<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Grillatactics</id>
		<title>CrawlWiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Grillatactics"/>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/Special:Contributions/Grillatactics"/>
		<updated>2026-05-08T19:35:54Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ice_Fiend&amp;diff=37372</id>
		<title>Ice Fiend</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ice_Fiend&amp;diff=37372"/>
				<updated>2015-06-24T02:19:29Z</updated>
		
		<summary type="html">&lt;p&gt;Grillatactics: updated version tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=Ice Fiend&lt;br /&gt;
|glyph={{White|1}}&lt;br /&gt;
|tile=[[File:Ice Fiend.png]]&lt;br /&gt;
|flags={{Evil flag}}&amp;lt;br&amp;gt;{{Flying flag}}&amp;lt;br&amp;gt;{{Glows flag}}&amp;lt;br&amp;gt;{{See invisible flag}}&lt;br /&gt;
|resistances={{Cold resistance 3}}, {{Poison resistance}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance}}, {{Drown resistance}}&lt;br /&gt;
|vulnerabilities={{Fire vulnerability}}, {{Holy vulnerability 2}}, &amp;lt;br&amp;gt;{{Holy wrath vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=2892&lt;br /&gt;
|holiness={{Demonic}}&lt;br /&gt;
|magic_resistance=Immune&lt;br /&gt;
|hp_range=77-123&lt;br /&gt;
|avg_hp=100&lt;br /&gt;
|armour_class=15&lt;br /&gt;
|evasion=6&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 10&lt;br /&gt;
|size={{Large}}&lt;br /&gt;
|item_use={{Open doors}}&lt;br /&gt;
|attack1=25 ({{Claw type}}: {{Cold flavour}}: 18-53)&lt;br /&gt;
|attack2=25 ({{Claw type}}: {{Cold flavour}}: 18-53)&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=18&lt;br /&gt;
|base_hp=3&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{High intelligence}}&lt;br /&gt;
|genus=Ice Fiend&lt;br /&gt;
|species=Ice Fiend&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A huge frigid demon covered in frost and wreathed in freezing air. It is one of the most terrible denizens of the many Hells.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Ice fiends''' are the most feared of the [[Fiend]] family of demons. Like all fiends, they have powerful magic attacks, [[torment]]ing and freezing you at range. However, their true strength lies in melee, where their physical attacks deal up to 106 additional [[cold]] damage per turn; this additional cold damage ignores player's AC. Fortunately, they are weak against [[fire]] as well as holy damage. They are found in [[Pandemonium]], [[Cocytus]], and on the final floor of [[the Iron City of Dis]], and may be summoned by some enemy casters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Spellcaster2&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Bolt of Cold]] (3d27)&lt;br /&gt;
|flags1={{Demonic slot flag}}&lt;br /&gt;
|slot2=[[Symbol of Torment]]&lt;br /&gt;
|flags2={{Demonic slot flag}}&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!--spl-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Bring at least rC++ to minimize the mauling they'll give you in melee. You can acquire that plus immunity to torment by playing a [[lichform]] or [[undead]] character, but others will have to gather those resistances the hard way.&lt;br /&gt;
*As with any torment-capable monster, you do not want to give them several turns of free attacks against you as you rush into range. Don't waste turns charging into them if you're capable of luring them around a corner into attack range.&lt;br /&gt;
*Unlike [[Brimstone fiend|brimstone]] and [[shadow fiend]]s, ice fiends are not that much less dangerous in melee unless you have significant cold resistance. If your quickest way to kill it is through melee, stack up as many buffs as you can, quite possibly including a [[potion of resistance]] if you lack good cold resistance. The usual tactic of attempting to lure it around a corner still applies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Demon]]&lt;/div&gt;</summary>
		<author><name>Grillatactics</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shadow_demon&amp;diff=37343</id>
		<title>Shadow demon</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shadow_demon&amp;diff=37343"/>
				<updated>2015-06-18T03:02:50Z</updated>
		
		<summary type="html">&lt;p&gt;Grillatactics: updated version tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=shadow demon&lt;br /&gt;
|glyph={{Magenta|2}}&lt;br /&gt;
|tile=[[File:Shadow demon.png]]&lt;br /&gt;
|flags={{See invisible flag}}&lt;br /&gt;
|resistances={{Cold resistance 2}}, {{Poison resistance}}, &amp;lt;br&amp;gt;{{Negative energy resistance 3}}, {{Torment resistance}}, &amp;lt;br&amp;gt;{{Rot resistance}}&lt;br /&gt;
|vulnerabilities={{Holy vulnerability 2}}, {{Holy wrath vulnerability}}&lt;br /&gt;
|max_chunks=0&lt;br /&gt;
|meat={{No corpse}}&lt;br /&gt;
|xp=713&lt;br /&gt;
|holiness={{Demonic}}&lt;br /&gt;
|magic_resistance=100&lt;br /&gt;
|hp_range=38-71&lt;br /&gt;
|avg_hp=54&lt;br /&gt;
|armour_class=7&lt;br /&gt;
|evasion=12&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 10&lt;br /&gt;
|size={{small}}&lt;br /&gt;
|item_use={{Open doors}}&lt;br /&gt;
|attack1=21 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=10&lt;br /&gt;
|base_hp=3&lt;br /&gt;
|extra_hp=5&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{High intelligence}}&lt;br /&gt;
|genus=shadow demon&lt;br /&gt;
|species=shadow demon&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A mysterious demonic figure, difficult to distinguish from the darkness around it. It weaves the shadows into powerful minions.&lt;br /&gt;
----&lt;br /&gt;
“As we grow old, we become aware that death is drawing near; his shadow falls across our path...”&amp;lt;br&amp;gt;&lt;br /&gt;
-Stefan Zweig, _Twenty-Four Hours in the Life of a Woman_. 1927.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Shadow demons''' are [[demon]]ic summoners which haunt demonic places, summoning waves of dangerous foes at you as soon as they spot you. They're faster than normal, but thankfully aren't very durable by tier-2 standards. They can be found in [[the Abyss]], [[Pandemonium]], and the [[Hell]]s (particularly in [[Tartarus]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Spellcaster2&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Shadow Creatures]]&lt;br /&gt;
|flags1={{Demonic slot flag}}&lt;br /&gt;
|slot2=[[Summon Demon]]&lt;br /&gt;
|flags2={{Demonic slot flag}}&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!--spl-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Without [[Mass Abjuration]], these guys can theoretically put together truly horrific piles of demons to assault you. Fortunately they spend most of their turns trying to move into melee range with you. Make them a high priority to keep them from calling for reinforcements, and if they do manage to get some nasties out, use powerful ranged attacks to take them down fast. Once the summoner falls, its summons die with it.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.10]], shadow demons had permanent invisibility and normal speed, but no spells.&lt;br /&gt;
&lt;br /&gt;
[[Category:Demon]]&lt;/div&gt;</summary>
		<author><name>Grillatactics</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Polyphemus&amp;diff=37342</id>
		<title>Polyphemus</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Polyphemus&amp;diff=37342"/>
				<updated>2015-06-18T01:48:50Z</updated>
		
		<summary type="html">&lt;p&gt;Grillatactics: updated version tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=Polyphemus&lt;br /&gt;
|glyph={{Green|C}}&lt;br /&gt;
|tile=[[File:Polyphemus.png]]&lt;br /&gt;
|flags={{Speaks flag}}&amp;lt;br&amp;gt;{{Unique flag}}&amp;lt;br&amp;gt;{{Warm blood flag}}&lt;br /&gt;
|resistances={{Drown resistance}}, {{Water resistance}}&lt;br /&gt;
|vulnerabilities=None&lt;br /&gt;
|max_chunks=8&lt;br /&gt;
|meat={{Clean corpse}}&lt;br /&gt;
|xp=2335&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=60&lt;br /&gt;
|hp_range=150&lt;br /&gt;
|avg_hp=150&lt;br /&gt;
|armour_class=10&lt;br /&gt;
|evasion=3&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 10&lt;br /&gt;
|size={{Giant}}&lt;br /&gt;
|item_use={{Starting equipment}}&amp;lt;br&amp;gt;{{Open doors}}&lt;br /&gt;
|attack1=50 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=35 ({{Hit type}}: {{Plain flavour}})&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=16&lt;br /&gt;
|base_hp=0&lt;br /&gt;
|extra_hp=0&lt;br /&gt;
|fixed_hp=150&lt;br /&gt;
|intelligence={{Normal intelligence}}&lt;br /&gt;
|genus=giant&lt;br /&gt;
|species=cyclops&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A cyclops shepherd, he is very protective of his charges, whom he watches with an undying fervor through his single massive eye.&lt;br /&gt;
----&lt;br /&gt;
“...as soon as he had got through with all his work, he clutched up two more of my men, and began eating them for his morning’s meal. Presently, with the utmost ease, he rolled the stone away from the door and drove out his sheep, but he at once put it back again—as easily as though he were merely clapping the lid on to a quiver full of arrows.”&amp;lt;br&amp;gt;&lt;br /&gt;
-Homer, _The Odyssey_, Book IX.&amp;lt;br&amp;gt;&lt;br /&gt;
trans. Samuel Butler, 1900.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
{{list of | giants}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Polyphemus the Watchful Shepherd''' is a [[unique]] [[cyclops]] who has somehow managed to tame a pack of [[death yak]]s and [[catoblepas|catoblepae]]. He prefers to pelt you with [[large rock]]s while you deal with his herd before moving in to attack you in melee. He can often be found in the upper floors of [[the Shoals]], but does not generate in every game.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
*[[The Shoals]]&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*The main danger comes from his herd. Polyphemus himself is significantly more dangerous than a normal cyclops (on par with an [[ettin]] or [[stone giant]]), but he can usually be [[kite]]d safely.&lt;br /&gt;
*The deep water of the Shoals can work to your advantage if you're capable of attacking at range. His herd may be trapped on one island as you blast them and their shepherd from another.&lt;br /&gt;
*If you do have to deal with him and his herd up close, be careful not to let them surround you out in the open. Use stair dancing to limit the number of opponents able to attack you at once.&lt;br /&gt;
*If you choose to flee Polyphemus and his herd, don't mash buttons. A catoblepas' petrification breath can prove extremely deadly here if it allows them to surround you or, even worse, turns you to stone as you're flying above [[deep water]].&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
Polyphemus is a reference to the shepherd cyclops who tried to kill Odysseus in [http://en.wikipedia.org/wiki/The_Odyssey the Odyssey].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.12]], Polyphemus only had death yaks in his herd and was significantly weaker.&lt;/div&gt;</summary>
		<author><name>Grillatactics</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Death_drake&amp;diff=37337</id>
		<title>Death drake</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Death_drake&amp;diff=37337"/>
				<updated>2015-06-17T20:42:15Z</updated>
		
