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	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Vaults&amp;diff=61006</id>
		<title>The Vaults</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Vaults&amp;diff=61006"/>
				<updated>2022-05-30T23:24:23Z</updated>
		
		<summary type="html">&lt;p&gt;Gavin77: /* Vaults:5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version028}}&lt;br /&gt;
{{flavour|Possibly constructed by some powerful madman, the Vaults are said to be home to great treasures. The blood spattered liberally around the entrance suggests that there is a certain amount of violence, too.&lt;br /&gt;
&lt;br /&gt;
The entrance to this branch can be found between levels 13 and 14 of the Dungeon.&lt;br /&gt;
&lt;br /&gt;
This branch can only be entered while carrying at least 1 rune of Zot.&lt;br /&gt;
&lt;br /&gt;
This branch is 5 levels deep.&lt;br /&gt;
&lt;br /&gt;
This branch contains the entrance to the Crypt.&lt;br /&gt;
&lt;br /&gt;
This branch contains the silver rune of Zot.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Vaults entry.png]] '''The Vaults''' are a convoluted 5-floor [[Dungeon branch]] filled with long, wide hallways and countless treasure chambers, most of which are (unfortunately) empty. They are guarded by a wide variety of late-game monsters, as well as a number of guards unique to the branch, but the promise of the silver [[rune of Zot]], access to [[the Crypt]], and four guaranteed treasure or [[shop]] vaults makes it well worth the hazards. &lt;br /&gt;
&lt;br /&gt;
The gate to the Vaults can be found on either floor 13 or 14 of [[the Dungeon]]; it requires at least one [[Rune of Zot]] to open.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
The Vaults are a sprawling compound made up of wide hallways and small chambers of various shapes and sizes, most of which are separated by [[door]]s. Composed primarily of stone, metal, and crystal [[wall]]s, only the most powerful [[Earth Magic]] specialists or sufficiently pious followers of [[Lugonu]] can expect to alter the floor plan much. Because the arrangement of rooms can be extremely convoluted, it's easy to get cut off from the stairway back up if you aren't careful; try to clear rooms methodically to avoid enemies you missed showing up when you're already half dead.&lt;br /&gt;
&lt;br /&gt;
The fifth and final floor changes this pattern abruptly. The floor contains four very large rectangular chambers that take up almost the entire area, save for a cross-shaped central hallway separating them all and an outer hallway bordering everything. These four large vault chambers have openings at each corner. All three normal staircases from the 4th to the 5th floor dump you in the very center of the floor, which will be surrounded by many [[vault guard]]s and other angry Vault inhabitants. Fortunately, this floor also houses an immense amount of loot and possibly shops, along with the silver rune of Zot.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
The Vaults are inhabited by a wide variety of monsters (almost anything threatening that can appear in the lowest floors of the Dungeon or [[the Depths]] can generate here) with a very diverse array of attacks, but simply getting beaten to death by brute force is an everpresent threat. [[Stone giant]]s, [[yaktaur]] bands, and other common creatures have high physical damage output at range, and the wide hallways and open chambers make it difficult to effectively bottleneck opponents or cut off lines of fire. Pack enemies also appear in great numbers, ranging from high-level [[orc]] bands to devastating [[hell knight]] packs, and the various guard units unique to the Vaults each cause their own issues:&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Vault guard}}- Plentiful lumbering oafs with heavy weapons and sturdy armour.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Vault sentinel}}- Wakes up nearby enemies, afflicts you with [[Sentinel's Mark]], often has a [[crossbow]].&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Vault warden}}- Can seal [[door]]s and [[stairs]] around you, forcing you to kill it to escape.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ironbound convoker}}- Recalls and buffs enemy units from elsewhere on the floor.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ironbound preserver}}- Soaks partial damage for other enemies, effectively doubling their HP until the preserver dies.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ironbound frostheart}}- [[Creeping Frost|Freezes]] anything standing by the walls.&lt;br /&gt;
&lt;br /&gt;
{{monsterlink|Ironbound thunderhulk}}- [[List of ogres|Ogres]] who bombard you with lightning, but only from a distance.&lt;br /&gt;
&lt;br /&gt;
Bring sufficient firepower, take your time, and be ready to take a different staircase down if the one you just used places you in a fight you don't want to deal with right away. Also, if you get hit with a Sentinel's Mark, retreat to an empty floor as quickly as possible. The reinforcements it will bring can be devastating on a mostly unexplored floor.&lt;br /&gt;
&lt;br /&gt;
Do not enter Vaults:5 before you are ready for it. If you had difficulty with floors 1-4, floor 5 will probably be too much for you, and even peeking down there ''can be immediately fatal''.&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;
| {{monsterlink|Aizul}}&lt;br /&gt;
| {{monsterlink|Asterion}}&lt;br /&gt;
| {{monsterlink|Bai Suzhen}}&lt;br /&gt;
| {{monsterlink|Boris}}&lt;br /&gt;
| {{monsterlink|Donald}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Frederick}}&lt;br /&gt;
| {{monsterlink|Jory}}&lt;br /&gt;
| {{monsterlink|Mara}}&lt;br /&gt;
| {{monsterlink|Margery}}&lt;br /&gt;
| {{monsterlink|Mennas}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Nikola}}&lt;br /&gt;
| {{monsterlink|Saint Roka}}&lt;br /&gt;
| {{monsterlink|Sojobo}}&lt;br /&gt;
| {{monsterlink|Xtahua}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Vaults:5===&lt;br /&gt;
The fifth floor is an abrupt change from the first four. All of the standard down staircases to V:5 place you in the very center of the floor, with a ring of over a dozen [[vault guard]]s waiting for you and several other (much more dangerous) opponents lurking right behind them. These monsters can include [[titan]]s, [[storm dragon]]s, [[quicksilver dragon]]s, [[shadow dragon]]s, and [[lich]]es, along with the worst of what you've encountered on the previous 4 floors. No matter what your character type may be, charging in and slugging it out is very likely to go poorly.&lt;br /&gt;
&lt;br /&gt;
Resistances are much more important on V:5 than on the floors above. The [[draining]] attacks of shadow dragons can strip away your [[HP]] with frightening speed unless you have [[negative energy]] resistance (the more the better). Failing that, high [[ev]]asion and possibly [[Repel Missiles#Player sources|Repel Missiles]] help tremendously. Storm dragon breath can be brutal as well without [[electricity]] resistance, which also protects against the lightning bolts of [[titan]]s. [[Quicksilver dragon]]s deal severe damage regardless of your defenses and can dispel any buffs you might be taking advantage of, so try to make them a high priority. Packing some [[fire]] and [[cold]] resistance on top of everything else is advisable, as there are plenty of other dragon types around, not to mention casters with broad spell lists. High [[willpower]] will help protect you from some of the dangerous enchantments you're likely to see here ([[Slow]], [[Confuse]], [[Paralyze]], [[Banishment]], and ''especially'' [[Sentinel's Mark]]).&lt;br /&gt;
&lt;br /&gt;
When entering V:5 for the first time, use what buffs are at your disposal before heading down: [[Haste]], [[Might]], [[potion of brilliance|Brilliance]], [[Heroism]]/[[Finesse]]... Haste is particularly important, either for darting through the ring of guards towards a hallway or for killing as many of them as quickly as possible. [[Invisibility]] isn't so helpful here -- the vault guards and many of the most dangerous threats down here can all [[see invisible]].&lt;br /&gt;
&lt;br /&gt;
[[Stair dancing]] to break up the oncoming horde into manageable squads can work very well, but a [[vault warden]] sealing the staircases from the edge of your vision, a [[tentacled monstrosity]] constricting you, or a [[list of dragons|dragon]] trampling you off the stairs before you can make it back up will ruin your day. [[Javelin]]s, Level 6-9 [[Conjurations]] spells, or offensive [[Invocation]]s can usually take out such threats quickly, but they still leave you subject to several attacks in the meantime. &lt;br /&gt;
&lt;br /&gt;
A good tactic can be to teleport yourself out of the ring of guards into one of the hallways surrounding the treasure vaults, forcing most of your opponents to come at you from one direction instead of all sides. [[Blink]] might land you where you want to go, but a [[scroll of blinking]] will guarantee it. Alternatively, a [[scroll of teleportation]] might land you in one of the sparsely-populated hallways along the edges of the level, where you can begin methodically clearing the level at a slower pace; of course, it might also land you in the middle of one of the treasure chambers along with an assortment of far deadlier enemies. Taking an [[escape hatch]] or a [[shaft]] down from V:4 can produce a similar result, but with the added bonus of not necessarily waking the guards around the stairs.&lt;br /&gt;
&lt;br /&gt;
If you do choose to stand and fight, use the most powerful area-of-effect attacks you have. [[Freezing Cloud]], [[Ozocubu's Refrigeration]], [[Starburst]], [[Olgreb's Toxic Radiance]]/[[Ignite Poison]]... Extremely high-level spells like [[Ignition]], [[Fire Storm]], [[Polar Vortex]], or [[Shatter]] are very effective, if you can cast them. Be aware that the noise you generate will wake and lure out monsters from the four treasure vaults.&lt;br /&gt;
&lt;br /&gt;
For a more subtle approach, you can try slowing or disabling opponents with spells like [[Dazzling Flash]], [[Metabolic Englaciation]], or [[Leda's Liquefaction]]. [[Alistair's Intoxication]] works well here, as you'll confuse the majority of the guards, causing them to injure each other and leaving you free to take out the more serious threats. [[Discord]] can also work, but you'll want to have an escape plan so you aren't standing in the middle of an angry mob as it tears itself apart.&lt;br /&gt;
&lt;br /&gt;
Characters without magic still have a couple tools at their disposal. Several gods offer potent invokable abilities, such as [[Cheibriados]]'s Slouch, [[Nemelex Xobeh]]'s deck of destruction, [[Ru]]'s Apocalypse, or [[Qazlal]]'s Disaster Area. A [[condenser vane]] with some [[Evocations]] training behind it can whittle down your attackers to manageable levels. Another tactic is to stack as much [[fire resistance]] as possible, waltz down the stairs to V:5, read a [[scroll of immolation]], and set off a chain reaction. You'll still take considerable damage and will generate an immense amount of noise, but successfully pulling it off is a blast (literally).&lt;br /&gt;
&lt;br /&gt;
The worst possible thing that can happen on V:5 is to receive a [[Sentinel's Mark]]. If this happens, quaff a [[potion of cancellation]] or quickly retreat up the stairs to V:4. Normally, targeting yourself with your own [[draconian|purple draconian]] breath or [[Yara's Violent Unravelling]] isn't a recommended tactic, but if you're out of potions of cancellation, stripping a V:5 Sentinel's Mark by any means necessary is often worth the risk.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*[[0.28]] removed [[ironbound beastmaster]]s.&lt;br /&gt;
*[[0.27]] added [[ironbound frostheart]]s, [[ironbound thunderhulk]]s, and ironbound beastmasters. Additionally, many of the weaker enemies that could spawn in the Vaults were reduced in number or removed altogether.&lt;br /&gt;
*Prior to [[0.14]], it was not necessary to obtain a [[rune of Zot]] to enter this branch, and its entrance was located on D:15-20. Also, the four chambers on Vault:5 only had entrances on the corners nearest the center of the floor.&lt;br /&gt;
*Prior to [[0.12]], the Vaults were made up of 8 floors, the first 7 of which were all wide open areas spotted with rectangular rooms. Also, the [[vault guard]] was the only guard-type monster found here, and they usually appeared on the eighth floor.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Branches]]&lt;/div&gt;</summary>
		<author><name>Gavin77</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Walkthrough&amp;diff=61004</id>
		<title>Walkthrough</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Walkthrough&amp;diff=61004"/>
				<updated>2022-05-30T05:41:30Z</updated>
		
		<summary type="html">&lt;p&gt;Gavin77: /* Abyss */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version028}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This page only covers the general strategy and route of the game. For specific topics and tactics, see the related pages. The following are good reads for beginners:&lt;br /&gt;
&lt;br /&gt;
*[[Background and race combinations for beginners]]&lt;br /&gt;
*[[Character guides]]&lt;br /&gt;
*[[Escaping from (and avoiding) trouble]]&lt;br /&gt;
*[[Strategy guides]]&lt;br /&gt;
*[[Tips and tricks]]&lt;br /&gt;
*[[Weapon choice]]&lt;br /&gt;
&lt;br /&gt;
For generic character building strategy see:&lt;br /&gt;
&lt;br /&gt;
*[[Early Game Character Building]]&lt;br /&gt;
*[[Mid Game Character Building]]&lt;br /&gt;
*[[Late Game Character Building]]&lt;br /&gt;
&lt;br /&gt;
You can also check each of the individual [[Branch]] pages for more information on a particular part of the dungeon.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Early Dungeon==&lt;br /&gt;
As the game starts, you'll find yourself in the [[Dungeon]]. The first levels are rather simple, but there are a few notable threats.&lt;br /&gt;
&lt;br /&gt;
If you do decide to take on a threat, isolate it and use any tricks at your disposal -- [[ranged weapon]]s, [[spells]], [[wand]]s, [[throwing]] weapons, and more. Remember, you're under no obligation to kill the monsters '''now'''. ''You'' get more powerful over the course of the game. The uniques and other &amp;quot;local bullies&amp;quot; don't. It is perfectly fine to partially skip a dangerous level and come back later if you want to.&lt;br /&gt;
&lt;br /&gt;
===D:1===&lt;br /&gt;
