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		<updated>2026-08-07T21:58:53Z</updated>
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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wizard_mode&amp;diff=86901</id>
		<title>Wizard mode</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wizard_mode&amp;diff=86901"/>
				<updated>2026-08-06T01:02:54Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: update trap command&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
'''Wizard mode''' ('''wizmode''') is ''Crawl&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;''s debug mode. It allows the player to create a character, modify it freely, avoid [[death]], and test all sorts of situations. &lt;br /&gt;
&lt;br /&gt;
Wizmode is invaluable for researching [[item]]s, [[monsters]], [[species]], [[background]]s, [[god]]s, [[branch]]es, [[vault]]s, and general [[:Category:Game mechanics|game mechanics]]. Performing experiments in wizmode is an excellent way to contribute to [[Crawl Wiki|this wiki]] &amp;amp;ndash; please edit our pages with what you have learned!&lt;br /&gt;
&lt;br /&gt;
==Entering Wizmode==&lt;br /&gt;
You can enter wizmode by pressing '&amp;amp;' after creating a character. When you attempt to enter, the game warns you:&lt;br /&gt;
&lt;br /&gt;
 '''WARNING: ABOUT TO ENTER WIZARD MODE!'''&lt;br /&gt;
 '''If you continue, your game will not be scored!'''&lt;br /&gt;
 Do you really want to enter wizard mode?&lt;br /&gt;
&lt;br /&gt;
Type 'wiz' to confirm.&lt;br /&gt;
&lt;br /&gt;
Wizard mode is disabled in [[playing online|online servers]], not only for the [[cheating]] aspect, but also because it could be used to easily crash the server. In order to get access to wizmode, download an offline version of Crawl.&lt;br /&gt;
&lt;br /&gt;
==Command list==&lt;br /&gt;
&lt;br /&gt;
To list commands, hit '''&amp;amp;''', then '''?'''.&lt;br /&gt;
&lt;br /&gt;
To perform commands, type '''&amp;amp;''' and then the respective command key from the list below.&lt;br /&gt;
===Player stats===&lt;br /&gt;
&lt;br /&gt;
 '''A''' : set all skills to level&lt;br /&gt;
 '''Ctrl-D''' : change enchantments/durations&lt;br /&gt;
 '''g''' : exercise a skill&lt;br /&gt;
 '''k''' : change experience level and skills&lt;br /&gt;
 '''l''' : change experience level&lt;br /&gt;
 '''Ctrl-P''' : list props&lt;br /&gt;
 '''r''' : change character's species&lt;br /&gt;
 '''s''' : set skill to level&lt;br /&gt;
 '''x''' : gain an experience level&lt;br /&gt;
 '''$''' : set gold to a specified value&lt;br /&gt;
 ''']''' : get a mutation by name or category&lt;br /&gt;
 '''_''' : gain religion&lt;br /&gt;
 '''^''' : set piety to a value&lt;br /&gt;
 '''@''' : set Str Int Dex&lt;br /&gt;
 '''#''' : load character from a dump file&lt;br /&gt;
 '''&amp;amp;''' : list all divine followers&lt;br /&gt;
 '''=''' : show info about skill points&lt;br /&gt;
 '''n''' : set Zot clock to a value&lt;br /&gt;
 '''N''' : get current [[tension]] value&lt;br /&gt;
&lt;br /&gt;
===Create dungeon features===&lt;br /&gt;
&lt;br /&gt;
 '''L''' : place a vault by name&lt;br /&gt;
 ''',''' / '''.''' : create up/down staircase&lt;br /&gt;
 '''(''' : turn cell into feature (can place traps this way now too)&lt;br /&gt;
 '''\''' : make a shop&lt;br /&gt;
 '''Ctrl-K''' : mark all vaults as unused&lt;br /&gt;
&lt;br /&gt;
===Other level related commands===&lt;br /&gt;
&lt;br /&gt;
 '''Ctrl-A''' : generate new Abyss area&lt;br /&gt;
 '''b''' : controlled blink&lt;br /&gt;
 '''B''' : controlled teleport&lt;br /&gt;
 '''Ctrl-B''' : banish yourself to the Abyss&lt;br /&gt;
 '''R''' / '''ctrl-R''' : regenerate current level&lt;br /&gt;
 '''Ctrl-S''' : change Abyss speed&lt;br /&gt;
 '''u''' / '''d''' : shift player up/down one level&lt;br /&gt;
 '''~''' : go to a specific branch and level&lt;br /&gt;
 ''':''' : find branches and overflow temples in the dungeon&lt;br /&gt;
 ''';''' : list known levels and counters&lt;br /&gt;
 '''{''' : magic mapping&lt;br /&gt;
 '''}''' : detect all traps on level&lt;br /&gt;
 '''Ctrl-W''' : change Shoals' tide speed&lt;br /&gt;
 '''Ctrl-E''' : dump level builder information&lt;br /&gt;
 '''P''' : create a level based on a vault&lt;br /&gt;
&lt;br /&gt;
===Other player related effects===&lt;br /&gt;
&lt;br /&gt;
 '''c''' : card effect&lt;br /&gt;
 '''h''' / '''H''' : heal yourself (super-Heal)&lt;br /&gt;
 '''X''' : make Xom do something now&lt;br /&gt;
 '''z''' : cast spell by number/name&lt;br /&gt;
 '''!''' : memorise spell&lt;br /&gt;
 '''W''' : god wrath&lt;br /&gt;
 '''w''' : god mollification&lt;br /&gt;
 '''p''' : polymorph into a form&lt;br /&gt;
 '''V''' : toggle xray vision&lt;br /&gt;
 '''E''' : (un)freeze time&lt;br /&gt;
&lt;br /&gt;
===Monster related commands===&lt;br /&gt;
&lt;br /&gt;
 '''m''' / '''M''' : create specified monster by number/name&lt;br /&gt;
 '''D''' : detect all monsters&lt;br /&gt;
 '''G''' : dismiss all monsters&lt;br /&gt;
 '''&amp;quot;''' : list monsters&lt;br /&gt;
&lt;br /&gt;
===Item related commands===&lt;br /&gt;
&lt;br /&gt;
 '''a''' : acquirement&lt;br /&gt;
 '''i''' / '''I''' : identify/unidentify inventory&lt;br /&gt;
 '''y''' / '''Y''' : identify/unidentify item types and properties&lt;br /&gt;
 '''o''' / '''%''' : create an object&lt;br /&gt;
 '''t''' : tweak object properties&lt;br /&gt;
 '''v''' : recharge all XP evokers&lt;br /&gt;
 '''Ctrl-V''' : show gold value of an item&lt;br /&gt;
 '''-''' : get a god gift&lt;br /&gt;
 '''|''' : create all [[unrand]] artefacts&lt;br /&gt;
 '''Ctrl-\''' : create all [[unrand]]s / fallbacks&lt;br /&gt;
 '''+''' : make randart from item&lt;br /&gt;
 &amp;lt;b&amp;gt;'&amp;lt;/b&amp;gt; : list items (current floor)&lt;br /&gt;
 '''J''' : Jiyva off-level sacrifice&lt;br /&gt;
 '''Z''' : unobtain runes and Orb of Zot&lt;br /&gt;
&lt;br /&gt;
===Debugging commands===&lt;br /&gt;
&lt;br /&gt;
 '''f''' : quick fight simulation (fsim)&lt;br /&gt;
 '''F''' : single scale fsim&lt;br /&gt;
 '''Ctrl-F''' : double scale fsim&lt;br /&gt;
 '''Ctrl-I''' : item generation stats&lt;br /&gt;
 '''O''' : measure exploration time&lt;br /&gt;
 '''Ctrl-T''' : enter in-game dungeon (d)Lua interpreter&lt;br /&gt;
 '''Ctrl-U''' : enter in-game client (c)Lua interpreter&lt;br /&gt;
 '''Ctrl-Y''' : temporarialy suppress wizmode&lt;br /&gt;
 '''Ctrl-X''' : Xom effect status&lt;br /&gt;
 '''Ctrl-C''' : force a crash&lt;br /&gt;
 ''' ' ''' : list unassigned command keys&lt;br /&gt;
&lt;br /&gt;
===Other wizard commands===&lt;br /&gt;
&lt;br /&gt;
(not prefixed with '''&amp;amp;''')&lt;br /&gt;
 '''x?''' : list targeted commands&lt;br /&gt;
 '''X?''' : list map-mode commands&lt;br /&gt;
&lt;br /&gt;
====Wizard targeting commands====&lt;br /&gt;
&lt;br /&gt;
After hitting '''x'''.&lt;br /&gt;
&lt;br /&gt;
 '''Ctrl-C''' : cycle through beam paths&lt;br /&gt;
 '''D''' : get debugging information about the monster&lt;br /&gt;
 '''o''' : give item to monster&lt;br /&gt;
 '''F''' : cycle monster friendly/peaceful/neutral/hostile&lt;br /&gt;
 '''G''' : make monster gain XP&lt;br /&gt;
 '''Ctrl-H''' : heal the monster to full hit points&lt;br /&gt;
 '''P''' : apply divine blessing to monster&lt;br /&gt;
 '''m''' : move monster or player&lt;br /&gt;
 '''M''' : cause spell miscast for monster or player&lt;br /&gt;
 '''s''' : force monster to shout or speak&lt;br /&gt;
 '''S''' : make monster a summoned monster&lt;br /&gt;
 '''w''' : calculate shortest path to any point on the map&lt;br /&gt;
 '''&amp;quot;''' : get debugging information about a portal&lt;br /&gt;
 '''~''' : polymorph monster to specific type&lt;br /&gt;
 ''',''' : bring down the monster to 1 HP&lt;br /&gt;
 '''(''' : place a mimic&lt;br /&gt;
 '''Ctrl-B''' : banish monster&lt;br /&gt;
 '''Ctrl-K''' : kill monster&lt;br /&gt;
&lt;br /&gt;
====Wizard (map-mode) commands====&lt;br /&gt;
&lt;br /&gt;
After hitting '''X'''.&lt;br /&gt;
&lt;br /&gt;
 '''T''' : Teleport to cursor.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
You obviously can't go into wizmode if you want your game to be [[scoring|scored]]. However, ''Crawl'' is an offline game, meaning you're free to do what you want. There's nothing stopping you from, say, generating the [[Axe of Woe]], setting [[Death's Door]] duration to infinity, and crushing the game.&lt;br /&gt;
&lt;br /&gt;
Players can use wizmode to test a number of things useful in regular games, not limited to the list below:&lt;br /&gt;
*'''f/F''' has a fight simulator, allowing you to test your weapon DPS and damage taken against any given monster (spawn enemies with '''M''').&lt;br /&gt;
*The level of skill / intelligence required to cast a spell. Use '''A''' and '''s''' to set skills to desired points, '''@''' to set Str/Int/Dex, and '''o''' to create any desired armour.&lt;br /&gt;
*Create a [[vault]], to see it in-game.&lt;br /&gt;
*Details on how a given mechanic works.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crawl]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Abyss&amp;diff=86899</id>
		<title>The Abyss</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Abyss&amp;diff=86899"/>
				<updated>2026-08-01T08:21:55Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Added CBA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{flavour|The Abyss is a truly bizarre place, ever-changing and twisted. It is filled with all sorts of monsters, mostly of demonic nature, whose common aim is to feast on intruders. It is also the garbage dump for many sorcerers, who delight in sending would-be champions like you to these proving grounds of madness. Reportedly, there is some structure to the chaos, as Lugonu seems to concoct schemes around this place and its denizens.&lt;br /&gt;
&lt;br /&gt;
Portals to the Abyss are found abundantly in the Depths.&lt;br /&gt;
&lt;br /&gt;
The Abyss consists of seven infinite levels. The abyssal rune of Zot can be found from the third level onwards, and is more common at greater depths. Portals back to the dungeon are scattered throughout the Abyss, and are found more commonly at greater depths or while carrying the abyssal rune.&lt;br /&gt;
&lt;br /&gt;
Adventurers who linger in the Abyss will find themselves drawn irresistibly deeper. Killing monsters will warp the substance of the Abyss, eventually generating a gateway out. Further persistence will wear holes in the Abyss, allowing descent into deeper layers. The Abyss remembers its visitors - once an adventurer has entered a level, future visits to the Abyss will always take them at least that far down.}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|A one-way gate to a demon-haunted realm, riven by chaos, its very substance impermanent and whimsical, filled with creatures out of nightmare.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Abyss entry.png]] '''The Abyss''' is an extra-dimensional chaotic plane without definite shape or form, inhabited by unholy horrors and ruled by [[Lugonu]] the Unformed. Whether you end up in this horrible place intentionally or as the result of sheer bad luck, dedicated explorers who manage to survive will eventually find the [[abyssal rune]] of Zot, and perhaps even a way out!&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
The Abyss is an unorthodox seven-floor [[branch]], with each &amp;quot;floor&amp;quot; an endless plane of constantly shifting terrain. Travel within or between levels of the Abyss is made difficult by several permanent branch features:&lt;br /&gt;
*Mapping the Abyss is impossible. Its terrain constantly changes out of sight; anything that leaves your sight is quickly forgotten.&lt;br /&gt;
*Teleports from a [[scroll of teleport]] are delayed by an extra &amp;lt;code&amp;gt;5+1d9&amp;lt;/code&amp;gt; turns&amp;lt;ref&amp;gt;{{source ref|0.32.1|spl-transloc.cc|901}}&amp;lt;/ref&amp;gt;.&lt;br /&gt;
*The player will be [[teleport]]ed at random intervals. 20% of the time, this teleport will reset the entire map. &lt;br /&gt;
**When teleporting, sometimes players will be forcefully sent deeper into the abyss, at a &amp;lt;code&amp;gt;(XL - Depth)^2 / 2187 * 100&amp;lt;/code&amp;gt;% chance.&amp;lt;ref&amp;gt;{{source ref|0.32.1|abyss.cc|1717}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Instead of regular stairs, [[abyssal stair]]s and branch exits appear randomly or after getting enough XP. You can't ever go up a floor; just down or out. Even when you re-enter the Abyss, you'll end up at the last floor you were on.&lt;br /&gt;
*You may occasionally see orderly structures in the Abyss. These hand-crafted [[vault]]s often contain powerful monsters, abyssal stairs, the [[Abyssal rune]], or even a way out. Approach these with caution, as they are usually well-guarded.&lt;br /&gt;
*No items randomly spawn, excepting the rune or a vault.&lt;br /&gt;
&lt;br /&gt;
===Monster Spawning===&lt;br /&gt;
[[Monster generation|Monsters spawn]] every 5 turns while you're in the Abyss, no matter what level you're on.&amp;lt;ref&amp;gt;{{source ref|0.32.1|mon-place.cc|262}}&amp;lt;/ref&amp;gt; Levels of the Abyss from Abyss:1 to Abyss:5 have a &amp;lt;code&amp;gt;Floor/5&amp;lt;/code&amp;gt; chance to spawn another monster.&amp;lt;ref&amp;gt;{{source ref|0.32.1|timed-effects.cc|296}}&amp;lt;/ref&amp;gt; Abyss:6 will always spawn 2 monsters every 5 turns, and Abyss:7, 3 monsters. &lt;br /&gt;
&lt;br /&gt;
Both Abyss:6 and Abyss:7 have a &amp;lt;code&amp;gt;(Floor-5)/10&amp;lt;/code&amp;gt; chance, per monster, to explicitly spawn a monster near you. Otherwise, monsters spawn in random locations, which could be close or far away.&lt;br /&gt;
&lt;br /&gt;
The Abyss disables the usual spawns while holding the [[Orb of Zot]]. [[Cheibriados]] gives a 50% chance for each spawn to fail.&lt;br /&gt;
&lt;br /&gt;
==Entering the Abyss==&lt;br /&gt;
There are several ways to enter the Abyss; some are voluntary, most are not.&lt;br /&gt;
&lt;br /&gt;
*Enter a [[portal]] in [[Pandemonium]] or [[the Depths]].&lt;br /&gt;
**Depths:3 always has an entrance to the Abyss; other Depths floors have a 33% chance to have a portal.&amp;lt;ref&amp;gt;{{source ref|0.32.1|dat/des/branches/abyss.des|26}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Get [[Banishment|banished]] by the monster spell.&lt;br /&gt;
*Unwield a [[distortion]] weapon (25% chance).&lt;br /&gt;
*Get hit by a [[distortion]] weapon (5% chance) or direct [[chaotic]] effects (1% chance).&lt;br /&gt;
*Use [[Lugonu]]'s Enter the Abyss ability (available at 5* piety and at a large cost)&lt;br /&gt;
*Earn [[Lugonu]]'s wrath.&lt;br /&gt;
&lt;br /&gt;
Abyss entry depth directly scales to experience level, the higher your [[XL]], the higher the chance for a deeper level up to a maximum entry depth of Abyss 5. If you enter via a portal, it will first prompt you with the deepest possible entry floor.&lt;br /&gt;
&lt;br /&gt;
Being banished while in the Abyss will drive you down a floor.&lt;br /&gt;
&lt;br /&gt;
==Exploration==&lt;br /&gt;
Your main objectives are to either get out, or get the rune. You shouldn't wander around much; higher level (~XL20) characters might survive Abyss:3 easily, but the deep Abyss (A:6-7) is threatening to even 15-rune characters. Any exploration also puts you at risk of being [[malmutate]]d by its inhabitants.&lt;br /&gt;
&lt;br /&gt;
===Rune===&lt;br /&gt;
The Abyssal rune may generate from Abyss:3 onwards, always in a [[vault]]. It spawns at increased frequency at lower levels (maximum of A:5), but the greatly increased monster generation rate gives players little incentive to go further. Going deeper also increases the spawn of Abyssal stairs out and down. [[Lugonu]] worshipers of 5* or 6* piety are treated as one floor deeper than normal for rune generation. &lt;br /&gt;
&lt;br /&gt;
If the rune has spawned, you will see its location on the minimap.  When you approach the rune’s location, it'll be logged in message log.&lt;br /&gt;
&lt;br /&gt;
[[File:Runelight0.png]][[File:Runelight1.png]][[File:Runelight2.png]][[File:Runelight3.png]] Runelight tiles indicate the presence of a rune nearby.&lt;br /&gt;
&lt;br /&gt;
===Exit===&lt;br /&gt;
Delving deeper will increase the chance of an exit, and holding the Abyssal rune will cause exits to spawn much faster:&lt;br /&gt;
*A:1 = 1/7250 revealed tiles&lt;br /&gt;
*A:2 = 1/6000&lt;br /&gt;
*A:3 = 1/4750&lt;br /&gt;
*A:4 = 1/3500&lt;br /&gt;
*A:5-7 = 1/2250&lt;br /&gt;
*Holding Abyssal rune: 1/1000&lt;br /&gt;
&lt;br /&gt;
You may also kill monsters to eventually create a gateway out; higher XP contributes more. However, going deeper than A:5 gives a &amp;lt;code&amp;gt;(Floor-4)&amp;lt;/code&amp;gt;x XP penalty for purposes of stair creation.&lt;br /&gt;
&lt;br /&gt;
Finally, altars of [[Lugonu]] are scattered throughout the Abyss, who offers converts an immediate way out. Most [[god]]s will inflict [[divine retribution]] for leaving them, but Lugonu provides some protection against wrath, and may be the best/only option to survive.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
*The [[undead]] and nearly all non-fiend [[demon]]s, including [[derived undead]] of late-game monsters.&lt;br /&gt;
*Almost all [[List of eyeballs|eyeballs]], [[list of draconians|draconians]].&lt;br /&gt;
*Any [[unique]]s you banished to the Abyss.&lt;br /&gt;
*Humanoid casters, such as [[Wizard (monster)|wizards]] and [[lich]]es.&lt;br /&gt;
*[[Zykzyl]] is the only monster with the ability to permanently mutate the player, but others can give temporary mutations.&lt;br /&gt;
&lt;br /&gt;
*Several monsters unique to the Abyss:&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;
|-&lt;br /&gt;
| {{monsterlink|Apocalypse crab}} || {{monsterlink|Thrashing horror}} || {{monsterlink|Starcursed mass}} || {{monsterlink|Tentacled starspawn}} || {{monsterlink|Screaming refraction}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Ancient zyme}} || {{monsterlink|Lurking horror}} || {{monsterlink|Spatial maelstrom}} || {{monsterlink|Wretched star}} || {{monsterlink|Starflower}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As you go deeper, more threatening monsters will spawn. Tier-1 [[demons]] go from extremely rare to quite common, both [[angel]]s and [[profane servitor]]s start spawning...&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*The enemies found here are not much weaker than those found in [[Hell]], so a full complement of resistances is recommended. Getting surrounded here can be deadly, but if you can run away for long enough the level will reset, saving you from your pursuers. Having [[stealth]] may be useful, which can let you walk away from fights you just don't want to deal with. [[Regeneration]] is also useful, as you won't have much time to rest here.&lt;br /&gt;
*Getting sent to the Abyss early (usually through Banishment) is often a death sentence, but you may be able to survive long enough to find a gate out. For almost any player, surviving the Abyss is about mobility first. Use every speed advantage you can muster to avoid every combat you can; even if you can defeat some of the weaker foes, you want to spend every possible turn exploring new tiles and generating new chances of escape. When you see a monster, you should head in the opposite direction. You can also worship [[Lugonu]] for a fast way out (at the cost of your old god's [[divine retribution|wrath]]).&lt;br /&gt;
**A means of [[flying]] over lava or deep water and a [[wand of digging]] will help manufacture avenues of escape when you're seemingly trapped. Since teleports take a while to kick in, consider teleporting ''on sight'' when you see speedy, lethal monsters like [[executioner]]s or ranged threats like [[hell sentinel]]s. [[Blink]]ing can get you out of a nasty corner. Summons can slow/entangle pursuers. Use quiet dead ends to regenerate HP/MP. Then, get moving. Many of the rune vaults have enemies that cannot see invisible, always check if a [[potion of invisibility]] will solve the problem.&lt;br /&gt;
*Moving diagonally in an unexplored direction will uncover more tiles, making it more likely for you to find the exit. It also makes it somewhat more likely for you to find monsters.&lt;br /&gt;
*The smartest way to survive the Abyss is to only enter it on your own terms. Read the page on [[Banishment]] for tips on avoiding one of ''Crawl'''s deadliest spells.&lt;br /&gt;
*Using a [[scroll of teleportation]] will reset the zone and give you another chance of spawning the rune vault nearby. Use teleports much earlier than normal given the extra delay in Abyss, and use them before the threat has caused a problem in the first place - you won't have long to recover wherever you end up next.&lt;br /&gt;
*If you have stealth around 10, and a source or regen and/or mana efficient spells, entering around xl 19 is a good time to steal a rune from Abyss 3. If you wait much longer, you may be better off getting experience from the rest of the game and returning just before Zot for the 3rd rune. The max depth you can enter is Abyss 5. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.35|Abyss entry points will be found in late dungeon rather than Depths 3. Teleport scrolls will delay the rune spawn rate. The rune will require a number of turns spent in Abyss before it can spawn, eliminating it being spawned immediately upon entry as happens in 0.34.}}&lt;br /&gt;
*In [[0.34]], Abyssal entry was tied to player level, with higher xl leading to deeper entry levels up to level 5. Most sources of permanent mutation were removed.&lt;br /&gt;
*In [[0.29]], the anti-scumming measures of 0.28 were mostly reverted:&lt;br /&gt;
**The Abyss gives XP and piety again (but not items); the rune no longer gives XP, and [[wretched star]]s were unnerfed.&lt;br /&gt;
**You will always travel to (at least) the deepest level you have visited so far. The branch is now 7 levels deep, with new floors ramping up in difficulty.&lt;br /&gt;
**Players will sense the rune's location on the map, including when it shifts or disappears. In addition, a 'runelight' will prompt you whenever you get near the rune's location.&lt;br /&gt;
*In [[0.28]], anti-[[scumming]] measures were implemented:&lt;br /&gt;
**The Abyss no longer randomly generates items. They may still spawn as part of a [[vault]].&lt;br /&gt;
**XP and piety cannot be earned normally; XP is still used to open gateways, but doesn't contribute to anything else. Instead, collecting the [[rune]] provides  2 XL's worth of experience and some skill points. &lt;br /&gt;
**To compensate, gateways (both), rune vaults, and plunges are more common, and wretched stars were nerfed.&lt;br /&gt;
*Prior to [[0.25]], if you spawned an Abyss exit without leaving/descending, you would always spawn stairs deeper by getting XP.&lt;br /&gt;
*Prior to [[0.23]], players could find portals to the Abyss in the [[Labyrinth]].&lt;br /&gt;
*Prior to [[0.22]], you could not be dragged deeper into the Abyss when being teleported.&lt;br /&gt;
*Prior to [[0.18]], killing monsters in the Abyss couldn't eventually spawn exits and down-stairs.&lt;br /&gt;
*Prior to [[0.15]], the Abyss would often cancel any attempt at [[blink]]ing.&lt;br /&gt;
*Prior to [[0.12]], the Abyss had only one floor, and finding the rune was simply a matter of wandering it for long enough. [[Lava]] and [[deep water]] terrain could be generated.&lt;br /&gt;
*Prior to [[0.10]], the Abyss' terrain shifting would happen at a much slower pace, and only when you weren't looking directly at it.&lt;br /&gt;
*In earlier versions, the Abyss would wrap around on itself if you went too far in one direction. Also, banishment to the Abyss was one of the possible results of [[Hell's mystical force]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{branches}}&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Piety&amp;diff=86898</id>
		<title>Piety</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Piety&amp;diff=86898"/>
				<updated>2026-08-01T08:17:12Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Add CBA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
'''Piety''' is a measure of your standing with your chosen [[god]] and a resource used to activate divine abilities.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Piety is measured on a scale from 1-200; most characters start at 15 piety when first worshipping a god. If piety drops below 1, you are excommunicated and incur [[penance]]. Piety is gained by doing what your god likes, and lost for doing what it hates (see below for details).&lt;br /&gt;
&lt;br /&gt;
At certain piety thresholds, your god will grant abilities. Active abilities can be invoked with the '''a''' command; most cost piety to use. Passive abilities work automatically, and usually don't have a cost. Piety is also used, passively, for obtaining [[gift]]s and for resolving [[penance]].&lt;br /&gt;
&lt;br /&gt;
==Estimating Piety==&lt;br /&gt;
You cannot see your exact piety number in-game, but you can estimate it from the number of stars shown by your god's name on your [[HUD]]:&amp;lt;ref&amp;gt;{{source ref|0.31.0|religion.cc|4446}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|border=1 cellspacing=0 cellpadding=3&lt;br /&gt;
|-&lt;br /&gt;
!Ability Level !! Piety !! Description&lt;br /&gt;
|-&lt;br /&gt;
| || 1-29 || Noncommital&lt;br /&gt;
|-&lt;br /&gt;
|*|| 30-49 || Aware of your devotion&lt;br /&gt;
|-&lt;br /&gt;
|**|| 50-74 || Pleased with you&lt;br /&gt;
|-&lt;br /&gt;
|***|| 75-99 || Rising star&lt;br /&gt;
|-&lt;br /&gt;
|****|| 100-119 || Shining star&lt;br /&gt;
|-&lt;br /&gt;
|*****|| 120-159 || Favored servant&lt;br /&gt;
|-&lt;br /&gt;
|******|| 160-200 || Prized avatar&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Not coincidentally, these stars are the levels of piety required for you to receive new abilities. You don't always get a new ability for each star. For example, [[Okawaru]] gives the ability to invoke Heroism at *, and then nothing until Finesse at ****. &lt;br /&gt;
&lt;br /&gt;
Note that many gods grant powers that improve with your exact piety, not just your star level. Also, 'excess' piety can be used to invoke abilities more often. Therefore, gaining piety remains helpful until you reach the maximum.&lt;br /&gt;
&lt;br /&gt;
==Piety Gain==&lt;br /&gt;
Usually, you'll start with 15 piety on worship, though [[Monk]]s start at 50 piety. Worshipping from a [[faded altar]]s gives a +20 bonus, even for Monks.&lt;br /&gt;
&lt;br /&gt;
You can gain piety by following your god's conduct. A majority of gods reward you for one of two things:&lt;br /&gt;
*Killing creatures, or having an [[ally]] kill a creature. Some gods don't give piety for specific kills, e.g. [[Lugonu]] won't reward you for killing monsters in [[the Abyss]].&lt;br /&gt;
*Exploring the dungeon, i.e., revealing new tiles. You are not rewarded for exploring the [[Temple]] or deep water in [[the Shoals]].&lt;br /&gt;
&lt;br /&gt;
Different gods may have different means of gaining piety. For example, [[Zin]] appreciates [[gold]] donations (and killing [[evil]]/[[chaotic]] creatures), while [[Yredelemnul]]'s piety is solely determined by the number of friendly [[undead]] in sight. [[Gozag]] does not use piety at all - this god only cares for gold.&lt;br /&gt;
&lt;br /&gt;
===Penalties===&lt;br /&gt;
For all gods but Ashzenzari and Ru, piety gain slows down by x2/3 at 4*, and slows down by another x2/3 (to x4/9) at 6*.&amp;lt;ref&amp;gt;{{source ref|0.31.0|religion.cc|2433}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For Okawaru, Sif Muna, Trog, and Vehumet, if you would gain piety while on [[gift timeout]], your actual piety gain is reduced by x1/4 (however, piety gain is treated as normal for reducing gift timeout itself).&amp;lt;ref&amp;gt;{{source ref|0.30.1|religion.cc|2436}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Piety Loss==&lt;br /&gt;
Using most types of abilities will cost a set amount of piety. This can bring you below a piety threshold, so watch out.&lt;br /&gt;
&lt;br /&gt;
You can lose piety by doing things your god dislikes - [[Trog]] hates it when you cast [[spell]]s; [[The Shining One]] hates when you do [[evil]]. Specifically, doing anything your god dislikes will reduce your piety directly, then inflict [[penance]]. While you're under penance, you don't gain piety - instead, any piety you would've gained is used to decrease penance.&lt;br /&gt;
&lt;br /&gt;
In addition, [[Ostracise]] will temporarily reduce piety. The lost piety can be reclaimed by gaining XP. However, your &amp;quot;actual&amp;quot; piety is still used for the purposes of piety gain and excommunication. For example, if you had 4* of piety and Ostracise dropped you down to 2*, you'd still be under the 4* piety penalty.&lt;br /&gt;
&lt;br /&gt;
===Piety Decay===&lt;br /&gt;
Most gods have a piety decay. When worshipping these gods, your piety will naturally decrease over time. Every 10-30 [[decaAut]] (i.e. turns), the game makes a roll to deplete 1 piety. Depending on your god, there is a 1/17 or 1/35 chance to do so. Therefore, on average, you'll lose 1 piety every 340 or 700 turns, respectively.&lt;br /&gt;
&lt;br /&gt;
Gods with fast piety decay (lose 1 piety roughly every 340 turns):&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2; width:500px&amp;quot;&amp;gt;&lt;br /&gt;
*[[Beogh]]&lt;br /&gt;
*[[Dithmenos]]&lt;br /&gt;
*[[Jiyva]]&lt;br /&gt;
*[[Kikubaaqudgha]]&lt;br /&gt;
*[[Lugonu]]&lt;br /&gt;
*[[Makhleb]]&lt;br /&gt;
*[[Okawaru]]&lt;br /&gt;
*[[Qazlal]]&lt;br /&gt;
*[[Sif Muna]]&lt;br /&gt;
*[[Trog]]&lt;br /&gt;
*[[Vehumet]]&lt;br /&gt;
*The [[Wu Jian Council]]&lt;br /&gt;
*[[Yredelemnul]]&lt;br /&gt;
*[[Zin]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gods with slow piety decay (lose 1 piety roughly every 700 turns):&lt;br /&gt;
*[[Cheibriados]]&lt;br /&gt;
*[[Elyvilon]]&lt;br /&gt;
*[[Fedhas]]&lt;br /&gt;
*[[Hepliaklqana]]&lt;br /&gt;
*[[Nemelex Xobeh]]&lt;br /&gt;
*[[The Shining One]]&lt;br /&gt;
&lt;br /&gt;
[[Uskayaw]] has extremely fast piety gain and decay, while [[Ignis]] has none. [[Ashenzari]], [[Ru]], and [[Xom]] have their own unique piety systems, which do not use the normal decay function. [[Gozag]] doesn't use piety at all.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Piety is a &amp;quot;semi-renewable&amp;quot; resource. It is much easier to obtain than [[scroll]]s or [[potion]]s, but still finite for most of the game (since there are only so many monsters to kill, tiles to explore, etc.). Still, you'll constantly gain piety, so don't be too stingy with divine abilities.&lt;br /&gt;
&lt;br /&gt;
Some gods have different piety systems, so you should treat their piety differently. See each god's page for more specific advice.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.35|Piety decay will be removed.}}&lt;br /&gt;
*Prior to [[0.19]], there were five possible piety decay speeds.&lt;br /&gt;
*Prior to [[0.16]], gods didn't treat followers' kills the same as the player's for purposes of piety gain.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dithmenos&amp;diff=86897</id>
		<title>Dithmenos</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dithmenos&amp;diff=86897"/>
				<updated>2026-08-01T08:11:55Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: .34 update, add Forgecraft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
[[File:Dithmenos altar.png]] ''&amp;quot;Walk in the dark places.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Dithmenos is the god of night and of things half-seen in flickering torchlight. Worshipped by actors as often as thieves, followers of Dithmenos can learn to control their own shadow as if it were an extension of their body - misdirecting onlookers and acting upon the world with force as tangible as anything that has ever been imagined lurking in the dark.&lt;br /&gt;
&lt;br /&gt;
Followers of Dithmenos are surrounded by an unnatural quiet, which helps the sounds they make go unnoticed. As they rise in devotion, they will find their own shadow begins to imitate some of their actions, attacking when they attack and even casting shadowy magics that mimic the form - if not the substance - of whichever schools of magic they had been utilising.&lt;br /&gt;
