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		<id>http://crawl.chaosforge.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hordes</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=Hordes"/>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/Special:Contributions/Hordes"/>
		<updated>2026-05-17T07:04:35Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Explore_mode&amp;diff=85906</id>
		<title>Explore mode</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Explore_mode&amp;diff=85906"/>
				<updated>2026-05-16T20:29:40Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
'''Explore mode''' is a mode that allows the player to come back to life without limit. Explore mode games are not [[score]]d and do not count as 'proper' games. Explore mode can be entered by using the '''+''' key, then confirming by typing &amp;quot;explore&amp;quot;, unless it has been disabled.&lt;br /&gt;
&lt;br /&gt;
By default, explore mode is available on both offline games and online servers. The [[rcfile|configuration option]] ''explore_mode'' can be used to start new games in explore mode, or disallow entering the mode at all.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Wizard mode]], a more robust cheating/debug mode.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to a version between 0.30-0.34, the confirmation to enter explore mode was 'yes' instead of 'explore'.&lt;br /&gt;
*Prior to [[0.30]], players couldn't use explore mode on online servers without admin access.&lt;br /&gt;
*Explore mode was added to Crawl in [[0.16]].&lt;br /&gt;
*Explore mode is also included in a few other roguelikes, most notably NetHack. Its purpose was to give players some form of cheating mode without having to use wizmode. Wizmode requires admin access on certain UNIX systems, and in Crawl, proper wizmode could be used to crash online servers.&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wizard_mode&amp;diff=85905</id>
		<title>Wizard mode</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wizard_mode&amp;diff=85905"/>
				<updated>2026-05-16T20:28:45Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
'''Wizard mode''' ('''wizmode''') is ''Crawl&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;''s debug mode. It allows the player to create a character, modify it freely, avoid [[death]], and test all sorts of situations. &lt;br /&gt;
&lt;br /&gt;
Wizmode is invaluable for researching [[item]]s, [[monsters]], [[species]], [[background]]s, [[god]]s, [[branch]]es, [[vault]]s, and general [[:Category:Game mechanics|game mechanics]]. Performing experiments in wizmode is an excellent way to contribute to [[Crawl Wiki|this wiki]] &amp;amp;ndash; please edit our pages with what you have learned!&lt;br /&gt;
&lt;br /&gt;
==Entering Wizmode==&lt;br /&gt;
You can enter wizmode by pressing '&amp;amp;' after creating a character. When you attempt to enter, the game warns you:&lt;br /&gt;
&lt;br /&gt;
 '''WARNING: ABOUT TO ENTER WIZARD MODE!'''&lt;br /&gt;
 '''If you continue, your game will not be scored!'''&lt;br /&gt;
 Do you really want to enter wizard mode?&lt;br /&gt;
&lt;br /&gt;
Type 'wiz' to confirm.&lt;br /&gt;
&lt;br /&gt;
Wizard mode is disabled in [[playing online|online servers]], not only for the [[cheating]] aspect, but also because it could be used to easily crash the server. In order to get access to wizmode, download an offline version of Crawl.&lt;br /&gt;
&lt;br /&gt;
==Command list==&lt;br /&gt;
&lt;br /&gt;
To list commands, hit '''&amp;amp;''', then '''?'''.&lt;br /&gt;
&lt;br /&gt;
To perform commands, type '''&amp;amp;''' and then the respective command key from the list below.&lt;br /&gt;
===Player stats===&lt;br /&gt;
&lt;br /&gt;
 '''A''' : set all skills to level&lt;br /&gt;
 '''Ctrl-D''' : change enchantments/durations&lt;br /&gt;
 '''g''' : exercise a skill&lt;br /&gt;
 '''k''' : change experience level and skills&lt;br /&gt;
 '''l''' : change experience level&lt;br /&gt;
 '''Ctrl-P''' : list props&lt;br /&gt;
 '''r''' : change character's species&lt;br /&gt;
 '''s''' : set skill to level&lt;br /&gt;
 '''x''' : gain an experience level&lt;br /&gt;
 '''$''' : set gold to a specified value&lt;br /&gt;
 ''']''' : get a mutation by name or category&lt;br /&gt;
 '''_''' : gain religion&lt;br /&gt;
 '''^''' : set piety to a value&lt;br /&gt;
 '''@''' : set Str Int Dex&lt;br /&gt;
 '''#''' : load character from a dump file&lt;br /&gt;
 '''&amp;amp;''' : list all divine followers&lt;br /&gt;
 '''=''' : show info about skill points&lt;br /&gt;
 '''n''' : set Zot clock to a value&lt;br /&gt;
 '''N''' : get current [[tension]] value&lt;br /&gt;
&lt;br /&gt;
===Create dungeon features===&lt;br /&gt;
&lt;br /&gt;
 '''L''' : place a vault by name&lt;br /&gt;
 '''T''' : make a trap&lt;br /&gt;
 ''',''' / '''.''' : create up/down staircase&lt;br /&gt;
 '''(''' : turn cell into feature&lt;br /&gt;
 '''\''' : make a shop&lt;br /&gt;
 '''Ctrl-K''' : mark all vaults as unused&lt;br /&gt;
&lt;br /&gt;
===Other level related commands===&lt;br /&gt;
&lt;br /&gt;
 '''Ctrl-A''' : generate new Abyss area&lt;br /&gt;
 '''b''' : controlled blink&lt;br /&gt;
 '''B''' : controlled teleport&lt;br /&gt;
 '''Ctrl-B''' : banish yourself to the Abyss&lt;br /&gt;
 '''R''' / '''ctrl-R''' : regenerate current level&lt;br /&gt;
 '''Ctrl-S''' : change Abyss speed&lt;br /&gt;
 '''u''' / '''d''' : shift player up/down one level&lt;br /&gt;
 '''~''' : go to a specific branch and level&lt;br /&gt;
 ''':''' : find branches and overflow temples in the dungeon&lt;br /&gt;
 ''';''' : list known levels and counters&lt;br /&gt;
 '''{''' : magic mapping&lt;br /&gt;
 '''}''' : detect all traps on level&lt;br /&gt;
 '''Ctrl-W''' : change Shoals' tide speed&lt;br /&gt;
 '''Ctrl-E''' : dump level builder information&lt;br /&gt;
 '''P''' : create a level based on a vault&lt;br /&gt;
&lt;br /&gt;
===Other player related effects===&lt;br /&gt;
&lt;br /&gt;
 '''c''' : card effect&lt;br /&gt;
 '''h''' / '''H''' : heal yourself (super-Heal)&lt;br /&gt;
 '''X''' : make Xom do something now&lt;br /&gt;
 '''z''' : cast spell by number/name&lt;br /&gt;
 '''!''' : memorise spell&lt;br /&gt;
 '''W''' : god wrath&lt;br /&gt;
 '''w''' : god mollification&lt;br /&gt;
 '''p''' : polymorph into a form&lt;br /&gt;
 '''V''' : toggle xray vision&lt;br /&gt;
 '''E''' : (un)freeze time&lt;br /&gt;
&lt;br /&gt;
===Monster related commands===&lt;br /&gt;
&lt;br /&gt;
 '''m''' / '''M''' : create specified monster by number/name&lt;br /&gt;
 '''D''' : detect all monsters&lt;br /&gt;
 '''G''' : dismiss all monsters&lt;br /&gt;
 '''&amp;quot;''' : list monsters&lt;br /&gt;
&lt;br /&gt;
===Item related commands===&lt;br /&gt;
&lt;br /&gt;
 '''a''' : acquirement&lt;br /&gt;
 '''i''' / '''I''' : identify/unidentify inventory&lt;br /&gt;
 '''y''' / '''Y''' : identify/unidentify item types and properties&lt;br /&gt;
 '''o''' / '''%''' : create an object&lt;br /&gt;
 '''t''' : tweak object properties&lt;br /&gt;
 '''v''' : recharge all XP evokers&lt;br /&gt;
 '''Ctrl-V''' : show gold value of an item&lt;br /&gt;
 '''-''' : get a god gift&lt;br /&gt;
 '''|''' : create all [[unrand]] artefacts&lt;br /&gt;
 '''Ctrl-\''' : create all [[unrand]]s / fallbacks&lt;br /&gt;
 '''+''' : make randart from item&lt;br /&gt;
 &amp;lt;b&amp;gt;'&amp;lt;/b&amp;gt; : list items (current floor)&lt;br /&gt;
 '''J''' : Jiyva off-level sacrifice&lt;br /&gt;
 '''Z''' : unobtain runes and Orb of Zot&lt;br /&gt;
&lt;br /&gt;
===Debugging commands===&lt;br /&gt;
&lt;br /&gt;
 '''f''' : quick fight simulation (fsim)&lt;br /&gt;
 '''F''' : single scale fsim&lt;br /&gt;
 '''Ctrl-F''' : double scale fsim&lt;br /&gt;
 '''Ctrl-I''' : item generation stats&lt;br /&gt;
 '''O''' : measure exploration time&lt;br /&gt;
 '''Ctrl-T''' : enter in-game dungeon (d)Lua interpreter&lt;br /&gt;
 '''Ctrl-U''' : enter in-game client (c)Lua interpreter&lt;br /&gt;
 '''Ctrl-Y''' : temporarialy suppress wizmode&lt;br /&gt;
 '''Ctrl-X''' : Xom effect status&lt;br /&gt;
 '''Ctrl-C''' : force a crash&lt;br /&gt;
 ''' ' ''' : list unassigned command keys&lt;br /&gt;
&lt;br /&gt;
===Other wizard commands===&lt;br /&gt;
&lt;br /&gt;
(not prefixed with '''&amp;amp;''')&lt;br /&gt;
 '''x?''' : list targeted commands&lt;br /&gt;
 '''X?''' : list map-mode commands&lt;br /&gt;
&lt;br /&gt;
====Wizard targeting commands====&lt;br /&gt;
&lt;br /&gt;
After hitting '''x'''.&lt;br /&gt;
&lt;br /&gt;
 '''Ctrl-C''' : cycle through beam paths&lt;br /&gt;
 '''D''' : get debugging information about the monster&lt;br /&gt;
 '''o''' : give item to monster&lt;br /&gt;
 '''F''' : cycle monster friendly/peaceful/neutral/hostile&lt;br /&gt;
 '''G''' : make monster gain XP&lt;br /&gt;
 '''Ctrl-H''' : heal the monster to full hit points&lt;br /&gt;
 '''P''' : apply divine blessing to monster&lt;br /&gt;
 '''m''' : move monster or player&lt;br /&gt;
 '''M''' : cause spell miscast for monster or player&lt;br /&gt;
 '''s''' : force monster to shout or speak&lt;br /&gt;
 '''S''' : make monster a summoned monster&lt;br /&gt;
 '''w''' : calculate shortest path to any point on the map&lt;br /&gt;
 '''&amp;quot;''' : get debugging information about a portal&lt;br /&gt;
 '''~''' : polymorph monster to specific type&lt;br /&gt;
 ''',''' : bring down the monster to 1 HP&lt;br /&gt;
 '''(''' : place a mimic&lt;br /&gt;
 '''Ctrl-B''' : banish monster&lt;br /&gt;
 '''Ctrl-K''' : kill monster&lt;br /&gt;
&lt;br /&gt;
====Wizard (map-mode) commands====&lt;br /&gt;
&lt;br /&gt;
After hitting '''X'''.&lt;br /&gt;
&lt;br /&gt;
 '''T''' : Teleport to cursor.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
You obviously can't go into wizmode if you want your game to be [[scoring|scored]]. However, ''Crawl'' is an offline game, meaning you're free to do what you want. There's nothing stopping you from, say, generating the [[Axe of Woe]], setting [[Death's Door]] duration to infinity, and crushing the game.&lt;br /&gt;
&lt;br /&gt;
Players can use wizmode to test a number of things useful in regular games, not limited to the list below:&lt;br /&gt;
*'''f/F''' has a fight simulator, allowing you to test your weapon DPS and damage taken against any given monster (spawn enemies with '''M''').&lt;br /&gt;
*The level of skill / intelligence required to cast a spell. Use '''A''' and '''s''' to set skills to desired points, '''@''' to set Str/Int/Dex, and '''o''' to create any desired armour.&lt;br /&gt;
*Create a [[vault]], to see it in-game.&lt;br /&gt;
*Details on how a given mechanic works.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crawl]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Cheating&amp;diff=85904</id>
		<title>Cheating</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Cheating&amp;diff=85904"/>
				<updated>2026-05-16T20:27:18Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Cheating''' is the act of doing things not intended by [[developers]] or considered to be against the &amp;quot;spirit&amp;quot; of the game.&lt;br /&gt;
&lt;br /&gt;
==Wizard Mode==&lt;br /&gt;
[[Wizard mode]] is a debug mode included in most offline builds of DCSS, giving you immense power over every aspect of the game. It is the de-facto &amp;quot;cheating&amp;quot; option, though the game recognizes it as such, so it's fair game. Wizmode games are never [[score]]d, and the feature is disabled in online servers.&lt;br /&gt;
&lt;br /&gt;
==Playing offline vs playing online==&lt;br /&gt;
Because of the methods of cheating described below, games played offline are generally not counted by the community for the purposes of statistics and records. Online games very rarely experience abusable cheats and exploits, and are protected from save file scumming and to a large extent crash scumming (through forced updates) by making these items unavailable to the player. This means online games are very difficult to cheat on, and are therefore the only form of games counted by statistics.&lt;br /&gt;
&lt;br /&gt;
The ##crawl learndb eludes to this, with the entry describing &amp;quot;offline&amp;quot; reading simply &amp;quot;It doesn't count&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Not cheating==&lt;br /&gt;
&lt;br /&gt;
* Using wizard mode to test things out, before trying it in a legitimate game.&lt;br /&gt;
* Reading spoilers&lt;br /&gt;
* Playing on the same [[seed]] repeatedly&lt;br /&gt;
&lt;br /&gt;
==Degenerate behavior==&lt;br /&gt;
&lt;br /&gt;
* All forms of [[scumming]]&lt;br /&gt;
* Deleting level files&lt;br /&gt;
* Selectively deleting ghost files (note: as of [[0.22]], player ghosts no longer roam freely, making them trivial to avoid)&lt;br /&gt;
&lt;br /&gt;
==Cheating==&lt;br /&gt;
&lt;br /&gt;
===Save scumming===&lt;br /&gt;
'''Save scumming''' is creating a back-up save file in case your character dies. Thus, eliminating the permanency of death. [[Explore mode]] may also be used to remove death, but like wizmode, is properly recognized and left un[[score]]d.&lt;br /&gt;
&lt;br /&gt;
===Intentionally crashing the game===&lt;br /&gt;
Crawl only autosaves every level, so when a crash occurs, you will be dropped at the last time you entered the current level.  On a local system, this is easily done by force-quitting the program.  However, it is also possible even on public servers, if you know of a bug that allows you to produce a crash on demand.  The devteam fixes these bugs whenever they find them, and furthermore (historically) keeps reports of such bugs private until they are resolved.  The secrecy is necessary because intentional crashing could conceivably be used to gain an unfair advantage in a tournament.&lt;br /&gt;
&lt;br /&gt;
Obviously, restoring a game after an accidental crash, even on a public server, is not cheating.  Also note that losing your connection to a server in the middle of a game will not cause a crash - you will restore exactly where you left off.&lt;br /&gt;
&lt;br /&gt;
===Looking Ahead with Seeds===&lt;br /&gt;
[[Seed]]s are normally perfectly fine to use. However, offline games display their seed in their [[morgue]], even if the character isn't already dead. This means that a player could feasibly look ahead during another instance of their game. This is only considered cheating if used to assist an explicitly non-seeded game, and then claim otherwise; as mentioned, playing on the same seed is perfectly fine. Note that RNG isn't seeded, and that differences in play/RNG can cause a cascade of changes to ''Crawl'''s generation algoritim. &lt;br /&gt;
&lt;br /&gt;
Obviously, online games do not display their seed. If it [https://web.archive.org/web/20090306103017/http://taeb-nethack.blogspot.com/2009/03/predicting-and-controlling-nethacks.html were possible] to manipulate, then it'd be cheating.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crawl]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Electrocution&amp;diff=85903</id>
		<title>Electrocution</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Electrocution&amp;diff=85903"/>
				<updated>2026-05-16T20:20:15Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{flavour|It sometimes electrocutes victims (1/4 chance, 8-20 damage).}}&lt;br /&gt;
The '''electrocution''' [[brand]] does the following:&lt;br /&gt;
*Has a 25% chance per hit to inflict &amp;lt;code&amp;gt;7 + 1d13&amp;lt;/code&amp;gt; [[electricity]] damage per hit, regardless of damage from the weapon itself. Electricity resistant monsters do not take any extra damage. (Average 3.5 damage per swing)&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Electrocution deals flat damage, independent of actual weapon damage, meaning it is most effective on fast weapons like [[Short Blades]], [[whip]]s, and [[spear]]s (triggering elec every 0.5 turn &amp;gt; elec every 0.7 turn). However, it is still a decent brand on &amp;quot;heavy&amp;quot; weapons. For reference, a +9 [[broad axe]] of elec is slightly weaker than [[flaming]] or [[freezing]]. As a bonus, few enemies resist electricity until reaching [[Zot]] and [[extended]].&lt;br /&gt;
&lt;br /&gt;
Electrocution's damage ignores [[AC]] entirely, so elec becomes ''stronger'' relative to flaming/freezing against high AC opponents.&lt;br /&gt;
&lt;br /&gt;
===Comparisons===&lt;br /&gt;
*[[Distortion]] is a flat effect which deals more damage (on average) and has no resistance. However, unless you worship [[Lugonu]], unwielding a distortion weapon isn't safe. Minor negatives: you can [[banish]] monsters with desirable gear, or [[blink]] them away from you.&lt;br /&gt;
*The [[pain brand]] starts to outdamage electrocution when you have more than 7 [[Necromancy]] skill. However, pain is resisted by more monsters than electrocution.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.28]], electrocution had a 33% chance of activating.&lt;br /&gt;
*Prior to [[0.15]], this brand did 10-24 damage instead of 8-20.&lt;br /&gt;
*Prior to [[0.14]], discharges of electricity would occur when hitting monsters in water, damaging multiple targets nearby (including the player character).&lt;br /&gt;
*Prior to [[0.13]], this brand had no effect on flying monsters, considerably limiting its utility in certain branches.&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Protection&amp;diff=85902</id>
		<title>Protection</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Protection&amp;diff=85902"/>
				<updated>2026-05-16T20:15:01Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: /* Desirability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{flavour|Weapon: It grants its wielder temporary protection when it strikes (+7 to AC).&amp;lt;br&amp;gt;&lt;br /&gt;
Shield: It protects its wearer from harm (+3 to AC).}}&lt;br /&gt;
&lt;br /&gt;
The '''protection''' [[brand]]/[[ego]] does the following:&lt;br /&gt;
*On [[weapon]]s, whenever an enemy is hit, the wielder gains +7 AC for 3-4 turns.&amp;lt;ref&amp;gt;{{source ref|0.30.1|player.cc|8402}}&amp;lt;/ref&amp;gt; Further attacks will increase the duration, to a max. of 5 turns at a time.&lt;br /&gt;
*On [[shield]]s, grants a permanent +3 AC bonus.&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
As a weapon brand, protection's extra AC can be useful in the early/mid game. However, since the AC boost never increases, it's likely worth replacing later on.&lt;br /&gt;
&lt;br /&gt;
Shields of protection are objectively stronger than plain shields. A resistance may be more desirable, but since shield [[ego]]s are rare, a shield of protection might be the best option available for a long time.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], weapons of protection provided a passive bonus (+5 AC) instead of a temporary +7 AC on hit.&lt;br /&gt;
*Prior to [[0.6]], ranged weapons would generate with the protection brand instead of [[Evasion (brand)|evasion]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Brands]]&lt;br /&gt;
[[Category:Egos]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Protection&amp;diff=85901</id>
		<title>Protection</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Protection&amp;diff=85901"/>
				<updated>2026-05-16T20:14:48Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: /* Desirability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
{{flavour|Weapon: It grants its wielder temporary protection when it strikes (+7 to AC).&amp;lt;br&amp;gt;&lt;br /&gt;
Shield: It protects its wearer from harm (+3 to AC).}}&lt;br /&gt;
&lt;br /&gt;
The '''protection''' [[brand]]/[[ego]] does the following:&lt;br /&gt;
*On [[weapon]]s, whenever an enemy is hit, the wielder gains +7 AC for 3-4 turns.&amp;lt;ref&amp;gt;{{source ref|0.30.1|player.cc|8402}}&amp;lt;/ref&amp;gt; Further attacks will increase the duration, to a max. of 5 turns at a time.&lt;br /&gt;
*On [[shield]]s, grants a permanent +3 AC bonus.&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
As a weapon brand, protection's extra AC can be useful in the early/mid game. However, since the AC boost never increases, it's likely worth replacing later on.&lt;br /&gt;
&lt;br /&gt;
Shields of protection are objectively stronger than plain shields. A resistance may be more desirable, but since shield [[ego]]s are rare, a shield of protection can be the best option available for a long time.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.19]], weapons of protection provided a passive bonus (+5 AC) instead of a temporary +7 AC on hit.&lt;br /&gt;
*Prior to [[0.6]], ranged weapons would generate with the protection brand instead of [[Evasion (brand)|evasion]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Brands]]&lt;br /&gt;
[[Category:Egos]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Armour_(skill)&amp;diff=85900</id>
		<title>Armour (skill)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Armour_(skill)&amp;diff=85900"/>
				<updated>2026-05-16T20:13:42Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
&lt;br /&gt;
The '''Armour''' skill improves the effectiveness of your armour and reduces most of the penalties associated with the more cumbersome varieties of body [[armour]].&lt;br /&gt;
&lt;br /&gt;
{{skill aptitudes|Armour}}&lt;br /&gt;
&lt;br /&gt;
[[Felid]]s, [[Draconian]]s, [[Octopodes]], and [[Poltergeist]]s cannot train Armour due to their body restrictions.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
Each level in Armour skill will:&lt;br /&gt;
* Give bonus [[AC]], equal to ~4.5% Base AC per level. (&amp;quot;Base AC&amp;quot; is the combined AC of all your armour, after considering multipliers like [[Deformed]], excluding AC from their [[enchant]]ment)&lt;br /&gt;
* Reduce body armour [[encumbrance]] by ~2.22% per level.&lt;br /&gt;
: This reduces the penalties to [[evasion]], [[spellcasting]], and [[Ranged Weapons]]. Note that body armour also penalizes the [[Dodging]] skill directly; this penalty is ''not'' impacted by Armour skill. Armour skill won't reduce the [[stealth]] penalty, either.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Armour skill provides a percent boost to AC and a percent reduction to encumbrance. Therefore, there is no specific threshold of Armour skill &amp;quot;required&amp;quot; to wear a given body armour. If you're playing a [[Fighter]], for instance, you'll want something heavy like [[chain mail]] or [[plate armour]] - whether you have 3 Armour skill or 15 Armour skill.&lt;br /&gt;
&lt;br /&gt;
[[Strength]] has a big impact when determining what body armour you should wear, arguably more so than Armour skill. As an arbitrary example, say a player has 10 strength and are considering [[swamp dragon scales]]. For this specific character, gaining +2 strength would have a ''greater'' impact than ~6.92 levels of Armour skill (the exact value also depends on [[Dodging]] skill).&lt;br /&gt;
&lt;br /&gt;
In the [[Early Game Character Building|early game]], the impact of the Armour skill is relatively small, so it is better to train offensive skills first.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.33]], the AC bonus from Armour skill did not take into account [[Deformed]]-type multipliers.&lt;br /&gt;
*Prior to [[0.32]], AC was not tracked to 2 decimal places; only whole points of AC mattered.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Armour&amp;diff=85899</id>
		<title>Armour</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Armour&amp;diff=85899"/>
				<updated>2026-05-16T20:10:51Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: /* Armour skill */ clarify that armor skill is all armor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version033}}&lt;br /&gt;
''For the skill, see [[Armour (skill)]].''&lt;br /&gt;
{{flavour|Nought can Deform the Human race&amp;lt;br&amp;gt;Like to the Armours iron brace&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-William Blake, &amp;quot;Auguries of Innocence&amp;quot;, 99-100. 1803.}}&lt;br /&gt;
&lt;br /&gt;
'''Armour''' encompasses all equipment worn to protect against attacks. Armour increases your [[armour class]] (AC), which defends against melee, ranged, and most magical attacks. It can also have [[ego]]s, which provide further benefit. &lt;br /&gt;
&lt;br /&gt;
However, [[body armour]] is [[encumbrance|encumbering]]. Wearing heavier body armour will lower your [[EV]] and [[stealth]], increase chance of [[spell failure]], and slow down [[Ranged Weapons]]. These penalties are reduced, but not eliminated, by [[strength]] and [[Armour skill]]. Only body armour and [[shield]]s have encumbrance penalties; all other armour can be worn at no cost.&lt;br /&gt;
&lt;br /&gt;
[[Shield]]s increase [[SH]] instead of AC, but are usually considered a piece of &amp;quot;armour&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
==Armour Locations==&lt;br /&gt;
There are six armour locations in ''Crawl'', also known as '''armour slots'''. Some [[species]] have restrictions on the kinds of armour they can wear, while many [[transformation]]s will render pieces unusable.&lt;br /&gt;
&lt;br /&gt;
*'''[[Body armour]]''' is worn on a character's torso, and is the primary source of AC. Its AC bonus is penalized by the [[Deformed]] mutation. Heavier body armour imposes greater penalties.&lt;br /&gt;
*'''[[Gloves]]''' are worn on the hands, and are unusable with rank 3 of the [[Claws]] mutation.&lt;br /&gt;
*'''[[Boots]]''' are worn on the feet, and are unusable with rank 3 of either the [[Talons]] or [[Hooves]] mutations.&lt;br /&gt;
**In place of boots, [[Armataur]]s and [[Naga]]s can wear '''[[barding]]s''' on the rear portions of their bodies. They provide more AC and higher potential enchantment, but slightly reduce your [[EV]].&lt;br /&gt;
*'''[[Helmet]]s''' and '''[[hat]]s''' are worn on the head. The [[Beak]], [[Antennae]], and [[Horns]] mutations all restrict the player's headgear options.&lt;br /&gt;
*'''[[Cloak]]s''' and '''[[Scarf|scarves]]''' are worn around the shoulders, which are unusable with demonspawn's [[Weakening Stinger]].&lt;br /&gt;
*'''[[Shields]]''' and '''[[orb]]s''' are held on character's arm. They prevent the use of [[Handedness|two-handed]] weapons. Shields provide [[SH]], but impede spellcasting and EV without sufficient skill.&lt;br /&gt;
&lt;br /&gt;
All armour types, including shields, take 5 turns to remove and 5 turns to put on. If you swap from one piece of armour to another, it takes 10 turns total. If you are hurt when (un)equpping armour, the game will ask if you want to abort the action.&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Rating==&lt;br /&gt;
Most [[body armour]] has an [[encumbrance rating]] proportional to its AC. [[Robe]]s and [[leather armour]], being lightweight, have little or no EV penalty; at the other end of the spectrum you can find [[plate armour]] and [[crystal plate armour]], which are cumbersome but incredibly protective.&lt;br /&gt;
&lt;br /&gt;
A higher [[encumbrance rating]]:&lt;br /&gt;
*Lowers your [[ev]]asion&lt;br /&gt;
*Makes you less [[stealth]]y&lt;br /&gt;
*Reduces your spellcasting success rate&lt;br /&gt;
*Make [[Ranged Weapons]] attack slower (not including [[Throwing]] weapons)&lt;br /&gt;
&lt;br /&gt;
Increasing your Armour skill decreases the effect of the encumbrance rating (-2.2% per level, or -60% at Armour 27) and boosts the total AC granted by those pieces. High [[strength]] will also help. Stealth is always penalized the same. See the [[encumbrance rating]] page for more details.&lt;br /&gt;
&lt;br /&gt;
[[Shield]]s have an encumbrance rating, but it works differently from body armour. See [[Shields]] for more details.&lt;br /&gt;
&lt;br /&gt;
Only body armour and shields have an encumbrance rating. [[Barding]]s have an EV penalty, but this is unrelated to ER.&lt;br /&gt;
&lt;br /&gt;
==Calculating AC Value==&lt;br /&gt;
In order of operation:&lt;br /&gt;
===Base AC ===&lt;br /&gt;
Your total &amp;quot;base AC&amp;quot; is equal to the ''sum'' of the base AC values from every worn armour. This excludes any armour [[enchant]]ments you may have.&lt;br /&gt;
&lt;br /&gt;
===Multipliers===&lt;br /&gt;
These multipliers affect the base AC from body armour only.&lt;br /&gt;
*If you have the [[Deformed]] or the [[Pseudopods]] mutation, you lose 50% AC from body armour. These mutations do not stack with each other.&lt;br /&gt;
*Certain [[form]]s can multiply body armour base AC:&lt;br /&gt;
**[[Maw Form]]: -75% body armour AC&lt;br /&gt;
**[[Blade Form]]: -60% body armour AC at 12 skill, scaling to -0% at 20 skill&lt;br /&gt;
**[[Fortress Crab Form]]: +75% body armour AC at 12 skill, scaling to +130% at 20 skill&lt;br /&gt;
&lt;br /&gt;
These modifiers stack multiplicatively (up to -100% body armour base AC).&lt;br /&gt;
&lt;br /&gt;
===Armour skill===&lt;br /&gt;
[[Armour skill]] provides a bonus to AC after the above multipliers:&amp;lt;ref&amp;gt;{{source ref|0.28.0|player.cc|5691}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   (base AC) * (1 + Armour_skill / 22)&lt;br /&gt;
&lt;br /&gt;
This is roughly equivalent to +4.5% base AC per level of Armour skill. This boost considers all armour pieces, not just body armour.&lt;br /&gt;
&lt;br /&gt;
AC is calculated to 2 decimal places internally. In most places, AC is displayed rounded down to a whole number. Item descriptions will show your AC rounded to 1 decimal place, together with the change in AC from equipping or removing that item.&lt;br /&gt;
&lt;br /&gt;
===Bonuses===&lt;br /&gt;
All other sources of AC are flat, additive bonuses to your AC score, which are not impacted by armour or Armour skill:&amp;lt;ref&amp;gt;{{source ref|0.28.0|player.cc|5914}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Value from armour [[enchant]]ment, [[rings of protection]], and [[artefact]] bonuses&lt;br /&gt;
*[[Ozocubu's Armour]]&lt;br /&gt;
*[[Protection]] brand&lt;br /&gt;
*[[Mutation]]s&lt;br /&gt;
*Innate AC from [[transformation]]s, like [[Dragon Form]] and [[Statue Form]]&lt;br /&gt;
&lt;br /&gt;
==Tables of Armours==&lt;br /&gt;
===Body Armour===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%&amp;quot; border=1&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Armour&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Base AC&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Encumbrance rating&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Wearable&lt;br /&gt;
|-&lt;br /&gt;
|[[Robe]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 2&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Leather armour]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 4&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Ring mail]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 5&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 7&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Scale mail]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 6&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 10&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Chain mail]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 8&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 14&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Plate armour]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 10&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 18&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Crystal plate armour]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 14&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 23&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Animal skin]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 2&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Troll leather armour]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 4&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Steam dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 5&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 6&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 5&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Swamp dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 7&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 7&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Quicksilver dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 9&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 7&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Fire dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 8&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 9&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 9&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 11&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Pearl dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 10&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 11&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Storm dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 10&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 15&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 11&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 15&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Golden dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 12&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 23&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:100%&amp;quot; border=1&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Shield&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | SH&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Encumbrance&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Wearable&lt;br /&gt;
|-&lt;br /&gt;
|[[Buckler]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 5&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Little–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Kite shield]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 8&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 10&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Big&lt;br /&gt;
|-&lt;br /&gt;
|[[Orb]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Tower shield]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 13&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 15&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Medium–Giant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Headgear===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:100%&amp;quot; border=1&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Headgear&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | AC&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Encumbrance rating&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Wearable&lt;br /&gt;
|-&lt;br /&gt;
|[[Helmet]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Hat]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%&amp;quot; border=1&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Armour&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | AC&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Encumbrance rating&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Wearable&lt;br /&gt;
|-&lt;br /&gt;
|[[Boots]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Cloak]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Scarf]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Gloves]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Barding]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 4&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -6&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Naga/Armataur&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Egos==&lt;br /&gt;
Enchanted armour may have an [[ego]], which gives it additional properties.&lt;br /&gt;
&lt;br /&gt;
==Restrictions and Mutations==&lt;br /&gt;
*Beaks, horns, and antennae are incompatible with helmets. Hats are allowed.&lt;br /&gt;
**Horns 3 and Antennae 3 disallow all headgear, however.&lt;br /&gt;
*Hooves 3 and talons 3 are incompatible with boots.&lt;br /&gt;
*Claws 3 is incompatible with gloves.&lt;br /&gt;
*Weakening stinger is incompatible with cloaks.&lt;br /&gt;
&lt;br /&gt;
[[Transformation]]s can affect which items are compatible - refer to that page for more details.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.33]], Armour skill ignored any multipliers to body armour base AC.&lt;br /&gt;
*Prior to [[0.32]], AC was always rounded down to an integer, meaning AC would increase at specific breakpoints in Armour skill, rather than increasing smoothly.&lt;br /&gt;
*Prior to [[0.29]], body armour encumbrance did ''not'' slow down [[Ranged Weapons]].&lt;br /&gt;
*Prior to [[0.28]], armour and shields would penalize your [[to-hit]].&lt;br /&gt;
*Prior to [[0.27]], [[GDR]] was determined based on your body armour, not from total [[AC]].&lt;br /&gt;
*Prior to [[0.17]], heavy armour slowed [[throwing]] and [[unarmed combat]] attacks.&lt;br /&gt;
*Prior to [[0.16]], light armour had no small spellcasting success penalty.&lt;br /&gt;
*Prior to [[0.15]], armour took &amp;lt;code&amp;gt;AC + 1&amp;lt;/code&amp;gt; turns to unequip or equip (instead of a flat 5 turns).&lt;br /&gt;
*Prior to [[0.14]], [[Racial equipment|racial armour types]] existed. Elven armour impeded spellcasting less, dwarven armour had more AC but impeded casting more, and orcish armour was better for [[Hill Orc]]s only.&lt;br /&gt;
*In [[0.13]], the evasion penalty system was changed. &amp;quot;Base Evasion Penalty&amp;quot; (BEVP) was changed into [[encumbrance rating]], and rescaled for all armours (see [https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:mutation:stats&amp;amp;#effect_of_strength_on_armour_evp dev wiki]). &lt;br /&gt;
*Prior to [[0.11]], you could only train Armour while wearing equipment with an EV penalty of at least -1.&lt;br /&gt;
*Prior to [[0.6]], body armour was divided into &amp;quot;Light Armour&amp;quot; and &amp;quot;Heavy Armour&amp;quot;. The former would allow you to train Dodging, while the latter trained Armour.&lt;br /&gt;
&lt;br /&gt;
===Changes to armour types===&lt;br /&gt;
*In [[0.30]], [[chain mail]] had encumbrance reduced (from 15 -&amp;gt; 14).&lt;br /&gt;
*In [[0.29]], [[shadow dragon scales]] had its AC increased (10 -&amp;gt; 11).&lt;br /&gt;
*Orbs were introduced in [[0.28]].&lt;br /&gt;
*Prior to [[0.26]], bardings were split into [[naga barding]]s and [[centaur barding]]s.&lt;br /&gt;
*Scarves were added in [[0.20]].&lt;br /&gt;
*Prior to [[0.19]], dragon scales were named dragon armours. Also, trolls/dragons only dropped hides; you had to use a [[scroll of enchant armour]] on the hide to get the armour.&lt;br /&gt;
*In [[0.16]], [[scale mail]] had encumbrance reduced (11 -&amp;gt; 10).&lt;br /&gt;
*In [[0.14]], gold dragon armour, crystal plate armour, and plate armour have had their encumbrance ratings reduced (27 -&amp;gt; 25, 24 -&amp;gt; 23, and 19 -&amp;gt; 18 respectively). Mottled dragon armour increased ER from 4 to 5.&lt;br /&gt;
*In [[0.13]], [[splint mail]] was removed.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Armours]]&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Armour_class&amp;diff=85898</id>
		<title>Armour class</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Armour_class&amp;diff=85898"/>
				<updated>2026-05-16T20:09:32Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: /* Useful Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
When something injures you, your '''armour class''' (often abbreviated to '''AC''') reduces the amount of damage you suffer. The higher the value, the better.&lt;br /&gt;
&lt;br /&gt;
The most common way to improve your AC is by wearing [[armour]]. Wearing heavier [[body armour]] provides more AC, but comes at the cost of [[encumbrance]] - reducing [[EV]], [[spell failure|spell success]] rates, and [[stealth]]. Other types of armour, like [[helmet]]s and [[boots]], provide AC with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
AC reduces the damage of attacks by an absolute value between 0 and your current AC value. An AC of 10 will reduce damage by a random number between 0 and 10. This applies to damage that would traditionally ignore armour in other games, such as [[spell]] magic.&lt;br /&gt;
&lt;br /&gt;
The game tracks AC internally using two decimal places. If AC is not a whole number, this internal number will be rounded in a weighted manner each time damage is taken. For example, with an AC of 10.60, there is a 60% chance of AC being treated as 11 and 40% chance of AC being treated as 10.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;BEAM_ELEC&amp;lt;/code&amp;gt; damage (such as from [[Shock]] or [[Lightning Bolt]]) ignores half of the target's AC. &amp;lt;code&amp;gt;BEAM_FRAG&amp;lt;/code&amp;gt; damage (such as from [[Sandblast]] or a [[tin of tremorstones]]) is affected three times as much by AC.&lt;br /&gt;
&lt;br /&gt;
For details on how AC is calculated, see [[AC calculations]].&lt;br /&gt;
&lt;br /&gt;
===Guaranteed Damage Reduction===&lt;br /&gt;
''Main Article: [[GDR]]''&lt;br /&gt;
&lt;br /&gt;
When taking physical damage from a melee, ranged weapon, or throwing attack, guaranteed damage reduction will improve AC rolls. GDR% is equal to &amp;lt;code&amp;gt;16*(AC)^1/4&amp;lt;/code&amp;gt;. If GDR is applied, the minimum possible AC roll will equal (damage*GDR%) or (AC/2), whichever is lower. Spells and abilities, including 'physical' spells like [[Harpoon Shot]] or [[Stone Arrow]], do not use GDR. Only the player benefits from GDR.&lt;br /&gt;
&lt;br /&gt;
==List of Damage that ignores AC==&lt;br /&gt;
*[[Torment]] and [[Holy Word]].&lt;br /&gt;
*[[Smite]].&lt;br /&gt;
*[[Damnation]].&lt;br /&gt;
*'''Shared damage''' from [[Anguish]], [[Injury Mirror]], [[Injury Bond]], [[Uskayaw#Given Abilities|Pain Bond]], or [[spectral weapon]]s (uses the original target's AC instead).&lt;br /&gt;
*'''Status effects''': [[poison]], [[sticky flame]], [[flay]].&lt;br /&gt;
*'''Hex effects''': [[Pain]] / [[Necrotise]], [[Wand of mindburst|Mindburst]], [[Anguish]], [[Agony]]&lt;br /&gt;
*'''Weapon [[brand]] damage''' and '''monster [[attack flavour]]s'''.&lt;br /&gt;
** Note that weapon brand damage is often a percentage of AC-reduced damage in the first place.&lt;br /&gt;
** Some monster attack flavours require a physical, AC-checking attack to deal damage to apply, though the attack flavour itself is not influenced by AC.&lt;br /&gt;
*'''Specific spells''': [[Freeze]], [[Vampiric Draining]], [[Static Discharge]], [[Ignite Poison]], [[Dispel Undead]] / [[Dispel Undead Range]], [[Lee's Rapid Deconstruction]] (directly on a monster).&lt;br /&gt;
**The chilling blast [[draconian breath attack|breath attack]] of a [[Draconian_(monster)|white draconian]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], AC was not tracked to two decimal places.&lt;br /&gt;
*Prior to [[0.29]], [[Frozen Ramparts]] and [[Ozocubu's Refrigeration]] ignored AC.&lt;br /&gt;
*Prior to [[0.26]], [[Irradiate]] ignored AC.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Defence]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sphinx_Sisters&amp;diff=85897</id>
		<title>Sphinx Sisters</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sphinx_Sisters&amp;diff=85897"/>
				<updated>2026-05-16T19:55:46Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version033}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Sphinx Sisters''' is a level 7 [[Summonings]] / [[Hexes]] spell that summons a [[guardian sphinx]] and a [[sphinx marauder]]. Recasting this spell will dismiss the old summons.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Sphinx Sisters can considered the &amp;quot;basic&amp;quot; level 7 Summonings spell: it doesn't have the short duration of [[Summon Hydra]], nor does it have the special mechanics of [[Haunt]] or [[Malign Gateway]]. It has the benefit of summoning 2 monsters at a time, and both monsters have ranged abilities, making them useful as part of a general Summoner's repertoire.&lt;br /&gt;
&lt;br /&gt;
This spell is also great for stabbers and [[Hexes]] specialists, as both sphinxes can disable enemies and enable [[stab]] attacks.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*This spell was added in [[0.33]], replacing [[Monstrous Menagerie]] for players.&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Summon_Horrible_Things&amp;diff=85896</id>
		<title>Summon Horrible Things</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Summon_Horrible_Things&amp;diff=85896"/>
				<updated>2026-05-16T19:47:38Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Summon Horrible Things''' is a level 8 [[Summonings|Summoning]] spell that summons a horde of [[large abomination]]s and [[tentacled monstrosities]].&lt;br /&gt;
&lt;br /&gt;
Players colloquially refer to this spell as '''XXX'''.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
When cast, 2 to 6 [[large abomination]]s and 0 to 2 [[tentacled monstrosities]] are summoned. On cast, this spell inflicts 2-5% [[Doom]] upon the player, with a 25% chance of an extra 6-10%.&amp;lt;ref&amp;gt;{{source ref|0.34.0|spl-summoning.cc|1405}}&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Higher [[spell power]] may increase the number of the creatures.&lt;br /&gt;
*The number of large abominations summoned is &amp;lt;code&amp;gt;1 + 1d3&amp;lt;/code&amp;gt;, plus a &amp;lt;code&amp;gt;power / 200&amp;lt;/code&amp;gt; chance for an extra one. &lt;br /&gt;
*There is a &amp;lt;code&amp;gt;1 - (121 / power)&amp;lt;/code&amp;gt; chance for two tentacled monstrosities, and if that fails an independent &amp;lt;code&amp;gt;1 - (51 / power)&amp;lt;/code&amp;gt; chance for one monstrosity. If no monstrosities were created, one extra abomination is created instead.&lt;br /&gt;
&lt;br /&gt;
There is a summon limit of 8 horrible things; additional summons will cause the oldest to very quickly time out.&lt;br /&gt;
&lt;br /&gt;
Duration of the summons is around 27 turns ([[duration class]] 3), which does not depend on the spell power.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This is one of the most powerful Summonings spells in the game. It has a high summon cap and summons multiple, relatively powerful, monsters at a time. Large abominations hit fairly hard, dealing up to 40 damage per hit. Tentacled monstrosities deal more damage, are resistant to many elements, and [[constriction|constrict]] foes, drastically reducing their [[ev]]asion.&lt;br /&gt;
&lt;br /&gt;
The Doom penalty discourages this spell from constantly being used. Note that sources of Doom are relatively rare in [[Vaults]], [[Depths]], and [[Zot]] (unless [[orb of entropy|orbs of entropy]] are present) - the places where this spell is most likely to be castable - so the chance of actually receiving a bane is low with careful management.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
The monster version of Summon Horrible Things creates 3 to 5 monsters, each one has 75% chance of being a large abomination and 25% chance of being a tentacled monstrosity.&amp;lt;ref&amp;gt;{{source ref|0.32.0|mon-cast.cc|6921}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The duration class of the summons ranges from 2 (around 18 turns) to 6 (around 171 turns), based on the strength of the caster. Monsters do not suffer any ill effects from casting the spell.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.34]], casting this spell could give a [[Weak-Willed]] temporary mutation instead of giving [[Doom]].&lt;br /&gt;
*Prior to [[0.33]], casting this spell could inflict 1 point of intelligence drain. In addition, [[Xom]] casting the spell would not affect the player.&lt;br /&gt;
*Prior to [[0.28]], all summons would take a share of XP whenever they did damage. This made it somewhat harder to recover intelligence drain by only using this spell.&lt;br /&gt;
*Prior to [[0.19]], casting this spell could inflict 1-2 points of intelligence drain.&lt;br /&gt;
*Prior to [[0.15]], casting this spell could inflict 1-3 points of intelligence drain.&lt;br /&gt;
*Prior to [[0.2]], the summons created were permanent.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Summon_Horrible_Things&amp;diff=85895</id>
		<title>Summon Horrible Things</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Summon_Horrible_Things&amp;diff=85895"/>
				<updated>2026-05-16T19:43:53Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Summon Horrible Things''' is a level 8 [[Summonings|Summoning]] spell that summons a horde of [[large abomination]]s and [[tentacled monstrosities]].&lt;br /&gt;
&lt;br /&gt;
Players colloquially refer to this spell as '''XXX'''.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
When cast, 2 to 6 [[large abomination]]s and 0 to 2 [[tentacled monstrosities]] are summoned. On cast, this spell inflicts 2-5% [[Doom]] upon the player, with a 25% chance of an extra 6-10%.&amp;lt;ref&amp;gt;{{source ref|0.34.0|spl-summoning.cc|1405}}&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Higher [[spell power]] may increase the number of the creatures.&lt;br /&gt;
*The number of large abominations summoned is &amp;lt;code&amp;gt;1 + 1d3&amp;lt;/code&amp;gt;, plus a &amp;lt;code&amp;gt;power / 200&amp;lt;/code&amp;gt; chance for an extra one. &lt;br /&gt;
*There is a &amp;lt;code&amp;gt;1 - (121 / power)&amp;lt;/code&amp;gt; chance for two tentacled monstrosities, and if that fails an independent &amp;lt;code&amp;gt;1 - (51 / power)&amp;lt;/code&amp;gt; chance for one monstrosity. If no monstrosities were created, one extra abomination is created instead.&lt;br /&gt;
&lt;br /&gt;
There is a summon limit of 8 horrible things; additional summons will cause the oldest to very quickly time out.&lt;br /&gt;
&lt;br /&gt;
Duration of the summons is around 27 turns ([[duration class]] 3), which does not depend on the spell power.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This is one of the most powerful Summonings spells in the game. It has a high summon cap and summons multiple, relatively powerful, monsters at a time. Large abominations hit fairly hard, dealing up to 40 damage per hit. Tentacled monstrosities deal more damage, are resistant to many elements, and [[constriction|constrict]] foes, drastically reducing their [[ev]]asion.&lt;br /&gt;
&lt;br /&gt;
The Doom penalty discourages this spell from constantly being used. Since sources of Doom are fairly rare in [[Vaults]], [[Depths]], and [[Zot]] (unless [[orb of entropy|orbs of entropy]] are chosen), the chance of actually receiving a bane is low unless the player choses to.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
The monster version of Summon Horrible Things creates 3 to 5 monsters, each one has 75% chance of being a large abomination and 25% chance of being a tentacled monstrosity.&amp;lt;ref&amp;gt;{{source ref|0.32.0|mon-cast.cc|6921}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The duration class of the summons ranges from 2 (around 18 turns) to 6 (around 171 turns), based on the strength of the caster. Monsters do not suffer any ill effects from casting the spell.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.34]], casting this spell could give a [[Weak-Willed]] temporary mutation instead of giving [[Doom]].&lt;br /&gt;
*Prior to [[0.33]], casting this spell could inflict 1 point of intelligence drain. In addition, [[Xom]] casting the spell would not affect the player.&lt;br /&gt;
*Prior to [[0.28]], all summons would take a share of XP whenever they did damage. This made it somewhat harder to recover intelligence drain by only using this spell.&lt;br /&gt;
*Prior to [[0.19]], casting this spell could inflict 1-2 points of intelligence drain.&lt;br /&gt;
*Prior to [[0.15]], casting this spell could inflict 1-3 points of intelligence drain.&lt;br /&gt;
*Prior to [[0.2]], the summons created were permanent.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Summon_Horrible_Things&amp;diff=85894</id>
		<title>Summon Horrible Things</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Summon_Horrible_Things&amp;diff=85894"/>
				<updated>2026-05-16T19:35:51Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: /* Strategy */ DOOM&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Summon Horrible Things''' is a level 8 [[Summonings|Summoning]] spell that summons a horde of [[large abomination]]s and [[tentacled monstrosities]].&lt;br /&gt;
&lt;br /&gt;
Players colloquially refer to this spell as '''XXX'''.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
When cast, 2 to 6 [[large abomination]]s and 0 to 2 [[tentacled monstrosities]] are summoned. On cast, this spell inflicts 2-5% [[Doom]] upon the player, with a 25% chance of an extra 6-10%.&amp;lt;ref&amp;gt;{{source ref|0.34.0|spl-summoning.cc|1405}}&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Higher [[spell power]] may increase the number of the creatures.&lt;br /&gt;
*The number of large abominations summoned is &amp;lt;code&amp;gt;1 + 1d3&amp;lt;/code&amp;gt;, plus a &amp;lt;code&amp;gt;power / 200&amp;lt;/code&amp;gt; chance for an extra one. &lt;br /&gt;
*There is a &amp;lt;code&amp;gt;1 - (121 / power)&amp;lt;/code&amp;gt; chance for two tentacled monstrosities, and if that fails an independent &amp;lt;code&amp;gt;1 - (51 / power)&amp;lt;/code&amp;gt; chance for one monstrosity. If no monstrosities were created, one extra abomination is created instead.&lt;br /&gt;
&lt;br /&gt;
There is a summon limit of 8 horrible things; additional summons will cause the oldest to very quickly time out.&lt;br /&gt;
&lt;br /&gt;
Duration of the summons is around 27 turns ([[duration class]] 3), which does not depend on the spell power.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This is one of the most powerful Summonings spells in the game. It has a high summon cap and summons multiple, relatively powerful, monsters at a time. Large abominations hit fairly hard, dealing up to 40 damage per hit. Tentacled monstrosities deal more damage, are resistant to many elements, and [[constriction|constrict]] foes, drastically reducing their [[ev]]asion.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
The monster version of Summon Horrible Things creates 3 to 5 monsters, each one has 75% chance of being a large abomination and 25% chance of being a tentacled monstrosity.&amp;lt;ref&amp;gt;{{source ref|0.32.0|mon-cast.cc|6921}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The duration class of the summons ranges from 2 (around 18 turns) to 6 (around 171 turns), based on the strength of the caster. Monsters do not suffer any ill effects from casting the spell.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.34]], casting this spell could give a [[Weak-Willed]] temporary mutation instead of giving [[Doom]].&lt;br /&gt;
*Prior to [[0.33]], casting this spell could inflict 1 point of intelligence drain. In addition, [[Xom]] casting the spell would not affect the player.&lt;br /&gt;
*Prior to [[0.28]], all summons would take a share of XP whenever they did damage. This made it somewhat harder to recover intelligence drain by only using this spell.&lt;br /&gt;
*Prior to [[0.19]], casting this spell could inflict 1-2 points of intelligence drain.&lt;br /&gt;
*Prior to [[0.15]], casting this spell could inflict 1-3 points of intelligence drain.&lt;br /&gt;
*Prior to [[0.2]], the summons created were permanent.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ill_Omen&amp;diff=85887</id>
		<title>Ill Omen</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ill_Omen&amp;diff=85887"/>
				<updated>2026-05-13T18:33:48Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{stub}}&amp;lt;!-- How much doom? Flavor text, too--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Ill Omen''' is a monster-only spell that inflicts [[doom]], potentially causing [[bane]]s if too much doom is obtained. It requires line of fire.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* This spell was added in [[0.34]], along with the doom mechanic.&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ill_Omen&amp;diff=85886</id>
		<title>Ill Omen</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ill_Omen&amp;diff=85886"/>
				<updated>2026-05-12T18:16:53Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''Ill Omen''' is a monster-only spell that inflicts [[doom]], potentially causing [[bane]]s if too much doom is obtained. It requires line of fire.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* This spell was added in [[0.34]], along with the doom mechanic.&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ill_Omen&amp;diff=85885</id>