While the first floor is the simplest, featuring no possibility of any [[unique]], it isn't something to be taken lightly. Physically weaker characters (those not of a Warrior start) have to beware of fast threats, namely [[jackal]]s and [[quokka]]s, as you simply can't retreat from them. [[Gnoll]]s are also tough enemies, though thankfully won't start in packs... yet. Even as a tough brute, you'll want to always limit monster interactions to one at a time.&lt;br /&gt;
&lt;br /&gt;
===D:2===&lt;br /&gt;
The threat of fast enemies persists, this time being [[adder]]s. Adders are also [[poison]]ous, which catches up to you very quickly. If absolutely necessary, drink [[potion]]s and hope for a [[potion of curing]] or other threat-ending consumable. [[Gnoll]]s and even [[orc]]s can form bands, or large groups. You don't want to be skewered by 3 [[spear]]-wielding gnolls, hitting you from afar, all at once. And you most likely won't want to deal with [[orc wizard]]s or especially [[orc priest]]s (detailed below) yet.&lt;br /&gt;
&lt;br /&gt;
===D:3+===&lt;br /&gt;
[[Orc priest]]s are 'in-depth' along with orc bands from D:3 onwards, though [[out of depth]] spawns can reach even into D:2. Low-HP species will be perennially afraid, as priests can [[smite]] for up to 17 damage per turn ''as long as they can see you''. Even if you are a stronger combo, fighting a full pack with a priest isn't a good idea.&lt;br /&gt;
&lt;br /&gt;
[[Ogre (monster)|Ogre]]s tend to spawn on D:4. Dealing up to 39 damage per melee hit thanks to their [[giant club]]s, Ogres can easily 1-shot or 2-shot players. Thankfully, they attack slowly - if they've swung, you will gain space against them.&lt;br /&gt;
&lt;br /&gt;
[[Centaur]]s have a natural depth of D:5. They outrun you while pelting arrows from range. You'll either need to face them in melee (where they won't fire at you anymore), or otherwise [[Escaping from (and avoiding) trouble|use an item]] to ease the situation.&lt;br /&gt;
&lt;br /&gt;
Of course, there'll be threats everywhere, but these are some of the early highlights. Depending on your character build, you might find some of these threats unamusing. For example: An ordinary, average HP melee fighter won't find much difficulty with centaurs, if they hide behind walls in order to restrict reciprocal [[line of sight]]. However, there's a few unmentioned monsters which are very dangerous to face...&lt;br /&gt;
&lt;br /&gt;
===Uniques===&lt;br /&gt;
[[Unique monster]]s always have a name, and can only spawn once per game. More often than not, they'll stand out from the crowd -- in a way that'll most likely get you killed. A D:2 [[Sigmund]] receives his title of &amp;quot;Dreaded&amp;quot; for good reason! Other extremely scary uniques are [[Grinder]] (who can [[paralyze]] you, giving many free attacks while you have no [[EV]]) and [[Ijyb]] (who always spawns with a [[wand]]). Regardless, if you're unfamiliar, you should check them out with '''x''' '''v''' in order to see their abilities.&lt;br /&gt;
&lt;br /&gt;
===Portals===&lt;br /&gt;
Throughout the game, you will find various [[portal]]s to optional levels. Many of the portals are timed, so if you wish to enter them at all, you must do so quickly!&lt;br /&gt;
&lt;br /&gt;
Portal levels have different themes, so always look up whichever Portal you've found, and consider whether you're equipped to deal with it. Some of these are obvious; you'll want fire resistance for the [[Volcano]], and cold resistance for the [[Ice Cave]]. If the portal abuses your weaknesses, skip it! Likewise, if the &amp;quot;guards&amp;quot; around the portal are too tough for you, you probably won't survive long in the portal itself.&lt;br /&gt;
&lt;br /&gt;
Before you venture into these portals, be sure you have enough space in your inventory to bring back any loot you find, as you will not be able to re-enter the portal. Once you're in, take stock of the situation, and explore carefully. Keep track of the exit portals (there's always at least one handy), and leave whenever you feel you're outmatched!&lt;br /&gt;
&lt;br /&gt;
Some of the first portals you might see include:&lt;br /&gt;
&lt;br /&gt;
*The [[Sewer]], filled with lots of water, and mostly weak monsters. Watch out for [[poison]]ous snakes, and whatever lurks at the end of this portal.&lt;br /&gt;
&lt;br /&gt;
*The [[Ossuary]], with lots of [[zombie]]s and [[mummy (monster)|mummies]], and occasionally some exotic undead.&lt;br /&gt;
&lt;br /&gt;
*The [[Bailey]], home to militant [[orc]]s and other monsters. Many of them hold [[boomerang]]s or [[crossbow]]s to abuse specially-crafted terrain.&lt;br /&gt;
&lt;br /&gt;
==The Temple==&lt;br /&gt;
The Ecumenical Temple, located somewhere on Dungeon:4-7, contains a plethora of [[god]]s. Players who've yet to find a god, that are able to worship a god, will most likely find the temple very useful. For more details, see the [[choosing a god]] article.&lt;br /&gt;
&lt;br /&gt;
From here on out, threats start blending in. You'll acquire the strength and tools to handle many more situations, and gain more flexibility with avoiding threats altogether. This point might not be ''exactly'' when you enter the Temple, but getting a god often represents a large power spike. (Note: Most gods start providing perks at 1* of piety.)&lt;br /&gt;
&lt;br /&gt;
==Early Branches==&lt;br /&gt;
While exploring the dungeon, you will find the entrances to [[the Lair|the Lair of Beasts]] on Dungeon:8-11, and the [[Orcish Mines]] on Dungeon:9-12.&lt;br /&gt;
&lt;br /&gt;
Most players will find it easier to clear the Lair first, typically anywhere after clearing D:10 to D:12.&lt;br /&gt;
===The Lair===&lt;br /&gt;
The [[Lair]] features fast moving enemies with poison, who are difficult to escape from. [[Poison resistance]] is definitely recommended. If your character lacks poison resistance, or defenses in general, you might wish to explore a bit more of the Dungeon.&lt;br /&gt;
&lt;br /&gt;
[[Hydra]]e are another major threat, able to mercilessly tear apart your character. Even if you can survive up to 8 attacks per turn, make sure not to use an edged weapon ([[long blades]], [[axes]], [[lajatang]]s, or heavy [[polearms]]) without flaming, lest you grow even more. Other threats include packs of hard-hitting and hard-to-hit [[blink frog]]s, petrifying [[catoblepae]], and the occasional herd of powerful [[elephant]]s or [[death yak]]s. Apart from [[rime drake]]s or the occasional [[unique]], monsters dealing elemental damage are rare here.&lt;br /&gt;
&lt;br /&gt;
Like all the other branches you'll encounter, the sixth and final level of Lair is the hardest. Unless there's a [[portal]] there, you won't lose anything by leaving it for later. Feel free to exit that floor if it's too hard, and come back to it when you're stronger.&lt;br /&gt;
&lt;br /&gt;
The Lair always has three branches containing [[runes of Zot]]. Two are selected between [[the Shoals]] or [[the Swamp]] and [[Snake Pit]] or [[Spider's Nest]], while the third and most dangerous of the three is [[the Slime Pits]]. These are all much more difficult than Lair, so ignore them until later!&lt;br /&gt;
&lt;br /&gt;
===The Orcish Mines===&lt;br /&gt;
Despite the fact that its entrance can appear earlier, the [[Orcish Mines]] are tougher than [[the Lair]]. Various [[List of orcs|special types of orc]], like [[orc sorcerer|sorcerers]] or [[orc high priest|high priests]], will stand in your way. The scariest brutes are [[orc warlord]]s, [[stone giant]]s, and [[ettin]]s; though, thankfully, only the former appears with any regularity throughout Orc.&lt;br /&gt;
&lt;br /&gt;
The first level is often split into disjointed rooms, so make sure you explore all the staircases on the lower level to avoid missing out on treasure and experience. The second level, in turn, will always contain multiple shops to spend the gold you've inevitably accumulated by this point.&lt;br /&gt;
&lt;br /&gt;
Sources of [[willpower]] are useful here to prevent [[paralysis]] or other nasty effects that orcs might inflict on you.&lt;br /&gt;
&lt;br /&gt;
You'll find the entrance to the [[Elven Halls]] on the second level, but don't go in yet, as the elves are much tougher than the orcs.&lt;br /&gt;
&lt;br /&gt;
===Later Dungeon===&lt;br /&gt;
The dungeon itself (from D:12 onward) is considered the 3rd option at this stage of the game, and its perfectly fine to clear all the way up to D:15 if you wish. However, plenty of threats can dissuade Dungeon divers. [[Ugly thing]]s hit hard and move quickly, [[skeletal warrior]]s are even tougher, and pregenerated entrance [[vault]]s (often, to [[the Vaults]]) have great danger. It's certainly possible to tackle these threats early, though a character who has cleared Lair and/or Orc will struggle a lot less. As a soft rule of thumb, you can stay in the Dungeon until you find a threat (such as the aformentioned) that's too much to handle.&lt;br /&gt;
&lt;br /&gt;
You'll find the entrances to the Vaults and [[the Depths]] before too long, but you should leave these for later. &lt;br /&gt;
&lt;br /&gt;
Once you're done with all three branches, it's time to begin acquiring the [[runes of Zot]].&lt;br /&gt;
&lt;br /&gt;
==Lair Branches==&lt;br /&gt;
The easiest branches in which you can find [[rune]]s are the Lair branches. You will always have three branches to choose from: [[Snake Pit]] or [[Spider's Nest]], [[the Swamp]] or [[the Shoals]], and the innumerably more difficult [[Slime Pits]]. They're listed below in rough order of difficulty, from easiest to hardest. You might also refer to the Elven Halls section, if all the branches are too hard for you.&lt;br /&gt;
&lt;br /&gt;
Poison resistance is helpful in Swamp and almost a requirement in Snake Pit and Spider's Nest. If you still haven't found any, you can attempt to slay a [[swamp dragon]] for [[swamp dragon scales|its scales]] in Swamp, hope for equipment to show up in Shoals, or (dubiously) explore levels 1-2 of the [[Elven Halls]].&lt;br /&gt;
&lt;br /&gt;
===Snake Pit===&lt;br /&gt;
The [[Snake Pit]] is populated by hordes of [[list of snakes|snakes]] and [[list of nagas|nagas]]; [[Poison]] damage and [[constriction]] are both common, and [[mana viper]]s are especially dangerous to spellcasters. Most of the Nagas move fairly slow (until [[haste]]d), which combined with the Pit's Dungeon-like layout, allows you to control threats with ease. To compensate, they'll come with ranged attacks, especially if you encounter [[Vashnia]]'s crew. Non-humanoid snakes are fast... though most are slowed down by [[cold]].&lt;br /&gt;
&lt;br /&gt;
In addition to the obvious choice of [[poison resistance]], [[fire resistance]] will help with the [[salamander]]s, and [[electricity resistance]] will help with the [[shock serpent]]s.&lt;br /&gt;
&lt;br /&gt;
If you're well prepared, and take things carefully, it won't take long until you slither across the [[Rune of Zot|serpentine rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Spider's Nest===&lt;br /&gt;
The Spider's Nest has swarms of fast-moving [[list of arachnids|spiders]] that can quickly inflict severe poisoning, so don't enter without poison resistance unless absolutely necessary. But poison might quickly be the least of your worries...&lt;br /&gt;
&lt;br /&gt;
A variety of threats will swarm you in the cavernous layout of the Nest, with few true chokepoints to abuse. [[Tarantella]]s have a confusing bite, leaving you stumbling about. [[Entropy weaver]]s will [[corrode]] you, lowering both armour and melee. Invisible [[Ghost moth]]s will rapidly drain your [[MP]], if you aren't [[invisible]] yourself. All the while, [[emperor scorpion]]s and [[broodmother]]s are formidable melee threats on their own. Remember -- this is all ''with'' the fast, poisonous brood! Fortunately, the common spiderspawn is frail, not particularly resistant, and vulnerable to [[poison]].&lt;br /&gt;
&lt;br /&gt;
Once you complete the final floor, you'll find the [[Rune of Zot|gossamer rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Swamp===&lt;br /&gt;
The Swamp is an open marsh filled with trees and water, and its inhabitants won't let you forget that.&lt;br /&gt;
&lt;br /&gt;
Right off the bat, [[Eleionoma]]e and [[spriggan druid]]s will force you to beware of direct wooded contact. And be careful to only fight from solid ground, unless your character does well in shallow water or can [[fly]]. Even then, [[hydra]]e (remember Lair?) and the many other threats of Swamp will straight up outrun you unless you are both flying ''and'' [[haste]]d. Fortunately, if you've found a way to clear the multi-headed foes, those threats shouldn't be ''too'' hard to deal with. It might still be a struggle when a [[swamp worm]] pulls you into unfamiliar territory, especially if you don't have resistances (poison, [[willpower]] for [[fenstrider witch]]es, rCorr for [[goliath frog]]s) to manage.&lt;br /&gt;
&lt;br /&gt;
Some of the other bigger threats include [[thorn hunter]]s, [[shambling mangrove]]s, [[tentacled monstrosities]], and at the end, possibly even [[the Lernaean hydra]]. But if you can overcome it all, you will eventually find the [[Rune of Zot|decaying rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Shoals===&lt;br /&gt;
[[The Shoals]] are made up of several islands, surrounded by vast amounts of water. A source of flight is useful, as you'll probably need to fight from solid ground or [[fly]] to avoid incurring penalties. Also useful is a source of invisibility, since almost none of the monsters here can see invisible. (However, invisibility is ineffective if you are standing in water instead of flying)&lt;br /&gt;
&lt;br /&gt;
Expect to have to deal with foes such as [[list of merfolk|merfolk bands]], [[list of centaurs#satyrs|various satyrs]], and perhaps even the dreadful Witch of the Tides, [[Ilsuiw]]. Many of the enemies here use [[Hexes]], so [[willpower]] is important. Ranged weapons are also common, so an [[amulet of reflection]] or [[scarf]] of [[repulsion]] is invaluable here.&lt;br /&gt;
&lt;br /&gt;
Whatever you do, be very careful when you explore, only [[autoexplore|autoexploring]] after you've eliminated most of the threats. Otherwise you will often find yourself trapped in combat, making your chances of collecting the [[Rune of Zot|barnacled rune of Zot]] very slim.&lt;br /&gt;
&lt;br /&gt;
===Slime Pits===&lt;br /&gt;
