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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Draugr</id>
		<title>CrawlWiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Draugr"/>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/Special:Contributions/Draugr"/>
		<updated>2026-05-06T20:37:53Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Weak&amp;diff=82193</id>
		<title>Weak</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Weak&amp;diff=82193"/>
				<updated>2025-01-16T09:24:07Z</updated>
		
		<summary type="html">&lt;p&gt;Draugr: Added Mercury Vapours to the list of sources.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{flavour|Your physical attacks do less damage.}}&lt;br /&gt;
&lt;br /&gt;
'''Weak''' is a [[status effect]] which reduces the target's melee damage. Player attacks are reduced by 25%,&amp;lt;ref&amp;gt;{{source ref|0.30.1|melee-attack.cc|1482}}&amp;lt;/ref&amp;gt; and monster attacks are reduced by 33%.&amp;lt;ref&amp;gt;{{source ref|0.30.1|melee-attack.cc|3638}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can instantly cure yourself of weakness through use of [[Elyvilon]]'s Purification ability.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
*[[Enfeeble]] applies weakness and antimagic to any monster.&lt;br /&gt;
*[[Weakening Gaze]] is a monster-only spell that applies Weak.&lt;br /&gt;
*An [[orange demon]]'s sting inflicts weakness on the victim (negated by [[poison]] resistance).&lt;br /&gt;
*[[Black Mark]] can apply weakness.&lt;br /&gt;
**Player [[demonspawn]] can get the [[Black Mark (mutation)|Black Mark mutation]], inflicting weakness on melee attacks.&lt;br /&gt;
**Monsters can cast Black Mark as a spell.&lt;br /&gt;
*Players can cast [[Mercury Vapours]] to inflict weakness on monsters.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Enfeeble was added as a reliable way to inflict weakness in [[0.28]].&lt;br /&gt;
*Prior to [[0.15]], [[Elyvilon]] could punish the player for killing an [[apis]] by inflicting irresistible but temporary weakness.&lt;br /&gt;
*This status effect was added in [[0.13]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Draugr</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Cloud_Mages%27_Chambers&amp;diff=73212</id>
		<title>Cloud Mages' Chambers</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Cloud_Mages%27_Chambers&amp;diff=73212"/>
				<updated>2023-08-07T15:16:40Z</updated>
		
		<summary type="html">&lt;p&gt;Draugr: Removed the hint to not have flying because of the prevalence of airstrike, since it does not do extra damage to flying players anymore.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version022}}&lt;br /&gt;
{{flavour|Perhaps it is the humidity, or the constant flow of clouds, but the floor here remains forever damp.}}&lt;br /&gt;
&lt;br /&gt;
The '''Cloud Mage's Chambers''' is a [[Wizard Laboratory]] made of white crystal (functionally identical to the crystal [[wall]]s found elsewhere) and dedicated to control over air and [[cloud]]s. It has a fairly straightforward layout, with two small treasure chambers in the lower half of the map and a boss chamber at the top. Along the way, clouds of &amp;quot;white fluffiness&amp;quot; will hamper your [[LOS]] as air-, lightning-, and cloud-themed foes attack.&lt;br /&gt;
&lt;br /&gt;
There are multiple types of threat here, but [[electricity]] damage is the most common, so rElec is very helpful in clearing the chambers. [[Negative energy]] resistance and [[cold]] resistance can also be helpful for some of the other threats. If you're fortunate enough to come here while worshiping [[Qazlal]] or carrying a [[scarf]] of [[cloud immunity]], you'll have significantly less to worry about from many monsters here. Fortunately, there's a better-than-even chance you'll find such a scarf or [[potions of resistance]] in the smaller treasure chambers, letting even under-equipped explorers stand a chance.&lt;br /&gt;
&lt;br /&gt;
Ranged weapon specialists may want to ensure they have a decent backup melee weapon, as some of the creatures here are exceedingly difficult to hit with ranged attacks.&lt;br /&gt;
&lt;br /&gt;
The treasure in the bottom two chambers will be mostly [[potions]] and [[scrolls]] ([[potions of resistance]] and [[scrolls of fog]] and [[scroll of silence|silence]] are common), though rarer items like a [[fan of gales]] or scarf of cloud immunity can appear. The boss chamber contains [[Air Magic]]-themed items ([[spell book]]s and [[staff of air|staves]]), good [[ring]]s (such as [[ring of flight|flight]] or [[ring of evasion|evasion]]), and [[boots]] of [[running]] or [[Flight (ego)|flying]]. This lab also has a good chance of producing a [[quick blade]], either as a weapon for the Cloud Mage or as loot in their chamber.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
{{monsterlink|Air elemental}}- Moderate melee attackers that have high speed, [[EV]], and the [[Vortex|ability]] to create short-lived mini-tornadoes around themselves.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Shock serpent}}- Electric snakes that fire off [[Electrical Bolt|bolts of electricity]] and counterattack with more electricity when injured.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Spark wasp}}- Wasps that also specialize in electricity; they don't counterattack, but can [[Blinkbolt|launch themselves]] as bolts of lightning.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Wind drake}}- Weak in melee, [[Repel Missiles|deflects ranged attacks]] and is able to cast [[Airstrike]] and push you backwards.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Death drake}}- Also fairly weak, but able to breathe clouds of devastating [[miasma]].&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ghost crab}}- Scuttling menaces that spew vast banks of spectral mist, [[drain]]ing your life force and summoning [[spectral thing|spectral]] reinforcements.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Apocalypse crab}}- Dangerous crustaceans that breathe clouds of pure [[chaos]].&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Blizzard demon}}- Demons of ice and storm capable of hitting you with significant [[cold]] and [[electricity]] damage in addition to [[Airstrike]].&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Spriggan air mage}}- Diminutive wizards who can control the placement of clouds as well as just pelting you with lightning and Airstrike.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Twister}}- These can be found outside the walls of the Wizard Laboratory and basically serve as decoration for the vault. Do not smash open these walls, as the near-invulnerability of twisters and their constant [[Tornado]] effect will swiftly result in a miserable swirling death.&lt;br /&gt;
&lt;br /&gt;
===Boss: Cloud Mage===&lt;br /&gt;
In the center of the top chamber is a randomly named '''Cloud Mage'''. Isolating them from their allies before the fight is recommended. If you can get them into melee, they'll often resort to their pathetic melee skills instead of hammering you with wind magic, though getting in close makes [[Tornado]] more dangerous. Alternatively, any decent offensive caster should be able to obliterate them in fairly short order.&lt;br /&gt;
&lt;br /&gt;
{{flavour|A strange wizard who has attained mastery over clouds, making deft and foreboding mystic gestures.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{LightGrey|@}} [[Image:Cloud Mage.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[HP]]''': 150&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[HD]]''': 20&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spells''': [[Airstrike]], [[Tornado]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Equipment''': [[Quick blade]]/[[dagger]] of [[electrocution]] or a [[staff of air]], [[robe]] (always the [[Robe of Clouds]] if it hasn't already generated elsewhere)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Recommendations''': Much like the rest of the lab, stay on the ground. Of course, you don't have a choice in the matter if you get caught in a Tornado. [[Silence]] works well to shut them down if necessary.&lt;br /&gt;
&lt;br /&gt;
==Source==&lt;br /&gt;
Level border of (console) re-coloured water somewhat trimmed out (#), as short of deliberately shattering some walls it has no relevance besides decoration. Entrance is at A, exits at &amp;lt;, white fluffiness generators at !, n is transparent stone, b is crystal, the Cloud Mage is on 5, loot on f and d. [[https://github.com/crawl/crawl/blob/master/crawl-ref/source/dat/des/portals/wizlab.des#L1489 source link.]]&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MAP&lt;br /&gt;
################################################&lt;br /&gt;
################################################&lt;br /&gt;
#########nnnnnnnnnnnnnnnnnnnnnnnnnnnnnn#########&lt;br /&gt;
#######nnn............................nnn#######&lt;br /&gt;
#####nnn...wwwwwwwwwwwwwwwwwwwwwwwwww...nnn#####&lt;br /&gt;
####nn...wwwwwwwbbbbbbbbbbbbbbbbbbbbwww...nn####&lt;br /&gt;
####n..wwwwwwwbbbbbbbbbbbbbbbbbbbbbbwwwww..n####&lt;br /&gt;
###nn.wwwwwwbbbbbbbb''b''b''b''b''bbwwwwww.nn###&lt;br /&gt;
###n..wwwwwbb.....b'!''''''''''''!'bwwwwww..n###&lt;br /&gt;
##nn.wwwwwwbb.fff.b''''''''''''''''bwwwwwww.nn##&lt;br /&gt;
##n..wwwwwbbb.fff.b''''''''''''''''bWWWWWWW..n##&lt;br /&gt;
##n..wwwwwbbb.fff.+'''5''''''''''''+.........n##&lt;br /&gt;
##n..wwwwwbbb.fff.b''''''''''''''''bWWWWWWW..n##&lt;br /&gt;
##nn.wwwwwwbb.fff.b''''''''''''''''bwwwwwww.nn##&lt;br /&gt;
###n..wwwwwbb.....b'!''''''''''''!'bwwwwww..n###&lt;br /&gt;
###nn.wwwwwwbbbbbbbb''b''b''b''b''bbwwwwww.nn###&lt;br /&gt;
####n..wwwwwwwbbbbbbbbbbbbbbbbbbbbbbwwwww..n####&lt;br /&gt;
####nn...wwwwwwwbbbbbbbbbbbbbbbbbbbbwww...nn####&lt;br /&gt;
#####nn....wwwwwwwwwwwwwwwwwwwwwwwwww...nnn#####&lt;br /&gt;
######nnnn............................nnn#######&lt;br /&gt;
#########bbb.......bbbbbbbbbbbbbbbbbbbb#########&lt;br /&gt;
#########nn.......nn#####nnn####################&lt;br /&gt;
########nn.......nn#####nn.nn###################&lt;br /&gt;
#######nn.......nn#####nn.!.nn##################&lt;br /&gt;
#######n!......nnn####nn.....nnn################&lt;br /&gt;
#######nnn.......nnn#nn........nn###############&lt;br /&gt;
########nnnn.......nnn..........nn##############&lt;br /&gt;
###########nnn!.....nnn..........n##############&lt;br /&gt;
############n.....!nnnbb+bb......nn#############&lt;br /&gt;
###########nnn......nbb---bb!.....n#############&lt;br /&gt;
############n......nbb-----bb.....nn############&lt;br /&gt;
###########nnn......b-------b......n############&lt;br /&gt;
###########n.!.....n+-&amp;lt;-A-&amp;lt;-+......n############&lt;br /&gt;
###########n.b......b-------bn...!nn############&lt;br /&gt;
###########n.bn.....bb-----bb......n############&lt;br /&gt;
###########b+bbbb....bb---bb!.....nn############&lt;br /&gt;
###########n....bn...!bb+bb......nn#############&lt;br /&gt;
###########n.dd.bn.............nnb##############&lt;br /&gt;
###########n.dd.bnn...........bbbbbbbbb#########&lt;br /&gt;
###########n....b#n..........!...+....n#########&lt;br /&gt;
###########nnnnnb#nn........nnnnnb.dd.n#########&lt;br /&gt;
###################nn......nn####b.dd.n#########&lt;br /&gt;
####################nn.!..nn#####b....n#########&lt;br /&gt;
#####################nnnnnn######bnnnnn#########&lt;br /&gt;
################################################&lt;br /&gt;
################################################&lt;br /&gt;
ENDMAP&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*[[0.22]] removed [[fire crab]]s from the lab.&lt;br /&gt;
*[[0.21]] revamped the lab to make it significantly more challenging, adding fire, ghost, and apocalypse crabs, shock serpents, spark wasps, blizzard demons, and death drakes as well as removing insubstantial wisps. Additionally, the Cloud Mage could have a [[freezing]]-branded short blade instead of a staff of air.&lt;br /&gt;
*Prior to [[0.15]], this Wizlab had [[vapour]]s instead of wind drakes making it more dangerous for those without electricity resistance.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Branches]]&lt;/div&gt;</summary>
		<author><name>Draugr</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Polyphemus&amp;diff=54713</id>
		<title>Polyphemus</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Polyphemus&amp;diff=54713"/>
				<updated>2021-06-27T08:23:28Z</updated>
		