		<title>Ill Omen</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ill_Omen&amp;diff=85885"/>
				<updated>2026-05-12T18:06:54Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: Created page with &amp;quot;{{version034}} {{stub}}  '''Ill Omen''' is a monster-only spell that inflicts doom, potentially causing banes if too much doom is obtained.  {{monsters with spell}}  =...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''Ill Omen''' is a monster-only spell that inflicts [[doom]], potentially causing [[bane]]s if too much doom is obtained.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
* This spell was added in [[0.34]], along with the doom mechanic.&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Help:Style_guide&amp;diff=85884</id>
		<title>Help:Style guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Help:Style_guide&amp;diff=85884"/>
				<updated>2026-05-12T17:56:00Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: /* Section names */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Community}}&lt;br /&gt;
&lt;br /&gt;
CrawlWiki has no formal style guide as of yet, but there are a few conventions in use. The following is a list of them. Changes should be discussed on the [[Help_talk:Style_guide|talk page.]]&lt;br /&gt;
&lt;br /&gt;
==Tone==&lt;br /&gt;
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[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Yredelemnul&amp;diff=85883</id>
		<title>Yredelemnul</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Yredelemnul&amp;diff=85883"/>
				<updated>2026-05-12T17:46:56Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: mention abyss in the summary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
[[File:Yredelemnul altar.png]] &amp;quot;Carry the black torch! Rouse the idle dead!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{flavour|Cast down by the good gods eons ago, Yredelemnul seeks to despoil their creations and chain all living souls within their inexorable grip. Followers who would conquer in their name are granted the power to reap an army of the dead and bind powerful souls into eternal service - provided they can sweep across the land in a tide as inexorable as the god themself.&lt;br /&gt;
&lt;br /&gt;
Followers of Yredelemnul carry the Black Torch, allowing them to gather souls and surround themselves in darkness. They can raise foes who die in the light of the torch as mindless servants, hurl torchlight to scour the living and empower the dead, and bind especially noteworthy souls to fight for them in death with the full capacities they held in life. Especially devout worshippers can even call down the inescapable grip of the Fallen directly, binding foes helplessly in place as the very life is sucked from them. Yredelemnul will also dispatch undead servants to aid their followers at the start of each new conquest.&lt;br /&gt;
&lt;br /&gt;
Yredelemnul likes it when you kill living or demonic beings while their torch is lit. Yredelemnul especially likes it when you kill holy or unique beings while their torch is lit.&lt;br /&gt;
&lt;br /&gt;
Yredelemnul strongly dislikes it when you use holy magic or items.}}&lt;br /&gt;
&lt;br /&gt;
==Racial Restrictions==&lt;br /&gt;
*Demigods cannot worship Yredelemnul (or any other [[god]]). Also, characters who sacrificed love under [[Ru]] cannot join Yredelemnul.&lt;br /&gt;
&lt;br /&gt;
==Appreciates==&lt;br /&gt;
*Killing [[living]] or [[demonic]] beings on a floor while the '''Torch''' status is active.&lt;br /&gt;
**Especially appreciates killing [[holy]] beings or [[uniques]] while the '''Torch''' status is active.&lt;br /&gt;
&lt;br /&gt;
==Deprecates==&lt;br /&gt;
*Abandonment. (Penance)&lt;br /&gt;
*Attacking with a weapon of [[holy wrath]]. (Penance)&lt;br /&gt;
&lt;br /&gt;
==Given Abilities==&lt;br /&gt;
'''[[Piety|Piety level -]]''': &amp;quot;Torchbearer&amp;quot;&lt;br /&gt;
*'''Umbra''' - You are surrounded by an umbra, increasing stealth and reducing the accuracy of your enemies. The radius starts at 2, increasing to 4 by 5*.&lt;br /&gt;
*'''Reaping''' - When [[Natural|living]] and [[demon]]ic creatures die inside your umbra, there is a chance that their souls will rise as [[derived undead]]: in most cases, you'll get [[zombie]]s, but corpseless monsters or monsters who had their bodies destroyed will rise as [[spectral thing]]s instead. Reaped monsters will drop whatever items they were carrying, but not [[corpse]]s or their associated [[death drop]]s. The chance to reap increases with piety and decreases with the total [[HD]] of derived undead you already have.&lt;br /&gt;
**Note that killing monsters ''outside'' of your umbra will generate [[corpse]]s and appropriate [[death drop]]s.&lt;br /&gt;
*'''Light the Black Torch''' - Activates piety gain for the current floor, and usable once per floor. Also blocks [[Shaft#Exploration Shafts|exploration shafts]]. The effect ends when you leave the floor for the first time after using this ability. This is indicated by the '''Torch''' status:&lt;br /&gt;
**Dark grey (inactive) when you have not yet used Light the Black Torch on the current floor&lt;br /&gt;
**Magenta (active)&lt;br /&gt;
**Not present (inactive) once you have left the floor having already activated the black torch.&lt;br /&gt;
:This ability cannot be used in [[the Abyss]].&amp;lt;ref&amp;gt;{{source ref|0.34.0|god-abil.cc|1432}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
*'''Recall Undead Harvest''' - Instantly [[teleport]]s your undead servants to your current location. (2 MP)&lt;br /&gt;
*In addition, Yredelemnul makes you immune to [[Spectral Cloud]]s so allied revenants won't impede you.&lt;br /&gt;
'''[[Piety|Piety level *]]''': &amp;quot;Despoiler&amp;quot;&lt;br /&gt;
*'''Gain temporary allies with Light the Black Torch''' - Yredelemnul will gift you summoned undead allies when you use Light the Black Torch. The allies gain in strength with your piety and XL, from [[wight]]s and [[necrophage]]s initially, up to [[profane servitor]]s and [[bone dragon]]s at [[experience level]] 27.&lt;br /&gt;
**In order of ascending power, eligible servants include:&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
| {{monsterlink|Necrophage}} &lt;br /&gt;
| {{monsterlink|Phantom}} &lt;br /&gt;
| {{monsterlink|Marrowcuda}} &lt;br /&gt;
| {{monsterlink|Wight}} &lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Shadowghast}} &lt;br /&gt;
| {{monsterlink|Wraith}}&lt;br /&gt;
| {{Red|V}} [[File:Vampire (monster).png]] '''[[Vampire (monster)|Vampire]]''' &lt;br /&gt;
| {{monsterlink|Freezing wraith}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Skeletal warrior}} &lt;br /&gt;
| {{monsterlink|Shadow wraith}} &lt;br /&gt;
| {{monsterlink|Phantasmal warrior}} &lt;br /&gt;
| {{monsterlink|Flayed ghost}}&lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Laughing skull}} &lt;br /&gt;
| {{monsterlink|Bog body}} &lt;br /&gt;
| {{monsterlink|Jiangshi}} &lt;br /&gt;
| {{monsterlink|Eidolon}} &lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Vampire knight}} &lt;br /&gt;
| {{Red|n}} [[File:Ghoul (monster).png]] '''[[Ghoul (monster)|Ghoul]]''' &lt;br /&gt;
| {{monsterlink|Revenant}}&lt;br /&gt;
| {{monsterlink|Death cob}} &lt;br /&gt;
|-&lt;br /&gt;
| {{monsterlink|Ancient champion}}&lt;br /&gt;
| {{monsterlink|Searing wretch}} &lt;br /&gt;
| {{monsterlink|Profane servitor}} &lt;br /&gt;
| {{monsterlink|Bone dragon}} &lt;br /&gt;
|}&lt;br /&gt;
'''[[Piety|Piety level **]]''': &amp;quot;Black Crusader&amp;quot;&lt;br /&gt;
*'''Hurl Torchlight''' - Hurl a 3x3 blast of torchlight, dealing damage to living, holy and demonic creatures. You and your undead allies are immune. (4 MP, 2-3 piety, 1 Torch charge)&lt;br /&gt;
**The power of the explosion scales with Invocations: &amp;lt;code&amp;gt;12 + Invocations * 4&amp;lt;/code&amp;gt;.&amp;lt;ref&amp;gt;{{source ref|0.32.0|ability.cc|1439}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
**Uses are limited, from 2 per floor at 2* up to 5 per floor at 5*, indicated by the number next to the '''Torch''' status. Killing a [[unique]] gains one charge of Hurl Torchlight for the current floor.&lt;br /&gt;
'''[[Piety|Piety level ***]]''': &amp;quot;Fallen Foo&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
'''[[Piety|Piety level ****]]''': &amp;quot;Harbinger of Doom&amp;quot;&lt;br /&gt;
*'''Bind Soul''' - You can convert a single enemy into a permanent undead ally upon its death. Eligible monsters include [[:Category:Natural_holiness|Natural]], [[:Category:Demonic_holiness|Demonic]], or [[:Category:Holy_holiness|Holy]] enemies of at least normal (animal) intelligence, which must have more than 80% of their health remaining. Using this ability immediately costs you a third of your current HP, which will be restored upon killing the victim. If the victim is killed without leaving your sight, it becomes a permanent soul version of its former self, allied to you and still capable of casting its spells and equipped with all of its gear. You may only have one bound soul at a time; successfully binding a new one will destroy the old. (6 MP, 8-12 piety)&lt;br /&gt;
'''[[Piety|Piety level *****]]''': &amp;quot;Inexorable Tide&amp;quot;&lt;br /&gt;
*'''Fathomless Shackles''' - A corrupted version of [[Zin]]'s sanctuary, which binds in place all enemies within a 4x4 radius (decreasing over time). All living monsters caught in the shackles will take damage over time, and you are healed for a portion of this damage. The damage scales with Invocations, and isolated monsters - monsters not adjacent to any ally - take 50% more damage.&amp;lt;ref&amp;gt;{{source ref|0.32.0|god-abil.cc|1635}}&amp;lt;/ref&amp;gt; (8 MP, 20-30 piety) &lt;br /&gt;
'''[[Piety|Piety level ******]]''': &amp;quot;Bringer of Blasphemy&amp;quot;&lt;br /&gt;
*No new abilities.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
{{flavour|Yredelemnul strongly dislikes it when you use holy magic or items.&lt;br /&gt;
&lt;br /&gt;
Yredelemnul does not appreciate abandonment, and will call down fearful punishments on disloyal followers!&lt;br /&gt;
&lt;br /&gt;
Those who anger Yredelemnul find themselves beset by legions of the dead. Sometimes, the god will also intervene directly, binding the unfaithful in inescapable chains as their dark army demonstrates the price of betrayal.&lt;br /&gt;
&lt;br /&gt;
Yredelemnul's wrath lasts for a relatively short duration.}}&lt;br /&gt;
&lt;br /&gt;
If you leave or are excommunicated from Yredelemnul's service, all your undead allies immediately vanish.&lt;br /&gt;
&lt;br /&gt;
While under penance, Yredelemnul will sometimes punish you (about once every 2000 turns). Possible punishments include:&lt;br /&gt;
*[[Bolt of Draining]] (100% if your experience level is &amp;lt;= 4, less likely as your experience level increases)&lt;br /&gt;
*Hostile branch- and XL-dependent [[zombie]]s are summoned against you.&lt;br /&gt;
*Hostile undead are summoned against you from the following list: [[mummy]], [[wight]], [[flying skull]], [[wraith]], [[freezing wraith]], [[phantasmal warrior]], [[flayed ghost]], [[skeletal warrior]], [[ghoul]], [[death cob]], [[bone dragon]], or [[profane servitor]].&lt;br /&gt;
&lt;br /&gt;
On average, it will take 25 such punishments to burn through the 50 penance you have incurred.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Yredelemnul is the god of choice for melee characters who want backup, and a powerful emergency option in Fathomless Shackles. This applies most to &amp;quot;monstrous&amp;quot; species, who lack the magical aptitudes to easily learn Necromancy. Yred tends to snowball; once you have a few zombies, the rest of the floor tends to succumb to your swarm (all the while, creating more zombies). Eventually you can bind souls -- getting a single, permanent, extremely powerful bound version of a single living monster. This requires a fairly high [[Invocations]] skill, but it can even bind [[Tiamat]]! Then, the process begins anew on another floor.&lt;br /&gt;
&lt;br /&gt;
You can be selective with when you use Light the Black Torch, to make sure you are confident you are ready to remain on the floor until completion, and to gain Yredelemnul's powerful temporary allies at a convenient time, from 1*. Remember, once you leave the floor after lighting the torch, you can no longer gain piety or use Hurl Torchlight on that floor.&lt;br /&gt;
&lt;br /&gt;
Note that, unlike [[Hepliaklqana]]'s ancestor, your bound soul won't respawn. If you have to [[teleport]] away, your bound soul might die, forcing you to start from scratch.&lt;br /&gt;
&lt;br /&gt;
Regardless of the drawbacks, many characters can appreciate and use the roused undead to their advantage. At the very worst, Yred is equivalent to being atheist with a permanent (slightly weaker) [[Animate Dead]] buff. You can swap places with your zombies to avoid [[attacks of opportunity]], and you get that buff as soon as you worship Yred.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*In the early game, most zombified monsters will be weak. The best use for weak zombies is to help you retreat. Zombies can block the way from monsters, and if you swap places with a zombie, you can prevent [[attacks of opportunity]].&lt;br /&gt;
*Note that bound souls will keep their old gear.&lt;br /&gt;
*Monsters that summon allies, like [[Mlioglotl]], [[Mara]], and [[Zenata]], tend to be strong as bound souls.&lt;br /&gt;
*[[Troll]]s and other oddly [[size]]d species might not want to worship Yred; you can't skin zombies, reducing your access to various [[dragon scales]].&lt;br /&gt;
*A [[scroll of immolation]] can turn even the weakest zombies into ticking time bombs. When something dies, it explodes. Of course, don't let yourself be hit by the explosions. &lt;br /&gt;
**Also, don't let your bound soul get hit. If the bound soul is currently on your level, strongly consider ''not'' using immolation.&lt;br /&gt;
*Your allies can be attacked in fights you don't know about. Consider Recalling them from time to time.&lt;br /&gt;
*Black torch cannot be lit in the [[Abyss]] at all, which significantly lowers Yred's usefulness there.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], Yredelemnul's piety depended entirely on the number of derived undead you had in your line of sight. Yredelemnul did not give an umbra, and the chance to reap did not depend on HD of current undead. The 2* ability Dark Bargain allowed trading in derived undead for one of Yredelemnul's stronger allies (which are now given by Light the Black Torch), 4* ability Drain Life allowed regaining HP by dealing damage to all living, holy and demonic creatures in sight, and Bind Soul was available at 5*. Bind Soul was a timed effect rather than requiring remaining in sight of the monster, and did not temporarily cost a third of your max HP.&lt;br /&gt;
*Prior to [[0.29]], Yredelemnul zombies could attack from outside [[line of sight]]. Also, reading the now removed [[scroll of holy word]] would incur penance.&lt;br /&gt;
*In [[0.28]], Yredelemnul was overhauled. Prior to this change:&lt;br /&gt;
**Yred had a regular piety system, which increased when you killed natural, holy, and nonliving (not demonic!) monsters. &lt;br /&gt;
**You had to invoke necromancy; available at 1* and acting like [[Animate Dead]] at 3*. (This means that Yred did not limit [[death drop]]s).&lt;br /&gt;
**As you gained piety, you got permanent ally gifts, maxing out at [[profane servitor]]s and [[bone dragon]]s. Gifts, along with [[umbra]] immunity, came at 3*.&lt;br /&gt;
**Bind Soul was called Enslave Soul, which only worked on intelligent monsters, and souls were generally weaker. &lt;br /&gt;
**Injury Mirror, unlocked at 2*, mirrored damage to attackers in exchange for piety. Replaced by Dark Bargain.&lt;br /&gt;
*Prior to [[0.27]], Yredelemnul forbid [[Gargoyle]]s and the use of [[Statue Form]].&lt;br /&gt;
*Prior to [[0.25]], Yredelemnul would inflict [[Necromancy]] [[miscast effect|miscasts]] instead of [[Bolts of Draining]] as a punishment.&lt;br /&gt;
*In [[0.22]], Enslave Soul became smite-targeted.&lt;br /&gt;
*Prior to [[0.18]], Yredelemnul's Enslave Soul could not affect demons &amp;amp; holy beings. Abandoning Yredelemnul now destroys your zombie minions.&lt;br /&gt;
*Prior to [[0.16]], players could start the game worshipping Yredelemnul as a [[Death Knight (background)|death knight]].&lt;br /&gt;
*Prior to [[0.14]], there was no cap on the number of bone dragons and profane servitors you could have at once. Also, you would receive [[freezing wraith]]s in place of vampires, and desecrating [[:Category:Holy holiness|holy]] remains gave piety. Also, read-IDing a [[scroll of holy word]] would have angered Yredelemnul's servants.&lt;br /&gt;
*Prior to [[0.13]], you could be gifted [[rotting hulk]]s and [[plague shambler]]s.&lt;br /&gt;
*Prior to [[0.12]], recalling undead slaves did not have any delay, but it was not able to recall any undead servants from other levels.&lt;br /&gt;
*Prior to [[0.10]], the undead servant gift roll's results were based on piety.&lt;br /&gt;
*Prior to [[0.6.0]], Yredelemnul's random undead gifts could not follow you between floors.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gods}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Evil Gods]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Attack_speed&amp;diff=85882</id>
		<title>Attack speed</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Attack_speed&amp;diff=85882"/>
				<updated>2026-05-12T17:39:13Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
''See [[Weapon Speed]] for tables summarising this information.''&lt;br /&gt;
 &lt;br /&gt;
'''Attack speed''' is how fast a player can attack with [[melee weapon]]s, [[ranged weapon]]s, or [[Unarmed Combat]]. &lt;br /&gt;
&lt;br /&gt;
Your attack speed is usually measured in the form of &amp;quot;'''attack delay'''&amp;quot;. A normal action takes 1.0 [[decaAut]], or 10 [[aut]], of time. The more aut you take, the slower you act. So if you have a smaller attack delay, you will attack faster.&lt;br /&gt;
&lt;br /&gt;
==Weapon Attack Delay==&lt;br /&gt;
The following conditions are applied in order:&lt;br /&gt;
===Base delay===&lt;br /&gt;
All weapons, including [[ranged weapons]] and [[Throwing]] implements, have a base attack delay. When looking at the weapon in the ''''i''''nventory, you'll get the base attack delay (in decaAut). For example, a [[dagger]] has a base delay of 1.0 decaAut (10 aut).&lt;br /&gt;
&lt;br /&gt;
The [[Weapon Speed]] page has a complete table of every weapon, in aut.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
For every 2 levels in the corresponding weapon [[skill]], your attack delay is reduced by 0.1 decaAut. There is a limit - every weapon has a '''minimum delay''', where skill cannot reduce attack speed any further.&lt;br /&gt;
&lt;br /&gt;
A weapon's mindelay is usually the ''smaller'' of &amp;lt;code&amp;gt;base delay / 2&amp;lt;/code&amp;gt; or 0.7 decaAut. For example, a [[dagger]] has a base delay of 1.0, so it has a mindelay of 0.5. A [[large rock]] has a base delay of 2.0, but its mindelay is still 0.7 decaAut. There are a few exceptions to this rule, such as [[rapier]]s and [[triple crossbow]]s.&lt;br /&gt;
&lt;br /&gt;
Unarmed Combat works differently. For every 5.4 [[Unarmed Combat]] skill, attack delay is reduced by 0.1 decaAut.&amp;lt;ref&amp;gt;{{source ref|0.32.0|player-act.cc|333}}&amp;lt;/ref&amp;gt; It otherwise works similarly to weapons.&lt;br /&gt;
&lt;br /&gt;
===Brands===&lt;br /&gt;
Weapon [[brand]]s can modify speed, applied after accounting for skills.&lt;br /&gt;
*The [[speed brand]] reduces your weapon delay by x66%.&lt;br /&gt;
*The [[heavy]] brand increases your weapon's delay by +50%.&lt;br /&gt;
&lt;br /&gt;
===Body Armour===&lt;br /&gt;
If you are using a &amp;quot;[[Ranged Weapons|Ranged Weapon]]&amp;quot; (which does ''not'' include [[Throwing]] weapons), then [[body armour]] will slow down your attack speed (after brand). Body armour slows down attacks based on its [[encumbrance rating]].&lt;br /&gt;
&lt;br /&gt;
The formula is &amp;lt;code&amp;gt;(encumbrance^2 / 2250) * (90 - 2 * [[Armour (skill)|armor_skill]]) / (3 + str)&amp;lt;/code&amp;gt; decaAut.&lt;br /&gt;
&lt;br /&gt;
Values for armour encumbrance can be found on the [[Armour]] page. Unlike shields, the penalty cannot be fully eliminated with skill.&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
[[Shield]]s encumber their wielder, slowing down weapon speed (after brands are applied).&lt;br /&gt;
&lt;br /&gt;
For EV penalty = &amp;lt;code&amp;gt;0.4 * encumbrance^2 / (5 + [[str]]) * (27 - [[Shields (skill)|sh_skill]]) / 27&amp;lt;/code&amp;gt;, shields slow down attacks by &amp;lt;code&amp;gt;EV Penalty / 10&amp;lt;/code&amp;gt; decaAut.&amp;lt;ref&amp;gt;{{source ref|0.32.0|player.cc|6163}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{source ref|0.32.0|player-act.cc|361}}&amp;lt;/ref&amp;gt; If EV Penalty is not an integer, it is rounded in a weighted fashion before the dice function is rolled.&lt;br /&gt;
&lt;br /&gt;
The values for shield encumbrance can be found on the [[Shields]] page. The shield penalty can be reduced to zero with a maxed out shield skill of 27.&lt;br /&gt;
&lt;br /&gt;
===Statuses===&lt;br /&gt;
*[[Haste]] (including from [[berserk]]) reduces all action delays by a factor of 2/3&lt;br /&gt;
*[[Okawaru]]'s Finesse ability reduces weapon delay by half. This does ''not'' stack with haste.&lt;br /&gt;
*[[Statue Form]], [[Petrify]]ing, and [[Slow]]ness increase all delays by a factor of 3/2. These conditions do stack with haste and with each other.&lt;br /&gt;
&lt;br /&gt;
Finally, there is a hard limit of 0.1 decaAut, which no action can go under unless the action is defined as instant (e.g., [[Wu Jian|Serpent's Lash]] movmeent).&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
Spells can be used for attacking, and are thus included on this page. The vast majority of spells have a base delay of 1.0 decaAut. It can be modified by statuses (Haste, Statue Form, Slow...).&lt;br /&gt;
&lt;br /&gt;
A few spells attack with your weapon:&lt;br /&gt;
*[[Manifold Assault]] uses your weapon attack delay exactly (following the above formulae).&lt;br /&gt;
*[[Vhi's Electric Charge]] uses the larger of your weapon attack delay and your [[movement speed|movement delay]].&lt;br /&gt;
&lt;br /&gt;
Also, [[Sandblast]] is cast at 1.5 delay, instead of 1.0.&lt;br /&gt;
&lt;br /&gt;
==Movement Based Attacks==&lt;br /&gt;
Some attacks are combined with movement. Even if the actual attack delay is not changed, they are mentioned here for completeness.&lt;br /&gt;
&lt;br /&gt;
===Martial Arts Attacks===&lt;br /&gt;
The [[Wu Jian Council]] allows the player to make attacks based on movement.&lt;br /&gt;
&lt;br /&gt;
If attack delay &amp;gt;= movement delay, then one attack will be made per move, with slower attacks damage having their damage proportionally lowered. For example, if moving at 1.0 decaAut but attacking at 1.2 decaAut, one attack will be made at (1.0/1.2) = 83.3% damage.&lt;br /&gt;
&lt;br /&gt;
If movement delay &amp;gt; attack delay, then there is a chance to make extra attacks relative to attack delay. If moving at 1.0 decaAut but attacking at 0.7 decaAut, one attack will always be made (taking 0.7 / 1.0 of the time), with a 3/7 (0.3 / 0.7) chance for a 2nd attack. As an extreme example, a [[Naga]] (1.4 move delay) with a [[rapier]] (0.5 attack delay) would attack 2 times per move, with an 80% chance of a 3rd attack.&lt;br /&gt;
&lt;br /&gt;
While under Serpent's Lash, movement delay is always treated as 1.0 decaAut, regardless of your actual movement delay. Wall Jump counts as 2 actions, so it doubles your movement delay.&lt;br /&gt;
&lt;br /&gt;
===Rampaging===&lt;br /&gt;
The [[rampaging]] ego lets you take a free step before attacking. If you are 1 space from an enemy, you'll move instantly and then attack at your movement delay.&lt;br /&gt;
&lt;br /&gt;
==Detailed Calculations==&lt;br /&gt;
The formulas above give you a very close approximation to the average attack delay. However, due to rounding, each individual attack can be subject to multiple sources of randomness:&lt;br /&gt;
&lt;br /&gt;
*If your weapon delay (post-skill, post-brand) is in fractional [[aut]], then it is rounded in a weighted fashion. For example, if you &amp;quot;average&amp;quot; attack is at 5.1 aut (0.51 decaAut), then you have a 10% chance to attack at 6 aut, and 90% chance to attack at 5 aut.&lt;br /&gt;
&lt;br /&gt;
*If you wear a [[shield]], the shield's penalty is also rounded in a weighted fashion. The EV penalty (&amp;lt;code&amp;gt;2/5 * encumbrance^2 / (5 + [[str]]) * (27 - [[Shields (skill)|sh_skill]]) / 27&amp;lt;/code&amp;gt;) is calculated, then rounded.&lt;br /&gt;
&lt;br /&gt;
*If you are using a [[ranged weapon]], then the penalty from [[body armour]] is also rounded in a weighted fashion, then added to delay.&lt;br /&gt;
&lt;br /&gt;
This can result in a wider range of attack delays than the averaging of fractional delays would imply.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
Take a human wielding a short sword and buckler. The human has a [[Short Blades]] skill of 7.5, [[Shields (skill)|Shields]] skill of 5.4, and [[strength]] of 15. The [[buckler]]'s encumbrance is 5.&lt;br /&gt;
&lt;br /&gt;
*The short sword has a base delay of 11 aut, which is reduced to 7.25 aut from skill. -&amp;gt; (75% for 7 aut, 25% for 8 aut)&lt;br /&gt;
*The shield gives a penalty of 1d(0.40) -&amp;gt; (40% chance of +1, 60% for +0).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Delays&lt;br /&gt;
|-&lt;br /&gt;
! Source !! 7 !! 8 !! 9&lt;br /&gt;
|-&lt;br /&gt;
|Post-skill delay&lt;br /&gt;
| 75% || 25% ||&lt;br /&gt;
|-&lt;br /&gt;
|Shield penalty&lt;br /&gt;
| (75% * 60%) || (75% * 40%)&amp;lt;br&amp;gt;(25% * 60%) || (25% * 40%)&lt;br /&gt;
|-&lt;br /&gt;
|Final&lt;br /&gt;
| 45% || 45% || 10%&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
Average delay = 7.6 aut. Looking at the average alone, you may think that you can only swing at 7 (40%) or 8 (60%) aut. However, there are 3 possible delays - 7, 8, and 9 aut - as shown above.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.31]], there was a hard minimum attack delay of 0.2 decaAut.&lt;br /&gt;
*Prior to [[0.29]], body armour did not penalize [[Ranged Weapons]].&lt;br /&gt;
*Prior to [[0.28]], the [[shield]] penalty formula was different. Certain skill thresholds (4 skill for buckler, 15 for kite shield, 25 for tower shield) negated it.&lt;br /&gt;
*Prior to [[0.27]], the shield attack penalty was smaller (equal to the smaller of {1d(EV_penalty), 1d(EV_penalty)}).&lt;br /&gt;
*Prior to [[0.16]], the amount of skill required to negate penalties for wearing a shield was more complex.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Armour_class&amp;diff=85881</id>
		<title>Armour class</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Armour_class&amp;diff=85881"/>
				<updated>2026-05-12T17:23:35Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: rounding&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
When something injures you, your '''armour class''' (often abbreviated to '''AC''') reduces the amount of damage you suffer. The higher the value, the better.&lt;br /&gt;
&lt;br /&gt;
The most common way to improve your AC is by wearing [[armour]]. Wearing heavier [[body armour]] provides more AC, but comes at the cost of [[encumbrance]] - reducing [[EV]], [[spell failure|spell success]] rates, and [[stealth]]. Other types of armour, like [[helmet]]s and [[boots]], provide AC with no penalty.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
AC reduces the damage of attacks by an absolute value between 0 and your current AC value. An AC of 10 will reduce damage by a random number between 0 and 10. This applies to damage that would traditionally ignore armour in other games, such as [[spell]] magic.&lt;br /&gt;
&lt;br /&gt;
The game tracks your AC internally using two decimal places. If AC is not a whole number, this internal number will be rounded in a weighted manner when taking damage. For example, with an AC of 10.60, there is a 60% chance of having 11 AC and 40% chance of having 10 AC.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;BEAM_ELEC&amp;lt;/code&amp;gt; damage (such as from [[Shock]] or [[Lightning Bolt]]) ignores half of the target's AC. &amp;lt;code&amp;gt;BEAM_FRAG&amp;lt;/code&amp;gt; damage (such as from [[Sandblast]] or a [[tin of tremorstones]]) is affected three times as much by AC.&lt;br /&gt;
&lt;br /&gt;
For details on how AC is calculated, see [[AC calculations]].&lt;br /&gt;
&lt;br /&gt;
===Guaranteed Damage Reduction===&lt;br /&gt;
''Main Article: [[GDR]]''&lt;br /&gt;
&lt;br /&gt;
When taking physical damage from a melee, ranged weapon, or throwing attack, guaranteed damage reduction will improve AC rolls. GDR% is equal to &amp;lt;code&amp;gt;16*(AC)^1/4&amp;lt;/code&amp;gt;. If GDR is applied, the minimum possible AC roll will equal (damage*GDR%) or (AC/2), whichever is lower. Spells and abilities, including 'physical' spells like [[Harpoon Shot]] or [[Stone Arrow]], do not use GDR. Only the player benefits from GDR.&lt;br /&gt;
&lt;br /&gt;
==List of Damage that ignores AC==&lt;br /&gt;
*[[Torment]] and [[Holy Word]].&lt;br /&gt;
*[[Smite]].&lt;br /&gt;
*[[Damnation]].&lt;br /&gt;
*'''Shared damage''' from [[Anguish]], [[Injury Mirror]], [[Injury Bond]], [[Uskayaw#Given Abilities|Pain Bond]], or [[spectral weapon]]s (uses the original target's AC instead).&lt;br /&gt;
*'''Status effects''': [[poison]], [[sticky flame]], [[flay]].&lt;br /&gt;
*'''Hex effects''': [[Pain]] / [[Necrotise]], [[Wand of mindburst|Mindburst]], [[Anguish]], [[Agony]]&lt;br /&gt;
*'''Weapon [[brand]] damage''' and '''monster [[attack flavour]]s'''.&lt;br /&gt;
** Note that weapon brand damage is often a percentage of AC-reduced damage in the first place.&lt;br /&gt;
** Some monster attack flavours require a physical, AC-checking attack to deal damage to apply, though the attack flavour itself is not influenced by AC.&lt;br /&gt;
*'''Specific spells''': [[Freeze]], [[Vampiric Draining]], [[Static Discharge]], [[Ignite Poison]], [[Dispel Undead]] / [[Dispel Undead Range]], [[Lee's Rapid Deconstruction]] (directly on a monster).&lt;br /&gt;
**The chilling blast [[draconian breath attack|breath attack]] of a [[Draconian_(monster)|white draconian]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], AC was not tracked to two decimal places.&lt;br /&gt;
*Prior to [[0.29]], [[Frozen Ramparts]] and [[Ozocubu's Refrigeration]] ignored AC.&lt;br /&gt;
*Prior to [[0.26]], [[Irradiate]] ignored AC.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Defence]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Armour&amp;diff=85880</id>
		<title>Armour</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Armour&amp;diff=85880"/>
				<updated>2026-05-12T17:15:30Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: /* Armour skill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version033}}&lt;br /&gt;
''For the skill, see [[Armour (skill)]].''&lt;br /&gt;
{{flavour|Nought can Deform the Human race&amp;lt;br&amp;gt;Like to the Armours iron brace&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-William Blake, &amp;quot;Auguries of Innocence&amp;quot;, 99-100. 1803.}}&lt;br /&gt;
&lt;br /&gt;
'''Armour''' encompasses all equipment worn to protect against attacks. Armour increases your [[armour class]] (AC), which defends against melee, ranged, and most magical attacks. It can also have [[ego]]s, which provide further benefit. &lt;br /&gt;
&lt;br /&gt;
However, [[body armour]] is [[encumbrance|encumbering]]. Wearing heavier body armour will lower your [[EV]] and [[stealth]], increase chance of [[spell failure]], and slow down [[Ranged Weapons]]. These penalties are reduced, but not eliminated, by [[strength]] and [[Armour skill]]. Only body armour and [[shield]]s have encumbrance penalties; all other armour can be worn at no cost.&lt;br /&gt;
&lt;br /&gt;
[[Shield]]s increase [[SH]] instead of AC, but are usually considered a piece of &amp;quot;armour&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
==Armour Locations==&lt;br /&gt;
There are six armour locations in ''Crawl'', also known as '''armour slots'''. Some [[species]] have restrictions on the kinds of armour they can wear, while many [[transformation]]s will render pieces unusable.&lt;br /&gt;
&lt;br /&gt;
*'''[[Body armour]]''' is worn on a character's torso, and is the primary source of AC. Its AC bonus is penalized by the [[Deformed]] mutation. Heavier body armour imposes greater penalties.&lt;br /&gt;
*'''[[Gloves]]''' are worn on the hands, and are unusable with rank 3 of the [[Claws]] mutation.&lt;br /&gt;
*'''[[Boots]]''' are worn on the feet, and are unusable with rank 3 of either the [[Talons]] or [[Hooves]] mutations.&lt;br /&gt;
**In place of boots, [[Armataur]]s and [[Naga]]s can wear '''[[barding]]s''' on the rear portions of their bodies. They provide more AC and higher potential enchantment, but slightly reduce your [[EV]].&lt;br /&gt;
*'''[[Helmet]]s''' and '''[[hat]]s''' are worn on the head. The [[Beak]], [[Antennae]], and [[Horns]] mutations all restrict the player's headgear options.&lt;br /&gt;
*'''[[Cloak]]s''' and '''[[Scarf|scarves]]''' are worn around the shoulders, which are unusable with demonspawn's [[Weakening Stinger]].&lt;br /&gt;
*'''[[Shields]]''' and '''[[orb]]s''' are held on character's arm. They prevent the use of [[Handedness|two-handed]] weapons. Shields provide [[SH]], but impede spellcasting and EV without sufficient skill.&lt;br /&gt;
&lt;br /&gt;
All armour types, including shields, take 5 turns to remove and 5 turns to put on. If you swap from one piece of armour to another, it takes 10 turns total. If you are hurt when (un)equpping armour, the game will ask if you want to abort the action.&lt;br /&gt;
&lt;br /&gt;
==Encumbrance Rating==&lt;br /&gt;
Most [[body armour]] has an [[encumbrance rating]] proportional to its AC. [[Robe]]s and [[leather armour]], being lightweight, have little or no EV penalty; at the other end of the spectrum you can find [[plate armour]] and [[crystal plate armour]], which are cumbersome but incredibly protective.&lt;br /&gt;
&lt;br /&gt;
A higher [[encumbrance rating]]:&lt;br /&gt;
*Lowers your [[ev]]asion&lt;br /&gt;
*Makes you less [[stealth]]y&lt;br /&gt;
*Reduces your spellcasting success rate&lt;br /&gt;
*Make [[Ranged Weapons]] attack slower (not including [[Throwing]] weapons)&lt;br /&gt;
&lt;br /&gt;
Increasing your Armour skill decreases the effect of the encumbrance rating (-2.2% per level, or -60% at Armour 27) and boosts the total AC granted by those pieces. High [[strength]] will also help. Stealth is always penalized the same. See the [[encumbrance rating]] page for more details.&lt;br /&gt;
&lt;br /&gt;
[[Shield]]s have an encumbrance rating, but it works differently from body armour. See [[Shields]] for more details.&lt;br /&gt;
&lt;br /&gt;
Only body armour and shields have an encumbrance rating. [[Barding]]s have an EV penalty, but this is unrelated to ER.&lt;br /&gt;
&lt;br /&gt;
==Calculating AC Value==&lt;br /&gt;
In order of operation:&lt;br /&gt;
===Base AC ===&lt;br /&gt;
Your total &amp;quot;base AC&amp;quot; is equal to the ''sum'' of the base AC values from every worn armour. This excludes any armour [[enchant]]ments you may have.&lt;br /&gt;
&lt;br /&gt;
===Multipliers===&lt;br /&gt;
These multipliers affect the base AC from body armour only.&lt;br /&gt;
*If you have the [[Deformed]] or the [[Pseudopods]] mutation, you lose 50% AC from body armour. These mutations do not stack with each other.&lt;br /&gt;
*Certain [[form]]s can multiply body armour base AC:&lt;br /&gt;
**[[Maw Form]]: -75% body armour AC&lt;br /&gt;
**[[Blade Form]]: -60% body armour AC at 12 skill, scaling to -0% at 20 skill&lt;br /&gt;
**[[Fortress Crab Form]]: +75% body armour AC at 12 skill, scaling to +130% at 20 skill&lt;br /&gt;
&lt;br /&gt;
These modifiers stack multiplicatively (up to -100% body armour base AC).&lt;br /&gt;
&lt;br /&gt;
===Armour skill===&lt;br /&gt;
[[Armour skill]] provides a bonus to AC after the above multipliers:&amp;lt;ref&amp;gt;{{source ref|0.28.0|player.cc|5691}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   (base AC) * (1 + Armour_skill / 22)&lt;br /&gt;
&lt;br /&gt;
This is roughly equivalent to +4.5% base AC per level of Armour skill. AC is calculated to 2 decimal places internally. In most places, AC is displayed rounded down to a whole number. Item descriptions will show your AC rounded to 1 decimal place, together with the change in AC from equipping or removing that item.&lt;br /&gt;
&lt;br /&gt;
===Bonuses===&lt;br /&gt;
All other sources of AC are flat, additive bonuses to your AC score, which are not impacted by armour or Armour skill:&amp;lt;ref&amp;gt;{{source ref|0.28.0|player.cc|5914}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Value from armour [[enchant]]ment, [[rings of protection]], and [[artefact]] bonuses&lt;br /&gt;
*[[Ozocubu's Armour]]&lt;br /&gt;
*[[Protection]] brand&lt;br /&gt;
*[[Mutation]]s&lt;br /&gt;
*Innate AC from [[transformation]]s, like [[Dragon Form]] and [[Statue Form]]&lt;br /&gt;
&lt;br /&gt;
==Tables of Armours==&lt;br /&gt;
===Body Armour===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%&amp;quot; border=1&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Armour&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Base AC&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Encumbrance rating&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Wearable&lt;br /&gt;
|-&lt;br /&gt;
|[[Robe]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 2&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Leather armour]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 4&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Ring mail]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 5&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 7&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Scale mail]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 6&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 10&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Chain mail]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 8&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 14&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Plate armour]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 10&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 18&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Crystal plate armour]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 14&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 23&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Animal skin]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 2&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Troll leather armour]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 4&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Steam dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 5&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 6&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 5&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Swamp dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 7&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 7&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Quicksilver dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 9&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 7&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Fire dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 8&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 9&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Ice dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 9&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 11&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Pearl dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 10&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 11&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Storm dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 10&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 15&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 11&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 15&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Golden dragon scales]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 12&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 23&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:100%&amp;quot; border=1&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Shield&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | SH&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Encumbrance&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Wearable&lt;br /&gt;
|-&lt;br /&gt;
|[[Buckler]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 5&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Little–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Kite shield]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 8&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 10&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Big&lt;br /&gt;
|-&lt;br /&gt;
|[[Orb]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Tower shield]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 13&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 15&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Medium–Giant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Headgear===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:100%&amp;quot; border=1&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Headgear&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | AC&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Encumbrance rating&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Wearable&lt;br /&gt;
|-&lt;br /&gt;
|[[Helmet]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Hat]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%&amp;quot; border=1&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Armour&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | AC&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Encumbrance rating&lt;br /&gt;
!scope = &amp;quot;col&amp;quot; | Wearable&lt;br /&gt;
|-&lt;br /&gt;
|[[Boots]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Cloak]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Scarf]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | All&lt;br /&gt;
|-&lt;br /&gt;
|[[Gloves]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 0&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Small–Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Barding]]&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | 4&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | -6&lt;br /&gt;
|align=&amp;quot;right&amp;quot; | Naga/Armataur&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Egos==&lt;br /&gt;
Enchanted armour may have an [[ego]], which gives it additional properties.&lt;br /&gt;
&lt;br /&gt;
==Restrictions and Mutations==&lt;br /&gt;
*Beaks, horns, and antennae are incompatible with helmets. Hats are allowed.&lt;br /&gt;
**Horns 3 and Antennae 3 disallow all headgear, however.&lt;br /&gt;
*Hooves 3 and talons 3 are incompatible with boots.&lt;br /&gt;
*Claws 3 is incompatible with gloves.&lt;br /&gt;
*Weakening stinger is incompatible with cloaks.&lt;br /&gt;
&lt;br /&gt;
[[Transformation]]s can affect which items are compatible - refer to that page for more details.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.33]], Armour skill ignored any multipliers to body armour base AC.&lt;br /&gt;
*Prior to [[0.32]], AC was always rounded down to an integer, meaning AC would increase at specific breakpoints in Armour skill, rather than increasing smoothly.&lt;br /&gt;
*Prior to [[0.29]], body armour encumbrance did ''not'' slow down [[Ranged Weapons]].&lt;br /&gt;
*Prior to [[0.28]], armour and shields would penalize your [[to-hit]].&lt;br /&gt;
*Prior to [[0.27]], [[GDR]] was determined based on your body armour, not from total [[AC]].&lt;br /&gt;
*Prior to [[0.17]], heavy armour slowed [[throwing]] and [[unarmed combat]] attacks.&lt;br /&gt;
*Prior to [[0.16]], light armour had no small spellcasting success penalty.&lt;br /&gt;
*Prior to [[0.15]], armour took &amp;lt;code&amp;gt;AC + 1&amp;lt;/code&amp;gt; turns to unequip or equip (instead of a flat 5 turns).&lt;br /&gt;
*Prior to [[0.14]], [[Racial equipment|racial armour types]] existed. Elven armour impeded spellcasting less, dwarven armour had more AC but impeded casting more, and orcish armour was better for [[Hill Orc]]s only.&lt;br /&gt;
*In [[0.13]], the evasion penalty system was changed. &amp;quot;Base Evasion Penalty&amp;quot; (BEVP) was changed into [[encumbrance rating]], and rescaled for all armours (see [https://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:mutation:stats&amp;amp;#effect_of_strength_on_armour_evp dev wiki]). &lt;br /&gt;
*Prior to [[0.11]], you could only train Armour while wearing equipment with an EV penalty of at least -1.&lt;br /&gt;
*Prior to [[0.6]], body armour was divided into &amp;quot;Light Armour&amp;quot; and &amp;quot;Heavy Armour&amp;quot;. The former would allow you to train Dodging, while the latter trained Armour.&lt;br /&gt;
&lt;br /&gt;
===Changes to armour types===&lt;br /&gt;
*In [[0.30]], [[chain mail]] had encumbrance reduced (from 15 -&amp;gt; 14).&lt;br /&gt;
*In [[0.29]], [[shadow dragon scales]] had its AC increased (10 -&amp;gt; 11).&lt;br /&gt;
*Orbs were introduced in [[0.28]].&lt;br /&gt;
*Prior to [[0.26]], bardings were split into [[naga barding]]s and [[centaur barding]]s.&lt;br /&gt;
*Scarves were added in [[0.20]].&lt;br /&gt;
*Prior to [[0.19]], dragon scales were named dragon armours. Also, trolls/dragons only dropped hides; you had to use a [[scroll of enchant armour]] on the hide to get the armour.&lt;br /&gt;
*In [[0.16]], [[scale mail]] had encumbrance reduced (11 -&amp;gt; 10).&lt;br /&gt;
*In [[0.14]], gold dragon armour, crystal plate armour, and plate armour have had their encumbrance ratings reduced (27 -&amp;gt; 25, 24 -&amp;gt; 23, and 19 -&amp;gt; 18 respectively). Mottled dragon armour increased ER from 4 to 5.&lt;br /&gt;
*In [[0.13]], [[splint mail]] was removed.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Armours]]&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Faded_altar&amp;diff=85870</id>
		<title>Faded altar</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Faded_altar&amp;diff=85870"/>
				<updated>2026-05-10T19:56:38Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
{{flavour|An ancient altar, stripped of all identifying characteristics by the passage of aeons. Praying at it will convert you to an unknown god, and the altar's deity will greatly appreciate conversion at so ancient a site of worship.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Faded altar.png]] [[Pray]]ing at a '''faded altar''' allows the player to convert to one of 3 displayed [[god]]s, chosen randomly between them. You will see the 3 possible gods when inspecting the altar ('''&amp;lt;''' or '''&amp;gt;'''). If there are multiple faded altars in a game, each one will have a separate list of gods. Any god that your [[species]] can worship can be a possibility for the faded altar.&lt;br /&gt;
&lt;br /&gt;
When worshipping at a faded altar, you will gain a bonus of +20 [[piety]]. Gods that don't use the usual piety system will get a special effect (see below). If you're already worshipping a god, you will convert to the new god. If you're worshipping a god, and the god from the altar is the same as the current god, then nothing happens. Your god won't become [[wrath|angry]] and your piety will stay the same.&lt;br /&gt;
&lt;br /&gt;
Faded altars have a 25% to spawn on each floor, from [[Dungeon|D]]:1 to D:3. After use, the altar will become a normal altar of the given god.&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
The following gods have unique behaviors with the faded altar bonus:&amp;lt;ref&amp;gt;{{source ref|0.30.0|god-prayer.cc|89}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
*[[Ashenzari]]: The first set of curses are provided much sooner.&lt;br /&gt;
*[[Gozag]]: Worshippers skip the entry fee.&lt;br /&gt;
*[[Ru]]: A set of sacrifice options is immediately given upon conversion. &lt;br /&gt;
*[[Xom]]: Xom finds this hilarious (and [[Xom#Amusement|amusement]] is set to 200).&lt;br /&gt;
&lt;br /&gt;
[[Monk]]s get both the bonus from a faded altar and their initial piety bonus.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Faded altars can be incredibly powerful: not only do you get +20 piety from the faded altar, but you get all the piety from D:1, D:2, etc. By the time you reach the [[Temple]], a faded altar worshipper can be at 2* or even 3*, which is an amazing early game boon.&lt;br /&gt;
&lt;br /&gt;
Of course, some gods will be better than others. If you have 3 great gods, such as {[[Makhleb]], [[Okawaru]], [[Trog]]} on a [[Minotaur]] [[Fighter]], then it's a no brainer. But there are at least a few gods that will hurt your prospects of winning - that same Minotaur won't get nearly as much benefit from [[Sif Muna]], for instance. Most characters will suffer with [[Cheibriados]] and [[Xom]]. In these cases, its up to you if you want to take the risk. &lt;br /&gt;
&lt;br /&gt;
Most gods are beneficial. Even &amp;quot;bad&amp;quot; or &amp;quot;suboptimal&amp;quot; gods will help you survive the early game when you reach 2* or 3* by the time you reach the temple. For streak play, the first few floors is considered the hardest part of DCSS. In this case, faded altars are often the optimal choice so long as a terrible god (e.g., Chei / Xom) isn't an option.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.30]], faded altars would pick from every possible [[god]] that your species could worship, instead of being limited to 3 per altar. Also, faded altars had a 1/2 chance to spawn per floor (on D:1 - D:3).&lt;br /&gt;
*Prior to [[0.27]], faded altars had a 1/6 chance to spawn per floor (on D:1 - D:3).&lt;br /&gt;
*Faded altars were added in [[0.17]]. They were called &amp;quot;ecumenical&amp;quot; altars during development.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=H%27s_Minotaur_Fighter_Guide&amp;diff=85869</id>
		<title>H's Minotaur Fighter Guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=H%27s_Minotaur_Fighter_Guide&amp;diff=85869"/>
				<updated>2026-05-10T19:50:54Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: /* Notable Threats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version033}}&lt;br /&gt;
{{Advice}}&lt;br /&gt;
So you want to win at Dungeon Crawl Stone Soup for the first time? This guide is for you, covering a great beginner combo: [[Minotaur]] [[Fighter]] (MiFi). This isn't going to be trivial optimal, there are some things in the guide that should not be followed all the time. But I will aim to guide you through a simple combo with a simple and consistent path to success.&lt;br /&gt;
&lt;br /&gt;
'''This guide is updated to [[0.33]] (Nov. 2025).''' Note that it was originally written for an earlier version of the game ([[0.28]]), so there may be an inaccuracy here or there. &lt;br /&gt;
&lt;br /&gt;
I'll assume that you know the very basics of the game. If not, view the [[Tutorial]], whenever ingame or via the wiki. For a very brief description: Use lowercase i to view your items, you'll get a lot of them soon. Use the numpad or click around to move. Move into monsters to attack them, and hopefully you won't die. There's a lot of shortcuts and a lot of things that you may or may not use. Use '''?''' then '''?''' to view all commands. All commands in the game are case sensitive. Also check out the table of contents on the right for each subsection of this guide.&lt;br /&gt;
{| style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Main Menu===&lt;br /&gt;
The absolute first thing you'll see is the character select screen. This is a Minotaur Fighter guide. So pick Minotaur, then click Fighter. Both should be just about the first options in the class selection screen. Then, pick the War Axe. Finally, if you're playing offline, you can choose your name. I'll cover these choices (except name) in the section below; feel free to skip it if you wanna head right in to the Dungeon. &lt;br /&gt;
&lt;br /&gt;
== Specs ==&lt;br /&gt;
* [[File:Minotaur_(monster).png]] [[Minotaur]] - Minotaurs are 7/10 on the &amp;quot;monstrousness&amp;quot; scale, an ancient classification that's only really surpassed by the Troll and the occasional Demonspawn. And it's true: they are absolutely monstrous at physical combat and absolute dumbasses at magic. Minotaurs have high HP and are incredibly proficient at anything resembling a blunt stick, with the best skill set in the entire game.&lt;br /&gt;
&lt;br /&gt;
: Minotaurs might be monstrous, but they aren't **that** special, they aren't a wacky species like [[Octopode]]. Their main sticking point is... their horns. So powerful are these horns that you can go through [https://old.reddit.com/r/dcss/comments/lsjet8/is_it_possible_to_win_the_game_by_repeatedly ''an entire game''] with ''just'' the headbutt (on an older version). Minotaurs uniquely make horn ''counterattacks'' - regular species can mutate horns, and make headbutts when attacking, but only Minotaurs can counter. The counter starts at 20% and increases as you level; the effect really is strong.&lt;br /&gt;
&lt;br /&gt;
: Horns prevent the use of certain forms of headgear. This was a massive contention point 10 years ago, where the unfortunate removal of [[Mountain Dwarf]] left the helmetless Minotaur in their stead. Minos can still wear Hats, which have a better enchantment pool, anyway. Just beware that if your horns ever grow larger (via [[mutation]]), then you won't even have that. That's about it in terms of gimmicks: just horns and stats.&lt;br /&gt;
&lt;br /&gt;
* [[File:buckler_1.png]] [[Fighter]] - Fighter is a very generic class, most similar to a &amp;quot;Warrior&amp;quot; (or the [https://nethackwiki.com/wiki/Valkyrie Valkyrie] of NetHack). It's the first class on the menu, and for good reason. Fighters start with a 'good' weapon (we're picking [[war axe]], more on that in a bit), [[scale mail]] for armor (easily the heaviest armor within starting kits, but becomes trash not even 10 floors in), and a [[buckler]] (actually quite good, but you'll want a heavier shield eventually).&lt;br /&gt;
&lt;br /&gt;
:The main selling point really is the buckler. Like all shields, bucklers restrict two-handed weapons, and - being a small shield- only slightly decreases weapon speed. But SH secretly comprises a large amount of your defense. I say secret, but the devs caught on, and nerfed them twice in a row... but shields are still a great choice. Fighter serves to give you a headstart in combat potential, guaranteeing that you won't be stuck in a robe and handaxe for a hot second.&lt;br /&gt;
&lt;br /&gt;
: Fighters also start with a [[potion of might]]. This single-use item gives an extra 1d10 damage per melee hit (including horns!) for a fairly long, but limited, time. Use it against tough enemies. Use it early against tough enemies. &lt;br /&gt;
&lt;br /&gt;
* [[File:war_axe1.png]] [[Axes]] - &amp;quot;I suggest an axe (axes are fun)&amp;quot; - Linley Herzell, ''quickstart.md''.&lt;br /&gt;
&lt;br /&gt;
