance of getting a -1,-1 enchantment (cannot reduce anything below -1,-1). If anything is successfully penalized, your penance score may be reduced by 1 (Chance = 50+(0.02×Gold Cost of Items Penalized)%).&lt;br /&gt;
*Elyvilon will occasionally heal or block attacks against enemies as a punishment&lt;br /&gt;
&lt;br /&gt;
Elyvilon's punishments are always potentially [[divine retribution#Overwhelming retribution|overwhelming]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Pacification is a great way to deal with troublesome monsters. Elyvilon's healing abilities are smite-targeting and can affect anything in LOS that isn't asleep, so you can pacify monsters with annoying breath weapons before they even notice you. Also, pacified enemies will fight against hostile monsters, so you can pacify half of a swarm of bees or horde of orcs and let the two sides wipe each other out. You ''can'' pacify uniques. &lt;br /&gt;
&lt;br /&gt;
However, pacified enemies are '''not''' &amp;quot;friendly&amp;quot;. You can't swap places with them, and if you stand where they're trying to walk they'll attack you, so keep your distance when you can. Also, keep in mind that you cannot pacify mindless enemies.&lt;br /&gt;
&lt;br /&gt;
A disadvantage of pacification is that it gives less experience than killing. It may be desirable to kill monsters normally when you can, and try pacification when you cannot. For example hydras usually succumb to a few shots of greater healing (even if your Invocations skill is low). You can still build up piety pacifying monsters that give little XP anyway, and then spend it on self-healing and purification when you're caught in a tight spot. These abilities work well even if you don't train Invocations much, although once you get greater self-healing it may be worth it to train it up to 6 (and then maybe even higher later on). Elyvilon can be fun because self-healing and purification allow you to play less cautiously than you otherwise have to.&lt;br /&gt;
&lt;br /&gt;
Pacification does not work on [[:Category:Plant_intelligence | mindless]] and [[:Category:Nonliving_holiness | non-living]] creatures, notably [[orb of fire | orbs of fire]]. You must come up with alternate means of defeating or avoiding these creatures. &lt;br /&gt;
&lt;br /&gt;
If you plan to pick Elyvilon as your god but don't want to start as a healer, collect all weapons and missiles as you encounter them, and then sacrifice them all (except for the ones you plan to use later of course) in a giant pile once you find an altar. If they get too heavy, leave them in stashes on cleared levels, and then go back to them once you join the religion (you can find them quickly using ctrl-f and typing &amp;quot;weapon&amp;quot; or &amp;quot;missile&amp;quot;). Then you will have lesser healing and maybe even purification right away.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.13]] Elyvilon won't be able to pacify insects.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.9]], used to grant piety over time (+1 every 240 turns, up to 150), and switching to [[Zin]] or [[TSO]] incurred no wrath.&lt;br /&gt;
&lt;br /&gt;
In [[0.10]] Purification and Restoration (cure rotting) were merged.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]][[Category:Good Gods]] [[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>ChickenOfDoom</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Fedhas_Madash&amp;diff=18453</id>
		<title>Fedhas Madash</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Fedhas_Madash&amp;diff=18453"/>
				<updated>2013-08-18T22:55:57Z</updated>
		
		<summary type="html">&lt;p&gt;ChickenOfDoom: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Fedhas altar.png]] ''&amp;quot;Spread life and death&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Fedhas Madash''' is the god of plant and fungal life. Fedhas encourages followers to promote the growth of plant life, especially through the decomposition of corpses. However, Fedhas forbids harming any species under his/her protection, or using [[Necromancy|necromantic]] effects on corpses. In return, Fedhas grants followers the power to promote the growth of fungal life - and cultivate it as an ally or weapon.&lt;br /&gt;
&lt;br /&gt;
No backgrounds start with this religion.&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
Fedhas does not accept [[undead]] worshipers ([[Ghoul]]s, [[Mummies]], or [[Vampire]]s), most likely because they violate the natural cycle of life.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
* Using Decomposition via [[praying]] on [[corpse]]s and certain undead.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
* You or your allies destroying plants. (piety loss)&lt;br /&gt;
* Attacking allied flora. (piety loss)&lt;br /&gt;
* Using [[List of spells by flag#Corpse_violating|corpse-violating]] spells. These include Sublimation of Blood, Animate Dead, and other spells that affect corpses or chunks, as well as [[Necromutation]] (which violates your ''own'' corpse). (Penance)&lt;br /&gt;
&lt;br /&gt;
==Given abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Green [Species Name]&amp;quot;&lt;br /&gt;
* All plants are friendly towards you. (Passive)&lt;br /&gt;
* You can walk through plants. (Passive)&lt;br /&gt;
* You can fire through allied plants without harming them. (Passive)&lt;br /&gt;
* '''Decomposition''' - Causes corpses in your field of vision to rapidly decay. Corpses with a monster on top of them will not be affected. It turns corpses into skeletons, zombies into skeletons (or destroys them), destroys ghoul genus monsters for piety gain, and causes friendly [[toadstool]]s to grow. (Free)  Note that as of version 0.8, this is now invoked as (p)rayer rather than an (a)bility.&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Inciter&amp;quot;&lt;br /&gt;
* '''Evolution''' - Uses fruit or piety to turn one targeted plant in your line of sight into a stronger species under your control. Plants and bushes become [[oklob plant]]s and the cost per upgrade is 1 fruit. [[Oklob sapling]]s also become oklob plants, but the cost is 4 piety. Evolving toadstools and [[fungus]] become [[wandering mushroom]]s and cost 3 piety. [[Ballistomycete]] will become hyperactive, exploding like a [[giant spore]] a few times before dying, and cost 4 piety. (2 MP, Piety or one Fruit)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Photosynthesist&amp;quot;&lt;br /&gt;
* '''Sunshine''' - Targeted ability with a small area of effect, inflicts back lit status (same as [[Corona]]), and evaporates water (deep water turns to shallow water and shallow water turns to dry land). (2 MP, 50-100 Food)&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Cultivator&amp;quot;&lt;br /&gt;
* '''Growth''' - Creates plants in a circle around you and costs 1 fruit per plant. If a complete circle can't be placed, then the plants are placed on open squares closest to monsters. Lets you choose how many plants to spawn. (2 MP, Fruit)&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Green Death&amp;quot;&lt;br /&gt;
* '''Reproduction''' - Creates [[giant spore]]s from corpses in your field of vision to attack your enemies.  (4 MP, 100-200 Food)&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Nimbus&amp;quot;&lt;br /&gt;
* '''Rain''' - Creates a circle of water around you. The floor becomes shallow water, shallow water becomes deep water. Plants and fungus randomly spawn. (4 MP, 150-300 Food, 4-6 Piety)&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Force of Nature&amp;quot;&lt;br /&gt;
* No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
* The elements will be invoked against you, the equivalent of an ice, earth, fire and air [[miscast]].&lt;br /&gt;
* Hostile plants (biased towards oklobs) will grow around you. This effect will only happen when abandoning Fedhas, never when simply under penance.&lt;br /&gt;
* Corpses in line of sight will produce hostile spores.&lt;br /&gt;
* All previously neutral or allied plants will also turn hostile upon abandonment or excommunication.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Best characters to use Fedhas would be:&lt;br /&gt;
#Merfolk, move speed bonus, evasion bonus, tail attack etc. in water.&lt;br /&gt;
#Ranged attack characters (spells or ranged weapons), play keep away with Grow Plants and Rain.&lt;br /&gt;
#Enchanters or characters with confuse or paralyze, to drown enemies in deep water created by rain.&lt;br /&gt;
#Stabbers, to take advantage of confusion of wandering mushrooms and spores.&lt;br /&gt;
&lt;br /&gt;
You could win a 15-rune ascension with Fedhas, but then again you could do it with no gods too. Fedhas is one of the worst choices for a 15-runer, because Fedhas requires corpses for piety and very few things in Abyss, Hells, and Pandemonium leave them.&lt;br /&gt;
&lt;br /&gt;
Not to mention that many of his/her abilities lose their shine against demons, such as spores not causing confusion and most demons flying right over deep water. I do think that Fedhas's a pretty good and interesting god before those areas though. His/Her abilities have a lot of neat applications.&lt;br /&gt;
&lt;br /&gt;
* Most useful for Merfolk. Using rain twice will allow you to create deep water into which you will retreat into, and shallow water is useful too. Merfolk gains speed and evasion bonus, and non-giant, non-amphibious enemies will flounder around and lose turns if they are in shallow water. Can use deep water to put stashes in as Merfolk. Also handy to a lesser extent as tengu as they fly over water. Larger races like Nagas, Centaurs, Ogres and Trolls can get by in water as they don't incur combat penalties from being in shallow water.&lt;br /&gt;
* Useful for ranged combatants, both magic and arrows. Fire through plants, walk through plants to gain distance etc. Using rain twice will allow you to create a ring of deep water around yourself to keep the melee away. Remember that you can fire through oklobs/wandering mushrooms too, not just plain plants&lt;br /&gt;
* Also helpful for stabbers, wandering mushrooms distract and confuse, and spores confuse. Also, oklobs distract enemies, even if they are far away as enemies are sometimes distracted when hit by the acid. Note that oklobs can fire through each other like you can fire through them, which means it's okay to have them block each other's fire lines.&lt;br /&gt;
* Fun trick is to create a corridor surrounded by deep water with rain and sunlight/dig, and when enemies get in there, confuse them so they'll drown. You can even get the loot by drying up the deep water with sunlight, or just being Merfolk. Easy way to create a drowning hole is to use rain twice while some enemies are around you, as deep water is not created where enemies are, so it'll create a path surrounded by deep water, which means easy confusion+drowning.&lt;br /&gt;
* Rain also puts out sticky flames. You can also use it in combination with cold bolt to kill enemies faster with freezing cloud. Another thing you can do is put a conjure flame there, which will create a lot of steam cloud that blocks view, like a poor man's fog scroll (takes 3 turn to get going though, rain, conjure flame, then 1 turn for the steam to kick in). Fire bolt works too, except clouds are smaller, though works 1 turn faster as there's no delay in fog producing. Another use is to use rain so you are surrounded by shallow water squares while on dry land, and hit enemies with elec brand, which will aoe electrocute them for minor damage, especially in corridors so you can fight one at a time while electrocuting two or three enemies.&lt;br /&gt;
* Another use of rain is to block off problematic areas. For example, rain can be used to block off annoying jelly vaults as the more dangerous jelly-type enemies can't swim.&lt;br /&gt;
* Often times, it's better to spend piety on rain hoping for a plant growth rather than spending fruit growing plants, since piety is renewable, and since Fedhas piety doesn't decay, you'll have plenty as long as you are not in corpse-less area.&lt;br /&gt;
* If you manage to accidentally submerge some loot by drawing a [[Deck of dungeons#Water card|Water card]] from a deck or by killing something in deep water, you can use sunlight to free the loot up. Depending on what you flooded, you may or may not deem it worthwhile to switch to Fedhas specifically for this, however.&lt;br /&gt;
* Remember that sunlight can reveal invisible monsters. Costs 0 piety and a minor amount of hunger, and is unresistable. Can be used to strand aquatic monsters, which will suffer damage slowly until they are dead, though they can flop back into water.&lt;br /&gt;