		<summary type="html">&lt;p&gt;Draugr: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version024}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
{{list of | giants}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Polyphemus the Watchful Shepherd''' is a [[unique]] [[cyclops]] who has somehow managed to tame a pack of [[death yak]]s and [[catoblepas|catoblepae]]. He prefers to pelt you with [[large rock]]s and members of his herd before moving in to attack you in melee. He may be found in [[the Shoals]], but does not generate in every game.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Shoals]]:2-4&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*The main danger comes from his herd. Polyphemus himself is significantly more dangerous than a normal cyclops (on par with an [[ettin]] or [[stone giant]]), but he can usually be [[kite]]d safely.&lt;br /&gt;
*The deep water of the Shoals can work to your advantage if you're capable of attacking at range. His herd may be trapped on one island as you blast them and their shepherd from another. Just watch out for thrown yaks.&lt;br /&gt;
*If you do have to deal with him and his herd up close, be careful not to let them surround you out in the open. Use stair dancing to limit the number of opponents able to attack you at once.&lt;br /&gt;
*If you choose to flee Polyphemus and his herd, don't mash buttons. A catoblepas' petrification breath can prove extremely deadly here if it allows them to surround you or, even worse, turns you to stone as you're flying above [[deep water]].&lt;br /&gt;
*A catoblepas' petrification breath can also affect Polyphemus. If you manage to get him hit while evading the cloud yourself you will be able to easily pick him off.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Polyphemus is a reference to the shepherd cyclops who tried to kill Odysseus in [http://en.wikipedia.org/wiki/The_Odyssey the Odyssey].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.17]], Polyphemus gained the ability to throw members of his herd at you, but his damage was decreased a bit.&lt;br /&gt;
*Prior to [[0.12]], Polyphemus only had death yaks in his herd and was significantly weaker.&lt;/div&gt;</summary>
		<author><name>Draugr</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Summon_Guardian_Golem&amp;diff=46905</id>
		<title>Summon Guardian Golem</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Summon_Guardian_Golem&amp;diff=46905"/>
				<updated>2018-03-31T08:56:12Z</updated>
		
		<summary type="html">&lt;p&gt;Draugr: /* Effect */ typo fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|0.19}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
[[Summon Guardian Golem]] is a level 3 [[Hexes]]/[[Summonings|Summoning]] spell which summons a [[guardian golem]].&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
Summons a single guardian golem, that will immediately [[Injury Bond|share damage]] done to other allies (but not the caster). If the golem is damaged a lot, it may gain [[Inner Flame]] status. Higher [[spell power]] increases the golem's strength.&lt;br /&gt;
&lt;br /&gt;
The golem's [[hit dice]] is ''4 + &amp;lt;power&amp;gt; / 16'' (randomly rounded).&amp;lt;ref&amp;gt;{{source ref|0.19.0|spl-summoning.cc|993}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Duration of the summon is around 27 turns. It is not affected by spell power.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.17]], spell level was lowered from 4 to 3.&lt;br /&gt;
&lt;br /&gt;
Added in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Draugr</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ziggurat&amp;diff=46868</id>
		<title>Ziggurat</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ziggurat&amp;diff=46868"/>
				<updated>2018-03-23T09:34:07Z</updated>
		