: Axes have the unique ability to [[cleave]]: every time you swing, you'll hit every adjacent enemy for 70% damage (and the main target for full damage). Why this has never been touched upon in cleaving's 8 year existence is simply unknown to me. Over the years, there has been a [https://github.com/crawl/crawl/commit/2393aa775744b497af0f2cf47ec8ddc002a0511e single nerf to a single axe that was reverted in the following update]. Perhaps the main reason is that you shouldn't be fighting multiple enemies at once in the first place! A player with full control will fight enemies one at a time, Axe or not. &amp;quot;Full control&amp;quot; is the keyword here, though. There's many times where the game will yoink you straight out of nowhere with a teleport or shaft trap, or a [[guardian serpent]] instantly teleports 4 allies surrounding you. Axes are insurance against these types of situations. In short: fighting 4 surrounding enemies at once isn't optimal, but an axe is great when you have to do so.&lt;br /&gt;
&lt;br /&gt;
: Notes: Axes are useful against invisible opponents; you can attack with '''ctrl-direction''' and still attack pesky [[unseen horror]]s. Axes also cut [[hydra]] heads, a single enemy which this guide will plan for later.&lt;br /&gt;
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All these traits make MiFi^Axes quite the meme throughout the DCSS community, only surpassed by MiBe ([[Minotaur]] [[Berserker]]). The reason we aren't playing MiBe? Because I said so. MiBe is more consistent and ''much'' stronger in the early game, but MiFi opens up god choice for a more relaxed mid-/late-game.&lt;br /&gt;
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=Dungeon:1=&lt;br /&gt;
[[File:Dungeon exit.png]]&lt;br /&gt;
&lt;br /&gt;
Alright, we're actually in the game! Or so you think. Before you even start moving, hit '''m''' to access the skill menu. Switch from automatic to manual (if it isn't so already). You can still win the game with automatic skilling, but we can do better. Plus, this won't take much micromanagement.&lt;br /&gt;
&lt;br /&gt;
Fighting, Axes, Armor, and Shields should be the skills trained right now. Keep ''everything'' else off.  Press the Axes button again to focus it (shows as * instead of +). Now press '''=''' in the skill menu in order to turn on skill target. Select Axes and put a target of 18. Don't touch any of these skills for the rest of the game, don't turn on any skill unless explicitly mentioned otherwise, and you should be golden. &lt;br /&gt;
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This is, again, not the truly optimal way to spread skill XP. But it works - Minotaur strength should easily compensate.&lt;br /&gt;
&lt;br /&gt;
==Dungeon:1 (for real)==&lt;br /&gt;
Alright, you're actually in the game! You'll start in one of many carefully crafted entrance [[vault]]s. Which specific room you get is random, but they were all manually created by some person. Take note of any suspiciously structured structures: they might get dangerous later.&lt;br /&gt;
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Then, you want to start exploring. To ''optimally'' explore, don't do it in any ol' direction. Explore a bit, then go back and explore tiles that are closer to your starting position. You don't want to leave unknown territory &amp;quot;behind&amp;quot; on your retreat path, since there could be monsters there. When you're desperately running away, a monster could appear from unknown territory any moment, cut off your retreat, and end your Minotaurish dreams. (''This type of exploration is not required to win the game.'')&lt;br /&gt;
&lt;br /&gt;
Take items. [[Potion]]s and [[Scroll]]s are your main consumables, and almost always have ''some'' use. Conveniently, these items will automatically be picked up if you walk on their tile (signified by the green border around them). Their names ('dark blue' potion, scroll of 'README'...) are always randomized, but consistent per item type per game. We'll get to [[H's_Minotaur_Fighter_Guide#Identification|Identification]] in about two floors' worth of writing. Every other item will be covered in the [[H's_Minotaur_Fighter_Guide#Items_and_Gear|Items and Gear]] section, about three floors from now.&lt;br /&gt;
&lt;br /&gt;
And fight monsters. But before you do so, make sure to press '''x''' to enter examination mode, then press '''v''' on the monster in order to examine. If you're playing on Tiles, you can right click the monster instead of using xv. You'll want to make that a habit for any new monster you find, though this guide will point out the many especially scary threats. &lt;br /&gt;
&lt;br /&gt;
Once you're done, ''don't charge at monsters right away''. You'll want to instead wait (with the s or . or numpad-5 keys) for the monster to go to you. This reveals less unexplored territory, which makes it less likely for a then-unrevealed monster to ambush or surround you. If you are especially careful, you should retreat towards known areas, preferably in a hallway, before waiting for the monster.&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
* [[File:Gnoll_(monster).png]] [[Gnoll (monster)|Gnoll]]s are incredibly scary for D:1, even for a Minotaur. They are also an important lesson on weapons! On the wiki, it says that gnolls deal up to 6 damage - but this doesn't include weapon damage. On the examination screen, you'll see how much damage they do when including their weapon. A [[spear]] turns their 6 damage per hit into 12 damage, which is enough to 2-shot an XL 1 Minotaur.&lt;br /&gt;
&lt;br /&gt;
: Keep in mind that monsters can use any special weapon properties that the player can. Monsters with axes can cleave, but more importantly, monsters with [[Polearms]] (spears, tridents, halberds) *can attack from 2 tiles away*. If you run at a spear gnoll, you can get attacked twice and immediately die. Thankfully, they can no longer spawn with halberds, on D:1 (but can spawn with 'em from D:2 onwards). &lt;br /&gt;
&lt;br /&gt;
: Notice how I always say ''up to''. Monster damage distribution is not uniform; [[AC]] reduces damage, and you can always block or evade an attack. Dungeon Crawl Stone Soup, in true roguelike fashion, is a game centered about managing luck. While you may be willing to take a 1% risk now, taking a 1% risk 100 times should *not* end well for you.&lt;br /&gt;
&lt;br /&gt;
: Regardless, gnolls are moderately tough monsters, they can easily take out non-Minotaur players.  If you fight them at XL1, don't be afraid to drink that potion of might after 1 nasty hit. If you're a XL3 MiFi, a lone gnoll should be a fair fight. A note that gnolls on D:1 are using kiddie gloves! We'll get to that on the D:2 overview. And like a lot of threats in the future, gnolls are quite the rare enemy to find on D:1; the chances of actually having to deal with one are quite low.&lt;br /&gt;
&lt;br /&gt;
* [[File:Quokka.png]] [[Quokka]]s are another lesson - this time in monster speed. Quokkas are fast (i.e. over 100% speed), meaning that they occasionally get 2 rounds for every 1 you have. This means that you can't run away, repositioning is harder. A quokka can deal up to 10 damage per turn (twice reduced by AC). But while they are annoyingly evasive, outside of some pretty bad luck rolls, quokkas aren't especially strong monsters. Assuming you're at full health, they are complete pushovers at XL 3 and still very manageable at XL 1.&lt;br /&gt;
&lt;br /&gt;
: A trick with fast enemies is that, when they are two spaces away from you (1 tile gap), start walking away. With normal enemies, you can just wait and they'll use their turn to move, meaning you get the first strike. Fast enemies can double turn, so they can move -&amp;gt; hit if you just stay still. So by walking away, eventually they'll double turn in order to move twice, allowing you to get the first hit again.&lt;br /&gt;
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* [[File:Jackal.png]] [[Jackal]]s are another fast enemy which often come in packs. A mob of jackals isn't a pretty fight, even with your axe. Their speed also makes it harder to get a good position. So if you see even one jackal, let it come to you, instead of you charging straight in. Jackal packs are brutal for mage type characters, but lone jackals should not be a threat to MiFi even at XL 1. A pack is easily fought if you can back up into a hallway, so that 4 jackals aren't biting you per turn.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
Tactics - that is, what you actually do when you encounter monsters - are extremely hard to describe in a text based format. What's said in quickstart.md is all pretty good advice:&lt;br /&gt;
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* Never fight more than one monster if you can help it. Always back into a corridor so that they must fight you one-on-one.&lt;br /&gt;
* Remember to use projectiles before engaging monsters in close combat.&lt;br /&gt;
* Rest between encounters. The `s`, `.`, or delete commands make you rest for one turn, while pressing `5` or Shift-and-keypad-5 make you rest for a longer time (you will stop resting when fully healed or if you see a monster).&lt;br /&gt;
* Learn when to run away from things you can't handle - this is important! It is often wise to skip a dangerous level. But don't overdo this.&lt;br /&gt;
&lt;br /&gt;
Other than that:&lt;br /&gt;
&lt;br /&gt;
1. Don't approach melee enemies. If there is a 1-tile gap between you and a (not-fast) monster, wait so that you can get the first strike. As mentioned in the quokka entry, if the monster is fast, then you should be backing up, instead of just waiting. &lt;br /&gt;
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Even from 7 tiles away, you technically shouldn't ever approach enemies, at least you shouldn't approach those without ranged attacks. You simply don't know what's in the darkness of fog - by moving forward, you could be revealing an extremely dangerous monster. It is best to wait and/or throw items at the monsters. The more studious might want to back up into completely known territory before getting a monster close. This also, ideally, will let you back into a hallway and fight enemies one at a time.&lt;br /&gt;
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1B. If you are adjacent to an enemy, don't move unless you have a good reason. Every move you make when adjacent is a chance for an attack of opportunity.&lt;br /&gt;
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2. For enemies with ranged attacks, you'll want to hide behind a corner or wall, if possiblem so that they have to approach you. Take this example:&lt;br /&gt;
&lt;br /&gt;
 ..@..&amp;lt;br&amp;gt;--.--&amp;lt;br&amp;gt;.|.|.&amp;lt;br&amp;gt;.|.|.&amp;lt;br&amp;gt;.|M|.&lt;br /&gt;
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In a situation like this, where a hallway opens up into a room, the @ symbol (the player) needs to move 2 tiles left or right in order to not be seen. That's &amp;quot;two tiles, aka 1 tile away from the diagonal, route&amp;quot; - this should work with most corners. A good portion of ranged monsters ([[centaur (monster)|centaurs]] in particular) won't fire their ranged weapons in melee.&lt;br /&gt;
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[[File:Exclusion_zone_LOS.png|thumb|right|X's mark where you can see in a position (and conversely, where the enemy can see you)]]&lt;br /&gt;
You can visualize line of sight (monsters never attack outside LOS) by using exclusions. Use '''X''' to enter map mode, and then '''e''' to create an exclusion zone; the exclusions cover every tile that can see the selected tile, so you can see where line of sight is. You can use the exclusion command on the same tile again to clear the exclusions. You can also use '''X''' to enter map mode (if you've left it), then '''ctrl-e''' to clear all exclusions.&lt;br /&gt;
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===Attacks of opportunity===&lt;br /&gt;
[[Attacks of opportunity]] are a very recent mechanic that you must be aware of, especially in the first few dungeon floors. &lt;br /&gt;
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A 100% speed (&amp;quot;normal speed&amp;quot;) monster can make 1 action per turn at base. If you look at the the monster description, and there's no &amp;lt;code&amp;gt;Speed: &amp;lt;X&amp;gt;%&amp;lt;/code&amp;gt;, then it's 100% speed. But: if you move and there is an adjacent monster next to you, the monster can get a &amp;quot;free&amp;quot;, instant attack and then proceed to move, breaking the 1 action per turn &amp;quot;rule&amp;quot;. Any monster that is as fast or faster than you (players are 100% speed by default) can get a free attack.&lt;br /&gt;
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This makes positioning pre-battle '''very''' important. Against melee enemies, it's often best to reposition to a hallway and/or staircase before being adjacent to the foe. Even if you only see a single enemy, more enemies could show up.&lt;br /&gt;
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This discourages running in circles forever in order to regenerate health. If you heard about [[pillar dancing]] (running in circles forever in order to regenerate health), then forget about it. For our intents it does not exist. It still exists, but you gotta use [[summon]]s or play [[Spriggan]] to take advantage of it.&lt;br /&gt;
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===Random Energy===&lt;br /&gt;
From [[0.31]] onward both attacks of opportunity and &amp;quot;[[random energy]]&amp;quot; exist at the same time. Random energy works a bit different from the past so I'll keep it short.&lt;br /&gt;
&lt;br /&gt;
If you are moving away from a monster, ''and'' the monster would move towards you, sometimes the monster may get an extra turn, or lose a turn. If it loses a turn, it's likely for it to gain an extra turn later, and vice versa. Remember that as of the latest version, in order for random energy to apply, 1. you must move and 2. the enemy must move.&lt;br /&gt;
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As mentioned before, if a monster is fast, then it can get extra turns even if you aren't moving.&lt;br /&gt;
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===Note on Learning===&lt;br /&gt;
I won't go over many 'tactics' beyond this little subsection. However, tactics are a fundamental part of DCSS. If you only read this guide, I fear you'll be missing out on something. &lt;br /&gt;
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It's pretty hard to learn tactics, in general... so I ''highly'' recommend watching videos of other players playing DCSS (there are many, many videos around). In many playthroughs, the commentator will explain their thought processes, allowing you to apply them to your own games. If all else, you can imprint their 'good player habits' by watching them play. You can search &amp;quot;Minotaur Berserker&amp;quot; on YouTube (there aren't many series for MiFi) and pick any of the top search results.&lt;br /&gt;
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If you prefer a text guide, UV4 has a great website ([http://www.ultraviolent4.com/guide.html#General_Tactics link 1]) ([http://www.ultraviolent4.com/patashutactics.html#Fleeing_and_Rule_0 link 2]). It's a bit old, but they're good ''so long as you remember that you shouldn't move if an enemy is adjacent to you'' (i.e. no pillar dancing).&lt;br /&gt;
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This is also the point where I mention autoexplore, pressed with the '''o''' key. The entire rest of the guide will assume that autoexplore does not exist because manual exploration is safer. However, in realistic terms, autoexplore saves a lot of time, and &amp;gt;50% of this game really is chaff. The game is nice enough that you can autoexplore and be mostly fine.&lt;br /&gt;
&lt;br /&gt;
==Dungeon:2==&lt;br /&gt;
Dungeon 2 is generally safer than D:1 for one reason: it has [[stairs|upstairs]]. Three, in fact! The vast majority of floors in DCSS have 3 up- and down- stairs, excluding [[branch]] entrances (D:10 -&amp;gt; Lair:1 doesn't count as a stair). Anyways, going up to a cleared floor is a fairly safe and very powerful tool. While it takes 2.5 turns to do, only monsters that are directly adjacent to you can follow you up the stairs. And as descending down an &amp;quot;unknown&amp;quot; stair is fast, you have a one time out against bad spawn RNG.&lt;br /&gt;
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As an extension of the previous floor's advice, try to explore near staircases; always have a fully explored route to them, visit each 'side' of every unexplored split. It'd be optimal to explore in a circle around each staircase. Don't be afraid to turn around and explore another direction completely, assuming you haven't found any monsters yet. Visiting all three staircases to optimize staircase tile distance is possible, but not risk free - it puts you at danger of encountering some incredibly dangerous monsters, and is also just unnecessary (except for really bad floor layouts).&lt;br /&gt;
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If you see multiple monsters, you can use staircases to your advantage. When you go through a staircase, only monsters who ''start adjacent to you'' will follow you up. So, by going up a staircase with only a few monsters adjacent to you, you can split monsters up. Make sure the above floor is safe. Remember that going through a staircase ''takes 2.5 turns'', which makes this dangerous against powerful monsters. This is called [[stair dancing]].&lt;br /&gt;
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Do NOT try and drag monsters into a staircase once you are in melee range. Monsters next to you will have a chance to get a free attack on every movement. Instead, drag enemies near staircases ''before'' they are adjacent to you. '''''Move before a monster is adjacent to you.'''''&lt;br /&gt;
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Also, the rise of staircases now 'allow' us to start the identification minigame! That will be covered in the [[H's Minotaur Fighter Guide#Identification|Identification section]] below. But first, the notable threats:&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
&lt;br /&gt;
* [[File:adder.png]] [[Adder]]s are beefed up quokkas, with faster speed, better defenses, a stronger bite, but most notably, the ability to poison you. Poison stacks up really really quickly in this game, and weaker characters will soon find themselves with half their health gone just from the poison. A reminder that adders are fast: once they are right next to you, there is no option but to fight. If you see one right as you descend into D:2 for the first time, don't bother, just go back up. In truth, an XL 3 or even XL 2 Minotaur can probably take one down, but you never want to take a probability in a game like Crawl. And this is because Minotaurs are overpowered and have overpowered horns, not because adders are easy.&lt;br /&gt;
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: If you are forced to fight one of these dudes at a low level, you'll probably want to drink that potion of might very early into the fight. I'm talking when you are poisoned to be below 70%ish HP (shown as yellow damage in the health bar, use % to check exact poison amount). If you still happen to be fighting an adder and are at critical health (&amp;lt;10 HP, not including poison), you should start blindly drinking potions. The most common potion is Curing, followed by Heal Wounds, so drink larger potion stacks first. But by the end of D:2 (XL5), adders should be no threat, barring extreme bouts of luck (We sometimes have to take the tiny chance. If we compensated for those, then we'd have no consumables to use.)&lt;br /&gt;
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* [[File:Gnoll_(monster).png]] Gnolls unsheath their swords(? clubs? halberds.) from this floor onwards. While you can most likely handle one gnoll at this point, four polearm wielding gnolls striking you at once, when you can't even cleave, is not a fun time. Fight them one at a time, and if they have polearms, it'll take more than a simple hallway to deal with them.&lt;br /&gt;
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: What worse is that they (on this floor onwards) can spawn with the incredibly fearsome [[throwing net]]. I'm not joking. Nets pin you in place, preventing you from moving or melee attacking, and reduce your EV to near zero until you break or teleport out. It's a risk to run away when a net-wielding gnoll is on screen - watch out for any gnolls with a purple outline. Even if you can fight a gnoll pack (you can win the fight at the end of D:2), you will not want to face a big meaty ogre while trapped in a net.&lt;br /&gt;
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* [[File:Ribbon worm.png]] [[Ribbon worm]]s spit webs, which is equivalent to an ''infinite'' amount of throwing nets. This makes them extreme threats if you are near any other monsters. Even by themselves, these monsters aren't pushovers. Thankfully, they are slow, so you can run away. &lt;br /&gt;
:If the worm is 7 tiles away, the edge of your [[line of sight]], retreat is 100% safe. Yoor line of sight is 7 tiles long, and monsters can't attack outside *your* line of sight. So if the worm is 7 tiles away, and you step back, it is now 8 tiles away, and needs its turn to step back. Since it's slow, you'll gain distance over time.&lt;br /&gt;
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* [[File:Orc_priest.png]] Run away. [[Orc priest|They]] aren't supposed to spawn here. You aren't ready. Regular orcs are fine enough, but multiple orcs might be a signal that a priest is nearby. Go down into D:3 if you have to. You aren't ready. They'll be covered in the next floor's threat list. If you happen to be next to one unscathed, they aren't that bad though? Might and swing away. Good luck getting past the orc horde first; orc priests are likely to be around other orcs.&lt;br /&gt;
&lt;br /&gt;
* [[File:Sigmund.png]] [[Sigmund]] is one of the first possible [[unique]]s you can encounter (unique monsters, named monsters, guys-with-a-humany-name). While most of the other D:2 uniques (Jessica, Natasha, Robin, Terrence) are alright-ish as a MiFi, Sigmund's 1 damage hit (+13 from [[scythe]], a polearm) really adds up. What's worse is the ''funny'', which is Confusing you over and over so that you get pelted by Throw Flames while unable to do anything meaningful until you die. Do everything I said in the Orc Priest section and more. Unlike priests, Sigmund intentionally spawns this early. &lt;br /&gt;
&lt;br /&gt;
:As mentioned in the ribbon worm section, if you encounter Sigmund and/or orc priests at the edge of LOS, retreat is generally safe. Unlike worms, Sigmund/orc priests move at the same speed as you. So they could get a [[random energy]] double-move and kill you. Still, keeping a monster at edge-of-LOS is ''generally'' safe; at least, much safer than fighting them.&lt;br /&gt;
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===Stat Points===&lt;br /&gt;
On XP level 3 (XL3) and every 6 levels afterwards, you have a choice of stat points. Pick strength. Damage is good, and it helps with armour.&lt;br /&gt;
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If you reach [[stat zero|0 in a stat]] you'll be [[slow]]ed (66% speed) until it's above 0 again. The only way for stats to be lowered as of [[0.33]] is through [[mutation]]s (the chance of muts dropping you from 5 -&amp;gt; 0 int is very low, plus you should avoid mutation anyway) or equipment items (voluntary), so you don't have to worry about raising INT. If you want peace of mind, you can raise INT 1 time in the mid/late game to avoid stat zero. I mention this because in previous versions INT drain was more common.&lt;br /&gt;
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==Identification==&lt;br /&gt;
[[file:scroll_of_identify.png]]&lt;br /&gt;
&lt;br /&gt;
Identification is one of the core gameplay elements of NetHack, but here in Stone Soup territory, it is greatly simplified. Recent versions will automatically ID all equipment (weapons, armour, rings) that you can wear, meaning the only things you actually need to find are [[potion]]s and [[scroll]]s.&lt;br /&gt;
&lt;br /&gt;
The first way to identify items is to just use them. Both potions and scrolls are identified on use; it doesn't matter if the item actually did anything, it is still revealed. The other main way to ID is to use a [[scroll of identify|scroll of identification]]. But the scroll of identify is not itself identified, meaning blind consumption is required. Finally, certain  rare locations may come with pre-identified items; [[potions of degeneration]] from an [[Ossuary]], as an example. This isn't reliable in the slightest.&lt;br /&gt;
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Basically, you're gonna have to 'waste' items sooner or later. In order for your blind-use ID to actually be useful at the moment, try to read/quaff items that you have at least 2 of. This isn't required, but very helpful. It is also convenient, as the two most common potions (curing, heal wounds) and scrolls (identify, teleportation) are very useful items to have. Of these, read scrolls first. But don't do it immediately!&lt;br /&gt;
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'''''Read scrolls (that you have 2+ of) on the upstairs leading to a cleared floor, when you can't see any enemies, preferably on an unexplored floor.'''''&lt;br /&gt;
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'''''Addendum: If you read a [[scroll of butterflies]] or [[scroll of summoning|summoning]], followed by a [[scroll of immolation]], stop reading. Go up and down to clear the summons, then continue reading.'''''&lt;br /&gt;
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The upstairs part is essential because of the teleport scroll; it teleports you just about anywhere on the floor, which could end up with you in dangerous situation without the safety of an upstairs. It's also helpful to have a retreat upward for the [[scroll of noise]], which might attract enemies. It is necessary for the above floor to be cleared, as teleporting next to the thing you've skipped an entire floor for isn't fun. The unexplored floor is not required, but gets the most benefit out of the [[scroll of revelation]].&lt;br /&gt;
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In general, reading scrolls over potions is preferred. The [[scroll of blinking]] is the best escape item, first off. Many scrolls grant lasting boosts ([[scroll of brand weapon|brand weapon]], [[scroll of enchant armour|enchant armour]]...), none of them can permanently harm you, and the sheer fact that identify is in fact a scroll makes blind *reading* required. This is in contrast with potions, where only the rare [[potion of experience]] gives a permanent boost, the [[potion of mutation]] can give semi-permanent changes that can either help/hurt '''[Note 1]''', and the [[potion of degeneration]] requires XP in order to cure. Some players like to never blind quaff potions, but I will personally tell you to also drink potions that you have &amp;gt;=2 of. There's no stair requirement - just make sure that you are safe before doing so. If you are in a desperate situation, you don't even need that. '''Potions lean towards powerful temporary effects, and should be blind quaffed in dire need'''.&lt;br /&gt;
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Once you have [[scrolls of identify]] available to use, use them to identify potions. This is for the same reasons said above; they are more likely to give powerful-but-temporary effects. The scroll of blinking is the only scroll really designed around emergencies that you won't have a ton of (like teleport or fog), so identifying other scrolls isn't as valuable. &lt;br /&gt;
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It's also worth noting that some players like save their scrolls to read (either with the above identifying process, or reading every single scroll) on D:4 in hopes of getting revelation and finding the [[Temple]] fast. The Temple is very likely an important branch because it houses the many gods. But I'm putting this advice as a footnote for a reason, it's best to have items identified ASAP.&lt;br /&gt;
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Finally, make sure to visit '''[[User:Hordes/Guide_Appendix#Appendix_1:_Potions_.26_Scrolls|Appendix 1: Potions &amp;amp; Scrolls]]''' ''not updated to latest version'' to see what these items actually do. It's not updated, though.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [Note 1]''' The [[potion of mutation]] can give potentially ''game-ending'' [[bad mutations|terrible terrible mutation]]s (teleportitis, berserkitis, no unsafe scrolls). These three mutations far outweigh any possible good mutations you might get (which can actually be good), even though the potion favors good mutations. Thankfully, the likelihood of receiving one of those three mutations on a blind quaff, then the 2nd potion not removing one, is actually kinda low. More importantly, potions of mutation are our only source of curing mutations, so you really shouldn't gamble. If you still have one of the aforementioned badmuts, you might as well restart the game'''[Note 2]'''.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; [Note 2]''' Note that the game's still fairly playable, or at least that's what the devs think.&lt;br /&gt;
&lt;br /&gt;
==Dungeon:3==&lt;br /&gt;
&lt;br /&gt;
Dungeon:3 is a lot like Dungeon:2 in that you have stairs, the dungeon itself is generated similarly, and that there's a bunch of monsters. The same strategies above don't suddenly get worse.&lt;br /&gt;
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===Notable Threats===&lt;br /&gt;
&lt;br /&gt;
* [[file:orc_priest.png]] [[Orc priest]]s are still really scary. This is thanks to their AC-ignoring, never missing, 7-17 Smiting attack from ''anywhere from the screen''. Many monsters, like their fellow orc wizard, require a direct line of fire in order to hit you. Priests just need line of sight. While the Smiting attack won't happen every turn, and definitely won't max roll every turn, there's no explicit cooldown for it. You could get smitten multiple times if you try to charge in, or get smitten in the middle of an orc fight. Speaking of orcs: priests tend to spawn with a pack of other orcs. If you see other orcs, start backing up immediately and lure the minions away.&lt;br /&gt;
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* [[file:orc_wizard.png]] [[Orc wizard]]s have the same spellset as Sigmund. Without the scythe, power, or durability, they are easier to manage. However, they can still confuse you, and if you get confused multiple times in a row, you're dead. It's best if you have a potion of curing on hand and identified before fighting one. It's kinda risky to fight hand to hand, but it's riski''er'' to run away unless you are already 7 tiles away. Like priests, they are also often found with other orcs.&lt;br /&gt;
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* [[file:grinder.png]] Most [[unique]]s are extra powerful &amp;quot;boss&amp;quot; monsters. There is way too many to list, and most of them are designed to be challenging for your level. But you could always right click or '''x''' '''v''' to see what they do. [[Grinder]] is easily the scariest unique in D:3 due to the [[Paralyse]] spell, which reduces EV and SH to zero  and makes you unable to do anything. This lasts for up to 5 turns (7 in earlier versions). Most uniques from this point forward are going to be omitted for brevity's sake.&lt;br /&gt;
&lt;br /&gt;
==Items and Gear==&lt;br /&gt;
We (you) are a Minotaur Fighter, an axe wielding, shield using, heavy armor dude. There's really no need to stray away from that. [[Wyrmbane]]? Garbage. The big ass [[Frostbite]] axe? It's probably viable, but keep your shield on. [[Arga]]? That's the best one-handed axe in the entire game. &lt;br /&gt;
&lt;br /&gt;
In all actuality, all of those mentioned items ''are'' good - and really unlikely to be found. But for the purposes for this guide, I'll ignore them. E.g., Wyrmbane is a good enough weapon to be worth switching to... but describing so many different cases in a guide is impossible. The main point is that a relatively luckless Minotaur can win with axes, so just stick to the axes for now.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
The [[broad axe]] is the only one-handed axe type that's bigger (and therefore better) than your starting war axe. All [[brand]]s (hand axe of [[venom]], war axe of [[freezing]]...) except  [[chaos]] are better than none; brands are better than an unbranded-but-enchanted weapon. Pick up any [[flaming]] axes you find; flaming 2-handers are the one exception to the &amp;quot;wear a shield!&amp;quot; rule, but not yet. &lt;br /&gt;
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Of hand axes, if you find one with a [[brand]] or a high enchant, it'll be better than a plain war axe. It's safe to swap to broad axe when you have at least 14 Axes skill, barring an amazing aretfact axe. In practice, you may want to switch at 10-12 Axes skill. Do not use enchant weapon/brand weapon scrolls on a war axe unless you are forced to (blind reading these scrolls forces you to, so you might as well). You shouldn't need it.&lt;br /&gt;
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Wear the heaviest piece of armour you can. Minotaurs have enough Strength to wear anything comfortably. [[Plate armour]] is the heaviest of the &amp;quot;common&amp;quot; armours and are sometimes worn by monsters. Higher AC is better (you can check the '''i'''nventory for AC change), though avoid the ponderousness brand. Slow movement is not worth it, even with attacks of opportunity. Every piece of armour that is not body armour has absolutely no cost to wearing them: hats, gloves, cloaks, and boots are free AC. If you happen to get enchant armour scrolls, I would enchant in the order of boots -&amp;gt; gloves -&amp;gt; hats -&amp;gt; cloaks -&amp;gt; body, (this is in order of least-likely-to-be-replaced). Hats of willpower and cloaks of any resistance are pretty much best in slot, so don't be afraid to enchant those first. Shields are more arbitrary. I personally like to upgrade to a [[kite shield]] as soon as I see one, and swap to a [[tower shield]] at 15+ skill.&lt;br /&gt;
&lt;br /&gt;
Please note that [[curse]]s, i.e. items that stick to you, have been removed. Equip items as much as you want, the game will warn you about the few things that are punishing to take off.&lt;br /&gt;
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Keep in mind that weapons and rings take 0.5 turns to take off, but armour and amulets take 5 turns to take off.&lt;br /&gt;
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===Artefacts===&lt;br /&gt;
[[Artefact]]s (or artifacts, which the game accepts as a spelling) are in white text. Cyan text artefacts are special artefacts with unique, predetermined properties. They aren't always ''better'', but they are special.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Slow, *Rage, and *Silence are always a no go. Try to avoid having a vulnerability to an element; resistances from another item will cancel it out. Weapons that are not axes, and non-broad axes past like Lair/Orc are not worth considering. Body armour / weapons should have a decent +X too; equal or better than your current non-artefact gear. Keep stuff for resistances you might need, but take the things with the most power / best weapon brand otherwise. Armour with resistances and no terrible downsides (- Str/ - Slay, element vulnerability, *Rage...). are good. You don't need artefacts to win.&lt;br /&gt;
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Also, don't take the [[obsidian axe]]. It's not my fault if you lose!&lt;br /&gt;
&lt;br /&gt;
===Useables===&lt;br /&gt;
But there's more items than equipment slots! Let's go over a couple of great items that you can encounter. If you've missed an item anywhere in the dungeon, you can use '''ctrl-f''' to search for them. Potions and scrolls are in '''[[User:Hordes/Guide_Appendix#Appendix_1:_Potions_.26_Scrolls|Appendix 1: Potions &amp;amp; Scrolls]]''', as a reminder.&lt;br /&gt;
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* [[file:stone.png]] [[file:boomerang_1.png]] Throwable items ('''[[stone]]s, [[boomerang]]s, [[javelin]]s''', in ascending order of strength) are easily obtainable ranged attacks. We're going to invest in throwing later (not yet!), but throwing stones at 0 skill is still better than nothing. Boomerangs and onwards are quite powerful items. Javelins are particularly busted because they have [[penetration]], and can pierce multiple enemies per throw. Axes might hit 8 enemies at once but you are also taking 8 monster's worth of damage. Javelins in a hallway can hit 7 enemies while you take only 1 monster's worth of damage. This is ridiculously strong, but you are limited in the amount of javelins you have.&lt;br /&gt;
&lt;br /&gt;
: Keep in mind that throwing the two larger weapons unskilled takes over a single turn to fire, so don't throw if an enemy is 1 tile away. Pick up all throwables you might find. Except for stones, all throwables persist when thrown, but have a chance to [[mulch]] (disappear) for ever throw.&lt;br /&gt;
&lt;br /&gt;
* [[file:poisoned_dart.png]] '''[[Darts|Poison dart]]s''' are suprisingly powerful for this stage of the game, assuming the enemy is not poison resistant. Being as accurate and more powerful than a stone, you might as well drop stones if you have a fair supply of darts. Poison darts remain useful up until Lair, and still useful against poison vulnerable enemies (like bees and spiders).&lt;br /&gt;
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* [[file:curare-tipped_dart.png]] '''[[Curare|Curare darts]]''' are an order of magnitude stronger than poison. That's because of the Slow, reducing all action speed by 33%. You'll take 33% less damage from a slowed enemy, plus you can actually run away from them. In addition to slow, Curare deals a good chunk of damage at this stage of the game. Like normal poison darts, enemies with poison resistance are immune to all effects (watch out for enemies with rPois armour!). &lt;br /&gt;
: Even late game, many [[unique]]s and nasty threats are not resistant to poison (thus, vulnerable to curare). Unlike the other special darts (atropa, datura), curare will ''always'' apply its effect, as long as it hits and the target isn't rPois.&lt;br /&gt;
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* [[file:Throwing_net.png]] Gnolls had them, but now you can use the power of '''[[throwing net]]s''' to your advantage. A netted enemy can't move from their tile, will often use their turn to break the next, have reduced EV, and are vulnerable to stabs (slightly more damage for you). They are actually quite rare, but very powerful (and quite accurate).&lt;br /&gt;
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All of the above items are still throwables. But there's definitely other items available:&lt;br /&gt;
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* [[file:wand_wood.png]] [[Wand]]s are quite strong and charges are somewhat common. I personally like to train a small amount of [[Evocations]] for them. But for the purposes of this guide, I don't think you need it.&lt;br /&gt;
**Wands of flame create a [[steam]] clouds when the shot passes over water. Perfect against [[electric eel]]s.&lt;br /&gt;
**Wands of iceblast / roots / warping (only one type spawns per game) each damage a 3x3 area and never miss. Iceblast deals raw damage. Roots pins enemies in place ''and'' lowers their EV to pitiful amounts for a time (though this doesn't last long as low Evo). Warping causes enemies to [[blink]] further away.&lt;br /&gt;
**Wands of charming / paralysis (again, only one type per game) can be used to hex an enemy. If their willpower check succeeds, it can solve a ton of situations. E.g. if you paralyse a [[unique]], it's basically dead. With charming, you can charm a monster, then '''t'''ell it to '''r'''etreat away, to escape from an encounter.&lt;br /&gt;
**Wands of acid / light / quicksilver (also only one type per game) deal high damage, pierce though enemies, and inflict strong debuffs, or remove buffs, for quicksilver.&lt;br /&gt;
**Wands of polymorph turn an enemy into one of three enemies, if the will check succeeds. Best used on weapon-wielding enemies, e.g. [[centaur (monster)|centaurs]].&lt;br /&gt;
**Wands of digging let you create corridors anywhere with ''rock'' (not stone/metal/crystal) walls. They can also create new paths if you really needed one. Super handy to fight enemies one-by-one, but also rare.&lt;br /&gt;
&lt;br /&gt;
Yeah, those are the only other consumables left. How about jewellery?&lt;br /&gt;
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* [[file:amulet_copper.png]] [[Amulet]]s are all pretty much beneficial with little/no downsides. The order for me is: reflection &amp;gt;= regeneration &amp;gt; faith &amp;gt; guardian spirit &amp;gt; acrobat. Regeneration and reflection are both great combat amulets. Faith ''punishes you if you take if off'' but increases godly favor while its on, so it's pretty good. Guardian spirit, acrobat, and magic regen are all minor buffs for our build but you might as well wear them.&lt;br /&gt;
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* [[file:ring_copper.png]] [[Ring]]s are also universally beneficial, except for the [[ring of fire]] and [[ring of ice|ice]], which provide vulnerability to the other element. As rings are quick to swap, you can change them when you find a relevant enemy or enter a relevant branch. Rings of willpower, slaying, protection, and evasion are always useful and should be worn in that order, should you find more than two. Note that if you have Will++++ elsewhere, you don't need extra.&lt;br /&gt;
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Note that artefacts (bright white text) may have negative properties.&lt;br /&gt;
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==Dungeon:4 (&amp;amp; the Temple)==&lt;br /&gt;
Dungeon:4 is the same as Dungeon:3. The same stairs, a similar floor layout, and the same bunches of monsters. The one difference is the possibility for the Temple to spawn.&lt;br /&gt;
&lt;br /&gt;
The [[Temple]] is a completely safe branch (unless you drag monsters into it) that is incredibly likely to spawn Temple Gods. Temple Gods are guaranteed to spawn once and only once either in the Temple, or between D:3 and D:10. It can hold nearly all the gods, or, very rarely, none. The point remains: the god that we want is likely to spawn there. The Temple itself can spawn in between D:4 and D:7, so some players like to read scrolls when entering D:4 in hopes of [[scroll of revelation|revelation]].&lt;br /&gt;
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===Notable Threats===&lt;br /&gt;
&lt;br /&gt;
* [[file:ogre_(monster).png]] [[Ogre_(monster)|Ogres]] wield [[giant club]]. That's up to 37 damage per turn, or 39 if it's spiked. Fortunately, they swing slowly. They can only get 1-2 attacks of opportunity before they lag behind. But if you can get 2-shot by an ogre, don't take that risk. They are also 10-speed enemies (same speed as you), so you can often run away.&lt;br /&gt;
&lt;br /&gt;
* [[file:sleepcap.png]] [[Sleepcap]]s cause the [[sleep]] status on hit. This ''prevents you from moving'', lowers [[EV]] to near-0, and causes monsters to deal bonus melee damage. With the sleepcap alone, that's up to 32 dmg/round. (You wake up from sleep the turn after being hit). And imagine being slept next to an ogre! These are high tier threats, especially when around other monsters.&lt;br /&gt;
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* [[file:phantom.png]] [[Phantom]]s have a load of resistances... resistance to weapon isn't one of them. But they are the sole monsters with the ''blink with'' attack flavour: when a phantom attacks you, you and the phantom will teleport to a random spot in the phantom's [[line of sight]]. One hit from a phantom could prevent you from moving up stairs, trap you between enemies, and/or send you to unexplored territory. Super dangerous in the wrong area! Outside of the blink effect, phantoms are moderately durable enemies.&lt;br /&gt;
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* [[file:Bombardier beetle.png]] [[Bombardier beetle]]s aren't the biggest threat, but they are worth explaining. They have a ranged attack that sets you on Fire; the Fire wears off faster by moving around. However, they are slow enemies, so you can kite them with poison darts or run away if you have the space to retreat.&lt;br /&gt;
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==Temple, Gods, and Okawaru==&lt;br /&gt;
[[file:Okawaru_altar.png]]&lt;br /&gt;
&lt;br /&gt;
The god we will be picking is [[Okawaru]]. No other options here. Forget &amp;quot;pick gods that appear early&amp;quot;, Minotaurs are technically strong enough to not need any help until D:10.&lt;br /&gt;
&lt;br /&gt;
In all actuality, when you're good enough to consistently win the game, it's often more optimal to pick a ''competent'' god that appears early on than Okawaru that appear late. [[Faded altar]]s in particular can be a big power boost. But for the sake of the guide and new-player consistency, I will have to recommend Okawaru. Don't worry; Oka is a very simple, very powerful, and very synergistic god.&lt;br /&gt;
&lt;br /&gt;
Okawaru is the god of honorable, physical combat. It rewards you with piety for killing enemies of high [[HD]] (monster level) compared to you. Piety is godly favor. You spend piety to use abilities which help you survive. Because of Okawaru's gimmick, your piety will rise somewhat faster than other &amp;quot;kill things for piety&amp;quot; gods(though easy monsters will scarcely provide any piety). Minotaurs have a -1 XP level aptitude, so there's a ''very'' slight synergy beyond meleelol. It's also convenient because tough enemies that you'd want to use abilities (which cost piety) for, will likely just give you the piety back.&lt;br /&gt;
&lt;br /&gt;
Okawaru might demand honor, but has no grievance against stabbing, poison, or any evil robo-tricks. Oka instead demands that you fight without any allies. All summoning spells, some Necromancy, and certain items simply won't function. You won't ever be casting spells as a Minotaur!Heavy Armour, so the worst losses are various item options. In exchange, it will grant some powerful abilities, and gifts (throwing ammo. and later weapons and armour).&lt;br /&gt;
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For now, all Okawaru does is limit your options. You can't even abandon it, as most gods are jealous and godly wrath is way too deadly to consider. Abilities will be covered as I unlock them, in the sections below. I obviously can't control for when you get enough piety, so scroll down or check Okawaru's page for more details. [[H%27s_Minotaur_Fighter_Guide#Heroism|Click for the next ability]].&lt;br /&gt;
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==Dungeon:5 - Dungeon:7==&lt;br /&gt;
&lt;br /&gt;
Alright, you get the drill.&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
Note that depths are estimates (as usual) using their base depth, and can appear earlier or later.&lt;br /&gt;
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* [[file:centaur_(monster).png]] [[Centaur_(monster)|Centaurs]] [D:5] are fast and shoot arrows from a distance. Fortunately, most monsters will not use a ranged weapon in melee, and centaurs don't usually have melee weapons. Hide behind a corner, charge the centaur, or use a scroll of fog (or scroll of butterflies) to close the gap.&lt;br /&gt;
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* [[file:water_moccasin.png]] [[Water moccasin]]s [D:5] are beefier and slightly faster adders. You should hopefully have a potion of curing. And even without, a lone snake should not be a threat to a D:7 Minotaur.&lt;br /&gt;
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* [[file:steam_dragon.png]] [[Steam dragon]]s [D:6] are the first dragons you'll come across. Their steam breath is actually quite painful, and they can attack from a distance. While it may not seem like it, the steam clouds will hurt you every turn. Thankfully, all dragons must catch their breath (-Breath) after a breath attack. Also, having [[fire resistance]] (rF+) will great reduces their breath damage (and make you immune to the steam clouds).&lt;br /&gt;
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:You might as well include [[acid dragon]]s here, which are the same type of threat. Acid dragons are beefier and have a max-42 damage breath, and are resisted by rCorr instead of rF+.&lt;br /&gt;
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* [[file:hornet.png]] [[Hornet]]s [D:7] are stupidly stupidly scary, fast, poisonous monsters. It's bad enough to fight hornets in an &amp;quot;average&amp;quot; battle, but what's worse is that they can paralyse - ''even with poison resistance''. Only poison immunity makes you fully immune to para. They can paralyse for 3 turns, and a hornet *alone* can deal up to 80 damage (+ poison) during that time.&lt;br /&gt;
:Thankfully they don't spawn up here very often... If you are forced to fight one, then use wands or curare (if possible) to take them out.&lt;br /&gt;
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* [[file:killer_bee.png]] [[Killer bee]]s [D:7?], as well as hornets, really make me regret using all my super scary warning points on adders and quokkas. Killer bees move twice as fast as the player, come in large packs (not this early??), and are ''relentless'' in their poison.&lt;br /&gt;
:If you're in a hallway, they're alright''ish''. But they are fast, so it's hard to run to a hallway.&lt;br /&gt;
:Things that work great vs bees &amp;amp; hornets: [[wand]]s (charming in particular is great vs bees), [[potion of lignification]] (gives rPois and high AC)&lt;br /&gt;
&lt;br /&gt;
==Heroism==&lt;br /&gt;
From my experience, you'll get Heroism 1-2 floors after gaining Okawaru. It's that quick.&lt;br /&gt;
&lt;br /&gt;
Heroism is Okawaru's 1* ability. Using it gives +5 to all physical skills. Considering that you're likely at the 10's at this point, that's a 50% skill increase. Now, damage doesn't work like that, but Heroism is still quite strong. Your skills will be 4-5 ''levels'' ahead, which should (in theory) let you take on out of depth enemies 4-5 levels ahead of you.&lt;br /&gt;
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''Use abilities early and often''. This is quite a difficult lesson to learn, but you need need ''need'' to respect it.&lt;br /&gt;
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Recent changes in [[0.30]] have made Heroism around 300% more expensive, so you can't spam Heroism as nearly as you used to. But piety is a renewable resource, while potions and scrolls aren't.&lt;br /&gt;
&lt;br /&gt;
===Skill Training===&lt;br /&gt;
When you get to 1* of piety, '''start training Invocations and set a skill target of 5'''. Heroism doesn't really require Invo training for a reasonable failure rate (~ 7% failure at 1* and 0 Invo), but it's very convenient because the next ability does warrant training. The skill also increases Heroism's duration to a more comfortable level. &lt;br /&gt;
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After you get Invo to 5, '''start training Throwing and set a skill target of 5'''. It'll be important later.&lt;br /&gt;
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[[H%27s_Minotaur_Fighter_Guide#Finesse|Click for the next ability, Finesse]].&lt;br /&gt;
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==Dungeon:8 - Dungeon:11==&lt;br /&gt;
With Heroism (hopefully) in-tow, you've officially reached the midgame! With a fair supply of identified consumables, you growing stronger in a relative level, a godly ability, and the choice between Dungeon, Lair, and Orc, and you should be a lot more comfortable from this point forward. The famous quote is, &amp;quot;Once you've entered Lair, you've won the game&amp;quot;, or something like that. Simply put, there's a lot more options to prevent bullshit from happening.&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
&lt;br /&gt;
* [[file:killer_bee.png]] [[file:hornet.png]] All the advice for these guys still applies, being perhaps more relevant here, where they are realistic to try and fight. Also killer bee packs.&lt;br /&gt;
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* [[file:unseen_horror.png]] If you are attacked by an [[invisible]] monster out of nowhere (they usually have to cast the Invisibility spell first), it is most likely an [[unseen horror]]. They are incredibly fast (3 turns for your 1) but are batty, meaning they retreat after going in. Best to get in a hallway if you're fighting, and swing in place with ctrl-direction. They can't open doors and their battyness will cause them to retreat from stair-adjacency if you wait a turn or so.&lt;br /&gt;
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* [[file:two-headed_ogre.png]] [[Two-headed ogre]]s [D:10] are ogres but double. They have two giant clubs and hit twice as hard. You can get two rounded. Otherwise, they are 10-speed (average speed) monsters with no special abilities or resistances.&lt;br /&gt;
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==Finesse==&lt;br /&gt;
Okawaru's second ability, unlocked at 4*, is Finesse. It ''doubles'' your attack speed. It is absolutely nuts in theory. The only caveats are that it doesn't stack with [[haste]], and that its somewhat high piety cost. There isn't too much to say; use this early on dangerous monsters!&lt;br /&gt;
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Once you've done training Throwing, '''train Invocations and set a skill target to 8'''.&lt;br /&gt;
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[[H%27s_Minotaur_Fighter_Guide#Duel|Click for the next ability, Duel]].&lt;br /&gt;
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==Why You Go to The Lair==&lt;br /&gt;
Or why to skip the late Dungeon! Or threat list (D:12 - D:13).&lt;br /&gt;
&lt;br /&gt;
The [[Lair]]'s entrance spawns from D:8 to D:11. While the [[hydra]]s and [[cane toad]]s aren't that fun, it is often the safer option of the three (Lair, Orc, Dungeon). In Dungeon, there's a few very dangerous monsters that could appear. So you'll often want to ignore D:12 (and even D:11, if possible) until completing Lair.&lt;br /&gt;
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* [[File:Occultist.png]] [[Occultist]]s know the [[Banish]] spell, which sends you to the deep dark [[Abyss]], where monsters way out of your league will continuously spawn, with no time to regen. You can use all your consumables there and still die. They are quite frail (as to be expected), but you never want to take this risk until you have to. Preferably you find Willpower+++ before fighting one, and throw your way to victory anyhow.&lt;br /&gt;
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*[[File:Ogre_mage.png]] [[Ogre magi]] (singular: [[ogre mage]]) know the [[Paralyse]] spell. If you've read the hornet section, you know paralysis can be instant death. Since ogre magi often come with (two-headed) ogre brethren, it's even more likely to be fatal.&lt;br /&gt;
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* [[File:Ugly_thing.png]] [[Ugly thing]]s are not that easy to face when first entering D:11, unless you have silver javelins already. It is the combination of damage and their slightly faster movement speed that makes them dangerous. If found in a pack, note that they'll waste turns mutating into different colours, meaning you can run away (though that does mean that there's a pack of ugly things you could re-encounter in an unfortunate situation).&lt;br /&gt;