		<summary type="html">&lt;p&gt;Grillatactics: updated version tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
''For a list of all lesser dragons, see [[list of dragons#Lesser Dragons|list of dragons]].''&lt;br /&gt;
&amp;lt;!--monster-bot-begin--&amp;gt;&lt;br /&gt;
{{monster&lt;br /&gt;
|name=death drake&lt;br /&gt;
|glyph={{LightGrey|k}}&lt;br /&gt;
|tile=[[File:Death drake.png]]&lt;br /&gt;
|flags={{Cold blood flag}}&amp;lt;br&amp;gt;{{Flying flag}}&lt;br /&gt;
|resistances={{Poison resistance}}, {{Rot resistance}}, &amp;lt;br&amp;gt;{{Drown resistance}}&lt;br /&gt;
|vulnerabilities={{Dragon slaying vulnerability}}&lt;br /&gt;
|max_chunks=5&lt;br /&gt;
|meat={{Rot-inducing corpse}}&lt;br /&gt;
|xp=739&lt;br /&gt;
|holiness={{Natural}}&lt;br /&gt;
|magic_resistance=40&lt;br /&gt;
|hp_range=58-95&lt;br /&gt;
|avg_hp=76&lt;br /&gt;
|armour_class=6&lt;br /&gt;
|evasion=14&lt;br /&gt;
|habitat=Land&lt;br /&gt;
|speed= 13&lt;br /&gt;
|size={{Large}}&lt;br /&gt;
|item_use={{Uses nothing}}&lt;br /&gt;
|attack1=12 ({{Bite type}}: {{Plain flavour}})&lt;br /&gt;
|attack2=&lt;br /&gt;
|attack3=&lt;br /&gt;
|attack4=&lt;br /&gt;
|hit_dice=9&lt;br /&gt;
|base_hp=5&lt;br /&gt;
|extra_hp=7&lt;br /&gt;
|fixed_hp=0&lt;br /&gt;
|intelligence={{Animal intelligence}}&lt;br /&gt;
|genus=drake&lt;br /&gt;
|species=death drake&lt;br /&gt;
}}&lt;br /&gt;
{{Flavour|A dark and baleful minor dragon, the death drake breathes a lethally potent miasma from its pestilential maw.}}&lt;br /&gt;
&amp;lt;!--monster-bot-end--&amp;gt;&lt;br /&gt;
==Useful info==&lt;br /&gt;
'''Death drakes''' are small, extremely unpleasant members of dragonkind. Although not very threatening physically, their [[miasma]] breath attack creates clouds of [[poison]]ous [[rot]]- and [[slow]]-inducing corruption that can semi-permanently weaken your character. They can be found naturally in [[Tartarus]] and the [[the Abyss]], as well as in some [[vault]]s, most notably the 'undead' [[Swamp]]:5 ending.  However, by far the most common place to see death drakes is in [[the Realm of Zot]], where [[draconian caller]]s will summon hordes of them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--spl-bot-begin--&amp;gt;&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Spellcaster1&lt;br /&gt;
|number=&lt;br /&gt;
|slot1=[[Miasma (monster spell)|Miasma]] (3d9)&lt;br /&gt;
|flags1={{Natural slot flag}}&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;!--spl-bot-end--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
*Read the article on [[miasma]].&lt;br /&gt;
*In their &amp;quot;real&amp;quot; form, these monsters are quite rare, only being naturally generated in Tartarus and the Abyss. Thus, if you see one outside these areas, it is either a [[vault]] monster, a [[shapeshifter]], or [[summon]]ed. In the latter two cases, the best option is often to simply escape the area and wait for the drake to unsummon/shift, since it is not worth acquiring rotted HP for a threat that simply could have been avoided. Even &amp;quot;real&amp;quot; death drakes are often best avoided, unless they are blocking an area you need to get to. However, since drakes are fast, avoiding them is not always trivial.&lt;br /&gt;
*Despite their name and breath weapon, they are not [[undead]] or even considered unholy or evil. This means [[holy wrath]] weapons are not especially effective against them, but it also means they have no resistances other than poison and rotting.&lt;br /&gt;
*Unfortunately, killing them quickly may be easier said than done: they have good EV, non-trivial AC, and almost twice as much HP as most HD 9 monsters. If the drake came from a [[draconian caller]], it is usually better to run away, wait for the drakes to unsummon, and try to catch the caller in melee before he fills the area with allies. If it is a real death drake, use your best weapons and/or spells to dispatch them quickly. Note that their low [[MR]] means [[Hexes]] can often disable them if you have them at a decent power. Be aware that a [[confuse]]d death drake may still breath clouds of miasma everywhere.&lt;/div&gt;</summary>
		<author><name>Grillatactics</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Chaos&amp;diff=37336</id>
		<title>Chaos</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Chaos&amp;diff=37336"/>
				<updated>2015-06-17T20:28:33Z</updated>
		
		<summary type="html">&lt;p&gt;Grillatactics: updated version tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
'''Chaos''' is a [[brand]] that [[weapon]]s may have. It imitates other brands, changing with each attack to one of the following:&lt;br /&gt;
*[[Vorpal]]&lt;br /&gt;
*[[Flaming]]&lt;br /&gt;
*[[Freezing]]&lt;br /&gt;
*[[Electrocution]]&lt;br /&gt;
*[[Venom]]&lt;br /&gt;
*[[Draining]]&lt;br /&gt;
*[[Vampiricism]]&lt;br /&gt;
*[[Holy wrath]]&lt;br /&gt;
*[[Antimagic]]&lt;br /&gt;
*[[Confusion]] (normally only found on [[needle]]s)&lt;br /&gt;
*[[Distortion]]&lt;br /&gt;
*[[Reaping]]&lt;br /&gt;
*Or &amp;quot;true&amp;quot; chaos, which can cause one of the following effects:&lt;br /&gt;
**The defender is cloned&lt;br /&gt;
**... [[polymorph]]ed&lt;br /&gt;
**... turned into a [[shapeshifter]]&lt;br /&gt;
**... [[berserk]]ed&lt;br /&gt;
**... [[heal]]ed&lt;br /&gt;
**... [[haste]]d&lt;br /&gt;
**... made [[invisible]]&lt;br /&gt;
**... [[slow]]ed&lt;br /&gt;
**... [[paralyze]]d&lt;br /&gt;
**... [[petrified]]&lt;br /&gt;
**The attacker experiences a random [[miscast effect]]&lt;br /&gt;
**The [[stairs]] are moved out from under the attacker&lt;br /&gt;
**A colorful cloud appears&lt;br /&gt;
**It makes a loud [[noise]]&lt;br /&gt;
&lt;br /&gt;
The brand is gifted by [[Xom]] at random intervals (though not necessarily to the player), and is wielded by Xom's vault guards and the [[unique]]s [[Crazy Yiuf]] and (sometimes) [[Psyche]]. Some [[Pandemonium lord]]s and others have this for a base attack, and the [[Killer Klown|killer klown]]s have an even more chaotic version. Taking this brand (usually through Yiuf's quarterstaff or by playing as a [[chaos knight]]) will give you access to extremely powerful effects very early on that will overwhelm most low level monsters. Just understand that chaos is a fickle mistress, and it is only a matter of time before you [[berserk]] an eight headed [[hydra]]. Dropping this in favor of a more reliable brand is recommended as soon as possible.&lt;br /&gt;
&lt;br /&gt;
The chaos brand may appear on missiles as well. Such missiles turn into a bolt of random type when they affect each cell and are always destroyed upon impact, but not if they were unbranded missiles fired with a ranged weapon of chaos.&lt;br /&gt;
&lt;br /&gt;
Note that hexes produced by this brand don't check [[MR]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Early game, the possible effects that may be caused by this weapon make it undesirable, due to the inability of early game characters to handle such a situation. However, late game, the brand is extremely powerful; the potential to paralyze, slow, petrify, banish, confuse, etc. can make it quite handy in long battles. The hexes it produces don't check magic resistance; you will be even be able to affect demon lords and other normally magic immune monsters, giving it a fantastic synergy with stabbers. Of course, chaos is a fickle mistress; you may be unlucky and end up hasting the foe or healing it. (Fortunately, many monsters in the late game are hasted anyway, can't berserk, or are physically incapable of polymorphing, improving its viability a little.)&lt;br /&gt;
&lt;br /&gt;
Of course, that's if you can get your hands on the brand itself. Xom grants it occasionally, but to whom and when is variable. Scrolls of brand weapon have an impressive 3/148 (2%) chance of granting the chaos brand (better chance if your previous brand was more common). Chaos branded weapons are not generated on the floor randomly, and will only be found in the possession of a few uniques and Xom's vault/altar guards.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], chaos weapons could [[shaft]] or [[polymorph]] the attacker.&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Grillatactics</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gehenna&amp;diff=36992</id>
		<title>Gehenna</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Gehenna&amp;diff=36992"/>
				<updated>2015-05-03T05:12:29Z</updated>
		