		<summary type="html">&lt;p&gt;Draugr: /* Specific Floors */ Changed unborn into Death Knight since unborn are no longer in game and were merged into Death Knights&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{flavour|A portal leading to a ziggurat.&lt;br /&gt;
&lt;br /&gt;
A ziggurat is a strange tower constructed of incrementally larger combat arenas, each containing greater wealth and even greater danger than the last. Beware, for a ziggurat is not a place for the faint of heart: even the bravest and most skilled adventurers have met their ends in one. While a portal to safety will be present on every level, once left, a ziggurat cannot be re-entered.&lt;br /&gt;
&lt;br /&gt;
One ziggurat is guaranteed in the Depths. Tales tell of an magical item found at the bottom of each ziggurat, granting access to a new ziggurat in turn. Such an item is also said to be found at the bottom of the Tomb of the Ancients. Each time a ziggurat is conquered by exiting it from the final floor, subsequent ziggurats will become increasingly dangerous and lucrative.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
“Captain: Take off every ‘zig’!!&amp;lt;br&amp;gt;&lt;br /&gt;
Captain: For great justice.”&amp;lt;br&amp;gt;&lt;br /&gt;
-Zero Wing}}&lt;br /&gt;
&lt;br /&gt;
'''Ziggurats''' are the most dangerous, unpredictable, and lucrative [[branch]]es in the game. Each Ziggurat has 27 oval- or cross-shaped floors, with each floor growing in size as you go down, containing increasingly more monsters of higher difficulty. The entrance to each floor closes as soon you walk through it; the only way out is at the opposite end of the floor. There, you will find large amounts of treasure, including armour, jewellery, valuable potions (many of which are [[potions of experience]]), manuals, and many other wonderful things, as well as one set of stairs going further down and two portals leading out of the Ziggurat.&lt;br /&gt;
&lt;br /&gt;
Each floor of a Ziggurat contains a number of monsters of a particular theme. On early floors, you'll face two or three, but the number of opponents rises dramatically as you descend, pitting you against massive hordes by the time you reach the deepest levels. Most are sets of monsters that would be generated in a particular branch, but some are ad-hoc. The deeper you go, the more dangerous it becomes; deeper floors will have a greater ratio of powerful monsters to weak ones, may generate all monsters awake and wandering (0% chance for Zig:1-4, 100% chance for Zig 25-27).&lt;br /&gt;
&lt;br /&gt;
Each floor may also contain a central clump of dungeon features. These are often purely cosmetic, but occasionally ramp up the difficulty of the floor significantly; an [[orange crystal statue]] or [[oklob plant]] cluster is no laughing matter.&lt;br /&gt;
&lt;br /&gt;
One Ziggurat portal is guaranteed to generate somewhere in [[the Depths]], and any [[Pandemonium]] floor has an 8% chance to contain a Ziggurat entrance.  Entry is denied until the player has at least two [[runes of Zot]] in her possession. Summoned creatures cannot follow the player through a Ziggurat portal or stairway.&lt;br /&gt;
&lt;br /&gt;
Once one has left a Ziggurat, the portal turns into an empty arch and may not be reentered. Any new portal encountered or created leads to the first floor of a fresh Ziggurat. Ziggurat portals have no timers.&lt;br /&gt;
&lt;br /&gt;
If the player should clear a Ziggurat successfully (i.e. completing all 27 floors), all subsequent Ziggurats will become significantly more difficult.&lt;br /&gt;
&lt;br /&gt;
==Monster Themes==&lt;br /&gt;
Unless mentioned otherwise, the chance for any given set is 5.89% for Zig:1-7, 5.56% for Zig:8-13, and 5.54% for Zig:14-27.&lt;br /&gt;
===Branches===&lt;br /&gt;
Lair, Shoals, and the [[Hells]] all have 50% chance of the normal chance to spawn.&lt;br /&gt;
*{{Magenta|Y}} [[File:Catoblepas.png]] Monsters from the '''[[Lair]]''', plus [[catoblepas]], [[dire elephant]]s, [[hellephant]]s, [[spriggan druid]]s, and [[caustic shrike]]s.&lt;br /&gt;
*{{LightCyan|o}} [[File:Orc_warlord.png]] Monsters from the '''[[Orcish Mines]]''', with bonus  [[orc warlord]]s, [[orc high priest]]s, [[orc sorcerer]]s, and [[stone giant]]s, plus [[iron troll]]s and depth-dependent priority for ''[[moths of wrath]]''.&lt;br /&gt;
*{{Yellow|e}} [[File:Deep_elf_demonologist.png]] Monsters from the '''[[Elven Halls]]''', with bonus ''[[deep elf high priest]]s'', [[deep elf blademaster]]s, [[deep elf master archer]]s, [[deep elf annihilator]]s, and [[deep elf demonologist]]s.&lt;br /&gt;
*{{Green|m}} [[File:Merfolk_aquamancer.png]] Monsters from '''[[the Shoals]]''', with bonus [[merfolk aquamancer]]s, [[merfolk javelineer]]s, [[merfolk impaler]]s, and [[water nymph]]s.&lt;br /&gt;
*{{Magenta|y}} [[File:Ghost_moth.png]] Monsters from the '''[[Spider's Nest]]''' with bonus ''[[ghost moth]]s'', [[hornet]]s and [[orb spider]]s.&lt;br /&gt;
*{{LightMagenta|N}} [[File:Greater_naga.png]] Monsters from the '''[[Snake Pit]]''', with bonus [[guardian serpent]]s and [[greater naga]], plus depth-dependent priority for [[quicksilver dragon]]s.&lt;br /&gt;
*{{LightGrey|l}} [[File:Death_drake.png]] Monster from the '''[[Swamp]]''' with bonus [[hydra]]e and [[swamp dragon]]s, and depth-dependent priority for [[tentacled monstrosity|tentacled monstrosities]] and [[shambling mangrove]]s, plus rare [[golden dragon]]s, [[green death]]s and [[death drake]]s.&lt;br /&gt;
*{{LightCyan|J}} [[File:Acid_blob.png]] Monsters from the '''[[Slime Pits]]''' (with loot inside a level-end-dividing room behind a door). Notably, this includes [[acid blob]]s, ''[[giant eyeball]]s'', and [[eyes of draining]].&lt;br /&gt;
*{{White|L}} [[File:Ancient_lich.png]] Monsters from the '''[[Vaults]]''', plus ''[[titan]]s'', [[golden dragon]]s, and ''[[ancient lich]]es'' with depth-dependent priority.&lt;br /&gt;
*{{LightGrey|D}} [[File:Bone_dragon.png]] Monsters from the '''[[Crypt]]''', with bonus [[bone dragon]]s, ''[[ancient lich]]es'', [[revenant]]s, and ''[[curse skull]]s'', plus [[profane servitor]]s.&lt;br /&gt;
*{{Blue|X}} [[File:Starcursed_mass.png]] Monsters from the '''[[Abyss]]''', plus a tiny chance of [[corrupter]]s. Notably, this includes [[starcursed mass]]es, [[lurking horror]]s, and [[wretched star]]s.&lt;br /&gt;
*{{White|1}} [[File:Ice_fiend.png]] Monsters from '''[[Cocytus]]''', with a minor bonus of ''[[ice fiend]]s'' and [[blizzard demon]]s.&lt;br /&gt;
*{{LightRed|1}} [[File:Brimstone_fiend.png]] Monsters from '''[[Gehenna]]''', with a minor bonus of ''[[brimstone fiend]]s'' and [[balrug]]s.&lt;br /&gt;
*{{Brown|1}} [[File:Hell_sentinel.png]] Monsters from the '''[[Iron City of Dis]]''', with a minor bonus of ''[[hell sentinel]]s'', [[dancing weapon]]s, and [[war gargoyle]]s.&lt;br /&gt;
*{{Magenta|1}} [[File:Shadow_fiend.png]] Monsters from '''[[Tartarus]]''', with a minor bonus of ''[[shadow fiend]]s'', [[curse toe]]s, and [[shadow demon]]s.&lt;br /&gt;
*{{White|M}} [[File:Greater_mummy.png]] Monsters from the '''[[Tomb]]''', with depth-dependent scaling for bonus ''[[greater mummy|greater mummies]]'' (reaching a 14.53% of spawns at Zig:27).&lt;br /&gt;
*{{LightRed|2}} [[File:Hellion.png]] Starting from Zig:8, '''[[Pandemonium]]''' spawns and a single [[Pandemonium lord]], with extra ''[[greater demon]]s'' and [[List_of_demonspawn#Demonspawn_Occupations|classed demonspawn]].&lt;br /&gt;
&lt;br /&gt;
===Theme Sets===&lt;br /&gt;
Giants, dragons, archers, and conjurers have 20% of the normal chance to place, while Lair rune branches has 50% of the normal chance.&lt;br /&gt;
*{{Magenta|C}} [[File:Titan.png]] '''[[List of giants|Giants]]''': [[hill giant]]s, [[cyclopes]], [[stone giant]]s, [[fire giant]]s, [[frost giant]]s, [[ettin]]s, ''[[titan]]s'', and ''[[juggernaut]]s''.&lt;br /&gt;
*{{LightCyan|D}} [[File:Quicksilver_dragon.png]] '''[[Dragon]]s''' of all colours, [[drake]]s of all types, and [[hydra]]e.&lt;br /&gt;
*{{LightGreen|d}} [[File:Draconian_zealot.png]] '''[[Draconian]]s''' of all colours and walks of life, with classed draconians increasing by depth.&lt;br /&gt;
*{{LightGrey|e}} [[File:Deep_elf_master_archer.png]] '''Archers''': [[centaur]]s, [[yaktaur]]s, [[centaur warrior]]s, [[yaktaur captain]]s, [[cyclops|cyclopes]], [[stone giant]]s,  [[naga sharpshooter]]s, [[merfolk javelineer]]s, [[deep elf master archer]]s, and rare [[faun]]s, [[satyr]], [[thorn hunter]]s.&lt;br /&gt;
*{{LightBlue|6}} [[File:Blood_saint.png]] '''Conjurers''': [[wizard_(monster)|wizard]]s, [[necromancer_(monster)|necromancer]]s, [[ogre mage]]s, [[orc sorcerer]]s, [[naga mage]]s, [[naga ritualist]]s, [[salamander mystic]]s, [[greater naga]], [[tengu conjurer]]s, [[tengu reaver]]s, [[spriggan air mage]]s, [[merfolk aquamancer]]s, [[deep elf conjurer]]s, [[deep elf annihilator]]s, [[deep elf sorcerer]]s, [[draconian scorcher]]s, [[draconian knight]]s, ''[[draconian annihilator]]s'', [[lich]]es, ''[[ancient lich]]es'', and ''[[blood saint]]s''.&lt;br /&gt;
*{{Green|X}} [[File:Tentacled_monstrosity.png]] '''Lair rune branches''': starting from Zig:14, monsters from the [[Swamp]], the [[Snake Pit]], the [[Shoals]], and the [[Spider's Nest]], with extra [[greater naga]], [[guardian serpent]]s, [[hydra]]e, [[swamp dragon]]s, [[tentacled monstrosity|tentacled monstrosities]], [[merfolk aquamancer]]s, [[merfolk javelineer]]s, [[alligator snapping turtle]]s, ''[[ghost moth]]s'', [[emperor scorpion]]s, and [[moths of wrath]].&lt;br /&gt;
&lt;br /&gt;
===Elemental===&lt;br /&gt;
Elemental floors all have 20% of the normal chance to place, aside from Chaos.&lt;br /&gt;
*{{Yellow|A}} [[File:Daeva.png]] '''Holy''': ''[[daeva]]s'', [[angel]]s, [[cherub]]s, ''[[pearl dragon]]s'', [[ophan|ophanim]], and [[apis]].&lt;br /&gt;
*{{Red|*}} [[File:Orb_of_fire.png]] '''Fire''': [[fire elemental]]s, [[fire drake]], [[hell hound]]s, [[efreet]]s, [[salamander stormcaller]]s, [[fire dragon]]s, [[fire giant]]s, and ''[[orbs of fire]]''.&lt;br /&gt;
*{{LightBlue|2}} [[File:Blizzard_demon.png]] '''Ice''': [[ice beast]]s, [[ice dragon]]s, [[frost giant]]s, [[ice devil]]s, [[blizzard demon]]s, ''[[ice fiend]]s'', [[simulacra]], [[white draconian|white]] [[draconian knight]]s, and [[shard shrike]]s.&lt;br /&gt;
*{{LightCyan|8}} [[File:Electric_golem.png]] '''Air''': [[insubstantial wisp]]s, [[air elemental]]s, ''[[titan]]s'', [[raiju]]s, [[storm dragon]]s, ''[[electric golem]]s'', [[spriggan air mage]]s, and [[shock serpent]]s.&lt;br /&gt;
*{{LightGreen|b}} [[File:Caustic shrike.png]] '''Earth''': [[gargoyle]]s, [[earth elemental]]s, [[torpor snail]]s, [[boulder beetle]]s, [[entropy weaver]]s, [[stone giant]]s, [[iron dragon]]s, [[crystal guardian]]s, [[war gargoyle]]s, [[iron golem]]s, [[octopode crusher]]s, [[hell sentinel]]s, ''[[juggernaut]]s'', and ''[[caustic shrike]]s''.&lt;br /&gt;
*{{Red|A}} [[File:Profane_servitor.png]] '''Negative energy''': [[spectral thing]]s, [[shadow wraith]]s, [[eidolon|eidola]], [[shadow dragon]]s, [[deep elf death mage]]s, [[death knight]]s, [[revenant]]s, [[profane servitor]]s, [[soul eater]]s, ''[[shadow fiend]]s'', and [[black sun]]s.&lt;br /&gt;
*{{Magenta|&amp;amp;}} [[File:Pandemonium_lord.png]] '''Chaos''': heavy depth dependence for [[chaos spawn]], [[ugly thing]]s, [[very ugly thing]]s, ''[[apocalypse crab]]s'', high-hd [[shapeshifter]]s and [[glowing shapeshifter]]s, [[Killer Klown]]s, ''[[chaos champion]]s'', high-tier demons and a multitude of ''[[pandemonium lord]]s''.&lt;br /&gt;
&lt;br /&gt;
==Fighting Strategies==&lt;br /&gt;
You should enter a Ziggurat as the last thing in the game if you are planning to finish it, as Zig:27 can potentially be the hardest place in the game. Preparation is somewhat similar to [[Pandemonium]], but you need even more care since the enemies are much harder.&lt;br /&gt;
&lt;br /&gt;
You will '''need''' the following:&lt;br /&gt;
*High experience level and skills.&lt;br /&gt;
*For spellcasters, the ability to cast Fire Storm and/or Ice Storm and/or Tornado at Great, ideally Excellent.&lt;br /&gt;
*[[Blink]] or [[Controlled Blink]] at Excellent, to avoid getting surrounded, create some distances from powerful enemies, or just escape.&lt;br /&gt;
*A [[ring of sustain attributes]] and an [[amulet of stasis]] for absorbing [[death curse]]s on mummy-themed floors.&lt;br /&gt;
*An [[amulet of resist corrosion]] for [[acid blob]]s on Slime Pit-themed floors.&lt;br /&gt;
*As many resistances as possible; at least something like rElec, rPois, rC+, and rF++. You should strive for rN+++, especially if you're susceptible to [[torment]].&lt;br /&gt;
&lt;br /&gt;
The following are ''recommended'', though not essential depending on the character:&lt;br /&gt;
*An [[amulet of resist mutation]] for mutagenic glow, [[shining eye]]s and [[neqoxec]]s. If you're a caster, these tend to die before they can even peek at your genome.&lt;br /&gt;
*Scrolls of identify to identify loot, scrolls of remove curse to remove cursed loot, scrolls of fog to block enemy sight, and scrolls of blinking as a backup to Blink/Controlled Blink. &lt;br /&gt;
*Wands of healing, hasting, and anything else you might need.&lt;br /&gt;
*Potions of curing to cure confusion (especially if you use a ball of energy), potions of heal wounds to recover lost HP, potions of might/agility/brilliance to enhance your battle prowess, and potions of magic to recover MP in a pinch.&lt;br /&gt;
*Some permafood depending on your metabolism and the spell hunger costs of your spells; coupled with the ample corpses you produce should keep you fed.&lt;br /&gt;
&lt;br /&gt;
Keep in mind you're limited to 52 items; only bring what you know will be useful, else you might not be able to take all the loot you want with you. Artefacts with multiple resistances and intrinsics are your friend!&lt;br /&gt;
&lt;br /&gt;
===Conjurer Strategy===&lt;br /&gt;
====Sample Runs====&lt;br /&gt;
*hyperbolic's uber Naga, who fully cleared several Ziggurats: [[http://crawl.akrasiac.org/rawdata/hyperbolic/morgue-hyperbolic-20100508-220232.txt]]&lt;br /&gt;
*sh's Fire Storm run: [http://crawl.akrasiac.org/rawdata/sh/morgue-sh-20091014-090636.txt] with ttyrec at [http://crawl.akrasiac.org/rawdata/sh/2009-10-13.15:41:31.ttyrec.bz2]&lt;br /&gt;
*Luca's Extension + Ice Storm run: [http://crawl.akrasiac.org/rawdata/Luca/morgue-Luca-20091212-220305.txt] with ttyrec at [http://crawl.akrasiac.org/rawdata/Luca/2009-12-12.02:02:06.ttyrec.bz2]&lt;br /&gt;
&lt;br /&gt;
The basic strategy is to use [[Necromutation]], along with all relevant buff spells, and alternate between casting a Storm/Tornado and channeling MP. Depending on your god choice, you can also use Sif Muna's channel (more reliable) or Vehumet's MP gain on killing (somewhat more random, but passive). Keep in mind that you can't escape to rest for MP, so make sure to have backup in the form of a crystal ball of energy, potions of magic, Sublimation of Blood, etc...&lt;br /&gt;
&lt;br /&gt;
Note: Don't bother using [[Shatter]]. This, at [[Earth Magic]] 25 or higher, does damage to everything in LOS, and while the damage is comparable to Ice/Fire Storm for non-flying/levitating monsters (3d55 at power 150 and more for skeletons and simulacra), it is only about a third for flying/levitating ones (such as a lot of Pandemonium lords). It would take an average of 8-9 hits to kill a flying Pan lord.&lt;br /&gt;
&lt;br /&gt;
====Specific Floors====&lt;br /&gt;
On Pandemonium lord floors, be prepared to be on the receiving of the occasional [[Lehudib's Crystal Spear]] and [[Dispel Undead]]. If you use Fire Storm, try to position yourself so that non-lord monsters, Pan lord summons and your own summons create a buffer that prevent the lords from coming close to you. Then blast with Fire Storm without destroying your monster shield. If you use Ice Storm, try to get the direct path blocked by a non-lord monster, while still having an opening to shoot Ice Storm near the lords.&lt;br /&gt;
&lt;br /&gt;
On mummy floors, wear an amulet of stasis and a ring of sustain abilities. Try not to kill too many greater/guardian mummies at once since you may get 3 points of random stat drain for each kill. If one of your stats dips low, try to swap in weapons or jewellery boosting it. If a stat gets ''dangerously'' low, semi-controlled blink to a corner, surround yourself with summons, end Necromutation, eat a royal jelly or quaff a potion of restore abilities, and recast Necromutation right away. Flooding the level with powerful summons to soak as many curses as possible can also work.&lt;br /&gt;
&lt;br /&gt;
On angel/daeva floors, get out of lich form, cast [[Regeneration]], and try to overpower them. If things go badly, consider casting [[Borgnjor's Revivification]]. If you decide to escape, go as near to the exit as possible, possibly using a lantern of shadows, cast [[Death's Door]], and then alternate Storm/Tornado to scrolls of blinking/Controlled Blink and mana channeling to get to the downstairs as soon as possible. Once you are at the downstairs, apport any useful object until Death's Door runs out. Alternatively, you can escape the Ziggurat, but note that nearby angels/daevas will follow you out, so make sure you come out on a clear level and teleport away.&lt;br /&gt;
&lt;br /&gt;
On crypt floors, mages casting Fire Storm should be ''very'' wary of [[Death Knight]]s, both in and ''out'' of LOS. You will take severe self-inflicted damage if you flame even one of these while Yredelemnul's [[Mirror Damage]] ability is active. The mirrored damage ignores both your resistances and AC, unless you've cast Death's Door. If it's in your LOS, you'll have seen it &amp;quot;kneel in prayer and [be] bathed in unholy energy.&amp;quot; Thereafter, for approximately 20 turns, its glyph's colors will be alternating. You can also see if Mirror Damage is active by e'''[[x]]'''amining it to see if it is &amp;quot;reflecting injuries&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
On slime floors, the treasure will always be somewhat protected, in a centered chamber rather than on the open floor.&lt;br /&gt;
&lt;br /&gt;
====Equipment====&lt;br /&gt;
In addition to the general equipment:&lt;br /&gt;
*Enhancers (e.g. rings of fire/ice, staff of conjuration/fire/cold/air, etc...) to enhance the power of Fire/Ice Storm and/or Tornado as needed. A [[robe of the Archmagi]] is amazing for this purpose.&lt;br /&gt;
*Staff/rings of wizardry to improve the success rates of Fire/Ice Storm and/or Tornado, if necessary. Also, try downgrading your shield type (large shield to a normal shield, normal shield to a buckler) if your Shields skill isn't high enough to get rid of the spellcasting penalty. Your offense is your best defense.&lt;br /&gt;
*A [[crystal ball of energy]] if you have high Evocations (you will probably find one soon in the Ziggurat) or a [[staff of energy]].&lt;br /&gt;
*Identify scrolls, as many as you have. You're going to be going through a lot of stashes.&lt;br /&gt;
&lt;br /&gt;
==== Example Spell Set ====&lt;br /&gt;
 Your Spells                       Type                          Failure   Level       &lt;br /&gt;
 a - Fire Storm                    Conjuration/Fire              1%          9&lt;br /&gt;
 b - Blink                         Translocation                 0%          2&lt;br /&gt;
 c - Flight                        Charms/Air                    0%          4&lt;br /&gt;
 e - Deflect Missiles              Charms/Air                    0%          6&lt;br /&gt;
 j - Abjuration                    Summoning                     0%          3&lt;br /&gt;
 s - Summon Butterflies            Summoning                     0%          1&lt;br /&gt;
 u - Dispel Undead                 Necromancy                    0%          5&lt;br /&gt;
 x - Sublimation of Blood          Necromancy                    0%          2&lt;br /&gt;
 B - Controlled Blink              Translocation                 1%          7&lt;br /&gt;
 Q - Swiftness                     Enchantment                   0%          2&lt;br /&gt;
 M - Mass Abjuration               Summoning                     0%          6&lt;br /&gt;
 V - Phase Shift                   Translocation                 0%          5&lt;br /&gt;
 X - Necromutation                 Transmutation/Necromancy      1%          8&lt;br /&gt;
 Y - Borgnjor's Revivification     Necromancy                    1%          7&lt;br /&gt;
&lt;br /&gt;
==== Optional Spells ====&lt;br /&gt;
You may want the following spells:&lt;br /&gt;
*[[Airstrike]]: to kill giant eyeballs, which may appear in Pan lord floors, if you lack [[Fire Storm]] and its smite-targeting.&lt;br /&gt;
*[[Dispel Undead]]: to kill undead anacondas rushing at you, skeletal dragons who survive Fire Storm, or to kill mummies one by one.&lt;br /&gt;
*[[Discord]]: this makes floors with many natural monsters with low MR, such as orc or merfolk floors, very easy.&lt;br /&gt;
*[[Lehudib's Crystal Spear]]: to kill dangerous monsters (especially Pan lords) who get close to you.&lt;br /&gt;
*[[Phase Shift]] to boost your EV.&lt;br /&gt;
*[[Ring of Flames]]: to enhance [[Fire Storm]]'s power and allow you to walk in clouds of flame.&lt;br /&gt;
*[[Sublimation of Blood]]: you can use this to restore MP.&lt;br /&gt;
&lt;br /&gt;
===Crusader Strategy===&lt;br /&gt;
See coolrobin's Ogre Chaos Knight of Lugonu: [http://crawl.akrasiac.org/rawdata/coolrobin/morgue-coolrobin-20091101-161113.txt morgue] and [http://crawl.akrasiac.org/rawdata/coolrobin/2009-11-01.00:42:05.ttyrec.bz2 ttyrec]&lt;br /&gt;
&lt;br /&gt;
See 78291's torment immune Demonspawn crusader/reaver of Okawaru, failed run at [http://crawl.akrasiac.org/rawdata/78291/morgue-78291-20091103-033303.txt], first ziggurat at [http://crawl.akrasiac.org/rawdata/78291/2009-11-02.01:20:34.ttyrec], and second ziggurat (with death to daevas) at [http://crawl.akrasiac.org/rawdata/78291/2009-11-02.20:29:48.ttyrec] and [http://crawl.akrasiac.org/rawdata/78291/2009-11-03.03:06:22.ttyrec].&lt;br /&gt;
&lt;br /&gt;
* First, convert to [[Lugonu]] (for corruption and self-banishment), [[The Shining One]] (for peaceful angel/daevas, divine warriors), [[Elyvilon]] (peaceful angel/daevas, healing), or Okawaru (attack speed boost and skills boost).&lt;br /&gt;
* Set up as many spells and enchantments as described for conjurers as you can. You probably won't have Necromutation (and can't use it anyway with the good gods) or Fire/Ice Storm and Tornado, though.&lt;br /&gt;
* The [[Silence]] spell, while counter-productive for pure conjurers, works beautifully for a crusader-type character against spellcasters. It even stops mummies from tormenting and smiting! Use a [[lantern of shadows]] along with it when needed.&lt;br /&gt;
* Bring a way to channel mana, and a staff of energy for hunger-less casting.&lt;br /&gt;
* Consider being able to cast [[Aura of Abjuration]].&lt;br /&gt;
&lt;br /&gt;
Fight in melee with all buffs (Haste, Might, etc...) except for berserk: it will ''definitely'' expire before you've cleared all monsters on the harder floors, and being slowed/exhausted in the middle of a pack of demons or some such is a surefire way to die. Angel/Daeva floors can be handled by proper god choice or by escaping.&lt;br /&gt;
&lt;br /&gt;
=== Spell-less Strategy ===&lt;br /&gt;
&lt;br /&gt;
Do not attempt to fully clear a Ziggurat without spells of some sort. It is very likely to be fatal. Having said that, the first few floors are usually safe for many XL27 characters, although this can still be risky.&lt;br /&gt;
&lt;br /&gt;
== Strategies For Troublesome Floors ==&lt;br /&gt;
&lt;br /&gt;
=== Skip With Death's Door ===&lt;br /&gt;
&lt;br /&gt;
See &amp;quot;Conjurer strategy&amp;quot; above. Cast Death's Door after getting as close as possible to the stairs. Make a break for it.&lt;br /&gt;
	&lt;br /&gt;
=== Banishment With Lugonu ===&lt;br /&gt;
&lt;br /&gt;
Banish yourself to the Abyss, so you can recover. You'll return to the same level after leaving the Abyss.&lt;br /&gt;
&lt;br /&gt;
=== Banishment With Distortion Weapon and Amulet of Stasis ===&lt;br /&gt;
&lt;br /&gt;
You may also try to banish yourself with a [[distortion]] weapon. However, you have about the same chance of going to the Abyss as to be instantly teleported on the level, damaged and confused. An amulet of stasis or -TELE artifact will prevent this, though, and allows you to use distortion with the only downside of confusion and HP damage.&lt;br /&gt;
&lt;br /&gt;
==Wizard Mode==&lt;br /&gt;
Ziggurats can be entered in [[wizard mode]] using &amp;amp;L to place a vault called &amp;quot;ziggurat_fallback&amp;quot;, &amp;amp;{ to map the level, and XT to teleport to the portal.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.18]], Ziggurat portals will no longer generate in Pandemonium. There is a new item called [[figurine of a ziggurat]] which creates a ziggurat portal. Figurines always spawn on the 27th floor of a ziggurat and on level 3 of [[Tomb]].&lt;br /&gt;
&lt;br /&gt;
[[0.16]] introduced so-called megazigs. Every time a ziggurat is cleared, subsequent ziggurats become much harder.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.16]], entry was denied until the player had at least three [[runes of Zot]] in her possession.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], a Ziggurat portal could be summoned by the [[Trowel card]] of a legendary [[Deck of dungeons]] once per game. The [[Trowel card]] was removed in [[0.15]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], Ziggurat portals would generate randomly in the main [[Dungeon]], and required you pay an admission fee of 2,100 to 14,000 [[gold]] to enter.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.11]], you could use [[Projected Noise]] at the bottom of the map, then walk around the top end (or vice-versa).&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], it was possible to permanently leave a Ziggurat via [[Banishment]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Draugr</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Harold&amp;diff=46828</id>
		<title>Harold</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Harold&amp;diff=46828"/>
				<updated>2018-03-14T21:19:22Z</updated>
		