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* [[File:death_knight.png]] [[Death knight]]s come with [[freezing wraith]]s and [[wraith]]s (which [[Slow]] you), and the former actually hits really hard if you are not resistant to cold. Death knights themselves also have [[Agony]] to halve HP. They also come with [[phantasmal warrior]]s which make you more vulnerable to Agony in the first place (''and'' hit hard).&lt;br /&gt;
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* [[File:skeletal_warrior.png]] [[Skeletal warrior]]s are just big stat sticks. They are melee only 10-speed tough guys, but even with Heroism + Finesse, they are tough to beat for a D:11 character. However if you complete Lair first, they aren't ''that'' difficult.&lt;br /&gt;
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If you find Lair on D:8 or so, you still may want to clear the Dungeon up to D:10 (as an arbitrary stopping point).&lt;br /&gt;
&lt;br /&gt;
==Lair of Beasts==&lt;br /&gt;
[[File:Lair entry.png]]&lt;br /&gt;
&lt;br /&gt;
The [[Lair]] is a pretty homely place. Branch overviews are going to get a lot shorter, as branches themselves are shorter than the Dungeon proper, and you can fight the &amp;quot;hardest&amp;quot; enemies on the first level. You are getting more and more powerful compared to the game (not just because of MiFi being OP, but because of the general level curve, and because you have more scrolls/potions/god abilities). It's a 5 level branch (6 in earlier versions). Don't go into any of the Lair's sub-branches right now.&lt;br /&gt;
&lt;br /&gt;
The Lair itself is much more open, with few of the distinctive hallways of the Dungeon. There are plenty of walls, though, and they are quite jagged. You can take advantage of diagonals in order to create faux hallways, and the animals are often too dumb to go around.&lt;br /&gt;
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Lair has 3 sub-branches. There will be a poison-themed branch ([[Spider's Nest|Spider]] OR [[Snake]]) and a water-themed branch ([[Shoals]] OR [[Swamp]]), along with [[Slime Pits|Slime]]. Don't go to any of these yet, but keep note of where they are. Once you find them, you can autotravel with '''G'''.&lt;br /&gt;
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Recommended: Poison resistance is helpful. Willpower, too.&lt;br /&gt;
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===Notable Threats===&lt;br /&gt;
*[[File:hydra.png]] '''[[Hydra]]s''' are the big bad of any Axe playthrough, if a bit overhyped. Axes cleave, which also cleave hydra heads, which causes the hydra to grow two more in its place. They are ''actually very powerful against any melee player'' at this stage of the game, but with some luck you'll have a few tools for them:&lt;br /&gt;
**Run away: Unless they are camping the only staircase, you can simply not fight them. Hydras are 10-speed enemies while on land. If you aren't already in melee range you can come up and come down a different staircase.&lt;br /&gt;
**[[Throwing]]: Even with 0 natural Throwing skill, Heroism boomerangs can take half or more of a Hydra's HP before it enters melee range. Javelins hit 1.0 delay at 10 skill, so you should aim for 5 skill before Heroism. With 10 (post-Heroism) skill, even boomerangs will severely weaken hydras before they get to you. You can still throw at melee range, but if the hydra's not at red HP then don't take the risk of going in melee with a hydra. Make sure to always always have an escape route planned early!! If you are forced to take that risk, make sure to have Finesse up, as well. Reminder to train Throwing to 5.0 if you got javelins.&lt;br /&gt;
**[[Flaming]] weapon: Flaming cauterizes the wounds, meaning the hydra will lose heads and won't grow them back. Hydras with 6+ heads are still scary to fight so... I wouldn't, not until you've done a few floors of Lair. Reminder to use Heroism.&lt;br /&gt;
**[[Potion of lignification]]: Drink the potion, take off your axe or use throwing weapons, and fight. This potion prevents you from moving or even teleporting, but with just Heroism, tree form can take out a lone hydra. Be extra careful of other monsters coming in!&lt;br /&gt;
You also want to keep note of their heads; hydras naturally spawn with 4-8 of them. An 8-headed hydra hits twice as much as a 4-headed one!&lt;br /&gt;
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*[[File:Basilisk.png]] [[Basilisk]]s will [[Petrify]] you, which will lower EV and SH to zero and leave you helpless to monsters attacks. It takes a hot second to actually petrify, but you're slowed for the petrification process. Not too scary on their own, though imagine for a second, being helpless next to a hydra. A [[potion of cancellation]] will end Petrifying. [[Willpower]], if you have it, makes it less likely.&lt;br /&gt;
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*[[File:dream_sheep.png]] [[file:torpor_snail.png]] [[Dream sheep]] and [[torpor snail]]s both have irresistible debuffs. Dream sheep put you to [[sleep]], which gives monsters a free turn on you. Torpor snails slow you.&lt;br /&gt;
** Dream Sheep have more chances to sleep you the more of them are in sight, and they are pack animals. Use a [[scroll of fog]] and walls to make absolutely sure to avoid sleep, and keep to the hallways so that you don't take too many hits. &lt;br /&gt;
** You can charm torpor snails to slow enemies, though they have very high willpower. [[Scroll of vulnerability]] helps. If you don't have charm, both polymorph and paralysis wands stop them from slowing. &lt;br /&gt;
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*[[File:Cane_toad.png]] [[File:black_mamba.png]] [[Cane toad]]s are another fast, poisonous enemy. If you fight them right on hitting Lair:1, I would Heroism to make sure that you can actually fight one on one. Otherwise they aren't so much of a threat on their own. Same with [[black mamba]]s, though they aren't as likely to appear on the upper floors. Much easier to fight with rPois, but it is not ''required'' per-se.&lt;br /&gt;
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*[[File:Death_yak.png]] [[Death yak]]s are mostly a humbleness check to people mindlessly tabbing. They are standard melee threats, though with high willpower. Weak to curare and/or throwing blunt weapons, and please don't fight more than one at a time (use the stairs!).&lt;br /&gt;
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*[[File:Skyshark.png]] [[Skyshark]]s are fast death yaks by default, which can get even stronger if they hit you in a blood-filled form. If they attack a living creature, they taste blood and will gain [[might]], and then [[berserk]]. You really don't want to fight a berserk skyshark. If they haven't gone might/berserk yet, you can use a [[potion of lignification]] to counter them (trees don't have blood). Skysharks have somewhat low willpower, and not resistant to [[curare]]. &lt;br /&gt;
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*[[file:Catoblepas.png]] [[Catoblepas]] fire a piercing line of petrifying clouds. If you're standing on one and use your first turn moving away, then you will not get petrified. Beware of hallways! Animals will also walk into the petrifying clouds, making them easy pickings (the catoblepas itself is a fairly strong enemy).&lt;br /&gt;
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On a final note, you might want to skip the last floor of the Lair. Every branch has a &amp;quot;[[vault]]&amp;quot; on the final floor which is usually more difficult than the proceeding floors. Vaults are nonrandomized structures, though which one(s) you get is random. This is not to be confused with [[the Vaults]] branch.&lt;br /&gt;
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==Duel==&lt;br /&gt;
Duel is the last Okawaru ability, unlocked at 5*. It teleports you and 1 other monster, of sufficient threat, to Okawaru's special arena. There will be no other monsters, though your opponent can still [[summon]] allies.&lt;br /&gt;
&lt;br /&gt;
As of the most recent version:&lt;br /&gt;
* It restores 1/2 missing HP and MP (so if you had 50/100 HP, Duel restored to 75/100 HP), but resets your HP/MP after you kill the enemy.&lt;br /&gt;
* After you kill the enemy, it instantly exits you from the arena. ''Any monsters you left behind will then get a turn to hit you.''&lt;br /&gt;
* It does ''not'' reset status conditions like Heroism, Finesse, potion buffs, or teleport.&lt;br /&gt;
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Duel is relatively overpriced if you just use it in order to take out troublesome enemies - we already have javelins for that! &lt;br /&gt;
&lt;br /&gt;
Instead, one of the best uses of Duel is to &amp;quot;pause&amp;quot; a dangerous situation for a few turns. Target a weaker enemy, spend a few &amp;quot;free&amp;quot; turns in the arena getting Hero + Finesse + Haste + Might up, then exit super powered. In addition, you can prepare a Teleport just before killing the enemy if needed.&lt;br /&gt;
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Overall, Duel is very good for the extra time it gives you, just be careful of being hit on the way out.&lt;br /&gt;
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[[H's Minotaur Fighter Guide#6* Weapon / Armour Gift|Click for the 6* &amp;quot;ability&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Midgame Lull=&lt;br /&gt;
Once you have completed Lair, the game relaxes in difficulty for a while. The reason is that it ''used'' to be reasonable to complete Lair / D:15 / Orc in any order without issues. While the latter two have become harder since then, even now, the difference isn't that big. This means the other two branches will feel easy. You'll likely rack up 5* or even 6* of piety with Okawaru, which means you can use HeroFinesse more often, which means you are going to stock up on non-renewable consumables, in addition to Minotaur growths and the 6* equipment gifts. &lt;br /&gt;
&lt;br /&gt;
You can do Dungeon or Orc in either order without it mattering too much. I'll recommend doing Dungeon first, simply because most things in the Dungeon are less scary than an orc sorcerer's Paralyse. (Note that Orc also has more loot.)&lt;br /&gt;
&lt;br /&gt;
Recent updates were aimed at stopping the &amp;quot;entire-lategame-until-Zot-lull&amp;quot; (which experienced players did feel). Basically, don't get too comfortable with the ease of the next few branches. The [[rune]]-containing S-branches won't be as easy.&lt;br /&gt;
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==Late Dungeon==&lt;br /&gt;
Beware of paralysis threats like ogre magi!&lt;br /&gt;
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Recommended: [[Willpower]]+++ (if you have it), various resistance swapouts&lt;br /&gt;
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===Notable Threats===&lt;br /&gt;
See [[H%27s_Minotaur_Fighter_Guide#Why You Go to The Lair|Why You Go to The Lair first]]. Other than that...&lt;br /&gt;
*[[File:Slime_creature.png]] [[Slime creature]]s are very weak on their own, if you've completed Lair. However, they are unique in that they merge in closed spaces, such as a hallway. A fully merged slime can deal over a hundred damage per hit. As Axes cleave, just get them in an open area, and maybe stair dance them up.&lt;br /&gt;
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*[[File:Vaults_entry.png]] On D:13-D:14, you'll find the entrance to [[the Vaults]]. There's normally a bunch of scarier-than-normal enemies there, which are mostly deadly because they're so concentrated. With proper luring and awareness of escape routes/options, it shouldn't be too difficult. You can't enter the Vaults until you have at least one [[rune]], which by then you should be ready to go in.&lt;br /&gt;
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*[[File:Depths_entry.png]] On D:15, you'll find the entrance to [[the Depths]]. There's one or multiple out of ''depth'' enemies, like a [[fire giant]]. No need to clear if its too frightening. Don't enter Depths yet - it is one of the last branches you should be entering, unless you're doing the ''Lord of Darkness'' challenge.&lt;br /&gt;
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==Orcish Mines==&lt;br /&gt;
[[File:Orc entry.png]]&lt;br /&gt;
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[[Orc]] spawns from D:9 to D:12. Even though there'll be a lot of plain [[orc]]s, very easy at this point, you'll want to do Lair first. Many of the threats (in the usual place, below) are tougher than what the Lair has in store, and also have ranged attacks.&lt;br /&gt;
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Orc is incredibly open (less walls than Lair), leaving you vulnerable to the [[orc priest]]s and other ranged attacks in stow. If you haven't found/recieved a [[broad axe]] yet, orcs are likely to be holding one.&lt;br /&gt;
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The Mines also house a ton of gold and four separate [[shop]]s to spend it on.&lt;br /&gt;
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Recommended: [[Willpower]]+++&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
* [[File:orc_sorcerer.png]] [[Orc sorcerer]]s are the main reason you do not want to do Orc before Lair. Orc Sorcs inflict Paralsze, much worse than Petrify (being instant and not giving damage reduction). Also their magic attacks hurt - at least if you don't have resistances to both Fire and Negative Energy. In addition, they can summon the 104 damage/turn [[sixfirhy]], *another* huge threat. Remember to throw javelins, if you got them, though you can get away without Heroism.&lt;br /&gt;
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* [[File:Stone_giant.png]] [[File:ettin.png]] These are the &amp;quot;out of depth&amp;quot; spawns for Orc, and they are the other reason why to do Lair first. [[Stone giant]]s hit really hard from their [[large rock]]s (max. 65 damage; 45 base damage, +20 from the large rock). [[Ettin]]s are suped up two-headed ogres that can deal 90 damage per round before weapons, or 130 damage per round after them. For comparison, an 8-headed hydra deals up to 144 damage, but that number is reduced 8 times by AC, has to high roll 8 times in a row, and you'll normally face hydras with less than 8 heads.&lt;br /&gt;
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* [[File:orc_high_priest.png]] [[Orc high priest]]s still have smiting but also summon demons. This includes the [[Neqoxec]], which can inflict ''permanent'' [[Malmutate]]s on you, along with other physically tough monsters. Smiting alone sucks when you are getting swamped by orcs/demons. The ultra-fast [[Sixfirhy]] and the fact that the priest needs to actually spawn demons in the first place means that you should take them on as quickly as possible, instead of running away.&lt;br /&gt;
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* [[File:Kobold_blastminer.png]] I don't think [[kobold blastminer]]s are ''that'' much of a threat, but they're worth explaining. They are ranged enemies, but hit hard in close range with the [[Bombard]] spell (not silenceable). Plus, Bombard knocks them back a tile, making them hard to chase. Try to use throwing or a wand of polymorph to take 'em out if you can afford to.&lt;br /&gt;
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Also, I would be careful of being pelted by a bunch of ranged enemies all at once, especially if there's an [[orc knight]] or [[orc warlord]] in play.&lt;br /&gt;
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==Rune Branch Prep==&lt;br /&gt;
With the 2nd floor of Orc completed, you'll have free reign over its four shops. You might want to use '''ctrl-F''' on everything: plate armour, dragon scales, axes, scroll, potion, gold... Who knows, you might've missed a [[ghost vault]] or a pile of items lying from your orcish massacre. It's also a good time&lt;br /&gt;
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===Shopping Trip===&lt;br /&gt;
Hopefully, there's things that you can buy/ctrl-f:&lt;br /&gt;
* '''Emergency items''': Includes [[Scrolls of blinking]], [[scroll of teleport]], [[potion of haste]], [[potion of heal wounds]], [[potion of cancellation]]. These should be your first priority, never a bad idea. You want [[potions of curing]] for [[Spider's Nest|Spider]].&lt;br /&gt;
* '''Poison resistance''': This is most often found on the [[ring of poison resistance]]; don't take any body armour lighter than [[swamp dragon scales]]. rPois is useful in [[Spider's Nest|Spider]] and [[Snake]], and useful against swamp dragons/swamp drakes in [[Swamp]].&lt;br /&gt;
* '''Willpower''': So that you don't instantly die. Will+++ is practical, Will++++ is enough. Don't use the body armour slot unless its [[plate armour]], and don't use any weird weapons or negative artefacts. Otherwise prioritize getting enough willpower quickly. While there aren't many Will-related threats in the S-Branches, is is recommended for just about every branch afterwards.&lt;br /&gt;
* '''Equipment''': If you haven't found one already, [[broad axe]], [[kite shield]]/tower, amulet (see [[H%27s_Minotaur_Fighter_Guide#Items_.26_Gear|Items &amp;amp; Gear]] for what to prioritize).&lt;br /&gt;
* '''Flight''': A permanent source of it, namely the [[ring of flight]]. Useful in the watery [[Swamp]] and [[Shoals]]; while you still can't outrun most aquatic creatures, at least you'll be avoiding the attack penalty of water.&lt;br /&gt;
* '''Electricity resistance''': Quite the rare resistance, as there's no ring dedicated to it. Take artefacts without too much bad qualities on them (no handaxes or rF--) or the not-common [[storm dragon scales]]. There are a few dangerous elec enemies throughout the game and you'll want a source of it.&lt;br /&gt;
* '''Other resistances''': rCold is good for Spider. rFire decent for Snake and Swamp, rCorrosion useful for Spider and Swamp. A [[scarf]] of [[repel missiles]] is good for Shoals and Elf.&lt;br /&gt;
* '''Strategic items''': [[scrolls of enchant armour]] / [[scroll of enchant weapon | weapon]] and a [[scroll of brand weapon]].&lt;br /&gt;
* '''Artefacts''': Artefacts of equipment you'd use anyway with high enchantments, no vulnerabilities, and no *Slow / -Tele are good to grab eventually. They are usually expensive, though.&lt;br /&gt;
* '''Overpriced garbage''': [[Scrolls of acquirement]] are pretty much gambling; the worst you can get is a smaller pile of gold than you started with, though there are very good items too. [[Manual]]s are often too expensive even with Orcish gold under your belt. XP-based [[evocable]]s (box of beasts, lightning rod...) are also very expensive but can be useful.&lt;br /&gt;
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===Skill Training===&lt;br /&gt;
By now, you should've reached the skill target for Axes, 18.0. This opens up skill training into a few side skills that you may or may not need:&lt;br /&gt;
*'''Throwing''' to 10.0. Getting natural 1.0 delay javelins is pretty good, and extra damage is always useful.&lt;br /&gt;
*'''Invocations''' to 12.0 - 13.0. This gets the '''Duel''' ability up and running. &lt;br /&gt;
*'''Evocations''' to 8.0. While I said to ignore this skill earlier, specific skill training doesn't really matter as much anymore. As monsters have stupid high will, wands become less and less useful even with this amount of training. However, many monsters ([[moth of wrath]], [[death cob]], most animals) are still vulnerable to hex effects, and a [[scroll of vulnerability]] boosted wand can even take out quite a few uniques. Just beware of uniques with paralysis themselves.&lt;br /&gt;
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There's really no rush for any of these skills. You'll want Throwing 10.0 by ''some'' point in the game, but the others can be forgone completely.&lt;br /&gt;
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== Evocables ==&lt;br /&gt;
By now you may have found some [[evocable]]s, items with special effects that recharge with XP. You may even find some in the shops. Now here's my section on explaining them. Like wands not all of them appear in any one game.&lt;br /&gt;
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In the current version (0.33) you can find multiple copies, and each copy found increases the enchantment (decreasing recharge time).&lt;br /&gt;
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*[[File:Lightning rod.png]] [[Lightning rod]]: Fires a bolt of electricity; evoking it in successive turns strengthens the bolt and lets you sweep it over an area&lt;br /&gt;
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*[[File:Phial of floods.png]] [[Phial of floods]]: Deals damage, then, even if it misses, creates water in a small area. Any enemy in the area (even if there was already ater) that isn't immune to drowning will be silenced, preventing them from using spells. Pro tip: aim the phial and press '''.''' to fire, so that the phial always has the silence effect.&lt;br /&gt;
*[[File:Gell's gravitambourine.png]] [[Gell's gravitambourine]] pulls enemies into a selected point and deals slight collosion damage. Useful for creating space, retreating, and gret with a [[scroll of immolation]].&lt;br /&gt;
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*[[File:Tin of tremorstones.png]] [[Tin of tremorstones]]: Creates multiple 5x5 explosions of shrapnel, centered 2-4 tiles from the player, trying to center itself around the biggest mass of enemies. Very accurate, it's great at killing swarms of low AC / high EV enemies, like bees, spiders, and deep elves.&lt;br /&gt;
*[[File:Condenser vane.png]] [[Condenser vane]]: Attempts to create harmful [[cloud]]s in a 3x3 area around each enemy, often poison at low levels. Not guaranteed to make a cloud, and never creates clouds on your tile. It always creates a minimum of 1 cloud. Therefore, at low Evocations, it's best used in killhole scenarios (when you can only see 1 enemy, and the 3x3 area is blocked off except for the enemy's tile and your tile). At high Evocations, it can work as a crowd control tool.&lt;br /&gt;
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*[[File:Phantom mirror.png]] [[File:Sack of spiders.png]] [[File:Box of beasts.png]] The [[phantom mirror]], [[sack of spiders]], and [[box of beasts]] each create allies, which is useless for Okawaru followers, but very useful otherwise.&lt;br /&gt;
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==6* Weapon / Armour Gift==&lt;br /&gt;
By now you may or may not be at 6*, and have access to the Okawaru gifts. Previously, Okawaru would gift armour and weapons over time. As of [[0.31]] these have been replaced with a one time gift, though this gift if usually of good quality. You'll likely get [[artefact]]s, so here's what I find is most important:&lt;br /&gt;
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'''Weapon''':&lt;br /&gt;
*The most important thing is to have no ''terrible'' properties. *Rage, *Slow, and *Silence are terrible.&lt;br /&gt;
*The second most important thing is base type, enchantment, and brand - things that are actually important to weapons. You want a [[broad axe]] with high enchantment. A +3 non-artefact broad axe is better than a +3 artefact broad axe {venom, Str+2}, since you can enchant the former to +9.&lt;br /&gt;
*The third most important thing are the side properties. Small strength/dexterity bonuses are not that important.&lt;br /&gt;
*If you already have an endgame broad axe, you might want an item with good resistances, even if it's useless as a weapon. E.g. if you already have [[Arga]], a +1 hand axe {rElec} is good because having rElec as an option is useful if you want to retreat.&lt;br /&gt;
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'''Armour''':&lt;br /&gt;
*As above, the first most important thing is to not have terrible properties like *Rage.&lt;br /&gt;
*If there's a body armour with high defense, and you don't already have good body armour, pick the thing with the highest AC. Usually, the heavier. the better: highly enchanted plate armour, gold dragon scales, etc. are the dream. A +12 chain mail is better than a +1 gold dragon scales, though.&lt;br /&gt;
*If there's no body armour that offers a ''big'' improvement from what you have, pick:&lt;br /&gt;
**An auxiliary armour slot (boots, hat, shield etc.) with useful resistances and/or high enchantment. +1 boots {Will++} &amp;gt; +2 cloak of willpower &amp;gt; +4 boots {Str+1} &amp;gt; +2 plate armour. (If you don't have at least will+++ yet.)&lt;br /&gt;
**A highly enchanted [[tower shield]]. If there's a tower shield &amp;amp; aux slot, and both have useful resistances, prefer the shield (shields are harder to come by).&lt;br /&gt;
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=S-Branches=&lt;br /&gt;
With Lair, Orc, and Dungeon done, the only place left to go is the Lair branches. They all start with the letter S, hence the name &amp;quot;S-Branch&amp;quot;. Three of them will spawn in any particular game; use '''ctrl-o''' to see all of them.&lt;br /&gt;
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To be honest, I'm not terribly sure about the order nowadays. It ''used'' to be Swamp first -&amp;gt; Snake/Spider -&amp;gt; Shoals last but then Swamp got buffed and Spider got buffed and Shoals is still hard as ever...&lt;br /&gt;
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The order I'll suggest as of the current version is: Snake/Spider -&amp;gt; Swamp/Shoals, from first to last. This is completely arbitrary order, but this the order I'll list 'em in. '''Don't do Slime.'''&lt;br /&gt;
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===Notes===&lt;br /&gt;
* An option you can do is to do the first 3 floors of a branch, then go to the other S-Branch branch. This isn't required, but the last floor of each branch contains a &amp;quot;rune [[vault]]&amp;quot;, often harder than the rest of the branch.&lt;br /&gt;
* Don't underestimate the branch ''entrances'', either - entering can (potentially) be more difficult than the next 3 floors. You can enter with enemies on all sides of you, making the situation tricky. Not even the stairs up are always safe, since each branch has a way to pull you off stairs:&lt;br /&gt;
**'''Snake''' - [[List of nagas|Nagas]] and [[anaconda]]s in melee can [[constrict]] you, you need to escape constriction to move or climb back up. A [[scroll of blinking]] won't always get you out; it only counts as 2 escape attempts, and if one fails, the scroll is wasted. [[Teleport]] works as normal.&lt;br /&gt;
**'''Spider''' - [[Jumping spider]]s in melee can [[web]] you; you need to break out in order to move or attack. (Blink always gets you out, though.)&lt;br /&gt;
**'''Swamp''' - [[Swamp worm]]s can pull you off stairs, straight into unexplored territory. &lt;br /&gt;
**'''Shoals''' - [[Merfolk siren]]s can [[Mesmerise]], preventing you from moving away from it. Also, [[wind drake]]s can blow you off, and common merfolk can have [[net]]s (which work like webs).&lt;br /&gt;
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==Snake==&lt;br /&gt;
[[Snake Pit|Snake]] is ''mostly'' generated like the Dungeon, though lacking in a few layouts. This means its the only Lair branch with ''hallways''. Savour that, because the rest of the game is lacking. Snake is filled with human-snakes (nagas, slower than average) and snake-snakes (faster). You can run away from the former but not the latter. Most nagas constrict you in melee, which prevents movement, reduces EV, and even has a chance to stop blink.&lt;br /&gt;
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Recommended: rPois &amp;lt;br&amp;gt;Rec. Swapouts: rF+, scarf of [[repulsion]], rElec&lt;br /&gt;
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===Notable Threats===&lt;br /&gt;
*[[File:Guardian_serpent.png]] [[Guardian serpent]]s are easily the scariest enemy in the entire branch. Blinks enemies in ''its'' sight to surround you, which could suddenly teleport 6 monsters right next to you (they don't get to attack the turn they are teleported though). Even with Axes in your possesion, go all out with Throwing and Oka buffs, and all out with '''everything''' if you get surrounded.&lt;br /&gt;
*[[File:Nagaraja.png]] [[Nagaraja]] are the biggest naga. That's about it. Not terribly hard when you are buffed, though they can Haste and actually outrun you.&lt;br /&gt;
*[[File:Shock serpent.png]] [[Shock serpent]]s have fairly high electric damage, and hurt you if you attack when you are close enough. Attacking from &amp;gt;= 4 tiles away means you won't take discharge damage. Vulnerable to hex wands.&lt;br /&gt;
*[[File:Naga sharpshooter.png]] [[Naga sharpshooter]]s hit hard from afar. ~50 damage from full screen range, they can also shoot through monsters thanks to Portal Projectile. A single sharpshooter isn't tough once in melee (though, unlike centaurs, they can fire bows in melee), and you can also walk away. But a squad of sharpshooters can deal big damage if you aren't careful.&lt;br /&gt;
*[[File:Anaconda.png]] [[Anaconda]] are fast, and the only snake-snake with constriction. Not that tough for a well-armed Minotaur (different story for casters!) but can be annoying.&lt;br /&gt;
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==Spider==&lt;br /&gt;
[[Spider's Nest|Spider]]'s layout generates much like the Lair proper; quite open, but not nearly as much as the watery branches, with many faux hallways around. Which you'll likely need to use, considering the massive swarm of spiders. Many (but not all) threats are weak to poison, and very few are immune to [[curare]] - this is the best place for those [[dart]]s and I would use them over boomerangs. Also most spiders can't see [[invisible]], so it's a good  anti-swarm &amp;quot;emergency&amp;quot; button.&lt;br /&gt;
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'''Recommended:''' rPois&lt;br /&gt;
&amp;lt;br&amp;gt;Rec. Swapouts: rC+(+), rCorr, rN+&lt;br /&gt;
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===Notable Threats===&lt;br /&gt;
*[[File:Jorogumo.png]] [[Jorogumo]] are an uber-threat, an upgraded [[hornet]]. They have the same paralysis poison melee as hornets, but can trap you in [[web]]s and deal high damage (3d20) at range. These are not fair enemies!&lt;br /&gt;
*[[File:Ghost moth.png]] If you find an invisible thing in Spider, it's most likely a [[ghost moth]]. These things are ''nasty'' in melee combat and inflict [[stat drain]], which can cause the extremely detrimental [[stat zero]] if intelligence (or another stat) hits 0. They'll also drain your [[MP]] which prevents you from using god abilities. They also can't see invisible, for what it's worth.&lt;br /&gt;
*[[File:Entropy weaver.png]] Even with rCorr, an [[entropy weaver]]'s Corrosion stacks up very quickly. Not terrible to face in melee if you haven't been corroded much, but watch the status bar!&lt;br /&gt;
*[[File:Spark wasp.png]] [[Spark wasp]]s hit like a truck, especially without rElec, and can zap to go in front of/behind you instantly. They don't appear often outside of Spider:4's rune vault, though. Use [[wand]]s if you have the training for them.&lt;br /&gt;
*[[File:Moth of wrath.png]] [[Moths of wrath]] inflict the incredibly strong [[berserk]] status... on other monsters. Don't underestimate ''anything'' with it, even the weakest spiders can wreck house. Target moths of wrath with javelins, [[scroll of fear|fear]] them, or just get the hell away. Don't go in melee unless you are sure that no monsters will come in. They can also berserk you, and berserk prevents almost all item usage.&lt;br /&gt;
*[[File:Pharaoh ant.png]] [[Pharaoh ant]]s deal high melee damage without rN+, but are very frail. But if you kill the ant before other spiders, you'll create spider [[simulacrum]]. Simulacrum are extremely nasty without rC+.&lt;br /&gt;
*[[File:Radroach.png]] [[Radroach]]es' Irradiate hits hard and contaminates you. Mutations bad! Thankfully they won't Irradiate if another monster is next to them.&lt;br /&gt;
*[[File:Jumping spider.png]] [[Jumping spider]]s are not really threats on their own, but their melee attacks can trap you in a [[web]], preventing you from moving or going up stairs.&lt;br /&gt;
*[[File:Broodmother.png]] [[Broodmother]]s summon spiders constantly (inc. jumping spiders), so it's pretty easy to get swarmed. Not ''too'' difficult in a choke, but be prepared to teleport if things get hairy.&lt;br /&gt;
&lt;br /&gt;
Finally, make sure you don't get swarmed! Getting swamped by the 'common' spiders is how you'll most often die here. A scroll of fear is effective against everything but pharaoh ants, simulacrum, and ghost moths. A scroll of poison is also effective against everything but pharaoh ants, simulacrum, ghost moths, and emperor scorpions.&lt;br /&gt;
&lt;br /&gt;
==Swamp==&lt;br /&gt;
One of the scariest places in [[Swamp]], for me, is the entrance. [[Swamp worm]]s can yank you out of the entrance, immediately towards a swarm of monsters. Since there's only one entrance, if you go back up, you'll have to go down to said swarm of monsters. From Swamp:2, you'll have access to a long sought tool: 3 different downstairs.&lt;br /&gt;
&lt;br /&gt;
Other than that, it's a very open branch. It has extremely few hallways, so open Axe combat and stair dancing are nice tools to have.&lt;br /&gt;
&lt;br /&gt;
'''Recommended:''' Willpower+++, Flight&lt;br /&gt;
&amp;lt;br&amp;gt;Rec. Swapouts: rF+, rPois, rCorr&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
*[[File:Fenstrider witch.png]] [[Fenstrider witch]]es inflict [[paralyse]]. What else is to say? (This paralysis checks [[willpower]])&lt;br /&gt;
*[[File:Shambling mangrove.png]] [[Shambling mangrove]]s constrict you from afar, which prevents movement. They also release hornets, which inflict paralyse. What else is to say?&lt;br /&gt;
*[[File:Swamp worm.png]] [[Swamp worm]]s pull you closer to them, which can also pull you next to a lot of other monsters. [[Tree Form]] prevents the pull (but also prevents you from moving at all). If you're pulled into a dangerous situation, ''treat that situation with respect''.&lt;br /&gt;
*[[File:Will-o-the-wisp.png]] [[File:Swamp dragon.png]] [[Will-o-the-wisp]]s fall easily to javelins/boomerangs, however, they hit fairly hard if you don't have rF+, though. [[Swamp dragon]]s hurt without rPois.&lt;br /&gt;
*[[File:Bunyip.png]] [[Bunyip]]s deal up to 120 damage in melee, before AC. Ouch, that really hurt! Their damage is done through 3 attacks.&lt;br /&gt;
*[[File:Hydra.png]] [[Hydra]]s still regrow heads, but now you should be noticeably stronger than in Lair. If this is your 2nd rune branch, you can easily plow them with Heroism even without Flaming (just not in a large group, and maybe with Finesse). With flaming, you shouldn't worry about them, except for their fast swim speed.&lt;br /&gt;
&lt;br /&gt;
*[[File:the Lernaean hydra.png]] [[The Lernaean hydra]] is a 27-headed hydra that sometimes appears on Swamp:4. It can't see invisible and is frail enough to die to the holy HeroFinesse Javelin (so long as you start attacking when it's at full-screen range. The hydra's fast swim speed means that you can't run away - you gotta be ''prepared'' to take it on. Note that invisibility doesn't work if you are in water while not [[flying]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shoals==&lt;br /&gt;
[[Shoals]] is even more open than the Swamp. There's no walls and not even trees, just deep water - as you should expect, most enemies can swim just fine in it. The challenge comes from a pelt of bullets, tridents, and [[net]]s with enemies that swim much faster than you.&lt;br /&gt;
&lt;br /&gt;
'''Recommended:''' Will+++, Flight, [[repulsion]]&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
*[[File:Merfolk javelineer.png]] [[Merfolk javelineer]]s fire javelins. Javelins ignore shields completely, so they'll hurt a lot.&lt;br /&gt;
*[[File:Water nymph.png]] [[Water nymph]]s have Waterstrike, which is basically the equivalent of 3 Smites, but it can only hit if you're in/on/above a water tile. They ''also'' have a 1-tile aura of water around them, which will cover up stairs if the nymph is adjacent. In addition, for some ungodly reason, they can teleport to any water tile in its sight.&lt;br /&gt;
*[[File:Wind drake.png]] [[Wind drake]]s can push you off the stairs and have Airstrike, which is almost as strong as Waterstrike, but can be used anywhere. Airstrike becomes weaker when you are adjacent to &amp;quot;filled&amp;quot; tiles (wall, monster, etc.), but that's very hard to take advantage of in Shoals.&lt;br /&gt;
*[[File:Merfolk aquamancer.png]] [[Merfolk aquamancer]]s have a 3d20 Primal Wave; ouch, that's even stronger than Waterstrike.&lt;br /&gt;
*[[File:Formless jellyfish.png]] [[Formless jellyfish]] have paralysis... you know the drill. It's only for 1 turn, but one turn paralysed next to a crowd of enemies can mean death. Oh, they also constrict.&lt;br /&gt;
*[[File:Satyr.png]] [[Satyr]]s have the [[Sleep]] spell; losing a turn to sleep isn't great when an army of [[faun]]s are shooting at you. They also hit moderately hard with their bow, roughly the same as naga marksmen, and they'll often come with a group of fauns.&lt;br /&gt;
*[[File:Alligator snapping turtle.png]] [[Alligator snapping turtle]]s are mostly tab checks; simple reaching dudes with high stats.&lt;br /&gt;
*[[File:Water elemental.png]] [[Water elemental]] can inflict Engulf, which prevents god abilities and scrolls. Not terrible by themselves - you can move a tile to end engulf.&lt;br /&gt;
&lt;br /&gt;
A lot of the threat comes from the fast-swimming swarms of ranged foes (in an extremely open branch), not any one specific enemy. Multiple [[merfolk]] with tridents, with ranged [[faun]]s/javelineers and [[merfolk impaler]]s in the back, all suck to fight. They'll all hit you at once, while your axe can't because tridents can attack from behind enemies. Also [[merfolk siren]]s inflict [[Mesmerise]], which you need to teleport or break line of sight to end. This isn't to say that Shoals isn't hard, but its not complicated.&lt;br /&gt;
&lt;br /&gt;
=The Lategame=&lt;br /&gt;
We're close. &amp;quot;Lategame&amp;quot; in this guide comprises of Vaults, Elf, Depths, and Slime, and getting the third or even fourth rune.&lt;br /&gt;
&lt;br /&gt;
It's the midgame lull, but again. There's an increase in difficulty, but not as high as the S-branches. At this point, many characters will be decked out with equipment, piety is plentiful, and most characters end up being ahead of the &amp;quot;curve&amp;quot;, in comparison to the earlier parts of the game. There's things that can kill you, but this happens more because of not paying attention rather than unfair RNG or monsters being tough. Descriptions from this section onwards are gonna get even more terse, at least until we get to Slime. Just watch if you health gets too low.&lt;br /&gt;
&lt;br /&gt;
[[Elven Halls|Elf]] won't be covered here, mostly out of laziness than anything. Watch out for max damage roll elves, and use hallways.&lt;br /&gt;
&lt;br /&gt;
==Vaults: 1-4==&lt;br /&gt;
Not much prose here. Don't enter Vaults:5 yet, which is surrounded by heaps of guards and endgame level monsters, especially as vault wardens can lock out the stairs up. &lt;br /&gt;
&lt;br /&gt;
'''Recommended:''' Will+++, rC+, scarf of repulsion&lt;br /&gt;
&amp;lt;br&amp;gt;Rec. Swapouts: rElec, rF+&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
*[[File:Vault warden.png]] [[Vault warden]]s lock staircases and doors, meaning you can't travel through them. They can die to javelins but aren't *that* frail. Mostly dangerous on the aforementioned Vaults:5, as teleport still works just fine (though might send you to unexplored floor, as usual).&lt;br /&gt;
*[[File:Ironbound frostheart.png]] [[Ironbound frostheart]]s hurt quite a lot; they target any tile adjacent (remember diagonals) to walls. Manageable with rC+/rC++, and manageable (on its own) without. A frostheart's presence makes corridors more dangerous, though.&lt;br /&gt;
*[[File:Ironbound thunderhulk.png]] [[Ironbound thunderhulk]] are similar to frosthearts, but with rElec, which is rarer to find a resistance for. Their special gimmick is that they can't hit you if you are 2 or fewer tiles away; it's otherwise a stronger version of smite/Waterstrike.&lt;br /&gt;
*[[File:Ironbound convoker.png]] [[Ironbound convoker]]s take 3 turns in order to bring in a pack of allies from another area. ''Warning'' - these monsters can attack immediately after being teleported. It can be stopped with a [[phial of floods]] or a [[scroll of silence]] or a wand of paralysis/polymorph. Alternatively, if the monsters are confined to a hallway, is mostly fine (just beware of frosthearts).&lt;br /&gt;
*[[File:Vault sentinel.png]] [[Vault sentinel]]s inflict [[Mark]], just like an [[alarm trap]] without the noise. Vaults is big enough where ''all'' monsters aren't likely to wake up and chase you, but it might get a bunch of them. Even Will+++ won't drop it to 1%.&lt;br /&gt;
* [[File:Crystal guardian.png]] [[Crystal guardian]]s inflict Fragile (+50% damage taken) and often come with dangerous enemies (namely [[peacekeeper]]s, which are not easy for a fresh V:1 character).&lt;br /&gt;
*[[File:Yaktaur captain.png]] [[Yaktaur]]s (and even [[centaur warrior]]s) aren't fun to approach. They are simply stronger centaurs, but without two of: a good shield / repulsion / reflection, they actually hurt quite a bit. Do what you would centaur.&lt;br /&gt;
&lt;br /&gt;
==Depths==&lt;br /&gt;
Depths is the Dungeon, 2 (not to be confused with D:2). There's a lot of enemy variety, though many are just popcorn at this point. There's still things that can kill you&lt;br /&gt;
&lt;br /&gt;
'''Recommended:''' Will+++, rF+, rC+&lt;br /&gt;
&amp;lt;br&amp;gt;Rec. Swapouts: rElec, rCorr&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
*[[File:Alderking.png]] [[Alderking]]s can [[constrict]] you, then if you're in range 2, inflicts [[torment]] while healing themselves. Both abilities are big threats on their own, and together they make for a very threatening enemy. Lignification can make yourself immune to torment.&lt;br /&gt;
*[[File:Wyrmhole.png]] [[Wyrmhole]]s are strong enemies that inflict the hostile Tele status that teleports you near hostile monsters. This is very dangerous if it goes through; reading a [[scroll of teleport]] clears their Tele status.&lt;br /&gt;
*[[File:Caustic shrike.png]] [[Caustic shrike]]s are the killer bees (hornets, water mocassins) of Depths, coming in fast in swarms and just having really high stats. Bring rCorr as it stacks up really quickly, and hopefully fight them one at a time. As of 0.28, they can't see invisible, so use a potion of invisibility if need be. They also aren't resistant to poison, so a scroll of poison will work well.&lt;br /&gt;
*[[File:Juggernaut.png]] [[Juggernaut]]s move incredibly quickly, and hit (slowly) for a ton of damage per strike. Thankfully, they are still weak to  [[curare]]. Curare + Heroism should be fine with heavy armour. Heroism + Finesse can also take them out.&lt;br /&gt;
*[[File:Walking crystal tome.png]] [[Walking crystal tome]]s summon spells that deal 3d40 ''each'', and it casts 2 spells at once. Block the spells with some mob or something and rush it down ASAP.&lt;br /&gt;
*[[File:Fire giant.png]] [[File:Frost giant.png]] [[File:Spark wasp.png]] These guys are mostly just resistance checks (rF for [[fire giant]], rC for [[frost giant]], rElec for [[spark wasp]]s). If you don't have 'em, they are still manageable if they are alone, even without Oka buffs, just surprisingly dangerous more than anything.&lt;br /&gt;
&lt;br /&gt;
==Third (and Fourth?) Rune==&lt;br /&gt;
You need 3 runes to enter the [[Realm of Zot]]. We've already got two, so one more is required for entry. There are three realistic options for the third rune:&lt;br /&gt;
&lt;br /&gt;
*[[Slime Pits|Slime]] is the ''most consistent'' of the 3 branches. It's reliant on one of a few &amp;quot;tricks&amp;quot; to beat [[the Royal Jelly]]. While TRJ is tough, most of Slime's challenge comes from the single TRJ encounter, which is much easier to prepare for than the other options.&lt;br /&gt;
*[[Vaults]]:5 is the ''most simple'' of the 3. It starts out hectic, but as soon as you can &amp;quot;stabilize&amp;quot; (i.e. get to a safe spot in the corner to regenerate safely in), then it becomes fine. Raw strength is rewarded here more, I feel. It's also the only third rune that happens to avoid any [[mutation]] risk.&lt;br /&gt;
*[[Abyss]] is the ''most RNG'' of the 3. Monsters spawn randomly, the rune spawns randomly. In recent versions, you'll know where the rune location is. On the plus side, it can often be one of the fastest runes, and once you're in the rune chamber, its fairly easy with spare scrolls of blinking and a few buff potions.&lt;br /&gt;
&lt;br /&gt;
The other big factor is that both Slime and Vaults are loaded with treasure, while the Abyss has nothing. Treasure is often good, so this guide will cover both non-Abyss runes in greater detail. You may want to get both Slime and Vaults if you are confident you can do them both.&lt;br /&gt;
&lt;br /&gt;
==Slime:1-4==&lt;br /&gt;
[[Slime Pits|Slime]]:1-4 is mostly set dressing. Slimes aren't worth much XP, and no items ever spawns. So when considering the large [[mutation]] threat, what most people do is dive floors 1-3 as soon as they kill all monsters in sight. Floor 4 is more important to clear; you'll want safe escape routes against the boss on Slime:5, so clear Slime:4 to make escaping from Slime:5 safer.&lt;br /&gt;
&lt;br /&gt;
One of the most useful things to do is '''stay on the up stairs'''. Stairdancing works well, as the main threats are the masses of slimes and stacking corrosion. Both which won't matter if you can go up, kill 8 slimes, rest, and repeat. Watch out for the notable threats even more than usual, as they are specifically designed to make stairdancing not perfectly safe. Most aren't very common, though.&lt;br /&gt;
&lt;br /&gt;
Slime is covered in acidic walls which will inflict [[corrosion]] if you stand on them. Note that the corrosion wears off the moment you step away from the wall. The branch also has plenty of separated areas, which can often be annoying (esp. on Slime:4).&lt;br /&gt;
&lt;br /&gt;
'''Recommended:''' rCorr, Will+++(+), rC+&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
*[[File:Shining eye.png]] [[Shining eye]]s inflict bad mutations on you. Kill them as quickly as humanly possible. Use silver javelins. Shining eyes can't inflict you if monsters are in the way, but javelins pierce just fine. You don't want bad mutations.&lt;br /&gt;
*[[File:Quicksilver ooze.png]] [[Quicksilver ooze]]s engulf you, preventing you from using scrolls and godly abilities if you don't move. Not a threat on your own, but losing blink scrolls as an option is incredibly scary if you're already close to dying.&lt;br /&gt;
*[[File:Rockslime.png]] [[Rockslime]]s trample you, just like [[elephant]]s and their ilk. They are also fast and not ''complete'' pushovers in melee (mostly a threat in groups). One of the higher priority to javelin before they get in melee. Keep in mind that you can't be moved if the rockslime would push you to a space already occupied by a monster.&lt;br /&gt;
*[[File:Glass eye.png]] [[Glass eye]]s inflict Fragile, which causes you to take +50% damage from everything (rounded down). Please watch out!&lt;br /&gt;
*[[File:Formless jellyfish.png]] I mentioned them in the Shoals section, but as [[formless jellyfish]] are an enemy that inflicts paralysis, be careful.&lt;br /&gt;
&lt;br /&gt;
If you don't have Will+++(+) yet, watch out for [[golden eye]]s and their potentially permanent-[[confuse]].&lt;br /&gt;
&lt;br /&gt;
These guys don't exist anymore, but since I forgot to mention them for about a year, they get their own section:&lt;br /&gt;
*[[File:Floating eye.png]] [[Floating eye]]s are a '''huge''' threat. Their gaze, in as little as 2 turns, can inflict [[paralysis]] regardless of willpower (ignoring line of fire). Thankfully, they have almost no HP, so javelins or wands of iceblast can take 'em out. I can't believe I didn't mention them until now.&lt;br /&gt;
&lt;br /&gt;
==Slime:5==&lt;br /&gt;
The first thing you do in Slime:5 is go down the stairs - all three, if possible. Go around and kill everything at the outside, circle around said outside, and don't go in the building. If any stairs are unexplored, go up and clear them out. Avoid alarm traps if possible. Monsters can trigger them, but traps can't be sprung if you can't see them. If you do get marked, either run to the stairs or quaff a potion of cancellation, then teleport. &lt;br /&gt;
&lt;br /&gt;
If you see the Royal Jelly, run to the stairs or teleport. Most 'dangerous' slimes and TRJ are fast, with the bossman being as quick as a hasted player. Clear the entire outside safely, then we'll go on to the boss.&lt;br /&gt;
&lt;br /&gt;
===Notable Threat===&lt;br /&gt;
[[File:The Royal Jelly.png]] [[The Royal Jelly]] (TRJ) is the boss of this infernal place. TRJ is fast, quite tanky, but most importantly, spawns high level jellies, worth no XP, whenever it gets hit. This is quickly overwhelming if you just tab into TRJ... so don't do that. TRJ itself won't go up the stairs, but any spawned slimes will. Killing the big slime is practically required to get the rune and everything else inside the central chambers. TRJ is vulnerable to silver.&lt;br /&gt;
&lt;br /&gt;
===Immolation Torment Javelins===&lt;br /&gt;
This is a strategy that most characters can do (javelins can be replaced by other types of ranged attack).&lt;br /&gt;
&lt;br /&gt;
'''Required:''' Potion of haste, potion of lignification, scroll of immolation, scroll of torment, a piercing/AOE ranged attack&lt;br /&gt;
&lt;br /&gt;
# Have TRJ at the edge of your LOS, and you stay on the stairs. You can shout to do this&lt;br /&gt;
# Quaff a [[potion of haste]].&lt;br /&gt;
# Quaff a [[potion of lignification]] to make yourself immune to torment.&lt;br /&gt;
# Read a [[scroll of torment]], halving TRJ's HP and spawning slimes.&lt;br /&gt;
# Read a [[scroll of immolation]].&lt;br /&gt;
# Use torment and piercing or AOE ranged attacks ([[javelin]]s, [[lightning rod]], etc.) to finish&lt;br /&gt;
# Quaff a [[potion of cancellation]], then escape the scene of the crime.&lt;br /&gt;
&lt;br /&gt;
===Corridor fighting===&lt;br /&gt;
Corridor fighting was the classic way for melee characters to beat TRJ. In modern versions ([[0.31]]+) the layout may not have suitable corridors available, so it's not dependable, but it could help.&lt;br /&gt;
&lt;br /&gt;
#Stay near a corridor and have TRJ come.&lt;br /&gt;
#Quaff a [[potion of haste]], [[potion of might]], and use Oka buffs.&lt;br /&gt;
#Lure TRJ to a spot where you won't be surrounded too badly.&lt;br /&gt;
#FIGHT. Teleport out once TRJ dies, then clean up the mess.&lt;br /&gt;
&lt;br /&gt;
You could previously use [[throwing net]]s to make this easier, but you can't any more&lt;br /&gt;
&lt;br /&gt;
See [https://www.youtube.com/watch?v=yJEG5Y2EEck&amp;amp;t=10800s here] (3:00:00) for an (old) video demonstration.&lt;br /&gt;
&lt;br /&gt;
==Vaults:5==&lt;br /&gt;
Immediately upon entering Vaults:5, you will be attacked by two dozen [[vault guard]]s. Resist the urge to immolate them to bits, because they aren't the real threat. However, don't forget to buff up before entering; Heroism+Finesse should be enough, and you'll want Might and maybe Haste during your first entry in case scary things appear.&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
*[[File:Vault warden.png]] [[Vault warden]]s are the main deterrent torwads mindlessly stairdancing; they lock the stairs. A primary target to javelin out. Note that wardens won't retroactively lock the stairs; if you already hit the command to go up, it can't interrupt. &lt;br /&gt;
*[[File:Tentacled monstrosity.png]] The same can't be said for a [[tentacled monstrosity]], who will constrict you if it gets into melee range (even as you are going up the stairs).&lt;br /&gt;
*[[File:Ancient lich.png]] [[Ancient lich]]es are the biggest &amp;quot;raw&amp;quot; threat in the Vaults. While they normally aren't too threatening once you get into melee, you always have to beware of sudden 100+ damage spikes. Hasted liches should be treated with the utmost caution. A [[scroll of silence]] is the strongest button against them, but that limits your own options too.&lt;br /&gt;
*[[File:Quicksilver dragon.png]] [[Quicksilver dragon]]s end buffs, including Tele(port), but not including Heroism or Finesse. Super dangerous if you rely on said buffs.&lt;br /&gt;
&lt;br /&gt;
===The Strategy===&lt;br /&gt;
One strategy: every time there are a few monsters next to you, go up the stairs, which brings up to 8 guards at a time. Do this over and over to stairdance them. There is a major threat that ''prevents'' this from working (hint: [[vault warden]]s), which you should have javelins for, but this is the basic strategy involved. Rebuff yourself with Okawaru abilities the first few times you go down, at least until the initial entrance party (guards + first set of monsters that wander in) ends. If you can't go up the stair use the other strategy.&lt;br /&gt;
&lt;br /&gt;
The alternate strategy relies on getting to a random location, either with a [[scroll of teleport]] or [[escape hatch]], then continuously teleport until you can reach one of the corners, after which you can plow through enemies. Highly recommended to buff up before entering. You'll want to start teleports way early, when things are getting too crowded. Once you can rest safely in a corner, Vaults:5 becomes much easier. &lt;br /&gt;
&lt;br /&gt;
Thanks to the random placement and types of monsters, there isn't as strict of a process like there is for TRJ.&lt;br /&gt;
&lt;br /&gt;
=The Final Stretch: Zot &amp;amp; the Orb Run=&lt;br /&gt;
With 3-4 runes in tow, the final challenge awaits. As long as you're in [[Realm of Zot]], teleports from the scroll will take longer to kick in (minimum 8 turns).&lt;br /&gt;
&lt;br /&gt;
Recommended: rF++(+), rElec, Will+++(+)&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
*[[File:Quicksilver dragon.png]] [[File:Purple draconian.png]] [[Quicksilver dragon]]s still have quicksilver bolt! And now [[purple draconian]]s do, too.&lt;br /&gt;
*[[File:Draconian shifter.png]] [[Draconian shifter]]s have Blink Allies Encircling, which will ''immediately'' surround you with up to 8 allies in its sight, which ranges from scary to a two-turn death. On the plus side, draconians can't see invisible, so if you're surrounded by just mostly them then just drink a potion. Just remember that they are also purple draconians. &lt;br /&gt;
*[[File:Moth of wrath.png]] A [[Moth of wrath]] can inflict [[berserk]]. You don't want berserk [[gold dragon]]s.&lt;br /&gt;
*[[File:Death cob.png]] Death cobs are extremely fast and will slow you. They aren't strong at all for a Zot enemy, but the slow can be extremely annoying. Thankfully, they also can't see invisible.&lt;br /&gt;
*[[File:Curse toe.png]] [[Curse toe]]s inflict torment. [[Potion of lignification]] will make you immune to torment, but at this stage, will likely lower your raw defenses. Another &amp;quot;make situations dangerous if other things are nearby&amp;quot;. Having some torment-vulnerable enemies in sight makes it less likely for the toe to use torment.&lt;br /&gt;
&lt;br /&gt;
*[[File:Orb of fire.png]] The infamous [[orb of fire]] deserves its reputation. Will be covered in Zot:5.&lt;br /&gt;
&lt;br /&gt;
==Zot:5==&lt;br /&gt;
The final stretch of the final challenge. Zot:5 contains the &amp;quot;lungs&amp;quot;, which can easily be identified by the surrounding stone walls. Explore everything outside the lungs first. Before charging the lungs, if you have spare digging wands, you can create hallways near the lungs. &lt;br /&gt;