* You can use sunlight to create pathways in waterlogged areas like [[The Shoals]] or [[The Swamp]] (though the tides in the Shoals may end up re-flooding your pathways).&lt;br /&gt;
* Reproduction ability's spore will confuse any enemy that's non-magic immune and natural, regardless of poison res or magic res. Wandering mushroom attacks will be resisted by poison res however. Reproduction is more useful with casters who can kill enemies from a distance and produce corpses far away, or blink away from corpses and then use reproduction since it does significant friendly damage and confuses you through poison res. One neat trick is to use the [[Portal Projectile]] spell to teleport a corpse in midst of enemies before using Reproduction. Another good trick is to cast [[Inner Flame]] on your spores.&lt;br /&gt;
* Not so good late game. Need corpses to gain piety and late game monsters like demons and undeads don't leave them. Lack of plants late game branches, okhlobs etc are weak late game.&lt;br /&gt;
* Note that moving through plants take 1.5 times as long [move_player()]&lt;br /&gt;
* Using LOS spells like refrigeration and shatter is not recommended since it might get plants and get your piety down.&lt;br /&gt;
* Kills using spores give full experience, though oklobs half like normal summons.&lt;br /&gt;
* It appears from personal experience that fruits with the least amount in the inventory are automatically used up first. For example if you have 11 bananas, 1 strawberries, and 15 sultanas, the strawberry will be used up first, then the bananas.&lt;br /&gt;
* Decompose instantly kills ghouls/necrophages/skeleton-less zombies and gives piety for it. Also turns zombies into skeletons, gives piety.&lt;br /&gt;
* Note that upgrading a fungus costs 1 piety rather than the 2 it costs to upgrade toadstool.&lt;br /&gt;
* Don't worry too much about letting allied plants die as the penalty is only 1 piety, or about 1 corpse's worth.&lt;br /&gt;
* Invocation improves strength of oklobs (oklobs fire (10+inv)/30 % of the time and gain HD), wandering mushrooms (gain HD), and HP of plants created using growth (+inv*10 HP), and more rain clouds from using rain ability.&lt;br /&gt;
* Interaction between beams and allied plants:&lt;br /&gt;
** The following beams/conjurations can pass through allied plants without harming them: [[Flame Tongue]], [[Magic Dart]], [[Shock]], [[Sting]], [[Throw Flame]], [[Throw Frost]], [[Mephitic Cloud]], [[Stone Arrow]], [[Iskenderun's Mystic Blast]] (even if it explodes), [[Bolt of Magma]], [[Lightning Bolt]], [[Venom Bolt]], [[Bolt of Cold]], [[Bolt of Draining]], [[Bolt of Fire]], [[Iron Shot]], [[Poison Arrow]], [[Lehudib's Crystal Spear]] and [[Bolt of Inaccuracy]].&lt;br /&gt;
**[[Orb of Destruction]]s can not pass through.&lt;br /&gt;
**[[Battlesphere]]s' beams can not pass through.&lt;br /&gt;
**[[Fireball]] and [[Ice Storm]] can pass through, but the explosion will harm allied plants.&lt;br /&gt;
**[[Thunderbolt]] (lightning rod) can pass through.&lt;br /&gt;
**Enchantments like [[Agony]], [[Dispel Undead]], [[Pain]], [[Confuse]], etc can not pass through.&lt;br /&gt;
**Fedhas protects allied plants from some clouds like [[Freezing Cloud]], [[Ring of Flames]] or [[Poisonous Cloud]]+[[Ignite Poison]], but not from others like [[Tornado]].&lt;br /&gt;
**Fedhas protects allied plants from some explosions like [[Lee's Rapid Deconstruction]], but not from others like [[Fulminant Prism]].&lt;br /&gt;
**[[Static Discharge]], [[Ozocubu's Refrigeration]], [[Conjure Ball Lightning]], [[Chain Lightning]], [[Shatter]] and [[Fire Storm]] will harm allied plants.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]]&lt;/div&gt;</summary>
		<author><name>ChickenOfDoom</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ziggurat&amp;diff=17670</id>
		<title>Ziggurat</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ziggurat&amp;diff=17670"/>
				<updated>2013-08-01T03:57:19Z</updated>
		
		<summary type="html">&lt;p&gt;ChickenOfDoom: /* Fighting Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{flavour|A ziggurat is a strange tower constructed of twenty seven levels of incrementally larger combat arenas, each containing greater wealth and even greater danger than the last. Whatever entity created this monstrosity charges a steep price for entry. Beware, for a ziggurat is not a place for the faint of heart: even the bravest and most skilled adventurers have met their ends in one. While a portal to safety will be present on every level, once left, a ziggurat cannot be re-entered.}}&lt;br /&gt;
'''Ziggurats''' are the most dangerous, unpredictable and lucrative [[branch]]es in the game. Each Ziggurat has 27 oval-shaped floors, with each floor growing in size as you go down, containing increasingly more monsters of higher difficulty. The entrance to each floor closes as soon you walk through it; the only way out is at the opposite end of the floor. There, you will find large amounts of treasure, including armour, jewellery, valuable potions (many of which are [[potions of experience]]), manuals, and many other wonderful things (except for gold), as well as one set of stairs going further down and two portals leading out of the Ziggurat.&lt;br /&gt;
&lt;br /&gt;
Each floor of a Ziggurat contains a huge number of monsters of a particular theme. Most are sets of monsters that would be generated in a particular branch, but some are ad-hoc. The deeper you go, the more dangerous it becomes. Deeper floors will have a greater ratio of powerful monsters to weak ones, may generate all monsters awake and wandering (0% chance for Zig:1-4, 100% chance for Zig 25-27), and may block [[teleport control]] (0% chance for Zig:1-6, 100% chance for Zig:25-27).&lt;br /&gt;
&lt;br /&gt;
Ziggurat portals may be found on any floor of the main [[Dungeon]] (rarely) or any [[Pandemonium]] floor (8% chance). A portal can also be summoned by the [[Trowel card]] of a legendary [[Deck of dungeons]]. Entry is denied until the player pays the admission fee, which is always between 2,100 and 14,000 (mean 4,668) gold.  Summons cannot follow the player through a Zigguart portal or stairway.&lt;br /&gt;
&lt;br /&gt;
Once one has left a Ziggurat, the portal turns into an empty arch and may not be reentered. Any new portal encountered or created leads to the first floor of a fresh Ziggurat. Ziggurat portals have no timers.&lt;br /&gt;
&lt;br /&gt;
==Monster Themes==&lt;br /&gt;
&lt;br /&gt;
===Natural Monsters===&lt;br /&gt;
* Monsters from [[the Slime Pits]] (objects are placed in a room with a door so they aren't eaten).&lt;br /&gt;
* Monsters from [[the Snake Pits]] (snakes of all kinds plus nagas).&lt;br /&gt;
* Monsters from [[the Shoals]] (merfolk).&lt;br /&gt;
* Monsters from [[the Lair]].&lt;br /&gt;
* Monsters from the [[Orcish Mines]], plus [[stone giant]]s and [[moth of wrath|moths of wrath]], with depth-dependent priority for [[orc warlord]]s, [[orc knight]]s, [[orc sorcerer]]s, and [[orc high priest]]s.&lt;br /&gt;
* Monsters from the [[Elven Halls]], with depth-dependent priority for [[deep elf sorcerer]]s, [[deep elf blademaster]]s, [[deep elf master archer]]s, [[deep elf annihilator]]s and [[deep elf demonologist]]s.&lt;br /&gt;
* Monsters from [[the Vaults]], plus [[ancient lich]]es with depth-dependent priority.&lt;br /&gt;
* [[Draconian]]s (starting at Zig:6) of all colors and walks of life.&lt;br /&gt;
* Monsters from the [[Spider's Nest]] with bonus [[ghost moth]]s, [[red wasp]]s and [[tarantella]]s.&lt;br /&gt;
* Monsters from the Dwarven Hall, with possible [[deep dwarf death knight]]s and [[unborn deep dwarf]]s.&lt;br /&gt;
* Monsters from Lair:8's spriggan forest, with bonus [[spriggan defender]]s, [[spriggan air mage]]s, [[spriggan druid]]s, and [[spriggan berserker]]s.&lt;br /&gt;
&lt;br /&gt;
===Demons &amp;amp; Undead===&lt;br /&gt;
* Monsters from [[the Crypt]].&lt;br /&gt;
* Monsters from [[Cocytus]].&lt;br /&gt;
* Monsters from [[Gehenna]].&lt;br /&gt;
* Monsters from [[the Iron City of Dis]].&lt;br /&gt;
* Monsters from [[Tartarus]].&lt;br /&gt;
* Single [[Pandemonium lord]] (starting at Zig:8) and Pandemonium [[demon]]s.&lt;br /&gt;
* Monsters from [[the Abyss]].&lt;br /&gt;
&lt;br /&gt;
===Multiple Pandemonium Lords===&lt;br /&gt;
* These floors contain either Pandemonium demons or lords (multiple ones, with no limit). Near Zig:27, you may even have 30 Pandemonium lords on a floor! Note that [[giant eyeball]]s may appear on this floor too, so be careful!&lt;br /&gt;
&lt;br /&gt;
===Mummies===&lt;br /&gt;
* These floors contain mummies, with depth-dependent priority for [[Greater mummy|greater mummies]] (on Zig:27, 1/8 are greater mummies and the rest are random, including greater mummies).&lt;br /&gt;
&lt;br /&gt;
===Angels &amp;amp; Daevas===&lt;br /&gt;
* These floors are rare (20% of normal likelihood) and each monster is with equal probability an [[Angel]] or a [[Daeva]]. If you worship a good god, they should be mostly peaceful and there shouldn't be any problem. &lt;br /&gt;
&lt;br /&gt;
==Fighting Strategies==&lt;br /&gt;
You should enter a Ziggurat as the last thing in the game if you are planning to finish it, as Zig:27 can potentially be the hardest place in the game. Preparation is somewhat similar to [[Pandemonium]], but you need even more care since the enemies are much harder.&lt;br /&gt;
&lt;br /&gt;
You will '''need''' the following:&lt;br /&gt;
&lt;br /&gt;
* High experience level and skills.&lt;br /&gt;
* For spellcasters, the ability to cast Fire Storm and/or Ice Storm and/or Tornado at Great, ideally Excellent.&lt;br /&gt;
* [[Blink]] and [[Control Teleport]] or [[Controlled Blink]] at Excellent, to avoid getting surrounded, create some distances from powerful enemies, or just escape.&lt;br /&gt;
* A [[ring of sustain abilities]] and an [[amulet of stasis]] for absorbing [[death curse]]s on mummy-themed floors.&lt;br /&gt;
* An [[amulet of resist corrosion]] for [[acid blob]]s on Slime Pit-themed floors.&lt;br /&gt;
* As many resistances as possible; at least something like rElec, rPois, rC+, and rF+. You should strive for rN+++, especially if you're susceptible to [[torment]].&lt;br /&gt;
&lt;br /&gt;
The following are ''recommended'', though not essential depending on the character:&lt;br /&gt;
&lt;br /&gt;
* An [[amulet of resist mutation]] for mutagenic glow, [[shining eye]]s and [[neqoxec]]s. If you're a caster, these tend to die before they can even peek at your genome.&lt;br /&gt;
* An [[amulet of conservation]] or [[cloak of preservation]] to avoid getting your scrolls and potions destroyed. This can also replace the amulet of resist corrosion.&lt;br /&gt;
* Scrolls of identify to identify loot, scrolls of remove curse to remove mummy curses and remove cursed loot, scrolls of fog to block enemy sight, and scrolls of blinking as a backup to Blink/Controlled Blink. Don't hoard too many as they might get burned and you will be finding some anyway.&lt;br /&gt;
* Wands of healing, hasting, and anything else you might need.&lt;br /&gt;
* Potions of curing to cure confusion (especially if you use a ball of energy), potions of heal wounds to recover lost HP, potions of porridge for instant nutrition, potions of might/agility/brilliance to enhance your battle prowess, and potions of magic to recover MP in a pinch.&lt;br /&gt;
* Royal jellies or [[potion of restore abilities|potions of restore abilities]] to restore stats drained by mummies' curses.&lt;br /&gt;
* Some permafood depending on your metabolism and the spell hunger costs of your spells, but you will may some potions of porridge on some floors; those should keep you fed.&lt;br /&gt;
&lt;br /&gt;
Keep in mind you're limited to 52 items; only bring what you know will be useful, else you might not be able to take all the loot you want with you. Artefacts with multiple resistances and intrinsics are your friend!&lt;br /&gt;
&lt;br /&gt;
=== Conjurer Strategy ===&lt;br /&gt;
&lt;br /&gt;
==== Sample Runs ====&lt;br /&gt;
&lt;br /&gt;
*hyperbolic's uber Naga, who fully cleared several Ziggurats: [[http://crawl.akrasiac.org/rawdata/hyperbolic/morgue-hyperbolic-20100508-220232.txt]]&lt;br /&gt;
*sh's Fire Storm run: [http://crawl.akrasiac.org/rawdata/sh/morgue-sh-20091014-090636.txt] with ttyrec at [http://crawl.akrasiac.org/rawdata/sh/2009-10-13.15:41:31.ttyrec.bz2]&lt;br /&gt;
*Luca's Extension + Ice Storm run: [http://crawl.akrasiac.org/rawdata/Luca/morgue-Luca-20091212-220305.txt] with ttyrec at [http://crawl.akrasiac.org/rawdata/Luca/2009-12-12.02:02:06.ttyrec.bz2]&lt;br /&gt;
*See also trucutru's run with [[Nemelex Xobeh]]: he played a Naga Fire Storm conjurer with Fighting at 27 (and thus around 320 HP!) worshiping Nemelex Xobeh.&lt;br /&gt;
&lt;br /&gt;