		<summary type="html">&lt;p&gt;Grillatactics: reworked /* Recommendations */ to remove mention of conservation for scrolls while still mentioning danger from sticky flame. updated version tag.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version016}}&lt;br /&gt;
{{flavour|The fires of Gehenna have burnt many a confident hero, and they will burn evermore.&lt;br /&gt;
&lt;br /&gt;
Gehenna is seven levels deep and contains the obsidian rune. It can be accessed via the Vestibule of Hell.}}&lt;br /&gt;
{{flavour|A gateway to Gehenna. You can feel the heat. Gehenna seems to be made out of nothing but flames, lava and hellfire.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Gehenna entry.png]] '''Gehenna''' is the [[fire]] branch of [[Hell]], accessible from [[the Vestibule of Hell]].&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Gehenna is 7 levels deep and populated by fire-themed monsters. You'll meet many [[hellion]]s and [[brimstone fiend]]s, but weaker monsters such as [[red devil]]s can be found. All the while a mystical Hellish force will assault you as is usual for all Hell branches, causing multiple nasty effects.&lt;br /&gt;
&lt;br /&gt;
Gehenna's layout is fairly open, with streams of lava that may hide [[lava snake]]s or [[salamander]]s. You may also run into small sections of permanent flame [[cloud]]s.&lt;br /&gt;
&lt;br /&gt;
The last level of Gehenna contains the obsidian [[rune of Zot]], guarded by [[Asmodeus]].&lt;br /&gt;
&lt;br /&gt;
==Recommendations==&lt;br /&gt;
The first six levels of Gehenna are not too tough, provided you have rF+++ (rF++ at the minimum) to reduce the damage of most attacks (including being periodically covered in [[Sticky Flame|sticky flames]] from Hell's mystical force) as well as a way to kill the fire-resistant monsters you meet - [[Ice Magic|Ice]] or [[Earth Magic]] will make your travels much smoother. Gehenna:7, on the other hand, can be brutal if you manage to wake up too many enemies at once while inside [[Asmodeus]]' chambers: having several hellions all hellfire you at once is always a risk. Proceed with caution. Asmodeus himself is a tough customer, a weaker version of [[Cerebov]] if you will.&lt;br /&gt;
&lt;br /&gt;
Some means of restoring or sustaining abilities are recommended, since the effects of Hell can cause severe stat draining. It's also wise to carry some potions of healing to prevent your body from [[rot]]ting away, which may happen occasionally by the effects of Hell. [[Levitation]]/[[Flight]] or teleportation may be necessary to traverse lava ponds blocking the way, and may be required on the final level to access Asmodeus's vault.&lt;br /&gt;
&lt;br /&gt;
==Hell effects==&lt;br /&gt;
*[[Miscast_effect#Necromancy|Necromancy]] miscast: 16.66%&lt;br /&gt;
*[[Miscast_effect#Summoning|Summoning]] miscast: 8.33%&lt;br /&gt;
*[[Miscast_effect#Conjurations|Conjurations]] miscast: 4.16%&lt;br /&gt;
*[[Miscast_effect#Charms|Charms]] miscast: 2.08%&lt;br /&gt;
*[[Miscast_effect#Hexes|Hexes]] miscast: 2.08%&lt;br /&gt;
*[[Miscast_effect#Fire_magic|Fire magic]] miscast: 22.22%&lt;br /&gt;
*[[Brimstone fiend]]: 14.15%&lt;br /&gt;
*Summon 1-5 Gehenna monsters: 9.88%&lt;br /&gt;
*Nothing happens: 19.75%&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
[http://en.wikipedia.org/wiki/Gehenna Gehenna] is a term derived from a geographical site in Jerusalem known as the Valley of Hinnom. According to parts of the Bible, the site was initially where followers of various Ba'als, including Moloch, sacrificed their children by fire. The valley later became the common wasteyard for all the refuse of Jerusalem. Here the corpses and ashes of animals and people, as well as wastes and garbage were cast and, according to legend, consumed by a constant fire. In time it became deemed to be accursed and an image of the place of destruction in Jewish folklore. Gehenna is cited in the New Testament and in early Christian writing to represent the final place where the wicked will be punished or destroyed after resurrection.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Branches]] [[Category:Hells]]&lt;/div&gt;</summary>
		<author><name>Grillatactics</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=CrawlWiki:Current_events&amp;diff=33044</id>
		<title>CrawlWiki:Current events</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=CrawlWiki:Current_events&amp;diff=33044"/>
				<updated>2014-10-05T10:53:37Z</updated>
		
		<summary type="html">&lt;p&gt;Grillatactics: /* Edits Being Reverted? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Community}}&lt;br /&gt;
&lt;br /&gt;
''This page is a collection of any projects or changes to the wiki that have been approved by site admins. If you have any suggestions, please add them to the [[CrawlWiki talk:Current events|Discussion]] page!'' &lt;br /&gt;
&lt;br /&gt;
=Pressing Issues=&lt;br /&gt;
==Edits Being Reverted?==&lt;br /&gt;
Over the last few days, a lot of edits have been inexplicably reverting and vanishing from the change log. I believe some of them have come back, but I've never seen this behavior before. Does anyone have any idea what could cause this sort of issue? --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 05:20, 7 September 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
:If you want to see how bad it is, just go to the Recent Changes page, and refresh a few times. The list will change, seemingly between at least two separate databases, but I've got no clue how something like that could happen. --[[User:Nabalzbhf|Nabalzbhf]] ([[User talk:Nabalzbhf|talk]]) 06:25, 7 September 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
::Feels to me like it is time dependend and hasn't got anything to do with refreshing, but dunno what could cause that.--[[User:BlueCrake|BlueCrake]] ([[User talk:BlueCrake|talk]]) 17:40, 7 September 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
:::The problem is serious and still not solved. I've made two screenshots of RecentChanges timelogs that prove that there are still at least two different databases at the same time. Changing from 7 days to 14 days of RecentChanges brought up two *very* different logs for just the same dates! -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 14:39, 29 September 2014 (CEST)&lt;br /&gt;
[[File:Wikilog1.png|thumb|RecentChanges1]] [[File:Wikilog2.png|thumb|RecentChanges2]]&lt;br /&gt;
&lt;br /&gt;
::::Yep, it's still going on. The page for Ru completely disappeared, as did my initial edit to have something on it. -- [[User:Fambida|Fambida]] ([[User talk:Fambida|talk]]) 13:28, 30 September 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::::Haven't been able to get this version of the page to load until now. Have been having same problem. Sometimes newest version of a page will show, and then switches to an old version when I attempt to edit it as well. --[[User:Grillatactics|Grillatactics]] ([[User talk:Grillatactics|talk]]) 12:52, 5 October 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
::::::It did it as I tried to save my last edit. I just pasted the newer version of the thread over the old one. --[[User:Grillatactics|Grillatactics]] ([[User talk:Grillatactics|talk]]) 12:53, 5 October 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
==0.15 Conversion==&lt;br /&gt;
Don't those bastards ever quit adding and subtracting from this game?!? Anyway, we've got another major conversion on the way. You can find the change log for it [[0.15|here]]. If you're looking for something to update, run through each of the items mentioned and go nuts! ...but not until 0.15 is officially released. You'll see the notice on the News section of the main page.&lt;br /&gt;
&lt;br /&gt;
==0.15 Tournament==&lt;br /&gt;
See [[Tournament/TeamWiki]] for more info.&lt;br /&gt;
&lt;br /&gt;
==Speedrunnning, Dungeon Sprint, and Zot Defence==&lt;br /&gt;
*These pages have always been weak points in our wiki. I've dabbled in the two alternate play modes, but never made a serious attempt at them, and I've never gone for an actual speed run. Could someone with experience in these fields give these pages some love?&lt;br /&gt;
**[[Speedrun]]&lt;br /&gt;
**[[Dungeon Sprint]]&lt;br /&gt;
***[[Red Sonja]]&lt;br /&gt;
***[[The Violet Keep of Menkaure]]&lt;br /&gt;
***[[The Ten Rune Challenge]]&lt;br /&gt;
***[[Fedhas' Mad Dash]]&lt;br /&gt;
***[[Ziggurat Sprint]]&lt;br /&gt;
***[[Thunderdome]]&lt;br /&gt;
***[[The Pits]]&lt;br /&gt;
***[[Arena of Blood]]&lt;br /&gt;
**[[Zot Defence]]&lt;br /&gt;
***[[Hall of Zot]]&lt;br /&gt;
***[[Battle Heart]]&lt;br /&gt;
***[[Two or Three?]]&lt;br /&gt;
***[[Columnade]]&lt;br /&gt;
***[[Glassed Sandwich]]&lt;br /&gt;
&lt;br /&gt;
==Site Redecoration==&lt;br /&gt;
The CrawlWiki is not a very visually compelling website. If you have suggestions on how we could tastefully change the appearance of the site to make it a little less bland, post them here!&lt;br /&gt;
*New background color&lt;br /&gt;
*New site logo (the current one really doesn't seem to have anything to do with the game)&lt;/div&gt;</summary>
		<author><name>Grillatactics</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=CrawlWiki:Current_events&amp;diff=33043</id>
		<title>CrawlWiki:Current events</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=CrawlWiki:Current_events&amp;diff=33043"/>
				<updated>2014-10-05T10:52:32Z</updated>
		