&lt;br /&gt;
More devout worshippers additionally gain the ability to swap places with their shadow to mislead enemies, grasp other beings' shadows to unleash their magic on the worshipper's behalf, and finally call down a night so dark that it hides all denizens of the dungeon from each other.&lt;br /&gt;
&lt;br /&gt;
Dithmenos likes it when you explore the world.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship Dithmenos (or any other god).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Exploration.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity: You lose 1 piety per 700 turns, on average.&lt;br /&gt;
*Abandonment. (Penance)&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''Piety level (-):''' “Nocturnal”&lt;br /&gt;
*No granted abilities.&lt;br /&gt;
'''Piety level (*):''' “Bump in the Night”&lt;br /&gt;
*'''Noise suppression''' - All [[noise]] within your [[line of sight]] is halved.&lt;br /&gt;
'''Piety level (**):''' “Thespian”&lt;br /&gt;
*'''Shadow Mimic''' - Whenever you attack a monster or cast a spell, there is a chance for your '''shadow''' to appear, a stationary monster that will attack when you attack. The location the shadow spawns, and its stats, depend on the attack; in particular, different spell schools will result in the shadow being able to cast different spells - see below.&lt;br /&gt;
:*The chance to spawn increases from 10% at 2* piety to 20% at 6*, and it's 5% higher if you cast a spell.&lt;br /&gt;
:*The shadow spawns with a +0 unbranded version of your base weapon and gets a damage bonus based on your XL. The power of your shadow's spells scales with XL and spell level.&lt;br /&gt;
'''Piety level (***):''' “Tenebrous”&lt;br /&gt;
*'''Shadowslip''' - Instantly swap places with your shadow, and misleads all enemies in sight into attacking the shadow instead of you. (This guarantees [[Stabbing#Stab_Tiers|distraction stabs]] for its duration.) Also temporarily boosts the HP of your shadow, scaling with Invocations. (4 MP, 6% HP, 2-3 piety, instant)&lt;br /&gt;
**Note that monsters that weren't targeting the player won't be misled. The ability's targeter shows which monsters will be affected.&lt;br /&gt;
'''Piety level (****):''' “Puppet Master”&lt;br /&gt;
*'''Aphotic Marionette''' - Causes the targeted monster to cast 3-6 of their spells (increasing with Invocations skill) at once at other enemies as if they were allied to you. These attacks will never hurt you. In most cases, using this ability requires the presence of a second monster. (5 MP, 3-5 piety)&lt;br /&gt;
:*Buff spells such as [[Haste]], [[Invisibility]] and [[Berserker Rage]] will result in the buff being applied to you, and these spells do not need another monster present to be cast as a marionette. These are indicated with a '''*''' on the '''xv''' examine monster screen.&lt;br /&gt;
:*Some monster spells cannot be cast via Aphotic Marionette. These are indicated with a '''!''' on the '''xv''' screen.&lt;br /&gt;
'''Piety level (*****):''' “Walking Midnight”&lt;br /&gt;
*'''Primordial Nightfall''' - Immediately reduces your [[line of sight]] to zero for a few turns. Your line of sight then gradually returns to normal over several turns. If you have less than 100 [[stealth]], sets your stealth to 100. (8 MP, 13-20 piety)&lt;br /&gt;
:*It is not possible to fire targeted spells or abilities, or use ranged attacks, while your line of sight is zero. Melee attacks are still possible, as if you attempt to move into a tile with a monster, you will attack that monster. However, an invisibility penalty applies to both players and monsters attacking each other while your line of sight is zero.&lt;br /&gt;
'''Piety level (******):''' “Who Hides the Stars”&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Shadow Spells==&lt;br /&gt;
If your shadow appears on casting a spell, the shadow's spell depends on the school of the spell you cast. Spells that have more than one spell school will randomly pick one of the schools to choose a shadow spell from.&lt;br /&gt;
*[[Fire Magic]]: Shadowball (like [[Fireball]], but irresistible)&lt;br /&gt;
*[[Ice Magic]]: Creeping Shadow (like [[Creeping Frost]], but irresistible and with less range)&lt;br /&gt;
*[[Earth Magic]]: Shadow Shard (single target, high damage projectile)&lt;br /&gt;
*[[Air Magic]]: Shadow Tempest (targets 30-50% of all visible enemies + 1 with smite-targeted damage that can be dodged)&lt;br /&gt;
*[[Alchemy]]: Shadow Prism (like [[Fulminant Prism]], but is harder to hit and doesn't damage allies)&lt;br /&gt;
*[[Conjurations]]: Shadow Beam (penetrating beam)&lt;br /&gt;
*[[Necromancy]]: Shadow Draining (3x3 explosion centered on the shadow that ignores AC)&lt;br /&gt;
*[[Summoning]]: Shadow Puppet (summons an ally with swoop/flank/constricting attacks; damage scales with spellpower; summon cap of 3)&lt;br /&gt;
*[[Hexes]]: Shadow Torpor (penetrating beam that applies irresistible slow; duration increases with spellpower and decreases with enemy HD)&lt;br /&gt;
*[[Translocations]]: Shadow Bind (applies a bind effect to a random number of enemies in LOS, preventing them from moving for a short duration)&lt;br /&gt;
*[[Forgecraft]]: [[Shadow Turret]] that can fire through allies (summon cap of 2).&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Dithmenos does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
When angered, Dithmenos turns the shadows against victims. Monsters emerge from the darkness, both illusions woven from shadow and the very shadow themselves turning against sinners. Dithmenos' subtle punishments are, if anything, more dangerous: victims find the shadows ripped away from them, hunted with nowhere to hide; or find themselves smothered in shadow and sleeping, perhaps forever.}}&lt;br /&gt;
&lt;br /&gt;
While under penance, Dithmenos will sometimes punish you with one of the following forms of [[divine retribution]]:&lt;br /&gt;
*25% chance: Dithmenos summons shadows around you, and with a 50% chance also slows you for 10-20 turns.&lt;br /&gt;
*25% chance: Dithmenos creates a hostile version of your shadow mimic to fight you&lt;br /&gt;
*25% chance: You are put to [[sleep]] for 6 turns.&lt;br /&gt;
*25% chance: You are afflicted with a [[Sentinel's Mark]] for about 50 turns. This can be removed with a [[potion of cancellation]] as normal.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Dithmenos is a trickster god, designed to allow you to do clever things to manipulate monsters. &lt;br /&gt;
&lt;br /&gt;
Your shadow wields your base weapon type, without any enchantment or brand. Therefore, for example, a [[hydra]]'s head cut off by the shadow will result in the growth of two more heads, even if you have a [[flaming]]-branded weapon. This also means that upgrading to heavier weapons earlier than usual may be beneficial.&lt;br /&gt;
&lt;br /&gt;
The shadow has particular synergy with [[short blades]] (as your shadow will allow you to get distraction stabs on your enemies) and [[ranged weapons]] (as the shadow is stationary, but does not need to move to attack with ranged weapons).&lt;br /&gt;
&lt;br /&gt;
Aphotic Marionette can steal enemy buff spells, which should not be underestimated. For instance, many enemies have the Haste spell, which is a very useful effect.&lt;br /&gt;
&lt;br /&gt;
Primordial Nightfall is a strong escape ability, as it temporarily prevents all incoming damage from range, and reduces the chance for enemies to hit you in melee. If you have high stealth.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Initially, this god was called &amp;quot;Dithmengos&amp;quot; which is an anagram for &amp;quot;Dsomething&amp;quot;, an early placeholder name for the new deity.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], Dithmenos was considered an [[evil]] god. Instead of noise suppression, Dithmenos gave an [[umbra]] with radius increasing with piety. In place of the current abilities, Dithmenos instead gave Shadow Step at 2*, allowing you to instantly move adjacent to a creature within your umbra; you would bleed smoke on taking damage at 3*; and [[Shadow Form]] at 5*. Shadow Mimic was given at 4*, and simply tried to mimic your attacks rather than summoning an actual shadow monster. Additionally, Dithmenos' wrath could summon shadows, shadow wraiths or Tzitzimimeh instead of shadow puppets or your own shadow.&lt;br /&gt;
*Prior to [[0.22]], Dithmenos hated fire and appreciated the killing of fiery things, but was not evil. Also, Shadow Step didn't cost HP, but could only be used on immobile creatures.&lt;br /&gt;
*Prior to [[0.16]], Dithmenos disapproved use of the [[Corona]] spell and the unrandart [[Mace of Brilliance]].&lt;br /&gt;
*Dithmenos was added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shadow_Shot&amp;diff=86896</id>
		<title>Shadow Shot</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shadow_Shot&amp;diff=86896"/>
				<updated>2026-08-01T08:10:56Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Fix links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{monster spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Shadow Shot''' is a monster-only spell, cast by [[Shadow Turret]] which is summoned by [[Dithmenos]]'s Shadow Mimic's shadow [[Shadow Turret]] ability when player casts a spell from [[Forgecraft]] school. It is basic single-target shadow damage spell, doing less damage than direct shadow attack spells.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Shadow Shot was added in [[0.33]] with [[Forgecraft]] school.&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shadow_turret&amp;diff=86895</id>
		<title>Shadow turret</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shadow_turret&amp;diff=86895"/>
				<updated>2026-08-01T08:09:43Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Make redirect to solve broken link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Shadow Turret]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shadow_Turret&amp;diff=86894</id>
		<title>Shadow Turret</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shadow_Turret&amp;diff=86894"/>
				<updated>2026-08-01T08:01:13Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Fix links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{monster spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Shadow Turret''' is a monster-only spell, cast by the shadow summoned by [[Dithmenos]]'s Shadow Mimic ability when the player casts a spell from the [[Forgecraft]] school. It creates a stationary shadow turret ally monster which repeatedly fires [[Shadow Shot]] ability with a summon cap of 2.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Shadow Turret was added in [[0.33]] with addition of [[Forgecraft]] school.&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Enchanter&amp;diff=86890</id>
		<title>Enchanter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Enchanter&amp;diff=86890"/>
				<updated>2026-07-29T02:58:27Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: .34 update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{flavour|The Enchanter specialises in the subtle art of hexes. Instead of directly damaging foes, hexes disable and debilitate them, allowing the Enchanter to finish the helpless creatures in combat. The Enchanter begins with a lightly enchanted dagger, a robe, a potion of invisibility, and a selection of hexes.}}&lt;br /&gt;
&lt;br /&gt;
'''Enchanters''' are mages who have specialised in the subtle art of [[Hexes]]. Although not as directly damaging as [[Conjurations]] or the elements, high-level Hexes offer a wide array of very handy effects.&lt;br /&gt;
&lt;br /&gt;
==Preferred Species==&lt;br /&gt;
[[Deep Elf]], [[Felid]], [[Kobold]], [[Spriggan]], [[Naga]], and [[Poltergeist]] are the recommended species if you pick an Enchanter Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+1 [[dagger]]&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*2 [[Potions of invisibility]]&lt;br /&gt;
&lt;br /&gt;
'''Available Spells:'''&lt;br /&gt;
*[[Ensorcelled Hibernation]]&lt;br /&gt;
*[[Confusing Touch]]&lt;br /&gt;
*[[Tukima's Dance]]&lt;br /&gt;
*[[Gloom]]&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Short Blades]]: 1&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 3&lt;br /&gt;
*[[Spellcasting]]: 2&lt;br /&gt;
*[[Hexes]]: 3&lt;br /&gt;
&lt;br /&gt;
Choosing Enchanter adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Enchanters are one of the few magic starts not to get an XL 1 spell, but have 2 potions of invisibility to make up for it. They soon get access to debilitating hexes - [[Ensorcelled Hibernation]] and [[Confusing Touch]] - becoming effective [[stab]]bers in the process.&lt;br /&gt;
&lt;br /&gt;
While there are some devastating Hex spells available to late-game characters, be prepared to branch out at least a little. Many enemies have high [[willpower]], which can cause serious problems over time. An [[orb]] of [[guile]] or [[scroll of vulnerability]] can help you affect enemies with high willpower, though such items will also reduce your own willpower.&lt;br /&gt;
&lt;br /&gt;
===Spell Info===&lt;br /&gt;
Ensorcelled Hibernation is your classic sleep n' stab spell. Succeed against your opponent's willpower, and they'll be vulnerable to a single extremely deadly [[stab]] attack, preferably from your dagger. Monsters who've already been entranced can't be put to sleep for some time, nor can monsters resistant to cold. You may want to get a few levels into Ice Magic  (1-3, perhaps) to boost this spell's power.&lt;br /&gt;
&lt;br /&gt;
Confusing Touch is your answer to that, with the highest duration of the starting spells. It has the MP advantage too - you get multiple swings, each swing having a chance to confuse, for only 3 MP. Against enemies with low success chance (&amp;lt;30% or so), Confusing Touch is more MP-efficient.&lt;br /&gt;
&lt;br /&gt;
Gloom is another debilitation spell. Because it checks [[HD]] (not willpower), pesky monsters resistant to your other hexes can be hit by the gloom. To monsters not immune to blinding, this is effectively a localized [[invisible]]. The blindless only lasts a few turns... but a few turns can be all the time you need to set up something else (or run away). In addition, it has a wide area-of-effect - all your other spells are single-target.&lt;br /&gt;
&lt;br /&gt;
While not as flashy as an Enchanter's other spells, [[Tukima's Dance]] allows you to take advantage of otherwise tough, weapon-wielding enemies like [[ogre (monster)|ogres]] and [[orc warlord]]s. For many monsters, their weapon comprises over half their damage output. Now it's a [[summon]]ed monster on your side. Tukima's will also work on ranged weapons; a [[centaur (monster)|centaur]] can't shoot you without its bow.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.34]], [[Dazzling Flash]] was replaced with [[Gloom]].&lt;br /&gt;
*In [[0.29]], most backgrounds were buffed; Enchanters gained a second [[potion of invisibility]].&lt;br /&gt;
*Prior to [[0.28]], Enchanters had the [[Corona]] spell, but did not start with a potion of invisibility.&lt;br /&gt;
*Prior to [[0.27]], Enchanters started with the [[Book of Maledictions]], which had the same spells as Enchanters do now.&lt;br /&gt;
*Prior to [[0.15]], Enchanters started with some [[dart]]s and 1 level of [[Throwing]], but only 2 levels of [[Stealth]].&lt;br /&gt;
*Prior to [[0.14]], Enchanters started with only 1 level of Spellcasting.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Makhleb&amp;diff=86880</id>
		<title>Makhleb</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Makhleb&amp;diff=86880"/>
				<updated>2026-07-23T08:14:14Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Correct language about hostile summons, ally can be lower on the list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
[[File:Makhleb_altar.png]] &amp;quot;Blood and souls for Makhleb!&amp;quot;''&lt;br /&gt;
{{flavour|Makhleb the Destroyer is a fearsome deity of bloodshed and mortification of the flesh. Followers are expected to cleanse others by inflicting suffering and death on them in Makhleb's name. Dedicated followers may also access the raw energies and hell-spawned servants of chaos, so that they may better break the impure world and its false laws for their evil god's glory.&lt;br /&gt;
&lt;br /&gt;
Makhleb offers followers the ability to unleash bolts of chaotic destruction at the cost of their own health as well as call in help from powerful (if sometimes uncooperative) demons. The most devoted of worshippers will eventually be gifted with knowledge of Infernal Marks, allowing them to ritually brand their own bodies in exchange for one of the Destroyer's many hellish powers.&lt;br /&gt;
&lt;br /&gt;
Makhleb's powers all come with a price in blood. However, Makhleb will grant followers renewed health in return for killing beings of all kinds.&lt;br /&gt;
&lt;br /&gt;
Makhleb likes it when you or your allies kill living beings, you or your allies kill the undead, you or your allies kill demons and you or your allies kill holy beings.}}&lt;br /&gt;
&lt;br /&gt;
'''Makhleb''' is the [[evil]] and [[chaotic]] god of the [[Hell]]s.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s may not worship Makhleb (or any other deity).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing living, undead, holy, or demonic beings (67% or more chance of +1 piety)&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity: You lose 1 piety per 340 turns, on average (1/17 chance every 20 turns).&lt;br /&gt;
*Abandonment. Your penance counter will be set to 25.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Spawn of Chaos&amp;quot;&lt;br /&gt;
*No abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Disciple of Destruction&amp;quot;&lt;br /&gt;
*'''Gain Health From Killing''' - When '''you''' kill a monster, you have a piety-dependent chance of healing, with the amount healed based on the monster's [[HD]]. You have a &amp;lt;code&amp;gt;30 + (50 * (max(piety - 30, 130)/130)&amp;lt;/code&amp;gt;% chance&amp;lt;ref&amp;gt;{{source ref|0.34.1|mon-death.cc|2288}}&amp;lt;br&amp;gt;piety_breakpoint(0) = 1* piety = 30&amp;lt;br&amp;gt;piety_breakpoint(5) = 6* piety = 160&amp;lt;/ref&amp;gt; of healing &amp;lt;code&amp;gt;HD/2 + 1d(HD/2) - 0.5&amp;lt;/code&amp;gt; hit points.&amp;lt;ref&amp;gt;{{source ref|0.34.1|mon-death.cc|2294}}&amp;lt;/ref&amp;gt; At max piety, you have an 80% chance to heal an average of &amp;lt;code&amp;gt;3/4 * HD - 0.25&amp;lt;/code&amp;gt; HP. This will not trigger if your ally deals the killing blow. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Fanfare of Bloodshed&amp;quot;&lt;br /&gt;
*'''Unleash Destruction''' - Hurl a non-piercing blast of random destructive energy (fire, cold, electricity or negative energy). Damage and accuracy are based on your [[Invocations]] skill: damage is &amp;lt;code&amp;gt;3d(5 + Invocations*2/3)&amp;lt;/code&amp;gt;. This ability is upgraded at 4*. (6.5% + 2 HP)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Fiendish&amp;quot;&lt;br /&gt;
*'''Infernal Servant''' - Summons a random demon from the table below for a short time (around 40 turns), with Invocations skill increasing the strength. There is a 1/6 chance of additionally spawning a durably summoned hostile demon; when this happens, the friendly demon will get a boost in level but will not necessarily be a higher tier than the hostile demon. (8 HP, 4-6 piety)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&amp;quot;&lt;br /&gt;
! Demon !! Min skill !! Max skill&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Ice devil}} || 0 || 7&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Orange demon}} || 0 || 9&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Rust devil}} || 2 || 10&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Red devil}} || 3 || 10&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Hellwing}} || 4 || 12&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Soul eater}} || 6 || 13&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Ynoxinul}} || 6 || 13&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Smoke demon}} || 6 || 15&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Sun demon}} || 8 || 15&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Sixfirhy}} || 8 || 16&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Blizzard demon}} || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Green death}} || 11 || -&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Cacodemon}} || 13 || -&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Balrug}} || 14 || -&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Executioner}} || 17 || -&lt;br /&gt;
|}&lt;br /&gt;
:Note that without Mark of the Tyrant, Invocations skill is effectively capped at 18 for this ability.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Demolition [Species Name]&amp;quot;&lt;br /&gt;
*'''Upgraded destruction''' - Permanently gain a mutation which brands your Unleash Destruction ability with the flavour of a random Hell, and upgrades all blasts to piercing bolts:&lt;br /&gt;
:*[[Gehenna]]: fire (inflicting rF-), lava, lightning, negative energy&lt;br /&gt;
:*[[Cocytus]]: cold (inflicting Frozen), ice, lightning, negative energy&lt;br /&gt;
:*[[Tartarus]]: fire, cold, negative energy (with increased damage), devastation (inflicting Will/2)&lt;br /&gt;
:*[[Dis]]: fire, cold, lightning, acid, metal splinters.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Pandemonic&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Champion of Chaos&amp;quot;&lt;br /&gt;
*'''Infernal Mark''' - Permanently gain one of a choice of three of the Infernal Marks below as a mutation, which remains effective as long as you worship Makhleb. (Pain: 2/3 of your current HP)&lt;br /&gt;
&lt;br /&gt;
==Infernal Marks==&lt;br /&gt;
Upon reaching 6*, Makhleb will offer you the choice of three of the following Infernal Marks:&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&amp;quot;&lt;br /&gt;
! Mark !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Annihilation || Infernal Servant is replaced with '''Globe of Annihilation''', which conjures an [[Orb of Destruction]]-like ball of destructive energy that explodes in a radius based on how far it has traveled (will explode in a 3x3 radius at a point-blank collision). The damage type is modified by which type of Destruction you have.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Atrocity || Unleash Destruction becomes more powerful as you use it consecutively, increasing in power and cost until the fourth use which causes a barrage of random bolts to shoot out at several targets.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Carnage || Summons from Infernal Servant are summoned next to a random enemy and cause a large blast (dependent on your Destruction type) which only harms enemies.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Execution || Each melee kill has a 20% chance to temporarily activate the '''Execution''' status, which gives you [[rampage]] and an aux attack that automatically retaliates for attacks that miss you. Doing anything other than attacking will quickly cause the transformation to expire.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Haemoclasm || Killed enemies have a chance of exploding into gore based on the number of adjacent enemies, which does damage proportional to how much health that enemy had. Enemies killed by this explosion always explode. Does not harm the player. If there are no other monsters around the target, then the chance is 5%. Otherwise it's &amp;lt;code&amp;gt;600 / (30 - num_monsters * 3)&amp;lt;/code&amp;gt;%:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Num of adjacent monsters !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8&lt;br /&gt;
|-&lt;br /&gt;
! Chance of explosion, %&lt;br /&gt;
| 5&lt;br /&gt;
| 22.2&lt;br /&gt;
| 25&lt;br /&gt;
| 28.6&lt;br /&gt;
| 33.3&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 66.6&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| Mark of the Celebrant || Falling below 50% HP will fire several blood arrows at random targets that do Invocations-based damage and always grant healing on kill. Recharges after reaching maximum health. If fewer than 8 enemies are present nearby, up to 2 arrows will be deliberately fired per target and the rest will be shot in random directions. The damage of each arrow is &amp;lt;code&amp;gt;4d(7.05 + 0.54 * Invocations)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of the Fanatic || Grants the '''Vessel of Slaughter''' ability, which transforms you into a [[demon]] (with standard demonic resistances), giving great boosts to your attacks and defensive abilities, however in exchange you will be dragged down to the Crucible of Flesh after the transformation ends and have to fight XL-dependent demons and paralyzed mortal victims to regain your freedom.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of the Legion || Infernal Servant is replaced with '''Infernal Legion''', which calls in a swarm of weaker demons over time (similarly to [[Dragon's Call]]) picked from the same list but using Invocations/2. You are also able to fire Unleash Destruction through these summons without harming them. Also, these demons will never be hostile to you.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of the Tyrant || Infernal Servant summons have a much longer duration (around 200 turns), and stronger demons (i.e. [[tier-1 demon]]s) can be summoned at higher invocations. Killing enemies has a 33% chance to grant [[haste]], [[might]], [[regeneration]] or [[brilliance]] to one of your servants.&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&amp;quot;&lt;br /&gt;
! Demon !! Min skill&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Tzitzimitl}} || 19&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Ice Fiend}} || 21&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Brimstone Fiend}} || 22&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Hell Sentinel}} || 26&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Makhleb does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Those who invite the fury of Makhleb are buried in demons and destruction. The greatest punishments are reserved for the strongest sinners; crystal spears and Executioners are hurled with abandon only at those Makhleb finds truly deserving!&lt;br /&gt;
&lt;br /&gt;
Makhleb's wrath lasts for a relatively short duration.}}&lt;br /&gt;
&lt;br /&gt;
Upon desertion, you will occasionally experience one of the two following forms of [[divine retribution]], demons or destruction (equal chance):&lt;br /&gt;
*Makhleb rains destruction upon you, which cannot be avoided by any means. You are instantly struck with one of the following spells, depending on your XL:&lt;br /&gt;
**XL 1-8 (100%), XL 9-13 (50%):&lt;br /&gt;
***[[Throw Flame]], [[Pain]], [[Stone Arrow]], [[Shock]], or [[Spit Acid]]&lt;br /&gt;
**XL 9-13 (50%), XL 14-17 (100%), XL 18-27 (50%):&lt;br /&gt;
***[[Bolt of Fire]], [[Fireball]], [[Lightning Bolt]], [[Sticky Flame]], [[Iron Shot]], [[Bolt of Draining]], or [[Orb of Electricity]]&lt;br /&gt;
**XL 18-27 (50%):&lt;br /&gt;
***[[Fireball]], [[Lehudib's Crystal Spear]], [[Orb of Electricity]], [[Flash Freeze]], or [[Ghostly Fireball]]&lt;br /&gt;
*Makhleb sends demons to punish you. The total number of demons is &amp;lt;code&amp;gt;1dXL/5 + 0.8&amp;lt;/code&amp;gt;, capped at 6 at XL 25.&lt;br /&gt;
**Starting at XL 7, there's a chance that a Greater Servant of Makhleb will be summoned. There could be up to 6 such demons at XL 27. The rest will be Lesser Servants.&lt;br /&gt;
**Greater Servants include [[executioner]]s, [[green death]]s, [[blizzard demon]]s, [[balrug]]s, and [[cacodemon]]s.&lt;br /&gt;
**Lesser Servants are [[hellwing]]s, [[neqoxec]]s, [[orange demon]]s, [[smoke demon]], and [[ynoxinul]]s.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Makhleb offers a powerful summoning ability and a Conjurations ability that has no piety or MP cost. It also offers healing - a small amount at low piety, but significant at 6*. Melee characters appreciate these abilities the most, though all sorts of characters can benefit.&lt;br /&gt;
&lt;br /&gt;
Infernal Servants can be great allies, especially in numbers. Multiple demons are enough to take out threatening enemies, such as [[hydra]]s, in the mid-game. As your Invocations skill increases, you will start to get tier-2 demons, which are strong whether on their own or in groups. But, like with many things in Crawl, it's best to summon your demonic allies ''before'' engaging a tough enemy. If you're already in danger, summoning a hostile demon probably won't help.&lt;br /&gt;
&lt;br /&gt;
The healing is particularly appreciated by [[Djinn]], who use HP to cast their spells. You should not rely entirely on this healing, but it can help you sustain a bit longer during a fight.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Makhleb doesn't offer great panic buttons. If you're already at low HP, this god won't help much. Also, in order for Makhleb's abilities to be reliable, you'll need a fair bit of Invocations skill. &lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Unleash Destruction can be stronger against enemies in [[water]], as the bolts can generate [[steam]] clouds (from fire) or freezing clouds (from ice).&lt;br /&gt;
*If you decide to abandon Makhleb for another [[god]], be aware that Makhleb's wrath cannot miss; [[Dodging]], [[Shields]], and [[Repel Missiles#Player sources|Repel Missiles]] won't help. An untimely [[Lehudib's Crystal Spear]] can bring your game to a sudden end, especially if you have a very low [[HP]] pool.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.33]], Mark of Execution has only a 14% activation chance, and the XL scaling of the aux attack's base damage was lower.&lt;br /&gt;
*Makhleb was overhauled in [[0.32]], with the addition of Infernal Marks. Previously, its active abilities were as follows:&lt;br /&gt;
**2* - Minor Destruction - for a fixed cost of 1 HP, cast one of [[Throw Flame]], [[Throw Frost]], [[Vitriol]], [[Stone Arrow]], and [[Pain]] at random&lt;br /&gt;
**3* - Lesser Servant of Makhleb - summon a friendly level 3-4 [[demon]]. At low Invocations, there was a chance the demon could spawn hostile.&lt;br /&gt;
**4* - Major Destruction - cast one of [[Fireball]], [[Bolt of Cold]], [[Bolt of Draining]], [[Corrosive Bolt]] or [[Lightning Bolt]] at random&lt;br /&gt;
**5* - Greater Servant of Makhleb - summon a friendly level 2 demon or [[Executioner]]. At low to moderate Invocations, the demon could spawn hostile.&lt;br /&gt;
:Also, the chance to heal on kill was &amp;lt;code&amp;gt;(piety - 30)/2&amp;lt;/code&amp;gt;%, which gave very little healing at low piety and cared about piety beyond the 6* threshold.&lt;br /&gt;
*Prior to [[0.27]], Makhleb would heal double HP on kill (&amp;lt;code&amp;gt;HD + 1d(HD) - 1&amp;lt;/code&amp;gt;). Major Destruction was weaker and could create [[Fireball]], [[Orb of Electricity]], [[Sticky Flame]], and [[Iron Shot]] instead of [[Corrosive Bolt]] and [[Bolt of Magma]].&lt;br /&gt;
*Prior to [[0.16]], the player could sacrifice fresh [[corpse]]s to increase piety.&lt;br /&gt;
*Prior to [[0.14]], Makhleb's wrath would consist only of summoning hostile demonic servants.&lt;br /&gt;
*Prior to [[0.11]], Makhleb's abilities cost MP instead of HP.&lt;br /&gt;
*Prior to [[0.10]], Makhleb's Gain Health From Killing ability could also restore your MP. &lt;br /&gt;
*Prior to [[0.8]], [[Chaos Knight]]s could select Mahkleb as a starting god.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Chaotic Gods]]&lt;br /&gt;
[[Category:Evil Gods]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Makhleb&amp;diff=86879</id>
		<title>Makhleb</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Makhleb&amp;diff=86879"/>
				<updated>2026-07-23T06:32:37Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: More Summon Duration Info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