The basic strategy is to use [[Necromutation]], along with all relevant buff spells, and alternate between casting a Storm/Tornado and channeling MP. Depending on your god choice, you can also use Sif Muna's channel (more reliable) or Vehumet's MP gain on killing (somewhat more random, but passive). Keep in mind that you can't escape to rest for MP, so make sure to have backup in the form of a crystal ball of energy, potions of magic, Sublimation of Blood, etc...&lt;br /&gt;
&lt;br /&gt;
Note: don't bother using [[Shatter]]. This, at [[Earth Magic]] 25 or higher, does damage to everything in LOS, and while the damage is comparable to Ice/Fire Storm for non-flying/levitating monsters (3d55 at power 150 and more for skeletons and simulacra), it is only about a third for flying/levitating ones (such as a lot of Pandemonium lords). It would take an average of 8-9 hits to kill a flying Pan lord.&lt;br /&gt;
&lt;br /&gt;
==== Specific Floors ====&lt;br /&gt;
&lt;br /&gt;
On Pandemonium lord floors, be prepared to be on the receiving of the occasional [[Lehudib's Crystal Spear]] and [[Dispel Undead]]. If you use Fire Storm, try to position yourself so that non-lord monsters, Pan lord summons and your own summons create a buffer that prevent the lords from coming close to you. Then blast with Fire Storm without destroying your monster shield. If you use Ice Storm, try to get the direct path blocked by a non-lord monster, while still having an opening to shoot Ice Storm near the lords.&lt;br /&gt;
&lt;br /&gt;
On mummy floors, wear an amulet of stasis and a ring of sustain abilities. Try not to kill too many greater/guardian mummies at once since you may get 3 points of random stat drain for each kill. If one of your stats dips low, try to swap in weapons or jewellery boosting it. If a stat gets ''dangerously'' low, semi-controlled blink to a corner, surround yourself with summons, end Necromutation, eat a royal jelly or quaff a potion of restore abilities, and recast Necromutation right away. Flooding the level with powerful summons to soak as many curses as possible can also work.&lt;br /&gt;
&lt;br /&gt;
On angel/daeva floors, get out of lich form, cast [[Regeneration]], and try to overpower them. If things go badly, consider casting [[Borgnjor's Revivification]]. If you decide to escape, go as near to the exit as possible, possibly using a lantern of shadows, cast [[Death's Door]], and then alternate Storm/Tornado to scrolls of blinking/Controlled Blink and mana channeling to get to the downstairs as soon as possible. Once you are at the downstairs, apport any useful object until Death's Door runs out. Alternatively, you can escape the Ziggurat, but note that nearby angels/daevas will follow you out, so make sure you come out on a clear level and teleport away.&lt;br /&gt;
&lt;br /&gt;
On dwarven floors, mages casting Fire Storm should be ''very'' wary of [[deep dwarf death knight]]s and [[unborn deep dwarf]]s, both in and ''out'' of LOS.  You will take severe self-inflicted damage if you flame even one of these while Yredelemnul's [[Mirror Damage]] ability is active. (The mirrored damage ignores both your resistances and AC, unless you've cast Death's Door.)  If it's in your LOS, you'll have seen it &amp;quot;kneel in prayer and [be] bathed in unholy energy.&amp;quot; Thereafter, for approximately 20 turns, its glyph's colors will be alternating. You can also see if Mirror Damage is active by [[Crawl manual.txt#Exploring the Dungeon|examining]] it to see if it is &amp;quot;reflecting injuries&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
On slime floors, the treasure will always be somewhat protected, in a centered chamber rather than on the open floor.&lt;br /&gt;
&lt;br /&gt;
==== Equipment ====&lt;br /&gt;
&lt;br /&gt;
In addition to the general equipment:&lt;br /&gt;
* Enhancers (e.g. rings of fire/ice, staff of conjuration/fire/cold/air, etc...) to enhance the power of Fire/Ice Storm and/or Tornado as needed. A [[robe of the Archmagi]] is amazing for this purpose.&lt;br /&gt;
* Staff/rings of wizardry to improve the success rates of Fire/Ice Storm and/or Tornado, if necessary. Also, try downgrading your shield type (large shield to a normal shield, normal shield to a buckler) if your Shields skill isn't very high to get rid of the spellcasting penalty. Your offense is your best defense.&lt;br /&gt;
* A [[crystal ball of energy]] if you have high Evocations (you will probably find one soon in the Ziggurat) or a [[staff of channeling]].&lt;br /&gt;
* Identify scrolls, as many as you have. You're going to be going through a lot of stashes.&lt;br /&gt;
&lt;br /&gt;
==== Example Spell Set ====&lt;br /&gt;
 Your Spells                       Type                          Failure   Level       &lt;br /&gt;
 a - Fire Storm                    Conjuration/Fire              1%          9&lt;br /&gt;
 b - Blink                         Translocation                 0%          2&lt;br /&gt;
 c - Flight                        Charms/Air                    0%          4&lt;br /&gt;
 e - Deflect Missiles              Charms/Air                    0%          6&lt;br /&gt;
 h - Haste                         Charms                        0%          6&lt;br /&gt;
 j - Abjuration                    Summoning                     0%          3&lt;br /&gt;
 s - Summon Butterflies            Summoning                     0%          1&lt;br /&gt;
 u - Dispel Undead                 Necromancy                    0%          5&lt;br /&gt;
 x - Sublimation of Blood          Necromancy                    0%          2&lt;br /&gt;
 B - Controlled Blink              Translocation                 1%          7&lt;br /&gt;
 Q - Swiftness                     Enchantment                   0%          2&lt;br /&gt;
 M - Mass Abjuration               Summoning                     0%          6&lt;br /&gt;
 V - Phase Shift                   Translocation                 0%          5&lt;br /&gt;
 X - Necromutation                 Transmutation/Necromancy      1%          8&lt;br /&gt;
 Y - Borgnjor's Revivification     Necromancy                    1%          7&lt;br /&gt;
&lt;br /&gt;
==== Optional Spells ====&lt;br /&gt;
&lt;br /&gt;
You may want the following spells:&lt;br /&gt;
* [[Ring of Flames]]: to enhance [[Fire Storm]]'s power and allow you to walk in clouds of flame.&lt;br /&gt;
* [[Airstrike]]: to kill giant eyeballs, which may appear in Pan lord floors, if you lack [[Fire Storm]] and its smite-targeting.&lt;br /&gt;
* [[Sublimation of Blood]]: you can use this on potions of blood (if you're a vampire), corpse chunks, or on yourself (especially if you are a high HP race). If your floor had monsters that left corpses, consider butchering a few of them and bringing the chunks to the next floor.&lt;br /&gt;
* [[See Invisible]], [[Insulation]], and [[Resist Poison]] if you don't have access to those resistances otherwise.&lt;br /&gt;
* [[Phase Shift]] to boost your EV.&lt;br /&gt;
* [[Dispel Undead]]: to kill undead anacondas rushing at you, skeletal dragons who survive Fire Storm, or to kill mummies one by one.&lt;br /&gt;
* [[Lehudib's Crystal Spear]]: to kill dangerous monsters (especially Pan lords) who get close to you.&lt;br /&gt;
* [[Tukima's Dance]]: to get rid of any cursed weapons you identify by wielding.&lt;br /&gt;
&lt;br /&gt;
=== Crusader Strategy ===&lt;br /&gt;
&lt;br /&gt;
See coolrobin's Ogre Chaos Knight of Lugonu: [http://crawl.akrasiac.org/rawdata/coolrobin/morgue-coolrobin-20091101-161113.txt morgue] and [http://crawl.akrasiac.org/rawdata/coolrobin/2009-11-01.00:42:05.ttyrec.bz2 ttyrec]&lt;br /&gt;
&lt;br /&gt;
See 78291's torment immune Demonspawn crusader/reaver of Okawaru, failed run at [http://crawl.akrasiac.org/rawdata/78291/morgue-78291-20091103-033303.txt], first ziggurat at [http://crawl.akrasiac.org/rawdata/78291/2009-11-02.01:20:34.ttyrec], and second ziggurat (with death to daevas) at [http://crawl.akrasiac.org/rawdata/78291/2009-11-02.20:29:48.ttyrec] and [http://crawl.akrasiac.org/rawdata/78291/2009-11-03.03:06:22.ttyrec].&lt;br /&gt;
&lt;br /&gt;
* First, convert to [[Lugonu]] (for corruption and self-banishment), [[The Shining One]] (for peaceful angel/daevas, divine warriors), [[Elyvilon]] (peaceful angel/daevas, healing), Okawaru (attack speed boost and skills boost), or possibly [[Nemelex Xobeh]] (see section below).&lt;br /&gt;
* Set up as many spells and enchantments as described for conjurers as you can. You probably won't have Necromutation (and can't use it anyway with the good gods) or Fire/Ice Storm and Tornado, though.&lt;br /&gt;
* The [[Silence]] spell, while counter-productive for pure conjurers, works beautifully for a crusader-type character against spellcasters. It even stops mummies from tormenting and smiting! Use a [[lantern of shadows]] along with it when needed.&lt;br /&gt;
* Bring a way to channel mana, and a staff of energy for hunger-less casting.&lt;br /&gt;
* Consider bringing a rod with Abjuration.&lt;br /&gt;
&lt;br /&gt;
Fight in melee with all buffs (Haste, Might, etc...) except for berserk: it will ''definitely'' expire before you've cleared all monsters on the harder floors, and being slowed/exhausted in the middle of a pack of demons or some such is a surefire way to die. Angel/Daeva floors can be handled by proper god choice or by escaping.&lt;br /&gt;
&lt;br /&gt;
=== Nemelex Xobeh Strategy ===&lt;br /&gt;
	&lt;br /&gt;
See trucutru's run with morgue [http://crawl.akrasiac.org/rawdata/trucutru/morgue-trucutru-20090816-084810.txt] and ttyrec [http://crawl.akrasiac.org/rawdata/trucutru/2009-08-15.23:09:41.ttyrec.bz2].&lt;br /&gt;
&lt;br /&gt;
You can convert to Nemelex Xobeh and sacrifice all the stuff in the whole dungeon. This will allow you to receive gifts of decks and stack decks to be able to use specific cards at will.&lt;br /&gt;
&lt;br /&gt;
*You will be finding many decks, and Nemelex will help you to use them effectively.&lt;br /&gt;
*You can use the ''Tomb'' card to create a safe haven and then a chokepoint in the Ziggurat. This is extremely powerful, since only a few monsters will be in sight. It is probably optimal to do so in such a way that the tomb is contiguous with walls. If you dig a corner against the wall, only that square will be visible. Doing so facing a Ziggurat corner may be advisable too.	&lt;br /&gt;
* The ''Portal'', ''Elixir'' and ''Damnation'' cards are also incredibly useful (the first does instant controlled teleport, the second full HP/MP restore, and the third banishes you to the Abyss if you are the only creature in sight).&lt;br /&gt;
*Decks of all types have powerful effects: see the [[Nemelex guide]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== Spell-less Strategy ===&lt;br /&gt;
&lt;br /&gt;
Do not attempt to fully clear a Ziggurat without spells of some sort. It is very likely to be fatal. Having said that, the first few floors are usually safe for many XL27 characters, although this can still be risky.&lt;br /&gt;
&lt;br /&gt;
== Strategies For Troublesome Floors ==&lt;br /&gt;
&lt;br /&gt;
=== Skip With Death's Door ===&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;Conjurer strategy&amp;quot; above. Cast Death's Door after getting as close as possible to the stairs. Make a break for it.&lt;br /&gt;
	&lt;br /&gt;
=== Banishment With Lugonu ===&lt;br /&gt;
&lt;br /&gt;
Banish yourself to the Abyss. You'll have to give up on the rest of the floors, but it's the safest and most reliable mean of escape. In [[0.10]] or newer, you will return to the same level after leaving the Abyss.&lt;br /&gt;
&lt;br /&gt;
=== Banishment With Distortion Weapon and Amulet of Stasis ===&lt;br /&gt;
&lt;br /&gt;
You may also try to banish yourself with a distortion weapon. However, you have about the same chance of going to the Abyss as to be instantly teleported on the level, damaged and confused. An amulet of stasis or -TELE artifact will prevent this, though, and allows you to use distortion with the only downside of confusion and HP damage. Be prepared to cure numerous bad mutations - another effect of distortion unwields is to induce [[glow]], and if you're in dire enough straits to be using distortion unwields to escape, you probably don't have time to let it dissipate safely. In [[0.10]] or newer, you will return to the same level after leaving the Abyss.&lt;br /&gt;
&lt;br /&gt;
=== Throwing the Distraction ===&lt;br /&gt;
[http://tvtropes.org/pmwiki/pmwiki.php/Main/ThrowingTheDistraction (The old standby.)]&lt;br /&gt;
&lt;br /&gt;
In version 0.10 or older, use [[Projected Noise]] at the bottom of the map, then walk around the top end (or vice-versa).&lt;br /&gt;
&lt;br /&gt;
==Wizard Mode==&lt;br /&gt;