		<summary type="html">&lt;p&gt;Grillatactics: /* Edits Being Reverted? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Community}}&lt;br /&gt;
&lt;br /&gt;
''This page is a collection of any projects or changes to the wiki that have been approved by site admins. If you have any suggestions, please add them to the [[CrawlWiki talk:Current events|Discussion]] page!'' &lt;br /&gt;
&lt;br /&gt;
=Pressing Issues=&lt;br /&gt;
==Edits Being Reverted?==&lt;br /&gt;
Over the last few days, a lot of edits have been inexplicably reverting and vanishing from the change log. I believe some of them have come back, but I've never seen this behavior before. Does anyone have any idea what could cause this sort of issue? --[[User:MoogleDan|MoogleDan]] ([[User talk:MoogleDan|talk]]) 05:20, 7 September 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
:If you want to see how bad it is, just go to the Recent Changes page, and refresh a few times. The list will change, seemingly between at least two separate databases, but I've got no clue how something like that could happen. --[[User:Nabalzbhf|Nabalzbhf]] ([[User talk:Nabalzbhf|talk]]) 06:25, 7 September 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
::Feels to me like it is time dependend and hasn't got anything to do with refreshing, but dunno what could cause that.--[[User:BlueCrake|BlueCrake]] ([[User talk:BlueCrake|talk]]) 17:40, 7 September 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
:::The problem is serious and still not solved. I've made two screenshots of RecentChanges timelogs that prove that there are still at least two different databases at the same time. Changing from 7 days to 14 days of RecentChanges brought up two *very* different logs for just the same dates! -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 14:39, 29 September 2014 (CEST)&lt;br /&gt;
[[File:Wikilog1.png|thumb|RecentChanges1]] [[File:Wikilog2.png|thumb|RecentChanges2]]&lt;br /&gt;
&lt;br /&gt;
::::Yep, it's still going on. The page for Ru completely disappeared, as did my initial edit to have something on it. -- [[User:Fambida|Fambida]] ([[User talk:Fambida|talk]]) 13:28, 30 September 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::::Haven't been able to get this version of the page to load until now. Have been having same problem. Sometimes newest version of a page will show, and then switches to an old version when I attempt to edit it as well. --[[User:Grillatactics|Grillatactics]] ([[User talk:Grillatactics|talk]]) 12:52, 5 October 2014 (CEST)&lt;br /&gt;
&lt;br /&gt;
==0.15 Conversion==&lt;br /&gt;
Don't those bastards ever quit adding and subtracting from this game?!? Anyway, we've got another major conversion on the way. You can find the change log for it [[0.15|here]]. If you're looking for something to update, run through each of the items mentioned and go nuts! ...but not until 0.15 is officially released. You'll see the notice on the News section of the main page.&lt;br /&gt;
&lt;br /&gt;
==0.15 Tournament==&lt;br /&gt;
See [[Tournament/TeamWiki]] for more info.&lt;br /&gt;
&lt;br /&gt;
==Speedrunnning, Dungeon Sprint, and Zot Defence==&lt;br /&gt;
*These pages have always been weak points in our wiki. I've dabbled in the two alternate play modes, but never made a serious attempt at them, and I've never gone for an actual speed run. Could someone with experience in these fields give these pages some love?&lt;br /&gt;
**[[Speedrun]]&lt;br /&gt;
**[[Dungeon Sprint]]&lt;br /&gt;
***[[Red Sonja]]&lt;br /&gt;
***[[The Violet Keep of Menkaure]]&lt;br /&gt;
***[[The Ten Rune Challenge]]&lt;br /&gt;
***[[Fedhas' Mad Dash]]&lt;br /&gt;
***[[Ziggurat Sprint]]&lt;br /&gt;
***[[Thunderdome]]&lt;br /&gt;
***[[The Pits]]&lt;br /&gt;
***[[Arena of Blood]]&lt;br /&gt;
**[[Zot Defence]]&lt;br /&gt;
***[[Hall of Zot]]&lt;br /&gt;
***[[Battle Heart]]&lt;br /&gt;
***[[Two or Three?]]&lt;br /&gt;
***[[Columnade]]&lt;br /&gt;
***[[Glassed Sandwich]]&lt;br /&gt;
&lt;br /&gt;
==Site Redecoration==&lt;br /&gt;
The CrawlWiki is not a very visually compelling website. If you have suggestions on how we could tastefully change the appearance of the site to make it a little less bland, post them here!&lt;br /&gt;
*New background color&lt;br /&gt;
*New site logo (the current one really doesn't seem to have anything to do with the game)&lt;/div&gt;</summary>
		<author><name>Grillatactics</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Shield_of_the_gong&amp;diff=33038</id>
		<title>Shield of the gong</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Shield_of_the_gong&amp;diff=33038"/>
				<updated>2014-10-03T18:31:51Z</updated>
		
		<summary type="html">&lt;p&gt;Grillatactics: Updated enchantment for .15, updated tag.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|This is a large bronze gong that can be worn as a shield. According to certain mystics, beating on such a gong can grant you spiritual protection.&lt;br /&gt;
&lt;br /&gt;
And this shield surely will be heard!}}&lt;br /&gt;
[[File:Shield_of_the_Gong.png]] '''''the +18 shield of the gong'''''&lt;br /&gt;
&lt;br /&gt;
+18 [[shield]]&lt;br /&gt;
&lt;br /&gt;
-5 EV&amp;lt;br&amp;gt;&lt;br /&gt;
rElec&amp;lt;br&amp;gt;&lt;br /&gt;
rN+&amp;lt;br&amp;gt;&lt;br /&gt;
+40 MR&amp;lt;br&amp;gt;&lt;br /&gt;
Makes noise whenever you block&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
Despite first appearances, the '''shield of the gong''' is actually incredibly dangerous to use. Admittedly, its excellent enchantment level makes it very effective at defending against pure melee opponents, but its EV penalty renders you much more vulnerable to enemy [[Bolt spells]] and other attacks that can't be blocked. Also, the noise it makes is much louder than shouting or even the [[Singing Sword]]; using it will attract everything nearby to your position. Unless you're playing a brute force caster who's already making enough noise to wake the entire Dungeon, it is best to use this shield situationally, such as when facing dangerous sources of [[electricity]] damage.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], its enchantment was +27.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], its enchantment was only +6, and it did not reduce the wearer's EV. This change essentially combined the original shield of the gong with the now-retired shield &amp;quot;[[Bullseye]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], the shield of the gong also provided a [[spirit shield]], making it a fairly iffy proposition for casters.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Shields]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Grillatactics</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Speed_(brand)&amp;diff=33005</id>
		<title>Speed (brand)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Speed_(brand)&amp;diff=33005"/>
				<updated>2014-09-29T13:05:44Z</updated>
		