		<summary type="html">&lt;p&gt;Draugr: /* Tips &amp;amp; Tricks */  Added hint on using invisibility to kill him.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Harold the Weathered''' is a [[unique]] human bounty hunter who generates with several [[throwing net]]s and a decent weapon. He's usually weak in melee and, despite high HP, lacks any AC or resistances to speak of. Be aware that he ''does'' know some powerful [[Fire Magic]], however.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Dungeon]]:10-12&lt;br /&gt;
*The [[Orcish Mines]]:1-3&lt;br /&gt;
*[[The Lair]]:1-4&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Bolt of Fire can hurt if you lack [[fire]] resistance, especially if you're a [[mummy]], but fortunately he doesn't cast it terribly often. Hide around a corner and lure him into melee. If his melee weapon is also dangerously [[brand]]ed, pull out your big guns or come back later when you've got the right resistances.&lt;br /&gt;
*Harold can't see invisible, so feel free to quaff a potion or cast a spell and then hack away.&lt;br /&gt;
&lt;br /&gt;
[[Category:Human]]&lt;/div&gt;</summary>
		<author><name>Draugr</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Kraken&amp;diff=46827</id>
		<title>Kraken</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Kraken&amp;diff=46827"/>
				<updated>2018-03-12T14:48:11Z</updated>
		