Ziggurats can be entered in [[wizard mode]] using &amp;amp;L to place a vault called &amp;quot;enter_the_ziggurat&amp;quot;, &amp;amp;{ to map the level, XT to teleport to the portal and &amp;amp;o$ to acquire enough gold to enter. You may also just use &amp;amp;P to place a portal to a map called &amp;quot;ziggurat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>ChickenOfDoom</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Walkthrough&amp;diff=14783</id>
		<title>Walkthrough</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Walkthrough&amp;diff=14783"/>
				<updated>2013-06-10T05:01:46Z</updated>
		
		<summary type="html">&lt;p&gt;ChickenOfDoom: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoilers}}&lt;br /&gt;
{{version}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
This walkthrough charts the progress of a melee fighter wearing heavy armour who worships [[Trog]], [[Okawaru]] or [[The Shining One]]. If you have ascended using a different type of character, feel free to enhance this guide according to your experience. The progression order should apply to most characters.&lt;br /&gt;
&lt;br /&gt;
This page only covers the general strategy of the game. For specific topics and tactics, see the related pages. The following are good reads for beginners:&lt;br /&gt;
&lt;br /&gt;
* [[Escaping from (and avoiding) trouble]]&lt;br /&gt;
* [[Tips and tricks]]&lt;br /&gt;
* [[Strategy guides]]&lt;br /&gt;
&lt;br /&gt;
For generic character building strategy see:&lt;br /&gt;
&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;
After you win the game, please write a strategy guide for your character/god combination.&lt;br /&gt;
&lt;br /&gt;
You can also look at published wins on public servers for more hints.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
* Character selection&lt;br /&gt;
* Early game (approx. D:1 - D:9)&lt;br /&gt;
** Pre-Temple dungeon&lt;br /&gt;
** [[Ecumenical Temple]] - pick a god and establish a temp stash if necessary&lt;br /&gt;
** Post-Temple upper dungeon&lt;br /&gt;
** Occasional [[portal]]s appear throughout the dungeon.&lt;br /&gt;
* Early branches (order may vary)&lt;br /&gt;
** [[The Lair]], early levels - establish stash on L1 or L2.&lt;br /&gt;
** [[Orcish Mines]] - you should get good normal armour (robe, leather or plate mail) here and a good weapon, both likely branded.&lt;br /&gt;
* Middle dungeon (approx. D:10 - D:18)&lt;br /&gt;
* Middle branches&lt;br /&gt;
** [[The Lair]], final levels&lt;br /&gt;
** [[The Swamp]], may want to delay on fragile characters without levitation, flight, or swimming&lt;br /&gt;
** [[The Snake Pits]] L1-4&lt;br /&gt;
** [[The Shoals]] L1-4 - delay if you lack levitation, water walking or [[Flight]]&lt;br /&gt;
** [[The Spider's Nest]] L1-4&lt;br /&gt;
** [[Elven Halls]] L1-2 - you should get accessories and books&lt;br /&gt;
** [[The Vaults]] L1-4&lt;br /&gt;
** [[The Crypt]] L1-4 - good XP/danger ratio&lt;br /&gt;
** [[Hall of Blades]] - optional, most characters don't need enter this place&lt;br /&gt;
* Lower dungeon (approx. D:19 - D:27)&lt;br /&gt;
* Special levels (order may vary, delay if you have teleportitis) - you get loot and three runes&lt;br /&gt;
** [[The Crypt]] L5&lt;br /&gt;
** [[The Swamp]] L5&lt;br /&gt;
** [[The Snake Pits]] L5 (delay if you lack poison resistance)&lt;br /&gt;
** [[The Shoals]] L5&lt;br /&gt;
** [[The Spider's Nest]] L5&lt;br /&gt;
** [[Elven Halls]] L3 (delay if you lack high magic resistance)&lt;br /&gt;
** [[The Vaults]] L5&lt;br /&gt;
* [[The Realm of Zot]] L1-4&lt;br /&gt;
* [[The Realm of Zot]] L5 without picking up the Orb of Zot&lt;br /&gt;
* Bonus branches (optional, order may vary, some characters may find any of these very hard)&lt;br /&gt;
** [[The Slime Pits]]&lt;br /&gt;
** [[The Vestibule of Hell]]&lt;br /&gt;
** [[Tartarus]]&lt;br /&gt;
** [[The Iron City of Dis]]&lt;br /&gt;
** [[Gehenna]]&lt;br /&gt;
** [[Cocytus]]&lt;br /&gt;
** [[The Tomb]] (delay if you have teleportitis)&lt;br /&gt;
** [[Pandemonium]] (remember to bring food)&lt;br /&gt;
** [[The Abyss]] until you get the rune, it can take a long time&lt;br /&gt;
** [[Ziggurat]] (if you haven't found it, can be found in Pandemonium): this can be extremely hard&lt;br /&gt;
* Pick up the Orb of Zot, run to Level 1, and escape!&lt;br /&gt;
&lt;br /&gt;
==Character selection==&lt;br /&gt;
&lt;br /&gt;
Note that while race selection is locked in and significantly affects the whole game, the background/weapon/book selection only determines starting equipment,and skills, but doesn't affect the game in any other way (i.e you can develop any skills you choose). Also, initial god selection (if applicable) can be changed, but you will incur penance, which may be deadly if you are not powerful enough yet.&lt;br /&gt;
&lt;br /&gt;
If you're new to Crawl, you'll have to experiment until you find a race/background combination that works for you. See [[Background and race combinations for beginners]] for guidance.&lt;br /&gt;
&lt;br /&gt;
Don't forget to read the strategy guide for your character combination, if available. The available guides are listed earlier in this article.&lt;br /&gt;
&lt;br /&gt;
==Early game==&lt;br /&gt;
&lt;br /&gt;
At the start of the game, start descending through the dungeon. Sometimes you'll need to skip levels and take the first stairs down as soon as possible, without further exploration, if they appear too risky. Uniques (especially [[Sigmund]] and [[Grinder]]), [[player ghost]]s, [[ogre]]s, and bands of [[orc]]s all pose a significant threat on the first few levels. You may be able to isolate the most dangerous monsters and kill them from afar, or by using any tricks at your disposal -- an early wand of disintegration, the Conjure Flame spell, and so on and so forth -- but remember, you're under no obligation to kill the monsters '''now'''.  Remember, ''you'' get more powerful over the course of the game.  The uniques and other &amp;quot;local bullies&amp;quot; don't....&lt;br /&gt;
&lt;br /&gt;
Once you find the Temple, pick a god if you haven't yet (and aren't a [[demigod]]). If you're playing a character with low Strength you may want to establish a temporary [[stash]] here if your carrying capacity is almost maxed out; characters with high Strength, and therefore a higher carrying capacity, can often delay until they reach [[the Lair]].  If the particular god you want isn't in the Temple (perhaps you got the &amp;quot;corrupted temple&amp;quot;), you can find it in the main dungeon.&lt;br /&gt;
&lt;br /&gt;
Then, continue exploring the dungeon until you find the entrances to the [[Orcish Mines]] and [[the Lair]].  Even though they are generally discovered in that order, most players will find it easier to clear the [[Lair]] first.  These branches are not just digressions; clearing them is a major part of the game, and you will get significant resources from each.  But, speaking of digressions...&lt;br /&gt;
&lt;br /&gt;
==Portals==&lt;br /&gt;
Throughout the game, you will find various [[portal]]s to optional levels.  If a portal demands a price, ignore it for now.  Many of the portals are timed, so you have a decision to make.  Other portals will have different themes, and each has characteristic types of monsters and other threats.  First, look up the portal, and consider whether you're equipped to deal with it.  Some of these are obvious; to mention some later portals, it's fire resistance for the [[Volcano]], perma-food for the [[Labyrinth]].  If the portal plays to your weak points, just skip it!  (That ''is'' what &amp;quot;optional&amp;quot; means, after all.)  Likewise, if the &amp;quot;guards&amp;quot; around the portal are too tough for you, you probably didn't want to go inside anyway.  If the timer runs out before you're ready to go in, well, that's life in the dungeon.&lt;br /&gt;
&lt;br /&gt;
If you do venture in, take a moment to set up your resistances and then clear out your inventory of anything you surely won't need for this portal -- after all, you're hoping to come out with lots of treasure!  Generally, you can just drop stuff near the portal, but if there are smart monsters about, you might want to hide it.  (The last level is good, but mind the timer!)  Once you're in, stake stock of the situation, and explore carefully.  Keep track of the exit portals (there's always at least one handy).  If you're overmatched, take what you've got so far (if anything) and skedaddle -- whatever's around the next bend surely isn't worth getting killed!  If you step in and immediately face an &amp;quot;oh, sh*t&amp;quot; situation, '''RUN''', because it's not going to get easier!&lt;br /&gt;
&lt;br /&gt;
Most likely, the first portal you find will be the [[Sewer]], which is good practice for your general strategy here:  The sewer features lots of water, and mostly weak monsters, but there will be poisonous snakes, and the end of the sewer can have nastier monsters.  Merfolk may be able to reach some extra treasure because of their ability to cross deep water.  The second is likely to be the [[Ossuary]], with lots of zombies and/or mummies, and occasionally more exotic undead.  Both are highly variable, with many possible maps and a range of hazard levels.  The [[Bailey]] may show up a bit later -- this one needs distance attacks, defense against missiles, and a fair dose of raw killing power.&lt;br /&gt;
&lt;br /&gt;
== Early branches ==&lt;br /&gt;
&lt;br /&gt;
While most of the individual branches are more-or-less optional, you do need to clear several of them to get your [[Rune of Zot|runes]] and win the game.  Often when you first reach a branch entrance, you will not be strong enough to deal with the inhabitants, so you'll have to gather experience and equipment in the main dungeon, then come back later.  When you do venture in, you should normally clear ''all but the last level''.  These &amp;quot;branch endings&amp;quot;, ''especially'' those with runes, are a major leap in danger over the rest of their branch!  It's wiser to leave them be until you've gotten much more powerful, and are ready to take them on.  Note that runes are not needed for anything until you are ready to enter the [[Realm of Zot]].&lt;br /&gt;
&lt;br /&gt;
It is generally safe to clear the entirety of [[the Lair]] when you find it. The first 3-4 levels are not too much of a challenge. You'll find packs of rats, various fast-moving poisonous snakes, [[Giant frog|frogs]] and assorted other beasts.  (Watch out for [[spiny frog]]s, an early threat.)  As you go deeper, [[sheep]] and [[Yak|yaks]] will be joined by [[death yak]]s, [[elephant]]s, and even the occasional [[dire elephant]]. The occasional [[hydra]] will rear its heads. Establish your [[stash]] on L2; only beasts spawn on this level, and they can't pick up items.  If you start having trouble with the beasts, return to the main dungeon (or other branches) for a while, rinse and repeat.  Watch out for the occasional fire-breather such as a [[lindwurm]], [[fire drake]], or even a [[mottled dragon]].  Lair:8 may have some more dangerous vaults, but most characters can still manage.&lt;br /&gt;
&lt;br /&gt;
Despite the entrance appearing earlier, the [[Orcish Mines]] are tougher than [[the Lair]]. While bands of plain orcs don't pose much difficulty, [[orc warrior]]s (nasty), [[orc knight]]s (nastier), and [[orc warlord]]s (deadly) may appear as you go deeper, punctuated by various [[ogre]] types.  On the mystical side, you'll see plenty of [[orc wizard]]s who can turn invisible, [[orc priest]]s who can smite you from afar for serious damage, and even [[orc sorcerer]]s summoning demons.  To add insult to injury, levels are often split into multiple paths, with some parts being unreachable unless you use a scroll of magic mapping and dig your way to them using a wand of digging or of disintegration. You'll find the entrance to the [[Elven Halls]] on the lower levels, but don't go in yet, the elves are way tougher than the orcs!  As noted above, don't even touch the last level unless you're really &amp;quot;sweeping all before you&amp;quot; (and then watch out for those uber-orcs).  You may also find a big [[ogre]] vault on Orc:4 -- if so, this will be your introduction to [[ogre mage]]s!&lt;br /&gt;
&lt;br /&gt;
== Middle dungeon ==&lt;br /&gt;
&lt;br /&gt;
After you've explored the majority of the early branches, continue to explore the main dungeon, but take it slow. Monster difficulty will start to ramp up noticeably. You'll find the entrances to [[the Vaults]] and [[Hell]] before too long. When you begin to feel uncomfortable with how dangerous the dungeon's monsters are, it's time to backtrack a bit and clear the branches you've passed over so far, especially finishing the [[Orcish Mines]] and [[Lair]].&lt;br /&gt;