&lt;br /&gt;
There are two lungs, and two, tight hallways in each lung, Clear the middle out first, and make sure that nothing is on the &amp;quot;edge&amp;quot; of each side. You may want to stand just outside the lungs and use a scroll of noise. &lt;br /&gt;
&lt;br /&gt;
Not advised: You may want to set off an alarm trap (if available), use a haste potion, run to a pre-set hallway, buff up, then javelin your way to victory. This might be required if both lungs are &amp;quot;trapped&amp;quot;. As orbs of fire can pierce each other, you are going to need rF+++ (after using potion of resistance) for this to be remotely sane, instead of absolutely insane. Best to have an escape plan here!&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
*[[File:Orb of fire.png]] The [[orb of fire]] is the final enemy. Go all out on them, have rF++(+), Okawaru buffs, Heroism+Finesse+Might. They have tons of health, deal tons of fire damage, and mutate you. Watch out for berserkitis and -Scroll while mid combat. Vulnerable to silver.&lt;br /&gt;
*[[File:Ancient lich.png]] An [[ancient lich]] can deal 140+ damage per turn on a max roll. Antimagic (only antimagic broad axes should be considered) and silence work well on them, and they aren't too too bad on an &amp;quot;average&amp;quot; combat roll, but don't fight one with another enemy without Okawaru buffs + Haste. Don't silence unless you are 1. sure that you are alone, having lured the lich out or 2. have Hero+Finesse already up and a potion of cancellation ready.&lt;br /&gt;
*[[File:Dread lich.png]] Don't let anything that torments you on the screen. Use fog, silence, potentially throwing to kill dread liches ASAP (but after OOFs). Also watch out for paralysis - Will++++ is required to fully resist it. Duel if it gets too scary.&lt;br /&gt;
*[[File:Killer Klown.png]] [[Killer Klown]]s Throw Klown Pie can be brutal; it can inflict both Silence and -Potion, limiting your escape options. But they aren't too scary on their own. Use Duel, scroll of blinking, or at least Fog if there's an orb or lich nearby. Vulnerable to silver.&lt;br /&gt;
*[[File:Orb guardian.png]] Not much of a threat on their own, [[orb guardian]]s are standard fast melee enemies that become a threat due to their high numbers, and extremely powerful when berserked.&lt;br /&gt;
&lt;br /&gt;
See the [[Zot:5]] page for more info.&lt;br /&gt;
&lt;br /&gt;
===What to do if teleported inside the lungs===&lt;br /&gt;
Assuming you're in danger (''any'' monster in sight):&lt;br /&gt;
&lt;br /&gt;
*Haste. Okawaru buffs if there's only a few monsters (1-3 monsters, no orbs of fire).&lt;br /&gt;
*If there is a teleport trap in vicinity, you're probably gonna want to use a blink scroll (or just walk to it).&lt;br /&gt;
*Get to an edge as quickly as you can.&lt;br /&gt;
*If there's only a few monsters, you can start throwing.&lt;br /&gt;
*Use Duel if you need to regenerate.&lt;br /&gt;
*Use Haste (if not already up) -&amp;gt; Teleport -&amp;gt; Fog when you have no other option. When teleporting, go all out on buffs, then either fight or spam Curing/Heal Wounds (as appropriate).&lt;br /&gt;
Prevent monsters from stepping on [[dispersal trap]]s and [[Zot trap]]s as much as possible. Even if the monster steps on the trap, you get hurt. If the trap isn't in your LOS then monsters can't activate it.&lt;br /&gt;
&lt;br /&gt;
===What to do if the lungs are trapped===&lt;br /&gt;
'''Not relevant as of [[0.33]] as one lung will always be clear of traps, but worth keeping for historic purposes'''&lt;br /&gt;
&lt;br /&gt;
Lungs are considered trapped if you can't get through them without going over a trap. This covers traps, going in order of &amp;quot;least worst trap to worst trap&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If both lungs are trapped, and one lung just has an alarm trap, you should: activate the trap -&amp;gt; potion of cancellation -&amp;gt; haste -&amp;gt; run. Or you can do what I outlined above; activate the trap -&amp;gt; haste -&amp;gt; run to/dig out a hallway -&amp;gt; buff -&amp;gt; fight.&lt;br /&gt;
&lt;br /&gt;
If both lungs are trapped, and one lung has dispersal/net traps, it's probably best to: 1. lure out monsters with multiple uses of scroll of noise, kill them and then 2. run over the trap. Dispersal should send you to the other side eventually, while you can break out of the net trap. You're gonna need a scroll of blinking to get out reliably.&lt;br /&gt;
&lt;br /&gt;
If both lungs have teleport/Zot traps, then you're out of luck. Teleport doesn't hurt you when monsters step on it. Lure monsters in and hope for the best; just don't let monsters step on Zot traps. It may be wise to use scrolls of blinking to get in. &lt;br /&gt;
&lt;br /&gt;
It's ''definitely'' better to use the alarm trap trick than to go in on a double-trapped Zot, assuming you have access to one. It may be necessary to go to the [[Crypt]] or grind the [[Abyss]] for XP at this point. To be truly optimal in this situation, aim for casting [[Blink]] and/or [[Passage of Golubria]] in whatever armour you're wearing, so train Translocations + Armour + Shields.&lt;br /&gt;
&lt;br /&gt;
==Orb Run==&lt;br /&gt;
[[File:Orb of Zot.png]]&lt;br /&gt;
&lt;br /&gt;
Once you've cleared Zot:5, get the orb and get out of here! Enemies of midgame to endgame quality will spawn everywhere throughout the Dungeon. Use '''G D 0''' for autotravel to find the fastest route up. This doesn't take into account places that you can dig to. If you need to leave the floor immediately (as a monster spawns), use '''x &amp;lt;''' to locate the closest upstairs. &lt;br /&gt;
&lt;br /&gt;
Don't fight anything that you can outrun (without items). Scrolls of blinking and haste are your best friends.  Use throwing nets. This works well on most of the demonic enemies you fight, prioritize demons that can torment you. If you need to regenerate, do it on an upstairs (before going up), and use a [[potion of ambrosia]].&lt;br /&gt;
&lt;br /&gt;
Once you've reached the exit on D:1, go up and win the game. If you were planning on getting more runes, then you should've thought about that before grabbing the Orb!&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
So that's it, for now. Hopefully this is enough to learn the fundamentals and get past the early-game of DCSS.&lt;br /&gt;
&lt;br /&gt;
The rest of this article will be me rambling about various things related to this guide.&lt;br /&gt;
&lt;br /&gt;
===Scope of the guide===&lt;br /&gt;
This guide covers the following:&lt;br /&gt;
*Basic advice on game systems, such as identification and the value of stairs&lt;br /&gt;
*Broad strategy: what skills you should train, what equipment you should use, which god to go for&lt;br /&gt;
*What places to go to, and in which order&lt;br /&gt;
*What enemies are likely to be &amp;quot;threats&amp;quot; - i.e., what enemies you should be especially careful around&lt;br /&gt;
&lt;br /&gt;
This guide does ''not'' cover the following:&lt;br /&gt;
*How to treat combat encounters&lt;br /&gt;
*Identifying when you're in danger&lt;br /&gt;
*What to do in an emergency situation / what to do when you need to escape&lt;br /&gt;
&lt;br /&gt;
99% of the game is combat, so learning &amp;quot;how to treat combat encounters&amp;quot; and &amp;quot;how to escape from a combat gone wrong&amp;quot; is really important. Unfortunately, I'm not a great guide writer, so I don't really have much to say about those things. So it's entirely ok if you read this guide, then fail to win over and over - I didn't teach you anything about how to fight! I'll leave learning that up to you - or you can learn it through DCSS playthrough videos, or through other guides.&lt;br /&gt;
&lt;br /&gt;
===MiFi vs MiBe===&lt;br /&gt;
[[Berserker]]s starts the game worshipping [[Trog]], though their starting gear is a bit worse than Fighter (note: you'll often equalize in gear within the first 10 floors). Minotaur Berserker is nearly as popular as Minotaur Fighter, last I checked.&lt;br /&gt;
&lt;br /&gt;
When I wrote this guide, I felt that Minotaur Fighter was easier than Minotaur Berserker as a whole. Since then, Okawaru has been nerfed twice. First, all the abilities became more expensive in piety. Second, the amount of Throwing gifts has been lowered severely. Therefore, the comparison isn't as clear.&lt;br /&gt;
&lt;br /&gt;
At my current skill level, I prefer MiBe over MiFi for two main reasons:&lt;br /&gt;
&lt;br /&gt;
#[[Willpower]]. The ability, 'Trog's Hand' gives Will++. Willpower is super super absurdly important to avoid [[paralysis]], since paralysis can instantly kill you from any amount of HP.&lt;br /&gt;
#MiBe is stronger in the early Dungeon. Berserkers start with the Berserk ability from turn 1, which is very important since the early Dungeon is the most RNG-heavy portion of the game. Even a MiFi can lose to the first enemy you see, if you get sufficiently unlucky. Berserkers are much less likely to die like that, since Berserk gives you so much power.&lt;br /&gt;
&lt;br /&gt;
However, new players shouldn't really worry about these things. As a new player, you're more likely to die by making a mistake than by particularly bad RNG. If you want my opinion: MiBe is stronger in the early game, MiFi^Oka is stronger in the mid game onwards.&lt;br /&gt;
&lt;br /&gt;
===Playing Non-Minotaurs===&lt;br /&gt;
If you feel 'burnt out' on MiFi playthroughs, you might want to try something else. Obviously, this guide is focused on Minotaur playthroughs, but much of the info is useful to any character. Minotaur or not, Sigmund is still a huge threat. Minotaur or not, the identification game is the same, the order you should go through branches is (generally) the same, and so on.&lt;br /&gt;
&lt;br /&gt;
===Other Gods===&lt;br /&gt;
Other gods are fine with MiFi if you don't wanna do Oka.&lt;br /&gt;
&lt;br /&gt;
For optimal play, tend to prefer earlier altars and [[faded altar]]s unless there's a chance to get a god that actively harms you (Chei, Xom, Jiyva, Beogh, Qazlal), or if the early game benefits aren't good; the three magic gods aren't good for Minotaurs either. If you want raw variety you can just pick the first god you see.&lt;br /&gt;
&lt;br /&gt;
Here's a bunch of gods that I personally like:&lt;br /&gt;
* [[Gozag]] = god of gold. Lots of Potion Petition, a random but strong and cheap ability. Bribe Branch also clears Zot:5.&lt;br /&gt;
* &amp;quot;Generically strong for most characters&amp;quot; group: Consisting of [[Ash]], [[Hep]], [[Ru]], and Gozag, they're all very good, I like Gozag the most.&lt;br /&gt;
* [[Fedhas]] focuses on summoning stationary plants. Early game is weak. Has a strong mid-Dungeon onward game due to the 3* Ballistomycete having a very high confuse chance, and confuse stops all abilities, also the 2* ability can block the Paralysis/Banish spells, and stop you from being push/pulled.&lt;br /&gt;
* [[Zin]] is a &amp;quot;winmore&amp;quot; defensive god. MiFi is great in the power curve all game, and Zin provides defensive abilities to defend against the worst of situations.&lt;br /&gt;
* [[Trog]] is good for melee of all types, although you'll be better off starting as a Berserker than using an altar.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character_guides]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=H%27s_Minotaur_Fighter_Guide&amp;diff=85868</id>
		<title>H's Minotaur Fighter Guide</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=H%27s_Minotaur_Fighter_Guide&amp;diff=85868"/>
				<updated>2026-05-10T19:47:16Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: /* Notable Threats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version033}}&lt;br /&gt;
{{Advice}}&lt;br /&gt;
So you want to win at Dungeon Crawl Stone Soup for the first time? This guide is for you, covering a great beginner combo: [[Minotaur]] [[Fighter]] (MiFi). This isn't going to be trivial optimal, there are some things in the guide that should not be followed all the time. But I will aim to guide you through a simple combo with a simple and consistent path to success.&lt;br /&gt;
&lt;br /&gt;
'''This guide is updated to [[0.33]] (Nov. 2025).''' Note that it was originally written for an earlier version of the game ([[0.28]]), so there may be an inaccuracy here or there. &lt;br /&gt;
&lt;br /&gt;
I'll assume that you know the very basics of the game. If not, view the [[Tutorial]], whenever ingame or via the wiki. For a very brief description: Use lowercase i to view your items, you'll get a lot of them soon. Use the numpad or click around to move. Move into monsters to attack them, and hopefully you won't die. There's a lot of shortcuts and a lot of things that you may or may not use. Use '''?''' then '''?''' to view all commands. All commands in the game are case sensitive. Also check out the table of contents on the right for each subsection of this guide.&lt;br /&gt;
{| style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Main Menu===&lt;br /&gt;
The absolute first thing you'll see is the character select screen. This is a Minotaur Fighter guide. So pick Minotaur, then click Fighter. Both should be just about the first options in the class selection screen. Then, pick the War Axe. Finally, if you're playing offline, you can choose your name. I'll cover these choices (except name) in the section below; feel free to skip it if you wanna head right in to the Dungeon. &lt;br /&gt;
&lt;br /&gt;
== Specs ==&lt;br /&gt;
* [[File:Minotaur_(monster).png]] [[Minotaur]] - Minotaurs are 7/10 on the &amp;quot;monstrousness&amp;quot; scale, an ancient classification that's only really surpassed by the Troll and the occasional Demonspawn. And it's true: they are absolutely monstrous at physical combat and absolute dumbasses at magic. Minotaurs have high HP and are incredibly proficient at anything resembling a blunt stick, with the best skill set in the entire game.&lt;br /&gt;
&lt;br /&gt;
: Minotaurs might be monstrous, but they aren't **that** special, they aren't a wacky species like [[Octopode]]. Their main sticking point is... their horns. So powerful are these horns that you can go through [https://old.reddit.com/r/dcss/comments/lsjet8/is_it_possible_to_win_the_game_by_repeatedly ''an entire game''] with ''just'' the headbutt (on an older version). Minotaurs uniquely make horn ''counterattacks'' - regular species can mutate horns, and make headbutts when attacking, but only Minotaurs can counter. The counter starts at 20% and increases as you level; the effect really is strong.&lt;br /&gt;
&lt;br /&gt;
: Horns prevent the use of certain forms of headgear. This was a massive contention point 10 years ago, where the unfortunate removal of [[Mountain Dwarf]] left the helmetless Minotaur in their stead. Minos can still wear Hats, which have a better enchantment pool, anyway. Just beware that if your horns ever grow larger (via [[mutation]]), then you won't even have that. That's about it in terms of gimmicks: just horns and stats.&lt;br /&gt;
&lt;br /&gt;
* [[File:buckler_1.png]] [[Fighter]] - Fighter is a very generic class, most similar to a &amp;quot;Warrior&amp;quot; (or the [https://nethackwiki.com/wiki/Valkyrie Valkyrie] of NetHack). It's the first class on the menu, and for good reason. Fighters start with a 'good' weapon (we're picking [[war axe]], more on that in a bit), [[scale mail]] for armor (easily the heaviest armor within starting kits, but becomes trash not even 10 floors in), and a [[buckler]] (actually quite good, but you'll want a heavier shield eventually).&lt;br /&gt;
&lt;br /&gt;
:The main selling point really is the buckler. Like all shields, bucklers restrict two-handed weapons, and - being a small shield- only slightly decreases weapon speed. But SH secretly comprises a large amount of your defense. I say secret, but the devs caught on, and nerfed them twice in a row... but shields are still a great choice. Fighter serves to give you a headstart in combat potential, guaranteeing that you won't be stuck in a robe and handaxe for a hot second.&lt;br /&gt;
&lt;br /&gt;
: Fighters also start with a [[potion of might]]. This single-use item gives an extra 1d10 damage per melee hit (including horns!) for a fairly long, but limited, time. Use it against tough enemies. Use it early against tough enemies. &lt;br /&gt;
&lt;br /&gt;
* [[File:war_axe1.png]] [[Axes]] - &amp;quot;I suggest an axe (axes are fun)&amp;quot; - Linley Herzell, ''quickstart.md''.&lt;br /&gt;
&lt;br /&gt;
: Axes have the unique ability to [[cleave]]: every time you swing, you'll hit every adjacent enemy for 70% damage (and the main target for full damage). Why this has never been touched upon in cleaving's 8 year existence is simply unknown to me. Over the years, there has been a [https://github.com/crawl/crawl/commit/2393aa775744b497af0f2cf47ec8ddc002a0511e single nerf to a single axe that was reverted in the following update]. Perhaps the main reason is that you shouldn't be fighting multiple enemies at once in the first place! A player with full control will fight enemies one at a time, Axe or not. &amp;quot;Full control&amp;quot; is the keyword here, though. There's many times where the game will yoink you straight out of nowhere with a teleport or shaft trap, or a [[guardian serpent]] instantly teleports 4 allies surrounding you. Axes are insurance against these types of situations. In short: fighting 4 surrounding enemies at once isn't optimal, but an axe is great when you have to do so.&lt;br /&gt;
&lt;br /&gt;
: Notes: Axes are useful against invisible opponents; you can attack with '''ctrl-direction''' and still attack pesky [[unseen horror]]s. Axes also cut [[hydra]] heads, a single enemy which this guide will plan for later.&lt;br /&gt;
&lt;br /&gt;
All these traits make MiFi^Axes quite the meme throughout the DCSS community, only surpassed by MiBe ([[Minotaur]] [[Berserker]]). The reason we aren't playing MiBe? Because I said so. MiBe is more consistent and ''much'' stronger in the early game, but MiFi opens up god choice for a more relaxed mid-/late-game.&lt;br /&gt;
&lt;br /&gt;
=Dungeon:1=&lt;br /&gt;
[[File:Dungeon exit.png]]&lt;br /&gt;
&lt;br /&gt;
Alright, we're actually in the game! Or so you think. Before you even start moving, hit '''m''' to access the skill menu. Switch from automatic to manual (if it isn't so already). You can still win the game with automatic skilling, but we can do better. Plus, this won't take much micromanagement.&lt;br /&gt;
&lt;br /&gt;
Fighting, Axes, Armor, and Shields should be the skills trained right now. Keep ''everything'' else off.  Press the Axes button again to focus it (shows as * instead of +). Now press '''=''' in the skill menu in order to turn on skill target. Select Axes and put a target of 18. Don't touch any of these skills for the rest of the game, don't turn on any skill unless explicitly mentioned otherwise, and you should be golden. &lt;br /&gt;
&lt;br /&gt;
This is, again, not the truly optimal way to spread skill XP. But it works - Minotaur strength should easily compensate.&lt;br /&gt;
&lt;br /&gt;
==Dungeon:1 (for real)==&lt;br /&gt;
Alright, you're actually in the game! You'll start in one of many carefully crafted entrance [[vault]]s. Which specific room you get is random, but they were all manually created by some person. Take note of any suspiciously structured structures: they might get dangerous later.&lt;br /&gt;
&lt;br /&gt;
Then, you want to start exploring. To ''optimally'' explore, don't do it in any ol' direction. Explore a bit, then go back and explore tiles that are closer to your starting position. You don't want to leave unknown territory &amp;quot;behind&amp;quot; on your retreat path, since there could be monsters there. When you're desperately running away, a monster could appear from unknown territory any moment, cut off your retreat, and end your Minotaurish dreams. (''This type of exploration is not required to win the game.'')&lt;br /&gt;
&lt;br /&gt;
Take items. [[Potion]]s and [[Scroll]]s are your main consumables, and almost always have ''some'' use. Conveniently, these items will automatically be picked up if you walk on their tile (signified by the green border around them). Their names ('dark blue' potion, scroll of 'README'...) are always randomized, but consistent per item type per game. We'll get to [[H's_Minotaur_Fighter_Guide#Identification|Identification]] in about two floors' worth of writing. Every other item will be covered in the [[H's_Minotaur_Fighter_Guide#Items_and_Gear|Items and Gear]] section, about three floors from now.&lt;br /&gt;
&lt;br /&gt;
And fight monsters. But before you do so, make sure to press '''x''' to enter examination mode, then press '''v''' on the monster in order to examine. If you're playing on Tiles, you can right click the monster instead of using xv. You'll want to make that a habit for any new monster you find, though this guide will point out the many especially scary threats. &lt;br /&gt;
&lt;br /&gt;
Once you're done, ''don't charge at monsters right away''. You'll want to instead wait (with the s or . or numpad-5 keys) for the monster to go to you. This reveals less unexplored territory, which makes it less likely for a then-unrevealed monster to ambush or surround you. If you are especially careful, you should retreat towards known areas, preferably in a hallway, before waiting for the monster.&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
* [[File:Gnoll_(monster).png]] [[Gnoll (monster)|Gnoll]]s are incredibly scary for D:1, even for a Minotaur. They are also an important lesson on weapons! On the wiki, it says that gnolls deal up to 6 damage - but this doesn't include weapon damage. On the examination screen, you'll see how much damage they do when including their weapon. A [[spear]] turns their 6 damage per hit into 12 damage, which is enough to 2-shot an XL 1 Minotaur.&lt;br /&gt;
&lt;br /&gt;
: Keep in mind that monsters can use any special weapon properties that the player can. Monsters with axes can cleave, but more importantly, monsters with [[Polearms]] (spears, tridents, halberds) *can attack from 2 tiles away*. If you run at a spear gnoll, you can get attacked twice and immediately die. Thankfully, they can no longer spawn with halberds, on D:1 (but can spawn with 'em from D:2 onwards). &lt;br /&gt;
&lt;br /&gt;
: Notice how I always say ''up to''. Monster damage distribution is not uniform; [[AC]] reduces damage, and you can always block or evade an attack. Dungeon Crawl Stone Soup, in true roguelike fashion, is a game centered about managing luck. While you may be willing to take a 1% risk now, taking a 1% risk 100 times should *not* end well for you.&lt;br /&gt;
&lt;br /&gt;
: Regardless, gnolls are moderately tough monsters, they can easily take out non-Minotaur players.  If you fight them at XL1, don't be afraid to drink that potion of might after 1 nasty hit. If you're a XL3 MiFi, a lone gnoll should be a fair fight. A note that gnolls on D:1 are using kiddie gloves! We'll get to that on the D:2 overview. And like a lot of threats in the future, gnolls are quite the rare enemy to find on D:1; the chances of actually having to deal with one are quite low.&lt;br /&gt;
&lt;br /&gt;
* [[File:Quokka.png]] [[Quokka]]s are another lesson - this time in monster speed. Quokkas are fast (i.e. over 100% speed), meaning that they occasionally get 2 rounds for every 1 you have. This means that you can't run away, repositioning is harder. A quokka can deal up to 10 damage per turn (twice reduced by AC). But while they are annoyingly evasive, outside of some pretty bad luck rolls, quokkas aren't especially strong monsters. Assuming you're at full health, they are complete pushovers at XL 3 and still very manageable at XL 1.&lt;br /&gt;
&lt;br /&gt;
: A trick with fast enemies is that, when they are two spaces away from you (1 tile gap), start walking away. With normal enemies, you can just wait and they'll use their turn to move, meaning you get the first strike. Fast enemies can double turn, so they can move -&amp;gt; hit if you just stay still. So by walking away, eventually they'll double turn in order to move twice, allowing you to get the first hit again.&lt;br /&gt;
&lt;br /&gt;
* [[File:Jackal.png]] [[Jackal]]s are another fast enemy which often come in packs. A mob of jackals isn't a pretty fight, even with your axe. Their speed also makes it harder to get a good position. So if you see even one jackal, let it come to you, instead of you charging straight in. Jackal packs are brutal for mage type characters, but lone jackals should not be a threat to MiFi even at XL 1. A pack is easily fought if you can back up into a hallway, so that 4 jackals aren't biting you per turn.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
Tactics - that is, what you actually do when you encounter monsters - are extremely hard to describe in a text based format. What's said in quickstart.md is all pretty good advice:&lt;br /&gt;
&lt;br /&gt;
* Never fight more than one monster if you can help it. Always back into a corridor so that they must fight you one-on-one.&lt;br /&gt;
* Remember to use projectiles before engaging monsters in close combat.&lt;br /&gt;
* Rest between encounters. The `s`, `.`, or delete commands make you rest for one turn, while pressing `5` or Shift-and-keypad-5 make you rest for a longer time (you will stop resting when fully healed or if you see a monster).&lt;br /&gt;
* Learn when to run away from things you can't handle - this is important! It is often wise to skip a dangerous level. But don't overdo this.&lt;br /&gt;
&lt;br /&gt;
Other than that:&lt;br /&gt;
&lt;br /&gt;
1. Don't approach melee enemies. If there is a 1-tile gap between you and a (not-fast) monster, wait so that you can get the first strike. As mentioned in the quokka entry, if the monster is fast, then you should be backing up, instead of just waiting. &lt;br /&gt;
&lt;br /&gt;
Even from 7 tiles away, you technically shouldn't ever approach enemies, at least you shouldn't approach those without ranged attacks. You simply don't know what's in the darkness of fog - by moving forward, you could be revealing an extremely dangerous monster. It is best to wait and/or throw items at the monsters. The more studious might want to back up into completely known territory before getting a monster close. This also, ideally, will let you back into a hallway and fight enemies one at a time.&lt;br /&gt;
&lt;br /&gt;
1B. If you are adjacent to an enemy, don't move unless you have a good reason. Every move you make when adjacent is a chance for an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
2. For enemies with ranged attacks, you'll want to hide behind a corner or wall, if possiblem so that they have to approach you. Take this example:&lt;br /&gt;
&lt;br /&gt;
 ..@..&amp;lt;br&amp;gt;--.--&amp;lt;br&amp;gt;.|.|.&amp;lt;br&amp;gt;.|.|.&amp;lt;br&amp;gt;.|M|.&lt;br /&gt;
&lt;br /&gt;
In a situation like this, where a hallway opens up into a room, the @ symbol (the player) needs to move 2 tiles left or right in order to not be seen. That's &amp;quot;two tiles, aka 1 tile away from the diagonal, route&amp;quot; - this should work with most corners. A good portion of ranged monsters ([[centaur (monster)|centaurs]] in particular) won't fire their ranged weapons in melee.&lt;br /&gt;
&lt;br /&gt;
[[File:Exclusion_zone_LOS.png|thumb|right|X's mark where you can see in a position (and conversely, where the enemy can see you)]]&lt;br /&gt;
You can visualize line of sight (monsters never attack outside LOS) by using exclusions. Use '''X''' to enter map mode, and then '''e''' to create an exclusion zone; the exclusions cover every tile that can see the selected tile, so you can see where line of sight is. You can use the exclusion command on the same tile again to clear the exclusions. You can also use '''X''' to enter map mode (if you've left it), then '''ctrl-e''' to clear all exclusions.&lt;br /&gt;
&lt;br /&gt;
===Attacks of opportunity===&lt;br /&gt;
[[Attacks of opportunity]] are a very recent mechanic that you must be aware of, especially in the first few dungeon floors. &lt;br /&gt;
&lt;br /&gt;
A 100% speed (&amp;quot;normal speed&amp;quot;) monster can make 1 action per turn at base. If you look at the the monster description, and there's no &amp;lt;code&amp;gt;Speed: &amp;lt;X&amp;gt;%&amp;lt;/code&amp;gt;, then it's 100% speed. But: if you move and there is an adjacent monster next to you, the monster can get a &amp;quot;free&amp;quot;, instant attack and then proceed to move, breaking the 1 action per turn &amp;quot;rule&amp;quot;. Any monster that is as fast or faster than you (players are 100% speed by default) can get a free attack.&lt;br /&gt;
&lt;br /&gt;
This makes positioning pre-battle '''very''' important. Against melee enemies, it's often best to reposition to a hallway and/or staircase before being adjacent to the foe. Even if you only see a single enemy, more enemies could show up.&lt;br /&gt;
&lt;br /&gt;
This discourages running in circles forever in order to regenerate health. If you heard about [[pillar dancing]] (running in circles forever in order to regenerate health), then forget about it. For our intents it does not exist. It still exists, but you gotta use [[summon]]s or play [[Spriggan]] to take advantage of it.&lt;br /&gt;
&lt;br /&gt;
===Random Energy===&lt;br /&gt;
From [[0.31]] onward both attacks of opportunity and &amp;quot;[[random energy]]&amp;quot; exist at the same time. Random energy works a bit different from the past so I'll keep it short.&lt;br /&gt;
&lt;br /&gt;
If you are moving away from a monster, ''and'' the monster would move towards you, sometimes the monster may get an extra turn, or lose a turn. If it loses a turn, it's likely for it to gain an extra turn later, and vice versa. Remember that as of the latest version, in order for random energy to apply, 1. you must move and 2. the enemy must move.&lt;br /&gt;
&lt;br /&gt;
As mentioned before, if a monster is fast, then it can get extra turns even if you aren't moving.&lt;br /&gt;
&lt;br /&gt;
===Note on Learning===&lt;br /&gt;
I won't go over many 'tactics' beyond this little subsection. However, tactics are a fundamental part of DCSS. If you only read this guide, I fear you'll be missing out on something. &lt;br /&gt;
&lt;br /&gt;
It's pretty hard to learn tactics, in general... so I ''highly'' recommend watching videos of other players playing DCSS (there are many, many videos around). In many playthroughs, the commentator will explain their thought processes, allowing you to apply them to your own games. If all else, you can imprint their 'good player habits' by watching them play. You can search &amp;quot;Minotaur Berserker&amp;quot; on YouTube (there aren't many series for MiFi) and pick any of the top search results.&lt;br /&gt;
&lt;br /&gt;
If you prefer a text guide, UV4 has a great website ([http://www.ultraviolent4.com/guide.html#General_Tactics link 1]) ([http://www.ultraviolent4.com/patashutactics.html#Fleeing_and_Rule_0 link 2]). It's a bit old, but they're good ''so long as you remember that you shouldn't move if an enemy is adjacent to you'' (i.e. no pillar dancing).&lt;br /&gt;
&lt;br /&gt;
This is also the point where I mention autoexplore, pressed with the '''o''' key. The entire rest of the guide will assume that autoexplore does not exist because manual exploration is safer. However, in realistic terms, autoexplore saves a lot of time, and &amp;gt;50% of this game really is chaff. The game is nice enough that you can autoexplore and be mostly fine.&lt;br /&gt;
&lt;br /&gt;
==Dungeon:2==&lt;br /&gt;
Dungeon 2 is generally safer than D:1 for one reason: it has [[stairs|upstairs]]. Three, in fact! The vast majority of floors in DCSS have 3 up- and down- stairs, excluding [[branch]] entrances (D:10 -&amp;gt; Lair:1 doesn't count as a stair). Anyways, going up to a cleared floor is a fairly safe and very powerful tool. While it takes 2.5 turns to do, only monsters that are directly adjacent to you can follow you up the stairs. And as descending down an &amp;quot;unknown&amp;quot; stair is fast, you have a one time out against bad spawn RNG.&lt;br /&gt;
&lt;br /&gt;
As an extension of the previous floor's advice, try to explore near staircases; always have a fully explored route to them, visit each 'side' of every unexplored split. It'd be optimal to explore in a circle around each staircase. Don't be afraid to turn around and explore another direction completely, assuming you haven't found any monsters yet. Visiting all three staircases to optimize staircase tile distance is possible, but not risk free - it puts you at danger of encountering some incredibly dangerous monsters, and is also just unnecessary (except for really bad floor layouts).&lt;br /&gt;
&lt;br /&gt;
If you see multiple monsters, you can use staircases to your advantage. When you go through a staircase, only monsters who ''start adjacent to you'' will follow you up. So, by going up a staircase with only a few monsters adjacent to you, you can split monsters up. Make sure the above floor is safe. Remember that going through a staircase ''takes 2.5 turns'', which makes this dangerous against powerful monsters. This is called [[stair dancing]].&lt;br /&gt;
&lt;br /&gt;
Do NOT try and drag monsters into a staircase once you are in melee range. Monsters next to you will have a chance to get a free attack on every movement. Instead, drag enemies near staircases ''before'' they are adjacent to you. '''''Move before a monster is adjacent to you.'''''&lt;br /&gt;
&lt;br /&gt;
Also, the rise of staircases now 'allow' us to start the identification minigame! That will be covered in the [[H's Minotaur Fighter Guide#Identification|Identification section]] below. But first, the notable threats:&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
&lt;br /&gt;
* [[File:adder.png]] [[Adder]]s are beefed up quokkas, with faster speed, better defenses, a stronger bite, but most notably, the ability to poison you. Poison stacks up really really quickly in this game, and weaker characters will soon find themselves with half their health gone just from the poison. A reminder that adders are fast: once they are right next to you, there is no option but to fight. If you see one right as you descend into D:2 for the first time, don't bother, just go back up. In truth, an XL 3 or even XL 2 Minotaur can probably take one down, but you never want to take a probability in a game like Crawl. And this is because Minotaurs are overpowered and have overpowered horns, not because adders are easy.&lt;br /&gt;
&lt;br /&gt;
: If you are forced to fight one of these dudes at a low level, you'll probably want to drink that potion of might very early into the fight. I'm talking when you are poisoned to be below 70%ish HP (shown as yellow damage in the health bar, use % to check exact poison amount). If you still happen to be fighting an adder and are at critical health (&amp;lt;10 HP, not including poison), you should start blindly drinking potions. The most common potion is Curing, followed by Heal Wounds, so drink larger potion stacks first. But by the end of D:2 (XL5), adders should be no threat, barring extreme bouts of luck (We sometimes have to take the tiny chance. If we compensated for those, then we'd have no consumables to use.)&lt;br /&gt;
&lt;br /&gt;
* [[File:Gnoll_(monster).png]] Gnolls unsheath their swords(? clubs? halberds.) from this floor onwards. While you can most likely handle one gnoll at this point, four polearm wielding gnolls striking you at once, when you can't even cleave, is not a fun time. Fight them one at a time, and if they have polearms, it'll take more than a simple hallway to deal with them.&lt;br /&gt;
&lt;br /&gt;
: What worse is that they (on this floor onwards) can spawn with the incredibly fearsome [[throwing net]]. I'm not joking. Nets pin you in place, preventing you from moving or melee attacking, and reduce your EV to near zero until you break or teleport out. It's a risk to run away when a net-wielding gnoll is on screen - watch out for any gnolls with a purple outline. Even if you can fight a gnoll pack (you can win the fight at the end of D:2), you will not want to face a big meaty ogre while trapped in a net.&lt;br /&gt;
&lt;br /&gt;
* [[File:Ribbon worm.png]] [[Ribbon worm]]s spit webs, which is equivalent to an ''infinite'' amount of throwing nets. This makes them extreme threats if you are near any other monsters. Even by themselves, these monsters aren't pushovers. Thankfully, they are slow, so you can run away. &lt;br /&gt;
:If the worm is 7 tiles away, the edge of your [[line of sight]], retreat is 100% safe. Yoor line of sight is 7 tiles long, and monsters can't attack outside *your* line of sight. So if the worm is 7 tiles away, and you step back, it is now 8 tiles away, and needs its turn to step back. Since it's slow, you'll gain distance over time.&lt;br /&gt;
&lt;br /&gt;
* [[File:Orc_priest.png]] Run away. [[Orc priest|They]] aren't supposed to spawn here. You aren't ready. Regular orcs are fine enough, but multiple orcs might be a signal that a priest is nearby. Go down into D:3 if you have to. You aren't ready. They'll be covered in the next floor's threat list. If you happen to be next to one unscathed, they aren't that bad though? Might and swing away. Good luck getting past the orc horde first; orc priests are likely to be around other orcs.&lt;br /&gt;
&lt;br /&gt;
* [[File:Sigmund.png]] [[Sigmund]] is one of the first possible [[unique]]s you can encounter (unique monsters, named monsters, guys-with-a-humany-name). While most of the other D:2 uniques (Jessica, Natasha, Robin, Terrence) are alright-ish as a MiFi, Sigmund's 1 damage hit (+13 from [[scythe]], a polearm) really adds up. What's worse is the ''funny'', which is Confusing you over and over so that you get pelted by Throw Flames while unable to do anything meaningful until you die. Do everything I said in the Orc Priest section and more. Unlike priests, Sigmund intentionally spawns this early. &lt;br /&gt;
&lt;br /&gt;
:As mentioned in the ribbon worm section, if you encounter Sigmund and/or orc priests at the edge of LOS, retreat is generally safe. Unlike worms, Sigmund/orc priests move at the same speed as you. So they could get a [[random energy]] double-move and kill you. Still, keeping a monster at edge-of-LOS is ''generally'' safe; at least, much safer than fighting them.&lt;br /&gt;
&lt;br /&gt;
===Stat Points===&lt;br /&gt;
On XP level 3 (XL3) and every 6 levels afterwards, you have a choice of stat points. Pick strength. Damage is good, and it helps with armour.&lt;br /&gt;
&lt;br /&gt;
If you reach [[stat zero|0 in a stat]] you'll be [[slow]]ed (66% speed) until it's above 0 again. The only way for stats to be lowered as of [[0.33]] is through [[mutation]]s (the chance of muts dropping you from 5 -&amp;gt; 0 int is very low, plus you should avoid mutation anyway) or equipment items (voluntary), so you don't have to worry about raising INT. If you want peace of mind, you can raise INT 1 time in the mid/late game to avoid stat zero. I mention this because in previous versions INT drain was more common.&lt;br /&gt;
&lt;br /&gt;
==Identification==&lt;br /&gt;
[[file:scroll_of_identify.png]]&lt;br /&gt;
&lt;br /&gt;
Identification is one of the core gameplay elements of NetHack, but here in Stone Soup territory, it is greatly simplified. Recent versions will automatically ID all equipment (weapons, armour, rings) that you can wear, meaning the only things you actually need to find are [[potion]]s and [[scroll]]s.&lt;br /&gt;
&lt;br /&gt;
The first way to identify items is to just use them. Both potions and scrolls are identified on use; it doesn't matter if the item actually did anything, it is still revealed. The other main way to ID is to use a [[scroll of identify|scroll of identification]]. But the scroll of identify is not itself identified, meaning blind consumption is required. Finally, certain  rare locations may come with pre-identified items; [[potions of degeneration]] from an [[Ossuary]], as an example. This isn't reliable in the slightest.&lt;br /&gt;
&lt;br /&gt;
Basically, you're gonna have to 'waste' items sooner or later. In order for your blind-use ID to actually be useful at the moment, try to read/quaff items that you have at least 2 of. This isn't required, but very helpful. It is also convenient, as the two most common potions (curing, heal wounds) and scrolls (identify, teleportation) are very useful items to have. Of these, read scrolls first. But don't do it immediately!&lt;br /&gt;
&lt;br /&gt;
'''''Read scrolls (that you have 2+ of) on the upstairs leading to a cleared floor, when you can't see any enemies, preferably on an unexplored floor.'''''&lt;br /&gt;
&lt;br /&gt;
'''''Addendum: If you read a [[scroll of butterflies]] or [[scroll of summoning|summoning]], followed by a [[scroll of immolation]], stop reading. Go up and down to clear the summons, then continue reading.'''''&lt;br /&gt;
&lt;br /&gt;
The upstairs part is essential because of the teleport scroll; it teleports you just about anywhere on the floor, which could end up with you in dangerous situation without the safety of an upstairs. It's also helpful to have a retreat upward for the [[scroll of noise]], which might attract enemies. It is necessary for the above floor to be cleared, as teleporting next to the thing you've skipped an entire floor for isn't fun. The unexplored floor is not required, but gets the most benefit out of the [[scroll of revelation]].&lt;br /&gt;
&lt;br /&gt;
In general, reading scrolls over potions is preferred. The [[scroll of blinking]] is the best escape item, first off. Many scrolls grant lasting boosts ([[scroll of brand weapon|brand weapon]], [[scroll of enchant armour|enchant armour]]...), none of them can permanently harm you, and the sheer fact that identify is in fact a scroll makes blind *reading* required. This is in contrast with potions, where only the rare [[potion of experience]] gives a permanent boost, the [[potion of mutation]] can give semi-permanent changes that can either help/hurt '''[Note 1]''', and the [[potion of degeneration]] requires XP in order to cure. Some players like to never blind quaff potions, but I will personally tell you to also drink potions that you have &amp;gt;=2 of. There's no stair requirement - just make sure that you are safe before doing so. If you are in a desperate situation, you don't even need that. '''Potions lean towards powerful temporary effects, and should be blind quaffed in dire need'''.&lt;br /&gt;
&lt;br /&gt;
Once you have [[scrolls of identify]] available to use, use them to identify potions. This is for the same reasons said above; they are more likely to give powerful-but-temporary effects. The scroll of blinking is the only scroll really designed around emergencies that you won't have a ton of (like teleport or fog), so identifying other scrolls isn't as valuable. &lt;br /&gt;
&lt;br /&gt;
It's also worth noting that some players like save their scrolls to read (either with the above identifying process, or reading every single scroll) on D:4 in hopes of getting revelation and finding the [[Temple]] fast. The Temple is very likely an important branch because it houses the many gods. But I'm putting this advice as a footnote for a reason, it's best to have items identified ASAP.&lt;br /&gt;
&lt;br /&gt;
Finally, make sure to visit '''[[User:Hordes/Guide_Appendix#Appendix_1:_Potions_.26_Scrolls|Appendix 1: Potions &amp;amp; Scrolls]]''' ''not updated to latest version'' to see what these items actually do. It's not updated, though.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [Note 1]''' The [[potion of mutation]] can give potentially ''game-ending'' [[bad mutations|terrible terrible mutation]]s (teleportitis, berserkitis, no unsafe scrolls). These three mutations far outweigh any possible good mutations you might get (which can actually be good), even though the potion favors good mutations. Thankfully, the likelihood of receiving one of those three mutations on a blind quaff, then the 2nd potion not removing one, is actually kinda low. More importantly, potions of mutation are our only source of curing mutations, so you really shouldn't gamble. If you still have one of the aforementioned badmuts, you might as well restart the game'''[Note 2]'''.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; [Note 2]''' Note that the game's still fairly playable, or at least that's what the devs think.&lt;br /&gt;
&lt;br /&gt;
==Dungeon:3==&lt;br /&gt;
&lt;br /&gt;
Dungeon:3 is a lot like Dungeon:2 in that you have stairs, the dungeon itself is generated similarly, and that there's a bunch of monsters. The same strategies above don't suddenly get worse.&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
&lt;br /&gt;
* [[file:orc_priest.png]] [[Orc priest]]s are still really scary. This is thanks to their AC-ignoring, never missing, 7-17 Smiting attack from ''anywhere from the screen''. Many monsters, like their fellow orc wizard, require a direct line of fire in order to hit you. Priests just need line of sight. While the Smiting attack won't happen every turn, and definitely won't max roll every turn, there's no explicit cooldown for it. You could get smitten multiple times if you try to charge in, or get smitten in the middle of an orc fight. Speaking of orcs: priests tend to spawn with a pack of other orcs. If you see other orcs, start backing up immediately and lure the minions away.&lt;br /&gt;
&lt;br /&gt;
* [[file:orc_wizard.png]] [[Orc wizard]]s have the same spellset as Sigmund. Without the scythe, power, or durability, they are easier to manage. However, they can still confuse you, and if you get confused multiple times in a row, you're dead. It's best if you have a potion of curing on hand and identified before fighting one. It's kinda risky to fight hand to hand, but it's riski''er'' to run away unless you are already 7 tiles away. Like priests, they are also often found with other orcs.&lt;br /&gt;
&lt;br /&gt;
* [[file:grinder.png]] Most [[unique]]s are extra powerful &amp;quot;boss&amp;quot; monsters. There is way too many to list, and most of them are designed to be challenging for your level. But you could always right click or '''x''' '''v''' to see what they do. [[Grinder]] is easily the scariest unique in D:3 due to the [[Paralyse]] spell, which reduces EV and SH to zero  and makes you unable to do anything. This lasts for up to 5 turns (7 in earlier versions). Most uniques from this point forward are going to be omitted for brevity's sake.&lt;br /&gt;
&lt;br /&gt;
==Items and Gear==&lt;br /&gt;
We (you) are a Minotaur Fighter, an axe wielding, shield using, heavy armor dude. There's really no need to stray away from that. [[Wyrmbane]]? Garbage. The big ass [[Frostbite]] axe? It's probably viable, but keep your shield on. [[Arga]]? That's the best one-handed axe in the entire game. &lt;br /&gt;
&lt;br /&gt;
In all actuality, all of those mentioned items ''are'' good - and really unlikely to be found. But for the purposes for this guide, I'll ignore them. E.g., Wyrmbane is a good enough weapon to be worth switching to... but describing so many different cases in a guide is impossible. The main point is that a relatively luckless Minotaur can win with axes, so just stick to the axes for now.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
The [[broad axe]] is the only one-handed axe type that's bigger (and therefore better) than your starting war axe. All [[brand]]s (hand axe of [[venom]], war axe of [[freezing]]...) except  [[chaos]] are better than none; brands are better than an unbranded-but-enchanted weapon. Pick up any [[flaming]] axes you find; flaming 2-handers are the one exception to the &amp;quot;wear a shield!&amp;quot; rule, but not yet. &lt;br /&gt;
&lt;br /&gt;
Of hand axes, if you find one with a [[brand]] or a high enchant, it'll be better than a plain war axe. It's safe to swap to broad axe when you have at least 14 Axes skill, barring an amazing aretfact axe. In practice, you may want to switch at 10-12 Axes skill. Do not use enchant weapon/brand weapon scrolls on a war axe unless you are forced to (blind reading these scrolls forces you to, so you might as well). You shouldn't need it.&lt;br /&gt;
&lt;br /&gt;
Wear the heaviest piece of armour you can. Minotaurs have enough Strength to wear anything comfortably. [[Plate armour]] is the heaviest of the &amp;quot;common&amp;quot; armours and are sometimes worn by monsters. Higher AC is better (you can check the '''i'''nventory for AC change), though avoid the ponderousness brand. Slow movement is not worth it, even with attacks of opportunity. Every piece of armour that is not body armour has absolutely no cost to wearing them: hats, gloves, cloaks, and boots are free AC. If you happen to get enchant armour scrolls, I would enchant in the order of boots -&amp;gt; gloves -&amp;gt; hats -&amp;gt; cloaks -&amp;gt; body, (this is in order of least-likely-to-be-replaced). Hats of willpower and cloaks of any resistance are pretty much best in slot, so don't be afraid to enchant those first. Shields are more arbitrary. I personally like to upgrade to a [[kite shield]] as soon as I see one, and swap to a [[tower shield]] at 15+ skill.&lt;br /&gt;
&lt;br /&gt;
Please note that [[curse]]s, i.e. items that stick to you, have been removed. Equip items as much as you want, the game will warn you about the few things that are punishing to take off.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that weapons and rings take 0.5 turns to take off, but armour and amulets take 5 turns to take off.&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
[[Artefact]]s (or artifacts, which the game accepts as a spelling) are in white text. Cyan text artefacts are special artefacts with unique, predetermined properties. They aren't always ''better'', but they are special.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Slow, *Rage, and *Silence are always a no go. Try to avoid having a vulnerability to an element; resistances from another item will cancel it out. Weapons that are not axes, and non-broad axes past like Lair/Orc are not worth considering. Body armour / weapons should have a decent +X too; equal or better than your current non-artefact gear. Keep stuff for resistances you might need, but take the things with the most power / best weapon brand otherwise. Armour with resistances and no terrible downsides (- Str/ - Slay, element vulnerability, *Rage...). are good. You don't need artefacts to win.&lt;br /&gt;
&lt;br /&gt;
Also, don't take the [[obsidian axe]]. It's not my fault if you lose!&lt;br /&gt;
&lt;br /&gt;
===Useables===&lt;br /&gt;
But there's more items than equipment slots! Let's go over a couple of great items that you can encounter. If you've missed an item anywhere in the dungeon, you can use '''ctrl-f''' to search for them. Potions and scrolls are in '''[[User:Hordes/Guide_Appendix#Appendix_1:_Potions_.26_Scrolls|Appendix 1: Potions &amp;amp; Scrolls]]''', as a reminder.&lt;br /&gt;
&lt;br /&gt;
* [[file:stone.png]] [[file:boomerang_1.png]] Throwable items ('''[[stone]]s, [[boomerang]]s, [[javelin]]s''', in ascending order of strength) are easily obtainable ranged attacks. We're going to invest in throwing later (not yet!), but throwing stones at 0 skill is still better than nothing. Boomerangs and onwards are quite powerful items. Javelins are particularly busted because they have [[penetration]], and can pierce multiple enemies per throw. Axes might hit 8 enemies at once but you are also taking 8 monster's worth of damage. Javelins in a hallway can hit 7 enemies while you take only 1 monster's worth of damage. This is ridiculously strong, but you are limited in the amount of javelins you have.&lt;br /&gt;
&lt;br /&gt;
: Keep in mind that throwing the two larger weapons unskilled takes over a single turn to fire, so don't throw if an enemy is 1 tile away. Pick up all throwables you might find. Except for stones, all throwables persist when thrown, but have a chance to [[mulch]] (disappear) for ever throw.&lt;br /&gt;
&lt;br /&gt;
* [[file:poisoned_dart.png]] '''[[Darts|Poison dart]]s''' are suprisingly powerful for this stage of the game, assuming the enemy is not poison resistant. Being as accurate and more powerful than a stone, you might as well drop stones if you have a fair supply of darts. Poison darts remain useful up until Lair, and still useful against poison vulnerable enemies (like bees and spiders).&lt;br /&gt;
&lt;br /&gt;
* [[file:curare-tipped_dart.png]] '''[[Curare|Curare darts]]''' are an order of magnitude stronger than poison. That's because of the Slow, reducing all action speed by 33%. You'll take 33% less damage from a slowed enemy, plus you can actually run away from them. In addition to slow, Curare deals a good chunk of damage at this stage of the game. Like normal poison darts, enemies with poison resistance are immune to all effects (watch out for enemies with rPois armour!). &lt;br /&gt;
: Even late game, many [[unique]]s and nasty threats are not resistant to poison (thus, vulnerable to curare). Unlike the other special darts (atropa, datura), curare will ''always'' apply its effect, as long as it hits and the target isn't rPois.&lt;br /&gt;
&lt;br /&gt;
* [[file:Throwing_net.png]] Gnolls had them, but now you can use the power of '''[[throwing net]]s''' to your advantage. A netted enemy can't move from their tile, will often use their turn to break the next, have reduced EV, and are vulnerable to stabs (slightly more damage for you). They are actually quite rare, but very powerful (and quite accurate).&lt;br /&gt;
&lt;br /&gt;
All of the above items are still throwables. But there's definitely other items available:&lt;br /&gt;
&lt;br /&gt;
* [[file:wand_wood.png]] [[Wand]]s are quite strong and charges are somewhat common. I personally like to train a small amount of [[Evocations]] for them. But for the purposes of this guide, I don't think you need it.&lt;br /&gt;
**Wands of flame create a [[steam]] clouds when the shot passes over water. Perfect against [[electric eel]]s.&lt;br /&gt;
**Wands of iceblast / roots / warping (only one type spawns per game) each damage a 3x3 area and never miss. Iceblast deals raw damage. Roots pins enemies in place ''and'' lowers their EV to pitiful amounts for a time (though this doesn't last long as low Evo). Warping causes enemies to [[blink]] further away.&lt;br /&gt;
**Wands of charming / paralysis (again, only one type per game) can be used to hex an enemy. If their willpower check succeeds, it can solve a ton of situations. E.g. if you paralyse a [[unique]], it's basically dead. With charming, you can charm a monster, then '''t'''ell it to '''r'''etreat away, to escape from an encounter.&lt;br /&gt;
**Wands of acid / light / quicksilver (also only one type per game) deal high damage, pierce though enemies, and inflict strong debuffs, or remove buffs, for quicksilver.&lt;br /&gt;
**Wands of polymorph turn an enemy into one of three enemies, if the will check succeeds. Best used on weapon-wielding enemies, e.g. [[centaur (monster)|centaurs]].&lt;br /&gt;
**Wands of digging let you create corridors anywhere with ''rock'' (not stone/metal/crystal) walls. They can also create new paths if you really needed one. Super handy to fight enemies one-by-one, but also rare.&lt;br /&gt;
&lt;br /&gt;
Yeah, those are the only other consumables left. How about jewellery?&lt;br /&gt;
&lt;br /&gt;
* [[file:amulet_copper.png]] [[Amulet]]s are all pretty much beneficial with little/no downsides. The order for me is: reflection &amp;gt;= regeneration &amp;gt; faith &amp;gt; guardian spirit &amp;gt; acrobat. Regeneration and reflection are both great combat amulets. Faith ''punishes you if you take if off'' but increases godly favor while its on, so it's pretty good. Guardian spirit, acrobat, and magic regen are all minor buffs for our build but you might as well wear them.&lt;br /&gt;