		<summary type="html">&lt;p&gt;Draugr: /* Tips &amp;amp; Tricks */  Made changes to reflect that Poisonous Cloud is no longer in the game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
[[Kraken]]s are enormous octopuses found in [[the Shoals]]. Although they can only move through deep water, they reach out toward you with up to 4 [[List of tentacles|tentacles]]. Their damage output is tremendous, especially if you allow more than one tentacle to reach you at once. Keep your distance and take advantage of their inability to follow you very far on land. If you encounter them while in shallow water or flying over deep water, escape may prove difficult; their tentacles move faster than any base species.&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Unless you are built for nothing but melee combat, avoid engaging the tentacles directly. Ranged attacks will keep you from becoming splattered on the beach.&lt;br /&gt;
*Damage dealt to the tentacles counts toward killing the kraken, which is nice since they often make approaching the body itself difficult. Just remember that it will flee when severely injured, so you may need some long-range attacks to finish it off.&lt;br /&gt;
*A kraken's tentacles can extend multiple squares out of the water. This means that if a kraken's head is in [[line of sight]], it can probably reach you.&lt;br /&gt;
*Kraken lack poison resistance, so they can be whittled down with tomahawks or needles. Cloud spells can also help.&lt;br /&gt;
*Area-of-effect spells, like [[bolt spells]] or [[Fireball]], can deal high damage to krakens by hitting multiple tentacles at once.&lt;br /&gt;
*Krakens have an EV of 0. [[Bolt of Inaccuracy]] is your friend, if you have it.&lt;br /&gt;
*Disabling the kraken's main body with paralysis or petrification will not stop its tentacles from moving, though it might give you enough time to escape their reach.&lt;/div&gt;</summary>
		<author><name>Draugr</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Oklob_plant&amp;diff=46826</id>
		<title>Oklob plant</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Oklob_plant&amp;diff=46826"/>
				<updated>2018-03-12T11:32:30Z</updated>
		