[[File:Makhleb_altar.png]] &amp;quot;Blood and souls for Makhleb!&amp;quot;''&lt;br /&gt;
{{flavour|Makhleb the Destroyer is a fearsome deity of bloodshed and mortification of the flesh. Followers are expected to cleanse others by inflicting suffering and death on them in Makhleb's name. Dedicated followers may also access the raw energies and hell-spawned servants of chaos, so that they may better break the impure world and its false laws for their evil god's glory.&lt;br /&gt;
&lt;br /&gt;
Makhleb offers followers the ability to unleash bolts of chaotic destruction at the cost of their own health as well as call in help from powerful (if sometimes uncooperative) demons. The most devoted of worshippers will eventually be gifted with knowledge of Infernal Marks, allowing them to ritually brand their own bodies in exchange for one of the Destroyer's many hellish powers.&lt;br /&gt;
&lt;br /&gt;
Makhleb's powers all come with a price in blood. However, Makhleb will grant followers renewed health in return for killing beings of all kinds.&lt;br /&gt;
&lt;br /&gt;
Makhleb likes it when you or your allies kill living beings, you or your allies kill the undead, you or your allies kill demons and you or your allies kill holy beings.}}&lt;br /&gt;
&lt;br /&gt;
'''Makhleb''' is the [[evil]] and [[chaotic]] god of the [[Hell]]s.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s may not worship Makhleb (or any other deity).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing living, undead, holy, or demonic beings (67% or more chance of +1 piety)&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity: You lose 1 piety per 340 turns, on average (1/17 chance every 20 turns).&lt;br /&gt;
*Abandonment. Your penance counter will be set to 25.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Spawn of Chaos&amp;quot;&lt;br /&gt;
*No abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Disciple of Destruction&amp;quot;&lt;br /&gt;
*'''Gain Health From Killing''' - When '''you''' kill a monster, you have a piety-dependent chance of healing, with the amount healed based on the monster's [[HD]]. You have a &amp;lt;code&amp;gt;30 + (50 * (max(piety - 30, 130)/130)&amp;lt;/code&amp;gt;% chance&amp;lt;ref&amp;gt;{{source ref|0.34.1|mon-death.cc|2288}}&amp;lt;br&amp;gt;piety_breakpoint(0) = 1* piety = 30&amp;lt;br&amp;gt;piety_breakpoint(5) = 6* piety = 160&amp;lt;/ref&amp;gt; of healing &amp;lt;code&amp;gt;HD/2 + 1d(HD/2) - 0.5&amp;lt;/code&amp;gt; hit points.&amp;lt;ref&amp;gt;{{source ref|0.34.1|mon-death.cc|2294}}&amp;lt;/ref&amp;gt; At max piety, you have an 80% chance to heal an average of &amp;lt;code&amp;gt;3/4 * HD - 0.25&amp;lt;/code&amp;gt; HP. This will not trigger if your ally deals the killing blow. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Fanfare of Bloodshed&amp;quot;&lt;br /&gt;
*'''Unleash Destruction''' - Hurl a non-piercing blast of random destructive energy (fire, cold, electricity or negative energy). Damage and accuracy are based on your [[Invocations]] skill: damage is &amp;lt;code&amp;gt;3d(5 + Invocations*2/3)&amp;lt;/code&amp;gt;. This ability is upgraded at 4*. (6.5% + 2 HP)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Fiendish&amp;quot;&lt;br /&gt;
*'''Infernal Servant''' - Summons a random demon from the table below for a short time (around 40 turns), with Invocations skill increasing the strength. There is a 1/6 chance of additionally spawning a durably summoned hostile demon; when this happens, the friendly demon will be stronger. (8 HP, 4-6 piety)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&amp;quot;&lt;br /&gt;
! Demon !! Min skill !! Max skill&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Ice devil}} || 0 || 7&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Orange demon}} || 0 || 9&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Rust devil}} || 2 || 10&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Red devil}} || 3 || 10&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Hellwing}} || 4 || 12&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Soul eater}} || 6 || 13&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Ynoxinul}} || 6 || 13&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Smoke demon}} || 6 || 15&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Sun demon}} || 8 || 15&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Sixfirhy}} || 8 || 16&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Blizzard demon}} || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Green death}} || 11 || -&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Cacodemon}} || 13 || -&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Balrug}} || 14 || -&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Executioner}} || 17 || -&lt;br /&gt;
|}&lt;br /&gt;
:Note that without Mark of the Tyrant, Invocations skill is effectively capped at 18 for this ability.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Demolition [Species Name]&amp;quot;&lt;br /&gt;
*'''Upgraded destruction''' - Permanently gain a mutation which brands your Unleash Destruction ability with the flavour of a random Hell, and upgrades all blasts to piercing bolts:&lt;br /&gt;
:*[[Gehenna]]: fire (inflicting rF-), lava, lightning, negative energy&lt;br /&gt;
:*[[Cocytus]]: cold (inflicting Frozen), ice, lightning, negative energy&lt;br /&gt;
:*[[Tartarus]]: fire, cold, negative energy (with increased damage), devastation (inflicting Will/2)&lt;br /&gt;
:*[[Dis]]: fire, cold, lightning, acid, metal splinters.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Pandemonic&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Champion of Chaos&amp;quot;&lt;br /&gt;
*'''Infernal Mark''' - Permanently gain one of a choice of three of the Infernal Marks below as a mutation, which remains effective as long as you worship Makhleb. (Pain: 2/3 of your current HP)&lt;br /&gt;
&lt;br /&gt;
==Infernal Marks==&lt;br /&gt;
Upon reaching 6*, Makhleb will offer you the choice of three of the following Infernal Marks:&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&amp;quot;&lt;br /&gt;
! Mark !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Annihilation || Infernal Servant is replaced with '''Globe of Annihilation''', which conjures an [[Orb of Destruction]]-like ball of destructive energy that explodes in a radius based on how far it has traveled (will explode in a 3x3 radius at a point-blank collision). The damage type is modified by which type of Destruction you have.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Atrocity || Unleash Destruction becomes more powerful as you use it consecutively, increasing in power and cost until the fourth use which causes a barrage of random bolts to shoot out at several targets.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Carnage || Summons from Infernal Servant are summoned next to a random enemy and cause a large blast (dependent on your Destruction type) which only harms enemies.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Execution || Each melee kill has a 20% chance to temporarily activate the '''Execution''' status, which gives you [[rampage]] and an aux attack that automatically retaliates for attacks that miss you. Doing anything other than attacking will quickly cause the transformation to expire.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Haemoclasm || Killed enemies have a chance of exploding into gore based on the number of adjacent enemies, which does damage proportional to how much health that enemy had. Enemies killed by this explosion always explode. Does not harm the player. If there are no other monsters around the target, then the chance is 5%. Otherwise it's &amp;lt;code&amp;gt;600 / (30 - num_monsters * 3)&amp;lt;/code&amp;gt;%:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Num of adjacent monsters !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8&lt;br /&gt;
|-&lt;br /&gt;
! Chance of explosion, %&lt;br /&gt;
| 5&lt;br /&gt;
| 22.2&lt;br /&gt;
| 25&lt;br /&gt;
| 28.6&lt;br /&gt;
| 33.3&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 66.6&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| Mark of the Celebrant || Falling below 50% HP will fire several blood arrows at random targets that do Invocations-based damage and always grant healing on kill. Recharges after reaching maximum health. If fewer than 8 enemies are present nearby, up to 2 arrows will be deliberately fired per target and the rest will be shot in random directions. The damage of each arrow is &amp;lt;code&amp;gt;4d(7.05 + 0.54 * Invocations)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of the Fanatic || Grants the '''Vessel of Slaughter''' ability, which transforms you into a [[demon]] (with standard demonic resistances), giving great boosts to your attacks and defensive abilities, however in exchange you will be dragged down to the Crucible of Flesh after the transformation ends and have to fight XL-dependent demons and paralyzed mortal victims to regain your freedom.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of the Legion || Infernal Servant is replaced with '''Infernal Legion''', which calls in a swarm of weaker demons over time (similarly to [[Dragon's Call]]) picked from the same list but using Invocations/2. You are also able to fire Unleash Destruction through these summons without harming them. Also, these demons will never be hostile to you.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of the Tyrant || Infernal Servant summons have a much longer duration (around 200 turns), and stronger demons (i.e. [[tier-1 demon]]s) can be summoned at higher invocations. Killing enemies has a 33% chance to grant [[haste]], [[might]], [[regeneration]] or [[brilliance]] to one of your servants.&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&amp;quot;&lt;br /&gt;
! Demon !! Min skill&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Tzitzimitl}} || 19&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Ice Fiend}} || 21&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Brimstone Fiend}} || 22&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Hell Sentinel}} || 26&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Makhleb does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Those who invite the fury of Makhleb are buried in demons and destruction. The greatest punishments are reserved for the strongest sinners; crystal spears and Executioners are hurled with abandon only at those Makhleb finds truly deserving!&lt;br /&gt;
&lt;br /&gt;
Makhleb's wrath lasts for a relatively short duration.}}&lt;br /&gt;
&lt;br /&gt;
Upon desertion, you will occasionally experience one of the two following forms of [[divine retribution]], demons or destruction (equal chance):&lt;br /&gt;
*Makhleb rains destruction upon you, which cannot be avoided by any means. You are instantly struck with one of the following spells, depending on your XL:&lt;br /&gt;
**XL 1-8 (100%), XL 9-13 (50%):&lt;br /&gt;
***[[Throw Flame]], [[Pain]], [[Stone Arrow]], [[Shock]], or [[Spit Acid]]&lt;br /&gt;
**XL 9-13 (50%), XL 14-17 (100%), XL 18-27 (50%):&lt;br /&gt;
***[[Bolt of Fire]], [[Fireball]], [[Lightning Bolt]], [[Sticky Flame]], [[Iron Shot]], [[Bolt of Draining]], or [[Orb of Electricity]]&lt;br /&gt;
**XL 18-27 (50%):&lt;br /&gt;
***[[Fireball]], [[Lehudib's Crystal Spear]], [[Orb of Electricity]], [[Flash Freeze]], or [[Ghostly Fireball]]&lt;br /&gt;
*Makhleb sends demons to punish you. The total number of demons is &amp;lt;code&amp;gt;1dXL/5 + 0.8&amp;lt;/code&amp;gt;, capped at 6 at XL 25.&lt;br /&gt;
**Starting at XL 7, there's a chance that a Greater Servant of Makhleb will be summoned. There could be up to 6 such demons at XL 27. The rest will be Lesser Servants.&lt;br /&gt;
**Greater Servants include [[executioner]]s, [[green death]]s, [[blizzard demon]]s, [[balrug]]s, and [[cacodemon]]s.&lt;br /&gt;
**Lesser Servants are [[hellwing]]s, [[neqoxec]]s, [[orange demon]]s, [[smoke demon]], and [[ynoxinul]]s.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Makhleb offers a powerful summoning ability and a Conjurations ability that has no piety or MP cost. It also offers healing - a small amount at low piety, but significant at 6*. Melee characters appreciate these abilities the most, though all sorts of characters can benefit.&lt;br /&gt;
&lt;br /&gt;
Infernal Servants can be great allies, especially in numbers. Multiple demons are enough to take out threatening enemies, such as [[hydra]]s, in the mid-game. As your Invocations skill increases, you will start to get tier-2 demons, which are strong whether on their own or in groups. But, like with many things in Crawl, it's best to summon your demonic allies ''before'' engaging a tough enemy. If you're already in danger, summoning a hostile demon probably won't help.&lt;br /&gt;
&lt;br /&gt;
The healing is particularly appreciated by [[Djinn]], who use HP to cast their spells. You should not rely entirely on this healing, but it can help you sustain a bit longer during a fight.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Makhleb doesn't offer great panic buttons. If you're already at low HP, this god won't help much. Also, in order for Makhleb's abilities to be reliable, you'll need a fair bit of Invocations skill. &lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Unleash Destruction can be stronger against enemies in [[water]], as the bolts can generate [[steam]] clouds (from fire) or freezing clouds (from ice).&lt;br /&gt;
*If you decide to abandon Makhleb for another [[god]], be aware that Makhleb's wrath cannot miss; [[Dodging]], [[Shields]], and [[Repel Missiles#Player sources|Repel Missiles]] won't help. An untimely [[Lehudib's Crystal Spear]] can bring your game to a sudden end, especially if you have a very low [[HP]] pool.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.33]], Mark of Execution has only a 14% activation chance, and the XL scaling of the aux attack's base damage was lower.&lt;br /&gt;
*Makhleb was overhauled in [[0.32]], with the addition of Infernal Marks. Previously, its active abilities were as follows:&lt;br /&gt;
**2* - Minor Destruction - for a fixed cost of 1 HP, cast one of [[Throw Flame]], [[Throw Frost]], [[Vitriol]], [[Stone Arrow]], and [[Pain]] at random&lt;br /&gt;
**3* - Lesser Servant of Makhleb - summon a friendly level 3-4 [[demon]]. At low Invocations, there was a chance the demon could spawn hostile.&lt;br /&gt;
**4* - Major Destruction - cast one of [[Fireball]], [[Bolt of Cold]], [[Bolt of Draining]], [[Corrosive Bolt]] or [[Lightning Bolt]] at random&lt;br /&gt;
**5* - Greater Servant of Makhleb - summon a friendly level 2 demon or [[Executioner]]. At low to moderate Invocations, the demon could spawn hostile.&lt;br /&gt;
:Also, the chance to heal on kill was &amp;lt;code&amp;gt;(piety - 30)/2&amp;lt;/code&amp;gt;%, which gave very little healing at low piety and cared about piety beyond the 6* threshold.&lt;br /&gt;
*Prior to [[0.27]], Makhleb would heal double HP on kill (&amp;lt;code&amp;gt;HD + 1d(HD) - 1&amp;lt;/code&amp;gt;). Major Destruction was weaker and could create [[Fireball]], [[Orb of Electricity]], [[Sticky Flame]], and [[Iron Shot]] instead of [[Corrosive Bolt]] and [[Bolt of Magma]].&lt;br /&gt;
*Prior to [[0.16]], the player could sacrifice fresh [[corpse]]s to increase piety.&lt;br /&gt;
*Prior to [[0.14]], Makhleb's wrath would consist only of summoning hostile demonic servants.&lt;br /&gt;
*Prior to [[0.11]], Makhleb's abilities cost MP instead of HP.&lt;br /&gt;
*Prior to [[0.10]], Makhleb's Gain Health From Killing ability could also restore your MP. &lt;br /&gt;
*Prior to [[0.8]], [[Chaos Knight]]s could select Mahkleb as a starting god.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Chaotic Gods]]&lt;br /&gt;
[[Category:Evil Gods]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Makhleb&amp;diff=86878</id>
		<title>Makhleb</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Makhleb&amp;diff=86878"/>
				<updated>2026-07-23T06:10:40Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Specify Tyrant Info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
[[File:Makhleb_altar.png]] &amp;quot;Blood and souls for Makhleb!&amp;quot;''&lt;br /&gt;
{{flavour|Makhleb the Destroyer is a fearsome deity of bloodshed and mortification of the flesh. Followers are expected to cleanse others by inflicting suffering and death on them in Makhleb's name. Dedicated followers may also access the raw energies and hell-spawned servants of chaos, so that they may better break the impure world and its false laws for their evil god's glory.&lt;br /&gt;
&lt;br /&gt;
Makhleb offers followers the ability to unleash bolts of chaotic destruction at the cost of their own health as well as call in help from powerful (if sometimes uncooperative) demons. The most devoted of worshippers will eventually be gifted with knowledge of Infernal Marks, allowing them to ritually brand their own bodies in exchange for one of the Destroyer's many hellish powers.&lt;br /&gt;
&lt;br /&gt;
Makhleb's powers all come with a price in blood. However, Makhleb will grant followers renewed health in return for killing beings of all kinds.&lt;br /&gt;
&lt;br /&gt;
Makhleb likes it when you or your allies kill living beings, you or your allies kill the undead, you or your allies kill demons and you or your allies kill holy beings.}}&lt;br /&gt;
&lt;br /&gt;
'''Makhleb''' is the [[evil]] and [[chaotic]] god of the [[Hell]]s.&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s may not worship Makhleb (or any other deity).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing living, undead, holy, or demonic beings (67% or more chance of +1 piety)&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Inactivity: You lose 1 piety per 340 turns, on average (1/17 chance every 20 turns).&lt;br /&gt;
*Abandonment. Your penance counter will be set to 25.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Spawn of Chaos&amp;quot;&lt;br /&gt;
*No abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Disciple of Destruction&amp;quot;&lt;br /&gt;
*'''Gain Health From Killing''' - When '''you''' kill a monster, you have a piety-dependent chance of healing, with the amount healed based on the monster's [[HD]]. You have a &amp;lt;code&amp;gt;30 + (50 * (max(piety - 30, 130)/130)&amp;lt;/code&amp;gt;% chance&amp;lt;ref&amp;gt;{{source ref|0.34.1|mon-death.cc|2288}}&amp;lt;br&amp;gt;piety_breakpoint(0) = 1* piety = 30&amp;lt;br&amp;gt;piety_breakpoint(5) = 6* piety = 160&amp;lt;/ref&amp;gt; of healing &amp;lt;code&amp;gt;HD/2 + 1d(HD/2) - 0.5&amp;lt;/code&amp;gt; hit points.&amp;lt;ref&amp;gt;{{source ref|0.34.1|mon-death.cc|2294}}&amp;lt;/ref&amp;gt; At max piety, you have an 80% chance to heal an average of &amp;lt;code&amp;gt;3/4 * HD - 0.25&amp;lt;/code&amp;gt; HP. This will not trigger if your ally deals the killing blow. (Passive)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Fanfare of Bloodshed&amp;quot;&lt;br /&gt;
*'''Unleash Destruction''' - Hurl a non-piercing blast of random destructive energy (fire, cold, electricity or negative energy). Damage and accuracy are based on your [[Invocations]] skill: damage is &amp;lt;code&amp;gt;3d(5 + Invocations*2/3)&amp;lt;/code&amp;gt;. This ability is upgraded at 4*. (6.5% + 2 HP)&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Fiendish&amp;quot;&lt;br /&gt;
*'''Infernal Servant''' - Summons a random demon from the table below for a short time, with Invocations skill increasing the strength. There is a 1/6 chance of additionally spawning a durably summoned hostile demon; when this happens, the friendly demon will be stronger. (8 HP, 4-6 piety)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&amp;quot;&lt;br /&gt;
! Demon !! Min skill !! Max skill&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Ice devil}} || 0 || 7&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Orange demon}} || 0 || 9&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Rust devil}} || 2 || 10&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Red devil}} || 3 || 10&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Hellwing}} || 4 || 12&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Soul eater}} || 6 || 13&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Ynoxinul}} || 6 || 13&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Smoke demon}} || 6 || 15&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Sun demon}} || 8 || 15&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Sixfirhy}} || 8 || 16&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Blizzard demon}} || 10 || -&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Green death}} || 11 || -&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Cacodemon}} || 13 || -&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Balrug}} || 14 || -&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Executioner}} || 17 || -&lt;br /&gt;
|}&lt;br /&gt;
:Note that without Mark of the Tyrant, Invocations skill is effectively capped at 18 for this ability.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Demolition [Species Name]&amp;quot;&lt;br /&gt;
*'''Upgraded destruction''' - Permanently gain a mutation which brands your Unleash Destruction ability with the flavour of a random Hell, and upgrades all blasts to piercing bolts:&lt;br /&gt;
:*[[Gehenna]]: fire (inflicting rF-), lava, lightning, negative energy&lt;br /&gt;
:*[[Cocytus]]: cold (inflicting Frozen), ice, lightning, negative energy&lt;br /&gt;
:*[[Tartarus]]: fire, cold, negative energy (with increased damage), devastation (inflicting Will/2)&lt;br /&gt;
:*[[Dis]]: fire, cold, lightning, acid, metal splinters.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Pandemonic&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Champion of Chaos&amp;quot;&lt;br /&gt;
*'''Infernal Mark''' - Permanently gain one of a choice of three of the Infernal Marks below as a mutation, which remains effective as long as you worship Makhleb. (Pain: 2/3 of your current HP)&lt;br /&gt;
&lt;br /&gt;
==Infernal Marks==&lt;br /&gt;
Upon reaching 6*, Makhleb will offer you the choice of three of the following Infernal Marks:&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&amp;quot;&lt;br /&gt;
! Mark !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Annihilation || Infernal Servant is replaced with '''Globe of Annihilation''', which conjures an [[Orb of Destruction]]-like ball of destructive energy that explodes in a radius based on how far it has traveled (will explode in a 3x3 radius at a point blank collision). The damage type is modified by which type of Destruction you have.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Atrocity || Unleash Destruction becomes more powerful as you use it consecutively, increasing in power and cost until the fourth use which causes a barrage of random bolts to shoot out at several targets.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Carnage || Summons from Infernal Servant are summoned next to a random enemy and cause a large blast (dependent on your Destruction type) which only harms enemies.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Execution || Each melee kill has a 20% chance to temporarily activate the '''Execution''' status, which gives you [[rampage]] and an aux attack that automatically retaliates for attacks that miss you. Doing anything other than attacking will quickly cause the transformation to expire.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of Haemoclasm || Killed enemies have a chance of exploding into gore based on the number of adjacent enemies, which does damage proportional to how much health that enemy had. Enemies killed by this explosion always explode. Does not harm the player. If there are no other monsters around the target, then the chance is 5%. Otherwise it's &amp;lt;code&amp;gt;600 / (30 - num_monsters * 3)&amp;lt;/code&amp;gt;%:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Num of adjacent monsters !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8&lt;br /&gt;
|-&lt;br /&gt;
! Chance of explosion, %&lt;br /&gt;
| 5&lt;br /&gt;
| 22.2&lt;br /&gt;
| 25&lt;br /&gt;
| 28.6&lt;br /&gt;
| 33.3&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 66.6&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| Mark of the Celebrant || Falling below 50% HP will fire several blood arrows at random targets that do Invocations-based damage and always grant healing on kill. Recharges after reaching maximum health. If fewer than 8 enemies are present nearby, up to 2 arrows will be deliberately fired per target and the rest will be shot in random directions. The damage of each arrow is &amp;lt;code&amp;gt;4d(7.05 + 0.54 * Invocations)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of the Fanatic || Grants the '''Vessel of Slaughter''' ability, which transforms you into a [[demon]] (with standard demonic resistances), giving great boosts to your attacks and defensive abilities, however in exchange you will be dragged down to the Crucible of Flesh after the transformation ends and have to fight XL-dependent demons and paralyzed mortal victims to regain your freedom.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of the Legion || Infernal Servant is replaced with '''Infernal Legion''', which calls in a swarm of weaker demons over time (similarly to [[Dragon's Call]]) picked from the same list but using Invocations/2. You are also able to fire Unleash Destruction through these summons without harming them. Also, these demons will never be hostile to you.&lt;br /&gt;
|-&lt;br /&gt;
| Mark of the Tyrant || Infernal Servant summons have a longer duration (more than double, around 200 turns), and stronger demons (i.e. [[tier-1 demon]]s) can be summoned at higher invocations. Killing enemies has a 33% chance to grant [[haste]], [[might]], [[regeneration]] or [[brilliance]] to one of your servants.&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0;&amp;quot;&lt;br /&gt;
! Demon !! Min skill&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Tzitzimitl}} || 19&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Ice Fiend}} || 21&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Brimstone Fiend}} || 22&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Hell Sentinel}} || 26&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Makhleb does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Those who invite the fury of Makhleb are buried in demons and destruction. The greatest punishments are reserved for the strongest sinners; crystal spears and Executioners are hurled with abandon only at those Makhleb finds truly deserving!&lt;br /&gt;
&lt;br /&gt;
Makhleb's wrath lasts for a relatively short duration.}}&lt;br /&gt;
&lt;br /&gt;
Upon desertion, you will occasionally experience one of the two following forms of [[divine retribution]], demons or destruction (equal chance):&lt;br /&gt;
*Makhleb rains destruction upon you, which cannot be avoided by any means. You are instantly struck with one of the following spells, depending on your XL:&lt;br /&gt;
**XL 1-8 (100%), XL 9-13 (50%):&lt;br /&gt;
***[[Throw Flame]], [[Pain]], [[Stone Arrow]], [[Shock]], or [[Spit Acid]]&lt;br /&gt;
**XL 9-13 (50%), XL 14-17 (100%), XL 18-27 (50%):&lt;br /&gt;
***[[Bolt of Fire]], [[Fireball]], [[Lightning Bolt]], [[Sticky Flame]], [[Iron Shot]], [[Bolt of Draining]], or [[Orb of Electricity]]&lt;br /&gt;
**XL 18-27 (50%):&lt;br /&gt;
***[[Fireball]], [[Lehudib's Crystal Spear]], [[Orb of Electricity]], [[Flash Freeze]], or [[Ghostly Fireball]]&lt;br /&gt;
*Makhleb sends demons to punish you. The total number of demons is &amp;lt;code&amp;gt;1dXL/5 + 0.8&amp;lt;/code&amp;gt;, capped at 6 at XL 25.&lt;br /&gt;
**Starting at XL 7, there's a chance that a Greater Servant of Makhleb will be summoned. There could be up to 6 such demons at XL 27. The rest will be Lesser Servants.&lt;br /&gt;
**Greater Servants include [[executioner]]s, [[green death]]s, [[blizzard demon]]s, [[balrug]]s, and [[cacodemon]]s.&lt;br /&gt;
**Lesser Servants are [[hellwing]]s, [[neqoxec]]s, [[orange demon]]s, [[smoke demon]], and [[ynoxinul]]s.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Makhleb offers a powerful summoning ability and a Conjurations ability that has no piety or MP cost. It also offers healing - a small amount at low piety, but significant at 6*. Melee characters appreciate these abilities the most, though all sorts of characters can benefit.&lt;br /&gt;
&lt;br /&gt;
Infernal Servants can be great allies, especially in numbers. Multiple demons are enough to take out threatening enemies, such as [[hydra]]s, in the mid-game. As your Invocations skill increases, you will start to get tier-2 demons, which are strong whether on their own or in groups. But, like with many things in Crawl, it's best to summon your demonic allies ''before'' engaging a tough enemy. If you're already in danger, summoning a hostile demon probably won't help.&lt;br /&gt;
&lt;br /&gt;
The healing is particularly appreciated by [[Djinn]], who use HP to cast their spells. You should not rely entirely on this healing, but it can help you sustain a bit longer during a fight.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Makhleb doesn't offer great panic buttons. If you're already at low HP, this god won't help much. Also, in order for Makhleb's abilities to be reliable, you'll need a fair bit of Invocations skill. &lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Unleash Destruction can be stronger against enemies in [[water]], as the bolts can generate [[steam]] clouds (from fire) or freezing clouds (from ice).&lt;br /&gt;
*If you decide to abandon Makhleb for another [[god]], be aware that Makhleb's wrath cannot miss; [[Dodging]], [[Shields]], and [[Repel Missiles#Player sources|Repel Missiles]] won't help. An untimely [[Lehudib's Crystal Spear]] can bring your game to a sudden end, especially if you have a very low [[HP]] pool.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.33]], Mark of Execution has only a 14% activation chance, and the XL scaling of the aux attack's base damage was lower.&lt;br /&gt;
*Makhleb was overhauled in [[0.32]], with the addition of Infernal Marks. Previously, its active abilities were as follows:&lt;br /&gt;
**2* - Minor Destruction - for a fixed cost of 1 HP, cast one of [[Throw Flame]], [[Throw Frost]], [[Vitriol]], [[Stone Arrow]], and [[Pain]] at random&lt;br /&gt;
**3* - Lesser Servant of Makhleb - summon a friendly level 3-4 [[demon]]. At low Invocations, there was a chance the demon could spawn hostile.&lt;br /&gt;
**4* - Major Destruction - cast one of [[Fireball]], [[Bolt of Cold]], [[Bolt of Draining]], [[Corrosive Bolt]] or [[Lightning Bolt]] at random&lt;br /&gt;
**5* - Greater Servant of Makhleb - summon a friendly level 2 demon or [[Executioner]]. At low to moderate Invocations, the demon could spawn hostile.&lt;br /&gt;
:Also, the chance to heal on kill was &amp;lt;code&amp;gt;(piety - 30)/2&amp;lt;/code&amp;gt;%, which gave very little healing at low piety and cared about piety beyond the 6* threshold.&lt;br /&gt;
*Prior to [[0.27]], Makhleb would heal double HP on kill (&amp;lt;code&amp;gt;HD + 1d(HD) - 1&amp;lt;/code&amp;gt;). Major Destruction was weaker and could create [[Fireball]], [[Orb of Electricity]], [[Sticky Flame]], and [[Iron Shot]] instead of [[Corrosive Bolt]] and [[Bolt of Magma]].&lt;br /&gt;
*Prior to [[0.16]], the player could sacrifice fresh [[corpse]]s to increase piety.&lt;br /&gt;
*Prior to [[0.14]], Makhleb's wrath would consist only of summoning hostile demonic servants.&lt;br /&gt;
*Prior to [[0.11]], Makhleb's abilities cost MP instead of HP.&lt;br /&gt;
*Prior to [[0.10]], Makhleb's Gain Health From Killing ability could also restore your MP. &lt;br /&gt;
*Prior to [[0.8]], [[Chaos Knight]]s could select Mahkleb as a starting god.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Chaotic Gods]]&lt;br /&gt;
[[Category:Evil Gods]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Frozen_Ramparts&amp;diff=86844</id>
		<title>Frozen Ramparts</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Frozen_Ramparts&amp;diff=86844"/>