		<summary type="html">&lt;p&gt;Grillatactics: Updated tag for .15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&lt;br /&gt;
{{flavour|Attacks with this weapon are significantly faster.}}&lt;br /&gt;
&lt;br /&gt;
Attacks made with '''speed branded''' weapons take only 66% as long as normal. This leads to a theoretical increase in irresistible damage output of +50%, but this varies based on how long a battle actually lasts. Regardless, it is a large increase in irresistible damage output, making it a very desirable weapon brand, particularly for characters who have found significant amounts of [[slaying]] bonus. When found on ranged weapons, the speed brand stacks with any branded ammunition you may be firing.&lt;br /&gt;
&lt;br /&gt;
The speed [[brand]] can normally be found on:&lt;br /&gt;
*[[Dagger]]s&lt;br /&gt;
*[[Short sword]]s&lt;br /&gt;
*[[Cutlass]]es&lt;br /&gt;
*[[Quarterstaves]]&lt;br /&gt;
*[[Lajatang]]s&lt;br /&gt;
*Various [[artefact]] weapons, both melee and ranged&lt;br /&gt;
**The [[captain's cutlass]]&lt;br /&gt;
**[[Arga]]&lt;br /&gt;
**[[Finisher]]&lt;br /&gt;
**[[Skullcrusher]]&lt;br /&gt;
**[[Sharnga]]&lt;br /&gt;
**[[Randart]] [[blowgun]]s will always be speed branded. Randart [[quick blade]]s will never be.&lt;br /&gt;
&lt;br /&gt;
==Rounding==&lt;br /&gt;
If a weapon's normal speed can't divide cleanly into thirds, then the speed of each attack will be rounded up or down to the nearest integer. Assume an attack with your lajatang normally takes 7 [[aut]]s to complete. 66% of that would leave you with 4.66 auts, and the game would implement this by having each attack take either 4 auts (33% of the time) or 5 auts (67%).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.8]], weapons of speed dealt full damage while reducing attack speed to 50% normal (though this calculation was then rounded up, leaving some weapons attacking slightly slower).&lt;br /&gt;
&lt;br /&gt;
[[0.9]] nerfed this by effectively reducing the base damage of melee weapons to 90% of normal, slightly reducing the effectiveness of these weapons. Meanwhile, ranged weapons instead received only a 66%-normal speed boost, but lost no damage output.&lt;br /&gt;
&lt;br /&gt;
In [[0.14]], 0.9's ranged weapon rule was applied to melee weapons as well, simplifying the brand's behavior tremendously.&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Grillatactics</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Gargoyle&amp;diff=32941</id>
		<title>Gargoyle</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Gargoyle&amp;diff=32941"/>
				<updated>2014-09-20T04:27:42Z</updated>
		
		<summary type="html">&lt;p&gt;Grillatactics: Updated tag for .15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{for_monster}}&lt;br /&gt;
{{flavour|  A cross between ordinary stone gargoyles and living beings, Gargoyles are hideous humanoids with an affinity to rock. They have low health, but large amounts of innate armour which increases further as they gain levels. They eventually gain the ability to fly continuously.&lt;br /&gt;
&lt;br /&gt;
Gargoyles' partially living form grants them immunity to poison, as well as resistance to electricity, and protection from some effects of necromancy. Their natural armour makes them strong melee fighters, and they are naturally skilled with blunt weapons and in unarmed combat. They can also be exceptional earth-based conjurers.}}&lt;br /&gt;
&lt;br /&gt;
==Innate Abilities==&lt;br /&gt;
*Natural [[AC]]: Gargoyles receive a large innate boost to AC relative to your XL. Gargoyles get +2 AC at XL 1, and this rises every few levels (see chart below). Note that [[Statue Form]]'s AC bonus is different for Gargoyles; it begins at +13 AC and is modified by your skill in Earth Magic.&lt;br /&gt;
*Increased [[GDR]]: A Gargoyle's GDR is calculated as though the base AC of the body armour they are wearing is 5 greater (see chart below). In Statue Form, Gargoyles have a total of 50% GDR.&lt;br /&gt;
*[[Petrification]] resistance: Gargoyles cannot be [[petrified]].&lt;br /&gt;
*[[Rot]] resistance: Gargoyles are composed of stone rather than flesh, and thus cannot rot.&lt;br /&gt;
*Gargoyles are immune to [[poison]].&lt;br /&gt;
**Gargoyles cannot memorize [[Cure Poison]].&lt;br /&gt;
*[[Electricity resistance]]: Gargoyles are well insulated and take little damage from [[electricity]] attacks. This innate protection is identical to that provided by rElec, but do note that rElec from multiple sources do ''not'' stack.&lt;br /&gt;
*Partial [[torment]] resistance: Gargoyles take 1/2 normal damage when affected by [[torment]]. This resistance ''does'' stack with other effects that reduce damage of torment.&lt;br /&gt;
*[[Unbreathing]]: Gargoyles can survive without breathing.&lt;br /&gt;
*[[Negative_energy#Negative_Energy_Resistance|Life Protection 1]]: Gargoyles have one innate level of resistance against negative energy (rN+).&lt;br /&gt;
*Vulnerability to [[Shatter]] and [[LRD]].&lt;br /&gt;
*Gargoyles' [[nonliving]] nature means that they cannot worship [[Yredelemnul]].&lt;br /&gt;
&lt;br /&gt;
Gargoyles have a base [[Strength]] of 11, [[Intelligence]] of 8 and [[Dexterity]] of 5 (before Background modifiers).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===AC + GDR Bonuses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level || AC || Level || AC || Level || AC&lt;br /&gt;
|-&lt;br /&gt;
| 1 || +2 || 10 || +7 || 19 || +13&lt;br /&gt;
|-&lt;br /&gt;
| 2 || +2 || 11 || +7 || 20 || +15&lt;br /&gt;
|-&lt;br /&gt;
| 3 || +3 || 12 || +8 || 21 || +15&lt;br /&gt;
|-&lt;br /&gt;
| 4 || +3 || 13 || +9 || 22 || +16&lt;br /&gt;
|-&lt;br /&gt;
| 5 || +4 || 14 || +9 || 23 || +17&lt;br /&gt;
|-&lt;br /&gt;
| 6 || +4 || 15 || +11 || 24 || +17&lt;br /&gt;
|-&lt;br /&gt;
| 7 || +4 || 16 || +11 || 25 || +19&lt;br /&gt;
|-&lt;br /&gt;
| 8 || +5 || 17 || +12 || 26 || +19&lt;br /&gt;
|-&lt;br /&gt;
| 9 || +5 || 18 || +13 || 27 || +20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Armour || Base AC || GDR || Gargoyle GDR&lt;br /&gt;
|-&lt;br /&gt;
| [[Robe]], [[animal skin]], [[troll hide]], [[steam dragon hide]] || 2 || 0% || 31%&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather armour]], [[mottled dragon hide]], [[swamp dragon hide]], [[fire dragon hide]], [[pearl dragon hide]] || 3 || 14% || 34%&lt;br /&gt;
|-&lt;br /&gt;
| [[Troll leather armour]], [[ice dragon hide]], [[storm dragon hide]], [[gold dragon hide]] || 4 || 19% || 37%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ring mail]], [[steam dragon armour]] || 5 || 24% || 39%&lt;br /&gt;
|-&lt;br /&gt;
| [[Scale mail]], [[mottled dragon armour]]  || 6 || 28% || 42%&lt;br /&gt;
|-&lt;br /&gt;
| [[Swamp dragon armour]] || 7 || 31% || 44%&lt;br /&gt;
|-&lt;br /&gt;
| [[Chain mail]], [[fire dragon armour]] || 8 || 34% || 46%&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice dragon armour]] || 9 || 37% || 48%&lt;br /&gt;
|-&lt;br /&gt;
| [[Plate armour]], [[pearl dragon armour]], [[storm dragon armour]] || 10 || 39% || 50%&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold dragon armour]] || 12 || 44% || 54%&lt;br /&gt;
|-&lt;br /&gt;
| [[Crystal plate armour]] || 14 || 48% || 58%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Preferred Backgrounds==&lt;br /&gt;
Gargoyles are recommended for the following backgrounds: &lt;br /&gt;
*'''Warriors:''' [[Fighter]], [[Gladiator]], [[Monk]]&lt;br /&gt;
*'''Zealots:''' [[Berserker]]&lt;br /&gt;
*'''Mages:''' [[Fire Elementalist]], [[Ice Elementalist]], [[Earth Elementalist]], [[Venom Mage]]&lt;br /&gt;
&lt;br /&gt;
Due to their [[nonliving]] nature, gargoyles are prohibited from becoming [[Death Knight]]s.&lt;br /&gt;
&lt;br /&gt;
==Level Bonuses==&lt;br /&gt;
*+1 [[strength]] or [[intelligence]] (equal chance) every 4th level.&lt;br /&gt;
*20% less HP than average.&lt;br /&gt;
*Average MP.&lt;br /&gt;
*+3 [[magic resistance]] per level.&lt;br /&gt;
*Gargoyles gain permanent at-will [[flight]] at level 14.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Equipment==&lt;br /&gt;
Gargoyles receive the skills and equipment listed for their background. &lt;br /&gt;
&lt;br /&gt;
==Difficulty of Play==&lt;br /&gt;
{{Beginner}}&lt;br /&gt;
&lt;br /&gt;
Although they have low HP (-20%), Gargoyles' innate AC bonus grows quickly as character level rises, providing much added protection. The extra AC generally compensates for their low HP, however one must still be very careful around the few attacks that ignore AC, most notably smiting, but also (later in the game) hellfire, [[simulacra]] melee hits, and [[ice fiend]] melee hits—along with a few other, even rarer attacks. &lt;br /&gt;
&lt;br /&gt;
Beyond this, Gargoyles enjoy a number of innate bonuses and resistances that range from mildly convenient to downright helpful, depending on context. Innate rPois ameliorates or negates some threats, such as early kobolds with blowguns, and also removes the need to wait out poison. Both rPois and eventual perma-flight, aside from convenience, together mean that Gargoyles have two desirable properties when it comes to doing the two early Lair branches, one of which always centers around water ([[Shoals]] or [[Swamp]]) and the other around poison ([[Spider]] or [[Snake]]).  &lt;br /&gt;
&lt;br /&gt;
For most of a regular game, their [[torment]] resistance will be of little benefit, but it is incredibly helpful in the [[Hell]]s and [[Pandemonium]]. Individually, Gargoyles' other characteristics do not have much of an impact, but taken together they do allow one to ignore some specific, dangerous (or just annoying) effects that form part of the &amp;quot;gimmick&amp;quot; of certain enemies (e.g., [[basilisk]]'s petrification). On the other hand, one must be even more careful than usual around [[deep troll earth mage]]s, [[Jorgrun]], and player ghosts that can cast [[LRD]] or [[Shatter]]. &lt;br /&gt;
&lt;br /&gt;
Their aptitudes are fairly well balanced and lend themselves to a variety of backgrounds and subsequent development strategies.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Although it may seem tempting to raise your AC and GDR as high as possible (almost 60% GDR as a Gargoyle in crystal plate armour!), realize that [[ev]]asion is also tremendously useful, even with a Gargoyle's unimpressive [[Dodging]] aptitude. Due to a Gargoyle's large boosts to AC and GDR regardless of armour, a suit of light or medium armour can still provide excellent defenses without penalizing your spellcasting or evasion nearly as much as heavier armour would.&lt;br /&gt;
&lt;br /&gt;
{{species_aptitudes|Gargoyle}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.14]], Gargoyles had [[Fangs]] 1, [[Talons]] 1 and [[Slow Metabolism]] 1. Gargoyles got slightly less (only 5/6ths) of the GDR from their body armour, but this was more than compensated for by a large innate bonus (+24% GDR). This innate bonus was suppressed when they were transformed, except for Statue Form, in which Gargoyles had a total of 62% GDR.&lt;br /&gt;
&lt;br /&gt;
Gargoyles were added in [[0.13]].&lt;br /&gt;
&lt;br /&gt;
[[Category: Species]]&lt;/div&gt;</summary>
		<author><name>Grillatactics</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Stat_zero&amp;diff=32925</id>
		<title>Stat zero</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Stat_zero&amp;diff=32925"/>
				<updated>2014-09-15T20:48:48Z</updated>
		