		<summary type="html">&lt;p&gt;Draugr: /* Tips &amp;amp; Tricks */  Added a hint on using confusion to deal with them.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version|018}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Oklob plants''' are vicious, carnivorous plants that spit [[acid]] at you from a distance. Not only will this take a large chunk out of your health, but it will also corrode you. Fortunately, they do not move. Oklob plants can appear throughout the [[Dungeon]] and most of the game's early [[branch]]es.&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*''Crawl'' automatically travel-excludes tiles in an oklob plant's range of fire, so it's hard to get hurt by them unless you're actively taking them on.&lt;br /&gt;
*Fortunately, oklob plants tend to spawn around other [[plant]]s, which block their line of fire. The exclusion zone will not take this into account, and oklobs you summon via [[Fedhas Madash]] can fire through allied plants, but '''hostile oklob plants cannot fire through other plants except [[bush]]es'''.&lt;br /&gt;
*A charmed jelly will annihilate them without a scratch, being immune to acid. Non-spellcasters can accomplish this with a [[wand of enslavement]].&lt;br /&gt;
*[[Freezing Cloud]] also works beautifully; cast it on the oklob plant and then leave its line of fire.&lt;br /&gt;
*[[Fireball]] or a bouncing [[Lightning Bolt]] can also kill oklob plants from around a corner (though both spells make considerable amounts of [[noise]]).&lt;br /&gt;
*Summoned creatures can waylay it while you hang back. Command them to attack it using the 't' key, though you must keep the plant in your line of sight (preferably from behind a plant or summoned meatshield).&lt;br /&gt;
*Use invisibility to avoid attracting their attention. This significantly reduces their ability to hit you with acid, but they do still occasionally get lucky.&lt;br /&gt;
*Polymorphing an oklob plant is a dangerous gamble. While it can result in a relatively harmless [[wandering mushroom]], if you are out of luck you will instead get a [[thorn hunter]], [[shambling mangrove]] or even [[death cob]].&lt;br /&gt;
*[[Bolt of Inaccuracy]] is highly effective, if you've managed to find it.&lt;br /&gt;
*If you're not prepared to deal with them, just keep your distance. Oklob plants are a good time to remember that ''Crawl'' doesn't require you to kill everything that crosses your path. With all the different ways to travel between levels and gather [[rune]]s, it's rare for an oklob plant to be obstructing something that is ''absolutely'' vital.&lt;br /&gt;
*They can be confused rather easily, however, make sure you're not trying this when dealing with a lot of specimen at once. Standing between four of them when they lose confusion is nothing to laugh at.&lt;/div&gt;</summary>
		<author><name>Draugr</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Quasit&amp;diff=46821</id>
		<title>Quasit</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Quasit&amp;diff=46821"/>
				<updated>2018-03-10T13:24:36Z</updated>
		
		<summary type="html">&lt;p&gt;Draugr: Removed obsolete information about ring of sustain abilities which is no longer in game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version018}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Quasits''' are annoying [[tier-5 demon]]s whose attacks drain your [[dexterity]]. They've got high [[ev]]asion and a wide variety of resistances, making it difficult for low-level characters to defeat them without taking some stat damage. They are one of the few [[demon]]s you can encounter naturally in the upper floors of the [[Dungeon]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*[[Iskenderun's Mystic Blast]] ignores resistances, so it's perfect for the quasit, and [[Magic Dart]] is an option if you don't have Mystic Blast yet (though their AC will make it a slow process). [[Earth Magic]] like [[Stone Arrow]] or [[Sandblast]] (though you may wish to wield some [[stone]]s to help overcome their AC) will also work. If you only have [[fire]] and [[cold]] damage at your disposal, use the biggest spells you've got; their resistances aren't insurmountable.&lt;br /&gt;
&lt;br /&gt;
[[Category:Demon]]&lt;/div&gt;</summary>
		<author><name>Draugr</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ophan&amp;diff=46808</id>
		<title>Ophan</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ophan&amp;diff=46808"/>
				<updated>2018-03-06T08:53:06Z</updated>
		
		<summary type="html">&lt;p&gt;Draugr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
{{list of | holy monsters}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Ophanim''' are moderately powerful [[holy]] monsters with 7-tile halo [[aura]]s that attack solely using their two spells. As soon as they notice you, they cast Holy Flames to trap you in a ring of holy fire (thankfully, the center tile is left unaffected). They then proceed to hammer you with Bolt of Fire. They are very rare, only appearing in holy-themed [[Pandemonium]] or [[Ziggurat]] floors and sometimes in [[The Abyss]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
Get out of the ring of holy fire as soon as you can, preferably with a Blink. Undead characters should be wary as areas can soon be saturated with rings of holy fire.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The Ophanim (Hebrew for &amp;quot;wheels&amp;quot;) are a class of celestial beings found in the Book of Enoch, where they guard the throne of God without sleeping, along with the Cherubim and Seraphim. The wheels seen in Ezekiel's vision of the chariot are believed to also be Ophanim.&lt;/div&gt;</summary>
		<author><name>Draugr</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Talk:The_Tomb&amp;diff=46801</id>
		<title>Talk:The Tomb</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Talk:The_Tomb&amp;diff=46801"/>
				<updated>2018-03-02T15:16:49Z</updated>
		
		<summary type="html">&lt;p&gt;Draugr: Created page with &amp;quot;It looks like at some point the stairs in the Tomb have been replaced by one way stairs, so the reference to stairdancing is obsolete. I don't know when and how exactly this h...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It looks like at some point the stairs in the Tomb have been replaced by one way stairs, so the reference to stairdancing is obsolete. I don't know when and how exactly this has been done so I won't edit the main page (yet).&lt;br /&gt;
--[[User:Draugr|Draugr]] ([[User talk:Draugr|talk]]) 16:16, 2 March 2018 (CET)&lt;/div&gt;</summary>
		<author><name>Draugr</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=War_gargoyle&amp;diff=46788</id>
		<title>War gargoyle</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=War_gargoyle&amp;diff=46788"/>
				<updated>2018-02-28T13:22:41Z</updated>
		
		<summary type="html">&lt;p&gt;Draugr: edit: changed texts to reflect that War Gargoyles can be found in Vaults:4 already.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version020}}&lt;br /&gt;
{{list of|constructs}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''War gargoyles''' are significantly deadlier than any of their [[List of constructs#Gargoyles|gargoyle]] brethren. With more health, AC, and resistances, they can handle abuse slightly better. More importantly, however, they are capable of blasting you at range with deadly shrapnel. War gargoyles are found in [[the Iron City of Dis]], in the [[Vestibule of Hell]], in [[The Depths]] and sometimes in the lower levels of [[The Vaults]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
By the time you face war gargoyles, you'll likely have no difficulty getting through their defenses and taking them down, at least in comparison to the other threats you'll be facing. That being said, their breath attacks can deal surprising amounts of damage, especially if you let too many of them catch you in the open at once. Take cover when possible. If you have [[Lee's Rapid Deconstruction]] and keep them at distance, you will kill them quickly.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
War gargoyles were added in [[0.14]].&lt;/div&gt;</summary>
		<author><name>Draugr</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Draconian_shifter&amp;diff=45576</id>
		<title>Draconian shifter</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Draconian_shifter&amp;diff=45576"/>
				<updated>2017-07-19T11:24:55Z</updated>
		
		<summary type="html">&lt;p&gt;Draugr: /* Useful Info */  Added The Depths as possible place of appearance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
{{list of | draconians}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Draconian shifters''' are lightly armed [[warper]]s. Although not terribly dangerous on their own, they can [[blink]] their allies into melee range with you, and can disable your own ability to [[blink]], [[teleport]], or cast the spell [[Phase Shift]]. They can be found accompanying other draconians in [[the Realm of Zot]], in [[The Depths]] as well as occasionally appearing in [[the Abyss]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Like all draconians, they cannot [[see invisible]], and are much less likely to use magic against you when they cannot see you.&lt;br /&gt;
*Their ability to lock down your most reliable escape abilities and surround you with powerful enemies makes them one of the deadliest members of a draconian band. [[Silence|Silencing]] them will prevent them from using their spells, rendering them much less effective.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.13]], draconian shifters knew [[Banishment]] in place of [[Dimension Anchor]] and [[Blink Allies Encircling]].&lt;/div&gt;</summary>
		<author><name>Draugr</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Slime_Pits&amp;diff=45574</id>
		<title>The Slime Pits</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Slime_Pits&amp;diff=45574"/>
				<updated>2017-07-18T13:55:15Z</updated>
		