				<updated>2026-07-20T10:42:42Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Specify strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Frozen Ramparts''' is a Level 3 [[Ice Magic]] spell that temporarily covers all [[wall]]s within 2 tiles of the caster with ice. These ice-covered walls will inflict &amp;lt;code&amp;gt;1d(1 + 0.3 * power)&amp;lt;/code&amp;gt; [[cold]] damage&amp;lt;ref&amp;gt;{{source ref|0.31.0|spl-damage.cc|4418}}&amp;lt;/ref&amp;gt; on any enemy that stands next to them. It does not check [[ev]]asion, and may slow down [[cold-blooded]] creatures. The caster and their allies are immune to the spell's effects. If the caster moves, voluntary or not, this spell will end prematurely. While the spell is active, this spell cannot be recast.&lt;br /&gt;
&lt;br /&gt;
[[Vehumet]]'s range boost will allow it to affect walls within 3 tiles.&lt;br /&gt;
&lt;br /&gt;
[[Ice Elementalist]]s begin with this spell in their libraries.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Frozen Ramparts deals significant damage (for its level) over its duration to all enemies. However, it requires you to remain still and keep your enemies next to walls. It is most effective in corridors, but can perform adequately in semi-open areas so long as you can still position your foe(s) next to a wall.&lt;br /&gt;
&lt;br /&gt;
In the early game, it is a strong spell that never misses. It is especially useful for fighting [[ev]]asive enemies like [[killer bee]]s. It's also good against [[cold-blooded]] enemies, like [[adder]]s, [[water moccasin]]s, and even [[hydra]]s, as it can slow them from a short distance. From the mid-game onward (after Lair and Orc), the damage is too low to bother casting beyond slowing down cold-blooded creatures, so it should be forgotten.&lt;br /&gt;
&lt;br /&gt;
Do note that intelligent enemies may attempt to avoid ice-covered walls if (and only if) their health is low enough; if you need to reactivate the spell, you may need to wait until your foes are in position in order to catch them in the area. Unlike [[cloud]]s, weaker monsters with full HP will charge into the Ramparts without care.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*[[Ozocubu's Armour]] shares its spell school, movement restrictions, and even spell level with Frozen Ramparts. The two spells possess impressive natural synergy.&lt;br /&gt;
*Despite their similarity to walls, [[tree]]s are not affected by Frozen Ramparts, making the spell of little use in forested areas like the [[Swamp]].&lt;br /&gt;
*''Any'' change in position will break the ramparts, be it voluntary (movement, [[blink]]ing) or not ([[Force Lance]], being [[trample]]d). Take care to position yourself to maximize the spell's effectiveness, and consider using a different spell against creatures that can force you to move.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], [[Vehumet]] did not boost the range of this spell.&lt;br /&gt;
*Prior to [[0.29]], Frozen Ramparts ignored [[AC]], but did less damage: &amp;lt;code&amp;gt;1d(2 + 0.2 * power)&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Prior to [[0.27]], certain involuntary movements, such as an [[elephant]]'s [[trample]], did not disrupt the Ramparts.&lt;br /&gt;
*Prior to [[0.26]], you could move without ending the spell.&lt;br /&gt;
*Frozen Ramparts was added in [[0.25]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Brigand&amp;diff=86842</id>
		<title>Brigand</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Brigand&amp;diff=86842"/>
				<updated>2026-07-20T02:14:50Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: .34 update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{flavour|A Brigand is a shady character who is especially good at killing, using daggers or darts. They start with a dagger, a robe and cloak, poisoned darts, and a few deadly and rare curare darts.}}&lt;br /&gt;
'''Brigands''' are operatives who specialize in stealth and the killing of unsuspecting victims. They start with the tools to silently and quickly take down the living.&lt;br /&gt;
&lt;br /&gt;
==Preferred Species==&lt;br /&gt;
[[Troll]], [[Demonspawn]], [[Spriggan]], [[Vine Stalker]], and [[Gnoll]] are the recommended races if you pick a Brigand background.&lt;br /&gt;
&lt;br /&gt;
==Racial restrictions==&lt;br /&gt;
[[Felid]]s are forbidden from becoming Brigands because they cannot throw darts. A Felid Brigand would start with the same items as a [[Monk]].&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+2 [[dagger]]&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*+0 [[cloak]]&lt;br /&gt;
*9 [[poison]]ed [[dart]]s&lt;br /&gt;
*3 [[curare]] darts&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Fighting]]: 2&lt;br /&gt;
*[[Short Blades]]: 2&lt;br /&gt;
*[[Throwing]]: 2&lt;br /&gt;
*[[Dodging]]: 1&lt;br /&gt;
*[[Stealth]]: 4&lt;br /&gt;
&lt;br /&gt;
Choosing Brigand adds 3 to your starting [[Strength]], 3 to your starting [[Intelligence]] and 6 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Brigands are a good general starting background for stealthy types; the enchanted dagger handles early-game monsters fairly well, while the curare and poisoned darts are excellent for taking down tougher targets.&lt;br /&gt;
&lt;br /&gt;
Don't underestimate the power of [[curare]]. Curare deals a fair amount of damage on impact, then poisons and [[slow]]s the enemy. Almost all early-game threats up to [[Lair]] will be greatly weakened by these darts. Of course, this assumes that you ''hit'' the dart. A few points into [[Throwing]] skill will increase your accuracy.&lt;br /&gt;
&lt;br /&gt;
Since you start with 3 curare darts, and there's a 1 in 6 chance that they [[mulch]] (break) after fired, you'll have 18 shots on average. You can [[kite]] enemies in order to conserve them. Throw the curare dart, then back away and throw regular poisoned darts afterward, slowly whittling their HP down.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.29]], most backgrounds were buffed; Brigands gained an extra poison and curare [[dart]].&lt;br /&gt;
*Prior to [[0.26]], Brigands were called '''Assassins'''.&lt;br /&gt;
*Prior to [[0.24]], Assassins began with a [[blowgun]] and their respective [[needle]]s of poison and curare.&lt;br /&gt;
*Prior to [[0.15]], the starting dagger had an enchantment of +2, +2.&lt;br /&gt;
*Prior to [[0.14]], Assassins began with [[potions of poison]] identified, and had 50 [[gold]].&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Eringya%27s_Noxious_Bog&amp;diff=86828</id>
		<title>Eringya's Noxious Bog</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Eringya%27s_Noxious_Bog&amp;diff=86828"/>
				<updated>2026-07-19T06:49:25Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Corrected strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Eringya's Noxious Bog''' is a Level 6 [[Alchemy]] spell that temporarily converts tiles near the user into toxic sludge.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
When cast, Eringya's Noxious Bog gives the '''Bog''' status. All valid floor tiles within a 4-tile radius, or 5 with [[Vehumet]]'s boost, are converted into toxic sludge. This spell requires open space; tiles that are next to more than two solid features (like walls, trees, statues) are not converted. [[Deep water]] and [[lava]] are unaffected. However, it ''does'' cover non-solid features such as stairs, escape hatches, shops, and traps, preventing them from being used.&lt;br /&gt;
&lt;br /&gt;
The sludge acts like [[shallow water]], but it will damage and poison non-flying creatures. The bog itself deals &amp;lt;code&amp;gt;4d6&amp;lt;/code&amp;gt; damage (70% poison, 30% physical).&amp;lt;ref&amp;gt;{{source ref|0.30.0|spl-damage.cc|4139}}&amp;lt;/ref&amp;gt; If the bog dealt any damage, it ''additionally'' causes an extreme amount of poison to non-immune monsters. It deals 4 &amp;quot;[[Poison#Monster Formula|stacks]]&amp;quot; of poison (the maximum) to monsters without poison resistance, and 2 &amp;quot;stacks&amp;quot; (half-max) to monsters with poison resistance.&amp;lt;ref&amp;gt;{{source ref|0.30.0|spl-damage.cc|4158}}&amp;lt;br&amp;gt;The poison function deals &amp;lt;code&amp;gt;1 + (&amp;lt;X&amp;gt;/7)&amp;lt;/code&amp;gt; stacks of poison (see {{source ref|0.30.0|monster.cc|3985}}). For normal monsters, 1 + (21/7) = 4 stacks, for rPois, 1 + (7/7) = 2 stacks.&amp;lt;/ref&amp;gt; Resistance doesn't reduce chance of being poisoned, just the amount of poison. Bog damage and poison are not impacted by spell power.&lt;br /&gt;
&lt;br /&gt;
[[Flying]] creatures are completely immune to the bog. The caster is immune to the damage, but still gets the penalties (if any) from being in shallow water.&lt;br /&gt;
&lt;br /&gt;
Casting [[Ignite Poison]] will create short-lived [[Cloud#Flame|flame clouds]] above some bog tiles (33% chance per tile). These in turn will create clouds of steam.&lt;br /&gt;
&lt;br /&gt;
The bog status lasts for &amp;lt;code&amp;gt;3 + 1d(2 + pow/10)&amp;lt;/code&amp;gt; turns.&amp;lt;ref&amp;gt;{{source ref|0.30.0|spl-damage.cc|4474}}&amp;lt;/ref&amp;gt; If you leave line of sight of a bog, it reverts back to regular tile. If you leave the level, the bog status ends immediately. This spell cannot be recast while active.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Eringya's Noxious Bog is a level 6 spell that does not work outside open areas, blocks staircases, has a range of 4, does nothing against flying opponents, and penalizes ''you'' if you can't fly/swim. But, even with all these limitations, this spell can be worthwhile due to its strength.&lt;br /&gt;
&lt;br /&gt;
On its own, it can be used to [[kite]] enemies, especially if you can move normally in water. It inflicts lots of poison even against resistant enemies, and the AOE is nice, too.&lt;br /&gt;
&lt;br /&gt;
It becomes significantly stronger when combined with [[Ignite Poison]], which allows you to deal bursts of damage with good MP efficiency. For reference: against non-resistant monsters, Ignite Poison does 8d14+ damage per cast, ignoring both AC and EV, plus the damage from the bog and clouds. Even monsters resistant to both poison and fire, such as [[tentacled monstrosities]], will end up dying to 2-4 casts of Ignite Poison. It also combos with [[Inner Flame]] / a [[scroll of immolation]], because each instance of bog/poison damage will trigger Inner Flame's cloud.&lt;br /&gt;
&lt;br /&gt;
Overall, it's definitely not a spell that can be used to kill everything. Instead, it's best thought of as a &amp;quot;side&amp;quot; spell - use it to deal with non-flying, non-poison immune enemies in an efficient manner.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*While you are slowed by the bog's water, any non-flying non-swimming non-large monsters are penalized in the same way. The bog will make it harder to escape from ranged attackers, but it is not as bad as it initially seems. If all else, a [[potion of enlightenment]] works.&lt;br /&gt;
*As the bog covers traps, you can use this spell to prevent enemies from stepping on unfortunately-placed traps. However, you won't be able to use it to bypass traps in narrow corridors (such as the entrance to [[Zot:5]]'s orb chamber).&lt;br /&gt;
*The bog counts as shallow water, meaning other sorts of fire attacks can be used to create [[LOS]]-blocking [[steam]].&lt;br /&gt;
*Note that the bog doesn't deal damage on the turn it's created.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
This spell refers to a mage called Eringya; it is the first reference to them in-game since the removal of the spell [[Eringya's Surprising Bouquet]] and the [[wizlab]] level [[Eringya's Formal Garden]] (which has now been re-introduced).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], the spell had stricter placement restrictions (bogs could only be placed next to max. 1 solid feature), and its range was not boosted by [[Vehumet]].&lt;br /&gt;
*Prior to [[0.31]], Eringya's Noxious Bog was a dual-school, level 6 [[Poison Magic]]/[[Transmutations]] spell.&lt;br /&gt;
*Prior to [[0.28]], Eringya's Noxious Bog did not place a bog under the caster, as they were not immune. It also did not place a bog in tiles next to ''any'' solid features.&lt;br /&gt;
*Prior to [[0.26]], Eringya's Noxious Bog would cause the caster to leave toxic bog tiles behind them as they traveled. Additionally, [[Ignite Poison]] always created flame clouds over bog tiles and for a much greater duration.&lt;br /&gt;
*Eringya's Noxious Bog was added in [[0.25]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Warlock%27s_mirror&amp;diff=86781</id>
		<title>Warlock's mirror</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Warlock%27s_mirror&amp;diff=86781"/>
				<updated>2026-07-17T04:04:22Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Bump version, add info about cloud reflect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{flavour|A handheld array of hexagonal mirrors, synthesized from a truly exotic substance and polished to a blinding sheen. A skilled user will find that it can reflect almost anything, even spells that pierce through lesser materials and hexes with no physical manifestation at all.}}&lt;br /&gt;
[[File:warlock.png]] '''''the +3 warlock's mirror'''''&lt;br /&gt;
&lt;br /&gt;
+3 [[buckler]]&lt;br /&gt;
&lt;br /&gt;
[[Reflection]] ego&amp;lt;br&amp;gt;&lt;br /&gt;
Can also reflect [[piercing]] attacks, enchantments, never-missing attacks, and [[Spectral Cloud]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Mechanics==&lt;br /&gt;
For piercing attacks, such as [[javelin]]s and [[bolt spell]]s, the chance to block is determined by [[SH]], like any attack you can block normally.&lt;br /&gt;
&lt;br /&gt;
For enchantments and never-missing attacks&amp;lt;ref&amp;gt;{{source ref|0.32.1|beam.cc|3444}}&amp;lt;/ref&amp;gt;, the chance to block is equal to &amp;lt;code&amp;gt;2*SH / (2*SH + 20)&amp;lt;/code&amp;gt;.&amp;lt;ref&amp;gt;{{source ref|0.32.1|beam.cc|7690}}&amp;lt;br&amp;gt;Note that 'internal' SH is twice as high as your actual SH score.&amp;lt;/ref&amp;gt; All sources of SH count. This equates to 37.5% at 6 [[SH]], reaches 50% at 10 SH, 66% at 20 SH, and gradually increases further from there.&lt;br /&gt;
&lt;br /&gt;
It cannot block [[smite-targeted]] attacks, explosions like [[Fireball]], or most other sorts of AOE effects.&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
The '''warlock's mirror'''&amp;lt;ref&amp;gt;{{source ref|0.32.1|art-data.txt|1516}}&amp;lt;/ref&amp;gt; is a fairly useful shield, especially in places with many piercing attacks (such as [[javelin]]s in [[the Shoals]]) or enchantments. Even if the enemy is immune to their own attacks, the omnireflect is useful - it lets you block otherwise unblockable effects.&lt;br /&gt;
&lt;br /&gt;
However, this shield is still a buckler. Stronger characters or those with lots of Shields skill might prefer a [[tower shield]] or a highly enchanted [[kite shield]], which are more effective against attacks you can block normally. But for those who would use a buckler anyway, there are few better options.&lt;br /&gt;
&lt;br /&gt;
The mirror can block [[Malmutate]], so it can be a strong(er) choice in places where malmutation is common.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.25]], the warlock's mirror only had a &amp;lt;code&amp;gt;2*SH / (2*SH + 40)&amp;lt;/code&amp;gt; chance to reflect never-missing effects, and couldn't reflect piercing physical projectiles like [[javelin]]s.&lt;br /&gt;
*The warlock's mirror was introduced in [[0.18]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Shields]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Serpent_talisman&amp;diff=86740</id>
		<title>Serpent talisman</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Serpent_talisman&amp;diff=86740"/>
				<updated>2026-07-15T02:03:41Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Clarified Felid Head Deficit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{flavour|A jade snake coiled around a nagaraja's name-day egg. Transforms the user into a giant, cold-blooded, poison-resistant serpent, ready to wind their coils around foes and crush them to death. Shapeshifting skill increases the armour provided by the snake's scales. While transformed, any equipped weapons and armour are melded.}}&lt;br /&gt;
[[File:serpent talisman.png]] A '''serpent talisman''' is a [[talisman]] that changes you into '''Serpent Form''', a giant, [[constrict]]ing snake.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
When e'''V'''oked, this talisman turns you into Serpent Form, which lasts until you end the form. Entering or exiting a form takes 5 turns.&lt;br /&gt;
&lt;br /&gt;
Serpent Form has the following effects:&lt;br /&gt;
&lt;br /&gt;
'''Combat Bonuses'''&lt;br /&gt;
*'''HP Bonus:''' 120% HP&lt;br /&gt;
*'''Innate AC:''' Linearly scales from the following points, rounding down:&lt;br /&gt;
**Below minimum: 1 AC (0 skill) - 10 AC (12 skill)&lt;br /&gt;
**Above minimum: 10 AC (12 skill) - 16 AC (20 skill)&lt;br /&gt;
*'''[[Unarmed Combat]]:''' 7 base damage.&lt;br /&gt;
*'''[[Constriction]]:''' When making a melee attack, you initiate [[constriction]]. You can constrict 1 [[large]] (or smaller) foe at a time.&lt;br /&gt;
*'''[[Strength|Stat Bonus]]:''' +5 strength.&lt;br /&gt;
&lt;br /&gt;
'''Resistances'''&lt;br /&gt;
*[[Poison resistance|rPois]]&lt;br /&gt;
&lt;br /&gt;
'''Restrictions'''&lt;br /&gt;
*'''[[Transformation#Useful Info|Melded Gear]]:''' [[Body armour]], [[Gloves]], [[Boots]], [[Cloak]]s, [[Weapon]], and [[Shield]]. (Can wear [[jewellery]] and 2 [[Helmet]]s/[[Hats]].)&lt;br /&gt;
*You cannot [[throw]] items.&lt;br /&gt;
&lt;br /&gt;
'''Other'''&lt;br /&gt;
*'''[[Cold-blooded]]:''' You will be [[slow]]ed when hit by certain cold attacks. Negated by any amount of [[cold resistance]].&lt;br /&gt;
*'''[[Amphibious]]:''' Can swim in [[water]], immune to [[drowning]] damage. Note that unless your species is already amphibious, you can't recover items from [[deep water]].&lt;br /&gt;
*'''[[Large]]''' size: Species smaller than large will have reduced [[EV]] in this form. (Being large also lets you constrict large opponents and increases your resistance to knockback effects such as [[trample]].)&lt;br /&gt;
*Provides a 2nd Head (including the extra Aux slot). This does not provide [[Felid]]s with any head slots.&lt;br /&gt;
*Suppresses many [[mutation]]s. Species [[movement delay]] set to 1.0.&lt;br /&gt;
&lt;br /&gt;
Serpent Form has a minimum [[Shapeshifting]] skill of 12, below which you get an [[Talisman#Skill|HP penalty]], and the AC bonus scales down. It has a maximum skill of 20, where skill has no further impact.&lt;br /&gt;
&lt;br /&gt;
[[Aizul]] always carries a serpent talisman.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Constriction is a strong effect, inflicting a large EV penalty while dealing extra damage. Because Serpent Form is [[large]], it can constrict large monsters like [[list of centaurs|centaurs]], [[list of ogres|ogre]]s, and [[yak]]s (which base Octopodes cannot).&lt;br /&gt;
&lt;br /&gt;
Serpent Form also gives a fair bit of AC. For many characters first entering [[the Lair]], it offers slightly more AC than lighter armours, without the [[encumbrance]] of heavy armour. When combined with the 120% HP and the innate poison resistance, it's a moderately durable form. However, the lack of [[shield]] will reduce your defense in the long run.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*This form can be very useful for [[Naga]]s (fittingly enough), as it lets them move at normal speed. [[Barachim]] can also move normally, though they'll lose their hop.&lt;br /&gt;
*Being cold-blooded can be risky when fighting monsters with [[freezing]] weapons or other types of cold damage. Note what activates cold-blooded and what doesn't; e.g. certain spells like [[Flash Freeze]] won't cause the mutation to activate.&lt;br /&gt;
*If you haven't found a source of [[flight]] yet, Serpent Form will let you pass through deep water even at 0 Shapeshifting skill (though using it at such low skill will greatly reduce your maximum HP).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! Serpent Form || Felid || Gargoyle&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Serpent form.png]] || [[File:Serpent form felid.png]] || [[File:Serpent form gargoyle.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*[[0.34]] Levels and damage adjusted to match other T3s.&lt;br /&gt;
*[[0.33]] Serpent Form gains have two heads, letting the player wear two helmets. This does not apply to [[Felid]]s.&lt;br /&gt;
*Serpent talismans were introduced in [[0.31]], along with talismans themselves. Serpent Form had no previous counterpart, but is similar in role to [[Ice Form]].&lt;br /&gt;
&lt;br /&gt;
{{Forms}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Transformation]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stat_zero&amp;diff=86730</id>
		<title>Stat zero</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stat_zero&amp;diff=86730"/>
				<updated>2026-07-14T05:08:59Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Mention the &amp;quot;Crippled&amp;quot; status line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
&lt;br /&gt;
When one of a character's primary [[attributes]] ([[strength]], [[intelligence]], or [[dexterity]]) is lowered to 0 or below, the character becomes &amp;quot;crippled&amp;quot; ([[slow]]ed until all stats are raised above zero).&lt;br /&gt;
&lt;br /&gt;
==Causes==&lt;br /&gt;
Stats can be lowered by the following means, potentially causing stat zero:&lt;br /&gt;
*[[Mutations]] (such as from [[Malmutate]] or [[Corrupting Pulse]]) which affect attributes. This lasts until the mutation is removed [[potion of mutation|somehow]].&lt;br /&gt;
*Equipment with negative stat modifiers. You can remove the equipment to restore the stat.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.33]], hitting zero in any stat would [[paralyse]] the player immediately and apply a unique debuff for as long as you remained below zero, with the specific penalty depending on which stat was affected. See [http://crawl.chaosforge.org/index.php?title=Stat_zero&amp;amp;oldid=82086 this revision] for more information on the old stat zero system.&lt;br /&gt;
**Stat drain was removed in 0.33, meaning players can now only have their stats reduced to zero or less through [[mutation]]s or [[artefact]]s with stat penalties.&lt;br /&gt;
*Prior to [[0.28]], zero intelligence only had an 80% chance to fail reading scrolls. Zero strength's -Regen was a flat regen/4 modifier.&lt;br /&gt;
*Prior to [[0.19]], [[sustain attributes]] existed which would halve stat damage. Hence, multi-point stat damage was roughly halved in [[0.19]].&lt;br /&gt;
*Prior to [[0.17]], taking further stat damage after a stat reached 0 would inflict HP damage.&lt;br /&gt;
*Prior to [[0.15]], items had [[aum|mass]], and strength determined your carrying capacity. Collapse seriously reduced this.&lt;br /&gt;
*Stat zero was added in [[0.13]], replacing [[stat death]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gell%27s_Gavotte&amp;diff=86729</id>
		<title>Gell's Gavotte</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Gell%27s_Gavotte&amp;diff=86729"/>
				<updated>2026-07-13T10:46:44Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Clarify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
{{AttackSpell&lt;br /&gt;
|name=Gell's Gavotte&lt;br /&gt;
|formula = 2d[(pow * 3 / 4 + 35) * (dist + 5) / 20 + 1)]&lt;br /&gt;
|maxdmg = 2d(56-84)&lt;br /&gt;
|maxsp = 200&lt;br /&gt;
|range = 4 tile shift&lt;br /&gt;
|tohit = Never miss&lt;br /&gt;
|target = Octodirectional&lt;br /&gt;
|special = Collision}}&lt;br /&gt;
&lt;br /&gt;
'''Gell's Gavotte''' is a level 6 [[Translocations]] spell that lets the caster temporarily reorient gravity in a chosen linear direction, moving everything that isn't tied down 4 tiles in that direction, potentially falling into walls and each other. This includes the caster, so the spell can be used for repositioning in some situations. Note that players in [[Tree Form]] and players with [[stasis]] cannot be moved by the spell.&lt;br /&gt;
&lt;br /&gt;
Casting this spell gives a short {{Yellow|-Gavotte}} cooldown, which lasts from &amp;lt;code&amp;gt;5 - power/50&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;9 - power/50&amp;lt;/code&amp;gt; turns. This prevents the spell being used as a repeatable controlled [[blink]]. &lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
This spell is cast in a given direction by targeting the tile one space in that direction. &lt;br /&gt;
&lt;br /&gt;
The targeter of this spell highlights monsters that will be damaged by casting the spell in a particular direction according to your knowledge of terrain and other monsters. Terrain the player has not seen yet, the presence of [[invisible]] monsters and those outside your line of sight may result in the spell having unexpected effects when cast. &lt;br /&gt;
&lt;br /&gt;
Monsters will take collision damage if they impact something and move at least one space from this effect, and take more damage for each space moved up to 4.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Gell's is one of the best ways to manipulate position in the game, and on top of that, the damage output can be considerable. Like Blink, any characters who can afford the XP investment will find this spell useful.&lt;br /&gt;
&lt;br /&gt;
Keeping yourself in place while shifting the enemies away can often be a strong play for making space. This can be done by placing yourself next to impassable tiles such as deep water (such as from [[Summon Forest]]), forgecraft allies which are themselves immobile, lava (such as from [[Hellfire Mortar]]), or standard walls. Alternatively, it can be used to move yourself away from enemies if they would be stopped by impassable tiles - this can be particularly useful during the orb run.&lt;br /&gt;
&lt;br /&gt;
Summoned allies will be dismissed if they take damage from hitting a wall and [[Malign Gateway]] will turn hostile if hit by moving objects, but Forgecraft and Necromancy allies will only take damage and remain friendly.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Added in [[0.32]] as a thematic replacement for [[Gell's Gravitas]].&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Drude&amp;diff=86728</id>
		<title>Drude</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Drude&amp;diff=86728"/>
				<updated>2026-07-13T02:20:32Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Some info added, could be expanded&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Information==&lt;br /&gt;
A small, fast, demon that inflicts [[doom]] when it does damage. Can double hit in melee; best to avoid contact by using throwing, ranged, or allies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Added in [[0.34]] to replace Quasits.&lt;br /&gt;
&lt;br /&gt;
[[Category:Doom]]&lt;br /&gt;
[[Category:Demon]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=File:Reaper.png&amp;diff=86727</id>
		<title>File:Reaper.png</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=File:Reaper.png&amp;diff=86727"/>
				<updated>2026-07-13T02:13:32Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Draconius uploaded a new version of File:Reaper.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=File:Reaper.png&amp;diff=86726</id>
		<title>File:Reaper.png</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=File:Reaper.png&amp;diff=86726"/>
				<updated>2026-07-13T02:12:47Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Draconius uploaded a new version of File:Reaper.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=File:Reaper.png&amp;diff=86725</id>
		<title>File:Reaper.png</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=File:Reaper.png&amp;diff=86725"/>
				<updated>2026-07-13T02:05:16Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Draconius uploaded a new version of File:Reaper.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=File:Reaper.png&amp;diff=86724</id>
		<title>File:Reaper.png</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=File:Reaper.png&amp;diff=86724"/>
				<updated>2026-07-13T02:05:02Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Draconius uploaded a new version of File:Reaper.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=File:Reaper.png&amp;diff=86723</id>
		<title>File:Reaper.png</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=File:Reaper.png&amp;diff=86723"/>
				<updated>2026-07-13T02:03:40Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Draconius uploaded a new version of File:Reaper.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=File:Reaper.png&amp;diff=86722</id>
		<title>File:Reaper.png</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=File:Reaper.png&amp;diff=86722"/>
				<updated>2026-07-13T02:02:41Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Draconius uploaded a new version of File:Reaper.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=File:Reaper.png&amp;diff=86721</id>
		<title>File:Reaper.png</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=File:Reaper.png&amp;diff=86721"/>
				<updated>2026-07-13T01:59:32Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Draconius uploaded a new version of File:Reaper.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=File:Reaper.png&amp;diff=86720</id>
		<title>File:Reaper.png</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=File:Reaper.png&amp;diff=86720"/>
				<updated>2026-07-13T01:59:12Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Draconius uploaded a new version of File:Reaper.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=File:Reaper.png&amp;diff=86719</id>
		<title>File:Reaper.png</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=File:Reaper.png&amp;diff=86719"/>
				<updated>2026-07-13T01:56:59Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Draconius uploaded a new version of File:Reaper.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=File:Reaper.png&amp;diff=86718</id>
		<title>File:Reaper.png</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=File:Reaper.png&amp;diff=86718"/>
				<updated>2026-07-13T01:52:35Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Draconius uploaded a new version of File:Reaper.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Demon&amp;diff=86717</id>
		<title>Demon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Demon&amp;diff=86717"/>
				<updated>2026-07-13T01:51:08Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: .34 update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
'''Demons''' are unholy monsters from the infernal planes of [[Hell]], [[Pandemonium]], and [[the Abyss]]. They range in difficulty from minor nuisances like the [[crimson imp]] to the mighty [[Greater Demon]]s, and have a wide variety of powers. They can be brought into the world by [[summoning]] them, and they also appear in later levels of the [[Dungeon]], especially the aforementioned infernal [[branch]]es.&lt;br /&gt;
&lt;br /&gt;
All demons are considered [[evil]], and take additional damage from [[holy wrath]]-branded weapons and [[Holy Word]]. Many [[god]]s award [[piety]] for destroying them. Some [[gods]] may grant demonic servants to their worshipers.&lt;br /&gt;
&lt;br /&gt;
In the ASCII version of ''Crawl'', tiered demons are represented by a numeral representing their tier level (1-5). More powerful demons are represented by an ampersand (&amp;amp;).&lt;br /&gt;
&lt;br /&gt;
==Demon List==&lt;br /&gt;
===Tier-5 Demons===&lt;br /&gt;
Tier-5 Demons are the weakest class of demons. They're common in the early dungeon, and are often summoned in droves by stronger creatures. Only fresh adventurers should have trouble dealing with these.&lt;br /&gt;
&lt;br /&gt;
*{{monsterlink|Crimson imp}}- A pesky little beast that [[blink]]s often and regenerates. Very difficult to pin down and kill, but otherwise fairly harmless.&lt;br /&gt;