&lt;br /&gt;
* [[file:ring_copper.png]] [[Ring]]s are also universally beneficial, except for the [[ring of fire]] and [[ring of ice|ice]], which provide vulnerability to the other element. As rings are quick to swap, you can change them when you find a relevant enemy or enter a relevant branch. Rings of willpower, slaying, protection, and evasion are always useful and should be worn in that order, should you find more than two. Note that if you have Will++++ elsewhere, you don't need extra.&lt;br /&gt;
&lt;br /&gt;
Note that artefacts (bright white text) may have negative properties.&lt;br /&gt;
&lt;br /&gt;
==Dungeon:4 (&amp;amp; the Temple)==&lt;br /&gt;
Dungeon:4 is the same as Dungeon:3. The same stairs, a similar floor layout, and the same bunches of monsters. The one difference is the possibility for the Temple to spawn.&lt;br /&gt;
&lt;br /&gt;
The [[Temple]] is a completely safe branch (unless you drag monsters into it) that is incredibly likely to spawn Temple Gods. Temple Gods are guaranteed to spawn once and only once either in the Temple, or between D:3 and D:10. It can hold nearly all the gods, or, very rarely, none. The point remains: the god that we want is likely to spawn there. The Temple itself can spawn in between D:4 and D:7, so some players like to read scrolls when entering D:4 in hopes of [[scroll of revelation|revelation]].&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
&lt;br /&gt;
* [[file:ogre_(monster).png]] [[Ogre_(monster)|Ogres]] wield [[giant club]]. That's up to 37 damage per turn, or 39 if it's spiked. Fortunately, they swing slowly. They can only get 1-2 attacks of opportunity before they lag behind. But if you can get 2-shot by an ogre, don't take that risk. They are also 10-speed enemies (same speed as you), so you can often run away.&lt;br /&gt;
&lt;br /&gt;
* [[file:sleepcap.png]] [[Sleepcap]]s cause the [[sleep]] status on hit. This ''prevents you from moving'', lowers [[EV]] to near-0, and causes monsters to deal bonus melee damage. With the sleepcap alone, that's up to 32 dmg/round. (You wake up from sleep the turn after being hit). And imagine being slept next to an ogre! These are high tier threats, especially when around other monsters.&lt;br /&gt;
&lt;br /&gt;
* [[file:phantom.png]] [[Phantom]]s have a load of resistances... resistance to weapon isn't one of them. But they are the sole monsters with the ''blink with'' attack flavour: when a phantom attacks you, you and the phantom will teleport to a random spot in the phantom's [[line of sight]]. One hit from a phantom could prevent you from moving up stairs, trap you between enemies, and/or send you to unexplored territory. Super dangerous in the wrong area! Outside of the blink effect, phantoms are moderately durable enemies.&lt;br /&gt;
&lt;br /&gt;
* [[file:Bombardier beetle.png]] [[Bombardier beetle]]s aren't the biggest threat, but they are worth explaining. They have a ranged attack that sets you on Fire; the Fire wears off faster by moving around. However, they are slow enemies, so you can kite them with poison darts or run away if you have the space to retreat.&lt;br /&gt;
&lt;br /&gt;
==Temple, Gods, and Okawaru==&lt;br /&gt;
[[file:Okawaru_altar.png]]&lt;br /&gt;
&lt;br /&gt;
The god we will be picking is [[Okawaru]]. No other options here. Forget &amp;quot;pick gods that appear early&amp;quot;, Minotaurs are technically strong enough to not need any help until D:10.&lt;br /&gt;
&lt;br /&gt;
In all actuality, when you're good enough to consistently win the game, it's often more optimal to pick a ''competent'' god that appears early on than Okawaru that appear late. [[Faded altar]]s in particular can be a big power boost. But for the sake of the guide and new-player consistency, I will have to recommend Okawaru. Don't worry; Oka is a very simple, very powerful, and very synergistic god.&lt;br /&gt;
&lt;br /&gt;
Okawaru is the god of honorable, physical combat. It rewards you with piety for killing enemies of high [[HD]] (monster level) compared to you. Piety is godly favor. You spend piety to use abilities which help you survive. Because of Okawaru's gimmick, your piety will rise somewhat faster than other &amp;quot;kill things for piety&amp;quot; gods(though easy monsters will scarcely provide any piety). Minotaurs have a -1 XP level aptitude, so there's a ''very'' slight synergy beyond meleelol. It's also convenient because tough enemies that you'd want to use abilities (which cost piety) for, will likely just give you the piety back.&lt;br /&gt;
&lt;br /&gt;
Okawaru might demand honor, but has no grievance against stabbing, poison, or any evil robo-tricks. Oka instead demands that you fight without any allies. All summoning spells, some Necromancy, and certain items simply won't function. You won't ever be casting spells as a Minotaur!Heavy Armour, so the worst losses are various item options. In exchange, it will grant some powerful abilities, and gifts (throwing ammo. and later weapons and armour).&lt;br /&gt;
&lt;br /&gt;
For now, all Okawaru does is limit your options. You can't even abandon it, as most gods are jealous and godly wrath is way too deadly to consider. Abilities will be covered as I unlock them, in the sections below. I obviously can't control for when you get enough piety, so scroll down or check Okawaru's page for more details. [[H%27s_Minotaur_Fighter_Guide#Heroism|Click for the next ability]].&lt;br /&gt;
&lt;br /&gt;
==Dungeon:5 - Dungeon:7==&lt;br /&gt;
&lt;br /&gt;
Alright, you get the drill.&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
Note that depths are estimates (as usual) using their base depth, and can appear earlier or later.&lt;br /&gt;
&lt;br /&gt;
* [[file:centaur_(monster).png]] [[Centaur_(monster)|Centaurs]] [D:5] are fast and shoot arrows from a distance. Fortunately, most monsters will not use a ranged weapon in melee, and centaurs don't usually have melee weapons. Hide behind a corner, charge the centaur, or use a scroll of fog (or scroll of butterflies) to close the gap.&lt;br /&gt;
&lt;br /&gt;
* [[file:water_moccasin.png]] [[Water moccasin]]s [D:5] are beefier and slightly faster adders. You should hopefully have a potion of curing. And even without, a lone snake should not be a threat to a D:7 Minotaur.&lt;br /&gt;
&lt;br /&gt;
* [[file:steam_dragon.png]] [[Steam dragon]]s [D:6] are the first dragons you'll come across. Their steam breath is actually quite painful, and they can attack from a distance. While it may not seem like it, the steam clouds will hurt you every turn. Thankfully, all dragons must catch their breath (-Breath) after a breath attack. Also, having [[fire resistance]] (rF+) will great reduces their breath damage (and make you immune to the steam clouds).&lt;br /&gt;
&lt;br /&gt;
:You might as well include [[acid dragon]]s here, which are the same type of threat. Acid dragons are beefier and have a max-42 damage breath, and are resisted by rCorr instead of rF+.&lt;br /&gt;
&lt;br /&gt;
* [[file:hornet.png]] [[Hornet]]s [D:7] are stupidly stupidly scary, fast, poisonous monsters. It's bad enough to fight hornets in an &amp;quot;average&amp;quot; battle, but what's worse is that they can paralyse - ''even with poison resistance''. Only poison immunity makes you fully immune to para. They can paralyse for 3 turns, and a hornet *alone* can deal up to 80 damage (+ poison) during that time.&lt;br /&gt;
:Thankfully they don't spawn up here very often... If you are forced to fight one, then use wands or curare (if possible) to take them out.&lt;br /&gt;
&lt;br /&gt;
* [[file:killer_bee.png]] [[Killer bee]]s [D:7?], as well as hornets, really make me regret using all my super scary warning points on adders and quokkas. Killer bees move twice as fast as the player, come in large packs (not this early??), and are ''relentless'' in their poison.&lt;br /&gt;
:If you're in a hallway, they're alright''ish''. But they are fast, so it's hard to run to a hallway.&lt;br /&gt;
:Things that work great vs bees &amp;amp; hornets: [[wand]]s (charming in particular is great vs bees), [[potion of lignification]] (gives rPois and high AC)&lt;br /&gt;
&lt;br /&gt;
==Heroism==&lt;br /&gt;
From my experience, you'll get Heroism 1-2 floors after gaining Okawaru. It's that quick.&lt;br /&gt;
&lt;br /&gt;
Heroism is Okawaru's 1* ability. Using it gives +5 to all physical skills. Considering that you're likely at the 10's at this point, that's a 50% skill increase. Now, damage doesn't work like that, but Heroism is still quite strong. Your skills will be 4-5 ''levels'' ahead, which should (in theory) let you take on out of depth enemies 4-5 levels ahead of you.&lt;br /&gt;
&lt;br /&gt;
''Use abilities early and often''. This is quite a difficult lesson to learn, but you need need ''need'' to respect it.&lt;br /&gt;
&lt;br /&gt;
Recent changes in [[0.30]] have made Heroism around 300% more expensive, so you can't spam Heroism as nearly as you used to. But piety is a renewable resource, while potions and scrolls aren't.&lt;br /&gt;
&lt;br /&gt;
===Skill Training===&lt;br /&gt;
When you get to 1* of piety, '''start training Invocations and set a skill target of 5'''. Heroism doesn't really require Invo training for a reasonable failure rate (~ 7% failure at 1* and 0 Invo), but it's very convenient because the next ability does warrant training. The skill also increases Heroism's duration to a more comfortable level. &lt;br /&gt;
&lt;br /&gt;
After you get Invo to 5, '''start training Throwing and set a skill target of 5'''. It'll be important later.&lt;br /&gt;
&lt;br /&gt;
[[H%27s_Minotaur_Fighter_Guide#Finesse|Click for the next ability, Finesse]].&lt;br /&gt;
&lt;br /&gt;
==Dungeon:8 - Dungeon:11==&lt;br /&gt;
With Heroism (hopefully) in-tow, you've officially reached the midgame! With a fair supply of identified consumables, you growing stronger in a relative level, a godly ability, and the choice between Dungeon, Lair, and Orc, and you should be a lot more comfortable from this point forward. The famous quote is, &amp;quot;Once you've entered Lair, you've won the game&amp;quot;, or something like that. Simply put, there's a lot more options to prevent bullshit from happening.&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
&lt;br /&gt;
* [[file:killer_bee.png]] [[file:hornet.png]] All the advice for these guys still applies, being perhaps more relevant here, where they are realistic to try and fight. Also killer bee packs.&lt;br /&gt;
&lt;br /&gt;
* [[file:unseen_horror.png]] If you are attacked by an [[invisible]] monster out of nowhere (they usually have to cast the Invisibility spell first), it is most likely an [[unseen horror]]. They are incredibly fast (3 turns for your 1) but are batty, meaning they retreat after going in. Best to get in a hallway if you're fighting, and swing in place with ctrl-direction. They can't open doors and their battyness will cause them to retreat from stair-adjacency if you wait a turn or so.&lt;br /&gt;
&lt;br /&gt;
* [[file:two-headed_ogre.png]] [[Two-headed ogre]]s [D:10] are ogres but double. They have two giant clubs and hit twice as hard. You can get two rounded. Otherwise, they are 10-speed (average speed) monsters with no special abilities or resistances.&lt;br /&gt;
&lt;br /&gt;
==Finesse==&lt;br /&gt;
Okawaru's second ability, unlocked at 4*, is Finesse. It ''doubles'' your attack speed. It is absolutely nuts in theory. The only caveats are that it doesn't stack with [[haste]], and that its somewhat high piety cost. There isn't too much to say; use this early on dangerous monsters!&lt;br /&gt;
&lt;br /&gt;
Once you've done training Throwing, '''train Invocations and set a skill target to 8'''.&lt;br /&gt;
&lt;br /&gt;
[[H%27s_Minotaur_Fighter_Guide#Duel|Click for the next ability, Duel]].&lt;br /&gt;
&lt;br /&gt;
==Why You Go to The Lair==&lt;br /&gt;
Or why to skip the late Dungeon! Or threat list (D:12 - D:13).&lt;br /&gt;
&lt;br /&gt;
The [[Lair]]'s entrance spawns from D:8 to D:11. While the [[hydra]]s and [[cane toad]]s aren't that fun, it is often the safer option of the three (Lair, Orc, Dungeon). In Dungeon, there's a few very dangerous monsters that could appear. So you'll often want to ignore D:12 (and even D:11, if possible) until completing Lair.&lt;br /&gt;
&lt;br /&gt;
* [[File:Occultist.png]] [[Occultist]]s know the [[Banish]] spell, which sends you to the deep dark [[Abyss]], where monsters way out of your league will continuously spawn, with no time to regen. You can use all your consumables there and still die. They are quite frail (as to be expected), but you never want to take this risk until you have to. Preferably you find Willpower+++ before fighting one, and throw your way to victory anyhow.&lt;br /&gt;
&lt;br /&gt;
*[[File:Ogre_mage.png]] [[Ogre magi]] (singular: [[ogre mage]]) know the [[Paralyse]] spell. If you've read the hornet section, you know paralysis can be instant death. Since ogre magi often come with (two-headed) ogre brethren, it's even more likely to be fatal.&lt;br /&gt;
&lt;br /&gt;
* [[File:Ugly_thing.png]] [[Ugly thing]]s are not that easy to face when first entering D:11, unless you have silver javelins already. It is the combination of damage and their slightly faster movement speed that makes them dangerous. If found in a pack, note that they'll waste turns mutating into different colours, meaning you can run away (though that does mean that there's a pack of ugly things you could re-encounter in an unfortunate situation).&lt;br /&gt;
&lt;br /&gt;
* [[File:death_knight.png]] [[Death knight]]s come with [[freezing wraith]]s and [[wraith]]s (which [[Slow]] you), and the former actually hits really hard if you are not resistant to cold. Death knights themselves also have [[Agony]] to halve HP. They also come with [[phantasmal warrior]]s which make you more vulnerable to Agony in the first place (''and'' hit hard).&lt;br /&gt;
&lt;br /&gt;
* [[File:skeletal_warrior.png]] [[Skeletal warrior]]s are just big stat sticks. They are melee only 10-speed tough guys, but even with Heroism + Finesse, they are tough to beat for a D:11 character. However if you complete Lair first, they aren't ''that'' difficult.&lt;br /&gt;
&lt;br /&gt;
If you find Lair on D:8 or so, you still may want to clear the Dungeon up to D:10 (as an arbitrary stopping point).&lt;br /&gt;
&lt;br /&gt;
==Lair of Beasts==&lt;br /&gt;
[[File:Lair entry.png]]&lt;br /&gt;
&lt;br /&gt;
The [[Lair]] is a pretty homely place. Branch overviews are going to get a lot shorter, as branches themselves are shorter than the Dungeon proper, and you can fight the &amp;quot;hardest&amp;quot; enemies on the first level. You are getting more and more powerful compared to the game (not just because of MiFi being OP, but because of the general level curve, and because you have more scrolls/potions/god abilities). It's a 5 level branch (6 in earlier versions). Don't go into any of the Lair's sub-branches right now.&lt;br /&gt;
&lt;br /&gt;
The Lair itself is much more open, with few of the distinctive hallways of the Dungeon. There are plenty of walls, though, and they are quite jagged. You can take advantage of diagonals in order to create faux hallways, and the animals are often too dumb to go around.&lt;br /&gt;
&lt;br /&gt;
Lair has 3 sub-branches. There will be a poison-themed branch ([[Spider's Nest|Spider]] OR [[Snake]]) and a water-themed branch ([[Shoals]] OR [[Swamp]]), along with [[Slime Pits|Slime]]. Don't go to any of these yet, but keep note of where they are. Once you find them, you can autotravel with '''G'''.&lt;br /&gt;
&lt;br /&gt;
Recommended: Poison resistance is helpful. Willpower, too.&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
*[[File:hydra.png]] '''[[Hydra]]s''' are the big bad of any Axe playthrough, if a bit overhyped. Axes cleave, which also cleave hydra heads, which causes the hydra to grow two more in its place. They are ''actually very powerful against any melee player'' at this stage of the game, but with some luck you'll have a few tools for them:&lt;br /&gt;
**Run away: Unless they are camping the only staircase, you can simply not fight them. Hydras are 10-speed enemies while on land.&lt;br /&gt;
**[[Throwing]]: Even with 0 natural Throwing skill, Heroism boomerangs can take half or more of a Hydra's HP. Javelins hit 1.0 delay at 10 skill, so you should aim for 5 skill before Heroism. With 10 (post-Heroism) skill, even boomerangs will severely weaken hydras before they get to you. You can still throw at melee range, but if the hydra's not at red HP then don't take the risk of going in melee with a hydra. Make sure to always always have an escape route planned early!! If you are forced to take that risk, make sure to have Finesse up, as well. Reminder to train Throwing to 5.0 if you got javelins.&lt;br /&gt;
**[[Flaming]] weapon: Flaming cauterizes the wounds, meaning the hydra will lose heads and won't grow them back. Hydras with 6+ heads are still scary to fight so... I wouldn't, not until you've done a few floors of Lair. Reminder to use Heroism.&lt;br /&gt;
**[[Potion of lignification]]: Drink the potion, take off your weapon, and fight. This potion prevents you from moving or even teleporting, but with just Heroism, tree form can take out a lone hydra. Be extra careful of other monsters coming in!&lt;br /&gt;
You also want to keep note of their heads; hydras naturally spawn with 4-8 of them. An 8-headed hydra hits twice as much as a 4-headed one!&lt;br /&gt;
&lt;br /&gt;
*[[File:Basilisk.png]] [[Basilisk]]s will [[Petrify]] you, which will lower EV and SH to zero and leave you helpless to monsters attacks. It takes a hot second to actually petrify, but you're slowed for the petrification process. Not too scary on their own, though imagine for a second, being helpless next to a hydra. A [[potion of cancellation]] will end Petrifying. [[Willpower]], if you have it, makes it less likely.&lt;br /&gt;
&lt;br /&gt;
*[[File:dream_sheep.png]] [[file:torpor_snail.png]] [[Dream sheep]] and [[torpor snail]]s both have irresistible debuffs. Dream sheep put you to [[sleep]], which gives monsters a free turn on you. Torpor snails slow you.&lt;br /&gt;
** Dream Sheep have more chances to sleep you the more of them are in sight, and they are pack animals. Use a [[scroll of fog]] and walls to make absolutely sure to avoid sleep, and keep to the hallways so that you don't take too many hits. &lt;br /&gt;
** You can charm torpor snails to slow enemies, though they have very high willpower. [[Scroll of vulnerability]] helps. If you don't have charm, both polymorph and paralysis wands stop them from slowing. &lt;br /&gt;
&lt;br /&gt;
*[[File:Cane_toad.png]] [[File:black_mamba.png]] [[Cane toad]]s are another fast, poisonous enemy. If you fight them right on hitting Lair:1, I would Heroism to make sure that you can actually fight one on one. Otherwise they aren't so much of a threat on their own. Same with [[black mamba]]s, though you usually fight them a bit later (and still use Heroism a little later). Much easier to fight with rPois, but it is not ''required'' per-se.&lt;br /&gt;
&lt;br /&gt;
*[[File:Death_yak.png]] [[Death yak]]s are mostly a humbleness check to people mindlessly tabbing. They are standard melee threats, though with high willpower. Weak to curare and/or throwing blunt weapons, and please don't fight more than one at a time (use the stairs!).&lt;br /&gt;
&lt;br /&gt;
*[[File:Skyshark.png]] [[Skyshark]]s are fast death yaks, which can get even stronger. If they hit you in a blood-filled form, they will gain [[might]], and then [[berserk]]. You really don't want to fight a berserk skyshark. If they haven't gone might/berserk yet, you can use a [[potion of lignification]] to counter them (trees don't have blood). Skysharks have somewhat low willpower, and not resistant to [[curare]]. &lt;br /&gt;
&lt;br /&gt;
*[[file:Catoblepas.png]] [[Catoblepas]] fire a piercing line of petrifying clouds. If you're standing on one and use your first turn moving away, then you will not get petrified. Beware of hallways! Animals will also walk into the petrifying clouds, making them easy pickings (the catoblepas itself is a fairly strong enemy).&lt;br /&gt;
&lt;br /&gt;
On a final note, you might want to skip the last floor of the Lair. Every branch has a &amp;quot;[[vault]]&amp;quot; on the final floor which is usually more difficult than the proceeding floors. Vaults are nonrandomized structures, though which one(s) you get is random. This is not to be confused with [[the Vaults]] branch.&lt;br /&gt;
&lt;br /&gt;
==Duel==&lt;br /&gt;
Duel is the last Okawaru ability, unlocked at 5*. It teleports you and 1 other monster, of sufficient threat, to Okawaru's special arena. There will be no other monsters, though your opponent can still [[summon]] allies.&lt;br /&gt;
&lt;br /&gt;
As of the most recent version:&lt;br /&gt;
* It restores 1/2 missing HP and MP (so if you had 50/100 HP, Duel restored to 75/100 HP), but resets your HP/MP after you kill the enemy.&lt;br /&gt;
* After you kill the enemy, it instantly exits you from the arena. ''Any monsters you left behind will then get a turn to hit you.''&lt;br /&gt;
* It does ''not'' reset status conditions like Heroism, Finesse, potion buffs, or teleport.&lt;br /&gt;
&lt;br /&gt;
Duel is relatively overpriced if you just use it in order to take out troublesome enemies - we already have javelins for that! &lt;br /&gt;
&lt;br /&gt;
Instead, one of the best uses of Duel is to &amp;quot;pause&amp;quot; a dangerous situation for a few turns. Target a weaker enemy, spend a few &amp;quot;free&amp;quot; turns in the arena getting Hero + Finesse + Haste + Might up, then exit super powered. In addition, you can prepare a Teleport just before killing the enemy if needed.&lt;br /&gt;
&lt;br /&gt;
Overall, Duel is very good for the extra time it gives you, just be careful of being hit on the way out.&lt;br /&gt;
&lt;br /&gt;
[[H's Minotaur Fighter Guide#6* Weapon / Armour Gift|Click for the 6* &amp;quot;ability&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Midgame Lull=&lt;br /&gt;
Once you have completed Lair, the game relaxes in difficulty for a while. The reason is that it ''used'' to be reasonable to complete Lair / D:15 / Orc in any order without issues. While the latter two have become harder since then, even now, the difference isn't that big. This means the other two branches will feel easy. You'll likely rack up 5* or even 6* of piety with Okawaru, which means you can use HeroFinesse more often, which means you are going to stock up on non-renewable consumables, in addition to Minotaur growths and the 6* equipment gifts. &lt;br /&gt;
&lt;br /&gt;
You can do Dungeon or Orc in either order without it mattering too much. I'll recommend doing Dungeon first, simply because most things in the Dungeon are less scary than an orc sorcerer's Paralyse. (Note that Orc also has more loot.)&lt;br /&gt;
&lt;br /&gt;
Recent updates were aimed at stopping the &amp;quot;entire-lategame-until-Zot-lull&amp;quot; (which experienced players did feel). Basically, don't get too comfortable with the ease of the next few branches. The [[rune]]-containing S-branches won't be as easy.&lt;br /&gt;
&lt;br /&gt;
==Late Dungeon==&lt;br /&gt;
Beware of paralysis threats like ogre magi!&lt;br /&gt;
&lt;br /&gt;
Recommended: [[Willpower]]+++ (if you have it), various resistance swapouts&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
See [[H%27s_Minotaur_Fighter_Guide#Why You Go to The Lair|Why You Go to The Lair first]]. Other than that...&lt;br /&gt;
*[[File:Slime_creature.png]] [[Slime creature]]s are very weak on their own, if you've completed Lair. However, they are unique in that they merge in closed spaces, such as a hallway. A fully merged slime can deal over a hundred damage per hit. As Axes cleave, just get them in an open area, and maybe stair dance them up.&lt;br /&gt;
&lt;br /&gt;
*[[File:Vaults_entry.png]] On D:13-D:14, you'll find the entrance to [[the Vaults]]. There's normally a bunch of scarier-than-normal enemies there, which are mostly deadly because they're so concentrated. With proper luring and awareness of escape routes/options, it shouldn't be too difficult. You can't enter the Vaults until you have at least one [[rune]], which by then you should be ready to go in.&lt;br /&gt;
&lt;br /&gt;
*[[File:Depths_entry.png]] On D:15, you'll find the entrance to [[the Depths]]. There's one or multiple out of ''depth'' enemies, like a [[fire giant]]. No need to clear if its too frightening. Don't enter Depths yet - it is one of the last branches you should be entering, unless you're doing the ''Lord of Darkness'' challenge.&lt;br /&gt;
&lt;br /&gt;
==Orcish Mines==&lt;br /&gt;
[[File:Orc entry.png]]&lt;br /&gt;
&lt;br /&gt;
[[Orc]] spawns from D:9 to D:12. Even though there'll be a lot of plain [[orc]]s, very easy at this point, you'll want to do Lair first. Many of the threats (in the usual place, below) are tougher than what the Lair has in store, and also have ranged attacks.&lt;br /&gt;
&lt;br /&gt;
Orc is incredibly open (less walls than Lair), leaving you vulnerable to the [[orc priest]]s and other ranged attacks in stow. If you haven't found/recieved a [[broad axe]] yet, orcs are likely to be holding one.&lt;br /&gt;
&lt;br /&gt;
The Mines also house a ton of gold and four separate [[shop]]s to spend it on.&lt;br /&gt;
&lt;br /&gt;
Recommended: [[Willpower]]+++&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
* [[File:orc_sorcerer.png]] [[Orc sorcerer]]s are the main reason you do not want to do Orc before Lair. Orc Sorcs inflict Paralsze, much worse than Petrify (being instant and not giving damage reduction). Also their magic attacks hurt - at least if you don't have resistances to both Fire and Negative Energy. In addition, they can summon the 104 damage/turn [[sixfirhy]], *another* huge threat. Remember to throw javelins, if you got them, though you can get away without Heroism.&lt;br /&gt;
&lt;br /&gt;
* [[File:Stone_giant.png]] [[File:ettin.png]] These are the &amp;quot;out of depth&amp;quot; spawns for Orc, and they are the other reason why to do Lair first. [[Stone giant]]s hit really hard from their [[large rock]]s (max. 65 damage; 45 base damage, +20 from the large rock). [[Ettin]]s are suped up two-headed ogres that can deal 90 damage per round before weapons, or 130 damage per round after them. For comparison, an 8-headed hydra deals up to 144 damage, but that number is reduced 8 times by AC, has to high roll 8 times in a row, and you'll normally face hydras with less than 8 heads.&lt;br /&gt;
&lt;br /&gt;
* [[File:orc_high_priest.png]] [[Orc high priest]]s still have smiting but also summon demons. This includes the [[Neqoxec]], which can inflict ''permanent'' [[Malmutate]]s on you, along with other physically tough monsters. Smiting alone sucks when you are getting swamped by orcs/demons. The ultra-fast [[Sixfirhy]] and the fact that the priest needs to actually spawn demons in the first place means that you should take them on as quickly as possible, instead of running away.&lt;br /&gt;
&lt;br /&gt;
* [[File:Kobold_blastminer.png]] I don't think [[kobold blastminer]]s are ''that'' much of a threat, but they're worth explaining. They are ranged enemies, but hit hard in close range with the [[Bombard]] spell (not silenceable). Plus, Bombard knocks them back a tile, making them hard to chase. Try to use throwing or a wand of polymorph to take 'em out if you can afford to.&lt;br /&gt;
&lt;br /&gt;
Also, I would be careful of being pelted by a bunch of ranged enemies all at once, especially if there's an [[orc knight]] or [[orc warlord]] in play.&lt;br /&gt;
&lt;br /&gt;
==Rune Branch Prep==&lt;br /&gt;
With the 2nd floor of Orc completed, you'll have free reign over its four shops. You might want to use '''ctrl-F''' on everything: plate armour, dragon scales, axes, scroll, potion, gold... Who knows, you might've missed a [[ghost vault]] or a pile of items lying from your orcish massacre. It's also a good time&lt;br /&gt;
&lt;br /&gt;
===Shopping Trip===&lt;br /&gt;
Hopefully, there's things that you can buy/ctrl-f:&lt;br /&gt;
* '''Emergency items''': Includes [[Scrolls of blinking]], [[scroll of teleport]], [[potion of haste]], [[potion of heal wounds]], [[potion of cancellation]]. These should be your first priority, never a bad idea. You want [[potions of curing]] for [[Spider's Nest|Spider]].&lt;br /&gt;
* '''Poison resistance''': This is most often found on the [[ring of poison resistance]]; don't take any body armour lighter than [[swamp dragon scales]]. rPois is useful in [[Spider's Nest|Spider]] and [[Snake]], and useful against swamp dragons/swamp drakes in [[Swamp]].&lt;br /&gt;
* '''Willpower''': So that you don't instantly die. Will+++ is practical, Will++++ is enough. Don't use the body armour slot unless its [[plate armour]], and don't use any weird weapons or negative artefacts. Otherwise prioritize getting enough willpower quickly. While there aren't many Will-related threats in the S-Branches, is is recommended for just about every branch afterwards.&lt;br /&gt;
* '''Equipment''': If you haven't found one already, [[broad axe]], [[kite shield]]/tower, amulet (see [[H%27s_Minotaur_Fighter_Guide#Items_.26_Gear|Items &amp;amp; Gear]] for what to prioritize).&lt;br /&gt;
* '''Flight''': A permanent source of it, namely the [[ring of flight]]. Useful in the watery [[Swamp]] and [[Shoals]]; while you still can't outrun most aquatic creatures, at least you'll be avoiding the attack penalty of water.&lt;br /&gt;
* '''Electricity resistance''': Quite the rare resistance, as there's no ring dedicated to it. Take artefacts without too much bad qualities on them (no handaxes or rF--) or the not-common [[storm dragon scales]]. There are a few dangerous elec enemies throughout the game and you'll want a source of it.&lt;br /&gt;
* '''Other resistances''': rCold is good for Spider. rFire decent for Snake and Swamp, rCorrosion useful for Spider and Swamp. A [[scarf]] of [[repel missiles]] is good for Shoals and Elf.&lt;br /&gt;
* '''Strategic items''': [[scrolls of enchant armour]] / [[scroll of enchant weapon | weapon]] and a [[scroll of brand weapon]].&lt;br /&gt;
* '''Artefacts''': Artefacts of equipment you'd use anyway with high enchantments, no vulnerabilities, and no *Slow / -Tele are good to grab eventually. They are usually expensive, though.&lt;br /&gt;
* '''Overpriced garbage''': [[Scrolls of acquirement]] are pretty much gambling; the worst you can get is a smaller pile of gold than you started with, though there are very good items too. [[Manual]]s are often too expensive even with Orcish gold under your belt. XP-based [[evocable]]s (box of beasts, lightning rod...) are also very expensive but can be useful.&lt;br /&gt;
&lt;br /&gt;
===Skill Training===&lt;br /&gt;
By now, you should've reached the skill target for Axes, 18.0. This opens up skill training into a few side skills that you may or may not need:&lt;br /&gt;
*'''Throwing''' to 10.0. Getting natural 1.0 delay javelins is pretty good, and extra damage is always useful.&lt;br /&gt;
*'''Invocations''' to 12.0 - 13.0. This gets the '''Duel''' ability up and running. &lt;br /&gt;
*'''Evocations''' to 8.0. While I said to ignore this skill earlier, specific skill training doesn't really matter as much anymore. As monsters have stupid high will, wands become less and less useful even with this amount of training. However, many monsters ([[moth of wrath]], [[death cob]], most animals) are still vulnerable to hex effects, and a [[scroll of vulnerability]] boosted wand can even take out quite a few uniques. Just beware of uniques with paralysis themselves.&lt;br /&gt;
&lt;br /&gt;
There's really no rush for any of these skills. You'll want Throwing 10.0 by ''some'' point in the game, but the others can be forgone completely.&lt;br /&gt;
&lt;br /&gt;
== Evocables ==&lt;br /&gt;
By now you may have found some [[evocable]]s, items with special effects that recharge with XP. You may even find some in the shops. Now here's my section on explaining them. Like wands not all of them appear in any one game.&lt;br /&gt;
&lt;br /&gt;
In the current version (0.33) you can find multiple copies, and each copy found increases the enchantment (decreasing recharge time).&lt;br /&gt;
&lt;br /&gt;
*[[File:Lightning rod.png]] [[Lightning rod]]: Fires a bolt of electricity; evoking it in successive turns strengthens the bolt and lets you sweep it over an area&lt;br /&gt;
&lt;br /&gt;
*[[File:Phial of floods.png]] [[Phial of floods]]: Deals damage, then, even if it misses, creates water in a small area. Any enemy in the area (even if there was already ater) that isn't immune to drowning will be silenced, preventing them from using spells. Pro tip: aim the phial and press '''.''' to fire, so that the phial always has the silence effect.&lt;br /&gt;
*[[File:Gell's gravitambourine.png]] [[Gell's gravitambourine]] pulls enemies into a selected point and deals slight collosion damage. Useful for creating space, retreating, and gret with a [[scroll of immolation]].&lt;br /&gt;
&lt;br /&gt;
*[[File:Tin of tremorstones.png]] [[Tin of tremorstones]]: Creates multiple 5x5 explosions of shrapnel, centered 2-4 tiles from the player, trying to center itself around the biggest mass of enemies. Very accurate, it's great at killing swarms of low AC / high EV enemies, like bees, spiders, and deep elves.&lt;br /&gt;
*[[File:Condenser vane.png]] [[Condenser vane]]: Attempts to create harmful [[cloud]]s in a 3x3 area around each enemy, often poison at low levels. Not guaranteed to make a cloud, and never creates clouds on your tile. It always creates a minimum of 1 cloud. Therefore, at low Evocations, it's best used in killhole scenarios (when you can only see 1 enemy, and the 3x3 area is blocked off except for the enemy's tile and your tile). At high Evocations, it can work as a crowd control tool.&lt;br /&gt;
&lt;br /&gt;
*[[File:Phantom mirror.png]] [[File:Sack of spiders.png]] [[File:Box of beasts.png]] The [[phantom mirror]], [[sack of spiders]], and [[box of beasts]] each create allies, which is useless for Okawaru followers, but very useful otherwise.&lt;br /&gt;
&lt;br /&gt;
==6* Weapon / Armour Gift==&lt;br /&gt;
By now you may or may not be at 6*, and have access to the Okawaru gifts. Previously, Okawaru would gift armour and weapons over time. As of [[0.31]] these have been replaced with a one time gift, though this gift if usually of good quality. You'll likely get [[artefact]]s, so here's what I find is most important:&lt;br /&gt;
&lt;br /&gt;
'''Weapon''':&lt;br /&gt;
*The most important thing is to have no ''terrible'' properties. *Rage, *Slow, and *Silence are terrible.&lt;br /&gt;
*The second most important thing is base type, enchantment, and brand - things that are actually important to weapons. You want a [[broad axe]] with high enchantment. A +3 non-artefact broad axe is better than a +3 artefact broad axe {venom, Str+2}, since you can enchant the former to +9.&lt;br /&gt;
*The third most important thing are the side properties. Small strength/dexterity bonuses are not that important.&lt;br /&gt;
*If you already have an endgame broad axe, you might want an item with good resistances, even if it's useless as a weapon. E.g. if you already have [[Arga]], a +1 hand axe {rElec} is good because having rElec as an option is useful if you want to retreat.&lt;br /&gt;
&lt;br /&gt;
'''Armour''':&lt;br /&gt;
*As above, the first most important thing is to not have terrible properties like *Rage.&lt;br /&gt;
*If there's a body armour with high defense, and you don't already have good body armour, pick the thing with the highest AC. Usually, the heavier. the better: highly enchanted plate armour, gold dragon scales, etc. are the dream. A +12 chain mail is better than a +1 gold dragon scales, though.&lt;br /&gt;
*If there's no body armour that offers a ''big'' improvement from what you have, pick:&lt;br /&gt;
**An auxiliary armour slot (boots, hat, shield etc.) with useful resistances and/or high enchantment. +1 boots {Will++} &amp;gt; +2 cloak of willpower &amp;gt; +4 boots {Str+1} &amp;gt; +2 plate armour. (If you don't have at least will+++ yet.)&lt;br /&gt;
**A highly enchanted [[tower shield]]. If there's a tower shield &amp;amp; aux slot, and both have useful resistances, prefer the shield (shields are harder to come by).&lt;br /&gt;
&lt;br /&gt;
=S-Branches=&lt;br /&gt;
With Lair, Orc, and Dungeon done, the only place left to go is the Lair branches. They all start with the letter S, hence the name &amp;quot;S-Branch&amp;quot;. Three of them will spawn in any particular game; use '''ctrl-o''' to see all of them.&lt;br /&gt;
&lt;br /&gt;
To be honest, I'm not terribly sure about the order nowadays. It ''used'' to be Swamp first -&amp;gt; Snake/Spider -&amp;gt; Shoals last but then Swamp got buffed and Spider got buffed and Shoals is still hard as ever...&lt;br /&gt;
&lt;br /&gt;
The order I'll suggest as of the current version is: Snake/Spider -&amp;gt; Swamp/Shoals, from first to last. This is completely arbitrary order, but this the order I'll list 'em in. '''Don't do Slime.'''&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
* An option you can do is to do the first 3 floors of a branch, then go to the other S-Branch branch. This isn't required, but the last floor of each branch contains a &amp;quot;rune [[vault]]&amp;quot;, often harder than the rest of the branch.&lt;br /&gt;
* Don't underestimate the branch ''entrances'', either - entering can (potentially) be more difficult than the next 3 floors. You can enter with enemies on all sides of you, making the situation tricky. Not even the stairs up are always safe, since each branch has a way to pull you off stairs:&lt;br /&gt;
**'''Snake''' - [[List of nagas|Nagas]] and [[anaconda]]s in melee can [[constrict]] you, you need to escape constriction to move or climb back up. A [[scroll of blinking]] won't always get you out; it only counts as 2 escape attempts, and if one fails, the scroll is wasted. [[Teleport]] works as normal.&lt;br /&gt;
**'''Spider''' - [[Jumping spider]]s in melee can [[web]] you; you need to break out in order to move or attack. (Blink always gets you out, though.)&lt;br /&gt;
**'''Swamp''' - [[Swamp worm]]s can pull you off stairs, straight into unexplored territory. &lt;br /&gt;
**'''Shoals''' - [[Merfolk siren]]s can [[Mesmerise]], preventing you from moving away from it. Also, [[wind drake]]s can blow you off, and common merfolk can have [[net]]s (which work like webs).&lt;br /&gt;
&lt;br /&gt;
==Snake==&lt;br /&gt;
[[Snake Pit|Snake]] is ''mostly'' generated like the Dungeon, though lacking in a few layouts. This means its the only Lair branch with ''hallways''. Savour that, because the rest of the game is lacking. Snake is filled with human-snakes (nagas, slower than average) and snake-snakes (faster). You can run away from the former but not the latter. Most nagas constrict you in melee, which prevents movement, reduces EV, and even has a chance to stop blink.&lt;br /&gt;
&lt;br /&gt;
Recommended: rPois &amp;lt;br&amp;gt;Rec. Swapouts: rF+, scarf of [[repulsion]], rElec&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
*[[File:Guardian_serpent.png]] [[Guardian serpent]]s are easily the scariest enemy in the entire branch. Blinks enemies in ''its'' sight to surround you, which could suddenly teleport 6 monsters right next to you (they don't get to attack the turn they are teleported though). Even with Axes in your possesion, go all out with Throwing and Oka buffs, and all out with '''everything''' if you get surrounded.&lt;br /&gt;
*[[File:Nagaraja.png]] [[Nagaraja]] are the biggest naga. That's about it. Not terribly hard when you are buffed, though they can Haste and actually outrun you.&lt;br /&gt;
*[[File:Shock serpent.png]] [[Shock serpent]]s have fairly high electric damage, and hurt you if you attack when you are close enough. Attacking from &amp;gt;= 4 tiles away means you won't take discharge damage. Vulnerable to hex wands.&lt;br /&gt;
*[[File:Naga sharpshooter.png]] [[Naga sharpshooter]]s hit hard from afar. ~50 damage from full screen range, they can also shoot through monsters thanks to Portal Projectile. A single sharpshooter isn't tough once in melee (though, unlike centaurs, they can fire bows in melee), and you can also walk away. But a squad of sharpshooters can deal big damage if you aren't careful.&lt;br /&gt;
*[[File:Anaconda.png]] [[Anaconda]] are fast, and the only snake-snake with constriction. Not that tough for a well-armed Minotaur (different story for casters!) but can be annoying.&lt;br /&gt;
&lt;br /&gt;
==Spider==&lt;br /&gt;
[[Spider's Nest|Spider]]'s layout generates much like the Lair proper; quite open, but not nearly as much as the watery branches, with many faux hallways around. Which you'll likely need to use, considering the massive swarm of spiders. Many (but not all) threats are weak to poison, and very few are immune to [[curare]] - this is the best place for those [[dart]]s and I would use them over boomerangs. Also most spiders can't see [[invisible]], so it's a good  anti-swarm &amp;quot;emergency&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
'''Recommended:''' rPois&lt;br /&gt;
&amp;lt;br&amp;gt;Rec. Swapouts: rC+(+), rCorr, rN+&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
*[[File:Jorogumo.png]] [[Jorogumo]] are an uber-threat, an upgraded [[hornet]]. They have the same paralysis poison melee as hornets, but can trap you in [[web]]s and deal high damage (3d20) at range. These are not fair enemies!&lt;br /&gt;
*[[File:Ghost moth.png]] If you find an invisible thing in Spider, it's most likely a [[ghost moth]]. These things are ''nasty'' in melee combat and inflict [[stat drain]], which can cause the extremely detrimental [[stat zero]] if intelligence (or another stat) hits 0. They'll also drain your [[MP]] which prevents you from using god abilities. They also can't see invisible, for what it's worth.&lt;br /&gt;
*[[File:Entropy weaver.png]] Even with rCorr, an [[entropy weaver]]'s Corrosion stacks up very quickly. Not terrible to face in melee if you haven't been corroded much, but watch the status bar!&lt;br /&gt;
*[[File:Spark wasp.png]] [[Spark wasp]]s hit like a truck, especially without rElec, and can zap to go in front of/behind you instantly. They don't appear often outside of Spider:4's rune vault, though. Use [[wand]]s if you have the training for them.&lt;br /&gt;
*[[File:Moth of wrath.png]] [[Moths of wrath]] inflict the incredibly strong [[berserk]] status... on other monsters. Don't underestimate ''anything'' with it, even the weakest spiders can wreck house. Target moths of wrath with javelins, [[scroll of fear|fear]] them, or just get the hell away. Don't go in melee unless you are sure that no monsters will come in. They can also berserk you, and berserk prevents almost all item usage.&lt;br /&gt;
*[[File:Pharaoh ant.png]] [[Pharaoh ant]]s deal high melee damage without rN+, but are very frail. But if you kill the ant before other spiders, you'll create spider [[simulacrum]]. Simulacrum are extremely nasty without rC+.&lt;br /&gt;
*[[File:Radroach.png]] [[Radroach]]es' Irradiate hits hard and contaminates you. Mutations bad! Thankfully they won't Irradiate if another monster is next to them.&lt;br /&gt;
*[[File:Jumping spider.png]] [[Jumping spider]]s are not really threats on their own, but their melee attacks can trap you in a [[web]], preventing you from moving or going up stairs.&lt;br /&gt;
*[[File:Broodmother.png]] [[Broodmother]]s summon spiders constantly (inc. jumping spiders), so it's pretty easy to get swarmed. Not ''too'' difficult in a choke, but be prepared to teleport if things get hairy.&lt;br /&gt;
&lt;br /&gt;
Finally, make sure you don't get swarmed! Getting swamped by the 'common' spiders is how you'll most often die here. A scroll of fear is effective against everything but pharaoh ants, simulacrum, and ghost moths. A scroll of poison is also effective against everything but pharaoh ants, simulacrum, ghost moths, and emperor scorpions.&lt;br /&gt;
&lt;br /&gt;
==Swamp==&lt;br /&gt;
One of the scariest places in [[Swamp]], for me, is the entrance. [[Swamp worm]]s can yank you out of the entrance, immediately towards a swarm of monsters. Since there's only one entrance, if you go back up, you'll have to go down to said swarm of monsters. From Swamp:2, you'll have access to a long sought tool: 3 different downstairs.&lt;br /&gt;
&lt;br /&gt;
Other than that, it's a very open branch. It has extremely few hallways, so open Axe combat and stair dancing are nice tools to have.&lt;br /&gt;
&lt;br /&gt;
'''Recommended:''' Willpower+++, Flight&lt;br /&gt;
&amp;lt;br&amp;gt;Rec. Swapouts: rF+, rPois, rCorr&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
*[[File:Fenstrider witch.png]] [[Fenstrider witch]]es inflict [[paralyse]]. What else is to say? (This paralysis checks [[willpower]])&lt;br /&gt;
*[[File:Shambling mangrove.png]] [[Shambling mangrove]]s constrict you from afar, which prevents movement. They also release hornets, which inflict paralyse. What else is to say?&lt;br /&gt;
*[[File:Swamp worm.png]] [[Swamp worm]]s pull you closer to them, which can also pull you next to a lot of other monsters. [[Tree Form]] prevents the pull (but also prevents you from moving at all). If you're pulled into a dangerous situation, ''treat that situation with respect''.&lt;br /&gt;
*[[File:Will-o-the-wisp.png]] [[File:Swamp dragon.png]] [[Will-o-the-wisp]]s fall easily to javelins/boomerangs, however, they hit fairly hard if you don't have rF+, though. [[Swamp dragon]]s hurt without rPois.&lt;br /&gt;
*[[File:Bunyip.png]] [[Bunyip]]s deal up to 120 damage in melee, before AC. Ouch, that really hurt! Their damage is done through 3 attacks.&lt;br /&gt;
*[[File:Hydra.png]] [[Hydra]]s still regrow heads, but now you should be noticeably stronger than in Lair. If this is your 2nd rune branch, you can easily plow them with Heroism even without Flaming (just not in a large group, and maybe with Finesse). With flaming, you shouldn't worry about them, except for their fast swim speed.&lt;br /&gt;
&lt;br /&gt;
*[[File:the Lernaean hydra.png]] [[The Lernaean hydra]] is a 27-headed hydra that sometimes appears on Swamp:4. It can't see invisible and is frail enough to die to the holy HeroFinesse Javelin (so long as you start attacking when it's at full-screen range. The hydra's fast swim speed means that you can't run away - you gotta be ''prepared'' to take it on. Note that invisibility doesn't work if you are in water while not [[flying]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shoals==&lt;br /&gt;
[[Shoals]] is even more open than the Swamp. There's no walls and not even trees, just deep water - as you should expect, most enemies can swim just fine in it. The challenge comes from a pelt of bullets, tridents, and [[net]]s with enemies that swim much faster than you.&lt;br /&gt;
&lt;br /&gt;
'''Recommended:''' Will+++, Flight, [[repulsion]]&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
*[[File:Merfolk javelineer.png]] [[Merfolk javelineer]]s fire javelins. Javelins ignore shields completely, so they'll hurt a lot.&lt;br /&gt;
*[[File:Water nymph.png]] [[Water nymph]]s have Waterstrike, which is basically the equivalent of 3 Smites, but it can only hit if you're in/on/above a water tile. They ''also'' have a 1-tile aura of water around them, which will cover up stairs if the nymph is adjacent. In addition, for some ungodly reason, they can teleport to any water tile in its sight.&lt;br /&gt;
*[[File:Wind drake.png]] [[Wind drake]]s can push you off the stairs and have Airstrike, which is almost as strong as Waterstrike, but can be used anywhere. Airstrike becomes weaker when you are adjacent to &amp;quot;filled&amp;quot; tiles (wall, monster, etc.), but that's very hard to take advantage of in Shoals.&lt;br /&gt;
*[[File:Merfolk aquamancer.png]] [[Merfolk aquamancer]]s have a 3d20 Primal Wave; ouch, that's even stronger than Waterstrike.&lt;br /&gt;
*[[File:Formless jellyfish.png]] [[Formless jellyfish]] have paralysis... you know the drill. It's only for 1 turn, but one turn paralysed next to a crowd of enemies can mean death. Oh, they also constrict.&lt;br /&gt;
*[[File:Satyr.png]] [[Satyr]]s have the [[Sleep]] spell; losing a turn to sleep isn't great when an army of [[faun]]s are shooting at you. They also hit moderately hard with their bow, roughly the same as naga marksmen, and they'll often come with a group of fauns.&lt;br /&gt;
*[[File:Alligator snapping turtle.png]] [[Alligator snapping turtle]]s are mostly tab checks; simple reaching dudes with high stats.&lt;br /&gt;
*[[File:Water elemental.png]] [[Water elemental]] can inflict Engulf, which prevents god abilities and scrolls. Not terrible by themselves - you can move a tile to end engulf.&lt;br /&gt;
&lt;br /&gt;
A lot of the threat comes from the fast-swimming swarms of ranged foes (in an extremely open branch), not any one specific enemy. Multiple [[merfolk]] with tridents, with ranged [[faun]]s/javelineers and [[merfolk impaler]]s in the back, all suck to fight. They'll all hit you at once, while your axe can't because tridents can attack from behind enemies. Also [[merfolk siren]]s inflict [[Mesmerise]], which you need to teleport or break line of sight to end. This isn't to say that Shoals isn't hard, but its not complicated.&lt;br /&gt;
&lt;br /&gt;
=The Lategame=&lt;br /&gt;
We're close. &amp;quot;Lategame&amp;quot; in this guide comprises of Vaults, Elf, Depths, and Slime, and getting the third or even fourth rune.&lt;br /&gt;
&lt;br /&gt;
It's the midgame lull, but again. There's an increase in difficulty, but not as high as the S-branches. At this point, many characters will be decked out with equipment, piety is plentiful, and most characters end up being ahead of the &amp;quot;curve&amp;quot;, in comparison to the earlier parts of the game. There's things that can kill you, but this happens more because of not paying attention rather than unfair RNG or monsters being tough. Descriptions from this section onwards are gonna get even more terse, at least until we get to Slime. Just watch if you health gets too low.&lt;br /&gt;
&lt;br /&gt;
[[Elven Halls|Elf]] won't be covered here, mostly out of laziness than anything. Watch out for max damage roll elves, and use hallways.&lt;br /&gt;
&lt;br /&gt;
==Vaults: 1-4==&lt;br /&gt;
Not much prose here. Don't enter Vaults:5 yet, which is surrounded by heaps of guards and endgame level monsters, especially as vault wardens can lock out the stairs up. &lt;br /&gt;
&lt;br /&gt;
'''Recommended:''' Will+++, rC+, scarf of repulsion&lt;br /&gt;
&amp;lt;br&amp;gt;Rec. Swapouts: rElec, rF+&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
*[[File:Vault warden.png]] [[Vault warden]]s lock staircases and doors, meaning you can't travel through them. They can die to javelins but aren't *that* frail. Mostly dangerous on the aforementioned Vaults:5, as teleport still works just fine (though might send you to unexplored floor, as usual).&lt;br /&gt;
*[[File:Ironbound frostheart.png]] [[Ironbound frostheart]]s hurt quite a lot; they target any tile adjacent (remember diagonals) to walls. Manageable with rC+/rC++, and manageable (on its own) without. A frostheart's presence makes corridors more dangerous, though.&lt;br /&gt;
*[[File:Ironbound thunderhulk.png]] [[Ironbound thunderhulk]] are similar to frosthearts, but with rElec, which is rarer to find a resistance for. Their special gimmick is that they can't hit you if you are 2 or fewer tiles away; it's otherwise a stronger version of smite/Waterstrike.&lt;br /&gt;
*[[File:Ironbound convoker.png]] [[Ironbound convoker]]s take 3 turns in order to bring in a pack of allies from another area. ''Warning'' - these monsters can attack immediately after being teleported. It can be stopped with a [[phial of floods]] or a [[scroll of silence]] or a wand of paralysis/polymorph. Alternatively, if the monsters are confined to a hallway, is mostly fine (just beware of frosthearts).&lt;br /&gt;
*[[File:Vault sentinel.png]] [[Vault sentinel]]s inflict [[Mark]], just like an [[alarm trap]] without the noise. Vaults is big enough where ''all'' monsters aren't likely to wake up and chase you, but it might get a bunch of them. Even Will+++ won't drop it to 1%.&lt;br /&gt;
* [[File:Crystal guardian.png]] [[Crystal guardian]]s inflict Fragile (+50% damage taken) and often come with dangerous enemies (namely [[peacekeeper]]s, which are not easy for a fresh V:1 character).&lt;br /&gt;
*[[File:Yaktaur captain.png]] [[Yaktaur]]s (and even [[centaur warrior]]s) aren't fun to approach. They are simply stronger centaurs, but without two of: a good shield / repulsion / reflection, they actually hurt quite a bit. Do what you would centaur.&lt;br /&gt;
&lt;br /&gt;
==Depths==&lt;br /&gt;
Depths is the Dungeon, 2 (not to be confused with D:2). There's a lot of enemy variety, though many are just popcorn at this point. There's still things that can kill you&lt;br /&gt;
&lt;br /&gt;
'''Recommended:''' Will+++, rF+, rC+&lt;br /&gt;
&amp;lt;br&amp;gt;Rec. Swapouts: rElec, rCorr&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
*[[File:Alderking.png]] [[Alderking]]s can [[constrict]] you, then if you're in range 2, inflicts [[torment]] while healing themselves. Both abilities are big threats on their own, and together they make for a very threatening enemy. Lignification can make yourself immune to torment.&lt;br /&gt;
*[[File:Wyrmhole.png]] [[Wyrmhole]]s are strong enemies that inflict the hostile Tele status that teleports you near hostile monsters. This is very dangerous if it goes through; reading a [[scroll of teleport]] clears their Tele status.&lt;br /&gt;
*[[File:Caustic shrike.png]] [[Caustic shrike]]s are the killer bees (hornets, water mocassins) of Depths, coming in fast in swarms and just having really high stats. Bring rCorr as it stacks up really quickly, and hopefully fight them one at a time. As of 0.28, they can't see invisible, so use a potion of invisibility if need be. They also aren't resistant to poison, so a scroll of poison will work well.&lt;br /&gt;
*[[File:Juggernaut.png]] [[Juggernaut]]s move incredibly quickly, and hit (slowly) for a ton of damage per strike. Thankfully, they are still weak to  [[curare]]. Curare + Heroism should be fine with heavy armour. Heroism + Finesse can also take them out.&lt;br /&gt;
*[[File:Walking crystal tome.png]] [[Walking crystal tome]]s summon spells that deal 3d40 ''each'', and it casts 2 spells at once. Block the spells with some mob or something and rush it down ASAP.&lt;br /&gt;
*[[File:Fire giant.png]] [[File:Frost giant.png]] [[File:Spark wasp.png]] These guys are mostly just resistance checks (rF for [[fire giant]], rC for [[frost giant]], rElec for [[spark wasp]]s). If you don't have 'em, they are still manageable if they are alone, even without Oka buffs, just surprisingly dangerous more than anything.&lt;br /&gt;
&lt;br /&gt;
==Third (and Fourth?) Rune==&lt;br /&gt;
You need 3 runes to enter the [[Realm of Zot]]. We've already got two, so one more is required for entry. There are three realistic options for the third rune:&lt;br /&gt;
&lt;br /&gt;
*[[Slime Pits|Slime]] is the ''most consistent'' of the 3 branches. It's reliant on one of a few &amp;quot;tricks&amp;quot; to beat [[the Royal Jelly]]. While TRJ is tough, most of Slime's challenge comes from the single TRJ encounter, which is much easier to prepare for than the other options.&lt;br /&gt;
*[[Vaults]]:5 is the ''most simple'' of the 3. It starts out hectic, but as soon as you can &amp;quot;stabilize&amp;quot; (i.e. get to a safe spot in the corner to regenerate safely in), then it becomes fine. Raw strength is rewarded here more, I feel. It's also the only third rune that happens to avoid any [[mutation]] risk.&lt;br /&gt;