[[The Slime Pits]] are much more dangerous than the other branches, and require quite a lot of preparation before you can clear them with any semblance of safety. You shouldn't go here until you've ''at least'' completed the other two Lair branches, and even then, you're often better off acquiring your third rune from [[the Vaults]] or [[the Abyss]]. If you decide to come here, it's also suggested to clear the early floors of Vaults and maybe even Depths. Players tend to dive, going down staircases as soon as possible; there's no loot, and XP is minimal.&lt;br /&gt;
&lt;br /&gt;
Once you feel you're ready to enter the pits, you will need [[corrosion resistance]]. All three [[list of eyeballs|eyeballs]] inflict scary effects; [[Malmutate]] from [[shining eye]]s, [[willpower]]-based [[confusion]] from [[golden eye]]s, and irresistible [[paralysis]] from [[floating eye]]s. Don't forget the actual slimes, which are pretty tough and come in great numbers. And make sure to read [[the Royal Jelly]]'s page and develop a strategy for dealing with it.&lt;br /&gt;
&lt;br /&gt;
The one exception to all of this is characters who worship [[Jiyva]], who can waltz in and pick up the [[Rune of Zot|slimy rune of Zot]] with zero resistance after reaching 6 stars of piety.&lt;br /&gt;
&lt;br /&gt;
==The Elven Halls==&lt;br /&gt;
If your lacking in anything in particular, clearing the first two floors of the [[Elven Halls]] may provide you with them. The Halls feature many dangerous [[list of deep elves|deep elven]] casters. The most common ones are [[deep elf pyromancer]]s and [[deep elf zephyrmancer|zephyrmancers]], meaning its nice to have rF and rElec.&lt;br /&gt;
&lt;br /&gt;
Be careful about opening the [[runed door]]s on the second level, as they open to the [[Hall of Blades]]. This can be a dangerous place and it may not even be worth visiting if you already have a good weapon. Dancing weapons are already a big turn off for an early Elf, being fast, not that weak, and near omni-resistant.&lt;br /&gt;
&lt;br /&gt;
Thanks to the wide variety of magic, virtually every [[resistance]] will come in handy, but the most important one is [[willpower]]. If your willpower is too low, you could be [[banishment|banished]] into the [[Abyss]]. [[Silence]] (or a [[scroll of silence]]) will shut off most elven threats, though [[deep elf blademaster]]s and [[Deep elf master archer|master archers]] still remain major threats. Dancing weapons also come with high [[AC]] and a variety of resistances, meaning your own magic might not perform well.&lt;br /&gt;
&lt;br /&gt;
Some people like to complete this branch fairly early, even before finishing any of the Lair Branches. While this isn't impossible by any means, it's very difficult, and shouldn't be tried by inexperienced players.&lt;br /&gt;
&lt;br /&gt;
The final level of the Elven Halls contains a treasure chamber with massive amounts of loot, but also lots and lots of the most dangerous types of elves.&lt;br /&gt;
&lt;br /&gt;
==The Vaults==&lt;br /&gt;
[[The Vaults]] are an excellent place to collect your third [[Rune of Zot|rune]], although some characters may prefer [[the Abyss]] or [[Slime Pits]]. In any case, to enter the Vaults you will need to obtain at least one rune, preferably from a Lair branch.&lt;br /&gt;
&lt;br /&gt;
Once you enter, the most helpful thing you can have is decent defenses: [[AC]], [[EV]], and [[SH]]. Elemental damage isn't uncommon, and there's a wide variety, so it's best to have wide spread of [[resistance]]s. [[Willpower]] is particularly important for [[vault sentinel]]s, so if you don't think you can fight an entire floor at once, you'll also want that (as well as the ever present threat of [[paralysis]] from here onwards).&lt;br /&gt;
&lt;br /&gt;
[[The Vaults#Vaults:5|Vaults:5]] is exponentially harder than the earlier levels, so players often do Vaults:1-4 and [[Depths]] before attempting it. Read the [[The_Vaults#Vaults:5|V:5]] page for a detailed list of the tools and strategies needed to reach that [[Rune of Zot|silver rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Crypt===&lt;br /&gt;
As you explore the Vaults, you'll eventually find [[the Crypt]], home to all manner of [[undead]]. The Crypt tends to be dangerous to any living character due to many sources of [[torment]]. You'll want [[negative energy resistance]] (more is always better); cold resistance can also help. Therefore, it is great place for (re)gaining piety for [[The Shining One]] or [[Zin]].&lt;br /&gt;
&lt;br /&gt;
There is usually no need to enter the Crypt in a three-rune game. Characters that can take torment -- the [[undead]], worshippers of [[Kiku]], and the aformentioned good gods -- won't mind, however.&lt;br /&gt;
&lt;br /&gt;
==Depths==&lt;br /&gt;
[[The Depths]] are fairly straightforward. Four floors of elaborate and often very open layouts teeming with monsters leading up to the [[The Realm of Zot|Realm of Zot]] entrance. Along the way, you'll find entrances to [[the Abyss]], [[the Vestibule of Hell]], and [[Pandemonium]]. Again, if you are only going for a three-rune game, you will have little reason to enter these branches if you already got your third rune from Vaults:5 or the Slime Pits.&lt;br /&gt;
&lt;br /&gt;
==Abyss==&lt;br /&gt;
[[The Abyss]] is the easiest of the branches you'll run across in the Depths. Unsurprisingly, followers of [[Lugonu]] will have an easier time, as they can leave for the low cost of 15 piety. The Abyssal rune will generate on level 3-5, with higher chance the deeper you go. Unfortunately, monster spawns also ramp up quickly on the deeper levels, so level 3 is often the deepest most characters will want to go.&lt;br /&gt;
&lt;br /&gt;
In the Abyss, no monsters will give experience, items, or piety. In exchange, when you gather the rune, you are immediately given 2 XP levels and the skill points to match. However, killing monsters will eventually open up a portal out (and even later, a portal deeper). XP is also needed to counter temporary [[mutation]]s and various forms of [[stat]] drain found throughout this plane.&lt;br /&gt;
&lt;br /&gt;
Teleportation is often the best way to escape a dodgy situation in the Abyss. After teleporting, you can make good use of [[potion of ambrosia|potions of ambrosia]] to quickly heal up when no monsters have yet generated near you. Stealth and sources of regeneration help, as you will constantly be on the run (thus, have few places to heal up). Finally, [[Apportation]] is great for nabbing that abyssal rune of Zot before you teleport away.&lt;br /&gt;
&lt;br /&gt;
==Pandemonium==&lt;br /&gt;
Players most likely shouldn't enter the [[Pandemonium]] if they only want to win. The Pandemonium is a series of endless, but stable, realms, filled with all sorts of [[demon]]s and other endgame monsters.&lt;br /&gt;
&lt;br /&gt;
It contains five runes, one of which, the [[Rune of Zot|demonic rune of Zot]], is guarded by a randomly generated lord. The [[Rune of Zot|other four]] are guarded by unique [[pandemonium lord]]s. You can only enter their realm once, leaving the rune forever if you can't kill, dodge, or outsmart them.&lt;br /&gt;
&lt;br /&gt;
This place requires a ton of [[Pandemonium#Preparation|preparation]], as you'll need to be able to deal with [[Cerebov]], [[Mnoleg]], [[Lom Lobon]], and/or [[Gloorx Vloq]] whenever the game throws them at you. Definitely check out the [[Pandemonium]] article and the articles on the individual pan lords before you enter!&lt;br /&gt;
&lt;br /&gt;
==Hell==&lt;br /&gt;
After you enter [[the Vestibule of Hell]] and kill all the enemies inside, you'll come upon portals to the four branches of Hell: [[Gehenna]], [[Cocytus]], [[Tartarus]], and [[The Iron City of Dis]], all with their own [[Rune of Zot|rune]]. Obtaining the [[Horn of Geryon]] from [[Geryon]] in the Vestibule may be viable - albeit dangerous - for any character with high [[Evocation]]s (and also isn't worshipping a god who would disapprove).&lt;br /&gt;
&lt;br /&gt;
All of the branches are 7 levels deep and have their own theme with relevant resistances.&lt;br /&gt;
&lt;br /&gt;
*[[Gehenna]]: Home to fire, [[damnation]], even more fire, and the [[Rune of Zot|obsidian rune of Zot]].&lt;br /&gt;
*[[Cocytus]]: Realm of ice and large expanses of water. You'll find the [[Rune of Zot|icy rune of Zot]] here.&lt;br /&gt;
*[[Tartarus]]: Full of [[undead]], [[draining]], and [[dispel undead]]. Contains the [[Rune of Zot|bone rune of Zot]].&lt;br /&gt;
*[[Dis]]: A city where almost everything is made of iron, including the [[Rune of Zot|iron rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
Each hell enforces a conduct, such as restricting use of all [[scroll]]s. In addition, every one will rapidly inflict [[drain]] and temporary [[mutation]], which can only cured by gaining XP. Due to these effects, along with a lack of loot, it's best to skip branch floors as much as possible. Along with the already-hellish threats of each threat, delvers will want to be very prepared.&lt;br /&gt;
&lt;br /&gt;
If you can't clear [[the Realm of Zot]], you probably shouldn't even bother with Hell, let alone Pan. However, the Hells are required if you want all 15 runes.&lt;br /&gt;
&lt;br /&gt;
==Tomb==&lt;br /&gt;
Inside the Crypt is [[The Tomb|the Tomb of Ancients]], chock-full of [[list of mummies|mummies]] and home to the [[Rune of Zot|golden rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
This is one of the most dangerous branches in the game, full of [[smiting]], [[torment]], and [[death curse]]s. Often the first thing you'll see is a band of [[sphinx]]es that can [[paralyse]] and smite you to death, so tread lightly.&lt;br /&gt;
&lt;br /&gt;
Lots of [[negative energy resistance]], and some way to deal with [[drain]]ing are all required. Or, you could worship [[Kikubaaqudgha]] for that wonderful death curse protection and torment resistance.&lt;br /&gt;
&lt;br /&gt;
==Realm of Zot==&lt;br /&gt;
[[The Realm of Zot|Zot]], the final frontier... or maybe not, depending on your branch order. This is where you will find the [[Orb of Zot]], the reason of your adventure.&lt;br /&gt;
&lt;br /&gt;
To obtain the orb, you'll want lots of [[fire resistance]] for the terrifying [[orb of fire|orbs of fire]] that you'll eventually encounter. Other resistances and [[see invisible]] are also helpful.&lt;br /&gt;
&lt;br /&gt;
Eventually you will arrive at [[Zot:5]], which contains the infamous Orb Chamber. Read that page for more details on how to clear the place and finally obtain the Orb. Beware that [[teleport]]ation is delayed in Zot, or while holding the Orb.&lt;br /&gt;
&lt;br /&gt;
Note that even if you want to collect every rune, often it's best to clear out Zot (or at least Zot:1-4) first for the extra experience and items. Just don't pick up the orb until you're done!&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
When you've finished ransacking every place you wish, proceed to Zot:5 and claim the [[Orb of Zot]]!&lt;br /&gt;
&lt;br /&gt;
To finish the game, simply book it towards D:1. Your priority now is speed: use every method of speeding yourself up available to you, [[dig]]ging yourself shortcuts when needed.&lt;br /&gt;
&lt;br /&gt;
You can also make use of the game's autotravel feature, which will automatically calculate the shortest route to your destination, but this won't automatically use items for you (in the case of the orb run, pressing '''GD0''' will take you right to the entrance of the dungeon.&lt;br /&gt;
&lt;br /&gt;
Occasionally residents of Pandemonium will appear to block your path, including [[Pandemonium lord]]s. If you can get around them, do so. If they block your path completely, only fight if you can clear a path within a few turns; otherwise, [[dig]] yourself a new path, blink, teleport, or take another route.&lt;br /&gt;
&lt;br /&gt;
Only stop to heal if you're in danger of dying, and do so on an upwards stairway if possible. Use [[potion of ambrosia|potions of ambrosia]] and sources of [[regeneration]] to heal yourself faster. Just travel as quickly and efficiently as possible, avoid getting pinned down, and you should escape without too much trouble.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.28]], the Abyss itself no longer gives items, XP, or piety. Prior to this, it was possible for strong characters to [[scum]] relatively safely in the Abyss for whatever they needed.&lt;br /&gt;
*In [[0.14]] [[the Depths]] branch replaced D:16-27, and it was made necessary to obtain a [[rune of Zot]] to enter [[the Vaults]].&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy Guides]]&lt;/div&gt;</summary>
		<author><name>Gavin77</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dimension_Anchor&amp;diff=60996</id>
		<title>Dimension Anchor</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dimension_Anchor&amp;diff=60996"/>
				<updated>2022-05-27T11:39:35Z</updated>
		
		<summary type="html">&lt;p&gt;Gavin77: &lt;/p&gt;
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&lt;div&gt;{{version028}}&lt;br /&gt;
{{flavour|Blocks any translocations attempted by the affected target, be they voluntary or not. This includes even some cross-plane effects, although notably not Banishment.}}&lt;br /&gt;
&lt;br /&gt;
'''Dimension Anchor''' is a monsters-only spell that attempts to temporarily afflict you with the -Tele [[status effect]], preventing you from [[blink]]ing or [[teleport]]ing. The spell can be resisted with [[willpower]].&lt;br /&gt;
&lt;br /&gt;
Attempting to blink or teleport results in the following message:&lt;br /&gt;
{{crawlquote|You cannot teleport because you are locked down by Dimension Anchor.}}&lt;br /&gt;
&lt;br /&gt;
Note that this spell doesn't prevent [[Lugonu]] worshippers from blinking via the Bend Space ability.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*If you have one, quaffing a [[Potion of cancellation]] will end the status effect.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.26]], the same effect could occur as a result of a [[Translocations]] [[miscast]]. Also, [[pandemonium lord]]s couldn't cast this spell.&lt;br /&gt;
*This spell was added in [[0.13]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Gavin77</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wizard_Laboratory&amp;diff=60995</id>
		<title>Wizard Laboratory</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wizard_Laboratory&amp;diff=60995"/>
				<updated>2022-05-27T11:30:00Z</updated>
		
		<summary type="html">&lt;p&gt;Gavin77: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version028}}&lt;br /&gt;