*{{monsterlink|White imp}}- Frosty little demons that have [[Throw Frost]] and a [[cold]]-flavoured melee attack.&lt;br /&gt;
*{{monsterlink|Shadow imp}}- Minor demonic torturers that can cast [[Pain]].&lt;br /&gt;
*{{monsterlink|Iron imp}}- Metallic imps that are slow, but have more HP and melee power than other imps.&lt;br /&gt;
*{{monsterlink|Ufetubus}}- Fast and can slip behind you with their attacks. Summoned in droves by the tier-3 [[ynoxinul]].&lt;br /&gt;
*{{monsterlink|Drude}}- A small, fast, demon that inflicts [[Doom]] when it does damage..&lt;br /&gt;
*{{monsterlink|Lemure}}- Cursed souls bound into service to interdimensional slavers. Kill [[Pikel|their master]], and they will go free.&lt;br /&gt;
*{{monsterlink|Cerulean imp}}- Imps called to service through the casting of [[Call Imp]]. They wield a [[spear]] whose quality depends on [[spell power]].&lt;br /&gt;
&lt;br /&gt;
===Tier-4 Demons===&lt;br /&gt;
Tier-4 Demons are more powerful than tier-5 demons, but are still among some of the weakest demons in the game.  None are capable of inflicting damage at long range, although a few possess other special abilities. They are occasionally granted as allies by [[Makhleb]]'s Infernal Servant invocation.&lt;br /&gt;
&lt;br /&gt;
*{{monsterlink|Red devil}}- Flying devils that coat their [[trident]]s with [[barbs]]. Vulnerable to cold.&lt;br /&gt;
*{{monsterlink|Ice devil}}- Spell-less demons that nonetheless have powerful [[cold]] attacks, though they dislike [[fire]].&lt;br /&gt;
*{{monsterlink|Rust devil}}- Metallic demons with multiple resistances and [[acid|corrosive]] attacks.&lt;br /&gt;
*{{monsterlink|Hellwing}}- Skeletal demons that can soar over intervening creatures to attack their targets from behind.&lt;br /&gt;
*{{monsterlink|Orange demon}}- Demons with venomous stinger tails that can [[reaching|reach]] out and inflict [[weakness]].&lt;br /&gt;
*{{monsterlink|Chaos spawn}}- Ever-shifting creatures that move swiftly and have [[chaos]]-[[brand]]ed melee attacks. They degenerate into clouds of raw chaos when killed.&lt;br /&gt;
&lt;br /&gt;
===Tier-3 Demons===&lt;br /&gt;
Tier-3 Demons are demons of average power that display an assortment of capabilities. Some are notably more dangerous than others.&lt;br /&gt;
&lt;br /&gt;
*{{monsterlink|Neqoxec}}- It will gladly [[malmutate]] you and [[Brain Bite|drain your magic]].&lt;br /&gt;
*{{monsterlink|Sixfirhy}}- An electrical imp that moves in bursts of blinding speed. Relatively weak, but very painful if you are not resistant to [[electricity]].&lt;br /&gt;
*{{monsterlink|Smoke demon}}- Demons of living smoke that are dangerous at range with [[Pyre Arrow]], [[Steam Ball]], and [[Smite]].&lt;br /&gt;
*{{monsterlink|Soul eater}}- Durable demons that can [[Drain Life]] out of nearby foes.&lt;br /&gt;
*{{monsterlink|Sun demon}}- Speedy fire demons that have powerful, fiery attacks but are vulnerable to cold.&lt;br /&gt;
*{{monsterlink|Ynoxinul}}- A summoner of [[ufetubi]] which can also cast weak [[Iron Shot]]s.&lt;br /&gt;
&lt;br /&gt;
===Tier-2 Demons===&lt;br /&gt;
Tier-2 Demons are challenging combatants due to a wide range of abilities. They are the second most powerful tier of standard demon. Additionally, a worshipper of [[Makhleb]] may summon some of them using the Infernal Servant ability, but only if they have enough Invocations skill.&lt;br /&gt;
&lt;br /&gt;
*{{monsterlink|Balrug}}- Huge, fast demons that wield branded [[demon whip]]s, cast powerful fire magic, and [[smite]] their foes. &lt;br /&gt;
*{{monsterlink|Blizzard demon}}- Demons that are capable of casting powerful [[Air Magic|Air]] and [[Ice Magic]] spells.&lt;br /&gt;
*{{monsterlink|Cacodemon}}- A dangerous, debilitating demon that can [[malmutate]], [[vitrify]], and [[Bolt of Devastation|devastate]]. They can also dig through walls.&lt;br /&gt;
*{{monsterlink|Green death}}- Demons that attack you with all manner of dangerous toxins.&lt;br /&gt;
*{{monsterlink|Sin beast}}- Dangerous melee demons that can trample foes out of position and have an [[antimagic]] bite. The [[Horn of Geryon]] can call in hordes of them.&lt;br /&gt;
*{{monsterlink|Hellion}}- Demons that specialize in pelting you with smite-targeted [[damnation]].&lt;br /&gt;
*{{monsterlink|Reaper}}- The archetypal Grim Reapers. They wield branded [[scythe]]s and can deal heavy melee damage. &lt;br /&gt;
*{{monsterlink|Shadow demon}}- Demonic summoners which can quickly flood their surroundings with [[Shadow Creatures]].&lt;br /&gt;
*{{monsterlink|Tormentor}}- A quick demon that casts [[Torment]].&lt;br /&gt;
*{{monsterlink|Zykzyl}}- Very dangerous demon that casts [[Malmutate]], [[Enfeeble]], and [[Bolt of Flesh]].&lt;br /&gt;
&lt;br /&gt;
===Tier-1 Demons===&lt;br /&gt;
Tier-1 Demons (also known as Greater Demons) are among the deadliest opponents in ''Dungeon Crawl''. All tier-1 demons can see invisible, and all Fiends are capable of inflicting [[Torment]]. Fighting or even being in sight of multiple tier-1 demons is not recommended. Only a follower of Makhleb who has the Mark of the Tyrant and enough Invocations skill may summon the first four of them.&lt;br /&gt;
&lt;br /&gt;
*{{monsterlink|Brimstone fiend}}- Fiends that specialize in [[damnation]] as well as torment. Vulnerable to cold.&lt;br /&gt;
*{{monsterlink|Ice fiend}}- Fiends that have torment and [[Bolt of Cold]], but are most dangerous in melee with their powerful freezing attacks. Vulnerable to fire.&lt;br /&gt;
*{{monsterlink|Tzitzimitl}}- Terrifying divinities that can damage both the living and the undead with an assortment of negative energy spells.&lt;br /&gt;
*{{monsterlink|Hell sentinel}}- A highly durable demonic construct with painful [[spiny|spines]] and both [[Damnation]] and Iron Shot.&lt;br /&gt;
*{{monsterlink|Executioner}}- Moves twice as fast as normal and will cast [[Haste]] at the slightest provocation. With its speed and 3 melee attacks, it can tear lightly armoured characters to shreds.&lt;br /&gt;
&lt;br /&gt;
===Archdemons===&lt;br /&gt;
The most powerful demons of them all, these beings are all [[unique]] creatures that are usually found as boss-type enemies. Many of them serve as guardians of various [[runes of Zot]].&lt;br /&gt;
&lt;br /&gt;
*{{monsterlink|Pandemonium lord}}- Powerful demons that individually rule portions of [[Pandemonium]]. Their powers and appearances vary greatly.&lt;br /&gt;
*{{monsterlink|Mnoleg}}- Guardian of the glowing rune of Zot, Mnoleg and its minions will [[malmutate]] you repeatedly while it summons huge waves of chaotic monsters.&lt;br /&gt;
*{{monsterlink|Lom Lobon}}- Guardian of the magical rune of Zot, Lom Lobon possesses some of the strongest spells in the game and heads a cabal of wizardly monsters.&lt;br /&gt;
*{{monsterlink|Cerebov}}- Guardian of the fiery rune of Zot, Cerebov can blast intruders with extremely powerful conjurations and summon powerful fire-related demons, while the [[Sword of Cerebov]] burns away your fire resistance.&lt;br /&gt;
*{{monsterlink|Gloorx Vloq}}- Guardian of the dark rune of Zot, Gloorx Vloq is extremely fast and can seriously harm both the living and the undead.&lt;br /&gt;
*{{monsterlink|Geryon}}- The gatekeeper of [[Hell]], Geryon stands between adventurers and the entrances to the four hells. His [[Horn of Geryon|horn]] can call in endless waves of [[sin beast]]s.&lt;br /&gt;
*{{monsterlink|Asmodeus}}- Lord of [[Gehenna]], Asmodeus guards the obsidian rune of Zot with his [[damnation]] and high level summons.&lt;br /&gt;
*{{monsterlink|Dispater}}- Lord of [[the Iron City of Dis]], Dispater commands powerful [[Earth Magic]] and legions of powerful demons. His vaults hold the iron rune of Zot.&lt;br /&gt;
*{{monsterlink|Ereshkigal}}- Lady of [[Tartarus]], she can [[paralyze]], [[torment]], and [[silence]] her foes. She was charged with protecting the bone rune of Zot.&lt;br /&gt;
*{{monsterlink|Antaeus}}- A corrupted [[titan]] who rules over [[Cocytus]]. Antaeus fights foes with his massive strength augmented by powerful [[Ice Magic|Ice]] and [[Air Magic]]. He watches over the icy rune of Zot.&lt;br /&gt;
&lt;br /&gt;
===Demonic creatures===&lt;br /&gt;
While not considered standard demons in and of themselves, these creatures have demonic [[holiness]], making them vulnerable to weapons of [[holy wrath]].&lt;br /&gt;
&lt;br /&gt;
*{{monsterlink|Apocalypse crab}}- [[Abyss]]al crustaceans that spew clouds of pure [[chaos]] at their prey.&lt;br /&gt;
*{{monsterlink|Small abomination}}- Horrible mockeries of life made from several corpses that have been mashed haphazardly together.&lt;br /&gt;
*{{monsterlink|Large abomination}}- Unrecognizable combinations of body parts that are somewhat slower but far more powerful than their smaller brethren.&lt;br /&gt;
*{{monsterlink|Demonic crawler}}- Swift, resilient demonic bugs that are often found in the [[Spider's Nest]].&lt;br /&gt;
*{{monsterlink|Oblivion hound}}- Demonic [[list of canines|hounds]] that roam [[Tartarus]]. Their howls attract the attention of other residents of that deathly realm.&lt;br /&gt;
*{{monsterlink|Efreet}}- Spirits of fire who wield [[flaming]] [[scimitar]]s and powerful [[Fire Magic]].&lt;br /&gt;
*{{monsterlink|Hell hound}}- Fire-breathing [[list of canines|canines]] that travel in packs.&lt;br /&gt;
*{{monsterlink|Hell hog}}- Demonic swine that travel in small herds and breathe [[Fireball]]s.&lt;br /&gt;
*{{monsterlink|Hellephant}}- Enormous, hellish [[elephant]]s that will roast you with their fire breath before trampling you to jelly.&lt;br /&gt;
*{{monsterlink|Rakshasa}}- Demons that specialize in illusions. They hide themselves in a crowd of illusory copies.&lt;br /&gt;
*{{monsterlink|Tentacled monstrosity}}- Enormous tentacled behemoths that roam the [[Realm of Zot]] and can swiftly crush the life out of those who allow them into close combat.&lt;br /&gt;
*{{monsterlink|Wendigo}}- Demons that fire paralysing bolts of electricity and shatter [[simulacra]] into devastating explosions of icy fragments.&lt;br /&gt;
&lt;br /&gt;
===Unique demons===&lt;br /&gt;
These beings aren't powerful enough to be archdemons but are strong enough to be particularly noteworthy.&lt;br /&gt;
&lt;br /&gt;
*{{monsterlink|Azrael}}- An [[efreet]] who has learned how to hurl [[damnation]] in addition to more more mundane types of fire. Travels with a pack of fiery underlings.&lt;br /&gt;
*{{monsterlink|Grinder}}- A notoriously deadly [[shadow imp]] who appears dangerously early in the [[Dungeon]].&lt;br /&gt;
*{{monsterlink|Ignacio}}- An [[executioner]] who is even more deadly than usual, thanks in no small part to the [[executioner's axe]] he carries.&lt;br /&gt;
*{{monsterlink|Mara}}- Master of illusions, Mara can force his foes to fight their double. His own magic isn't anything to sneeze at, either.&lt;br /&gt;
*{{monsterlink|Nellie}}- An unusually beefy [[hellephant]] that only appears in [[Dungeon Sprint]].&lt;br /&gt;
*{{Red|D}} [[Image:Serpent of Hell (Gehenna).png]][[Image:Serpent of Hell (Cocytus).png]][[Image:Serpent of Hell (Tartarus).png]][[Image:Serpent of Hell (Dis).png]] '''[[Serpent of Hell]]''' - A three-headed demonic [[list of dragons|dragon]] that changes its appearance and abilities to match the [[Hell]] it resides in.&lt;br /&gt;
&lt;br /&gt;
===Retired demons===&lt;br /&gt;
*{{monsterlink|Lorocyproca}}- Permanently invisible tier-2 demons with a powerful antimagic attack. Removed in [[0.32]]. Their antimagic attack was given to hell beasts, who became sin beasts.&lt;br /&gt;
*{{monsterlink|Blue devil}}- Flying devils that resisted cold and poison, but were vulnerable to fire. They had no spells, but could swoop towards their targets from several tiles away. Removed in [[0.18]], with their swooping attack given to hellwings.&lt;br /&gt;
*{{monsterlink|Iron devil}}- Upgraded iron imps with good AC and a variety of resistances. Replaced with [[rust devil]]s in [[0.16]].&lt;br /&gt;
*{{monsterlink|Rotting devil}}- Shambling demons that inflicted [[rot]] with their fetid touch and trailed clouds of [[miasma]] wherever they went. Removed in [[0.14]].&lt;br /&gt;
*{{monsterlink|Midge}}- Tiny, flying imps that were little more than minor nuisances at best. Removed in [[0.11]].&lt;br /&gt;
*{{monsterlink|Hairy devil}}- Boring and weak demonic melee fighters. Removed in [[0.11]].&lt;br /&gt;
*{{monsterlink|Pit fiend}}- Huge winged demons that could cast both [[hellfire]] and [[torment]]. Were removed in favor of [[hell sentinel]]s in [[0.11]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Demon]]&lt;br /&gt;
[[Category:Lists of monsters]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Orb&amp;diff=86716</id>
		<title>Orb</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Orb&amp;diff=86716"/>
				<updated>2026-07-12T02:59:50Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Replace link with image and fix text&lt;/p&gt;
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&lt;div&gt;{{version034}}&lt;br /&gt;
''This page refers to the type of equipment. For the object of your quest, see [[Orb of Zot]]. For the spell, see [[Orb of Destruction]].''&lt;br /&gt;
{{armour&lt;br /&gt;
 |name        = Orb&lt;br /&gt;
 |cost        = ?&lt;br /&gt;
 |weight      = &lt;br /&gt;
 |skill       = &lt;br /&gt;
 |skill2      = &lt;br /&gt;
 |AC          = 0&lt;br /&gt;
 |EV          = +0&lt;br /&gt;
 |SV          = 0&lt;br /&gt;
 |maxenc      = +0&lt;br /&gt;
 |size        = Any&lt;br /&gt;
 |acquirement =&lt;br /&gt;
 |weartime    = 5&lt;br /&gt;
 |grants      = special&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A sphere of crystal, carried in place of a shield. Magic scintillates within its interior.}}&lt;br /&gt;
&lt;br /&gt;
'''Orbs''' are a piece of equipment you can carry in your off-hand. Unlike [[shields]], they provide no defensive value, but come with one of several unique egos:&lt;br /&gt;
&lt;br /&gt;
*[[Attunement]] - Doubles the enhancer effects of [[magical staves]], and gives magical staff melee a chance to recover 1-3 MP.&lt;br /&gt;
*[[Energy]] - May refund MP on successful casts (depending on [[Evocations]]), and always refunds MP for miscasts, but increases miscast rate.&lt;br /&gt;
*[[Glass]] - Has a chance to inflict [[Vitrify]] on enemies when damage is dealt, the chance of which scales with evocations.&lt;br /&gt;
*[[Guile]] - Reduces [[willpower]] of both the wielder and their targets, the latter scaling with Evocations.&lt;br /&gt;
*[[Mayhem]] - May send enemies into a [[frenzy]] upon killing one of their allies.&lt;br /&gt;
*[[Mesmerism]] - Inflicts [[dazed]] when hurt in melee, and recharges by standing still. Daze duration, cooldown, and effect radius scale with evocations.&lt;br /&gt;
*[[Pyromania]] - Boosts [[Fire Magic]] and may cause a 3-tile explosion when an enemy is killed with a non-weapon attack (spells, wands, abilities). Trigger chance and damage scales with evocations.&lt;br /&gt;
*[[Stardust]] - Upon spending MP for the first time in a battle, it creates one plus one for each enemy in sight {{magenta|*}} [[File:Shooting_star.png]] '''shooting star''' projectiles which behave like [[foxfire]]s but knock enemies back upon contact. The damage of shooting stars scales with the MP used, and with evocations. Recharges after returning to full MP and spending a few turns out of sight from enemies. They can be shot through.&lt;br /&gt;
*[[Light]] - Surrounds the wielder with a 3-tile [[halo]]. Only available when starting as a [[monk]] or very rarely from [[vault]]s.&lt;br /&gt;
&lt;br /&gt;
Regular and [[randart]] orbs will always spawn with one of the egos listed above. Randart orbs may generate with [[spell enhancer]]s.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.34]], attunement, glass, mesmerism, pyromania, and stardust were introduced, wrath was removed, and light was made monk-only. Prior to this version, guile and energy did not scale with Evocations. Orbs were made more common, too.&lt;br /&gt;
*Prior to [[0.30]], orbs could not appear as [[randart]]s. Also, three [[unrand]] orbs were introduced in this version (all formely staff unrands).&lt;br /&gt;
*Equippable orbs were added in [[0.28]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! || Image&lt;br /&gt;
|-&lt;br /&gt;
| '''Regular''' || [[File:Orb.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Artefact''' || [[File:Orb randart1.png]] [[File:Orb randart2.png]] [[File:Orb randart3.png]] [[File:Orb randart4.png]]&lt;br /&gt;
|-&lt;br /&gt;
! || [[Unrandart]] Orbs&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Sphere of Battle]]''' || [[File:Sphere of battle.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Orb of Dispater]]''' || [[File:Orb of Dispater.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[crystal ball of Wucad Mu]]''' || [[File:Crystal ball of wucad mu.png]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Charlatan's Orb]]''' || [[File:Urand charlatan's orb.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{armours}}&lt;br /&gt;
[[Category:Orbs]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stardust&amp;diff=86715</id>
		<title>Stardust</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stardust&amp;diff=86715"/>
				<updated>2026-07-12T02:59:25Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Replace link with image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{flavour|It conjures a barrage of shooting stars the first time its wearer spends MP to use a spell or ability each battle, recharging only when their MP is restored and no more enemies remain. Evocations skill increases the number and damage of the stars and MP spent further increases damage.}}&lt;br /&gt;
&lt;br /&gt;
'''Stardust''' is an [[ego]] exclusive to [[orb]]s. After spending MP for any reason, it creates one plus one for each enemy in sight {{magenta|*}} [[File:Shooting_star.png]] '''shooting star''' projectiles. [[Evocations]] skill and the initial MP spent impact the damage. The ability can only be retriggered after spending time with full MP and no monsters in sight.&lt;br /&gt;
&lt;br /&gt;
Shooting stars act like the [[Foxfire]] spell. Damage per star = &amp;lt;code&amp;gt;4d&amp;lt;[Evocations*3 + 10] * (1 + .25*MP)/9&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Djinn]] do not use MP and thus do not benefit from this ego.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
God abilities also count towards this ego, so &amp;quot;pure&amp;quot; melee characters can benefit from this orb.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Stardust was added in 0.34.&lt;br /&gt;
&lt;br /&gt;
{{orb}}&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dream_Dust&amp;diff=86714</id>
		<title>Dream Dust</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dream_Dust&amp;diff=86714"/>
				<updated>2026-07-11T23:02:44Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Clarify sleep spell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{monster spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Dream Dust''' is a monster-only spell exclusive to [[dream sheep]] that puts the target to [[sleep]]. It does not need a target to be used (i.e., you can be put to sleep while invisible). It is resistible, but does not check [[willpower]] -- instead, the spell becomes harder to resist as more dream sheep move into view. Even if a dream sheep is [[asleep]], [[petrified]], or [[paralysed]], it still contributes towards success rate.&lt;br /&gt;
&lt;br /&gt;
Players that are [[undead]] ([[Ghoul]], [[Mummy]], bloodless [[Vampire]]) or nonliving ([[Gargoyle]], [[Djinni]], [[Statue Form]], [[Storm Form]], [[Wisp Form]]) are immune to sleep. Going [[berserk]] or having [[clarity]] will also make you immune.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; cellpadding=&amp;quot;10&amp;quot; border=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! # of&amp;lt;br&amp;gt;Sheep !! Resist&amp;lt;br&amp;gt;Chance !! Duration&amp;lt;br&amp;gt;(turns)&lt;br /&gt;
|-&lt;br /&gt;
| 1  || 96% || 5 to 7&lt;br /&gt;
|-&lt;br /&gt;
| 2  || 48% || 5 to 10&lt;br /&gt;
|-&lt;br /&gt;
| 3  || 32% || 5 to 12&lt;br /&gt;
|-&lt;br /&gt;
| 4  || 24% || 5 to 15&lt;br /&gt;
|-&lt;br /&gt;
| 5  || 19% || 5 to 17&lt;br /&gt;
|-&lt;br /&gt;
| 6  || 16% || 5 to 20&lt;br /&gt;
|-&lt;br /&gt;
| 7+  || &amp;lt; 14% || 5 to 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dream_sheep&amp;diff=86713</id>
		<title>Dream sheep</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dream_sheep&amp;diff=86713"/>
				<updated>2026-07-11T23:00:26Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Clarify sleep spell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
&amp;lt;!-- {{list of | quadrupeds}} --&amp;gt;&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Dream sheep''' are physically weaker than the common [[yak]], but their dust can inflict [[sleep]] from anywhere in [[LOS|sight]]. Notably, this means that if you can see them, they can put you to sleep (even if you are invisible). The more sheep in LOS, the more likely you are to fall asleep. Since falling asleep in combat isn't a good idea, dream sheep are major threats when combined with other monsters. They are commonly found running wild in herds throughout the [[Lair]], but can also be found in the care of [[cyclops]] shepherds in the [[Shoals]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*[[Sleep]] is very dangerous: it prevents you from doing anything until attacked, lowers your [[EV]] and [[SH]] to near 0, and increases damage taken in melee. EV-based fighters have the most to worry, but sleeping next to a [[hydra]] is deadly to anyone. &lt;br /&gt;
*Be aware of what does and does not protect you from sleep:&lt;br /&gt;
**[[Willpower]] does ''not'' protect you from their sleep effect. &lt;br /&gt;
**It is a [[line of sight]] effect. Hiding behind creatures won't work, but limiting dream sheep in sight with a corner or [[scroll of fog]] is helpful.&lt;br /&gt;
**[[Clarity]] grants immunity to sleep, though this property is incredibly rare outside of [[Ashenzari]], and you might not even have 3* of piety when you enter Lair.&lt;br /&gt;
**[[Berserk]] is a more common status that grants immunity, but comes with all the risks that Berserk and post-berserk provide. Be careful not to take on more than you can handle -- one rage can usually get you through a herd of dream sheep, but you might have trouble if more monsters decide to investigate the sounds of fighting.&lt;br /&gt;
**[[Undead]] characters, [[Gargoyle]]s, [[Djinn]], and players in [[Statue Form|Statue]], [[Storm Form|Storm]], or [[Wisp Form]] cannot be put to sleep and have very little to fear from dream sheep. Vampires must be Bloodless to be immune.&lt;br /&gt;
*Try to kite a herd of dream sheep or hit them with area-of-effect attacks like [[cleave|cleaving]] or [[Fireball]]; aim to kill them quickly before they put you to [[sleep]]. Failing that, try to fight them somewhere only a few creatures can get to you at a time, and ''especially'' don't fight them where dangerous monsters like [[hydra]]s or [[komodo dragon]]s can get at you.&lt;br /&gt;
**This might be a good time to build yourself a choke point or [[kill hole]] with a [[wand of digging]].&lt;br /&gt;
*If you run into a pack of dream sheep you weren't ready for and need to flee, consider reading a [[scroll of teleportation]] -- even if you get put to sleep, the teleportation effect will still kick in after a few turns.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.27]], dream sheep could use Dream Dust when inflicted by [[fear]].&lt;br /&gt;
*Prior to [[0.22]], [[Sticky Flame]] would spread between dream sheep, causing them to [[fear|panic]].&lt;br /&gt;
*Dream sheep were introduced in [[0.19]], replacing ordinary [[sheep]].&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Maurice&amp;diff=86712</id>
		<title>Maurice</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Maurice&amp;diff=86712"/>
				<updated>2026-07-11T22:48:13Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: .34 update (pick-up loop eliminated)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Maurice the Thief''' is a [[unique]] [[vine stalker]] thief who is perfectly happy to separate you from your hard-earned loot. He likes nothing more than sneaking up on you while invisible to pick your pockets as he attacks you, dealing damage and taking a random item (or gold) from your inventory. Thankfully, he drops whatever gear he stole upon death, assuming he hasn't used it yet. He generates with a [[cloak]] and [[dagger]] or [[short sword]], some [[gold]], and often a decent [[wand]].&lt;br /&gt;
&lt;br /&gt;
Unlike all other monsters, Maurice can pick up items you've seen or dropped. However, he'll only pick up the top item in a stack of items that you've seen, and he won't pick up throwable items to prevent the player from locking him into an infinite pick-up loop.&amp;lt;ref&amp;gt;{{source ref|0.34.0|mon-act.cc|3007}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Dungeon]]:7-12&lt;br /&gt;
*The [[Orcish Mines]]&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Being able to [[see invisible]] will give you the chance to blast him on sight instead of letting him start the battle by taking your best attack wand.&lt;br /&gt;
*[[Poison]]ing him will let you continue doing damage over time even when he blinks or teleports away from you.&lt;br /&gt;
*His [[willpower]] and [[hit dice]] are both low, leaving him open to disabling spells like [[Hexes]] or [[Mephitic Cloud]].&lt;br /&gt;
*If you have a [[wand of polymorph]] at hand and use it, he'll probably lose his weapon and his invisibility won't hamper you any longer.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.34]], Maurice is no longer able to pick up throwables to prevent locking him in a pick-up loop.&lt;br /&gt;
*Prior to [[0.32]], Maurice had only 20 [[willpower|Will]].&lt;br /&gt;
*Prior to [[0.31]], Maurice was a human and didn't have an antimagic bite. He spawned a bit later, on D:8-13 instead of D:7-12.&lt;br /&gt;
*In [[0.18]], Maurice can now steal from the floor as well as your inventory.&lt;br /&gt;
&lt;br /&gt;
===Maurice Scumming===&lt;br /&gt;
Prior to [[0.10]], uniques who were sent to the Abyss and then followed the player back out would not be removed from the Abyss spawn list: only killing them in the Abyss would do that. This led to an obscure but powerful exploit with Maurice. Let him steal an item, duplicate the monster, and voila, you have two items.&lt;br /&gt;
&lt;br /&gt;
In [http://crawl.develz.org/morgues/0.9/xomscumming/morgue-xomscumming-20110905-165025.txt this game], the player used this exploit to duplicate scrolls of acquirement. Because Maurice would steal entire stacks of items as opposed to just a single one, the growth in scrolls would be exponential, making it possible to generate up to 300 or so scrolls of acquirement at a time this way (as many as you [[aum|could carry]]).&lt;br /&gt;
&lt;br /&gt;
Since gold contributed to [[score]] in these versions, this exploit could lead to a theoretically infinite amount of points. This was only limited by the hard cap of 99,999,999 points, also present in these versions. In the above game, the death was intentional (like any good mummy, killed by fire), as was the exact score gotten.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Identification&amp;diff=86711</id>
		<title>Identification</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Identification&amp;diff=86711"/>
				<updated>2026-07-11T09:08:49Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: .34 update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
&lt;br /&gt;
Some items have unknown properties, which can be revealed by '''identification'''. For example, you won't know what a ''murky blue'' [[potion]] does or what a ''glowing'' [[short sword]] is until they are identified. A [[scroll of identify]] is the easiest way to identify consumables, but there are a few other methods as well.&lt;br /&gt;
&lt;br /&gt;
Press '''\''' for a list of items already identified. While viewing the list, the command '''-''' will toggle the view to items you have not yet identified.&lt;br /&gt;
&lt;br /&gt;
==Potions &amp;amp; Scrolls==&lt;br /&gt;
Potions and scrolls are either unidentified or identified. Unidentified potions/scrolls are in blue text and have vague descriptors, such as a scroll labelled README, or a green potion. Identified items aren't in blue text, and their names tell you what the item does, e.g. [[scroll of teleport]] or [[potion of curing]].&lt;br /&gt;
&lt;br /&gt;
Identifying a potion or scroll will reveal its &amp;quot;true&amp;quot;, identified type for the rest of the game. So if you identify a green potion as a potion of curing, all green potions you come across will be revealed as potions of curing.&lt;br /&gt;
&lt;br /&gt;
The most common ways to identify potions and scrolls are as follows:&lt;br /&gt;
*Using a [[scroll of identify]] on the potion or scroll.&lt;br /&gt;
*All potions and scrolls are identified when used, even if they didn't do anything. &lt;br /&gt;
&lt;br /&gt;
Using an unknown consumable &amp;quot;blind&amp;quot; will let you identify it faster, but it generally wastes the item you just used. This can be a good thing, since an identified item can help you survive a situation you otherwise would've died in. In any case, some amount of blind use is practically required. This is because scrolls of identify are initially unknown too, meaning you'll have to blind-read until you reveal scrolls of identify in the first place.&lt;br /&gt;
&lt;br /&gt;
===Read-ID===&lt;br /&gt;
Reading unknown scrolls can be dangerous, because some scrolls have negative effects. At the same time, you'll want to maximize the positive effects of the scrolls you do read. If you want to optimize blind reading, you should:&lt;br /&gt;
*Be on an ''un''explored level, standing directly on the stairs leading to a clear level.&lt;br /&gt;
**Being on an unexplored level makes the most out of a [[scroll of revelation]].&lt;br /&gt;
**Being on an upstairs lets you retreat in case you read a [[scroll of teleportation]] or a dangerous scroll like [[scroll of noise|noise]].&lt;br /&gt;
*Make sure that no monsters - allied or hostile - are in your [[line of sight]]. This way, you won't blow yourself up with a [[scroll of immolation]].&lt;br /&gt;
*You carry at least one enchantable weapon, preferably one you want to [[brand]] or replace the brand of. This makes the most out of [[scrolls of enchant weapon|enchant weapon]] and [[scroll of brand weapon|brand weapon]].&lt;br /&gt;
&lt;br /&gt;
Also, you should test the most numerous unknown scrolls you have first. Usually, you'll be more likely to identify common scrolls, such as identify and teleport.'''*''' In addition, you'll have more copies of that scroll available to use. (If you read a scroll you have 5 copies of, after reading, you'll have 4 copies of a potentially useful scroll. If you read a scroll you only have 1 copy of, you've identified the scroll, but now you have no copies of that scroll - not very helpful!)&lt;br /&gt;
&lt;br /&gt;
These conditions can be adjusted as your knowledge improves. If you've already identified scrolls of revelation, then you don't need to use scrolls on an unexplored level. If you've identified most scrolls, you might want to stop blind reading, since you're likely to 'waste' a rare scroll.&lt;br /&gt;
&lt;br /&gt;
If you are in an emergency situation, and have nothing better to do, you can read unknown scrolls in hopes that the scroll will help. Depending on what you've identified, you may want to drink unknown potions instead.&lt;br /&gt;
&lt;br /&gt;
('''*'''It depends on how you found the scrolls. If you find 1 copy of a scroll somewhere, and then find another copy of the same scroll elsewhere, it's more likely to be a common scroll. But if you find 2-3 copies of a scroll in the same tile, it is no more likely to be a common scroll than usual. This also applies to potions.)&lt;br /&gt;
&lt;br /&gt;
===Quaff-ID===&lt;br /&gt;
Some potions also have dangerous effects. The conditions to safe blind-quaff aren't as dangerous, though. To safely blind-quaff:&lt;br /&gt;