		<summary type="html">&lt;p&gt;Grillatactics: /* Effects */  removed carry cap effect from collapse to reflect weight restrictions being removed in .15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version014}}&lt;br /&gt;
&lt;br /&gt;
When one of a character's primary [[attributes]] ([[strength]], [[intelligence]], or [[dexterity]]) is lowered to 0 or below, the character will suffer crippling penalties until that attribute is restored and stays above 0 for a period of time equal to: 10 + 1d10 + the number of turns it was below 0 (Max: 200 turns).&lt;br /&gt;
&lt;br /&gt;
==Causes==&lt;br /&gt;
The following can all drain your attributes:&lt;br /&gt;
*By 1 at a time, and thus blocked by [[sustain abilities]]:&lt;br /&gt;
**The [[bad mutations#Deterioration|Deterioration]] mutation. Rank 1 is generally kept in check by your natural regeneration, but ranks 2 and 3 are eventually lethal.&lt;br /&gt;
**[[Sickness]].&lt;br /&gt;
**The special attacks of certain monsters [[quasit]]s (dexterity only).&lt;br /&gt;
**Decomposition (not to be confused with [[rotting]]) from attempted [[mutation]] of an undead character.&lt;br /&gt;
*By more than 1 at a time, but damage can be halved by [[sustain abilities]]:&lt;br /&gt;
**[[Brain Feed]].&lt;br /&gt;
**Spell [[miscast effect]]s, as caused by actual miscasts, [[Hell]] effects, and mummy [[death curse]]s.&lt;br /&gt;
**Evoking certain items, such as a [[crystal ball of energy]] or the [[staff of Wucad Mu]].&lt;br /&gt;
**Stepping on or being in view of a monster stepping on [[Zot trap]]s.&lt;br /&gt;
**Certain spells, such as [[Summon Horrible Things]] or [[Alistair's Intoxication]], have a chance of draining INT when cast.&lt;br /&gt;
Unless you have [[Slow Healing]] 3 (which [[Deep Dwarves]] have innately), you will slowly regain stats lost through any of these means.&lt;br /&gt;
&lt;br /&gt;
Stats can be more permanently lowered by the following means:&lt;br /&gt;
*[[Mutations]] which affect attributes.&lt;br /&gt;
*Equipment with negative stat modifiers (but you can remove the equipment to restore the stat).&lt;br /&gt;
*The [[Deck of wonders#Focus Card|Focus]] card.&lt;br /&gt;
*[[Jiyva]]'s stat shuffling.&lt;br /&gt;
*The [[Shuffle#Shuffle Card|Shuffle]] card.&lt;br /&gt;
&lt;br /&gt;
The last two will never lower a base stat to zero. Sustain abilities provides no help with any of these, and the stat will not restore naturally.&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
When any stat reaches 0, you will immediately suffer 2-5 turns of [[paralysis]] which ignores [[stasis]]. Stat zero will also inflict various penalties for each stat reduced to zero:&lt;br /&gt;
&lt;br /&gt;
===Collapse (Strength)===&lt;br /&gt;
*The speed of all your actions is halved (stacks with other stats' speed penalties)&lt;br /&gt;
*Your [[regeneration rate]] is divided by 4&lt;br /&gt;
&lt;br /&gt;
===Brainless (Intelligence)===&lt;br /&gt;
*The speed of all your actions is halved (stacks with other stats' speed penalties)&lt;br /&gt;
*You can't read [[book]]s&lt;br /&gt;
*You can't cast [[spell]]s&lt;br /&gt;
*You will fail to read [[scroll]]s 4 of every 5 times&lt;br /&gt;
&lt;br /&gt;
===Clumsy (Dexterity)===&lt;br /&gt;
*The speed of all your actions is halved (stacks with other stats' speed penalties)&lt;br /&gt;
*Your [[evasion]] is set to 2 + size_bonus + [[Phase Shift]] bonus + [[Repulsion field]] bonus&lt;br /&gt;
*Your [[stealth]] is set to 0&lt;br /&gt;
*You can't [[stab]] monsters&lt;br /&gt;
&lt;br /&gt;
Losing stat points from a stat that is already below 0 also inflicts some HP damage: 4 + 1d(max hp/10)&lt;br /&gt;
&lt;br /&gt;
==Precautions==&lt;br /&gt;
Any character with a particularly low attribute should be aware of the dangers involved. Any attribute below 8 could conceivably be reduced to 0 by a single unfortunate effect, some of which are common, some less so.&lt;br /&gt;
*Cursed artefact equipment can reduce an attribute by up to 6 for as long as it's equipped, so be cautious about wearing unidentified items if you're at risk.&lt;br /&gt;
*Miscast effects, Hell effects, [[Zot trap]]s, and [[mummy]] [[death curse]]s can temporarily reduce an attribute by up to 7. You may wish to bring all of your attributes up to a minimum of 8 to guarantee that you can survive a single worst-case scenario shot from either one. Alternatively, you could quaff a [[potion of restore abilities]] or eat a [[royal jelly]] to restore all attributes instantly. Just remember that &amp;quot;Engorged&amp;quot; characters cannot eat any further.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In [[0.15]], items will no longer possess [[aum|mass]], so collapse will have no impact on carrying capacity.&lt;br /&gt;
&lt;br /&gt;
Stat zero was added in [[0.13]], replacing [[stat death]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Grillatactics</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Walkthrough&amp;diff=32918</id>
		<title>Walkthrough</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Walkthrough&amp;diff=32918"/>
				<updated>2014-09-15T05:50:09Z</updated>
		