{{flavour|In ages past, the most powerful mages — many of whom you may have heard of — would frequently find or construct small realms sealed off from the rest of the world, where they could isolate themselves in the pursuit of ever-greater magical knowledge and power. The mages are long gone, but many of their arcane laboratories still exist, filled with the results of their experiments. Those willing to explore these laboratories may find powerful magical treasure, but be warned: the wizards to whom these labs belonged to deserved their reputations.}}&lt;br /&gt;
&lt;br /&gt;
'''Wizard Laboratories''' (or '''Wizlabs''') are a collection of mini-[[branch]]es, most of which are themed around and named after a particular wizard mentioned elsewhere in the game. Each contains a significant amount of loot, as well as unique challenges and enemies found nowhere else in the game. Only one wizard laboratory can generate per game, and not all games are guaranteed to have one. They can be accessed through timed [[portal]]s randomly found in [[the Depths]], [[the Vaults]], [[the Crypt]], or [[the Elven Halls]].&lt;br /&gt;
&lt;br /&gt;
===List of Wizard Laboratories===&lt;br /&gt;
*[[File:Wizard_(monster).png]] '''[[Alistair's Party Mansion]]''' - The party of the century, featuring many a wizard.&lt;br /&gt;
*[[File:Halazid warlock.png]] '''[[Borgnjor's Mausoleum]]''' - A cemetery filled with the undead, who rise as [[lost soul]]s when killed.&lt;br /&gt;
*[[File:Cigotuvis monster.png]] '''[[Cigotuvi's Fleshworks]]''' - Twisting halls full of the results of twisted experiments. Only the fortunate will escape with their genes unscathed.&lt;br /&gt;
*[[File:Cloud Mage.png]] '''[[Cloud Mages' Chambers]]''' - Halls full of clouds and creatures of the winds. At the end waits a master [[Air Magic|Air Mage]].&lt;br /&gt;
*[[File:Royal mummy.png]] '''[[Doroklohe's Tomb]]''' - Many powerful entities lie quietly entombed here, but their tombs will not stay closed for long...&lt;br /&gt;
*[[File:Vine-covered_golem.png]] '''[[Eringya's Formal Garden]]''' - A plant haven, filled with ranged monsters tending to the garden.&lt;br /&gt;
*[[File:Hellbinder.png]] '''[[Hall of the Hellbinder]]''' - An evil temple filled with [[demon]]s and the cultists that traffick with them..&lt;br /&gt;
*[[File:Conjurer statue.png]] '''[[Iskenderun's Mystic Tower]]''' - Chock full of students of Iskenderun, all of whom are happy to practice their [[Conjurations]] on intruders.&lt;br /&gt;
*[[File:Moon troll.png]] '''[[Lehudib's Moon Base]]''' - A stronghold full of astral horrors, creatures of metal and stone, and the legendary Moon Troll.&lt;br /&gt;
*[[File:Iron golem.png]] '''[[Maxwell's Workshop]]''' - Filled with big, meaty workers who wield big, meaty maces -- and many of Maxwell's dusty inventions.&lt;br /&gt;
*[[File:Eldritch tentacle.png]] '''[[Roulette of Golubria]]''' - An extradimensional series of rooms linked by teleporters and filled with denizens of the [[Abyss]].&lt;br /&gt;
*[[File:Tukima's_machine.png]] '''[[Tukima's Studio]]''' - A danceroom filled with dancing weapons, walking tomes, and... you?&lt;br /&gt;
*[[File:Wucad mu statue.png]] '''[[Wucad Mu's Monastery]]''' - A timeless monastery patrolled by the shades of monks from ages past. The [[orange crystal statue]] in the center is the source of these apparitions.&lt;br /&gt;
*[[File:Head Instructor.png]] '''[[Yara's Duelist Academy]]'''- Featuring many warrior-mages-in-training, as well as [[Yfez]] who is a master wielding two antimagic [[triple sword]]s.&lt;br /&gt;
*[[File:Zonguldrok lich.png]] '''[[Zonguldrok's Shrine]]''' - A shrine guarded by the [[zombie|unquiet dead]] and [[skeletal warrior]]s. Zonguldrok himself will rise as a mighty [[lich]] to punish grave robbers.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
* [[0.28]] re-introduced [[Tukima's Studio]] and [[Eringya's Formal Garden]], as well as added [[Yara's Duelist Academy]], [[Borgnjor's Mausoleum]], [[Maxwell's Workshop]], and [[Alistair's Party Mansion]].&lt;br /&gt;
* [[Lehudib's Moon Base]] was added in [[0.17]], which also removed [[Tukima's Studio]] and [[Eringya's Formal Garden]].&lt;br /&gt;
&lt;br /&gt;
{{Portals}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Portals]]&lt;/div&gt;</summary>
		<author><name>Gavin77</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Walkthrough&amp;diff=60990</id>
		<title>Walkthrough</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Walkthrough&amp;diff=60990"/>
				<updated>2022-05-26T04:57:53Z</updated>
		
		<summary type="html">&lt;p&gt;Gavin77: /* Depths */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version028}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This page only covers the general strategy and route of the game. For specific topics and tactics, see the related pages. The following are good reads for beginners:&lt;br /&gt;
&lt;br /&gt;
*[[Background and race combinations for beginners]]&lt;br /&gt;
*[[Character guides]]&lt;br /&gt;
*[[Escaping from (and avoiding) trouble]]&lt;br /&gt;
*[[Strategy guides]]&lt;br /&gt;
*[[Tips and tricks]]&lt;br /&gt;
*[[Weapon choice]]&lt;br /&gt;
&lt;br /&gt;
For generic character building strategy see:&lt;br /&gt;
&lt;br /&gt;
*[[Early Game Character Building]]&lt;br /&gt;
*[[Mid Game Character Building]]&lt;br /&gt;
*[[Late Game Character Building]]&lt;br /&gt;
&lt;br /&gt;
You can also check each of the individual [[Branch]] pages for more information on a particular part of the dungeon.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Early Dungeon==&lt;br /&gt;
As the game starts, you'll find yourself in the [[Dungeon]]. The first levels are rather simple, but there are a few notable threats.&lt;br /&gt;
&lt;br /&gt;
If you do decide to take on a threat, isolate it and use any tricks at your disposal -- [[ranged weapon]]s, [[spells]], [[wand]]s, [[throwing]] weapons, and more. Remember, you're under no obligation to kill the monsters '''now'''. ''You'' get more powerful over the course of the game. The uniques and other &amp;quot;local bullies&amp;quot; don't. It is perfectly fine to partially skip a dangerous level and come back later if you want to.&lt;br /&gt;
&lt;br /&gt;
===D:1===&lt;br /&gt;
While the first floor is the simplest, featuring no possibility of any [[unique]], it isn't something to be taken lightly. Physically weaker characters (those not of a Warrior start) have to beware of fast threats, namely [[jackal]]s and [[quokka]]s, as you simply can't retreat from them. [[Gnoll]]s are also tough enemies, though thankfully won't start in packs... yet. Even as a tough brute, you'll want to always limit monster interactions to one at a time.&lt;br /&gt;
&lt;br /&gt;
===D:2===&lt;br /&gt;
The threat of fast enemies persists, this time being [[adder]]s. Adders are also [[poison]]ous, which catches up to you very quickly. If absolutely necessary, drink [[potion]]s and hope for a [[potion of curing]] or other threat-ending consumable. [[Gnoll]]s and even [[orc]]s can form bands, or large groups. You don't want to be skewered by 3 [[spear]]-wielding gnolls, hitting you from afar, all at once. And you most likely won't want to deal with [[orc wizard]]s or especially [[orc priest]]s (detailed below) yet.&lt;br /&gt;
&lt;br /&gt;
===D:3+===&lt;br /&gt;
[[Orc priest]]s are 'in-depth' along with orc bands from D:3 onwards, though [[out of depth]] spawns can reach even into D:2. Low-HP species will be perennially afraid, as priests can [[smite]] for up to 17 damage per turn ''as long as they can see you''. Even if you are a stronger combo, fighting a full pack with a priest isn't a good idea.&lt;br /&gt;
&lt;br /&gt;
[[Ogre (monster)|Ogre]]s tend to spawn on D:4. Dealing up to 39 damage per melee hit thanks to their [[giant club]]s, Ogres can easily 1-shot or 2-shot players. Thankfully, they attack slowly - if they've swung, you will gain space against them.&lt;br /&gt;
&lt;br /&gt;
[[Centaur]]s have a natural depth of D:5. They outrun you while pelting arrows from range. You'll either need to face them in melee (where they won't fire at you anymore), or otherwise [[Escaping from (and avoiding) trouble|use an item]] to ease the situation.&lt;br /&gt;
&lt;br /&gt;
Of course, there'll be threats everywhere, but these are some of the early highlights. Depending on your character build, you might find some of these threats unamusing. For example: An ordinary, average HP melee fighter won't find much difficulty with centaurs, if they hide behind walls in order to restrict reciprocal [[line of sight]]. However, there's a few unmentioned monsters which are very dangerous to face...&lt;br /&gt;
&lt;br /&gt;
===Uniques===&lt;br /&gt;
[[Unique monster]]s always have a name, and can only spawn once per game. More often than not, they'll stand out from the crowd -- in a way that'll most likely get you killed. A D:2 [[Sigmund]] receives his title of &amp;quot;Dreaded&amp;quot; for good reason! Other extremely scary uniques are [[Grinder]] (who can [[paralyze]] you, giving many free attacks while you have no [[EV]]) and [[Ijyb]] (who always spawns with a [[wand]]). Regardless, if you're unfamiliar, you should check them out with '''x''' '''v''' in order to see their abilities.&lt;br /&gt;
&lt;br /&gt;
===Portals===&lt;br /&gt;
Throughout the game, you will find various [[portal]]s to optional levels. Many of the portals are timed, so if you wish to enter them at all, you must do so quickly!&lt;br /&gt;
&lt;br /&gt;
Portal levels have different themes, so always look up whichever Portal you've found, and consider whether you're equipped to deal with it. Some of these are obvious; you'll want fire resistance for the [[Volcano]], and cold resistance for the [[Ice Cave]]. If the portal abuses your weaknesses, skip it! Likewise, if the &amp;quot;guards&amp;quot; around the portal are too tough for you, you probably won't survive long in the portal itself.&lt;br /&gt;
&lt;br /&gt;
Before you venture into these portals, be sure you have enough space in your inventory to bring back any loot you find, as you will not be able to re-enter the portal. Once you're in, take stock of the situation, and explore carefully. Keep track of the exit portals (there's always at least one handy), and leave whenever you feel you're outmatched!&lt;br /&gt;
&lt;br /&gt;
Some of the first portals you might see include:&lt;br /&gt;
&lt;br /&gt;
*The [[Sewer]], filled with lots of water, and mostly weak monsters. Watch out for [[poison]]ous snakes, and whatever lurks at the end of this portal.&lt;br /&gt;
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*The [[Ossuary]], with lots of [[zombie]]s and [[mummy (monster)|mummies]], and occasionally some exotic undead.&lt;br /&gt;
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*The [[Bailey]], home to militant [[orc]]s and other monsters. Many of them hold [[boomerang]]s or [[crossbow]]s to abuse specially-crafted terrain.&lt;br /&gt;
&lt;br /&gt;
==The Temple==&lt;br /&gt;
The Ecumenical Temple, located somewhere on Dungeon:4-7, contains a plethora of [[god]]s. Players who've yet to find a god, that are able to worship a god, will most likely find the temple very useful. For more details, see the [[choosing a god]] article.&lt;br /&gt;
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From here on out, threats start blending in. You'll acquire the strength and tools to handle many more situations, and gain more flexibility with avoiding threats altogether. This point might not be ''exactly'' when you enter the Temple, but getting a god often represents a large power spike. (Note: Most gods start providing perks at 1* of piety.)&lt;br /&gt;
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==Early Branches==&lt;br /&gt;
While exploring the dungeon, you will find the entrances to [[the Lair|the Lair of Beasts]] on Dungeon:8-11, and the [[Orcish Mines]] on Dungeon:9-12.&lt;br /&gt;
&lt;br /&gt;
Most players will find it easier to clear the Lair first, typically anywhere after clearing D:10 to D:12.&lt;br /&gt;
===The Lair===&lt;br /&gt;
The [[Lair]] features fast moving enemies with poison, who are difficult to escape from. [[Poison resistance]] is definitely recommended. If your character lacks poison resistance, or defenses in general, you might wish to explore a bit more of the Dungeon.&lt;br /&gt;
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[[Hydra]]e are another major threat, able to mercilessly tear apart your character. Even if you can survive up to 8 attacks per turn, make sure not to use an edged weapon ([[long blades]], [[axes]], [[lajatang]]s, or heavy [[polearms]]) without flaming, lest you grow even more. Other threats include packs of hard-hitting and hard-to-hit [[blink frog]]s, petrifying [[catoblepae]], and the occasional herd of powerful [[elephant]]s or [[death yak]]s. Apart from [[rime drake]]s or the occasional [[unique]], monsters dealing elemental damage are rare here.&lt;br /&gt;
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Like all the other branches you'll encounter, the sixth and final level of Lair is the hardest. Unless there's a [[portal]] there, you won't lose anything by leaving it for later. Feel free to exit that floor if it's too hard, and come back to it when you're stronger.&lt;br /&gt;
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The Lair always has three branches containing [[runes of Zot]]. Two are selected between [[the Shoals]] or [[the Swamp]] and [[Snake Pit]] or [[Spider's Nest]], while the third and most dangerous of the three is [[the Slime Pits]]. These are all much more difficult than Lair, so ignore them until later!&lt;br /&gt;
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===The Orcish Mines===&lt;br /&gt;
Despite the fact that its entrance can appear earlier, the [[Orcish Mines]] are tougher than [[the Lair]]. Various [[List of orcs|special types of orc]], like [[orc sorcerer|sorcerers]] or [[orc high priest|high priests]], will stand in your way. The scariest brutes are [[orc warlord]]s, [[stone giant]]s, and [[ettin]]s; though, thankfully, only the former appears with any regularity throughout Orc.&lt;br /&gt;
&lt;br /&gt;
The first level is often split into disjointed rooms, so make sure you explore all the staircases on the lower level to avoid missing out on treasure and experience. The second level, in turn, will always contain multiple shops to spend the gold you've inevitably accumulated by this point.&lt;br /&gt;
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Sources of [[willpower]] are useful here to prevent [[paralysis]] or other nasty effects that orcs might inflict on you.&lt;br /&gt;
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You'll find the entrance to the [[Elven Halls]] on the second level, but don't go in yet, as the elves are much tougher than the orcs.&lt;br /&gt;