		<summary type="html">&lt;p&gt;Draugr: Added the hat of the alchemist to the list of mutation resistance sources.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
{{flavour|The Slime Pits are the amorphous realm of acids, jellies and slimes. Even the walls drip with painful acid. Any trace of intelligent beings has long been dissolved. Still, there are rumours of great treasures deep down, hidden safely away in secret chambers without door or window.&lt;br /&gt;
&lt;br /&gt;
The Slime Pits are five levels deep and contain the slimy rune. The entry is between Lair:6 and Lair:8.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|An entrance to the amorphous realm of acids, jellies and slimes.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Slime entry.png]]'''The Slime Pits''' are a 5-floor [[branch]] full of amorphous horrors. Four guaranteed treasure [[vault]]s, a large amount of [[experience]], and the slimy [[rune of Zot]] await anyone able to find their way to the bottom of the Slime Pits, but its difficulty and unique challenges make it dangerous for all but the best prepared characters. Stairs to the Slime Pits can be found between floors 6 and 8 of [[the Lair]]. While the entrance is found in [[the Lair]], it is much more dangerous than the 2 other branches that can be found there ([[Swamp]], [[Shoals]], [[Snake Pit]] or [[Spider's Nest]]), and should only attempted later in the game.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
Superficially, the Slime Pits closely resemble the [[Orcish Mines]]: each floor is either a single large irregular chamber or several smaller chambers connected only by [[stairs]]. Like the Orcish Mines, you can use a [[wand of digging]] to connect separate chambers together, easing travel. Bear in mind, however, that the walls of the Slime Pits are actually harmful to touch; every time you end a turn adjacent to a wall (even diagonally), you take a small amount of [[acid]] damage. Running through long, narrow hallways results in significant exposure to this damage. You can make your own 3-tile-wide hallways to be safe, but whether or not it's worth the time and wand charges is up to you.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Entering the Slime Pits unprepared can be an extremely costly mistake for low-level characters. The branch is home to high level jelly monsters that are fast and can inflict immense damage. [[Acid blob]]s rapidly corrode your equipment at range and melee, [[azure jelly|azure jellies]] have multiple [[cold]] attacks, and [[death ooze]] attacks can inflict [[rot]]. You'll also find [[shining eye]]s that induce numerous [[bad mutations]]. It's much safer to explore here after acquiring:&lt;br /&gt;
*A source of [[mutation resistance]] (worshiping [[Zin]], playing a [[halfling]] or [[undead]] character, wearing the [[Hat of the Alchemist]] or wielding the [[lajatang of Order]]).&lt;br /&gt;
*A source of acid resistance (any source of corrosion resistance will also provide this, as will playing a yellow [[draconian]]).&lt;br /&gt;
*A source of corrosion resistance ([[ring of resist corrosion]], various [[artifact]]s)).&lt;br /&gt;
&lt;br /&gt;
While the above are the only major [[intrinsic]]s, the following also come in handy:&lt;br /&gt;
*[[Cold]] resistance for azure jellies&lt;br /&gt;
*[[Clarity]] or high [[magic resistance]] for [[golden eye]]s&lt;br /&gt;
*A [[stasis]] (limited to [[formicid]]s) or high [[magic resistance]] for [[great orbs of eyes]]&lt;br /&gt;
&lt;br /&gt;
The Slime Pits contain many [[trap]]s (teleportation, shafts, Zot) that can leave you in a monster-filled dead end or next to a searing acid wall. It's strongly recommended you save this branch until you are at a high level to give you the best chance of detecting traps beforehand.&lt;br /&gt;
&lt;br /&gt;
The wide open floors and caustic walls make it impossible to effectively bottleneck opponents; expect to be swarmed by [[slime creature]]s and worse if you rush in too quickly. Fortunately, almost every monster here is mindless and silent, making it easy to creep forward, attract the attention of a single opponent, and lure it back a safe distance before killing it in privacy. When possible, limit yourself to quiet spells unless you feel confident about reliably nuking herds of jellies.&lt;br /&gt;
&lt;br /&gt;
Exploration of the Slime Pits will turn up very little apart from monsters and traps. There is no loot to be found outside of the boss' chambers, and only one [[unique]] is capable of spawning here ([[Dissolution]], a deadly jelly priest who should be killed as quickly as possible to avoid his [[Summon Eyeballs]] spell). There is no random food lying around, and no monsters here leave edible corpses, but hopefully you won't be spending enough time here to get hungry anyway.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind about the monsters you find in Slime is that few possess resistances other than poison or acid, and even fewer have any [[AC]] or [[EV]] worth mentioning. The lack of EV means that low-accuracy, high-damage spells such as [[Iron Shot]], [[Crystal Spear]], or the various bolt spells are highly effective, while the lack of AC can make spells such as [[Airstrike]] or [[Lee's Rapid Deconstruction]] (but not [[Shatter]]!) quite effective. [[Bolt of Inaccuracy]] or [[Explosive Bolt]] are both wonderful in Slime if you have the appropriate [[rod]]s and the [[Evocations]] skill to use them.&lt;br /&gt;
&lt;br /&gt;
===Slime: 5===&lt;br /&gt;
The fifth and final floor of the Slime Pits is an open chamber with a large, non-corrosive stone structure in the middle, made from four quarter-circle [[vault]]s. The floor is populated with eyes and jellies like the floors above, but in the center of the structure you'll encounter the boss of the Slime Pits, [[the royal jelly]] (see its article for advice on defeating it). Once TRJ is dead, the walls of the central structure will fall and disappear. However, be aware that many of the enemies here will eat the contents of the vaults if they gain access to them, and that if you wait too long, slimes may spawn inside the vaults naturally (fortunately, the rune and any artifacts cannot be eaten).&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can avoid all of this conflict by worshiping [[Jiyva]], the [[god]] of slimes. Doing so will render all monsters in the Slime Pits neutral to you, and at high enough piety, the walls of the vaults will disappear.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Golden eye}} || {{monsterlink|Eye of draining}} || {{monsterlink|Shining eye}} || {{monsterlink|Eye of devastation}} || {{monsterlink|Giant orange brain}} || {{monsterlink|Great orb of eyes}} &lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Jelly}} || {{monsterlink|Slime creature}} || {{monsterlink|Death ooze}} || {{monsterlink|Azure jelly}} || {{monsterlink|Acid blob}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Uniques===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Dissolution}} || {{monsterlink|The royal jelly}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.19]], the Slime Pits had six floors, and killing [[The Royal Jelly]] simply turned the walls of the final floor's vaults into translucent rock, leaving the problem of getting inside the vaults to the player.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.18]], there were an amulet of resist mutation, and an amulet of resist corrosion that were both useful for exploring Slime Pits. The later was changed into a ring.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.17]], Slime:6 prevented [[Teleport control]].&lt;br /&gt;
&lt;br /&gt;
In [[0.13]], [[spiny worm]]s could be found here. They were removed in [[0.14]].&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.7]], the Slime Pits walls did not inflict acid damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>Draugr</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Animate_Dead&amp;diff=38924</id>
		<title>Animate Dead</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Animate_Dead&amp;diff=38924"/>
				<updated>2015-11-11T12:26:12Z</updated>
		
		<summary type="html">&lt;p&gt;Draugr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
&lt;br /&gt;
{{Spell&lt;br /&gt;
|name=Animate Dead&lt;br /&gt;
|level=4&lt;br /&gt;
|school1={{Necromancy}}&lt;br /&gt;
|school2=&lt;br /&gt;
|school3=&lt;br /&gt;
|sources=&amp;lt;div&amp;gt;&lt;br /&gt;
* [[Book of Necromancy]]&lt;br /&gt;
* [[Book of Unlife]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|castingnoise=3&lt;br /&gt;
|spellnoise=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Flavour|Reanimates all corpses and skeletons in the vicinity as followers. This magic is unstable, so eventually those reanimated will crumble to dust. Zombies and skeletons cannot leave the level they were created on.}}&lt;br /&gt;
&lt;br /&gt;
[[Animate Dead]] is a level 4 [[Necromancy]] spell that attempts to raise all [[corpse]]s and [[skeleton]]s in [[LOS]] as [[zombie]]s or [[skeleton (monster)|skeleton]]s. These minions cannot heal or use [[stairs]], but will serve you faithfully until death or until they crumble to dust (this seems to have been changed with version 0.17). Some corpses cannot be raised in this manner.&lt;br /&gt;
&lt;br /&gt;
This spell is similar to [[Yredelemnul]]'s power of the same name.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
*Animate Dead is a very powerful spell for [[Kikubaaqudgha]] followers. Combining the Corpse Delivery ability with this spell allows you to rapidly create a large gang of allies at will, in exchange for a very affordable chunk of [[piety]] and [[MP]]. Other characters can also put it to good use; animating the remains of every powerful enemy you defeat on a given floor means that you'll have plenty of allies available in case you come across a very powerful [[unique]]. Couple it with [[Recall]] in order to compensate for the slow movement speed of the undead.&lt;br /&gt;
*Although pricier than [[Animate Skeleton]], Animate Dead offers significant advantages:&lt;br /&gt;
**Like skeletons, zombies have lower stats than the monsters they were raised from. However, the reduction is less dramatic (except for movement [[speed]]).&lt;br /&gt;
**Animate Dead can raise multiple corpses at once, and from a distance. This makes it a much more useful option in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
The following corpses are unaffected by Animate Dead:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Shapeshifter}}&lt;br /&gt;
{{monsterlink|Glowing shapeshifter}}&lt;br /&gt;
&lt;br /&gt;
The following corpses are too rotten for a proper zombie. You will get skeletons instead.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Necrophage}}&lt;br /&gt;
{{monsterlink|Ghoul (monster)}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Derived undead]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], raised creatures were permanent until death.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], [[plague shambler]]s would also only produce skeletons.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], [[vampire mosquito]]es, [[ugly thing]]s, [[very ugly thing]]s, [[guardian serpent]]s, [[sky beast]]s and [[Arachne]] could not be animated.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]] Animate Dead would ignore any corpses on a spot after the first corpse. &lt;br /&gt;
&lt;br /&gt;
Prior to [[0.5]], zombies and skeletons could use stairs, making this an excellent spell for creating armies.&lt;/div&gt;</summary>
		<author><name>Draugr</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spectral_Cloud&amp;diff=34604</id>
		<title>Spectral Cloud</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spectral_Cloud&amp;diff=34604"/>
				<updated>2015-03-19T16:29:01Z</updated>
		