&lt;br /&gt;
== Middle branches ==&lt;br /&gt;
&lt;br /&gt;
Assuming you have poison resistance by now and a way to kill hydras (spells, flaming weapons or non-bladed weapons), [[the Swamp]] should be your first target... if it exists (Only one of Swamp and Shoals will appear in any game).  Be careful to only fight when you are on land (retreat to land if surprised in shallow water). If you lack poison resistance, you may either get a swamp dragon hide in the swamp, or do the [[Elven Halls]] L1-2 first and hope to find equipment there.&lt;br /&gt;
&lt;br /&gt;
Afterwards, you can clear [[the Snake Pit]] L1-4 or the [[Spider's Nest]] (again, assuming you have poison resistance) and the [[Elven Halls]] L1-2 if you haven't already (make sure you have high magic resistance). [[The Snake Pit]] is populated by snakes and hordes of nagas, whose main source of damage is poison, so you should be able to take them on. The [[Elven Halls]] feature many casters ([[deep elf conjurer]]s, [[deep elf summoner]]s, [[deep elf priest]]s and even the dreaded [[deep elf annihilator]]s on the bottom floor).  On the flip side, there are also [[deep elf knight]]s who love to pelt you from afar with their bows. [[Repel Missiles]] and [[Deflect Missiles]] are of great use here. '''Do not descend to the bottom floor of either branch yet!'''  The [[Shoals]] are a bit tougher, but early levels can be included at this point., but the [[Slime Pits]] are much more dangerous, and need quite a lot of preparation.&lt;br /&gt;
&lt;br /&gt;
[[The Vaults]] (L1-7) are next.   You can take some time to explore the [[Hall of Blades]] side-branch when you find it. Try to equip yourself to defend against the weapon brands: life protection is quite necessary to prevent or reduce draining. Look for a good branded weapon if necessary, and a weapon of holy wrath for [[the Crypt]]. Note that weapons of distortion may banish you to [[the Abyss]] when unwielded, and are therefore quite useful for escaping some of the later branches.&lt;br /&gt;
&lt;br /&gt;
You can then explore [[the Crypt]], which is a great source of piety with [[The Shining One]]. If you worship another god and plan to switch later to [[The Shining One]], you may want to delay clearing [[the Crypt]] (although you can also use [[the Abyss]] for this purpose if you already did).  [[Dispel Undead]] and the [[Necromancy]] to back it will make the Crypt almost trivial.&lt;br /&gt;
&lt;br /&gt;
== Special levels ==&lt;br /&gt;
&lt;br /&gt;
You should now be ready to the take the bottom floors of the Lair branches, the [[Elven Halls]], [[the Vaults]] and [[the Crypt]].  (If you're uncertain, try finishing the main dungeon first, though you won't be able to open the Zot gate yet.)  These &amp;quot;branch endings&amp;quot; are significantly different from the preceding levels, with non-random layouts and a high concentration of powerful monsters. They should be played carefully: explore in a circular fashion from the upstairs, ready to retreat at the first sign of danger, and try to pull individual monsters back to you instead of fighting large packs. See the individual branch pages for needed preparation and strategy. You will need high magic resistance for [[Elven Halls]], poison resistance for [[the Snake Pit]], and electricity resistance and high AC for [[the Vaults]].&lt;br /&gt;
&lt;br /&gt;
== Lower dungeon and Zot ==&lt;br /&gt;
&lt;br /&gt;
After that, finish exploring the main dungeon.&lt;br /&gt;
&lt;br /&gt;
By now you'll have to stop relying on scrolls and potions, since many monsters will have fire/cold/sticky flame attacks that destroy them. If you continue relying on them, be very careful and wear an [[amulet of conservation]].&lt;br /&gt;
&lt;br /&gt;
Once you've cleared the main dungeon, go unlock the portal to [[the Realm of Zot]]. You should be able to clear the first four levels: they are similar to the [[Elven Halls]] and feature lots of narrow corridors inhabited by draconians instead of elves. Remember to put on an [[amulet of resist corrosion]] to deal with yellow draconians and a source of electricity resistance for black draconians.&lt;br /&gt;
&lt;br /&gt;
== Late branches ==&lt;br /&gt;
&lt;br /&gt;
After that, you may opt to do a few optional branches. Their difficulty varies based on your character, but they provide plenty of experience, loot, and runes. Note that you risk getting mutated in these branches. If you already have good gear and experience, are low on potions of cure mutation, and don't plan on randomly teleporting in Zot:5, you may want to clear it first. You may also delay some of these if you lack some gear for them (such as high-level summoning spellbooks for [[the Tomb]]).&lt;br /&gt;
&lt;br /&gt;
If you are worshiping another god and intend to switch to [[The Shining One]], do so now and clear [[the Crypt]] to boost your piety.&lt;br /&gt;
&lt;br /&gt;
The [[Slime Pits]] are the easiest, but only enter if you have an [[amulet of resist mutation]] (or the mutation resistance mutation), an [[amulet of resist corrosion]], and mostly corrosion-proof gear (i.e. randarts, +4 or better armour or crystal plate mail). Clear the last level extremely carefully, exploring in circles from the upstairs. Kill the royal jelly, but be careful since it spawns jellies when damaged. Then dig or teleport to get the loot and the rune. Alternately, you can convert to [[Jiyva]], which will turn all the monsters in this branch neutral toward you, after which you can make a beeline for the rune -- as long as you're prepared to face the wrath of your previous deity.&lt;br /&gt;
&lt;br /&gt;
[[The Tomb]] is filled with mummies. These cast death curses when killed (including torment for priests and greater mummies), but the real problem are mummy priests and greater mummies, who can both torment *and* smite you, resulting in a quick death; this can be mitigated with torment resistance or immunity. Note that in 0.6.0, [[Kikubaaqudgha]] provides protection from mummy curses at high piety, so her worshippers should have little difficulty. Alternately, if you are a summoner or a follower of a god who grants summoning invocations ([[The Shining One]] is perfect here), you can let your summons handle the mummies, though you'll need to proceed carefully. Life protection is a must to reduce harm from torment. [[The Tomb]] contains loot and a rune. If you have teleportitits and lack torment immunity, avoid it. Some player do survive anyway, but it's quite risky.&lt;br /&gt;
&lt;br /&gt;
You can also enter [[the Vestibule of Hell]], kill [[Geryon]], and evoke his silver horn to open Hell.  (Before 0.9, bringing the Horn out of the dungeon would increase your score; it's not clear if this is still true.)&lt;br /&gt;
&lt;br /&gt;
[[Hell]]'s four branches each require particular resistances and contain fiends to [[torment]] you. Again, life protection is a must, and sustain abilities is recommended. Every branch has loot and a rune at the end. You can also get the [[Sceptre of Asmodeus]] and the [[Staff of Dispater]] here. Note that you will very likely be cast into [[the Abyss]] at least once.&lt;br /&gt;
&lt;br /&gt;
== Zot:5 ==&lt;br /&gt;
&lt;br /&gt;
At this point, if you don't have or can cure teleportitis, or you plan to randomly teleport in the Orb chamber, it is best to clear it now. You may alternatively wait until after [[Pandemonium]], but you risk getting teleportitis and aren't likely to become much stronger at this point (there are several guaranteed neqoxecs in Mnoleg's lair and they are spawned regularly anyway in [[Pandemonium]] and [[the Abyss]]).&lt;br /&gt;
&lt;br /&gt;
If you do have teleportitis, no means to cure it, and don't plan to randomly teleport in Zot:5 or you can still become stronger, you may want to do [[Pandemonium]], [[the Abyss]] and perhaps a [[Ziggurat]] first in hopes of finding a potion of cure mutation (or enough potions of mutation to randomly remove it). Note that there is no loot in Zot:5 except for the Orb, so you can skip it safely. If you don't want all the runes, you may also consider converting to Zin, getting piety with donations and/or waiting to use his Cure All Mutations ability.&lt;br /&gt;
&lt;br /&gt;
If you worship [[The Shining One]] and are low on piety, you may want to replenish it in [[the Abyss]] so you can do the Zot chamber with an army of angels.&lt;br /&gt;
&lt;br /&gt;
Read [[Zot:5]] for more details on the level itself and the strategies for clearing it.&lt;br /&gt;
&lt;br /&gt;
== Bonus branches ==&lt;br /&gt;
&lt;br /&gt;
You can now take the Orb and ascend for a multi-rune, but not &amp;quot;complete&amp;quot; win.  Or... you can leave the Orb in place and prepare for [[Pandemonium]].  Make sure you bring a distortion weapon, plenty of food, and all other equipment/resistances described on that page.&lt;br /&gt;
&lt;br /&gt;
When entering a new [[Pandemonium]] level, take a second and look at the color of the floor and walls. If you think it matches a unique demon lord's level, explore it, kill the demon lord if present, take the rune, and if it is [[Cerebov]], take the loot too. Otherwise, explore and take the first portal you find to a new [[Pandemonium]] level. If you stumble upon a random named demon, kill him and see if there is a demonic rune. If you've killed [[Mnoleg]], [[Gloorx Vloq]], [[Lom Lobon]] and [[Cerebov]] and still have no demonic rune, continue through [[Pandemonium]] until you find one.  As of 0.9. you can only get one demonic rune, after which no more will appear.  You will find food in [[Pandemonium]], but wearing a [[ring of sustenance]] or playing a mummy will make [[Pandemonium]] farming easier, especially if you use skills that cause hunger.&lt;br /&gt;
&lt;br /&gt;
After all this, or in case you stumble upon a portal to one while roaming [[Pandemonium]], you can raid one or more [[Ziggurat]]s. Note that this can be extremely dangerous and the loot will be useless since you can already kill everything in the game anyway. If you haven't found a portal to a [[Ziggurat]] yet, you may be able to create one using a legendary deck of changes or a legendary deck of dungeons. Failing that, just wander around [[Pandemonium]] until you find one.&lt;br /&gt;
&lt;br /&gt;
Finishing a [[Ziggurat]] is extremely hard: the later levels may be full of multiple Pan lords who haste themselves and summon tormenting and smiting demons, and there may be no safe strategy for it with your current character. Nonetheless, it is possible to fully clear them. Of course, you may also opt to enter one earlier (having found or made a portal) to get some of the loot in the ''early'' levels, which are often quite survivable.&lt;br /&gt;
&lt;br /&gt;
Once you have done all that, use your distortion weapon to banish yourself to [[the Abyss]]. If you want the abyssal rune and haven't found it yet in a past trip, wander around until you find it.  At this point, you can search for a portal back to the dungeon... or you can stay longer, to chase a rumor:  The [[Abyssal Stair]].  (Then come back and tell us what you learned!)&lt;br /&gt;
&lt;br /&gt;
== Ascension ==&lt;br /&gt;
&lt;br /&gt;
In older versions, you would begin ascension by gathering your runes most valuable items (especially fixedarts such as the Horn of Geryon) on D:1, or later collection to boost your score.  As of 0.9, inventory value no longer contributes to score.  Your runes do, but those are now carried outside your inventory, for free.&lt;br /&gt;
&lt;br /&gt;
So, when you've finished ransacking the netherworlds and such, just proceed to Zot:5 and claim the Orb!  Be warned that from the time you pick up the Orb, all portals in the dungeon will close, sealing off Hell and the other netherworlds.  Furthermore, you will be under -cTele (that is, no teleport control ''anywhere'') from this point on.&lt;br /&gt;
&lt;br /&gt;
To finish the game, simply head to the nearest upstairs, rinse and repeat. Wands of hasting and teleportation are good to have handy. Wands of digging are also quite useful to dig passages to the nearest exit. &lt;br /&gt;
&lt;br /&gt;
Occasionally residents of the Abyss will appear.  Steamroller the small fry, but if a Pandemonium lord or a very nasty monster comes up, use whatever means you have to escape.  Note that even under -cTele, you can still perform a semi-controlled blink.&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy Guides]]&lt;/div&gt;</summary>
		<author><name>ChickenOfDoom</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Walkthrough&amp;diff=14782</id>
		<title>Walkthrough</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Walkthrough&amp;diff=14782"/>
				<updated>2013-06-10T05:01:24Z</updated>
		