*You should quaff unknown potions when there are no monsters in sight (and no monsters are nearby).&lt;br /&gt;
&lt;br /&gt;
Like scrolls, when blind quaffing, you should test the most numerous potions. The two most common potions, [[potions of curing]] and [[potion of heal wounds]] are quite useful to know.&lt;br /&gt;
&lt;br /&gt;
It's worth noting that potions are somewhat riskier to blind-use than scrolls, since [[potions of mutation]] exist. Potions of mutation can give you terrible mutations, such as [[Teleportitis]] or [[No Potion Heal]]. Therefore, some players may avoid blind-quaffing potions entirely until they've ID'ed mutation potions. Note that, in an emergency situation, getting a bad mutation is better than dying; don't be afraid to blind quaff if you have no other options.&lt;br /&gt;
&lt;br /&gt;
===Emergency Use-ID===&lt;br /&gt;
If you are in danger and have nothing better, it's generally better to drink unknown potions than scrolls. Consider the following list:&lt;br /&gt;
*Scrolls that can often help win/escape fights: Teleportation, blinking, fear, summoning/butterflies. &lt;br /&gt;
**If you aren't adjacent to any foe and have a ranged attack: immolation, poison.&lt;br /&gt;
*Potions that can often help win/escape fights: Curing, heal wounds, might, haste, lignification, invisibility, berserk rage.&lt;br /&gt;
&lt;br /&gt;
For most characters, there are more potions that help you resolve danger than scrolls. However, this can change depending on what you've identified. If you've already identified many types of emergency potions, then scrolls become better.&lt;br /&gt;
&lt;br /&gt;
===Other ways to ID===&lt;br /&gt;
The following are less common ways to identify potions and scrolls:&lt;br /&gt;
*Any items your [[background]] starts with are automatically identified.&lt;br /&gt;
*If you buy an item from a non-antique [[shop]], then it will be identified.&lt;br /&gt;
**You can buy unidentified consumables, including harmful ones such as [[potions of moonshine]] and [[scrolls of noise]], in order to ID them.&lt;br /&gt;
*[[Ashenzari]] will identify all items on sight once you reach 1* piety.&lt;br /&gt;
*Certain pre-generated [[vault]]s may come with items already identified. For example, there is a [[faded altar]] vault with a [[scroll of immolation]] on top of it. If you come across this specific vault, then upon seeing the vault, you'll automatically identify scrolls of immolation for the rest of the game.&lt;br /&gt;
*If there is only 1 unidentified item of a type (i.e. you find the last unidentified [[potion]] or [[scroll]]), it will be identified for you on sight.&lt;br /&gt;
&lt;br /&gt;
==All Other Items==&lt;br /&gt;
Each individual piece of equipment ([[armour]], [[weapon]]s, [[jewellery]]) is identified immediately and completely when you occupy its tile (or when you buy the item). Each instance of a gear item needs to be identified: if you identify an artefact [[whip]], you won't automatically identify other artefact whips.&lt;br /&gt;
&lt;br /&gt;
[[Wand]]s are also identified when stepping on their tile. After identifying a wand, all other wands of that type are identified immediately on sight.&lt;br /&gt;
&lt;br /&gt;
All monster equipment, including wands, are fully identified on sight.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.31]], monsters could use potions they picked up, which identified the potion.&lt;br /&gt;
*[[0.27]] removed much need for identification. &lt;br /&gt;
: Prior to [[0.27]], all weapons, armour, and jewellery identified on equip instead of when you step on its tile. [[Curse]]s, along with harmful items such as [[rings of teleportation]] and [[amulet of inaccuracy|amulets of inaccuracy]], made blind-equipping items a liability without [[scroll of remove curse|scrolls of remove curse]]. All these items were removed. Still existent items like [[distortion]] branded weapons and [[amulet of faith]] could punish the player if you hadn't properly identified them. &lt;br /&gt;
: If you had a scroll of remove curse, you can safely identify most equipment by equipping it. Non-artefact armour and rings were always safe to wear with remove curse. If you didn't mind faith, amulets were safe. Weapons always had a small risk of having distortion, but were otherwise safe.&lt;br /&gt;
*Prior to [[0.23]], all monster equipment didn't identify on sight.&lt;br /&gt;
*Prior to [[0.16]], wands did not automatically identify when picked up and the brand of weapons wielded by monsters did not identify on sight.&lt;br /&gt;
*Prior to [[0.15]], most jewellery would not fully identify when worn, and scrolls of identify could occasionally affect multiple items.&lt;br /&gt;
*Prior to [[0.14]], scrolls of curse weapon, armour, and jewellery could be found which would curse a random equipped object of that type. These scrolls are now obtainable only through [[Ashenzari]], and are therefore always identified. Also, weapons, wands, and scrolls would fully identify when used, some [[background]]s started with knowledge of items they did not possess, and potions of blood and porridge were not pre-identified.&lt;br /&gt;
*Prior to [[0.10]], scrolls of enchant weapon, scrolls of fear, scrolls of holy word, scrolls of torment, and scrolls of vorpalise weapon would only identify when read if they affected something.&lt;br /&gt;
*Prior to [[0.8]], wield-IDing [[magical staves]] would only work if the spellcaster's skills exceeded a certain value, much like with weapon enchantments.&lt;br /&gt;
*Prior to [[0.6]] and the removal of the [[Divinations]] school of magic, you could also identify items using the [[Identify]] spell.&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Strategy Guides]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Early_Game_Character_Building&amp;diff=86710</id>
		<title>Early Game Character Building</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Early_Game_Character_Building&amp;diff=86710"/>
				<updated>2026-07-11T09:01:14Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Minor .34 updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
This guide gives general character building advice for the early game. Early game generally ends when you've reached the latest [[Ecumenical Temple]] spawn level, Dungeon level 7. However, many of these points still apply when taking on the later Dungeon and [[Lair]].&lt;br /&gt;
&lt;br /&gt;
==Build a Basic Plan==&lt;br /&gt;
This guide assumes that you are using manual [[skill]] training. Life gets much easier for characters who focus on just a few skills while getting started. You can press '''m''' to view your skills menu, and then use the '''/''' key to swap between automatic and manual.&lt;br /&gt;
&lt;br /&gt;
===Beginning===&lt;br /&gt;
At the very start, focus on your primary killing skills. If you can't reliably kill things, a few extra turns of survival don't mean much. Melee [[to hit|accuracy]] and magic success rates are naturally low, and thus, important to raise.&lt;br /&gt;
&lt;br /&gt;
For melee and ranged weapon characters, this involves raising your weapon skill until it can kills your foes at a 'comfortable' rate. How much is comfortable? &lt;br /&gt;
* There is an important threshold at &amp;lt;code&amp;gt;(base delay - 1.0) * 20&amp;lt;/code&amp;gt; skill. This is the skill required to consistently swing at 1.0 turn (as opposed to 1.1 or 1.5 turn) before penalties from [[shield]] or [[armour]]. For example, this is 6 skill for [[hand axe]]s, 10 skill for [[war axe]]s, etc. &lt;br /&gt;
* Your ultimate goal is to hit a weapon's minimum delay, i.e., i.e. where no more training can increase your swing speed. However, it is not a wise choice to solely train weapon skill until mindelay, due to skills getting exponentially more expensive per level (e.g. 10 -&amp;gt; 14 Axes could mean 0 -&amp;gt; 10 Fighting.)&lt;br /&gt;
&lt;br /&gt;
For magic-based characters, this is getting the useful spells in your starting book to acceptably low - at least less than 10% - failure rates by training their respective spell schools. Depending on your class, it may require training towards a level 2 spell (like [[Scorch]]) or level 3 (such as [[Frozen Ramparts]]). More details below.&lt;br /&gt;
&lt;br /&gt;
How much you want to micromanage it is up to you. You may want to keep your weapon skill as your ''only'' skill until you hit 1.0 delay.&lt;br /&gt;
&lt;br /&gt;
===Defenses===&lt;br /&gt;
The most logical step after training offense, is to train your defense. Again, you'll want to reach 'comfortable' numbers in that field. But if your offense starts to become lacking again, remember to start training that again. If you aren't into micromanagement, you can just train both at the same time at this point.&lt;br /&gt;
&lt;br /&gt;
First comes your HP. The [[Fighting]] skill is a must for any character; not only is the bonus to physical combat useful, but the extra HP is precious, ''especially'' for squishier caster types. After all, you don't want your [[Felid]] to get one-shot by an [[orc priest]]'s [[Smiting]]. A regular character doesn't want to risk a two-shot, either. You probably don't want to risk melting to any other monster, really.&lt;br /&gt;
&lt;br /&gt;
For those wearing light armour like [[robe]]s or [[leather armour]], your (next) primary defense is likely going to be [[Dodging]], which contributes towards [[EV]]. For those in heavier armour like [[chain mail]] or [[plate mail]], the [[Armour]] skill, which boosts your equipment's [[AC]] bonus, is more helpful. Read more below on which sets of body armour you should wear in the first place.&lt;br /&gt;
&lt;br /&gt;
[[Shield]]s provide an EV-like boost to your defenses, allowing you a chance to block some incoming attacks. Shields are especially useful for species with body armour issues like [[Troll]]s and [[Octopode]]s. For as long as you can still attack at a sane delay (&amp;lt; 1.0 deca-aut) or cast your spells at a reasonable rate (&amp;lt; 10% failure), you should be fine on all things shield-related.&lt;br /&gt;
&lt;br /&gt;
===A note on hybrids===&lt;br /&gt;
Even if you are aiming to be a &amp;quot;hybrid&amp;quot;, don't try training both your magic and your melee at the same time. Having a single highly effective method of killing enemies is better than having two mediocre ones.&lt;br /&gt;
&lt;br /&gt;
===Auxiliary Skills===&lt;br /&gt;
During the ''very'' early game, skills like [[Evocations]] won't be very useful. A strong wand, like a [[wand of paralysis]], works well enough on D:3 with 0 Evocations. However, they are eventually worth investing in. Characters a bit deeper in the Dungeon can afford to train it a little. Five (5) Evocations is enough for now -- save further investment for when you get your main offensive skill up and running.&lt;br /&gt;
&lt;br /&gt;
Don't worry about [[Invocations]] early on. Most gods have 1* abilities that don't require much training to be reliably invoked.&lt;br /&gt;
&lt;br /&gt;
A small amount of [[Throwing]] (~2 points) is perfectly fine at this stage to boost the accuracy of [[dart]]s or the damage of blunt weapons. However, their relative scarcity makes them unable to pull weight on their own.&lt;br /&gt;
&lt;br /&gt;
A little bit of [[Stealth]] (about 3-6 at first) is useful for any character currently wearing light armour, assuming you have a great aptitude for it. Species with low HP, like [[Vine Stalker]]s, [[Deep Elves]], and [[Spriggan]]s will especially benefit from being able to avoid fights with dangerous foes. Species with plain aptitudes can instead get 2-3 points, more so to avoid enemies than to take them down.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
In addition to occasionally gaining stats as you level up, your character gets two stat points of your choice every 6 levels. Where you put these in the early game depends on your character and, often, your plans for their future.&lt;br /&gt;
===[[Strength]]===&lt;br /&gt;
Strength increases most physical damage (everything not boosted by Dex) and alleviates some of the penalties of wearing armour. A ''strong'' choice for any physical attacker, especially those who (will) wear heavy armour.&lt;br /&gt;
&lt;br /&gt;
===[[Intelligence]]===&lt;br /&gt;
Intelligence improves your [[spell success]] rate and [[spellpower]]. Spellcasters should almost always use their stat points to get more intelligence.&lt;br /&gt;
&lt;br /&gt;
===[[Dexterity]]===&lt;br /&gt;
Dexterity improves a variety of defensive stats, like evasion, shields, and stealth. It also boosts the power of swords ([[Short Blades]] and [[Long Blades]]) and [[ranged weapons]]. For stabbers in particular, it'll improve your chances of landing a &amp;quot;stab&amp;quot; while unseen/unnoticed.&lt;br /&gt;
&lt;br /&gt;
==Gods==&lt;br /&gt;
''Main article: [[Choosing a god]]''&lt;br /&gt;
&lt;br /&gt;
Some backgrounds begin worshiping a god, but characters without one should consider who to initially worship. &lt;br /&gt;
&lt;br /&gt;
Gods found on the earliest floors on the Dungeon -- D:2 and D:3 -- automatically deserve some merit. Worshipping an early god means you'll get more piety, which means you'll get a helpful ability earlier, which means you'll be more likely to survive.&lt;br /&gt;
&lt;br /&gt;
But for simple choices, [[Okawaru]] is great for melee-focused characters, while [[Vehumet]] boosts the destructive potential of casters. The choosing a god article has much more detail on everyone else.&lt;br /&gt;
&lt;br /&gt;
==Skills by background==&lt;br /&gt;
In the early game, preferred skills are directly based on the character's [[background]], with a few variations due to [[species]]. &lt;br /&gt;
&lt;br /&gt;
===Warriors===&lt;br /&gt;
Whether ranged or hand-to-hand, Warriors kill by using weapons or [[unarmed combat]].&lt;br /&gt;
&lt;br /&gt;
In order to deal as much damage as quickly as possible, all warriors should focus on training their primary weapon skill. As a rule of thumb, they should improve the weapon skill to at least 1.0 delay. After that, begin to branch out into Fighting, Throwing, Armour, or Shields depending on class and character design, but always leave weapon skill turned on during the early game.&lt;br /&gt;
&lt;br /&gt;
It can be argued that you should delay your weapon training, in case you find a good weapon of another type. However, you want said skill threshold at a minimum, so you aren't stuck hitting monsters with a 0 skill weapon.&lt;br /&gt;
&lt;br /&gt;
===Zealots===&lt;br /&gt;
Like the warrior classes, by far the main focus is to improve weapon skill. [[Cinder Acolyte]]s can also invest a little in magic, but [[Scorch]] alone can only go so far.&lt;br /&gt;
&lt;br /&gt;
===Hybrids===&lt;br /&gt;
[[Shapeshifter]]s have more complex initial skilling than usual. They should start by training [[Unarmed Combat]] and later train [[Shapeshifting]] to gain access to [[Flux Form]]. However, with a great early weapon, it may be advisable to start training that weapon's skill instead.&lt;br /&gt;
&lt;br /&gt;
[[Enchanter]]s should train Hexes and a little Ice Magic to increase the effectiveness of [[Ensorcelled Hibernation]] and [[Confusing Touch]]. Once your Hexes have enough power to reliably mess up your enemies, you should pour some XP into Stealth and Short Blades. &lt;br /&gt;
&lt;br /&gt;
[[Warper]]s and [[Hexslinger]]s should focus on improving their weapon skill. The former can then invest in getting [[Blink]] reliably castable, while the latter can boost the spellpower of [[Slow]] and later [[Cause Fear]] with Hexes training.&lt;br /&gt;
&lt;br /&gt;
[[Reaver]]s should start by training their weapon skill, as they are essentially melee warriors with a few situational spells. However, if you find an early book with useful [[Conjurations]] spells (e.g. [[Book of Conjurations]]), it may be worthwhile to train for those spells.&lt;br /&gt;
&lt;br /&gt;
===Mages===&lt;br /&gt;
For almost all mages, the actual [[Spellcasting]] skill is not particularly important in the early game. It is much more important to get your offensive spells running, so casters should turn off all skills other than the necessary magic schools. Use 'I' often to check how easily you can cast your important spells. After failure rates for your critical combat spells are less than 10%, branching out into spellcasting, defenses, and other magic schools becomes appropriate.&lt;br /&gt;
&lt;br /&gt;
A small exception to this are [[spriggan]] spellcasters. Spriggans can use their considerable speed to escape almost anything in the early dungeon, so mere survival is not the necessarily first objective - consider [[Fighting]] to raise your measly HP.&lt;br /&gt;
&lt;br /&gt;
*[[Hedge Wizard]]s and [[Alchemist]]s should focus on getting their low level attack spell(s) and [[Mephitic Cloud]] to &amp;lt;10% failure rates. Two or three points into out-of-the-way schools (Conjuration for Al, Alchemy for HW, Air for both) are useful. These classes may wish to branch into a weapon, especially [[Short blades]], to more effectively kill confused enemies. &lt;br /&gt;
*[[Conjurer]]s can focus almost entirely on Conjurations. [[Searing Ray]] gives you good killing power in the early game and works wonders in corridors; packs of jackals, gnolls, or orcs will succumb to it quickly. The [[Alchemy]] skill is also used for [[Fulminant Prism]], which deals great damage to nearby monsters after 20 [[aut]]s.&lt;br /&gt;
*[[Fire Elementalist]]s want to get [[Scorch]] up very quickly - [[Foxfire]] lacks effectiveness in the many, many hallways of the dungeon. Then, your next (and lesser) priority should be to get to [[Flame Wave]]. &lt;br /&gt;
*[[Earth Elementalist]]s should, in a similar vein, get [[Stone Arrow]] for a quick-casting attack spell. [[Sandblast]] deals good damage, but its slow attack speed is an issue with stronger monsters.&lt;br /&gt;
*[[Ice Elementalist]]s should try to get both [[Frozen Ramparts]], which deals high and 100% accurate passive damage, and [[Summon Ice Beast]] as soon as possible.&lt;br /&gt;
*[[Summoner]]s get key spells at level 3 with [[Call Canine Familiar]], and one of the best movement spells at level 4 in [[Eringya's Surprising Crocodile]].&lt;br /&gt;
*[[Air Elementalist]]s are fine with their level 1 and 2 spells, offensively. However, both [[Swiftness]] and [[Airstrike]] will be useful to have later down the road.&lt;br /&gt;
*[[Necromancer]]s can focus on their spells, though they have a shorter shelf life than most. If the character wants to dabble in melee, branch out to a weapon skill. If you (plan to) worship [[Kiku]], Short Blades are a good option, receiving the most benefit from the [[pain (brand)|pain]] brand. Otherwise, Polearms can reach through your undead minions, while a [[staff of death]] can justify investing in Staves.&lt;br /&gt;
&lt;br /&gt;
===Adventurer===&lt;br /&gt;
[[Artificer]]s should focus on a weapon they find (a [[club]] is not worth training for), as their wands will have respectable power against early Dungeon monsters even at their starting Evocations skill.&lt;br /&gt;
&lt;br /&gt;
[[Wanderer]]s should wing it. Take a look at your early possessions and try to make a plan based on what you've got available.&lt;br /&gt;
&lt;br /&gt;
[[Delver]]s can either focus on Stealth, until they make it up to D:2, or just start by focusing on a weapon.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
In the early dungeon, most characters will find wielding a one-handed weapon with good accuracy to be more effective than trying to hit anything with a large, but slow weapon. [[Dagger]]s and [[whip]]s often have good [[brands]] on them, while [[sling]]s are universally effective in the hands of any character that can find them.&lt;br /&gt;
&lt;br /&gt;
Once you have started training a particular weapon skill, you should usually favour weapons of that skill unless you find something incredible that makes the switch pay off.&lt;br /&gt;
&lt;br /&gt;
==Armour==&lt;br /&gt;
Spell-using characters should avoid wearing anything heavier than leather in the early game. Ring mail and bucklers may seem dandy, but in the early game, the greatest defense is killing your foe reliably and fast. Once you can cast your spells more reliably, you can consider upgrading to somewhat heavier armour.&lt;br /&gt;
&lt;br /&gt;
Melee builds are typically spell-less right now, and should equip the heaviest armour and shield they can wear without seriously affecting their damage output.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy Guides]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Magic_contamination&amp;diff=86706</id>
		<title>Magic contamination</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Magic_contamination&amp;diff=86706"/>
				<updated>2026-07-10T11:35:08Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Clarify line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
&lt;br /&gt;
'''Magic contamination''' is a dangerous condition caused by miscasts and some magical effects.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Various activities cause harmful magical energies to accumulate in your body. A small amount of magical contamination (a grey &amp;quot;% Contam&amp;quot; status) is harmless and will dissipate over time without any further effect. Larger amounts of accumulated magic contamination (a yellow or red &amp;quot;Contam&amp;quot; status) will make you start to [[Glow]] with magical contamination. Contamination is reported as a percent out of 300% maximum, internally tracked as 0-3000 points of contamination.&lt;br /&gt;
&lt;br /&gt;
Being at a severe contamination level makes you easier to hit and reveals you if [[Invisible]], similar to the [[Corona]] spell. It also lowers stealth and puts you at risk of [[Bad mutations]] and damaging explosions. The chance of exploding scales with contamination severity. Damage scales with player [[XL]]. Explosions at 200%+ contamination have increased radius and damage. When this happens, a mutation check will occur with a 1 in 5 chance of a single bad mutation or random [[Mutation]] (this is heavily weighted toward bad mutation outcomes). &amp;lt;!--if (x_chance_in_y(min(2000, you.magic_contamination), 3200--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Any amount of contamination can cause [[Ugly thing]]s adjacent to you to change their colour.&lt;br /&gt;
&lt;br /&gt;
==Contamination Levels==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Contam&lt;br /&gt;
! Colour&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0-999 (0-99%)&lt;br /&gt;
| Grey&lt;br /&gt;
| You are very lightly contaminated with residual magic.&lt;br /&gt;
|-&lt;br /&gt;
| 1000-1999 (100-199%)&lt;br /&gt;
| Yellow&lt;br /&gt;
| You are dangerously contaminated with residual magic. (Explosions up to 27 damage at XL 27) &lt;br /&gt;
|-&lt;br /&gt;
| 2000-2999 (200-299%)&lt;br /&gt;
| Red&lt;br /&gt;
| You are extremely contaminated with residual magic. (Explosions up to 33 damage at XL 27)&lt;br /&gt;
|-&lt;br /&gt;
| 3000 (300%)&lt;br /&gt;
| Red (Max)&lt;br /&gt;
| You are completely saturated with residual magic! (Explosions up to 33 damage at XL 27)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
===Spells===&lt;br /&gt;
*[[Irradiate]]: 185-400 per cast.&lt;br /&gt;
**When a player is hit ''by'' Irradiate: 400-600.&lt;br /&gt;
&lt;br /&gt;
===Spell Miscasts===&lt;br /&gt;
*Every [[Miscast]]: Depends on the miscast severity. See [[Miscast effect#Effects|Miscast effect]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*Removing an [[Artefact]] with *Contam: 1200&lt;br /&gt;
*Removing a weapon with [[Distortion]] brand: 3000 (25% chance)&lt;br /&gt;
*Removing the [[Plutonium Sword]]: 700-1350&lt;br /&gt;
*[[Mutagenic fog]]: 250-500 per turn&lt;br /&gt;
*[[Zot trap]]: 1500 - 3000 (one of many possible outcomes)&lt;br /&gt;
*[[Jiyva]] [[Penance]]: 0 - &amp;lt;code&amp;gt;100 * penance&amp;lt;/code&amp;gt; (one of many possible outcomes)&lt;br /&gt;
&lt;br /&gt;
==Dissipation==&lt;br /&gt;
Magic contamination begins to dissipate after 7 turns at the rate of 20 per turn. Quaffing a [[Potion of cancellation]] instantly removes &amp;lt;code&amp;gt;-1 * (250-1000)&amp;lt;/code&amp;gt; points of contamination.&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
Being undead or in lichform, by way of [[Talisman of death]], prevents any contamination-related malmutations; instead, you are temporarily [[drain]]ed.&lt;br /&gt;
&lt;br /&gt;
[[Amulet of dissipation]] will increase the rate at which contamination is resolved, thus reducing the number of bad outcomes.&lt;br /&gt;
&lt;br /&gt;
==Summary of Major Changes in [[0.34]] Compared to Prior Versions==&lt;br /&gt;
For clarity, these Dev notes summarize the major changes detailed specifically above and should allow players to adjust their expectations from the old system:&lt;br /&gt;
&lt;br /&gt;
*Contam has been rescaled internally. 1000 is now the start of yellow, 2000 the start of red, and 3000 the absolute cap.&lt;br /&gt;
*Contam decays faster, but does not start to decay until 7 turns have passed since contam was last gained.&lt;br /&gt;
*Low yellow is somewhat more dangerous than before and the difference between low/high has been narrowed. Very high levels of contam are worse than before (the mid-range is similar to the prior state).&lt;br /&gt;
*Being invisible no longer prevents all contam decay.&lt;br /&gt;
*Evoking a scarf of invisibility no longer gives a tiny bit of contam (it was largely irrelevant, requiring 6 consecutive uses to hit yellow).&lt;br /&gt;
*Contam explosions are possible at lower levels of contam than before, do significantly more damage (and ignore the player's AC), are non-elemental, and their base damage is based on the player's XL rather than the amount of contam. Yellow-tier explosions are radius 1, red are radius 2 and do more damage than yellow.&lt;br /&gt;
*Contam mutations no longer have a 50% chance to ignore rMut (along with a few other narrow interactions with mutation conflicts due to counting as 'forced'). This seems unnecessary, with rMut being both weaker and far rarer than when this system was first designed.&lt;br /&gt;
*Contam is now listed as a percentage on the UI, while contaminated (near the Doom indicator). Yellow is 100% (ie: the start of actual negative gameplay effects), red is 200%, and the cap is 300%. While the specific number is admittedly unimportant for minor contam, it helps make the difference between low/high transparent to the player, and critically, allows contamination-costing spells to be more transparent about what their risks are in the current moment.&lt;br /&gt;
*Contam is only shown on the status line once you have enough for it to have gameplay impact (ie: yellow or worse).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.34]], a major rework of contamination system to clarify and simplify. All contam-inflicting things have been adjusted. The average number of mutations gained &amp;quot;should remain similar&amp;quot; to the old version. [https://github.com/crawl/crawl/commit/dccffc7fa4ce GitHub ref]&lt;br /&gt;
*Prior to [[0.29]], the contamination level for the light grey warning was 3500 instead of 3000. This change was enacted to match [[Irradiate]], which had its contamination increased in this version.&lt;br /&gt;
*Prior to [[0.28]], the [[Orb of Zot]] extended contamination.&lt;br /&gt;
*Prior to [[0.26]], magic contamination decayed much slower: -25 per turn instead of -75, while the time between bad effects was also slower (200 - 600 turns).&lt;br /&gt;
*Prior to [[0.25]], [[miscast effect]]s were different, and thus had different contamination levels.&lt;br /&gt;
*Prior to [[0.19]], the light grey contamination level didn't exist.&lt;br /&gt;
*Prior to [[0.10]], this effect was simply called [[glow]], a ambiguous term that also referred to the backlight caused by [[Sticky Flame]] and [[Corona]] (and contamination itself).&lt;br /&gt;
&lt;br /&gt;
===Sources of Contamination===&lt;br /&gt;
*Prior to [[0.28]], [[invisibility]] caused contamination over time, and [[Disjunction]] had 750 - 1250 contamination on cast.&lt;br /&gt;
*Prior to [[0.26]], casting [[Controlled Blink]] or reading a [[scroll of blinking]] contaminated the player.&lt;br /&gt;
*Prior to [[0.20]], drinking a [[potion of haste]] contaminated the player, and the [[haste]] effect caused contamination over time.&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spoiler&amp;diff=86705</id>
		<title>Spoiler</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spoiler&amp;diff=86705"/>
				<updated>2026-07-10T10:44:08Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Not a strategy guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Generally, a '''spoiler''' is anything which reveals an ending or ruins a surprise. In the Dungeon Crawl sense, a spoiler is a file documenting the behaviour of the game in great detail. Hundreds of different spoilers exist, from tables of weapons and monsters, to [[FAQs]], to comprehensive guides. Many are now out of date; be sure to check which version of Dungeon Crawl the spoiler was written for.&lt;br /&gt;
&lt;br /&gt;
CrawlWiki articles, collectively, constitute a spoiler.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spoilers]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Nemelex_guide&amp;diff=86704</id>
		<title>Nemelex guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Nemelex_guide&amp;diff=86704"/>
				<updated>2026-07-10T10:43:19Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Obsolete for years, removed from strategy guides&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete}}&lt;br /&gt;
[[Nemelex Xobeh]] is a complicated god who requires a lot of micromanagement, both for obtaining and using appropriate [[decks]]. This guide is meant to help people new to Nemelex.&lt;br /&gt;
&lt;br /&gt;
==Worshiping Nemelex==&lt;br /&gt;
&lt;br /&gt;
What kind of characters should worship Nemelex? Any character that can handle controlled risk.&lt;br /&gt;
&lt;br /&gt;
Here are some popular choices:&lt;br /&gt;
&lt;br /&gt;
* [[Artificer]]s - They start off with high [[evocations]] skill and need evocable items.&lt;br /&gt;
* [[Troll]]s - They're not too terrible at evocations and the added flexibility is pretty useful. The Shuffle card allows them to become decent spell casters.&lt;br /&gt;
* Small [[species]] - The smaller the character the better they are at evocations it seems. [[Spriggan]] [[Enchanter]]s and [[Kobold]] [[Assassin]]s are very good with Nemelex.&lt;br /&gt;
* Undead characters ([[Mummy|Mummies]], [[Ghoul]]s, bloodless [[Vampire]]s, and [[Necromutation|liches]]) can use legendary decks of destruction more safely.&lt;br /&gt;
* [[Felid]]s have lots of stuff to sacrifice, and the decks help cover for some of their limitations.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
===Tips===&lt;br /&gt;
&lt;br /&gt;
Here are some general tips:&lt;br /&gt;
&lt;br /&gt;
# Train Evocations early, but aim for around 10 rather than the high end, unless you have other plans for Evocation that make you want more. Nemelex's piety boost to the outcome of deck draws becomes more significant than Evocations at higher piety levels.&lt;br /&gt;
# Only draw cards from unidentified decks if you're standing on solid ground and a monster is around, but not directly next to you. Damnation will send you to the Abyss without another valid target on screen, and Flame has a 50% chance of casting fireball.&lt;br /&gt;
# A common piece of advice is to attempt to get a deck of Wonders as early as possible by sacrificing a stack of permafood the moment you start worshiping Nemelex. The payoff for doing so is the possibility of drawing an Experience card, giving you a sizable power boost that helps in the early game. The deck also contains Helix cards (which can leave you horribly malmutated), Shuffle cards (which will leave you with stats that are useless for the background you're playing), Wild Magic cards (think of them as playful little mini-[[Zot trap]]s), and Sage cards (which often divert useful experience toward skills you will never use). Unless you're fine with the possibility of losing your character to a gamble, wait until you can use Triple Draw to dig for Experience cards.&lt;br /&gt;
# Sacrifice everything you don't need as soon as you come across it. You'll get plenty of decks after awhile. Be aware that weapons and armor are much more common than other things, so if you don't want your decks heavily biased in favor of Destruction and Escape, stop sacrificing those item types once you've gotten the decks rolling.&lt;br /&gt;
# Use cards as often as possible until your Piety is maxed.&lt;br /&gt;
# Use Draw One and unmarked decks whenever you can handle the consequences (given the deck type) in order to maximize gifts. If you only use Triple Draw and marked decks, you will not gain piety fast enough and you will run out of decks.&lt;br /&gt;
# Nemelex is a great end-game god. You may want to stash away as many valuable items as you can. Then, switch to Nemelex and sacrifice everything at once to gain 100 piety (****) quickly.&lt;br /&gt;
&lt;br /&gt;