		<summary type="html">&lt;p&gt;Grillatactics: /* Abyss */ spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This page only covers the general strategy of the game. For specific topics and tactics, see the related pages. The following are good reads for beginners:&lt;br /&gt;
&lt;br /&gt;
*[[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;
==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. [[Unique monster|Uniques]] (especially [[Sigmund]] and [[Grinder]]), [[player ghost]]s, [[ogre]]s, and bands of [[gnoll]]s or [[orc]]s all pose a significant threat on the first few levels. &lt;br /&gt;
&lt;br /&gt;
If you do decide to take on a threat, isolate that monster, and use any tricks at your disposal -- [[ranged weapon]]s, [[spells]], [[wand]]s, branded [[throwing]] weapons. etc. -- but 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.&lt;br /&gt;
&lt;br /&gt;
===The Temple===&lt;br /&gt;
Once you find the Temple, pick a god if you haven't yet (and aren't a [[demigod]]). If the particular god you want isn't in the Temple (perhaps your temple was corrupted by [[Lugonu]]), you can find it in the main dungeon. If you're looking to convert to one of the more unusual gods (i.e. [[Lugonu]] or [[Jiyva]]), then you may have to wait until later to convert.&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 plays to your weak points, skip it! Likewise, if the &amp;quot;guards&amp;quot; around the portal are too tough for you, you probably didn't want to go inside anyway.&lt;br /&gt;
&lt;br /&gt;
Before you venture into these portals, take a moment to [[drop]] anything you're certain you won't need for this portal -- You'll want to bring back any useful items you find. 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/or [[mummy|mummies]], and occasionally more exotic undead.&lt;br /&gt;
&lt;br /&gt;
*The [[Bailey]], home to ranged combatants, typically armed with [[melee_weapon#polearms|polearms]] or [[ranged_weapon#crossbows|crossbows]].&lt;br /&gt;
&lt;br /&gt;
==Early Branches==&lt;br /&gt;
While exploring the dungeon, you will find the entrances to the [[Orcish Mines]] and [[the Lair]]. Even though they are generally discovered in that order, most players will find it easier to clear the [[Lair]] first.&lt;br /&gt;
&lt;br /&gt;
===The Lair===&lt;br /&gt;
The greatest threat of [[Lair]] is often fast moving enemies with poison, since these are the hardest to escape. Therefore, [[poison resistance]] is definitely recommended. If your characters lacks poison resistance and defenses in general, you might wish to explore a bit more of the dungeon, or dip into levels 1-3 of Orc.&lt;br /&gt;
&lt;br /&gt;
Other threats include [[hydra]]e which can mercilessly tear apart your character with multiple attacks, packs of hard-hitting and hard-to-hit [[blink frog]]s, and the occasional herd of extremely powerful [[elephant]]s or [[death yak]]s. Also, you may run into the rare fire-breather (such as a [[fire drake]], [[lindwurm]], or [[mottled dragon]]), so [[fire resistance]] can be useful.&lt;br /&gt;
&lt;br /&gt;
Like all the other branches you'll encounter, the final level of Lair is the hardest. Unless there's a [[portal]] there, which would be announced upon you entering the level, you won't lose anything by leaving it for later. So 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 can have various branches, such as [[the Shoals]], [[the Swamp]], [[Snake Pit]], [[Spider's Nest]], and even [[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 entrance often appearing earlier, the [[Orcish Mines]] are tougher than [[the Lair]]. Various [[List of orcs|special types of orc]]s like [[orc warlord|warlords]],  [[orc sorcerer|sorcerers]], and [[orc high priest|high priests]] will standing in your way, and the final floor can have [[ogre magi]] and [[giant]]s.&lt;br /&gt;
&lt;br /&gt;
Levels are often split into multiple paths, with some parts being unreachable unless you use a scroll of magic mapping and [[dig]] your way to them. But typically this is a waste, and exploring every [[staircase]] is sufficient for finding most of the loot.&lt;br /&gt;
&lt;br /&gt;
You'll find the entrance to the [[Elven Halls]] on the lower levels, 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;
After you've finished Lair and Orc, make sure to finish the dungeon. You'll find the entrances to [[the Vaults]] and [[the Depths]] before too long, but you should leave these for later. Once you're done, 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: [[The Shoals]] or [[the Swamp]], [[Snake Pit]] or [[Spider's Nest]], and the innumerably more difficult [[Slime Pits]]. They're listed below in 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;
All of these branches are made somewhat easier with poison resistance, and it's almost a requirement in Snake Pit and Spider's Nest. If you still haven't found any, you can attempt to skin a [[swamp dragon]] for [[swamp dragon hide|its hide]] in Swamp, hope for equipment to show up in Shoals, or explore levels 1-2 of the [[Elven Halls]].&lt;br /&gt;
&lt;br /&gt;
===Swamp===&lt;br /&gt;
Assuming you have poison resistance by now and a way to kill hydras (spells, flaming weapons or non-bladed weapons), [[the Swamp]] should be fairly simple. Be careful to only fight from solid ground unless your character does well in shallow water or can [[fly]] (if you're surprised while wading through shallow water, retreat to dry land, then turn and fight).&lt;br /&gt;
&lt;br /&gt;
Some of the bigger threats include [[thorn hunter]]s, [[simulacra]] (bring [[cold resistance]] if you can), and [[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 very important, as you'll probably need to fight from solid ground or [[fly]] to avoid incurring penalties, and shifting tides can confine you to one of the islands. If you don't have any source of flight, you might want to clear the first two levels of the Elven Halls in search of it.&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, [[Ilsiuw]]. Many of the enemies here use [[Hexes]], so [[magic resistance]] is important. [[Clarity]] and/or [[stasis]] are also useful.&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;
===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 this level is especially dangerous to spellcasters thanks to [[mana viper]]s. 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. A way to nullify [[Teleport Other]] is also useful.&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 don't assume poison is all you have to worry about, as many spiders hit about as hard as [[yak]]s. Meanwhile, [[clarity]] will help with the Tarantellas, and [[see invisible]] will help you to deal with [[ghost moth]]s.&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;
===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]].&lt;br /&gt;
&lt;br /&gt;
Once you feel you're ready to enter the pits, you will need [[acid resistance]] and [[mutation resistance]]. Also, bring [[Clarity]] for the [[golden eye]]s if you have it. 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 no resistance after reaching 6 piety.&lt;br /&gt;
&lt;br /&gt;
==The Elven Halls==&lt;br /&gt;
If you lack poison resistance or a means of flight, clearing the first two floors of the [[Elven Halls]] may provide you with one or both of them. The Halls feature many dangerous [[list of deep elves|deep elven]] casters.&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 [[magic resistance]]. If your magic resistance is too low, you could be [[banishment|banished]], sending you to the [[Abyss]].&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 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]]. In any case, you will need to obtain at least one [[Rune of Zot|rune]], preferably from a Lair branch.&lt;br /&gt;
&lt;br /&gt;
Once you enter, the most helpful thing you can have is decent [[AC]], [[EV]], and [[SH]]. Elemental damage isn't uncommon, but there's a wide variety, so it's best to have wide spread of [[resistance]]s. [[Magic resistance]] 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.&lt;br /&gt;
&lt;br /&gt;
[[The Vaults#Vaults:5|Vaults:5]] is exponentially harder than the earlier levels, and often it's best to dip into the 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]]. You'll want [[negative energy resistance]] (more is always better), and a way to cure or resist [[rot]]. Cold resistance can also help.&lt;br /&gt;
&lt;br /&gt;
If you plan on converting to [[The Shining One]] later in your game, save this branch until then.&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 don't tread lightly.&lt;br /&gt;
&lt;br /&gt;
Lots of [[negative energy resistance]], [[sustain abilities]], and some way to deal with the [[rot]] are all required. Or, you could worship [[Kikubaaqudgha]] for that wonderful death curse protection and torment resistance.&lt;br /&gt;
&lt;br /&gt;
==Depths==&lt;br /&gt;
[[The Depths]] are fairly straightforward. 5 floors of elaborate layouts 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]].&lt;br /&gt;
&lt;br /&gt;
Be on the lookout for [[mutation resistance]] if you haven't found it already, because it's useful in all of the branches you'll explore from here on out.&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 here, particularly since they can leave the Abyss whenever they want.&lt;br /&gt;
&lt;br /&gt;
No matter who you follow, though, you absolutely need mutation resistance here. Also, Apportation is great for nabbing that abyssal rune of Zot before you teleport away. You'll also want enough food to keep you from starving, since Abyss has a distinct lack of food, and most characters don't get to leave when they feel like it.&lt;br /&gt;
&lt;br /&gt;
Oddly, despite the constant -cTele, teleportation is often a decent way to escape a dodgy situation. So don't leave all your source of teleport behind!&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 be granted with four branches: [[Gehenna]], [[Cocytus]], [[Tartarus]], and [[The Iron City of Dis]], all with their own [[Rune of Zot|rune]].&lt;br /&gt;
&lt;br /&gt;
These places all have three things in common: Annoying [[Hell effect]]s, [[torment]], and a distinct lack of [[food]]. Other than that, they each have their own &amp;quot;theme&amp;quot; with relevant resistances.&lt;br /&gt;
&lt;br /&gt;
*[[Gehenna]]: Home to fire, hellfire, even more fire, and the [[Rune of Zot|obsidian rune of Zot]].&lt;br /&gt;
*[[Cocytus]]: Realm of Ice and Annoying Amounts 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;
If you can't clear [[the Realm of Zot]], you probably shouldn't even bother with these places, but if you want all 15 runes you'll have to enter them eventually.&lt;br /&gt;
&lt;br /&gt;
==Pandemonium==&lt;br /&gt;
[[Pandemonium]] is yet another place you probably shouldn't go to if you only want to win. It contains one [[rune]] guarded by a randomly generated panlord, the [[Rune of Zot|demonic rune of Zot]]. The [[Rune of Zot|other four]] are guarded by unique Pan Lords, which you only have one chance to kill or outsmart.&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;
==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 entire reason you're in the dungeon.&lt;br /&gt;
&lt;br /&gt;
To obtain the orb, you'll want lots of [[fire resistance]], [[acid resistance]], and [[mutation resistance]]. [[Electricity resistance]], [[cold resistance]], [[poison resistance]], 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 not die there. Just know this: You'll probably want a source of [[Stasis]], in case you have to walk through a teleport trap.&lt;br /&gt;
&lt;br /&gt;
Note that even if you want to collect every rune, often it's best to clear out Zot first for the extra experience and items. Just don't pick up the orb!&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]]! To save yourself a bit of distance, consider using [[Apportation]] to drag the Orb over to the nearest staircase (though this will take a while and make tons of noise, which is why you should clear out the Orb chamber first).&lt;br /&gt;
&lt;br /&gt;
Be warned that from the time you pick up the Orb, all portals in the dungeon will close, sealing off Hell and the other netherworlds. Furthermore, you will be under -cTele (that is, no teleport control ''anywhere'') from this point on.&lt;br /&gt;
&lt;br /&gt;
To finish the game, simply book it towards D:1. Your priority now is speed: use every method of speeding yourself up available to you, whether it's [[haste]], [[Swiftness]], [[dig]]ging yourself a shortcut, or anything else. Use of any potions, scrolls, or wands that can help you travel more quickly, and don't worry too much about [[magical contamination]]; it doesn't matter if you exit the Dungeon as a [[Blurry Vision|half-blind]], [[deformed]], [[mutation|mutant]] [[Herbivore|vegan]] so long as you've escaped safely.&lt;br /&gt;
&lt;br /&gt;
You can also make use of the game's autotravel feature (Ctrl+G), which will automatically calculate the shortest route to your destination, but this won't automatically use items for you.&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 or take another route. Though you'll be under permanent -cTele, you can still make a semi-controlled [[blink]] by using a [[scroll of blinking]] or [[Controlled Blink]]; a random teleport, whether from a [[scroll of teleportation|scroll]] or [[wand of teleportation|wand]], can also get you free of a blockade.&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. 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 [[0.14]] [[the Depths]] branch replaced D:17-27, and it was made necessary to obtain a [[rune of Zot]] to enter [[the Vaults]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy Guides]]&lt;br /&gt;
[[Category:Crystal Ball Articles]]&lt;/div&gt;</summary>
		<author><name>Grillatactics</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=The_Crypt&amp;diff=32861</id>
		<title>The Crypt</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=The_Crypt&amp;diff=32861"/>
				<updated>2014-09-11T00:48:39Z</updated>
		