		<summary type="html">&lt;p&gt;ChickenOfDoom: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoilers}}&lt;br /&gt;
{{version}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
This walkthrough charts the progress of a melee fighter wearing heavy armour who worships [[Trog]], [[Okawaru]] or [[The Shining One]]. If you have ascended using a different type of character, feel free to enhance this guide according to your experience. The progression order should apply to most characters.&lt;br /&gt;
&lt;br /&gt;
This page only covers the general strategy of the game. For specific topics and tactics, see the related pages. The following are good reads for beginners:&lt;br /&gt;
&lt;br /&gt;
* [[Escaping from (and avoiding) trouble]]&lt;br /&gt;
* [[Tips and tricks]]&lt;br /&gt;
* [[Strategy guides]]&lt;br /&gt;
&lt;br /&gt;
For generic character building strategy see:&lt;br /&gt;
&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;
After you win the game, please write a strategy guide for your character/god combination.&lt;br /&gt;
&lt;br /&gt;
You can also look at published wins on public servers for more hints.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
* Character selection&lt;br /&gt;
* Early game (approx. D:1 - D:9)&lt;br /&gt;
** Pre-Temple dungeon&lt;br /&gt;
** [[Ecumenical Temple]] - pick a god and establish a temp stash if necessary&lt;br /&gt;
** Post-Temple upper dungeon&lt;br /&gt;
** Occasional [[portal]]s appear throughout the dungeon.&lt;br /&gt;
* Early branches (order may vary)&lt;br /&gt;
** [[The Lair]], early levels - establish stash on L1 or L2.&lt;br /&gt;
** [[Orcish Mines]] - you should get good normal armour (robe, leather or plate mail) here and a good weapon, both likely branded.&lt;br /&gt;
* Middle dungeon (approx. D:10 - D:18)&lt;br /&gt;
* Middle branches&lt;br /&gt;
** [[The Lair]], final levels&lt;br /&gt;
** [[The Swamp]], may want to delay on fragile characters without levitation, flight, or swimming&lt;br /&gt;
** [[The Snake Pits]] L1-4&lt;br /&gt;
** [[The Shoals]] L1-4 - delay if you lack levitation, water walking or [[Flight]]&lt;br /&gt;
** [[The Spider's Nest]] L1-4&lt;br /&gt;
** [[Elven Halls]] L1-2 - you should get accessories and books&lt;br /&gt;
** [[The Vaults]] L1-4&lt;br /&gt;
** [[The Crypt]] L1-4 - good XP/danger ratio&lt;br /&gt;
** [[Hall of Blades]] - optional, most characters don't need enter this place&lt;br /&gt;
* Lower dungeon (approx. D:19 - D:27)&lt;br /&gt;
* Special levels (order may vary, delay if you have teleportitis) - you get loot and three runes&lt;br /&gt;
** [[The Crypt]] L5&lt;br /&gt;
** [[The Swamp]] L5&lt;br /&gt;
** [[The Snake Pits]] L5 (delay if you lack poison resistance)&lt;br /&gt;
** [[The Shoals]] L5&lt;br /&gt;
** [[The Spider's Nest]] L5&lt;br /&gt;
** [[Elven Halls]] L3 (delay if you lack high magic resistance)&lt;br /&gt;
** [[The Vaults]] L8&lt;br /&gt;
* [[The Realm of Zot]] L1-4&lt;br /&gt;
* [[The Realm of Zot]] L5 without picking up the Orb of Zot&lt;br /&gt;
* Bonus branches (optional, order may vary, some characters may find any of these very hard)&lt;br /&gt;
** [[The Slime Pits]]&lt;br /&gt;
** [[The Vestibule of Hell]]&lt;br /&gt;
** [[Tartarus]]&lt;br /&gt;
** [[The Iron City of Dis]]&lt;br /&gt;
** [[Gehenna]]&lt;br /&gt;
** [[Cocytus]]&lt;br /&gt;
** [[The Tomb]] (delay if you have teleportitis)&lt;br /&gt;
** [[Pandemonium]] (remember to bring food)&lt;br /&gt;
** [[The Abyss]] until you get the rune, it can take a long time&lt;br /&gt;
** [[Ziggurat]] (if you haven't found it, can be found in Pandemonium): this can be extremely hard&lt;br /&gt;
* Pick up the Orb of Zot, run to Level 1, and escape!&lt;br /&gt;
&lt;br /&gt;
==Character selection==&lt;br /&gt;
&lt;br /&gt;
Note that while race selection is locked in and significantly affects the whole game, the background/weapon/book selection only determines starting equipment,and skills, but doesn't affect the game in any other way (i.e you can develop any skills you choose). Also, initial god selection (if applicable) can be changed, but you will incur penance, which may be deadly if you are not powerful enough yet.&lt;br /&gt;
&lt;br /&gt;
If you're new to Crawl, you'll have to experiment until you find a race/background combination that works for you. See [[Background and race combinations for beginners]] for guidance.&lt;br /&gt;
&lt;br /&gt;
Don't forget to read the strategy guide for your character combination, if available. The available guides are listed earlier in this article.&lt;br /&gt;
&lt;br /&gt;
==Early game==&lt;br /&gt;
&lt;br /&gt;
At the start of the game, start descending through the dungeon. Sometimes you'll need to skip levels and take the first stairs down as soon as possible, without further exploration, if they appear too risky. Uniques (especially [[Sigmund]] and [[Grinder]]), [[player ghost]]s, [[ogre]]s, and bands of [[orc]]s all pose a significant threat on the first few levels. You may be able to isolate the most dangerous monsters and kill them from afar, or by using any tricks at your disposal -- an early wand of disintegration, the Conjure Flame spell, and so on and so forth -- but remember, you're under no obligation to kill the monsters '''now'''.  Remember, ''you'' get more powerful over the course of the game.  The uniques and other &amp;quot;local bullies&amp;quot; don't....&lt;br /&gt;
&lt;br /&gt;
Once you find the Temple, pick a god if you haven't yet (and aren't a [[demigod]]). If you're playing a character with low Strength you may want to establish a temporary [[stash]] here if your carrying capacity is almost maxed out; characters with high Strength, and therefore a higher carrying capacity, can often delay until they reach [[the Lair]].  If the particular god you want isn't in the Temple (perhaps you got the &amp;quot;corrupted temple&amp;quot;), you can find it in the main dungeon.&lt;br /&gt;
&lt;br /&gt;
Then, continue exploring the dungeon until you find the entrances to the [[Orcish Mines]] and [[the Lair]].  Even though they are generally discovered in that order, most players will find it easier to clear the [[Lair]] first.  These branches are not just digressions; clearing them is a major part of the game, and you will get significant resources from each.  But, speaking of digressions...&lt;br /&gt;
&lt;br /&gt;
==Portals==&lt;br /&gt;
Throughout the game, you will find various [[portal]]s to optional levels.  If a portal demands a price, ignore it for now.  Many of the portals are timed, so you have a decision to make.  Other portals will have different themes, and each has characteristic types of monsters and other threats.  First, look up the portal, and consider whether you're equipped to deal with it.  Some of these are obvious; to mention some later portals, it's fire resistance for the [[Volcano]], perma-food for the [[Labyrinth]].  If the portal plays to your weak points, just skip it!  (That ''is'' what &amp;quot;optional&amp;quot; means, after all.)  Likewise, if the &amp;quot;guards&amp;quot; around the portal are too tough for you, you probably didn't want to go inside anyway.  If the timer runs out before you're ready to go in, well, that's life in the dungeon.&lt;br /&gt;
&lt;br /&gt;
If you do venture in, take a moment to set up your resistances and then clear out your inventory of anything you surely won't need for this portal -- after all, you're hoping to come out with lots of treasure!  Generally, you can just drop stuff near the portal, but if there are smart monsters about, you might want to hide it.  (The last level is good, but mind the timer!)  Once you're in, stake stock of the situation, and explore carefully.  Keep track of the exit portals (there's always at least one handy).  If you're overmatched, take what you've got so far (if anything) and skedaddle -- whatever's around the next bend surely isn't worth getting killed!  If you step in and immediately face an &amp;quot;oh, sh*t&amp;quot; situation, '''RUN''', because it's not going to get easier!&lt;br /&gt;
&lt;br /&gt;
Most likely, the first portal you find will be the [[Sewer]], which is good practice for your general strategy here:  The sewer features lots of water, and mostly weak monsters, but there will be poisonous snakes, and the end of the sewer can have nastier monsters.  Merfolk may be able to reach some extra treasure because of their ability to cross deep water.  The second is likely to be the [[Ossuary]], with lots of zombies and/or mummies, and occasionally more exotic undead.  Both are highly variable, with many possible maps and a range of hazard levels.  The [[Bailey]] may show up a bit later -- this one needs distance attacks, defense against missiles, and a fair dose of raw killing power.&lt;br /&gt;
&lt;br /&gt;
== Early branches ==&lt;br /&gt;
&lt;br /&gt;
While most of the individual branches are more-or-less optional, you do need to clear several of them to get your [[Rune of Zot|runes]] and win the game.  Often when you first reach a branch entrance, you will not be strong enough to deal with the inhabitants, so you'll have to gather experience and equipment in the main dungeon, then come back later.  When you do venture in, you should normally clear ''all but the last level''.  These &amp;quot;branch endings&amp;quot;, ''especially'' those with runes, are a major leap in danger over the rest of their branch!  It's wiser to leave them be until you've gotten much more powerful, and are ready to take them on.  Note that runes are not needed for anything until you are ready to enter the [[Realm of Zot]].&lt;br /&gt;
&lt;br /&gt;
It is generally safe to clear the entirety of [[the Lair]] when you find it. The first 3-4 levels are not too much of a challenge. You'll find packs of rats, various fast-moving poisonous snakes, [[Giant frog|frogs]] and assorted other beasts.  (Watch out for [[spiny frog]]s, an early threat.)  As you go deeper, [[sheep]] and [[Yak|yaks]] will be joined by [[death yak]]s, [[elephant]]s, and even the occasional [[dire elephant]]. The occasional [[hydra]] will rear its heads. Establish your [[stash]] on L2; only beasts spawn on this level, and they can't pick up items.  If you start having trouble with the beasts, return to the main dungeon (or other branches) for a while, rinse and repeat.  Watch out for the occasional fire-breather such as a [[lindwurm]], [[fire drake]], or even a [[mottled dragon]].  Lair:8 may have some more dangerous vaults, but most characters can still manage.&lt;br /&gt;
&lt;br /&gt;
Despite the entrance appearing earlier, the [[Orcish Mines]] are tougher than [[the Lair]]. While bands of plain orcs don't pose much difficulty, [[orc warrior]]s (nasty), [[orc knight]]s (nastier), and [[orc warlord]]s (deadly) may appear as you go deeper, punctuated by various [[ogre]] types.  On the mystical side, you'll see plenty of [[orc wizard]]s who can turn invisible, [[orc priest]]s who can smite you from afar for serious damage, and even [[orc sorcerer]]s summoning demons.  To add insult to injury, levels are often split into multiple paths, with some parts being unreachable unless you use a scroll of magic mapping and dig your way to them using a wand of digging or of disintegration. You'll find the entrance to the [[Elven Halls]] on the lower levels, but don't go in yet, the elves are way tougher than the orcs!  As noted above, don't even touch the last level unless you're really &amp;quot;sweeping all before you&amp;quot; (and then watch out for those uber-orcs).  You may also find a big [[ogre]] vault on Orc:4 -- if so, this will be your introduction to [[ogre mage]]s!&lt;br /&gt;
&lt;br /&gt;
== Middle dungeon ==&lt;br /&gt;
&lt;br /&gt;
After you've explored the majority of the early branches, continue to explore the main dungeon, but take it slow. Monster difficulty will start to ramp up noticeably. You'll find the entrances to [[the Vaults]] and [[Hell]] before too long. When you begin to feel uncomfortable with how dangerous the dungeon's monsters are, it's time to backtrack a bit and clear the branches you've passed over so far, especially finishing the [[Orcish Mines]] and [[Lair]].&lt;br /&gt;
&lt;br /&gt;
== Middle branches ==&lt;br /&gt;
&lt;br /&gt;
Assuming you have poison resistance by now and a way to kill hydras (spells, flaming weapons or non-bladed weapons), [[the Swamp]] should be your first target... if it exists (Only one of Swamp and Shoals will appear in any game).  Be careful to only fight when you are on land (retreat to land if surprised in shallow water). If you lack poison resistance, you may either get a swamp dragon hide in the swamp, or do the [[Elven Halls]] L1-2 first and hope to find equipment there.&lt;br /&gt;