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===Later Dungeon===&lt;br /&gt;
The dungeon itself (from D:12 onward) is considered the 3rd option at this stage of the game, and its perfectly fine to clear all the way up to D:15 if you wish. However, plenty of threats can dissuade Dungeon divers. [[Ugly thing]]s hit hard and move quickly, [[skeletal warrior]]s are even tougher, and pregenerated entrance [[vault]]s (often, to [[the Vaults]]) have great danger. It's certainly possible to tackle these threats early, though a character who has cleared Lair and/or Orc will struggle a lot less. As a soft rule of thumb, you can stay in the Dungeon until you find a threat (such as the aformentioned) that's too much to handle.&lt;br /&gt;
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You'll find the entrances to the Vaults and [[the Depths]] before too long, but you should leave these for later. &lt;br /&gt;
&lt;br /&gt;
Once you're done with all three branches, it's time to begin acquiring the [[runes of Zot]].&lt;br /&gt;
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==Lair Branches==&lt;br /&gt;
The easiest branches in which you can find [[rune]]s are the Lair branches. You will always have three branches to choose from: [[Snake Pit]] or [[Spider's Nest]], [[the Swamp]] or [[the Shoals]], and the innumerably more difficult [[Slime Pits]]. They're listed below in rough order of difficulty, from easiest to hardest. You might also refer to the Elven Halls section, if all the branches are too hard for you.&lt;br /&gt;
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Poison resistance is helpful in Swamp and almost a requirement in Snake Pit and Spider's Nest. If you still haven't found any, you can attempt to slay a [[swamp dragon]] for [[swamp dragon scales|its scales]] in Swamp, hope for equipment to show up in Shoals, or (dubiously) explore levels 1-2 of the [[Elven Halls]].&lt;br /&gt;
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===Snake Pit===&lt;br /&gt;
The [[Snake Pit]] is populated by hordes of [[list of snakes|snakes]] and [[list of nagas|nagas]]; [[Poison]] damage and [[constriction]] are both common, and [[mana viper]]s are especially dangerous to spellcasters. Most of the Nagas move fairly slow (until [[haste]]d), which combined with the Pit's Dungeon-like layout, allows you to control threats with ease. To compensate, they'll come with ranged attacks, especially if you encounter [[Vashnia]]'s crew. Non-humanoid snakes are fast... though most are slowed down by [[cold]].&lt;br /&gt;
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In addition to the obvious choice of [[poison resistance]], [[fire resistance]] will help with the [[salamander]]s, and [[electricity resistance]] will help with the [[shock serpent]]s.&lt;br /&gt;
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If you're well prepared, and take things carefully, it won't take long until you slither across the [[Rune of Zot|serpentine rune of Zot]].&lt;br /&gt;
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===Spider's Nest===&lt;br /&gt;
The Spider's Nest has swarms of fast-moving [[list of arachnids|spiders]] that can quickly inflict severe poisoning, so don't enter without poison resistance unless absolutely necessary. But poison might quickly be the least of your worries...&lt;br /&gt;
&lt;br /&gt;
A variety of threats will swarm you in the cavernous layout of the Nest, with few true chokepoints to abuse. [[Tarantella]]s have a confusing bite, leaving you stumbling about. [[Entropy weaver]]s will [[corrode]] you, lowering both armour and melee. Invisible [[Ghost moth]]s will rapidly drain your [[MP]], if you aren't [[invisible]] yourself. All the while, [[emperor scorpion]]s and [[broodmother]]s are formidable melee threats on their own. Remember -- this is all ''with'' the fast, poisonous brood! Fortunately, the common spiderspawn is frail, not particularly resistant, and vulnerable to [[poison]].&lt;br /&gt;
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Once you complete the final floor, you'll find the [[Rune of Zot|gossamer rune of Zot]].&lt;br /&gt;
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===Swamp===&lt;br /&gt;
The Swamp is an open marsh filled with trees and water, and its inhabitants won't let you forget that.&lt;br /&gt;
&lt;br /&gt;
Right off the bat, [[Eleionoma]]e and [[spriggan druid]]s will force you to beware of direct wooded contact. And be careful to only fight from solid ground, unless your character does well in shallow water or can [[fly]]. Even then, [[hydra]]e (remember Lair?) and the many other threats of Swamp will straight up outrun you unless you are both flying ''and'' [[haste]]d. Fortunately, if you've found a way to clear the multi-headed foes, those threats shouldn't be ''too'' hard to deal with. It might still be a struggle when a [[swamp worm]] pulls you into unfamiliar territory, especially if you don't have resistances (poison, [[willpower]] for [[fenstrider witch]]es, rCorr for [[goliath frog]]s) to manage.&lt;br /&gt;
&lt;br /&gt;
Some of the other bigger threats include [[thorn hunter]]s, [[shambling mangrove]]s, [[tentacled monstrosities]], and at the end, possibly even [[the Lernaean hydra]]. But if you can overcome it all, you will eventually find the [[Rune of Zot|decaying rune of Zot]].&lt;br /&gt;
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===Shoals===&lt;br /&gt;
[[The Shoals]] are made up of several islands, surrounded by vast amounts of water. A source of flight is useful, as you'll probably need to fight from solid ground or [[fly]] to avoid incurring penalties. Also useful is a source of invisibility, since almost none of the monsters here can see invisible. (However, invisibility is ineffective if you are standing in water instead of flying)&lt;br /&gt;
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Expect to have to deal with foes such as [[list of merfolk|merfolk bands]], [[list of centaurs#satyrs|various satyrs]], and perhaps even the dreadful Witch of the Tides, [[Ilsuiw]]. Many of the enemies here use [[Hexes]], so [[willpower]] is important. Ranged weapons are also common, so an [[amulet of reflection]] or [[scarf]] of [[repulsion]] is invaluable here.&lt;br /&gt;
&lt;br /&gt;
Whatever you do, be very careful when you explore, only [[autoexplore|autoexploring]] after you've eliminated most of the threats. Otherwise you will often find yourself trapped in combat, making your chances of collecting the [[Rune of Zot|barnacled rune of Zot]] very slim.&lt;br /&gt;
&lt;br /&gt;
===Slime Pits===&lt;br /&gt;
[[The Slime Pits]] are much more dangerous than the other branches, and require quite a lot of preparation before you can clear them with any semblance of safety. You shouldn't go here until you've ''at least'' completed the other two Lair branches, and even then, you're often better off acquiring your third rune from [[the Vaults]] or [[the Abyss]]. If you decide to come here, it's also suggested to clear the early floors of Vaults and maybe even Depths. Players tend to dive, going down staircases as soon as possible; there's no loot, and XP is minimal.&lt;br /&gt;
&lt;br /&gt;
Once you feel you're ready to enter the pits, you will need [[corrosion resistance]]. All three [[list of eyeballs|eyeballs]] inflict scary effects; [[Malmutate]] from [[shining eye]]s, [[willpower]]-based [[confusion]] from [[golden eye]]s, and irresistible [[paralysis]] from [[floating eye]]s. Don't forget the actual slimes, which are pretty tough and come in great numbers. And make sure to read [[the Royal Jelly]]'s page and develop a strategy for dealing with it.&lt;br /&gt;
&lt;br /&gt;
The one exception to all of this is characters who worship [[Jiyva]], who can waltz in and pick up the [[Rune of Zot|slimy rune of Zot]] with zero resistance after reaching 6 stars of piety.&lt;br /&gt;
&lt;br /&gt;
==The Elven Halls==&lt;br /&gt;
If your lacking in anything in particular, clearing the first two floors of the [[Elven Halls]] may provide you with them. The Halls feature many dangerous [[list of deep elves|deep elven]] casters. The most common ones are [[deep elf pyromancer]]s and [[deep elf zephyrmancer|zephyrmancers]], meaning its nice to have rF and rElec.&lt;br /&gt;
&lt;br /&gt;
Be careful about opening the [[runed door]]s on the second level, as they open to the [[Hall of Blades]]. This can be a dangerous place and it may not even be worth visiting if you already have a good weapon. Dancing weapons are already a big turn off for an early Elf, being fast, not that weak, and near omni-resistant.&lt;br /&gt;
&lt;br /&gt;
Thanks to the wide variety of magic, virtually every [[resistance]] will come in handy, but the most important one is [[willpower]]. If your willpower is too low, you could be [[banishment|banished]] into the [[Abyss]]. [[Silence]] (or a [[scroll of silence]]) will shut off most elven threats, though [[deep elf blademaster]]s and [[Deep elf master archer|master archers]] still remain major threats. Dancing weapons also come with high [[AC]] and a variety of resistances, meaning your own magic might not perform well.&lt;br /&gt;
&lt;br /&gt;
Some people like to complete this branch fairly early, even before finishing any of the Lair Branches. While this isn't impossible by any means, it's very difficult, and shouldn't be tried by inexperienced players.&lt;br /&gt;
&lt;br /&gt;
The final level of the Elven Halls contains a treasure chamber with massive amounts of loot, but also lots and lots of the most dangerous types of elves.&lt;br /&gt;
&lt;br /&gt;
==The Vaults==&lt;br /&gt;
[[The Vaults]] are an excellent place to collect your third [[Rune of Zot|rune]], although some characters may prefer [[the Abyss]] or [[Slime Pits]]. In any case, to enter the Vaults you will need to obtain at least one rune, preferably from a Lair branch.&lt;br /&gt;
&lt;br /&gt;
Once you enter, the most helpful thing you can have is decent defenses: [[AC]], [[EV]], and [[SH]]. Elemental damage isn't uncommon, and there's a wide variety, so it's best to have wide spread of [[resistance]]s. [[Willpower]] is particularly important for [[vault sentinel]]s, so if you don't think you can fight an entire floor at once, you'll also want that (as well as the ever present threat of [[paralysis]] from here onwards).&lt;br /&gt;
&lt;br /&gt;
[[The Vaults#Vaults:5|Vaults:5]] is exponentially harder than the earlier levels, so players often do Vaults:1-4 and [[Depths]] before attempting it. Read the [[The_Vaults#Vaults:5|V:5]] page for a detailed list of the tools and strategies needed to reach that [[Rune of Zot|silver rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
===Crypt===&lt;br /&gt;
As you explore the Vaults, you'll eventually find [[the Crypt]], home to all manner of [[undead]]. The Crypt tends to be dangerous to any living character due to many sources of [[torment]]. You'll want [[negative energy resistance]] (more is always better); cold resistance can also help. Therefore, it is great place for (re)gaining piety for [[The Shining One]] or [[Zin]].&lt;br /&gt;
&lt;br /&gt;
There is usually no need to enter the Crypt in a three-rune game. Characters that can take torment -- the [[undead]], worshippers of [[Kiku]], and the aformentioned good gods -- won't mind, however.&lt;br /&gt;
&lt;br /&gt;
==Depths==&lt;br /&gt;
[[The Depths]] are fairly straightforward. Four floors of elaborate and often very open layouts teeming with monsters leading up to the [[The Realm of Zot|Realm of Zot]] entrance. Along the way, you'll find entrances to [[the Abyss]], [[the Vestibule of Hell]], and [[Pandemonium]]. Again, if you are only going for a three-rune game, you will have little reason to enter these branches if you already got your third rune from Vaults:5 or the Slime Pits.&lt;br /&gt;
&lt;br /&gt;
==Abyss==&lt;br /&gt;
The Abyss is the easiest of the branches you'll run across in the Depths. Unsurprisingly, followers of [[Lugonu]] will have an easier time, as they can leave for the low cost of 15 piety. The Abyssal rune will generate on level 3-5, with higher chance the deeper you go. Unfortunately, monster spawns also ramp up quickly on the deeper levels, so level 3 is often the deepest most characters will want to go.&lt;br /&gt;
&lt;br /&gt;
In the Abyss, no monsters will give experience, items, or piety. In exchange, when you gather the rune, you are immediately given 2 XP levels and the skill points to match. However, killing monsters will eventually open up a portal out (and even later, a portal deeper). XP is also needed to counter temporary [[mutation]]s and various forms of [[stat]] drain found throughout this plane.&lt;br /&gt;
&lt;br /&gt;
Teleportation is often the best way to escape a dodgy situation in the Abyss. After teleporting, you can make good use of [[potion of ambrosia|potions of ambrosia]] to quickly heal up when no monsters have yet generated near you. Stealth and sources of regeneration help, as you will constantly be on the run (thus, have few places to heal up). Finally, [[Apportation]] is great for nabbing that abyssal rune of Zot before you teleport away.&lt;br /&gt;
&lt;br /&gt;
==Pandemonium==&lt;br /&gt;
Players most likely shouldn't enter the [[Pandemonium]] if they only want to win. The Pandemonium is a series of endless, but stable, realms, filled with all sorts of [[demon]]s and other endgame monsters.&lt;br /&gt;
&lt;br /&gt;
It contains five runes, one of which, the [[Rune of Zot|demonic rune of Zot]], is guarded by a randomly generated lord. The [[Rune of Zot|other four]] are guarded by unique [[pandemonium lord]]s. You can only enter their realm once, leaving the rune forever if you can't kill, dodge, or outsmart them.&lt;br /&gt;
&lt;br /&gt;
This place requires a ton of [[Pandemonium#Preparation|preparation]], as you'll need to be able to deal with [[Cerebov]], [[Mnoleg]], [[Lom Lobon]], and/or [[Gloorx Vloq]] whenever the game throws them at you. Definitely check out the [[Pandemonium]] article and the articles on the individual pan lords before you enter!&lt;br /&gt;
&lt;br /&gt;
==Hell==&lt;br /&gt;
After you enter [[the Vestibule of Hell]] and kill all the enemies inside, you'll come upon portals to the four branches of Hell: [[Gehenna]], [[Cocytus]], [[Tartarus]], and [[The Iron City of Dis]], all with their own [[Rune of Zot|rune]]. Obtaining the [[Horn of Geryon]] from [[Geryon]] in the Vestibule may be viable - albeit dangerous - for any character with high [[Evocation]]s (and also isn't worshipping a god who would disapprove).&lt;br /&gt;