		<summary type="html">&lt;p&gt;Draugr: Added link to Ghost crab&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
&lt;br /&gt;
'''Ghostly Flames''' is a monster-only spell which creates [[cloud]]s of ghostly flame. These deal a small amount of partially-irresistible [[negative energy]] damage to anything caught inside them, though the undead are immune to this. They also occasionally spawn short-lived [[spectral thing]]s which immediately attack you.&lt;br /&gt;
&lt;br /&gt;
The following enemy casts Ghostly Flames:&lt;br /&gt;
*{{monsterlink|Ghost crab}}&lt;br /&gt;
*{{monsterlink|Revenant}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Ghostly Flames was added in [[0.13]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>Draugr</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dancing_weapon&amp;diff=34602</id>
		<title>Dancing weapon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dancing_weapon&amp;diff=34602"/>
				<updated>2015-03-19T14:25:20Z</updated>
		
		<summary type="html">&lt;p&gt;Draugr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{no-bot-monster&lt;br /&gt;
|name=dancing weapon&lt;br /&gt;
|glyph={{Magenta|(}}&lt;br /&gt;
|tile=[[File:Dancing weapon.png]]&lt;br /&gt;
|flags={{Fighter flag}}&amp;lt;br&amp;gt;{{Levitate flag}}&lt;br /&gt;
|resistances={{Fire resistance 2}}, {{Cold resistance 2}}, &amp;lt;br&amp;gt;{{Electricity resistance 3}}, {{Poison resistance}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance 3}}, {{Drown resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=932&lt;br /&gt;
|holiness={{Nonliving}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=16-54&lt;br /&gt;
|avg_hp=35&lt;br /&gt;
|armour_class=17&lt;br /&gt;
|evasion=18&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 13-19&lt;br /&gt;
|size={{small}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=30 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=15&lt;br /&gt;
|base_hp=0&lt;br /&gt;
|extra_hp=0&lt;br /&gt;
|fixed_hp=15&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=dancing weapon&lt;br /&gt;
|species=dancing weapon&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|It has been enchanted to dance through the air and attack under its own power.}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Dancing weapons''' are [[weapon]]s animated into life and capable of attacking on their own. They are fast and hit relatively hard, and their high [[EV]], wide array of resistances, and immunity to many spells makes up for their minimal [[HP]]. Be aware that their stats vary based on the weapon type (dancing [[dagger]]s are much less of a threat than dancing [[giant spiked club]]s, for instance), and that dancing [[brand]]ed weapons will have especially potent attacks.&lt;br /&gt;
&lt;br /&gt;
Instead of leaving [[corpse]]s, dancing weapons simply become their base weapons when killed (unless they were summoned, in which case they disappear). These weapons may be enchanted or branded.&lt;br /&gt;
&lt;br /&gt;
Friendly weapons can appear via:&lt;br /&gt;
*[[Tukima's Dance]]&lt;br /&gt;
*[[Xom]] action&lt;br /&gt;
*High power [[Blade card]]&lt;br /&gt;
&lt;br /&gt;
Hostile weapons can appear via:&lt;br /&gt;
*Wandering [[the Vaults]] and [[the Depths]], also level 2 of the [[Elven Halls]] (Hall of Blades)&lt;br /&gt;
*The [[strange machine]]s in [[Tukima's Studio]]&lt;br /&gt;
*[[Xom]] action&lt;br /&gt;
*[[Beogh]]'s wrath&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Non-elemental [[Conjurations]], such as [[Airstrike]] or [[Iskenderun's Mystic Blast]], are very effective against dancing weapons (Airstrike especially so, since it's being applied to a flying target).&lt;br /&gt;
*Dancing weapons also lack [[see invisible]], so [[stabbing]] specialists with access to [[invisibility]] should have an easy time with them.&lt;br /&gt;
*Note the differences between a hostile dancing weapon and a [[mimic|weapon mimic]]:  weapon mimics are much slower, have only a poison-branded attack which bears no relation to the weapon being mimicked, and leave no &amp;quot;corpse.&amp;quot;&lt;br /&gt;
*In console, dancing weapons are distinguishable at a glance from normal melee weapons since they are &amp;quot;reversed&amp;quot;: dancing weapons are represented by {{Black|(}}, while normal weapons are represented by {{Black|)}}.&lt;/div&gt;</summary>
		<author><name>Draugr</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dancing_weapon&amp;diff=34601</id>
		<title>Dancing weapon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dancing_weapon&amp;diff=34601"/>
				<updated>2015-03-19T14:23:09Z</updated>
		
		<summary type="html">&lt;p&gt;Draugr: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{no-bot-monster&lt;br /&gt;
|name=dancing weapon&lt;br /&gt;
|glyph={{Magenta|(}}&lt;br /&gt;
|tile=[[File:Dancing weapon.png]]&lt;br /&gt;
|flags={{Fighter flag}}&amp;lt;br&amp;gt;{{Levitate flag}}&lt;br /&gt;
|resistances={{Fire resistance 2}}, {{Cold resistance 2}}, &amp;lt;br&amp;gt;{{Electricity resistance 3}}, {{Poison resistance}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance 3}}, {{Drown resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=932&lt;br /&gt;
|holiness={{Nonliving}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=16-54&lt;br /&gt;
|avg_hp=35&lt;br /&gt;
|armour_class=17&lt;br /&gt;
|evasion=18&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 13-19&lt;br /&gt;
|size={{small}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=30 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=15&lt;br /&gt;
|base_hp=0&lt;br /&gt;
|extra_hp=0&lt;br /&gt;
|fixed_hp=15&lt;br /&gt;
|intelligence={{Plant intelligence}}&lt;br /&gt;
|genus=dancing weapon&lt;br /&gt;
|species=dancing weapon&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|It has been enchanted to dance through the air and attack under its own power.}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Dancing weapons''' are [[weapon]]s animated into life and capable of attacking on their own. They are fast and hit relatively hard, and their high [[EV]], wide array of resistances, and immunity to many spells makes up for their minimal [[HP]]. Be aware that their stats vary based on the weapon type (dancing [[dagger]]s are much less of a threat than dancing [[giant spiked club]]s, for instance), and that dancing [[brand]]ed weapons will have especially potent attacks.&lt;br /&gt;
&lt;br /&gt;
Instead of leaving [[corpse]]s, dancing weapons simply become their base weapons when killed (unless they were summoned, in which case they disappear). These weapons may be enchanted or branded.&lt;br /&gt;
&lt;br /&gt;
Friendly weapons can appear via:&lt;br /&gt;
*[[Tukima's Dance]]&lt;br /&gt;
*[[Xom]] action&lt;br /&gt;
*High power [[Blade card]]&lt;br /&gt;
&lt;br /&gt;
Hostile weapons can appear via:&lt;br /&gt;
*Wandering [[the Vaults]] and [[the Depths]], sometimes also the [[Elven Halls]]&lt;br /&gt;
*The [[strange machine]]s in [[Tukima's Studio]]&lt;br /&gt;
*[[Xom]] action&lt;br /&gt;
*[[Beogh]]'s wrath&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Non-elemental [[Conjurations]], such as [[Airstrike]] or [[Iskenderun's Mystic Blast]], are very effective against dancing weapons (Airstrike especially so, since it's being applied to a flying target).&lt;br /&gt;
*Dancing weapons also lack [[see invisible]], so [[stabbing]] specialists with access to [[invisibility]] should have an easy time with them.&lt;br /&gt;
*Note the differences between a hostile dancing weapon and a [[mimic|weapon mimic]]:  weapon mimics are much slower, have only a poison-branded attack which bears no relation to the weapon being mimicked, and leave no &amp;quot;corpse.&amp;quot;&lt;br /&gt;
*In console, dancing weapons are distinguishable at a glance from normal melee weapons since they are &amp;quot;reversed&amp;quot;: dancing weapons are represented by {{Black|(}}, while normal weapons are represented by {{Black|)}}.&lt;/div&gt;</summary>
		<author><name>Draugr</name></author>	</entry>

	</feed>