&lt;br /&gt;
Afterwards, you can clear [[the Snake Pit]] L1-4 or the [[Spider's Nest]] (again, assuming you have poison resistance) and the [[Elven Halls]] L1-2 if you haven't already (make sure you have high magic resistance). [[The Snake Pit]] is populated by snakes and hordes of nagas, whose main source of damage is poison, so you should be able to take them on. The [[Elven Halls]] feature many casters ([[deep elf conjurer]]s, [[deep elf summoner]]s, [[deep elf priest]]s and even the dreaded [[deep elf annihilator]]s on the bottom floor).  On the flip side, there are also [[deep elf knight]]s who love to pelt you from afar with their bows. [[Repel Missiles]] and [[Deflect Missiles]] are of great use here. '''Do not descend to the bottom floor of either branch yet!'''  The [[Shoals]] are a bit tougher, but early levels can be included at this point., but the [[Slime Pits]] are much more dangerous, and need quite a lot of preparation.&lt;br /&gt;
&lt;br /&gt;
[[The Vaults]] (L1-7) are next.   You can take some time to explore the [[Hall of Blades]] side-branch when you find it. Try to equip yourself to defend against the weapon brands: life protection is quite necessary to prevent or reduce draining. Look for a good branded weapon if necessary, and a weapon of holy wrath for [[the Crypt]]. Note that weapons of distortion may banish you to [[the Abyss]] when unwielded, and are therefore quite useful for escaping some of the later branches.&lt;br /&gt;
&lt;br /&gt;
You can then explore [[the Crypt]], which is a great source of piety with [[The Shining One]]. If you worship another god and plan to switch later to [[The Shining One]], you may want to delay clearing [[the Crypt]] (although you can also use [[the Abyss]] for this purpose if you already did).  [[Dispel Undead]] and the [[Necromancy]] to back it will make the Crypt almost trivial.&lt;br /&gt;
&lt;br /&gt;
== Special levels ==&lt;br /&gt;
&lt;br /&gt;
You should now be ready to the take the bottom floors of the Lair branches, the [[Elven Halls]], [[the Vaults]] and [[the Crypt]].  (If you're uncertain, try finishing the main dungeon first, though you won't be able to open the Zot gate yet.)  These &amp;quot;branch endings&amp;quot; are significantly different from the preceding levels, with non-random layouts and a high concentration of powerful monsters. They should be played carefully: explore in a circular fashion from the upstairs, ready to retreat at the first sign of danger, and try to pull individual monsters back to you instead of fighting large packs. See the individual branch pages for needed preparation and strategy. You will need high magic resistance for [[Elven Halls]], poison resistance for [[the Snake Pit]], and electricity resistance and high AC for [[the Vaults]].&lt;br /&gt;
&lt;br /&gt;
== Lower dungeon and Zot ==&lt;br /&gt;
&lt;br /&gt;
After that, finish exploring the main dungeon.&lt;br /&gt;
&lt;br /&gt;
By now you'll have to stop relying on scrolls and potions, since many monsters will have fire/cold/sticky flame attacks that destroy them. If you continue relying on them, be very careful and wear an [[amulet of conservation]].&lt;br /&gt;
&lt;br /&gt;
Once you've cleared the main dungeon, go unlock the portal to [[the Realm of Zot]]. You should be able to clear the first four levels: they are similar to the [[Elven Halls]] and feature lots of narrow corridors inhabited by draconians instead of elves. Remember to put on an [[amulet of resist corrosion]] to deal with yellow draconians and a source of electricity resistance for black draconians.&lt;br /&gt;
&lt;br /&gt;
== Late branches ==&lt;br /&gt;
&lt;br /&gt;
After that, you may opt to do a few optional branches. Their difficulty varies based on your character, but they provide plenty of experience, loot, and runes. Note that you risk getting mutated in these branches. If you already have good gear and experience, are low on potions of cure mutation, and don't plan on randomly teleporting in Zot:5, you may want to clear it first. You may also delay some of these if you lack some gear for them (such as high-level summoning spellbooks for [[the Tomb]]).&lt;br /&gt;
&lt;br /&gt;
If you are worshiping another god and intend to switch to [[The Shining One]], do so now and clear [[the Crypt]] to boost your piety.&lt;br /&gt;
&lt;br /&gt;
The [[Slime Pits]] are the easiest, but only enter if you have an [[amulet of resist mutation]] (or the mutation resistance mutation), an [[amulet of resist corrosion]], and mostly corrosion-proof gear (i.e. randarts, +4 or better armour or crystal plate mail). Clear the last level extremely carefully, exploring in circles from the upstairs. Kill the royal jelly, but be careful since it spawns jellies when damaged. Then dig or teleport to get the loot and the rune. Alternately, you can convert to [[Jiyva]], which will turn all the monsters in this branch neutral toward you, after which you can make a beeline for the rune -- as long as you're prepared to face the wrath of your previous deity.&lt;br /&gt;
&lt;br /&gt;
[[The Tomb]] is filled with mummies. These cast death curses when killed (including torment for priests and greater mummies), but the real problem are mummy priests and greater mummies, who can both torment *and* smite you, resulting in a quick death; this can be mitigated with torment resistance or immunity. Note that in 0.6.0, [[Kikubaaqudgha]] provides protection from mummy curses at high piety, so her worshippers should have little difficulty. Alternately, if you are a summoner or a follower of a god who grants summoning invocations ([[The Shining One]] is perfect here), you can let your summons handle the mummies, though you'll need to proceed carefully. Life protection is a must to reduce harm from torment. [[The Tomb]] contains loot and a rune. If you have teleportitits and lack torment immunity, avoid it. Some player do survive anyway, but it's quite risky.&lt;br /&gt;
&lt;br /&gt;
You can also enter [[the Vestibule of Hell]], kill [[Geryon]], and evoke his silver horn to open Hell.  (Before 0.9, bringing the Horn out of the dungeon would increase your score; it's not clear if this is still true.)&lt;br /&gt;
&lt;br /&gt;
[[Hell]]'s four branches each require particular resistances and contain fiends to [[torment]] you. Again, life protection is a must, and sustain abilities is recommended. Every branch has loot and a rune at the end. You can also get the [[Sceptre of Asmodeus]] and the [[Staff of Dispater]] here. Note that you will very likely be cast into [[the Abyss]] at least once.&lt;br /&gt;
&lt;br /&gt;
== Zot:5 ==&lt;br /&gt;
&lt;br /&gt;
At this point, if you don't have or can cure teleportitis, or you plan to randomly teleport in the Orb chamber, it is best to clear it now. You may alternatively wait until after [[Pandemonium]], but you risk getting teleportitis and aren't likely to become much stronger at this point (there are several guaranteed neqoxecs in Mnoleg's lair and they are spawned regularly anyway in [[Pandemonium]] and [[the Abyss]]).&lt;br /&gt;
&lt;br /&gt;
If you do have teleportitis, no means to cure it, and don't plan to randomly teleport in Zot:5 or you can still become stronger, you may want to do [[Pandemonium]], [[the Abyss]] and perhaps a [[Ziggurat]] first in hopes of finding a potion of cure mutation (or enough potions of mutation to randomly remove it). Note that there is no loot in Zot:5 except for the Orb, so you can skip it safely. If you don't want all the runes, you may also consider converting to Zin, getting piety with donations and/or waiting to use his Cure All Mutations ability.&lt;br /&gt;
&lt;br /&gt;
If you worship [[The Shining One]] and are low on piety, you may want to replenish it in [[the Abyss]] so you can do the Zot chamber with an army of angels.&lt;br /&gt;
&lt;br /&gt;
Read [[Zot:5]] for more details on the level itself and the strategies for clearing it.&lt;br /&gt;
&lt;br /&gt;
== Bonus branches ==&lt;br /&gt;
&lt;br /&gt;
You can now take the Orb and ascend for a multi-rune, but not &amp;quot;complete&amp;quot; win.  Or... you can leave the Orb in place and prepare for [[Pandemonium]].  Make sure you bring a distortion weapon, plenty of food, and all other equipment/resistances described on that page.&lt;br /&gt;
&lt;br /&gt;
When entering a new [[Pandemonium]] level, take a second and look at the color of the floor and walls. If you think it matches a unique demon lord's level, explore it, kill the demon lord if present, take the rune, and if it is [[Cerebov]], take the loot too. Otherwise, explore and take the first portal you find to a new [[Pandemonium]] level. If you stumble upon a random named demon, kill him and see if there is a demonic rune. If you've killed [[Mnoleg]], [[Gloorx Vloq]], [[Lom Lobon]] and [[Cerebov]] and still have no demonic rune, continue through [[Pandemonium]] until you find one.  As of 0.9. you can only get one demonic rune, after which no more will appear.  You will find food in [[Pandemonium]], but wearing a [[ring of sustenance]] or playing a mummy will make [[Pandemonium]] farming easier, especially if you use skills that cause hunger.&lt;br /&gt;
&lt;br /&gt;
After all this, or in case you stumble upon a portal to one while roaming [[Pandemonium]], you can raid one or more [[Ziggurat]]s. Note that this can be extremely dangerous and the loot will be useless since you can already kill everything in the game anyway. If you haven't found a portal to a [[Ziggurat]] yet, you may be able to create one using a legendary deck of changes or a legendary deck of dungeons. Failing that, just wander around [[Pandemonium]] until you find one.&lt;br /&gt;
&lt;br /&gt;
Finishing a [[Ziggurat]] is extremely hard: the later levels may be full of multiple Pan lords who haste themselves and summon tormenting and smiting demons, and there may be no safe strategy for it with your current character. Nonetheless, it is possible to fully clear them. Of course, you may also opt to enter one earlier (having found or made a portal) to get some of the loot in the ''early'' levels, which are often quite survivable.&lt;br /&gt;
&lt;br /&gt;
Once you have done all that, use your distortion weapon to banish yourself to [[the Abyss]]. If you want the abyssal rune and haven't found it yet in a past trip, wander around until you find it.  At this point, you can search for a portal back to the dungeon... or you can stay longer, to chase a rumor:  The [[Abyssal Stair]].  (Then come back and tell us what you learned!)&lt;br /&gt;
&lt;br /&gt;
== Ascension ==&lt;br /&gt;
&lt;br /&gt;
In older versions, you would begin ascension by gathering your runes most valuable items (especially fixedarts such as the Horn of Geryon) on D:1, or later collection to boost your score.  As of 0.9, inventory value no longer contributes to score.  Your runes do, but those are now carried outside your inventory, for free.&lt;br /&gt;
&lt;br /&gt;
So, when you've finished ransacking the netherworlds and such, just proceed to Zot:5 and claim the Orb!  Be warned that from the time you pick up the Orb, all portals in the dungeon will close, sealing off Hell and the other netherworlds.  Furthermore, you will be under -cTele (that is, no teleport control ''anywhere'') from this point on.&lt;br /&gt;
&lt;br /&gt;
To finish the game, simply head to the nearest upstairs, rinse and repeat. Wands of hasting and teleportation are good to have handy. Wands of digging are also quite useful to dig passages to the nearest exit. &lt;br /&gt;
&lt;br /&gt;
Occasionally residents of the Abyss will appear.  Steamroller the small fry, but if a Pandemonium lord or a very nasty monster comes up, use whatever means you have to escape.  Note that even under -cTele, you can still perform a semi-controlled blink.&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy Guides]]&lt;/div&gt;</summary>
		<author><name>ChickenOfDoom</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Beogh&amp;diff=13956</id>
		<title>Beogh</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Beogh&amp;diff=13956"/>
				<updated>2013-05-22T04:25:36Z</updated>
		
		<summary type="html">&lt;p&gt;ChickenOfDoom: /* Given Abilities */&lt;/p&gt;
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&lt;div&gt;{{version011}}&lt;br /&gt;
&lt;br /&gt;
[[File:Beogh altar.png]] ''&amp;quot;Drown the unbelievers in a sea of blood!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''Beogh the Brigand''' is a deity worshiped by the [[Orc|Cave Orc]]s native to the [[Dungeon]]. Only Orcs may devote their service to Beogh, and must prove their devotion by bloodshed and sacrifice. Devout followers of Beogh can smite their foes, and especially fervent devotees of Beogh may even gain followers of their own, for the Orcs still await their Messiah. There is no [[altar]] to Beogh in the [[Ecumenical Temple]], but altars to him can often be found in the [[Orcish Mines]].&lt;br /&gt;