===Nemelex's abilities===&lt;br /&gt;
&lt;br /&gt;
* Draw One - It allows you to draw cards without having to wield the deck.&lt;br /&gt;
* Peek at Two - Use it to identify decks, losing one card in the process.&lt;br /&gt;
* Triple Draw - Choose one from the top three cards, discarding the other two. Use it when you want a higher probability of drawing (or '''not''' drawing) a particular card. Be careful of triple drawing when the deck is near done. If there is only one card left, you will immediately play that card. This ability is strongly recommended for dealing with decks of Wonders, and it makes it much more likely to get the life-saver you need need when drawing from a deck of Escape.&lt;br /&gt;
* Deal Four - Draw four cards from an unmarked deck all at once. If there are fewer than four remaining, you draw from the deck of Punishment. Only use it on decks which have been drawn from very little or not at all, as Punishment cards can be very painful. Deal Four-ing a deck of Summoning will give you a wall of monsters to cover your getaway, and using it on a deck of Destruction is useful if something needs to die immediately (&amp;quot;Firing the card cannon&amp;quot;). Just bear in mind that the usual precautions of drawing from Destruction still apply.&lt;br /&gt;
* Stack Five - Stack the deck in your favor! Draw five cards, discard the rest. You get to choose the order of your deck. The only downside to this ability is that you don't gain any piety for using stacked decks.&lt;br /&gt;
&lt;br /&gt;
===Decks===&lt;br /&gt;
&lt;br /&gt;
Nemelex will give you only pure decks, but decks found in the dungeon are likely to be mixed decks, which are generally inferior.&lt;br /&gt;
&lt;br /&gt;
Pure decks:&lt;br /&gt;
&lt;br /&gt;
* [[Deck of destruction]] - A variety of ranged attacks scaling with power level.  This deck has been buffed a good deal since this guide was originally written.  In particular, the Torment card has been removed.  At low power the only risk of self-harm is the 50% chance of [[Olgreb's Toxic Radiance]] on the Venom card.  At power level 2 the [[Pain card]] casts [[Symbol of Torment]] and the [[Spark card]] casts [[Orb of Electrocution]].  To protect yourself from the latter, be sure to target any draw from a Legendary deck at least 4 squares away on a clear path.&lt;br /&gt;
&lt;br /&gt;
* [[Deck of dungeons]] - Spam plain and ornate versions of these decks to get gifts, but beware of blocking off sections of the dungeon. This deck allows you to alter the terrain around you. It's a pretty well balanced deck in terms of utility. '''Beware: Drawing the Trowel card from a lesser deck may create an [[Orange crystal statue]], so carry a [[wand of disintegration]] around.'''&lt;br /&gt;
&lt;br /&gt;
* [[Deck of escape]] - This deck allows you to escape or avoid danger. It's very useful at higher power. The only &amp;quot;dangerous&amp;quot; cards in this deck are Damnation (if you're alone), and Flight (it might turn you into a bat or spider for a limited time).&lt;br /&gt;
&lt;br /&gt;
* [[Deck of summoning]] -  This is the best deck for difficult battles (and the safest one for a non-Nemelexite). It's also the least dangerous deck at higher power. If you summoned a hostile monster you can keep drawing cards and hope for a Crusade card, or for other summons to kill the renegade.  Alternatively, run away and wait for it to disappear.&lt;br /&gt;
&lt;br /&gt;
* [[Deck of wonders]] - This deck is very powerful, but the majority of its cards are dangerous. Triple draw from this deck. Alternatively, you may want to triple draw from this deck first, then stack the rest. The best cards are Experience, and if you want mutations, Potion and Helix . Everything else is highly situational.&lt;br /&gt;
&lt;br /&gt;
Other (mixed) decks:&lt;br /&gt;
&lt;br /&gt;
* [[Deck of changes]] - A mix of wonder and battle cards. Spam these decks (against weak enemies) while wearing an [[amulet of resist mutation]], or triple draw with enemies present.&lt;br /&gt;
* [[Deck of war]] - A mix of destruction and escape cards. Spam these decks against weak monsters to gain piety.&lt;br /&gt;
* [[Deck of defence]] - A mix of emergency and battle cards.   Spam plain and ornate versions on weak monsters.  Stack the legendary version of these decks, since they tend to have a lot of Elixir cards.&lt;br /&gt;
&lt;br /&gt;
===Cards===&lt;br /&gt;
&lt;br /&gt;
The comments below are useful if you are using one of Nemelex's abilities to choose which card to evoke. If you are just drawing at random without knowing what is coming out, well, at least this section will tell you what just happened to you.&lt;br /&gt;
&lt;br /&gt;
* [[Deck of destruction]]:&lt;br /&gt;
** '''Vitriol''' - Two-thirds chance of a decent acid attack, one-third of turning a (living) monster into a [[Pulsating lump]], which just sucks.  They're not worth much [[XP]] and their attacks mutate you, though they're extremely slow. Sure, you can turn weak critters (like rodents) into one to gain more experience, but it's a waste of time. &lt;br /&gt;
** '''Flame''' - It's a decent card, just make sure that the target is at least one square away from you, as there's even odds of casting a [[Fireball]].&lt;br /&gt;
** '''Frost''' - It's slightly less random than the Flame card. A good offensive card.&lt;br /&gt;
** '''Hammer''' - This card is kinda worthless in the early-game -- the Striking effect does barely any damage. And Stone Arrow is a pretty weak 1st tier effect compared to the elemental cards. However, it does allow Iron Shot to become available much earlier than normal, and evoking [[Lehudib's Crystal Spear]] later on for free is pretty nice.&lt;br /&gt;
** '''Venom''' - Avoid this card unless you are immune to poison, or you are willing to immediately imbibe a potion of curing. There is an even chance this card will cast [[Olgreb's Toxic Radiance]], which will poison you as well as your enemies.&lt;br /&gt;
** '''Spark''' - Be careful. The [[Orb of Electrocution]] effect can easily kill you, if you have no electricity resistance or below 100 HP. Aim it 4 squares away from you.&lt;br /&gt;
** '''Pain''' - Similar to the Spark card, but it's not nearly as powerful. At power level 2 it casts [[Symbol of Torment]], harming you as well.&lt;br /&gt;
&lt;br /&gt;
* [[Deck of dungeons]]:&lt;br /&gt;
** '''Water''' - Fills the surrounding area with water. At high power, it creates large patches of [[deep water]]. [[Merfolk]] and [[Tengu]] get the most benefit out of this card. Merfolks get an EV boost and gain an axillary attack (tail slap). Tengu can permanently fly once they reach a certain experience level. Monsters incapable of swimming or levitating will have difficulty fighting in the water. Characters with confusion spells can drown masses of enemies at once!&lt;br /&gt;
** '''Vitrification''' - Turns walls transparent. Less useful now that you can't target things through clear walls.&lt;br /&gt;
** '''Dowsing''' - One of the few ways to get divinations effects. [[Detect Secret Doors]], [[Detect Traps]], and temporary telepathy.&lt;br /&gt;
** '''Trowel''' - Creates either a useless statue, a horribly dangerous statue, an altar, or a random portal. Only draw this card from legendary decks to create portals to nice, loot-filled places (i.e labyrinths, troves, etc.).&lt;br /&gt;
** '''Minefield''' - Train your Traps &amp;amp; Doors skill or get killed by a Zot trap! You can also lure monsters over the traps, but I wouldn't recommend it. Monsters tend to activate Zot traps repeatedly to harm you.&lt;br /&gt;
&lt;br /&gt;
* [[Deck of escape]]:&lt;br /&gt;
** '''Portal''' - At high power, it causes controlled teleports. It's useful if a controlled blink can't take you far enough away from danger.&lt;br /&gt;
** '''Warp''' - The best escape spell in card form. At high power, it causes [[Controlled Blink]]. In general, controlled blinks are better than controlled teleports, since you can still control the general direction of your blinks in areas that disable teleport control.&lt;br /&gt;
** '''Swap''' - Switch places with an enemy. It has its uses, such as getting to the stairs or getting out of a blocked corridor.  It does not let you drop monsters in deep water or lava.&lt;br /&gt;
** '''Velocity''' - A nice card that gives you a free speed boost.&lt;br /&gt;
** '''Tomb''' - [[Tomb of Doroklohe]] was a broken spell, so it isn't surprising that this card is overpowered.  Remember that it skips squares that are already occupied, including by plants or fungi.  (That can be useful.)&lt;br /&gt;
** '''Banshee''' - Fear scroll in card form. Nice in the early-game, but it's useless later on due to high monster [[HD]].&lt;br /&gt;
** '''Damnation''' - Banish an enemy or yourself to [[the Abyss]]. It can be used in emergencies to escape if you're desperate.&lt;br /&gt;
** '''Solitude''' - It's [[Dispersal]]. There are several better cards to choose from.&lt;br /&gt;
** '''Warpwright''' - Creates a teleport trap next to you. Use it at the end of a corridor to prevent monsters from coming near you.&lt;br /&gt;
** '''Flight''' - The Velocity card is better.&lt;br /&gt;
&lt;br /&gt;
* [[Deck of summoning]]:&lt;br /&gt;
** '''Crusade''' - Enslavement or Abjuration (sometimes both). Controlling enemies is always fun. :-)&lt;br /&gt;
** '''Herd''' - Summons a lot of natural animals. It's pretty nice.&lt;br /&gt;
** '''Pentagram''' - Summon a [[1]] at high power. It's better than [[Makhleb]]'s Greater Servant invocation, because they're guaranteed to be friendly!&lt;br /&gt;
** '''Dance''' - At high power, it summons either a katana or executioner's axe with a speed/elec brand! Great card.&lt;br /&gt;
** '''Foxfire''' - Pretty broken card in general. Summons tons of wisps and vapours, which are notoriously hard to kill due to their high AC/EV. At high power, it summons a swarm of yellow/red wasps which can ''easily'' clear out 2/3 of a branch end by themselves.&lt;br /&gt;
** '''Bones''' - Decent card. [[Bone dragon]]s are awesome. Remember to [[Haste]] them.&lt;br /&gt;
** '''Repulsiveness''' - It's better than [[Summon Ugly Thing]].&lt;br /&gt;
&lt;br /&gt;
* [[Deck of wonders]]:&lt;br /&gt;
** '''Potion''' - Gives the effect of a random potion among: [[Agility]], [[Brilliance]], [[Might]], [[Curing]], [[Potion of confusion|Confusion]], [[Slowing]], [[Potion of paralysis|Paralysis]].  At higher power, it has a chance of giving [[Potion of magic|Magic]], [[Potion of invisibility|Invisibility]], [[Potion of speed|Speed]] or [[Potion of resistance|Resistance]].&lt;br /&gt;
** '''Focus''' - Reduces your lowest stat by one and raises your highest by one. Do not use it if your stats are dangerously low.&lt;br /&gt;
** '''Shuffle''' - Swaps your stats around. Useful if you want to turn a fighter into a mage.&lt;br /&gt;
** '''Experience''' - This card is wonderful. Always pick it, if you can.&lt;br /&gt;
** '''Wild Magic''' - Avoid this card, unless you like random miscast effects. &lt;br /&gt;
** '''Helix''' - Useful if you want mutations.  At low power it's an equal mix of good and bad outcomes.  At high power it is significantly biased in your favor.&lt;br /&gt;
** '''Sage''' - Redirects half of incoming XP to a particular skill. If you had even the slightest iota of control over what skill starts leeching your experience points, this card would be great. As it is, the Sage card will almost certainly end up leeching points away from desirable skills into other places.&lt;br /&gt;
&lt;br /&gt;
* [[Deck of oddities]]:  ''This is not a distinct deck;  These cards may appear unexpectedly in ''any'' deck, on a 1% chance per draw.  You will get a message of &amp;quot;This doesn't seem to belong here&amp;quot;.''&lt;br /&gt;
** '''Genie''' - Even odds of an [[scroll of acquirement|acquirement]] or nastiness.  Nastiness is even odds of [[potion of decay|decay]] or [[potion of degeneration|degeneration]].&lt;br /&gt;
** '''Bargain''' - Gives you a special temporary buff, which will discount store prices by 20% for the length of its duration.&lt;br /&gt;
** '''Wrath''' - Invokes the wrath of a randomly chosen god against you.&lt;br /&gt;
** '''Xom''' - [[Xom]] acts with a severity of 5 + random2(power / 10).  If you're actually following Xom, he goes to maximum amusement first!&lt;br /&gt;
** '''Feast''' - Sets your current nutrition level to 12000.&lt;br /&gt;
** '''Famine''' - Sets your current nutrition level to 500. One more reason never to walk around without any food on you or nearby.&lt;br /&gt;
** '''Curse''' - Curses one or more items in your inventory.&lt;br /&gt;
&lt;br /&gt;
* Mixed decks:&lt;br /&gt;
** '''Elixir''' - Healing! You'll want to draw this card from a legendary deck to get the full HP and MP heal effect.&lt;br /&gt;
**'''Battlelust''' - Acts like a might potion or a slaying bonus. It's useful if you're a fighter, especially if you use fast weapons.&lt;br /&gt;
** '''Metamorphosis''' - If you specialize in unarmed combat, this card can be nice. (Beware: you lose the benefits of most of your armor, so this is NOT a card to invoke carelessly.) Probably most useful to change forms for a speed boost when running away.&lt;br /&gt;
** '''Helm''' - At low levels, grants [[Phase Shift|phase shift]] or [[Stoneskin|stoneskin]]. At higher levels, can grant both plus a magical shield. At max power, the above effects plus a [[Potion of resistance|potion of resistance]]. It's okay. There are much more useful defensive cards around.&lt;br /&gt;
** '''Blade''' - The Dance card is better for immediate, temporary aid. However, you can use this card in combo with a [[scroll of vorpalize weapon]] to give a permanent brand to a weapon. &lt;br /&gt;
** '''Shadow''' - Invisibility with an added stealth boost. Very nice for stabbers.&lt;br /&gt;
&lt;br /&gt;
==Source information==&lt;br /&gt;
&lt;br /&gt;
This section is for anyone interested in the inner workings of Nemelex. Thanks to '''Pan Et Circenses''' for diving the source code.&lt;br /&gt;
 &lt;br /&gt;
===Piety===&lt;br /&gt;
&lt;br /&gt;
* Every 20 turns there is a 1:35 chance of losing 1 piety.&lt;br /&gt;
* Whenever you sacrifice something, there is a chance of gaining piety depending on the value of the sacrifice and your current piety.&lt;br /&gt;
* Whenever you gain piety, your [[Gift Timeout|gift timeout]] seems to decrease.&lt;br /&gt;
&lt;br /&gt;
===Card countdown===&lt;br /&gt;
&lt;br /&gt;
* Decks are only given with a card countdown of 0.&lt;br /&gt;
* When you receive a deck, your card countdown is set to 10. Note, this is not the same as a gift timer.&lt;br /&gt;
* In 0.10, waiting doesn't decrease the card countdown anymore. You need to use decks or sacrifice, and the former is not enough by itself.&lt;br /&gt;
&lt;br /&gt;
===Sacrifice===&lt;br /&gt;
&lt;br /&gt;
* Every item has a value, which is usually the price it sells for in stores.  &amp;quot;Worthless&amp;quot; consumables, including the [[Fulsome Distillation|distillable]] or [[Vampire|bottleable]] potions, rotten food, and scrolls of Curse Armour/Jewellery/Weapon, Noise, and Random Uselessness, have a value of 1 instead of their shop value.&lt;br /&gt;
* As such, sacrificing things like potions of poison is fairly pointless. This is so that you cannot abuse [[Fulsome Distillation]], turning potential summoning decks into decks of wonder. Note that potions of mutation are an exception to this rule, valued at 30.&lt;br /&gt;
* Whenever you sacrifice an item, there is a VALUE:800 chance of decreasing your card countdown by 1.&lt;br /&gt;
* The value of the item sacrificed is added to the weight of the corresponding type of deck (in the case of corpses, mass is used instead of value, making it relatively easy to bias towards decks of summoning):&lt;br /&gt;
** Escape: Armor&lt;br /&gt;
** Destruction: Weapons, Staves, Ammo&lt;br /&gt;
** Dungeons: Misc. Objects, Jewelry, Books&lt;br /&gt;
** Summoning: Corpses&lt;br /&gt;
** Wonders: Potions, Scrolls, Wands, Food&lt;br /&gt;
* You can toggle the sacrificing of entire classes of items in the detailed religion screen (&amp;lt;tt&amp;gt;^!&amp;lt;/tt&amp;gt;).  This can help reduce micromanagement of piles while you are trying to avoid certain kinds of decks.&lt;br /&gt;
&lt;br /&gt;
===Gift giving===&lt;br /&gt;
&lt;br /&gt;
* Decks are only given with a gift timeout and a card countdown both at 0.&lt;br /&gt;
* Decks are never given if you are over deep water, even for [[Merfolk]].&lt;br /&gt;
* For any action that may give a gift:&lt;br /&gt;
** If you have been given no decks, there is a PIETY+1:50 chance of getting a deck.&lt;br /&gt;
** Otherwise, there is a 1:3 chance of having a PIETY+1:200 chance of getting a deck.&lt;br /&gt;
* The type of deck you get is weighted based on your sacrifices. To put it simply, if you have sacrificed an equal amount of value in every category, there is an equal chance of getting any kind of deck.&lt;br /&gt;
* At 200 piety, your chances of getting a common/uncommon/legendary deck are 5%/60%/35%. It drops off at lower piety.&lt;br /&gt;
* Your card countdown is set to 10&lt;br /&gt;
* Your gift timeout is increased by 5+(random number up to 9)&lt;br /&gt;
* The weighting of the deck type you are given is multiplied by 4/5&lt;br /&gt;
* NO OTHER WEIGHTS DECAY; there doesn't seem to be any reason to hold onto items of a particular type and sacrifice them all at once hoping to get a certain deck. In fact, for rare stuff like jewelry, the sooner you sacrifice it, the longer you'll have it in your weightings for a chance of getting good decks.&lt;br /&gt;
&lt;br /&gt;
===Conclusions===&lt;br /&gt;
&lt;br /&gt;
Sacrificing items can give you piety, and getting piety decreases your gift timeout.  &lt;br /&gt;
&lt;br /&gt;
It looks like you always get piety for drawing from a deck. You can get up to 3 points: 1 point for using up a deck, 1 point for drawing from an unstacked deck, and a 1:3 chance of an extra point for drawing from an unstacked deck. Depending on the number of points you gain, you also have a chance of decreasing your card countdown, up to (40/70/100% chance for 1/2/3 points). I think the number of points is weighted by some kind of normal distribution to determine actual piety gain.&lt;br /&gt;
&lt;br /&gt;
Based on all this, I think the best way to get a specific deck type in the late game is to spend all game sacrificing as much as possible to get a huge number of decks, and after you think you have enough stop sacrificing undesired categories entirely and rely on your decks mostly for piety gain.  &lt;br /&gt;
&lt;br /&gt;
The best advice I can give for gaming the system is never sacrifice anything of a type you don't want more valuable than your current piety+30 (230 at max piety). Everything above that I believe is guaranteed to give you piety, and extra value only goes toward deck weighting.  &lt;br /&gt;
&lt;br /&gt;
If you don't want decks of summoning, don't sacrifice really huge corpses (all corpses give piety at the same rate, but their weight in aum gets added to their deck weighting). Butcher such otherwise useless corpses to convert them to food, and sacrifice the chunks. Chunks don't have a lot of value, but at least you're getting something.&lt;br /&gt;
&lt;br /&gt;
Late game if you have a lot of decks built up, you can use them to get more decks. The benefit of this is that you'll start decaying your more heavily weighted deck types without bumping them back up again.  &lt;br /&gt;
&lt;br /&gt;
Prior to 0.10 it was ideal to wait ~400 turns after receiving a gift before drawing more cards or sacrificing items, as it would only go toward reducing the card countdown (which would go to zero on its own anyway).  In 0.10 the card countdown is only reduced by card use and sacrificing, and it is impossible to get a net gain in decks purely through card-draws.  You must do some sacrificing as well in order to keep up your deck supply.&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Crawl_Wiki&amp;diff=86703</id>
		<title>Crawl Wiki</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Crawl_Wiki&amp;diff=86703"/>
				<updated>2026-07-10T07:27:16Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Removed links to outdated pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:80%&amp;quot;;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|This is a community-edited encyclopedia for the open source [[roguelike]] game [[Dungeon Crawl]], focusing on the actively developed Stone Soup branch. To create an account, see [[How to help]]; the normal account creation method is disabled.&lt;br /&gt;
&lt;br /&gt;
Crawl may seem easier than many other roguelikes at first glance, but dig a little deeper and you'll find it's just as challenging as some of the most difficult variations out there and a good deal harder than the rest. A strong set of [https://github.com/crawl/crawl/blob/master/crawl-ref/docs/crawl_manual.rst#n-philosophy-pas-de-faq design philosophies] makes it much friendlier (and generally fairer) to the player - deaths are a learning experience instead of an exercise in frustration. Crawl also sports a number of systems and mechanics that diverge from more traditional roguelikes. For example, there's less emphasis on character classes (or [[background]]s in Crawl parlance); your character is defined more by their [[skills]], [[species]] and choice of [[God|deity]] than their background.&lt;br /&gt;
&lt;br /&gt;
While Crawl includes an in-game [[tutorial]] and [https://github.com/crawl/crawl/blob/master/crawl-ref/docs/crawl_manual.rst manual] in the name of providing something playable without the aid of a guide or wiki, the finer details and nuances are left open to discovery by the player. Since there is so much to find, we need your help to maintain this site. If you find something interesting that's missing, spot an error, or just want to help, please sign up. For those of you who have never added to or edited a wiki before, don't worry! It's not very challenging and there's a very useful [[Help:Contents|help section]] explaining how to get started.&lt;br /&gt;
&lt;br /&gt;
You may also wish to visit the [https://crawl.develz.org/ official homepage] of Dungeon Crawl Stone Soup, or go [https://crawl.develz.org/download.htm directly to the download] of the most recent version.&lt;br /&gt;
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{{register_header}}&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{version list}}&lt;br /&gt;
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&amp;lt;!-- Left column 3 blue --&amp;gt;&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;margin:0em 0em 1em 0em; width:100%; background-color:white&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid #abd5f5; background-color:#99FFFF;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid #abd5f5; background-color:#99CCFF; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;Character Attributes&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid #abd5f5; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Species]]&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Background]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Stats]]&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Skill]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Spell]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[God]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Mutation]]s&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid #abd5f5; background-color:#99CCFF; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;[[Strategy guides]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid #abd5f5; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Walkthrough]]&lt;br /&gt;
* [[strategy guides|General strategy guides]]&lt;br /&gt;
** [[Background and race combinations for beginners]]&lt;br /&gt;
** [[Character guides]]&lt;br /&gt;
** [[Choosing a god]]&lt;br /&gt;
* [[Monster|List of Monsters]]&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Dungeon branches|Dungeon Map (Branches)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
** [[Dungeon features]]&amp;lt;br /&amp;gt;&lt;br /&gt;
** [[Portal]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
** [[Vault]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[FAQs|Frequently asked questions]]&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Escaping from (and avoiding) trouble]]&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Tips and tricks|Other tips and tricks]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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| style=&amp;quot;width:50%; vertical-align:top; border:1px solid #fad67d; background-color:#FFFF99;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:1px solid #fad67d; background-color:#FFCC99; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;[[Item]]s&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid #fad67d; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
* [[Identification|Identifying items]]&amp;lt;br /&amp;gt;&lt;br /&gt;
** [[Inscriptions]]&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Shop]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Weapon]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
** [[Brand]]s&amp;lt;br/&amp;gt;&lt;br /&gt;
* [[Ranged Weapons]]&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Armour]]&amp;lt;br /&amp;gt;&lt;br /&gt;
** [[Ego]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Scroll]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Jewellery]]&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Talismans]]&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Potion]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Wand]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Magical staff|Magical staves]]&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Manual]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Spell book]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
** [[Parchment]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Evocable items]]&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Orb]]s&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Artefact]]s&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;margin:0em 0em 1em 0em; width:100%; background-color:white&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid #CC6600; background-color:#FF9966;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid #CC6600; background-color:#FF6633; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;[[Playing online | Play ''Crawl'' Online Now]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid #CC6600; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
'''North America Servers'''&lt;br /&gt;
*[http://crawl.akrasiac.org:8080/ CAO] - Located in Arizona. Hosts all versions from [[0.11]] to [[0.34]], and [[trunk]].&lt;br /&gt;
*[https://cbro.berotato.org/ CBR2] - Located in Ohio. Hosts all versions from [[0.24]] to [[0.34]], and [[trunk]].&lt;br /&gt;
*[https://crawl.dcss.io/ CDI] - Located in New York. Hosts all versions from [[0.30]] to [[0.34]], and [[trunk]].&lt;br /&gt;
*[https://crawl.roguelikes.gg/ CRG] - Located in Oregon. Hosts all versions from [[0.30]] to [[0.34]], and [[trunk]].&lt;br /&gt;
&lt;br /&gt;
'''South America Server'''&lt;br /&gt;
*[https://crawl-br.roguelikes.gg/ CBRG] - Located in São Paulo, Brazil. Hosts all versions from [[0.30]] to [[0.34]], and [[trunk]].&lt;br /&gt;
&lt;br /&gt;
'''European Servers'''&lt;br /&gt;
*[https://crawl.develz.org/wordpress/howto CDO] - Located in Germany. Hosts [[Dungeon Crawl 4.1 Alpha|4.1.2a]], [[0.24]], [[0.25]], [[0.26]], and [[trunk]] (console only).&lt;br /&gt;
*[http://underhound.eu:8080/ CUE] - Located in Amsterdam, Netherlands. Hosts all versions from [[0.10]] to [[0.34]], and [[trunk]].&lt;br /&gt;
*[http://crawl.xtahua.com/ CXC] - Located in France. Hosts all versions from [[0.25]] to [[0.34]], and [[trunk]].&lt;br /&gt;
&lt;br /&gt;
'''Asian Servers'''&lt;br /&gt;
*[https://crawl.nemelex.cards/ CNC] - Located in South Korea. Hosts all versions from [[0.11]] to [[0.34]], and [[trunk]].&lt;br /&gt;
*[http://lazy-life.ddo.jp:8080/ LLD] - Located in Japan. Hosts all versions from [[0.13]] to [[0.34]], and [[trunk]] (WebTiles only).&lt;br /&gt;
&lt;br /&gt;
'''Australian Server'''&lt;br /&gt;
*[https://crawl.project357.org/ CPO] - Located in Sydney. Hosts all versions from [[0.16]] to [[0.34]], and [[trunk]] (WebTiles only).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;margin:0em 0em 1em 0em; width:100%; background-color:white&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid #33FF66; background-color:#99FF99;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid #33FF66; background-color:#33FF66; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;News&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid #33FF66; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
*May 2nd: [https://crawl.develz.org/wordpress/a-new-dcss-server-for-the-us-west-coast A New DCSS Server for the US West Coast]&lt;br /&gt;
*March 25th: [https://crawl.develz.org/wordpress/a-new-dcss-server-for-south-america A New DCSS Server for South America]&lt;br /&gt;
*February 25th: [https://crawl.develz.org/wordpress/0-34-tournament-results 0.34 Tournament Results]&lt;br /&gt;
*February 6th: [https://crawl.develz.org/wordpress/0-34-doomed-geometries 0.34 &amp;quot;Doomed Geometries&amp;quot;]&lt;br /&gt;
*January 29th: [https://crawl.develz.org/wordpress/0-34-tournament-page-and-trunk-update 0.34 Tournament Page and Trunk Update]&lt;br /&gt;
*January 11th: [https://crawl.develz.org/wordpress/0-34-trunk-update-and-tournament-announcement 0.34 Trunk Update and Tournament Announcement]&lt;br /&gt;
*June 7th: [https://crawl.develz.org/wordpress/0-33-1-bugfix-release 0.33.1 Bugfix Release]&lt;br /&gt;
*May 25th: [https://crawl.develz.org/wordpress/0-33-tournament-results 0.33 Tournament Results]&lt;br /&gt;
*[[News|'''Older news...''']]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;padding:0em 0.5em 0em 0.5em;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; border:1px solid #FF9999; background-color:#FFCCCC;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid #FF9999; background-color:#FF9999; padding:0.2em 0.5em 0.2em 0.5em; font-size:110%; font-weight:bold;&amp;quot;&amp;gt;[[CrawlWiki:Community portal|Community]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom:0px solid #FF9999; padding:0.4em 1em 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
*[[:Category:Diary_of_a_Crawler|Diary of a Crawler]]&lt;br /&gt;
*[[Tournament]]&lt;br /&gt;
*[[Playing online]]&lt;br /&gt;
*[[Websites]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Kobold_fleshcrafter&amp;diff=86702</id>
		<title>Kobold fleshcrafter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Kobold_fleshcrafter&amp;diff=86702"/>