*[[Abyss]] is the ''most RNG'' of the 3. Monsters spawn randomly, the rune spawns randomly. In recent versions, you'll know where the rune location is. On the plus side, it can often be one of the fastest runes, and once you're in the rune chamber, its fairly easy with spare scrolls of blinking and a few buff potions.&lt;br /&gt;
&lt;br /&gt;
The other big factor is that both Slime and Vaults are loaded with treasure, while the Abyss has nothing. Treasure is often good, so this guide will cover both non-Abyss runes in greater detail. You may want to get both Slime and Vaults if you are confident you can do them both.&lt;br /&gt;
&lt;br /&gt;
==Slime:1-4==&lt;br /&gt;
[[Slime Pits|Slime]]:1-4 is mostly set dressing. Slimes aren't worth much XP, and no items ever spawns. So when considering the large [[mutation]] threat, what most people do is dive floors 1-3 as soon as they kill all monsters in sight. Floor 4 is more important to clear; you'll want safe escape routes against the boss on Slime:5, so clear Slime:4 to make escaping from Slime:5 safer.&lt;br /&gt;
&lt;br /&gt;
One of the most useful things to do is '''stay on the up stairs'''. Stairdancing works well, as the main threats are the masses of slimes and stacking corrosion. Both which won't matter if you can go up, kill 8 slimes, rest, and repeat. Watch out for the notable threats even more than usual, as they are specifically designed to make stairdancing not perfectly safe. Most aren't very common, though.&lt;br /&gt;
&lt;br /&gt;
Slime is covered in acidic walls which will inflict [[corrosion]] if you stand on them. Note that the corrosion wears off the moment you step away from the wall. The branch also has plenty of separated areas, which can often be annoying (esp. on Slime:4).&lt;br /&gt;
&lt;br /&gt;
'''Recommended:''' rCorr, Will+++(+), rC+&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
*[[File:Shining eye.png]] [[Shining eye]]s inflict bad mutations on you. Kill them as quickly as humanly possible. Use silver javelins. Shining eyes can't inflict you if monsters are in the way, but javelins pierce just fine. You don't want bad mutations.&lt;br /&gt;
*[[File:Quicksilver ooze.png]] [[Quicksilver ooze]]s engulf you, preventing you from using scrolls and godly abilities if you don't move. Not a threat on your own, but losing blink scrolls as an option is incredibly scary if you're already close to dying.&lt;br /&gt;
*[[File:Rockslime.png]] [[Rockslime]]s trample you, just like [[elephant]]s and their ilk. They are also fast and not ''complete'' pushovers in melee (mostly a threat in groups). One of the higher priority to javelin before they get in melee. Keep in mind that you can't be moved if the rockslime would push you to a space already occupied by a monster.&lt;br /&gt;
*[[File:Glass eye.png]] [[Glass eye]]s inflict Fragile, which causes you to take +50% damage from everything (rounded down). Please watch out!&lt;br /&gt;
*[[File:Formless jellyfish.png]] I mentioned them in the Shoals section, but as [[formless jellyfish]] are an enemy that inflicts paralysis, be careful.&lt;br /&gt;
&lt;br /&gt;
If you don't have Will+++(+) yet, watch out for [[golden eye]]s and their potentially permanent-[[confuse]].&lt;br /&gt;
&lt;br /&gt;
These guys don't exist anymore, but since I forgot to mention them for about a year, they get their own section:&lt;br /&gt;
*[[File:Floating eye.png]] [[Floating eye]]s are a '''huge''' threat. Their gaze, in as little as 2 turns, can inflict [[paralysis]] regardless of willpower (ignoring line of fire). Thankfully, they have almost no HP, so javelins or wands of iceblast can take 'em out. I can't believe I didn't mention them until now.&lt;br /&gt;
&lt;br /&gt;
==Slime:5==&lt;br /&gt;
The first thing you do in Slime:5 is go down the stairs - all three, if possible. Go around and kill everything at the outside, circle around said outside, and don't go in the building. If any stairs are unexplored, go up and clear them out. Avoid alarm traps if possible. Monsters can trigger them, but traps can't be sprung if you can't see them. If you do get marked, either run to the stairs or quaff a potion of cancellation, then teleport. &lt;br /&gt;
&lt;br /&gt;
If you see the Royal Jelly, run to the stairs or teleport. Most 'dangerous' slimes and TRJ are fast, with the bossman being as quick as a hasted player. Clear the entire outside safely, then we'll go on to the boss.&lt;br /&gt;
&lt;br /&gt;
===Notable Threat===&lt;br /&gt;
[[File:The Royal Jelly.png]] [[The Royal Jelly]] (TRJ) is the boss of this infernal place. TRJ is fast, quite tanky, but most importantly, spawns high level jellies, worth no XP, whenever it gets hit. This is quickly overwhelming if you just tab into TRJ... so don't do that. TRJ itself won't go up the stairs, but any spawned slimes will. Killing the big slime is practically required to get the rune and everything else inside the central chambers. TRJ is vulnerable to silver.&lt;br /&gt;
&lt;br /&gt;
===Immolation Torment Javelins===&lt;br /&gt;
This is a strategy that most characters can do (javelins can be replaced by other types of ranged attack).&lt;br /&gt;
&lt;br /&gt;
'''Required:''' Potion of haste, potion of lignification, scroll of immolation, scroll of torment, a piercing/AOE ranged attack&lt;br /&gt;
&lt;br /&gt;
# Have TRJ at the edge of your LOS, and you stay on the stairs. You can shout to do this&lt;br /&gt;
# Quaff a [[potion of haste]].&lt;br /&gt;
# Quaff a [[potion of lignification]] to make yourself immune to torment.&lt;br /&gt;
# Read a [[scroll of torment]], halving TRJ's HP and spawning slimes.&lt;br /&gt;
# Read a [[scroll of immolation]].&lt;br /&gt;
# Use torment and piercing or AOE ranged attacks ([[javelin]]s, [[lightning rod]], etc.) to finish&lt;br /&gt;
# Quaff a [[potion of cancellation]], then escape the scene of the crime.&lt;br /&gt;
&lt;br /&gt;
===Corridor fighting===&lt;br /&gt;
Corridor fighting was the classic way for melee characters to beat TRJ. In modern versions ([[0.31]]+) the layout may not have suitable corridors available, so it's not dependable, but it could help.&lt;br /&gt;
&lt;br /&gt;
#Stay near a corridor and have TRJ come.&lt;br /&gt;
#Quaff a [[potion of haste]], [[potion of might]], and use Oka buffs.&lt;br /&gt;
#Lure TRJ to a spot where you won't be surrounded too badly.&lt;br /&gt;
#FIGHT. Teleport out once TRJ dies, then clean up the mess.&lt;br /&gt;
&lt;br /&gt;
You could previously use [[throwing net]]s to make this easier, but you can't any more&lt;br /&gt;
&lt;br /&gt;
See [https://www.youtube.com/watch?v=yJEG5Y2EEck&amp;amp;t=10800s here] (3:00:00) for an (old) video demonstration.&lt;br /&gt;
&lt;br /&gt;
==Vaults:5==&lt;br /&gt;
Immediately upon entering Vaults:5, you will be attacked by two dozen [[vault guard]]s. Resist the urge to immolate them to bits, because they aren't the real threat. However, don't forget to buff up before entering; Heroism+Finesse should be enough, and you'll want Might and maybe Haste during your first entry in case scary things appear.&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
*[[File:Vault warden.png]] [[Vault warden]]s are the main deterrent torwads mindlessly stairdancing; they lock the stairs. A primary target to javelin out. Note that wardens won't retroactively lock the stairs; if you already hit the command to go up, it can't interrupt. &lt;br /&gt;
*[[File:Tentacled monstrosity.png]] The same can't be said for a [[tentacled monstrosity]], who will constrict you if it gets into melee range (even as you are going up the stairs).&lt;br /&gt;
*[[File:Ancient lich.png]] [[Ancient lich]]es are the biggest &amp;quot;raw&amp;quot; threat in the Vaults. While they normally aren't too threatening once you get into melee, you always have to beware of sudden 100+ damage spikes. Hasted liches should be treated with the utmost caution. A [[scroll of silence]] is the strongest button against them, but that limits your own options too.&lt;br /&gt;
*[[File:Quicksilver dragon.png]] [[Quicksilver dragon]]s end buffs, including Tele(port), but not including Heroism or Finesse. Super dangerous if you rely on said buffs.&lt;br /&gt;
&lt;br /&gt;
===The Strategy===&lt;br /&gt;
One strategy: every time there are a few monsters next to you, go up the stairs, which brings up to 8 guards at a time. Do this over and over to stairdance them. There is a major threat that ''prevents'' this from working (hint: [[vault warden]]s), which you should have javelins for, but this is the basic strategy involved. Rebuff yourself with Okawaru abilities the first few times you go down, at least until the initial entrance party (guards + first set of monsters that wander in) ends. If you can't go up the stair use the other strategy.&lt;br /&gt;
&lt;br /&gt;
The alternate strategy relies on getting to a random location, either with a [[scroll of teleport]] or [[escape hatch]], then continuously teleport until you can reach one of the corners, after which you can plow through enemies. Highly recommended to buff up before entering. You'll want to start teleports way early, when things are getting too crowded. Once you can rest safely in a corner, Vaults:5 becomes much easier. &lt;br /&gt;
&lt;br /&gt;
Thanks to the random placement and types of monsters, there isn't as strict of a process like there is for TRJ.&lt;br /&gt;
&lt;br /&gt;
=The Final Stretch: Zot &amp;amp; the Orb Run=&lt;br /&gt;
With 3-4 runes in tow, the final challenge awaits. As long as you're in [[Realm of Zot]], teleports from the scroll will take longer to kick in (minimum 8 turns).&lt;br /&gt;
&lt;br /&gt;
Recommended: rF++(+), rElec, Will+++(+)&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
*[[File:Quicksilver dragon.png]] [[File:Purple draconian.png]] [[Quicksilver dragon]]s still have quicksilver bolt! And now [[purple draconian]]s do, too.&lt;br /&gt;
*[[File:Draconian shifter.png]] [[Draconian shifter]]s have Blink Allies Encircling, which will ''immediately'' surround you with up to 8 allies in its sight, which ranges from scary to a two-turn death. On the plus side, draconians can't see invisible, so if you're surrounded by just mostly them then just drink a potion. Just remember that they are also purple draconians. &lt;br /&gt;
*[[File:Moth of wrath.png]] A [[Moth of wrath]] can inflict [[berserk]]. You don't want berserk [[gold dragon]]s.&lt;br /&gt;
*[[File:Death cob.png]] Death cobs are extremely fast and will slow you. They aren't strong at all for a Zot enemy, but the slow can be extremely annoying. Thankfully, they also can't see invisible.&lt;br /&gt;
*[[File:Curse toe.png]] [[Curse toe]]s inflict torment. [[Potion of lignification]] will make you immune to torment, but at this stage, will likely lower your raw defenses. Another &amp;quot;make situations dangerous if other things are nearby&amp;quot;. Having some torment-vulnerable enemies in sight makes it less likely for the toe to use torment.&lt;br /&gt;
&lt;br /&gt;
*[[File:Orb of fire.png]] The infamous [[orb of fire]] deserves its reputation. Will be covered in Zot:5.&lt;br /&gt;
&lt;br /&gt;
==Zot:5==&lt;br /&gt;
The final stretch of the final challenge. Zot:5 contains the &amp;quot;lungs&amp;quot;, which can easily be identified by the surrounding stone walls. Explore everything outside the lungs first. Before charging the lungs, if you have spare digging wands, you can create hallways near the lungs. &lt;br /&gt;
&lt;br /&gt;
There are two lungs, and two, tight hallways in each lung, Clear the middle out first, and make sure that nothing is on the &amp;quot;edge&amp;quot; of each side. You may want to stand just outside the lungs and use a scroll of noise. &lt;br /&gt;
&lt;br /&gt;
Not advised: You may want to set off an alarm trap (if available), use a haste potion, run to a pre-set hallway, buff up, then javelin your way to victory. This might be required if both lungs are &amp;quot;trapped&amp;quot;. As orbs of fire can pierce each other, you are going to need rF+++ (after using potion of resistance) for this to be remotely sane, instead of absolutely insane. Best to have an escape plan here!&lt;br /&gt;
&lt;br /&gt;
===Notable Threats===&lt;br /&gt;
*[[File:Orb of fire.png]] The [[orb of fire]] is the final enemy. Go all out on them, have rF++(+), Okawaru buffs, Heroism+Finesse+Might. They have tons of health, deal tons of fire damage, and mutate you. Watch out for berserkitis and -Scroll while mid combat. Vulnerable to silver.&lt;br /&gt;
*[[File:Ancient lich.png]] An [[ancient lich]] can deal 140+ damage per turn on a max roll. Antimagic (only antimagic broad axes should be considered) and silence work well on them, and they aren't too too bad on an &amp;quot;average&amp;quot; combat roll, but don't fight one with another enemy without Okawaru buffs + Haste. Don't silence unless you are 1. sure that you are alone, having lured the lich out or 2. have Hero+Finesse already up and a potion of cancellation ready.&lt;br /&gt;
*[[File:Dread lich.png]] Don't let anything that torments you on the screen. Use fog, silence, potentially throwing to kill dread liches ASAP (but after OOFs). Also watch out for paralysis - Will++++ is required to fully resist it. Duel if it gets too scary.&lt;br /&gt;
*[[File:Killer Klown.png]] [[Killer Klown]]s Throw Klown Pie can be brutal; it can inflict both Silence and -Potion, limiting your escape options. But they aren't too scary on their own. Use Duel, scroll of blinking, or at least Fog if there's an orb or lich nearby. Vulnerable to silver.&lt;br /&gt;
*[[File:Orb guardian.png]] Not much of a threat on their own, [[orb guardian]]s are standard fast melee enemies that become a threat due to their high numbers, and extremely powerful when berserked.&lt;br /&gt;
&lt;br /&gt;
See the [[Zot:5]] page for more info.&lt;br /&gt;
&lt;br /&gt;
===What to do if teleported inside the lungs===&lt;br /&gt;
Assuming you're in danger (''any'' monster in sight):&lt;br /&gt;
&lt;br /&gt;
*Haste. Okawaru buffs if there's only a few monsters (1-3 monsters, no orbs of fire).&lt;br /&gt;
*If there is a teleport trap in vicinity, you're probably gonna want to use a blink scroll (or just walk to it).&lt;br /&gt;
*Get to an edge as quickly as you can.&lt;br /&gt;
*If there's only a few monsters, you can start throwing.&lt;br /&gt;
*Use Duel if you need to regenerate.&lt;br /&gt;
*Use Haste (if not already up) -&amp;gt; Teleport -&amp;gt; Fog when you have no other option. When teleporting, go all out on buffs, then either fight or spam Curing/Heal Wounds (as appropriate).&lt;br /&gt;
Prevent monsters from stepping on [[dispersal trap]]s and [[Zot trap]]s as much as possible. Even if the monster steps on the trap, you get hurt. If the trap isn't in your LOS then monsters can't activate it.&lt;br /&gt;
&lt;br /&gt;
===What to do if the lungs are trapped===&lt;br /&gt;
'''Not relevant as of [[0.33]] as one lung will always be clear of traps, but worth keeping for historic purposes'''&lt;br /&gt;
&lt;br /&gt;
Lungs are considered trapped if you can't get through them without going over a trap. This covers traps, going in order of &amp;quot;least worst trap to worst trap&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If both lungs are trapped, and one lung just has an alarm trap, you should: activate the trap -&amp;gt; potion of cancellation -&amp;gt; haste -&amp;gt; run. Or you can do what I outlined above; activate the trap -&amp;gt; haste -&amp;gt; run to/dig out a hallway -&amp;gt; buff -&amp;gt; fight.&lt;br /&gt;
&lt;br /&gt;
If both lungs are trapped, and one lung has dispersal/net traps, it's probably best to: 1. lure out monsters with multiple uses of scroll of noise, kill them and then 2. run over the trap. Dispersal should send you to the other side eventually, while you can break out of the net trap. You're gonna need a scroll of blinking to get out reliably.&lt;br /&gt;
&lt;br /&gt;
If both lungs have teleport/Zot traps, then you're out of luck. Teleport doesn't hurt you when monsters step on it. Lure monsters in and hope for the best; just don't let monsters step on Zot traps. It may be wise to use scrolls of blinking to get in. &lt;br /&gt;
&lt;br /&gt;
It's ''definitely'' better to use the alarm trap trick than to go in on a double-trapped Zot, assuming you have access to one. It may be necessary to go to the [[Crypt]] or grind the [[Abyss]] for XP at this point. To be truly optimal in this situation, aim for casting [[Blink]] and/or [[Passage of Golubria]] in whatever armour you're wearing, so train Translocations + Armour + Shields.&lt;br /&gt;
&lt;br /&gt;
==Orb Run==&lt;br /&gt;
[[File:Orb of Zot.png]]&lt;br /&gt;
&lt;br /&gt;
Once you've cleared Zot:5, get the orb and get out of here! Enemies of midgame to endgame quality will spawn everywhere throughout the Dungeon. Use '''G D 0''' for autotravel to find the fastest route up. This doesn't take into account places that you can dig to. If you need to leave the floor immediately (as a monster spawns), use '''x &amp;lt;''' to locate the closest upstairs. &lt;br /&gt;
&lt;br /&gt;
Don't fight anything that you can outrun (without items). Scrolls of blinking and haste are your best friends.  Use throwing nets. This works well on most of the demonic enemies you fight, prioritize demons that can torment you. If you need to regenerate, do it on an upstairs (before going up), and use a [[potion of ambrosia]].&lt;br /&gt;
&lt;br /&gt;
Once you've reached the exit on D:1, go up and win the game. If you were planning on getting more runes, then you should've thought about that before grabbing the Orb!&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
So that's it, for now. Hopefully this is enough to learn the fundamentals and get past the early-game of DCSS.&lt;br /&gt;
&lt;br /&gt;
The rest of this article will be me rambling about various things related to this guide.&lt;br /&gt;
&lt;br /&gt;
===Scope of the guide===&lt;br /&gt;
This guide covers the following:&lt;br /&gt;
*Basic advice on game systems, such as identification and the value of stairs&lt;br /&gt;
*Broad strategy: what skills you should train, what equipment you should use, which god to go for&lt;br /&gt;
*What places to go to, and in which order&lt;br /&gt;
*What enemies are likely to be &amp;quot;threats&amp;quot; - i.e., what enemies you should be especially careful around&lt;br /&gt;
&lt;br /&gt;
This guide does ''not'' cover the following:&lt;br /&gt;
*How to treat combat encounters&lt;br /&gt;
*Identifying when you're in danger&lt;br /&gt;
*What to do in an emergency situation / what to do when you need to escape&lt;br /&gt;
&lt;br /&gt;
99% of the game is combat, so learning &amp;quot;how to treat combat encounters&amp;quot; and &amp;quot;how to escape from a combat gone wrong&amp;quot; is really important. Unfortunately, I'm not a great guide writer, so I don't really have much to say about those things. So it's entirely ok if you read this guide, then fail to win over and over - I didn't teach you anything about how to fight! I'll leave learning that up to you - or you can learn it through DCSS playthrough videos, or through other guides.&lt;br /&gt;
&lt;br /&gt;
===MiFi vs MiBe===&lt;br /&gt;
[[Berserker]]s starts the game worshipping [[Trog]], though their starting gear is a bit worse than Fighter (note: you'll often equalize in gear within the first 10 floors). Minotaur Berserker is nearly as popular as Minotaur Fighter, last I checked.&lt;br /&gt;
&lt;br /&gt;
When I wrote this guide, I felt that Minotaur Fighter was easier than Minotaur Berserker as a whole. Since then, Okawaru has been nerfed twice. First, all the abilities became more expensive in piety. Second, the amount of Throwing gifts has been lowered severely. Therefore, the comparison isn't as clear.&lt;br /&gt;
&lt;br /&gt;
At my current skill level, I prefer MiBe over MiFi for two main reasons:&lt;br /&gt;
&lt;br /&gt;
#[[Willpower]]. The ability, 'Trog's Hand' gives Will++. Willpower is super super absurdly important to avoid [[paralysis]], since paralysis can instantly kill you from any amount of HP.&lt;br /&gt;
#MiBe is stronger in the early Dungeon. Berserkers start with the Berserk ability from turn 1, which is very important since the early Dungeon is the most RNG-heavy portion of the game. Even a MiFi can lose to the first enemy you see, if you get sufficiently unlucky. Berserkers are much less likely to die like that, since Berserk gives you so much power.&lt;br /&gt;
&lt;br /&gt;
However, new players shouldn't really worry about these things. As a new player, you're more likely to die by making a mistake than by particularly bad RNG. If you want my opinion: MiBe is stronger in the early game, MiFi^Oka is stronger in the mid game onwards.&lt;br /&gt;
&lt;br /&gt;
===Playing Non-Minotaurs===&lt;br /&gt;
If you feel 'burnt out' on MiFi playthroughs, you might want to try something else. Obviously, this guide is focused on Minotaur playthroughs, but much of the info is useful to any character. Minotaur or not, Sigmund is still a huge threat. Minotaur or not, the identification game is the same, the order you should go through branches is (generally) the same, and so on.&lt;br /&gt;
&lt;br /&gt;
===Other Gods===&lt;br /&gt;
Other gods are fine with MiFi if you don't wanna do Oka.&lt;br /&gt;
&lt;br /&gt;
For optimal play, tend to prefer earlier altars and [[faded altar]]s unless there's a chance to get a god that actively harms you (Chei, Xom, Jiyva, Beogh, Qazlal), or if the early game benefits aren't good; the three magic gods aren't good for Minotaurs either. If you want raw variety you can just pick the first god you see.&lt;br /&gt;
&lt;br /&gt;
Here's a bunch of gods that I personally like:&lt;br /&gt;
* [[Gozag]] = god of gold. Lots of Potion Petition, a random but strong and cheap ability. Bribe Branch also clears Zot:5.&lt;br /&gt;
* &amp;quot;Generically strong for most characters&amp;quot; group: Consisting of [[Ash]], [[Hep]], [[Ru]], and Gozag, they're all very good, I like Gozag the most.&lt;br /&gt;
* [[Fedhas]] focuses on summoning stationary plants. Early game is weak. Has a strong mid-Dungeon onward game due to the 3* Ballistomycete having a very high confuse chance, and confuse stops all abilities, also the 2* ability can block the Paralysis/Banish spells, and stop you from being push/pulled.&lt;br /&gt;
* [[Zin]] is a &amp;quot;winmore&amp;quot; defensive god. MiFi is great in the power curve all game, and Zin provides defensive abilities to defend against the worst of situations.&lt;br /&gt;
* [[Trog]] is good for melee of all types, although you'll be better off starting as a Berserker than using an altar.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character_guides]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ice_Elementalist&amp;diff=85848</id>
		<title>Ice Elementalist</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ice_Elementalist&amp;diff=85848"/>
				<updated>2026-05-09T23:10:49Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: /* Spell Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{flavour|Ice Elementalists begin with the Freeze spell. The spells in their starting library are quite versatile.}}&lt;br /&gt;
&lt;br /&gt;
==Preferred Species==&lt;br /&gt;
[[Merfolk]], [[Gargoyle]], [[Draconian]], [[Djinni]], [[Demigod]], and [[Barachi]] are the recommended species if you pick an Ice Elementalist Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Potion of magic]]&lt;br /&gt;
&lt;br /&gt;
===Available Spells===&lt;br /&gt;
*[[Freeze]]&lt;br /&gt;
*[[Frozen Ramparts]]&lt;br /&gt;
*[[Ozocubu's Armour]]&lt;br /&gt;
*[[Summon Ice Beast]]&lt;br /&gt;
&lt;br /&gt;
Ice Elementalists start with the [[Freeze]] spell memorised.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
*[[Spellcasting]]: 2&lt;br /&gt;
*[[Ice Magic]]: 4&lt;br /&gt;
&lt;br /&gt;
Choosing Ice Elementalist adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ice Elementalists are a fairly consistent choice, with offensive spells that simply can't miss. Ice spells don't slouch for damage, and they will freeze [[cold-blooded]] monsters like [[list of reptiles and amphibians|reptiles]] in the process. However, several kinds of enemies resist cold - early examples include the [[undead]] and [[ice beast]]s. Their starting spells also have poor range, though Ice Magic's power easily makes up for it.&lt;br /&gt;
&lt;br /&gt;
===Spell Details===&lt;br /&gt;
[[Freeze]] is a powerful level 1 attack spell. It deals average damage, but ignores both [[AC]] and [[EV]] to always hit. Fast and evasive monsters, such as [[jackal]]s and [[adder]]s, are some of the scariest monsters in the upper Dungeon -- monsters which Freeze works well against. You can use whatever [[Throwing|throwables]] or [[Slings]] you find in order to compensate for its 1-tile range.&lt;br /&gt;
&lt;br /&gt;
[[Frozen Ramparts]] is a very strong spell, especially in hallways. It deals strong and guaranteed AOE damage, as long as you can survive a few hits without moving. The spell requires walls to function, but those are in abundance throughout the Dungeon (and even Lair). [[Ozocubu's Armour]] may give you just the defense you need in such a situation. They both are level 3 and pure Ice Magic, meaning its trivial to cast them both at the same time. If your character doesn't have enough spell levels to memorize both immediately, Frozen Ramparts is generally the better option to memorize first -- it simply and reliably kills things.&lt;br /&gt;
&lt;br /&gt;
[[Summon Ice Beast]] summons... an [[ice beast]]. Summons in general are useful since they are cost efficient, make it easier to retreat from enemies, and can take damage for you. You can have up to 1 summoned ice beast at a time. Ice beasts also deal a small amount of physical damage, making them an option for taking out opposing cold-resistant enemies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.30]], Ice Elementalists started with [[Hailstorm]] rather than [[Summon Ice Beast]].&lt;br /&gt;
*In [[0.29]], most backgrounds were buffed; all Mage backgrounds gained a [[potion of magic]].&lt;br /&gt;
*Prior to [[0.27]], Ice Elementalists started with the [[Book of Frost]], and had [[Summon Ice Beast]].&lt;br /&gt;
*Prior to [[0.25]], Ice Elementalists started with [[Throw Frost]] and [[Throw Icicle]] instead of [[Frozen Ramparts]] and [[Hailstorm]]. They also had 1 skill in [[Conjurations]], but only 3 skill in Ice Magic.&lt;br /&gt;
*Prior to [[0.14]], Ice Elementalists only started with 1 level of Spellcasting.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ice_Elementalist&amp;diff=85847</id>
		<title>Ice Elementalist</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ice_Elementalist&amp;diff=85847"/>
				<updated>2026-05-09T23:10:12Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: /* Spell Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{flavour|Ice Elementalists begin with the Freeze spell. The spells in their starting library are quite versatile.}}&lt;br /&gt;
&lt;br /&gt;
==Preferred Species==&lt;br /&gt;
[[Merfolk]], [[Gargoyle]], [[Draconian]], [[Djinni]], [[Demigod]], and [[Barachi]] are the recommended species if you pick an Ice Elementalist Background.&lt;br /&gt;
&lt;br /&gt;
==Starting Equipment==&lt;br /&gt;
Some [[species]] may receive different items based on their unique restrictions.&lt;br /&gt;
*+0 [[robe]]&lt;br /&gt;
*[[Potion of magic]]&lt;br /&gt;
&lt;br /&gt;
===Available Spells===&lt;br /&gt;
*[[Freeze]]&lt;br /&gt;
*[[Frozen Ramparts]]&lt;br /&gt;
*[[Ozocubu's Armour]]&lt;br /&gt;
*[[Summon Ice Beast]]&lt;br /&gt;
&lt;br /&gt;
Ice Elementalists start with the [[Freeze]] spell memorised.&lt;br /&gt;
&lt;br /&gt;
==Starting Skills and Stats==&lt;br /&gt;
These are adjusted by your species' [[aptitude]]s.&lt;br /&gt;
*[[Dodging]]: 2&lt;br /&gt;
*[[Stealth]]: 2&lt;br /&gt;
*[[Spellcasting]]: 2&lt;br /&gt;
*[[Ice Magic]]: 4&lt;br /&gt;
&lt;br /&gt;
Choosing Ice Elementalist adds 7 to your starting [[Intelligence]] and 5 to your starting [[Dexterity]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ice Elementalists are a fairly consistent choice, with offensive spells that simply can't miss. Ice spells don't slouch for damage, and they will freeze [[cold-blooded]] monsters like [[list of reptiles and amphibians|reptiles]] in the process. However, several kinds of enemies resist cold - early examples include the [[undead]] and [[ice beast]]s. Their starting spells also have poor range, though Ice Magic's power easily makes up for it.&lt;br /&gt;
&lt;br /&gt;
===Spell Details===&lt;br /&gt;
[[Freeze]] is a powerful level 1 attack spell. It deals average damage, but ignores both [[AC]] and [[EV]] to always hit. Fast and evasive monsters, such as [[jackal]]s and [[adder]]s, are some of the scariest monsters in the upper Dungeon -- monsters which Freeze works well against. You can use whatever [[Throwing|throwables]] or [[Slings]] you find in order to compensate for its 1-tile range.&lt;br /&gt;
&lt;br /&gt;
[[Frozen Ramparts]] is a very strong spell, especially in hallways. It deals strong and guaranteed AOE damage, as long as you can survive a few hits without moving. The spell requires walls to function, but those are in abundance throughout the Dungeon (and even Lair). [[Ozocubu's Armour]] may give you just the defense you need in such a situation. They both are level 3 and pure Ice Magic, meaning its trivial to cast them both at the same time. Since most characters won't have enough spell levels to memorize both immediately, Frozen Ramparts is generally the better option to memorize first -- it simply and reliably kills things.&lt;br /&gt;
&lt;br /&gt;
[[Summon Ice Beast]] summons... an [[ice beast]]. Summons in general are useful since they are cost efficient, make it easier to retreat from enemies, and can take damage for you. You can have up to 1 summoned ice beast at a time. Ice beasts also deal a small amount of physical damage, making them an option for taking out opposing cold-resistant enemies.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.30]], Ice Elementalists started with [[Hailstorm]] rather than [[Summon Ice Beast]].&lt;br /&gt;
*In [[0.29]], most backgrounds were buffed; all Mage backgrounds gained a [[potion of magic]].&lt;br /&gt;
*Prior to [[0.27]], Ice Elementalists started with the [[Book of Frost]], and had [[Summon Ice Beast]].&lt;br /&gt;
*Prior to [[0.25]], Ice Elementalists started with [[Throw Frost]] and [[Throw Icicle]] instead of [[Frozen Ramparts]] and [[Hailstorm]]. They also had 1 skill in [[Conjurations]], but only 3 skill in Ice Magic.&lt;br /&gt;
*Prior to [[0.14]], Ice Elementalists only started with 1 level of Spellcasting.&lt;br /&gt;
&lt;br /&gt;
{{backgrounds}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Backgrounds]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Borgnjor%27s_Vile_Clutch&amp;diff=85846</id>
		<title>Borgnjor's Vile Clutch</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Borgnjor%27s_Vile_Clutch&amp;diff=85846"/>
				<updated>2026-05-09T23:01:20Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: /* Resistant Enemies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}{{spell info}}{{AttackSpell&lt;br /&gt;
|name=Borgnjor's Vile Clutch&lt;br /&gt;
|formula = 2d(4 + power/20) per turn&lt;br /&gt;
|maxdmg = 2d(14) per turn&lt;br /&gt;
|maxsp = 200&lt;br /&gt;
|tohit = Infinite&lt;br /&gt;
|range = 6&lt;br /&gt;
|target = Beam&lt;br /&gt;
|special = [[Constrict]]}}&lt;br /&gt;
'''Borgnjor's Vile Clutch''', also known as '''BVC''' and '''zombie hands''', is a level 5 Necromancy/Earth spell that affects all enemies in a beam-targeted line with the [[constriction]] status (displayed as &amp;quot;constricted by zombie hands&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
Constriction deals damage over time until the affected monster(s) die, escape constriction (which they must waste turns to do), or the effect runs out. In most cases, the monster will die or escape before the status runs out. If you leave [[line of sight]] of any affected enemies, they are immediately released. &lt;br /&gt;
&lt;br /&gt;
==Resistant Enemies==&lt;br /&gt;
Only a small number of monsters are not affected by BVC, all of which are also immune to regular types of constriction. They include:&lt;br /&gt;
*[[Amorphous]] creatures, such as [[List of jellies|slimes and jellies]].&lt;br /&gt;
*[[:Category:insubstantial monsters|Insubstantial]] enemies, including [[wraith]]-type [[undead]], many monsters in [[the Abyss]], and [[orbs of fire]].&lt;br /&gt;
*[[Spiny]] enemies&lt;br /&gt;
&lt;br /&gt;
In addition, enemies over [[deep water]] or [[lava]] are unaffected.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
BVC is a very versatile spell: You basically now have access to an unlimited [[wand of roots]] that can pin enemies while dealing significant damage. It has the following benefits:&lt;br /&gt;
*BVC itself cannot be dodged, and few enemies are immune to it.&lt;br /&gt;
*It greatly lowers EV, increasing the accuracy of both you and your allies. This combos well with other [[Earth Magic]] spells, like [[Bombard]] or [[Lehudib's Crystal Spear]], which have poor accuracy, as well as your undead allies.&lt;br /&gt;
*It pins the target in place, allowing the player to move away from enemies (even fast ones) without [[attacks of opportunity]].&lt;br /&gt;
*It is especially effective in corridors since it affects the whole beam path. Other piercing attacks, like [[javelin]]s, work well in conjunction.&lt;br /&gt;
&lt;br /&gt;
Note that BVC does not allow [[stab]]s, nor does it prevent enemies from making melee attacks. Also, unlike the wand of roots, BVC isn't [[noise|loud]].&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Most monsters will not attempt to escape constriction if they can melee attack you (exceptions: [[batty]] enemies, enemies with movement abilities like [[Blink]]). So by staying adjacent to an enemy, you'll get the most out of the damage and EV penalty.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
The monster version is functionally identical to the player version.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], [[constriction]] as a whole worked differently:&lt;br /&gt;
**BVC's base damage was &amp;lt;code&amp;gt;2d(2 + pow/25)&amp;lt;/code&amp;gt; per turn, but damage increased over time.&lt;br /&gt;
**The EV penalty was a multiplier that depended on monster size (instead of a flat penalty). It halved EV at the absolute minimum - overall, it was more effective against high EV foes.&lt;br /&gt;
**Escape chance for monsters did not care about HD.&lt;br /&gt;
*Prior to [[0.31]], BVC's base damage was &amp;lt;code&amp;gt;2d(3.5 + pow/20)&amp;lt;/code&amp;gt; per turn. Also, you couldn't constrict [[invisible]] enemies if you didn't have [[see invisible]].&lt;br /&gt;
*Prior to [[0.26]], a few more monsters were spiny - [[porcupine]]s, [[torturous demonspawn]], and [[hell sentinel]]s - and thus immune to constriction.&lt;br /&gt;
*Prior to [[0.25]], BVC affected a smite-targeted 3x3 area instead of a beam path.&lt;br /&gt;
*Prior to [[0.22]], [[Necromancer]]s started with BVC, and it did 33% more damage.&lt;br /&gt;
*The spell was added in [[0.21]].&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Borgnjor%27s_Vile_Clutch&amp;diff=85845</id>
		<title>Borgnjor's Vile Clutch</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Borgnjor%27s_Vile_Clutch&amp;diff=85845"/>
				<updated>2026-05-09T23:00:57Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}{{spell info}}{{AttackSpell&lt;br /&gt;
|name=Borgnjor's Vile Clutch&lt;br /&gt;
|formula = 2d(4 + power/20) per turn&lt;br /&gt;
|maxdmg = 2d(14) per turn&lt;br /&gt;
|maxsp = 200&lt;br /&gt;
|tohit = Infinite&lt;br /&gt;
|range = 6&lt;br /&gt;
|target = Beam&lt;br /&gt;
|special = [[Constrict]]}}&lt;br /&gt;
'''Borgnjor's Vile Clutch''', also known as '''BVC''' and '''zombie hands''', is a level 5 Necromancy/Earth spell that affects all enemies in a beam-targeted line with the [[constriction]] status (displayed as &amp;quot;constricted by zombie hands&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
Constriction deals damage over time until the affected monster(s) die, escape constriction (which they must waste turns to do), or the effect runs out. In most cases, the monster will die or escape before the status runs out. If you leave [[line of sight]] of any affected enemies, they are immediately released. &lt;br /&gt;
&lt;br /&gt;
==Resistant Enemies==&lt;br /&gt;
Only a small number of monsters are not affected by BVC, all of which are also immune to regular types of constriction. They include:&lt;br /&gt;
*[[Amporphous]] creatures, such as [[List of jellies|slimes and jellies]].&lt;br /&gt;
*[[:Category:insubstantial monsters|Insubstantial]] enemies, including [[wraith]]-type [[undead]], many monsters in [[the Abyss]], and [[orbs of fire]].&lt;br /&gt;
*[[Spiny]] enemies&lt;br /&gt;
&lt;br /&gt;
In addition, enemies over [[deep water]] or [[lava]] are unaffected.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
BVC is a very versatile spell: You basically now have access to an unlimited [[wand of roots]] that can pin enemies while dealing significant damage. It has the following benefits:&lt;br /&gt;
*BVC itself cannot be dodged, and few enemies are immune to it.&lt;br /&gt;
*It greatly lowers EV, increasing the accuracy of both you and your allies. This combos well with other [[Earth Magic]] spells, like [[Bombard]] or [[Lehudib's Crystal Spear]], which have poor accuracy, as well as your undead allies.&lt;br /&gt;
*It pins the target in place, allowing the player to move away from enemies (even fast ones) without [[attacks of opportunity]].&lt;br /&gt;
*It is especially effective in corridors since it affects the whole beam path. Other piercing attacks, like [[javelin]]s, work well in conjunction.&lt;br /&gt;
&lt;br /&gt;
Note that BVC does not allow [[stab]]s, nor does it prevent enemies from making melee attacks. Also, unlike the wand of roots, BVC isn't [[noise|loud]].&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Most monsters will not attempt to escape constriction if they can melee attack you (exceptions: [[batty]] enemies, enemies with movement abilities like [[Blink]]). So by staying adjacent to an enemy, you'll get the most out of the damage and EV penalty.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
The monster version is functionally identical to the player version.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], [[constriction]] as a whole worked differently:&lt;br /&gt;
**BVC's base damage was &amp;lt;code&amp;gt;2d(2 + pow/25)&amp;lt;/code&amp;gt; per turn, but damage increased over time.&lt;br /&gt;
**The EV penalty was a multiplier that depended on monster size (instead of a flat penalty). It halved EV at the absolute minimum - overall, it was more effective against high EV foes.&lt;br /&gt;
**Escape chance for monsters did not care about HD.&lt;br /&gt;
*Prior to [[0.31]], BVC's base damage was &amp;lt;code&amp;gt;2d(3.5 + pow/20)&amp;lt;/code&amp;gt; per turn. Also, you couldn't constrict [[invisible]] enemies if you didn't have [[see invisible]].&lt;br /&gt;
*Prior to [[0.26]], a few more monsters were spiny - [[porcupine]]s, [[torturous demonspawn]], and [[hell sentinel]]s - and thus immune to constriction.&lt;br /&gt;
*Prior to [[0.25]], BVC affected a smite-targeted 3x3 area instead of a beam path.&lt;br /&gt;
*Prior to [[0.22]], [[Necromancer]]s started with BVC, and it did 33% more damage.&lt;br /&gt;
*The spell was added in [[0.21]].&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Regeneration_rate&amp;diff=85844</id>
		<title>Regeneration rate</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Regeneration_rate&amp;diff=85844"/>
				<updated>2026-05-09T22:59:02Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
Your '''regeneration rate''' is the speed at which your character recovers [[HP]]. It is affected by many things, almost all of which stack.&lt;br /&gt;
&lt;br /&gt;
===Base regeneration===&lt;br /&gt;
Your base regeneration rate (BRR) is calculated as follows:&lt;br /&gt;
::&amp;lt;font size=&amp;quot;3&amp;quot;&amp;gt;&amp;lt;code&amp;gt;20 + MHP / 6&amp;lt;/code&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
So for every 1 max HP, BRR increases by 1/6.&amp;lt;ref&amp;gt;{{source ref|0.32.0|player.cc|1312}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Modifiers===&lt;br /&gt;
Total regeneration rate (TRR) is modified as follows, in this order:&lt;br /&gt;
*The Regen+ property adds 80 per instance, which stacks with no limit.&lt;br /&gt;
**An [[artefact]] may generate with Regen+.&lt;br /&gt;
**An [[Amulet of regeneration]] gives a rank of Regen+.&lt;br /&gt;
**A [[troll leather armour]] has Regen+.&lt;br /&gt;
***The [[moon troll leather armour]] [[unrandart]] adds another rank of the property (Regen++ in total).&lt;br /&gt;
**The [[Good_mutations#regeneration|regeneration mutation]] adds a rank of Regen+ per level.&lt;br /&gt;
**The [[robe of Vines]] gives Regen++++.&lt;br /&gt;
*The [[demonspawn]] mutation [[demonspawn mutations#Powered by Death|Powered by Death]] has a chance to add a temporary regen bonus of up to 100*level. Further kills can increase this up to a maximum of 1000-1200, but falls by 100 every 2-5 turns.&lt;br /&gt;
*[[Armataur]]s gain a temporary regen bonus when [[rampaging]] at XL 7.&lt;br /&gt;
*If you are a [[vampire]] and Alive, add 20.&lt;br /&gt;
*If you are [[sick]] or have [[Bad_mutations#Inhibited_Regeneration|-Regen]] (with monsters in [[LOS]]), set your rate to 0.&lt;br /&gt;
*[[Jiyva]] adds anywhere between 80 and 160, depending on piety level.&lt;br /&gt;
*[[Trog|Trog's Hand]] adds 100.&lt;br /&gt;
&lt;br /&gt;
Because the last two effects are applied last, they are not modified by any other factors, and can heal you even if you have -Regen.&lt;br /&gt;
&lt;br /&gt;
Every turn (10 auts) you accumulate regeneration points equal to your TRR. When you accumulate 100 points, you heal 1 HP, and excess regeneration points are carried over to the next turn. If your action lasted longer/shorter than 10 aut, then the regeneration is scaled with time taken.&lt;br /&gt;
&lt;br /&gt;
At 100 MHP, your BRR is 36.6. In order to get 50 BRR (regain 1 HP every 2 turns), you would need 180 MHP; for 100 BRR (heal every turn), you would need 480 MHP. Items or mutations that increase regeneration are far more efficient at raising your regeneration rate than stacking HP.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
*You have 30 MHP. Your BRR is 20 + 30/6 =&amp;gt; 25. It will take 4 turns to accumulate 100 regeneration points and heal by 1 HP. Your healing rate is 1 HP for every 4 turns.&lt;br /&gt;
&lt;br /&gt;
*You have 180 MHP. Your BRR is 20 + 180/6 =&amp;gt; 50. It will take 2 turns to accumulate 100 regeneration points and heal by 1 HP. Your healing rate is 1 HP for every 2 turns.&lt;br /&gt;
&lt;br /&gt;
*Same as above, except you're wearing a [[troll leather armour]], which adds 80 to this rate. Your TRR is 50+80 =&amp;gt; 130. You accumulate 100 regeneration points and heal by 1 HP every turn, with 30 left over. Your healing rate is 1 HP every turn, with an additional HP every 3.33 turns.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.30]], base regeneration rate was slower: &amp;lt;code&amp;gt;MHP / 3&amp;lt;/code&amp;gt; if under 60 max HP, and &amp;lt;code&amp;gt;MHP / 6 + 10&amp;lt;/code&amp;gt; if over it. It was significantly slower at lower levels.&lt;br /&gt;
*Prior to [[0.28]], the Regen+ property gave a bonus regen of 100 (1.0 HP/turn) instead of 80.&lt;br /&gt;
*Prior to [[0.27]], the Regen+ property gave a bonus regeneration rate of 40 (0.4 HP/turn) instead of 100.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Hit_points&amp;diff=85843</id>
		<title>Hit points</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Hit_points&amp;diff=85843"/>
				<updated>2026-05-09T22:57:42Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
A character's '''hit points''' (or '''HP''') reflect their current healthiness and durability, and are displayed in an X/Y format; the X shows your current hit points, while the Y shows your maximum. [[Monster]]s and a wide variety of other effects will all reduce your current HP, but this [[Regeneration rate|recovers over time]] unless you are [[sick]].&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
If at any time your character's current HP reaches 0 or lower, you [[death|die]] and your game is over. You can avoid this by resting between battles, quaffing [[potions of heal wounds]] or [[potion of curing|curing]], or using any of the more exotic [[healing]] methods available.&lt;br /&gt;
&lt;br /&gt;
Be very careful if you ever see the message, &amp;quot;Ouch! That really hurt!&amp;quot; pop up - it occurs after you've lost over 50% of your max HP in a single attack.&lt;br /&gt;
&lt;br /&gt;
==Regeneration==&lt;br /&gt;
''Main Article: [[Regeneration rate]]''&lt;br /&gt;
&lt;br /&gt;
Characters which are not [[sick]] or under [[Inhibited Regeneration]] will naturally recover health over time.&lt;br /&gt;
&lt;br /&gt;
==HP modifiers==&lt;br /&gt;
From [[Dungeon Crawl]] [[Stone Soup]] in-game documentation:&lt;br /&gt;
{{#invoke:Apt|skill_table|Hit Points}}&lt;br /&gt;
&lt;br /&gt;
Each point is equal to 10% maximum HP.&lt;br /&gt;
&lt;br /&gt;
==Modifying Max HP==&lt;br /&gt;
===Forms===&lt;br /&gt;
The following forms will change your maximum HP:&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:0; padding:0;&amp;quot;&lt;br /&gt;
! Spell || Modifier&lt;br /&gt;
|-&lt;br /&gt;
| [[Serpent Form]] || 1.2&lt;br /&gt;
|-&lt;br /&gt;
| [[Statue Form]] || 1.3&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon Form]] || 1.5&lt;br /&gt;
|-&lt;br /&gt;
| [[Tree Form]] || 1.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If are in a [[talisman]] form and do not have the minimum Shapeshifting skill, you get an HP penalty. The penalty is &amp;lt;code&amp;gt;1 - (Skill_min - Skill_current)/10&amp;lt;/code&amp;gt; (min. x0.1).&lt;br /&gt;
&lt;br /&gt;
===Statuses===&lt;br /&gt;
&lt;br /&gt;
*[[Berserk]] will multiply your current and maximum HP by 1.5. [[Hat of the Bear Spirit|Bearserk]] multiplies it by 2.&lt;br /&gt;
*[[Drain]] will reduce max HP proportionally to its strength.&lt;br /&gt;
*[[Elyvilon]]'s Divine Vigor increases your max HP temporarily by your Invocations.&lt;br /&gt;
&lt;br /&gt;
===Mutations===&lt;br /&gt;
&lt;br /&gt;
*Gaining the [[Robust]] [[mutation]] increases your max HP by 10% per rank, while [[Frail]] decreases it.&lt;br /&gt;
*Gaining the [[Rugged Brown Scales]] mutation increases your max HP by 3/5/7% (determined by rank).&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
*The [[Rings of the Octopus King]] give you +2 HP.&lt;br /&gt;
&lt;br /&gt;
===Permanent===&lt;br /&gt;
Your permanent max HP only changes under rare circumstance:&lt;br /&gt;
*Leveling up:&lt;br /&gt;
**Gaining an [[experience]] level.&lt;br /&gt;
**Improving your [[Fighting]] skill will increase max HP.&lt;br /&gt;
*Casting [[Borgnjor's Revivification]] permanently reduces your max HP by a small amount, determined by spell power.&lt;br /&gt;
*Running out of time on the [[Zot clock]] permanently reduces your max HP by 16.6% of the current value.&lt;br /&gt;
&lt;br /&gt;
The formula is:&lt;br /&gt;
  Max HP = (Racial Mod.) * (Mutations Mod.) * (Forms Mod.)&lt;br /&gt;
         * (8 + 11*XL/2 + Fighting*XL/14 + (1+Fighting*3)/2)&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*In [[0.29]], the Zot clock would only apply drain instead of permanent HP reduction. Prior to this, the Zot clock instantly killed you upon running out.&lt;br /&gt;
*Prior to [[0.26]], [[rot]] existed, lowering maximum HP temporarily, like [[Drain]] does now. However, it could be cured with a [[potion of heal wounds]] or [[potion of curing]].&lt;br /&gt;
*Prior to [[0.14]], backgrounds had a small effect in the calculation of the player's hit points.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Olgreb%27s_Toxic_Radiance&amp;diff=85842</id>
		<title>Olgreb's Toxic Radiance</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Olgreb%27s_Toxic_Radiance&amp;diff=85842"/>
				<updated>2026-05-09T22:55:06Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
[[Olgreb's Toxic Radiance]] ('''OTR''') is a level 4 [[Alchemy]] spell which both damages and [[poison]]s any creatures without poison resistance in the caster's [[line of sight]] for a few turns. &lt;br /&gt;
&lt;br /&gt;
[[Alchemist]]s start with this spell, though it can also be [[evoke]]d using the artefact [[staff of Olgreb]].&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
The damage can be split into two parts:&lt;br /&gt;
&lt;br /&gt;
* '''Impact damage.''' Olgreb's deals &amp;lt;code&amp;gt;1d(1 + pow/20)&amp;lt;/code&amp;gt; damage per 1.0 [[decaAut]].&amp;lt;ref&amp;gt;{{source ref|0.31.0|spl-damage.cc|3359}}&amp;lt;/ref&amp;gt; Ignores AC. Poison vulnerable monsters take 150% damage from this.&lt;br /&gt;
* '''Poison status.''' Affected monsters have a 50% chance (on cast, and per 1.0 decaAut afterwards) to gain one poison &amp;quot;stack&amp;quot;.&amp;lt;ref&amp;gt;{{source ref|0.31.0|spl-damage.cc|3398}}&amp;lt;/ref&amp;gt; Monsters that haven't been poisoned yet instead have a 100% chance. Keep in mind that monsters have a limit of 4 stacks. See the [[Poison#Poisoned Condition|Poison]] article for more detail on how poison stacks work.&lt;br /&gt;
&lt;br /&gt;
Creatures with [[poison resistance]] are completely immune to Olgreb's Toxic Radiance.&lt;br /&gt;
&lt;br /&gt;
This spell has a duration of &amp;lt;code&amp;gt;1 + 1d(1 + pow/25)&amp;lt;/code&amp;gt; turns.&amp;lt;ref&amp;gt;{{source ref|0.31.0|spl-damage.cc|3291}}&amp;lt;/ref&amp;gt; Casting this spell again will increase the duration; it does not increase the rate of poison or poison damage.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Olgreb's Toxic Radiance is a great spell for crowd-control. It isn't fast, but it ''is'' good at thinning out a crowd, as it'll weaken the strong monsters and kill the chaff. Very effective in the [[Spider's Nest]], as most [[list of insects|insects]] and [[list of arachnids|spiders]] are vulnerable to poison. Also great against evasive enemies in general, such as [[killer bee]]s and [[boggart]]s.&lt;br /&gt;
&lt;br /&gt;
Works very well with [[Ignite Poison]]. Ignite Poison deals 200% - 300% of expected poison damage, immediately. This allows OTR to become even better at dealing with crowds, able to wipe entire screens of monsters in just a few turns.&lt;br /&gt;
&lt;br /&gt;
This spell, when combined with [[Ignite Poison]], can be useful up to [[Vaults]] and [[Depths]], as the combo is decent against monsters like [[vault guard]]s and [[deep troll]]s. Even in [[Zot]], it can be used to clear out [[list of draconians|draconian]]s and [[orb guardian]]s. While it's much less powerful in the lategame, since more and more monsters resist poison, that's to be expected of a level 4 spell.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Olgreb's Toxic Radiance deals some direct damage, so it breaks monsters out of [[fear]], and dispels friendly [[summon]]s that don't resist poison.&lt;br /&gt;
*Monsters can have up to 4 poison stacks; monsters that are &amp;quot;extremely poisoned&amp;quot; cannot be poisoned further. In tiles, this is represented with 3 poison drops.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
Players are affected by Olgreb's Toxic Radiance differently. Instead of poison stacks, players take &amp;lt;code&amp;gt;1d(1 + [[HD]] * 0.6)&amp;lt;/code&amp;gt; impact damage and then &amp;lt;code&amp;gt;2d(3 + HD/2)&amp;lt;/code&amp;gt; HP worth of poison per turn instead.&amp;lt;ref&amp;gt;{{source ref|0.31.0|spl-damage.cc|3372}}&amp;lt;/ref&amp;gt; Otherwise, the monster version acts like the player version.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.24]], monsters did less damage with this spell, &amp;lt;code&amp;gt;2d3&amp;lt;/code&amp;gt; HP worth of poison per turn.&lt;br /&gt;
*Prior to [[0.24]], this spell did not deal direct damage on cast, and didn't properly trigger ally-harming conducts. Also, it inflicted poison based on actions and not time_taken, so swapping weapons or swinging a [[quick blade]] would cause more poison than waiting or moving.&lt;br /&gt;
*Prior to [[0.19]], the damage of this spell varied by distance and the spell also poisoned the player character.&lt;br /&gt;
*Prior to [[0.13]], this spell poisoned all ''visible'' creatures for a single turn, didn't cause any direct damage, and could be cast when drawing the [[Venom card]] from a [[Deck of destruction]].&lt;br /&gt;
*In [[0.10]], the effectiveness of Olgreb's Toxic Radiance was modified to scale with spell power and to still affect poison-resistant players 10% of the time.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Borgnjor%27s_Vile_Clutch&amp;diff=85841</id>
		<title>Borgnjor's Vile Clutch</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Borgnjor%27s_Vile_Clutch&amp;diff=85841"/>
				<updated>2026-05-09T22:49:56Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}{{spell info}}{{AttackSpell&lt;br /&gt;
|name=Borgnjor's Vile Clutch&lt;br /&gt;
|formula = 2d(4 + power/20) per turn&lt;br /&gt;
|maxdmg = 2d(14) per turn&lt;br /&gt;
|maxsp = 200&lt;br /&gt;
|tohit = Infinite&lt;br /&gt;
|range = 6&lt;br /&gt;
|target = Beam&lt;br /&gt;
|special = [[Constrict]]}}&lt;br /&gt;
'''Borgnjor's Vile Clutch''', also known as '''BVC''' and '''zombie hands''', is a level 5 Necromancy/Earth spell that affects all enemies in a beam-targeted line with the [[constriction]] status (displayed as &amp;quot;constricted by zombie hands&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
Constriction deals damage over time until the affected monster(s) die, escape constriction (which they must waste turns to do), or the effect runs out. In most cases, the monster will die or escape before the status runs out. If you leave [[line of sight]] of any affected enemies, they are immediately released. &lt;br /&gt;
&lt;br /&gt;
==Resistant Enemies==&lt;br /&gt;
Only a small number of monsters are not affected by BVC, all of which are also immune to regular types of constriction. They include:&lt;br /&gt;
*[[List of jellies|All slimes and jellies]].&lt;br /&gt;
*[[:Category:insubstantial monsters|Insubstantial]] enemies, including [[wraith]]-type [[undead]], many monsters in [[the Abyss]], and [[orbs of fire]].&lt;br /&gt;
*[[Spiny]] enemies&lt;br /&gt;
&lt;br /&gt;
Enemies over [[deep water]] or [[lava]] are unaffected.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
BVC is a very versatile spell: You basically now have access to an unlimited [[wand of roots]] that can pin enemies while dealing significant damage. It has the following benefits:&lt;br /&gt;
*BVC itself cannot be dodged, and few enemies are immune to it.&lt;br /&gt;
*It greatly lowers EV, increasing the accuracy of both you and your allies. This combos well with other [[Earth Magic]] spells, like [[Bombard]] or [[Lehudib's Crystal Spear]], which have poor accuracy, as well as your undead allies.&lt;br /&gt;
*It pins the target in place, allowing the player to move away from enemies (even fast ones) without [[attacks of opportunity]].&lt;br /&gt;
*It is especially effective in corridors since it affects the whole beam path. Other piercing attacks, like [[javelin]]s, work well in conjunction.&lt;br /&gt;
&lt;br /&gt;
Note that BVC does not allow [[stab]]s, nor does it prevent enemies from making melee attacks. Also, unlike the wand of roots, BVC isn't [[noise|loud]].&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Most monsters will not attempt to escape constriction if they can melee attack you (exceptions: [[batty]] enemies, enemies with movement abilities like [[Blink]]). So by staying adjacent to an enemy, you'll get the most out of the damage and EV penalty.&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
The monster version is functionally identical to the player version.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], [[constriction]] as a whole worked differently:&lt;br /&gt;