&lt;br /&gt;
All of the branches are 7 levels deep and have their own theme with relevant resistances.&lt;br /&gt;
&lt;br /&gt;
*[[Gehenna]]: Home to fire, [[damnation]], even more fire, and the [[Rune of Zot|obsidian rune of Zot]].&lt;br /&gt;
*[[Cocytus]]: Realm of ice and large expanses of water. You'll find the [[Rune of Zot|icy rune of Zot]] here.&lt;br /&gt;
*[[Tartarus]]: Full of [[undead]], [[draining]], and [[dispel undead]]. Contains the [[Rune of Zot|bone rune of Zot]].&lt;br /&gt;
*[[Dis]]: A city where almost everything is made of iron, including the [[Rune of Zot|iron rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
Each hell enforces a conduct, such as restricting use of all [[scroll]]s. In addition, every one will rapidly inflict [[drain]] and temporary [[mutation]], which can only cured by gaining XP. Due to these effects, along with a lack of loot, it's best to skip branch floors as much as possible. Along with the already-hellish threats of each threat, delvers will want to be very prepared.&lt;br /&gt;
&lt;br /&gt;
If you can't clear [[the Realm of Zot]], you probably shouldn't even bother with Hell, let alone Pan. However, the Hells are required if you want all 15 runes.&lt;br /&gt;
&lt;br /&gt;
==Tomb==&lt;br /&gt;
Inside the Crypt is [[The Tomb|the Tomb of Ancients]], chock-full of [[list of mummies|mummies]] and home to the [[Rune of Zot|golden rune of Zot]].&lt;br /&gt;
&lt;br /&gt;
This is one of the most dangerous branches in the game, full of [[smiting]], [[torment]], and [[death curse]]s. Often the first thing you'll see is a band of [[sphinx]]es that can [[paralyse]] and smite you to death, so tread lightly.&lt;br /&gt;
&lt;br /&gt;
Lots of [[negative energy resistance]], and some way to deal with [[drain]]ing are all required. Or, you could worship [[Kikubaaqudgha]] for that wonderful death curse protection and torment resistance.&lt;br /&gt;
&lt;br /&gt;
==Realm of Zot==&lt;br /&gt;
[[The Realm of Zot|Zot]], the final frontier... or maybe not, depending on your branch order. This is where you will find the [[Orb of Zot]], the reason of your adventure.&lt;br /&gt;
&lt;br /&gt;
To obtain the orb, you'll want lots of [[fire resistance]] for the terrifying [[orb of fire|orbs of fire]] that you'll eventually encounter. Other resistances and [[see invisible]] are also helpful.&lt;br /&gt;
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Eventually you will arrive at [[Zot:5]], which contains the infamous Orb Chamber. Read that page for more details on how to clear the place and finally obtain the Orb. Beware that [[teleport]]ation is delayed in Zot, or while holding the Orb.&lt;br /&gt;
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Note that even if you want to collect every rune, often it's best to clear out Zot (or at least Zot:1-4) first for the extra experience and items. Just don't pick up the orb until you're done!&lt;br /&gt;
&lt;br /&gt;
==Ascension==&lt;br /&gt;
When you've finished ransacking every place you wish, proceed to Zot:5 and claim the [[Orb of Zot]]!&lt;br /&gt;
&lt;br /&gt;
To finish the game, simply book it towards D:1. Your priority now is speed: use every method of speeding yourself up available to you, [[dig]]ging yourself shortcuts when needed.&lt;br /&gt;
&lt;br /&gt;
You can also make use of the game's autotravel feature, which will automatically calculate the shortest route to your destination, but this won't automatically use items for you (in the case of the orb run, pressing '''GD0''' will take you right to the entrance of the dungeon.&lt;br /&gt;
&lt;br /&gt;
Occasionally residents of Pandemonium will appear to block your path, including [[Pandemonium lord]]s. If you can get around them, do so. If they block your path completely, only fight if you can clear a path within a few turns; otherwise, [[dig]] yourself a new path, blink, teleport, or take another route.&lt;br /&gt;
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Only stop to heal if you're in danger of dying, and do so on an upwards stairway if possible. Use [[potion of ambrosia|potions of ambrosia]] and sources of [[regeneration]] to heal yourself faster. Just travel as quickly and efficiently as possible, avoid getting pinned down, and you should escape without too much trouble.&lt;br /&gt;
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==History==&lt;br /&gt;
*In [[0.28]], the Abyss itself no longer gives items, XP, or piety. Prior to this, it was possible for strong characters to [[scum]] relatively safely in the Abyss for whatever they needed.&lt;br /&gt;
*In [[0.14]] [[the Depths]] branch replaced D:16-27, and it was made necessary to obtain a [[rune of Zot]] to enter [[the Vaults]].&lt;br /&gt;
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{{Guides}}&lt;br /&gt;
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[[Category:Strategy Guides]]&lt;/div&gt;</summary>
		<author><name>Gavin77</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Bolt_spells&amp;diff=60889</id>
		<title>Bolt spells</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Bolt_spells&amp;diff=60889"/>
				<updated>2022-05-10T03:43:42Z</updated>
		
		<summary type="html">&lt;p&gt;Gavin77: /* Monster-only */&lt;/p&gt;
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&lt;div&gt;{{version028}}&lt;br /&gt;
The '''Bolt spells''' are a series of mid-level [[Conjurations]] spells which all function similarly, hitting multiple targets along a freely selectable line of effect. Although there is some variance in their damage output, range, and spell level, they all behave in nearly the same fashion. Many of these spells have been removed from player libraries, but may still be accessible in other ways.&lt;br /&gt;
&lt;br /&gt;
==Player-Castable==&lt;br /&gt;
===[[Lightning Bolt]]===&lt;br /&gt;
*Level 5, [[Air Magic]]/[[Conjurations]]&lt;br /&gt;
*Deals [[electricity]] damage&lt;br /&gt;
*Can bounce off walls; [[multizap]]s&lt;br /&gt;
*Range 5-12 (depending on [[spell power]]), undiminished by hitting targets&lt;br /&gt;
*Weaker version available through [[Shock]], a level 1 Air/Conjurations spell with 8 range.&lt;br /&gt;
&lt;br /&gt;
==[[Evocable]]==&lt;br /&gt;
===[[Thunderbolt]]===&lt;br /&gt;
*Available through a [[lightning rod]]&lt;br /&gt;
*Power determined by [[Evocations]]&lt;br /&gt;
*Consecutive zaps increases strength and changes behavior of the bolt&lt;br /&gt;
**Aiming for a different target creates a wide spray that covers the area between the previous bolt and the current bolt&lt;br /&gt;
*Deals [[electricity]] damage; deals less damage when spread over a wide area&lt;br /&gt;
*Range 5, undiminished by hitting targets&lt;br /&gt;
&lt;br /&gt;
===[[Corrosive Bolt]]===&lt;br /&gt;
*Available to players through a [[Wand of acid|wand of acid]], [[Nemelex]]'s [[Vitriol card]], or [[Makhleb]]&lt;br /&gt;
*Power determined by [[Evocations]] (wand) or [[Invocations]] (god)&lt;br /&gt;
*Deals [[Acid|acid]] damage.&lt;br /&gt;
*Inflicts [[Acid#Corrosion|corrosion]].&lt;br /&gt;
*Range 5&lt;br /&gt;
&lt;br /&gt;
===Sword Beam===&lt;br /&gt;
*Available through the [[unrand]] [[artefact]], the [[sword of Power]]&lt;br /&gt;
*Deals irresistible damage, unaffected by skill&lt;br /&gt;
*Chance to activate increases with HP, (10 * HP/27)%.&lt;br /&gt;
*Range 4&lt;br /&gt;
&lt;br /&gt;
==Major Destruction==&lt;br /&gt;
[[Makhleb]]'s Major Destruction will fire a bolt spell, some of which are now exclusive to this ability:&lt;br /&gt;
&lt;br /&gt;
===[[Bolt of Fire]]===&lt;br /&gt;
*Deals [[fire]] damage&lt;br /&gt;
*Range 7&lt;br /&gt;
&lt;br /&gt;
===[[Bolt of Magma]]===&lt;br /&gt;
*Deals partially irresistible [[fire]] damage&lt;br /&gt;
*Range 5&lt;br /&gt;
&lt;br /&gt;
===[[Bolt of Draining]]===&lt;br /&gt;
*Deals [[negative energy]] damage&lt;br /&gt;
*Inflicts [[draining]]&lt;br /&gt;
*Range 6&lt;br /&gt;
*Also available through Nemelex's [[pain card]]&lt;br /&gt;
&lt;br /&gt;
Major Destruction can also fire Lightning Bolt and Corrosive Bolt.&lt;br /&gt;
&lt;br /&gt;
==Monster-only==&lt;br /&gt;
===[[Bolt of Fire]]===&lt;br /&gt;
*Deals [[fire]] damage&lt;br /&gt;
*Range 7&lt;br /&gt;
&lt;br /&gt;
===[[Bolt of Cold]]===&lt;br /&gt;
*Deals [[cold]] damage&lt;br /&gt;
*Range 6&lt;br /&gt;
&lt;br /&gt;
===[[Crystal Bolt]]===&lt;br /&gt;
*Deals either [[fire]] or [[cold]] damage&lt;br /&gt;
*Bounces off walls&lt;br /&gt;
*Range 6&lt;br /&gt;
&lt;br /&gt;
===[[Energy Bolt]]===&lt;br /&gt;
*Deals irresistible damage&lt;br /&gt;
*Range 7&lt;br /&gt;
&lt;br /&gt;
===[[Quicksilver Bolt]]===&lt;br /&gt;
*Deals irresistible damage&lt;br /&gt;
*Strips [[potion of cancellation|cancellable]] enchantments from targets&lt;br /&gt;
*Range 7&lt;br /&gt;
&lt;br /&gt;
===[[Venom Bolt]]===&lt;br /&gt;
*Deals partially irresistible [[poison]] damage&lt;br /&gt;
*Inflicts poison.&lt;br /&gt;
*Range 6&lt;br /&gt;
&lt;br /&gt;
==History/Trivia==&lt;br /&gt;
*Bolt of Magma was made monster and Makhleb only in [[0.28]].&lt;br /&gt;
*Makhleb's Major Destruction was made explicitly bolt-only in [[0.27]].&lt;br /&gt;
*Most bolt spells were removed from player's libraries in the positional magic update of [[0.25]]; [[Bolt of Fire]], [[Bolt of Cold]], [[Bolt of Draining]], and [[Venom Bolt]] were removed, while [[Borgnjor's Vile Clutch]] was made one.&lt;br /&gt;
*Prior to [[0.21]], there was a [[Wand of lightning|wand version]] of [[Lightning Bolt]] that used [[Evocations]] to determine spell power.&lt;br /&gt;
*Prior to [[0.20]], there were special evocable items called [[Rod|rods]], one of which, the [[Rod of inaccuracy]], could fire a powerful but highly inaccurate bolt spell called [[Bolt of Inaccuracy]]. There was also a [[Rod of ignition]] could fire a special version of Bolt of Fire named [[Explosive Bolt]].&lt;br /&gt;
*[[0.18]] added a player-usable version of [[Corrosive Bolt]] in the form of [[Wand of acid|wands of acid]].&lt;br /&gt;
*Prior to [[0.18]], there were [[Wand of fire|wands of fire]], [[Wand of cold|cold]], and [[Wand of draining|draining]] that were like their corresponding elemental bolt spells, but used [[Evocations]] to determine spell power. There was also another evocable item called a [[Rod of destruction]], which had a special bolt spell called [[Random Bolt]].&lt;br /&gt;
*[[0.17]] added [[Corrosive Bolt]].&lt;br /&gt;
*Prior to [[0.16]], there was an evocable item called a [[Tome of destruction]], which could fire a number of these bolt spells.&lt;br /&gt;
*[[Random Bolt]] was added in [[0.14]].&lt;br /&gt;
*The term 'bolt' did not always refer only to spells which can hit multiple targets in a line. Notably, the spell [[Iron Shot]] went through the names Bolt of Iron and Iron Bolt before being renamed Iron Shot to avoid confusion. Also, [[Throw Icicle]] was renamed from Ice Bolt for the same reason.&lt;br /&gt;
*Note that although the spell from a pre-[[0.13]] [[rod of striking]] is described as a 'force bolt', it is not a bolt spell and does not penetrate.&lt;/div&gt;</summary>
		<author><name>Gavin77</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Bolt_spells&amp;diff=60888</id>
		<title>Bolt spells</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Bolt_spells&amp;diff=60888"/>
				<updated>2022-05-10T03:41:48Z</updated>
		
		<summary type="html">&lt;p&gt;Gavin77: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version028}}&lt;br /&gt;
The '''Bolt spells''' are a series of mid-level [[Conjurations]] spells which all function similarly, hitting multiple targets along a freely selectable line of effect. Although there is some variance in their damage output, range, and spell level, they all behave in nearly the same fashion. Many of these spells have been removed from player libraries, but may still be accessible in other ways.&lt;br /&gt;
&lt;br /&gt;
==Player-Castable==&lt;br /&gt;
===[[Lightning Bolt]]===&lt;br /&gt;
*Level 5, [[Air Magic]]/[[Conjurations]]&lt;br /&gt;
*Deals [[electricity]] damage&lt;br /&gt;
*Can bounce off walls; [[multizap]]s&lt;br /&gt;
*Range 5-12 (depending on [[spell power]]), undiminished by hitting targets&lt;br /&gt;
*Weaker version available through [[Shock]], a level 1 Air/Conjurations spell with 8 range.&lt;br /&gt;
&lt;br /&gt;
==[[Evocable]]==&lt;br /&gt;
===[[Thunderbolt]]===&lt;br /&gt;
*Available through a [[lightning rod]]&lt;br /&gt;
*Power determined by [[Evocations]]&lt;br /&gt;
*Consecutive zaps increases strength and changes behavior of the bolt&lt;br /&gt;
**Aiming for a different target creates a wide spray that covers the area between the previous bolt and the current bolt&lt;br /&gt;
*Deals [[electricity]] damage; deals less damage when spread over a wide area&lt;br /&gt;
*Range 5, undiminished by hitting targets&lt;br /&gt;
&lt;br /&gt;
===[[Corrosive Bolt]]===&lt;br /&gt;
*Available to players through a [[Wand of acid|wand of acid]], [[Nemelex]]'s [[Vitriol card]], or [[Makhleb]]&lt;br /&gt;
*Power determined by [[Evocations]] (wand) or [[Invocations]] (god)&lt;br /&gt;
*Deals [[Acid|acid]] damage.&lt;br /&gt;
*Inflicts [[Acid#Corrosion|corrosion]].&lt;br /&gt;
*Range 5&lt;br /&gt;
&lt;br /&gt;
===Sword Beam===&lt;br /&gt;
*Available through the [[unrand]] [[artefact]], the [[sword of Power]]&lt;br /&gt;
*Deals irresistible damage, unaffected by skill&lt;br /&gt;
*Chance to activate increases with HP, (10 * HP/27)%.&lt;br /&gt;
*Range 4&lt;br /&gt;
&lt;br /&gt;
==Major Destruction==&lt;br /&gt;
[[Makhleb]]'s Major Destruction will fire a bolt spell, some of which are now exclusive to this ability:&lt;br /&gt;
&lt;br /&gt;
===[[Bolt of Fire]]===&lt;br /&gt;
*Deals [[fire]] damage&lt;br /&gt;
*Range 7&lt;br /&gt;
&lt;br /&gt;
===[[Bolt of Magma]]===&lt;br /&gt;
*Deals partially irresistible [[fire]] damage&lt;br /&gt;
*Range 5&lt;br /&gt;
&lt;br /&gt;
===[[Bolt of Draining]]===&lt;br /&gt;
*Deals [[negative energy]] damage&lt;br /&gt;
*Inflicts [[draining]]&lt;br /&gt;
*Range 6&lt;br /&gt;
*Also available through Nemelex's [[pain card]]&lt;br /&gt;
&lt;br /&gt;
Major Destruction can also fire Lightning Bolt and Corrosive Bolt.&lt;br /&gt;
&lt;br /&gt;
==Monster-only==&lt;br /&gt;
===[[Bolt of Cold]]===&lt;br /&gt;
*Deals [[cold]] damage&lt;br /&gt;
*Range 6&lt;br /&gt;
&lt;br /&gt;
===[[Crystal Bolt]]===&lt;br /&gt;
*Deals either [[fire]] or [[cold]] damage&lt;br /&gt;
*Bounces off walls&lt;br /&gt;
*Range 6&lt;br /&gt;
&lt;br /&gt;
===[[Energy Bolt]]===&lt;br /&gt;
*Deals irresistible damage&lt;br /&gt;
*Range 7&lt;br /&gt;
&lt;br /&gt;
===[[Quicksilver Bolt]]===&lt;br /&gt;