				<updated>2026-07-10T06:48:00Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Fleshed out flavour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Primarily found in Depths. Casts [[Bolt of Flesh]] as irresistible bolts that leaves behind a [[Pile of Flesh]], and [[Awaken Flesh]] to make chaos explosions from piles of flesh while turning them into large abominations. Comes in bands with other fleshcrafters and [[Ugly thing]]s or [[Very ugly thing]]s.&lt;br /&gt;
&lt;br /&gt;
These kobold fleshcrafters are a little lower than individual hell knights in threat level, but with less notable resists or haste. They've experimented a little on themselves to stand out more dramatically by Depths depth, which includes rPois, 1 HP/turn regeneration, and a poisonous tentacle [[auxiliary attack | Aux]] slap. Alongside passable damage with venom or draining short blades and long blades, they stand out mostly with their spells:&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
These spellcasters bring a new type of threat to the Depths with their penetrating bolt spell, which bypasses resists and helps them field an army of [[Large abomination]]s with all 3 of their possible permanent buffs ([[haste]], [[might]] and [[regeneration]]). These abominations are spawned from the piles of flesh using a smite-targeted AOE chaos spell, so distance yourself from the piles right away.&lt;br /&gt;
&lt;br /&gt;
They usually come in packs, and need to be treated with the same respect you give [[Orc priest]]s in the early dungeon - focus and eliminate.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Added in [[0.34]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Kobold]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=File:Pile_of_Flesh.png&amp;diff=86701</id>
		<title>File:Pile of Flesh.png</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=File:Pile_of_Flesh.png&amp;diff=86701"/>
				<updated>2026-07-10T06:43:57Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Kobold_fleshcrafter&amp;diff=86700</id>
		<title>Kobold fleshcrafter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Kobold_fleshcrafter&amp;diff=86700"/>
				<updated>2026-07-10T06:21:30Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Primarily found in Depths. Casts [[Bolt of Flesh]] as irresistible bolts that leaves behind a [[Pile of Flesh]], and [[Awaken Flesh]] to make chaos explosions from piles of flesh while turning them into large abominations. Comes in bands with other fleshcrafters and [[Ugly thing]]s or [[Very ugly thing]]s.&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
These spellcasters bring a new type of threat to the Depths with their penetrating bolt spell, which bypasses resists and helps them field an army of [[Large abomination]]s with all 3 of their possible permanent buffs ([[haste]], [[might]] and [[regeneration]]). These abominations are spawned from the piles of flesh using a smite-targeted AOE chaos spell, so distance yourself from the piles right away.&lt;br /&gt;
&lt;br /&gt;
They usually come in packs, and need to be treated with the same respect you give [[Orc priest]]s in the early dungeon - focus and eliminate.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Added in [[0.34]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Kobold]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Pile_of_flesh&amp;diff=86699</id>
		<title>Pile of flesh</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Pile_of_flesh&amp;diff=86699"/>
				<updated>2026-07-10T06:20:35Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Create Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Left behind after [[Kobold fleshcrafter]]s use [[Bolt of Flesh]]. These are immobile, non-threatening enemies which are targets for the Fleshcrafter's [[Awaken Flesh]] spell, making the piles explode while turning them into large abominations with permanent [[haste]], [[might]] and [[regeneration]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
Distance yourself from the piles right away or risk being hit with 3x3 chaos damage and a sudden melee threat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Added in [[0.34]].&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Kobold_fleshcrafter&amp;diff=86698</id>
		<title>Kobold fleshcrafter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Kobold_fleshcrafter&amp;diff=86698"/>
				<updated>2026-07-10T06:15:38Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Create Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Primarily found in Depths. Casts [[Bolt of Flesh]] as irresistible bolts that leaves behind a [[Pile of flesh]], and [[Awaken Flesh]] to make chaos explosions from piles of flesh while turning them into large abominations. Comes in bands with other fleshcrafters and [[Ugly thing]]s or [[Very ugly thing]]s.&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
These spellcasters bring a new type of threat to the Depths with their penetrating bolt spell, which bypasses resists and helps them field an army of [[Large abomination]]s with all 3 of their possible permanent buffs ([[haste]], [[might]] and [[regeneration]]). These abominations are spawned from the piles of flesh using a smite-targeted AOE chaos spell, so distance yourself from the piles right away.&lt;br /&gt;
&lt;br /&gt;
They usually come in packs, and need to be treated with the same respect you give [[Orc priest]]s in the early dungeon - focus and eliminate.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Added in [[0.34]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Kobold]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vine_Stalker&amp;diff=86697</id>
		<title>Vine Stalker</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vine_Stalker&amp;diff=86697"/>
				<updated>2026-07-10T05:22:35Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: Expand Strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
''This page refers to the player [[species]]. For the monster, see [[Vine stalker (monster)]].''&lt;br /&gt;
{{flavour|Limber in shape, Vine Stalkers are anthropomorphic masses of thick vines. They possess a once-humanoid core, parasitised moments before death by the magical vines. Lacking any other discernible features, their faces are dominated by the disproportionate, vicious maw with which they disrupt and devour the magical energies of their foes.&lt;br /&gt;
&lt;br /&gt;
Magic courses freely through their bodies, and any damage they take is split between their health and magical reserves. They also physically regenerate at an alarming rate. However, these traits come at a price: the dual nature of their bodies makes them extremely frail, and they cannot benefit from potions to heal their wounds.&lt;br /&gt;
&lt;br /&gt;
Living examples of adaptation, Vine Stalkers level up quickly and lend well to an all-out offensive style; trusting their stealth to choose their prey and then their regenerating capabilities to power through the wounds they may sustain in battle. Many members of the species however, are seen wielding magic quite competently and then switching to a hybrid style when their reserves start to run low, thus replenishing their shroud of magic and their spells' fuel with each voracious bite.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*'''[[Fangs]] 2:''' Vine Stalkers possess a [[auxiliary attack|bite]] attack.&lt;br /&gt;
**'''[[Antimagic]] Bite''': Vine Stalkers' bite is 2.5x more likely to activate, deals more damage, and inflicts [[antimagic]] on enemies (which makes their spells less likely to be cast). Each bite also has a chance to restore MP, depending on damage inflicted and your current MP percentage. You don't need to inflict the antimagic status to restore MP, so even if a target has no spells, you can recover MP. Unlike antimagic weapons, there is no penalty to your maximum MP.	&lt;br /&gt;
{{crawlquote|'''Damage done''': Fangs_level×2 + XL/3&amp;lt;br&amp;gt;'''Drained MP''': 1dDamage_done × (1.25 - MP/MaxMP)}}&lt;br /&gt;
*'''[[No Potion Heal]] 2:''' Vine Stalkers cannot restore HP with [[potion]]s. &lt;br /&gt;
**This includes the health effects of [[potions of ambrosia]], but does not prevent ambrosia's MP regen or the [[status effect]] removal provided by [[potions of curing]].&lt;br /&gt;
*'''[[Regeneration (mutation)|Regeneration]] 1:''' Vine Stalkers regenerate HP quickly (+0.8 HP/turn).&lt;br /&gt;
*'''[[Spirit shield]]:''' Vine Stalkers share incoming damage between their HP and MP.&lt;br /&gt;
&lt;br /&gt;
Vine Stalkers have a base [[Strength]] of 10, [[Intelligence]] of 8 and [[Dexterity]] of 9 (before Background modifiers). They have +1 base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Warriors:''' [[Fighter]], [[Brigand]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]]&lt;br /&gt;
*'''Warrior-mages:''' [[Enchanter]]&lt;br /&gt;
*'''Mages:''' [[Conjurer]], [[Necromancer]], [[Ice Elementalist]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] or [[dexterity]] every 4th level.&lt;br /&gt;
*30% less [[HP]] than average.&lt;br /&gt;
*+5 [[willpower]] per level.&lt;br /&gt;
*Upgrade to [[Fangs]] 3 at level 8.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Vine Stalkers receive the skills and equipment listed for their background.&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Hard}}&lt;br /&gt;
&lt;br /&gt;
In spite of their [[Spriggan]]-sized [[HP]] pools, lack of healing potions, and unimpressive defensive aptitudes, Vine Stalkers are actually quite durable on average. With innate [[spirit shield]], an MP-stealing bite, the regeneration of a [[Troll]], and no armour limitation, they can sustain combat for a fair bit of time. They are still vulnerable to sudden spikes of damage. Otherwise, their aptitudes are decent across the board (except for Armour/Dodging), so they can do well in most roles.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Vine Stalker}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The lack of healing potions is a great hindrance (especially early on, though it remains significant for the entire game), as it removes one of your main emergency options. There are a few ways to compensate:&lt;br /&gt;
*[[God]] choice - [[Elyvilon]] and [[Ru]] offer immediate ways to heal. Healing effects from [[Gozag]]'s Potion Petition can restore Vine Stalkers' health too. However, if you can attack faster, thus getting more bite attacks that restore your mana, you won't need outside healing. For this reason, attack speed gods such as [[Okawaru]] or [[Wu Jian Council]] will make the most of this high damage, rapid &amp;quot;healing&amp;quot; species. &lt;br /&gt;
*High [[stealth]] - Vine Stalkers have great stealth aptitudes, allowing them to escape from encounters both early and late game. This allows you to find a safe place to recover.&lt;br /&gt;
&lt;br /&gt;
Vine Stalkers are fairly versatile. Apart from a knack for [[Stealth]] and a general weakness in defensive skills, Vine Stalkers have no real aptitude issues. The following builds ''are not the only way to play'', but have a few specific synergies with Vine Stalkers:&lt;br /&gt;
*Stabber / [[Short Blades]] user: High stealth makes it easier to stab and avoid foes. Even against foes you can't stab, Short Blades are much more effective than usual, due to the added damage from your bite. The faster you attack, the more bite attacks you make per turn, and Short Blades are fast weapons. [[Uskayaw]] is a strong god choice, giving you many opportunities to stab via irresistible [[confusion]] and [[paralysis]].&lt;br /&gt;
*Melee + caster hybrid: Their bite can be used to recover lost MP.&lt;br /&gt;
&lt;br /&gt;
===Tips and Tricks===&lt;br /&gt;
*Be ready for the appearance of [[ghost moth]]s and other threats to your MP -- they will chew through your supernatural defenses with lightning speed, leaving you significantly less hardy than normal.&lt;br /&gt;
*Due to their powerful auxiliary bite attack, Vine Stalkers often prefer fast weapons, such as [[Short Blades]] and [[demon whip]]s. The faster you swing, the more you can bite. Thanks to the antimagic, a [[quickblade]]-wielding Vine Stalker can handle even [[orbs of fire]] (assuming you have enough rF+).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.31]], Vine Stalkers only gained the Regeneration mutation at level 4.&lt;br /&gt;
*Prior to [[0.28]], Vine Stalkers' Regeneration 1 would provide +1 HP/turn.&lt;br /&gt;
*Prior to [[0.27]], Vine Stalkers would reach Regeneration 2 at level 12. However, each level of Regeneration provided +0.4 HP/turn.&lt;br /&gt;
*Prior to [[0.26]], Vine Stalkers had [[rotting]] immunity.&lt;br /&gt;
*Prior to [[0.16]], Vine Stalkers started with Regeneration 1 and would eventually reach Regeneration 3 as they gained experience, but each level of Regeneration gave +0.2 HP/turn.&lt;br /&gt;
*Vine Stalkers were added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Tengu&amp;diff=86696</id>
		<title>Tengu</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Tengu&amp;diff=86696"/>
				<updated>2026-07-10T05:02:14Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: .34 update, strategy expanded&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
''This page is about the player [[species]]. For the monster, see [[Tengu (monster)]]. For a list of all monstrous tengu, see [[List of tengu]].''&lt;br /&gt;
{{flavour|The Tengu are an ancient and feared species of bird-people with a legendary propensity for violence. Basically humanoid with bird-like heads and clawed feet, the Tengu can wear all types of armour except helmets and boots. Their magical nature helps them evade attacks while in motion, and despite their lack of wings, more experienced Tengu can magically fly.&lt;br /&gt;
&lt;br /&gt;
They are experts at all forms of fighting, including the magical arts of combat (conjurations, summonings and, to a lesser extent, necromancy). They are good at air and fire elemental magic, but poor at ice and earth magic. Tengu do not appreciate any form of servitude, and so are poor at using invocations. Their light avian bodies cannot sustain a great deal of injury.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*'''[[Beak]]''' and '''[[Talons|Talons 3]]''': Tengu have beaks and talons, which give them two [[auxiliary attack]]s in melee combat.&lt;br /&gt;
**Tengu cannot wear [[boots]] or [[helmet]]s, but can wear [[hat]]s.&lt;br /&gt;
*'''[[Acrobat]]ic''': While moving or [[wait]]ing (not including [[stair]] travel), Tengu gain +15 EV, as with an [[amulet of the acrobat]]. Does not stack with the amulet.&lt;br /&gt;
**Note that when recasting [[channeling spell]]s (like [[Searing Ray]] and [[Flame Wave]]), you still get the Acrobat bonus&lt;br /&gt;
&lt;br /&gt;
Tengu have a base [[Strength]] of 8, [[Intelligence]] of 8 and [[Dexterity]] of 9 (before Background modifiers). They have +1 to base [[magic points]].&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
*'''Zealots:''' [[Berserker]]&lt;br /&gt;
*'''Warrior-mages:''' [[Reaver]]&lt;br /&gt;
*'''Mages:''' [[Hedge Wizard]], [[Conjurer]], [[Summoner]], [[Fire Elementalist]], [[Air Elementalist]], [[Venom Mage]]&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 to a random [[stat]] every 4th level.&lt;br /&gt;
*20% less [[HP]] than average.&lt;br /&gt;
*+3 [[willpower]] per level.&lt;br /&gt;
*At XL 7, gain permanent [[flight]] and +4 EV ('''Agile Flight''').&lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Moderate}}&lt;br /&gt;
&lt;br /&gt;
Tengu are a versatile but frail species. Their aptitudes are mostly good across the board, with impeccably good skill in [[Conjurations]], [[Air Magic]], and [[Summoning]], but weaker aptitudes for several less-than &amp;quot;lofty&amp;quot; spell schools. And with 2 [[auxiliary attack]]s, melee is also reasonable. However, Tengu are among the most fragile species in the game: they have low HP and can't wear helmets or boots.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Tengu}}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Note that, despite being described as &amp;quot;agile&amp;quot; and &amp;quot;light&amp;quot;, Tengu do not get any special bonus from the [[Dodging]] skill, nor is there a direct synergy for playing an EV-reliant build. It is true that [[Acrobat]]ic and Evasive Flight grant a large amount of [[EV]]; however, these bonuses are unaffected by skill, [[Armour encumbrance]], or [[Dexterity]]. Therefore, wearing heavy armour is not out of the question. [[Wu Jian Council]] makes for a natural pairing with Tengu's multiple auxiliary attacks that will trigger during Wu's martial combat.&lt;br /&gt;
&lt;br /&gt;
Caster Tengu have the best reasons to choose [[Vehumet]] over [[Sif Muna]], as they have a strong aptitude for [[Conjurations]], and Vehumet's entirely passive suite of abilities means they don't have to rely on their poor [[Invocations]] aptitude. &lt;br /&gt;
&lt;br /&gt;
Tengu also make for one of the best Summoners with their better-than-average aptitude and the bonus EV while waiting (something summoners often do). This synergy combines especially well with [[Summon Seismosaurus Egg]], a spell that most other species can find difficult to &amp;quot;hatch&amp;quot;. Dancing around the egg while your other summons do damage and body block makes this otherwise clunky spell shine.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[http://en.wikipedia.org/wiki/Tengu Tengu] are a type of legendary creature in Japanese folk religion traditionally depicted with both human and avian characteristics.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.31]], Tengu did not have Acrobat and didn't get +4 EV at XL 7. Instead, Tengu gained +20% EV and moved faster (-0.1 [[movement delay]]) when flying at all, and gained permanent flight at XL 5.&lt;br /&gt;
*Prior to [[0.27]], Tengu flight was an [[ability]]; you could turn it on or off.&lt;br /&gt;
*Prior to [[0.23]], Tengu gained temporary flight (about 40 turns) at XL 5, and only got permanent flight at XL 14.&lt;br /&gt;
*Prior to [[0.17]], the [[evasion]] bonus for flying Tengu was capped at +9 EV.&lt;br /&gt;
*Prior to [[0.15]], Tengu gained permanent flight at XL 15. &lt;br /&gt;
*Prior to [[0.12]], Tengu received the speed bonus while flying only with less than 70% of their unencumbered burden (though flight itself granted a considerable bonus to carrying capacity, a property also removed in 0.12). They also gained experience somewhat more slowly.&lt;br /&gt;
*Prior to [[0.11]], Tengu lost the ability to fly when not in their natural form.&lt;br /&gt;
*The species was renamed from Kenku to Tengu in [[0.10]], to avoid the direct association with the race from ''Dungeons &amp;amp; Dragons''.&lt;br /&gt;
&lt;br /&gt;
{{species}}&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Specialization&amp;diff=86695</id>
		<title>Specialization</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Specialization&amp;diff=86695"/>
				<updated>2026-07-09T07:41:14Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: .34 update: fewer spell book starts have long-term plans, and that paired with the addition of Parchments requires spellcasters to be more flexible.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
'''Specialization''' is a choice to invest XP in a few specific skills, rather than attempting to learn many skills at once. It is often essential, at least in one form or another.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
A higher skill level means that skill is more powerful. Weapons will hit harder, attack faster, and be more accurate. Spells will be more powerful and less likely to fail. Note that end-game weapons and spells usually require a lot of skill investment. Defensive skills will make your character more durable.&lt;br /&gt;
&lt;br /&gt;
Specializing is easy. Press the '''[[m]]''' key to access your Skills screen and see all the skills you currently know. Pressing the key associated with a skill will toggle its training Off (dark grey), On (light gray, +), or &amp;quot;Focus&amp;quot; it (white, *), causing more experience to be allotted.&lt;br /&gt;
&lt;br /&gt;
By default, the skilling system will use Automatic Mode, which automatically adjusts experience division between skills based on use. You can also press '''/''' to swap into Manual Mode for more control. In Manual Mode, experience is divided evenly between enabled skills, with &amp;quot;Focus&amp;quot; doubling a skill's percentage.&lt;br /&gt;
&lt;br /&gt;
==Analysis==&lt;br /&gt;
In ''Crawl'', the goal of the skill system is &amp;quot;to get the most benefit out of your XP as possible&amp;quot;. Sounds simple, and it really is. Specialization is a tool used to achieve this goal. So, there isn't a true Pros and Cons with specialization - more so Pros and Caveats.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
: '''1. Specializing in a skill typically leads to less &amp;quot;wasted&amp;quot; XP.'''&lt;br /&gt;
Usually, but not always, &amp;quot;wasting the least XP&amp;quot; is an efficient method of skill training.&lt;br /&gt;
&lt;br /&gt;
Let's say you could either have {6 Polearms, 6 Conjurations, 6 Ranged Weapons} or {10 &amp;lt;one skill&amp;gt;}. The former may sound more appealing, as you can take advantage of 3 skills at once. However...&lt;br /&gt;
&lt;br /&gt;
*This can lead to skill waste directly. If you blast things with Conjurations before enemies get into melee range, then Polearms and Ranged Weapons skills aren't doing much. If you are wearing heavy armour, to make your melee more effective, then Conjurations skill isn't doing anything (it is very difficult to cast in plate armour!).&lt;br /&gt;
* There are more than three skills in Crawl. For example, a Polearms user could go {8 Polearms, 5 Armour, 5 Shields}, and a caster could go {8 Conjurations, 6 Dodging, 2 Spellcasting}. Both will be more effective than the original 6/6/6 distribution, which invests no XP into defenses. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''2. There exist skill thresholds, and specializing allows you to reach these thresholds faster.'''&lt;br /&gt;
The game has a few skill thresholds:&lt;br /&gt;
*For weapons and destructive spells, this is when you can &amp;quot;comfortably kill things at &amp;lt;a certain level&amp;gt;&amp;quot;.&lt;br /&gt;
*For casting in general, this is when a spell goes from &amp;quot;unreliably castable&amp;quot; to &amp;quot;castable&amp;quot; (around 10% failure rate, as a rule of thumb). &lt;br /&gt;
*For defensive skills, breakpoints exist at each full point of AC / EV / SH. From the skill menu (m), press ?, then the skill to see how much each skill point will improve defenses.&lt;br /&gt;
Training skills too liberally will delay the threshold. E.g., going for {6 Polearms, 6 Conjurations, 6 Ranged Weapons} may prevent you from 'comfortably' killing things at all.&lt;br /&gt;
&lt;br /&gt;
In other words, having one reliable way of killing things is better than 3 unreliable ways of killing things. If you want to go for a &amp;quot;hybrid&amp;quot; build, it is best to train one skill to a competent level, and then the next. This is not to dissuade &amp;quot;hybrid&amp;quot; builds entirely, but to put them into perspective. Of course, when things are 'competent' or 'comfortable' is very arbitrary - it depends on both the character and the player.&lt;br /&gt;
&lt;br /&gt;
===Caveats===&lt;br /&gt;
:'''1. Higher levels of a skill are more expensive. / The first few levels of a skill are cheap.'''&lt;br /&gt;
For each level of a skill, the next level is more expensive. Is it really worth the XP to train from 25 Fighting -&amp;gt; 27 Fighting? No matter how much you value extra HP, the benefit of 2 Fighting is small. It can be wiser to invest in [[Armour]], [[Dodging]], etc., which could all provide more relative benefit.&lt;br /&gt;
&lt;br /&gt;
This concept isn't exclusive to the late game. For instance, training 14 &amp;lt;weapon skill&amp;gt; to reach mindelay may not be the wisest choice. You could, as an example, get {10 Weapon, 8 Fighting, 8 Armour} instead, which would be a more well-rounded investment. Investing in a skill you're already good at gives a more ''immediate'' benefit. A Polearms-based [[Fighter]] may need 4 levels of Conjurations before they can cast their first spell. Before you reach 4 Conjurations, you aren't getting much from that skill. Meanwhile, having 4 more levels of Polearms would help for a longer period of time - but this is exponentially more expensive the higher the skill level.&lt;br /&gt;
&lt;br /&gt;
Judge whether a skill would help in the short- or medium-term, and make sure whatever build you're currently using is good enough to make it out of the short-term in the first place!&lt;br /&gt;
&lt;br /&gt;
Other considerations:&lt;br /&gt;
&lt;br /&gt;
*Early on, you could invest a few levels into [[Evocations]] or [[Throwing]]. After all, 3 levels of Evocations ''can'' be more beneficial than 1 level of a weapon skill. This ultimately depends on character build, and what [[Wand]]s or other [[Evocable items]] you've found.&lt;br /&gt;
*If you are in heavy armour for the entire game, then the [[Dodging]] skill might not seem appealing. But it's often worth it to train a few levels into Dodging, since they are so cheap. For the same reasons, light armour characters should consider investing a few levels into Armour skill.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''2. &amp;quot;Avoiding wasted experience&amp;quot; is not always the most beneficial method of skill training.'''&lt;br /&gt;
[[Alchemy]] is a good example of this. Spells like [[Olgreb's Toxic Radiance]] are great in the early game. But as enemy HP increases, and as more enemies have rPois, poison starts to wane. If you then find a great weapon and wear heavy armour, then you'd have &amp;quot;wasted&amp;quot; all that Poison Magic training.&lt;br /&gt;
&lt;br /&gt;
Yet, this doesn't change that melee is (could be) the most ''beneficial'' thing you could train right now. Plus, all that Alchemy training wasn't useless - it got you past a good chunk of the game. And if you decide to stay in light armour, then OTR and other poison spells can remain useful. Transitioning to other schools of magic is even easier: you've already trained some [[Spellcasting]], and taken [[Intelligence]] on your level-ups, so finding another good spell on the ground may be reason enough for a few cheap skill levels in a new school. &lt;br /&gt;
&lt;br /&gt;
Even in this example, you should be following the guideline of &amp;quot;train a killing skill until you can comfortably kill things, then train other things&amp;quot;. At a certain point, you don't need to invest any more XP into Alchemy and can afford to train other skills (such as defenses and/or an alternate killing skill).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''3. You need some way to deal with [[Orb of appropriateness|Orbs of Appropriateness]].'''&lt;br /&gt;
The endgame Orbs have a variety of immunities and high defenses overall.&lt;br /&gt;
&lt;br /&gt;
You don't need to kill everything in Crawl; you can walk up to the [[Orb of Zot]], [[Apportation|Apport]] it, and get out without killing a single [[Orb of fire]]. But there are other lategame enemies that will be immune or heavily resistant to certain elements; [[Hell knight]]s for fire, [[Titan]]s for electricity, etc.&lt;br /&gt;
&lt;br /&gt;
For casters, Conjurations is a good bet. Many schools have Conjuration spells to take advantage of. Later on, you can branch out to other schools with the Conjurations training. Both [[Orb of Destruction]] and [[Iron Shot]] deal non-elemental damage, which can be resisted only by AC. Or, if you have enough magical aptitude, then you can cast level 9 spells, which can all pierce through resistances in some manner. Allies-based spells from [[Summoning]], [[Forgecraft]], and [[Necromancy]] also solve this problem for casters; because, just as weapon users will find, nothing in the game is immune to physical attacks.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
As you have full control over your skilling, it's best to specialize selectively. What does this mean for your character?&lt;br /&gt;
&lt;br /&gt;
*For melee and ranged characters, it means focusing most, if not all, of your experience on one weapon at first. Unless you find an absolutely amazing weapon, once you specialize, you shouldn't switch weapon class. Afterwards, you can start investing in defensive skills, [[Invocations]], [[Throwing]], etc. There are two main skill breakpoints associated with weapons: &lt;br /&gt;
:*The first is when you can attack at 1.0 delay. This prevents a regular-speed enemy from hitting you twice in 1 turn. [[Death yak]]s become much scarier when they can deal 60 damage instead of 30 damage per turn.&lt;br /&gt;
:*The second is the [[Minimum delay]] of a weapon. After training to mindelay, you cannot attack faster by training weapon skill. Thus, investing more into said weapon skill will give you less benefit. It can still be valuable to train a skill past mindelay for the damage bonus, however.&lt;br /&gt;
&lt;br /&gt;
*For casters, it means getting your main killing spells reliably castable (&amp;lt;= 10% failure) as soon as possible. Whether it be [[Stone Arrow]] or [[Ensorcelled Hibernation]], you will want to kill before you get close to being killed. Additional levels might help increase spellpower, but this is rarely more important than getting more useful spells to a castable level. When you're able, you sticking with those initial schools provides a head start on later developments; however, don't get caught in a sunk-cost fallacy. Often, the best approach is branching out for spells that complement your main spell package rather than hoping the best spells in your school come eventually. Focusing on schools with more multi-school spells, such as [[Conjurations]] and [[Forgecraft]], will also allow for more flexibility.&lt;br /&gt;
**Some characters, especially those not worshipping a spell-gifting god, might not find any lategame-worthy spell of their school. Make sure that your currently useful spells are reliable, then dedicate everything else, somewhere else. Don't consider yourself fully committed until after the [[Orcish Mines]] - a book shop might just provide you with a clear direction. You can also bide your time by investing in defense skills and [[Evocations]] that will always be useful, or worse case, swapping to melee if RNG doesn't provide you with a suitable spellcasting direction.&lt;br /&gt;
**It's worth pointing out that all spellbook-starts have had their initial spell package dialed back in recent years. While it may have been suitable to &amp;quot;force&amp;quot; your starting school for the whole game in the past, this change, along with the [[Parchments]] change to spell acquisition, has made spellcasting much more reliant on &amp;quot;playing with what the dungeon provides&amp;quot;. Knowing when to pivot is one of the harder skills in Crawl. Stay flexible, keep your options open, and let the dungeon guide your long-term build rather than trying to force one that never materializes.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*[[0.34]], fewer spellbook starts have long-term plans from Turn 1, and paired with the addition of [[Parchments]], this has changed how often spellcasters can reliably stick to the starting school all game. &lt;br /&gt;
*Prior to [[0.9]], experience was gathered and spent gradually as you performed actions related to each Skill. It was much harder to avoid unintentionally training certain things.&lt;br /&gt;
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{{Guides}}&lt;br /&gt;
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[[Category:Strategy Guides]]&lt;/div&gt;</summary>
		<author><name>Draconius</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Category:Species_strategy_guides&amp;diff=86694</id>
		<title>Category:Species strategy guides</title>
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				<updated>2026-07-09T05:16:14Z</updated>
		
		<summary type="html">&lt;p&gt;Draconius: remove page from strategy&lt;/p&gt;
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		<author><name>Draconius</name></author>	</entry>

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