**BVC's base damage was &amp;lt;code&amp;gt;2d(2 + pow/25)&amp;lt;/code&amp;gt; per turn, but damage increased over time.&lt;br /&gt;
**The EV penalty was a multiplier that depended on monster size (instead of a flat penalty). It halved EV at the absolute minimum - overall, it was more effective against high EV foes.&lt;br /&gt;
**Escape chance for monsters did not care about HD.&lt;br /&gt;
*Prior to [[0.31]], BVC's base damage was &amp;lt;code&amp;gt;2d(3.5 + pow/20)&amp;lt;/code&amp;gt; per turn. Also, you couldn't constrict [[invisible]] enemies if you didn't have [[see invisible]].&lt;br /&gt;
*Prior to [[0.26]], a few more monsters were spiny - [[porcupine]]s, [[torturous demonspawn]], and [[hell sentinel]]s - and thus immune to constriction.&lt;br /&gt;
*Prior to [[0.25]], BVC affected a smite-targeted 3x3 area instead of a beam path.&lt;br /&gt;
*Prior to [[0.22]], [[Necromancer]]s started with BVC, and it did 33% more damage.&lt;br /&gt;
*The spell was added in [[0.21]].&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Archery&amp;diff=85774</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Archery&amp;diff=85774"/>
				<updated>2026-05-04T05:27:55Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: /* Desirability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{flavour|It has half the normal encumbrance for the purpose of ranged combat.}}&lt;br /&gt;
'''Archery''' is an [[ego]] found only on heavy [[body armour]] ([[scale mail]] or heavier). Its [[encumbrance]] is halved for the purpose of the [[Ranged Weapons]] attack penalty.&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
There is no substitute for Archery for certain [[Ranged Weapons]] users, allowing them to benefit from heavier armour while not slowing attack speed. Such armor will still penalize [[evasion]] and [[spell failure]], so it is not suited for all Ranged Weapons users. For any other character it does nothing.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.35|the Archery ego will divide encumbrance by 3 for the purpose of the [[Ranged Weapons]] attack penalty.}}&lt;br /&gt;
*Archery was reintroduced as a body armour ego in [[0.34]]. Prior to this version, it was an ego found on [[gloves]] that gave +4 [[slay]]ing to both [[throwing]] weapons and [[launcher]]s.&lt;br /&gt;
*This ego was replaced with [[Hurling]] in [[0.28]].&lt;br /&gt;
*Prior to [[0.15]], archery gave +5 to accuracy and +3 to damage, at the cost of -1 slaying in melee.&lt;br /&gt;
*Prior to [[0.14]], archery was only found on the [[bracers of archery]], a now-obsolete form of hand-slot armour.&lt;br /&gt;
&lt;br /&gt;
[[Category:Egos]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Sprint&amp;diff=85748</id>
		<title>Sprint</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Sprint&amp;diff=85748"/>
				<updated>2026-04-26T06:08:15Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: binding sigil&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
''This page is about the monster spell. For the fast-paced alternate version of ''Crawl'', see [[Dungeon Sprint]].''&lt;br /&gt;
{{flavour|Causes the caster to move across terrain more rapidly for a short duration.}}&lt;br /&gt;
&lt;br /&gt;
'''Sprint''' is a monster-only spell which reduces the caster's [[movement delay]] by 0.3 [[decaAut]],&amp;lt;ref&amp;gt;{{source ref|0.30.1|monster.cc|5506}}&amp;lt;/ref&amp;gt; thus increasing their movement speed. For a regular, 100% speed monster, this increases speed by 42.3%. Sprint also grants immunity to [[Sigil of Binding]] regardless of its source.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
Also, [[player ghost]]s receive this spell instead of [[Swiftness]]. Any monster will gain the Sprint effect if affected by [[Sigil of Binding]], once the -Move wears off.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Sprint was added in [[0.16]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Slick_slippers&amp;diff=85747</id>
		<title>Slick slippers</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Slick_slippers&amp;diff=85747"/>
				<updated>2026-04-26T06:04:42Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{flavour|Crafted from the tanned, smooth hide of a Western Skyshark, these slippers are astonishingly comfortable. They lack the protective benefits of a good pair of boots, but they can get their wearers out of almost any bind.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Slick slippers.png]] '''''the +2 pair of slick slippers'''''&lt;br /&gt;
&lt;br /&gt;
+2 slippers (modified [[boots]]: 0 base AC)&amp;lt;br&amp;gt;&lt;br /&gt;
Incoming damaging melee attacks [[trample]] their wearer backward (immune when climbing [[stair]]s)&amp;lt;br&amp;gt;&lt;br /&gt;
Provides immunity to [[constriction]], [[web]]s, -Move from [[Sigil of Binding]] and [[Throw Bolas]], and [[throwing net]]s.&amp;lt;br&amp;gt;&lt;br /&gt;
+4 [[EV]]&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
A &amp;quot;freedom of movement&amp;quot; style effect from the '''slick slippers'''&amp;lt;ref&amp;gt;{{source ref|0.32.1|art-data.txt|1727}}&amp;lt;/ref&amp;gt; is desirable, especially in places where nets/webs or constriction are common, like [[Spider's Nest|Spider]] and [[Snake]], respectively. The +4 EV is a welcome bonus.&lt;br /&gt;
&lt;br /&gt;
However, the slippery effect is generally a negative. Being forced to move, at seemingly random intervals, can cause a lot of problems. It makes [[stair dancing]] very difficult. You can be forced onto traps or into [[shallow water]]. It often makes your positioning worse. And slippery is unreliable: since you must be ''damaged'' in order for it to proc, dodging an attack means you won't actually get pushed back.&lt;br /&gt;
&lt;br /&gt;
If you can manage your fights and positioning well, then you can negate much of the downside from the proc. For example, fighting with your back against a wall (or against another monster) will prevent you from being pushed around. It may be a positive in some situations, as it lets you back up for relatively free.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.35|the slick slippers will grant immunity to -Move from [[Grave Claw]].}}&lt;br /&gt;
*Prior to [[0.34]], the slick slippers did not grant immunity to -Move from [[Throw Bolas]].&lt;br /&gt;
*Prior to [[0.33]], the slick slippers granted immunity to [[engulf]].&lt;br /&gt;
*The slick slippers were added in [[0.30]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Boots]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Slick_slippers&amp;diff=85746</id>
		<title>Slick slippers</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Slick_slippers&amp;diff=85746"/>
				<updated>2026-04-26T06:04:18Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{flavour|Crafted from the tanned, smooth hide of a Western Skyshark, these slippers are astonishingly comfortable. They lack the protective benefits of a good pair of boots, but they can get their wearers out of almost any bind.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Slick slippers.png]] '''''the +2 pair of slick slippers'''''&lt;br /&gt;
&lt;br /&gt;
+2 slippers (modified [[boots]]: 0 base AC)&amp;lt;br&amp;gt;&lt;br /&gt;
Incoming damaging melee attacks [[trample]] their wearer backward (immune when climbing [[stair]]s)&amp;lt;br&amp;gt;&lt;br /&gt;
Provides immunity to [[constriction]], [[web]]s, -Move from [[Binding Sigil]] and [[Throw Bolas]], and [[throwing net]]s.&amp;lt;br&amp;gt;&lt;br /&gt;
+4 [[EV]]&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
A &amp;quot;freedom of movement&amp;quot; style effect from the '''slick slippers'''&amp;lt;ref&amp;gt;{{source ref|0.32.1|art-data.txt|1727}}&amp;lt;/ref&amp;gt; is desirable, especially in places where nets/webs or constriction are common, like [[Spider's Nest|Spider]] and [[Snake]], respectively. The +4 EV is a welcome bonus.&lt;br /&gt;
&lt;br /&gt;
However, the slippery effect is generally a negative. Being forced to move, at seemingly random intervals, can cause a lot of problems. It makes [[stair dancing]] very difficult. You can be forced onto traps or into [[shallow water]]. It often makes your positioning worse. And slippery is unreliable: since you must be ''damaged'' in order for it to proc, dodging an attack means you won't actually get pushed back.&lt;br /&gt;
&lt;br /&gt;
If you can manage your fights and positioning well, then you can negate much of the downside from the proc. For example, fighting with your back against a wall (or against another monster) will prevent you from being pushed around. It may be a positive in some situations, as it lets you back up for relatively free.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.35|the slick slippers will grant immunity to -Move from [[Grave Claw]].}}&lt;br /&gt;
*Prior to [[0.34]], the slick slippers did not grant immunity to -Move from [[Throw Bolas]].&lt;br /&gt;
*Prior to [[0.33]], the slick slippers granted immunity to [[engulf]].&lt;br /&gt;
*The slick slippers were added in [[0.30]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Boots]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Grave_Claw&amp;diff=85745</id>
		<title>Grave Claw</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Grave_Claw&amp;diff=85745"/>
				<updated>2026-04-26T06:01:11Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: monster version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
&lt;br /&gt;
'''Grave Claw''' is a smite-targeted level 2 [[Necromancy]] spell that does physical damage and inflicts the Bind [[status effect]] on a target. The target will be unable to move for 2-4 turns, although this effect doesn't prevent [[blink]]ing.&lt;br /&gt;
&lt;br /&gt;
The player can have up to 3 charges of Grave Claw. Each of these charges takes a random 4-6 living deaths to recharge. When the player first memorises the spell, they gain one charge of it immediately.&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]]s and [[Hedge Wizard]]s start with this spell in their library. &lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This spell has limited uses but deals good, irresistible damage, cannot be dodged or blocked, and can be used to [[attacks of opportunity|break melee range]]. It is therefore best saved for dangerous creatures. &lt;br /&gt;
&lt;br /&gt;
Necromancers and Hedge Wizards may wish to use it against [[undead]] or poison-resistant creatures, for which their other spells may not work. &lt;br /&gt;
&lt;br /&gt;
Casting this spell on a monster adjacent to you and then moving away will reliably allow you to create a gap.&lt;br /&gt;
&lt;br /&gt;
==Monster version==&lt;br /&gt;
The monster version of this spell is not limited by charges.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
[[Beogh|Orc wizard apostles]] can also cast Grave Claw.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Added in [[0.32]] as a replacement level 2 spell following the removal of [[Cigotuvi's Dreadful Rot]]. [[Necromancer]]s and [[Hedge Wizard]]s start with this spell in their library.&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vex&amp;diff=85744</id>
		<title>Vex</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vex&amp;diff=85744"/>
				<updated>2026-04-26T05:57:02Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version033}}&lt;br /&gt;
{{flavour|Attempts to cloud the target's mind with thoughtless frustration, forcing them to spend several turns doing nothing but attacking nearby spaces (whether those spaces are empty or even contain their allies).}}&lt;br /&gt;
&lt;br /&gt;
'''Vex''' is a monster-only spell that gives the target the '''Vexed''' status. This status effect causes the target to uncontrollably attack nearby spaces for the next 3-6 turns. Targets are 7 times more likely to attack spaces with creatures in them (but can still attack empty spaces) and do not suffer any defensive penalties during this, but cannot do anything else. Afterwards, [[stun immunity]] is granted for 1-3 turns.&lt;br /&gt;
&lt;br /&gt;
Having enough [[willpower]] makes you resistant to the spell, while having [[Clarity]] gives you immunity to the status as a whole. [[Stun immunity]] makes you temporarily immune to vexing.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
Other than the spell:&lt;br /&gt;
*[[Trog|Trog's]] wrath can inflict Vexed, depending on current [[tension]].&lt;br /&gt;
*[[Dominate Undead]] will vex an [[undead]] player.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Vexed is a ''very'' dangerous status - even if you're playing a melee character - because it prevents you from using items or [[god]] abilities for the duration. It should be treated as a [[paralysis]] that doesn't lower your [[EV]] or [[SH]].&lt;br /&gt;
&lt;br /&gt;
There are only two sources of Vex: the Vex spell can be blocked by [[willpower]] or by blocking line of fire; Trog's wrath can be avoided by not abandoning or angering Trog.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{CBA|0.34|the post-Vex stun immunity will last 3-5 turns instead of 1-3 turns.}}&lt;br /&gt;
*In [[0.33]], this spell was added to the game.&lt;br /&gt;
&lt;br /&gt;
[[Category: Monster spells]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Vampire_bloodprince&amp;diff=85743</id>
		<title>Vampire bloodprince</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Vampire_bloodprince&amp;diff=85743"/>
				<updated>2026-04-26T05:55:20Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: /* Useful Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{monster info}}&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
'''Vampire bloodprinces''' are terrifying top-tier vampires who can summon sleep-inducing clouds of bats and control undead. They can be found in the [[Crypt]], rarely in themed vaults for [[Depths]], and on Crypt-themed [[ziggurat]] floors.&lt;br /&gt;
&lt;br /&gt;
{{monster spells}}&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
* The clouds of bats made by [[Ravenous Swarm]] make living player species [[Drowsy]], which will turn into full [[Sleep]] after being inflicted enough times. Walking out of these clouds can be quite important, but isn't always possible between nearby terrain and the movement-binding of Grave Claw- deploying [[Translocations]] or [[scroll of blinking|scrolls of blinking]] can be crucial for avoiding a final rest.&lt;br /&gt;
** Other sources of sleep immunity include [[clarity]] or changing into holiness via drinking [[Potion of lignification|Potions of lignification]]. As with all hostile clouds, they also can't be made on top of other non-decorative clouds, which you can easily place ontop of yourself with [[Mephitic Cloud]], [[scroll of fog|scrolls of fog]], or [[scroll of poison|scrolls of poison]].&lt;br /&gt;
* Dominate Undead doesn't matter a lot versus [[necromancy]] casters in Crypt, but it will affect both [[Infestation]] [[death scarab]]s and allies gained through [[Yredelemnul]], and the rare appearances in Depths vaults can catch the rest of one's undead army. Leaving them behind elsewhere on the floor can be a better idea than fighting one's own charmed allies.&lt;br /&gt;
* Player undead are immune to bat cloud sleep and Drain Life both, but Dominate Undead will [[Vex|vexed]] them also with no line-of-fire required, so stacking on Willpower becomes absolutely crucial.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
* Vampire bloodprinces were added in [[0.33]].&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Spectral_(brand)&amp;diff=85740</id>
		<title>Spectral (brand)</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Spectral_(brand)&amp;diff=85740"/>
				<updated>2026-04-20T18:53:33Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version032}}&lt;br /&gt;
{{flavour|When its wielder attacks, the weapon's spirit leaps out and launches a second, slightly weaker strike. The spirit shares a part of any damage it takes with its wielder.}}&lt;br /&gt;
&lt;br /&gt;
When striking an enemy, the '''spectral''' [[brand]] creates a spiritual copy of your weapon in a nearby tile, which attacks at 70% of your melee damage.&lt;br /&gt;
&lt;br /&gt;
==Useful Info==&lt;br /&gt;
{{Flavour|A spirit drawn from a weapon -- it never strikes on its own. Damage done to it will partially be mirrored onto the caster.}}&lt;br /&gt;
On an attack, even if it misses, you instantly create a '''spectral weapon'''. It will spawn in a random tile ''within weapon reach'' of both you and your target. If there is no valid tile, then no spectral weapon spawns.&lt;br /&gt;
&lt;br /&gt;
The spectral weapon attacks whenever you attack, including on the turn it was created. Its damage is calculated as if you had swung again, but with a 70% multiplier. [[To-hit]] is the same as your to-hit.&lt;br /&gt;
&lt;br /&gt;
The spectral weapon is a physical entity. It has the traits of the weapon class ([[cleaving]] of [[Axes]], [[reaching]] of [[Polearms]]...), but doesn't benefit from [[artefact]] properties. Whenever it is damaged, 70% of damage is additionally dealt to you, ignoring any of your defenses or resistances.&lt;br /&gt;
*It has one level of resistance each to [[fire]], [[cold]], and [[electricity]].&lt;br /&gt;
*It is immune to [[poison]], [[negative energy]], [[blind]]ing, drowning, and it is [[insubstantial]].&lt;br /&gt;
*It is considered a [[durable summon]].&lt;br /&gt;
The spectral weapon will vanish if you take an action besides making a melee attack.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
*Spectral can be found on non-artefact [[club]]s, [[quarterstaves]], and [[lajatang]]s.&lt;br /&gt;
*[[Scrolls of brand weapon]] can give any melee weapon the spectral brand.&lt;br /&gt;
*Any [[randart]] melee weapon can have the spectral brand.&lt;br /&gt;
*[[Asterion]] always carries a spectral-branded weapon.&lt;br /&gt;
*The unrand [[Glaive of the Guard]] is a glaive with both spectral and [[electrocution]] brands. Note that the spectral weapon does not benefit from said electrocution brand.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Spectral is one of the strongest brands on paper, offering an irresistible, AC-independent, +70% damage boost. Provided the spectral weapon can hit the enemy, this brand will ''completely'' outdamage the [[speed (brand)|speed]], [[flaming]], and [[freezing]] brands. It is limited by the mechanics of the spectral weapons. &lt;br /&gt;
*The spectral brand can cause you to take extra damage, which is always risky. Area-of-effect attacks, like [[axes]] or [[Fireball]]s, are able to hit both you and the spectral weapon, causing you to take up to x1.7 damage.&lt;br /&gt;
*Spectral weapons need a place to spawn. In a hallway or when surrounded, there can be no space for a spectral weapon, meaning this brand isn't providing any benefit.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Works well with [[Polearms]]. The extra tile of reach gives more flexibility, making it easier to position. You can attack behind the spectral polearm, and vice versa.&lt;br /&gt;
*Spectral weapons are formed instantly. If you attack, the spectral weapon is formed, then it attacks before monsters get a chance to move.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], spectral weapons dealt 100% attack damage due to a bug, which was introduced in 0.30.&lt;br /&gt;
*Prior to [[0.31]], spectral weapons only shared 50% of their damage to their user.&lt;br /&gt;
*Prior to [[0.30]], spectral weapons' damage and to-hit were based off the &amp;quot;spectral weapon&amp;quot; monster, rather than scaling off the wielder's attack power. Also, monsters couldn't use this brand.&lt;br /&gt;
*Prior to [[0.27]], this brand was boosted by [[Evocations]]. It was native to clubs, staves, and two-handed artefacts, though it could still be applied to any melee weapon with a scroll of brand weapon. Also, monsters could create a copy of their weapon when using this brand.&lt;br /&gt;
*This brand was introduced in [[0.26]], replacing the spell [[Spectral Weapon]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot; style=&amp;quot;border:none; margin:auto; padding:0; text-align: center&amp;quot;&lt;br /&gt;
! Axe || Long Blade || Mace || Polearm || Short Blade || Staff || Whip&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spectral Axe.png]] || [[File:Spectral Long Blade.png]] || [[File:Spectral Mace.png]] || [[File:Spectral Spear.png]] || [[File:Spectral Short Blade.png]]  || [[File:Spectral Staff.png]] || [[File:Spectral Whip.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{brands}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Brands]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Guaranteed_damage_reduction&amp;diff=85739</id>
		<title>Guaranteed damage reduction</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Guaranteed_damage_reduction&amp;diff=85739"/>
				<updated>2026-04-20T18:49:03Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: /* What GDR Affects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version030}}&lt;br /&gt;
&lt;br /&gt;
'''Guaranteed damage reduction (GDR)''' gives players a layer of protection in melee and ranged combat. Normally, each attack that hits you is reduced by a random amount up to your AC. Against regular melee and weapon attacks, your minimum AC reduction is equal to GDR% of the attack's damage, unless this would be higher than &amp;lt;code&amp;gt;1/2 * AC&amp;lt;/code&amp;gt;. In essence, GDR is a form of insurance against poor AC rolls.&lt;br /&gt;
&lt;br /&gt;
==What GDR Affects==&lt;br /&gt;
GDR only works against physical damage, either in melee, with [[reaching]], or with a ranged/throwing weapon.&lt;br /&gt;
&lt;br /&gt;
It does ''not'' apply against any sort of spell or ability, unless that ability specifically uses the weapon/melee damage formula (e.g., [[Manifold Assault]]). Therefore, GDR does not apply to a [[Conjurations]] spell that does physical damage. Neither does it apply against &amp;quot;physical&amp;quot; abilities like [[Slug Dart]] or [[Harpoon Shot]]. It also doesn't work against elemental melee damage, such as an [[ice beast]]'s additional cold damage.&lt;br /&gt;
&lt;br /&gt;
==Calculating GDR==&lt;br /&gt;
Your GDR is calculated by the following formula: &amp;lt;code&amp;gt;GDR% = AC^(1/4) * 16&amp;lt;/code&amp;gt;. Any means of obtaining AC counts towards your GDR.&lt;br /&gt;
&lt;br /&gt;
===GDR of Various AC Values===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Base AC || GDR&lt;br /&gt;
|-&lt;br /&gt;
| 2 ([[Robe]]) || 19.0%&lt;br /&gt;
|-&lt;br /&gt;
| 6 ([[Scale mail]]) || 25.0%&lt;br /&gt;
|-&lt;br /&gt;
| 10 ([[Plate armour]]) || 28.5%&lt;br /&gt;
|-&lt;br /&gt;
| 16 (+2 [[Robe]], aux) || 32%&lt;br /&gt;
|-&lt;br /&gt;
| 32 (+10 [[Plate armour]], aux) || 38.1%&lt;br /&gt;
|-&lt;br /&gt;
| 40 (+14 [[Crystal plate armour|Crystal plate]], aux) ||40.2%&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 42.5%&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 50.6%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Auxiliary slots include a +2 [[Helmet]], +2 [[Cloak]], +2 [[Gloves]], and +2 [[Boots]]. Percents on this table are rounded to the nearest tenth.&lt;br /&gt;
&lt;br /&gt;
==Damage Reduction==&lt;br /&gt;
GDR is '''not''' a form of damage reduction independent from AC. If you could have excellent GDR and terrible AC, it would do you little good. It is effectively a minimum AC roll, or a ''guaranteed'' AC roll. It is capped at &amp;lt;code&amp;gt;GDR% * damage taken&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;1/2 * AC&amp;lt;/code&amp;gt;, whichever is lower.&lt;br /&gt;
&lt;br /&gt;
Let's say you take a 50 damage attack, but have 48% GDR. First, [[AC]] rolls. If AC roll is a 1, then GDR will raise the reduction to (50 * .48) = 24, meaning you actually lose 26 HP. But if your AC roll is 36, then GDR will not do anything, as you are above the guaranteed reduction of 24. &lt;br /&gt;
&lt;br /&gt;
If you took said 50 damage attack with 16 AC and 32% GDR, then the AC/2 limit applies instead: you'll always reduce damage by at least (16 / 2) = 8 over the expected (50 * .32) = 16.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
GDR is tied to your [[AC]]; any form of extra AC will also increase GDR. This comes with the same costs and benefits; are you willing to sacrifice [[EV]] and spellcasting potential in order to become more bulky? Characters who want to avoid melee will still want to avoid melee as much as possible. However, GDR is a large reason why AC is more consistent in stopping damage.&lt;br /&gt;
&lt;br /&gt;
For most characters, GDR will slightly reduce the maximum physical damage enemies can deal.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.27]], GDR was more complex. Each set of body [[armour]] had a defined GDR, calculated by &amp;lt;code&amp;gt;(14 * (Body Armour Base AC - 2)^(1/2))%&amp;lt;/code&amp;gt;, no matter what your actual AC was. Certain [[transmutation]]s also had a set GDR. [[Gargoyle]]s increased base GDR, while [[Draconian]]s (being unable to wear body armour) didn't have any. For more information, see [http://crawl.chaosforge.org/index.php?title=Guaranteed_damage_reduction&amp;amp;oldid=52698 this past revision].&lt;br /&gt;
*Prior to [[0.8]], GDR was equal to &amp;lt;code&amp;gt;(Body Armour Base AC) * (13 + Armour) / 17&amp;lt;/code&amp;gt;.&lt;br /&gt;
*Prior to [[0.5]], GDR was higher.&lt;br /&gt;
&lt;br /&gt;
[[Category:Defence]][[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mesmerise&amp;diff=85738</id>
		<title>Mesmerise</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mesmerise&amp;diff=85738"/>
				<updated>2026-04-20T18:47:25Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{flavour|Makes a targeted creature unwilling to move away from the caster. Leaving the caster's line of sight will end the effect.}}&lt;br /&gt;
''For the [[orb]] [[ego]] that inflicts [[daze]], see [[Mesmerism]].''&lt;br /&gt;
&lt;br /&gt;
'''Mesmerise''' is a status and monster-only spell which causes you to find the caster irresistibly fascinating. If the spell beats your [[willpower]], you are unable to move away from the caster, and become unable to [[berserk]]. You can still attack, make non-movement actions, and &amp;quot;uncontrolled&amp;quot; movement (e.g. the [[Blink]] spell) as normal. Mesmerise does not require line of fire to affect you.&lt;br /&gt;
&lt;br /&gt;
==Methods for Breaking Mesmerisation==&lt;br /&gt;
You can end the mesmerise status in the following ways:&lt;br /&gt;
*Killing the source of the mesmerisation.&lt;br /&gt;
*Losing [[line of sight]] to the caster ([[steam]] and [[scrolls of fog]] work well for this, as does walking behind any opaque wall)&lt;br /&gt;
*Uncontrolled [[blink]]ing or [[teleport]]ing beyond the caster's line of sight. A [[scroll of blinking]] does not work for getting away. But you can blink closer to the monster mesmerising you, which might be useful when the caster is hiding behind other enemies.&lt;br /&gt;
&lt;br /&gt;
The following methods only work if the source of mesmerisation is via any spell:&lt;br /&gt;
*[[Polymorph]]ing the source of mesmerisation.&lt;br /&gt;
*Disabling the source of mesmerisation ([[confusion]], [[petrification]], [[fear]], etc.).&lt;br /&gt;
*Having enough time pass without the caster renewing the effect. Note that if you are currently mesmerised by a particular monster, you will always fail to resist any attempt at mesmerisation from that monster.&lt;br /&gt;
&lt;br /&gt;
[[Silence]] will also work if the source of mesmerism is casting either [[Siren Song]] or [[Avatar Song]].&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
The spells [[Siren Song]] and [[Avatar Song]] can also mesmerise you, cast by the following monsters:&lt;br /&gt;
*{{monsterlink|Merfolk siren}} &lt;br /&gt;
*{{monsterlink|Merfolk avatar}}&lt;br /&gt;
&lt;br /&gt;
There are additional some other non-spell sources of this effect, which can't make you mesmerised by more than one monster at a time.&lt;br /&gt;
*The [[obsidian axe]] always causes you to be mesmerised by every monster you see, until they are dead or not visible.&lt;br /&gt;
*Transforming with a [[maw talisman]] gives you a 1/6 chance to be mesmerised with hunger on the first time you see any [[Holiness|living or hostile plant]] monster. This lasts for a much shorter 6 to 10 turns.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.34]], Maw Form could not mesmerise you.&lt;br /&gt;
*Prior to [[0.27]], you could unwield the [[obsidian axe]] to get rid of all mesmerisation, including from spells.&lt;br /&gt;
*Prior to [[0.20]], you could break out of mesmerisation by creating a [[noise]] of 20 loudness or higher, such as by reading a [[scroll of noise]], casting [[Lightning Bolt]], or evoking a [[wand of lightning]]. &lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Mesmerise&amp;diff=85734</id>
		<title>Mesmerise</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Mesmerise&amp;diff=85734"/>
				<updated>2026-04-19T03:01:17Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: /* Methods for Breaking Mesmerisation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{flavour|Makes a targeted creature unwilling to move away from the caster. Leaving the caster's line of sight will end the effect.}}&lt;br /&gt;
&lt;br /&gt;
'''Mesmerise''' is a status and monster-only spell which causes you to find the caster irresistibly fascinating. If the spell beats your [[willpower]], you are unable to move away from the caster, and become unable to [[berserk]]. You can still attack, make non-movement actions, and &amp;quot;uncontrolled&amp;quot; movement (e.g. the [[Blink]] spell) as normal. Mesmerise does not require line of fire to affect you.&lt;br /&gt;
&lt;br /&gt;
==Methods for Breaking Mesmerisation==&lt;br /&gt;
You can end the mesmerise status in the following ways:&lt;br /&gt;
*Killing the source of the mesmerisation.&lt;br /&gt;
*Losing [[line of sight]] to the caster ([[steam]] and [[scrolls of fog]] work well for this, as does walking behind any opaque wall)&lt;br /&gt;
*Uncontrolled [[blink]]ing or [[teleport]]ing beyond the caster's line of sight. A [[scroll of blinking]] does not work for getting away. But you can blink closer to the monster mesmerising you, which might be useful when the caster is hiding behind other enemies.&lt;br /&gt;
&lt;br /&gt;
The following methods only work if the source of mesmerisation is via any spell:&lt;br /&gt;
*[[Polymorph]]ing the source of mesmerisation.&lt;br /&gt;
*Disabling the source of mesmerisation ([[confusion]], [[petrification]], [[fear]], etc.).&lt;br /&gt;
*Having enough time pass without the caster renewing the effect. Note that if you are currently mesmerised by a particular monster, you will always fail to resist any attempt at mesmerisation from that monster.&lt;br /&gt;
&lt;br /&gt;
[[Silence]] will also work if the source of mesmerism is casting either [[Siren Song]] or [[Avatar Song]].&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
The spells [[Siren Song]] and [[Avatar Song]] can also mesmerise you, cast by the following monsters:&lt;br /&gt;
*{{monsterlink|Merfolk siren}} &lt;br /&gt;
*{{monsterlink|Merfolk avatar}}&lt;br /&gt;
&lt;br /&gt;
There are additional some other non-spell sources of this effect, which can't make you mesmerised by more than one monster at a time.&lt;br /&gt;
*The [[obsidian axe]] always causes you to be mesmerised by every monster you see, until they are dead or not visible.&lt;br /&gt;
*Transforming with a [[maw talisman]] gives you a 1/6 chance to be mesmerised with hunger on the first time you see any [[Holiness|living or hostile plant]] monster. This lasts for a much shorter 6 to 10 turns.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.34]], Maw Form could not mesmerise you.&lt;br /&gt;
*Prior to [[0.27]], you could unwield the [[obsidian axe]] to get rid of all mesmerisation, including from spells.&lt;br /&gt;
*Prior to [[0.20]], you could break out of mesmerisation by creating a [[noise]] of 20 loudness or higher, such as by reading a [[scroll of noise]], casting [[Lightning Bolt]], or evoking a [[wand of lightning]]. &lt;br /&gt;
&lt;br /&gt;
[[Category:Monster spells]]&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Rampaging&amp;diff=85729</id>
		<title>Rampaging</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Rampaging&amp;diff=85729"/>
				<updated>2026-04-16T17:12:09Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{flavour|Its wearer takes one free step when moving towards enemies.}}&lt;br /&gt;
[[File:Rampaging_tile.png|thumb|300px|right|The 8 directions you can rampage.&amp;lt;br&amp;gt;Monsters &amp;quot;a knight's move&amp;quot; away cannot be rampaged to.]]&lt;br /&gt;
'''Rampaging''' is an [[ego]] found on [[boots]] and [[artefact]]s, and innate to [[Armataur]]s. When the wearer moves directly towards an enemy (i.e. the enemy is positioned in one of the 8 directions from the wearer), rampage automatically causes an extra tile of movement. If the wearer is only one space away from an enemy, the wearer will move instantly, then make a melee attack at movement delay and stun the enemy for 5 [[aut]].&lt;br /&gt;
&lt;br /&gt;
[[Cheibriados]] disapproves of the Rampaging ego, but doesn't mind Armataur rampaging.&lt;br /&gt;
&lt;br /&gt;
Armataurs regenerate MP (and HP, starting from XL7) faster after making a rampage move. See the [[Armataur#Heal on Rampage|Armataur]] article for more information.&lt;br /&gt;
&lt;br /&gt;
Rampaging can stack up to 3 times, giving an extra tile of free movement for each stack.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Rampaging makes it easier to approach enemies. Melee fighters will take fewer hits when attacking ranged enemies. [[Stab]]bers are more likely to stab enemies before they notice.&lt;br /&gt;
&lt;br /&gt;
However, rampaging takes control away from the player, as there's no way to turn it off. This can be a liability, e.g., it can cause you to overshoot a [[staircase]] you wanted to land on. Reckless use can also cause you to charge too deep into enemy lines, although this can be avoided by luring/retreating enemies before deciding to charge in.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Stabbers can get guaranteed stabs against foes 1 empty square away.&lt;br /&gt;
*In the event you find yourself with a horde in front of you and a weak enemy in another direction, these boots can aid you in your escape if you move towards them.&lt;br /&gt;
*Be cautious if you move towards an enemy in fog of war; you will uncover twice as many squares with each step, and may find yourself in a much more dangerous situation than you anticipated.&lt;br /&gt;
*Be mindful if you're trying to approach a [[staircase]]. If you want to move at normal speed, try zig-zagging, or moving in alternating diagonal directions.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Seven-league boots]] - Features a more extreme version of rampaging&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.34]], Rampaging didn't stack. Also, free attacks were at attack delay, but there was no ministun when making a rampaging attack.&lt;br /&gt;
*Rampaging was added in [[0.26]], replacing the [[running]] ego on boots.&lt;br /&gt;
&lt;br /&gt;
[[Category:Movement]]&lt;br /&gt;
[[Category:Egos]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Rune_lock&amp;diff=85724</id>
		<title>Rune lock</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Rune_lock&amp;diff=85724"/>
				<updated>2026-04-09T14:54:10Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version031}}&lt;br /&gt;
A '''rune lock''' is a barrier that prevents you from traversing a branch before you have a sufficient number of the [[runes of Zot]]. Two rune locks currently exist in ''Crawl'':&lt;br /&gt;
&lt;br /&gt;
*In order to exit the [[the Vaults]], you must have 1 rune. Any rune, even runes obtained outside the Vaults, can bypass this lock. If you enter the Vaults with no runes, you must get one (either from the Vaults itself, the [[Tomb]] inside, or from the [[Abyss]]) before you can go back to the Dungeon normally. Note that [[Ignis]]' Rising Flame ability will bypass the rune lock.&lt;br /&gt;
*The entrance to [[the Realm of Zot]] requires 3 runes to unlock. This serves as the main barrier preventing the player from simply descending as deep as possible and reaching the Orb.&lt;br /&gt;
&lt;br /&gt;
==Rune Availability==&lt;br /&gt;
*All runes are available as the first rune. However, it is highly recommended to get the first rune from one of the two 'upper' Lair branches available in your game ([[Snake Pit]]/[[Spider's Nest]] and [[Swamp]]/[[Shoals]]). Obtaining the second rune is generally best done in the other Lair branch from the list above. &lt;br /&gt;
**Followers of [[Jiyva]] can trivially acquire the rune from the [[Slime Pits]] once they have accumulated sufficient [[piety]], but others will likely wish to wait until later. &lt;br /&gt;
*The third and final rune for opening the Realm of Zot is typically obtained from either [[the Vaults]], the [[Slime Pits]], or the [[Abyss]].&lt;br /&gt;
*All runes found in the [[Hell]]s, [[Pandemonium]], and [[Tomb]] are considered part of the optional [[extended game]] and are mainly used to improve the final [[score]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.30]], you needed a rune to ''enter'' [[the Vaults]]. This rune lock has been moved to ''exiting'' the Vaults.&lt;br /&gt;
*Prior to [[0.28]], you needed 2 runes to enter a [[ziggurat]].&lt;br /&gt;
*Prior to [[0.19]], you needed 3 runes to enter a ziggurat.&lt;br /&gt;
*Prior to [[0.14]], you did not need a rune to enter the Vaults.&lt;br /&gt;
**Although the concept of a rune lock to the Vaults had been debated since very early versions of ''Crawl'', it was only implemented after the [[0.13]] tournament, in which acquiring a rune before D:14 was an optional challenge conduct. &lt;br /&gt;
&lt;br /&gt;
::Without a rune lock, players have much less of a reason to enter the Lair Branch endings at an expected level. They could explore Dungeon, both Lair Branch:1-4s, and Vaults:1-4 before entering a branch end. So by the time the player entered their first rune vault, they'd be overlevelled (thus, removing the challenge from obtaining your first rune).&lt;br /&gt;
*A rune lock requiring 3 runes has always existed for [[the Realm of Zot]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon Features]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Wyrmbane&amp;diff=85723</id>
		<title>Wyrmbane</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Wyrmbane&amp;diff=85723"/>
				<updated>2026-04-08T13:58:18Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: /* Desirability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{flavour|An enchanted lance deadly to all dragonkind. It grows more powerful every time it inflicts a killing blow on a strong dragon. The more powerful it grows, the harder it will be to find a worthy opponent.}}&lt;br /&gt;
[[File:Wyrmbane.png]] '''''the +8 lance &amp;quot;Wyrmbane&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
+8 lance (modified [[spear]]: 8 base damage)&lt;br /&gt;
&lt;br /&gt;
[[Dragon slaying]] brand&amp;lt;br&amp;gt;&lt;br /&gt;
+3 AC&amp;lt;br&amp;gt;&lt;br /&gt;
rF+&amp;lt;br&amp;gt;&lt;br /&gt;
rC+&amp;lt;br&amp;gt;&lt;br /&gt;
rPois&amp;lt;br&amp;gt;&lt;br /&gt;
Enchantment increases when used to kill dragons&lt;br /&gt;
&lt;br /&gt;
===Enchantment Mechanics===&lt;br /&gt;
If a dragon slaying-vulnerable target is killed by Wyrmbane or an [[auxiliary attack]] afterwards, it will gain +1 enchantment up to the HD of the dragon killed.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
*If you kill a [[fire dragon]] (HD 12) with the basic +8 Wyrmbane, it will become +9.&lt;br /&gt;
*If you then use Wyrmbane to kill a [[swamp dragon]] (HD 9), its enchantment will not change (the dragon was too weak to boost the enchantment).&lt;br /&gt;
&lt;br /&gt;
The maximum enchantment Wyrmbane can gain this way is +18, even though there are draconic monsters with higher HD.&lt;br /&gt;
&lt;br /&gt;
The following creatures can raise the enchantment of Wyrmbane when slain, assuming its enchantment is less than their HD. Any dragon slaying-vulnerable creature not listed here ([[steam dragon]], [[rime drake]], etc.) is too weak to affect even the base enchantment of Wyrmbane.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Glyph || Tile || Name || HD&lt;br /&gt;
|-&lt;br /&gt;
| {{LightGreen|k}} || [[File:Lindwurm.png]] || [[Lindwurm]] || 9&lt;br /&gt;
|-&lt;br /&gt;
| {{LightGrey|k}} || [[File:Death drake.png]] || [[Death drake]] || 9&lt;br /&gt;
|-&lt;br /&gt;
| {{Brown|D}} || [[File:Swamp dragon.png]] || [[Swamp dragon]] || 9&lt;br /&gt;
|-&lt;br /&gt;
| {{Green|D}} || [[File:Fire dragon.png]] || [[Fire dragon]] || 12&lt;br /&gt;
|-&lt;br /&gt;
| {{White|D}} || [[File:Ice dragon.png]] || [[Ice dragon]] || 12&lt;br /&gt;
|-&lt;br /&gt;
| {{Red|d}} || [[File:Red draconian.png]] || [[List of draconians|Any adult draconian]] || 14&lt;br /&gt;
|-&lt;br /&gt;
| {{LightBlue|D}} || [[File:Storm dragon.png]] || [[Storm dragon]] || 14&lt;br /&gt;
|-&lt;br /&gt;
| {{Cyan|d}} || [[File:Draconian knight.png]] || [[List of draconians#Draconian Occupations|Any professional draconian]] || 16&lt;br /&gt;
|-&lt;br /&gt;
| {{LightCyan|D}} || [[File:Quicksilver dragon.png]] || [[Quicksilver dragon]] || 16&lt;br /&gt;
|-&lt;br /&gt;
| {{Magenta|D}} || [[File:Shadow dragon.png]] || [[Shadow dragon]] || 17&lt;br /&gt;
|-&lt;br /&gt;
| {{LightMagenta|k}} || [[File:Wyrmhole.png]] || [[Wyrmhole]] || 18&lt;br /&gt;
|-&lt;br /&gt;
| {{Cyan|D}} || [[File:Iron dragon.png]] || [[Iron dragon]] || 18&lt;br /&gt;
|-&lt;br /&gt;
| {{Yellow|D}} || [[File:Pearl dragon.png]] || [[Pearl dragon]] || 18&lt;br /&gt;
|-&lt;br /&gt;
| {{Yellow|D}} || [[File:Golden dragon.png]] || [[Golden dragon]] || 18&lt;br /&gt;
|-&lt;br /&gt;
| {{Red|D}} || [[File:Xtahua.png]] || [[Xtahua]] || 19&lt;br /&gt;
|-&lt;br /&gt;
| {{LightGrey|D}} || [[File:Bone dragon.png]] || [[Bone dragon]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| {{Red|D}} || [[File:Serpent of Hell (Gehenna).png]] || The [[Serpent of Hell]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| {{LightBlue|d}} || [[File:Bai Suzhen.png]]  || [[Bai Suzhen]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| {{Green|d}} || [[File:Tiamat.png]] || [[Tiamat]] || 22&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Desirability==&lt;br /&gt;
Very high. A fully empowered '''Wyrmbane'''&amp;lt;ref&amp;gt;{{source ref|0.34.1|art-data.txt|682}}&amp;lt;/ref&amp;gt; is a top-tier weapon, arguably ''the'' best in the game. First off, Wyrmbane has a high, irresistible damage output. It also takes little skill to reach [[mindelay]], can be wielded with a [[shield]] (for all species), and provides some very helpful resistances.&lt;br /&gt;
&lt;br /&gt;
Be aware that the [[dragon slaying]] brand has little to do with its excellent performance. Swinging a +18 or so lance at 0.5 delay works fine against any opponent. It stacks well with other slaying bonuses and [[might]]/[[berserk]].&lt;br /&gt;
&lt;br /&gt;
A +9 branded [[demon trident]] or [[partisan]] can deal more damage at sufficient strength and/or skill, and they don't require dragon kills. Still, Wyrmbane requires less skill to reach mindelay, provides resistances, and its damage cannot be resisted. It may be worth training Polearms past 12, but it is not strictly required.&lt;br /&gt;
&lt;br /&gt;
===Finding Dragons===&lt;br /&gt;
In order to make the best use of Wyrmbane, one must first kill many dragons with it. Fortunately, this is an easier task than it might seem. Getting Wyrmbane up to +12 can be accomplished by hunting [[fire dragon|fire]] and [[ice dragon]]s, which can be found throughout [[the Depths]] easily enough. [[Storm dragon|Storm]], [[shadow dragon|shadow]], and [[quicksilver dragon]]s (HD 14-17) are often found in [[Vaults]]:5. [[List of draconians|Professional draconians]] (HD 16) can be found in [[Zot]] and around its entrance.&lt;br /&gt;
&lt;br /&gt;
[[Wyrmhole]]s, [[golden dragon]]s and [[bone dragon]]s are probably the easiest dragons to find that will get you all the way up to +18. Wymholes can be found in the [[Depths]], golden dragons in [[Zot]], and [[bone dragon]]s and [[derived undead]] dragons can be found in [[The Crypt]]. The [[Abyss]], [[Hell]]s, and [[Pandemonium]] all contain even more dragons for the particularly daring explorer to slay.&lt;br /&gt;
&lt;br /&gt;
The uniques [[Maggie]] and [[Margery]] both have a tiny chance (1%) of spawning with a slightly pre-enchanted Wyrmbane; Maggie's version is +9 while Margery has raised it to +10.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Maggie and Margery were given the ability to appear wielding a pre-enchanted Wyrmbane in [[0.25]]&lt;br /&gt;
*Prior to [[0.19]], Wyrmbane provided [[berserk|+Rage]] instead of [[cold resistance|rC+]] and had a +5 [[AC]] bonus.&lt;br /&gt;
*Prior to [[0.15]], Wyrmbane had a +9,+6 enchantment bonus, either of which could increase when slaying dragons.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Unrands]]&lt;br /&gt;
[[Category:Polearms]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dazed&amp;diff=85716</id>
		<title>Dazed</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dazed&amp;diff=85716"/>
				<updated>2026-04-06T22:59:03Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
&lt;br /&gt;
'''Dazed''' is a [[status effect]] which causes creatures to do nothing unless damaged or until the status wears off.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
Dazed can be inflicted by the following:&lt;br /&gt;
*An [[orb]] with the [[mesmerism]] ego.&lt;br /&gt;
*The [[Enfeeble]] spell.&lt;br /&gt;
*Killing a [[tesseract]].&lt;br /&gt;
*[[Zin]]'s Recite ability.&lt;br /&gt;
*[[Gozag]]'s gold aura.&lt;br /&gt;
*[[The Shining One]]'s weapon blessing will invoke [[holy word]], dazing [[undead]] and [[demonic]] enemies.&lt;br /&gt;
*The [[degeneration card]], which will briefly daze those who are immune to [[polymorph]].&lt;br /&gt;
&lt;br /&gt;
Players can be dazed by a monster with Enfeeble or a mesmerism orb.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.34]], Daze only caused monsters to have a 25% to do nothing, and daze could not be inflicted on players, but the status did not end after being damaged. Also, it could be dispelled.&lt;br /&gt;
&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Dazed&amp;diff=85715</id>
		<title>Dazed</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Dazed&amp;diff=85715"/>
				<updated>2026-04-06T22:58:17Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
&lt;br /&gt;
'''Dazed''' is a [[status effect]] which causes creatures to do nothing unless damaged or until the status wears off.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
Dazed can be inflicted by the following:&lt;br /&gt;
*An [[orb]] with the [[mesmerism]] ego.&lt;br /&gt;
*The [[Enfeeble]] spell.&lt;br /&gt;
*Killing a [[tesseract]].&lt;br /&gt;
*[[Zin]]'s Recite ability.&lt;br /&gt;
*[[Gozag]]'s gold aura.&lt;br /&gt;
*[[The Shining One]]'s weapon blessing will invoke [[holy word]], dazing [[undead]] and [[demonic]] enemies.&lt;br /&gt;
*The [[degeneration card]], which will briefly daze those who are immune to [[polymorph]].&lt;br /&gt;
&lt;br /&gt;
Players can be dazed by a monster with Enfeeble or a mesmerism orb.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.34]], Daze only caused monsters to have a 25% to do nothing but did not end when the monster is damaged. Also, it could be dispelled.&lt;br /&gt;
&lt;br /&gt;
[[Category:Status effects]]&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Potion_of_mutation&amp;diff=85698</id>
		<title>Potion of mutation</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Potion_of_mutation&amp;diff=85698"/>
				<updated>2026-03-26T13:09:49Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{flavour|A potion which mutates the drinker, removing several mutations then granting a few random mutations, which are likely (but not guaranteed) to be beneficial.}}&lt;br /&gt;
{{item&lt;br /&gt;
 |itemtype=Potion&lt;br /&gt;
 |name=Potion of Mutation&lt;br /&gt;
 |cost=70&lt;br /&gt;
 |weight=4.0&lt;br /&gt;
}}&lt;br /&gt;
A surprise in every bottle! When drunk, a '''potion of mutation''' first removes 2-3 [[mutation]]s, then adds 1-3 random mutations (each with a 60% chance of being &amp;quot;[[good mutations|good]]&amp;quot; and 40% to be random), then has a 50% chance to add one good mutation. This potion is affected by [[mutation resistance]]. In addition, characters who are already mutated are less likely to gain further mutations.&lt;br /&gt;
&lt;br /&gt;
Followers of [[Zin]] incur [[penance]] if they knowingly drink this potion at less than ****** (160) piety. Once that piety threshold has been reached, however, Zin suppresses the mutation-adding effects of the potion, so followers can drink it to only remove mutations.&lt;br /&gt;
&lt;br /&gt;
[[Poltergeist]]s and [[Revenant]]s cannot use this potion intentionally, but drinking an unidentified potion of mutation will cause them to suffer [[drain]].&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Potions of mutation should generally be saved for removing bad mutations, not getting good ones, since these potions are the only source of mutation removal for most characters. There is no guarantee that a potion of mutation actually removes a desired mutation; it can take many, many potions just to get an &amp;quot;alright&amp;quot; mutation set. Plus, the most detrimental mutations like [[Initally attractive]] and [[teleportitis]] are more harmful than the best good mutations are helpful.&lt;br /&gt;
&lt;br /&gt;
Still, prevention is better than the cure, since potions of mutation are reliant on [[RNG]]. You might quaff all your potions just to end up back where you started. See the [[Malmutate#Strategy|Malmutate]] article for ways to avoid getting mutated in the first place. However, there are some cases where malmutation is practically unavoidable, so these potions are obviously helpful.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], the extra good mutation was guaranteed for [[Oni]].&lt;br /&gt;
*Prior to [[0.27]], potions of mutation removed 2-4 mutations and provided a guaranteed good mutation.&lt;br /&gt;
*Prior to [[0.21]], potions of mutation removed 2-6 random mutations instead of 2-4.&lt;br /&gt;
*Prior to [[0.20]], potions of mutation just attempted to give 1-3 random mutations, with separate [[potions of beneficial mutation]] and [[potions of cure mutation]].&lt;br /&gt;
&lt;br /&gt;
{{potions}}&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

	<entry>
		<id>http://crawl.chaosforge.org/index.php?title=Ozocubu%27s_Refrigeration&amp;diff=85687</id>
		<title>Ozocubu's Refrigeration</title>
		<link rel="alternate" type="text/html" href="http://crawl.chaosforge.org/index.php?title=Ozocubu%27s_Refrigeration&amp;diff=85687"/>
				<updated>2026-03-24T20:56:26Z</updated>
		
		<summary type="html">&lt;p&gt;Hordes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{version034}}&lt;br /&gt;
{{spell info}}{{AttackSpell&lt;br /&gt;
|name=Ozocubu's Refrigeration&lt;br /&gt;
|formula = 4d(7.5 + power/9) [[cold]]&lt;br /&gt;
|maxdmg = 4d30&lt;br /&gt;
|maxsp =200&lt;br /&gt;
|range = LOS&lt;br /&gt;
|tohit = Never Miss&lt;br /&gt;
|target = LOS&lt;br /&gt;
|special = Damage reduced by 30% per enemy adjacent, up to 2&amp;lt;br&amp;gt;Can slow cold-blooded monsters}}&lt;br /&gt;
&lt;br /&gt;
'''Ozocubu's Refrigeration''' ('''OR''' for short) is a level 7 [[Ice Magic]] spell which deals cold damage to all targets in [[line of sight]]. This ignores [[EV]] and has a 50% chance of [[slow]]ing [[cold blooded]] targets.&lt;br /&gt;
&lt;br /&gt;
However, for each monster hurt by this spell, the damage is reduced for every creature (except for monsters allied to the caster) that is directly adjacent to said monster:&amp;lt;ref&amp;gt;{{source ref|0.34.1|spl-damage.cc|651}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
*One adjacent creature to target: 70% damage&lt;br /&gt;
*Two or more adjacent creatures to target: 40% damage&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
This spell is a room-wide spell that is also decent at taking down single targets. It has full range and never misses, which are useful traits for any spell.&lt;br /&gt;
&lt;br /&gt;
Against a large, widely spaced group, you'll be doing about 30 damage to every monster in your line of sight. Teleported inside Elf:3's final vault? 4 OR casts later, it is mostly empty. A room full of [[boggart]]s? Easy. The adjacent creature penalty is harsh, but multiple casts will kill the weaker creatures.&lt;br /&gt;
&lt;br /&gt;
===Tips &amp;amp; Tricks===&lt;br /&gt;
*Casting Ozocubu's Refrigeration in quick succession takes a lot of MP. You may want to keep up the pressure with the aid of [[potions of magic]], MP restoration on kills from [[The Shining One]] or [[Vehumet]], or [[Sif Muna]]'s Channel Magic.&lt;br /&gt;
*This spell will hurt your [[allies]] if they aren't immune to cold.&lt;br /&gt;
**Note that [[lightning spire]]s, [[spellforged servitor]]s, and derived undead ([[zombie]]s, [[spectral thing]]s, [[simulacra]]) will not be dismissed when attacked.&lt;br /&gt;
*A way to move adjacent monsters away from you is helpful; spells like [[Splinterfrost Shell]] and [[Iskenderun's Mystic Blast]] make sure that you don't penalize Refrigeration's damage.&lt;br /&gt;
*This spell has an ironic synergy with a [[scroll of immolation]], which helps mitigate this spell's &amp;quot;adjacent enemies&amp;quot; penalty. The [[Inner Flame|inner flame]] enchantment creates a flame [[cloud]] on every enemy you hit. This increases damage output, allowing OR to deal more against a clump of enemies, Then, once you kill an enemy, the immolation will start a chain reaction, wiping out the rest of the pack.&lt;br /&gt;
&lt;br /&gt;
==Quality of Life improvements==&lt;br /&gt;
The screen will flash blue every time you cast OR. Over time, that may seriously reduce the joy of using this spell. Fortunately, there is a setting you can add to your .rc file that will block all player animations (not just of OR...):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;use_animations -= player&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Monster Version==&lt;br /&gt;
The version of the spell used by monsters functions similarly, but players receive less benefit from having adjacent allies:&lt;br /&gt;
*One adjacent ally: 85% damage&lt;br /&gt;
*Two adjacent allies: 75% damage&lt;br /&gt;
&lt;br /&gt;
The player's allies still receive regular benefit from adjacency.&lt;br /&gt;
&lt;br /&gt;
{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.34]], players took less damage from enemy Refrigeration when adjacent to allies (the adjacency penalty was identical to monsters: 70% for 1 ally, 40% for 2). &lt;br /&gt;
*Prior to [[0.33]], allies counted for the adjacent creatures penalty.&lt;br /&gt;
*Prior to [[0.30]], Ozocubu's Refrigeration had harsher penalties for adjacent targets; it was reduced to 66% with 1 adjacent target, and 33% with 2.&lt;br /&gt;
*Prior to [[0.29]], Ozocubu's Refrigeration did not have a penalty when creatures were adjacent to each other, but prevented the player from drinking potions for 7-15 turns. It also dealt less damage (&amp;lt;code&amp;gt;4d(5 + power/10)&amp;lt;/code&amp;gt;), but did not check [[AC]].&lt;br /&gt;
*Prior to [[0.27]], Ozocubu's Refrigeration was a level 6 spell.&lt;br /&gt;
*Prior to [[0.25]], Ozocubu's Refrigeration dealt 25% less damage on-average and would also harm the caster.&lt;br /&gt;
*Prior to [[0.15]], this spell would not temporarily disable potions, but did have a tendency to [[item destruction|destroy]] them.&lt;br /&gt;
*Prior to [[0.14]], Ozocubu's Refrigeration did not anger allies and did not wake up [[sleep]]ing monsters.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hordes</name></author>	</entry>

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