*Deals irresistible damage&lt;br /&gt;
*Strips [[potion of cancellation|cancellable]] enchantments from targets&lt;br /&gt;
*Range 7&lt;br /&gt;
&lt;br /&gt;
===[[Venom Bolt]]===&lt;br /&gt;
*Deals partially irresistible [[poison]] damage&lt;br /&gt;
*Inflicts poison.&lt;br /&gt;
*Range 6&lt;br /&gt;
&lt;br /&gt;
==History/Trivia==&lt;br /&gt;
*Bolt of Magma was made monster and Makhleb only in [[0.28]].&lt;br /&gt;
*Makhleb's Major Destruction was made explicitly bolt-only in [[0.27]].&lt;br /&gt;
*Most bolt spells were removed from player's libraries in the positional magic update of [[0.25]]; [[Bolt of Fire]], [[Bolt of Cold]], [[Bolt of Draining]], and [[Venom Bolt]] were removed, while [[Borgnjor's Vile Clutch]] was made one.&lt;br /&gt;
*Prior to [[0.21]], there was a [[Wand of lightning|wand version]] of [[Lightning Bolt]] that used [[Evocations]] to determine spell power.&lt;br /&gt;
*Prior to [[0.20]], there were special evocable items called [[Rod|rods]], one of which, the [[Rod of inaccuracy]], could fire a powerful but highly inaccurate bolt spell called [[Bolt of Inaccuracy]]. There was also a [[Rod of ignition]] could fire a special version of Bolt of Fire named [[Explosive Bolt]].&lt;br /&gt;
*[[0.18]] added a player-usable version of [[Corrosive Bolt]] in the form of [[Wand of acid|wands of acid]].&lt;br /&gt;
*Prior to [[0.18]], there were [[Wand of fire|wands of fire]], [[Wand of cold|cold]], and [[Wand of draining|draining]] that were like their corresponding elemental bolt spells, but used [[Evocations]] to determine spell power. There was also another evocable item called a [[Rod of destruction]], which had a special bolt spell called [[Random Bolt]].&lt;br /&gt;
*[[0.17]] added [[Corrosive Bolt]].&lt;br /&gt;
*Prior to [[0.16]], there was an evocable item called a [[Tome of destruction]], which could fire a number of these bolt spells.&lt;br /&gt;
*[[Random Bolt]] was added in [[0.14]].&lt;br /&gt;
*The term 'bolt' did not always refer only to spells which can hit multiple targets in a line. Notably, the spell [[Iron Shot]] went through the names Bolt of Iron and Iron Bolt before being renamed Iron Shot to avoid confusion. Also, [[Throw Icicle]] was renamed from Ice Bolt for the same reason.&lt;br /&gt;
*Note that although the spell from a pre-[[0.13]] [[rod of striking]] is described as a 'force bolt', it is not a bolt spell and does not penetrate.&lt;/div&gt;</summary>
		<author><name>Gavin77</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wand_of_charming&amp;diff=60799</id>
		<title>Wand of charming</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wand_of_charming&amp;diff=60799"/>
				<updated>2022-04-29T02:13:31Z</updated>
		
		<summary type="html">&lt;p&gt;Gavin77: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version028}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype = Wand&lt;br /&gt;
 |name = Wand of charming&lt;br /&gt;
 |cost = ?&lt;br /&gt;
 |weight = 10.0&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|A magical device which causes slavish obedience in a creature.}}&lt;br /&gt;
&lt;br /&gt;
A '''wand of charming''' will attempt to enslave the creature it hits, temporarily making it fight for you. If used upon the player, you will become [[confusion|confused]] instead. Targets may resist these effects with [[willpower]], and targets with unshakeable will simply ignore them entirely. Unlike [[summon]]ed monsters, a charmed monster remains charmed when you use the stairs; indeed, if adjacent, it will follow you to the next floor.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This wand's uses are obvious, especially if you enslave the biggest monsters in a group. Many a [[kobold brigand]], [[orc warrior]], and [[gnoll sergeant]] has been robbed of their chance to murder a low-to-mid level player this way, instead felling only their own flimsier allies. Packs of [[killer bee]]s are also a good target for enslavement, to avoid being swarmed.&lt;br /&gt;
&lt;br /&gt;
Another popular technique for when you're fighting groups in a one tile wide corridor is to enslave the monster closest to you and let it block up traffic for several turns, giving you time to run and likely resulting in at least one opponent killed. If you're facing a strong-willed target, consider targeting other creatures -- that [[death yak]] might be able to shrug off the effect, but other opponents in the room may not.&lt;br /&gt;
&lt;br /&gt;
Less obvious is that you should be liberal when using these wands. Again, their effect can be resisted, and if you save them until the mid- or late-game (where monsters tend to have more willpower), you may not get as much mileage out of them. They'll do you no good at all if you simply pick them up, drop them off in a [[stash]] somewhere, and forget they ever existed.&lt;br /&gt;
&lt;br /&gt;
If you're a D&amp;amp;D veteran, be aware that unlike in that game, charm effects in ''Crawl'' ''can'' work on the [[undead]] and &amp;quot;mindless&amp;quot; monsters like [[jelly|jellies]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*To get rid of a troublesome monster, charm it, and then [[shout|order i'''t''']] to '''r'''etreat. If you want to operate freely on the current level, go up/down the stairs with it following, order it to retreat, then use the stairs again.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.27]], this wand was called the '''wand of enslavement'''.&lt;br /&gt;
*Prior to [[0.19]], it was impossible to enslave enemies hated by your god. For example, followers of [[Trog]] couldn't enslave [[:Category:Actual_spells|spellcasters]].&lt;br /&gt;
*Prior to [[0.15]], monsters could not use this wand (though players could still confuse themselves with it).&lt;br /&gt;
&lt;br /&gt;
{{wands}}&lt;/div&gt;</summary>
		<author><name>Gavin77</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wraith&amp;diff=52778</id>
		<title>Wraith</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wraith&amp;diff=52778"/>
				<updated>2020-08-01T07:06:42Z</updated>
		
		<summary type="html">&lt;p&gt;Gavin77: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version024}}&lt;br /&gt;
''This page is about the [[monster]]. For the card, see [[Wraith card]]''&lt;br /&gt;
&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Wraiths''' are [[evil]], incorporeal [[undead]] monsters. Like most undead they resist [[poison]] and [[cold]], and their melee attacks drain your vigor, inducing the [[slow]] [[status effect]] for several turns. Although potentially dangerous in a crowd, on their own they are fairly nonthreatening. They can be found in the middle-floors of [[the Dungeon]], as well as in [[the Crypt]].&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*You can summon your own wraiths with the [[Haunt]] spell, and [[Yredelemnul]] will occasionally gift them.&lt;br /&gt;
*If you find a pack of wraiths, it might be a sign that [[Josephine]] is nearby.&lt;br /&gt;
*Like all undead, they are not affected by forms of fear.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.18]], their melee attacks could slow only targets without [[negative energy resistance]].&lt;br /&gt;
*Prior to [[0.13]], wraiths would drain your [[experience]] with their melee attacks. This change accompanied the 0.13 overhaul to [[draining]] effects.&lt;/div&gt;</summary>
		<author><name>Gavin77</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Shining_One&amp;diff=51366</id>
		<title>The Shining One</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Shining_One&amp;diff=51366"/>
				<updated>2019-12-09T10:21:48Z</updated>
		
		<summary type="html">&lt;p&gt;Gavin77: /* Tips &amp;amp; Tricks */   removed reference to the obsolete amulet of clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version021}}&lt;br /&gt;
[[File:The shining one altar.png]] ''&amp;quot;Lead the forces of light to victory!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Followers of the Shining One are bound to the code of the honourable warrior, soldiers in their god's eternal crusade against evil. For forsaking dark magic and underhanded tactics, the Shining One rewards them and their allies with the power they need to slay demons and the undead. Especially devout warriors can even call upon angels in times of need. The Shining One's followers can convert to Elyvilon or Zin while keeping some piety.&lt;br /&gt;
&lt;br /&gt;
Followers of the Shining One are surrounded by a halo that reveals their enemies to them. Followers will gain power by killing evil beings, and with growing piety their life force will be protected. The Shining One will keep summoned and charmed allies on their side longer, should the allies prove worthy of the crusade. Followers will gain use of a divine shield to protect them in battle. Later, they can channel blasts of cleansing flame that are particularly damaging to unholy beings, and can call upon powerful divine beings as temporary allies. Highly pious followers may request the Shining One's blessing upon a weapon. The Shining One may occasionally directly intervene to save a follower's life.&lt;br /&gt;
&lt;br /&gt;
The Shining One likes it when you kill the undead, you kill demons, you kill evil beings and you encounter other hostile creatures.&lt;br /&gt;
&lt;br /&gt;
The Shining One strongly dislikes it when you use evil magic or items, you attack non-hostile holy beings, you attack neutral beings, you attack allies, you kill non-hostile holy beings, you perform cannibalism or you desecrate holy remains.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
[[Demigod]]s cannot worship the Shining One (or any other god).&lt;br /&gt;
&lt;br /&gt;
The Shining One does not accept worship from [[Demonspawn]] or [[undead]] species ([[Ghoul]]s, [[Mummies]], or [[Vampire]]s).&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*You or your allies killing the undead, demons, or evil creatures (such as followers of evil gods). Chance of +1 [[piety]], higher chance for creatures with high [[HD]].&lt;br /&gt;
*Encountering non-evil monsters you've never encountered before.&lt;br /&gt;
&lt;br /&gt;
==Prevents==&lt;br /&gt;
The Shining One prevents you from attacking in unchivalrous manner - ie, [[stabbing]]. Your attack will still take place, but you will receive no stabbing benefit.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
The Shining One strongly dislikes it (i.e. [[penance]]) when:&lt;br /&gt;
*You perform [[cannibalism]].&lt;br /&gt;
*You desecrate holy remains.&lt;br /&gt;
*You drink blood from a [[potion of blood]].&lt;br /&gt;
*You use [[Necromancy]]. Casting [[Necromutation]] causes instant excommunication.&lt;br /&gt;
*You use [[unholy]] magic or items.&lt;br /&gt;
*You attack non-hostile holy beings.&lt;br /&gt;
*You or your allies kill non-hostile holy beings.&lt;br /&gt;
*You attack neutral beings.&lt;br /&gt;
*You attack allies.&lt;br /&gt;
&lt;br /&gt;
Note that equipment that violates the Shining One's commandments will be labeled as such in its (in-game) description, so inexperienced players can check there if they're not sure an item is kosher. They will also have their names printed in red in your inventory or stash. Lastly, you'll receive a warning when you equip a weapon you shouldn't be using. Also, the Shining One will forgive accidental transgressions (i.e. performing a forbidden action via an unidentified item) but only once.&lt;br /&gt;
&lt;br /&gt;
On average, your piety will decay naturally by 1 every 700 turns.&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Acolyte&amp;quot;&lt;br /&gt;
*'''Protection from harm''' - If you receive lethal damage, there's a piety-based chance that the Shining One may nullify the damage (at the cost of reducing your piety). This is possible even if you're under penance. (Passive)&lt;br /&gt;
*'''Protection from negative energy''' - The Shining One provides [[negative energy]] resistance. This improves as piety rises, up to rN+++ at full piety. (Passive)&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Righteous&amp;quot;&lt;br /&gt;
*'''Gain power from killing''' - You sometimes gain HP and MP whenever you kill demons, the undead, and evil creatures. The amount recovered depends on the slain creature's HD. This effect is similar to the healing and MP recovery provided by [[Makhleb]] and [[Vehumet]], except that it only triggers on certain monsters, and while it restores both HP and MP at once, the gains to each are smaller on average. As piety rises, so does the chance of this effect triggering. (Passive)&lt;br /&gt;
*'''Divine Halo''' - You are surrounded by a halo (up to your line of sight or Piety/20 tiles). You receive an accuracy bonus when fighting creatures inside your halo, and neither they nor you can be invisible. The halo will also reveal the presence of monsters hiding in water. Monsters are twice as likely to notice you when they are inside the halo. (Passive)&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Unflinching&amp;quot;&lt;br /&gt;
*&amp;lt;span id=&amp;quot;divine_shield&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;'''Divine Shield''' - Grants a divine shield whose strength and duration depends on your [[Invocations]] skill. This shield is controlled by The Shining One, and thus will not interfere with your wielding of a two-handed weapon. The shield will stack with other physical and magical shields. (Costs 3 MP, 50-100 food, and 2-3 piety)&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Holy Warrior&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Exorcist&amp;quot;&lt;br /&gt;
*&amp;lt;span id=&amp;quot;cleansing_flame&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;'''Cleansing Flame''' - Creates a large burst of holy energy centered on yourself, dealing unavoidable holy damage to all monsters around you. This affects all monsters within two spaces of you, except for the corners. Your Invocations skill increases damage dealt and your chance of success. Because this ability emits holy energy, it does double damage to demons and undead, normal damage to other evil creatures, half damage to other monsters, and no damage to holy beings, neutral creatures, or allies. (Costs 5 MP, 100-200 food, and 2-3 piety)&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Demon Slayer&amp;quot;&lt;br /&gt;
*'''Summon Divine Warrior''' - Summons a friendly [[Angel]] or [[Daeva]]. (Costs 8 MP, 150-300 food, and 6-9 piety)&lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Bringer of Light&amp;quot;&lt;br /&gt;