&lt;br /&gt;
Beogh is considered an [[Evil#Evil_gods|evil]] god.&lt;br /&gt;
&lt;br /&gt;
[[Hill Orc]] [[Priest]]s may begin the game with this religion.&lt;br /&gt;
&lt;br /&gt;
== Racial Restrictions ==&lt;br /&gt;
Beogh only tolerates [[Hill Orc]]s as worshipers (at least among the player [[species]]).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing a living, holy, undead, or demonic creature.&lt;br /&gt;
*You killing a hostile priest. &lt;br /&gt;
*Blessing the corpse of an Orc ([[pray]]ing while standing on an Orc corpse).&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
You lose on average 1 [[Piety]] point every 320 turns, thus you should constantly find a way to counter this loss. If you drop to 0 Piety, you'll be excommunicated. You will also lose Piety (or incur [[penance]]) for the following:&lt;br /&gt;
*Desecrating orcish remains (using Orc corpses for any purpose, like [[Animate Dead]] or [[Sublimation of Blood]]).&lt;br /&gt;
*Cannibalism (eating chunks from Orc corpses).&lt;br /&gt;
*Destroying an [[Statue#Inanimate Statues|Orcish Idol]].&lt;br /&gt;
*Attacking an Orcish ally. (Be careful if you are confused!)&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Messenger&amp;quot;&lt;br /&gt;
* '''Protection from harm''' -  If you receive damage that should kill you, there's a 10 + (Piety/10) % chance to cancel all damage (instead, your Piety is reduced by 20 + 1d20). Unlike with good gods, this protection is canceled if you're under penance.&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Proselytiser&amp;quot;&lt;br /&gt;
* '''Bonuses for using orcish gear''' - The [[AC]] bonus of orcish shields and armour (13%) is increased depending on your [[Piety]], and may reach up to 30% when your Piety is nearly maxed out. The accuracy of all orcish weapons is increased by 1. Hitting with an orcish weapon will inflict a random amount up to Piety/33 + 1 more damage (in addition to the 50% chance to inflict +1 damage when using orcish gear for an Orc).&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Priest&amp;quot;&lt;br /&gt;
* '''Smiting''' - You can smite any monster in view for around 6 + 1d(5 + Invocation Skill) HP. Neither magic resistance nor AC apply. (3 MP, 80-160 Food, 3 Piety)&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Missionary&amp;quot;&lt;br /&gt;
* '''Gain orcish followers''' - Non-summoned, shapeshifted, sleeping, confused or paralyzed Orcs (even uniques, eg. [[Blork]]) around you may recognize you as their Messiah and turn friendly. The chance depends on your Piety and experience level (the higher, the better) and the hit dice of the Orc (the lower, the better). Using a weapon of [[orc slaying]] will reduce the conversion rate by half. Conversions may happen when:&lt;br /&gt;
** A hostile Orc notices you for the first time (including because you hit it or cast a spell on it)&lt;br /&gt;
** A hostile Orc becomes significantly wounded (best not use poison!)&lt;br /&gt;
** You or one of your ally kill a non-ordinary Orc (in this case, the monster will survive the killing blow, unless it was reduced under its max HP in negative). This works best on higher level Orcs.&lt;br /&gt;
* '''Bless your orcish followers''' - Beogh may bless one of your followers when it kills an enemy or otherwise gains experience. The chance is 1d(Piety) &amp;gt;= 30, or one at random when ''you'' kill an enemy (10% chance). The blessing has one of the following effects:&lt;br /&gt;
** 10%: An ordinary Orc becomes an Orc Priest, otherwise 25% chance to add +1 to their weapon's accuracy, 25% chance to add +1 to their weapon's damage, 50% chance to add +1 to their armour's AC.&lt;br /&gt;
** 90%: 50% chance to remove Poison, Sickness, Confusion, Rotting, Slowing or Exhaustion (if they are so afflicted), otherwise heals 25% of the follower's HP.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Evangelist&amp;quot;&lt;br /&gt;
* '''Recall your orcish followers''' -  You can recall your orcish allies, as per the [[Recall]] spell (but only for orcs): all your orcish followers are teleported close to you over a number of turns. (2 MP, 50-100 Food)&lt;br /&gt;
* '''Orc reinforcements''' - If you have no followers on this level, there's a small chance that Beogh will instead (permanently) summon several friendly Orcs for you.&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Apostle&amp;quot;&lt;br /&gt;
* '''Walk on water''' -  You can cross [[deep water]] as if it was normal floor. Be careful not to let your Piety drop under 120 or incur penance while you're walking over deep water!&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Messiah&amp;quot;&lt;br /&gt;
* No new abilities.&lt;br /&gt;
&lt;br /&gt;
== Punishments ==&lt;br /&gt;
* 25%: Suffer Smiting (there is a Piety/4 % chance that your eventual new god will protect you against this).&lt;br /&gt;
* 13%: Summon 1d2 hostile [[dancing weapon]]s. These weapon will be +1d3-1/+1d3-1, cursed 50% of the time and [[brand]]ed with [[Orc slaying]].&lt;br /&gt;
* 25%: Followers around you have a chance to turn hostile (only if you're still a follower of Beogh).&lt;br /&gt;
* 37% (62% if you changed religion): Summon a band of hostile Orcs, led by a stronger Orc (type depending on your experience level).&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
[[Demos%27_Hill_Orc_Priest_guide]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
In [[0.12]] recalling orcish followers takes some time, and works across levels. Also, some of the experience you gain will be shared with your orcish followers.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gods]] [[Category:Evil Gods]][[Category:Orc]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>ChickenOfDoom</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Royal_Jelly&amp;diff=13132</id>
		<title>The Royal Jelly</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Royal_Jelly&amp;diff=13132"/>
				<updated>2013-05-07T02:08:55Z</updated>
		
		<summary type="html">&lt;p&gt;ChickenOfDoom: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version011}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=royal jelly&lt;br /&gt;
|glyph={{Yellow|J}}&lt;br /&gt;
|tile=[[File:Royal jelly.png]]&lt;br /&gt;
|flags={{Eats items}}&amp;lt;br&amp;gt;{{Unique flag}}&amp;lt;br&amp;gt;{{Acid splash flag}}&amp;lt;br&amp;gt;{{Sense invisible flag}}&lt;br /&gt;
|resistances={{Poison resistance}}, {{Acid resistance 3}}, &amp;lt;br&amp;gt;{{Constriction resistance}}, {{Asphyxiation resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=15000&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=196&lt;br /&gt;
|hp_range=230&lt;br /&gt;
|avg_hp=230&lt;br /&gt;
|armour_class=8&lt;br /&gt;
|evasion=4&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 14&lt;br /&gt;
|size={{Medium}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=50 ({{Hit type}}: {{Acid flavour}}: 7d3)&lt;br /&gt;
|attack2=30 ({{Hit type}}: {{Acid flavour}}: 7d3)&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=21&lt;br /&gt;
|base_hp=0&lt;br /&gt;
|extra_hp=0&lt;br /&gt;
|fixed_hp=230&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=jelly&lt;br /&gt;
|species=jelly&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Flavour|A particularly rich and golden gelatinous thing.}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''The royal jelly''' is the [[list of jellies|jelly]] boss of [[the Slime Pits]]. Located in the center of Slime: 6, it will not emerge until you've entered the stone structure it resides in (or you make enough [[noise]] nearby to awaken it), giving you plenty of time to clear the rest of the floor first. &lt;br /&gt;
&lt;br /&gt;
It has an impressive amount of [[HP]], powerful [[acid]]ic melee attacks, exceptional speed, and an unusual defensive mechanism: whenever it is damaged, it spawns various powerful jelly-type monsters to attack you ([[azure jellies]], [[death ooze]]s, [[brown ooze]]s, and [[acid blob]]s). Like other jellies, allowing it to consume items or shooting ammunition at it will restore its HP. Fortunately, it cannot pursue you up [[stairs]], allowing you to abort attempts at killing it that you don't feel confident you can complete.&lt;br /&gt;
&lt;br /&gt;
Killing the royal jelly causes three things to happen:&lt;br /&gt;
*[[Teleport control]] is no longer forbidden on the floor.&lt;br /&gt;
*The four central [[vault]]s that the royal jelly guarded turn from stone to transparent rock, making it easy to [[dig]] or [[teleport]] your way in.&lt;br /&gt;
*[[Jiyva]], the god of slimes, immediately ceases to exist once its only sentient worshiper dies. You can prevent this deicide by worshiping Jiyva yourself before killing TRJ, but killing such a high-ranking jelly will result in penance.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*TRJ will not follow you up[[stairs]], but its generated slimes will. If you plan on running back upstairs mid-fight, expect some of its spawns to follow you.&lt;br /&gt;
*[[Haste]] and a [[potion of might]]/[[potion of brilliance]] are recommended to help you deal lethal damage to TRJ before its reinforcements make life unbearable (while [[berserk]]ing also works, you run the risk of having it run out halfway through the fight). If you need to escape the floor without pursuing jellies following you up, Haste will also allow you to make a fairly safe escape; TRJ will keep up with you, but nothing else will. If you wish to actually outrun TRJ, you'll likely need both Haste ''and'' [[Swiftness]].&lt;br /&gt;
*Fighting TRJ in one of the central stone corridors is a valid strategy, as only TRJ and one or two other monsters will be able to reach you. Just be prepared to deal with an angry jelly mob once you're done.&lt;br /&gt;
*TRJ retreats behind its spawned jellies periodically, forcing you to fight through them before you can damage it again. This can be avoided by summoning your own allies while adjacent to it to box it in before attacking. Works best in the corridors.&lt;br /&gt;
*If you've accidentally created an army of jellies and need to abort, heal up and then stair dance so you can clear out the reinforcements without dealing with too many of them at a time. Entering the floor from different staircases will let you avoid being immediately surrounded.&lt;br /&gt;
*Ranged weapon fighters will have a hard time with this fight, as ammunition heals it. You'll need to find some other means of killing it, unless you're a [[sling]]er and can make [[stone]]s deal significant damage.&lt;br /&gt;
*If you have high-powered [[Lee's Rapid Deconstruction]] or [[Shatter]], you can avoid fighting TRJ by breaking open the stone wall loot vaults. Just be sure to grab any useful non-artifact items before the floor's jellies eat them. Be aware that both spells are loud and will attract attention.&lt;br /&gt;
*[[Banish]]ing TRJ via [[Lugonu]]'s [[ability]] is only advisable if you have some way to deal with stone walls, as the banishing will not turn the vaults' stone into diggable rock or allow teleport control. Failing that, a trip to the Abyss to kill TRJ would be necessary. Alternatively, corrupting the floor will open the vaults easily, but you'll need to move fast if you want to collect any of the non-artifact loot.&lt;br /&gt;
*[[Freezing Cloud]] will reliably kill TRJ in 10 or so turns. If you you can hold your own versus TRJ's reinforcements (say, with your own wave of summons), you can cast Freezing Cloud early and let it do its job. Just be ready to run if things go south.&lt;br /&gt;
*If you are a ranged magic user and take the summoning route, you really can't do better than [[Summon Dragon]]. Dragons are fast and do superlative melee and range attacks. You'll need to plan ahead, of course: an 18 or 19 Summonings skill, high intelligence, a ring of [[wizardry]], and [[Recall]] are the bare minimum. Worshipers of [[Trog]] can also benefit from this approach; a small pack of berserk [[iron troll]]s or [[stone giant]]s should survive long enough to deal tremendous damage to TRJ before being melted away.&lt;br /&gt;
*Of course, if you wish to avoid this entire mess, you can simply worship Jiyva and open the vaults with a [[wand of digging]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.11]], the royal jelly was not able to regenerate naturally. This made the fight much easier to complete over several small assaults.&lt;/div&gt;</summary>
		<author><name>ChickenOfDoom</name></author>	</entry>

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