		<summary type="html">&lt;p&gt;Grillatactics: /* Crypt:5 */ Crypt 5 doesn't exist, edited to reflect that.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version015}}&lt;br /&gt;
{{flavour|A huge repository for the ancient dead. The air is chill and fetid, the walls cold and damp. Bones are strewn liberally everywhere and the whole place resounds with the keening of the tortured souls of the unquiet dead.&lt;br /&gt;
&lt;br /&gt;
The Crypt is three levels deep and can be found between Vault:2 and Vault:3. It contains the entrance to the Tomb.&lt;br /&gt;
}}&lt;br /&gt;
{{flavour|These stairs lead to an ancient crypt. Unfortunately, not everything that was buried there had the decency to stay dead.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Crypt entry.png]]&lt;br /&gt;
&lt;br /&gt;
'''The Crypt''' is a 3-floor [[branch]], its entrance found on [[Vaults]]:2 or 3. It is filled with all manner of [[undead]] opponents, and although it does not contain a [[rune of Zot]], it does hold the [[list of mummies|mummy]]-guarded entrance to [[the Tomb]], as well as a significant amount of treasure guarded by powerful undead foes on the final floor.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
the Crypts are made up of claustrophobic, winding hallways and large open chambers, all of which are built of [[wand of digging|dig]]-proof stone or metal [[wall]]s. [[Web]] [[trap]]s are a common sight here, choking hallways but also allowing cautious players to ensnare pursuing opponents.&lt;br /&gt;
&lt;br /&gt;
The Crypt is also a [[Noise#Ambient noise|very silent place]] (one might even say &amp;quot;dead quiet&amp;quot;), so noises will carry farther than you're accustomed to. While the majority of the Crypt's inhabitants attack you in relative silence ([[flying skull]]s are one of the few forms of undead capable of alerting others of your presence), even the noise made by your weapons striking your foes will be attracting attention. See the page on [[noise]] for more details. &lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Players will find their [[poison]], [[draining]], [[vampiricism]], or [[pain]]-[[brand]]ed weapons all but useless here. [[Holy wrath]] weapons and [[Dispel Undead]] are much more useful for clearing out the almost entirely undead population here, and [[scrolls of holy word]] make excellent room-clearing nukes, particularly if you worship a [[good god]]. [[Negative energy]] resistance will come in handy to negate enemy draining attacks and mitigate the impact of [[torment]] (an uncommon but significant threat). [[See invisible]] is also worth keeping on hand, as [[vampire knight]]s can be surprisingly dangerous to players who fail to notice them until they reach melee range.&lt;br /&gt;
&lt;br /&gt;
Beyond that, there are a handful of casters capable of hitting you with various elemental spells, and many of the opponents here hit fairly hard ([[ghoul (monster)|ghouls]], [[bone dragon]]s, and [[ancient champion]]s are particularly nasty in melee), so high [[AC]]/[[EV]] and a rank of [[fire]] and [[cold]] resistance will certainly help. Finally, don't be afraid to look up opponents you aren't familiar with, as many of the opponents here behave in very unusual ways, and a few of them ([[curse skull]]s, [[lich]]es, [[ancient lich]]es), [[curse toe]]s, and the powerful [[unique]] [[Khufu]]) are extreme threats that deserve serious caution.&lt;br /&gt;
&lt;br /&gt;
===Useful Traits===&lt;br /&gt;
*A [[holy wrath]] weapon&lt;br /&gt;
*[[Dispel Undead]]&lt;br /&gt;
*Strong physical defenses&lt;br /&gt;
*[[Negative energy]] resistance&lt;br /&gt;
*[[See invisible]]&lt;br /&gt;
&lt;br /&gt;
===Crypt:3===&lt;br /&gt;
The third floor of the Crypt always has a treasure vault, which can be sized anywhere from a modest room to all of the map. These always contain some of the most powerful undead enemies in the game, but often hold living and [[list of constructs#Golems|golem]] opponents as well.&lt;br /&gt;
&lt;br /&gt;
'''Eye to Eye With the Devil''': A small chamber which forces you to deal with multiple ancient liches, curse skulls, and other potent threats before reaching the loot.&lt;br /&gt;
&lt;br /&gt;
'''Haunted Forest''': A full-floor graveyard, filled with dead [[tree]]s, gravestones, and mausoleums, each of which contains a variety of angry inhabitants.&lt;br /&gt;
&lt;br /&gt;
'''Cryptofortress''': A full-floor undead fortress, guarded by [[iron golem]]s. Exploration will reveal powerful liches, mummies, and vampires guarding the various loot heaps.&lt;br /&gt;
&lt;br /&gt;
'''Church of pain''': A cross-shaped map with 4 different monster sets: skeletons, vampires, ghosts, and mummies.&lt;br /&gt;
&lt;br /&gt;
'''Quadcrypt''': A full-floor vault divided in four quadrants: burial hoard (NE), chapel of kikubaaqudgha (NW), catacombs (SE), and crematory (SW).&lt;br /&gt;
&lt;br /&gt;
'''Elkab''': A triparte Egyptian temple. Like the church of pain, it has four sets of monsters: skeleton, ghost, vampire, and mummy.&lt;br /&gt;
&lt;br /&gt;
'''The death's head''': A full-floor skull-shaped vault.&lt;br /&gt;
&lt;br /&gt;
'''Unholy cathedral''': A very compact vault with altars to Yredlemnul and Kikubaaqudgha.&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Shadow}} || {{monsterlink|Hungry ghost}} ||  {{monsterlink|Silent spectre}} || {{monsterlink|Flayed ghost}} || {{monsterlink|Soul eater}} || {{monsterlink|Reaper}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Wraith}} || {{monsterlink|Freezing wraith}} || {{monsterlink|Shadow wraith}} || {{monsterlink|Phantasmal warrior}} || {{monsterlink|Eidolon}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Plague shambler}} || {{monsterlink|Ghoul (monster)}} || {{monsterlink|Bone dragon}} || {{monsterlink|Flying skull}} || {{monsterlink|Curse skull}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Necromancer (monster)}} || {{monsterlink|Deep dwarf death knight}} || {{monsterlink|Deep elf death mage}} || {{monsterlink|Wight}} || {{monsterlink|Skeletal warrior}} || {{monsterlink|Ancient champion}} &lt;br /&gt;
|- &lt;br /&gt;
| {{monsterlink|Vampire (monster)}} || {{monsterlink|Vampire mage}} || {{monsterlink|Vampire knight}} || {{monsterlink|Jiangshi}} || ||&lt;br /&gt;
|- &lt;br /&gt;
|{{monsterlink|Unborn}} || {{monsterlink|Revenant}} || {{monsterlink|Lich}} || {{monsterlink|Ancient lich}} || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Placed by vaults===&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Dancing weapon}} || {{monsterlink|Iron golem}} || {{monsterlink|Crystal guardian}} || {{monsterlink|Curse toe}} || {{monsterlink|Hell knight}} ||{{monsterlink|Profane servitor}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Mummy (monster)}} || {{monsterlink|Guardian mummy}} ||  {{monsterlink|Mummy priest}} || {{monsterlink|Greater mummy}} || {{monsterlink|Khufu}} || {{monsterlink|Sphinx}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Prior to [[0.15]], the Crypt was 5 floors deep.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.14]], there were [[crystal golem]]s instead of crystal guardians.&lt;br /&gt;
&lt;br /&gt;
Prior to [[0.13]], the Crypt had a drastically different monster set. [[Zombie]]s, [[skeleton]]s, and [[skeletal warrior]]s were by a very large margin the most common monsters. It also was more quiet.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_Branches]]&lt;/div&gt;</summary>
		<author><name>Grillatactics</name></author>	</entry>

	</feed>