*'''Brand Weapon With Holy Wrath''' - the Shining One can bless a non-artifact weapon. This will un-curse it, add +2 to its enchantment level, and add the [[holy wrath]] brand (replacing any existing brand). [[Demon whip]]s will become [[sacred scourge]]s, [[demon blade]]s will become [[eudemon blade]]s, and [[demon trident]]s will become [[trishula]]s. [[Holy Word]] is cast when you bless a weapon. Doing this has no cost, but it can only be invoked once per game.&lt;br /&gt;
&lt;br /&gt;
In addition, the Shining One provides the following:&lt;br /&gt;
*'''Protection against abjuration''' - When [[abjuration]] is cast against your summoned servants, the power (duration reduction) is reduced, depending on your servant's HD. (Passive)&lt;br /&gt;
*'''Bless Allies''' - The Shining One may bless one of your allies when it kills an enemy or gains experience. The chance for this rises with your piety. The following blessings are possible:&lt;br /&gt;
**10%: Give the ally's weapon increased accuracy, damage, and the [[holy wrath]] brand OR give the ally's armour increased [[AC]] and [[negative energy resistance]].&lt;br /&gt;
**90%: Increase the duration of your ally's stay, with a 50% chance to remove [[poison]], [[sickness]], [[confusion]], [[rot]]ting, [[slow]]ing, or [[exhaustion]]. If none apply, heals 25% of its HP.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|The Shining One forgives followers for abandonment; however, those who later take up the worship of an evil god will be punished. (Kikubaaqudgha, Yredelemnul, Makhleb, Lugonu, and Beogh are evil gods.)&lt;br /&gt;
&lt;br /&gt;
The Shining One's wrath is straightforward and unmistakable. Its victims find themselves smote with holy fire and beset with holy warriors. Sinners will be silenced, and the Shining One will also shout to alert the victim's foes.}}&lt;br /&gt;
&lt;br /&gt;
The Shining One will never actively punish you while you are under penance unless you convert to an evil god ([[Beogh]], [[Kikubaaqudgha]], [[Lugonu]], [[Makhleb]], or [[Yredelemnul]]). Switching to other gods will not result in any wrath, and converting to [[Elyvilon]] or [[Zin]] will transfer half of your piety to them.&lt;br /&gt;
&lt;br /&gt;
The possible forms of [[divine retribution]] include:&lt;br /&gt;
&lt;br /&gt;
*Summoning hostile, [[durably summoned]] [[angel]]s or [[daeva]]s.&lt;br /&gt;
*Triggering a Cleansing Flame against you.&lt;br /&gt;
*Making a loud [[noise]] at your location.&lt;br /&gt;
*[[Silence|Silencing]] you for 10-35 turns.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The Shining One is a useful god in both the early and late game, although for different reasons. In the early game, player accuracy is generally much lower, making Divine Halo extremely desirable. Divine Shield is also useful for surviving fights with heavy hitting melee opponents. By the time you reach the [[Lair]], you should have enough piety and Invocations to safely summon Divine Warriors, which are effective even against non-evil opponents. Unfortunately, The Shining One prevents you from taking advantage of evil, poisonous, and [[stabbing]] attacks, all of which can be extremely helpful in the early game.&lt;br /&gt;
&lt;br /&gt;
By the late and extended game, you'll be facing far more evil, undead, and demonic opponents than natural ones. At this point, the healing from kills, Cleansing Flame, rN+++, and holy wrath branded weapon gift will become much more useful, so much so that it isn't uncommon for players to switch to TSO specifically for clearing [[the Tomb]], [[Pandemonium]], and [[Hell]]. Some of the more popular gods to switch to TSO from include:&lt;br /&gt;
*[[Elyvilon]] or [[Zin]]: Both encourage training Invocations and you won't suffer [[divine retribution]] after switching to the Shining One. Their code of conduct is also similar, preparing you for life as a crusading zealot.&lt;br /&gt;
*[[Okawaru]]: Trains Invocations and gifts you weapons and armour that you can continue to use after switching. Wrath isn't too difficult to deal with (learn [[Blink]] and be prepared for Okawaru's [[Okawaru#Punishments|divine retribution]]).&lt;br /&gt;
*[[Makhleb]]: Trains Invocations by letting you fire magical bolts and summon demons, and heals you on kills. Makhleb's summons are manageable, especially considering you'll now be following a god who specializes in dispatching demons, but be mindful of the occasional Greater Destruction, which will include an unavoidable [[Lehudib's Crystal Spear]].&lt;br /&gt;
*[[Yredelemnul]]: Along with all the reasons you'd switch from Makhleb, Yredelemnul followers will almost need to switch to another god for the extended game, as Yredelemnul grants almost no piety in these areas.&lt;br /&gt;
*[[Trog]]: Doesn't train Invocations, but is ''the'' early-game god for melee characters, letting you go [[berserk]] and summon similarly irate monsters. You can also keep Trog's weapon gifts. Trog's wrath is among the most deadly wrath effects, but can be survived with good physical strength or methods of quickly escaping berserked summons.&lt;br /&gt;
&lt;br /&gt;
You should train Invocations to 8-10 in the last levels before you visit the [[Crypt]] (if your skill isn't already that high), then switch to the Shining One and go to maximum piety in the Crypt. Once you can summon divine warriors to your aid you should be set for the rest of the game; just keep an eye out for good weapons to bless (see below).&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
When worshipping the Shining One, keep the following in mind:&lt;br /&gt;
*Make sure you bless a weapon before taking on the [[Hells]] or [[Pandemonium]]. The best choice is usually either a [[broad axe]], [[executioner's axe]], [[bardiche]], [[demon trident]], [[demon whip]], [[eveningstar]], or [[demon blade]]. Ranged weapon users can do quite well by blessing [[longbow]]s/[[arbalest]]s.&lt;br /&gt;
*Don't underestimate the Cleansing Flame ability; it can deal very respectable area-of-effect damage once you reach high Invocations. When surrounded by demons, one or two uses will quickly clear out the weaker pests, provide quick healing, pay for its own MP/piety cost, and deal significant unavoidable damage to any [[Fiend]]s or worse that are in range. A [[haste]]d TSO worshiper spamming full power Cleansing Flames can take down all but the hardiest end-game bosses.&lt;br /&gt;
*TSO's Bless Allies effect doesn't just affect the angels and daevas TSO sends your way; ''any'' ally will be protected from Abjuration and blessed when it gets kills. TSO doesn't mind if your summoned forces die at the hands of an enemy.&lt;br /&gt;
*One of the more annoying aspects of being a worshiper of the Shining One is fighting in a chivalrous manner. Any number of unintended actions may incur penance. Keep the following in mind:&lt;br /&gt;
**[[Miscast effects]] can sometimes harm your allies or poison your enemies. [[Air Magic]] miscasts can generate poisonous gas clouds that will happily ruin your day in the middle of a big battle.&lt;br /&gt;
**Trying to act while confused may cause you to attack an ally (or an enemy in an unchivalrous manner). Wait out the confusion or remove it with a [[potion of curing]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.16]], the Shining One could create enhanced-stat versions of Long Blades with max piety (called [[blessed blade]]s. Players will still gain a holy wrath brand and enchantment bonus when blessing a weapon, however, and will convert any demonic weapons to their holy counterparts. Also, TSO's Divine Shield used to benefit from training in the [[Shield]] skill.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], followers of the Shining One were occasionally seen as allies by [[:Category:Holy holiness|holy monsters]]. The chance of this recognition rose with piety. Also, blessing a weapon would affect it as though you'd just read a [[scroll of enchant weapon III]] rather than giving it a flat +2 enchantment level.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.10]], followers of the Shining One gained piety passively, up to a limit, and piety did not decay.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.8]], the [[paladin]] background started the game worshiping the Shining One.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.4]], TSO would occasionally gift permanent allies.&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
[[Category:Good Gods]]&lt;/div&gt;</summary>
		<author><name>Gavin77</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Phantasmal_warrior&amp;diff=50798</id>
		<title>Phantasmal warrior</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Phantasmal_warrior&amp;diff=50798"/>
				<updated>2019-08-26T04:39:00Z</updated>
		
		<summary type="html">&lt;p&gt;Gavin77: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version019}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Phantasmal warriors''' are aggressive incorporeal [[undead]] with [[magic resistance]]-debuffing melee attacks. They often [[blink]] closer to you to engage in melee as rapidly as possible. They are occasionally found in [[the Depths]], [[the Vaults]], and [[the Crypt]].&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*They hit hard, but by the time you encounter them in the depths, you should easily vanquish anything with low hitpoints.&lt;br /&gt;
*Be especially careful facing them around anything that casts spells which are affected by your magic resistance!&lt;br /&gt;
*You can summon your own phantasmal warriors with the [[Haunt]] spell.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.17]], phantasmal warriors' attacks &amp;quot;pierced&amp;quot; through shields and armour, ignoring [[SH]] and only being subject to half of your [[AC]].&lt;br /&gt;
*Prior to [[0.13]], phantasmal warriors were fairly ordinary melee opponents with [[draining]]-branded attacks.&lt;br /&gt;
*Prior to [[0.9]], they were called spectral warriors.&lt;/div&gt;</summary>
		<author><name>Gavin77</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stash&amp;diff=46138</id>
		<title>Stash</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stash&amp;diff=46138"/>
				<updated>2018-01-28T10:16:10Z</updated>
		
		<summary type="html">&lt;p&gt;Gavin77: /* History */   fixed typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version017}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Stash.jpg|thumb|right|200px|An elaborately arranged Lair:2 stash.]]&lt;br /&gt;
&lt;br /&gt;
Technically, a '''stash''' is any item which has been left on [[the Dungeon]] floor. In more common usage, however, a stash is a location in which a player dumps any items they do not wish to carry around at all times, but which may be useful later. Although there are arguments both for and against creating a massive, centralized stash for all your loot, all players will at some point or other need to drop items to open inventory space.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
It's very easy to forget where you left a particular item as you explore. Fortunately, pressing '''&amp;quot;CTRL+f&amp;quot;''' brings up a search prompt which allows you to pinpoint where you left your things quickly and easily. This can be used to search for individual items (e.g. bread ration, +1 helmet), item categories (body armour, Maces &amp;amp; Flails, wand), spells (this will bring up all spell books which contain the spell), and even particular resistances or intrinsics.&lt;br /&gt;
&lt;br /&gt;
You can also filter your search by item quality with &amp;quot;armour &amp;amp;&amp;amp; [[ego]]&amp;quot; or &amp;quot;dagger &amp;amp;&amp;amp; [[brand]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some players choose to create a single stash for all of their loot in [[branch]]es which guarantee their safety. Common stash branches include:&lt;br /&gt;
*[[Lair]]:2&lt;br /&gt;
**Found roughly halfway through the Dungeon, making it a common area to walk past while exploring the various branches.&lt;br /&gt;
*[[The Vestibule of Hell]]&lt;br /&gt;
**Multiple entrances found throughout the late game make it quickly accessible, especially if an entrance occurs on Lair:8.&lt;br /&gt;
&lt;br /&gt;
There are arguments for and against making centralized stash locations, however.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*'''Tracking Inventory''' - Keeping all of your consumables in one place allows you to easily take stock of what you have and what you're lacking. Also, poring over your inventory may remind you that you have resources you'd forgotten about, and which would have otherwise gone to waste.&lt;br /&gt;
*'''Spell Decisions''' - Placing all your books in one pile allows you to see all spells currently available to you. While experienced players will often know exactly which spells they intend to use, others may benefit from seeing all their options at once and determining how best to use their available spell levels.&lt;br /&gt;
*'''Convenience''' - Rather than manually typing in an item name each time you need to find one, you can simply autotravel to the branch where you left all your stuff.&lt;br /&gt;
*'''Safety''' - It may be paranoia, but no one likes discovering that their last [[potion of cure mutation]] is now jelly food.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*'''Unnecessary''' - It is perfectly reasonable to drop items wherever you want and to expect them to be there when you get back.&lt;br /&gt;
*'''Wasteful''' - If you leave items which are commonly used lying in multiple locations throughout the Dungeon, you'll spend less time reaching them and returning to the area you were exploring than if you haul them all back up a dozen Dungeon floors for deposit. This conserves your food and reduces your turn count.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.17]], jellies could eat any item left on the floor, putting your stash in grave danger. Now they can only eat items that you have not seen yet. So stashes are pretty safe anywhere.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.15]], items could be destroyed through [[item destruction]], forcing the player to risk losing items in the inventory or leave them behind. Also, items had [[aum|weight]] and would eventually be too much of a burden for your character to carry. These facts greatly influenced how players chose what to stash and what to carry. Also, all teleport traps were permanent, and characters with [[stasis]] could use them as untouchable stash sites.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Gavin77</name></author>	</entry>

	</feed>